Scum City campaign map

Territories:

Pit

This is a very deep hole. You cannot pass over it and descent would be very dangerous.

Toxic Sludge

A sea of green bubbling goo. You may not pass through it except in special circumstances.

Sludge Town

This is a major settlement that provides passage further up the hive, and firmly under the control of the guilders. The guilders have several hundred men guarding it, and any fighting within city bounds is a suicidal venture. Any gangs attempting to claim this territory swiftly disappear or are forced to flee the area. Gangs from the major houses may trade here, but outlaws are shot on sight. The guilders also patrol the territories immediately around the city. Outlaw gangs cannot hold territory nearby, and the guilders are likely to interfere in any fights that occur.

Chem Pit

An extensive and highly dangerous chemical pit. The pit is a source of constantly changing chemicals, sulphurous deposits, and all kinds of poisonous and corrosive substances. If you want to collect chemicals from the pit you gain D6 credits. The work is extremely hazardous. If you roll a 6 when working out your credits then the ganger falls into the chem pit but manages to haul himself free. He struggles back to base horrifically scarred, his skin covered with blisters. His appearance is so foul that from now on he causes fear. No income is collected.

Doc

One of the local medical practitioners has offered to patch up your wounded fighters at favourable rates in return for blood and tissue donations from your gangers. The Doc will also perform emergency surgery once per battle. If one of your fighters is taken out of action, you may reroll the serious injury dice. The second result is final. Captured counts as "Full Recovery".

Gambling Den

Your gang runs a gambling den in an old disused hole in your settlement. Although the income from running a game is good, it is a risky business because Underhivers are notorious cheats and bad losers too.

Sludge Farm

One of the gang fighters comes from a holestead out in the wastes. The hole produces a crop of nutritious slime which the ganger can help his family carry to the local trade post in return for D6x10 credits' cut of the proceeds.

Wastes

There is an exposed area of ancient ruins not far from your settlement. If a ganger searches through the ruins he may find scrap pieces of archeotech, bits of old metal, or interesting old curios – enough to sell for 10 credits. When capturing this territory for the first time doll a D6, on a roll of a 6 you discover something. Roll another D6: 1-Tunnels, 2-Vents, 3-Credit stash (2D6 Credits), 4-Credit hoard(30+2D6 credits), 5-Weapon Cache(Autopistol,Autogun), 6-Free Rare trade item.

Settlement

The families of your gang fighters own holes or workshops inside the settlement where the gang is based. These holdings help to support the gang by providing food, shelter, and a vital link with the local traders. Whether the territory is used or not, there is a chance of a young relative leaving the settlement to join your gang. Roll a D6 after each game. On the roll of a 6 you may recruit a juve for free. You will have to pay for his weapons though.

Slag heap

Near your settlement there is an extensive network of tunnels and crawlholes full of iron slag and other solidified chemical wastes. A ganger can work the slag by breaking it up ready to sell to the local Guilders for a handful of credits. If you roll a 6 while collecting slag you receive 20 credits.

Toll Bridge

A toll bridge blocks access to a well-travelled part of the underhive. You can extract a tax from passing travellers.

Tunnels

Your gang has found a buried entrance to a labyrinth of ancient service ducts beneath the dome floor. When the gang fights a battle it can use these ducts to position up to three fighters anywhere on the battlefield at ground level. Models are set up at the end of the player's first turn and cannot be placed within 8" of enemy models. This represents the fighters working their way behind the enemy using their secret tunnels.

Vents

The gang has found a concealed entrance into a network of ancient ventilation shafts. When the gang fights a battle it can use these vents to position up to three fighters anywhere on the battlefield above ground level. Models are set up at the end of the player's first turn and cannot be placed within 8" of enemy models. This represents the fighters working their way over and around the enemy using their secret air shafts.

Workshop

The family or friends of one of your gang fighters runs a workshop in the local settlement. You can trade in bits of scrap or other odds and ends in return for cheap repair work or cash. If you want to visit the workshop you earn D6x10 credits. In addition, thanks to your workshop's meticulous care, you always ignore the first Ammo test during a battle. It is assumed you pass the test and no dice are rolled. Note that this only applies to the first test, not to subsequent ones.