Underhive Kings
The hives of Necromunda rise from the ash wastes like sheer mountain peaks. Spire upon spire, tower upon tower, the hives climb so far above the poisoned clouds they pierce the planet's atmostphere. To its millions of inhabitants each hive is a diverse and complete world as isolated from the surrounding ash wastes and adjoining hives as from deeep space and the distant stars.
Hive Primus alone is as populous as many large worlds in the Imperium. They majority of the hive's inhabitants belong to one of the thirteen Houses and live in the part of the give that forms its territory. Hive Primus is divided between the Houses much as the lands of ordinary plants are divided into nations. Every House has its own cultural traditions, distinctive linguistic traits, codes of dress and behaviour, as well as unique concerns and aptitudes.
The Underhive lies beneath Hive City and beyond the laws of House and Hive. Its depth varies from a few hundred meters to almost a mile and its extent is neither constant nor strictly delineated. The crumbling margins of Hive City simply melt into the upper zones of the Underhive. It is a no-man's land: the Badzones… Downhive. Here a man can make a new beginning or come to a sudden end. Everyone knows there are fortunes to be won in the depths for those willing to take the chance.
Our yet unnamed organisation deals primarily in secrets.
Using anonymity as a cloak they revel in ripping off other gangs without leaving a trace and playing rival gangs against each other.
Placed in Alevin town on the edge of society the groups runs a modest bar that is a front for information gathering. Some information the group acts on themselves, stealing or kidnapping without a trace. Other secrets are sold to the highest bidder in the hive proper or far below.
It is a small outfit of ex-professionals with specific skills.
Gang Boss
Darrial Canto
Power is the aim of our leader, although he is methodical and calculated in achieving it. He came from somewhere in the Hive Proper and carries an air of nobility about him that contradicts the scars that cover his body. He is ruthless when he needs to be and always looking for a way to gain the advantage.
[Methodical, Calculating]
[Ambitious]
Lt.
Constance
Rising up through the Necromunda 8th Regiment is never easy and as a slightly built woman from the middle hive Theresa Constance had the scales against her from the start. Rising to the position of tactical attache she found she could go no further and started selling military equipment on the side. As her position became less and less tenable she left the military and came back to the Hive, meeting Darrial Canto by chance.
[Cunning, Efficient]
[Blind to Human Suffering]
Ganger 1
Dara
Female ganger. Tends the bar at the 'BAR NAME'.
Ganger 2
Karl Vesnovich
Brother of Wolfe. Muscled and tattooed exterior hides a surprising intelligence.
Ganger 3
Wolfe Vesnovich
Brother of Karl. Muscled and tattooed exterior hides a surprising intelligence.
Ganger 4
'Spider' Reddin
A long limbed man with absolutely no hair. Known for his knifework and skulking.
Pitch
Using the new Wrath & Glory system (or DH2.0, whichever is preferred), my pitch here is to run a gang-inspired adventure in the depths of Necromunda. Players will begin play as juves/retainers to a minor gang in the Underhive, and make their way to the top through guile and violence. The politics of the Underhive are ever-changing, and any action taken by the Players is sure to have an equal reaction in kind. In time, as the Players grow and adapt to the Underhive, I expect them to be leaders of their own gang and conduct their own shadow war for wealth and glory. Calling the shots and dealing with the consequences is a huge part of Player Agency, and this idea allows for it in spades.
I have been mulling over this idea for some years now, and had originally planned to run it in Black Crusade, but the failings of the FFG system were just too many to overcome. I feel FFG really missed the mark with their take on 40k, especially in the realm of DH. Rather than be constrained by their duties as Acolytes, forced into the meat-grinder as Guard, or slavishly devoted to the dark gods as Renegades, I'd much rather see the Players engaged with the smaller and more personal aspects of the Imperium in whichever manner befits them. I hope that the lifting of thematic shackles will allow a greater range of creative solutions and characterful development.
GM Notes
Character Creation
All characters are created using the following formula:
- Think about the kind of character who would reasonably end up in the Underhive. A born-hiver with no other choice is an obvious example, but so could a Hive City brat who got into too much trouble and had to flee, or an Enforcer who was caught doing the dirty and had to make a new identity, or a Rogue Trader crewman who missed the boat after one too many amasecs, or a PDF vet who wasted their pension on drink and gambling. A secret operative of the Inquisition, while "cool", is not thematically fitting to the setting, and will be pretty boring to play. Think smaller. Think more desperate. Sons of Anarchy, The Sopranos, and Peaky Blinders are all great examples of who can end up entrenched in the criminal life.
- Take 30 in each characteristic (except Influence which starts at 20).
- Roll for characteristics (3d10 take the two highest for +, 3d10 take the two lowest for -).
- For Influence add 1d10. If you have a + roll 2d10 and take the highest, and if you have a - roll 2d10 and take the lowest.
- You may choose to re-roll a single characteristic of your choice, taking either result.
- Choose Homeworld (see Squat, Ratling, Ratskin and Ogryn additions below).
- Homeworlds are explained away by being separate parts of Hive Primus. A Feral World would be the harsh wastes outside the hive, or a particularly feral section of the Underhive. Forge World would be an industrious section of the hive, or a section dominated by the Cult of Mars.
- Choose Background (except Sororitas and Adeptus Astra Telepathica).
- Backgrounds are explained away in a similar fashion to the above. A Guardsman may be a veteran who was disbanded when their unit was destroyed, or a PDF recruit who finished their mandatory service. An Arbite may be an Enforcer drop-out, or one surrounded in such scandal that they had to disappear into the Underhive.
- Sororitas and Adeptus Astra Telepathica are unavailable. The only way to be a Psyker is to not be Sanctioned.
- Choose Role.
- Continue Character Creation as normal.
- If you wish to play a Psyker you may purchase the Psyker Elite Advance for 300xp as per pg90 of the RB. The Untouchable, Sister of Battle and Astropath Elite Advances are no longer available for purchase (along with Inquisitor, obviously).
- You may take a free Peer (Any) relating somehow to your Homeworld, Background or Role. You may choose to take a second Peer (Any) but must also take the inverse Enemy of that Peer group. Please keep in mind that in Necromunda having Peer (Navigators) is probably a tad outside of the reach of a common gangster, and possibly will never come up during play. Think about Necromunda and what factions may curry favour, such as the Noble Houses, Merchant Guilds, Pit Fighters etc.
- You may take a free Common Lore (Any) relating somehow to your Homeworld, Background or Role. Again, think about Necromunda and what will be applicable, and feel free to make up your own Lore to suit the setting.
Squats
All characters from the Squat homeworlds are Squats by nature. As Squats they cannot take any of the following backgrounds: Administratum, Arbites, Ministorum or Mutant. Squats are considered "stable" mutations within the Imperium, and may generally attend to their business undisturbed in the Underhive. Particularly zealous Imperials may not take as kindly to them.
- Characteristic Modifiers: + Toughness, + Intelligence, - Agility
- Fate Threshold: 2 (Emperor’s Blessing 3+)
- Home World Bonus: Sturdy Beyond Belief: A Squat’s resilience belies their small stature. They may never be rendered Prone, always keeping their feet no matter the force. In addition, Squats begin play with the Dark Sight trait.
- Home World Aptitude: Toughness
- Wounds: 10+1d5
- Recommended Backgrounds: Outcast, Heretek, Rogue Trader Fleet, Imperial Guard (Hearth Guard), Imperial Navy (Squat Navy), Mechanicus (Forgeweld)
Ratling
All characters from the Ratling homeworlds are Ratlings by nature. As Ratlings they cannot take any of the following backgrounds: Administratum, Aribtes, Ministorum, Mechanicus, Imperial Navy or Mutant. Ratlings are considered "stable" mutations within the Imperium, and may generally attend to their business undisturbed in the Underhive. Particularly zealous Imperials may not take as kindly to them.
- Characteristic Modifiers: + Ballistic Skill, + Fellowship, - Strength [take 20 in Strength and Toughness; take 40 in Agility and Perception]
- Fate Threshold: 3 (Emperor's Blessing 7+)
- Home World Bonus: Lightfoot: A Ratling counts as Size (3), but does not suffer the typical loss in Movement associated with that size. In addition they begin play with Sleight of Hand OR Stealth OR Charm OR Deceive as a trained Skill.
- Homeworld Aptitude: Fieldcraft or Ballistic Skill
- Wounds: 6+1d5
- Recommended Backgrounds: Outcast, Rogue Trader Fleet, Imperial Guard, Heretek
Ogryn
All characters from the Ogryn homeworlds are Ogryns by nature. As Ogryns they cannot take any of the following backgrounds: Administratum, Aribtes, Mechanicus, Ministorum, Heretek, Imperial Navy or Mutant. Ogryns are considered "stable" mutations within the Imperium, and may generally attend to their business undisturbed in the Underhive. Particularly zealous Imperials may not take as kindly to them.
- Characteristic Modifiers: + Strength, + Toughness, - Intelligence [take 20 in Agility and Willpower; take 40 in Strength and Toughness]
- Fate Threshold: 2 (Emperor's Blessing 5+)
- Home World Bonus: Simple Brute: Ogryns are often described as too dumb to know when to die. A successful Toughness Test can allow them to ignore the effects of a Critical Wound (yes, even death) for rounds equal to their DoS. After this time has passed they suffer whichever critical wound they would have usually suffered. If an Ogryn suffers critical wounds during this Simple Brute phase, they may choose to test again to push on through. The cumulative effects of all those critical wounds will probably kill them eventually, but at least they will go out swinging. Ogryns are also Size (5).
- Homeworld Aptitude: Defence
- Wounds: 14+1d5
- Recommended Backgrounds: Imperial Guard, Outcast, Rogue Trader Fleet
Ratskin
All characters from the Ratskin homeworld are Ratskin by nature. As Ratskins they cannot take any of the following backgrounds: Administratum, Arbites, Mechanicus, Ministorum, Guard, Navy or Rogue Trader Fleet. Ratskins are considered Imperial Citizens within the Imperium, and may generally attend to their business undisturbed in the Underhive. Particularly zealous Imperials may not take as kindly to them.
- Characteristic Modifiers: + Perception, + Agility, - Fellowship
- Fate Threshold: 2 (Emperor's Blessing 5+)
- Home World Bonus: Natural Survivalist: A Ratskin may spend a Fate Point to automatically succeed on a Survival or Perception-based Navigation skill-test with a number of degrees equal to their Perception Bonus. In addition they are always able to scavenge enough grub to feed a number of people equal to their Perception Bonus.
- Homeworld Aptitude: Fieldcraft
- Wounds: 7+1d5
- Recommended Backgrounds: Outcast, Mutant
Experience
- Experience costs for Characteristics double.
- Experience isn't earned through just time spent or attendance. It is instead rewarded for completing certain goals/tasks. Doing a small task for the gang (collecting some money, shaking down a courier) might be 100-200xp, whereas a large task (taking out a rival's warehouse, killing a gang boss) might be worth 400-800xp.
Psychic Powers
- The first power any Psyker purchases dictates their preferred Discipline. These powers may be purchased as usual for the displayed cost.
- Any powers purchased from a second Discipline cost double the displayed cost and is assumed to be the Psyker’s secondary Discipline.
- Any powers purchased from a third Discipline cost triple the displayed cost etc etc
Weapon Damage
- Weapons will have set damage instead of variable damage.
- 1d10 is to be counted as 6.
- Any additional damage is simply added to 6 to make the total.
- Proven (X) improves damage by the amount in parenthesis.
- Vengeful (X) will be modified as per below changes.
- Accurate applies additional 1d10s as per normal, not set damage.
- Tearing allows you to roll for your damage as normal, or take the Set Damage.
Critical Hits/Righteous Fury/Critical Fails
- Critical Hits are scored on any roll of 01, 11, 22, 33, 44 etc so long as the result is within your margin of success.
- The rules for Weapon Jam still apply, so a roll of 99 would Jam your ranged weapon.
- You do not need to roll to confirm Critical Hits. Instead immediately add 1d10 to your damage result.
- Vengeful (X) increases the additional damage of Critical Hits by 1d10 per step e.g. Vengeful (9) would apply 2d10 additional damage, and Vengeful (8) would apply 3d10 additional damage.
- Critical Hits may also be exchange for one of the below special effects in lieu of additional damage:
- Concussive Blow: Target of Size (4) or less is knocked prone.
- Rendered Lame: Target is hit in the leg, arm, tail etc, conferring a special result.
- Disarmed: Target is disarmed so long as it is reasonable viable to do so.
- Stunned: Target is Stunned for one round.
- Bleeder: Target begins suffering from Blood Loss.
- Damaged Equipment: Something the Target is carrying is damage e.g. an Auspex, Preysense Goggles, Scope etc
- Critical Fails are any result of 100.
- Given that this is incredibly rare, the effects of a Critical Fail are suitably dire for the individual. A melee weapon might shatter, or a firearm may explode.
- For non-attack rolls equally dire situations may occur from a Critical Fail. If dodging the character maybe rendered prone, or tumble off a ledge or into another enemy.
Dodging
- Dodge Tests made to avoid ranged attacks are at -20.
- Dodging is an Opposed Test.
- When Dodging Ranged Attacks, the Character must move at least one square/meter and be rendered Prone (they may move up to their Agility Bonus). If a Character dodging is behind cover, they need not follow this rule (they simply duck down instead).
Initiative
- Initiative is determined by highest Characteristic. In the case of an exact tie, a roll-off is used to determine who goes first.
Suppressing Fire and Pinning
- Suppressing Fire follows the rules as written in the DH2.0 Rulebook, with the following exception: You can only Pin a number of targets equal to the RoF of the weapon you are using.
- i.e. a weapon with S/3/6 can either Pin 3 targets on semi-auto or 6 targets on full-auto.
- Pinning tests are rolled as normal, but end once the maximum number of targets have been pinned, or there are no more targets to roll tests for.
- E.g. A Player using a weapon with the profile S/3/6 attempts to pin a group of 9 enemies with full-auto suppressive fire. The GM begins rolling Pinning tests for those caught in the 45 degree arc. After 1 success, and 6 failures, the GM stops rolling as the maximum number of targets have been pinned. Alternatively, if the GM was to succeed on 4 tests, and fail on 5, they would also stop rolling as there are no more targets to pin.
Awareness/Scrutiny
- Awareness will be treated as a passive skill, Scrutiny as an active one.
- When you walk into a room you roll awareness to notice clues. If you decide to stay and search that room, you roll on Scrutiny.
- Talents like Keen Intuition and the Seeker Role ability may apply their bonuses to Scrutiny tests when appropriate.
Talent Changes
- Blademaster: Applies to all Melee Weapons, not just bladed ones.
- Jaded: Requires a minimum of 20 Insanity Points before the talent comes into effect. If a Player has less than 20 Insanity Points, but has the Jaded talent, it remains un-activated until they reach 20 Insanity Points.
Equipment
- Extended Magazine weapon mods are no longer transferable between weapon types.
- Weapon Craftmanship effects how many upgrades/mods a weapon may have; PQ [1], CQ [2], GQ [3], BQ [4]
- Ammunition does not count as an upgrade/modification.
Acquisitions
- Any FAILED attempt to Acquire an item with a Negative Availability Modifier will result in a loss of Subtlety equal to the tens digit of the aforementioned modifier. This is contrary to the existing mechanic whereby ANY attempt to Acquire an item with a Negative Availability Modifier will result in a loss of Subtlety.
- Like any Skill Check, unsuccessful Acquisitions attempts using Influence may result in unintended consequences. I will ask Players to describe the methods they are using to acquire an item. "I'm going to turn over some low-level narco-dealers to get three doses of Slaught", "I'm going to go straight to the Iron Foundry Forge and speak with my bro, Enginseer Oricalcum. He owes me a favour and I reckon he can get me a new Auspex", "Well since I'm from this world, I reckon I'd have a stash set up where I'd keep an extra Survival Suit". With information like this, I can turn an Acquisition into an interesting and character developing side-story. If the Player passes their roll, then what they have described happens exactly as they describe it, but if they fail then a twist will be introduced. What if the narco-dealers think the PC is from a rival gang trying to muscle in on their turf? Might start a little turf-war… What if Enginseer Oricalcum has been replaced under dubious circumstances by another Tech-Priest? Maybe the PC wants to investigate what happen to their buddy… What if the PC finds that their stash has been raided?! Who did it? How did they find the stash? Was it chance, or is someone working against them…? I may use this in place of simply removing Subtlety at times.
- The Players may come into possession of Credit Chips. These are cash-in items that can be used to instantly acquire an item without needing to roll. Credit Chips have a corresponding rarity (Common, Average, Scarce etc). Credit Chips can be stacked to acquire items above their rarity at a rate of 3 to 1 e.g. 3x Common Credit Chips can get you a single Average item. Credit Chips can also be traded down, but only on a 1 to 1 rate e.g. 1 Average Credit Chip can purchase a single Common item, not 3 Common items.
Fire
- Flame and being On Fire: Use the rules as written on pg243 of the Rulebook with the following exceptions.
- The first round a character is On Fire, the WP Test to act normally is at +20. This increases in difficulty by -10 for each subsequent round the character remains aflame.
- Characters no longer need to test Agility to put out the flames. Instead, providing they have succeeded on the above WP Test, they may automatically put out the flames as a Full-Action. This renders them Prone at the beginning of their next turn. Alternatively, the Character may attempt a +0 Agility Test to put out the flames as a Half-Action. They are still rendered prone.
- Another character may assist you in putting out the flames. The assisting character must test Agility +0 or risk catching on fire themselves. If the assisting character succeeds on their Agility Test, the on-fire character is pushed prone and the flames are quenched. This consumes both characters Full-Actions for the turn.
Characteristic Damage
- We all hate permanent Characteristic Damage, so for the campaign that I run there will be no Permanent Characteristic Damage. Instead, Characteristic Damage heals at the rate of 1 Point per week of Full Rest (e.g. doing nothing but resting and healing) a character undertakes. If the character remains active, then this rate is double out to two weeks per point.
Shooting into Combat
- Applies a -20 modifier to the BS Test being made. If the result rolled is within the -20 modifier, then the shot has hit a friendly target who is engaged in the combat.
- This effect applies even to Semi and Full Auto, with the remainder of your "misses" hitting a friendly target too, even if you hit with your initial shot.
Burning Fate to Not Die
- If a Player ever falls into Critical Wounds they may burn Fate to instead be on 0 wounds.
- Please note that if a Player was already suffering from the effects of a previous Critical Wound, those effects do not go away when they burn Fate to be returned to 0 wounds. Critical Wound effects are persistent.
Massive Damage
- If a Player or NPC is ever struck by an attack which deals damage equal to their unmodified Wounds total (before accounting for Toughness and Armour), they are automatically rendered Prone in addition to any other effect.
Subtlety
- Subtlety starts at 0 and can increase to +50 or be reduced to -50.
- A high subtlety relates to the Player’s gang being almost entirely concealed behind their layers of subterfuge, deception, bribes and others. A low subtlety relates to the Player’s gang being a constant target of other gangs, Enforcers, Arbites or even the dreaded Inquisition…
Influence
- Influence tracks not only the social pull the Player’s gang has, but also their general wealth and ability to procure goods.
- Individual Influence of the Players is added together and averaged out into a Gang-Influence which is used for all tests related to Influence.
- Influence may be gained through impressive feats or deeds, as well as owning property and businesses.
- Influence may be lost through failure, excessive spending, or public humiliation.
Example Characters
Krull - former Chrono Gladiator
Dishonourably discharged from the Necromundan 32nd for improper use of a standard issue Munitorum canteen, the suddenly jobless and ostracised Krull fell into the Underhive like so many others. His skills gained from his time in the guard caught the eye of a Guilder to whom Krull owed a great deal of credits, offering to wipe the slate clean should he "volunteer" as a chrono-gladiator. After some years in the pits, Krull was decommissioned of his implants and tossed down a garbage chute, left to wait for his chrono-implant to run out. It was at the bottom of this garbage chute that Krull was discovered by a heretek known as Jovian, who was all too-pleased to try out a new experimental surgery on the desperate former-gladiator. Under the "careful" knife of Jovian, Krull was freed of his chrono-implant, and at the urging of his new-found saviour, joined the Savage Devils Gang.
WS | BS | STR | TGH | AGI | INT | PER | WP | FEL | INF |
---|---|---|---|---|---|---|---|---|---|
42 | 47 | 47 | 44 | 37 | 36 | 37 | 41 | 36 | 28 |
Aptitudes: Toughness, Fieldcraft, BS, Defence, Offence, Strength, WS
Wounds: 14
Fate: 2
Homeworld Bonus: Low-tech weapons lose Primitive and gain Proven (3).
Background Bonus: When attacking a target that an ally attacked since the end of the Guardsman’s last turn, the Guardsman can re-roll any results of 1 or 2 on damage rolls.
Role Bonus: After making a successful attack test, but before determining hits, a Warrior character may spend a Fate point to substitute his Weapon Skill (for melee) or Ballistic Skill (for ranged) bonus for the degrees of success scored on the attack test.
Skills: Athletics, Command, Common Lore (Imperial Guard), Operate (Surface), Navigate (Surface), Dodge
+10: Parry
+20:
+30:
Talents: Weapon Training (Las, Low Tech, SP), Iron Jaw, Double Team
Gear: Lasgun, Flak, Combat Vest, Grapnel & Line, 12x Lho, Magnoculars, Great Weapon (Maul), Combat Shotgun
Exp: 1000/1000
Dodge 200
SP 300
Parry 100
Parry +10 200
Double Team 200
Splendour - former pleasure-slave
Born to a family of well-to-do merchants in Hive City, the yet-to-be-named-Splendour enjoyed the lackadaisical youth afforded to those close to the Spire. At only a young age this carefree life was dashed like a ship upon the rocks when a vicious corporate take-over left his family destitute and without holdings. Fleeing their mounting debts the survivors made for the Underhive, wherein the young and delicate Splendour was sold-off as a companion to the Madam of a pleasure hole. In amidst the throngs of flesh and debauchery Splendour learned the true nature of the companion, which was to seek and remember every word spoken by the client, for secrets are worth more than archeotech to the right buyer. After slitting the throat of a particularly violent John who had left Splendour with an unsightly scar on his otherwise perfect form, the young man left the pleasure hole to make his own way in the Underhive.
WS | BS | STR | TGH | AGI | INT | PER | WP | FEL | INF |
---|---|---|---|---|---|---|---|---|---|
42 | 41 | 36 | 36 | 48 | 36 | 38 | 45 | 44 | 28 |
Aptitudes: Social, Fieldcraft, Fellowship, Offence, Agility, Toughness, WP
Wounds: 10
Fate: 2
Homeworld Bonus: A garden world character halves the duration (rounded up) of any result from Table 8–11: Shock or Table 8–13: Mental Traumas (see pages 287 and 288 of the Dark Heresy Core Rulebook), and can remove Insanity points for 50xp per point rather than the normal 100xp.
Background Bonus: An Outcast character counts his Toughness bonus as two higher for purposes of determining Fatigue.
Role Bonus: In addition to the normal uses of Fate points (see page 293), a Hierophant character may spend a Fate point to automatically succeed at a Charm, Command, or Intimidate skill test with a number of degrees of success equal to his Willpower bonus.
Skills: Sleight of Hand, Common Lore (Underworld), Deceive, Scrutiny, Awareness, Inquiry
+10: Charm
+20:
+30:
Talents: Weapon Training (Chain, SP), Double Team, Clues from a Crowd
Gear: Autopistol, Chainsword, Armoured Body Glove, Injector, 2x Obscura, Chainblade, Photo-contacts
Exp: 1000/1000
Scrutiny 200
Awareness 200
Clues from a Crowd 200
Charm 100
Charm +10 200
Inquiry 100
Two-heads Talking - Ratskin Renegade
Like many children, Two-heads Talking enjoyed the company of imaginary friends. Unlike most, he never abandoned them as he grew into manhood. Outcast from his tribe for the crime of consorting with demons, Two-heads Talking quickly found himself destitute and homeless in the Underhive, begging for scraps and telling fortunes for creds. A run-in with a low-rank gang boss and an accurate foretelling of events yet to come cemented his place in the Turbo Cutters Gang.
WS | BS | STR | TGH | AGI | INT | PER | WP | FEL | INF |
---|---|---|---|---|---|---|---|---|---|
39 | 49 | 34 | 41 | 45 | 35 | 42 | 47 | 41 | 29 |
Aptitudes: Fieldcraft, Finesse, Fellowship, Intelligence, Social, Tech, Psyker
Wounds: 8
Fate: 2
Homeworld Bonus: A Ratskin may spend a Fate Point to automatically succeed on a Survival or Perception-based Navigation skill-test with a number of degrees equal to their Perception Bonus. In addition they are always able to scavenge enough grub to feed a number of people equal to their Perception Bonus.
Background Bonus: An Outcast character counts his Toughness bonus as two higher for purposes of determining Fatigue.
Role Bonus: In addition to the normal uses of Fate points (see page 293), a Seeker character may spend a Fate point to automatically succeed at an Awareness or Inquiry skill test with a number of degrees of success equal to his Perception bonus.
Skills: Sleight of Hand, Common Lore (Underworld), Deceive, Dodge, Stealth, Survival
+10:
+20:
+30:
Talents: Weapon Training (Chain, SP), Keen Intuition, PR 1, CP 3
Gear: Autopistol, chainsword, flak vest, injector, 2 doses of obscura
Powers: Telepathic Link, Erasure
Exp: 1000/1000
Psyker 300
PR 2 400
Survival 100
Telepathic Link 100
Erasure 100
Gangs
Below the adamantium barrier known as the Wall are the domains of the six Houses of Necromunda. These ordinary Houses lack the privileges and the status of the Noble Houses. Their people are confined to the cramped Hive City where conditions are squalid and dirty. The hivers, as they are called, are used to the dim light and rank air. Knowing no better, most live contended lives of toil in the guild factories, workshops and other industries which form the chief business of the hive.
Open hostility, while not unheard of, is rare. For one, war between two Houses would simply further the interests of the other four and do neither any good. Also, the Noble Houses strongly disapprove of destructive conflict because it damages trade and hinders the movement of goods. Consequently, Hive City is mostly peaceful and industrious.
Violence, both open and insidious, is instead left to the Underhive. A place of lawlessness and wanton savagery, the Houses of Necromunda conduct their shadow war against one another through gang-vassals which have pledge themselves heart and sole to their patron-House. In return, the gangers are rewarded with wealth, power, and the opportunity to leave the squallor of the Underhive for the relative comfort of Hive City. Beneath these often well-funded and zealous bonded-gangs are the simple run of the mill scum just trying to get by day to day, forming gangs a pale imitation of those who have patrons to call upon.
Orlock
House Orlock is known as the House of Iron because its foundations lie upon deep ferrous slag pits. This massive resource has led to the largest profession in the house to be miners. While not only iron miners, this is their largest export. They have an exclusive contract with House Ulanti for export of raw materials that they took from House Delaque through questionable means.
The structure of the House is significantly different due to its size. No single rule, but rather groups of families ally to form power structures within Orlock. A figurehead is maintained to make relations with other houses easier & has the secondary effect of keeping House Orlock strong despite its fractious nature. Something of a microcosm of Hive Primus in general. Not only because of its size, but because it is centrally located, Orlock borders all other houses. Along with marriages, most notably the current Lady Ko’Iron, House Orlock is ideally situated for trade with all other houses. Even Escher have a respect for Orlock due to how much power women wield in the house. The notable exception to these good relations is House Delaque who are bitter over the loss of the Ulanti Contract, but they only share a mile-long border. This rivalry makes the employ of Seek and Destroy to Nemo particularly odd.
Due to their familial structure, gangs are usually an extension of that. Gangs members tend to be older and are more likely to be female than most other houses because they are frequently families themselves. This makes gangs better organized and more willing to work with other Orlock gangs than other houses. The downside to this familial bond is when there are Orlock rivalries they are much bloodier than in other houses. As is probably true of most gangs, they are not adverse to slaving if the money is right
Goliath
The domain of House Goliath is situated unfavourably within Hive City and occupies some of the deepest and harshest areas. By way of compensation the Goliaths are tough and persistent by inclination. They consider the hivers of other Houses to be soft and slack. In truth all hivers are naturally robust, being inured to the toxins and deprivations which they accept unquestioningly as part of normal life. The Goliaths, however, take a stubborn pride in their ability to endure hardship. The other Houses see the Goliaths as barbaric, and unpredictable. Goliath institutions such as the fighting pits and the Feast of the Fallen do nothing to dispel the impression of a violent people inimical to their neighbours. Size and strength are seen as the measure of a man. Their style of dress emphasises a preoccupation with physique, featuring weighty chains and spiked metal bracers.
Escher
Strikingly different from the other houses, the Escher population is almost entirely made up of women. The few men that are there are shrivelled and imbecilic and play no part in the normal affairs of the Escher. Men are held in contempt and pitied by the Escher, especially those of House Goliath who are seen as simple, brutish and unsophisticated.
Van Saar
House Van Saar is renowned for the quality of its technical products. Its technology is no more advanced than that of anyone else, progress being almost non-existent throughout the Imperium, but the manufacturing processes are precise, and its finished materials are of the highest quality. The Noble Houses pay a premium for Van Saar goods, and as a result the House is probably the wealthiest in Hive City. The Van Saar are marked out by their tight-fitting body-suits which help to sustain them in the harsh hive environment. Semi-permeable membranes in the suit reduce the loss of body moisture whilst various spots on the material change colour to warn the wearer of airborne toxins and reduced oxygen levels. Older Van Saar are often seen sporting a neatly trimmed beard.
Delaque
Other hivers are justifiably suspicious of House Delaque, who specialise in spying and assassination. The gangers often wear large trench coats, with large internal pockets for concealing weapons and other large items. Most are bald and extremely pale. Many wear visors, goggles or have light filters implanted into their eyes, a sensitivity to light being a common Delaque weakness. Delaque territory is even more dimly lit than the rest of the hive, fitting for a people who are shrouded in mystery.
Cawdor
House Cawdor is the stronghold of the Cult of Redemption. For this reason, all of the gangers wear masks in public to hide their faces from the 'infidels' of the other houses. They are known to hunt mutants and heretics to the point of fanaticism (part of the Redemptionist influence) which bring them into conflict with gangs who would utilize them.
Player’s Gang
The Player’s Gang is not as notable as the ones above, nor do they owe any particular allegiance to any of the Noble Houses. Numbering barely a dozen bodies, they are small-time, just trying to scrape out a living on one of the harshest worlds in the Imperium.
Our yet unnamed organisation deals primarily in secrets.
Using anonymity as a cloak they revel in ripping off other gangs without leaving a trace and playing rival gangs against each other.
Placed in Alevin town on the edge of society the groups runs a modest bar that is a front for information gathering. Some information the group acts on themselves, stealing or kidnapping without a trace. Other secrets are sold to the highest bidder in the hive proper or far below.
It is a small outfit of ex-professionals with specific skills (D6+PCs). Power is the aim of our leader, although he is methodical and calculated in achieving it (Danny Ocean).The Red Guard are former AdMech adepts who abused or miss-used the artifacts of the holy machine god and were ostracised as a result. Separated from their bionics and left to die, they formed a small gang in Alevan town and plied their skills for new parts. Now an established band of Hereteks, they refit, repair and trade in goods needed to travel into the Underhive. Consummate professionals, the Player's Gang and they work well together, trading secrets for tech and other scrap.
The Turbo Cutters are your polar opposites. They run an excessively violent operation dealing in narcotics, namely slaught but occasionally frenzon. They're a menace which live on the fringes of Alevan, ambushing newcomers to the Underhive and occasionally attacking wealthy underhivers making their way to Hive City. They cause far too much noise and draw unwanted attention to Alevan Town, hurting the Player's Gang operation.
Players should spend some time creating their gang – naming it, listing the members, describing the personality of their Gang Boss, any feuds or alliances they may have, as well as their hideout or base.
- Gang Type: what is your gang known for?
- Choose one: wanton-violence, extravagance, subterfuge, sabotage, chem-heads, smooth-operators
- Gang Trade: what does your gang primarily trade in?
- Choose one: sex, slaves, narcotics (roll 1d6; amasec, obscura, tranq, slaught, frenzon, spook), tech-scrap, routes & maps, secrets
- Gang Boss: who is your gang boss, and what are they like?
- Choose two strengths: inspiring, resolute, aggressive, cunning, honourable, efficient, flexible, organised, experienced, calculating
- And one weakness: blind to human suffering, outdated, addict, vying for power, fanatical, ambitious, reckless, indecisive, cruel, over-confidant, distracted
- Gang Strength: how many numbers your gang?
- Small Gang: 1d6 + Players
- Established Gang: 3d6 + Players
- Strong Gang: 5d6 + Players
- Gang Hideout: where is your hideout, and what is it like?
- Choose one location (or make up your own): dead end pass, dust falls, down town, martyr town, scum city, sludge harbour, alevan town
- Choose one descriptor (or make up your own): dilapidated, well-kept, hidden, ostentatious, reinforced, in-plain-sight
- Friends & Enemies: who are your rivals, and who are in your corner?
- Choose one friend and one enemy (or make up your own using the same table above): the Savage Devils, the Turbo Cutters, the Scalpel Kings, the White Skulls, the Flesh Hounds, Arstor's Killers, the Pit Fiends, the Garroteers, the Masks, the Green Ones, the Red Guard, the Dead Man's Hand, the Sump Goats, Egan's Rats
- Fallouts & Misunderstandings: why are your rivals against you, and why are your friends for you?
- Against: fallout over previous deal (what, why?), killed a notable member (who, why?), stolen from (the Turbo Cutters were tricked into a one-sided streetfight while their stash was raided), just don't like their face
- For: blood relatives (who?), got you/them out of a pinch (where, how?), mutual respect (the Red Guard are consummate professionals and don't make a fuss), just seem like a nice bunch of fellas
Cults
The Redemption
The cries of the uncompromising Redemptionist priesthood resound through the hive in a hot pulse of anger. On street corners Redemptionist preachers rally the masses with their clarion call of intolerance and hatred. In packed meeting halls and temples Redemptionist priests lead the populace in prayers of hatred and xenophobia, calling for the Emperor’s divine wrath to descend upon the galaxy. For the Redemptionists the whole of creation is riven with vile corruption that can only be cleansed through blood, faith and flame.
The Merchant Guild
Hive Primus alone is richer and more productive than most planets in the Imperium. The hive is a manufacturing powerhouse. Goods move constantly throughout the hive. Imports and some raw materials go downwards, other raw materials come upwards from the Underhive, and manufactured goods travel up into the Spire and off planet. The Merchant Guild controls all traffic between the Houses, and consequently is as populous, wealthy and as important as any of the Noble Houses themselves. The families that comprise the Merchant Guild are called Guilders, a closely bound people intensely loyal to their own kind and insular in tradition. To other Hivers their style of dress and habits are strange and incomprehensible. Amongst themselves they speak a secret language quite unlike the common tongue of the Hive. Lone Guilders, often called Speculators or Itinerants, trade in the Underhive. Guilders provide underhivers with the only secure way of storing large quantities of money. This they do by keeping money secure as a Guidl Credit, a form of deposit account that all Guilders will honour. Honouring ancient tradition and law, Guilders may never own property within the Hive and must rely on patron houses or others to donate warehouses, trading posts and accommodation.
Ratskins
Ratskins are normally a shy, peaceful people who are inclined to avoid the noisy, raucous downhivers and their settlements. They need nothing from the settlers and stay hidden in small communities far from the hivers and their guns. If hivers start working near the Ratskin’s settlements they will pack their gear and quietly slip away deeper into the wastes. Ratskins find the hivers strange and bewildering and would rather not have anything to do with them. Sadly, the Ratskins peaceable ways make them vulnerable to exploitation by unscrupulous Guilders or gangs. Outlaws may run riot and murder a whole Ratskin settlement, leaving a few embittered survivors thirsting for vengeance on al hivers. These fierce Ratskins turn their backs on their own people and become renegades, hunting and killing wherever they can to cleanse the Underhive of intruders.
Outlaws
No-one sets out to become and Outlaw, it just works out that way. Of course, the Redemptionists know that they will place themselves beyond the laws of House and Hive when they don that red robe and mask, but they don’t care, they refuse to even acknowledge the simple rules of the settlements. Ratskins cant help but be born Ratskins, and Scavvies can’t help being the twisted scumsuckers that they are. Spyrers don’t think that any Underhive law applies to them on principle, and they’re probably right. But the real Outlaws, the gangs that have been driven out into the badzones are just unlucky. They got caught.
After every gag fight there’s always a chance that a gang will be declared ‘outlaw’ by the Guilders. A gang may not have committed any crime at all and be outlawed anyway because they have been falsely accused by someone who’s scared or jealous of their status. Far more likely is that the gang has broken the law and just had the misfortune to be caught and punished. The law is uncompromising in the Underhive and anyone who is outlawed will have to get out of the settlements very quickly or get used to their head adoring a pole as a warning to others.
Enforcers
In the Underhive there is one force whose word is law. They are the Enforcers, and it is their unenviable task to impose the rule of Lord Helmawr on the citizens and outlaws that inhabit the lower reaches of Hive Primus. The Enforcers are hated and feared by the bulk of inhabitants of the Underhive: they are hated for being implacable and authoritarian imposers of Lord Helmawr’s often unfair legislation and feared for the ruthless efficiency with which they impose the laws of the Underhive.
Scavvies
Even amongst the demented and monstrous dwellers of the Underhive, the Scavvies are truly the lowest, the very scum of the sump. Deformed and devolved beyond the ken of what is rightly called humanity, these foul beasts form a new class of creature. Yellow-skinned and covered in disgusting sores, warts, blisters and cracks, Scavvies hide their bodies under scraps of cloth scavenged from dumps and corpses. Crude hooks and peg legs are a common sight, grafted onto arms and legs in order to replace the twisted limbs of the most horribly deformed. Even more inhuman are the Scavvy’s allies – the reptilian Scalies and the infected, half-dead Plague Zombies.
Mutants
The Underhive and Hive Bottom are rife with mutants of all walks. From the stable and mostly-accepted Ogryns, Ratlings, Scavvies and Squats, to the wildly unstable and illegal Beastmen, Zombies, Wretches and others best left un-documented.
Spyrers
Of all the horrors that plague the Underhive the most feared are the Spyrers. These are the sons and daughters of the Noble Houses of Necromunda, sent below the Wall as part of their coming of age rites. Armed with exotic weaponry and driven by the need to prove themselves in battle, Spyrers often slaughter whole gangs to fulfil their strange vows.
Pit Slaves
Many of the Guilder slaves of Necromunda find themselves “modified” by their masters – limbs are altered or simply lopped off and replaced with heavy industrial equipment, turning the hapless victim into a nightmare mannikin of steel and flesh. Of course, these devices also make very handy weapons, and so when one of these slaves manages to escape he will often find himself in high demand by gang leaders with a few creds to spare.
Wyrds
Wyrds are individuals with raw, untutored and very varied mental powers. In fact, a significant portion of Necromundans, maybe as high as 10% or so, have minor abilities which they don’t even consider to be psychic mutations – they may be ‘lucky’ at cards for example, or very good at ‘guessing’ what is on another person’s mind, but only so that others think that they were born lucky or are very perceptive rather than mutants. Wyrds have far more effective powers than this, but they are still very different from the highly trained psykers of the Adeptus Astra Telepathica. This is because Wyrds almost always develop their abilities in an undisciplined, self-taught way.
Settlements
Dead End Pass
The Underhive is a vast, sprawling place and much of it is unexplored or buried. One part of it forms a distinct pocket, accessible only by a single large tunnel. All other routes to this area are collapsed or buried. The tunnel is very wide and a settlement lies across it, bounded by a wall on both sides. This place is called Dead End Pass and the region beyond is known as Dead End.
To reach Dead End gangs must go through Dead End Pass and pay the Guilder’s toll of passage. To get out a gang must pay an even heavier toll upon the booty they have won. This encourages gangs to trade with the Guilders in Dead End Pass itself, rather than seek more favourable prices elsewhere. Like all such places Dead End Pass is a haven for brigands and renegades and is one of the most dangerous as well as the most exciting places in the hive.
Dust Falls
No-one knows exactly where it came from, but in a time now long past a thread of dust dribbled down into the Underhive and began to pile above a dome. Grain by grain that pile grew until the dome beneath gave way in a cascade of debris. More dust fell and was added to by the detritus of collapsing domes, until the dust had drive a path down into the darkness. That time is long past, but the dust still falls in a trickle into the Abyss it opened grain by grain.
The physical focus of Dust Falls, and the reason for its existence, is the ragged, plunging shaft that is known as the Abyss. It begins some distance below the Wall, blooming out of nothing like a worm-burrowed hole in a spotless fruit. It is at the point where the shaft begins that the settlement of Dust Falls is located. From this beginning the Abyss goes straight down to the Hive Bottom. The width of the Abyss varies from half a mile on some stretches to only fifty yards on others. Over time though the constructions of the inhabitants has contracted the opening of the hole to perhaps a hundred yards at best. Travellers will seek two things at Dust Falls; access to the Abyss, and a marketplace in which to trade their spoils.
At the centre of Dust Falls perched over the empty heart of the Abyss lies the Gate – an area spiked with jutting gantries and jetties festooned with steel cages and miles of plasteel cables. Belching generators churn day and night lowering and raising the steel cages for any who can pay the toll. Down the Abyss are several drop-off points, for no single cage can take a treasure seeker all the way to Down Town at the bottom.
Next to the Guilder House in Dust Falls is an open expanse of land spotted with ramshackle stalls of scrap and detritus known as Haggle Market. It is here that spoils and gains may be traded and sold with Guilders or Freemarketers alike.
Down Town
The deepest permanent settlement below the Wall, Down Town stands in the lowest portion of the Underhive, at the bottom of an ancient effluent-worn shaft that men call the Abyss. In truth it lies beyond the region of domes and tunnels that comprise the Underhive itself, upon the shores of the poisoned sump-lake at the very bottom of the hive.
Few come as far down as Down Town, for the surrounding domes are crushed and compacted, riddled with narrow crawlholes that are infested with evil things which feed upon the unwary. But some come, attracted by the sump lake itself, to hunt its monstrous spiders whose faceted eyes are as hard as diamonds and greatly prized by the jewellers of a thousand worlds. Others come to feed upon the spoils of the hunt, to bid for the tough spider pelts and chitin, to boil down the creature’s nutritious fat or extract its deadly venom.
There are a hundred petty industries that thrive upon the spiders, and upon the less creatures of the lake, the skimmers and the slime-spawn, and other monstrous beasts of the sump.
Martyr Town
Our humble settlement, buried deep within the Underhive, has attracted little attention over the years. Its origins are largely lost to the depths of time. Little is known, save that a man once brought his family down from Uphive in the hope of finding a more peaceful life, during the Guilder Tax riots over three centuries ago. Discovering a rich vein of workable ore, the man set up shop and plied his trade. In time more, like-minded, settlers arrived, others who wished to escape the violence of the Upperhive and a community was established. The rest, as they say, is history. Why the name? No-one’s to sure. There are lots of theories and rumours. Some reckon that the original settler was a significant character Uphive, someone of real importance and that his rejection of House and the Guilder enforced laws led the Guilders to have him hunted down and murdered. However, there is little to support this theory, given that everything about the settlers past is now lost to time. Regardless, the town was a peaceful one, and undeserved of the title.
Scum City
No one's quite sure when Scum City came into existence, nor the infamous Under-Spire it surrounds. Several generations ago, a small company of Guilders came across some major crossroads where new domes were being uncovered and riches found. This would be the site of the future Scum City. They set up camp, erecting structures and hiring nearby gangs for protection. Rather than attempting to toll the roads as would be expected from guilders, they began cutting deals with the traders and merchants going along those roads. Soon enough more people came, eager to make their fortune as well. It began as a motley clump of buildings, but quickly grew with the influx of people over the years. The Guilders that had originally founded Scum City hired more gangs to act as Watchmen over the newly formed and rapidly expanding community, consolidating their hold over it.
As space became limited in the confined town the troupe of Guilders quickly ordered that the walls to adjacent sections of the hive be knocked down to make more room. It became apparent though that even this would not be enough, so they decided to build upwards instead. The original buildings had been made so close together that subsequent buildings could simply be constructed on top without anything but additional reinforcing being added to the ground-level buildings. This practice continued over the years, with the ceilings and floors of the domes above being knocked out to make room for the next level of structures. This conglomeration of buildings bore a marked resemblance to a hive city in form and appearance, and was dubbed the Underspire.
Sludge Harbour
The settlement of Sludge Harbour is on the edge of a vast (vast!) septic tank system which is fed effluent from up-hive. It is believed that Sludge Harbour was originally a farming settlement. The effluent from the septic tanks ensured a relatively fertile farming environment and fairly bountiful fungus harvests. Even today tiny farms and small holdings still make limited use of this 'natural' resource. As the farming communities grew larger, Guilder Caravans began to detour from older established routes to trade. The Caravans attracted outlaws and so the settlement grew more centralized for mutual defence and a small town sprang up where Sludge Harbour now sits though no one knows when the settlement was formally named. The settlement truly became an established trade hub when a local trader came up with the idea of providing safe transport for the caravans by ferrying them across the sludge, safe from outlaws. Extensive rebuilding of the 'seafront' area of town yielded workable dockyards and ferry-barges were constructed fairly easily, the Enforcers moved in and built the first Precinct House (now burned out rubble from a particularly nasty gas explosion) and then the second Precinct House (with better gas venting) as a bastion against outlaw predation. Similar seafront refurbishments were undertaken at other coastal settlements (amongst them, Port Stink, Slurry Docks and Slime Cove) and ferryroutes were established. These days, caravans that make it through to Sludge Harbour unmolested may feel relatively safe until they set off from the other side of the Sludge Sea.
Alevan Town
Alevan Town lies at a level on the ever-shifting and undefined boundary between hive city and the underhive. It is a large settlement that served as a waypoint for settlers moving down to the underhive and the rare successful settler moving up into Hive City. Many guilders settled here and made their fortunes selling supplies to those hopeful masses heading down into the underhive in search of riches. The marketplaces here were always filled with climbing cables, algae farming equipment, portable generators, and anything else a green hiver would need to start a new life bellow. Much of this equipment was purchased from successful settlers moving into Hive City who were eager to rid themselves of goods they would no longer need. While these successful settlers were rare, a guilder could buy their equipment for fraction of the cost they would re-sell it to the next downward settlers that came along.
Alevan town itself has half a dozen mega lifts running through its centre, taking goods and people up and down from the Underhive to Hive City. A central ring of market places and trading houses surround the Mega Lift boarding platforms, hawking wares to newcomers. A second ring surrounds the first which is mostly residences. Around this second ring is a layer of dilapidated structures such as old warehouses, waste treatment plants, forges and the like. Industry is only a secondary concern next to trade in Alevan Town, so this third ring is sparsely populated and mostly only by mutants, scavvies, and other human detritus.
Alevan Town has a single entrance/exit to the Badlands in the Underhive - a massive gate manned by mercenaries paid for by the Guilders. A super-highway directs all traffic from this gate directly past the third and second rings and deposits them at the Market Ring. That isn't to say there aren't other ways into the settlement, from old forgotten gates to mechanical service pipes and the like.
The Expanse
It is well known that the farther down one travels from the Hive the colder it becomes. A lesser know fact is that the further outwards one travels from the collective warmth of the Hive the colder it gets also. In roughly a NW direction from Dust Falls awaits a singular cyclopean dome so far out that is no longer truly part of the hive and is so bitterly cold that the darkest holes of the sump seem warm and welcoming by comparison. This region is known to its inhabitants as The Expanse.
Who knows how far this enormous cave stretches or the what depths it may descend? Maybe the natives, the ratskins of the area, have such knowledge but they are protective of this land and will not share their secrets with outsiders. A friendly drink (or two) with a native guide once revealed a fascinating story of large caverns where cold white powder falls from the smog and collects on the ground in large drifts but I have never witnessed such a spectacle.
The only civilised settlement in the Expanse is Dropoff Point, commonly referred to as 'The Drop'. A small town built into a spit of land at the edge Expanses, it is a spectacular location. On one side there are the myriad of passageways, domes, rubble and tunnels that make up the regular underhive and on the other there is a vast space, empty, save the hazy shapes of peaks in the distance. From stories told amongst the settlers here and some of the friendlier tribes I have discovered that Expanses were discovered between 500 and 600 standard years ago by an outlaw gang of Orlocks fleeing the justice of Imperial law. I can only imagine the pitiful state they must have been in when the natives rescued them from their plight. The gang settled in an easily defensible location and soon began trade with their saviours, using the spoils of their raids to pay for much needed food and the white, giant rat hides that characterise the species in this area. Over the next 300 years The Drop developed a reputation as a safe and above all distant haven from the law.
It was the archeotech rush that both alienated the natives and lead to widespread knowledge of the Expanse. The Orlocks had often noticed many items and location within the Expanse that appeared to be of ancient and imperial origin. Their native guides always warned them away from such areas, claiming that they were sacred and to disturb them would anger the spirits. Out of respect the gangers obeyed but more and more people were visiting or settling in The Drop every year and word got around that a man could make it all the way to the spire with a lucky find in the Expanse. During this period the population of The Drop swelled to at least 10 times its current levels. Thousands ventured into the Expanse and thousands died in the hazardous conditions. They few that returned with anything of value found that their profits were taken from them by the guild. Enraged by this betrayal of trust and the desecration of their holy places the local ratskin tribes gathered in council to decide what could be done. And so there came a day when thousands descended into the Expanses and none came out. A messenger was sent to the Drop to inform the people there that they may continue their lives in peace but if they should even venture into the Expanse again they would not leave them alive. Such was the impact of this on those who remained that this state of affairs continues to this day. Only the brave or the desperate enter the Expanse and only the strongest make it back out.