Hive Name: Hive Grimspire

Location: Lower Underhive, Sector 13, beneath Hive Primus

Dominant Industries: Mining and Promethium extraction

Key Landmarks:

TerritoryGang AffiliationDescriptionTerritory Boons
Precinct FortressPalanite EnforcersFortress gaol, and place of execution, a Palanite Precinct is the authority of Lord Helmwar stamped boldly into the very structure of the underhive in rockcrete and plasteel for all to see.Income: The gang earns D6x10 credits from this Territory when collecting income.
Gang Assault: A gang can never take control of a Palanite Precinct. If, however, a gang should assault the Palanite Precinct and win the ensuing battle, that gang will gain +5 Reputation.
SettlementSettlements dot the underhive. Most are scrap shanties, peopled by the brave, the foolish and the desperate. Some are even willing to risk the danger of the wastes to build a life for themselves.
Slag FurnaceHouse GoliathAn industrial furnace where slag and other waste materials are processed and recycled. The Enforcers control access to this vital resource.Income: Generates D6x10 credits. Enforcers can equip Meltaguns and Plasmaguns at a 15% discount.
Drinking HoleReeking of liquor, sweat and blood, a drinking den is where many hivers go to numb their sorrows, or to find their courage at the bottofm of a bottle of Wildsnake or Second BestReputation: Whilst it controls this Territory,
the gang adds +1 to its Reputation.
Special: Whilst it controls this Territory, any fighter in the gang may re-roll any failed Cool tests. If a fighter uses this option, place a marker on their card to show that they have hit the bottle. While a fighter has at least one marker from this territory, they suffer a -1 modifier to hit rolls for the rest of the battle.

ENHANCED BOON
This Territory grants Delaque gangs the
following Boons:

Reputation: Whilst it controls this Territory,
the gang adds +2 to its Reputation.
Special: The gang that controls this Territory may nominate three enemy fighters at the start of the battle, and place an Intoxicated marker on each fighter’s card to show that their drink was spiked. The marked fighters suffer a -1 penalty to all tests and checks for the duration of the battle
Gambling DenGambling is rife in the underhive, with fortunes won on the turn of a card and lost on the spin of a bolt shell, and debts are easily piled up by those who don’t know when to quit.Reputation: Whilst it controls this Territory,
the gang adds +1 to its Reputation.

Income: The player chooses a suit of cards. The player then draws a card from a shuffled deck of playing cards that includes both Jokers. If they draw a card from the suit they chose, they earn income to the value of the card (Jack 11, Queen12, King 13, Ace 14) x10 credits. If they draw a card from a suit of the same colour, then the Income is the value of the card x5 credits. If it is any other suit, they gain no income from the Territory. If, however, they draw a Joker, they must pay all of the income they earn in that post-battle sequence to a random gang taking part in the campaign, as determined by the Arbitrator.

ENHANCED BOON:
This Territory grants Delaque gangs the
following Boons:
Reputation: Whilst it controls this Territory,
the gang adds +2 to its Reputation.
Special: The gang that controls this Territory may nominate a single enemy fighter at the start of the battle before the first roll for Priority. The gang have called in the fighter’s debt marker, and in return for keeping all of their limbs intact, the fighter agrees to take no part in the coming battle. The nominated fighter misses the battle.
Needle Ways
The Needle Ways are the vents, crawl tunnels and pipes that thread through the mass of the hive. Those that can navigate them can pass unseen between almost anywhere.
Special: Whilst it controls this Territory, the gang may select up to three fighters – these fighters gain the Infiltrate skill.
Fighting PitHouse GoliathViolence is life, death, and entertainment in the underhive, and some of the most feared fighters are made on the cinder floors of fighting pits under the eyesRecruit: Whilst it controls this Territory, the gang may recruit two Hive Scum Hired Guns for free, including their equipment, prior to every battle.

ENHANCED BOON
This Territory grants Goliath gangs the
following Boon:
Reputation: Whilst it controls this Territory,
the gang adds +2 to its Reputation.
Promethium CacheStacks of fuel drums and tanks fill this
half-forgotten stash, enough to keep a factory
running, or burn half of the Sump down if a stray spark catches it.
Equipment: Whilst it controls this Territory,
three fighters in the gang gain incendiary charges for free.

Special: All fighters in the gang may re-roll
Ammo tests for any weapon that has the
Blaze trait.
Smelting Works
Crags and seams of valuable slag can be found across the underhive, mute markers to the ancient industries that grew the Spire
Income: The gang earns D6x5 credits from this Territory when collecting income.

ENHANCED BOON
This Territory grants Goliath gangs the
following Boon:
Income: The gang earns 2D6x5 credits fromthis Territory when collecting income. If the gangalso controls a Slag Furnace, this is increasedto2D6x10 credits.
Tech BazaarHouse Van SaarAn underhive tech bazaar buzzes with the calls of bullet merchants echoing above haggling tech prospectors, while agents of the Gun-guild watch and take their due.Income: The gang earns D6x10 credits from this Territory when collecting income.
Equipment: Select one Leader or Champion to make a Haggle post-battle action. Roll 2D6.

The gang may immediately choose one Rare(X) item from the Trading Post where X is less than or equal to the dice roll and add it to their Stash for half of its usual value, rounded down. If the roll is lower than 7, pick a Common weapon or piece of equipment to add to the gang’s Stash for half of its usual value, rounded down. If the roll is 3or lower, then the fighter proves to be very poor at haggling and no equipment is gained. If the fighter selected has Exotic Furs, add +1 to the result of the 2D6dice roll.

ENHANCED BOON
This Territory grants Van Saar gangs the
following Boons:

Reputation: Whilst it controls this Territory,
the gang adds +1 to its Reputation.
Income: The gang earns D6x10 credits from this Territory when collecting income. If the gang also controls an Archaeotech Device, this is increased to 2D6x10.
Archaeotech DeviceHouse Van SaarThese are relics from a long lost age, when the
hive had not yet grown to the sky. They possess strange capabilities, wondrous power and danger in equal measure..
Special: Any number of weapons owned by the
gang may be given one of the following Traits
for free: Blaze, Rad-phage, Seismic, or Shock.
All weapons must be given the same Trait and new weapons purchased later may also be given this Trait. These weapons also gain the Unstable Trait. If the Territory is lost, the weapons lose these additional Traits.

ENHANCED BOON
This Territory grants Van Saar gangs the
following Boons:
Reputation: Whilst it controls this Territory,
the gang adds +2 to its Reputation.
Special: The gang may give any number of
weapons it owns two of the following Traits for
free: Blaze, Rad-phage, Seismic, or Shock. All
weapons must be given the same Traits and new weapons purchased later may also be given these Traits. These weapons also gain the Unstable trait. If the Territory is lost, the weapons lose these additional Traits
GeneratoriumMuch of the light and power in the underhive relies on taps into energy conduits or barely functioning generators. Those that control the source of such power can let it flow… or cut it off at a whim.Special: If their gang controls this Territory,
a player may choose to stall the generators,
temporarily cutting the power to the area in which a battle is taking place and plunging it into darkness. The player may declare they will do this at the beginning of any Priority phase, before the roll for Priority.

For the remainder of the battle, the Pitch Black rules (see page 193) are in effect. However, at the start of each End phase, there is a chance that the generators will automatically restart and the lights flood back. At the start of each End phase, before making any Bottle checks, the player that controls this Territory rolls a D6. If the result is a 5or more, the generators restart and the Pitch Black rules immediately cease to be in effect. If the roll is a1-4, the generators stay silent.

ENHANCED BOON: This Territory grants Van Saar gangs the following Boon:

Reputation: Whilst it controls this Territory,
the gang adds +1 to its Reputation.
Meat FarmCorpse GrindersA grisly farm where Corpse Grinders process the remains of their victims into food for their cult, ensuring they never lack sustenance.Income: Generates D6x10 credits income. Can recruit new initiates at a reduced cost.
Cannibal Cult StrongholdCorpse GrindersA fortified base where the Corpse Grinders defend their territory and store their grisly trophies, striking fear into the hearts of their enemies.Income: Generates 2D6x10 credits income. Can inflict terror, causing enemies to make Nerve checks at -1 penalty.
Mining OperationIronhead Squat ProspectorsA deep mining facility where the Squats extract valuable minerals and ores, ensuring their wealth and influence within the hive.Income: Generates D6x10 credits income. Grants a one-time bonus to mining-related Intelligence checks.
Squat StrongholdIronhead Squat ProspectorsA fortified enclave where the Squats defend their territory and store their riches, maintaining their independence and resilience.Income: Generates 2D6x10 credits income. Can equip heavy armor at a 15% discount.
Ore RefineryAn industrial plant where the Squats refine raw ores into valuable materials, ensuring a steady supply of resources for their operations.Income: Generates D6x10 credits income. Can acquire advanced mining equipment at a reduced cost.