Quick Reference Guide

Campaign Stuff

Campaign Structure & Restrictions

  • No fixed territory stakes in battles; territory assignments are skipped post-battle.
  • Captives cannot be sold, only returned during downtime.
  • Trading Post restrictions apply based on Desolation Level (see below).
  • New gangers/equipment can only be added during downtime (Hangers-On can be recruited anytime).
  • Battles award Exploration Points, which can be spent in downtime for credits or benefits.

Matchmaking & Challenges

  • Week 1: Random matchups.
  • Following weeks: Lowest-rated gang chooses their opponent.
  • Players must accept challenges unless they’ve already played that cycle.

Gang Composition

  • Starting Credits: 1,000.
  • No Abyssal Ferrymen or Ash Wastes missions (focus on Underhive battles).
  • Malstrain Gangs:
    • Cannot recruit house brutes but may take Malstrain Genestealers & Brood Scum.
    • May modify Roaming Horror rolls by +1/-1 before rolling for Priority.

Campaign Management

  • Yaktribe: Campaign tracking (Players must create an account).
  • Dedicated Discord Section: Includes a “dice tower” for online rolls.
  • Arbiters: Neil & Simon available for Yaktribe assistance.

Banned Equipment

The following are not allowed:

  • Ablative Overlays
  • Falsehood
  • Refraction Cloak
  • Threadneedle Worms
  • Uphive Raiments

Missions & Alliances

  • Ash Wastes missions are removed; custom Underhells missions will be used.
  • No external alliances – gangs must survive alone in the Underhells.

House Rules & Adjustments

Gameplay Tweaks

  • Medical Aid: One free Doc visit after a gang’s first battle.
  • Balancing Help: Arbiters may provide loot crates to struggling gangs or increase challenge levels for dominant ones.
  • Weapon Transfers: Weapons can be permanently reassigned, but abusing recovery situations has consequences.

Income System

  • Winner: 50 credits
  • Loser: 25 credits
  • Draw: 35 credits

Equipment & Combat Adjustments

  • Cameleoline Cloaks: Any movement negates its benefits; once revealed, wearer gets +1 to be hit at range.
  • Fixer Skill Limit: Can only be used once per battle.
  • Lasting Injuries: One roll per Out of Action result (except on a 54).
  • Territory Holders: Nomads, Enforcers & Badzone Enforcers can now hold territory.
  • Badzone Enforcers: Can take up to two Enforcer Automata.
  • Captives: Must be returned in downtime; captors get half credit value (rounded to the nearest 5).
  • Cursed Weapons: Cannot be bought from House Lists or Trading Post.
  • Specialists: Only one per gang at creation (includes Van Saar specialists).
  • Van Saar Cyberteknika: Only for injury repair in downtime (miss downtime missions).
  • Orlock Legendary Names: Only one of each per gang.
  • Goliath Gene-Smithing: Iron Flesh only for Leaders & Champions.
  • Wasteland Skill (Eyes of the Wasteland): Effects do not stack for Pitch Black rules.
  • Ash Wastes Nomads: Warrior Spirits apply to all Underhells missions.
  • Automata Resistance: Toxin & Gas weapons do not affect Automata (Iron Automata, Enforcer Automata, Ambots).
  • Spyrer Bonus: Taking down a Spyrer grants +50 credits post-battle.

Phases of the Underhells

Each phase introduces new restrictions and challenges.

Madness Effects (Insanity & Nerve Tests)

PhaseEffect on Archeo-HuunterEffect on Malstrain
1 – Ghosts of the DeadMust pass Willpower check or gain Insane when failing to rally-1 Nerve
3- Echoes in the AbyssAlways gain Insane when failing to rallyUnaffected
5 – Shadow of the BroodmindGain Insane when Broken+1 Nerve

Fighters with the Insane condition act as Cautious Roaming Horrors.

Darkness Effects (Visibility Restrictions)

PhaseVisibility Cap
1 – Heavy Skies18″
3- Toxic Deeps12″
5 – Stygian Depths9″

Desolation Effects (Trading & Recruitment Restrictions)

PhaseArcheo-HuunterMalstrainAll Gangs
1 – Limited TradeNo new gang members, Trading Post +2 Rare/IllegalNo new gang members, Trading Post +6 Rare/Illegal (Common = Rare 12)
3 – Crane CitiesNo new gang members, Trading Post +4 Rare/Illegal (Common = Rare 10)
5 – Cut Off From WorldTrading Post +6 Rare/Illegal (Common = Rare 12)Trading Post +2 Rare/Illegal

Experience System

ActionXP Gained
Participating in a mission+1 XP
Causing a Serious Injury+1 XP
Causing an enemy to go Out of Action+2 XP (+1 XP extra for Leaders/Champions)
Rallying from Broken+1 XP
Assisting in a Recovery Test+1 XP
Match MVP (chosen by opponent)D3 XP
Fully painted model (once per campaign)D3 XP
Taking a Brute Out of Action (Malstrain Genestealers count as Brutes)+1 XP
Taking down a Genestealer Alpha+3 XP (counts as 2 kills for campaign tracking)

Winning the Campaign

TitleRequirementFaction
ExploratorMost Exploration PointsArcheo-Hunters only
Slayer of the MalstrainMost Genestealer killsArcheo-Hunters only
Lord of SecundusHighest ReputationArcheo-Hunters only
WarmongerMost battles foughtArcheo-Hunters only
Champion of the MalstrainMost scenarios won for MalstrainMalstrain
Conqueror of the UnderhellsMost scenarios won for Archeo-HuntersArcheo-Hunters only

A player can only win one of the following victory conditions: