To sell a campaign.

By bladerunner_35, in Dark Heresy

I recently joined a gaming group after a long hiatus. I want to sell them the idea of a Dark Heresy based campaign. We are going to play Sorcerer first but after that they are all willing to try Dark Heresy and I want to make sure I've done everything I can to sweeten the deal, so to speak.


First off, are there any rules to be careful of, ones that are broken, or should be ignored? Anything in particular to watch out for when players create their characters or any house rules you've found to streamline the game? And before anyone ask, I am well aware of the FAQ.


Only one of the three players have any familiarity with the setting, through 40K. As an introduction to the setting and the system I am creating a simple and rather classic scenario.


The PC:s will be part of a band of criminals fighting for survival. Most of them will probably be part of the new blood brought in after the latest Arbites raid. The raid saw the leader taken into custody and the original organisation broken into three gangs. Formed around the three lieutenants; Luntz (yes, the very same from Edge of Darkness though that adventure will happen first many months after this pre-quel), Col and Myrrd.


Luntz is the smartest of the three by leaps and bounds but he is currently suffering from cronic paranoia because of the raid. The PC:s will be part of Luntz's crew. Their headquarter is located in a sky rise that's still somewhat occupied. His lieutenant is Lili, as though as they come.


Col is a bombastic and burly man who likes to tell people he is ex-guard. His headquarter is located in an abandoned manufactorium in the old offices of the fabricator-general. He has the most followers but they are a motley lot, mostly Dregs and Heavies. His lieutenant is Maximol.


Myrrd is just slightly (more) lunatic. He and his crew are well holed up in the sectors waste processing facility, sub-level and he probably has the smallest gang. As if to prove his madness he has taken to allow Mutants and Mutant Abominations into his gang. They're well dug in and his lieutenant is Jigger, a snickering madman.


Up until now there has been a delicate balance between the three groups but something, maybe rumours that a weapons casche founds its way into Cols hands, maybe the unseemingly things Myrrd is up to or something else entirerly (it all depends on which character's the players generate) has shifted. Everyone is sure that everyone else is up to something but no one wants to show their hand.


The adventure will drop the PC:s right in the middle of this, starting with Luntz gathering his crew around him and leaving the floor open for suggestions and ideas. Something that shows just how desperate he is. but, desperate times calls for desperate measures. It’s essentially a small sandbox completely driven by the motivations of Luntz, Col and Myrrd and naturally the PC:s. The whole thing will be designed to be relatively short and give the players a first taste of the setting as well as the system.


Any thoughts?

First off, are there any rules to be careful of, ones that are broken, or should be ignored? Anything in particular to watch out for when players create their characters or any house rules you've found to streamline the game? And before anyone ask, I am well aware of the FAQ.

First, do not use the 400xp limit. It makes for rather weak pc. I prefered to start with 800 oder 1000xp to make sure their is a reason why these individuals have been choosen to be used by the Inquisition.

Do not halve the attribute for untrained skill use. I advice "-10" for unskilled. This streamlines it to the line of -10; +0; +10; +20. And makes the pc more "able". Everybody wants a figure that is able to actually do something.

The "imperial navy" void born background is imbalanced, as far as I can see. I would not use this one. In addition, I advise something stolen from "RT": If a pc has something as skilled or unskilled from his background world, and he gains it again from his starting skills, give him the "Talented" Talent. Otherwise, none of your Cleric will every hail from an imperial world.

Your setting would make Imperial Psykers, Tech-Priests and Arbitrators very unlikely as PC characters. Quite a few of the backgrounds and homeworld options from the Inquisitor's Handbook would also be unsuitable without some explanations.

That might not be a bad thing though for an introductory campaign that seems a bit like GTA40K-Underhive Sibellus. You wouldn't have to deal with psychic powers or the tech priest abilities (though the latter are not so rules heavy).

I don't quite agree with Gregorius' suggestion of 800 xp though, because you mention this being new to the group. Also, since they aren't acolytes yet it doesn't make too much sense to throw a lot of xp at their feet and tell them to get on with it.

I do like his "unskilled at -10" suggestion though and I think I'm going to steal it for basic skills in my own campaign.

Imo, there are two things that you should be very careful of. One is Psykers who can easily dominate the whole team with their powers. Not jsut the damaging stuff, but also being the most aware, the most sneaky etc. Once they get a force sword they hit harder then a Lascannon. Another thing is the automatic fire rules, turning weapons like the autogun to be "un 40K" effective.

Bladehate said:

Your setting would make Imperial Psykers, Tech-Priests and Arbitrators very unlikely as PC characters. Quite a few of the backgrounds and homeworld options from the Inquisitor's Handbook would also be unsuitable without some explanations.

That might not be a bad thing though for an introductory campaign that seems a bit like GTA40K-Underhive Sibellus. You wouldn't have to deal with psychic powers or the tech priest abilities (though the latter are not so rules heavy).

I don't quite agree with Gregorius' suggestion of 800 xp though, because you mention this being new to the group. Also, since they aren't acolytes yet it doesn't make too much sense to throw a lot of xp at their feet and tell them to get on with it.

I do like his "unskilled at -10" suggestion though and I think I'm going to steal it for basic skills in my own campaign.

Yea I too felt that it would be hard to fit certain classes but have found that with some thinking it can be made to work:

Imperial psyker - Luntz has bought a "secret weapon" to tip the delicate balance in his favour. The secret weapon is of course his very own pet psyker! Somehow he has managed to acquire an Imperial sanctioned psyker......

Arbitrator is easy - they sent in the rookie under cover to give them vital intel for their next (and hopefully final) raid. Any lingering resentment between the real gang bangers and the Arbitrator has to be put on hold once they are drafted into the Inquisition.

Noble - also easy, they go a slummin'

Of course I haven't gone through every possible character but most should be able to work with a little imagination and lubrication. If nothing else one reason someone might be in the underhive is to escape or hide. One of the few that I have a hard time coming up with a credible solution is the ubiquitous Tech-Priest. Although, if Luntz would steel some sort of bomb or the like surely a Tech-Priest would be needed as well, to operate said artefact. Willing or not....

Anyways, I'll let the players create whatever they want as long as they follow a few basic requirements:

Will function in a group

A believer in the Imperial Creed (or in the Emperor) to a certain extent at least....

Could concievably agree to work for the Inquisition (a no brainer perhaps but one never knows...)

Have a reason to be present at the start of the campaign (in the underhive) and a incentive to work with Luntz, at least for the time being....

Thanks for the heads up about the over-powered psyker, not sure what to do about that though. Other than to restrict force weapons...

The -10 house rule seems decent but for now I'll try it out as written first.

As Bladehate said I want the starting level to be very low and won't even give them the normal 400 xp that you get when creating a character.

Thanks everyone for your comments!

bladerunner_35 said:

Imperial psyker - Luntz has bought a "secret weapon" to tip the delicate balance in his favour. The secret weapon is of course his very own pet psyker! Somehow he has managed to acquire an Imperial sanctioned psyker......

Of course I haven't gone through every possible character but most should be able to work with a little imagination and lubrication. If nothing else one reason someone might be in the underhive is to escape or hide. One of the few that I have a hard time coming up with a credible solution is the ubiquitous Tech-Priest. Although, if Luntz would steel some sort of bomb or the like surely a Tech-Priest would be needed as well, to operate said artefact. Willing or not....

With hive gangers in mind you could use a verminspeaker instead of a sanctioned psyker and a reclimator instead of a tech priest.

Iacton said:

bladerunner_35 said:

Imperial psyker - Luntz has bought a "secret weapon" to tip the delicate balance in his favour. The secret weapon is of course his very own pet psyker! Somehow he has managed to acquire an Imperial sanctioned psyker......

Of course I haven't gone through every possible character but most should be able to work with a little imagination and lubrication. If nothing else one reason someone might be in the underhive is to escape or hide. One of the few that I have a hard time coming up with a credible solution is the ubiquitous Tech-Priest. Although, if Luntz would steel some sort of bomb or the like surely a Tech-Priest would be needed as well, to operate said artefact. Willing or not....

With hive gangers in mind you could use a verminspeaker instead of a sanctioned psyker and a reclimator instead of a tech priest.

I have heard these names before but would like to read more, can you provide a reference? And thank you for the idea by the by.

Verminspeaker in Creatures Anathema and Reclimator in Radical's Handbook.

I found verminspeaker easy enough but Reclaimator is actually in the Inquisitor's handbook (thank the emperor and who ever put it together, for the unofficial index). Thank you nevertheless Iacton.

Sorry for the bu bu. Meant to write Inquisitor's, but seems I was momentarily possessed or something. (And misspelled reclaimator as wellsonrojado.gif )

The XP awards as stated in the book can make for very slow advancement. Most campaigns last 6 to 12 months at best, and I like to see the upper power levels as well as the lower. One FFG person (Sam Stewart?) posted he liked to go up one rank every three sessions. 3 or 4 sessions per rank works for me as well.

The first session is scheduled for next sunday (24/10) and I am nearly done with my preparations. I think this is the most fun I've ever had preparing for a game as a game master and I am looking forward to see how the players will like it. Everything is still a little rough but the core is there and I would love to get some feedback on it all. Would you like to play in this campaign? Do you have any particular advice about this style of game mastering (character driven fish tank/sandbox)?

Through me you pass into the city of woe:
Through me you pass into eternal pain:
Through me among the people lost for aye.

Justice the founder of my fabric mov'd:
To rear me was the task of power divine,
Supremest wisdom, and primeval love.

Before me things create were none, save things
Eternal, and eternal I endure.
All hope abandon ye who enter here.

Such characters in colour dim I mark'd
Over a portal's lofty arch inscrib'd:
Whereat I thus: Master, these words import
.

CHORD LUNTZ
The strong are strongest alone


Chord Luntz is a hard and unforgiving man that takes what he can and gives nothing in return. He is intelligent and patient and always considers his moves carefully. While he looks older than he is, Luntz is starting to feel that the years are slipping by. He is a driven man, an ambitious man, and he had expected to have reached a higher position of power by now. Because of this he is starting to feel disillusioned but he is far from out of the fight and while he can feel desperation gnawing inside he refuses to give in and do something rash.


His strives to gain wealth, power and influence. His biggest fear is to end up like one of the wrecks, having to beg, steal and eat vermin to stay alive. He is prepared to go to any length, sell anything or anyone, to achieve his goals. While he fully believes in the old maxim that the strong are strongest alone he still believes in the Emperor and like most folks will have nothing to do with mutants or heretics. Of course, the hard life that he leads sometimes necessitates a more pragmatic outlook on life.


Right now Luntz is paranoid above all things. The arbites raid took him completely by surprise and while he sees the opportunity this turn of events has presented him with he is also very concerned by his apparent lack of control; not only of the situation but of the fact that he allowed himself to be taken by surprise in the first place.


Aware that the narco-syndicates are quietly observing the situation, presumably waiting until the dust settles to move in on the survivors, Luntz is determined that he will welcome them as the local power, rather than the other way around. To this end he is focusing all his resources and attention towards solving the current deadlock he finds himself in, with the two other lieutenants, Col and Myrrd, both of whom he knows well. He is mostly concerned about Col with his larger gang but is at the same time wary of Myrrd who, in his madness, is hard to predict. More than ever he feels that his destiny is within reach but he cannot find his usual resolve, afraid of making the wrong move he is consumed by the situation.


THE SKYRISE
Luntz has established his power base in one of two remaining skyrises in the district. It is an ancient artefact of a more glorious past, derelict and crumbling it still towers high over the surrounding district. It reaches roughly 20 levels towards the high arches and domes in the district’s “roof”. The other skyrise reaches even higher but is said to be cursed by the Emperor and no one but crazies and mutants live there.
Luntz and his men live on the 13th and 14th floors and have reached an unspoken compromise with the other dwellers. Above them live mostly a few deranged madmen and occasional mutant who are left to their own devices. Rather than just killing them Luntz allow them to use the stairs furthest from his base at night when they go out looking for food.


On the floors below live an assortment of honest citizens, unemployed workers and dregs. Generally the gang and the habitants do not bother each other and Luntz even goes so far as to occasionally give food to those in greatest need. Because of this he is confident to get a warning if someone with ill intent comes for him.


The floors are big but very rundown with mould growing all over, doors and even whole walls missing.
The living space has slowly conquered the hallways with exception of the stairwells that are kept clean in order for Luntz’s and his men to be able to quickly move up and down (there is one staircase along the northern wall and one along the southern, the elevator stopped working a very long time ago). The floors open up into a slightly surreal dream landscape of plastic wrapping in various colours covering huge holes or even whole families. There are no electrical light sources and during the night-cycle small oil lamps or cooking fires makes the shadow dance on the walls as people huddle around the light. During the day cycle dogs and dirty children are running from one dwelling to the next while the adults are either trying to stave off the chaos or are out gathering food or, if they are very lucky, working.


LUNTZ’S MEN
Luntz gang is the smallest but easily the most capable. It is more a large group than a real gang. Luntz have been reluctant to recruit just anyone like Col, preferring quality over quantity. This has caused some problems since capable men generally know their worth and want to have a say in their future. So far Luntz have struck a successful balance between brute force and inspired leadership and most follow him willingly, if for nothing else but there being very little choice. Most of them despise Col and would never side with Myrrd’s mutants. Currently there are no other real options for gangers in the Malhaven District. However, things nearly did come to a head recently when the majority of the men wanted to recruit new blood for the coming war. Luntz resisted this but was forced to accept it for fear of an open conflict he can ill afford.


Like Luntz they are all hard and unforgiving men, used to violence and death. They use the Enforcer profile (DH 339). While they lack any real military training they know enough to work together, prioritise their targets, concentrate their fire and draw their enemies into a killing zone. Compared to the other gangs they are a dangerous and savvy lot and would rule the district if they but had the numbers.
In medias res


When the game begins everyone, including the PCs and a few other new recruits are gathered in the main room in Luntz’s base. All told they are about 20 people standing along the walls of the large room, or sitting on what few chairs and crates there are spread throughout. Roughly half the persons in the room are proven and trusted members of the gang while the rest are new or very recent additions. Of these one or two seem to know what they are doing and the rest are just fresh meat of the streets; young, bright eyed and wanting in on the action, fame and gory glory. A few are just honest men ready to do dirty deeds to feed their families.


It is dusk and in the middle of the room is a large dining room table with an electric light driven by a crank. Every few minutes the lights start to fade and someone winds it up. The mood is tense and heavy and everyone seems to eye each other out of the corner of their eye. Luntz seem almost preoccupied and does not speak for a few minutes while the rest try their best to appear composed.


At last Luntz quickly gives the low down of the situation. He briefly explains how the gang came apart and what he knows of the other two gang bosses. With exception of his own reservations and doubts he tells it like it is. During this short speech anyone that passes a ordinary (+20) Scrutiny-test realises by the nervous glances exchanged by Luntz’s men that there is something out of the ordinary going on.
Realising that they cannot sit around and wait any longer but still unsure what the best course of action is, Luntz is putting the whole thing out in the open. He is willing to listen to anything they have to say and he will give every idea serious thought.
If no one speaks up or comes up with a plan he’ll simply say


—We’ll take on Col first. I do not want to think about what things Myrrd has crawling around in his gang but although he is crazy and therefore dangerous Col is the real enemy. We will need all the strength we have and cannot afford to bleed ourselves against Myrrd’s mutants.


He will try to hide his indecisiveness but his men and anyone passing a Challenging (+/-0) Scrutiny-test will see through this. Anyone that picked up on the nervous glances of his men earlier will get an additional +20 modifier to this test.


CHARACTERISTICS
Weapon skill 36
Ballistic skill 37
Strength 35
Toughness 38
Agility 33
Intelligence 35
Perception 36
Willpower 38
Fellowship 34

Movement: 3/6/9/18
Wounds: 12
? ? ? ? ? ? ? ? ? ? ? ?

SKILLS
Awareness (Per)
Carouse (T)
Chem-Use (Int) +10
Command (Fel)
Common Lore (Imperium, Underworld) (Int) +10
Deceive (Fel)
Dodge (Ag)
Drive (Ground Vehicle)
Evaluate (Int)
Intimidate (S) +10
Scrutiny (Per)
Security (Int)
Speak Language (Low Gothic, Gang Cant) (Int)

TALENTS
Basic Weapon Training (SP)
Melee Weapon Training (Chain, Primitive)
Pistol Training (Las, SP)

WEAPONS
Blade (1d5+3† R; Primitive)
†includes Strength Bonus

Stub Revolver (20m, S/—/—; 1d10+3 I; Clip 6; Reload 2Full)

Custom Hand Cannon (20m, S/2/—; 1d10+5 I; Clip 4; Reload 2Full)

ARMOUR
Armoured coat (all, 2 Armour Points)
Flak vest (body, 3 Armour Points)

GEAR
Black standard combat fatigues (faded and worn)
Heavy worker’s boots (worn and patched)
Fake cognomen
Small chem-testing auger
Injector (3 doses of obscura, 3 doses of stimm)
30 Thrones (carrying, he can get hold of another 234 Thrones from his stash)
Two reloads for each weapon.

COL
Let them hate, so long as they fear


Col is a bear of a man and used to be first lieutenant and right hand man of Ben; the former gang boss who disappeared in the Arbites raid a couple of months back. He was made first lieutenant after killing three competitors in fist fights, each in a more gruesome way than the other. Col thrived on the fear that everyone had of Ben and by extension him and with Ben allowing Col a significant leeway he took what he wanted of both women, guns and anything else he fancied.

He quickly became used to get what he wanted by doing nothing but occasionally making a brutal example of anyone even hinting of insubordination. Because of this Col has grown fat and complacent, quite literally. With his large bulk, bulging biceps and enormous moustache he is still a fearsome sight to behold but although he does not know it, after the disappearance of Ben and the divide in the former gang he is now only boss of those to weak, fearful or dim-witted to leave.

However, in the lower hive that particular kind of people comes in large supply and Col’s gang is by far the largest of the three. They lack conviction, ammunition, guns, food or really anything useful at all. Most of these unfortunate dregs fight with primitive or improvised melee weapons while the core around Col himself wield an odd assortment of pistols, revolvers and the occasional old rifle or shotgun. Col himself carries a heavy stubber but he prefers to come to grips with his enemies in close combat, preferably after he has worn them down by choking their guns with waves of human fodder.

While Col can be a choleric and dangerous man, especially up close, the only man in Col’s gang that can be said to be truly dangerous is Able Bones. He came from out of the deep a few days after the raid and quickly became Col’s first lieutenant (after Col himself slew the original lieutenant). Able is a taciturn man who always seems to be standing in a shadowy corner, quietly observing everyone and everything with his hard killer-eyes. His ancient but well kept hunting rifle never leaves his hands.

Col sees himself as the natural leader of this district but is in reality nothing but a glorified bully. He thinks of Luntz and Myrrd as nothing but annoying rebels and considers the divide as a temporary setback. He styles himself as a benevolent ruler and likes to hold court where the little people can bring their troubles (and offerings) so that he can ease their burdens, again quite literally. Those in Col’s favour eat and drink well and take what they want and the unfortunates at the bottom are desperate enough to do anything to get on his good sides. The initiation rituals to enter the gang are cruel plays were they are often forced to fight to the death to amuse Col and his cronies. This works as long as they fear Col more than anything else.


THE MANUFACTORIUM
Col’s gang lives in an old abandoned manufactorium. It stretches over a large area close to the waste zone and is partly in ruins. Col has established his headquarters on the second floor of the offices of the Fabricator General and it is here he holds court amidst his most favoured. Although he likes to think of himself as a great commander and leader of men his complacence and arrogance makes him ignore trivialities such as security and guards. He has a few look-outs keeping track of the most obvious routs to the manufactorium but in general Col does not believe anyone to have the gall or strength to mount an attack.


Despite of this it is not an easy thing to sneak into or even approach the manufactorium because of the constant movement of people going about. Even without guards there are many eyes and ears willing to trade information in exchange for some food or favour. At any given time there is approximately 200 people, supplicants, families, gang-blades, dregs, hawkers, cooks, tricksters and fixers in or outside the general area.
As long as you manage to either avoid Col’s attention or get on his good side it is actually quite safe to live there; at least compared to the lawlessness of the general district. Col does not tolerate anyone disturbing his peace and there are many gruesome examples of people who did just that, crucified along the way of the main path into the manufactorium.


Lately Col have realised that people are quite willing to trade freedom for safety and that this safety attracts commerce and even more people, and everyone has to give him his due. Currently Col’s main goal is to keep peace and stability in order to gain more people and more power. For now he is content to let things be for a while but he is an ambitious man.


THE DREGS
Col’s gang, those who can be relied on to stand and fight, at least until their fear of death outweighs their fear of Col, is a motley crew consisting mostly of Dregs (DH 338) and Heavies (DH 341). A handful of his closest followers consist of a few Scum (DH 344) while Abel Bones has the profile of a Skulker (DH 344) with a BS of 40 and a Hunting Rifle (150m, S /— / —; 1d10+3 I; Clip 5; Reload Full, Accurate).


In addition to guns and ammunition they also lack most everything else needed to fight. They can fire a pistol or clobber a man (or woman) easy enough but despite their numbers they fight individually without any coordination or determination. With exception of the closest followers (who have the most to lose should Col fall) they will try to escape or surrender if they are wounded or attacked by a determined enemy.

Able is the exception and in case of an attack will take up position on the gantry of the Fabricator general’s office and will grimly start to snipe at targets. He will concentrate his fire to what he perceives as the most obvious threat until they are all dead. He is no fool and will take cover and even retreat if he have to but he is no coward neither and is prepared to fight when most others would have run.


While his arrogance can make any negotiations difficult Col is not really interested in a large scale combat. He will try to buy time or even establish a truce in order to back-stab the attacker at a later date or at least save himself if things look really grim.


CHARACTERISTICS
Weapon skill 36
Ballistic skill 24
Strength 42
Toughness 45
Agility 18
Intelligence 25
Perception 23
Willpower 34
Fellowship 22

Movement: 1/2/3/6
Wounds: 18
? ? ? ? ? ? ? ? ?
? ? ? ? ? ? ? ? ?

SKILLS
Carouse (T)
Chem-Use (Int)
Command (Fel)
Common Lore (Underworld) (Int)
Gamble (Int)
Intimidate (S) +10
Speak Language (Low Gothic, Gang Cant) (Int)

TALENTS
Melee Weapon Training (Primitive)
Pistol Training (SP)

Berzerk charge (WS +20 when charging)
Combat master (can’t be outnumbered)
Furious assault (2nd WS attack if 1st hits)

WEAPONS
Heavy Stubber (120m, —/— / 10; 1d10+4 I; Clip 200; Reload 2Full)
Col has no training with heavy weapons and really does not know how to use them (BS -20).

Huge meat cleaver (2d10+4 R†; Primitive, Unwieldy)
†includes Strength Bonus

ARMOUR
Heavy leathers (body and legs, 2 Armour Points, primitive)
He keeps his arms bare to show off his bulging biceps and crude tattoos.

GEAR
Heavy worker’s boots (worn and patched)
Canteen filled with bad rot-gut

MYRRD
Only the insane have strength enough to prosper...


Myrrd has always been an odd character, even amongst the dregs and murderous madmen of Ben’s old gang. While he got something of the twist in him, with a slight hunchback and tests of hair growing from a lumpy head, Myrrd has always been capable and completely fearless in the way of the clinically insane.


He does not seem to view the world quite like anyone else. He frequently stops, sometimes mid-sentence, to tilt his head slowly as if hearing or seeing something strange and beautiful that no one else can fathom. He is often gazing into the distance and perhaps most disquieting of all; he seems genuinely peaceful and at ease despite the bad hand he obviously has been dealt from the Tarot. This, more than his appearance or fearlessness, causes people to become unnerved in his presence.


These qualities have made him an outcast, skirting the thin line of the deviant and the mutant. They have also made him a strong survivor. To the chock of everyone else, including Luntz and Col, Ben saw something in Myrrd and made him lieutenant. Myrrd quickly gathered a small but faithful following. Whatever task he was given he also completed, often putting Col and even Luntz to shame. His true gift being his ability to inspire his followers with the same fearlessness he himself had.


When Ben disappeared Myrrd fled with his followers, well aware that both Luntz and Col despised him. They went down into the bowels of the district and into a water-recyk system. There he has prospered and slowly gathered more and more followers. Myrrd has become the patron of those who everyone else shuns and hates; the mutants and the deviants of the district have all started to flock to him.


Many rumours abound by the dreadful and despicable things that go on down there and no sane person would consider going into his territory.

THE WATER RECYK-PLANT
Myrrd and his followers have their lair in an underground water-recyk plant. It is a massive facility with huge open vats of fluids in various stages of recycling. The “water” is highly contaminated and acidic and there is a strong smell of chemicals and waste throughout the facility. In some places the air is so thick with gases that it is toxic to breathe. Characters falling into the water take one wound per minute while characters that are forced to breathe the noxious fumes are forced to take a T-test every minute. If they fail they gain 1 level of fatigue (se Suffocation DH 210).


While they have many patrols and guards all over the recyk plant their main base is a sturdy building at the centre of the plant. It is built like a bunker and houses both the main control room and generators. The process is completely automated and with exception of scavengers and dregs the plant had been empty for many years before Myrrd chose it as his base.


There are many ways into the complex; either one of the many sewage tunnels leading polluted or clean water to and from the plant, or the main access tunnel. The main access is connected to the district through a huge cargo elevator designed to bring large scale equipment and machines. It has not worked in a long time and anyone wanting to enter through the main access has to first climb down the elevator shaft and then force entry through one of the doors in the main gate.


To climb down the elevator shaft is a Routine (+20) Climb-test that can be made even easier by anyone taking their time and being careful. This takes half an hour instead of 15 minutes but is much easier (+20). To use ropes or similar equipment gives another +20 on the test.

  • A failure by 1 or 2 degrees means that the character has to find another way, untangle the ropes or some other small incident which adds ten more minutes (per degree) to the total time.
  • A failure by 3 degrees mean that the character falls from a height of 6 meters (1d10+5 I).
  • A failure by 4 degrees mean that the character falls from a height of 12 meters (1d10+9 I).
  • A failure by 5 degrees or more means that the character falls to his death (se Falling DH 210).


Once down they have to walk a good ten minutes through a huge tunnel without any light sources (unless they brought their own). The main gates are as huge as the tunnel (12 meters high). They are opened through an access panel in the wall. A difficult (-10) Security-test is needed to bypass the electronic lock.


Another way to enter through the main gate is via the smaller door. This is locked with an Ordinary (+10) lock and can also be bypassed by applying crude force. This requires equipment, preferably a lascutter but axes, crow-bars or iron poles work well enough. A lascutter or equivalent automatically opens the door in 10 minutes. Otherwise three Easy (+30) Strength-tests are needed to force the way inside. One test per hour can be made and each degree of success reduces the time by 15 minutes.


Well inside the recyk plant the tunnel continues straight as an arrow about 3 kilometres. On this side the lighting is working. The tunnel is surprisingly clean and there is very little debris lying around with exception for the occasional oil drum or dead rodent. It opens up into the generator room underneath the control room. Adjacent is a hangar, empty except for the skeletons of two trucks, picked clean and abandoned a long time ago.


HIS FOLLOWERS
The main access way is not guarded and seldom used. Myrrd does not believe that Luntz or Col have the resolve to get past the obstacles. Instead his men are guarding all the sewage entrances but they are not enough to cover them all at the same time. Instead they are doing two-men patrols with guards stationed at certain key-points. Myrrd’s gang consists mostly of Mutants (DH 342), Mutant Abominations (DH 432) and a few Dregs (DH 338).
Even though they lack training and discipline the mutants are quite resourceful (you do not survive as a mutant otherwise). If attacked they will send a runner back to inform Myrrd while the others try to hold the attackers as long as they can. They try to set up ambushes or draw the attacker into traps but have very little in the way of firepower.


When informed of an attack Myrrd will quickly gather his most fanatic followers and charge head on, headless of the danger. With the exception for the Dregs they will all fight to the death but Myrrd can be reasoned with. His main goal is to create a sanctuary for himself and his followers to somewhat ease the burdens of their miserable existence. He is willing to go through great lengths to achieve this.

CHARACTERISTICS
Weapon skill 36
Ballistic skill 24
Strength 33
Toughness 31
Agility 27
Intelligence 38
Perception 30
Willpower 37
Fellowship 41

Movement: 2/4/6/12
Wounds: 12
? ? ? ? ? ? ? ? ? ? ? ?

SKILLS
Awareness (Per)
Charm (Fel) +10
Command (Fel) +10
Common Lore (Imperium, Underworld) (Int)
Concealment (Ag)
Deceive (Fel) +10
Dodge (Ag)
Scrutiny (Per) +20
Silent move (Ag)
Speak Language (Low Gothic, Gang Cant) (Int)
Swim (S)

TALENTS
Melee Weapon Training (Primitive)
Pistol Training (SP)

Air of Authority (affect more minions)
Fearless (immune to fear and pinning)
Into the jaws of hell (minions immune to fear and pinning in your presence)

WEAPONS
Hand Cannon (35m, S/—/—; 1d10+4 I; Clip 5; Reload 2Full)

Chainsword (broken, count as hammer) (1d10+4 I†; Primitive, Balanced: Parry +10) †includes Strength Bonus

ARMOUR
Heavy leathers (body, arms and legs, 2 Armour Points, primitive)

GEAR
12 bullets
Necklace with an Imperial Aquila (counts as charm)