Scum City: Necromunda Settlement Nominee
Scum City: Necromunda Settlement Nominee
Scum City: Necromunda Settlement Nominee
THE BEGINNINGS
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 Under-Hive.
The outward spread did not abate however. With the space
outside unfilled by large permanent structures, shanty buildings
and lean-to's began popping up everywhere. Soon there was
another, larger town growing around the Under-Spire, less
impressive but certainly more populated. This town of makeshift
structures became home to the worst and most depraved people
in the Underhive, and was a haven from the authorities for them.
STRUCTURE
Scum City is one of the largest single shanty towns in the
Underhive, second only to Shanty Town itself. Embedded deep
beneath the earth, it is a nest of dealers and traders, fortune
hunters and privateers, and gangsters and criminals. Scum City
itself is just an overall name for the place; there are three major
distinctions within the town. The Under-Spire lies at the center
of the mini-metropolis, stretching upwards through several other
levels. Radiating from this is Scum City itself, containing Mark
Street, Slave Square and other such memorable sites. Beyond
that is an endless shanty town as far as the eye can see, known as
a good number of names but generally referred to as the Scums
or something similar.
Major trade routes go in every direction from Scum City,
constantly bringing in both business and people. Traders find
ample credits along Mark Street, so named because of the conartists frequently trolling the bazaar for easy marks. The street
twists around the Under-Spire, completely encircling it along it's
meandering course. Hired guns and even entire gangs are known
to sell their services along the busy street, making it an
exposition of wares and sell-swords. Employers can always find
eager fighters and treasure hunters, and the sounds of Slave
Square constantly advertising the prices of captured outlaws and
pit slaves fills the surrounding area.
The town is a hub of all of the trading activity in the area and it
reaps an enormous profit. Officially, the records of the Arbites
name the place a 'trade town', the majority of it's income comes
in from trade deals. However, the reality is quite different. Scum
City is a major supplier and dealer of nearly every illegal variety
of drug, slime, fungi and mold. They buy and sell everything
from Stinger Mold to Slaught and Kalma, and are the first to deal
in any new psych-altering substance found in the constantly
mutating Underhive. The business is extremely dangerous but
incredibly lucrative, and new dealers are made every day in the
Scum's. But anyone that makes a deal within the town's limits
and doesn't give a bite of it to the owners are liable to turn up
dead the next day
Well, I see that you made it out alive after all. Good thing I
decided to stick around the outskirts of town and see the sights
one more time. Find what you were looking for? Ah well, damn
shame. Can't win them all. Still, looks like you've some new gear
since last I saw you, judging by that fancy new stub gun and
that remarkably clean looking sword. That wouldn't be a power
weapon would it? What? Ah yes, them. I take it that you got into
a bit of trouble during your visit, considering that rather large
mob of very unfriendly looking people following you. Still, love
er' or hate er', you can't beat Scum City. Well, I suppose that
you'll be enlisting my aid again, in order to escape those
somewhat angry lookin' folk back there, them with the guns,
right? Right. Well, just one last thing before we go; I'm afraid that
my rates have increased considerably of late...
CAMPAIGNING
Terrain: Terrain should reflect the relatively flat territory of the
Scums, with only two or three normal multi-story Necromunda
buildings present, and a maximum two gantries. The battlefield
should be covered in a maze of small buildings and shacks, in no
particular order but with streets apparent. Recommended
building materials include cardboard cereal boxes, corrugated
card (light bulb boxes are ideal), balsa wood and small chains
holding. As well, make the buildings look patched together,
plates of metal bolted over large gashes, bullet holes piercing the
walls... This city's in a constant state of gang warfare, have the
buildings should show it.
Rare Trade Chart: Scum City is known as the place where
everything and anything can be bought. Items which could take
months too find elsewhere are pushed in front of you on Mark
Street, making shopping for some of the more rare items in the
Underhive very easy. When in Scum City, gang leaders find
double the number of item that they would normally get, before
adding for gangers helping to look. These can be split up
between normal rare items and outlaw trading chart ones in any
way you please. So a gang leader who rolls a two on his D3 roll
and has a ganger searching with him would turn up five rare
items, which could be rolled for on either/both charts.
Territory: Use the territory chart provided below, as there are
very few old ruins, holesteads or spore caves in Scum City. There
are several familiar territories on the chart, but as some crop up
more often here than they would elsewhere, the D66 roll
required to find them has been adjusted. As well, there are
several new territories, many of which not representing actual
territories the gang holds but connections they have and possible
businesses that they earn a cut of the proceeds from. You will
find that income from businesses that you only partly own are
reduced, which is realistic considering that you're not the only
gang shaking em' down!
THE CUT
Every person in Scum City must pay their dues to The Syndicate.
To represent this, when collecting income your gang counts as
TERRITORY CHART
D66 Roll
11-13
14-16
21-23
24-26
Territory
Tunnels
Chem Pit
Vents
Trader Connection
Income
15
D6x5
15
D6x10
31-33
34-36
Gambling Den
Mark Street Shop
2D6x5
2D6x5
41-42
43-44
Drinking Hole
Street Urchin Gang
D6x10
D3x10
45-46
51-52
Workshop
Drug Dealer
D6x5
2D6x10
53-54
55-56
Friendly Doc
Con Assosiate
D6x10
2D6x10
61-62
Spore Grow-Op
2D6x10
63-65
Guilder Contact
3D6x5
66
Informant Setup
2D6x10
Notes
Same description as in Necromunda Rulebook.
Same description as in Necromunda Rulebook.
Same description as in Necromunda Rulebook.
You have made several arrangements with a certain trader in the past,
and you have developed a steady business relationship, despite
neither trusting the other. You may deal with this trader to get the
inside word on new opportunities and deals, earning you D6x10
credits each time you visit him.
Same description as in Necromunda Rulebook.
Either by muscling in on a smaller shop or by partially owning a larger
one, you have gotten a store off of Mark Street, bring it in a tidy
income. You can collect your share of the loot by visiting the store
with one of your gangers and leaning on the proprietor, netting you
2D6x5 credits.
Same description as in Necromunda Rulebook.
One of your gang members has befriended several of the street kids
that are inevitably present in the Scums, and organized them into a
crew. With the promise of food and shelter, costing you practically
nothing, these street urchins will work in pairs and groups to rob,
swindle and steal for him.
Same description as in Necromunda Rulebook.
One of your gang members runs some drugs for a dealer he knows,
netting the gang some good money. However, it's a dangerous
business, and should you roll a double 1 than the ganger working this
territory takes an automatic hit from a stub gun with dum-dum
bullets. Work out the damage on him immediately, rolling for injuries
as normal.No income is collected.
Same description as in Necromunda Rulebook.
A friend of yours is one of the many con-men that fill up Mark Street.
Should one of your gangers help him out, you gain 2D6x10 credits.
Nobody likes a con-man however, so should you roll a double 1 than
the ganger working this territory takes an automatic hit from a stub
gun with dum-dum bullets. Work out the damage on him immediately,
rolling for injuries as normal. No income is collected.
Your gang has taken over control of a mold growing operation, which
you can harvest and sell to local businesses for 2D6x10 credits. If you
roll a double 1 when harvesting though, the collecting ganger has
contracted spore sickness. He may not participate until he recovers by
rolling a 4+ at the start of a game. Once recovered he may fight as
normal.
Although most Guilders steer clear of Scum City, some few risk the
ban or openly defy the Merchant Guild by dealing within The
Syndicate's territory. You have muscled one of these into 'offering' you
favourable rates for your business. As a result, your income increases
substantially. Dealing with this Guilder earns you D6x10 credits. If you
recover any loot during a fight, you can trade it to your guilder for an
extra +5 credits income for each item.
One of your gangers has been approached by The Syndicate to be one
of it's many informants. Using this, you have tapped a portion of the
system and are blackmailing people with the information you find. A
ganger doing this earns 2D6x10 credits.