Anderson's UnderhiveNCE ENGINE · v0.4.0 TURF, INCOME + TRADING POST
VS
Iron Vultures
Sump Jackals
TURN 1 · Iron Vultures · Movement
UNDERHIVE LEGEND Rusted hulks = LOS blockers Catwalk steel = connected L1/L2 walkways Pipes, drums and vents = flavour props Fighters show L0 / L1 / L2 Motto: take cover or get ventilated.
TURN 1 · IRON VULTURES
Movement
No fighter selected
Click one of your fighters on the board or roster.
Battle Chronicle · Underhive Vox Feed
UNDERHIVE ENGAGEMENT COMPLETE
Left gang
Right gang
Full Battle Report · Underhive Record
Campaign Ledger · Ash Wastes Register
Fighter Dossier
Found a New Turf War
NCE 1,000-credit gang recruitment
Campaign structure: create 4–6 persistent gangs. Each gang is built from one of the six classic Houses using a full 1,000-credit starting budget. The generator obeys the NCE Leader, Heavy and Juve restrictions, equips House weapons, and now rolls five persistent territories for every gang. After battles those territories fund recruitment and the trading post.
The NCE prefers campaigns with more than two gangs. Battles still involve two gangs at a time.
NCE starter rules used by the generator 1,000 credits · minimum 3 fighters · exactly 1 Leader · maximum 2 Heavies · Juves cannot exceed half the gang · every fighter has a free knife. Roster size is no longer fixed: House-flavoured generators spend the budget on legal fighters plus House weapons, including Special and Heavy weapons plus common close-combat gear and grenades; Heavies strongly prefer heavy/special kit. NCE itself sets no maximum gang size beyond the recruitment restrictions.