Underhive (Solo)

Underhive is a solo campaign for Blackstone Fortress.

You begin play with one randomly-generated explorer and one henchman. You are initially quite weak, but become a more capable explorer as the campaign progresses.

## The Underhive

You are an unfortunate denizen of a hive city's underhive. You have never seen the light of day. There is daily fighting amongst gangs and mutants for food and supplies. Toxic waste and broken machinery are constant hazards. Working technology and power cells are valuable currencies.

## Explorer Creation

Your starting character is a human or one of the humanoid xenos, wearing flak or mesh armour.

Characteristics
You begin with  in each characteristic and a Move of 2.

Roll the blackstone die:

* 1-4: Fast. Your Move increases to 3.
* 5-8: Tough. Your Defense increases to .
* 9-12: Agile. Your Agility increases to .
* 13-16: Healthy. Your Vitality increases to .
* 17-20: Psyker. You have the Psychic special rule and begin play with one psychic power.

Destiny Dice
You only roll two destiny dice in the destiny phase (instead of five).

### Starting Equipment

You start flak armour, a melee weapon, and either a lasgun or laspistol. The profiles for these weapons can be found at Weapons.

If for any reason you are not wearing flak armour, you automatically fail defense rolls. If you do not have a melee weapon, your unarmed attack weapon roll at range 1 is .

### Henchman

Your henchman is an imperial soldier, hive gang member, cultist, or suchlike. They have  in each characteristic and a Move of 2.

Do not roll activation dice for your henchman. Instead, they will take up to two of the following actions in any order: Attack (with any weapon), Move or Recuperate.

Your henchman is armed with a melee weapon and either a lasgun or laspistol.

### Additional Rules

You can use a pistol and one-handed melee weapon at the same time at range 1: roll both weapon dice at the same time as a single attack. For example, a las pistol and melee weapon uses . You can never roll more than two die at once with this rule.

## Between Expeditions

Between expeditions you can develop your explorer, hire henchmen or purchase equipment.

### Character Development

You can use your Inspiration Points to improve your explorer.

Extra Destiny Dice (1 for first; 2 for second; 3 for third; 4 for fourth)
You can roll one extra destiny die in the destiny phase. You are not limited to using two destiny dice: you can use any number when your explorer activates.

Special Action (3 for first; 5 for second; 10 for third; 15 for fourth)
* 1: Flurry of Blows (6+): You make two attacks with a melee weapon. The target for the second attack must be the same target as the previous attack, or in the same hex as or an adjacent hex to the target of the previous attack.

### Equipment

You can exchange Tech for Trade Points. Equipment can be exchanged for Trade Points equal to half (round down) its original value.

Trade points can be then exchange for other pieces of equipment or services.

#### Equipment

* Flak Armour (0 TP). Your Defense is  unless
* Carapace Armour (2 TP). Your Defense increases to . Your Agility is limited to .
* Ceramite Flak/Mesh (2 TP for flak, 4 TP for carapace). Your Defense is  against plasma, melta and flamer weapons.
* Reflec Flak/Mesh (2 TP). Your Defense is  against laser weapons.
* Ceramite Carapace (4 TP). Combines