Hive Ganger

A Hive-level nobody with a stolen slug pistol and nothing to lose.

A Hive Ganger is the product of the lower Hive levels: stacked hab blocks, recycled air, company scrip, and gangs that fill every Vacuum the Corps leave behind. They are young, hard, and loyal to the block or the crew -- not to any ideology, not to the Confederation, not to anything larger than the next score. Their weapons are stolen, traded, or cobbled together from Hive scrap; their armour is whatever they pulled off the last body. They fight dirty, in numbers, and with the desperate energy of people who know the Hive will eat them regardless.

A single Ganger is a nuisance. A crew of four is a problem. A Ganger under a Gang Boss is a territorial force that can hold a level, tax the locals, and bleed a corporate patrol. Drop the boss and the crew scatters; that is the only reliable lever.

Rules Reference

FieldValue
Abilities / Cha10
Abilities / Con12
Abilities / Dex12
Abilities / Int8
Abilities / Str12
Abilities / Wis8
Armor Class12
Base Attack Bonus1
Creature TypeHumanoid
Flat Ac10
Hd Count1
Hd Sides8
Hit Dice1d8+1
Hit Points6
Hp Bonus1
Initiative1
LanguagesTrade Cant; one hive dialect
MoraleUnsteady (8); fights to the death only when cornered with no exit; scatters when the boss drops
PsionicsNone
ResistancesHive-born (immune to environmental penalties from smoke, dim light, and poor air quality in hive environments)
Role TagsMinion, Ranged, Swarm
Saves / Fort3
Saves / Ref3
Saves / Will-1
SizeM
Skills / Athletics3
Skills / Intimidation3
Skills / Stealth4
Skills / Streetwise4
Speed30
Threat Rating1
Touch Ac11
Xp50
Dialogue Pathgame/dialogue/npc-hive-ganger.yaml

Notes

Full Attack: Hive slug pistol ranged +2 (1d6 energy; range 20 ft; jams on natural 1) or Shiv melee +3 (1d4+1 piercing) or Brick/Bottle ranged +2 (1d4 bludgeoning; range 20 ft)

Habitat: Lower hive levels, abandoned industrial sectors, under-hab warrens, and the fringes of any Core or Rim settlement large enough to have stacked hab-blocks. Found in crews of 3-6 under a Gang Boss, defending turf, running a shakedown, or fighting a rival crew. Roll 1d6: 1-2 = crew on a shakedown run (aggressive, loud), 3-4 = crew defending a stash-house (paranoid, entrenched), 5-6 = crew in a turf skirmish with another gang (chaotic, fast).

Senses: Normal human vision; hive-adjusted (ignores concealment penalties in dim or smoky hive environments within 30 ft); passive Perception 11

Tactics: Gangers swarm. They close fast, use numbers and chokepoints, and try to overwhelm a single target before the party can coordinate. They fire wild, stab from the flank, and throw improvised debris. If the boss goes down or casualties mount, they break and scatter into the warren -- the hive swallows them. They do not hold ground against a disciplined force; they bleed it and run.

Treasure: Cobbled hive slug pistol (50 rek, unreliable), shiv (5 rek), gang colours or block patch (sentimental; 0 rek to outsiders), 1d6 rek in loose coin, stolen trinket or synth-vial (10-30 rek to the right buyer).

Vulnerabilities: Boss-dependent (lose all pack bonuses and must check morale when the Gang Boss falls), Unreliable gear (weapons jam or break on natural 1s; no backup kit)

Attacks

Hive slug pistol (Cobbled)

FieldValue
bonus2
categoryranged
damage1d6
damageTypeenergy
nameHive slug pistol (Cobbled)
notesUnreliable; on a natural 1 the weapon jams and requires a standard action to clear
rangeFt20

Shiv

FieldValue
bonus3
categorymelee
damage1d4+1
damageTypepiercing
nameShiv
notesMade from hive scrap; breakable on a natural 1

Brick or Bottle

FieldValue
bonus2
categoryranged
damage1d4
damageTypebludgeoning
nameBrick or Bottle
notesImprovised; always available in a hive environment
rangeFt20

Special Abilities

Hive Pack Tactics

FieldValue
actionCostpassive
nameHive Pack Tactics

description: When three or more Hive Gangers are within 30 ft of the same target, each gains +1 to attack rolls (swarm pressure). They are used to fighting in corridors and chokepoints. Player-visible: they do not take turns -- they come together, shouting, shoving, and stabbing from every angle the hab-block allows.

Nothing to Lose

FieldValue
actionCostpassive
nameNothing to Lose

description: Hive Gangers are immune to normal morale pressure when cornered (no escape route visible). When below half HP they gain +1 to melee attack rolls (desperation). Player-visible: the Ganger stops running and starts swinging harder.

Scatter

FieldValue
actionCostImmediate (when boss falls)
nameScatter

description: When the Gang Boss or any leader-tier NPC within 60 ft drops, all Hive Gangers must make an immediate morale check at -4. On a failure they break and flee into the hive warren. Player-visible: one look at the body and every Ganger picks a direction and runs.