Hive Ganger Elite

A Hive-level survivor who rose above the pack.

A Hive Ganger Elite is a veteran criminal who has survived the lower Hive levels long enough to acquire better equipment, develop real skills, and earn a position of trust within the gang. They are not the Gang Boss -- they are the lieutenant, the enforcer, and the one who actually runs the crew on the ground. Where the Boss plans, the Elite executes.

An Elite is an elite encounter: a significant upgrade from the standard Ganger in equipment, skill, and tactical awareness. They are the backbone of a gang encounter, anchoring the mook Gangers and providing the tactical direction the Boss delegates.

Rules Reference

FieldValue
Abilities / Cha12
Abilities / Con14
Abilities / Dex14
Abilities / Int10
Abilities / Str14
Abilities / Wis10
Armor Class15
Base Attack Bonus3
Creature TypeHumanoid
Flat Ac14
Hd Count4
Hd Sides8
Hit Dice4d8+8
Hit Points26
Hp Bonus8
Initiative2
LanguagesTrade Cant; one hive dialect; gang cipher
MoraleSteady (10); holds position while the crew is intact; retreats into the warrens when the crew breaks or the Boss falls
PsionicsNone
Role TagsLeader, Melee, Skirmisher
Saves / Fort5
Saves / Ref5
Saves / Will2
SizeM
Skills / Athletics7
Skills / Deception6
Skills / Intimidation8
Skills / Notice7
Skills / Stealth8
Skills / Streetwise8
Speed30
Threat Rating3
Touch Ac12
Xp300
Dialogue Pathgame/dialogue/npc-hive-ganger-elite.yaml

Notes

Full Attack: Hive slug pistol (Modified) ranged +5 (1d6+1 energy; range 30 ft) or Machete melee +6 (1d6+2 slashing) or Shiv melee +5 (1d4+2 piercing; concealed)

Habitat: Lower hive levels, abandoned industrial sectors, and the warrens that connect them. Found leading a crew of 3-6 Gangers, running a shakedown, or holding a stash-house. Roll 1d6: 1-2 = Elite leading a crew on a job (confident, aggressive), 3-4 = Elite defending a stash-house (paranoid, entrenched), 5-6 = Elite in the warrens (moving, impossible to follow).

Resistances: Hive armour (included in AC; scavenged, modified, functional), Hive-born (immune to environmental penalties from smoke, dim light, and poor air quality in hive environments)

Senses: Normal human vision; hive-adjusted (ignores concealment penalties in dim or smoky hive environments within 30 ft); gang instincts grant +4 to Notice for ambushes and threats in hive environments; passive Perception 14

Tactics: The Elite leads from the front, using Crew Leader to direct the Gangers and Dirty Fighting to disable priority targets. They use Hive Instinct to navigate the warrens and Warren Escape when the fight turns. The Elite fights dirty, fast, and with the knowledge that the hive will protect them if they can reach the warrens.

Treasure: Modified hive slug pistol (100 rek), machete (30 rek), shiv (5 rek), hive armour (150 rek), gang insignia (sentimental), stash-house contents (varies; 50-500 rek), 2d10 rek in gang profits, stolen goods (varies).

Vulnerabilities: Boss-dependent (the Elite answers to the Gang Boss; if the Boss falls, the Elite must make a morale check at -2), Hive-bound (outside the hive, the Elite loses Hive Instinct and is significantly less dangerous), Crew loyalty (the Elite will not abandon the crew; they will hold a position to cover a retreat)

Attacks

Hive slug pistol (Modified)

FieldValue
bonus5
categoryranged
damage1d6+1
damageTypeenergy
nameHive slug pistol (Modified)
notesModified for reliability; no jam chance; the Elite maintains their gear
rangeFt30

Machete

FieldValue
bonus6
categorymelee
damage1d6+2
damageTypeslashing
nameMachete
notesHive-forged; the Elite's close-quarters tool

Shiv

FieldValue
bonus5
categorymelee
damage1d4+2
damageTypepiercing
nameShiv
notesBack-up weapon; always concealed

Special Abilities

Crew Leader

FieldValue
actionCostSwift (1/round)
nameCrew Leader

description: The Elite issues an order to all allied Hive Gangers within 30 ft. Choose one: +1 to attack rolls (coordinated strike), +1 to AC (take cover), or immediate charge (Gangers move up to full speed). Player-visible: the Elite snaps a word, and the crew moves.

Hive Instinct

FieldValue
actionCostpassive
nameHive Instinct

description: The Elite knows the warrens. In hive environments, the Elite gains +4 to Stealth, +4 to Tracking, and cannot be lost (always knows the way out). The Elite also knows every hiding spot, shortcut, and ambush point. Player-visible: the Elite moves through the hive like water through pipes -- you cannot follow, and you cannot catch them.

Dirty Fighting

FieldValue
actionCostStandard
nameDirty Fighting

description: The Elite fights dirty. The next melee attack gains +2 to hit and, if it hits, the target must make a DC 13 Fort save or be Dazed for 1 round (a kick, a headbutt, a thumb in the eye). Player-visible: the Elite does not fight fair. They fight to win.

Warren Escape

FieldValue
actionCostImmediate (1/encounter)
nameWarren Escape

description: When reduced below 10 HP or when the crew is broken, the Elite vanishes into the hive warrens. The Elite makes a Stealth check at +8 and disappears. The hive swallows them. Player-visible: the Elite ducks around a corner, and when you follow, they are gone. The warrens have a thousand exits.