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
| Field | Value |
|---|---|
| Abilities / Cha | 12 |
| Abilities / Con | 14 |
| Abilities / Dex | 14 |
| Abilities / Int | 10 |
| Abilities / Str | 14 |
| Abilities / Wis | 10 |
| Armor Class | 15 |
| Base Attack Bonus | 3 |
| Creature Type | Humanoid |
| Flat Ac | 14 |
| Hd Count | 4 |
| Hd Sides | 8 |
| Hit Dice | 4d8+8 |
| Hit Points | 26 |
| Hp Bonus | 8 |
| Initiative | 2 |
| Languages | Trade Cant; one hive dialect; gang cipher |
| Morale | Steady (10); holds position while the crew is intact; retreats into the warrens when the crew breaks or the Boss falls |
| Psionics | None |
| Role Tags | Leader, Melee, Skirmisher |
| Saves / Fort | 5 |
| Saves / Ref | 5 |
| Saves / Will | 2 |
| Size | M |
| Skills / Athletics | 7 |
| Skills / Deception | 6 |
| Skills / Intimidation | 8 |
| Skills / Notice | 7 |
| Skills / Stealth | 8 |
| Skills / Streetwise | 8 |
| Speed | 30 |
| Threat Rating | 3 |
| Touch Ac | 12 |
| Xp | 300 |
| Dialogue Path | game/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)
| Field | Value |
|---|---|
bonus | 5 |
category | ranged |
damage | 1d6+1 |
damageType | energy |
name | Hive slug pistol (Modified) |
notes | Modified for reliability; no jam chance; the Elite maintains their gear |
rangeFt | 30 |
Machete
| Field | Value |
|---|---|
bonus | 6 |
category | melee |
damage | 1d6+2 |
damageType | slashing |
name | Machete |
notes | Hive-forged; the Elite's close-quarters tool |
Shiv
| Field | Value |
|---|---|
bonus | 5 |
category | melee |
damage | 1d4+2 |
damageType | piercing |
name | Shiv |
notes | Back-up weapon; always concealed |
Special Abilities
Crew Leader
| Field | Value |
|---|---|
actionCost | Swift (1/round) |
name | Crew 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
| Field | Value |
|---|---|
actionCost | passive |
name | Hive 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
| Field | Value |
|---|---|
actionCost | Standard |
name | Dirty 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
| Field | Value |
|---|---|
actionCost | Immediate (1/encounter) |
name | Warren 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.