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Campaign Setting
50 Years after the Badab War, an Inquisitorial shipment containing rare
and exotic warp artifacts and gold ore from a harvested daemon world of
what is assumed to be a Squat Fortress world. The squat planet possessed a
previously unknown but rare material that possesses a super conductive
goldlike ore dubbed "ur-gold" that is also warp tainted but none the less
highly saught after by chaos, the inqusition, and those who wish to fill their
coffers with whatever shiny bits they can get.
This large Inquisitorial space hauler had been lost in the warp, whether
it was chaos daemons, ork infestations, or perhaps a mutiny that had left it
to float amongst the imaterium for decades only to be thrown apart and
vomited by a recent warp storm in the Carribus Sector during the Andomitus
Crusade.
This sector hosts a luxurious tropical moon that hosts the only
available colony named Port Marquis, a hive specalizing in fish exports, ship
repair services, resort services for imperial nobility, and a lower hive to hide
scum and pirates. In addition many other moons and mining outposts float in
the system, perfect for staging operations for raiding Port Marquis and the
surrounding planetside to find the fabled "Gold Hauler".
You the player are a part of a kill team that has one way or another
ended up on this Port Hive seeking personal glory, wealth, or a way to get
the zog' outta this system. Whatever your motivations are, you know that
you cannot achieve these goals by yourself and can seek the assistance of
powerful pirate captains or the nefarious planetary governor Guilliam
Marquis. Your goal is to work with your faction to ensure gold and glory. First
player to get to 30 coins, be the last faction standing (and not in guerilla
mode) or have 25 in two specific resources for their faction wins the game
for their team and is declared the pirate king!
Factions
The Free Rogue Traders Guild - Led by the cunning Captain Kallaho and
his motley crew of likeminded captains, they seek only personal wealth and
will reward greatly for providing tithes to the guild in exchange for powerful
weapons, expendable crew mates, skilled cut throats and thieves, and
bombardments. While they seem greedy, Captain Kallaho will "help" loyal
citizens and begrudgingly work with Guilliam Marquis if the situation is dire.
As it's better to work with an enemy you know than a turncoat chaos
scallywag.
Players start with d3+1 Intel and d3+1 Territory as a bonus to their
roster. Players start with 2 free buildings. The Governors Palace, and 1
free building selected from the building chart.
Resources
In addition to all 4 resources which is shared amongst players, each
individual player will keep track of a resource their specific kill team owns.
"Ur-Gold" or just Gold for claritys sake is a special material that can be used
with psykers and is a highly valueable currency in Port
Marquiss. So prized that factorum serfs will fight to the death for a single
coin, as most coins are valued around a years wage for these poor
individuals.
Gold can be used for command points, psyker powers, or to buy
assistance. Each player starts out with 2d6+1 gold pieces. And every victory
in a mission will let them steal d3 coins from their opponent. If there are
more no coins to steal from your opponent then nothing happens (you
robbed them blind you git!).
1-2 Coins can be spent for 1-2 command points and can only be
used once per round. This ability can only be used if your leader is
not shaken or out of action. (As he's the one with the coin purse!)
If you spend 1 coin, you can add +3 to your psyker rolls.
However any rolls of a double cause a miscast and you suffer 1 mortal
wound.
Coins may be spent before a mission to add resources to your
factions roster. Each coin you spend is worth 2 resources. You may
spend as much as you want.
Coins may also be used for purchasing equipment for your
specialists or other special abilities/items/troops before a mission
as well.
First player to get to 30 coins or have 25 in two specific
resources for their faction wins the game for their team and is
declared the pirate king.
Coins may be traded amongst players for any reason.
Chaos Artifacts- Chaos artifacts are powerful items found amongst the
wreckage, in hidden stashes, or as prizes hung on the wall on noble estates.
An individual model can only carry 2 chaos artifacts into battle, as any more
will cause ill effects on the poor soul.
Whenever you gain an artifact, roll a d66 and consult the table.
Artifacts may be sold for 1d3+1 gold.
Pooled resources
Due to how powerful each of these Pirate factions are, you as a player
collectively pool your resources together with others of the same faction.
Each pirate team starts with 8 resources each, and each team after every
mission generate d3 resources for two resources.
If a team holds 15+ resources, each player in that team recieves 1
gold per mission. If the team controls 20+ resources then they receive 2 gold
per mission. Holding 15+ resources in two values does not stack gold.
Morale- Moral is how efficient each pirate crew is willing to put up with the
constant stress of war. Specific penalities may occur if your morale is low
during missions, and high moral teams recieve boons during events.
1 moral may be spent to add 1d3 command points per battle phase.
Players may also spend 1 moral to remove the shaken condition from a
model.
Territory- Specific territory is won and lost as pirate gangs carve out the
planetary map and city streets of Port Marquis to expand their gangs
resources and purchase buildings to give equipment and other boons for
their factions team.
Specific buildings may be purchased for territory costs ranging from 2-
5 point in territory.
Buildings may also be lost as players can attempt to steal those
buildings by spending 1 material and 1 intelligence to attempt to do
the mission "Turf War". If the defender is successful in defending his
building, the defending team recieves 1 materials and the attacker loses 2
moral and cannot attack the that faction's buildings again until 2 missions
have passed. If the attack was a sucess, the defenders lose 1 territory and 1
material in addition to the building being lost to their team and given to the
enemy.
Commands
Each Pirate faction recieves 3 bonus commands they may use per battle
phase.
"Unsanctioned Psyker"
2 Command points.
Select 1 model from your kill team that model may attempt a smite check
during the psyker phase adding +1 to rolls, but cannot attempt deny the
witch rolls.
"Kaptinz Orders"
1 Command Point.
Select one order from the Imperial Guard Orders list and apply to one model
for this battle round.
Chaos Relics
Chaos relics are powerful tools to be reckoned with, as it is rumored that
these tools are so powerful that even the chaos gods attempted to hide the ship
carrying these relics deep in the warp forever. So obviously we being pirates should
loot the shit out of these shiny toys.
A model can only equip 2 chaos relics at a time, but a lv 3+ character may
add one additional relic to his possession as he has grown acclimated to the
corrupting effects of the warp.
Whenever a mission or effect causes you to gain one or more chaos
relics/artifacts roll a d66 for each and consult the chart below (duplicates of items
are allowed as such is the nature of chaos!).
11- It was a fake! You don't actually gain anything! Curse you Tzeentch!
12- Tome of Hargrid the Potterer - Whoever holds this tome gains the psychic power
"Warp Time" with a casting value of 7. Treat the target as allowed a second
move phase.
13- The Infernal Bolter. Treat as a regular bolter but when rolling wound rolls of "6"
cause 1 mortal wound.
14- Banner of Khorne - Models within 3" of whoever holds the banner automatically
passes moral checks for shaken.
15- Icon of Slaanesh - Models within 3" of whoever holds the icon re-rolls hits of 1's.
16- Buzzards head of Nurgle - Models within 3" add +1 to their disgusting reslience.
If models do not possess disgusting resilient then they recieve a 6+ disgusting
resilient roll.
21- The Armor of Chaos Undivided - Wearers of this Armor add +1 to their armor
save.
22- Seeker Mount of Slaanesh - This model's move speed is now 14", secondly
whenever a model is in close combat they may make 1 additional close combat at
str 4, ap -1 , 1 damage.
23- The Staff of Unparalleled Hordes - This models kill team recieves +15 points to
play in a kill team game. But these 15 points must be spent on a non specialist
model(s).
24- The 8 Pointed Star Necklace of Chaos - Models with this star have +1 to their
invuln. If they do not possess a save they recieve a 6+ invuln.
25- The Tome of Summoning- This artifact will allow you to summon a chaos
daemon into the materium. During the movement phase you may have this
model instead of moving summon a daemon. On a roll of 7+ you may summon
either one daemonette, one pink horror, one plaguebearer, or one bloodletter.
This model is placed within 3" of the summoner and can function like any regular
kill team unit. However the model who summoned cannot move during the
move phase.
26- Tzeentch's Cystal Ball of Scrying - You recieve a 3 point bonus to intelligence on
your kill team roster.
31- Nurgles Curse of Swollen Flesh - One Model on your kill team may be equipped
with this item, while equipped they move 1" less and receive +2 toughness.
Secondly models that shoot this target recieve a -1 to hit. As the cloud of flies
obstruct the cursed individual.
32- A sassy Nurgling- Any model this attaches to suffers -1 movement, but gains the
trait disgustingly resiliant. But you as a player must remain sassy at all times. If
you do not makeat least one sassy remark per battle or your model suffers d6
mortal wounds.
33- Daemonette Whip of Secrets - This melee weapon is a Str user Ap -2 d2 weapon
that
may also make d3 assault attacks Ap -2 d1 at Str user at 6" hat auto hit
during the shooting phase.
34- Tzeentch's Scroll of Fireball - Range 9", Assault 2d3+1 Str 3, AP -1, D1. Any
double rolls (1 1, 2 2 , 3 3 ) cause the shooter to also recieve 1 str 3 hit.
35- The Axe of Hagar the Hateful - Str x2 AP -1 D6. Add 1 to the models attack
value, and this model gains the trait fly.
36- The Sacred Bones of Krull- Once per battle round, you may attempt to re-roll
any die rolled that affects this model. However when you roll a 1 this model
takes 1 mortal wound, and on a 6 one model within 3" removes one flesh wound.
41- Nurgles Spicy Burrito- Any model may attempt to eat the burrito once per battle
round. On a 2+ they are successful and add +2 attacks and +1 toughness. But a
roll of 1 causes this model to be automatically taken out of action.
42- Doom Riders Sonic Blaster- This Weapon is a Rapid Fire 2 Bolter with 24" or
Assault d6 Flamer that ignores cover.
43- Khornes Wrath - This model is cursed to die a glorious death. He recieves +2
movement, +2 str and 1 additional attack. But if he does not die the mission
you use this relic your roster loses 2 materials.
44- Slannesh's Stash of Warp Dust - Upon consuming this warp dust, a model must
take a toughness test. If they pass the model gets a 3+ reflex save and adds
1 to attacks. If the model fails the test they are taken out of action. You may only
use this once per battle.
45- Chaos Mutation! Roll a d6
1. Extra Arms - Gain one additional attack
2. Extra Eyes - Models may make overwatch attacks that hit on 5's
3. Extra Legs - Models may re-roll advance and charge rolls
4. Extra Head - This model recieves +1 to hit
5. Unatrual Bloating - This model recieves +1 toughness
6. Fortune! - This model recieves one bonus command point per phase.
46- Select one model from your kill team- they recieve -2 toughness and strength.
You cannot sell this item.
51- Papa Nurgles Bell of Rust- Any model that suffers a wound may roll a d6, on a
4+ that wound is ignored. But any roll of 1 causes any models within 3 inches
to take a str 3 hit.
52- Magnus's Missing Eye - Any model equiped with this relic may attempt to shoot
at a target with any single ranged weapon with a -1 penalty. Secondly you may
cast smite at a target you do not see, and charge a target you cannot see.
However if you use this ability, you must roll a d6, any roll of 1 causes one mortal
wound to the model.
53- Fabius biles Cloning syrum- Any model in your kill team that dies after a mission
can come back to life if you spend this item and discard it from your equipment.
54- The Dark Blade of Kal'Mak - This close combat weapon is a power sword that
adds +2 str, -3 ap and 2 damage. However any hit rolls of 1 hit any friendly models
within 2 inches.
55- Arhimans Lost Tome - This model may cast smite and add +3 to his psyker rolls.
In addition if you equip this to a model who is already a psyker you may cast smite
an additional time with a -2 to your roll.
56- Hound of Khorne - Add 2 to this models wounds, and this model may make 2
additional attacks in the close combat phase with str 4. Additionally when this
model sucessfully charges, on a 5+ inflicts 1 mortal wound.
61- Chaos Boon! - You lucky dog! Roll twice on this table instead, re-rolling all
doubles.
62- The Masque of Slannesh- Double this model's movement speed and they will
always be counted as ready for the purposes of shooting.
63- The Plague Grenades of Mortarion. Treat as a regular Frag grenade, but every
wound roll of 5+ cause’s one automatic 1 mortal wound. Secondly if your
model is aligned with nurgle increase the number to 4+.
64- The Curse of the Chaos gods - Select one random model from your kill team, on
a 4+ this model suffers a -1 to str, ws, bs, and toughness. On a 1, 2, or 3 this
model is replaced with a nurgling. (use the stats for a grot with no ranged weapon)
This chaos artifact cannot be sold, traded, or removed! Such is your poor luck with
the gods!
65- The Forgidden Gem of Ajas - One use only, roll 2d6, on a 8+ your model for the
rest of this battle has the stats of a unaligned daemon prince. After the battle,
your model will gain +2 STR and Toughness, and a level. On a roll of double 1s
your model is turned into a chaos spawn and will automatically die after this
battle. (no saves!)
66- Tyrant's Claw - Melee ( Str x2 ) AP -3 (D d3) when rolling to hit subtract 1 from
the hit roll. This weapon is also a 9" assault d6 weapon, str 5 ap -1 1 damage. This
weapon automatically hit's it's target.
Buildings
Buildings are added to a faction’s roster list and add specific boons like
access to powers or abilities to add to each individual players kill team. Once a
building is bought it cannot be used by other factions unless they attempt to steal
the building. However one player in a team may take the option of commencing a
"turf war" mission.
The Imperial Governors Palace- 0 territory - This building is automatically
added to the Imperial Governors faction. When you possess this building your
faction generates an additional command point when in a mission.
The Ragged Flaggon - 3 Territory - The team who possesses this tavern,
recieve a special brew to carry into battle. Models may once per turn recieve a 5+
feel no pain. You may only use this once per battle.
The Promethium Guilds Derreck - 2 territory - The team who possesses this
building allow units with flamers to re-roll how many hits are recieved and do an
additional -1 ap.
The Governors PDF Armory - 3 Territory - The team who possesses this
building pay 1 less gold for purchasing weapons from their factions armory.
Pirates Star Charter Archive - 1 territory - The team who possesses this
building allow them to re-roll die results when using intelligence when hunting for
loot.
Carribus Free Companies Gun Emplacements - 3 Territory - The team who
possessess this building allows for players to add the "Man the Void Canons"
command.
The Tech Magos Vox Communication Hub - 2 Territory - The team who
possesses this building generates 1 additional command point from their comms
specialist.
Donagers Ammo Warehouse - 3 Territory - The team who possesses this
building allows gunners and heavies to use their command traits at 1 command
point less to a minimum of 1.
Secondly you may add 1 to the limit for model limits for unit limitations (guard
specialists add 1, Deathwatch gunners are now limit 5, etc)
Captain Redguards Shanghai Recruitment company - 2 territory - The team
who possesses this building allow you to bring 5 Imperial Guardsmen for your kill
team if you pay 1 gold. You may pay 2 gold to bring in 3 Scion Infantry as well. The
normal rules of model limits are ignored.
The Royal Ministorum Facility - 3 territory - The team who possesses this
building allows you to earn 1 additional experience point after every mission.
Sister Meribelles Hospitaller Chapel - 2 Territory - The team who possesses
this building allows you to spend 1 material to add 1 to the d6 roll on the injury
chart.
Mad doks Workshop - 2 territory- The team who possesses this building may
take out of comission models and spend one material to add a augment to them. If
you add a augment roll a d6, on a 3+ the surgery is sucessful, on a 2 the model sits
out the next mission and the surgery is sucessful, and on a 1 the model is dead. If
they live through the surgery, they may add 1 to any of their characteristic.
Mad Mek's workshop - 2 Territory - The team who possesses this building may
spend 1 command point to have a unit fire again in the shooting phase, but roll a
d6, on a 1 the model suffers a mortal wound.
Secondly add 2 inches to all ranged weapons for the team who possesses this
building.
Chaos Ritual Pit - 3 Territory - If the team who possesses this building is under
the Chaos faction, after every battle they add 1 to the ritual meter. If a non-chaos
player possesses this building, then you recieve one chaos artifact. This is a
onetime use only (but you should probably stop chaos)
Baba Yaga's Cove - 3 Territory - The team who possesses this building may
select one model from their kill team to become a psyker with the default smite
power.
Secondly you may spend 3 Gold to add one psy power from your kill teams codex.
Psykers can only add one power to their abilities.
Mercenaries
Rogue Trader Captain Kallaho - 3 Gold - Lv 4 Leader Expert (you must use him as your leader
when you take this model in your kill team)
M Ws Bs S T W A Ld Sv
6 2 2 3 3 3 4 9 4++
Resourceful, Bold, Paragon, Mentor, Tactician.
Kallaho Buckshot Flint Pistol - Range 6" d6 Pistol , Str 6, Ap -2 D2. Every time this pistol fires roll
a d6 twice and pick the higher value for number of shots determined.
Kallaho's Mastercrafted Falchion - Melee, Str +1 , Ap -3, D2. Re-roll hit rolls of 1 with this
weapon.
Frag,Krag Grenades
Kallaho's Keyhauled Krew - 2 Gold - This team adds 4 Imperial guardsmen with +1 to their WS
and BS.
Galavin Throat Cutter - 2 Gold - This is treated as a lv 3 Combat Expert Harlequin player
equipped with a Fusion Pistol and Harlequinn's caress and the skills Expert Fighter, Deadly
Counter, Killer Instinct.
Mercenaries-
Inquisitor Hector Rex - 3 Gold - Rex is a lv 3 Zealot specialist with the
profile M6" WS 3+ BS 3+ S 4 T 3 W 5 A 3 Ld 9 Sv 2+ 3+
Inquisitor Rex has the traits Frenzied, Exultaunt, and Rousing.
Psyhic Hood - You add 1 to deny the witch rolls tests you take for this model
against enemy psykers within 12"
Teleport Strike - During deployment you can set up this model aside and
deep strike
All friendly imperium units may use this inquisitor’s leadership
Quarry re-roll hit and wound rolls for ordo malleus units if the target has the
chaos or daemon keyword.
Arias Range Melee, Str User Ap -3 D d3. If the target of this model is a demon
it inflicts a single mortal wound.
Mercenaries
Huron Blackheart - 3 Gold - See Huron Blackheart from codex chaos space
marines.
Chaos Spawn - 2 Gold- See Chaos Spawn from Codex Chaos with mark of
Khorne
M 7" WS 4+ Bs - S 5 T 5 W4 A d6 Ld 9 Save 5+
Hideous Mutations - Range Melee Str User Ap - 2 D2.
Mutated beyond Reason. When a chaos spawn attacks roll a d3 and apply
the effects.
1- Razor Claws. Attacks have a AP -4 till the end of the close combat phase
2- Each Chaos Spawn in the unit adds 2 to its attacks characteristic till the
end of the fight phase
3- You can re-roll failed wound rolls for this unit until the end of the Fight
Phase.
The Lost and Damned 3 Gold - Add 2 Chaos Space Marine Bikers. Treat as
regular marines armed with bolters with movement 12" and +1 Toughness.
Each Marine is also a lv 1 combat expert with the mark of khorne.
Mercenaries-
Kaptin Badrukk - 3 Gold - See Kaptain Badrukk but as a lv 3 Heavy
Specialist with the traits Relentless, Suppressor, and Rigerous.
M 5" Ws 2+ BS 4+ S 5 T 4 W 6 A 4 Ld 8 Save 3+ 5++
Choppa. Da Rippa 24" Heavy 4 Str 7 (8) Ap -3 D2(3)
Slugga, Stikk Bomb
Missions
Special Mission - Secure the Loot
After a mission, a team may spend 1-6 intel to search the planet for a
wreckage site. Each point in intelligence adds to the d6 roll. A roll of 7+ is
needed to find a wreck site. If you roll a 7+, and no other faction spends 2
intelligence and 2 material to "contest" the crash site. You recieve 2d3+1
coins and 2 chaos artifacts. However if players contest your search, each
team elects someone to contest with you and plays out mission "Secure the
loot". The player who wins this mission recieves the loot and 1 material,
while the player who loses lose 1 material and morale.
After days of searching or buying surveys from private sources, intel
shows a wreckage site of where a chunk of the gold hauler crashed. Your
team has been tasked to hunt down and verify the rumors. But it seems that
other pirates have got the better on you and your team when you're
searching.
The Tactics
"Leg it!" 1 CP
If a model is holding an objective, you may roll 2d6 and pick the better of the two for advancing.
"Boobytrap" - 1 CP
Spend 1 cp when an objective is flipped on your opponents turn, roll a d6. On a 4+ the model on
top of that objective suffers 1 mortal wound.
The Tactics
Attacker Tactics
"Breaching Tactics" - 2 CP
After spending 1 cp, select one model. That model in the shooting
phase if it were to fire a weapon at 6" or less can add 2 to the weapons
strength.
"Frag out" - 1 CP
After spending 1cp, select one model with a grenade. After throwing a
grenade and sucessfully hits a model with said grenade, that model
afflicted cannot fire overwatch.
Defender Tactics
"Reinforced Armor” - 1 CP
You may spend 1 cp if this model is being shot at or engaged in melee to
add 1 to it's armor saves.
"Emergency reserves" - 2 CP
You may spend 1 cp to turn your reserve rolls to a 2+ this turn.
Mission 1
Raid the Governors Palace
Peace had been the defacto state of affairs in the Carribus sector, but all of that has
changed 6 months later when the fabled "gold hauler" crashed. And rumor has it the lord
governor has stockpiled a lot of gold in his palace! Quickly scrambling a defense force, Lord
Governor Guilliam Marquis has assembled a crack team to guard the show room after
numerous pirate raids have swarmed Port Marquis and shelled his once glorious Palace.
Now with his hands tied commanding the PDF to repel the pirates, he entrusts (or
begrudgingly hires for a fee) a crack team of defenders to hold the ruins of his showroom after
the most recent shelling in the palace. The defenders must hold the loot and whatever is inside
that mysterious box in the center! While the attackers must smash and dash!
The Battlefield
The defender and attacker then set up terrain alternating between the two one piece at a time. It's
recommended to use around 4-5 pieces of terrain. Secondly a 6" wide empty corridor should run
through the middle of the map.
The defender places 3 objectives in his deployment zone and one objective in the dead center of the
map. These objectives should be 6 inches away from each other. Please make a note about the center
objective as it is an important resource.
The map above shows how the deployment field should look with a objective in the center.
Deployment
The attacker places his first model and players then alternate.
The Resources
The victor recieves d3 gold for their kill team for each objective they won. The special objective
is a secret and if the defender is the victor they recieve 3 gold (for hush money!) while the attacker if
they sucessfully get the secret objective off the board notify the game master and you will be notified of
your reward.
In addition, if the majority of attackers wins the defender faction loses 2 resources and the attackers gain
2 resources. If the majority of defenders wins the mission the attacker loses 2 morale, and the defenders
gain 2 morale.
The Tactics
Attacker Tactic
"Leg it!" - 1 CP
If a model is holding an objective, you may roll 2d6 and pick the better
of the two for advancing.
Defender Tactic
"Aim for the legs!" - 1 CP
Select one model from your kill team to shoot, that model may take a -1
to hit on a enemy target. If it sucessfully wounds, that model suffers a
d6 penalty for moving next round.
Mission 2
Plunder the Coast
Port Marquis has been shook to its core as now the grim realization of war has beset this peaceful
colony. Pirates everywhere have taking advantage to how weak the peons have grown while the
decadant nobles have fled or hired out defenders to protect their building assets from these raiders.
Now is the time to take advantage of the mayhem and blow everything up for those cowards not offering
us pirates tribute! (Or if you're the governors faction, you can take advantage of the destruction and
remove some of your competitors buildings)
Deployment
The player with the highest iniative order goes first, then followed by the person with the second rank,
and so on.
Victory Conditions
The player who sucessfully has the most models that are not shaken inside the center building recieves 1
victory point at the end of every turn.
Players also recieve 2 victory points for each building they destroy, as well as 3 victory points if their
building is standing at the end of the game.
Players may shoot or engage a building like it were a giant model with a Toughness 8, 12 Wounds, and a
5+ invuln save.
Since it's such a large target all shots and attacks automatically hit.
If a building is destroyed with a model in it, remove the building and place all models inside it within 2"
of the building. Then roll a d6 for every model in the building. On a 2+ the model suffers d3 mortal
wounds as the building collapses in on them!
Resources
If a player has their building still standing at the end, their faction recieves 1 territory and personally
recieves 3 Gold as either thanks from a rich nobleman protecting his factory or each of the civilians
offering tribute.
The faction that assembled the most victory points at the end is the majority winner and recieves 1
territory from each other faction that lost.
All players this mission recieve d3 gold as they have looted whatever building they occupied before the
mission.
The Tactics
Attacker Tactic - 2 CP - "Bringing the special demo charges" - One
model in your killteam may make a 3" ranged attack that does d6
mortal wounds.
Defenders Tactic - 1 CP - "Makeshift repairs" - One model within 1 inch
of a building may forgo all shooting and melee attacks to repair d3
wounds on the building.