The Iron Lords: Part Two
March 2005·pp. 78–84
THE SHORT VERSION
Nick Kyme moves the Ironyard campaign into its second three-week phase after HiveNet claims Slum Town and the Phantoms win the Labyrinth. The new Chem Wells and Junkyard offer different rewards, while challenges, temporary alliances and the Enforcers’ intervention turn unequal gang development into a source of grudges and shifting cooperation.
Players report promotions, deaths, captured leaders and models rebuilt to reflect advancing skills. HiveNet’s formidable record provokes organised resistance, the Scarlet Reavers dissolve, and an in-universe story and newspaper turn the latest games into Underhive folklore rather than a simple league table.
FOLLOW A THREAD
Back to the original
Find this article in White Dwarf 303, pp. 78–84.
This is an original summary. Refer to your magazine for the complete article, rules, images and painting steps.