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Lexicanum

Hive Ganger

A desperate street fighter with cheap weapons.

Threat File — Hive Ganger

TR 1 · Renegade Imperials and Imperial Adversaries
ImperialCriminalMeleeStat Block Priority: Low
Hive GangerTR 1Human · Grunt
ImperialCriminalMelee
Defense 10 · Vitality 6 · Move 30 ft. · Initiative +1
STR +0AGI +1TGH +0INT -1WIL -1PRS +0

Proficiencies: Stealth +3, Fieldcraft +2

// Traits

Turf Knowledge. While fighting in its home territory, the hive ganger ignores difficult terrain and gains +1 to hit.

Pack Nerve. The hive ganger has Advantage on Morale checks while at least three gang allies are visible.

// Actions

Shiv. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 slashing damage. This attack gains +1 to hit against a target already engaged in melee with another ganger.

Thrown Debris. Ranged Attack: +3 to hit, range 20/60 ft., one target. Hit: 1d4 bludgeoning damage, and the target has Disadvantage on its next Awareness check.

Morale: Flees or surrenders when bloodied, when the boss falls, or when the fight stops looking winnable.

Tactics: Never fight fair. Swarm isolated targets in bad light and tight corridors, throw bodies at the weakest-looking enemy, and scatter the moment the math turns. The encounter should be about terrain and numbers, not the ganger.

Loot / Evidence / Hooks: A crude shiv, a pocket of clipped throne-slugs, and a gang tattoo worth information to the right enforcer.

Enemy Dossier

GM Reference

A Hive Ganger is a starved territorial fighter with a blade, a grudge, and nothing left to lose that the hive has not already taken. Individually pathetic; in packs, in their own tunnels, a real cost.

// Battlefield Use

Use this enemy for underhive ambushes, crowd violence, turf disputes, and encounters where the real danger is numbers and terrain rather than skill.

// Threat Profile

Threat Profile: Very low durability, weak melee pressure, dangerous only in numbers, cover, or ambush; breaks fast.

// Signature Traits

Turf Knowledge. Ignores difficult terrain and gains +1 to hit while fighting in its home territory.

Pack Nerve. Gains Advantage on Morale checks while at least three gang allies are visible.

// Signature Actions

Shiv Rush. Melee attack with +1 to hit against a target already engaged by another ganger.

Thrown Debris. Weak ranged attack; on a hit, the target has Disadvantage on its next Awareness check.

Morale: Flees or surrenders when bloodied, when the boss falls, or when the fight stops looking winnable.

Tactics: Never fight fair. Swarm isolated targets in bad light and tight corridors, throw bodies at the weakest-looking enemy, and scatter the moment the math turns. A ganger encounter should be about terrain and numbers, not the ganger.

// Variants
Chem-Stimmed GangerGanger Mob (Horde)Cult-Infiltrated GangerJuve Runner

Full Stat Block Priority: Low

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