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Confrontation

A cyber-gothic role-playing game for mature players.

Industry

Necromuna's Hives primary export are weapons, ammo, vehicles and spaceships. The industry of a Spire reflects these interests.

Mines

Mine-slaves and Hivers work here, drilling, digging and extracting useful material from the bottom of slag-heaps and fossilised ancient levels. Mine-salves are implanted with bionic-limb-rock drills/hamers/saws/lasers/claws and are valuable commodities. No digging takes place on the planets surface, the natural resources having been exhausted long ago. Like most Necromunda industry, this is a for of re-cycling. The ancient slag-heaps on the lower levels are now solidified and with a new composition. Collapses and quakes are common due to this lower-level disturbance.

Factories and Chemical process plants

The main factories in this Spire deal with weapons, ammo, chemical weapons, biological weapons, machines and building materials. They supply the Spire withs most of its employment and with its exports. The owners are wealthy tech-gangs. The bio-weapons factory is very small, virtually a lab. Techs are employed in all of the factories to oversee work. Productive workers have implants to protect them and help their work. These workers are valued more than the others.

Work in a factory is hellish. The loud smashings and machine noises are deafening. Most workers have bad hearing, no-one can heaer each other over the noise. Conditions are unhygenic, cramped and polluted. Workers skins are often burnt or turned yellow or covered in rashes due to chemicals used. Work is repetative, boring, hard and constant. Accidents are common, often a worker will fall into a machine and loose an eye, a limb or get ground down to small chunks. Theft is punishable by death. Workers stand for 20 hours a day with 3, 15 min breaks for meals. Then they go home for 6 hours during the rest cycle where they can sleep or take drugs in a bar.

Chemical plants process the chemicals from the chem-pits. These chemicals are used for weapons, drugs and drinks, water "purifiying", machine maintainance and countless other necessities. The chem-plants are vast factories which surround the chem-pools, draining the ancient waste and processing as something new. Workers sometimes fall in the chem-pits and get horrible burnt or drown.

A Valued Factory Worker's Day

Tech Manager Severnus Report to Tech Matriarch Lizbet Omega: Concern: Worker XXIII. Worker's arms have been replaced with low-grade bionics. No sensation of temperature, just pressure required (475c saved). Arms used for constant lifting so worker doesn't tire. Legs and genitals have been amputated as unnecessary so that worker will fit into harness. Harness has a waste disposal plug fitted into worker's bowls/bladder which leads to a collective waste unit which is taken to church every 8th day (500c profit). After the sleep cycle the arm moves the harness from the worker sleep shelf to the conveyor belt below it. Harness is moved by a robotic arm every 1st cycle of the day in tandem with the other 500 arms. Electric shock in neck jolts worker awake (production up by av of 10 items). Worker is then injected with synthadrene stimulants periodically throughout the day to keep it going (production up by av of 50 items). Occasional "autojoy-stim" injection to induce a (non-distracting) euphoria. Parts of brain tissue have been burnt out of worker to negate abstract thought (production up by av of 25 items). Left eye replaced with socket so worker can plug into the miroscope so as to examine weapon components as they travel down the conveyor belt. Lower jaw removed and food pipe inserted down throat so worker can receive daily water and liquid-block ration to prevent time wasting eating meals. Hear no noise as worker is deaf now. After 20 hours work, worker is unplugged, oiled by techs and replaced on the shelf. Each 8th day worker's family (who sold him/her) receives 1 credits. Worker recently received three gold stars for not being ill in the last three months. Worker received quarter credit payrise for not having a work-rage fit over the last 5 years. Work-rage happens to workers who haven't had the brain-burn operation correctly. They go insane and smash up work. They are disassembled and re-cycled on 8th day. (profit up by 70% due to these measures). Report ends.

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