Reclamation Territories
1 – 16 Bad Zone (+2 Rep)
Bad Zone tiles generate no credits and cannot be ‘worked’, instead they cost 1D6 credits to maintain.
Representing the gangs attempt to gain favour with House Helmarw by facilitating his Reclamation decree.
If the cost of the ‘Reclamation’ process forces a gang into dept/a zero balance no Reputation can be gained by the gang until the dept is cleared.
All other territories are treated as described below:
note: territories have been editing from their ‘official’ descriptions and there are no gang specific ‘enhanced boons’
17 - Stinger Mould Sprawl (0 Rep)
During the post-battle sequence, the gang controlling this Territory may re-roll a single Lasting Injury roll on a fighter. Note that a Memorable Death result may not be re-rolled.
18 - Synth Still (0 Rep)
Whilst it controls this Territory, the gang treats chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin trait as 0 TP.
19 - Sludge Sea (0 Rep)
Whilst it controls this Territory, three fighters in the gang gain choke gas grenades for free.
20 - Promethium Cache (0 Rep)
Whilst it controls this Territory, three fighters in the gang gain incendiary charges for free.
21 – 22 Dig Site Alpha/Beta (0 Rep)
Any number of weapons owned by the gang may be given one of the following Traits for free: Blaze, Rad-phage, or Shock. All weapons must be given the same Trait and new weapons purchased later may also be given this Trait. These weapons also gain the Unstable Trait. If the Territory is lost, the weapons lose these additional Traits.
23 - Tech Bazar (0 Rep)
The gang earns D6x10 credits from this Territory when collecting income.
Select one Leader or Champion to make a Haggle post-battle action. Roll 2D6. The gang may immediately choose one item from the Trading Post with a TP less than or equal to the dice roll, and add it to their Stash for half of its usual value, rounded down.
24 - Tunnels (0 Rep)
Whilst it controls this Territory, the gang may choose to have up to three fighters deploy via tunnels ahead of any battle. These fighters must be part of the crew for the battle, but instead of being set up on the battlefield, they are placed to one side. During the Deployment phase, the player sets up two 2" wide tunnel entrance markers on any table edge on the ground surface of the battlefield. During the Priority phase of each turn, roll a D6. On a 4+, the group of fighters arrive on the battlefield. That turn they may be activated as a single group, and must move onto the battlefield from one of the tunnel entrance markers. The members of the group must all arrive through the same tunnel entrance. If the battle ends before the fighters arrive, they take no part in the battle.
25 - Mine Workings (0 Rep)
The gang earns D6x10 credits from this Territory when collecting income. The gang may set Captured fighters to work in the mines rather than selling them to the Guilders. For every Captive working the mine, generate an additional D6x10 credits. If the Territory changes control, all of the Captives remain working the mine and can be ransomed back to their original owners if the Territory's new owner wishes. A Captive sent to the mines may not subsequently be Sold to the Guild.
26 – 27 Corpse Refinery (0 Rep)
When collecting income, the gang gains D6x10 credits for every fighter on either side that was deleted from their roster during the Update Roster step of the preceding battle.
28 - Collapsed Dome (0 Rep)
When collecting income from this Territory, the controlling player may choose to roll between 2D6x10 and 6D6x10. However, if a double is rolled, then no income is generated and a random fighter from the gang rolls on the Lasting Injury table.
29 – 30 Generatorium (Hive Acropolis/Hive Ectium) (0 Rep)
If their gang controls this Territory, a player may choose to stall the generators, temporarily cutting the power to the area in which a battle is taking place and plunging it into darkness. The player may declare they will do this at the beginning of any Priority phase, before the roll for Priority.
For the remainder of the battle, the Pitch Black rules are in effect and vision is reduced to Near Night (6”). However, at the start of each End phase, there is a chance that the generators will automatically restart and the light floods back. At the start of each subsequent round, the player who controls this Territory rolls a D6. If the result is a 5 or more, the generators restart and the Pitch Black rules immediately cease to be in effect. If the roll is a 1-4, the generators stay silent.
Note: a gang can only control the power where their controlled Generatorium is located. If the battle is taking place in Hive Acropolis only the gang controlling the Acopolis Generatorium can shut it down. That said, there’s nothing to stop your gang bribing, threatening or coming to a deal with the controlling player…
31 - Needle Ways (0 Rep)
Whilst it controls this Territory, the gang may select up to three fighters – these fighters gain the Infiltrate skill.
32 – 33 Archeo Ruins (0 Rep)
The gang earns D3x10 credits from this Territory when collecting income. Additionally, add D6 TP when visiting the trade post.
34 - Unsanctioned Medical Practice (0 Rep)
The gang earns D6x10 credits from this Territory when collecting income.
The gang may recruit no.1 Rogue Doc Hanger-on for free while they retain control of this territory. Although the Rogue Doc Hanger-on is removed from their roster should they lose the territory.
35 - WorkShop (0 Rep)
The gang earns D6x10 credits from this Territory when collecting income.
The gang may recruit no.1 Ammo-jack Hanger-on for free while they retain control of this territory. Although the Ammo-jack Hanger-on is removed from their roster should they lose the territory.
36 - Fighting Pit (0 Rep)
The gang earns D6x5 credits from this Territory when collecting income.
Whilst it controls this Territory, the gang may double the XP earned from the Train action.
But for each fighter Training this way role 1D6. On the role of a one the fighter goes into recovery.
37 - Slag Furnace (0 Rep)
The gang earns D6x5 credits from this Territory when collecting income.
38 – 39 Refuse Drift (0 Rep)
The gang earns 2D6x5 credits from this Territory when collecting income. However, if a double is rolled, a randomly determined fighter has a nasty encounter with a waste-lurker and must miss the next battle whilst they recover. No income is lost.
40 -41 Bone Shrine (0 Rep)
The gang earns 2D6x5 credits from this Territory when collecting income.
42 - Militarum Depot (0 Rep)
Whilst the gang controls this Territory, all las weaponry and carapace armour costs half of its list price (rounded up to the nearest 5 credits) and has a TP of 0. But the controlling gang must role a D6 at end of each after action phase to determine if their looting has been discovered:
1 The Commissariat discovered your dealings and ‘discipline’ the guilty parties.
A random ganger is put into recovery. Loose control of the territory.
2 Quick Escape. Loose control of the territory.
3-5 Business as Usual. Retain control of this territory.
6 Mother Load. The gang earns 2D6x10 credits. Retain control of this territory.
43 - Scholam (0 Rep)
The gang may choose to roll two D6 after every battle. On a roll of 6 on either dice, the gang may recruit no.1 Juve (or lowest value gang member from their House List) for free.
44 - Old Factorum (0 Rep)
The gang earns D6x10 credits from this Territory when collecting income.
The gang may recruit no.1 Jotunn’ H-Grade Servitor Ogryn for 100 credits less than the listed cost.
45 - Nano-ProteinVats (0 Rep)
Whilst a gang controls this Territory, they may choose to permanently negate the effects of a single previously inflicted Lasting Injury per cycle.
46 - Bullet Den (0 Rep)
Whilst a gang controls this Territory, they may choose to re-roll a single failed Ammo test each round.
47 - Drinking Hole (0 Rep)
Whilst a gang controls this Territory, they may choose to automatically pass the first Cool test they are called upon to make each battle (no dice roll is necessary).
48 - Abandoned Tek-hunter Camp (0 Rep)
Whilst a gang controls this Territory, they may choose re-roll a single failed save to once per battle.
49 - Smelting Works (0 Rep)
The gang earns D6x5 credits from this Territory when collecting income. If the gang also controls a Slag Furnace, this is increased to 2D6x10 credits.
50 - Narco Den (0 Rep)
The gang earns D6x5 credits from this Territory when collecting income. If the gang also controls a Chem works, this is increased to 2D6x10 credits.
51 - Chem works (0 Rep)
Whilst a gang controls this Territory all gang members may choose to take a respirator for free.
52 - Gambling Den (0 Rep)
Whilst a gang controls this a Gambling Den they must roll 3D6 for this territory in every credit collection phase.
Role any double or a 1, and the gang cannot collect/returns their earning for this cycle.
On any other role, multiple the roll by 10 and claim this amount of credits.
Toll Crossings (0 Rep each)
The gang earns D6x10 credits from each toll crossing tile when collecting income.
Where toll crossings are arranged in multiples (no.2-3 together), Whilst it controls all adjacent/clustered toll crossings the gang gains an additional D6x10 credits when collecting income.
(See Campaign Map)
Settlements (+1 Rep each)
All Settlements are subject to the following:
The gang earns D6x10 credits from this Territory when collecting income.
The gang may choose to roll two D6 after every battle. On a roll of 6 on either dice, the gang may recruit a single Juve (or lowest value gang member from their House List) for free. If a double 6 is rolled they may recruit a champion instead.
The Wastes
Areas outside of the Hive and Bad Zone sprawl are not subject to the Reclimation Decree, and offer a level of return on investment unattainable under the watch of the Administratum. Being seen to focus your gangs attention outside the hives may hurt your reputation with the authorities, but is that a worth while trade…
Southern Wastes (-1 Rep)
Control all three territories in the Southern Wastes and gain an additional 5D6x10 Credits for each cycle all three are under the gangs control..
Eastern Wastes (-1 Rep)
Control all three territories in the Eastern Wastes and gain an additional 5D6x10 Credits for each cycle all three are under the gangs control.
Laurentius of the Ash Waste
(-1 Rep)
Whilst a gang controls the ‘Sludge Sea’ the ‘Promethium Cache’ and ‘No Town’ they collect 5D6x10 for each cycle all three are under the gangs control..