Special Territories are locations, facilities, contracts, or even entire settlements that provide specific advantages to the gang that controls them. However, other gangs are always eager to push the current gang that holds them off and claim such tasty resources for themselves...or pillage them for a one-time windfall.
Usually, gangs take specific Special Territories by force from the roster of another gang which they have defeated in battle. However, when a gang gains a Special Territory randomly the controlling player rolls on the table below to determine which Special Territory they gain:
Chaos Cultists Special Territory
Chaos Cultists start with an Unhallowed Ground Special Territory (described below). This Special Territory is somewhat abstract, representing whatever loci of worship a particular cult is oriented around, ranging from the flesh pits of the Corpse Grinders to the dens of iniquity of the Helots. It is a source of new converts, and the center of a Chaos Cult's power base. Unhallowed Ground cannot be stolen by another gang but can be pillaged. A pillaged Unhallowed Ground isn't removed from the squad's roster but can't be used until one full battle has been fought without anyone pillaging the Special Territory, after which the cult has resituated itself and the Unhallowed Ground Special Territory can be used again.
Unhallowed Ground: At the end of the Hire Fighters step during the Post-Battle Sequence, if the gang has fewer than the maximum number of Chaos Cultist Initiates the gang is allowed, you may immediately add to your gang's roster a free Chaos Cultist Initiate, equipped with up to 50 credits worth of gear from the Chaos Cultist Initiates Equipment List.
Unhallowed Ground: End of Hire Fighters step: if < Juves cap, +1 free Juve equipped w/ up to 50c gear. Territory cannot be Stolen. If pillaged, disabled for 1 full battle.
Genestealer Cultists Special Territory
Genestealer Cultists start with a Brethren Creche Special Territory (described below). This Special Territory cannot be stolen by another gang but can be pillaged. A pillaged Brethren Creche isn't removed from the squad's roster but can't be used until one full battle has been fought without anyone pillaging the Special Territory, after which it is repaired and can be used again.
Brethren Creche: At the end of the Hire Fighters step during the Post-Battle Sequence, you may roll a D3. 3+: you may immediately add to your gang's roster a free Neophyte Hybrid, equipped with up to 50 credits worth of gear from the Neophyte Hybrid Equipment List.
Brethren Creche: End of Hire Fighters step: Roll D3, 3+: free Ganger w/ up to 50c gear. Territory cannot be Stolen. If pillaged, disabled for 1 full battle.
Palanite Enforcers Special Territory
Palanite Enforcers start with a Squad HQ Special Territory (described below). This Special Territory cannot be stolen by another gang but can be pillaged. A pillaged Squad HQ isn't removed from the squad's roster but can't be used until one full battle has been fought without anyone pillaging the Special Territory, after which it is repaired and can be used again.
Squad HQ: At the end of the Hire Fighters step during the Post-Battle Sequence, you may roll 2D6 and subtract the total number of fighters currently on the Palanite Enforcers Squad's roster, then consult the following table for the outcome.
0-
Carry On: nothing special happens.
1-4
Reinforce: You may add 1 new Recruit equipped with up to 50 credits worth of gear from the Palanite Recruit Equipment List for free.
5-7
Augment: You may add 2 new Recruits equipped with a combined total of up to 125 credits worth of gear from the Palanite Recruit Equipment List for free.
8+
Reentrench: As Reinforce (1 new Recruit with 50 credits of gear). You may also add 1 new Palanite Patrolman with up to 125 credits worth of gear from the Palanite Patrolman Equipment List to your roster for free. Finally, you can promote a Palanite Patrolman on your roster to become a Palanite Corporal.
Arbites Special Territory
Adeptus Arbites Patrol Squads, if allowed in the campaign, start with a Precinct-Fortress Special Territory (described below), never gain any other Territory, and the Precinct-Fortress cannot be taken from them.
Precinct-Fortress: At the end of the Hire Fighters step during the Post-Battle Sequence, you may roll 2D6 and subtract the total number of fighters currently on the Adeptus Arbites Patrol Squad's roster, then consult the following table for the outcome.
0-
Carry On: nothing special happens.
1-7
Reinforce: You may add 1 new Trooper equipped with a Sidearm, a Combat Shotgun, and Salvo Shells to your roster for free.
8+
Augment: You may add 2 new Troopers equipped with a Sidearm, a Combat Shotgun, and Salvo Shells to your roster for free.
Ratskin Special Territories
Ratskin gangs, if allowed in the campaign, use the following Ratskin Special Territories list instead of the default list used by most types of gangs.
2D6
Ratskin Special Territory
2
Reclaimed Habitat: The gang has reclaimed a part of the underhive, chasing off interlopers.
When the gang collects income, the gang gains 1 Reputation for each Reclaimed Habitat
they control.
Reclaimed Habitat: Collect Income step: gain 1 Reputation per Habitat.
3-5
Secret Passageways: In scenarios that allow infiltration, each Secret Passageways controlled by the gang allows one fighter in the gang's Crew to infiltrate the battlefield as if they have the Infiltration Skill. In scenarios that do not allow infiltration, each Secret Passageways controlled by the gang allows one fighter in the gang's Crew to make a free Standard Move at the very end of the Deploy step before the battle begins.
Secret Passageways: Per Secret Passageway: Infiltration scenario: 1 fighter gains Infiltration. Non-Infiltration scenario: 1 fighter makes free Standard Move after Deploy.
6-9
Ratskin Settlement: When the gang collects income, roll a D6 for each Ratskin Settlement controlled. If the result is a natural 6 a free Brave shows up ready to join the gang; you may equip this new fighter with up to 50 credits worth of gear from the Ratskin Brave Equipment List for free and add the fighter to your gang's roster immediately.
Ratskin Settlement: Collect Income step: per Ratskin Settlement roll D6. On 6, add 1 free Brave to roster w/ up to 50 credits of gear from the Ratskin Brave Equipment List.
10-11
Beast Farm: The gang protects a Ratskin community that raises underhive creatures such as blindsnakes, hive spiders, and of course hive rats.
When the gang collects income, per Beast Farm the gang controls add the player's choice of D3 free
Blade Venom Stashes or 1 Blindsnake Pouch or 1 Ratskin Hides to the gang's Stash immediately.
Beast Farm: Collect Income step: per Beast Farm gain D3 Blade Venom Stashes, 1 Blindsnake Pouch, OR 1 Ratskin Hides.
12
Sacred Cache: The gang controls a secret and sacred place to hide archeotech and other treasures, protecting the hive's ancient legacies. When the gang collects income, per Sacred Cache the gang adds the player's choice of D3 free Hive Spirit Infusions or D3 free Hive Spirit Wards to the gang's Stash immediately.
Sacred Cache: Collect Income step: per Beast Farm gain D3 Blade Venom Stashes, 1 Blindsnake Pouch, OR 1 Ratskin Hides.