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Necromunda (2017)Expand Necromunda (2017)

Special Territories

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:

Territories
D6
Territory
1
Turf: The gang controls an area or resource within the underhive that allows the gang to take the Work the Turf Post-Battle Action. Having multiple Turf Territories provides a bonus to the outcome of that action.
Turf: If the gang takes a Work the Turf Post-Battle Action, add 1 to the roll per Turf.
2
Stronghold: The gang controls a reinforced and highly defensible location. If this territory would be lost, stolen, or destroyed the controlling player may roll a D6; on a 4+ the gang retains the Stronghold and its corresponding Territory Size. Additionally, a gang gains D3 Reputation when this territory is added to their roster and loses D3 Reputation if it is removed from their roster.
Stronghold: Gain D3 Reputation when Stronghold added, lose D3 Reputation when removed. Roll D6 if Stronghold would be lost / stolen / destroyed; 4+ it is not lost / stolen destroyed.
3
Roll on the Vice Territories table
4
Roll on the Labor Territories table
5
Roll on the Materiel Territories table
6
Roll on the Personnel Territories table
Vice Territories
D6
Territory
1-2
Fight Club: Once per Post-Battle Sequence, one Leader, Champion or Prospect can take a special Collect Winnings Post-Battle Action. Roll a D6 for every Fight Club the gang controls, all at once. For each '1' rolled, the gang loses 1 Reputation. For each '5' or '6' rolled, 15 credits are added to the gang's Stash immediately. For each '6' rolled, roll that D6 again and if the second roll is also a '6', another 30 credits are added to the gang's Stash immediately and the gang gains 1 Reputation as the popularity of their Fight Clubs increases.
Fight Club: Post-Battle Action: [Leader / Champion / Prospect], max 1. Roll D6 per Fight Club simultaneously. 1: -1 Rep, 2-4: Nothing, 5: 15 credits, 6: 15 credits & roll D6. Second 6: +1 Rep & +30 credits.
3
Drinking Hole: The gang controls a popular drinking establishment, where denizens of the underhive tend to congregate and rack up bar tabs. During the Manage Fighters step of each Post-Battle Sequence, the gang has 25 free credits per Drinking Hole to pay for upkeep, or to hire a new fighter. Any unspent credits are wasted, they do not go to the gang's Stash.
Drinking Hole: Manage Fighters step: 25 free credits per Drinking Hole to pay for upkeep or to hire new fighter(s). Unspent credits do not go to the gang's Stash.
4
Drug Lab: When the gang collects income, for each Drug Lab the gang controls, the gang gains the player's choice of D3-1 free AE, Frenzon, Meds, or Sluggo stash items. The selected items (if any) are added to the gang's Stash immediately.
Drug Lab: Collect Income step: per Drug Lab add player's choice of D3-1 free AE stash, Frenzon stash, Meds stash, or Sluggo stash to the gang's Stash immediately.
5
Gambling Den: When the gang collects income, for each Gambling Den the gang controls the controlling player may roll up to 5D6 and the result is multiplied by 5; this many credits are added to the gang's Stash immediately. However each dice that rolled a 5 or 6 represents a rigged game or other cheat, and the gang loses 1 Reputation for each 5 or 6 rolled as word of their untrustworthiness spreads.
Gambling Den: Collect Income step: roll up to 5D6 per Den, add (Result x 5) credits to the gang's Stash immediately. Lose 1 Rep for each dice rolling 5 or 6.
6
Guilder Post: Once per Post-Battle Sequence, one Leader or Champion may take a special Collect Guilder Residuals Post-Battle Action to collect D3-1 x 25 credits per Guilder Post, which are added to the gang's Stash immediately. Additionally, if the gang takes a Buy from the Guilders, Post Bounty, or Remove Bounty Post-Battle Action the credit cost is reduced by 10 credits, and whenever the gang takes a Sell to the Guilders Post-Battle Action the gang gains an additional 10 credits.
Guilder Post: Post-Battle Action: [Leader / Champion], max 1. Per Guilder Post add (D3-1) x 25 credits to the gang's Stash immediately. Passive: -10 cred cost to Buy/Post/Remove Bounty actions; +10 cred gain on Sell to Guilders actions.
Labor Territories
D6
Territory
1-2
Logistics Hub: When the gang collects income, for each Logistics Hub the gang controls, the gang gains (1D6 - 1D3) x 15 credits (to a minimum of 0 credits per roll), which are added to the gang's Stash immediately.
Logistics Hub: Collect Income step: per Logistics Hub add (1D6 - 1D3) x 15 credits (min 0 per roll) to the gang's Stash immediately.
3
Chem Pit: When the gang collects income, for each Chem Pit the gang controls the controlling player can choose an available Ganger or a Juve from their gang to work the chem pit and then roll 2D6. If the result is a double (double 1's, double 2's, etc), the fighter suffers a mishap; make a Lasting Injury roll for that fighter. Otherwise multiply the result by 5 and add that many credits to the gang's Stash immediately. If the gang has any Captives, one can be sent into the mines in place of a Ganger or Juve.
Chem Pit: Collect Income step: per Chem Pit send 1 Ganger/Juve/Captive and roll 2D6: Doubles = Fighter suffers Lasting Injury. Else add (Result x 5) credits to the gang's Stash immediately.
4
Spore Cave: When the gang collects income, for each Spore Cave the gang controls the controlling player may choose an available Ganger or Juve from their gang to gather spores, and then roll a D6. If the result is greater than the fighter's Toughness, the fighter contracts spore sickness and goes into Recovery. Otherwise the fighter successfully harvests valuable spores; add D3 x 25 credits to the gang’s Stash immediately. If the gang has any Captives, one can be sent into the mines in place of a Ganger or Juve.
Spore Cave: Collect Income step: per Spore Cave send 1 Ganger/Juve/Captive and roll D6. If > Toughness: Fighter goes to Recovery. Else add D3 x 25 credits to the gang's Stash immediately.
5
Mine Workings: When the gang collects income, for each Mine Workings the gang controls the controlling player may select up to three available Gangers or Juves from their gang and roll a D6 for each. If a dice rolls a 1, that fighter is caught in a collapse and goes into Recovery. Otherwise, multiply the result by 5 and add this many credits to the gang’s Stash. If the gang has any Captives, each one can be sent into the mines in place of a Ganger or Juve.
Mine Workings: Collect Income step: per Mine Workings, send up to 3 Gangers/Juves/Captives. Roll D6 per fighter. On 1: Fighter goes to Recovery. Else add (Result x 5) credits to the gang's Stash immediately.
6
Refinery: Once per Post-Battle Sequence for each Refinery the gang controls, an available Leader or Champion may take a special Exploit Refinery Post-Battle Action to collect D6 x 15 credits, which are added to the gang's Stash immediately.
Refinery: Post-Battle Action: [Leader / Champion]. Add D6 x 15 credits to the gang's Stash immediately.
Materiel Territories
D6
Territory
1-2
Supplier: The first time this territory is added to a roster within the campaign, a single type of Rare item from the Trading Post must be selected by the controlling player. If this territory is stolen, the type of item selected is not changed. The gang that controls this territory treats the type of item selected as having a rarity 4 lower than normal.
Supplier: When gained, select one Rare item type from the Trading Post (selection persists if stolen). Controlling gang treats that item type as Rarity -4.
3-4
Bullet Farm: When the gang collects income, for each Bullet Farm the gang controls a free Ammo Cache or D3 Extra Ammo wargear items may be added to the gang's Stash immediately.
Bullet Farm: Collect Income step: per Bullet Farm, add 1 free Ammo Cache or D3 Extra Ammo wargear items to the gang's Stash immediately.
5
Workshop: During the Buy Common Equipment step of the Post-Battle Sequence, for each Workshop the gang controls the player may select an item from the Equipment List of one of their gang's fighter types. The gang may purchase that item with a discount of D3 x 15 credits (to a minimum of 0 credits).
Workshop: Buy Common Equipment step: per Workshop, select 1 of the gang's fighters and 1 Common item they can be equipped with. You can buy 1 of that item at a discount of D3 x 15 credits (min 0) and add it to their fighter card.
6
Marketplace: For each Marketplace the gang controls, during the Post-Battle Sequence the controlling player may gain the benefits of either a Seek Rare Item action or a Seek Buyer action as if a fighter of the gang had taken that action.
Marketplace: Post-Battle Sequence: per Marketplace, gain benefit of one Seek Rare Item or Seek Buyer Post-Battle action (no fighter required).
Personnel Territories
D6
Territory
1-2
Settlement: At the end of the Hire Fighters step during the Post-Battle Sequence, for each Settlement the gang controls you may roll a D6. For each roll of 4+, the gang may add a free Ganger to the gang's roster immediately. They come with no gear, but can be equipped immediately from the equipment list of a Ganger of the gang's type (paying listed costs), and / or from the gang's Stash with allowed items.
Settlement: End of Hire Fighters step: per Settlement roll D6. On 4+, add 1 free Ganger to roster. No gear, but can be equipped immediately from gear list (paying credits), or with allowed items from gang's Stash.
3
Clinic: During the Post-Battle Actions step of the Post-Battle Sequence, a gang member being taken to see the Doc by a Medical Escort action can be taken to one of the gang's Clinics. If they are, the Medical Escort D6 roll can be rerolled once. Each Clinic the gang controls can service one fighter per Post-Battle Sequence in this manner, and a given fighter can only benefit from one Clinic per Post-Battle Sequence.
Clinic: Post-Battle Actions: Medical Escort D6 may be re-rolled. Limit 1 fighter / 1 reroll per Clinic.
4
Chop Shop: During the Distribute Equipment step of the Post-Battle Sequence, a gang member receiving one or more Bionic items can be sent to the Chop Shop to get them installed. That fighter does not go into Recovery for receiving Bionics, and if they are already in Recovery they recover immediately. Each Chop Shop the gang controls can service one fighter per Post-Battle Sequence in this manner.
Chop Shop: Distribute Equipment step: Fighter installing Bionics avoids/removes Recovery status. Limit 1 fighter serviced per Chop Shop.
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
Transit Hub: The first time the gang would draw some number of fighter cards from a Reinforcements deck during a battle, one additional fighter card can be drawn from the deck for each Transit Hub controlled by the gang.
Transit Hub: Battle: Draw +1 fighter card the first time Reinforcements are drawn per Transit Hub.
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.
Result
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.
Result
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.