Territories
Each Territory within Zone 7 and 9 have special Boons that can apply to gangs. These rules are covered below:
Each Territory in Gang War 4
is covered, there are additional rules that are covered below:
Old Ruins (Renegades)
A complex of Old
Ruins stands tall on the tangled landscape of Zone 9.
TERRITORY BOON
This territory grants the following Boon:
Income: The Gang earns
D3X10 Credits from this Territory when collecting income.
Additionally, add +1 to the Dice roll to the Dice for each Dome
Runner attached to the gang.
ENHANCED
BOON
This territory grants Native
Renegade Gangs the following enhanced boon.
Income: The Gang earns D6X10
Credits from this Territory when collecting income. Additionally,
add +1 to the Dice roll to the Dice for each Dome Runner attached
to the gang. In addition, the result gives the item below in
addition to income.
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Settlement
Settlements dot the slums of Dirtside. Most, especially those in
Zone 7 and 9 are scrap shanties or run down blocks. Settlements
also represent the hide-outs of each gang.
TERRITORY BOON
This territory grants the following Boon:
Income: The Gang earns
D6X10 Credits from this Territory when collecting income.
Reputation: Whilst it
controls this Territory, the gang adds +1 to it's Reputation.
Recruit: The gang may
choose to roll two D6 after every battle. On a rollof a 6 on
either dice, the gang may recruit a single Juve (or equivalent)
from their House list for free. If both dice come up as 6, then
the gang may recruit a Ganger (or equivalent) from their House
list for free
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Rogue Doc Shop
TERRITORY BOON
This territory grants the following Boon:
Recruit: The
gang may recruit a Rogue Doc Hanger-on for free.
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Promethium Cache
TERRITORY BOON
This territory grants the following Boon:
Equipment: Whilst it
controls this Territory, three fighters in the gang gain the
Incendary charges for free.
Special: All Fighters in
the gang may re-roll Ammo Checks for any weapon that has the Blaze
Trait.
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Wastes (Renegades)
Tract of ash, shapeless rubble and twisted
metal structures, run through Zone 7 and 9. Most gangs have to
pass trough a portion of these wastes as they travel between
places of more value.
TERRITORY BOON
This territory grants the following Boon:
Special: If challenged in
the Occupation phase, the gang may choose the Territory at stake
in the battle, even though it would normally be chosen by the
Challenger. If challenged in the Takeover phase for the Territory
the gang already controls, make an Intelligence check for the gang
Leader. If the check is passed the player of the gang may choose
to play the Ambush scenario instead of rolling. They are
automatically the attacker.
ENHANCED
BOON
This territory grants the
following Boon to Native Renegade gangs:
Special: As above,
however the Chief gains a +2 bonus to the Intelligence test.
Equipment: the Renegade
gang receive D3 Native Venoms.
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Sludge
Sea
Effluent and polluted water drains down through
the plates and into the slums to catch in brown pools,forming
lakes of fuming, iridescent sludge
TERRITORY BOON
The territory
grants the following Boon:
Equipment:
Whilst it controls this Territory, three fighters in the gang gain
Choke gas grenades for free
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Workshop
Slum workshops
tend to be a combination of different scrap yards, festooned with
bels of ammo and strewn with the carcasses of machines. The
denizens of such places are often strange recluses, mutter their
machines and create strange totemsout of their rusting treasure
TERRITORY BOON
The territory
grants the following Boon:
Recruit: The
gang may recuit an Ammo-jack Hanger-on for free.
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Collapsed
Hab Block
Most of Zone 9 was crushed by Magna Petrum when
it collapsed, leaving a mix of ruins and detritus ripe for the
taking
TERRITORY BOON
The territory
grants the following Boon:
Income: 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 generated and a random fighter from the gang
suffers a Lasting Injury. Having a Dome Runner Hanger-on allows
the player to re-roll one or all dice.
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Refuse
Drift (Cawdor)
TERRITORY BOON
The territory
grants the following Boon:
Income: 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 batte whilst they recover. No income is lost
ENHANCED
BOON
The
Territory grant Cawdor gang the following Boons:
Reputation:
Whilst it controls this
Territory, the gang adds +1 to its Reputation
Income:
The gang earns 2D6x5 credits from this Territory when collecting
income. Cawdor Ganger has no risk of encountering a nasty
waste-lurker
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Corpse
Fawm/Algae Farm (Cawdor and Chaos Cult)
TERRITORY BOON
The territory
grants the following Boon:
Income: The
gang earns 1D6x10 credits from this Territory should any gangers
from either gang be deleted from the roster
ENHANCED
BOON
The
Territory grant Cawdor and Chaos Cult gangs the following Boons:
Reputation:
Whilst it controls this
Territory, the gang adds +1 to its Reputation
Income:
The gang earns 2D6x10 credits from this Territory should any
gangers from either gang be deleted from the roster
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Bone
Shrines (Cawdor and Chaos Cult)
Shrines of bones
and noose-ropes are common in the underhive, and even the most
cold-blooded ganger will rarely pass one without throwing in a
cred as a plea for a blessing from the God-Emperor. Hidden Chaos
Cults take great delights in desecrating these Shrines to their
own ends.
TERRITORY BOON
The territory
grants the following Boon:
Income: The
gang earns 2D6x5 credits from this Territory when collecting
income.
ENHANCED
BOON
The
Territory grant Cawdor gangs the following Boons:
Reputation:
Whilst it controls this Territory, the gang adds +2 to its
Reputation.
Income:
The gang earns 4D6x5 credits from this Territory when collecting
income.
ENHANCED
BOON
The
Territory grant Chaos Cult gangs the following Boons:
Reputation:
Whilst it controls this Territory, the gang adds +2 to its
Reputation.
Income:
The gang earns 2D6x5 credits from this Territory when collecting
income.
Special: The
Cult gains an additional +2 to any Dark Ritual they perform while
controlling this Territory
Note: When
a gang challenges for this Territory and a Chaos Cult controls it,
it's highly recommended to use the Cult Ritual Chamber for Zone
Mortalis or a Suitable piece of Scenery in Sector Mechanicus, in
either case using all the rules for the Cult Ritual Chamber.
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Drinking
Hole (Delaque)
Reeking liquor,
sweat and blood, a drinking den is where many hivers go to numb
their sorrows, or to find their courage at the bottom of a bottle.
TERRITORY BOON
The territory
grants the following Boon:
Reputation:
Whilst is controls this
Territory, the gang adds +1 to it's Reputation
Special:
Whilst it controls this
Territory, any fighter in the gang may re-roll any failed Cool
checks. If a figher uses this option, place a marker on their card
to show that they have hit the bottle. The marked fighters suffer
a -1 to hit penalty for the rest of the battle.
ENHANCED
BOON
The
Territory grant Delaque gangs the following Boons:
Reputation:
Whilst it controls this Territory, the Delaque gang adds +2 to its
Reputation.
Special: A
Delaque gang may not use the standard Boon. Instead, the player of
the Delaque gang that controls this Territory may nominate three
enemy fighters at the startof the battle, and placed a Intoxicated
marker on each fighters card to show that their drink was spiked.
The marked fighters suffer -1 to all testsand checks for the
duration of the battle.
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Gambling
Den
TERRITORY BOON
Reputation: A
Gang in control of this Territory adds +1 to its Reputation
Income: The
player chooses a suit of cards. The Player then draws a card from
the a shuffled deck of playing cards that includes both Jokers. If
they draw a card from the suit the chose, they earn income to the
value of the card (Jack=11, Queen=12, King=13, Ace=14)x10 credits.
If they draw a card from the suit of the same colour, then the
Income is the value of the card x5 Credits. If it any other suit,
they gain no income. However if they draw a Joker card, they must
pay all the income they earn in that post-battle sequence to a
random gang taking part in the campaign, as determined by the
Arbitrator.
ENHANCED
BOON
The
Territory grant Delaque gangs the following Boons:
Reputation:
Whilst it controls this Territory, the Delaque gang adds +2 to its
Reputation.
Special: The
Delaque gang that controls this Territory may nominate a single
enemy fighter at the start of the battle. The Delaque have called
in the fighters debt, and in return for keeping all of their limbs
intact, the fighter agrees to take no part in the coming battle.
The nominated fighter misses the battle.
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Needleways
(Delaque and Genestealer Cult)
Needleways are the vents, Crawl tunnels and
pipes that thread through the mass of Dirtside. The Delaque,
having most of the early contruction contracts, made sure they
always had secret access to areas of the city.
TERRITORY
BOON
The Territory grants the following boons:
Special:
Whiles it controls this Territory, the gang may infiltrate up to
three fighters onto the battlefield ahead of the battle. But
instead of being seup on the battlefield they are place on the
side. At the end of the first round, the controlling player
nominates any spot on the ground surface of the battkefield and
setups up each infiltrating fighter within 2” of that spot.
ENHANCED
BOON
The
Territory grant Delaque gangs and Genstealer Cults the following
Boons:
Special:
Whiles it controls this Territory, the gang may infiltrate up to
two groups of three fighters onto the battlefield ahead of the
battle as detailed above. These fighters must be specified before
the battle.
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Synth
Still (Escher)
Constructed from tangles of reclaimed pipes,
vats and cylinders, a synth still in skilled hands can produce the
finest poisons, medicines and narcotics.
TERRITORY BOON
The territory
grants the following Boon:
Special:
Whilst it controls this
Territory, the gang treats Chem-synth, Medicae Kits, Stimm-slug
stashes and any weapon with the Gas or Toxin trait as Common
ENHANCED BOON
The territory
grants the following Boon:
Reputation:
Whilst it controls this
Territory, the Escher Gang gains +1 Reputation.
Special:
Whilst it controls this
Territory, the gang treats Chem-synth, Medicae Kits, Stimm-slug
stashes and any weapon with the Gas or Toxin trait as Common and
halves their cost.
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Stinger
Mould Spawl (Escher)
Singer mould is a
rare fungus that grows where Rad-wastes has saturated a fungus
sprawl. The fungus can be deadly, but also offers near-miraculous
healing properties.
TERRITORY BOON
The territory
grants the following Boon:
Special:
During the post-battle
sequence, the gang controlling this Territory may re-roll a single
lasting Injust roll on the a fighter. Note that a Memorable Death
may not be re-rolled.
ENHANCED BOON
The territory
grants the following Boon:
Reputation:
Whilst it controls this
Territory, the Escher Gang gains +1 Reputation.
Special: An
Escher gang may either (1) remove a single existing Lasting Injury
from a fighter, or (2) re-roll a single Lasting Injury roll on a
fighter, including a Memorable Death result.
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Narco
Den (Escher)
Narco Dens are filled with the scent of exotic
smoke, and the bubble and hiss of fume bottles and checm
injectors. Rich and poor alike come to such places to chase dreams
and forget nightmares.
TERRITORY BOON
The territory
grants the following Boon:
Income: The gang earns D6x5 credits from this Territory when collecting income.
ENHANCED BOON
The territory
grants the following Boon:
Reputation:
Whilst it controls this
Territory, the Escher Gang gains +1 Reputation.
Income: The gang earns D6x5 credits from this Territory when collecting income. If the gang also controls a Synth Still this is increased to D6x10
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Slag Furnace (Goliath)
Glowing with heat and splattered with molten
metal, a slag furnace smelts slave and ore so that the metals they
can be contain be poured off.
TERRITORY BOON
The territory
grants the following Boon:
Income:
The gang that controls this Territory, they earn D6x5 from this
Territory when collecting Income,
ENHANCED BOON
The territory
grants Goliath Gangs the following Boon:
Reputation:
Whilst it controls this
Territory, the Goliath Gang gains +2 Reputation.
Special: The
gang may choose to roll two D6 after every battle, on the roll of
6 on either dice, the Juve from their House for free. If both dice
come up as a 6, then the gang may recruit a Ganger from their
House list for free. The gang may still use the regular Territory
Boon as well.
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Fighting
Pit (Goliath and Chaos Cult)
Violence is life, death and entertainment in
the underhive, and some of the most feared fighters are made on
the cinder floors of fighting pits-under the eyes of baying
crowds.
TERRITORY BOON
The territory
grants the following Boon:
Recruit:
Whilst the gang controls this Territory, the gang may recruit two
Hive Scum Hired gungs for Free, including their equipment, prior
to every battle.
ENHANCED BOON
The territory
grants the following Boon:
Reputation:
Whilst it controls this
Territory, the Goliath Gang or Chaos Cult gains +2 Reputation.
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Smelting
Furnace (Goliath)
Crags and seams of valuable slag can be found
across the slums, particularly after the collapsing of Magna
Petrum.
TERRITORY BOON
The territory
grants the following Boon:
Income:
The gang earns D6x5 credits from this Territory when collecting
Income.
ENHANCED BOON
The territory
grants Goliath Gangs the following Boon:
Income:
The gang earns D6x5 credits from this Territory when collecting
Income. If the gang also controls a Smelting Furnace, this is
Increased to D6x10.
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Mine
Workings (Orlocks and Genestealer Cults)
TERRITORY BOON
The territory
grants the following Boon:
Income:
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
fighters working the Mine, roll an additional D6 to generate
income. If the Territory changes control, all the Captives remain
working the Mine. A captive sent to the Mine may not be sold to
the Guilders and their controlling Gang can attempt a Rescue at
any time. While Mine working captives cannot be sold to the
Guilders, they can be traded back, or suffer other fates if the
gang has that option (such as sacrifice).
ENHANCED BOON
The territory
grants Orlock Gangs the following Boon:
Reputation:
Orlock Gangs that control a Mine Workings gain +2 Reputation while
they control it.
ENHANCED BOON
The territory grants Genestealer Cults the following Boon:
Special: A
Genestealer Cult may if it wishes to create create a Nest out of
the Mine, increasing their breeding potential. When attempting to
Implant Captured fighters the Genestealer Cult automatically pass
the required tests.
Reputation:
Genestealer Cults that control a Mine Workings gain +1 Reputation
while they control it.
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Tunnels
(Orlock and Genestealer Cult)
TERRITORY
BOON
The Territory grants the following boons:
Special:
Whiles it controls this Territory, the gang may choose to have 3
fighters deploy via Tunnels ahead of any battle. These fighters
must be part of the crew for the battle, but instead of being
setup on the battlefield they are place on the side. During the
Deployment phase, the controlling player sets up two Tunnel
entrances 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 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.
ENHANCED
BOON
The
Territory grant Orlock gangs and Genstealer Cults the following
Boons:
Special:
Whiles it controls this Territory, the gang may infiltrate up to
six fighters onto the battlefield ahead of the battle as detailed
above. These fighters must be specified before the battle.
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Toll
Crossing (Orlock)
TERRITORY
BOON
The Territory grants the following boons:
Income: The
Territory grants Dx5 Credits from this territory when collecting
Income.
ENHANCED
BOON
The
Territory grant Orlock Gangs the following Boons:
Special:
Whiles it controls this Territory, the Orlock gang has Priority in
the first round of any battle. Any gang in the campaign may pay
the Orlock Gang 20 credits to gain the same benefirst in any
single battle against another gang.
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Generatorium
(Van Saar)
TERRITORY
BOON
The Territory grants the following boons:
Special:
The player may cut the power during any Priority step of a battle.
The following rules apply for the rest of the battle.
Ranged
attacks may not be made against targets more than 3” away unless
the target has a Blaze marker or a muzzle flash marker (see
below), or is wearing a Refractor field, fighters with
photo-goggles or infra-scopes extend this range to 12”. In
addition, models may not take the Charge action against enemies
they cannot see (i.e. unles their target is within 3” or has a
Blaze marker or muzzle flash marker, or is wearing a refractor
field).
If the
fighter fires a weapon (with the exception of weapoins that do not
use energy or gunpower, such as harpoon launchers, needlers, web
guns or bows) place a marker next to the fighter to represent a
muzzle flash. In the End phase remove all muzzle flash markers
from the board.
ENHANCED
BOON
The
Territory grant Van Saar gangs the following Boons:
Reputation:
Whilst it controls this
territory, the gang adds +1 to its Reputation.
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Archaeotech
Device (Van Saar and Native Renegades)
These sites contain relics from a long lost
age, a resource for some, a place of the spirits for others.
TERRITORY
BOON
The Territory grants the following boons:
Special:
Any number of weapons that gang owns may be given one of the
following Traits for free: Blaze, Rad-phage, Seismic or Shock. All
weapons must be given the same Trait and new weapons purchased
latermay also be given this Trait. These weapons also gain the
Unstable Trait. If the Territory is lost the weapons lose these
additional Traits.
ENHANCED
BOON
The
Territory grant Van Saar Gangs the following Boons:
Reputation:
Whilst it controls this territory, the gang adds +2 to its
Reputation.
Special: Any
number of weapons that gang owns may be given two of the following
Traits for free: Blaze, Rad-phage, Seismic or Shock. All weapons
must be given the same Trait and new weapons purchased latermay
also be given this Trait. These weapons also gain the Unstable
Trait. If the Territory is lost the weapons lose these additional
Traits.
ENHANCED
BOON
The
Territory grant Native Renegades the following Boons:
Reputation:
Whilst it controls this territory, the gang adds +2 to its
Reputation.
Special:
Native Renegades cannot use
the above traits as they will not defile their place of worship.
Instead, the Renegades commune with the spirits of the world. All
Renengades with a Blindsnake Pouch gains +1 to their Dodge roll
i.e. 6+ becomes 5+ and they may move an additional inch when
moving out of the way of Blasts. Additionally, the Shaman may
re-roll one failed Willpower check for casting Psychic powers per
game. If the Territory is lost, these bonuses is lost.
When
defending this territory, Renegades must re-roll any failed Cool
or Bottle check and cannot voluntarily bottle out. In addition, if
any enemy fighters are Captured while defending this territory,
will always be killed as a Grisly Warning, the gang may not use
any other option.
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Tech
Bazaar (Van Saar)
TERRITORY
BOON
The Territory grants the following boons:
Income: The
gang earn D6x10 Credits from this Territory when collecting
Income.
Equipment: Select
a Leader or Champion to make a Haggle
post-battle Action. Roll 2D6. The gang may immediately choose one
item from the Rare Trade Chart with a rare value equal to the
result of the dice roll and addit to their Stash for half of its
usual value, rounded down. If the roll is lower than 7, pick a
Common weapon or piece of equipment to add to the gangs Stash for
half of it's usual Value, rounded down. If the roll is 3 or lower,
then the fighter proves to be very poor at haggling and no
equipment is gained. If the fighter selected has Exotic Furs, add
+1 to the result of the roll.
NOTE:
Renegades still double to cost after halving down unless a Badskin
successfully rolled a 6 on their Troublemaker roll.
ENHANCED
BOON
The
Territory grant Van Saar Gangs the following Boons:
Reputation:
Whilst it controls this territory, the gang adds +2 to its
Reputation.
Income: The gang earn
D6x10 Credits from this Territory when collecting Income. If the
gang also controls an Archeotech Device, this is increased to
2D6x10.
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