Campaign Territories


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.
D6
Item
1
Scavenged Autopistol
2
Rifle
3
Scavenged Autogun
4
Scavenged Lasgun
5
Blunderbuss
6
Scavenged Shotgun
7+
Two of any of the above.

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
Rogue Doc Shop
TERRITORY BOON
This territory grants the following Boon:
Recruit: The gang may recruit a Rogue Doc Hanger-on for free.
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.
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.
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
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.
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.
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
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
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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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