Territories

These modified territory tables were created as part of a map-based campaign system I was working on.

The most significant difference from the official tables is the addition of two new tables for law-abiding gangs: Mining Outpost territories and Settlement territories. Rather than rolling five times on the standard table, the Arbitrator might allow players to spend some of their rolls on these new tables, giving them more control over whether their gang's power base is resources or people.

Underhive Mining Outpost Territories Table

D66 10 20 30 40 50 60
1

Chem Pit

2D6

0

  • Underhive

If a double is rolled for income, no income is gained. The fighter working the territory receives Horrible Scars.

Slag Field

N/A

N/A

  • Underhive

Add two Slag Piles to your list of territories.

Tunnels

10

0

  • Underhive

At the start of each battle, you may choose not to deploy up to three fighters. At the end of your first turn, deploy them anywhere on ground level more than 8" from any enemy.

Drinking Hole

D6x10

120

  • Civilised
  • Underhive

After each battle, roll a D6: on a 6, you may add or subtract 1 from the Scenario Table roll next game.

Mineral Outcrop

D6x10

120

  • Civilised
  • Underhive

If a 6 is rolled for income, earn an additional D6x10 credits income.

2
3

Vents

10

0

  • Underhive

At the start of each battle, you may choose not to deploy up to three fighters. At the end of your first turn, deploy them anywhere on the top surface of any building more than 8" from any enemy.

Workshop

D6x10

120

  • Civilised
  • Underhive

Once per battle, you may ignore a failed Ammo roll.

Spore Cave

2D6x10

240

  • Underhive

If a 2 is rolled for income, the fighter receives Spore Sickness.

4
5

Mine Workings

D6x10

120

  • Civilised
  • Underhive

When one of your fighters works this territory, you may add an additional 10 credits income for each prisoner held by your gang. Each prisoner may only improve one Mine Working.

Water Still

D6x10

120

  • Civilised
  • Underhive

Holestead

D6x10

120

  • Civilised
  • Underhive

If the gang has a Heavy or Techno, all fighters reduce their Starvation to 0.

Guilder Contact

D6x10

120

  • Civilised
  • Underhive

Whenever you visit the Guild Trading Post, you gain 1 additional roll on the Rare Trade Chart.

You may sell loot counters for D6*5+5 credits income.

Archeotech Hoard

2-6D6x10

240

  • Civilised
  • Underhive
If you roll more than 2D6

and you roll any doubles, abandon the territory.

6

Green Hivers

N/A

N/A

Choose one territory from the Underhive Civilised Territories Table.

Underhive Settlement Territories Table

D66 10 20 30 40 50 60
1

Ruined Outskirts

N/A

N/A

  • Underhive

Add two Old Ruins to your list of territories.

Settlement

20

60

  • Civilised
  • Underhive

Working a settlement earns 20 credits plus 5 credits for each of the following territories you control: other Settlements, Drinking Holes, Friendly Docs, Gambling Dens, Guilder Contacts, Water Stills, Workshops.

After each battle, roll a D6: on a 6, you may add a Juve to your roster.

Tunnels

10

0

  • Underhive

At the start of each battle, you may choose not to deploy up to three fighters. At the end of your first turn, deploy them anywhere on ground level more than 8" from any enemy.

Drinking Hole

D6x10

120

  • Civilised
  • Underhive

After each battle, roll a D6: on a 6, you may add or subtract 1 from the Scenario Table roll next game.

Friendly Doc

D6x10

120

  • Civilised
  • Underhive

If a fighter dies, roll a D6: on a 5+ they receive Multiple Injuries instead.

2
3

Vents

10

0

  • Underhive
At the start of each battle,

you may choose not to deploy up to three fighters. At the end of your first turn, deploy them anywhere on the top surface of any building more than 8" from any enemy.

Workshop

D6x10

120

  • Civilised
  • Underhive

Once per battle, you may ignore a failed Ammo roll.

Gambling Den

2D6x10

240

  • Civilised
  • Underhive

If a double is rolled for income, you lose that much income instead.

4
5

Hive Wall Breach

D6x5

0

You may relocate your hideout to the Hive or the Ash Wastes, or allow another gang to do so. A gang that does so may not visit the Trading Post, forage or work territories until after their next battle.

Water Still

D6x10

120

  • Civilised
  • Underhive

Holestead

D6x10

120

  • Civilised
  • Underhive

If the gang has a Heavy or Techno, all fighters reduce their Starvation to 0.

Guilder Contact

D6x10

120

  • Civilised
  • Underhive

Whenever you visit the Guild Trading Post, you gain 1 additional roll on the Rare Trade Chart.

You may sell loot counters for D6*5+5 credits income.

Archeotech Hoard

2-6D6x10

240

  • Civilised
  • Underhive
If you roll more than 2D6

and you roll any doubles, abandon the territory.

6

Green Hivers

N/A

N/A

Choose one territory from the Underhive Civilised Territories Table.

Underhive Civilised Territories Table

D66 10 20 30 40 50 60
1

Ruined Outskirts

N/A

N/A

  • Underhive

Add two Old Ruins to your list of territories.

Slag Field

N/A

N/A

  • Underhive

Add two Slag Piles to your list of territories.

Settlement

20

60

  • Civilised
  • Underhive

Working a settlement earns 20 credits plus 5 credits for each of the following territories you control: other Settlements, Drinking Holes, Friendly Docs, Gambling Dens, Guilder Contacts, Water Stills, Workshops.

After each battle, roll a D6: on a 6, you may add a Juve to your roster.

Tunnels

10

0

  • Underhive

At the start of each battle, you may choose not to deploy up to three fighters. At the end of your first turn, deploy them anywhere on ground level more than 8" from any enemy.

Drinking Hole

D6x10

120

  • Civilised
  • Underhive

After each battle, roll a D6: on a 6, you may add or subtract 1 from the Scenario Table roll next game.

Mineral Outcrop

D6x10

120

  • Civilised
  • Underhive
If a 6 is rolled for income,

earn an additional D6x10 credits income.

2

Friendly Doc

D6x10

120

  • Civilised
  • Underhive
If a fighter dies, roll a D6:

on a 5+ they receive Multiple Injuries instead.

3

Vents

10

0

  • Underhive
At the start of each battle,

you may choose not to deploy up to three fighters. At the end of your first turn, deploy them anywhere on the top surface of any building more than 8" from any enemy.

Workshop

D6x10

120

  • Civilised
  • Underhive

Once per battle, you may ignore a failed Ammo roll.

Gambling Den

2D6x10

240

  • Civilised
  • Underhive
If a double is rolled for

income, you lose that much income instead.

4

Spore Cave

2D6x10

240

  • Underhive
If a 2 is rolled for income,

the fighter receives Spore Sickness.

5

Chem Pit

2D6

0

  • Underhive

If a double is rolled for income, no income is gained. The fighter working the territory receives Horrible Scars.

Mine Workings

D6x10

120

  • Civilised
  • Underhive
When one of your fighters works this territory,

you may add an additional 10 credits income for each prisoner held by your gang. Each prisoner may only improve one Mine Working.

Water Still

D6x10

120

  • Civilised
  • Underhive

Holestead

D6x10

120

  • Civilised
  • Underhive

If the gang has a Heavy or Techno, all fighters reduce their Starvation to 0.

Guilder Contact

D6x10

120

  • Civilised
  • Underhive

Whenever you visit the Guild Trading Post, you gain 1 additional roll on the Rare Trade Chart.

You may sell loot counters for D6*5+5 credits income.

Archaeotech Hoard

2-6D6x10

240

  • Civilised
  • Underhive
If you roll more than 2D6

and you roll any doubles, abandon the territory.

6

Green Hivers

N/A

N/A

Choose one territory from the Underhive Civilised Territories Table.

Underhive Outlands Territories Table

D66 10 20 30 40 50 60
1

Collapsed Dome

Wastes

0

0

  • Underhive

Outlaw Settlement

15

30

  • Outlands
  • Underhive

If a gang seizes this territory, they must loot or abandon it instead.

After each battle, roll a D6: on a 6, you may add a Juve or equivalent fighter to your roster.

Outlands Workshop

D6x10

120

  • Outlands
  • Underhive

Once per battle, you may ignore a failed Ammo roll.

Sludge Sea

Scrap Yard

2
3

Rad Zone

2D6

0

  • Underhive

If a double is rolled for income, no income is generated. The fighter working the territory receives Horrible Scars.

Sump Spillage

5

0

  • Outlands
  • Underhive
4

Abandoned Outpost

N/A

N/A

  • Outlands
  • Underhive

Roll D3 times on the Underhive Outlands Territory Table.

These territories count as a single territory for the purposes of gaining or losing territory, but must be worked individually.

5

Fungus Grotto

Small Holestead

10

20

  • Outlands
  • Underhive

If the gang has a Heavy or Techno, all fighters reduce their starvation to 0.

Power Cable Tap

10

20

  • Outlands
  • Underhive

Roll a D6: on a 6, the territory generates D6x10 credits instead of 10.

Each battle, Pit Slaves and Servitors gain a +1 bonus on their first Initiative test.

6

Green Hivers

N/A

N/A

Roll once on the Underhive Civilised Territories Table.

Underhive Deadzone Territories Table

D66 10 20 30 40 50 60
1

Collapsed Dome

Wastes

Sump Spillage

Barren Tunnels

0

0

  • Underhive

At the start of each battle, you may choose not to deploy up to three fighters. At the end of your first turn, deploy them anywhere on ground level more than 8" from any enemy.

Sludge Sea

Plague Infestation

2

Hermit Camp

3

Rad Zone

Barren Vents

0

0

  • Underhive

At the start of each battle, you may choose not to deploy up to three fighters. At the end of your first turn, deploy them anywhere on the top surface of any building more than 8" from any enemy.

Spore Cave

4
5

Fungus Grotto

Clean Water

5

0

  • Underhive

Ancient Weapons Cache

6

Redemptionist Territories Table

D66 10 20 30 40 50 60
1

Wastes

0

0

  • Underhive

Old Ruin

10

0

  • Underhive

Slag Pile

15

0

  • Underhive

Settlement

20

60

  • Civilised
  • Underhive

Roll a D6: on a 6, you may add a Novice to your roster.

Holestead

D6x10

120

  • Civilised
  • Underhive

Seminary

D6x10

120

  • Civilised
  • Underhive

Roll 3D6: for each 6, you may add a Novice to your roster.

2
3
4

Weapons Cache

0

Special

  • Underhive

Instead of working this territory, loot it. When you loot this territory, add up to 2D6x10 credits of equipment from the Hiver Supply Chain to your stash.

Hidden Weapons Cache

0

Special

  • Underhive

Instead of working this territory, loot it. When you loot this territory, add up to 3D6x10 credits of equipment from the Hiver Supply Chain to your stash.

5
6

Prospector Finds Table

D66 10 20 30 40 50 60
1

Ash Wastes

0

  • Ash Waste

Shanty Ruins

3D6

  • Ash Waste

Hard-Baked Ash Pan

5D6

  • Ash Waste

Chemical Find

D6x10

  • Ash Waste

Vehicle Wreck

2D6x10

  • Ash Waste

Mineral Find

2D6x10

  • Ash Waste
2
3
4

Spacecraft Wreck

2D6x10

  • Ash Waste
5
6

Chemical Outflow

2D6

  • Ash Waste

Sludge Sea

4D6

  • Ash Waste

Scrap Wreckage

6D6

  • Ash Waste

Transport Tube Wreck

2D6x10

  • Ash Waste

Ore Find

3D6x10

  • Ash Waste

Archeotech Find

6D6x10

  • Ash Waste

You may forfeit the finder's fee for a random piece of archaotech.