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 |
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1 |
Chem Pit2D6 0
If a double is rolled for income, no income is gained. The fighter working the territory receives Horrible Scars. |
Slag FieldN/A N/A
Add two Slag Piles to your list of territories. |
Tunnels10 0
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 HoleD6x10 120
After each battle, roll a D6: on a 6, you may add or subtract 1 from the Scenario Table roll next game. |
Mineral OutcropD6x10 120
If a 6 is rolled for income, earn an additional D6x10 credits income. |
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2 | ||||||
3 |
Vents10 0
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. |
WorkshopD6x10 120
Once per battle, you may ignore a failed Ammo roll. |
Spore Cave2D6x10 240
If a 2 is rolled for income, the fighter receives Spore Sickness. |
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4 | ||||||
5 |
Mine WorkingsD6x10 120
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 StillD6x10 120
|
HolesteadD6x10 120
If the gang has a Heavy or Techno, all fighters reduce their Starvation to 0. |
Guilder ContactD6x10 120
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 Hoard2-6D6x10 240
If you roll more than 2D6and you roll any doubles, abandon the territory. |
|
6 |
Green HiversN/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 OutskirtsN/A N/A
Add two Old Ruins to your list of territories. |
Settlement20 60
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. |
Tunnels10 0
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 HoleD6x10 120
After each battle, roll a D6: on a 6, you may add or subtract 1 from the Scenario Table roll next game. |
Friendly DocD6x10 120
If a fighter dies, roll a D6: on a 5+ they receive Multiple Injuries instead. |
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2 | ||||||
3 |
Vents10 0
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. |
WorkshopD6x10 120
Once per battle, you may ignore a failed Ammo roll. |
Gambling Den2D6x10 240
If a double is rolled for income, you lose that much income instead. |
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4 | ||||||
5 |
Hive Wall BreachD6x5 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 StillD6x10 120
|
HolesteadD6x10 120
If the gang has a Heavy or Techno, all fighters reduce their Starvation to 0. |
Guilder ContactD6x10 120
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 Hoard2-6D6x10 240
If you roll more than 2D6and you roll any doubles, abandon the territory. |
|
6 |
Green HiversN/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 OutskirtsN/A N/A
Add two Old Ruins to your list of territories. |
Slag FieldN/A N/A
Add two Slag Piles to your list of territories. |
Settlement20 60
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. |
Tunnels10 0
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 HoleD6x10 120
After each battle, roll a D6: on a 6, you may add or subtract 1 from the Scenario Table roll next game. |
Mineral OutcropD6x10 120
If a 6 is rolled for income,earn an additional D6x10 credits income. |
2 |
Friendly DocD6x10 120
If a fighter dies, roll a D6:on a 5+ they receive Multiple Injuries instead. |
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3 |
Vents10 0
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. |
WorkshopD6x10 120
Once per battle, you may ignore a failed Ammo roll. |
Gambling Den2D6x10 240
If a double is rolled forincome, you lose that much income instead. |
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4 |
Spore Cave2D6x10 240
If a 2 is rolled for income,the fighter receives Spore Sickness. |
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5 |
Chem Pit2D6 0
If a double is rolled for income, no income is gained. The fighter working the territory receives Horrible Scars. |
Mine WorkingsD6x10 120
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 StillD6x10 120
|
HolesteadD6x10 120
If the gang has a Heavy or Techno, all fighters reduce their Starvation to 0. |
Guilder ContactD6x10 120
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 Hoard2-6D6x10 240
If you roll more than 2D6and you roll any doubles, abandon the territory. |
6 |
Green HiversN/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 |
Wastes0 0
|
Outlaw Settlement15 30
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 WorkshopD6x10 120
Once per battle, you may ignore a failed Ammo roll. |
Sludge Sea |
Scrap Yard |
2 | ||||||
3 |
Rad Zone2D6 0
If a double is rolled for income, no income is generated. The fighter working the territory receives Horrible Scars. |
Sump Spillage5 0
|
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4 |
Abandoned OutpostN/A N/A
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. |
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5 |
Fungus Grotto |
Small Holestead10 20
If the gang has a Heavy or Techno, all fighters reduce their starvation to 0. |
Power Cable Tap10 20
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. |
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6 |
Green HiversN/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 Tunnels0 0
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 |
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3 |
Rad Zone |
Barren Vents0 0
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 |
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4 | ||||||
5 |
Fungus Grotto |
Clean Water5 0
|
Ancient Weapons Cache |
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6 |
Redemptionist Territories Table
D66 | 10 | 20 | 30 | 40 | 50 | 60 |
---|---|---|---|---|---|---|
1 |
Wastes0 0
|
Old Ruin10 0
|
Slag Pile15 0
|
Settlement20 60
Roll a D6: on a 6, you may add a Novice to your roster. |
HolesteadD6x10 120
|
SeminaryD6x10 120
Roll 3D6: for each 6, you may add a Novice to your roster. |
2 | ||||||
3 | ||||||
4 |
Weapons Cache0 Special
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 Cache0 Special
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. |
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5 | ||||||
6 |
Prospector Finds Table
D66 | 10 | 20 | 30 | 40 | 50 | 60 |
---|---|---|---|---|---|---|
1 |
Ash Wastes0
|
Shanty Ruins3D6
|
Hard-Baked Ash Pan5D6
|
Chemical FindD6x10
|
Vehicle Wreck2D6x10
|
Mineral Find2D6x10
|
2 | ||||||
3 | ||||||
4 |
Spacecraft Wreck2D6x10
|
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5 | ||||||
6 |
Chemical Outflow2D6
|
Sludge Sea4D6
|
Scrap Wreckage6D6
|
Transport Tube Wreck2D6x10
|
Ore Find3D6x10
|
Archeotech Find6D6x10
You may forfeit the finder's fee for a random piece of archaotech. |