This is the list of Territories that can be found / claimed during the campaign.
Each gang starts with 1 territory assigned to them, as listed below:
Gang Type (or count as for Dominion) | Initial Territory |
Cawdor | Settlement |
Delaque | Secret Passageways |
Escher | Drug Lab |
Goliath | Mine Workings |
Orlock | Refinery |
Van Saar | Workshop |
Palanite Enforcers | *Palanite Precinct |
Waste Nomads | **Nomad’s Outpost |
A few gangs not listed here are specified as counting as one of these for the purpose of Dominion Campaign Enhanced Boons, use this when determining their Initial Territory.
*Palanite Enforcers use their Dominion Unique territory
** Waste Nomads use their Dominion Unique territory
Every territory in a Gang’s possession increases its Rating by 50 Credits.
The details for the various Territories can be found below:
Result on the d66 | Territory |
11 – 13 | Old Ruins: When the gang collects income, collect d3x10 credits from this Territory. Add +1 to the d3 for each Dome Runner in the gang. |
14-16 | Collapsed Dome: When the gang collects income, you may choose to roll between 2d6x10 and 6d6x10. However, if a double is rolled, no income is generated and a random Fighter from the gang suffers a Lasting injury. |
21 – 26 | Stronghold: The gang controls a reinforced and highly defensible location within the hive. When this territory is added to a gang’s roster the gang gains D3 Reputation. If this territory would be lost or stolen by any means the controlling player may roll a D6; on a 4 or more the gang retains the Stronghold. When this Territory is removed from a gang’s roster, that gang loses D3 Reputation. |
31 – 36 | Settlement: When the gang collects income, you may roll a D6. On a 4+ the gang may add a free Ganger to the gang’s roster immediately. |
41 – 42 | Bullet Farm: When the gang collects income, A free Ammo Cache or Booby Trap (to determine which, roll 1d6; 1-3 = Frag; 4-5 = Gas; 6 = Melta) wargear item may be added to the gang’s Stash immediately. |
43 – 44 | Drug Lab: When the gang collects income, the gang gains D3-1 free doses of Frenzon, Medicae kit items, or Stimm-slug stash items of the controlling player’s choice for each Drug Lab the gang controls, which are added to the gang’s Stash immediately. |
45 – 46 | Drinking Hole: The gang controls a popular drinking establishment, where denizens of the underhive tend to congregate and wrack up bar tabs. During the Recruit Hired Guns step of a Pre-Battle Sequence, for each Drinking Hole a gang controls they may hire a new Hired Gun for D3 x 25 fewer credits (to a minimum of 0 credits). |
51 | Marketplace: For each Marketplace the gang controls, during the Post-Battle Sequence the controlling player may gain the benefits of either a Seek Rare / Illegal Item action or a Seek Buyer action as if a fighter of the gang had taken that action. |
52 | Workshop: For each Workshop the gang controls, during the Purchase Equipment step of the Post-Battle Sequence the controlling player may select an item from the Equipment List of one of their gang’s fighter types. The gang may purchase that item at D3 x 15 credits less than its normal cost (to a minimum of 0 credits). |
53 | 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. |
54 | 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 greather 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. |
55 | 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. |
56 | 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. |
61 | 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. |
62 | Supplier: The first time this territory is added to a roster within the campaign, a single type of rare or illegal 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. |
63 | 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), which are added to the gang’s Stash immediately. |
64 | 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. |
65 | Guilder Post: Once per Post-Battle Sequence for each Guilder Post the gang controls, an available Leader or Champion may take a special Deal with the Guilders Post-Battle Action to collect D3 x 10 credits, which are added to the gang’s Stash immediately. Additionally, if the gang takes a Sell to the Guilders or Claim Bounties Post-Battle Action the credit the gaing gains an additional 30 credits, and whenever the gang takes a Negotiate Repairs Post-Battle Action they add a +1 bonus to the roll. |
66 | Player’s Choice: The controlling player gains the Special Territory of their choice from this table. |