Necromunda: Dominion Campaign Territories, Ranked

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Necromunda’s Dominion Campaign is pretty dang rad. Gangs fight over territories: assets that generate income, reputation, and are the prize after beating down a rival gang. But just like everything in Necromunda, territories are unbalanced as hell. In this article, I’ll try to rank each territory based on it’s relative worth, and provide a priority list of territories to target based on each house gang. It won’t be as much of an undertaking as my last article, but I think it will be useful for any player out there. I hope you enjoy!

DO NOT TRUST THESE MEN

A note before we begin: The rules for Necromunda aren’t particularly well written. This is perhaps best exemplified by the text that outlines the process for creating the deck of territories that a Dominion Campaign will be fought over. Here it is in full, taken from the Reddit Necromunda Rules Compendium:

This is an incredibly obtuse way to word what is a pretty simple process. It’s fucking word salad, and it took me multiple read-throughs and like a month of head scratching to actually parse it (shut up, I graduated college with a C average, ok? BUT AT LEAST I GOT THAT DEGREE) I’ll outline it, because this is a very important step for the campaign and describing it in that manner is completely inadequate.

Step 1: Look up what number of territories you’ll need to generate based on how many players you have in the campaign.

Step 2: Grab all of the territories that have an enhanced boon that benefits a specific house. Separate them into 6 decks, based on which house they benefit; it should be 6 decks of 3 cards each. For every house represented by a player in your campaign draw one card from the corresponding house deck. This is done to ensure that there is at least one house specific card up for grabs for each of your players.

Step 3: Take all of the cards not drawn yet (including the house-specific territories) and shuffle them into 1 deck.

Step 4: Draw cards from this larger deck and add them to the cards drawn in step 2 until you have reached the number that you looked up in step 1. Now you have your territory deck!

Now that that’s out of the way, let’s get down to it and rank these territories. I will 1st rank them generally with commentary, and at the end of the article, I will provide house-specific priority lists.

A note on format: some territories have multiple boons. Boons are separated into specific types: Income, Recruits, Equipment, Reputation, and Special. Territories with enhanced boons of the same type will replace the regular boons, but boons of different types will stack. Enhanced boons can only be unlocked by a gang from the house indicated in parentheses after the territory’s name.

Nothing bad could happen to them while they’re behind this barricade, right?

Necromunda Territories, Ranked

  1. Archaeotech Device (Van Saar)
    1. Boon
      1. Special: Any number of weapons owned by the gang may be given one of the falling Traits for free: Blaze, Rad-phage, Seismic, or Shock. All Weapons must be given the same Trait and new weapons purchased later may also be given this Trait. These weapons also gain the Unstable Trait. If the Territory is lost, the weapons lose these additional Traits.
    2. Enhanced Boons
      1. Special: A Van Saar gang may give any number of weapons it owns 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 later may also be given these Traits. These weapons also gain the Unstable trait. If the Territory is lost, the weapons lose these additional Traits.
      2. Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.
    3. Comments
      1. Well, this one’s a fucking no-brainer. Target this territory immediately so ALL OF YOUR WEAPONS (not just guns!) GET WAY BETTER. You want your Goliath leader with a heavy bolter to now set people on fire as he rains death upon them? Then this is the territory for you! Unstable is a slight mitigation to this, but when you can make all of your weapons radioactive, who the fuck cares? Go get this territory immediately and go fucking hog wild! RANKING WITHIN A RANKING TIME! Blaze, Rad Phage, Shock, Seismic. Obviously Van Saar gangs want this one, but it is an extremely good idea to not let them have it.
  2. Tech Bazaar (Van Saar)
    1. Boons
      1. Income: The gang earns D6x10 credits from this Territory when collecting income.
      2. Equipment: Select one 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 add it 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 gang’s Stash for half of its 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 2D6 dice roll.
    2. Enhanced Boons
      1. Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
      2. Income: The gang earns D6x10 credits from this Territory when collecting income. If the gang also controls an Archaeotech Device, this is increased to 2D6x10.
    3. Comments
      1. Discount items and good income? Sign me up! The half-price haggler function is legitimately great. You’ll be rolling in good equipment in no time, and because of the nice income coming from it, you’ll be able to afford whatever you haggle for!
  3. Settlement
    1. Boons
      1. Income: The gang earns D6x10 credits from this Territory when collecting income.
      2. Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
      3. Recruit: The gang may choose to roll two D6 after every battle. On a roll of 6 on either dice, the gang may recruit a single Juve from their House List for free. If both dice come up as 6, then the gang may recruit a Ganger from their House List for free.
    2. Comments
      1. Income gains without drawbacks don’t get much better than this, and the free recruit roll is excellent. The reputation is just icing on what is already a fantastic cake. Remember that all gangs automatically start out with a Settlement that they cannot lose, so controlling two Settlements is an extremely powerful position.
  4. Needle Ways (Delaque)
    1. Boon
      1. Special: Whilst it controls this Territory, the gang may infiltrate up to three fighters onto the battlefield ahead of any battle. Infiltrating fighters must be part of the crew for a battle, but instead of being set up on the battlefield, they are placed to one side. At the end of the first round, the controlling player nominates any spot on the ground surface of the battlefield and sets up each infiltrating fighter within 2’’ of that spot.
    2. Enhanced Boon
      1. Special: A Delaque gang that controls this Territory may infiltrate two groups of up to three fighters using the method detailed above. The fighters in each group must be specified before the battle.
    3. Comments
      1. Giving 3 fighters Infiltrate for free is very powerful, especially if your gang is more focused on close combat or short-ranged shooting. Infiltrating a leader for that clutch triple activation is huge in this case.
  5. Tunnels (Orlock)
    1. Boon
      1. Special: Whist it controls this Territory, the gang may choose to have up to three fighters deploy via tunnels ahead of any battle. These fighters must be part of the crew for a battle, but instead of being set up on the battlefield, they are placed to one side. During the deployment phase, the player sets up two 2’’ wide tunnel entrance markers on any table edge 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 group, and must move onto the battlefield from one of the tunnel entrances. If the battle ends before the fighters arrive, they take no part in the battle.
    2. Enhanced Boons
      1. Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
      2. Special: An Orlock gang may choose to deploy up to six fighters via tunnels using the method detailed above. The fighters in each group must be specified before the battle.
    3. Comments
      1. A little less reliable and useful than Needle Ways and ambiguous wording make this territory suboptimal in comparison, but free infiltrate for 3-6 gangers is never a bad thing! It feels like the writing on this territory is not complete, and maybe instead of just infiltrating 6 fighters the language for the Orlock boon should be that they can infiltrate up to 2 groups of up to 3 fighters in each group, but whatever. It’s still pretty strong. I also like that you get to choose between 2 locations for where they arrive.
  6. Bone Shrines (Cawdor)
    1. Boon
      1. Income: The gang earns 2D6x5 credits from this Territory when collecting income.
    2. Enhanced Boons
      1. Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.
      2. Income: The gang earns 4D6x5 credits from this Territory when collecting income.
    3. Comments
      1. Lots of money, no drawbacks. A very good territory. Cawdor gangs may want to target this territory even before the Archaeotech Device because 4D6x5 credits averages out 70 credits per round and that is stupid good.
  7. Mine Workings (Orlock)
    1. Boon
      1. 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 working the mine, roll an additional D6 to generate income. If the Territory changes control, all of the Captives remain working the mine. A Captive sent to the mines may not subsequently be Sold to Guild. While a Captive is working in the mine, the gang may attempt a Rescue Mission at any time.
    2. Enhanced Boon
      1. Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.
    3. Comments
      1. Good income, and it only gets better the more fighters you capture. Also, an Ambot can work in the mines as well, further sweetening the deal for this territory. If you plan on getting an Ambot, targeting this territory early is a very good idea.
  8. Old Ruins
    1. Boon
      1. Income: The gang earns D3x10 credits from this Territory when collecting income. Additionally, add +1 to the dice roll for each Dome Runner attached to the gang.
    2. Comments
      1. Modest income with no drawbacks. This territory is fine. Definitely not one you want to target early, but it can be a solid income generator. Consider getting a Dome Runner for this territory, as they will pay for themselves after 2 games.
  9. Gambling Den (Delaque)
    1. Boons
      1. Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
      2. Income: The player chooses a suit of cards. The player then draws a card from the shuffled deck of playing cards that includes both Jokers. If they draw a card from the suit they 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 a suit of the same color, then the Income is the value of the card x5 credits. If it is any other suit they gain no income from the Territory. If, however, they draw a Joker, they must pay all of the income they earn in that post-battle sequence to a random gang taking part in the campaign, as determined by the Arbitrator.
    2. Enhanced Boons
      1. Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.
      2. Special: The Delaque player that controls this Territory may nominate a single enemy fighter at the start of the battle. The Delaque have called in the fighter’s debt marker, 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.
    3. Comments
      1. This territory is completely broken if there are Delaque gangs in the campaign. It is wildly overpowered. The income is meh, but with huge upside, reputation is always good, but the special boon given to Delaque gangs is completely ridiculous. Here’s my take: if there is no Delaque gagns in the campaign, then this territory is ok. If you have any Delaque players in your campaign, this territory becomes priority #1 just to keep it out of their pale, sneaky hands. A note on income: a deck of cards with 2 jokers has 54 cards. You will gain some income 48% of the time, gain no income 48% of the time, and lose all of your income 4% of the time.
  10. Workshop
    1. Boon
      1. Recruit: The gang may recruit an Ammo-jack Hanger-on for free.
    2. Commentary
      1. Ammo-Jacks are great! Their ability to let your whole gang re-roll 1’s on ammo checks is awesome. Combine that with the fact that you WANT your ammo-jack to be on the table for you makes this a prime target early in the campaign. Note that this hanger-on is still counted towards the number of hangers-on and brutes a gang can employ.
  11. Refuse Drift (Cawdor)
    1. Boon
      1. 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 battle whilst they recover. No income is lost.
    2. Enhanced Boons
      1. Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
      2. Income: The gang earns 2D6x5 credits from this Territory when collecting income. A Cawdor gang has no risk of encountering a nasty waste-lurker.
    3. Commentary
      1. A low-risk income generator is always a good thing. Obviously even better for Cawdor.
  12. Stinger Mould Sprawl (Escher)
    1. Boon
      1. Special: During the post-battle sequence, the gang controlling this Territory may re-roll a Single Lasting Injury roll on a fighter. Note that a Memorable Death result may not be re-rolled.
    2. Enhanced Boons
      1. Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
      2. 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.
    3. Commentary
      1. Always good to have a backup for a 61-65 result on the lasting injury table, and even sweeter for Eschers. A good territory.
  13. Promethium Cache
    1. Boons
      1. Equipment: Whilst it controls this Territory, three fighters in the gang gain incendiary charges for free.
      2. Special: All fighters in the gang may re-roll Ammo checks for any weapon that has the Blaze trait.
    2. Commentary
      1. Three free incendiary charges are no joke. Give them to juves and gangers and cackle with glee as your enemies are set on fire! The blaze re-roll is also very useful if you’re a Cawdor player.
  14. Sludge Sea
    1. Boon
      1. Equipment: Whilst it controls this Territory, three fighters in the gang gain choke gas grenades for free.
    2. Commentary
      1. It’s like the promethium cache, but slightly worse. Still not bad though, as choke grenades can wreck champions and leaders. Stick with juves and gangers for the recipients, though.
  15. Fighting Pit (Goliath)
    1. Boon
      1. Recruit: Whilst it controls this Territory, the gang may recruit two Hive Scum Hired Guns for free, including their equipment, prior to every battle.
    2. Enhanced Boon
      1. Reputation: Whilst it controls this Territory, the gang adds +2 to Its Reputation.
    3. Commentary
      1. I can see this being useful in the early part of a campaign when rosters are smaller. However, since most games of Necromunda use between 6 and 10 models, when gang rosters start to get bigger, the utility of the fighting pits decreases rather dramatically.
  16. Synth Still (Escher)
    1. Boon
      1. Special: Whilst it controls this Territory, the gang treats chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin trait as Common.
    2. Enhanced Boons
      1. Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
      2. Special: Whilst it holds this Territory, the gang treats chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin trait as Common, and halves the cost of these items (rounding up).
    3. Commentary
      1. Not really all that useful for a non-Escher gang, but extremely useful for an Escher gang, especially one that specs into gas and toxin. Think about buying a bunch of chem synths if you’re Escher and really going to town with choke grenades and needle rifles.
  17. Slag Furnace (Goliath)
    1. Boon
      1. Income: The gang-earns D6x5 credits from this Territory when collecting income.
    2. Enhanced Boon
      1. Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.
      2. Recruit: The gang may choose to roll two D6 after every battle. On a roll of 6 on either dice, the gang may recruit a single Juve from their House List for free. If both dice come up as 6, then the gang may recruit a Ganger from their House List for free.
    3. Commentary
      1. It’s a crappier settlement, but only for Goliaths. Not the worst, but certainly nowhere near the best.
  18. Narco Den (Escher)
    1. Boon
      1. Income: The gang earns D6x5 credits from this Territory when collecting income.
    2. Enhanced Boons
      1. Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
      2. 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.
    3. Commentary
      1. Though it is no-risk income, D6x5 is paltry. Also needing to “complete the set” in order to unlock higher income is pretty bad.
  19. Toll Crossing (Orlock)
    1. Boon
      1. Income: The gang earns D6x5 credits from this Territory when collecting income.
    2. Enhanced Boon
      1. Special: Whilst it controls this Territory, an 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 benefit in a single battle against another gang.
    3. Commentary
      1. Not that interesting for non-Orlocks, but reliable and no-risk. Good target for Orlocks as it allows for some interesting alpha-strike strategies.
  20. Smelting Works (Goliath)
    1. Boon
      1. Income: the gang earns D6x5 credits from this Territory when Collecting income.
    2. Enhanced Boon
      1. Income: The gang earns D6x5 credits from this Territory when collecting income. If the gang also controls a Slag Furnace, this is increased to D6x10 credits.
    3. Commentary
      1. It’s steady, no-risk income, but it’s low and the “collect the set” territores are bad.
  21. Drinking Hole (Delaque)
    1. Boons
      1. Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
      2. Special: Whilst it controls this Territory, any fighter in the gang may re-roll any failed Cool checks. If a fighter 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.
    2. Enhanced Boons
      1. Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.
      2. 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 start of the battle, and places an Intoxicated marker on each fight to show that their drink was spiked. The marked fighters suffer -1 to all tests and checks for the duration of the battle.
    3. Commentary
      1. This one’s also fucking busted. In Delaque hands it is an extremely powerful asset. In anyone else’s, it is garbage. It might be good to make sure those sneaky weirdos don’t get a hold of this one.
  22. Rogue Doc Shop
    1. Boon
      1. Recruit: The gang may recruit a Rogue Doc Hanger-on for free.
    2. Commentary
      1. While having a Rogue Doc can be a good thing, they’re among the lower-tier hangers on. The critically injured result can be nasty, but it only happens less than 1/6th of the time when a fighter gets injured. Also, while free, this Rogue Doc will take up a spot in your allotted hangers on, and there are more useful members of that group.
  23. Collapsed Dome
    1. Boon
      1. 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 is generated and a random fighter from the gang suffers a Lasting Injury.
    2. Commentary
      1. Before your pupils turn into dollar signs, think of the odds. The odds of rolling doubles with 2D6 are 17%, 44% for 3D6, 72% for 4D6, 91% for 5D6, and 98% for 6D6. And while an injured character is more than likely going to be fine in the long term, there is still a solid chance that they will become crippled or die, and since you have to randomly determine the injured party, I’d say this territory is NOT worth it unless your gang is 100% juves (and this is not possible). AND since the income is lost on a double this territory is just about useless. Stick to 2 dice and try to pick up a different territory.
  24. Generatorium (Van Saar)
    1. Boon
      1. Special: If their gang controls this Territory, a player may choose to stall the generators, temporarily cutting the power to the area in which a battle is taking place and plunging it into darkness. The player may declare they will do this at the beginning of any Priority phase, before the roll for Priority. For the remainder of the battle, the Pitch Black rules (see page 155) are in effect. However, at the start of each End phase, there is a chance that the generators will automatically restart and the light flood back. At the start of each End phase, before making any Bottle tests, the player that controls this Territory rolls a D6. If the result is a 5 or more, the generators restart and the Pitch Black rules immediately cease to be in effect. If the roll is a 1-4, the generators stay silent.
    2. Enhanced Boon
      1. Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
    3. Commentary
      1. This would be an extremely fun territory to have if your gang has spec’d into photo-goggles or infra-sights. Otherwise it could be worthwhile to protect your gang from an especially nasty shooting gang or grant you cover of darkness to advance your choppers into chopping range. The lack of income and focus on specialized interests make this one pretty meh, though.
  25. Corpse Farm (Cawdor)
    1. Boon
      1. Income: When collecting income, the gang gains D6x10 credits for every fighter on either side that was deleted from their roster during the Update Roster step of the preceding battle.
    2. Enhanced Boons
      1. Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
      2. Income: When collecting income, the gang gains 2D6x10 credits for every fighter on either side that was deleted from their roster during the Update Roster step of the preceding battle.
    3. Commentary
      1. Gangers don’t die enough to make this territory any good. This one sucks even for Cawdor.
  26. Wastes
    1. Boon
      1. 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 a 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.
    2. Commentary
      1. This is the Bad Territory. Avoid it, and if you have it, try to get rid of it as soon as possible.

26 territories in and you might still be thinking, “What about my gang? Which way should we go first?” Well, dear reader, I got you. For most gangs things are going to generally be similar to the master list here, but unsurprisingly, not for Delaque.

Arbitrator’s Note: There is a strong case to ban both Archaeotech Device and Gambling Den. For Gambling Den, the case is easy: it’s not fun. It is not fun to leave your best fighter at home for the entire battle. For Archaeotech Device, it is because the territory is bonkers and the gang who has it will immediately be far more powerful than their gang rating will indicate.

House Cawdor Territory Priority List

  1. Archaeotech Device (Van Saar)
  2. Bone Shrines (Cawdor)
  3. Tech Bazaar (Van Saar)
  4. Settlement
  5. Needle Ways (Delaque)
  6. Tunnels (Orlock)
  7. Refuse Drift (Cawdor)
  8. Mine Workings (Orlock)
  9. Old Ruins
  10. Gambling Den (Delaque)
  11. Workshop
  12. Stinger Mould Sprawl (Escher)
  13. Promethium Cache
  14. Sludge Sea
  15. Fighting Pit (Goliath)
  16. Synth Still (Escher)
  17. Slag Furnace (Goliath)
  18. Narco Den (Escher)
  19. Toll Crossing (Orlock)
  20. Smelting Works (Goliath)
  21. Drinking Hole (Delaque)
  22. Rogue Doc Shop
  23. Collapsed Dome
  24. Generatorium (Van Saar)
  25. Corpse Farm (Cawdor)
  26. Wastes

House Delaque Territory Priority List

  1. Gambling Den (Delaque)
  2. Drinking Hole (Delaque)
  3. Archaeotech Device (Van Saar)
  4. Tech Bazaar (Van Saar)
  5. Settlement
  6. Needle Ways (Delaque)
  7. Tunnels (Orlock)
  8. Bone Shrines (Cawdor)
  9. Mine Workings (Orlock)
  10. Old Ruins
  11. Workshop
  12. Refuse Drift (Cawdor)
  13. Stinger Mould Sprawl (Escher)
  14. Promethium Cache
  15. Sludge Sea
  16. Fighting Pit (Goliath)
  17. Synth Still (Escher)
  18. Slag Furnace (Goliath)
  19. Narco Den (Escher)
  20. Toll Crossing (Orlock)
  21. Smelting Works (Goliath)
  22. Rogue Doc Shop
  23. Collapsed Dome
  24. Generatorium (Van Saar)
  25. Corpse Farm (Cawdor)
  26. Wastes

House Escher Territory Priority List

  1. Archaeotech Device (Van Saar)
  2. Tech Bazaar (Van Saar)
  3. Settlement
  4. Needle Ways (Delaque)
  5. Tunnels (Orlock)
  6. Stinger Mould Sprawl (Escher)
  7. Synth Still (Escher)
  8. Bone Shrines (Cawdor)
  9. Mine Workings (Orlock)
  10. Old Ruins
  11. Gambling Den (Delaque)
  12. Workshop
  13. Refuse Drift (Cawdor)
  14. Promethium Cache
  15. Sludge Sea
  16. Fighting Pit (Goliath)
  17. Slag Furnace (Goliath)
  18. Narco Den (Escher)
  19. Toll Crossing (Orlock)
  20. Smelting Works (Goliath)
  21. Drinking Hole (Delaque)
  22. Rogue Doc Shop
  23. Collapsed Dome
  24. Generatorium (Van Saar)
  25. Corpse Farm (Cawdor)
  26. Wastes

House Goliath Territory Priority List

  1. Archaeotech Device (Van Saar)
  2. Tech Bazaar (Van Saar)
  3. Settlement
  4. Needle Ways (Delaque)
  5. Tunnels (Orlock)
  6. Bone Shrines (Cawdor)
  7. Mine Workings (Orlock)
  8. Slag Furnace (Goliath)
  9. Old Ruins
  10. Gambling Den (Delaque)
  11. Workshop
  12. Refuse Drift (Cawdor)
  13. Stinger Mould Sprawl (Escher)
  14. Promethium Cache
  15. Sludge Sea
  16. Fighting Pit (Goliath)
  17. Synth Still (Escher)
  18. Narco Den (Escher)
  19. Toll Crossing (Orlock)
  20. Smelting Works (Goliath)
  21. Drinking Hole (Delaque)
  22. Rogue Doc Shop
  23. Collapsed Dome
  24. Generatorium (Van Saar)
  25. Corpse Farm (Cawdor)
  26. Wastes

House Orlock Territory Priority List

  1. Archaeotech Device (Van Saar)
  2. Tech Bazaar (Van Saar)
  3. Settlement
  4. Needle Ways (Delaque)
  5. Tunnels (Orlock)
  6. Bone Shrines (Cawdor)
  7. Mine Workings (Orlock)
  8. Toll Crossing (Orlock)
  9. Old Ruins
  10. Gambling Den (Delaque)
  11. Workshop
  12. Refuse Drift (Cawdor)
  13. Stinger Mould Sprawl (Escher)
  14. Promethium Cache
  15. Sludge Sea
  16. Fighting Pit (Goliath)
  17. Synth Still (Escher)
  18. Slag Furnace (Goliath)
  19. Narco Den (Escher)
  20. Smelting Works (Goliath)
  21. Drinking Hole (Delaque)
  22. Rogue Doc Shop
  23. Collapsed Dome
  24. Generatorium (Van Saar)
  25. Corpse Farm (Cawdor)
  26. Wastes

House Van Saar Territory Priority List

  1. Archaeotech Device (Van Saar)
  2. Tech Bazaar (Van Saar)
  3. Settlement
  4. Needle Ways (Delaque)
  5. Tunnels (Orlock)
  6. Bone Shrines (Cawdor)
  7. Mine Workings (Orlock)
  8. Old Ruins
  9. Gambling Den (Delaque)
  10. Workshop
  11. Refuse Drift (Cawdor)
  12. Stinger Mould Sprawl (Escher)
  13. Promethium Cache
  14. Sludge Sea
  15. Fighting Pit (Goliath)
  16. Synth Still (Escher)
  17. Slag Furnace (Goliath)
  18. Narco Den (Escher)
  19. Toll Crossing (Orlock)
  20. Smelting Works (Goliath)
  21. Drinking Hole (Delaque)
  22. Rogue Doc Shop
  23. Collapsed Dome
  24. Generatorium (Van Saar)
  25. Corpse Farm (Cawdor)
  26. Wastes

 

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