Necromunday: Lost Zone Territories

Happy Monday, Scummers! Welcome back to another scintillating issue of Necromunday! This week, we’re exploring (ha!) Lost Zone Territories! Older fans of Necromunda may find this system somewhat…familiar, but we think players of any vintage will enjoy what we’ve got in store. Get your pith hat and hilariously large blunderbuss, Scummers. We’re going exploring!

The Dominion and Law & Misrule campaigns both use territories (or rackets, but we’re just going to call all of them territories for the purposes of this article) as objectives. In the first part of the campaign, if you win a game, you get a territory drawn from a communal pool. Later in the campaign, when you win games, you are taking new territories directly from other players. While it is a fun and engaging system, it can swing wildly out of balance very quickly. Players who go on a losing streak early on can find themselves with half as many income generators as other players in the campaign and at a permanent disadvantage.

In the Lost Zone, we want to reframe territories. We’re always looking to increase the ways this game can be narratively engaging, and we think that de-emphasizing territories as an object of conquest is the way to go. In the Lost Zone, territories will instead act more as a revenue safety net, allowing a gang to draw income to help them advance even if they’re finding it hard to secure credits during games. Furthermore, we’ve designed a system where players can upgrade their territories with Reputation, increasing their revenue potential, and even adding some in-game effects.

You might be thinking, “If territories aren’t the rewards for winning games, what’s even the point?” That’s a fair question! Well, fear not dear reader, we will tie a bow on our Lost Zone Series in the next few weeks when we tell you how to put the whole supplement together. So, stay tuned!

 

Using Territories in a Lost Zone Campaign

Instead of a deck of cards, the Lost Zone uses the venerable d66 table to generate territories for gangs to inhabit during the campaign. When a player rolls to generate terrain, if the same result is rolled more than once, re-roll the dice until a different result is rolled.

Starting Territories

In a Lost Zone campaign, each gang (except Palanite Enforcers, more on them later) starts with 2 territories. Roll a d66 to generate each one, or the Arbitrator may assign territories for thematic or narrative reasons. One of these territories must be selected as the gang’s Home Turf. A gang’s Home Turf cannot be changed unless it is lost. If at any point a gang does not have a Home Turf territory, they must select one of their other territories to be their Home Turf.

Minimum and Maximum Territory Limits

The maximum territory limit is based on the number of fighters in a gang. Gangs have to patrol or work their territories, and if they don’t have enough bodies to do so, they can’t feasibly control their territories. A gang may claim 1 territory for every 3 fighters, rounding down. Brutes, exotic beasts, hangers-on, and any hired guns do not count towards this total.

A gang’s minimum territory limit is 1, and if a gang only has 1 territory, it must be that gang’s Home Turf. At the start of a campaign, if a gang has fewer than 6 fighters on their roster, they may still claim 2 territories, until they recruit up to 6 fighters. However, if they ever fall below 6 fighters from this point forward, they will have to forfeit a territory until they only claim 1.

Home Turf

If a gang is called to defend their Home Turf, they will fight tenaciously to hold on to it, and even press-gang any hangers-on into service to defend their home. If a gang is fighting on their home turf they may:

  • Roll 2d6 and discard the highest when taking a Bottle Test.
  • Add 1 to the result of any Rally tests.
  • Select Hangers-on as part of the crew for the scenario. If the scenario is using the Random crew selection method, then the player must add the fighter cards of any Hangers-On to the pool of potential crew members.

Losing Home Turf

Losing their Home Turf can be disastrous for any gang. If a gang loses their Home Turf, they immediately lose 5 Reputation, to a minimum of 0. If this was the gang’s only territory, then they must generate a new one from the Lost Zone Territory Table. However, since they’re being chased out by their enemies, they must roll twice and let the player who just beat them choose their new territory. Hey, it sucks to suck, right?

Income

Each territory provides Income to the gang that claims it. This Income is paid out at the beginning of every campaign week (whatever that timeframe might be), but not at the beginning of the campaign. Income can be fixed or random and may have modifiers applied to it. All players must assign their fighters to work their territories, if applicable, at the beginning of the campaign week. A territory can still generate Income if a fighter isn’t working it, but the gang may not use the Special Rules associated with the territory.

Working Terrain

Some territories may have special rules that specify a number of fighters that need to work that territory. A fighter may not work more than one territory per campaign week. Working territories does not exclude a fighter from taking Post-Battle Actions. However, a fighter in Recovery at the start of a campaign week may not be chosen to work terrain.

Upgrading Territories

As described in the previous Lost Zone article, a gang may spend 5 Reputation to upgrade a territory. Each territory may only be upgraded twice. A gang must take the first upgrade before they take the second upgrade.

Some upgrades add a specific item to the gang’s stash. This item is not removed from the gang if the territory is lost.

Gaining New Territories

During a campaign, a gang’s fortunes will ebb and flow, and so will their claims on territories. As players add new fighters to their ranks, they can branch out to claim new territories. A gang may claim a new territory after a battle if the following conditions are met:

  1. The gang has fewer territories than their maximum territory limit (for example, the gang has 9 fighters, but only 2 territories).
  2. The gang has won their last battle and gained Reputation as a result of the battle.
  3. The Arbitrator allows it.

If a gang is performing too well, the Arbitrator may decide that they’ve attracted the ire of the local guilders and have to lay low for a while before they can add new territories to their portfolio.

When generating a new territory, roll on the Lost Zone Territory Table. If a duplicate territory is rolled, do not re-roll it. There are a lot of Slag Heaps in the Underhive, after all.

Losing Territories

A gang’s roster may fall below the threshold to control the amount of territories they currently claim due to what happens in the Post-Battle Action Sequence. If that is the case, the player must select one territory to forfeit. The player may not select their Home Turf, unless it is the only territory they own. If that is the case, follow the rules for Losing Home Turf.

As before, the Arbitrator may want to step in and allow a gang to hold on to a territory even if they’ve lost some fighters in the name of campaign balance.

Palanite Enforcers and Lost Zone Territories

While Palanite enforcers are oftentimes no better than the gangs they encounter, they do treat territories differently. An Enforcer patrol can only ever claim 1 territory: the Palanite Enforcer Precinct House. However, their station in the Underhive allows them to shake down opposing players for “protection”.

Palanite Enforcer Precinct House

Bullpen, barn, caboose, lockup. The precinct house has many nicknames, but they all share one common trait: they’re full of bloodthirsty Enforcers waiting to be let off the leash.

Income: 30 credits

Shakedown: Each campaign week, the Enforcer player randomly selects one of the opposing gangs participating in the campaign. Then, the Enforcer player randomly selects one of that gang’s territories. For this week, the Enforcer player gets the Income earned from that territory instead of the opposing player who controls it. The Enforcer player only ever gets the territory’s base income, though, and may not use any of the upgrades or special rules. The opposing player gets nothing as “helpful” Enforcers wreck up the place looking for cash.

If a Palanite Enforcer patrol has more than 10 fighters, the Enforcer player may perform 2 Shakedowns.

The Lost Zone Territory Table

11. Chem Pit

The sludgy soup of a chem pit might be poisonous, radioactive, corrosive, or all three. A savvy gang leader can find a use for these noxious vats of goo.

Income: 2d6x3 credits

Special Rules: Select one fighter to work this terrtiory. Working a Chem Pit is extremely dangerous. When rolling for income, if a double 6 is rolled, the fighter has fallen in! Roll on the Lasting Injury table for this fighter, and count all results of 11-26 as 31-45. If the fighter survives, they’re now covered in horrible burn scars. Add the Fearsome Ferocity skill to their fighter card.

Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory.

Upgrade 2 – Used to the Fumes: Any fighters in this gang may add 1 to any Toughness tests made when resisting Gas or Toxin weapons.

12. Ancient Ruins

These ancient ruins predate the Imperium by thousands of years, a sorry echo of humanity’s once-bright future.

Income: 15 credits

Special Rules: None.

Upgrade 1: Set the Income of this Territory to 30.

Upgrade 2 – A Rare Find: Roll a dice. On a 1-3, add a Mung Vase to the controlling gang’s stash. On a 4-6, add an Archaeotech Device to the controlling gang’s stash.

13. Slag Heap

Dross, refuse, call it what you will – the raw waste of a slag heap is extremely valuable to the scummers of the underhive.

Income: 2d3x5 credits

Special Rules: None.

Upgrade 1: Add 1 to the result of the dice roll when determining Income for this territory.

Upgrade 2 – Slag Cart: This territory earns Income twice per campaign week. Roll separately for each time.

14. Mineral Outcrop

These valuable deposits make life in the lost zone worth the risk for its many prospectors, fortune seekers, and fugitives.

Income: 30 credits

Special Rules: None.

Upgrade 1: Set the Income of this Territory to 45.

Upgrade 2 – A Diamond in the Rough: Add one Opulent Jewelry to the controlling gang’s stash.

Credit: Fowler

15. Hab Block

The hab blocks of the lost zone are long-neglected structures filled with folks who have either been forgotten by the hive… or wish to be. Basic amenities include: walls and a floor.

Income: 15 credits

Special Rules: Select one fighter to work this territory. Roll a dice when collecting income. If the result is a 6, the controlling gang may add a free Juve to their gang roster. Equipment must be supplied by the controlling gang.

Upgrade 1: Set the Income of this Territory to 30.

Upgrade 2 – A Better Class of Thug: Instead of a Juve, the controlling gang may now freely recruit a Ganger.

16. Mineshaft

This ancient mineshaft has been abandoned for centuries, its ore deposits depleted. Now it serves as a makeshift transport tunnel – just watch out for rotting support beams.

Income: d6x10 credits

Special Rules: Select one fighter to work this terrtiory. If a 1 is rolled when rolling the dice to determine this territory’s Income, there has been a collapse! Roll a further d6. On a 1-3, place the fighter working this territory in Recovery. On a 4-6 the fighter escapes unharmed.

Upgrade 1: Set the Income of this Territory to 2d6x10

Upgrade 2 – Tunnel Rat: When a fighter is working this terrain, they are considered to have the Infiltrate skill from the Cunning skill tree.

21. Toll Crossing

Bilking the normies out of their hard-earned Imperial eagles in exchange for passage across your turf is as honest a living as any you’ll find in the Lost Zone.

Income: 2d6x5 credits

Special Rules: Select two fighters to work this territory. Sometimes travelers don’t want to pay up, and a shootout may occur. If doubles have been rolled, one of the fighters working this territory has been injured during such an occurrence. Randomly determine one of the fighters working this territory and Roll on the Lasting Injury table for this fighter, and count all results of 11-26 as 31-45. If the fighter survives, they’ve learned an important lesson regarding readiness. Add the Overwatch skill to this fighter’s card.

Upgrade 1: Set the Income of this Territory to 2d6x10

Upgrade 2 – Bottleneck: The controlling gang knows their oponent is coming. After deployment, but before the first priority roll of the game, the controlling gang may re-deploy up to 3 friendly fighters following the normal rules for deployment.

Credit: Dylan Gould

22. Ventilation Shaft

Ventilation shafts crisscross throughout the lost zone and for gangers who know how to navigate them they’re as valuable an asset as any road.

Income: 10 credits

Special Rules: Select between 1 to 3 fighters to work this terrain. Each fighter may take advantage of the ventilation network and is considered to have the Infiltrate skill while they work this terrain. However, the ventilation network is confusing, and it is very easy to become lost. If the player controlling this terrain decides to use the Infiltrate skill of any fighter who gains it from working this terrain, they must roll an Intelligence check for that fighter. If it is failed, the fighter has become lost and must be removed from the starting crew and not replaced.

Upgrade 1: Set the Income of this Territory to 10+2d6.

Upgrade 2 – Trail Blazes: The fighters working this terrain are more familiar with the ventilation network thanks to a series or trail markings left by passing friendlies. Re-roll any failed Intelligence tests when determining if any fighters are lost in the vents before a battle.

23. Slime Farm

Enterprising Underhivers raise toxic lifeforms for deadly poisons and potent chems.

Income: 30 credits

Special Rules: Select up to two fighters to work this territory. Any fighters working this territory are considered to be equipped with Gas Grenades.

Upgrade 1: Set the Income of this Territory to 45.

Upgrade 2 – Nutritious Slime: The fighters working this territory have developed a taste for slime. They may ignore the first Flesh Wound suffered in each battle they fight.

24. Water Still

While “potable” is an extremely generous term for his particular liquid, it is the lifeblood of the underhive nonetheless.

Income: 2d6x5 credits

Special Rules: Select one fighter to work this territory. If the dice roll for Income for this territory is a double, the fighter working this territory has caught a stomach bug. They are placed in Recovery with severe intestinal distress.

Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory.

Upgrade 2 – Filters: The fighter working this territory is no longer at risk from single-cell lifeforms in the water. They cannot be put into a Recovery as a result of the Income roll.

25. Drinking Hole

For the gangs that control them, drinking holes aren’t just places to rest and recuperate but valuable tools for keeping an ear to the ground for the goings on of the Lost Zone.

Income: d6x10 credits

Special Rules: You may select 1-3 fighters to work this territory. If you do, you may draw the same number of Tactics Cards before the start of a battle and choose 1 to keep. However, the fighters working this territory become inebriated while drumming up rumors. Each fighter starts the battle with d3 Intoxicated markers (see: rules for Wild Snake).

Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory.

Upgrade 2 – “This One’s on the House!”: The controlling gang’s drinking hole has become a popular local place to get some R&R. Occaisionally, enemy gangs show up to wet their whistles. The bartenders know these ne’er-do-wells by sight and ply them with free drinks, making sure they’re all stumbling drunk when they leave. The controlling player may randomly select d3 fighters from the opponent’s crew. Each fighter starts the battle with d3 Intoxicated markers (see: rules for Wild Snake).

26. Narco Den

When drink isn’t enough to dull the pain of life in the lost zone, many turn to the narco dens, which are as lucrative for the gangs that control them as they are dangerous.

Income: 2d6x5 credits

Special Rules: You may select any number of fighters to work this territory. While working this territory each fighter may ignore the effects of any Lasting Injuries. However, there is a risk of a fighter getting hooked on their gang’s own stash. Mark down how many times each fighter has worked this terrain on their fighter cards. Roll a d6 for each fighter working this terrain. On a result of 1, the fighter has become hooked and must spend some time detoxing. Place this fighter in Recovery. Subtract 1 from the dice roll for every time this fighter has worked this terrain past the first. For example, if the fighter has worked this terrain 3 times, subtract 2 from the dice roll to see if they need to go into Recovery.

Upgrade 1: Set the Income of this Territory to 2d6x10

Upgrade 2 – Distribution Network: Each campaign week, add 1 does of Obscura to the controlling gang’s stash.

31. Gambling Den

The two main forms of entertainment in the lost zone are gambling and fighting, and the two are usually heavily mixed.

Income: special

Special Rules: The owning player may roll up to 6D6, and gain that many credits x10. However, should they roll any duplicate numbers, they receive none.

Upgrade 1: Add 1 to the result of the dice roll when determining Income for this territory.

Upgrade 2 – Gambling with Peoples’ Lives: If a player rolls duplicate numbers while rolling for Income on this Territory, they may now place a friendly fighter in Recovery to gain half of the determined Income.

32. Fighting Pit

The fighting pits are more than just a form of entertainment, they’re a way for many gangers to earn extra coin and rep.

Income: d6x5 credits

Special Rules: Select one fighter to work this territory. Pit fighters are excellent, if brutal, teachers, and their lessons are comprehensive and long-lasting. If a fighter works this territory, they immediately gain d3 XP. However, if a 1 is rolled when determining Income, the fighter has been injured by their time in the pits. Make a roll on the Lasting Injury table for this fighter, and count all results of 11-26 as 31-45. If the fighter survives, they learn a lasting lesson and may roll up a random skill on the Combat skill list, but may never work this territory again.

Upgrade 1: Set the Income of this Territory to d6x10

Upgrade 2 – Medics are Standing By: You may treat all Lasting Injury rolls made as a result of this territory as 31-45.

33. Beast Kennels

Hunting hounds, gladiator-beasts, and exotic pets alike call the beast kennels home.

Income: d3x10 credits

Special Rules: The controlling gang may forfeit collecting Income with this territory to instead temporarily recruit 1 free Exotic Beast. This Beast must be one that the gang is eligible to recruit, and this Beast will not gain XP in any fashion. At the end of the campaign week, this Beast is removed from the roster.

Upgrade 1: Set the Income of this Territory to 2d3x10

Upgrade 2 – Increased Capacity: The controlling gang can now temporarily recruit 2 Beasts per campaign week instead of 1. The second Beast follows the same rules listed above.

34. Spore Cave

The varied spores and funguses that grow in the Underhive can be cultivated for food, medicinal use, or chemical weapons. Agriculture is truly alive and well on Necromunda.

Income: 15 credits

Special Rules: Select 1 fighter to work this terrain. While working this terrain, a fighter is always considered to have a Medi-kit.

Upgrade 1: Set the Income of this Territory to 30.

Upgrade 2 – Traditional Medicine: Each campaign week, add 1 dose of Stinger Mould to the controlling gang’s stash.

35. Archaeotech Dig

This site is filled with the remnants of ancient technology from a brighter age of humanity, when technology wasn’t viewed with such superstition.

Income: 10 credits

Special Rules: Select one fighter to work this terrtiory. If a 1 is rolled when rolling the dice to determine this territory’s Income, there has been a collapse! Roll a further d6. On a 1-3, place the fighter working this territory in Recovery. On a 4-6 the fighter escapes unharmed.

Upgrade 1: Set the Income of this Territory to 20.

Upgrade 2 – Buried Treasure: Recent digging has uncovered something valuable. Roll a d6 and add the corresponding item to the controlling gang’s stash:

  1. Archaeotech Device
  2. Malefic Artefact
  3. Xenoculum
  4. Archaeo-Carapace armor
  5. Mnemonic Inload Spike
  6. Halo Device

36. Refuse Heap

In the underhive, one man’s trash is another man’s treasure. Or dinner, depending on how hungry they are.

Income: d6x5 credits

Special Rules: Up to 3 fighters can sift through the garbage at the Refuse Heap. Generate Income for each fighter working this territory. However, for each roll of 1, one of the fighters will fall into a hidden pit, get attacked by a ferocious scavenger, or some suffer some equivalent fate. Place that fighter in Recovery.

Upgrade 1: Add 1 to the result of each dice roll when determining Income for this territory.

Upgrade 2 – Good Scrap: The fighters working this territory have found something useful in the Refuse Heap. Roll a d6 and add the corresponding item to the controlling gang’s stash.

1-2: Ablative Overlay

3-4: Guttgerforged Cloak

5-6: Scrap Shield

41. Machine Shop

Choice few know how to properly machine and maintain equipment on Necromunda, and they can without fail be found in the machine shops of the Underhive.

Income: 2d3x5 credits

Special Rules: Select one fighter to work this territory. If that fighter has an Intelligence characteristic of 6+ or better, they’re able to repurpose some of the machines to make ammo for the gang. The controlling player automatically passes their first Ammo Check they’re required to take each battle while the condition for working this territory is met.

Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory.

Upgrade 2 – Bullet Cutting Tools: If the fighter working this territory has an Intelligence characteristic of 6+ or better, then the controlling gang may add one type of special ammunition to their stash per campaign week.

Credit: Evan “Felime” Siefring

42. Blood-Covered Altar

This makeshift altar is covered in blood and offal and carved with arcane runes. It radiates with a malice nearly as powerful as its smell.

Income: 10 credits

Special Rules: Select one fighter to work this territory. This fighter receives whispers from the Immaterium directly into their brain. The controlling player may randomly generate 1 extra Tactics Card per game if the fighter working this terrain is in the starting crew. However, the fighter must pass a Willpower check or start the game under the Insanity condition.

Upgrade 1: Set the Income of this Territory to 20.

Upgrade 2 – “I Can See Forever”: The fighter working this territory is perpetually under the effects of Ghast. Roll for the effect at the beginning of every battle.

43. Slave Pens

Flesh is a readily available commodity on Necromunda, but even the lowliest gang-slave has to stay somewhere.

Income: d6x10 credits

Special Rules: Select one fighter to work this territory. This fighter can escort a work party to another of the gang’s territories. If the controlling player wishes to do so, increase the Income gained from a different friendly territory by 10% rounding up to the nearest 5. In the case of multiple slave pens, each territory can only benefit from one work party.

Upgrade 1: Add 1 to the result of the dice roll when determining Income for this territory.

Upgrade 2 – More Cages: The gang’s capacity for slaves has increased. The controlling player may now select two fighters to work this territory, each taking control of their own work party and enhancing the income of 2 different friendly territories.

44. Fortune Teller

This soothsayer will tell you any future you want to hear, for the right price.

Income: d3x10 credits

Special Rules: Select one fighter to work this territory. This fighter has agreed to submit to the fortune teller’s reading. Roll a d6: on a 2-6 the controlling player may Randomly draw one extra Tactics Card for each of their battles this campaign week. On a 1, the fighter hears something truly disturbing and refuses to take part in any battles this week. Do not draw an extra Tactics Card.

Upgrade 1: Add 1 to the result of the dice roll when determining Income for this territory.

Upgrade 2 – Practice Makes Perfect: The fortune teller is getting better at this whole “predicting the future” thing. After deployment, but before the first priority roll of the game, the controlling player may re-deploy d3 members of their gang. Deployment rules must still be followed.

45. Smuggling Routes

The tunnels and vents of the lost zone can provide valuable passage past the enforcers and so controlling one is extremely lucrative.

Income: 2d6x5 credits

Special Rules: Smugglers sometimes thank gangs for maintaining valuable smuggling routes. I addition to credit Income, the controlling gang may purchase 1 item (at full price) from the Trading post or Black Market that has a rarity or illegality equal or less to the number rolled for Income, even if this item is not included in this week’s spate of trade goods.

Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory, and for determining how rare or illegal the bonus item can be.

Upgrade 2 – “Thanks For Keeping Us Safe”: The item that the controlling gang can purchase is now sold at a 20-credit discount.

46. Redemptionist Shrine

This brightly-lit shrine to the Emperor’s wrath inspires equal measures of awe in the faithful and fear in the heretical.

Income: 15 credits

Special Rules: Select one fighter to work this territory. This fighter spends time flagellating, fasting and praying for salvation. During a battle, this fighter may re-roll their first failed armor save. However, flagellating, fasting and not sleeping can take its toll. Perform a Toughness test for the fighter. If failed, they start the battle with 1 Flesh Wound.

Upgrade 1: Set the Income of this Territory to 30.

Upgrade 2 – Zealous Fury: The fighter working this territory is filled with a burning hatred for unbelievers. While working this terrain, the fighter is considered to have the Berserker, Unstoppable, and Iron Will skills.

51. Local Chapel

The inhabitants of the lost zone haven’t kept much faith in their lives, but the few who seek out these chapels to pray for a second chance.

Income: 10 credits

Special Rules: Select 1 fighter to work this territory. That fighter may “dip into” the alms box to add 2d3 credits to the gang’s stash when collecting Income. However, the local populace don’t like this much and may take out their frustration on the fighter. If both dice are 1s, roll on the Lasting Injury for this fighter and count all results of 11-26 as 31-45.

Upgrade 1: Set the Income of this Territory to 20.

Upgrade 2 – Choir Practice: The holy hymns of the Emperor’s faithful have inspired the gang to calm surety. All members of the gang may add +1 to any Cool checks that they’re required to take.

52. Whispertrade

Talk isn’t always cheap, depending on who’s doing the talking.

Income: 20 credits

Special Rules: Select two fighters to work this territory. The controlling player’s fighters have been spreading rumors about an opposing gang leader. Roll an Intelligence check for both fighters working this territory. If either one is passed, then for every battle the controlling player takes part in this week, any opposing Leaders must subtract 1 from any Cool or Leadership checks they’re required to make.

Upgrade 1: Set the Income of this Territory to 30.

Upgrade 2 – “I heard a rumor…”: Select one enemy fighter from the opposing gang before each battle. The two fighters working this terrain have discovered a glaring weakness in that enemy fighter’s fighting style. For the rest of the battle, any fighters working this terrain get a +1 to hit modifier against this enemy fighter in close combat.

53. Archaeobazaar

A trading post that draws the sector’s traders and gangers alike.

Income: d6x10 credits

Special Rules: Select one fighter to work this territory. If that fighter can pass an Intellignce check, then they are considered to have the Savvy Trader skill from the Savant list for the rest of the campaign week.

Upgrade 1: Add 1 to the result of the dice roll when determining Income for this territory.

Upgrade 2 – Under the Table: The controlling gang has cut a deal with the traders for something exotic. Roll a dice and add the corresponding weapon to the gang’s stash:

  1. Arc Rifle
  2. Rak’Gol Razor Gun
  3. Kroot Long Rifle
  4. Sling Gun
  5. Warpstorm Bolter
  6. Yu’Vath Puzzle Box

Necromunda Terrain
Credit: Fowler

54. Prometheum Tap

Tapping into the prometheum lines without alerting the attention of those above can pay off huge dividends for a gang and the lost zone’s working taps are highly sought after.

Income: 15 credits

Special Rules: Select up to three fighters to work this territory. Each fighter may add Incendiary Charges to their fighter card while they work this territory.

Upgrade 1: Set the Income of this Territory to 30.

Upgrade 2 – Gas Surplus: All flame-based weapons that the controlling gang employs gain the Plentiful trait. Flame based weapons include (but are not limited to!) flamers of all varieties, incendiary charges, and flamestorm and inferno ammunition.

55. Water Tap

The most valuable asset in the lost zone is not the prometheum that fuels the fires of industry but clean, potable drinking water.

Income: 2d6x5 credits

Special Rules: Select one fighter to work this territory. If the dice rolled for income show a double, collect income as normal, but the Water Guild is getting wise to the gang’s effort to steal the life-giving fluid. During the next campaign week, Income may not be collected from this territory. Mark that down on the gang’s roster so it is not forgotten.

Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory.

Upgrade 2 – Hydrate or Die-drate: The controlling gang is in excellent condition thanks to all the water they’re able to consume. Whenever a member of the gang would suffer a Flesh Wound, roll a dice. On a 5+, the Flesh Wound is discarded.

Combat Patrol terrain
Credit: Pendulin

56. Prometheum Refinery

Raw prometheum is only as valuable as your ability to refine it and these stations are tightly guarded.

Income: d3x10 credits

Special Rules: Select one fighter to work this territory. That fighter skims a small bit of the refined prometheum to fashion into ammunition. That fighter may freely equip firestorm or inferno ammo.

Upgrade 1: Set the Income of this Territory to 2d3x10

Upgrade 2 – High Octane: The controlling gang can now refine crude prometheum into some seriously flammable stuff. All flamers, incendiary charges, and fire-based ammunition increase their strength by 1, but gain gain the Unstable trait.

61. Malfunctioning STC

Whatever wondrous dark age technology this STC once was capable of producing, those secrets have been lost to time. It can still tell you how to build a working stubber, though.

Income: 20 credits

Special Rules: All members of this gang may equip a stub gun for free, though they still have to abide by the rules regarding how many weapons they can carry.

Upgrade 1: Set the Income of this Territory to 40.

Upgrade 2 – Bigger Bang: All members of this gang may equip their free stub guns with dum-dum rounds for free.

62. Ghast Grove

Gangers often haze juves by having them spend a night in these groves, surrounded by the psychic echoes of their dead rivals.

Income: 15 credits

Special Rules: Select one fighter to work this territory. This fighter may freely equip one does of Ghast before every battle.

Upgrade 1: Set the Income of this Territory to 30.

Upgrade 2 – High Tolerance: If a member of the controlling gang uses Ghast, they may reroll any failed Willpower checks to use a psychic power.

63. Abandonded Rendering Plant

Forgotten and forbidden, an old corpse-starch rendering plant can still be coerced back to life.

Income: d3x10 credits

Special Rules: If the controlling gang has a friendly fighter die as a result of a 61-66 roll on the Lasting Injury table, or decides to execute a captured enemy fighter, then they may fire up the rendering plant. As a result of being so well-fed, for the next battle after they’ve used this territory, the controlling gang’s fighters may ignore the first Flesh Wound they receive. Mark this on the gang’s roster so it is not forgotten.

Upgrade 1: Set the Income of this Territory to 2d3x10

Upgrade 2 – High Tolerance: Hidden Storage Locker: The gang has found a hidden storage locker with a bunch of rendering equipment. Add a Butcher’s Chain Cleaver and a Boning Sword to the controlling gang’s stash.

64. Soup Kitchen

For those too poor to afford good slop, there’s always the soup made from the runoff. The miserable wretches the soup kitchens attract can often have good intel, however.

Income: 10 credits

Special Rules: The local vagrants appreciate the effort the controlling gang puts into keeping people fed. The controlling gang may add a free Hive Scum to their starting crew before each battle.

Upgrade 1: Set the Income of this Territory to 20.

Upgrade 2 – “Did you hear what I heard?”: The controlling gang is kept informed by their network of local drifters and vagrants. The controlling player may add or subtract 1 to the first priority roll of each battle.

65. Slop House

When it comes to keeping a gang fed, there’s no finer meal in the lost zone than the slop house, which serves both varieties – brown and gray.

Income: 15 credits

Special Rules: Add a slopper to the gang. If the territory is lost, so is the slopper.

Upgrade 1: Set the Income of this Territory to 30.

Upgrade 2 – Brain Food: Being so well-fed allows the controlling gang to concentrate on what’s important. The controlling player may add 1 to any Willpower or Intelligence checks their gang is required to make.

66. Upper Gantries

The cranes, girders, and scaffolding that support the spires provide a vantage point to watch over the underhive.

Income: 10 credits

Special Rules: Select 1-3 fighters to work this terrain. During deployment, these fighters may be deployed anywhere on the table that is at least 2 levels or 6″ above the ground level, whichever is shortest. Roll a d6 for each fighter deployed in this fashion. On a 1, they’ve slipped and fallen on their way down from the gantries. place them on the ground level and treat them as if they’ve just fallen 6″.

Upgrade 1: Set the Income of this Territory to 20.

Upgrade 2 – A Big Switch: The controlling player’s fighters have found a really big switch up in the gantries. It’s the light switch for the whole dome! At the start of any battle, the controlling player can decide to have their fighters throw the switch before they come down. Use the Pitch Black rules for that scenario.

 

Final Thoughts

It’s quite a lot of information, but we hope that this territory system will really elevate your Lost Zone campaigns moving forward. To reiterate, the idea is that territories will support and assist gangs to grow, instead of acting as barriers that keep less fortunate gangs out of the competitive picture. Additionally, adding in the ways to customize territories adds in a new and fun narrative wrinkle to Lost Zone campaign play.

Thanks for sticking with us on such a long article! If you have any questions, please feel free to drop us a line over at necromunday@goonhammer.com.

Thanks again, Scummers! We’ll be back next week, and until then, try to keep your head above the sludge!