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DOMINION TERRITORIES

OLD RUINS (1) SETTLEMENT (2) ROGUE DOC SHOP (3)


Income: D3x10 + 10 per Dome Income: D6x10. Recruit: Rogue Doc.
Runner. Reputation: +1.
Recruit: Roll 2D6. If one dice rolls a 6,
a free Juve may be recruited. If both
dice rolls 6s, a free Ganger may be
recruited instead.

DOMINION TERRITORY DOMINION TERRITORY DOMINION TERRITORY


♠1 ♠2 ♠3

PROMETHIUM CACHE (4) WASTES (5) SLUDGE SEA (6)


Equipment: 3 fighters gain Incendiary Special: If challenged in the Phase 1, Equipment: 3 fighters gain Choke gas
charges. choose which Territory is at stake grenades.
Special: Re-roll any Ammo checks for (instead of the challenger as normal). If
Blaze weapons. challenged in the Phase 3 for a
Territory already controlled by the
gang, the Leader can try to pass an
Intelligence check to play as Attacker
on the Ambush scenario instead of
rolling.

DOMINION TERRITORY DOMINION TERRITORY DOMINION TERRITORY


♠4 ♠5 ♠6

WORKSHOP (7) COLLAPSED DOME (8) Territory (9)


Recruit: Ammo-jack. Income: Roll 2 to 6 dice. Receive 10x
the result rolled if no doubles are
rolled. If any double is rolled, a
random fighter suffers a Lasting Injury
instead.

DOMINION TERRITORY DOMINION TERRITORY DOMINION TERRITORY


♠7 ♠8 Originates from?

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DOMINION TERRITORIES
SLAG FURNACE (1) FIGHTING PIT (2) SMELTING WORKS (3)
Income: D6x5. Recruit: 2x generic Hive Scum every Income: D6x5 credits.
battle (including equipment).
Goliath Goliath
Reputation: +2. Goliath Income: D6x5, or D6x10 if also
Recruit: Roll 2D6, on a roll of 6 on Reputation: +2. controlling Slag Furnace.
either dice, a single Juve may be
recruited for free. If both dice come up
as 6, a ganger may be recruited for
free instead.

GOLIATH TERRITORY GOLIATH TERRITORY GOLIATH TERRITORY


♠9 ♠ 10 ♠ JACK

SYNTH STILL (1) STINGER NARCO DEN (3)


MOULD SPRAWL (2) Income: D6x5 credits.
Special: Chem synths, medicae kits,
stimm-slug stashes and any weapon Special: During the post-battle
with the Gas or Toxin traits are treated Escher
sequence, re-roll a single Lasting Injury Reputation: +1.
as Common in the Trading post. result on a fighter. Memorable Death Income: D6x5, or D6x10 if also in
may not be re-rolled. control of a Synth Still.
Escher
Special: Same as above, but at half Escher
the cost (rounded up). Special: Remove a single existing
Reputation: +1. Lasting Injury from a fighter or re-roll a
single Lasting Injury roll on a fighter,
including a Memorable Death result.
Reputation: +1.

DOMINION TERRITORY DOMINION TERRITORY DOMINION TERRITORY


♠ QUEEN ♠ KING ♥ ACE

MINE WORKINGS (1) TUNNELS (2) TOLL CROSSING (3)


Income: D6x10. Add D6x10 per Special: Before the battle, choose up to 3 Income: D6x5.
fighters from the crew to deploy via tunnels.
Ambots and Captives working in the
During the deployment, set up 2 tunnel
mines. Captured fighters can work in entrance markers (2" wide) on any table
Orlock
the mines instead of being sold to the edge on the ground surface. During the Special: Get Priority in the first round
Guilders. If the Resource changes Priority phase of each turn, the group of any battle. Any gang in the
control, the Captives remain working arrives on a 4+. They may be activated as a campaign may pay the Orlock gang 20
the mine. A Captive working the mine single group, and must move onto the credits to gain the same benefit in a
may not subsequently be sold to the battlefield from one of the tunnel entrance single battle against another gang.
Guilders. While a Captive is working the markers. The group must arrive through the
mine, rescue may be attempted at any same tunnel entrance. If the battle ends YAQ: The payment cannot be refused
time. before the fighters arrive, they take no part by the Orlock gang. If both gangs pay
in the battle. for this in the same battle, it has no
Orlock effect (the credits are still spent).
Reputation: +2. Orlock
Reputation: +1 while in control of this
territory
Special: Deploy up to 6 fighters in 2 groups
as described above.
DOMINION TERRITORY DOMINION TERRITORY DOMINION TERRITORY
♥2 ♥3 ♥4

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DOMINION TERRITORIES
GENERATORIUM (1) ARCHAEOTECH DEVICE (2) TECH BAZAAR (3)
Special: The power may be cut any Income: D6x10 credits.
Special: Any number of weapons may Equipment: One Leader or Champion can
round before rolling for Priority,
be given one of the following Traits for make a Haggle post-battle action to gain a
enabling the Pitch Black rules. At the
free: Blaze, Rad-phage, Seismic, or discount on a single item (half the cost
start of each End phase, before
Shock. All weapons must be given the rounded down) from the Trading Post or
making any Bottle tests, the generators
same Trait and new weapons may also Black Market. Roll 2D6 (add +1 for Exotic
restart on a 5+ and the Pitch Black
be given this Trait. These weapons Furs):
rules immediately cease to be in effect. ● 7+: 1 item with Rarity equal to the
also gain the Unstable Trait. If the
Van Saar Territory is lost, the weapons lose result.
these additional traits. ● 4-7: Common item.
Reputation: +1.
● 2-3: No item gained (the fighter
proves to be very poor at
Van Saar
haggling).
Special: Choose 2 Traits instead of 1
from the list above. Van Saar
Reputation: +2 Income: D6x10, or 2D6x10 credits if also in
control of an Archaeotech Device.
Reputation: +1.

DOMINION TERRITORY DOMINION TERRITORY DOMINION TERRITORY


♥5 ♥6 ♥7

REFUSE DRIFT (1) CORPSE FARM (2) BONE SHRINE (3)


Income: 2D6x5. If a double is rolled, a Income: D6x10 for every fighter from Income: 2D6x5.
random fighter must go into Recovery either side that was deleted from their
(miss next battle). roster during the post-battle of the Cawdor
preceding battle. Income: 4D6x5.
Cawdor Reputation: +2.
Income: 2D6x5 without the risk of a Cawdor
fighter going into Recovery. Income: 2D6x10 for every fighter from
Reputation: +1. either side that was deleted from their
roster during the post-battle of the
preceding battle.
Reputation: +1.

YAQ:
Only receive credits from dead fighters!

DOMINION TERRITORY DOMINION TERRITORY DOMINION TERRITORY


♥8 ♥9 ♥ 10

DRINKING HOLE (1) GAMBLING DEN (2) NEEDLE WAYS (3)


Reputation: +1. Reputation: +1. Special: 3 fighters that are part of the
Special: Any fighter may re-roll failed Income: Choose a suit of cards, then crew may be infiltrated ahead of any
Cool checks. If this option is used, the draw a card (from a deck including 2 battle. At the end of the first round,
fighter suffers a -1 hit modifier for the jokers): nominate any spot on the ground
rest of the battle. ● Same suit: Card value x 10. surface of the battlefield and set up
● Same colour: Card value x 5. each infiltrating fighter within 2” of that
Delaque ● Joker: Pay all income earned spot.
Reputation: +2 while in control of this in this post-battle sequence to
Territory. a random gang taking part in Delaque
Special: Nominate 3 enemy fighters at the campaign. Special: Infiltrate 6 fighters instead of
the start of the battle, they suffer a -1 to 3 as described above. The fighters are
all tests and checks for the battle. Delaque
divided into 2 groups. The fighters in
Reputation: +2. each group must be specified before
Special: Nominate a single enemy the battle.
fighter at the start of the battle. That
fighter takes no part in this battle.

DOMINION TERRITORY DOMINION TERRITORY DOMINION TERRITORY


♥ JACK ♥ QUEEN ♥ KING

3
RACKETS
NARCO-DISTRIBUTION (1) OUT-HIVE SMUGGLING GHAST PROSPECTING (3)
ROUTES (2)
Special: Equipment:
Chem synths, medicae kits, stimm-slug Linked: 3 doses of Ghast each battle. Temp!
stashes and any weapon with the Gas Ghast Prospecting (♦3), Linked:
or Toxin traits are treated as Common The cold Trade (♦4). Out-Hive Smuggling Routes (♦2),
in the Trading post. Income (Linked 0, 1, 2): Caravan Route control (♣9).
Linked: 1D6x10, 2D6x10, 3D6x10 Income (Linked 1, 2):
Out-Hive Smuggling Routes (♦2), 2D6x10, 4D6x10
Ghast Prospecting (♦3).
Income (Linked 0, 1, 2):
1D6x10, 2D6x10, 3D6x10

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♦ ACE ♦2 ♦3

THE COLD TRADE (4) LIFE COIN EXCHANGE (5) XENOS BEAST
TRAFFICKING (6)
Special: Recruit:
Xenos weapons (Black Market) are 2x generic Hive Scum or 1x generic Special:
treated as Common. Bounty Hunter each battle Grapplehawks and Gyrinx Cats (Black
Equipment: (including equipment). Market) are treated as Common.
1 Xenos weapon. Temp! Once! Linked: Equipment:
Linked: Whisper Brokers (♦7), 1 Grapplehawk or Gyrinx Cat (Leader
Out-Hive Smuggling Routes (♦2), Corpse Guild Bond (♦8). only). Temp! Once!
Spire Patronage (♣6). Income (Linked 1): Linked:
Income (Linked 1, 2): D6x10 Out-Hive Smuggling Routes (♦2),
1D6x10, 2D6x10 Special (Linked 2): Blood Pits (♣5).
All gang members gain Fearsome Income (Linked 1, 2):
(skill). Temp! 1D6x10, 2D6x10

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♦4 ♦5 ♦6

WHISPER BROKERS (7) CORPSE GUILD BOND (8) SLAVE GUILD BOND (9)
Special: Exclusive: Exclusive:
+D3 Tactics cards each battle. Cannot control other Guild Bond Cannot control other Guild Bond
Linked: Rackets. Rackets.
Life Coin Exchange (♦5), Income: Income:
Peddlers of Forbidden Lore (♣13). D6x10 + 10 per other Resource D6x10 + 10 per other Resource
Special (Linked 1): controlled controlled
When challenged, choose the Recruit (choose one): Recruit (choose one):
Resource at stake (instead of the ● Law Abiding only: Form an ● Law Abiding only: Form an
challenger as normal). automatic alliance with the automatic alliance with the
Special (Linked 2): Guild. Can always add the Guild. Can always add the
When challenged for an already Guild to the crew each battle. Guild to the crew each battle.
controlled Resource, the Leader can ● Any: 1x Bounty Hunter + 2x ● Any: 1x Bounty Hunter + 2x
try to pass an Intelligence check to generic Hive Scum each generic Hive Scum each
play as Attacker on the Ambush battle (including equipment) battle (including equipment)
scenario instead of rolling.

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♦7 ♦8 ♦9

4
RACKETS
PROMETHIUM GUILD GUILD OF COIN BOND (11) WATER GUILD BOND (12)
BOND (10)
Exclusive: Exclusive:
Exclusive: Cannot control other Guild Bond Cannot control other Guild Bond
Cannot control other Guild Bond Rackets. Rackets.
Rackets. Income: Income:
Income: D6x10 + 10 per other Resource D6x10 + 10 per other Resource
D6x10 + 10 per other Resource controlled controlled
controlled Recruit (choose one): Recruit (choose one):
Recruit (choose one): ● Law Abiding only: Form an ● Law Abiding only: Form an
● Law Abiding only: Form an automatic alliance with the automatic alliance with the
automatic alliance with the Guild. Can always add the Guild. Can always add the
Guild. Can always add the Guild to the crew each battle. Guild to the crew each battle.
Guild to the crew each battle. ● Any: 1x Bounty Hunter + 2x ● Any: 1x generic Bounty
● Any: 1x Bounty Hunter + 2x generic Hive Scum each Hunter + 2x generic Hive
generic Hive Scum each battle (including equipment) Scum each battle (including
battle (including equipment). equipment)

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♦ 10 ♦ JACK ♦ QUEEN
ARCHAEOTECH WITCH SEEKING (14) REDEMPTIONIST
AUCTIONING (13) BACKERS (15)
Exclusive:
Equipment: Law Abiding only! Converted into Wyrd Exclusive:
1 Imperial weapon (Black Market). Trade if controlled by Outlaws. Cannot be claimed by Cults (Chaos,
Temp! Once! Special: Genestealer, Corpse Grinder). If they
Linked: Each fighter can add Shock to 1 of gain control, it becomes dormant until
Proxies of the Omnissiah (♣3), their Melee weapons. claimed by a different type of gang.
The Cold Trade (♦4). Linked: Special:
Income (Linked 0, 1, 2): Redemptionist Backers (♣2), Re-roll failed Ammo checks for Blaze
2D6x10, 3D6x10, 4D6x10. Slave Guild Bond (♦9). weapons.
If a double is rolled, gain nothing. Income (Linked 1): Double the Linked:
income when Claiming Bounties for Promethium Guild Bond (♦10),
Psykers (including temporary Psykers). Witch Seeking (♣1).
Special (Linked 2): The Leader can Income (Linked 1, 2):
try to pass an Intelligence check to 1D6x10, 2D6x10
double the income when Claiming
Bounties.

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♦ KING ♣ ACE ♣2
PROXIES OF THE GAMBLING EMPIRE (17) BLOOD PITS (18)
OMNISSIAH (16)
Income: Recruit:
Special: Choose a suit of cards, 2x generic Hive Scum
Can re-roll any failed Ammo checks. then draw a card: (including equipment).
Bionics are treated as Common. ● Same suit: Value x 10. Linked:
Linked: ● Same colour: Value x 5. Slave Guild bond (♦9),
Archaeotech Auctioning (♦13), Linked: Xenos Beast Trafficking (♦6).
Promethium Guild Bond (♦10). Blood Pits (♣5), Whisper Brokers (♦7). Special (Linked 1):
Income (Linked 1): Special (Linked 1): A Leader or Champion can fight in the
D6x10 Nominate an enemy fighter (not Leader pits as a post-battle action. Pass a WS
Special (Linked 2): or Champion) to miss the battle. check with a -1 modifier to permanently
Each fighter can add Shock or Seismic gain a random Combat or Brawn skill.
to 1 of their weapons. These weapons If failed with a double 1, the fighter
also gain Unstable. Temp! suffers a Lasting Injury roll.
Income (Linked 2):
2D6x10

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♣3 ♣4 ♣5

5
RACKETS
SPIRE PATRONAGE (19) BULLET CUTTING (20) SETTLEMENT
PROTECTION (21)
Income: Special:
2D6x10 when winning a battle. Re-roll any failed Ammo checks. Recruit:
Linked: Equipment: 1 Hanger-on.
Proxies of the Omnissiah (♣3), Treat all items with Rarity 9 or below Linked:
Blood Pits (♣5). as Common from either Black Market Any Guild Bond (♦8 - ♦12),
Equipment (Linked 1): or Trading Post. Bullet Cutting (♣7).
All Leaders and Champions can gain 1 Linked: Income (Linked 0, 1, 2):
Extravagant Goods each: Gold-plated Proxies of the Omnissiah (♣3), 1D6x10, 2D6x10, 3D6x10
Gun, Exotic Furs, Opulent Jewellery, Blood Pits (♣5).
Uphive Raiments. Income (Linked 1, 2):
Income (Linked 2): 1D6x10, 2D6x10
Gain a Caryatid for the Leader. It will
not leave if losing Reputation.

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♣6 ♣7 ♣8
CARAVAN ROUTE WYRD TRADE (23) PRODUCTION SKIMMING
CONTROL (22) (24)
Equipment:
Linked: Ghast is treated as Common. Linked: Any Guild Bond (♦8 - ♦12),
Guild of Coin Bond (♦11), The Cold Linked: Caravan Route Control (♣9).
Trade (♦4). Peddlers of Forbidden Lore (♣13), Income (Linked 0, 1, 2):
Income (Linked 0, 1, 2): Whisper Brokers (♦7). 1D6x10, 2D6x10, 3D6x10
1D6x10, 2D6x10, 3D6x10 Income (Linked 1, 2):
2D6x10, 3D6x10

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♣9 ♣ 10 ♣ JACK
THE RESURRECTION PEDDLERS OF TITLE (27)
GAME (25) FORBIDDEN LORE (26)
Description
Special: Ignore 1 Critical Injury or Special:
Memorable Death result on the Lasting Re-roll Priority roll.
Injury table per battle. The fighter goes Linked:
into Recovery instead. Wyrd Trade (♣10),
Linked: The Resurrection Game (♣12).
Corpse Guild Bond (♦8), Income (Linked 1):
Peddlers of Forbidden Lore (♣13). 2D6x10.
Income (Linked 1): 2D6x10 Special (Linked 2):
Special (Linked 2): Any gang can pay 4+ invulnerable save to the Leader and
the controlling gang to return a dead all Champions.
fighter from the grave. The cost is the
original fighter value (including
equipment) + 100. Roll 2D6:
● 2: Failed.
● 3-6: Gains Fearsome & -1T.
● 7+: Gains Fearsome.
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♣ QUEEN ♣ KING Originates from?

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UPRISING TERRITORIES
SETTLEMENT (1) WASTELANDS (2) HAB LEVEL (3)
Income: D6x10. Income: D3x10. Reputation: +D6.
Recruit: Roll a 3+ to gain a free Juve Ambush: Once each campaign week, Income: D6x10.
including additional equipment worth after rolling to determine the scenario,
25 credits. roll a D6. On a 3+, the controlling gang RUINED
can decide who is attacker and Starvation: D6.
RUINED defender. Scavenging: D3.
Recruit: Roll a 3+ to gain a free Juve
excluding additional equipment. RUINED
Starvation: D6. Ambush: Once each campaign week,
after rolling to determine the scenario,
roll a D6. On a 2+, the controlling gang
can decide who is attacker and
defender.

UPRISING TERRITORY UPRISING TERRITORY UPRISING TERRITORY


♠ ACE ♠2 ♠3

RECLAMATION ZONES (4) UNDERHIVE SHRINE (5) MANUFACTORUM LEVEL (6)


Equipment: Reduce the cost of Blessings: Once each campaign Equipment: Gain equipment worth up
equipment by 10 (minimum 5). week, all fighters gain the Blessed to 30 credits for free.
Income: D6x10. condition (6+ invulnerable save) on a Income: D6x10.
6+ (roll individually).
RUINED Income: D3x10. RUINED
Starvation: D3. Starvation: D3.
Scavenging: 2D3. RUINED Scavenging: D3.
Blessings: Once each campaign
week, all fighters gain the Blessed
condition (6+ invulnerable save) on a
5+ (roll individually).
Starvation: D3.

UPRISING TERRITORY UPRISING TERRITORY UPRISING TERRITORY


♠4 ♠5 ♠6

GUILDER STRONGHOLD (7) SLAVE PITS (8) WALL OUTPOST (9)


Recruit: Roll a 3+ to gain a free Training: Each fighter gains D3 XP on Finest Things: Reduce the cost by 25
Ganger including additional equipment a 6+ (roll individually). for equipment that costs 100 or more.
worth 40 credits. Income: D6x10. Income: D6x10.
Income: D6x10.
RUINED RUINED
RUINED Training: Same as above. Finest Things: Can re-roll 1
Recruit: Roll a 3+ to gain a free Starvation: D3. Scavenging roll after each battle.
Ganger excluding additional equipment. Scavenging: 1.
Scavenging: 1.

UPRISING TERRITORY UPRISING TERRITORY UPRISING TERRITORY


♠7 ♠8 ♠9

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UPRISING TERRITORIES
THERMAL VENT (10) FUNGAL SPRAWL (11) ASH GATE (12)
Better Living: Before each battle, roll Income: D6x10. Income: 2D6x10.
a 6+ to recover any fighters that are Equipment: Each fighter can gain Recruit: Roll a 4+ to gain a free Juve
Into Recovery (roll individually). Toxin for a Melee weapon on a 6+. excluding additional equipment.
Income: 2D6x10. Lasts for the Campaign Week.
Weapons with Toxin have Strength ‘-’. RUINED
RUINED Starvation: D6.
Starvation: D3. RUINED Scavenging: 2D3.
Scavenging: 1. Equipment: Same as above.
Starvation: D6.

UPRISING TERRITORY UPRISING TERRITORY UPRISING TERRITORY


♠ 10 ♠ JACK ♠ QUEEN

PRECINCT FORTRESS (13) CHAOS FANE (14) CARD (15)


(ENFORCERS ONLY) (CHAOS CULT & Income:
CORPSE GRINDER CULT ONLY)
Income: D6x10.
Recruit (Enforcer): Roll 3+ to gain a Income: D3x10 credits
free Ganger (Palanite). Recruit (Chaos & CGC): Roll a 4+ to
gain a free Ganger.
RUINED
Recruit (Enforcer): Roll 4+ to gain a RUINED
free Juve (Palanite). Recruit (Chaos & CGC): Roll 3+ to
Starvation: D6 Meat portions. gain a free Juve.
Starvation: 2D6 Meat portions.

CHAOS CULT &


ENFORCER CORPSE GRINDER CULT
UPRISING TERRITORY UPRISING TERRITORY UPRISING TERRITORY
♠ KING ♥1 ♥2

CARD (16) CARD (17) CARD (18)


Income: Income: Income:

UPRISING TERRITORY UPRISING TERRITORY UPRISING TERRITORY


♥3 ♥4 ♥5

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