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Expanded Territory Chart

By Shannon and Nicole Dick


Whitcomb stood at the entrance of the mine. He had stood in this place many times in his life, his dad and uncle began this
mine. He ducked his head down and started the deep descent into the darkness. The wall of the cave had crude draws of
rats, slag sleds, and pit slaves. He had drawn them, when he was waiting for his dad to come from the depths, at the time he
wasn't older than five or six.

Deeper Whitcomb moved through the shaft. There was almost no light this far down, the old power lines were long
removed as scrap, but it didn't matter, he knew these shafts inside and out. He had worked them with his family for years.
That is until the mine went dry, mined clean. His dad and uncle moved on to a new prospect south of Wildrat, but
Whitcomb was young and wanted adventure. He joined a caravan that was going to prospect in Vega's Claim. When he
made it to Vega's Claim he met an experienced leader in a bar, his name was simply The Barber and he was bigger than life,
well bigger than the life that Whitcomb knew. The Barber must have seen something in the kid because after a round of
drinks the gruff leader asked him if he wanted to join his group. They were the Key Foundation, a Van Saar gang funded by
The Karnavil -a group of investors from a settlement with the same name. They were a stronghold of old money from
before the Rouge War.

Whitcomb stumbled on some wire on the floor, the scavengers must have not been able to go any deeper. Not surprising
though, the shaft doubled back on itself and going forward lead to highly acidic rocks. Without light or intimate knowledge
of the layout it would be easy to think that this was the end. Whitcomb was a quick learner though and he never once got
lost in the shafts, he was a natural in the underhive. The Barber could see that too. It didn't take long for Whitcomb to be
accepted as a full fledged member of the gang. Soon after he started to go around with Key Foundation he found himself in
a gun battle with Havel Springs, an Escher gang that was in Vega's Claim with ample funding from Arkomen Saints, new
money from after the Rouge War. Whitcomb proved his worth quickly and took out a ganger with one shot, the result of the
battle was devastating though for Key Foundation, a heavy from Havel Springs, Syrovy, unloaded a fury of lead into Suggs
Black, a respected old veteran. He died on the spot. Whitcomb vowed revenge and the next time he saw her he made short
work of her death. Whitcomb became a respected member of Key Foundation. But he had little time to relish his newfound
position in the gang. The Key Foundation lost out on a chance to gain a license to operate in Vega's Claim and the gang
disbanded. Whitcomb had hoped that he could come back and maybe find someone from his family to work with, but they
were all gone now. All that remained was this abandoned mine shaft.

He knew that this mine was worth nothing, but that didn't matter. This is where he will start his new life. The contacts and
respect he gained from fighting in Vega's Claim has made him more than capable for heading up his own gang. A local
one, one that will come to dominate the area. At it will all start here in the place he grew up in, an old abandoned mine that
is worth nothing.

Whitcomb made one last turn a stood in a pitch black cave. He lit a glowrod, the blue light filled the cave, in front of him
was the ace up his sleeve. Sure he could operate out of this worthless mine, but he still needed creds to put a band together
and to fund them. That ace was a heavy power splicer, once used for mining equipment, now old, dusty, and wonderful.
His dad said that they would leave it in a place he could find if he was to ever come back. Well he found it, and he knew
that in the floor of the next dome over was one of the main power cables for the whole sector. Splicing into that power
cable would be easy work with this machine, and once tapped in Whitcomb would have more than enough credits from
selling the power to start a gang.

This mine had once again proven to be worth more than just the credits it produced back when he was a child.

These rules are to be used as a replacement for the normal territory chart. When a gang is created roll on this
chart five times, each time rolling a D666 (three dice make sure to note which is the first, second and third digit
of the roll). All the normal territory rules apply to the territories listed here.
In general is a territory makes you lose creds you may reduce this debt by other income before cross referencing
on the chart, any extra debt that can not be covered by working other territories must be paid through by what is
in your stash (so you may have to sell off some guns).
111 – Crumbling Structure – 1-3D6x5 115 – Sludge Sea – Table
(Special) A ganger that wants to work the sludge sea must
The gang controls a territory that once was roll on the following table (Outlanders):
valuable but now is in the state of decay. A 1: The model dies.
ganger may attempt to collect income from the 2-4: Nothing of value is found
structure -at a great risk. If worked, roll up to 3 5: 10 credits
D6, if any turn up a 1 the ganger must immediately 6: D6x10 credits
roll on the Serious Injury chart, and no income is
collected. Otherwise multiply the result by 5 for
the income. 116 – Fungus Grotto – 0 (Special)
The gang can work this territory to avoid the
effects of starvation. Roll a D6, on a 1 a random
112 – Fresh Collapse – 1-3D6 (Special) gang member dies from eating poisoned
A useful territory, such as a hidden pump station, mushrooms. (Outlanders)
has collapsed and the gang is left with a dangerous
piece of territory. If a ganger wishes to work this
territory he may roll up to 3D6. If any of the 121 – Wastes – 0
numbers rolled match (so two 5's for example) the This territory has no value from an income
ganger is caught in a cave in and must roll on the standpoint. Maybe it is former trade route or a
serious injury chart (no income is collected). dome that has been stripped of all valuables.
Otherwise the ganger finds the total on the dice
worth of credits.
122 – Rotten Caves – 0
113 – Collapsed Dome – 2D6 (Special) Caves or tunnels that used to have some value now
are fulled with choking sulfuric gases. The gang
The gang controls a collapsed dome. One model still protects them in hopes that one day they will
can scavenge the area and will earn 2D6 credits. be usable again.
On the total of 2 the dome completely collapses
and effectively turns into wastes. Make an
initiative test for the model working the territory, 123 – Open – 0
if he fails he is killed. (Outlanders)
The gang leader has some inside information that
this territory is about to become very valuable.
114 – Caustic Heights – 2D6 (Special) But for now it has no value, hopefully the inside
source was telling the truth.
This area of the underhive is very dangerous due
to all the acidic fumes collecting. However that
means some rare compounds also are deposited 124 – Spent Mine – 0
along the walls and the floors as they condense
from the gases. A ganger works this territory to An old mine has been past down through the
collect 2D6 worth of material, however on doubles generations. All of it's value has long been used
they will suffer a chest wound unless they pass a up. It is now held merely for pride.
toughness test. If the ganger has a respirator, he
may improve his roll for the toughness test by 1.
125 – Ash Deposit – D6
This spot has a cache of a type of semi-rare ash.
Mining, transporting, and refining the ash is slow
and labor intensive, but will net a ganger D6
credits worth of sellable product.
135 – Drug Pusher – D6 (Special)
The gang has a contact with some drug makers and
126 – Dunes – D6 are able to sell some of the drugs on the side. If a
In the vast underhive, especially around ancient ganger or juve spends his time pushing drugs he
massive air vents, are dunes of dust and small makes D6 credits. While the gang has this deal
debris. Looking through the dune is usually a they will receive a -1 modifier when rolling for
waste but there are small bit of a valuable trinkets becoming outlawed.
scattered throughout them.

136 – Rad Zone – 2D6 (Special)


131 – Flats – D6 Minerals of value can be found in a Rad Zone, but
This area is notably void of any obstacles, which it is dangerous to enter the areas. If a ganger
makes it a dangerous place to work. However, the works it he collects 2D6 creds worth of minerals,
lack of cover also makes it easy to see if there is however on a double he is scarred horribly and
any objects of use. A ganger that works the flats from now on causes fear and no income is
can usually find something of small value to sell collected. (Outlanders)
for D6 credits.

141 – Chem Pit – 2D6


132 – Iron Flats – D6 This territory contains a very dangerous chem pit.
Much like Flats this territory has few obstacles for A ganger can collect the chemicals in the pit if he
cover, however the ground is made of iron wishes and will receive 2D6 credits for his efforts.
composites. Mining the iron takes much effort but If he rolls double sixes when collecting income the
D6 credits worth of iron can be salvaged if a ganger falls into the pit and becomes scarred, he
ganger works at it. gets no income and causes fear. (Standard)

133 – Sign Maker – D6 (Special) 142 – Outflow – 2D6


The gang leader has struck up a deal with the local The gangers may collect chemicals that have
sign maker. For D6 credits a ganger may go about accumulated over the years from a chemical
the underhive and post the signs that he makes. outflow. (Necromunda Magazine 7)
Juves may work this job, but on a roll of 1 the juve
messed something up and the gang must pay 2D6
credits instead. (Gangers do not have to pay on a 143 – Sludge Outpouring – 2D6
roll of 1, only if juves worked it.)
The feed into the sludge sea is a reliable place to
harvest minerals, although the profit is slim.
(Necromunda Magazine 6)
134 – Pipe Cleaner – D6 (Special)
The gang has been given a contract to clean pipes
in the area from the local guilders. A ganger may 144 – Outflow Pipe – 2D6
work the pipes and get paid D6 credits. Or a juve
An ancient outflow pipe is full of minerals to
may work the pipes and make 2D6 credits, but on
harvest after it is ripped open. A ganger will get
a total of 2 the juve gets lost in the pipes and is
2D6 credits worth of minerals if he spends the
counted as killed.
time to work on it.
155 – Rock Falls – 5
145 – Basin Gather – 2D6 At the base of unsteady cliffs a steady stream of
rocks pile up. Most of the time the rocks are
This area floods sometimes when there is an above worthless but sometimes they contain ore or are
average outflow up hive. The basin collects and made of refineable slag.
then dries the outflow into harvestable minerals.

156 – Trash Hauler – 5 (Special)


146 – Glow Fields – 5
The gang picks up a contract with the guilders to
In certain parts of the underhive luminescent haul garbage out of a settlement and throw it into a
fungus grows readily. This fungus can be hole or in a worthless dome. A juve can work this
harvested to make ammo and other products that territory, but if he does roll a D6 – on a 1 or 2 he
glow. This will give a steady income of 5 credits. skips out and gains no income.

151 – Scrap Trash – 2D6 161 – Sump Spillage – 5


A once useful scrap heap is now reduced to trash, The spillage makes the ground fertile enough to
most of anything that had value is already gone, farm, they can get 5 credits of food from the
but if a ganger looks hard enough he can find grounds. (Outlanders)
some objects to sell.

162 – Vantage Point – 5


152 – Wastewater Flow – 5
Although this territory is not valuable from a
A rather polluted stream of waste water flows resource standpoint, it is useful because the
through this territory. With significant effort in gangers can see very far from it. This lets the
filtering, some usable water can be recovered. gang act as watch-outs and as spies, earning a
small income from information they learn.

153 – Gully – 2D6x10 (Special)


This territory is actually an old overfill basin for 163 – Hole – 5
the machines uphive. At seemingly random times The gang controls a hole that is very deep. Other
it is quickly filled with (sometimes) very valuable gangs pay for use of the hole to dispose of
waste chemicals, but most of the time it is dry. If “unwanted things”, for a fee.
doubles are rolled when collecting income then
collect that amount times by 10, if not no income
is collected. 164 – Pit – 5
Pits are useful because they are natural habitats for
154 – Gun Detailer – 5 the local flora and fauna. The only problem is that
harvesting from the pit takes some time and
When a gun dealer or trader loses his contacts he returns are low.
is reduced to just doing repair and complicated
maintenance. Work is steady but pay is poor.
165 – Millasaur Nest – 5
The gang has located a rich source of millasaurs
(or have built themselves a nesting site). Although
demand for them is low the gang is able to sell off sometimes are exposed or are just under the
some of the creatures for food or pets, netting surface of waste crust. The sands provide a steady
about 5 credits. amount of raw materials that may be refined and
sold.

166 – Mound – 5
The ground is suspiciously mounded in the area,
216 – Dross – 15
which usually means that there is something A large amount of dross is buried in this territory,
interesting underneath. Unfortunately, most of the this allows the gang to scavenge and refine it down
time working this territory is spent digging holes, for usable minerals.
with only little to show for it.

221 – Cutters – 15
211 – Power Tap Cable - Special A treasured piece of heavy machinery has been
The gang has found a live cable to tap some power passed down through the ages of the gang. The
from. Roll a D6, on a 1-5 they get 5 credits, on a 6 Cutters are strong enough to cut some of the
they get D6x5 credits worth of power. strongest materials, but are too heavy to be moved.
The demand for such a machine will generate 15
credits to a ganger that wants to man it.
212 – Barracks – 10
All hives are required to levy troops if requested.
As the hive grew, the amount of barracks needed
222 – Slave Trader – 2D6 (Special)
grew as well. Now the Guilders pay a small fee to The gang works with a slave trader on locating
local gangs to upkeep barracks throughout the targets. In return, the gang gets a cut of the
underhive, although in reality they may never be proceeds. The gang may also sell their own
used as most of them are forgotten to everyone but captured gangers to the slave trader for D6x5
those that depend on the income. credits each. (Necromunda Magazine 6)

213 – Old Trials – 10 223 – Sewer Lines – 10


The gang possesses an old trading route that used Although not very glamorous, the gang controls
to be very profitable but now is rarely used. It still the territory where raw sewage is flowing. The
turns a small profit if gangers are willing to work minerals collected from the lines may be sold for a
the territory. small profit. Although other gangs may notice the
extra foul stench this gang seems to have.

214 – Tower – 10
The gang possesses an old watch tower or some
224 – Trench – 10
other building that works as a tower. Because of Sometimes spanning for hundreds of yards are
this they are paid a small fee by a nearby trench lines that have uses long forgotten. Now
settlement to keep watch for any undesirables on the trenches are useful because they can be used to
the move. trap animals and grow fungus.

215 – Sands – 15 225 – Small Settlement – 20 (Special)


Sands are pockets of finely ground slag that The gang acts as local protectors for this small
settlement. They get 20 creds for their protection. 235 – Old Ruins - 10
Additionally, if a ganger goes to the town for
protection money they may also try to recruit a There are exposed ruins that are close to the gang's
juve. Roll 2D6, on an 11+ a juve joins the gang home settlement. If they take the time to scavenge
for free. (Equipment must still be bought for him.) they can find 10 credits worth of scrap and
archeotech. (Standard)

226 – Muds – 15
236 – Ruins – 10
Sometimes liquid wastes combine with ash
deposits to form stretches of mud. These The gang uses an old abandoned settlement as a
territories are a bit more valuable for mineral hideout, while there they usually can find some
harvesting because the waste may dissolve some sort of metal or interesting trinket to sell to the
of the ash and form compounds that need little traders. (Outlanders)
refining to be valuable.
241 – Shanty Ruins – 10
231 – Shallow Sludge Sea – 10 If a ganger searches through the rubble of a
After many years of sediment infill this sludge sea destroyed shanty town he will get 10 creds worth
is very shallow. The whole sea may be waded of loot.
across and can be trolled for income.
242 – Bypass – 10
232 – Outland – 3D6 The quickest path is not the most direct one. In
Few gangs dare to work territories in the deep this case the gang controls a pathway that helps
underhive, but that is just where this gang likes to travelers bypass a dangerous settlement or slip by
work. Through pacts with the Outlanders, the a large toll. The gang is happy for people to use
gang can scavenge around this section of the this bypass – for a fee.
outlands for 3D6 credits.
243 – Boarder – 10
233 – Animal Breeder – 3D6 Since many Guilders are very territorial (and some
Rats, bats, and ripper jacks are some of the large companies and gangs too), a small fee can be
animals that underhive animal breeders produce. made by defending the boarders against intrusion.
A ganger may work with the local animal breeder
and collect 3D6 credits from the proceeds.
244 – Event Grounds – 10
When a karnavl, redemption revival, or
234 – Strange Ruins – 3D6 spectacular doc comes to town they need a place to
These ruins have strange markings and were built speak from. The gang controls a spot that would
by settlers long gone. They are rumored to be just be perfect for such events. (Usually it is just a
built by Ratskins or some other ancient race that raised portion of the ground so that a crowd can
used to inhabit the hive a long time ago. gather and still see the performers.)
(Necromunda Magazine 7)
245 – Eternal Flame – 10
Out from some pipes come fire that seems to
always be burning. Usually this is from a gas pipe anyone that might be a threat to the settlement.
break and the contents reacting with the air. The
flames from these fires are much hotter than
normal fire and can be used for metal work. 255 – Clean Water Hole – 10
Luck has smiled upon this gang. They have found
a small, yet useful, source of clean water. The
246 – Toll Hole – 20 excess that the gang does not use can net them 10
A strategic hole in a wall can be exploited as a credits. (Outlanders)
place to collect a toll – that is if a gang that
controls the territory is cunning enough. Luckily
your gang is. 256 – Slag Heap – 15
Pure slag is ripe for the taking if someone takes
the time to take it. Progress is slow but the income
251 – Dead Sea – 15 (Special) is steady from the efforts. (Outlanders)
A dead sea is a pool of sludge that is filled with
either very viscus, very corrosive, or very rare (as
in, not dense) liquid. This means that dead bodies 261 – Slag – 15
that need to be disposed of, both legally and not,
A ganger may spend his time in the tunnels and
will not float in the sea when they bloat, which is
caves where iron slag lines the walls. Breaking off
useful for many reasons. If a gang member from a
the slag will generate 15 credits worth of material.
different gang dies in a campaign, this gang will
(Standard)
make an extra 2D6 credits by disposing of the
body.
262 – Composite Sludge Sea – 4D6
252 – Gas Slag – 15 Chemicals can be harvested by dragging special
nets through the sea. Depending on the current
One curious type of slag that is worthwhile to
outflows that make up the sea, the income could
harvest is gas slag. This slag has a very high
be respectable from such an endeavor.
volume of gas that is captured in the rock. The
(Necromunda Magazine 7)
slag can then be crushed and the gas can be
collected and used.
263 – New Sludge Sea – 15
253 – Tank – 15 This sludge sea has been newly formed from a
flood from above. The flood invariably caught up
One of the first steps in a mighty refining empire
variable items that are now deposited at the bottom
is to possess tanks that can hold vast amounts of
of the sea. A gang may dredge this sea to harvest
either liquid or gas compounds. Guilders and
the items. (Necromunda Magazine 7)
various users of these materials will pay owners of
tanks to use them.
264 – Mineral Outcrop – D6x10
254 – Wall Post – 15 Not far from the gang's settlement is an outcrop of
minerals that contain valuable minerals and
Some settlements are surrounded by tall walls to
precious gems. Working this territory will get the
keep out roving bands of raiders and other
ganger D6x10 worth of minerals.
undesirables. Trusted gangs inside the settlement
are paid to man the walls and keep an eye out for
265 – Black Slag – 20 315 – Slurry Pit – 5D6
Although black slag is much more valuable than Depending on what is flowing into the pit from
normal slag, profit from controlling it is only above the pit could be useful to dredge for
sightly better than the standard type. This is minerals. The ever changing nature of the flows
because black slag is so difficult to mine that much from above mean that the outcome of dredging
smaller amounts can be mined at a time. changes from time to time.

266 – Fur Trader – 20 316 – Disciple – 20


A wild soul at heart, the gang leader is on good The gang has struck a deal with a local cult, be
terms with a fur trader that deals in giant rat skins, Redemption or otherwise. If they work the streets
spider carapace, and the like. The gang gets very for “donations” to the cause they will get a hefty
good deals on the materials that the trader has, cut of the profits.
which then can be sold for a profit.

321 – Spy – 5D6 (Special)


311 – Locksmith – 25 The gang leader is a spy in some high ranking
An old friend of the gang leader makes a living as position. The leader may “work this territory”
a locksmith. Locksmiths are tasked with making instead of doing anything else after a battle. He
locks and breaking them, usually a bigger reward can trade the information he learns for 5D6 credits
is given for breaking locks. to various sources. Also, any 6's that are rolled
may be rolled again and that new roll will be
added along with the 6 (also roll again if this new
312 – Surveyor – 25 roll is a 6 and so on). If, at the end of rolling, four
of the five dice are showing 1's the leader is
The gang has been given the tremendous task (and
discovered to be a spy and is killed immediately.
lucrative one at that) of mapping out the local
No equipment may be saved, etc.
territory. The area is so vast and complicated that
this job essentially will never get done, even with
diligent work.
322 – Jasper Deposits – 30
Jasper is a mineral that is used for plasma
313 – Hard Baked Ash Pan – 5D6 weapons. Undoubtedly, deposits must have been
from old plasma weapons manufactures. These
Beneath the crust of the ground in this area lies
deposits are valuable and prized.
readily harvestable minerals. The trick is to be
able to dig below the harder than rock crust.
(Necromunda Magazine 7)
323 – Gas Lake – 6D6
In a low area, where conditions (and industrial
314 – Spouts – 5D6 outflow) are just right, lakes of gas that can be
readily condensed into liquid form. Unfortunately
At seemingly random times the ground erupts with
the conditions are quite fickle so the amount of
spouts of various liquids, usually water. The
liquid collected from working a gas lake is highly
eruptions are rather random though so the amount
variable.
of liquid that can be collected changes vastly from
one time to the next.
324 – Scrap Wreckage – 6D6 334 – Wind Trap – 30
The gang has in it's control a sizable amount of A wind trap is a machine that is constructed inside
scrap that they can cut up and resell. The value of of vents to pump moist air. They condense the
such scrap is not always constant though. water vapor into a very reliable source of drinking
water.

325 – Mine Hop – D6x5


The gang has found a working mine and has dug a
335 – Shanty Town – 20 (Special)
shaft alongside. When no-one is around, they slip A shanty town is a collection of social outcasts
down into the side shaft and mine. They must that are not allowed inside a settlement. Your
work slowly and cautiously or risk discovery so gang has taken upon themselves to look over the
income from the mine is D6x5. population. In return, promising juves will join
the gang. Each time the Shanty Town is worked
roll a D6, on a 6 a juve joins the gang for free.
326 – Hive Wall Breach – D6x5 (All equipment and weapons must still be bought.)
(Necromunda Magazine 6)
The gang controls a minor breach in the hive wall.
This allows them to collect 'taxes' on all goods that
want to be traded between the underhive and the
ash wastes. (Necromunda Magazine 6)
336 – Settlement – 30 (Special)
This is the standard mid-sized settlement in the
underhive. The gang has taken it upon themselves
331 – Shanty Guilder – D6x5 to act as a local police force, complete will all the
corruption that the position holds. Each time the
A guilder that has been either ostracized or a poor
settlement is worked roll a D6, on a 6 a juve joins
businessman is associated with your gang and
the gang for free. (All equipment and weapons
earns your gang D6x5 credits. (Necromunda
must still be bought.) (Standard)
Magazine 6)

332 – Storm Shelter – D6x5 341 – Orphanage – 0 (Special)


The gang has set up a makeshift orphanage where
Storm shelters come in handy in the areas of the
unwanted children can be left. The gang takes
underhive that are prone to hivequakes or
care of feeding and clothing the children as a
electrical discharge. In such times of emergency,
service to the settlement and in return they get a
the gang can collect money from those that want to
steady flow of juves. Working this territory gets
be safe. (Necromunda Magazine 6)
no income, but roll a D6, on a 4+ a a juve joins the
gang for free. (All equipment and weapons must
still be bought.)
333 – Nutrient Vats – 20 (Special)
The gang has nutrient vats that are used to grow
barely edible food. If a ganger works this territory 342 – Habs – 15 (Special)
he makes enough food to ward off any risk of
Habs are high density living quarters that used to
starvation for the whole gang for this postbattle
be sleeping quarters for factory workers. Now
sequence and makes enough extra food to sell in
they are populated by the inhabitants in the
the settlement. (Necromunda Magazine 6)
underhive. The habs are managed by gangs and
have low profit. However they do tend to be
fertile ground for gang recruitment. Each time
habs is worked roll a D6, on a 6 a ganger joins the to make sure that the light post is always
gang for free. (All equipment and weapons must functioning. The guilders however don't pay
still be bought.) enough to make sure it always is though.

343 – Leather Works – D6x10 353 – Chemical Find – D6x10


A leather works is a building where animals of all This area has a ready enough supply of a certain
sorts are turned into leather goods. The gang that chemical that a refinement plant can be set up and
runs the works makes profit from the operation. ran for an easy profit. (Necromunda Magazine 7)

344 – Drug Producers – D6x10 354 – Wind Pipe – D6x10


The gang has inherited equipment to make drugs, The gang controls a large pipe that has very strong
such as spook, 'slaught, and the like. The demand air flow. A small turbine can be used in the pipe
for such drugs seems to be endless. to generate power than can be sold in a settlement.

345 – Bins – D6x10 355 – Water Exchanger – D6x10


Former blasts shield boxes (which were used to A water exchanger is a filtering machine where
store large quantities of highly explosive material), slightly polluted water can be inserted and potable
have now been turned into makeshift safe deposit water will be returned. Unfortunately, it uses a lot
boxes. They range in size from a rat to large of power so profits are not as much as they could
enough to hold a sizable vehicle. Underhivers be.
have many reasons why they would want to use
such objects, and your gang profits from the
protection they provide. 356 – Transport Tube Wreck – D6X10
In the floor of the underhive are mazes of transport
tubes. Most of the tubes are empty, however
346 – Conduit – D6x10 sometimes they malfunctioned at some point in the
Being in control of a conduit means that the gang past and sellable items are in them. This is one of
can control the flow of power locally. To make those tubes. (Necromunda Magazine 7)
sure the power stays on the gang receives credits
from various sources. They also get credits at
times to shut off the power. 361 – Chop Parts – D6x10
When metal objects such as vehicles are not
needed anymore chop parts takes them, breaks
351 – Rat Farm – D6x10 them down and sells the scrap. Profits from such
One of the gangers owns a rat farm. The rats an operation are decent.
grown on the farm are used for fur, leather, and in
some cases as pets. Demand for well fed, plump
rats never runs out. 362 – Boat Toll – 40
The gang owns a boat that they charge a toll to
cross a sledge sea. Since this may be the only
352 – Light Post – 30 form of transportation across the sea profits are
In some domes a single very bright light is used steadily high.
for illumination. Many times guilders pay gangs
363 – Mine Workings – D6x10 (Special) fee.
In a secret location your gang has found a place to
mine. If a ganger works the mine he will find 414 – Catacombs – 30
D6x10 credits worth of minerals. If you capture
an enemy fighter you may put him to work in the The gang has found a chamber where ancient high
mines at get +1 to the D6 roll for income. ranking officials were buried. The catacombs
(Standard) have a vast amount of valuable objects, which the
gang sells off very slowly as to not raise suspicion
Legend has it that raiding such a place would be
364 – Market – D6x10 an instant death sentence for the whole settlement.
The gang runs a market where fresh food, such as
fungus and rat meat, are sold. Working the market 415 – Pulley System – 30
will get your gang D6x10 worth of credits.
In some locations with crumbling dome structures
a pulley can be rigged so that items can be lifted
365 – Runner – D6x10 hundreds of stories up. This saves many days of
manually taking the item up all the levels. The
The gang has a contract with a powerful guilder in owner of the pulley system makes steady pay.
the area to deliver messages to other guilders.
Work isn't steady but it pays well.
416 – Cliff Lift – 20
366 – Mechanic – D6x10 Where there has been a partial dome collapse old
trading routes become blocked and impassable. A
The gang has passed on mechanical skills that cliff lift is used to ferry people up and down
have been long lost to other people in the vertical drops for a fee.
underhive. As such the gang gets a steady stream
of engines, turbines, stills and the like to repair, if
they are willing to do it. 421 – Tunnels – 10 (Special)
The gang controls a network of service tunnels
411 – Corridors – 20 beneath the dome floor. When a gang fights a
battle it may use the tunnels to set up to three
The gang knows all the ins and outs of a local fighters anywhere on the battlefield at ground
maze of corridors. For a small fee they will help level. Models are set up at the end of the player's
travelers navigate to get to the correct destination. first turn and can not be placed within 8” of an
enemy model. (Standard)
412 – Grates – 20
These ancient large grates that filter sludge from 422 – Hidden Passage – 10 (Special)
one holding pond to the next are a valuable source The gang knows all the various tubes and
to find items to be, repaired, and sold. passageways in the area. When the gang fights a
battle it may use the hidden passages to set up to
three fighters anywhere on the edge of battlefield
413 – Rollers – 20 at ground level. Models are set up at the start of
The gang operates a machine that has large rollers the player's second turn and CAN be placed within
that can crush objects, most usefully slag and 8” of an enemy model.
minerals. A ganger can operate the machine for a
423 – Cat Walks – 30 432 – Boiler – 35
High above the grond floor of some domes is a Deep within the maze of the underhive are
network of catwalks. Using these to get around machines that are still being used by the factories
sometimes saves many hours of dangerous time at above them, one such valuable machine to control
the ground level. Often the catwalks are controled is a working boiler. This ready source for heat and
by a local gang and are used only if a fee is paid. steam power nets the gang 35 credits.

424 – Conveyor – 20 433 – Fans – 20


In the old factories large conveyors were used to On the ceiling of very large domes are huge fans
move huge machinery around. Gangs that now that are used to circulate the air so that the ceiling
control the conveyors generate income from does not accumulate too much moisture. If a gang
operating them between domes when local can find a way to these fans they can set up a
guilders have large machinery to move. windtrap which will generate a steady source of
power and thus credits.

425 – City Gates – 20


Although it isn't a high paying job, one of the most
434 – Mill – 20
prestigious jobs a gang can be given is to guard A common preprocessing step for most mining
and man the city gates. Many gang leaders will operations is to crush the mined material into more
gladly take the loss of potential income from manageable pieces. While most mining operations
working other territories because of the pride that have their own ore mill there still are smaller
it gives the gang (and the extra round of wildsnake operations that pay to rent out mills.
at the bars too!).

435 – Vents – 10
426 – Zip Line – 20 The gang controls a network of vents high above
The gang operates a cart and pulley system that the dome floor. When the gang fights a battle it
spans an otherwise uncrossable expanse. The may use the vents to set up to three fighters
creds that they raise from the zip line are enough anywhere on the battlefield above ground level.
to help buy a couple of guns down at the trading Models are set up at the end of the player's first
post. turn and can not be placed within 8” of an enemy
model. (Standard)

431 – Venom Traps – 35 (Special)


In some old slag holes lie dens of White Vipers,
436 – Camp Grounds – 30
Slotbacks, and other such venomous creatures. Along the most traveled paths are fortified areas
Some foolhardy people in the underhive capture for travelers to stop and rest and recover without
these animals and extract their venom for sale. If a (much) fear of being attacked. These Grounds
ganger works the territory roll a D6, on a 1 the usually end up becoming settlements, but currently
ganger has been attacked. If attacked roll 2D6 and this one is merely a footnote along the way. The
subtract his toughness, this is how many battles the gang earns 30 credits when working these
gang must play before the ganger can be available grounds.
to fight again.
441 – Nomad Camp – 30 Redemption crusades, etc). The Guilders pay
sporadicly depending on how important it is to
Some members of the gang are from a local have the outpost manned at that time.
Nomad band that has taken up residency in the
area. The gang makes a steady amount of money
for their protection – while the Nomads are still 451 – Butcher – 3D6x5
around.
The gang has ties to a local butcher who buys rats,
spiders, and any other creature large enough to
442 – Mesher – 4D6x5 harvest and eat. The pay the gang receives is
related to the quality of meat they find to
A Mesher is a craftsman that makes amour. A processes.
gang that has a mesher as an associate makes a cut
of the profits from his handiwork.
452 – Shrine – 3D6x5
443 – Weaver – 3D6x5 Authentic or not the gang runs a roadside shrine
along a popular path and benefits from
Weavers either make or purchase fabric and then “donations”. Just to be sure the travelers still
produce clothing. This profession, while needed, believe in the protection power of donating at the
is usually looked down upon. So even though shrine the gang may note who doesn't stop to pay
weavers make a large amount of creds in their homage and may make sure the travelers have a
profession, gangs do not like to be funded by them bout out “ill-fate”.
so their cut is usually small as to not be detected.

453 – Chapel – 5D6x5


444 – Toll Road – 35
At somepoint in the past the gang leader had
After many battles with rival gangs this gang has gained a Chapel in his possession. The chapel is
managed to secure a key place along a path were a used in religious services to the various groups
toll can be established. They can collect a small around the settlement. In return the gang gets a
amount from all travelers along the road if cut of the tithe.
someone is sent to collect.

454 – Pipe Works – D6x10


445 – Buried Scrap – D6D6x5
The gang controls a territory that contains a maze
In an old collapsed dome is a very valuable source of actively used pipes. This allows the gang to tap
of scrap, but since the dome is in such disrepair the the valuable contents and sell them for credits.
payout from working the territory is highly
variable. A ganger working this territory first rolls
a D6, the result is the number of D6's to roll which 455 – Furnace – D6x10
is then summed and multiplied by 5 for the value
of the scrap collected. In the heart of industrial complexes are huge
furnaces that have the ability to melt slag and
scrap down into liquid. A gang that controls a
446 – Outpost – 3D6x5 working furnace can make a steady income from
buying materials and melting them down into pure
Way out in the very sparsely populated regions of bars of mineral.
each sector are outposts that Guilders will pay to
have manned for various reasons (to keep an eye
on a rival, for early warning of zombies or
456 – Hole Stead – D6x10 hundreds of trays to grow fungus. These racks are
then packed as densely as possible into the
One of the gangers comes from a hole stead out in location and the extra fungus that is grown is sold
the wastes. The hole produces a steady crop of for profit.
fungus that can be sold for D6x10 credits.
(Standard)
511 – Road Contract – D6x10
461 – Water Purifier – D6x10 The guilders pay local gangs to upkeep local roads
and pathways. The creds collected from the
The gang can use the water purifier to turn waste Guilders is high, but the repair costs come directly
water into drinkable water. The extra water from the money. These contracts are lucrative and
produced can be sold for profit. (Necromunda are fought over frequently.
Magazine 6)

512 – Fire Brigade – 3D6x10 (Special)


462 – Large Settlement – 45 (Special)
As a side job the gang works as a fire brigade
This settlement is larger than average. Each time putting out fires around the settlement for a fee.
the settlement is worked roll a D6, on a 5+ a juve When there is a fire pay is quite good although
joins the gang for free. (All equipment and they are rare. Roll 3D6, on a total of 14 or more
weapons must still be bought.) the gang collects that number times by 10 credits.
If the roll is less no money is collected.
463 – Heavy Machinery – D6x10
Heavy machinery of various shapes and sizes have 513 – Slurry Dam – D6x10
value to the gangers in the underhive. This Some settlements have built a network of dams
territory represents the gang's control of some along slurry rivers to prevent flooding of valuable
machine that can be used to gain an income. areas, such as mines. The gangs that control these
dams get money to make sure that no flooding
happens (or in some cases, to make sure that it
464 – Pipe Line – D6x10 does).
The gang owns a pipe line that is still used by the
factories uphive. They are paid a fee based on the
amount that flows through the pipe. 514 – Trapper – D6x10
Having relationships with trappers means that the
gang will always have a fresh supply of rare items
465 – Welder – D6x10 that are made from animals, also they can cut deals
Welders are wealthy individuals in the underhive with the Trappers and sell extra items for a profit.
whose trade is passed on from generation to
generation. The gang has a contract with a welder
to drive all the business they can to him, receiving 515 – Chemical Still – D6x10
a cut of the profits in return. Much like a water still a chemical still will harvest
a certain chemical from the air and condense it
into a usable liquid. They are usually found
466 – Fungus Stacks – D6x10 around gas spouts.
In parts of the underhive that are very conductive
to growing fungus, gangs set up racks that hold
516 – Turbine – D6x10 Roll 2D6 on a total of 4 or less, flow is insufficient
and the gang must pay 100 credits to the factory or
The gang has in its possession a turbine which is a lose the territory. If made to pay, credits from
source of ready power. Many times the turbine is income (before cross referencing) can be used, if
wind powered but there are gas turbines, not the gang must pay from their stash.
mechanical turbines and plasma turbines as well.

526 – Elevator – 50
521 – Water Still – D6x10
A gang that controls an elevator has a gem of a
The gang has renovated an old water still in the territory. The elevator provides a very good
wastes into working condition. The gang makes source of income and its operation allows
money from allowing settlements to haul some of extended contact with Guilders and other high
the water back to town. (Standard) ranking officials who give creds to keep it running.
Many deals has been done on the hour long rides
on the elevators.
522 – Plasma Unit – D6x10
A plasma unit is a self contained box that
generates energy through plasma reactions. The 531 – Dive – D6x10
only drawback is that it needs fuel constantly but Dives operate without the Guilders blessings (i.e.
the power it creates is worth more credits than the they don't pay taxes) and that is the way the
fuel it consumes. owners like it. To make sure they aren't
discovered they pay local gangs to warn them
when guilders are around to try and close up the
523 – News – D6x10 dive.
A news is a factory that builds something from
scrapped parts, usually this is mundane like bulk
heads but sometimes it is interesting like vehicles. 532 – Metal Stripper – D6x10
The cost of running such a place barely pays for In some crumbling areas gangers can use a special
itself, but a gang that controls a news is envied by set of small machines to strip metal from floors
all others. and walls. This usually pays enough that a gang
has a dedicated person to upkeep the machinery
and to work out in the domes when possible.
524 – Hothouse – D6x10
Some fungus needs a very controlled environment
to grow so hothouses are built to control the 533 – Rattery – D6x10
surrounding environment. Usually a larger For wealthy travelers Ratteries are a source of
settlement will have one or two hothouses which food on the road. These establishments are usually
have been passed down from generation to popular in areas where guilders and other wealthy
generation. organizations tend to frequent. It should be noted
that they usually serve more than just cooked rat.
525 – Vital Pipeline – 2D6x10 (Special)
The gang controls a pipe line that feeds directly 534 – Smith – D6x10
into a factory. Since they are working so closely Smiths or Smittys are people that work with small
with a large factory it is vital that the flow is as amounts of metal to make various items like gun
consistent as possible. Stoppage of flow will parts, valves, fittings, and other assorted objects.
result in the gang having to pay for lost product.
Gangs that have associations with Smiths turn a 544 – Hunting Grounds – 4D6x5
profit from selling the products that he makes.
The gang controls a dome that is void of useful
objects but is perfect for rats, ripper jacks, or pig
535 – Drinking Hole – D6x10 spiders. The gang allows hunters and adventures
into the dome for a fee, and a cut of the animals
The gang leader has obtained a drinking hole at that are brought out.
some point in the past. They gang makes a profit
from operating the hole as well as using it as a
base to operate from. (Standard) 545 – Water Stream – D6x10
It may only be a trickle but the gang has found a
536 – Forge – D6x10 pure water stream that supplies enough water to
fill the needs of local settlements. The gang is
Forges are places where underhivers can sell their very secretive about the location of the stream for
harvested minerals and in turn the forage purifies obvious reasons.
the metals and then sells them to dealers that work
with uphive factories. Many forges are small, but
some are quite large and profitable. 546 – Stop – D6x10
Stops are places where traders and peddlers gather
541 – Crystal Spines – 5D6x5 along well traveled paths. Most of the time water,
food, and knives can be bought at stops. The gang
In some very hidden caverns are vast deposits of that controls the area takes a portion of the sales.
high grade crystals that can be used for las
weapons. In all likelihood, these were vats of
weapons grade crystals that we forgot for one 551 – Filters – D6x10
reason or another. A gang can very carefully
harvest these crystals and sell then to gun makers In some vents there are filters that are used to
for replacement crystal parts. purify the air. If a gang spends the time they can
go amongst the filters and collect the crystals that
form in some of them. These crystals are better
542 – Tattoo Parlor – 3D6 x 5 than average purity.

One of the members of the gang runs a tattoo


parlor out of his hovel. The income that he makes 552 – Vehicle Wreck – 2D6x10
is enough to pay for some ammo. An added bonus
is that the members of the gang tend to have The gang has uncovered an ancient large transport
highly tattooed bodies. machine that has a large load of guns, ammo, or
other valuable cargo. The gang can slowly (as to
not arouse suspicion) sell off the found goods for a
543 – Sorter – D6x10 hefty profit. (Necromunda Magazine 7)

When underhivers have stuff that they can't sell, a


sorter will buy it at a discount and then use his 553 – Confluence – D6x10 (Special)
network of contacts to sell it for a profit, parts, or
to melt down. Gangs that work with sorters A confluence is a place where two sludge streams
usually also have other contacts that are scrappers meet to form a larger stream. The reason that they
and traders. are so valuable is because at the point of meeting
the chemicals in the combined sludge streams mix
and sometimes form useful compounds. If a
ganger works this territory roll a D6, on the roll of
a 6 roll another die and add the new roll to the has enough profit to make a good amount of
total, keep rolling for each 6 until the result isn't a credits.
6. The income generated will be the total of all
dice rolled.
563 – Still – 6D6x5 (Special)
Out in the wastes this gang has hidden a
554 – Pump Station – D6x10 moonshine making facility. Making wildsnake
A pump station is needed to keep the flow of pipes and other controlled substances is a risky business
going to the factories above. When gangs find and could result in hefty fines, of course the profit
active stations they usually shut off the station from the operation is still worth the risk. When
until they get credits as payment to keep it open. rolling for income any 1's rolled are not added to
Alternatively some gangs build pump stations and the total, instead they reduce the total credits
then route pipes into their stations as to ransom the generated by 40. This could make the total be
contents. negative in which case the gang owes the credits.

555 – House Contacts – D6x10 564 – Silk Tunnels – 3D6x10 (Special)


The gang leader has deep roots in high officials in In some abandoned mines giant spiders now live.
their house. He can use these contacts to gain the The spiders spin webs that are made of very strong
inside track on new jobs. The contacts are hotly strings. Gangers that are foolhardy enough can
contested and other gangs are very eager to gain harvest these webs to make very durable ropes.
their trust. However if triples are rolled on the dice the ganger
that is working the tunnels has been attacked by
the spider – roll a D6 and add the ganger's
556 – Guilder Contact – D6x10 (Special) strength, if this does not exceed 7 the ganger is
killed, all his equipment is lost.
A local guilder has offered the gang good rates in
return of favors and business. Any loot collected
during a battle can be sold to the guilder at the rate
of 5 credits per loot. (Standard)
565 – Stick Caves – D6x10
Stick caves are treasure troves of the mineral
known as sticks. This compound is strong and
561 – Frozen Lakes – D6x10 easily cut, which makes it useful in many
applications, such as temporary gun stocks.
Frozen lakes are lakes of liquid that have a
However the compound starts to breakdown when
freezing point that is close to the ambient
exposed to humidity so a constant supply is
temperature of the underhive. Gangs can work
needed.
this territory by drilling a hole in the solidified
material and then siphoning the liquid into a
mixture that makes a useful compound.
566 – Compressor – D6x10
A compressor is a valuable machine in the
562 – Counterfeiter – D6x10 underhive. It is useful in that it compresses air
into a force that is powerful enough to run
The underhive is full of products that are passed
machines that are fitted for such propulsion.
off for what they are not. From Ratskin maps, to
Gangs make creds from compressors much like
special issue boltguns, everything of value in the
how other gangs make money from extra power.
underhive can be forged. This gang runs an
operation where they counterfeit something that
611 – Unstable Mine – 2D6x10 be collected in large enough quantities to be used
by larger facilities.
A once profitable mine has become unstable as
mining continues. There are considerable deposits
left but mining must slow down to make sure that 621 – Pawn Shop – D6x10 (Special)
the mine doesn't turn into a collapsed mine.
The gang runs a loan shop which gives out credits
in return for collateral. When a loan is not repaid
612 – Locks – D6x10 the gang gets to keep the pawned item. If a 1 is
rolled for income the gang, instead of getting the
Along some navigable streams locks are installed credits, can roll on the rare trade chart and will get
to facilitate shipping of materials. These locks whatever item is rolled, this represents a loan
allow features such as low waterfalls to be sailed which was defaulted and the gang being able to
over. A gang that controls a lock will make a keep the pawned item.
profit for each ship that sales through it.

622 – Spicer – D6x10


613 - Friendly Doc – D6x10 (Special)
Nomads by nature a Spicer travels throughout the
One of the local doctors has offered his services at underhive looking for rare and exotic spices for
a discount in return of blood and bodies. If a cooking. Guilders have been known to pay
ganger is willing to “donate” some blood the Doc extravagant amounts of money for such spices as
will pay D6x10 credits. Additionally, the Doc will pepperrod and sweet blue, but the plants and
take dead bodies for D6x5 credits. (Standard) fungus are very fickle and only grow in special
locations. This gang is paid money to protect the
Spicer when he is in the area from attack.
614 – Heat Well – D6x10
The ground in this area is exceptionally hot. If a
hole is dug deep enough and then lined and filled 623 – Slumlord – 2D6x10
with liquids, the ground will heat the liquids to Outside of settlement walls are secondary
boiling and give off a steady stream of steam. settlements that comprise of outcasts and rejects.
This steam can be used to turn small turbines This gang is the champion of a slum and makes
which can be used to generate energy. considerable money from the donations from the
various illegal activities, that take place in the
slum.
615 – Tar Pit – D6x10
The sludge sea has turned into a sticky pit of tar.
Local animals that are not carefuly enough get 624 – Workshop – D6x10 (Special)
trapped in the tar which the gangs can collect and The family or friends of a ganger runs a local
sell for a profit. workshop in your settlement. You can trade scrap
and odd items in return for credits at a favorable
rate. In addition you may always ignore the first
616 – Battery – 2D6x10 ammo test when fighting a battle. (Standard)
Batteries that are the size of heavy machinery are
vital to the underhive. This is where underhivers
go to seel surplus power, which the battery collects 625 – Arena – 2D6x10
and then sells back to settlements and factories for Using your gangs considerable influence they now
a profit. Without large batteries the whole power own a local arena in the settlement. These arenas
market would collapse since the power could not
have the capacity to hold a large crowd and are considerable money.
usually the location of pit fights and trials that are
of local interest (along with the ever entertaining
live sentencing and executions). Running an arena 635 – Oil Tap – 2D6x10
is quite profitable.
A lucky find in a territory that used to be thought
of as wasteland has resulted in a working oil tap.
The oil collected can directly be fed into power
626 – Spacecraft Wreck – 2D6x10 generators and vehicles. Selling the oil collected
A craft that is buried in the ash has been nets the gang 2D6x10 worth of credits.
uncovered. The value of all the tech and cargo can
fund the gang for years, as long as they do not get
greedy and tip off others that the craft exists. 636 – Trade Post – 2D6x10
(Necromunda Magazine 7)
The gang runs one of the local trade posts and
collects income from the sales. The post is a
gathering place for underhivers from inside and
631 – Mineral Find – 2D6x10 outside of the settlement and the information
The gang controls a valuable source of minerals collected is almost as valuable as the income made
which can easily be harvested and sold for a from selling items.
considerable profit. (Necromunda Magazine 7)

641 – Toll Bridge – 70


632 – Illegal Gambling Den – ND6x10 Over a vast canyon or a large sludge sea spans a
(Special) vital bridge. Gangs that control these bridges
This gambling den does not pay off the local make almost enough money just from the tolls to
guilders. So when it is discovered the fine is quite be fully funded. If a ganger works the toll the
high. You may roll any amount of D6 when gang will gain a steady amount of credits from its
working this territory but if any 1s are rolled then constant use.
the total rolled must be paid instead of collecting.
(Necromunda Magazine 6)
642 – Depo – 2D6x10
In large settlements, especially ones that are close
633 – Gambling Den – 2D6x10 (Special) to active factories, are large depos are raw material
Your gang runs a local gambling den. Income is and finished products. The factory owners pay
usually good although it is risky since there is a local gangs to patrol these depos to prevent loss of
chance that the house loses through luck or materials. The income from these contracts are
through cheating of the underhivers. If doubles usually large enough to keep the gangs from
are rolled when working the territory the gang helping themselves (too much).
loses the credits rolled. (Standard)

643 – Observer – 2D6x10


634 – Power Plant – 5D6x10 Observers are employed by the noble houses
After years of hard labor and investment the gang uphive to report back information about the
has been able to restore an old abandoned power happenings of the underhive. This information is
plant. Through the gangs contacts uphive they not used for strategic purposes but instead as
have been able to secure a contract to supply entertainment. Observers that are good at telling
power to a large factory. The contract is worth tales with a reasonable amount of embellishment
can make enough money to buy their way into the Guilders to control the product that is available in
noble houses. the sector.

644 – Body Guard – 2D6x10 653 – Tracks – 2D6x10


This gang has an exclusive contract to act as a After some repair the gang has reopened tracks
body guard for a wealthy Guilder or other valuable between domes. These tracks can be used to ship
person. minerals and liquids between domes and are used
by wealthy manufacturing families. Profits would
be much more but the gang that owns the tracks
645 – Spore Cave – 2D6x10 (Special) must spend a considerable amount of money just
to keep the tracks open by repairing them and
The gang has discovered a hidden cave that
defending the shipments.
contains a vast amount of edible fungus. Gangers
can harvest the fungus for 2D6x10 credits. If a
total of 2 is rolled for income the ganger has
become sick from the fungus spores and can not
654 – Archeotech – 2D6x10 (Special)
fight in a battle until he recovers. Roll a D6 at the Your gang has discovered a hidden entrance to an
start of each battle the gang plays in, on a 4+ he unexplored dome. Gangers can collect the ancient
has recovered. (Standard) objects for selling at local trading posts. You may
decide to roll up to 6 D6 when working this
territory, however if duplicate numbers are rolled
646 – Main Power Line – 2D6x10 when rolling more than two dice the dome is
exhausted and is now just wastes. (Standard)
After decoding ancient documents your gang
leader has found one of the main power lines in
the sector. The gang can setup a tap in a location
that will not be detected and collect power at a
655 – Trade Route – 3D6x10
steady rate. This power can be sold for credits. This gang has been given the task to keep open a
profitable trade route. The guilders will pay a
portion of the money made along the route if
651 – Bounty Hunter – 4D6x10 (Special) protect is given.
Using contacts your gang has with local guilders
this gang has been hired as bounty hunters. They
are given inside information on people of interest
656 – Ore Find – 3D6x10
and then they are given first shot to capture these The gang has found a new ore deposit that can be
people. If the gang acts quick enough they can mined for profit. They contract out the mining
collect the bounty for a huge profit. Roll 4D6 if crew and make a profit from the ore mined.
this total is above 14 then they collect this total (Necromunda Magazine 7)
multiplied by 10, if the total is 14 or less no
income is collected.
661 – Water Purifier – 3D6x10
The gang controls a large scale water purifier that
652 – Port – 2D6x10 is used for a majority of the water supplied to a
Either, space, transport, or from the ash wastes, local settlement. The gang makes credits from the
this gang operates a small port. This allows them locals if they send someone to collect.
to make a fee on every item that is shipped
through the port. It also acts as a place for
662 – Tax Collector – 4D6x10 new factories.
The gang leader has become very close friends
with a local Guilder that controls trade in the area. 665 – Vast Archeotech Dome– 6D6x10
As a result the gang has been given sanction as tax
collectors. This gives the gang a steady stream of In a dome only known to the gang leader lies vast
hefty income but also makes them enemies of amounts of valuable items. The dome entrance is
many in the underhive. so well hidden that the gang can collect as much
items as they want without fear that they will lose
their secret. (Necromunda Magazine 7)
663 – Vega's – 4D6x10
This gang operates a local men's club. The 666 – Green Hivers – Special
demand for such a location is high and as long as
they pay the guilders off for ignoring the business Your gang befriends a new group of settlers
the establishment is highly profitable. moving downhive. The gang leader can steer them
into a direction that will allow your gang to make
credits from them. Roll three times on this chart,
664 – Cred House – 5D6x10 you may choose which one the Green Hivers will
become. (Standard)
Under the guilders blessings (i.e. with sufficient
kickback money) the gang has been okayed to run
a cred house which acts as a local bank. The gang
invests the creds in ventures such as arms
shipments and then turns a profit. Gangs that run
cred houses usually make enough money to in turn
start their own factories and the guilders that
sanctioned them get exclusive contracts from the
D666 Name Income Special
111 Crumbling Structure 1-3D6x5 Any roll of 1 means no income collected and ganger must roll on injury
chart
112 Fresh Collapse 1-3D6 Any matching numbers rolled means no income collected and must roll on
injury chart
113 Collapsed Dome 2D6 On roll of double ones, the territory is now Wastes and ganger must pass I
test of be killed
114 Caustic Heights 2D6 On doubles ganger gets chest wound unless pass T test, =1 to test if they
have a respirator
115 Sludge Sea Table See Table
116 Fungus Grotto 0 If worked gang can advoid starvation, roll D6 on 1 a member of the gang
dies
121 Wastes 0
122 Rotten Caves 0
123 Open 0
124 Spent Mine 0
125 Ash Deposit D6
126 Dunes D6
131 Flats D6
132 Iron Flats D6
133 Sign Maker D6 Juves make work, if a Juve rolls a 1 they lose 2D6 credits
134 Pipe Cleaner D6 Juves may work for 2D6 credits, on double 1s the juve is killed
135 Drug Pusher D6 Juves may work, if worked they get -1 for outlaw rolls
136 Rad Zone 2D6 On double ganger gains horrible scares and make no income
141 Chem Pit 2D6
142 Outflow 2D6
143 Sludge Outpouring 2D6
144 Outflow Pipe 2D6
145 Basin Gather 2D6
146 Glow Fields 5
151 Scrap Trash 2D6
152 Wastewater Flow 5
153 Gully 2D6x10 Only collect if doubles are rolled
154 Gun Detailer 5
155 Rock Falls 5
156 Trash Hauler 5 Juves may work, but on a 1 or 2 the juve gains no income
161 Sump Spillage 5
162 Vantage Point 5
163 Hole 5
164 Pit 5
D666 Name Income Special
165 Millasaur Nest 5
166 Mound 5
211 Power Tap Cable 5 D6: 1-5 = 5 creds, 6 = D6x5 creds
212 Barracks 10
213 Old Trials 10
214 Tower 10
215 Sands 15
216 Dross 15
221 Cutters 15
222 Slave Trader 2D6 Sell captured gangers for D6x5
223 Sewer Lines 10
224 Trench 10
225 Small Settlement 20 2D6: 11+ free juve
226 Muds 15
231 Shallow Sludge Sea 10
232 Outland 3D6
233 Animal Breeder 3D6
234 Strange Ruins 3D6
235 Old Ruins 10
236 Ruins 10
241 Shanty Ruins 10
242 Bypass 10
243 Boarder 10
244 Event Grounds 10
245 Eternal Flame 10
246 Toll Hole 20
251 Dead Sea 15 2D6 credits for any ganger that dies in the area
252 Gas Slag 15
253 Tank 15
254 Wall Post 15
255 Clean Water Hole 10
256 Slag Heap 15
261 Slag 15
262 Composite Sludge Sea 4D6
263 New Sludge Sea 15
264 Mineral Outcrop D6x10
265 Black Slag 20
266 Fur Trader 20
D666 Name Income Special
311 Locksmith 25
312 Surveyor 25
313 Hard Baked Ash Pan 5D6
314 Spouts 5D6
315 Slurry Pit 5D6
316 Disciple 20
321 Spy 5D6 Roll more D6 for each 6 – If 4 1s are showing ganger is killed
322 Jasper Deposits 30
323 Gas Lake 6D6
324 Scrap Wreckage 6D6
325 Mine Hop D6x5
326 Hive Wall Breach D6x5
331 Shanty Guilder D6x5
332 Storm Shelter D6x5
333 Nutrient Vats 20 Can ignore starvation if worked
334 Wind Trap 30
335 Shanty Town 20 Free juve on 6
336 Settlement 30 Free juve on 6
341 Orphanage 0 Free juve on 4+
342 Habs 15 Free gnager on 6
343 Leather Works D6x10
344 Drug Producers D6x10
345 Bins D6x10
346 Conduit D6x10
351 Rat Farm D6x10
352 Light Post 30
353 Chemical Find D6x10
354 Wind Pipe D6x10
355 Water Exchanger D6x10
356 Transport Tube D6x10
Wreck
361 Chop Parts D6x10
362 Boat Toll 40
363 Mine Workings D6x10 Captured fighters can be put to work an add +1 to D6 roll
364 Market D6x10
365 Runner D6x10
366 Mechanic D6x10
411 Corridors 20
412 Grates 20
D666 Name Income Special
413 Rollers 20
414 Catacombs 30
415 Pulley System 30
416 Cliff Lift 20
421 Tunnels 10 Can set up up to 3 fighters on the tabletop after first turn
422 Hidden Passage 10 Can set up up to 3 fighters on the edge of the table at the start of the second
turn
423 Cat Walk 30
424 Conveyor 20
425 City Gates 20
426 Zip Line 20
431 Venom Traps 35 On the roll of 1 ganger is attacked – misses 2D6 – T battles
432 Boiler 35
433 Fans 20
434 Mill 20
435 Vents 10 Can set up up to 3 fighters above ground level after first turn
436 Camp Grounds 30
441 Nomad Camp 30
442 Mesher 4D6x5
443 Weaver 3D6x5
444 Toll Road 35
445 Buried Scrap D6D6x5
446 Outpost 3D6x5
451 Butcher 3D6x5
452 Shrine 3D6x5
453 Chapel 5D6x5
454 Pipe Works D6x10
455 Furnace D6x10
456 Hole Stead D6x10
461 Water Purifier D6x10
462 Large Settlement 45 Free juve on 5+
463 Heavy Machinery D6x10
464 Pipe Line D6x10
465 Welder D6x10
466 Fungus Stacks D6x10
511 Road Contract D6x10
512 Fire Brigade 3D6x10 Total rolled must be above 14 to collect income
513 Slurry Dam D6x10
514 Trapper D6x10
D666 Name Income Special
515 Chemical Still D6x10
516 Turbine D6x10
521 Water Still D6x10
522 Plasma Unit D6x10
523 News D6x10
524 Hothouse D6x10
525 Vital Pipeline 2D6x10 If the dice roll is less then 5 collect no income and pay 100
526 Elevator 50
531 Dive D6x10
532 Metal Stripper D6x10
533 Rattery D6x10
534 Smith D6x10
535 Drinking Hole D6x10
536 Forge D6x10
541 Crystal Spines 5D6x5
542 Tattoo Parlor 3D6x5
543 Sorter D6x10
544 Hunting Grounds 4D6x5
545 Water Stream D6x10
546 Stop D6x10
551 Filters D6x10
552 Vehicle Wreck 2D6x10
553 Confluence D6x10 If 6 rolled roll further dice
554 Pump Station D6x10
555 House Contacts D6x10
556 Guilder Contact D6x10 Loot can be sold for 5 creds each
561 Frozen Lakes D6x10
562 Counterfeiter D6x10
563 Still 6D6x5 1s rolled are -40 creds instead of positive
564 Silk Tunnels 3D6x10 If tripples rolled, roll D6 + S if less than 8 ganger killed
565 Stick Caves D6x10
566 Compressor D6x10
611 Unstable Mine 2D6x10
612 Locks D6x10
613 Friendly Doc D6x10 Dead gangers are D6x5
614 Heat Well D6x10
615 Tar Pit D6x10
616 Battery 2D6x10
D666 Name Income Special
621 Pawn Shop D6x10 If 1 rolled can roll on rare trade chart
622 Spicer D6x10
623 Slumlord 2D6x10
624 Workshop D6x10 Ignore first ammo check
625 Arena 2D6x10
626 Spacecraft Wreck 2D6x10
631 Mineral Field 2D6x10
632 Illegal Gambling Den ND6x10 Any 1s rolled mean negative income
633 Gambling Den 2D6x10 Doubles are negative income
634 Power Plant 5D6x10
635 Oil Tap 2D6x10
636 Trade Post 2D6x10
641 Toll Bridgeg 70
642 Depo 2D6x10
643 Observer 2D6x10
644 Body Guard 2D6x10
645 Spore Cave 2D6x10 Double one means ganger is out until 4+ before battle
646 Main Power Line 2D6x10
651 Bounty Hunter 4D6x10 Must roll above 14 or no income
652 Port 2D6x10
653 Tracks 2D6x10
654 Archeotech 2D6x10 May roll up to 6D6, if so doubles turn this to wastes
655 Trade Route 3D6x10
656 Ore Find 3D6x10
661 Water Purifier 3D6x10
662 Tax Collector 4D6x10
663 Vega's 4D6x10
664 Cred House 5D6x10
665 Vast Archeotech 6D6x10
Dome
666 Green Hivers - Roll 3 times on chart, chose one

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