Professional Documents
Culture Documents
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.
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)
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.
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.
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)
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.