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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?

1
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 & Squat
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 & Squat 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

2
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

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DOMINION TERRITORIES
PALANITE PRECINCT (1) NOMAD'S OUTPOST (1) TITLE (1)

Palanite Enforcer only: Ash Wastes Nomad only:


This is a permanent starting Territory. This is a permanent starting Territory.
Cannot gain other Territories. Can only raid other territories,
not take control.
Income: D6x10.
Income: 2D6x10.

DOMINION TERRITORY DOMINION TERRITORY DOMINION TERRITORY


♦ ACE ♦2 ♦3

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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

RACKET RACKET RACKET


♦ 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

RACKET RACKET RACKET


♦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.

RACKET RACKET RACKET


♦7 ♦8 ♦9

5
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)

RACKET RACKET RACKET


♦ 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.

RACKET RACKET RACKET


♦ 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 1, the fighter suffers a
also gain Unstable. Temp! Lasting Injury roll.
Income (Linked 2):
2D6x10

RACKET RACKET RACKET


♣3 ♣4 ♣5

6
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.

RACKET RACKET RACKET


♣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

RACKET RACKET RACKET


♣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.
RACKET RACKET RACKET
♣ QUEEN ♣ KING Originates from?

7
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

8
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

9
ASH WASTES TRADE ROUTES
SHADOWS RIDGE SPIRE STRAIGHT BEATEN PATH
Ironcrag - Ash Storm Observatory Ash Storm Observatory - Cinderak City Rust Deeps - Cinderak City

Trading Bonus: Trading Bonus: Trading Bonus:


3D6x10 1 Bounty Hunter (every battle this cycle) 3D6x10

Raiding Bonus: Raiding Bonus: Raiding Bonus:


2D6x10 D6x10 3D6x10

ASH WASTES ASH WASTES ASH WASTES


TRADE ROUTE 1 TRADE ROUTE 2 TRADE ROUTE 3

CRATER RUN ANGEL'S RETURN OILSLICK RUN


Crater's Edge - Rust Deeps Six Holes - Cinderak City Ironcrag - Cinderak City

Trading Bonus: Trading Bonus: Trading Bonus:


50% discount on Hangers-on 2D6x10 5D6x10
(rounded up to nearest 5 credits)
Raiding Bonus: Raiding Bonus:
Raiding Bonus: 1 Hive Scum (every battle this cycle) 4D6x10
3D6x10

ASH WASTES ASH WASTES ASH WASTES


TRADE ROUTE 4 TRADE ROUTE 5 TRADE ROUTE 6

DAWN RUN CROOKED ROAD ORE ROAD


Light's End - Cinderak City CRATER'S EDGE - CINDERAK CITY SPIDER MINE - CINDERAK CITY

Trading Bonus: Trading Bonus: Trading Bonus:


4D6x10 1 Ganger -2 Rarity for all Trading Post items

Raiding Bonus: Raiding Bonus: Raiding Bonus:


5D6x10 +1 Reputation 2D6x10

ASH WASTES ASH WASTES ASH WASTES


TRADE ROUTE 7 TRADE ROUTE 8 TRADE ROUTE 9

10
ASH WASTES TRADE ROUTES
SCRAP WAY TITLE TITLE
The Dive - Cinderak City - -

Trading Bonus: Trading Bonus: Trading Bonus:


2D6x10 ? ?

Raiding Bonus: Raiding Bonus: Raiding Bonus:


3D6x10 ? ?

ASH WASTES ASH WASTES ASH WASTES


TRADE ROUTE 10 TRADE ROUTE 11 TRADE ROUTE 12

TITLE TITLE TITLE


- - -

Trading Bonus: Trading Bonus: Trading Bonus:


? ? ?

Raiding Bonus: Raiding Bonus: Raiding Bonus:


? ? ?

ASH WASTES ASH WASTES ASH WASTES


TRADE ROUTE 13 TRADE ROUTE 14 TRADE ROUTE 15

TITLE TITLE TITLE


- - -

Trading Bonus: Trading Bonus: Trading Bonus:


? ? ?

Raiding Bonus: Raiding Bonus: Raiding Bonus:


? ? ?

ASH WASTES ASH WASTES ASH WASTES


TRADE ROUTE 16 TRADE ROUTE 17 TRADE ROUTE 18

11
ASH WASTES ROAD SECTIONS
CRATER'S SHADOW GRAVE RUN Storm Road
(SANCTIONED) (SANCTIONED) (SANCTIONED)

Deep Wastes Deep Wastes Near Wastes

Connects: Connects: Connects:


Ironcrag - Grave Run Crater's Shadow - Storm Road Grave Run - Ash Storm Observatory

Income: Income: Income:


2D6x10 D6x10 2D6x10

ASH WASTES ASH WASTES ASH WASTES


ROAD SECTION 1 ROAD SECTION 2 ROAD SECTION 3

IRON RIDGE TUBEWAY ONE NEAR REACHES


(SANCTIONED) (SANCTIONED) (SANCTIONED)

Near Wastes Deep Wastes Deep Wastes

Connects: Connects: Connects:


Ash Storm Observatory - Light's End Radfalls - The Dive Rust Deeps - Far Reaches

Income: Income: Income:


D6x10 2D6x10 2D6x10

ASH WASTES ASH WASTES ASH WASTES


ROAD SECTION 4 ROAD SECTION 5 ROAD SECTION 6

FAR REACHES DEEPS KROK PASS


(SANCTIONED) (SANCTIONED) (SANCTIONED)

Deep Wastes Near Wastes Deep Wastes

Connects: Connects: Connects:


Near Reaches - Spine Ridge Rust Deeps - Krok Pass Deeps - Crater's Edge

Income: Income: Income:


3D6x10 2D6x10 D6x10

ASH WASTES ASH WASTES ASH WASTES


ROAD SECTION 7 ROAD SECTION 8 ROAD SECTION 9

12
ASH WASTES ROAD SECTIONS
LOW ROAD HIGH ROAD COGWAY
(SANCTIONED) (SANCTIONED) (SANCTIONED)

Deep Wastes Near Wastes Near Wastes

Connects: Connects: Connects:


Six Holes - Witherwell Witherwell - Cogway High Road - Cinderak City

Income: Income: Income:


D6x10 2D6x10 2D6x10

ASH WASTES ASH WASTES ASH WASTES


ROAD SECTION 10 ROAD SECTION 11 ROAD SECTION 12

FIVEWAYS CLEARWAY THE FLATS


(SANCTIONED) (SANCTIONED) (SANCTIONED)

Near Wastes Near Wastes Near Wastes

Connects: Connects: Connects:


Ash Storm Observatory - Clearway Fiveways - The Flats Clearway - Cinderak City

Income: Income: Income:


2D6x10 3D6x10 3D6x10

ASH WASTES ASH WASTES ASH WASTES


ROAD SECTION 13 ROAD SECTION 14 ROAD SECTION 15

ORE ROAD ORE PASS OUTCASTS PASSAGE


(SANCTIONED) (SANCTIONED) (SANCTIONED)

Deep Wastes Near Wastes Near Wastes

Connects: Connects: Connects:


Spider Mines - Ore Pass Ore Road - Cinderak City Radfalls - Cinderak City

Income: Income: Income:


3D6x10 2D6x10 3D6x10

ASH WASTES ASH WASTES ASH WASTES


ROAD SECTION 16 ROAD SECTION 17 ROAD SECTION 18

13
ASH WASTES ROAD SECTIONS
BLADES CUT KLASSMAR'S CHOICE THE BAKED EXPANSE
(SANCTIONED) (SANCTIONED) (SANCTIONED)

Deep Wastes Near Wastes Near Wastes

Connects: Connects: Connects:


Brokebone Fighting Pits - Klassmar's Blades Cut - Cinderak City Rust Deeps - The Hilt
Choice
Income: Income:
Income: D6x10 2D6x10
2D6x10

ASH WASTES ASH WASTES ASH WASTES


ROAD SECTION 19 ROAD SECTION 20 ROAD SECTION 21

THE HILT THE WYRD BULLET GATE


(SANCTIONED) (SANCTIONED) (SANCTIONED)

Near Wastes Near Wastes Near Wastes

Connects: Connects: Connects:


The Baked Expanse - The Wyrd The Hilt - Bullet Gate The Wyrd - Cinderak City

Income: Income: Income:


3D6x10 2D6x10 2D6x10

ASH WASTES ASH WASTES ASH WASTES


ROAD SECTION 22 ROAD SECTION 23 ROAD SECTION 24

RADLIGHT EXPANSE FREEDOM PASSAGE HELOT'S PATH


(UNSANCTIONED) (UNSANCTIONED) (UNSANCTIONED)

Wild Wastes Wild Wastes Wild Wastes

Connects: Connects: Connects:


Light's End - Spider Mines Spider Mines - Radfalls Radfalls - Brokebone Fighting Pits

Income: Income: Income:


3D6x10 2D6x10 2D6x10

ASH WASTES ASH WASTES ASH WASTES


ROAD SECTION 25 ROAD SECTION 26 ROAD SECTION 27

14
ASH WASTES ROAD SECTIONS
KHIMERIX CAVES BEAST RUN GARK'S END
(UNSANCTIONED) (UNSANCTIONED) (UNSANCTIONED)

Wild Wastes Deep Wastes Near Wastes

Connects: Connects: Connects:


Brokebone Fighting Pits - Beast Run Khimerix Caves - Gark's End Beast Run - Rust Deeps

Income: Income: Income:


3D6x10 2D6x10 D6x10

ASH WASTES ASH WASTES ASH WASTES


ROAD SECTION 28 ROAD SECTION 29 ROAD SECTION 30

EDGE ROAD SHIMMER FALLS RAIDER'S REFUGE


(UNSANCTIONED) (UNSANCTIONED) (UNSANCTIONED)

Deep Wastes Wild Wastes Wild Wastes

Connects: Connects: Connects:


Crater's Edge - Shimmer Falls Edge Road - Six Holes Six Holes - Night Passage

Income: Income: Income:


D6x10 2D6x10 2D6x10

ASH WASTES ASH WASTES ASH WASTES


ROAD SECTION 31 ROAD SECTION 32 ROAD SECTION 33

NIGHT PASSAGE TWIN'S PASS CRACKED CANYON


(UNSANCTIONED) (UNSANCTIONED) (UNSANCTIONED)

Wild Wastes Wild Wastes Wild Wastes

Connects: Connects: Connects:


Raider's Refuge - Ironcrag Ironcrag - Cracked Canyon The Twin's Pass - Witherwell

Income: Income: Income:


2D6x10 2D6x10 3D6x10

ASH WASTES ASH WASTES ASH WASTES


ROAD SECTION 34 ROAD SECTION 35 ROAD SECTION 36

15
SUCCESSION SYMPATHISERS
PROMETHIUM GUILD (1) WATER GUILD (2) SLAVE GUILD (3)

BOON BOON BOON


Blaze weapons gain one Before each battle, 1 fighter can heal Sell captives for full value
of the following: from Recovery. (after a chance to be rescued).
● If Scarce: Lose Scarce.
● Otherwise: Gain Plentiful. PHASE 3 PHASE 3
2D6x10. 2D6x10.
PHASE 3
D6x10.

SUCCESSION 1 SYMPATHISER SUCCESSION 1 SYMPATHISER SUCCESSION 1 SYMPATHISER


♠1 ♠2 ♠3

CORPSE GUILD (4) GUILD OF COIN (5) IRON GUILD (6)

BOON BOON BOON


Gain a free Slopper. D6x10. 1 Negotiate Repairs,
the result is always Almost Like New.
PHASE 3 PHASE 3
D6x10. 2D6x10. PHASE 3
D6x10.

SUCCESSION 1 SYMPATHISER SUCCESSION 1 SYMPATHISER SUCCESSION 1 SYMPATHISER


♠4 ♠5 ♠6

IMPERIAL IMPOSTER (7) COLD TRADER (8) NARCO LORD (9)

BOON BOON BOON


D6x10. 1 Seek Illegal Equipment Before a battle, D3 fighters gains
(trade action). the benefit of Stimm-slug stash
PHASE 3 for that battle.
Choose one of the following PHASE 3
(depending on allegiance): 2D6x10. PHASE 3
● D6x10 (not Imperial House). 2D6x10.
● +D3 XP for taking enemy
Leaders OoA
(not Unaligned).
● +1 Rep per battle won (not
Rebellion).

SUCCESSION 1 SYMPATHISER SUCCESSION 1 SYMPATHISER SUCCESSION 1 SYMPATHISER


♠7 ♠8 ♠9

16
SUCCESSION SYMPATHISERS
ROGUE FACTORIA (10) FALLEN HOUSE (11) PSI-SYNDICA (12)

BOON BOON BOON


Reduce Rarity by 2 for 1 free Bounty Hunter A random fighter gains Non-sanctioned
Trading Post items. (automatically leaves after the battle). Psyker rule and
a psychic power.
PHASE 3 PHASE 3
D6x10. D6x10. PHASE 3
+D6x10 if this battle was won against a D6x10.
gang allied to the Imperial House.

SUCCESSION 1 SYMPATHISER SUCCESSION 1 SYMPATHISER SUCCESSION 1 SYMPATHISER


♠ 10 ♠ 11 ♠ 12

CATALLUS (13) ULANTI (14) GREIM (15)

BOON BOON BOON


Before a battle, a fighter in the starting 2D6x10. Roll a D2 before a battle:
crew can add Silent to a weapon for 1. Choose who is attacker &
that battle. PHASE 3 defender.
2D6x10. 2. +1 model in the starting crew.
PHASE 3
D6x10. PHASE 3
2D6x10.

SUCCESSION 1 SYMPATHISER SUCCESSION 1 SYMPATHISER SUCCESSION 1 SYMPATHISER


♠ 13 ♥1 ♥2

KO'IRON (16) RAN LO (17) TY (18)

BOON BOON BOON


Once per battle: Re-roll any dice to determine how A fighter to gain the following: All
Re-roll one armour save. much credits are earned from scenario fighters (friend & foe) within 6"
rewards (second result stands even if (including this fighter) gains 2+ Cool
PHASE 3 worse). (blessed by House Ty).
D6x10.
PHASE 3 PHASE 3
D6x10. 2D6x10.

SUCCESSION 1 SYMPATHISER SUCCESSION 1 SYMPATHISER SUCCESSION 1 SYMPATHISER


♥3 ♥4 ♥5

17
SUCCESSION SYMPATHISERS
ELECTRO (19) AIR (20) VENATOR (21)

BOON BOON BOON


Disable Pitch Black before a battle. All friendly fighters gain Respirators. Gain half the value for all
enemy fighters that dies
PHASE 3 PHASE 3 (rounding up to the nearest 5 credits).
D6x10. D6x10.
PHASE 3
A random model that took part
in the battle gains D3 Xp.

SUCCESSION 1 SYMPATHISER SUCCESSION 1 SYMPATHISER SUCCESSION 1 SYMPATHISER


♥6 ♥7 ♥8

DREGS OF THE HIVE (22) WASTELAND SCRAPPER (23) SECOND BEST SMUGGLER (24)

BOON BOON BOON


Gain D3 Hive Scum Gain double amount of credits for selling 2D6x10.
(in addition to the starting crew). gear and salvaging Wrecked vehicles.
PHASE 3
PHASE 3 PHASE 3 D6x10.
Gain a common item from the 2D6x10.
Trading Post after each battle
(Weapon, Upgrade or item).

Note: These are kept after this


resource is lost.

SUCCESSION 1 SYMPATHISER SUCCESSION 1 SYMPATHISER SUCCESSION 1 SYMPATHISER


♥9 ♥ 10 ♥ 11

HERETEK (25) EXPLORATOR (26) GANG (27)

BOON BOON HOME SUPPORT:


D3 weapons gain the following Re-roll the dice when Permanent starting resource. Cannot
(for this battle): determining the scenario. be lost or used as the stake for a
+2S, Unstable and Reckless. battle.
PHASE 3
PHASE 3 3D6x10. BOON
2D6x10. Once per battle, at the start of a round
(before determining priority), stop Pitch
Black rules from being in effect until
the start of the next round.

PHASE 3
Roll 2D6, if the result is 10+
gain a free Ganger.

SUCCESSION 1 SYMPATHISER SUCCESSION 1 SYMPATHISER SUCCESSION 1 SYMPATHISER


♥ 12 ♥ 13 PERMANENT

18
SUCCESSION 2 RELICS
BULLETS OF THE SHARDS OF CRONE'S TEETH (3)
FALLEN SAINT (1) THE ACEROS (2)
(MINORIS AEGIS)
(INSIGNIFICIS AEGIS) (MINORIS AEGIS)
Income:
Income: Income: 2D6x10
D6x10 2D6x10
Bearer:
Bearer: Bearer: +2 Cool.
6+ save (unmodifiable against hits Catfall (skill).
without Blast/Template).

SUCCESSION 2 RELIC SUCCESSION 2 RELIC SUCCESSION 2 RELIC


♠1 ♠2 ♠3

ANGEL FEATHERS (4) FOOTPRINT OF


THE PILGRIM'S COIN (6)
SAINT MINA (5)
(MAJORIS AEGIS) (INSIGNIFICIS AEGIS)
(MAJORIS AEGIS)
Income: Income:
3D6x10 Income: D6x10
3D6x10
Bearer: Bearer:
Re-roll failed armour saves. Bearer: Unstoppable (skill).
4+ save (unmodifiable)
while unwounded.

SUCCESSION 2 RELIC SUCCESSION 2 RELIC SUCCESSION 2 RELIC


♠4 ♠5 ♠6

LOR'S LUCKY RATHIDE (7) BOOK OF BRAYNE (8) GELT OIL (9)
(INSIGNIFICIS AEGIS) (INSIGNIFICIS AEGIS) (MAJORIS AEGIS)

Income: Income: Income:


D6x10 D6x10 3D6x10

Bearer: Bearer: Bearer:


First time making a Fight action (per 6+ save (unmodifiable against Melee). Evade (skill).
battle) skips Reaction attacks.

SUCCESSION 2 RELIC SUCCESSION 2 RELIC SUCCESSION 2 RELIC


♠7 ♠8 ♠9

19
SUCCESSION 2 RELICS
SKULL OF IRON (10) VEIL OF VERONOS (11) EYES OF THE
MERCATOR (12)
(INSIGNIFICIS ESTORERICA) (MINORIS ESTORERICA)
(INSIGNIFICIS ESTORERICA)
Income: Income:
D6x10 2D6x10 Income:
D6x10
Bearer: Bearer:
If on the battlefield, draw 1 Tactics at Leading By Example (+6"). Bearer:
the start of a round (once per battle). If on the battlefield at the end of the
battle, gain D6x10 credits.

SUCCESSION 2 RELIC SUCCESSION 2 RELIC SUCCESSION 2 RELIC


♠ 10 ♠ 11 ♠ 12
CHAINS OF ST. NUMBERS OF THE PATRIARCH'S
SORONOUS (13) COGNUS (14) VASE (15)
(MAJORIS SMITEUS) (MINORIS ESTORERICA) (MINORIS ESTORERICA)

Income: Income: Income:


3D6x10 2D6x10 2D6x10

Bearer: Bearer: Bearer:


Ignore each wound on 5+. Overseer (skill). Other fighters activating within 3"
must pass a Willpower check
or become Insane
(until the fighter's next activation).

SUCCESSION 2 RELIC SUCCESSION 2 RELIC SUCCESSION 2 RELIC


♠ 13 ♥1 ♥2

LIKENESS OF GAELOS (16) SHROUD OF TEMENOS (17) FINGERS OF VALDON (18)


(MINORIS ESTORERICA) (MAJORIS SMITEUS) (MINORIS ESTORERICA)

Income: Income: Income:


2D6x10 3D6x10 2D6x10

Bearer: Bearer: Bearer:


Nerves of Steel (skill). Randomize a skill at the start of each +2 Intelligence.
round. 1: Crushing Blow, 2: Dodge.

SUCCESSION 2 RELIC SUCCESSION 2 RELIC SUCCESSION 2 RELIC


♥3 ♥4 ♥5

20
SUCCESSION 2 RELICS
BONES OF HELM'AYR (19) FIRE OF REDEMPTION (20) WHEEL OF PAIN (21)
(MAJORIS SMITEUS) (INSIGNIFICIS SMITEUS) (INSIGNIFICIS SMITEUS)

Income: Income: Income:


3D6x10 D6x10 D6x10

Bearer: Bearer: Bearer:


When activating, pass a Willpower +1S to Blaze weapons. Bull Charge (skill).
check to re-roll a single to Wound roll
(this activation).

SUCCESSION 2 RELIC SUCCESSION 2 RELIC SUCCESSION 2 RELIC


♥6 ♥7 ♥8

BLOOD OF SOMNOS (22) VIALS OF GLURG THE


FELSTYR'S LANCE (24)
GUNK SAINT (23)
(MAJORIS SMITEUS) (MAJORIS SMITEUS)
(MAJORIS SMITEUS)
Income: Income:
3D6x10 Income: 3D6x10
3D6x10
Bearer: Bearer:
Hurl (skill). Bearer: +1 Cool.
Berserker (skill), Increase AP by 1 for a single Melee
one activation per battle weapon one activation per battle
(declared at the start of the activation). (declared at the start of the activation).

SUCCESSION 2 RELIC SUCCESSION 2 RELIC SUCCESSION 2 RELIC


♥9 ♥ 10 ♥ 11

BLADE OF SHANKS (25) DJANGOR'S BEARD (26) GANG (27)


(INSIGNIFICIS SMITEUS) (INSIGNIFICIS SMITEUS) (INSIGNIFICIS ESOTERICA)

Income: Income: Income:


D6x10 D6x10 D6x10

Bearer: Bearer: Bearer:


Backstab (skill). +1S, one activation per battle If on the battlefield at the end of the
(declared at the start of the activation). battle, roll 2D6:
● One die rolls a 6: Juve.
● Both roll 6: Ganger (instead).

SUCCESSION 2 RELIC SUCCESSION 2 RELIC SUCCESSION 2 RELIC


♥ 12 ♥ 13 PERMANENT

21

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