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Special Territory Table

RAW ✔️ Source: Gang War

Whenever a gang gains a special territory, the controlling player rolls a D66 on the table below:

  D66  TerritoryRules
11-16Chem-pitWhen the gang collects income, the controlling player can choose an available Ganger from their gang to work the chem-pit and rolls 2D6. If the result is a double, the Ganger suffers a mishap and a Lasting Injury roll is made for them. Otherwise, multiply the result by 10 and add it to the gang's Stash.
21-23SettlementWhen the gang collects income, each Settlement they control generates a free Juve. The Juve can be added to the gang roster (as long as this would not cause there to be fewer Gangers than other fighters in the gang), or can be sent to work elsewhere in the House, earning the gang a 10 credit finders fee.
24-26Mine WorkingsWhen the gang collects income, select up to three available Gangers from their gang and roll a D6 for each. If a dice rolls a 1, that Ganger is caught in a collapse and goes into recovery. Otherwise, multiply the result by 10 and add this many credits to the gang's Stash.
If the gang has any Captives, each one can be sent into the mines in place of a Ganger. If a 1 is rolled for a Captive, they generate no income but do not go into recovery - it is assumed that their time in captivity is enough to recover.
31-33Tunnel NetworkEach Tunnel Network controlled by the gang allows up to two fighters to infiltrate the battlefield. Infiltrating fighters must be part of the crew for a battle, but instead of being set up on the battlefield they are placed to one side (the controlling player must declare that they are crawling through the tunnels). At the end of the first round, the controlling player nominates any spot on the ground surface of the battlefield and sets up each infiltrating fighter within 2" of that spot. If the gang controls more than one Tunnei Network, the player nominates one spot for each and sets up a maximum of two infiltrating fighters within 2* of each.
33-36Vent NetworkEach Vent Network controlled by the gang allows up to two fighters to infiltrate the battlefield when playing a Sector Mechanicus scenario. Infiltrating fighters must be part of the crew for a battle, but instead of being set up on the battlefield, they are placed to one side (the controlling player must declare that they are crawling through the vents). At the end of the first round, the controlling player nominates any spot at least 3" above ground level and sets up each infiltrating fighter within 2" of that spot. If the gang controls more than one Vent Network, the player nominates one spot for each and sets up a maximum of two infiltrating fighters within 2" of each.
41-43Drinking HoleWhen the gang collects income, multiply their Reputation by 10 (to a maximum of 80) and add this many credits to their Stash.
44-46Guilder ContactIf the gang sells a captured fighter to the Guilders, they receive credits equal to their full value rather than half of it. In addition, if one of the gang's fighters is sold to the Guilders, roll a D6. On a 4 or more they are returned to their gang, along with any equipment - the gang who sold them still receives payment as usual.
51-53Friendly DocReduce the cost of any Medical Escort post-battle actions made by the gang (see page 23) by 10 credits, to a minimum of 0.
54-56WorkshopOnce per post-battle sequence, when visiting the Trading Post, a fighter making a Trade action can purchase an item with a Rarity value up to two higher than the Availability level.
61-63Gambling DenWhen the gang collects income, roll up to 5D6 - the more dice rolled, the more the games have been rigged against the patrons. Any dice that score a 5 or a 6 are discarded; the total of any remaining dice is multiplied by 10, and that many credits are added to the gang's Stash. If at least three dice are discarded, the patrons have caught wind of the rigged games and the den's owners are run out of town. The territory is deleted from the gang's roster.
64-66Spore CaveWhen the gang collects income, the controlling player can choose an available Ganger from their gang to gather spores and roll a D6. If the result is a 2 or more, multiply it by 20 and add this many credits to the gang's Stash. If the result is a 1, the Ganger contracts spore sickness. They go into recovery, but mark this with an S instead of a tick. Whenever their in Recovery box should be cleared (at the end of a battle, for example), roll a D6 - on a 4 or more they recover, but on a 1-3 they stay in recovery.