Territory list and Descriptions
Final Territory Table
d66 Roll Territory
6 Toll Crossing
7 Settlement
8 Collapsed Dome
9 Drinking Hole
10 Promethium Cache
11 Sludge Sea
12 TAKEN!!! Mine Works
13 TAKEN!!! Settlement
14 Old Ruins
15 Gambling Den
16 Corpse Farm
17 TAKEN!!! Generatorium
18 TAKEN!!! Stinger Mould Sprawl
19 TAKEN!!! Settlement
20 Rogue Doc Shop
21 Bone Shrine
22 Settlement
23 Smelting Works
24 TAKEN!!! Needle Ways
25 TAKEN!!! Narco Den (Starch-Fil-A)
26 Fighting Pit
31 Workshop
32 Settlement
33 TAKEN!!! Refuse Drift
34 Settlement
35 Synth Still
36 Slag Furnace
Territory descriptions:
Settlement: income 30 creds, +1 rep, recruitment : roll 2d6, if 6 rolled, one free Juve. If two 6s rolled, one free Ganger.
Old Ruins: income d6x5 creds
Rogue Doc Shop: income d6x10 creds, gang may reroll one lasting injury roll each match
Promethium Cache: income none. 3 gangers get free Incendiary Charges each match. May reroll first Ammo Check on any weapon with Blaze.
Wastes: income none. If challenged for another territory, defender can switch with this one.
Workshop: income 1d6x10 creds. Ignore first failed Ammo check each battle.
Sludge Sea: income none. 3 gang members gain free Choke Gas Grenades.
Collapsed Dome: income choose 2d6x10, 3d6x10 or 4d6x10. If doubles are rolled, one gang member chosen randomly is injured and suffers a Lasting Injury roll.
Refuse Drift: roll 1d6. On a 1-3 no income, and a random ganger is injured and misses the next battle. On a 4-6, the result x10 in credits is gained as income.
Corpse Farm: income none. After each battle, killed members (*66 on lasting injury table) of the gang can be recycled for 30 creds each.
Bone Shrine: income none. Gang holding a shrine gains +3 Rep.
Drinking Hole: income 1d6x10 creds.
Gambling Den: income 2d6x10 creds. If doubles rolled, no income is gained.
Needle Ways: income none. Scenarios with a Deployment zone, the gangs' deployment is 6" inches deeper into the board.
Synth Still: income 2d6x10 creds. If doubles rolled no income gained, and one random gang member misses the next battle.
Stinger Mould Sprawl: income 1d6x10 creds. An injured gang member may reroll a lasting injury result from the most recent battle.
Narco Den: income 2d6x10 creds.
Slag Furnace: income none. Ignore first failed Melee To Hit roll each battle.
Fighting Pit: Pick one uninjured gang member. Roll 1d6. On a 1, they suffer a Lasting Injury. On a 2-6, the result x10creds in income is gained.
Smelting Works: income 1d6x10 creds.
Mine Works: income 1d6x10 creds.
Tunnels: income none. Scenarios with a Deployment zone, the gangs' deployment is 6" inches deeper into the board.
Toll Crossing: income none. The gang may choose in any battles if they want to deploy First or Second.
Generatorium: the gang may, at the Priority Phase of one round of a battle, choose to turn the lights off for this round. All shooting is at -2 to hit. Any Charges are considered to be without line of sight for the first round (-1 to hit).
Archeotech Device: income none. Ignore first failed Shooting To Hit roll each battle.
Tech Bazaar: income 1d6x10 creds.
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