Your friendly and occasionally helpful Arbitrator is pleased to announce the introduction of new special territories to celebrate the formal launch of the campaign.
Sector Tunnels
A recent Hivequake has opened a long forgotten
section of tunnels that allow passage out of the sector. The gang that controls
access to these Sector tunnels may charge for their use by traders and
smugglers. Demand is high and the gang can make significant profits.However, if too greedy the gang may draw attention to the tunnels causing
them to be closed down by either the Arbites or the Guilders.
Income: Gangs may draw up to 6D6x10 income from these tunnels.
Special: But, any triples
rolled mean that the tunnels have been discovered and closed down. The sector
reverts to Slag.
Slave Market
A thriving Slave Market has long operated on the edge
of the abyss, providing attractive hive bottom slaves to the noble houses as
menials, and unfortunates from the gang wars to work the hive bottom mines.
Income: The Gang that controls this sector can draw 2d6x10 income from running the
slave mines.
Special: In addition any ganger captured during or after a battle may be
sold here for the equivalent of 50% of their XP. Furthermore, other gangers may sell their prisoners here, providing 20% of
their sale value as a fee to the controlling gang. Needless to say, members of
the controlling gang may not be sold here!
The Junction
The junction is a massively complex road junction. It
was once common for highwaymen to operate here, until the Guilders banded
together to pay a gang to provide protection.
Income: The gang that controls this sector may charge up to 4d6x10 protection from
the Guilders.
Special: However, the Guilders will not tolerate failure to protect their
property. If the controlling gang loses a fight for control of this sector, then
they are immediately ejected. The winning gang take control immediately and do
not have to occupy the territory for two turns as normal.
Smugglers Route
An opening in the fabric of the Hive wall provides
easy access to the small shuttles of the hive smugglers bringing contraband into
the sector.
Income: The gang that controls access to the smugglers route may charge for their
use. Demand is high and the gang can make significant profits.
Special: However, if too greedy the gang may draw attention to the route causing it to
be closed down by either the Arbites or the Guilders. Gangs may draw up to
6D6x10 income from these tunnels. But, any triples rolled mean that the tunnels
have been discovered and closed down. The sector reverts to Slag.
Organ Leggers
Body parts are always required in the hive, for
replacements, for adornment, for experimentation, or for lunch.
Income: The gang that controls this sector may sell the bodies of any gang members
for 1d6x10 creds.
Special: Moreover, they may also sell the bodies of any gangers that
fell in combat in any battle that they are victorious, again for 1d6x10.
Dr. Schulz
A quaint, bearded and small man -
almost gnomish in appearance - has taken a hiatus from his quest for world
domination. Even though he is said to be a jack-of-all-sciences, he just lives a
quiet and safe life working as a flesh mechanic. After all, who shoots the doc?
No one, that's for sure!
Income:
1d6x10 as Friendly Doc + Special
Special: Dr. Schulz counts as 1 Medic for purposes of re-rolling serious
injuries, even if no Ganger comes around to collect Income.
Jose Wang's Chop Shop
A mechanic, electronics expert
and in general a tinkerer.
Income:
1d6x10 + Special
Special: Counts as 1 Inventor and 1 Armourer. If a Bionic Part is
destroyed as the result of a roll on the Injury Roll, Jose Wang can negate this
on a d6 roll of 4+.
Friendly Llama
Investment/Tattoo Shop
A multi-facility bank! Not only will they lend you money in a real swag bag, for
only your kidneys or children as collateral, they can also give you a Kermitt
the Slann tattoo in the back room.
Income:
1d6x10 + Special
Special: Gives 20% interest on any Credits left in Stash, a Ganger must
work the territory to claim this interest. Interest is generated on the amount
located in gang’s stash at the start of Post Battle Sequence, before any income
is calculated or anything is bought.
King Midas Casino
"Anything YOU touch might turn to
gold!"
Income:
3d6x10 + Special
Special: A roll of a triple number means you LOSE that amount from your
Income (not Stash!) this turn, down to a minimum of zero. In addition, the
Ganger working this territory must miss next game, as he's either held for
ransom, getting beaten in the basement for cheating, working off his debt in the
kitchen or hiding from his Leader.
Honest Mordechai's
Pawnshop
Your standard friendly neighborhood pawnbroker.
Income:
1d6x10 + Special
Special: Any weapons or equipment may be sold for 75% of the buying
price, rather than the normal 50%
O'Hannigan's
Shenanigans
Finally a family restaurant that lets you bring in your guns and stuff, plus
it's run by drunken Irish bastards.
Income:
1d6x10 + Special
Special: On the Income vs. Gang Members table, count Gang as 1 size
category lower, in the calculation of how many Credits go into Stash.
Scruffy's Seedy Tavern
The most dingy and seedy drinking hole you can imagine, complete with cathouse,
gambling den, fences and black marketeers.
Income:
1d6 x 1d6 x 5
Special: If the Gang is currently Outlawed, they may own this piece of
Territory in addition to the single piece they keep when being Outlawed. But
more important, as long as it is controlled, the Leader may modify any roll on
the Rare Item Trade Chart/Outlaw Trade Chart by +/-1 after rolling.
SPECIAL
TERRITORIES, HOUSE SPECIFIC
(May be captured by players)
House Van Saar: "Maas
Biotech Lab"
This biotech facility provides
House Van Saar with their trademark protective suits and -gear.
Income:
2d6x10 for Van Saar + Special. 1d6x10 for others, No Special
Special: Must be visited by a Ganger as usual to pick up Income. Also
provides the Van Saar Leader with a special protective suit, with a built in
respirator and anti-glare visor. This gives all the normal benefits for
Respirators; it also gives a re-roll on T or I tests to avoid getting blinded by
flashes or lights, caused by weapons, Treacherous Conditions etc. It is not the
same as Photo Contacts/Visor - as they cannot see through smoke nor do they have
any kind of low-light capability. No value is set for these, as the item is not
counted into the gang Rating. Losing the territory means the Maas-Biotech Lab
will withdraw their support, and the gang leader will lose the special
protective suit. Non-Van Saar will not get this treatment.
House Delaque: "Radio
Swag"
This electronics and mechanics
store and workshop gives House Delaque opportunities to make and borrow sneaky
equipment, highly useful for their covert operations.
Income:
2d6x10 for Delaque + Special. 1d6x10 for others, No Special
Special: Must be visited by a Ganger as usual to pick up Income. Also
provides the Delaque Gang leader with a Silencer and one batch of Stummers while
owning this place. The Gang must buy Autopistols or Stubguns themselves to
attach the Silencers to. No value is set for these, as the item is not counted
into the gang Rating. Losing the territory means that Radio Swag will withdraw
its support and the Gang Leader will lose the Silencer and Stummers. Non-Delaques
will not get this benefit.
House Orlock: "Hardball
Café"
This chain of bar/restaurants
also offer hardball games in the basement as entertainment, giving House Orlock
permission to borrow the amour vests used in this game.
Income:
2d6x10 for Orlock + Special. 1d6x10 for others, No Special
Special: Must be visited by a Ganger as usual to pick up Income. Also
provides the Orlock Gang leader with Flak Amour (with the Hardball Café symbol
prominently displayed on the back) while owning this place. No value is set for
this, as the item is not counted into the gang Rating. Losing the territory
means the Hardball Café will withdraw its sponsorship and the Gang Leader will
lose the Flak Armor. Non-Orlocks will not get this benefit.
House Escher: "She-She
Lounge"
This lesbian bar without a fire
exit is as much a recreational night club as a chemical factory, providing House
Escher with enough Amphetamine to speed things up considerably.
Income:
2d6x10 for Escher + Special. 1d6x10 for others, No Special
Special: Must be visited by a Ganger as usual to pick up Income. Also
provides the Escher Gang Leader with Amphetamine, giving her +1 to her total
move while owning this place. No value is set for these, as the item is not
counted into the gang Rating. Losing the territory will no longer confer this
ability. Non-Eschers will not get this treatment
House Goliath: "Das
Gym"
This all night gym, run by Arnold
Braunschweiger, provides House Goliath with a solid base for pumping iron, and a
steady supply of Steroids and growth hormones.
Income:
2d6x10 for Goliaths + Special. 1d6x10 for others, No Special
Special: Must be visited by a Ganger as usual to pick up Income. Also
provides the Goliath Gang Leader with Steroids, giving him +1 S while owning
this place. No value is set for these, as the item is not counted into the gang
Rating. Losing the territory will no longer confer this ability. Non-Goliaths
will not get this treatment..
Level Elevator - The level elevator runs between the different levels of the Hive. It is too important to fall into the wrong hands and is maintained by the Guilders and the Arbites.
No in game effect. Following a visit to the Level Elevator, the gang must move on, you may not "camp" in the Level Elevator.
Sector Hospital - The Sector Hospital provides treatment to the wealthy members of the Sector.
Any gang entering this territory may pay 3d6x10creds to have an injured gang member cured. Each injury must be treated separately. Multiple injuries count for each individual injury incurred. Death is more than just an injury - don't even try it! Following a visit to the Sector Hospital, the gang must move on, you may not "camp" in the Sector Hospital.
Aquifer - The Aquifer controls the water supply to the entire sector. It is too valuable to risk in the wrong hands and is protected by the Arbites and Guilders.
No in game effect. Following a visit to the Aquifer, the gang must move on, you may not "camp" in the Aquifer.
Arena: Slaughterball - Slaughter ball is the most violent, brutal, dangerous, barbaric sport known to man. It's also incredibly good fun!
Any gang entering this territory may challenge any other gang to a game of Slaughterball (see scenario for details). The entire roster of both gangs may participate in the game, regardless of their position on the game map - an announcement of a game of Slaughterball is enough to cause all work and conflict in the underhive to cease for the duration of the game as everyone rushes to the Arena to watch. After the match, everyone returns to their original positions. Following the game, the gang that entered the territory and offered the challenge must move on, you may not "camp" in the Slaughterball Arena.