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List of Dominion Campaign Territories

Source: Necromunda Core Rulebook (2023)

Settlement

Ace of Diamonds

Settlements dot the underhive. Most are scrapshanties, peopled by the brave, the foolish and the desperate. Some are even willing to risk the danger of the wastes to build a life for themselves.

Territory Boon

This Territory grants the following Boons:

Income: The gang earns D6x10 credits from this Territory when collecting income.

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

Recruit: The gang may choose to roll two D6 after every battle. On a roll of 6 on either dice, the gang may recruit a single Juve from their House List for free. If both dice come up as 6, then the gang may recruit a Ganger from their House List for free.

Old Ruins

Two of Diamonds

A complex of old ruins stands tall on the tangled landscape of the underhive or out in the wastes. Beneath the ashes and rubble, the tattered treasures of past ages wait.

Territory Boon

This Territory grants the following Boon:

Income: The gang earns D3x10 credits from this Territory when collecting income. Additionally, add +1 to the D3 result for each Dome Runner attached to the gang.

Rogue Doc Shop

Three of Diamonds

A sawbones, blood cleanser or chirurgeon has set up shop. Any gang willing to provide this rogue healer with protection can count on their loyal service.

Territory Boon

This Territory grants the following Boon:

Income: If the gang is an Outlaw gang, they earn D6x10 credits from this Territory when collecting income.

Recruit: If the gang is a Law-abiding gang, they may recruit a Rogue Doc Hanger-on for free.

Promethium Cache

Four of Diamonds

Stacks of fuel drums and tanks fill this half-forgotten stash, enough to keep a factory running, or burn half of the Sump down if a stray spark catches it.

Territory Boon

This Territory grants the following Boons: Equipment: Whilst it controls this Territory, three fighters in the gang gain incendiary charges for free.

Special: All fighters in the gang may re-roll Ammo tests for any weapon that has the Blaze trait.

Wastes

Five of Diamonds

Tracts of ash, shapeless rubble, and twisted metal structures run through the underhive, their size waxing and waning with the ages. Most gangs have to pass through a portion of these wastes as they travel between places of more value.

Territory Boon

This Territory grants the following Boons:

Special: If challenged in the Occupation phase, the gang may choose the Territory at stake in the battle, even though it would normally be chosen by the challenger. If challenged in the Takeover phase for a Territory the gang already controls, make an Intelligence test for the gang Leader. If the test is passed, the player of the gang may choose to play the Ambush scenario instead of rolling. They are automatically the attacker

Workshop

Seven of Diamonds

Workshops in both the underhive and out in the wastes tend to be a combination of different scrap yards, festooned with belts of ammo and strewn with the carcasses of machines. The denizens of such places are often strange recluses, who mutter to their machines and create disturbing totems out of their rusting treasure.

Territory Boon

This Territory grants the following Boon:

Income: If the gang is an Outlaw gang, they earn D6x10 credits from this Territory when collecting income.

Recruit: If the gang is a Law-abiding gang, they may recruit an Ammo-jack Hanger-on for free.

Sludge Sea

Six of Diamonds

Effluent and polluted water drains down through the hive to catch in brown pools, forming lakes of fuming, iridescent sludge.

Territory Boon

This Territory grants the following Boon: Equipment: Whilst it controls this Territory, three fighters in the gang gain choke gas grenades for free.

Collapsed Dome

Eight of Diamonds

Many of the ancient domes that honeycomb the underhive eventually collapse under the weight of time, leaving treasures trapped beneath the wreckage and the structure above liable to fall apart at the smallest misstep.

Territory Boon

This Territory grants the following Boon:

Income: When collecting income from this Territory, the controlling player may choose to roll between 2D6x10 and 6D6x10. However, if a double is rolled, then no income is generated and a random fighter from the gang rolls on the Lasting Injury table.

Refuse Drift (Cawdor)

Nine of Diamonds

Vast agglomerations of refuse gather in areas of the underhive in drifts that shift like dunes in a desert.

Territory Boon

This Territory grants the following Boon:

Income: The gang earns 2D6x5 credits from this Territory when collecting income. However, if a double is rolled, a randomly determined fighter has a nasty encounter with a waste-lurker and must miss the next battle whilst they recover. No income is lost.

Enhanced Boon

This Territory grants Cawdor gangs the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

Income: The gang earns 2D6x5 credits from this Territory when collecting income. A Cawdor gang has no risk of encountering a nasty waste-lurker.

Corpse Farm (Cawdor)

Ten of Diamonds

Everyone must eat, and the corpse farms take the flesh of the dead and make it into the corpse- starch that feeds the hive. Underhive corpse farms do a brisk, if shunned trade in the bodies of the dead.

Territory Boon

This Territory grants the following Boon:

Income: When collecting income, the gang gains D6x10 credits for every fighter on either side that was deleted from their roster during the Update Roster step of the preceding battle.

Enhanced Boon

This Territory grants Cawdor gangs the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

Income: When collecting income, the gang gains 2D6x10 credits for every fighter on either side that was deleted from their roster during the Update Roster step of the preceding battle.

Bone Shrine (Cawdor)

Jack of Diamonds

Shrines of bones and noose-ropes are common in the underhive, and even the most cold-blooded ganger will rarely pass one without throwing in a cred as a plea for a blessing.

Territory Boon

This Territory grants the following Boon:

Income: The gang earns 2D6x5 credits from this Territory when collecting income.

Enhanced Boon

This Territory grants Cawdor gangs the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.

Income: The gang earns 4D6x5 credits from this Territory when collecting income.

Drinking Hole (Delaque)

Queen of Diamonds

Reeking of liquor, sweat and blood, a drinking den is where many hivers go to numb their sorrows, or to find their courage at the bottom of a bottle of Wildsnake or Second Best.

Territory Boon

This Territory grants the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

Special: Whilst it controls this Territory, any fighter in the gang may re-roll any failed Cool tests. If a fighter uses this option, place a marker on their card to show that they have hit the bottle. While a fighter has at least one marker from this territory, they suffer a -1 modifier to hit rolls for the rest of the battle.

Enhanced Boon

This Territory grants Delaque gangs the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.

Special: The gang that controls this Territory may nominate three enemy fighters at the start of the battle, and place an Intoxicated marker on each fighter’s card to show that their drink was spiked. The marked fighters suffer a -1 penalty to all tests and checks for the duration of the battle.

Gambling Den (Delaque)

King of Diamonds

Gambling is rife in the underhive, with fortunes won on the turn of a card and lost on the spin of a bolt shell, and debts are easily piled up by those who don’t know when to quit.

Territory Boon

This Territory grants the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

Income: The player chooses a suit of cards. The player then draws a card from a shuffled deck of playing cards that includes both Jokers. If they draw a card from the suit they chose, they earn income to the value of the card (Jack 11, Queen 12, King 13, Ace 14) x10 credits. If they draw a card from a suit of the same colour, then the Income is the value of the card x5 credits. If it is any other suit, they gain no income from the Territory. If, however, they draw a Joker, they must pay all of the income they earn in that post-battle sequence to a random gang taking part in the campaign, as determined by the Arbitrator.

Enhanced Boon

This Territory grants Delaque gangs the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.

Special: The gang that controls this Territory may nominate a single enemy fighter at the start of the battle before the first roll for Priority. The gang have called in the fighter’s debt marker, and in return for keeping all of their limbs intact, the fighter agrees to take no part in the coming battle. The nominated fighter misses the battle.

Needle Ways (Delaque)

Ace of Spades

The Needle Ways are the vents, crawl tunnels and pipes that thread through the mass of the hive. Those that can navigate them can pass unseen between almost anywhere.

Territory Boon

This Territory grants the following Boon:

Special: Whilst it controls this Territory, the gang may select up to three fighters – these fighters gain the Infiltrate skill.

Enhanced Boon

This Territory grants Delaque gangs the following Boon:

Special: The gang that controls this Territory may select up to six fighters to gain the Infiltrate skill.

Synth Still (Escher)

Two of Spades

Constructed from tangles of reclaimed pipes, vats and cylinders, a synth still in skilled hands can produce the finest poisons, medicines and narcotics.

Territory Boon

This Territory grants the following Boon:

Special: Whilst it controls this Territory, the gang treats chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin trait as Common.

Enhanced Boon

This Territory grants Escher gangs the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

Special: Whilst it controls this Territory, the gang treats chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin trait as Common, and halves the cost of these items (rounding up).

Stinger Mould Sprawl (Escher)

Three of Spades

Stinger mould is a rare fungus that grows where rad-waste has saturated a fungus sprawl. The fungus can be deadly, but also offers near-miraculous healing properties.

Territory Boon

This Territory grants the following Boon:

Special: During the post-battle sequence, the gang controlling this Territory may re-roll a single Lasting Injury roll on a fighter. Note that a Memorable Death result may not be re-rolled.

Enhanced Boon

This Territory grants Escher gangs the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

Special: During the post-battle sequence, the gang controlling this Territory may either remove a single existing Lasting Injury from a fighter, or re-roll a single Lasting Injury roll on a fighter, including a Memorable Death result (re-rolling results of Captured).

Narco Den (Escher)

Four of Spades

Narco dens are filled with the scent of exotic smoke, and the bubble and hiss of fume-bottles and cheminjectors. Rich and poor alike come to such places to chase dreams and forget nightmares.

Territory Boon

This Territory grants the following Boon:

Income: The gang earns D6x5 credits from this Territory when collecting income.

Enhanced Boon

This Territory grants Escher gangs the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

Income: The gang earns 2D6x5 credits from this Territory when collecting income. If the gang also controls a Synth Still, this is increased to 2D6x10.

Slag Furnace (Goliath)

Five of Spades

Glowing with heat and spattered with molten metal, a slag furnace smelts slag and ore so that the metals they contain can be poured off.

Territory Boon

This Territory grants the following Boon:

Income: The gang earns D6x5 credits from this Territory when collecting income.

Enhanced Boon

This Territory grants Goliath gangs the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.

Recruit: The gang may choose to roll two D6 after every battle. On a roll of 6 on either dice, the gang may recruit a single Juve from their House List for free. If both dice come up as 6, then the gang may recruit a Ganger from their House List for free.

Fighting Pit (Goliath)

Six of Spades

Violence is life, death, and entertainment in the underhive, and some of the most feared fighters are made on the cinder floors of fighting pits under the eyes of baying crowds.

Territory Boon

This Territory grants the following Boon:

Recruit: Whilst it controls this Territory, the gang may recruit two Hive Scum Hired Guns for free, including their equipment, prior to every battle.

Enhanced Boon

This Territory grants Goliath gangs the following Boon:

Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.

Smelting Works (Goliath)

Seven of Spades

Crags and seams of valuable slag can be found across the underhive, mute markers to the ancient industries that grew the Spire.

Territory Boon

This Territory grants the following Boon:

Income: The gang earns D6x5 credits from this Territory when collecting income.

Enhanced Boon

This Territory grants Goliath gangs the following Boon:

Income: The gang earns 2D6x5 credits from this Territory when collecting income. If the gang also controls a Slag Furnace, this is increased to 2D6x10 credits.

Mine Workings (Orlock)

Eight of Spades

An open cast mine bored into a mineral mass can yield a fortune in carbonite gems, cognate ore, argent and emeralds, all waiting to be ripped from the ground.

Territory Boon

This Territory grants the following Boon:

Income: The gang earns D6x10 credits from this Territory when collecting income. The gang may set Captured fighters to work in the mines rather than selling them to the Guilders. For every Captive working the mine, generate an additional D6x10 credits. If the Territory changes control, all of the Captives remain working the mine and can be ransomed back to their original owners if the Territory’s new owner wishes. A Captive sent to the mines may not subsequently be Sold to the Guild. While a Captive is working the mine, their gang may attempt a Rescue Mission at any time.

Enhanced Boon

This Territory grants Orlock gangs the following Boon:

Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.

Tunnels (Orlock)

Nine of Spades

The tunnels that run through the hive are the primary ways that people move between locations. Those that control them can move freely and attack where they wish.

Territory Boon

This Territory grants the following Boon:

Special: Whilst it controls this Territory, the gang may choose to have up to three fighters deploy via tunnels ahead of any battle. These fighters must be part of the crew for the battle, but instead of being set up on the battlefield, they are placed to one side. During the Deployment phase, the player sets up two 2" wide tunnel entrance markers on any table edge on the ground surface of the battlefield. During the Priority phase of each turn, roll a D6. On a 4+, the group of fighters arrive on the battlefield. That turn they may be activated as a single group, and must move onto the battlefield from one of the tunnel entrance markers. The members of the group must all arrive through the same tunnel entrance. If the battle ends before the fighters arrive, they take no part in the battle.

Enhanced Boon

This Territory grants Orlock gangs the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

Special: The gang may choose to deploy up to six fighters via tunnels using the method detailed above. The fighters in each group must be specified before the battle.

Toll Crossing (Orlock)

Ten of Spades

The fastest ways through the underhive often cross chasms, sludge rivers or pass through bottlenecks. Gangs often set up tolls at such points, extracting credits from those who wish to pass swiftly and safely on their way.

Territory Boon

This Territory grants the following Boon:

Income: The gang earns D6x5 credits from this Territory when collecting income.

Enhanced Boon

This Territory grants Orlock gangs the following Boon:

Special: Whilst it controls this Territory, the gang has Priority in the first round of any battle. Any gang in the campaign may pay the gang 20 credits to gain the same benefit in a single battle against another gang.

Generatorium (Van Saar)

Jack of Spades

Much of the light and power in the underhive relies on taps into energy conduits or barely functioning generators. Those that control the source of such power can let it flow… or cut it off at a whim.

Territory Boon

This Territory grants the following Boon:

Special: If their gang controls this Territory, a player may choose to stall the generators, temporarily cutting the power to the area in which a battle is taking place and plunging it into darkness. The player may declare they will do this at the beginning of any Priority phase, before the roll for Priority.

For the remainder of the battle, the Pitch Black rules are in effect. However, at the start of each End phase, there is a chance that the generators will automatically restart and the lights flood back. At the start of each End phase, before making any Bottle checks, the player that controls this Territory rolls a D6. If the result is a 5 or more, the generators restart and the Pitch Black rules immediately cease to be in effect. If the roll is a 1-4, the generators stay silent.

Enhanced Boon

This Territory grants Van Saar gangs the following Boon:

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

Archaeotech Device (Van Saar)

Queen of Spades

These are relics from a long lost age, when the hive had not yet grown to the sky. They possess strange capabilities, wondrous power and danger in equal measure.

Territory Boon

This Territory grants the following Boon:

Special: Any number of weapons owned by the gang may be given one of the following Traits for free: Blaze, Rad-phage, Seismic, or Shock. All weapons must be given the same Trait and new weapons purchased later may also be given this Trait. These weapons also gain the Unstable Trait. If the Territory is lost, the weapons lose these additional Traits.

Enhanced Boon

This Territory grants Van Saar gangs the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.

Special: The gang may give any number of weapons it owns two of the following Traits for free: Blaze, Rad-phage, Seismic, or Shock. All weapons must be given the same Traits and new weapons purchased later may also be given these Traits. These weapons also gain the Unstable trait. If the Territory is lost, the weapons lose these additional Traits.

Tech Bazaar (Van Saar)

King of Spades

An underhive tech bazaar buzzes with the calls of bullet merchants echoing above haggling techprospectors, while agents of the Gun-guild watch and take their due.

Territory Boon

This Territory grants the following Boons:

Income: The gang earns D6x10 credits from this Territory when collecting income.

Equipment: Select one Leader or Champion to make a Haggle post-battle action. Roll 2D6. The gang may immediately choose one Rare (X) item from the Trading Post where X is less than or equal to the dice roll and add it to their Stash for half of its usual value, rounded down. If the roll is lower than 7, pick a Common weapon or piece of equipment to add to the gang’s Stash for half of its usual value, rounded down. If the roll is 3 or lower, then the fighter proves to be very poor at haggling and no equipment is gained. If the fighter selected has Exotic Furs, add +1 to the result of the 2D6 dice roll.

Enhanced Boon

This Territory grants Van Saar gangs the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

Income: The gang earns D6x10 credits from this Territory when collecting income. If the gang also controls an Archaeotech Device, this is increased to 2D6x10.