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Uprising Territories

Source: Necromunda: Apocrypha Necromunda (2024)

As the insidious threat of Chaos spreads, the hive districts are reduced to cannibal-haunted wastelands, and locals are driven into madness and depravity. This inevitable societal decay is reflected in the Territories controlled by the gangs. At the start of the campaign, gangs might have dominion over bustling underhive settlements or lucrative crossroads, reaping the benefits of trade and a large populace to draw recruits from. As the campaign wears on, these same settlements and byways can be reduced to ruins, inhabited by haunted survivors and ravenous beasts, from which the gang must scavenge equipment and food.

Starting Territories

At the start of the Uprising Campaign, each player’s gang begins in control of three Territories. One of these is determined by the type of gang they are playing as detailed below. This represents the gang’s home base or hideout and can never be lost, even if it is the only Territory the gang controls. The two remaining Territories are generated randomly.

To determine these Territories, each player rolls on the Uprising Territories table that follows. Gangs may have the same Territory multiple times, though only Palanite Enforcer gangs may have a Precinct-Fortress, and only Corpse Grinder Cult and Helot Chaos Cult gangs may have a Chaos Fane.

Gang Starting Territory

Palanite Enforcer Gangs: Precinct-Fortress

Corpse Grinder Cult Gangs and Chaos Cult Gangs: Chaos Fane

All Other Gangs: Settlement

Uprising Territories Table

D66Territory
11-13Hab Level
14-16Reclamation Zones
21-23Underhive Shrine
24-26Manufactorum Level
31-33Guilder Stronghold
34-36Slave Pits
41-43Settlement
44-46Ash Gate
51-53Fungal Sprawl
54-56Thermal Vent
61-63Wastelands
64-66Wall Outpost

Using Uprising Territories

Each Territory provides Boons to the gang who controls it. At the beginning of each Campaign Week, each player generates any Boons listed on their Territories, such as Income and Recruits. In the case of variable rolls or other random results, these dice rolls can be made during the pre-battle sequence of the first game of the Campaign Week with their results taking effect immediately – i.e., recruited fighters can be used right away.

Territories provide two sets of Boons: a standard one, reflecting the Territory as it is under the influence of Order, and a Ruined one, representing the Territory once it has fallen under the influence of Chaos. Only one of these sets of Boons applies at any time depending on the state of the Territory, and Boons that apply to rules that are not in effect – such as portions of Meat gained while the Starvation rules are not being used – are ignored. Once a Territory has been Ruined and fallen under the influence of Chaos, it remains Ruined for the remainder of the campaign.

List of Territories

Precinct-Fortress

Each hive zone operates under the watchful eye of an Enforcer Precinct-Fortress – each one an impressive fortification and a symbol of Lord Helmawr’s authority.

#### Territory Boon

Recruit: Roll a D6: on a result of 3+, the controlling gang can add a Palanite Patrolman to their roster without having to spend any credits. Equipment that is not part of the fighter’s basic cost must be purchased at the normal cost, or supplied from the gang’s Stash.

Income: Add D6x10 credits to the controlling gang’s Stash.

Boons When Ruined

Recruit: Roll a D6: on a result of 4+, the controlling gang can add a Palanite Rookie Patrolman to their roster without having to spend any credits. Equipment that is not part of the fighter’s basic cost must be purchased at the normal cost, or supplied from the gang’s Stash.

Starvation: Add D6 portions of Meat to the controlling gang’s Stash.

Chaos Fane

Chaos fanes are focal points for the worship of the Dark Gods; each gore-spattered temple a place for heretics to muster their forces and practise their profane rituals.

Territory Boon

Recruit: Roll a D6: on a result of 4+, the controlling gang can add a Skinner or Helot Cultist to their roster without having to spend any credits. Equipment that is not part of the fighter’s basic cost must be purchased at the normal cost, or supplied from the gang’s Stash.

Income: Add D3x10 credits to the controlling gang’s Stash.

Boons When Ruined

Recruit: Roll a D6: on a result of 3+, the controlling gang can add an Initiate or Helot Cultist to their roster without having to spend any credits. Equipment that is not part of the fighter’s basic cost must be purchased at the normal cost, or supplied from the gang’s Stash.

Starvation: Add 2D6 portions of Meat to the controlling gang’s Stash.

Hab Level

Huge sections of the hive are given over to residential habitation, blocks of tiny living spaces and coffin quarters where workers might rest briefly between cycles.

Territory Boon

Reputation: Whist it controls this Territory, the gang adds D6 to its Reputation.

Income: Add D6x10 credits to the controlling gang’s Stash.

Boons When Ruined

Starvation: Add D6 portions of Meat to the controlling gang’s Stash.

Scavenging: Add D3 Scavenging rolls to the controlling gang’s Stash.

Settlement

Hive settlements come in all shapes and sizes, from tiny scrapper holesteads and remote prospector outposts to sprawling walled towns and gateway cities.

Territory Boon

Recruit: Roll a D6: on a result of 3+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Fighters gained in this way come equipped with 25 credits of equipment purchased from their Gang Equipment List at no additional cost.

Income: Add D6x10 credits to the controlling gang’s Stash.

Boons When Ruined

Recruit: Roll a D6: on a result of 3+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Equipment that is not part of the fighter’s basic cost must be purchased at the normal cost, or supplied from the gang’s Stash.

Starvation: Add D6 portions of Meat to the controlling gang’s Stash.

Wastelands

Wastelands offer isolation and protection from the watchful eye of both Enforcer patrols and Chaos renegades, and are also good places to lay ambushes.

Territory Boon

Ambush: Once during this Campaign Week, after the roll to determine the scenario has been made, roll a D6. On a 3+, the gang with this Territory may decide who the attacker is and who the defender is for the scenario.

Income: Add D3x10 credits to the controlling gang’s Stash.

Boons When Ruined

Ambush: Once during this Campaign Week, after the roll to determine the scenario has been made, roll a D6. On a 2+, the gang with this Territory may decide who the attacker is and who the defender is for the scenario.

Starvation: Add 1 portion of Meat to the controlling gang’s Stash.

Reclamation Zones

Scrapyards, vapour sinks and corpse farms are all vital to the continued existence of a hive city, and can provide great bounty to those who control them.

Territory Boon

Equipment: Reduce the cost of items on the controlling gang’s Gang Equipment List by 10 credits, to a minimum of 5 credits.

Income: Add D6x10 credits to the controlling gang’s Stash.

Boons When Ruined

Starvation: Add D3 portions of Meat to the controlling gang’s Stash.

Scavenging: Add 2D3 Scavenging rolls to the controlling gang’s Stash.

Underhive Shrine

Hives are filled with places holy to their inhabitants, where they might offer up prayers to the God-Emperor or the spirits of the hive itself.

Territory Boon

Blessings: At the start of the Campaign Week, roll a D6 for each fighter in the controlling gang. On a natural roll of a 6, the fighter gains the Blessed condition for the Campaign Week. Fighters with the Blessed condition gain a 6+ save if they do not already have an armour save, and can never have their armour save reduced to less than 6+ by Armour Piercing.

Income: Add D3x10 credits to the controlling gang’s Stash.

Boons When Ruined

Blessings: At the start of the Campaign Week, roll a D6 for each fighter in the controlling gang. On a 5 or 6, the fighter gains the Blessed condition for the Campaign Week. Fighters with the Blessed condition gain a 6+ save if they do not already have an armour save, and can never have their armour save reduced to less than 6+ by Armour Piercing.

Starvation: Add D3 portions of Meat to the controlling gang’s Stash.

Manufactorum Level

Heavy industry is the heart and soul of Necromunda, the hives churning out vast amounts of weapons and wargear for its people and the greater Imperium.

Territory Boon

Equipment: The controlling gang can add up to 30 credits worth of weapons or Wargear from its Gang Equipment List to its Stash for free.

Income: Add D6x10 credits to the controlling gang’s Stash.

Boons When Ruined

Starvation: Add D3 portions of Meat to the controlling gang’s Stash.

Scavenging: Add D3 Scavenging rolls to the controlling gang’s Stash.

Thermal Vent

Heat and light are vital commodities in a hive, and controlling them provides a powerful resource to trade for a gang as well as significantly better living conditions.

Territory Boon

Better Living: The controlling gang is able to find a competent cook. At the end of Step 2 of the pre-battle sequence, roll a D6 for each of the gang’s fighters that is In Recovery. On a 6, a constant supply of good food has helped them recover more quickly – their In Recovery box on the gang roster is cleared, and they are now available for this battle.

Income: Add 2D6x10 credits to the controlling gang’s Stash.

Boons When Ruined

Starvation: Add D3 portions of Meat to the controlling gang’s Stash.

Scavenging: Add a Scavenging roll to the controlling gang’s Stash.

Guilder Stronghold

The Merchant Guilds manage the exchanges between Houses, and are centres for commerce and control in every hive.

Territory Boon

Recruit: Roll a D6: on a result of 3+, the controlling gang can add a Palanite Patrolman, a Skinner, a Ganger or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Fighters gained in this way come equipped with 40 credits of equipment purchased from their Gang Equipment List at no additional cost.

Income: Add D6x10 credits to the controlling gang’s Stash.

Boons When Ruined

Recruit: Roll a D6: on a result of 3+, the gang can add a Palanite Rookie Patrolman, an Initiate, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Equipment that is not part of the fighter’s basic cost must be purchased at the normal cost, or supplied from the gang’s Stash.

Scavenging: Add a Scavenging roll to the controlling gang’s Stash.

Slave Pits

Pit fighting is a common pastime throughout the underhive, offering both a venue for gangs to place wagers as well as hone the fighting skills of their gangers.

Territory Boon

Training: Roll a D6 for each fighter in the controlling gang. On a 6, the fighter earns D3 XP.

Income: Add D6x10 credits to the controlling gang’s Stash.

Boons When Ruined

Training: Roll a D6 for each fighter in the controlling gang. On a 6, the fighter earns D3 XP.

Starvation: Add D3 portions of Meat to the controlling gang’s Stash.

Fungal Sprawl

Fungal growths can dominate entire hive levels, and are both dangerous and profitable in equal measure; there being much wealth a gang can find among their wilds.

Territory Boon

Equipment: Roll a D6 for each fighter in the controlling gang. On a 6, the player can choose to have one of the fighter’s Melee weapons gain the Toxin trait for the duration of the Campaign Week. Weapons with the Toxin trait have a Strength characteristic of ‘-‘.

Income: Add D6x10 credits to the controlling gang’s Stash.

Boons When Ruined

Equipment: Roll a D6 for each fighter in the controlling gang. On a 6, the player can choose to have one of the fighter’s Melee weapons gain the Toxin trait for the duration of the Campaign Week. Weapons with the Toxin trait have a Strength characteristic of ‘-‘.

Starvation: Add D6 portions of Meat to the controlling gang’s Stash.

Wall Outpost

The wall separates the Spire and its nobles from the rest of the hive. It is heavily fortified and those living within its shadows benefit from the trade that passes through it.

Territory Boon

Finest Things: When purchasing weapons and Wargear, the controlling gang reduces the cost of equipment of 100 credits or more by 25 credits.

Income: Add D6x10 credits to the controlling gang’s Stash.

Boons When Ruined

Finest Things: The controlling gang may re-roll one Scavenging roll in each post-battle sequence.

Scavenging: Add one Scavenging roll to the controlling gang’s Stash.

Ash Gate

The great ash gates that connect a hive to the wastes and other regions of Necromunda are the loci of trade and contact with the outside world.

Territory Boon

Recruit: Roll a D6: on a result of 4+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Equipment that is not part of the fighter’s basic cost must be purchased at the normal cost, or supplied from the gang’s Stash.

Income: Add 2D6x10 credits to the controlling gang’s Stash.

Boons When Ruined

Starvation: Add D6 portions of Meat to the controlling gang’s Stash.

Scavenging: Add 2D3 Scavenging rolls to the controlling gang’s Stash.