I'd be looking at giving squats the boons as if they were an orlock gang, chaos as goliaths and badzones as... maybe delaque. keeps it most simple and doesnt mean inventing new stuff.
My other suggestion would be to look through the other types of campaigns and create a list of territories you think fit the style of the areas you are fighting over (what sort of dome it is), and then... probably randomly assigning each territory to a gang type you have in the camapign who can get the enhanced boons. Note if you do this, look at the rewards, as construction material, meat or other campaign specific rewards should be subbed out to credits or rep
Yeah, I'm going to set the game down in the Sumps, so I trying to make up a bunch of generic Sump Sea type territories. I read a Sump book fan rules thing awhile back (probably from here) and just copied the style, reflavourec or out right robbed ideas from that.
Current Sump Territories are
) Sump Beast Hunter Skiff. The Sump is full of horrible beasts whose body parts are worth a lot of creds. You may need a bigger boat...
( roll d6. On a 6, receive 2d6 x 10 credits, on 2-5 receive 1d6x10, on a 1, disaster! Pay 200 credits for a new Boat or lose territory. Can field one free Barge w/harpoon gun during battles)
2) Salvage Operation. You got a barge, a scrapyard, and a band of scavvies turning wrecks into creds. d6 x 10. For every captive you hold, add an additional d6 to the roll.
3) Sump coast trade network. A loose band of floating merchants trade with muties, scavvies and outcasts. ( d6 x 10 credits. Can recruit one free Underhive Trader)
4) Mutie Dive Team. You know some dudes with gills, and in return for not genociding them, they give you a cut of whatever they find. D6x5 credits. Roll a d6. On 6, receive one randomly determined rare item
5) Dockyard. Goods gotta move and sometimes the boys move them into your pockets. 1d6 x5 credits, one free piece of common equipment before each battle.
6) Agri-Tanks: The nature of the Sump means that a lot of things can grow, and some enterprising Hivers turn their hands to food production. Algae tanks, Fungal Ladders, Grub pools, etc.
1d6 x 10 credits
Well Fed: one fighter in recovery can roll d6, if 6, they are completely healed
9) Drain Sluice works. Everything runs downhive to the Sump, some of it valuable! ... to those with the right skills and equipment. d6 x 5, randomly rolled item from Trading Post
10) Sump still operation. Whatever it smells like, some of this is water... You control an operation that extracts valuable potable water from sludge, with a host of useful byproducts. d6x5 creds, three fighters gain a free choke gas Grenade.