N18 Brainstorming Territories and Boons for the B Teams.

Winky

Juve
Feb 17, 2025
15
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3
Hello Yakkers, I'm a new player preparing a Dominion campaign for some friends, and I'd like some help.

I'm interested in making some homebrew territories with enhanced boons for the non house factions, to help even the playing field. Specifically, I'm interested in territories geared toward Badzone Enforcers, Squat Prospectors and Chaos Helot Cults, but I'd like to see homebrew for any faction.

First, Has this already been done somewhere? I haven't been able to find anything, but I'd gladly accept a link.

Second, we'll, let's get brewing! Give me some ideas, or tear mine apart!
 
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First offering. I know the lore mentions the Helmawrs running the ghast trade, so perhaps the imperial house would send extra muscle to aid a unit running g a deposit.

Ghast Deposit (Enforcers).
You control a deposit of raw ghast, a rare drug, and the secret source of Lord Helmawrs wealth.

+1 Rep, 2d6x10 cred, 1 free dose of ghast


Enhanced Boon (Enforcers Only)
+2 Rep 2d6x10 cred, free (Brute? Subjugator x 2?, Palanite Companion?)


Any suggestions ?
 
Not really, too little experience to add anything of value but I like the idea and effort. :)

Wish there was more "action" on the Forums, all forums, these days.. Seems like Discord is the thing people use and even there it is hard to get reactions, ideas, feedback..
i guess most people use their phones these days and just look at their own stuff..

I miss old forums, with activity..
 
Specifically, I'm interested in territories geared toward Badzone Enforcers, Squat Prospectors and Chaos Helot Cults, but I'd like to see homebrew for any faction.

First, Has this already been done somewhere? I haven't been able to find anything, but I'd gladly accept a link.
Before I jump into this, have you looked at the list of territories in the Dark Uprising Campaign (recently reprinted in Necromunda Apocrypha, previously located in Dark Uprising)?

As written for the Dark Uprising, they're very involved with the Ruined mechanic, but the vanilla territory boons are reasonably relevant for Dominion Campaigns if you were to run with them adapted with the Meat and Ruin references edited out.

That includes territories relevant to Enforcers and Corpse Grinder Gangs and Helot Gangs (eg: Chaos Fane is considered to be the Helot-equivalent of Settlement).
Fungal Sprawl, Underhive Shrine (for obvious reasons), Reclaimation Zones (a Helot Gang's dream territory!), and Ash Gate are all deeply appropriate/aspirational/fluffy territories for Helot gangs.

As to Squats, some of the Underhells campaign territories from Level One and Level Two could adapt relatively using the Secundan Incursion option text - obviously some options refer to systems not relevant to Dominion but the flavour text could be reused for a like-effect. The Level 3-4 territories in that campaign are a bit too powerful to adapt.
 
The Uprising Campaign territories are built with the intent of gaining boons once per campaign week (roughly every two games) rather than the Dominion Campaign's standard of after every game, as demonstrated most palpably by comparing the Dominion Campaign Settlement, and the Settlements and equivalents from Uprising - so they are roughly twice as good as comparable Dominions Campaign territories, in theory - but they are pretty close in practice and mostly quite comparable, so should be easy to tweak when needed to be parallel.
 
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Regarding Squats, they treat the Synth Still and Mine Workings as their own territory and gain the enhanced boons in the Dominion Campaign.
 
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Hi all.

Thanks for the tips on the Uprising campaign territories and the fact that some factions get to treat specific territories as if they were a House gang. I must've missed that in the reading I've done so far. I'll likely go that route.

Honestly, the problem here is me, haha. I'm still not all the way through the core rulebook, but I'm already trying to diy territories and tinker with rules. I can't help it; I'm a compulsive homebrewer. (As evidence; in the notes app on this phone I have homebrew campaign rules for Saga, and a homebrew rules supplement to play Necromunda-ish campaigns through the Space Weirdos ruleset.... despite the fact that I've yet to play a single game in any of these systems...)

Anyway, I'll try to stick to the base rules and keep it simple this go round. Thanks for the advice!
 
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
 
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.
 
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Sounds cool, I like tinkering and changing. If you do too, do it. :) Simple as that. Use the rules as suggestions, like GW used to say..
 
one other option that might help, if you are wanting a 'living' feel to the territory, I'm sure one of them is a doc workshop, gives you a free rogue doc... well, just create similar sounding ones for any other hangers on, an ammo jack one, a pit fighter one (orlock house of iron hanger on), etc etc.

Could also give better bonus to the house they are associated with
 
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I call Territories "Resources" because each campaign can have some fluffy name for what is essentially the same (Territory, Racket, Sympathiser, Waypoint, Relic).
GW made hundreds of these, so it should be fairly simple to see the pattern and make your own collection of gang specific boons.

Here are some generic examples:
- Credits / TP discount / improved sale prices
- Hangers-on / hangers-on capacity modifier
- Recruit juve/ganger/hired gun
- Trading Post availability modifier
- Weapon/Equipment
- Battlefield effects (pitch black, automatically gain priority, ...)
- Post-battle action
- Weapon trait
- Reputation
- Infiltration (or similar)
 
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