House Rules: Custom Territories

Shiaic

Juve
Aug 24, 2013
28
10
3
Brisbane, Australia
Hi all,

I thought I'd create this thread for you all to post your custom Necromunda gang territories. Here are a few I've incorporated into my campaign:

The Vault
Income: 1D6x10.
The vault is a blast-proof storage facility. The Gangers rent out space for merchants and other denizens to keep their valuable possessions safely stored inside. Only the gang leader, and designated, trusted lieutenants have the access codes. Rent collected from clients is variable from week-to-week, depending upon which clients needs to use this service.

Scumfart Stumps (Settlement)
Income: 30.
Scumfart Stumps is an exceptionally hectic frontier settlement. The rule of law is almost non-existent, and the citizens are naturally a bit tougher and more self-reliant for their own protection. This territory functions just like any other Settlement territory; except that juves recruited from this settlement come with an autopistol for free, and one randomly generated shooting skill.

Truffle Garden
Income: 1D6x5 credits.
Truffles are the edible fruiting bodies of various Underhive fungus species. On an income roll of 6, roll an additional 2D6: a result of 12 indicates the Truffle Garden has yielded some particularly rare and delectable (and expensive) truffles: Veiny-blue truffles, prized and highly sought after by connoisseurs in the high spire. Roll for a final time: the credit yield instead for this turn is 1D6x50.
 
I like the concept for all of them... I'd potentially have the settlement juve roll of a 1 being the locals get uppity with your gang and refuse to pay protection that turn to balance it out a bit too.
 
@Ben_S, thanks. I like that suggestion.

Here is another one:

Monster Lair
Income: special (see special rules).
The gang has discovered the lair of a fierce Underhive monster. If the gang chooses to work this territory, roll 1D6: on a roll of 5-6, a tourist or some other wealthy interested party will pay the gang to observe the monster in its habitat. Nominate one gang member to act as the guide; then roll 3D6x10 for the agreed fee. If a triple number is rolled, consult the following table to determine further outcomes.

1D6

1-2 -- The ganger and client are never seen or heard from again. Remove the ganger and all their equipment from the gang roster. The gang still receive the credits (which were paid in advance).​

3-4 -- Ambush predator; the monster attacks the party! The client is killed, but the ganger escapes with injuries. The ganger must roll for a serious injury (re-roll obviously inappropriate outcomes). The gang still receive the credits (which were paid in advance).

5 -- The monster isn't there. The client refuses to pay half of the fee. The gang receive only 75 credits.

6 -- Safari; the client is actually a big-game hunter and kills the monster before the astonished ganger can prevent it. Remove the Monster Lair territory from the gang's territory list. The gang still receive the 180 credits (which was paid in advance).​
 
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5 -- The monster isn't there. The client refuses to pay half of the fee. The gang receive only 75 credits.

6 -- Safari; the client is actually a big-game hunter and kills the monster before the astonished ganger can prevent it. Remove the Monster Lair territory from the gang's territory list. The gang still receive the 180 credits (which was paid in advance).​

I don't get where these 75 and 180 figures come from. Do you get these figures or (half of) what was rolled?
 
Those given figures are half of what would be rolled for the 5's (rolling 3 5's gives you 150 creds, the description says he pays half so you only receive 75)

the roll of a 6 doesn't mention halfing, so you would still receive 180 creds but lose the territory.

Hope that makes sense
 
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Ah, I see now. I misread it and assumed you were supposed to roll a further d6 on the table, rather than using the number you'd just rolled. I've got it now.
 
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