I've been meaning to propose an alternative Territory chart specifically for Scavvies for a while now, so today I sat down and made one. It's based on the existing outlanders territory list, but with about half of the territories substituted for new ones of my own invention (I also added in tunnels, because I think that it does suit Scavvies, the underhive is riddled with complex systems of forgotten tunnels). I hope you find them interesting. I've tried to develop it so that it doesn't produce too much money, so that the gang size ideally doesn't get out of hand, but does produce enough that constant starvation shouldn't be much of a worry, and the gang should sometimes be able to buy new guys to expand the roster, and replace dead and useless individuals. The substitutions that I'd make to the outlanders territory chart is at the top. Also, sorry about all the fluff, but I like writing.
Sludge Sea > Ancient Reservoir
Power Cable Tap > Tunnels
Mineral Vein > Lost Settlement/Ghost Town
Recycling Dump > Milliasaur Stye
Outpost > Sumpshine Distillery
Toll Blockade > Old Access Road (The Domes Have Eyes)
Drifters (new rule)
After any game, the Scavvy tribe may pack up their meagre belongings, and migrate to a new area, in search of greener pastures. They may not work their territory, or scavenge, in the after game sequence, as they migrate. Roll a new territory on the Scavvy territory chart.
Ancient Reservoir
Hab domes get their water supply from massive intake scoops on the hive exterior. These scoops siphon the noxious vapour clouds that swirl about the hive cities, and transfer the toxic soup to holding tanks for purification, by a series of extractors, leaving behind clean(ish) water. The tribe has stumbled across an old reservoir of this purified water, which is still clean, if murky, and in the centuries since the level was abandoned, a weird ecosystem has evolved along the rusted shores. Strange crustaceans and pale molluscs scuttle along the pipelines, and eyeless fishes swim the waters. Access to this reliable source of food and drinkable water considerably eases the burdens of survival for the tribe.
Every gang member generates an additional 1 credits worth of food and water when foraging. Additional credits generated this way must be spent immediately, and must be spent feeding the gang. It may not be added to the stash, or spent on equipment.
After every game, roll a D6
1 The gang returns to find the reservoir has gone dry! Either the basin finally rusted through, or an old sluice drain has mysteriously opened, spilling thousands of gallons of water into the darkness below. Either way, the Reservoir is dry. Strike it off the roster, and replace it with ‘wastes’.
2-5 Nothing has changed
6 The gang returns to discover that the old chem tanks which stored the extracted chemicals have ruptured and spilled their foul contents into the reservoir, transforming it into a vivid canvas of glowing neon hues. The water is undrinkable, and the wildlife is gone. Strike the Ancient Reservoir off of the territory roster, and replace it with ‘Rad Zone’.
Lost settlement/Ghost Town
Many folk come downhive to start new lives, establishing new settlements, and initiating trade with the other underhive settlers, and the hive city, but the underhive is a dangerous place, and not all of the settlements survive. Scavvy raids, neurone plague, and even conflicts with other townships have all claimed fledgling townships. The tribe has found an old, abandoned settlement. Some long forgotten calamity wiped out the settlers who lived here. Tantalising clues to the fate of the town are everywhere, burn marks, old bloodied hand prints, or a family of skeletons, still seated around a burned out vid-box, one neat hole in the back of each skull, and the rusted out remains of a stub gun still clutched in dear old dads dead, bony hand. Nothing is left now but empty buildings and a melancholic air of broken dreams (and, most importantly, lots of free stuff…)
After each game, one or more gang members can search the dilapidated housing units for useful, or valuable items and materials’. For each ganger beyond the first that elects to search, add +1 to the dice result.
1 Nothing but broken furniture, rusted household items, and musty old clothes (and probably a series of interesting, but essentially useless, audio logs describing a rapidly unfolding tale of tragedy).
2-3 The scavengers find D3 x 3 credits worth of salvageable parts and materials.
4-5 The scavengers have found a stash of credits, hidden behind a loose wall panel, worth D6 x 5 credits.
6 As 4-5, except a randomly determined scavenger has disturbed a wild animal that’s made it’s lair in one of the abandoned buildings. The ganger must fight the creature with whatever equipment they possess, but no bonuses are assigned for charging etc (both parties are equally surprised!) roll again;
1-2 Wolf Spider
3-4 Giant Rat
5-6 Plague Zombie
Milliasaur Stye
The tribe has constructed a pen for breeding milliasaurs. These hardy little critters grow to adulthood rapidly, and rear easily on a diet of spoiled food, bones, scraps, and offal. The meat is chewy and salty, but fairly nutritious (and pairs well with a nice fungus beer). After each game, one member of the gang may harvest a milliasaur that has reached eating size, generating 8 credits worth of edible meat, which must be used to feed the gang, and cannot be added to the stash, or used to buy equipment or recruit new gangers.
However, milliasaurs are dangerous animals, and their bite delivers a potent neurotoxin. Every time the milliasaur stye is worked for meat, roll a D6. On a roll of 1, the ganger is bitten while attempting to wrangle the ‘saur’ out of the pen. The pen produces no meat this game, and the model is partially paralysed by the milliasaur venom, and must miss the next game while they recover.
Sumpshine Distillery
The tribe has built a still to produce the foul tasting, but famously potent ‘sumpshine’, sometimes referred to as simply ‘Scavvy brew’. Whatever it is that Scavvies ferment to produce this noxious brew is probably better left unknown, and every tribe has its own secret recipes and formulas that they guard more fervently than their own offspring, but the effectiveness of the foul concoction is undeniable, and the enthusiastic recklessness, and hot-headed fervour of a scavvy tribe on the warpath, high on shine, is truly something to behold.
The overall Underhive mentality is best described as ‘don’t ask, don’t tell’, and many watering holes are notoriously unscrupulous about where they source their supply, and the patrons are even less discerning. Few ever ask about the strange colour of their brew, or the presence of a fingernail (or fingertip), in the bottom of the mug, and many underhive speak easy’s make backroom deals with the scavvy’s for a constant supply of cheap shine.
After each game, one ganger may work the stil to produce another batch of scavvy brew, generating D6 x 3 Credits. Additionally, before any game, a gang controlling a sumpshine distillery may drink the shine to get ‘fightin mad’. If they do so, then the distillery produces no income after the game (that’s what happens when you drink your product), but for the duration of the game, the entire gang gets a +1 bonus to their leadership values, up to a maximum of 8, and may always roll to recover from pinning, as if there were a friendly model within 2”, but suffer -1 initiative, and must re-roll all SUCCESSFUL initiative rolls for falling.
After any game in which the gang got drunk on shine, D3 randomly determined models suffer mild poisoning from impurities in the crudely distilled liquor, and must miss the next game.
Old Access Road (The Domes Have Eyes)
The tribe has set up came in a network of tunnels close to an old access road, linking several of the more remote underhive settlements. Guilders, settlers, and prospectors travelling the road are watched by hungry eyes, and all may all fall prey, if they stray too far from the path, or were foolish enough to travel without an escort. The access road is not worked like a traditional territory, but roll a D6 after each game to see what tasty morsels may come along;
1-2 Nothing. The tumbleweeds blow and stomachs rumble. Perhaps word has spread that this area is unsafe. The tribe will have to tighten their belts (or electrical cords, or whatever) and look elsewhere for now.
3-4 A caravan of settlers passes through with an armed escort. Cracked and ulcerated lips are licked, and beady eyes watch every step and every move of each and every traveller, until one straggling guard breaks away from the party, either to relieve themselves, or to investigate a shiny bauble, placed in a conspicuously visible location, far away from the path…A randomly determined member of the gang pounces on the intended victim, and must subdue them as quickly as possible, before the alarm is raised. Fight one round of combat.
The scavvy counts as having charged, and is armed with their own equipment. The guard has the stats of a basic ganger, and counts as being armed with a knife (they don’t have time to use any other equipment they might have had). If the guard goes down in the first round, they are rapidly trussed up, and carried off into the shadows, providing food in the same manner as if they’d been captured and put in the pot (feeding 9 creds worth of gangers). If the guard does not go down in the first round, they raise the alarm, and the Scavvies are forced to withdraw. Head on engagement with well-armed, and alert enemies isn’t their style.
5-6 A foolish traveller, lost mercenary, or a tech prospector who was sold a bad map, blunders onto the road. There’ll be meat on the table tonight! (cue obnoxious hooting and gunfire). The captive feeds 9 creds worth of gangers, and in addition D3 x 5 credits worth of valuable gear is looting from their belongings.
Whew, that's all. Thanks if you actually read that far. Comments as always are welcome.
Sludge Sea > Ancient Reservoir
Power Cable Tap > Tunnels
Mineral Vein > Lost Settlement/Ghost Town
Recycling Dump > Milliasaur Stye
Outpost > Sumpshine Distillery
Toll Blockade > Old Access Road (The Domes Have Eyes)
Drifters (new rule)
After any game, the Scavvy tribe may pack up their meagre belongings, and migrate to a new area, in search of greener pastures. They may not work their territory, or scavenge, in the after game sequence, as they migrate. Roll a new territory on the Scavvy territory chart.
Ancient Reservoir
Hab domes get their water supply from massive intake scoops on the hive exterior. These scoops siphon the noxious vapour clouds that swirl about the hive cities, and transfer the toxic soup to holding tanks for purification, by a series of extractors, leaving behind clean(ish) water. The tribe has stumbled across an old reservoir of this purified water, which is still clean, if murky, and in the centuries since the level was abandoned, a weird ecosystem has evolved along the rusted shores. Strange crustaceans and pale molluscs scuttle along the pipelines, and eyeless fishes swim the waters. Access to this reliable source of food and drinkable water considerably eases the burdens of survival for the tribe.
Every gang member generates an additional 1 credits worth of food and water when foraging. Additional credits generated this way must be spent immediately, and must be spent feeding the gang. It may not be added to the stash, or spent on equipment.
After every game, roll a D6
1 The gang returns to find the reservoir has gone dry! Either the basin finally rusted through, or an old sluice drain has mysteriously opened, spilling thousands of gallons of water into the darkness below. Either way, the Reservoir is dry. Strike it off the roster, and replace it with ‘wastes’.
2-5 Nothing has changed
6 The gang returns to discover that the old chem tanks which stored the extracted chemicals have ruptured and spilled their foul contents into the reservoir, transforming it into a vivid canvas of glowing neon hues. The water is undrinkable, and the wildlife is gone. Strike the Ancient Reservoir off of the territory roster, and replace it with ‘Rad Zone’.
Lost settlement/Ghost Town
Many folk come downhive to start new lives, establishing new settlements, and initiating trade with the other underhive settlers, and the hive city, but the underhive is a dangerous place, and not all of the settlements survive. Scavvy raids, neurone plague, and even conflicts with other townships have all claimed fledgling townships. The tribe has found an old, abandoned settlement. Some long forgotten calamity wiped out the settlers who lived here. Tantalising clues to the fate of the town are everywhere, burn marks, old bloodied hand prints, or a family of skeletons, still seated around a burned out vid-box, one neat hole in the back of each skull, and the rusted out remains of a stub gun still clutched in dear old dads dead, bony hand. Nothing is left now but empty buildings and a melancholic air of broken dreams (and, most importantly, lots of free stuff…)
After each game, one or more gang members can search the dilapidated housing units for useful, or valuable items and materials’. For each ganger beyond the first that elects to search, add +1 to the dice result.
1 Nothing but broken furniture, rusted household items, and musty old clothes (and probably a series of interesting, but essentially useless, audio logs describing a rapidly unfolding tale of tragedy).
2-3 The scavengers find D3 x 3 credits worth of salvageable parts and materials.
4-5 The scavengers have found a stash of credits, hidden behind a loose wall panel, worth D6 x 5 credits.
6 As 4-5, except a randomly determined scavenger has disturbed a wild animal that’s made it’s lair in one of the abandoned buildings. The ganger must fight the creature with whatever equipment they possess, but no bonuses are assigned for charging etc (both parties are equally surprised!) roll again;
1-2 Wolf Spider
3-4 Giant Rat
5-6 Plague Zombie
Milliasaur Stye
The tribe has constructed a pen for breeding milliasaurs. These hardy little critters grow to adulthood rapidly, and rear easily on a diet of spoiled food, bones, scraps, and offal. The meat is chewy and salty, but fairly nutritious (and pairs well with a nice fungus beer). After each game, one member of the gang may harvest a milliasaur that has reached eating size, generating 8 credits worth of edible meat, which must be used to feed the gang, and cannot be added to the stash, or used to buy equipment or recruit new gangers.
However, milliasaurs are dangerous animals, and their bite delivers a potent neurotoxin. Every time the milliasaur stye is worked for meat, roll a D6. On a roll of 1, the ganger is bitten while attempting to wrangle the ‘saur’ out of the pen. The pen produces no meat this game, and the model is partially paralysed by the milliasaur venom, and must miss the next game while they recover.
Sumpshine Distillery
The tribe has built a still to produce the foul tasting, but famously potent ‘sumpshine’, sometimes referred to as simply ‘Scavvy brew’. Whatever it is that Scavvies ferment to produce this noxious brew is probably better left unknown, and every tribe has its own secret recipes and formulas that they guard more fervently than their own offspring, but the effectiveness of the foul concoction is undeniable, and the enthusiastic recklessness, and hot-headed fervour of a scavvy tribe on the warpath, high on shine, is truly something to behold.
The overall Underhive mentality is best described as ‘don’t ask, don’t tell’, and many watering holes are notoriously unscrupulous about where they source their supply, and the patrons are even less discerning. Few ever ask about the strange colour of their brew, or the presence of a fingernail (or fingertip), in the bottom of the mug, and many underhive speak easy’s make backroom deals with the scavvy’s for a constant supply of cheap shine.
After each game, one ganger may work the stil to produce another batch of scavvy brew, generating D6 x 3 Credits. Additionally, before any game, a gang controlling a sumpshine distillery may drink the shine to get ‘fightin mad’. If they do so, then the distillery produces no income after the game (that’s what happens when you drink your product), but for the duration of the game, the entire gang gets a +1 bonus to their leadership values, up to a maximum of 8, and may always roll to recover from pinning, as if there were a friendly model within 2”, but suffer -1 initiative, and must re-roll all SUCCESSFUL initiative rolls for falling.
After any game in which the gang got drunk on shine, D3 randomly determined models suffer mild poisoning from impurities in the crudely distilled liquor, and must miss the next game.
Old Access Road (The Domes Have Eyes)
The tribe has set up came in a network of tunnels close to an old access road, linking several of the more remote underhive settlements. Guilders, settlers, and prospectors travelling the road are watched by hungry eyes, and all may all fall prey, if they stray too far from the path, or were foolish enough to travel without an escort. The access road is not worked like a traditional territory, but roll a D6 after each game to see what tasty morsels may come along;
1-2 Nothing. The tumbleweeds blow and stomachs rumble. Perhaps word has spread that this area is unsafe. The tribe will have to tighten their belts (or electrical cords, or whatever) and look elsewhere for now.
3-4 A caravan of settlers passes through with an armed escort. Cracked and ulcerated lips are licked, and beady eyes watch every step and every move of each and every traveller, until one straggling guard breaks away from the party, either to relieve themselves, or to investigate a shiny bauble, placed in a conspicuously visible location, far away from the path…A randomly determined member of the gang pounces on the intended victim, and must subdue them as quickly as possible, before the alarm is raised. Fight one round of combat.
The scavvy counts as having charged, and is armed with their own equipment. The guard has the stats of a basic ganger, and counts as being armed with a knife (they don’t have time to use any other equipment they might have had). If the guard goes down in the first round, they are rapidly trussed up, and carried off into the shadows, providing food in the same manner as if they’d been captured and put in the pot (feeding 9 creds worth of gangers). If the guard does not go down in the first round, they raise the alarm, and the Scavvies are forced to withdraw. Head on engagement with well-armed, and alert enemies isn’t their style.
5-6 A foolish traveller, lost mercenary, or a tech prospector who was sold a bad map, blunders onto the road. There’ll be meat on the table tonight! (cue obnoxious hooting and gunfire). The captive feeds 9 creds worth of gangers, and in addition D3 x 5 credits worth of valuable gear is looting from their belongings.
Whew, that's all. Thanks if you actually read that far. Comments as always are welcome.