Relic Territories
What Is a Relic Territory?
Relic Territories are unique, named holdings - not found on any standard territory list. Each one enters play through a specific event: an arc climax, a Battle Scar outcome, or a Cycle Event. Once a relic enters play it never disappears. It can change hands, but it cannot be destroyed.
Every relic has a fixed name, a lore blurb, an income value, and a unique mechanical rule that no standard territory replicates.
Challenging: Once in play, a relic is subject to normal Challenging for Territory rules. Any gang that meets the zone requirements may issue a challenge for it.
Territory Cap: Relics count toward the holding gang’s zone territory cap. Where a relic specifies a zone, it occupies that gang’s permitted slot for that zone (see note under each entry).
The Relics
The Signal Engine
| Zone | The Drowned District |
| Discovered | Arc I climax (“The Signal”) - awarded to the winning gang |
| Income | D6×10 credits per Cycle |

The beacon led them to it - a vox-relay station older than Hive Primus, buried under two floors of collapsed walkway. The mechanisms that kept it transmitting for ten thousand years are still warm to the touch. Nobody knows what it was calling to.
Special Rule - Deep Frequency: Once per Cycle, before the Arbitrator reveals the Cycle Event, the holding gang’s player may ask the Arbitrator: “What is coming?” The Arbitrator tells them the Cycle Event privately before announcing it to all players. The holding gang may use this knowledge to prepare - repositioning fighters, challenging a specific territory, or simply planning - before the event takes effect.
Vault Primus-IX
| Zone | The Sump |
| Discovered | Arc III climax (“The Vault”) - awarded to the gang that breaches the vault |
| Income | D6×10 credits per Cycle |

Note: Vault Primus-IX counts as the holding gang’s one permitted Sump territory. If a gang holds both a standard Sump territory and Vault Primus-IX, the standard territory generates no income and may be challenged freely (it is treated as over the cap).
Whatever the original inhabitants were protecting, they took it seriously. The door alone is a metre of cold iron alloy that doesn’t match any hive-era metallurgy. The interior is dry, pressurised, and lit by bioluminescent panels that came on when the door opened. Whatever was in the sealed inner chamber is gone - or was never there. The outer vault remains: a defensible position, a workshop, and a reminder that someone was here first.
Special Rule - Archeotech Cache: Once per arc, the holding gang may acquire one item from the Rare Items section of the Trading Post without rolling for availability. They simply pay the listed cost. Limit: one item per arc, regardless of how many times the vault changes hands during the arc.