OAKENSHIELD43Campaign GangMatt's 2026 Dominion Campaign (Eltham)Smasher and the Crew

Smasher and the Crew

Orlock (HoI)
Matt's 2026 Dominion Campaign (Eltham) In Progress
R Cr St W
3100¢ 3100¢

Actions

Log Action

From Matt's 2026 Dominion Campaign (Eltham)

OAKENSHIELD43Smasher and the Crew
3 weeks, 2 days ago

Rolling for advancement to Dog Meat

Rolled 2D6: 2 , 6 = 8 Outcome: Improved Willpower
OAKENSHIELD43Smasher and the Crew
3 weeks, 2 days ago

Added 2 XP for Dog Meat

Outcome: Current: 8 XP, Total: 8 XP
OAKENSHIELD43Smasher and the Crew
3 weeks, 2 days ago

Injury: Jet suffered Warped Limbs

Outcome: Jet was put into Active
OAKENSHIELD43Smasher and the Crew
3 weeks, 2 days ago

Gunner spent 4 XP to advance

Outcome: Improved Cool
OAKENSHIELD43Smasher and the Crew
3 weeks, 2 days ago

Stargazer spent 3 XP to advance

Outcome: Improved Willpower

Assets & Resources

Assets

Mine Workings (Territory)
Boon: Income: The gang earns D6x10 credits from this Territory when collecting income. The gang may set Captured fighters to work in the mines rather than selling them to the Guilders. For every Captive working the mine, generate an additional D6x10 credits. If the Territory changes control, all of the Captives remain working the mine and can be ransomed back to their original owners if the Territory's new owner wishes. A Captive sent to the mines may not subsequently be Sold to the Guild. While a Captive is working the mine, their gang may attempt a Rescue Mission at any time.  ·  Enhanced Boon: This Territory grants Orlock gangs the following Boon: Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.

An open cast mine bored into a mineral mass can yield a fortune in carbonite gems, cognate ore, argent and emeralds, all waiting to be ripped from the ground.

Settlement (Territory)
Boon: Income: The gang earns D6x10 credits from this Territory when collecting income. Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation. Recruit: The gang may choose to roll two D6 after every battle. On a roll of 6 on either dice, the gang may recruit a single Juve from their House List for free. If both dice come up as 6, then the gang may recruit a Ganger from their House List for free.

Settlements dot the underhive. Most are scrapshanties, peopled by the brave, the foolish and the desperate. Some are even willing to risk the danger of the wastes to build a life for themselves.

Toll Crossing (Territory)
Boon: Income: The gang earns D6x5 credits from this Territory when collecting income.  ·  Enhanced Boon: This Territory grants Orlock gangs the following Boon: Special: Whilst it controls this Territory, the gang has Priority in the first round of any battle. Any gang in the campaign may pay the gang 20 credits to gain the same benefit in a single battle against another gang.

The fastest ways through the underhive often cross chasms, sludge rivers or pass through bottlenecks. Gangs often set up tolls at such points, extracting credits from those who wish to pass swiftly and safely on their way.

Workshop (Territory)
Boon: This Territory grants the following Boons: Income: If the gang is an Outlaw gang, they earn D6x10 credits from this Territory when collecting income. Recruit: If the gang is a Law-abiding gang, they may recruit an Ammo-jack Hanger-on for free.

Workshops in both the underhive and out in the wastes tend to be a combination of different scrap yards, festooned with belts of ammo and strewn with the carcasses of machines. The denizens of such places are often strange recluses, who mutter to their machines and create disturbing totems out of their rusting treasure.

Resources

Reputation 5

Attributes

Affiliations Chaos
Alignment Outlaw

Fighters

Road Captain Leader 1
Road Sergeant Champion 1
Arms Master Champion 1
Cyber-mastiff Exotic Beast 1
Wrecker Prospect 3
Gunner Specialist Specialist 1
Chaos Spawn Ganger 1
Gunner Ganger 2
Warp Horror Brute 1
Total 12

Stash

Stash Credits

Stargazer

Road Captain (Leader)
480¢
M WS BS S T W I A Ld Cl Wil Int
6" 3+ 3+ 5 5 3 5+ 2 4+ 5+ 3+ 5+
Rules Gang Hierarchy (Leader)Gang LeaderGroup Activation (2)Tools of the TradeNon-sanctioned Psyker
XP 2 XP
Skills Unstoppable
Powers Levitation (Chaos Cult Wyrd Powers)Scouring (Chaos Cult Wyrd Powers)
Legendary Names Impressive Leadership (Too Pretty for Primus)Unbelievable Escapes (Slippery Scummer)
Gear Mesh armour (15¢)Armoured undersuit (25¢)Respirator (15¢)Servo harness (partial) (130¢)
Weapons S L S L Str Ap D Am
Goredrinker axe (40¢) - E - - S+3 -1 2 -
Esoteric, Melee, Reckless, Rending
Maul (club) (10¢) - E - - S +1 2 -
Melee
Mindflect shards (50¢) - Sx3 - - 3 -1 1 4+
Blast (5"), Cursed, Esoteric, Grenade
Shotgun (30¢)
scatter ammo 4" 8" +2 - 2 - 1 4+
Scattershot
solid ammo 8" 16" +1 - 4 - 2 4+
Knockback

Gunner

Road Sergeant (Champion)
605¢
M WS BS S T W I A Ld Cl Wil Int
6" 4+ 2+ 5 4 2 4+ 2 5+ 5+ 6+ 6+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
XP 1 XP
Skills King Hit
Legendary Names Impressive Leadership (Lucky)Improbable Beat-downs (One Punch)
Gear Mesh armour (15¢)Armoured undersuit (25¢)Servo harness (full) (160¢)
Injuries Convalescence
Weapons S L S L Str Ap D Am
Grenade launcher (65¢)
frag grenades 6" 24" -1 - 3 - 1 6+
Blast (3"), Knockback
krak grenades 6" 24" -1 - 6 -2 2 6+
photon flash grenades (+15¢) 6" 24" - - - - - 5+
Blast (5"), Flash
smoke grenades (+15¢) 6" 24" -1 - - - - 4+
Blast (*), Smoke
Heavy bolter* (160¢) 18" 36" +1 - 5 -2 2 6+
Rapid Fire (2), Unwieldy
Shotgun (30¢)
scatter ammo 4" 8" +2 - 2 - 1 4+
Scattershot
solid ammo 8" 16" +1 - 4 - 2 4+
Knockback

Smasher

Arms Master (Champion)
695¢
M WS BS S T W I A Ld Cl Wil Int
7" 3+ 3+ 5 5 2 4+ 2 5+ 6+ 6+ 6+
Rules Gang Hierarchy (Champion)Group Activation (1)Rule of IronTools of the Trade
XP 0 XP
Skills Nerves of SteelBerserker
Legendary Names Unbelievable Escapes (Promethium-proof Killer)
Gear Cyber-mastiff (100¢)Respirator (15¢)Servo harness (full) (160¢)Mesh armour (15¢)Armoured undersuit (25¢)
Injuries Out Cold
Weapons S L S L Str Ap D Am
Arc hammer* (70¢) E 1" - - S+3 -1 3 -
Melee, Pulverise, Versatile
Bolt pistol (45¢) 6" 12" +1 - 4 -1 2 6+
Sidearm
Power fist (100¢) - - - - S+3 -3 3 -
Melee, Power, Pulverise, Unwieldy

Dog Meat

Cyber-mastiff (Exotic Beast)
Smasher
M WS BS S T W I A Ld Cl Wil Int
5" 3+ - 3 2 1 4+ 1 7+ 6+ 7+ 8+
Rules Loyal ProtectorWatchdog
XP 5 XP
Gear None
Injuries Enfeebled
Weapons S L S L Str Ap D Am
Savage bite - E - - S -2 1 -
Disarm, Melee

Anne

Wrecker (Prospect)
145¢
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 4+ 3 3 1 3+ 1 9+ 8+ 8+ 8+
Rules Fast LearnerHot-headedPromotion (Orlock Road Sergeant or Arms Master)Tools of the Trade
XP 1 XP
Gear Jump booster
Injuries Enfeebled , Out Cold
Weapons S L S L Str Ap D Am
Autopistol (10¢) 4" 12" +1 - 3 - 1 4+
Rapid Fire (1), Sidearm
Fighting knife (10¢) - E - - S -1 1 -
Backstab, Melee
Incendiary charges (40¢) - Sx3 - - 3 - 1 5+
Blast (5"), Blaze, Grenade

Burner II

Wrecker (Prospect)
155¢
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 4+ 3 3 1 3+ 1 9+ 8+ 8+ 8+
Rules Fast LearnerHot-headedPromotion (Orlock Road Sergeant or Arms Master)Tools of the Trade
XP 1 XP
Gear Jump booster
Weapons S L S L Str Ap D Am
Chainsword (25¢) - E - +1 S -1 1 -
Melee, Parry, Rending
Hand flamer (75¢) - T - - 3 - 1 5+
Blaze, Template

Jet

Wrecker (Prospect)
140¢
M WS BS S T W I A Ld Cl Wil Int
7" 5+ 4+ 3 3 1 3+ 1 9+ 8+ 9+ 9+
Rules Fast LearnerHot-headedPromotion (Orlock Road Sergeant or Arms Master)Tools of the Trade
XP 4 XP
Gear Jump booster
Injuries Warped Limbs , Hobbled , Head Injury , Out Cold
Weapons S L S L Str Ap D Am
Autopistol (10¢) 4" 12" +1 - 3 - 1 4+
Rapid Fire (1), Sidearm
Demo charge (45¢) - Sx2 - - 6 -3 3 *
Blast (5"), Grenade, Single Shot

The Howling Cauterist

Gunner Specialist (Specialist)
180¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 3 1 4+ 1 6+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)Tools of the Trade
XP 4 XP
Gear Mesh armour (15¢)
Weapons S L S L Str Ap D Am
Balefire thrower (120¢) - T - - 4 -1 2 5+
Blaze, Cursed, Esoteric, Template

Brightside (Chaos Spawn)

Chaos Spawn (Ganger)
130¢
M WS BS S T W I A Ld Cl Wil Int
D6 4+ 0+ 3 5 2 4 3 12+ 0+ 0+ 12+
Rules Mindless BeastOut of ControlWarped Monstrosity
XP 0 XP
Gear None
Weapons S L S L Str Ap D Am
This fighter has no weapons.

Fitzy II

Gunner (Ganger)
130¢
M WS BS S T W I A Ld Cl Wil Int
6" 4+ 4+ 3 3 1 4+ 1 6+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)
XP 2 XP
Gear None
Injuries Out Cold
Weapons S L S L Str Ap D Am
Autogun (15¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (1)
Warpstorm bolter (60¢) 12 24 +1 - 4 -1 2 6+
Cursed, Esoteric, Rapid Fire (1), Scarce

Harlot

Gunner (Ganger)
135¢
M WS BS S T W I A Ld Cl Wil Int
6" 4+ 4+ 3 3 1 4+ 1 6+ 7+ 6+ 7+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)
XP 2 XP
Gear None
Weapons S L S L Str Ap D Am
Autogun (15¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (1)
Warpstorm bolter (60¢) 12 24 +1 - 4 -1 2 6+
Cursed, Esoteric, Rapid Fire (1), Scarce

Yarzoh the Terrible

Warp Horror (Brute)
300¢
M WS BS S T W I A Ld Cl Wil Int
6" 3+ 6+ 6 4 3 4+ 3 9+ 6+ 7+ 9+
Rules TerrifyingWarp Denizen
XP 3 XP
Skills Nerves of Steel
Gear Undulating skin (40¢)
Weapons S L S L Str Ap D Am
Horrific appendage x2 - E - - S -1 2 -
Melee, Pulverise, Rending
Massive tentacles (50¢) E 4" - - S+1 - 1 -
Drag, Entangle, Melee, Versatile
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