Kanhead / Campaign Gang / Settlement Campaign / Sump Shadows

Sump Shadows

Delaque (HoS)
Settlement Campaign In Progress
R Cr St W
2835¢ 247¢ 3082¢

Actions

Log Action

From Settlement Campaign

KanheadSump Shadows
3 weeks, 3 days ago

Bought Gold-plated gun for Mandoth (40¢)

Outcome: Credits remaining: 247¢
DankovSump Shadows
3 weeks, 4 days ago

Reputation Update: Sump Shadows gained 2 Reputation (new total: 17)

KanheadSump Shadows
3 weeks, 4 days ago

Updated Alignment: Law-abiding

KanheadSump Shadows
3 weeks, 4 days ago

Added 140¢: Cycle 5 (Mineshaft) scenario credits

Outcome: +140¢ (to 287¢)
KanheadSump Shadows
3 weeks, 4 days ago

Bought Telescopic sight† for Plasma pistol on Hezxekel Wraith (25¢)

Outcome: Credits remaining: 122¢

Assets & Resources

Assets

Gambling Den (Territory)

Gambling is rife in the underhive, with fortunes won on the turn of a card and lost on the spin of a bolt shell, and debts are easily piled up by those who don’t know when to quit.

TERRITORY BOON

This Territory grants the following Boons: 

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

Income: The player chooses a suit of cards. The player then draws a card from a shuffled deck of playing cards that includes both Jokers. If they draw a card from the suit they chose, they earn income to the value of the card (Jack 11, Queen 12, King 13, Ace 14) x10 credits. If they draw a card from a suit of the same colour, then the Income is the value of the card x5 credits. If it is any other suit, they gain no income from the Territory. If, however, they draw a Joker, they must pay all of the income they earn in that post-battle sequence to a random gang taking part in the campaign, as determined by the Arbitrator.

ENHANCED BOON

This Territory grants Delaque gangs the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.

Special: The gang that controls this Territory may nominate a single enemy fighter at the start of the battle before the first roll for Priority. The gang have called in the fighter’s debt marker, and in return for keeping all of their limbs intact, the fighter agrees to take no part in the coming battle. The nominated fighter misses the battle.

Settlement (Territory)

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.

TERRITORY BOON

This Territory grants the following Boons:

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.

Settlement (Territory)

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.

TERRITORY BOON

This Territory grants the following Boons:

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.

Tech Bazaar (Territory)

An underhive tech bazaar buzzes with the calls of bullet merchants echoing above haggling techprospectors, while agents of the Gun guild watch and take their due.

TERRITORY BOON

This Territory grants the following Boons:

Income: The gang earns D6x10 credits from this Territory when collecting income.

Equipment: Select one Leader or Champion to make a Haggle post-battle action. Roll 2D6. The gang may immediately choose one Rare (X) item from the Trading Post where X is less than or equal to the dice roll and add it to their Stash for half of its usual value, rounded down. If the roll is lower than 7, pick a Common weapon or piece of equipment to add to the gang’s Stash for half of its usual value, rounded down. If the roll is 3 or lower, then the fighter proves to be very poor at haggling and no equipment is gained. If the fighter selected has Exotic Furs, add +1 to the result of the 2D6 dice roll.

ENHANCED BOON

This Territory grants Van Saar gangs the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

Income: The gang earns D6x10 credits from this Territory when collecting income. If the gang also controls an Archaeotech Device, this is increased to 2D6x10.

Tunnels (Territory)

The tunnels that run through the hive are the primary ways that people move between locations. Those that control them can move freely and attack where they wish.

TERRITORY BOON

This Territory grants the following Boon:

Special: Whilst it controls this Territory, the gang may choose to have up to three fighters deploy via tunnels ahead of any battle. These fighters must be part of the crew for the battle, but instead of being set up on the battlefield, they are placed to one side. During the Deployment phase, the player sets up two 2" wide tunnel entrance markers on any table edge on the ground surface of the battlefield. During the Priority phase of each turn, roll a D6. On a 4+, the group of fighters arrive on the battlefield. That turn they may be activated as a single group, and must move onto the battlefield from one of the tunnel entrance markers. The members of the group must all arrive through the same tunnel entrance. If the battle ends before the fighters arrive, they take no part in the battle.

ENHANCED BOON

This Territory grants Orlock gangs the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

Special: The gang may choose to deploy up to six fighters via tunnels using the method detailed above. The fighters in each group must be specified before the battle.

Resources

Heat 37
Reputation 17

Attributes

Alignment Law-abiding

Fighters

Master of Shadow Leader 1
Phantom Champion 3
Nacht-Ghul Champion 1
Ghost Ganger 2
Shadow Juve 4
Piscean Spektor Brute 1
Ammo-jack Hanger-on 1
Spyker Brute 1
Psychoteric Thrall Hanger-on 1
Total 15

Stash

247¢

Stash Credits

247¢

Hezxekel Wraith

Master of Shadow (Leader)
350¢
M WS BS S T W I A Ld Cl Wil Int
6" 3+ 2+ 3 4 3 3+ 2 6+ 6+ 5+ 6+
Rules Gang Hierarchy (Leader)Gang LeaderGroup Activation (2)Psychoteric WhispersTools of the Trade
Skills Faceless
Gear Armoured undersuit (25¢)Mesh armour (15¢)
Weapons S L S L Str Ap D Am
Autogun (15¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (1)
Greatsword* (40¢) E 1" - +1 S+1 -1 1 -
Melee, Sever, Unwieldy, Versatile
Plasma pistol (50¢)
low 6" 12" +2 - 5 -1 2 5+
Scarce, Sidearm
maximal 6" 12" +1 - 7 -2 3 5+
Scarce, Sidearm, Unstable

Cxauth

Phantom (Champion)
335¢
M WS BS S T W I A Ld Cl Wil Int
6" 2+ 3+ 2 3 2 4+ 2 7+ 6+ 6+ 6+
Rules Gang Hierarchy (Champion)Group Activation (1)Psychoteric WhispersTools of the Trade
Skills FacelessInfiltrate
Gear Mesh armour (15¢)Aortic supercharger (mundane) (65¢)
Injuries Spinal Injury , Enfeebled
Weapons S L S L Str Ap D Am
Autopistol (5¢) 4" 12" +1 - 3 - 1 4+
Rapid Fire (1), Sidearm
Web gun (115¢) - T - - 5 - - 5+
Silent, Template, Web

Mandoth

Phantom (Champion)
495¢
M WS BS S T W I A Ld Cl Wil Int
6" 3+ 2+ 5 4 2 4+ 2 7+ 6+ 6+ 6+
Rules Gang Hierarchy (Champion)Group Activation (1)Psychoteric WhispersTools of the Trade
Skills Evade
Gear Servo harness (full) (160¢)Mesh armour (15¢)Gold-plated gun (40¢)
Weapons S L S L Str Ap D Am
Autopistol (5¢) 4" 12" +1 - 3 - 1 4+
Rapid Fire (1), Sidearm
Heavy bolter* (160¢) 18" 36" +1 - 5 -2 2 6+
Rapid Fire (2), Unwieldy

Naztrall three fingers

Nacht-Ghul (Champion)
325¢
M WS BS S T W I A Ld Cl Wil Int
7" 2+ 3+ 4 3 2 2+ 2 7+ 6+ 6+ 7+
Rules From the ShadowsGang Hierarchy (Champion)Group Activation (1)Psychoteric Whispers
Skills Spring Up
Gear Displacer field (70¢)Grapnel launcher (25¢)Mesh armour (15¢)
Weapons S L S L Str Ap D Am
Autopistol (5¢) 4" 12" +1 - 3 - 1 4+
Rapid Fire (1), Sidearm
Serpent’s fangs* (90¢) - E - - S+2 * 1 -
Melee, Paired, Phase, Rending

Nyolth

Phantom (Champion)
280¢
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 2+ 3 3 2 4+ 2 8+ 7+ 6+ 5+
Rules Gang Hierarchy (Champion)Group Activation (1)Psychoteric WhispersTools of the Trade
Skills Ballistics Expert
Gear None
Injuries Humiliated
Weapons S L S L Str Ap D Am
Bolter combi-melta (170¢)
Bolter 12" 24" +1 - 4 -1 2 6+
Combi, Rapid Fire (1)
Melta 6" 12" +1 - 8 -4 3 4+
Combi, Melta, Scarce

Azoth

Ghost (Ganger)
150¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 3+ 3 3 1 4+ 1 7+ 5+ 7+ 7+
Rules Gang Fighter (Ganger)
Gear None
Injuries Enfeebled
Weapons S L S L Str Ap D Am
Shotgun (30¢)
scatter ammo 4" 8" +2 - 2 - 1 4+
Scattershot
solid ammo 8" 16" +1 - 4 - 2 4+
Knockback
executioner ammo (+20¢) 4" 16" -1 +1 4 -2 2 6+
Knockback, Limited

Caovar

Ghost (Ganger)
110¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 3 1 4+ 1 7+ 6+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Delaque Specialist)
Gear None
Weapons S L S L Str Ap D Am
Lasgun (15¢) 18" 24" +2 - 4 -1 1 4+
Hotshot las pack (+20¢)
Las-projector (+35¢)

Altheia

Shadow (Juve)
60¢
M WS BS S T W I A Ld Cl Wil Int
7" 5+ 4+ 3 3 1 3+ 1 9+ 7+ 8+ 8+
Rules Fast LearnerGang Fighter (Juve)Promotion (Delaque Specialist)
Gear None
Weapons S L S L Str Ap D Am
Autopistol (5¢) 4" 12" +1 - 3 - 1 4+
Rapid Fire (1), Sidearm

Gloom

Shadow (Juve)
40¢
M WS BS S T W I A Ld Cl Wil Int
7" 5+ 5+ 3 3 1 3+ 1 9+ 7+ 8+ 8+
Rules Fast LearnerGang Fighter (Juve)Promotion (Delaque Specialist)
Gear None
Weapons S L S L Str Ap D Am
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm

Iagorth

Shadow (Juve)
30¢
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 5+ 3 3 1 3+ 1 9+ 7+ 8+ 8+
Rules Fast LearnerGang Fighter (Juve)Promotion (Delaque Specialist)
Skills Fearsome
Gear None
Injuries Horrid Scars
Weapons S L S L Str Ap D Am
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm

Yartep

Shadow (Juve)
190¢
M WS BS S T W I A Ld Cl Wil Int
8" 5+ 5+ 3 5 1 3+ 1 9+ 7+ 8+ 8+
Rules Fast LearnerGang Fighter (Juve)Promotion (Delaque Specialist)
Gear None
Injuries Old Battle Wound , Bitter Emnity
Weapons S L S L Str Ap D Am
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
Web pistol (80¢) - T - - 4 - - 6+
Silent, Template, Web

Aquarak Warrior D33k

Piscean Spektor (Brute)
225¢
M WS BS S T W I A Ld Cl Wil Int
5" 2+ 5+ 4 4 3 3+ 4 7+ 6+ 6+ 8+
Rules FlightNon-sanctioned PsykerPsychoteric Mastery
Skills Fearsome
Powers Spatial Psychosis (Delusion)
Gear Carapace (light)
Weapons S L S L Str Ap D Am
Paired psychomantic claws E 3" - - S+1 * 1 -
Melee, Paired, Phase, Shock, Versatile

Jorag Bullet-Buddy

Ammo-jack (Hanger-on)
50¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 3+ 3 3 1 5+ 1 9+ 7+ 6+ 7+
Rules Gun-smith
Skills Munitioneer
Gear Mesh armour
Weapons S L S L Str Ap D Am
Boltgun 12" 24" +1 - 4 -1 2 6+
Rapid Fire (1)
Power hammer - E - - S+1 -1 2 -
Melee, Power

Narragtex the Soulless

Recovery
Spyker (Brute)
105¢
M WS BS S T W I A Ld Cl Wil Int
7" 6+ 7+ 3 3 2 3+ 1 5+ 5+ 3+ 6+
Rules FlightNon-sanctioned PsykerPart of the Crew
Powers Force Blast (Spyker HoS Set)Psychic Assault (Spyker HoS Set)Psychic Scream (Spyker HoS Set)
Gear None
Injuries Eye Injury
Weapons S L S L Str Ap D Am
This fighter has no weapons.

Var Shank the Duke

Psychoteric Thrall (Hanger-on)
90¢
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 5+ 3 3 1 4+ 1 9+ 8+ 7+ 7+
Rules Disturbingly FamiliarPart of the CrewPsychoteric Echo
Skills Evade
Gear None
Weapons S L S L Str Ap D Am
Fighting knife - E - - S -1 1 -
Backstab, Melee
Shotgun
scatter ammo 4" 8" +2 - 2 - 1 4+
Scattershot
solid ammo 8" 16" +1 - 4 - 2 4+
Knockback
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