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The Peacemakers

R Cr St W
3910¢ 3917¢

Actions

Log Action

From Matt's 2026 Dominion Campaign (Eltham)

ScrutinatorGadgetThe Peacemakers
3 weeks, 2 days ago

Bought Smoke grenades for Cassius (15¢)

Outcome: Credits remaining: 7¢
ScrutinatorGadgetThe Peacemakers
3 weeks, 2 days ago

Bought Armoured undersuit for Octavia (25¢)

Outcome: Credits remaining: 22¢
ScrutinatorGadgetThe Peacemakers
3 weeks, 2 days ago

Bought Photon flash grenades for Brutus (15¢)

Outcome: Credits remaining: 47¢
ScrutinatorGadgetThe Peacemakers
3 weeks, 2 days ago

Bought Armoured undersuit for Castor (25¢)

Outcome: Credits remaining: 62¢
ScrutinatorGadgetThe Peacemakers
3 weeks, 2 days ago

Octavia spent 6 XP to advance

Outcome: Gained Non-verbal Communication skill
View all actions →

Assets & Resources

Assets

Drinking Hole (Territory)
Transfer
Boon: Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation. Special: Whilst it controls this Territory, any fighter in the gang may re-roll any failed Cool tests. If a fighter uses this option, place a marker on their card to show that they have hit the bottle. While a fighter has at least one marker from this territory, they suffer a -1 modifier to hit rolls for the rest of the battle.  ·  Enhanced Boon: This Territory grants Delaque/Enforcer 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 three enemy fighters at the start of the battle, and place an Intoxicated marker on each fighter's card to show that their drink was spiked. The marked fighters suffer a -1 penalty to all tests and checks for the duration of the battle.

Reeking of liquor, sweat and blood, a drinking den is where many hivers go to numb their sorrows, or to find their courage at the bottom of a bottle of Wildsnake or Second Best.

Palanite Precinct (Territory)
Transfer
Boon: Income: The gang earns D6x10 credits from this Territory when collecting income. Reputation: While they control this Territory, the gang gains +1 Reputation. Recruit: If this gang deleted at least one fighter from their Gang Roster this postbattle sequence, they may add a single Palanite Enforcer Rookie to their gang for free.

Fortress, gaol and place of execution, a Palanite precinct-fortress is the authority of Lord Helmawr, stamped boldly into the very structure of the underhive in rockcrete and plasteel for all to see.

Rogue Doc Shop (Territory)
Transfer
Boon: Income: If the gang is an Outlaw gang, they earn D6x10 credits from this Territory when collecting income.
1 Recruits

A sawbones, blood cleanser or chirurgeon has set up shop. Any gang willing to provide this rogue healer with protection can count on their loyal service.

Synth Still (Territory)
Transfer
Boon: Special: Whilst it controls this Territory, the gang treats chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin trait as Common.  ·  Enhanced Boon: This Territory grants Escher gangs the following Boons: Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation. Special: Whilst it controls this Territory, the gang treats chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin trait as Common, and halves the cost of these items (rounding up).

Constructed from tangles of reclaimed pipes, vats and cylinders, a synth still in skilled hands can produce the finest poisons, medicines and narcotics.

Tech Bazaar (Territory)
Transfer
Boon: 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.

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

Resources

Reputation 17 Modify

Attributes

Affiliations Secundan Incursion Gang
Alignment Law-abiding
Palanite Enforcer Prefecture Palanite Prefecture

Fighters

Orrus Spyre Hunter Leader 1
Caryatid Prime Exotic Beast 1
Subjugator Sergeant Champion 2
Sergeant Champion 1
Hardcase Cyber-mastiff Exotic Beast 1
Subjugator Patrolman Specialist Specialist 1
Patrolman Specialist Specialist 1
Patrolman Ganger 1
Rookie Patrolman Juve 2
Haunt (Psyrender) Hanger-on 1
Rogue Doc Hanger-on 1
‘Sanctioner’ Pattern Automata Brute 1
Total 14

Stash

Stash Credits

Pax

955¢
Orrus Spyre Hunter (Leader)
M WS BS S T W I A Ld Cl Wil Int
6" 2+ 2+ 4 6 3 3+ 4 7+ 5+ 5+ 6+
Rules A Leader ApartKill CountMaster of the HuntReflex EnhancersSecundan Incursion Gang LeaderSpyrer Hunting Rig Glitches
XP 2 XP
Kill Count 0
Glitch Count 0
Skills Hip ShootingFast ShotGunfighter
Prefecture Skills None
Gear Orrus hunting rig (Tier 2) (40¢)Respirator (15¢)Caryatid prime (90¢)Bio-booster (35¢)
Injuries None
Advancements 11
Weapons S L S L Str Ap D Am
Bolt launcher 8" 20" +1 - 4 -1 2 4+
Rapid Fire (1), Sidearm
Augmentation: Tier 1 (+20¢)
Bolt launcher 8" 20" +1 - 4 -1 2 4+
Rapid Fire (1), Sidearm
Augmentation: Tier 1 (+20¢)
Orrus power fists (50¢) - E - - S+2 -2 3 -
Melee, Paired, Power, Pulverise
Augmentation: Tier 3 (+60¢)
Pax
No lore added yet.
No notes added yet.

Spamuel

30¢
Caryatid Prime (Exotic Beast)
M WS BS S T W I A Ld Cl Wil Int
6" 5+ - 2 3 1 2+ 1 7+ 6+ 7+ 8+
Rules Charmed CompanionFlightPrecognitionReflex Enhancers
XP 2 XP
Skills None
Gear None
Injuries None
Advancements 1
Weapons S L S L Str Ap D Am
This fighter has no weapons.
No lore added yet.
No notes added yet.

Brutus

445¢
Subjugator Sergeant (Champion)
M WS BS S T W I A Ld Cl Wil Int
6" 3+ 4+ 5 4 2 4+ 2 5+ 6+ 6+ 7+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
XP 0 XP
Skills Threat Response
Prefecture Skills None
Gear Layered flak armour (20¢)Armoured undersuit (25¢)Servo harness (full) (160¢)Magnacles
Injuries None
Advancements 1
Weapons S L S L Str Ap D Am
Heavy chain cleaver (80¢) - E - +1 S+2 -2 2 -
Melee, Sever
Photon flash grenades (15¢) - Sx3 - - - - - 5+
Blast (5"), Flash, Grenade
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
Vigilance pattern assault shield (40¢) - E - - S - 1 -
Assault Shield, Knockback, Melee
No lore added yet.
No notes added yet.

Lucius

500¢
Sergeant (Champion)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 2+ 3 4 2 3+ 1 5+ 6+ 6+ 7+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
XP 0 XP
Skills Trick ShotGot Your SixPrecision Shot
Prefecture Skills None
Gear Mesh armour (15¢)Armoured undersuit (25¢)Cred sniffer (35¢)Magnacles
Injuries None
Advancements 4
Weapons S L S L Str Ap D Am
Autocannon* (160¢) 24" 48" - - 7 -2 2 4+
Knockback, Rapid Fire (1), Unwieldy
Suspensors (+60¢)
Concussion carbine (30¢) 9" 18" +1 - 3 -1 1 4+
Blast (3"), Concussion, Knockback, Seismic
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
Lucius
No lore added yet.
No notes added yet.

Titus

585¢
Subjugator Sergeant (Champion)
M WS BS S T W I A Ld Cl Wil Int
6" 2+ 4+ 5 5 2 4+ 2 5+ 6+ 6+ 7+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
XP 0 XP
Skills None
Prefecture Skills Palanite (Shield Companion)
Gear Layered flak armour (20¢)Armoured undersuit (25¢)Servo harness (full) (160¢)Hardcase cyber-mastiff (130¢)Magnacles
Injuries None
Advancements 3
Weapons S L S L Str Ap D Am
Greatsword* (40¢) E 1" - +1 S+1 -1 1 -
Melee, Sever, Unwieldy, Versatile
Photon flash grenades (15¢) - Sx3 - - - - - 5+
Blast (5"), Flash, Grenade
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
Vigilance pattern assault shield (40¢) - E - - S - 1 -
Assault Shield, Knockback, Melee
Titus
No lore added yet.
No notes added yet.

Diogenes

Hardcase Cyber-mastiff (Exotic Beast)
M WS BS S T W I A Ld Cl Wil Int
5" 3+ - 3 4 1 4+ 2 8+ 6+ 7+ 8+
Rules Faithful ProtectorHardcaseTenacious
XP 2 XP
Skills None
Gear (Counts-as having light carapace armour and respirator)
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Shock bite - E - - S -1 1 -
Melee, Rending, Shock
No lore added yet.
No notes added yet.

Castor

280¢
Subjugator Patrolman Specialist (Specialist)
M WS BS S T W I A Ld Cl Wil Int
5" 2+ 3+ 3 4 1 4+ 2 7+ 7+ 7+ 7+
Rules Gang Fighter (Specialist)Tools of the Trade (Specialist only)
XP 4 XP
Skills None
Prefecture Skills None
Gear Layered flak armour (20¢)Armoured undersuit (25¢)Magnacles
Injuries None
Advancements 4
Weapons S L S L Str Ap D Am
SLHG pattern assault ram ‘Sledge hammer’* (90¢)
assault ram E 2" - - S+2 -1 2 -
Knockback, Melee, Pulverise, Versatile
auxiliary grenade launcher with choke gas grenades 6" 24" -1 - - - - 5+
Blast (3"), Gas, Scarce
auxiliary grenade launcher with frag grenades 6" 24" -1 - 3 - 1 6+
Blast (3"), Knockback
Castor
No lore added yet.
No notes added yet.

Julius

140¢
Patrolman Specialist (Specialist)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 3+ 3 4 1 4+ 1 7+ 7+ 7+ 7+
Rules Gang Fighter (Specialist)Tools of the Trade (Specialist only)
XP 2 XP
Skills None
Prefecture Skills None
Gear Mesh armour (15¢)Magnacles
Injuries None
Advancements 2
Weapons S L S L Str Ap D Am
Concussion carbine (30¢) 9" 18" +1 - 3 -1 1 4+
Blast (3"), Concussion, Knockback, Seismic
Julius
No lore added yet.
No notes added yet.

Cassius

135¢
Patrolman (Ganger)
M WS BS S T W I A Ld Cl Wil Int
6" 4+ 4+ 3 3 1 3+ 1 7+ 6+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Specialist)
XP 4 XP
Skills None
Gear Mesh armour (15¢)Magnacles
Injuries Bitter Emnity , Lesson Learned , Head Injury
Advancements 4
Weapons S L S L Str Ap D Am
Concussion carbine (30¢) 9" 18" +1 - 3 -1 1 4+
Blast (3"), Concussion, Knockback, Seismic
Smoke grenades (15¢) - Sx3 - - - - - 4+
Blast (*), Grenade, Smoke
Cassius
No lore added yet.
No notes added yet.

Augustus

145¢
Rookie Patrolman (Juve)
M WS BS S T W I A Ld Cl Wil Int
7" 6+ 5+ 3 3 1 3+ 1 8+ 8+ 8+ 8+
Rules Fast LearnerGang Fighter (Juve)Promotion (Palanite Enforcer Specialist)
XP 0 XP
Skills Hip Shooting
Prefecture Skills None
Gear Magnacles
Injuries Hand Injury
Advancements 2
Weapons S L S L Str Ap D Am
Enforcer shotgun (60¢)
salvo rounds 4" 12" +1 - 4 - 2 4+
Knockback, Rapid Fire (1)
shredder rounds - T - - 2 - 1 4+
Scattershot, Template
Photon flash grenades (15¢) - Sx3 - - - - - 5+
Blast (5"), Flash, Grenade
Augustus
No lore added yet.
No notes added yet.

Octavia

195¢
Rookie Patrolman (Juve)
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 4+ 3 3 1 3+ 1 8+ 7+ 7+ 8+
Rules Fast LearnerGang Fighter (Juve)Promotion (Palanite Enforcer Specialist)
XP 1 XP
Skills Non-verbal Communication
Prefecture Skills None
Gear Mesh armour (15¢)Armoured undersuit (25¢)Magnacles
Injuries None
Advancements 4
Weapons S L S L Str Ap D Am
Enforcer shotgun (60¢)
salvo rounds 4" 12" +1 - 4 - 2 4+
Knockback, Rapid Fire (1)
shredder rounds - T - - 2 - 1 4+
Scattershot, Template
Photon flash grenades (15¢) - Sx3 - - - - - 5+
Blast (5"), Flash, Grenade
Octavia
No lore added yet.
No notes added yet.

Agent Tredecim

85¢
Haunt (Psyrender) (Hanger-on)
M WS BS S T W I A Ld Cl Wil Int
5" 5+ 5+ 3 3 2 3+ 1 6+ 6+ 5+ 7+
Rules Fearful AuraHexagrammatic DampersPart of the CrewSanctioned Psyker
XP 0 XP
Skills Fearsome
Powers Hallucinations (Psyrender Wyrd Powers)Mind Control (Psyrender Wyrd Powers)Terrify (Psyrender Wyrd Powers)
Gear Hardened flak armour
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
This fighter has no weapons.
Agent Tredecim
No lore added yet.
No notes added yet.

Doc Watson

50¢
Rogue Doc (Hanger-on)
M WS BS S T W I A Ld Cl Wil Int
5" 5+ 5+ 2 3 1 4+ 1 9+ 8+ 7+ 5+
Rules Patch-up
XP 0 XP
Skills Medicae
Gear Medicae kitMedi skull
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
This fighter has no weapons.
No lore added yet.
No notes added yet.

Gaius

365¢
‘Sanctioner’ Pattern Automata (Brute)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 3+ 4 5 3 5+ 2 8+ 7+ 6+ 9+
Rules Automated Repair SystemsMobile Bulwark
XP 0 XP
Skills Got Your Six
Gear Carapace (heavy) (20¢)Carapace (light)
Injuries None
Advancements 1
Weapons S L S L Str Ap D Am
Concussion cannon (80¢) 9" 18" 1 - 4 -1 2 4
Blast (3"), Concussion, Knockback, Seismic
Grenade launcher array 6" 18" - - - - - 5
Blast (5"), Flash
SLHG pattern assault ram ‘Sledge hammer’* (40¢)
assault ram E 2" - - S+2 -1 2 -
Knockback, Melee, Pulverise, Versatile
auxiliary grenade launcher with choke gas grenades 6" 24" -1 - - - - 5+
Blast (3"), Gas, Scarce
auxiliary grenade launcher with frag grenades 6" 24" -1 - 3 - 1 6+
Blast (3"), Knockback
No lore added yet.
No notes added yet.

Gaius

Dead
Rookie Patrolman (Juve)
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 5+ 3 3 1 3+ 1 8+ 8+ 8+ 8+
Rules Fast LearnerGang Fighter (Juve)Promotion (Palanite Enforcer Specialist)
XP 0 XP
Skills None
Prefecture Skills None
Gear Magnacles
Injuries Memorable Death
Advancements None
No lore added yet.
No notes added yet.
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  • Stash

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  • Pax

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  • Spamuel

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  • Brutus

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  • Lucius

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  • Titus

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  • Diogenes

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  • Castor

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  • Julius

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  • Cassius

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  • Augustus

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  • Octavia

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  • Agent Tredecim

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  • Doc Watson

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  • Gaius

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  • Gaius

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