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Rouven / Campaign Gang / Kellerkinder Kampagne / Mighty's Men at Arms

Mighty's Men at Arms

R Cr St W
915¢ 915¢

Actions

Log Action

From Kellerkinder Kampagne

HammerfistMighty's Men at Arms
2 days, 19 hours ago

Territory Transfer: Narco Den (Escher) transferred from no one to Mighty's Men at Arms

2 weeks, 4 days ago

Reputation Update: Mighty's Men at Arms lost 1 Reputation (new total: 2)

2 weeks, 4 days ago

Spent 6 XP for Mock - Cool um 1 verbessert

Outcome: Current: 0 XP, Total: 6 XP
2 weeks, 4 days ago

Bought Flak armour for Lila (10¢)

Outcome: Credits remaining: 0¢
2 weeks, 4 days ago

Bought Stub gun for Lila (5¢)

Outcome: Credits remaining: 10¢
View all actions →

Assets & Resources

Assets

Drinking hole (Delaque) (Territory)
Transfer
Special: Any fighter may re-roll failed Cool tests, but suffer -1 to hit for the rest of the battle..  ·  Reputation: +1  ·  Enhanced boon: Special: May nominate three enemy fighters at the start of the battle who suffer -1 to all tests and checks in this battle.  ·  Enhanced boon: Reputation: +2

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.

Narco Den (Escher) (Territory)
Transfer
Income: D6 × 5  ·  Enhanced boon: Income: 2D6 × 5 (2D6 × 10 if the gang also owns a Synth Still)  ·  Enhanced boon: Reputation: +1

Narco dens are filled with the scent of exotic smoke, and the bubble and hiss of fume-bottles and chem-injectors. Rich and poor alike come to such places to chase dreams and forget nightmares.

Settlement (Territory)
Transfer
Income: D6 × 10  ·  Recruit: Roll 2D6, on a 6, recruit a single free Juve. On a double 6 recruit a free Ganger.  ·  Reputation: +1

Settlements dot the underhive. Most are scrap-shanties, 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

Tunnels (Orlock) (Territory)
Transfer
Special: Choose up to three fighters in the crew to deploy via tunnels. Set up two 2” tunnel entrances in the Deployment phase on any table edge on the ground surface of the battlefield. Roll a D6 in each Priority phase, On a 4+, the fighters arrive at a single tunnel and may be activated that turn as a single group.  ·  Enhanced boon: Reputation: +2

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.

Wastes (Territory)
Transfer
Special: If challenged in the Occupation phase, may choose the Territory at stake. If challenged in the Takeover phase for a controlled Territory, make an Intelligence test for the gang Leader. If successful, may choose to play the Ambush scenario as the attacker..

Tracts of ash, shapeless rubble, and twisted metal structures run through the underhive, their size waxing and waning with the ages. Most gangs have to pass through a portion of these wastes as they travel between places of more value.

Resources

Reputation 2 Modify

Attributes

Alignment Outlaw

Fighters

Road Captain Leader 1
Arms Master Champion 1
Wrecker Prospect 1
Gunner (Specialist) Ganger 1
Gunner Ganger 1
Greenhorn Juve 1
Rogue Doc Hanger-on 1
Total 7

Stash

Stash Credits

Less Mighty Lardo

175¢
Road Captain (Leader)
M WS BS S T W I A Ld Cl Wil Int
5" 4 3+ 3 3 1 4+ 1 6 7 7 7
Rules Gang Hierarchy (Leader)Gang LeaderGroup Activation (2)Tools of the Trade
XP 4 XP
Skills None
Legendary Names None
Gear Mesh armour (15¢)
Injuries None
Advancements 1
Weapons S L S L Str Ap D Am
Boltgun (55¢) 12" 24" +1 - 4 -1 2 6+
Rapid Fire (1)
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
No lore added yet.
No notes added yet.

Brawlo

Recovery
170¢
Arms Master (Champion)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 3+ 3 3 2 4+ 2 5+ 6+ 6+ 6+
Rules Gang Hierarchy (Champion)Group Activation (1)Rule of IronTools of the Trade
XP 2 XP
Skills None
Legendary Names None
Gear Mesh armour (15¢)
Injuries Hand Injury , Partially Deafened
Advancements None
Weapons S L S L Str Ap D Am
Combat shotgun (60¢)
salvo ammo 4" 12" +1 - 4 - 2 4+
Knockback, Rapid Fire (1)
shredder ammo - T - - 2 - 1 4+
Scattershot, Template
No lore added yet.
No notes added yet.

Lila

115¢
Wrecker (Prospect)
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 0 XP
Skills None
Legendary Names None
Gear Flak armour (10¢)Jump booster
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Demo charge (45¢) - Sx2 - - 6 -3 3 *
Blast (5"), Grenade, Single Shot
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
No lore added yet.
No notes added yet.

Mock

295¢
Gunner (Specialist) (Ganger)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 3 1 4+ 1 6+ 6+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)Tools of the Trade
XP 0 XP
Skills None
Legendary Names None
Gear Mesh armour (15¢)
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Heavy bolter* (160¢) 18" 36" +1 - 5 -2 2 6+
Rapid Fire (2), Unwieldy
Suspensors (+60¢)
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
No lore added yet.
No notes added yet.

Rezz

70¢
Gunner (Ganger)
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)
XP 5 XP
Skills None
Legendary Names None
Gear Mesh armour (15¢)
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
No lore added yet.
No notes added yet.

Billy

40¢
Greenhorn (Juve)
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 5+ 3 3 1 3+ 1 7+ 8+ 8+ 8+
Rules Fast LearnerGang Fighter (Juve)Promotion (Orlock Specialist)
XP 1 XP
Skills None
Legendary Names None
Gear None
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
No lore added yet.
No notes added yet.

Doc D. Irty

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.

Mighty Mike

Dead
Road Captain (Leader)
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 2+ 3 3 3 4+ 2 4+ 5+ 5+ 5+
Rules Gang Hierarchy (Leader)Gang LeaderGroup Activation (2)Tools of the Trade
XP 3 XP
Skills Nerves of Steel
Legendary Names None
Gear None
Injuries None
Advancements 1
No lore added yet.
No notes added yet.

Uncle Sam

Dead
Arms Master (Champion)
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 3+ 3 3 2 4+ 2 5+ 6+ 6+ 6+
Rules Gang Hierarchy (Champion)Group Activation (1)Rule of IronTools of the Trade
XP 3 XP
Skills Unstoppable
Legendary Names None
Gear None
Injuries None
Advancements None
No lore added yet.
No notes added yet.

Tury

Dead
Wrecker (Prospect)
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 6 XP
Skills None
Legendary Names None
Gear Flak armour (10¢)Jump booster
Injuries None
Advancements None
No lore added yet.
No notes added yet.

Zizzle

Dead
Gunner (Ganger)
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)
XP 2 XP
Skills None
Legendary Names None
Gear None
Injuries None
Advancements None
No lore added yet.
No notes added yet.
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  • Less Mighty Lardo

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  • Brawlo

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  • Lila

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  • Mock

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  • Rezz

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  • Billy

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  • Doc D. Irty

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  • Mighty Mike

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  • Uncle Sam

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  • Tury

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  • Zizzle

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