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DrWizard / Campaign Gang / Helmawr’s Crown / GET IN THE BACK OF THE VAN!!!

GET IN THE BACK OF THE VAN!!!

Palanite Enforcers (BoL)
R Cr St W
1785¢ 205¢ 1990¢

Actions

Log Action

From Helmawr’s Crown

1 month, 1 week ago

State Change: Grievance based policing automata changed from Recovery to Active

Outcome: Grievance based policing automata is now Active
1 month, 1 week ago

Added 1 XP for X-99992 FNG - Taking part in escape the pit mission

Outcome: Current: 2 XP, Total: 2 XP
1 month, 1 week ago

Added 1 XP for D-001 ‘Regular Law Official’ - Taking part in escape the pit mission

Outcome: Current: 7 XP, Total: 13 XP
1 month, 1 week ago

Added 1 XP for D-001 ‘Regular Law Official’ - Successful assist

Outcome: Current: 6 XP, Total: 12 XP
1 month, 1 week ago

Added 2 XP for K-6387 ‘Superstar Cop’ - Escaped the pit with loot

Outcome: Current: 8 XP, Total: 8 XP
View all actions →

Assets & Resources

Assets

DRINKING HOLE (DELAQUE) – QUEEN OF DIAMONDS (Territory)
Transfer

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.

This Territory grants the following Boons:

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.

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 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.

 

FIGHTING PIT (GOLIATH) – SIX OF SPADES (Territory)
Transfer

Violence is life, death, and entertainment in the underhive, and some of the most feared fighters are made on the cinder floors of fighting pits under the eyes of baying crowds.

This Territory grants the following Boon:

Recruit: Whilst it controls this Territory, the gang may recruit two Hive Scum Hired Guns for free, including their equipment, prior to every battle.

This Territory grants Goliath gangs the following Boon:

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

 

MINE WORKINGS (ORLOCK) – EIGHT OF SPADES (Territory)
Transfer

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.

This Territory grants the following 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.

This Territory grants Orlock gangs the following Boon:

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

 

NARCO DEN (ESCHER) – FOUR OF SPADES (Territory)
Transfer

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.

This Territory grants the following Boon:

Income: The gang earns D6x5 credits from this Territory when collecting income.

This Territory grants Escher gangs the following Boons:

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

Income: The gang earns 2D6x5 credits from this Territory when collecting income. If the gang also controls a Synth Still, this is increased to 2D6x10.

 

OLD RUINS (formerly needle ways) (Territory)
Transfer

A complex of old ruins stands tall on the tangled landscape of the underhive or out in the wastes. Beneath the ashes and rubble, the tattered treasures of past ages wait.

This Territory grants the following Boon:

Income: The gang earns D3x10 credits from this Territory when collecting income. Additionally, add +1 to the D3 result for each Dome Runner attached to the gang.

 

WORKSHOP – SEVEN OF DIAMONDS (Territory)
Transfer

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.

This Territory grants the following Boon:

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.

 

Resources

Reputation 14 Modify

Attributes

Alignment Law-abiding
Alliance The Imperial House
Palanite Enforcer Prefecture Badlands Prefecture

Fighters

Captain Leader 1
Sergeant Champion 1
Subjugator Sergeant Champion 1
Patrolman Ganger 1
Subjugator Patrolman Ganger 1
Patrolman (Specialist) Ganger 1
Rookie Patrolman Juve 3
Ammo-jack Hanger-on 1
‘Sanctioner’ Pattern Automata Brute 1
Rogue Doc Hanger-on 1
Total 12

Stash

205¢

Stash Credits

205¢

Harrier "Harry" Du Bois

340¢
Captain (Leader)
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 2+ 3 4 3 3+ 2 4+ 5+ 5+ 6+
Rules Gang Hierarchy (Leader)Gang LeaderGroup Activation (2)Tools of the Trade
XP 4 XP
Skills Iron Will
Prefecture Skills None
Gear Layered flak armour (20¢)Photo-goggles (35¢)Armoured undersuit (25¢)Magnacles
Injuries None
Advancements 3
Weapons S L S L Str Ap D Am
Enforcer boltgun (50¢) 12" 24" +1 - 4 -1 2 4+
Rapid Fire (1)
Power maul (30¢) - E - - S+2 -1 1 -
Melee, Power
No lore added yet.
No notes added yet.

D-1530 ‘Shivers’

205¢
Sergeant (Champion)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 2+ 3 3 2 3+ 1 5+ 6+ 6+ 7+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
XP 2 XP
Skills Got Your Six
Prefecture Skills None
Gear Photo-goggles (35¢)Mesh armour (15¢)Armoured undersuit (25¢)Magnacles
Injuries None
Advancements 1
Weapons S L S L Str Ap D Am
Concussion carbine (30¢) 9" 18" +1 - 3 -1 1 4+
Blast (3"), Concussion, Knockback, Seismic
No lore added yet.
No notes added yet.

K-4397 ‘Anti Object Task Force’

355¢
Subjugator Sergeant (Champion)
M WS BS S T W I A Ld Cl Wil Int
6" 2+ 4+ 3 3 2 4+ 2 5+ 6+ 6+ 7+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
XP 9 XP
Skills Bull ChargeFearsome
Prefecture Skills None
Gear Photo-goggles (35¢)Hardened layered flak armour (40¢)Magnacles
Injuries Horrid Scars
Advancements 2
Weapons S L S L Str Ap D Am
Power maul (30¢) - E - - S+2 -1 1 -
Melee, Power
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
Vigilance pattern assault shield (40¢) - E - - S - 1 -
Assault Shield, Knockback, Melee
No lore added yet.
No notes added yet.

D-3628 ‘What Body?’

95¢
Patrolman (Ganger)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 4 1 3+ 1 7+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Specialist)
XP 5 XP
Skills None
Gear Magnacles
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Enforcer boltgun (50¢) 12" 24" +1 - 4 -1 2 4+
Rapid Fire (1)
No lore added yet.
No notes added yet.

D-8638 ‘Volumetric Shit Compressor’

190¢
Subjugator Patrolman (Ganger)
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 4+ 3 3 1 4+ 2 7+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Specialist)
XP 4 XP
Skills None
Gear Flak armour (10¢)Magnacles
Injuries None
Advancements 1
Weapons S L S L Str Ap D Am
Subjugation pattern grenade launcher (50¢)
frag grenades 6" 24" -1 - 3 - 1 6+
Blast (3"), Knockback
stun rounds 6" 24" - - 2 -1 1 4+
Concussion
photon flash grenades (+15¢) 6" 24" - - - - - 5+
Blast (5"), Flash
Vigilance pattern assault shield (40¢) - E - - S - 1 -
Assault Shield, Knockback, Melee
No lore added yet.
No notes added yet.

K-6387 ‘Superstar Cop’

110¢
Patrolman (Specialist) (Ganger)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 3 1 4+ 1 7+ 7+ 7+ 7+
Rules Gang Fighter (Specialist)Tools of the Trade (Specialist only)
XP 8 XP
Skills None
Gear Mesh armour (15¢)Magnacles
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Enforcer boltgun (50¢) 12" 24" +1 - 4 -1 2 4+
Rapid Fire (1)
No lore added yet.
No notes added yet.

D-001 ‘Regular Law Official’

50¢
Rookie Patrolman (Juve)
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 4+ 3 3 1 3+ 1 8+ 8+ 8+ 8+
Rules Fast LearnerGang Fighter (Juve)Promotion (Palanite Enforcer Specialist)
XP 7 XP
Skills None
Prefecture Skills None
Gear Magnacles
Injuries None
Advancements 1
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.

X-9628 ‘Hobocop’

105¢
Rookie Patrolman (Juve)
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 4+ 3 3 1 3+ 1 8+ 8+ 8+ 8+
Rules Fast LearnerGang Fighter (Juve)Promotion (Palanite Enforcer Specialist)
XP 3 XP
Skills Fearsome
Prefecture Skills None
Gear Magnacles
Injuries Horrid Scars
Advancements 1
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
No lore added yet.
No notes added yet.

X-99992 FNG

30¢
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 2 XP
Skills None
Prefecture Skills None
Gear Magnacles
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.

Bullethole

50¢
Ammo-jack (Hanger-on)
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
XP 0 XP
Skills Munitioneer
Gear Mesh armour
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.

Grievance based policing automata

205¢
‘Sanctioner’ Pattern Automata (Brute)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 4 5 3 5+ 2 8+ 7+ 6+ 9+
Rules Automated Repair SystemsMobile Bulwark
XP 1 XP
Skills Got Your Six
Gear Carapace (light)
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Grenade launcher array 6" 18" - - - - - 5
Blast (5"), Flash
Heavy shock baton - E - - +1 - 2 -
Concussion, Melee, Power, Shock
Pacifier assault claw - E - - S -1 2 -
Melee, Pulverise
No lore added yet.
No notes added yet.

Magnesium-Based Lifeform

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.
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  • Stash

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  • Harrier "Harry" Du Bois

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  • D-1530 ‘Shivers’

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  • K-4397 ‘Anti Object Task Force’

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  • D-3628 ‘What Body?’

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  • D-8638 ‘Volumetric Shit Compressor’

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  • K-6387 ‘Superstar Cop’

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  • D-001 ‘Regular Law Official’

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  • X-9628 ‘Hobocop’

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  • X-99992 FNG

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  • Bullethole

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  • Grievance based policing automata

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  • Magnesium-Based Lifeform

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