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Iron Angels

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Actions

Log Action

From Gang War Never Changes

Lawrence_of_OklahomaIron Angels
1 month, 1 week ago

Bought Bolt pistol combi-plasma pistol for "Tombstone" Tyber Valencor (80¢)

Outcome: Credits remaining: 20¢
Lawrence_of_OklahomaIron Angels
1 month, 1 week ago

Reassigned Stub gun from "Tombstone" Tyber Valencor to Leadeye (10¢)

Outcome: Credits remaining: 100¢
Lawrence_of_OklahomaIron Angels
1 month, 1 week ago

State Change: Leadeye changed from Convalescence to Active

Outcome: Leadeye is now Active
Lawrence_of_OklahomaIron Angels
1 month, 1 week ago

Bought static round for Heavy stubber* on Leadeye (15¢)

Outcome: Credits remaining: 100¢
Lawrence_of_OklahomaIron Angels
1 month, 1 week ago

Bought Photon flash grenades for Crash (15¢)

Outcome: Credits remaining: 115¢
View all actions →

Assets & Resources

Assets

Breakskull Mine (Mine Workings) (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.

Territory Boon

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.

Enhanced Boon

This Territory grants Orlock and Ironhead Squat gangs the following Boon:

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

Dreadlight Tower (Generatorum) (Territory)
Transfer

Much of the light and power in the underhive relies on taps into energy conduits or barely functioning generators. Those that control the source of such power can let it flow… or cut it off at a whim.

Territory Boon

This Territory grants the following Boon:

Special: If their gang controls this Territory, a player may choose to stall the generators, temporarily cutting the power to the area in which a battle is taking place and plunging it into darkness. The player may declare they will do this at the beginning of any Priority phase, before the roll for Priority.

For the remainder of the battle, the Pitch Black rules are in effect. However, at the start of each End phase, there is a chance that the generators will automatically restart and the lights flood back. At the start of each End phase, before making any Bottle checks, the player that controls this Territory rolls a D6. If the result is a 5 or more, the generators restart and the Pitch Black rules immediately cease to be in effect. If the roll is a 1-4, the generators stay silent.

Enhanced Boon

This Territory grants Palanite Enforcer gangs the following Boon:

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

The Bigshaft (Tunnels) (Territory)
Transfer

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 and Genestealer Cult 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.

Thoron's Crack Shack (Narco Den) (Territory)
Transfer

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

Territory Boon

This Territory grants the following Boon:

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

Resources

Reputation 34 Modify

Attributes

Alignment Law-abiding

Fighters

Road Captain Leader 1
Caryatid Exotic Beast 1
Arms Master Champion 1
Road Sergeant Champion 2
Wrecker Prospect 1
Gunner (Specialist) Ganger 1
Gunner Ganger 2
Greenhorn Juve 1
Bullet Merchant Hanger-on 1
Ammo-jack Hanger-on 1
Prize Fighter Hanger-on 1
‘Lugger’ Cargo Servitor Brute 1
Total 14

Stash

20¢

Stash Credits

20¢

"Tombstone" Tyber Valencor

650¢
Road Captain (Leader)
M WS BS S T W I A Ld Cl Wil Int
6" 2+ 2+ 3 4 4 4+ 2 4+ 3+ 5+ 5+
Rules Gang Hierarchy (Leader)Gang LeaderGroup Activation (2)Tools of the Trade
XP 1 XP
Skills Nerves of SteelTrue GritIron WillUnstoppable
Legendary Names Impressive Leadership (Lucky)Unbelievable Escapes (Iron Hard)
Gear CaryatidArmoured undersuit (25¢)Carapace (light) (80¢)Refractor field (50¢)
Injuries Impressive Scars
Advancements 10
Weapons S L S L Str Ap D Am
Bolt pistol combi-plasma pistol (80¢)
Bolt pistol 6 12 +1 - 4 -1 2 6+
Combi, Sidearm
Plasma pistol 6 12 +2 - 5 -1 2 5+
Combi, Scarce, Sidearm
Boltgun (55¢) 12" 24" +1 - 4 -1 2 6+
Rapid Fire (1), Master-crafted
Master-crafted (+15¢)
Power pick (40¢) - E - - S+1 -3 1 -
Melee, Power, Pulverise

The Angels' very own Road Captain “Tombstone” Tyber Valencor had once been the heir apparent in his family's lineage before deciding noble rule was not the life for him. Tyber formally ceded his claims to his younger brother and left his estate to command the Iron Angels. Suppressing his lingering bitterness at his family's destruction, Tyber now puts all of his focus on leading his new family to whatever passes for prosperity in the underhive. Tyber is rarely the type of man to shoot first, but the first shot from any foe has never once taken him down either. Tyber always stands up again, and his moniker "Tombstone" has been earned in two ways; dodging his, and digging theirs. 

Out of Action Tally: V V V IIII

Caryatid (Exotic Beast)
M WS BS S T W I A Ld Cl Wil Int
6" 5+ - 2 W 1 2+ 1 7+ 7+ 8+ 8+
Rules AbandonmentFlightLucky FindOmen of FortunePrecognitionSymbol of Renown
XP 0 XP
Skills None
Gear None
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.

Brickhouse

420¢
Arms Master (Champion)
M WS BS S T W I A Ld Cl Wil Int
5" 2+ 3+ 3 5 2 4+ 2 5+ 5+ 6+ 6+
Rules Gang Hierarchy (Champion)Group Activation (1)Rule of IronTools of the Trade
XP 0 XP
Skills Nerves of SteelFearsome
Legendary Names Impressive Leadership (Iron Stare)
Gear Cortex-cogitator (improved) (30¢)Armoured undersuit (25¢)Mesh armour (15¢)Bionic eye (mundane) (45¢)
Injuries Horrid Scars , Eye Injury , Head Injury , Impressive Scars , Out Cold
Advancements 3
Weapons S L S L Str Ap D Am
Arc hammer* (70¢) E 1" - - S+3 -1 3 -
Melee, Pulverise, 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
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
dumdum rounds (+5¢) 5" 10" +1 - 4 - 1 4+
Limited, Sidearm

Tyber’s oldest friend among the Angels and easily the burliest member of the gang, Brickhouse is just as capable of cracking skulls as he is stone. His steely gaze does as much work to keep the gunners and greenhorns in line as the Road Captain himself. 

No notes added yet.

Leadeye

345¢
Road Sergeant (Champion)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 3+ 3 3 2 4+ 2 5+ 5+ 6+ 6+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
XP 0 XP
Skills Steady Hands
Legendary Names Unbelievable Escapes (Bullet Dodger)
Gear Armoured undersuit (25¢)Mesh armour (15¢)
Injuries Convalescence
Advancements 1
Weapons S L S L Str Ap D Am
Heavy stubber* (130¢) 20" 40" - -1 4 -1 1 4+
Rapid Fire (2), Unwieldy
static round (+15¢) 20" 40" - - 4 -1 1 4+
Limited, Rapid Fire (2), Shield Breaker, Shock, Unwieldy
Suspensors (+60¢)
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
dumdum rounds (+5¢) 5" 10" +1 - 4 - 1 4+
Limited, Sidearm

Hired in the endgame of the war for Dread Burrow to provide some heavy firepower against the increasingly savage rival gangs, Road Sergeant Leadeye brings an infectious enthusiasm for battle to the Iron Angels' gangers. He's got himself a really big gun and holding down the trigger always brings a wide smile to his face.

No notes added yet.

Riot

340¢
Road Sergeant (Champion)
M WS BS S T W I A Ld Cl Wil Int
6" 4+ 2+ 3 4 2 4+ 2 5+ 5+ 6+ 6+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
XP 1 XP
Skills Steady HandsShotgun SavantUnstoppable
Legendary Names Improbable Beat-downs (Bullet Lord)
Gear Mesh armour (15¢)Armoured undersuit (25¢)
Injuries Partially Deafened , Convalescence , Lesson Learned
Advancements 6
Weapons S L S L Str Ap D Am
Combat shotgun (55¢)
salvo ammo 4" 12" +1 - 4 - 2 4+
Knockback, Rapid Fire (1)
shredder ammo - T - - 2 - 1 4+
Scattershot, Template
firestorm ammo (+30¢) - T - - 5 -1 1 6+
Blaze, Limited, Template
Power knife (25¢) - E - - S+1 -2 1 -
Backstab, Melee, Power

A representative of House Orlock sent to ensure their new employees fell in line. A veteran of many battles, initial distrust turned to grudging respect among his new cohorts as he demonstrated his artistry with the combat shotgun and propensity to use it to raise hell for the gang’s enemies. 

No notes added yet.

Falco

190¢
Wrecker (Prospect)
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 3+ 3 3 1 3+ 1 9+ 7+ 8+ 7+
Rules Fast LearnerHot-headedPromotion (Orlock Road Sergeant or Arms Master)Tools of the Trade
XP 0 XP
Skills Gunfighter
Legendary Names None
Gear Mesh armour (15¢)Jump booster
Injuries Old Battle Wound , Out Cold , Convalescence
Advancements 4
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
dumdum rounds (+5¢) 5" 10" +1 - 4 - 1 4+
Limited, Sidearm
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
dumdum rounds (+5¢) 5" 10" +1 - 4 - 1 4+
Limited, Sidearm

Styling himself as a cocky gunslinger with a jetpack steed, Falco is more than happy to fly headfirst into danger with twin guns blazing. 

OoA Tally: III

Crash

250¢
Gunner (Specialist) (Ganger)
M WS BS S T W I A Ld Cl Wil Int
5" 5+ 3+ 3 4 2 4+ 1 7+ 8+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)Tools of the Trade
XP 0 XP
Skills Fearsome
Legendary Names None
Gear Mesh armour (15¢)
Injuries Hand Injury , Horrid Scars , Humiliated
Advancements 3
Weapons S L S L Str Ap D Am
Autogun (15¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (1)
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¢) - Sx3 - - - - - 5+
Blast (5"), Flash, Grenade

Joined the Angels alongside Road Sergeant Riot, bringing with him his trusty grenade launcher. Crash enthusiastically employs it at range to cover the sergeant while he moves in close. 

No notes added yet.

Ripper

85¢
Gunner (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 (Ganger)Promotion (Orlock Specialist)
XP 2 XP
Skills None
Legendary Names None
Gear Mesh armour (15¢)
Injuries Humiliated
Advancements 1
Weapons S L S L Str Ap D Am
Autogun (15¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (1)

A late addition to the gang following the reputation of honor and determination they’d earned for themselves, Ripper is keen to bring the Orlock brand of justice to Dread Burrow even at the cost of his own health and safety. 

OoA Tally: I

Ruckus

150¢
Gunner (Ganger)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 4 1 4+ 1 6+ 7+ 6+ 7+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)
XP 2 XP
Skills None
Legendary Names None
Gear Mesh armour (15¢)
Injuries None
Advancements 2
Weapons S L S L Str Ap D Am
Combat shotgun (55¢)
salvo ammo 4" 12" +1 - 4 - 2 4+
Knockback, Rapid Fire (1)
shredder ammo - T - - 2 - 1 4+
Scattershot, Template

Something of an old wise guy, Ruckus is a favorite among the Angels during nights at the bar for his comedic routines. 

OoA Tally: I

Buzz

90¢
Greenhorn (Juve)
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 4+ 3 3 1 3+ 1 7+ 8+ 8+ 8+
Rules Fast LearnerGang Fighter (Juve)Promotion (Orlock Specialist)
XP 4 XP
Skills None
Legendary Names None
Gear Mesh armour (15¢)
Injuries Partially Deafened , Bitter Emnity
Advancements 1
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

The first inductee into the Angels since their acquisition by House Orlock, Buzz takes a cautious approach to proving himself. Glory means nothing to him if he gets his head blown off achieving it. 

No notes added yet.

Damus “Rain Man” Marlocke

25¢
Bullet Merchant (Hanger-on)
M WS BS S T W I A Ld Cl Wil Int
5" 5+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 6+
Rules High Calibre Hook-up
XP 0 XP
Skills Fast Shot
Gear None
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
This fighter has no weapons.

A conniving and opportunistic merchant of premium ammuntion, Damus Marlocke has decided to hitch his wagon to the road warriors of the Iron Angels for one reason only. Not for honor, not for justice, and certainly not for sentimentality; such trivialities mean little to the Rain Man of Dread Burrow. No, Marlocke has sided with the Orlock gangers solely to ride the coattails of their soaring reputation among the people, hoping to coast along with them out of this dingy underhive some day soon.

No notes added yet.

Hoss Gunsmoke

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
Boltgun 12" 24" +1 - 4 -1 2 6+
Rapid Fire (1)
Power sword - E - - S+1 -2 1 -
Melee, Parry, Power

Hoss Gunsmoke had no prior connection to House Valencor and so has no strong feelings about Tombstone Tyber's gang one way or the other. He does have a long history of servicing the weaponry of House Orlock's many gangs, however, and the Iron Angels have shown just enough promise to pique his interest for the moment. For now he keeps mostly to himself but does occasionally allow himself to listen to Ruckus' insane, rambling stories with the barest hint of a smirk.

OoA Tally: I

Lukyan "The Luck Truck" Kudrov

40¢
Prize Fighter (Hanger-on)
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 5+ 4 3 1 4+ 1 8+ 8+ 7+ 8+
Rules Bare Knuckle Fighter
XP 0 XP
Skills Iron Jaw
Legendary Names None
Gear None
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
This fighter has no weapons.

Of short stature and thick build, Lukyan Kudrov made a career fist-fighting at the Fortune's Pendulum gambling den. There he earned his nickname by hitting like a truck and bringing more fortune than misfortune to those who bet on him to win. Lukyan is a man who speaks rarely but loudly, oozing the borderline-arrogant confidence a prize fighter requires to be successful in the ring.

His fame grew to new heights as stories of him defeating a mutant monstrosity in unarmed combat began to spread and grow more exaggerated with each telling.

No notes added yet.

Mr. Russ

395¢
‘Lugger’ Cargo Servitor (Brute)
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 3+ 5 6 3 5+ 2 7+ 5+ 9+ 8+
Rules Ammo HoppersWeapons Platform
XP 0 XP
Skills Fearsome
Legendary Names None
Gear Carapace (heavy) (20¢)
Injuries Horrid Scars
Advancements 4
Weapons S L S L Str Ap D Am
Heavy bolter (50¢) 18" 36" +1 - 5 -2 2 6+
Rapid Fire (2), Unwieldy
Mono-sight† (+25¢)

Named after the ubiquitous Astra Militarum armored vehicle, Mr. Russ is truly a scaled-down tank in the underhive. Tombstone Tyber managed to track down House Valencor's former chief of security; the man who had failed so spectacularly to defend his House. As punishment for his failure, Tyber turned him into a servitorized, treaded gun platform so that he might find redemption in mindless service of the Iron Angels.

OoA Tally: V II

Harley

Dead
Wrecker (Prospect)
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 4+ 3 1 1 3+ 1 9+ 8+ 8+ 8+
Rules Fast LearnerHot-headedPromotion (Orlock Road Sergeant or Arms Master)Tools of the Trade
XP 8 XP
Skills None
Legendary Names None
Gear Mesh armour (15¢)Jump booster
Injuries Hobbled , Enfeebled , Enfeebled
Advancements 2

Perhaps the most vicious of the Angels, Harley employs her jump pack to assault her foes from their most vulnerable angles. She hopes to build a bloody reputation for herself to one day earn the rank of Arms Master. 

Always taking extreme risk to get in close, Harley suffered several debilitating injuries over the gang war. A fatal shot from a mutant’s lasgun proved to be the final straw, her heart unable to cope with the unending strain she endured and beating its last on the operating table. 

OoA Tally: III

Rattler

Dead
Gunner (Ganger)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 4 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 Memorable Death
Advancements 1

Mundane yet dependable, Rattler doesn’t try to stand out; he’s there to get the job done and get himself and his gang out alive. 

While attempting to hold the line against a bombing raid by the Children of the Exalted Wyrm, met his end when the heavy rock saw of a mutant abomination sliced his head from his shoulders.

No notes added yet.

Silver

Dead
Gunner (Ganger)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 2 3 1 4+ 1 6+ 7+ 7+ 6+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)
XP 5 XP
Skills None
Legendary Names None
Gear None
Injuries Spinal Injury
Advancements 1

A new hire from House Orlock who chose to make her way down to Dread Burrow hoping to join in on the Iron Angels’ early success. A diehard follower of her House dedicated 100% to furthering their goals even in such a gloomy place as this. 

After nearly securing her gang a victory by destroying several Brotherhood weapons caches, was ambushed by a flying monstrosity and eviscerated. She bled out on the operating table.

No notes added yet.
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  • Stash

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  • "Tombstone" Tyber Valencor

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  • Caryatid

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  • Brickhouse

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  • Leadeye

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  • Riot

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  • Falco

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  • Crash

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  • Ripper

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  • Ruckus

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  • Buzz

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  • Damus “Rain Man” Marlocke

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  • Hoss Gunsmoke

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  • Lukyan "The Luck Truck" Kudrov

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  • Mr. Russ

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  • Harley

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  • Rattler

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  • Silver

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