Iron Angels
| R | Cr | St | W |
|---|---|---|---|
| 3030¢ | 20¢ | 0¢ | 3050¢ |
Actions
Log ActionBought Bolt pistol combi-plasma pistol for "Tombstone" Tyber Valencor (80¢)
Outcome: Credits remaining: 20¢Reassigned Stub gun from "Tombstone" Tyber Valencor to Leadeye (10¢)
Outcome: Credits remaining: 100¢State Change: Leadeye changed from Convalescence to Active
Outcome: Leadeye is now ActiveBought static round for Heavy stubber* on Leadeye (15¢)
Outcome: Credits remaining: 100¢Bought Photon flash grenades for Crash (15¢)
Outcome: Credits remaining: 115¢Assets & Resources
Assets
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.
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 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.
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 |
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
Stash Credits
"Tombstone" Tyber Valencor
| 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 Leader, Group Activation (2), Tools of the Trade | ||||||||||
| Skills | Nerves of Steel, True Grit, Iron Will, Unstoppable | ||||||||||
| Legendary Names | Impressive Leadership (Lucky), Unbelievable Escapes (Iron Hard) | ||||||||||
| Gear | Caryatid, Armoured undersuit (25¢), Carapace (light) (80¢), Refractor field (50¢) | ||||||||||
| Injuries | Impressive Scars | ||||||||||
| 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 | ||||||||
Caryatid
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5+ | - | 2 | W | 1 | 2+ | 1 | 7+ | 7+ | 8+ | 8+ |
| Rules | Abandonment, Flight, Lucky Find, Omen of Fortune, Precognition, Symbol of Renown | ||||||||||
| Gear | None | ||||||||||
| Weapons | S | L | S | L | Str | Ap | D | Am |
|---|---|---|---|---|---|---|---|---|
| This fighter has no weapons. | ||||||||
Brickhouse
| 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 Iron, Tools of the Trade | ||||||||||
| Skills | Nerves of Steel, Fearsome | ||||||||||
| 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 | ||||||||||
| 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 | ||||||||
Leadeye
| 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 | ||||||||||
| Skills | Steady Hands | ||||||||||
| Legendary Names | Unbelievable Escapes (Bullet Dodger) | ||||||||||
| Gear | Armoured undersuit (25¢), Mesh armour (15¢) | ||||||||||
| Injuries | Convalescence | ||||||||||
| 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 | ||||||||
Riot
| 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 | ||||||||||
| Skills | Steady Hands, Shotgun Savant, Unstoppable | ||||||||||
| Legendary Names | Improbable Beat-downs (Bullet Lord) | ||||||||||
| Gear | Mesh armour (15¢), Armoured undersuit (25¢) | ||||||||||
| Injuries | Partially Deafened , Convalescence , Lesson Learned | ||||||||||
| 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 | ||||||||
Falco
| 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 Learner, Hot-headed, Promotion (Orlock Road Sergeant or Arms Master), Tools of the Trade | ||||||||||
| Skills | Gunfighter | ||||||||||
| Gear | Mesh armour (15¢), Jump booster | ||||||||||
| Injuries | Old Battle Wound , Out Cold , Convalescence | ||||||||||
| 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 | ||||||||
Crash
| 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 | ||||||||||
| Skills | Fearsome | ||||||||||
| Gear | Mesh armour (15¢) | ||||||||||
| Injuries | Hand Injury , Horrid Scars , Humiliated | ||||||||||
| 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 | ||||||||
Ripper
| 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) | ||||||||||
| Gear | Mesh armour (15¢) | ||||||||||
| Injuries | Humiliated | ||||||||||
| Weapons | S | L | S | L | Str | Ap | D | Am |
|---|---|---|---|---|---|---|---|---|
| Autogun (15¢) | 8" | 24" | +1 | - | 3 | - | 1 | 4+ |
| Rapid Fire (1) | ||||||||
Ruckus
| 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) | ||||||||||
| Gear | Mesh armour (15¢) | ||||||||||
| 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 | ||||||||
Buzz
| 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 Learner, Gang Fighter (Juve), Promotion (Orlock Specialist) | ||||||||||
| Gear | Mesh armour (15¢) | ||||||||||
| Injuries | Partially Deafened , Bitter Emnity | ||||||||||
| 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 | ||||||||
Damus “Rain Man” Marlocke
| 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 | ||||||||||
| Skills | Fast Shot | ||||||||||
| Gear | None | ||||||||||
| Weapons | S | L | S | L | Str | Ap | D | Am |
|---|---|---|---|---|---|---|---|---|
| This fighter has no weapons. | ||||||||
Hoss Gunsmoke
| 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 sword | - | E | - | - | S+1 | -2 | 1 | - |
| Melee, Parry, Power | ||||||||
Lukyan "The Luck Truck" Kudrov
| 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 | ||||||||||
| Skills | Iron Jaw | ||||||||||
| Gear | None | ||||||||||
| Weapons | S | L | S | L | Str | Ap | D | Am |
|---|---|---|---|---|---|---|---|---|
| This fighter has no weapons. | ||||||||
Mr. Russ
| 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 Hoppers, Weapons Platform | ||||||||||
| Skills | Fearsome | ||||||||||
| Gear | Carapace (heavy) (20¢) | ||||||||||
| Injuries | Horrid Scars | ||||||||||
| 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¢) | ||||||||
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