Lawrence_of_OklahomaCampaign GangGang War Never ChangesIron Angels

Iron Angels

Orlock (HoI)
Gang War Never Changes In Progress
R Cr St W
3030¢ 20¢ 3050¢

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¢

Assets & Resources

Assets

Breakskull Mine (Mine Workings) (Territory)

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)

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)

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)

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

20¢

Stash Credits

20¢

"Tombstone" Tyber Valencor

Road Captain (Leader)
650¢
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
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
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

Caryatid (Exotic Beast)
"Tombstone" Tyber Valencor
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
Gear None
Weapons S L S L Str Ap D Am
This fighter has no weapons.

Brickhouse

Arms Master (Champion)
420¢
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
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
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

Road Sergeant (Champion)
345¢
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

Road Sergeant (Champion)
340¢
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 HandsShotgun SavantUnstoppable
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

Wrecker (Prospect)
190¢
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
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

Gunner (Specialist) (Ganger)
250¢
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

Gunner (Ganger)
85¢
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

Gunner (Ganger)
150¢
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

Greenhorn (Juve)
90¢
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)
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

Bullet Merchant (Hanger-on)
25¢
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

Ammo-jack (Hanger-on)
50¢
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

Prize Fighter (Hanger-on)
40¢
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

‘Lugger’ Cargo Servitor (Brute)
395¢
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
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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