microwavekatsuCampaign GangLWGH Campaign 3Sump Sharks

Sump Sharks

Orlock (HoI)
LWGH Campaign 3 In Progress
R Cr St W
1730¢ 1730¢

Actions

Log Action

From LWGH Campaign 3

microwavekatsuSump Sharks
2 weeks, 1 day ago

Reduced 1 XP for Reed

Outcome: Current: 6 XP, Total: 6 XP
microwavekatsuSump Sharks
2 weeks, 1 day ago

Reduced 1 XP for O'Flaherty

Outcome: Current: 2 XP, Total: 2 XP
microwavekatsuSump Sharks
2 weeks, 1 day ago

Reduced 1 XP for Hogan-Rochester

Outcome: Current: 3 XP, Total: 3 XP
microwavekatsuSump Sharks
2 weeks, 1 day ago

Reduced 1 XP for Lawes

Outcome: Current: 1 XP, Total: 25 XP
microwavekatsuSump Sharks
2 weeks, 1 day ago

Reduced 1 XP for Jarrell-Searcy

Outcome: Current: 6 XP, Total: 14 XP

Assets & Resources

Assets

Sump Sharks Settlement (Territory)

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

Income: D6 × 10  ·  Recruit: Roll 2D6, on a 6, recruit a single free Juve. On a double 6 recruit a free Ganger.  ·  Reputation: +1
Toll Crossing (Orlock) (Territory)
Income: D6 × 5  ·  Enhanced boon: Special: Priority in the first round. Any gang can pay 20 credits for priority in the first round. If both pay, there is no effect. Cannot be refused.

The fastest ways through the underhive often cross chasms, sludge rivers or pass through bottlenecks. Gangs often set up tolls at such points, extracting credits from those who wish to pass swiftly and safely on their way.

Workshop (Territory)
Income: D6 × 10 (if outlaw)  ·  Recruit: Free Ammo-jack (if law-abiding)

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.

Resources

Reputation 7

Attributes

No attributes set.

Fighters

Road Captain Leader 1
Road Sergeant Champion 1
Arms Master Champion 1
Wrecker Prospect 4
Gunner Specialist Specialist 1
Gunner Ganger 2
Greenhorn Juve 1
Ammo-jack Hanger-on 1
Bullet Merchant Hanger-on 1
Total 13

Stash

Stash Credits

Du Preez

Road Captain (Leader)
235¢
M WS BS S T W I A Ld Cl Wil Int
5" 2+ 3+ 3 4 3 4+ 2 4+ 4+ 5+ 5+
Rules Gang Hierarchy (Leader)Gang LeaderGroup Activation (2)Tools of the Trade
XP 1 XP
Skills Unstoppable
Legendary Names Impressive Leadership (Rock Steady)Unbelievable Escapes (Iron Hard)
Gear Mesh armour (15¢)
Weapons S L S L Str Ap D Am
Autopistol (10¢) 4" 12" +1 - 3 - 1 4+
Rapid Fire (1), Sidearm
manstopper rounds (+10¢) 4" 12" +1 - 4 - 1 4+
Limited, Rapid Fire (1), Sidearm
Power maul (30¢) - E - - S+2 -1 1 -
Melee, Power

Jarrell-Searcy

Road Sergeant (Champion)
340¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 3+ 3 4 2 4+ 2 5+ 6+ 6+ 6+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
XP 6 XP
Skills Nerves of Steel
Legendary Names Impressive Leadership (Lucky)
Gear Mesh armour (15¢)
Weapons S L S L Str Ap D Am
Boltgun (55¢) 12" 24" +1 - 4 -1 2 6+
Rapid Fire (1)
Heavy bolter* (160¢) 18" 36" +1 - 5 -2 2 6+
Rapid Fire (2), Unwieldy

Lawes

Arms Master (Champion)
250¢
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 2+ 3 5 2 4+ 2 5+ 6+ 6+ 6+
Rules Gang Hierarchy (Champion)Group Activation (1)Rule of IronTools of the Trade
XP 1 XP
Skills Shotgun Savant
Legendary Names Unbelievable Escapes (Iron Hard)
Gear Mesh armour (15¢)
Weapons S L S L Str Ap D Am
Shotgun (25¢)
scatter ammo 4" 8" +2 - 2 - 1 4+
Scattershot
solid ammo 8" 16" +1 - 4 - 2 4+
Knockback
executioner ammo (+20¢) 4" 16" -1 +1 4 -2 2 6+
Knockback, Limited
shatter shells (+15¢) 4" 18" +1 - 3 -1 1 5+
Blast (3"), Limited

Carpenter

Wrecker (Prospect)
140¢
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 4+ 3 3 1 3+ 1 10+ 8+ 8+ 8+
Rules Fast LearnerHot-headedPromotion (Orlock Road Sergeant or Arms Master)Tools of the Trade
XP 3 XP
Gear Jump booster
Injuries Humiliated
Weapons S L S L Str Ap D Am
Hand flamer (75¢) - T - - 3 - 1 5+
Blaze, Template

Hogan-Rochester

Wrecker (Prospect)
110¢
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 3 XP
Gear Jump booster
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

O'Flaherty

Wrecker (Prospect)
105¢
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 2 XP
Gear Jump booster
Weapons S L S L Str Ap D Am
Plasma pistol (50¢)
low 6" 12" +2 - 5 -1 2 5+
Scarce, Sidearm
maximal 6" 12" +1 - 7 -2 3 5+
Scarce, Sidearm, Unstable

Reed

Wrecker (Prospect)
90¢
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
Gear Jump booster
Weapons S L S L Str Ap D Am
Chainsword (25¢) - E - +1 S -1 1 -
Melee, Parry, Rending
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
dumdum rounds (+5¢) 5" 10" +1 - 4 - 1 4+
Limited, Sidearm

Warr

Gunner Specialist (Specialist)
160¢
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 Fighter (Ganger)Promotion (Orlock Specialist)Tools of the Trade
XP 5 XP
Gear Mesh armour (15¢)
Weapons S L S L Str Ap D Am
Grenade launcher (65¢)
frag grenades 6" 24" -1 - 3 - 1 6+
Blast (3"), Knockback
krak grenades 6" 24" -1 - 6 -2 2 6+
Smoke grenades (15¢) - Sx3 - - - - - 4+
Blast (*), Grenade, Smoke

Perris-Redding

Gunner (Ganger*)
155¢
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 Fighter (Ganger)Promotion (Orlock Specialist)
XP 1 XP
Gear None
Weapons S L S L Str Ap D Am
Autogun (15¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (1)
rad rounds (+20¢) 8" 24" - - 3 - 1 4+
Rad-phage, Rapid Fire (1), Scarce
Boltgun (55¢) 12" 24" +1 - 4 -1 2 6+
Rapid Fire (1)

Tarling

Gunner (Ganger)
70¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 5+ 2 3 1 4+ 1 6+ 7+ 6+ 6+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)
XP 2 XP
Gear None
Injuries Partially Deafened , Spinal Injury , Old Battle Wound , Eye Injury
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
dumdum rounds (+5¢) 5" 10" +1 - 4 - 1 4+
Limited, Sidearm

Bamber

Greenhorn (Juve)
50¢
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 2 XP
Gear None
Weapons S L S L Str Ap D Am
Sawn-off shotgun (15¢) 4" 8" +2 - 3 - 1 6+
Plentiful, Scattershot

Forshaw

Recovery
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
Weapons S L S L Str Ap D Am
Boltgun 12" 24" +1 - 4 -1 2 6+
Rapid Fire (1)
Power hammer - E - - S+1 -1 2 -
Melee, Power

Mguigan

Recovery
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
XP 0 XP
Skills Fast Shot
Gear None
Weapons S L S L Str Ap D Am
Autopistol 4" 12" +1 - 3 - 1 4+
Rapid Fire (1), Sidearm
rad rounds 4" 12" - - 3 - - 4+
Rad-phage, Rapid Fire (1), Scarce, Sidearm
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