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Patrol Π-Gold-9

R Cr St W
1840¢ 163¢ 2003¢

Actions

Log Action

From Prospect's Ledge Winter 2025 Dominion

PumpkinMargaritaPatrol Π-Gold-9
5 months, 1 week ago

Reassigned Incendiary charges from Rookie 'Lightfoot' to Rookie 'Reservoir' (40¢)

Outcome: Credits remaining: 163¢
PumpkinMargaritaPatrol Π-Gold-9
5 months, 1 week ago

Equipped Rookie 'Lightfoot' with Incendiary charges from stash (40¢)

Outcome: Credits remaining: 163¢
PumpkinMargaritaPatrol Π-Gold-9
5 months, 1 week ago

Equipped Rookie 'Lightfoot' with Incendiary charges from stash (40¢)

Outcome: Credits remaining: 163¢
PumpkinMargaritaPatrol Π-Gold-9
5 months, 1 week ago

Equipped Patrolman 'Clyde' with Incendiary charges from stash (40¢)

Outcome: Credits remaining: 163¢
PumpkinMargaritaPatrol Π-Gold-9
5 months, 1 week ago

Added 120¢: Promethium Cache bestows 3 fighters with Incediary Charges, so they do not cost the money

Outcome: +120¢ (to 163¢)
View all actions →

Assets & Resources

Assets

Drinking Hole (Delaque) (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.

Territory Boon

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.

Enhanced Boon

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.

*Palanite Precinct - Precinct Π-Gold (Territory)
Transfer

Fortress, gaol and place of execution, a Palanite precinct-fortress is the authority of Lord Helmawr, stamped boldly into the very structure of the underhive in rockcrete and plasteel for all to see.

Territory Boon

This Territory grants the following Boons:

Income: The gang earns D6x10 credits from this Territory when collecting income.

Reputation: While they control this Territory, the gang gains +1 Reputation.

Recruit: If this gang deleted at least one fighter from their Gang Roster this postbattle sequence, they may add a single Palanite Enforcer Rookie to their gang for free.

Tech Bazaar (Van Saar) (Territory)
Transfer

An underhive tech bazaar buzzes with the calls of bullet merchants echoing above haggling tech-prospectors, while agents of the Gun-guild watch and take their due.

Territory Boon

This Territory grants the following Boons:

Income: The gang earns D6x10 credits from this Territory when collecting income.

Equipment: Select one Leader or Champion to make a Haggle post-battle action. Roll 2D6. The gang may immediately choose one Rare (X) item from the Trading Post where X is less than or equal to the dice roll and add it to their Stash for half of its usual value, rounded down. If the roll is lower than 7, pick a Common weapon or piece of equipment to add to the gang's Stash for half of its usual value, rounded down. If the roll is 3 or lower, then the fighter proves to be very poor at haggling and no equipment is gained. If the fighter selected has Exotic Furs, add +1 to the result of the 2D6 dice roll.

Enhanced Boon

This Territory grants Van Saar gangs the following Boons:

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

Income: The gang earns D6x10 credits from this Territory when collecting income. If the gang also controls an Archaeotech Device, this is increased to 2D6x10.

Resources

Reputation 16 Modify

Attributes

Alignment Law-abiding
Palanite Enforcer Prefecture Palanite Prefecture

Fighters

Captain Leader 1
Sergeant Champion 2
Patrolman Specialist Specialist 1
Patrolman Ganger 3
Rookie Patrolman Juve 2
Total 9

Stash

163¢

Stash Credits

163¢

Captain Aureus 'Sundance' Cassidy

270¢
Captain (Leader)
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 3+ 3 3 3 3+ 2 4+ 6+ 5+ 6+
Rules Gang Hierarchy (Leader)Gang LeaderGroup Activation (2)Tools of the Trade
XP 3 XP
Skills Trick ShotFast Shot
Prefecture Skills Palanite (Priority Threat)
Gear Armoured undersuit (25¢)Mesh armour (15¢)Magnacles
Injuries None
Advancements 2
Weapons S L S L Str Ap D Am
Sniper rifle (35¢) 24" 48" - +1 4 -1 1 4+
Knockback, Rending
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
No lore added yet.
No notes added yet.

Sergeant 'Dynamite'

275¢
Sergeant (Champion)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 3+ 3 4 2 3+ 1 5+ 6+ 7+ 8+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
XP 0 XP
Skills Hip Shooting
Prefecture Skills None
Gear Armoured undersuit (25¢)Mesh armour (15¢)Magnacles
Injuries Head Injury
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
Power maul (30¢) - E - - S+2 -1 1 -
Melee, Power
Riot shield (35¢) - E - -1 S - 1 -
Assault Shield, Melee
No lore added yet.
No notes added yet.

Sergeant 'Highwater'

185¢
Sergeant (Champion)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 3+ 2 3 2 3+ 1 5+ 6+ 6+ 7+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
XP 5 XP
Skills Trick Shot
Prefecture Skills None
Gear Armoured undersuit (25¢)Mesh armour (15¢)Magnacles
Injuries Spinal Injury
Advancements None
Weapons S L S L Str Ap D Am
Autopistol (10¢) 4" 12" +1 - 3 - 1 4+
Rapid Fire (1), Sidearm
Concussion carbine (30¢) 9" 18" +1 - 3 -1 1 4+
Blast (3"), Concussion, Knockback, Seismic
Power knife (25¢) - E - - S+1 -2 1 -
Backstab, Melee, Power
No lore added yet.
No notes added yet.

Patrolman 'Nine'

165¢
Patrolman Specialist (Specialist)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 3+ 3 3 1 4+ 1 7+ 7+ 7+ 7+
Rules Gang Fighter (Specialist)Tools of the Trade (Specialist only)
XP 4 XP
Skills None
Prefecture Skills None
Gear 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
Power knife (25¢) - E - - S+1 -2 1 -
Backstab, Melee, Power
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
No lore added yet.
No notes added yet.

Patrolman 'Clyde'

200¢
Patrolman (Ganger)
M WS BS S T W I A Ld Cl Wil Int
6" 4+ 4+ 3 3 1 3+ 1 7+ 6+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Specialist)
XP 1 XP
Skills None
Gear Armoured undersuit (25¢)Mesh armour (15¢)Magnacles
Injuries Partially Deafened
Advancements 2
Weapons S L S L Str Ap D Am
Enforcer boltgun (50¢) 12" 24" +1 - 4 -1 2 4+
Rapid Fire (1)
Incendiary charges (40¢) - Sx3 - - 3 - 1 5+
Blast (5"), Blaze, Grenade
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
No lore added yet.
No notes added yet.

Patrolman 'Pines'

290¢
Patrolman (Ganger)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 3 1 3+ 1 7+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Specialist)
XP 2 XP
Skills None
Gear Armoured undersuit (25¢)Mesh armour (15¢)Magnacles
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Flamer (140¢) - T - - 4 -1 1 5+
Blaze, Template
Power maul (30¢) - E - - S+2 -1 1 -
Melee, Power
Riot shield (35¢) - E - -1 S - 1 -
Assault Shield, Melee
No lore added yet.
No notes added yet.

Patrolman 'Sting'

170¢
Patrolman (Ganger)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 3 4 1 3+ 1 7+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Specialist)
XP 5 XP
Skills None
Gear Armoured undersuit (25¢)Mesh armour (15¢)Magnacles
Injuries Hobbled , Out Cold
Advancements 1
Weapons S L S L Str Ap D Am
Enforcer boltgun (50¢) 12" 24" +1 - 4 -1 2 4+
Rapid Fire (1)
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
No lore added yet.
No notes added yet.

Rookie 'Lightfoot'

120¢
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 Hardened flak armour (30¢)Magnacles
Injuries Out Cold
Advancements None
Weapons S L S L Str Ap D Am
Autopistol (10¢) 4" 12" +1 - 3 - 1 4+
Rapid Fire (1), Sidearm
Incendiary charges (40¢) - Sx3 - - 3 - 1 5+
Blast (5"), Blaze, Grenade
Smoke grenades (15¢) - Sx3 - - - - - 4+
Blast (*), Grenade, Smoke
No lore added yet.
No notes added yet.

Rookie 'Reservoir'

165¢
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+ 9+ 9+
Rules Fast LearnerGang Fighter (Juve)Promotion (Palanite Enforcer Specialist)
XP 5 XP
Skills None
Prefecture Skills None
Gear Hardened flak armour (30¢)Magnacles
Injuries Head Injury , Old Battle Wound
Advancements None
Weapons S L S L Str Ap D Am
Autopistol (10¢) 4" 12" +1 - 3 - 1 4+
Rapid Fire (1), Sidearm
Enforcer shotgun (60¢)
salvo rounds 4" 12" +1 - 4 - 2 4+
Knockback, Rapid Fire (1)
shredder rounds - T - - 2 - 1 4+
Scattershot, Template
Incendiary charges (40¢) - Sx3 - - 3 - 1 5+
Blast (5"), Blaze, Grenade
No lore added yet.
No notes added yet.
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  • Stash

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  • Captain Aureus 'Sundance' Cassidy

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  • Sergeant 'Dynamite'

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  • Sergeant 'Highwater'

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  • Patrolman 'Nine'

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  • Patrolman 'Clyde'

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  • Patrolman 'Pines'

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  • Patrolman 'Sting'

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  • Rookie 'Lightfoot'

    <iframe style="width: 100%; max-width: 400px;" src="https://gyrinx.app/n23/list/3ee7febf-d48d-4c1c-8ba1-4cc706477860/fighter/cf34fb8c-27e0-4427-8fed-cd3064b3bce2/embed?theme=auto"></iframe>

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  • Rookie 'Reservoir'

    <iframe style="width: 100%; max-width: 400px;" src="https://gyrinx.app/n23/list/3ee7febf-d48d-4c1c-8ba1-4cc706477860/fighter/07036025-6f75-4066-b773-7196feedb690/embed?theme=auto"></iframe>

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