CptClarkoCampaign GangHelmawr’s CrownThe Ferrous Phalanx

The Ferrous Phalanx

Orlock (HoI)
Helmawr’s Crown In Progress
R Cr St W
1875¢ 1880¢

Actions

Log Action

From Helmawr’s Crown

CptClarkoThe Ferrous Phalanx
3 weeks, 5 days ago

State Change: Plutonium John changed from Recovery to Active

Outcome: Plutonium John is now Active
CptClarkoThe Ferrous Phalanx
3 weeks, 6 days ago

Bought Unbelievable Escapes for Zinc Zak (0¢)

Outcome: Credits remaining: 5¢
CptClarkoThe Ferrous Phalanx
3 weeks, 6 days ago

Bought Carapace (light) for Zinc Zak (80¢)

Outcome: Credits remaining: 5¢
CptClarkoThe Ferrous Phalanx
3 weeks, 6 days ago

Bought Arc hammer* for Zinc Zak (70¢)

Outcome: Credits remaining: 85¢
CptClarkoThe Ferrous Phalanx
3 weeks, 6 days ago

Bought Servo harness (full) for Zinc Zak (160¢)

Outcome: Credits remaining: 155¢

Assets & Resources

Assets

TOLL CROSSING (ORLOCK) – TEN OF SPADES (Territory)

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.

This Territory grants the following Boon:

Income: The gang earns D6x5 credits from this Territory when collecting income.

Special: Whilst it controls this Territory, the gang has Priority in the first round of any battle. Any gang in the campaign may pay the gang 20 credits to gain the same benefit in a single battle against another gang.

 

TUNNELS (ORLOCK) – NINE OF SPADES (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.

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.

This Territory grants Orlock 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.

 

Resources

Reputation 2

Attributes

Alignment Outlaw
Alliance Fallen Houses

Fighters

Road Captain Leader 1
Cyber-mastiff Exotic Beast 1
Arms Master Champion 1
Wrecker Prospect 2
Gunner Specialist Specialist 1
Gunner Ganger 4
Greenhorn Juve 1
Rebel Lord Ally 1
Bullet Merchant Hanger-on 1
Total 13

Stash

Stash Credits

Frank Osmium

Road Captain (Leader)
375¢
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 3+ 3 3 3 4+ 2 4+ 5+ 5+ 5+
Rules Gang Hierarchy (Leader)Gang LeaderGroup Activation (2)Tools of the Trade
XP 7 XP
Skills Nerves of SteelCommanding Presence
Legendary Names Unbelievable Escapes (Blade Breaker)
Gear Mesh armour (15¢)Cyber-mastiff (100¢)Photo-goggles (35¢)
Weapons S L S L Str Ap D Am
Boltgun (55¢) 12" 24" +1 - 4 -1 2 6+
Rapid Fire (1)
shatter shells (+15¢) 12" 24" +1 - 3 -1 1 6+
Blast (3"), Limited
Servo claw (30¢) - E - - S+2 - 2 -
Melee

Cyber-mastiff

Cyber-mastiff (Exotic Beast)
Frank Osmium
M WS BS S T W I A Ld Cl Wil Int
5" 3+ - 3 3 1 4+ 1 7+ 6+ 8+ 8+
Rules Loyal ProtectorWatchdog
XP 4 XP
Gear None
Weapons S L S L Str Ap D Am
Savage bite - E - - S -2 1 -
Disarm, Melee

Zinc Zak

Arms Master (Champion)
405¢
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 3+ 5 4 2 4+ 2 5+ 6+ 6+ 6+
Rules Gang Hierarchy (Champion)Group Activation (1)Rule of IronTools of the Trade
XP 0 XP
Skills Berserker
Legendary Names Unbelievable Escapes (Iron Hard)
Gear Carapace (light) (80¢)Servo harness (full) (160¢)
Weapons S L S L Str Ap D Am
Arc hammer* (70¢) E 1" - - S+3 -1 3 -
Melee, Pulverise, Versatile

Molybdenum Stanley

Wrecker (Prospect)
235¢
M WS BS S T W I A Ld Cl Wil Int
6" 4+ 5+ 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 Mesh armour (15¢)Jump booster
Injuries Eye Injury
Weapons S L S L Str Ap D Am
Demo charge (45¢) - Sx2 - - 6 -3 3 *
Blast (5"), Grenade, Single Shot
Las cutter (85¢) E 2" +1 - 9 -2 2 6+
Melee, Scarce, Versatile
Maul (club) (10¢) - E - - S +1 2 -
Melee
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm

Tungsten Pete

Wrecker (Prospect)
115¢
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 4+ 3 3 1 3+ 1 9+ 8+ 9+ 9+
Rules Fast LearnerHot-headedPromotion (Orlock Road Sergeant or Arms Master)Tools of the Trade
XP 8 XP
Gear Jump booster
Injuries Head Injury
Weapons S L S L Str Ap D Am
Autopistol (10¢) 4" 12" +1 - 3 - 1 4+
Rapid Fire (1), Sidearm
Demo charge (45¢) - Sx2 - - 6 -3 3 *
Blast (5"), Grenade, Single Shot
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm

Iron Clyde

Gunner Specialist (Specialist)
195¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 3 1 4+ 1 6+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)Tools of the Trade
XP 6 XP
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
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¢) 6" 24" -1 - - - - 4+
Blast (*), Smoke

Cadmium Bill

Gunner (Ganger)
115¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 3 1 4+ 1 6+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)
XP 4 XP
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)

Nickel Nicky

Gunner (Ganger)
145¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 2 3 1 4+ 1 6+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)
XP 7 XP
Gear Mesh armour (15¢)
Injuries Spinal Injury
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

Plutonium John

Gunner (Ganger)
90¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 2 3 1 4+ 1 6+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)
XP 3 XP
Gear Mesh armour (15¢)
Injuries Spinal Injury
Weapons S L S L Str Ap D Am
Autopistol (10¢) 4" 12" +1 - 3 - 1 4+
Rapid Fire (1), Sidearm
static round (+10¢) 4" 12" +1 - 3 - 1 4+
Limited, Rapid Fire (1), Shield Breaker, Shock, Sidearm
Maul (club) (10¢) - E - - S +1 2 -
Melee

Vanadium Keith

Gunner (Ganger)
115¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 5+ 3 2 1 4+ 1 6+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)
XP 3 XP
Gear Mesh armour (15¢)
Injuries Eye Injury , Enfeebled
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

Copper Louis

Greenhorn (Juve)
60¢
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 5+ 3 3 1 3+ 1 7+ 8+ 9+ 9+
Rules Fast LearnerGang Fighter (Juve)Promotion (Orlock Specialist)
XP 3 XP
Gear Flak armour (10¢)
Injuries Head Injury
Weapons S L S L Str Ap D Am
Autopistol (10¢) 4" 12" +1 - 3 - 1 4+
Rapid Fire (1), Sidearm
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm

Lord smashicus

Rebel Lord (Ally)
M WS BS S T W I A Ld Cl Wil Int
4" 3+ 3+ 3 3 3 3+ 2 7+ 6+ 6+ 6+
Rules None
XP 0 XP
Gear Displacer fieldMesh armour
Weapons S L S L Str Ap D Am
Bolt pistol 6" 12" +1 - 4 -1 2 6+
Sidearm
Digi laser (x2) E 3" - - 1 - 1 6+
Thunder hammer - E - - S+1 -1 3 -
Melee, Power, Shock

Sleazy Baz

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
static round 4" 12" +1 - 3 - 1 4+
Limited, Rapid Fire (1), Shield Breaker, Shock, Sidearm
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