GroggyOrangutanCampaign GangMeat feastDemocratic Republic of the Spire

Democratic Republic of the Spire

Orlock (HoI)
Meat feast In Progress
R Cr St W
1750¢ 10¢ 1760¢

Actions

Log Action

From Meat feast

GroggyOrangutanDemocratic Republic of the Spire
1 month ago

Hired Tommy Ryan (40¢)

Outcome: Credits remaining: 10¢
GroggyOrangutanDemocratic Republic of the Spire
1 month ago

Reputation Update: Democratic Republic of the Spire gained 1 Reputation (new total: 10)

GroggyOrangutanDemocratic Republic of the Spire
1 month ago

Added 10¢: Postgame simon

Outcome: +10¢ (to 50¢)
GroggyOrangutanDemocratic Republic of the Spire
1 month ago

Herbert Fresh spent 6 XP to advance

Outcome: Improved Leadership
GroggyOrangutanDemocratic Republic of the Spire
1 month ago

Rolling for advancement to Herbert Fresh

Rolled 2D6: 4 , 6 = 10

Assets & Resources

Assets

Ash Gate (Territory)

ASH GATE

The great ash gates that connect a hive to the wastes and other regions of Necromunda are the loci of trade and contact with the outside world.

TERRITORY BOON

Recruit: Roll a D6: on a result of 4+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Income: Add 2D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Starvation: Add D6 portions of Meat to the controlling gang's Stash.

Scavenging: Add 2D3 Scavenging rolls to the controlling gang's Stash.

Settlement (Territory)

SETTLEMENT

Hive settlements come in all shapes and sizes, from tiny scrapper holesteads and remote prospector outposts to sprawling walled towns and gateway cities.

TERRITORY BOON

Recruit: Roll a D6: on a result of 3+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits.

Fighters gained in this way come equipped with 25 credits of equipment purchased from their

Gang Equipment List at no additional cost.

Income: Add D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Recruit: Roll a D6: on a result of 3+, the controlling gang can add a Palanite Rookie Patrolman, an Initiate, a Helot Cultist, a Juve or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Equipment that is not part of the fighter's basic cost must be purchased at the normal cost, or supplied from the gang's Stash.

Starvation: Add D6 portions of Meat to the controlling gang's Stash.

Slave Pits (Territory)

SLAVE PITS

Pit fighting is a common pastime throughout the underhive, offering both a venue for gangs to place wagers as well as hone the fighting skills of their gangers.

TERRITORY BOON

Training: Roll a D6 for each fighter in the controlling gang. On a 6, the fighter earns D3 XP.

Income: Add D6x10 credits to the controlling gang's Stash.

BOONS WHEN RUINED

Training: Roll a D6 for each fighter in the controlling gang. On a 6, the fighter earns D3 XP.

Starvation: Add D3 portions of Meat to the controlling gang's Stash.

Resources

Reputation 10

Attributes

Alignment Unaligned

Fighters

Road Captain Leader 1
Road Sergeant Champion 2
Arms Master Champion 1
Wrecker Prospect 2
Gunner Specialist Specialist 1
Gunner Ganger 3
Greenhorn Juve 3
Prize Fighter Hanger-on 1
Total 14

Stash

10¢

Stash Credits

10¢

Chet Manly

Road Captain (Leader)
245¢
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 3+ 3 4 3 4+ 2 4+ 5+ 5+ 5+
Rules Gang Hierarchy (Leader)Gang LeaderGroup Activation (2)Tools of the Trade
XP 3 XP
Skills Nerves of Steel
Legendary Names Impressive Leadership (Iron Stare)
Gear Mesh armour (15¢)Armoured undersuit (25¢)
Weapons S L S L Str Ap D Am
Bolt pistol (45¢) 6" 12" +1 - 4 -1 2 6+
Sidearm
Chainsword (25¢) - E - +1 S -1 1 -
Melee, Parry, Rending

Burt Clot

Road Sergeant (Champion)
200¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 3+ 3 3 2 4+ 2 5+ 6+ 6+ 6+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
XP 0 XP
Skills Steady Hands
Legendary Names Unbelievable Escapes (Promethium-proof Killer)
Gear Mesh armour (15¢)
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+
stun rounds (+25¢) 6" 24" - - 2 -1 1 4+
Concussion, Rapid Fire (1)

Dave Knees

Arms Master (Champion)
205¢
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 3+ 3 3 2 4+ 2 5+ 6+ 6+ 6+
Rules Gang Hierarchy (Champion)Group Activation (1)Rule of IronTools of the Trade
XP 4 XP
Skills Shotgun Savant
Legendary Names Impressive Leadership (Too Pretty for Primus)
Gear Armoured undersuit (25¢)Mesh armour (15¢)
Weapons S L S L Str Ap D Am
Combat shotgun (60¢)
salvo ammo 4" 12" +1 - 4 - 2 4+
Knockback, Rapid Fire (1)
shredder ammo - T - - 2 - 1 4+
Scattershot, Template
Fighting knife (10¢) - E - - S -1 1 -
Backstab, Melee

Quentin Cheese

Road Sergeant (Champion)
180¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 3+ 3 3 2 4+ 2 5+ 6+ 6+ 6+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
XP 3 XP
Skills Fearsome
Legendary Names Unbelievable Escapes (Bullet Dodger)
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)
Power maul (30¢) - E - - S+2 -1 1 -
Melee, Power

Chudwink III

Wrecker (Prospect)
80¢
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 5 XP
Gear Flak armour (10¢)Jump booster
Weapons S L S L Str Ap D Am
Fighting knife (10¢) - E - - S -1 1 -
Backstab, Melee
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm

Mavis Beacon II

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 0 XP
Gear Flak armour (10¢)Jump booster
Weapons S L S L Str Ap D Am
Flail (20¢) - E - +1 S+1 - 1 -
Entangle, Melee
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm

Buster Jones

Gunner Specialist (Specialist)
255¢
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 0 XP
Gear Mesh armour (15¢)Suspensor harness (40¢)
Weapons S L S L Str Ap D Am
Heavy stubber* (130¢) 20" 40" - -1 4 -1 1 4+
Rapid Fire (2), Unwieldy
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm

Boris Gimp

Gunner (Ganger)
105¢
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 0 XP
Gear Flak armour (10¢)
Weapons S L S L Str Ap D Am
Shotgun (30¢)
scatter ammo 4" 8" +2 - 2 - 1 4+
Scattershot
solid ammo 8" 16" +1 - 4 - 2 4+
Knockback

El Tigre

Gunner (Ganger)
105¢
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 0 XP
Gear Flak armour (10¢)
Weapons S L S L Str Ap D Am
Shotgun (30¢)
scatter ammo 4" 8" +2 - 2 - 1 4+
Scattershot
solid ammo 8" 16" +1 - 4 - 2 4+
Knockback

Herbert Fresh

Gunner (Ganger)
80¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 3 1 4+ 1 5+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)
XP 1 XP
Skills Fearsome
Gear Flak armour (10¢)
Injuries Horrid Scars
Weapons S L S L Str Ap D Am
Autogun (15¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (1)

Domo Kun

Greenhorn (Juve)
45¢
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 5 XP
Gear None
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

Frank the Spanner

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+ 8+ 8+
Rules Fast LearnerGang Fighter (Juve)Promotion (Orlock Specialist)
XP 3 XP
Gear Flak armour (10¢)
Weapons S L S L Str Ap D Am
Maul (club) (10¢) - E - - S +1 2 -
Melee
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm

Mert Winkelink

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+ 8+ 8+
Rules Fast LearnerGang Fighter (Juve)Promotion (Orlock Specialist)
XP 5 XP
Gear None
Weapons S L S L Str Ap D Am
Autopistol (10¢) 4" 12" +1 - 3 - 1 4+
Rapid Fire (1), Sidearm
Fighting knife (15¢) - E - - S -1 1 -
Backstab, Melee

Tommy Ryan

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
XP 0 XP
Skills Iron Jaw
Gear None
Weapons S L S L Str Ap D Am
This fighter has no weapons.
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