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From Rukbat Dome 6 Campaign (Part 1)

SirWalterMannyThe Abhumans
1 year ago

Sympathiser Transfer: (Venator) 'The Abhumans' Home Support transferred from The Abhumans to The Abhumans

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Assets & Resources

Assets

(Venator) 'The Abhumans' Home Support (Sympathiser)
Transfer

Every gang has its own support network, be it the locals who pay them for protection, or the settlement elders who let them set up shop in their towns and holesteads.

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Once per battle, before rolling for Initiative at the start of a round, this gang can stop the Pitch Black rules being in effect until the start of the next round.
 
Second Campaign Phase: Additionally, roll 2D6, if the total is 10 or more the gang controlling these Sympathisers may add a fighter with the Gang Fighter (Ganger) to their roster for no credits cost; any equipment must be paid for as normal.

Resources

Reputation 1 Modify

Attributes

Alignment Law-abiding

Fighters

House Hunt Leader 1 – 533 Leader 1
Cyber-mastiff Exotic Beast 1
Ogryn Hunt Champion Champion 1
Ratling Hunt Champion Champion 1
House Specialist 1 – 544 Specialist 1
Beastman Hunter Ganger 1
Ratling Hunter Ganger 1
Squat Hunter Ganger 1
Total 8

Stash

Stash Credits

Papa Thorsten

360¢
House Hunt Leader 1 – 533 (Leader)
Legacy: Orlock (HoI)
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 3+ 3 3 3 4+ 2 6+ 5+ 6+ 6+
Rules Gang Hierarchy (Leader)Gang LeaderGroup Activation (2)Tools of the Trade
XP 0 XP
Skills Fearsome
Psyker None
Gear Cyber-mastiff (100¢)Mesh armour (15¢)
Injuries None
Advancements None
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 axe (35¢) - E - - S+2 -2 1 -
Disarm, Melee, Power
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm

Quick Rules

  • Fearsome: Enemy must pass WP test before they can Charge (if failed, don't move and activation ends)
  • Blaze: After attack resolved, D6 roll of 4+ target becomes subject to Blaze. When Activated, S3 AP-1 D1 hit, then move 2D6" random direction, then roll D6. 6+ fire goes out (may be modified - see full rules).
  • Disarm: Hit roll of 6+ in melee, target cannot use any weapons for reaction attacks for that round (reaction attacks are all unarmed).
  • Knockback: If hit roll is =/+ than target's Toughness, moved back 1". If can't, increase Damage by 1. May trigger falling test.
  • Limited: If ammo check failed, delete this ammo from fighter card.
  • Power: Can only be Parried by other power weapons. Hit roll of natural "6" = +1 Damage and no armour save roll.
  • Scatter Shot: If hit, make D6 wound rolls rather than 1.

Hit me list

  • <name>

Hit them list

  • <name>
No notes added yet.

Cyber-mastiff

Cyber-mastiff (Exotic Beast)
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 0 XP
Skills None
Legendary Names None
Gear None
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Savage bite - E - - S -2 1 -
Disarm, Melee
No lore added yet.
No notes added yet.

Dog

250¢
Ogryn Hunt Champion (Champion)
Legacy: Slave Ogryns
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 5+ 5 5 3 4+ 2 8+ 7+ 9+ 9+
Rules Gang Hierarchy (Champion)Group Activation (1)Ogryn LegacyTools of the Trade
XP 0 XP
Skills Nerves of Steel
Gear Stimm-slug stash (25¢)Furnace plates (5¢)Armoured undersuit (25¢)
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Paired augmetic fists* (70¢) - E - - S+1 -1 2 -
Knockback, Melee, Paired

Quick Rules

  • Nerves of Steel: When hit by ranged attack, Cool test. If passed, may choose to not become Prone and Pinned.
  • Knockback: If hit roll is =/+ than target's Toughness, moved back 1". If can't, increase Damage by 1. May trigger falling test.
  • Paired: +1A for dual weapons. When charging, double Attacks Characteristic. So on charge, will normally have 6 attacks (2x2, +1, +1).

Hit me list

  • <name>

Hit them list

  • <name>
No notes added yet.

Mickey Free

105¢
Ratling Hunt Champion (Champion)
M WS BS S T W I A Ld Cl Wil Int
4" 5+ 3+ 2 2 2 3+ 1 7+ 6+ 7+ 5+
Rules Gang Hierarchy (Champion)Group Activation (1)SloppingSneakingSnipingTools of the Trade
XP 0 XP
Skills Fast Shot
Gear Cameleoline cloak (35¢)
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Long las (20¢) 18" 36" - +1 4 - 1 2+
Plentiful

Quick Rules

  • Fast Shot: Treats Shoot / Fire All actions as (Simple) rather than (Basic) [not unwieldy weapons].
  • Cameleoline Cloak: If wearer didn't move, -2 to hit penalty for ranged attacks targeting them.
  • Sniping: Re-roll Hit rolls of a natural 1 when performing a Shoot (Basic) action after taking the 
    Aim (Basic) action with a Basic Weapon
  • Sneaking: If in cover, additional -1 to hit penalty for ranged attacks targeting them.
  • Slopping: If in Recovery, at end of 'Set Up Battlefield' step in pre-battle sequence, roll D6. A "6" they recover and are available for the battle.

Hit me list

  • <name>

Hit them list

  • <name>
 
 
No notes added yet.

Domino

55¢
House Specialist 1 – 544 (Specialist)
Legacy: Escher (HoB)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 3 1 4+ 1 7+ 6+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Venator Specialist)Tools of the Trade
XP 0 XP
Skills None
Gear None
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Lasgun (5¢) 18" 24" +1 - 3 - 1 2+
Plentiful

Quick Rules

  • <Rules>

Hit me list

  • <name>

Hit them list

  • <name>
No notes added yet.

Garrett

115¢
Beastman Hunter (Ganger)
M WS BS S T W I A Ld Cl Wil Int
4" 3+ 4+ 4 4 1 4+ 1 9+ 6+ 8+ 8+
Rules Feral WarriorsFrenzon ConditioningGang Fighter (Ganger)Promotion (Venator Specialist)
XP 0 XP
Skills None
Gear Flak armour (10¢)
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Chainsword (25¢) - E - +1 S -1 1 -
Melee, Parry, Rending
Reclaimed autopistol (5¢) 4" 12" +1 - 3 - 1 5+
Rapid Fire (1), Sidearm
Smoke grenades (15¢) - Sx3 - - - - - 4+
Blast (*), Grenade, Smoke

Quick Rules

  • Feral Warriors: +1 Attack if have suffered 1 or more fleshwounds.
  • Frenzon Conditioning: Never suffer any side effects from using Frenzon.
  • Grenade: Assume ammo symbol rolled when making to hit roll. Cannot be reloaded if fails ammo check.
  • Parry: Force attacker to re-roll one (none Power) melee hit.
  • Rending: Wound Roll of "6", +1 Damage (Fighter) or +1 Damage dice (vehicle).
  • Smoke: 2.5" radius blast marker, blocks line of sight. Roll D6 in End Phase: 5+, blast marker stays in place.

Hit me list

  • <name>

Hit them list

  • <name>
No notes added yet.

Mullowney

35¢
Ratling Hunter (Ganger)
M WS BS S T W I A Ld Cl Wil Int
4" 5+ 4+ 2 2 1 3+ 1 7+ 7+ 8+ 5+
Rules Gang Fighter (Ganger)Promotion (Venator Specialist)SloppingSneakingSniping
XP 0 XP
Skills None
Gear None
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Lasgun (15¢) 18" 24" +1 - 3 - 1 2+
Plentiful

Quick Rules

  • Sniping: Re-roll Hit rolls of a natural 1 when performing a Shoot (Basic) action after taking the 
    Aim (Basic) action with a Basic Weapon
  • Sneaking: If in cover, additional -1 to hit penalty for ranged attacks targeting them.
  • Slopping: If in Recovery, at end of 'Set Up Battlefield' step in pre-battle sequence, roll D6. A "6" they recover and are available for the battle.

Hit me list

  • <name>

Hit them list

  • <name>
No notes added yet.

Siringo Pinkerton

80¢
Squat Hunter (Ganger)
Legacy: Ironhead Squats (HotA)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 3 4 1 5+ 1 7+ 6+ 6+ 7+
Rules Gang Fighter (Ganger)Promotion (Venator Specialist)Squat LegacyTools of the Trade
XP 0 XP
Skills None
Gear None
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Ironhead autogun (25¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (2)

Quick Rules

  • <rules>

Hit me list

  • <name>

Hit them list

  • <name>
No notes added yet.
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  • Stash

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  • Papa Thorsten

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  • Cyber-mastiff

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  • Dog

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  • Mickey Free

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  • Domino

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  • Garrett

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  • Mullowney

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  • Siringo Pinkerton

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