HammerfistCampaign GangKellerkinder KampagneJudge's

Judge's

Palanite Enforcers (BoL)
Kellerkinder Kampagne In Progress
R Cr St W
1925¢ 35¢ 1960¢

Actions

Log Action

From Kellerkinder Kampagne

HammerfistJudge's
2 weeks, 3 days ago

Territory Transfer: Generatorium (Van Saar) transferred from no one to Judge's

HammerfistJudge's
2 weeks, 3 days ago

Rolling for advancement to P-673

Rolled 2D6: 1 , 4 = 5 Outcome: Improved Strength
HammerfistJudge's
2 weeks, 3 days ago

Rolling for advancement to P-076

Rolled 2D6: 1 , 6 = 7 Outcome: Improved Movement
HammerfistJudge's
4 weeks, 2 days ago

Bought Laspistol for Pille (0¢)

Outcome: Credits remaining: 0¢
HammerfistJudge's
4 weeks, 2 days ago

Hired Pille (0¢)

Outcome: Credits remaining: 0¢

Assets & Resources

Assets

Archaeotech device (Van Saar) (Territory)
Special: Any number of weapons may be given one of: Blaze, Rad-phage, Seismic, or Shock but also gain Unstable. All weapons must be given the same Trait.  ·  Enhanced boon: Special: Any number of weapons may be given two of: Blaze, Rad-phage, Seismic, or Shock but also gain Unstable. All weapons must be given the same Trait .

These are relics from a long lost age, when the hive had not yet grown to the sky. They possess strange capabilities, wondrous power and danger in equal measure.

Generatorium (Van Saar) (Territory)
Special: May switch off the lights before any priority roll. For the remainder of the battle, use the Pitch Black rules. At the start of each End phase, before making Bottle checks, roll a D6. On 5+, the lights come back on.  ·  Enhanced boon: Reputation: +1

Much of the light and power in the underhive relies on taps into energy conduits or barely functioning generators. Those that control the source of such power can let it flow… or cut it off at a whim.

Mine Workings (Orlock) (Territory)
Income: 2D6 × 10 (additional D6 per captured fighter sent to the mines)  ·  Enhanced boon: Reputation: +2

An open cast mine bored into a mineral mass can yield a fortune in carbonite gems, cognate ore, argent and emeralds, all waiting to be ripped from the ground.

Needle Ways (Delaque) (Territory)
Special: Three fighters gain infiltrate  ·  Enhanced boon: Special: Six fighters gain infiltrate

The Needle Ways are the vents, crawl tunnels and pipes that thread through the mass of the hive. Those that can navigate them can pass unseen between almost anywhere

Palanite Precinct (Territory)
Income: D6 × 10  ·  Recruit: If a fighter died in the post-battle sequence, gain a Rookie for free.  ·  Reputation: +1

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.

Rogue Doc Shop (Territory)
Income: D6 × 10  ·  Recruit: If a Law-abiding gang, recruit a free Rogue Doc Hanger-on.

A sawbones, blood cleanser or chirurgeon has set up shop. Any gang willing to provide this rogue healer with protection can count on their loyal service.

Stinger Mould Sprawl (Escher) (Territory)
Special: Reroll a single Lasting Injury, except Memorable Death.  ·  Enhanced boon: Special: Remove a single lasting injury or re-roll one, including Memorable Death  ·  Enhanced boon: Reputation: +1

Stinger mould is a rare fungus that grows where rad-waste has saturated a fungus sprawl. The fungus can be deadly, but also offers near-miraculous healing properties.

Resources

Reputation 6

Attributes

Alignment Law-abiding
Palanite Enforcer Prefecture Palanite Prefecture

Fighters

Captain Leader 1
Subjugator Sergeant Champion 1
Sergeant Champion 1
Patrolman Ganger 3
Subjugator Patrolman Ganger 2
Rookie Patrolman Juve 1
Outlands Beastmaster Brute 1
Millisaur Exotic Beast 2
Rogue Doc Hanger-on 1
Total 13

Stash

35¢

Stash Credits

Weapons
Sniper rifle (35¢)

C-001

Captain (Leader)
295¢
M WS BS S T W I A Ld Cl Wil Int
5" 2+ 3+ 3 3 3 3+ 2 4+ 6+ 5+ 6+
Rules Gang Hierarchy (Leader)Gang LeaderGroup Activation (2)Tools of the Trade
XP 4 XP
Skills Non-verbal Communication
Gear Armoured undersuit (25¢)Hardened flak armour (30¢)Magnacles
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
Power sword (50¢) - E - - S+1 -2 1 -
Melee, Parry, Power

S1-44

Subjugator Sergeant (Champion)
365¢
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 3+ 3 3 2 4+ 2 5+ 6+ 6+ 7+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
XP 5 XP
Skills Got Your Six
Gear Hardened layered flak armour (40¢)Armoured undersuit (25¢)Magnacles
Weapons S L S L Str Ap D Am
Heavy stubber* (130¢) 20" 40" - -1 4 -1 1 4+
Rapid Fire (2), Unwieldy
Suspensors (+60¢)

S-882

Sergeant (Champion)
240¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 3+ 3 3 2 3+ 1 5+ 6+ 6+ 7+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
XP 0 XP
Skills MarksmanFast Shot
Gear Armoured undersuit (25¢)Hardened flak armour (30¢)Magnacles
Weapons S L S L Str Ap D Am
Bolter combi-grenade launcher (60¢)
bolter 12" 24" +1 - 4 -1 2 6+
Combi, Rapid Fire (1)
frag grenades 6" 24" -1 - 3 - 1 6+
Blast (3"), Combi, Knockback
grenade launcher - - - - - - - -
krak grenades (+25¢) 6" 24" -1 - 6 -2 2 6+
Combi

P-076

Patrolman (Ganger)
120¢
M WS BS S T W I A Ld Cl Wil Int
6" 4+ 4+ 3 3 1 3+ 1 7+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Specialist)
XP 4 XP
Gear Flak armour (10¢)Magnacles
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

P-085

Patrolman (Ganger)
110¢
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 1 XP
Gear Flak armour (10¢)Magnacles
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

P-673

Patrolman (Ganger)
140¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 4 3 1 3+ 1 7+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Specialist)
XP 0 XP
Gear Flak armour (10¢)Magnacles
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

SP-06

Subjugator Patrolman (Ganger)
195¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 3 1 4+ 2 7+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Specialist)
XP 2 XP
Gear Layered flak armour (20¢)Magnacles
Weapons S L S L Str Ap D Am
Power maul (30¢) - E - - S+2 -1 1 -
Melee, Power
Subjugation pattern grenade launcher (50¢)
frag grenades 6" 24" -1 - 3 - 1 6+
Blast (3"), Knockback
stun rounds 6" 24" - - 2 -1 1 4+
Concussion
Vigilance pattern assault shield (40¢) - E - - S - 1 -
Assault Shield, Knockback, Melee

SP-07

Subjugator Patrolman (Ganger)
145¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 3 1 4+ 2 7+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Specialist)
XP 0 XP
Gear Layered flak armour (20¢)Magnacles
Weapons S L S L Str Ap D Am
Power maul (30¢) - E - - S+2 -1 1 -
Melee, Power
Vigilance pattern assault shield (40¢) - E - - S - 1 -
Assault Shield, Knockback, Melee

R-64

Rookie Patrolman (Juve)
45¢
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 1 XP
Gear Flak armour (10¢)Magnacles
Weapons S L S L Str Ap D Am
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
dumdum rounds (+5¢) 5" 10" +1 - 4 - 1 4+
Limited, Sidearm

Nyxos

Outlands Beastmaster (Brute)
220¢
M WS BS S T W I A Ld Cl Wil Int
6" 4+ 4+ 3 3 2 3+ 1 7+ 6+ 7+ 8+
Rules Beast TrainerOne With the Beast
XP 2 XP
Skills InfiltrateFearsome
Gear Millisaur (60¢)Millisaur (60¢)Mesh armour
Weapons S L S L Str Ap D Am
Sawn-off shotgun 4" 8" +2 - 3 - 1 6+
Plentiful, Scattershot
Sawn-off shotgun
scatter ammo 4" 8" +2 - 3 - 1 6+
Plentiful, Scattershot
solid ammo 4" 8" - -2 4 - 2 6+
Knockback, Plentiful
Shock stave E 2" - - S+1 - 1 -
Melee, Shock, Versatile

Millisaur

Millisaur (Exotic Beast)
Nyxos
M WS BS S T W I A Ld Cl Wil Int
6" 4+ 5+ 3 3 2 4+ 2 8+ 7+ 7+ 8+
Rules Ambush PredatorArmoured HideBurrowing
XP 2 XP
Skills Infiltrate
Gear None
Weapons S L S L Str Ap D Am
Fanged maw (millisaur) - E - - * - - -
Melee, Toxin

Millisaur

Millisaur (Exotic Beast)
Nyxos
M WS BS S T W I A Ld Cl Wil Int
6" 4+ 5+ 3 3 2 4+ 2 8+ 7+ 7+ 8+
Rules Ambush PredatorArmoured HideBurrowing
XP 2 XP
Skills Infiltrate
Gear None
Weapons S L S L Str Ap D Am
Fanged maw (millisaur) - E - - * - - -
Melee, Toxin

Pille

Rogue Doc (Hanger-on)
50¢
M WS BS S T W I A Ld Cl Wil Int
5" 5+ 5+ 2 3 1 4+ 1 9+ 8+ 7+ 5+
Rules Patch-up
XP 0 XP
Skills Medicae
Gear Medicae kitMedi skull
Weapons S L S L Str Ap D Am
Laspistol 8" 12" +1 - 3 - 1 2+
Plentiful, Sidearm
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