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Skullcrack Revels

R Cr St W
1000¢ 1000¢

Actions

Log Action

From The Fall of Hive Obitus

bellefarnienteSkullcrack Revels
1 week, 3 days ago

Territory Transfer: Settlement transferred from no one to Skullcrack Revels

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Assets & Resources

Assets

Guilder Stronghold #2 (Territory)
Transfer

The Merchant Guilds manage the exchanges between Houses, and are centres for commerce and control in every hive.

Territory Boon

Recruit: Roll a D6: on a result of 3+, the controlling gang can add a Palanite Patrolman, a Skinner, a Ganger or equivalent (as appropriate to their gang) to their roster without having to spend any credits. Fighters gained in this way come equipped with 40 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 gang can add a Palanite Rookie Patrolman, an Initiate, 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.

Scavenging: Add a Scavenging roll to the controlling gang's Stash.

Settlement (Territory)
Transfer

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.

Settlement #8 (Territory)
Transfer

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.

Resources

Reputation 1 Modify

Attributes

Alignment Unaligned

Fighters

Forge Tyrant Leader 1
Stimmer Champion 1
Forge Boss Champion 1
Bruiser Specialist Specialist 1
Bruiser Ganger 2
Bully Juve 1
Total 7

Stash

Stash Credits

Forge Tyrant "Laughing Lug" Brakk

265¢
Forge Tyrant (Leader)
M WS BS S T W I A Ld Cl Wil Int
4" 3+ 3+ 4 5 2 3+ 3 5+ 4+ 8+ 7+
Rules Gang Hierarchy (Leader)Gang LeaderGroup Activation (2)Tools of the Trade
XP 0 XP
Skills Nerves of Steel
Gene-smithing VatbornVatborn (Dermal HardeningHardened Immune System) (15¢)
Gear Furnace plates (5¢)Armoured undersuit (25¢)
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Power hammer (45¢) - E - - S+1 -1 2 -
Melee, Power
Stub gun combi-plasma pistol (40¢)
Plasma pistol 6" 12" +2 - 5 -1 2 5+
Combi, Scarce, Sidearm
Stub gun 6 12 +2 - 3 - 1 4+
Combi, Plentiful, Sidearm
No lore added yet.
No notes added yet.

Drokk "Laughing Mad"

195¢
Stimmer (Champion)
M WS BS S T W I A Ld Cl Wil Int
4" 2+ 4+ 4 5 2 3+ 3 8+ 3+ 7+ 9+
Rules Combat Chems StashGang Hierarchy (Champion)Tools of the Trade
XP 0 XP
Skills Fearsome
Gene-smithing Vatborn (Dermal HardeningFearless But Foolish) (15¢)
Gear Furnace plates (5¢)
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Paired ‘pulverizers’* (50¢) - E - - S+1 -1 1 -
Melee, Paired, Pulverise
No lore added yet.
No notes added yet.

Rokk "Bone Cleaver" Gorr

175¢
Forge Boss (Champion)
M WS BS S T W I A Ld Cl Wil Int
4" 3+ 4+ 4 5 2 4+ 2 6+ 5+ 8+ 8+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
XP 0 XP
Skills Headbutt
Gene-smithing Vatborn (Dermal HardeningHardened Immune System) (15¢)
Gear Stimm-slug stash (25¢)Furnace plates (5¢)
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Brute cleaver (20¢) - E - +1 S -1 1 -
Disarm, Melee
Fighting knife (10¢) - E - - S -1 1 -
Backstab, Melee
No lore added yet.
No notes added yet.

Boom Boom

100¢
Bruiser Specialist (Specialist)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 4 4 1 4+ 1 8+ 5+ 9+ 8+
Rules Gang Fighter (Ganger)Promotion (Goliath Specialist)Tools of the Trade
XP 0 XP
Skills None
Gene-smithing Vatborn (Reduced Bone Density) (-10¢)
Gear None
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Grenade launcher (55¢)
frag grenades 6" 24" -1 - 3 - 1 6+
Blast (3"), Knockback
krak grenades 6" 24" -1 - 6 -2 2 6+
No lore added yet.
No notes added yet.

Dregg

95¢
Bruiser (Ganger)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 4 4 1 4+ 1 8+ 4+ 9+ 9+
Rules Gang Fighter (Ganger)Promotion (Goliath Specialist)
XP 0 XP
Skills None
Gene-smithing Vatborn (Fearless But Foolish) (5¢)
Gear Furnace plates (5¢)
Injuries None
Advancements None
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
No lore added yet.
No notes added yet.

Hask

90¢
Bruiser (Ganger)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 5 4 1 5+ 1 8+ 5+ 9+ 8+
Rules Gang Fighter (Ganger)Promotion (Goliath Specialist)
XP 0 XP
Skills None
Gene-smithing Vatborn (Overdeveloped Musculature) (5¢)
Gear Furnace plates (5¢)
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Spud-jacker (15¢) - E - - S+1 - 1 -
Knockback, Melee
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
dumdum rounds (+5¢) 5" 10" +1 - 4 - 1 4+
Limited, Sidearm
No lore added yet.
No notes added yet.

Rivet 'The Runt'

80¢
Bully (Juve)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 5+ 5 4 1 5+ 1 9+ 7+ 9+ 9+
Rules Fast LearnerGang Fighter (Juve)Promotion (Goliath Specialist)
XP 0 XP
Skills None
Gene-smithing Vatborn (Overdeveloped Musculature) (5¢)
Gear Furnace plates (5¢)
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Brute cleaver (20¢) - E - +1 S -1 1 -
Disarm, Melee
Spud-jacker (15¢) - E - - S+1 - 1 -
Knockback, Melee
No lore added yet.
No notes added yet.
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  • Stash

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  • Forge Tyrant "Laughing Lug" Brakk

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  • Drokk "Laughing Mad"

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  • Rokk "Bone Cleaver" Gorr

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  • Boom Boom

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  • Dregg

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  • Hask

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  • Rivet 'The Runt'

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