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Signal ▮▮▮▯▯Session 0x1F3AClearance Vermillion00:00:00 M41.026
Lexicanum

Hive Gang Boss

A local criminal commander with muscle and contacts.

Threat File — Hive Gang Boss

TR 4 · Renegade Imperials and Imperial Adversaries
ImperialCriminalLeaderStat Block Priority: Medium
Hive Gang BossTR 4Human · Leader
ImperialCriminalLeader
Defense 14 · Vitality 30 · Move 30 ft. · Initiative +2
STR +2AGI +1TGH +2INT +1WIL +1PRS +2

Saves: Toughness +4, Presence +4

Proficiencies: Command +5, Guile +4, Awareness +3

// Traits

Boss's Voice. Gang allies within 30 feet gain +1 to Morale checks and may reroll their first failed Morale check each scene.

Everyone Owes Me. Once per scene, the boss reveals a hidden asset: a locked door opens, an ambusher appears, or a bribed guard stands down.

Scarred Veteran. The boss has Advantage on saves against fear from anything human.

// Actions

Boss Iron. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6 + 2 slashing damage from a chainblade better maintained than anything the gang carries.

Make an Example. The boss makes one Boss Iron attack. On a hit, gang allies gain +1 to hit that target until the start of the boss's next turn.

Get Him!. Two gang allies within 30 feet immediately move up to half their Movement or make one weapon attack.

Morale: Fights while the gang holds; cuts a deal or a retreat the moment loyalty becomes more expensive than survival.

Tactics: Keep the boss behind two layers of gangers and one layer of terrain. Spend minions to bleed the party, then negotiate from strength or vanish through a bolt-hole. A dead boss should leave a power vacuum the party has to live with.

Loot / Evidence / Hooks: Bolt-hole keys and a ledger of debts and bribes — a map of who owes whom across three settlements.

Enemy Dossier

GM Reference

A Hive Gang Boss is a local warlord who rules a few kilometers of darkness through violence, favors, and information. Killing one is easy; killing one without consequences is not.

// Battlefield Use

Use this enemy as the head of an underhive encounter chain — a fight, a negotiation, or an ugly alliance, depending on what the party offers.

// Threat Profile

Threat Profile: Moderate durability, decent melee and ranged threat, real danger is command over gangers, terrain control, and retaliation after the fight.

// Signature Traits

Boss's Voice. Gang allies within 30 feet gain +1 to Morale checks and reroll their first failed Morale check each scene.

Everyone Owes Me. Once per scene, reveals a hidden asset: a locked door opens, an ambusher appears, or a bribed guard stands down.

Scarred Veteran. Gains Advantage on saves against fear from anything human.

// Signature Actions

Make an Example. Attacks one target; on a hit, gang allies gain +1 to hit that target until the boss's next turn.

Get Him!. Two gang allies within 30 feet immediately move half their Movement or make one attack.

Boss Iron. Solid pistol or chain weapon attack, better maintained than anything the gang carries.

Morale: Fights while the gang holds, cuts a deal or a retreat the moment loyalty becomes more expensive than survival.

Tactics: Keep the boss behind two layers of gangers and one layer of terrain. Spend minions to bleed the party, then negotiate from strength or vanish through a bolt-hole. A dead boss should leave a power vacuum the party has to live with.

// Variants
Chem-Baron BossCult-Corrupted BossEx-Guard Deserter BossNamed Nemesis Boss

Full Stat Block Priority: Medium

Bolt & Blade is fan-made homebrew for private tabletop play and is not affiliated with or endorsed by Games Workshop.