Using AoS3 chaos rules + extra in Classic mode
A hunting party from the PDF succumbs to the dark influence while battling a local cult of ever-changing loyalties.
Gangs
Assets
Manage Assets →|
Damaged items
Unowned
Items that are in disrepair.A damaged version has decreased stat values of the original item, removed positive traits or added negative traits. The Condition is determined by the roll for loot crate content. Then roll a number of dx equal to its Condition value and apply the corresponding stat decreases. If the decreases would take any stat below minimum, it must be repaired by a technician to become usable. On a crit, roll again and instead increase a stat(1-3)/trait(4-6). Crits do stack. Each crit improves Condition by 1. Dice type depends on item type. Weapons, including grenades: d10, 1-8 corresponding stats, 9 trait Exotic beasts: d20, 1-12 corresponding stats, 13-18 corresponding stat from MSTWIA, 19 trait/special rule Armour and other items: d4, 1 stat, 2 special rule, 3 trait. If an item doesn't have a special rule to modify, randomise a stat to decrease if a check fails pre-game or each round/activation. A damaged item can be repaired for a fee. The cost is the base value and subtract the (base value divided by 7 and multiplied by its Condition), rounded up to the nearest credit, plus the actual work by the technicians. A damaged item can also be sold as normal. If it still works, Condition value. It it doesn't work (any stat decreased beyond use), Condition value divided by half. Eg1. The Condition is 5 which means that the stats must decrease by 5 in total, so the rolls might be: worsen AP by 1, Strength by 1, hit modifier by 1, ammo by 1 and Unstable. Eg2. The weapon is a Heavy Stubber which costs 130 new and its Condition is 3. To repair it would cost 56 credits, since 130/7×3=55.71... but that is just for the parts. Remember that the technician charges you for their work as well, so that's another d6x10. Eg3. A Melta C2 with D0 is being sold. Since one of its stats has been degraded enough to make the item inoperable, it will only sell for half its Condition value. 135/7×2/2= 19.28... so 19 credits are given to the gang for the weapon. |
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Fatigue
Unowned
Similar to xcom long war, soldiers need to recover after each mission or they gain temporary debuffs. Penalties from consecutive games: 1st game; -1 to all physical stats, -2 to mental 2nd game; halve all stats, rounded down 3rd game; injury roll d36 for 41-66, reroll 54 4th game; d3 injuries d36 for 41-66 Recovery time from fatigue = number of consecutive games +1 Ie. Even after one game there is a 2 game recovery time to avoid fatigue penalties.
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Heretek
Unowned
Hereteks are a special kind of Heretic, one that dares to alter the schematics of known and working weapons, but also of those that don't. Nowhere is this more appreciated than in the Old Hive where most weapons and items are found in disrepair and the new owners are willing to sacrifice some part of the whole to improve another. Add the following Post Battle Action, Sacrifice to Improve.Choose the item to repair, then roll a D6.
Fudged table The Heretek, or more likely, one of their goons, has fudged the job completely. It's a disaster, held together with nothing more than spit and corpse starch. Obviously they won't admit this, regardless what you threaten to do to them. All you need to be concerned about is field testing the Fudged item, since you won't truly know what has happened until it is used in the next game. Immediately before using the item, roll on the Fudged table. Once you have used said item in a game you can return to the Heretek and they will fix it free of charge now that you have witnesses to the horrors they did to your precious... whatever it was. The Fudge is automatically fixed, with only a weird smell, sound or other sensory deviation to remind you that it was ever Fudged. Fudged table
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Points of Interest
Unowned
Drop x+1 d10 and d6 in the middle of the battlefield, where x is the number of tiles used. The tip of the d10 determine direction, the value gives distance, closest d6 what type of item (weapon, wargear or armour). Dig (Basic) to reduce difficulty by 1, otherwise open as Loot casket. Content: Any one item but all items are in disrepair, so after the item is added to the fighter/gang stash, roll for Condition. Generate item the same way as when buying, but also randomise within the group. So 1= weapon/beast attacks with most vicious attack, otherwise frag trap, then the item is Condition 7 (destroyed) 2-6 Respective Condition
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Trading Post list
Unowned
Basic, 13 Pistol, 12 Special, 17 Heavy, 14 CCW, 40 Grenades, 16 Gang equipment (+Chems), 4 (+8) Personal equipment, 46 Weapon accessories, 9 Status items, 6 Exotic beasts, 5 Armour, (+Bionics), 12 (+7) Field armour, 3
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Resources
Manage Resources →| Gang | Reputation |
|---|---|
| Detachement Sigma Bravo / Descending | 0 |
| Servants of Gluttony | 0 |
Battles
Action Log
Equipped Abel with Web pistol from stash (90¢)
Outcome: Credits remaining: 160¢Added 90¢
Outcome: +90¢ (to 160¢)Bought Web pistol for Stash (90¢)
Outcome: Credits remaining: 70¢Spent 20¢
Outcome: -20¢ (to 160¢)Secher spent 6 XP to advance
Outcome: Improved Ballistic SkillCaptured Fighters
View all →No fighters have been captured yet.