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Overview

 The Sol company transport what ever is needed under the familar name. Many crates and storage continers are moved amonst the hive. Operations are guarded by their well know security teams signitured by the purple balacavas and shotguns. 

Deep in the underhive where real estate is cheap and the compaies werehouses are, the inscrupable Fagin moves exotic annimals and xenos goods to rich benifiactors via smuggling routes. In this space the security teams take on a all together more brutal role, making sure there is open paths and resorces avalible for his purposes. 

Rumors in the taverns and hablifts amongst labours are that he has indulged in some of the exotic goods he's traded in. Others even whisper he's a witch, never more than a whisper of course. Explaining that to the authotrities could be fatal, a fact that works in Fagins favor. 

In the underhive of course the seemingly respetable Sol logistics is just another gang fighting for trading space, but is it for a more sinister reason than just moving crates of bananas? 

Fagin

Cult Adept (Leader)

No lore added yet.

Fagin

Cult Adept (Leader)
190¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 3 3 2 3+ 2 3+ 5+ 5+ 4+
Rules Gang Hierarchy (Leader)Gang LeaderGroup Activation (2)Non-sanctioned PsykerTools of the Trade
XP 6 XP
Skills Commanding Presence
Powers Force Blast (Genestealer Cults Wyrd Powers)
Gear None
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Bolt pistol (45¢) 6" 12" +1 - 4 -1 2 6+
Sidearm
Chainsword (25¢) - E - +1 S -1 1 -
Melee, Parry, Rending

BabyFace

Hybrid Acolyte (Champion)

No lore added yet.

BabyFace

Hybrid Acolyte (Champion)
245¢
M WS BS S T W I A Ld Cl Wil Int
4" 3+ 3+ 2 3 1 3+ 1 4+ 5+ 7+ 6+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
XP 1 XP
Skills None
Gear Hazard suit
Injuries Spinal Injury
Advancements None
Weapons S L S L Str Ap D Am
Fighting knife (15¢) - E - - S -1 1 -
Backstab, Melee
Heavy stubber* (145¢) 20" 40" - -1 4 -1 1 4+
Rapid Fire (2), Unwieldy

Theodora

Hybrid Acolyte (Champion)

No lore added yet.

Theodora

Hybrid Acolyte (Champion)
185¢
M WS BS S T W I A Ld Cl Wil Int
3" 3+ 3+ 3 3 1 3+ 1 4+ 5+ 7+ 6+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
XP 4 XP
Skills None
Gear Hazard suit
Injuries Hobbled
Advancements None
Weapons S L S L Str Ap D Am
Fighting knife (15¢) - E - - S -1 1 -
Backstab, Melee
Grenade launcher (55¢)
frag grenades 6" 24" -1 - 3 - 1 6+
Blast (3"), Knockback
krak grenades 6" 24" -1 - 6 -2 2 6+
Shotgun (30¢)
scatter ammo 4" 8" +2 - 2 - 1 4+
Scattershot
solid ammo 8" 16" +1 - 4 - 2 4+
Knockback

Apoc

Neophyte Hybrid (Ganger)

No lore added yet.

Apoc

Neophyte Hybrid (Ganger*)
75¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 3 3 1 4+ 1 7+ 5+ 6+ 8+
Rules Gang Fighter (Ganger)
XP 0 XP
Skills None
Gear Hazard suit
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

Barak

Neophyte Hybrid (Ganger)

No lore added yet.

Barak

Convalescence
Neophyte Hybrid (Ganger*)
80¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 3 3 1 4+ 1 7+ 5+ 6+ 8+
Rules Gang Fighter (Ganger)
XP 1 XP
Skills None
Gear Hazard suit
Injuries Convalescence
Advancements None
Weapons S L S L Str Ap D Am
Autopistol (10¢) 4" 12" +1 - 3 - 1 4+
Rapid Fire (1), Sidearm
Autopistol (10¢) 4" 12" +1 - 3 - 1 4+
Rapid Fire (1), Sidearm
Fighting knife (15¢) - E - - S -1 1 -
Backstab, Melee

Blessed Bill

Aberrant (Specialist) (Ganger)

No lore added yet.

Blessed Bill

Aberrant (Specialist) (Ganger*)
145¢
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 6+ 5 4 2 5+ 2 9+ 4+ 6+ 10+
Rules None
XP 0 XP
Skills Unstoppable
Gear None
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Shock whip (25¢) E 3" -1 - S+1 - 1 -
Melee, Shock, Versatile
Shock whip (25¢) E 3" -1 - S+1 - 1 -
Melee, Shock, Versatile

Issac

Aberrant (Ganger)

No lore added yet.

Issac

Aberrant (Ganger)
130¢
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 6+ 4 4 2 5+ 2 9+ 4+ 6+ 10+
Rules None
XP 2 XP
Skills Unstoppable
Gear None
Injuries Spinal Injury
Advancements None
Weapons S L S L Str Ap D Am
Two-handed hammer* (35¢) - E - -1 S+1 - 3 -
Knockback, Melee, Unwieldy

Morphus

Neophyte Hybrid (Ganger)

No lore added yet.

Morphus

Neophyte Hybrid (Ganger)
79¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 3 3 1 4+ 1 7+ 5+ 5+ 8+
Rules Gang Fighter (Ganger)
XP 4 XP
Skills None
Gear Hazard suit
Injuries None
Advancements 1
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

Switch

Neophyte Hybrid (Ganger)

No lore added yet.

Switch

Neophyte Hybrid (Ganger)
75¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 3 3 1 4+ 1 7+ 5+ 6+ 8+
Rules Gang Fighter (Ganger)
XP 2 XP
Skills None
Gear Hazard suit
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

Vex Vector

Agitator (Hanger-on)

No lore added yet.

Vex Vector

Agitator (Hanger-on)
30¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 3 1 4+ 1 6+ 7+ 7+ 8+
Rules Outlaw
XP 0 XP
Skills Inspirational
Gear None
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Stub gun 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm

Apoc

Neophyte Hybrid (Ganger)

No lore added yet.

Apoc

Dead
Neophyte Hybrid (Ganger)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 3 3 1 4+ 1 7+ 5+ 6+ 8+
Rules Gang Fighter (Ganger)
XP 0 XP
Skills None
Gear Hazard suit
Injuries None
Advancements None

Mouse

Neophyte Hybrid (Ganger)

No lore added yet.

Mouse

Dead
Neophyte Hybrid (Ganger)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 3 3 1 4+ 1 7+ 5+ 6+ 8+
Rules Gang Fighter (Ganger)
XP 0 XP
Skills None
Gear Hazard suit
Injuries None
Advancements None