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Krupi / Campaign Gang / Stake a claim / Sump Runners (Clone)

Sump Runners (Clone)

R Cr St W
1735¢ 175¢ 10¢ 1920¢

Actions

Log Action

From Stake a claim

9 months ago

Router spent 6 XP to advance

Outcome: Improved Weapon Skill
9 months ago

Bought Servo claw for Hacket (30¢)

Outcome: Credits remaining: 175¢
9 months ago

Bought Combat shotgun for Hacket (55¢)

Outcome: Credits remaining: 205¢
9 months ago

Bought Servo claw for Flask (30¢)

Outcome: Credits remaining: 260¢
9 months ago

Reassigned Hazard suit from Flask to Stash

Outcome: Hazard suit is now equipped by Stash
View all actions →

Assets & Resources

Assets

Needle Ways (Territory)
Transfer

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. TERRITORY BOON

This Territory grants the following Boon:

Special: Whilst it controls this Territory, the gangm ay select up to three fighters – these fightersg ain the Infiltrate skill.

ENHANCED BOON

This Territory grants Delaque gangs the following Boon: 

Special: The gang that controls this Territory may select up to six fighters to gain the Infiltrate skill.

Slag Furnace (Territory)
Transfer

Glowing with heat and spattered with molten metal, a slag furnace smelts slag and ore so that the metals they contain can be poured off.

TERRITORY BOON

This Territory grants the following Boon:

Income: The gang earns D6x5 credits from this territory when collecting income. ENHANCED BOON

This Territory grants Goliath gangs the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation. Recruit: The gang may choose to roll two D6 after every battle. On a roll of 6 on either dice, the gang may recruit a single Juve from their House List for free. If both dice come up as 6, then the gang may recruit a Ganger from their House List for free.

Tunnels (Territory)
Transfer

The tunnels that run through the hive are the primary ways that people move between locations. Those that control them can move freely and attack where they wish.

TERRITORY BOON

This Territory grants the following Boon:

Special: Whilst it controls this Territory, the gang may choose to have up to three fighters deploy via tunnels ahead of any battle. These fighters must be part of the crew for the battle, but instead of being set up on the battlefield, they are placed to one side. During the Deployment phase, the player sets up two 2" wide tunnel entrance markers on any table edge on the ground surface of the battlefield. During the Priority phase of each turn, roll a D6. On a 4+, the group of fighters arrive on the battlefield. That turn they may be activated as a single group, and must move onto the battlefield from one of the tunnel entrance markers. The members of the group must all arrive through the same tunnel entrance. If the battle ends before the fighters arrive, they take no part in the battle.

ENHANCED BOON

This Territory grants Orlock gangs the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation. Special: The gang may choose to deploy up to six fighters via tunnels using the method detailed above. The fighters in each group must be specified before the battle.

Resources

Reputation 5 Modify

Attributes

No attributes set.

Fighters

Road Captain Leader 1
Arms Master Champion 2
Wrecker Prospect 3
Gunner (Specialist) Ganger 1
Gunner Ganger 2
Greenhorn Juve 2
Total 11

Stash

175¢
10¢

Stash Credits

175¢
Gear
Hazard suit (10¢)

Router

435¢
Road Captain (Leader)
M WS BS S T W I A Ld Cl Wil Int
5" 2+ 2+ 3 3 3 4+ 2 4+ 5+ 5+ 5+
Rules Gang Hierarchy (Leader)Gang LeaderGroup Activation (2)Tools of the Trade
XP 1 XP
Skills FixerIron Will
Legendary Names Improbable Beat-downs (One Shot)
Gear Armoured undersuit (25¢)Layered flak armour (20¢)
Injuries None
Advancements 3
Weapons S L S L Str Ap D Am
Bolter combi-melta (165¢)
Bolter 12" 24" +1 - 4 -1 2 6+
Combi, Rapid Fire (1)
Melta 6" 12" +1 - 8 -4 3 4+
Combi, Melta, Scarce
Sawn-off shotgun (15¢) 4" 8" +2 - 3 - 1 6+
Plentiful, Scattershot
Servo claw (30¢) - E - - S+2 - 2 -
Melee
Smoke grenades (15¢) - Sx3 - - - - - 4+
Blast (*), Grenade, Smoke
No lore added yet.
No notes added yet.

Pinch

235¢
Arms Master (Champion)
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 3+ 3 3 2 4+ 2 5+ 5+ 6+ 6+
Rules Gang Hierarchy (Champion)Group Activation (1)Rule of IronTools of the Trade
XP 3 XP
Skills Nerves of Steel
Legendary Names Impressive Leadership (Lucky)
Gear Armoured undersuit (25¢)Layered flak armour (20¢)
Injuries None
Advancements 1
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
No lore added yet.
No notes added yet.

Target

205¢
Arms Master (Champion)
M WS BS S T W I A Ld Cl Wil Int
6" 3+ 3+ 3 3 2 4+ 2 5+ 6+ 6+ 6+
Rules Gang Hierarchy (Champion)Group Activation (1)Rule of IronTools of the Trade
XP 0 XP
Skills True Grit
Legendary Names Impressive Leadership (Iron Stare)
Gear Mesh armour (15¢)Armoured undersuit (25¢)
Injuries None
Advancements 1
Weapons S L S L Str Ap D Am
Combat shotgun (60¢)
salvo ammo 4" 12" +1 - 4 - 2 4+
Knockback, Rapid Fire (1)
shredder ammo - T - - 2 - 1 4+
Scattershot, Template
No lore added yet.
No notes added yet.

Charif

200¢
Wrecker (Prospect)
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 3+ 3 3 1 3+ 1 9+ 8+ 8+ 8+
Rules Fast LearnerHot-headedPromotion (Orlock Road Sergeant or Arms Master)Tools of the Trade
XP 4 XP
Skills None
Legendary Names None
Gear Mesh armour (15¢)Jump booster
Injuries None
Advancements 1
Weapons S L S L Str Ap D Am
Combat shotgun (70¢)
salvo ammo 4" 12" +1 - 4 - 2 4+
Knockback, Rapid Fire (1)
shredder ammo - T - - 2 - 1 4+
Scattershot, Template
Phosphor grenades (40¢) - Sx3 - -1 4 -3 2 5+
Blast (3"), Blaze, Grenade
No lore added yet.
No notes added yet.

Proofs

125¢
Wrecker (Prospect)
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 4+ 3 3 1 3+ 1 9+ 8+ 8+ 8+
Rules Fast LearnerHot-headedPromotion (Orlock Road Sergeant or Arms Master)Tools of the Trade
XP 0 XP
Skills Fearsome
Legendary Names None
Gear Mesh armour (15¢)Jump booster
Injuries Horrid Scars
Advancements None
Weapons S L S L Str Ap D Am
Demo charge (45¢) - Sx2 - - 6 -3 3 *
Blast (5"), Grenade, Single Shot
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
No lore added yet.
No notes added yet.

Flask

190¢
Gunner (Specialist) (Ganger)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 4 1 4+ 1 6+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)Tools of the Trade
XP 3 XP
Skills None
Legendary Names None
Gear Mesh armour (15¢)
Injuries None
Advancements 1
Weapons S L S L Str Ap D Am
Grenade launcher (65¢)
frag grenades 6" 24" -1 - 3 - 1 6+
Blast (3"), Knockback
krak grenades 6" 24" -1 - 6 -2 2 6+
Servo claw (30¢) - E - - S+2 - 2 -
Melee
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
No lore added yet.
No notes added yet.

Hacket

210¢
Gunner (Ganger)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 3 1 4+ 1 6+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)
XP 0 XP
Skills None
Legendary Names None
Gear Mesh armour (15¢)
Injuries Hand Injury
Advancements 1
Weapons S L S L Str Ap D Am
Autogun (15¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (1)
Combat shotgun (55¢)
salvo ammo 4" 12" +1 - 4 - 2 4+
Knockback, Rapid Fire (1)
shredder ammo - T - - 2 - 1 4+
Scattershot, Template
firestorm ammo (+30¢) - T - - 5 -1 1 6+
Blaze, Limited, Template
Servo claw (30¢) - E - - S+2 - 2 -
Melee
No lore added yet.
No notes added yet.

Stills

105¢
Gunner (Ganger)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 4 1 4+ 1 6+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)
XP 0 XP
Skills None
Legendary Names None
Gear Mesh armour (15¢)
Injuries None
Advancements 1
Weapons S L S L Str Ap D Am
Autogun (15¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (1)
No lore added yet.
No notes added yet.

Avee

15¢
Greenhorn (Juve)
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 5+ 3 3 1 3+ 1 7+ 8+ 8+ 8+
Rules Fast LearnerGang Fighter (Juve)Promotion (Orlock Specialist)
XP 0 XP
Skills None
Legendary Names None
Gear None
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Autogun (15¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (1)
No lore added yet.
No notes added yet.

Packet

15¢
Greenhorn (Juve)
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 5+ 3 3 1 3+ 1 7+ 8+ 8+ 8+
Rules Fast LearnerGang Fighter (Juve)Promotion (Orlock Specialist)
XP 0 XP
Skills None
Legendary Names None
Gear None
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Autogun (15¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (1)
No lore added yet.
No notes added yet.

Proof

Sold to Guilders
Wrecker (Prospect)
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 4+ 3 3 1 3+ 1 9+ 8+ 8+ 8+
Rules Fast LearnerHot-headedPromotion (Orlock Road Sergeant or Arms Master)Tools of the Trade
XP 5 XP
Skills None
Legendary Names None
Gear Jump booster
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Demo charge (45¢) - Sx2 - - 6 -3 3 *
Blast (5"), Grenade, Single Shot
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
No lore added yet.
No notes added yet.
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  • Stash

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  • Router

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  • Pinch

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  • Target

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  • Charif

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  • Proofs

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  • Flask

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  • Hacket

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  • Stills

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  • Avee

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  • Packet

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  • Proof

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