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Cult Action Heroes

R Cr St W
2105¢ 238¢ 75¢ 2418¢

Actions

Log Action

From Dome on the Range

AlosaurCult Action Heroes
2 months, 1 week ago

Samuel L Whackshim II spent 6 XP to advance

Outcome: Improved Intelligence
AlosaurCult Action Heroes
2 months, 1 week ago

Harisan Clawd spent 14 XP to advance

Outcome: Improved Toughness
AlosaurCult Action Heroes
2 months, 1 week ago

Armed Sclawrzekiller spent 6 XP to advance

Outcome: Improved Willpower
AlosaurCult Action Heroes
2 months, 1 week ago

Sigoreni Bleedah spent 6 XP to advance

Outcome: Improved Willpower
AlosaurCult Action Heroes
2 months, 1 week ago

Added 2 XP for Harisan Clawd - Downtime XP

Outcome: Current: 14 XP, Total: 26 XP
View all actions →

Assets & Resources

Assets

Fortune Teller (Territory)
Transfer
Income: d3x10 credits  ·  Boon: Select one fighter to work this territory. This fighter has agreed to submit to the fortune teller’s reading. Roll a d6: on a 2-6 the controlling player may Randomly draw one extra Tactics Card for each of their battles this campaign week. On a 1, the fighter hears something truly disturbing and refuses to take part in any battles this week. Do not draw an extra Tactics Card.  ·  Upgrade 1: Add 1 to the result of the dice roll when determining Income for this territory.  ·  Upgrade 2: Practice Makes Perfect: The fortune teller is getting better at this whole “predicting the future” thing. After deployment, but before the first priority roll of the game, the controlling player may re-deploy d3 members of their gang. Deployment rules must still be followed.

This soothsayer will tell you any future you want to hear, for the right price.

Hab Block (Territory)
Transfer
Income: 15 credits  ·  Boon: Select one fighter to work this territory. Roll a dice when collecting income. If the result is a 6, the controlling gang may add a free Neophyte Hybrid to their gang roster. Equipment must be supplied by the controlling gang.  ·  Upgrade 1: Set the Income of this Territory to 30.  ·  Upgrade 2: A Better Class of Thug: Instead of a Hybrid, the controlling gang may now freely recruit an Abberant or a Hybrid with a free extra arm upgrade.

The hab blocks of the lost zone are long-neglected structures filled with folks who have either been forgotten by the hive… or wish to be. Basic amenities include: walls and a floor.

Mineshaft (Territory)
Transfer
Income: d6x10 credits  ·  Boon: Select one fighter to work this terrtiory. If a 1 is rolled when rolling the dice to determine this territory’s Income, there has been a collapse! Roll a further d6. On a 1-3, place the fighter working this territory in Recovery. On a 4-6 the fighter escapes unharmed.  ·  Upgrade 1: Set the Income of this Territory to 2d6x10  ·  Upgrade 2: When a fighter is working this terrain, they are considered to have the Infiltrate skill from the Cunning skill tree.

This ancient mineshaft has been abandoned for centuries, its ore deposits depleted. Now it serves as a makeshift transport tunnel – just watch out for rotting support beams.

Resources

Components 65 Modify
Enemies Permanently Killed 1 Modify
Loot Boxes Claimed 10 Modify
Reputation 8 Modify

Attributes

Affiliations Unaligned

Fighters

Cult Adept Leader 1
Psychic Familiar Exotic Beast 3
Hybrid Acolyte (Early Gen) Champion 2
Neophyte Hybrid Specialist Specialist 2
Aberrant Ganger 2
Neophyte Hybrid Ganger 3
Rogue Doc Hanger-on 1
Total 14

Stash

238¢
75¢

Stash Credits

238¢
Weapons
Autogun (15¢)
Fighting knife (15¢)
Fighting knife (15¢)
Fighting knife (15¢)
Fighting knife (15¢)

Sigoreni Bleedah

215¢
Cult Adept (Leader)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 3 3 2 3+ 2 3+ 5+ 4+ 4+
Rules Gang Hierarchy (Leader)Gang LeaderGroup Activation (2)Non-sanctioned PsykerTools of the Trade
XP 0 XP
Skills OverseerFearsome
Powers Hallucinations (Telepathy)Mind Control (Telepathy)
Gear Mesh armour (15¢)Psychic familiar (25¢)
Injuries Horrid Scars
Advancements 2
Weapons S L S L Str Ap D Am
This fighter has no weapons.
No lore added yet.
No notes added yet.

Psychic Familiar

Psychic Familiar (Exotic Beast)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ - 2 2 1 2+ 1 7+ 7+ 6+ 7+
Rules CatfallClamberOmen of FortunePrecognition
XP 3 XP
Skills None
Gear None
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
This fighter has no weapons.
No lore added yet.
No notes added yet.

Armed Sclawrzekiller

450¢
Hybrid Acolyte (Early Gen) (Champion)
M WS BS S T W I A Ld Cl Wil Int
4" 3+ 2+ 3 4 2 3+ 2 4+ 5+ 6+ 6+
Rules Extra ArmGang Hierarchy (Champion)Group Activation (1)
XP 0 XP
Skills Nerves of SteelEvadeTrick Shot
Gear Carapace (light) (80¢)Psychic familiar (25¢)Hazard suit
Injuries None
Advancements 4
Weapons S L S L Str Ap D Am
Mining laser* (125¢) 18" 24" - -1 9 -3 3 3+
Unwieldy
No lore added yet.
No notes added yet.

Psychic Familiar

Psychic Familiar (Exotic Beast)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ - 2 2 1 2+ 1 7+ 7+ 6+ 7+
Rules CatfallClamberOmen of FortunePrecognition
XP 3 XP
Skills None
Gear None
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
This fighter has no weapons.
No lore added yet.
No notes added yet.

Harisan Clawd

440¢
Hybrid Acolyte (Early Gen) (Champion)
M WS BS S T W I A Ld Cl Wil Int
4" 3+ 2+ 3 4 2 3+ 2 4+ 5+ 7+ 6+
Rules Extra ArmGang Hierarchy (Champion)Group Activation (1)
XP 0 XP
Skills Overwatch
Gear Hardened layered flak armour (35¢)Psychic familiar (25¢)Hazard suit
Injuries None
Advancements 2
Weapons S L S L Str Ap D Am
Autogun (15¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (1)
Missile launcher* (165¢)
frag missiles 24" 48" +1 - 4 -1 1 6+
Blast (5"), Knockback, Unwieldy
krak missiles 24" 48" +1 - 6 -2 3 6+
Unwieldy
No lore added yet.
No notes added yet.

Psychic Familiar

Psychic Familiar (Exotic Beast)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ - 2 2 1 2+ 1 7+ 7+ 6+ 7+
Rules CatfallClamberOmen of FortunePrecognition
XP 4 XP
Skills None
Gear None
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
This fighter has no weapons.
No lore added yet.
No notes added yet.

Samuel L Whackshim II

150¢
Neophyte Hybrid Specialist (Specialist)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 3 3 1 4+ 1 7+ 5+ 6+ 7+
Rules Gang Fighter (Ganger)
XP 0 XP
Skills None
Gear Hazard suit
Injuries None
Advancements 1
Weapons S L S L Str Ap D Am
Plasma gun (100¢)
low 12" 24" +2 - 5 -1 2 5+
Rapid Fire (1), Scarce
maximal 12" 24" +1 - 7 -2 3 5+
Scarce, Unstable
No lore added yet.
No notes added yet.

Shoots Killis

130¢
Neophyte Hybrid Specialist (Specialist)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 3+ 3 3 1 4+ 1 7+ 5+ 6+ 8+
Rules Gang Fighter (Ganger)
XP 1 XP
Skills None
Gear Hazard suit
Injuries Bitter Emnity , Old Battle Wound
Advancements 1
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.

Chris Tucker

225¢
Aberrant (Ganger)
M WS BS S T W I A Ld Cl Wil Int
5" 2+ 6+ 5 4 2 4+ 2 9+ 4+ 6+ 10+
Rules None
XP 2 XP
Skills Unstoppable
Gear Mesh armour (15¢)
Injuries Bitter Emnity , Partially Deafened
Advancements 2
Weapons S L S L Str Ap D Am
Goredrinker axe (40¢) - E - - S+3 -1 2 -
Esoteric, Melee, Reckless, Rending
Goredrinker axe (40¢) - E - - S+3 -1 2 -
Esoteric, Melee, Reckless, Rending
No lore added yet.
No notes added yet.

Jaesen Stabhim

Convalescence
65¢
Neophyte Hybrid (Ganger)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 3 3 1 4+ 1 8+ 6+ 5+ 8+
Rules Gang Fighter (Ganger)
XP 3 XP
Skills None
Gear Hazard suit
Injuries Humiliated
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.

Jim Carrey

Recovery
240¢
Aberrant (Ganger)
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 7+ 6 4 2 5+ 2 9+ 4+ 6+ 10+
Rules None
XP 2 XP
Skills Unstoppable
Gear Mesh armour (15¢)
Injuries Eye Injury
Advancements 1
Weapons S L S L Str Ap D Am
Goredrinker axe (40¢) - E - - S+3 -1 2 -
Esoteric, Melee, Reckless, Rending
Lightning claw (70¢) - E - +1 S+1 -2 1 -
Melee, Parry, Power, Rending
No lore added yet.
No notes added yet.

Killvester Stabzone

65¢
Neophyte Hybrid (Ganger)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 3 3 1 4+ 1 7+ 4+ 6+ 8+
Rules Gang Fighter (Ganger)
XP 1 XP
Skills None
Gear Hazard suit
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.

Terror Claws II

75¢
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 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
No lore added yet.
No notes added yet.

Dr Richard Kimble

50¢
Rogue Doc (Hanger-on)
M WS BS S T W I A Ld Cl Wil Int
5" 5+ 5+ 2 3 1 4+ 1 9+ 8+ 7+ 5+
Rules Patch-up
XP 0 XP
Skills Medicae
Gear Medicae kitMedi skull
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
This fighter has no weapons.
No lore added yet.
No notes added yet.

Samuel L Whackshim

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+ 5 8+
Rules Gang Fighter (Ganger)
XP 0 XP
Skills None
Gear Hazard suit
Injuries None
Advancements None
No lore added yet.
No notes added yet.

Terror Claws

Dead
Neophyte Hybrid (Ganger)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 4 3 1 4+ 1 7+ 5+ 6+ 8+
Rules Gang Fighter (Ganger)
XP 5 XP
Skills None
Gear Hazard suit
Injuries None
Advancements None
No lore added yet.
No notes added yet.
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  • Stash

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  • Sigoreni Bleedah

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  • Psychic Familiar

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  • Armed Sclawrzekiller

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  • Psychic Familiar

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  • Harisan Clawd

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  • Psychic Familiar

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  • Samuel L Whackshim II

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  • Shoots Killis

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  • Chris Tucker

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  • Jaesen Stabhim

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  • Jim Carrey

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  • Killvester Stabzone

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  • Terror Claws II

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  • Dr Richard Kimble

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  • Samuel L Whackshim

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  • Terror Claws

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