allclawsandnoteethCampaign GangTick Tock It's Skirmish O'ClockSol Logistics

Sol Logistics

Genestealer Cult
Tick Tock It's Skirmish O'Clock In Progress
R Cr St W
2029¢ 2029¢

Actions

Log Action

From Tick Tock It's Skirmish O'Clock

allclawsandnoteethSol Logistics
1 day, 15 hours ago

Reassigned Psychic familiar from Fagin to Theodora (25¢)

Outcome: Credits remaining: 0¢
allclawsandnoteethSol Logistics
2 days, 8 hours ago

Equipped Tank with Shotgun from stash (30¢)

Outcome: Credits remaining: 0¢
allclawsandnoteethSol Logistics
2 days, 8 hours ago

Bought Mining laser* for Tank (125¢)

Outcome: Credits remaining: 0¢
allclawsandnoteethSol Logistics
2 days, 8 hours ago

Hired Tank (130¢)

Outcome: Credits remaining: 125¢
allclawsandnoteethSol Logistics
2 days, 8 hours ago

Added 40¢: Cost of recovered, items from Apoc (Dead.)

Outcome: +40¢ (to 255¢)

Assets & Resources

Assets

A5: Tunnels (Territory)

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.
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.

This Territory grants Belco Mining & Sol Logistics 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.

C4: Corpse Farm (Territory)

Everyone must eat, and the corpse farms take the flesh of the dead and make it into the corpse- starch that feeds the hive. Underhive corpse farms do a brisk, if shunned trade in the bodies of the dead.
Income: When collecting income, the gang gains D6x10 credits for every fighter on either side that was deleted from their roster during the Update Roster step of the preceding battle.

This Territory grants The Emperor's Mercy the following Boons:
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Income: When collecting income, the gang gains 2D6x10 credits for every fighter on either side that was deleted from their roster during the Update Roster step of the preceding battle.

C7: Sol Logistics - Hideout (Territory)

Cannot be lost or staked on the outcome of a battle.
Income: The gang earns D6x10 credits from this Territory when collecting income.
Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
Recruit: The gang may choose to roll two D6 after every battle. If one of the D6 rolls is a 6, they generate a single free later generation Neophyte Hybrid. If both of the D6 roll a 6, this becomes an early generation Neophyte Hybrid.

D5: Collapsed Dome (Territory)

Many of the ancient domes that honeycomb the underhive eventually collapse under the weight of time, leaving treasures trapped beneath the wreckage and the structure above liable to fall apart at the smallest misstep.
Income: When collecting income from this Territory, the controlling player may choose to roll between 2D6x10 and 6D6x10. However, if a double is rolled, then no income is generated and a random fighter from the gang rolls on the Lasting Injury table.

Resources

Reputation 12

Attributes

No attributes set.

Fighters

Cult Adept Leader 1
Psychic Familiar Exotic Beast 2
Hybrid Acolyte Champion 2
Hybrid Acolyte (Early Gen) Champion 1
Neophyte Hybrid Ganger 4
Aberrant Specialist Ganger 1
Outlands Beastmaster Ganger 1
Millisaur Exotic Beast 2
Neophyte Hybrid Specialist Ganger 1
Agitator Hanger-on 1
Total 16

Stash

Stash Credits

Fagin

Cult Adept (Leader)
290¢
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 2 XP
Skills OverseerCommanding Presence
Powers Force Blast (Genestealer Cults Wyrd Powers)
Gear Psychic familiar (25¢)
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
Grenade launcher (55¢)
frag grenades 6" 24" -1 - 3 - 1 6+
Blast (3"), Knockback
krak grenades 6" 24" -1 - 6 -2 2 6+

Psychic Familiar

Psychic Familiar (Exotic Beast)
Fagin
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 0 XP
Gear None
Weapons S L S L Str Ap D Am
This fighter has no weapons.

BabyFace

Hybrid Acolyte (Champion)
265¢
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 Infiltrate
Gear Hazard suit
Injuries Spinal Injury
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

Tank

Hybrid Acolyte (Early Gen) (Champion*)
285¢
M WS BS S T W I A Ld Cl Wil Int
4" 3+ 3+ 3 3 1 3+ 2 4+ 5+ 7+ 6+
Rules Extra ArmGang Hierarchy (Champion)Group Activation (1)
XP 0 XP
Gear Hazard suit
Weapons S L S L Str Ap D Am
Mining laser* (125¢) 18" 24" - -1 9 -3 3 3+
Unwieldy
Shotgun (30¢)
scatter ammo 4" 8" +2 - 2 - 1 4+
Scattershot
solid ammo 8" 16" +1 - 4 - 2 4+
Knockback

Theodora

Hybrid Acolyte (Champion)
300¢
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 5 XP
Skills Lie Low
Gear Psychic familiar (25¢)Hazard suit
Injuries Hobbled
Weapons S L S L Str Ap D Am
Fighting knife (15¢) - E - - S -1 1 -
Backstab, Melee
Mining laser* (125¢) 18" 24" - -1 9 -3 3 3+
Unwieldy
Shotgun (30¢)
scatter ammo 4" 8" +2 - 2 - 1 4+
Scattershot
solid ammo 8" 16" +1 - 4 - 2 4+
Knockback

Psychic Familiar

Psychic Familiar (Exotic Beast)
Theodora
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 0 XP
Gear None
Weapons S L S L Str Ap D Am
This fighter has no weapons.

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 1 XP
Gear Hazard suit
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*)
100¢
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 2 XP
Gear Hazard suit
Injuries Convalescence
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

Recovery
Aberrant Specialist (Ganger*)
155¢
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 5 XP
Skills Unstoppable
Gear Hazard suit (10¢)
Injuries Out Cold , Out Cold
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

Knuckles

Recovery
Outlands Beastmaster (Ganger*)
280¢
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 4+ 3 3 2 3+ 1 7+ 6+ 7+ 8+
Rules Beast TrainerOne With the Beast
XP 1 XP
Skills Infiltrate
Gear Millisaur (60¢)Millisaur (60¢)Millisaur (60¢)Mesh armour
Injuries Hand Injury
Weapons S L S L Str Ap D Am
Sawn-off shotgun 4" 8" +2 - 3 - 1 6+
Plentiful, Scattershot
Sawn-off shotgun
scatter ammo 4" 8" +2 - 3 - 1 6+
Plentiful, Scattershot
solid ammo 4" 8" - -2 4 - 2 6+
Knockback, Plentiful
Shock stave E 2" - - S+1 - 1 -
Melee, Shock, Versatile

Millisaur

Millisaur (Exotic Beast)
Knuckles
M WS BS S T W I A Ld Cl Wil Int
6" 4+ 5+ 3 3 2 4+ 2 8+ 7+ 7+ 8+
Rules Ambush PredatorArmoured HideBurrowing
XP 2 XP
Skills Infiltrate
Gear None
Injuries Out Cold
Weapons S L S L Str Ap D Am
Fanged maw (millisaur) - E - - * - - -
Melee, Toxin

Millisaur

Convalescence
Millisaur (Exotic Beast)
Knuckles
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 5+ 3 3 2 4+ 2 8+ 7+ 7+ 8+
Rules Ambush PredatorArmoured HideBurrowing
XP 1 XP
Skills Infiltrate
Gear None
Injuries Hobbled
Weapons S L S L Str Ap D Am
Fanged maw (millisaur) - E - - * - - -
Melee, Toxin

Morphus

Neophyte Hybrid (Ganger)
99¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 3+ 3 3 1 4+ 1 7+ 5+ 5+ 8+
Rules Gang Fighter (Ganger)
XP 1 XP
Gear Hazard suit
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

Saul

Neophyte Hybrid Specialist (Ganger*)
55¢
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 4 XP
Gear Hazard suit
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+

Switch

Neophyte Hybrid (Ganger)
95¢
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 3 XP
Gear Hazard suit
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)
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 4 XP
Skills Inspirational
Gear None
Weapons S L S L Str Ap D Am
Stub gun 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
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