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The silent scuttle

R Cr St W
2615¢ 85¢ 15¢ 2715¢

Actions

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From Dome on the Range

TheSpiderInTheSumpThe silent scuttle
1 month, 2 weeks ago

Bought Bio-booster for Orstead Nether (35¢)

Outcome: Credits remaining: 85¢
TheSpiderInTheSumpThe silent scuttle
1 month, 2 weeks ago

Added 90¢: Took bribes

Outcome: +90¢ (to 120¢)
TheSpiderInTheSumpThe silent scuttle
1 month, 2 weeks ago

Spent 12 XP for Orstead Nether - +1 toughness

Outcome: Current: 2 XP, Total: 36 XP
TheSpiderInTheSumpThe silent scuttle
1 month, 2 weeks ago

Added 7 XP for Malaphas - Dodge

Outcome: Current: 17 XP, Total: 23 XP
TheSpiderInTheSumpThe silent scuttle
1 month, 2 weeks ago

Injury: Ozmand suffered Head Injury

Outcome: Ozmand was put into Recovery
View all actions →

Assets & Resources

Assets

Mineshaft Lvl 2 (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: Tunnel Rat: 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.

Slime Farm (Territory)
Transfer
Income: 30 credits  ·  Boon: Select up to two fighters to work this territory. Any fighters working this territory are considered to be equipped with Gas Grenades.  ·  Upgrade 1: Set the Income of this Territory to 45.  ·  Upgrade 2: Nutritious Slime: The fighters working this territory have developed a taste for slime. They may ignore the first Flesh Wound suffered in each battle they fight.

Enterprising Underhivers raise toxic lifeforms for deadly poisons and potent chems.

Slop House (Territory)
Transfer
Income: 15 credits  ·  Boon: Add a slopper to the gang. If the territory is lost, so is the slopper.  ·  Upgrade 1: Set the Income of this Territory to 30.  ·  Upgrade 2: Brain Food: Being so well-fed allows the controlling gang to concentrate on what’s important. The controlling player may add 1 to any Willpower or Intelligence checks their gang is required to make.

When it comes to keeping a gang fed, there’s no finer meal in the lost zone than the slop house, which serves both varieties – brown and gray.

Smuggling Routes (Territory)
Transfer
Income: 2d6x5 credits  ·  Boon: Boon: Smugglers sometimes thank gangs for maintaining valuable smuggling routes. As long this territory is worked, unless doubles are rolled, the owner may access the Black Market Reserve.  ·  Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory, and unless doubles are rolled the owner may access the Trading Post Reserve.  ·  Upgrade 2: “Thanks For Keeping Us Safe”: One item that the controlling gang can purchase from Either Reserve is now sold at a 20-credit discount.

The tunnels and vents of the lost zone can provide valuable passage past the enforcers and so controlling one is extremely lucrative.

Resources

Components 1 Modify

Attributes

No attributes set.

Fighters

Prime Leader 1
Cyberachnid Exotic Beast 2
Archeotek Champion 1
Neotek Prospect 2
Tek-hunter Specialist 1
Tek Specialist Specialist 1
Tek Ganger 1
Subtek Juve 1
‘Arachni-rig’ Servo Suit Brute 1
Total 11

Stash

85¢
15¢

Stash Credits

85¢
Weapons
Las sub-carbine (15¢)

Malaphas

745¢
Prime (Leader)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 2+ 5 4 2 6+ 2 4+ 5+ 6+ 5+
Rules Gang Hierarchy (Leader)Group Activation (2)Tools of the Trade
XP 17 XP
Skills DodgeMunitioneerMentor
Cyberteknika Ocular Cyberteknika (Alpha) (50¢)
Gear Conversion field (60¢)Mesh armour (15¢)Servo harness (partial) (130¢)Cyberachnid (75¢)Bio-booster (35¢)Armoured bodyglove
Injuries Head Injury
Advancements None
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
Plasma pistol (50¢)
low 6" 12" +2 - 5 -1 2 5+
Scarce, Sidearm
maximal 6" 12" +1 - 7 -2 3 5+
Scarce, Sidearm, Unstable
Plasma pistol (50¢)
low 6" 12" +2 - 5 -1 2 5+
Scarce, Sidearm
maximal 6" 12" +1 - 7 -2 3 5+
Scarce, Sidearm, Unstable
No lore added yet.
No notes added yet.

Cyberachnid

Cyberachnid (Exotic Beast)
M WS BS S T W I A Ld Cl Wil Int
6" 4+ 5+ 2 2 1 2+ 1 6 8+ 8+ 8+
Rules Fear InducingHorrific
XP 1 XP
Skills ClamberFearsome
Cyberteknika None
Gear None
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Venomous bite - E - - - - - -
Melee, Toxin
Web projector - T - - 2 - - 6+
Scarce, Silent, Template, Web
No lore added yet.
No notes added yet.

The tarantula of sub level 10

465¢
Archeotek (Champion)
M WS BS S T W I A Ld Cl Wil Int
5 4+ 2+ 4 4 2 5+ 2 4+ 6+ 6+ 5+
Rules Gang Hierarchy (Champion)Master of CyberteknikaTools of the Trade
XP 4 XP
Skills Fixer
Cyberteknika Torsonic Cyberteknika (Gamma) (15¢)Motive Cyberteknika (Alpha) (20¢)
Gear Mesh armour (15¢)Conversion field (60¢)Cyberachnid (75¢)Armoured bodyglove
Injuries Hobbled — treated by Motive Cyberteknika
Advancements None
Weapons S L S L Str Ap D Am
Rad grenades (25¢) - Sx3 - - 2 -2 1 4+
Blast (3"), Grenade, Rad-phage
Spider-rig* (80¢) E 3" +1 +1 S+1 -1 1 -
Entangle, Melee, Paired, Parry, Shock, Versatile
No lore added yet.
No notes added yet.
Cyberachnid (Exotic Beast)
M WS BS S T W I A Ld Cl Wil Int
6" 4+ 5+ 2 2 1 2+ 1 7+ 7 8+ 8+
Rules Fear InducingHorrific
XP 1 XP
Skills ClamberFearsome
Cyberteknika None
Gear None
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Venomous bite - E - - - - - -
Melee, Toxin
Web projector - T - - 2 - - 6+
Scarce, Silent, Template, Web
No lore added yet.
No notes added yet.

Noch

125¢
Neotek (Prospect)
M WS BS S T W I A Ld Cl Wil Int
6 6+ 4+ 3 3 1 4+ 1 9+ 8+ 9+ 7+
Rules Fast LearnerGang Fighter (Prospect)Hot-headedPromotion (Van Saar Augmek or Van Saar Archeotek)Tools of the Trade
XP 4 XP
Skills None
Cyberteknika None
Gear Mesh armour (15¢)Armoured bodygloveGrav-cutter
Injuries Hand Injury
Advancements None
Weapons S L S L Str Ap D Am
Lasgun (10¢) 18" 24" +1 - 4 -1 1 4+
Hotshot las pack (+20¢)
No lore added yet.
No notes added yet.

Val

110¢
Neotek (Prospect)
M WS BS S T W I A Ld Cl Wil Int
5" 5+ 4+ 3 3 1 4+ 1 9+ 8+ 9+ 7+
Rules Fast LearnerGang Fighter (Prospect)Hot-headedPromotion (Van Saar Augmek or Van Saar Archeotek)Tools of the Trade
XP 1 XP
Skills SprintSpring Up
Cyberteknika None
Gear Mesh armour (15¢)Armoured bodygloveGrav-cutter
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Lasgun (10¢) 18" 24" +1 - 3 - 1 2+
Plentiful
No lore added yet.
No notes added yet.

Dr zaus

145¢
Tek-hunter (Specialist)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 3+ 3 3 1 5+ 1 6+ 7+ 7+ 6+
Rules Expert in their FieldGang Fighter (Specialist)Tools of the Trade
XP 2 XP
Skills Medicae
Cyberteknika None
Gear Mesh armour (15¢)Servo-medicae (15¢)Medicae kit (30¢)Armoured bodyglove
Injuries Partially Deafened
Advancements None
Weapons S L S L Str Ap D Am
Laspistol (5¢) 8" 12" +1 - 3 - 1 2+
Plentiful, Sidearm
No lore added yet.
No notes added yet.

Orstead Nether

305¢
Tek Specialist (Specialist)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 3+ 3 4 1 5+ 1 6+ 7+ 5+ 6+
Rules Gang Fighter (Specialist)
XP 2 XP
Skills Fast Shot
Cyberteknika Vascular Cyberteknika (Alpha) (40¢)
Gear Mesh armour (15¢)Bio-booster (35¢)Armoured bodyglove
Injuries Enfeebled — treated by Vascular Cyberteknika
Advancements 3
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.

Clawd

210¢
Tek (Ganger)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 3 3 1 5+ 1 6+ 6+ 6 6+
Rules Gang Fighter (Ganger)Promotion (Van Saar Specialist)Tools of the Trade
XP 3 XP
Skills None
Cyberteknika None
Gear Mesh armour (15¢)Armoured bodyglove
Injuries Eye Injury
Advancements 1
Weapons S L S L Str Ap D Am
Servo claw (30¢) - E - - S+2 - 2 -
Melee
Servo claw (30¢) - E - - S+2 - 2 -
Melee
‘Hystrar’ pattern energy shield (50¢) - E - - S - 1 -
Knockback, Melee, Shield
No lore added yet.
No notes added yet.

Ozmand

Recovery
90¢
Subtek (Juve)
M WS BS S T W I A Ld Cl Wil Int
5" 5+ 4+ 3 3 1 4+ 1 10+ 9+ 10+ 8+
Rules Fast LearnerGang Fighter (Juve)Promotion (Van Saar Specialist)
XP 7 XP
Skills None
Cyberteknika None
Gear Mesh armour (15¢)Armoured bodyglove
Injuries Head Injury , Humiliated
Advancements None
Weapons S L S L Str Ap D Am
Las sub-carbine (15¢) 4" 12" +1 - 3 - 1 4+
Plentiful, Rapid Fire (1), Sidearm
Rad grenades (25¢) - Sx3 - - 2 -2 1 4+
Blast (3"), Grenade, Rad-phage
No lore added yet.
No notes added yet.

S.C.U.D

260¢
‘Arachni-rig’ Servo Suit (Brute)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 5 4 3 4+ 4 5+ 5+ 8+ 6+
Rules Superior Weapons ArrayTwin-linkedVan Saar Protective Gear
XP 5 XP
Skills Nerves of Steel
Cyberteknika None
Gear Carapace (heavy) (20¢)Carapace (light)
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Servo arm E 3" - +1 S - 1 -
Melee, Versatile
Servo arm E 3" - +1 S - 1 -
Melee, Versatile
Servo arm E 3" - +1 S - 1 -
Melee, Versatile
Servo arm E 3" - +1 S - 1 -
Melee, Versatile
Twin-linked heavy las carbine 15" 30" +1 - 4 - 1 4+
Plentiful, Rapid Fire (3), Twin-linked
No lore added yet.
No notes added yet.

Hema

Dead
Subtek (Juve)
M WS BS S T W I A Ld Cl Wil Int
5" 5+ 5+ 3 3 1 4+ 1 9+ 8+ 9+ 7+
Rules Fast LearnerGang Fighter (Juve)Promotion (Van Saar Specialist)
XP 7 XP
Skills Sprint
Cyberteknika None
Gear Mesh armour (15¢)Armoured bodyglove
Injuries Eye Injury
Advancements None
No lore added yet.
No notes added yet.
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  • Stash

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  • Malaphas

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  • Cyberachnid

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  • The tarantula of sub level 10

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  • Cyberachnid

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  • Noch

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  • Val

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  • Dr zaus

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  • Orstead Nether

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  • Clawd

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  • Ozmand

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  • S.C.U.D

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  • Hema

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