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Twisted_ScumCampaign GangIn the Shadows of the RustyardsGenekiss Lho-Stick Inc. (Hand of reclamation)

Genekiss Lho-Stick Inc. (Hand of reclamation)

R Cr St W
2425¢ 15¢ 2441¢

Actions

Log Action

From In the Shadows of the Rustyards

1 month, 1 week ago

Bought smoke grenades for Grenade launcher on Thunk (15¢)

Outcome: Credits remaining: 1¢
1 month, 1 week ago

Bought photon flash grenades for Grenade launcher on Thunk (15¢)

Outcome: Credits remaining: 16¢
1 month, 1 week ago

Equipped Shanks with Web pistol from stash (90¢)

Outcome: Credits remaining: 31¢
1 month, 1 week ago

Moved Autogun from Shanks to stash (15¢)

Outcome: Credits remaining: 31¢
1 month, 1 week ago

Bought Web pistol for Stash (90¢)

Outcome: Credits remaining: 31¢
View all actions →

Assets & Resources

Assets

Gambling Den (Territory)
Transfer

King of Diamonds

Gambling is rife in the underhive, with fortunes won on the turn of a card and lost on the spin of a bolt shell, and debts are easily piled up by those who don't know when to quit.

Territory Boon

This Territory grants the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

Income: The player chooses a suit of cards. The player then draws a card from a shuffled deck of playing cards that includes both Jokers. If they draw a card from the suit they chose, they earn income to the value of the card (Jack 11, Queen 12, King 13, Ace 14) x10 credits. If they draw a card from a suit of the same colour, then the Income is the value of the card x5 credits. If it is any other suit, they gain no income from the Territory. If, however, they draw a Joker, they must pay all of the income they earn in that post-battle sequence to a random gang taking part in the campaign, as determined by the Arbitrator.

Enhanced Boon

This Territory grants Delaque gangs the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.

Special: The gang that controls this Territory may nominate a single enemy fighter at the start of the battle before the first roll for Priority. The gang have called in the fighter's debt marker, and in return for keeping all of their limbs intact, the fighter agrees to take no part in the coming battle. The nominated fighter misses the battle.

Narco Den (Territory)
Transfer

Four of Spades

Narco dens are filled with the scent of exotic smoke, and the bubble and hiss of fume-bottles and cheminjectors. Rich and poor alike come to such places to chase dreams and forget nightmares.

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 Escher gangs the following Boons:

Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

Income: The gang earns 2D6x5 credits from this Territory when collecting income. If the gang also controls a Synth Still, this is increased to 2D6x10.

Sludge Sea (Territory)
Transfer

Six of Diamonds

Effluent and polluted water drains down through the hive to catch in brown pools, forming lakes of fuming, iridescent sludge.

Territory Boon

This Territory grants the following Boon:

Equipment: Whilst it controls this Territory, three fighters in the gang gain choke gas grenades for free.

Wastes (Territory)
Transfer

Five of Diamonds

Tracts of ash, shapeless rubble, and twisted metal structures run through the underhive, their size waxing and waning with the ages. Most gangs have to pass through a portion of these wastes as they travel between places of more value.

Territory Boon

This Territory grants the following Boons:

Special: If challenged in the Occupation phase, the gang may choose the Territory at stake in the battle, even though it would normally be chosen by the challenger. If challenged in the Takeover phase for a Territory the gang already controls, make an Intelligence test for the gang Leader. If the test is passed, the player of the gang may choose to play the Ambush scenario instead of rolling. They are automatically the attacker

Resources

Reputation 17 Modify
Scrap 11 Modify

Attributes

Affiliations Genestealer Infected
Alignment Law-abiding

Fighters

Cult Alpha Leader 1
Psychic Familiar Exotic Beast 3
Hybrid Acolyte Champion 2
Hybrid Acolyte (Early Gen) Champion 1
Aberrant Ganger 1
Neophyte Hybrid Ganger 4
Neophyte Hybrid (Early Gen) Ganger 1
Rogue Doc Hanger-on 1
Ambot Brute 1
Total 15

Stash

15¢

Stash Credits

Weapons
Autogun (15¢)

Roland Deschain

425¢
Cult Alpha (Leader)
M WS BS S T W I A Ld Cl Wil Int
6" 3+ 2+ 4 4 3 3+ 2 3+ 5+ 5+ 4+
Rules Extra ArmGang Hierarchy (Leader)Gang LeaderGroup Activation (2)Tools of the Trade
XP 0 XP
Skills Trick ShotFast Shot
Psyker None
Gear Armoured undersuit (25¢)Mesh armour (15¢)Psychic familiar (25¢)Hazard suit
Injuries None
Advancements 5
Weapons S L S L Str Ap D Am
Choke gas grenades (0¢) - Sx3 - - - - - 5+
Blast (3"), Gas, Grenade
Laspistol (10¢) 8" 12" +1 - 4 -1 1 4+
Sidearm
Hotshot las pack (+20¢)
Laspistol (10¢) 8" 12" +1 - 4 -1 1 4+
Sidearm
Hotshot las pack (+20¢)
Laspistol (10¢) 8" 12" +1 - 4 -1 1 4+
Sidearm
Hotshot las pack (+20¢)
No lore added yet.

Has the power core 

 

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

Longsnip

210¢
Hybrid Acolyte (Champion)
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 2+ 3 3 1 3+ 1 4+ 5+ 7+ 6+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
XP 2 XP
Skills Evade
Gear Mesh armour (15¢)Hazard suit
Injuries Eye Injury
Advancements 3
Weapons S L S L Str Ap D Am
Long las (20¢) 18" 36" - +1 4 - 1 2+
Plentiful
Infra-sight† (+40¢)
No lore added yet.
No notes added yet.

Shanks

245¢
Hybrid Acolyte (Early Gen) (Champion)
M WS BS S T W I A Ld Cl Wil Int
5" 2+ 3+ 3 4 1 3+ 2 4+ 5+ 7+ 6+
Rules Extra ArmGang Hierarchy (Champion)Group Activation (1)
XP 1 XP
Skills Infiltrate
Gear Armoured undersuit (25¢)Mesh armour (15¢)Psychic familiar (25¢)Hazard suit
Injuries None
Advancements 3
Weapons S L S L Str Ap D Am
Fighting knife (15¢) - E - - S -1 1 -
Backstab, Melee
Fighting knife (15¢) - E - - S -1 1 -
Backstab, Melee
Web pistol (90¢) - T - - 4 - - 6+
Silent, Template, Web
No lore added yet.
No notes added yet.

Klaus

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 1 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.

Thunk

310¢
Hybrid Acolyte (Champion)
M WS BS S T W I A Ld Cl Wil Int
4" 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 Infiltrate
Gear Photo-goggles (35¢)Armoured undersuit (25¢)Mesh armour (15¢)Psychic familiar (25¢)Hazard suit
Injuries None
Advancements None
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+
photon flash grenades (+15¢) 6" 24" - - - - - 5+
Blast (5"), Flash
smoke grenades (+15¢) 6" 24" -1 - - - - 4+
Blast (*), Smoke
Incendiary charges (40¢) - Sx3 - - 3 - 1 5+
Blast (5"), Blaze, Grenade
No lore added yet.
No notes added yet.

Chunk

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 1 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.

Donald Thump

Convalescence
185¢
Aberrant (Ganger)
M WS BS S T W I A Ld Cl Wil Int
4" 3+ 6+ 5 3 2 5+ 2 9+ 3+ 5+ 10+
Rules None
XP 5 XP
Skills Unstoppable
Gear Armoured undersuit (25¢)Mesh armour (15¢)
Injuries Convalescence , Enfeebled , Hobbled
Advancements 2
Weapons S L S L Str Ap D Am
Choke gas grenades (0¢) - Sx3 - - - - - 5+
Blast (3"), Gas, Grenade
Two-handed hammer* (35¢) - E - -1 S+1 - 3 -
Knockback, Melee, Unwieldy
No lore added yet.
No notes added yet.

Five

155¢
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 5 XP
Skills None
Gear Mesh armour (15¢)Photo-goggles (35¢)Hazard suit
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Autogun (15¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (1)
Power sword (45¢) - E - - S+1 -2 1 -
Melee, Parry, Power
No lore added yet.
No notes added yet.

Mo.

290¢
Neophyte Hybrid (Early Gen) (Ganger)
M WS BS S T W I A Ld Cl Wil Int
4" 3+ 3+ 2 3 1 4+ 1 8+ 6+ 6+ 8+
Rules Extra ArmGang Fighter (Ganger)
XP 2 XP
Skills None
Gear Mesh armour (15¢)Hazard suit
Injuries Spinal Injury , Humiliated , Partially Deafened
Advancements 2
Weapons S L S L Str Ap D Am
Heavy stubber* (145¢) 20" 40" - -1 4 -1 1 4+
Rapid Fire (2), Unwieldy
No lore added yet.
No notes added yet.

One

95¢
Neophyte Hybrid (Ganger)
M WS BS S T W I A Ld Cl Wil Int
6" 4+ 4+ 3 3 1 4+ 1 7+ 5+ 6+ 8+
Rules Gang Fighter (Ganger)
XP 2 XP
Skills None
Gear Mesh armour (15¢)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)
Choke gas grenades (0¢) - Sx3 - - - - - 5+
Blast (3"), Gas, Grenade
No lore added yet.
No notes added yet.

Three

120¢
Neophyte Hybrid (Ganger)
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 4 XP
Skills None
Gear Mesh armour (15¢)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)
Chainsword (25¢) - E - +1 S -1 1 -
Melee, Parry, Rending
No lore added yet.
No notes added yet.

Two (Fingers)

70¢
Neophyte Hybrid (Ganger)
M WS BS S T W I A Ld Cl Wil Int
4" 5+ 4+ 3 3 1 4+ 1 6+ 5+ 6+ 8+
Rules Gang Fighter (Ganger)
XP 3 XP
Skills None
Gear Hazard suit
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)
No lore added yet.
No notes added yet.

Dr.Gene Sealer

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
Stub gun 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
No lore added yet.
No notes added yet.

Sir Tiny

Convalescence
235¢
Ambot (Brute)
M WS BS S T W I A Ld Cl Wil Int
4" 3+ 5+ 5 5 3 5+ 2 8+ 6+ 8+ 9+
Rules Cranial GovernorsExcavation AutomataValuable
XP 11 XP
Skills InfiltrateUnstoppable
Gear Carapace (light)
Injuries Convalescence
Advancements 1
Weapons S L S L Str Ap D Am
Tunnelling claw
melee - E - - S -1 2 -
Melee
ranged 4" 8" - - 6 -2 2 5+
Melta, Scarce, Sidearm
Tunnelling claw
melee - E - - S -1 2 -
Melee
ranged 4" 8" - - 6 -2 2 5+
Melta, Scarce, Sidearm
No lore added yet.
No notes added yet.
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  • Stash

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  • Roland Deschain

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  • Clive

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  • Longsnip

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  • Shanks

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  • Klaus

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  • Thunk

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  • Chunk

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  • Donald Thump

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  • Five

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  • Mo.

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  • One

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  • Three

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  • Two (Fingers)

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  • Dr.Gene Sealer

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  • Sir Tiny

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