Following the ‘Gangfight’ battle (Firefight at Asakhim Valley) between the cult and the garrison, the campaign stats are as follows.
We played with 700 credits worth of troops each (counting starting values, not including earned advances etc). The result of the game was a win for the garrison, the cult fighters eventually failing a bottle roll. Neither side lost any ‘characters’, so none of the models taken out of action had to roll on the serious injuries table.
The Cult controls the following territory:
After income and rolls on the Rare Trade chart, the cult gained a red dot laser sight and a set of infra goggles. It has 108 credits left.
The Garrison controls the following territory:
After income, and a roll on the Rare Trade chart, the garrison gained a hot shot laser pack. However, their grenade launcher exploded during the game and had to be replaced (130 credits), leaving the garrison with a disturbing 1 credit left in the regimental kitty!
Experience points earned Corporal Drake a roll on the advance table, which resulted in +1 BS, and the grenade launcher specialist gained a roll too, which gave her +1 WS.