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Dome on the Range

conador2 Public
Status
In Progress
Phase
Campaign Week 1, Occupation
Budget
1250¢

A 'mining accident' has opened a 'path' into an 'abandoned' badzone dome. The ensuing settler rush is only going to get worse before it gets better. 



In a squalid little hab-dome called the The Leak in the lee of the wall, half a klom down from the Ash Gate, all the good rumours circulate at a saloon called The Short Drop.

Scuttlebut says about a cycle ago, an offworld mining consortium called Building Resources and Infrastructure Engineering (B.R.I.E)  dug overzealously in one of their scrapping sites and caused a hivequake.

That tear stained tragedy which cost The Leak and surrounding habs an incalculable loss in materials and manpower also brought with it unforseen opportunity.

You see, a disused freight elevator shaft to an abandoned dome, long since given over to the badzones, opened up evenly betwixt Enforcer Precinct 99 and Admininstratum Hub #12, 728.

Due to the post quake reconstruction and the ongoing succession crisis, neither government body has the resources to manage this discovery, leaving it in the hands of the Houses and their grubby little proxy gangs.

Who, woulnd't you know it, have all sent their most rugged pioneers to stake a claim regardless of its dubious habitability. 

Step 1. 'Acquire' Ionic Power Cell to support a settlement.

Step 2. ???

Step 3. Profit

 

Here are some of the accolades that count towards the eventual winner in addition to the standard 'highest gang rating', 'most territories' and 'most victories.'.

Greed        Most stockpiled credits.
Pride        Leader with the highest credit rating.
Envy        Most territories seized from human players.
Lust        Highest number of total fighters.
Wrath        Most enemies killed permanently due to lasting or critical injuries.
Sloth        Lost fewest territories.
Gluttony    Most consumable items used.

Humility     Leader with the lowest credit rating.
Charity     Lost most territories to human players.
Chastity    Fewest new fighters.
Kindness    Returned the most captives without claiming bounty or campaign benefits.
Temperance    Least consumables used.
Patience    Highest number of elapsed turns during a mission you won.
Diligence    Highest quantity of loot boxes claimed.

Gangs

Territories
Archaeobazaar
Income: d6x10 credits  ·  Boon: Select one fighter to work this territory. If that fighter can pass an Intellignce check, then they are considered to have the Savvy Trader skill from the Savant list for the rest of the campaign week.  ·  Upgrade 1: Add 1 to the result of the dice roll when determining Income for this territory.  ·  Upgrade 2: Under the Table: The controlling gang has cut a deal with the traders for something exotic. Roll a dice and add the corresponding weapon to the gang’s stash: Arc Rifle Rak’Gol Razor Gun Kroot Long Rifle Sling Gun Warpstorm Bolter Yu’Vath Puzzle Box
The Delegation of Chungus.
Blood Covered Altar
Income: 10 credits  ·  Boon: Special Rules: Select one fighter to work this territory. This fighter receives whispers from the Immaterium directly into their brain. The controlling player may randomly generate 1 extra Tactics Card per game if the fighter working this terrain is in the starting crew. However, the fighter must pass a Willpower check or start the game under the Insanity condition.  ·  Upgrade 1: Set the Income of this Territory to 20.  ·  Upgrade 2: “I Can See Forever”: The fighter working this territory is perpetually under the effects of Ghast. Roll for the effect at the beginning of every battle.
The E-Thots
Chem Pit
Income: 2d6x3 credits  ·  Boon: Select one fighter to work this terrtiory. Working a Chem Pit is extremely dangerous. When rolling for income, if a double 6 is rolled, the fighter has fallen in! Roll on the Lasting Injury table for this fighter, and count all results of 11-26 as 31-45. If the fighter survives, they’re now covered in horrible burn scars. Add the Fearsome Ferocity skill to their fighter card.  ·  Upgrade 1: Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory.  ·  Upgrade 2: Used to the Fumes: Any fighters in this gang may add 1 to any Toughness tests made when resisting Gas or Toxin weapons.
The E-Thots
Drinking Hole
Income: d6x10 credits  ·  Boon: You may select 1-3 fighters to work this territory. If you do, you may draw the same number of Tactics Cards before the start of a battle and choose 1 to keep. However, the fighters working this territory become inebriated while drumming up rumors. Each fighter starts the battle with d3 Intoxicated markers (see: rules for Wild Snake).  ·  Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory.  ·  Upgrade 2: “This One’s on the House!”: The controlling gang’s drinking hole has become a popular local place to get some R&R. Occaisionally, enemy gangs show up to wet their whistles. The bartenders know these ne’er-do-wells by sight and ply them with free drinks, making sure they’re all stumbling drunk when they leave. The controlling player may randomly select d3 fighters from the opponent’s crew. Each fighter starts the battle with d3 Intoxicated markers (see: rules for Wild Snake).
Cawconquistador
Fighting Pit
Income: d6x5 credits  ·  Boon: Select one fighter to work this territory. Pit fighters are excellent, if brutal, teachers, and their lessons are comprehensive and long-lasting. If a fighter works this territory, they immediately gain d3 XP. However, if a 1 is rolled when determining Income, the fighter has been injured by their time in the pits. Make a roll on the Lasting Injury table for this fighter, and count all results of 11-26 as 31-45. If the fighter survives, they learn a lasting lesson and may roll up a random skill on the Combat skill list, but may never work this territory again.  ·  Upgrade 1: Set the Income of this Territory to d6x10  ·  Upgrade 2: Medics are Standing By: You may treat all Lasting Injury rolls made as a result of this territory as 31-45.
Blue Sky Mine
Fortune Teller
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.
Cult Action Heroes
Ghast Grove
Income: 15 credits  ·  Boon: Select one fighter to work this territory. This fighter may freely equip one does of Ghast before every battle.  ·  Upgrade 1: Set the Income of this Territory to 30.  ·  Upgrade 2: High Tolerance: If a member of the controlling gang uses Ghast, they may reroll any failed Willpower checks to use a psychic power.
Blue Sky Mine
Local Chapel
Income: 10 credits  ·  Boon: Select 1 fighter to work this territory. That fighter may “dip into” the alms box to add 2d3 credits to the gang’s stash when collecting Income. However, the local populace don’t like this much and may take out their frustration on the fighter. If both dice are 1s, roll on the Lasting Injury for this fighter and count all results of 11-26 as 31-45.  ·  Upgrade 1: Set the Income of this Territory to 20.  ·  Upgrade 2: Choir Practice: The holy hymns of the Emperor’s faithful have inspired the gang to calm surety. All members of the gang may add +1 to any Cool checks that they’re required to take.
House Artamidae
Local Chapel
Income: 10 credits  ·  Boon: Select 1 fighter to work this territory. That fighter may “dip into” the alms box to add 2d3 credits to the gang’s stash when collecting Income. However, the local populace don’t like this much and may take out their frustration on the fighter. If both dice are 1s, roll on the Lasting Injury for this fighter and count all results of 11-26 as 31-45.  ·  Upgrade 1: Set the Income of this Territory to 20.  ·  Upgrade 2: Choir Practice: The holy hymns of the Emperor’s faithful have inspired the gang to calm surety. All members of the gang may add +1 to any Cool checks that they’re required to take.
Cawconquistador
Mineshaft
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.
House Artamidae
Refuse Heap
Income: d6x5 credits  ·  Boon: Up to 3 fighters can sift through the garbage at the Refuse Heap. Generate Income for each fighter working this territory. However, for each roll of 1, one of the fighters will fall into a hidden pit, get attacked by a ferocious scavenger, or some suffer some equivalent fate. Place that fighter in Recovery.  ·  Upgrade 1: Add 1 to the result of each dice roll when determining Income for this territory.  ·  Upgrade 2: Good Scrap: The fighters working this territory have found something useful in the Refuse Heap. Roll a d6 and add the corresponding item to the controlling gang’s stash. 1-2: Ablative Overlay 3-4: Guttgerforged Cloak 5-6: Scrap Shield
Shadow Spectres
Slime Farm
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.
The Delegation of Chungus.
Slime Farm
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.
The silent scuttle
Slop House
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.
The silent scuttle
Slop House
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.
House of J
Smuggling Routes
Income: 2D6x5  ·  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.
Shadow Spectres
Upper Gantries
Income: 10 credits  ·  Boon: Select 1-3 fighters to work this terrain. During deployment, these fighters may be deployed anywhere on the table that is at least 2 levels or 6″ above the ground level, whichever is shortest. Roll a d6 for each fighter deployed in this fashion. On a 1, they’ve slipped and fallen on their way down from the gantries. place them on the ground level and treat them as if they’ve just fallen 6″.  ·  Upgrade 1: Set the Income of this Territory to 20.  ·  Upgrade 2: A Big Switch: The controlling player’s fighters have found a really big switch up in the gantries. It’s the light switch for the whole dome! At the start of any battle, the controlling player can decide to have their fighters throw the switch before they come down. Use the Pitch Black rules for that scenario.
Big and little friends
Ventilation Shaft
Income: 10 credits  ·  Boon: Select between 1 to 3 fighters to work this terrain. Each fighter may take advantage of the ventilation network and is considered to have the Infiltrate skill while they work this terrain. However, the ventilation network is confusing, and it is very easy to become lost. If the player controlling this terrain decides to use the Infiltrate skill of any fighter who gains it from working this terrain, they must roll an Intelligence check for that fighter. If it is failed, the fighter has become lost and will not take part in the coming battle..  ·  Upgrade 1: Set the Income of this Territory to 10+2d6.  ·  Upgrade 2: Trail Blazes: The fighters working this terrain are more familiar with the ventilation network thanks to a series or trail markings left by passing friendlies. Re-roll any failed Intelligence tests when determining if any fighters are lost in the vents before a battle.
Cult Action Heroes
Water Still
Income: 2d6x5 credits  ·  Boon: Select one fighter to work this territory. If the dice roll for Income for this territory is a double, the fighter working this territory has caught a stomach bug. They are placed in Recovery with severe intestinal distress.  ·  Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory.  ·  Upgrade 2: Filters: The fighter working this territory is no longer at risk from single-cell lifeforms in the water. They cannot be put into a Recovery as a result of the Income roll.
Big and little friends
Water Still
Income: 2d6x5 credits  ·  Boon: Select one fighter to work this territory. If the dice roll for Income for this territory is a double, the fighter working this territory has caught a stomach bug. They are placed in Recovery with severe intestinal distress.  ·  Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory.  ·  Upgrade 2: Filters: The fighter working this territory is no longer at risk from single-cell lifeforms in the water. They cannot be put into a Recovery as a result of the Income roll.
House of J
Gang ComponentsConsumables UsedEnemies Permanently KilledLoot Boxes ClaimedReputationTerror Level
Big and little friends 9 0 0 6 1 0
Blue Sky Mine 31 2 2 6 4 0
Cawconquistador 30 0 1 3 3 0
Cult Action Heroes 30 0 1 3 6 0
House Artamidae 0 0 0 0 7 9
House of J 30 0 0 3 3 0
Shadow Spectres 50 0 0 5 3 0
The Delegation of Chungus. 30 0 2 5 4 0
The E-Thots 30 0 0 0 3 0
The silent scuttle 1 0 0 0 0 0

Battle Reports

Action Log

Scarebear999Blue Sky Mine
18 hours, 39 minutes ago

Phil spent 6 XP to advance

Outcome: Improved Cool
Scarebear999Blue Sky Mine
18 hours, 40 minutes ago

Phil spent 6 XP to advance

Outcome: Improved Weapon Skill
Scarebear999Blue Sky Mine
18 hours, 40 minutes ago

Fill spent 6 XP to advance

Outcome: Improved Intelligence
Scarebear999Blue Sky Mine
18 hours, 41 minutes ago

Techmite Exovator 078b spent 6 XP to advance

Outcome: Improved Cool
Scarebear999Blue Sky Mine
18 hours, 42 minutes ago

Rolled on tabletop for advancement to Techmite Autoveyor

Rolled 2D6: 1 , 1 = 2
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Captured Fighters

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No fighters have been captured yet.