Bossmek / Campaign Gang / Dome on the Range / House of J

House of J

Orlock (HoI)
Dome on the Range In Progress
R Cr St W
2210¢ 315¢ 285¢ 2810¢

Actions

Log Action

From Dome on the Range

BossmekHouse of J
2 weeks ago

Added 205¢

Outcome: +205¢ (to 315¢)
BossmekHouse of J
2 weeks ago

Hired Ilbard (20¢)

Outcome: Credits remaining: 110¢
BossmekHouse of J
2 weeks ago

Added 2 XP for Jon - Additional

Outcome: Current: 15 XP, Total: 22 XP
BossmekHouse of J
2 weeks ago

Added 1 XP for Gunther - Additional

Outcome: Current: 16 XP, Total: 23 XP
BossmekHouse of J
2 weeks ago

Added 1 XP for Cyber-mastiff - Additional

Outcome: Current: 9 XP, Total: 9 XP

Assets & Resources

Assets

Slop House (Territory)
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.

Toll Crossing (Territory)
Income: 2d6x5 credits  ·  Boon: Select two fighters to work this territory. Sometimes travelers don’t want to pay up, and a shootout may occur. If doubles have been rolled, one of the fighters working this territory has been injured during such an occurrence. Randomly determine one of the fighters working this territory and Roll on the Lasting Injury table for this fighter, and count all results of 11-26 as 31-45. If the fighter survives, they’ve learned an important lesson regarding readiness. Add the Overwatch skill to this fighter’s card.  ·  Upgrade 1: Set the Income of this Territory to 2d6x10  ·  Upgrade 2: Bottleneck: The controlling gang knows their oponent is coming. After deployment, but before the first priority roll of the game, the controlling gang may re-deploy up to 3 friendly fighters following the normal rules for deployment.

Bilking the normies out of their hard-earned Imperial eagles in exchange for passage across your turf is as honest a living as any you’ll find in the Lost Zone.

Whispertrade Lvl1 (Territory)
Income: 20 credits  ·  Boon: Select two fighters to work this territory. The controlling player’s fighters have been spreading rumors about an opposing gang leader. Roll an Intelligence check for both fighters working this territory. If either one is passed, then for every battle the controlling player takes part in this week, any opposing Leaders must subtract 1 from any Cool or Leadership checks they’re required to make.  ·  Upgrade 1: Set the Income of this Territory to 30.  ·  Upgrade 2: “I heard a rumor…”: Select one enemy fighter from the opposing gang before each battle. The two fighters working this terrain have discovered a glaring weakness in that enemy fighter’s fighting style. For the rest of the battle, any fighters working this terrain get a +1 to hit modifier against this enemy fighter in close combat.

Talk isn’t always cheap, depending on who’s doing the talking.

Resources

Components 30
Loot Boxes Claimed 14
Reputation 17

Attributes

No attributes set.

Fighters

Road Captain Leader 1
Road Sergeant Champion 2
Cyber-mastiff Exotic Beast 2
Wrecker Prospect 2
Gunner Ganger 4
Gunner (Specialist) Ganger 1
Slopper Hanger-on 1
Bullet Merchant Hanger-on 1
Total 14

Stash

315¢
285¢

Stash Credits

315¢
Gear
Data-thief (35¢)
Armourweave (20¢)
Armourweave (20¢)
Weapons
Grenade launcher (65¢)
choke gas grenades (+35¢)
Harpoon launcher* (110¢)

Jon

Road Captain (Leader)
340¢
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 3+ 3 3 3 4+ 2 4+ 5+ 5+ 5+
Rules Gang Hierarchy (Leader)Gang LeaderGroup Activation (2)Tools of the Trade
Skills Nerves of SteelTrick Shot
Legendary Names Impressive Leadership (Too Pretty for Primus)
Gear Lho sticks (5¢)Mesh armour (15¢)Cameleoline cloak (60¢)
Weapons S L S L Str Ap D Am
Heavy stubber* (130¢) 20" 40" - -1 4 -1 1 4+
Rapid Fire (2), Unwieldy

Gunther

Road Sergeant (Champion)
400¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 3+ 3 3 2 4+ 2 5+ 6+ 6+ 6+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
Skills Bull ChargeShotgun Savant
Legendary Names Impressive Leadership (Lucky)
Gear Strip kit (15¢)Cyber-mastiff (50¢)Industrial respirator (30¢)Suspensor harness (60¢)Hardened layered flak armour (35¢)
Weapons S L S L Str Ap D Am
Plasma pistol (50¢)
low 6" 12" +2 - 5 -1 2 5+
Scarce, Sidearm
maximal 6" 12" +1 - 7 -2 3 5+
Scarce, Sidearm, Unstable
Sawn-off shotgun (15¢)
scatter ammo 4" 8" +2 - 3 - 1 6+
Plentiful, Scattershot
solid ammo (+10¢) 4" 8" - -2 4 - 2 6+
Knockback, Plentiful
Servo claw (30¢) - E - - S+2 - 2 -
Melee

Cyber-mastiff

Cyber-mastiff (Exotic Beast)
Gunther
M WS BS S T W I A Ld Cl Wil Int
5" 3+ - 3 3 1 4+ 1 7+ 6+ 8+ 8+
Rules Loyal ProtectorWatchdog
Gear None
Weapons S L S L Str Ap D Am
Savage bite - E - - S -2 1 -
Disarm, Melee

Johnathan

Road Sergeant (Champion)
425¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 3+ 3 3 2 4+ 2 5+ 6+ 6+ 6+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
Skills Steady HandsBulging BicepsFearsome
Legendary Names Improbable Beat-downs (One Shot)
Gear Cyber-mastiff (50¢)Carapace (heavy) (100¢)
Weapons S L S L Str Ap D Am
Lascannon* (155¢) 24" 48" - +1 10 -3 3 4+
Knockback, Unwieldy

Cyber-mastiff

Cyber-mastiff (Exotic Beast)
Johnathan
20¢
M WS BS S T W I A Ld Cl Wil Int
5" 3+ - 3 3 1 4+ 1 7+ 6+ 7+ 7+
Rules Loyal ProtectorWatchdog
Gear None
Weapons S L S L Str Ap D Am
Savage bite - E - - S -2 1 -
Disarm, Melee

Jimmy

Wrecker (Prospect)
285¢
M WS BS S T W I A Ld Cl Wil Int
6" 4+ 4+ 3 3 1 3+ 1 9+ 8+ 8+ 8+
Rules Fast LearnerHot-headedPromotion (Orlock Road Sergeant or Arms Master)Tools of the Trade
Gear Mesh armour (15¢)Hardened layered flak armour (40¢)Industrial respirator (30¢)Jump booster
Weapons S L S L Str Ap D Am
Autopistol (10¢) 4" 12" +1 - 3 - 1 4+
Rapid Fire (1), Sidearm
Fighting knife (10¢) - E - - S -1 1 -
Backstab, Melee
Frag grenades (30¢) - SX3 - - 3 - 1 4+
Blast (3"), Grenade
Mindflect shards (50¢) - Sx3 - - 3 -1 1 4+
Blast (5"), Cursed, Esoteric, Grenade
Sawn-off shotgun (15¢)
scatter ammo 4" 8" +2 - 3 - 1 6+
Plentiful, Scattershot
solid ammo (+10¢) 4" 8" - -2 4 - 2 6+
Knockback, Plentiful

Joseph

Wrecker (Prospect)
160¢
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 4+ 3 3 1 3+ 1 9+ 8+ 8+ 8+
Rules Fast LearnerHot-headedPromotion (Orlock Road Sergeant or Arms Master)Tools of the Trade
Gear Mesh armour (15¢)Hardened layered flak armour (40¢)Jump booster
Weapons S L S L Str Ap D Am
Autopistol (10¢) 4" 12" +1 - 3 - 1 4+
Rapid Fire (1), Sidearm
Fighting knife (10¢) - E - - S -1 1 -
Backstab, Melee
Frag grenades (30¢) - SX3 - - 3 - 1 4+
Blast (3"), Grenade

Jack

Gunner (Ganger)
115¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 3 1 4+ 1 5+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)
Gear Flak armour (10¢)
Weapons S L S L Str Ap D Am
Combat shotgun (55¢)
salvo ammo 4" 12" +1 - 4 - 2 4+
Knockback, Rapid Fire (1)
shredder ammo - T - - 2 - 1 4+
Scattershot, Template

Jason

Gunner (Ganger)
105¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 3 1 4+ 1 6+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)
Gear Layered flak armour (45¢)
Weapons S L S L Str Ap D Am
Autogun (15¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (1)

Jaun

Gunner (Ganger)
100¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 3 1 4+ 1 6+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)
Gear None
Weapons S L S L Str Ap D Am
Combat shotgun (55¢)
salvo ammo 4" 12" +1 - 4 - 2 4+
Knockback, Rapid Fire (1)
shredder ammo - T - - 2 - 1 4+
Scattershot, Template

Jeramiah

Gunner (Specialist) (Ganger*)
60¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 3 1 4+ 1 6+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)Tools of the Trade
Gear None
Weapons S L S L Str Ap D Am
Autogun (15¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (1)

Jóse 2

Gunner (Ganger)
155¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 3 1 4+ 1 6+ 6+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)
Gear Mesh armour (15¢)Layered flak armour (45¢)
Weapons S L S L Str Ap D Am
Autogun (15¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (1)
Kroot long rifle (30¢)
melee E 2" - - S+1 - 1 -
Disarm, Esoteric, Melee, Versatile
ranged 12" 24" +1 - 4 - 1 4+
Esoteric, Knockback, Plentiful

Ilbard

Slopper (Hanger-on)
20¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 2 3 1 3+ 1 9+ 9+ 5+ 7+
Rules Grub’s Up
Gear None
Weapons S L S L Str Ap D Am
Fighting knife - E - - S -1 1 -
Backstab, Melee

Jerry the Bullet Bro

Bullet Merchant (Hanger-on)
25¢
M WS BS S T W I A Ld Cl Wil Int
5" 5+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 6+
Rules High Calibre Hook-up
Skills Fast Shot
Gear None
Weapons S L S L Str Ap D Am
This fighter has no weapons.
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