Scarebear999 / Campaign Gang / Dome on the Range / Blue Sky Mine

Blue Sky Mine

Ironhead Squats (HotA)
Dome on the Range In Progress
R Cr St W
3018¢ 363¢ 3381¢

Actions

Log Action

From Dome on the Range

Scarebear999Blue Sky Mine
2 weeks, 2 days ago

Fill spent 6 XP to advance

Outcome: Improved Leadership
Scarebear999Blue Sky Mine
2 weeks, 2 days ago

Techmite Exovator 078b spent 6 XP to advance

Outcome: Improved Leadership
Scarebear999Blue Sky Mine
2 weeks, 2 days ago

Kyle spent 16 XP to advance

Outcome: Improved Attacks
Scarebear999Blue Sky Mine
2 weeks, 2 days ago

Blastoise spent 16 XP to advance

Outcome: Improved Wounds
Scarebear999Blue Sky Mine
2 weeks, 5 days ago

Added 2 XP for Fill

Outcome: Current: 10 XP, Total: 34 XP

Assets & Resources

Assets

Fighting Pit (Territory)
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.

The fighting pits are more than just a form of entertainment, they’re a way for many gangers to earn extra coin and rep.

Water Tap Lvl1 (Territory)
Income: 2d6x5 credits  ·  Boon: Select one fighter to work this territory. If the dice rolled for income show a double, collect income as normal, but the Water Guild is getting wise to the gang’s effort to steal the life-giving fluid. During the next campaign week, Income may not be collected from this territory. Mark that down on the gang’s roster so it is not forgotten.  ·  Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory.  ·  Upgrade 2: The controlling gang is in excellent condition thanks to all the water they’re able to consume. Whenever a member of the gang would suffer a Flesh Wound, roll a dice. On a 5+, the Flesh Wound is discarded.

The most valuable asset in the lost zone is not the prometheum that fuels the fires of industry but clean, potable drinking water.

Resources

Components 26
Consumables Used 6
Enemies Permanently Killed 3
Loot Boxes Claimed 13

Attributes

No attributes set.

Fighters

Charter Master Leader 1
Techmite Autoveyor Exotic Beast 1
Drill Master Champion 1
Exo Master Champion 1
Techmite Exovator 078b Exotic Beast 1
Exo-kyn Prospect 2
Drill-kyn Ganger 3
Drill-kyn (Specialist) Ganger 1
Digger Juve 1
Vartijan Exo-Driller Brute 1
Total 13

Stash

363¢

Stash Credits

363¢

Meloy

Charter Master (Leader)
390¢
M WS BS S T W I A Ld Cl Wil Int
6" 3+ 3+ 3 4 3 5+ 2 4+ 5+ 5+ 6+
Rules Gang Hierarchy (Leader)Gang LeaderGroup Activation (2)Tools of the Trade
Skills FixerMentorGunfighter
Ancestry Helmaeth Mining Clan (Spider Hunters)
Gear Hardened layered flak armour (35¢)Techmite autoveyor (45¢)
Weapons S L S L Str Ap D Am
Bolt spitter (40¢) 4" 10" +1 - 4 -1 1 5+
Power Pack, Rapid Fire (1), Sidearm
Ironhead bolt pistol (45¢) 6" 12" +1 - 4 -1 2 6+
Rapid Fire (1), Sidearm
Ironhead bolt pistol (45¢) 6" 12" +1 - 4 -1 2 6+
Rapid Fire (1), Sidearm

Techmite Autoveyor

Techmite Autoveyor (Exotic Beast)
Meloy
15¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 3 3 1 4+ 1 8+ 5+ 6+ 4+
Rules Mono-armTech Bypass
Skills BackstabThere's Always Another Secret
Gear Flak armour
Weapons S L S L Str Ap D Am
Drill (5¢) - E - - 3 -1 1 -
Melee

Gregor

Drill Master (Champion)
320¢
M WS BS S T W I A Ld Cl Wil Int
4" 5+ 2+ 3 4 2 5+ 2 6+ 6+ 6+ 7+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
Skills Nerves of SteelBulging Biceps
Ancestry Helmaeth Mining Clan (Terrors of the Sump Sea)
Gear Mesh armour (15¢)
Injuries Hand Injury
Weapons S L S L Str Ap D Am
Mining laser* (125¢) 18" 24" - -1 9 -3 3 3+
Unwieldy
Infra-sight† (+40¢)

Kyle

Exo Master (Champion)
418¢
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 4+ 3 4 2 5+ 3 6+ 8+ 6+ 7+
Rules Gang Hierarchy (Champion)Paragon of the AncestorsTools of the Trade
Skills Bull ChargeMentor
Ancestry Helmaeth Mining Clan (Rules of Parley)
Gear Techmite exovator 078b (28¢)Armoured undersuit (25¢)Exo-suit
Injuries Humiliated , Humiliated
Weapons S L S L Str Ap D Am
Excavator hammer* (50¢) E 2" - -1 S+2 -1 3 -
Melee, Pulverise, Unwieldy, Versatile
Ironhead arc welder (100¢) - E - - S+2 -2 3 -
Blaze, Melee, Power Pack

Techmite Exovator 078b

Techmite Exovator 078b (Exotic Beast)
Kyle
110¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 3 4 1 4+ 1 7+ 4+ 6+ 6+
Rules Bi-armTech Bypass
Skills Nobody Pushes Kin Around
Gear Mesh armour
Weapons S L S L Str Ap D Am
Ironhead arc welder (100¢) - E - - S+2 -2 3 -
Blaze, Melee, Power Pack

Fiesta fister

Exo-kyn (Prospect)
300¢
M WS BS S T W I A Ld Cl Wil Int
4" 3+ 5+ 3 4 1 4+ 1 8+ 7+ 6+ 7+
Rules Fast LearnerGang Fighter (Prospect)Hot-headedPromotion (Ironhead Squat Exo Master)Tools of the Trade
Skills Fearsome
Gear Exo-suit
Injuries Horrid Scars
Weapons S L S L Str Ap D Am
Ironhead arc welder (100¢) - E - - S+2 -2 3 -
Blaze, Melee, Power Pack
Ironhead power fist (60¢) - E - - S+2 -2 2 -
Melee, Power, Pulverise
Ironhead power fist (60¢) - E - - S+2 -2 2 -
Melee, Power, Pulverise

Juan

Exo-kyn (Prospect)
210¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 3+ 3 4 1 4+ 1 8+ 6+ 6+ 7+
Rules Fast LearnerGang Fighter (Prospect)Hot-headedPromotion (Ironhead Squat Exo Master)Tools of the Trade
Gear Exo-suit
Injuries Impressive Scars
Weapons S L S L Str Ap D Am
Rock saw (35¢) - E - - S+1 -1 2 -
Melee, Rending
Storm-welder* (75¢) 8" 16" +1 - 5 - 1 3+
Rapid Fire (3), Reckless, Shock, Unstable

Fill

Drill-kyn (Ganger)
195¢
M WS BS S T W I A Ld Cl Wil Int
4" 5+ 3+ 3 4 1 5+ 1 6+ 6+ 6+ 5+
Rules Gang Fighter (Ganger)Promotion (Ironhead Squat Prospectors Specialist)
Skills Marksman
Gear None
Injuries Hand Injury
Weapons S L S L Str Ap D Am
Ironhead boltgun (95¢) 12" 24" +1 - 4 -1 2 6+
Rapid Fire (2)

Garret

Drill-kyn (Ganger)
90¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 3 4 1 4+ 1 8+ 6+ 6+ 7+
Rules Gang Fighter (Ganger)Promotion (Ironhead Squat Prospectors Specialist)
Gear None
Injuries Humiliated
Weapons S L S L Str Ap D Am
Ironhead stub gun (10¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Rapid Fire (1), Sidearm
Ironhead stub gun (10¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Rapid Fire (1), Sidearm

Phil

Drill-kyn (Ganger)
180¢
M WS BS S T W I A Ld Cl Wil Int
4" 3+ 4+ 3 4 1 5+ 1 6+ 4+ 5+ 7+
Rules Gang Fighter (Ganger)Promotion (Ironhead Squat Prospectors Specialist)
Skills Connected
Gear None
Injuries Impressive Scars
Weapons S L S L Str Ap D Am
Ironhead boltgun (95¢) 12" 24" +1 - 4 -1 2 6+
Rapid Fire (2)

Rakdos

Drill-kyn (Specialist) (Ganger*)
310¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 3+ 3 4 2 5+ 1 8+ 6+ 6+ 7+
Rules Gang Fighter (Ganger)Promotion (Ironhead Squat Prospectors Specialist)Tools of the Trade
Skills Combat Master
Gear Mesh armour (15¢)
Injuries Humiliated , Partially Deafened , Impressive Scars
Weapons S L S L Str Ap D Am
Ironhead meltagun (155¢) 6" 12" +1 - 8 -4 3 5+
Melta, Rapid Fire (1), Scarce

Juve

Digger (Juve)
90¢
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 4+ 3 4 1 4+ 1 8+ 7+ 6+ 7+
Rules Fast LearnerGang Fighter (Juve)Promotion (Ironhead Squat Prospectors Specialist)
Skills Hip Shooting
Gear None
Weapons S L S L Str Ap D Am
Ironhead stub gun (10¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Rapid Fire (1), Sidearm

Blastoise

Vartijan Exo-Driller (Brute)
390¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 3+ 4 6 4 5+ 2 7+ 6+ 6+ 7+
Rules Guard ExosuitSensor Suite
Skills Nobody Pushes Kin Around
Gear Carapace (light)
Weapons S L S L Str Ap D Am
Seismic crusher - T - - 2 - 1 6+
Concussion, Seismic, Template
Vartijan fist - E - - S -1 2 -
Melee, Power, Pulverise
Vartijan heavy bolter (50¢) 18" 36" +1 - 5 -2 2 5+
Rapid Fire (3)
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