matt_wilson / Campaign Gang / Authentic Dungeons / The Seventy

The Seventy

Orlock (HoI)
Authentic Dungeons In Progress
R Cr St W
1715¢ 175¢ 40¢ 1930¢

Actions

Log Action

From Authentic Dungeons

Manhammer87The Seventy
1 month, 3 weeks ago

Territory Transfer: Needle Ways (Delaque) transferred from Slagpit Prowlers to The Seventy

matt_wilsonThe Seventy
1 month, 3 weeks ago

Added 1 XP for Roadie

Outcome: Current: 3 XP, Total: 3 XP
matt_wilsonThe Seventy
1 month, 3 weeks ago

Injury: Ray suffered Head Injury - Battle with Mike's Goliaths

Outcome: Ray was put into Recovery
matt_wilsonThe Seventy
1 month, 3 weeks ago

Added 1 XP for Ray

Outcome: Current: 4 XP, Total: 7 XP
matt_wilsonThe Seventy
1 month, 3 weeks ago

Rolling for advancement to Mullet

Rolled 2D6: 3 , 3 = 6 Outcome: Improved Toughness

Assets & Resources

Assets

Needle Ways (Delaque) (Territory)
Special: Three fighters gain infiltrate  ·  Enhanced boon: Special: Six fighters gain infiltrate

The Needle Ways are the vents, crawl tunnels and pipes that thread through the mass of the hive. Those that can navigate them can pass unseen between almost anywhere

Settlement (Territory)
Income: D6 x 10  ·  Recruit: Roll 2D6, on a 6, recruit a single free Juve. On a double 6 recruit a free Ganger.  ·  Reputation: +1

Settlements dot the underhive. Most are scrap-shanties, peopled by the brave, the foolish and the desperate. Some are even willing to risk the danger of the wastes to build a life for themselves

Toll Crossing (Orlock) (Territory)
Income: D6 × 5  ·  Enhanced boon: Special: Priority in the first round. Any gang can pay 20 credits for priority in the first round. If both pay, there is no effect. Cannot be refused.

The fastest ways through the underhive often cross chasms, sludge rivers or pass through bottlenecks. Gangs often set up tolls at such points, extracting credits from those who wish to pass swiftly and safely on their way.

Resources

Reputation 1

Attributes

No attributes set.

Fighters

Road Captain Leader 1
Arms Master Champion 1
Cyber-mastiff Exotic Beast 1
Road Sergeant Champion 1
Wrecker Prospect 2
Gunner (Specialist) Ganger 1
Gunner Ganger 3
Greenhorn Juve 1
Bullet Merchant Hanger-on 1
Total 12

Stash

175¢
40¢

Stash Credits

175¢
Gear
Sawn-off surprise (20¢)
Sawn-off surprise (20¢)

Turkish

Road Captain (Leader)
290¢
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 2+ 3 3 3 4+ 2 4+ 5+ 5+ 5+
Rules Gang Hierarchy (Leader)Gang LeaderGroup Activation (2)Tools of the Trade
Skills Fixer
Legendary Names Impressive Leadership (Iron Stare)
Gear Armoured undersuit (25¢)Mesh armour (15¢)
Injuries Old Battle Wound
Weapons S L S L Str Ap D Am
Grenade launcher (65¢)
frag grenades 6" 24" -1 - 3 - 1 6+
Blast (3"), Knockback
krak grenades 6" 24" -1 - 6 -2 2 6+
choke gas grenades (+35¢) 6" 24" -1 - - - - 5+
Blast (3"), Gas, Limited
Power knife (25¢) - E - - S+1 -2 1 -
Backstab, Melee, Power

Mickey

Arms Master (Champion)
325¢
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 3+ 3 1 2 4+ 2 5+ 5+ 6+ 6+
Rules Gang Hierarchy (Champion)Group Activation (1)Rule of IronTools of the Trade
Skills Nerves of Steel
Legendary Names Improbable Beat-downs (One Punch)
Gear Mesh armour (15¢)Cyber-mastiff (100¢)Armoured undersuit (25¢)
Injuries Enfeebled , Enfeebled , Impressive Scars
Weapons S L S L Str Ap D Am
Combat shotgun (60¢)
salvo ammo 4" 12" +1 - 4 - 2 4+
Knockback, Rapid Fire (1)
shredder ammo - T - - 2 - 1 4+
Scattershot, Template
firestorm ammo (+30¢) - T - - 5 -1 1 6+
Blaze, Limited, Template

Cyber-mastiff

Cyber-mastiff (Exotic Beast)
Mickey
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

Tony

Road Sergeant (Champion)
155¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 3+ 3 3 2 4+ 2 5+ 6+ 7+ 7+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
Skills Unstoppable
Legendary Names Unbelievable Escapes (Bullet Dodger)
Gear Mesh armour (15¢)
Injuries Head Injury
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
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
dumdum rounds (+5¢) 5" 10" +1 - 4 - 1 4+
Limited, Sidearm

Bacon

Wrecker (Prospect)
115¢
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 4+ 2 3 1 3+ 1 9+ 8+ 9+ 9+
Rules Fast LearnerHot-headedPromotion (Orlock Road Sergeant or Arms Master)Tools of the Trade
Legendary Names Unbelievable Escapes (Bullet Dodger)
Gear Mesh armour (15¢)Jump booster
Injuries Head Injury , Spinal Injury
Weapons S L S L Str Ap D Am
Fighting knife (10¢) - E - - S -1 1 -
Backstab, Melee
Sawn-off shotgun (15¢)
scatter ammo 4" 8" +2 - 3 - 1 6+
Plentiful, Scattershot
shatter shells (+15¢) 4" 8" +1 - 3 -1 1 5+
Blast (3"), Limited

Winnie

Wrecker (Prospect)
160¢
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 4+ 3 2 1 3+ 1 9+ 8+ 8+ 8+
Rules Fast LearnerHot-headedPromotion (Orlock Road Sergeant or Arms Master)Tools of the Trade
Skills Fearsome
Legendary Names Impressive Leadership (Lucky)
Gear Mesh armour (15¢)Jump booster
Injuries Enfeebled , Horrid Scars
Weapons S L S L Str Ap D Am
Blasting charges (35¢) - Sx2 - - 5 -1 2 5+
Blast (5"), Grenade, Knockback
Fighting knife (10¢) - E - - S -1 1 -
Backstab, Melee
Sawn-off shotgun (15¢)
scatter ammo 4" 8" +2 - 3 - 1 6+
Plentiful, Scattershot
rad rounds (+25¢) 4" 8" +2 - 3 - 1 2+
Rad-phage, Scarce, Scattershot

Franky

Gunner (Specialist) (Ganger)
200¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 4 1 4+ 1 5+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)Tools of the Trade
Gear Mesh armour (15¢)
Weapons S L S L Str Ap D Am
Autogun (15¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (1)
exterminator (+15¢) - T - - 3 -1 1 *
Blaze, Single Shot, Template
Boltgun (55¢) 12" 24" +1 - 4 -1 2 6+
Rapid Fire (1)
shatter shells (+15¢) 12" 24" +1 - 3 -1 1 6+
Blast (3"), Limited

Mullet

Gunner (Ganger)
135¢
M WS BS S T W I A Ld Cl Wil Int
5" 5+ 4+ 3 4 1 4+ 1 6+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)
Gear Mesh armour (15¢)
Injuries Hand Injury
Weapons S L S L Str Ap D Am
Shotgun (30¢)
scatter ammo 4" 8" +2 - 2 - 1 4+
Scattershot
solid ammo 8" 16" +1 - 4 - 2 4+
Knockback
inferno ammo (+15¢) 4" 16" +1 - 4 - 2 5+
Blaze, Limited

Ray

Recovery
Gunner (Ganger)
110¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 3 1 4+ 1 6+ 7+ 8+ 7+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)
Gear Mesh armour (15¢)
Injuries Head Injury , Bitter Emnity
Weapons S L S L Str Ap D Am
Shotgun (30¢)
scatter ammo 4" 8" +2 - 2 - 1 4+
Scattershot
solid ammo 8" 16" +1 - 4 - 2 4+
Knockback
inferno ammo (+15¢) 4" 16" +1 - 4 - 2 5+
Blaze, Limited

Tommy

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 Mesh armour (15¢)
Weapons S L S L Str Ap D Am
Shotgun (30¢)
scatter ammo 4" 8" +2 - 2 - 1 4+
Scattershot
solid ammo 8" 16" +1 - 4 - 2 4+
Knockback
inferno ammo (+15¢) 4" 16" +1 - 4 - 2 5+
Blaze, Limited

Roadie

Greenhorn (Juve)
95¢
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 5+ 3 3 1 3+ 1 7+ 8+ 8+ 8+
Rules Fast LearnerGang Fighter (Juve)Promotion (Orlock Specialist)
Gear Mesh armour (15¢)
Weapons S L S L Str Ap D Am
Autogun (15¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (1)
rad rounds (+20¢) 8" 24" - - 3 - 1 4+
Rad-phage, Rapid Fire (1), Scarce
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
dumdum rounds (+5¢) 5" 10" +1 - 4 - 1 4+
Limited, Sidearm

Brick Top

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
Autopistol 4" 12" +1 - 3 - 1 4+
Rapid Fire (1), Sidearm
manstopper rounds 4" 12" +1 - 4 - 1 4+
Limited, Rapid Fire (1), Sidearm
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