ArkCreator / Campaign Gang / Death And Taxes / The Charterbound

The Charterbound

Ironhead Squat Prospectors (BotO)
Death And Taxes In Progress
R Cr St W
1925¢ 295¢ 85¢ 2305¢

Actions

Log Action

From Death And Taxes

DickyMThe Charterbound
3 months, 2 weeks ago

Territory Transfer: Promethium Guild transferred from no one to The Charterbound

ArkCreatorThe Charterbound
3 months, 2 weeks ago

State Change: Hargin “Redbeard” Krail changed from Recovery to Active

Outcome: Hargin “Redbeard” Krail is now Active
ArkCreatorThe Charterbound
3 months, 2 weeks ago

State Change: Brok Ironwill changed from Recovery to Active

Outcome: Brok Ironwill is now Active
ArkCreatorThe Charterbound
3 months, 3 weeks ago

Added 85¢: Refund on Shotgun Loot

Outcome: +85¢ (to 295¢)
ArkCreatorThe Charterbound
3 months, 3 weeks ago

Bought Combat shotgun for Stash (85¢)

Outcome: Credits remaining: 210¢

Assets & Resources

Assets

General Settlement (Territory)
  1. Settlement Income: D6x10

Reputation: +1 

Recruit: Roll 2D6. One die rolls a 6: Juve. Both roll 6: Ganger (instead).

 

Old Ruins 1 (Territory)

Income: D3x10 +10 per Dome Runner

Promethium Guild (Territory)

Promethium Guild

 Blaze weapons gain one of the following:

If Scarce: Lose Scarce.

● Otherwise: Gain Plentiful.

Squat Slave Guild (Territory)

Slave Guild Sell captives for full value (after a chance to be rescued).

Squats Settlement (Territory)

Settlement Income: D6x10

Reputation: +1 

Recruit: Roll 2D6. One die rolls a 6: Juve. Both roll 6: Ganger (instead).

 

Stinger Mould Sprawl (Territory)

 Stinger Mould Sprawl Special: During the post-battle sequence, re-roll a single Lasting Injury result on a fighter. Memorable Death may not be re-rolled.

Tunnels (Territory)

 Tunnels Special: Before the battle, choose up to 3 fighters from the crew to deploy via tunnels. During the deployment, set up 2 tunnel entrance markers (2" wide) on any table edge on the ground surface. During the Priority phase of each turn, the group arrives on a 4+. They may be activated as a single group, andmust move onto the battlefield from one of the tunnel entrance markers. The group must arrive through the same tunnel entrance. If the battle ends before the fighters arrive, they take no part in the battle.

 

Resources

Reputation 7

Attributes

No attributes set.

Fighters

Charter Master Leader 1
Drill Master Champion 2
Drill-kyn Ganger 3
Claim Jumper Ganger 1
Techmite Autoveyor Exotic Beast 3
Digger Juve 3
Claim Jumper Hanger-on 2
Total 15

Stash

295¢
85¢

Stash Credits

295¢
Weapons
Combat shotgun (70¢)
shatter shells (+15¢)

Brok Ironwill

Charter Master (Leader)
315¢
M WS BS S T W I A Ld Cl Wil Int
4" 3+ 2+ 2 4 3 5+ 2 5+ 5+ 5+ 6+
Rules Gang Hierarchy (Leader)Gang LeaderGroup Activation (2)Tools of the Trade
Skills OverseerIron WillDependable Like Kin
Gear Mesh armour (15¢)
Injuries Spinal Injury
Weapons S L S L Str Ap D Am
Ironhead boltgun (95¢) 12" 24" +1 - 4 -1 2 6+
Rapid Fire (2)
Smoke grenades (15¢) - Sx3 - - - - - 4+
Blast (*), Grenade, Smoke

Hargin “Redbeard” Krail

Drill Master (Champion)
530¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 2+ 3 5 2 5+ 2 6+ 6+ 7+ 8+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
Skills Nerves of SteelNobody Pushes Kin Around
Gear Carapace (heavy) (100¢)Armoured undersuit (25¢)
Injuries Head Injury , Convalescence
Weapons S L S L Str Ap D Am
Ironhead heavy stubber* (140¢) 20" 40" - -1 4 -1 1 4+
Rapid Fire (3), Unwieldy
Mono-sight† (+35¢)
Suspensors (+60¢)

Skorri Ashvein

Drill Master (Champion)
280¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 2+ 3 4 2 5+ 2 6+ 6+ 6+ 7+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
Skills Nobody Pushes Kin AroundDependable Like KinHip Shooting
Gear Mesh armour (15¢)Armoured undersuit (25¢)
Weapons S L S L Str Ap D Am
Ironhead meltagun (155¢) 6" 12" +1 - 8 -4 3 5+
Melta, Rapid Fire (1), Scarce

Aldin Coalhand

Drill-kyn (Ganger)
85¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 2+ 3 4 1 5+ 1 7+ 6+ 6+ 7+
Rules Gang Fighter (Ganger)Promotion (Ironhead Squat Prospectors Specialist)
Gear Flak armour (10¢)
Weapons S L S L Str Ap D Am
Ironhead autogun (25¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (2)

Friar Tuck

Claim Jumper (Ganger*)
60¢
M WS BS S T W I A Ld Cl Wil Int
4" 3+ 4+ 3 4 1 4+ 2 7+ 6+ 6+ 5+
Rules Part of the CrewSeize the Prize
Skills FearsomeIron Jaw
Gear Techmite autoveyor (CJO)Mesh armour
Weapons S L S L Str Ap D Am
Frag grenades - SX3 - - 3 - 1 4+
Blast (3"), Grenade
Gem extractor - E - - S+1 -1 1 -
Melee, Power Pack
Ironhead autopistol 4" 12" +1 - 3 - 1 4+
Rapid Fire (2), Sidearm
Ironhead power fist - E - - S+2 -2 2 -
Melee, Power, Pulverise
Power maul - E - - S+2 -1 1 -
Melee, Power
Smoke grenades - Sx3 - - - - - 4+
Blast (*), Grenade, Smoke

Techmite Autoveyor

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

Guy O'Gisbon

Drill-kyn (Ganger*)
105¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 3+ 3 4 1 5+ 1 7+ 6+ 6+ 7+
Rules Gang Fighter (Ganger)Promotion (Ironhead Squat Prospectors Specialist)
Gear None
Injuries Out Cold
Weapons S L S L Str Ap D Am
Autogun combi-grenade launcher (30¢)
Autogun 8" 24" +1 - 3 - 1 4+
Combi, Rapid Fire (1)
frag grenades 6" 24" -1 - 3 - 1 6+
Blast (3"), Combi, Knockback
krak grenades (+25¢) 6" 24" -1 - 6 -2 2 6+
Combi, Concussion, Rapid Fire (1)

Mutt Grindle

Drill-kyn (Ganger)
85¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 2+ 3 4 1 5+ 1 7+ 6+ 6+ 7+
Rules Gang Fighter (Ganger)Promotion (Ironhead Squat Prospectors Specialist)
Skills Hip Shooting
Gear Flak armour (10¢)
Weapons S L S L Str Ap D Am
Ironhead autogun (25¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (2)

Kett Underboot

Digger (Juve)
120¢
M WS BS S T W I A Ld Cl Wil Int
5" 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
Injuries Out Cold
Weapons S L S L Str Ap D Am
Ironhead autogun (25¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (2)
Shotgun (30¢)
scatter ammo 4" 8" +2 - 2 - 1 4+
Scattershot
solid ammo 8" 16" +1 - 4 - 2 4+
Knockback
plantbuster rounds (+15¢) 4" 8" +2 - 2 - 1 4+
Defoliate, Scarce, Scattershot
Smoke grenades (15¢) - Sx3 - - - - - 4+
Blast (*), Grenade, Smoke

Nasir Sultan

Digger (Juve)
155¢
M WS BS S T W I A Ld Cl Wil Int
5" 5+ 5+ 3 4 1 4+ 1 8+ 7+ 6+ 7+
Rules Fast LearnerGang Fighter (Juve)Promotion (Ironhead Squat Prospectors Specialist)
Gear None
Weapons S L S L Str Ap D Am
Heavy rock saw* (120¢) - E - +1 S+3 -3 2 -
Melee, Rending, Unwieldy

Vikka “Sparks” Ironcoil

Digger (Juve)
70¢
M WS BS S T W I A Ld Cl Wil Int
5" 5+ 3+ 3 5 1 4+ 1 8+ 7+ 6+ 7+
Rules Fast LearnerGang Fighter (Juve)Promotion (Ironhead Squat Prospectors Specialist)
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
Ironhead stub gun (10¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Rapid Fire (1), Sidearm
Smoke grenades (15¢) - Sx3 - - - - - 4+
Blast (*), Grenade, Smoke

Lady Marian

Claim Jumper (Hanger-on)
60¢
M WS BS S T W I A Ld Cl Wil Int
4" 3+ 4+ 3 4 1 4+ 2 7+ 6+ 6+ 5+
Rules Part of the CrewSeize the Prize
Skills FearsomeIron Jaw
Gear Techmite autoveyor (CJO)Mesh armour
Weapons S L S L Str Ap D Am
Frag grenades - SX3 - - 3 - 1 4+
Blast (3"), Grenade
Gem extractor - E - - S+1 -1 1 -
Melee, Power Pack
Ironhead autopistol 4" 12" +1 - 3 - 1 4+
Rapid Fire (2), Sidearm
Ironhead power fist - E - - S+2 -2 2 -
Melee, Power, Pulverise
Power maul - E - - S+2 -1 1 -
Melee, Power
Smoke grenades - Sx3 - - - - - 4+
Blast (*), Grenade, Smoke

Techmite Autoveyor

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

Newt Sherwood

Claim Jumper (Hanger-on)
60¢
M WS BS S T W I A Ld Cl Wil Int
4" 3+ 4+ 3 4 1 4+ 2 7+ 6+ 6+ 5+
Rules Part of the CrewSeize the Prize
Skills FearsomeIron Jaw
Gear Techmite autoveyor (CJO)Mesh armour
Weapons S L S L Str Ap D Am
Frag grenades - SX3 - - 3 - 1 4+
Blast (3"), Grenade
Gem extractor - E - - S+1 -1 1 -
Melee, Power Pack
Ironhead autopistol 4" 12" +1 - 3 - 1 4+
Rapid Fire (2), Sidearm
Ironhead power fist - E - - S+2 -2 2 -
Melee, Power, Pulverise
Power maul - E - - S+2 -1 1 -
Melee, Power
Smoke grenades - Sx3 - - - - - 4+
Blast (*), Grenade, Smoke

Techmite Autoveyor

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