Participants
| Gang | Before balancing | After balancing | ||
|---|---|---|---|---|
| Rating | vs top | Rating | vs top | |
| Ned's Iron 'eds kajester | 2100¢ | |||
| The Clutching Hands mudlab | 2070¢ | −30¢ | ||
Related Campaign Actions
Settlement boon (free ganger or Juve)
Rolled 2D6: 6 , 6 = 12 Outcome: Free gangerSeeking rare/illegal equipment, 2d6+5 (with Asterox, Ovoron, Beliax, Scyx and Siv)
Rolled 2D6: 6 , 3 = 9 Outcome: 9+5=14Dark ritual. Asterox chosen as the focus. Rolling 2d6 -1 (lost battle) +2 (Desecrated Ground)
Rolled 2D6: 6 , 6 = 12 Outcome: Gained favor of Tzeentch for next battleRolling 3d6 to see if Charix is restrained. Nominating Ulak, Izar and Hezok (1st, 2nd and 3rd roll, respectively).
Rolled 3D6: 6 , 4 , 6 = 16 Outcome: Charix is restrained without any penalty.2d6 to see if free ganger. Can re-roll from Agitator and pick result. This is roll 2.
Rolled 2D6: 4 , 4 = 8 Outcome: No free ganger.2d6 to see if free ganger. Can re-roll from Agitator and pick result. This is roll 1.
Rolled 2D6: 4 , 1 = 5 Outcome: No free ganger. Next roll will be re-roll.Charix can't have any leadership, not sure why gyrinx let that happen. Discarding the result.
1d3x10 credits for uphive raiments, 1-2 = 10, 3-4 = 20, 5-6 = 30
Rolled 1D6: 3 = 3 Outcome: 30 credits from uphive raiments1d6x10 for credits from Settlement
Rolled 1D6: 2 = 2 Outcome: 20 credits from SettlementRolling 1d3x10 for credits from Fixer 1-2 = 10, 3-4 = 20, 5-6= 30
Rolled 1D6: 4 = 4 Outcome: 20 creditsRolling 1d6 to see if Scyx's Horrid Scars becomes a mutation. 6 = mutation
Rolled 1D6: 1 = 1 Outcome: No mutation; Horrid Scars remainsTrading Post rarity +4 for leader and two champs
Rolled 2D6: 5 , 6 = 11 Outcome: R15/I11Toll Crossing income
Rolled 1D6: 6 = 6 Outcome: 0 due to allySettlement income
Rolled 1D6: 3 = 3 Outcome: 30 credsBattle Report created: Border Dispute on 2026-03-08. Ned's Iron 'eds, The Clutching Hands participated.
Outcome: Winners: Ned's Iron 'edsBattle Reports
No battle reports have been added yet.
Battle process
- Done: Gangs join the battle Add the gangs taking part, and give them roles if the scenario has any.
- Current step: Each gang picks a crew Who is eligible, who attends, what they bring from the stash, and what the gang spends.
- To do: Gangs mark themselves ready A gang can only say ready once it can cover its crew's spending.
- Done: The battle starts Spending is taken from each gang's credits, and crew membership is frozen.
- Done: Play the battle Use each crew page to print fighter cards.
- Done: Record the result Who won, or that it was a draw.
- To do: Post-battle updates XP, injuries, captures and credits, recorded by each gang.