Participants
| Gang | Before balancing | After balancing | ||
|---|---|---|---|---|
| Rating | vs top | Rating | vs top | |
| Cheddar's Denizens Aba_30baiden | 1690¢ | |||
| Techno Habarbash Tuchanka | 1495¢ | −195¢ | ||
Related Campaign Actions
Battle created: The Trap for Vault 44 on 2026-07-21. Gangs: Cheddar's Denizens, Techno Habarbash.
Battle Reports
_Battle for Vault 44 (Fuel Hunt)_
Cheddar's Denizens challenge Techno Habarbash for control of Vault 44. The defenders hold their ground, defeating the challengers and claiming Vault 44.
Combat Log
- Lars takes Rata Tony OOA with a Plasma Cannon.
- Lars Seriously Injures Snowball.
EXP Gain:
Cheddar's Denizens
- Sir Squeaks-A-Lot gains 3 (Scenario) exp.
- Remy gains 3 (Scenario) exp.
- Tony gains 1 (Scenario) exp.
- Nibble-Bomb gains 3 (Scenario) exp.
- Longnose gains 2 (Scenario) exp.
- Litel Cheaz gains 2 (Scenario) exp.
- Pat Mouse gains 3 (Scenario) exp.
- Snowball gains 3 (Scenario) exp.
Techno Habarbash
- Van bin Jasra gains 3 (Scenario) exp.
- Bane gains 1 (Scenario) exp.
- Lars gains 3 (Scenario) + 3 (OOA) + 1 (SI) exp.
- Viceroy gains 1 (Scenario) exp.
- Jericho gains 2 (Scenario) exp.
- Dreier gains 2 (Scenario) exp.
- Gordo gains 2 (Scenario) exp.
- Max gains 3 (Scenario) exp.
Lasting Injuries, Income & Narrative Effects:
- Cheddar's Denizens lose 1 Reputation after bottling out.
- Cheddar's Denizens' Settlement generates 20 credits.
- Cheddar's Denizens may trade up to Rarity 12.
- Techno Habarbash gain 2 Reputation.
- Techno Habarbash's Settlement generates 30 credits.
- Techno Habarbash gain control of Vault 44.
- Vault 44 provides Techno Habarbash with 3 free Incendiary Charges, which are added to the gang's stash.
- Techno Habarbash may trade up to Rarity 11. One item purchased by Techno Habarbash may be discounted by 20 credits (Savvy Trader)
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.
- To do: The battle starts Spending is taken from each gang's credits, and crew membership is frozen.
- To do: Play the battle Use each crew page to print fighter cards.
- To do: 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.