AlosaurCampaign GangDome on the RangeCult Action Heroes

Cult Action Heroes

Genestealer Cult
Dome on the Range In Progress
R Cr St W
2105¢ 238¢ 75¢ 2418¢

Actions

Log Action

From Dome on the Range

AlosaurCult Action Heroes
2 months, 1 week ago

Samuel L Whackshim II spent 6 XP to advance

Outcome: Improved Intelligence
AlosaurCult Action Heroes
2 months, 1 week ago

Harisan Clawd spent 14 XP to advance

Outcome: Improved Toughness
AlosaurCult Action Heroes
2 months, 1 week ago

Armed Sclawrzekiller spent 6 XP to advance

Outcome: Improved Willpower
AlosaurCult Action Heroes
2 months, 1 week ago

Sigoreni Bleedah spent 6 XP to advance

Outcome: Improved Willpower
AlosaurCult Action Heroes
2 months, 1 week ago

Added 2 XP for Harisan Clawd - Downtime XP

Outcome: Current: 14 XP, Total: 26 XP

Assets & Resources

Assets

Fortune Teller (Territory)
Income: d3x10 credits  ·  Boon: Select one fighter to work this territory. This fighter has agreed to submit to the fortune teller’s reading. Roll a d6: on a 2-6 the controlling player may Randomly draw one extra Tactics Card for each of their battles this campaign week. On a 1, the fighter hears something truly disturbing and refuses to take part in any battles this week. Do not draw an extra Tactics Card.  ·  Upgrade 1: Add 1 to the result of the dice roll when determining Income for this territory.  ·  Upgrade 2: Practice Makes Perfect: The fortune teller is getting better at this whole “predicting the future” thing. After deployment, but before the first priority roll of the game, the controlling player may re-deploy d3 members of their gang. Deployment rules must still be followed.

This soothsayer will tell you any future you want to hear, for the right price.

Hab Block (Territory)
Income: 15 credits  ·  Boon: Select one fighter to work this territory. Roll a dice when collecting income. If the result is a 6, the controlling gang may add a free Neophyte Hybrid to their gang roster. Equipment must be supplied by the controlling gang.  ·  Upgrade 1: Set the Income of this Territory to 30.  ·  Upgrade 2: A Better Class of Thug: Instead of a Hybrid, the controlling gang may now freely recruit an Abberant or a Hybrid with a free extra arm upgrade.

The hab blocks of the lost zone are long-neglected structures filled with folks who have either been forgotten by the hive… or wish to be. Basic amenities include: walls and a floor.

Mineshaft (Territory)
Income: d6x10 credits  ·  Boon: Select one fighter to work this terrtiory. If a 1 is rolled when rolling the dice to determine this territory’s Income, there has been a collapse! Roll a further d6. On a 1-3, place the fighter working this territory in Recovery. On a 4-6 the fighter escapes unharmed.  ·  Upgrade 1: Set the Income of this Territory to 2d6x10  ·  Upgrade 2: When a fighter is working this terrain, they are considered to have the Infiltrate skill from the Cunning skill tree.

This ancient mineshaft has been abandoned for centuries, its ore deposits depleted. Now it serves as a makeshift transport tunnel – just watch out for rotting support beams.

Resources

Components 65
Enemies Permanently Killed 1
Loot Boxes Claimed 10
Reputation 8

Attributes

Affiliations Unaligned

Fighters

Cult Adept Leader 1
Psychic Familiar Exotic Beast 3
Hybrid Acolyte (Early Gen) Champion 2
Neophyte Hybrid Specialist Specialist 2
Aberrant Ganger 2
Neophyte Hybrid Ganger 3
Rogue Doc Hanger-on 1
Total 14

Stash

238¢
75¢

Stash Credits

238¢
Weapons
Autogun (15¢)
Fighting knife (15¢)
Fighting knife (15¢)
Fighting knife (15¢)
Fighting knife (15¢)

Sigoreni Bleedah

Cult Adept (Leader)
215¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 3 3 2 3+ 2 3+ 5+ 4+ 4+
Rules Gang Hierarchy (Leader)Gang LeaderGroup Activation (2)Non-sanctioned PsykerTools of the Trade
XP 0 XP
Skills OverseerFearsome
Powers Hallucinations (Telepathy)Mind Control (Telepathy)
Gear Mesh armour (15¢)Psychic familiar (25¢)
Injuries Horrid Scars
Weapons S L S L Str Ap D Am
This fighter has no weapons.

Psychic Familiar

Psychic Familiar (Exotic Beast)
Sigoreni Bleedah
M WS BS S T W I A Ld Cl Wil Int
5" 4+ - 2 2 1 2+ 1 7+ 7+ 6+ 7+
Rules CatfallClamberOmen of FortunePrecognition
XP 3 XP
Gear None
Weapons S L S L Str Ap D Am
This fighter has no weapons.

Armed Sclawrzekiller

Hybrid Acolyte (Early Gen) (Champion)
450¢
M WS BS S T W I A Ld Cl Wil Int
4" 3+ 2+ 3 4 2 3+ 2 4+ 5+ 6+ 6+
Rules Extra ArmGang Hierarchy (Champion)Group Activation (1)
XP 0 XP
Skills Nerves of SteelEvadeTrick Shot
Gear Carapace (light) (80¢)Psychic familiar (25¢)Hazard suit
Weapons S L S L Str Ap D Am
Mining laser* (125¢) 18" 24" - -1 9 -3 3 3+
Unwieldy

Psychic Familiar

Psychic Familiar (Exotic Beast)
Armed Sclawrzekiller
M WS BS S T W I A Ld Cl Wil Int
5" 4+ - 2 2 1 2+ 1 7+ 7+ 6+ 7+
Rules CatfallClamberOmen of FortunePrecognition
XP 3 XP
Gear None
Weapons S L S L Str Ap D Am
This fighter has no weapons.

Harisan Clawd

Hybrid Acolyte (Early Gen) (Champion)
440¢
M WS BS S T W I A Ld Cl Wil Int
4" 3+ 2+ 3 4 2 3+ 2 4+ 5+ 7+ 6+
Rules Extra ArmGang Hierarchy (Champion)Group Activation (1)
XP 0 XP
Skills Overwatch
Gear Hardened layered flak armour (35¢)Psychic familiar (25¢)Hazard suit
Weapons S L S L Str Ap D Am
Autogun (15¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (1)
Missile launcher* (165¢)
frag missiles 24" 48" +1 - 4 -1 1 6+
Blast (5"), Knockback, Unwieldy
krak missiles 24" 48" +1 - 6 -2 3 6+
Unwieldy

Psychic Familiar

Psychic Familiar (Exotic Beast)
Harisan Clawd
M WS BS S T W I A Ld Cl Wil Int
5" 4+ - 2 2 1 2+ 1 7+ 7+ 6+ 7+
Rules CatfallClamberOmen of FortunePrecognition
XP 4 XP
Gear None
Weapons S L S L Str Ap D Am
This fighter has no weapons.

Samuel L Whackshim II

Neophyte Hybrid Specialist (Specialist)
150¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 3 3 1 4+ 1 7+ 5+ 6+ 7+
Rules Gang Fighter (Ganger)
XP 0 XP
Gear Hazard suit
Weapons S L S L Str Ap D Am
Plasma gun (100¢)
low 12" 24" +2 - 5 -1 2 5+
Rapid Fire (1), Scarce
maximal 12" 24" +1 - 7 -2 3 5+
Scarce, Unstable

Shoots Killis

Neophyte Hybrid Specialist (Specialist)
130¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 3+ 3 3 1 4+ 1 7+ 5+ 6+ 8+
Rules Gang Fighter (Ganger)
XP 1 XP
Gear Hazard suit
Injuries Bitter Emnity , Old Battle Wound
Weapons S L S L Str Ap D Am
Grenade launcher (55¢)
frag grenades 6" 24" -1 - 3 - 1 6+
Blast (3"), Knockback
krak grenades 6" 24" -1 - 6 -2 2 6+

Chris Tucker

Aberrant (Ganger)
225¢
M WS BS S T W I A Ld Cl Wil Int
5" 2+ 6+ 5 4 2 4+ 2 9+ 4+ 6+ 10+
Rules None
XP 2 XP
Skills Unstoppable
Gear Mesh armour (15¢)
Injuries Bitter Emnity , Partially Deafened
Weapons S L S L Str Ap D Am
Goredrinker axe (40¢) - E - - S+3 -1 2 -
Esoteric, Melee, Reckless, Rending
Goredrinker axe (40¢) - E - - S+3 -1 2 -
Esoteric, Melee, Reckless, Rending

Jaesen Stabhim

Convalescence
Neophyte Hybrid (Ganger)
65¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 3 3 1 4+ 1 8+ 6+ 5+ 8+
Rules Gang Fighter (Ganger)
XP 3 XP
Gear Hazard suit
Injuries Humiliated
Weapons S L S L Str Ap D Am
Autogun (15¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (1)

Jim Carrey

Recovery
Aberrant (Ganger)
240¢
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 7+ 6 4 2 5+ 2 9+ 4+ 6+ 10+
Rules None
XP 2 XP
Skills Unstoppable
Gear Mesh armour (15¢)
Injuries Eye Injury
Weapons S L S L Str Ap D Am
Goredrinker axe (40¢) - E - - S+3 -1 2 -
Esoteric, Melee, Reckless, Rending
Lightning claw (70¢) - E - +1 S+1 -2 1 -
Melee, Parry, Power, Rending

Killvester Stabzone

Neophyte Hybrid (Ganger)
65¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 3 3 1 4+ 1 7+ 4+ 6+ 8+
Rules Gang Fighter (Ganger)
XP 1 XP
Gear Hazard suit
Weapons S L S L Str Ap D Am
Autogun (15¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (1)

Terror Claws II

Neophyte Hybrid (Ganger)
75¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 3 3 1 4+ 1 7+ 5+ 6+ 8+
Rules Gang Fighter (Ganger)
XP 2 XP
Gear Hazard suit
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

Dr Richard Kimble

Rogue Doc (Hanger-on)
50¢
M WS BS S T W I A Ld Cl Wil Int
5" 5+ 5+ 2 3 1 4+ 1 9+ 8+ 7+ 5+
Rules Patch-up
XP 0 XP
Skills Medicae
Gear Medicae kitMedi skull
Weapons S L S L Str Ap D Am
This fighter has no weapons.
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