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The Smog on the Sump Brawlers

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Actions

Log Action

From Rukbat Dome 6 Campaign (Part 1)

SirWalterMannyThe Smog on the Sump Brawlers
1 year ago

Sympathiser Transfer: (Goliath) ‘Smog on the Sump Brawlers’ Home Support transferred from The Smog on the Sump Brawlers to The Smog on the Sump Brawlers

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Assets & Resources

Assets

(Goliath) ‘Smog on the Sump Brawlers’ Home Support (Sympathiser)
Transfer

Every gang has its own support network, be it the locals who pay them for protection, or the settlement elders who let them set up shop in their towns and holesteads.

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Once per battle, before rolling for Initiative at the start of a round, this gang can stop the Pitch Black rules being in effect until the start of the next round.
 
Second Campaign Phase: Additionally, roll 2D6, if the total is 10 or more the gang controlling these Sympathisers may add a fighter with the Gang Fighter (Ganger) to their roster for no credits cost; any equipment must be paid for as normal.

Resources

Reputation 1 Modify

Attributes

Alignment Law-abiding

Fighters

Forge Tyrant Leader 1
Stimmer Champion 1
Forge Boss Champion 1
Forge-born Prospect 1
Bruiser Specialist Specialist 1
Bruiser Ganger 1
Bully Juve 2
Total 8

Stash

Stash Credits

Immortan Bo

230¢
Forge Tyrant (Leader)
M WS BS S T W I A Ld Cl Wil Int
4" 3+ 3+ 4 5 2 3+ 3 5+ 4+ 8+ 7+
Rules Gang Hierarchy (Leader)Gang LeaderGroup Activation (2)Tools of the Trade
XP 0 XP
Skills Unstoppable
Gene-smithing Vatborn (Dermal HardeningHyper Healing) (25¢)
Gear Furnace plates (5¢)
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Axe (10¢) - E - - S+1 - 1 -
Disarm, Melee
Grenade launcher (55¢)
frag grenades 6" 24" -1 - 3 - 1 6+
Blast (3"), Knockback
krak grenades 6" 24" -1 - 6 -2 2 6+

Quick Rules

  • Disarm: Hit roll of 6+ in melee, target cannot use any weapons for reaction attacks for that round (reaction attacks are all unarmed).
  • Hyper Healing: Roll one additional Injury Dice during recovery Tests and pick one to discard. During post-battle, if has any Lasting injuries roll a D6 and remoev one Lasting Injury on a Natural Roll of a "6".
  • Knockback: If hit roll is =/+ than target's Toughness, moved back 1". If can't, increase Damage by 1. May trigger falling test.
  • Unstoppable: Roll D6 before Recovery Test in end phase. 4+, discard a flesh wound or roll one additional dice for the Recovery Test, and then choose which one to discard.

Hit me list

  • <name>

Hit them list

  • <name>
No notes added yet.

Colossus

195¢
Stimmer (Champion)
M WS BS S T W I A Ld Cl Wil Int
4" 2+ 4+ 5 4 2 4+ 3 7+ 4+ 6+ 7+
Rules Combat Chems StashGang Hierarchy (Champion)Tools of the Trade
XP 0 XP
Skills Iron Man
Gene-smithing Vatborn (Genetic AncientOverdeveloped Musculature) (15¢)
Gear Furnace plates (5¢)
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Paired ‘pulverizers’* (50¢) - E - - S+1 -1 1 -
Melee, Paired, Pulverise

Quick Rules

  • Combat Chems Stash: When activated, can choose to use. Until End Phase, +D3 attacks BUT if a natural "1" is rolled, Attacks characteristic is reduced to 1.
  • Iron Man: Toughness not reduced by Flesh Wounds, but will go out of action if suffers flesh wounds equal to toughness.
  • Paired: +1A for dual weapons. When charging, double Attacks Characteristic. So on charge, will normally have 8 attacks (3x2, +1, +1).
  • Pulverise: After Injury Roll, roll a D6. =/+ Toughness (or natural "6"), change 1 Flesh Wound to a Seriously injured result.

Genesmithing

  • Genetic Ancient (+1 Leadership, Willpower & Intelligence), Overdeveloped Musculature (+1 Strength, -1 initiative)

Hit me list

  • <name>

Hit them list

  • <name>
No notes added yet.

Doof

180¢
Forge Boss (Champion)
M WS BS S T W I A Ld Cl Wil Int
4" 3+ 4+ 5 4 3 4+ 2 6+ 6+ 7+ 6+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the TradeClever but CautiousPhysical Perfection
XP 0 XP
Skills Nerves of Steel
Gene-smithing Natborn (Iron FleshPrime Specimen) (40¢)
Gear Furnace plates (5¢)
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Axe (10¢) - E - - S+1 - 1 -
Disarm, Melee
Chainaxe (25¢) - E - +1 S+1 -1 1 -
Disarm, Melee, Parry, Rending

Quick Rules

  • Nerves of Steel: When hit by ranged attack, Cool test. If passed, may choose to not become Prone and Pinned.
  • Disarm: Hit roll of 6+ in melee, target cannot use any weapons for reaction attacks for that round (reaction attacks are all unarmed).
  • Natborn: Strength and Toughness XP increases cost 6XP, not 8XP.
  • Parry: Force attacker to re-roll one (none Power) melee hit.
  • Rending: Wound Roll of "6", +1 Damage (Fighter) or +1 Damage dice (vehicle).

Genesmithing

  • Prime Specimen (+1 Strength), Iron Flesh (+1 Wound)

Hit me list

  • <name>

Hit them list

  • <name>
 
 
No notes added yet.

Toast

115¢
Forge-born (Prospect)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 5+ 3 4 1 4+ 1 9+ 6+ 9+ 10+
Rules Fast LearnerGang Fighter (Prospect)Hot-headedPromotion (Goliath Forge Boss or Goliath Stimmer)Tools of the Trade
XP 0 XP
Skills None
Gene-smithing Vatborn (Fearless But Foolish) (5¢)
Gear None
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Storm-welder* (75¢) 8" 16" +1 - 5 - 1 3+
Rapid Fire (3), Reckless, Shock, Unstable

Quick Rules

  • Reckless: Randomly determine targets from all models within line of sight and range. All additional rapid fire hits must be distributed amongst as many eligible targets as possible.
  • Shock: Natural 6 on hit roll = automatically wounds (no wound roll).
  • Unstable: If ammo symbol rolled during ammo check, roll D6. 1-3, fighter is taken Out of Action.

Genesmithing

  • Fearless but Foolish (+1 Cool, -1 Intelligence)

Hit me list

  • <name>

Hit them list

  • <name>
No notes added yet.

Nux

115¢
Bruiser Specialist (Specialist)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 4 4 1 4+ 1 8+ 5+ 9+ 8+
Rules Gang Fighter (Ganger)Promotion (Goliath Specialist)Tools of the Trade
XP 0 XP
Skills None
Gene-smithing Vatborn
Gear Furnace plates (5¢)
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Boltgun (55¢) 12" 24" +1 - 4 -1 2 6+
Rapid Fire (1)

Quick Rules

  • <Rules>

Genesmithing

  • None

Hit me list

  • <name>

Hit them list

  • <name>
No notes added yet.

Bubba

65¢
Bruiser (Ganger)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 3 4 1 4+ 1 8+ 5+ 9+ 8+
Rules Gang Fighter (Ganger)Promotion (Goliath Specialist)
XP 0 XP
Skills None
Gene-smithing Vatborn (Reduced Bone Density) (-10¢)
Gear None
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Stub cannon (20¢) 9" 18" - - 5 - 1 3+
Knockback

Quick Rules

  • Knockback: If hit roll is =/+ than target's Toughness, moved back 1". If can't, increase Damage by 1. May trigger falling test.

Genesmithing

  • Reduced Bone Density (-1 Strength)

Hit me list

  • <name>

Hit them list

  • <name>
No notes added yet.

Dag

55¢
Bully (Juve)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 5+ 4 4 1 4+ 1 9+ 7+ 9+ 9+
Rules Fast LearnerGang Fighter (Juve)Promotion (Goliath Specialist)
XP 0 XP
Skills None
Gene-smithing Vatborn
Gear None
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Spud-jacker (15¢) - E - - S+1 - 1 -
Knockback, Melee
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm

Quick Rules

  • Knockback: If hit roll is =/+ than target's Toughness, moved back 1". If can't, increase Damage by 1. May trigger falling test.

Genesmithing

  • None

Hit me list

  • <name>

Hit them list

  • <name>
No notes added yet.

Nate

45¢
Bully (Juve)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 5+ 4 4 1 4+ 1 10+ 7+ 10+ 10+
Rules Fast LearnerGang Fighter (Juve)Promotion (Goliath Specialist)
XP 0 XP
Skills None
Gene-smithing Vatborn (Corrupted Slug) (-5¢)
Gear None
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Fighting knife (10¢) - E - - S -1 1 -
Backstab, Melee
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm

Quick Rules

  • Backstab: +1 STR if not in target's vision arc.

Genesmithing

  • Corrupted Slug (-1 Leadership, Willpower and Intelligence)

Hit me list

  • <name>

Hit them list

  • <name>
No notes added yet.
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  • Stash

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  • Immortan Bo

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  • Colossus

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  • Doof

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  • Toast

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  • Nux

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  • Bubba

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  • Dag

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  • Nate

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