AshCampaign GangDome on the RangeThe Delegation of Chungus.

The Delegation of Chungus.

Slave Ogryns
Dome on the Range In Progress
R Cr St W
2265¢ 2270¢

Actions

Log Action

From Dome on the Range

1 month, 1 week ago

Bought Furnace plates for The One-Armed Bandit (5¢)

Outcome: Credits remaining: 5¢
1 month, 1 week ago

Bought Hazard suit for The One-Armed Bandit (10¢)

Outcome: Credits remaining: 10¢
1 month, 1 week ago

Bought Grapnel launcher for Snake (25¢)

Outcome: Credits remaining: 20¢
1 month, 1 week ago

Bought Hazard suit for Snake (10¢)

Outcome: Credits remaining: 45¢
1 month, 1 week ago

Bought Incendiary charges for The One-Armed Bandit (40¢)

Outcome: Credits remaining: 55¢

Assets & Resources

Assets

Archaeobazaar (Territory)
Income: d6x10 credits  ·  Boon: Select one fighter to work this territory. If that fighter can pass an Intellignce check, then they are considered to have the Savvy Trader skill from the Savant list for the rest of the campaign week.  ·  Upgrade 1: Add 1 to the result of the dice roll when determining Income for this territory.  ·  Upgrade 2: Under the Table: The controlling gang has cut a deal with the traders for something exotic. Roll a dice and add the corresponding weapon to the gang’s stash: Arc Rifle Rak’Gol Razor Gun Kroot Long Rifle Sling Gun Warpstorm Bolter Yu’Vath Puzzle Box

A trading post that draws the sector’s traders and gangers alike.

Archaeotech Dig Level 2 (Territory)
Income: 10 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 20.  ·  Upgrade 2: Buried Treasure: Recent digging has uncovered something valuable. Roll a d6 and add the corresponding item to the controlling gang’s stash: Archaeotech Device Malefic Artefact Xenoculum Archaeo-Carapace armor Mnemonic Inload Spike Halo Device

This site is filled with the remnants of ancient technology from a brighter age of humanity, when technology wasn’t viewed with such superstition.

Chem Pit (Territory)
Income: 2d6x3 credits  ·  Boon: Select one fighter to work this terrtiory. Working a Chem Pit is extremely dangerous. When rolling for income, if a double 6 is rolled, the fighter has fallen in! Roll on the Lasting Injury table for this fighter, and count all results of 11-26 as 31-45. If the fighter survives, they’re now covered in horrible burn scars. Add the Fearsome Ferocity skill to their fighter card.  ·  Upgrade 1: Add 2 to the result of the dice roll when determining Income for this territory.  ·  Upgrade 2: Used to the Fumes: Any fighters in this gang may add 1 to any Toughness tests made when resisting Gas or Toxin weapons.

The sludgy soup of a chem pit might be poisonous, radioactive, corrosive, or all three. A savvy gang leader can find a use for these noxious vats of goo.

Resources

Components 31
Enemies Permanently Killed 4
Loot Boxes Claimed 7
Reputation 6

Attributes

No attributes set.

Fighters

Overboss Leader 1
Underboss Champion 2
Lobo-Slave Ganger 6
Total 9

Stash

Stash Credits

Quasimodo

Overboss (Leader)
595¢
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 5+ 5 6 4 3+ 3 8+ 5+ 9+ 8+
Rules Gang Hierarchy (Leader)Gang LeaderGroup Activation (1)Runaway
XP 1 XP
Skills Iron Will
Gear Furnace plates (5¢)Lho sticks (5¢)Halo device (250¢)
Weapons S L S L Str Ap D Am
Arc welder (50¢) - E - - S+2 -3 3 -
Blaze, Melee
Arc welder (50¢) - E - - S+2 -3 3 -
Blaze, Melee
Incendiary charges (40¢) - Sx3 - - 3 - 1 5+
Blast (5"), Blaze, Grenade

Al Pacino II

Underboss (Champion)
235¢
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 5+ 5 5 3 4+ 2 8+ 7+ 9+ 9+
Rules Gang Hierarchy (Champion)Runaway
XP 0 XP
Gear Furnace plates (5¢)Hazard suit (10¢)
Weapons S L S L Str Ap D Am
Incendiary charges (40¢) - Sx3 - - 3 - 1 5+
Blast (5"), Blaze, Grenade
Paired augmetic fists* (70¢) - E - - S+1 -1 2 -
Knockback, Melee, Paired

John Cena

Underboss (Champion)
250¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 5+ 5 5 4 4+ 2 8+ 7+ 9+ 9+
Rules Gang Hierarchy (Champion)Runaway
XP 0 XP
Skills Headbutt
Gear Furnace plates (5¢)Grapnel launcher (25¢)
Injuries Hand Injury , Out Cold
Weapons S L S L Str Ap D Am
Incendiary charges (40¢) - Sx3 - - 3 - 1 5+
Blast (5"), Blaze, Grenade
Paired augmetic fists* (70¢) - E - - S+1 -1 2 -
Knockback, Melee, Paired

Jagermeister II

Lobo-Slave (Ganger)
245¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 6+ 4 6 2 5+ 2 5+ 5+ 10+ 9+
Rules Gang Fighter (Ganger)Limited Learning CapacityLobotomisedRunawaySlow-witted
XP 0 XP
Gear Hazard suit (10¢)Furnace plates (5¢)Lho sticks (5¢)Grapnel launcher (25¢)
Injuries Spinal Injury
Weapons S L S L Str Ap D Am
Augmetic fist (40¢) - - - - S+1 -1 2 -
Knockback, Melee
Choke gas grenades (50¢) - Sx3 - - - - - 5+
Blast (3"), Gas, Grenade
Spud-jacker (15¢) - E - - S+1 - 1 -
Knockback, Melee

Mask Crusher

Lobo-Slave (Ganger)
225¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 6+ 5 5 2 4+ 2 5+ 4+ 8+ 10+
Rules Gang Fighter (Ganger)Limited Learning CapacityLobotomisedRunawaySlow-witted
XP 2 XP
Skills Fearsome
Gear Hazard suit (10¢)Grapnel launcher (25¢)Furnace plates (5¢)Lho sticks (5¢)
Injuries Horrid Scars , Out Cold
Weapons S L S L Str Ap D Am
Choke gas grenades (50¢) - Sx3 - - - - - 5+
Blast (3"), Gas, Grenade
Maul (club) (10¢) - E - - S +1 2 -
Melee
Maul (club) (10¢) - E - - S +1 2 -
Melee

Pit Boy

Lobo-Slave (Ganger)
175¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 6+ 5 6 2 4+ 2 5+ 4+ 10+ 9+
Rules Gang Fighter (Ganger)Limited Learning CapacityLobotomisedRunawaySlow-witted
XP 3 XP
Gear Hazard suit (10¢)Grapnel launcher (25¢)Furnace plates (5¢)
Injuries Impressive Scars
Weapons S L S L Str Ap D Am
Axe (10¢) - E - - S+1 - 1 -
Disarm, Melee
Spud-jacker (15¢) - E - - S+1 - 1 -
Knockback, Melee

Snake

Lobo-Slave (Ganger)
240¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 6+ 5 5 2 4+ 2 5+ 5+ 10+ 9+
Rules Gang Fighter (Ganger)Limited Learning CapacityLobotomisedRunawaySlow-witted
XP 1 XP
Gear Furnace plates (5¢)Hazard suit (10¢)Grapnel launcher (25¢)
Weapons S L S L Str Ap D Am
Incendiary charges (40¢) - Sx3 - - 3 - 1 5+
Blast (5"), Blaze, Grenade
Paired augmetic fists* (70¢) - E - - S+1 -1 2 -
Knockback, Melee, Paired

Sponge

Lobo-Slave (Ganger)
105¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 6+ 4 5 2 5+ 2 5+ 5+ 10+ 9+
Rules Gang Fighter (Ganger)Limited Learning CapacityLobotomisedRunawaySlow-witted
XP 5 XP
Gear Hazard suit (10¢)
Injuries Spinal Injury
Weapons S L S L Str Ap D Am
Axe (10¢) - E - - S+1 - 1 -
Disarm, Melee
Axe (10¢) - E - - S+1 - 1 -
Disarm, Melee

The One-Armed Bandit

Lobo-Slave (Ganger)
195¢
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 6+ 5 5 2 5+ 2 5+ 5+ 10+ 10+
Rules Gang Fighter (Ganger)Limited Learning CapacityLobotomisedRunawaySlow-witted
XP 0 XP
Gear Hazard suit (10¢)Furnace plates (5¢)
Weapons S L S L Str Ap D Am
Incendiary charges (40¢) - Sx3 - - 3 - 1 5+
Blast (5"), Blaze, Grenade
Paired augmetic fists* (70¢) - E - - S+1 -1 2 -
Knockback, Melee, Paired
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