Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Turf: The gang controls an area or resource within the underhive that allows the gang to take the Work the Turf Post-Battle Action. Having multiple Turf Territories provides a bonus to the outcome of that action.
Mine Workings: When the gang collects income, for each Mine Workings the gang controls the controlling player
may select up to three available Gangers or Juves from their gang and roll a D6
for each. If a dice rolls a 1, that fighter is caught in a collapse and goes into Recovery. Otherwise,
multiply the result by 5 and add this many credits to the gang’s Stash.
If the gang has any Captives, each one can be sent into the mines in place of a Ganger or Juve.
Chem Pit: When the gang collects income, for each Chem Pit the gang controls the controlling player can choose
an available Ganger or a Juve from their
gang to work the chem pit and then roll 2d6. If the result is a double (double 1's, double 2's, etc),
the fighter suffers a mishap; make a Lasting Injury roll for that fighter. Otherwise multiply the result by 5
and add that many credits to the gang's Stash immediately. If the gang has any Captives, one can be sent into
the mines in place of a Ganger or Juve.
Campaign
Captured Vanyar (Merc) from Clawbberers (Ulfgar) gang.
Stash
Tactics Cards Deck
Ω : Zone Mortalis Only
≠ : Sector Mechanicus Only
Φ : Skirmish Only
Ψ : Campaign Only
Promoted Merc!, New Skills: 4, Eye Injury: 1, Bionic Eyes: 1
Fixer: If this fighter is not Captured, in Recovery, or Critically Injured, they may take one more Post-Battle Action than they normally would
be able to (resolved as if they are a Champion). Fighters who are not normally able to take Post-Battle Actions that have this skill are able to take one Post-Battle Action.
Escape Artist: If this fighter is Captured at the end of a battle, they slip away from their captors at the beginning of the Escaping Capture step of the Post-Battle Sequence.
This fighter returns to their gang unharmed with all of their gear intact, and gains an additional D3 XP immediately (if able).
Gunfighter: When making the Shoot action using two different Pistols,
this fighter does not suffer the standard -1 penalty to hit, and may target a different enemy with each weapon.
Marksman: When making a Shoot action, this fighter is not affected by target Priority and may Check the Range before selecting their target(s).
Additionally, the Armor Penetration of ranged attacks made by this fighter are increased by 1 step. For instance, no AP becomes AP -1, AP -1 becomes AP -2, and so on.
This skill cannot be used with weapons that have the Blast, Scattershot, or Template traits.
Ballistics Expert: When this fighter selects a weapon profile during the Declare the Shot step of the shooting sequence, the selected weapon profile temporarily gains +3'' Short Range and +6'' Long Range while the attack is resolved. This skill cannot be used with weapons that have the Template or Versatile traits.
Prepared: This fighter adds +1 to all Ammo checks they attempt.
Additionally, once per battle if this fighter fails an Ammo check they may cancel the outcome and proceed as if the check was successful.
Prepared: 1x/battle ignore Out of Ammo. +1 on all Ammo checks.
Armor: Mesh
Modifiers have been applied directly to profile.
Wargear: Tactical Trenchcoat
Modifiers have been applied directly to profile. Additionally, there is a -1 penalty to Detect this fighter.
Bolt Pistol (Locke Pattern)
Bolt
6''
12''
+1
-
4
-1
1
4+
Bolt Pistol (Locke Pattern)
Bolt
6''
12''
+1
-
4
-1
1
4+
Bionics: Bionic Eye
Modifiers have been applied directly to profile.
Improved Optics: A fighter with at least one bionic eye can see and attack through smoke clouds and is unaffected by low-light conditions.
Additionally, the fighter adds 1 to the result of any check to resist being blinded for each bionic eye they have.
A fighter with one or more bionic eyes gains no benefit from using photo-goggles or similar items, or weapon sights of any kind.
Bionics: Biobooster
The first time in each game that an Injury roll is made for
a fighter with a biobooster, one less Injury dice is rolled.
If only one dice should have been rolled,
no Injury roll is made and the fighter takes a Flesh Wound.
Log
Ulfgar (Clawbberers, L); +20 credits; -Zandur (C), -Rease (G), +Vettur (G)
Goliath (Bloodhands, L); +40 credits; +Vinny, +Dezel, +Grooter
Delaque (Acme Inc, W); +95 credits
Harlequins (Happy Harleys, L); +55 credits; -Ridockulous (L), -Dezel (G), +Jarul (M)
Ulfgar / Goliath (Bloodhands / Clawbberers, Last Place); +65 credits, +Doctor Giacomo
Ulfgar (Clawbberers, W); +220 credits; +Mine Workings; Captured Vanyar (M)
Van Saar (Green Meanies, W); +135 credits; Promoted Jarul to Champion, +Hasid (M)
Van Saar (Green Meanies, L); +160 credits; -Grooter (G), +Feeb (G), -Vinny (J), +Vince (J)
Delaque (Acme Inc, W); +160 credits; +Chem Pit; -Hasid (M), r+Vinny (J); Jarul (Prize Fight [6], +2 XP, +40 cr, +1 rep); Rare Item: none
Goliath (Bloodhands, W); +185 credits; +Bounty on Murdering Metor; Rare Item: none
Summary
The Furiosos! I had a fun little theme where all of the fighter names were some derivative of a Vin Deisel role. A little inside joke, as it were.
They started the campaign among a handful of gangs on the first day, but they proceeded to get absolutely wrecked in their first battle losing a Champion and a Ganger and the leader got badly injured.
The match up was on a smaller board against the hand to hand specialized Ulfgar, and on top of that a notably disproportionate ratio of 1's for this gang and 6's for the other made for a crippling outcome.
The second match was basically lost before it started due to deaths and fighters in Recovery from the first battle...I didn't really have a gang to speak of and only one fighter who could take Post Battle Actions.
Squeezed out a marginal win against Acme Inc which had also suffered a similar rough start, but in the very next battle my Leader and another Ganger got killed by the Harlequins.
Rather than get demoralized, I took it as a challenge and applied myself to clawing the gang back from the brink.
Through a combination of leaning hard into objective based missions, being strategic with hire / fires,
and going after some choice territory acquisitions I managed to build the gang back up and get them on to a win streak...starting
with a sweet revenge against the Ulfgar who had laid me so low to begin with.
I traded win / losses with a Van Saar gang, but the loss was very close and I had a good Post-Battle...did some roster switching and was in a good place.
The last two battles were particularly telling, as Acme Inc and the Bloodhands were the #2 and #3 gangs at that point and heavily favored to win,
but I was able to pull off upset victories against both of them. At this point the campaign was approaching Apotheosis,
and the player of each of those gangs was jockeying to be a Top Dog. Going into each battle, both players were no doubt
expecting an easy match up and got rocked by the unrespected but scrappy Furiosos.
The overall strategy I took was to accept that I wasn't going to be able to challenge the powerhouse heroes the other gangs had
due to my upper echelons getting killed at the very beginning and having to slowly build back up via hires and internal promotions.
So, I focused on gaining economic advantage and weidling it
effectively. In particular, I fielded a lot of Juves and used various inexpensive Mercs. I also used
the Bounty system in effect in the campaign to put Bounties on problem opposing fighters, and I strategically used Bounty Hunters.
My other gang was the Heartbreakers who ended up being the campaign winners, and my main focus went to that gang, but I'm confident
that if the campaign had run longer the Furiosos would have continued to climb the rankings as they had hit a critical mass / were on a roll.
The main takeaway is, don't give up on a gang even if they get gut punched and seem to be hopelessly behind in the standings.
Even if they are, fun can still be had playing the scrappy underdogs with nothing left to lose. But, on the other hand, maybe its
not as hopeless as it seems. Either way, the extra drama of such vicissitudes adds fun to the shared tale of a campaign if you lean in to it.