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THE SOUL CROWS
THE SOUL CROWS
Necromundacon League Member
Necromundacon League Member


House/Gang Type: Ratskin Renegades
House/Gang Type: Ratskin Renegades


Gang Rating:  1741
Gang Rating:  2531


Wins to Losses Ratio:  2 wins, 4 losses
Wins to Losses Ratio:  6 wins, 6 losses


Special Rules/Notes: Use Ratskin and Outlander Rules
Special Rules/Notes: Use Ratskin and Outlander Rules
Line 12: Line 13:
==GANG HISTORY==  
==GANG HISTORY==  


Created at the beginning of Necromundacon 2006, the Soul Crows were the only Outlander gang to participate out of a total of six gangs.  The first four rounds of the day were head to head games, with the Soul Crows winning their first two games.  The last two games of the day were multi-player battles, with a five gang Shootout scenario, and a three gang Scavengers scenario.
Created for Necromundacon 2006, the Soul Crows were the only Outlander gang to participate out of the six gangs present.
 
 
Necromundacon 2006 was set up as an all-day Necromunda event.  We got started in the morning and played through until nearly midnight, breaking for lunch, and a cookout for dinner.  Five of my friends were there for a total of six gangs.  Everyone was to bring a 12"x12" piece of terrain to represent one of the territories from the book.  There were three trophies to be had; Best Painted Gang, Best Terrain Feature, and Best Overall GangThe first two categories were voted on by the players.  The last one was the gang that had the highest rating when the dust cleared.  We had three 4'x4' tables set up, chock full of terrain, and they were given their own names, in effect, they represented three domes; Machine Town, Red Sector A, and Sumpville.  A separate treacherous conditions roll was made for each dome at the beginning of each game, as well as a new arbitrator campaign event rolled at the beginning of each round that applied to everyone.
 
 
The first four rounds of the day, we played individual head-to-head games between the gangs simultaneously, one game at each dome.  One of the players had to leave after that.  After dinner, we played a fifth round which was a massive, five-gang shootout scenario, followed by a final sixth round.  In the sixth round, two gangs fought head to head at one dome, while the remaining three gangs played a three way scavengers scenario at another. 
 
(8/19/2006)
 
Necromundacon 2006
 
Round #1:  vs. Chem Lab (Delaque) in Red Sector A; W
 
Round #2:  vs. The Cauldron (Escher) in Sumpville; W
 
Round #3:  vs. Bastard Steel (Van Saar) in Machine Town; L
 
Round #4:  vs. Chem Lab in Sumpville; L
 
Round #5:  Shootout scenario vs. One Day Wonders (Orlock), Chem Lab, The Cauldron, and Bastard Steel; L (last gang to face the winner)
 
Round #6:  Scavengers scenario vs. Bastard Steel and One Day Wonders; L (did get one loot counter off the board before failing a bottle check)
 
(9/1/2006)
 
Shootout scenario against the Cauldron (Escher) and the Chum Buckets (Delaque).  Nothing fancy, just a straight up grudge match between three gangs in the always fun shootout scenario.  The Chum Buckets were either all pinned or down while we were still drawing and shooting.  The Cauldron quickly went in to melee mode, but the Soul Crows came out of the box strong, guns blazing.  My leader, Chief Anikando, earned a whopping twenty-six xp's that game by himself!  Not a good post-game for the other two either, the Cauldron had two die on them and the Chum Buckets lost another one.  My gang rating popped up almost three hundred after this one.  I also added not one, but two fresh gangers. 
 
(9/5/2006)
 
Scavengers scenario against the Chum Buckets, who were now packing a grudge.  They covered the high ground quite well, blasting a majority of my gang into the dirt on the first couple of turns.  I couldn't score a wounding hit to save my life this game.  My monster of a gang leader did his best to carve a good sized chunk out of the enemy, and the rest of my gang kept advancing as best as they could.  In the end, the Chum Buckets bottled out, but it felt like a hollow victory because I was so lacklusterNot only that, but I rolled a -1Strength injury so I went to re-roll it, and ended up with a dead!
 
(12/23/2006)
 
Season's Beatings
 
The first in our series of calendar holiday events, this day saw four gangs meet up and duke it out.  My gang, the Soul Crows, and old rival, the Hive Lords (Orlock) were on the field, as well as two new gangs that were 'reset' since last time.  One was a reset of Logan's Zeroes (Van Saar), the other was a reset of the Chumbuckets (Delaque).  All of the terrain was dense urban terrain without a lot of catwalks.  We also used campaign events as well as treacherous conditions.
 
Round #1:  Gang Fight scenario vs. Logan's Zeroes (Van Saar); W
 
Round #2:  Scavengers scenario four way battle with Logan's Zeroes (Van Saar), the Hive Lords (Orlock), and the Chumbuckets (Delaque).  Campaign events gave us doubel the number of Loot counters on the board, and on top of that, we rolled a six, so there were twelve total Loot counters.  The Hive Lords came out strong, using their Vents to gain key elevated positions for firing, I stayed just out of their range for most of the game.  The Chum Buckets bottled out very early, leaving Logan's Zeroes up against the Hive Lords, with my Soul Crows on the periphery.  I tried to use the time to quickly snatch up Loot counters.  Logan's Zeroes had to bottle out not too long after, and eventually the One Day Wonders failed their second forced bottle check and left the board, and me, with all twelve Loot counters, good news for an Outlaw player!
 
(12/27/2006)
 
A couple of quick games against Orlock rivals, the Hive Lords.  We played a Gang Fight scenario, followed up by a Shootout scenario.  The first one was close, I did not fair well in the second one, at all.  I'll update the roster and give a little more in-depth battle report at a later date.
 
== '''THE ROSTER''' ==
 
 
''' NAME:  Chief Anikando'''
 
Type: Leader
 
M4 WS5 BS5 S3 T3 W2 I3 A1 Ld9 --- TOTAL COST:  185  EXPERIENCE:  249
 
Skills:  Gunfighter, Marksman, Fast Shot, +1BS, +1WS, +1W, +1Ld, Quick Draw, Hip Shooting, Crack Shot  Injuries:  -1 Initiative
Equipment:  knife, sword, autopistol, plasma pistol, shotgun (w/ manstopper shells), flak armor
 
Notable History:  Original leader of the gang, leads from the frontlines in the thick of battle.  I've rolled amazingly well with his skills.
 
 
 
 
'''NAME:  Canoke-ke'''
 
Type:  Ratskin
 
M4 WS5 BS5 S3 T3 W2 I4 A1 Ld7 --- TOTAL COST:  100  EXPERIENCE:  114
 
Skills:  Sprint, +1W, +2WS, +2BS  Equipment:  knife, bludgeon, autopistol, lasgun
 
Notable History:  Was sent to work the Radzone territory and became horribly scarred from radiation accidentally.  He now causes fear.  With his latest WS bump, I need to try and save up to get a spirit weapon in his hands, coupled with Fear, that could make him great in melee.
 
 
 
 
 
'''NAME:  Eelu'''
 
Type: Ratskin


Click on the history tab above to see the gang's changes over the course of battles.
M4 WS3 BS3 S3 T3 W1 I4 A1 Ld7 --- TOTAL COST:  105  EXPERIENCE:  68


==THE ROSTER==
Skills:  Jump Back, Leap, +1Ld  Injuries:  -1Ld  Equipment:  knife, autopistol, lasgun


===NAMEChief Anikondo=== Type: Leader
Notable HistoryTwin brother to the deceased Meelu.  Eelu has mostly taken himself out of action in games by trying to leap chasms and gaps, and not making the rolls. I got a single skill roll today with him, and it was for increased leadership, too bad he was already down one in leadership.


M4 WS5 BS5 S3 T3 W1 I3 A1 Ld8 --- TOTAL COST:  200  EXPERIENCE:  153


Skills:  Gunfighter, Marksman, Fast Shot, +1BS, +1WS  Injuries:  -1 Initiative
Equipment:  knife, sword, autopistols x2, shotgun (w/ manstopper shells), flak armor


Notable History:  Original leader of the gang, leads from the frontline and by example.


===NAME:  Canoke-ke=== Type:  Ratskin
'''NAME:  Hell-ku'''


M4 WS4 BS5 S3 T3 W2 I4 A1 Ld7 --- TOTAL COST: 100  EXPERIENCE:  98
Type: Ganger


SkillsSprint, +1W, +1WS, +2BS Equipmentknife, bludgeon, autopistol, lasgun
M4 WS4 BS3 S3 T3 W1 I4 A1 Ld7 --- TOTAL COST95 EXPERIENCE78


Notable HistoryWas sent to the Radzone to work the territory and became horribly scarred from radiation. He now causes fear.
SkillsStep Aside, Sprint, +1WS, Counterattack Injuries:  Head Wound  Equipment:  knife, autopistols x2


===NAMEMeelu=== Type: Ratskin
Notable HistoryHell-ku only earned eight xp's on the day, but the big news was the find of a Stinger Mould patch at the trading post. It was quickly applied to his head, healing his head wound.


M4 WS3 BS3 S3 T3 W1 I4 A1 Ld7 --- TOTAL COST:  90  EXPERIENCE:  43


Skills:  Jump Back  Equipment:  knife, stub pistol, autogun


===NAME:  Eelu=== Type:  Ratskin


M4 WS3 BS3 S3 T3 W1 I4 A1 Ld6 --- TOTAL COST95  EXPERIENCE:  56
'''NAMEJolon'''


SkillsJump Back, Leap  Injuries:  -1Ld  Equipment:  knife, stub pistol, lasgun
TypeRatskin


===NAMEHell-ku === TypeRatskin
M4 WS3 BS4 S3 T3 W1 I4 A1 Ld7 --- TOTAL COST100 EXPERIENCE38


M4 WS4 BS3 S3 T3 W1 I4 A1 Ld7 --- TOTAL COST75  EXPERIENCE56
Skills: +1BS Equipmentknife, autopistol, shotgun


SkillsStep Aside, Sprint, +1WS  Injuries:  Head Wound
Notable HistoryJolon finally got his first skill roll.  For that, he lost the musket and got a shotgun.  He didn't earn any xp's today, and after two games, he rolled 1's for both games. His progress has been, slow, to say the least.
Equipment: knife, stub pistol, handbow


===NAME:  Jolon=== Type:  Ratskin


M4 WS3 BS3 S3 T3 W1 I4 A1 Ld7 --- TOTAL COST:  81  EXPERIENCE:  30


Skills: (None)  Equipment:  knife, autopistol, musket


Notable HistoryAfter the first six games, this ganger has still yet to receive a skill roll.
'''NAMECur'''


===NAME:  Cur=== Type: Ratskin  
Type: Ratskin


M4 WS3 BS4 S2 T3 W2 I4 A1 Ld7 --- TOTAL COST:  85 EXPERIENCE:  57
M4 WS3 BS4 S2 T3 W2 I4 A1 Ld7 --- TOTAL COST:  90 EXPERIENCE:  74


Skills:  Feint, +1W, +1BS  Injuries:  Head Wound, -1S  Equipment:  knife, shotgun (w/ manstopper shells)
Skills:  Feint, +1W, +1BS, Escape Artist Injuries:  -1S  Equipment:  knife, shotgun (w/ manstopper shells), handbow


===NAMEMontigo=== Type: Ratskin
Notable HistoryMany years before joining the Soul Crows, Cur was a part-time scout working for a House Escher gang.  We finally scored a Stinger Mould patch at the trading post, so Cur's head wound got healed up. He didn't do all that great today, gaining marginal xp's.


M4 WS3 BS3 S3 T3 W1 I4 A2 Ld7 --- TOTAL COST:  100  EXPERIENCE:  48


Skills:  Dodge, +1A  Equipment:  knife, autopistol, shotgun (w/ manstopper shells)


Notable History: (Optional)


===NAME: Plantain=== Type:  Ratskin
'''NAME: Montigo'''


M4 WS3 BS3 S3 T3 W1 I4 A1 Ld8 --- TOTAL COST80  EXPERIENCE:  42
TypeRatskin


Skills+1Leadership Equipmentknife, autogun
M4 WS4 BS3 S3 T3 W1 I4 A2 Ld7 --- TOTAL COST110 EXPERIENCE85


===NAMEOdin=== TypeRatskin
SkillsRapid Fire (autopistola). Dodge, +1A, +1WS, Combat Master  Equipmentknife, autopistol, shotgun (w/ manstopper shells)


M4 WS3 BS3 S4 T4 W2 I3 A1 Ld7 --- TOTAL COST90 EXPERIENCE: 93
Notable HistoryMontigo is a straight forward member of the tribe. He has decent abilities, but nothing too amazing, and he has no major injuries to speak of either. He's had a couple of break out games lately.


Skills:  Leap, +1T, +1S, +1W  Injuries:  -1 Initiative  Equipment:  knife, massive sword, stub pistol, archeotech bolter


===NAME:  Brave Paco Loco=== Type:  Ratskin Brave


M4 WS2 BS3 S4 T3 W1 I4 A1 Ld6 --- TOTAL COST:  50  EXPERIENCE:  19


SkillsSneak Up, +1S, +1BS, +1Init  Equipment:  knife, club, autopistol
'''NAMEPlantain'''


Notable History:  This juve has never fired a shot in combat, yet has received four skill rolls.
Type:  Ratskin
 
M4 WS3 BS3 S3 T3 W1 I4 A1 Ld8 --- TOTAL COST:  95  EXPERIENCE:  52
 
Skills:  +1Leadership  Equipment:  knife, autogun, autopistolm sprint, mono-sight
 
Notable History:  Plantain is poised to be the tribe’s next leader should anything ever happen to the stout Chief Anikando.  Today he picked up a mono-sight as well.  It was kinda steep for the price, but Ratskins can't afford to be picky. 
 
 
 
 
'''NAME:  Odin'''
 
Type:  Ratskin
 
M4 WS4 BS3 S6 T4 W2 I3 A1 Ld7 --- TOTAL COST:  100  EXPERIENCE:  121
 
Skills:  Leap, +1T, +2S, +1W, +1WS  Injuries:  -1 Initiative  Equipment:  knife, massive sword, stub pistol, archeotech bolter, bionic arm
 
Notable History:  Now that Odin has the right equipment to match his abilities and skills, he is poised to become a combat monster.  He is on the verge of becoming a serious threat on the field.  I finally got a Radzone territory, so I’ll be sending Odin to to work it every time until he gains the ‘fear’ ability.  He went twice today, but no luck.  He did get lucky at the tradepost, getting an item extremely rare among the tribes, a bionic arm.  Coupled with the strength increase he received already on the day, he's wielding a mighty 6 strength, and, he's carrying a massive sword too.
 
 
 
 
'''NAME:  Paco Loco'''
 
Type:  Ratskin
 
M4 WS5 BS3 S6 T3 W1 I4 A1 Ld6 --- TOTAL COST:  75  EXPERIENCE:  58
 
Skills:  Sneak Up, +2S, +1BS, +1Init, Counterattack, +3WS  Equipment:  knife, club, autopistol w/ Silencer, sword
 
Notable History:  No longer a brave, this juve has grown into a formidable Ratskin.
 
 
 
 
'''NAME:  Dead Dogg'''
 
Type:  Ratskin
 
M4 WS3 BS3 S3 T3 W1 I3 A1 Ld7 --- TOTAL COST:  100  EXPERIENCE:  40
 
Skills:  Leap  Equipment:  knife, lasgun (w/ reload), autopistol
 
Notable History:  No one knows exactly where Dead Dogg and his tribal brother Ghost Dogg come from.  It is suspected that they hail from an extinct tribe from deep in the radiated wastes.  As is Ratskin tradition, these two were adopted into the Soul Crows and are eager to do their part.  He didn't receive any xp's today, but managed to score a weapon reload for his trusty lasgun.
 
 
 
 
'''NAME:  Ghost Dogg'''
 
Type:  Ratskin
 
M4 WS3 BS3 S3 T3 W1 I3 A1 Ld7 --- TOTAL COST:  105  EXPERIENCE:  28
 
Skills:  (none)  Equipment:  knife, lasgun, autopistol, handbow, club
 
Notable History:  No one knows exactly where Ghost Dogg and his tribal brother Dead Dogg come from.  It is suspected that they hail from an extinct tribe from deep in the radiated wastes.  As is Ratskin tradition, these two were adopted into the Soul Crows and are eager to do their part.  Two battles are now under Ghost Dogg's belt, but he's yet to prove himself (or roll decent xp's).


==TERRITORIES==
==TERRITORIES==


TYPE:  Sump Spillage  CREDITS:  5
TYPE:  Rad Zone; Makes the ground glow pretty colors!
 
CREDITS:  0 / 2d6
 
Well, now that I got a hold of this territory again, I don't think I'll ever let it go.  Enough credits can usually be found through foraging, so the income from this is nice, but not too badly needed.  It's the fear causing side effect that I'm hoping for!  Sure, its not guaranteed every time, but its great to have when you can get it.


==STASH==  
==STASH==  


CREDS:  six
CREDS:  Three.  I had cleaned up house today, with the Scavengers scenario netting me a whopping 200 credits before I even foraged.  I took two Ratskins with my leader to the tradepost and scored five items, good ones too.  All of the money I had earned allowed me to actually buy these rare items I wouldn't normally be able to.


EQUIPMENT:  (none)
EQUIPMENT:  (none)

Latest revision as of 00:33, 23 October 2009

THE SOUL CROWS

Necromundacon League Member

House/Gang Type: Ratskin Renegades

Gang Rating: 2531

Wins to Losses Ratio: 6 wins, 6 losses

Special Rules/Notes: Use Ratskin and Outlander Rules

GANG HISTORY[edit]

Created for Necromundacon 2006, the Soul Crows were the only Outlander gang to participate out of the six gangs present.


Necromundacon 2006 was set up as an all-day Necromunda event. We got started in the morning and played through until nearly midnight, breaking for lunch, and a cookout for dinner. Five of my friends were there for a total of six gangs. Everyone was to bring a 12"x12" piece of terrain to represent one of the territories from the book. There were three trophies to be had; Best Painted Gang, Best Terrain Feature, and Best Overall Gang. The first two categories were voted on by the players. The last one was the gang that had the highest rating when the dust cleared. We had three 4'x4' tables set up, chock full of terrain, and they were given their own names, in effect, they represented three domes; Machine Town, Red Sector A, and Sumpville. A separate treacherous conditions roll was made for each dome at the beginning of each game, as well as a new arbitrator campaign event rolled at the beginning of each round that applied to everyone.


The first four rounds of the day, we played individual head-to-head games between the gangs simultaneously, one game at each dome. One of the players had to leave after that. After dinner, we played a fifth round which was a massive, five-gang shootout scenario, followed by a final sixth round. In the sixth round, two gangs fought head to head at one dome, while the remaining three gangs played a three way scavengers scenario at another.

(8/19/2006)

Necromundacon 2006

Round #1: vs. Chem Lab (Delaque) in Red Sector A; W

Round #2: vs. The Cauldron (Escher) in Sumpville; W

Round #3: vs. Bastard Steel (Van Saar) in Machine Town; L

Round #4: vs. Chem Lab in Sumpville; L

Round #5: Shootout scenario vs. One Day Wonders (Orlock), Chem Lab, The Cauldron, and Bastard Steel; L (last gang to face the winner)

Round #6: Scavengers scenario vs. Bastard Steel and One Day Wonders; L (did get one loot counter off the board before failing a bottle check)

(9/1/2006)

Shootout scenario against the Cauldron (Escher) and the Chum Buckets (Delaque). Nothing fancy, just a straight up grudge match between three gangs in the always fun shootout scenario. The Chum Buckets were either all pinned or down while we were still drawing and shooting. The Cauldron quickly went in to melee mode, but the Soul Crows came out of the box strong, guns blazing. My leader, Chief Anikando, earned a whopping twenty-six xp's that game by himself! Not a good post-game for the other two either, the Cauldron had two die on them and the Chum Buckets lost another one. My gang rating popped up almost three hundred after this one. I also added not one, but two fresh gangers.

(9/5/2006)

Scavengers scenario against the Chum Buckets, who were now packing a grudge. They covered the high ground quite well, blasting a majority of my gang into the dirt on the first couple of turns. I couldn't score a wounding hit to save my life this game. My monster of a gang leader did his best to carve a good sized chunk out of the enemy, and the rest of my gang kept advancing as best as they could. In the end, the Chum Buckets bottled out, but it felt like a hollow victory because I was so lackluster. Not only that, but I rolled a -1Strength injury so I went to re-roll it, and ended up with a dead!

(12/23/2006)

Season's Beatings

The first in our series of calendar holiday events, this day saw four gangs meet up and duke it out. My gang, the Soul Crows, and old rival, the Hive Lords (Orlock) were on the field, as well as two new gangs that were 'reset' since last time. One was a reset of Logan's Zeroes (Van Saar), the other was a reset of the Chumbuckets (Delaque). All of the terrain was dense urban terrain without a lot of catwalks. We also used campaign events as well as treacherous conditions.

Round #1: Gang Fight scenario vs. Logan's Zeroes (Van Saar); W

Round #2: Scavengers scenario four way battle with Logan's Zeroes (Van Saar), the Hive Lords (Orlock), and the Chumbuckets (Delaque). Campaign events gave us doubel the number of Loot counters on the board, and on top of that, we rolled a six, so there were twelve total Loot counters. The Hive Lords came out strong, using their Vents to gain key elevated positions for firing, I stayed just out of their range for most of the game. The Chum Buckets bottled out very early, leaving Logan's Zeroes up against the Hive Lords, with my Soul Crows on the periphery. I tried to use the time to quickly snatch up Loot counters. Logan's Zeroes had to bottle out not too long after, and eventually the One Day Wonders failed their second forced bottle check and left the board, and me, with all twelve Loot counters, good news for an Outlaw player!

(12/27/2006)

A couple of quick games against Orlock rivals, the Hive Lords. We played a Gang Fight scenario, followed up by a Shootout scenario. The first one was close, I did not fair well in the second one, at all. I'll update the roster and give a little more in-depth battle report at a later date.

THE ROSTER[edit]

NAME: Chief Anikando

Type: Leader

M4 WS5 BS5 S3 T3 W2 I3 A1 Ld9 --- TOTAL COST: 185 EXPERIENCE: 249

Skills: Gunfighter, Marksman, Fast Shot, +1BS, +1WS, +1W, +1Ld, Quick Draw, Hip Shooting, Crack Shot Injuries: -1 Initiative Equipment: knife, sword, autopistol, plasma pistol, shotgun (w/ manstopper shells), flak armor

Notable History: Original leader of the gang, leads from the frontlines in the thick of battle. I've rolled amazingly well with his skills.



NAME: Canoke-ke

Type: Ratskin

M4 WS5 BS5 S3 T3 W2 I4 A1 Ld7 --- TOTAL COST: 100 EXPERIENCE: 114

Skills: Sprint, +1W, +2WS, +2BS Equipment: knife, bludgeon, autopistol, lasgun

Notable History: Was sent to work the Radzone territory and became horribly scarred from radiation accidentally. He now causes fear. With his latest WS bump, I need to try and save up to get a spirit weapon in his hands, coupled with Fear, that could make him great in melee.



NAME: Eelu

Type: Ratskin

M4 WS3 BS3 S3 T3 W1 I4 A1 Ld7 --- TOTAL COST: 105 EXPERIENCE: 68

Skills: Jump Back, Leap, +1Ld Injuries: -1Ld Equipment: knife, autopistol, lasgun

Notable History: Twin brother to the deceased Meelu. Eelu has mostly taken himself out of action in games by trying to leap chasms and gaps, and not making the rolls. I got a single skill roll today with him, and it was for increased leadership, too bad he was already down one in leadership.



NAME: Hell-ku

Type: Ganger

M4 WS4 BS3 S3 T3 W1 I4 A1 Ld7 --- TOTAL COST: 95 EXPERIENCE: 78

Skills: Step Aside, Sprint, +1WS, Counterattack Injuries: Head Wound Equipment: knife, autopistols x2

Notable History: Hell-ku only earned eight xp's on the day, but the big news was the find of a Stinger Mould patch at the trading post. It was quickly applied to his head, healing his head wound.



NAME: Jolon

Type: Ratskin

M4 WS3 BS4 S3 T3 W1 I4 A1 Ld7 --- TOTAL COST: 100 EXPERIENCE: 38

Skills: +1BS Equipment: knife, autopistol, shotgun

Notable History: Jolon finally got his first skill roll. For that, he lost the musket and got a shotgun. He didn't earn any xp's today, and after two games, he rolled 1's for both games. His progress has been, slow, to say the least.



NAME: Cur

Type: Ratskin

M4 WS3 BS4 S2 T3 W2 I4 A1 Ld7 --- TOTAL COST: 90 EXPERIENCE: 74

Skills: Feint, +1W, +1BS, Escape Artist Injuries: -1S Equipment: knife, shotgun (w/ manstopper shells), handbow

Notable History: Many years before joining the Soul Crows, Cur was a part-time scout working for a House Escher gang. We finally scored a Stinger Mould patch at the trading post, so Cur's head wound got healed up. He didn't do all that great today, gaining marginal xp's.



NAME: Montigo

Type: Ratskin

M4 WS4 BS3 S3 T3 W1 I4 A2 Ld7 --- TOTAL COST: 110 EXPERIENCE: 85

Skills: Rapid Fire (autopistola). Dodge, +1A, +1WS, Combat Master Equipment: knife, autopistol, shotgun (w/ manstopper shells)

Notable History: Montigo is a straight forward member of the tribe. He has decent abilities, but nothing too amazing, and he has no major injuries to speak of either. He's had a couple of break out games lately.



NAME: Plantain

Type: Ratskin

M4 WS3 BS3 S3 T3 W1 I4 A1 Ld8 --- TOTAL COST: 95 EXPERIENCE: 52

Skills: +1Leadership Equipment: knife, autogun, autopistolm sprint, mono-sight

Notable History: Plantain is poised to be the tribe’s next leader should anything ever happen to the stout Chief Anikando. Today he picked up a mono-sight as well. It was kinda steep for the price, but Ratskins can't afford to be picky.



NAME: Odin

Type: Ratskin

M4 WS4 BS3 S6 T4 W2 I3 A1 Ld7 --- TOTAL COST: 100 EXPERIENCE: 121

Skills: Leap, +1T, +2S, +1W, +1WS Injuries: -1 Initiative Equipment: knife, massive sword, stub pistol, archeotech bolter, bionic arm

Notable History: Now that Odin has the right equipment to match his abilities and skills, he is poised to become a combat monster. He is on the verge of becoming a serious threat on the field. I finally got a Radzone territory, so I’ll be sending Odin to to work it every time until he gains the ‘fear’ ability. He went twice today, but no luck. He did get lucky at the tradepost, getting an item extremely rare among the tribes, a bionic arm. Coupled with the strength increase he received already on the day, he's wielding a mighty 6 strength, and, he's carrying a massive sword too.



NAME: Paco Loco

Type: Ratskin

M4 WS5 BS3 S6 T3 W1 I4 A1 Ld6 --- TOTAL COST: 75 EXPERIENCE: 58

Skills: Sneak Up, +2S, +1BS, +1Init, Counterattack, +3WS Equipment: knife, club, autopistol w/ Silencer, sword

Notable History: No longer a brave, this juve has grown into a formidable Ratskin.



NAME: Dead Dogg

Type: Ratskin

M4 WS3 BS3 S3 T3 W1 I3 A1 Ld7 --- TOTAL COST: 100 EXPERIENCE: 40

Skills: Leap Equipment: knife, lasgun (w/ reload), autopistol

Notable History: No one knows exactly where Dead Dogg and his tribal brother Ghost Dogg come from. It is suspected that they hail from an extinct tribe from deep in the radiated wastes. As is Ratskin tradition, these two were adopted into the Soul Crows and are eager to do their part. He didn't receive any xp's today, but managed to score a weapon reload for his trusty lasgun.



NAME: Ghost Dogg

Type: Ratskin

M4 WS3 BS3 S3 T3 W1 I3 A1 Ld7 --- TOTAL COST: 105 EXPERIENCE: 28

Skills: (none) Equipment: knife, lasgun, autopistol, handbow, club

Notable History: No one knows exactly where Ghost Dogg and his tribal brother Dead Dogg come from. It is suspected that they hail from an extinct tribe from deep in the radiated wastes. As is Ratskin tradition, these two were adopted into the Soul Crows and are eager to do their part. Two battles are now under Ghost Dogg's belt, but he's yet to prove himself (or roll decent xp's).

TERRITORIES[edit]

TYPE: Rad Zone; Makes the ground glow pretty colors!

CREDITS: 0 / 2d6

Well, now that I got a hold of this territory again, I don't think I'll ever let it go. Enough credits can usually be found through foraging, so the income from this is nice, but not too badly needed. It's the fear causing side effect that I'm hoping for! Sure, its not guaranteed every time, but its great to have when you can get it.

STASH[edit]

CREDS: Three. I had cleaned up house today, with the Scavengers scenario netting me a whopping 200 credits before I even foraged. I took two Ratskins with my leader to the tradepost and scored five items, good ones too. All of the money I had earned allowed me to actually buy these rare items I wouldn't normally be able to.

EQUIPMENT: (none)

THE NECROMUNDA GANG REGISTRY[edit]

This gang roster is a part of The Necromunda Gang Registry, an online project created by Project: Necromunda.