TeyMunda Tools

Syny Złych Matek

Mefisto 160 cred.

Champion

« »
M WS BS S T W I A
5" 3+ 3+ 3 3 2 4+ 2
Ld Cl Wil Int XP
7+ 6+ 6+ 6+ 3

Armour: Flak Armor

Flak armour grants a 6+ save roll. Against weapons that use a Blast marker or Flame template, this is increased to 5+ save roll.

Weapons

Long Rifle
RS RL AS AL Str D Ap Am
24" 48" 3+
-
2+
+1
4 1 -1 4+
Traits
Knockback

If the hit roll for a weapon with the Knockback trait is equal to or higher than the target’s Strength, they are immediately moved 1" directly away from the attacking fighter. If the fighter cannot be moved the full 1" because of impassable terrain or another fighter, they move as far as possible and the attack’s Damage is increased by 1. If a Blast weapon has the Knockback trait, roll a D6 for each fighter that is hit. If the result is equal to or higher than their Strength, they are knocked back as described above – however, they are moved directly away from the centre of the Blast marker instead. If the centre of the Blast marker was over the centre of their base, roll a Scatter dice to determine which way they are moved. If a Melee weapon has the Knockback trait, the attacking fighter can choose to follow the target up, moving directly towards them after they have been knocked back to remain in base contact. If the attack was made across a barricade, the attacker cannot do this. If any part of the knocked back fighter's base crosses the edge of a platform, make an Initiative check. If this is failed, they will fall. If this is passed, they stop moving at the edge of the platform

Wargear: Mono-sight

(Basic, Special and Heavy weapons)

If the fighter attacks with this weapon after making an Aim action, add 2 to the result of the hit roll instead of 1.

Skills: Overwatch

If this fighter is Standing and Active, and has a Ready marker on them, they can interrupt a visible enemy fighter’s action as soon as it is declared, but before it is carried out. This fighter loses their Ready marker, then immediately makes a Shoot (Basic) action, targeting the enemy fighter whose action they have interrupted. If the enemy is Pinned or Seriously Injured as a result, their activation ends immediately – their action(s) are not made

Debug
            stdClass Object
(
    [ganger_id] => 989155
    [label_id] => 
    [name] => Mefisto
    [type] => Champion
    [m] => 5
    [ws] => 3
    [bs] => 3
    [s] => 3
    [t] => 3
    [w] => 2
    [i] => 4
    [a] => 2
    [ld] => 7
    [cl] => 6
    [wil] => 6
    [int] => 6
    [cost] => 160
    [xp] => 3
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Mono-sight
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Flak Armor
                    [qty] => 1
                )

            [2] => stdClass Object
                (
                    [name] => Long Rifle
                    [qty] => 1
                )

        )

    [skills] => Array
        (
            [0] => Overwatch
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2020-10-21 9:46:22
    [datetime_updated] => 2021-06-01 18:34:26
    [armour] => Array
        (
            [0] => Flak Armor
        )

    [wargear] => Array
        (
            [0] => Mono-sight
        )

    [weapons] => Array
        (
            [Long Rifle] => stdClass Object
                (
                    [rs] => 24"
                    [rl] => 48"
                    [as] => 3+
- [al] => 2+
+1 [str] => 4 [d] => 1 [ap] => -1 [am] => 4+ [traits] => Array ( [0] => Knockback ) [qty] => 1 [slug] => long_rifle ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Eisen 160 cred.

Champion

« »
M WS BS S T W I A
5" 3+ 3+ 3 3 2 4+ 2
Ld Cl Wil Int XP
7+ 6+ 6+ 6+ 3

Armour: Flak Armor

Flak armour grants a 6+ save roll. Against weapons that use a Blast marker or Flame template, this is increased to 5+ save roll.

Weapons

Long Rifle
RS RL AS AL Str D Ap Am
24" 48" 3+
-
2+
+1
4 1 -1 4+
Traits
Knockback

If the hit roll for a weapon with the Knockback trait is equal to or higher than the target’s Strength, they are immediately moved 1" directly away from the attacking fighter. If the fighter cannot be moved the full 1" because of impassable terrain or another fighter, they move as far as possible and the attack’s Damage is increased by 1. If a Blast weapon has the Knockback trait, roll a D6 for each fighter that is hit. If the result is equal to or higher than their Strength, they are knocked back as described above – however, they are moved directly away from the centre of the Blast marker instead. If the centre of the Blast marker was over the centre of their base, roll a Scatter dice to determine which way they are moved. If a Melee weapon has the Knockback trait, the attacking fighter can choose to follow the target up, moving directly towards them after they have been knocked back to remain in base contact. If the attack was made across a barricade, the attacker cannot do this. If any part of the knocked back fighter's base crosses the edge of a platform, make an Initiative check. If this is failed, they will fall. If this is passed, they stop moving at the edge of the platform

Wargear: Mono-sight

(Basic, Special and Heavy weapons)

If the fighter attacks with this weapon after making an Aim action, add 2 to the result of the hit roll instead of 1.

Skills: Trick Shot

When this fighter makes ranged attacks, they do not suffer a penalty for the target being Engaged or in partial cover. In addition, if the target is in full cover, they reduce the penalty to their hit roll to -1 rather than -2

Debug
            stdClass Object
(
    [ganger_id] => 989169
    [label_id] => 
    [name] => Eisen
    [type] => Champion
    [m] => 5
    [ws] => 3
    [bs] => 3
    [s] => 3
    [t] => 3
    [w] => 2
    [i] => 4
    [a] => 2
    [ld] => 7
    [cl] => 6
    [wil] => 6
    [int] => 6
    [cost] => 160
    [xp] => 3
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Mono-sight
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Flak Armor
                    [qty] => 1
                )

            [2] => stdClass Object
                (
                    [name] => Long Rifle
                    [qty] => 1
                )

        )

    [skills] => Array
        (
            [0] => Trick Shot
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2020-10-21 9:51:32
    [datetime_updated] => 2021-06-01 18:34:35
    [armour] => Array
        (
            [0] => Flak Armor
        )

    [wargear] => Array
        (
            [0] => Mono-sight
        )

    [weapons] => Array
        (
            [Long Rifle] => stdClass Object
                (
                    [rs] => 24"
                    [rl] => 48"
                    [as] => 3+
- [al] => 2+
+1 [str] => 4 [d] => 1 [ap] => -1 [am] => 4+ [traits] => Array ( [0] => Knockback ) [qty] => 1 [slug] => long_rifle ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Dysma 65 cred.

Ganger

« »
M WS BS S T W I A
5" 4+ 4+ 3 3 1 4+ 1
Ld Cl Wil Int XP
7+ 6+ 7+ 7+ 3

Armour: Flak Armor

Flak armour grants a 6+ save roll. Against weapons that use a Blast marker or Flame template, this is increased to 5+ save roll.

Weapons

Lasgun
RS RL AS AL Str D Ap Am
18" 24" 3+
+1
4+
-
3 1 - 2+
Traits
Plentiful

Ammunition for this weapon is incredibly common. When reloading it, no Ammo check is required – it is automatically reloaded.

Debug
            stdClass Object
(
    [ganger_id] => 991974
    [label_id] => 
    [name] => Dysma
    [type] => Ganger
    [m] => 5
    [ws] => 4
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 7
    [cl] => 6
    [wil] => 7
    [int] => 7
    [cost] => 65
    [xp] => 3
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Lasgun
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Flak Armor
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2020-10-23 2:42:50
    [datetime_updated] => 2021-06-01 18:34:43
    [armour] => Array
        (
            [0] => Flak Armor
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
            [Lasgun] => stdClass Object
                (
                    [rs] => 18"
                    [rl] => 24"
                    [as] => 3+
+1 [al] => 4+
- [str] => 3 [d] => 1 [ap] => - [am] => 2+ [traits] => Array ( [0] => Plentiful ) [qty] => 1 [slug] => lasgun ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Azzazel (Recovery) 235 cred.

Leader

« »
M WS BS S T W I A
5" 3+ 3+ 3 3 2 4+ 2
Ld Cl Wil Int XP
7+ 6+ 6+ 6+ 3

Armour: Flak Armor

Flak armour grants a 6+ save roll. Against weapons that use a Blast marker or Flame template, this is increased to 5+ save roll.

Weapons

Shock Stave
RS RL AS AL Str D Ap Am
E 2" 3+
-
3+
-
4
(S+1)
1 - -
Traits
Melee, Shock, Versatile

This weapon can be used during close combat attacks

If the hit roll for a Shock weapon is a natural 6, the wound roll is considered to automatically succeed (no wound roll needs to be made)

The wielder of a Versatile weapon does not need to be in base contact with an enemy fighter in order to Engage them in melee during their activation. They may Engage and make close combat attacks against an enemy fighter during their activation, so long as the distance between their base and that of the enemy fighter is equal to or less than the distance shown for the Versatile weapon’s Long range characteristic. For example, a fighter armed with a Versatile weapon with a Long range of 2" may Engage an enemy fighter that is up to 2" away. The enemy fighter is considered to be Engaged, but may not in turn be Engaging the fighter armed with the Versatile weapon unless they too are armed with a Versatile weapon or a weapon with the Sidearm trait (whose ranged profile can be used to attack the fighter with the Versatile weapon, with normal bonuses for short range), and so may not be able to make Reaction attacks. At all other times other than during this fighter’s activation, Versatile has no effect.

Web Gun
RS RL AS AL Str D Ap Am
T 3+
3+
5 5+
Traits
Template, Web, Silent

Template weapons use the Flame template to determine how many targets they hit. See page 14.

If the wound roll for a Web attack is successful, no wound is inflicted, and no save roll or Injury roll is made. Instead, the target automatically becomes Webbed. Treat the fighter as if they were Seriously Injured and roll for Recovery for them during the End phase (Web contains a powerful sedative capable of rendering the strongest fighter unconscious). If a Flesh Wound result is rolled during Recovery, apply the result to the fighter as usual and remove the Webbed condition. If a Serious Injury is rolled, the fighter remains Webbed. If an Out of Action result is rolled, the fighter succumbs to the powerful sedative and is removed from play, automatically suffering a result of 12-26 (Out Cold) on the Lasting Injuries table. A fighter that is Webbed at the end of the game does not succumb to their Injuries and will automatically recover. However, during the Wrap Up, when rolling to determine if any enemy fighters are Captured at the end of the game, add +1 to the dice roll for each enemy fighter currently Webbed and include themamong any eligible to be Captured.

In scenarios that use the Sneak Attack special rules, there is no test to see whether the alarm is raised when this weapon is fired. Additionally, if using the Pitch Black rules, a fighter using this weapon that is Hidden does not become Revealed.

Skills: Hip Shooting

If the fighter is Standing and Active, they can make the following action:

Run and Gun (Double) – The fighter may move up to double their Movement characteristic and then make an attack with a ranged weapons. Unwieldy weapons can never be used in conjunction with this skill.

Debug
            stdClass Object
(
    [ganger_id] => 989143
    [label_id] => 
    [name] => Azzazel
    [type] => Leader
    [m] => 5
    [ws] => 3
    [bs] => 3
    [s] => 3
    [t] => 3
    [w] => 2
    [i] => 4
    [a] => 2
    [ld] => 7
    [cl] => 6
    [wil] => 6
    [int] => 6
    [cost] => 235
    [xp] => 3
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Flak Armor
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Shock Stave
                    [qty] => 1
                )

            [2] => stdClass Object
                (
                    [name] => Web Gun
                    [qty] => 1
                )

        )

    [skills] => Array
        (
            [0] => Hip Shooting
        )

    [injuries] => Array
        (
            [0] => Eye Injury
            [1] => Hand Injury
        )

    [image] => 
    [status] => Recovery
    [notes] => 
    [datetime_added] => 2020-10-21 9:39:25
    [datetime_updated] => 2021-06-01 18:34:51
    [armour] => Array
        (
            [0] => Flak Armor
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
            [Shock Stave] => stdClass Object
                (
                    [rs] => E
                    [rl] => 2"
                    [as] => 3+
- [al] => 3+
- [str] => 4
(S+1) [d] => 1 [ap] => - [am] => - [traits] => Array ( [0] => Melee [1] => Shock [2] => Versatile ) [qty] => 1 [slug] => shock_stave ) [Web Gun] => stdClass Object ( [rs] => [rl] => T [as] => 3+
[al] => 3+
[str] => 5 [d] => [ap] => [am] => 5+ [traits] => Array ( [0] => Template [1] => Web [2] => Silent ) [qty] => 1 [slug] => web_gun ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Malik (Recovery) 100 cred.

Ganger

« »
M WS BS S T W I A
5" 4+ 4+ 3 3 1 4+ 1
Ld Cl Wil Int XP
7+ 6+ 7+ 7+ 3

Armour: Flak Armor

Flak armour grants a 6+ save roll. Against weapons that use a Blast marker or Flame template, this is increased to 5+ save roll.

Weapons

Autogun
RS RL AS AL Str D Ap Am
8" 24" 3+
+1
4+
-
3 1 - 4+
Traits
Rapid Fire(1)

When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice. In addition the controlling player can roll more than one Firepower dice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two firepower dice can be rolled). Make an Ammo check for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest of the battle. If a Rapid Fire weapon scores more than one hit, he hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3’’ of the first who are also within range and line of sight. These must not be any harder to hit than the original target – if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Wargear: Mono-sight

(Basic, Special and Heavy weapons)

If the fighter attacks with this weapon after making an Aim action, add 2 to the result of the hit roll instead of 1.

Debug
            stdClass Object
(
    [ganger_id] => 989174
    [label_id] => 
    [name] => Malik
    [type] => Ganger
    [m] => 5
    [ws] => 4
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 7
    [cl] => 6
    [wil] => 7
    [int] => 7
    [cost] => 100
    [xp] => 3
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Autogun
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Mono-sight
                    [qty] => 1
                )

            [2] => stdClass Object
                (
                    [name] => Flak Armor
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
            [0] => Spinal Injury
        )

    [image] => 
    [status] => Recovery
    [notes] => 
    [datetime_added] => 2020-10-21 9:52:54
    [datetime_updated] => 2021-06-01 18:34:58
    [armour] => Array
        (
            [0] => Flak Armor
        )

    [wargear] => Array
        (
            [0] => Mono-sight
        )

    [weapons] => Array
        (
            [Autogun] => stdClass Object
                (
                    [rs] => 8"
                    [rl] => 24"
                    [as] => 3+
+1 [al] => 4+
- [str] => 3 [d] => 1 [ap] => - [am] => 4+ [traits] => Array ( [0] => Rapid Fire(1) ) [qty] => 1 [slug] => autogun ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Zazuzu (Recovery) 100 cred.

Ganger

« »
M WS BS S T W I A
5" 4+ 4+ 3 3 1 4+ 1
Ld Cl Wil Int XP
7+ 6+ 7+ 7+ 3

Armour: Flak Armor

Flak armour grants a 6+ save roll. Against weapons that use a Blast marker or Flame template, this is increased to 5+ save roll.

Weapons

Lasgun
RS RL AS AL Str D Ap Am
18" 24" 3+
+1
4+
-
3 1 - 2+
Traits
Plentiful

Ammunition for this weapon is incredibly common. When reloading it, no Ammo check is required – it is automatically reloaded.

Wargear: Mono-sight

(Basic, Special and Heavy weapons)

If the fighter attacks with this weapon after making an Aim action, add 2 to the result of the hit roll instead of 1.

Debug
            stdClass Object
(
    [ganger_id] => 989176
    [label_id] => 
    [name] => Zazuzu
    [type] => Ganger
    [m] => 5
    [ws] => 4
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 7
    [cl] => 6
    [wil] => 7
    [int] => 7
    [cost] => 100
    [xp] => 3
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Lasgun
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Mono-sight
                    [qty] => 1
                )

            [2] => stdClass Object
                (
                    [name] => Flak Armor
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
            [0] => Spinal Injury
        )

    [image] => 
    [status] => Recovery
    [notes] => 
    [datetime_added] => 2020-10-21 9:53:14
    [datetime_updated] => 2021-06-01 18:35:06
    [armour] => Array
        (
            [0] => Flak Armor
        )

    [wargear] => Array
        (
            [0] => Mono-sight
        )

    [weapons] => Array
        (
            [Lasgun] => stdClass Object
                (
                    [rs] => 18"
                    [rl] => 24"
                    [as] => 3+
+1 [al] => 4+
- [str] => 3 [d] => 1 [ap] => - [am] => 2+ [traits] => Array ( [0] => Plentiful ) [qty] => 1 [slug] => lasgun ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Garreth (Dead)

Ganger

« »
M WS BS S T W I A
5" 4+ 4+ 3 3 1 4+ 1
Ld Cl Wil Int XP
7+ 6+ 7+ 7+ 0

Armour: Flak Armor

Flak armour grants a 6+ save roll. Against weapons that use a Blast marker or Flame template, this is increased to 5+ save roll.

Weapons

Lasgun
RS RL AS AL Str D Ap Am
18" 24" 3+
+1
4+
-
3 1 - 2+
Traits
Plentiful

Ammunition for this weapon is incredibly common. When reloading it, no Ammo check is required – it is automatically reloaded.

Wargear: Mono-sight

(Basic, Special and Heavy weapons)

If the fighter attacks with this weapon after making an Aim action, add 2 to the result of the hit roll instead of 1.

Debug
            stdClass Object
(
    [ganger_id] => 989178
    [label_id] => 
    [name] => Garreth
    [type] => Ganger
    [m] => 5
    [ws] => 4
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 7
    [cl] => 6
    [wil] => 7
    [int] => 7
    [cost] => 100
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Lasgun
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Mono-sight
                    [qty] => 1
                )

            [2] => stdClass Object
                (
                    [name] => Flak Armor
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Dead
    [notes] => 
    [datetime_added] => 2020-10-21 9:53:53
    [datetime_updated] => 2021-06-01 18:30:56
    [armour] => Array
        (
            [0] => Flak Armor
        )

    [wargear] => Array
        (
            [0] => Mono-sight
        )

    [weapons] => Array
        (
            [Lasgun] => stdClass Object
                (
                    [rs] => 18"
                    [rl] => 24"
                    [as] => 3+
+1 [al] => 4+
- [str] => 3 [d] => 1 [ap] => - [am] => 2+ [traits] => Array ( [0] => Plentiful ) [qty] => 1 [slug] => lasgun ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Hiron (Dead)

Ganger

« »
M WS BS S T W I A
5" 4+ 4+ 3 3 1 4+ 1
Ld Cl Wil Int XP
7+ 6+ 7+ 7+ 0

Armour: Flak Armor

Flak armour grants a 6+ save roll. Against weapons that use a Blast marker or Flame template, this is increased to 5+ save roll.

Weapons

Lasgun
RS RL AS AL Str D Ap Am
18" 24" 3+
+1
4+
-
3 1 - 2+
Traits
Plentiful

Ammunition for this weapon is incredibly common. When reloading it, no Ammo check is required – it is automatically reloaded.

Debug
            stdClass Object
(
    [ganger_id] => 991975
    [label_id] => 
    [name] => Hiron
    [type] => Ganger
    [m] => 5
    [ws] => 4
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 7
    [cl] => 6
    [wil] => 7
    [int] => 7
    [cost] => 65
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Lasgun
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Flak Armor
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Dead
    [notes] => 
    [datetime_added] => 2020-10-23 2:43:07
    [datetime_updated] => 2021-06-01 18:31:08
    [armour] => Array
        (
            [0] => Flak Armor
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
            [Lasgun] => stdClass Object
                (
                    [rs] => 18"
                    [rl] => 24"
                    [as] => 3+
+1 [al] => 4+
- [str] => 3 [d] => 1 [ap] => - [am] => 2+ [traits] => Array ( [0] => Plentiful ) [qty] => 1 [slug] => lasgun ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1