TeyMunda Tools

Catch them all

Sharp Eye 160 cred.

Champion

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

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: Infra-sight

(Pistols, Basic, Special and Heavy weapons)

Weapons with the Rapid Fire (X) or Blast (3"/5") trait cannot be fitted with an infra-sight. A weapon with an infra-sight can be used to attack through smoke clouds (see page 119), and prove more effective in Pitch Black conditions (see page 511.). In addition, there is no hit modifier when the weapon targets a fighter in partial cover, and a -1 modifier (instead of -2) when it targets a fighter in full cover.

YAQ: This does not stack with Trick Shot.

Skills: Infiltrate

If this fighter should be set up at the start of a battle, they may instead placed to one side. Then, immediately before the start of the first round, their controlling player may set them up anywhere on the battlefield that is not visible to any enemy fighters, and not within 6’’ of any of them. If both players have fighters with this skill, take turns to set one up, starting with the winner of a roll-off

Debug
            stdClass Object
(
    [ganger_id] => 1099396
    [label_id] => 
    [name] => Sharp Eye
    [type] => Champion
    [m] => 5
    [ws] => 3
    [bs] => 3
    [s] => 3
    [t] => 3
    [w] => 2
    [i] => 4
    [a] => 2
    [ld] => 5
    [cl] => 6
    [wil] => 6
    [int] => 6
    [cost] => 160
    [xp] => 4
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Infra-sight
                    [qty] => 1
                )

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

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

        )

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

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => Gold - Plated Gun +1 Ld, reroll 1 fail ammo check per game
    [datetime_added] => 2021-01-22 7:08:08
    [datetime_updated] => 2021-08-19 15:25:23
    [armour] => Array
        (
            [0] => Flak Armor
        )

    [wargear] => Array
        (
            [0] => Infra-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

Abnoth Whisper 175 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+ 5

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

Stub Gun
RS RL AS AL Str D Ap Am
6" 12" 2+
+2
4+
-
3 1 - 4+
Traits
Sidearm, Plentiful

Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.

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

Smoke Grenade
RS RL AS AL Str D Ap Am
- 9"
(S*3)
- 4+
-
- - - 4+
Traits
Grenade, Smoke, Blast(*)

Despite being Wargear, grenades are treated as a special type of ranged weapon. A fighter equipped with grenades can throw one as a Shoot (Basic) action. Grenades do not have a Short range, and their Long range is determined by multiplying the fighter’s Strength by the amount shown. A fighter can only carry a limited number of grenades. The Firepower dice is not rolled when attacking with a grenade. Instead, after the attack has been resolved, an Ammo check is made automatically. If this is failed, grenades cannot be reloaded; the fighter has run out of that type of grenade and cannot use them for the remainder of the battle.

Smoke weapons do not cause hits on fighters – they do not cause Pinning and cannot inflict Wounds. Instead, mark the location where they hit with a counter. They generate an area of dense smoke, which extends 2.5’’ out from the centre of the counter; a 5’’ Blast marker can be used to determine this area, but it should be considered to extend vertically as well as horizontally. Fighters can move through the smoke, but it blocks line of sight, so attacks cannot be made into, out of or through it. In the End phase, roll a D6. On a 4 or less, the cloud dissipates and the counter is removed.

The weapon uses a Blast marker. As describe page 40

Web Pistol
RS RL AS AL Str D Ap Am
- T - 4+
-
4 - - 6+
Traits
Silent, Template, Web

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.

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.

Wargear: Grapnel launcher

An Active fighter with a grapnel launcher can make the following action:

Grapnel (Double) – The fighter can move up to 12’’ in a straight line, in any direction. This move can take them to a different level, as long as they do not move through any terrain. Editor’s Suggestion: This may also be used to move the fighter into base-to-base contact with another fighter, in which case they become Engaged, but do not immediately perform close combat attacks.

Debug
            stdClass Object
(
    [ganger_id] => 1099407
    [label_id] => 
    [name] => Abnoth Whisper
    [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] => 175
    [xp] => 5
    [kills] => 3
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Stub Gun
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Grapnel launcher
                    [qty] => 1
                )

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

            [3] => stdClass Object
                (
                    [name] => Smoke Grenade
                    [qty] => 1
                )

            [4] => stdClass Object
                (
                    [name] => Web Pistol
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
            [0] => Out Cold
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-01-22 7:14:28
    [datetime_updated] => 2021-08-19 15:27:28
    [armour] => Array
        (
            [0] => Flak Armor
        )

    [wargear] => Array
        (
            [0] => Grapnel launcher
        )

    [weapons] => Array
        (
            [Stub Gun] => stdClass Object
                (
                    [rs] => 6"
                    [rl] => 12"
                    [as] => 2+
+2 [al] => 4+
- [str] => 3 [d] => 1 [ap] => - [am] => 4+ [traits] => Array ( [0] => Sidearm [1] => Plentiful ) [qty] => 1 [slug] => stub_gun ) [Smoke Grenade] => stdClass Object ( [rs] => - [rl] => 9"
(S*3) [as] => - [al] => 4+
- [str] => - [d] => - [ap] => - [am] => 4+ [traits] => Array ( [0] => Grenade [1] => Smoke [2] => Blast(*) ) [qty] => 1 [slug] => smoke_grenade ) [Web Pistol] => stdClass Object ( [rs] => - [rl] => T [as] => - [al] => 4+
- [str] => 4 [d] => - [ap] => - [am] => 6+ [traits] => Array ( [0] => Silent [1] => Template [2] => Web ) [qty] => 1 [slug] => web_pistol ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Ghost Cthep 175 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+ 6

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

Stub Gun
RS RL AS AL Str D Ap Am
6" 12" 2+
+2
4+
-
3 1 - 4+
Traits
Sidearm, Plentiful

Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.

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

Photon Flash Grenade
RS RL AS AL Str D Ap Am
- 9"
(S*3)
- 4+
-
- - - 5+
Traits
Grenade, Blast(5), Flash

Despite being Wargear, grenades are treated as a special type of ranged weapon. A fighter equipped with grenades can throw one as a Shoot (Basic) action. Grenades do not have a Short range, and their Long range is determined by multiplying the fighter’s Strength by the amount shown. A fighter can only carry a limited number of grenades. The Firepower dice is not rolled when attacking with a grenade. Instead, after the attack has been resolved, an Ammo check is made automatically. If this is failed, grenades cannot be reloaded; the fighter has run out of that type of grenade and cannot use them for the remainder of the battle.

The weapon uses a Blast marker. As describe page 40

If a fighter is hit by a Flash weapon, no wound roll is made. Instead, make an Initiative check for the target. If it is failed, they are blinded. A blinded fighter loses their Ready marker; if they do not have a Ready marker, they do not gain a Ready marker at the start of the following round. Until the next time the fighter is activated, they cannot make any attacks other than reaction attacks, for which any hit rolls will only succeed on a natural 6.

Web Pistol
RS RL AS AL Str D Ap Am
- T - 4+
-
4 - - 6+
Traits
Silent, Template, Web

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.

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.

Wargear: Grapnel launcher

An Active fighter with a grapnel launcher can make the following action:

Grapnel (Double) – The fighter can move up to 12’’ in a straight line, in any direction. This move can take them to a different level, as long as they do not move through any terrain. Editor’s Suggestion: This may also be used to move the fighter into base-to-base contact with another fighter, in which case they become Engaged, but do not immediately perform close combat attacks.

Debug
            stdClass Object
(
    [ganger_id] => 1099413
    [label_id] => 
    [name] => Ghost Cthep
    [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] => 175
    [xp] => 6
    [kills] => 3
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Stub Gun
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Grapnel launcher
                    [qty] => 1
                )

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

            [3] => stdClass Object
                (
                    [name] => Photon Flash Grenade
                    [qty] => 1
                )

            [4] => stdClass Object
                (
                    [name] => Web Pistol
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
            [0] => Humiliated
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-01-22 7:15:51
    [datetime_updated] => 2021-08-19 15:28:09
    [armour] => Array
        (
            [0] => Flak Armor
        )

    [wargear] => Array
        (
            [0] => Grapnel launcher
        )

    [weapons] => Array
        (
            [Stub Gun] => stdClass Object
                (
                    [rs] => 6"
                    [rl] => 12"
                    [as] => 2+
+2 [al] => 4+
- [str] => 3 [d] => 1 [ap] => - [am] => 4+ [traits] => Array ( [0] => Sidearm [1] => Plentiful ) [qty] => 1 [slug] => stub_gun ) [Photon Flash Grenade] => stdClass Object ( [rs] => - [rl] => 9"
(S*3) [as] => - [al] => 4+
- [str] => - [d] => - [ap] => - [am] => 5+ [traits] => Array ( [0] => Grenade [1] => Blast(5) [2] => Flash ) [qty] => 1 [slug] => photon_flash_grenade ) [Web Pistol] => stdClass Object ( [rs] => - [rl] => T [as] => - [al] => 4+
- [str] => 4 [d] => - [ap] => - [am] => 6+ [traits] => Array ( [0] => Silent [1] => Template [2] => Web ) [qty] => 1 [slug] => web_pistol ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Junior Ulzch 35 cred.

Juve

« »
M WS BS S T W I A
6" 5+ 5+ 3 3 1 3+ 1
Ld Cl Wil Int XP
9+ 7+ 8+ 8+ 4

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

Stub Gun x2
RS RL AS AL Str D Ap Am
6" 12" 3+
+2
5+
-
3 1 - 4+
Traits
Sidearm, Plentiful

Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.

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

Debug
            stdClass Object
(
    [ganger_id] => 1118742
    [label_id] => 
    [name] => Junior Ulzch
    [type] => Juve
    [m] => 6
    [ws] => 5
    [bs] => 5
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 3
    [a] => 1
    [ld] => 9
    [cl] => 7
    [wil] => 8
    [int] => 8
    [cost] => 35
    [xp] => 4
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Stub Gun
                    [qty] => 2
                )

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

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-02-08 10:55:27
    [datetime_updated] => 2021-08-19 15:15:45
    [armour] => Array
        (
            [0] => Flak Armor
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
            [Stub Gun] => stdClass Object
                (
                    [rs] => 6"
                    [rl] => 12"
                    [as] => 3+
+2 [al] => 5+
- [str] => 3 [d] => 1 [ap] => - [am] => 4+ [traits] => Array ( [0] => Sidearm [1] => Plentiful ) [qty] => 2 [slug] => stub_gun ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Slooper 20 cred.

Slopper

« »
M WS BS S T W I A
4" 4+ 4+ 2 3 1 3+ 1
Ld Cl Wil Int XP
9+ 9+ 5+ 7+ 0

Weapons

Fighting Knife
RS RL AS AL Str D Ap Am
- E - 4+
-
2
(S)
1 -1 -
Traits
Backstab, Melee

If the attacker is not within the target’s vision arc, add 1 to the attack’s Strength.

This weapon can be used during close combat attacks

Debug
            stdClass Object
(
    [ganger_id] => 1099419
    [label_id] => 
    [name] => Slooper
    [type] => Slopper
    [m] => 4
    [ws] => 4
    [bs] => 4
    [s] => 2
    [t] => 3
    [w] => 1
    [i] => 3
    [a] => 1
    [ld] => 9
    [cl] => 9
    [wil] => 5
    [int] => 7
    [cost] => 20
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Fighting Knife
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-01-22 7:22:20
    [datetime_updated] => 2021-02-18 09:38:53
    [armour] => Array
        (
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
            [Fighting Knife] => stdClass Object
                (
                    [rs] => -
                    [rl] => E
                    [as] => -
                    [al] => 4+
- [str] => 2
(S) [d] => 1 [ap] => -1 [am] => - [traits] => Array ( [0] => Backstab [1] => Melee ) [qty] => 1 [slug] => fighting_knife ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Scar 20 cred.

Slopper

« »
M WS BS S T W I A
4" 4+ 4+ 2 3 1 3+ 1
Ld Cl Wil Int XP
9+ 9+ 5+ 7+ 0

Weapons

Fighting Knife
RS RL AS AL Str D Ap Am
- E - 4+
-
2
(S)
1 -1 -
Traits
Backstab, Melee

If the attacker is not within the target’s vision arc, add 1 to the attack’s Strength.

This weapon can be used during close combat attacks

Debug
            stdClass Object
(
    [ganger_id] => 1271705
    [label_id] => 
    [name] => Scar
    [type] => Slopper
    [m] => 4
    [ws] => 4
    [bs] => 4
    [s] => 2
    [t] => 3
    [w] => 1
    [i] => 3
    [a] => 1
    [ld] => 9
    [cl] => 9
    [wil] => 5
    [int] => 7
    [cost] => 20
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Fighting Knife
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-06-07 11:07:57
    [datetime_updated] => 2021-06-07 11:07:57
    [armour] => Array
        (
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
            [Fighting Knife] => stdClass Object
                (
                    [rs] => -
                    [rl] => E
                    [as] => -
                    [al] => 4+
- [str] => 2
(S) [d] => 1 [ap] => -1 [am] => - [traits] => Array ( [0] => Backstab [1] => Melee ) [qty] => 1 [slug] => fighting_knife ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Nacht-Ghul 240 cred.

Champion

« »
M WS BS S T W I A
6" 2+ 3+ 4 3 2 2+ 2
Ld Cl Wil Int XP
7+ 6+ 6+ 7+ 0

Armour: Mesh Armor

Mesh armour grants a 5+ save roll.

Weapons

Photon Flash Grenade
RS RL AS AL Str D Ap Am
- 12"
(S*3)
- 3+
-
- - - 5+
Traits
Grenade, Blast(5), Flash

Despite being Wargear, grenades are treated as a special type of ranged weapon. A fighter equipped with grenades can throw one as a Shoot (Basic) action. Grenades do not have a Short range, and their Long range is determined by multiplying the fighter’s Strength by the amount shown. A fighter can only carry a limited number of grenades. The Firepower dice is not rolled when attacking with a grenade. Instead, after the attack has been resolved, an Ammo check is made automatically. If this is failed, grenades cannot be reloaded; the fighter has run out of that type of grenade and cannot use them for the remainder of the battle.

The weapon uses a Blast marker. As describe page 40

If a fighter is hit by a Flash weapon, no wound roll is made. Instead, make an Initiative check for the target. If it is failed, they are blinded. A blinded fighter loses their Ready marker; if they do not have a Ready marker, they do not gain a Ready marker at the start of the following round. Until the next time the fighter is activated, they cannot make any attacks other than reaction attacks, for which any hit rolls will only succeed on a natural 6.

Wargear: Web Solvent, Throwing Knives, Web Gauntlet

Skills: Backstab

Any weapons used by this fighter with the Melee trait also gain the Backstab Trait. If they already have this Trait, add 2 to the attacker's Strength rather than the usual 1 when the Trait is used.

Debug
            stdClass Object
(
    [ganger_id] => 1395217
    [label_id] => 
    [name] => Nacht-Ghul
    [type] => Champion
    [m] => 6
    [ws] => 2
    [bs] => 3
    [s] => 4
    [t] => 3
    [w] => 2
    [i] => 2
    [a] => 2
    [ld] => 7
    [cl] => 6
    [wil] => 6
    [int] => 7
    [cost] => 240
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Mesh Armor
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Photon Flash Grenade
                    [qty] => 1
                )

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

            [3] => stdClass Object
                (
                    [name] => Throwing Knives
                    [qty] => 1
                )

            [4] => stdClass Object
                (
                    [name] => Web Gauntlet
                    [qty] => 1
                )

        )

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

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => Psychoteric Mastery:
Darkness
1. Eternal Slumber(Double) w 3" wsz Seriously are OoA.

From the Shadows - na początku tury przemieszcza sie
    [datetime_added] => 2021-08-18 9:46:54
    [datetime_updated] => 2021-08-28 09:58:25
    [armour] => Array
        (
            [0] => Mesh Armor
        )

    [wargear] => Array
        (
            [0] => Web Solvent
            [1] => Throwing Knives
            [2] => Web Gauntlet
        )

    [weapons] => Array
        (
            [Photon Flash Grenade] => stdClass Object
                (
                    [rs] => -
                    [rl] => 12"
(S*3) [as] => - [al] => 3+
- [str] => - [d] => - [ap] => - [am] => 5+ [traits] => Array ( [0] => Grenade [1] => Blast(5) [2] => Flash ) [qty] => 1 [slug] => photon_flash_grenade ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Cyclelos Spectre (Recovery) 185 cred.

Champion

« »
M WS BS S T W I A
5" 3+ 3+ 3 3 2 4+ 2
Ld Cl Wil Int XP
5+ 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: Grapnel launcher, Infra-sight

An Active fighter with a grapnel launcher can make the following action:

Grapnel (Double) – The fighter can move up to 12’’ in a straight line, in any direction. This move can take them to a different level, as long as they do not move through any terrain. Editor’s Suggestion: This may also be used to move the fighter into base-to-base contact with another fighter, in which case they become Engaged, but do not immediately perform close combat attacks.

(Pistols, Basic, Special and Heavy weapons)

Weapons with the Rapid Fire (X) or Blast (3"/5") trait cannot be fitted with an infra-sight. A weapon with an infra-sight can be used to attack through smoke clouds (see page 119), and prove more effective in Pitch Black conditions (see page 511.). In addition, there is no hit modifier when the weapon targets a fighter in partial cover, and a -1 modifier (instead of -2) when it targets a fighter in full cover.

YAQ: This does not stack with Trick Shot.

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] => 1099399
    [label_id] => 
    [name] => Cyclelos Spectre
    [type] => Champion
    [m] => 5
    [ws] => 3
    [bs] => 3
    [s] => 3
    [t] => 3
    [w] => 2
    [i] => 4
    [a] => 2
    [ld] => 5
    [cl] => 6
    [wil] => 6
    [int] => 6
    [cost] => 185
    [xp] => 3
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Grapnel launcher
                    [qty] => 1
                )

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

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

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

        )

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

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Recovery
    [notes] => Gold - Plated Gun +1 Ld, reroll 1 fail ammo check per game
    [datetime_added] => 2021-01-22 7:10:03
    [datetime_updated] => 2021-08-28 09:55:48
    [armour] => Array
        (
            [0] => Flak Armor
        )

    [wargear] => Array
        (
            [0] => Grapnel launcher
            [1] => Infra-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

Dusk Kthulu (Recovery) 35 cred.

Juve

« »
M WS BS S T W I A
6" 5+ 5+ 3 3 1 3+ 1
Ld Cl Wil Int XP
9+ 7+ 8+ 8+ 4

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

Debug
            stdClass Object
(
    [ganger_id] => 1118743
    [label_id] => 
    [name] => Dusk Kthulu
    [type] => Juve
    [m] => 6
    [ws] => 5
    [bs] => 5
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 3
    [a] => 1
    [ld] => 9
    [cl] => 7
    [wil] => 8
    [int] => 8
    [cost] => 35
    [xp] => 4
    [kills] => 1
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Flak Armor
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Recovery
    [notes] => Hand Flamer 75cr

    [datetime_added] => 2021-02-08 10:59:45
    [datetime_updated] => 2021-08-28 09:56:49
    [armour] => Array
        (
            [0] => Flak Armor
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1        

Horrath Ubik (Dead)

Leader

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

Weapons

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] => 1052171
    [label_id] => 
    [name] => Horrath Ubik
    [type] => Leader
    [m] => 5
    [ws] => 3
    [bs] => 3
    [s] => 3
    [t] => 3
    [w] => 2
    [i] => 3
    [a] => 2
    [ld] => 5
    [cl] => 6
    [wil] => 5
    [int] => 6
    [cost] => 110
    [xp] => 7
    [kills] => 2
    [advance_count] => 0
    [equipment] => Array
        (
        )

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

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Dead
    [notes] => Gold - Plated Gun +1 Ld, reroll 1 fail ammo check per game
Mung Vase
    [datetime_added] => 2020-12-11 11:04:23
    [datetime_updated] => 2021-08-28 09:55:02
    [armour] => Array
        (
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1        

Shadow Azoth (Dead)

Ganger

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

Weapons

Debug
            stdClass Object
(
    [ganger_id] => 1099403
    [label_id] => 
    [name] => Shadow Azoth
    [type] => Ganger
    [m] => 5
    [ws] => 4
    [bs] => 4
    [s] => 4
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 7
    [cl] => 6
    [wil] => 7
    [int] => 7
    [cost] => 70
    [xp] => 0
    [kills] => 0
    [advance_count] => 1
    [equipment] => Array
        (
        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Dead
    [notes] => 
    [datetime_added] => 2021-01-22 7:11:52
    [datetime_updated] => 2021-08-18 19:26:44
    [armour] => Array
        (
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1        

Sake (Dead)

Juve

« »
M WS BS S T W I A
6" 5+ 5+ 3 3 1 3+ 1
Ld Cl Wil Int XP
9+ 7+ 8+ 8+ 0

Weapons

Debug
            stdClass Object
(
    [ganger_id] => 1347567
    [label_id] => 
    [name] => Sake
    [type] => Juve
    [m] => 6
    [ws] => 5
    [bs] => 5
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 3
    [a] => 1
    [ld] => 9
    [cl] => 7
    [wil] => 8
    [int] => 8
    [cost] => 25
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Dead
    [notes] => 
    [datetime_added] => 2021-07-19 7:25:20
    [datetime_updated] => 2021-08-18 19:23:32
    [armour] => Array
        (
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1