M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
7" | 2+ | 4+ | 4 | 5 | 2 | 4+ | 2 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
5+ | 4+ | 5+ | 7+ | 9 |
Armour: Armored undersuit, Carapace Armor - Light
If a fighter is wearing an armoured undersuit, their save roll is improved by 1. For example, if they are wearing Flak armour and an armoured undersuit, they would have a 5+ save, which would be increased to a 4+ save against blasts. If a fighter does not already have a save roll, an armoured undersuit grants a save of 6+.
Light carapace armour grants a 4+ save roll.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | E | - | 2+ - |
5 (S+1) |
2 | -1 | - |
This weapon can be used during close combat attacks
A fighter that is armed with Paired weapons counts as being armed with dual weapons with the Melee trait for the purposes of calculating the number of Attack dice they will roll. Additionally, when making a Charge (Double) action, their Attacks characteristic is doubled.
If the roll to wound with a weapon with this trait is a natural 6, then the Armour Penetration of the weapon is doubled.
Wargear: Respirator, Bio-booster, Stimm-slug stash, Exotic Furs, Uphive Raiments, Cred Sniffer, Falsehood, Paired Heavy Chain Cleavers*, Butcher's Mask
Once per game, a fighter with a stimm-slug stash can use it at the start of their turn, when they are chosen to make an action. Immediately discard one Flesh Wound from the fighter’s card, if any are present. Until the end of the round, the fighter’s Move, Strength and Toughness characteristics are each increased by 2. At the start of the End phase, roll a D6. On a 1, the stimm overload is too much – roll an Injury dice and apply the result to the fighter.
If this fighter is not In Recovery during the post-battle sequence, their gang gains an extra D3x10 credits during the Collect Income step.
Skills: Berserker, Combat Master, Nerves of Steel, True Grit, Unstoppable
When this fighter makes close combat attacks as part of a Charge (Double) action, they roll one additional Attack dice.
The fighter never suffers penalties to their hit rolls for interference, and can always grant assists, regardless of how many enemy fighters they are Engaged with.
When the fighter is hit by a ranged attack, make a Cool check for them. If it is passed, they may choose not to be Pinned.
When making an Injury roll for the fighter, roll one less Injury dice (for example, a Damage 2 weapon would roll one dice). Against attacks with Damage 1, roll two dice – the player controlling the fighter with True Grit, can then choose one dice to discard before the effects of the other are resolved
Before making a Recovery test for this fighter in the End phase, roll a D6. If the result is 4 or more, one Flesh Wound they have suffered previously is discarded. If they do not have any Flesh Wounds, and the results is 4 or more, roll one additional dice for their Recovery check and choose one to discard.
stdClass Object ( [ganger_id] => 1065406 [label_id] => [name] => Alpha [type] => Butcher [m] => 7 [ws] => 2 [bs] => 4 [s] => 4 [t] => 5 [w] => 2 [i] => 4 [a] => 2 [ld] => 5 [cl] => 4 [wil] => 5 [int] => 7 [cost] => 710 [xp] => 9 [kills] => 0 [advance_count] => 4 [equipment] => Array ( [0] => stdClass Object ( [name] => Respirator [qty] => 1 ) [1] => stdClass Object ( [name] => Armored undersuit [qty] => 1 ) [2] => stdClass Object ( [name] => Bio-booster [qty] => 1 ) [3] => stdClass Object ( [name] => Stimm-slug stash [qty] => 1 ) [4] => stdClass Object ( [name] => Carapace Armor - Light [qty] => 1 ) [5] => stdClass Object ( [name] => Exotic Furs [qty] => 1 ) [6] => stdClass Object ( [name] => Uphive Raiments [qty] => 1 ) [7] => stdClass Object ( [name] => Cred Sniffer [qty] => 1 ) [8] => stdClass Object ( [name] => Falsehood [qty] => 1 ) [9] => stdClass Object ( [name] => Paired Butcher's Chain Cleavers* [qty] => 1 ) [10] => stdClass Object ( [name] => Paired Heavy Chain Cleavers* [qty] => 1 ) [11] => stdClass Object ( [name] => Butcher's Mask [qty] => 1 ) ) [skills] => Array ( [0] => Berserker [1] => Combat Master [2] => Nerves of Steel [3] => True Grit [4] => Unstoppable ) [injuries] => Array ( [0] => Hobbled [1] => Enfeebled ) [image] => [status] => Alive [notes] => Frenzon collar Charge +d6, not d3 [datetime_added] => 2020-12-25 6:45:33 [datetime_updated] => 2022-07-15 19:04:00 [armour] => Array ( [0] => Armored undersuit [1] => Carapace Armor - Light ) [wargear] => Array ( [0] => Respirator [1] => Bio-booster [2] => Stimm-slug stash [3] => Exotic Furs [4] => Uphive Raiments [5] => Cred Sniffer [6] => Falsehood [7] => Paired Heavy Chain Cleavers* [8] => Butcher's Mask ) [weapons] => Array ( [Paired Butcher's Chain Cleavers*] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 2+
- [str] => 5
(S+1) [d] => 2 [ap] => -1 [am] => - [traits] => Array ( [0] => Melee [1] => Paired [2] => Shred ) [qty] => 1 [slug] => paired_butchers_chain_cleavers ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
7" | 2+ | 5+ | 4 | 6 | 2 | 2+ | 2 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
6+ | 5+ | 7+ | 8+ | 5 |
Armour: Armored undersuit, Carapace Armor - Light
If a fighter is wearing an armoured undersuit, their save roll is improved by 1. For example, if they are wearing Flak armour and an armoured undersuit, they would have a 5+ save, which would be increased to a 4+ save against blasts. If a fighter does not already have a save roll, an armoured undersuit grants a save of 6+.
Light carapace armour grants a 4+ save roll.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | E | - | 2+ - |
5 (S+1) |
2 | -1 | - |
This weapon can be used during close combat attacks
A fighter that is armed with Paired weapons counts as being armed with dual weapons with the Melee trait for the purposes of calculating the number of Attack dice they will roll. Additionally, when making a Charge (Double) action, their Attacks characteristic is doubled.
If the roll to wound with a weapon with this trait is a natural 6, then the Armour Penetration of the weapon is doubled.
Wargear: Respirator, Bio-booster, Stimm-slug stash, Uphive Raiments, Falsehood, Paired Heavy Chain Cleavers*, Corpse Grinder Cult Icon, Cutter's Mask
Once per game, a fighter with a stimm-slug stash can use it at the start of their turn, when they are chosen to make an action. Immediately discard one Flesh Wound from the fighter’s card, if any are present. Until the end of the round, the fighter’s Move, Strength and Toughness characteristics are each increased by 2. At the start of the End phase, roll a D6. On a 1, the stimm overload is too much – roll an Injury dice and apply the result to the fighter.
If this fighter is not In Recovery during the post-battle sequence, their gang gains an extra D3x10 credits during the Collect Income step.
Skills: Berserker, Bull Charge, Nerves of Steel, True Grit, Unstoppable
When this fighter makes close combat attacks as part of a Charge (Double) action, they roll one additional Attack dice.
When this fighter makes close combat attacks as part of a Charge (Double) action, any weapons with the Melee trait they use gain the Knockback Trait and are resolved at +1 Strength.
When the fighter is hit by a ranged attack, make a Cool check for them. If it is passed, they may choose not to be Pinned.
When making an Injury roll for the fighter, roll one less Injury dice (for example, a Damage 2 weapon would roll one dice). Against attacks with Damage 1, roll two dice – the player controlling the fighter with True Grit, can then choose one dice to discard before the effects of the other are resolved
Before making a Recovery test for this fighter in the End phase, roll a D6. If the result is 4 or more, one Flesh Wound they have suffered previously is discarded. If they do not have any Flesh Wounds, and the results is 4 or more, roll one additional dice for their Recovery check and choose one to discard.
stdClass Object ( [ganger_id] => 1065421 [label_id] => [name] => Beta [type] => Cutter [m] => 7 [ws] => 2 [bs] => 5 [s] => 4 [t] => 6 [w] => 2 [i] => 2 [a] => 2 [ld] => 6 [cl] => 5 [wil] => 7 [int] => 8 [cost] => 725 [xp] => 5 [kills] => 0 [advance_count] => 9 [equipment] => Array ( [0] => stdClass Object ( [name] => Respirator [qty] => 1 ) [1] => stdClass Object ( [name] => Armored undersuit [qty] => 1 ) [2] => stdClass Object ( [name] => Bio-booster [qty] => 1 ) [3] => stdClass Object ( [name] => Stimm-slug stash [qty] => 1 ) [4] => stdClass Object ( [name] => Carapace Armor - Light [qty] => 1 ) [5] => stdClass Object ( [name] => Uphive Raiments [qty] => 1 ) [6] => stdClass Object ( [name] => Falsehood [qty] => 1 ) [7] => stdClass Object ( [name] => Paired Butcher's Chain Cleavers* [qty] => 1 ) [8] => stdClass Object ( [name] => Paired Heavy Chain Cleavers* [qty] => 1 ) [9] => stdClass Object ( [name] => Corpse Grinder Cult Icon [qty] => 1 ) [10] => stdClass Object ( [name] => Cutter's Mask [qty] => 1 ) ) [skills] => Array ( [0] => Berserker [1] => Bull Charge [2] => Nerves of Steel [3] => True Grit [4] => Unstoppable ) [injuries] => Array ( ) [image] => [status] => Alive [notes] => Frenzon collar [datetime_added] => 2020-12-25 6:59:18 [datetime_updated] => 2022-04-29 21:38:58 [armour] => Array ( [0] => Armored undersuit [1] => Carapace Armor - Light ) [wargear] => Array ( [0] => Respirator [1] => Bio-booster [2] => Stimm-slug stash [3] => Uphive Raiments [4] => Falsehood [5] => Paired Heavy Chain Cleavers* [6] => Corpse Grinder Cult Icon [7] => Cutter's Mask ) [weapons] => Array ( [Paired Butcher's Chain Cleavers*] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 2+
- [str] => 5
(S+1) [d] => 2 [ap] => -1 [am] => - [traits] => Array ( [0] => Melee [1] => Paired [2] => Shred ) [qty] => 1 [slug] => paired_butchers_chain_cleavers ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
6" | 3+ | 5+ | 4 | 5 | 2 | 4+ | 2 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
6+ | 5+ | 7+ | 8+ | 0 |
Armour: Armored undersuit, Carapace Armor - Light
If a fighter is wearing an armoured undersuit, their save roll is improved by 1. For example, if they are wearing Flak armour and an armoured undersuit, they would have a 5+ save, which would be increased to a 4+ save against blasts. If a fighter does not already have a save roll, an armoured undersuit grants a save of 6+.
Light carapace armour grants a 4+ save roll.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | E | - | 3+ - |
5 (S+1) |
2 | -1 | - |
This weapon can be used during close combat attacks
A fighter that is armed with Paired weapons counts as being armed with dual weapons with the Melee trait for the purposes of calculating the number of Attack dice they will roll. Additionally, when making a Charge (Double) action, their Attacks characteristic is doubled.
If the roll to wound with a weapon with this trait is a natural 6, then the Armour Penetration of the weapon is doubled.
Wargear: Respirator, Bio-booster, Stimm-slug stash, Exotic Furs, Falsehood, Paired Heavy Chain Cleavers*, Cutter's Mask
Once per game, a fighter with a stimm-slug stash can use it at the start of their turn, when they are chosen to make an action. Immediately discard one Flesh Wound from the fighter’s card, if any are present. Until the end of the round, the fighter’s Move, Strength and Toughness characteristics are each increased by 2. At the start of the End phase, roll a D6. On a 1, the stimm overload is too much – roll an Injury dice and apply the result to the fighter.
Skills: Berserker, Bull Charge, Nerves of Steel, True Grit, Unstoppable
When this fighter makes close combat attacks as part of a Charge (Double) action, they roll one additional Attack dice.
When this fighter makes close combat attacks as part of a Charge (Double) action, any weapons with the Melee trait they use gain the Knockback Trait and are resolved at +1 Strength.
When the fighter is hit by a ranged attack, make a Cool check for them. If it is passed, they may choose not to be Pinned.
When making an Injury roll for the fighter, roll one less Injury dice (for example, a Damage 2 weapon would roll one dice). Against attacks with Damage 1, roll two dice – the player controlling the fighter with True Grit, can then choose one dice to discard before the effects of the other are resolved
Before making a Recovery test for this fighter in the End phase, roll a D6. If the result is 4 or more, one Flesh Wound they have suffered previously is discarded. If they do not have any Flesh Wounds, and the results is 4 or more, roll one additional dice for their Recovery check and choose one to discard.
stdClass Object ( [ganger_id] => 1065438 [label_id] => [name] => Gamma [type] => Cutter [m] => 6 [ws] => 3 [bs] => 5 [s] => 4 [t] => 5 [w] => 2 [i] => 4 [a] => 2 [ld] => 6 [cl] => 5 [wil] => 7 [int] => 8 [cost] => 605 [xp] => 0 [kills] => 0 [advance_count] => 4 [equipment] => Array ( [0] => stdClass Object ( [name] => Respirator [qty] => 1 ) [1] => stdClass Object ( [name] => Armored undersuit [qty] => 1 ) [2] => stdClass Object ( [name] => Bio-booster [qty] => 1 ) [3] => stdClass Object ( [name] => Stimm-slug stash [qty] => 1 ) [4] => stdClass Object ( [name] => Carapace Armor - Light [qty] => 1 ) [5] => stdClass Object ( [name] => Exotic Furs [qty] => 1 ) [6] => stdClass Object ( [name] => Falsehood [qty] => 1 ) [7] => stdClass Object ( [name] => Paired Butcher's Chain Cleavers* [qty] => 1 ) [8] => stdClass Object ( [name] => Paired Heavy Chain Cleavers* [qty] => 1 ) [9] => stdClass Object ( [name] => Cutter's Mask [qty] => 1 ) ) [skills] => Array ( [0] => Berserker [1] => Bull Charge [2] => Nerves of Steel [3] => True Grit [4] => Unstoppable ) [injuries] => Array ( ) [image] => [status] => Alive [notes] => Frenzon collar [datetime_added] => 2020-12-25 7:09:38 [datetime_updated] => 2022-07-15 20:26:14 [armour] => Array ( [0] => Armored undersuit [1] => Carapace Armor - Light ) [wargear] => Array ( [0] => Respirator [1] => Bio-booster [2] => Stimm-slug stash [3] => Exotic Furs [4] => Falsehood [5] => Paired Heavy Chain Cleavers* [6] => Cutter's Mask ) [weapons] => Array ( [Paired Butcher's Chain Cleavers*] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 3+
- [str] => 5
(S+1) [d] => 2 [ap] => -1 [am] => - [traits] => Array ( [0] => Melee [1] => Paired [2] => Shred ) [qty] => 1 [slug] => paired_butchers_chain_cleavers ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
5" | 3+ | 4+ | 3 | 4 | 1 | 4+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
8+ | 7+ | 9+ | 9+ | 7 |
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.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
6" | 12" | 2+ +2 |
4+ - |
3 | 1 | - | 4+ |
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.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | 9" (S*3) |
- | 4+ - |
- | - | - | 4+ |
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
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | E | - | 3+ - |
3 (S) |
2 | -2 |
This weapon can be used during close combat attacks
After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the defending fighter’s owning player can force the attacking player to re-roll one successful hit. If the defending fighter is armed with two Parry weapons, their owning player can force the attacking player to re-roll two successful hits instead.
If the roll to wound with a Rending weapon is a natural 6 the attack causes 1 extra point of damage.
Wargear: Initiate's Mask
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
stdClass Object ( [ganger_id] => 1065430 [label_id] => [name] => _15 [type] => Initiate [m] => 5 [ws] => 3 [bs] => 4 [s] => 3 [t] => 4 [w] => 1 [i] => 4 [a] => 1 [ld] => 8 [cl] => 7 [wil] => 9 [int] => 9 [cost] => 115 [xp] => 7 [kills] => 0 [advance_count] => 2 [equipment] => Array ( [0] => stdClass Object ( [name] => Stub Gun [qty] => 1 ) [1] => stdClass Object ( [name] => Flak Armor [qty] => 1 ) [2] => stdClass Object ( [name] => Smoke Grenade [qty] => 1 ) [3] => stdClass Object ( [name] => Boning Sword [qty] => 1 ) [4] => stdClass Object ( [name] => Initiate's Mask [qty] => 1 ) ) [skills] => Array ( [0] => Infiltrate ) [injuries] => Array ( [0] => Hobbled ) [image] => [status] => Alive [notes] => [datetime_added] => 2020-12-25 7:02:36 [datetime_updated] => 2022-07-15 19:04:10 [armour] => Array ( [0] => Flak Armor ) [wargear] => Array ( [0] => Initiate's Mask ) [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 ) [Boning Sword] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 3+
- [str] => 3
(S) [d] => 2 [ap] => -2 [am] => [traits] => Array ( [0] => Melee [1] => Parry [2] => Rending ) [qty] => 1 [slug] => boning_sword ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
5" | 4+ | 4+ | 3 | 4 | 1 | 4+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
8+ | 7+ | 9+ | 9+ | 9 |
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.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
6" | 12" | 2+ +2 |
4+ - |
3 | 1 | - | 4+ |
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.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | 9" (S*3) |
- | 4+ - |
- | - | - | 4+ |
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
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | E | - | 4+ - |
3 (S) |
2 | -2 |
This weapon can be used during close combat attacks
After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the defending fighter’s owning player can force the attacking player to re-roll one successful hit. If the defending fighter is armed with two Parry weapons, their owning player can force the attacking player to re-roll two successful hits instead.
If the roll to wound with a Rending weapon is a natural 6 the attack causes 1 extra point of damage.
Wargear: Shard Grenades, Initiate's Mask
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
stdClass Object ( [ganger_id] => 1065432 [label_id] => [name] => _23 [type] => Initiate [m] => 5 [ws] => 4 [bs] => 4 [s] => 3 [t] => 4 [w] => 1 [i] => 4 [a] => 1 [ld] => 8 [cl] => 7 [wil] => 9 [int] => 9 [cost] => 125 [xp] => 9 [kills] => 0 [advance_count] => 1 [equipment] => Array ( [0] => stdClass Object ( [name] => Stub Gun [qty] => 1 ) [1] => stdClass Object ( [name] => Flak Armor [qty] => 1 ) [2] => stdClass Object ( [name] => Smoke Grenade [qty] => 1 ) [3] => stdClass Object ( [name] => Shard Grenades [qty] => 1 ) [4] => stdClass Object ( [name] => Boning Sword [qty] => 1 ) [5] => stdClass Object ( [name] => Initiate's Mask [qty] => 1 ) ) [skills] => Array ( [0] => Infiltrate ) [injuries] => Array ( ) [image] => [status] => Alive [notes] => [datetime_added] => 2020-12-25 7:03:53 [datetime_updated] => 2022-07-15 19:04:18 [armour] => Array ( [0] => Flak Armor ) [wargear] => Array ( [0] => Shard Grenades [1] => Initiate's Mask ) [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 ) [Boning Sword] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 4+
- [str] => 3
(S) [d] => 2 [ap] => -2 [am] => [traits] => Array ( [0] => Melee [1] => Parry [2] => Rending ) [qty] => 1 [slug] => boning_sword ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
5" | 4+ | 4+ | 3 | 5 | 1 | 4+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
8+ | 7+ | 9+ | 9+ | 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.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
6" | 12" | 2+ +2 |
4+ - |
3 | 1 | - | 4+ |
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.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | 9" (S*3) |
- | 4+ - |
- | - | - | 4+ |
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
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | E | - | 4+ - |
3 (S) |
2 | -2 |
This weapon can be used during close combat attacks
After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the defending fighter’s owning player can force the attacking player to re-roll one successful hit. If the defending fighter is armed with two Parry weapons, their owning player can force the attacking player to re-roll two successful hits instead.
If the roll to wound with a Rending weapon is a natural 6 the attack causes 1 extra point of damage.
Wargear: Initiate's Mask
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
stdClass Object ( [ganger_id] => 1065435 [label_id] => [name] => _24 [type] => Initiate [m] => 5 [ws] => 4 [bs] => 4 [s] => 3 [t] => 5 [w] => 1 [i] => 4 [a] => 1 [ld] => 8 [cl] => 7 [wil] => 9 [int] => 9 [cost] => 125 [xp] => 3 [kills] => 0 [advance_count] => 2 [equipment] => Array ( [0] => stdClass Object ( [name] => Stub Gun [qty] => 1 ) [1] => stdClass Object ( [name] => Flak Armor [qty] => 1 ) [2] => stdClass Object ( [name] => Smoke Grenade [qty] => 1 ) [3] => stdClass Object ( [name] => Boning Sword [qty] => 1 ) [4] => stdClass Object ( [name] => Initiate's Mask [qty] => 1 ) ) [skills] => Array ( [0] => Infiltrate ) [injuries] => Array ( ) [image] => [status] => Alive [notes] => [datetime_added] => 2020-12-25 7:06:55 [datetime_updated] => 2022-04-29 21:37:24 [armour] => Array ( [0] => Flak Armor ) [wargear] => Array ( [0] => Initiate's Mask ) [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 ) [Boning Sword] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 4+
- [str] => 3
(S) [d] => 2 [ap] => -2 [am] => [traits] => Array ( [0] => Melee [1] => Parry [2] => Rending ) [qty] => 1 [slug] => boning_sword ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
5" | 4+ | 4+ | 3 | 4 | 1 | 4+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
8+ | 7+ | 9+ | 9+ | 7 |
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.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | T | - | 4+ - |
3 | 1 | - | 5+ |
After an attack with the Blaze trait has been resolved, roll a D6 if the target was hit but not taken Out Of Action. On a 4, 5 or 6, they become subject to the Blaze condition. When activated, a fighter subject to the Blaze condition suffers an immediate Strength 3, AP -1, Damage 1 hit before acting as follows:
Template weapons use the Flame template to determine how many targets they hit. See page 14.
Wargear: Initiate's Mask
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
stdClass Object ( [ganger_id] => 1065436 [label_id] => [name] => _30 [type] => Initiate [m] => 5 [ws] => 4 [bs] => 4 [s] => 3 [t] => 4 [w] => 1 [i] => 4 [a] => 1 [ld] => 8 [cl] => 7 [wil] => 9 [int] => 9 [cost] => 130 [xp] => 7 [kills] => 0 [advance_count] => 1 [equipment] => Array ( [0] => stdClass Object ( [name] => Hand Flamer [qty] => 1 ) [1] => stdClass Object ( [name] => Flak Armor [qty] => 1 ) [2] => stdClass Object ( [name] => Initiate's Mask [qty] => 1 ) ) [skills] => Array ( [0] => Infiltrate ) [injuries] => Array ( [0] => Humiliated ) [image] => [status] => Alive [notes] => [datetime_added] => 2020-12-25 7:07:32 [datetime_updated] => 2022-07-15 19:04:26 [armour] => Array ( [0] => Flak Armor ) [wargear] => Array ( [0] => Initiate's Mask ) [weapons] => Array ( [Hand Flamer] => stdClass Object ( [rs] => - [rl] => T [as] => - [al] => 4+
- [str] => 3 [d] => 1 [ap] => - [am] => 5+ [traits] => Array ( [0] => Blaze [1] => Template ) [qty] => 1 [slug] => hand_flamer ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
8+ | 7+ | 9+ | 9+ | 9 |
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.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | T | - | 4+ - |
3 | 1 | - | 5+ |
After an attack with the Blaze trait has been resolved, roll a D6 if the target was hit but not taken Out Of Action. On a 4, 5 or 6, they become subject to the Blaze condition. When activated, a fighter subject to the Blaze condition suffers an immediate Strength 3, AP -1, Damage 1 hit before acting as follows:
Template weapons use the Flame template to determine how many targets they hit. See page 14.
Wargear: Initiate's Mask
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
stdClass Object ( [ganger_id] => 1065441 [label_id] => [name] => Lucky 33 [type] => Initiate [m] => 5 [ws] => 4 [bs] => 4 [s] => 3 [t] => 3 [w] => 1 [i] => 4 [a] => 1 [ld] => 8 [cl] => 7 [wil] => 9 [int] => 9 [cost] => 100 [xp] => 9 [kills] => 0 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Hand Flamer [qty] => 1 ) [1] => stdClass Object ( [name] => Flak Armor [qty] => 1 ) [2] => stdClass Object ( [name] => Initiate's Mask [qty] => 1 ) ) [skills] => Array ( [0] => Infiltrate ) [injuries] => Array ( [0] => Eye Injury [1] => Eye Injury ) [image] => [status] => Alive [notes] => [datetime_added] => 2020-12-25 7:12:10 [datetime_updated] => 2022-07-15 19:03:50 [armour] => Array ( [0] => Flak Armor ) [wargear] => Array ( [0] => Initiate's Mask ) [weapons] => Array ( [Hand Flamer] => stdClass Object ( [rs] => - [rl] => T [as] => - [al] => 4+
- [str] => 3 [d] => 1 [ap] => - [am] => 5+ [traits] => Array ( [0] => Blaze [1] => Template ) [qty] => 1 [slug] => hand_flamer ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
4" | 3+ | 5+ | 4 | 4 | 2 | 4+ | 2 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
7+ | 5+ | 8+ | 9+ | 0 |
Armour: Mesh Armor
Mesh armour grants a 5+ save roll.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
6" | 12" | 3+ +2 |
5+ - |
3 | 1 | - | 4+ |
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.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | E | - | 3+ - |
4 (S) |
2 | -2 |
This weapon can be used during close combat attacks
After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the defending fighter’s owning player can force the attacking player to re-roll one successful hit. If the defending fighter is armed with two Parry weapons, their owning player can force the attacking player to re-roll two successful hits instead.
If the roll to wound with a Rending weapon is a natural 6 the attack causes 1 extra point of damage.
Wargear: Balefire Thrower, Falsehood, Threadneedle Worms
stdClass Object ( [ganger_id] => 1558265 [label_id] => [name] => Migolash [type] => Bounty Hunter M3 [m] => 4 [ws] => 3 [bs] => 5 [s] => 4 [t] => 4 [w] => 2 [i] => 4 [a] => 2 [ld] => 7 [cl] => 5 [wil] => 8 [int] => 9 [cost] => 325 [xp] => 0 [kills] => 0 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Stub Gun [qty] => 1 ) [1] => stdClass Object ( [name] => Mesh Armor [qty] => 1 ) [2] => stdClass Object ( [name] => Balefire Thrower [qty] => 1 ) [3] => stdClass Object ( [name] => Falsehood [qty] => 1 ) [4] => stdClass Object ( [name] => Threadneedle Worms [qty] => 1 ) [5] => stdClass Object ( [name] => Boning Sword [qty] => 1 ) ) [skills] => Array ( ) [injuries] => Array ( ) [image] => [status] => Alive [notes] => Infiltration and one random from ferocity [datetime_added] => 2021-11-19 4:32:26 [datetime_updated] => 2021-11-19 16:39:31 [armour] => Array ( [0] => Mesh Armor ) [wargear] => Array ( [0] => Balefire Thrower [1] => Falsehood [2] => Threadneedle Worms ) [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] => 1 [slug] => stub_gun ) [Boning Sword] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 3+
- [str] => 4
(S) [d] => 2 [ap] => -2 [am] => [traits] => Array ( [0] => Melee [1] => Parry [2] => Rending ) [qty] => 1 [slug] => boning_sword ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
8+ | 7+ | 9+ | 9+ | 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.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
6" | 12" | 2+ +2 |
4+ - |
3 | 1 | - | 4+ |
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.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | E | - | 4+ - |
3 (S) |
2 | -2 |
This weapon can be used during close combat attacks
After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the defending fighter’s owning player can force the attacking player to re-roll one successful hit. If the defending fighter is armed with two Parry weapons, their owning player can force the attacking player to re-roll two successful hits instead.
If the roll to wound with a Rending weapon is a natural 6 the attack causes 1 extra point of damage.
Wargear: Initiate's Mask
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
stdClass Object ( [ganger_id] => 1353832 [label_id] => [name] => _34 [type] => Initiate [m] => 5 [ws] => 4 [bs] => 4 [s] => 3 [t] => 3 [w] => 1 [i] => 4 [a] => 1 [ld] => 8 [cl] => 7 [wil] => 9 [int] => 9 [cost] => 50 [xp] => 4 [kills] => 0 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Stub Gun [qty] => 1 ) [1] => stdClass Object ( [name] => Flak Armor [qty] => 1 ) [2] => stdClass Object ( [name] => Boning Sword [qty] => 1 ) [3] => stdClass Object ( [name] => Initiate's Mask [qty] => 1 ) ) [skills] => Array ( [0] => Infiltrate ) [injuries] => Array ( [0] => Hand Injury ) [image] => [status] => Dead [notes] => [datetime_added] => 2021-07-23 8:23:01 [datetime_updated] => 2022-04-29 21:37:57 [armour] => Array ( [0] => Flak Armor ) [wargear] => Array ( [0] => Initiate's Mask ) [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 ) [Boning Sword] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 4+
- [str] => 3
(S) [d] => 2 [ap] => -2 [am] => [traits] => Array ( [0] => Melee [1] => Parry [2] => Rending ) [qty] => 1 [slug] => boning_sword ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1