TeyMunda Tools

Recyclers

Alpha 710 cred.

Butcher

« »
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.

Weapons

Paired Butcher's Chain Cleavers*
RS RL AS AL Str D Ap Am
- E - 2+
-
5
(S+1)
2 -1 -
Traits
Melee, Paired, Shred

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.

Debug
            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

Beta 725 cred.

Cutter

« »
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.

Weapons

Paired Butcher's Chain Cleavers*
RS RL AS AL Str D Ap Am
- E - 2+
-
5
(S+1)
2 -1 -
Traits
Melee, Paired, Shred

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.

Debug
            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

Gamma 605 cred.

Cutter

« »
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.

Weapons

Paired Butcher's Chain Cleavers*
RS RL AS AL Str D Ap Am
- E - 3+
-
5
(S+1)
2 -1 -
Traits
Melee, Paired, Shred

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.

Debug
            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

_15 115 cred.

Initiate

« »
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.

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

Boning Sword
RS RL AS AL Str D Ap Am
- E - 3+
-
3
(S)
2 -2
Traits
Melee, Parry, Rending

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

Debug
            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

_23 125 cred.

Initiate

« »
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.

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

Boning Sword
RS RL AS AL Str D Ap Am
- E - 4+
-
3
(S)
2 -2
Traits
Melee, Parry, Rending

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

Debug
            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

_24 125 cred.

Initiate

« »
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.

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

Boning Sword
RS RL AS AL Str D Ap Am
- E - 4+
-
3
(S)
2 -2
Traits
Melee, Parry, Rending

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

Debug
            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

_30 130 cred.

Initiate

« »
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.

Weapons

Hand Flamer
RS RL AS AL Str D Ap Am
- T - 4+
-
3 1 - 5+
Traits
Blaze, Template

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:

  • If Prone and Pinned the fighter immediately becomes Standing and Active and acts as described below.
  • If Standing and Active the fighter moves 2D6" in a random direction, determined by the Scatter dice. The fighter will stop moving if this movement would bring them within 1" of an enemy fighter or into base contact with impassable terrain. If this movement brings them within 1⁄2" of the edge of a level or platform, they risk falling as described on page 39. If this movement takes the fighter beyond the edge of a level or platform, they will simply fall. At the end of this move, the fighter may choose to become Prone and Pinned. The fighter may then attempt to put the fire out
  • If Standing and Engaged or Prone and SeriouslyInjured, the fighter does not move and attempts to put the fire out. To attempt to put the fire out, roll a D6, adding 1 to the result for each other Active friendly fighter within 1". On a result of 6 or more, the flames go out and the Blaze marker is removed. Pinned or Seriously Injured fighters add 2 to the result of the roll to see if the flames go out.

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

Debug
            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

Lucky 33 100 cred.

Initiate

« »
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.

Weapons

Hand Flamer
RS RL AS AL Str D Ap Am
- T - 4+
-
3 1 - 5+
Traits
Blaze, Template

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:

  • If Prone and Pinned the fighter immediately becomes Standing and Active and acts as described below.
  • If Standing and Active the fighter moves 2D6" in a random direction, determined by the Scatter dice. The fighter will stop moving if this movement would bring them within 1" of an enemy fighter or into base contact with impassable terrain. If this movement brings them within 1⁄2" of the edge of a level or platform, they risk falling as described on page 39. If this movement takes the fighter beyond the edge of a level or platform, they will simply fall. At the end of this move, the fighter may choose to become Prone and Pinned. The fighter may then attempt to put the fire out
  • If Standing and Engaged or Prone and SeriouslyInjured, the fighter does not move and attempts to put the fire out. To attempt to put the fire out, roll a D6, adding 1 to the result for each other Active friendly fighter within 1". On a result of 6 or more, the flames go out and the Blaze marker is removed. Pinned or Seriously Injured fighters add 2 to the result of the roll to see if the flames go out.

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

Debug
            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

Migolash 325 cred.

Bounty Hunter M3

« »
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.

Weapons

Stub Gun
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.

Boning Sword
RS RL AS AL Str D Ap Am
- E - 3+
-
4
(S)
2 -2
Traits
Melee, Parry, Rending

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

Debug
            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

_34 (Dead)

Initiate

« »
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.

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.

Boning Sword
RS RL AS AL Str D Ap Am
- E - 4+
-
3
(S)
2 -2
Traits
Melee, Parry, Rending

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

Debug
            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