TeyMunda Tools

Black Hounds

"Black Dog" McCreed 200 cred.

Palanite Captain

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

Armour: Armored undersuit, Flak Armor

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+.

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.

Shock Baton
RS RL AS AL Str D Ap Am
- E - 3+
-
4
(S+1)
1 - -
Traits
Melee, Parry, Shock

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

Concussion Carbine
RS RL AS AL Str D Ap Am
9" 18" 3+
+1
4+
-
3 1 -1 4+
Traits
Blast(3"), Concussion, Knockback, Seismic

The weapon uses a Blast marker. As describe page 40

Any model hit by a Concussion weapon has their Initiative reduced by 2 to a minimum of 6+ until the end of the round

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

If the target of a Seismic attack is Active, they are always Pinned – even if they have an ability that would normally allow them to avoid being Pinned by ranged attacks. In addition, if the wound roll for a Seismic weapon is a natural 6, no save roll can be made against that attack.

Wargear: Magnacles

Used by both the Adeptus Arbites and local Enforcers across the Imperium, Magnacles are magnetic shackles for locking prisoners in place. A fighter equipped with Magnacles can try to lock them onto an enemy in base contact as an Attack (Basic) action. The target must make an Initiative check to avoid the attack. If this test is failed they are locked in place and cannot move, cannot make ranged attacks and can only make unarmed melee attacks at -2 to hit. The target can attempt to free themselves by performing a Break Bonds (Double) action. Roll 2D6. If the result is equal or lower than their Strength then they have freed themselves, otherwise they remain trapped. Each friendly fighter in base contact with the target adds 2 to their Strength for the purposes of this roll.

Skills: Fast Shot

This fighter treats the Shoot action as (Simple) rather than (Basic), as long as they do not attack with a weapon that has the Unwieldy trait (note that even if a skill or wargear item allows a fighter to ignore one aspect of the Unwieldy trait, Unwieldy weapons retain the Trait).

Debug
            stdClass Object
(
    [ganger_id] => 1093275
    [label_id] => 
    [name] => "Black Dog" McCreed
    [type] => Palanite Captain
    [m] => 5
    [ws] => 3
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 2
    [i] => 4
    [a] => 2
    [ld] => 4
    [cl] => 6
    [wil] => 5
    [int] => 6
    [cost] => 200
    [xp] => 3
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Stub Gun
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Armored undersuit
                    [qty] => 1
                )

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

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

            [4] => stdClass Object
                (
                    [name] => Concussion Carbine
                    [qty] => 1
                )

            [5] => stdClass Object
                (
                    [name] => Magnacles
                    [qty] => 1
                )

        )

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

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

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-01-17 12:05:59
    [datetime_updated] => 2021-02-15 08:31:19
    [armour] => Array
        (
            [0] => Armored undersuit
            [1] => Flak Armor
        )

    [wargear] => Array
        (
            [0] => Magnacles
        )

    [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 ) [Shock Baton] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 3+
- [str] => 4
(S+1) [d] => 1 [ap] => - [am] => - [traits] => Array ( [0] => Melee [1] => Parry [2] => Shock ) [qty] => 1 [slug] => shock_baton ) [Concussion Carbine] => stdClass Object ( [rs] => 9" [rl] => 18" [as] => 3+
+1 [al] => 4+
- [str] => 3 [d] => 1 [ap] => -1 [am] => 4+ [traits] => Array ( [0] => Blast(3") [1] => Concussion [2] => Knockback [3] => Seismic ) [qty] => 1 [slug] => concussion_carbine ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

KP - 401 "The Rock 215 cred.

Subjugator Sergeant

« »
M WS BS S T W I A
5" 4+ 4+ 3 3 2 4+ 1
Ld Cl Wil Int XP
5+ 6+ 6+ 7+ 3

Armour: Armored undersuit, Layered Flak Armor

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+.

Layered flak armour grants a 5+ save roll. Against weapons that use a Blast marker or Flame template, this is increased to a 4+ 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.

Wargear: Grenade Launcher (Subjugator), Vigilance Assault Shield, Magnacles, Grenade Launcher-Photon Flash

Used by both the Adeptus Arbites and local Enforcers across the Imperium, Magnacles are magnetic shackles for locking prisoners in place. A fighter equipped with Magnacles can try to lock them onto an enemy in base contact as an Attack (Basic) action. The target must make an Initiative check to avoid the attack. If this test is failed they are locked in place and cannot move, cannot make ranged attacks and can only make unarmed melee attacks at -2 to hit. The target can attempt to free themselves by performing a Break Bonds (Double) action. Roll 2D6. If the result is equal or lower than their Strength then they have freed themselves, otherwise they remain trapped. Each friendly fighter in base contact with the target adds 2 to their Strength for the purposes of this roll.

Skills: Threat Response

If an enemy fighter ends their movement within 6" of this fighter after performing a Charge (Double) action, and if this fighter is Standing and Active and has a Ready marker on them, this fighter may immediately activate and perform a Charge (Double) action, moving towards the charging enemy fighter. If at the end of this movement this fighter has Engaged the enemy fighter, they may immediately perform a Fight (Basic) action as normal for a fighter performing a Charge (Double) action. This activation interrupts the enemy fighter’s action, being performed after movement but before attacks. This fighter then loses their Ready marker.

Debug
            stdClass Object
(
    [ganger_id] => 1093276
    [label_id] => 
    [name] => KP - 401 "The Rock
    [type] => Subjugator Sergeant
    [m] => 5
    [ws] => 4
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 2
    [i] => 4
    [a] => 1
    [ld] => 5
    [cl] => 6
    [wil] => 6
    [int] => 7
    [cost] => 215
    [xp] => 3
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Stub Gun
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Armored undersuit
                    [qty] => 1
                )

            [2] => stdClass Object
                (
                    [name] => Grenade Launcher (Subjugator)
                    [qty] => 1
                )

            [3] => stdClass Object
                (
                    [name] => Vigilance Assault Shield
                    [qty] => 1
                )

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

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

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

        )

    [skills] => Array
        (
            [0] => Threat Response
        )

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

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-01-17 12:08:17
    [datetime_updated] => 2022-01-21 17:37:41
    [armour] => Array
        (
            [0] => Armored undersuit
            [1] => Layered Flak Armor
        )

    [wargear] => Array
        (
            [0] => Grenade Launcher (Subjugator)
            [1] => Vigilance Assault Shield
            [2] => Magnacles
            [3] => Grenade Launcher-Photon Flash
        )

    [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 ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

NT - 606 "The Blackout 215 cred.

Palanite Sergeant

« »
M WS BS S T W I A
5" 4+ 4+ 3 3 2 4+ 1
Ld Cl Wil Int XP
5+ 6+ 6+ 7+ 3

Armour: Armored undersuit, Flak Armor

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+.

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.

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

This weapon can be used during close combat attacks

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

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

Sniper Rifle
RS RL AS AL Str D Ap Am
24" 48" 4+
-
3+
+1
4 1 -1 4+
Traits
Knockback, Rending

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

If the roll to wound with a Rending weapon is a natural 6 the attack causes 1 extra point of damage.

Wargear: Respirator, Infra-sight, Magnacles

(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.

Used by both the Adeptus Arbites and local Enforcers across the Imperium, Magnacles are magnetic shackles for locking prisoners in place. A fighter equipped with Magnacles can try to lock them onto an enemy in base contact as an Attack (Basic) action. The target must make an Initiative check to avoid the attack. If this test is failed they are locked in place and cannot move, cannot make ranged attacks and can only make unarmed melee attacks at -2 to hit. The target can attempt to free themselves by performing a Break Bonds (Double) action. Roll 2D6. If the result is equal or lower than their Strength then they have freed themselves, otherwise they remain trapped. Each friendly fighter in base contact with the target adds 2 to their Strength for the purposes of this roll.

Skills: Fast Shot

This fighter treats the Shoot action as (Simple) rather than (Basic), as long as they do not attack with a weapon that has the Unwieldy trait (note that even if a skill or wargear item allows a fighter to ignore one aspect of the Unwieldy trait, Unwieldy weapons retain the Trait).

Debug
            stdClass Object
(
    [ganger_id] => 1093277
    [label_id] => 
    [name] => NT - 606 "The Blackout
    [type] => Palanite Sergeant
    [m] => 5
    [ws] => 4
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 2
    [i] => 4
    [a] => 1
    [ld] => 5
    [cl] => 6
    [wil] => 6
    [int] => 7
    [cost] => 215
    [xp] => 3
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Stub Gun
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Respirator
                    [qty] => 1
                )

            [2] => stdClass Object
                (
                    [name] => Armored undersuit
                    [qty] => 1
                )

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

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

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

            [6] => stdClass Object
                (
                    [name] => Sniper Rifle
                    [qty] => 1
                )

            [7] => stdClass Object
                (
                    [name] => Magnacles
                    [qty] => 1
                )

        )

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

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

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-01-17 12:10:22
    [datetime_updated] => 2022-01-21 07:37:56
    [armour] => Array
        (
            [0] => Armored undersuit
            [1] => Flak Armor
        )

    [wargear] => Array
        (
            [0] => Respirator
            [1] => Infra-sight
            [2] => Magnacles
        )

    [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 ) [Shock Stave] => stdClass Object ( [rs] => E [rl] => 2" [as] => 4+
- [al] => 4+
- [str] => 4
(S+1) [d] => 1 [ap] => - [am] => - [traits] => Array ( [0] => Melee [1] => Shock [2] => Versatile ) [qty] => 1 [slug] => shock_stave ) [Sniper Rifle] => stdClass Object ( [rs] => 24" [rl] => 48" [as] => 4+
- [al] => 3+
+1 [str] => 4 [d] => 1 [ap] => -1 [am] => 4+ [traits] => Array ( [0] => Knockback [1] => Rending ) [qty] => 1 [slug] => sniper_rifle ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

KT - 421 70 cred.

Palanite Patrolman

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

Armour: Armored undersuit, Flak Armor

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+.

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.

Wargear: Magnacles

Used by both the Adeptus Arbites and local Enforcers across the Imperium, Magnacles are magnetic shackles for locking prisoners in place. A fighter equipped with Magnacles can try to lock them onto an enemy in base contact as an Attack (Basic) action. The target must make an Initiative check to avoid the attack. If this test is failed they are locked in place and cannot move, cannot make ranged attacks and can only make unarmed melee attacks at -2 to hit. The target can attempt to free themselves by performing a Break Bonds (Double) action. Roll 2D6. If the result is equal or lower than their Strength then they have freed themselves, otherwise they remain trapped. Each friendly fighter in base contact with the target adds 2 to their Strength for the purposes of this roll.

Debug
            stdClass Object
(
    [ganger_id] => 1093279
    [label_id] => 
    [name] => KT - 421
    [type] => Palanite Patrolman
    [m] => 5
    [ws] => 4
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 7
    [cl] => 7
    [wil] => 7
    [int] => 7
    [cost] => 70
    [xp] => 2
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Stub Gun
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Armored undersuit
                    [qty] => 1
                )

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

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

        )

    [skills] => Array
        (
        )

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

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-01-17 12:13:30
    [datetime_updated] => 2022-01-21 06:47:39
    [armour] => Array
        (
            [0] => Armored undersuit
            [1] => Flak Armor
        )

    [wargear] => Array
        (
            [0] => Magnacles
        )

    [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 ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

KP - 784 130 cred.

Palanite Patrolman

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

Armour: Armored undersuit, Flak Armor

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+.

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.

Enforcer Shotgun - Salvo Rounds
RS RL AS AL Str D Ap Am
4" 12" 3+
+1
4+
-
4 2 - 4+
Traits
Knockback, Rapid Fire(1)

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

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

Enforcer Shotgun - Shredder Rounds
RS RL AS AL Str D Ap Am
- T - 4+
-
2 1 - 4+
Traits
Scattershot, Template

When a target is hit by a scattershot attack, make D6 wounds roll instead of 1.

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

Wargear: Magnacles

Used by both the Adeptus Arbites and local Enforcers across the Imperium, Magnacles are magnetic shackles for locking prisoners in place. A fighter equipped with Magnacles can try to lock them onto an enemy in base contact as an Attack (Basic) action. The target must make an Initiative check to avoid the attack. If this test is failed they are locked in place and cannot move, cannot make ranged attacks and can only make unarmed melee attacks at -2 to hit. The target can attempt to free themselves by performing a Break Bonds (Double) action. Roll 2D6. If the result is equal or lower than their Strength then they have freed themselves, otherwise they remain trapped. Each friendly fighter in base contact with the target adds 2 to their Strength for the purposes of this roll.

Debug
            stdClass Object
(
    [ganger_id] => 1093280
    [label_id] => 
    [name] => KP - 784
    [type] => Palanite Patrolman
    [m] => 5
    [ws] => 4
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 7
    [cl] => 7
    [wil] => 7
    [int] => 7
    [cost] => 130
    [xp] => 3
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Stub Gun
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Armored undersuit
                    [qty] => 1
                )

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

            [3] => stdClass Object
                (
                    [name] => Enforcer Shotgun
                    [qty] => 1
                )

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

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-01-17 12:15:25
    [datetime_updated] => 2021-02-14 02:21:03
    [armour] => Array
        (
            [0] => Armored undersuit
            [1] => Flak Armor
        )

    [wargear] => Array
        (
            [0] => Magnacles
        )

    [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 ) [Enforcer Shotgun - Salvo Rounds] => stdClass Object ( [rs] => 4" [rl] => 12" [as] => 3+
+1 [al] => 4+
- [str] => 4 [d] => 2 [ap] => - [am] => 4+ [traits] => Array ( [0] => Knockback [1] => Rapid Fire(1) ) [qty] => 1 [slug] => enforcer_shotgun___salvo_rounds ) [Enforcer Shotgun - Shredder Rounds] => stdClass Object ( [rs] => - [rl] => T [as] => - [al] => 4+
- [str] => 2 [d] => 1 [ap] => - [am] => 4+ [traits] => Array ( [0] => Scattershot [1] => Template ) [qty] => 1 [slug] => enforcer_shotgun___shredder_rounds ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

KL - 229 120 cred.

Palanite Patrolman

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

Armour: Armored undersuit, Flak Armor

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+.

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.

Wargear: Enforcer Boltgun, Magnacles

Used by both the Adeptus Arbites and local Enforcers across the Imperium, Magnacles are magnetic shackles for locking prisoners in place. A fighter equipped with Magnacles can try to lock them onto an enemy in base contact as an Attack (Basic) action. The target must make an Initiative check to avoid the attack. If this test is failed they are locked in place and cannot move, cannot make ranged attacks and can only make unarmed melee attacks at -2 to hit. The target can attempt to free themselves by performing a Break Bonds (Double) action. Roll 2D6. If the result is equal or lower than their Strength then they have freed themselves, otherwise they remain trapped. Each friendly fighter in base contact with the target adds 2 to their Strength for the purposes of this roll.

Debug
            stdClass Object
(
    [ganger_id] => 1093281
    [label_id] => 
    [name] => KL - 229
    [type] => Palanite Patrolman
    [m] => 5
    [ws] => 4
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 7
    [cl] => 7
    [wil] => 7
    [int] => 7
    [cost] => 120
    [xp] => 5
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Stub Gun
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Armored undersuit
                    [qty] => 1
                )

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

            [3] => stdClass Object
                (
                    [name] => Enforcer Boltgun
                    [qty] => 1
                )

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

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-01-17 12:16:00
    [datetime_updated] => 2022-01-21 17:43:42
    [armour] => Array
        (
            [0] => Armored undersuit
            [1] => Flak Armor
        )

    [wargear] => Array
        (
            [0] => Enforcer Boltgun
            [1] => Magnacles
        )

    [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 ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

PT - 272 60 cred.

Palanite Rookie

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

Armour: Armored undersuit, Flak Armor

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+.

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" 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.

Enforcer Shotgun - Salvo Rounds
RS RL AS AL Str D Ap Am
4" 12" 4+
+1
5+
-
4 2 - 4+
Traits
Knockback, Rapid Fire(1)

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

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

Enforcer Shotgun - Shredder Rounds
RS RL AS AL Str D Ap Am
- T - 5+
-
2 1 - 4+
Traits
Scattershot, Template

When a target is hit by a scattershot attack, make D6 wounds roll instead of 1.

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

Wargear: Magnacles

Used by both the Adeptus Arbites and local Enforcers across the Imperium, Magnacles are magnetic shackles for locking prisoners in place. A fighter equipped with Magnacles can try to lock them onto an enemy in base contact as an Attack (Basic) action. The target must make an Initiative check to avoid the attack. If this test is failed they are locked in place and cannot move, cannot make ranged attacks and can only make unarmed melee attacks at -2 to hit. The target can attempt to free themselves by performing a Break Bonds (Double) action. Roll 2D6. If the result is equal or lower than their Strength then they have freed themselves, otherwise they remain trapped. Each friendly fighter in base contact with the target adds 2 to their Strength for the purposes of this roll.

Debug
            stdClass Object
(
    [ganger_id] => 1116766
    [label_id] => 
    [name] => PT - 272
    [type] => Palanite Rookie
    [m] => 5
    [ws] => 5
    [bs] => 5
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 8
    [cl] => 8
    [wil] => 8
    [int] => 8
    [cost] => 60
    [xp] => 1
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Stub Gun
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Armored undersuit
                    [qty] => 1
                )

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

            [3] => stdClass Object
                (
                    [name] => Enforcer Shotgun
                    [qty] => 1
                )

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

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-02-06 9:38:08
    [datetime_updated] => 2022-01-21 17:45:15
    [armour] => Array
        (
            [0] => Armored undersuit
            [1] => Flak Armor
        )

    [wargear] => Array
        (
            [0] => Magnacles
        )

    [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 ) [Enforcer Shotgun - Salvo Rounds] => stdClass Object ( [rs] => 4" [rl] => 12" [as] => 4+
+1 [al] => 5+
- [str] => 4 [d] => 2 [ap] => - [am] => 4+ [traits] => Array ( [0] => Knockback [1] => Rapid Fire(1) ) [qty] => 1 [slug] => enforcer_shotgun___salvo_rounds ) [Enforcer Shotgun - Shredder Rounds] => stdClass Object ( [rs] => - [rl] => T [as] => - [al] => 5+
- [str] => 2 [d] => 1 [ap] => - [am] => 4+ [traits] => Array ( [0] => Scattershot [1] => Template ) [qty] => 1 [slug] => enforcer_shotgun___shredder_rounds ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

KT - 101 (Dead)

Palanite Patrolman

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

Armour: Armored undersuit, Flak Armor

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+.

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.

Wargear: Magnacles

Used by both the Adeptus Arbites and local Enforcers across the Imperium, Magnacles are magnetic shackles for locking prisoners in place. A fighter equipped with Magnacles can try to lock them onto an enemy in base contact as an Attack (Basic) action. The target must make an Initiative check to avoid the attack. If this test is failed they are locked in place and cannot move, cannot make ranged attacks and can only make unarmed melee attacks at -2 to hit. The target can attempt to free themselves by performing a Break Bonds (Double) action. Roll 2D6. If the result is equal or lower than their Strength then they have freed themselves, otherwise they remain trapped. Each friendly fighter in base contact with the target adds 2 to their Strength for the purposes of this roll.

Debug
            stdClass Object
(
    [ganger_id] => 1093278
    [label_id] => 
    [name] => KT - 101
    [type] => Palanite Patrolman
    [m] => 5
    [ws] => 4
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 7
    [cl] => 7
    [wil] => 7
    [int] => 7
    [cost] => 70
    [xp] => 3
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Stub Gun
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Armored undersuit
                    [qty] => 1
                )

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

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

        )

    [skills] => Array
        (
        )

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

    [image] => 
    [status] => Dead
    [notes] => 
    [datetime_added] => 2021-01-17 12:12:06
    [datetime_updated] => 2021-02-09 10:55:35
    [armour] => Array
        (
            [0] => Armored undersuit
            [1] => Flak Armor
        )

    [wargear] => Array
        (
            [0] => Magnacles
        )

    [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 ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1