TeyMunda Tools

Defenders of the Hive

Isaak Gardlinger 335 cred.

Hybrid Acolyte

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

Armour: Hazard Suit

The Ash Wastes are a hostile place, their dunes are frequently toxic or corrosive, and strong winds whip up regular ash storms capable of blasting any exposed skin raw in minutes. Consequently, those such as ash crust miners and the poor wretches who maintain a hive’s outer armoured skin frequently wear heavy suits of rubberised canvas with vulcanised plates that protects them form the dangers of their working environment. A hazard suit grants a 6+ save roll. Additionally, when a hazard suit is combined with a respirator, the fighter’s Toughness is increased by 3 96 against Gas attacks, rather than the usual 2. Finally, a fighter wearing a hazard suit is immune to the Blaze and Rad-phage traits

Weapons

Hand Flamer
RS RL AS AL Str D Ap Am
- T - 3+
-
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: Demolition Charge, Psychic Familiar, Necrotic Beamer

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] => 1099443
    [label_id] => 
    [name] => Isaak Gardlinger
    [type] => Hybrid Acolyte
    [m] => 4
    [ws] => 3
    [bs] => 3
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 3
    [a] => 1
    [ld] => 4
    [cl] => 5
    [wil] => 7
    [int] => 6
    [cost] => 335
    [xp] => 3
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Hand Flamer
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Hazard Suit
                    [qty] => 1
                )

            [2] => stdClass Object
                (
                    [name] => Demolition Charge
                    [qty] => 1
                )

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

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

        )

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

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-01-22 7:41:41
    [datetime_updated] => 2022-03-19 20:39:31
    [armour] => Array
        (
            [0] => Hazard Suit
        )

    [wargear] => Array
        (
            [0] => Demolition Charge
            [1] => Psychic Familiar
            [2] => Necrotic Beamer
        )

    [weapons] => Array
        (
            [Hand Flamer] => stdClass Object
                (
                    [rs] => -
                    [rl] => T
                    [as] => -
                    [al] => 3+
- [str] => 3 [d] => 1 [ap] => - [am] => 5+ [traits] => Array ( [0] => Blaze [1] => Template ) [qty] => 1 [slug] => hand_flamer ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Blompek 0 cred.

Psychic Familiar

« »
M WS BS S T W I A
5" 4+ 0+ 2 2 1 2+ 1
Ld Cl Wil Int XP
7+ 7+ 6+ 7+ 3

Weapons

Debug
            stdClass Object
(
    [ganger_id] => 1099446
    [label_id] => 
    [name] => Blompek
    [type] => Psychic Familiar
    [m] => 5
    [ws] => 4
    [bs] => 0
    [s] => 2
    [t] => 2
    [w] => 1
    [i] => 2
    [a] => 1
    [ld] => 7
    [cl] => 7
    [wil] => 6
    [int] => 7
    [cost] => 0
    [xp] => 3
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-01-22 7:42:55
    [datetime_updated] => 2022-03-19 20:39:53
    [armour] => Array
        (
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1        

Hollan Zorbach 280 cred.

Hybrid Acolyte Early Gen

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

Armour: Hazard Suit

The Ash Wastes are a hostile place, their dunes are frequently toxic or corrosive, and strong winds whip up regular ash storms capable of blasting any exposed skin raw in minutes. Consequently, those such as ash crust miners and the poor wretches who maintain a hive’s outer armoured skin frequently wear heavy suits of rubberised canvas with vulcanised plates that protects them form the dangers of their working environment. A hazard suit grants a 6+ save roll. Additionally, when a hazard suit is combined with a respirator, the fighter’s Toughness is increased by 3 96 against Gas attacks, rather than the usual 2. Finally, a fighter wearing a hazard suit is immune to the Blaze and Rad-phage traits

Weapons

Wargear: Third Arm, Mining Laser*, Psychic Familiar

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] => 1099447
    [label_id] => 
    [name] => Hollan Zorbach
    [type] => Hybrid Acolyte Early Gen
    [m] => 4
    [ws] => 3
    [bs] => 3
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 3
    [a] => 1
    [ld] => 4
    [cl] => 5
    [wil] => 7
    [int] => 6
    [cost] => 280
    [xp] => 5
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Hazard Suit
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Third Arm
                    [qty] => 1
                )

            [2] => stdClass Object
                (
                    [name] => Mining Laser*
                    [qty] => 1
                )

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

        )

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

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-01-22 7:43:33
    [datetime_updated] => 2022-03-19 20:40:33
    [armour] => Array
        (
            [0] => Hazard Suit
        )

    [wargear] => Array
        (
            [0] => Third Arm
            [1] => Mining Laser*
            [2] => Psychic Familiar
        )

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1        

Blopek 0 cred.

Psychic Familiar

« »
M WS BS S T W I A
5" 4+ 0+ 2 2 1 2+ 1
Ld Cl Wil Int XP
7+ 7+ 6+ 7+ 3

Weapons

Debug
            stdClass Object
(
    [ganger_id] => 1099449
    [label_id] => 
    [name] => Blopek
    [type] => Psychic Familiar
    [m] => 5
    [ws] => 4
    [bs] => 0
    [s] => 2
    [t] => 2
    [w] => 1
    [i] => 2
    [a] => 1
    [ld] => 7
    [cl] => 7
    [wil] => 6
    [int] => 7
    [cost] => 0
    [xp] => 3
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-01-22 7:43:49
    [datetime_updated] => 2022-03-19 20:40:52
    [armour] => Array
        (
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1        

Smokeman 355 cred.

Hybrid Acolyte Early Gen

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

Armour: Mesh Armor

Mesh armour grants a 5+ save roll.

Weapons

Wargear: Photo-goggles, Bio-booster, Third Arm, Seismic Cannon*

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] => 1638799
    [label_id] => 
    [name] => Smokeman
    [type] => Hybrid Acolyte Early Gen
    [m] => 4
    [ws] => 3
    [bs] => 3
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 3
    [a] => 2
    [ld] => 4
    [cl] => 5
    [wil] => 7
    [int] => 6
    [cost] => 355
    [xp] => 4
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Photo-goggles
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Bio-booster
                    [qty] => 1
                )

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

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

            [4] => stdClass Object
                (
                    [name] => Seismic Cannon*
                    [qty] => 1
                )

        )

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

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2022-01-05 11:32:29
    [datetime_updated] => 2022-03-19 20:41:12
    [armour] => Array
        (
            [0] => Mesh Armor
        )

    [wargear] => Array
        (
            [0] => Photo-goggles
            [1] => Bio-booster
            [2] => Third Arm
            [3] => Seismic Cannon*
        )

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1        

Barber 130 cred.

Hybrid Acolyte Early Gen

« »
M WS BS S T W I A
4" 3+ 3+ 3 3 1 3+ 2
Ld Cl Wil Int XP
4+ 5+ 7+ 6+ 0

Armour: Hazard Suit, Ablative Overlay

The Ash Wastes are a hostile place, their dunes are frequently toxic or corrosive, and strong winds whip up regular ash storms capable of blasting any exposed skin raw in minutes. Consequently, those such as ash crust miners and the poor wretches who maintain a hive’s outer armoured skin frequently wear heavy suits of rubberised canvas with vulcanised plates that protects them form the dangers of their working environment. A hazard suit grants a 6+ save roll. Additionally, when a hazard suit is combined with a respirator, the fighter’s Toughness is increased by 3 96 against Gas attacks, rather than the usual 2. Finally, a fighter wearing a hazard suit is immune to the Blaze and Rad-phage traits

Sometimes the best way to improve a suit of armour is to add even more armour over the top. An ablative overlay is a layer of armour that can be worn in addition to another suit of armour, or can be worn on its own. It can range from sophisticated gel coatings and reactive plates, to more primitive furs quilted with ballistic cloth and fragments from ruined armour pieces. The first time a fighter wearing an ablative overlay is required to make a save, their save is 2 better than normal (i.e., a model with a 5+ save would gain a 3+ save). A model without a save gains a 5+ save. The second time they must make a save, it becomes 1 better than normal or 6+ if they did not already have a save. After the fighter has been hit twice, the ablative overlay is spent and has no further effect on the game, but is retained by the fighter and may be used again in future games

Weapons

Wargear: Bio-booster, Third Arm, Heavy Rock Saw*, Ceramite Shield, 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: 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] => 1785656
    [label_id] => 
    [name] => Barber
    [type] => Hybrid Acolyte Early Gen
    [m] => 4
    [ws] => 3
    [bs] => 3
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 3
    [a] => 2
    [ld] => 4
    [cl] => 5
    [wil] => 7
    [int] => 6
    [cost] => 130
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Bio-booster
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Hazard Suit
                    [qty] => 1
                )

            [2] => stdClass Object
                (
                    [name] => Third Arm
                    [qty] => 1
                )

            [3] => stdClass Object
                (
                    [name] => Heavy Rock Saw*
                    [qty] => 1
                )

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

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

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

        )

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

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2022-03-22 9:33:03
    [datetime_updated] => 2022-03-22 09:36:58
    [armour] => Array
        (
            [0] => Hazard Suit
            [1] => Ablative Overlay
        )

    [wargear] => Array
        (
            [0] => Bio-booster
            [1] => Third Arm
            [2] => Heavy Rock Saw*
            [3] => Ceramite Shield
            [4] => Magnacles
        )

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1        

Nasser Carleon 115 cred.

Neophyte Hybrid

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

Armour: Mesh Armor, Ablative Overlay

Mesh armour grants a 5+ save roll.

Sometimes the best way to improve a suit of armour is to add even more armour over the top. An ablative overlay is a layer of armour that can be worn in addition to another suit of armour, or can be worn on its own. It can range from sophisticated gel coatings and reactive plates, to more primitive furs quilted with ballistic cloth and fragments from ruined armour pieces. The first time a fighter wearing an ablative overlay is required to make a save, their save is 2 better than normal (i.e., a model with a 5+ save would gain a 3+ save). A model without a save gains a 5+ save. The second time they must make a save, it becomes 1 better than normal or 6+ if they did not already have a save. After the fighter has been hit twice, the ablative overlay is spent and has no further effect on the game, but is retained by the fighter and may be used again in future games

Weapons

Grenade Launcher - Frag
RS RL AS AL Str D Ap Am
6" 24" 5+
-1
4+
-
3 1 - 6+
Traits
Blast(3), Knockback

The weapon uses a Blast marker. As describe page 40

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

Grenade Launcher - Krak
RS RL AS AL Str D Ap Am
6" 24" 5+
-1
4+
-
6 2 -2 6+
Traits

Wargear: Hrud Fusil

Debug
            stdClass Object
(
    [ganger_id] => 1099452
    [label_id] => 
    [name] => Nasser Carleon
    [type] => Neophyte Hybrid
    [m] => 4
    [ws] => 4
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 7
    [cl] => 5
    [wil] => 6
    [int] => 8
    [cost] => 115
    [xp] => 3
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Grenade Launcher w/Frag+Krak
                    [qty] => 1
                )

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

            [2] => stdClass Object
                (
                    [name] => Hrud Fusil
                    [qty] => 1
                )

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

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-01-22 7:45:37
    [datetime_updated] => 2022-03-22 09:36:58
    [armour] => Array
        (
            [0] => Mesh Armor
            [1] => Ablative Overlay
        )

    [wargear] => Array
        (
            [0] => Hrud Fusil
        )

    [weapons] => Array
        (
            [Grenade Launcher - Frag] => stdClass Object
                (
                    [rs] => 6"
                    [rl] => 24"
                    [as] => 5+
-1 [al] => 4+
- [str] => 3 [d] => 1 [ap] => - [am] => 6+ [traits] => Array ( [0] => Blast(3) [1] => Knockback ) [qty] => 1 [slug] => grenade_launcher___frag ) [Grenade Launcher - Krak] => stdClass Object ( [rs] => 6" [rl] => 24" [as] => 5+
-1 [al] => 4+
- [str] => 6 [d] => 2 [ap] => -2 [am] => 6+ [traits] => Array ( ) [qty] => 1 [slug] => grenade_launcher___krak ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Carl 60 cred.

Neophyte Hybrid

« »
M WS BS S T W I A
4" 4+ 4+ 3 3 1 4+ 1
Ld Cl Wil Int XP
7+ 5+ 6+ 8+ 2

Armour: Hazard Suit

The Ash Wastes are a hostile place, their dunes are frequently toxic or corrosive, and strong winds whip up regular ash storms capable of blasting any exposed skin raw in minutes. Consequently, those such as ash crust miners and the poor wretches who maintain a hive’s outer armoured skin frequently wear heavy suits of rubberised canvas with vulcanised plates that protects them form the dangers of their working environment. A hazard suit grants a 6+ save roll. Additionally, when a hazard suit is combined with a respirator, the fighter’s Toughness is increased by 3 96 against Gas attacks, rather than the usual 2. Finally, a fighter wearing a hazard suit is immune to the Blaze and Rad-phage traits

Weapons

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

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

Debug
            stdClass Object
(
    [ganger_id] => 1099455
    [label_id] => 
    [name] => Carl
    [type] => Neophyte Hybrid
    [m] => 4
    [ws] => 4
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 7
    [cl] => 5
    [wil] => 6
    [int] => 8
    [cost] => 60
    [xp] => 2
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Autogun
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Hazard Suit
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-01-22 7:47:34
    [datetime_updated] => 2022-03-22 09:33:42
    [armour] => Array
        (
            [0] => Hazard Suit
        )

    [wargear] => Array
        (
        )

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

Noshame 60 cred.

Neophyte Hybrid

« »
M WS BS S T W I A
4" 4+ 4+ 3 3 1 4+ 1
Ld Cl Wil Int XP
7+ 5+ 6+ 8+ 0

Armour: Hazard Suit

The Ash Wastes are a hostile place, their dunes are frequently toxic or corrosive, and strong winds whip up regular ash storms capable of blasting any exposed skin raw in minutes. Consequently, those such as ash crust miners and the poor wretches who maintain a hive’s outer armoured skin frequently wear heavy suits of rubberised canvas with vulcanised plates that protects them form the dangers of their working environment. A hazard suit grants a 6+ save roll. Additionally, when a hazard suit is combined with a respirator, the fighter’s Toughness is increased by 3 96 against Gas attacks, rather than the usual 2. Finally, a fighter wearing a hazard suit is immune to the Blaze and Rad-phage traits

Weapons

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

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

Debug
            stdClass Object
(
    [ganger_id] => 1785640
    [label_id] => 
    [name] => Noshame
    [type] => Neophyte Hybrid
    [m] => 4
    [ws] => 4
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 7
    [cl] => 5
    [wil] => 6
    [int] => 8
    [cost] => 60
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Autogun
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Hazard Suit
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2022-03-22 9:30:16
    [datetime_updated] => 2022-03-22 09:33:26
    [armour] => Array
        (
            [0] => Hazard Suit
        )

    [wargear] => Array
        (
        )

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

Tank 120 cred.

Aberrant

« »
M WS BS S T W I A
5" 3+ 6+ 5 4 2 5+ 2
Ld Cl Wil Int XP
9+ 4+ 6+ 10+ 2

Weapons

Shock Stave
RS RL AS AL Str D Ap Am
E 2" 3+
-
3+
-
6
(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.

Skills: Unstoppable

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] => 1099458
    [label_id] => 
    [name] => Tank
    [type] => Aberrant
    [m] => 5
    [ws] => 3
    [bs] => 6
    [s] => 5
    [t] => 4
    [w] => 2
    [i] => 5
    [a] => 2
    [ld] => 9
    [cl] => 4
    [wil] => 6
    [int] => 10
    [cost] => 120
    [xp] => 2
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Shock Stave
                    [qty] => 1
                )

        )

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

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-01-22 7:49:47
    [datetime_updated] => 2022-03-22 09:33:22
    [armour] => Array
        (
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
            [Shock Stave] => stdClass Object
                (
                    [rs] => E
                    [rl] => 2"
                    [as] => 3+
- [al] => 3+
- [str] => 6
(S+1) [d] => 1 [ap] => - [am] => - [traits] => Array ( [0] => Melee [1] => Shock [2] => Versatile ) [qty] => 1 [slug] => shock_stave ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Dominus (Recovery) 285 cred.

Cult Adept

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

Armour: Mesh Armor

Mesh armour grants a 5+ save roll.

Weapons

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.

Demiurg Energy Drill
RS RL AS AL Str D Ap Am
3" 9" 2+
+2
4+
-
7 2 -4 6+
Traits
Impale, Scarce, Unwieldy

If an attack made by this weapon hits and wounds the target, and the save roll is unsuccessful (or no save roll is made), the projectile continues through them and might hit another fighter! Trace a straight line from the target, directly away from the attacker. If there are any fighters within 1" of this line, and within the weapon's Long Range, the one that is closest to the target is at risk of being hit. Roll a D6 – on a 3 or more, resolve the weapon’s attack against that fighter, subtracting 1 from the Strength. The projectile can continue through multiple fighters in this way, but if the Strength is reduced to 0, it cannot hit any more fighters.

Ammunition is hard to come by for Scarce weapons, and as such they cannot be reloaded – once they run Out of Ammo, they cannot be used again during the battle.

A Shoot action made with this weapon counts as a Double action as opposed to a Single action. In addition, a fighter who uses a weapon with both the Unwieldy and Melee traits in close combat cannot use a second weapon at the same time – this one requires both hands to use.

Wargear: Psychic Familiar

Skills: Mind Control

Debug
            stdClass Object
(
    [ganger_id] => 1099441
    [label_id] => 
    [name] => Dominus
    [type] => Cult Adept
    [m] => 4
    [ws] => 4
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 2
    [i] => 3
    [a] => 2
    [ld] => 3
    [cl] => 5
    [wil] => 5
    [int] => 4
    [cost] => 285
    [xp] => 4
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Mesh Armor
                    [qty] => 1
                )

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

            [2] => stdClass Object
                (
                    [name] => Psychic Familiar
                    [qty] => 1
                )

            [3] => stdClass Object
                (
                    [name] => Demiurg Energy Drill
                    [qty] => 1
                )

        )

    [skills] => Array
        (
            [0] => Mind Control
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Recovery
    [notes] => 
    [datetime_added] => 2021-01-22 7:40:04
    [datetime_updated] => 2022-03-19 20:34:40
    [armour] => Array
        (
            [0] => Mesh Armor
        )

    [wargear] => Array
        (
            [0] => Psychic Familiar
        )

    [weapons] => Array
        (
            [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 ) [Demiurg Energy Drill] => stdClass Object ( [rs] => 3" [rl] => 9" [as] => 2+
+2 [al] => 4+
- [str] => 7 [d] => 2 [ap] => -4 [am] => 6+ [traits] => Array ( [0] => Impale [1] => Scarce [2] => Unwieldy ) [qty] => 1 [slug] => demiurg_energy_drill ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Glutek (Recovery) 0 cred.

Psychic Familiar

« »
M WS BS S T W I A
5" 4+ 0+ 2 2 1 2+ 1
Ld Cl Wil Int XP
7+ 7+ 6+ 7+ 4

Weapons

Debug
            stdClass Object
(
    [ganger_id] => 1099442
    [label_id] => 
    [name] => Glutek
    [type] => Psychic Familiar
    [m] => 5
    [ws] => 4
    [bs] => 0
    [s] => 2
    [t] => 2
    [w] => 1
    [i] => 2
    [a] => 1
    [ld] => 7
    [cl] => 7
    [wil] => 6
    [int] => 7
    [cost] => 0
    [xp] => 4
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Recovery
    [notes] => 
    [datetime_added] => 2021-01-22 7:40:57
    [datetime_updated] => 2022-03-19 20:35:07
    [armour] => Array
        (
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1        

Foyle Kheiser (Recovery) 60 cred.

Neophyte Hybrid

« »
M WS BS S T W I A
4" 4+ 4+ 3 3 1 4+ 1
Ld Cl Wil Int XP
7+ 5+ 6+ 8+ 2

Armour: Hazard Suit

The Ash Wastes are a hostile place, their dunes are frequently toxic or corrosive, and strong winds whip up regular ash storms capable of blasting any exposed skin raw in minutes. Consequently, those such as ash crust miners and the poor wretches who maintain a hive’s outer armoured skin frequently wear heavy suits of rubberised canvas with vulcanised plates that protects them form the dangers of their working environment. A hazard suit grants a 6+ save roll. Additionally, when a hazard suit is combined with a respirator, the fighter’s Toughness is increased by 3 96 against Gas attacks, rather than the usual 2. Finally, a fighter wearing a hazard suit is immune to the Blaze and Rad-phage traits

Weapons

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

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

Debug
            stdClass Object
(
    [ganger_id] => 1099453
    [label_id] => 
    [name] => Foyle Kheiser
    [type] => Neophyte Hybrid
    [m] => 4
    [ws] => 4
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 7
    [cl] => 5
    [wil] => 6
    [int] => 8
    [cost] => 60
    [xp] => 2
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Autogun
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Hazard Suit
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Recovery
    [notes] => 
    [datetime_added] => 2021-01-22 7:46:43
    [datetime_updated] => 2022-03-22 09:35:23
    [armour] => Array
        (
            [0] => Hazard Suit
        )

    [wargear] => Array
        (
        )

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

Kreen Tarnright (Recovery) 60 cred.

Neophyte Hybrid

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

Armour: Hazard Suit

The Ash Wastes are a hostile place, their dunes are frequently toxic or corrosive, and strong winds whip up regular ash storms capable of blasting any exposed skin raw in minutes. Consequently, those such as ash crust miners and the poor wretches who maintain a hive’s outer armoured skin frequently wear heavy suits of rubberised canvas with vulcanised plates that protects them form the dangers of their working environment. A hazard suit grants a 6+ save roll. Additionally, when a hazard suit is combined with a respirator, the fighter’s Toughness is increased by 3 96 against Gas attacks, rather than the usual 2. Finally, a fighter wearing a hazard suit is immune to the Blaze and Rad-phage traits

Weapons

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

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

Debug
            stdClass Object
(
    [ganger_id] => 1638798
    [label_id] => 
    [name] => Kreen Tarnright
    [type] => Neophyte Hybrid
    [m] => 4
    [ws] => 4
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 7
    [cl] => 5
    [wil] => 6
    [int] => 8
    [cost] => 60
    [xp] => 1
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Autogun
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Hazard Suit
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Recovery
    [notes] => CAPTURED
    [datetime_added] => 2022-01-05 11:30:35
    [datetime_updated] => 2022-03-22 09:34:19
    [armour] => Array
        (
            [0] => Hazard Suit
        )

    [wargear] => Array
        (
        )

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

Eldric Valka (Recovery) 55 cred.

Neophyte Hybrid

« »
M WS BS S T W I A
4" 4+ 4+ 3 3 1 4+ 1
Ld Cl Wil Int XP
7+ 5+ 6+ 8+ 2

Weapons

Wargear: Autopistol

Debug
            stdClass Object
(
    [ganger_id] => 1099457
    [label_id] => 
    [name] => Eldric Valka
    [type] => Neophyte Hybrid
    [m] => 4
    [ws] => 4
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 7
    [cl] => 5
    [wil] => 6
    [int] => 8
    [cost] => 55
    [xp] => 2
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Autopistol
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Recovery
    [notes] => 
    [datetime_added] => 2021-01-22 7:49:02
    [datetime_updated] => 2022-03-22 09:33:31
    [armour] => Array
        (
        )

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

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1