TeyMunda Tools

Wrecking Crew

Korg the Wrecker 685 cred.

Overboss

« »
M WS BS S T W I A
6" 2+ 4+ 5 5 3 2+ 3
Ld Cl Wil Int XP
8+ 5+ 9+ 8+ 2

Armour: Armored undersuit, Hazard Suit, Ablative Overlay

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+.

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

Incendiary Charge
RS RL AS AL Str D Ap Am
- 15"
(S*3)
- 4+
-
3 1 - 5+
Traits
Blast(5), Blaze, Grenade

The weapon uses a Blast marker. As describe page 40

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.

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.

Paired Augmetic Fists*
RS RL AS AL Str D Ap Am
- E - 2+
-
6
(S+1)
2 -1
Traits
Melee, Paired, Knockback

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 hit roll for a weapon with the Knockback trait is equal to or higher than the target’s Strength, they are immediately moved 1" directly away from the attacking fighter. If the fighter cannot be moved the full 1" because of impassable terrain or another fighter, they move as far as possible and the attack’s Damage is increased by 1. If a Blast weapon has the Knockback trait, roll a D6 for each fighter that is hit. If the result is equal to or higher than their Strength, they are knocked back as described above – however, they are moved directly away from the centre of the Blast marker instead. If the centre of the Blast marker was over the centre of their base, roll a Scatter dice to determine which way they are moved. If a Melee weapon has the Knockback trait, the attacking fighter can choose to follow the target up, moving directly towards them after they have been knocked back to remain in base contact. If the attack was made across a barricade, the attacker cannot do this. If any part of the knocked back fighter's base crosses the edge of a platform, make an Initiative check. If this is failed, they will fall. If this is passed, they stop moving at the edge of the platform

Wargear: Choke Grenade, Grapnel launcher, Bio-booster, Grav-chute, Blasting Charges, Uphive Raiments, Servo harness - Partial

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

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

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: Iron Man

This fighter’s Toughness is not reduced by Flesh Wounds. However, if this fighter suffers a number of Flesh Wounds equal to their Toughness characteristic, they will go Out of Action as normal.

Rules: Gang Hierarchy (Leader), Group Activation (1), Runaway

During a battle, once this fighter’s gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Goliath fighters that are within 12", of this fighter automatically pass their Cool check and will not flee the battlefield.

Additionally, during Campaign play, this fighter may perform post-battle actions.

When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready Goliath fighters equal to the number shown in brackets that are within 3", of this fighter as part of a ‘Group Activation’:

• The controlling player must nominate all the fighter who will be activated in this way before any of them is activated.

• Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually, groups do not activate simultaneously.

Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation.

Should a fighter with this special rule ever be taken captive and Sold to the Guilders, the gang that sells them is awarded an extra D6x10 credits.

Debug
            stdClass Object
(
    [ganger_id] => 1111959
    [label_id] => 
    [name] => Korg the Wrecker
    [type] => Overboss
    [m] => 6
    [ws] => 2
    [bs] => 4
    [s] => 5
    [t] => 5
    [w] => 3
    [i] => 2
    [a] => 3
    [ld] => 8
    [cl] => 5
    [wil] => 9
    [int] => 8
    [cost] => 685
    [xp] => 2
    [kills] => 0
    [advance_count] => 2
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Choke Grenade
                    [qty] => 1
                )

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

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

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

            [4] => stdClass Object
                (
                    [name] => Grav-chute
                    [qty] => 1
                )

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

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

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

            [8] => stdClass Object
                (
                    [name] => Servo harness - Partial
                    [qty] => 1
                )

            [9] => stdClass Object
                (
                    [name] => Incendiary Charge
                    [qty] => 1
                )

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

            [11] => stdClass Object
                (
                    [name] => Paired Augmetic Fists*
                    [qty] => 1
                )

        )

    [skills] => Array
        (
            [0] => Iron Man
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => Head from Nork Deddog, with a smoking cigar, a bionic eye, a nasty grin and an added Guido-style lock of hair on a shaved scalp. Mounted in a fur collar from  Volga or Annika, with throat protected by big rebreather collar from Grav Cutter.
Syphonite body with left foot replaced with Jotunn augmetic. Both hands replaced with Jotunn augmetic fists, left hand pointing, right holding a spiked mace in an armoured grip. Left shoulder bears an Ambot shield while right is festooned with pouches and grenades.
Stimm slug ports covered with generator coils.   
    [datetime_added] => 2021-02-02 3:09:34
    [datetime_updated] => 2022-03-25 14:40:31
    [armour] => Array
        (
            [0] => Armored undersuit
            [1] => Hazard Suit
            [2] => Ablative Overlay
        )

    [wargear] => Array
        (
            [0] => Choke Grenade
            [1] => Grapnel launcher
            [2] => Bio-booster
            [3] => Grav-chute
            [4] => Blasting Charges
            [5] => Uphive Raiments
            [6] => Servo harness - Partial
        )

    [weapons] => Array
        (
            [Incendiary Charge] => stdClass Object
                (
                    [rs] => -
                    [rl] => 15"
(S*3) [as] => - [al] => 4+
- [str] => 3 [d] => 1 [ap] => - [am] => 5+ [traits] => Array ( [0] => Blast(5) [1] => Blaze [2] => Grenade ) [qty] => 1 [slug] => incendiary_charge ) [Paired Augmetic Fists*] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 2+
- [str] => 6
(S+1) [d] => 2 [ap] => -1 [am] => [traits] => Array ( [0] => Melee [1] => Paired [2] => Knockback ) [qty] => 1 [slug] => paired_augmetic_fists ) ) [rules] => Array ( [0] => Gang Hierarchy (Leader) [1] => Group Activation (1) [2] => Runaway ) [genesmithing] => Array ( ) ) 1

Razor Red 425 cred.

Underboss

« »
M WS BS S T W I A
5" 2+ 4+ 5 5 3 4+ 2
Ld Cl Wil Int XP
9+ 8+ 9+ 9+ 4

Armour: Armored undersuit, Hazard Suit, Ablative Overlay

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+.

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

Spud-Jacker
RS RL AS AL Str D Ap Am
- E - 2+
-
6
(S+1)
1 - -
Traits
Knockback, Melee

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

This weapon can be used during close combat attacks

Las Cutter
RS RL AS AL Str D Ap Am
E 2" 2+
-
2+
-
6
(S+1)
1 - -
Traits
Melee, Knockback

This weapon can be used during close combat attacks

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

Incendiary Charge
RS RL AS AL Str D Ap Am
- 15"
(S*3)
- 4+
-
3 1 - 5+
Traits
Blast(5), Blaze, Grenade

The weapon uses a Blast marker. As describe page 40

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.

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.

Wargear: Choke Grenade, Grapnel launcher, Bio-booster, Blasting Charges

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

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

Skills: Iron Man

This fighter’s Toughness is not reduced by Flesh Wounds. However, if this fighter suffers a number of Flesh Wounds equal to their Toughness characteristic, they will go Out of Action as normal.

Rules: Gang Hierarchy (Champion), Runaway

During a battle, once this fighter’s gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Goliath fighters that are within 6", of this fighter automatically pass their Cool check and will not flee the battlefield.

Additionally, during Campaign play, this fighter may perform post-battle actions.

Should a fighter with this special rule ever be taken captive and Sold to the Guilders, the gang that sells them is awarded an extra D6x10 credits.

Debug
            stdClass Object
(
    [ganger_id] => 1111967
    [label_id] => 
    [name] => Razor Red
    [type] => Underboss
    [m] => 5
    [ws] => 2
    [bs] => 4
    [s] => 5
    [t] => 5
    [w] => 3
    [i] => 4
    [a] => 2
    [ld] => 9
    [cl] => 8
    [wil] => 9
    [int] => 9
    [cost] => 425
    [xp] => 4
    [kills] => 0
    [advance_count] => 1
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Spud-Jacker
                    [qty] => 1
                )

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

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

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

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

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

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

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

            [8] => stdClass Object
                (
                    [name] => Incendiary Charge
                    [qty] => 1
                )

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

        )

    [skills] => Array
        (
            [0] => Iron Man
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => Bearded head with Primaris jump pack vane tip for eyepatch.
    [datetime_added] => 2021-02-02 3:14:21
    [datetime_updated] => 2022-03-25 14:40:36
    [armour] => Array
        (
            [0] => Armored undersuit
            [1] => Hazard Suit
            [2] => Ablative Overlay
        )

    [wargear] => Array
        (
            [0] => Choke Grenade
            [1] => Grapnel launcher
            [2] => Bio-booster
            [3] => Blasting Charges
        )

    [weapons] => Array
        (
            [Spud-Jacker] => stdClass Object
                (
                    [rs] => -
                    [rl] => E
                    [as] => -
                    [al] => 2+
- [str] => 6
(S+1) [d] => 1 [ap] => - [am] => - [traits] => Array ( [0] => Knockback [1] => Melee ) [qty] => 1 [slug] => spud_jacker ) [Las Cutter] => stdClass Object ( [rs] => E [rl] => 2" [as] => 2+
- [al] => 2+
- [str] => 6
(S+1) [d] => 1 [ap] => - [am] => - [traits] => Array ( [0] => Melee [1] => Knockback ) [qty] => 1 [slug] => las_cutter ) [Incendiary Charge] => stdClass Object ( [rs] => - [rl] => 15"
(S*3) [as] => - [al] => 4+
- [str] => 3 [d] => 1 [ap] => - [am] => 5+ [traits] => Array ( [0] => Blast(5) [1] => Blaze [2] => Grenade ) [qty] => 1 [slug] => incendiary_charge ) ) [rules] => Array ( [0] => Gang Hierarchy (Champion) [1] => Runaway ) [genesmithing] => Array ( ) ) 1

Pi-Rho 275 cred.

Lobo-Slave

« »
M WS BS S T W I A
4" 4+ 7+ 6 6 2 5+ 2
Ld Cl Wil Int XP
5+ 5+ 9+ 10+ 0

Armour: Armored undersuit, Hazard Suit, Ablative Overlay

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+.

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

Axe
RS RL AS AL Str D Ap Am
- E - 4+
-
7
(S+1)
1 - -
Traits
Melee, Disarm

This weapon can be used during close combat attacks

If the hit roll for an attack made with a Disarm weapon is a natural 6, the target cannot use any weapons when making Reaction attacks during that combat – they make unarmed attacks instead.

Arc Welder
RS RL AS AL Str D Ap Am
- E - 4+
-
8
(S+2)
3 -3
Traits
Blaze, Melee

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.

This weapon can be used during close combat attacks

Wargear: Grapnel launcher

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

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

Rules: Gang Fighter (Ganger), Limited Learning Capacity, Lobotomised, Runaway, Slow Witted

Fighters with this special rule form the backbone of House Goliath gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-On or Hired Guns.

A fighter with this special rule can spend Experience and gain Advancements as normal for a Ganger, but they cannot become a Specialist. Should this fighter roll 2 or 12 when rolling on the Advancement – Ganger table, they may instead choose any other result on that table.

A Lobo-Slave does not possess much in the way of personality, and almost nothing in the way of self-preservation instincts – such natural impulses having been sacrificed to increase their value as work units. When a fighter with this special rule is hit by a ranged attack, they do not become Prone and Pinned. However, a fighter with this special rule is unable to perform a Take Cover (Basic) action.

Should a fighter with this special rule ever be taken captive and Sold to the Guilders, the gang that sells them is awarded an extra D6x10 credits.

Ogryns are not particularly bright of quick on the update, but mono-task servitors are particularly dull-witted. This fighter may never be activated as part of a group activation.

Debug
            stdClass Object
(
    [ganger_id] => 1111957
    [label_id] => 
    [name] => Pi-Rho
    [type] => Lobo-Slave
    [m] => 4
    [ws] => 4
    [bs] => 7
    [s] => 6
    [t] => 6
    [w] => 2
    [i] => 5
    [a] => 2
    [ld] => 5
    [cl] => 5
    [wil] => 9
    [int] => 10
    [cost] => 275
    [xp] => 0
    [kills] => 0
    [advance_count] => 3
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Axe
                    [qty] => 1
                )

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

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

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

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

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

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => Head from Charonite Ogryn, with smooth welding visor cut from Tartaros shoulder pad, fitted to rebreather with added mandibles.
    [datetime_added] => 2021-02-02 3:08:23
    [datetime_updated] => 2022-04-01 23:25:01
    [armour] => Array
        (
            [0] => Armored undersuit
            [1] => Hazard Suit
            [2] => Ablative Overlay
        )

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

    [weapons] => Array
        (
            [Axe] => stdClass Object
                (
                    [rs] => -
                    [rl] => E
                    [as] => -
                    [al] => 4+
- [str] => 7
(S+1) [d] => 1 [ap] => - [am] => - [traits] => Array ( [0] => Melee [1] => Disarm ) [qty] => 1 [slug] => axe ) [Arc Welder] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 4+
- [str] => 8
(S+2) [d] => 3 [ap] => -3 [am] => [traits] => Array ( [0] => Blaze [1] => Melee ) [qty] => 1 [slug] => arc_welder ) ) [rules] => Array ( [0] => Gang Fighter (Ganger) [1] => Limited Learning Capacity [2] => Lobotomised [3] => Runaway [4] => Slow Witted ) [genesmithing] => Array ( ) ) 1

Fist/Axe 345 cred.

Lobo-Slave

« »
M WS BS S T W I A
4" 3+ 5+ 5 5 2 5+ 2
Ld Cl Wil Int XP
5+ 5+ 11+ 11+ 4

Armour: Armored undersuit, Hazard Suit, Ablative Overlay

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+.

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

Axe
RS RL AS AL Str D Ap Am
- E - 3+
-
6
(S+1)
1 - -
Traits
Melee, Disarm

This weapon can be used during close combat attacks

If the hit roll for an attack made with a Disarm weapon is a natural 6, the target cannot use any weapons when making Reaction attacks during that combat – they make unarmed attacks instead.

Augmetic Fist
RS RL AS AL Str D Ap Am
- E - 3+
-
6
(S+1)
2 -1 -
Traits
Melee, Knockback

This weapon can be used during close combat attacks

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

Incendiary Charge
RS RL AS AL Str D Ap Am
- 15"
(S*3)
- 5+
-
3 1 - 5+
Traits
Blast(5), Blaze, Grenade

The weapon uses a Blast marker. As describe page 40

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.

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.

Wargear: Choke Grenade, Grapnel launcher, Blasting Charges

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

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

Rules: Gang Fighter (Ganger), Limited Learning Capacity, Lobotomised, Runaway, Slow Witted

Fighters with this special rule form the backbone of House Goliath gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-On or Hired Guns.

A fighter with this special rule can spend Experience and gain Advancements as normal for a Ganger, but they cannot become a Specialist. Should this fighter roll 2 or 12 when rolling on the Advancement – Ganger table, they may instead choose any other result on that table.

A Lobo-Slave does not possess much in the way of personality, and almost nothing in the way of self-preservation instincts – such natural impulses having been sacrificed to increase their value as work units. When a fighter with this special rule is hit by a ranged attack, they do not become Prone and Pinned. However, a fighter with this special rule is unable to perform a Take Cover (Basic) action.

Should a fighter with this special rule ever be taken captive and Sold to the Guilders, the gang that sells them is awarded an extra D6x10 credits.

Ogryns are not particularly bright of quick on the update, but mono-task servitors are particularly dull-witted. This fighter may never be activated as part of a group activation.

Debug
            stdClass Object
(
    [ganger_id] => 1111955
    [label_id] => 
    [name] => Fist/Axe
    [type] => Lobo-Slave
    [m] => 4
    [ws] => 3
    [bs] => 5
    [s] => 5
    [t] => 5
    [w] => 2
    [i] => 5
    [a] => 2
    [ld] => 5
    [cl] => 5
    [wil] => 11
    [int] => 11
    [cost] => 345
    [xp] => 4
    [kills] => 0
    [advance_count] => 1
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Axe
                    [qty] => 1
                )

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

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

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

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

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

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

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

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

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-02-02 3:08:18
    [datetime_updated] => 2022-03-25 14:40:41
    [armour] => Array
        (
            [0] => Armored undersuit
            [1] => Hazard Suit
            [2] => Ablative Overlay
        )

    [wargear] => Array
        (
            [0] => Choke Grenade
            [1] => Grapnel launcher
            [2] => Blasting Charges
        )

    [weapons] => Array
        (
            [Axe] => stdClass Object
                (
                    [rs] => -
                    [rl] => E
                    [as] => -
                    [al] => 3+
- [str] => 6
(S+1) [d] => 1 [ap] => - [am] => - [traits] => Array ( [0] => Melee [1] => Disarm ) [qty] => 1 [slug] => axe ) [Augmetic Fist] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 3+
- [str] => 6
(S+1) [d] => 2 [ap] => -1 [am] => - [traits] => Array ( [0] => Melee [1] => Knockback ) [qty] => 1 [slug] => augmetic_fist ) [Incendiary Charge] => stdClass Object ( [rs] => - [rl] => 15"
(S*3) [as] => - [al] => 5+
- [str] => 3 [d] => 1 [ap] => - [am] => 5+ [traits] => Array ( [0] => Blast(5) [1] => Blaze [2] => Grenade ) [qty] => 1 [slug] => incendiary_charge ) ) [rules] => Array ( [0] => Gang Fighter (Ganger) [1] => Limited Learning Capacity [2] => Lobotomised [3] => Runaway [4] => Slow Witted ) [genesmithing] => Array ( ) ) 1

Spud/Axe 185 cred.

Lobo-Slave

« »
M WS BS S T W I A
4" 4+ 6+ 5 5 2 4+ 2
Ld Cl Wil Int XP
5+ 4+ 10+ 10+ 1

Armour: Armored undersuit, Hazard Suit, Ablative Overlay

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+.

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

Axe
RS RL AS AL Str D Ap Am
- E - 4+
-
6
(S+1)
1 - -
Traits
Melee, Disarm

This weapon can be used during close combat attacks

If the hit roll for an attack made with a Disarm weapon is a natural 6, the target cannot use any weapons when making Reaction attacks during that combat – they make unarmed attacks instead.

Spud-Jacker
RS RL AS AL Str D Ap Am
- E - 4+
-
6
(S+1)
1 - -
Traits
Knockback, Melee

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

This weapon can be used during close combat attacks

Wargear: Grapnel launcher

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

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

Rules: Gang Fighter (Ganger), Limited Learning Capacity, Lobotomised, Runaway, Slow Witted

Fighters with this special rule form the backbone of House Goliath gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-On or Hired Guns.

A fighter with this special rule can spend Experience and gain Advancements as normal for a Ganger, but they cannot become a Specialist. Should this fighter roll 2 or 12 when rolling on the Advancement – Ganger table, they may instead choose any other result on that table.

A Lobo-Slave does not possess much in the way of personality, and almost nothing in the way of self-preservation instincts – such natural impulses having been sacrificed to increase their value as work units. When a fighter with this special rule is hit by a ranged attack, they do not become Prone and Pinned. However, a fighter with this special rule is unable to perform a Take Cover (Basic) action.

Should a fighter with this special rule ever be taken captive and Sold to the Guilders, the gang that sells them is awarded an extra D6x10 credits.

Ogryns are not particularly bright of quick on the update, but mono-task servitors are particularly dull-witted. This fighter may never be activated as part of a group activation.

Debug
            stdClass Object
(
    [ganger_id] => 1111953
    [label_id] => 
    [name] => Spud/Axe
    [type] => Lobo-Slave
    [m] => 4
    [ws] => 4
    [bs] => 6
    [s] => 5
    [t] => 5
    [w] => 2
    [i] => 4
    [a] => 2
    [ld] => 5
    [cl] => 4
    [wil] => 10
    [int] => 10
    [cost] => 185
    [xp] => 1
    [kills] => 0
    [advance_count] => 2
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Axe
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Spud-Jacker
                    [qty] => 1
                )

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

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

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

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

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-02-02 3:08:06
    [datetime_updated] => 2022-03-25 14:40:45
    [armour] => Array
        (
            [0] => Armored undersuit
            [1] => Hazard Suit
            [2] => Ablative Overlay
        )

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

    [weapons] => Array
        (
            [Axe] => stdClass Object
                (
                    [rs] => -
                    [rl] => E
                    [as] => -
                    [al] => 4+
- [str] => 6
(S+1) [d] => 1 [ap] => - [am] => - [traits] => Array ( [0] => Melee [1] => Disarm ) [qty] => 1 [slug] => axe ) [Spud-Jacker] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 4+
- [str] => 6
(S+1) [d] => 1 [ap] => - [am] => - [traits] => Array ( [0] => Knockback [1] => Melee ) [qty] => 1 [slug] => spud_jacker ) ) [rules] => Array ( [0] => Gang Fighter (Ganger) [1] => Limited Learning Capacity [2] => Lobotomised [3] => Runaway [4] => Slow Witted ) [genesmithing] => Array ( ) ) 1

Axe/Spud 175 cred.

Lobo-Slave

« »
M WS BS S T W I A
5" 4+ 7+ 5 5 2 5+ 2
Ld Cl Wil Int XP
5+ 5+ 10+ 10+ 5

Armour: Armored undersuit, Hazard Suit, Ablative Overlay

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+.

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

Axe
RS RL AS AL Str D Ap Am
- E - 4+
-
6
(S+1)
1 - -
Traits
Melee, Disarm

This weapon can be used during close combat attacks

If the hit roll for an attack made with a Disarm weapon is a natural 6, the target cannot use any weapons when making Reaction attacks during that combat – they make unarmed attacks instead.

Spud-Jacker
RS RL AS AL Str D Ap Am
- E - 4+
-
6
(S+1)
1 - -
Traits
Knockback, Melee

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

This weapon can be used during close combat attacks

Wargear: Grapnel launcher

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

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

Rules: Gang Fighter (Ganger), Limited Learning Capacity, Lobotomised, Runaway, Slow Witted

Fighters with this special rule form the backbone of House Goliath gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-On or Hired Guns.

A fighter with this special rule can spend Experience and gain Advancements as normal for a Ganger, but they cannot become a Specialist. Should this fighter roll 2 or 12 when rolling on the Advancement – Ganger table, they may instead choose any other result on that table.

A Lobo-Slave does not possess much in the way of personality, and almost nothing in the way of self-preservation instincts – such natural impulses having been sacrificed to increase their value as work units. When a fighter with this special rule is hit by a ranged attack, they do not become Prone and Pinned. However, a fighter with this special rule is unable to perform a Take Cover (Basic) action.

Should a fighter with this special rule ever be taken captive and Sold to the Guilders, the gang that sells them is awarded an extra D6x10 credits.

Ogryns are not particularly bright of quick on the update, but mono-task servitors are particularly dull-witted. This fighter may never be activated as part of a group activation.

Debug
            stdClass Object
(
    [ganger_id] => 1111954
    [label_id] => 
    [name] => Axe/Spud
    [type] => Lobo-Slave
    [m] => 5
    [ws] => 4
    [bs] => 7
    [s] => 5
    [t] => 5
    [w] => 2
    [i] => 5
    [a] => 2
    [ld] => 5
    [cl] => 5
    [wil] => 10
    [int] => 10
    [cost] => 175
    [xp] => 5
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Axe
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Spud-Jacker
                    [qty] => 1
                )

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

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

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

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

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => Ogryn head with augmetic eye and the other eye missing, tall bevor from Archeotek parts, mandibled rebreather collar similar to the one on Overboss. 
    [datetime_added] => 2021-02-02 3:08:12
    [datetime_updated] => 2022-03-25 14:40:49
    [armour] => Array
        (
            [0] => Armored undersuit
            [1] => Hazard Suit
            [2] => Ablative Overlay
        )

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

    [weapons] => Array
        (
            [Axe] => stdClass Object
                (
                    [rs] => -
                    [rl] => E
                    [as] => -
                    [al] => 4+
- [str] => 6
(S+1) [d] => 1 [ap] => - [am] => - [traits] => Array ( [0] => Melee [1] => Disarm ) [qty] => 1 [slug] => axe ) [Spud-Jacker] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 4+
- [str] => 6
(S+1) [d] => 1 [ap] => - [am] => - [traits] => Array ( [0] => Knockback [1] => Melee ) [qty] => 1 [slug] => spud_jacker ) ) [rules] => Array ( [0] => Gang Fighter (Ganger) [1] => Limited Learning Capacity [2] => Lobotomised [3] => Runaway [4] => Slow Witted ) [genesmithing] => Array ( ) ) 1

Fists 220 cred.

Lobo-Slave

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

Armour: Armored undersuit, Hazard Suit, Ablative Overlay

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+.

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

Paired Augmetic Fists*
RS RL AS AL Str D Ap Am
- E - 3+
-
6
(S+1)
2 -1
Traits
Melee, Paired, Knockback

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 hit roll for a weapon with the Knockback trait is equal to or higher than the target’s Strength, they are immediately moved 1" directly away from the attacking fighter. If the fighter cannot be moved the full 1" because of impassable terrain or another fighter, they move as far as possible and the attack’s Damage is increased by 1. If a Blast weapon has the Knockback trait, roll a D6 for each fighter that is hit. If the result is equal to or higher than their Strength, they are knocked back as described above – however, they are moved directly away from the centre of the Blast marker instead. If the centre of the Blast marker was over the centre of their base, roll a Scatter dice to determine which way they are moved. If a Melee weapon has the Knockback trait, the attacking fighter can choose to follow the target up, moving directly towards them after they have been knocked back to remain in base contact. If the attack was made across a barricade, the attacker cannot do this. If any part of the knocked back fighter's base crosses the edge of a platform, make an Initiative check. If this is failed, they will fall. If this is passed, they stop moving at the edge of the platform

Wargear: Grapnel launcher

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

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

Rules: Gang Fighter (Ganger), Limited Learning Capacity, Lobotomised, Runaway, Slow Witted

Fighters with this special rule form the backbone of House Goliath gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-On or Hired Guns.

A fighter with this special rule can spend Experience and gain Advancements as normal for a Ganger, but they cannot become a Specialist. Should this fighter roll 2 or 12 when rolling on the Advancement – Ganger table, they may instead choose any other result on that table.

A Lobo-Slave does not possess much in the way of personality, and almost nothing in the way of self-preservation instincts – such natural impulses having been sacrificed to increase their value as work units. When a fighter with this special rule is hit by a ranged attack, they do not become Prone and Pinned. However, a fighter with this special rule is unable to perform a Take Cover (Basic) action.

Should a fighter with this special rule ever be taken captive and Sold to the Guilders, the gang that sells them is awarded an extra D6x10 credits.

Ogryns are not particularly bright of quick on the update, but mono-task servitors are particularly dull-witted. This fighter may never be activated as part of a group activation.

Debug
            stdClass Object
(
    [ganger_id] => 1353716
    [label_id] => 
    [name] => Fists
    [type] => Lobo-Slave
    [m] => 4
    [ws] => 3
    [bs] => 6
    [s] => 5
    [t] => 5
    [w] => 2
    [i] => 5
    [a] => 2
    [ld] => 5
    [cl] => 5
    [wil] => 10
    [int] => 10
    [cost] => 220
    [xp] => 6
    [kills] => 0
    [advance_count] => 1
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Armored undersuit
                    [qty] => 1
                )

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

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

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

            [4] => stdClass Object
                (
                    [name] => Paired Augmetic Fists*
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-07-23 6:57:58
    [datetime_updated] => 2022-03-25 14:40:55
    [armour] => Array
        (
            [0] => Armored undersuit
            [1] => Hazard Suit
            [2] => Ablative Overlay
        )

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

    [weapons] => Array
        (
            [Paired Augmetic Fists*] => stdClass Object
                (
                    [rs] => -
                    [rl] => E
                    [as] => -
                    [al] => 3+
- [str] => 6
(S+1) [d] => 2 [ap] => -1 [am] => [traits] => Array ( [0] => Melee [1] => Paired [2] => Knockback ) [qty] => 1 [slug] => paired_augmetic_fists ) ) [rules] => Array ( [0] => Gang Fighter (Ganger) [1] => Limited Learning Capacity [2] => Lobotomised [3] => Runaway [4] => Slow Witted ) [genesmithing] => Array ( ) ) 1

Gog 145 cred.

Lobo-Slave

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

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

Brute Cleaver x2
RS RL AS AL Str D Ap Am
- E - 4+
+1
5
(S)
1 -1 -
Traits
Melee, Disarm

This weapon can be used during close combat attacks

If the hit roll for an attack made with a Disarm weapon is a natural 6, the target cannot use any weapons when making Reaction attacks during that combat – they make unarmed attacks instead.

Wargear: Grapnel launcher

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

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

Rules: Gang Fighter (Ganger), Limited Learning Capacity, Lobotomised, Runaway, Slow Witted

Fighters with this special rule form the backbone of House Goliath gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-On or Hired Guns.

A fighter with this special rule can spend Experience and gain Advancements as normal for a Ganger, but they cannot become a Specialist. Should this fighter roll 2 or 12 when rolling on the Advancement – Ganger table, they may instead choose any other result on that table.

A Lobo-Slave does not possess much in the way of personality, and almost nothing in the way of self-preservation instincts – such natural impulses having been sacrificed to increase their value as work units. When a fighter with this special rule is hit by a ranged attack, they do not become Prone and Pinned. However, a fighter with this special rule is unable to perform a Take Cover (Basic) action.

Should a fighter with this special rule ever be taken captive and Sold to the Guilders, the gang that sells them is awarded an extra D6x10 credits.

Ogryns are not particularly bright of quick on the update, but mono-task servitors are particularly dull-witted. This fighter may never be activated as part of a group activation.

Debug
            stdClass Object
(
    [ganger_id] => 1135632
    [label_id] => 
    [name] => Gog
    [type] => Lobo-Slave
    [m] => 4
    [ws] => 5
    [bs] => 6
    [s] => 5
    [t] => 5
    [w] => 2
    [i] => 5
    [a] => 2
    [ld] => 5
    [cl] => 5
    [wil] => 10
    [int] => 10
    [cost] => 145
    [xp] => 4
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Brute Cleaver
                    [qty] => 2
                )

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

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

        )

    [skills] => Array
        (
        )

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

    [image] => 
    [status] => Alive
    [notes] => Lobot head with mandibled rebreather, main lens cracked, extra lenses.
    [datetime_added] => 2021-02-25 5:59:40
    [datetime_updated] => 2022-03-25 14:41:00
    [armour] => Array
        (
            [0] => Hazard Suit
        )

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

    [weapons] => Array
        (
            [Brute Cleaver] => stdClass Object
                (
                    [rs] => -
                    [rl] => E
                    [as] => -
                    [al] => 4+
+1 [str] => 5
(S) [d] => 1 [ap] => -1 [am] => - [traits] => Array ( [0] => Melee [1] => Disarm ) [qty] => 2 [slug] => brute_cleaver ) ) [rules] => Array ( [0] => Gang Fighter (Ganger) [1] => Limited Learning Capacity [2] => Lobotomised [3] => Runaway [4] => Slow Witted ) [genesmithing] => Array ( ) ) 1

Magog 145 cred.

Lobo-Slave

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

Brute Cleaver x2
RS RL AS AL Str D Ap Am
- E - 4+
+1
5
(S)
1 -1 -
Traits
Melee, Disarm

This weapon can be used during close combat attacks

If the hit roll for an attack made with a Disarm weapon is a natural 6, the target cannot use any weapons when making Reaction attacks during that combat – they make unarmed attacks instead.

Wargear: Grapnel launcher

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

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

Rules: Gang Fighter (Ganger), Limited Learning Capacity, Lobotomised, Runaway, Slow Witted

Fighters with this special rule form the backbone of House Goliath gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-On or Hired Guns.

A fighter with this special rule can spend Experience and gain Advancements as normal for a Ganger, but they cannot become a Specialist. Should this fighter roll 2 or 12 when rolling on the Advancement – Ganger table, they may instead choose any other result on that table.

A Lobo-Slave does not possess much in the way of personality, and almost nothing in the way of self-preservation instincts – such natural impulses having been sacrificed to increase their value as work units. When a fighter with this special rule is hit by a ranged attack, they do not become Prone and Pinned. However, a fighter with this special rule is unable to perform a Take Cover (Basic) action.

Should a fighter with this special rule ever be taken captive and Sold to the Guilders, the gang that sells them is awarded an extra D6x10 credits.

Ogryns are not particularly bright of quick on the update, but mono-task servitors are particularly dull-witted. This fighter may never be activated as part of a group activation.

Debug
            stdClass Object
(
    [ganger_id] => 1448742
    [label_id] => 
    [name] => Magog
    [type] => Lobo-Slave
    [m] => 4
    [ws] => 5
    [bs] => 6
    [s] => 5
    [t] => 5
    [w] => 2
    [i] => 5
    [a] => 2
    [ld] => 5
    [cl] => 5
    [wil] => 10
    [int] => 10
    [cost] => 145
    [xp] => 1
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Brute Cleaver
                    [qty] => 2
                )

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

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

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => Lobot head with extra lenses and mandible rebreather.
    [datetime_added] => 2021-09-18 9:25:15
    [datetime_updated] => 2022-03-25 14:41:12
    [armour] => Array
        (
            [0] => Hazard Suit
        )

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

    [weapons] => Array
        (
            [Brute Cleaver] => stdClass Object
                (
                    [rs] => -
                    [rl] => E
                    [as] => -
                    [al] => 4+
+1 [str] => 5
(S) [d] => 1 [ap] => -1 [am] => - [traits] => Array ( [0] => Melee [1] => Disarm ) [qty] => 2 [slug] => brute_cleaver ) ) [rules] => Array ( [0] => Gang Fighter (Ganger) [1] => Limited Learning Capacity [2] => Lobotomised [3] => Runaway [4] => Slow Witted ) [genesmithing] => Array ( ) ) 1

Moga 200 cred.

Lobo-Slave

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

Armour: Armored undersuit, Hazard Suit, Ablative Overlay

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+.

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

Arc Welder
RS RL AS AL Str D Ap Am
- E - 4+
-
6
(S+2)
3 -3
Traits
Blaze, Melee

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.

This weapon can be used during close combat attacks

Wargear: Grapnel launcher

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

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

Rules: Gang Fighter (Ganger), Limited Learning Capacity, Lobotomised, Runaway, Slow Witted

Fighters with this special rule form the backbone of House Goliath gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-On or Hired Guns.

A fighter with this special rule can spend Experience and gain Advancements as normal for a Ganger, but they cannot become a Specialist. Should this fighter roll 2 or 12 when rolling on the Advancement – Ganger table, they may instead choose any other result on that table.

A Lobo-Slave does not possess much in the way of personality, and almost nothing in the way of self-preservation instincts – such natural impulses having been sacrificed to increase their value as work units. When a fighter with this special rule is hit by a ranged attack, they do not become Prone and Pinned. However, a fighter with this special rule is unable to perform a Take Cover (Basic) action.

Should a fighter with this special rule ever be taken captive and Sold to the Guilders, the gang that sells them is awarded an extra D6x10 credits.

Ogryns are not particularly bright of quick on the update, but mono-task servitors are particularly dull-witted. This fighter may never be activated as part of a group activation.

Debug
            stdClass Object
(
    [ganger_id] => 1655289
    [label_id] => 
    [name] => Moga
    [type] => Lobo-Slave
    [m] => 4
    [ws] => 4
    [bs] => 6
    [s] => 4
    [t] => 5
    [w] => 2
    [i] => 5
    [a] => 2
    [ld] => 5
    [cl] => 5
    [wil] => 9
    [int] => 10
    [cost] => 200
    [xp] => 4
    [kills] => 0
    [advance_count] => 1
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Armored undersuit
                    [qty] => 1
                )

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

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

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

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

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2022-01-14 10:37:48
    [datetime_updated] => 2022-04-01 23:24:38
    [armour] => Array
        (
            [0] => Armored undersuit
            [1] => Hazard Suit
            [2] => Ablative Overlay
        )

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

    [weapons] => Array
        (
            [Arc Welder] => stdClass Object
                (
                    [rs] => -
                    [rl] => E
                    [as] => -
                    [al] => 4+
- [str] => 6
(S+2) [d] => 3 [ap] => -3 [am] => [traits] => Array ( [0] => Blaze [1] => Melee ) [qty] => 1 [slug] => arc_welder ) ) [rules] => Array ( [0] => Gang Fighter (Ganger) [1] => Limited Learning Capacity [2] => Lobotomised [3] => Runaway [4] => Slow Witted ) [genesmithing] => Array ( ) ) 1

Aragog 70 cred.

Lobo-Slave

« »
M WS BS S T W I A
4" 4+ 6+ 5 4 2 5+ 2
Ld Cl Wil Int XP
5+ 5+ 10+ 10+ 0

Weapons

Rules: Gang Fighter (Ganger), Limited Learning Capacity, Lobotomised, Runaway, Slow Witted

Fighters with this special rule form the backbone of House Goliath gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-On or Hired Guns.

A fighter with this special rule can spend Experience and gain Advancements as normal for a Ganger, but they cannot become a Specialist. Should this fighter roll 2 or 12 when rolling on the Advancement – Ganger table, they may instead choose any other result on that table.

A Lobo-Slave does not possess much in the way of personality, and almost nothing in the way of self-preservation instincts – such natural impulses having been sacrificed to increase their value as work units. When a fighter with this special rule is hit by a ranged attack, they do not become Prone and Pinned. However, a fighter with this special rule is unable to perform a Take Cover (Basic) action.

Should a fighter with this special rule ever be taken captive and Sold to the Guilders, the gang that sells them is awarded an extra D6x10 credits.

Ogryns are not particularly bright of quick on the update, but mono-task servitors are particularly dull-witted. This fighter may never be activated as part of a group activation.

Debug
            stdClass Object
(
    [ganger_id] => 1791778
    [label_id] => 
    [name] => Aragog
    [type] => Lobo-Slave
    [m] => 4
    [ws] => 4
    [bs] => 6
    [s] => 5
    [t] => 4
    [w] => 2
    [i] => 5
    [a] => 2
    [ld] => 5
    [cl] => 5
    [wil] => 10
    [int] => 10
    [cost] => 70
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2022-03-25 2:44:27
    [datetime_updated] => 2022-03-25 14:44:51
    [armour] => Array
        (
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
        )

    [rules] => Array
        (
            [0] => Gang Fighter (Ganger)
            [1] => Limited Learning Capacity
            [2] => Lobotomised
            [3] => Runaway
            [4] => Slow Witted
        )

    [genesmithing] => Array
        (
        )

)
1        

Scummer2 90 cred.

Hive Scum

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

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

Lasgun
RS RL AS AL Str D Ap Am
18" 24" 3+
+1
4+
-
3 1 - 2+
Traits
Plentiful

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

Wargear: Hotshot Lasgun Pack

(Lasgun and Laspistol only)

At the expense of reliability, a lasgun or laspistol (not including las carbines, las sub-carbines or suppression lasers) can be fitted with a hotshot las pack, increasing its Strength to 4 and Armour Piercing to -1. However, the weapon loses the Plentiful trait and its Ammo value is reduced to 4+.

Debug
            stdClass Object
(
    [ganger_id] => 1363070
    [label_id] => 
    [name] => Scummer2
    [type] => Hive Scum
    [m] => 5
    [ws] => 4
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 8
    [cl] => 8
    [wil] => 8
    [int] => 8
    [cost] => 90
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Lasgun
                    [qty] => 1
                )

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

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

            [3] => stdClass Object
                (
                    [name] => Hotshot Lasgun Pack
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-07-29 10:51:38
    [datetime_updated] => 2022-03-25 14:44:41
    [armour] => Array
        (
            [0] => Flak Armor
        )

    [wargear] => Array
        (
            [0] => Hotshot Lasgun Pack
        )

    [weapons] => Array
        (
            [Lasgun] => stdClass Object
                (
                    [rs] => 18"
                    [rl] => 24"
                    [as] => 3+
+1 [al] => 4+
- [str] => 3 [d] => 1 [ap] => - [am] => 2+ [traits] => Array ( [0] => Plentiful ) [qty] => 1 [slug] => lasgun ) [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 ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Scummer1 90 cred.

Hive Scum

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

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

Lasgun
RS RL AS AL Str D Ap Am
18" 24" 3+
+1
4+
-
3 1 - 2+
Traits
Plentiful

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

Wargear: Hotshot Lasgun Pack

(Lasgun and Laspistol only)

At the expense of reliability, a lasgun or laspistol (not including las carbines, las sub-carbines or suppression lasers) can be fitted with a hotshot las pack, increasing its Strength to 4 and Armour Piercing to -1. However, the weapon loses the Plentiful trait and its Ammo value is reduced to 4+.

Debug
            stdClass Object
(
    [ganger_id] => 1363071
    [label_id] => 
    [name] => Scummer1
    [type] => Hive Scum
    [m] => 5
    [ws] => 4
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 8
    [cl] => 8
    [wil] => 8
    [int] => 8
    [cost] => 90
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Lasgun
                    [qty] => 1
                )

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

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

            [3] => stdClass Object
                (
                    [name] => Hotshot Lasgun Pack
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-07-29 10:52:02
    [datetime_updated] => 2022-03-25 14:44:37
    [armour] => Array
        (
            [0] => Flak Armor
        )

    [wargear] => Array
        (
            [0] => Hotshot Lasgun Pack
        )

    [weapons] => Array
        (
            [Lasgun] => stdClass Object
                (
                    [rs] => 18"
                    [rl] => 24"
                    [as] => 3+
+1 [al] => 4+
- [str] => 3 [d] => 1 [ap] => - [am] => 2+ [traits] => Array ( [0] => Plentiful ) [qty] => 1 [slug] => lasgun ) [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 ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Doctor Feelgood 50 cred.

Rogue Doc

« »
M WS BS S T W I A
5" 5+ 5+ 2 3 1 4+ 1
Ld Cl Wil Int XP
9+ 8+ 7+ 5+ 0

Weapons

Wargear: Medicae Kit

When a fighter with a Medicae kit assists a friendly fighter’s Recovery test, roll an extra injury dice then choose one to discard.

Skills: Medicae

When this fighter assists a friendly fighter who is making a Recovery test, re-roll any Out of Action results. If the result of a re-rolled dice is also Out of Action, the result stands.

Debug
            stdClass Object
(
    [ganger_id] => 1712100
    [label_id] => 
    [name] => Doctor Feelgood
    [type] => Rogue Doc
    [m] => 5
    [ws] => 5
    [bs] => 5
    [s] => 2
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 9
    [cl] => 8
    [wil] => 7
    [int] => 5
    [cost] => 50
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Medicae Kit
                    [qty] => 1
                )

        )

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

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2022-02-11 9:01:00
    [datetime_updated] => 2022-03-25 14:44:33
    [armour] => Array
        (
        )

    [wargear] => Array
        (
            [0] => Medicae Kit
        )

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1        

Jambone 20 cred.

Slopper

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

Weapons

Debug
            stdClass Object
(
    [ganger_id] => 1712480
    [label_id] => 
    [name] => Jambone
    [type] => Slopper
    [m] => 4
    [ws] => 4
    [bs] => 4
    [s] => 2
    [t] => 3
    [w] => 1
    [i] => 3
    [a] => 1
    [ld] => 9
    [cl] => 9
    [wil] => 5
    [int] => 7
    [cost] => 20
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2022-02-12 12:12:37
    [datetime_updated] => 2022-03-25 14:44:32
    [armour] => Array
        (
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1