TeyMunda Tools

Raya's Runners

Raya 420 cred.

Prime

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

Armour: Mesh Armor, Armored Bodyglove

Mesh armour grants a 5+ save roll.

Van Saar fighters are somewhat protected from the effects of their own rad weapons by their armour and are therefore immune to the effects of the Rad-phage Weapon Trait (i.e., they will not suffer the additional flesh wound) unless, otherwise noted. If a fighter is wearing an armoured bodyglove, their save roll is improved by 1. For example, if they are wearing Flak armour and an armoured bodyglove, they would have a 5+ save, which would be increased to 4+ against Blasts. If a fighter does not already have a save roll, an armoured bodyglove grants a 6+ save.

Weapons

Long Las
RS RL AS AL Str D Ap Am
18" 36" 2+
-
1+
+1
4 1 - 2+
Traits
Plentiful

Ammunition for this weapon is incredibly common. When reloading it, no Ammo check is required – it is automatically reloaded.

Combi-Weapon - Plasma
RS RL AS AL Str D Ap Am
12" 24" 0+
+2
2+
-
5 2 -1 5+
Traits
Combi, Rapid Fire(1), Scarce

A combi-weapon has two profiles. When it is fired, pick one of the two profiles and use it for the attack. Due to the compact nature of the weapons, they often have less capacity for ammunition, and are prone to jams and other minor issues. When making an Ammo check for either of the weapons, roll twice and apply the worst result. However, unlike most weapons that have two profiles, ammo for the two parts of the combi-weapon are tracked separately – if one profile runs Out of Ammo, the other can still fire unless it has also run Out of Ammo.

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

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

Combi-Pistol - Laspistol
RS RL AS AL Str D Ap Am
8" 12" 1+
+1
2+
-
3 1 - 2+
Traits
Combi, Plentiful, Sidearm

A combi-weapon has two profiles. When it is fired, pick one of the two profiles and use it for the attack. Due to the compact nature of the weapons, they often have less capacity for ammunition, and are prone to jams and other minor issues. When making an Ammo check for either of the weapons, roll twice and apply the worst result. However, unlike most weapons that have two profiles, ammo for the two parts of the combi-weapon are tracked separately – if one profile runs Out of Ammo, the other can still fire unless it has also run Out of Ammo.

Ammunition for this weapon is incredibly common. When reloading it, no Ammo check is required – it is automatically reloaded.

Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.

Wargear: Grapnel launcher, Cameleoline Cloak, Ocular Alpha

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.

Cameleoline is a much-sought after material within the Imperium, and is commonly used by the armies of the Emperor for stealth and scout troops. On Necromunda, some examples of the material can be found in the underhive, stitched into more common clothing or as an extra layer on a cloak, allowing the wearer to seemingly vanish if they stand still. If the wearer of a Cameleoline cloak did not move during their activation, ranged attacks made against them suffer a -2 to hit until the start of their next activation.

Skills: Fast Shot, Munitioneer

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

Whenever an Ammo check is failed for this fighter or another fighter from their gang within 6’’, it can be re-rolled.

Rules: Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2)

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.

This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple fighter sets.

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.

Debug
            stdClass Object
(
    [ganger_id] => 1117426
    [label_id] => 
    [name] => Raya
    [type] => Prime
    [m] => 4
    [ws] => 4
    [bs] => 2
    [s] => 3
    [t] => 4
    [w] => 2
    [i] => 5
    [a] => 2
    [ld] => 4
    [cl] => 5
    [wil] => 5
    [int] => 4
    [cost] => 420
    [xp] => 2
    [kills] => 2
    [advance_count] => 2
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Grapnel launcher
                    [qty] => 1
                )

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

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

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

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

            [5] => stdClass Object
                (
                    [name] => Combi-pistol (Laspistol/Plasmagun)
                    [qty] => 1
                )

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

        )

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

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

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-02-07 1:03:19
    [datetime_updated] => 2022-02-18 19:51:26
    [armour] => Array
        (
            [0] => Mesh Armor
            [1] => Armored Bodyglove
        )

    [wargear] => Array
        (
            [0] => Grapnel launcher
            [1] => Cameleoline Cloak
            [2] => Ocular Alpha
        )

    [weapons] => Array
        (
            [Long Las] => stdClass Object
                (
                    [rs] => 18"
                    [rl] => 36"
                    [as] => 2+
- [al] => 1+
+1 [str] => 4 [d] => 1 [ap] => - [am] => 2+ [traits] => Array ( [0] => Plentiful ) [qty] => 1 [slug] => long_las ) [Combi-Weapon - Plasma] => stdClass Object ( [rs] => 12" [rl] => 24" [as] => 0+
+2 [al] => 2+
- [str] => 5 [d] => 2 [ap] => -1 [am] => 5+ [traits] => Array ( [0] => Combi [1] => Rapid Fire(1) [2] => Scarce ) [qty] => 1 [slug] => combi_weapon___plasma ) [Combi-Pistol - Laspistol] => stdClass Object ( [rs] => 8" [rl] => 12" [as] => 1+
+1 [al] => 2+
- [str] => 3 [d] => 1 [ap] => - [am] => 2+ [traits] => Array ( [0] => Combi [1] => Plentiful [2] => Sidearm ) [qty] => 1 [slug] => combi_pistol___laspistol ) ) [rules] => Array ( [0] => Gang Hierarchy (Leader) [1] => Tools of the Trade [2] => Group Activation (2) ) [genesmithing] => Array ( ) ) 1

Theo 425 cred.

Tek Specialist

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

Armour: Mesh Armor, Armored Bodyglove

Mesh armour grants a 5+ save roll.

Van Saar fighters are somewhat protected from the effects of their own rad weapons by their armour and are therefore immune to the effects of the Rad-phage Weapon Trait (i.e., they will not suffer the additional flesh wound) unless, otherwise noted. If a fighter is wearing an armoured bodyglove, their save roll is improved by 1. For example, if they are wearing Flak armour and an armoured bodyglove, they would have a 5+ save, which would be increased to 4+ against Blasts. If a fighter does not already have a save roll, an armoured bodyglove grants a 6+ save.

Weapons

Wargear: Grapnel launcher, Suspensor, Mono-sight, Lascannon*, Ocular Alpha

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.

An Unwieldy ranged weapon fitted with suspensors is far more manoeuvrable. Firing it becomes a Basic action rather than a Double action.

(Basic, Special and Heavy weapons)

If the fighter attacks with this weapon after making an Aim action, add 2 to the result of the hit roll instead of 1.

Debug
            stdClass Object
(
    [ganger_id] => 1117435
    [label_id] => 
    [name] => Theo
    [type] => Tek Specialist
    [m] => 4
    [ws] => 4
    [bs] => 2
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 5
    [a] => 1
    [ld] => 6
    [cl] => 7
    [wil] => 7
    [int] => 6
    [cost] => 425
    [xp] => 0
    [kills] => 0
    [advance_count] => 1
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Grapnel launcher
                    [qty] => 1
                )

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

            [2] => stdClass Object
                (
                    [name] => Mono-sight
                    [qty] => 1
                )

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

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

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

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

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
            [0] => Humiliated
            [1] => Out Cold
            [2] => Hand Injury
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-02-07 1:11:11
    [datetime_updated] => 2022-05-06 20:25:34
    [armour] => Array
        (
            [0] => Mesh Armor
            [1] => Armored Bodyglove
        )

    [wargear] => Array
        (
            [0] => Grapnel launcher
            [1] => Suspensor
            [2] => Mono-sight
            [3] => Lascannon*
            [4] => Ocular Alpha
        )

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1        

The Elder 545 cred.

Archeotek

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

Armour: Armored Bodyglove, Carapace Armor - Light

Van Saar fighters are somewhat protected from the effects of their own rad weapons by their armour and are therefore immune to the effects of the Rad-phage Weapon Trait (i.e., they will not suffer the additional flesh wound) unless, otherwise noted. If a fighter is wearing an armoured bodyglove, their save roll is improved by 1. For example, if they are wearing Flak armour and an armoured bodyglove, they would have a 5+ save, which would be increased to 4+ against Blasts. If a fighter does not already have a save roll, an armoured bodyglove grants a 6+ save.

Light carapace armour grants a 4+ save roll.

Weapons

Plasma Pistol - Low
RS RL AS AL Str D Ap Am
6" 12" 0+
+2
2+
-
5 2 -1 5+
Traits
Scarce, Sidearm

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

Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.

Plasma Pistol - Max
RS RL AS AL Str D Ap Am
6" 12" 1+
+1
2+
-
7 3 -2 5+
Traits
Scarce, Sidearm, Unstable

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

Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.

If the Ammo Symbol is rolled on the Firepower dice when attacking with this weapon, there is a chance the weapon will overheat in addition to needing an Ammo check. Roll a D6. On a 1, 2 or 3, the weapon suffers a catastrophic overload and the attacker is taken Out of Action. The attack is still resolved against the target. When using a grenade which is unstable, such as a plasma grenade, the Firepower dice does not need to be rolled because it is assumed that the Ammo symbol has been rolled and an Ammo check is made automatically. That being the case, the Unstable trait functions as normal and a test must be rolled.

Wargear: Grapnel launcher, Suspensor, Multi-Melta*, Ocular Alpha

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.

An Unwieldy ranged weapon fitted with suspensors is far more manoeuvrable. Firing it becomes a Basic action rather than a Double action.

Skills: Weaponsmith

Rules: Gang Hierarchy (Champion), Master of Cyberteknika

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.

Debug
            stdClass Object
(
    [ganger_id] => 1721088
    [label_id] => 
    [name] => The Elder
    [type] => Archeotek
    [m] => 4
    [ws] => 4
    [bs] => 2
    [s] => 3
    [t] => 3
    [w] => 2
    [i] => 5
    [a] => 2
    [ld] => 4
    [cl] => 6
    [wil] => 6
    [int] => 5
    [cost] => 545
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Plasma Pistol
                    [qty] => 1
                )

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

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

            [3] => stdClass Object
                (
                    [name] => Multi-Melta*
                    [qty] => 1
                )

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

            [5] => stdClass Object
                (
                    [name] => Carapace Armor - Light
                    [qty] => 1
                )

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

        )

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

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2022-02-15 7:38:53
    [datetime_updated] => 2022-05-06 21:22:29
    [armour] => Array
        (
            [0] => Armored Bodyglove
            [1] => Carapace Armor - Light
        )

    [wargear] => Array
        (
            [0] => Grapnel launcher
            [1] => Suspensor
            [2] => Multi-Melta*
            [3] => Ocular Alpha
        )

    [weapons] => Array
        (
            [Plasma Pistol - Low] => stdClass Object
                (
                    [rs] => 6"
                    [rl] => 12"
                    [as] => 0+
+2 [al] => 2+
- [str] => 5 [d] => 2 [ap] => -1 [am] => 5+ [traits] => Array ( [0] => Scarce [1] => Sidearm ) [qty] => 1 [slug] => plasma_pistol___low ) [Plasma Pistol - Max] => stdClass Object ( [rs] => 6" [rl] => 12" [as] => 1+
+1 [al] => 2+
- [str] => 7 [d] => 3 [ap] => -2 [am] => 5+ [traits] => Array ( [0] => Scarce [1] => Sidearm [2] => Unstable ) [qty] => 1 [slug] => plasma_pistol___max ) ) [rules] => Array ( [0] => Gang Hierarchy (Champion) [1] => Master of Cyberteknika ) [genesmithing] => Array ( ) ) 1

Ephrim 135 cred.

Subtek

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

Armour: Flak Armor, Armored Bodyglove

Flak armour grants a 6+ save roll. Against weapons that use a Blast marker or Flame template, this is increased to 5+ save roll.

Van Saar fighters are somewhat protected from the effects of their own rad weapons by their armour and are therefore immune to the effects of the Rad-phage Weapon Trait (i.e., they will not suffer the additional flesh wound) unless, otherwise noted. If a fighter is wearing an armoured bodyglove, their save roll is improved by 1. For example, if they are wearing Flak armour and an armoured bodyglove, they would have a 5+ save, which would be increased to 4+ against Blasts. If a fighter does not already have a save roll, an armoured bodyglove grants a 6+ save.

Weapons

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

Ammunition for this weapon is incredibly common. When reloading it, no Ammo check is required – it is automatically reloaded.

Incendiary Charge
RS RL AS AL Str D Ap Am
- 9"
(S*3)
- 3+
-
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: 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] => 1117442
    [label_id] => 
    [name] => Ephrim
    [type] => Subtek
    [m] => 5
    [ws] => 5
    [bs] => 3
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 9
    [cl] => 8
    [wil] => 9
    [int] => 7
    [cost] => 135
    [xp] => 7
    [kills] => 0
    [advance_count] => 1
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Lasgun
                    [qty] => 1
                )

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

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

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

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

        )

    [skills] => Array
        (
        )

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

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-02-07 1:43:56
    [datetime_updated] => 2022-02-15 20:27:38
    [armour] => Array
        (
            [0] => Flak Armor
            [1] => Armored Bodyglove
        )

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

    [weapons] => Array
        (
            [Lasgun] => stdClass Object
                (
                    [rs] => 18"
                    [rl] => 24"
                    [as] => 2+
+1 [al] => 3+
- [str] => 3 [d] => 1 [ap] => - [am] => 2+ [traits] => Array ( [0] => Plentiful ) [qty] => 1 [slug] => lasgun ) [Incendiary Charge] => stdClass Object ( [rs] => - [rl] => 9"
(S*3) [as] => - [al] => 3+
- [str] => 3 [d] => 1 [ap] => - [am] => 5+ [traits] => Array ( [0] => Blast(5) [1] => Blaze [2] => Grenade ) [qty] => 1 [slug] => incendiary_charge ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Sator 90 cred.

Subtek

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

Armour: Armored Bodyglove

Van Saar fighters are somewhat protected from the effects of their own rad weapons by their armour and are therefore immune to the effects of the Rad-phage Weapon Trait (i.e., they will not suffer the additional flesh wound) unless, otherwise noted. If a fighter is wearing an armoured bodyglove, their save roll is improved by 1. For example, if they are wearing Flak armour and an armoured bodyglove, they would have a 5+ save, which would be increased to 4+ against Blasts. If a fighter does not already have a save roll, an armoured bodyglove grants a 6+ save.

Weapons

Photon Flash Grenade
RS RL AS AL Str D Ap Am
- 9"
(S*3)
- 4+
-
- - - 5+
Traits
Grenade, Blast(5), Flash

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.

The weapon uses a Blast marker. As describe page 40

If a fighter is hit by a Flash weapon, no wound roll is made. Instead, make an Initiative check for the target. If it is failed, they are blinded. A blinded fighter loses their Ready marker; if they do not have a Ready marker, they do not gain a Ready marker at the start of the following round. Until the next time the fighter is activated, they cannot make any attacks other than reaction attacks, for which any hit rolls will only succeed on a natural 6.

Suppression Laser - Broad Burst
RS RL AS AL Str D Ap Am
4" 8" 2+
+2
4+
-
2 1 - 4+
Traits
Plentiful, Scattershot

Ammunition for this weapon is incredibly common. When reloading it, no Ammo check is required – it is automatically reloaded.

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

Suppression Laser - Short Burst
RS RL AS AL Str D Ap Am
8" 16" 3+
+1
4+
-
4 2 - 4+
Traits
Knockback, Plentiful

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

Ammunition for this weapon is incredibly common. When reloading it, no Ammo check is required – it is automatically reloaded.

Debug
            stdClass Object
(
    [ganger_id] => 1245299
    [label_id] => 
    [name] => Sator
    [type] => Subtek
    [m] => 5
    [ws] => 5
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 9
    [cl] => 8
    [wil] => 9
    [int] => 7
    [cost] => 90
    [xp] => 3
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Photon Flash Grenade
                    [qty] => 1
                )

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

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

        )

    [skills] => Array
        (
        )

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

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-05-21 9:04:31
    [datetime_updated] => 2022-02-15 19:39:29
    [armour] => Array
        (
            [0] => Armored Bodyglove
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
            [Photon Flash Grenade] => stdClass Object
                (
                    [rs] => -
                    [rl] => 9"
(S*3) [as] => - [al] => 4+
- [str] => - [d] => - [ap] => - [am] => 5+ [traits] => Array ( [0] => Grenade [1] => Blast(5) [2] => Flash ) [qty] => 1 [slug] => photon_flash_grenade ) [Suppression Laser - Broad Burst] => stdClass Object ( [rs] => 4" [rl] => 8" [as] => 2+
+2 [al] => 4+
- [str] => 2 [d] => 1 [ap] => - [am] => 4+ [traits] => Array ( [0] => Plentiful [1] => Scattershot ) [qty] => 1 [slug] => suppression_laser___broad_burst ) [Suppression Laser - Short Burst] => stdClass Object ( [rs] => 8" [rl] => 16" [as] => 3+
+1 [al] => 4+
- [str] => 4 [d] => 2 [ap] => - [am] => 4+ [traits] => Array ( [0] => Knockback [1] => Plentiful ) [qty] => 1 [slug] => suppression_laser___short_burst ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Sana 155 cred.

Tek Specialist

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

Armour: Armored Bodyglove

Van Saar fighters are somewhat protected from the effects of their own rad weapons by their armour and are therefore immune to the effects of the Rad-phage Weapon Trait (i.e., they will not suffer the additional flesh wound) unless, otherwise noted. If a fighter is wearing an armoured bodyglove, their save roll is improved by 1. For example, if they are wearing Flak armour and an armoured bodyglove, they would have a 5+ save, which would be increased to 4+ against Blasts. If a fighter does not already have a save roll, an armoured bodyglove grants a 6+ save.

Weapons

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

Ammunition for this weapon is incredibly common. When reloading it, no Ammo check is required – it is automatically reloaded.

Incendiary Charge
RS RL AS AL Str D Ap Am
- 9"
(S*3)
- 3+
-
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: Hotshot Lasgun Pack, Ocular Alpha

(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] => 1519495
    [label_id] => 
    [name] => Sana
    [type] => Tek Specialist
    [m] => 4
    [ws] => 4
    [bs] => 3
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 9
    [cl] => 8
    [wil] => 9
    [int] => 7
    [cost] => 155
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Lasgun
                    [qty] => 1
                )

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

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

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

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

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-10-28 12:41:44
    [datetime_updated] => 2022-02-15 20:33:40
    [armour] => Array
        (
            [0] => Armored Bodyglove
        )

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

    [weapons] => Array
        (
            [Lasgun] => stdClass Object
                (
                    [rs] => 18"
                    [rl] => 24"
                    [as] => 2+
+1 [al] => 3+
- [str] => 3 [d] => 1 [ap] => - [am] => 2+ [traits] => Array ( [0] => Plentiful ) [qty] => 1 [slug] => lasgun ) [Incendiary Charge] => stdClass Object ( [rs] => - [rl] => 9"
(S*3) [as] => - [al] => 3+
- [str] => 3 [d] => 1 [ap] => - [am] => 5+ [traits] => Array ( [0] => Blast(5) [1] => Blaze [2] => Grenade ) [qty] => 1 [slug] => incendiary_charge ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Aleeah 220 cred.

Neotek

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

Armour: Flak Armor, Armored Bodyglove

Flak armour grants a 6+ save roll. Against weapons that use a Blast marker or Flame template, this is increased to 5+ save roll.

Van Saar fighters are somewhat protected from the effects of their own rad weapons by their armour and are therefore immune to the effects of the Rad-phage Weapon Trait (i.e., they will not suffer the additional flesh wound) unless, otherwise noted. If a fighter is wearing an armoured bodyglove, their save roll is improved by 1. For example, if they are wearing Flak armour and an armoured bodyglove, they would have a 5+ save, which would be increased to 4+ against Blasts. If a fighter does not already have a save roll, an armoured bodyglove grants a 6+ save.

Weapons

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

After an attack with the Blaze trait has been resolved, roll a D6 if the target was hit but not taken Out Of Action. On a 4, 5 or 6, they become subject to the Blaze condition. When activated, a fighter subject to the Blaze condition suffers an immediate Strength 3, AP -1, Damage 1 hit before acting as follows:

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

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

Photon Flash Grenade
RS RL AS AL Str D Ap Am
- 9"
(S*3)
- 4+
-
- - - 5+
Traits
Grenade, Blast(5), Flash

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.

The weapon uses a Blast marker. As describe page 40

If a fighter is hit by a Flash weapon, no wound roll is made. Instead, make an Initiative check for the target. If it is failed, they are blinded. A blinded fighter loses their Ready marker; if they do not have a Ready marker, they do not gain a Ready marker at the start of the following round. Until the next time the fighter is activated, they cannot make any attacks other than reaction attacks, for which any hit rolls will only succeed on a natural 6.

Hystrar Pattern Energy Shield
RS RL AS AL Str D Ap Am
- E - 5+
-
3
(S)
1 - -
Traits
Melee, Knockback, Energy Shield

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

An assault/energy shield grants a +2 armour save modifier (to a maximum of 2+) against melee attacks that originate from within the fighter’s vision arc (the 90° arc to their front), and a +1 armour save modifier against ranged attacks that originate from within the fighter’s vision arc; check this before the fighter is placed Prone and is Pinned. If it is not clear whether the attacker is within the target’s front arc, use a Vision Arc template to check – if the centre of the attacker’s base is within the arc, the assault/energy shield can be used. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the target does not have a facing (for example, if they are Prone), the assault/energy shield cannot be used

Wargear: Grav-cutter

Debug
            stdClass Object
(
    [ganger_id] => 1455923
    [label_id] => 
    [name] => Aleeah
    [type] => Neotek
    [m] => 5
    [ws] => 5
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 9
    [cl] => 8
    [wil] => 9
    [int] => 7
    [cost] => 220
    [xp] => 1
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Hand Flamer
                    [qty] => 1
                )

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

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

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

            [4] => stdClass Object
                (
                    [name] => Hystrar Pattern Energy Shield
                    [qty] => 1
                )

            [5] => stdClass Object
                (
                    [name] => Grav-cutter
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-09-23 6:32:21
    [datetime_updated] => 2022-07-15 19:25:27
    [armour] => Array
        (
            [0] => Flak Armor
            [1] => Armored Bodyglove
        )

    [wargear] => Array
        (
            [0] => Grav-cutter
        )

    [weapons] => Array
        (
            [Hand Flamer] => stdClass Object
                (
                    [rs] => -
                    [rl] => T
                    [as] => -
                    [al] => 4+
- [str] => 3 [d] => 1 [ap] => - [am] => 5+ [traits] => Array ( [0] => Blaze [1] => Template ) [qty] => 1 [slug] => hand_flamer ) [Photon Flash Grenade] => stdClass Object ( [rs] => - [rl] => 9"
(S*3) [as] => - [al] => 4+
- [str] => - [d] => - [ap] => - [am] => 5+ [traits] => Array ( [0] => Grenade [1] => Blast(5) [2] => Flash ) [qty] => 1 [slug] => photon_flash_grenade ) [Hystrar Pattern Energy Shield] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 5+
- [str] => 3
(S) [d] => 1 [ap] => - [am] => - [traits] => Array ( [0] => Melee [1] => Knockback [2] => Energy Shield ) [qty] => 1 [slug] => hystrar_pattern_energy_shield ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Xi-49517-Delta 295 cred.

Bounty Hunter M5

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

Armour: Armored Bodyglove, Hardened Layered Flak

Van Saar fighters are somewhat protected from the effects of their own rad weapons by their armour and are therefore immune to the effects of the Rad-phage Weapon Trait (i.e., they will not suffer the additional flesh wound) unless, otherwise noted. If a fighter is wearing an armoured bodyglove, their save roll is improved by 1. For example, if they are wearing Flak armour and an armoured bodyglove, they would have a 5+ save, which would be increased to 4+ against Blasts. If a fighter does not already have a save roll, an armoured bodyglove grants a 6+ save.

Hardened layered flak armour grants a 5+ save roll. Against weapons that use a Blast marker or Flame template, this is increased to a 4+ save roll. Additionally, when an enemy fighter makes a ranged attack against a fighter wearing hardened layered flak armour, the Armour Penetration of the weapon used is decreased by 1, to a minimum of -1.

Weapons

Plasma Gun - Low
RS RL AS AL Str D Ap Am
12" 24" 1+
+2
3+
-
5 2 -1 5+
Traits
Rapid Fire(1), Scarce

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

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

Plasma Gun - Max
RS RL AS AL Str D Ap Am
12" 24" 2+
+1
3+
-
7 3 -2 5+
Traits
Scarce, Unstable

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

If the Ammo Symbol is rolled on the Firepower dice when attacking with this weapon, there is a chance the weapon will overheat in addition to needing an Ammo check. Roll a D6. On a 1, 2 or 3, the weapon suffers a catastrophic overload and the attacker is taken Out of Action. The attack is still resolved against the target. When using a grenade which is unstable, such as a plasma grenade, the Firepower dice does not need to be rolled because it is assumed that the Ammo symbol has been rolled and an Ammo check is made automatically. That being the case, the Unstable trait functions as normal and a test must be rolled.

Servo-Claw
RS RL AS AL Str D Ap Am
- E - 3+
-
5
(S+2)
2 - -
Traits
Melee

This weapon can be used during close combat attacks

Wargear: Bolt Pistol

Skills: Hip Shooting

If the fighter is Standing and Active, they can make the following action:

Run and Gun (Double) – The fighter may move up to double their Movement characteristic and then make an attack with a ranged weapons. Unwieldy weapons can never be used in conjunction with this skill.

Debug
            stdClass Object
(
    [ganger_id] => 1546794
    [label_id] => 
    [name] => Xi-49517-Delta
    [type] => Bounty Hunter M5
    [m] => 5
    [ws] => 3
    [bs] => 3
    [s] => 3
    [t] => 3
    [w] => 2
    [i] => 3
    [a] => 1
    [ld] => 7
    [cl] => 5
    [wil] => 6
    [int] => 6
    [cost] => 295
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Bolt Pistol
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Plasma Gun
                    [qty] => 1
                )

            [2] => stdClass Object
                (
                    [name] => Servo-Claw
                    [qty] => 1
                )

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

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

        )

    [skills] => Array
        (
            [0] => Hip Shooting
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => Weaponsmith
    [datetime_added] => 2021-11-13 12:37:58
    [datetime_updated] => 2022-02-15 19:39:02
    [armour] => Array
        (
            [0] => Armored Bodyglove
            [1] => Hardened Layered Flak
        )

    [wargear] => Array
        (
            [0] => Bolt Pistol
        )

    [weapons] => Array
        (
            [Plasma Gun - Low] => stdClass Object
                (
                    [rs] => 12"
                    [rl] => 24"
                    [as] => 1+
+2 [al] => 3+
- [str] => 5 [d] => 2 [ap] => -1 [am] => 5+ [traits] => Array ( [0] => Rapid Fire(1) [1] => Scarce ) [qty] => 1 [slug] => plasma_gun___low ) [Plasma Gun - Max] => stdClass Object ( [rs] => 12" [rl] => 24" [as] => 2+
+1 [al] => 3+
- [str] => 7 [d] => 3 [ap] => -2 [am] => 5+ [traits] => Array ( [0] => Scarce [1] => Unstable ) [qty] => 1 [slug] => plasma_gun___max ) [Servo-Claw] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 3+
- [str] => 5
(S+2) [d] => 2 [ap] => - [am] => - [traits] => Array ( [0] => Melee ) [qty] => 1 [slug] => servo_claw ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Tanaka (Recovery) 335 cred.

Augmek

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

Armour: Mesh Armor, Armored Bodyglove

Mesh armour grants a 5+ save roll.

Van Saar fighters are somewhat protected from the effects of their own rad weapons by their armour and are therefore immune to the effects of the Rad-phage Weapon Trait (i.e., they will not suffer the additional flesh wound) unless, otherwise noted. If a fighter is wearing an armoured bodyglove, their save roll is improved by 1. For example, if they are wearing Flak armour and an armoured bodyglove, they would have a 5+ save, which would be increased to 4+ against Blasts. If a fighter does not already have a save roll, an armoured bodyglove grants a 6+ save.

Weapons

Hystrar Pattern Energy Shield
RS RL AS AL Str D Ap Am
- E - 4+
-
3
(S)
1 - -
Traits
Melee, Knockback, Energy Shield

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

An assault/energy shield grants a +2 armour save modifier (to a maximum of 2+) against melee attacks that originate from within the fighter’s vision arc (the 90° arc to their front), and a +1 armour save modifier against ranged attacks that originate from within the fighter’s vision arc; check this before the fighter is placed Prone and is Pinned. If it is not clear whether the attacker is within the target’s front arc, use a Vision Arc template to check – if the centre of the attacker’s base is within the arc, the assault/energy shield can be used. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the target does not have a facing (for example, if they are Prone), the assault/energy shield cannot be used

Incendiary Charge
RS RL AS AL Str D Ap Am
- 9"
(S*3)
- 2+
-
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.

Combi-Weapon - Plasma
RS RL AS AL Str D Ap Am
12" 24" 0+
+2
2+
-
5 2 -1 5+
Traits
Combi, Rapid Fire(1), Scarce

A combi-weapon has two profiles. When it is fired, pick one of the two profiles and use it for the attack. Due to the compact nature of the weapons, they often have less capacity for ammunition, and are prone to jams and other minor issues. When making an Ammo check for either of the weapons, roll twice and apply the worst result. However, unlike most weapons that have two profiles, ammo for the two parts of the combi-weapon are tracked separately – if one profile runs Out of Ammo, the other can still fire unless it has also run Out of Ammo.

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

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

Combi-Pistol - Laspistol
RS RL AS AL Str D Ap Am
8" 12" 1+
+1
2+
-
3 1 - 2+
Traits
Combi, Plentiful, Sidearm

A combi-weapon has two profiles. When it is fired, pick one of the two profiles and use it for the attack. Due to the compact nature of the weapons, they often have less capacity for ammunition, and are prone to jams and other minor issues. When making an Ammo check for either of the weapons, roll twice and apply the worst result. However, unlike most weapons that have two profiles, ammo for the two parts of the combi-weapon are tracked separately – if one profile runs Out of Ammo, the other can still fire unless it has also run Out of Ammo.

Ammunition for this weapon is incredibly common. When reloading it, no Ammo check is required – it is automatically reloaded.

Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.

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.

Skills: Hip Shooting

If the fighter is Standing and Active, they can make the following action:

Run and Gun (Double) – The fighter may move up to double their Movement characteristic and then make an attack with a ranged weapons. Unwieldy weapons can never be used in conjunction with this skill.

Rules: Gang Hierarchy (Champion), Group Activation (1)

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.

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.

Debug
            stdClass Object
(
    [ganger_id] => 1526537
    [label_id] => 
    [name] => Tanaka
    [type] => Augmek
    [m] => 4
    [ws] => 4
    [bs] => 2
    [s] => 3
    [t] => 3
    [w] => 2
    [i] => 4
    [a] => 1
    [ld] => 5
    [cl] => 6
    [wil] => 6
    [int] => 5
    [cost] => 335
    [xp] => 1
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Grapnel launcher
                    [qty] => 1
                )

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

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

            [3] => stdClass Object
                (
                    [name] => Hystrar Pattern Energy Shield
                    [qty] => 1
                )

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

            [5] => stdClass Object
                (
                    [name] => Combi-pistol (Laspistol/Plasmagun)
                    [qty] => 1
                )

        )

    [skills] => Array
        (
            [0] => Hip Shooting
        )

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

    [image] => 
    [status] => Recovery
    [notes] => 
    [datetime_added] => 2021-11-01 3:50:25
    [datetime_updated] => 2022-05-06 21:35:42
    [armour] => Array
        (
            [0] => Mesh Armor
            [1] => Armored Bodyglove
        )

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

    [weapons] => Array
        (
            [Hystrar Pattern Energy Shield] => stdClass Object
                (
                    [rs] => -
                    [rl] => E
                    [as] => -
                    [al] => 4+
- [str] => 3
(S) [d] => 1 [ap] => - [am] => - [traits] => Array ( [0] => Melee [1] => Knockback [2] => Energy Shield ) [qty] => 1 [slug] => hystrar_pattern_energy_shield ) [Incendiary Charge] => stdClass Object ( [rs] => - [rl] => 9"
(S*3) [as] => - [al] => 2+
- [str] => 3 [d] => 1 [ap] => - [am] => 5+ [traits] => Array ( [0] => Blast(5) [1] => Blaze [2] => Grenade ) [qty] => 1 [slug] => incendiary_charge ) [Combi-Weapon - Plasma] => stdClass Object ( [rs] => 12" [rl] => 24" [as] => 0+
+2 [al] => 2+
- [str] => 5 [d] => 2 [ap] => -1 [am] => 5+ [traits] => Array ( [0] => Combi [1] => Rapid Fire(1) [2] => Scarce ) [qty] => 1 [slug] => combi_weapon___plasma ) [Combi-Pistol - Laspistol] => stdClass Object ( [rs] => 8" [rl] => 12" [as] => 1+
+1 [al] => 2+
- [str] => 3 [d] => 1 [ap] => - [am] => 2+ [traits] => Array ( [0] => Combi [1] => Plentiful [2] => Sidearm ) [qty] => 1 [slug] => combi_pistol___laspistol ) ) [rules] => Array ( [0] => Gang Hierarchy (Champion) [1] => Group Activation (1) ) [genesmithing] => Array ( ) ) 1

Whizz (Recovery) 195 cred.

Neotek

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

Armour: Armored Bodyglove

Van Saar fighters are somewhat protected from the effects of their own rad weapons by their armour and are therefore immune to the effects of the Rad-phage Weapon Trait (i.e., they will not suffer the additional flesh wound) unless, otherwise noted. If a fighter is wearing an armoured bodyglove, their save roll is improved by 1. For example, if they are wearing Flak armour and an armoured bodyglove, they would have a 5+ save, which would be increased to 4+ against Blasts. If a fighter does not already have a save roll, an armoured bodyglove grants a 6+ save.

Weapons

Plasma Pistol - Low
RS RL AS AL Str D Ap Am
6" 12" 2+
+2
4+
-
5 2 -1 5+
Traits
Scarce, Sidearm

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

Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.

Plasma Pistol - Max
RS RL AS AL Str D Ap Am
6" 12" 3+
+1
4+
-
7 3 -2 5+
Traits
Scarce, Sidearm, Unstable

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

Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.

If the Ammo Symbol is rolled on the Firepower dice when attacking with this weapon, there is a chance the weapon will overheat in addition to needing an Ammo check. Roll a D6. On a 1, 2 or 3, the weapon suffers a catastrophic overload and the attacker is taken Out of Action. The attack is still resolved against the target. When using a grenade which is unstable, such as a plasma grenade, the Firepower dice does not need to be rolled because it is assumed that the Ammo symbol has been rolled and an Ammo check is made automatically. That being the case, the Unstable trait functions as normal and a test must be rolled.

Hystrar Pattern Energy Shield
RS RL AS AL Str D Ap Am
- E - 5+
-
3
(S)
1 - -
Traits
Melee, Knockback, Energy Shield

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

An assault/energy shield grants a +2 armour save modifier (to a maximum of 2+) against melee attacks that originate from within the fighter’s vision arc (the 90° arc to their front), and a +1 armour save modifier against ranged attacks that originate from within the fighter’s vision arc; check this before the fighter is placed Prone and is Pinned. If it is not clear whether the attacker is within the target’s front arc, use a Vision Arc template to check – if the centre of the attacker’s base is within the arc, the assault/energy shield can be used. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the target does not have a facing (for example, if they are Prone), the assault/energy shield cannot be used

Rad Grenades
RS RL AS AL Str D Ap Am
- 9"
(S*3)
- 4+
-
2 1 - 4+
Traits
Blast(3), Grenade, Rad-phage

The weapon uses a Blast marker. As describe page 40

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.

After fully resolving any successful hits a fighter suffers from a weapon with this Trait, roll an additional D6. If the roll is a 4 or higher, the fighter will suffer an additional Flesh Wound.

Wargear: Grav-cutter

Debug
            stdClass Object
(
    [ganger_id] => 1482668
    [label_id] => 
    [name] => Whizz
    [type] => Neotek
    [m] => 5
    [ws] => 5
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 9
    [cl] => 8
    [wil] => 9
    [int] => 7
    [cost] => 195
    [xp] => 5
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Plasma Pistol
                    [qty] => 1
                )

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

            [2] => stdClass Object
                (
                    [name] => Hystrar Pattern Energy Shield
                    [qty] => 1
                )

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

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

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
            [0] => Head Injury
            [1] => Hand Injury
            [2] => Hobbled
        )

    [image] => 
    [status] => Recovery
    [notes] => Reckless
    [datetime_added] => 2021-10-08 7:53:08
    [datetime_updated] => 2022-02-15 20:27:28
    [armour] => Array
        (
            [0] => Armored Bodyglove
        )

    [wargear] => Array
        (
            [0] => Grav-cutter
        )

    [weapons] => Array
        (
            [Plasma Pistol - Low] => stdClass Object
                (
                    [rs] => 6"
                    [rl] => 12"
                    [as] => 2+
+2 [al] => 4+
- [str] => 5 [d] => 2 [ap] => -1 [am] => 5+ [traits] => Array ( [0] => Scarce [1] => Sidearm ) [qty] => 1 [slug] => plasma_pistol___low ) [Plasma Pistol - Max] => stdClass Object ( [rs] => 6" [rl] => 12" [as] => 3+
+1 [al] => 4+
- [str] => 7 [d] => 3 [ap] => -2 [am] => 5+ [traits] => Array ( [0] => Scarce [1] => Sidearm [2] => Unstable ) [qty] => 1 [slug] => plasma_pistol___max ) [Hystrar Pattern Energy Shield] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 5+
- [str] => 3
(S) [d] => 1 [ap] => - [am] => - [traits] => Array ( [0] => Melee [1] => Knockback [2] => Energy Shield ) [qty] => 1 [slug] => hystrar_pattern_energy_shield ) [Rad Grenades] => stdClass Object ( [rs] => - [rl] => 9"
(S*3) [as] => - [al] => 4+
- [str] => 2 [d] => 1 [ap] => - [am] => 4+ [traits] => Array ( [0] => Blast(3) [1] => Grenade [2] => Rad-phage ) [qty] => 1 [slug] => rad_grenades ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Slick (Recovery) 100 cred.

Subtek

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

Armour: Flak Armor, Armored Bodyglove

Flak armour grants a 6+ save roll. Against weapons that use a Blast marker or Flame template, this is increased to 5+ save roll.

Van Saar fighters are somewhat protected from the effects of their own rad weapons by their armour and are therefore immune to the effects of the Rad-phage Weapon Trait (i.e., they will not suffer the additional flesh wound) unless, otherwise noted. If a fighter is wearing an armoured bodyglove, their save roll is improved by 1. For example, if they are wearing Flak armour and an armoured bodyglove, they would have a 5+ save, which would be increased to 4+ against Blasts. If a fighter does not already have a save roll, an armoured bodyglove grants a 6+ save.

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.

Rad Grenades
RS RL AS AL Str D Ap Am
- 9"
(S*3)
- 4+
-
2 1 - 4+
Traits
Blast(3), Grenade, Rad-phage

The weapon uses a Blast marker. As describe page 40

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.

After fully resolving any successful hits a fighter suffers from a weapon with this Trait, roll an additional D6. If the roll is a 4 or higher, the fighter will suffer an additional Flesh Wound.

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] => 1526186
    [label_id] => 
    [name] => Slick
    [type] => Subtek
    [m] => 5
    [ws] => 5
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 9
    [cl] => 8
    [wil] => 9
    [int] => 7
    [cost] => 100
    [xp] => 2
    [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] => Armored Bodyglove
                    [qty] => 1
                )

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

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

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Recovery
    [notes] => 
    [datetime_added] => 2021-11-01 11:23:05
    [datetime_updated] => 2022-07-15 19:25:01
    [armour] => Array
        (
            [0] => Flak Armor
            [1] => Armored Bodyglove
        )

    [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 ) [Rad Grenades] => stdClass Object ( [rs] => - [rl] => 9"
(S*3) [as] => - [al] => 4+
- [str] => 2 [d] => 1 [ap] => - [am] => 4+ [traits] => Array ( [0] => Blast(3) [1] => Grenade [2] => Rad-phage ) [qty] => 1 [slug] => rad_grenades ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Leo (Dead)

Augmek

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

Armour: Armored Bodyglove

Van Saar fighters are somewhat protected from the effects of their own rad weapons by their armour and are therefore immune to the effects of the Rad-phage Weapon Trait (i.e., they will not suffer the additional flesh wound) unless, otherwise noted. If a fighter is wearing an armoured bodyglove, their save roll is improved by 1. For example, if they are wearing Flak armour and an armoured bodyglove, they would have a 5+ save, which would be increased to 4+ against Blasts. If a fighter does not already have a save roll, an armoured bodyglove grants a 6+ save.

Weapons

Skills: Hip Shooting, Photonic Engineer

If the fighter is Standing and Active, they can make the following action:

Run and Gun (Double) – The fighter may move up to double their Movement characteristic and then make an attack with a ranged weapons. Unwieldy weapons can never be used in conjunction with this skill.

Rules: Gang Hierarchy (Champion), Group Activation (1)

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.

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.

Debug
            stdClass Object
(
    [ganger_id] => 1117428
    [label_id] => 
    [name] => Leo
    [type] => Augmek
    [m] => 4
    [ws] => 4
    [bs] => 2
    [s] => 3
    [t] => 4
    [w] => 2
    [i] => 4
    [a] => 1
    [ld] => 5
    [cl] => 6
    [wil] => 6
    [int] => 5
    [cost] => 175
    [xp] => 0
    [kills] => 1
    [advance_count] => 1
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Armored Bodyglove
                    [qty] => 1
                )

        )

    [skills] => Array
        (
            [0] => Hip Shooting
            [1] => Photonic Engineer
        )

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

    [image] => 
    [status] => Dead
    [notes] => 
    [datetime_added] => 2021-02-07 1:05:51
    [datetime_updated] => 2021-11-01 02:13:21
    [armour] => Array
        (
            [0] => Armored Bodyglove
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
        )

    [rules] => Array
        (
            [0] => Gang Hierarchy (Champion)
            [1] => Group Activation (1)
        )

    [genesmithing] => Array
        (
        )

)
1        

Anna-Lina (Dead)

Tek

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

Armour: Armored Bodyglove

Van Saar fighters are somewhat protected from the effects of their own rad weapons by their armour and are therefore immune to the effects of the Rad-phage Weapon Trait (i.e., they will not suffer the additional flesh wound) unless, otherwise noted. If a fighter is wearing an armoured bodyglove, their save roll is improved by 1. For example, if they are wearing Flak armour and an armoured bodyglove, they would have a 5+ save, which would be increased to 4+ against Blasts. If a fighter does not already have a save roll, an armoured bodyglove grants a 6+ save.

Weapons

Debug
            stdClass Object
(
    [ganger_id] => 1117434
    [label_id] => 
    [name] => Anna-Lina
    [type] => Tek
    [m] => 4
    [ws] => 4
    [bs] => 3
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 5
    [a] => 1
    [ld] => 6
    [cl] => 6
    [wil] => 7
    [int] => 6
    [cost] => 75
    [xp] => 2
    [kills] => 0
    [advance_count] => 1
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Armored Bodyglove
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Dead
    [notes] => 
    [datetime_added] => 2021-02-07 1:10:25
    [datetime_updated] => 2021-10-28 12:37:06
    [armour] => Array
        (
            [0] => Armored Bodyglove
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1        

Grimm (Dead)

Tek

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

Weapons

Debug
            stdClass Object
(
    [ganger_id] => 1117433
    [label_id] => 
    [name] => Grimm
    [type] => Tek
    [m] => 4
    [ws] => 4
    [bs] => 3
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 5
    [a] => 1
    [ld] => 6
    [cl] => 7
    [wil] => 7
    [int] => 6
    [cost] => 65
    [xp] => 2
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
        )

    [skills] => Array
        (
        )

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

    [image] => 
    [status] => Dead
    [notes] => 
    [datetime_added] => 2021-02-07 1:09:02
    [datetime_updated] => 2021-05-21 19:37:20
    [armour] => Array
        (
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1        

Tian (Dead)

Tek

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

Armour: Armored Bodyglove

Van Saar fighters are somewhat protected from the effects of their own rad weapons by their armour and are therefore immune to the effects of the Rad-phage Weapon Trait (i.e., they will not suffer the additional flesh wound) unless, otherwise noted. If a fighter is wearing an armoured bodyglove, their save roll is improved by 1. For example, if they are wearing Flak armour and an armoured bodyglove, they would have a 5+ save, which would be increased to 4+ against Blasts. If a fighter does not already have a save roll, an armoured bodyglove grants a 6+ save.

Weapons

Debug
            stdClass Object
(
    [ganger_id] => 1117436
    [label_id] => 
    [name] => Tian
    [type] => Tek
    [m] => 4
    [ws] => 4
    [bs] => 3
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 5
    [a] => 1
    [ld] => 6
    [cl] => 7
    [wil] => 7
    [int] => 6
    [cost] => 65
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Armored Bodyglove
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Dead
    [notes] => 
    [datetime_added] => 2021-02-07 1:13:25
    [datetime_updated] => 2021-02-07 13:41:12
    [armour] => Array
        (
            [0] => Armored Bodyglove
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1