TeyMunda Tools

Returned Catch them all

Ghost Step 250 cred.

Nacht-Ghul Psyker

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

Armour: Armored undersuit, Mesh Armor

If a fighter is wearing an armoured undersuit, their save roll is improved by 1. For example, if they are wearing Flak armour and an armoured undersuit, they would have a 5+ save, which would be increased to a 4+ save against blasts. If a fighter does not already have a save roll, an armoured undersuit grants a save of 6+.

Mesh armour grants a 5+ save roll.

Weapons

Shivver Sword
RS RL AS AL Str D Ap Am
- E - 1+
+1
5
(S+1)
1 -1 -
Traits
Melee, Parry, Power, Sever

This weapon can be used during close combat attacks

After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the defending fighter’s owning player can force the attacking player to re-roll one successful hit. If the defending fighter is armed with two Parry weapons, their owning player can force the attacking player to re-roll two successful hits instead.

The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be parried except by other Power weapons. In addition, if the hit roll for a Power weapon is a 6, no save roll can be made against the attack and its Damage is increased by 1.

If a wound roll from a weapon with this Trait reduces a fighter to 0 wounds, no Injury dice are rolled – instead, any Injury dice that would be rolled cause an automatic Out of Action result.

Skills: Dodge, Penumbral Mirror

If this fighter suffers a wound from a ranged or close combat attack, roll a D6. On a 6, the attack is dodged and has no further effect; otherwise, continue to make a save or resolve the wound as normal.

If the model dodges a weapon that uses a Blast marker or Flame template, a roll of 6 does not automatically cancel the attack – instead, it allows the fighter to move up to 2" before seeing if they are hit. They cannot move within 1" of an enemy fighter.

(Basic): Choose one enemy fighter and one friendly fighter that are both currently within 5" of the Psyker. Immediately move the chosen friendly fighter to any other point within 5" of the chosen enemy fighter. The chosen friendly fighter may even move into base contact with the chosen enemy fighter.

Debug
            stdClass Object
(
    [ganger_id] => 1418521
    [label_id] => 
    [name] => Ghost Step
    [type] => Nacht-Ghul Psyker
    [m] => 6
    [ws] => 2
    [bs] => 3
    [s] => 4
    [t] => 3
    [w] => 2
    [i] => 2
    [a] => 2
    [ld] => 7
    [cl] => 6
    [wil] => 6
    [int] => 7
    [cost] => 250
    [xp] => 5
    [kills] => 1
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Armored undersuit
                    [qty] => 1
                )

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

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

        )

    [skills] => Array
        (
            [0] => Dodge
            [1] => Penumbral Mirror
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => DARKNESS
2. Penumbral Mirror (Basic): Choose one enemy fighter and one friendly fighter
that are both currently within 5" of the Psyker. Immediately move the chosen friendly
fighter to any other point within 5" of the chosen enemy fighter. The chosen friendly
fighter may even move into base contact with the chosen enemy fighter.
    [datetime_added] => 2021-08-31 7:33:15
    [datetime_updated] => 2022-03-28 21:14:48
    [armour] => Array
        (
            [0] => Armored undersuit
            [1] => Mesh Armor
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
            [Shivver Sword] => stdClass Object
                (
                    [rs] => -
                    [rl] => E
                    [as] => -
                    [al] => 1+
+1 [str] => 5
(S+1) [d] => 1 [ap] => -1 [am] => - [traits] => Array ( [0] => Melee [1] => Parry [2] => Power [3] => Sever ) [qty] => 1 [slug] => shivver_sword ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Cyclelos Spectre 300 cred.

Ghost Specialist

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

Armour: Mesh Armor

Mesh armour grants a 5+ save roll.

Weapons

Web Gun
RS RL AS AL Str D Ap Am
T 4+
4+
5 5+
Traits
Template, Web, Silent

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

If the wound roll for a Web attack is successful, no wound is inflicted, and no save roll or Injury roll is made. Instead, the target automatically becomes Webbed. Treat the fighter as if they were Seriously Injured and roll for Recovery for them during the End phase (Web contains a powerful sedative capable of rendering the strongest fighter unconscious). If a Flesh Wound result is rolled during Recovery, apply the result to the fighter as usual and remove the Webbed condition. If a Serious Injury is rolled, the fighter remains Webbed. If an Out of Action result is rolled, the fighter succumbs to the powerful sedative and is removed from play, automatically suffering a result of 12-26 (Out Cold) on the Lasting Injuries table. A fighter that is Webbed at the end of the game does not succumb to their Injuries and will automatically recover. However, during the Wrap Up, when rolling to determine if any enemy fighters are Captured at the end of the game, add +1 to the dice roll for each enemy fighter currently Webbed and include themamong any eligible to be Captured.

In scenarios that use the Sneak Attack special rules, there is no test to see whether the alarm is raised when this weapon is fired. Additionally, if using the Pitch Black rules, a fighter using this weapon that is Hidden does not become Revealed.

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

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, Photo-goggles, Mono-sight

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.

(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.

Skills: Fixer

In the Receive Rewards step of the post-battle sequence, as long as the fighter is not Captured or In Recovery, their gang earns an additional D3x10 credits. Note that they do not need to have taken part in the battle to gain this bonus.

Debug
            stdClass Object
(
    [ganger_id] => 1418526
    [label_id] => 
    [name] => Cyclelos Spectre
    [type] => Ghost Specialist
    [m] => 5
    [ws] => 4
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 7
    [cl] => 6
    [wil] => 7
    [int] => 7
    [cost] => 300
    [xp] => 1
    [kills] => 1
    [advance_count] => 1
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Grapnel launcher
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Photo-goggles
                    [qty] => 1
                )

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

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

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

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

        )

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

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-08-31 7:37:12
    [datetime_updated] => 2022-03-28 21:15:50
    [armour] => Array
        (
            [0] => Mesh Armor
        )

    [wargear] => Array
        (
            [0] => Grapnel launcher
            [1] => Photo-goggles
            [2] => Mono-sight
        )

    [weapons] => Array
        (
            [Web Gun] => stdClass Object
                (
                    [rs] => 
                    [rl] => T
                    [as] => 4+
[al] => 4+
[str] => 5 [d] => [ap] => [am] => 5+ [traits] => Array ( [0] => Template [1] => Web [2] => Silent ) [qty] => 1 [slug] => web_gun ) [Long Rifle] => stdClass Object ( [rs] => 24" [rl] => 48" [as] => 4+
- [al] => 3+
+1 [str] => 4 [d] => 1 [ap] => -1 [am] => 4+ [traits] => Array ( [0] => Knockback ) [qty] => 1 [slug] => long_rifle ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Shadow Azoth 110 cred.

Shadow

« »
M WS BS S T W I A
6" 5+ 5+ 3 3 1 3+ 1
Ld Cl Wil Int XP
9+ 7+ 8+ 8+ 6

Weapons

Stub Gun
RS RL AS AL Str D Ap Am
6" 12" 3+
+2
5+
-
3 1 - 4+
Traits
Sidearm, Plentiful

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

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

Web Pistol
RS RL AS AL Str D Ap Am
- T - 5+
-
4 - - 6+
Traits
Silent, Template, Web

In scenarios that use the Sneak Attack special rules, there is no test to see whether the alarm is raised when this weapon is fired. Additionally, if using the Pitch Black rules, a fighter using this weapon that is Hidden does not become Revealed.

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

If the wound roll for a Web attack is successful, no wound is inflicted, and no save roll or Injury roll is made. Instead, the target automatically becomes Webbed. Treat the fighter as if they were Seriously Injured and roll for Recovery for them during the End phase (Web contains a powerful sedative capable of rendering the strongest fighter unconscious). If a Flesh Wound result is rolled during Recovery, apply the result to the fighter as usual and remove the Webbed condition. If a Serious Injury is rolled, the fighter remains Webbed. If an Out of Action result is rolled, the fighter succumbs to the powerful sedative and is removed from play, automatically suffering a result of 12-26 (Out Cold) on the Lasting Injuries table. A fighter that is Webbed at the end of the game does not succumb to their Injuries and will automatically recover. However, during the Wrap Up, when rolling to determine if any enemy fighters are Captured at the end of the game, add +1 to the dice roll for each enemy fighter currently Webbed and include themamong any eligible to be Captured.

Debug
            stdClass Object
(
    [ganger_id] => 1418537
    [label_id] => 
    [name] => Shadow Azoth
    [type] => Shadow
    [m] => 6
    [ws] => 5
    [bs] => 5
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 3
    [a] => 1
    [ld] => 9
    [cl] => 7
    [wil] => 8
    [int] => 8
    [cost] => 110
    [xp] => 6
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Stub Gun
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Web Pistol
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

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

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-08-31 7:41:28
    [datetime_updated] => 2022-03-28 21:17:59
    [armour] => Array
        (
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
            [Stub Gun] => stdClass Object
                (
                    [rs] => 6"
                    [rl] => 12"
                    [as] => 3+
+2 [al] => 5+
- [str] => 3 [d] => 1 [ap] => - [am] => 4+ [traits] => Array ( [0] => Sidearm [1] => Plentiful ) [qty] => 1 [slug] => stub_gun ) [Web Pistol] => stdClass Object ( [rs] => - [rl] => T [as] => - [al] => 5+
- [str] => 4 [d] => - [ap] => - [am] => 6+ [traits] => Array ( [0] => Silent [1] => Template [2] => Web ) [qty] => 1 [slug] => web_pistol ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Young Claw 55 cred.

Shadow

« »
M WS BS S T W I A
6" 5+ 5+ 3 3 1 3+ 1
Ld Cl Wil Int XP
9+ 7+ 8+ 8+ 4

Weapons

Wargear: Flechette Pistol

Debug
            stdClass Object
(
    [ganger_id] => 1623747
    [label_id] => 
    [name] => Young Claw
    [type] => Shadow
    [m] => 6
    [ws] => 5
    [bs] => 5
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 3
    [a] => 1
    [ld] => 9
    [cl] => 7
    [wil] => 8
    [int] => 8
    [cost] => 55
    [xp] => 4
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Flechette Pistol
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-12-28 12:31:15
    [datetime_updated] => 2022-03-28 21:18:47
    [armour] => Array
        (
        )

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

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1        

Yageloth, The Master of Whispers 120 cred.

Bounty Hunter M5

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

Armour: Mesh Armor

Mesh armour grants a 5+ save roll.

Weapons

Wargear: Skinblade, Respirator

Skills: Infiltrate

If this fighter should be set up at the start of a battle, they may instead placed to one side. Then, immediately before the start of the first round, their controlling player may set them up anywhere on the battlefield that is not visible to any enemy fighters, and not within 6’’ of any of them. If both players have fighters with this skill, take turns to set one up, starting with the winner of a roll-off

Debug
            stdClass Object
(
    [ganger_id] => 1555597
    [label_id] => 
    [name] => Yageloth, The Master of Whispers
    [type] => Bounty Hunter M5
    [m] => 5
    [ws] => 3
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 2
    [i] => 4
    [a] => 2
    [ld] => 7
    [cl] => 4
    [wil] => 4
    [int] => 5
    [cost] => 120
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Skinblade
                    [qty] => 1
                )

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

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

        )

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

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => PSYCHOTERIC BLADE +1,AP-2, Melee,Parry,Phase,Toxin
MADNESS
1. Existential Barrage (Simple): Choose a single enemy fighter that is within 1" of
the Psyker. That fighter immediately makes an Intelligence check. If this check is failed, they become Broken and immediately flee. If, after they have moved, there are any fighters friendly to them within 5", those fighters must also immediately pass a Nerve test or also become Broken.
2. Terrible Truths (Basic): Choose a single enemy fighter that is within 3" of the
Psyker. That fighter must make an Intelligence check. If this check is failed, they gain the Insane condition.
DELUSION
3. Spatial Psychosis (Simple): Choose a single enemy fighter within 12" of the
Psyker, that is Standing and is not Engaged. That fighter immediately becomes Pinned. Note that if that fighter is within ½" of the edge of a ledge or platform, this may cause them to fall.
4. Suicidal Embrace (Basic): Choose a single enemy fighter that is within 3" of the Psyker. That fighter immediately makes an Intelligence check. If this check is failed, that fighter must resolve a single close combat attack against themselves with one of their Melee weapons (chosen at random, if the fighter has no weapons with the Melee trait, they will make an unarmed attack against themselves). This attack automatically hits, but must roll to wound and inflict Damage as normal.
DARKNESS
5. Sight Blight (Basic), Continuous Effect: While this power is maintained, all
enemy fighters within 5" of the Psyker count as being affected by the Pitch Black
rules as detailed in the Necromunda Rulebook. Note that this does not actually
create an area of darkness and only affects those who enter or remain in range of the Psyker.

Yageloth it is not subject to the Dead, Not Alive, Claiming Bounties and
“We’ll Get Our Bit…” special rules.

Creature of Shadows: Attacks without a Strength characteristic
(such as those with the Toxin trait) have no effect on Yageloth. In
addition, if Yageloth suffers a Serious Injury result on the Injury dice,
remove the fighter from the battlefield. In the End phase then place
Yageloth anywhere on the battlefield within 5" of a friendly fighter and at
least 1" from enemy fighters, as if the Serious Injury had not occurred.

Non-sanctioned Psyker: Should
a fighter with this special rule be
taken Out of Action, the enemy
gang is rewarded a bounty of
D3x10 credits at the end of the
battle. Should a fighter with this
special rule be captured and sold
to the Guilders, they are worth
their full value. Note that when a
Hired Gun is captured, they can be
sold immediately without the need
to attempt a Rescue mission.
    [datetime_added] => 2021-11-18 8:14:16
    [datetime_updated] => 2022-03-20 23:16:24
    [armour] => Array
        (
            [0] => Mesh Armor
        )

    [wargear] => Array
        (
            [0] => Skinblade
            [1] => Respirator
        )

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1        

Scar 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

Fighting Knife
RS RL AS AL Str D Ap Am
- E - 4+
-
2
(S)
1 -1 -
Traits
Backstab, Melee

If the attacker is not within the target’s vision arc, add 1 to the attack’s Strength.

This weapon can be used during close combat attacks

Debug
            stdClass Object
(
    [ganger_id] => 1418577
    [label_id] => 
    [name] => Scar
    [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
        (
            [0] => stdClass Object
                (
                    [name] => Fighting Knife
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-08-31 7:57:46
    [datetime_updated] => 2022-03-20 23:16:24
    [armour] => Array
        (
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
            [Fighting Knife] => stdClass Object
                (
                    [rs] => -
                    [rl] => E
                    [as] => -
                    [al] => 4+
- [str] => 2
(S) [d] => 1 [ap] => -1 [am] => - [traits] => Array ( [0] => Backstab [1] => Melee ) [qty] => 1 [slug] => fighting_knife ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Abham 50 cred.

Ammo-Jack

« »
M WS BS S T W I A
5" 4+ 3+ 3 3 1 5+ 1
Ld Cl Wil Int XP
9+ 7+ 6+ 7+ 0

Armour: Mesh Armor

Mesh armour grants a 5+ save roll.

Weapons

Skills: Munitioneer

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

Debug
            stdClass Object
(
    [ganger_id] => 1532459
    [label_id] => 
    [name] => Abham
    [type] => Ammo-Jack
    [m] => 5
    [ws] => 4
    [bs] => 3
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 5
    [a] => 1
    [ld] => 9
    [cl] => 7
    [wil] => 6
    [int] => 7
    [cost] => 50
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Mesh Armor
                    [qty] => 1
                )

        )

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

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-11-05 8:21:58
    [datetime_updated] => 2022-03-20 23:16:14
    [armour] => Array
        (
            [0] => Mesh Armor
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1        

Seenunseen 30 cred.

Whisper Merchant

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

Weapons

Stub Gun
RS RL AS AL Str D Ap Am
6" 12" 2+
+2
4+
-
3 1 - 4+
Traits
Sidearm, Plentiful

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

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

Skills: Lie Low

While this fighter is Prone, enemy fighters cannot target them with a ranged attack unless they are within the attacking weapon's Short range. Weapons that do not have a Short range are unaffected by this rule.

Debug
            stdClass Object
(
    [ganger_id] => 1783754
    [label_id] => 
    [name] => Seenunseen
    [type] => Whisper Merchant
    [m] => 5
    [ws] => 5
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 3
    [a] => 1
    [ld] => 9
    [cl] => 7
    [wil] => 8
    [int] => 5
    [cost] => 30
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Stub Gun
                    [qty] => 1
                )

        )

    [skills] => Array
        (
            [0] => Lie Low
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2022-03-20 11:15:02
    [datetime_updated] => 2022-03-20 23:15:02
    [armour] => Array
        (
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
            [Stub Gun] => stdClass Object
                (
                    [rs] => 6"
                    [rl] => 12"
                    [as] => 2+
+2 [al] => 4+
- [str] => 3 [d] => 1 [ap] => - [am] => 4+ [traits] => Array ( [0] => Sidearm [1] => Plentiful ) [qty] => 1 [slug] => stub_gun ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Ulzch's Brother 25 cred.

Shadow

« »
M WS BS S T W I A
6" 5+ 5+ 3 3 1 3+ 1
Ld Cl Wil Int XP
9+ 7+ 8+ 8+ 0

Weapons

Stub Gun
RS RL AS AL Str D Ap Am
6" 12" 3+
+2
5+
-
3 1 - 4+
Traits
Sidearm, Plentiful

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

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

Web Pistol
RS RL AS AL Str D Ap Am
- T - 5+
-
4 - - 6+
Traits
Silent, Template, Web

In scenarios that use the Sneak Attack special rules, there is no test to see whether the alarm is raised when this weapon is fired. Additionally, if using the Pitch Black rules, a fighter using this weapon that is Hidden does not become Revealed.

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

If the wound roll for a Web attack is successful, no wound is inflicted, and no save roll or Injury roll is made. Instead, the target automatically becomes Webbed. Treat the fighter as if they were Seriously Injured and roll for Recovery for them during the End phase (Web contains a powerful sedative capable of rendering the strongest fighter unconscious). If a Flesh Wound result is rolled during Recovery, apply the result to the fighter as usual and remove the Webbed condition. If a Serious Injury is rolled, the fighter remains Webbed. If an Out of Action result is rolled, the fighter succumbs to the powerful sedative and is removed from play, automatically suffering a result of 12-26 (Out Cold) on the Lasting Injuries table. A fighter that is Webbed at the end of the game does not succumb to their Injuries and will automatically recover. However, during the Wrap Up, when rolling to determine if any enemy fighters are Captured at the end of the game, add +1 to the dice roll for each enemy fighter currently Webbed and include themamong any eligible to be Captured.

Debug
            stdClass Object
(
    [ganger_id] => 1799816
    [label_id] => 
    [name] => Ulzch's Brother
    [type] => Shadow
    [m] => 6
    [ws] => 5
    [bs] => 5
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 3
    [a] => 1
    [ld] => 9
    [cl] => 7
    [wil] => 8
    [int] => 8
    [cost] => 25
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Stub Gun
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Web Pistol
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2022-03-28 9:26:50
    [datetime_updated] => 2022-03-28 21:26:50
    [armour] => Array
        (
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
            [Stub Gun] => stdClass Object
                (
                    [rs] => 6"
                    [rl] => 12"
                    [as] => 3+
+2 [al] => 5+
- [str] => 3 [d] => 1 [ap] => - [am] => 4+ [traits] => Array ( [0] => Sidearm [1] => Plentiful ) [qty] => 1 [slug] => stub_gun ) [Web Pistol] => stdClass Object ( [rs] => - [rl] => T [as] => - [al] => 5+
- [str] => 4 [d] => - [ap] => - [am] => 6+ [traits] => Array ( [0] => Silent [1] => Template [2] => Web ) [qty] => 1 [slug] => web_pistol ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Hardy Claws (Recovery) 375 cred.

Nacht-Ghul Psyker

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

Armour: Armored undersuit, Carapace Armor - Light, 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+.

Light carapace armour grants a 4+ save roll.

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

Weapons

Serpent's Fangs*
RS RL AS AL Str D Ap Am
- E - 2+
-
6
(S+2)
1 * -
Traits
Melee, Paired, Phase, Rending

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.

Save rolls granted by armour or field armour cannot be made against a weapon with this Trait. If the target is hit, treat them as having no save. Note, however, that saves granted by a special rule may still be made – this Trait only ignores armour and field armour.

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

Skills: Backstab, Spatial Psychosis, Spring up

Any weapons used by this fighter with the Melee trait also gain the Backstab Trait. If they already have this Trait, add 2 to the attacker's Strength rather than the usual 1 when the Trait is used.

(Simple): Choose a single enemy fighter within 12" of the Psyker, that is Standing and is not Engaged. That fighter immediately becomes Pinned. Note that if that fighter is within 1/2" of the edge of a ledge or platform, this may cause them to fall.

If this fighter is Pinned when they are activated, make an Initiative check for them. If the check is passed the fighter can make a Stand Up (Basic) action for free. If the check is failed, the fighter may still stand up, but it costs one action, as usual.

Debug
            stdClass Object
(
    [ganger_id] => 1494808
    [label_id] => 
    [name] => Hardy Claws
    [type] => Nacht-Ghul Psyker
    [m] => 6
    [ws] => 2
    [bs] => 3
    [s] => 4
    [t] => 3
    [w] => 2
    [i] => 2
    [a] => 2
    [ld] => 7
    [cl] => 6
    [wil] => 6
    [int] => 7
    [cost] => 375
    [xp] => 2
    [kills] => 5
    [advance_count] => 1
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Armored undersuit
                    [qty] => 1
                )

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

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

            [3] => stdClass Object
                (
                    [name] => Serpent's Fangs*
                    [qty] => 1
                )

        )

    [skills] => Array
        (
            [0] => Backstab
            [1] => Spatial Psychosis
            [2] => Spring up
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Recovery
    [notes] => DELUSION
1. Spatial Psychosis (Simple): Choose a single enemy fighter within 12" of the
Psyker, that is Standing and is not Engaged. That fighter immediately becomes
Pinned. Note that if that fighter is within ½" of the edge of a ledge or platform, this
may cause them to fall.
    [datetime_added] => 2021-10-15 8:23:34
    [datetime_updated] => 2022-03-28 21:07:31
    [armour] => Array
        (
            [0] => Armored undersuit
            [1] => Carapace Armor - Light
            [2] => Ablative Overlay
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
            [Serpent's Fangs*] => stdClass Object
                (
                    [rs] => -
                    [rl] => E
                    [as] => -
                    [al] => 2+
- [str] => 6
(S+2) [d] => 1 [ap] => * [am] => - [traits] => Array ( [0] => Melee [1] => Paired [2] => Phase [3] => Rending ) [qty] => 1 [slug] => serpents_fangs ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Cunning Hunter (Recovery) 325 cred.

Phantom Psyker

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

Armour: Mesh Armor, Ablative Overlay

Mesh armour grants a 5+ save roll.

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

Weapons

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

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

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

Combat Shotgun - Shredder
RS RL AS AL Str D Ap Am
- T - 3+
-
2 1 - 4+
Traits
Scattershot, Template

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

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

Photon Flash Grenade
RS RL AS AL Str D Ap Am
- 9"
(S*3)
- 3+
-
- - - 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.

Wargear: Medi Skull, Throwing Knives

Skills: Infiltrate, Penumbral Mirror

If this fighter should be set up at the start of a battle, they may instead placed to one side. Then, immediately before the start of the first round, their controlling player may set them up anywhere on the battlefield that is not visible to any enemy fighters, and not within 6’’ of any of them. If both players have fighters with this skill, take turns to set one up, starting with the winner of a roll-off

(Basic): Choose one enemy fighter and one friendly fighter that are both currently within 5" of the Psyker. Immediately move the chosen friendly fighter to any other point within 5" of the chosen enemy fighter. The chosen friendly fighter may even move into base contact with the chosen enemy fighter.

Debug
            stdClass Object
(
    [ganger_id] => 1517468
    [label_id] => 
    [name] => Cunning Hunter
    [type] => Phantom Psyker
    [m] => 5
    [ws] => 3
    [bs] => 3
    [s] => 3
    [t] => 3
    [w] => 2
    [i] => 4
    [a] => 2
    [ld] => 7
    [cl] => 6
    [wil] => 7
    [int] => 6
    [cost] => 325
    [xp] => 7
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Combat Shotgun-w/Salvo+Shredder
                    [qty] => 1
                )

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

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

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

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

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

        )

    [skills] => Array
        (
            [0] => Infiltrate
            [1] => Penumbral Mirror
        )

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

    [image] => 
    [status] => Recovery
    [notes] => DARKNESS
2. Penumbral Mirror (Basic): Choose one enemy fighter and one friendly fighter
that are both currently within 5" of the Psyker. Immediately move the chosen friendly
fighter to any other point within 5" of the chosen enemy fighter. The chosen friendly
fighter may even move into base contact with the chosen enemy fighter.
    [datetime_added] => 2021-10-27 9:06:37
    [datetime_updated] => 2022-03-28 21:29:13
    [armour] => Array
        (
            [0] => Mesh Armor
            [1] => Ablative Overlay
        )

    [wargear] => Array
        (
            [0] => Medi Skull
            [1] => Throwing Knives
        )

    [weapons] => Array
        (
            [Combat Shotgun - Salvo] => stdClass Object
                (
                    [rs] => 4"
                    [rl] => 12"
                    [as] => 2+
+1 [al] => 3+
- [str] => 4 [d] => 2 [ap] => - [am] => 4+ [traits] => Array ( [0] => Knockback [1] => Rapid Fire(1) ) [qty] => 1 [slug] => combat_shotgun___salvo ) [Combat Shotgun - Shredder] => stdClass Object ( [rs] => - [rl] => T [as] => - [al] => 3+
- [str] => 2 [d] => 1 [ap] => - [am] => 4+ [traits] => Array ( [0] => Scattershot [1] => Template ) [qty] => 1 [slug] => combat_shotgun___shredder ) [Photon Flash Grenade] => stdClass Object ( [rs] => - [rl] => 9"
(S*3) [as] => - [al] => 3+
- [str] => - [d] => - [ap] => - [am] => 5+ [traits] => Array ( [0] => Grenade [1] => Blast(5) [2] => Flash ) [qty] => 1 [slug] => photon_flash_grenade ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Eager Eye (Recovery) 50 cred.

Shadow

« »
M WS BS S T W I A
6" 5+ 5+ 3 3 1 3+ 1
Ld Cl Wil Int XP
9+ 7+ 8+ 8+ 4

Weapons

Stub Gun x2
RS RL AS AL Str D Ap Am
6" 12" 3+
+2
5+
-
3 1 - 4+
Traits
Sidearm, Plentiful

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

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

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

Debug
            stdClass Object
(
    [ganger_id] => 1517449
    [label_id] => 
    [name] => Eager Eye
    [type] => Shadow
    [m] => 6
    [ws] => 5
    [bs] => 5
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 3
    [a] => 1
    [ld] => 9
    [cl] => 7
    [wil] => 8
    [int] => 8
    [cost] => 50
    [xp] => 4
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Stub Gun
                    [qty] => 2
                )

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

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Recovery
    [notes] => 
    [datetime_added] => 2021-10-27 8:39:58
    [datetime_updated] => 2022-03-28 21:13:21
    [armour] => Array
        (
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
            [Stub Gun] => stdClass Object
                (
                    [rs] => 6"
                    [rl] => 12"
                    [as] => 3+
+2 [al] => 5+
- [str] => 3 [d] => 1 [ap] => - [am] => 4+ [traits] => Array ( [0] => Sidearm [1] => Plentiful ) [qty] => 2 [slug] => stub_gun ) [Photon Flash Grenade] => stdClass Object ( [rs] => - [rl] => 9"
(S*3) [as] => - [al] => 5+
- [str] => - [d] => - [ap] => - [am] => 5+ [traits] => Array ( [0] => Grenade [1] => Blast(5) [2] => Flash ) [qty] => 1 [slug] => photon_flash_grenade ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Głowonóg (Recovery) 225 cred.

Piscean Spektor

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

Armour: Carapace Armor - Light

Light carapace armour grants a 4+ save roll.

Weapons

Wargear: Paired Psychomantic Claws

Skills: Fearsome, Nerves of Steel

If an enemy wishes to make a Charge (Double) action that would result in them making one or more close combat attacks against this fighter, they must make a Willpower check before moving. If the check is failed, they cannot move and their activation ends immediately

When the fighter is hit by a ranged attack, make a Cool check for them. If it is passed, they may choose not to be Pinned.

Debug
            stdClass Object
(
    [ganger_id] => 1517369
    [label_id] => 
    [name] => Głowonóg
    [type] => Piscean Spektor
    [m] => 5
    [ws] => 3
    [bs] => 5
    [s] => 4
    [t] => 4
    [w] => 3
    [i] => 3
    [a] => 4
    [ld] => 7
    [cl] => 6
    [wil] => 6
    [int] => 8
    [cost] => 225
    [xp] => 3
    [kills] => 4
    [advance_count] => 1
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Carapace Armor - Light
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Paired Psychomantic Claws
                    [qty] => 1
                )

        )

    [skills] => Array
        (
            [0] => Fearsome
            [1] => Nerves of Steel
        )

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

    [image] => 
    [status] => Recovery
    [notes] => Paired
psychomantic claws E 3" - - S+1 * 1 - Melee, Paired, Phase, Shock, Versatail
DARKNESS
2. Penumbral Mirror (Basic): Choose one enemy fighter and one friendly fighter
that are both currently within 5" of the Psyker. Immediately move the chosen friendly
fighter to any other point within 5" of the chosen enemy fighter. The chosen friendly
fighter may even move into base contact with the chosen enemy fighter.
    [datetime_added] => 2021-10-27 7:05:09
    [datetime_updated] => 2022-03-28 21:05:04
    [armour] => Array
        (
            [0] => Carapace Armor - Light
        )

    [wargear] => Array
        (
            [0] => Paired Psychomantic Claws
        )

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1        

Horrath Ubik (Dead)

Master of Shadow Psyker

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

Weapons

Skills: Infiltrate, Overwatch, Spatial Psychosis

If this fighter should be set up at the start of a battle, they may instead placed to one side. Then, immediately before the start of the first round, their controlling player may set them up anywhere on the battlefield that is not visible to any enemy fighters, and not within 6’’ of any of them. If both players have fighters with this skill, take turns to set one up, starting with the winner of a roll-off

If this fighter is Standing and Active, and has a Ready marker on them, they can interrupt a visible enemy fighter’s action as soon as it is declared, but before it is carried out. This fighter loses their Ready marker, then immediately makes a Shoot (Basic) action, targeting the enemy fighter whose action they have interrupted. If the enemy is Pinned or Seriously Injured as a result, their activation ends immediately – their action(s) are not made

(Simple): Choose a single enemy fighter within 12" of the Psyker, that is Standing and is not Engaged. That fighter immediately becomes Pinned. Note that if that fighter is within 1/2" of the edge of a ledge or platform, this may cause them to fall.

Debug
            stdClass Object
(
    [ganger_id] => 1418513
    [label_id] => 
    [name] => Horrath Ubik
    [type] => Master of Shadow Psyker
    [m] => 5
    [ws] => 3
    [bs] => 3
    [s] => 3
    [t] => 3
    [w] => 2
    [i] => 3
    [a] => 2
    [ld] => 6
    [cl] => 6
    [wil] => 5
    [int] => 6
    [cost] => 150
    [xp] => 2
    [kills] => 1
    [advance_count] => 1
    [equipment] => Array
        (
        )

    [skills] => Array
        (
            [0] => Infiltrate
            [1] => Overwatch
            [2] => Spatial Psychosis
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Dead
    [notes] => DELUSION
1. Spatial Psychosis (Simple): Choose a single enemy fighter within 12" of the
Psyker, that is Standing and is not Engaged. That fighter immediately becomes
Pinned. Note that if that fighter is within ½" of the edge of a ledge or platform, this
may cause them to fall.
    [datetime_added] => 2021-08-31 7:27:03
    [datetime_updated] => 2022-03-28 20:51:17
    [armour] => Array
        (
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1        

Fast Claw (Dead)

Nacht-Ghul Psyker

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

Weapons

Skills: Backstab, Penumbral Mirror

Any weapons used by this fighter with the Melee trait also gain the Backstab Trait. If they already have this Trait, add 2 to the attacker's Strength rather than the usual 1 when the Trait is used.

(Basic): Choose one enemy fighter and one friendly fighter that are both currently within 5" of the Psyker. Immediately move the chosen friendly fighter to any other point within 5" of the chosen enemy fighter. The chosen friendly fighter may even move into base contact with the chosen enemy fighter.

Debug
            stdClass Object
(
    [ganger_id] => 1418517
    [label_id] => 
    [name] => Fast Claw
    [type] => Nacht-Ghul Psyker
    [m] => 6
    [ws] => 2
    [bs] => 3
    [s] => 4
    [t] => 3
    [w] => 2
    [i] => 2
    [a] => 2
    [ld] => 7
    [cl] => 6
    [wil] => 6
    [int] => 7
    [cost] => 140
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
        )

    [skills] => Array
        (
            [0] => Backstab
            [1] => Penumbral Mirror
        )

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

    [image] => 
    [status] => Dead
    [notes] => DARKNESS
2. Penumbral Mirror (Basic): Choose one enemy fighter and one friendly fighter
that are both currently within 5" of the Psyker. Immediately move the chosen friendly
fighter to any other point within 5" of the chosen enemy fighter. The chosen friendly
fighter may even move into base contact with the chosen enemy fighter.
    [datetime_added] => 2021-08-31 7:29:36
    [datetime_updated] => 2021-10-16 00:19:37
    [armour] => Array
        (
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1        

Junior Ulzch (Dead)

Shadow

« »
M WS BS S T W I A
6" 6+ 5+ 3 3 1 3+ 1
Ld Cl Wil Int XP
9+ 7+ 8+ 8+ 0

Weapons

Skills: Lie Low

While this fighter is Prone, enemy fighters cannot target them with a ranged attack unless they are within the attacking weapon's Short range. Weapons that do not have a Short range are unaffected by this rule.

Debug
            stdClass Object
(
    [ganger_id] => 1418541
    [label_id] => 
    [name] => Junior Ulzch
    [type] => Shadow
    [m] => 6
    [ws] => 6
    [bs] => 5
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 3
    [a] => 1
    [ld] => 9
    [cl] => 7
    [wil] => 8
    [int] => 8
    [cost] => 45
    [xp] => 0
    [kills] => 0
    [advance_count] => 1
    [equipment] => Array
        (
        )

    [skills] => Array
        (
            [0] => Lie Low
        )

    [injuries] => Array
        (
            [0] => Hand Injury
            [1] => Memorable Death
        )

    [image] => 
    [status] => Dead
    [notes] => 
    [datetime_added] => 2021-08-31 7:42:15
    [datetime_updated] => 2022-03-28 20:53:16
    [armour] => Array
        (
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1        

Young Tusk (Dead)

Shadow

« »
M WS BS S T W I A
6" 5+ 5+ 3 3 1 3+ 1
Ld Cl Wil Int XP
9+ 7+ 8+ 8+ 0

Weapons

Debug
            stdClass Object
(
    [ganger_id] => 1526936
    [label_id] => 
    [name] => Young Tusk
    [type] => Shadow
    [m] => 6
    [ws] => 5
    [bs] => 5
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 3
    [a] => 1
    [ld] => 9
    [cl] => 7
    [wil] => 8
    [int] => 8
    [cost] => 25
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Dead
    [notes] => 
    [datetime_added] => 2021-11-01 7:58:36
    [datetime_updated] => 2021-12-28 12:30:13
    [armour] => Array
        (
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1        

Hellblazer (Dead)

Psychoteric Thrall

« »
M WS BS S T W I A
6" 5+ 5+ 3 3 1 4+ 1
Ld Cl Wil Int XP
9+ 8+ 7+ 7+ 0

Weapons

Fighting Knife
RS RL AS AL Str D Ap Am
- E - 5+
-
3
(S)
1 -1 -
Traits
Backstab, Melee

If the attacker is not within the target’s vision arc, add 1 to the attack’s Strength.

This weapon can be used during close combat attacks

Skills: Evade

If an enemy targets this fighter with a ranged attack, and this fighter is Standing and Active and not in partial cover or full cover, there is an additional -1 modifier to the hit roll, or a -2 modifier if the attack is at Long range

Debug
            stdClass Object
(
    [ganger_id] => 1783748
    [label_id] => 
    [name] => Hellblazer
    [type] => Psychoteric Thrall
    [m] => 6
    [ws] => 5
    [bs] => 5
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 9
    [cl] => 8
    [wil] => 7
    [int] => 7
    [cost] => 90
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Fighting Knife
                    [qty] => 1
                )

        )

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

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Dead
    [notes] => 
    [datetime_added] => 2022-03-20 11:13:38
    [datetime_updated] => 2022-03-28 20:54:13
    [armour] => Array
        (
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
            [Fighting Knife] => stdClass Object
                (
                    [rs] => -
                    [rl] => E
                    [as] => -
                    [al] => 5+
- [str] => 3
(S) [d] => 1 [ap] => -1 [am] => - [traits] => Array ( [0] => Backstab [1] => Melee ) [qty] => 1 [slug] => fighting_knife ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1