TeyMunda Tools

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Leader 235 cred.

Road Captain

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

Armour: Mesh Armor

Mesh armour grants a 5+ save roll.

Weapons

Stub Gun
RS RL AS AL Str D Ap Am
6" 12" 1+
+2
3+
-
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.

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

The weapon uses a Blast marker. As describe page 40

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

Grenade Launcher - Krak
RS RL AS AL Str D Ap Am
6" 24" 4+
-1
3+
-
6 2 -2 6+
Traits

Grenade Launcher-Smoke Ammo
RS RL AS AL Str D Ap Am
6" 24" 4+
-1
3+
-
- - - 4+
Traits
Smoke, Blast(*)

Smoke weapons do not cause hits on fighters – they do not cause Pinning and cannot inflict Wounds. Instead, mark the location where they hit with a counter. They generate an area of dense smoke, which extends 2.5’’ out from the centre of the counter; a 5’’ Blast marker can be used to determine this area, but it should be considered to extend vertically as well as horizontally. Fighters can move through the smoke, but it blocks line of sight, so attacks cannot be made into, out of or through it. In the End phase, roll a D6. On a 4 or less, the cloud dissipates and the counter is removed.

The weapon uses a Blast marker. As describe page 40

Skills: Bigman, True Grit

When making an Injury roll for the fighter, roll one less Injury dice (for example, a Damage 2 weapon would roll one dice). Against attacks with Damage 1, roll two dice – the player controlling the fighter with True Grit, can then choose one dice to discard before the effects of the other are resolved

Debug
            stdClass Object
(
    [ganger_id] => 1507004
    [label_id] => 
    [name] => Leader
    [type] => Road Captain
    [m] => 5
    [ws] => 3
    [bs] => 3
    [s] => 3
    [t] => 4
    [w] => 3
    [i] => 4
    [a] => 2
    [ld] => 4
    [cl] => 5
    [wil] => 5
    [int] => 5
    [cost] => 235
    [xp] => 3
    [kills] => 3
    [advance_count] => 1
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Stub Gun
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Grenade Launcher w/Frag+Krak
                    [qty] => 1
                )

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

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

        )

    [skills] => Array
        (
            [0] => Bigman
            [1] => True Grit
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-10-21 1:20:41
    [datetime_updated] => 2022-02-10 12:52:51
    [armour] => Array
        (
            [0] => Mesh Armor
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
            [Stub Gun] => stdClass Object
                (
                    [rs] => 6"
                    [rl] => 12"
                    [as] => 1+
+2 [al] => 3+
- [str] => 3 [d] => 1 [ap] => - [am] => 4+ [traits] => Array ( [0] => Sidearm [1] => Plentiful ) [qty] => 1 [slug] => stub_gun ) [Grenade Launcher - Frag] => stdClass Object ( [rs] => 6" [rl] => 24" [as] => 4+
-1 [al] => 3+
- [str] => 3 [d] => 1 [ap] => - [am] => 6+ [traits] => Array ( [0] => Blast(3) [1] => Knockback ) [qty] => 1 [slug] => grenade_launcher___frag ) [Grenade Launcher - Krak] => stdClass Object ( [rs] => 6" [rl] => 24" [as] => 4+
-1 [al] => 3+
- [str] => 6 [d] => 2 [ap] => -2 [am] => 6+ [traits] => Array ( ) [qty] => 1 [slug] => grenade_launcher___krak ) [Grenade Launcher-Smoke Ammo] => stdClass Object ( [rs] => 6" [rl] => 24" [as] => 4+
-1 [al] => 3+
- [str] => - [d] => - [ap] => - [am] => 4+ [traits] => Array ( [0] => Smoke [1] => Blast(*) ) [qty] => 1 [slug] => grenade_launcher_smoke_ammo ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Dakka Boy 370 cred.

Road Sergeant

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

Armour: Mesh Armor

Mesh armour grants a 5+ save roll.

Weapons

Heavy Bolter*
RS RL AS AL Str D Ap Am
18" 36" 1+
+1
2+
-
5 2 -2 6+
Traits
Rapid Fire(2), Unwieldy

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.

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

Wargear: Suspensor, Cameleoline Cloak

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

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: Bullet Lord, Steady Hands

Debug
            stdClass Object
(
    [ganger_id] => 1507005
    [label_id] => 
    [name] => Dakka Boy
    [type] => Road Sergeant
    [m] => 5
    [ws] => 4
    [bs] => 2
    [s] => 3
    [t] => 3
    [w] => 2
    [i] => 4
    [a] => 2
    [ld] => 5
    [cl] => 6
    [wil] => 6
    [int] => 6
    [cost] => 370
    [xp] => 5
    [kills] => 2
    [advance_count] => 1
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Suspensor
                    [qty] => 1
                )

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

            [2] => stdClass Object
                (
                    [name] => Heavy Bolter*
                    [qty] => 1
                )

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

        )

    [skills] => Array
        (
            [0] => Bullet Lord
            [1] => Steady Hands
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-10-21 1:20:41
    [datetime_updated] => 2022-02-10 12:52:57
    [armour] => Array
        (
            [0] => Mesh Armor
        )

    [wargear] => Array
        (
            [0] => Suspensor
            [1] => Cameleoline Cloak
        )

    [weapons] => Array
        (
            [Heavy Bolter*] => stdClass Object
                (
                    [rs] => 18"
                    [rl] => 36"
                    [as] => 1+
+1 [al] => 2+
- [str] => 5 [d] => 2 [ap] => -2 [am] => 6+ [traits] => Array ( [0] => Rapid Fire(2) [1] => Unwieldy ) [qty] => 1 [slug] => heavy_bolter ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1

Plasma Boy 275 cred.

Road Sergeant

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

Armour: Mesh Armor

Mesh armour grants a 5+ save roll.

Weapons

Plasma Gun - Low
RS RL AS AL Str D Ap Am
12" 24" 0+
+2
2+
-
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" 1+
+1
2+
-
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.

Wargear: Telescopic sight, Cameleoline Cloak

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: Lucky, 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] => 1507010
    [label_id] => 
    [name] => Plasma Boy
    [type] => Road Sergeant
    [m] => 5
    [ws] => 4
    [bs] => 2
    [s] => 3
    [t] => 3
    [w] => 2
    [i] => 4
    [a] => 2
    [ld] => 5
    [cl] => 6
    [wil] => 6
    [int] => 6
    [cost] => 275
    [xp] => 7
    [kills] => 1
    [advance_count] => 1
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Plasma Gun
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Telescopic sight
                    [qty] => 1
                )

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

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

        )

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

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-10-21 1:20:41
    [datetime_updated] => 2022-02-10 12:53:07
    [armour] => Array
        (
            [0] => Mesh Armor
        )

    [wargear] => Array
        (
            [0] => Telescopic sight
            [1] => Cameleoline Cloak
        )

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

Zgrzewa Lechu 590 cred.

Arms Master

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

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

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.

Wargear: Grapnel launcher, Cyber-mastiff, Servo harness - Full, Falsehood, Arc Hammer

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

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

Skills: Iron Hard, Nerves of Steel

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] => 1565502
    [label_id] => 
    [name] => Zgrzewa Lechu
    [type] => Arms Master
    [m] => 5
    [ws] => 3
    [bs] => 3
    [s] => 3
    [t] => 3
    [w] => 2
    [i] => 4
    [a] => 2
    [ld] => 5
    [cl] => 6
    [wil] => 6
    [int] => 6
    [cost] => 590
    [xp] => 7
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Combat Shotgun-w/Salvo+Shredder
                    [qty] => 1
                )

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

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

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

            [4] => stdClass Object
                (
                    [name] => Cyber-mastiff
                    [qty] => 1
                )

            [5] => stdClass Object
                (
                    [name] => Servo harness - Full
                    [qty] => 1
                )

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

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

        )

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

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-11-23 1:30:19
    [datetime_updated] => 2022-02-10 12:53:15
    [armour] => Array
        (
            [0] => Armored undersuit
            [1] => Mesh Armor
        )

    [wargear] => Array
        (
            [0] => Grapnel launcher
            [1] => Cyber-mastiff
            [2] => Servo harness - Full
            [3] => Falsehood
            [4] => Arc Hammer
        )

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

Fly Boy 205 cred.

Wrecker

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

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.

Wargear: Demolition Charge, Jump Booster

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] => 1507006
    [label_id] => 
    [name] => Fly Boy
    [type] => Wrecker
    [m] => 6
    [ws] => 5
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 3
    [a] => 1
    [ld] => 9
    [cl] => 8
    [wil] => 8
    [int] => 8
    [cost] => 205
    [xp] => 1
    [kills] => 0
    [advance_count] => 2
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Hand Flamer
                    [qty] => 1
                )

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

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

        )

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

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-10-21 1:20:41
    [datetime_updated] => 2022-02-10 12:53:21
    [armour] => Array
        (
        )

    [wargear] => Array
        (
            [0] => Demolition Charge
            [1] => Jump Booster
        )

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

Poor Boy 60 cred.

Greenhorn

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

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.

Wargear: Flail

Debug
            stdClass Object
(
    [ganger_id] => 1507007
    [label_id] => 
    [name] => Poor Boy
    [type] => Greenhorn
    [m] => 6
    [ws] => 5
    [bs] => 5
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 3
    [a] => 1
    [ld] => 7
    [cl] => 8
    [wil] => 8
    [int] => 8
    [cost] => 60
    [xp] => 4
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Flail
                    [qty] => 1
                )

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

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-10-21 1:20:41
    [datetime_updated] => 2022-02-10 12:53:26
    [armour] => Array
        (
        )

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

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

Shotgun Boy 110 cred.

Gunner

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

Armour: Flak Armor

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

Weapons

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

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

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

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

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

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

Debug
            stdClass Object
(
    [ganger_id] => 1507008
    [label_id] => 
    [name] => Shotgun Boy
    [type] => Gunner
    [m] => 5
    [ws] => 4
    [bs] => 4
    [s] => 3
    [t] => 2
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 6
    [cl] => 7
    [wil] => 7
    [int] => 7
    [cost] => 110
    [xp] => 3
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Combat Shotgun-w/Salvo+Shredder
                    [qty] => 1
                )

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

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-10-21 1:20:41
    [datetime_updated] => 2022-02-08 11:25:26
    [armour] => Array
        (
            [0] => Flak Armor
        )

    [wargear] => Array
        (
        )

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

Boltgun Boy 110 cred.

Gunner

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

Armour: Flak Armor

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

Weapons

Wargear: Boltgun

Debug
            stdClass Object
(
    [ganger_id] => 1507009
    [label_id] => 
    [name] => Boltgun Boy
    [type] => Gunner
    [m] => 5
    [ws] => 4
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 6
    [cl] => 7
    [wil] => 7
    [int] => 7
    [cost] => 110
    [xp] => 6
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Boltgun
                    [qty] => 1
                )

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

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-10-21 1:20:41
    [datetime_updated] => 2022-02-10 12:53:50
    [armour] => Array
        (
            [0] => Flak Armor
        )

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

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1        

Musztarda 110 cred.

Gunner

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

Armour: Flak Armor

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

Weapons

Wargear: Boltgun

Debug
            stdClass Object
(
    [ganger_id] => 1514657
    [label_id] => 
    [name] => Musztarda
    [type] => Gunner
    [m] => 5
    [ws] => 4
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 6
    [cl] => 7
    [wil] => 7
    [int] => 7
    [cost] => 110
    [xp] => 3
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Boltgun
                    [qty] => 1
                )

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

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-10-25 11:21:09
    [datetime_updated] => 2022-02-08 13:29:56
    [armour] => Array
        (
            [0] => Flak Armor
        )

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

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1        

Uwalony Johny 110 cred.

Gunner

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

Armour: Flak Armor

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

Weapons

Wargear: Boltgun

Debug
            stdClass Object
(
    [ganger_id] => 1565491
    [label_id] => 
    [name] => Uwalony Johny
    [type] => Gunner
    [m] => 5
    [ws] => 4
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 6
    [cl] => 7
    [wil] => 7
    [int] => 7
    [cost] => 110
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Boltgun
                    [qty] => 1
                )

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

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-11-23 1:15:18
    [datetime_updated] => 2022-01-07 19:00:55
    [armour] => Array
        (
            [0] => Flak Armor
        )

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

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1        

Other Boltgun Boy (Dead)

Gunner

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

Armour: Flak Armor

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

Weapons

Debug
            stdClass Object
(
    [ganger_id] => 1507011
    [label_id] => 
    [name] => Other Boltgun Boy
    [type] => Gunner
    [m] => 5
    [ws] => 4
    [bs] => 4
    [s] => 3
    [t] => 3
    [w] => 1
    [i] => 4
    [a] => 1
    [ld] => 6
    [cl] => 7
    [wil] => 7
    [int] => 7
    [cost] => 55
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Flak Armor
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Dead
    [notes] => 
    [datetime_added] => 2021-10-21 1:20:41
    [datetime_updated] => 2021-11-23 13:30:53
    [armour] => Array
        (
            [0] => Flak Armor
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
        )

    [rules] => Array
        (
        )

    [genesmithing] => Array
        (
        )

)
1