Goliath Gang Ren's Men

Unit Name ## M WS BS S T W I A Ld Save Exp Cost
Ren (Ldr) 1 4" 4 4 3/4 3 1 4 1 8 - 95 240
Leader
  Knife A knife. [0]
  Melta-gun (*) SR6" (+1), LR12". S8, D6 Damage, -4Sv, Ammo 4+. [95]
  Chainsword (*) S4, -1Sv. Parry. [25]
  Crack Shot The model can re-roll the Injury dice when they shoot someone. [0]
  Leader Any model within 6" of the Leader can use their Ld value, assuming they (the leader) are not Man Down; The Leader can always attempt to recover from pinning even if there is no model within 2". -
Zed (Heavy) 1 4" 3 3 3 3 1 3 1 7 - 64 360
  Knife A knife. [0]
  Heavy Plasma Gun (*) 1½" blast marker. (SR20", LR40". S7, D4 Damage, -2Sv, Ammo 4+.) OR (SR20", LR72". S10, D10 Damage, -6Sv, Ammo 4+, takes one turn to recharge after firing). Move or fire. [285]
  Autopistol (*) SR8" (+2), LR16". S3, Ammo 4+. [15]
Vin (Gngr) 1 4" 3 3 3 3 2 4 1 7 - 42 85
Initiative (x1); Wounds (x1)
  Knife A knife. [0]
  Shotgun (*) SR4", LR18", Knock-back: Targets hit by a shotgun testing to see if they fall over an edge have a -1 to their I. Solid: -/-1, S4, Ammo 4+. Scatter: +1/-1, S3, Ammo 4+, 1" blast, ignores cover. [20]
  Man-Stopper Ammo (Shotgun) (*) SR4", LR18", S4, -2Sv, Ammo 4+. [5]
  Sword (*) Parry. [10]
Oz (Gngr) 1 3" 3 3 3+1 3 1 3 1 7 - 52 85
Bitter enmity towards T'K T'R of CJ's genestealer cult
Captured by CJ's genestealer cult
  Knife A knife. [0]
  Shotgun (*) SR4", LR18", Knock-back: Targets hit by a shotgun testing to see if they fall over an edge have a -1 to their I. Solid: -/-1, S4, Ammo 4+. Scatter: +1/-1, S3, Ammo 4+, 1" blast, ignores cover. [20]
  Man-Stopper Ammo (Shotgun) (*) SR4", LR18", S4, -2Sv, Ammo 4+. [5]
  Club / Maul / Bludgeon (*) S+1. [10]
  Dodge Hyvial 6+ save against hits. If the model saves against a hit from a template weapon, move them up to 2". [0]
  Killer Reputation The model causes Fear. [0]
  Bitter Enmity Roll a D6 to find out who the fighter Hates: 1-2 the enemy who inflicted the injury, 3-4 the enemy gang leader, 5 the whole enemy gang, 6 all gangs from that House. [0]
  Leg Wound M-1.; Left [0]
  Head Wound Roll a D6 at the start of each game: 1-3 the fighter suffers from Stupidity, 4-6 Frenzy. [0]
  Step Aside If the model is hit in CC, the hit is negated on a roll of 4+. [0]
Mac (Gngr) 1 4" 3 3 3+1 4 1 3 1/2 7 - 36 105
Toughness (x1)
  Knife A knife. [0]
  Plasma Pistol (*) (SR6" (+2), LR12" (-1). S4, Ammo 4+.) OR (SR6" (+2), LR18" (-1). S6, -1Sv, Ammo 4+, 1SFD, takes one turn to recharge after firing). [25]
  Club / Maul / Bludgeon (*) S+1. [10]
  Bolt Pistol (*) SR8" (+2), LR16". S4, -1Sv, Ammo 6+. [20]
Red (Gngr) 1 4" 3 3 3 3 1 3 1/2 7 - 25 80
  Knife A knife. [0]
  Bolt Pistol (*) SR8" (+2), LR16". S4, -1Sv, Ammo 6+. [20]
  Sword (*) Parry. [10]
Smeeg (Juve) 1 4" 2 2 3 3 1 3 1 6 - 2 45
  Knife A knife. [0]
  Hand Flamer (*) Small flame template. S4, -2Sv, Ammo 4+. An ammo test is required every time you fire. If you hit a model but they don't go Down or Out, on a 4+ they catch fire. Roll a D6 at the start of their turn, 1-5: they take a S4 hit, move them 2D6" in a random direction (other models move out of their way). 6: The flames go out, no effect. Other models within 1" of the model may put the flames out, if they do this they can't shoot. Roll a D6 in the End Phase, if you roll (7-# of models) the flames go out. Frenzied targets can act normally while on fire. [20]
Reed (Juve) 1 4" 2 2 3 3 1 3 1/2 6 - 3 55
  Knife A knife. [0]
  Bolt Pistol (*) SR8" (+2), LR16". S4, -1Sv, Ammo 6+. [20]
  Sword (*) Parry. [10]
Reeve (Juve) 1 4" 2 2 3 3 1 3 1 6 - 0 25
  Knife A knife. [0]
Gang Summary 0 Stash: 100 Crds 0
  Slag 15 income. [0]
  Holestead D6*10 income. [0]
  Water Still D6*10 income. [0]
  Friendly Doc D6*10 income. Any fighter who dies is worth D6*5 credits. [0]
  Settlement 30 income. After every game, roll a D6 - on a 6 you get a free Juve (equip him yourself). [0]
Total Gang Cost: 1080 Crds.
Notes:
Leaders can have skills from all but the 'Agility' category, Heavies from 'Combat', 'Muscle', 'Shooting' and 'Techno', Gangers from 'Ferocity', 'Combat' and 'Muscle' and Juves from 'Ferocity' and 'Muscle'. If you roll a 2 or 12 when working out advances, however, you can choose from *any* category.

Gang Rating: 1399
Total XP: 319


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Credits Unused Percent
Leader (N/A) 1 n/a 240 n/a 22%
Heavy (N/A) 1 n/a 360 n/a 33%
Ganger (N/A) 4 n/a 355 n/a 32%
Juve (N/A) 3 n/a 125 n/a 11%
Summary (N/A) 0 n/a 0 n/a 0%
Hired Guns (N/A) 0 n/a 0 n/a 0%
Vehicles (N/A) 0 n/a 0 n/a 0%
Equipment Summary 39 n/a 625 n/a 57%

Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc.