| 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] |