1000 Crds - Orlock Gang 01.27.04 Deserters

Unit Name ## M WS BS S T W I A Ld Save Exp Cost
Sarge (Ldr) 1 4" 4 4 3 3 1 4 1/2 8 5+ 61 165
Leader
  Knife A knife. [0]
  Mesh Armour 5+ saving throw. [25]
  Bolt Pistol (*) SR8" (+2), LR16". S4, -1Sv, Ammo 6+. [20]
  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". -
Tank (Heavy) 1 4" 3 3 3 3 1 3 1 7 5+ 61 125
  Knife A knife. [0]
  Mesh Armour 5+ saving throw. [25]
  Flamer (*) Large flame template. S4, -2Sv, Ammo 4+. An ammo test is required every time you fire. If you hit a model but he doesn't go Down or Out, on a 4+ he catches fire - roll a D6 at the start of his turn, 1-5: He takes an S4 hit, move him 2D6" in a random direction (other models move out of his 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. [40]
Yeller (Gngr) 1 4" 3 3 3 3 1 3 1 7 5+ 21 110
  Knife A knife. [0]
  Mesh Armour 5+ saving throw. [25]
  Lasgun (*) SR12" (+1), LR24". S3, -1Sv, Ammo 2+. [25]
  Sword (*) Parry. [10]
Big John Tanith (Gngr) 1 4" 3 3 3 3 1 3 1 7 5+ 21 100
  Knife A knife. [0]
  Mesh Armour 5+ saving throw. [25]
  Lasgun (*) SR12" (+1), LR24". S3, -1Sv, Ammo 2+. [25]
Tanith F (Gngr) 1 4" 3 3 3 3 1 3 1 7 5+ 21 100
  Knife A knife. [0]
  Mesh Armour 5+ saving throw. [25]
  Lasgun (*) SR12" (+1), LR24". S3, -1Sv, Ammo 2+. [25]
Escher (Gngr) 1 4" 3 3 3 3 1 3 1/2 7 5+ 21 100
  Knife A knife. [0]
  Mesh Armour 5+ saving throw. [25]
  Autopistol (*) SR8" (+2), LR16". S3, Ammo 4+. [15]
  Sword (*) Parry. [10]
Pothead (Gngr) 1 4" 3 3 3 3 1 3 1/2 7 5+ 21 100
  Knife A knife. [0]
  Sword (*) Parry. [10]
  Laspistol (*) SR8" (+2), LR16" (-1). S3, Ammo 2+. [15]
  Mesh Armour 5+ saving throw. [25]
Warrior (Gngr) 1 4" 3 3 3/4 3 1 3 1/2 7 5+ 21 120
  Knife A knife. [0]
  Bolt Pistol (*) SR8" (+2), LR16". S4, -1Sv, Ammo 6+. [20]
  Chainsword (*) S4, -1Sv. Parry. [25]
  Mesh Armour 5+ saving throw. [25]
Hero (Juve) 1 4" 2 2 3 3 1 3 1/2 6 - 0 40
  Knife A knife. [0]
  Autopistol (*) SR8" (+2), LR16". S3, Ammo 4+. [15]
Partisan (Juve) 1 4" 2 2 3 3 1 3 1/2 6 - 0 40
  Knife A knife. [0]
  Autopistol (*) SR8" (+2), LR16". S3, Ammo 4+. [15]
Total Gang Cost: 1000 Crds.
Notes:
Leaders can have skills from all but the 'Muscle' category, Heavies from 'Combat', 'Muscle', 'Shooting' and 'Techno', Gangers from 'Ferocity', 'Combat' and 'Shooting' and Juves from 'Ferocity' and 'Shooting'. If you roll a 2 or 12 when working out advances, however, you can choose from *any* category.

Gang Rating: 1248
Total XP: 248


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Credits Unused Percent
Leader (N/A) 1 n/a 165 835 16%
Heavy (N/A) 1 n/a 125 875 12%
Ganger (N/A) 6 n/a 630 370 63%
Juve (N/A) 2 n/a 80 920 8%
Summary (N/A) 0 n/a 0 1000 0%
Hired Guns (N/A) 0 n/a 0 1000 0%
Vehicles (N/A) 0 n/a 0 1000 0%
Equipment Summary 32 n/a 470 n/a 47%

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