Unit Name |
## |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
Exp |
Cost |
Gang Summary |
0 |
Stash: 0 Crds |
0 |
Wastes # |
0 income. |
[0] |
Wastes # |
0 income. |
[0] |
Wastes # |
0 income. |
[0] |
Wastes # |
0 income. |
[0] |
Wastes # |
0 income. |
[0] |
Gang Leader |
1 |
4" |
4 |
4 |
3 |
3 |
1 |
4 |
1 |
8 |
- |
61 |
170 |
Leader
|
Knife |
A knife. |
[0] |
Boltgun (*) |
SR12" (+1), LR24". S4, -1Sv,Ammo 6+. |
[35] |
Stub Gun (*) |
SR8", LR16" (-1). S3, Ammo 4+. |
[10] |
Dum-Dum Bullets (Stub Gun) (*) |
S4. If you fail an ammo roll, the Stub Gun explodes. |
[5] |
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". |
- |
Heavy |
1 |
4" |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
- |
61 |
125 |
Knife |
A knife. |
[0] |
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] |
Lasgun (*) |
SR12" (+1), LR24". S3, -1Sv, Ammo 2+. |
[25] |
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] |
Juve |
1 |
4" |
2 |
2 |
3 |
3 |
1 |
3 |
1/2 |
6 |
- |
0 |
40 |
Knife |
A knife. |
[0] |
Stub Gun (*) |
SR8", LR16" (-1). S3, Ammo 4+. |
[10] |
Dum-Dum Bullets (Stub Gun) (*) |
S4. If you fail an ammo roll, the Stub Gun explodes. |
[5] |
Ganger |
1 |
4" |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
- |
21 |
120 |
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] |
Stub Gun (*) |
SR8", LR16" (-1). S3, Ammo 4+. |
[10] |
Dum-Dum Bullets (Stub Gun) (*) |
S4. If you fail an ammo roll, the Stub Gun explodes. |
[5] |
Frag Grenades (*) |
S3, -1Sv, 2" blast marker, Auto-fails Ammo rolls. |
[30] |
Ganger |
1 |
4" |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
- |
21 |
90 |
Knife |
A knife. |
[0] |
Lasgun (*) |
SR12" (+1), LR24". S3, -1Sv, Ammo 2+. |
[25] |
Stub Gun (*) |
SR8", LR16" (-1). S3, Ammo 4+. |
[10] |
Dum-Dum Bullets (Stub Gun) (*) |
S4. If you fail an ammo roll, the Stub Gun explodes. |
[5] |
Ganger |
1 |
4" |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
- |
21 |
90 |
Knife |
A knife. |
[0] |
Lasgun (*) |
SR12" (+1), LR24". S3, -1Sv, Ammo 2+. |
[25] |
Stub Gun (*) |
SR8", LR16" (-1). S3, Ammo 4+. |
[10] |
Dum-Dum Bullets (Stub Gun) (*) |
S4. If you fail an ammo roll, the Stub Gun explodes. |
[5] |
Ganger |
1 |
4" |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
- |
21 |
75 |
Knife |
A knife. |
[0] |
Lasgun (*) |
SR12" (+1), LR24". S3, -1Sv, Ammo 2+. |
[25] |
Ganger |
1 |
4" |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
- |
21 |
75 |
Knife |
A knife. |
[0] |
Lasgun (*) |
SR12" (+1), LR24". S3, -1Sv, Ammo 2+. |
[25] |
Ganger |
1 |
4" |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
- |
21 |
75 |
Knife |
A knife. |
[0] |
Lasgun (*) |
SR12" (+1), LR24". S3, -1Sv, Ammo 2+. |
[25] |