| 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] |