Unit Name |
## |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Save |
Exp |
Cost |
Red "Death" Sisters (Summ) |
0 |
Stash: 101 Crds |
0 |
Credits: 22
|
Mineral Outcrop |
D6*10 income. |
[0] |
Tunnels |
10 income. At the end of your first turn, 3 of your models (held in reserve) may be placed anywhere on the battlefield on ground level, but not within 8" of enemies. |
[0] |
Slag |
15 income. |
[0] |
Spore Cave |
2D6*10 income. If you roll snake-eyes (double 1) when harvesting, the model gets diseased and can't fight until it rolls a 4+ at the start of a battle. |
[0] |
Holestead |
D6*10 income. |
[0] |
Guilder Contact |
D6*10 income. Loot counters are worth 5 extra credits each. |
[0] |
Marylin (Ldr) |
1 |
4" |
6 |
5 |
3 |
4 |
1 |
4 |
1 |
8 |
6+/5+ |
183 |
230 |
Leader; Ballistic Skill (x1); Toughness (x1); Weapon Skill (x2); 1.Abschuss
|
Knife |
A knife. |
[0] |
Laspistol (*) |
SR8" (+2), LR16" (-1). S3, Ammo 2+. |
[15] |
Boltgun (*) |
SR12" (+1), LR24". S4, -1Sv,Ammo 6+. |
[35] |
Sword (*) |
Parry. |
[10] |
Medic |
Re-roll one Serious Injury result per battle. |
[0] |
Infra-Goggles |
Double spotting distance for spotting hidden enemies and intruders (e.g., Raid and Rescue). +1 to all chances to spot intruders. |
[30] |
Flak Armour |
6+ save (5+ against template weapons). |
[10] |
Concealed Blade |
If the fighter is captured, he can try to escape. Roll a D6. 1 the fighter is killed, 2 no effect, 3 the fighter escapes but leaves his weapons & equipment behind, 4+ the fighter escapes with his weapons & equipment. One use. |
[10] |
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". |
- |
Charly (Heavy) |
1 |
4" |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
- |
94 |
330 |
1.Abschuss
+40 Credits Ausrüstung wegen Weapon Reloaded
|
Knife |
A knife. |
[0] |
Laspistol (*) |
SR8" (+2), LR16" (-1). S3, Ammo 2+. |
[15] |
Red-Dot Laser Sight |
+1 to hit. 'Spot the Dot': If a model is hit by a weapon with this sight, roll a D6 - on a 6 he spots the dot and dodges the shot. |
[40] |
Heavy Stubber (*) |
SR20", LR40". S4, -1Sv, Ammo 4+, 2SFD. Move or fire. |
[120] |
Weaponsmith |
The model may ignore failed Ammo Rolls and Weapon Explosions on a D6 roll of 4+. |
[0] |
Lasgun (*) |
SR12" (+1), LR24". S3, -1Sv, Ammo 2+. |
[25] |
Infra-Goggles |
Double spotting distance for spotting hidden enemies and intruders (e.g., Raid and Rescue). +1 to all chances to spot intruders. |
[30] |
Infra-Red Sight |
Heavy, Special and Basic weapons only. Reduces cover saves by 1. Can't be fitted to Sustained Fire weapons. Can't be used on Overwatch if the target appears and disappears again. |
[30] |
Sword (*) |
Parry. |
[10] |
Ricci (Gngr) |
1 |
4" |
6 |
4 |
3/4 |
3 |
1 |
3 |
1 |
8 |
- |
76 |
115 |
Ballistic Skill (x1); Leadership (x1); Weapon Skill (x3); 1.Abschuss
|
Knife |
A knife. |
[0] |
Laspistol (*) |
SR8" (+2), LR16" (-1). S3, Ammo 2+. |
[15] |
Lasgun (*) |
SR12" (+1), LR24". S3, -1Sv, Ammo 2+. |
[25] |
Medic |
Re-roll one Serious Injury result per battle. |
[0] |
Chainsword (*) |
S4, -1Sv. Parry. |
[25] |
Heidi (Gngr) |
1 |
4" |
5 |
4 |
3/4 |
3 |
1 |
3 |
1 |
8 |
- |
97 |
120 |
Ballistic Skill (x1); Leadership (x1); Weapon Skill (x2); 1.Angriff
|
Knife |
A knife. |
[0] |
Autopistol (*) |
SR8" (+2), LR16". S3, Ammo 4+. |
[15] |
Autogun (*) |
SR12" (+1), LR24". S3, Ammo 4+. |
[20] |
Silencer (Autopistol, Stub Gun) |
Silences an Autopistol or Stub Gun. |
[10] |
Step Aside |
If the model is hit in CC, the hit is negated on a roll of 4+. |
[0] |
Chainsword (*) |
S4, -1Sv. Parry. |
[25] |
Specialist |
The model can choose a Special Weapon. |
[0] |
Sandra (Gngr) |
1 |
4" |
4 |
4 |
3 |
3 |
1 |
3 |
1 |
7 |
- |
69 |
145 |
Ballistic Skill (x1); Weapon Skill (x1); 1.Abschuss
Sandra hasst den Gangleader der Dark Steels (Orlocks)
|
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] |
Hot Shot Ammo (Shotgun) (*) |
SR4", LR18" (-1), S4, Ammo 6+. 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. |
[5] |
Man-Stopper Ammo (Shotgun) (*) |
SR4", LR18", S4, -2Sv, Ammo 4+. |
[5] |
Laspistol (*) |
SR8" (+2), LR16" (-1). S3, Ammo 2+. |
[15] |
Dodge |
Hyvial 6+ save against hits. If the model saves against a hit from a template weapon, move them up to 2". |
[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] |
Telescopic Sight |
Doubles the Short Range of the weapon (e.g., Bolter short range becomes 24"). Can't be used on Overwatch if the target appears and disappears again. |
[40] |
Sword (*) |
Parry. |
[10] |
Kylie (Gngr) |
1 |
4" |
3 |
3 |
4 |
3 |
1 |
3 |
2/3 |
7 |
6+/5+ |
98 |
140 |
Attacks (x1); Ballistic Skill (x1); Strength (x1); 1.Abschuss
|
Knife |
A knife. |
[0] |
Bolt Pistol (*) |
SR8" (+2), LR16". S4, -1Sv, Ammo 6+. |
[20] |
Sword (*) |
Parry. |
[10] |
Frag Grenades (*) |
S3, -1Sv, 2" blast marker, Auto-fails Ammo rolls. |
[30] |
Photon Flash Flare |
Throw the grenade and place a 1 1/2" template as normal (models hit are not Pinned). Every model hit must roll < I on a D6, if they succeed they are at WS1 and BS1 for the rest of the turn. If they fail they are blinded - unable to shoot, can only move at half speed in a random direction, WS1. At the start of his turn, a blinded model can roll a D6. On a 5+ they return to normal. If 'the target' carries a weapon with a mono-sight, red-dot sight or infra-sight, roll a D6 - on a 6 the sight is damaged beyond repair. |
[20] |
Combat Master |
For every opponent past the first in CC, the model gets +1WS. |
[0] |
Disarm |
Roll a D6, on a 4+ the enemy loses one weapon of your choice. Use against one opponent per CC phase. |
[0] |
Blinded in One Eye |
BS-1 (included on profile); Left |
[0] |
Fixer |
The model may re-roll the income from the terrain they work. |
[0] |
Flak Armour |
6+ save (5+ against template weapons). |
[10] |
Melli (Gngr) |
1 |
4" |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
8 |
- |
59 |
95 |
Initiative (x1); Leadership (x1)
|
Knife |
A knife. |
[0] |
Autopistol (*) |
SR8" (+2), LR16". S3, Ammo 4+. |
[15] |
Autogun (*) |
SR12" (+1), LR24". S3, Ammo 4+. |
[20] |
Sword (*) |
Parry. |
[10] |
Chris (Juve) |
1 |
4" |
4 |
2 |
4 |
4 |
1 |
3 |
1/2 |
6 |
- |
74 |
95 |
Ganger; Strength (x1); Toughness (x1); Weapon Skill (x2); 1.Abschuss
|
Knife |
A knife. |
[0] |
Stub Gun (*) |
SR8", LR16" (-1). S3, Ammo 4+. |
[10] |
Step Aside |
If the model is hit in CC, the hit is negated on a roll of 4+. |
[0] |
Quick Draw |
Double I when making Fast Draws in a Gunfight. |
[0] |
Old Battle Wound |
Roll a D6 at the start of every game - on a '1', the model cannot fight. |
[0] |
Bio-Booster |
First injury roll becomes 1-3 Flesh Wound, 4-5 Man Down, 6 Out. |
[50] |
Sword (*) |
Parry. |
[10] |
Parry |
The model may make an additional Parry. |
[0] |
Catfall |
When the model falls, the S of any hits they take is halved (rounded down). |
[0] |
Brit (Juve) |
1 |
4" |
3 |
3 |
3 |
4 |
2 |
3 |
1 |
7 |
- |
79 |
75 |
Ganger; Ballistic Skill (x1); Leadership (x1); Toughness (x1); Weapon Skill (x1); Wounds (x1); 1.Abschuss
|
Knife |
A knife. |
[0] |
Autopistol (*) |
SR8" (+2), LR16". S3, Ammo 4+. |
[15] |
Feint |
The model may convert Parries into bonus attacks (1 for 1). |
[0] |
Lasgun (*) |
SR12" (+1), LR24". S3, -1Sv, Ammo 2+. |
[25] |
Quick Draw |
Double I when making Fast Draws in a Gunfight. |
[0] |
Sword (*) |
Parry. |
[10] |
Dodo (Juve) |
1 |
4" |
2 |
2 |
3+1 |
4 |
1 |
3 |
1/2 |
6 |
- |
20 |
45 |
Toughness (x1)
|
Knife |
A knife. |
[0] |
Club / Maul / Bludgeon (*) |
S+1. |
[10] |
Stub Gun (*) |
SR8", LR16" (-1). S3, Ammo 4+. |
[10] |
Combat Master |
For every opponent past the first in CC, the model gets +1WS. |
[0] |
Anita (Juve) |
1 |
4" |
2 |
2 |
3+1 |
3 |
1 |
3 |
1/2 |
7 |
- |
22 |
45 |
Ganger; Leadership (x1)
|
Knife |
A knife. |
[0] |
Stub Gun (*) |
SR8", LR16" (-1). S3, Ammo 4+. |
[10] |
Club / Maul / Bludgeon (*) |
S+1. |
[10] |
Feint |
The model may convert Parries into bonus attacks (1 for 1). |
[0] |
Claudia (Juve) |
1 |
4" |
2 |
2 |
3 |
3 |
2 |
4 |
1/2 |
6 |
- |
23 |
40 |
Ganger; Initiative (x1); Wounds (x1)
|
Knife |
A knife. |
[0] |
Autopistol (*) |
SR8" (+2), LR16". S3, Ammo 4+. |
[15] |
Sarah (Juve) |
1 |
4" |
3 |
2 |
3 |
3 |
1 |
3 |
1/2 |
6 |
- |
15 |
40 |
Weapon Skill (x1)
|
Knife |
A knife. |
[0] |
Autopistol (*) |
SR8" (+2), LR16". S3, Ammo 4+. |
[15] |
Specialist |
The model can choose a Special Weapon. |
[0] |
Sissi (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] |
Ratskin Scout |
1 |
4" |
3 |
3 |
3+1 |
3 |
1 |
4 |
2/3 |
7 |
- |
60 |
15 |
15 credit Hire Fee. Ratskin Scouts get 3 rolls on the Advance table. Guide: Add ±1 to the scenario roll unless your opponents also have a Ratskin scout, or unless you have a Ratskin Map. Resilient: Roll twice on the Serious Injury table and pick the best result if injured. Explore: If you send the scout exploring after a game, roll a D6: 1~ he disappears, 2-5~ he reports nothing, 6~ roll up a new territory and add it to your Summary unless it's Green Hivers or an Archeotech Hoard.; Attacks (x1); Initiative (x1); Blindsnake Pouch; Club; Lots of Knives; Shotgun
|
Sprint |
The model may triple their movement when they run or charge. |
[0] |
Blindsnake Pouch |
Extra 4+ unmodifiable save (taken as soon as the shot hits) against shots from Overwatch. |
- |
Club |
S+1. |
- |
Lots of Knives |
Lots of Knives. |
- |
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. |
- |