Dave Dangerous Gang Hero | 3 | 4 | 4 | 4 | 4 | 1 | 3 | 3 | 8 | 195 | 274 | 2 |
Equipment: Plasma Gun, Knife, Power Sword, Smoke Bomb, Mesh Armor Skills: Inventor, Roll a D6 after each battle. On a roll of 6 the model has invented something! Randomly select an item from the rare Trade Chart in the Trading Post section (page 97). Whatever is selected is the item that has been invented.Combat Master, If the model is attacked by multiple opponents in hand-to-hand combat then it can use the enemies' numbers against them. For each opponent over one, add +1 to the model's Weapon Skill.Crack Shot, A model with this skill can re-roll the Injury dice when rolling injuries he has inflicted by shooting. You must accept the result of the second roll regardless of the result.Parry, A model with the Parry skill may parry in hand-to-hand combat even if he does not have a sword or another weapon suitable for parrying. The model knocks aside blows using the flats of his hands or the haft of his weapon. If the model has a weapon that
may parry, it may force an opponent to re-roll up to 2 Attack dice when parrying, rather than just 1.Medic, The model has some experience of patching up his fellow fighters. If your gang includes a fighter with this skill you can re-roll a result on the Serious Injury table for one model after a battle.LeapThe model may leap D6 inches during the movement phase in addition to his normal movement. He may move and leap, run and leap or charge and leap, but he can only leap once during the turn. A leap will take the model over any man-high obstacle without penalty, including enemy models. In addition, the model can leap out of hand-to-hand combat at the end of any hand-to-hand combat phase
without suffering any penalty whatsoever.
The leap may be used to jump across gaps, but in this case the player must commit the model to making the leap before rolling the dice to see how far the model jumps. If the model fails to make it all the way across, then it falls through the gap. Injuries: Impressive Scars, Horrible Scars, Leg Wound (Right) |
Fred 'old fart' van Horst Gang Hero | 4 | 4 | 4 | 3 | 3 | 2 | 3 | 3 | 8 | 215 | 216 | 5 |
Equipment: Lasgun, Heavy Stubber, Chain, Knife Skills: ArmorerThe armourer checks all the weapons being used by the gang before the battle starts. Any model in the gang may add +1 to any and all Ammo rolls (including a roll to determine if a weapon explodes). A roll of 1 is always a failure regardless. Injuries: Old Battle Wound, Partially Deafened |
Alex 'cheery' Menis Gang Champion | 4 | 2 | 4 | 3 | 2 | 1 | 4 | 1 | 8 | 250 | 152 | 1 |
Equipment: Grenade Launcher, Knife, Plasma Grenades, Scare gas grenades, Flak Armor Skills: WeaponsmithA model with this skill may ignore failed Ammo rolls and weapon explosions on a D6 roll of 4+. Injuries: Hand Injury (Left), Chest Wound |
Duncan 'pretty boy' Graves Gang Champion | 4 | 4 | 4 | 3 | 4 | 3 | 3 | 2 | 7 | 175 | 168 | 3 |
Equipment: Boltgun, Sword, Knife, Infra Red Sight, Eye Bionic Skills: Marksman, A model with the Marksman skill may ignore the normal restriction which obliges fighters to shoot at the nearest target. Instead, he can shoot at any target he can see.
In addition, a model with the Marksman skill may shoot at targets at extreme range - this is between normal maximum range and half as far again. For example, a lasgun has a normal maximum range of 24" and an extreme range of 24-36". Shots at extreme range suffer the same 'to hit' penalty as long range.
This skill may only be used with basic weapons. It may not be used with pistols, special or heavy weapons.Hip Shooting, The model is allowed to shoot even if it ran in the same turn. However, if it does so it suffers a -1 to hit modifier and cannot count any bonuses from sights. Note that it is impossible to run and shoot with a heavy weapon, even with the Hip Shooting skill.MedicThe model has some experience of patching up his fellow fighters. If your gang includes a fighter with this skill you can re-roll a result on the Serious Injury table for one model after a battle. Injuries: Horrible Scars |
José Gang Champion | 4 | 3 | 4 | 4 | 4 | 1 | 4 | 1 | 7 | 105 | 111 | 1 |
Equipment: Lasgun, Frag Grenades, Knife Skills: Armorer, The armourer checks all the weapons being used by the gang before the battle starts. Any model in the gang may add +1 to any and all Ammo rolls (including a roll to determine if a weapon explodes). A roll of 1 is always a failure regardless.Crack ShotA model with this skill can re-roll the Injury dice when rolling injuries he has inflicted by shooting. You must accept the result of the second roll regardless of the result. Injuries: Horrible Scars |
Leo 'One eye' Menis Gang Champion | 4 | 4 | 3 | 3 | 3 | 1 | 4 | 1 | 7 | 110 | 118 | 0 |
Equipment: Autogun, Flamer, Knife Skills: Armorer, The armourer checks all the weapons being used by the gang before the battle starts. Any model in the gang may add +1 to any and all Ammo rolls (including a roll to determine if a weapon explodes). A roll of 1 is always a failure regardless.Hip Shooting, The model is allowed to shoot even if it ran in the same turn. However, if it does so it suffers a -1 to hit modifier and cannot count any bonuses from sights. Note that it is impossible to run and shoot with a heavy weapon, even with the Hip Shooting skill.SpecialistThis skill may only be taken by juves or gangers. It allows the model to be armed with a special weapon. Injuries: Blinded (Right) |
Meatgrinder Gang Champion | 4 | 5 | 2 | 3 | 4 | 3 | 3 | 1 | 6 | 135 | 108 | 1 |
Equipment: Autopistol, Chainsword, Knife, Carapace Armor Skills: Step Aside, The model has an uncanny ability to step aside and dodge blows in hand-to-hand combat. If the model is hit in hand-to-hand fighting roll a D6. On a roll of 4+ the model steps out of the way of the blow and is unharmed.Beserk Charge, A model with this skill rolls double the number of Attack dice on its profile in the turn when it charges. However, a model making a berserk charge may not parry that turn.Combat MasterIf the model is attacked by multiple opponents in hand-to-hand combat then it can use the enemies' numbers against them. For each opponent over one, add +1 to the model's Weapon Skill. Injuries: Blinded (Left), Old Battle Wound |
Bill Gang Champion | 4 | 2 | 4 | 3 | 3 | 3 | 5 | 1 | 7 | 45 | 120 | 2 |
Equipment: Autogun, Knife Skills: Specialist, This skill may only be taken by juves or gangers. It allows the model to be armed with a special weapon.Killer Reputation, A model with this skill has such a reputation as a vicious and depraved killer that his foes quail when he charges them. This causes fear and the enemy must take a psychology test for fear as appropriate.GunfighterThe model can aim and fire a pistol from each hand. This enables him to take two shots in the shooting phase if he carries two pistols. If he carries a basic, special or heavy weapon he always requires one hand to hold this and so cannot use two pistols at once. Injuries: Old Battle Wound, Head Wound |
Shorty Gang Champion | 4 | 3 | 3 | 4 | 4 | 2 | 2 | 2 | 7 | 60 | 95 | 0 |
Equipment: Autopistol, Bludgeon, Sword, Knife Skills: Step Aside, The model has an uncanny ability to step aside and dodge blows in hand-to-hand combat. If the model is hit in hand-to-hand fighting roll a D6. On a roll of 4+ the model steps out of the way of the blow and is unharmed.Counter Attack, If a model carries a sword he is normally able to parry (force his opponent to re-roll his best Attack dice). However, a parry is cancelled out if the opponent is also armed with a sword or has the Parry skill as described above. If a fighter has the Counter Attack skill and his parry is cancelled for whatever reason, then he may make a Counter Attack - roll an extra Attack dice immediately.DisarmThe model may use this skill against one close combat opponent at the start of the hand-to-hand combat phase. Roll a D6. On a roll of 4+ the enemy automatically loses one weapon of your choice. This weapon is destroyed and can no longer be used - it is
deleted permanently from the gang roster. A model is always assumed to have a knife, even if he has been disarmed of all his other weapons. Injuries: Shell Shock, Impressive Scars, Old Battle Wound |
Jibberjabber Gang Champion | 4 | 2 | 3 | 3 | 4 | 1 | 4 | 1 | 9 | 50 | 110 | 0 |
Equipment: Lasgun, Knife Skills: Fixer, Gangers only. If the model is used to work a piece of territory with a randomly generated income, you may reroll the dice if you do not like the first result. You must accept the result of the second roll.Hip Shooting, The model is allowed to shoot even if it ran in the same turn. However, if it does so it suffers a -1 to hit modifier and cannot count any bonuses from sights. Note that it is impossible to run and shoot with a heavy weapon, even with the Hip Shooting skill.Fast Shot, If a model has Fast Shot skill he may shoot several times in the shooting phase and not just once as normal. The model can shoot as many times as his Attacks characteristic. He can shoot at the same target or at separate targets as you wish.
This skill may only be used with pistols and basic weapons. It may not be used with special or heavy weapons as they are far too cumbersome.Crack ShotA model with this skill can re-roll the Injury dice when rolling injuries he has inflicted by shooting. You must accept the result of the second roll regardless of the result. Injuries: Old Battle Wound |
Max "stabs" Bane Ganger | 3 | 3 | 4 | 3 | 4 | 1 | 3 | 2 | 6 | 55 | 59 | 1 |
Equipment: Autopistol x2, Knife Skills: Gunfighter, The model can aim and fire a pistol from each hand. This enables him to take two shots in the shooting phase if he carries two pistols. If he carries a basic, special or heavy weapon he always requires one hand to hold this and so cannot use two pistols at once.Fast ShotIf a model has Fast Shot skill he may shoot several times in the shooting phase and not just once as normal. The model can shoot as many times as his Attacks characteristic. He can shoot at the same target or at separate targets as you wish.
This skill may only be used with pistols and basic weapons. It may not be used with special or heavy weapons as they are far too cumbersome. Injuries: Leg Wound (Right) |
Grunt New Ganger | 4 | 2 | 2 | 3 | 3 | 1 | 4 | 2 | 7 | 165 | 28 | 0 |
Equipment: Shotgun, Bolt Pistol, Man-stopper Shotgun Shell, Bolt Shotgun Shell, Knife, Medi-pack Skills: Rapid FireIf the model does not move in its movement phase it can shoot twice in the shooting phase. This skill only works with one specified kind of pistol or basic weapon which you must choose when the skill is earned. Note this down on the gang roster - eg, Rapid Fire/Bolt pistol. Injuries: Partially Deafened |
Herman Dietrich Juve | 4 | 2 | 2 | 3 | 4 | 1 | 3 | 1 | 6 | 60 | 9 | 0 |
| Equipment: Autopistol, Club, Knife, Smoke Bomb |
Jennifer "inferno" Hellis Juve | 4 | 3 | 2 | 3 | 3 | 1 | 3 | 1 | 6 | 45 | 13 | 0 |
Equipment: Hand Flamer, Knife Skills: Killer ReputationA model with this skill has such a reputation as a vicious and depraved killer that his foes quail when he charges them. This causes fear and the enemy must take a psychology test for fear as appropriate. |
Rattlesnake Jennie Hireling | 4 | 4 | 3 | 2 | 3 | 1 | 5 | 1 | 7 | 15 | 0 | 0 |
Equipment: Bludgeon, Shotgun, Knife, Blindsnake Pouch Injuries: Horrible Scars, Bitter Emnity, Arm Wound (Left) |