Orlock - Last Chancers - (17 Weapon slot, 1745 Credits)
Gang (Orlock) (17 Weapon slot, 1745 Credits)
Fighters (17 Weapon slot, 1745 Credits)
Champion (1) Weapons, Autopistol, Autogun, Trading Post, Mesh Armour, Wargear, Character, Skills, Iron Will
(2 Weapon slot, 135 Credits)
Rules: Mesh Armour, Rapid Fire (X), Pistol
Model: Champion
Skill: Iron Will
Wargear: Mesh Armour
Weapon: Autogun, Autopistol
Ganger (1) Weapons, Heavy Bolter, Suspensor, Trading Post, Mesh Armour, Wargear, Character, Specialist, Overwatch
(2 Weapon slot, 290 Credits)
Rules: Mesh Armour, Rapid Fire (X), Unwieldy
Model: Ganger
Skill: Overwatch
Wargear: Mesh Armour, Suspensor
Weapon: Heavy Bolter
Ganger (1) Weapons, Trading Post, Autogun, Mesh Armour, Wargear, Character, Specialist, Beserker
(1 Weapon slot, 85 Credits)
Rules: Mesh Armour, Rapid Fire (X)
Model: Ganger
Skill: Berserker
Wargear: Mesh Armour
Weapon: Autogun
Ganger (1) Weapons, Trading Post, Blasting Charge, Autogun, Mesh Armour, Wargear, Character, Specialist, Fast Shot
(1 Weapon slot, 120 Credits)
Rules: Mesh Armour, Rapid Fire (X), Blast (3"/5"), Grenade, Knockback
Model: Ganger
Skill: Fast Shot
Wargear: Mesh Armour
Weapon: Autogun, Blasting charge
Ganger (1) Weapons, Fighting Knife, Trading Post, Plasma Pistol, Mesh Armour, Wargear, Character, Specialist, Infiltrate
(2 Weapon slot, 130 Credits)
Rules: Mesh Armour, Pistol, Scarce, Unstable, Backstab, Melee
Model: Ganger
Skill: Infintrate
Wargear: Mesh Armour
Weapon: Fighting knife, Plasma pistol - Low power, Plasma pistol - Maximal power
Ganger (1) Weapons, Trading Post, Long Las, Mono-sight, Wargear, Character, Specialist, Lie Low, Infiltrate, Precision
(1 Weapon slot, 110 Credits) Shot
Rules: Mesh Armour, Plentiful
Model: Ganger
Skill: Infintrate, Lie Low, Precision Shot
Weapon: Long Las
Wargear: Mono-sight
Ganger (1) Weapons, Trading Post, Grenade Launcher, Wargear, Character, Specialist, Trick Shot
(1 Weapon slot, 120 Credits)
Rules: Mesh Armour, Blast (3"/5"), Knockback
Model: Ganger
Skill: Trick Shot
Weapon: Grenade Launcher - Frag grenade, Grenade Launcher - Krak grenade
Ganger (1) Weapons, Trading Post, Autogun, Wargear, Character, Specialist, Medicae
(1 Weapon slot, 70 Credits)
Rules: Mesh Armour, Rapid Fire (X)
Model: Ganger
Skill: Medicae
Weapon: Autogun
Ganger (1) Weapons, Meltagun, Trading Post, Wargear, Character, Specialist, Fearsome
(1 Weapon slot, 190 Credits)
Rules: Mesh Armour, Scarce, Melta
Model: Ganger
Skill: Fearsome
Weapon: Meltagun
Ganger (1) Weapons, Fighting Knife, Trading Post, Autogun, Mesh Armour, Wargear, Character, Specialist, Sprint, Dodge
(2 Weapon slot, 95 Credits)
Rules: Mesh Armour, Rapid Fire (X), Backstab, Melee
Model: Ganger
Skill: Dodge, Sprint
Wargear: Mesh Armour
Weapon: Autogun, Fighting knife
Ganger (1) Weapons, Trading Post, Bolt Pistol, Smoke Grenade, Flak Armour, Wargear, Character, Specialist, Fixer
(1 Weapon slot, 130 Credits)
Rules: Mesh Armour, Grenade, Smoke, Pistol
Model: Ganger
Skill: Fixer
Wargear: Flak Armour
Weapon: Bolt pistol, Smoke grenade
Leader (1) Weapons, Trading Post, Plasma Pistol, Sword, Carapace Armour - Light, Wargear, Character, Skills, Parry,
(2 Weapon slot, 270 Credits) Overseer
Rules: Mesh Armour, Melee, Parry, Pistol, Scarce, Unstable
Model: Leader
Skill: Overseer, Parry
Wargear: Carapace Armour - Light
Weapon: Plasma pistol - Low power, Plasma pistol - Maximal power, Sword
Headquarters
Gang Headquarters Territory, Stash
Rules:
Mesh Armour Mesh armour grants a 5+ save roll.
Rapid Fire (X) When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the
Firepower dice. In addition the controlling player can roll more than one Firepower dice, up to the number shown in brackets
(for example, when firing a Rapid Fire (2) weapon, up to two firepower dice can be rolled). Make an Ammo check for each
Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed
and cannot be used for the rest of the battle.
If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to
the initial target, but the remainder can be allocated to other fighters within 3’’ of the first who are also within range and line of
sight. These must not be any harder to hit than the original target – if a target in the open is hit, an obscured target cannot
have hits allocated to it. Allocate all of the hits before making any wound rolls.
Pistol Pistols can be used to make ranged attacks, and can also be used in close combat. Note that their Accuracy bonus only
applies when shooting.
Unwieldy A shoot action made with this weapon counts as a Double action as opposed to a Single action. In addition, a fighter who uses
an Unwieldy melee weapon in close combat cannot use a second weapon at the same time – this one uses both hands.
Blast (3"/5") The weapon uses a Blast marker.
Grenade The weapon uses Grenade Rules.
Knockback If the hit roll for a weapon with the Knockback trait is equal to or higher than the target’s Strength (before any modifiers are
applied), they are immediately moved 1’’ directly away from the attacking fighter. If the fighter cannot be moved the full 1’’
because of a wall, obstacle or another fighter, they move as far as possible and the attack’s Damage is increased by 1.
If a Blast weapon has the Knockback trait, roll a D6 for each fighter that is hit. If the result is equal to or higher than their
Strength, they are Knocked Back as described above – however, they are moved directly away from the center of the Blast
marker instead. If the center of the Blast marker was over the center of their base, roll a Scatter dice to determine which way
they are moved (re-rolling hits).
If a Melee weapon has the Knockback trait, the attacking fighter can choose to follow the target up moving directly towards
them after they have been Knocked Back to remain in contact. If the attack was made across a barricade, the attacker cannot
do this.
Scarce Ammunition is hard to come by for Scarce weapons, and as such they cannot be reloaded – once they run Out of Ammo, they
cannot be used again during the battle.
Unstable If the Ammo Symbol is rolled on the Firepower dice when attacking with this weapon, there is a chance the weapon will
overheat in addition to needing an Ammo check. Roll a D6. On a 1, 2 or 3, the weapon suffers a catastrophic overload and the
attacker is taken Out of Action. The attack is still resolved against the target.
Backstab If the attacker is not within the target’s vision arc, add 1 to the attack’s Strength.
Melee This weapon can be used during close combat attacks.
Plentiful Ammunition for this weapon is incredibly common. When reloading it, no Ammo check is required – it is automatically
reloaded.
Melta If this weapon is fired at Short Range, no Injury roll is made - instead, the target automatically goes Out of Action.
Smoke Smoke weapons do not cause hits on fighters - the doe not cause Pinning, and cannot inflict wounds. Instead, mark the
location where they hit with a counter. They generate an area of dense smoke, which extends 2.5" out from the centre of the
counter; a 5" Blast marker can be used to determine this area, but it should be considered to extend vertically as well as
horizontally. Fighters can move through the smoke, but it blocks line of sight, so attacks cannot be made into, out of or through
it. In the End phase, roll a D6. On a 4 or less, the cloud dissipates and the counter is removed.
Parry After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the fighter can force the attacking
player to re-roll one successful hit. If the fighter is armed with two Parry weapons, they can force the attacking player to re-roll
two successful hits instead.
Model M WS BS S T W I A Ld Cl Wil Int Sv
Champion 5" 4+ 3+ 3 3 2 4+ 2 5+ 6+ 6+ 6+ 5+
Ganger 5" 4+ 4+ 3 3 1 4+ - 6+ 7+ 7+ 7+ 5+
Leader 5" 3+ 3+ 3 3 3 4+ 2 4+ 5+ 5+ 5+ 5+
Skill
Berserker
When this fighter makes close combat attacks as part of a Charge action, they roll an additional Attack dice.
Dodge
If this fighter suffers a wound from a ranged or close combat attack, roll a D6. On a 6, the attack is dodged and has no effect; otherwise continue to make a
save roll as normal. If the model dodges a weapon that uses a Blast marker or Flame template, a roll of 6 does not automatically cancel the attack – instead, it
allows the fighter to move up to 2’’ before seeing whether they are hit. They cannot move within 1’’ of an enemy fighter.
Fast Shot
This fighter treats the Shoot action as Simple rather than Basic as long as they do not attack with an Unwieldy weapon for either action.
Fearsome
If an enemy makes a Charge action that targets this fighter, they must make a Willpower check before moving. If the check is failed, they cannot move and
their action ends immediately.
Fixer
In the Gain Rewards step of the post-battle sequence, as long as this fighter is not Captured or In Recovery, their gang earns an additional D3x10 credits.
Note that they do not need to have taken part in the battle.
Infintrate
If this fighter should be set up at the start of a battle, they are instead placed to one side. Then, immediately before the start of the first round, their controlling
player sets them up anywhere on the battlefield that is not visible to any enemy fighters, and not within 6" of any of them. If both players have fighters with this
skill, take turns to set one up, starting with the winner of a roll-off.
Iron Will
Subtract 1 from the result of any Bottle rolls while this fighter is on the battlefield and not Seriously Injured.
Lie Low
While this fighter is Prone, enemy fighters cannot target them with ranged attacks unless they are within the attacking weapon's Short range. Weapons that do
not have a Short range are unaffected by this rule.
Medicae
When this fighter assists a friendly fighter who is making a Recovery test, re-roll any Out of Action results. If the result of the re-rolled dice is also Out of
Action, the result stands.
Overseer
If the fighter is Active, they can attempt to make the following action: Order (Double) - Pick a friendly fighter within 12". That fighter can immediately make two
actions as though it were their turn, even if they are not Ready. If they are Ready, these actions do not remove their Ready status.
Overwatch
If this fighter is Active and Readied, they can interrupt a visible enemy fighter's action as soon as it is declared but before it is carried out. This fighter loses
ther Ready marker, then immediately makes a Shoot action, targeting the enemy fighter whose action has been declared. If the enemy is Pinned or Seriously
Injured, their turn ends immediately - their action is not made.
Parry
The fighter can parry attacks as though they were carrying a weapon with the Parry trait. If they already have one or more weapons wth ths trait, they can
parry one additional attack.
Precision Shot
If the hit roll for a ranged attack made by the fighter is a natural 6 (when using a weapon that does not have the Blast trait), the shot hits an exposed area and
the opponent cannot make an armour save.
Sprint
If this fighter makes two Move (simple) actions in a turn, they can use the second one to Sprint. This lets them make a Double Move instead of a Standard
Move for that action.
Trick Shot
When this fighter makes ranged attacks, they do not suffer a penalty to the hit roll for the target being Engaged or in Partial Cover. In addtion, if the target is in
Full Cover, they suffer a -1 penalty instead of -2.
Wargear
Carapace Armour - Light
Light carapace armour grants a 4+ save roll.
Flak Armour
Flak armour grants a 6+ save roll. Against weapons that use a Blast marker or Flame template, this is increased to 5+ save roll.
Mesh Armour
Mesh armour grants a 5+ save roll.
Mono-sight
If the fighter attacks with this weapon after making an Aim action, add 2 to the result of the hit roll instead of 1.
Suspensor
A weapon with a Suspensor loses the Unweildy Trait with regards to restrictions (Pg. 39 Underhive).
Weapon Rng S Rng L Acc S Acc L Str AP D Ammo Traits
Autogun 8" 24" 1 - 3 - 1 4+ Rapid Fire (1)
Autopistol 4" 12" 1 - 3 - 1 4+ Pistol, Rapid Fire (1)
Blasting charge - Sx2 - - 5 -1 2 5+ Blast (5"), Grenade, Knockback
Bolt pistol 6" 12" 1 - 4 -1 2 6+ Pistol
Fighting knife - E - - S -1 1 - Backstab, Melee
Grenade Launcher - Frag grenade 6" 24" -1 - 3 - 1 6+ Blast (3"), Knockback
Grenade Launcher - Krak grenade 6" 24" -1 - 6 -2 2 6+ -
Heavy Bolter 18" 36" 1 - 5 -2 2 6+ Rapid Fire (2), Unwieldy
Long Las 18" 36" - 1 4 - 1 2+ Plentiful
Meltagun 6" 12" 1 - 8 -4 3 4+ Melta, Scarce
Plasma pistol - Low power 6" 12" 2 - 5 -1 2 5+ Pistol, Scarce
Plasma pistol - Maximal power 6" 12" 1 - 7 -2 3 5+ Pistol, Scarce, Unstable
Smoke grenade - Sx3 - - - - - 4+ Grenade, Smoke
Sword - E - 1 S -1 1 - Melee, Parry