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This gang has been archived by its owner.

The Abhumans

Venators (AN) In Campaign
1000¢

Attributes

Affiliations Not set
Alignment Law-abiding
Alliance Not set
Saint Not set

Stash

Stash Credits

Papa Thorsten

360¢
House Hunt Leader 1 (Leader)
Legacy: Orlock (HoI)
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 3+ 3 3 3 4+ 2 6+ 5+ 6+ 6+
Rules Gang Hierarchy (Leader), Gang Leader, Group Activation (2), Tools of the Trade
XP 0 XP
Skills Fearsome
Psyker None
Gear Cyber-mastiff  (100¢) Mesh armour  (15¢)
Injuries None
Advancements None
Weapons Edit S L S L Str Ap D Am
Combat shotgun (55¢)
salvo ammo 4" 12" +1 - 4 - 2 4+
Knockback, Rapid Fire (1)
shredder ammo - T - - 2 - 1 4+
Scattershot, Template
firestorm ammo (+30¢) - T +2 - 5 - 1 4+
Blaze, Limited, Template
Power axe (35¢) - E - - S+2 -2 1 -
Disarm, Melee, Power
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm
No info added yet.

Quick Rules

  • Fearsome: Enemy must pass WP test before they can Charge (if failed, don't move and activation ends)
  • Blaze: After attack resolved, D6 roll of 4+ target becomes subject to Blaze. When Activated, S3 AP-1 D1 hit, then move 2D6" random direction, then roll D6. 6+ fire goes out (may be modified - see full rules).
  • Disarm: Hit roll of 6+ in melee, target cannot use any weapons for reaction attacks for that round (reaction attacks are all unarmed).
  • Knockback: If hit roll is =/+ than target's Toughness, moved back 1". If can't, increase Damage by 1. May trigger falling test.
  • Limited: If ammo check failed, delete this ammo from fighter card.
  • Power: Can only be Parried by other power weapons. Hit roll of natural "6" = +1 Damage and no armour save roll.
  • Scatter Shot: If hit, make D6 wound rolls rather than 1.

Hit me list

  • <name>

Hit them list

  • <name>

Cyber-mastiff

Cyber-mastiff (Exotic Beast)
M WS BS S T W I A Ld Cl Wil Int
5" 3+ - 3 3 1 4+ 1 7+ 6+ 8+ 8+
Rules Loyal Protector, Watchdog
XP 0 XP
Skills None
Legendary Names None
Gear None
Injuries None
Advancements None
Weapons Edit S L S L Str Ap D Am
Savage bite - E - - S -2 1 -
Disarm, Melee
No info added yet.
No lore added yet.

Dog

250¢
Ogryn Hunt Champion (Champion)
Legacy: Slave Ogryns
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 5+ 5 5 3 4+ 2 8+ 7+ 9+ 9+
Rules Gang Hierarchy (Champion), Group Activation (1), Ogryn Legacy, Tools of the Trade
XP 0 XP
Skills Nerves of Steel
Gear Stimm-slug stash  (25¢) Armoured undersuit  (25¢) Furnace plates  (5¢)
Injuries None
Advancements None
Weapons Edit S L S L Str Ap D Am
Paired augmetic fists* (70¢) - E - - S+1 -1 2 -
Knockback, Melee, Paired
No info added yet.

Quick Rules

  • Nerves of Steel: When hit by ranged attack, Cool test. If passed, may choose to not become Prone and Pinned.
  • Knockback: If hit roll is =/+ than target's Toughness, moved back 1". If can't, increase Damage by 1. May trigger falling test.
  • Paired: +1A for dual weapons. When charging, double Attacks Characteristic. So on charge, will normally have 6 attacks (2x2, +1, +1).

Hit me list

  • <name>

Hit them list

  • <name>

Mickey Free

105¢
Ratling Hunt Champion (Champion)
M WS BS S T W I A Ld Cl Wil Int
4" 5+ 3+ 2 2 2 3+ 1 7+ 6+ 7+ 5+
Rules Gang Hierarchy (Champion), Group Activation (1), Slopping, Sneaking, Sniping, Tools of the Trade
XP 0 XP
Skills Fast Shot
Gear Cameleoline cloak  (35¢)
Injuries None
Advancements None
Weapons Edit S L S L Str Ap D Am
Long las (20¢) 18" 36" - +1 4 - 1 2+
Plentiful
No info added yet.

Quick Rules

  • Fast Shot: Treats Shoot / Fire All actions as (Simple) rather than (Basic) [not unwieldy weapons].
  • Cameleoline Cloak: If wearer didn't move, -2 to hit penalty for ranged attacks targeting them.
  • Sniping: Re-roll Hit rolls of a natural 1 when performing a Shoot (Basic) action after taking the 
    Aim (Basic) action with a Basic Weapon
  • Sneaking: If in cover, additional -1 to hit penalty for ranged attacks targeting them.
  • Slopping: If in Recovery, at end of 'Set Up Battlefield' step in pre-battle sequence, roll D6. A "6" they recover and are available for the battle.

Hit me list

  • <name>

Hit them list

  • <name>
 
 

Domino

55¢
House Specialist 1 (Ganger)
Legacy: Escher (HoB)
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 3 1 4+ 1 7+ 6+ 7+ 7+
Rules Gang Fighter (Ganger), Promotion (Venator Specialist), Tools of the Trade
XP 0 XP
Skills None
Gear None
Injuries None
Advancements None
Weapons Edit S L S L Str Ap D Am
Lasgun (5¢) 18" 24" +1 - 3 - 1 2+
Plentiful
No info added yet.

Quick Rules

  • <Rules>

Hit me list

  • <name>

Hit them list

  • <name>

Garrett

115¢
Beastman Hunter (Ganger)
M WS BS S T W I A Ld Cl Wil Int
4" 3+ 4+ 4 4 1 4+ 1 9+ 6+ 8+ 8+
Rules Feral Warriors, Frenzon Conditioning, Gang Fighter (Ganger), Promotion (Venator Specialist)
XP 0 XP
Skills None
Gear Flak armour  (10¢)
Injuries None
Advancements None
Weapons Edit S L S L Str Ap D Am
Chainsword (25¢) - E - +1 S -1 1 -
Melee, Parry, Rending
Reclaimed autopistol (5¢) 4" 12" +1 - 3 - 1 5+
Rapid Fire (1), Sidearm
Smoke grenades (15¢) - Sx3 - - 2 -1 1 4+
Blast (*), Grenade, Smoke
No info added yet.

Quick Rules

  • Feral Warriors: +1 Attack if have suffered 1 or more fleshwounds.
  • Frenzon Conditioning: Never suffer any side effects from using Frenzon.
  • Grenade: Assume ammo symbol rolled when making to hit roll. Cannot be reloaded if fails ammo check.
  • Parry: Force attacker to re-roll one (none Power) melee hit.
  • Rending: Wound Roll of "6", +1 Damage (Fighter) or +1 Damage dice (vehicle).
  • Smoke: 2.5" radius blast marker, blocks line of sight. Roll D6 in End Phase: 5+, blast marker stays in place.

Hit me list

  • <name>

Hit them list

  • <name>

Mullowney

35¢
Ratling Hunter (Ganger)
M WS BS S T W I A Ld Cl Wil Int
4" 5+ 4+ 2 2 1 3+ 1 7+ 7+ 8+ 5+
Rules Gang Fighter (Ganger), Promotion (Venator Specialist), Slopping, Sneaking, Sniping
XP 0 XP
Skills None
Gear None
Injuries None
Advancements None
Weapons Edit S L S L Str Ap D Am
Lasgun (15¢) 18" 24" +1 - 3 - 1 2+
Plentiful
No info added yet.

Quick Rules

  • Sniping: Re-roll Hit rolls of a natural 1 when performing a Shoot (Basic) action after taking the 
    Aim (Basic) action with a Basic Weapon
  • Sneaking: If in cover, additional -1 to hit penalty for ranged attacks targeting them.
  • Slopping: If in Recovery, at end of 'Set Up Battlefield' step in pre-battle sequence, roll D6. A "6" they recover and are available for the battle.

Hit me list

  • <name>

Hit them list

  • <name>

Siringo Pinkerton

80¢
Squat Hunter (Ganger)
Legacy: Ironhead Squats (HotA)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 4+ 3 4 1 5+ 1 7+ 6+ 6+ 7+
Rules Gang Fighter (Ganger), Promotion (Venator Specialist), Squat Legacy, Tools of the Trade
XP 0 XP
Skills None
Gear None
Injuries None
Advancements None
Weapons Edit S L S L Str Ap D Am
Ironhead autogun (25¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (2)
No info added yet.

Quick Rules

  • <rules>

Hit me list

  • <name>

Hit them list

  • <name>
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  • Stash

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  • Papa Thorsten

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  • Cyber-mastiff

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  • Dog

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  • Mickey Free

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  • Domino

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  • Garrett

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  • Mullowney

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  • Siringo Pinkerton

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