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Clan Degroot

Ironhead Squats (HotA)
R Cr St W
1000¢ 1000¢

Attributes

Clan Helmaeth

Fighters

Charter Master Leader 1
Drill Master Champion 1
Exo-kyn Prospect 1
Drill-kyn (Specialist) Ganger 1
Drill-kyn Ganger 1
Digger Juve 2
Total 7

Stash

Stash Credits

Elys Degroot

230¢
Charter Master (Leader)
M WS BS S T W I A Ld Cl Wil Int
4" 3+ 3+ 3 4 3 5+ 2 5+ 5+ 5+ 6+
Rules Gang Hierarchy (Leader)Gang LeaderGroup Activation (2)Tools of the Trade
XP 0 XP
Skills Iron Will
Ancestry Helmaeth Mining Clan (Terrors of the Sump Sea)
Gear Mesh armour (15¢)
Advancements None
Weapons S L S L Str Ap D Am
Ironhead power fist (60¢) - E - - S+2 -2 2 -
Melee, Power, Pulverise
Power pick (40¢) - E - - S+1 -3 1 -
Melee, Power, Pulverise
Elys Degroot
No lore added yet.

Special Rules

Gang Leader: Ironhead Squat prospectors must always include a single fighter with this special rule:

  • A fighter with this special rule may not retire during Campaign play. For a gang leader, the only way out is death.
  • Should this fighter die during the course of a campaign, or otherwise be removed from the gang (for example, if a captured Leader is Sold to the Guilders), another fighter must be promoted to replace them (see Death of a Leader in the Necromunda Core Rulebook).

Gang Hierarchy (Leader): During a battle, once this fighter's gang has failed a Bottle check, during any End phase in which this fighter passes its Cool test and does not flee the battlefield, any friendly Ironhead Squat fighters that are within 12" of this fighter will automatically pass their Cool test and will not flee the battlefield.

Additionally, during Campaign play this fighter may perform post-battle actions.

Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Group Activation (2): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Ironhead Squat fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation':

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them are activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.

Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation.

Skill

Iron Will

Subtract 1 from the result of any of your Bottle checks whilst this model is on the battlefield and is not Prone and Seriously Injured or Wrecked.

Ancestry

Terrors of the Sump Sea: Ironhead Squats with this Ancestry may perform the Press Gang post-battle action:

  • Press Gang: When this post-battle action is performed, make a Leadership test for this fighter. If the test is passed, then in the gang's next battle, they may hire D3 Hive Scum for free.

Skirmish note: This works at the start of battle

Equipment and Wargear

Mesh armour

Mesh armour grants a 5+ save roll.

Melee

This weapon can be used during close combat attacks.

Power

The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be Parried except by other weapons with the Power trait. In addition, if the hit roll for a Power weapon is a natural 6, no save roll can be made against the attack (except Field armour save rolls) and its Damage is increased by 1.

Pulverise

After making an Injury roll for an attack made by this weapon, the attacking player can roll a D6. If the result is equal to or higher than the target's Toughness, or is a natural 6, they can change one Injury dice from a Flesh Wound result to a Serious Injury result, or if targeting a vehicle roll an additional Damage dice.

Graz

310¢
Drill Master (Champion)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 3+ 3 4 2 5+ 2 6+ 6+ 6+ 7+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
XP 0 XP
Skills Dependable Like Kin
Ancestry Helmaeth Mining Clan (Terrors of the Sump Sea)
Gear Mesh armour (15¢)
Advancements None
Weapons S L S L Str Ap D Am
Ironhead heavy stubber* (140¢) 20" 40" - -1 4 -1 1 4+
Rapid Fire (3), Unwieldy
Stone burner (70¢) 2" 4" - - 5 -2 2 5+
Melta, Power Pack, Scarce, Sidearm
Graz
No lore added yet.

Special Rules

Gang Hierarchy (Champion): During a battle, once this fighter's gang has failed a Bottle check, during any End phase in which this fighter passes its Cool test and does not flee the battlefield, any friendly Ironhead Squat fighters that are within 6" of this fighter will automatically pass their Cool test and will not flee the battlefield.

Additionally, during Campaign play this fighter may perform post-battle actions.

Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Group Activation (1): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Ironhead Squat fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation':

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them are activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.

Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation.

Skill

Dependable Like Kin

This fighter ignores the Unstable trait on any weapon they are equipped with and may re-roll any Ammo checks they take.

Ancestry

Terrors of the Sump Sea: Ironhead Squats with this Ancestry may perform the Press Gang post-battle action:

  • Press Gang: When this post-battle action is performed, make a Leadership test for this fighter. If the test is passed, then in the gang's next battle, they may hire D3 Hive Scum for free.

Skirmish note: This works at the start of battle

Equipment and Wargear

Mesh armour

Mesh armour grants a 5+ save roll.

Power Pack

A weapon with this trait is worn mounted on the power pack of an Ironhead Squat and does not count towards the maximum number of weapons a fighter can carry. However, a fighter cannot have more than two weapons with this trait.

If the weapon also has the Melee or Sidearm trait it can be used in addition to any other weapon carried by the fighter, granting an additional close combat attack.

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.

Sidearm

Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.

Melta

If a Short range attack from a weapon with this Trait reduces a fighter to 0 wounds, no Injury dice are rolled – instead, any Injury dice that would be rolled cause an automatic Out of Action result.

If a Short range attack from a weapon with this Trait wounds a vehicle, roll an additional Damage dice.

If a weapon with this Trait has no Short range, then the Trait applies to all attacks made by it.

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 test 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 original target, but the remainder can be allocated to other models 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.

Unwieldy

A Shoot action made with this weapon counts as a Double action as opposed to a Basic action.

In addition, a fighter who uses a weapon with both the Unwieldy and Melee traits in close combat cannot use a second weapon at the same time – this one requires both hands to use.

Borin

155¢
Exo-kyn (Prospect)
M WS BS S T W I A Ld Cl Wil Int
4" 4+ 5+ 3 4 1 4+ 1 8+ 7+ 6+ 7+
Rules Fast LearnerGang Fighter (Prospect)Hot-headedPromotion (Ironhead Squat Exo Master)Tools of the Trade
XP 0 XP
Skills None
Gear Exo-suit
Advancements None
Weapons S L S L Str Ap D Am
Ironhead power fist (60¢) - E - - S+2 -2 2 -
Melee, Power, Pulverise
Rock saw (35¢) - E - - S+1 -1 2 -
Melee, Rending
Borin
No lore added yet.

Special Rules

Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Gang Fighter (Prospect): Fighters with this special rule form the backbone of Ironhead Squat gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangerson or Hired Guns.

Promotion (Ironhead Squat Exo Master): If, during a Downtime phase of a campaign, this fighter has gained three or more Advancements, this fighter may be promoted to become an Ironhead Squat Exo Master.

When a fighter is promoted in this way, they will from now on count as an Ironhead Squat Exo Master for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Gang Fighter (Prospect), Promotion (Ironhead Squat Exo Master), Hot-headed and Fast Learner special rules and gain all the special rules associated with an Ironhead Squat Exo Master.

Hot-headed: Fighters with this special rule have much to prove and often act on impulse alone, hoping to impress their superiors. Consequently, older and wiser fighters expect them to be short-lived. Should a fighter with this special rule be Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do not have to take a Nerve test, unless they also have this special rule.

Fast Learner: During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time.

Equipment and Wargear

Exo-suit

A fighter wearing an exo-suit has a 5+ armour save and is not affected by the Blaze or Rad-phage weapon traits.

Melee

This weapon can be used during close combat attacks.

Power

The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be Parried except by other weapons with the Power trait. In addition, if the hit roll for a Power weapon is a natural 6, no save roll can be made against the attack (except Field armour save rolls) and its Damage is increased by 1.

Pulverise

After making an Injury roll for an attack made by this weapon, the attacking player can roll a D6. If the result is equal to or higher than the target's Toughness, or is a natural 6, they can change one Injury dice from a Flesh Wound result to a Serious Injury result, or if targeting a vehicle roll an additional Damage dice.

Rending

If the roll to wound with a Rending weapon is a 6, then the attack causes 1 extra point of Damage if the target is a fighter, or rolls an extra Damage dice if the target is a vehicle.

Gimnir

90¢
Drill-kyn (Specialist) (Ganger)
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 (Ironhead Squat Prospectors Specialist)Tools of the Trade
XP 0 XP
Skills None
Gear Mesh armour (15¢)
Advancements None
Weapons S L S L Str Ap D Am
Ironhead autogun (25¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (2)
Gimnir
No lore added yet.

Special Rules

Gang Fighter (Ganger): Fighters with this special rule form the backbone of Ironhead Squat gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangerson or Hired Guns.

Promotion (Ironhead Squat Specialist): When the gang is founded, a single Ironhead Squat Drill-kyn can be promoted to become an Ironhead Squat Specialist. During Campaign play, additional Ironhead Squat Drill-kyn may become Ironhead Squat Specialists by spending Experience (XP), as described in the campaign rules (see the Necromunda Core Rulebook). An Ironhead Squat Specialist gains the Tools of the Trade special rule, may purchase Special Weapons, and may spend XP to gain additional skills.

Tools of the Trade (Ironhead Squat Specialist only): This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Equipment and Wargear

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 test 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 original target, but the remainder can be allocated to other models 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.

Gorni

85¢
Drill-kyn (Ganger)
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 (Ironhead Squat Prospectors Specialist)
XP 0 XP
Skills None
Gear Flak armour (10¢)
Advancements None
Weapons S L S L Str Ap D Am
Ironhead autogun (25¢) 8" 24" +1 - 3 - 1 4+
Rapid Fire (2)
Gorni
No lore added yet.
 

Special Rules

Gang Fighter (Ganger): Fighters with this special rule form the backbone of Ironhead Squat gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangerson or Hired Guns.

Promotion (Ironhead Squat Specialist): When the gang is founded, a single Ironhead Squat Drill-kyn can be promoted to become an Ironhead Squat Specialist. During Campaign play, additional Ironhead Squat Drill-kyn may become Ironhead Squat Specialists by spending Experience (XP), as described in the campaign rules (see the Necromunda Core Rulebook). An Ironhead Squat Specialist gains the Tools of the Trade special rule, may purchase Special Weapons, and may spend XP to gain additional skills.

Tools of the Trade (Ironhead Squat Specialist only): This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Equipment and Wargear

Flak armour

Flak armour grants a 6+ save roll. Against weapons that use a Blast marker or Flame template, this is increased to 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 test 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 original target, but the remainder can be allocated to other models 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.

Banli

65¢
Digger (Juve)
M WS BS S T W I A Ld Cl Wil Int
5" 5+ 5+ 3 4 1 4+ 1 8+ 7+ 6+ 7+
Rules Fast LearnerGang Fighter (Juve)Promotion (Ironhead Squat Prospectors Specialist)
XP 0 XP
Skills None
Gear Flak armour (10¢)
Advancements None
Weapons S L S L Str Ap D Am
Ironhead stub gun (10¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Rapid Fire (1), Sidearm
Ironhead stub gun (10¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Rapid Fire (1), Sidearm
Banli
No lore added yet.

Special Rules

Gang Fighter (Juve): Fighters with this special rule form the backbone of Ironhead Squat gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.

Promotion (Ironhead Squat Specialist): If, during the Downtime phase of a campaign, this fighter has gained three or more Advancements, this fighter may be promoted to become an Ironhead Squat Specialist.

When a fighter is promoted in this way, they will from now on count as an Ironhead Squat Specialist for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Gang Fighter (Juve), Promotion (Ironhead Squat Specialist) and Fast Learner special rules and gain all the special rules associated with an Ironhead Squat Specialist.

Fast Learner: During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time.

Equipment and Wargear

Flak armour

Flak armour grants a 6+ save roll. Against weapons that use a Blast marker or Flame template, this is increased to 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 test 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 original target, but the remainder can be allocated to other models 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.

Sidearm

Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.

Plentiful

Ammunition for this weapon is incredibly common. When reloading it, no Ammo test is required – it is automatically reloaded.

Nili

65¢
Digger (Juve)
M WS BS S T W I A Ld Cl Wil Int
5" 5+ 5+ 3 4 1 4+ 1 8+ 7+ 6+ 7+
Rules Fast LearnerGang Fighter (Juve)Promotion (Ironhead Squat Prospectors Specialist)
XP 0 XP
Skills None
Gear Flak armour (10¢)
Advancements None
Weapons S L S L Str Ap D Am
Ironhead stub gun (10¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Rapid Fire (1), Sidearm
Ironhead stub gun (10¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Rapid Fire (1), Sidearm
Nili
No lore added yet.

Special Rules

Gang Fighter (Juve): Fighters with this special rule form the backbone of Ironhead Squat gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.

Promotion (Ironhead Squat Specialist): If, during the Downtime phase of a campaign, this fighter has gained three or more Advancements, this fighter may be promoted to become an Ironhead Squat Specialist.

When a fighter is promoted in this way, they will from now on count as an Ironhead Squat Specialist for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Gang Fighter (Juve), Promotion (Ironhead Squat Specialist) and Fast Learner special rules and gain all the special rules associated with an Ironhead Squat Specialist.

Fast Learner: During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time.

Equipment and Wargear

Flak armour

Flak armour grants a 6+ save roll. Against weapons that use a Blast marker or Flame template, this is increased to 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 test 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 original target, but the remainder can be allocated to other models 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.

Sidearm

Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.

Plentiful

Ammunition for this weapon is incredibly common. When reloading it, no Ammo test is required – it is automatically reloaded.

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  • Stash

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  • Elys Degroot

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  • Graz

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  • Borin

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  • Gimnir

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  • Gorni

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  • Banli

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  • Nili

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