Spams Only Gryns
Attributes
Affiliations | Not set | |
Alignment | Not set | |
Alliance | Not set | |
Saint | Not set |
Long John
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5" | 3+ | 5+ | 5 | 5 | 3 | 3+ | 3 | 8+ | 5+ | 9+ | 8+ |
Rules | Gang Hierarchy (Leader), Gang Leader, Group Activation (1), Runaway | ||||||||||
XP | 0 XP | ||||||||||
Skills | Iron Will | ||||||||||
Gear | Furnace plates (5¢), Armoured undersuit (25¢), Stimm-slug stash (25¢) | ||||||||||
Advancements | None |
Weapons Edit | S | L | S | L | Str | Ap | D | Am |
---|---|---|---|---|---|---|---|---|
Incendiary charges (40¢) | - | Sx3 | - | - | 3 | - | 1 | 5+ |
Blast (5"), Blaze, Grenade | ||||||||
Paired augmetic fists* (70¢) | - | E | - | - | S+1 | -1 | 2 | - |
Knockback, Melee, Paired |
You could also choose to take walk it off as a skill rather then iron will as the cl is great on Ogryn, just be aware this list only has 6 models so if you loose 1 your bottle checking, with iron will that becomes 2.
4+ armour from.the front arc, 5+ everywhere else.
On the charge you are doing 8 attacks (3x2 fpr paired +1 for the charge +1 for 2 weapons) at s6 ,ap-1, D2.
You can throw your incendiary charges 15"
Stimm Slug Stash makes you +2 to strength, Toughness and movement for a single turn letting you hit at s8 for that turn, great to pop when you need to ensure the charge kills a key target.
Brick
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), Runaway | ||||||||||
XP | 0 XP | ||||||||||
Skills | Bull Charge | ||||||||||
Gear | Furnace plates (5¢), Armoured undersuit (25¢), Stimm-slug stash (25¢) | ||||||||||
Advancements | None |
Weapons Edit | S | L | S | L | Str | Ap | D | Am |
---|---|---|---|---|---|---|---|---|
Arc welder (50¢) | - | E | - | - | S+2 | -3 | 3 | - |
Blaze, Melee | ||||||||
Blasting charges (35¢) | - | Sx2 | - | - | 5 | -1 | 2 | 5+ |
Blast (5"), Grenade, Knockback |
3 attacks on the charge, hitting at s8 with blaze and knockback thanks to Bull Charge.
Tiny
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), Runaway | ||||||||||
XP | 0 XP | ||||||||||
Skills | Naaargah! | ||||||||||
Gear | Furnace plates (5¢), Armoured undersuit (25¢) | ||||||||||
Advancements | None |
Weapons Edit | S | L | S | L | Str | Ap | D | Am |
---|---|---|---|---|---|---|---|---|
Blasting charges (35¢) | - | Sx2 | - | - | 5 | -1 | 2 | 5+ |
Blast (5"), Grenade, Knockback | ||||||||
Incendiary charges (40¢) | - | Sx3 | - | - | 3 | - | 1 | 5+ |
Blast (5"), Blaze, Grenade | ||||||||
Las cutter (60¢) | E | 2" | +1 | - | 9 | -2 | 2 | 6+ |
Melee, Scarce, Versatile |
Thanks Naaaggh!
You can also use this skill to double move then do a basic attack action thanks to the last cutters versatile range, but be aware if they then get counter charged you only have a 5+ save.
You can also charge, fight then if its still not dead and at versatile range use naaaggh! to fight again or lob a grenade.
En-64
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4" | 4+ | 6+ | 5 | 5 | 2 | 5+ | 2 | 5+ | 5+ | 10+ | 10+ |
Rules | Gang Fighter (Ganger), Limited Learning Capacity, Lobotomised, Runaway, Slow-witted | ||||||||||
XP | 0 XP | ||||||||||
Skills | None | ||||||||||
Gear | Hazard suit (10¢) | ||||||||||
Advancements | None |
Weapons Edit | S | L | S | L | Str | Ap | D | Am |
---|---|---|---|---|---|---|---|---|
Axe (10¢) | - | E | - | - | S+1 | - | 1 | - |
Disarm, Melee | ||||||||
Spud-jacker (15¢) | - | E | - | - | S+1 | - | 1 | - |
Knockback, Melee |
LO-30
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4" | 4+ | 6+ | 5 | 5 | 2 | 5+ | 2 | 5+ | 5+ | 10+ | 10+ |
Rules | Gang Fighter (Ganger), Limited Learning Capacity, Lobotomised, Runaway, Slow-witted | ||||||||||
XP | 0 XP | ||||||||||
Skills | None | ||||||||||
Gear | Hazard suit (10¢) | ||||||||||
Advancements | None |
Weapons Edit | S | L | S | L | Str | Ap | D | Am |
---|---|---|---|---|---|---|---|---|
Two-handed axe* (25¢) | - | E | - | -1 | S+2 | - | 2 | - |
Melee, Unwieldy |
XV-1
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4" | 4+ | 6+ | 5 | 5 | 2 | 5+ | 2 | 5+ | 5+ | 10+ | 10+ |
Rules | Gang Fighter (Ganger), Limited Learning Capacity, Lobotomised, Runaway, Slow-witted | ||||||||||
XP | 0 XP | ||||||||||
Skills | None | ||||||||||
Gear | Hazard suit (10¢) | ||||||||||
Advancements | None |
Weapons Edit | S | L | S | L | Str | Ap | D | Am |
---|---|---|---|---|---|---|---|---|
Two-handed hammer* (35¢) | - | E | - | -1 | S+1 | - | 3 | - |
Knockback, Melee, Unwieldy |
Elons it guy
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5+ | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 7+ | 7+ | 5+ |
Rules | Outlaw | ||||||||||
XP | 0 XP | ||||||||||
Skills | Munitioneer | ||||||||||
Gear | Mesh armour | ||||||||||
Advancements | None |
Weapons Edit | S | L | S | L | Str | Ap | D | Am |
---|---|---|---|---|---|---|---|---|
This fighter has no weapons. |
Use the Heritek to give one of your fighters weapons Blaze, Concussion, Power, Rad-phage or the Shock trait.
Just be careful because they also gain reckless so make sure your guys aren't too close to eachother.
My favourite is giving the overboss power.
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Long John
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Brick
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Tiny
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En-64
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LO-30
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XV-1
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Elons it guy
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