Notes
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.