The Phaged

Van Saar (HoA) · Lore & notes

Overview

Starter Van Saar Gang

Gang Tactics List

  • … Click
  • Adrenaline Surge
  • Desperate Effort
  • Seize the Initiative
  • Violent Minded
  • Dedicated to Duty
  • Rapid Fire
  • Crossfire
  • Wall Breach
  • Double Time
  • Medical Intervention
  • Power Up
  • Rad Clouds
  • Tracer Fire
  • Unexpected Allies
  • Weakened Physiology
  • Auto-Healer
  • Experimental Rig
  • Overcharge
  • Rapid Fire (Van Saar)

Phiber Optik

Prime (Leader)

Quick Rules

  • Iron Will: -1 from bottle check roles whilst on battlefield (not Prone or Seriously injured)

Hit me list

  • <name>

Hit them list

  • <name>

Mendax

Archeotek (Champion)

Quick Rules

  • Munitioneer: Re-roll failed ammo tests for this model and any model from their gang within 6".
  • Ocular Alpha: Infra-sight (not for rapid fire). Can attack through smoke, increases range in Visibility (X") conditions by 9". Reduces cover hit modifier by 1 (to -/-1).
  • Rad-Phage: After resolving attack, roll a D6. 4+, target suffers additional flesh wound.

Hit me list

  • <name>

Hit them list

  • <name>

Sabu

Augmek (Champion)

Quick Rules

  • Trick-Shot: No -1 to hit penalty for partial cover or engaged. Full cover penalty reduced to -1.
  • Rad-Phage: After resolving attack, roll a D6. 4+, target suffers additional flesh wound
  • Unwieldy: Shoot action counts as Double Action.

Hit me list

  • <name>

Hit them list

  • <name>

Anakata

Neotek (Prospect)

Quick Rules

  • Grav Cutter: +2" Movement (to 7"), ignore terrain, move freely between levels, can't fall, can move over enemy models. If hit by ranged, isn't Pinned. Reduce incoming cover modifiers by +1. If becomes Prone (e.g. Seriously Injured), is a Stand Up (Double) action. Can make Hit & Run (Basic) attack against target they move past during Move . Hit roll with WS, then STR 4, AP -, D 1 with Concussion and Knockback.
  • Concussion: If hit, INI -2 (min 6+) until end of round (Vehicles get -2 to handling tests).
  • Grenade: Assume ammo symbol rolled when making to hit roll. Cannot be reloaded if fails ammo check.
  • Knockback: If hit roll is =/+ than target's Toughness, moved back 1". If can't, increase Damage by 1. May trigger falling test.
  • Rad-Phage: After resolving attack, roll a D6. 4+, target suffers additional flesh wound

Hit me list

  • <name>

Hit them list

  • <name>

Mudge

Neotek (Prospect)

Quick Rules

  • Grav Cutter: +2" Movement (to 7"), ignore terrain, move freely between levels, can't fall, can move over enemy models. If hit by ranged, isn't Pinned. Reduce incoming cover modifiers by +1. If becomes Prone (e.g. Seriously Injured), is a Stand Up (Double) action. Can make Hit & Run (Basic) attack against target they move past during Move . Hit roll with WS, then STR 4, AP -, D 1 with Concussion and Knockback.
  • Concussion: If hit, INI -2 (min 6+) until end of round (Vehicles get -2 to handling tests).
  • Grenade: Assume ammo symbol rolled when making to hit roll. Cannot be reloaded if fails ammo check.
  • Knockback: If hit roll is =/+ than target's Toughness, moved back 1". If can't, increase Damage by 1. May trigger falling test.
  • Rad-Phage: After resolving attack, roll a D6. 4+, target suffers additional flesh wound

Hit me list

  • <name>

Hit them list

  • <name>

Tron

Tek Specialist (Specialist)

Quick Rules

  • <rules>

Hit me list

  • <name>

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Jester

Subtek (Juve)

Quick Rules

  • <rules>

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  • <name>

Hit them list

  • <name>