Skills | |||
---|---|---|---|
Name | Category | Rule | |
Acrobatic | Finesse | Can move over/through enemies/low barriers during Move and Charge. | |
Avatar of Blood | Savagery | For every unsaved wound inflicted in melee, remove on Flesh Wound. | |
Backstab | Cunning | Melee weapons gain Backstab, or +2 STR instead of +1 if already Backstab. | |
Ballistics Expert | Savant | When taking Aim action, pass INTEL check for additional +1 | |
Berserker | Ferocity | +1 Attack during a Charge. | |
Big Brother | Bravado | Any basic (Juve, Ganger) within 9" can use this fighter's Cool for Nerve checks. | |
Bloodlust | Savagery | After performing Coup De Grace, consolidate 2". | |
Bring It On | Bravado | Can perform Issue Challenge (Basic) action. | |
Bulging Biceps | Brawn | Can wield an Unwieldy weapon in one hand OR Shoot an Unwieldy weapon as (Basic) instead of (Double). | |
Bull Charge | Brawn | When performing a Charge, any weapons with Melee trait gain Knockback and 1 | |
Catfall | Agility | When falling/jumping down, half distance. If not injured, pass Initiative test to remain standing instead of Prone and Pinned. Also helps with Pitfall tiles. | |
Clamber | Agility | Movement not halved when climbing. Also helps with climbing out of tile traps. | |
Commanding Presence | Leadership | Can activate +1 fighter during group activation. | |
Combat Focus | Finesse | +1 to Willpower and Cool checks for each enemy fighter Out or Seriously Injured. | |
Combat Master | Combat | Ignores penalties due to Interference, can always grant Assists. | |
Combat Virtuoso | Finesse | Blades gain Versatile trait with range of STR" | |
Connected | Savant | Can perform Trade as an additional bonus Post-Battle action. | |
Counter-Attack | Combat | When rolling Reaction, +1D for each of attackers misses. | |
Crimson Haze | Savagery | While engaged, auto-pass Nerve tests. | |
Crushing Blow | Brawn | When making Close Combat attack, pick one die. If it hits, attack gains +1 STR and +1 Damage. | |
Disarm | Combat | Melee weapons gain Disarm, or disarm on 5+ if already Disarm. | |
Dodge | Agility | When wounded, roll 1D6. On 6 attack is dodged. | |
Escape Artist | Cunning | +2 to Initiative check to Retreat. Can always attempt to escape and +1 to Skin Blade result. | |
Evade | Cunning | If Standing, Active, and not in cover, ranged attacks are at -1 (-2 at Long Range) to hit. | |
Fast Shot | Shooting | Can make shots as (Simple) instead of (Basic). | |
Fearsome | Ferocity | Enemy must pass Willpower to Charge. | |
Gunfighter | Shooting | When using 2 sidearms, ignore -1 penalty and can target different targets. | |
Fists of Steel | Muscle | Unarmed attacks are +2 STR and +2 DMG. | |
Fixer | Savant | As long as fighter is not In Recovery or Captured, gang earns additional 1D3x10 of income. | |
Frenzy | Savagery | +D3 attacks during Charge but -1 to hit. | |
Got Your Six | Palanite Drill | Can interrupt enemy charge with Shoot action. | |
Guilder Contacts | Bravado | Bounty Hunters and Scum fee reduced by D6x10 (min 20cr). | |
Headbutt | Brawn | Can make Headbutt Action. Can perform a headbutt as part of a charge. | |
Helmawr's Justice | Palanite Drill | Roll twice and pick when performing Coup De Grace. | |
Hip Shooting | Shooting | When Standing and Active can make Run and Gun action. | |
Hit And Run | Finesse | After Charge, can take free Retreat before opponent's reaction attacks. | |
Hurl | Brawn | Can perform Hurl action. | |
Immovable | Muscle | Can perform Tank (Double) action. | |
Impetuous | Ferocity | Can move 4" instead of 2" when consolidating after Close Combat OR consolidate 2" into engagement. | |
Inspirational | Leadership | Pass Leadership check to change friendly failed Cool check to success within 6". | |
Infiltrate | Cunning | Can Infiltrate. | |
Iron Jaw | Brawn | Fighter is +2 Toughness vs. Unarmed attacks and +1 Tough vs. Gas/Pulverize/Toxin/Web. | |
Iron Man | Muscle | Toughness not reduced by Flesh Wounds. | |
Iron Will | Leadership | -1 to Battle result roll while on battlefield and not injured. | |
Killing Blow | Savagery | Can switch all melee attacks to one Killing Blow for double Str, Dmg and no armor save. | |
King Hit | Bravado | Forgo normal attacks for one Unarmed strike with Knockback, Shock, Pulverize and Concussion. | |
Lie Low | Cunning | If Prone, cannot be targeted by Ranged Attacks unless within Short range (or no range listed). | |
Lightning Reflexes | Finesse | Can Retreat when Engaged before opponent makes attacks. | |
Marksmen | Shooting | Ignores Target Priority. If shot attack roll is natural '6' inflicts double damage. | |
Mighty Leap | Agility | Ignore first 2" of gap when leaping. | |
Medicae | Savant | Can assist all Recovery within 2". | |
Mentor | Leadership | If friendly within 6" gains XP, pass Leadership to have them gain +1 XP. | |
Munitioneer | Savant | Re-roll Ammo checks on fighter or friendlies within 6" | |
NAAARGAH! | Muscle | Can attempt third action on D6 < Toughness. Auto-pinned after. | |
Nerves of Steel | Ferocity | When hit by Ranged Attack, can make Cool check to avoid being Pinned. | |
Non-Verbal Communication | Palanite Drill | Can perform Comms (Double) Action. | |
Overseer | Leadership | If Standing and Active can perform Order action if pass a Leadership test. | |
Overwatch | Cunning | If Standing and Active and Ready can attempt to interrupt visible enemy's turn with a Ranged Attack. | |
Parry | Combat | Parry one additional attack. | |
Precision | Shooting | If shot attack roll is natural '6', bypasses armor save. | |
Rain of Blows | Combat | Can make Fight actions as (Simple) instead of (Basic). | |
Regroup | Leadership | If Standing and Active, at end of activation pass Leadership check to have all Broken fighters within 6" recover. | |
Restraint Protocols | Palanite Drill | Can perform Restrain(Simple) instead of Coup De Grace. | |
Savvy Trader | Savant | Trade action is additional +1 to rarity. Can save 20cr on one purchase. | |
Shotgun Savant | Bravado | Use Short range ACC for Long range on Shotguns, roll extra die and choose for Scattershot. | |
Slaughterborn | Savagery | For every unsaved wound inflicted by Melee, +1" movement for battle. | |
Somersault | Finesse | Can make Somersault (Basic) action. | |
Spring Up | Agility | If Pinned, pass Initiative to Stand Up for free. | |
Sprint | Agility | When using both actions to Move, can move triple Movement instead. | |
Steady Hands | Bravado | When activated can make free Reload (Simple) action. | |
Step Aside | Combat | 1/enemy can make Initiative test to make attack miss. | |
Team Work | Palanite Drill | Activate one more fighter during group activation. | |
Threat Response | Palanite Drill | If Enemy ends Charge within 6", perform free Charge on that enemy. | |
Trick Shot | Shooting | Ignore penalty for target being Engaged or Partial Cover. Full Cover is reduced to -1. | |
True Grit | Ferocity | Roll 1 less damage dice when hit. If weapon is only Damage 1 then roll twice and pick one. | |
Unleash the Beast | Muscle | Can perform Flex(Simple) action. | |
Unstoppable | Ferocity | Before making Recovery check, roll 1D6. On 4+ remove one flesh wound. If no flesh wounds, roll an additional die for recovery check and discard one. | |
Walk It Off | Muscle | When performing 2+ Move actions in a turn, make toughness check to regain 1 wound or discard 1 flesh wound. |
Equipment | |
---|---|
Trait | Description |
Assault Shield | +2 to Armor Save vs Melee, +1 vs. Ranged in front vision |
Backstab | +1 STR if outside targets vision arc, +2 STR if using a Backstab weapon. |
Blast | Uses 3" or 5" blast template |
Blaze | Targets hit are inflicted with Blaze (continual damage until they put fire out). |
Combi | Can fired can choose which weapon to use but roll twice on ammo checks and take worse result. Ammo for each part tracked separately. |
Concussion | Targets hit take -2 to Initiative (min 6+) until end of round. |
Demolitions | Can be used to attack scenery. Grenades make one attack that hits automatically. |
Digi | Can be used in Melee as additional attack. Does not count towards max weapons but fighter limited to 10 Digi weapons. |
Disarm | If hit roll is natural 6, target can't use weapons for reactions, instead using Unarmed attacks. |
Drag | Target hut but not Out of Action can be pulled closer. If 1D6 >= target STR to pull 1D3" closer. |
Energy Shield | 2+ armor save vs. Melee and 1+ vs Ranged in vision arc. Cannot use while Prone. |
Entangle | Hits with Entangle weapon cannot be parried. If hits with natural 6, reactions by target are at -2. |
Fear | If attack results in Injury roll, instead make Nerves test -2 or else target Broken and runs for cover. |
Fearsome | Enemy must pass Willpower check to Charge wearer. |
Flash | If hit by Flash no wound roll, instead target makes INIT test or receive Blind condition. |
Gas | If hit, no wound and not pinned. Instead if 1D6 >= TOUGH or nat6 make an injury roll. |
Graviton | Instead of wound, target must roll <= STR or take Damage (no armor save). Template remains until end turn slowing movement (2" spent = 1" move) |
Grenade | Throw with Shoot (Basic). Range = X times STR. Automatically make Ammo check and can't be reloaded. |
Impale | If hits and wounds and no save continues through target in straight line. Other targets hit on 1D6 of 3+ at -1 STR |
Knockback | If hit roll >= target STR either move back 1" or increase Dmg+1. Can fall if fails INIT check. |
Limited | If Ammo check fails, weapons is removed from ganger inventory. Can use basic profile if available. |
Melee | Can be used to make Close Combat attacks. |
Melta | If a Short Range attack reduces target to 0 wounds they are automatically Out of Action. |
Paired | Counts as two weapons. On Charge double Attacks. |
Parry | Force attacker to re-roll successful hit roll die. Stackable. |
Plentiful | Automatically passes ammo checks. |
Power | Cannot be parried except by other Power weapons. On nat6 hit roll, no save allowed and Dmg+1 |
Pulverise | After making injury check, if 1D6 >= TOUGH or nat6 then change 1 flesh wound to Serious Injury. |
Rad-phage | After resolving hits, on 1D6 result 4+ target takes one Flesh Wound. |
Rapid Fire (X) | Each hit results in Firepower die of hits up to (X) dice total. Can allocate hits to adjacent targets. Risks getting Out of Ammo or Jammed. |
Rending | On roll to wound of nat6 then Dmg+1. |
Scarce | Cannot be reloaded once Out of Ammo. |
Scattershot | Make 1D6 wound rolls instead of 1. |
Seismic | Target is always pinned no matter what. Wound roll of nat6 means no save allowed. |
Sever | If target is wounded and reduced to 0, automatically Out of Action. |
Shock | If hit roll is nat6 it wounds automatically. |
Shred | If wound roll is nat6, AP is doubled. |
Sidearm | Can be used to make attacks in close combat (no accuracy bonus). |
Silent | If Scenario using Sneak Attack rules, no alarm roll needed when fired. If using Pitch Black fighter can remain hidden. |
Single Shot | Can only be fired once in battle. |
Smoke | Do not cause hits or pinning. Instead generates smoke that blocks LOS. |
Template | Uses Flame Template |
Terrifying | Enemy must pass Willpower to Shoot or Fight at wearer. |
Toxin | Instead of wound roll, if 1D6 > TOUGH (or nat6) make injury roll. |
Unstable | If ammo symbol roll on Firepower die, on 1d6 of 4+ fine otherwise user is taken Out of Action. |
Unwieldy | Shoot actions count as Double actions and requires both hands. |
Versatile X | Can engage opponents up to X" away. |
Web | If wound successful, target becomes Webbed instead. |
Name | Cost | Limit | Notes |
---|---|---|---|
Apprentice Chymist | 75cr | 0-1 | Escher only. Reduce cost of Exliers by D6x10 (min 10cr). |
Data Scrivner | 20cr | 0-1 | While present on battlefield, roll +1D6 on INT checks and discard lowest die. |
Agitator | 30cr | 0-1 | Outlaw only. +1D3 Rep for win, -1 Rep for loss. |
Ammo-Jack | 50cr | 0-3 | Reroll nat1 on ammo check. |
Brute Handler | 110cr | 0-1 | 1/2 price for Goliath. Can grant XP to Brutes. Can fight. |
Bullet Merchant | 75cr | 0-1 | 1/3 price for Orlock. Treat all ammo as Common. |
Cadaver Merchant | 20cr | 0-1 | Outlaw only. 1D3x10cr per dead fighter. |
Chem Dealer | 50cr | 0-1 | 1/2 price for Goliath. Treat all chems as common. Can buy chems in pre-battle "for free" and pay back after battle. |
Cogitator Core Servitor | 100cr | 0-1 | Van Saar only. As defender can turn on/off lights, set booby traps after deployment and -1 to enemy gang Terminal/Bypass Lock INT rolls. |
Dome-Runner | 20cr | 0-1 | Reroll loot casket results, +1 mission lead (if choice of missions rolled). |
Fixer | 50cr | 0-1 | Can reduce Test Alliance roll by 2. Can sacrifice to avoid becoming Outlaw. |
Gang Lookout | 20cr | 0-1 | +1 to determine who is attacker. +1 for Sentries to spot attackers. |
Grease Monkey | 40cr | 0-1 | Orlock Only. Can increase Brute/Wrecker MVMT and ATTCK by D3. |
Heretek | 40cr | 0-1 | In pre-battle one weapon gains Blaze, Concussion, Power, Rad-Phage or Shock. Also becomes Unstable or Reckless. |
Narker | 30cr | 0-2 | Can add +/-1 to "Determine Scenario" roll. |
Pit Trainer | 75cr | 0-1 | Goliath Only. Can train temporary skills between battles. |
Prize Fighter | 40cr | 0-1 | Orlock Only. Can have fighter risk injury to earn 1D6x10 post-battle. |
Propogandist | 30cr | 0-1 | +1D3 Rep on Win, -1 Rep on Loss. When getting a juve, get a second for free on 1D6 = 6. |
Proxy | 25cr | 0-1 | Outlaw Only. Can pretend to be "Law Abiding" for Trading Post/Selling Captives on 1D6 < 5 |
Rogue Doc | 50cr | 0-2 | Make additional Medical Escort at no cost but '6' is stabilized. |
Scabber | 40cr | 0-1 | Outlaw Only. Sell illegal goods for Value-(D3x10). Can make Trade action if gang goes to Black Market. |
Shivver | 100cr | 0-1 | Escher only. Special bonus action can be performed for random boon. |
Slopper | 20cr | 0-1 | During Pre-battle roll 1D6. On '6' clear Recovery box. |
Tech-Merchant | 80cr | 0-1 | 1/2 price for Van Saar. Reduce 1 item rarity by 2 and price by D3x10cr (min 20cr) |
Bigby Crumb | 50cr | Counts as Slopper, fights with crew, has slop pot that can add buffs within 2" |
Doctor Arachnos | 100cr | Counts as Rogue Doc, fights with crew, can make INT checks instead of Recovery within 3" |
Name | Cost | Limit | Notes |
---|---|---|---|
Cawdor Stig-Shambler | 240 | 0-1 | Master Blaster with a turret. |
Delaque Spyker | 190cr | 0-1 | Unsanctioned Psyker |
Escher Khimerix | 220cr | 0-1 | Xenomorph with Breath weapon |
Goliath 'Zerker | 210cr | 0-1 | Drug fueled super soldier. |
Excavator Automata | 215cr | 0-2 | Can infiltrate, +1D6 income to Mines. |
Orlock Cargo Servitor | 230cr | 0-1 | Can be used to support heavy weapons. |
Servitor Ogryn | 210cr | 0-2 | Very strong |
Van Saar Archni-Rig | 240cr | 0-1 | Range weapons platform. |
Name | Price | Rarity | Traits/Rules |
---|---|---|---|
Basic Weapons | |||
Arc Rifle | 100cr | Rare (B13) | |
Autogun | 15cr | Common | S-8" L-24" S+1 Str3 Dmg1 Am4+, Rapid Fire (1) |
Autogun, Reclaimed | 10cr | Common | S-8" L-24" Str3 S+1 Dmg1 Am5+, Rapid Fire (1) |
Blunderbuss (Emperor's Wrath) | - | - | S-8" L-12" L-1 Str4 AP-1 Dmg2 Am4+, Knockback, Pulverise |
Blunderbuss (Grapeshot) | - | - | Template Str2 Dmg1 Am6+, Plentiful, Scattershot |
Blunderbuss (Purgation Shot | - | - | Template Str3 Dmg1 Am6+, Blaze, Scarce |
Boltgun | 55cr | Rare (8) | S-12" L-24" S+1 Str4 AP-1 Dmg2 Am6+, Rapid Fire (1) |
Boltgun (Penetrator) | +20cr | Enforcer | |
Cawdor Polearm/Autogun | 20cr | Cawdor | As per combo |
Cawdor Polearm/Blunderbuss | 40cr | Cawdor | As per combo |
Kroot Long Rifle | 30cr | Rare (B10) | |
Las carbine | 20cr | Van Saar | S-10" L-24" S+1 Str3 Dmg1 Am4+, Plentiful, Rapid Fire (1) |
Lasgun | 15cr | Common | S-18" L-24" S+1 Str3 Dmg1 Am2+, Plentiful |
Rak'Gol Razor Gun | 60cr | Illegal (11) | |
Shotgun (Acid) | 15cr | Escher | |
Shotgun (Executioner) | 20cr | Rare (9) | S-4" L-16" S-1 L+1 Str4 AP-2 Dmg2 Am6+, Knockback, Limited |
Shotgun (Inferno) | 15cr | Rare (8) | S-4" L-16" S+1 Str4 Dmg2 Am5+, Blaze, Limited |
Shotgun (Solid) | 30cr | Common | S-8" L-16" S+1 Str4 Dmg2 Am4+, Knockback |
Shotgun (Scatter) | 30cr | Common | S-4" L-16" S+2 Str2 Dmg1 Am4+, Scattershot |
Shotgun, Combat (Firestorm) | 30cr | Rare (8) | Template Str5 AP-1 Dmg1 Am6+, Blaze, Limited |
Shotgun, Combat (Salvo) | 70cr | Rare (7) | S-4" L-12" S+1 Str4 Dmg2 Am4+, Knockback, Rapid Fire(1) |
Shotgun, Combat (Shredder) | 70cr | Rare (7) | Template Str2 Dmg1 Am4+, Scattershot |
Shotgun, Sawn-off | 15cr | Common | S-4" L-8" S+2 Str3 Dmg1 Am6+, Plentiful, Scattershot |
Stub Cannon | 20cr | Goliath | S-9" L-18" Str5 Dmg1 Am3+, Knockback |
Sling Gun | 55cr | Rare (B11) | |
Suppression Laser | 40cr | Van Saar | As per setting |
-Broad Burst | S-4" L-8" S+2 Str2 Dmg1 Am4+, Plentiful, Scattershot | ||
-Short Burst | S-8" L-16" S+1 Str4 Dmg2 Am4+, Knockback, Plentiful | ||
Stake Crossbow | 60cr | Rare (B9) | |
Throwing Knives | 10cr | Delaque | S-STRx2" L-STRx4" L-1 AP-1 Am5+, Scarce, Silent, Toxin |
Warpstorm bolter | 60 cr | (10) | |
Pistols | |||
Autopistol | 10cr | Common | S-4" L-12" S+1 Str3 Dmg1 Am4+, Rapid Fire(1), Sidearm |
Autopistol, Reclaimed | 5cr | Common | S-4" L-12" S+1 Str3 Dmg1 Am5+, Rapid Fire(1), Sidearm |
Bolt pistol | 45cr | Rare (8) | S-6" L-12" S+1 Str4 AP-1 Dmg2 Am6+, Sidearm |
Combi-pistol - auto/flamer | 65cr | Rare (10) | As per combo, Combi |
Combi-pistol - auto/plasma | 50cr | Rare (10) | As per combo, Combi |
Combi-pistol - bolt/flamer | 110cr | Rare (11) | As per combo, Combi |
Combi-pistol - bolt/plasma | 80cr | Rare (11) | As per combo, Combi |
Combi-pistol - stub/plasma | 40cr | Rare (8) | As per combo, Combi |
Flechette Pistol (Fleshbane) | 30cr | Delaque | S-4" L-12" Am6+, Rapid Fire (1), Scarce, Sidearm, Silent, Toxin |
Flechette Pistol (Solid) | 30cr | Delaque | S-4" L-12" S+1 Str3 Dmg1 Am4+, Rapid Fire (1), Sidearm, Silent |
Hand flamer | 75cr | Rare (8) | Template Str3 Dmg1 Am5+, Blaze, Sidearm |
Inferno Pistol | 145cr | Rare (B12) | |
Laspistol | 10cr | Common | S-8" L-12" S+1 Str3 Dmg1 Am2+, Plentiful, Sidearm |
Las sub-carbine | 15cr | Van Saar | S-4" L-12" S+1 Str3 Dmg1 Am4+, Plentiful, Rapid Fire (1), Sidearm |
Needle pistol | 30cr | Rare (9) | S-4" L-9" AP-1 Am6+, Scarce, Sidearm, Silent, Toxin |
Plasma pistol | 50cr | Rare (9) | See below settings |
- Low Setting | S-6" L-12" S+2 Str5 AP-1 Dmg2 Am5+, Scarce, Sidearm | ||
- Max Setting | S-6" L-12" S+1 Str7 AP-2 Dmg3 Am5+, Scarce, Sidearm, Unstable | ||
Stub gun | 5cr | Common | S-6" L-12" S+2 Str3 Dmg1 Am4+, Plentiful, Sidearm |
Stub Gun(dumdum) | +5cr | Rare (7) | S-5" L-10" S+1 Str4 Dmg1 Am4+, Limited, Sidearm |
Web pistol | 90cr | Rare (9) | Template Str4 Am6+, Silent, Web |
Withertouch pistol | 55cr | Illegal (13) |
Special Weapons | |||
---|---|---|---|
Balefire thrower | 120cr | Illegal (9) | |
Combi-weapon - auto/flamer | 110cr | Rare (10) | As per combo, Combi |
Combi-weapon - auto/grenade (frag) | 30cr | Rare (7) | As per combo, Combi |
Combi-weapon - bolter/flamer | 180cr | Rare (8) | As per combo, Combi |
Combi-weapon - bolter/grenade (frag) | 60cr | Rare (8) | As per combo, Combi |
Combi-weapon - bolter/melta | 170cr | Rare (12) | As per combo, Combi |
Combi-weapon - bolter/needler | 90cr | Rare (10) | As per combo, Combi |
Combi-weapon - bolter/plasma | 115cr | Rare (10) | As per combo (low setting only), Combi |
Concussion Rifle | 30cr | Enforcer | S-9" L-18" Str3 AP-1 Dmg1 Am4+, Blast(3"), Concussion, Knockback, Seismic |
Flamer | 140cr | Rare (7) | Template Str4 AP-1 Dmg1 Am5+, Blaze |
Grav-gun | 120cr | Rare (11) | S-9" L-18" S+1 Str(X) AP-1 Dmg2 Am5+, Blast (3"), Concussion, Graviton Pulse |
Grenade launcher (choke) | +30cr | Rare (9) | S-6" L-24" S-1 Am5+, Blast (3"), Gas, Limited |
Grenade launcher (flash) | +15cr | Rare (9) | S-6" L-24" Am5+, Blast (5"), Flash |
Grenade launcher (frag) | 65cr | Rare (8) | S-6" L-24" S-1 Str3 Dmg1 Am6+, Blast (3"), Knockback |
Grenade launcher (krak) | +35cr | Rare (8) | S-6" L-24" S-1 Str6 AP-2 Dmg2 Am6+ |
Grenade launcher (scare) | +40cr | Rare (10) | S-6" L-24" Am6+, Blast (3"), Fear, Gas, Limited |
Grenade launcher (smoke) | +15cr | Common | S-6" L-24" Am4+, Smoke |
Hrud Fusil | 120cr | Illegal (9) | |
Kai hellspear | 90cr | Illegal (12) | |
Long las | 20cr | Common | S-18" L-36" L+1 Str4 Dmg1 Am2+, Plentiful |
Long rifle | 30cr | Rare (7) | S-24" L-48" L+1 Str4 AP-1 Dmg1 Am4+, Knockback |
Meltagun | 135cr | Rare (11) | S-6" L-12" S+1 Str8 AP-4 Dmg3 Am4+, Melta, Scarce |
Necrotic Beamer | 110cr | Illegal (12) | |
Needle rifle | 40cr | Rare (9) | S-9" L-18" S+2 AP-2 Am6+, Scarce, Silent, Toxin |
Neural Flayer | 90cr | Illegal (13) | |
Nightshade Chem-thrower | 135cr | Escher | Template Am5+, Gas, Silent |
Plasma gun | 100cr | Rare (9) | As per setting |
Storm Bolter | 95cr | Rare (B12) | |
-Low setting | S-12" L-24" S+2 Str5 AP-1 Dmg2 Am5+, Rapid Fire (1), Scarce | ||
-Max setting | S-12" L-24" S+1 Str7 AP-2 Dmg3 Am5+, Scarce, Unstable | ||
Rad Gun | 100cr | Van Saar | Template Str2 AP-2 Dmg1 Am4+, Rad-phage |
Sniper Rifle | 35cr | Enforcer | S-24" L-48" L+1 Str4 AP-1 Dmg1 Am4+, Knockback, Rending |
Web gun | 125cr | Rare (9) | Template Str5 Am5+, Silent, Web |
Yu'vath Puzzle Box | 150cr | Illegal (15) | |
Heavy Weapons | |||
Autocannon | 160cr | Rare (B10) | |
Cawdor Heavy crossbow (frag) | 125cr | Cawdor | S-15" L-30" L-1 Str4 Dmg1 Am4+, Blast (5"), Knockback, Unwieldy |
Cawdor Heavy crossbow (Krak) | 125cr | Cawdor | S-15" L-30" L-1 Str6 AP-2 Dmg2 Am6+, Unwieldy |
Demiurg energy drill | 100cr | Illegal (9) | |
Grav Cannon | 140cr | Rare (B10) | |
Harpoon launcher* | 110cr | Rare (9) | S-6" L-18" S+2 Str5 AP-3 Dmg1 Ap5+, Drag, Impale, Scarce |
Heavy bolter* | 160cr | Rare (10) | S-18" L-36" S+1 Dmg5 AP-2 Dmg2 Am6+, Rapid Fire (2), Unwieldy |
Heavy Concussion Ram* | 70cr | Enforcer | S-15" L-30" S+1 Str4 AP-1 Dmg1 Am4+, Concussion, Knockback, Seismic |
Heavy flamer* | 195cr | Rare (10) | Template Str5 AP-2 Dmg1 Am5+, Blaze, Unwieldy |
Heavy stubber* | 130cr | Rare (7) | S-20" L-40" L-1 Dmg4 AP-1 Dmg1 Am4+, Rapid Fire (2), Unwieldy |
Krumper Rivet Cannon* | 70cr | Goliath | As per setting |
-Rapid Fire | S-3" L-9" S+2 Str4 AP-1 Dmg2 Am3+, Rapid Fire (1), Rending | ||
-Super Heated | S-3" L-9" S+2 Str6 AP-2 Dmg2 Am3+, Blaze, Rending | ||
Lascannon* | 155cr | Rare (10) | S-24" L-48" L+1 Str10 AP-3 Dmg3 Am4+, Knockback, Unwieldy |
Mining laser* | 125cr | Rare (9) | Rare (8): Orlock, S-18" L-24" L-1 Str9 AP-3 Dmg3 Am3+, Unwieldy |
Missile launcher (Frag)* | 165cr | Rare (10) | S-24" L-48" S+1 Str4 AP-1 Dmg1 Am6+, Blast (5"), Knockback, Unwieldy |
Missile launcher (Krak)* | 165cr | Rare (10) | S-24" L-48" S+1 Str6 AP-2 Dmg3 Am6+, Unwieldy |
Mole Launcher | 100cr | Rare (B11) | |
Multi-melta* | 180cr | Rare (11) | S-12" L-24" S+1 Str8 AP-4 Dmg3 Am4+, Blast (3"), Melta, Scarce, Unwieldy |
Plasma cannon* | 130cr | Rare (11) | As per setting |
-Low power | S-18" L-36" S+1 Str6 AP-1 Dmg2 Am5+, Rapid Fire (1), Scarce, Unwieldy | ||
-Max power | S-18" L-36" S+1 Str8 AP-2 Dmg3 Am5+, Blast (3"), Scarce, Unstable, Unwieldy | ||
Rad Cannon | 130cr | Van Saar | S-16" L-32" L-1 Str2 AP-2 Dmg1 Am4+, Blast (5"), Rad-phage, Unwieldy |
Seismic cannon* | 140cr | Rare (10) | As per setting |
-Short wave | S-12" L-24" L-1 Str6 AP-1 Dmg2 Am5+, Knockback, Rapid Fire (1), Seismic, Unwieldy | ||
-Long wave | S-12" L-24" S-1 Str3 AP-1 Dmg1 Am5+, Knockback, Rapid Fire (2), Seismic, Unwieldy | ||
Twin-linked heavy las carbine | - | Van Saar | S-15" L-30" S+1 Str4 Dmg1 Am4+, Plentiful, Rapid Fire (3) |
Twin-linked heavy stubber | - | Cawdor | S-20" L-40" L-1 Str4 AP-1 Dmg2 Am4+, Rapid Fire (3), Unwieldy |
Grenades | |||
---|---|---|---|
Blasting charges | 35cr | Rare (8) | STRx2- 5 -1 2 Am6+, Blast (5"), Grenade, Knockback |
Choke gas grenades | 50cr | Rare (9) | STRx3 Am6+, Blast (3"), Gas, Grenade |
Demo charges | 50cr | Rare (12) | STRx2 Str6 AP-3 Dmg3 Blast (5"), Grenade, Single Shot |
Frag grenades | 30cr | Common | STRx3 Str3 Dmg1 Am4+, Blast (3"), Grenade, Knockback |
Incendiary charges | 40cr | Rare (7) | STRx3 Str3 Dmg1 Am6+, Blast (5"), Blaze, Grenade |
Krak grenades | 45cr | Rare (8) | STRx3 L-1 Str6 AP-2 Dmg2 Am4+, Demolitions, Grenade |
Melta bombs | 60cr | Rare (11) | STRx3 L-1 Str8 AP-4 Dmg3 Am6+, Demolitions, Grenade, Melta, Scarce |
Mindflect shard | 50cr | Illegal (10) | |
Photon flash grenades | 15cr | Rare (9) | STRx3 Am6+, Blast (5"), Flash, Grenade |
Phosphor Cannister | 40cr | Rare (B10) | |
Rad Grenades | 25cr | Van Saar | STRx3 Str2 AP-2 Dmg1 Am4+, Blast (3"), Grenade, Rad-phage |
Scare gas grenades | 45cr | Rare (10) | STRx3 Am6+, Blast (3"), Fear, Gas, Grenade |
Shard grenades | 30cr | Illegal (9) | |
Smoke grenades | 15cr | Common | STRx3 Am4+, Grenade, Smoke |
Stun grenades | 15cr | Rare (8) | STRx3 Str2 AP-1 Dmg1 Am4+, Concussion, Grenade |
CLOSE COMBAT WEAPONS | |||
---|---|---|---|
Assault Shield | 40cr | Enforcer | Str Dmg1, Assault Shield, Knockback, Melee |
Axe | 10cr | Common | Str+1 Dmg1, Disarm, Melee |
Boning Sword | 20cr | Grinders | Str AP-2 Dmg2, Melee, Parry, Rending |
Brute Cleaver | 20cr | Goliath | Str AP-1 Dmg1, Disarm, Melee |
Butcher's Chain Cleaver | 45cr | Grinders | Str+1 AP-2 Dmg2, Melee, Shred |
Butcher's Cleaver | 25cr | Grinders | Str+1 AP-1 Dmg1, Disarm, Melee |
Chainaxe | 30cr | Rare (9) | L+1 Str+1 AP-1 Dmg1, Disarm, Melee, Parry, Rending |
Chainsword | 25cr | Rare (8) | S+1 Str AP-1 Dmg1, Melee, Parry, Rending |
Desire’s needle | 50cr | Illegal (9) | |
Digi laser | 25cr | Rare (10) | L-3" Str1, Dmg1 Am6+, Digi, Melee, Versatile |
Flail | 20cr | Common | L+1 Str+1 Dmg1, Entangle, Melee |
Goredrinker axe | 20cr | Illegal (9) | |
Hex’iron blade | 25cr | Illegal (9) | |
Hystrar pattern energy shield | 50cr | Van Saar | Str Dmg1, Energy Shield, Knockback, Melee |
Fighting knife | 15cr | Common | Str AP-1 Dmg1, Backstab, Melee |
Flensing Knife | 15cr | Grinders | Str AP-1 Dmg1, Melee, Rending |
Las cutter | 85cr | Rare (10) | L-2" S+1 Str9 AP-3 Dmg2 Am6+, Melee, Scarce, Versatile |
Lightning Claw | 70cr | Rare (B11) | |
Maul (club) | 10cr | Common | Str +1 Dmg2, Melee |
Power axe | 35cr | Rare (8) | Str+2 AP-2 Dmg1, Disarm, Melee, Power |
Power Fist | 100cr | Rare (B11) | |
Power hammer | 45cr | Rare (8) | Str+1 AP-1 2 Melee, Power |
Power knife | 25cr | Rare (9) | Str+1 AP-2 Dmg1, Backstab, Melee, Power |
Power maul | 30cr | Rare (8) | Str+2 AP-1 Dmg1, Melee, Power |
Power pick | 40cr | Rare (8) | Str+1 AP-3 Dmg1, Melee, Power, Pulverize |
Power sword | 50cr | Rare (9) | Str+1 AP-2 Dmg1, Melee, Parry, Power |
Servo claw | 35cr | Rare (10) | Str+2 Dmg2, Melee |
Shock baton | 30cr | Rare (8) | Str Dmg1, Melee, Parry, Shock |
Shock stave | 25cr | Rare (9) | L-2" Str+1 Dmg1, Melee, Shock, Versatile |
Shock Whip | 25cr | Escher | L-3" AP-1 Str+1 Dmg1, Melee, Shock, Versatile |
Spud-jacker | 15cr | Goliath | Str+1 Dmg1, Knockback, Melee |
Stiletto knife | 20cr | Rare (9) | Melee, Toxin |
Stiletto sword | 35cr | Rare (9) | AP-1 Melee, Parry, Toxin |
Sword | 20cr | Rare (6) | L+1 Str AP-1 Dmg1, Melee, Parry |
Tenebrous scourge | 60cr | Illegal (10) | |
Thunder hammer | 70cr | Rare (11) | Str+1 AP-1 3 Melee, Power, Shock |
Web Gauntlet | 35cr | Delaque | L+1 Dmg3, Backstab, Melee, Web |
Whisperbane knife | 30cr | Illegal (11) | |
Xenarch death-arc | 75cr | Illegal (9) | |
Two-handed Weapons | |||
Assault Ram Sledge hammer | 90cr | Enforcer | S-2" Str+2 AP-1 Dmg2, Knockback, Melee, Pulverize, Versatile |
Chain glaive* | 60cr | Rare (7) | L-2" AP-1 Str+2 AP-2 2 Melee, Unwieldy, Versatile |
Heavy Chain Cleaver | 70cr | Grinders | L+1 Str+2 AP-2 Dmg2, Melee, Sever |
Heavy rock cutter* | 135cr | Rare (9) | Rare (8) for Goliath, Orlock Str+4 -4 3 Melee, Unwieldy |
Heavy rock drill* | 90cr | Rare (9) | Str+2 AP-3 2 Melee, Pulverise, Unwieldy |
Heavy rock saw* | 120cr | Rare (9) | +1 Str+3 AP-3 2 Melee, Rending, Unwieldy |
Paired Butcher's Chain Cleavers* | 80cr | Grinders | Str+1 AP-2 Dmg2, Melee, Paired, Shred |
Paired Heavy Chain Cleavers* | 130cr | Grinders | L+1 Str+2 AP-2 Dmg2, Melee, Paired, Sever |
Polearm | - | - | L-2" S-1 Str+1 Dmg1, Melee, Unwieldy, Versatile |
Renderizer Serrated Axe* | 40cr | Goliath | Str+2 AP-1 2 Melee, Pulverise, Unwieldy |
Rotary Flensing Saw* | 55cr | Grinders | L-4" L+1 Str+2 AP-2 Dmg2, Knockback, Melee, Shred, Versatile |
Two-handed axe* | 25cr | Common | AP-1 Str+2 2 Melee, Unwieldy |
Two-handed hammer* | 35cr | Common | AP-1 Str+1 3 Knockback, Melee, Unwieldy |
Armor | |||
---|---|---|---|
Armored Bodyglove | - | Van Saar | 6+AS OR increase AS by 1. Immune to Rad-Phage. |
Carapace, light | 80cr | Rare (10) | 4+AS |
Carapace, heavy | 100cr | Rare (11) | 4+AS, 3+ in front vision, INIT-1, Charge MVMT -1" |
Flak | 10cr | Common | 6+AS, 5+AS vs. Blast/Template weapons |
Flak, Hardened | 20cr | 6+AS, 5+AS vs. Blast/Template weapons, Reduce AP by 1, min -1 | |
Flak, Hardened Layered | 30cr | 5+AS, 4+AS vs. Blast/Template weapons, Reduce AP by 1, min -1 | |
Furnace Plates | 10cr | Goliath | 6+AS, 5+AS in front vision |
Hazard suit 10cr | Rare (10) | 6+AS, Immune to Blaze/Rad-Phage traits, +1 to Respirator bonus | |
Mask, Butcher | - | Grinders | 6+AS (immune to AP), Immune to Eye/Head injuries on D6 = 6, Terrifying |
Mask, Cutter | - | Grinders | +1 Save Roll, Ignore Eye/Head Injuries on D6 = 6, Terrifying |
Mask, Initiate | - | Grinders | +1 Save Roll, Ignore Eye/Head Injury on D6 = 6, Fearsome |
Mesh | 15cr | Common | 5+ AS |
Plate Mail | 15cr | Grinders | 6+, 5+ in front vision or Blast |
Field Armor | |||
---|---|---|---|
Conversion field | 60cr | Rare (11) | 1D6 of 5+ negates attack. Everyone else within 3" hit by Flash |
Displacer field | 70cr | Rare (12) | 1D6 of 4+ negates attack, moves back attack STR in " |
Refractor field | 50cr | Rare (10) | 1D6 of 5+ negates attack. Second 1D6 of '1' burns out field. |
Bionics | |||
---|---|---|---|
Aortic superchargers | 65cr | Rare (13) | +1 Tough, fixes Enfeebled |
Bionic eye | 45cr | Rare (13) | +1 BS, fixes Eye injury |
Bionic arm | 45cr | Rare (13) | +1 WS, fixes Hand injury |
Bionic leg | 25cr | Rare (12) | +1" MVMT, fixes Leg injury |
Cortex cogitator, Mundane | 15cr | Rare (11) | +1 Will OR Intelligence, fixes Head injury |
Cortex cogitator, Improved | 30cr | Rare (12) | +1 Will AND Intelligence, fixes Head injury |
Lobo chip, Mundane | 20cr | Rare (11) | +1 Leadership OR Cool, fixes Humiliated |
Lobo chip, Improved | 45cr | Rare (12) | +1 Leadership AND Cool, fixes Humiliated |
Skeletal enhancers | 70cr | Rare (13) | +1 Strength, fixes Spinal injury |
Gang Equipment | |||
---|---|---|---|
Ammo cache | 60cr | Rare (8) | Can deploy ammo stash to battlefield. |
Booby trap, frag | 20cr | Common | Can deploy to battlefield. |
Booby trap, gas | 40cr | Rare (8) | Can deploy to battlefield. |
Booby trap, melta | 50cr | Rare (10) | Can deploy to battlefield. |
Personal Equipment | |||
---|---|---|---|
Armored undersuit | 25cr | Rare (7) | 6+ AS or +1 to AS |
Bio-booster | 35cr | Rare (8) | First time injured, roll 1 less dice (or take best of 2) |
Bio scanner | 30cr | Rare (8) | Can attempt to spot attacks not in LOS, +1 to D6 spot check |
Bomb Delivery Rats | 30cr | Cawdor | Can deploy bomb rats (lots of rules) |
Chem-synth | 15cr | Rare (12) | Make INT check to give target of Gas/Toxin -1 Tough |
Cult Icon | 40cr | Cawdor | +1 to group activation within 3" |
Drop rig | 10cr | Common | Can move 3" horizontally and 12" down. |
Filter plugs | 10cr | Common | +1 Toughness vs. Gas/Toxin, 1 use only |
Grapnel launcher | 25cr | Common | Move 12" in any direction as Double action. |
Grav-chute | 50cr | Rare (10) | Doesn't take fall damage. |
Medicae kit | 30cr | Rare (9) | When assisting Recovery roll extra D6 and discard 1 die. |
Photo goggles | 35cr | Rare (9) | Has LOS through Smoke, can target 12" away in Pitch Black, +1 INIT vs. Flash. |
Respirator | 15cr | Common | +2 Tough vs. Gas/Toxin |
Servo harness, partial | 130cr | Rare (12) | (11) for Goliath & Orlock, (10) for Van Saar. +2 STR, +1 Tough, -1" MVMT, -1 INIT, Counts as Suspensor. |
Servo harness, full | 160cr | Rare (12) | (11) for Goliath & Orlock), (10) for Van Saar +2 STR, +1 Tough, , Counts as Suspensor. |
Skinblade | 10cr | Common | If captured roll D6. 3-4 = Escape w/ injury, 5-6 = Escape. 1 use only. |
Stimm-slug stash | 30cr | Rare (7) | 1/battle discard 1 flesh wound, +2" MVMT, +2 STR, +2T for round. Roll 1D6, on '1' roll Injury. |
Strip kit | 15cr | Common | +2 to Int check for terminal/loot hacking. |
Web solvent | 25cr | Rare (8) | If webbed, roll extra D6 for Injury and discard one. If assisting, do same for Recovery dice. |
Weapon Accessories | ||||
---|---|---|---|---|
Gunshroud | 20cr | Rare (8) | Basic & Pistols | Gains Silent trait. |
Hotshot las pack | 20cr | Common | Lasgun & Laspistol - STR 4, loses Plentiful and Am4+ | |
Infra-sight | 40cr | Rare (8) | Any ranged without Blast or Rapid Fire. Can shoot through Smoke, Pitch Black, reduces cover penalty by 1. | |
Las-projector | 35cr | Rare (9) | Pistols, Basic, Special | +1 to Short Range accuracy. |
Mono-sight† | 35cr | Rare (9) | Basic, Special & Heavy | +2 when Aiming instead of +1. |
Suspensor | 60cr | Rare (10) | (Heavy Weapons only) Firing counts as Basic and not Double Action. | |
Telescopic sight† | 25cr | Common | (Pistols, Basic, Special) | Use Short Range accuracy at long range. |
Personal Status | |||
---|---|---|---|
Exotic furs | 50cr | Rare (12) | +1 to Rarity when performing Trade action. |
Gold-plated gun | 40cr | Rare (10) | +1 Leadership, 1/battle re-roll failed Ammo check. |
Master-crafted weapon | Cost of weapon +25% | Rare (10) | Reroll 1 failed to-hit per round. |
Opulent jewellery | 80cr | Rare (11) | Reroll Medical Escort roll. |
Uphive raiments | 50cr | Rare (10) | If not in recovery, gain 1D3x10cr during Collect Income. |
Servo-skulls | |||
---|---|---|---|
Gun skull | 65cr | Rare (12) | Fires Compact Autogun at whatever owner shoots at. |
Medi skull | 80cr | Rare (12) | Always assists Recovery checks. |
Sensor skull | 60cr | Rare (12) | Counts as Bio-Scanner and +1 to-hit for Aiming |
Exotic Beasts | |||
---|---|---|---|
Caryatid | Special | Rare (15) | |
Chaos Familiar | 25cr | Chaos Cult | |
Cephalopod Spekter | 100cr | Rare (11) | Delaque only |
Cyberachnid | 75cr | Rare (10) | Van Saar only |
Cyber-mastiff | 100cr | Rare (10) | Orlock only |
Phyrr Cat | 120cr | Rare (12) | Escher only |
Psychic Familiar | 25cr | Genestealer | |
Sheen bird | 90cr | Rare (12) | Cawdor only |
Sumpkroc | 130cr | Rare (11) | Goliath only |
# | Territory Name | Income | Clan Bonus | Special Rules |
---|---|---|---|---|
1 | Archaeotech Device | - | Van Saar | Any weapon in gang can be given one (same) trait: Blaze, Rad-phage, Seismic, Shock. Also Unstable. Van Saar: +2 Rep, can pick two traits. |
2 | Bone Shrine | 2D6x5 | Crawdor | Crawdor: +2 Rep, +2d6 income. |
3 | Collapsed Dome | XD6x10 | - | Roll 2-6D. Doubles means no income and random fighter is Injured. |
4 | Corpse Farm | XD6x10 | Crawdor | Gain +1D6 for each dead ganger in last battle. Crawdor: +1 Rep for Crawdor and +2d6 per dead. |
5 | Drinking Hole | - | Delaque | +1 Rep, can re-roll Cool checks for -1 to hit. Delaque: +2 Rep, can designate three enemy fighters to be drunk for -1 to all tests/checks |
6 | Fighting Pit | - | Goliath | Recruit 2 Hive Scum for free before each battle. Goliath: +2 Rep. |
7 | Gambling Den | Varies | Delaque | Draw cards and match suits for income. Delaque: +2 Rep, target enemy fighter can't participate in battle. |
8 | Generatorium | - | Van Saar | Can turn a battle to Pitch Black. Van Saar: +1 Rep. |
9 | Mine Workings | 1+XD6x10 | Orlock | +1D for each Captured ganger sent to work. Orlock: +2 Rep. |
10 | Narco Den | 1D6x5 | Escher | Escher: +1 Rep, increase to 1d6x10 if also owns Synth Still. |
11 | Needle Ways | - | Delaque | Can infiltrate 3 fighters. Delaque: Can infiltrate 2 groups of three fighters. |
12 | Old Ruins | D3x10 | - | +1 to result for each Dome Runner attached to gang |
13 | Promethium Cache | - | - | Three fighters gain incendiary charges. Re-roll Ammo checks for weapons with Blaze |
14 | Refuse Drift | 2D6x5 | Crawdor | On Doubles random fighter is injured. Crawdor: +1 Rep, no chance for injury |
15 | Rogue Doc Shop | - | - | Recruit a Rogue Doc for free |
16 | Settlement | 1D6x10 | - | +1 Rep, Roll 2d6 and on a '6' gain a free Juve. '66' can recruit a Ganger. |
17 | Slag Furnace | 1D6x5 | Goliath | Goliath: +2 Rep, Roll 2d6 and on a '6' gain a free Juve. '66' can recruit a Ganger. |
18 | Sludge Sea | - | - | Three fighters gain Choke Gas Grenades for free. |
19 | Smelting Works | 1D6x5 | Goliath | Goliath: Increase to 1d6x10 if also controls Slag Furnace. |
20 | Stringer Mould Sprawl | - | Escher | Re-roll one Lasting Injury roll. Escher: +1 Rep, Re-roll OR remove an existing Lasting Injury. |
21 | Synth Still | - | Escher | Treat Chem-synths, medicae kits, stimm-slug and any Gas or Toxin weapon as Common. Escher: +1 Rep, Half cost for listed items. |
22 | Tech Bazaar | 1D6x10 | Van Saar | Can Haggle as post-game action. Van Saar: +1 Rep, +1D6 if also controls Archaeotech Device. |
23 | Toll Crossing | 1D6x5 | Orlock | Orlock: Gain priority in first round. Any gang can pay controller 20cr for same benefit. |
24 | Tunnels | - | Orlock | Can infiltrate three fighters. Orlock: +1 Rep, can infiltrate 6 fighters. |
25 | Wastes | - | - | Controller can substitute Wastes for other territory. Make an INT check to turn defense into attacking ambush |
26 | Workshop | - | - | Recruit an Ammo-jack for free. |
Name | Credits | Traits | Statline | Skills | Equipment |
---|---|---|---|---|---|
M WS BS S T W I A Ld Cl Wl Int | |||||
Hive Scum | 30cr | Scum | 5" 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+ | N/A | 60cr, Rarity <=7, Pistol, CC, Basic only |
Bounty Hunter (A) | 80cr | Bounty Hunter | 5" 3+ 3+ 3 3 2 3+ 1 7+ 5+ 6+ 6+ | 2-3 Random | 150cr Rarity <= 10 |
Bounty Hunter (A) | 80cr | Bounty Hunter | 3" 3+ 4+ 3 4 2 5+ 1 5+ 7+ 5+ 5+ | 2-3 Random | 150cr Rarity <= 10 |
Bounty Hunter (A) | 80cr | Bounty Hunter | 4" 3+ 4+ 3 4 1 4+ 2 7+ 6+ 7+ 8+ | 2-3 Random | 150cr Rarity <= 10 |
M WS BS S T W I A Ld Cl Wl Int |
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4" 3+ -- 5 5 4 5+ 4 -- -- -- -- |
M WS BS S T W I A Ld Cl Wl Int |
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4" 2+ 5+ 5 4 3 3+ 4 8+ 5+ 6+ 7+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 3+ 4+ 3 3 2 3+ 2 6+ 5+ 7+ 6+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 4+ 3+ 3 3 3 2+ 2 7+ 7+ 6+ 6+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 2+ 4+ 5 4 2 3+ 4 ?+ ?+ ?+ ?+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 6+ 2+ 3 3 2 3+ 1 7+ 7+ 6+ 7+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 2+ 6+ 3 3 3 3+ 3 7+ 7+ 6+ 6+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 3+ 3+ 5 5 3 3+ 3 8+ 5+ 7+ 8+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 3+ 3+ 3 3 2 3+ 2 6+ 5+ 6+ 5+ |
M WS BS S T W I A Ld Cl Wl Int |
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6" 2+ 5+ 3 3 2 3+ 2 7+ 7+ 6+ 6+ |
M WS BS S T W I A Ld Cl Wl Int |
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7" 3+ 4+ 4 3 2 2+ 3 8+ 7+ 6+ 7+ |
M WS BS S T W I A Ld Cl Wl Int |
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4" 6+ 4+ 4 3 2 4+ 1 7+ 7+ 8+ 8+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 4+ 4+ 3 3 2 3+ 1 6+ 5+ 6+ 6+ |
M WS BS S T W I A Ld Cl Wl Int |
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4" 3+ 4+ 3 4 2 4+ 2 7+ 6+ 7+ 8+ |
M WS BS S T W I A Ld Cl Wl Int |
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4" 3+ 3+ 4 5 3 4+ 3 6+ 4+ 6+ 7+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 3+ 4+ 3 4 1 4+ 1 8+ 6+ 7+ 8+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 2+ 6+ 4 4 3 3+ 3 7+ 5+ 8+ 7+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 4+ 5+ 3 3 2 4+ 1 7+ 5+ 7+ 6+ |
M WS BS S T W I A Ld Cl Wl Int |
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4" 3+ 4+ 3 4 2 5+ 1 5+ 7+ 5+ 5+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 5+ 4+ 3 3 2 4+ 2 8+ 7+ 8+ 10+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 5+ 4+ 3 3 2 4+ 1 7+ 6+ 8+ 7+ |
M WS BS S T W I A Ld Cl Wl Int |
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4" 3+ 4+ 4 4 2 4+ 1 5+ 6+ 6+ 6+ |
M WS BS S T W I A Ld Cl Wl Int |
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3" 3+ 4+ 3 4 3 5+ 1 5+ 7+ 5+ 5+ |
M WS BS S T W I A Ld Cl Wl Int |
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4" 3+ 3+ 3 3 1 4+ 1 8+ 8+ 8+ 6+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 3+ 4+ 4 3 3 3+ 3 7+ 6+ 6+ 7+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 2+ 6+ 3 3 2 5+ 2 8+ 7+ 9+ 9+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 3+ 5+ 3 3 2 5+ 2 8+ 6+ 9+ 8+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 3+ 2+ 3 3 3 2+ 3 7+ 5+ 6+ 6+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 3+ 3+ 3 3 3 3+ 2 6+ 5+ 6+ 6+ |
M WS BS S T W I A Ld Cl Wl Int |
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4" 3+ 4+ 3 4 2 4+ 2 7+ 4+ 7+ 4+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 4+ 4+ 5 4 3 4+ 3 5+ 5+ 7+ 6+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 3+ 4+ 3 3 1 3+ 1 8+ 7+ 8+ 8+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 2+ 3+ 3 3 3 2+ 3 5+ 6+ 6+ 7+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 4+ 5+ 3 3 1 3+ 2 7+ 7+ 6+ 6+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 2+ 4+ 3 4 3 4+ 3 8+ 4+ 7+ 7+ |
M WS BS S T W I A Ld Cl Wl Int |
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4" 2+ -- 4 4 3 5+ 3 8+ 4+ 6+ 10+ |
M WS BS S T W I A Ld Cl Wl Int |
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4" 5+ 5+ 3 3 2 4+ 1 6+ 7+ 5+ 5+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 3+ 4+ 3 3 2 3+ 2 6+ 5+ 7+ 6+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 4+ 6+ 3 3 2 3+ 2 7+ 6+ 8+ 7+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 4+ 5+ 3 3 2 4+ 1 7+ 7+ 8+ 7+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 5+ 3+ 3 3 2 3+ 2 7+ 7+ 6+ 7+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 2+ 3+ 3 4 3 3+ 3 4+ 5+ 4+ 5+ |
M WS BS S T W I A Ld Cl Wl Int |
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6" 4+ 4+ 3 4 1 2+ 1 8+ 5+ 7+ 7+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 5+ 5+ 3 3 2 3+ 1 7+ 7+ 6+ 7+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 2+ 5+ 5 5 3 3+ 3 7+ 5+ 7+ 6+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 3+ 3+ 4 4 3 3+ 3 7+ 5+ 6+ 7+ |
M WS BS S T W I A Ld Cl Wl Int |
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4" 4+ 2+ 3 2 3 5+ 2 6+ 5+ 7+ 3+ |
M WS BS S T W I A Ld Cl Wl Int |
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4" 5+ 3+ 5 4 2 4+ 2 7+ 7+ 8+ 8+ |
M WS BS S T W I A Ld Cl Wl Int |
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4" 4+ 2+ 3 4 2 3+ 1 7+ 5+ 7+ 7+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 3+ 3+ 3 3 2 3+ 2 7+ 5+ 6+ 6+ |
M WS BS S T W I A Ld Cl Wl Int |
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5" 2+ 5+ 3 3 2 4+ 1 8+ 7+ 8+ 9+ |
M WS BS S T W I A Ld Cl Wl Int |
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D6+1" 4+ 4+ 3 3 2 4+ 2 7+ 6+ 8+ 8+ |