Poisoned Tongues
Evie
Reputation
Turf
Credits
Rating
22
0
105
2405/1885
Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Leader
435
6
19
20
3
Champion
515
5
11
15
2
Chaos Spawn
395
5
0
5
0
Specialist
200
5
12
15
2
X
Specialist
175
3
5
0
1
X
Specialist
145
3
3
5
0
Jam
Ganger
160
4
9
10
1
Ganger
145
5
5
10
1
Ganger
145
6
7
10
1
X
Juve
90
4
13
15
2
Stash
15
Common
10
Common
55
Common

Adrenaline Surge

You may play this card when activating a fighter.

The currently activating fighter can make one additional action this turn.

Scrag

You may play this card when one of your gang's fighters would inflict a Flesh Wound on an enemy fighter in close combat.

This fighter instead inflicts D3+1 Flesh Wounds on the enemy fighter.

Bounding Charge

You may play this card when one of your gang's fighters declares a Charge.

This fighter may treat difficult terrain, obstacles that are up to 3'' tall, pitfalls, and gaps of up to 3'' as if they were clear terrain while moving during this Charge. The fighter must end their move with their base not overlapping anything.

Chaotic Fortune

You may play this card after any D6 die has been rolled (by you or an opponent) at any point during the Pre-Battle, Battle, or Post-Battle Sequences.

You may turn one of the D6 just rolled to any face of your choice (1, 2, 3, 4, 5, or 6) and it may not be re-rolled.

Three-Point Landing ( ≠ )

You may play this card when one of your gang's fighters falls.

The fighter lands safely and does not take a hit. The fighter is not Pinned, and if they have any actions to take they may take them.

Chain Attacks

You may play this card when one of your gang's fighters moves into base contact with another enemy fighter in the Consolidate step of the close combat sequence.

This fighter may make a Fight (Basic) action targeting an enemy fighter they are Engaged with as if they successfully Charged that fighter.

Weapon Traits

Backstab: If the attacker is not within the target's vision arc, add 1 to the attack's Strength.
Drag (X): After a hit made by an attack with this trait has been resolved normally (i.e. after any wound, save, and injury rolls have been made), if the target was not taken Out of Action the attacker can attempt to drag the target towards themselves.

To resolve this, the attack is considered to have a Drag Force equal to the number shown in brackets + D3; if no number is specified the number is assumed to be equal to the attack's Strength. For instance, an attack annotated as having Drag(5) has a Drag Force of 5 + D3, while an attack annotated as simply Drag has a Drag Force equal to the attack's Strength + D3.

The target is considered to have a Drag Resistance as indicated in the below table.

Drag Resistance
The Target Is...
Value To Subtract
another fighter
target's modified Strength + D3
an object that can be carried
using the Carry Object action
1 + D3
an object that can be carried using
the Carry Heavy Object action
4 + D3

Subtract the target's Drag Resistance from the attack's Drag Force to determine the Drag Distance (minimum 0). If the Drag Distance is 0 the target is unaffected by this trait. Otherwise, the target is involuntarily moved that many inches straight towards the attacker.

For instance, a Strength 4 attack with this trait has a Drag Force of between 5 and 7, while a non-heavy carryable object has a Drag Resistance of between 2 and 4. Thus, depending upon comparative dice rolls, such an object would be dragged between 1'' and 5'' by such an attack. Similarly, a Strength 4 fighter has a Drag Resistance of between 5 and 7 and might be entirely unaffected by the same attack, but even in the worst case would be dragged no more than 2''.

If the target is moved off a ledge by this trait it falls and may suffer falling damage. If the target is moved into an obstruction, the target stops moving and suffers a hit resolved with a Strength equal to the Drag Distance, no AP, and 1 Damage; if the obstruction has Wounds, it also suffers an identical hit.

The 1'' rule does not apply to this involuntary movement. If a target fighter would end their movement within 1'' of one or more enemy fighters they are instead moved into base contact with the nearest enemy fighter.

If an attack with this trait also has the Impale trait and hits more than one fighter, the last fighter to be hit is considered to be the target for purposes of resolving this trait.

At the end of resolving this trait, if the target is a fighter and they remain Active, that fighter becomes Pinned.

Entangle: Hits scored by weapons with the Entangle trait cannot be negated by the Parry trait (but can be negated by the Parry skill). In addition, if the hit roll for a weapon with this trait is a natural 6, any Reaction attacks made by the target have an additional -2 hit modifier.
Melee: Attacks with this trait can be used during close combat without penalty.
Parry: After an enemy makes close combat attacks against this fighter and rolls to hit, until this fighter has no further Parry options available to them this fighter's controlling player can force the attacking player to re-roll one successful hit per Parry.
Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.
Plentiful: Ammunition for this weapon is incredibly common. When reloading it no Ammo check is required, the weapon is automatically reloaded.
Potent: When rolling to wound with an attack that has this trait, you may roll two dice and select one for your result.
Toxin: When a fighter does not or cannot make a successful Armor save against a wounding attack that has this trait, before Damage is applied from the attack the fighter's player must roll a D6. If the result is equal to or higher than the fighter's current modified Toughness the fighter suffers a Wound if they have any remaining and if not they suffer a Flesh Wound. Then the attack's Damage is applied and resolved normally.
Unstable: If the Ammo Symbol is rolled on the Firepower dice when attacking with this weapon, there is a chance the weapon will overheat in addition to needing an Ammo check. Roll a D6. On a 1, 2 or 3, the weapon suffers a catastrophic overload and the attacker is taken Out of Action. The attack is still resolved against the target.
Virulent: Fighters have their Toughness reduced by 1 against attacks with this trait. Unliving targets such as inanimate objects, vehicles, and robots are not affected by this trait.

Orchid Eclipse

Leader
435
M
WS
BS
 S 
 T 
W
I
A
6"
2+
2+
4
4
2
2+
2
Ld
Cl
Wil
Int
7+
6+
6+
8+
Save
5+

New Skills: 1, Spinal Injury: 1, Bionic Actuators: 1, WS: +1, BS: +1

Chaos Cultists Demagogue: This fighter is a Chaos Cultists Demagogue; any game effect referring to Chaos Cultists or Leaders is applicable to them. This fighter may be equipped from the Chaos Cultists Demagogue Equipment List, and uses the Normal Human Characteristic Maxima.
Supplicant of the Dark Prince: This fighter serves Slaanesh.
Become Chaos Spawn: If this fighter would be killed you may roll a d6. If a 6 is rolled this fighter is not killed and instead turns into a Chaos Spawn with the same Mutations this fighter had (if any) plus up to 150 credits worth of additional Mutations of your choice; you must replace the fighter's original model with an appropriate Chaos Spawn model (if you cannot, this ability cannot be used). The Chaos Spawn enters play Standing; if the fighter had a Ready marker before this effect was resolved they retain their Ready marker. Any gear this fighter was equipped with is lost and is removed from the gang's Roster. This fighter is no longer the Leader and a new Leader must be selected from among the gang's eligible fighters at this time.
Inspired Delirium: Once per activation, this fighter may take 1 additional action if they have at least 1 Wound remaining. If this fighter is still on the battlefield when that action ends they suffer 1 Wound; make an Injury roll for them if they are now at 0 Wounds.
Cult Leader: While this fighter is Standing, all other fighters in their gang within 9'' may use this fighter's Cool and Willpower characteristics instead of their own when making any checks.
Group Activation (2): this fighter may group activate with up to 2 fellow gang members within 12''.
Daemonic Eyes

This fighter can attack through smoke clouds and is unaffected by low-light conditions. Additionally, the fighter adds 1 to the result of any check to resist being blinded. Unaffected by smoke or low-light, +1 vs blinding.

Poisoned Tongue

A Poisoned Tongue counts as one of this fighter's weapon slots. When making a close combat or ranged attack this fighter may use either of the following profiles instead of an equipped weapon profile, as appropriate:

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
3''
0''
+1
-
2
-2
1
-
Close Combat
E
-
+1
2
-2
1
-
Bionics: Bionic Actuators

Modifiers have been applied directly to profile.

Armor: Mesh

Modifiers have been applied directly to profile.

Plasma Pistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
-
5
-1
2
5+
Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slash
E
-
+1
S
-1
1
-
Grenade: Krak
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KRA-KOW
Sx3
-
-1
6
-2
D3
4+

Sangria

Champion
515
M
WS
BS
 S 
 T 
W
I
A
6"
3+
3+
4
4
2
2+
2
Ld
Cl
Wil
Int
8+
5+
7+
7+
Save
5+U

New Skills: 1, Enfeebled: 1, Bionic Upgrades: 1, Spinal Injury: 1, Bionic Actuators: 1, Cl: +1, Int: +1

Chaos Cultists Disciple: This fighter is a Chaos Cultists Disciple; any game effect referring to Chaos Cultists or Champions is applicable to them. This fighter may be equipped from the Chaos Cultists Disciple Equipment List, and uses the Normal Human Characteristic Maxima.
Supplicant of the Dark Prince: This fighter serves Slaanesh.
Become Chaos Spawn: If this fighter would be killed you may roll a d6. If a 6 is rolled this fighter is not killed and instead turns into a Chaos Spawn with the same Mutations this fighter had (if any) plus up to 150 credits worth of additional Mutations of your choice; you must replace the fighter's original model with an appropriate Chaos Spawn model (if you cannot, this ability cannot be used). The Chaos Spawn enters play Standing; if the fighter had a Ready marker before this effect was resolved they retain their Ready marker. Any gear this fighter was equipped with is lost and is removed from the gang's Roster.
Spring Up: If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action. Activated: If Pinned: Stand Up for free on successful Initiative check.
Forward Advance: When this fighter is set up onto the battlefield following general or scenario specific deployment instructions, they may immediately make a Standard Move + D3''.
Daemonsouled

The fighter gains a 5+ unmodified save (included in profile)

Daemonic Eyes

This fighter can attack through smoke clouds and is unaffected by low-light conditions. Additionally, the fighter adds 1 to the result of any check to resist being blinded. Unaffected by smoke or low-light, +1 vs blinding.

Poisoned Tongue

A Poisoned Tongue counts as one of this fighter's weapon slots. When making a close combat or ranged attack this fighter may use either of the following profiles instead of an equipped weapon profile, as appropriate:

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
3''
0''
+1
-
2
-2
1
-
Close Combat
E
-
+1
2
-2
1
-
Bionics: Bionic Actuators

A fighter with a bionic actuator gains +2 S while equipped with a bionic actuator. If a fighter has not already suffered a Spinal Injury (54 on the Permanent Injury table) at some point in the past, they suffer a Spinal Injury when a bionic actuator is added to the fighter.

Bionics: Bionic Upgrades

A fighter with a bionic upgrade gains +2 T while equipped with a bionic upgrade. If a fighter has not already suffered a Enfeebled Injury (54 on the Permanent Injury table) at some point in the past, they suffer a Enfeebled Injury when a bionic upgrade is added to the fighter.

Laspistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
8''
12''
+1
-
3
-
1
2+
Stiletto Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Prick
E
-
+1
S
-1
1
-
Wargear: Monocle

If this fighter attacks with a ranged weapon this round after making an Aim action, they can attack through smoke clouds, are unaffected by low-light conditions, and the weapon's Short range accuracy modifier is used even if the target is within the weapon's Long range. A fighter using a monocle gains no benefit from using similar items, or weapon sights of any kind After Aim action taken, until end of round may make ranged attacks through smoke clouds, is unaffected by low-light conditions, and use Short range accuracy modifier at Long range.

Wargear: Grav-chute

If a fighter falls or jumps down to a lower level, they do not suffer any damage and do not become Pinned, they simply move down without any rolls being made; place the fighter at the nearest possible point on the battlefield near where they would have fallen such that their base does not overlap anything else, and observing the 1'' rule. If this is used in conjunction with a Charge and this fighter successfully engages one or more enemies, an extra Attack dice is gained in the ensuing close combat sequence; this extra Attack dice is resolved as a S+1 Unarmed attack.

Grenade: Krak
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KRA-KOW
Sx3
-
-1
6
-2
D3
4+

Magenta

Chaos Spawn
395
M
WS
BS
 S 
 T 
W
I
A
8"
2+
6+
5
5
5
3+
2
Ld
Cl
Wil
Int
12+
2+
2+
12+
Save
3+
Chaos Cultists Chaos Spawn: This fighter is a Chaos Cultists Chaos Spawn; any game effect referring to Chaos Cultists or Chaos Spawns is applicable to them. This fighter may be equipped from the Chaos Cultists Chaos Spawn Equipment List, and uses the Normal Human Characteristic Maxima.
Supplicant of the Dark Prince: This fighter serves Slaanesh.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
Insane: This fighter automatically passes any Cool or Willpower check (including Nerve tests) and fails any Leadership or Intelligence check they are required to make. Additionally, this fighter cannot take Post-Battle Actions.
Superhumanly Tough: This fighter cannot be Pinned or Seriously Injured and does not suffer Flesh Wounds. However when this fighter would take one or more Wounds and has no Wounds remaining, this fighter is instead taken Out of Action. If this fighter is put Out of Action by an attack, the attacker gains D3 additional XP.
Unstable Defeat: If this fighter is put Out of Action roll a D3 and consult the following table:
D3
Outcome
1
Out Cold: The fighter is removed from play, but will be available to take part in the gang's next battle.
2
Recovery: The fighter is removed from play, and goes into Recovery.
3
Warp Explosion: This fighter is killed in a terrible explosion of Warp energies. Before removing the fighter from the battlefield center a 5'' Blast template on them; all other targets wholly or partially under the Blast template are hit by a Strength 3D3, D3 Damage, -D3 AP attack with the Knockback trait. After that has been resolved, this fighter is removed from play and removed from the gang's roster.
Superfluous Eyes

The fighter has a 360° vision arc, and adds 2 to the result of any check to resist being blinded.

Daemonic Eyes

This fighter can attack through smoke clouds and is unaffected by low-light conditions. Additionally, the fighter adds 1 to the result of any check to resist being blinded. Unaffected by smoke or low-light, +1 vs blinding.

Daemonic Appearance

When an enemy fighter must make a Leadership, Cool, Willpower, or Intelligence check (including Nerve tests), they roll one fewer dice if this fighter is within 9'' and visible to them.

Goring Horns

When this fighter makes a successful Charge action against one or more targets, before resolving any close combat attacks as part of that Charge this fighter may first make a Melee attack against a target they became Engaged with, resolved at +1 Strength with AP -1 and the Pulverize trait.

Poisoned Tongue

A Poisoned Tongue counts as one of this fighter's weapon slots. When making a close combat or ranged attack this fighter may use either of the following profiles instead of an equipped weapon profile, as appropriate:

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
3''
0''
+1
-
2
-2
1
-
Close Combat
E
-
+1
2
-2
1
-
Tentacle(s)

This fighter has one or more tentacular appendages. This counts as one of this fighter's weapon slots. When making a close combat or ranged attack this fighter may use either of the following profiles instead of an equipped weapon profile, as appropriate:

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
3''
0''
+1
-
S
-
1
-
Close Combat
E
-
+1
S
-
1
-

Violet

Specialist
200
M
WS
BS
 S 
 T 
W
I
A
6"
4+
3+
3
3
1
2+
1
Ld
Cl
Wil
Int
9+
6+
8+
7+
Save
-

New Skills: 1, Skull Chip, BS: +1

Chaos Cultists Specialist: This fighter is a Chaos Cultists Specialist; any game effect referring to Chaos Cultists or Specialists is applicable to them. This fighter may be equipped from the Chaos Cultists Specialist Equipment List, and uses the Normal Human Characteristic Maxima. During campaign play this fighter Advances as a Hero.
Supplicant of the Dark Prince: This fighter serves Slaanesh.
Become Chaos Spawn: If this fighter would be killed you may roll a d6. If a 6 is rolled this fighter is not killed and instead turns into a Chaos Spawn with the same Mutations this fighter had (if any) plus up to 150 credits worth of additional Mutations of your choice; you must replace the fighter's original model with an appropriate Chaos Spawn model (if you cannot, this ability cannot be used). The Chaos Spawn enters play Standing; if the fighter had a Ready marker before this effect was resolved they retain their Ready marker. Any gear this fighter was equipped with is lost and is removed from the gang's Roster.
Moving On Up: During campaign play if the gang has an open Champion position this fighter may be promoted to become a Chaos Cultist Disciple. If this option is taken this fighter loses this ability and their current Equipment and Skill Access, and gains the Equipment and Skill Access of a Chaos Cultist Disciple; any Skills this fighter already has are retained and their characteristics remain unchanged.
Spring Up: If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action. Activated: If Pinned: Stand Up for free on successful Initiative check.
Pistol Savant: This fighter gains +1 to hit with a pistol of any type (a weapon profile with the Pistol trait), for both ranged and close combat attacks. Additionally, all of this fighter's pistol weapon profiles gain the Rending trait.
Bionics: Skullchip

Modifiers have been applied directly to profile.

Poisoned Tongue

A Poisoned Tongue counts as one of this fighter's weapon slots. When making a close combat or ranged attack this fighter may use either of the following profiles instead of an equipped weapon profile, as appropriate:

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
3''
0''
+1
-
2
-2
1
-
Close Combat
E
-
+1
2
-2
1
-
Laspistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
8''
12''
+1
-
3
-
1
2+
Autopistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+1
-
3
-
1
4+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-
Wargear: Monocle

If this fighter attacks with a ranged weapon this round after making an Aim action, they can attack through smoke clouds, are unaffected by low-light conditions, and the weapon's Short range accuracy modifier is used even if the target is within the weapon's Long range. A fighter using a monocle gains no benefit from using similar items, or weapon sights of any kind After Aim action taken, until end of round may make ranged attacks through smoke clouds, is unaffected by low-light conditions, and use Short range accuracy modifier at Long range.


Mauve

Specialist
175
M
WS
BS
 S 
 T 
W
I
A
6"
4+
4+
3
3
1
2+
1
Ld
Cl
Wil
Int
9+
6+
8+
7+
Save
-

New Skills: 1, Skull Chip

Chaos Cultists Specialist: This fighter is a Chaos Cultists Specialist; any game effect referring to Chaos Cultists or Specialists is applicable to them. This fighter may be equipped from the Chaos Cultists Specialist Equipment List, and uses the Normal Human Characteristic Maxima. During campaign play this fighter Advances as a Hero.
Supplicant of the Dark Prince: This fighter serves Slaanesh.
Become Chaos Spawn: If this fighter would be killed you may roll a d6. If a 6 is rolled this fighter is not killed and instead turns into a Chaos Spawn with the same Mutations this fighter had (if any) plus up to 150 credits worth of additional Mutations of your choice; you must replace the fighter's original model with an appropriate Chaos Spawn model (if you cannot, this ability cannot be used). The Chaos Spawn enters play Standing; if the fighter had a Ready marker before this effect was resolved they retain their Ready marker. Any gear this fighter was equipped with is lost and is removed from the gang's Roster.
Moving On Up: During campaign play if the gang has an open Champion position this fighter may be promoted to become a Chaos Cultist Disciple. If this option is taken this fighter loses this ability and their current Equipment and Skill Access, and gains the Equipment and Skill Access of a Chaos Cultist Disciple; any Skills this fighter already has are retained and their characteristics remain unchanged.
Spring Up: If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action. Activated: If Pinned: Stand Up for free on successful Initiative check.
Skirmisher: When this fighter makes a Disengage action, opposing fighters they are engaged with cannot attempt to take a free close combat attack against them. Additionally, while this fighter is Standing and Readied, if they are Engaged by an enemy fighter making a Charge action, after that action is complete and before the enemy fighter may use the free Fight action granted by a successful Charge, this fighter may choose to lose their Ready marker to make a Disengage action.
Skirmisher: Deny enemies free hits on Disengage. If Engaged while Active & Ready may lose Ready marker to Disengage.
Poisoned Tongue

A Poisoned Tongue counts as one of this fighter's weapon slots. When making a close combat or ranged attack this fighter may use either of the following profiles instead of an equipped weapon profile, as appropriate:

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
3''
0''
+1
-
2
-2
1
-
Close Combat
E
-
+1
2
-2
1
-
Lasgun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
18''
24''
+1
-
3
-
1
2+
Wargear: Monocle

If this fighter attacks with a ranged weapon this round after making an Aim action, they can attack through smoke clouds, are unaffected by low-light conditions, and the weapon's Short range accuracy modifier is used even if the target is within the weapon's Long range. A fighter using a monocle gains no benefit from using similar items, or weapon sights of any kind After Aim action taken, until end of round may make ranged attacks through smoke clouds, is unaffected by low-light conditions, and use Short range accuracy modifier at Long range.

Bionics: Skullchip

This item may never be removed from the fighter it is attached to. A fighter with a bionic skullchip gains +1 Initiative, +1 Cool, +1 Intelligence.


Lilac

Specialist
145
M
WS
BS
 S 
 T 
W
I
A
6"
4+
4+
3
3
1
3+
1
Ld
Cl
Wil
Int
9+
8+
8+
9+
Save
-
Chaos Cultists Specialist: This fighter is a Chaos Cultists Specialist; any game effect referring to Chaos Cultists or Specialists is applicable to them. This fighter may be equipped from the Chaos Cultists Specialist Equipment List, and uses the Normal Human Characteristic Maxima. During campaign play this fighter Advances as a Hero.
Supplicant of the Dark Prince: This fighter serves Slaanesh.
Become Chaos Spawn: If this fighter would be killed you may roll a d6. If a 6 is rolled this fighter is not killed and instead turns into a Chaos Spawn with the same Mutations this fighter had (if any) plus up to 150 credits worth of additional Mutations of your choice; you must replace the fighter's original model with an appropriate Chaos Spawn model (if you cannot, this ability cannot be used). The Chaos Spawn enters play Standing; if the fighter had a Ready marker before this effect was resolved they retain their Ready marker. Any gear this fighter was equipped with is lost and is removed from the gang's Roster.
Moving On Up: During campaign play if the gang has an open Champion position this fighter may be promoted to become a Chaos Cultist Disciple. If this option is taken this fighter loses this ability and their current Equipment and Skill Access, and gains the Equipment and Skill Access of a Chaos Cultist Disciple; any Skills this fighter already has are retained and their characteristics remain unchanged.
Spring Up: If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action. Activated: If Pinned: Stand Up for free on successful Initiative check.
Poisoned Tongue

A Poisoned Tongue counts as one of this fighter's weapon slots. When making a close combat or ranged attack this fighter may use either of the following profiles instead of an equipped weapon profile, as appropriate:

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
3''
0''
+1
-
2
-2
1
-
Close Combat
E
-
+1
2
-2
1
-
Lasgun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
18''
24''
+1
-
3
-
1
2+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-
Wargear: Monocle

If this fighter attacks with a ranged weapon this round after making an Aim action, they can attack through smoke clouds, are unaffected by low-light conditions, and the weapon's Short range accuracy modifier is used even if the target is within the weapon's Long range. A fighter using a monocle gains no benefit from using similar items, or weapon sights of any kind After Aim action taken, until end of round may make ranged attacks through smoke clouds, is unaffected by low-light conditions, and use Short range accuracy modifier at Long range.


Jam

Ganger
160
M
WS
BS
 S 
 T 
W
I
A
6"
4+
3+
3
3
1
3+
1
Ld
Cl
Wil
Int
9+
8+
8+
9+
Save
-

BS: +1

Chaos Cultists Helot: This fighter is a Chaos Cultists Helot; any game effect referring to Chaos Cultists or Gangers is applicable to them. This fighter may be equipped from the Chaos Cultists Helot Equipment List, and uses the Normal Human Characteristic Maxima.
Supplicant of the Dark Prince: This fighter serves Slaanesh.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Specialist (gaining a Primary Skill choice in the process) and the Become Chaos Spawn ability, but losing this ability and Daemonic Favor.
Daemonic Favor: If this fighter would be killed you may roll a d6. If a 6 is rolled this fighter instead goes Out of Action and will be available for the gang's next battle; if this happens during a campaign battle this fighter gains an additional 5 XP.
Poisoned Tongue

A Poisoned Tongue counts as one of this fighter's weapon slots. When making a close combat or ranged attack this fighter may use either of the following profiles instead of an equipped weapon profile, as appropriate:

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
3''
0''
+1
-
2
-2
1
-
Close Combat
E
-
+1
2
-2
1
-
Shotgun [Solid]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Solid
8''
16''
+1
-
4
-
2
4+
Laspistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
8''
12''
+1
-
3
-
1
2+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-

Thistle

Ganger
145
M
WS
BS
 S 
 T 
W
I
A
6"
4+
3+
3
3
1
3+
1
Ld
Cl
Wil
Int
9+
8+
8+
9+
Save
-

BS: +1

Chaos Cultists Helot: This fighter is a Chaos Cultists Helot; any game effect referring to Chaos Cultists or Gangers is applicable to them. This fighter may be equipped from the Chaos Cultists Helot Equipment List, and uses the Normal Human Characteristic Maxima.
Supplicant of the Dark Prince: This fighter serves Slaanesh.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Specialist (gaining a Primary Skill choice in the process) and the Become Chaos Spawn ability, but losing this ability and Daemonic Favor.
Daemonic Favor: If this fighter would be killed you may roll a d6. If a 6 is rolled this fighter instead goes Out of Action and will be available for the gang's next battle; if this happens during a campaign battle this fighter gains an additional 5 XP.
Poisoned Tongue

A Poisoned Tongue counts as one of this fighter's weapon slots. When making a close combat or ranged attack this fighter may use either of the following profiles instead of an equipped weapon profile, as appropriate:

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
3''
0''
+1
-
2
-2
1
-
Close Combat
E
-
+1
2
-2
1
-
Lasgun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
18''
24''
+1
-
3
-
1
2+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-
Wargear: Monocle

If this fighter attacks with a ranged weapon this round after making an Aim action, they can attack through smoke clouds, are unaffected by low-light conditions, and the weapon's Short range accuracy modifier is used even if the target is within the weapon's Long range. A fighter using a monocle gains no benefit from using similar items, or weapon sights of any kind After Aim action taken, until end of round may make ranged attacks through smoke clouds, is unaffected by low-light conditions, and use Short range accuracy modifier at Long range.


Grape

Ganger
145
M
WS
BS
 S 
 T 
W
I
A
6"
4+
3+
3
3
1
3+
1
Ld
Cl
Wil
Int
9+
8+
8+
9+
Save
-

BS: +1

Chaos Cultists Helot: This fighter is a Chaos Cultists Helot; any game effect referring to Chaos Cultists or Gangers is applicable to them. This fighter may be equipped from the Chaos Cultists Helot Equipment List, and uses the Normal Human Characteristic Maxima.
Supplicant of the Dark Prince: This fighter serves Slaanesh.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Specialist (gaining a Primary Skill choice in the process) and the Become Chaos Spawn ability, but losing this ability and Daemonic Favor.
Daemonic Favor: If this fighter would be killed you may roll a d6. If a 6 is rolled this fighter instead goes Out of Action and will be available for the gang's next battle; if this happens during a campaign battle this fighter gains an additional 5 XP.
Poisoned Tongue

A Poisoned Tongue counts as one of this fighter's weapon slots. When making a close combat or ranged attack this fighter may use either of the following profiles instead of an equipped weapon profile, as appropriate:

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
3''
0''
+1
-
2
-2
1
-
Close Combat
E
-
+1
2
-2
1
-
Lasgun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
18''
24''
+1
-
3
-
1
2+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-
Wargear: Monocle

If this fighter attacks with a ranged weapon this round after making an Aim action, they can attack through smoke clouds, are unaffected by low-light conditions, and the weapon's Short range accuracy modifier is used even if the target is within the weapon's Long range. A fighter using a monocle gains no benefit from using similar items, or weapon sights of any kind After Aim action taken, until end of round may make ranged attacks through smoke clouds, is unaffected by low-light conditions, and use Short range accuracy modifier at Long range.


Plum

Juve
90
M
WS
BS
 S 
 T 
W
I
A
6"
5+
5+
3
3
1
2+
1
Ld
Cl
Wil
Int
11+
6+
10+
7+
Save
-

Head Injury: 1, Cl: +2, Int: +2

Chaos Cultists Initiate: This fighter is a Chaos Cultists Initiate; any game effect referring to Chaos Cultists or Juves is applicable to them. This fighter may be equipped from the Chaos Cultists Initiate Equipment List, and uses the Normal Human Characteristic Maxima.
Supplicant of the Dark Prince: This fighter serves Slaanesh.
Expendable: If this fighter is Seriously Injured or taken Out of Action, friendly fighters within 3'' do not have to make a Nerve test, unless they are also Expendable.
Quick or Dead: At the end of every campaign battle in which this fighter participated, this fighter gains an additional 1 XP. During campaign play this fighter may be promoted via advancement, becoming a Specialist (gaining a Primary Skill choice in the process) and the Become Chaos Spawn ability, but losing this ability, Expendable, and Daemonic Favor.
Daemonic Favor: If this fighter would be killed you may roll a d6. If a 6 is rolled this fighter instead goes Out of Action and will be available for the gang's next battle; if this happens during a campaign battle this fighter gains an additional 5 XP.
Poisoned Tongue

A Poisoned Tongue counts as one of this fighter's weapon slots. When making a close combat or ranged attack this fighter may use either of the following profiles instead of an equipped weapon profile, as appropriate:

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
3''
0''
+1
-
2
-2
1
-
Close Combat
E
-
+1
2
-2
1
-
Laspistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
8''
12''
+1
-
3
-
1
2+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-

Log
Date
10/24/2021
Scenario
Opposition
WLD
Looting
The Void Barons, The Widening Gyre
Win
Credits
Reputation
Victory Points
115
5
3
Notes: Numbers and speed favored the day and allowed the gang's looters to rush out and snatch 3 out of 5 loot boxes while the stunty Squats waddled forward and the Spyrers were slow to the party and barely entered play before this gang was able to exit the battlefield with the VP majority. Followed up with a solid Post-Battle Sequence. Off to a very good start.
Date
10/30/2021
Scenario
Opposition
WLD
War
The Bloodyhanded, The Void Barons, The Widening Gyre
Loss
Credits
Reputation
Victory Points
60
2
0
Stash: Scrounging [Monocole (25cr) -> Mauve, Bionic Actuator (30cr) -> Sangria]
Notes: A four way battle on a 46'' x 46'' hybrid Zone Mortalis / Sector Mechanicus battlefield. Pincher manuever, gang fighters and Sangria rushed the high point at the center of the battlefield while Magenta and Orchid ran down the Widening Gyre's deployment edge to hit them from behind. The Widening Gyre countered to the middle and took out Sangria {Enfeebled} and Jam, but Magenta overtook one of the Jakara and took her out. Conceded after 4th round; had an excellent Post-Battle Sequence. Got a new Specialist (Mauve) via Skulduggery, lots of credits, and a couple of free items.
Date
11/07/2021
Scenario
Opposition
WLD
Four Corners
The Bloodyhanded, The Void Barons, The Widening Gyre
Win
Credits
Reputation
Victory Points
30
6
7
Notes: Magenta dashed across the battlefield to take out the Widening Gyre's relic quickly to jump into the lead on VP, while Violet and Grape quickly managed to secure an archeotech device in the middle of the board. Violet got taken out by the Spyrers but Grape locked herself in the vault in an attempt to survive. Spyrers quickly camped on my corner, intending to take out my relic. My leader and gangers coming on as reinforcements got taken out one by one, and eventually the Spyrers managed to destroy my relic. They also got the vault open and took out Grape. Fortunately, I had ran Magenta lengthwise down the battlefield and lunged at the Bloodyhanded relic using my Bounding Leap tactics card early in the 7th round. After that, I had 7 VP and the other gangs agreed to call a truce to end the battle. Had a so-so Post-Battle Sequence, but did get another Specialist via Skulduggery.
Date
11/11/2021
Scenario
Opposition
WLD
Looting
The Bloodyhanded, The Void Barons, The Widening Gyre
Loss
Credits
Reputation
Victory Points
20
2
1
Stash: Loot Crate [GravChute (+35cr) -> Sangria]
Notes: Managed to get a loot crate containing a GravChute, but one of my gangers got killed (Raisin), one of my specialists was sent to Recovery (Mauve), and I rolled poorly in the Post-Battle Sequence. Also, fell from 2nd to 4th place. Overall, a disappointing showing.
Date
11/13/2021
Scenario
Opposition
WLD
Hit
The Bloodyhanded, The Void Barons, The Widening Gyre
Loss
Credits
Reputation
Victory Points
40
2
0
Notes: Magenta got wrecked by Axelerhot (Void Baron leader) early in the battle, who then consolidated into Orchid and took her out too. Meanwhile, one of the Malcadons of the Spyrers infiltrated close to my right flank, and took down my Juve and two Gangers in rapid succession. This was by far the worst showing for my gang; got curb stomped. Luckily, no permanent injuries or deaths but several fighters went to Recovery including my Chaos Spawn, so my next battle will probably also suck. Also, I dropped to last place due to low Rep. But, I'm going to kick ass regardless and win it all back! Mwa ha ha!
Date
08/26/2023
Scenario
Opposition
WLD
Looting
The Bloodyhanded, The Void Barons, The Widening Gyre
Win
Credits
Reputation
Victory Points
50
5
3
Stash: Plasma Pistol [Master Crafted (+55 cr)], Extra Ammo (+10 cr)
Notes: Big win, despite having Magenta, Thistle and Jam in Recovery. My gang is just faster on their feet than the Squats and the Goliaths, so I was able to get to three of the loot boxes fast. The Spyrers challenged me for one of them, but thanks to being the underdog I won priority at a critical moment per the scenario rules and got a little lucky on the Int check to open the lock on the third loot box. There were only 5 loot boxes, so that got me the win, and I started retreating off the board. Ripped Phule of the Bloodyhanded and Jahi of the Spyerers took out a few of my weenies but one was just Out Cold and the other two went to Recovery. I also had a good post battle sequence (but Violet ended up in Recovery due to a bad Skulduggery roll), so all in all a very good showing. When the battle started I was dead last by a decent margin, but this success pulled me back into the running. Also, one of the loot boxes had a master crafted plasma pistol in it, so score!