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Necromunda (2017)Expand Necromunda (2017)
Poisoned Tongues
Evie
Reputation
Turf
Credits
Rating
39
0
150
2205/2050
Name
Type
Cost/Rating
Battles
Xp
Next
Adv
Rec
Captured By
Leader
530/525
9
26
30
5
Chaos Spawn
560
8
0
0
0
Chaos Spawn
390
7
0
0
0
Specialist
180/170
4
5
10
1
Specialist
175/170
6
7
10
1
Jam
Ganger
155
7
14
15
2
X
Ganger
145/140
7
7
10
1
Juve
95
6
17
20
3
Stash
15
Common
15
Common
10
Common
55
Rare (9)
10
Rare (2)
25
Rare (8)

Adrenaline Surge ~Beta~

You may play this card when activating a fighter.

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

Scrag ~Gamma~

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.
    After resolving this card, you can discard a different Tactics Card to return this card to your hand.

Bounding Charge ~Gamma~

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 ~Alpha~

You may play this card after any kind of dice have been rolled by any player (after any discards have been resolved), at any point during the Pre-Battle, Battle, or Post-Battle Sequences.

You may turn one of the dice just rolled to any face of your choice, and it cannot be re-rolled.

Violent-Minded ~Gamma~

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

For the duration of this activation, this fighter adds a +1 modifier when they roll to hit and also when they roll to wound, with either ranged or close combat attacks.
    After resolving this card, you can discard a different Tactics Card to return this card to your hand.

Chain Attacks ~Beta~

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, stopping if they come into contact with an opposing fighter's base (become Engaged).

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.

Drag: on hit, Drag a # of inches = (attack S + D3) - (target's S + D3); directly towards attacker. If obstacle encountered, suffer hit w/ S = Drag distance, no AP, 1 DMG, obstacle suffers same hit.
Entangle: Hits scored by attacks with the Entangle trait cannot be parried by the Parry trait (unless the fighter has the Parry Master skill). In addition, if the hit roll for an attack with this trait is a natural 6, any Reaction attacks made by the target suffer a -2 penalty to hit.
Melee: Attacks with this trait can be used during close combat without penalty.
Parry: Every ability that grants a fighter a Parry adds one use to a pool that refreshes each time this fighter initiates close combat or is declared as a close combat target, and empties at the end of the Fight action. Parry uses can be spent from this pool to force an Engaged enemy fighter to re-roll one successful close combat hit. However, if an attacker is outside a fighter's vision arc they must spend two Parry uses to force the enemy fighter to re-roll a successful hit.
Sidearm: Attacks with this trait can be used at range (using Ballistic Skill), and can also be used to make a single attack in close combat (using Weapon Skill). If an attack with this trait has an Accuracy modifier, it does not apply in close combat.
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 a living fighter with an attack that has this trait, reroll failed wounds once.
Toxin: When a fighter is wounded by an attack with this trait and does not successfully make a save, before Damage is applied roll a D6. If the result is greater than the fighter's current modified Toughness they suffer a Flesh Wound. If this modifies the fighter's current Toughness to 0, they suffer a Memorable Death. If the fighter is not killed, the attack's Damage is applied and resolved normally. Unliving targets such as inanimate objects, vehicles, and robots are not affected by this trait.
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
Cost: 530 / Rating: 525
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+U

New Skills: 3, 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 Characteristics Maxima.
Supplicant of the Dark Prince: This fighter serves Slaanesh.
Become Chaos Spawn: If this fighter would be killed you may roll a d6. On a 6 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.
Become Chaos Spawn: If you are killed roll d6. On a 6 this fighter all your gear is lost but you are not killed. You become a Chaos Spawn w/ the same Mutations this fighter had + up to 150 credits of additional Mutations. You must replace this fighter's model w/ a Chaos Spawn model that enters play Standing, retaining their Ready marker (if any).
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.
Heed Me!: Group Activation (2): only Chaos Cultists fighters within 12'' of this fighter.
Resilient: When this fighter suffers a Lasting Injury, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Grievous Injury result.
Overseer: When this fighter is activated, they may grant a friendly fighter up to 9'' away and within their line of sight a Ready marker. If they do, their activation ends immediately and the selected friendly fighter may activate immediately.
Daemonsouled

The fighter gains a 5+ unmodified Field save.

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:

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

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
-0
5
-1
2
5+
Sword
Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slash
-
E
-0
+1
S
-1
1
-
Grenade: Krak
Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KRA-KOW
-
Sx3
-0
-1
6
-2
D3
4+

Spawngria

Chaos Spawn
Cost & Rating: 560
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+/5+U
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.
Supplicant of the Dark Prince: This fighter serves Slaanesh.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
Insane: This fighter cannot become Broken, automatically passes any Cool or Willpower check 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.
Superhumanly Tough: Cannot be Pinned or Seriously Injured or suffer Flesh Wounds. When this fighter has 0 Wounds and suffers wounds: Out of Action. If by opposing fighter, that fighter gains +D3 extra XP.
Unstable Defeat: If OoA by injury, roll D3: 1: Out Cold. 2: Recovery. 3: Warp Explosion (dead, and explode in a 5'' Blast template Strength 3D3, D3 Damage, -D3 AP w/ Knockback).
Unstable Defeat: If this fighter is put Out of Action by injury, 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.
Daemonic Appearance

This fighter gains the Intimidating Appearance skill.

Intimidating Appearance: Enemy fighters suffer a -1 penalty on all Leadership, Cool, Willpower, and Intelligence checks they make if this fighter is within their line of sight and is not Hidden.
Daemonic Bile

This fighter can vomit or otherwise project highly acidic bile. This Mutation counts as one of this fighter's weapon slots. When this fighter makes a Shoot action, they may use the following profile instead of an equipped weapon profile:

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
T
-0
-0
4
-1
1
-
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 Feet

This fighter can move +1 additional inch whenever they make a Double action that includes movement.

Daemonic Weapon

A Daemonic Weapon counts as one of this fighter's weapon slots. When this fighter makes a Fight action, they may use the following profile instead of an equipped weapon profile:

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
-
E
-0
+1
S+1
-2
2
-
Daemonsouled

The fighter gains a 5+ unmodified Field save.

Phenomenal Physique

This fighter gains the Burly Skill.

Burly: This fighter's unarmed attacks gain the Melee and Knockback traits. Additionally, this fighter gains +1 Strength when making the Carry Heavy and Exert actions and when resisting being involuntarily moved (such as when they are the target of an attack with the Knockback or Drag traits). Other fighters gain +1 to Detect this fighter, and can target them regardless of Priority.
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:

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
3''
0''
+1
-0
2
-2
1
-
Close Combat
-
E
-0
+1
2
-2
1
-
Thick Skull

This fighter gains the Hard Headed skill.

Hard Headed: The first time in a battle this fighter would be taken Out of Action by an attack and receives an Out Cold result, they may ignore that result and remain on the battlefield. Additionally, if a Headbutt action is being resolved with this fighter as the attacker or defender, this fighter may roll an additional D3 and add it to their result.
Hard Headed: Ignore first Out Cold via any attack stay in play. +D3 on Headbutt results (attacker or defender).

Magenta

Chaos Spawn
Cost & Rating: 390
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.
Supplicant of the Dark Prince: This fighter serves Slaanesh.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
Insane: This fighter cannot become Broken, automatically passes any Cool or Willpower check 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.
Superhumanly Tough: Cannot be Pinned or Seriously Injured or suffer Flesh Wounds. When this fighter has 0 Wounds and suffers wounds: Out of Action. If by opposing fighter, that fighter gains +D3 extra XP.
Unstable Defeat: If OoA by injury, roll D3: 1: Out Cold. 2: Recovery. 3: Warp Explosion (dead, and explode in a 5'' Blast template Strength 3D3, D3 Damage, -D3 AP w/ Knockback).
Unstable Defeat: If this fighter is put Out of Action by injury, 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

This fighter gains the Intimidating Appearance skill.

Intimidating Appearance: Enemy fighters suffer a -1 penalty on all Leadership, Cool, Willpower, and Intelligence checks they make if this fighter is within their line of sight and is not Hidden.
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:

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

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

Mauve

Specialist
Cost: 180 / Rating: 170
M
WS
BS
 S 
 T 
W
I
A
6"
4+
4+
3
3
1
2+
1
Ld
Cl
Wil
Int
9+
7+
8+
8+
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 Characteristics 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. On a 6 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.
Become Chaos Spawn: If you are killed roll d6. On a 6 this fighter all your gear is lost but you are not killed. You become a Chaos Spawn w/ the same Mutations this fighter had + up to 150 credits of additional Mutations. You must replace this fighter's model w/ a Chaos Spawn model that enters play Standing, retaining their Ready marker (if any).
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. They gain one advancement, and the Equipment, Skill Access, and Risen Disciple ability 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:

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

While this fighter is benefiting from the Aim action, they are unaffected by low-light conditions and smoke clouds, and completely ignores partial cover when making ranged attacks. A fighter using a monocle gains no benefit from using similar items, or weapon sights of any kind.

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
Cost: 175 / Rating: 170
M
WS
BS
 S 
 T 
W
I
A
6"
4+
4+
3
3
1
2+
1
Ld
Cl
Wil
Int
9+
8+
8+
9+
Save
5+

I: +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 Characteristics 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. On a 6 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.
Become Chaos Spawn: If you are killed roll d6. On a 6 this fighter all your gear is lost but you are not killed. You become a Chaos Spawn w/ the same Mutations this fighter had + up to 150 credits of additional Mutations. You must replace this fighter's model w/ a Chaos Spawn model that enters play Standing, retaining their Ready marker (if any).
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. They gain one advancement, and the Equipment, Skill Access, and Risen Disciple ability 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:

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
3''
0''
+1
-0
2
-2
1
-
Close Combat
-
E
-0
+1
2
-2
1
-
Armor: Mesh

Modifiers have been applied directly to profile.

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

While this fighter is benefiting from the Aim action, they are unaffected by low-light conditions and smoke clouds, and completely ignores partial cover when making ranged attacks. A fighter using a monocle gains no benefit from using similar items, or weapon sights of any kind.


Jam

Ganger
Cost & Rating: 155
M
WS
BS
 S 
 T 
W
I
A
6"
4+
3+
4
2
1
3+
1
Ld
Cl
Wil
Int
9+
8+
8+
9+
Save
-

Enfeebled: 1, BS: +1, S: +1

Chaos Cultists Adherent: This fighter is a Chaos Cultists Adherent; any game effect referring to Chaos Cultists or Gangers is applicable to them. This fighter may be equipped from the Chaos Cultists Adherent Equipment List, and uses the Normal Human Characteristics Maxima.
Supplicant of the Dark Prince: This fighter serves Slaanesh.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Chaos Cultist Specialist and gaining the Become Chaos Spawn ability, but losing this ability and Daemonic Favor. They gain the Skill and Equipment Access of a Chaos Cultist Specialist, and a Primary Skill of the controlling player's choice.
Daemonic Favor: If this fighter would be killed, roll D6. On a 6, they are unharmed and become promoted (as per Quick or Dead or Niche Seeker). If they were Captured, they also escape and rejoin their gang.
Daemonic Favor: If killed, roll D6. On 6: unharmed & promoted. If Captured, escape & rejoin gang.
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:

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

Thistle

Ganger
Cost: 145 / Rating: 140
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 Adherent: This fighter is a Chaos Cultists Adherent; any game effect referring to Chaos Cultists or Gangers is applicable to them. This fighter may be equipped from the Chaos Cultists Adherent Equipment List, and uses the Normal Human Characteristics Maxima.
Supplicant of the Dark Prince: This fighter serves Slaanesh.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Chaos Cultist Specialist and gaining the Become Chaos Spawn ability, but losing this ability and Daemonic Favor. They gain the Skill and Equipment Access of a Chaos Cultist Specialist, and a Primary Skill of the controlling player's choice.
Daemonic Favor: If this fighter would be killed, roll D6. On a 6, they are unharmed and become promoted (as per Quick or Dead or Niche Seeker). If they were Captured, they also escape and rejoin their gang.
Daemonic Favor: If killed, roll D6. On 6: unharmed & promoted. If Captured, escape & rejoin gang.
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:

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

While this fighter is benefiting from the Aim action, they are unaffected by low-light conditions and smoke clouds, and completely ignores partial cover when making ranged attacks. A fighter using a monocle gains no benefit from using similar items, or weapon sights of any kind.


Plum

Juve
Cost & Rating: 95
M
WS
BS
 S 
 T 
W
I
A
6"
4+
5+
3
3
1
2+
1
Ld
Cl
Wil
Int
10+
7+
9+
8+
Save
-

Head Injury: 1, WS: +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 Characteristics 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 Chaos Cultist Specialist and the Become Chaos Spawn ability, but losing this ability, Expendable, and Daemonic Favor. They gain the Skill and Equipment Access of a Chaos Cultist Specialist, and a Primary Skill of the controlling player's choice.
Daemonic Favor: If this fighter would be killed, roll D6. On a 6, they are unharmed and become promoted (as per Quick or Dead or Niche Seeker). If they were Captured, they also escape and rejoin their gang.
Daemonic Favor: If killed, roll D6. On 6: unharmed & promoted. If Captured, escape & rejoin gang.
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:

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
3''
0''
+1
-0
2
-2
1
-
Close Combat
-
E
-0
+1
2
-2
1
-
Laspistol
Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
8''
12''
+1
-0
3
-0
1
2+
Fighting Knife
Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
-
E
-0
+1
S
-0
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 caskets 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 casket 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 caskets 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 caskets, so that got me the win, and I started retreating off the board. Ripped Phule of the Bloodyhanded and Jahi of the Spyrers 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 caskets had a master crafted plasma pistol in it, so score!
Date
07/04/2025
Scenario
Opposition
WLD
X-Four Corners
The Bloodyhanded, The Void Barons, The Widening Gyre
Loss
Credits
Reputation
Victory Points
5
4
0
Notes: I don't know. Did not go well. Violet, Mauve, and Grape were in Recovery. I fielded everyone else, and by the end of the fight the Spyrers had taken out four of my girls including Sangria and the Squats took Jam out. On the plus side, I was the only one of the four gangs whose Pumping Station was not destroyed (wasn't even damaged!), and I was the underdog so I got some extra rep from that. I got lucky with the injury rolls; Lilac got Enfeebled and Jam went into Recovery but everyone else was only Out Cold. So, yay? Note to future self: kill Spyrers on sight.
Date
08/31/2025
Scenario
Opposition
WLD
Crucible
The Bloodyhanded, The Void Barons, The Widening Gyre
Loss
Credits
Reputation
Victory Points
45
3
0
Stash: Grape's gear (Fighting Knife, Monocle, Lasgun)
Notes: Got wrek'd. Starting crew got wiped out. Grape got killed, and Violet had a misadventure via the Skulduggery post battle action and was also killed and her gear was lost. Just an absolute disaster. Probably can't come back from this, since the campaign is almost over.
Date
09/02/2025
Scenario
Opposition
WLD
Prometheum Looting
The Bloodyhanded
Win
Credits
Reputation
Victory Points
45
6
5
Notes: 1v1 vs the Goliath juicers, with the goal of stealing canisters of prometheum. There were 15 cans on the board, congregated on one of 6 zone mortalis tiles. The battlefield was tight and mostly symmetrical, with multiple lanes to advance and retreat from. I planned to use my mobility to get things done early in the looting phase, but Ripped Phule turned out to be leading the Gol's looting party and he ran his gorilla ass all the way to the center, then pounced on my champion Sangria. Killed her in one vicious flurry of testosterone fueled madness. But the Winds of Chaos were blowing strong today, and Slaanesh blessed my humble band of decadents with their favor. Sangria, now a furry Chaos spawn (don't judge) burst from the deceased flesh of her former form and lashed into Ripped with ecstatic gnashing of teeth and baring of claws. The two duked it out for multiple rounds, eventually joined by my other Spawn, Magenta when the command party showed up. The stimms pumping through Ripped, plus his vat grown enhancements, proved to be a match. He's basically a Chaos Spawn himself, what with all the mutations and drugs. He finally finally (finally!) went down. But it took a lot of valuable time. Fortunately, my other girls were able to form a bucket brigade of sorts for prometheum canisters, and I got 5 of them and won the battle. I'll get that drugged out monkey Ripped some day.
Date
11/09/2025
Scenario
Opposition
WLD
The Arbiters Cogitator Corners
The Bloodyhanded, The Void Barons, The Widening Gyre
Win
Credits
Reputation
Victory Points
50
3
0
Notes: My Trench Crew got wiped out early, and I Bottled Out. A big fat L for me, the worst showing of all time. Very frustrating, since I entered the battle in second place and had a shot at the finals.

Orchid

Sangria

Magenta

Violet

Mauve

Lilac

Jam

Thistle

Grape

Plum