Baron Axelerhot's Retinue
WilyQuixote
Reputation
Turf
Credits
Rating
28
0
120
2590
Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Leader
640
5
29
30
5
Champion
400
6
17
20
3
Champion
305
7
8
0
1
Champion
285
5
10
15
2
Prospect
170
6
7
10
1
Prospect
170
6
7
10
1
Prospect
210
6
6
10
1
Specialist
260
7
7
10
1
Vox Bearer
150
1
0
0
0
Stash
45
Common
10
Common

Well Engineered

You may play this card at the start of the battle after setting up your gang.

For the duration of the battle any Rotundus Pattern weapons your gang's fighters carry do not have to make Ammo checks.

Desperate Effort

You may play this card if it is your turn to activate a fighter, but none of your fighters have Ready markers.

Select one of your non-Broken fighters that has at least 1 Wound remaining and activate them as if they had a Ready marker. After this activation ends, if the fighter is still on the battlefield they suffer 1 Wound.

Blazing Fury

You may play this card when activating a fighter.

For the duration of this fighter's activation they treat the Shoot action as Simple rather than Basic or Double (in the case of an Unwieldy weapon), and do not roll Firepower dice when making a Shoot action. If using a weapon with the Rapid Fire trait, assume the maximum possible number of hits were rolled.

Sump Slump

You may play this at the beginning of the first round immediately before the first activation of the battle occurs.

You may immediately remove or knock down (your choice) up to D3+1 removeable barricades, obstacles, or railings of your choice from anywhere on the battlefield.

Kraken

You may play this card when you activate one of your gang's fighters. Tuck this under that fighter's card.

This fighter gains a free Krak Grenade item for the remainder of the battle. If this fighter survives the battle and is not Captured, you may add this item to your gang's Stash after the battle.

Krakow

You may play this card when one of your gang's fighters has wounded an object (such as a door) or another fighter with a Krak Grenade.

The attack's Damage is increased by 2.


Baron Axelerhot

Leader
640
M
WS
BS
 S 
 T 
W
I
A
4"
2+
2+
4
5
3
5+
3
Ld
Cl
Wil
Int
4+
4+
4+
5+
Save
2+

New Skills: 3, WS: +1, BS: +1

Void Baron: This fighter is a Void Baron; any game effect referring to Squat Void Barons or Leaders is applicable to them. This fighter is immune to the reduction in movement caused by the Heavy-G trait. This fighter may be equipped from the Squat Void Barons Void Baron Equipment List, uses the Survivor Critical Injury table, and uses the Squat Characteristic Maxima.
Group Activation (2): this fighter may group activate with up to 2 fellow gang members within 12''.
Command Aura (12''): while this fighter is not Seriously Injured and a fellow gang member within 12'' of them fails a Cool check (including a Nerve test), make a Leadership check for this fighter; if it passes the fellow gang member's Cool check is also treated as having been passed.
Robust: When this fighter makes a Recovery Test for themselves it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Under My Battle Standard: When this fighter or a friendly Squat fighter within 9'' takes an opposing fighter Out of Action, this fighter may make a Leadership check. If the check is successful this fighter gains 1 additional XP.
Strider: This fighter's movement is unaffected by difficult terrain, and they may move up to an additional D3'' of distance whenever they take a Double Move or Charge action.
Strider: Movement unaffected by difficult terrain, +D3'' movement on Double Move & Charge.
Hard Charger: When this fighter makes a Charge action they gain an additional D3'' of movement, and automatically pass any Initiative, Cool, or Willpower test they may be required to make (such as when leaping across a gap or Engaging an enemy with the Fearsome skill).
Hard Charger: +D3'' movement and auto-pass tests when charging.
Nerves of Steel: When this fighter is hit by a ranged attack they may choose to make a Cool check. If they do and the check is passed, this fighter is not Pinned.
Nerves of Steel: When hit by Ranged attack: Can make Cool check to not be Pinned.
Armor: Power

Modifiers have been applied directly to profile.

Wargear: Armored Undersuit

Modifiers have been applied directly to profile.

Coilgun (Rotundus Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Hail
6''
24''
-
-2
4
D3
1
5+
Two-handed Power Hammer
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Force Field

A Force Field is an advanced personal field device that manipulates kinetic differentials to cancel or mitigate the impact of incoming attacks. When the wearer of a Force Field is hit by an attack roll a D6 and reduce the Strength of the attack by the amount rolled; if this reduces the Strength of the attack to 0 or less the attack has no effect on this fighter. This device does nothing against attacks that have Strength 0 normally or special attacks that don't have Strength.

Wargear: Photo-goggles

This fighter can attack through smoke clouds and is unaffected by low-light conditions. Additionally, this fighter adds 1 to the result of any check to resist being blinded. A fighter with photo-goggles gains no benefit from using similar items, or weapon sights of any kind Unaffected by smoke or low-light, +1 vs blinding.

Wargear: Visor

This fighter has a protective visor. You may roll two dice to resist being Blinded and keep the higher die for your result.Roll two dice & keep highest vs Blinding trait.

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

Spinjahf

Champion
400
M
WS
BS
 S 
 T 
W
I
A
4"
4+
3+
3
4
2
5+
2
Ld
Cl
Wil
Int
6+
5+
6+
4+
Save
4+

New Skills: 1, A: +1, Cl: +1, Int: +1

Squat Forgekin: This fighter is a Squat Forgekin; any game effect referring to Squat Void Barons or Champions is applicable to them. This fighter is immune to the reduction in movement caused by the Heavy-G trait. This fighter may be equipped from the Squat Void Barons Squat Forgekin Equipment List, uses the Survivor Critical Injury table, and uses the Squat Characteristic Maxima.
Archeotech Seeker: At the end of a battle this fighter participated in, they gain D3+1 additional XP if their gang ended the battle in control of one or more items of Archeotech gained during the battle.
Robust: When this fighter makes a Recovery Test for themselves it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
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.
Munitioneer: At the beginning of the Choose Crew step of the Pre-Battle Sequence, D3 Ammo Cache wargear items are added to the gang's Stash if this fighter is not Captured, Critically Injured, or in Recovery.
Armor: Carapace (Rotundus Pattern)

Modifiers have been applied directly to profile.

Coilgun Repeater (Rotundus Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Fusillade
12''
36''
-
-1
4
D3
1
5+
Targeter [Coilgun Repeater (Rotundus Pattern)]

Modifiers have been applied directly to profile.

Targeter: (Modifiers have been applied directly to profile.)
Cestus
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
-
S
-
1
-
Cameleoline Cloak

When this fighter's level of cover is determined, it is considererd to be one level higher than it actually is., as summarized by the following chart:

Actual Cover
Effective Cover
None
Partial (-1)
Partial (-1)
Full (-2)
Full (-2)
Total (Cannot be targeted)
Wargear: Grapnel-Launcher

An Active fighter with a grapnel launcher can make the following action:

Grapnel (Double): Place this fighter at any point on the battlefield within 12'' and along a straight line from their starting position, such that their base does not overlap anything else, and observing the 1'' rule. This fighter must cross a gap or pitfall or move up or down at least 2'' on the battlefield as part of this movement; simply moving horizontally across open terrain is not allowed. This fighter cannot move through obstructing terrain or other fighters as part of this action.
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.


Ahab

Champion
305
M
WS
BS
 S 
 T 
W
I
A
4"
4+
3+
3
4
2
5+
1
Ld
Cl
Wil
Int
6+
6+
6+
5+
Save
5+

New Skills: 1

Squat Forgekin: This fighter is a Squat Forgekin; any game effect referring to Squat Void Barons or Champions is applicable to them. This fighter is immune to the reduction in movement caused by the Heavy-G trait. This fighter may be equipped from the Squat Void Barons Squat Forgekin Equipment List, uses the Survivor Critical Injury table, and uses the Squat Characteristic Maxima.
Archeotech Seeker: At the end of a battle this fighter participated in, they gain D3+1 additional XP if their gang ended the battle in control of one or more items of Archeotech gained during the battle.
Robust: When this fighter makes a Recovery Test for themselves it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Ballistics Expert: When this fighter selects a weapon profile during the Declare the Shot step of the shooting sequence, the selected weapon profile temporarily gains +3'' Short Range and +6'' Long Range while the attack is resolved. This skill cannot be used with weapons that have the Template or Versatile traits.
Hurler Savant: This fighter gains +1 to hit with thrown objects such as Javelins, Thrown Daggers, Hurlys, and Grenades. Additionally, this fighter gains +1 Strength for purposes of determining range and (if relevant) damage for thrown objects.
Armor: Mesh

Modifiers have been applied directly to profile.

Harpoon Launcher
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
18''
+2
-
5
-1
2
5+
Javelins
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Javelin
Sx2
Sx4
-
-
S
-
1
5+
Stab
E
-
+1
S
-
1
5+
Grenade: Krak
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KRA-KOW
Sx3
-
-1
6
-2
D3
4+
Wargear: Grapnel-Launcher

An Active fighter with a grapnel launcher can make the following action:

Grapnel (Double): Place this fighter at any point on the battlefield within 12'' and along a straight line from their starting position, such that their base does not overlap anything else, and observing the 1'' rule. This fighter must cross a gap or pitfall or move up or down at least 2'' on the battlefield as part of this movement; simply moving horizontally across open terrain is not allowed. This fighter cannot move through obstructing terrain or other fighters as part of this action.
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.


Weighgar

Champion
285
M
WS
BS
 S 
 T 
W
I
A
4"
3+
4+
3
5
2
5+
2
Ld
Cl
Wil
Int
6+
5+
6+
6+
Save
4+

New Skills: 2, Enfeebled: 1, Bionic Upgrades: 1

Huscarl: This fighter is a Huscarl; any game effect referring to Squat Void Barons or Champions is applicable to them. This fighter is immune to the reduction in movement caused by the Heavy-G trait. This fighter may be equipped from the Squat Void Barons Huscarl Equipment List, uses the Survivor Critical Injury table, and uses the Squat Characteristic Maxima.
Robust: When this fighter makes a Recovery Test for themselves it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Baron Sworn: When participating in a group activation led by a Void Baron this fighter does not count against the Void Baron's Group Activation limit.
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.
Strider: This fighter's movement is unaffected by difficult terrain, and they may move up to an additional D3'' of distance whenever they take a Double Move or Charge action.
Strider: Movement unaffected by difficult terrain, +D3'' movement on Double Move & Charge.
Nerves of Steel: When this fighter is hit by a ranged attack they may choose to make a Cool check. If they do and the check is passed, this fighter is not Pinned.
Nerves of Steel: When hit by Ranged attack: Can make Cool check to not be Pinned.
Bionics: Bionic Upgrades

Modifiers have been applied directly to profile.

Armor: Mesh

Modifiers have been applied directly to profile.

Wargear: Armored Undersuit

Modifiers have been applied directly to profile.

Bolt Pistol (Rotundus Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolt
6''
12''
+1
-
4
-1
2
4+
Power Axe
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
-1
S+2
-1
2
-
Grenade: Krak
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KRA-KOW
Sx3
-
-1
6
-2
D3
4+

Deagus

Prospect
170
M
WS
BS
 S 
 T 
W
I
A
4"
4+
4+
3
4
1
5+
1
Ld
Cl
Wil
Int
6+
6+
6+
5+
Save
5+

New Skills: 1

Thane: This fighter is a Thane; any game effect referring to Squat Void Barons or Prospects is applicable to them. This fighter is immune to the reduction in movement caused by the Heavy-G trait. This fighter may be equipped from the Squat Void Barons Thane Equipment List, uses the Survivor Critical Injury table, and uses the Squat Characteristic Maxima. During campaign play this fighter Advances as a Hero.
Moving On Up: During campaign play if the warband has an open Champion position this fighter may be promoted to become a Champion. If this option is taken this fighter loses this ability and Expendable and may choose a Primary or Secondary Skill from among those available to them; any Skills this fighter already has are retained and their characteristics remain unchanged.
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.
Robust: When this fighter makes a Recovery Test for themselves it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Determined: If this fighter is in Recovery at the beginning of the Choose Crews step of the Pre-battle Sequence they may recover immediately and join the gang's Crew. Additionally, if this fighter's gang has Bottled Out this fighter does not have to make a Nerve test to Ready.
Baron Sworn: When participating in a group activation led by a Void Baron this fighter does not count against the Void Baron's Group Activation limit.
Armor: Mesh

Modifiers have been applied directly to profile.

Coil Pistol (Rotundus Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
3''
12''
-
-1
4
D3
1
5+
Targeter [Coil Pistol (Rotundus Pattern)]

Modifiers have been applied directly to profile.

Targeter: (Modifiers have been applied directly to profile.)
Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slash
E
-
+1
S
-1
1
-

Freagus

Prospect
170
M
WS
BS
 S 
 T 
W
I
A
4"
4+
4+
3
4
1
5+
1
Ld
Cl
Wil
Int
6+
5+
6+
4+
Save
5+

Cl: +1, Int: +1

Thane: This fighter is a Thane; any game effect referring to Squat Void Barons or Prospects is applicable to them. This fighter is immune to the reduction in movement caused by the Heavy-G trait. This fighter may be equipped from the Squat Void Barons Thane Equipment List, uses the Survivor Critical Injury table, and uses the Squat Characteristic Maxima. During campaign play this fighter Advances as a Hero.
Moving On Up: During campaign play if the warband has an open Champion position this fighter may be promoted to become a Champion. If this option is taken this fighter loses this ability and Expendable and may choose a Primary or Secondary Skill from among those available to them; any Skills this fighter already has are retained and their characteristics remain unchanged.
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.
Robust: When this fighter makes a Recovery Test for themselves it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Determined: If this fighter is in Recovery at the beginning of the Choose Crews step of the Pre-battle Sequence they may recover immediately and join the gang's Crew. Additionally, if this fighter's gang has Bottled Out this fighter does not have to make a Nerve test to Ready.
Armor: Mesh

Modifiers have been applied directly to profile.

Coil Pistol (Rotundus Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
3''
12''
-
-1
4
D3
1
5+
Targeter [Coil Pistol (Rotundus Pattern)]

Modifiers have been applied directly to profile.

Targeter: (Modifiers have been applied directly to profile.)
Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slash
E
-
+1
S
-1
1
-

Vexor

Prospect
210
M
WS
BS
 S 
 T 
W
I
A
6"
3+
4+
3
4
1
5+
1
Ld
Cl
Wil
Int
6+
6+
6+
5+
Save
5+

Hobbled: 2, Bionic Legs: 2, WS: +1

Thane: This fighter is a Thane; any game effect referring to Squat Void Barons or Prospects is applicable to them. This fighter is immune to the reduction in movement caused by the Heavy-G trait. This fighter may be equipped from the Squat Void Barons Thane Equipment List, uses the Survivor Critical Injury table, and uses the Squat Characteristic Maxima. During campaign play this fighter Advances as a Hero.
Moving On Up: During campaign play if the warband has an open Champion position this fighter may be promoted to become a Champion. If this option is taken this fighter loses this ability and Expendable and may choose a Primary or Secondary Skill from among those available to them; any Skills this fighter already has are retained and their characteristics remain unchanged.
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.
Robust: When this fighter makes a Recovery Test for themselves it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Determined: If this fighter is in Recovery at the beginning of the Choose Crews step of the Pre-battle Sequence they may recover immediately and join the gang's Crew. Additionally, if this fighter's gang has Bottled Out this fighter does not have to make a Nerve test to Ready.
Armor: Mesh

Modifiers have been applied directly to profile.

Two-handed Weapon
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Biggie
E
-
-1
S+2
-1
2
-
Bionics: Bionic Leg

Modifiers have been applied directly to profile.

Bionic Kick (Double): You may select an enemy fighter Engaged with you to make an Initiative check; if this check is failed that fighter suffers a hit resolved as Strength 6 with Damage 2 and the Knockback trait. If you are Active and within 1'' of an object with at least 1 Wound you may hit the object with an attack resolved as Strength 6 with Damage 2.
Grenade: Krak
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KRA-KOW
Sx3
-
-1
6
-2
D3
4+

Phücher

Specialist
260
M
WS
BS
 S 
 T 
W
I
A
4"
4+
4+
3
4
1
5+
1
Ld
Cl
Wil
Int
6+
6+
6+
6+
Save
4+

New Skills: 1

Ringbearer: This fighter is a Ringbearer; any game effect referring to Squat Void Barons or Specialists is applicable to them. This fighter is immune to the reduction in movement caused by the Heavy-G trait. This fighter may be equipped from the Squat Void Barons Ringbearer Equipment List, uses the Survivor Critical Injury table, and uses the Squat Characteristic Maxima. During campaign play this fighter Advances as a Hero.
Moving On Up: During campaign play if the warband has an open Champion position this fighter may be promoted to become a Champion. If this option is taken this fighter loses this ability and may choose a Primary or Secondary Skill from among those available to them; any Skills this fighter already has are retained and their characteristics remain unchanged.
Robust: When this fighter makes a Recovery Test for themselves it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Nerves of Steel: When this fighter is hit by a ranged attack they may choose to make a Cool check. If they do and the check is passed, this fighter is not Pinned.
Nerves of Steel: When hit by Ranged attack: Can make Cool check to not be Pinned.
Fearsome: If an enemy attempts to Engage this fighter, they must make a Willpower check. If the check is failed they stop 1'' away from this fighter, cannot Engage, and their action ends immediately.
Armor: Carapace (Rotundus Pattern)

Modifiers have been applied directly to profile.

Grenade Launcher [Frag, Krak]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Frag
6''
24''
-1
+1
3
-
1
5+
Krak
6''
24''
-1
+1
6
-2
D3
5+
Targeter [Grenade Launcher]

Modifiers have been applied directly to profile.

Targeter: (Modifiers have been applied directly to profile.)
Wargear: Extra Ammo

If a fighter with extra ammo fails an Ammo check the player controlling the fighter may choose to delete Extra Ammo from the Fighter's card immediately to cancel the outcome of the failed Ammo check; play proceeds as if the fighter had passed their Ammo check. If Ammo check fails, may delete Extra Ammo to pass Ammo check.


Packus

Vox Bearer
150
M
WS
BS
 S 
 T 
W
I
A
4"
3+
3+
3
4
2
5+
2
Ld
Cl
Wil
Int
5+
5+
5+
5+
Save
6+/5+
Crew Selection: If a Vox Bearer is not in Recovery or Captured and the team's Void Baron is part of the Crew the Vox Bearer may also join the gang's Crew.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
No Permanent Injury: If this fighter is put Out of Action via an Injury roll, roll a D6 on the following chart:
  • 1: the fighter is not taken Out of Action and remains on the battlefield.
  • 2-3: the fighter is Out Cold; they will be available for their next battle.
  • 4-5: the fighter suffers a Grievous Injury; they go into Recovery.
  • 6: the fighter is killed; if they were put Out of Action by an attack the attacker gains 1 XP immediately.
Squat: This fighter is a Squat; they are immune to the reduction in movement caused by the Heavy-G trait, and any game effect referring to Squats is applicable to them.
Robust: When this fighter makes a Recovery Test for themselves it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Baron Sworn: When participating in a group activation led by a Void Baron this fighter does not count against the Void Baron's Group Activation limit.
Vox Burst: If the Vox Bearer is Active or Pinned and within 2'' of the Void Baron, the Void Baron's Group Activation and Command Aura have unlimited range.
Armor: Flak

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks with the Blast or Blaze traits.

Stub Pistol (Rotundus Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
High Caliber
6''
12''
+1
-
4
-
1
4+
Two-handed Weapon
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Biggie
E
-
-1
S+2
-1
2
-

Injury

If a Critical Injury result is rolled for a Squat fighter, use the following Survivor Critical Injury table to resolve the outcome instead of the standard one.

Survivor Critical Injury Table

Roll a D6 and subtract the fighter's Wounds characteristic (not their current Wounds), then consult the table below with the total:

D6+W
Outcome
0 or less
Grievous Injury: The fighter goes into Recovery.
1-4
Permanent Injury: The fighter goes into Recovery and suffers a permanent injury. Roll again on the Permanent Injury table.
5+
Memorable Death: The fighter is killed instantly. If the injury was caused by an attack, the attacker gains an additional 1 XP.

Log
Date
10/10/2021
Scenario
Opposition
WLD
Four Corners
The Bloodyhanded, The Widening Gyre
Loss
Credits
Reputation
Victory Points
100
5
0
Stash: Scrounging [Grapnel Launcher (+20cr) -> Ahab]
Notes: Axelerhot should have taken out the Bloodyhanded Stimmer, but rolled many ones. Luckily, rolled extremely well during Post-Battle Actions.
Date
10/24/2021
Scenario
Opposition
WLD
Looting
The Poisoned Tongues, The Widening Gyre
Loss
Credits
Reputation
Victory Points
75
1
1
Stash: Scrounging [Cloaking Field (+25cr), Grapnel Launcher (+20cr), Armored Undersuit (+10cr)]
Notes: Poisoned Tongues weenie rushed the loot boxes and got 3 out of 5 before all but one of this gang's slow Squats could get to the middle of the board, but Ahab managed to get one thanks to using his new Grapnel Gun to cross some distance. No one got hurt, good Post-Battle, all in all a good outcome.
Date
10/30/2021
Scenario
Opposition
WLD
War
The Bloodyhanded, The Poisoned Tongues, The Widening Gyre
Loss
Credits
Reputation
Victory Points
70
4
0
Stash: Kraken Tactics Card [Krak Grenade (40cr) -> Weighgar]
Notes: A four way battle on a 46'' x 46'' hybrid Zone Mortalis / Sector Mechanicus battlefield. Made alliance with Widening Gyre. Got boxed into a corner by combination of grenades and threat of charge from Bloodyhanded and never managed to establish a strong board position. However, were able to weather the assault with one fighter going OoA. Conceded at the end of the fourth round as there was little to gain and much to lose by continuing.
Date
11/07/2021
Scenario
Opposition
WLD
Four Corners
The Bloodyhanded, The Poisoned Tongues, The Widening Gyre
Loss
Credits
Reputation
Victory Points
25
3
0
Stash: Scrounging [Armored Undersuit (+10cr)]; Kraken Tactics Card [Krak Grenade (40cr) -> Axelerhot]
Notes: Successfully defended corner from both Bloodyhanded and Widening Gyre; was the only gang to not have their relic destroyed. However, didn't get any Victory Points either. Got no reinforcements twice in the early game and couldn't project force due to lack of fighters on the battlefield. Axelerhot got a lot of work done, very effectively disrupting the Goliaths all by himself and inflicting a lot of harm, including taking out Enzo the Goliath Champion. However, the Goliath Stimmer Ripped Phule returned the favor and took out four Squats including both Weighar and Phucker. Weighgar suffered an Enfeebled injury, while Phucker went into Recovery but will be in next battle due to his Determined skill. Thanks to lack of healthy fighters, had an anemic Post-Battle Sequence. Put Bionic Upgrades on Weighgar to offset injury.
Date
11/11/2021
Scenario
Opposition
WLD
Looting
The Bloodyhanded, The Poisoned Tongues, The Widening Gyre
Loss
Credits
Reputation
Victory Points
35
3
1
Stash: Kraken Tactics Card [Krak Grenade (40cr) -> Packus]
Notes: My short legged Squats were simply too slow to waddle into the middle of the battlefield to snag a loot crate in time. Refused to leave the battlefield to get last man standing VP, just to avoid having this battle be a total goose egg. Also had an unexciting Post-Battle Sequence. Kind of a bummer.
Date
11/13/2021
Scenario
Opposition
WLD
Hit
The Bloodyhanded, The Poisoned Tongues, The Widening Gyre
Win
Credits
Reputation
Victory Points
25
8
6
Notes: My first victory! Axel managed to take out the Poisoned Tongues' Chaos Spawn, who happened to be one of my three secret targets for the Hit scenario. Because she has 5 Wounds, that was 6 VP. Neither of my other two targets took Wounds / got taken OoA but 6 VP carried the day. Axel got a ton of XP, the gang got a bunch of Rep which rocketed me up to tie for first place in the campaign. The gang's best battle yet!
Date
08/26/2023
Scenario
Opposition
WLD
Looting
The Bloodyhanded, The Poisoned Tongues, The Widening Gyre
Loss
Credits
Reputation
Victory Points
70
4
2
Stash: Power Axe (+45 cr), Extra Ammo (+10 cr)
Notes: Carefully advanced down the Hall of Doom to claim 2 of the 3 loot boxes. One of the loot boxes turned out to have a Power Axe, so I've got that going for me now. Other than that, nothing particularly exciting happened, just another day of salvaging for my Squat Salvagers.