Melbourne Gangs

Blues

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BLUES
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
45 35 40 45 35 25 35 35 25
SKILLS
Athletics +10, Awareness+10, Dodge, Literacy
HORDE TRAITS
Battle Hardened, Dirty Fighters, Disciplined, Overwhelming (1)
TALENTS
Armor Master, Berserk Charge, Furious Assault
SPECIALISTS
Coordinator, Sergeant, Weapon Specialist (Prog Axe, Prog Sword)
WOUNDS EQUIPMENT
13 Chainsword/Surovite Sword, Surovite Shield/Railpistol, Fed. Heavy Power Armour
Horde Abilities
Ability Name Action Squad Req. Qty. Effect
Dig In 1 Full 1 No Limit Horde gains +2 AP. This bonus stacks with all other bonuses and lasts until the Horde moves.
Draw Fire 1 Free 1 3 Times per Battle Horde gains +2 TB and all attack rolls vs. Horde reroll and take lowest result until the start of the horde's next turn. Until the start of the Horde's next turn, all enemies who intend to make an attack who can attack Horde must attack Horde instead of other targets.
Frag Assault 1 Full 1 3 Per Battle Make a single ranged attack with the Frag Grenade profile. The attack deals +2 damage per squad, and gains +1 Blast per squad.

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Bombers

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BOMBERS
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
35 40 35 35 45 35 35 35 25
SKILLS
Athletics +10, Awareness+10, Demolitions+10, Dodge, Literacy
HORDE TRAITS
Dirty Fighters
TALENTS
Maximum Effect
SPECIALISTS
Sergeant, Weapon Specialist (Anti-Armor Grenades, Bolter, Frags, Incendiaries, Positron Grenades)
WOUNDS EQUIPMENT
12 Railgun, Surovite Sword, Railpistol, Fed. Light Power Armour
Horde Abilities
Ability Name Action Squad Req. Qty. Effect
Anti-Armour Assault 1 Full 1 1 Per Battle Make a single ranged attack with the Anti-Armor Grenade profile. The attack deals +2 damage per squad, and gains +1 Penetration per squad.
Blind Assault 1 Full 1 2 Per Battle Make a single ranged attack using either the Smoke or Blind Grenade profile.
Frag Assault 1 Full 1 3 Per Battle Make a single ranged attack with the Frag Grenade profile. The attack deals +2 damage per squad, and gains +1 Blast per squad.
Flashbang Assault 1 Full 1 1 Per Battle Make a single ranged attack with the Flashbang Grenade profile. Tests to resist the grenade take a -5 penalty per squad.
Incendiary Assault 1 Full 1 3 Per Battle Make a single ranged attack with the Incendiary Grenade profile. The attack deals +2 damage per squad, and gains +1 Blast per squad.
Positron Grenade Assault 1 Full 1 1 Per Battle Make a single ranged attack with the Positron Grenade profile. The attack deals +2 damage per squad, and gains +1 Penetration per squad.

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Demons

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DEMONS
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
45 30 40 40 40 25 35 40 25
SKILLS
Athletics +10, Awareness+10, Dodge, Literacy
HORDE TRAITS
Dirty Fighters, Overwhelming (2), Reckless Charge
TALENTS
Ambidextrous, Berserk Charge, Blade Dancer, Furious Assault, Swift Attack, Two Weapon Wielder
SPECIALISTS
Coordinator, Sergeant, Weapon Specialist (Great Chainaxe, Great Chainsword, Prog Axe, Prog Sword)
WOUNDS EQUIPMENT
13 Chainsword/Chainaxe, Chainsword/Chainaxe, Railpistol, Fed. Light Power Armour
Horde Abilities
Ability Name Action Squad Req. Qty. Effect
Bloody Reverie Free 3 3 Times per Battle May be used whenever an enemy Horde that this Horde was engaged with in close combat breaks and flees. This Horde gains +20 WS and +2 SB for the next 2 rounds. During this time, the Horde is also Fearless.
Close Assault Free 1 3 Times per Battle Use at the start of the turn. Until the end of its turn, Horde gains +30 WS and may substitute the Degrees of Success from its attack rolls with its WS Bonus (inc. the +30 WS in the workings).

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Lions

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LIONS
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
40 40 40 40 40 25 30 35 30
SKILLS
Athletics +10, Awareness+10, Dodge, Literacy
HORDE TRAITS
Dirty Fighters, Reckless Charge, Support (3), Wild Fire
TALENTS
Insanely Faithful, Nerves of Steel, Radiant Presence, Unshakeable Faith
SPECIALISTS
Coordinator, Sergeant, Spotter, Weapon Specialist (Bolter, Rail Minigun, Prog Sword)
WOUNDS EQUIPMENT
13 Railgun, Chainsword, Railpistol, Fed. Light Power Armour
Horde Abilities
Ability Name Action Squad Req. Qty. Effect
Long Live the Revolution Full 1 Unlimited Any allied units within 5dm of the Horde take a +10 to all WP tests this turn. Any allied unit currently suffering from Fear/Break may make an instant rally test. This ability does not stack with other uses of this ability.
Sing the Songs of Angry Men Full 1 Unlimited Any allied units within 5dm of the Horde take a +10 bonus to all WS and BS tests this turn. Furthermore, a single allied unit may reroll all WS or BS tests this turn once. This ability does not stack with other uses of this ability.
Do not go Gentle Full 1 Unlimited Any allied units within 5dm of the Horde gain Unnatural Toughness (+2) this turn. Furthermore, a single allied Horde unit may reduce all Magnitude damage taken by 1 this turn. This abiliy does not stack with other uses of this ability.

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Magpies

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MAGPIES
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
35 45 35 30 50 30 40 30 25
SKILLS
Athletics +10, Awareness+20, Concealment+10, Dodge, Literacy, Sleight of Hand +10
HORDE TRAITS
Ambushers, Dirty Fighters, Evasive, Fighting Withdrawal
TALENTS
Crack Shot, Deadeye Shot, Precision Basic (Cleaving)
SPECIALISTS
Sergeant, Spotter, Weapon Specialist (Precision Rail Rifle)
WOUNDS EQUIPMENT
13 Railgun, Chainsword, Railpistol, Fed. Light Power Armour
Horde Abilities
Ability Name Action Squad Req. Qty. Effect
Bloody Magpies! Full 1 Unlimited Select a single enemy horde adjacent to the Ability-using Horde. Select a single piece of equipment that the enemy horde possesses which the Magpies can use- grenade abilities count as equipment. Test Sleight of Hand, opposed by the enemy's Toughness, with a +10 bonus for every squad the Ability-using Horde has in excess of the target. On a success, that piece of equipment is unusable for a turn (Armour loses 1 AP per DoS). If the Ability-using Horde gains four DoS or more, it permanently gains the piece of equipment and the targeted Horde loses it.
My Kit Now 1 Full 1 3 Times per Battle Choose one enemy Horde adjacent to the Ability-using Horde. Select a single Weapons Specialist that the enemy Horde possesses with the Magpies can use. Test Strength, opposed by the enemy's Toughness, with a +10 bonus for every squad the Ability-using Horde has in excess of the target. On a success, that Weapons Specialist is unable to attack for a turn. If the Ability-using Horde gains 4 DoS or more, it gains the Weapons Specialist at full wounds. The Ability-using Horde may not have more than 3 Specialists total at a time.
Sabotage 1 Full 1 3 Times per Battle Choose one enemy Horde within AB dm. The target tests Perception; on a failure, they are stunned for 1 round.

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