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Range To Hit Save Ammo Notes Dam. Mod. Roll Weapon Short Long Short Long STR
Range To Hit Save Ammo Notes Dam. Mod. Roll Weapon Short Long Short Long STR
Range To Hit Save Ammo Notes Dam. Mod. Roll Weapon Short Long Short Long STR
PSYCHOLOGY
Fear - Gangers charged by fear-inducing creatures roll leadership. If failed, they are broken. If passed no effect. If attempting charge a fear-
inducing creature roll leadership. If passed, no effect and charge as normal. If failed, cannot charge or do anything else for the turn.
Stupidity - Make leadership test at start of each turn. If passed, normal turn. If failed, roll 1d6: 1 - 3 model moves normal distance in random
direction, 4 - 6 model does not move. If in combat roll 1d6: 1 - 3 roll no attack dice just use basic WS, 4 - 6 normal combat.
Hatred - If a fighter hates all enemies, counts as Leadership 10. Can re-roll any attack dice in first turn of combat against hated enemy.
Must use 2" follow-up move towards seen hated enemy.
Frenzy - Can take full control over frenzied model with successful leadership test at start of turn. Frenzied models must always charge closest
enemy within charge move if it can reach them. Doubles attacks. Cannot parry. Must use follow-up move to move closer to enemy. Never
affected by Fear or Terror.