3 fighters
Space Marine fighters are only placed Prone and Pinned by a ranged attack if the attack actually damages them (Wound or Flesh Wound result). They can never be Captured — Capture results are treated as Superficial Damage. The gang takes Bottle checks on D3 instead of D6. Each Space Marine fighter also receives two Ready markers at the start of each round, allowing them to take two separate activations per round — each activation expends one Ready marker as normal.
Agree with your group on one Chapter Doctrine before the campaign begins. Pick any single gang-wide passive or active rule from an existing Necromunda gang list (e.g. Goliath Unstoppable Muscle, Van Saar Rad-Phage, Escher Poison Blood, Cawdor Devout Mob, Orlock Road Captain, Delaque From the Shadows) and apply it as your Chapter Doctrine — or create your own rule in the spirit of your Chapter's lore, keeping it to one clean, bounded effect.
[Ferocity] When making Injury rolls, roll one less Injury dice. Against Damage 1, roll two dice and choose one to discard.
[Ferocity] When hit by a ranged attack, make a Cool test. On a pass, choose not to become Prone and Pinned.
18"/24" · Str 4 · AP -1 · D 2 · Am 6+ · Rapid Fire(1)
6"/12" · Str 4 · AP -1 · D 2 · Am 6+
Melee · Str S+1 · AP — · D 2 · Melee, Parry
Save 3+; Toughness +1 vs ranged hits
[Ferocity] When making Injury rolls, roll one less Injury dice. Against Damage 1, roll two dice and choose one to discard.
[Ferocity] When hit by a ranged attack, make a Cool test. On a pass, choose not to become Prone and Pinned.
[Combat] Never suffers penalties for interference. Can always grant assists regardless of how many enemies are Engaged.
18"/24" · Str 4 · AP -1 · D 2 · Am 6+ · Rapid Fire(1)
6"/12" · Str 4 · AP -1 · D 2 · Am 6+
Save 3+; Toughness +1 vs ranged hits
[Ferocity] When making Injury rolls, roll one less Injury dice. Against Damage 1, roll two dice and choose one to discard.
[Ferocity] When hit by a ranged attack, make a Cool test. On a pass, choose not to become Prone and Pinned.
[Muscle] This fighter's Toughness is not reduced by Flesh Wounds. However, if this fighter suffers Flesh Wounds equal to their Toughness characteristic, they go Out of Action as normal.
18"/24" · Str 4 · AP -1 · D 2 · Am 6+ · Rapid Fire(1)
6"/12" · Str 4 · AP -1 · D 2 · Am 6+
Save 3+; Toughness +1 vs ranged hits