Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Tactics Cards Deck
Ω : Zone Mortalis Only
≠ : Sector Mechanicus Only
Φ : Skirmish Only
Ψ : Campaign Only
New Skills: 2, M: +1, BS: +1, T: +1
Beastman: This fighter is a Beastman; any game effect referring to Beastmen is applicable to them. This fighter uses the Survivor Critical Injury table, the Beastman Characteristics Maxima, may be equipped from the Ulfgar Equipment List, and when they would choose a Primary Skill they may instead choose a Ulfgar Skill.
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.
Hip Shooting: If this fighter is Active, they can make the following action:
Run and Gun (Double): This fighter makes a Standard Move, adding +D3'' to the distance they can move. At any point along their move this fighter may make a single free Shoot action resolved normally, using a weapon they are equipped with that does not have the Unwieldy trait.
Adaptable: Once per battle at any point during the Battle Sequence,
the controlling player of this fighter may select any one other skill from the standard skill categories (Agility,
Brawn, Combat, Cunning, Ferocity, Leadership, Shooting, Savant).
This fighter gains that skill until the end of the current round's End Phase or the end of the Wrap Up step
of the Post-Battle Sequence, whichever comes first.
Armor: Fighting Harness
A fighter with a Fighting Harness gains a Parry in close combat. (*) Additionally, a Fighting Harness grants a unmodifiable Armor save of 6+ in close combat.
Autogun
Sabot
6''
24''
-1
+1
3
-1
1
3+
Extended Clip (Autopistol / Autogun / Assault Rifle)
This fighter adds +1 to Ammo checks made with the weapon this item is attached to.
This is not combinable with similar items or effects.
+1 to Ammo checks.
Speed Loader (Ranged weapons)
When the fighter using the weapon this item is attached to is activated, if the
weapon has a weapon profile that is Out of Ammo and the ammo type is not Scarce
or Limited, the fighter may make a free Reload (Simple) action.
May take free Reload (Simple) action when activated.
Ammo Drum (Autopistol / Autogun / Assault Rifle)
When rolling to hit with a weapon that has this attachment,
add one additional hit to the total rolled on the Firepower dice.
This is not combinable with similar items or effects.
+1 Firepower die hit.
Grenade: Stick Bombs
KA-BLOOEY
Sx3
-1
3
-1
1
5+
Beastman: This fighter is a Beastman; any game effect referring to Beastmen is applicable to them. This fighter uses the Survivor Critical Injury table, the Beastman Characteristics Maxima, may be equipped from the Ulfgar Equipment List, and when they would choose a Primary Skill they may instead choose a Ulfgar Skill.
Vet: This skill only has an effect in the Pre-battle Sequence. If this fighter is available at the beginning of the Choose Crews step of the Pre-battle Sequence, for each Ulfgar Wolf fighter in your gang that is in Recovery you may roll a D6. Each Ulfgar Wolf fighter that gets a result of 3+ recovers and is available for this battle.
Packleader: Group Activation (3): only Ulfgar Wolf fighters within 12'' of this fighter.
Sprint: As a Double Action the fighter may take three Standard Moves.
If the fighter moves at least 12'' on the battlefield during
this action, ranged attacks against them take an additional
-1 penalty to hit until the fighter's next activation.
Armor: Fighting Harness
A fighter with a Fighting Harness gains a Parry in close combat. (*) Additionally, a Fighting Harness grants a unmodifiable Armor save of 6+ in close combat.
Beastman: This fighter is a Beastman; any game effect referring to Beastmen is applicable to them. This fighter uses the Survivor Critical Injury table, the Beastman Characteristics Maxima, may be equipped from the Ulfgar Equipment List, and when they would choose a Primary Skill they may instead choose a Ulfgar Skill.
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.
Captivater: When this fighter takes an enemy fighter Out of Action in close combat or from no further than 6'' away and
this fighter is not Engaged with any other enemy fighters, this ability may be used unless the enemy fighter is ineligible to be Captured.
Instead of making a Lasting Injury roll for the enemy fighter being put Out of Action the controlling player of this fighter may choose to remove this fighter and the enemy fighter from the battlefield; if this option is chosen this fighter gains the normal XP for taking the enemy fighter Out of Action plus 1 additional XP, and the enemy fighter is Captured.
Berserker: When activated, prior to changing facing this fighter may pick an enemy fighter within line of sight and within their vision arc as their target, and declare a Charge against that target. If they do, this fighter may take a Double Move for their Charge (instead of a Standard Move + D3'') and automatically passes any Initiative, Cool, or Willpower test they may be required to make during their Charge (such as when leaping across a gap or engaging an enemy with the Fearsome skill). This fighter must engage their selected target with this Charge if able, and may not engage any other enemy fighter as part of this Charge.
Armor: Fighting Harness
A fighter with a Fighting Harness gains a Parry in close combat. (*) Additionally, a Fighting Harness grants a unmodifiable Armor save of 6+ in close combat.
Shield: If a fighter is carrying a shield, their Armor save
roll is improved by 1. If a fighter does not already
have a Armor save roll, a shield grants a Armor save of 6+.
Bionics: Bionic Eye
Modifiers have been applied directly to profile.
Improved Optics: A fighter with at least one bionic eye can see and 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 for each bionic eye they have.
A fighter with one or more bionic eyes gains no benefit from using photo-goggles or similar items, or weapon sights of any kind.
Autolauncher Pack
An Active fighter with an autolauncher pack and at least one kind of grenade that is not Out of Ammo can make the following action:
Run and Launch (Double): This fighter makes a standard move, adding +D3'' to the distance they can move. At any point along the path of their movement, the fighter may use their autolauncher pack to launch a single grenade of a type they are equipped with at a point up to 9'' away, with a -1 penalty to hit. This attack follows the standard rules for throwing a Grenade.
Beastman: This fighter is a Beastman; any game effect referring to Beastmen is applicable to them. This fighter uses the Survivor Critical Injury table, the Beastman Characteristics Maxima, may be equipped from the Ulfgar Equipment List, and when they would choose a Primary Skill they may instead choose a Ulfgar Skill.
Grenadier: When this fighter throws a Grenade or shoots a Grenade Launcher, their Long range is increased by 4''. When one of this fighter's Grenades scatters, their controlling player may choose to increase or decrease the scatter distance by up to 1''.
Armor: Fighting Harness
A fighter with a Fighting Harness gains a Parry in close combat. (*) Additionally, a Fighting Harness grants a unmodifiable Armor save of 6+ in close combat.
Grenade Launcher [Frag, Krak, Smoke]
Krak
6''
24''
-1
6
-2
D3
5+
Hip Shooting: If this fighter is Active, they can make the following action:
Run and Gun (Double): This fighter makes a Standard Move, adding +D3'' to the distance they can move. At any point along their move this fighter may make a single free Shoot action resolved normally, using a weapon they are equipped with that does not have the Unwieldy trait.
Unstoppable: In the End Phase immediately after Recovery tests are made, you may discard one Flesh Wound that this fighter has suffered.
Armor: Mesh
Modifiers have been applied directly to profile.
Wargear: Armored Undersuit
Modifiers have been applied directly to profile.
Laspistol
Pew Pew
8''
12''
+1
3
1
2+
Promoted Merc!, New Skills: 2
Iron Jaw: When this fighter would be Seriously Injured in close combat, roll a D6 and then
add this fighter's current Toughness (including modifiers such as from Flesh Wounds or a stimm-slug stash). On a 7+ this fighter is not Seriously Injured, and takes a Flesh Wound instead.
Unstoppable: In the End Phase immediately after Recovery tests are made, you may discard one Flesh Wound that this fighter has suffered.
True Grit: When making an Injury roll for the fighter, roll one less
Injury dice (for example, a Damage 2 weapon would roll
one dice). Against attacks with Damage 1 roll two dice and
the player controlling the fighter with True Grit then
chooses one to discard before resolving the dice effects.
Armor: Furnace Plates
Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks that hit within the fighter's front arc.
Stub Pistol (Master Crafted)
Wargear: Monoc's Optics
A fighter with this wargear item can attack through smoke clouds and is unaffected by low-light conditions.
In addition the fighter gains +1 to hit when shooting a ranged weapon.
Additionally, the fighter adds 1 to the result of any check to resist being blinded.
A fighter with this wargear item gains no benefit from using photo-goggles or similar items, bionic eyes,
or a scope of any kind.
Bionics: Biobooster
The first time in each game that an Injury roll is made for
a fighter with a biobooster, one less Injury dice is rolled.
If only one dice should have been rolled,
no Injury roll is made and the fighter takes a Flesh Wound.
New Skills: 2, WS: +1, BS: +1
Beastman: This fighter is a Beastman; any game effect referring to Beastmen is applicable to them. This fighter uses the Survivor Critical Injury table, the Beastman Characteristics Maxima, may be equipped from the Ulfgar Equipment List, and when they would choose a Primary Skill they may instead choose a Ulfgar Skill.
Unstoppable: In the End Phase immediately after Recovery tests are made, you may discard one Flesh Wound that this fighter has suffered.
Sic 'Em: If this fighter is Active, they can attempt to make the following action: Note: {animal type} must be selected when this skill is taken and cannot be changed afterwards.
Order (Basic): This fighter must make a Leadership check; if the check fails nothing happens. If the check succeeds, the controlling player may select a friendly {animal type} within 12'' of this fighter. The selected {animal type} can immediately make two actions as though it were their turn, even if they are not Ready. If they are Ready, these actions do not remove their Ready status.
Armor: Fighting Harness
A fighter with a Fighting Harness gains a Parry in close combat. (*) Additionally, a Fighting Harness grants a unmodifiable Armor save of 6+ in close combat.
Shield: If a fighter is carrying a shield, their Armor save
roll is improved by 1. If a fighter does not already
have a Armor save roll, a shield grants a Armor save of 6+.
Grenade: Stick Bombs
KA-BLOOEY
Sx3
-1
3
-1
1
5+
Wargear: Oozu
Oozu is a foul drink made of who knows what that is favored by the Ulfgar. It grants a brief but potent burst of energy when consumed.
When an Active or Pinned fighter with Oozu is activated, they may choose to
delete Oozu from their fighter card immediately and take the following action:
Drink Oozu (Double): The fighter temporarily gains the benefits of the Oozu effect; additionally the fighter may immediately discard a Flesh Wound from their fighter card and if they are Pinned they may make a free
Stand Up action. While the Oozu effect lasts, the fighter's Movement, Strength, and Toughness are increased by 1.
At the end of each of the fighter's activations after this one, roll a D6. If a 1 is rolled the Oozu effect ends and the fighter goes Out of Action regardless
of any remaining Wounds; the fighter is Out Cold. If a 2 or 3 is rolled the Oozu effect ends; if the fighter is Active they become Pinned.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
Animal: This fighter cannot use gear, open doors, operate devices, or use ladders. This fighter cannot climb, unless the fighter also has the Clamber skill. This fighter can step up, leap, and go over obstacles. This fighter can use Cool instead of Intelligence when taking the Detect (Basic) action. This fighter cannot be captured.
No Permanent Injury: If this fighter is put Out of Action, roll a D6 on the following Injury chart:
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.
Sprint: As a Double Action the fighter may take three Standard Moves.
If the fighter moves at least 12'' on the battlefield during
this action, ranged attacks against them take an additional
-1 penalty to hit until the fighter's next activation.
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.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
Animal: This fighter cannot use gear, open doors, operate devices, or use ladders. This fighter cannot climb, unless the fighter also has the Clamber skill. This fighter can step up, leap, and go over obstacles. This fighter can use Cool instead of Intelligence when taking the Detect (Basic) action. This fighter cannot be captured.
No Permanent Injury: If this fighter is put Out of Action, roll a D6 on the following Injury chart:
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.
Sprint: As a Double Action the fighter may take three Standard Moves.
If the fighter moves at least 12'' on the battlefield during
this action, ranged attacks against them take an additional
-1 penalty to hit until the fighter's next activation.
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.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
Animal: This fighter cannot use gear, open doors, operate devices, or use ladders. This fighter cannot climb, unless the fighter also has the Clamber skill. This fighter can step up, leap, and go over obstacles. This fighter can use Cool instead of Intelligence when taking the Detect (Basic) action. This fighter cannot be captured.
No Permanent Injury: If this fighter is put Out of Action, roll a D6 on the following Injury chart:
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.
Sprint: As a Double Action the fighter may take three Standard Moves.
If the fighter moves at least 12'' on the battlefield during
this action, ranged attacks against them take an additional
-1 penalty to hit until the fighter's next activation.
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.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
Animal: This fighter cannot use gear, open doors, operate devices, or use ladders. This fighter cannot climb, unless the fighter also has the Clamber skill. This fighter can step up, leap, and go over obstacles. This fighter can use Cool instead of Intelligence when taking the Detect (Basic) action. This fighter cannot be captured.
No Permanent Injury: If this fighter is put Out of Action, roll a D6 on the following Injury chart:
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.
Sprint: As a Double Action the fighter may take three Standard Moves.
If the fighter moves at least 12'' on the battlefield during
this action, ranged attacks against them take an additional
-1 penalty to hit until the fighter's next activation.
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.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
Animal: This fighter cannot use gear, open doors, operate devices, or use ladders. This fighter cannot climb, unless the fighter also has the Clamber skill. This fighter can step up, leap, and go over obstacles. This fighter can use Cool instead of Intelligence when taking the Detect (Basic) action. This fighter cannot be captured.
No Permanent Injury: If this fighter is put Out of Action, roll a D6 on the following Injury chart:
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.
Sprint: As a Double Action the fighter may take three Standard Moves.
If the fighter moves at least 12'' on the battlefield during
this action, ranged attacks against them take an additional
-1 penalty to hit until the fighter's next activation.
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.
Log
Escher (Heartbreakers, L); +140 credits; +Rocruf, +Jerry; Rare Item: Autogun
Delaque (Furiosos, W); +110 credits; Rare Item: none
Harlequins (Happy Harleys, L); +85 credits; +Vanyar (Merc), +Poochyanna, +Mightyanna; Rare Item: Ammo Drum
Delaque (Acme Inc, T); +30 credits +90 credits worth of Rare Items; Rare Items: (Wolferine: Extended Clip, Speedloader, Sabot Ammo), (Wolfganse: Autolauncher, Bionic Eye)
Escher / Delaque (Heartbreakers / Furiosos / Acme Inc, 1st Place); +0 credits; Rare Item: none
Delaque (Furiosos, L); +50 credits; Rare Item: none
Cogs (Rustlords, W); +45 credits; Rare Item: none
Delaque (Acme Inc, W); +50 credits, +Monoc
Escher (Heartbreakers, L); +0 credits; +Smelt (underdog augmentation), promoted Monoc to Champion; Rare Item: none
Rustlords / Acme Inc (Cogs / Delaque, 3rd Place); +70 credits
Escher (Heartbreakers, L); +60 credits; Rare Item: none