Eye Injury: 1, Bionic Eyes: 1, Head Injury: 1, Bionic Cogitators: 1, Hobbled: 1, Skull Chip, WS: +2
Escher: This fighter is a Escher; any game effect referring to Eschers is applicable to them. This fighter may be equipped from the Escher Equipment List.
Step Aside: If the fighter is hit in close combat, the fighter can attempt
to step aside. Make an Initiative check for them. If the
check is passed, the attack misses. This skill can only be
used once per enemy in each round or close combat – in
other words, if an enemy makes more than one attack, the
fighter can only attempt to step aside from one of them.
Dodge: If this fighter suffers a wound from a ranged or close
combat attack, roll a D6. On a 6, the attack is dodged and
has no effect, otherwise continue to make a save roll as
normal. If the model dodges a weapon that uses a Blast marker or
Flame template, a roll of 6 does not automatically cancel
the attack; instead it allows the fighter to move up to 2''
before seeing whether they are hit (not through obstructions or within 1'' of an enemy fighter).
Armor: Mesh Armor
Modifiers have been applied directly to profile.
Autopistol (Master Crafted)
6''
18''
+1
3
1
4+
Pistol, Noisy, Rapid Fire (2)
Weapon Attachment: 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.
Shockwhip
Ranged
0''
3''
+1
4
1
-
Shock
Melee
E
-1
4
1
-
Melee, Entangle, Shock
Bionics: Bionic Cogitator
Modifiers have been applied directly to profile.
Bionics: Skullchip
Modifiers have been applied directly to profile.
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.
Bionics: Steel Skull
This item may never be removed from the fighter it is attached to.
A fighter with a steel skull suffers a -1 penalty to all Intelligence checks.
When a fighter with a steel skull would be taken Out of Action and receives an Out Cold result, they are not taken Out of Action and remain in play.
Grenade: Smoke Bombs
Sx3
0
0
4+
Grenade, Smoke
Grenade: Plasma
Sx3
5
-1
2
6+
Grenade, Blast (3'')
New Skills: 1, WS: +1, BS: +1, I: +2, Ld: +1, Int: +1
Ash Waste Nomad: This fighter is a Ash Waste Nomad; any game effect referring to Ash Waste Nomads is applicable to them. This fighter uses the Survivor Critical Injury table and the Deathworlder Characteristics Maxima, may be equipped from the Ash Waste Nomad Equipment List, and when they would pick a Primary Skill they may instead choose a Ash Waste Nomad Skill.
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.
Resilient: When a Lasting Injury roll is made for this fighter, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Grievous Injury result.
Armor: Mesh Armor
Modifiers have been applied directly to profile.
Wargear: Armored Undersuit
Modifiers have been applied directly to profile.
Plasma Pistol (Master Crafted)
6''
12''
+2
5
-1
2
5+
Pistol, Rapid Fire (1)
Power Sword
E
S+1
-2
1
-
Melee, Parry, Power
Power Knife
E
S
-2
1
-
Melee, Backstab, Power
Wargear: Photo-goggles
A fighter with photo-goggles can 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.
Unaffected by smoke or low-light, +1 vs blinding.
Grenade: Plasma
Sx3
5
-1
2
6+
Grenade, Blast (3'')
New Skills: 2, WS: +1, BS: +2
Deathworlder: This fighter is a Deathworlder, of a people adapted for survival in the worst of conditions over generations and as hardy as human beings can be. This fighter uses the Survivor Critical Injury table, and uses the Deathworlder Characteristic Maxima.
Gunfighter: If the fighter attacks with two pistols (two weapons that each have the Pistol trait),
they do not suffer the standard -1 penalty to their hit rolls. The fighter may target a different enemy with each pistol.
Bull Charge: When this fighter makes close combat attacks as part of a
Charge action, any Melee attacks they use gain the
Knockback trait and are resolved at +1 Strength.
Crushing Blow: If this fighter is Engaged and is able to make a Melee attack, they can use the following action:
Crushing Blow (Simple): Pick an Engaged target, and choose one of your Melee weapons.
The target must make an Initiative check with a -1 penalty (if able).
If the check is failed or cannot be made, the target suffers a hit resolved using the
selected weapon with +1 Strength, +1 Damage, -1 AP, and the Knockback trait added.
Burly: This fighter's unarmed attacks have the Melee and Knockback traits.
If this fighter has one or zero close combat weapons they gain the Dual Weapons bonus dice; the additional dice gained is an unarmed attack.
Additionally when this fighter is the target of an attack with the Knockback or Drag traits, they are only knocked back or dragged on a natural 6.
Archeotech: Refractor Field
A Refractor Field grants a 5+ unmodified armor save roll.
However a fighter wearing a Refractor Field is easily seen due
to the bright energy field surrounding them. Sentries automatically
spot a fighter wearing a Refractor Field (even if they are in full cover)
within their line of sight up to 24" away. Additionally, for purposes
of ranged attack targetting and low light conditions, treat the fighter as if they
have a Burn marker on them.
Dueling Laspistol (Master Crafted)
10''
18''
+1
3
1
3+
Pistol, Accurate, Plentiful, Scathing
Bolt Pistol (Master Crafted)
9''
18''
+1
4
-1
1
4+
Pistol, Rapid Fire (1)
Fighting Knife
E
+1
S
1
-
Melee, Backstab
Grenade: Frag
Sx3
3
1
4+
Grenade, Knockback, Blast (3'')
New Skills: 3, Eye Injury: 1, Bionic Eyes: 1
Trick Shot: When this fighter makes Ranged attacks they reduce any penalties
due to cover by 1 step. Thus a -1 penalty becomes - and a -2 penalty becomes -1.
Additionally this fighter does not take a penalty for making Ranged attacks against
targets that are Engaged.
Backstab: Any close combat weapons used by this fighter gain the
Backstab Trait; weapons that already have the Trait add 3 to the
attacker's Strength rather than 1 when the Trait is used.
Additionally, sentries suffer a -1 penalty when trying to detect this fighter.
Escape Artist: When this fighter makes a Disengage action, enemies the fighter was Engaged with do not make free attacks against them.
In addition, if this fighter is Captured at the end of a battle roll a D6. On a result of 2 or more, they slip away and return to their gang unharmed.
Overwatch: If this fighter is Active and Readied, they can interrupt a
visible enemy fighters action as soon as it is declared but
before it is carried out. This fighter loses their Ready
marker, then immediately makes a Shoot action, targeting
the enemy fighter whose action has been declared. If the
enemy fighter is Pinned or Seriously Injured by this attack, their action is not made and their turn ends
immediately.
Precision Shot: The Armor Penetration of Ranged attacks made by this fighter are increased by 1 step.
For instance, AP - becomes AP -1, AP -1 becomes AP -2, and so on. Additionally,
when this fighter's Ranged attacks miss their target the Stray Shots rules do not apply.
This skill cannot be used with weapons that have the Blast, Template, or Scattershot traits.
Armor: Mesh Armor
Modifiers have been applied directly to profile.
Wargear: Tactical Trenchcoat
Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.
Lasgun
Hotshot
18''
32''
+1
3
-1
1
3+
Needle Pistol (Master Crafted)
Needle
6''
12''
+2
4
-1
1
5+
Pistol, Silent, Toxin
Power Knife
E
S
-2
1
-
Melee, Backstab, Power
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.
Wargear: Bio Scanner
When a fighter with a bio scanner takes a Detect (Basic) action,
all targets within 12'' are considered to be in their line of sight, they are considered to have a 360 degree vision arc,
and they are unaffected by any detection penalties due to the target being in cover.
New Skills: 1, Skull Chip, M: +1, A: +1
Goliath: This fighter is a Goliath; any game effect referring to Goliaths is applicable to them. This fighter uses the Survivor Critical Injury table, may be equipped from the Goliath Equipment List, and uses the Goliath Characteristic Maxima.
Burly: This fighter's unarmed attacks have the Melee and Knockback traits.
If this fighter has one or zero close combat weapons they gain the Dual Weapons bonus dice; the additional dice gained is an unarmed attack.
Additionally when this fighter is the target of an attack with the Knockback or Drag traits, they are only knocked back or dragged on a natural 6.
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.
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.
Wargear: Armored Undersuit
Modifiers have been applied directly to profile.
Two-handed Power Hammer
E
-1
S+2
-3
3
-
Melee, Pulverize, Knockback, Power, Unwieldy
Bionics: Skullchip
Modifiers have been applied directly to profile.
Bionics: Steel Skull
This item may never be removed from the fighter it is attached to.
A fighter with a steel skull suffers a -1 penalty to all Intelligence checks.
When a fighter with a steel skull would be taken Out of Action and receives an Out Cold result, they are not taken Out of Action and remain in play.
Grenade: Frag
Sx3
3
1
4+
Grenade, Knockback, Blast (3'')
Grenade: Photon Flash
Sx3
0
0
5+
Grenade, Flash, Blast (5'')
Ash Waste Nomad: This fighter is a Ash Waste Nomad; any game effect referring to Ash Waste Nomads is applicable to them. This fighter uses the Survivor Critical Injury table and the Deathworlder Characteristics Maxima, may be equipped from the Ash Waste Nomad Equipment List, and when they would pick a Primary Skill they may instead choose a Ash Waste Nomad Skill.
Commanding Presence: If a group is activated, and this fighter is chosen to lead
the group, it can include one more fighter than normal (ie,
a Champion could activate two other fighters instead of
one, or a Leader could activate three, and other types of fighters may activate one other fighter).
Resilient: When a Lasting Injury roll is made for this fighter, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Grievous Injury result.
Armor: Mesh Armor
Modifiers have been applied directly to profile.
Wargear: Armored Undersuit
Modifiers have been applied directly to profile.
Bolter (Locke Pattern)
12''
24''
+1
4
-1
1
5+
Rapid Fire (1)
Power Fist
E
+1
S+2
-2
1
-
Melee, Intimidating, Knockback, Power
Fighting Knife
E
+1
S
1
-
Melee, Backstab
Wargear: Photo-goggles
A fighter with photo-goggles can 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.
Unaffected by smoke or low-light, +1 vs blinding.
Ash Waste Nomad: This fighter is a Ash Waste Nomad; any game effect referring to Ash Waste Nomads is applicable to them. This fighter uses the Survivor Critical Injury table and the Deathworlder Characteristics Maxima, may be equipped from the Ash Waste Nomad Equipment List, and when they would pick a Primary Skill they may instead choose a Ash Waste Nomad Skill.
Fast Shot: This fighter treats the Shoot action as Simple rather than
Basic, as long as they do not attack with an Unwieldy
weapon for either action.
Demolitionist: If this fighter is part of a Crew, the controlling player may select a Frag Trap, Melta Trap, or Gas Trap
Tactics Card and play it on this fighter at the start of the battle.
Additionally if this fighter discovers a placed Booby Trap or similar trap (including
by opening caskets or interacting with Scenario specific objects that have traps placed on them or in them),
before determining if the device triggers this fighter may make an Intelligence check;
if the fighter passes their check the device does not trigger
Armor: Mesh Armor
Modifiers have been applied directly to profile.
Meltagun
6''
12''
+1
8
-4
3
4+
Melta, Scarce
Weapon Attachment: Good Luck Charm (Any weapon)
Once per battle, you may re-roll a Wound roll made for an attack using the attached weapon.
Fighting Knife
E
+1
S
1
-
Melee, Backstab
Grenade: Krak
Sx3
-1
6
-2
2
4+
Grenade, Demolition
New Skills: 1, Head Injury: 1, Bionic Cogitators: 1, BS: +1, Cl: +1, Wil: +1
Hip Shooting: If the fighter is Active, they can make the following action:
Run and Gun (Double): The fighter makes a Double Move, and may attack with a Ranged weapon
at any point along their move. This skill may not be used with weapons that have the Unwieldy trait.
The fighter suffers a -1'' M penalty when using this action.
Marksman: This fighter is not affected by the rules for target Priority.
Additionally when this fighter takes an Aim action with a Ranged weapon,
the Short range of the weapon gains +2'' and the Long range of the weapon gains +4''.
Meltagun
6''
12''
+1
8
-4
3
4+
Melta, Scarce
Stub Pistol
6''
12''
+2
3
1
4+
Pistol, Plentiful
Fighting Knife
E
+1
S
1
-
Melee, Backstab
Bionics: Bionic Cogitator
Modifiers have been applied directly to profile.
Orlock: This fighter is a Orlock; any game effect referring to Orlocks is applicable to them. This fighter may be equipped from the Orlock Equipment List.
Commanding Presence: If a group is activated, and this fighter is chosen to lead
the group, it can include one more fighter than normal (ie,
a Champion could activate two other fighters instead of
one, or a Leader could activate three, and other types of fighters may activate one other fighter).
Inspirational: If a friendly fighter within 12'' of this fighter fails a Cool
check, make a Leadership check for this fighter. If it
passes, the Cool check is also treated as having been
passed.
Tactician: This skill only has an effect in the Pre-Battle Sequence. If this fighter is in a gang's Crew, during the Draw Tactics Cards step of the Pre-Battle Sequence the controlling player may choose any one Tactics Card available to the gang, in addition to any other Tactics Cards available to them for the battle. If the chosen Tactics Card must be played on one of the controlling player's fighters, it must be played on this fighter.
Tactician: +1 Tactics Card. If the chosen Tactics Card must be played on a fighter, it must be played on this fighter.
Armor: Mesh Armor
Modifiers have been applied directly to profile.
Autogun
Sabot
6''
24''
-1
+1
3
-1
1
3+
Rapid Fire (1), Replacement, Scarce
Weapon Attachment: 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.
Weapon Attachment: Bayonet (Basic weapons)
Attached
E
+1
S+1
-1
1
-
Attachment, Melee, Unwieldy
Unattached
E
S
-1
1
-
Attachment, Melee
Dueling Laspistol (Master Crafted)
10''
18''
+1
3
1
3+
Pistol, Accurate, Plentiful, Scathing
Autopistol (Master Crafted)
6''
18''
+1
3
1
4+
Pistol, Noisy, Rapid Fire (2)
Delaque: This fighter is a Delaque; any game effect referring to Delaques is applicable to them. This fighter may be equipped from the Delaque Equipment List.
Hip Shooting: If the fighter is Active, they can make the following action:
Run and Gun (Double): The fighter makes a Double Move, and may attack with a Ranged weapon
at any point along their move. This skill may not be used with weapons that have the Unwieldy trait.
The fighter suffers a -1'' M penalty when using this action.
Gunfighter: If the fighter attacks with two pistols (two weapons that each have the Pistol trait),
they do not suffer the standard -1 penalty to their hit rolls. The fighter may target a different enemy with each pistol.
Evade: If this fighter is not Seriously Injured, other fighters suffer an additional -1 modifier to their hit rolls
for all attacks (ranged and close combat) that target this fighter. Additionally, sentries suffer a -1 penalty when trying to detect this fighter.
Armor: Mesh Armor
Modifiers have been applied directly to profile.
Wargear: Tactical Trenchcoat
Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.
Bolt Pistol (Locke Pattern)
6''
12''
+1
+1
4
-1
1
5+
Pistol, Rapid Fire (1)
Weapon Attachment: Targeter (Ranged weapons)
Modifiers have been applied directly to profile.
Weapon Attachment: 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.
Bolt Pistol (Locke Pattern)
6''
12''
+1
+1
4
-1
1
5+
Pistol, Rapid Fire (1)
Weapon Attachment: Targeter (Ranged weapons)
Modifiers have been applied directly to profile.
Weapon Attachment: 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.
Cawdor: This fighter is a Cawdor; any game effect referring to Cawdors is applicable to them. This fighter may be equipped from the Cawdor Equipment List.
Twinned Availability: Frik can only be hired by a gang if his brother Frak is also hired. Frik is only available for a battle if his brother Frak is also available. If Frik is selected to join a crew and his brother Frak is not, Frik will not participate in the battle. If Frak is killed, Frik retires in the following Post-Battle Sequence, taking all of his own gear and his brother's gear with him.
Sychronized Twinning: Frik may Group Activate with unlimited range, but may only choose his brother Frak to join his group.
Backstab: Any close combat weapons used by this fighter gain the
Backstab Trait; weapons that already have the Trait add 3 to the
attacker's Strength rather than 1 when the Trait is used.
Additionally, sentries suffer a -1 penalty when trying to detect this fighter.
Infiltrate: In scenarios that allow fighters to Infiltrate, this fighter may Infiltrate.
Some scenarios may provide alternate instructions, but by default at the end of the Deploy step of the Pre-Battle Sequence, in priority order the controlling player may set up this fighter anywhere on the battlefield that is not visible to or within 6'' of any enemy fighters.
Infiltrate: Fighter may Infiltrate, if scenario permits. In priority order set up fighter so that they are not visible to or within 6'' of any enemy fighters (unless scenario specific guidelines are given).
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: Mesh Armor
Modifiers have been applied directly to profile.
Wargear: Tactical Trenchcoat
Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.
Autogun
Sabot
6''
24''
-1
+1
3
-1
1
3+
Rapid Fire (1), Replacement, Scarce
Weapon Attachment: 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.
Weapon Attachment: Good Luck Charm (Any weapon)
Once per battle, you may re-roll a Wound roll made for an attack using the attached weapon.
Needle Pistol
Needle
4''
9''
+2
4
-1
1
5+
Pistol, Silent, Scarce, Toxin
Fighting Knife
E
+1
S
1
-
Melee, Backstab
Wargear: Scary Mask
Any Nerve tests or Willpower checks made by enemy fighters within 4'' and in line of sight of the
fighter wearing this mask suffer a -1 penalty.
Cawdor: This fighter is a Cawdor; any game effect referring to Cawdors is applicable to them. This fighter may be equipped from the Cawdor Equipment List.
Twinned Availability: Frak can only be hired by a gang if his brother Frik is also hired. Frak is only available for a battle if his brother Frik is also available. If Frak is selected to join a crew and his brother Frik is not, Frak will not participate in the battle. If Frik is killed, Frak retires in the following Post-Battle Sequence, taking all of his own gear and his brother's gear with him.
Backstab: Any close combat weapons used by this fighter gain the
Backstab Trait; weapons that already have the Trait add 3 to the
attacker's Strength rather than 1 when the Trait is used.
Additionally, sentries suffer a -1 penalty when trying to detect this fighter.
Infiltrate: In scenarios that allow fighters to Infiltrate, this fighter may Infiltrate.
Some scenarios may provide alternate instructions, but by default at the end of the Deploy step of the Pre-Battle Sequence, in priority order the controlling player may set up this fighter anywhere on the battlefield that is not visible to or within 6'' of any enemy fighters.
Infiltrate: Fighter may Infiltrate, if scenario permits. In priority order set up fighter so that they are not visible to or within 6'' of any enemy fighters (unless scenario specific guidelines are given).
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: Mesh Armor
Modifiers have been applied directly to profile.
Wargear: Tactical Trenchcoat
Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.
Shotgun [Executioner, Inferno, Scatter]
Executioner
4''
16''
-1
+1
4
-2
1
6+
Rupture, Scarce
Inferno
4''
16''
+1
4
-1
1
5+
Blaze, Scarce
Scatter
4''
8''
+2
2
1
4+
Scattershot
Needle Pistol
Needle
4''
9''
+2
4
-1
1
5+
Pistol, Silent, Scarce, Toxin
Fighting Knife
E
+1
S
1
-
Melee, Backstab
Wargear: Scary Mask
Any Nerve tests or Willpower checks made by enemy fighters within 4'' and in line of sight of the
fighter wearing this mask suffer a -1 penalty.
Deathworlder: This fighter is a Deathworlder, of a people adapted for survival in the worst of conditions over generations and as hardy as human beings can be. This fighter uses the Survivor Critical Injury table, and uses the Deathworlder Characteristic Maxima.
Pistoleer: The fighter may ignore the standard rule that only one Attack dice can be allocated to a pistol
(a weapon with the Pistol trait) when determining Attack dice in close combat. Additionally if they are
armed with two pistols, they are considered to be Dual Wielding and gain an additional Attack dice.
Finally, the Short Range Accuracy modifiers of this fighter's pistols do apply to hit rolls in close combat.
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.
Plasma Pistol (Master Crafted)
6''
12''
+2
5
-1
2
5+
Pistol, Rapid Fire (1)
Weapon Attachment: 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.
Stub Pistol
6''
12''
+2
3
1
4+
Pistol, Plentiful
Power Knife
E
S
-2
1
-
Melee, Backstab, Power
Wargear: Photo-goggles
A fighter with photo-goggles can 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.
Unaffected by smoke or low-light, +1 vs blinding.
VanSaar: This fighter is a Van Saar; any game effect referring to Van Saar is applicable to them. This fighter may be equipped from the Van Saar Equipment List.
Ballistics Expert: This fighter may Check the Range before they decide to take a Shoot action.
Additionally, when this fighter takes an Aim action they gain an additional +1 modifier to their hit roll.
Marksman: This fighter is not affected by the rules for target Priority.
Additionally when this fighter takes an Aim action with a Ranged weapon,
the Short range of the weapon gains +2'' and the Long range of the weapon gains +4''.
Armor: Mesh Armor
Modifiers have been applied directly to profile.
Wargear: Armored Body Glove
Modifiers have been applied directly to profile. Additionally if a fighter with an armoured body glove is hit by a weapon with the Gas, Radiation, or Toxin traits, their Toughness is increased by 3 for the purposes of rolls to determine whether they are affected.
Autogun
Sabot
6''
24''
-1
+1
3
-1
1
3+
Rapid Fire (1), Replacement, Scarce
Weapon Attachment: 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.
Autopistol
Sabot
3''
12''
-1
+1
3
-1
1
3+
Pistol, Rapid Fire (1), Replacement, Scarce
Fighting Knife
E
+1
S
1
-
Melee, Backstab
Orlock: This fighter is a Orlock; any game effect referring to Orlocks is applicable to them. This fighter may be equipped from the Orlock Equipment List.
Hip Shooting: If the fighter is Active, they can make the following action:
Run and Gun (Double): The fighter makes a Double Move, and may attack with a Ranged weapon
at any point along their move. This skill may not be used with weapons that have the Unwieldy trait.
The fighter suffers a -1'' M penalty when using this action.
Armor: Mesh Armor
Modifiers have been applied directly to profile.
Shotgun [Acid, Inferno, Solid]
Acid
4''
16''
+1
3
-1
1
4+
Blaze, Scattershot
Inferno
4''
16''
+1
4
-1
1
5+
Blaze, Scarce
Solid
8''
16''
+1
4
2
4+
Knockback
Stub Pistol
6''
12''
+2
3
1
4+
Pistol, Plentiful
Fighting Knife
E
+1
S
1
-
Melee, Backstab
Grenade: Frag
Sx3
3
1
4+
Grenade, Knockback, Blast (3'')
Ash Waste Nomad: This fighter is a Ash Waste Nomad; any game effect referring to Ash Waste Nomads is applicable to them. This fighter uses the Survivor Critical Injury table and the Deathworlder Characteristics Maxima, may be equipped from the Ash Waste Nomad Equipment List, and when they would pick a Primary Skill they may instead choose a Ash Waste Nomad Skill.
Medicae: During the End Phase immediately before Recovery Tests are made, if this fighter is Active or Pinned
they may make a Half Move towards a Seriously Injured friendly fighter. When this fighter assists a friendly
fighter who is making a Recovery test this skill allows a single Out of Action dice result to be rerolled.
Armor: Mesh Armor
Modifiers have been applied directly to profile.
Lasgun
18''
24''
+1
3
1
2+
Plentiful
Needle Pistol
Needle
4''
9''
+2
4
-1
1
5+
Pistol, Silent, Scarce, Toxin
Fighting Knife
E
+1
S
1
-
Melee, Backstab
Wargear: Medicae Kit
When a fighter with a Medicae kit assists a friendly
fighter's Recovery test, roll an extra injury dice then
choose one to discard.
Hip Shooting: If the fighter is Active, they can make the following action:
Run and Gun (Double): The fighter makes a Double Move, and may attack with a Ranged weapon
at any point along their move. This skill may not be used with weapons that have the Unwieldy trait.
The fighter suffers a -1'' M penalty when using this action.
Gunfighter: If the fighter attacks with two pistols (two weapons that each have the Pistol trait),
they do not suffer the standard -1 penalty to their hit rolls. The fighter may target a different enemy with each pistol.
Armor: Flak Armor
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.
Laspistol
8''
12''
+1
3
1
2+
Pistol, Plentiful
Autopistol
Caseless
4''
12''
+1
3
1
4+
Pistol, Rapid Fire (1)
Wargear: Shades
The fighter adds 1 to the result of any check to resist being blinded.
Wargear: Impressive Headgear
Add 1 to the result of any Cool checks and Willpower checks for fighters while
they are within 6" and line of sight to a member of their gang who is wearing
Impressive Headgear.
Orlock: This fighter is a Orlock; any game effect referring to Orlocks is applicable to them. This fighter may be equipped from the Orlock Equipment List.
Trick Shot: When this fighter makes Ranged attacks they reduce any penalties
due to cover by 1 step. Thus a -1 penalty becomes - and a -2 penalty becomes -1.
Additionally this fighter does not take a penalty for making Ranged attacks against
targets that are Engaged.
Nerves of Steel: When the fighter is hit by a ranged attack you may choose to make a Cool
check for them, if it is passed they are not Pinned.
Lasgun
Hotshot
18''
32''
+1
3
-1
1
3+
Stub Pistol
6''
12''
+2
3
1
4+
Pistol, Plentiful
Fighting Knife
E
+1
S
1
-
Melee, Backstab
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.
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
Modifiers have been applied directly to profile. The save provided is a 6+ unmodified save, but it is only usable against close combat attacks. Additionally, a fighter with a Fighting Harness gains a Parry in close combat.
Autopistol
Caseless
4''
12''
+1
3
1
4+
Pistol, Rapid Fire (1)
Weapon Attachment: 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.
Fighting Knife
E
+1
S
1
-
Melee, Backstab