Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Specialist
325
14
24
25
4
Guilders
Specialist
160
15
24
27
4
Specialist
120
13
18
20
3
Specialist
220
16
22
25
5
Turf: The gang controls an area or resource within the underhive that allows the gang to take the Work the Turf Post-Battle Action.
Drug Lab: When the gang collects income, for each Drug Lab the gang controls the gang gains D3 free
AE stash, Frenzon stash, Meds stash, or Stimm-slug stash of the controlling player's choice,
which is added to the gang's Stash immediately.
Stash
Tactics Cards Deck
Ω : Zone Mortalis Only
≠ : Sector Mechanicus Only
Φ : Skirmish Only
Ψ : Campaign Only
Darek the Demolisher
Bounties: 1
New Skills: 3, Enfeebled: 1, Bionic Upgrades: 1, Head Injury: 1, Hobbled: 1, Bionic Legs: 1, Skull Chip, T: +1, W: +1
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.
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.
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.
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.
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.
Bionics: Bionic Ruggedization
The fighter has had their body improved with subdermal armor, a metallic skeleton, or some other enhancement that makes them more durable.
This item may never be removed from the fighter it is attached to.
A fighter with this item cancels the first Flesh Wound they would take during a battle.
Grenade Launcher [Frag, Krak]
Frag
6''
24''
+1
3
1
6+
Blast (3''), Knockback
Krak
6''
24''
+1
6
-2
2
6+
Weapon Attachment: Las-Projector (Ranged weapons)
Modifiers have been applied directly to profile.
Weapon Attachment: Targeter (Ranged weapons)
Modifiers have been applied directly to profile.
Bionics: Bionic Leg
Modifiers have been applied directly to profile.
Bionic Kick (Basic): You may pick an enemy fighter Engaged with you to make an Initiative check;
if this check is failed that fighter suffers a hit resolved as Strength 6 with Damage 2 and the Knockback trait.
If you are Active and within 1'' of an object with at least 1 Wound you may hit the object with an attack
resolved as Strength 6 with Damage 2.
Bionics: Bionic Upgrades
Modifiers have been applied directly to profile.
Bionics: Skullchip
Modifiers have been applied directly to profile.
Wargear: Respirator
If a fighter with a respirator is hit by a weapon with the Gas trait,
their Toughness is increased by 2 for the purposes of the roll to see whether they are affected.
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.
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.
Wargear: Stimm-slug stash
When an Active or Pinned fighter with a stimm-slug stash is activated, they
may use their stimm-slug stash as a free action.
Immediately discard one Flesh Wound from the fighter's card, if any are present.
Until the end of the round, the fighter's Move, Strength and Toughness characteristics
are each increased by 2.
At the start of the End phase roll a D6; on a 1 or 2 roll an Injury dice and apply the
result to the fighter.
If a fighter uses a stimm-slug stash during a battle,
the stimm-slug stash is deleted from their fighter card when the battle ends.
May use as a free action if Active or Pinned. Until end of round, Move, Strength, Toughness increased by 2.
At start of End phase roll D6; on a 1 or 2 roll an Injury dice for this fighter. If used, delete at end of battle.
New Skills: 5, Enfeebled: 1, Bionic Upgrades: 1, M: +1, WS: +1, BS: +1, T: +1, I: +1
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.
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.
Berserker: When this fighter uses the Charge action, if they declare an opposing fighter in their line of sight as their target
and can move in an unobstructed straight line to that target,
they may take a Double Move instead of a Standard Move + D3''.
Additionally, if this fighter successfully engages their target immediately discard one Flesh Wound from this fighter's card.
Impetuous: When this fighter Consolidates at the end of a close combat, they may move up to their Movement (instead of up to 2''). While Consolidating,
this fighter automatically passes any Initiative, Cool, or Willpower test they may be required to make (such as when leaping across a gap or Engaging an enemy with the Fearsome skill).
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.
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: 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.
Bionics: Bionic Ruggedization
The fighter has had their body improved with subdermal armor, a metallic skeleton, or some other enhancement that makes them more durable.
This item may never be removed from the fighter it is attached to.
A fighter with this item cancels the first Flesh Wound they would take during a battle.
Combat Shotgun [Incendiary, Salvo, Shredder]
Incendiary
4''
16''
+1
4
-1
1
6+
Blaze, Scarce
Salvo
4''
12''
+1
4
2
4+
Knockback, Rapid Fire (1)
Shredder
T
2
1
4+
Scattershot, Template
Renderizer
E
S+2
-1
2
-
Melee, Rending, Pulverize, Unwieldy
Bionics: Bionic Upgrades
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.
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.
Wargear: Stimm-slug stash
When an Active or Pinned fighter with a stimm-slug stash is activated, they
may use their stimm-slug stash as a free action.
Immediately discard one Flesh Wound from the fighter's card, if any are present.
Until the end of the round, the fighter's Move, Strength and Toughness characteristics
are each increased by 2.
At the start of the End phase roll a D6; on a 1 or 2 roll an Injury dice and apply the
result to the fighter.
If a fighter uses a stimm-slug stash during a battle,
the stimm-slug stash is deleted from their fighter card when the battle ends.
May use as a free action if Active or Pinned. Until end of round, Move, Strength, Toughness increased by 2.
At start of End phase roll D6; on a 1 or 2 roll an Injury dice for this fighter. If used, delete at end of battle.
Yorg the Mostly Unclothed
New Skills: 3, Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Spinal Injury: 1, Bionic Actuators: 1, M: +1, T: +1, W: +1
Berserker: When this fighter uses the Charge action, if they declare an opposing fighter in their line of sight as their target
and can move in an unobstructed straight line to that target,
they may take a Double Move instead of a Standard Move + D3''.
Additionally, if this fighter successfully engages their target immediately discard one Flesh Wound from this fighter's card.
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: 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.
Bionics: Bionic Ruggedization
The fighter has had their body improved with subdermal armor, a metallic skeleton, or some other enhancement that makes them more durable.
This item may never be removed from the fighter it is attached to.
A fighter with this item cancels the first Flesh Wound they would take during a battle.
Bionics: Bionic Actuators
Modifiers have been applied directly to profile.
Bionics: Bionic Upgrades
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.
Wargear: Ratskin Hides
When this fighter is targeted by ranged attacks at Long range,
there is a -1 modifier to the hit roll.
Additionally, sentries suffer a -1 penalty when trying to spot a fighter equipped with
Ratskin Hides.
Grenade: Frag
Sx3
3
1
4+
Grenade, Knockback, Blast (3'')
Wargear: Stimm-slug stash
When an Active or Pinned fighter with a stimm-slug stash is activated, they
may use their stimm-slug stash as a free action.
Immediately discard one Flesh Wound from the fighter's card, if any are present.
Until the end of the round, the fighter's Move, Strength and Toughness characteristics
are each increased by 2.
At the start of the End phase roll a D6; on a 1 or 2 roll an Injury dice and apply the
result to the fighter.
If a fighter uses a stimm-slug stash during a battle,
the stimm-slug stash is deleted from their fighter card when the battle ends.
May use as a free action if Active or Pinned. Until end of round, Move, Strength, Toughness increased by 2.
At start of End phase roll D6; on a 1 or 2 roll an Injury dice for this fighter. If used, delete at end of battle.
Wargear: Frenzon stash
When an Active or Pinned fighter with a frenzon stash is activated, they may use their frenzon stash as a free action.
The fighter can make a free Stand Up action if Pinned. Until the end of the round the fighter automatically passes
any Cool or Willpower check they are required to make, and treat the Fight (Basic) action as a Fight (Simple) action.
At the start of the End phase roll a D6; on a natural 1 the fighter takes a Flesh Wound.
If a fighter uses a frenzon stash during a battle,
the frenzon stash is deleted from their fighter card when the battle
ends.
May use as a free action if Active or Pinned. Stand up if Pinned. Until end of round, auto-pass Cool and Willpower checks,
treat Fight as a Simple action. At start of End phase roll D6; on a natural 1 take a Flesh Wound. If used, delete at end of battle.
New Skills: 2, Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Bionic Eyes: 1, WS: +1, BS: +1, W: +1
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.
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.
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.
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.
Bionics: Bionic Ruggedization
The fighter has had their body improved with subdermal armor, a metallic skeleton, or some other enhancement that makes them more durable.
This item may never be removed from the fighter it is attached to.
A fighter with this item cancels the first Flesh Wound they would take during a battle.
Zurgo's Kustom Shoota
Dakka
9''
27''
+2
-1
4
-1
1
4+
Unreliable, Rapid Fire (3)
Power Hammer
E
-1
S+2
-1
2
-
Melee, Power, Pulverize
Bionics: Bionic Upgrades
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.
Wargear: Stimm-slug stash
When an Active or Pinned fighter with a stimm-slug stash is activated, they
may use their stimm-slug stash as a free action.
Immediately discard one Flesh Wound from the fighter's card, if any are present.
Until the end of the round, the fighter's Move, Strength and Toughness characteristics
are each increased by 2.
At the start of the End phase roll a D6; on a 1 or 2 roll an Injury dice and apply the
result to the fighter.
If a fighter uses a stimm-slug stash during a battle,
the stimm-slug stash is deleted from their fighter card when the battle ends.
May use as a free action if Active or Pinned. Until end of round, Move, Strength, Toughness increased by 2.
At start of End phase roll D6; on a 1 or 2 roll an Injury dice for this fighter. If used, delete at end of battle.
Promoted Merc!, Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Bionic Eyes: 1, M: +1
Bulging Biceps: This fighter removes the Unwieldy trait from one weapon they are equipped with that has the trait; text from the trait itself and other rules text that refers to the trait do not apply to this fighter for that weapon. The fighter can change which weapon they apply this skill to during the Update Roster step of the Post-Battle Sequence.
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.
Trigger Happy: When this fighter rolls to hit with a weapon that has the Rapid Fire trait, they may roll one additional Firepower dice.
However, if the attack results in two or more failed Ammo checks, the gun has jammed and cannot be used for the rest of the battle.
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.
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.
Wargear: Armored Undersuit
Modifiers have been applied directly to profile.
Bionics: Bionic Ruggedization
The fighter has had their body improved with subdermal armor, a metallic skeleton, or some other enhancement that makes them more durable.
This item may never be removed from the fighter it is attached to.
A fighter with this item cancels the first Flesh Wound they would take during a battle.
Heavy Stubber
20''
40''
4
-1
1
4+
Rapid Fire (2), Unwieldy
Weapon Attachment: Targeter (Ranged weapons)
Modifiers have been applied directly to profile.
Autopistol
Caseless
4''
12''
+1
3
1
4+
Pistol, Rapid Fire (1)
Bionics: Bionic Upgrades
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.
Wargear: Grapnel-Launcher
An Active fighter with a grapnel launcher can make the
following action:
Grapnel (Double): The fighter can move up to 12'' in a straight line to cross a gap between platforms, or to move up a level, or to move down a level. The fighter cannot move through terrain as part of this action.
Murdering Metor
Bounties: 0
Promoted!, New Skills: 1, Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Bionic Eyes: 1, M: +1, I: +1, Cl: +1, Int: +1
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.
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.
Bionics: Bionic Ruggedization
The fighter has had their body improved with subdermal armor, a metallic skeleton, or some other enhancement that makes them more durable.
This item may never be removed from the fighter it is attached to.
A fighter with this item cancels the first Flesh Wound they would take during a battle.
Grenade Launcher [Frag, Krak]
Frag
6''
24''
-1
3
1
6+
Blast (3''), Knockback
Krak
6''
24''
-1
6
-2
2
6+
Brute Cleaver
E
+1
S+1
-1
1
-
Melee, Scathing
Stub Pistol
6''
12''
+2
3
1
4+
Pistol, Plentiful
Bionics: Bionic Upgrades
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.
Promoted!, New Skills: 2, WS: +2
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.
Unstoppable: In the End Phase immediately after Recovery tests are made,
you may discard one Flesh Wound that this fighter has suffered.
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.
Bionics: Bionic Ruggedization
The fighter has had their body improved with subdermal armor, a metallic skeleton, or some other enhancement that makes them more durable.
This item may never be removed from the fighter it is attached to.
A fighter with this item cancels the first Flesh Wound they would take during a battle.
Axe
E
S+1
-1
2
-
Melee, Rending
Fighting Knife
E
+1
S
1
-
Melee, Backstab
Grenade: Frag
Sx3
3
1
4+
Grenade, Knockback, Blast (3'')
Wargear: Stimm-slug stash
When an Active or Pinned fighter with a stimm-slug stash is activated, they
may use their stimm-slug stash as a free action.
Immediately discard one Flesh Wound from the fighter's card, if any are present.
Until the end of the round, the fighter's Move, Strength and Toughness characteristics
are each increased by 2.
At the start of the End phase roll a D6; on a 1 or 2 roll an Injury dice and apply the
result to the fighter.
If a fighter uses a stimm-slug stash during a battle,
the stimm-slug stash is deleted from their fighter card when the battle ends.
May use as a free action if Active or Pinned. Until end of round, Move, Strength, Toughness increased by 2.
At start of End phase roll D6; on a 1 or 2 roll an Injury dice for this fighter. If used, delete at end of battle.
Promoted!, New Skills: 2, Enfeebled: 1, Bionic Upgrades: 1, Hand Injury: 1, BS: +1
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.
Unstoppable: In the End Phase immediately after Recovery tests are made,
you may discard one Flesh Wound that this fighter has suffered.
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.
Bionics: Bionic Ruggedization
The fighter has had their body improved with subdermal armor, a metallic skeleton, or some other enhancement that makes them more durable.
This item may never be removed from the fighter it is attached to.
A fighter with this item cancels the first Flesh Wound they would take during a battle.
Bionics: Bionic Upgrades
A fighter with a bionic upgrade gains +2 T while equipped with a bionic upgrade.
If a fighter has not already suffered a Enfeebled Injury (54 on the Permanent Injury table) at some point in the past, they suffer a Enfeebled Injury
when a bionic upgrade is added to the fighter.
A fighter may have up to two bionic upgrades.
Stub Cannon
9''
18''
5
-1
1
3+
Knockback
Promoted!, New Skills: 1, Spinal Injury: 1, Hobbled: 1, Bionic Legs: 1, Skull Chip, WS: +1, S: +1, Ld: +1, Cl: +2, Int: +1
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.
Renderizer
E
S+2
-1
2
-
Melee, Rending, Pulverize, Unwieldy
Bionics: Bionic Leg
Modifiers have been applied directly to profile.
Bionic Kick (Basic): You may pick an enemy fighter Engaged with you to make an Initiative check;
if this check is failed that fighter suffers a hit resolved as Strength 6 with Damage 2 and the Knockback trait.
If you are Active and within 1'' of an object with at least 1 Wound you may hit the object with an attack
resolved as Strength 6 with Damage 2.
Bionics: Skullchip
Modifiers have been applied directly to profile.
Wargear: Stimm-slug stash
When an Active or Pinned fighter with a stimm-slug stash is activated, they
may use their stimm-slug stash as a free action.
Immediately discard one Flesh Wound from the fighter's card, if any are present.
Until the end of the round, the fighter's Move, Strength and Toughness characteristics
are each increased by 2.
At the start of the End phase roll a D6; on a 1 or 2 roll an Injury dice and apply the
result to the fighter.
If a fighter uses a stimm-slug stash during a battle,
the stimm-slug stash is deleted from their fighter card when the battle ends.
May use as a free action if Active or Pinned. Until end of round, Move, Strength, Toughness increased by 2.
At start of End phase roll D6; on a 1 or 2 roll an Injury dice for this fighter. If used, delete at end of battle.
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.
Bionics: Bionic Ruggedization
The fighter has had their body improved with subdermal armor, a metallic skeleton, or some other enhancement that makes them more durable.
This item may never be removed from the fighter it is attached to.
A fighter with this item cancels the first Flesh Wound they would take during a battle.
Stub Pistol
Bullets
6''
12''
+2
3
1
4+
Pistol, Plentiful
Dumdum
5''
10''
+1
4
1
4+
Pistol, Limited
Wargear: Stimm-slug stash
When an Active or Pinned fighter with a stimm-slug stash is activated, they
may use their stimm-slug stash as a free action.
Immediately discard one Flesh Wound from the fighter's card, if any are present.
Until the end of the round, the fighter's Move, Strength and Toughness characteristics
are each increased by 2.
At the start of the End phase roll a D6; on a 1 or 2 roll an Injury dice and apply the
result to the fighter.
If a fighter uses a stimm-slug stash during a battle,
the stimm-slug stash is deleted from their fighter card when the battle ends.
May use as a free action if Active or Pinned. Until end of round, Move, Strength, Toughness increased by 2.
At start of End phase roll D6; on a 1 or 2 roll an Injury dice for this fighter. If used, delete at end of battle.
Crew Selection: This Hangers-on cannot be chosen as Crew to participate in a battle.
However whenever a battle happens on the gang's own turf (i.e., they have the
Home Turf advantage in a scenario), roll a D6 for this Hangers-on before choosing a
Crew. On a result of 1, 2 or 3 this Hangers-on is present and must be included as
part of the Crew.
Unadvanceable: This Hangers-on cannot gain XP or Advancements. Any XP they would gain is lost.
No Permanent Injury: If this Hangers-on suffers a Lasting Injury that would make a change to their fighter card,
they are instead removed from the gang roster.
A Doctor In The House: During the Post-battle Sequence this Rogue Doc may treat
one member of the gang who has suffered a Critical Injury, without a hero of the gang having to escort
the Critically Injured fighter to the doctor. Use the Medical Escort resolution chart.
This costs the gang no credits.
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.
Pistol
6''
12''
+1
3
1
4+
Pistol
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.
Log
Delaque (Furiosos, W); +110 credits; Rare Item: Incendiary Shells (Enzo)
Harlequins (Happy Harleys, W); +90 credits; +Umhum; Rare Item: Fighting Harness (Yorg)
Delaque (Acme Inc, W); +110 credits; +Nurse Joy ; Rare Item: Photo Goggles (Darek)
Escher (Heartbreakers, T); +80 credits; Rare Item: Las-Projector (Darek)
Escher / Delaque (Heartbreakers / Furiosos / Acme Inc, 3rd Place); +0 credits; Rare Item: none
Delaque (Acme Inc, L); +55 credits; Rare Item: none
Escher (Heartbreakers, L); +70 credits; Rare Item: none
Mercs (Sharif's Shakers, W); +110 credits; Rare Item: none
Escher (Heartbreakers, L); +100 credits; +Zurgo (House Favors), -UmHum; Rare Item: none
Harlequins (Jovial Jesters, L); +70 credits; -Klarg; Rare Item: none
Cogs (Rustlords, L*); +110 credits; +Gralk; Rare Item: none
Spyrers (Widening Gyre, W); +180 credits; Loot box: Zurgo's Kustom Shoota (-90cr); +Klarg; Rare Item: none
Mercs (Sharifs Shakers, L); +80 credits; Rare Item: none
Ratskins (Nymlings, L); +190 credits; Rare Item: none
Cogs (Rustlords, W); +140 credits; +Drug Lab ; Rare Item: none
Delaque (Furiosos, L); +280 credits; Rare Item: none
Semifinals: Delaque (Acme Inc, L); +50 credits; Metor captured by Bounty Hunter and sold to Guilders; Rare Item: none
Finals: Escher (Heartbreakers, L); +30 credits; Rare Item: none