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 pick a Primary Skill they may instead choose a Ulfgar 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.
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.
Adaptable: Once per battle at any point during the Battle Sequence,
the controlling player of this fighter may pick 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+
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: 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.
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.
Grenade: Stick Bombs
Sx3
-1
3
-1
1
5+
Grenade, Knockback, Blast (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 pick 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: If a group is activated, and this fighter is chosen to lead
the group, it can include up to three Ulfgar Wolf fighters within 4'' 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.
Stub Pistol
6''
12''
+2
3
1
4+
Pistol, Plentiful
Fighting Knife
E
+1
S
1
-
Melee, Backstab
Grenade: Smoke Bombs
Sx3
0
0
4+
Grenade, Smoke
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 pick a Primary Skill they may instead choose a Ulfgar Skill.
Spring Up: If this fighter is Pinned when they are activated, make an
Initiative check for them. 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.
Instead of making a Lasting Injury roll for the enemy fighter being put Out of Action, the controlling player of this fighter may
put both this fighter and the enemy fighter Out of Action, removing both 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 by the controlling player's gang.
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.
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.
Stub Pistol
6''
12''
+2
3
1
4+
Pistol, Plentiful
Shield
Shield Bash
E
-1
S-1
1
-
Melee, Parry, Shield
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.
Archeotech: 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): The fighter makes a Double Move. At any point along the path of their movement, the fighter
may use their autolauncher pack to launch one of their grenades at a point up to 9'' away, with a -1 penalty to hit.
This attack follows the standard rules for throwing a Grenade.
Grenade: Smoke Bombs
Sx3
0
0
4+
Grenade, Smoke
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 pick 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''.
Additionally, 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]
Frag
6''
24''
-1
3
1
6+
Blast (3''), Knockback
Krak
6''
24''
-1
6
-2
2
6+
Smoke
6''
24''
-1
0
0
4+
Smoke
Stub Pistol
6''
12''
+2
3
1
4+
Pistol, Plentiful
Sword
E
+1
S
-1
1
-
Melee, Parry
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.
Unstoppable: In the End Phase immediately after Recovery tests are made,
you may discard one Flesh Wound that this fighter has suffered.
Armor: Mesh Armor
Modifiers have been applied directly to profile.
Wargear: Armored Undersuit
Modifiers have been applied directly to profile.
Flamer
T
4
-1
1
5+
Blaze, Template
Laspistol
8''
12''
+1
3
1
2+
Pistol, Plentiful
Power Axe
E
-1
S+2
-1
2
-
Melee, Power, Rending
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)
9''
18''
+1
4
1
4+
Pistol, Knockback, Plentiful
Monoc's Pike
Ranged
0''
3''
+1
3
1
-
Drag
Melee
E
+1
S+1
1
-
Melee, Knockback
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.
Promoted!, 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 pick 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:
Order (Simple): Pick a friendly Ulfgar Wolf within 9''. That Ulfgar Wolf
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
Shield Bash
E
-1
S-1
1
-
Melee, Parry, Shield
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: Smoke Bombs
Sx3
0
0
4+
Grenade, Smoke
Grenade: Stick Bombs
Sx3
-1
3
-1
1
5+
Grenade, Knockback, Blast (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: Cannot use gear, open doors, operate devices, or use ladders. Cannot climb, unless the fighter also has the Clamber skill. Can step up, leap, and go over obstacles. Uses Cool instead of Leadership when taking the Detect (Basic) action.
No Permanent Injury: If this fighter is put Out of Action, roll a D6 on the following Injury chart:
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, make an
Initiative check for them. 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: Cannot use gear, open doors, operate devices, or use ladders. Cannot climb, unless the fighter also has the Clamber skill. Can step up, leap, and go over obstacles. Uses Cool instead of Leadership when taking the Detect (Basic) action.
No Permanent Injury: If this fighter is put Out of Action, roll a D6 on the following Injury chart:
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, make an
Initiative check for them. 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: Cannot use gear, open doors, operate devices, or use ladders. Cannot climb, unless the fighter also has the Clamber skill. Can step up, leap, and go over obstacles. Uses Cool instead of Leadership when taking the Detect (Basic) action.
No Permanent Injury: If this fighter is put Out of Action, roll a D6 on the following Injury chart:
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, make an
Initiative check for them. 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: Cannot use gear, open doors, operate devices, or use ladders. Cannot climb, unless the fighter also has the Clamber skill. Can step up, leap, and go over obstacles. Uses Cool instead of Leadership when taking the Detect (Basic) action.
No Permanent Injury: If this fighter is put Out of Action, roll a D6 on the following Injury chart:
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, make an
Initiative check for them. 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: Cannot use gear, open doors, operate devices, or use ladders. Cannot climb, unless the fighter also has the Clamber skill. Can step up, leap, and go over obstacles. Uses Cool instead of Leadership when taking the Detect (Basic) action.
No Permanent Injury: If this fighter is put Out of Action, roll a D6 on the following Injury chart:
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, make an
Initiative check for them. 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