Green Meanies
Eddie
Reputation
Turf
Credits
Rating
19
4
485
2530
Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Leader
310
10
20
23
3
Champion
350
9
16
18
2
Champion
385
9
11
16
2
Champion
330
4
9
11
1
Juve
185
4
7
10
1
Specialist
225
10
19
21
3
Ganger
215
9
15
20
3
Ganger
235
9
16
20
3
Ganger
175
4
8
10
1
Ganger
70
3
8
10
1
Rogue Doc
50
0
0
0
0
Turf (x 3): The gang controls an area or resource within the underhive that allows the gang to take the Work the Turf Post-Battle Action.
Workshop: For each Workshop the gang controls, during the Buy Common Equipment step of the Post-Battle Sequence the controlling player may select an item from the gang's Equipment List. The gang may purchase one of those items at 2D3 x 10 credits less than its normal cost.
Log

Rustlords (Cogs, W); +125 credits; Mastercrafted Plasma Pistol (Ghost)

Nymlings (Ratskins, L); +145 credits; Rare Item: 12

Heartbreakers (Escher, W*); +160 credits; +F.O. O'Fytyr, Rare Item: none

Furiosos (Delaque, L); +180 credits; +Torp (Merc), +Dr. Feelgood; Rare Item: Weapon Stabilizer (Sabatt)

Happy Harleys (Harlequins, L); +80 credits; Rare Item: none

Sharif's Shakers (Mercs, L); +125 credits; -Torp, -I.F. Dragunz; Rare Item: Jump Pack

Furiosos (Delaque, W); +280 credits (sold Heavy Bolter); Rad Grenades (Workshop)

Heartbreakers (Escher, L); +170 credits; +Chainz; Rare Item: Speed Loader, Bionic Leg (Fleet), Rad Grenades (Workshop), Bionic Leg (O'fytyr)

Rustlords (Cogs, W); +160 credits; Removed Bounty from Ysturbyd (-115 credits); Rad Grenades (Workshop), Bionic Leg (Rosey), Bionic Eye (Fleet)

Acme Inc (Delaque, W); +215 credits; ; Rare Item: none; Rad Grenades (Workshop)

Ultramax (Spyrers, L); +100 credits; ; Rare Item: none; Bionic Eye (Fleet; Workshop)

Heartbreakers (Escher, L); +180 credits; Loot: Mastercrafted Plasma Pistol; Rare Item: ? (8), Bionic Leg (Workshop->Eplin)

Tactics Cards Deck
Ω : Zone Mortalis Only
≠ : Sector Mechanicus Only
Φ : Skirmish Only
Ψ : Campaign Only

S.B. Sabatt

Bounties: 0
Leader
310
M
WS
BS
 S 
 T 
W
I
A
4"
3+
2+
3
3
2
5+
2
Ld
Cl
Wil
Int
4+
5+
5+
4+
Save
3+

New Skills: 3

Fixer: This skill only has an effect in the Post-Battle Sequence. If this fighter is not Captured, in Recovery, or Critically Injured, they may take one more Post-Battle Action than they normally would be able to. Fighters who are not normally able to take Post-Battle Actions that have this skill are able to take one Post-Battle 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''.
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.
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: 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.

Carbine Lasgun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
24''
+1
3
1
4+
Plentiful, Rapid Fire (1)
Weapon Attachment: Weapon Stabilizer (Basic, Special and Heavy weapons)

A weapon stabilizer may be a bipod, tripod, sling straps, or something more exotic such a gyrostabilizer or anti-gravity based device. An Active fighter with a weapon stabilizer can make the following action:

Stabilize Weapon (Basic): The Short range of the attached weapon gains +2'' and the Long range of the attached weapon gains +4''. This bonus is removed if this fighter changes facing, becomes Prone, takes an action other than Aim or Shoot, or moves for any reason (including Knockback).
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.

Subcarbine Laspistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
8''
12''
+1
3
1
4+
Pistol, Plentiful, Rapid Fire (1)
Energy Shield (Hystrar Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S
1
-
Melee, Knockback, Shield
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.

B.D. Ysturbyd

Bounties: 0
Champion
350
M
WS
BS
 S 
 T 
W
I
A
4"
3+
2+
2
2
2
5+
2
Ld
Cl
Wil
Int
5+
6+
6+
5+
Save
4+

New Skills: 2

Fixer: This skill only has an effect in the Post-Battle Sequence. If this fighter is not Captured, in Recovery, or Critically Injured, they may take one more Post-Battle Action than they normally would be able to. Fighters who are not normally able to take Post-Battle Actions that have this skill are able to take one Post-Battle Action.
Munitioneer: When an Ammo check is failed for this fighter or a friendly fighter within 6'', it can be re-rolled.
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.
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.

Radcannon
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
16''
32''
-1
2
-2
1
4+
Radiation, Blast (5''), Unwieldy
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.

Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S
1
-
Melee
Wargear: Spider Optics

A fighter with spider optics can attack through smoke clouds and is unaffected by low-light conditions. In addition a fighter with spider optics 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 spider optics gains no benefit from using photo-goggles or similar items, bionic eyes, or a scope of any kind. A figher with spider optics suffers a -1 penalty in close combat.

B.C. Ghost

Bounties: 0
Champion
385
M
WS
BS
 S 
 T 
W
I
A
4"
2+
2+
2
2
2
5+
3
Ld
Cl
Wil
Int
5+
6+
6+
5+
Save
3+

WS: +1, A: +1

Fixer: This skill only has an effect in the Post-Battle Sequence. If this fighter is not Captured, in Recovery, or Critically Injured, they may take one more Post-Battle Action than they normally would be able to. Fighters who are not normally able to take Post-Battle Actions that have this skill are able to take one Post-Battle Action.
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.

Plasma Pistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
5
-1
2
5+
Pistol, Rapid Fire (1)
Energy Shield (Hystrar Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S
1
-
Melee, Knockback, Shield
Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S
1
-
Melee
Wargear: Strip Kit

When a fighter with a strip kit makes an Intelligence check to operate a door terminal or bypass the lock on a loot casket, add 2 to the result.

Archeotech: Jump Pack

An Active fighter with a jump pack can make the following action:

Lift-off (Double): The fighter can move up to 12'' horizontally in any direction. This move can take the fighter to a different level up or down, as long as they do not move through any terrain. If the fighter lands within 1'' of one or more enemy fighters they must move into base contact and become Engaged with at least one of them. If they do this and are Engaged at the end of the action, they can immediately make a free Fight (Basic) action and count as having charged their opponent.
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.

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: Rad
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
-1
2
-2
1
4+
Grenade, Radiation, Blast (3'')

A.I. Chainz

Bounties: 0
Champion
330
M
WS
BS
 S 
 T 
W
I
A
4"
3+
2+
2
2
2
5+
2
Ld
Cl
Wil
Int
5+
6+
6+
5+
Save
4+

New Skills: 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.
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 the fighter does not take a penalty for making Ranged attacks against targets that are Engaged.
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.

Plasma Gun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Low
12''
24''
+2
5
-1
2
5+
Rapid Fire (1), Scarce
Maximal
12''
24''
+1
7
-2
3
5+
Scarce, Unstable
Weapon Attachment: Telescopic Sight (Ranged weapons)

If a fighter attacks with this weapon this round after making an Aim action, the weapon's Short range accuracy modifier is used even if the target is within the weapon's Long range. After Aim action taken, until end of round use Short range accuracy modifier at Long range.

Subcarbine Laspistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
8''
12''
+1
3
1
4+
Pistol, Plentiful, Rapid Fire (1)
Shockbaton
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
0''
3''
+1
4
1
-
Shock
Melee
E
4
1
-
Melee, Parry, Shock
Grenade: Rad
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
-1
2
-2
1
4+
Grenade, Radiation, Blast (3'')
Wargear: Extra Ammo

If a fighter with extra ammo fails an Ammo check the player controlling the fighter may choose to delete Extra Ammo from the Fighter's card immediately to cancel the outcome of the failed Ammo check; play proceeds as if the fighter had passed their Ammo check. If Ammo check fails, may delete Extra Ammo to pass Ammo check.

G.N. Rosey

Bounties: 0
Juve
185
M
WS
BS
 S 
 T 
W
I
A
6"
5+
4+
2
2
1
3+
1
Ld
Cl
Wil
Int
7+
7+
7+
6+
Save
5+

Hobbled: 1, Bionic Legs: 1, I: +1

Armor: Hazard Suit

Modifiers have been applied directly to profile. Additionally, when a hazard suit is combined with a Respirator the fighter's Toughness is increased by 3 against Gas attacks rather than the usual 2.

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.

Plasma Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Low
6''
12''
+2
5
-1
2
5+
Pistol, Scarce
Maximal
6''
12''
+1
7
-2
3
5+
Pistol, Scarce, Unstable
Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S
1
-
Melee
Grenade: Rad
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
-1
2
-2
1
4+
Grenade, Radiation, Blast (3'')
Wargear: Extra Ammo

If a fighter with extra ammo fails an Ammo check the player controlling the fighter may choose to delete Extra Ammo from the Fighter's card immediately to cancel the outcome of the failed Ammo check; play proceeds as if the fighter had passed their Ammo check. If Ammo check fails, may delete Extra Ammo to pass Ammo check.

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.

L.Z. Eplin

Specialist
225
M
WS
BS
 S 
 T 
W
I
A
5"
4+
2+
2
2
1
5+
1
Ld
Cl
Wil
Int
6+
6+
6+
6+
Save
4+

Promoted!, New Skills: 2, Hobbled: 1, Bionic Legs: 1, BS: +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.
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 the fighter does not take a penalty for making Ranged attacks against targets that are Engaged.
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.

Carbine Lasgun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
24''
+1
3
1
4+
Plentiful, Rapid Fire (1)
Grenade: Rad
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
-1
2
-2
1
4+
Grenade, Radiation, Blast (3'')
Wargear: Spider Optics

A fighter with spider optics can attack through smoke clouds and is unaffected by low-light conditions. In addition a fighter with spider optics 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 spider optics gains no benefit from using photo-goggles or similar items, bionic eyes, or a scope of any kind. A figher with spider optics suffers a -1 penalty in close combat.

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.

G.V. Fleet

Ganger
215
M
WS
BS
 S 
 T 
W
I
A
6"
4+
2+
2
3
1
5+
1
Ld
Cl
Wil
Int
6+
6+
6+
6+
Save
4+

Eye Injury: 1, Bionic Eyes: 1, M: +2, T: +1

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.

Suppression Laser [Shortburst]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shortburst
8''
16''
+1
4
2
4+
Plentiful, Knockback
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.
Grenade: Rad
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
-1
2
-2
1
4+
Grenade, Radiation, Blast (3'')

F.O. O'fytyr

Ganger
235
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
2
2
1
4+
1
Ld
Cl
Wil
Int
6+
4+
4+
6+
Save
5+

Hobbled: 1, Bionic Legs: 1, I: +1, Cl: +2, Wil: +2

Armor: Hazard Suit

Modifiers have been applied directly to profile. Additionally, when a hazard suit is combined with a Respirator the fighter's Toughness is increased by 3 against Gas attacks rather than the usual 2.

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.

Lasgun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Hotshot
18''
32''
+1
3
-1
1
3+
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Hangman
4''
12''
-1
+1
3
-1
1
6+
Pistol, Rupture, Scarce
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.
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.
Wargear: Spider Optics

A fighter with spider optics can attack through smoke clouds and is unaffected by low-light conditions. In addition a fighter with spider optics 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 spider optics gains no benefit from using photo-goggles or similar items, bionic eyes, or a scope of any kind. A figher with spider optics suffers a -1 penalty in close combat.

Wargear: Extra Ammo

If a fighter with extra ammo fails an Ammo check the player controlling the fighter may choose to delete Extra Ammo from the Fighter's card immediately to cancel the outcome of the failed Ammo check; play proceeds as if the fighter had passed their Ammo check. If Ammo check fails, may delete Extra Ammo to pass Ammo check.

G.O. Rillaz

Ganger
175
M
WS
BS
 S 
 T 
W
I
A
4"
4+
3+
2
2
1
5+
1
Ld
Cl
Wil
Int
5+
4+
4+
5+
Save
5+

Head Injury: 1, Bionic Cogitators: 1, Cl: +1, Wil: +1

Armor: Hazard Suit

Modifiers have been applied directly to profile. Additionally, when a hazard suit is combined with a Respirator the fighter's Toughness is increased by 3 against Gas attacks rather than the usual 2.

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.

Carbine Lasgun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
24''
+1
3
1
4+
Plentiful, Rapid Fire (1)
Wargear: Spider Optics

A fighter with spider optics can attack through smoke clouds and is unaffected by low-light conditions. In addition a fighter with spider optics 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 spider optics gains no benefit from using photo-goggles or similar items, bionic eyes, or a scope of any kind. A figher with spider optics suffers a -1 penalty in close combat.

Bionics: Bionic Cogitator

A fighter with a bionic cogitator gains +2 Ld, +2 Cool, +2 Wil, +2 Int while equipped with a bionic cogitator. Additionally if the fighter is a sentry they add +1 for each bionic cogitator they have to their rolls to detect enemy fighters. If a fighter has not already suffered a Head Injury (55 on the Permanent Injury table) at some point in the past, they suffer a Head Injury when a bionic cogitator is added to the fighter. A fighter may have up to two bionic cogitators.

S.G. Pumpkyn

Ganger
70
M
WS
BS
 S 
 T 
W
I
A
4"
4+
3+
2
2
1
5+
1
Ld
Cl
Wil
Int
5+
5+
6+
6+
Save
5+

Ld: +1, Cl: +1

Armor: Hazard Suit

Modifiers have been applied directly to profile. Additionally, when a hazard suit is combined with a Respirator the fighter's Toughness is increased by 3 against Gas attacks rather than the usual 2.

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.

Lasgun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
18''
24''
+1
3
1
2+
Plentiful

Dr. Feelgood

Rogue Doc
50
M
WS
BS
 S 
 T 
W
I
A
5"
5+
5+
2
3
1
4+
1
Ld
Cl
Wil
Int
9+
8+
7+
5+
Save
-
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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+1
3
1
4+
Pistol
Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S
1
-
Melee
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.