Gahlduss 'Biceps' Ando (Θ)
Promoted!, New Skills: 3, Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Bionic Eyes: 1, Spinal Injury: 1, Bionic Actuators: 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 the fighter does not take a penalty for making Ranged attacks against
targets that are Engaged.
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.
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.
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.
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.
Archeotech: Cameleoline Cloak
A fighter wearing a Cameleoline Cloak who is in Partial cover is treated as being in Full cover versus ranged attacks that target them.
Additionally, sentries suffer a -1 penalty when trying to spot a fighter wearing a
Cameleoline Cloak.
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.
Weapon Attachment: Belt-feed (Heavy Stubber / Heavy Bolter)
When rolling to hit with a weapon that has this attachment,
add one additional hit to the total rolled on the Firepower dice.
Additionally, 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.
Dueling Laspistol (Master Crafted)
10''
18''
+1
3
1
3+
Pistol, Accurate, Plentiful, Scathing
Power Knife
E
S
-2
1
-
Melee, Backstab, Power
Wargear: Shades
The fighter adds 1 to the result of any check to resist being blinded.
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: Bionic Actuators
Modifiers have been applied directly to profile.
Bionics: Bionic Upgrades
Modifiers have been applied directly to profile.
Endas 'Sniper' Declan (Θ ∫)
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.
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).
Prone Shooter: This skill allows a fighter to shoot normally while Pinned.
While this fighter is Pinned they may take the Shoot action with a ranged weapon as if they were Active.
Normally a Pinned model has no vision arc but a fighter using this skill does for purposes of taking a Shoot
action; a vision arc template should be placed on the battlefield to mark the fighter's vision arc.
Wargear: Tactical Trenchcoat
Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.
Archeotech: Cameleoline Cloak
A fighter wearing a Cameleoline Cloak who is in Partial cover is treated as being in Full cover versus ranged attacks that target them.
Additionally, sentries suffer a -1 penalty when trying to spot a fighter wearing a
Cameleoline Cloak.
Sniper Rifle (Stub)
18''
36''
+1
4
-1
1
4+
Silent, 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.
Weapon Attachment: Infra-sight (Ranged weapons)
A weapon with an Infra-sight can be used to
attack through smoke clouds (see p.47), and is unaffected
by low-light conditions. In addition, there is no hit
modifier when the weapon targets a fighter in partial
cover, and a -1 modifier (instead of -2) when it targets a
fighter in full cover. Weapons with the Rapid Fire Trait cannot be fitted with an
Infra-sight.
Stub Pistol (Master Crafted)
9''
18''
+1
4
1
4+
Pistol, Knockback, Plentiful
Weapon Attachment: Gunshroud (Pistols and Basic weapons)
This item adds the Silent trait to all weapon profiles of the weapon it is attached to.
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: Smoke Bombs
Sx3
0
0
4+
Grenade, Smoke
Jyr-us 'Flamer' Kav (Δ ∫)
New Skills: 1, M: +1, T: +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.
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).
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.
Wargear: Tactical Trenchcoat
Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.
Archeotech: Cameleoline Cloak
A fighter wearing a Cameleoline Cloak who is in Partial cover is treated as being in Full cover versus ranged attacks that target them.
Additionally, sentries suffer a -1 penalty when trying to spot a fighter wearing a
Cameleoline Cloak.
Flamer
T
4
-1
1
5+
Blaze, Template
Stub Pistol
6''
12''
+2
3
1
4+
Pistol, Plentiful
Flip Belt
The wearer does not suffer slowed movement when moving through difficult terrain or crossing obstacles, and
can Charge over such areas as if they were not there.
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.
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.
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.
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.
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.
Wargear: Tactical Trenchcoat
Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.
Archeotech: Cameleoline Cloak
A fighter wearing a Cameleoline Cloak who is in Partial cover is treated as being in Full cover versus ranged attacks that target them.
Additionally, sentries suffer a -1 penalty when trying to spot a fighter wearing a
Cameleoline Cloak.
Stub Pistol (Master Crafted)
9''
18''
+1
4
1
4+
Pistol, Knockback, Plentiful
Stub Pistol (Master Crafted)
9''
18''
+1
4
1
4+
Pistol, Knockback, Plentiful
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.
Grenade: Smoke Bombs
Sx3
0
0
4+
Grenade, Smoke
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'')
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.
Turvis 'Potus' Balla (Θ)
Promoted!, New Skills: 1, BS: +1
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.
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.
Wargear: Tactical Trenchcoat
Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.
Archeotech: Cameleoline Cloak
A fighter wearing a Cameleoline Cloak who is in Partial cover is treated as being in Full cover versus ranged attacks that target them.
Additionally, sentries suffer a -1 penalty when trying to spot a fighter wearing a
Cameleoline Cloak.
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
Weapon Attachment: Targeter (Ranged weapons)
Modifiers have been applied directly to profile.
Weapon Attachment: Las-Projector (Ranged weapons)
Modifiers have been applied directly to profile.
Stub Pistol
6''
12''
+2
3
1
4+
Pistol, Plentiful
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: Smoke Bombs
Sx3
0
0
4+
Grenade, Smoke
Promoted!, New Skills: 2, Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Bionic Eyes: 1, Spinal Injury: 1, Bionic Actuators: 1, Hobbled: 1, Bionic Legs: 1, Skull Chip, Cl: +1, Int: +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.
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).
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.
Wargear: Tactical Trenchcoat
Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.
Archeotech: Cameleoline Cloak
A fighter wearing a Cameleoline Cloak who is in Partial cover is treated as being in Full cover versus ranged attacks that target them.
Additionally, sentries suffer a -1 penalty when trying to spot a fighter wearing a
Cameleoline Cloak.
Wolfsbane (Autopistol)
4''
12''
+1
3
1
4+
Pistol, Rapid Fire (1), +2 to Wound vs Ulfgar Wolves
Power Sword
E
S+1
-2
1
-
Melee, Parry, Power
Fighting Knife
E
+1
S
1
-
Melee, Backstab
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.
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.
Bionics: Hacker Interface
When a fighter with a hacker interface would make an Intelligence check to interact with any technological device
(such as a terminal, electronic lock, or a scenario specific device), they may instead roll 3+ on a D6 to pass the check.
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: Smoke Bombs
Sx3
0
0
4+
Grenade, Smoke
Wargear: Frag Trap
The most common booby trap is a bundle of frag grenades
attached to a detonator. A Frag Trap is a single use item;
it is deleted from a fighter's card once used. An Active fighter
carrying a Frag Trap can take this action:
Set Frag Trap (Double): Place a Frag Trap marker within 1'' of the
fighter. Then they can move up to D6''.
If the fighter goes Out of Action before making this action, roll a D6.
On a 1, the trap triggered (centered on the fighter's base). On a 2-3,
place a Frag Trap marker where the fighter stood. On a 4+, nothing special happens.
When a frag trap is triggered,
center a 5'' Blast template on the frag trap marker. Each fighter
hit by the Blast template is Pinned, and suffers a Strength
3, AP -, Damage 1 hit.
Qwardo 'Deadeye' Gol (Θ ∫)
Promoted!, New Skills: 3, BS: +2
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.
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).
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.
Wargear: Tactical Trenchcoat
Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.
Archeotech: Cameleoline Cloak
A fighter wearing a Cameleoline Cloak who is in Partial cover is treated as being in Full cover versus ranged attacks that target them.
Additionally, sentries suffer a -1 penalty when trying to spot a fighter wearing a
Cameleoline Cloak.
Sniper Rifle (Stub)
18''
36''
+1
4
-1
1
4+
Silent, 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.
Weapon Attachment: Infra-sight (Ranged weapons)
A weapon with an Infra-sight can be used to
attack through smoke clouds (see p.47), and is unaffected
by low-light conditions. In addition, there is no hit
modifier when the weapon targets a fighter in partial
cover, and a -1 modifier (instead of -2) when it targets a
fighter in full cover. Weapons with the Rapid Fire Trait cannot be fitted with an
Infra-sight.
Dueling Laspistol (Master Crafted)
10''
18''
+1
3
1
3+
Pistol, Accurate, Plentiful, Scathing
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: Smoke Bombs
Sx3
0
0
4+
Grenade, Smoke
Promoted!, New Skills: 1, BS: +2, Cl: +1, Int: +1
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).
Wargear: Tactical Trenchcoat
Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.
Archeotech: Cameleoline Cloak
A fighter wearing a Cameleoline Cloak who is in Partial cover is treated as being in Full cover versus ranged attacks that target them.
Additionally, sentries suffer a -1 penalty when trying to spot a fighter wearing a
Cameleoline Cloak.
Autogun
Sabot
6''
24''
-1
+1
3
-1
1
3+
Rapid Fire (1), Replacement, Scarce
Needle Pistol
Needle
4''
9''
+2
4
-1
1
5+
Pistol, Silent, Scarce, Toxin
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: Smoke Bombs
Sx3
0
0
4+
Grenade, Smoke
Wargear: Tactical Trenchcoat
Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.
Archeotech: Cameleoline Cloak
A fighter wearing a Cameleoline Cloak who is in Partial cover is treated as being in Full cover versus ranged attacks that target them.
Additionally, sentries suffer a -1 penalty when trying to spot a fighter wearing a
Cameleoline Cloak.
Autopistol
Caseless
4''
12''
+1
3
1
4+
Pistol, Rapid Fire (1)
Weapon Attachment: Gunshroud (Pistols and Basic weapons)
This item adds the Silent trait to all weapon profiles of the weapon it is attached to.
Autopistol
Caseless
4''
12''
+1
3
1
4+
Pistol, Rapid Fire (1)
Weapon Attachment: Gunshroud (Pistols and Basic weapons)
This item adds the Silent trait to all weapon profiles of the weapon it is attached to.
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: Smoke Bombs
Sx3
0
0
4+
Grenade, Smoke
Wargear: Tactical Trenchcoat
Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.
Archeotech: Cameleoline Cloak
A fighter wearing a Cameleoline Cloak who is in Partial cover is treated as being in Full cover versus ranged attacks that target them.
Additionally, sentries suffer a -1 penalty when trying to spot a fighter wearing a
Cameleoline Cloak.
Autogun
Sabot
6''
24''
-1
+1
3
-1
1
3+
Rapid Fire (1), Replacement, Scarce
Stub Pistol
6''
12''
+2
3
1
4+
Pistol, Plentiful
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: Smoke Bombs
Sx3
0
0
4+
Grenade, Smoke
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
Escher (Heartbreakers, L); +170 credits; misc common gear; Rare Item: none
Goliath (Bloodhands, L); +50 credits; -Cigar, +Sniper; Rare Item: Weapon Stabilizer
Delaque (Furiosos, L); +100 credits; +Elfred (Merc), +RunNSword; Rare Item: none
Ulfgar (Clawbberers, T); +45 credits; Rare Item: none
Ulfgar / Goliath (Bloodhands / Clawbberers, 2nd Place); +105 credits; Rare Item: none
Mercs / Cogs (Sharifs Shakers / Rustlords, W); +75 credits; Rare Item: none
Goliath (Bloodhands, W); +55 credits; -Elfred (Merc), +RedGunfighter, Archeotech Stash: (+Flip Belt, +Dueling Laspistols x 2); Rare Item: Power Knife
Escher (My Fair Ladies, W); +120 credits; +F.M.S. (Rogue Doc), Rare Items: Grenade Launcher [Frag, Krak, Smoke]
Ulfgar (Clawbberers, L); +130 credits
Cogs (Rustlords, L); +110 credits, Rare Item: Master Crafted Stub Pistol
Mercs (Sharifs Shakers, L); +200 credits, Rare Item: none
VanSaar (Green Meanies, L); +140 credits, Rare Item: none
Ulfgar / Cogs (Clawbberers / Acme Inc, 2nd Place); +170 credits, Rare Item: none
Delaque (Furiosos, L); +220 credits; +Beckett (Merc); Rare Item: Fighting Harness (Wtf)
Spyrers (Ultramax, L); +225 credits; Promoted Beckett; Rare Item: none
Mercs (Sharifs Shakers, W); +160 credits; +Hanzee (Ratskin Guide), +Logistics Hub (Turf); Rare Item: none
Escher (Heartbreakers, W); +170 credits; +Fats, +Krusch; Rare Item: Tanglefoot Grenade (Wtf)
Semifinals: Goliath (Bloodhands, W); +45 credits; Rare Item: none