Sharif's Shakers
Reputation
Turf
Credits
Rating
11
575
3260/1870
Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Merc
395
9
33
35
6
Merc
440
6
10
18
2
X
Merc
300
5
17
20
3
X
Merc
305
7
20
23
3
X
Merc
370
9
25
30
5
X
Merc
315
9
16
23
3
X
Merc
225
7
23
18
2
X
Merc
130
2
3
5
0
X
Merc
200
4
11
15
2
X
Niv
Merc
110
2
2
5
0
X
Merc
235
1
5
10
1
X
Merc
235
1
5
10
1
X
Roster Slots and Call List

Merc Roster Slots: 7

Merc Call List: Monoc, Marriana, Diana, Cielos, Krusch, Brok, Elfred, Fats, Nukem, Shotgun Jonny, Niv, Frik, Frak


Sharif

Merc
395
M
WS
BS
 S 
 T 
W
I
A
5"
2+
3+
3
3
3
3+
3
Ld
Cl
Wil
Int
5+
6+
6+
7+
Save
4+

New Skills: 1, WS: +1, BS: +1, I: +2, Ld: +1, Int: +1

Ash Waste Nomad: This fighter is a Ash Waste Nomad; any game effect referring to Ash Waste Nomads is applicable to them. This fighter uses the Survivor Critical Injury table and the Human Characteristics Maxima, may be equipped from the Ash Waste Nomad Equipment List, and when they would pick a Primary Skill they may instead choose a Ash Waste Nomad Skill.
Fearsome: If an enemy attempts to Engage this fighter, they must make a Willpower check. If the check is failed they stop 1'' away from this fighter, cannot Engage, and their action ends immediately.
Resilient: When a Lasting Injury roll is made for this fighter, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Greivous Injury result.
Armor: Mesh Armor

Modifiers have been applied directly to profile.

Wargear: Armored Undersuit

Modifiers have been applied directly to profile.

Plasma Pistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
5
-1
2
5+
Pistol, Rapid Fire (1)
Power Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S+1
-2
1
-
Melee, Parry, Power
Power Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S
-2
1
-
Melee, Backstab, Power
Wargear: Photo-goggles

A fighter with photo-goggles can attack through smoke clouds and is unaffected by low-light conditions. Additionally, the fighter adds 1 to the result of any check to resist being blinded. Unaffected by smoke or low-light, +1 vs blinding.

Grenade: Plasma
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
5
-1
2
6+
Grenade,  Blast (3'')

Diana

Merc
440
M
WS
BS
 S 
 T 
W
I
A
5"
2+
3+
3
3
2
2+
2
Ld
Cl
Wil
Int
7+
5+
7+
6+
Save
5+

Eye Injury: 1, Bionic Eyes: 1, Head Injury: 1, Bionic Cogitators: 1, Hobbled: 1, Skull Chip, WS: +2

Escher: This fighter is a Escher; any game effect referring to Eschers is applicable to them. This fighter may be equipped from the Escher Equipment List.
Step Aside: If the fighter is hit in close combat, the fighter can attempt to step aside. Make an Initiative check for them. If the check is passed, the attack misses. This skill can only be used once per enemy in each round or close combat – in other words, if an enemy makes more than one attack, the fighter can only attempt to step aside from one of them.
Dodge: If this fighter suffers a wound from a ranged or close combat attack, roll a D6. On a 6, the attack is dodged and has no effect, otherwise continue to make a save roll as normal. If the model dodges a weapon that uses a Blast marker or Flame template, a roll of 6 does not automatically cancel the attack; instead it allows the fighter to move up to 2'' before seeing whether they are hit (not through obstructions or within 1'' of an enemy fighter).
Armor: Mesh Armor

Modifiers have been applied directly to profile.

Autopistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
18''
+1
3
1
4+
Pistol, Noisy, Rapid Fire (2)
Weapon Attachment: Ammo Drum (Autopistol / Autogun / Assault Rifle)

When rolling to hit with a weapon that has this attachment, add one additional hit to the total rolled on the Firepower dice. This is not combinable with similar items or effects.

Shockwhip
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
0''
3''
+1
4
1
-
Shock
Melee
E
-1
4
1
-
Melee, Entangle, Shock
Bionics: Bionic Cogitator

Modifiers have been applied directly to profile.

Bionics: Skullchip

Modifiers have been applied directly to profile.

Bionics: Bionic Eye

Modifiers have been applied directly to profile.

Improved Optics: A fighter with at least one bionic eye can see and attack through smoke clouds and is unaffected by low-light conditions. Additionally, the fighter adds 1 to the result of any check to resist being blinded for each bionic eye they have. A fighter with one or more bionic eyes gains no benefit from using photo-goggles or similar items, or weapon sights of any kind.
Bionics: Steel Skull

This item may never be removed from the fighter it is attached to. A fighter with a steel skull suffers a -1 penalty to all Intelligence checks. When a fighter with a steel skull would be taken Out of Action and receives an Out Cold result, they are not taken Out of Action and remain in play.

Grenade: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
0
0
4+
Grenade, Smoke
Grenade: Plasma
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
5
-1
2
6+
Grenade,  Blast (3'')

Cielos

Merc
300
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
3
4
2
4+
1
Ld
Cl
Wil
Int
7+
4+
6+
7+
Save
-

New Skills: 1, Head Injury: 1, Bionic Cogitators: 1, BS: +1, Cl: +1, Wil: +1

Hip Shooting: If the fighter is Active, they can make the following action:
Run and Gun (Double): The fighter makes a Double Move, and may attack with a Ranged weapon at any point along their move. This skill may not be used with weapons that have the Unwieldy trait. The fighter suffers a -1'' M penalty when using this action.
Marksman: This fighter is not affected by the rules for target Priority. Additionally when this fighter takes an Aim action with a Ranged weapon, the Short range of the weapon gains +2'' and the Long range of the weapon gains +4''.
Meltagun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+1
8
-4
3
4+
Melta, Scarce
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
3
1
4+
Pistol, Plentiful
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
1
-
Melee, Backstab
Bionics: Bionic Cogitator

Modifiers have been applied directly to profile.

Krusch

Merc
305
M
WS
BS
 S 
 T 
W
I
A
5"
2+
5+
4
5
3
5+
3
Ld
Cl
Wil
Int
8+
4+
7+
9+
Save
5+/4+

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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
3
1
4+
Grenade, Knockback,  Blast (3'')
Grenade: Photon Flash
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
0
0
5+
Grenade, Flash,  Blast (5'')

Brok

Merc
370
M
WS
BS
 S 
 T 
W
I
A
6"
3+
2+
4
4
2
4+
2
Ld
Cl
Wil
Int
8+
7+
6+
8+
Save
5+U

New Skills: 2, WS: +1, BS: +2

Deathworlder: This fighter is a Deathworlder, of a people adapted for survival in the worst of conditions over generations and as hardy as human beings can be. This fighter uses the Survivor Critical Injury table, and uses the Deathworlder Characteristic Maxima.
Gunfighter: If the fighter attacks with two pistols (two weapons that each have the Pistol trait), they do not suffer the standard -1 penalty to their hit rolls. The fighter may target a different enemy with each pistol.
Bull Charge: When this fighter makes close combat attacks as part of a Charge action, any Melee attacks they use gain the Knockback trait and are resolved at +1 Strength.
Crushing Blow: If this fighter is Engaged and is able to make a Melee attack, they can use the following action:
Crushing Blow (Simple): Pick an Engaged target, and choose one of your Melee weapons. The target must make an Initiative check with a -1 penalty (if able). If the check is failed or cannot be made, the target suffers a hit resolved using the selected weapon with +1 Strength, +1 Damage, -1 AP, and the Knockback trait added.
Burly: This fighter's unarmed attacks have the Melee and Knockback traits. If this fighter has one or zero close combat weapons they gain the Dual Weapons bonus dice; the additional dice gained is an unarmed attack. Additionally when this fighter is the target of an attack with the Knockback or Drag traits, they are only knocked back or dragged on a natural 6.
Archeotech: Refractor Field

A Refractor Field grants a 5+ unmodified armor save roll. However a fighter wearing a Refractor Field is easily seen due to the bright energy field surrounding them. Sentries automatically spot a fighter wearing a Refractor Field (even if they are in full cover) within their line of sight up to 24" away. Additionally, for purposes of ranged attack targetting and low light conditions, treat the fighter as if they have a Burn marker on them.

Dueling Laspistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
18''
+1
3
1
3+
Pistol, Accurate, Plentiful, Scathing
Bolt Pistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
9''
18''
+1
4
-1
1
4+
Pistol, Rapid Fire (1)
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
1
-
Melee, Backstab
Grenade: Frag
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
3
1
4+
Grenade, Knockback,  Blast (3'')

Elfred

Merc
315
M
WS
BS
 S 
 T 
W
I
A
5"
4+
2+
3
3
2
4+
1
Ld
Cl
Wil
Int
8+
7+
8+
5+
Save
4+

New Skills: 3, Eye Injury: 1, Bionic Eyes: 1

Trick Shot: When this fighter makes Ranged attacks they reduce any penalties due to cover by 1 step. Thus a -1 penalty becomes - and a -2 penalty becomes -1. Additionally the fighter does not take a penalty for making Ranged attacks against targets that are Engaged.
Backstab: Any close combat weapons used by this fighter gain the Backstab Trait; weapons that already have the Trait add 3 to the attacker's Strength rather than 1 when the Trait is used. Additionally, sentries suffer a -1 penalty when trying to detect this fighter.
Escape Artist: When this fighter makes a Disengage action, enemies the fighter was Engaged with do not make free attacks against them. In addition, if this fighter is Captured at the end of a battle roll a D6. On a result of 2 or more, they slip away and return to their gang unharmed.
Overwatch: If this fighter is Active and Readied, they can interrupt a visible enemy fighters action as soon as it is declared but before it is carried out. This fighter loses their Ready marker, then immediately makes a Shoot action, targeting the enemy fighter whose action has been declared. If the enemy fighter is Pinned or Seriously Injured by this attack, their action is not made and their turn ends immediately.
Precision Shot: The Armor Penetration of Ranged attacks made by this fighter are increased by 1 step. For instance, AP - becomes AP -1, AP -1 becomes AP -2, and so on. Additionally, when this fighter's Ranged attacks miss their target the Stray Shots rules do not apply. This skill cannot be used with weapons that have the Blast, Template, or Scattershot traits.
Armor: Mesh Armor

Modifiers have been applied directly to profile.

Wargear: Tactical Trenchcoat

Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.

Lasgun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Hotshot
18''
32''
+1
3
-1
1
3+
Needle Pistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
6''
12''
+2
4
-1
1
5+
Pistol, Silent, Toxin
Power Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S
-2
1
-
Melee, Backstab, Power
Bionics: Bionic Eye

Modifiers have been applied directly to profile.

Improved Optics: A fighter with at least one bionic eye can see and attack through smoke clouds and is unaffected by low-light conditions. Additionally, the fighter adds 1 to the result of any check to resist being blinded for each bionic eye they have. A fighter with one or more bionic eyes gains no benefit from using photo-goggles or similar items, or weapon sights of any kind.
Wargear: Bio Scanner

When a fighter with a bio scanner takes a Detect (Basic) action, all targets within 12'' are considered to be in their line of sight, they are considered to have a 360 degree vision arc, and they are unaffected by any detection penalties due to the target being in cover.

Fats

Merc
225
M
WS
BS
 S 
 T 
W
I
A
4"
4+
2+
3
5
2
5+
2
Ld
Cl
Wil
Int
8+
5+
8+
8+
Save
-

T: +1, A: +1

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)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
3
1
4+
Pistol, Plentiful
Power Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
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.

Nukem

Merc
130
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
3
2
4+
1
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
6+/5+
Hip Shooting: If the fighter is Active, they can make the following action:
Run and Gun (Double): The fighter makes a Double Move, and may attack with a Ranged weapon at any point along their move. This skill may not be used with weapons that have the Unwieldy trait. The fighter suffers a -1'' M penalty when using this action.
Gunfighter: If the fighter attacks with two pistols (two weapons that each have the Pistol trait), they do not suffer the standard -1 penalty to their hit rolls. The fighter may target a different enemy with each pistol.
Armor: Flak Armor

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks with the Blast or Blaze traits.

Laspistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
8''
12''
+1
3
1
2+
Pistol, Plentiful
Autopistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+1
3
1
4+
Pistol, Rapid Fire (1)
Wargear: Shades

The fighter adds 1 to the result of any check to resist being blinded.

Wargear: Impressive Headgear

Add 1 to the result of any Cool checks and Willpower checks for fighters while they are within 6" and line of sight to a member of their gang who is wearing Impressive Headgear.

Shotgun Jonny

Merc
200
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
4
2
4+
1
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
5+

BS: +1, T: +1

Orlock: This fighter is a Orlock; any game effect referring to Orlocks is applicable to them. This fighter may be equipped from the Orlock Equipment List.
Hip Shooting: If the fighter is Active, they can make the following action:
Run and Gun (Double): The fighter makes a Double Move, and may attack with a Ranged weapon at any point along their move. This skill may not be used with weapons that have the Unwieldy trait. The fighter suffers a -1'' M penalty when using this action.
Armor: Mesh Armor

Modifiers have been applied directly to profile.

Shotgun [Acid, Inferno, Solid]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Acid
4''
16''
+1
3
-1
1
4+
Blaze, Scattershot
Inferno
4''
16''
+1
4
-1
1
5+
Blaze, Scarce
Solid
8''
16''
+1
4
2
4+
Knockback
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
3
1
4+
Pistol, Plentiful
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
1
-
Melee, Backstab
Grenade: Frag
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
3
1
4+
Grenade, Knockback,  Blast (3'')

Niv

Merc
110
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
2
4+
1
Ld
Cl
Wil
Int
8+
6+
8+
8+
Save
-
Orlock: This fighter is a Orlock; any game effect referring to Orlocks is applicable to them. This fighter may be equipped from the Orlock Equipment List.
Trick Shot: When this fighter makes Ranged attacks they reduce any penalties due to cover by 1 step. Thus a -1 penalty becomes - and a -2 penalty becomes -1. Additionally the fighter does not take a penalty for making Ranged attacks against targets that are Engaged.
Nerves of Steel: When the fighter is hit by a ranged attack you may choose to make a Cool check for them, if it is passed they are not Pinned.
Lasgun
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
6''
12''
+2
3
1
4+
Pistol, Plentiful
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
1
-
Melee, Backstab

Frik

Merc
235
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
3
3
2
4+
2
Ld
Cl
Wil
Int
8+
5+
5+
8+
Save
4+

BS: +1

Cawdor: This fighter is a Cawdor; any game effect referring to Cawdors is applicable to them. This fighter may be equipped from the Cawdor Equipment List.
Twinned Availability: Frik can only be hired by a gang if his brother Frak is also hired. Frik is only available for a battle if his brother Frak is also available. If Frik is selected to join a crew and his brother Frak is not, Frik will not participate in the battle. If Frak is killed, Frik retires in the following Post-Battle Sequence, taking all of his own gear and his brother's gear with him.
Sychronized Twinning: Frik may Group Activate with unlimited range, but may only choose his brother Frak to join his group.
Backstab: Any close combat weapons used by this fighter gain the Backstab Trait; weapons that already have the Trait add 3 to the attacker's Strength rather than 1 when the Trait is used. Additionally, sentries suffer a -1 penalty when trying to detect this fighter.
Infiltrate: In scenarios that allow fighters to Infiltrate, this fighter may Infiltrate. Some scenarios may provide alternate instructions, but by default at the end of the Deploy step of the Pre-Battle Sequence, in priority order the controlling player may set up this fighter anywhere on the battlefield that is not visible to or within 6'' of any enemy fighters. Infiltrate: Fighter may Infiltrate, if scenario permits. In priority order set up fighter so that they are not visible to or within 6'' of any enemy fighters (unless scenario specific guidelines are given).
Fearsome: If an enemy attempts to Engage this fighter, they must make a Willpower check. If the check is failed they stop 1'' away from this fighter, cannot Engage, and their action ends immediately.
Armor: Mesh Armor

Modifiers have been applied directly to profile.

Wargear: Tactical Trenchcoat

Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.

Autogun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sabot
8''
24''
-1
+1
3
-1
1
5+
Rapid Fire (1)
Weapon Attachment: Extended Clip (Autopistol / Autogun / Assault Rifle)

This fighter adds +1 to Ammo checks made with the weapon this item is attached to. This is not combinable with similar items or effects.

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: Good Luck Charm (Any weapon)

Once per battle, you may re-roll a Wound roll made for an attack using the attached weapon.

Needle Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
4''
9''
+2
4
-1
1
5+
Pistol, Silent, Scarce, Toxin
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
1
-
Melee, Backstab
Wargear: Scary Mask

Any Nerve tests or Willpower checks made by enemy fighters within 4'' and in line of sight of the fighter wearing this mask suffer a -1 penalty.

Frak

Merc
235
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
3
3
2
4+
2
Ld
Cl
Wil
Int
8+
5+
5+
8+
Save
4+

BS: +1

Cawdor: This fighter is a Cawdor; any game effect referring to Cawdors is applicable to them. This fighter may be equipped from the Cawdor Equipment List.
Twinned Availability: Frak can only be hired by a gang if his brother Frik is also hired. Frak is only available for a battle if his brother Frik is also available. If Frak is selected to join a crew and his brother Frik is not, Frak will not participate in the battle. If Frik is killed, Frak retires in the following Post-Battle Sequence, taking all of his own gear and his brother's gear with him.
Backstab: Any close combat weapons used by this fighter gain the Backstab Trait; weapons that already have the Trait add 3 to the attacker's Strength rather than 1 when the Trait is used. Additionally, sentries suffer a -1 penalty when trying to detect this fighter.
Infiltrate: In scenarios that allow fighters to Infiltrate, this fighter may Infiltrate. Some scenarios may provide alternate instructions, but by default at the end of the Deploy step of the Pre-Battle Sequence, in priority order the controlling player may set up this fighter anywhere on the battlefield that is not visible to or within 6'' of any enemy fighters. Infiltrate: Fighter may Infiltrate, if scenario permits. In priority order set up fighter so that they are not visible to or within 6'' of any enemy fighters (unless scenario specific guidelines are given).
Fearsome: If an enemy attempts to Engage this fighter, they must make a Willpower check. If the check is failed they stop 1'' away from this fighter, cannot Engage, and their action ends immediately.
Armor: Mesh Armor

Modifiers have been applied directly to profile.

Wargear: Tactical Trenchcoat

Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.

Shotgun [Executioner, Inferno, Scatter]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Executioner
4''
16''
-1
+1
4
-2
1
6+
Rupture, Scarce
Inferno
4''
16''
+1
4
-1
1
5+
Blaze, Scarce
Scatter
4''
8''
+2
2
1
4+
Scattershot
Needle Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
4''
9''
+2
4
-1
1
5+
Pistol, Silent, Scarce, Toxin
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
1
-
Melee, Backstab
Wargear: Scary Mask

Any Nerve tests or Willpower checks made by enemy fighters within 4'' and in line of sight of the fighter wearing this mask suffer a -1 penalty.