Nymlings
Dunno
Reputation
Turf
Credits
Rating
9
4
195
1175/680
Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Leader
245
4
9
10
1
X
Champion
260
4
6
10
1
Champion
250
4
5
0
1
X
Juve
70
4
11
15
2
X
Specialist
90
4
5
0
1
Ganger
80
4
5
10
1
X
Ganger
90
4
6
10
1
Ganger
90
4
6
10
1
Ratskin Settlement: When the gang collects income, roll a D6 for each Ratskin Settlement controlled. If the result is a natural 6 a free Warrior or Brave shows up ready to join the gang; you may equip this new fighter with up to 50 credits of gear from the Ratskin Equipment List for free and add the fighter to your gang's roster immediately.
Sacred Cache: The gang controls a secret and sacred place to hide archeotech and other treasures, protecting the hive's ancient legacies. When the gang collects income, for each Sacred Cache the gang controls, D3 free Hive Spirit Infusions or D3 free Hive Spirit Wards (controlling player's choice) are added to the gang's Stash immediately.
Beast Farm: The gang protects a Ratskin community that raises underhive creatures such as blindsnakes, hive spiders, and of course hive rats. When the gang collects income, for each Beast Farm the gang controls, the gang gains D3 free Blade Venom Stashes or D3 Blindsnake Pouches or 1 Ratskin Hides (controlling player's choice), which are added to the gang's Stash immediately.
Secret Passageways: Each Secret Passageways controlled by the gang allows one fighter in the gang's Crew to infiltrate the battlefield. Fighters infiltrating via Secret Passageways are placed to one side. At the end of the first round, for each infiltrating fighter the fighter's controlling player sets their fighter up anywhere on the battlefield that is not visible to or within 6'' of any enemy fighters. If multiple players have infiltrating fighters they take turns to set each fighter up, in priority order.
Log

Green Meanies (Van Saar, W); +0 credits, +Sacred Cache

My Fair Ladies (Escher, L); +0 credits, +Beast Farm

Jovial Jesters (Harlequin, W); +85 credits, +2 HiSpiInf, +3 BlVen

Bloodhands (Goliaths, W); +0 credits, +1 HiSpiInf, +3 BlVen, +Secret Passageways

Stash

Loot Caskets: 4

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

Chief Bigmouth

Leader
245
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
3
4
3
4+
2
Ld
Cl
Wil
Int
6+
6+
6+
7+
Save
-

BS: +1

Ratskin: This fighter is a Ratskin; any game effect referring to Ratskins is applicable to them. This fighter uses the Survivor Critical Injury table, the Ratskin Characteristics Maxima, may be equipped from the Ratskin Equipment List, and when they would pick a Primary Skill they may instead choose a Ratskin Skill.
Strider: This fighter's movement is unaffected by difficult terrain, and they may move up to an additional 2'' of distance whenever they take a Double Move.
Wargear: Ratskin Hides

When this fighter is targeted by ranged attacks at Long range, there is a -1 modifier to the hit roll. Additionally, sentries suffer a -1 penalty when trying to spot a fighter equipped with Ratskin Hides.

Shotgun [Blunder, Solid]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Solid
8''
16''
+1
4
2
4+
Knockback
Blunder
T
4
+1
1
5+
Discharged, Knockback, Pulverize, Scattershot
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)
Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
-1
1
-
Melee, Parry
Wargear: Hive Spirit Infusion

When an Active or Pinned fighter with a Hive Spirit Infusion is activated, they may use their Hive Spirit Infusion as a free action. Until the end of the round, the fighter's Move, Strength, and Attack characteristics are each increased by 1. At the start of the End phase roll a D6; on a 1 the fighter takes a Flesh Wound. If a fighter uses a Hive Spirit Infusion during a battle, the Hive Spirit Infusion is deleted from their fighter card when the battle ends.

Wargear: Blade Venom Stash

An Active fighter with a Blade Venom Stash can delete Blade Venom Stash from their fighter card to make the following action:

Apply Blade Venom (Basic): Select an Axe, Knife, Fighting Knife, Sword, Crossbow, Hand Bow, Standard Arrow, Hunting Arrow, or Barbed Arrow weapon profile on the fighter's card; add the Toxin trait to that weapon profile for the remainder of the battle.

Largehorns

Champion
260
M
WS
BS
 S 
 T 
W
I
A
5"
3+
4+
3
4
3
4+
2
Ld
Cl
Wil
Int
8+
5+
5+
7+
Save
-

WS: +1

Favor of the Hive Spirits: If the Shaman is in your Crew, at the beginning of the Deploy step of the Pre-Battle Sequence you may choose one of the following spirit favors for the Shaman to benefit from in this battle:

  • Blessed: Once per battle, the Shaman or a friendly fighter within 6'' of the Shaman may activate and take their action(s) before an opponent with priority activates one of their fighters.
  • Empowered: Once per battle, the Shaman or a friendly fighter within 6'' of the Shaman may change a 1 that they have rolled to a 6.
  • Favored: If the Shaman is taken Out of Action during the battle, no Lasting Injury roll(s) are made. The Shaman is unharmed and will be available for the next battle.
  • Forewarned: The Shaman has a 360° vision arc for the remainder of the battle; additionally if the Shaman is a sentry they automatically detect hidden enemies within 12''.
  • Guided: At the end of the battle during the Receive Rewards step of the Post-Battle Sequence, if the Shaman is not dead they gain 2 additional XP.
  • Protected: Once per battle, the Shaman or a friendly fighter within 6'' of the Shaman may cause a single hit die to miss after it has been rolled.
Ratskin: This fighter is a Ratskin; any game effect referring to Ratskins is applicable to them. This fighter uses the Survivor Critical Injury table, the Ratskin Characteristics Maxima, may be equipped from the Ratskin Equipment List, and when they would pick a Primary Skill they may instead choose a Ratskin Skill.
Strider: This fighter's movement is unaffected by difficult terrain, and they may move up to an additional 2'' of distance whenever they take a Double Move.
Wargear: Ratskin Hides

When this fighter is targeted by ranged attacks at Long range, there is a -1 modifier to the hit roll. Additionally, sentries suffer a -1 penalty when trying to spot a fighter equipped with Ratskin Hides.

Shotgun [Blunder, Solid]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Solid
8''
16''
+1
4
2
4+
Knockback
Blunder
T
4
+1
1
5+
Discharged, Knockback, Pulverize, Scattershot
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
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.

Wargear: Hive Spirit Ward

Once per battle when this fighter would be hit by a melee or ranged attack, you may delete Hive Spirit Ward from the fighter's card and apply a D3 penalty to the hit roll. If the attack would still hit after this penalty is applied it is resolved as normal, otherwise the attack misses.

Wargear: Blade Venom Stash

An Active fighter with a Blade Venom Stash can delete Blade Venom Stash from their fighter card to make the following action:

Apply Blade Venom (Basic): Select an Axe, Knife, Fighting Knife, Sword, Crossbow, Hand Bow, Standard Arrow, Hunting Arrow, or Barbed Arrow weapon profile on the fighter's card; add the Toxin trait to that weapon profile for the remainder of the battle.

Squatting Rat

Champion
250
M
WS
BS
 S 
 T 
W
I
A
5"
2+
5+
3
4
2
4+
3
Ld
Cl
Wil
Int
8+
5+
5+
8+
Save
6+U*

WS: +1

Ratskin: This fighter is a Ratskin; any game effect referring to Ratskins is applicable to them. This fighter uses the Survivor Critical Injury table, the Ratskin Characteristics Maxima, may be equipped from the Ratskin Equipment List, and when they would pick a Primary Skill they may instead choose a Ratskin Skill.
Unstoppable: In the End Phase immediately after Recovery tests are made, you may discard one Flesh Wound that this fighter has suffered.
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.

Wargear: Ratskin Hides

When this fighter is targeted by ranged attacks at Long range, there is a -1 modifier to the hit roll. Additionally, sentries suffer a -1 penalty when trying to spot a fighter equipped with Ratskin Hides.

Shotgun [Blunder, Solid]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Solid
8''
16''
+1
4
2
4+
Knockback
Blunder
T
4
+1
1
5+
Discharged, Knockback, Pulverize, Scattershot
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
Wargear: Hive Spirit Infusion

When an Active or Pinned fighter with a Hive Spirit Infusion is activated, they may use their Hive Spirit Infusion as a free action. Until the end of the round, the fighter's Move, Strength, and Attack characteristics are each increased by 1. At the start of the End phase roll a D6; on a 1 the fighter takes a Flesh Wound. If a fighter uses a Hive Spirit Infusion during a battle, the Hive Spirit Infusion is deleted from their fighter card when the battle ends.

Wargear: Blade Venom Stash

An Active fighter with a Blade Venom Stash can delete Blade Venom Stash from their fighter card to make the following action:

Apply Blade Venom (Basic): Select an Axe, Knife, Fighting Knife, Sword, Crossbow, Hand Bow, Standard Arrow, Hunting Arrow, or Barbed Arrow weapon profile on the fighter's card; add the Toxin trait to that weapon profile for the remainder of the battle.
Wargear: Blindsnake Pouch

The psychotropic mixture in this leather pouch is absorbed by the fighter's skin to enhance their natural psychic sensitivity, sufficient to detect when an enemy is shooting at them. If this fighter is Active and Readied and targeted with a ranged attack, they can interrupt a enemy fighter's ranged attack as soon as it is declared but before it is carried out. This fighter loses their Ready marker, then immediately makes a free Take Cover (Basic) action. If this fighter has moved into a position where they are no longer a valid target for the attacker the ranged attack fails, otherwise the attack resumes and the hit roll is made against this fighter at their current position with any applicable modifiers.

Wargear: Hive Spirit Ward

Once per battle when this fighter would be hit by a melee or ranged attack, you may delete Hive Spirit Ward from the fighter's card and apply a D3 penalty to the hit roll. If the attack would still hit after this penalty is applied it is resolved as normal, otherwise the attack misses.

Young Face

Juve
70
M
WS
BS
 S 
 T 
W
I
A
6"
3+
5+
3
3
1
3+
1
Ld
Cl
Wil
Int
9+
8+
8+
8+
Save
-

WS: +2

Ratskin: This fighter is a Ratskin; any game effect referring to Ratskins is applicable to them. This fighter uses the Survivor Critical Injury table, the Ratskin Characteristics Maxima, may be equipped from the Ratskin Equipment List, and when they would pick a Primary Skill they may instead choose a Ratskin Skill.
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
Wargear: Hive Spirit Ward

Once per battle when this fighter would be hit by a melee or ranged attack, you may delete Hive Spirit Ward from the fighter's card and apply a D3 penalty to the hit roll. If the attack would still hit after this penalty is applied it is resolved as normal, otherwise the attack misses.

Wargear: Blade Venom Stash

An Active fighter with a Blade Venom Stash can delete Blade Venom Stash from their fighter card to make the following action:

Apply Blade Venom (Basic): Select an Axe, Knife, Fighting Knife, Sword, Crossbow, Hand Bow, Standard Arrow, Hunting Arrow, or Barbed Arrow weapon profile on the fighter's card; add the Toxin trait to that weapon profile for the remainder of the battle.

Shotcaller

Specialist
90
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
4
1
4+
1
Ld
Cl
Wil
Int
8+
7+
7+
8+
Save
-

Promoted!, New Skills: 1

Ratskin: This fighter is a Ratskin; any game effect referring to Ratskins is applicable to them. This fighter uses the Survivor Critical Injury table, the Ratskin Characteristics Maxima, may be equipped from the Ratskin Equipment List, and when they would pick a Primary Skill they may instead choose a Ratskin Skill.
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.
Wargear: Ratskin Hides

When this fighter is targeted by ranged attacks at Long range, there is a -1 modifier to the hit roll. Additionally, sentries suffer a -1 penalty when trying to spot a fighter equipped with Ratskin Hides.

Autogun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
8''
24''
+1
3
1
4+
Rapid Fire (1)
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
3
1
4+
Pistol, Plentiful
Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S
1
-
Melee

Shottaker

Ganger
80
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
1
3+
1
Ld
Cl
Wil
Int
8+
7+
7+
8+
Save
-

Enfeebled: 1, I: +1

Ratskin: This fighter is a Ratskin; any game effect referring to Ratskins is applicable to them. This fighter uses the Survivor Critical Injury table, the Ratskin Characteristics Maxima, may be equipped from the Ratskin Equipment List, and when they would pick a Primary Skill they may instead choose a Ratskin Skill.
Wargear: Ratskin Hides

When this fighter is targeted by ranged attacks at Long range, there is a -1 modifier to the hit roll. Additionally, sentries suffer a -1 penalty when trying to spot a fighter equipped with Ratskin Hides.

Stub Rifle
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
24''
+1
4
1
4+
Plentiful
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
3
1
4+
Pistol, Plentiful
Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S
1
-
Melee

Bucktooth

Ganger
90
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
4
1
4+
1
Ld
Cl
Wil
Int
7+
6+
7+
8+
Save
-

Ld: +1, Cl: +1

Ratskin: This fighter is a Ratskin; any game effect referring to Ratskins is applicable to them. This fighter uses the Survivor Critical Injury table, the Ratskin Characteristics Maxima, may be equipped from the Ratskin Equipment List, and when they would pick a Primary Skill they may instead choose a Ratskin Skill.
Wargear: Ratskin Hides

When this fighter is targeted by ranged attacks at Long range, there is a -1 modifier to the hit roll. Additionally, sentries suffer a -1 penalty when trying to spot a fighter equipped with Ratskin Hides.

Stub Rifle
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
24''
+1
4
1
4+
Plentiful
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
3
1
4+
Pistol, Plentiful
Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S
1
-
Melee

Crouchy

Ganger
90
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
4
1
4+
1
Ld
Cl
Wil
Int
8+
6+
7+
7+
Save
-

Cl: +1, Int: +1

Ratskin: This fighter is a Ratskin; any game effect referring to Ratskins is applicable to them. This fighter uses the Survivor Critical Injury table, the Ratskin Characteristics Maxima, may be equipped from the Ratskin Equipment List, and when they would pick a Primary Skill they may instead choose a Ratskin Skill.
Wargear: Ratskin Hides

When this fighter is targeted by ranged attacks at Long range, there is a -1 modifier to the hit roll. Additionally, sentries suffer a -1 penalty when trying to spot a fighter equipped with Ratskin Hides.

Autogun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
8''
24''
+1
3
1
4+
Rapid Fire (1)
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
3
1
4+
Pistol, Plentiful
Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S
1
-
Melee

Shotgun [Acid, Blunder, Executioner, Inferno, Scatter, Solid]

A Shotgun is an ancient Imperial weapon which fires a broad range of submunitions. Shotguns are commonly used by criminal lowlifes in the lawless regions of most hive cities where a large variety of specialist ammunition is used, including man-stopper rounds, modified bolt rounds and incendiary shells.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Acid
4''
16''
+1
3
-1
1
4+
Blaze, Scattershot
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
Solid
8''
16''
+1
4
2
4+
Knockback
Blunder
T
4
+1
1
5+
Discharged, Knockback, Pulverize, Scattershot

Blaze: After an attack with the Blaze trait has been resolved roll a D6 if the target was hit but not taken Out of Action. On a 4, 5 or 6 the target catches fire; place a Blaze marker on their fighter card. At the end of each of their own activations a fighter who remains on fire suffers a Strength 3, AP -1 and if they are not prone the fighter becomes Broken and begins Running for Cover.

A fighter with a Blaze marker on their fighter card may make the Stop Drop and Roll (Double) action; if they do the fighter becomes Pinned (if they are not already prone); roll a D6 and add 1 to the result for each friendly Active fighter within 1''. On a 3+ the fire is extinguised; remove the Blaze token. On a 1 or 2 the fighter remains on fire and their activation ends.

Friendly fighters within 1'' of a fighter with a Blaze marker on their fighter card may make the Extinguish Blaze (Basic) action; if they do roll a D6. On a 1 is rolled the friendly fighter catches fire as well; place a Blaze token on their fighter card and thier activation ends. On a 4+ the fire is extinguised; remove the Blaze token from the on fire fighter.

Discharged: After each use this weapon is treated as having failed an Ammo Check. There is no need to roll the Firepower dice unless the weapon also has the Rapid Fire (x) trait. The weapon can be reloaded or reset for later use within the battle as normal (unless it also has the Scarce trait or Limited trait). When using a weapon with this trait in close combat, it can only have one Attack dice allocated to it. Any other Attack dice that would have been allocated to it are allocated to the fighter's other weapon instead, or if the attacker does not have another weapon they are made as unarmed attacks.

Knockback: If the hit roll for a weapon with the Knockback trait is equal to or higher than the target's Strength (before any modifiers are applied), they are immediately moved 1” directly away from the attacking fighter. If the fighter cannot be moved the full 1” because of a wall, obstacle or another fighter, they move as far as possible and the attack’s Damage is increased by 1.

Rupture: When a weapon with this trait successfully wounds, D3 Damage is inflicted against the target.

Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.

Pulverize: After making an Injury roll for an attack made by this weapon, the attacking player can roll a D6. If the result is equal to or higher than the target's unmodified Toughness, or is a natural 6, they can change one Injury dice from a Flesh Wound result to a Serious Injury result.

Scattershot: When a target is hit by a scattershot attack, make D6 wound rolls instead of 1.