Rustlords
Reputation
Turf
Credits
Rating
14
0
270
2460
Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Leader
470
9
25
29
3
Champion
400
9
12
17
2
Champion
435
5
21
25
4
Specialist
415
8
19
20
3
Ganger
160
8
17
20
3
Ganger
170
8
12
15
2
Servitor
285
9
0
0
0
Servitor
125
6
0
0
0
Log

Sharifs Shakers / Acme Inc (Mercs / Delaque, 2nd Place); +50 credits; Rare Item: none

Green Meanies (Van Saar, L); +60 credits, +Clawt

My Fair Ladies (Escher, L); Prize Fight (Gaar, [6], +50 credits, 3 XP, 1 Rep), Artifex (extra Boltthrower Pistol)

Clawbberers (Ulfgar, L); Prize Fight (Gaar, [6], +20 credits, 3 XP, 1 Rep), Prize Fight (Klok, [3], +25 credits),

Green Meanies (Van Saar, L); +105 credits, +Dori (underdog augmentation)

Acme Inc (Delaque, W); +40 credits

Bloodhands (Goliath, W*); Prize Fight (Gaar, [6], +30 credits, 3 XP, 1 Rep), Prize Fight (Dori, [4], 1 XP, +30 credits), Artifex (Targeter)

Clawbberers / Acme Inc (Ulfgar / Delaque, 1st Place); +90 credits; Monty Loot Box (Holo-suit)

Bloodhands (Goliath, L); +110 credits

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

Gaar

Leader
470
M
WS
BS
 S 
 T 
W
I
A
5"
2+
2+
4
4
2
4+
2
Ld
Cl
Wil
Int
5+
6+
6+
5+
Save
2+

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

Cog: This fighter is a Cog; any game effect referring to Cogs is applicable to them. This fighter uses the Survivor Critical Injury table, may be equipped from the Cog Equipment List, and when they would pick a Primary Skill they may instead choose a Cog Skill.
Techie: This fighter gains access to the Cog Techie Equipment List and can be equipped with gear from that list (at normal cost).
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: Power 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.

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.

Boltthrower Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Boltthrower
9''
18''
+1
5
-1
1
5+
Pistol, Rapid Fire (1), Scarce, Noisy
Boltthrower Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Boltthrower
9''
18''
+1
5
-1
1
5+
Pistol, Rapid Fire (1), Scarce, Noisy
Power Axe
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-1
S+2
-1
2
-
Melee, Power, Rending
Wargear: Servo-Arm Pack

Servo arm packs are backpack mounted lifting harnesses used by engineers and heavy equipment operators for industrial work, but which can be used in a fight if need be. A fighter with a servo arm pack gains a +2 bonus for the purposes of lifting objects, forcing doors open, and similar non-combat related Strength checks. Additionally, if the fighter is Active or Engaged they can use the Servo Strike action:

Servo Strike (Basic): If you are Engaged you may pick an enemy fighter you are engaged with to make an Initiative check; if it is failed they suffer a hit resolved as Strength 6 with Damage 2 and the Pulverize trait. If you are Active and within 1'' of an object with at least 1 Wound you may auto hit it with an attack resolved as Strength 6 with Damage 2.
Wargear: Respirator

If a fighter with a respirator is hit by a weapon with the Gas trait, their Toughness is increased by 2 for the purposes of the roll to see whether they are affected.

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.

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.

Klok

Champion
400
M
WS
BS
 S 
 T 
W
I
A
5"
4+
2+
3
4
2
3+
2
Ld
Cl
Wil
Int
6+
6+
6+
4+
Save
2+

New Skills: 1, BS: +1

Cog: This fighter is a Cog; any game effect referring to Cogs is applicable to them. This fighter uses the Survivor Critical Injury table, may be equipped from the Cog Equipment List, and when they would pick a Primary Skill they may instead choose a Cog Skill.
Techie: This fighter gains access to the Cog Techie Equipment List and can be equipped with gear from that list (at normal cost).
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.
Munitioneer: When an Ammo check is failed for this fighter or a friendly fighter within 6'', it can be re-rolled.
Commanding Presence: If a group is activated, and this fighter is chosen to lead the group, it can include one more fighter than normal (ie, a Champion could activate two other fighters instead of one, or a Leader could activate three, and other types of fighters may activate one other fighter).
Armor: Power Armor

Modifiers have been applied directly to profile.

Shield
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shield Bash
E
-1
S-1
1
-
Melee, Parry, Shield
Lightthrower Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Lightthrower
12''
18''
+1
4
-1
1
5+
Pistol, Blinding, Scarce, Blaze
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.

Wargear: Respirator

If a fighter with a respirator is hit by a weapon with the Gas trait, their Toughness is increased by 2 for the purposes of the roll to see whether they are affected.

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.

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.

Dori

Champion
435
M
WS
BS
 S 
 T 
W
I
A
7"
2+
4+
4
4
3
3+
3
Ld
Cl
Wil
Int
8+
5+
5+
8+
Save
5+/4+

New Skills: 3, Hand Injury: 1, Bionic Arms: 1, Eye Injury: 1, Bionic Eyes: 1, Hobbled: 1, Bionic Legs: 1, Cl: +1, Wil: +1

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

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.

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
Throwing Daggers
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
S
-1
1
5+
Rapid Fire (1), Silent
Stiletto Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
-1
1
-
Melee, Toxin
Bionics: Servo-fist

This item is both a Bionic Arm and a weapon. Modifiers have been applied directly to profile.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
6
-1
1
-
Melee, Knockback, Pulverize
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 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.
Grenade: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
0
0
4+
Grenade, Smoke

Sawt

Specialist
415
M
WS
BS
 S 
 T 
W
I
A
7"
2+
4+
3
5
1
4+
2
Ld
Cl
Wil
Int
7+
6+
6+
7+
Save
4+U

Promoted!, New Skills: 2, Enfeebled: 1, Bionic Upgrades: 1, Hand Injury: 1, Bionic Arms: 1, Eye Injury: 1, Bionic Eyes: 1, Head Injury: 1, Bionic Cogitators: 1, Hobbled: 1, Bionic Legs: 1, M: +1

Cog: This fighter is a Cog; any game effect referring to Cogs is applicable to them. This fighter uses the Survivor Critical Injury table, may be equipped from the Cog Equipment List, and when they would pick a Primary Skill they may instead choose a Cog 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.
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.
Holo-suit

Modifiers have been applied directly to profile.

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.

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)
Bionics: Chainsword Arm

This item is both a Bionic Arm and a weapon. Modifiers have been applied directly to profile.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
5
-1
1
-
Melee, Intimidating, Parry, Rending, Noisy
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 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 Upgrades

Modifiers have been applied directly to profile.

Bionics: Bionic Cogitator

Modifiers have been applied directly to profile.

Buzzt

Ganger
160
M
WS
BS
 S 
 T 
W
I
A
5"
2+
5+
4
4
1
4+
2
Ld
Cl
Wil
Int
9+
7+
7+
9+
Save
6+U*

Hand Injury: 1, Bionic Arms: 1, Head Injury: 1, WS: +1, S: +1, Cl: +1, Wil: +1

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

Laspistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
8''
12''
+1
3
1
2+
Pistol, Plentiful
Bionics: Buzzsaw Arm

This item is both a Bionic Arm and a weapon. Modifiers have been applied directly to profile.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-1
6
-2
2
-
Melee, Intimidating, Pulverize, Noisy
Grenade: Frag
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
3
1
4+
Grenade, Knockback,  Blast (3'')

Clawt

Ganger
170
M
WS
BS
 S 
 T 
W
I
A
6"
2+
5+
3
4
1
4+
2
Ld
Cl
Wil
Int
8+
6+
6+
8+
Save
6+U*

Hand Injury: 2, Bionic Arms: 2, M: +1, Cl: +1, Wil: +1

Cog: This fighter is a Cog; any game effect referring to Cogs is applicable to them. This fighter uses the Survivor Critical Injury table, may be equipped from the Cog Equipment List, and when they would pick a Primary Skill they may instead choose a Cog Skill.
Armor: Fighting Harness

A fighter with a Fighting Harness gains a Parry in close combat. (*) Additionally, a Fighting Harness grants a unmodifiable Armor save of 6+ in close combat.

Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
3
1
4+
Pistol, Plentiful
Bionics: Servo-claw

This item is both a Bionic Arm and a weapon. Modifiers have been applied directly to profile.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
6
-1
1
-
Melee, Intimidating, Rupture
Bionics: Bionic Arm

Modifiers have been applied directly to profile.

Metal Arm: A bionic arm is considered to be a S+1, - AP, 1 Damage close combat weapon with the Melee trait, and thus grants a Dual Weapon dice in close combat if the fighter has another close combat weapon.

Dakka

Servitor
285
M
WS
BS
 S 
 T 
W
I
A
5"
5+
4+
4
5
2
5+
1
Ld
Cl
Wil
Int
12+
12+
12+
12+
Save
4+

Eye Injury: 1, Bionic Eyes: 1, Hobbled: 1, Bionic Legs: 1

Passive: This fighter can only take actions as part of a group activation or use of the Overseer skill.
Robotic: This fighter automatically passes any Cool, Willpower, or Nerve test they are required to make.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
No Lasting Injury: This fighter does not suffer Lasting Injury. If they are put Out of Action roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. If they die and were put Out of Action by an attack, the attacker gains 1 XP immediately.
More Machine Than Man: 4+ save (included in profile)
Heavy Bolter
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
18''
36''
+1
5
-2
1
5+
Rapid Fire (2), Unwieldy
Weapon Attachment: Targeter (Ranged weapons)

Modifiers have been applied directly to profile.

Bionics Weapon Attachment: Suspensor Arm (Heavy weapons)

This bionic device replaces one of the fighter's arms with a shoulder mount that serves as a hard point to attach heavy weapons to. Making a Shoot action with an Unwieldy ranged weapon is normally a Double Action, but when this fighter makes the Shoot action using a weapon attached to this suspensor it is treated as a Basic action. If this fighter has not already suffered a Hand Injury (51 on the Permanent Injury table) at some point in the past, they suffer a Hand Injury when a suspensor arm is added to the fighter. This device counts as a bionic arm for purposes of how many bionic arms a fighter may have but does not improve the fighter's WS.

Bionics: Bionic Eye

A fighter gains +2 BS for each bionic eye they are equipped with. If a fighter has not already suffered an Eye Injury (52 on the Permanent Injury table) at some point in the past, they suffer an Eye Injury when a bionic eye is added to the fighter. A fighter may have up to two bionic eyes.

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 Leg

A fighter gains +2'' M and +1 I while equipped with a bionic leg. If the fighter is Engaged, or Active and within 1'' of an object that has at least 1 Wound, they may make the Bionic Kick action. If a fighter has not already suffered a Hobbled Injury (56 on the Permanent Injury table) at some point in the past, they suffer a Hobbled Injury when each bionic leg is added to the fighter. A fighter may have up to two bionic legs.

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.

Klutz

Servitor
125
M
WS
BS
 S 
 T 
W
I
A
6"
3+
5+
4
5
2
5+
1
Ld
Cl
Wil
Int
12+
12+
12+
12+
Save
4+

Hand Injury: 2, Bionic Arms: 2, Hobbled: 2, Bionic Legs: 2

Passive: This fighter can only take actions as part of a group activation or use of the Overseer skill.
Robotic: This fighter automatically passes any Cool, Willpower, or Nerve test they are required to make.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
No Lasting Injury: This fighter does not suffer Lasting Injury. If they are put Out of Action roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. If they die and were put Out of Action by an attack, the attacker gains 1 XP immediately.
More Machine Than Man: 4+ save (included in profile)
Bionics: Chainsword Arm

This item is both a Bionic Arm and a weapon. Modifiers have been applied directly to profile.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
5
-1
1
-
Melee, Intimidating, Parry, Rending, Noisy
Bionics: Bionic Arm

Modifiers have been applied directly to profile.

Metal Arm: A bionic arm is considered to be a S+1, - AP, 1 Damage close combat weapon with the Melee trait, and thus grants a Dual Weapon dice in close combat if the fighter has another close combat weapon.
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.

Survivor Critical Injury Table

The Critical Injury outcome (61-65) of the Lasting Injury table is modified as follows:

61-65: Roll a D6 and add the fighter's unmodified Toughness and Wounds characteristics, then consult the table below with the total:
  • 1-7: the fighter dies. If the injury was caused by an attack, the attacker gains one additional Experience.
  • 8: the fighter suffers a Permanent Injury.
  • 9: the fighter suffers a Grievous Injury.
  • 10+: the fighter is Out Cold.

Weapon Traits

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.

Intimidating: Any fighter who must make a Nerve test due to a friendly fighter being taken Out of Action by an Intimidating weapon suffers a -2 penalty to their Nerve test.

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.

Knockback (Melee): 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.

If a Melee weapon has the Knockback trait, the attacking fighter can choose to follow the target up moving directly towards them after they have been Knocked Back to remain in base contact. If the attack was made across a barricade, the attacker cannot do this.

Noisy: All opposing sentrys within 12'' are alerted immediately if this weapon is used.

Parry: After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the fighter can force the attacking player to re-roll one successful hit. If the fighter is armed with two Parry weapons, they can force the attacking player to re-roll two successful hits instead.

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.

Rending: If the roll to wound with a Rending weapon is a natural 6, the attack's Damage is increased by 1.

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

Shield: If a fighter is carrying a shield, their Armor save roll is improved by 1. If a fighter does not already have a Armor save roll, a shield grants a Armor save of 6+.

Silent: In scenarios that use the Sentries special rules, there is no test to see whether the alarm is raised when a weapon with this trait is used.

Toxin: When a fighter does not or cannot make a successful Armor save against a wounding Toxin attack, before any Injury rolls are made the fighter's player must roll a D6. If the result is equal to or higher than the fighter's current Toughness or is a natural 6 the fighter takes a Flesh Wound (regardless of their Wounds characteristic).