Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Turf: The gang controls an area or resource within the underhive that allows the gang to take the Work the Turf Post-Battle Action.
Mine Workings: When the gang collects income, for each Mine Workings the gang controls the controlling player
may select up to three available Gangers from their gang and roll a D6
for each. If a dice rolls a 1, that Ganger is caught in a collapse and goes into recovery. Otherwise,
multiply the result by 5 and add this many credits to the gang’s Stash.
If the gang has any Captives, each one can be sent into the mines in place of a Ganger. If a 1 is
rolled for a Captive they generate no income but do not go into recovery; it is assumed that their
time in captivity is enough to recover.
Chem Pit: When the gang collects income, for each Chem Pit the gang controls the controlling player can choose
an available Ganger or a Juve from their
gang to work the chem pit and then roll 2d6. If the result is a double (double 1's, double 2's, etc),
the fighter suffers a mishap; make a Lasting Injury roll for that fighter. Otherwise multiply the result by 5
and add that many credits to the gang's Stash immediately.
Campaign
Captured Vanyar (Merc) from Clawbberers (Ulfgar) gang.
Stash
Tactics Cards Deck
Ω : Zone Mortalis Only
≠ : Sector Mechanicus Only
Φ : Skirmish Only
Ψ : Campaign Only
Promoted!, New Skills: 1, BS: +1, Ld: +1, Int: +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.
Inspirational: If a friendly fighter within 12'' of this fighter fails a Cool
check, make a Leadership check for this fighter. If it
passes, the Cool check is also treated as having been
passed.
Wargear: Tactical Trenchcoat
Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.
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.
Stub Pistol
Bullets
6''
12''
+2
3
1
4+
Pistol, Plentiful
Dumdum
5''
10''
+1
4
1
4+
Pistol, Limited
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
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.
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.
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.
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.
Heavy Flamer
T
5
-2
2
5+
Blaze, Template, Unwieldy
Lasgun
18''
24''
+1
3
1
2+
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
Promoted Merc!, New Skills: 5, Eye Injury: 1, Bionic Eyes: 1
Fixer: This skill only has an effect in the Post-Battle Sequence.
If this fighter is not Captured, in Recovery, or Critically Injured, they may take one more Post-Battle Action than they normally would
be able to. Fighters who are not normally able to take Post-Battle Actions that have this skill are able to take one Post-Battle Action.
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.
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.
Marksman: This fighter is not affected by the rules for target Priority.
Additionally when this fighter takes an Aim action with a Ranged weapon,
the Short range of the weapon gains +2'' and the Long range of the weapon gains +4''.
Ballistics Expert: This fighter may Check the Range before they decide to take a Shoot action.
Additionally, when this fighter takes an Aim action they gain an additional +1 modifier to their hit roll.
Munitioneer: When an Ammo check is failed for this fighter or a friendly fighter within 6'', it can be re-rolled.
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.
Bolt Pistol (Locke Pattern)
6''
12''
+1
4
-1
1
5+
Pistol, Rapid Fire (1)
Bolt Pistol (Locke Pattern)
6''
12''
+1
4
-1
1
5+
Pistol, Rapid Fire (1)
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: 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: Tactical Trenchcoat
Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.
Stub Pistol
6''
12''
+2
3
1
4+
Pistol, Plentiful
Fighting Knife
E
+1
S
1
-
Melee, Backstab
Grenade: Smoke Bombs
Sx3
0
0
4+
Grenade, Smoke
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.
Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Bionic Eyes: 1, WS: +1, BS: +1
Wargear: Tactical Trenchcoat
Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.
Autopistol
Caseless
4''
12''
+1
3
1
4+
Pistol, Rapid Fire (1)
Fighting Knife
E
+1
S
1
-
Melee, Backstab
Bionics: Bionic Upgrades
A fighter with a bionic upgrade gains +2 T while equipped with a bionic upgrade.
If a fighter has not already suffered a Enfeebled Injury (54 on the Permanent Injury table) at some point in the past, they suffer a Enfeebled Injury
when a bionic upgrade is added to the fighter.
A fighter may have up to two bionic upgrades.
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.
Grenade: Smoke Bombs
Sx3
0
0
4+
Grenade, Smoke
Autopistol
Caseless
4''
12''
+1
3
1
4+
Pistol, Rapid Fire (1)
Fighting Knife
E
+1
S
1
-
Melee, Backstab
Grenade: Smoke Bombs
Sx3
0
0
4+
Grenade, Smoke
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.
Eye Injury: 1, Bionic Eyes: 1, BS: +2
Wargear: Tactical Trenchcoat
Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.
Lasgun
18''
24''
+1
3
1
2+
Plentiful
Grenade: Smoke Bombs
Sx3
0
0
4+
Grenade, Smoke
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.
Wargear: Timed Explosive
A timed explosive is a sticky bomb with a pre-set timer that can be placed on an object and later explode for considerable damage. Used
to blow up objectives and doors primarily. A timed explosive is a single use item; it is deleted from a fighter's card once used. See full write-up for details.
Wargear: Tactical Trenchcoat
Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.
Lasgun
18''
24''
+1
3
1
2+
Plentiful
Grenade: Smoke Bombs
Sx3
0
0
4+
Grenade, Smoke
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: Timed Explosive
A timed explosive is a sticky bomb with a pre-set timer that can be placed on an object and later explode for considerable damage. Used
to blow up objectives and doors primarily. A timed explosive is a single use item; it is deleted from a fighter's card once used. See full write-up for details.
Wargear: Tactical Trenchcoat
Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.
Lasgun
18''
24''
+1
3
1
2+
Plentiful
Grenade: Smoke Bombs
Sx3
0
0
4+
Grenade, Smoke
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: Timed Explosive
A timed explosive is a sticky bomb with a pre-set timer that can be placed on an object and later explode for considerable damage. Used
to blow up objectives and doors primarily. A timed explosive is a single use item; it is deleted from a fighter's card once used. See full write-up for details.
Spinal Injury: 1, I: +1, Ld: +1, Cl: +1
Wargear: Tactical Trenchcoat
Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.
Shotgun [Solid]
Solid
8''
16''
+1
4
2
4+
Knockback
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: Tactical Trenchcoat
Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.
Lasgun
18''
24''
+1
3
1
2+
Plentiful
Grenade: Smoke Bombs
Sx3
0
0
4+
Grenade, Smoke
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: Tactical Trenchcoat
Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.
Autogun
8''
24''
+1
3
1
4+
Rapid Fire (1)
Fighting Knife
E
+1
S
1
-
Melee, Backstab
Grenade: Smoke Bombs
Sx3
0
0
4+
Grenade, Smoke
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.
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
Ulfgar (Clawbberers, L); +20 credits; -Zandur (C), -Rease (G), +Vettur (G)
Goliath (Bloodhands, L); +40 credits; +Vinny, +Dezel, +Grooter
Delaque (Acme Inc, W); +95 credits
Harlequins (Happy Harleys, L); +55 credits; -Ridockulous (L), -Dezel (G), +Jarul (M)
Ulfgar / Goliath (Bloodhands / Clawbberers, Last Place); +65 credits, +Doctor Giacomo
Ulfgar (Clawbberers, W); +220 credits; +Mine Workings; Captured Vanyar (M)
Van Saar (Green Meanies, W); +135 credits; Promoted Jarul to Champion, +Hasid (M)
Van Saar (Green Meanies, L); +160 credits; -Grooter (G), +Feeb (G), -Vinny (J), +Vince (J)
Delaque (Acme Inc, W); +160 credits; +Chem Pit; -Hasid (M), r+Vinny (J); Jarul (Prize Fight [6], +2 XP, +40 cr, +1 rep); Rare Item: none
Goliath (Bloodhands, W); +185 credits; +Bounty on Murdering Metor; Rare Item: none
Wargear: Timed Explosive
A timed explosive is a sticky bomb with a pre-set timer on it.
A timed explosive is a single use item; it is deleted from a fighter's card once used.
An Active or Engaged fighter with a timed explosive can make the following action:
Place Timed Explosive (Basic): The fighter attaches a timed explosive to an objective or object with 1 or more Wounds (such as a door) within 1'' of them. When this is done the controlling player declares whether the timed explosive will detonate at the end of this turn, or the end of the next turn. Place a Melta Bomb token to track the location of the timed explosive.
Once placed, the timed explosive will detonate
immediately after the last activation of the turn chosen or just before the battle ends, whichever comes first.
This happens even if the gang that placed the bomb has fled the battlefield or been defeated.
Multiple devices set to explode in the same turn explode simultaneoulsy.
When a timed
explosive detonates, it inflicts a Strength 8 AP -2 Damage 4 hit on the object it is attached to and anything within
base contact with it, and a Strength 6 AP -1 Damage 2 hit with Knockback on everything else within D6" of the timed explosive's marker
(except where blocked by walls or structures).
Knock down all scatter terrain in the affected area. Remove the timed explosive marker after all hits have been resolved.
A fighter in base contact with the timed explosive marker may attempt to disarm the bomb by taking a Attempt Disarm (Basic) Action and making
an Intelligence check at -3. If the check is made, the bomb is disarmed and the timed explosive marker is removed from play.
If the check is not made the bomb explodes immediately.