Ammojack
100
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
3
1
3+
2
Ld
Cl
Wil
Int
9+
6+
9+
6+
Save
-

Equipment

Starting: Flak, Furnace Plates, Mesh, Carapace Armor, or Resilience; Power Weapon of choice; Any one of Bolter, Combat Shotgun [Salvo], Combat Shotgun [Shredder], Shotgun [Acid, Solid, Scatter], or Autopistol [Sabot] with Extended Clip Hair Trigger and Speedloader attachments.

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.
Weaponsmith: While this fighter is on the gang's roster, during a battle all fighters in the gang may reroll failed Ammo checks that rolled a 1. The re-rolled result must be taken.
Munitioneer: When an Ammo check is failed for this fighter or a friendly fighter within 6'', it can be re-rolled.

Choose 1 Armor:

Resilience

The fighter doesn't wear armor but has +1 Toughness and +1 Wounds.

Armor: Flak Armor

Against attacks that have the Blast or Blaze traits Flak armour grants a 5+ save roll. Against all other attacks Flak armour grants a 6+ save roll. If this armor is chosen the ammojack has +1'' Movement and +2 Initiative.

Armor: Furnace Plates

Furnace plates grant a 6+ save roll. This is increased to a 5+ save role against attacks made by fighters who are within the fighter’s vision arc. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the target does not have a facing (for example, if they are Prone) use the 6+ save roll. If this armor is chosen, the ammojack has +1 Strength and +1 Toughness but -1'' Movement.

Armor: Mesh Armor

Mesh armour grants a 5+ save roll.

Armor: Carapace Armor

Carapace Armor grants a 4+ save roll. A fighter wearing Carapace Armor suffers a -1'' penalty to their Movement characteristic.

Choose 1 Ranged Weapon:

Autopistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sabot
3''
12''
-1
+1
3
-1
1
3+
Pistol, Rapid Fire (1), Replacement, Scarce
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: Hair Trigger (Ranged weapons)

When a fighter attacks with this weapon, before rolling to hit they must make an Initiative check. If the check is passed the fighter gains +1 to hit with this attack, and if the check is failed they suffer a -1 penalty to hit with this attack.

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.

Bolter (Locke Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
12''
24''
+1
4
-1
1
5+
Rapid Fire (1)
Shotgun [Acid, Scatter, Solid]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Acid
4''
16''
+1
3
-1
1
4+
Blaze, Scattershot
Scatter
4''
8''
+2
2
1
4+
Scattershot
Solid
8''
16''
+1
4
2
4+
Knockback
Combat Shotgun [Salvo]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Salvo
4''
12''
+1
4
2
4+
Knockback, Rapid Fire (1)
Combat Shotgun [Shredder]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shredder
T
2
1
4+
Scattershot, Template

Choose 1 Melee Weapon:

Power Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S+1
-2
1
-
Melee, Parry, Power
Power Hammer
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-1
S+2
-1
2
-
Melee, Power, Pulverize
Power Axe
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-1
S+2
-1
2
-
Melee, Power, Rending

Choose 1 Backup Weapon:

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