Dome Runner
50
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
1
3+
2
Ld
Cl
Wil
Int
8+
8+
8+
8+
Save
-

Equipment

Starting: Pistol, Fighting Knife

Crew Selection: If the gang is fighting in a scenario that can grant a new territory as a reward, you may roll a D6; the Dome Runner may join the gang's Crew for that scenario if the result is a 4, 5, or 6.
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.
Explorer: During the Post-battle Sequence, if a gang with at least one available Dome Runner gains or steals Turf, for each available Dome Runner they may add 2 to the roll to determine whether the gang gains a new Special Territory.
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).
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.
Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+1
3
1
4+
Pistol
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
1
-
Melee, Backstab