Nurgling Lardass
150
M
WS
BS
 S 
 T 
W
I
A
3"
3+
6+
5
5
3
5+
2
Ld
Cl
Wil
Int
6+
5+
6+
6+
Save
2+

Skill Access

Starting: s start with 1 skill chosen from their Primary skill sets

Crew Selection: If your gang is the defender in a scenario, the Nurgling Lardass may join your gang's 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.
Nurgle Endures: If a gang has a Nurgling Lardass who is not in Recovery or Captured, the gang's player gains a Perseverance Tactics Card to use in the battle in addition to any other Tactics Cards available to them. If the Nurgling Lardass takes part in the battle, this Tactics Card can and must be played on the Nurgling Lardass.
Iron Jaw: When this fighter would be Seriously Injured in close combat, roll a D6 and then add this fighter's current Toughness (including modifiers such as from Flesh Wounds or a stimm-slug stash). On a 7+ this fighter is not Seriously Injured, and takes a Flesh Wound instead.
Burly: This fighter's unarmed attacks have the Melee and Knockback traits. If this fighter has one or zero close combat weapons they gain the Dual Weapons bonus dice; the additional dice gained is an unarmed attack. Additionally when this fighter is the target of an attack with the Knockback or Drag traits, they are only knocked back or dragged on a natural 6.
Acid Puke
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Puke
T
4
-1
1
-
Blaze, Template, Toxin
Daemonic Appearance

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.

Daemonic Visage

Enemies within 12'' and line of sight of this fighter suffer a -1 penalty on all Leadership, Willpower, Cool, and Intelligence checks they are required to make (including Nerve tests).