Ratskin Guide
100
M
WS
BS
 S 
 T 
W
I
A
6"
4+
4+
3
4
2
4+
2
Ld
Cl
Wil
Int
7+
7+
7+
7+
Save
-

Equipment

Starting: Fighting Harness, or Resilience; Fighting Knife or Axe; Stub Rifle or Shotgun, misc Ratskin items.

Crew Selection: If you use the Ratskin Guide's ability to choose the scenario, you may include your Ratskin Guide in your gang's starting Crew for that scenario.
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.
Underhive Scout: While this fighter is on the gang's roster and not in Recovery or Captured, if a scenario would be randomly determined during the Determine Scenario step of the Pre-Battle Sequence (rather than the player with the higher or lower rating choosing or some other method of selecting the scenario), the gang's controlling player chooses which scripted scenario to play from the scripted scenario chart; if there is an attacker and a defender in the selected scenario the gang is the attacker. If more than one gang has a Ratskin Guide, they cancel one another out and none of the gangs who have one gain any benefit for the current battle.
Ratskin: This fighter is a Ratskin; any game effect referring to Ratskins is applicable to them.
Lie Low: While this fighter is Prone, enemy fighters cannot target them with ranged attacks unless they are within the attacking weapon's Short range. Weapons that do not have a Short range are unaffected by this rule.
Prone Shooter: This skill allows a fighter to shoot normally while Pinned. While this fighter is Pinned they may take the Shoot action with a ranged weapon as if they were Active. Normally a Pinned model has no vision arc but a fighter using this skill does for purposes of taking a Shoot action; a vision arc template should be placed on the battlefield to mark the fighter's vision arc.
Low-crawler: When this fighter uses the Crawl (Double) action while Pinned or Seriously Injured, they make a Standard Move instead of a Half Move. When this fighter uses the Crawl Through (Double) action to move through a Ductway, once the fighter has been set up on the other side of the Ductway they may make a free Take Cover (Basic) action.

Choose 1 Ranged Weapon:

Stub Rifle
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
24''
+1
4
1
4+
Plentiful
Weapon Attachment: Good Luck Charm (Any weapon)

Once per battle, you may re-roll a Wound roll made for an attack using the attached weapon.

Shotgun [Blunder]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Blunder
T
4
+1
1
5+
Discharged, Knockback, Pulverize, Scattershot

Choose 1 Melee Weapon:

Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
1
-
Melee, Backstab
Axe
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S+1
-1
2
-
Melee, 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

Ratskin Items:

Wargear: Ratskin Hides

When this fighter is targeted by ranged attacks at Long range, there is a -1 modifier to the hit roll. Additionally, sentries suffer a -1 penalty when trying to spot a fighter equipped with Ratskin Hides.

Wargear: Blindsnake Pouch

The psychotropic mixture in this leather pouch is absorbed by the fighter's skin to enhance their natural psychic sensitivity, sufficient to detect when an enemy is shooting at them. If this fighter is Active and Readied and targeted with a ranged attack, they can interrupt a enemy fighter's ranged attack as soon as it is declared but before it is carried out. This fighter loses their Ready marker, then immediately makes a free Take Cover (Basic) action. If this fighter has moved into a position where they are no longer a valid target for the attacker the ranged attack fails, otherwise the attack resumes and the hit roll is made against this fighter at their current position with any applicable modifiers.