Hired Guns
We find the official rules for some of the types of Hired Guns to be problematic for several reasons, not least
of which is the economic realities of their costs as well as the fact that the actual impact of a Hired Gun on a gang's effectiveness is not correctly represented by
their credit cost.
Also of concern is the impracticality of having a long-term Hired Gun on a Gang
Roster due to the "one and done" nature of the rules as written. We use the following house
rules instead of what is published in Gang War II, except where noted.
Hive Scum
We don't allow customized Hive Scum in our Campaigns; we use Mercs for this sort of thing instead.
Hive Scum are hivers who will fight for anyone who offers them coin, but are too independent
to join up for the long haul. They hire out their services as they feel like it.
Unreliable dregs, loners, losers, outcasts, or worse, Hive Scum can nevertheless be useful to bolster
the ranks of a gang, particularly if a large battle is anticipated.
Most gangs may hire up to five Hive Scum at a time to fight in a single battle. Hive Scum each
cost D6 x 5 credits to
hire and will fight for one battle, but increase Gang Rating by 100 points each for that battle.
Hive Scum are not added to a gang's roster as they are not "in" the gang, and are not affected by the standard
Gang Composition restriction regarding total number of Gangers vs total number of non-Gangers.
Hive Scum come with some free equipment, never get any better, and don't suffer from Lasting Injury. If they go Out of Action a
D6 is rolled; they die on a roll of a 6 and are otherwise unharmed. The leave after the battle they were hired for, even
if they end up not participating in the battle. They are not to be depended upon.
Hive Scum Fighter Profile
Crew Rating Increase: This Hive Scum increases the Crew Rating of the gang they are fighting for by 100 points, rather than by their hiring cost in credits.
Unadvanceable: This Hive Scum cannot gain XP and cannot gain Advancements. Any XP they would gain is lost.
No Lasting Injury: This Hive Scum does not suffer Lasting Injury. If they are put Out of Action roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. If they die and were put Out of Action by an attack, the attacker gains 1 XP immediately.
Equipment: This Hive Scum may be equipped with up to 50 credits worth of Common items and up to 1 Rare item from the Trading Post at no cost.
They may be armed with up to three weapons. Only one weapon may have the Unwieldy Weapon Trait, and this counts as two weapons choices.
Any Limited or one-use equipment a Hive Scum has resets and is available for each battle.
Mercs
In our Campaign we have a category of Hired Guns known as Mercs that offer a long term hireling who
can stay with and grow with a gang. This provides for more modeling opportunities to differentiate gangs, narrative
"fluff" opportunities, and broader tactical options.
Mercs can be hired during the Buy Advancements and Recruit Hired Guns step of the Pre-battle Sequence, and
also during the Hire a Fighter step of the Post-battle Sequence (for the sake of convenience).
Mercs are hired by paying credits equal to the cost of any gear the Merc is equipped with, plus the cost of any Advancements.
A gang allowed by their Gang Composition
rules to hire Mercs may hire as many as they can afford, but unlike Hive Scum and Bounty Hunters, Mercs do count as a fighter in
the gang. Most gang lists have Gang Composition restrictions on how many Gangers must exist per non-Ganger in the gang,
and thus most gangs have a natural limit on how many Mercs they can have on their roster at any given time.
Mercs may be equipped with Common items and up to one Rare Item from the Trading Post when first introduced
to a Campaign, and this starting gear cannot later be changed. Mercs cannot have Limited items or one-use items
such as Filter Plugs. Mercs may not be equipped from a gang's own House Equipment list, they may not be equipped
with gear from a gang's Stash, and their gear cannot be removed from them and put into a gang's Stash unless they die
(in which case the normal rules for recovering a dead fighter's equipment are observed).
When a Merc is first introduced to a Campaign one Primary skill category and one Secondary skill
category are chosen for them, and they start with a single skill chosen from either category.
These selections are permanent.
A Merc who has the Fixer skill is able to take any Post-Battle Actions as if they were a Hero in the gang.
A Merc who has the Savvy Trader skill is able to take the Seek Rare Item and Sell Equipment Post-Battle Actions.
Mercs gain and spend Experience in the same ways as a Champion. Mercs are subject to Lasting Injuries.
Mercs can be Captured. If a Captured Merc is not rescued, the capturing gang
has the option to add the Merc to their own roster by paying their hiring cost.
At the end of a battle a Merc participated in, during the
Merc Upkeep
step of the Post-Battle Sequence each Merc who participated in the battle demands an upkeep payment of
10 credits plus 1D3 x 5 additional credits (roll for each Merc separately).
If a Merc's upkeep is paid the Merc remains on the gang's roster.
If a Merc's upkeep is not paid the Merc is retired from the gang;
the Merc will be deleted from the gang's roster during the Delete Retiring Fighters
step of the Post-Battle Sequence (and they take their gear with them). If the gang wants
the departing Merc to fight for them in a later battle, the Merc's hiring cost will have to be paid
once again.
Mercs are comparable to Champions in most regards and offer a good value for their credits initially, but
start to become a credit drain if retained for more than a few battles. However if a gang wants to retain a Mercs'
services permanently and has a Champion slot open, it is allowed to promote the Merc to become a Champion.
Mercs Fighter Profile
Provided below is the base fighter profile for a Merc.
Starting: One Primary and one Secondary skill category may be chosen for this Merc when they are first added to a Campaign. One skill
is selected at this time from either skill category and cannot be changed later.
Starting: When created, this Merc may be equipped with items from the Trading Post at full cost.
They may be armed with any weapon their model is carrying.
Mercs cannot have Limited items or one-use items.
The items selected will be the Merc's permanent equipment load out and cannot be changed later, unless they are hired onto a gang permanently by becoming a Champion.
Mercs Pool
In campaign mode an Arbitrator can decide to set up a pool of named Mercs available during a given Turf War.
If this option is taken the Arbitrator prepares fighter cards for available Mercs and makes them
and the models representing the Mercs available to the players. Any player who wants to introduce a custom Merc of their own should coordinate with
the Arbitrator. It is recommended to have at least a few Mercs available in the pool at all times; to facilitate this
the Arbitrator may need to re-stock the pool with new Mercs if their ranks get thinned out too much.
Using this option when a Merc is hired by a gang they are removed from the Merc pool;
when a Merc is retired from a gang they return to the Merc pool and become available to be hired again.
Mercs keep their current Characteristic Profile, XP, and Advancements when they return to the Merc Pool.
The Arbitrator has the perogative to make some "individualized" Hive Scum with variant profiles, advancements, and / or
interesting gear picks, but other players should have the opportunity to hire such individuals before the Arbitrator
themselves are allowed to do so with their own gang.
Seeej Sprawl Smash Mercs Pool
These are the named Mercs that exist in our campaign. Those who are not currently hired by a gang are available for hire.
Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Hired By
Merc
255
7
20
23
3
Acme Inc
Merc
175
7
23
18
2
Acme Inc
Merc
135
3
5
5
0
Furiosos
Eye Injury: 1, Bionic Eyes: 1, Head Injury: 1, Bionic Cogitators: 1, Hobbled: 1, Skull Chip, WS: +2
Escher: This fighter is a Escher; any game effect referring to Eschers is applicable to them. This fighter may be equipped from the Escher Equipment List.
Step Aside: If the fighter is hit in close combat, the fighter can attempt
to step aside. Make an Initiative check for them. If the
check is passed, the attack misses. This skill can only be
used once per enemy in each round or close combat – in
other words, if an enemy makes more than one attack, the
fighter can only attempt to step aside from one of them.
Dodge: If this fighter suffers a wound from a ranged or close
combat attack, roll a D6. On a 6, the attack is dodged and
has no effect, otherwise continue to make a save roll as
normal. If the model dodges a weapon that uses a Blast marker or
Flame template, a roll of 6 does not automatically cancel
the attack; instead it allows the fighter to move up to 2''
before seeing whether they are hit (not through obstructions or within 1'' of an enemy fighter).
Armor: Mesh Armor
Modifiers have been applied directly to profile.
Autopistol (Master Crafted)
6''
18''
+1
3
1
4+
Pistol, Noisy, Rapid Fire (2)
Weapon Attachment: Ammo Drum (Autopistol / Autogun / Assault Rifle)
When rolling to hit with a weapon that has this attachment,
add one additional hit to the total rolled on the Firepower dice.
This is not combinable with similar items or effects.
Shockwhip
Ranged
0''
3''
+1
4
1
-
Shock
Melee
E
-1
4
1
-
Melee, Entangle, Shock
Bionics: Bionic Cogitator
Modifiers have been applied directly to profile.
Bionics: Skullchip
Modifiers have been applied directly to profile.
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: Steel Skull
This item may never be removed from the fighter it is attached to.
A fighter with a steel skull suffers a -1 penalty to all Intelligence checks.
When a fighter with a steel skull would be taken Out of Action and receives an Out Cold result, they are not taken Out of Action and remain in play.
Grenade: Smoke Bombs
Sx3
0
0
4+
Grenade, Smoke
Grenade: Plasma
Sx3
5
-1
2
6+
Grenade, Blast (3'')
New Skills: 1, WS: +1, BS: +1, I: +2, Ld: +1, Int: +1
Ash Waste Nomad: This fighter is a Ash Waste Nomad; any game effect referring to Ash Waste Nomads is applicable to them. This fighter uses the Survivor Critical Injury table and the Human Characteristics Maxima, may be equipped from the Ash Waste Nomad Equipment List, and when they would pick a Primary Skill they may instead choose a Ash Waste Nomad Skill.
Fearsome: 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.
Resilient: When a Lasting Injury roll is made for this fighter, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Greivous Injury result.
Armor: Mesh Armor
Modifiers have been applied directly to profile.
Wargear: Armored Undersuit
Modifiers have been applied directly to profile.
Plasma Pistol (Master Crafted)
6''
12''
+2
5
-1
2
5+
Pistol, Rapid Fire (1)
Power Sword
E
S+1
-2
1
-
Melee, Parry, Power
Power Knife
E
S
-2
1
-
Melee, Backstab, Power
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: Plasma
Sx3
5
-1
2
6+
Grenade, Blast (3'')
New Skills: 2, WS: +1, BS: +2
Deathworlder: This fighter is a Deathworlder, of a people adapted for survival in the worst of conditions over generations and as hardy as human beings can be. This fighter uses the Survivor Critical Injury table, and uses the Deathworlder Characteristic Maxima.
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.
Bull Charge: When this fighter makes close combat attacks as part of a
Charge action, any Melee attacks they use gain the
Knockback trait and are resolved at +1 Strength.
Crushing Blow: If this fighter is Engaged and is able to make a Melee attack, they can use the following action:
Crushing Blow (Simple): Pick an Engaged target, and choose one of your Melee weapons.
The target must make an Initiative check with a -1 penalty (if able).
If the check is failed or cannot be made, the target suffers a hit resolved using the
selected weapon with +1 Strength, +1 Damage, -1 AP, and the Knockback trait added.
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.
Archeotech: Refractor Field
A Refractor Field grants a 5+ unmodified armor save roll.
However a fighter wearing a Refractor Field is easily seen due
to the bright energy field surrounding them. Sentries automatically
spot a fighter wearing a Refractor Field (even if they are in full cover)
within their line of sight up to 24" away. Additionally, for purposes
of ranged attack targetting and low light conditions, treat the fighter as if they
have a Burn marker on them.
Dueling Laspistol (Master Crafted)
10''
18''
+1
3
1
3+
Pistol, Accurate, Plentiful, Scathing
Bolt Pistol (Master Crafted)
9''
18''
+1
4
-1
1
4+
Pistol, Rapid Fire (1)
Fighting Knife
E
+1
S
1
-
Melee, Backstab
Grenade: Frag
Sx3
3
1
4+
Grenade, Knockback, Blast (3'')
New Skills: 3, Eye Injury: 1, Bionic Eyes: 1
Trick Shot: When this fighter makes Ranged attacks they reduce any penalties
due to cover by 1 step. Thus a -1 penalty becomes - and a -2 penalty becomes -1.
Additionally the fighter does not take a penalty for making Ranged attacks against
targets that are Engaged.
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.
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.
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.
Precision Shot: The Armor Penetration of Ranged attacks made by this fighter are increased by 1 step.
For instance, AP - becomes AP -1, AP -1 becomes AP -2, and so on. Additionally,
when this fighter's Ranged attacks miss their target the Stray Shots rules do not apply.
This skill cannot be used with weapons that have the Blast, Template, or Scattershot traits.
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.
Lasgun
Hotshot
18''
32''
+1
3
-1
1
3+
Needle Pistol (Master Crafted)
Needle
6''
12''
+2
4
-1
1
5+
Pistol, Silent, Toxin
Power Knife
E
S
-2
1
-
Melee, Backstab, Power
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.
Wargear: Bio Scanner
When a fighter with a bio scanner takes a Detect (Basic) action,
all targets within 12'' are considered to be in their line of sight, they are considered to have a 360 degree vision arc,
and they are unaffected by any detection penalties due to the target being in cover.
New Skills: 1, Skull Chip, M: +1, A: +1
Goliath: This fighter is a Goliath; any game effect referring to Goliaths is applicable to them. This fighter uses the Survivor Critical Injury table, may be equipped from the Goliath Equipment List, and uses the Goliath Characteristic Maxima.
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.
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.
Armor: Furnace Plates
Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks that hit within the fighter's front arc.
Wargear: Armored Undersuit
Modifiers have been applied directly to profile.
Two-handed Power Hammer
E
-1
S+2
-3
3
-
Melee, Pulverize, Knockback, Power, Unwieldy
Bionics: Skullchip
Modifiers have been applied directly to profile.
Bionics: Steel Skull
This item may never be removed from the fighter it is attached to.
A fighter with a steel skull suffers a -1 penalty to all Intelligence checks.
When a fighter with a steel skull would be taken Out of Action and receives an Out Cold result, they are not taken Out of Action and remain in play.
Grenade: Frag
Sx3
3
1
4+
Grenade, Knockback, Blast (3'')
Grenade: Photon Flash
Sx3
0
0
5+
Grenade, Flash, Blast (5'')
Ash Waste Nomad: This fighter is a Ash Waste Nomad; any game effect referring to Ash Waste Nomads is applicable to them. This fighter uses the Survivor Critical Injury table and the Human Characteristics Maxima, may be equipped from the Ash Waste Nomad Equipment List, and when they would pick a Primary Skill they may instead choose a Ash Waste Nomad Skill.
Commanding Presence: If a group is activated, and this fighter is chosen to lead
the group, it can include one more fighter than normal (ie,
a Champion could activate two other fighters instead of
one, or a Leader could activate three, and other types of fighters may activate one other fighter).
Resilient: When a Lasting Injury roll is made for this fighter, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Greivous Injury result.
Armor: Mesh Armor
Modifiers have been applied directly to profile.
Wargear: Armored Undersuit
Modifiers have been applied directly to profile.
Bolter (Locke Pattern)
12''
24''
+1
4
-1
1
5+
Rapid Fire (1)
Power Fist
E
+1
S+2
-2
1
-
Melee, Intimidating, Knockback, Power
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.
Ash Waste Nomad: This fighter is a Ash Waste Nomad; any game effect referring to Ash Waste Nomads is applicable to them. This fighter uses the Survivor Critical Injury table and the Human Characteristics Maxima, may be equipped from the Ash Waste Nomad Equipment List, and when they would pick a Primary Skill they may instead choose a Ash Waste Nomad Skill.
Fast Shot: This fighter treats the Shoot action as Simple rather than
Basic, as long as they do not attack with an Unwieldy
weapon for either action.
Demolitionist: If this fighter is part of a Crew, the controlling player may select a Frag Trap, Melta Trap, or Gas Trap
Tactics Card and play it on this fighter at the start of the battle.
Additionally if this fighter discovers a placed Booby Trap or similar trap (including
by opening caskets or interacting with Scenario specific objects that have traps placed on them or in them),
before determining if the device triggers this fighter may make an Intelligence check;
if the fighter passes their check the device does not trigger
Armor: Mesh Armor
Modifiers have been applied directly to profile.
Meltagun
6''
12''
+1
8
-4
3
4+
Melta, Scarce
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.
Fighting Knife
E
+1
S
1
-
Melee, Backstab
Grenade: Krak
Sx3
-1
6
-2
2
4+
Grenade, Demolition
New Skills: 1, Head Injury: 1, Bionic Cogitators: 1, BS: +1, Cl: +1, Wil: +1
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.
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''.
Meltagun
6''
12''
+1
8
-4
3
4+
Melta, Scarce
Stub Pistol
6''
12''
+2
3
1
4+
Pistol, Plentiful
Fighting Knife
E
+1
S
1
-
Melee, Backstab
Bionics: Bionic Cogitator
Modifiers have been applied directly to profile.
Orlock: This fighter is a Orlock; any game effect referring to Orlocks is applicable to them. This fighter may be equipped from the Orlock Equipment List.
Commanding Presence: If a group is activated, and this fighter is chosen to lead
the group, it can include one more fighter than normal (ie,
a Champion could activate two other fighters instead of
one, or a Leader could activate three, and other types of fighters may activate one other fighter).
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.
Tactician: This skill only has an effect in the Pre-Battle Sequence. If this fighter is in a gang's Crew, during the Draw Tactics Cards step of the Pre-Battle Sequence the controlling player may choose any one Tactics Card available to the gang, in addition to any other Tactics Cards available to them for the battle. If the chosen Tactics Card must be played on one of the controlling player's fighters, it must be played on this fighter.
Tactician: +1 Tactics Card. If the chosen Tactics Card must be played on a fighter, it must be played on this fighter.
Armor: Mesh Armor
Modifiers have been applied directly to profile.
Autogun
Sabot
6''
24''
-1
+1
3
-1
1
3+
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: Bayonet (Basic weapons)
Attached
E
+1
S+1
-1
1
-
Attachment, Melee, Unwieldy
Unattached
E
S
-1
1
-
Attachment, Melee
Dueling Laspistol (Master Crafted)
10''
18''
+1
3
1
3+
Pistol, Accurate, Plentiful, Scathing
Autopistol (Master Crafted)
6''
18''
+1
3
1
4+
Pistol, Noisy, Rapid Fire (2)
Delaque: This fighter is a Delaque; any game effect referring to Delaques is applicable to them. This fighter may be equipped from the Delaque Equipment List.
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.
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.
Evade: If this fighter is not Seriously Injured, other fighters suffer an additional -1 modifier to their hit rolls
for all attacks (ranged and close combat) that target this fighter. Additionally, sentries suffer a -1 penalty when trying to detect this fighter.
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
+1
4
-1
1
5+
Pistol, Rapid Fire (1)
Weapon Attachment: Targeter (Ranged weapons)
Modifiers have been applied directly to profile.
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.
Bolt Pistol (Locke Pattern)
6''
12''
+1
+1
4
-1
1
5+
Pistol, Rapid Fire (1)
Weapon Attachment: Targeter (Ranged weapons)
Modifiers have been applied directly to profile.
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.
Cawdor: This fighter is a Cawdor; any game effect referring to Cawdors is applicable to them. This fighter may be equipped from the Cawdor Equipment List.
Twinned Availability: Frik can only be hired by a gang if his brother Frak is also hired. Frik is only available for a battle if his brother Frak is also available. If Frik is selected to join a crew and his brother Frak is not, Frik will not participate in the battle. If Frak is killed, Frik retires in the following Post-Battle Sequence, taking all of his own gear and his brother's gear with him.
Sychronized Twinning: Frik may Group Activate with unlimited range, but may only choose his brother Frak to join his group.
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.
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).
Fearsome: 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.
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.
Autogun
Sabot
6''
24''
-1
+1
3
-1
1
3+
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: 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.
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.
Needle Pistol
Needle
4''
9''
+2
4
-1
1
5+
Pistol, Silent, Scarce, Toxin
Fighting Knife
E
+1
S
1
-
Melee, Backstab
Wargear: Scary Mask
Any Nerve tests or Willpower checks made by enemy fighters within 4'' and in line of sight of the
fighter wearing this mask suffer a -1 penalty.
Cawdor: This fighter is a Cawdor; any game effect referring to Cawdors is applicable to them. This fighter may be equipped from the Cawdor Equipment List.
Twinned Availability: Frak can only be hired by a gang if his brother Frik is also hired. Frak is only available for a battle if his brother Frik is also available. If Frak is selected to join a crew and his brother Frik is not, Frak will not participate in the battle. If Frik is killed, Frak retires in the following Post-Battle Sequence, taking all of his own gear and his brother's gear with him.
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.
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).
Fearsome: 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.
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.
Shotgun [Executioner, Inferno, Scatter]
Executioner
4''
16''
-1
+1
4
-2
1
6+
Rupture, Scarce
Inferno
4''
16''
+1
4
-1
1
5+
Blaze, Scarce
Scatter
4''
8''
+2
2
1
4+
Scattershot
Needle Pistol
Needle
4''
9''
+2
4
-1
1
5+
Pistol, Silent, Scarce, Toxin
Fighting Knife
E
+1
S
1
-
Melee, Backstab
Wargear: Scary Mask
Any Nerve tests or Willpower checks made by enemy fighters within 4'' and in line of sight of the
fighter wearing this mask suffer a -1 penalty.
Deathworlder: This fighter is a Deathworlder, of a people adapted for survival in the worst of conditions over generations and as hardy as human beings can be. This fighter uses the Survivor Critical Injury table, and uses the Deathworlder Characteristic Maxima.
Pistoleer: The fighter may ignore the standard rule that only one Attack dice can be allocated to a pistol
(a weapon with the Pistol trait) when determining Attack dice in close combat. Additionally if they are
armed with two pistols, they are considered to be Dual Wielding and gain an additional Attack dice.
Finally, the Short Range Accuracy modifiers of this fighter's pistols do apply to hit rolls in close combat.
True Grit: When making an Injury roll for the fighter, roll one less
Injury dice (for example, a Damage 2 weapon would roll
one dice). Against attacks with Damage 1 roll two dice and
the player controlling the fighter with True Grit then
chooses one to discard before resolving the dice effects.
Plasma Pistol (Master Crafted)
6''
12''
+2
5
-1
2
5+
Pistol, Rapid Fire (1)
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.
Stub Pistol
6''
12''
+2
3
1
4+
Pistol, Plentiful
Power Knife
E
S
-2
1
-
Melee, Backstab, Power
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.
VanSaar: This fighter is a Van Saar; any game effect referring to Van Saar is applicable to them. This fighter may be equipped from the Van Saar Equipment List.
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.
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''.
Armor: Mesh Armor
Modifiers have been applied directly to profile.
Wargear: Armored Body Glove
Modifiers have been applied directly to profile. Additionally if a fighter with an armoured body glove is hit by a weapon with the Gas, Radiation, or Toxin traits, their Toughness is increased by 3 for the purposes of rolls to determine whether they are affected.
Autogun
Sabot
6''
24''
-1
+1
3
-1
1
3+
Rapid Fire (1), Replacement, Scarce
Weapon Attachment: Ammo Drum (Autopistol / Autogun / Assault Rifle)
When rolling to hit with a weapon that has this attachment,
add one additional hit to the total rolled on the Firepower dice.
This is not combinable with similar items or effects.
Autopistol
Sabot
3''
12''
-1
+1
3
-1
1
3+
Pistol, Rapid Fire (1), Replacement, Scarce
Fighting Knife
E
+1
S
1
-
Melee, Backstab
Orlock: This fighter is a Orlock; any game effect referring to Orlocks is applicable to them. This fighter may be equipped from the Orlock Equipment List.
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.
Armor: Mesh Armor
Modifiers have been applied directly to profile.
Shotgun [Acid, Inferno, Solid]
Acid
4''
16''
+1
3
-1
1
4+
Blaze, Scattershot
Inferno
4''
16''
+1
4
-1
1
5+
Blaze, Scarce
Solid
8''
16''
+1
4
2
4+
Knockback
Stub Pistol
6''
12''
+2
3
1
4+
Pistol, Plentiful
Fighting Knife
E
+1
S
1
-
Melee, Backstab
Grenade: Frag
Sx3
3
1
4+
Grenade, Knockback, Blast (3'')
Ash Waste Nomad: This fighter is a Ash Waste Nomad; any game effect referring to Ash Waste Nomads is applicable to them. This fighter uses the Survivor Critical Injury table and the Human Characteristics Maxima, may be equipped from the Ash Waste Nomad Equipment List, and when they would pick a Primary Skill they may instead choose a Ash Waste Nomad Skill.
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.
Armor: Mesh Armor
Modifiers have been applied directly to profile.
Lasgun
18''
24''
+1
3
1
2+
Plentiful
Needle Pistol
Needle
4''
9''
+2
4
-1
1
5+
Pistol, Silent, Scarce, Toxin
Fighting Knife
E
+1
S
1
-
Melee, Backstab
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.
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.
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.
Armor: Flak Armor
Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks with the Blast or Blaze traits.
Laspistol
8''
12''
+1
3
1
2+
Pistol, Plentiful
Autopistol
Caseless
4''
12''
+1
3
1
4+
Pistol, Rapid Fire (1)
Wargear: Shades
The fighter adds 1 to the result of any check to resist being blinded.
Wargear: Impressive Headgear
Add 1 to the result of any Cool checks and Willpower checks for fighters while
they are within 6" and line of sight to a member of their gang who is wearing
Impressive Headgear.
Orlock: This fighter is a Orlock; any game effect referring to Orlocks is applicable to them. This fighter may be equipped from the Orlock Equipment List.
Trick Shot: When this fighter makes Ranged attacks they reduce any penalties
due to cover by 1 step. Thus a -1 penalty becomes - and a -2 penalty becomes -1.
Additionally the fighter does not take a penalty for making Ranged attacks against
targets that are Engaged.
Nerves of Steel: When the fighter is hit by a ranged attack you may choose to make a Cool
check for them, if it is passed they are not Pinned.
Lasgun
Hotshot
18''
32''
+1
3
-1
1
3+
Stub Pistol
6''
12''
+2
3
1
4+
Pistol, Plentiful
Fighting Knife
E
+1
S
1
-
Melee, Backstab
True Grit: When making an Injury roll for the fighter, roll one less
Injury dice (for example, a Damage 2 weapon would roll
one dice). Against attacks with Damage 1 roll two dice and
the player controlling the fighter with True Grit then
chooses one to discard before resolving the dice effects.
Sprint: As a Double Action the fighter may take three Standard Moves.
If the fighter moves at least 12'' on the battlefield during
this action, ranged attacks against them take an additional
-1 penalty to hit until the fighter's next activation.
Armor: Fighting Harness
Modifiers have been applied directly to profile. The save provided is a 6+ unmodified save, but it is only usable against close combat attacks. Additionally, a fighter with a Fighting Harness gains a Parry in close combat.
Autopistol
Caseless
4''
12''
+1
3
1
4+
Pistol, Rapid Fire (1)
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.
Fighting Knife
E
+1
S
1
-
Melee, Backstab
Bounty Hunters
Bounties
are described in the Campaign document.
We use Bounty Hunters in our campaign but with major modifications, as described below. Our version
is very literally a hunter of bounties. But while they can boost a gang's effectiveness for a battle,
bad things happen if the Bounty Hunter doesn't have at least one scalp or captive to turn in by the end
of the battle.
If the Bounty Hunter Hiring Conditions described below are met, a single Bounty Hunter may be hired for that battle in the
Choose Crews
step of the Pre-battle Sequence
(not the Buy Advancements and Recruit Hired Guns step as in the official rules).
Bounty Hunter Hiring Conditions
A gang does not spend credits to hire a Bounty Hunter but a Bounty Hunter increases the Gang Rating by 400 points.
Bounty Hunters gain an additional action each activation (usually three actions rather than two).
If a Bounty Hunter is put Out of Action roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle.
Bounty Hunters do not gain Experience Points and cannot gain Advancements. If they die and were put Out of Action by an attack, the attacker gains 3 XP immediately.
When a opposing fighter who has a Bounty on them goes Out of Action while within 6" of a Bounty Hunter, the controlling player may choose to have the
Bounty Hunter take the opposing fighter Captive instead of making a Lasting Injury roll. If they do so, the Bounty Hunter drags their captive away and is removed from play.
In a multiplayer battle with three or more gangs, if there are two or more Bounty Hunters on rival gangs who are within 6" and want to use this ability they interfere with each other and none of them can use the ability.
Bounty Hunters depart in the Wrap Up step of the Post-Battle Sequence,
taking all of their gear with them. If any opposing fighters who have a Bounty on their head died or were
Captured during the battle, the Bounty Hunter takes all of them in (dead or alive) for the prices on their head(s).
Any Captured fighters who this happens to are removed from their gang's roster without opportunity for rescue (Skinblades,
Guilder Contracts, Escape Artist, and similar may still save them).
Bounty Hunters have three skills, which can be chosen from any skill category. However, skills that work in
the Pre-Battle Sequence or
the Post-Battle Sequence such as Connected, Fixer, and Savvy Trader are ineffectual as Bounty Hunters join and
depart the gang before such skills would be relevant.
Bounty Hunters may be equipped with up to 250 credits worth of any items from any section of the Trading Post at no cost;
these selections cannot be changed later. They may be armed with any weapon their model is carrying. Any Limited or one-use
equipment a Bounty Hunter has resets and is available for each battle.
If no opposing fighters with a Bounty on their head died or got Captured during the battle, during the
Wrap Up step of the Post-Battle Sequence the Bounty Hunter
demands to be paid 50 plus 3d6 x 5 credits immediately.
If the gang cannot pay the full amount or chooses not to pay, the gang loses 2D3 Reputation immediately.
Bounty Hunters Fighter Profiles
To represent the variety of Bounty Hunters, and to keep each one encountered a challenge,
several different base Characteristics Profiles are provided. A given Bounty Hunter is based on
one of the possible Characteristics Profiles and customized from there.
Regardless of which Characteristics Profile is chosen, all Bounty Hunters have the following Special rules.
Crew Rating Increase: This Bounty Hunter increases the Crew Rating of the gang they are fighting for by 400 points, rather than by their hiring cost of 0 credits.
Unadvanceable: This Bounty Hunter cannot gain XP and cannot gain Advancements.
No Lasting Injury: This Bounty Hunter does not suffer Lasting Injury. If they are put Out of Action roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. If they die and were put Out of Action by an attack, the attacker gains 3 XP immediately.
Skills: When this Bounty Hunter is added to a Campaign three Skills are chosen for them from any category; these selections cannot be changed later.
Equipment: This Bounty Hunter may be equipped with up to 250 credits worth of any items from any section of the Trading Post at no cost; these selections cannot be changed later.
They may be armed with any weapon their model is carrying. Any Limited or one-use equipment a Bounty Hunter has resets and is available for each battle.
Take Captive: When an opposing fighter who has a Bounty on them goes Out of Action while within 6'' of this Bounty Hunter,
the controlling player may choose to have the Bounty Hunter Capture the opposing fighter instead of making a
Lasting Injury roll. If they do so, the opposing fighter is Captured automatically, the Bounty Hunter drags their
captive away, and both are removed from the battlefield. This ability may not be used if this Bounty Hunter is
Seriously Injured.
Bounty Hunters Pool
In campaign mode an Arbitrator can decide to set up a pool of named Bounty Hunters available during a given Turf War.
If this option is taken the Arbitrator prepares fighter cards for a handful of available Bounty Hunters and makes the list
and the models available to the players. Any player who wants to introduce a custom Bounty Hunter of their own should
coordinate with the Arbitrator. It is recommended to have at least a couple of Bounty Hunters available in the pool at all
times; to facilitate this the Arbitrator may need to re-stock the pool with new Bounty Hunters if one dies.
Using this option, when a Bounty Hunters is hired by a gang they are removed from the Bounty Hunters pool;
after each battle in which they participate a Bounty Hunter returns to the Bounty Hunters pool
and is available to be hired again.
The Arbitrator has the perogative to make some "individualized" Bounty Hunters, but other players should have the opportunity
to hire such individuals before the Arbitrator themselves are allowed to do so with their own gang.
Bounty Hunters are meant to be scary, dangerous individuals. When an opposing gang employs a Bounty Hunter's services
against a player, it should be a cause of worry. They should also be interesting, and "cool". To that end, Arbitrators
are encouraged to come up with memorable Bounty Hunters for the Bounty Hunter Pool. However the Bounty Hunters in the Pool
should be relatively balanced with each other; care should be taken to avoid making some very strong and others weak and ineffective.
Seeej Sprawl Smash Bounty Hunters Pool
These are the named Bounty Hunters that exist in our campaign. Those who are not currently hired by a gang are available for hire.
Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Hired By
Eye Injury: 1, Bionic Eyes: 1
Crew Rating Increase: This Bounty Hunter increases the Crew Rating of the gang they are fighting for by 500 points, rather than by their hiring cost of 0 credits.
Unadvanceable: This Bounty Hunter cannot gain XP and cannot gain Advancements.
No Lasting Injury: This Bounty Hunter does not suffer Lasting Injury. If they are put Out of Action roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. If they die and were put Out of Action by an attack, the attacker gains 3 XP immediately.
Take Captive: When an opposing fighter who has a Bounty on them goes Out of Action while within 6'' of this Bounty Hunter,
the controlling player may choose to have the Bounty Hunter Capture the opposing fighter instead of making a
Lasting Injury roll. If they do so, the opposing fighter is Captured automatically, the Bounty Hunter drags their
captive away, and both are removed from the battlefield. This ability may not be used if this Bounty Hunter is
Seriously Injured.
Beastman: This fighter is a Beastman; any game effect referring to Beastman is applicable to them.
Berserker: When this fighter uses the Charge action, if they declare an opposing fighter in their line of sight as their target
and can move in an unobstructed straight line to that target,
they may take a Double Move instead of a Standard Move + D3''.
Additionally, if this fighter successfully engages their target immediately discard one Flesh Wound from this fighter's card.
Bull Charge: When this fighter makes close combat attacks as part of a
Charge action, any Melee attacks they use gain the
Knockback trait and are resolved at +1 Strength.
Fearsome: 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.
Headbutt: If this fighter is Engaged, they can use the following action:
Headbutt (Simple): Pick an Engaged enemy fighter. This fighter rolls a D6 and the chosen enemy fighter rolls a
D3, then each fighter adds their current Toughness to their results.
If this fighter's result is higher, the enemy fighter is momentarily staggered
and cannot make Reaction attacks the next time they are attacked in close combat this turn.
If this fighter's result is lower, their turn ends immediately.
In the case of a tie, nothing happens and this fighter's turn resumes.
Armor: Carapace Armor
Modifiers have been applied directly to profile.
Combat Shotgun [Salvo, Seeker]
Salvo
4''
12''
+1
4
2
4+
Knockback, Rapid Fire (1)
Seeker
6''
18''
+2
+1
3
1
4+
Accurate
Plasma Pistol (Master Crafted)
6''
12''
+2
5
-1
2
5+
Pistol, Rapid Fire (1)
Stub Pistol (Master Crafted)
9''
18''
+1
4
1
4+
Pistol, Knockback, Plentiful
Chainsword (Master Crafted)
E
+1
5
-1
1
-
Melee, Parry, Rending, Noisy
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.
Grenade: Plasma
Sx3
5
-1
2
6+
Grenade, Blast (3'')
Hand Injury: 1, Bionic Arms: 1, Eye Injury: 1, Bionic Eyes: 1, Hobbled: 1, Bionic Legs: 1
Crew Rating Increase: This Bounty Hunter increases the Crew Rating of the gang they are fighting for by 425 points, rather than by their hiring cost of 0 credits.
Unadvanceable: This Bounty Hunter cannot gain XP and cannot gain Advancements.
No Lasting Injury: This Bounty Hunter does not suffer Lasting Injury. If they are put Out of Action roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. If they die and were put Out of Action by an attack, the attacker gains 3 XP immediately.
Take Captive: When an opposing fighter who has a Bounty on them goes Out of Action while within 6'' of this Bounty Hunter,
the controlling player may choose to have the Bounty Hunter Capture the opposing fighter instead of making a
Lasting Injury roll. If they do so, the opposing fighter is Captured automatically, the Bounty Hunter drags their
captive away, and both are removed from the battlefield. This ability may not be used if this Bounty Hunter is
Seriously Injured.
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.
Evade: If this fighter is not Seriously Injured, other fighters suffer an additional -1 modifier to their hit rolls
for all attacks (ranged and close combat) that target this fighter. Additionally, sentries suffer a -1 penalty when trying to detect this fighter.
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).
Armor: Mesh Armor
Modifiers have been applied directly to profile.
Shotgun [Acid, Executioner]
Acid
4''
16''
+1
3
-1
1
4+
Blaze, Scattershot
Executioner
4''
16''
-1
+1
4
-2
1
6+
Rupture, Scarce
Fighting Knife
E
+1
S
1
-
Melee, Backstab
Grenade: Smoke Bombs
Sx3
0
0
4+
Grenade, Smoke
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: Bionic Arm
Modifiers have been applied directly to profile.
Metal Arm: A bionic arm is considered to be a S+1, - AP, 1 Damage close combat weapon with the Melee trait, and thus grants a Dual Weapon dice in close combat if the fighter has another close combat weapon.
Bionics: Bionic Leg
Modifiers have been applied directly to profile.
Bionic Kick (Basic): You may pick an enemy fighter Engaged with you to make an Initiative check;
if this check is failed that fighter suffers a hit resolved as Strength 6 with Damage 2 and the Knockback trait.
If you are Active and within 1'' of an object with at least 1 Wound you may hit the object with an attack
resolved as Strength 6 with Damage 2.
Bionics: Steel Skull
This item may never be removed from the fighter it is attached to.
A fighter with a steel skull suffers a -1 penalty to all Intelligence checks.
When a fighter with a steel skull would be taken Out of Action and receives an Out Cold result, they are not taken Out of Action and remain in play.
Crew Rating Increase: This Bounty Hunter increases the Crew Rating of the gang they are fighting for by 400 points, rather than by their hiring cost of 0 credits.
Unadvanceable: This Bounty Hunter cannot gain XP and cannot gain Advancements.
No Lasting Injury: This Bounty Hunter does not suffer Lasting Injury. If they are put Out of Action roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. If they die and were put Out of Action by an attack, the attacker gains 3 XP immediately.
Take Captive: When an opposing fighter who has a Bounty on them goes Out of Action while within 6'' of this Bounty Hunter,
the controlling player may choose to have the Bounty Hunter Capture the opposing fighter instead of making a
Lasting Injury roll. If they do so, the opposing fighter is Captured automatically, the Bounty Hunter drags their
captive away, and both are removed from the battlefield. This ability may not be used if this Bounty Hunter is
Seriously Injured.
Escher: This fighter is a Escher; any game effect referring to Eschers is applicable to them. This fighter may be equipped from the Escher Equipment List.
Escher Tactics: When this fighter joins your crew you may choose one Escher Tactics Card in addition to any other Tactics Cards available to you for the battle. If the chosen Tactics Card must be played on one of your fighters (such as Counter-Charge, Gas Trap, or Three-Point Landing), it must be played on Yola.
Counter-Charge: If this fighter is Active and Readied, when an enemy fighter gets into base to base contact with a friendly fighter
within 6'' of this fighter (by any means) this fighter may interrupt that fighter's action to Counter-Charge.
This fighter loses their Ready marker, then immediately makes a Charge action targeting
the enemy fighter. If the enemy fighter is Seriously Injured or taken Out of Action by this fighter's Charge
the enemy fighter's turn ends immediately, otherwise
the enemy fighter's action resumes from the point it was interrupted.
Combat Master: This fighter never suffers penalties to their hit rolls for
interference, can always grant assists regardless of
how many enemy fighters they are engaged with, and is considered to have a
360° vision arc in close combat.
Step Aside: If the fighter is hit in close combat, the fighter can attempt
to step aside. Make an Initiative check for them. If the
check is passed, the attack misses. This skill can only be
used once per enemy in each round or close combat – in
other words, if an enemy makes more than one attack, the
fighter can only attempt to step aside from one of them.
Dodge: If this fighter suffers a wound from a ranged or close
combat attack, roll a D6. On a 6, the attack is dodged and
has no effect, otherwise continue to make a save roll as
normal. If the model dodges a weapon that uses a Blast marker or
Flame template, a roll of 6 does not automatically cancel
the attack; instead it allows the fighter to move up to 2''
before seeing whether they are hit (not through obstructions or within 1'' of an enemy fighter).
Armor: Hazard Suit
Modifiers have been applied directly to profile. Additionally, when a hazard suit is combined with a Respirator the fighter's Toughness is increased by 3 against Gas attacks rather than the usual 2.
Needle Pistol (Master Crafted)
Needle
6''
12''
+2
4
-1
1
5+
Pistol, Silent, Toxin
Stiletto Knife
E
+1
S
-1
1
-
Melee, Toxin
Archeotech: Digilasers
Digital lasers, aka 'digilasers' are an ancient weaponized gauntlet with small integrated las weapons. The lasers
are only effective at very short range, but allow a fighter to obliterate an opponent
in close combat range with an unexpected blast of energy.
If the fighter is already Engaged when they are activated, they may take the following action for free:
Digilaser Blast (Basic): Pick an engaged enemy fighter. That fighter must make an Initiative check.
If the enemy fighter fails their check they suffer D3 hits resolved as Strength 3, AP-1, and Damage 1.
Wargear: Chem-Synth
An Active or Engaged fighter with a chem-synth can make the following action:
Synthesize Poison (Basic): This fighter selects one of their weapon profiles that has the Gas or Toxin trait; that weapon profile temporarily gains the Virulent trait (fighters have their Toughness reduced by 1 against attacks with the Virulent trait). The weapon profile loses the Virulent trait after a Close Combat or Ranged attack using it is resolved.Pick one of your Toxin or Gas weapon profile; fighters' are -1 T vs next attack with that weapon profile.
Wargear: Respirator
If a fighter with a respirator is hit by a weapon with the Gas trait,
their Toughness is increased by 2 for the purposes of the roll to see whether they are affected.
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: AE stash
When an Active or Pinned fighter with a AE stash is activated, they may use their AE stash
as a free action.
Until the end of the round, the fighter adds 1 to the result of any hit rolls they make
and gains a +1 modifier to all characteristic checks they make.
Additionally if the fighter takes a Charge action they may make a Double Move instead of
a Standard Move + D3".
At the start of the End phase roll a D6; on a 1 or 2 the fighter takes a Flesh Wound.
If a fighter uses an AE stash during a battle, the AE stash is deleted from their Fighter
card when the battle ends.
May use as a free action if Active or Pinned. Until end of round, +1 to hit rolls, +1 to characteristic checks, Double Move on Charge.
At start of End phase roll D6; on a 1 or 2 take a Flesh Wound. If used, delete at end of battle.
Grenade: Choke Gas
Choke
Sx3
0
0
4+
Blast (3''), Gas, Limited
Squat: This fighter is a Squat; any game effect referring to Squats is applicable to them. The fighter uses the Squat Characteristics Maxima, may be equipped from the Squat Equipment List, and when they would pick a Primary Skill they may instead choose a Squat Skill.
Crew Rating Increase: This Bounty Hunter increases the Crew Rating of the gang they are fighting for by 400 points, rather than by their hiring cost of 0 credits.
Unadvanceable: This Bounty Hunter cannot gain XP and cannot gain Advancements.
No Lasting Injury: This Bounty Hunter does not suffer Lasting Injury. If they are put Out of Action roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. If they die and were put Out of Action by an attack, the attacker gains 3 XP immediately.
Take Captive: When an opposing fighter who has a Bounty on them goes Out of Action while within 6'' of this Bounty Hunter,
the controlling player may choose to have the Bounty Hunter Capture the opposing fighter instead of making a
Lasting Injury roll. If they do so, the opposing fighter is Captured automatically, the Bounty Hunter drags their
captive away, and both are removed from the battlefield. This ability may not be used if this Bounty Hunter is
Seriously Injured.
Iron Will: This fighter's gang subtracts 1 from the result of any Bottle rolls while this fighter is on the battlefield and not Seriously Injured.
True Grit: When making an Injury roll for the fighter, roll one less
Injury dice (for example, a Damage 2 weapon would roll
one dice). Against attacks with Damage 1 roll two dice and
the player controlling the fighter with True Grit then
chooses one to discard before resolving the dice effects.
Unstoppable: In the End Phase immediately after Recovery tests are made,
you may discard one Flesh Wound that this fighter has suffered.
Armor: Flak Armor
Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks with the Blast or Blaze traits.
Wargear: Armored Undersuit
Modifiers have been applied directly to profile.
Coilgun (Rotundus Pattern)
18''
24''
4
1
5+
Penetrating, Rapid Fire (1), Rending
Weapon Attachment: Targeter (Ranged weapons)
Modifiers have been applied directly to profile.
Spud Jacker
E
S+1
1
-
Melee, Knockback
Power Sword
E
S+1
-2
1
-
Melee, Parry, Power
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: Frag
Sx3
3
1
4+
Grenade, Knockback, Blast (3'')
Hiring Criteria: Deacon Shrill does not go after fighters with Bounties on them; instead he hunts the unclean and the heretical (Genestealer Cultists, Chaos Cultists, Beastmen, or Ratskins).
In the Invite Dramatis Personae step of the Pre-Battle Sequence, if an opposing gang's Crew includes at least one fighter
of that type and your own gang does not and also has at least 10 Reputation, you may add Deacon Shrill to your Crew.
In the Resolve Dramatis Personae step of the Post-Battle Sequence, if at least one fighter of the sort Deacon Shrill hunts
on an opposing gang's Crew did not get put Out of Action during the battle, your gang loses 3D3 Reputation immediately.
Crew Rating Increase: This Dramatis Personae increases the Crew Rating of the gang they are fighting for by 425 points, rather than by their hiring cost of 0 credits.
Unadvanceable: This Dramatis Personae cannot gain XP and cannot gain Advancements.
No Lasting Injury: This Dramatis Personae does not suffer Lasting Injury. If they are put Out of Action roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. If they die and were put Out of Action by an attack, the attacker gains 3 XP immediately.
Commanding Presence: If a group is activated, and this fighter is chosen to lead
the group, it can include one more fighter than normal (ie,
a Champion could activate two other fighters instead of
one, or a Leader could activate three, and other types of fighters may activate one other fighter).
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.
Fearsome: 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.
Counter-Charge: If this fighter is Active and Readied, when an enemy fighter gets into base to base contact with a friendly fighter
within 6'' of this fighter (by any means) this fighter may interrupt that fighter's action to Counter-Charge.
This fighter loses their Ready marker, then immediately makes a Charge action targeting
the enemy fighter. If the enemy fighter is Seriously Injured or taken Out of Action by this fighter's Charge
the enemy fighter's turn ends immediately, otherwise
the enemy fighter's action resumes from the point it was interrupted.
Berserker: When this fighter uses the Charge action, if they declare an opposing fighter in their line of sight as their target
and can move in an unobstructed straight line to that target,
they may take a Double Move instead of a Standard Move + D3''.
Additionally, if this fighter successfully engages their target immediately discard one Flesh Wound from this fighter's card.
Archeotech: Refractor Field
Modifiers have been applied directly to profile.
Inferno Pistol
3''
6''
+2
8
-4
3
4+
Pistol, Melta, Scarce
Power Sword
E
S+1
-2
1
-
Melee, Parry, Power
Wargear: Redemptionist Relic
Add 1 to the result of any Nerve tests for Cawdor and Redemptionist fighters while
they are within 6" and line of sight to the fighter carrying this item.
Opposing non-Cawdor or non-Redemptionist fighters making a Nerve test within 6''
and line of sight to the fighter carrying this item suffer a -1 penalty to their result.
Wargear: Frenzon stash
When an Active or Pinned fighter with a frenzon stash is activated, they may use their frenzon stash as a free action.
The fighter can make a free Stand Up action if Pinned. Until the end of the round the fighter automatically passes
any Cool or Willpower check they are required to make, and treat the Fight (Basic) action as a Fight (Simple) action.
At the start of the End phase roll a D6; on a natural 1 the fighter takes a Flesh Wound.
If a fighter uses a frenzon stash during a battle,
the frenzon stash is deleted from their fighter card when the battle
ends.
May use as a free action if Active or Pinned. Stand up if Pinned. Until end of round, auto-pass Cool and Willpower checks,
treat Fight as a Simple action. At start of End phase roll D6; on a natural 1 take a Flesh Wound. If used, delete at end of battle.
Hangers-on
Hangers-on grant a gang certain advantages, such as rogue docs who can save a grieviously injured gang member, or
an ammojack who keeps a gangs' weapons in tip top shape. Usually, hangers-on do not participate in battles
with a gang, but in some cases when a gang's own Home Turf is under attack hangers-on may be present and participate,
as described in Gang War II.
100 credits
If a gang has an Ammojack, its weapons are regularly serviced and their ammo stocks are carefully maintained. As
such, fighters from the gang can re-roll any Ammo checks that roll a natural 1. The Ammojack does not have to take
part in the battle for the gang to receive this bonus, but if they are not available for the battle (for example if they are In
Recovery or have been Captured), the bonus does not apply.
75 credits
If the gang is the attacker in a scenario that includes an objective to destroy, or trapped loot boxes to capture,
the Demolitionist may join the gang's Crew for that scenario.
50 credits
When a gang with Dome Runner gains or steals Turf they may add 2 for each available Dome Runner
to the roll to determine whether the gang gains a new Special Territory.
100 credits
If a gang has a Ratskin Guide, during the Determine Scenario step of the Pre-Battle Sequence if a scenario would be randomly determined
(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.
50 credits
During the Post-battle Sequence a 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.
100 credits
Orlock, Goliath, and Van Saar gangs may hire a Squat Demolitionist as a Hangers-on. A gang may have either a Squat Demolitionist or a Demolitionist, not both.
If a gang has a Squat Demolitionist on retainer, the gang may call upon them for assistance when something needs to be blown up or defused.