Sharif's Shakers
Reputation
Turf
Credits
Rating
11
575
3450/1930
Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Merc
455
9
33
36
6
Merc
465
6
10
18
3
X
Merc
320
5
17
20
4
X
Merc
300
7
20
23
4
X
Merc
370
9
25
30
5
X
Merc
325
9
16
23
3
X
Merc
230
7
23
24
3
X
Merc
130
2
3
5
0
X
Merc
225
4
11
15
3
X
Niv
Merc
120
2
2
5
1
X
Merc
255
1
5
10
2
X
Merc
255
1
5
10
2
X
Roster Slots and Call List

Merc Roster Slots: 7

Merc Call List: Monoc, Marriana, Diana, Cielos, Krusch, Brok, Elfred, Fats, Nukem, Shotgun Jonny, Niv, Frik, Frak


Sharif

Merc
455
M
WS
BS
 S 
 T 
W
I
A
5"
2+
2+
4
4
3
2+
3
Ld
Cl
Wil
Int
5+
5+
5+
5+
Save
4+

New Skills: 1, WS: +1, BS: +1, I: +1, Ld: +1, Cl: +1, Wil: +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 Deathworlder Characteristics Maxima, may be equipped from the Ash Waste Nomad Equipment List, and when they would choose 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 this fighter suffers a Lasting Injury, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Grievous Injury result.
Armor: Mesh

Modifiers have been applied directly to profile.

Wargear: Armored Undersuit

Modifiers have been applied directly to profile.

Plasma Pistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
5
-1
2
5+
Power Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slash
E
S+1
-2
1
-
Power Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Puncture
E
S
-2
1
-
Wargear: Photo-goggles

This fighter can attack through smoke clouds and is unaffected by low-light conditions. Additionally, this fighter adds 1 to the result of any check to resist being blinded. A fighter with photo-goggles gains no benefit from using similar items, or weapon sights of any kind Unaffected by smoke or low-light, +1 vs blinding.

Grenade: Plasma
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-SIZZLE
Sx3
5
-1
2
6+

Diana

Merc
465
M
WS
BS
 S 
 T 
W
I
A
5"
2+
3+
3
3
2
2+
2
Ld
Cl
Wil
Int
7+
5+
7+
6+
Save
5+

New Skills: 1, Eye Injury: 1, Bionic Eyes: 1, Head Injury: 1, Bionic Cogitators: 1, Hobbled: 1, Skull Chip, WS: +2

Escher Merc: This fighter is a Escher Merc; any game effect referring to Eschers or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Escher Matriarch Equipment List, and uses the Normal Human Characteristic Maxima.
Step Aside: If this fighter is hit in close combat, they can attempt to step aside. Make an Initiative check for this fighter. If the check is passed the attack misses. This skill can only be used once per enemy in each round of close combat – in other words, if an enemy makes more than one attack, this fighter can only attempt to step aside from one of them.
Armor: Mesh

Modifiers have been applied directly to profile.

Autopistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
6''
18''
+1
3
1
4+
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.

Ammo Drum: +1 Firepower die hit.
Shockwhip
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
2''
3''
4
1
-
Melee
E
4
1
-
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. When a fighter with a steel skull would be taken Out of Action in close combat and receives an Out Cold result, they are not taken Out of Action and remain in play. Additionally, this fighter cannot be the target of the Headbutt (Simple) Action. Finally, if this fighter is Engaged and is able to make a Melee attack, they can use the following action:

Headbutt (Simple): Select an Engaged enemy fighter. This fighter rolls a D6 and the chosen enemy fighter rolls a D3, then each fighter adds their current Toughness (including modifiers such as from Flesh Wounds or a stimm-slug stash) 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.
Grenade: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-POOF
Sx3
0
0
4+
Grenade: Plasma
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-SIZZLE
Sx3
5
-1
2
6+

Cielos

Merc
320
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
3
4
2
4+
1
Ld
Cl
Wil
Int
7+
4+
6+
7+
Save
-

New Skills: 2, Head Injury: 1, Bionic Cogitators: 1, BS: +1, Cl: +1, Wil: +1

Orlock Merc: This fighter is a Orlock Merc; any game effect referring to Orlocks or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Orlock Road Sargeant Equipment List, and uses the Normal Human Characteristic Maxima.
Hip Shooting: If this fighter is Active, they can make the following action:
Run and Gun (Double): This fighter makes a Standard Move, adding +D3'' to the distance they can move. At any point along their move this fighter may make a single free Shoot action resolved normally, using a weapon they are equipped with that does not have the Unwieldy trait.
Marksman: This fighter may Check the Range before selecting their target(s) while taking a Shoot action and is not affected by the rules for target Priority.
Meltagun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+1
8
-4
3
4+
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
3
1
4+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
+1
S
1
-
Bionics: Bionic Cogitator

Modifiers have been applied directly to profile.

Krusch

Merc
300
M
WS
BS
 S 
 T 
W
I
A
5"
2+
5+
4
5
3
5+
3
Ld
Cl
Wil
Int
8+
4+
7+
9+
Save
5+/4+

New Skills: 2, Skull Chip, M: +1, A: +1

Goliath Merc: This fighter is a Goliath Merc; any game effect referring to Goliaths or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Goliath Forge Boss 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. 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, and when this fighter takes the Exert action they may add +1 to their Strength check. However, other fighters gain +1 to Detect this fighter.
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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
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. When a fighter with a steel skull would be taken Out of Action in close combat and receives an Out Cold result, they are not taken Out of Action and remain in play. Additionally, this fighter cannot be the target of the Headbutt (Simple) Action. Finally, if this fighter is Engaged and is able to make a Melee attack, they can use the following action:

Headbutt (Simple): Select an Engaged enemy fighter. This fighter rolls a D6 and the chosen enemy fighter rolls a D3, then each fighter adds their current Toughness (including modifiers such as from Flesh Wounds or a stimm-slug stash) 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.
Grenade: Frag
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-BOOM
Sx3
3
1
4+
Grenade: Photon Flash
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
FLASH-BANG
Sx3
0
0
5+

Brok

Merc
370
M
WS
BS
 S 
 T 
W
I
A
6"
3+
2+
4
4
2
4+
2
Ld
Cl
Wil
Int
8+
7+
6+
8+
Save
5+U

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.
Bull Charge: When this fighter makes close combat attacks as part of a Charge action, any attacks they use that have the Melee trait also 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): Select 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. 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, and when this fighter takes the Exert action they may add +1 to their Strength check. However, other fighters gain +1 to Detect this fighter.
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)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
18''
+1
3
1
3+
Bolt Pistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolt
9''
18''
+1
4
-1
1
4+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
+1
S
1
-
Grenade: Frag
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-BOOM
Sx3
3
1
4+

Elfred

Merc
325
M
WS
BS
 S 
 T 
W
I
A
5"
4+
2+
3
3
2
4+
1
Ld
Cl
Wil
Int
8+
7+
8+
5+
Save
4+

New Skills: 3, Eye Injury: 1, Bionic Eyes: 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 Deathworlder Characteristics Maxima, may be equipped from the Ash Waste Nomad Equipment List, and when they would choose a Primary Skill they may instead choose a Ash Waste Nomad Skill.
Backstabber: 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 applicable. Additionally, there is a -1 penalty 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.
Trick Shot: This fighter ignores the first -1 penalty that would affect them when making a ranged attack. This skill cannot be used with weapons that have the Template trait.
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, Rapid Fire, Scattershot, or Template traits.
Armor: Mesh

Modifiers have been applied directly to profile.

Wargear: Tactical Trenchcoat

Modifiers have been applied directly to profile. Additionally, there is a -1 penalty to Detect this fighter.

Lasgun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Hotshot
18''
32''
+1
3
-1
1
3+
Needle Pistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
6''
12''
+2
4
-1
1
5+
Power Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Puncture
E
S
-2
1
-
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, the fighter is considered to have a 360 degree vision arc, all organic targets within 12'' are considered to be in the fighter's line of sight even if behind an obstruction, and the fighter is unaffected by any detection penalties due to the target being in cover.

Fats

Merc
230
M
WS
BS
 S 
 T 
W
I
A
4"
4+
2+
3
5
3
5+
2
Ld
Cl
Wil
Int
8+
5+
8+
8+
Save
-

T: +1, W: +1, A: +1

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.
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)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
5
-1
2
5+
Speed Loader [Plasma Pistol (Master Crafted)]

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.

Speed Loader: May take free Reload (Simple) action when activated.
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
3
1
4+
Power Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Puncture
E
S
-2
1
-
Wargear: Photo-goggles

This fighter can attack through smoke clouds and is unaffected by low-light conditions. Additionally, this fighter adds 1 to the result of any check to resist being blinded. A fighter with photo-goggles gains no benefit from using similar items, or weapon sights of any kind Unaffected by smoke or low-light, +1 vs blinding.

Nukem

Merc
130
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
3
2
4+
1
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
6+/5+
Hip Shooting: If this fighter is Active, they can make the following action:
Run and Gun (Double): This fighter makes a Standard Move, adding +D3'' to the distance they can move. At any point along their move this fighter may make a single free Shoot action resolved normally, using a weapon they are equipped with that does not have the Unwieldy trait.
Armor: Flak

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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
8''
12''
+1
3
1
2+
Autopistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+1
3
1
4+
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.

Shotgun Jonny

Merc
225
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
4
2
4+
1
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
5+

New Skills: 1, BS: +1, T: +1

Orlock Merc: This fighter is a Orlock Merc; any game effect referring to Orlocks or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Orlock Road Sargeant Equipment List, and uses the Normal Human Characteristic Maxima.
Hip Shooting: If this fighter is Active, they can make the following action:
Run and Gun (Double): This fighter makes a Standard Move, adding +D3'' to the distance they can move. At any point along their move this fighter may make a single free Shoot action resolved normally, using a weapon they are equipped with that does not have the Unwieldy trait.
Armor: Mesh

Modifiers have been applied directly to profile.

Shotgun [Acid, Inferno, Solid]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Acid
4''
16''
+1
3
-1
1
4+
Inferno
4''
16''
+1
4
-1
1
5+
Solid
8''
16''
+1
4
2
4+
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
3
1
4+
Speed Loader [Stub Pistol]

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.

Speed Loader: May take free Reload (Simple) action when activated.
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
+1
S
1
-
Grenade: Frag
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-BOOM
Sx3
3
1
4+

Niv

Merc
120
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
2
4+
1
Ld
Cl
Wil
Int
8+
6+
8+
8+
Save
-

New Skills: 1

Orlock Merc: This fighter is a Orlock Merc; any game effect referring to Orlocks or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Orlock Road Sargeant Equipment List, and uses the Normal Human Characteristic Maxima.
Trick Shot: This fighter ignores the first -1 penalty that would affect them when making a ranged attack. This skill cannot be used with weapons that have the Template trait.
Nerves of Steel: When this fighter is hit by a ranged attack they may choose to make a Cool check. If they do and the check is passed, this fighter is not Pinned.
Lasgun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Hotshot
18''
32''
+1
3
-1
1
3+
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
3
1
4+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
+1
S
1
-

Frik

Merc
255
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
3
3
2
4+
2
Ld
Cl
Wil
Int
8+
5+
5+
8+
Save
4+

New Skills: 1, BS: +1

Cawdor Merc: This fighter is a Cawdor Merc; any game effect referring to Cawdors or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Cawdor Deacon Equipment List, and uses the Normal Human Characteristic Maxima.
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.
Backstabber: 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 applicable. Additionally, there is a -1 penalty 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

Modifiers have been applied directly to profile.

Wargear: Tactical Trenchcoat

Modifiers have been applied directly to profile. Additionally, there is a -1 penalty to Detect this fighter.

Autogun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
8''
24''
+1
3
1
4+
Extended Clip [Autogun]

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.

Extended Clip: +1 to Ammo checks.
Speed Loader [Autogun]

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.

Speed Loader: May take free Reload (Simple) action when activated.
Good Luck Charm [Autogun]

Once per battle you may re-roll a failed hit roll or a failed wound roll made for an attack using the attached weapon; the re-rolled result must be taken.

Needle Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
4''
9''
+2
4
-1
1
5+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
+1
S
1
-
Wargear: Scary Mask

Any Cool or Willpower checks, including Nerve tests, made by enemy fighters within 4'' and in line of sight of the fighter wearing this mask suffer a -1 penalty.

Wargear: Extra Ammo

If a fighter with extra ammo fails an Ammo check the player controlling the fighter may choose to delete Extra Ammo from the Fighter's card immediately to cancel the outcome of the failed Ammo check; play proceeds as if the fighter had passed their Ammo check. If Ammo check fails, may delete Extra Ammo to pass Ammo check.

Frak

Merc
255
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
3
3
2
4+
2
Ld
Cl
Wil
Int
8+
5+
5+
8+
Save
4+

New Skills: 1, BS: +1

Cawdor Merc: This fighter is a Cawdor Merc; any game effect referring to Cawdors or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Cawdor Deacon Equipment List, and uses the Normal Human Characteristic Maxima.
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.
Backstabber: 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 applicable. Additionally, there is a -1 penalty 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

Modifiers have been applied directly to profile.

Wargear: Tactical Trenchcoat

Modifiers have been applied directly to profile. Additionally, there is a -1 penalty to Detect this fighter.

Shotgun [Executioner, Inferno, Scatter]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Executioner
4''
16''
-1
+1
4
-2
D3
6+
Inferno
4''
16''
+1
4
-1
1
5+
Scatter
4''
8''
+2
2
1
4+
Needle Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
4''
9''
+2
4
-1
1
5+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
+1
S
1
-
Wargear: Scary Mask

Any Cool or Willpower checks, including Nerve tests, made by enemy fighters within 4'' and in line of sight of the fighter wearing this mask suffer a -1 penalty.