Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
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
Tactics Cards Deck
Ω : Zone Mortalis Only
≠ : Sector Mechanicus Only
Φ : Skirmish Only
Ψ : Campaign Only
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)
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
KA-SIZZLE
Sx3
-
-
5
-1
2
6+
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 or in response to taking the Disengage action, they may attempt an Initiative check to cancel the hit on success.
This skill may be used up to once during this fighter's own activation, and up to once per opposing fighter's activation.
Dodge: If this fighter is not Seriously Injured and would be hit by an attack (even an auto-hit attack such as a Template), you may roll a D6. If a 6 is rolled this fighter is not hit and the attack has no effect on this fighter. This does not apply against hits that do not originate from an attack, such as some environmental dangers.
Armor: Mesh
Modifiers have been applied directly to profile.
Autopistol (Master Crafted)
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.
+1 Firepower die hit.
Shockwhip
Ranged
2''
3''
-
-
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 modified 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.
Grenade: Plasma
KA-SIZZLE
Sx3
-
-
5
-1
2
6+
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: When making a Shoot action, this fighter is not affected by target Priority and may Check the Range before selecting their target(s).
Additionally, the Armor Penetration of ranged attacks made by this fighter are increased by 1 step. For instance, no AP becomes AP -1, AP -1 becomes AP -2, and so on.
This skill cannot be used with weapons that have the Blast, Scattershot, or Template traits.
Stub Pistol
Stubs
6''
12''
+2
-
3
-
1
4+
Bionics: Bionic Cogitator
Modifiers have been applied directly to profile.
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 gain the
Melee
and Knockback traits.
Additionally, this fighter gains +1 Strength when making the Exert action
and when resisting being involuntarily moved (such as when they are the target of an attack with the Knockback or Drag traits). Other fighters gain +1 to Detect this fighter.
Iron Jaw: If this fighter would be taken Out of Action by a close combat attack with an Out Cold result, they may roll a D6 and add their current modified Toughness to the result; on a 8+ this fighter instead suffers a Flesh Wound and remains in play. Additionally, this fighter has +1 Toughness vs unarmed attacks.
Iron Jaw: +1 Toughness vs unarmed attacks, and if would be Out Cold via close combat stay in play on 7+ roll of (D6 + modified T).
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.
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 modified 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.
Grenade: Photon Flash
FLASH-BANG
Sx3
-
-
0
-
0
5+
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: When making the Shoot action using two different Pistols,
this fighter does not suffer the standard -1 penalty to hit, and may target a different enemy with each weapon.
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: When this fighter rolls a natural 6 to wound with an unarmed or melee attack, that attack gains +1 Damage and the Pulverize trait.
Robust: When this fighter makes a Recovery Test for themselves it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Refractor Field
A Refractor Field grants a 5+ unmodified armor save roll.
Additionally, low light conditions are cancelled within a 5'' radius of this fighter.
However, this fighter can never be Hidden, and Sentries automatically spot this fighter and any other fighter within 5'' of them from up to 24'' away if within line of sight and vision arc.
Effects that are concerned with targeting fighters that have a Burn marker on them can be applied to this fighter.
Dueling Laspistol (Master Crafted)
Bolt Pistol (Master Crafted)
Bolt
9''
18''
+1
-
4
-1
1
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: All unarmed and melee attacks made by this fighter gain the Backstab trait; attacks that already have the trait add 2 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: If this fighter is Captured at the end of a battle, they slip away from their captors at the beginning of the Escaping Capture step of the Post-Battle Sequence.
This fighter returns to their gang unharmed with all of their gear intact, and gains an additional D3 XP immediately (if able).
Trick Shot: When making a ranged attack, this fighter gains +D3 to hit a target in Partial or Full cover.
Overwatch: While this fighter is Readied and able to make a Shoot action, if a non-Hidden enemy fighter within their line of sight and vision arc declares an action, this fighter may lose their Ready marker to interrupt and make a Shoot action targeting that enemy fighter.
If the enemy fighter is Pinned or Seriously Injured by this attack, their declared action fails. Additionally, this fighter gains a +1 bonus to Detect enemy fighters.
Precision Shot: When this fighter makes a ranged attack, they may ignore the first -1 penalty to hit that attack would suffer from (if any),
and they may ignore the Stray Shots rules if that attack misses the target.
This skill cannot be used with weapons that have the Blast, 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
Hotshot
18''
32''
+1
-
3
-1
1
3+
Needle Pistol (Master Crafted)
Needle
6''
12''
+2
-
4
-1
1
5+
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.
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 following rules changes apply to this fighter when they are engaged in close combat while armed with one or more weapons with the Pistol trait:
True Grit: Remove one dice before making an Injury roll for this fighter. If no dice remain, this fighter suffers a Flesh Wound.
True Grit: Injury roll vs this fighter: roll 1 fewer dice; Flesh Wound if 0 remain.
Plasma Pistol (Master Crafted)
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.
May take free Reload (Simple) action when activated.
Stub Pistol
Stubs
6''
12''
+2
-
3
-
1
4+
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.
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.
Gunfighter: When making the Shoot action using two different Pistols,
this fighter does not suffer the standard -1 penalty to hit, and may target a different enemy with each weapon.
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
Pew Pew
8''
12''
+1
-
3
-
1
2+
Autopistol
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.
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]
Acid
4''
16''
+1
-
3
-1
1
4+
Inferno
4''
16''
+1
-
4
-1
2
5+
Solid
8''
16''
+1
-
4
-
2
4+
Stub Pistol
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.
May take free Reload (Simple) action when activated.
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: When making a ranged attack, this fighter gains +D3 to hit a target in Partial or Full cover.
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.
Nerves of Steel: When hit by Ranged attack: Can make Cool check to not be Pinned.
Lasgun
Hotshot
18''
32''
+1
-
3
-1
1
3+
Stub Pistol
Stubs
6''
12''
+2
-
3
-
1
4+
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: All unarmed and melee attacks made by this fighter gain the Backstab trait; attacks that already have the trait add 2 to the attacker's Strength rather than 1 when the trait is applicable. Additionally, there is a -1 penalty to Detect this fighter.
Infiltrate: This fighter may Infiltrate. By default, at the end of the Deploy step of the Pre-Battle Sequence and in priority order the controlling player may set this fighter up on the battlefield anywhere that is not visible to or within 6'' of any enemy fighters.
However, some scenarios provide alternative instructions.
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
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.
+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.
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
Needle
4''
9''
+2
-
4
-1
1
5+
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.
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: All unarmed and melee attacks made by this fighter gain the Backstab trait; attacks that already have the trait add 2 to the attacker's Strength rather than 1 when the trait is applicable. Additionally, there is a -1 penalty to Detect this fighter.
Infiltrate: This fighter may Infiltrate. By default, at the end of the Deploy step of the Pre-Battle Sequence and in priority order the controlling player may set this fighter up on the battlefield anywhere that is not visible to or within 6'' of any enemy fighters.
However, some scenarios provide alternative instructions.
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]
Executioner
4''
16''
-1
+1
4
-2
D3
6+
Inferno
4''
16''
+1
-
4
-1
2
5+
Scatter
4''
8''
+2
-
2
-
1
4+
Needle Pistol
Needle
4''
9''
+2
-
4
-1
1
5+
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.