Rustlords
Reputation
Turf
Credits
Rating
14
0
40
2680
Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Leader
505
9
25
29
3
Champion
410
9
12
17
2
Champion
460
5
21
25
4
Specialist
455
8
19
20
2
Ganger
185
8
17
20
3
Ganger
195
8
12
15
2
Servitor
295
9
0
0
0
Servitor
175
6
0
0
0
Log

Sharifs Shakers / Acme Inc (Mercs / Delaque, 2nd Place); +50 credits; Rare Item: none

Green Meanies (Van Saar, L); +60 credits, +Clawt

My Fair Ladies (Escher, L); Prize Fight (Gaar, [6], +50 credits, 3 XP, 1 Rep), Artifex (extra Boltthrower Pistol)

Clawbberers (Ulfgar, L); Prize Fight (Gaar, [6], +20 credits, 3 XP, 1 Rep), Prize Fight (Klok, [3], +25 credits),

Green Meanies (Van Saar, L); +105 credits, +Dori (underdog augmentation)

Acme Inc (Delaque, W); +40 credits

Bloodhands (Goliath, W*); Prize Fight (Gaar, [6], +30 credits, 3 XP, 1 Rep), Prize Fight (Dori, [4], 1 XP, +30 credits), Artifex (Targeter)

Clawbberers / Acme Inc (Ulfgar / Delaque, 1st Place); +90 credits; Monty Loot Box (Holo-suit)

Bloodhands (Goliath, L); +110 credits

Tactics Cards Deck
Ω : Zone Mortalis Only
≠ : Sector Mechanicus Only
Φ : Skirmish Only
Ψ : Campaign Only

Gaar

Leader
505
M
WS
BS
 S 
 T 
W
I
A
5"
2+
2+
4
4
2
4+
2
Ld
Cl
Wil
Int
5+
5+
5+
5+
Save
2+

New Skills: 1, WS: +1, BS: +1

Boss Cog: This fighter is a Boss Cog; any game effect referring to Cogs or Leaders is applicable to them. This fighter may be equipped from the Boss Cog Equipment List and the Cogs Cybernetics Equipment List, uses the Survivor Critical Injury table, and uses the Deathworlder Characteristic Maxima.
Group Activation (2): this fighter may group activate with up to 2 fellow gang members within 12''.
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.
Adaptable: Once per battle, the controlling player of this fighter may select any one other skill from the standard skill categories (Agility, Brawn, Combat, Cunning, Ferocity, Leadership, Shooting, Savant). This fighter gains that skill until the end of the round, or the Battle Sequence ends (whichever comes first).
Techie: This fighter's Equipment Access is extended to include the Tech Cog Equipment List; they may be equipped with items from that list (at additional cost).
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.
Armor: Power

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.

Bionics: Bionic Ruggedization

The fighter has had their body improved with subdermal armor, a metallic skeleton, or some other enhancement that makes them more durable. This item may never be removed from the fighter it is attached to. A fighter with this item cancels the first Flesh Wound they would take during a battle.

Boltthrower Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Boltthrower
9''
18''
+1
-
5
-1
1
5+
Boltthrower Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Boltthrower
9''
18''
+1
-
5
-1
1
5+
Power Axe
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
-1
S+2
-1
2
-
Wargear: Servo-Arm Pack

Servo arm packs are backpack mounted lifting harnesses used by engineers and heavy equipment operators for industrial work, but which can be used in a fight if need be. When this fighter takes the Exert action they may add +1 to their Strength check. Additionally, if the fighter is Active or Engaged they can use the Servo Strike action:

Servo Strike (Double): If you are Engaged you may select an enemy fighter you are engaged with to make an Initiative check; if it is failed they suffer a hit resolved as Strength 6 with Damage 2 and the Pulverize trait. If you are Active and within 1'' of an object with at least 1 Wound you may auto hit it with an attack resolved as Strength 6 with Damage 2.
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

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.

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.

Klok

Champion
410
M
WS
BS
 S 
 T 
W
I
A
5"
4+
2+
3
4
2
3+
2
Ld
Cl
Wil
Int
5+
6+
5+
4+
Save
2+

New Skills: 1, BS: +1

Tech Cog: This fighter is a Tech Cog; any game effect referring to Cogs or Champions is applicable to them. This fighter may be equipped from the Tech Cog Equipment List and the Cogs Cybernetics Equipment List, uses the Survivor Critical Injury table, and uses the Deathworlder Characteristic Maxima.
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.
Command Servitors: Group Activation (3): only Servitor fighters within 6'' of this fighter.
Cyberdoc: When this fighter would take a Post-Battle Action, they may select an item from the Cogs Cybernetics Equipment List and resolve the following action:
Cybernetic Surgery (Post-Battle Action): Make an Intelligence check. If this check is successful subtract D3 x 15 credits from the selected item's cost (to a minimum cost of 0 credits); you may purchase the selected item at this reduced price (if able) and add it to the fighter card of any fighter in the gang who has Equipment Access that allows them to be equipped with the selected item; if it is a Bionic item that fighter does not go into Recovery.
Master of Servitors: When this fighter group activates and includes one or more Servitors in their group, if any of those Servitors accomplish something during their activation that grants an XP award (which they are ineligible to receive), this fighter may make a Leadership check. If the check is successful this fighter gains that XP award instead.
Armor: Power

Modifiers have been applied directly to profile.

Shield
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shield Bash
E
-
-1
S-1
-
1
-
Lightthrower Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Lightthrower
12''
18''
+1
-
4
-1
1
5+
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.

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.

Bionics: Biobooster

The first time in each game that an Injury roll is made for a fighter with a biobooster, one less Injury dice is rolled. If only one dice should have been rolled, no Injury roll is made and the fighter takes a Flesh Wound.

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.

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.

Dori

Champion
460
M
WS
BS
 S 
 T 
W
I
A
7"
2+
3+
4
4
2
3+
3
Ld
Cl
Wil
Int
6+
5+
5+
6+
Save
5+/4+

New Skills: 3, Hand Injury: 1, Bionic Arms: 1, Eye Injury: 1, Bionic Eyes: 1, Hobbled: 1, Bionic Legs: 1, Cl: +1, Wil: +1

Killer Cog: This fighter is a Killer Cog; any game effect referring to Cogs or Champions is applicable to them. This fighter may be equipped from the Killer Cog Equipment List and the Cogs Cybernetics Equipment List, uses the Survivor Critical Injury table, and uses the Deathworlder Characteristic Maxima.
Brutal Charge: When this fighter makes close combat attacks as part of a Charge action, any unarmed or melee attacks they use gain the Potent and Intimidating traits.
Combat Focus: When this fighter must make a Cool or Willpower check (including Nerve tests), they may roll an extra dice and discard a dice of their choice from their result before determining the outcome. Additionally, this fighter gains a +1 bonus to Detect enemy fighters.
Springing Charge: This fighter may declare a Charge action while Pinned; this fighter may take a free Stand Up action at the beginning of their activation when they use this option.
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.
Determined: If this fighter is in Recovery at the beginning of the Choose Crews step of the Pre-battle Sequence they may recover immediately and join the gang's Crew. Additionally, if this fighter's gang has Bottled Out this fighter does not have to make a Nerve test to Ready.
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: Bionic Ruggedization

The fighter has had their body improved with subdermal armor, a metallic skeleton, or some other enhancement that makes them more durable. This item may never be removed from the fighter it is attached to. A fighter with this item cancels the first Flesh Wound they would take during a battle.

Needle Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
4''
9''
+2
-
4
-1
1
5+
Throwing Daggers
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx2
Sx3
-
-1
S
-1
1
5+
Stiletto Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Prick
E
-
+1
S
-1
1
-
Bionics: Servo-fist

This item is both a Bionic Arm and a weapon. Modifiers have been applied directly to profile.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
-
6
-1
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.
Bionics: Bionic Leg

Modifiers have been applied directly to profile.

Bionic Kick (Double): You may select 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.
Grenade: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-POOF
Sx3
-
-
0
-
0
4+

Sawt

Specialist
455
M
WS
BS
 S 
 T 
W
I
A
7"
3+
3+
3
5
1
4+
1
Ld
Cl
Wil
Int
7+
6+
6+
6+
Save
4+U

New Skills: 1, Enfeebled: 1, Bionic Upgrades: 1, Hand Injury: 1, Bionic Arms: 1, Eye Injury: 1, Bionic Eyes: 1, Head Injury: 1, Bionic Cogitators: 1, Hobbled: 1, Bionic Legs: 1, M: +1

Specialist: This fighter is a Specialist; any game effect referring to Cogs or Specialists is applicable to them. This fighter may be equipped from the Geared Cog Equipment List and the Cogs Cybernetics Equipment List, uses the Geared Critical Injury table, and uses the Deathworlder Characteristic Maxima. During campaign play this fighter Advances as a Hero.
Moving On Up: During campaign play if the gang has an open Killer Cog position this fighter may be promoted to become a Killer Cog. If this option is taken this fighter loses this ability and their current Equipment and Skill Access, and gains the Equipment and Skill Access of a Killer Cog; any Skills this fighter already has are retained and their characteristics remain unchanged.
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.
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.
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.
Holo-suit

Modifiers have been applied directly to profile.

Bionics: Bionic Ruggedization

The fighter has had their body improved with subdermal armor, a metallic skeleton, or some other enhancement that makes them more durable. This item may never be removed from the fighter it is attached to. A fighter with this item cancels the first Flesh Wound they would take during a battle.

Autopistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+1
-
3
-
1
4+
Bionics: Chainsword Arm

This item is both a Bionic Arm and a weapon. Modifiers have been applied directly to profile.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bionics: Bionic Leg

Modifiers have been applied directly to profile.

Bionic Kick (Double): You may select 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: 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 Upgrades

Modifiers have been applied directly to profile.

Bionics: Bionic Cogitator

Modifiers have been applied directly to profile.

Buzzt

Ganger
185
M
WS
BS
 S 
 T 
W
I
A
5"
2+
4+
4
4
1
4+
1
Ld
Cl
Wil
Int
9+
7+
7+
8+
Save
6+U*

Hand Injury: 1, Bionic Arms: 1, Head Injury: 1, WS: +1, S: +1, Cl: +1, Wil: +1

Warrior Cog: This fighter is a Warrior Cog; any game effect referring to Cogs or Gangers is applicable to them. This fighter may be equipped from the Warrior Cog Equipment List and the Cogs Cybernetics Equipment List, uses the Survivor Critical Injury table, and uses the Deathworlder Characteristic Maxima.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Specialist (gaining a Primary Skill choice in the process) and losing this ability.
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: Fighting Harness

A fighter with a Fighting Harness gains a Parry in close combat. (*) Additionally, a Fighting Harness grants a unmodifiable Armor save of 6+ in close combat.

Laspistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
8''
12''
+1
-
3
-
1
2+
Bionics: Buzzsaw Arm

This item is both a Bionic Arm and a weapon. Modifiers have been applied directly to profile.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Grenade: Frag
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-BOOM
Sx3
-
-
3
-
1
4+

Clawt

Ganger
195
M
WS
BS
 S 
 T 
W
I
A
6"
2+
4+
3
4
1
4+
1
Ld
Cl
Wil
Int
8+
6+
6+
7+
Save
6+U*

Hand Injury: 2, Bionic Arms: 2, M: +1, Cl: +1, Wil: +1

Warrior Cog: This fighter is a Warrior Cog; any game effect referring to Cogs or Gangers is applicable to them. This fighter may be equipped from the Warrior Cog Equipment List and the Cogs Cybernetics Equipment List, uses the Survivor Critical Injury table, and uses the Deathworlder Characteristic Maxima.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Specialist (gaining a Primary Skill choice in the process) and losing this ability.
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: Fighting Harness

A fighter with a Fighting Harness gains a Parry in close combat. (*) Additionally, a Fighting Harness grants a unmodifiable Armor save of 6+ in close combat.

Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-
3
-
1
4+
Bionics: Servo-claw

This item is both a Bionic Arm and a weapon. Modifiers have been applied directly to profile.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
+1
5
-1
D3
-
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.

Dakka

Servitor
295
M
WS
BS
 S 
 T 
W
I
A
5"
5+
4+
4
5
2
5+
1
Ld
Cl
Wil
Int
-
-
-
8+
Save
4+

Eye Injury: 1, Bionic Eyes: 1, Hobbled: 1, Bionic Legs: 1

Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
No Permanent Injury: If this fighter is put Out of Action via an Injury roll, roll a D6 on the following chart:
  • 1-5: the fighter is Out Cold; they will be available for their next battle.
  • 6: the fighter is killed; if they were put Out of Action by an attack the attacker gains 1 XP immediately.
Immunities: This fighter is immune to the Enervating trait, the Gas trait, the Knockout trait, the Radiation trait, the Toxin trait, the Virulent trait, and the reduction in movement caused by the Heavy-G trait.
Passive: This fighter can only take actions as part of a group activation or when given a Ready marker via use of the Overseer skill.
Robotic: This fighter automatically passes any Cool or Willpower check, including Nerve tests, that they are required to make.
More Machine Than Man: 4+ save (included in profile)
Heavy Bolter
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolt
18''
36''
-
+1
5
-2
1
5+
Targeter (Ranged weapons)

Modifiers have been applied directly to profile.

Targeter: (Modifiers have been applied directly to profile.)
Bionics Weapon Attachment: Suspensor Arm (Heavy weapons)

This bionic device replaces one of the fighter's arms with a shoulder mount that serves as a hard point to attach heavy weapons to. Making a Shoot action with an Unwieldy ranged weapon is normally a Double Action, but when this fighter makes the Shoot action using a weapon attached to this suspensor it is treated as a Basic action. If this fighter has not already suffered a Hand Injury (51 on the Permanent Injury table) at some point in the past, they suffer a Hand Injury when a suspensor arm is added to the fighter. This device counts as a bionic arm for purposes of how many bionic arms a fighter may have but does not improve the fighter's WS.

Bionics: Bionic Eye

A fighter gains +2 BS for each bionic eye they are equipped with. If a fighter has not already suffered an Eye Injury (52 on the Permanent Injury table) at some point in the past, they suffer an Eye Injury when a bionic eye is added to the fighter. A fighter may have up to two bionic eyes.

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 Leg

A fighter gains +2'' M and +1 I while equipped with a bionic leg. If the fighter is Engaged with an enemy fighter, or Active and within 1'' of an object that has at least 1 Wound, they may make the Bionic Kick action. If a fighter has not already suffered a Hobbled Injury (56 on the Permanent Injury table) at some point in the past, they suffer a Hobbled Injury when each bionic leg is added to the fighter. A fighter may have up to two bionic legs.

Bionic Kick (Double): You may select 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.

Klutz

Servitor
175
M
WS
BS
 S 
 T 
W
I
A
6"
3+
5+
4
5
2
5+
1
Ld
Cl
Wil
Int
-
-
-
8+
Save
4+

Hand Injury: 2, Bionic Arms: 2, Hobbled: 2, Bionic Legs: 2

Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
No Permanent Injury: If this fighter is put Out of Action via an Injury roll, roll a D6 on the following chart:
  • 1-5: the fighter is Out Cold; they will be available for their next battle.
  • 6: the fighter is killed; if they were put Out of Action by an attack the attacker gains 1 XP immediately.
Immunities: This fighter is immune to the Enervating trait, the Gas trait, the Knockout trait, the Radiation trait, the Toxin trait, the Virulent trait, and the reduction in movement caused by the Heavy-G trait.
Passive: This fighter can only take actions as part of a group activation or when given a Ready marker via use of the Overseer skill.
Robotic: This fighter automatically passes any Cool or Willpower check, including Nerve tests, that they are required to make.
More Machine Than Man: 4+ save (included in profile)
Bionics: Chainsword Arm

This item is both a Bionic Arm and a weapon. Modifiers have been applied directly to profile.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
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 (Double): You may select 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.

Survivor Critical Injury Table

Roll a D6 and subtract the fighter's Wounds characteristic (not their current Wounds), then consult the table below with the total:

D6+W
Outcome
0 or less
Grievous Injury: The fighter goes into Recovery.
1-4
Permanent Injury: The fighter goes into Recovery and suffers a permanent injury. Roll again on the Permanent Injury table.
5+
Memorable Death: The fighter is killed instantly. If the injury was caused by an attack, the attacker gains an additional 1 XP.

Weapon Traits

Blaze: After an attack with the Blaze trait has been resolved roll a D6 if the target was hit but not taken Out of Action. On a 4, 5 or 6 the target catches fire; place a Blaze marker on their fighter card. At the end of each of their own activations a fighter who remains on fire suffers a Strength 3, AP -1 and if they are not prone the fighter becomes Broken and begins Running for Cover.

An Active fighter with a Blaze marker on their fighter card may make the Stop Drop and Roll (Double) action; if they do the fighter becomes Pinned (if they are not already prone); roll a D6 and add 1 to the result for each friendly Active fighter within 1''. On a 3+ the fire is extinguised; remove the Blaze token. On a 1 or 2 the fighter remains on fire and their activation ends.

Friendly fighters within 1'' of a fighter with a Blaze marker on their fighter card may make the Extinguish Blaze (Basic) action; if they do roll a D6. On a 1 is rolled the friendly fighter catches fire as well; place a Blaze token on their fighter card and their activation ends. On a 4+ the fire is extinguised; remove the Blaze token from the on fire fighter.

Intimidating: Any fighter who must make a Nerve test due to a friendly fighter being taken Out of Action by an attack that has this trait suffers a -2 penalty to their Nerve test.

Knockback: After a hit made by an attack with this trait has been resolved, if the target was not taken Out of Action they may be involuntarily moved away from the direction of the attack. To resolve this, the attack has a Knockback Force equal to the attack's Strength + D3. Subtract the value indicated in the Knockback Resistance table below from that Knockback Force to determine the Knockback Distance (minimum 0).
Knockback Resistance
The Target Is...
Value To Subtract
another fighter
target's modified Strength + D3
an object that can be carried
using the Carry Object action
1 + D3
an object that can be carried using
the Carry Heavy Object action
4 + D3

If the Knockback Distance is 0 the target is unaffected by this trait. Otherwise, the target is involuntarily moved that many inches directly away from the direction of the attack. If the target is moved into an obstruction, the target stops moving and suffers a hit resolved with a Strength equal to the Knockback Distance, no AP, and 1 Damage; if the obstruction has Wounds, it also suffers an identical hit.

For instance, a Strength 3 attack with this trait can generate Knockback Force between 4 and 6, while the Knockback Resistance of a Strength 3 fighter is also between 4 and 6. Thus, depending on comparative dice rolls, that fighter might be entirely unaffected or might be moved back 1'' or 2'' if hit by that attack.

The 1'' rule does not apply to this involuntary movement. If a target fighter would end their movement within 1'' of one or more enemy fighters they are instead moved into base contact with the nearest enemy fighter(s).

At the end of resolving this trait, if the target is a fighter and they remain Active, that fighter becomes Pinned.

Falling: A fighter will fall if they are moved off a ledge or over a pitfall. They may also fall if they become Pinned near a ledge and fail the subsequent Initiative check. If this occurs, first finish resolving the attack which knocked them back, then resolve falling damage only if the knocked back fighter remains on the battlefield.
Knockback: on hit, KB a # of inches = (attack S + D3) - (target's S + D3); directly away. If obstacle encountered, suffer hit w/ S = KB distance, no AP, 1 DMG, obstacle suffers same hit.

Knockback (Melee): After a hit made by an attack with this trait has been resolved, if the target was not taken Out of Action they may be involuntarily moved away from the direction of the attack. To resolve this, the attack has a Knockback Force equal to the attack's Strength + D3. Subtract the value indicated in the Knockback Resistance table below from that Knockback Force to determine the Knockback Distance (minimum 0).
Knockback Resistance
The Target Is...
Value To Subtract
another fighter
target's modified Strength + D3
an object that can be carried
using the Carry Object action
1 + D3
an object that can be carried using
the Carry Heavy Object action
4 + D3

If the Knockback Distance is 0 the target is unaffected by this trait. Otherwise, the target is involuntarily moved that many inches directly away from the direction of the attack. If the target is moved into an obstruction, the target stops moving and suffers a hit resolved with a Strength equal to the Knockback Distance, no AP, and 1 Damage; if the obstruction has Wounds, it also suffers an identical hit.

For instance, a Strength 3 attack with this trait can generate Knockback Force between 4 and 6, while the Knockback Resistance of a Strength 3 fighter is also between 4 and 6. Thus, depending on comparative dice rolls, that fighter might be entirely unaffected or might be moved back 1'' or 2'' if hit by that attack.

The 1'' rule does not apply to this involuntary movement. If a target fighter would end their movement within 1'' of one or more enemy fighters they are instead moved into base contact with the nearest enemy fighter(s).

At the end of resolving this trait, if the target is a fighter and they remain Active, that fighter becomes Pinned.

Push: If the attacker is not Ensnared and is not Engaged with another fighter, they may choose to move with the knocked back fighter, remaining in base contact and retaining relative positioning and facing.
Shove: If the attacker does not move with the knocked back fighter, the knocked back fighter becomes Pinned at their new location. This may require them to make an Initiative check to avoid falling.
Falling: A fighter will fall if they are moved off a ledge or over a pitfall. They may also fall if they become Pinned near a ledge and fail the subsequent Initiative check. If this occurs, first finish resolving the attack which knocked them back, then resolve falling damage only if the knocked back fighter remains on the battlefield.
Knockback (Melee): after failed save, KB a # of inches == (D6 + target's STR); directly away. If blocked, attack gains +1 DMG instead. Attacker can move with if able, otherwise target is Pinned. Target may fall, if applicable.

Noisy: When a Hidden fighter makes an attack using this weapon, opposing fighters within 18'' gain a free Detect action against them and gain a +4 bonus to their check.

Parry: After an enemy makes close combat attacks against this fighter and rolls to hit, until this fighter has no further Parry options available to them this fighter's controlling player can force the attacking player to re-roll one successful hit per Parry.

Pulverize: After making an Injury roll for a successful attack that has this trait, the attacking player can roll a D6. If the result is equal to or higher than the target's unmodified Toughness, or is a natural 6, they can change one Injury dice from a Flesh Wound result to a Serious Injury result.

Rending: If the roll to wound with a Rending weapon is a natural 6, the attack's Damage is increased by 1 and its Armor Penetration is increased by 1.

Rupture: When a weapon with this trait successfully wounds, D3 Damage is inflicted against the target.

Shield: If a fighter is carrying a shield, their Armor save roll is improved by 1. If a fighter does not already have a Armor save roll, a shield grants a Armor save of 6+.

Silent: A weapon with this trait does not trigger Detect checks if used by a Hidden fighter, and does not risk raising the alarm in scenarios that use the Sentries special rules.

Toxin: When a fighter does not or cannot make a successful Armor save against a wounding attack that has this trait, before Damage is applied from the attack the fighter's player must roll a D6. If the result is equal to or higher than the fighter's current modified Toughness the fighter suffers a Wound if they have any remaining and if not they suffer a Flesh Wound. Then the attack's Damage is applied and resolved normally.