Chief Bigmouth

Leader
260
XP: 9 (Fast)
Advances: 1
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
3
4
3
3+
3
Ld
Cl
Wil
Int
5+
5+
5+
6+
Save
-

BS: +1

Ratskins Chief: This fighter is a Ratskins Chief; any game effect referring to Ratskins or Leaders is applicable to them. This fighter may be equipped from the Ratskins Chief Equipment List, uses the Survivor Critical Injury table, and uses the Ratskin Characteristic Maxima.
Group Activation (2): this fighter may group activate with up to 2 fellow gang members within 12''.
Command Aura (12''): while this fighter is not Seriously Injured and a fellow gang member within 12'' of them fails a Cool check (including a Nerve test), make a Leadership check for this fighter; if it passes the fellow gang member's Cool check is also treated as having been passed.
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.
Tunnel Rat: This fighter may move through Ductways as part of a Standard Move or a Charge with no movement penalty. They may also Consolidate through a Ductway if they have enough movement to get to the opening of the Ductway; if this occurs set the fighter up within 1'' of the other side of the Ductway.
Strider: This fighter's movement is unaffected by difficult terrain, and they may move up to an additional D3'' of distance whenever they take a Double Move or Charge action.
Strider: Movement unaffected by difficult terrain, +D3'' movement on Double Move & Charge.
Wargear: Ratskin Hides

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

Shotgun [Blunder, Solid]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Solid
8''
16''
+1
-
4
-
2
4+
Blunder
T
-
-
3
-
1
5+
Autopistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+1
-
3
-
1
4+
Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slash
E
-
+1
S
-1
1
-
Wargear: Hive Spirit Infusion

When an Active or Pinned fighter with a Hive Spirit Infusion is activated, they may use their Hive Spirit Infusion as a free action. Until the end of the round, the fighter's Move, Strength, and Attack characteristics are each increased by 1. At the start of the End phase roll a D6; on a 1 the fighter takes a Flesh Wound. If a fighter uses a Hive Spirit Infusion during a battle, the Hive Spirit Infusion is deleted from their fighter card when the battle ends.

Wargear: Blade Venom Stash

An Active fighter with a Blade Venom Stash can delete Blade Venom Stash from their fighter card to make the following action:

Apply Blade Venom (Basic): Select an Axe, Hatchet, Knife, Fighting Knife, Sword, Crossbow, Hand Bow, Standard Arrow, Hunting Arrow, or Barbed Arrow weapon profile on the fighter's card; add the Toxin trait to that weapon profile for the remainder of the battle.