Largehorns

Shaman
250
M
WS
BS
 S 
 T 
W
I
A
5"
2+
4+
3
4
3
4+
2
Ld
Cl
Wil
Int
8+
5+
5+
6+
Save
-

WS: +1

Ratskins Shaman: This fighter is a Ratskins Shaman; any game effect referring to Ratskins or Shamans is applicable to them. This fighter may be equipped from the Ratskins Shaman Equipment List, uses the Survivor Critical Injury table, and uses the Ratskin Characteristic Maxima.
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.
Hive Attunement: When activated this fighter may attempt a Willpower check. If this check is successful the fighter is considered to have a 360° vision arc, gains a +1 bonus to Detect, can attack through smoke clouds, and is unaffected by low-light and darkness conditions. These bonuses expire the next time the fighter is activated.

Favor of the Hive Spirits: If the Shaman is in your Crew, at the beginning of the Deploy step of the Pre-Battle Sequence you may choose one of the following spirit favors for the Shaman to benefit from in this battle:

  • Blessed: Once per battle, the Shaman or a friendly fighter within 6'' of the Shaman may activate and take their action(s) before an opponent with priority activates one of their fighters.
  • Empowered: Once per battle, the Shaman or a friendly fighter within 6'' of the Shaman may change a 1 that they have rolled to a 6.
  • Protected: Once per battle, the Shaman or a friendly fighter within 6'' of the Shaman may cause a single attack to miss after it has been rolled and resolved.
  • Forewarned: The Shaman has a 360° vision arc for the remainder of the battle; additionally if the Shaman is a sentry they automatically detect hidden enemies within 12''.
  • Favored: Once per battle if Lasting Injury roll(s) would be made for one of the gang's fighters (including the Shaman), no roll(s) are made, and it is treated as an Out Cold result instead.
  • Guided: At the end of the battle during the Receive Rewards step of the Post-Battle Sequence, if the Shaman is not dead they gain 2 additional XP.
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+
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
-
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.

Wargear: Hive Spirit Ward

Once per battle when this fighter would be hit by a melee or ranged attack, you may delete Hive Spirit Ward from the fighter's card and apply a D3 penalty to the hit roll. If the attack would still hit after this penalty is applied it is resolved as normal, otherwise the attack misses.

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.