Cawdor Zealot
150
M
WS
BS
 S 
 T 
W
I
A
5"
3+
4+
3
4
3
4+
2
Ld
Cl
Wil
Int
4+
4+
4+
8+
Save
6+/5+

Equipment

Starting: Flak Armor, Flamer, Chainsword (Master Crafted), Stub Pistol

Special

Crew Selection: If one or more opposing gangs' starting Crew includes a Beastman, a Ratskin, a Mutant, a Psyker, or a Cultist, the Cawdor Zealot may join the gang's Crew for that scenario.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
No Permanent Injury: If this fighter suffers a Lasting Injury that would make a change to their fighter card, they are instead removed from the gang roster.
Righteous Zeal: If a gang has a Cawdor Zealot who is not in Recovery or Captured, the gang's player gains a Righteous Day Tactics Card to use in the battle in addition to any other Tactics Cards available to them. This benefit is gained even if the Cawdor Zealot is not part of the gang's Crew for the battle.
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.
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.
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.

Flamer
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
T
-
-
4
-1
1
5+
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-
3
-
1
4+
Chainsword (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits