Warp Witch
50
M
WS
BS
 S 
 T 
W
I
A
5"
4+
5+
3
3
2
3+
1
Ld
Cl
Wil
Int
8+
6+
6+
6+
Save
-

Special

Crew Selection: Regardless of the scenario, you must roll D6 for each Warp Witch on your gang's roster; if you roll a 1 or 6 for a Warp Witch that fighter must join your Crew for the 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.
Warp Wisdom: If a gang has one or more Warp Witches who are not in Recovery or Captured, the gang's player gains one Blessed Visions Tactics Card to use in the battle in addition to any other Tactics Cards available to them.
Witch Powers: This fighter has one or more Witch Powers. If this fighter is Active, Engaged, or Pinned they may take the following action:
Use Witch Power (Basic): This fighter may make a Willpower check. If the Willpower check is a double 6, the Witch is taken Out of Action; even if the fighter's Willpower check would automatically pass they must still roll to see if they get double 6's. If the Willpower check is passed and the fighter is not taken Out of Action, select one of the fighter's Witch powers. That power is now active until the Witch suffers a Wound or activates a different Witch Power.
Warp Power 1

When this fighter is added to the gang's roster, roll a D3 to determine the fighter's first Warp Power:

  1. Warp Visions
  2. Warp Strike
  3. Warp Fire
Warp Power 2

When this fighter is added to the gang's roster, roll a D3 to determine the fighter's second Warp Power:

  1. Warp Fortune
  2. Warp Levitation
  3. Warp Shield
Warp Eyes

This fighter can 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. Unaffected by smoke or low-light, +1 vs blinding.

Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-