Zealous Convert
50
M
WS
BS
 S 
 T 
W
I
A
5"
5+
5+
3
3
1
5+
1
Ld
Cl
Wil
Int
8+
5+
5+
8+
Save
-

Equipment

Starting: Makeshift Armor, Makeshift Weapon, Stub Pistol

Special

Crew Selection: If the gang's Leader is part of the Crew, this fighter may also be part of the Crew.
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.
Insane Zeal: If a gang has one or more Zealous Converts who are not in Recovery or Captured, the gang's player gains one Last Gasp Tactics Card to use in the battle in addition to any other Tactics Cards available to them.
Expendable: If this fighter is Seriously Injured or taken Out of Action, friendly fighters within 3'' do not have to make a Nerve test, unless they are also Expendable.
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.
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: Makeshift

When this fighter is targeted by close combat attacks, there is a -1 modifier to the hit roll.

Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-
3
-
1
4+
Makeshift Weapon
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Swing
E
-
-
S
-
1
-