Ratskins Chief

Leader
200
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
3
4
3
3+
3
Ld
Cl
Wil
Int
5+
5+
5+
6+
Save
-

Skill Access

Primary: Cunning, Ferocity, Leadership

Secondary: Brawn, Combat, Shooting

Starting: Ratskins Chiefs start with 1 skill chosen from their Primary skill sets

Equipment

Access: May purchase any Equipment from the Ratskin Chief Equipment List, may be equipped with any Equipment from the gang's Stash.

Special

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.

Ratskin Chief Skill List

When a Ratskin Chief would choose a Primary Skill, they may instead choose one of the following Ratskin Chief Skills.

Bow Savant: This fighter gains +1 to hit with bows and crossbows. Additionally, all of this fighter's bow and crossbow weapon profiles gain the Potent trait.
Exfiltrate: If this fighter is Active or Pinned, they can make the following action:
Extract (Double): This fighter (along with anything they are carrying) is removed from the battlefield; no Lasting Injury roll is made for them and they will be available for the gang's next battle. This fighter is considered to be Out of Action, but in scenarios where gangs gain Victory Points based upon opposing gang fighters that are Out of Action, no Victory Points are gained from this fighter going Out of Action in this way. If this fighter carried an objective item off the battlefield, their gang claimed that item.
Exfiltrate: If Active or Pinned, may leave battlefield safely with carried items as a Double action.
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.
Low-crawler: This fighter treats both the Crawl (Double) action and the Crawl Through (Double) action as Simple rather than Double. Additionally, this fighter may make a free Stand Up action after making a Crawl or Crawl Through action if they are not Seriously Injured. Finally, there is a -1 penalty to Detect this fighter while they are Prone.
Scattershot Savant: This fighter gains +1 to hit with attacks that have the Scattershot trait. Additionally, when rolling the number of hits for the Scattershot trait this fighter may roll an extra dice and discard one before determining the result.
Resilient: When this fighter suffers a Lasting Injury, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Grievous Injury result.

Ratskin Chief Equipment List

When creating a new gang or buying Common equipment during a Post Battle Sequence, a Ratskin Chief may select from the following Equipment list.

Armor

5
Common
10
Common
5
Common

Weapons (CCWs)

10
Common
20
Common
15
Common
5
Common
15
Common
15
Common
15
Common
15
Common
5
Common
10
Common
25
Common
30
Common
20
Common
20
Common

Weapons (Pistols)

10
Common
10
Common
5
Common
10
Common
10
Common

Weapons (Basic)

15
Common
15 + ammo
Common

Ammunition is purchased for this weapon separately.

10
Common
5
Common
5
Common
15
Common
10
Common
15
Common
15
Common

Weapons (Specials)

75
Common
10
Common
25 + ammo
Common

Ammunition is purchased for this weapon separately.

5
Common
10
Common

Wargear

10
Common
10
Common
5
Common
10
Common
5
Common
10
Common
5
Common
5
Common