Ratskin Ghost Warrior
300
M
WS
BS
 S 
 T 
W
I
A
6"
2+
2+
4
4
3
3+
3
Ld
Cl
Wil
Int
7+
4+
4+
6+
Save
6+U*

Equipment

Starting: Fighting Harness, Hatchets, Fighting Knife, Club, Ratskin Hides, Blade Venom, Hive Spirit Ward. These items may not be moved from this fighter to the gang's Stash.

Special

Crew Selection: This fighter is always considered to be an available fighter for purposes of Crew selection if they are not Captured or in Recovery. However if one or more opposing gangs are also Ratskin gangs, no Ghost Warriors from any gang can participate in the battle.
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.
Ratskin: This fighter is a Ratskin; any game effect referring to Ratskins is applicable to them.
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.
Force of Will: If this fighter would suffer a Wound they may make a Willpower check. If the check is passed this fighter suffers a Flesh Wound instead of a Wound.
Hit and Run: After taking their attacks as part of a Charge action and before enemies take their Reaction attacks, this fighter may make a free Disengage action. If this fighter is still Standing after disengaging, they must immediately move up to D3+1'' in a direction of their choosing (the 1'' rule applies).
Escape Artist: If this fighter is Captured at the end of a battle, they slip away from their captors at the beginning of the Escaping Capture step of the Post-Battle Sequence. This fighter returns to their gang unharmed with all of their gear intact, and gains an additional D3 XP immediately (if able).
Armor: Fighting Harness

Modifiers have been applied directly to profile. The save provided is a 6+ unmodified save, but it is only usable against close combat attacks. Additionally, a fighter with a Fighting Harness gains a Parry in close combat.

Hatchets
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Chop
E
-
-
S
-1
1
-
Toss
Sx2
Sx3
-
-1
S
-1
1
4+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-
Club
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Smash
E
-
-
S
-
1
-
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.

Wargear: Hive Spirit Ward

Once per battle when this fighter would be hit by a melee or ranged attack, you may use this Hive Spirit Ward to 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

If this fighter is Active they may take 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.