Ratskins Shaman

Shaman
175
M
WS
BS
 S 
 T 
W
I
A
5"
3+
4+
3
4
3
4+
2
Ld
Cl
Wil
Int
8+
5+
5+
6+
Save
-

Skill Access

Primary: Brawn, Combat, Cunning, Ferocity

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

Equipment

Access: May purchase any Equipment from the Ratskin Shaman Equipment List.

Special

Ratskins Shaman: This fighter is a Ratskins Shaman; any game effect referring to Ratskins or Shamans is applicable to them. This fighter may be equipped from the Ratskins Shaman Equipment List, uses the Survivor Critical Injury table, and uses the Ratskin Characteristic Maxima.
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.

Spirit Powers

Favor of the Hive Spirits: If the Shaman is in your Crew, at the beginning of the Deploy step of the Pre-Battle Sequence you may choose one of the following spirit favors for the Shaman to benefit from in this battle:

  • Blessed: Once per battle, the Shaman or a friendly fighter within 6'' of the Shaman may activate and take their action(s) before an opponent with priority activates one of their fighters.
  • Empowered: Once per battle, the Shaman or a friendly fighter within 6'' of the Shaman may change a 1 that they have rolled to a 6.
  • Protected: Once per battle, the Shaman or a friendly fighter within 6'' of the Shaman may cause a single attack to miss after it has been rolled and resolved.
  • Forewarned: The Shaman has a 360° vision arc for the remainder of the battle; additionally if the Shaman is a sentry they automatically detect hidden enemies within 12''.
  • Favored: Once per battle if Lasting Injury roll(s) would be made for one of the gang's fighters (including the Shaman), no roll(s) are made, and it is treated as an Out Cold result instead.
  • Guided: At the end of the battle during the Receive Rewards step of the Post-Battle Sequence, if the Shaman is not dead they gain 2 additional XP.

Ratskin Shaman Skill List

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

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.
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.
Inspirational: Friendly fighters within 9'' and line of sight of this fighter may use this fighter's Leadership Characteristic when making a Cool or Willpower check (including Nerve tests).
Motivated: Once per activation, this fighter may take 1 additional action if they have at least 1 Wound remaining. If this fighter is still on the battlefield when that action ends they suffer 1 Wound; make an Injury roll for them if they are now at 0 Wounds.
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.
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.

Ratskin Shaman Equipment List

When creating a new gang or buying Common equipment during a Post Battle Sequence, a Ratskin Shaman 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