Ratskin Spirit Warrior

Champion
150
M
WS
BS
 S 
 T 
W
I
A
5"
3+
4+
3
4
2
4+
3
Ld
Cl
Wil
Int
6+
6+
6+
6+
Save
-

Skill Access

Primary: Combat, Cunning, Ferocity

Secondary: Agility, Brawn, Shooting

Starting: Ratskin Spirit Warriors start with 1 skill chosen from their Primary skill sets

Equipment

Access: May purchase any Equipment from the Ratskin Spirit Warrior Equipment List.

Special

Ratskins Spirit Warrior: This fighter is a Ratskins Spirit Warrior; any game effect referring to Ratskins or Champions is applicable to them. This fighter may be equipped from the Ratskins Spirit Warrior 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.
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.

Ratskin Spirit Warrior Skill List

When a Ratskin Spirit Warrior would choose a Primary Skill, they may instead choose one of the following Ratskin Spirit Warrior 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.
Bushwacker: When this fighter could make a Charge action they may instead pick an enemy fighter within their vision arc and line of sight as their target and make the following action:
Bushwacking Charge (Double): The fighter attempts to move into base contact with their target and no other enemy fighters. The maximum distance the fighter may move as part of this action is double their current Movement characteristic.
If the fighter fails to move into base contact with their target and no other enemy fighter, they must end their movement at least 1'' away from all enemy fighters. Otherwise, resolve the following:
  • Target is Seriously Injured: this fighter makes a free Coup de Grace (Simple) action against the target.
  • Target is Pinned: the target stands up and becomes Engaged (as normal), but this fighter's controlling player determines the target's facing, then this fighter may make a free Fight (Basic) action against the target.
  • Target is Standing: this fighter may make a free Fight (Basic) action against the target.
If the fighter does take a free Fight (Basic) action against their target as part of this charge, all attacks they make to which the Backstab trait applies gain +1 to hit.
Berserker: Pick target w/i vision arc for Charge to Double Move & auto-pass any Cool, or Willpower tests to complete Charge.
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 Spirit Warrior Equipment List

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