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Necromunda (2017)Expand Necromunda (2017)

Hired Guns

Gang War

The following guidelines described what kinds of Hired Guns are generally available during a Gang War, though individual types of gangs may be restricted from hiring some or all of these types of Hired Guns. For instance, a Spyrers gang cannot have any Hired Guns, while a Ratskins gang has a very limited set of Hangers-On available to them and cannot hire other kinds of Hired Guns.


Hive Scum

Hive Scum are not available during a Gang War.


Mercs

Various highly competent and well equipped Mercs can be hired by some types of gangs. Mercs earn Experience and gain advancements as a Hero, but charge gangs that hire them an ongoing upkeep cost which can mount up over time. A Merc can also be promoted to become a Champion of a gang, if an available Champion slot is available.

Mercs Hiring

Mercs can be hired during the Buy Advancements and Recruit Hired Guns step of the Pre-Battle Sequence, and also during the Hire a Fighter step of the Post-Battle Sequence (for the sake of convenience) by paying credits equal to the cost of any gear the Merc is equipped with, plus the cost of any Advancements they have. A gang allowed by their Gang Composition rules to hire Mercs may hire as many as they can afford, but count as Heroes. As most gang types have Gang Composition restrictions there is generally a natural limit on how many Mercs a gang can have on their roster at any given time.

Mercs may be equipped with Common items and up to one Rare Item from the Trading Post when first introduced to a Campaign, and this starting gear cannot later be changed. Mercs cannot have Limited items or one-use items such as Filter Plugs. Mercs may not be equipped from a gang's own House Equipment list, they may not be equipped with gear from a gang's Stash, and their gear cannot be removed from them and put into a gang's Stash unless they die (in which case the normal rules for recovering a dead fighter's equipment are observed).

Mercs Fighter Profile

Provided below is the base fighter profile for a Merc.

Merc
Cost & Rating: 0
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
2
4+
2
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
-

Skill Access

Starting: Two Primary and two Secondary Skill Categories may be chosen for this Merc when they are first added to a Campaign; additionally one skill is chosen at this time from any Skill Category and cannot be changed later.

Equipment

Starting: When created, this Merc may be equipped with items from the Trading Post at full cost. They may be armed with any weapon their model is carrying. Mercs cannot have Limited items or one-use items. The items selected will be the Merc's permanent equipment load out and cannot be changed later, unless they are hired onto a gang permanently as a Champion.

Mercs Origins

When a Merc fighter is written up for the first time, it is permitted for the creator of the Merc to declare that the Merc is a former member of one of the six Houses, one of the Noble Houses, a Ratskin, a Squat, a Beastman, an Ash Waste Nomad, a Cog, or a Deathworlder. Such Mercs can be equipped with gear from their respective origin instead of or in addition to the Trading Post and such gear is considered to be Common for them; for instance a Delaque Merc can take gear from the Delaque gear list.

Mercs Skills

When a Merc is first introduced to a campaign two Primary and two Secondary Skill Categories are chosen for them; additionally one Skill is chosen at this time from any Skill Category (including Elite Skills). These selections cannot be changed later.

A Merc who has the Fixer skill is able to take any Post-Battle Actions as if they were a Champion in the gang. A Merc who has the Savvy Trader skill is able to take the Seek Rare Item and Seek Buyer Post-Battle Actions. A Merc who has the Commanding Presence skill gains Group Activation (1) with a radius of 4''.

Mercs Experience

Mercs gain and spend Experience in the same ways as a Champion.

Mercs Post-Battle Sequence

Mercs are subject to Lasting Injuries, and they can be Captured. If a Captured Merc is not rescued the capturing gang has the option to add the Merc to their own roster by paying half the Merc's normal hiring cost, if that type of gang is allowed to hire Mercs; if this option is taken the Merc is removed from the original gang's roster (reducing their Gang Rating) and added to the new gang's roster (increasing their Gang Rating).

Mercs Upkeep

At the end of a battle a Merc participated in, during the Merc Upkeep step of the Post-Battle Sequence each Merc who participated in the battle demands an upkeep payment of 10 credits plus 1D3 x 5 additional credits (roll for each Merc separately). If a Merc's upkeep is paid the Merc remains on the gang's roster.

If a Merc's upkeep is not paid the Merc is retired from the gang; the Merc will be deleted from the gang's roster during the Delete Retiring Fighters step of the Post-Battle Sequence (and they take their gear with them). If the gang wants the departing Merc to fight for them in a later battle, the Merc's hiring cost will have to be paid once again.

Mercs are comparable to Champions in most regards and offer a good value for their credits initially, but start to become a credit drain if retained for more than a few battles. However if a gang wants to retain a Merc's services permanently and has a Champion slot open, it is allowed to promote the Merc to become a Champion.

Mercs Pool

In campaign mode an Arbitrator can decide to set up a pool of named Mercs available during a given Turf War. If this option is taken the Arbitrator prepares fighter cards for available Mercs and makes them and the models representing the Mercs available to the players. Any player who wants to introduce a custom Merc of their own should coordinate with the Arbitrator. It is recommended to have at least a few Mercs available in the pool at all times; to facilitate this the Arbitrator may need to re-stock the pool with new Mercs if their ranks get thinned out too much.

Using this option when a Merc is hired by a gang they are removed from the Merc pool; when a Merc is retired from a gang they return to the Merc pool and become available to be hired again. Mercs keep their current Characteristic Profile, XP, and Advancements when they return to the Merc Pool.

The Arbitrator has the prerogative to make some individualized Mercs with variant profiles, advancements, and / or interesting gear picks, but other players should have the opportunity to hire such individuals before the Arbitrator themselves is allowed to do so with their own gang.

Seeej Sprawl Smash Mercs Pool

The following is an example of a Mercs Pool from a long running Gang War campaign.

Name
Type
Cost/Rating
Battles
Xp
Next
Adv
Rec
Hired By
Merc
380
9
33
36
6
Merc
410/415
6
10
18
3
Merc
305
9
25
30
5
Merc
255
9
16
23
3
Merc
205
7
20
23
4
Acme Inc
Merc
240
0
0
5
0
Merc
230
0
0
5
0
Merc
245
5
17
20
4
Merc
240
0
0
5
0
Xor
Merc
185/195
0
0
0
1
Merc
185
1
5
10
1
Merc
185
1
5
10
1
Merc
160
7
23
24
3
Acme Inc
Merc
120/155
3
5
10
1
Furiosos
Merc
170/180
4
11
15
3
Merc
110
2
3
5
0
Merc
75
2
3
5
0
Niv
Merc
65
2
2
5
1
Kip
Merc
60
0
0
5
0

Sharif

Merc
Cost & Rating: 380
XP: 33
Advances: 6
M
WS
BS
 S 
 T 
W
I
A
5"
2+
2+
4
4
3
2+
3
Ld
Cl
Wil
Int
6+
6+
6+
5+
Save
4+

New Skills: 1, WS: +1, BS: +1, I: +1, Ld: +1, Cl: +1, Wil: +1, Int: +1

Ash Waste Nomad: This fighter is a Ash Waste Nomad; any game effect referring to Ash Waste Nomads is applicable to them. This fighter uses the Survivor Critical Injury table and the Deathworlder Characteristics Maxima, may be equipped from the Ash Waste Nomad Equipment List, and when they would choose a Primary Skill they may instead choose a Ash Waste Nomad Skill.
Fearsome: If an enemy attempts to Engage this fighter, they must make a Willpower check. If the check is failed they stop 1'' away from this fighter, cannot Engage, and their activation ends immediately.Enemies must succeed on Willpower check to Engage this fighter, ending their activation on failure.
Resilient: This fighter treats a Grievous Injury as Out Cold, and a Permanent Injury as a Grievous Injury. This skill does not apply to a Critical Injury.
Armor: Mesh

Modifiers have been applied directly to profile.

Wargear: Armored Undersuit: Modifiers have been applied directly to profile.

Plasma Pistol (Master Crafted)

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
-0
5
-1
2
5+

Power Sword

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slash
-
E
-0
-0
S+1
-2
1
-

Power Knife

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Puncture
-
E
-0
-0
S
-2
1
-
Wargear: Photo-goggles

This fighter can attack through smoke clouds and is unaffected by low-light conditions. Additionally, this fighter adds 1 to the result of any check to resist being blinded. A fighter with photo-goggles gains no benefit from using similar items, or weapon sights of any kind. Unaffected by smoke or low-light, +1 vs blinding.

Grenade: Plasma

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-SIZZLE
-
Sx3
-0
-0
5
-1
2
6+

Diana

Merc
Cost: 410 / Rating: 415
XP: 10
Advances: 3
M
WS
BS
 S 
 T 
W
I
A
6"
2+
3+
3
3
2
2+
2
Ld
Cl
Wil
Int
7+
5+
7+
6+
Save
5+

New Skills: 1, Eye Injury: 1, Bionic Eyes: 1, Head Injury: 1, Bionic Cogitators: 1, Hobbled: 1, Skull Chip, WS: +2

Escher Merc: This fighter is a Escher Merc; any game effect referring to Eschers or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Escher Matriarch Equipment List, and uses the Normal Human Characteristics Maxima.
Step Aside: If this fighter is hit in close combat or in response to taking the Disengage action, they may attempt an Initiative check to cancel the hit on success. This skill may be used up to once during this fighter's own activation, and up to once per opposing fighter's activation.1/activation (self and enemies) if hit in HtH or while Disengaging, succeed on Initiative check to cancel hit.
Dodge: If this fighter is not Seriously Injured and would be hit (even an auto-hit such as by a Template or Blast marker), you may roll a D6. If a 6 is rolled this fighter is not hit and the attack has no effect on this fighter.
Armor: Mesh

Modifiers have been applied directly to profile.

Autopistol (Master Crafted)

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
6''
18''
+1
-0
3
-0
1
4+

Ammo Drum (Autopistol / Autogun / Assault Rifle): When rolling to hit with a weapon that has this attachment, add one additional hit to the total rolled on the Firepower dice. This is not combinable with similar items or effects.

Ammo Drum: +1 Firepower die hit.

Shockwhip

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
2''
3''
-0
-0
4
-0
1
-
Melee
-
E
-0
-0
4
-0
1
-
Bionics: Bionic Cogitator

Modifiers have been applied directly to profile.

Bionics: Skullchip

Modifiers have been applied directly to profile.

Bionics: Bionic Eye

Modifiers have been applied directly to profile.

Improved Optics: A fighter with at least one bionic eye can see and attack through smoke clouds and is unaffected by low-light conditions. Additionally, the fighter adds 1 to the result of any check to resist being blinded for each bionic eye they have. A fighter with one or more bionic eyes gains no benefit from using photo-goggles or similar items, or weapon sights of any kind.
Bionics: Steel Skull

This item may never be removed from the fighter it is attached to. The first time a fighter with a steel skull would be taken Out of Action in close combat and receives an Out Cold result, they are not taken Out of Action and remain in play. Additionally, this fighter cannot be the target of the Headbutt (Simple) Action. Finally, if this fighter is Engaged and is able to make a Melee attack, they can use the following action:

Headbutt (Basic): Select an Engaged enemy fighter. This fighter rolls a D6 and the chosen enemy fighter rolls a D3, then each fighter adds their modified Toughness to their results. If this fighter's result is higher, the enemy fighter cannot make Reaction attacks for the remainder of the current round. If this fighter's result is lower, their activation ends immediately. In the case of a tie, nothing happens and this fighter's activation resumes.

Grenade: Smoke Bombs

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-POOF
-
Sx3
-0
-0
0
-0
0
4+

Grenade: Plasma

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-SIZZLE
-
Sx3
-0
-0
5
-1
2
6+

Brok

Merc
Cost & Rating: 305
XP: 25
Advances: 5
M
WS
BS
 S 
 T 
W
I
A
6"
3+
2+
4
4
2
4+
2
Ld
Cl
Wil
Int
8+
6+
7+
8+
Save
/5+U

New Skills: 2, WS: +1, BS: +2

Deathworlder: This fighter is a Deathworlder, of a people adapted for survival in the worst of conditions over generations and as hardy as human beings can be. This fighter uses the Survivor Critical Injury table, and uses the Deathworlder Characteristic Maxima.
Gunfighter: When making the Shoot action using two different weapons with the Sidearm trait, this fighter does not suffer the standard -1 penalty to hit, and may target a different enemy with each weapon.
Bull Charge: When this fighter makes close combat attacks as part of a Charge action, any attacks they use that have the Melee trait also gain the Knockback trait and are resolved at +1 Strength.
Crushing Blow: When this fighter rolls a natural 6 to wound with an unarmed or melee attack, that attack gains +1 Damage and the Pulverize trait.
Robust: When this fighter makes a Recovery Test for themselves, they may reroll a single dice once before resolving the outcome. Additionally, if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Refractor Field

A Refractor Field grants a 5+ unmodified Field save. Additionally, low light conditions are cancelled within a 5'' radius of this fighter. However, this fighter can never be Hidden, and Sentries automatically spot this fighter and any other fighter within 5'' of them from up to 24'' away if within line of sight and vision arc. Effects that are concerned with targeting fighters that have a Burn marker on them can be applied to this fighter.

Dueling Laspistol (Master Crafted)

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
18''
+1
-0
3
-0
1
3+

Bolt Pistol (Master Crafted)

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolt
9''
18''
+1
-0
4
-1
2
4+

Fighting Knife

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
-
E
-0
+1
S
-0
1
-

Grenade: Frag

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-BOOM
-
Sx3
-0
-0
3
-0
1
4+

Elfred

Merc
Cost & Rating: 255
XP: 16
Advances: 3
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
3
2
4+
2
Ld
Cl
Wil
Int
8+
7+
8+
5+
Save
4+

New Skills: 3, Bionic Eyes: 1

Ash Waste Nomad: This fighter is a Ash Waste Nomad; any game effect referring to Ash Waste Nomads is applicable to them. This fighter uses the Survivor Critical Injury table and the Deathworlder Characteristics Maxima, may be equipped from the Ash Waste Nomad Equipment List, and when they would choose a Primary Skill they may instead choose a Ash Waste Nomad Skill.
Backstabber: All unarmed and melee attacks made by this fighter gain the Backstab trait; attacks that already have the trait add 2 to the attacker's Strength rather than 1 when the trait is applicable. Additionally, there is a -1 penalty to Detect this fighter.All your Unarmed & Melee attacks gain Backstab trait. +1 S on weapons that already have Backstab, when applicable. Other fighters have a -1 penalty to Detect you.
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).If Captured, escape with gear during Post-Battle Sequence, and gain +D3 XP.
Trick Shot: When making a ranged attack, this fighter gains +D3 to hit a target in Partial or Full cover.
Overwatch: While this fighter is Readied and able to make a Shoot action, if a non-Hidden enemy fighter within their line of sight and vision arc declares an action, this fighter may lose their Ready marker to interrupt and make a Shoot action targeting that enemy fighter. If the enemy fighter is Pinned or Seriously Injured by this attack, their activation ends immediately. Additionally, this fighter gains a +1 bonus to Detect enemy fighters.
Precision Shot: When this fighter makes a ranged attack, they may ignore the first -1 penalty to hit it would suffer from (if any), and may ignore the Stray Shots rules if that attack misses the target. This skill cannot be used with attacks that have the Blast, Burst, Scattershot, or Template traits.
Armor: Mesh

Modifiers have been applied directly to profile.

Wargear: Tactical Trenchcoat

Modifiers have been applied directly to profile. Additionally, there is a -1 penalty to Detect this fighter.

For example, if they are wearing Flak armor and an tactical trenchcoat, they would have a 5+ save, which would be increased to a 4+ save against blasts. If a fighter does not already have a save roll, a tactical trenchcoat grants a save of 6+.

Lasgun

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Hotshot
18''
32''
+1
-0
3
-1
1
3+

Needle Pistol (Master Crafted)

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
6''
12''
+2
-0
4
-1
1
5+

Power Knife

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Puncture
-
E
-0
-0
S
-2
1
-
Bionics: Bionic Eye

Modifiers have been applied directly to profile.

Improved Optics: A fighter with at least one bionic eye can see and attack through smoke clouds and is unaffected by low-light conditions. Additionally, the fighter adds 1 to the result of any check to resist being blinded for each bionic eye they have. A fighter with one or more bionic eyes gains no benefit from using photo-goggles or similar items, or weapon sights of any kind.
Wargear: Bio Scanner

This fighter gains a +1 bonus to Detect enemy fighters and is considered to have a 360 degree vision arc when doing so. Additionally, enemy fighters within 12'' are considered to be in the fighter's line of sight even if behind an obstruction, and this fighter is unaffected by any detection penalties due to the target being in cover.

Krusch

Merc
Cost & Rating: 205
XP: 20
Advances: 4
M
WS
BS
 S 
 T 
W
I
A
4"
2+
5+
4
5/6Un
3
6+
2
Ld
Cl
Wil
Int
8+
5+
7+
10+
Save
5+/4+

New Skills: 2, Skull Chip, M: +1, A: +1

Goliath Merc: This fighter is a Goliath Merc; any game effect referring to Goliaths or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Goliath Forge Boss Equipment List, and uses the Goliath Characteristics Maxima.
Burly: This fighter's unarmed attacks gain the Melee and Knockback traits. Additionally, this fighter gains +1 Strength when making the Carry Heavy and Exert actions and when resisting being involuntarily moved (such as when they are the target of an attack with the Knockback or Drag traits). Other fighters gain +1 to Detect this fighter, and can target them regardless of Priority.
Iron Jaw: If this fighter would be taken Out of Action by a close combat attack with an Out Cold result, they may roll a D6 and add their current modified Toughness to the result; on a 8+ this fighter instead suffers a Flesh Wound and remains in play. Additionally, this fighter has +1 Toughness vs Unarmed attacks.
Iron Jaw: +1 Toughness vs Unarmed attacks, and if would be Out Cold via close combat stay in play on 7+ roll of (D6 + modified T).
Armor: Furnace Plates

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks that hit within the fighter's front arc.

Wargear: Armored Undersuit: Modifiers have been applied directly to profile.

Two-handed Power Hammer

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
THUNDER!
-
E
-0
-1
S+2
-3
3
-
Bionics: Skullchip

Modifiers have been applied directly to profile.

Bionics: Steel Skull

This item may never be removed from the fighter it is attached to. The first time a fighter with a steel skull would be taken Out of Action in close combat and receives an Out Cold result, they are not taken Out of Action and remain in play. Additionally, this fighter cannot be the target of the Headbutt (Simple) Action. Finally, if this fighter is Engaged and is able to make a Melee attack, they can use the following action:

Headbutt (Basic): Select an Engaged enemy fighter. This fighter rolls a D6 and the chosen enemy fighter rolls a D3, then each fighter adds their modified Toughness to their results. If this fighter's result is higher, the enemy fighter cannot make Reaction attacks for the remainder of the current round. If this fighter's result is lower, their activation ends immediately. In the case of a tie, nothing happens and this fighter's activation resumes.

Grenade: Frag

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-BOOM
-
Sx3
-0
-0
3
-0
1
4+

Grenade: Photon Flash

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
FLASH-BANG
-
Sx3
-0
-0
0
-0
0
5+

Hassad

Merc
Cost & Rating: 240
XP: 0
Advances: 0
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
3
4
2
4+
2
Ld
Cl
Wil
Int
6+
6+
6+
6+
Save
4+
Ash Waste Nomad: This fighter is a Ash Waste Nomad; any game effect referring to Ash Waste Nomads is applicable to them. This fighter uses the Survivor Critical Injury table and the Deathworlder Characteristics Maxima, may be equipped from the Ash Waste Nomad Equipment List, and when they would choose a Primary Skill they may instead choose a Ash Waste Nomad Skill.
Commanding Presence: This fighter can group activate one more fighter than they normally could. If this fighter does not already have a Group Activation ability, they gain the following:
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 4''.
Resilient: This fighter treats a Grievous Injury as Out Cold, and a Permanent Injury as a Grievous Injury. This skill does not apply to a Critical Injury.
Armor: Mesh

Modifiers have been applied directly to profile.

Wargear: Armored Undersuit: Modifiers have been applied directly to profile.

Bolter (Locke Pattern)

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolt
12''
24''
+1
-0
4
-1
1
4+

Power Fist

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
-
E
-0
+1
S+2
-2
1
-

Fighting Knife

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
-
E
-0
+1
S
-0
1
-
Wargear: Photo-goggles

This fighter can attack through smoke clouds and is unaffected by low-light conditions. Additionally, this fighter adds 1 to the result of any check to resist being blinded. A fighter with photo-goggles gains no benefit from using similar items, or weapon sights of any kind. Unaffected by smoke or low-light, +1 vs blinding.

Hamed

Merc
Cost & Rating: 230
XP: 0
Advances: 0
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
3
2
3+
2
Ld
Cl
Wil
Int
8+
6+
8+
6+
Save
5+
Ash Waste Nomad: This fighter is a Ash Waste Nomad; any game effect referring to Ash Waste Nomads is applicable to them. This fighter uses the Survivor Critical Injury table and the Deathworlder Characteristics Maxima, may be equipped from the Ash Waste Nomad Equipment List, and when they would choose a Primary Skill they may instead choose a Ash Waste Nomad Skill.
Fast Shot: This fighter treats the Shoot action as Simple rather than Basic. This skill cannot be used with weapons that have the Unwieldy trait.
Demolitionist: When this fighter is set up onto the battlefield, add one Demolitionist item of your choice to their fighter card. Also, if a trap or bomb is triggered within 3'' of this fighter (including by opening caskets or interacting with scenario-specific objects that have traps placed on them or in them), roll a D6. On a 3+, the trap or bomb is disarmed and does not trigger.
Armor: Mesh

Modifiers have been applied directly to profile.

Meltagun

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+1
-0
8
-4
3
4+

Good Luck Charm (Any weapon): Once per battle you may re-roll a failed hit roll or a failed wound roll made for an attack using the attached weapon; the re-rolled result must be taken.

Fighting Knife

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
-
E
-0
+1
S
-0
1
-

Grenade: Krak

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KRA-KOW
-
Sx3
-0
-1
6
-2
D3
4+

Cielos

Merc
Cost & Rating: 245
XP: 17
Advances: 4
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
3
4
2
4+
2
Ld
Cl
Wil
Int
7+
6+
6+
7+
Save
-

New Skills: 2, Head Injury: 1, Bionic Cogitators: 1, BS: +1, Cl: +1, Wil: +1

Orlock Merc: This fighter is a Orlock Merc; any game effect referring to Orlocks or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Orlock Road Sargeant Equipment List, and uses the Normal Human Characteristics Maxima.
Hip Shooting: When this fighter makes the Shoot action with a profile that does not have the Unwieldy trait, they may make a Standard Move before or after they attack.
Marksman: When making a Shoot action, this fighter is not affected by target Priority and may Check the Range before selecting their target(s). Additionally, the Armor Penetration of ranged attacks made by this fighter is increased by 1 step. For instance, no AP becomes AP -1, AP -1 becomes AP -2, and so on. This skill cannot be used with weapons that have the Blast, Scattershot, or Template traits.

Meltagun

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+1
-0
8
-4
3
4+

Stub Pistol

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-0
3
-0
1
4+

Fighting Knife

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
-
E
-0
+1
S
-0
1
-
Bionics: Bionic Cogitator

Modifiers have been applied directly to profile.

Milgram

Merc
Cost & Rating: 240
XP: 0
Advances: 0
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
3
3
2
4+
2
Ld
Cl
Wil
Int
5+
5+
5+
5+
Save
5+
Orlock Merc: This fighter is a Orlock Merc; any game effect referring to Orlocks or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Orlock Road Sargeant Equipment List, and uses the Normal Human Characteristics Maxima.
Commanding Presence (1): this fighter may group activate with up to 1 fellow gang member within 4''.
Inspirational: When another friendly fighter within 12'' and line of sight of this fighter must make a Cool or Willpower check they gain a +1 bonus to the roll.
Tactician: When this fighter is set up onto the battlefield, the controlling player may recombine their Tactics Cards deck and discard pile (if any). They may then choose any one Tactics Card from their deck and add it to their hand. Finally, the controlling player reshuffles their Tactics Cards deck. Tactician: When fighter enters play: choose 1 Tactics Card from deck or discard & add to hand; reshuffle deck & discard.
Armor: Mesh

Modifiers have been applied directly to profile.

Autogun

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sabot
6''
24''
-1
+1
3
-1
1
3+

Extended Clip [Autogun]: This fighter adds +1 to Ammo checks made with the weapon this item is attached to. This is not combinable with similar items or effects.

Extended Clip: +1 to Ammo checks.
Bayonet [Autogun]

Bayonet [Autogun]: A bayonet is a knife, sword, or spike-shaped weapon designed to fit on the end of a rifle's muzzle, allowing it to be used as a spear. Such weapons are also usable unattached as an effective close combat weapon.

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Attached
-
E
-0
+1
S+1
-1
1
-
Unattached
-
E
-0
-0
S
-1
1
-

Dueling Laspistol (Master Crafted)

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
18''
+1
-0
3
-0
1
3+

Autopistol (Master Crafted)

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
6''
18''
+1
-0
3
-0
1
4+

Xor

Merc
Cost: 185 / Rating: 195
XP: 0
Advances: 1
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
3
2
4+
2
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
4+

New Skills: 1

Delaque Merc: This fighter is a Delaque Merc; any game effect referring to Delaques or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Delaque Cellchief Equipment List, and uses the Normal Human Characteristics Maxima.
Hip Shooting: When this fighter makes the Shoot action with a profile that does not have the Unwieldy trait, they may make a Standard Move before or after they attack.
Gunfighter: When making the Shoot action using two different weapons with the Sidearm trait, this fighter does not suffer the standard -1 penalty to hit, and may target a different enemy with each weapon.
Evade: While this fighter is not Seriously Injured, other fighters suffer a -1 penalty to Detect this fighter and a -1 penalty to hit this fighter with all attacks.
Evade: -1 penalty to hit or Detect this fighter while they are not Seriously Injured
Armor: Mesh

Modifiers have been applied directly to profile.

Wargear: Tactical Trenchcoat: Modifiers have been applied directly to profile. Additionally, there is a -1 penalty to Detect this fighter.

For example, if they are wearing Flak armor and an tactical trenchcoat, they would have a 5+ save, which would be increased to a 4+ save against blasts. If a fighter does not already have a save roll, a tactical trenchcoat grants a save of 6+.

Bolt Pistol (Locke Pattern)

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolt
6''
12''
+1
+1
4
-1
1
4+

Targeter [Bolt Pistol]: Modifiers have been applied directly to profile.

Targeter: (Modifiers have been applied directly to profile.)

Speed Loader [Bolt Pistol]: When the fighter using the weapon this item is attached to is activated, if the weapon has a weapon profile that is Out of Ammo and the ammo type is not Scarce or Limited, the fighter may make a free Reload (Simple) action.

Speed Loader: May take free Reload (Simple) action when activated.

Bolt Pistol (Locke Pattern)

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolt
6''
12''
+1
+1
4
-1
1
4+

Targeter [Bolt Pistol]: Modifiers have been applied directly to profile.

Targeter: (Modifiers have been applied directly to profile.)

Speed Loader [Bolt Pistol]: When the fighter using the weapon this item is attached to is activated, if the weapon has a weapon profile that is Out of Ammo and the ammo type is not Scarce or Limited, the fighter may make a free Reload (Simple) action.

Speed Loader: May take free Reload (Simple) action when activated.

Knife

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shiv
-
E
-0
-0
S
-0
1
-

Frik

Merc
Cost & Rating: 185
XP: 5
Advances: 1
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
3
3
2
4+
2
Ld
Cl
Wil
Int
8+
5+
5+
8+
Save
4+

BS: +1

Cawdor Merc: This fighter is a Cawdor Merc; any game effect referring to Cawdors or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Cawdor Deacon Equipment List, and uses the Normal Human Characteristics Maxima.
Twinned Availability: Frik can only be hired by a gang if his brother Frak is also hired. Frik is only available for a battle if his brother Frak is also available. If Frik is selected to join a crew and his brother Frak is not, Frik will not participate in the battle. If Frak is killed, Frik retires in the following Post-Battle Sequence, taking all of his own gear and his brother's gear with him.
Sychronized Twinning: Frik may Group Activate with unlimited range, but may only choose his brother Frak to join his group.
Backstabber: All unarmed and melee attacks made by this fighter gain the Backstab trait; attacks that already have the trait add 2 to the attacker's Strength rather than 1 when the trait is applicable. Additionally, there is a -1 penalty to Detect this fighter.All your Unarmed & Melee attacks gain Backstab trait. +1 S on weapons that already have Backstab, when applicable. Other fighters have a -1 penalty to Detect you.
Infiltrate: This fighter may Infiltrate. By default, at the end of the Deploy step of the Pre-Battle Sequence and in priority order the controlling player may set this fighter up on the battlefield anywhere that is not within the line of sight of enemy fighters and is also at least 6'' away from all enemy fighters. However, some scenarios provide alternative instructions. Infiltrate: This fighter may Infiltrate, if scenario permits.
Fearsome: If an enemy attempts to Engage this fighter, they must make a Willpower check. If the check is failed they stop 1'' away from this fighter, cannot Engage, and their activation ends immediately.Enemies must succeed on Willpower check to Engage this fighter, ending their activation on failure.
Armor: Mesh

Modifiers have been applied directly to profile.

Wargear: Tactical Trenchcoat: Modifiers have been applied directly to profile. Additionally, there is a -1 penalty to Detect this fighter.

Autogun

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
8''
24''
+1
-0
3
-0
1
4+

Extended Clip [Autogun]: This fighter adds +1 to Ammo checks made with the weapon this item is attached to. This is not combinable with similar items or effects.

Extended Clip: +1 to Ammo checks.

Speed Loader [Autogun]: When the fighter using the weapon this item is attached to is activated, if the weapon has a weapon profile that is Out of Ammo and the ammo type is not Scarce or Limited, the fighter may make a free Reload (Simple) action.

Speed Loader: May take free Reload (Simple) action when activated.

Good Luck Charm [Autogun]: Once per battle you may re-roll a failed hit roll or a failed wound roll made for an attack using the attached weapon; the re-rolled result must be taken.

Needle Pistol

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
4''
9''
+2
-0
4
-1
1
5+

Fighting Knife

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
-
E
-0
+1
S
-0
1
-
Wargear: Scary Mask

Any Cool or Willpower checks made by enemy fighters within 4'' and in line of sight of the fighter wearing this mask suffer a -1 penalty.

Wargear: Extra Ammo

When this fighter fails an Ammo check, the controlling player may delete this item from the fighter's card to resolve the Ammo check as if a 6 had been rolled. If Ammo check fails, may delete this item to change Ammo check result to a '6'.

Frak

Merc
Cost & Rating: 185
XP: 5
Advances: 1
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
3
3
2
4+
2
Ld
Cl
Wil
Int
8+
5+
5+
8+
Save
4+

BS: +1

Cawdor Merc: This fighter is a Cawdor Merc; any game effect referring to Cawdors or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Cawdor Deacon Equipment List, and uses the Normal Human Characteristics Maxima.
Twinned Availability: Frak can only be hired by a gang if his brother Frik is also hired. Frak is only available for a battle if his brother Frik is also available. If Frak is selected to join a crew and his brother Frik is not, Frak will not participate in the battle. If Frik is killed, Frak retires in the following Post-Battle Sequence, taking all of his own gear and his brother's gear with him.
Backstabber: All unarmed and melee attacks made by this fighter gain the Backstab trait; attacks that already have the trait add 2 to the attacker's Strength rather than 1 when the trait is applicable. Additionally, there is a -1 penalty to Detect this fighter.All your Unarmed & Melee attacks gain Backstab trait. +1 S on weapons that already have Backstab, when applicable. Other fighters have a -1 penalty to Detect you.
Infiltrate: This fighter may Infiltrate. By default, at the end of the Deploy step of the Pre-Battle Sequence and in priority order the controlling player may set this fighter up on the battlefield anywhere that is not within the line of sight of enemy fighters and is also at least 6'' away from all enemy fighters. However, some scenarios provide alternative instructions. Infiltrate: This fighter may Infiltrate, if scenario permits.
Fearsome: If an enemy attempts to Engage this fighter, they must make a Willpower check. If the check is failed they stop 1'' away from this fighter, cannot Engage, and their activation ends immediately.Enemies must succeed on Willpower check to Engage this fighter, ending their activation on failure.
Armor: Mesh

Modifiers have been applied directly to profile.

Wargear: Tactical Trenchcoat: Modifiers have been applied directly to profile. Additionally, there is a -1 penalty to Detect this fighter.

Shotgun [Executioner, Inferno, Scatter]

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Executioner
4''
16''
-1
+1
4
-2
D3
6+
Inferno
4''
16''
+1
-0
4
-1
2
5+
Scatter
4''
8''
+2
-0
2
-0
1
4+

Needle Pistol

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
4''
9''
+2
-0
4
-1
1
5+

Fighting Knife

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
-
E
-0
+1
S
-0
1
-
Wargear: Scary Mask

Any Cool or Willpower checks made by enemy fighters within 4'' and in line of sight of the fighter wearing this mask suffer a -1 penalty.

Fats

Merc
Cost & Rating: 160
XP: 23
Advances: 3
M
WS
BS
 S 
 T 
W
I
A
4"
4+
2+
3
4
2
5+
3
Ld
Cl
Wil
Int
8+
5+
8+
8+
Save
-

T: +1, W: +1, A: +1

Deathworlder: This fighter is a Deathworlder, of a people adapted for survival in the worst of conditions over generations and as hardy as human beings can be. This fighter uses the Survivor Critical Injury table, and uses the Deathworlder Characteristic Maxima.
Pistoleer: The following rules changes apply to this fighter when they are engaged in close combat while armed with one or more weapons that have Sidearm trait:
  • In the Determining Attack Dice step this fighter ignores the standard rule that only one Attack dice can be allocated to a Sidearm, and they gain the Dual Weapons additional dice if using two Sidearms.
  • In the Make the Hit Rolls step, when resolving an attack with a Sidearm this fighter may add that attack's Short Range Accuracy modifier to their hit rolls.
True Grit: Remove one dice before making an Injury roll for this fighter. If no dice remain, this fighter suffers a Flesh Wound.
True Grit: Injury roll vs this fighter: roll 1 fewer dice; Flesh Wound if 0 remain.

Plasma Pistol (Master Crafted)

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
-0
5
-1
2
5+

Speed Loader [Plasma Pistol (Master Crafted)]: When the fighter using the weapon this item is attached to is activated, if the weapon has a weapon profile that is Out of Ammo and the ammo type is not Scarce or Limited, the fighter may make a free Reload (Simple) action.

Speed Loader: May take free Reload (Simple) action when activated.

Stub Pistol

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-0
3
-0
1
4+

Power Knife

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Puncture
-
E
-0
-0
S
-2
1
-
Wargear: Photo-goggles

This fighter can attack through smoke clouds and is unaffected by low-light conditions. Additionally, this fighter adds 1 to the result of any check to resist being blinded. A fighter with photo-goggles gains no benefit from using similar items, or weapon sights of any kind. Unaffected by smoke or low-light, +1 vs blinding.

Vanyar

Merc
Cost: 120 / Rating: 155
XP: 5
Advances: 1
M
WS
BS
 S 
 T 
W
I
A
5"
4+
2+
3
2
2
4+
2
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
5+

New Skills: 1

Van Saar Merc: This fighter is a Van Saar Merc; any game effect referring to Van Saars or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Van Saar Augmek Equipment List, and uses the Van Saar Characteristics Maxima.
Ballistics Expert: During the Declare the Shot step of the Shooting Sequence, when this fighter selects a weapon profile that has a Short and Long Range, it temporarily gains +3'' Short Range and +6'' Long Range while the attack is resolved.
Marksman: When making a Shoot action, this fighter is not affected by target Priority and may Check the Range before selecting their target(s). Additionally, the Armor Penetration of ranged attacks made by this fighter is increased by 1 step. For instance, no AP becomes AP -1, AP -1 becomes AP -2, and so on. This skill cannot be used with weapons that have the Blast, Scattershot, or Template traits.
Trick Shot: When making a ranged attack, this fighter gains +D3 to hit a target in Partial or Full cover.
Armor: Mesh

Modifiers have been applied directly to profile.

Wargear: Armored Body Glove: Modifiers have been applied directly to profile. Additionally if a fighter with an armored body glove is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 2 for the purposes of rolls to determine whether they are affected.

Autogun

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sabot
6''
24''
-1
+1
3
-1
1
3+
Ammo Drum [Autogun]

Ammo Drum [Autogun]: When rolling to hit with a weapon that has this attachment, add one additional hit to the total rolled on the Firepower dice. This is not combinable with similar items or effects.

Ammo Drum: +1 Firepower die hit.

Autopistol

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sabot
3''
12''
-1
+1
3
-1
1
3+

Fighting Knife

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
-
E
-0
+1
S
-0
1
-

Shotgun Jonny

Merc
Cost: 170 / Rating: 180
XP: 11
Advances: 3
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
4
2
4+
2
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
5+

New Skills: 1, BS: +1, T: +1

Orlock Merc: This fighter is a Orlock Merc; any game effect referring to Orlocks or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Orlock Road Sargeant Equipment List, and uses the Normal Human Characteristics Maxima.
Hip Shooting: When this fighter makes the Shoot action with a profile that does not have the Unwieldy trait, they may make a Standard Move before or after they attack.
Armor: Mesh

Modifiers have been applied directly to profile.

Shotgun [Acid, Inferno, Solid]

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Acid
4''
16''
+1
-0
3
-1
1
4+
Inferno
4''
16''
+1
-0
4
-1
2
5+
Solid
8''
16''
+1
-0
4
-0
2
4+

Stub Pistol

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-0
3
-0
1
4+
Speed Loader [Stub Pistol]

Speed Loader [Stub Pistol]: When the fighter using the weapon this item is attached to is activated, if the weapon has a weapon profile that is Out of Ammo and the ammo type is not Scarce or Limited, the fighter may make a free Reload (Simple) action.

Speed Loader: May take free Reload (Simple) action when activated.

Fighting Knife

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
-
E
-0
+1
S
-0
1
-

Grenade: Frag

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-BOOM
-
Sx3
-0
-0
3
-0
1
4+

Hasid

Merc
Cost & Rating: 110
XP: 3
Advances: 0
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
2
3+
2
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
5+
Ash Waste Nomad: This fighter is a Ash Waste Nomad; any game effect referring to Ash Waste Nomads is applicable to them. This fighter uses the Survivor Critical Injury table and the Deathworlder Characteristics Maxima, may be equipped from the Ash Waste Nomad Equipment List, and when they would choose a Primary Skill they may instead choose a Ash Waste Nomad Skill.
Medicae: During the End Phase immediately before Recovery Tests are made, if this fighter is Active they may make a Standard Move or if they are Pinned they may make a Half Move towards a Seriously Injured friendly fighter. When this fighter assists a friendly fighter who is making a Recovery test this skill allows a single Out of Action dice result to be rerolled.
Armor: Mesh

Modifiers have been applied directly to profile.

Lasgun

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
18''
24''
+1
-0
3
-0
1
2+

Needle Pistol

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
4''
9''
+2
-0
4
-1
1
5+

Fighting Knife

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
-
E
-0
+1
S
-0
1
-
Wargear: Medicae Kit

When a fighter with a Medicae kit assists a friendly fighter's Recovery test, roll an extra injury dice then choose one to discard.

Nukem

Merc
Cost & Rating: 75
XP: 3
Advances: 0
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
3
2
4+
2
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
6+/5+
Hip Shooting: When this fighter makes the Shoot action with a profile that does not have the Unwieldy trait, they may make a Standard Move before or after they attack.
Gunfighter: When making the Shoot action using two different weapons with the Sidearm trait, this fighter does not suffer the standard -1 penalty to hit, and may target a different enemy with each weapon.
Armor: Flak

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks with the Blast or Blaze traits.

Laspistol

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
8''
12''
+1
-0
3
-0
1
2+

Autopistol

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+1
-0
3
-0
1
4+
Wargear: Shades

The fighter adds 1 to the result of any check to resist being blinded.

Wargear: Impressive Headgear

Once per round, an allied fighter within line of sight of this fighter may reroll a failed Cool or Willpower check.

Niv

Merc
Cost & Rating: 65
XP: 2
Advances: 1
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
2
4+
2
Ld
Cl
Wil
Int
8+
6+
8+
8+
Save
-

New Skills: 1

Orlock Merc: This fighter is a Orlock Merc; any game effect referring to Orlocks or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Orlock Road Sargeant Equipment List, and uses the Normal Human Characteristics Maxima.
Trick Shot: When making a ranged attack, this fighter gains +D3 to hit a target in Partial or Full cover.
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.

Lasgun

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Hotshot
18''
32''
+1
-0
3
-1
1
3+

Stub Pistol

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-0
3
-0
1
4+

Fighting Knife

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
-
E
-0
+1
S
-0
1
-

Kip

Merc
Cost & Rating: 60
XP: 0
Advances: 0
M
WS
BS
 S 
 T 
W
I
A
6"
4+
4+
3
3
2
4+
2
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
6+U*
Deathworlder: This fighter is a Deathworlder, of a people adapted for survival in the worst of conditions over generations and as hardy as human beings can be. This fighter uses the Survivor Critical Injury table, and uses the Deathworlder Characteristic Maxima.
True Grit: Remove one dice before making an Injury roll for this fighter. If no dice remain, this fighter suffers a Flesh Wound.
True Grit: Injury roll vs this fighter: roll 1 fewer dice; Flesh Wound if 0 remain.
Sprinter: When this fighter moves as part of a Double action they can move up to an additional D3+1'', and ranged attacks against them suffer a -1 penalty to hit until their next activation.
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.

Autopistol

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+1
-0
3
-0
1
4+

Extended Clip [Autopistol]: This fighter adds +1 to Ammo checks made with the weapon this item is attached to. This is not combinable with similar items or effects.

Extended Clip: +1 to Ammo checks.

Fighting Knife

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
-
E
-0
+1
S
-0
1
-

Bounty Hunters

Bounty Hunters are very powerful and intimidating figures who literally hunt down gang fighters who have Guild bounties on their heads. But while they can boost a gang's effectiveness, bad things happen if a Bounty Hunter doesn't have at least a captive or body to turn in to the Guilder by the end of a battle.

If the Bounty Hunter Hiring Conditions described below are met, a single Bounty Hunter may be hired for a battle in the Choose Crews step of the Pre-Battle Sequence.

Bounty Hunter Hiring Conditions

  • the opposing gang has a fighter participating in the battle who has a Bounty on their head
  • your gang does not have any fighters on its roster who have a Bounty on their head
  • your gang has at least 5 Reputation

A gang does not spend credits to hire a Bounty Hunter but a Bounty Hunter increases the Gang Rating by 400 points.

Bounty Hunters gain an additional action each activation (usually three actions rather than two).

If a Bounty Hunter is put Out of Action by injury roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. Bounty Hunters do not gain Experience Points and cannot gain Advancements. If they die and were put Out of Action by injury, the attacker gains 3 XP immediately.

When an opposing fighter who has a Bounty on them goes Out of Action while within 6" of a Bounty Hunter, the controlling player may choose to have the Bounty Hunter take the opposing fighter Captive instead of making a Lasting Injury roll. If they do so, the Bounty Hunter drags their captive away and is removed from play. In a multiplayer battle with three or more gangs, if there are two or more Bounty Hunters on rival gangs who are within 6" and want to use this ability they interfere with each other and none of them can use the ability.

Bounty Hunters depart in the Wrap Up step of the Post-Battle Sequence, taking all of their gear with them. If any opposing fighters who have a Bounty on their head died or were Captured during the battle, the Bounty Hunter takes all of them in (dead or alive) for the prices on their head(s). Any Captured fighters who this happens to are removed from their gang's roster without opportunity for rescue (Skinblades, Guilder Posts, Escape Artist, and similar may still save them).

Bounty Hunters have three skills, which can be chosen from any skill category. However, skills that work in the Pre-Battle Sequence or the Post-Battle Sequence such as Connected, Fixer, and Savvy Trader are ineffectual as Bounty Hunters join and depart the gang before such skills would be relevant.

Bounty Hunters may be equipped with up to 250 credits worth of any items from any section of the Trading Post at no cost; these selections cannot be changed later. They may be armed with any weapon their model is carrying. Any Limited or one-use equipment a Bounty Hunter has resets and is available for each battle.

If no opposing fighters with a Bounty on their head died or got Captured during the battle, during the Wrap Up step of the Post-Battle Sequence the Bounty Hunter demands to be paid 50 plus 3D6 x 5 credits immediately. If the gang cannot pay the full amount or chooses not to pay, the gang loses 2D3 Reputation immediately.

Bounty Hunters Fighter Profiles

To represent the variety of Bounty Hunters, and to keep each one encountered a challenge, several different base Characteristics Profiles are provided. A given Bounty Hunter is based on one of the possible Characteristics Profiles and customized from there.

Stalker

Bounty Hunter
Cost & Rating: 0
M
WS
BS
 S 
 T 
W
I
A
6"
3+
3+
3
3
3
2+
3
Ld
Cl
Wil
Int
8+
6+
8+
7+
Save
-

Skiptracer

Bounty Hunter
Cost & Rating: 0
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
3
3
3
3+
2
Ld
Cl
Wil
Int
8+
3+
6+
3+
Save
-

Shamus

Bounty Hunter
Cost & Rating: 0
M
WS
BS
 S 
 T 
W
I
A
4"
2+
3+
4
4
3
4+
3
Ld
Cl
Wil
Int
8+
5+
7+
7+
Save
-

Regardless of which Characteristics Profile is chosen, all Bounty Hunters have the following Special rules.

Crew Rating Increase: This Bounty Hunter increases the Crew Rating of the gang they are fighting for by 400 points, rather than by their hiring cost of 0 credits.
Unadvanceable: This Bounty Hunter cannot gain XP and cannot gain Advancements.
No Lasting Injury: This Bounty Hunter does not suffer Lasting Injury. If they are put Out of Action by injury roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. If they die and were put Out of Action by an attack, the attacker gains 3 XP immediately.
Skills: When this Bounty Hunter is added to a campaign three Skills are chosen for them from any category; these selections cannot be changed later.
Equipment: This Bounty Hunter may be equipped with up to 250 credits worth of any items from any section of the Trading Post at no cost; these selections cannot be changed later. They may be armed with any weapon their model is carrying. Any Limited or one-use equipment a Bounty Hunter has resets and is available for each battle.
Take Captive: When an opposing fighter who has a Bounty on them goes Out of Action while within 6'' of this Bounty Hunter, the controlling player may choose to have the Bounty Hunter Capture the opposing fighter instead of making a Lasting Injury roll. If they do so, the opposing fighter is Captured automatically, the Bounty Hunter drags their captive away, and both are removed from the battlefield. This ability may not be used if this Bounty Hunter is Seriously Injured.
Extra Action: When activated this Bounty Hunter has one additional action.

Bounty Hunters Pool

In campaign mode an Arbitrator can decide to set up a pool of named Bounty Hunters available during a given Turf War. If this option is taken the Arbitrator prepares fighter cards for a handful of available Bounty Hunters and makes the list and the models available to the players. Any player who wants to introduce a custom Bounty Hunter of their own should coordinate with the Arbitrator. It is recommended to have at least a couple of Bounty Hunters available in the pool at all times; to facilitate this the Arbitrator may need to re-stock the pool with new Bounty Hunters if one dies.

Using this option, when a Bounty Hunters is hired by a gang they are removed from the Bounty Hunters pool; after each battle in which they participate a Bounty Hunter returns to the Bounty Hunters pool and is available to be hired again.

The Arbitrator has the prerogative to make some "individualized" Bounty Hunters, but other players should have the opportunity to hire such individuals before the Arbitrator themselves is allowed to do so with their own gang. Bounty Hunters are meant to be scary, dangerous individuals. When an opposing gang employs a Bounty Hunter's services against a player, it should be a cause of worry. They should also be interesting, and "cool". To that end, Arbitrators are encouraged to come up with memorable Bounty Hunters for the Bounty Hunter Pool. However the Bounty Hunters in the Pool should be relatively balanced with each other; care should be taken to avoid making some very strong and others weak and ineffective.

Seeej Sprawl Smash Bounty Hunters Pool

An example of a Bounty Hunters Pool from a Gang War campaign is provided below.

Name
Type
Cost/Rating
Battles
Xp
Next
Adv
Rec
Hired By
Bounty Hunter
0
2
0
0
0
Bounty Hunter
0
1
0
0
0
Bounty Hunter
0
2
0
0
1
Bounty Hunter
0
0
0
0
0
Bounty Hunter
0
2
0
0
0

Gorn

Bounty Hunter
Cost & Rating: 0
M
WS
BS
 S 
 T 
W
I
A
6"
2+
3+
4
5
3
4+
3
Ld
Cl
Wil
Int
8+
5+
5+
7+
Save
4+

Bionic Eyes: 1

Special

Crew Rating Increase: This Bounty Hunter increases the Crew Rating of the gang they are fighting for by 500 points, rather than by their hiring cost of 0 credits.
Unadvanceable: This Bounty Hunter cannot gain XP and cannot gain Advancements.
No Lasting Injury: This Bounty Hunter does not suffer Lasting Injury. If they are put Out of Action by injury roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. If they die and were put Out of Action by an attack, the attacker gains 3 XP immediately.
Take Captive: When an opposing fighter who has a Bounty on them goes Out of Action while within 6'' of this Bounty Hunter, the controlling player may choose to have the Bounty Hunter Capture the opposing fighter instead of making a Lasting Injury roll. If they do so, the opposing fighter is Captured automatically, the Bounty Hunter drags their captive away, and both are removed from the battlefield. This ability may not be used if this Bounty Hunter is Seriously Injured.
Extra Action: When activated this Bounty Hunter has one additional action.
Beastman: This fighter is a Beastman; any game effect referring to Beastman is applicable to them.
Berserker: When this fighter declares a Charge action, they may choose an enemy fighter in their vision arc and line of sight as their target to gain +2'' Movement, +1 Attack, and +2 Willpower until the start of their next activation. If they do, this fighter must attempt to Engage and Fight the chosen target with their Charge.
Berserker: When Charging: pick target in vision arc / LoS. Must move towards / Engage target if possible. Until start of next activation: +2'' M, +1 A, +2 Wil.
Bull Charge: When this fighter makes close combat attacks as part of a Charge action, any attacks they use that have the Melee trait also gain the Knockback trait and are resolved at +1 Strength.
Fearsome: If an enemy attempts to Engage this fighter, they must make a Willpower check. If the check is failed they stop 1'' away from this fighter, cannot Engage, and their activation ends immediately.Enemies must succeed on Willpower check to Engage this fighter, ending their activation on failure.
Headbutt Mastery: This fighter treats the Headbutt action as Simple rather than Basic, and gains a +1 bonus on their check when making a Headbutt action.
Armor: Carapace

Modifiers have been applied directly to profile.

Combat Shotgun [Salvo, Seeker]

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Salvo
4''
12''
+1
-0
4
-0
2
4+
Seeker
6''
18''
+2
+1
3
-0
1
4+

Plasma Pistol (Master Crafted)

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
-0
5
-1
2
5+

Stub Pistol (Master Crafted)

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
9''
18''
+2
-0
4
-0
1
4+

Chainsword (Master Crafted)

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
BZZZ!
-
E
-0
+1
5
D3
1
-
Bionics: Bionic Eye

Modifiers have been applied directly to profile.

Improved Optics: A fighter with at least one bionic eye can see and attack through smoke clouds and is unaffected by low-light conditions. Additionally, the fighter adds 1 to the result of any check to resist being blinded for each bionic eye they have. A fighter with one or more bionic eyes gains no benefit from using photo-goggles or similar items, or weapon sights of any kind.

Grenade: Plasma

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-SIZZLE
-
Sx3
-0
-0
5
-1
2
6+

Targ

Bounty Hunter
Cost & Rating: 0
M
WS
BS
 S 
 T 
W
I
A
4"
2+
2+
4
4
3
4+
2
Ld
Cl
Wil
Int
8+
3+
6+
3+
Save
5+

Bionic Arms: 1, Bionic Eyes: 1, Bionic Legs: 1

Special

Crew Rating Increase: This Bounty Hunter increases the Crew Rating of the gang they are fighting for by 425 points, rather than by their hiring cost of 0 credits.
Unadvanceable: This Bounty Hunter cannot gain XP and cannot gain Advancements.
No Lasting Injury: This Bounty Hunter does not suffer Lasting Injury. If they are put Out of Action by injury roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. If they die and were put Out of Action by an attack, the attacker gains 3 XP immediately.
Take Captive: When an opposing fighter who has a Bounty on them goes Out of Action while within 6'' of this Bounty Hunter, the controlling player may choose to have the Bounty Hunter Capture the opposing fighter instead of making a Lasting Injury roll. If they do so, the opposing fighter is Captured automatically, the Bounty Hunter drags their captive away, and both are removed from the battlefield. This ability may not be used if this Bounty Hunter is Seriously Injured.
Extra Action: When activated this Bounty Hunter has one additional action.
Backstabber: All unarmed and melee attacks made by this fighter gain the Backstab trait; attacks that already have the trait add 2 to the attacker's Strength rather than 1 when the trait is applicable. Additionally, there is a -1 penalty to Detect this fighter.All your Unarmed & Melee attacks gain Backstab trait. +1 S on weapons that already have Backstab, when applicable. Other fighters have a -1 penalty to Detect you.
Evade: While this fighter is not Seriously Injured, other fighters suffer a -1 penalty to Detect this fighter and a -1 penalty to hit this fighter with all attacks.
Evade: -1 penalty to hit or Detect this fighter while they are not Seriously Injured
Infiltrate: This fighter may Infiltrate. By default, at the end of the Deploy step of the Pre-Battle Sequence and in priority order the controlling player may set this fighter up on the battlefield anywhere that is not within the line of sight of enemy fighters and is also at least 6'' away from all enemy fighters. However, some scenarios provide alternative instructions. Infiltrate: This fighter may Infiltrate, if scenario permits.
Armor: Mesh

Modifiers have been applied directly to profile.

Shotgun [Acid, Executioner]

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Acid
4''
16''
+1
-0
3
-1
1
4+
Executioner
4''
16''
-1
+1
4
-2
D3
6+

Fighting Knife

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
-
E
-0
+1
S
-0
1
-

Grenade: Smoke Bombs

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-POOF
-
Sx3
-0
-0
0
-0
0
4+
Bionics: Bionic Eye

Modifiers have been applied directly to profile.

Improved Optics: A fighter with at least one bionic eye can see and attack through smoke clouds and is unaffected by low-light conditions. Additionally, the fighter adds 1 to the result of any check to resist being blinded for each bionic eye they have. A fighter with one or more bionic eyes gains no benefit from using photo-goggles or similar items, or weapon sights of any kind.
Bionics: Bionic Arm

Modifiers have been applied directly to profile.

Metal Arm: A bionic arm is considered to be a S+1, -0 AP, 1 Damage close combat weapon with the Unarmed and Melee traits. Additionally, the fighter gains +1 Strength when throwing, or making the Carry Heavy or Exert actions.
Bionics: Bionic Leg

Modifiers have been applied directly to profile.

Bionic Kick (Double): You may select an enemy fighter Engaged with you to make an Initiative check; if this check is failed that fighter suffers a hit resolved as Strength 6 with Damage 2 and the Knockback trait. If you are Active and within 1'' of an object with at least 1 Wound you may hit the object with an attack resolved as Strength 6 with Damage 2.
Bionics: Steel Skull

This item may never be removed from the fighter it is attached to. The first time a fighter with a steel skull would be taken Out of Action in close combat and receives an Out Cold result, they are not taken Out of Action and remain in play. Additionally, this fighter cannot be the target of the Headbutt (Simple) Action. Finally, if this fighter is Engaged and is able to make a Melee attack, they can use the following action:

Headbutt (Basic): Select an Engaged enemy fighter. This fighter rolls a D6 and the chosen enemy fighter rolls a D3, then each fighter adds their modified Toughness to their results. If this fighter's result is higher, the enemy fighter cannot make Reaction attacks for the remainder of the current round. If this fighter's result is lower, their activation ends immediately. In the case of a tie, nothing happens and this fighter's activation resumes.
Wargear: Extra Ammo

When this fighter fails an Ammo check, the controlling player may delete this item from the fighter's card to resolve the Ammo check as if a 6 had been rolled. If Ammo check fails, may delete this item to change Ammo check result to a '6'.

Yola

Bounty Hunter
Cost & Rating: 0
M
WS
BS
 S 
 T 
W
I
A
6"
3+
3+
3
3
3
2+
3
Ld
Cl
Wil
Int
6+
6+
5+
6+
Save
6+

New Skills: 1

Special

Crew Rating Increase: This Bounty Hunter increases the Crew Rating of the gang they are fighting for by 400 points, rather than by their hiring cost of 0 credits.
Unadvanceable: This Bounty Hunter cannot gain XP and cannot gain Advancements.
No Lasting Injury: This Bounty Hunter does not suffer Lasting Injury. If they are put Out of Action by injury roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. If they die and were put Out of Action by an attack, the attacker gains 3 XP immediately.
Take Captive: When an opposing fighter who has a Bounty on them goes Out of Action while within 6'' of this Bounty Hunter, the controlling player may choose to have the Bounty Hunter Capture the opposing fighter instead of making a Lasting Injury roll. If they do so, the opposing fighter is Captured automatically, the Bounty Hunter drags their captive away, and both are removed from the battlefield. This ability may not be used if this Bounty Hunter is Seriously Injured.
Extra Action: When activated this Bounty Hunter has one additional action.
Escher Bounty Hunter: This fighter is a Escher Bounty Hunter; any game effect referring to Eschers or Bounty Hunters is applicable to them. This fighter may be equipped from the Trading Post or Escher Matriarch Equipment List, and uses the Normal Human Characteristics Maxima.
Escher Tactics: When this fighter joins your crew you may choose one Escher Tactics Card in addition to any other Tactics Cards available to you for the battle. If the chosen Tactics Card must be played on one of your fighters (such as Counter-Charge, Gas Trap, or Three-Point Landing), it must be played on Yola.
Counter-Charge: If this fighter is Active and Readied when a friendly fighter is Engaged by an enemy, they can lose their Ready marker to interrupt that enemy's action and Charge them. After this Charge, the enemy fighter resumes their action if they are able.
Combat Master: This fighter never suffers penalties to their hit rolls for interference, can always grant assists regardless of how many enemy fighters they are engaged with, and is considered to have a 360° vision arc in close combat. Additionally, this fighter gains a +1 bonus to Detect enemy fighters. 360° vision arc in close combat, immune to interference, always assists, +1 bonus to Detect enemy fighters.
Step Aside: If this fighter is hit in close combat or in response to taking the Disengage action, they may attempt an Initiative check to cancel the hit on success. This skill may be used up to once during this fighter's own activation, and up to once per opposing fighter's activation.1/activation (self and enemies) if hit in HtH or while Disengaging, succeed on Initiative check to cancel hit.
Dodge: If this fighter is not Seriously Injured and would be hit (even an auto-hit such as by a Template or Blast marker), you may roll a D6. If a 6 is rolled this fighter is not hit and the attack has no effect on this fighter.
Armor: Hazard Suit

Modifiers have been applied directly to profile. A Hazard Suit grants a 6+ save roll. Additionally, if a fighter wearing a Hazard Suit is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 2 for the purposes of rolls to determine whether they are affected.

Needle Pistol (Master Crafted)

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
6''
12''
+2
-0
4
-1
1
5+

Stiletto Knife

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Prick
-
E
-0
+1
S
-1
1
-
Digilasers

Digital lasers, aka 'digilasers' are an ancient weaponized gauntlet with small integrated las weapons. The lasers are only effective at very short range, but allow a fighter to obliterate an opponent in close combat range with an unexpected blast of energy. If the fighter is already Engaged when they are activated, they may take the following action:

Digilaser Blast (Basic): Select an enemy fighter you are Engaged with. That fighter must succeed on an Initiative check or suffer 5 hits resolved as Strength 2, no AP, and Damage 1.
Wargear: Chem-Synth

An Active or Engaged fighter with a chem-synth can make the following action:

Synthesize Poison (Simple): This fighter selects one of their weapon profiles with the Gas or Toxin trait; that weapon profile gains the Virulent trait (fighters have their Toughness reduced by 1 against attacks with the Virulent trait). The weapon profile loses the Virulent trait after a Close Combat exchange or Ranged attack using it is resolved.Select one of your Toxin or Gas weapon profile; fighters' are -1 T vs next attack with that weapon profile.
Wargear: Respirator

If a fighter with a respirator is hit by a weapon with the Gas trait, their Toughness is increased by 2 for the purposes of the roll to see whether they are affected.

Wargear: Photo-goggles

This fighter can attack through smoke clouds and is unaffected by low-light conditions. Additionally, this fighter adds 1 to the result of any check to resist being blinded. A fighter with photo-goggles gains no benefit from using similar items, or weapon sights of any kind. Unaffected by smoke or low-light, +1 vs blinding.

Wargear: AE stash

When an Active or Pinned fighter with an AE stash is activated, they may use their AE stash as a free action. Until the end of the round, the fighter adds 1 to the result of any hit rolls they make, and gains a +1 modifier to all characteristic checks they make. Additionally, if the fighter takes a Charge action they may make a Double Move instead of a Standard Move + D3". At the start of the End Phase roll a D6; on a 1 or 2 the fighter takes a Flesh Wound. If a fighter uses an AE stash during a battle, the AE stash is deleted from their fighter card when the battle ends. May use as a free action if Active or Pinned. Until end of round, +1 to hit rolls, +1 to characteristic checks, Double Move on Charge. At start of End Phase roll D6; on a 1 or 2 take a Flesh Wound. If used, delete at end of battle.

Wargear: Extra Ammo

When this fighter fails an Ammo check, the controlling player may delete this item from the fighter's card to resolve the Ammo check as if a 6 had been rolled. If Ammo check fails, may delete this item to change Ammo check result to a '6'.

Grenade: Choke Gas

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-CHOKE
-
Sx3
-0
-0
0
-0
0
6+

Grend

Bounty Hunter
Cost & Rating: 0
M
WS
BS
 S 
 T 
W
I
A
4"
2+
2+
4
5
4
5+
3
Ld
Cl
Wil
Int
5+
3+
5+
5+
Save
6+/5+

Special

Squat: This fighter is a Squat; any game effect referring to Squats is applicable to them. The fighter uses the Squat Characteristics Maxima, may be equipped from the Squat Equipment List, and when they would choose a Primary Skill they may instead choose a Squat Skill.
Crew Rating Increase: This Bounty Hunter increases the Crew Rating of the gang they are fighting for by 400 points, rather than by their hiring cost of 0 credits.
Unadvanceable: This Bounty Hunter cannot gain XP and cannot gain Advancements.
No Lasting Injury: This Bounty Hunter does not suffer Lasting Injury. If they are put Out of Action by injury roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. If they die and were put Out of Action by an attack, the attacker gains 3 XP immediately.
Take Captive: When an opposing fighter who has a Bounty on them goes Out of Action while within 6'' of this Bounty Hunter, the controlling player may choose to have the Bounty Hunter Capture the opposing fighter instead of making a Lasting Injury roll. If they do so, the opposing fighter is Captured automatically, the Bounty Hunter drags their captive away, and both are removed from the battlefield. This ability may not be used if this Bounty Hunter is Seriously Injured.
Extra Action: When activated this Bounty Hunter has one additional action.
Iron Will: While this fighter remains on the battlefield and is not Seriously Injured or Broken, they count as two (2) fighters for the purposes of Bottle Tests. Bottle Test: If not Seriously Injured or Broken, counts as 2 fighters.
True Grit: Remove one dice before making an Injury roll for this fighter. If no dice remain, this fighter suffers a Flesh Wound.
True Grit: Injury roll vs this fighter: roll 1 fewer dice; Flesh Wound if 0 remain.
Unstoppable: At the end of the Recovery Tests step in the End Phase, discard one Flesh Wound this fighter has suffered (if any).
Unstoppable: End Phase: after Recovery tests, discard 1 Flesh Wound.
Armor: Flak

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks with the Blast or Blaze traits.

Wargear: Armored Undersuit: Modifiers have been applied directly to profile.

Coilgun (Rotundus Pattern)

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Hail
6''
24''
-0
-1
4
D3
1
5+

Targeter (Ranged weapons): Modifiers have been applied directly to profile.

Targeter: (Modifiers have been applied directly to profile.)

Spudjacker

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Klunk
-
E
-0
-0
S+1
-0
1
-

Power Sword

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slash
-
E
-0
-0
S+1
-2
1
-
Wargear: Photo-goggles

This fighter can attack through smoke clouds and is unaffected by low-light conditions. Additionally, this fighter adds 1 to the result of any check to resist being blinded. A fighter with photo-goggles gains no benefit from using similar items, or weapon sights of any kind. Unaffected by smoke or low-light, +1 vs blinding.

Wargear: Extra Ammo

When this fighter fails an Ammo check, the controlling player may delete this item from the fighter's card to resolve the Ammo check as if a 6 had been rolled. If Ammo check fails, may delete this item to change Ammo check result to a '6'.

*Grenade: Tanglefoot

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-TRIPPY
-
Sx3
-0
-0
0
-0
0
4+

Grenade: Frag

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-BOOM
-
Sx3
-0
-0
3
-0
1
4+

Deacon Shrill

Bounty Hunter
Cost & Rating: 0
M
WS
BS
 S 
 T 
W
I
A
5"
2+
5+
3
4
4
3+
3
Ld
Cl
Wil
Int
3+
3+
3+
7+
Save
/5+U

Special

Hiring Criteria: Deacon Shrill does not go after fighters with Bounties on them; instead he hunts the unclean and the heretical (Genestealer Cultists, Chaos Cultists, Beastmen, or Ratskins). In the Invite Dramatis Personae step of the Pre-Battle Sequence, if an opposing gang's Crew includes at least one fighter of that type and your own gang does not and also has at least 10 Reputation, you may add Deacon Shrill to your Crew. In the Resolve Dramatis Personae step of the Post-Battle Sequence, if at least one fighter of the sort Deacon Shrill hunts on an opposing gang's Crew did not get put Out of Action during the battle, your gang loses 3D3 Reputation immediately.
Crew Rating Increase: This Dramatis Personae increases the Crew Rating of the gang they are fighting for by 425 points, rather than by their hiring cost of 0 credits.
Unadvanceable: This Dramatis Personae cannot gain XP and cannot gain Advancements.
No Lasting Injury: This Dramatis Personae does not suffer Lasting Injury. If they are put Out of Action by injury roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. If they die and were put Out of Action by an attack, the attacker gains 3 XP immediately.
Extra Action: When activated this Dramatis Personae has one additional action.
Commanding Presence (1): this fighter may group activate with up to 1 allied fighter within 4''.
Inspirational: When another friendly fighter within 12'' and line of sight of this fighter must make a Cool or Willpower check they gain a +1 bonus to the roll.
Fearsome: If an enemy attempts to Engage this fighter, they must make a Willpower check. If the check is failed they stop 1'' away from this fighter, cannot Engage, and their activation ends immediately.Enemies must succeed on Willpower check to Engage this fighter, ending their activation on failure.
Counter-Charge: If this fighter is Active and Readied when a friendly fighter is Engaged by an enemy, they can lose their Ready marker to interrupt that enemy's action and Charge them. After this Charge, the enemy fighter resumes their action if they are able.
Berserker: When this fighter declares a Charge action, they may choose an enemy fighter in their vision arc and line of sight as their target to gain +2'' Movement, +1 Attack, and +2 Willpower until the start of their next activation. If they do, this fighter must attempt to Engage and Fight the chosen target with their Charge.
Berserker: When Charging: pick target in vision arc / LoS. Must move towards / Engage target if possible. Until start of next activation: +2'' M, +1 A, +2 Wil.
Refractor Field

Modifiers have been applied directly to profile.

Inferno Pistol

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
3''
6''
+2
-0
8
-4
3
4+

Power Sword

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slash
-
E
-0
-0
S+1
-2
1
-
Wargear: Extra Ammo

When this fighter fails an Ammo check, the controlling player may delete this item from the fighter's card to resolve the Ammo check as if a 6 had been rolled. If Ammo check fails, may delete this item to change Ammo check result to a '6'.

Wargear: Redemptionist Relic

Add 1 to the result of any Nerve tests for Cawdor and Redemptionist fighters while they are within 6" and line of sight to the fighter carrying this item. Opposing non-Cawdor or non-Redemptionist fighters making a Nerve test within 6'' and line of sight to the fighter carrying this item suffer a -1 penalty to their result.

Wargear: Frenzon stash

When this fighter is activated they may use their frenzon stash as a free action. If this fighter is Seriously Injured they may suffer a Flesh Wound and become Pinned. If this fighter is Pinned they may make a free Stand Up action. Until the end of the round this fighter automatically passes any Cool or Willpower check they are required to make, and treat the Fight (Basic) action as a Fight (Simple) action. At the beginning of the End Phase roll a D6; if the result is greater than this fighter's current modified Toughness this fighter goes Out of Action and into Recovery. If a fighter uses a frenzon stash during a battle, the frenzon stash is deleted from their fighter card when the battle ends. May use as a free action. If Seriously Injured suffer a Flesh Wound and become Pinned. Stand up if Pinned. Until end of round, auto-pass Cool and Willpower checks and treat Fight as a Simple action. At the beginning of the End Phase roll a D6; if the result is greater than this fighter's current modified Toughness this fighter goes Out of Action and into Recovery. If used, delete at end of battle.


Hangers-on

Some campaign formats include Hangers-on.

Hangers-on grant a gang certain advantages, such as rogue docs who can save a grievously injured gang member, or an ammojack who keeps a gang's weapons in tip-top shape. Most Hangers-on do not participate in battles with a gang unless some condition is met; for instance several types of Hangers-on might participate in a battle when a gang has Home Turf Advantage. Each type of Hangers-on will indicate under what conditions they may (or must) participate in a battle.

Below are listed the types of Hangers-on generally available in our campaigns. However, each gang write up indicates which types of Hangers-on (if any) are available for that kind of gang. Additionally some gang write ups also list one or more special types of Hangers-on that are exclusive to that kind of gang, such as an Escher Fumigator or a Delaque Saboteur.

Standard Hangers-on

Acquirer (0-1)
50 credits

During the Pre-Battle Sequence immediately after Crews have been selected, if a gang has an Acquirer who is not in Recovery or Captured, the gang's player may purchase an item of up to 2D6 Rarity from the Trading Post (with a D3 x 5 credit discount) and add it to the fighter card of an eligible fighter in the gang's Crew.

300 credits

If a gang has a Luther Pattern Excavation Automata, aka an Ambot, they have a formidable robot that can both excavate among the detritus-filled lower levels of the underhive, and also contribute in combat situations as a fearsome short-ranged and hand-to-hand threat. Unlike many types of Hangers-on, Ambots confer no static bonus to their gang but are always available as fighters.

Ammojack (0-1)
125 credits

An Ammojack makes sure ammunition is plentiful and weapons are well-maintained. If the Ammojack is not in Recovery or Captured, fighters from the gang can re-roll any Ammo checks that roll a natural 1. The Ammojack does not have to be part of the Crew or on the battlefield for the gang to receive this bonus.

50 credits

If a gang has a Bullet Farmer who is not in Recovery or Captured, the gang's player may gain an Extra Ammo Wargear item and add it to the card of a fighter in the gang's Crew.

75 credits

If the gang is the attacker in a scenario that includes an objective to destroy, or trapped loot caskets to capture, the Demolitionist may join the gang's Crew for that scenario.

Dome Runner (0-2)
50 credits

When a gang with Dome Runner gains or steals Territory they may add 1 for each available Dome Runner to the roll to determine whether the gang gains a new Special Territory.

Informant (0-1)
75 credits

Informants are snitches who dig up and sell information to interested parties. They blend in with the general populace or use stealth to get in and out of places to acquire valuable secrets and objects. If a gang has an Informant on their roster who is not in Recovery or Captured, the gang's player gains a Seize the Initiative Tactics Card to use in the battle in addition to any other Tactics Cards available to them. This benefit is gained even if the Informant is not part of the gang's Crew for the battle.

100 credits

If this gang has a Ratskin Guide who is not Captured or in Recovery, during the Determine Scenario step of the Pre-Battle Sequence if the selected Scenario does not dictate that it must be fought as either a Sector Mechanicus or Zone Mortalis battle, this gang's player may select which they prefer. Additionally, if the selected scenario has an attacker and defender, this gang's controller may choose whether their gang will attack or defend. However, if the opposing gang has one or more Ratskin fighters on their roster that are not Outcasts, in Recovery, or Captured, the Ratskin Guide sits this one out and their gang gains no benefit from them in the upcoming battle.

Rogue Doc (0-3)
50 credits

During the Post-Battle Sequence a Rogue Doc may treat one member of the gang who has suffered a Critical Injury, without a hero of the gang having to escort the Critically Injured fighter to the doctor. Use the Medical Escort resolution chart. This costs the gang no credits.

125 credits

Orlock, Goliath, Van Saar, and Void Baron gangs may hire a Squat Demolitionist as a Hangers-on. A gang may have either a Squat Demolitionist or a Demolitionist, not both. If a gang has a Squat Demolitionist on retainer, the gang may call upon them for assistance when something needs to be blown up or defused.

150 credits

Spanners are able hands with their spudjackers, both for the dismantling of scrap and for knocking heads in. A Spanner who is not in Recovery or Captured may join their gang's Crew.

50 credits

If a gang has a Wastes Merchant who is not in Recovery or Captured, the Wastes Merchant may take the Seek Rare Item action or the Seek Buyer action even if the gang they belong to is ordinarily not allowed to visit the Trading Post.