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)
Power Sword
Slash
-
E
-0
-0
S+1
-2
1
-
Power Knife
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
KA-SIZZLE
-
Sx3
-0
-0
5
-1
2
6+
Merc
Cost: 410 / Rating: 415
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)
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.
+1 Firepower die hit.
Shockwhip
Ranged
2''
3''
-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
KA-POOF
-
Sx3
-0
-0
0
-0
0
4+
Grenade: Plasma
KA-SIZZLE
-
Sx3
-0
-0
5
-1
2
6+
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)
10''
18''
+1
-0
3
-0
1
3+
Bolt Pistol (Master Crafted)
Bolt
9''
18''
+1
-0
4
-1
2
4+
Grenade: Frag
KA-BOOM
-
Sx3
-0
-0
3
-0
1
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
Hotshot
18''
32''
+1
-0
3
-1
1
3+
Needle Pistol (Master Crafted)
Needle
6''
12''
+2
-0
4
-1
1
5+
Power Knife
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.
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
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
KA-BOOM
-
Sx3
-0
-0
3
-0
1
4+
Grenade: Photon Flash
FLASH-BANG
-
Sx3
-0
-0
0
-0
0
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.
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)
Bolt
12''
24''
+1
-0
4
-1
1
4+
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.
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.
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.
Grenade: Krak
KRA-KOW
-
Sx3
-0
-1
6
-2
D3
4+
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.
Stub Pistol
Stubs
6''
12''
+2
-0
3
-0
1
4+
Bionics: Bionic Cogitator
Modifiers have been applied directly to profile.
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
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.
+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.
Attached
-
E
-0
+1
S+1
-1
1
-
Unattached
-
E
-0
-0
S
-1
1
-
Dueling Laspistol (Master Crafted)
10''
18''
+1
-0
3
-0
1
3+
Autopistol (Master Crafted)
Caseless
6''
18''
+1
-0
3
-0
1
4+
Merc
Cost: 185 / Rating: 195
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)
Bolt
6''
12''
+1
+1
4
-1
1
4+
Targeter [Bolt Pistol]: Modifiers have been applied directly to profile.
(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.
May take free Reload (Simple) action when activated.
Bolt Pistol (Locke Pattern)
Bolt
6''
12''
+1
+1
4
-1
1
4+
Targeter [Bolt Pistol]: Modifiers have been applied directly to profile.
(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.
May take free Reload (Simple) action when activated.
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
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.
+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.
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
Needle
4''
9''
+2
-0
4
-1
1
5+
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.
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]
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
Needle
4''
9''
+2
-0
4
-1
1
5+
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.
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:
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)
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.
May take free Reload (Simple) action when activated.
Stub Pistol
Stubs
6''
12''
+2
-0
3
-0
1
4+
Power Knife
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.
Merc
Cost: 120 / Rating: 155
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
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.
+1 Firepower die hit.
Autopistol
Sabot
3''
12''
-1
+1
3
-1
1
3+
Merc
Cost: 170 / Rating: 180
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]
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
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.
May take free Reload (Simple) action when activated.
Grenade: Frag
KA-BOOM
-
Sx3
-0
-0
3
-0
1
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.
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
Pew Pew
18''
24''
+1
-0
3
-0
1
2+
Needle Pistol
Needle
4''
9''
+2
-0
4
-1
1
5+
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.
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
Pew Pew
8''
12''
+1
-0
3
-0
1
2+
Autopistol
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.
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
Hotshot
18''
32''
+1
-0
3
-1
1
3+
Stub Pistol
Stubs
6''
12''
+2
-0
3
-0
1
4+
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
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.
+1 to Ammo checks.