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
0
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
2
4+
1
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 Hero in the gang. A Merc who has the Savvy Trader skill is able to take the Seek Rare Item and Sell Equipment 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 Mercs' 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 are 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
Battles
Xp
Next
Adv
Rec
Hired By
Merc
410
9
33
36
6
Merc
415
6
10
18
3
Merc
320
9
25
30
5
Merc
275
9
16
23
3
Merc
250
7
20
23
4
Acme Inc
Merc
260
0
0
5
0
Merc
235
0
0
5
0
Merc
270
5
17
20
4
Merc
250
0
0
5
0
Xor
Merc
185
0
0
0
1
Merc
205
1
5
10
1
Merc
205
1
5
10
1
Merc
185
7
23
24
3
Acme Inc
Merc
145
3
5
10
2
Furiosos
Merc
175
4
11
15
3
Merc
110
2
3
5
0
Merc
80
2
3
5
0
Niv
Merc
70
2
2
5
1
Kip
Merc
65
0
0
5
0

Sharif

Merc
410
M
WS
BS
 S 
 T 
W
I
A
5"
2+
2+
4
4
3
2+
3
Ld
Cl
Wil
Int
5+
5+
5+
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 action ends immediately.
Resilient: When this fighter suffers a Lasting Injury, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Grievous Injury result.
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
-
5
-1
2
5+
Power Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slash
E
-
-
S+1
-2
1
-
Power Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Puncture
E
-
-
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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-SIZZLE
Sx3
-
-
5
-1
2
6+

Diana

Merc
415
M
WS
BS
 S 
 T 
W
I
A
5"
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 Characteristic 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.
Dodge: If this fighter is not Seriously Injured and would be hit by an attack (even an auto-hit attack such as a Template), you may roll a D6. If a 6 is rolled this fighter is not hit and the attack has no effect on this fighter. This does not apply against hits that do not originate from an attack, such as some environmental dangers.
Armor: Mesh

Modifiers have been applied directly to profile.

Autopistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
6''
18''
+1
-
3
-
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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
2''
3''
-
-
4
-
1
-
Melee
E
-
-
4
-
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. When 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 (Simple): 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 is momentarily staggered and cannot make Reaction attacks the next time they are attacked in close combat this turn. If this fighter's result is lower, their turn ends immediately. In the case of a tie, nothing happens and this fighter's turn resumes.
Grenade: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-POOF
Sx3
-
-
0
-
0
4+
Grenade: Plasma
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-SIZZLE
Sx3
-
-
5
-1
2
6+

Brok

Merc
320
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 Pistols, 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 it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Refractor Field

A Refractor Field grants a 5+ unmodified armor save roll. 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
-
3
-
1
3+
Bolt Pistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolt
9''
18''
+1
-
4
-1
1
4+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-
Grenade: Frag
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-BOOM
Sx3
-
-
3
-
1
4+

Elfred

Merc
275
M
WS
BS
 S 
 T 
W
I
A
5"
4+
2+
3
3
2
4+
1
Ld
Cl
Wil
Int
8+
7+
8+
5+
Save
4+

New Skills: 3, Eye Injury: 1, 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.
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).
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 declared action fails. 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 that attack would suffer from (if any), and they may ignore the Stray Shots rules if that attack misses the target. This skill cannot be used with weapons that have the Blast, 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.

Lasgun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Hotshot
18''
32''
+1
-
3
-1
1
3+
Needle Pistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
6''
12''
+2
-
4
-1
1
5+
Power Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Puncture
E
-
-
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

When a fighter with a bio scanner takes a Detect (Basic) action, the fighter is considered to have a 360 degree vision arc, all organic targets within 12'' are considered to be in the fighter's line of sight even if behind an obstruction, and the fighter is unaffected by any detection penalties due to the target being in cover.

Krusch

Merc
250
M
WS
BS
 S 
 T 
W
I
A
5"
2+
5+
4
5
3
5+
3
Ld
Cl
Wil
Int
8+
4+
7+
9+
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 Characteristic Maxima.
Burly: This fighter's unarmed attacks gain the Melee and Knockback traits. Additionally, this fighter gains +1 Strength when making the Exert action 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.
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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
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. When 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 (Simple): 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 is momentarily staggered and cannot make Reaction attacks the next time they are attacked in close combat this turn. If this fighter's result is lower, their turn ends immediately. In the case of a tie, nothing happens and this fighter's turn resumes.
Grenade: Frag
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-BOOM
Sx3
-
-
3
-
1
4+
Grenade: Photon Flash
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
FLASH-BANG
Sx3
-
-
0
-
0
5+

Hassad

Merc
260
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: When this fighter suffers a Lasting Injury, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Grievous Injury result.
Armor: Mesh

Modifiers have been applied directly to profile.

Wargear: Armored Undersuit

Modifiers have been applied directly to profile.

Bolter (Locke Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolt
12''
24''
+1
-
4
-1
1
4+
Power Fist
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
+1
S+2
-2
1
-
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
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
235
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
3
2
3+
1
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, select a Frag Trap or Melta Trap Tactics Card and play it on them. Additionally if this fighter would trigger a trap that does not normally allow an Intelligence check before triggering (including by opening caskets or interacting with scenario specific objects that have traps placed on them or in them), before determining if the trap triggers this fighter may make an Intelligence check; if this check is passed the trap is disarmed and does not trigger.This fighter starts play with a Frag Trap, Melta Trap, or Gas Trap Tactics Card. When encountering a trap that triggers automatically, may make a successful Intelligence check to prevent the trap from triggering.
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
-
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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-
Grenade: Krak
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KRA-KOW
Sx3
-
-1
6
-2
D3
4+

Cielos

Merc
270
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
3
4
2
4+
1
Ld
Cl
Wil
Int
7+
4+
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 Characteristic Maxima.
Hip Shooting: If this fighter is Active, they can make the following action:
Run and Gun (Double): This fighter makes a Standard Move, adding +D3'' to the distance they can move. At any point along their move this fighter may make a single free Shoot action resolved normally, using a weapon they are equipped with that does not have the Unwieldy trait.
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 are 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
-
8
-4
3
4+
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-
3
-
1
4+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-
Bionics: Bionic Cogitator

Modifiers have been applied directly to profile.

Milgram

Merc
250
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 Characteristic Maxima.
Commanding Presence (1): this fighter may group activate with up to 1 fellow gang member within 4''.
Inspirational: Friendly fighters within 9'' and line of sight of this fighter may use this fighter's Leadership Characteristic when making a Cool or Willpower check (including Nerve tests).
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
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]

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.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Attached
E
-
+1
S+1
-1
1
-
Unattached
E
-
-
S
-1
1
-
Dueling Laspistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
18''
+1
-
3
-
1
3+
Autopistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
6''
18''
+1
-
3
-
1
4+

Xor

Merc
185
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
3
2
4+
1
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 Characteristic Maxima.
Hip Shooting: If this fighter is Active, they can make the following action:
Run and Gun (Double): This fighter makes a Standard Move, adding +D3'' to the distance they can move. At any point along their move this fighter may make a single free Shoot action resolved normally, using a weapon they are equipped with that does not have the Unwieldy trait.
Gunfighter: When making the Shoot action using two different Pistols, 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 ranged and close combat 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.

Bolt Pistol (Locke Pattern)
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)
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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shiv
E
-
-
S
-1
1
-

Frik

Merc
205
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
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 Characteristic 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.
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 visible to or within 6'' of any enemy fighters. However, some scenarios provide alternative instructions. Infiltrate: Fighter may Infiltrate, if scenario permits. In priority order set up fighter so that they are not visible to or within 6'' of any enemy fighters (unless scenario specific guidelines are given).
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 action ends immediately.
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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
8''
24''
+1
-
3
-
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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
4''
9''
+2
-
4
-1
1
5+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-
Wargear: Scary Mask

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

Wargear: Extra Ammo

If a fighter with extra ammo fails an Ammo check the player controlling the fighter may choose to delete Extra Ammo from the Fighter's card immediately to cancel the outcome of the failed Ammo check; play proceeds as if the fighter had passed their Ammo check. If Ammo check fails, may delete Extra Ammo to pass Ammo check.

Frak

Merc
205
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
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 Characteristic 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.
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 visible to or within 6'' of any enemy fighters. However, some scenarios provide alternative instructions. Infiltrate: Fighter may Infiltrate, if scenario permits. In priority order set up fighter so that they are not visible to or within 6'' of any enemy fighters (unless scenario specific guidelines are given).
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 action ends immediately.
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]
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
-
4
-1
2
5+
Scatter
4''
8''
+2
-
2
-
1
4+
Needle Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
4''
9''
+2
-
4
-1
1
5+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-
Wargear: Scary Mask

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

Fats

Merc
185
M
WS
BS
 S 
 T 
W
I
A
4"
4+
2+
3
5
3
5+
2
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 with the Pistol trait:
  • In the Determining Attack Dice step this fighter ignores the standard rule that only one Attack dice can be allocated to a pistol, and they gain the Dual Weapons additional dice if using two pistols.
  • In the Make the Hit Rolls step, when resolving an attack with a pistol this fighter adds that pistol'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
-
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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-
3
-
1
4+
Power Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Puncture
E
-
-
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
145
M
WS
BS
 S 
 T 
W
I
A
5"
4+
2+
3
2
2
4+
1
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
5+

New Skills: 2

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 Characteristic Maxima.
Ballistics Expert: When this fighter selects a weapon profile during the Declare the Shot step of the shooting sequence, the selected weapon profile temporarily gains +3'' Short Range and +6'' Long Range while the attack is resolved. This skill cannot be used with weapons that have the Template or Versatile traits.
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 are 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 armoured 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
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]

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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sabot
3''
12''
-1
+1
3
-1
1
3+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-

Shotgun Jonny

Merc
175
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
4
2
4+
1
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 Characteristic Maxima.
Hip Shooting: If this fighter is Active, they can make the following action:
Run and Gun (Double): This fighter makes a Standard Move, adding +D3'' to the distance they can move. At any point along their move this fighter may make a single free Shoot action resolved normally, using a weapon they are equipped with that does not have the Unwieldy trait.
Armor: Mesh

Modifiers have been applied directly to profile.

Shotgun [Acid, Inferno, Solid]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Acid
4''
16''
+1
-
3
-1
1
4+
Inferno
4''
16''
+1
-
4
-1
2
5+
Solid
8''
16''
+1
-
4
-
2
4+
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-
3
-
1
4+
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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-
Grenade: Frag
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-BOOM
Sx3
-
-
3
-
1
4+

Hasid

Merc
110
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
2
3+
1
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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
18''
24''
+1
-
3
-
1
2+
Needle Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
4''
9''
+2
-
4
-1
1
5+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
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
80
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
3
2
4+
1
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
6+/5+
Hip Shooting: If this fighter is Active, they can make the following action:
Run and Gun (Double): This fighter makes a Standard Move, adding +D3'' to the distance they can move. At any point along their move this fighter may make a single free Shoot action resolved normally, using a weapon they are equipped with that does not have the Unwieldy trait.
Gunfighter: When making the Shoot action using two different Pistols, 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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
8''
12''
+1
-
3
-
1
2+
Autopistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+1
-
3
-
1
4+
Wargear: Shades

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

Wargear: Impressive Headgear

Add 1 to the result of any Cool checks and Willpower checks for fighters while they are within 6" and line of sight to a member of their gang who is wearing Impressive Headgear.

Niv

Merc
70
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
2
4+
1
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 Characteristic 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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Hotshot
18''
32''
+1
-
3
-1
1
3+
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-
3
-
1
4+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-

Kip

Merc
65
M
WS
BS
 S 
 T 
W
I
A
6"
4+
4+
3
3
2
4+
1
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: If this fighter moves at least 12'' on the battlefield during their activation (not including inches of movement lost to difficult terrain, going over obstacles, etc), until the fighter's next activation ranged attacks against them suffer a -1 penalty to hit. Additionally, this fighter gains the ability to make the following action:
Sprint (Double): This fighter can move up to triple their current Movement characteristic in inches.
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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+1
-
3
-
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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
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 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 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 an attack, the attacker gains 3 XP immediately.

When a 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
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
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
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 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 are 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
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
0
M
WS
BS
 S 
 T 
W
I
A
6"
2+
2+
4
5
3
4+
3
Ld
Cl
Wil
Int
8+
5+
5+
7+
Save
4+

Eye Injury: 1, 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 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 could make a Charge action they may instead pick a non Seriously Injured enemy fighter within their vision arc and line of sight as their target and make the following action:
Berserk Charge (Double): The fighter attempts to move into base contact with their target. The maximum distance the fighter may move as part of this action is double their current Movement characteristic. The fighter must take as direct of a route as they can to their target, but can favor a route that does not require Initiative checks over one that does. The fighter automatically succeeds on any required Cool or Willpower checks that occur while resolving this action (if the target has the Fearsome skill, for instance).
If the fighter failed to move into base contact with their target, they must end their movement at least 1'' away from all enemy fighters. If the fighter does Engage their target they may make a free Fight (Basic) action against them. If they do, in the Determine Attack Dice step of the close combat sequence the fighter gains two additional Attack dice for Charging (instead of one).
Berserker: Pick target w/i vision arc for Charge to Double Move & auto-pass any Cool, or Willpower tests to complete Charge. +1 extra Charging Attack dice on success.
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 action ends immediately.
Headbutt: If this fighter is Engaged, they can make the following action:
Headbutt (Simple): 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 is momentarily staggered and cannot make Reaction attacks the next time they are attacked in close combat this turn. If this fighter's result is lower, their turn ends immediately. In the case of a tie, nothing happens and this fighter's turn resumes.
Armor: Carapace

Modifiers have been applied directly to profile.

Combat Shotgun [Salvo, Seeker]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Salvo
4''
12''
+1
-
4
-
2
4+
Seeker
6''
18''
+2
+1
3
-
1
4+
Plasma Pistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
-
5
-1
2
5+
Stub Pistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
9''
18''
+1
-
4
-
1
4+
Chainsword (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-SIZZLE
Sx3
-
-
5
-1
2
6+

Targ

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

Hand Injury: 1, Bionic Arms: 1, Eye Injury: 1, Bionic Eyes: 1, Hobbled: 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 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.
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 ranged and close combat 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 visible to or within 6'' of any enemy fighters. However, some scenarios provide alternative instructions. Infiltrate: Fighter may Infiltrate, if scenario permits. In priority order set up fighter so that they are not visible to or within 6'' of any enemy fighters (unless scenario specific guidelines are given).
Armor: Mesh

Modifiers have been applied directly to profile.

Shotgun [Acid, Executioner]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Acid
4''
16''
+1
-
3
-1
1
4+
Executioner
4''
16''
-1
+1
4
-2
D3
6+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-
Grenade: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-POOF
Sx3
-
-
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, - AP, 1 Damage close combat weapon with the Melee trait, and thus grants a Dual Weapon dice in close combat if the fighter has another close combat weapon.
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. When 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 (Simple): 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 is momentarily staggered and cannot make Reaction attacks the next time they are attacked in close combat this turn. If this fighter's result is lower, their turn ends immediately. In the case of a tie, nothing happens and this fighter's turn resumes.
Wargear: Extra Ammo

If a fighter with extra ammo fails an Ammo check the player controlling the fighter may choose to delete Extra Ammo from the Fighter's card immediately to cancel the outcome of the failed Ammo check; play proceeds as if the fighter had passed their Ammo check. If Ammo check fails, may delete Extra Ammo to pass Ammo check.

Yola

Bounty Hunter
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 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 Characteristic 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: When this fighter is Active and Readied and a friendly fighter that is no further away than this fighter's Standard Movement is engaged by an enemy fighter, this fighter may lose their Ready marker to interrupt the enemy fighter's action. This fighter declares and executes a Charge on that enemy fighter. If their Charge is successful, they may take the free Fight action normally allowed. If the enemy fighter remains on the battlefield after this is resolved, their action resumes from the point it was interrupted.
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.
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.
Dodge: If this fighter is not Seriously Injured and would be hit by an attack (even an auto-hit attack such as a Template), you may roll a D6. If a 6 is rolled this fighter is not hit and the attack has no effect on this fighter. This does not apply against hits that do not originate from an attack, such as some environmental dangers.
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)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
6''
12''
+2
-
4
-1
1
5+
Stiletto Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Prick
E
-
+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 a 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

If a fighter with extra ammo fails an Ammo check the player controlling the fighter may choose to delete Extra Ammo from the Fighter's card immediately to cancel the outcome of the failed Ammo check; play proceeds as if the fighter had passed their Ammo check. If Ammo check fails, may delete Extra Ammo to pass Ammo check.

Grenade: Choke Gas
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-CHOKE
Sx3
-
-
0
-
0
6+

Grend

Bounty Hunter
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
5+/4+

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 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)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Hail
6''
24''
-
-1
4
D3
1
5+
Targeter (Ranged weapons)

Modifiers have been applied directly to profile.

Targeter: (Modifiers have been applied directly to profile.)
Spudjacker
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Klunk
E
-
-
S+1
-
1
-
Power Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slash
E
-
-
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

If a fighter with extra ammo fails an Ammo check the player controlling the fighter may choose to delete Extra Ammo from the Fighter's card immediately to cancel the outcome of the failed Ammo check; play proceeds as if the fighter had passed their Ammo check. If Ammo check fails, may delete Extra Ammo to pass Ammo check.

Grenade: Tanglefoot
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-TRIPPY
Sx3
-
-
0
-
0
4+
Grenade: Frag
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-BOOM
Sx3
-
-
3
-
1
4+

Deacon Shrill

Bounty Hunter
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 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: Friendly fighters within 9'' and line of sight of this fighter may use this fighter's Leadership Characteristic when making a Cool or Willpower check (including Nerve tests).
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 action ends immediately.
Counter-Charge: When this fighter is Active and Readied and a friendly fighter that is no further away than this fighter's Standard Movement is engaged by an enemy fighter, this fighter may lose their Ready marker to interrupt the enemy fighter's action. This fighter declares and executes a Charge on that enemy fighter. If their Charge is successful, they may take the free Fight action normally allowed. If the enemy fighter remains on the battlefield after this is resolved, their action resumes from the point it was interrupted.
Berserker: When this fighter could make a Charge action they may instead pick a non Seriously Injured enemy fighter within their vision arc and line of sight as their target and make the following action:
Berserk Charge (Double): The fighter attempts to move into base contact with their target. The maximum distance the fighter may move as part of this action is double their current Movement characteristic. The fighter must take as direct of a route as they can to their target, but can favor a route that does not require Initiative checks over one that does. The fighter automatically succeeds on any required Cool or Willpower checks that occur while resolving this action (if the target has the Fearsome skill, for instance).
If the fighter failed to move into base contact with their target, they must end their movement at least 1'' away from all enemy fighters. If the fighter does Engage their target they may make a free Fight (Basic) action against them. If they do, in the Determine Attack Dice step of the close combat sequence the fighter gains two additional Attack dice for Charging (instead of one).
Berserker: Pick target w/i vision arc for Charge to Double Move & auto-pass any Cool, or Willpower tests to complete Charge. +1 extra Charging Attack dice on success.
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
-
8
-4
3
4+
Power Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slash
E
-
-
S+1
-2
1
-
Wargear: Extra Ammo

If a fighter with extra ammo fails an Ammo check the player controlling the fighter may choose to delete Extra Ammo from the Fighter's card immediately to cancel the outcome of the failed Ammo check; play proceeds as if the fighter had passed their Ammo check. If Ammo check fails, may delete Extra Ammo to pass Ammo check.

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

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 gangs' 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's own Home Turf is under attack. 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)
100 credits

If a gang has an Ammojack, its weapons are regularly serviced and their ammo stocks are carefully maintained. As such, fighters from the gang can re-roll any Ammo checks that roll a natural 1. The Ammojack does not have to take part in the battle for the gang to receive this bonus, but if they are not available for the battle (for example if they are In Recovery or have been Captured), the bonus does not apply.

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 boxes to capture, the Demolitionist may join the gang's Crew for that scenario.

Dome Runner (0-1)
50 credits

When a gang with Dome Runner gains or steals Turf they may add 2 for each available Dome Runner to the roll to determine whether the gang gains a new Special Territory.

Informant (0-2)
50 credits

Informants are snitches who dig up and sell information to interested parties, blending in with the general populace or employing 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 more than one gang participating in the battle has a Ratskin Guide, they cancel one another out and none of the gangs gain any benefit from their Ratskin Guides for the upcoming battle.

Rogue Doc (0-2)
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.

100 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.