Name
Type
Cost/Rating
Battles
Xp
Next
Adv
Rec
Captured By
Leader
350/365
11
43
45
5
Champion
190/185
5
8
12
1
Champion
305/310
10
16
17
2
Champion
335/330
8
13
15
2
Specialist
195/205
9
23
26
4
Tactics Cards Deck
Ω : Zone Mortalis Only
≠ : Sector Mechanicus Only
Φ : Skirmish Only
Ψ : Campaign Only
Leader
Cost: 350 / Rating: 365
New Skills: 2, M: +1, BS: +1, T: +1
Beastman: This fighter is a Beastman; any game effect referring to Beastmen is applicable to them. This fighter uses the Survivor Critical Injury table, the Beastman Characteristics Maxima, may be equipped from the Ulfgar Equipment List, and when they would choose a Primary Skill they may instead choose a Ulfgar Skill.
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.
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.
Adaptable: Once per battle, the controlling player of this fighter may select any one other skill from the standard skill categories (Agility,
Brawn, Combat, Cunning, Ferocity, Leadership, Shooting, Savant).
This fighter gains that skill until the end of the round, or the Battle Sequence ends (whichever comes first).
Armor: Fighting Harness
A fighter with a Fighting Harness gains a Parry in close combat. (*) Additionally, a Fighting Harness grants a unmodifiable Armor save of 6+ in close combat.
Autogun
Sabot
6''
24''
-1
+1
3
-1
1
3+
Extended Clip (Autopistol / Autogun / Assault Rifle):
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 (Ranged weapons):
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.
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.
Grenade: Stick Bombs
KA-BLOOEY
-
Sx3
-0
-1
3
-1
1
5+
Champion
Cost: 190 / Rating: 185
Beastman: This fighter is a Beastman; any game effect referring to Beastmen is applicable to them. This fighter uses the Survivor Critical Injury table, the Beastman Characteristics Maxima, may be equipped from the Ulfgar Equipment List, and when they would choose a Primary Skill they may instead choose a Ulfgar Skill.
Veterinarian: This skill only has an effect in the Pre-Battle Sequence. If this fighter is available at the beginning of the Choose Crews step of the Pre-Battle Sequence, for each Ulfgar Wolf fighter in your gang that is in Recovery you may roll a D6. Each Ulfgar Wolf fighter that gets a result of 3+ recovers and is available for this battle.
Packleader: Group Activation (3): only Ulfgar Wolf fighters within 12'' of this fighter.
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
A fighter with a Fighting Harness gains a Parry in close combat. (*) Additionally, a Fighting Harness grants a unmodifiable Armor save of 6+ in close combat.
Stub Pistol
Stubs
6''
12''
+2
-0
3
-0
1
4+
Grenade: Smoke Bombs
KA-POOF
-
Sx3
-0
-0
0
-0
0
4+
Champion
Cost: 305 / Rating: 310
Beastman: This fighter is a Beastman; any game effect referring to Beastmen is applicable to them. This fighter uses the Survivor Critical Injury table, the Beastman Characteristics Maxima, may be equipped from the Ulfgar Equipment List, and when they would choose a Primary Skill they may instead choose a Ulfgar Skill.
Spring Up:
If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action.
Activated: If Pinned: Stand Up for free on successful Initiative check.
Captivator: When an enemy fighter within 6'' is about to go Out of Action due to injury while this fighter is Standing and not Engaged by a different enemy fighter, this fighter may instead interrupt. If they do, this fighter and that enemy fighter are both removed from the battlefield; both fighters are Out of Action but are unharmed (no Lasting Injury rolls are made), and the enemy fighter is Captured. Standard XP rewards apply to both the capturing fighter and the fighter who inflicted the injury.
Berserker: When this fighter declares a Charge action, they may choose an enemy fighter in their vision arc and line of sight as their target to gain +2'' Movement, +1 Attack, and +2 Willpower until the start of their next activation. If they do, this fighter must attempt to Engage and Fight the chosen target with their Charge.
Berserker: When Charging: pick target in vision arc / LoS. Must move towards / Engage target if possible. Until start of next activation: +2'' M, +1 A, +2 Wil.
Armor: Fighting Harness
A fighter with a Fighting Harness gains a Parry in close combat. (*) Additionally, a Fighting Harness grants a unmodifiable Armor save of 6+ in close combat.
Stub Pistol
Stubs
6''
12''
+2
-0
3
-0
1
4+
Shield
Shield Bash
-
E
-0
-1
S-1
-0
1
-
Shield: If a fighter is carrying a shield, their Armor save roll is improved by 1. If a fighter does not already have an Armor save roll, a shield grants an Armor save of 6+.
Hammer
Crush
-
E
-0
-0
S+1
-0
2
-
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.
Autolauncher Pack
An Active fighter with an autolauncher pack and at least one kind of grenade that is not Out of Ammo can make the following action:
Run and Launch (Double): This fighter makes a Standard move, adding +D3'' to the distance they can move. At any point along the path of their movement, the fighter may use their autolauncher pack to launch a single grenade of a type they are equipped with at a point up to 9'' away, with a -1 penalty to hit. This attack follows the standard rules for throwing a Grenade.
Grenade: Smoke Bombs
KA-POOF
-
Sx3
-0
-0
0
-0
0
4+
Champion
Cost: 335 / Rating: 330
Beastman: This fighter is a Beastman; any game effect referring to Beastmen is applicable to them. This fighter uses the Survivor Critical Injury table, the Beastman Characteristics Maxima, may be equipped from the Ulfgar Equipment List, and when they would choose a Primary Skill they may instead choose a Ulfgar Skill.
Grenadier: When this fighter throws a Grenade or shoots a Grenade Launcher, their Long range is increased by 4''. When one of this fighter's Grenades scatters, their controlling player may choose to increase or decrease the scatter distance by up to 1''.
Armor: Fighting Harness
A fighter with a Fighting Harness gains a Parry in close combat. (*) Additionally, a Fighting Harness grants a unmodifiable Armor save of 6+ in close combat.
Grenade Launcher [Frag, Krak, Smoke]
Frag
6''
24''
-1
-0
3
-0
1
5+
Krak
6''
24''
-1
-0
6
-2
D3
5+
Smoke
6''
24''
-1
-0
0
-0
0
4+
Stub Pistol
Stubs
6''
12''
+2
-0
3
-0
1
4+
Champion
Cost & Rating: 315
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.
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: Mesh
Modifiers have been applied directly to profile.
Wargear: Armored Undersuit
Modifiers have been applied directly to profile.
Flamer
BURN!
-
T
-0
-0
4
-1
1
5+
Laspistol
Pew Pew
8''
12''
+1
-0
3
-0
1
2+
Champion
Cost & Rating: 240
Promoted Merc!, New Skills: 2
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).
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.
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.
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.
Stub Pistol (Master Crafted)
Stubs
9''
18''
+2
-0
4
-0
1
4+
Monoc's Pike
Ranged
0''
3''
-0
+1
3
-0
1
-
Melee
-
E
-0
+1
S+1
-0
1
-
Wargear: Monoc's Optics
A fighter with this wargear item can attack through smoke clouds and is unaffected by low-light conditions.
In addition the fighter gains +1 to hit when shooting a ranged weapon.
Additionally, the fighter adds 1 to the result of any check to resist being blinded.
A fighter with this wargear item gains no benefit from using photo-goggles or similar items, bionic eyes,
or a scope of any kind.
Bionics: Biobooster
The first time in each game that an Injury roll is made for
a fighter with a biobooster, one less Injury dice is rolled.
If only one dice should have been rolled,
no Injury roll is made and the fighter takes a Flesh Wound.
Specialist
Cost: 195 / Rating: 205
New Skills: 2, WS: +1, BS: +1
Beastman: This fighter is a Beastman; any game effect referring to Beastmen is applicable to them. This fighter uses the Survivor Critical Injury table, the Beastman Characteristics Maxima, may be equipped from the Ulfgar Equipment List, and when they would choose a Primary Skill they may instead choose a Ulfgar Skill.
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.
Sic 'Em: When this fighter is activated, they may grant a friendly {animal type} up to 12'' away and within their line of sight a Ready marker. If they do, their activation ends immediately and the selected {animal type} may activate immediately. Note: {animal type} must be selected when this skill is taken and cannot be changed afterwards.
Armor: Fighting Harness
A fighter with a Fighting Harness gains a Parry in close combat. (*) Additionally, a Fighting Harness grants a unmodifiable Armor save of 6+ in close combat.
Shield
Shield Bash
-
E
-0
-1
S-1
-0
1
-
Shield: If a fighter is carrying a shield, their Armor save roll is improved by 1. If a fighter does not already have an Armor save roll, a shield grants an Armor save of 6+.
Hammer
Crush
-
E
-0
-0
S+1
-0
2
-
Grenade: Smoke Bombs
KA-POOF
-
Sx3
-0
-0
0
-0
0
4+
Grenade: Stick Bombs
KA-BLOOEY
-
Sx3
-0
-1
3
-1
1
5+
Wargear: Oozu
Oozu is a foul drink made of who knows what that is favored by some Outlanders.
It grants a brief but potent burst of energy when consumed.
When an Active or Pinned fighter with Oozu is activated, they may choose to
delete Oozu from their fighter card immediately and take the following action:
Drink Oozu (Basic): This fighter may immediately discard a Flesh Wound from their fighter card and if they are Pinned they may make a free
Stand Up action. Additionally, the fighter temporarily gains the benefits of the Oozu Effect.
Oozu Effect: While this effect is active, this fighter's Movement, Strength, and Toughness are increased by 1. At the end of each of the fighter's activations after this one, roll a D3 on the following table and apply the result:
1
This fighter goes Out of Action regardless of remaining Wounds, into Recovery.
2
The Oozu Effect ends and this fighter becomes Seriously Injured.
3
This fighter continues to benefit from the Oozu Effect.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
Animal: This fighter cannot use gear, open doors, operate devices, or use ladders. This fighter cannot climb, unless the fighter also has the Clamber skill. This fighter can step up, leap, and go over obstacles. This fighter can use Cool instead of Intelligence when taking the Detect (Basic) action. This fighter cannot be captured.
No Permanent Injury: If this fighter is put Out of Action by injury, roll a D6 on the following Injury chart:
Expendable: If this fighter is Seriously Injured or taken Out of Action, friendly fighters within 3'' do not have to make a Nerve test, unless they are also Expendable.
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.
Spring Up:
If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action.
Activated: If Pinned: Stand Up for free on successful Initiative check.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
Animal: This fighter cannot use gear, open doors, operate devices, or use ladders. This fighter cannot climb, unless the fighter also has the Clamber skill. This fighter can step up, leap, and go over obstacles. This fighter can use Cool instead of Intelligence when taking the Detect (Basic) action. This fighter cannot be captured.
No Permanent Injury: If this fighter is put Out of Action by injury, roll a D6 on the following Injury chart:
Expendable: If this fighter is Seriously Injured or taken Out of Action, friendly fighters within 3'' do not have to make a Nerve test, unless they are also Expendable.
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.
Spring Up:
If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action.
Activated: If Pinned: Stand Up for free on successful Initiative check.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
Animal: This fighter cannot use gear, open doors, operate devices, or use ladders. This fighter cannot climb, unless the fighter also has the Clamber skill. This fighter can step up, leap, and go over obstacles. This fighter can use Cool instead of Intelligence when taking the Detect (Basic) action. This fighter cannot be captured.
No Permanent Injury: If this fighter is put Out of Action by injury, roll a D6 on the following Injury chart:
Expendable: If this fighter is Seriously Injured or taken Out of Action, friendly fighters within 3'' do not have to make a Nerve test, unless they are also Expendable.
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.
Spring Up:
If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action.
Activated: If Pinned: Stand Up for free on successful Initiative check.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
Animal: This fighter cannot use gear, open doors, operate devices, or use ladders. This fighter cannot climb, unless the fighter also has the Clamber skill. This fighter can step up, leap, and go over obstacles. This fighter can use Cool instead of Intelligence when taking the Detect (Basic) action. This fighter cannot be captured.
No Permanent Injury: If this fighter is put Out of Action by injury, roll a D6 on the following Injury chart:
Expendable: If this fighter is Seriously Injured or taken Out of Action, friendly fighters within 3'' do not have to make a Nerve test, unless they are also Expendable.
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.
Spring Up:
If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action.
Activated: If Pinned: Stand Up for free on successful Initiative check.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
Animal: This fighter cannot use gear, open doors, operate devices, or use ladders. This fighter cannot climb, unless the fighter also has the Clamber skill. This fighter can step up, leap, and go over obstacles. This fighter can use Cool instead of Intelligence when taking the Detect (Basic) action. This fighter cannot be captured.
No Permanent Injury: If this fighter is put Out of Action by injury, roll a D6 on the following Injury chart:
Expendable: If this fighter is Seriously Injured or taken Out of Action, friendly fighters within 3'' do not have to make a Nerve test, unless they are also Expendable.
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.
Spring Up:
If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action.
Activated: If Pinned: Stand Up for free on successful Initiative check.
Log
Escher (Heartbreakers, L); +140 credits; +Rocruf, +Jerry; Rare Item: Autogun
Delaque (Furiosos, W); +110 credits; Rare Item: none
Harlequins (Happy Harleys, L); +85 credits; +Vanyar (Merc), +Poochyanna, +Mightyanna; Rare Item: Ammo Drum
Delaque (Acme Inc, T); +30 credits +90 credits worth of Rare Items; Rare Items: (Wolferine: Extended Clip, Speedloader, Sabot Ammo), (Wolfganse: Autolauncher, Bionic Eye)
Escher / Delaque (Heartbreakers / Furiosos / Acme Inc, 1st Place); +0 credits; Rare Item: none
Delaque (Furiosos, L); +50 credits; Rare Item: none
Cogs (Rustlords, W); +45 credits; Rare Item: none
Delaque (Acme Inc, W); +50 credits, +Monoc
Escher (Heartbreakers, L); +0 credits; +Smelt (underdog augmentation), promoted Monoc to Champion; Rare Item: none
Rustlords / Acme Inc (Cogs / Delaque, 3rd Place); +70 credits
Escher (Heartbreakers, L); +60 credits; Rare Item: none