Nymlings
Dunno
Reputation
Turf
Credits
Rating
9
4
100
1270/745
Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Leader
260
4
9
10
1
X
Shaman
250
4
6
10
1
Champion
230
4
5
0
1
X
Specialist
115
4
5
0
1
Ganger
105
4
5
10
1
X
Ganger
115
4
6
10
1
Ganger
115
4
6
10
1
Juve
80
4
11
15
2
X
Ratskin Settlement: When the gang collects income, roll a D6 for each Ratskin Settlement controlled. If the result is a natural 6 a free Warrior or Brave shows up ready to join the gang; you may equip this new fighter with up to 50 credits of gear from the Ratskin Equipment List for free and add the fighter to your gang's roster immediately.
Sacred Cache: The gang controls a secret and sacred place to hide archeotech and other treasures, protecting the hive's ancient legacies. When the gang collects income, for each Sacred Cache the gang controls, D3 free Hive Spirit Infusions or D3 free Hive Spirit Wards (controlling player's choice) are added to the gang's Stash immediately.
Beast Farm: The gang protects a Ratskin community that raises underhive creatures such as blindsnakes, hive spiders, and of course hive rats. When the gang collects income, for each Beast Farm the gang controls, the gang gains D3 free Blade Venom Stashes or D3 Blindsnake Pouches or 1 Ratskin Hides (controlling player's choice), which are added to the gang's Stash immediately.
Secret Passageways: Each Secret Passageways controlled by the gang allows one fighter in the gang's Crew to infiltrate the battlefield. Fighters infiltrating via Secret Passageways are placed to one side. At the end of the first round, for each infiltrating fighter the fighter's controlling player sets their fighter up anywhere on the battlefield that is not visible to or within 6'' of any enemy fighters. If multiple players have infiltrating fighters they take turns to set each fighter up, in priority order.
Log

Green Meanies (Van Saar, W); +0 credits, +Sacred Cache

My Fair Ladies (Escher, L); +0 credits, +Beast Farm

Jovial Jesters (Harlequin, W); +85 credits, +2 HiSpiInf, +3 BlVen

Bloodhands (Goliaths, W); +0 credits, +1 HiSpiInf, +3 BlVen, +Secret Passageways

Stash

Loot Caskets: 4

Tactics Cards Deck
Ω : Zone Mortalis Only
≠ : Sector Mechanicus Only
Φ : Skirmish Only
Ψ : Campaign Only

Chief Bigmouth

Leader
260
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
3
4
3
3+
3
Ld
Cl
Wil
Int
5+
5+
5+
6+
Save
-

BS: +1

Ratskins Chief: This fighter is a Ratskins Chief; any game effect referring to Ratskins or Leaders is applicable to them. This fighter may be equipped from the Ratskins Chief Equipment List, uses the Survivor Critical Injury table, and uses the Ratskin Characteristic Maxima.
Group Activation (2): this fighter may group activate with up to 2 fellow gang members within 12''.
Command Aura (12''): while this fighter is not Seriously Injured and a fellow gang member within 12'' of them fails a Cool check (including a Nerve test), make a Leadership check for this fighter; if it passes the fellow gang member's Cool check is also treated as having been passed.
Robust: When this fighter makes a Recovery Test for themselves it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Tunnel Rat: This fighter may move through Ductways as part of a Standard Move or a Charge with no movement penalty. They may also Consolidate through a Ductway if they have enough movement to get to the opening of the Ductway; if this occurs set the fighter up within 1'' of the other side of the Ductway.
Strider: This fighter's movement is unaffected by difficult terrain, and they may move up to an additional D3'' of distance whenever they take a Double Move or Charge action.
Strider: Movement unaffected by difficult terrain, +D3'' movement on Double Move & Charge.
Wargear: Ratskin Hides

When this fighter is targeted by ranged attacks at Long range, there is a -1 modifier to the hit roll. Additionally, sentries suffer a -1 penalty to Detect a fighter equipped with Ratskin Hides.

Shotgun [Blunder, Solid]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Solid
8''
16''
+1
-
4
-
2
4+
Blunder
T
-
-
3
-
1
5+
Autopistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+1
-
3
-
1
4+
Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slash
E
-
+1
S
-1
1
-
Wargear: Hive Spirit Infusion

When an Active or Pinned fighter with a Hive Spirit Infusion is activated, they may use their Hive Spirit Infusion as a free action. Until the end of the round, the fighter's Move, Strength, and Attack characteristics are each increased by 1. At the start of the End phase roll a D6; on a 1 the fighter takes a Flesh Wound. If a fighter uses a Hive Spirit Infusion during a battle, the Hive Spirit Infusion is deleted from their fighter card when the battle ends.

Wargear: Blade Venom Stash

An Active fighter with a Blade Venom Stash can delete Blade Venom Stash from their fighter card to make the following action:

Apply Blade Venom (Basic): Select an Axe, Hatchet, Knife, Fighting Knife, Sword, Crossbow, Hand Bow, Standard Arrow, Hunting Arrow, or Barbed Arrow weapon profile on the fighter's card; add the Toxin trait to that weapon profile for the remainder of the battle.

Largehorns

Shaman
250
M
WS
BS
 S 
 T 
W
I
A
5"
2+
4+
3
4
3
4+
2
Ld
Cl
Wil
Int
8+
5+
5+
6+
Save
-

WS: +1

Ratskins Shaman: This fighter is a Ratskins Shaman; any game effect referring to Ratskins or Shamans is applicable to them. This fighter may be equipped from the Ratskins Shaman Equipment List, uses the Survivor Critical Injury table, and uses the Ratskin Characteristic Maxima.
Robust: When this fighter makes a Recovery Test for themselves it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Tunnel Rat: This fighter may move through Ductways as part of a Standard Move or a Charge with no movement penalty. They may also Consolidate through a Ductway if they have enough movement to get to the opening of the Ductway; if this occurs set the fighter up within 1'' of the other side of the Ductway.
Hive Attunement: When activated this fighter may attempt a Willpower check. If this check is successful the fighter is considered to have a 360° vision arc, gains a +1 bonus to Detect, can attack through smoke clouds, and is unaffected by low-light and darkness conditions. These bonuses expire the next time the fighter is activated.

Favor of the Hive Spirits: If the Shaman is in your Crew, at the beginning of the Deploy step of the Pre-Battle Sequence you may choose one of the following spirit favors for the Shaman to benefit from in this battle:

  • Blessed: Once per battle, the Shaman or a friendly fighter within 6'' of the Shaman may activate and take their action(s) before an opponent with priority activates one of their fighters.
  • Empowered: Once per battle, the Shaman or a friendly fighter within 6'' of the Shaman may change a 1 that they have rolled to a 6.
  • Protected: Once per battle, the Shaman or a friendly fighter within 6'' of the Shaman may cause a single attack to miss after it has been rolled and resolved.
  • Forewarned: The Shaman has a 360° vision arc for the remainder of the battle; additionally if the Shaman is a sentry they automatically detect hidden enemies within 12''.
  • Favored: Once per battle if Lasting Injury roll(s) would be made for one of the gang's fighters (including the Shaman), no roll(s) are made, and it is treated as an Out Cold result instead.
  • Guided: At the end of the battle during the Receive Rewards step of the Post-Battle Sequence, if the Shaman is not dead they gain 2 additional XP.
Strider: This fighter's movement is unaffected by difficult terrain, and they may move up to an additional D3'' of distance whenever they take a Double Move or Charge action.
Strider: Movement unaffected by difficult terrain, +D3'' movement on Double Move & Charge.
Wargear: Ratskin Hides

When this fighter is targeted by ranged attacks at Long range, there is a -1 modifier to the hit roll. Additionally, sentries suffer a -1 penalty to Detect a fighter equipped with Ratskin Hides.

Shotgun [Blunder, Solid]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Solid
8''
16''
+1
-
4
-
2
4+
Blunder
T
-
-
3
-
1
5+
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
-
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.

Wargear: Hive Spirit Ward

Once per battle when this fighter would be hit by a melee or ranged attack, you may delete Hive Spirit Ward from the fighter's card and apply a D3 penalty to the hit roll. If the attack would still hit after this penalty is applied it is resolved as normal, otherwise the attack misses.

Wargear: Blade Venom Stash

An Active fighter with a Blade Venom Stash can delete Blade Venom Stash from their fighter card to make the following action:

Apply Blade Venom (Basic): Select an Axe, Hatchet, Knife, Fighting Knife, Sword, Crossbow, Hand Bow, Standard Arrow, Hunting Arrow, or Barbed Arrow weapon profile on the fighter's card; add the Toxin trait to that weapon profile for the remainder of the battle.

Squatting Rat

Champion
230
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
3
4
2
3+
2
Ld
Cl
Wil
Int
6+
6+
6+
6+
Save
6+U*

WS: +1

Ratskins Hunter: This fighter is a Ratskins Hunter; any game effect referring to Ratskins or Champions is applicable to them. This fighter may be equipped from the Ratskins Hunter Equipment List, uses the Survivor Critical Injury table, and uses the Ratskin Characteristic Maxima.
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 6''.
Command Aura (6''): while this fighter is not Seriously Injured and a fellow gang member within 6'' of them fails a Cool check (including a Nerve test), make a Leadership check for this fighter; if it passes the fellow gang member's Cool check is also treated as having been passed.
Robust: When this fighter makes a Recovery Test for themselves it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Tunnel Rat: This fighter may move through Ductways as part of a Standard Move or a Charge with no movement penalty. They may also Consolidate through a Ductway if they have enough movement to get to the opening of the Ductway; if this occurs set the fighter up within 1'' of the other side of the Ductway.
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: 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.

Wargear: Ratskin Hides

When this fighter is targeted by ranged attacks at Long range, there is a -1 modifier to the hit roll. Additionally, sentries suffer a -1 penalty to Detect a fighter equipped with Ratskin Hides.

Shotgun [Blunder, Solid]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Solid
8''
16''
+1
-
4
-
2
4+
Blunder
T
-
-
3
-
1
5+
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
-
Wargear: Hive Spirit Infusion

When an Active or Pinned fighter with a Hive Spirit Infusion is activated, they may use their Hive Spirit Infusion as a free action. Until the end of the round, the fighter's Move, Strength, and Attack characteristics are each increased by 1. At the start of the End phase roll a D6; on a 1 the fighter takes a Flesh Wound. If a fighter uses a Hive Spirit Infusion during a battle, the Hive Spirit Infusion is deleted from their fighter card when the battle ends.

Wargear: Blade Venom Stash

An Active fighter with a Blade Venom Stash can delete Blade Venom Stash from their fighter card to make the following action:

Apply Blade Venom (Basic): Select an Axe, Hatchet, Knife, Fighting Knife, Sword, Crossbow, Hand Bow, Standard Arrow, Hunting Arrow, or Barbed Arrow weapon profile on the fighter's card; add the Toxin trait to that weapon profile for the remainder of the battle.
Wargear: Blindsnake Pouch

The psychotropic mixture in this leather pouch is absorbed by the fighter's skin to enhance their natural psychic sensitivity, sufficient to detect when an enemy is shooting at them. If this fighter is Active and Readied and targeted with a ranged attack, they can interrupt a enemy fighter's ranged attack as soon as it is declared but before it is carried out. This fighter loses their Ready marker, then immediately makes a free Take Cover (Basic) action. If this fighter has moved into a position where they are no longer a valid target for the attacker the ranged attack fails, otherwise the attack resumes and the hit roll is made against this fighter at their current position with any applicable modifiers.

Wargear: Hive Spirit Ward

Once per battle when this fighter would be hit by a melee or ranged attack, you may delete Hive Spirit Ward from the fighter's card and apply a D3 penalty to the hit roll. If the attack would still hit after this penalty is applied it is resolved as normal, otherwise the attack misses.

Shotcaller

Specialist
115
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
4
1
4+
1
Ld
Cl
Wil
Int
7+
7+
7+
7+
Save
-

New Skills: 1

Ratskins Specialist: This fighter is a Ratskins Specialist; any game effect referring to Ratskins or Specialists is applicable to them. This fighter may be equipped from the Ratskins Specialist Equipment List, and uses the Ratskin Characteristic Maxima. During campaign play this fighter Advances as a Hero.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Specialist (gaining a Primary Skill choice in the process) and losing this ability.
Moving On Up: During campaign play if the gang has an open Champion position this fighter may be promoted to become a Orlock Road Sargeant. If this option is taken this fighter loses this ability and their current Equipment and Skill Access, and gains Group Activation (1), Command Aura (6''), and the Equipment and Skill Access of a Orlock Road Sargeant; any Skills this fighter already has are retained and their characteristics remain unchanged.
Robust: When this fighter makes a Recovery Test for themselves it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Tunnel Rat: This fighter may move through Ductways as part of a Standard Move or a Charge with no movement penalty. They may also Consolidate through a Ductway if they have enough movement to get to the opening of the Ductway; if this occurs set the fighter up within 1'' of the other side of the Ductway.
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.
Wargear: Ratskin Hides

When this fighter is targeted by ranged attacks at Long range, there is a -1 modifier to the hit roll. Additionally, sentries suffer a -1 penalty to Detect a fighter equipped with Ratskin Hides.

Autogun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
8''
24''
+1
-
3
-
1
4+
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-
3
-
1
4+
Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shiv
E
-
-
S
-1
1
-

Shottaker

Ganger
105
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
1
3+
1
Ld
Cl
Wil
Int
7+
7+
7+
7+
Save
-

Enfeebled: 1, I: +1

Ratskins Brave: This fighter is a Ratskins Brave; any game effect referring to Ratskins or Gangers is applicable to them. This fighter may be equipped from the Ratskins Brave Equipment List, and uses the Ratskin Characteristic Maxima.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Specialist (gaining a Primary Skill choice in the process) and losing this ability.
Robust: When this fighter makes a Recovery Test for themselves it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Tunnel Rat: This fighter may move through Ductways as part of a Standard Move or a Charge with no movement penalty. They may also Consolidate through a Ductway if they have enough movement to get to the opening of the Ductway; if this occurs set the fighter up within 1'' of the other side of the Ductway.
Wargear: Ratskin Hides

When this fighter is targeted by ranged attacks at Long range, there is a -1 modifier to the hit roll. Additionally, sentries suffer a -1 penalty to Detect a fighter equipped with Ratskin Hides.

Stub Rifle
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
10''
24''
+1
-
4
-
1
4+
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-
3
-
1
4+
Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shiv
E
-
-
S
-1
1
-

Bucktooth

Ganger
115
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
4
1
4+
1
Ld
Cl
Wil
Int
6+
6+
7+
7+
Save
-

Ld: +1, Cl: +1

Ratskins Brave: This fighter is a Ratskins Brave; any game effect referring to Ratskins or Gangers is applicable to them. This fighter may be equipped from the Ratskins Brave Equipment List, and uses the Ratskin Characteristic Maxima.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Specialist (gaining a Primary Skill choice in the process) and losing this ability.
Robust: When this fighter makes a Recovery Test for themselves it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Tunnel Rat: This fighter may move through Ductways as part of a Standard Move or a Charge with no movement penalty. They may also Consolidate through a Ductway if they have enough movement to get to the opening of the Ductway; if this occurs set the fighter up within 1'' of the other side of the Ductway.
Wargear: Ratskin Hides

When this fighter is targeted by ranged attacks at Long range, there is a -1 modifier to the hit roll. Additionally, sentries suffer a -1 penalty to Detect a fighter equipped with Ratskin Hides.

Stub Rifle
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
10''
24''
+1
-
4
-
1
4+
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-
3
-
1
4+
Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shiv
E
-
-
S
-1
1
-

Crouchy

Ganger
115
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
4
1
4+
1
Ld
Cl
Wil
Int
7+
6+
7+
6+
Save
-

Cl: +1, Int: +1

Ratskins Brave: This fighter is a Ratskins Brave; any game effect referring to Ratskins or Gangers is applicable to them. This fighter may be equipped from the Ratskins Brave Equipment List, and uses the Ratskin Characteristic Maxima.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Specialist (gaining a Primary Skill choice in the process) and losing this ability.
Robust: When this fighter makes a Recovery Test for themselves it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Tunnel Rat: This fighter may move through Ductways as part of a Standard Move or a Charge with no movement penalty. They may also Consolidate through a Ductway if they have enough movement to get to the opening of the Ductway; if this occurs set the fighter up within 1'' of the other side of the Ductway.
Wargear: Ratskin Hides

When this fighter is targeted by ranged attacks at Long range, there is a -1 modifier to the hit roll. Additionally, sentries suffer a -1 penalty to Detect a fighter equipped with Ratskin Hides.

Autogun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
8''
24''
+1
-
3
-
1
4+
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-
3
-
1
4+
Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shiv
E
-
-
S
-1
1
-

Young Face

Juve
80
M
WS
BS
 S 
 T 
W
I
A
6"
3+
5+
3
4
1
3+
1
Ld
Cl
Wil
Int
8+
8+
8+
8+
Save
-

WS: +2

Ratskins Youngblood: This fighter is a Ratskins Youngblood; any game effect referring to Ratskins or Juves is applicable to them. This fighter may be equipped from the Ratskins Youngblood Equipment List, and uses the Ratskin Characteristic Maxima.
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.
Quick or Dead: At the end of every campaign battle in which this fighter participated, this fighter gains an additional 1 XP. During campaign play this fighter may be promoted via advancement to become a Ratskin Warrior, losing this ability and Expendable, and gaining the Robust Skill.
Tunnel Rat: This fighter may move through Ductways as part of a Standard Move or a Charge with no movement penalty. They may also Consolidate through a Ductway if they have enough movement to get to the opening of the Ductway; if this occurs set the fighter up within 1'' of the other side of the Ductway.
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
-
Wargear: Hive Spirit Ward

Once per battle when this fighter would be hit by a melee or ranged attack, you may delete Hive Spirit Ward from the fighter's card and apply a D3 penalty to the hit roll. If the attack would still hit after this penalty is applied it is resolved as normal, otherwise the attack misses.

Wargear: Blade Venom Stash

An Active fighter with a Blade Venom Stash can delete Blade Venom Stash from their fighter card to make the following action:

Apply Blade Venom (Basic): Select an Axe, Hatchet, Knife, Fighting Knife, Sword, Crossbow, Hand Bow, Standard Arrow, Hunting Arrow, or Barbed Arrow weapon profile on the fighter's card; add the Toxin trait to that weapon profile for the remainder of the battle.

Shotgun [Acid, Blunder, Executioner, Inferno, Scatter, Solid]

A Shotgun is an ancient Imperial weapon which fires a broad range of submunitions. Shotguns are commonly used by criminal lowlifes in the lawless regions of most hive cities where a large variety of specialist ammunition is used, including man-stopper rounds, modified bolt rounds and incendiary shells.

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+
Inferno
4''
16''
+1
-
4
-1
2
5+
Scatter
4''
8''
+2
-
2
-
1
4+
Solid
8''
16''
+1
-
4
-
2
4+
Blunder
T
-
-
3
-
1
5+

Blaze: After an attack with the Blaze trait has been resolved roll a D6 if the target was hit but not taken Out of Action. On a 4, 5 or 6 the target catches fire; place a Blaze marker on their fighter card. At the end of each of their own activations a fighter who remains on fire suffers a Strength 3, AP -1 and if they are not prone the fighter becomes Broken and begins Running for Cover.

An Active fighter with a Blaze marker on their fighter card may make the Stop Drop and Roll (Double) action; if they do the fighter becomes Pinned (if they are not already prone); roll a D6 and add 1 to the result for each friendly Active fighter within 1''. On a 3+ the fire is extinguised; remove the Blaze token. On a 1 or 2 the fighter remains on fire and their activation ends.

Friendly fighters within 1'' of a fighter with a Blaze marker on their fighter card may make the Extinguish Blaze (Basic) action; if they do roll a D6. On a 1 is rolled the friendly fighter catches fire as well; place a Blaze token on their fighter card and their activation ends. On a 4+ the fire is extinguised; remove the Blaze token from the on fire fighter.

Discharged: After each use this weapon is treated as having failed an Ammo Check. There is no need to roll the Firepower dice unless the weapon also has the Rapid Fire (x) trait. The weapon can be reloaded or reset for later use within the battle as normal (unless it also has the Scarce trait or Limited trait). When using a weapon with this trait in close combat, it can only have one Attack dice allocated to it. Any other Attack dice that would have been allocated to it are allocated to the fighter's other weapon instead, or if the attacker does not have another weapon they are made as unarmed attacks.

Knockback: After a hit made by an attack with this trait has been resolved, if the target was not taken Out of Action they may be involuntarily moved away from the direction of the attack. To resolve this, the attack has a Knockback Force equal to the attack's Strength + D3. Subtract the value indicated in the Knockback Resistance table below from that Knockback Force to determine the Knockback Distance (minimum 0).
Knockback Resistance
The Target Is...
Value To Subtract
another fighter
target's modified Strength + D3
an object that can be carried
using the Carry Object action
1 + D3
an object that can be carried using
the Carry Heavy Object action
4 + D3

If the Knockback Distance is 0 the target is unaffected by this trait. Otherwise, the target is involuntarily moved that many inches directly away from the direction of the attack. If the target is moved into an obstruction, the target stops moving and suffers a hit resolved with a Strength equal to the Knockback Distance, no AP, and 1 Damage; if the obstruction has Wounds, it also suffers an identical hit.

For instance, a Strength 3 attack with this trait can generate Knockback Force between 4 and 6, while the Knockback Resistance of a Strength 3 fighter is also between 4 and 6. Thus, depending on comparative dice rolls, that fighter might be entirely unaffected or might be moved back 1'' or 2'' if hit by that attack.

The 1'' rule does not apply to this involuntary movement. If a target fighter would end their movement within 1'' of one or more enemy fighters they are instead moved into base contact with the nearest enemy fighter(s).

At the end of resolving this trait, if the target is a fighter and they remain Active, that fighter becomes Pinned.

Falling: A fighter will fall if they are moved off a ledge or over a pitfall. They may also fall if they become Pinned near a ledge and fail the subsequent Initiative check. If this occurs, first finish resolving the attack which knocked them back, then resolve falling damage only if the knocked back fighter remains on the battlefield.
Knockback: on hit, KB a # of inches = (attack S + D3) - (target's S + D3); directly away. If obstacle encountered, suffer hit w/ S = KB distance, no AP, 1 DMG, obstacle suffers same hit.

Rupture: When a weapon with this trait successfully wounds, D3 Damage is inflicted against the target.

Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.

Pulverize: After making an Injury roll for a successful attack that has this trait, the attacking player can roll a D6. If the result is equal to or higher than the target's unmodified Toughness, or is a natural 6, they can change one Injury dice from a Flesh Wound result to a Serious Injury result.

Scattershot: When a target is hit by a scattershot attack, make D6 wound rolls instead of 1.