Overlords of the Seeej Sprawl Sector
Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Specialist
455
15
24
25
4
Specialist
305
17
27
30
5
Specialist
200
15
20
25
4
Firebase
Threats
Assault
Closers
Turf (x 5): The gang controls an area or resource within the underhive that allows the gang to take the Work the Turf Post-Battle Action. Having multiple Turf Territories provides a bonus to the outcome of that action.
Refinery: Once per Post-Battle Sequence for each Refinery the gang controls, an available Leader or Champion may
take a special Exploit Refinery Post-Battle Action to collect D6 x 15 credits,
which are added to the gang's Stash immediately.
Stash
Tactics Cards Deck
Ω : Zone Mortalis Only
≠ : Sector Mechanicus Only
Φ : Skirmish Only
Ψ : Campaign Only
New Skills: 3, S: +1, T: +1, W: +1, Ld: +1, Int: +1
Escher Gang Queen: This fighter is a Escher Gang Queen; any game effect referring to Eschers or Leaders is applicable to them. This fighter may be equipped from the Escher Gang Queen Equipment List, and uses the Normal Human Characteristics Maxima.
Rise Again: If this fighter would be killed, this fighter may instead become an Escher Deathmaiden. If this option is taken all of this fighter's gear is moved to the gang's Stash immediately and they go into Recovery.
During the Manage Fighters step of the Post-Battle Sequence this fighter loses this ability, Group Activation and Command Aura, and the Equipment and Skill Access of an Escher Gang Queen, then gains the Poisoned Blood ability and the Robust skill, as well as the Equipment and Skill Access of a Escher Deathmaiden. They retain their existing Skills and Characteristics.
This fighter is no longer the gang's Leader and a new Leader must be selected from among the gang's eligible fighters during the Loss of a Leader step of the Post-Battle Sequence.
Group Activation (2): this fighter may group activate with up to 2 fellow gang members within 12''.
Command Aura (12''): if a fellow gang member from this fighter's gang must make a Cool check, they can use this fighter's Leadership Characteristic instead of their own Cool Characteristic if this fighter is not Seriously Injured, is within their line of sight, and is no further than 12'' away from them.
Inspirational: When another friendly fighter within 12'' and line of sight of this fighter must make a Cool or Willpower check they gain a +1 bonus to the roll.
Connected: This skill only has an effect in the Pre-Battle Sequence.
In the Choose Crews step of the Pre-Battle Sequence after crews are selected,
if this fighter is part of the gang's Crew you may choose to do any one of the following
immediately before Crew Rating is calculated:
- Hire up to three Hive Scum for 15 credits each to become part of the gang's Crew for this battle.
- Hire one Merc at half their normal credit cost to become part of the gang's Crew for this battle.
- Force one Hangers-on on the gang's roster to become part of the gang's Crew for this battle.
Connected: If this fighter is in the gang's Crew, in the Pre-Battle Sequence Choose Crews step after crews are selected and before Crew Rating is calculated, you may use one of the following options to add more fighter(s) to the gang's Crew:
A) Hire 1-3 Hive Scum for 15 credits each; B) Hire 1 Merc at 1/2 credit cost for this battle only; C) Include a Hangers-on from the gang's roster.
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: This fighter may Infiltrate, if scenario permits.
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.
Wargear: Armored Undersuit
If a fighter is wearing an armored undersuit, their Armor save roll is improved by 1.
Mesh Armor and Armored Undersuit (Modifiers have been applied directly to profile.)
Bolter (Rotundus Pattern)
Bolt
12''
24''
+1
+1
4
-1
2
4+
Targeter [Bolter]
Modifiers have been applied directly to profile.
Targeter: (Modifiers have been applied directly to profile.)
Needle Pistol (Master Crafted)
Needle
6''
12''
+2
-0
4
-1
1
5+
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: 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: 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.
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: Plasma
KA-SIZZLE
-
Sx3
-0
-0
5
-1
2
6+
Grenade: Photon Flash
FLASH-BANG
-
Sx3
-0
-0
0
-0
0
5+
Escher Matriarch: This fighter is a Escher Matriarch; any game effect referring to Eschers or Champions is applicable to them. This fighter may be equipped from the Escher Matriarch Equipment List, and uses the Normal Human Characteristics Maxima.
Rise Again: If this fighter would be killed, this fighter may instead become an Escher Deathmaiden. If this option is taken, all of this fighter's gear is moved to the gang's Stash immediately and they go into Recovery.
During the Manage Fighters step of the Post-Battle Sequence this fighter loses this ability, Group Activation and Command Aura, and the Equipment and Skill Access of an Escher Matriarch, then gains the Poisoned Blood ability and the Robust skill, as well as the Equipment and Skill Access of a Escher Deathmaiden. They retain their existing Skills and Characteristics.
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 6''.
Command Aura (6''): if a fellow gang member from this fighter's gang must make a Cool check, they can use this fighter's Leadership Characteristic instead of their own Cool Characteristic if this fighter is not Seriously Injured, is within their line of sight, and is no further than 6'' away from them.
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.
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.
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: This fighter may Infiltrate, if scenario permits.
Armor: Mesh
Modifiers have been applied directly to profile.
Sniper Rifle (Long-las)
BZAP!
24''
36''
+1
+1
4
-1
1
3+
Targeter [Sniper Rifle (Long-las)]
Modifiers have been applied directly to profile.
(Modifiers have been applied directly to profile.)
Infra-sight [Sniper Rifle (Long-las)]
A weapon with an Infra-sight can be used to attack through smoke clouds, and is unaffected by low-light conditions. In addition, there is no hit modifier when the weapon targets a fighter in partial cover, and a -1 modifier (instead of -2) when it targets a fighter in full cover. Weapons with the Rapid Fire Trait cannot be fitted with an Infra-sight.
attack through smoke clouds, unaffected by low-light, reduce cover penalty by 1.
Needle Pistol
Needle
4''
9''
+2
-0
4
-1
1
5+
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: 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: Grav-chute
If a fighter falls or jumps down to a lower level, they do
not suffer any damage and do not become Pinned, they simply move down without
any rolls being made; place the fighter at the nearest possible point
on the battlefield near where they would have fallen such that their base
does not overlap anything else, and observing the 1'' rule. If this is used in
conjunction with a Charge and this fighter successfully engages one or more enemies,
an extra Attack dice is gained in the ensuing close combat sequence;
this extra Attack dice is resolved as a S+1 Unarmed attack.
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.
New Skills: 2, Eye Injury: 1, Bionic Eyes: 1, M: +1, BS: +1, Ld: +1, Cl: +1, Wil: +1, Int: +1
Escher Matriarch: This fighter is a Escher Matriarch; any game effect referring to Eschers or Champions is applicable to them. This fighter may be equipped from the Escher Matriarch Equipment List, and uses the Normal Human Characteristics Maxima.
Rise Again: If this fighter would be killed, this fighter may instead become an Escher Deathmaiden. If this option is taken, all of this fighter's gear is moved to the gang's Stash immediately and they go into Recovery.
During the Manage Fighters step of the Post-Battle Sequence this fighter loses this ability, Group Activation and Command Aura, and the Equipment and Skill Access of an Escher Matriarch, then gains the Poisoned Blood ability and the Robust skill, as well as the Equipment and Skill Access of a Escher Deathmaiden. They retain their existing Skills and Characteristics.
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 6''.
Command Aura (6''): if a fellow gang member from this fighter's gang must make a Cool check, they can use this fighter's Leadership Characteristic instead of their own Cool Characteristic if this fighter is not Seriously Injured, is within their line of sight, and is no further than 6'' away from them.
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.
Prepared: This fighter adds +1 to all Ammo checks they attempt.
Additionally, once per battle if this fighter fails an Ammo check they may cancel the outcome and proceed as if the check was successful.
Prepared: 1x/battle ignore Out of Ammo. +1 on all Ammo checks.
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: This fighter may Infiltrate, if scenario permits.
Armor: Mesh
Modifiers have been applied directly to profile.
Plasma Gun
Low
12''
24''
+2
+1
5
-1
2
5+
Maximal
12''
24''
+1
+1
7
-2
3
5+
Targeter [Plasma Gun]
Modifiers have been applied directly to profile.
(Modifiers have been applied directly to profile.)
Weapon Attachment: Targeter (Modifiers have been applied directly to profile.)
Needle Pistol
Needle
4''
9''
+2
-0
4
-1
1
5+
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: 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: 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.
Grenade: Photon Flash
FLASH-BANG
-
Sx3
-0
-0
0
-0
0
5+
Promoted Merc!, New Skills: 2, Eye Injury: 1, Bionic Eyes: 1, BS: +1
Escher Merc: This fighter is a Escher Merc; any game effect referring to Eschers or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Escher Matriarch Equipment List, and uses the Normal Human Characteristics Maxima.
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.
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.
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.
Plasma Gun
Low
12''
24''
+2
-0
5
-1
2
5+
Maximal
12''
24''
+1
-0
7
-2
3
5+
Bolt Pistol (Rotundus Pattern)
Bolt
6''
12''
+1
-0
4
-1
2
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.
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.
New Skills: 2, M: +1, T: +1
Escher Matriarch: This fighter is a Escher Matriarch; any game effect referring to Eschers or Champions is applicable to them. This fighter may be equipped from the Escher Matriarch Equipment List, and uses the Normal Human Characteristics Maxima.
Rise Again: If this fighter would be killed, this fighter may instead become an Escher Deathmaiden. If this option is taken, all of this fighter's gear is moved to the gang's Stash immediately and they go into Recovery.
During the Manage Fighters step of the Post-Battle Sequence this fighter loses this ability, Group Activation and Command Aura, and the Equipment and Skill Access of an Escher Matriarch, then gains the Poisoned Blood ability and the Robust skill, as well as the Equipment and Skill Access of a Escher Deathmaiden. They retain their existing Skills and Characteristics.
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 6''.
Command Aura (6''): if a fellow gang member from this fighter's gang must make a Cool check, they can use this fighter's Leadership Characteristic instead of their own Cool Characteristic if this fighter is not Seriously Injured, is within their line of sight, and is no further than 6'' away from them.
Step Aside: If this fighter is hit in close combat or in response to taking the Disengage action, they may attempt an Initiative check to cancel the hit on success. This skill may be used up to once during this fighter's own activation, and up to once per opposing fighter's activation.1/activation (self and enemies) if hit in HtH or while Disengaging, succeed on Initiative check to cancel hit.
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.
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: This fighter may Infiltrate, if scenario permits.
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.
Bolt Pistol (Master Crafted)
Bolt
9''
18''
+1
+1
4
-1
2
4+
Targeter [Bolt Pistol (Master Crafted)]
Modifiers have been applied directly to profile.
(Modifiers have been applied directly to profile.)
Weapon Attachment: Targeter (Modifiers have been applied directly to profile.)
Needle Pistol
Needle
4''
9''
+2
-0
4
-1
1
5+
Power Sword
Slash
-
E
-0
-0
S+1
-2
1
-
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.
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: 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.
Grenade: Plasma
KA-SIZZLE
-
Sx3
-0
-0
5
-1
2
6+
Grenade: Frag
KA-BOOM
-
Sx3
-0
-0
3
-0
1
4+
Promoted Prospect!, New Skills: 3, Head Injury: 1, Bionic Cogitators: 1, Skull Chip, WS: +2, BS: +1, W: +1, A: +1
Escher Matriarch: This fighter is a Escher Matriarch; any game effect referring to Eschers or Champions is applicable to them. This fighter may be equipped from the Escher Matriarch Equipment List, and uses the Normal Human Characteristics Maxima.
Phelynx: This fighter may be accompanied by up to three (3) Phelynx (at normal cost).
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 6''.
Command Aura (6''): if a fellow gang member from this fighter's gang must make a Cool check, they can use this fighter's Leadership Characteristic instead of their own Cool Characteristic if this fighter is not Seriously Injured, is within their line of sight, and is no further than 6'' away from them.
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.
Hit and Run: After taking their attacks as part of a Charge action and before enemies take their Reaction attacks, this fighter may make a free Disengage action. After resolving that action, if this fighter is still Active they may immediately take a Standard move (the 1'' rule applies).When charging, you may Disengage before Reactions, then make a Standard move if still Active.
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: This fighter may Infiltrate, if scenario permits.
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.
Bionics: Skullchip
Modifiers have been applied directly to profile.
Bionics: Bionic Cogitator
Modifiers have been applied directly to profile.
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.
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.
Plasma Pistol (Master Crafted)
Targeter [Plasma Pistol (Master Crafted)]
Modifiers have been applied directly to profile.
(Modifiers have been applied directly to profile.)
Weapon Attachment: Targeter (Modifiers have been applied directly to profile.)
Needle Pistol
Needle
4''
9''
+2
-0
4
-1
1
5+
Shockbaton
Ranged
2''
3''
+1
-1
4
-0
1
-
Wargear: Photo-goggles
This fighter can attack through smoke clouds and is unaffected by low-light conditions.
Additionally, this fighter adds 1 to the result of any check to resist being blinded.
A fighter with photo-goggles gains no benefit from using similar items, or weapon sights of any kind
Unaffected by smoke or low-light, +1 vs blinding.
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.
Grenade: Smoke Bombs
KA-POOF
-
Sx3
-0
-0
0
-0
0
4+
Promoted!, New Skills: 1, Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Bionic Eyes: 1, Hobbled: 1, Bionic Legs: 1, Skull Chip, BS: +1, Cl: +2, Wil: +1, Int: +1
Escher Specialist: This fighter is a Escher Specialist; any game effect referring to Eschers or Specialists is applicable to them. This fighter may be equipped from the Escher Specialist Equipment List, and uses the Normal Human Characteristics Maxima. During campaign play this fighter Advances as a Hero.
Moving On Up: During campaign play if the gang has an open Champion position this fighter may be promoted to become a Escher Matriarch. 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 Escher Matriarch; any Skills this fighter already has are retained and their characteristics remain unchanged.
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.
Bionics: Skullchip
Modifiers have been applied directly to profile.
Bionics: Bionic Upgrades
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: 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: 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.
Assault Rifle
BURP!!!
10''
30''
+1
-0
3
-0
1
4+
Targeter [Assault Rifle]
Modifiers have been applied directly to profile.
(Modifiers have been applied directly to profile.)
Belt-feed [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.
Additionally, 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 Firepower die hit, +1 to Ammo checks.
Speed Loader [Assault Rifle]
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.
Hair Trigger [Assault Rifle]
When a fighter attacks with this weapon, before rolling to hit they must make an Initiative check. If the check is passed the fighter gains +1 to hit with this attack, and if the check is failed they suffer a -1 penalty to hit with this attack.
Before rolling to hit make an Initiative check; gain +1 to hit if check succeeds, suffer -1 penalty if check fails.
Weaponized Stock [Assault Rifle]
Many ranged weapons have a reinforced stock that can be used as a bludgeoning weapon capable of generating enough force to shatter a skull and / or knock a foe to the ground.
Smash
-
E
-0
+1
S+1
-0
2
-
Bolt Pistol (Rotundus Pattern)
Bolt
6''
12''
+1
-0
4
-1
2
4+
Grenade: Frag
KA-BOOM
-
Sx3
-0
-0
3
-0
1
4+
Promoted!, New Skills: 1, Skull Chip, M: +1, BS: +2, S: +1
Escher Specialist: This fighter is a Escher Specialist; any game effect referring to Eschers or Specialists is applicable to them. This fighter may be equipped from the Escher Specialist Equipment List, and uses the Normal Human Characteristics Maxima. During campaign play this fighter Advances as a Hero.
Moving On Up: During campaign play if the gang has an open Champion position this fighter may be promoted to become a Escher Matriarch. 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 Escher Matriarch; any Skills this fighter already has are retained and their characteristics remain unchanged.
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.
Bionics: Skullchip
Modifiers have been applied directly to profile.
Shotgun [Acid, Solid]
Acid
4''
16''
+1
+1
3
-1
1
4+
Solid
8''
16''
+1
+1
4
-0
2
4+
Targeter [Shotgun]
Modifiers have been applied directly to profile.
(Modifiers have been applied directly to profile.)
Weapon Attachment: Targeter (Modifiers have been applied directly to profile.)
Stub Pistol (Master Crafted)
Stubs
9''
18''
+2
-0
4
-0
1
4+
Grenade: Plasma
KA-SIZZLE
-
Sx3
-0
-0
5
-1
2
6+
Promoted!, New Skills: 1, Skull Chip, BS: +1, Ld: +1, Cl: +2, Wil: +1
Escher Specialist: This fighter is a Escher Specialist; any game effect referring to Eschers or Specialists is applicable to them. This fighter may be equipped from the Escher Specialist Equipment List, and uses the Normal Human Characteristics Maxima. During campaign play this fighter Advances as a Hero.
Moving On Up: During campaign play if the gang has an open Champion position this fighter may be promoted to become a Escher Matriarch. 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 Escher Matriarch; any Skills this fighter already has are retained and their characteristics remain unchanged.
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.
Bionics: Skullchip
Modifiers have been applied directly to profile.
Needle Rifle
Needle
9''
18''
+1
-0
4
-1
1
5+
Infra-sight [Needle Rifle]
A weapon with an Infra-sight can be used to attack through smoke clouds, and is unaffected by low-light conditions. In addition, there is no hit modifier when the weapon targets a fighter in partial cover, and a -1 modifier (instead of -2) when it targets a fighter in full cover. Weapons with the Rapid Fire Trait cannot be fitted with an Infra-sight.
attack through smoke clouds, unaffected by low-light, reduce cover penalty by 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.
Promoted Juve!, New Skills: 1, Skull Chip, WS: +1, BS: +2, A: +1
Escher Specialist: This fighter is a Escher Specialist; any game effect referring to Eschers or Specialists is applicable to them. This fighter may be equipped from the Escher Specialist Equipment List, and uses the Normal Human Characteristics Maxima. During campaign play this fighter Advances as a Hero.
Moving On Up: During campaign play if the gang has an open Champion position this fighter may be promoted to become a Escher Matriarch. 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 Escher Matriarch; any Skills this fighter already has are retained and their characteristics remain unchanged.
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: This fighter may Infiltrate, if scenario permits.
Bionics: Skullchip
Modifiers have been applied directly to profile.
Armor: Fighting Harness
Modifiers have been applied directly to profile. The save provided is a 6+ unmodified save, but it is only usable against close combat attacks. Additionally, a fighter with a Fighting Harness gains a Parry in close combat.
Autopistol
Caseless
4''
12''
+1
-0
3
-0
1
4+
Chainsword
Bzzzz!
-
E
-0
+1
4
-1
1
-
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.
Promoted Juve!, New Skills: 1, Skull Chip, WS: +1, BS: +1, A: +1
Escher Specialist: This fighter is a Escher Specialist; any game effect referring to Eschers or Specialists is applicable to them. This fighter may be equipped from the Escher Specialist Equipment List, and uses the Normal Human Characteristics Maxima. During campaign play this fighter Advances as a Hero.
Moving On Up: During campaign play if the gang has an open Champion position this fighter may be promoted to become a Escher Matriarch. 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 Escher Matriarch; any Skills this fighter already has are retained and their characteristics remain unchanged.
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: This fighter may Infiltrate, if scenario permits.
Bionics: Skullchip
Modifiers have been applied directly to profile.
Armor: Fighting Harness
Modifiers have been applied directly to profile. The save provided is a 6+ unmodified save, but it is only usable against close combat attacks. Additionally, a fighter with a Fighting Harness gains a Parry in close combat.
Autopistol
Caseless
4''
12''
+1
-0
3
-0
1
4+
Shock Sword
Slash & Zap
-
E
-0
+1
4
-1
1
-
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.
M: +1, BS: +1, Cl: +1, Wil: +1
Escher Gang Sister: This fighter is a Escher Gang Sister; any game effect referring to Eschers or Gangers is applicable to them. This fighter may be equipped from the Escher Gang Sister Equipment List, and uses the Normal Human Characteristics Maxima.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Escher Specialist and losing this ability. They gain the Skill and Equipment Access of a Escher Specialist, and a Primary Skill of the controlling player's choice.
Shotgun [Acid, Solid]
Acid
4''
16''
+1
+1
3
-1
1
4+
Solid
8''
16''
+1
+1
4
-0
2
4+
Targeter [Shotgun]
Modifiers have been applied directly to profile.
(Modifiers have been applied directly to profile.)
Weapon Attachment: Targeter (Modifiers have been applied directly to profile.)
Autopistol
Caseless
4''
12''
+1
-0
3
-0
1
4+
Grenade: Frag
KA-BOOM
-
Sx3
-0
-0
3
-0
1
4+
BS: +2, Cl: +2, Wil: +1, Int: +1
Escher Gang Sister: This fighter is a Escher Gang Sister; any game effect referring to Eschers or Gangers is applicable to them. This fighter may be equipped from the Escher Gang Sister Equipment List, and uses the Normal Human Characteristics Maxima.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Escher Specialist and losing this ability. They gain the Skill and Equipment Access of a Escher Specialist, and a Primary Skill of the controlling player's choice.
Needle Rifle
Needle
9''
18''
+1
-0
4
-1
1
5+
Infra-sight [Needle Rifle]
A weapon with an Infra-sight can be used to attack through smoke clouds, and is unaffected by low-light conditions. In addition, there is no hit modifier when the weapon targets a fighter in partial cover, and a -1 modifier (instead of -2) when it targets a fighter in full cover. Weapons with the Rapid Fire Trait cannot be fitted with an Infra-sight.
attack through smoke clouds, unaffected by low-light, reduce cover penalty by 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.
BS: +2, I: +1, Cl: +1, Wil: +1
Escher Gang Sister: This fighter is a Escher Gang Sister; any game effect referring to Eschers or Gangers is applicable to them. This fighter may be equipped from the Escher Gang Sister Equipment List, and uses the Normal Human Characteristics Maxima.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Escher Specialist and losing this ability. They gain the Skill and Equipment Access of a Escher Specialist, and a Primary Skill of the controlling player's choice.
Needle Rifle
Needle
9''
18''
+1
-0
4
-1
1
5+
Infra-sight [Needle Rifle]
A weapon with an Infra-sight can be used to attack through smoke clouds, and is unaffected by low-light conditions. In addition, there is no hit modifier when the weapon targets a fighter in partial cover, and a -1 modifier (instead of -2) when it targets a fighter in full cover. Weapons with the Rapid Fire Trait cannot be fitted with an Infra-sight.
attack through smoke clouds, unaffected by low-light, reduce cover penalty by 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.
M: +1, BS: +1, Cl: +2, Wil: +1, Int: +1
Escher Gang Sister: This fighter is a Escher Gang Sister; any game effect referring to Eschers or Gangers is applicable to them. This fighter may be equipped from the Escher Gang Sister Equipment List, and uses the Normal Human Characteristics Maxima.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Escher Specialist and losing this ability. They gain the Skill and Equipment Access of a Escher Specialist, and a Primary Skill of the controlling player's choice.
Autogun
Sabot
6''
24''
-1
+1
3
-1
1
3+
Infra-sight [Autogun]
A weapon with an Infra-sight can be used to attack through smoke clouds, and is unaffected by low-light conditions. In addition, there is no hit modifier when the weapon targets a fighter in partial cover, and a -1 modifier (instead of -2) when it targets a fighter in full cover. Weapons with the Rapid Fire Trait cannot be fitted with an Infra-sight.
attack through smoke clouds, unaffected by low-light, reduce cover penalty by 1.
Stub Pistol
Stubs
6''
12''
+2
-0
3
-0
1
4+
Escher Gang Sister: This fighter is a Escher Gang Sister; any game effect referring to Eschers or Gangers is applicable to them. This fighter may be equipped from the Escher Gang Sister Equipment List, and uses the Normal Human Characteristics Maxima.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Escher Specialist and losing this ability. They gain the Skill and Equipment Access of a Escher Specialist, and a Primary Skill of the controlling player's choice.
Autogun
Sabot
6''
24''
-1
+1
3
-1
1
3+
Infra-sight [Autogun]
A weapon with an Infra-sight can be used to attack through smoke clouds, and is unaffected by low-light conditions. In addition, there is no hit modifier when the weapon targets a fighter in partial cover, and a -1 modifier (instead of -2) when it targets a fighter in full cover. Weapons with the Rapid Fire Trait cannot be fitted with an Infra-sight.
attack through smoke clouds, unaffected by low-light, reduce cover penalty by 1.
Stub Pistol
Stubs
6''
12''
+2
-0
3
-0
1
4+
Crew Selection: This Hangers-on cannot be chosen as Crew to participate in a battle.
However whenever a battle happens on the gang's own turf (i.e., they have the
Home Turf advantage in a scenario), roll a D6 for this Hangers-on before choosing a
Crew. On a result of 1, 2 or 3 this Hangers-on is present and must be included as
part of the Crew.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
No Permanent Injury: If this fighter suffers a Lasting Injury that would make a change to their fighter card, they are instead removed from the gang roster.
Weaponsmith: While this fighter is on the gang's roster, during a battle all fighters in the gang may reroll failed Ammo checks that rolled a 1. The re-rolled result must be taken.
Munitioneer: At the beginning of the Choose Crew step of the Pre-Battle Sequence, D3 Ammo Cache wargear items are added to the gang's Stash if this fighter is not Captured, Critically Injured, or in Recovery.
Autopistol
Caseless
4''
12''
+1
+1
3
-0
1
4+
Targeter [Autopistol]
Modifiers have been applied directly to profile.
(Modifiers have been applied directly to profile.)
Extended Clip [Autopistol]
This fighter adds +1 to Ammo checks made with the weapon this item is attached to.
This is not combinable with similar items or effects.
+1 to Ammo checks.
Hair Trigger [Autopistol]
When a fighter attacks with this weapon, before rolling to hit they must make an Initiative check. If the check is passed the fighter gains +1 to hit with this attack, and if the check is failed they suffer a -1 penalty to hit with this attack.
Before rolling to hit make an Initiative check; gain +1 to hit if check succeeds, suffer -1 penalty if check fails.
Speed Loader [Autopistol]
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.
Power Sword
Slash
-
E
-0
-0
S+1
-2
1
-
Crew Selection: This Hangers-on cannot be chosen as Crew to participate in a battle.
However whenever a battle happens on the gang's own turf (i.e., they have the
Home Turf advantage in a scenario), roll a D6 for this Hangers-on before choosing a
Crew. On a result of 1, 2 or 3 this Hangers-on is present and must be included as
part of the Crew.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
No Permanent Injury: If this fighter suffers a Lasting Injury that would make a change to their fighter card, they are instead removed from the gang roster.
A Doctor In The House: During the Post-Battle Sequence this 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.
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.
Pistol
Cap
6''
12''
+1
-0
3
-0
1
4+
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.
Crew Selection: If the gang is fighting in a scenario that can grant a new territory as a reward, or if you are attacking a gang that has Home Turf advantage, the Dome Runner may join the gang's Crew.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
No Permanent Injury: If this fighter suffers a Lasting Injury that would make a change to their fighter card, they are instead removed from the gang roster.
Explorer: During the Post-Battle Sequence,
if a gang with at least one available Dome Runner gains or steals Territory,
for each available Dome Runner they may add 1 to the roll to determine
whether the gang gains a new Special Territory.
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: This fighter may Infiltrate, if scenario permits.
Backstabber: All unarmed and melee attacks made by this fighter gain the Backstab trait; attacks that already have the trait add 2 to the attacker's Strength rather than 1 when the trait is applicable. Additionally, there is a -1 penalty to Detect this fighter.All you Unarmed & Melee attacks gain Backstab trait. +1 S on weapons that already have Backstab, when applicable. Other fighters have a -1 penalty to Detect you.
Stub Pistol
Stubs
6''
12''
+2
-0
3
-0
1
4+
Silencer [Stub Pistol]
This item adds the Silent trait to all weapon profiles of the weapon it is attached to.
Backstab: If the attacker is not within the target's vision arc, add 1 to
the attack's Strength.
Blaze: After an attack with the Blaze trait has been resolved, if the target was taken Out of Action nothing else happens.
Otherwise if the target is not already Blaze-marked, the target's controlling player rolls a D6; place a Blaze marker on the target's fighter card if a 1, 2, or 3 is rolled.
When a Blaze-marked fighter makes Unarmed attacks, those attacks gain the Blaze trait.
An Active or Pinned Blaze-marked fighter may target themselves and make the Extinguish Blaze (Simple) action.
Roll a D6; on a 4+ remove the Blaze marker.
An Active fighter that is not themselves Blaze-marked within 1'' of a Blaze-marked fighter may target that fighter and make the Extinguish Blaze (Simple) action.
If they do, roll a D6; on a 4+ remove the Blaze marker from the target.
On a 1, place a Blaze marker on the fighter card of the acting fighter and their activation ends.
If a fighter has a Blaze marker on their fighter card, when they end their activation a Strength 4 hit with no AP that deals 1 Damage is resolved against them.
If the fighter takes damage and is not already Broken, they must succeed on a Nerve test or become Broken.
Blinding: a fighter hit by an attack with this trait must make an Initiative check. If this check is failed the fighter loses their Ready marker if they have one, and becomes blinded; place a Blind marker next to the fighter or on their Fighter Card. A blinded fighter cannot make any attacks other than reaction attacks, for which all hit rolls only succeed on a natural 6. If a blinded fighter moves as part of an action they instead move D3'' in a random direction determined by the scatter die, stopping if they make base contact with an obstacle; fighters moving in this way can Engage enemy fighters. When a blinded fighter is activated, roll a D6; on a 3+ the fighter is no longer blinded and the Blind marker is removed. Some equipment and abilities provide resistance or immunity to being blinded. Attacks with this trait that are also 0 Strength and inflict 0 damage do not cause hit targets to be Pinned.
Gas: When a fighter is hit by an attack made by a Gas weapon,
they are not Pinned and a wound roll is not made; instead
roll a D6. If the result is higher than the
target's modified Toughness, make an Injury roll
for that fighter (regardless of the fighter's Wounds characteristic). No
save roll can be made by the fighter against this attack. Unliving targets such as inanimate objects, vehicles, and robots are not affected by this trait.
Rending: If the roll to wound with a Rending weapon is a natural 6, the attack's Damage is increased by 1 and its Armor Penetration is improved by 1.
Penetrating: When a weapon with this trait successfully hits, it has D3 Armor Penetration against the target.
Power: The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be parried except by weapons that have both the Power and Parry traits, energy based shields, or via the Parry Master skill. In addition, if the hit roll for a Power weapon is a 6, that hit automatically wounds.
Shock: When a fighter is hit by an attack with this trait the attacker rolls a D6. If the result is higher than the target's current Toughness (including modifications such as Flesh Wounds or stimm-slugs) or is a natural 6 the target fighter is momentarily staggered; they lose their Ready marker if they have one and cannot make Reaction attacks for the remainder of this turn.
Silent: A weapon with this trait does not trigger Detect checks if used by a Hidden fighter, and does not risk raising the alarm in scenarios that use the Sentries special rules.
Smoke: Smoke weapons do not cause hits on fighters,
they do not cause Pinning and cannot inflict Wounds.
Instead mark the location where they hit with a counter.
They generate an area of dense smoke, which extends 2.5''
out from the center of the counter; a 5'' Blast marker
can be used to determine this area, but it should be
considered to extend vertically as well as horizontally.
Fighters can move through the smoke, but it blocks line
of sight and a fighter who is in the smoke effectively has no vision arc.
Anything that cannot be seen by a fighter due to the smoke cannot be
targeted, but attacks with the Blast or Template traits
that don't declare a target can be used normally.
In the End Phase roll a D6; on a 3 or less the area dissipates and the counter is removed.
Toxin: When a fighter is wounded by an attack with this trait and does not successfully make a save, before Damage is applied roll a D6.
If the result is greater than the fighter's current modified Toughness they suffer a Flesh Wound. If this modifies the fighter's current Toughness to 0, they suffer a Memorable Death.
If the fighter is not killed, the attack's Damage is applied and resolved normally.
Unliving targets such as inanimate objects, vehicles, and robots are not affected by this trait.
Log
Delaque (Acme Inc, W); +200 credits; +Haley, +Yelena; Rare Item: Armored Undersuit (Miranda)
Ulfgar (Clawbberers, W); +200 credits; +Billie, +Nurse Betty; Rare Item: none
Harlequins (Happy Harleys, W); +140 credits; +Mad Molly; Rare Item: none
Goliath (Bloodhands, T); +130 credits; -3 Hive Scum, +Bounty on Darek; Rare Item: Sabot Ammo (Willamena)
This was a sabotage mission, on defense. Voluntarily Bottled and technically won as the enemy gang hadn't even fired a shot at the objective, but we agreed that the scenario is flawed...if the defenders leave the battlefield obviously the attacker can destroy the objective at their leisure. Agreed to treat this as a tie. We later amended the scenario to address this circumstance.
Ulfgar / Goliath (Bloodhands / Clawbberers, Third Place out of five); +155 credits, Bounty Hunter vs Goliath,
+Bounty on Wolferine; Rare Items: Photogoggles (Miranda) (8)
This was probably my favorite battle of the campaign; we did a 5-way "boss meet". I allied with two Delaque gangs against the Clawberrers and Bloodhands and then played very defensively; one of my champions was put out of action covering the escape of my leader from the initial face to face encounter with the five bosses and their small entourages, but other than that I didn't lose anyone. I wracked up a respectable # of Victory Points, but the hth focused Clawbberers and Goliaths got so many easy points by smashing the entourages and bosses of the two Delaque gangs and my champion that there was no competition for the win...however both of those gangs had over half their rosters go into recovery or lasting injuries, so IMO I had the best overall outcome from a campaign perspective.
Goliath (Bloodhands, W); +105 credits +110 credits worth of Rare Items;
Rare Item: Sabot Ammo (Yelena & Alice), Infrasight (Gladys), Rotundus Pattern Bolter & Bolt Pistol,
Frenzon Stash (Missy); +Sally
Van Saar (Green Meanies, L*); +135 credits; +Doris; Rare Item: none
This was an odd situation. The starting crew was three gangers, with the rest of the gang as Reinforcements. On the first activation the enemy gang shot one and rolled a skull to put them out of action. The other two gangers were within 3'' and both failed their Nerve tests and became broken. Per the scenario, as I had no Active, Pinned, or Engaged fighters remaining on the battlefield, the battle ended. I never got to activate a fighter. We later amended the scenario to avoid recurrence.
Escher (My Fair Ladies, W); +135 credits, +Refinery, +CeeCee; Rare Items: Chainsword & Rotundus Pattern Bolt Pistol (Haley)
Van Saar (Green Meanies, W); +55 credits, +Plasma Grenades & Flash Grenades (loot); +Bounty on Ysturbyd; Rare Item: none
Goliath (Bloodhands, W); +90 credits; +Bounty on Enzo; Rare Item: none, Smoke Grenades (Miranda)
Ulfgar (Clawbberers, W); +290 credits; +Precious Paulie; Rare Item: Photon Flash Grenades
Delaque (Acme Inc, L); +280 credits; +Marriana (Merc); Rare Item: none
In this scenario, both gang's starting crews and reinforcements are supposed to "walk on" to the battlefield in waves over several turns as part of their first round activation. However, Acme Inc had five heroes with the Infiltrate skill, all shooters...three of whom have the Overwatch skill and two of whom have sniper rifles and another has a grenade launcher with krak and another has a heavy stubber. So, the player was able to set up with five dedicated long range shooters in full covered positions on high ground to cover my deployment zone. I was unable to establish a beachhead as I was basically being spawn camped with little to no cover, trickling onto the board in groups of 3-5, in the face of overwhelming firepower. The risk / reward tradeoff was just not worth it, so I conceded rather than feed my fighters into a meat grinder.
Additionally, Acme Inc was using smoke bombs heavily. At this point, I had only a few fighters on the gang who could shoot into smoke clouds. Given Acme Inc's rise to 2nd place I pivoted my strategy and over the remaining campaign battles prioritized cancelling Acme Inc's Infiltrate and smoke bomb advantage in anticipation of the endgame. Over the next clutch of battles I took Infiltrate on seven heroes, and invested in photo-goggles, infrasights and bionic eyes.
Escher (My Fair Ladies, W); +230 credits; Rare Item: Photo-goggles
Van Saar (Green Meanies, W); +325 credits, Promoted Marriana to Champion (Merc); +Master Crafted Plasma Pistol & Gravchute (loot); Rare Items: Photo-goggles x2
Mercs (Sharif's Shakers, W); +310 credits; Rare Item: none
Ulfgar (Clawbberers, W); +260 credits; Bounty Hunter (Gorn, -120); Rare Item: Master Crafted Bolt Pistol
Finals: Goliath (Bloodhands, W); +290 credits; Bounty Hunter (Yola, -150), Connected Merc (Cielos, -100); Rare Item: none
Acme Inc beat the Bloodhands for 2nd place, but opted to pass on fighting me for the finals, in the face of the current state of both gangs. I didn't want to win by default, so played the 3rd place Bloodhands instead.