Ammojack
100
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
3
1
3+
2
Ld
Cl
Wil
Int
9+
6+
9+
6+
Save
-

Equipment

Starting: An Ammojack may have any one of Flak, Furnace Plates, Mesh, Carapace Armor, or Resilience. An Ammojack may have any one of Power Sword, Power Hammer, or Power Axe. An Ammojack may have one of Bolter (Locke Pattern), Combat Shotgun [Salvo], Combat Shotgun [Shredder], Shotgun [Acid, Solid, Scatter], or Autopistol [Sabot] with Extended Clip and Hair Trigger and Speedloader attachments. Finally an Ammojack may either gain +1 Attack and +1 WS to their base profile or take any one of a Fighting Knife, Laspistol, Autopistol, or Stub Pistol as a backup weapon. These items may not be moved from this fighter to the gang's Stash.

Special

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.

Choose 1 Armor or Resilience:

Resilience

The fighter doesn't wear armor but has +1 Toughness and +2 Wounds.

Armor: Flak

Against attacks that have the Blast or Blaze traits Flak armour grants a 5+ save roll. Against all other attacks Flak armour grants a 6+ save roll. If this armor is chosen the ammojack has +1 Initiative.

Armor: Furnace Plates

Furnace plates grant a 6+ save roll. This is increased to a 5+ save role against attacks made by fighters who are within the fighter’s vision arc. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the target does not have a facing (for example, if they are Prone) use the 6+ save roll. If this armor is chosen, the ammojack has +1 Strength and +1 Toughness but -1'' Movement and -1 Initiative.

Armor: Mesh

Mesh armour grants a 5+ save roll.

Armor: Carapace

Carapace Armor grants a 4+ save roll. A fighter wearing Carapace Armor suffers a -1'' penalty to their Movement characteristic. If this armor is chosen, the ammojack has -1'' Movement.

Choose 1 Ranged Weapon:

Autopistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+1
+1
3
-
1
4+
Targeter [Autopistol]

Modifiers have been applied directly to profile.

Targeter: (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.

Extended Clip: +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.

Hair Trigger: 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.

Speed Loader: May take free Reload (Simple) action when activated.
Bolter (Locke Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolt
12''
24''
+1
-
4
-1
1
4+
Shotgun [Acid, Scatter, Solid]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Acid
4''
16''
+1
-
3
-1
1
4+
Scatter
4''
8''
+2
-
2
-
1
4+
Solid
8''
16''
+1
-
4
-
2
4+
Combat Shotgun [Salvo]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Salvo
4''
12''
+1
-
4
-
2
4+
Combat Shotgun [Shredder]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shredder
T
-
-
2
-
1
4+

Choose 1 Melee Weapon:

Power Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slash
E
-
-
S+1
-2
1
-
Power Hammer
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
-1
S+2
-1
2
-
Power Axe
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
-1
S+2
-1
2
-

Choose 1 Backup Weapon or Aggressive:

Aggressive

This fighter gains +1 Attack and +1 WS.

Autopistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+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+
Laspistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
8''
12''
+1
-
3
-
1
2+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-