Crew Selection: This fighter is always considered to be an available fighter
for purposes of Crew selection if they are not Captured or in Recovery,
but only if their gang pays them an additional D3 x 10 credits per battle.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
No Permanent Injury: If this fighter is put Out of Action via an Injury roll, roll a D6 on the following chart:
Ratskin: This fighter is a Ratskin; any game effect referring to Ratskins is applicable to them.
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.
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.
Stub Pistol
Stubs
6''
12''
+2
-
3
-
1
4+
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.
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.
Choose additional Skill and Primary Weapon:
Select one of the following options when hiring a fighter of this type; this choice cannot be changed later.
-
Shotgunner: Scattershot Savant Skill and Shotgun [Blunder, Scatter]
-
Shooter: Ballistics Expert and Stub Rifle [Gunshroud]
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Archer: Bow Savant Skill and Bow [Standard, Hunter]