Crew Selection: If the gang's Leader is part of the Crew, this fighter may also be 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.
Insane Zeal: If a gang has one or more Zealous Converts who are not in Recovery or Captured, the gang's player gains one Last Gasp Tactics Card to use in the battle in addition to any other Tactics Cards available to them.
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.
Nerves of Steel: When this fighter is hit by a ranged attack they may choose to make a Cool check. If they do and the check is passed, this fighter is not Pinned.
Nerves of Steel: When hit by Ranged attack: Can make Cool check to not be Pinned.
Robust: When this fighter makes a Recovery Test for themselves, they may reroll a single dice once before resolving the outcome. Additionally, if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Armor: Makeshift
When this fighter is targeted by close combat attacks, there is a -1 modifier to the hit roll.
Stub Pistol
Stubs
6''
12''
+2
-0
3
-0
1
4+
Makeshift Weapon