Spanner
150
M
WS
BS
 S 
 T 
W
I
A
4"
3+
4+
3
4
1
4+
1
Ld
Cl
Wil
Int
6+
6+
6+
6+
Save
6+/5+

Equipment

Starting: Flak Armor, Spudjacker, and a choice between three different ranged weapons...a Graper, a Stub Pistol (Rotundus Pattern), or any handy thing they can pick up and throw (Hurly).

Special

Crew Selection: If a Spanner is not in Recovery or Captured they may join their gang's Crew.
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:
  • 1-3: the fighter is Out Cold; they will be available for their next battle.
  • 4-5: the fighter suffers a Grievous Injury; they go into Recovery.
  • 6: the fighter is killed; if they were put Out of Action by an attack the attacker gains 2 XP immediately.
Squat: This fighter is a Squat; any game effect referring to Squats 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.
Spudjacker Savant: This fighter gains +1 to hit with a spudjacker. Additionally, this fighter's spudjacker weapon profile gains the Pulverize and Potent traits.
Armor: Flak

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks with the Blast or Blaze traits.

Spudjacker
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Klunk
E
-
-
S+1
-
1
-

Choose additional Skills and Gear:

Select one of the following options when hiring a fighter of this type; this choice cannot be changed later.

  1. Hurler : Hurler Savant and a Hurly
  2. Graper : Scattershot Savant and a Graper
  3. Stubber : Pistol Savant and a Stub Pistol (Rotundus Pattern)