The Abhumans

Venators (AN) · Lore & notes

Overview

Venators Starter List

Papa Thorsten

House Hunt Leader 1 – 533 (Leader)

Quick Rules

  • Fearsome: Enemy must pass WP test before they can Charge (if failed, don't move and activation ends)
  • Blaze: After attack resolved, D6 roll of 4+ target becomes subject to Blaze. When Activated, S3 AP-1 D1 hit, then move 2D6" random direction, then roll D6. 6+ fire goes out (may be modified - see full rules).
  • Disarm: Hit roll of 6+ in melee, target cannot use any weapons for reaction attacks for that round (reaction attacks are all unarmed).
  • Knockback: If hit roll is =/+ than target's Toughness, moved back 1". If can't, increase Damage by 1. May trigger falling test.
  • Limited: If ammo check failed, delete this ammo from fighter card.
  • Power: Can only be Parried by other power weapons. Hit roll of natural "6" = +1 Damage and no armour save roll.
  • Scatter Shot: If hit, make D6 wound rolls rather than 1.

Hit me list

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Dog

Ogryn Hunt Champion (Champion)

Quick Rules

  • Nerves of Steel: When hit by ranged attack, Cool test. If passed, may choose to not become Prone and Pinned.
  • Knockback: If hit roll is =/+ than target's Toughness, moved back 1". If can't, increase Damage by 1. May trigger falling test.
  • Paired: +1A for dual weapons. When charging, double Attacks Characteristic. So on charge, will normally have 6 attacks (2x2, +1, +1).

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Mickey Free

Ratling Hunt Champion (Champion)

Quick Rules

  • Fast Shot: Treats Shoot / Fire All actions as (Simple) rather than (Basic) [not unwieldy weapons].
  • Cameleoline Cloak: If wearer didn't move, -2 to hit penalty for ranged attacks targeting them.
  • Sniping: Re-roll Hit rolls of a natural 1 when performing a Shoot (Basic) action after taking the 
    Aim (Basic) action with a Basic Weapon
  • Sneaking: If in cover, additional -1 to hit penalty for ranged attacks targeting them.
  • Slopping: If in Recovery, at end of 'Set Up Battlefield' step in pre-battle sequence, roll D6. A "6" they recover and are available for the battle.

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Domino

House Specialist 1 – 544 (Specialist)

Quick Rules

  • <Rules>

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Garrett

Beastman Hunter (Ganger)

Quick Rules

  • Feral Warriors: +1 Attack if have suffered 1 or more fleshwounds.
  • Frenzon Conditioning: Never suffer any side effects from using Frenzon.
  • Grenade: Assume ammo symbol rolled when making to hit roll. Cannot be reloaded if fails ammo check.
  • Parry: Force attacker to re-roll one (none Power) melee hit.
  • Rending: Wound Roll of "6", +1 Damage (Fighter) or +1 Damage dice (vehicle).
  • Smoke: 2.5" radius blast marker, blocks line of sight. Roll D6 in End Phase: 5+, blast marker stays in place.

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Mullowney

Ratling Hunter (Ganger)

Quick Rules

  • Sniping: Re-roll Hit rolls of a natural 1 when performing a Shoot (Basic) action after taking the 
    Aim (Basic) action with a Basic Weapon
  • Sneaking: If in cover, additional -1 to hit penalty for ranged attacks targeting them.
  • Slopping: If in Recovery, at end of 'Set Up Battlefield' step in pre-battle sequence, roll D6. A "6" they recover and are available for the battle.

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Siringo Pinkerton

Squat Hunter (Ganger)

Quick Rules

  • <rules>

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