The Abhumans
Venators (AN) · Lore & notes
Overview
Venators Starter List
Gang Tactics Cards
- Blood Money (Venators)
- Hunters in the Dark (Venators)
- Hidden Loyalties (Slave Ogryn)
- Quicker than they look (Slave Ogryn)
- Slave Becomes Master (Slave Ogryn)
- Predatory Phyrr (Escher)
- Running Battle (Escher)
- Wyld Hunt (Escher)
- Fire in the Hole (Ironhead squats)
- Mother Lode! (Ironhead Squats)
- Blood Brothers (Orlock)
- Initiation (Orlock)
- Tough as Nails (Orlock)
- … Click
- Adrenaline Surge
- Desperate Effort
- Seize the Initiative
- Stand firm
- Violent Minded
- Double Time
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
- <name>
Hit them list
- <name>
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).
Hit me list
- <name>
Hit them list
- <name>
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.
Hit me list
- <name>
Hit them list
- <name>
Domino
House Specialist 1 – 544 (Specialist)
Quick Rules
- <Rules>
Hit me list
- <name>
Hit them list
- <name>
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.
Hit me list
- <name>
Hit them list
- <name>
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.
Hit me list
- <name>
Hit them list
- <name>
Siringo Pinkerton
Squat Hunter (Ganger)
Quick Rules
- <rules>
Hit me list
- <name>
Hit them list
- <name>