The Abhumans
Venators (AN)
Lore
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
Notes
Papa Thorsten
Leader
Lore
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>
Notes
Dog
Champion
Lore
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>
Notes
Mickey Free
Champion
Lore
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>
Notes
Domino
Specialist
Lore
Quick Rules <Rules> Hit me list <name> Hit them list <name>
Notes
Garrett
Ganger
Lore
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>
Notes
Mullowney
Ganger
Lore
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>
Notes
Siringo Pinkerton
Ganger
Lore
Quick Rules <rules> Hit me list <name> Hit them list <name>
Notes