The Abhumans
Venators (AN)
Lore
Venators Starter List
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
Hunter (Cyber-mastiff)
Exotic Beast
Lore
Quick Rules Loyal Protector: If Standing and within 3", owner cannot be taken out by a Coup de Grace (Simple) action. Watchdog: If owner is a sentry in a scenario, +1 to D6 roll to spot attacker and does not need to be within vision arc. Disarm: Hit roll of 6+ in melee, target cannot use any weapons for reaction attacks for that round (reaction attacks are all unarmed). 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