Ratlings
To hire a Ratling sniper costs 40 credits, they are a member of your gang and not a hired gun. Each gang can only have one ratling. Ratlings start with 20+D6 exp and advance in the same manner as a ganger.
Ratlings can only ever take skills from the Shooting, Stealth and Techno tables.
Starting profile
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
4
|
2
|
4
|
2
|
2
|
1
|
5
|
1
|
6
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
4
|
5
|
7
|
3
|
3
|
3
|
7
|
2
|
8
|
To hire a Ogryn costs 180 credits, they are a member of your gang and not a hired gun. Each gang can only have one Ogryn. Ogryns start with 60+D6 exp and advance in the same manner as a ganger.
Ogryns can take only ever take skills from the Combat, Muscle and Ferocity tables.
Ogryns have the following special rules:
- Fear, Ogryns are huge creatures and cause fear.
- Derrrr, Ogryns are subject to stupidity unless there is a friendly gang member within 2" at the start of their turn. Their leadership can never be used to take bottle tests unless they are the only member of the gang still standing. Their leadership is more like dumb ignorance than actual ability to lead a gang.
- Huge, if they are in an outlaw gang they require 6 credits of food to keep them fed.
Starting profile
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
4
|
4
|
3
|
5
|
5
|
3
|
3
|
2
|
7
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
4
|
7
|
6
|
6
|
6
|
5
|
6
|
4
|
10
|
Short
Range
|
Long
Range
|
To hit
Short
|
To hit
Long
|
Strength
|
Damage
|
Save
Mod.
|
Ammo
Roll
|
Special
|
0-6
|
6-12
|
Always hits
|
-2
|
4
|
1
|
-
|
6+
|
Sustained fire 2dice
|
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