Firearms
This creature uses firearms.
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
This creature has Advantage on attacks if another ally is adjacent to the target.
- • Knife.
1d6+2
- • Junk Pistol.
1d6+2. Range 6.
Attacks gain: "On crit: spawn 2 Cop Minions within Reach 10."
- Baton or Pistol.
1d6 (Range 8).
This creature has Advantage on attacks if another ally is adjacent to the target.
- • Shank.
1d4.
- • Cheap Pistol.
1d4. Range 6.
Attacks gain: "On crit: spawn 2 Cop Minions within Reach 10."
- Baton or Pistol.
2d6+4. (Range 8).
On crit, the target’s HUD, cyberware, weapon sight, comms, or other visible tech floods with ads, legal warnings, firmware prompts, or corporate popups. The target is Dazed.
Hidden or Invisible creatures within Range 8 cannot benefit from being hidden from Corpo allies once the drone has line of sight.
- • Shock Dart.
1d8+2. Range 8.
- • Threat Scan.
One Corpo ally gains Advantage on its next attack against a target the drone can see.
This creature has Advantage on attacks against a target that was damaged by another Machine ally this round.
Cannot move or be knocked Prone.
Ignores Cover.
- • Mounted SMG.
2d6+4. Range 10.
- • Suppressing Burst.
1d6+4. Range 8. Targets up to 2 creatures adjacent to each other.
This creature has Advantage on attacks against a target that was damaged by another Machine ally this round.
Ranged attacks against this creature have Disadvantage if it moved this round.
- • Targeting Ping.
One Machine ally within Range 10 gains Advantage on its next attack against a creature the drone can see.
- • SMG.
2d6+4. Range 8.
- • Micro-Missile.
1d6+4. Range 10. Square 3. DC 11 DEX save for half.
When a Nomad vehicle is crit, it may immediately move 4 spaces before damage is applied. The crit still hits.
- • Machete.
2d6+4
- • Heavy Revolver.
2d6+4. Range 8.
When a Yakuza becomes Bloodied but survives, it may immediately make one attack against the creature that Bloodied it.
Does not suffer Disadvantage on ranged attacks adjacent to an enemy if attacking with a pistol.
- • Tanto.
2d6+4
- • Suppressed Pistol.
2d6+4. Range 8.
On crit, the target’s HUD, cyberware, weapon sight, comms, or other visible tech floods with ads, legal warnings, firmware prompts, or corporate popups. The target is Dazed.
Ignore Cover when making ranged attacks.
- • Suppressed SMG.
2d6+5. Range 10.
- • Shock Baton.
2d6+3. On crit: Dazed.
This creature has Advantage on attacks if another ally is adjacent to the target.
When this creature takes a crit and survives, the bike is destroyed. Replace it with a Street Punk with HP equal to its remaining HP, maximum 12.
If it moves at least 4 spaces in a straight line, its next melee attack this turn has Advantage.
- • Chain Lash.
2d8+6. Reach 2.
- • SMG.
2d8+4. Range 6.
This creature has Advantage on attacks against a target that was damaged by another Machine ally this round.
Deals +5 damage against targets damaged by another Machine ally this round.
- • Tactical Step.
Move up to 3 spaces, then make one Integrated Carbine or Wrist Blade attack.
- • Integrated Carbine.
2d6+5. Range 12.
- • Wrist Blade.
2d8+5
At the start of combat, choose one enemy as the Priority Target. Military creatures have Advantage on attacks against that target. When the Priority Target is defeated, choose a new Priority Target.
Ignore Cover when making ranged attacks.
- • Assault Rifle.
2d8+5. Range 16.
- • Combat Knife.
1d8+5
When a Nomad vehicle is crit, it may immediately move 4 spaces before damage is applied. The crit still hits.
When this creature takes a crit and survives, the bike is destroyed. Replace it with a Nomad Raider with HP equal to its remaining HP, maximum 10.
When this drops to 0 HP, replace it with a Nomad Raider with 10 HP.
- SMG.
2d8+5. Range 8.
When a Yakuza becomes Bloodied but survives, it may immediately make one attack against the creature that Bloodied it.
When this creature’s attack causes a creature to become Bloodied, that creature is Dazed.
- • Shock Baton.
2d8+5. On crit: target is Dazed.
- • Heavy Pistol.
2d6+5. Range 8.
- • Grab Collar.
Target is Grappled. DC 12 STR save to escape.
Attacks gain: "On crit: spawn 2 Cop Minions within Reach 10."
Adjacent Cop allies gain Medium Armor.
- • Baton & Bash (x2) 1d8+2. .
1d8+4. On hit: Push 2.
- • Flashbang.
1/encounter. Range 6. The target and all creatures adjacent to it are Dazed on a failed DC 12 DEX save.
On crit, the target’s HUD, cyberware, weapon sight, comms, or other visible tech floods with ads, legal warnings, firmware prompts, or corporate popups. The target is Dazed.
INT+.
Gain Advantage on checks involving corporate tech, security systems, and locked networks.
- • Tech Pistol.
2d8+9. Range 8.
- • Systems Overload.
1d8+4. Range 8. Target is Dazed.
At the start of combat, choose one enemy as the Priority Target. Military creatures have Advantage on attacks against that target. When the Priority Target is defeated, choose a new Priority Target.
After this creature attacks, it may move 3.
- • Burst Rifle.
2d8+8. Range 12.
- • Combat Knife.
2d8+4
When a Nomad vehicle is crit, it may immediately move 4 spaces before damage is applied. The crit still hits.
When a Nomad vehicle starts its turn within Range 8, it may move 2 spaces before acting.
- • Combat Shotgun.
2d8+7. Range 8.
- • Road Axe.
2d8+5
When a Yakuza becomes Bloodied but survives, it may immediately make one attack against the creature that Bloodied it.
When this creature hits a Dazed, Grappled, or Bloodied target, it deals +1d8 damage.
- • Knuckle Blades.
2d8+7
- • Heavy Pistol.
2d8+5. Range 8.
- • Body Check.
Move up to 3 spaces, then make a Knuckle Blades attack. On hit: Knockback 2.
Attacks gain: "On crit: spawn 2 Cop Minions within Reach 10."
If this creature does not move this turn, it attacks with Advantage.
- Sniper Rifle.
2d8+11. (Range 16)
Attacks gain: "On crit: spawn 2 Cop Minions within Reach 10."
1/round, after a Cop ally attacks, that ally may move 3 or attack once with Disadvantage.
- • Sidearm.
2d8+10. Range 8
- • Call for Backup.
Activate Call for Backup ability.
On crit, the target’s HUD, cyberware, weapon sight, comms, or other visible tech floods with ads, legal warnings, firmware prompts, or corporate popups. The target is Dazed.
STR+.
When an adjacent Corpo ally is hit, the Bodyguard may take the damage instead.
- • Escort.
Move 3 with an adjacent Corpo ally.
- • Heavy Pistol.
2d8+11. Range 8.
- • Shock Baton.
1d8+5. On hit: Dazed.
At the start of combat, choose one enemy as the Priority Target. Military creatures have Advantage on attacks against that target. When the Priority Target is defeated, choose a new Priority Target.
STR+.
If it moved through a door, window, wall breach, smoke, or Cover this turn, its next attack has Advantage.
- • Shotgun.
2d8+6. Cone 3. On crit: Knockback 2.
- • Breach Charge.
3d6. 1/encounter. Range 4. Square 3. Objects and doors take double damage.
Attacks gain: "On crit: spawn 2 Cop Minions within Reach 10."
- • Carbine (x2).
2d10+1. (Range 12).
- • EMP grenade.
2d12+10. Square 3. DC 13 DEX save for half. On hit: Hackable targets are Dazed.
On crit, the target’s HUD, cyberware, weapon sight, comms, or other visible tech floods with ads, legal warnings, firmware prompts, or corporate popups. The target is Dazed.
DEX+, STR+.
When the Asset Recovery Specialist hits a Dazed target, it may move that target 3 spaces.
- • Smart Rifle.
2d12+10. Range 12.
- • Shock Net.
Range 6. Target makes a DC 13 DEX save or is Restrained and Dazed.
- • Extraction Protocol.
Move 4. If adjacent to a Restrained or Dazed target, move that target with you.
This creature has Advantage on attacks if another ally is adjacent to the target.
STR+, WIL+.
Treat the highest die rolled as the Primary Die. On crit: knock Prone.
When the Gang Boss hits a target, one adjacent Ganger ally may attack that target.
- • Power Hammer.
2d12+10
- • Hand Cannon.
2d10+10. Range 8.
At the start of combat, choose one enemy as the Priority Target. Military creatures have Advantage on attacks against that target. When the Priority Target is defeated, choose a new Priority Target.
DEX+, INT+.
1/scene, become Invisible to one checkpoint, locked door, camera, scanner, or basic security system, passing it unnoticed.
Attacks have Advantage against enemies that have not acted yet.
- • Suppressed Pistol.
2d12+10. Range 10.
- • Shock Knife.
2d8+10. On hit: Dazed.
When a Nomad vehicle is crit, it may immediately move 4 spaces before damage is applied. The crit still hits.
STR+, DEX+.
The first time it would be Dazed, Frightened, or knocked Prone, ignore it.
- • Heavy Revolver.
2d10+10. Range 8.
- • Chain Blade.
2d12+8
When a Yakuza becomes Bloodied but survives, it may immediately make one attack against the creature that Bloodied it.
INT+, WIL+.
1/round, when a Yakuza ally within Range 8 misses an attack, it may reroll its Primary Die.
- • Settle This.
1/round, one Yakuza ally within Range 8 may immediately make one attack. If the target is Bloodied, the attack has Advantage.
- • Smart Pistol.
2d10+10. Range 10.
- • Monoblade Knife.
2d8+8
This creature has Advantage on attacks against a target that was damaged by another Machine ally this round.
STR+.
Cannot be knocked back, pulled, or knocked Prone by Medium or smaller creatures.
- • Rotary Cannon.
2d10+12. Range 12. Targets up to 2 creatures adjacent to each other, or 1 creature with Advantage.
- • Crushing Claw.
2d12+12. On crit: target is Grappled. DC 13 STR save to escape.
- • Rocket Pod.
3d8+10. Range 12. Square 3. DC 13 DEX save for half.
At the start of combat, choose one enemy as the Priority Target. Military creatures have Advantage on attacks against that target. When the Priority Target is defeated, choose a new Priority Target.
STR+.
- • LMG.
2d12+8. Range 12.
- • Suppressive Fire.
Range 12. Square 5. Until this creature’s next turn, any enemy in the area that moves takes 2d8+5 damage.
When a Nomad vehicle is crit, it may immediately move 4 spaces before damage is applied. The crit still hits.
DEX-.
If Bloodied and crit, this vehicle is disabled.
Can move forward, diagonally forward, or sideways, but not backward. At end of turn, may face any direction.
May move through Medium or smaller creatures. Each takes 1d8+8 damage, DC 13 DEX save for half, then suffers Knockback 2 in a direction of its choice. Larger creatures stop its movement, take full damage, and ignore the Knockback.
When this drops to 0 HP, replace it with a Nomad Raider with 10 HP.
- Mounted Cannon.
1d8+20. Range 14.
On crit, the target’s HUD, cyberware, weapon sight, comms, or other visible tech floods with ads, legal warnings, firmware prompts, or corporate popups. The target is Dazed.
DEX+, INT+.
Attacks have Advantage against targets that are Dazed, isolated, or unaware.
1/scene, ignore one locked door, checkpoint, camera, scanner, or basic security system as if authorized.
- • Suppressed Pistol (x3).
2d8. Range 10.
- • Monowire.
1d10+20. Reach 2. If the target is Grappled, it cannot speak until it ends the Grappled condition.
At the start of combat, choose one enemy as the Priority Target. Military creatures have Advantage on attacks against that target. When the Priority Target is defeated, choose a new Priority Target.
STR+, DEX+.
Has Advantage on STR checks.
Cannot be knocked Prone unless Bloodied.
- • Rail Rifle.
1d10+20. Range 14.
- • Power Fist.
2d10+12. On hit: Knockback 2.
- • Rocket Pod.
3d10. 1/encounter. Range 10. Square 3. DC 14 DEX save for half.
When a Yakuza becomes Bloodied but survives, it may immediately make one attack against the creature that Bloodied it.
WIL++, DEX+.
When the Oyabun is hit by an attack, an adjacent Yakuza ally may Interpose for free.
When the Oyabun triggers Blood Debt, one Yakuza ally within Range 8 may also attack the creature that Bloodied him.
- • Quiet Command.
1/round, one Yakuza ally within Range 8 may immediately make one attack or move up to 6 spaces.
- • Cane Sword.
2d12+14. On crit: target is Dazed.
- • Engraved Hand Cannon.
1d10+20. Range 8.
When a Nomad vehicle is crit, it may immediately move 4 spaces before damage is applied. The crit still hits.
DEX-.
If Bloodied and crit, this vehicle is disabled.
Can move forward, diagonally forward, or sideways, but not backward. At end of turn, may face any direction.
May move through Large or smaller creatures. Each takes 2d8+5 damage, DC 13 DEX save for half, then suffers Knockback 2 in a direction of its choice. Larger creatures stop its movement, take full damage, and ignore the Knockback.
When this drops to 0 HP, replace it with 2 Nomad Raiders with 10 HP each.
- Roof Cannon.
4d8+10. Range 14.
This creature has Advantage on attacks against a target that was damaged by another Machine ally this round.
STR++.
Ignores difficult terrain, cannot be knocked Prone, and has Advantage on saves against being moved or disabled.
Can move through spaces occupied by Large or smaller creatures. The first time each turn it does, that creature must make a DC 14 DEX save or fall Prone.
- • Missile Salvo.
4d8+20. 1/encounter. Range 16. Square 5. DC 14 DEX save for half.
- • Rail Cannon.
2d8+20. Range 16.
- • Twin Smartguns.
1d8+10. Range 12. Targets up to 2 creatures.

- • Ma'amedevistan (1/encounter).
Move 12. Any creature adjacent to the path of movement takes 3d8+20 damage, DC 15 DEX save for half. Does not provoke attacks of opportunity.
- • Minigun (Firearm).
Move 6. (Range 8) 2d8+10 damage to 2 adjacent creatures.
- • Arm Cannon (Firearm).
Move 6. (Range 12) 3d8+20.
- • Cyber Fist.
Move 6. (Reach 2) 2d8+15 and Prone.
- • Stomp.
(vs Prone creature) 2d8+30.
Madame Smasher regains 1 use of Ma'amedevistan.
Madame Smasher is dying! 100 more damage and she dies. Until then, her Minigun does 3d8+10 damage.