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Gangers

Gangers are reckless street predators who swarm isolated targets, fight dirty, and survive by being meaner than everyone around them.

Gangers: Gang Up.

This creature has Advantage on attacks if another ally is adjacent to the target.

Lvl 1/2
12
Firearms: Ballistic Armor Protection.

Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).

Choose one.
  • • Knife.

  • • Junk Pistol.

    . Range 6.

Firearms: Ballistic Armor Protection.

Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).

Choose one.
  • • Shank.

    .

  • • Cheap Pistol.

    . Range 6.

Lvl 2
32
Saves.

STR+.

Brutal.

Treat the highest die rolled as the Primary Die. On crit: knock Prone.

Choose one.
  • • Spiked Bat.

  • • Throw Weight.

    Move 4 then attack. On hit: Knockback 2.

Firearms: Ballistic Armor Protection.

Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).

Crash Out.

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.

VROOM!!

If it moves at least 4 spaces in a straight line, its next melee attack this turn has Advantage.

Choose one.
  • • Chain Lash.

    . Reach 2.

  • • SMG.

    . Range 6.

Lvl 3
40
Saves.

DEX+.

Blood in the Water.

Attacks have Advantage against Bloodied targets.

Choose one.
  • • Mantis Blades (x2).

  • • Cut Through.

    Move 6 through enemy spaces. One creature moved through takes .

Lvl 5
M48
Firearms: Ballistic Armor Protection.

Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).

Saves.

STR+, WIL+.

Brutal.

Treat the highest die rolled as the Primary Die. On crit: knock Prone.

Everyone Jumps In.

When the Gang Boss hits a target, one adjacent Ganger ally may attack that target.

Choose one.
  • • Power Hammer.

  • • Hand Cannon.

    . Range 8.