Gangers
Gangers are reckless street predators who swarm isolated targets, fight dirty, and survive by being meaner than everyone around them.
This creature has Advantage on attacks if another ally is adjacent to the target.
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
- • Knife.
1d6+2
- • Junk Pistol.
1d6+2. Range 6.
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
- • Shank.
1d4.
- • Cheap Pistol.
1d4. Range 6.
STR+.
Treat the highest die rolled as the Primary Die. On crit: knock Prone.
- • Spiked Bat.
2d8+5
- • Throw Weight.
Move 4 then attack. On hit: Knockback 2.
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
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.
DEX+.
Attacks have Advantage against Bloodied targets.
- • Mantis Blades (x2).
1d8+4
- • Cut Through.
Move 6 through enemy spaces. One creature moved through takes 1d8+4.
Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
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.