The Bloodyhanded
Eddie
Reputation
Turf
Credits
Rating
26
0
250
2230
Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Leader
640
6
23
25
4
Champion
365
6
27
30
5
Champion
425
4
10
15
2
Prospect
275
6
11
15
2
Specialist
360
6
17
20
3
Juve
165
6
14
15
2
Stash
15
Common

Unstoppable Behemoth

You may play this card after an attack has been made against one of your gang's fighters before any Injury rolls are made (if any).

The attack against this fighter has no further effect; no Injury roll(s) are made. Additionally, if this fighter is Pinned, they may immediately stand up.

Thundering Charge

You may play this card when one of your gang's fighters declares a Charge action.

The fighter may Charge up to double their Move Characteristic in inches instead of Move + D3''.

Just Add Nails

You may play this card when one of your gang's fighters is making a ranged attack with a Frag Grenade, before rolling to hit.

For this attack only, the Frag Grenade loses the Blast (3'') trait and gains the Blast (5'') trait.

Anything's A Weapon

You may play this card when you activate one of your gang's fighters. Tuck this under that fighter's card.

This fighter's unarmed attacks have the Melee trait, and have a weapon profile of S+1, - AP, and 2 Damage.

Krakow

You may play this card when one of your gang's fighters has wounded an object (such as a door) or another fighter with a Krak Grenade.

The attack's Damage is increased by 2.

Perseverance

You may play this card when one of your fighters would become Seriously Injured.

The fighter is not Seriously Injured and suffers a Flesh Wound instead. Any other effects of the injury still apply.


Big D

Leader
640
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
4
5
2
3+
3
Ld
Cl
Wil
Int
5+
3+
5+
6+
Save
6+/5+

New Skills: 2, Enfeebled: 1, Bionic Upgrades: 1, Hobbled: 1, Bionic Legs: 1, Skull Chip, BS: +1, Ld: +1, Wil: +1

Goliath Forge Tyrant: This fighter is a Goliath Forge Tyrant; any game effect referring to Goliaths or Leaders is applicable to them. This fighter may be equipped from the Goliath Forge Tyrant Equipment List, and uses the Goliath Characteristic Maxima.
Group Activation (2): this fighter may group activate with up to 2 fellow gang members within 12''.
Command Aura (12''): while this fighter is not Seriously Injured and a fellow gang member within 12'' of them fails a Cool check (including a Nerve test), make a Leadership check for this fighter; if it passes the fellow gang member's Cool check is also treated as having been passed.
Nerves of Steel: When this fighter is hit by a ranged attack they may choose to make a Cool check. If they do and the check is passed, this fighter is not Pinned.
Nerves of Steel: When hit by Ranged attack: Can make Cool check to not be Pinned.
Unstoppable: At the end of the Recovery Tests step in the End Phase, discard one Flesh Wound this fighter has suffered (if any).
Unstoppable: End Phase: after Recovery tests, discard 1 Flesh Wound.
Fast Shot: This fighter treats the Shoot action as Simple rather than Basic. This skill cannot be used with weapons that have the Unwieldy trait.
Superior Physiology

When this fighter suffers a Lasting Injury, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Grievous Injury result. Additionally, if this fighter is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 1 for the purposes of rolls to determine whether they are affected.

Armor: Furnace Plates

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks that hit within the fighter's front arc.

Bionics: Bionic Ruggedization

The fighter has had their body improved with subdermal armor, a metallic skeleton, or some other enhancement that makes them more durable. This item may never be removed from the fighter it is attached to. A fighter with this item cancels the first Flesh Wound they would take during a battle.

Grenade Launcher [Frag, Krak]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Frag
6''
24''
-
+1
3
-
1
5+
Krak
6''
24''
-
+1
6
-2
D3
5+
Las-Projector (Ranged weapons)

Modifiers have been applied directly to profile.

Las-Projector: (Modifiers have been applied directly to profile.)
Targeter (Ranged weapons)

Modifiers have been applied directly to profile.

Targeter: (Modifiers have been applied directly to profile.)
Cestus (x2)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
-
S
-
1
-
Bionics: Bionic Leg

Modifiers have been applied directly to profile.

Bionic Kick (Double): You may select an enemy fighter Engaged with you to make an Initiative check; if this check is failed that fighter suffers a hit resolved as Strength 6 with Damage 2 and the Knockback trait. If you are Active and within 1'' of an object with at least 1 Wound you may hit the object with an attack resolved as Strength 6 with Damage 2.
Bionics: Bionic Upgrades

Modifiers have been applied directly to profile.

Bionics: Skullchip

Modifiers have been applied directly to profile.

Wargear: Respirator

If a fighter with a respirator is hit by a weapon with the Gas trait, their Toughness is increased by 2 for the purposes of the roll to see whether they are affected.

Wargear: Scary Mask

Any Cool or Willpower checks, including Nerve tests, made by enemy fighters within 4'' and in line of sight of the fighter wearing this mask suffer a -1 penalty.

Wargear: Photo-goggles

This fighter can attack through smoke clouds and is unaffected by low-light conditions. Additionally, this fighter adds 1 to the result of any check to resist being blinded. A fighter with photo-goggles gains no benefit from using similar items, or weapon sights of any kind Unaffected by smoke or low-light, +1 vs blinding.

Wargear: Extra Ammo

If a fighter with extra ammo fails an Ammo check the player controlling the fighter may choose to delete Extra Ammo from the Fighter's card immediately to cancel the outcome of the failed Ammo check; play proceeds as if the fighter had passed their Ammo check. If Ammo check fails, may delete Extra Ammo to pass Ammo check.


Ripped Phule

Champion
365
M
WS
BS
 S 
 T 
W
I
A
5"
2+
5+
4
5
4
3+
3
Ld
Cl
Wil
Int
8+
3+
5+
7+
Save
6+

New Skills: 1, M: +1, T: +1, Cl: +1, Wil: +2, Int: +1

Goliath Stimmer: This fighter is a Goliath Stimmer; any game effect referring to Goliaths or Champions is applicable to them. This fighter uses the Goliath Characteristic Maxima, may be equipped from the Goliath Stimmer Equipment List, and when they would choose a Primary Skill they may instead choose a Stimmer Skill. This fighter is not eligible to become a gang Leader if the current Leader is killed or retires.
Combat Stims: If this fighter is Active or Engaged they may use the following free action:
Auto-Stim (Free): Immediately discard up to D3-1 Flesh Wounds this fighter has suffered (if any), and until the end of the round this fighter's Move, Strength, Toughness, and Attacks characteristics are each increased by 2. At the end of the round before the Recovery phase this fighter suffers D3-1 Flesh Wounds; if this reduces the fighter to 0 Toughness or less the fighter goes Out of Action but will be available for the gang's next battle. This ability cannot be used in the same round as another drug stash such as a Stimm Slug Stash.When activated may discard D3-1 Flesh Wounds, and gain +2'' Move, +2 Strength, +2 Toughness, +2 Attacks until end of round. At end of the round before Recovery phase suffer D3-1 Flesh Wounds; if reduced to 0 Toughness go Out of Action. Not combinable with other drug stashes (such as Stimm Slug Stashes).
Nerves of Steel: When this fighter is hit by a ranged attack they may choose to make a Cool check. If they do and the check is passed, this fighter is not Pinned.
Nerves of Steel: When hit by Ranged attack: Can make Cool check to not be Pinned.
Berserker: When this fighter could make a Charge action they may instead pick a non Seriously Injured enemy fighter within their vision arc and line of sight as their target and make the following action:
Berserk Charge (Double): The fighter attempts to move into base contact with their target. The maximum distance the fighter may move as part of this action is double their current Movement characteristic. The fighter must take as direct of a route as they can to their target, but can favor a route that does not require Initiative checks over one that does. The fighter automatically succeeds on any required Cool or Willpower checks that occur while resolving this action (if the target has the Fearsome skill, for instance).
If the fighter failed to move into base contact with their target, they must end their movement at least 1'' away from all enemy fighters. If the fighter does Engage their target they may make a free Fight (Basic) action against them. If they do, in the Determine Attack Dice step of the close combat sequence the fighter gains two additional Attack dice for Charging (instead of one).
Berserker: Pick target w/i vision arc for Charge to Double Move & auto-pass any Cool, or Willpower tests to complete Charge. +1 extra Charging Attack dice on success.
Vat Enhancements
Grotesque Appearance

Enemy fighters within 6'' must make a Willpower check when they activate if this fighter is within line of sight and in their vision arc, or suffer -1 WS and -1 BS for the duration of their current activation.

Massive Physique

This fighter is very large. Their unarmed attacks have the Melee, Knockback, and Potent traits. If this fighter has one or zero close combat weapons they gain the Dual Weapons bonus dice; the additional dice gained is an unarmed attack. When this fighter is the target of an attack with the Knockback or Drag traits they are only knocked back or dragged on a natural 6, and when this fighter takes the Exert action they may add +1 to their Strength check. However, other fighters gain +1 to hit when attacking this fighter.

Powerful Arms

This fighter may use Unwieldy Weapons as if they were not Unwieldy. Additionally, this fighter's unarmed attacks are resolved at +1 Strength.

Powerful Fists

This fighter's unarmed attacks are resolved at +1 Strength. If this fighter has one or zero close combat weapons they gain the Dual Weapons bonus dice; the additional dice gained is an unarmed attack.

Powerful Legs

Whenever this fighter Charges or takes a Double Move, the fighter may move an additional 2''.

Superior Eyes

This fighter is unaffected by low-light conditions. When this fighter takes the Aim action they may extend the Short Range of the Ranged weapon they are aiming with by 2D3'' (up to but not higher than the maximum range of the weapon). Additionally, the fighter adds 1 to the result of any check to resist being blinded. Unaffected by low-light, Aim adds +2D3'' Long Range, +1 vs blinding.

Superior Physiology

When this fighter suffers a Lasting Injury, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Grievous Injury result. Additionally, if this fighter is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 1 for the purposes of rolls to determine whether they are affected.

Thick Hide

This fighters armor save roll is improved by 1. If this fighter is not wearing any armor they have an armor save of 6+. This cannot be combined with an Armored Undersuit or similar item.

Thick Skull

If this fighter would be taken Out of Action in close combat with an Out Cold result, they are not taken Out of Action and remain in play. Additionally, this fighter cannot be the target of the Headbutt (Simple) Action.

Knuckleduster
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
+1
S
-
1
-
Knuckleduster
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
+1
S
-
1
-

Enzo the MAD

Champion
425
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
4
5
2
4+
2
Ld
Cl
Wil
Int
6+
4+
7+
8+
Save
6+/5+

Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Bionic Eyes: 1, M: +1, Cl: +1, Wil: +1

Goliath Forge Boss: This fighter is a Goliath Forge Boss; any game effect referring to Goliaths or Champions is applicable to them. This fighter may be equipped from the Goliath Forge Boss Equipment List, and uses the Goliath Characteristic Maxima.
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 6''.
Command Aura (6''): while this fighter is not Seriously Injured and a fellow gang member within 6'' of them fails a Cool check (including a Nerve test), make a Leadership check for this fighter; if it passes the fellow gang member's Cool check is also treated as having been passed.
Nerves of Steel: When this fighter is hit by a ranged attack they may choose to make a Cool check. If they do and the check is passed, this fighter is not Pinned.
Nerves of Steel: When hit by Ranged attack: Can make Cool check to not be Pinned.
Armor: Furnace Plates

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks that hit within the fighter's front arc.

Bionics: Bionic Ruggedization

The fighter has had their body improved with subdermal armor, a metallic skeleton, or some other enhancement that makes them more durable. This item may never be removed from the fighter it is attached to. A fighter with this item cancels the first Flesh Wound they would take during a battle.

Combat Shotgun [Salvo, Shredder]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Salvo
4''
12''
+1
-
4
-
2
4+
Shredder
T
-
-
2
-
1
4+
Renderizer
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Rend
E
-
-
S+2
-1
2
-
Bionics: Bionic Upgrades

Modifiers have been applied directly to profile.

Bionics: Bionic Eye

Modifiers have been applied directly to profile.

Improved Optics: A fighter with at least one bionic eye can see and attack through smoke clouds and is unaffected by low-light conditions. Additionally, the fighter adds 1 to the result of any check to resist being blinded for each bionic eye they have. A fighter with one or more bionic eyes gains no benefit from using photo-goggles or similar items, or weapon sights of any kind.
Bionics: Steel Skull

This item may never be removed from the fighter it is attached to. When a fighter with a steel skull would be taken Out of Action in close combat and receives an Out Cold result, they are not taken Out of Action and remain in play. Additionally, this fighter cannot be the target of the Headbutt (Simple) Action. Finally, if this fighter is Engaged and is able to make a Melee attack, they can use the following action:

Headbutt (Simple): Select an Engaged enemy fighter. This fighter rolls a D6 and the chosen enemy fighter rolls a D3, then each fighter adds their modified Toughness to their results. If this fighter's result is higher, the enemy fighter is momentarily staggered and cannot make Reaction attacks the next time they are attacked in close combat this turn. If this fighter's result is lower, their turn ends immediately. In the case of a tie, nothing happens and this fighter's turn resumes.

Gym Ratt

Prospect
275
M
WS
BS
 S 
 T 
W
I
A
4"
4+
5+
4
4
2
4+
1
Ld
Cl
Wil
Int
8+
3+
6+
9+
Save
6+

New Skills: 2

Goliath Forgeborn: This fighter is a Goliath Forgeborn; any game effect referring to Goliaths or Prospects is applicable to them. This fighter uses the Goliath Characteristic Maxima, may be equipped from the Goliath Forgeborn Equipment List, and when they would choose a Primary Skill they may instead choose a Forgeborn Skill. During campaign play this fighter Advances as a Hero.
Moving On Up: During campaign play if the gang has an open Champion position this fighter may be promoted to become a Goliath Forge Boss or a Goliath Stimmer. If this option is taken this fighter loses this ability and their current Equipment and Skill Access, and gains the Equipment and Skill Access of the type of Champion they become. If this fighter becomes a Goliath Forge Boss they gain Group Activation (1) and Command Aura (6''), or if they become a Goliath Stimmer they gain the Combat Stims ability; any Skills this fighter already has are retained and their characteristics remain unchanged.
Expendable: If this fighter is Seriously Injured or taken Out of Action, friendly fighters within 3'' do not have to make a Nerve test, unless they are also Expendable.
Unstoppable: At the end of the Recovery Tests step in the End Phase, discard one Flesh Wound this fighter has suffered (if any).
Unstoppable: End Phase: after Recovery tests, discard 1 Flesh Wound.
Pugilist: This fighter gains +1 to hit with unarmed attacks and their unarmed attacks have the Melee and Knockout traits. If this fighter uses zero close combat weapons in an exchange they gain the Dual Weapons bonus dice and all of their attack dice for the exchange are unarmed attacks.
Vat Enhancements
Phenomenal Physique

This fighter has an impressive, ripped physique. Their unarmed attacks have the Melee and Knockback traits. If this fighter has one or zero close combat weapons they gain the Dual Weapons bonus dice; the additional dice gained is an unarmed attack. When this fighter is the target of an attack with the Knockback or Drag traits they are only knocked back or dragged on a natural 6, and when this fighter takes the Exert action they may add +1 to their Strength check.

Powerful Arms

This fighter may use Unwieldy Weapons as if they were not Unwieldy. Additionally, this fighter's unarmed attacks are resolved at +1 Strength.

Powerful Fists

This fighter's unarmed attacks are resolved at +1 Strength. If this fighter has one or zero close combat weapons they gain the Dual Weapons bonus dice; the additional dice gained is an unarmed attack.

Powerful Legs

Whenever this fighter Charges or takes a Double Move, the fighter may move an additional 2''.

Superior Eyes

This fighter is unaffected by low-light conditions. When this fighter takes the Aim action they may extend the Short Range of the Ranged weapon they are aiming with by 2D3'' (up to but not higher than the maximum range of the weapon). Additionally, the fighter adds 1 to the result of any check to resist being blinded. Unaffected by low-light, Aim adds +2D3'' Long Range, +1 vs blinding.

Superior Physiology

When this fighter suffers a Lasting Injury, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Grievous Injury result. Additionally, if this fighter is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 1 for the purposes of rolls to determine whether they are affected.

Thick Hide

This fighters armor save roll is improved by 1. If this fighter is not wearing any armor they have an armor save of 6+. This cannot be combined with an Armored Undersuit or similar item.

Thick Skull

If this fighter would be taken Out of Action in close combat with an Out Cold result, they are not taken Out of Action and remain in play. Additionally, this fighter cannot be the target of the Headbutt (Simple) Action.

Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-
Grenade: Krak
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KRA-KOW
Sx3
-
-1
6
-2
D3
4+

Murdering Metor

Specialist
360
M
WS
BS
 S 
 T 
W
I
A
4"
3+
4+
4
5
1
5+
1
Ld
Cl
Wil
Int
7+
6+
8+
8+
Save
6+/5+

New Skills: 3, Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Bionic Eyes: 1

Goliath Specialist: This fighter is a Goliath Specialist; any game effect referring to Goliaths or Specialists is applicable to them. This fighter may be equipped from the Goliath Specialist Equipment List, and uses the Goliath Characteristic Maxima. During campaign play this fighter Advances as a Hero.
Moving On Up: During campaign play if the gang has an open Champion position this fighter may be promoted to become a Goliath Forge Boss or a Goliath Stimmer. If this option is taken this fighter loses this ability and their current Equipment and Skill Access, and gains the Equipment and Skill Access of the type of Champion they become. If this fighter becomes a Goliath Forge Boss they gain Group Activation (1) and Command Aura (6''), or if they become a Goliath Stimmer they gain the Combat Stims ability; any Skills this fighter already has are retained and their characteristics remain unchanged.
Grenadier: When this fighter throws a Grenade or shoots a Grenade Launcher, their Long range is increased by 4''. When one of this fighter's Grenades scatters, their controlling player may choose to increase or decrease the scatter distance by up to 1''.
Marksman: When making a Shoot action, this fighter is not affected by target Priority and may Check the Range before selecting their target(s). Additionally, the Armor Penetration of ranged attacks made by this fighter are increased by 1 step. For instance, no AP becomes AP -1, AP -1 becomes AP -2, and so on. This skill cannot be used with weapons that have the Blast, Scattershot, or Template traits.
Robust: When this fighter makes a Recovery Test for themselves it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Trick Shot: When making a ranged attack, this fighter gains +D3 to hit a target in Partial or Full cover.
Armor: Furnace Plates

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks that hit within the fighter's front arc.

Bionics: Bionic Ruggedization

The fighter has had their body improved with subdermal armor, a metallic skeleton, or some other enhancement that makes them more durable. This item may never be removed from the fighter it is attached to. A fighter with this item cancels the first Flesh Wound they would take during a battle.

Grenade Launcher [Frag, Krak]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Frag
6''
24''
-1
-
3
-
1
5+
Krak
6''
24''
-1
-
6
-2
D3
5+
Brute Cleaver
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
+1
S+1
-1
1
-
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-
3
-
1
4+
Bionics: Bionic Upgrades

Modifiers have been applied directly to profile.

Bionics: Bionic Eye

Modifiers have been applied directly to profile.

Improved Optics: A fighter with at least one bionic eye can see and attack through smoke clouds and is unaffected by low-light conditions. Additionally, the fighter adds 1 to the result of any check to resist being blinded for each bionic eye they have. A fighter with one or more bionic eyes gains no benefit from using photo-goggles or similar items, or weapon sights of any kind.

Bro Mann

Juve
165
M
WS
BS
 S 
 T 
W
I
A
5"
4+
5+
4
4
1
4+
1
Ld
Cl
Wil
Int
7+
6+
8+
8+
Save
6+

S: +1, Ld: +1, Cl: +1

Goliath Bully: This fighter is a Goliath Bully; any game effect referring to Goliaths or Juves is applicable to them. This fighter may be equipped from the Goliath Bully Equipment List, and uses the Goliath Characteristic Maxima.
Expendable: If this fighter is Seriously Injured or taken Out of Action, friendly fighters within 3'' do not have to make a Nerve test, unless they are also Expendable.
Quick or Dead: At the end of every campaign battle in which this fighter participated, this fighter gains an additional 1 XP. During campaign play this fighter may be promoted via advancement, becoming a Specialist (gaining a Primary Skill choice in the process) and losing this ability and Expendable.
Vat Enhancements
Phenomenal Physique

This fighter has an impressive, ripped physique. Their unarmed attacks have the Melee and Knockback traits. If this fighter has one or zero close combat weapons they gain the Dual Weapons bonus dice; the additional dice gained is an unarmed attack. When this fighter is the target of an attack with the Knockback or Drag traits they are only knocked back or dragged on a natural 6, and when this fighter takes the Exert action they may add +1 to their Strength check.

Powerful Arms

This fighter may use Unwieldy Weapons as if they were not Unwieldy. Additionally, this fighter's unarmed attacks are resolved at +1 Strength.

Powerful Fists

This fighter's unarmed attacks are resolved at +1 Strength. If this fighter has one or zero close combat weapons they gain the Dual Weapons bonus dice; the additional dice gained is an unarmed attack.

Powerful Legs

Whenever this fighter Charges or takes a Double Move, the fighter may move an additional 2''.

Superior Eyes

This fighter is unaffected by low-light conditions. When this fighter takes the Aim action they may extend the Short Range of the Ranged weapon they are aiming with by 2D3'' (up to but not higher than the maximum range of the weapon). Additionally, the fighter adds 1 to the result of any check to resist being blinded. Unaffected by low-light, Aim adds +2D3'' Long Range, +1 vs blinding.

Superior Physiology

When this fighter suffers a Lasting Injury, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Grievous Injury result. Additionally, if this fighter is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 1 for the purposes of rolls to determine whether they are affected.

Thick Hide

This fighters armor save roll is improved by 1. If this fighter is not wearing any armor they have an armor save of 6+. This cannot be combined with an Armored Undersuit or similar item.

Thick Skull

If this fighter would be taken Out of Action in close combat with an Out Cold result, they are not taken Out of Action and remain in play. Additionally, this fighter cannot be the target of the Headbutt (Simple) Action.

Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-

Log
Date
10/10/2021
Scenario
Opposition
WLD
Four Corners
The Bloodyhanded, The Widening Gyre
Win
Credits
Reputation
Victory Points
15
2
1
Stash: Scrounging [Extra Ammo (replacement) -> Big D]
Notes: Managed to get 1 VP with a lucky cross-board Grenade Launcher Frag shot against Void Baron's Gang Relic. However, had a very unlucky Post-Battle Action resolution. The dice gods giveth and then taketh away.
Date
10/30/2021
Scenario
Opposition
WLD
War
The Poisoned Tongues, The Void Barons, The Widening Gyre
Loss
Credits
Reputation
Victory Points
75
4
0
Stash: Scrounging [Extra Ammo (replacement) -> Big D]; Doctor [Gym Ratt (-60cr)]
Notes: A four way battle on a 46'' x 46'' hybrid Zone Mortalis / Sector Mechanicus battlefield. Pushed aggressively into the battlefield, taking up broad fields of fire with grenaded launchers and combat shotgun while threatening charge from Ripped Phule (Stimmer). Made alliance with Poisoned Tongues to counter alliance made by Void Barons + Widening Gyre, despite knowing eventual betrayal by the untrustworthy heretics was inevitable. Put a lot of pressure on Void Barons, but had difficulty containing highly mobile Spyrers. Spent almost all gained credits to take Gym Ratt to the Doctor to avoid death; luckily rolled Full Recovery.
Date
11/07/2021
Scenario
Opposition
WLD
Four Corners
The Poisoned Tongues, The Void Barons, The Widening Gyre
Loss
Credits
Reputation
Victory Points
35
3
2
Stash: Scrounging [Cestus => Big D (+10cr)]; Doctor [Enzo (-40cr)]; Sold Items [Incendiary & Salvo Ammo (+25cr/-15cr)]
Notes: Successfully defended corner from Void Barons for 6 rounds, only to have the Poisoned Tongues take out my relic via a Bounding Charge with their Chaos Spawn early in the 7th round. Enzo got taken out and sent to the doctor by Axelrhot. However, despite getting repeatedly krak grenaded Ripped Phule managed to survive, cross the battlefield, and put four of the Void Barons fighters OoA...including two Champions. Dissapointing Post-Battle Sequence but was able to just barely get enough credits to cover the doc's fees and save Enzo from death; however he suffered an eye injury [Enzo (+Eye Injury)]. Was left with 0 credits, so I sold off Enzo's Incendiary and Salvo ammo as he's a bad shot now and I need the money.
Date
11/11/2021
Scenario
Opposition
WLD
Looting
The Poisoned Tongues, The Void Barons, The Widening Gyre
Loss
Credits
Reputation
Victory Points
110
6
1
Notes: Managed to grab a loot crate, and then run off the board. Took no injuries, and had a very good Post-Battle Sequence by sending both Ripped Phule and Big D to Prize Fight. Big D got double 6's for a big payday.
Date
11/13/2021
Scenario
Opposition
WLD
Hit
The Poisoned Tongues, The Void Barons, The Widening Gyre
Loss
Credits
Reputation
Victory Points
55
4
4
Stash: Scrounging [Hammer => Stash (+15cr)]
Notes: Not a lot of action for me; took some pot shots and pinned some Spyrers and zeroed out the Poisoned Tongues' Juves' Wounds but couldn't convert to an OoA. Luckily, the Void Barons took out Orchid who was one of my secret targets, so I got on the score board. Post-Battle Sequence was good, except Enzo got put into Recovery while Prize Fighting. No one dead or permanently injured, and I made some money, so that's a win in my book. Since Enzo went to Rec and I had some money, I put a Bionic Eye on him to restore his BS and bought back Salvo shells for his Combat Shotgun.
Date
08/26/2023
Scenario
Opposition
WLD
Looting
The Poisoned Tongues, The Void Barons, The Widening Gyre
Loss
Credits
Reputation
Victory Points
115
6
0
Notes: Mostly uneventful battle; the only point of interest was Ripped Phule charged in and took out a couple of Poisoned Tongues but only after they had already claimed loot boxes. Had a very good post battle sequence though, and none of my guys got hurt.