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Necromunda (2017)Expand Necromunda (2017)
The Bloodyhanded
Eddie
Reputation
Turf
Credits
Rating
49
0
195
2800
Name
Type
Cost/Rating
Battles
Xp
Next
Adv
Rec
Captured?
Leader
615
11
34
35
6
Champion
380
11
49
50
9
Champion
595
8
22
25
4
Champion
390
10
30
35
6
Champion
235
4
11
15
2
Prospect
235/240
11
22
25
4
Juve
190/195
8
25
30
5
Riveter
150
2
0
0
0
Stash

Big D

Ripped Phule

Enzo

Gym Brony

Gym Ratt

Metor

Bro Mann

Dilshod


Unstoppable Behemoth ~Alpha~

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 ~Beta~

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 ~Beta~

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 ~Gamma~

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 ~Gamma~

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.
    After resolving this card, you may discard a different Tactics Card to return this card to your hand.

Perseverance ~Gamma~

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.
    After resolving this card, you may discard a different Tactics Card to return this card to your hand.

Steel Constitution ~Gamma~

You may play this card when activating a fighter. Tuck this under that fighter's card.

This fighter is unaffected by the Gas, Toxin, and Radiation traits. When this fighter makes a Recovery test, they are considered to be assisted even when they are alone.

(from Goliath Riveter)

Big D

Leader
Cost & Rating: 615
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
4
5
2
3+
3
Ld
Cl
Wil
Int
5+
3+
4+
5+
Save
5+/4+

New Skills: 3, Enfeebled: 1, Bionic Upgrades: 1, Hobbled: 1, Bionic Legs: 1, Skull Chip, BS: +1, Ld: +1, Wil: +2, Int: +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 Characteristics Maxima.
Group Activation (2): this fighter may group activate with up to 2 fellow gang members within 12''.
Command Aura (12''): if a fellow gang member from this fighter's gang must make a Cool check, they can use this fighter's Leadership Characteristic instead of their own Cool Characteristic if this fighter is not Seriously Injured, is within their line of sight, and is no further than 12'' away from them.
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.
Tactical Guidance: When this fighter leads a Group Activation, each other participating fighter may apply a +1 bonus to a single test, check, hit roll, wound roll, or armor save they make during their activation. This bonus is applied after the roll, before determining the outcome.
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. When calculating this fighter's modified Toughness, ignore one Flesh Wound they have (if any).

Grenade Launcher [Frag, Krak]

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Frag
6''
24''
-0
-0
3
-0
1
5+
Krak
6''
24''
-0
-0
6
-2
D3
5+

Good Luck Charm (Any weapon): Once per battle you may re-roll a failed hit roll or a failed wound roll made for an attack using the attached weapon; the re-rolled result must be taken.

Cestus (x2)

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
-
E
-0
-0
S
-0
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 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

When this fighter fails an Ammo check, the controlling player may delete this item from the fighter's card to resolve the Ammo check as if a 6 had been rolled. If Ammo check fails, may delete this item to change Ammo check result to a '6'.


Ripped Phule

Champion
Cost & Rating: 380
M
WS
BS
 S 
 T 
W
I
A
5"
2+
5+
5
5
4
3+
3
Ld
Cl
Wil
Int
7+
3+
4+
5+
Save
6+

New Skills: 2, M: +1, S: +1, T: +1, Ld: +1, Cl: +1, Wil: +3, Int: +3

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.
Auto-stim Rig: When this fighter is set up onto the battlefield, add 2D3 auto-stim rig items (AE, Biostim, Frenzon, or Sluggo stash) of your choice to their fighter card. During the Wrap Up step of the Post-Battle Sequence, these items are deleted if unused. Also, this fighter cancels the first Flesh Wound they would suffer during the activation in which they use one or more auto-stim rig items.
Vat Enhancements

This fighter has the following enhancements:

Grotesque

This fighter gains the Fearsome skill.

Fearsome: If an enemy attempts to Engage this fighter, they must make a Willpower check. If the check is failed they stop 1'' away from this fighter, cannot Engage, and their activation ends immediately.Enemies must succeed on Willpower check to Engage this fighter, ending their activation on failure.
Phenomenal Physique

This fighter gains the Burly Skill.

Burly: This fighter's unarmed attacks gain the Melee and Knockback traits. Additionally, this fighter gains +1 Strength when making the Carry Heavy and Exert actions and when resisting being involuntarily moved (such as when they are the target of an attack with the Knockback or Drag traits). Other fighters gain +1 to Detect this fighter, and can target them regardless of Priority.
Powerful Arms

This fighter gains the Bulging Biceps skill.

Bulging Biceps: Choose one weapon this fighter is equipped with that has the Unwieldy trait. For this fighter, that weapon is treated as if it does not have the trait. This fighter can change which weapon they apply this skill to during the Update Roster step of the Post-Battle Sequence. Additionally, this fighter gains +1 Strength when making the Carry Heavy and Exert actions.
Powerful Fists

This fighter's unarmed attacks are resolved at +1 Strength and gain the Potent trait. 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

This fighter gains the Mighty Leap Skill.

Mighty Leap: This fighter ignores up to 2'' of total distance per activation when stepping up, crossing obstacles or Difficult Terrain, leaping across a gap, or jumping down. This fighter may choose to automatically pass one Initiative check they are forced to make when using this ability (if any).
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 Hide
Improve Armor save by 1.
Thick Skull

This fighter gains the Hard Headed skill.

Hard Headed: The first time in a battle this fighter would be taken Out of Action by an attack and receives an Out Cold result, they may ignore that result and remain on the battlefield. Additionally, when making or defending against a Headbutt action, this fighter adds 1 to their result.
Hard Headed: Ignore first Out Cold via any attack stay in play. +1 on Headbutt results (attacker or defender).
Skills
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 declares a Charge action, they may choose an enemy fighter in their vision arc and line of sight as their target to gain +2'' Movement, +1 Attack, and +2 Willpower until the start of their next activation. If they do, this fighter must attempt to Engage and Fight the chosen target with their Charge.
Berserker: When Charging: pick target in vision arc / LoS. Must move towards / Engage target if possible. Until start of next activation: +2'' M, +1 A, +2 Wil.
Intimidating Appearance: Enemy fighters suffer a -1 penalty on all Leadership, Cool, Willpower, and Intelligence checks they make if this fighter is within their line of sight and is not Hidden.
Gear

Knuckleduster

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Punch
-
E
-0
+1
S
-0
1
-

Knuckleduster

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Punch
-
E
-0
+1
S
-0
1
-

Enzo the MAD

Champion
Cost & Rating: 595
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
4
5
2
4+
2
Ld
Cl
Wil
Int
6+
3+
7+
7+
Save
5+/4+

New Skills: 1, Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Bionic Eyes: 1, M: +1, Cl: +2, Wil: +1, Int: +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 Characteristics Maxima.
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 6''.
Command Aura (6''): if a fellow gang member from this fighter's gang must make a Cool check, they can use this fighter's Leadership Characteristic instead of their own Cool Characteristic if this fighter is not Seriously Injured, is within their line of sight, and is no further than 6'' away from them.
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.
Bulging Biceps: Choose one weapon this fighter is equipped with that has the Unwieldy trait. For this fighter, that weapon is treated as if it does not have the trait. This fighter can change which weapon they apply this skill to during the Update Roster step of the Post-Battle Sequence. Additionally, this fighter gains +1 Strength when making the Carry Heavy and Exert actions.
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. When calculating this fighter's modified Toughness, ignore one Flesh Wound they have (if any).

Heavy Plasma Cannon

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Low
18''
36''
+2
+1
7
-3
2
5+
Maximal
18''
36''
+1
+1
8
-3
3
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.)

Renderizer

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Rend
-
E
-0
-1
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. The first time 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 (Basic): 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 cannot make Reaction attacks for the remainder of the current round. If this fighter's result is lower, their activation ends immediately. In the case of a tie, nothing happens and this fighter's activation resumes.
Wargear: Extra Ammo

When this fighter fails an Ammo check, the controlling player may delete this item from the fighter's card to resolve the Ammo check as if a 6 had been rolled. If Ammo check fails, may delete this item to change Ammo check result to a '6'.


Murdering Metor

Champion
Cost & Rating: 390
M
WS
BS
 S 
 T 
W
I
A
4"
3+
4+
4
5
1
5+
1
Ld
Cl
Wil
Int
7+
4+
7+
7+
Save
5+/4+

Promoted!, New Skills: 4, Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Bionic Eyes: 1, Cl: +2, Wil: +1, Int: +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 Characteristics Maxima.
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 6''.
Command Aura (6''): if a fellow gang member from this fighter's gang must make a Cool check, they can use this fighter's Leadership Characteristic instead of their own Cool Characteristic if this fighter is not Seriously Injured, is within their line of sight, and is no further than 6'' away from them.
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 is 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, they may reroll a single dice once before resolving the outcome. 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.
Mighty Leap: This fighter ignores up to 2'' of total distance per activation when stepping up, crossing obstacles or Difficult Terrain, leaping across a gap, or jumping down. This fighter may choose to automatically pass one Initiative check they are forced to make when using this ability (if any).
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. When calculating this fighter's modified Toughness, ignore one Flesh Wound they have (if any).

Grenade Launcher [Frag, Krak]

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Frag
6''
24''
-1
-0
3
-0
1
5+
Krak
6''
24''
-1
-0
6
-2
D3
5+

Brute Cleaver

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
-
E
-0
+1
S+1
-1
1
-

Stub Pistol

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-0
3
-0
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.

Gym Brony

Champion
Cost & Rating: 235
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+/6+U

Promoted Prospect!, New Skills: 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 Characteristics Maxima.
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 6''.
Command Aura (6''): if a fellow gang member from this fighter's gang must make a Cool check, they can use this fighter's Leadership Characteristic instead of their own Cool Characteristic if this fighter is not Seriously Injured, is within their line of sight, and is no further than 6'' away from them.
Vat Enhancements

This fighter has the following enhancements:

Grotesque

This fighter gains the Fearsome skill.

Fearsome: If an enemy attempts to Engage this fighter, they must make a Willpower check. If the check is failed they stop 1'' away from this fighter, cannot Engage, and their activation ends immediately.Enemies must succeed on Willpower check to Engage this fighter, ending their activation on failure.
Phenomenal Physique

This fighter gains the Burly Skill.

Burly: This fighter's unarmed attacks gain the Melee and Knockback traits. Additionally, this fighter gains +1 Strength when making the Carry Heavy and Exert actions and when resisting being involuntarily moved (such as when they are the target of an attack with the Knockback or Drag traits). Other fighters gain +1 to Detect this fighter, and can target them regardless of Priority.
Powerful Legs

This fighter gains the Mighty Leap Skill.

Mighty Leap: This fighter ignores up to 2'' of total distance per activation when stepping up, crossing obstacles or Difficult Terrain, leaping across a gap, or jumping down. This fighter may choose to automatically pass one Initiative check they are forced to make when using this ability (if any).
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 Hide
Improve Armor save by 1.
Thick Skull

This fighter gains the Hard Headed skill.

Hard Headed: The first time in a battle this fighter would be taken Out of Action by an attack and receives an Out Cold result, they may ignore that result and remain on the battlefield. Additionally, when making or defending against a Headbutt action, this fighter adds 1 to their result.
Hard Headed: Ignore first Out Cold via any attack stay in play. +1 on Headbutt results (attacker or defender).
Skills
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.
Gear
Armor: Fighting Harness

A fighter with a Fighting Harness gains a Parry in close combat. (*) Additionally, a Fighting Harness grants a unmodifiable Armor save of 6+ in close combat.

Hammer

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Crush
-
E
-0
-0
S+1
-0
2
-

Hammer

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Crush
-
E
-0
-0
S+1
-0
2
-
Wargear: Sluggo stash

When this fighter is activated, one Sluggo stash may be deleted from their fighter card to use it. When used, discard a Flesh Wound from this fighter's card (if any), and this fighter gains +1'' Move, +1 Strength, and +1 Toughness until the start of their next activation. This can temporarily take the fighter over their Characteristics Maxima. When this fighter ends their activation after using this item, roll a D3. On a 1, this fighter suffers a Flesh Wound.


Gym Ratt

Prospect
Cost: 235 / Rating: 240
M
WS
BS
 S 
 T 
W
I
A
4"
3+
5+
4
4
2
4+
1
Ld
Cl
Wil
Int
8+
3+
6+
9+
Save
6+

New Skills: 3, WS: +1

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 Auto-stim Rig 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.
Vat Enhancements

This fighter has the following enhancements:

Phenomenal Physique

This fighter gains the Burly Skill.

Burly: This fighter's unarmed attacks gain the Melee and Knockback traits. Additionally, this fighter gains +1 Strength when making the Carry Heavy and Exert actions and when resisting being involuntarily moved (such as when they are the target of an attack with the Knockback or Drag traits). Other fighters gain +1 to Detect this fighter, and can target them regardless of Priority.
Powerful Arms

This fighter gains the Bulging Biceps skill.

Bulging Biceps: Choose one weapon this fighter is equipped with that has the Unwieldy trait. For this fighter, that weapon is treated as if it does not have the trait. This fighter can change which weapon they apply this skill to during the Update Roster step of the Post-Battle Sequence. Additionally, this fighter gains +1 Strength when making the Carry Heavy and Exert actions.
Powerful Fists

This fighter's unarmed attacks are resolved at +1 Strength and gain the Potent trait. 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

This fighter gains the Mighty Leap Skill.

Mighty Leap: This fighter ignores up to 2'' of total distance per activation when stepping up, crossing obstacles or Difficult Terrain, leaping across a gap, or jumping down. This fighter may choose to automatically pass one Initiative check they are forced to make when using this ability (if any).
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 Hide
Improve Armor save by 1.
Thick Skull

This fighter gains the Hard Headed skill.

Hard Headed: The first time in a battle this fighter would be taken Out of Action by an attack and receives an Out Cold result, they may ignore that result and remain on the battlefield. Additionally, when making or defending against a Headbutt action, this fighter adds 1 to their result.
Hard Headed: Ignore first Out Cold via any attack stay in play. +1 on Headbutt results (attacker or defender).
Skills
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.
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 they gain the Dual Weapons bonus dice and all of their attack dice are unarmed attacks.
Gear

Fighting Knife

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
-
E
-0
+1
S
-0
1
-

Bro Mann

Juve
Cost: 190 / Rating: 195
M
WS
BS
 S 
 T 
W
I
A
6"
4+
5+
5
4
1
4+
1
Ld
Cl
Wil
Int
7+
5+
7+
6+
Save
6+

M: +1, S: +1, Ld: +1, Cl: +2, Wil: +1, Int: +2

Goliath Lout: This fighter is a Goliath Lout; any game effect referring to Goliaths or Juves is applicable to them. This fighter may be equipped from the Goliath Lout Equipment List, and uses the Goliath Characteristics 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 Goliath Specialist and losing this ability and Expendable. They gain the Skill and Equipment Access of a Goliath Specialist, and a Primary Skill of the controlling player's choice.
Vat Enhancements

This fighter has the following enhancements:

Phenomenal Physique

This fighter gains the Burly Skill.

Burly: This fighter's unarmed attacks gain the Melee and Knockback traits. Additionally, this fighter gains +1 Strength when making the Carry Heavy and Exert actions and when resisting being involuntarily moved (such as when they are the target of an attack with the Knockback or Drag traits). Other fighters gain +1 to Detect this fighter, and can target them regardless of Priority.
Powerful Arms

This fighter gains the Bulging Biceps skill.

Bulging Biceps: Choose one weapon this fighter is equipped with that has the Unwieldy trait. For this fighter, that weapon is treated as if it does not have the trait. This fighter can change which weapon they apply this skill to during the Update Roster step of the Post-Battle Sequence. Additionally, this fighter gains +1 Strength when making the Carry Heavy and Exert actions.
Powerful Fists

This fighter's unarmed attacks are resolved at +1 Strength and gain the Potent trait. 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

This fighter gains the Mighty Leap Skill.

Mighty Leap: This fighter ignores up to 2'' of total distance per activation when stepping up, crossing obstacles or Difficult Terrain, leaping across a gap, or jumping down. This fighter may choose to automatically pass one Initiative check they are forced to make when using this ability (if any).
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 Hide
Improve Armor save by 1.
Thick Skull

This fighter gains the Hard Headed skill.

Hard Headed: The first time in a battle this fighter would be taken Out of Action by an attack and receives an Out Cold result, they may ignore that result and remain on the battlefield. Additionally, when making or defending against a Headbutt action, this fighter adds 1 to their result.
Hard Headed: Ignore first Out Cold via any attack stay in play. +1 on Headbutt results (attacker or defender).
Gear

Fighting Knife

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
-
E
-0
+1
S
-0
1
-

Dilshod

Riveter
Cost & Rating: 150
M
WS
BS
 S 
 T 
W
I
A
4"
3+
3+
4
5
3
4+
2
Ld
Cl
Wil
Int
6+
5+
8+
10+
Save
5+/4+
Crew Selection: If your gang is fighting a scenario on a Zone Mortalis battlefield, or if you are attacking a gang that has Home Turf Advantage the Goliath Riveter may join the gang's Crew.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
No Permanent Injury: If this fighter suffers a Lasting Injury that would make a change to their fighter card, they are instead removed from the gang roster.
Stupidly Tough: If a gang has a Goliath Riveter on their roster who is not in Recovery or Captured, the gang's player gains a Steel Constitution Tactics Card to use in the battle in addition to any other Tactics Cards available to them.
Bulging Biceps: This fighter removes the Unwieldy trait from their Krumper's Charged weapon profile (modifier has been applied directly to Krumper Charged weapon profile).

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.

Armored Undersuit: Modifiers have been applied directly to profile.

Sluggo stash: When this fighter is activated, one Sluggo stash may be deleted from their fighter card to use it. When used, discard a Flesh Wound from this fighter's card (if any), and this fighter gains +1'' Move, +1 Strength, and +1 Toughness until the start of their next activation. This can temporarily take the fighter over their Characteristics Maxima. When this fighter ends their activation after using this item, roll a D3. On a 1, this fighter suffers a Flesh Wound.


Krumper

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Snapfire
3''
9''
+2
-0
4
-1
1
3+
Charged
3''
9''
+2
-0
6
-2
2
5+

Stub Pistol

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-0
3
-0
1
4+

Spudjacker

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Klunk
-
E
-0
-0
S+1
-0
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: Um. Yeah. 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: Um. Yeah. 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: Um. Yeah. 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: Um. Yeah. Managed to grab a loot casket, 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: Um. Yeah. 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: Um. Yeah. 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 caskets. Had a very good post battle sequence though, and none of my guys got hurt.
Date
07/04/2025
Scenario
Opposition
WLD
X-Four Corners
The Poisoned Tongues, The Void Barons, The Widening Gyre
Draw
Credits
Reputation
Victory Points
75
8
6
Notes: Um. Yeah. When I set up I had a plan to move and shoot the stunty's objective, and that's what I did. I also started to move in on the Spyrers but that turned out to be a bad idea so I backed off. Tied with the Spyrers. If the battle had kept going, might have won but the Squats were pretty pissed and their leader was in my business so might have gone badly.
Date
08/31/2025
Scenario
Opposition
WLD
Crucible
The Poisoned Tongues, The Void Barons, The Widening Gyre
Loss
Credits
Reputation
Victory Points
80
4
3
Notes: Um. Yeah. Had a good battle. Swept the Poisoned Tongues starting crew, then got chased off the board by the Spyrers. They got Bro Mann before I could escape and he went to Recovery. Still, had a very solid post battle action and maintained my rep lead. If I can maintain my lead for a couple more battles, I might win this whole thing. Metor got promoted to Champion, but suffered a misadventure in post-battle and went into Recovery.
Date
09/02/2025
Scenario
Opposition
WLD
Prometheum Looting
The Poisoned Tongues
Loss
Credits
Reputation
Victory Points
125
6
2
Notes: Um. Yeah. Going into it the plan was simple. Get canisters, beat up cultists. The second part worked out until I killed Sangria and they turned into a Chaos Spawn. I made a new plan. Ripped Phule manned up and danced with Sangria the Spawn and Magenta the other Spawn while the rest of my boyz waddled around trying to grab cans and block out cultists from getting other cans. In the end, I didn't get many VP but it was a helluva fight and Ripped tango'd for many rounds against both Spawns which was bad ass. Post battle went awesome; lots of Prize Fighting for rep and money, got a Pick Any Skill raise on Enzo, and the Trading Post had good stuff like a Heavy Plasma Cannon that I just had to buy.
Date
11/09/2025
Scenario
Opposition
WLD
The Arbiters Cogitator Corners
The Poisoned Tongues, The Void Barons, The Widening Gyre
Win
Credits
Reputation
Victory Points
0
5
4
Notes: Um. Yeah. So...I won and stuff, and also got to 50 Rep which was the goal to send the campaign into the like the finals and stuff. I got lots of XP, took out the Poisoned Tongue's leader and stuff. Ripped Phule ripped a vault door open, which was super cool and stuff. So, uh, yeah. Good fight.
Date
11/16/2025
Scenario
Opposition
WLD
The War + Archeotech Vault
The Void Barons
Loss
Credits
Reputation
Victory Points
100
-1
0
Notes: Um. Yeah. So...this was the championship fight between my #1 gang and the #2 gang the Void Barons. The scenario was a 2x2 Sector Mechanics with a 2x2 Zone Mortalis basement. I took out 7 of the 9 Void Barons, Memorable Deathing 2 of them. And I ripped a vault door off and stomped the enemy to claim a bit of archaeotech. But I could not get through the layered Force Field + high Toughness + Power Armor of the Baron Axelrhot. I got 2 of his 4 Wounds and finally conceded after an all day battle. Big D and Metor and the juve got put Out of Action but were just out cold. Basically I should have won this by all reasonable expectations. However the Void Baron's player rolled a disgusting amount of 5's and 6's. Just buckets of nothing but 5 ups over and over again. Oh well...dakka dakka. I lost a Rep for conceding, and had some post battle action setbacks so I went from 50 at the start of the battle to 49.