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)
Leader
Cost & Rating: 615
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]
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.
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.
Champion
Cost & Rating: 380
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
Champion
Cost & Rating: 595
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
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.
(Modifiers have been applied directly to profile.)
Targeter (Ranged weapons): Modifiers have been applied directly to profile.
(Modifiers have been applied directly to profile.)
Renderizer
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.
Champion
Cost & Rating: 390
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]
Frag
6''
24''
-1
-0
3
-0
1
5+
Krak
6''
24''
-1
-0
6
-2
D3
5+
Stub Pistol
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.
Champion
Cost & Rating: 235
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
Crush
-
E
-0
-0
S+1
-0
2
-
Hammer
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.
Prospect
Cost: 235 / Rating: 240
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
Juve
Cost: 190 / Rating: 195
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