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Necromunda (2017)Expand Necromunda (2017)
Bloodhands
Eddie
Reputation
Turf
Credits
Rating
30
2
70
3600/3240
Name
Type
Cost/Rating
Battles
Xp
Next
Adv
Rec
Captured By
Leader
610/615
16
38
41
5
Champion
495/505
16
54
59
10
Champion
380/375
14
41
47
6
Champion
455/490
8
26
32
5
Champion
515/505
3
10
16
3
Specialist
360
14
24
25
4
Guilders
Specialist
160
15
24
27
4
Specialist
150/145
13
18
20
3
Specialist
220
16
22
25
5
Ganger
130/125
7
12
15
2
Rogue Doc
50
0
0
0
0
Turf: The gang controls an area or resource within the underhive that allows the gang to take the Work the Turf Post-Battle Action. Having multiple Turf Territories provides a bonus to the outcome of that action.
Turf: If the gang takes a Work the Turf Post-Battle Action, add 1 to the roll per Turf.
Drug Lab: When the gang collects income, for each Drug Lab the gang controls, the gang gains the player's choice of D3-1 free AE, Frenzon, Meds, or Stimm-slug stash items. The selected items (if any) are added to the gang's Stash immediately.
Drug Lab: Collect Income step: per Drug Lab add player's choice of D3-1 free AE stash, Frenzon stash, Meds stash, or Stimm-slug stash to the gang's Stash immediately.
Stash
3 free AE stash, Frenzon stash, Meds stash, or Stimm-slug stash (player needs to choose)

Darek the Demolisher

Bounties: 1
Leader
Cost: 610 / Rating: 615
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
4
6
3
3+
3
Ld
Cl
Wil
Int
7+
4+
7+
7+
Save
6+/5+

New Skills: 3, Enfeebled: 1, Bionic Upgrades: 1, Head Injury: 1, Hobbled: 1, Bionic Legs: 1, Skull Chip, T: +1, W: +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.
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 action ends immediately.Enemies must succeed on Willpower check to Engage this fighter, ending their turn on failure.
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.
True Grit: Remove one dice before making an Injury roll for this fighter. If no dice remain, this fighter suffers a Flesh Wound.
True Grit: Injury roll vs this fighter: roll 1 fewer dice; Flesh Wound if 0 remain.
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. 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
+1
3
-0
1
5+
Krak
6''
24''
-0
+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
-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: Stimm-slug stash

When an Active or Pinned fighter with a stimm-slug stash is activated, they may use their stimm-slug stash as a free action. Immediately discard one Flesh Wound from the fighter's card, if any are present. Until the end of the round, the fighter's Move, Strength and Toughness characteristics are each increased by 2. At the start of the End phase roll a D6; on a 1 or 2 roll an Injury dice and apply the result to the fighter (even if they still have Wounds remaining). If a fighter uses a stimm-slug stash during a battle, the stimm-slug stash is deleted from their fighter card when the battle ends. May use as a free action if Active or Pinned. Until end of round, Move, Strength, Toughness increased by 2. At start of End phase roll D6; on a 1 or 2 roll an Injury dice for this fighter. If used, delete at end of battle.

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 proceed as if the fighter had passed their Ammo check. If Ammo check fails, may delete Extra Ammo to pass Ammo check.

Enzo the MAD

Bounties: 1
Champion
Cost: 495 / Rating: 505
M
WS
BS
 S 
 T 
W
I
A
5"
2+
3+
4
6
2
3+
2
Ld
Cl
Wil
Int
6+
5+
8+
8+
Save
6+/5+

New Skills: 5, Enfeebled: 1, Bionic Upgrades: 1, M: +1, WS: +1, BS: +1, T: +1, I: +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.
True Grit: Remove one dice before making an Injury roll for this fighter. If no dice remain, this fighter suffers a Flesh Wound.
True Grit: Injury roll vs this fighter: roll 1 fewer dice; Flesh Wound if 0 remain.
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.
Berserker: When this fighter makes a Charge action, they can choose an enemy fighter in their vision arc and line of sight as their target. If they do, this fighter moves up to double their Move (instead of a Standard Move + D3''), but must move towards and attempt to Engage their target. This fighter may choose to automatically pass one Initiative, Cool, or Willpower check they are forced to make when using this ability (if any).
Impetuous: Once per round during their activation, when this fighter could Consolidate at the end of a close combat they may instead make a free Charge action.1/your activation: if you could Consolidate you can instead Charge.
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.
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 action ends immediately.Enemies must succeed on Willpower check to Engage this fighter, ending their turn on failure.
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. When calculating this fighter's modified Toughness, ignore one Flesh Wound they have (if any).

Combat Shotgun [Incendiary, Salvo, Shredder]
Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Incendiary
4''
16''
+1
-0
4
-1
1
6+
Salvo
4''
12''
+1
-0
4
-0
2
4+
Shredder
-
T
-0
-0
2
-0
1
4+
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: 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 (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 cannot make Reaction attacks the next time they are attacked in close combat this turn. 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: 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: Stimm-slug stash

When an Active or Pinned fighter with a stimm-slug stash is activated, they may use their stimm-slug stash as a free action. Immediately discard one Flesh Wound from the fighter's card, if any are present. Until the end of the round, the fighter's Move, Strength and Toughness characteristics are each increased by 2. At the start of the End phase roll a D6; on a 1 or 2 roll an Injury dice and apply the result to the fighter (even if they still have Wounds remaining). If a fighter uses a stimm-slug stash during a battle, the stimm-slug stash is deleted from their fighter card when the battle ends. May use as a free action if Active or Pinned. Until end of round, Move, Strength, Toughness increased by 2. At start of End phase roll D6; on a 1 or 2 roll an Injury dice for this fighter. If used, delete at end of battle.

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 proceed as if the fighter had passed their Ammo check. If Ammo check fails, may delete Extra Ammo to pass Ammo check.

Yorg the Mostly Unclothed

Champion
Cost: 380 / Rating: 375
M
WS
BS
 S 
 T 
W
I
A
5"
3+
5+
5
6/7Un
3
4+
2
Ld
Cl
Wil
Int
6+
5+
8+
8+
Save
6+U*

New Skills: 3, Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Spinal Injury: 1, Bionic Actuators: 1, M: +1, T: +1, W: +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.
Berserker: When this fighter makes a Charge action, they can choose an enemy fighter in their vision arc and line of sight as their target. If they do, this fighter moves up to double their Move (instead of a Standard Move + D3''), but must move towards and attempt to Engage their target. This fighter may choose to automatically pass one Initiative, Cool, or Willpower check they are forced to make when using this ability (if any).
Iron Jaw: If this fighter would be taken Out of Action by a close combat attack with an Out Cold result, they may roll a D6 and add their current modified Toughness to the result; on a 8+ this fighter instead suffers a Flesh Wound and remains in play. Additionally, this fighter has +1 Toughness vs unarmed attacks.
Iron Jaw: +1 Toughness vs unarmed attacks, and if would be Out Cold via close combat stay in play on 7+ roll of (D6 + modified T).
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.
True Grit: Remove one dice before making an Injury roll for this fighter. If no dice remain, this fighter suffers a Flesh Wound.
True Grit: Injury roll vs this fighter: roll 1 fewer dice; Flesh Wound if 0 remain.
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.

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. When calculating this fighter's modified Toughness, ignore one Flesh Wound they have (if any).

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
-
Bionics: Bionic Actuators

Modifiers have been applied directly to profile.

Bionics: Bionic Upgrades

Modifiers have been applied directly to profile.

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 (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 cannot make Reaction attacks the next time they are attacked in close combat this turn. 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: Ratskin Hides

When this fighter is targeted by ranged attacks at Long range, there is a -1 modifier to the hit roll. Additionally, sentries suffer a -1 penalty to Detect a fighter equipped with Ratskin Hides.

Grenade: Frag
Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-BOOM
-
Sx3
-0
-0
3
-0
1
4+
Wargear: Stimm-slug stash

When an Active or Pinned fighter with a stimm-slug stash is activated, they may use their stimm-slug stash as a free action. Immediately discard one Flesh Wound from the fighter's card, if any are present. Until the end of the round, the fighter's Move, Strength and Toughness characteristics are each increased by 2. At the start of the End phase roll a D6; on a 1 or 2 roll an Injury dice and apply the result to the fighter (even if they still have Wounds remaining). If a fighter uses a stimm-slug stash during a battle, the stimm-slug stash is deleted from their fighter card when the battle ends. May use as a free action if Active or Pinned. Until end of round, Move, Strength, Toughness increased by 2. At start of End phase roll D6; on a 1 or 2 roll an Injury dice for this fighter. If used, delete at end of battle.

Wargear: Frenzon Stash

When this fighter is activated they may use their frenzon stash as a free action. If this fighter is Seriously Injured they may suffer a Flesh Wound and become Pinned. If this fighter is Pinned they may make a free Stand Up action. Until the end of the round this fighter automatically passes any Cool or Willpower check they are required to make, and treat the Fight (Basic) action as a Fight (Simple) action. At the beginning of the End Phase roll a D6; if the result is greater than this fighter's current modified Toughness this fighter goes Out of Action and into Recovery. If a fighter uses a frenzon stash during a battle, the frenzon stash is deleted from their fighter card when the battle ends. May use as a free action. If Seriously Injured suffer a Flesh Wound and become Pinned. Stand up if Pinned. Until end of round, auto-pass Cool and Willpower checks and treat Fight as a Simple action. At the beginning of the End Phase roll a D6; if the result is greater than this fighter's current modified Toughness this fighter goes Out of Action and into Recovery. If used, delete at end of battle.

Zurgo the Helmsmasher

Champion
Cost: 455 / Rating: 490
M
WS
BS
 S 
 T 
W
I
A
4"
2+
2+
4
5
3
4+
2
Ld
Cl
Wil
Int
6+
5+
8+
8+
Save
6+/5+

New Skills: 2, Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Bionic Eyes: 1, WS: +1, BS: +1, W: +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.
True Grit: Remove one dice before making an Injury roll for this fighter. If no dice remain, this fighter suffers a Flesh Wound.
True Grit: Injury roll vs this fighter: roll 1 fewer dice; Flesh Wound if 0 remain.
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.
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. When calculating this fighter's modified Toughness, ignore one Flesh Wound they have (if any).

Zurgo's Kustom Shoota
Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Dakka
9''
27''
+2
-1
4
-1
1
4+
*Power Hammer
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
-
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.
Wargear: Stimm-slug stash

When an Active or Pinned fighter with a stimm-slug stash is activated, they may use their stimm-slug stash as a free action. Immediately discard one Flesh Wound from the fighter's card, if any are present. Until the end of the round, the fighter's Move, Strength and Toughness characteristics are each increased by 2. At the start of the End phase roll a D6; on a 1 or 2 roll an Injury dice and apply the result to the fighter (even if they still have Wounds remaining). If a fighter uses a stimm-slug stash during a battle, the stimm-slug stash is deleted from their fighter card when the battle ends. May use as a free action if Active or Pinned. Until end of round, Move, Strength, Toughness increased by 2. At start of End phase roll D6; on a 1 or 2 roll an Injury dice for this fighter. If used, delete at end of battle.

Gorppity Gorp

Champion
Cost: 515 / Rating: 505
M
WS
BS
 S 
 T 
W
I
A
5"
4+
2+
4
5
2
4+
2
Ld
Cl
Wil
Int
6+
6+
6+
8+
Save
4+

Promoted Merc!, New Skills: 2, Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Bionic Eyes: 1, M: +1

Orlock Merc: This fighter is a Orlock Merc; any game effect referring to Orlocks or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Orlock Road Sargeant Equipment List, and uses the Normal Human Characteristics Maxima.
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.
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.
Trigger Happy: When this fighter rolls to hit with a weapon that has the Rapid Fire trait, they may roll one additional Firepower dice and then discard one before resolving the attack.
Precision Shot: When this fighter makes a ranged attack, they may ignore the first -1 penalty to hit it would suffer from (if any), and may ignore the Stray Shots rules if that attack misses the target. This skill cannot be used with attacks that have the Blast, Burst, Scattershot, or Template traits.
Hip Shooting: If this fighter is Active, they can make the following action:
Run and Gun (Double): This fighter makes a Standard Move, adding +D3'' to the distance they can move. At any point along their move this fighter may make a single free Shoot action resolved normally, using a weapon they are equipped with that does not have the Unwieldy trait.
Armor: Mesh

Modifiers have been applied directly to profile.

Wargear: Armored Undersuit

Modifiers have been applied directly to profile.

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. When calculating this fighter's modified Toughness, ignore one Flesh Wound they have (if any).

Heavy Stubber
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
20''
40''
-0
-0
4
-1
1
4+
Targeter (Ranged weapons)

Modifiers have been applied directly to profile.

Targeter: (Modifiers have been applied directly to profile.)
Autopistol
Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+1
-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.
Wargear: Grapnel-Launcher

An Active fighter with a grapnel launcher can make the following action:

Grapnel (Double): Place this fighter at any point on the battlefield within 12'' and along a straight line from their starting position, such that their base does not overlap anything else, and observing the 1'' rule. This fighter must cross a gap or pitfall or move up or down at least 2'' on the battlefield as part of this movement; simply moving horizontally across open terrain is not allowed. This fighter cannot move through obstructing terrain or other fighters as part of this action.

Murdering Metor

Bounties: 0
Specialist
Cost & Rating: 360
M
WS
BS
 S 
 T 
W
I
A
5"
3+
4+
4
5
1
4+
1
Ld
Cl
Wil
Int
7+
5+
8+
7+
Save
6+/5+

Promoted!, New Skills: 1, Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Bionic Eyes: 1, M: +1, I: +1, Cl: +1, Int: +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 Characteristics 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.
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. 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.

Scragging Shmuuk

Specialist
Cost & Rating: 160
M
WS
BS
 S 
 T 
W
I
A
4"
2+
5+
4
4
1
5+
1
Ld
Cl
Wil
Int
7+
6+
8+
8+
Save
6+/5+

Promoted!, New Skills: 2, WS: +2

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 Characteristics 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.
True Grit: Remove one dice before making an Injury roll for this fighter. If no dice remain, this fighter suffers a Flesh Wound.
True Grit: Injury roll vs this fighter: roll 1 fewer dice; Flesh Wound if 0 remain.
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.
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. When calculating this fighter's modified Toughness, ignore one Flesh Wound they have (if any).

Axe
Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Chop
-
E
-0
-0
S+1
-1
2
-
Fighting Knife
Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
-
E
-0
+1
S
-0
1
-
Grenade: Frag
Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-BOOM
-
Sx3
-0
-0
3
-0
1
4+
Wargear: Stimm-slug stash

When an Active or Pinned fighter with a stimm-slug stash is activated, they may use their stimm-slug stash as a free action. Immediately discard one Flesh Wound from the fighter's card, if any are present. Until the end of the round, the fighter's Move, Strength and Toughness characteristics are each increased by 2. At the start of the End phase roll a D6; on a 1 or 2 roll an Injury dice and apply the result to the fighter (even if they still have Wounds remaining). If a fighter uses a stimm-slug stash during a battle, the stimm-slug stash is deleted from their fighter card when the battle ends. May use as a free action if Active or Pinned. Until end of round, Move, Strength, Toughness increased by 2. At start of End phase roll D6; on a 1 or 2 roll an Injury dice for this fighter. If used, delete at end of battle.

Villainous Vasek

Specialist
Cost: 150 / Rating: 145
M
WS
BS
 S 
 T 
W
I
A
4"
4+
4+
4
5
1
5+
1
Ld
Cl
Wil
Int
7+
6+
8+
8+
Save
6+/5+

New Skills: 2, Enfeebled: 1, Bionic Upgrades: 1, Hand Injury: 1, BS: +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 Characteristics Maxima. During campaign play this fighter Advances as a Hero.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Goliath Specialist and losing this ability. They gain the Skill and Equipment Access of a Goliath Specialist, and a Primary Skill of the controlling player's choice.
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.
True Grit: Remove one dice before making an Injury roll for this fighter. If no dice remain, this fighter suffers a Flesh Wound.
True Grit: Injury roll vs this fighter: roll 1 fewer dice; Flesh Wound if 0 remain.
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.
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. When calculating this fighter's modified Toughness, ignore one Flesh Wound they have (if any).

Bionics: Bionic Upgrades

A fighter with a bionic upgrade gains +2 T while equipped with a bionic upgrade. If a fighter has not already suffered a Enfeebled Injury (54 on the Permanent Injury table) at some point in the past, they suffer a Enfeebled Injury when a bionic upgrade is added to the fighter.

Stub Cannon
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
9''
18''
-0
-0
5
-1
1
3+

Killer Klarg

Specialist
Cost & Rating: 220
M
WS
BS
 S 
 T 
W
I
A
5"
2+
5+
4
4
1
4+
1
Ld
Cl
Wil
Int
6+
3+
8+
6+
Save
-

Promoted!, New Skills: 1, Spinal Injury: 1, Hobbled: 1, Bionic Legs: 1, Skull Chip, WS: +1, S: +1, Ld: +1, Cl: +2, Int: +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 Characteristics 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.
True Grit: Remove one dice before making an Injury roll for this fighter. If no dice remain, this fighter suffers a Flesh Wound.
True Grit: Injury roll vs this fighter: roll 1 fewer dice; Flesh Wound if 0 remain.
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.

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 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: Skullchip

Modifiers have been applied directly to profile.

Wargear: Stimm-slug stash

When an Active or Pinned fighter with a stimm-slug stash is activated, they may use their stimm-slug stash as a free action. Immediately discard one Flesh Wound from the fighter's card, if any are present. Until the end of the round, the fighter's Move, Strength and Toughness characteristics are each increased by 2. At the start of the End phase roll a D6; on a 1 or 2 roll an Injury dice and apply the result to the fighter (even if they still have Wounds remaining). If a fighter uses a stimm-slug stash during a battle, the stimm-slug stash is deleted from their fighter card when the battle ends. May use as a free action if Active or Pinned. Until end of round, Move, Strength, Toughness increased by 2. At start of End phase roll D6; on a 1 or 2 roll an Injury dice for this fighter. If used, delete at end of battle.

Grievous Gralk

Ganger
Cost: 130 / Rating: 125
M
WS
BS
 S 
 T 
W
I
A
5"
2+
5+
4
4
1
5+
1
Ld
Cl
Wil
Int
7+
6+
8+
8+
Save
6+/5+

M: +1, WS: +1

Goliath Bruiser: This fighter is a Goliath Bruiser; any game effect referring to Goliaths or Gangers is applicable to them. This fighter may be equipped from the Goliath Bruiser Equipment List, and uses the Goliath Characteristics Maxima.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Goliath Specialist and losing this ability. They gain the Skill and Equipment Access of a Goliath Specialist, and a Primary Skill of the controlling player's choice.
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. When calculating this fighter's modified Toughness, ignore one Flesh Wound they have (if any).

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+
Dumdum
5''
10''
+1
-0
4
-0
1
4+
Hammer
Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Crush
-
E
-0
-0
S+1
-0
2
-
Wargear: Stimm-slug stash

When an Active or Pinned fighter with a stimm-slug stash is activated, they may use their stimm-slug stash as a free action. Immediately discard one Flesh Wound from the fighter's card, if any are present. Until the end of the round, the fighter's Move, Strength and Toughness characteristics are each increased by 2. At the start of the End phase roll a D6; on a 1 or 2 roll an Injury dice and apply the result to the fighter (even if they still have Wounds remaining). If a fighter uses a stimm-slug stash during a battle, the stimm-slug stash is deleted from their fighter card when the battle ends. May use as a free action if Active or Pinned. Until end of round, Move, Strength, Toughness increased by 2. At start of End phase roll D6; on a 1 or 2 roll an Injury dice for this fighter. If used, delete at end of battle.

Nurse Joy

Rogue Doc
Cost & Rating: 50
M
WS
BS
 S 
 T 
W
I
A
5"
5+
5+
2
3
1
4+
1
Ld
Cl
Wil
Int
9+
8+
7+
5+
Save
-
Crew Selection: This Hangers-on cannot be chosen as Crew to participate in a battle. However whenever a battle happens on the gang's own turf (i.e., they have the Home Turf advantage in a scenario), roll a D6 for this Hangers-on before choosing a Crew. On a result of 1, 2 or 3 this Hangers-on is present and must be included as part of the 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.
A Doctor In The House: During the Post-Battle Sequence this Rogue Doc may treat one member of the gang who has suffered a Critical Injury, without a hero of the gang having to escort the Critically Injured fighter to the doctor. Use the Medical Escort resolution chart. This costs the gang no credits.
Medicae: During the End Phase immediately before Recovery Tests are made, if this fighter is Active they may make a Standard Move or if they are Pinned they may make a Half Move towards a Seriously Injured friendly fighter. When this fighter assists a friendly fighter who is making a Recovery test this skill allows a single Out of Action dice result to be rerolled.
Pistol
Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Cap
6''
12''
+1
-0
3
-0
1
4+
Knife
Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shiv
-
E
-0
-0
S
-0
1
-
Wargear: Medicae Kit

When a fighter with a Medicae kit assists a friendly fighter's Recovery test, roll an extra injury dice then choose one to discard.


Log

Delaque (Furiosos, W); +110 credits; Rare Item: Incendiary Shells (Enzo)

Harlequins (Happy Harleys, W); +90 credits; +Umhum; Rare Item: Fighting Harness (Yorg)

Delaque (Acme Inc, W); +110 credits; +Nurse Joy ; Rare Item: Photo Goggles (Darek)

Escher (Heartbreakers, T); +80 credits; Rare Item: Las-Projector (Darek)

Escher / Delaque (Heartbreakers / Furiosos / Acme Inc, 3rd Place); +0 credits; Rare Item: none

Delaque (Acme Inc, L); +55 credits; Rare Item: none

Escher (Heartbreakers, L); +70 credits; Rare Item: none

Mercs (Sharif's Shakers, W); +110 credits; Rare Item: none

Escher (Heartbreakers, L); +100 credits; +Zurgo (House Favors), -UmHum; Rare Item: none

Harlequins (Jovial Jesters, L); +70 credits; -Klarg; Rare Item: none

Cogs (Rustlords, L*); +110 credits; +Gralk; Rare Item: none

Spyrers (Widening Gyre, W); +180 credits; Loot box: Zurgo's Kustom Shoota (-90cr); +Klarg; Rare Item: none

Mercs (Sharifs Shakers, L); +80 credits; Rare Item: none

Ratskins (Nymlings, L); +190 credits; Rare Item: none

Cogs (Rustlords, W); +140 credits; +Drug Lab ; Rare Item: none

Delaque (Furiosos, L); +280 credits; Rare Item: none

Semifinals: Delaque (Acme Inc, L); +50 credits; Metor captured by Bounty Hunter and sold to Guilders; Rare Item: none

Finals: Escher (Heartbreakers, L); +30 credits; Rare Item: none