Darek the Demolisher
Bounties: 1
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 Characteristic Maxima.
Group Activation (2): this fighter may group activate with up to 2 fellow gang members within 12''.
Command Aura (12''): while this fighter is not Seriously Injured and a fellow gang member within 12'' of them fails a Cool check (including a Nerve test), make a Leadership check for this fighter; if it passes the fellow gang member's Cool check is also treated as having been passed.
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.
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.
A fighter with this item cancels the first Flesh Wound they would take during a battle.
Grenade Launcher [Frag, Krak]
Frag
6''
24''
-
+1
3
-
1
5+
Krak
6''
24''
-
+1
6
-2
D3
5+
Las-Projector (Ranged weapons)
Modifiers have been applied directly to profile.
(Modifiers have been applied directly to profile.)
Targeter (Ranged weapons)
Modifiers have been applied directly to profile.
(Modifiers have been applied directly to profile.)
Bionics: Bionic Leg
Modifiers have been applied directly to profile.
Bionic Kick (Double): You may select an enemy fighter Engaged with you to make an Initiative check;
if this check is failed that fighter suffers a hit resolved as Strength 6 with Damage 2 and the Knockback trait.
If you are Active and within 1'' of an object with at least 1 Wound you may hit the object with an attack
resolved as Strength 6 with Damage 2.
Bionics: Bionic Upgrades
Modifiers have been applied directly to profile.
Bionics: Skullchip
Modifiers have been applied directly to profile.
Wargear: Respirator
If a fighter with a respirator is hit by a weapon with the Gas trait,
their Toughness is increased by 2 for the purposes of the roll to see whether they are affected.
Wargear: Scary Mask
Any Cool or Willpower checks, including Nerve tests, made by enemy fighters within 4'' and in line of sight of the fighter wearing this mask suffer a -1 penalty.
Wargear: Photo-goggles
This fighter can attack through smoke clouds and is unaffected by low-light conditions.
Additionally, this fighter adds 1 to the result of any check to resist being blinded.
A fighter with photo-goggles gains no benefit from using similar items, or weapon sights of any kind
Unaffected by smoke or low-light, +1 vs blinding.
Wargear: 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.
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 Characteristic Maxima.
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 6''.
Command Aura (6''): while this fighter is not Seriously Injured and a fellow gang member within 6'' of them fails a Cool check (including a Nerve test), make a Leadership check for this fighter; if it passes the fellow gang member's Cool check is also treated as having been passed.
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 Exert action
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 could make a Charge action they may instead pick a non Seriously Injured enemy fighter within their vision arc and line of sight as their target and make the following action:
Berserk Charge (Double): The fighter attempts to move into base contact with their target. The maximum distance the fighter may move as part of this action is double their current Movement characteristic. The fighter must take as direct of a route as they can to their target, but can favor a route that does not require Initiative checks over one that does.
The fighter automatically succeeds on any required Cool or Willpower checks that occur while resolving this action (if the target has the Fearsome skill, for instance).
If the fighter failed to move into base contact with their target, they must end their movement at least 1'' away from all enemy fighters. If the fighter does Engage their target they may make a free Fight (Basic) action against them. If they do, in the Determine Attack Dice step of the close combat sequence the fighter gains two additional Attack dice for Charging (instead of one).
Berserker: Pick target w/i vision arc for Charge to Double Move & auto-pass any Cool, or Willpower tests to complete Charge. +1 extra Charging Attack dice on success.
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.
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.
Armor: Furnace Plates
Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks that hit within the fighter's front arc.
Bionics: Bionic Ruggedization
The fighter has had their body improved with subdermal armor, a metallic skeleton, or some other enhancement that makes them more durable.
This item may never be removed from the fighter it is attached to.
A fighter with this item cancels the first Flesh Wound they would take during a battle.
Combat Shotgun [Incendiary, Salvo, Shredder]
Incendiary
4''
16''
+1
-
4
-1
1
6+
Salvo
4''
12''
+1
-
4
-
2
4+
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.
When a fighter with a steel skull would be taken Out of Action in close combat and receives an Out Cold result, they are not taken Out of Action and remain in play. Additionally, this fighter cannot be the target of the Headbutt (Simple) Action. Finally, if this fighter is Engaged and is able to make a Melee attack, they can use the following action:
Headbutt (Simple): Select an Engaged enemy fighter. This fighter rolls a D6 and the chosen enemy fighter rolls a D3, then each fighter adds their modified Toughness to their results. If this fighter's result is higher, the enemy fighter is momentarily staggered and cannot make Reaction attacks the next time they are attacked in close combat this turn. If this fighter's result is lower, their turn ends immediately. In the case of a tie, nothing happens and this fighter's turn resumes.
Wargear: Scary Mask
Any Cool or Willpower checks, including Nerve tests, made by enemy fighters within 4'' and in line of sight of the fighter wearing this mask suffer a -1 penalty.
Wargear: 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.
Yorg the Mostly Unclothed
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 Characteristic Maxima.
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 6''.
Command Aura (6''): while this fighter is not Seriously Injured and a fellow gang member within 6'' of them fails a Cool check (including a Nerve test), make a Leadership check for this fighter; if it passes the fellow gang member's Cool check is also treated as having been passed.
Berserker: When this fighter could make a Charge action they may instead pick a non Seriously Injured enemy fighter within their vision arc and line of sight as their target and make the following action:
Berserk Charge (Double): The fighter attempts to move into base contact with their target. The maximum distance the fighter may move as part of this action is double their current Movement characteristic. The fighter must take as direct of a route as they can to their target, but can favor a route that does not require Initiative checks over one that does.
The fighter automatically succeeds on any required Cool or Willpower checks that occur while resolving this action (if the target has the Fearsome skill, for instance).
If the fighter failed to move into base contact with their target, they must end their movement at least 1'' away from all enemy fighters. If the fighter does Engage their target they may make a free Fight (Basic) action against them. If they do, in the Determine Attack Dice step of the close combat sequence the fighter gains two additional Attack dice for Charging (instead of one).
Berserker: Pick target w/i vision arc for Charge to Double Move & auto-pass any Cool, or Willpower tests to complete Charge. +1 extra Charging Attack dice on success.
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.
A fighter with this item cancels the first Flesh Wound they would take during a battle.
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.
When a fighter with a steel skull would be taken Out of Action in close combat and receives an Out Cold result, they are not taken Out of Action and remain in play. Additionally, this fighter cannot be the target of the Headbutt (Simple) Action. Finally, if this fighter is Engaged and is able to make a Melee attack, they can use the following action:
Headbutt (Simple): Select an Engaged enemy fighter. This fighter rolls a D6 and the chosen enemy fighter rolls a D3, then each fighter adds their modified Toughness to their results. If this fighter's result is higher, the enemy fighter is momentarily staggered and cannot make Reaction attacks the next time they are attacked in close combat this turn. If this fighter's result is lower, their turn ends immediately. In the case of a tie, nothing happens and this fighter's turn resumes.
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.
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.
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 Characteristic Maxima.
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 6''.
Command Aura (6''): while this fighter is not Seriously Injured and a fellow gang member within 6'' of them fails a Cool check (including a Nerve test), make a Leadership check for this fighter; if it passes the fellow gang member's Cool check is also treated as having been passed.
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 Exert action
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.
A fighter with this item cancels the first Flesh Wound they would take during a battle.
Zurgo's Kustom Shoota
Dakka
9''
27''
+2
-1
4
-1
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: 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.
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 Characteristic Maxima.
Bulging Biceps: This fighter ignores the Unwieldy trait on one weapon they are equipped with that has the trait; text from the trait itself and other rules text that refers to the trait do not apply to this fighter for that weapon. 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 +2 Strength when making the Carry Heavy action.
Burly: This fighter's unarmed attacks gain the
Melee
and Knockback traits.
Additionally, this fighter gains +1 Strength when making the Exert action
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. However, if the attack results in two or more failed Ammo checks, the gun has jammed and cannot be used for the rest of the battle.
Precision Shot: When this fighter makes a ranged attack, they may ignore the first -1 penalty to hit that attack would suffer from (if any),
and they may ignore the Stray Shots rules if that attack misses the target.
This skill cannot be used with weapons that have the Blast, 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.
A fighter with this item cancels the first Flesh Wound they would take during a battle.
Targeter (Ranged weapons)
Modifiers have been applied directly to profile.
(Modifiers have been applied directly to profile.)
Autopistol
Caseless
4''
12''
+1
-
3
-
1
4+
Bionics: Bionic Upgrades
Modifiers have been applied directly to profile.
Bionics: Bionic Eye
Modifiers have been applied directly to profile.
Improved Optics: A fighter with at least one bionic eye can see and attack through smoke clouds and is unaffected by low-light conditions.
Additionally, the fighter adds 1 to the result of any check to resist being blinded for each bionic eye they have.
A fighter with one or more bionic eyes gains no benefit from using photo-goggles or similar items, or weapon sights of any kind.
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.
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 Characteristic Maxima. During campaign play this fighter Advances as a Hero.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Specialist (gaining a Primary Skill choice in the process) and losing this ability.
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.
A fighter with this item cancels the first Flesh Wound they would take during a battle.
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.
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 Characteristic Maxima. During campaign play this fighter Advances as a Hero.
Moving On Up: During campaign play if the gang has an open Champion position this fighter may be promoted to become a Goliath Forge Boss or a Goliath Stimmer. If this option is taken this fighter loses this ability and their current Equipment and Skill Access, and gains the Equipment and Skill Access of the type of Champion they become. If this fighter becomes a Goliath Forge Boss they gain Group Activation (1) and Command Aura (6''), or if they become a Goliath Stimmer they gain the Combat Stims ability; any Skills this fighter already has are retained and their characteristics remain unchanged.
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.
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.
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