Bloodhands
Eddie
Reputation
Turf
Credits
Rating
30
2
0
3595/3285
Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Leader
625
16
38
41
5
Champion
505
16
54
59
10
Champion
380
14
41
47
6
Champion
495
8
26
32
5
Champion
515
3
10
16
3
Specialist
360
14
24
25
4
Guilders
Specialist
165
15
24
27
4
Specialist
150
13
18
20
3
Specialist
220
16
22
25
5
Ganger
130
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.
Drug Lab: When the gang collects income, the gang gains D3-1 free AE stash, Frenzon stash, Meds stash, or Stimm-slug stash items of the controlling player's choice for each Drug Lab the gang controls, which are added 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
625
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 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]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Frag
6''
24''
-
+1
3
-
1
5+
Krak
6''
24''
-
+1
6
-2
D3
5+
Las-Projector (Ranged weapons)

Modifiers have been applied directly to profile.

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

Modifiers have been applied directly to profile.

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

Modifiers have been applied directly to profile.

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

Modifiers have been applied directly to profile.

Bionics: Skullchip

Modifiers have been applied directly to profile.

Wargear: Respirator

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

Wargear: Scary Mask

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

Wargear: Photo-goggles

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

Wargear: 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 cancel the outcome of the failed Ammo check; play proceeds as if the fighter had passed their Ammo check. If Ammo check fails, may delete Extra Ammo to pass Ammo check.

Enzo the MAD

Bounties: 1
Champion
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 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]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Incendiary
4''
16''
+1
-
4
-1
1
6+
Salvo
4''
12''
+1
-
4
-
2
4+
Shredder
T
-
-
2
-
1
4+
Renderizer
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Rend
E
-
-
S+2
-1
2
-
Bionics: Bionic Upgrades

Modifiers have been applied directly to profile.

Bionics: 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.

Wargear: Extra Ammo

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

Yorg the Mostly Unclothed

Champion
380
M
WS
BS
 S 
 T 
W
I
A
5"
3+
5+
5
6
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 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.

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

Grenade: Frag
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-BOOM
Sx3
-
-
3
-
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
495
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 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
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
-
-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
515
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 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.

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

Modifiers have been applied directly to profile.

Targeter: (Modifiers have been applied directly to profile.)
Autopistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
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.

Murdering Metor

Bounties: 0
Specialist
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 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.
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]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Frag
6''
24''
-1
-
3
-
1
5+
Krak
6''
24''
-1
-
6
-2
D3
5+
Brute Cleaver
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
+1
S+1
-1
1
-
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-
3
-
1
4+
Bionics: Bionic Upgrades

Modifiers have been applied directly to profile.

Bionics: Bionic Eye

Modifiers have been applied directly to profile.

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

Scragging Shmuuk

Specialist
165
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 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.
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.

Axe
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Chop
E
-
-
S+1
-1
2
-
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-
Grenade: Frag
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-BOOM
Sx3
-
-
3
-
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
150
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 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.

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

Killer Klarg

Specialist
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 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.

Renderizer
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Rend
E
-
-
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.

Greivous Gralk

Ganger
130
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 Characteristic Maxima.
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.
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.

Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-
3
-
1
4+
Dumdum
5''
10''
+1
-
4
-
1
4+
Hammer
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Crush
E
-
-
S+1
-
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
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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Cap
6''
12''
+1
-
3
-
1
4+
Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shiv
E
-
-
S
-1
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