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Necromunda (2017)Expand Necromunda (2017)
Clawbberers
Eddie
Reputation
Turf
Credits
Rating
24
0
-10
Name
Type
Cost/Rating
Battles
Xp
Next
Adv
Rec
Captured By
Leader
350/365
11
43
45
5
Champion
190/185
5
8
12
1
Champion
305/310
10
16
17
2
Champion
335/330
8
13
15
2
Champion
315
3
14
15
1
Champion
240
5
12
15
2
Specialist
195/205
9
23
26
4
Wolf
75
11
0
0
0
Wolf
75
8
0
0
0
Wolf
75
10
0
0
0
Wolf
75
1
0
0
0
Wolf
75
1
0
0
0

Wolferine

Bounties: 1
Leader
Cost: 350 / Rating: 365
M
WS
BS
 S 
 T 
W
I
A
7"
2+
3+
4
5
3
3+
3
Ld
Cl
Wil
Int
6+
5+
8+
7+
Save
6+U*

New Skills: 2, M: +1, BS: +1, T: +1

Beastman: This fighter is a Beastman; any game effect referring to Beastmen is applicable to them. This fighter uses the Survivor Critical Injury table, the Beastman Characteristics Maxima, may be equipped from the Ulfgar Equipment List, and when they would choose a Primary Skill they may instead choose a Ulfgar Skill.
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.
Hip Shooting: When this fighter makes the Shoot action with a profile that does not have the Unwieldy trait, they may make a Standard Move before or after they attack.
Adaptable: Once per battle, the controlling player of this fighter may select any one other skill from the standard skill categories (Agility, Brawn, Combat, Cunning, Ferocity, Leadership, Shooting, Savant). This fighter gains that skill until the end of the round, or the Battle Sequence ends (whichever comes first).
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.

Autogun

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sabot
6''
24''
-1
+1
3
-1
1
3+

Extended Clip (Autopistol / Autogun / Assault Rifle): This fighter adds +1 to Ammo checks made with the weapon this item is attached to. This is not combinable with similar items or effects.

Extended Clip: +1 to Ammo checks.

Speed Loader (Ranged weapons): When the fighter using the weapon this item is attached to is activated, if the weapon has a weapon profile that is Out of Ammo and the ammo type is not Scarce or Limited, the fighter may make a free Reload (Simple) action.

Speed Loader: May take free Reload (Simple) action when activated.

Ammo Drum (Autopistol / Autogun / Assault Rifle): When rolling to hit with a weapon that has this attachment, add one additional hit to the total rolled on the Firepower dice. This is not combinable with similar items or effects.

Ammo Drum: +1 Firepower die hit.

Fighting Claw

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

Fighting Claw

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

Grenade: Stick Bombs

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-BLOOEY
-
Sx3
-0
-1
3
-1
1
5+

Jerry

Bounties: 0
Champion
Cost: 190 / Rating: 185
M
WS
BS
 S 
 T 
W
I
A
6"
3+
4+
4
4
2
3+
2
Ld
Cl
Wil
Int
7+
6+
8+
8+
Save
6+U*

New Skills: 1

Beastman: This fighter is a Beastman; any game effect referring to Beastmen is applicable to them. This fighter uses the Survivor Critical Injury table, the Beastman Characteristics Maxima, may be equipped from the Ulfgar Equipment List, and when they would choose a Primary Skill they may instead choose a Ulfgar Skill.
Veterinarian: This skill only has an effect in the Pre-Battle Sequence. If this fighter is available at the beginning of the Choose Crews step of the Pre-Battle Sequence, for each Ulfgar Wolf fighter in your gang that is in Recovery you may roll a D6. Each Ulfgar Wolf fighter that gets a result of 3+ recovers and is available for this battle.
Packleader: Group Activation (3): only Ulfgar Wolf fighters within 12'' of this fighter.
Sprinter: When this fighter moves as part of a Double action they can move up to an additional D3+1'', and ranged attacks against them suffer a -1 penalty to hit until their next activation.
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.

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+

Fighting Knife

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

Grenade: Smoke Bombs

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-POOF
-
Sx3
-0
-0
0
-0
0
4+

Wolfganse

Champion
Cost: 305 / Rating: 310
M
WS
BS
 S 
 T 
W
I
A
5"
2+
4+
4
4
2
3+
3
Ld
Cl
Wil
Int
7+
6+
8+
8+
Save
6+U*

New Skills: 2

Beastman: This fighter is a Beastman; any game effect referring to Beastmen is applicable to them. This fighter uses the Survivor Critical Injury table, the Beastman Characteristics Maxima, may be equipped from the Ulfgar Equipment List, and when they would choose a Primary Skill they may instead choose a Ulfgar Skill.
Spring Up: If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action. Activated: If Pinned: Stand Up for free on successful Initiative check.
Captivator: When an enemy fighter within 6'' is about to go Out of Action due to injury while this fighter is Standing and not Engaged by a different enemy fighter, this fighter may instead interrupt. If they do, this fighter and that enemy fighter are both removed from the battlefield; both fighters are Out of Action but are unharmed (no Lasting Injury rolls are made), and the enemy fighter is Captured. Standard XP rewards apply to both the capturing fighter and the fighter who inflicted the injury.
Berserker: When this fighter declares a Charge action, they may choose an enemy fighter in their vision arc and line of sight as their target to gain +2'' Movement, +1 Attack, and +2 Willpower until the start of their next activation. If they do, this fighter must attempt to Engage and Fight the chosen target with their Charge.
Berserker: When Charging: pick target in vision arc / LoS. Must move towards / Engage target if possible. Until start of next activation: +2'' M, +1 A, +2 Wil.
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.

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+

Shield

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shield Bash
-
E
-0
-1
S-1
-0
1
-
Shield: If a fighter is carrying a shield, their Armor save roll is improved by 1. If a fighter does not already have an Armor save roll, a shield grants an Armor save of 6+.

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 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.
Autolauncher Pack

An Active fighter with an autolauncher pack and at least one kind of grenade that is not Out of Ammo can make the following action:

Run and Launch (Double): This fighter makes a Standard move, adding +D3'' to the distance they can move. At any point along the path of their movement, the fighter may use their autolauncher pack to launch a single grenade of a type they are equipped with at a point up to 9'' away, with a -1 penalty to hit. This attack follows the standard rules for throwing a Grenade.

Grenade: Smoke Bombs

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-POOF
-
Sx3
-0
-0
0
-0
0
4+

Wolfrick

Champion
Cost: 335 / Rating: 330
M
WS
BS
 S 
 T 
W
I
A
5"
2+
3+
4
4
2
3+
3
Ld
Cl
Wil
Int
7+
6+
8+
8+
Save
6+U*

BS: +2

Beastman: This fighter is a Beastman; any game effect referring to Beastmen is applicable to them. This fighter uses the Survivor Critical Injury table, the Beastman Characteristics Maxima, may be equipped from the Ulfgar Equipment List, and when they would choose a Primary Skill they may instead choose a Ulfgar Skill.
Grenadier: When this fighter throws a Grenade or shoots a Grenade Launcher, their Long range is increased by 4''. When one of this fighter's Grenades scatters, their controlling player may choose to increase or decrease the scatter distance by up to 1''.
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.

Grenade Launcher [Frag, Krak, Smoke]

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+
Smoke
6''
24''
-1
-0
0
-0
0
4+

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+

Sword

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

Smelt

Champion
Cost & Rating: 315
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
3
4
3
3+
2
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
4+

Promoted Merc!, WS: +1

Hip Shooting: When this fighter makes the Shoot action with a profile that does not have the Unwieldy trait, they may make a Standard Move before or after they attack.
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: Mesh

Modifiers have been applied directly to profile.

Wargear: Armored Undersuit

Modifiers have been applied directly to profile.

Flamer

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
BURN!
-
T
-0
-0
4
-1
1
5+

Laspistol

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
8''
12''
+1
-0
3
-0
1
2+

Power Axe

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

Monoc

Champion
Cost & Rating: 240
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
5/6Un
2
4+
2
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
5+/4+

Promoted Merc!, New Skills: 2

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: 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.

Stub Pistol (Master Crafted)

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
9''
18''
+2
-0
4
-0
1
4+

Monoc's Pike

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
0''
3''
-0
+1
3
-0
1
-
Melee
-
E
-0
+1
S+1
-0
1
-
Wargear: Monoc's Optics

A fighter with this wargear item can attack through smoke clouds and is unaffected by low-light conditions. In addition the fighter gains +1 to hit when shooting a ranged weapon. Additionally, the fighter adds 1 to the result of any check to resist being blinded. A fighter with this wargear item gains no benefit from using photo-goggles or similar items, bionic eyes, or a scope of any kind.

Bionics: Biobooster

The first time in each game that an Injury roll is made for a fighter with a biobooster, one less Injury dice is rolled. If only one dice should have been rolled, no Injury roll is made and the fighter takes a Flesh Wound.


Lucky Logan

Specialist
Cost: 195 / Rating: 205
M
WS
BS
 S 
 T 
W
I
A
5"
2+
4+
4
4
1
4+
1
Ld
Cl
Wil
Int
8+
6+
8+
8+
Save
6+U*

New Skills: 2, WS: +1, BS: +1

Beastman: This fighter is a Beastman; any game effect referring to Beastmen is applicable to them. This fighter uses the Survivor Critical Injury table, the Beastman Characteristics Maxima, may be equipped from the Ulfgar Equipment List, and when they would choose a Primary Skill they may instead choose a Ulfgar Skill.
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.
Sic 'Em: When this fighter is activated, they may grant a friendly {animal type} up to 12'' away and within their line of sight a Ready marker. If they do, their activation ends immediately and the selected {animal type} may activate immediately. Note: {animal type} must be selected when this skill is taken and cannot be changed afterwards.
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.

Shield

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shield Bash
-
E
-0
-1
S-1
-0
1
-
Shield: If a fighter is carrying a shield, their Armor save roll is improved by 1. If a fighter does not already have an Armor save roll, a shield grants an Armor save of 6+.

Hammer

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

Grenade: Smoke Bombs

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-POOF
-
Sx3
-0
-0
0
-0
0
4+

Grenade: Stick Bombs

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-BLOOEY
-
Sx3
-0
-1
3
-1
1
5+
Wargear: Oozu

Oozu is a foul drink made of who knows what that is favored by some Outlanders. It grants a brief but potent burst of energy when consumed. When an Active or Pinned fighter with Oozu is activated, they may choose to delete Oozu from their fighter card immediately and take the following action:

Drink Oozu (Basic): This fighter may immediately discard a Flesh Wound from their fighter card and if they are Pinned they may make a free Stand Up action. Additionally, the fighter temporarily gains the benefits of the Oozu Effect.
Oozu Effect: While this effect is active, this fighter's Movement, Strength, and Toughness are increased by 1. At the end of each of the fighter's activations after this one, roll a D3 on the following table and apply the result:
D3
Result
1
This fighter goes Out of Action regardless of remaining Wounds, into Recovery.
2
The Oozu Effect ends and this fighter becomes Seriously Injured.
3
This fighter continues to benefit from the Oozu Effect.

Lycanroc

Wolf
Cost & Rating: 75
M
WS
BS
 S 
 T 
W
I
A
6"
3+
6+
4
4
1
4+
2
Ld
Cl
Wil
Int
8+
6+
6+
12+
Save
-

Special

Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
Animal: This fighter cannot use gear, open doors, operate devices, or use ladders. This fighter cannot climb, unless the fighter also has the Clamber skill. This fighter can step up, leap, and go over obstacles. This fighter can use Cool instead of Intelligence when taking the Detect (Basic) action. This fighter cannot be captured.
No Permanent Injury: If this fighter is put Out of Action by injury, roll a D6 on the following Injury chart:
  • 1-3: the fighter is Out Cold; they will be available for their next battle.
  • 4-5: the fighter suffers a Grievous Injury; they go into recovery.
  • 6: the fighter is dead; if they were put Out of Action by an attack the attacker gains 1 XP immediately.
Expendable: If this fighter is Seriously Injured or taken Out of Action, friendly fighters within 3'' do not have to make a Nerve test, unless they are also Expendable.
Sprinter: When this fighter moves as part of a Double action they can move up to an additional D3+1'', and ranged attacks against them suffer a -1 penalty to hit until their next activation.
Spring Up: If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action. Activated: If Pinned: Stand Up for free on successful Initiative check.

Everest

Wolf
Cost & Rating: 75
M
WS
BS
 S 
 T 
W
I
A
6"
3+
6+
4
4
1
4+
2
Ld
Cl
Wil
Int
8+
6+
6+
12+
Save
-

Special

Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
Animal: This fighter cannot use gear, open doors, operate devices, or use ladders. This fighter cannot climb, unless the fighter also has the Clamber skill. This fighter can step up, leap, and go over obstacles. This fighter can use Cool instead of Intelligence when taking the Detect (Basic) action. This fighter cannot be captured.
No Permanent Injury: If this fighter is put Out of Action by injury, roll a D6 on the following Injury chart:
  • 1-3: the fighter is Out Cold; they will be available for their next battle.
  • 4-5: the fighter suffers a Grievous Injury; they go into recovery.
  • 6: the fighter is dead; if they were put Out of Action by an attack the attacker gains 1 XP immediately.
Expendable: If this fighter is Seriously Injured or taken Out of Action, friendly fighters within 3'' do not have to make a Nerve test, unless they are also Expendable.
Sprinter: When this fighter moves as part of a Double action they can move up to an additional D3+1'', and ranged attacks against them suffer a -1 penalty to hit until their next activation.
Spring Up: If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action. Activated: If Pinned: Stand Up for free on successful Initiative check.

Rocruf

Wolf
Cost & Rating: 75
M
WS
BS
 S 
 T 
W
I
A
6"
3+
6+
4
4
1
4+
2
Ld
Cl
Wil
Int
8+
6+
6+
12+
Save
-

Special

Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
Animal: This fighter cannot use gear, open doors, operate devices, or use ladders. This fighter cannot climb, unless the fighter also has the Clamber skill. This fighter can step up, leap, and go over obstacles. This fighter can use Cool instead of Intelligence when taking the Detect (Basic) action. This fighter cannot be captured.
No Permanent Injury: If this fighter is put Out of Action by injury, roll a D6 on the following Injury chart:
  • 1-3: the fighter is Out Cold; they will be available for their next battle.
  • 4-5: the fighter suffers a Grievous Injury; they go into recovery.
  • 6: the fighter is dead; if they were put Out of Action by an attack the attacker gains 1 XP immediately.
Expendable: If this fighter is Seriously Injured or taken Out of Action, friendly fighters within 3'' do not have to make a Nerve test, unless they are also Expendable.
Sprinter: When this fighter moves as part of a Double action they can move up to an additional D3+1'', and ranged attacks against them suffer a -1 penalty to hit until their next activation.
Spring Up: If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action. Activated: If Pinned: Stand Up for free on successful Initiative check.

Sadpup

Wolf
Cost & Rating: 75
M
WS
BS
 S 
 T 
W
I
A
6"
3+
6+
4
4
1
4+
2
Ld
Cl
Wil
Int
8+
6+
6+
12+
Save
-

Special

Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
Animal: This fighter cannot use gear, open doors, operate devices, or use ladders. This fighter cannot climb, unless the fighter also has the Clamber skill. This fighter can step up, leap, and go over obstacles. This fighter can use Cool instead of Intelligence when taking the Detect (Basic) action. This fighter cannot be captured.
No Permanent Injury: If this fighter is put Out of Action by injury, roll a D6 on the following Injury chart:
  • 1-3: the fighter is Out Cold; they will be available for their next battle.
  • 4-5: the fighter suffers a Grievous Injury; they go into recovery.
  • 6: the fighter is dead; if they were put Out of Action by an attack the attacker gains 1 XP immediately.
Expendable: If this fighter is Seriously Injured or taken Out of Action, friendly fighters within 3'' do not have to make a Nerve test, unless they are also Expendable.
Sprinter: When this fighter moves as part of a Double action they can move up to an additional D3+1'', and ranged attacks against them suffer a -1 penalty to hit until their next activation.
Spring Up: If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action. Activated: If Pinned: Stand Up for free on successful Initiative check.

Yowler

Wolf
Cost & Rating: 75
M
WS
BS
 S 
 T 
W
I
A
6"
3+
6+
4
4
1
4+
2
Ld
Cl
Wil
Int
8+
6+
6+
12+
Save
-

Special

Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
Animal: This fighter cannot use gear, open doors, operate devices, or use ladders. This fighter cannot climb, unless the fighter also has the Clamber skill. This fighter can step up, leap, and go over obstacles. This fighter can use Cool instead of Intelligence when taking the Detect (Basic) action. This fighter cannot be captured.
No Permanent Injury: If this fighter is put Out of Action by injury, roll a D6 on the following Injury chart:
  • 1-3: the fighter is Out Cold; they will be available for their next battle.
  • 4-5: the fighter suffers a Grievous Injury; they go into recovery.
  • 6: the fighter is dead; if they were put Out of Action by an attack the attacker gains 1 XP immediately.
Expendable: If this fighter is Seriously Injured or taken Out of Action, friendly fighters within 3'' do not have to make a Nerve test, unless they are also Expendable.
Sprinter: When this fighter moves as part of a Double action they can move up to an additional D3+1'', and ranged attacks against them suffer a -1 penalty to hit until their next activation.
Spring Up: If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action. Activated: If Pinned: Stand Up for free on successful Initiative check.

Log

Escher (Heartbreakers, L); +140 credits; +Rocruf, +Jerry; Rare Item: Autogun

Delaque (Furiosos, W); +110 credits; Rare Item: none

Harlequins (Happy Harleys, L); +85 credits; +Vanyar (Merc), +Poochyanna, +Mightyanna; Rare Item: Ammo Drum

Delaque (Acme Inc, T); +30 credits +90 credits worth of Rare Items; Rare Items: (Wolferine: Extended Clip, Speedloader, Sabot Ammo), (Wolfganse: Autolauncher, Bionic Eye)

Escher / Delaque (Heartbreakers / Furiosos / Acme Inc, 1st Place); +0 credits; Rare Item: none

Delaque (Furiosos, L); +50 credits; Rare Item: none

Cogs (Rustlords, W); +45 credits; Rare Item: none

Delaque (Acme Inc, W); +50 credits, +Monoc

Escher (Heartbreakers, L); +0 credits; +Smelt (underdog augmentation), promoted Monoc to Champion; Rare Item: none

Rustlords / Acme Inc (Cogs / Delaque, 3rd Place); +70 credits

Escher (Heartbreakers, L); +60 credits; Rare Item: none