Green Meanies
Eddie
Reputation
Turf
Credits
Rating
19
4
365
2645
Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Leader
325
10
20
23
3
Champion
360
9
16
18
2
Champion
355
9
11
16
2
Champion
355
4
9
11
1
Specialist
245
10
19
21
3
Ganger
230
9
15
20
3
Ganger
255
9
16
20
3
Ganger
195
4
8
10
1
Ganger
80
3
8
10
1
Juve
195
4
7
10
1
Rogue Doc
50
0
0
0
0
Turf (x 3): 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.
Workshop: For each Workshop the gang controls, during the Buy Common Equipment step of the Post-Battle Sequence the controlling player may select an item from the Equipment List of one of their gang's fighter types. The gang may purchase that item at D3 x 15 credits less than its normal cost (to a minimum of 0 credits).
Log

Rustlords (Cogs, W); +125 credits; Mastercrafted Plasma Pistol (Ghost)

Nymlings (Ratskins, L); +145 credits; Rare Item: 12

Heartbreakers (Escher, W*); +160 credits; +F.O. O'Fytyr, Rare Item: none

Furiosos (Delaque, L); +180 credits; +Torp (Merc), +Dr. Feelgood; Rare Item: Weapon Stabilizer (Sabatt)

Happy Harleys (Harlequins, L); +80 credits; Rare Item: none

Sharif's Shakers (Mercs, L); +125 credits; -Torp, -I.F. Dragunz; Rare Item: Jump Pack

Furiosos (Delaque, W); +280 credits (sold Heavy Bolter); Rad Grenades (Workshop)

Heartbreakers (Escher, L); +170 credits; +Chainz; Rare Item: Speed Loader, Bionic Leg (Fleet), Rad Grenades (Workshop), Bionic Leg (O'fytyr)

Rustlords (Cogs, W); +160 credits; Removed Bounty from Ysturbyd (-115 credits); Rad Grenades (Workshop), Bionic Leg (Rosey), Bionic Eye (Fleet)

Acme Inc (Delaque, W); +215 credits; ; Rare Item: none; Rad Grenades (Workshop)

Ultramax (Spyrers, L); +100 credits; ; Rare Item: none; Bionic Eye (Fleet; Workshop)

Heartbreakers (Escher, L); +180 credits; Loot: Mastercrafted Plasma Pistol; Rare Item: ? (8), Bionic Leg (Workshop->Eplin)

Tactics Cards Deck
Ω : Zone Mortalis Only
≠ : Sector Mechanicus Only
Φ : Skirmish Only
Ψ : Campaign Only

S.B. Sabatt

Bounties: 0
Leader
325
M
WS
BS
 S 
 T 
W
I
A
4"
3+
2+
3
3
2
5+
2
Ld
Cl
Wil
Int
4+
4+
5+
4+
Save
3+

New Skills: 3

Van Saar Prime: This fighter is a Van Saar Prime; any game effect referring to Van Saars or Leaders is applicable to them. This fighter may be equipped from the Van Saar Prime Equipment List, and uses the Van Saar 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.
Fixer: If this fighter is not Captured, in Recovery, or Critically Injured, they may take one more Post-Battle Action than they normally would be able to (resolved as if they are a Champion). Fighters who are not normally able to take Post-Battle Actions that have this skill are able to take one Post-Battle Action.
Marksman: When making a Shoot action, this fighter is not affected by target Priority and may Check the Range before selecting their target(s). Additionally, the Armor Penetration of ranged attacks made by this fighter are increased by 1 step. For instance, no AP becomes AP -1, AP -1 becomes AP -2, and so on. This skill cannot be used with weapons that have the Blast, Scattershot, or Template traits.
Ballistics Expert: When this fighter selects a weapon profile during the Declare the Shot step of the shooting sequence, the selected weapon profile temporarily gains +3'' Short Range and +6'' Long Range while the attack is resolved. This skill cannot be used with weapons that have the Template or Versatile traits.
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.
Armor: Mesh

Modifiers have been applied directly to profile.

Wargear: Armored Body Glove

Modifiers have been applied directly to profile. Additionally if a fighter with an armoured body glove is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 2 for the purposes of rolls to determine whether they are affected.

Carbine Lasgun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
24''
+1
-
3
-
1
4+
Weapon Stabilizer (Basic, Special and Heavy weapons)

A weapon stabilizer may be a bipod, tripod, sling straps, or something more exotic such a gyrostabilizer or anti-gravity based device. An Active or Prone fighter with a weapon stabilizer can make the following action:

Stabilize Weapon (Basic): The Short range of the attached weapon gains +2'' and the Long range of the attached weapon gains +4''. If the weapon is Unwieldy, this fighter may take a free Aim action prior to taking a Shoot action with the weapon. This bonus is removed if this fighter changes facing, takes an action other than Aim or Shoot, or moves for any reason (including Knockback, standing up if prone, or falling prone if standing).
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.
Subcarbine Laspistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew Pew!
8''
12''
+1
-
3
-
1
4+
Energy Shield (Hystrar Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Aegis
E
-
-
S
-
1
-
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.

B.D. Ysturbyd

Bounties: 0
Champion
360
M
WS
BS
 S 
 T 
W
I
A
4"
3+
2+
3
2
2
5+
2
Ld
Cl
Wil
Int
5+
6+
6+
5+
Save
4+

New Skills: 2

Van Saar Augmek: This fighter is a Van Saar Augmek; any game effect referring to Van Saars or Champions is applicable to them. This fighter may be equipped from the Van Saar Augmek Equipment List, and uses the Van Saar 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.
Fixer: If this fighter is not Captured, in Recovery, or Critically Injured, they may take one more Post-Battle Action than they normally would be able to (resolved as if they are a Champion). Fighters who are not normally able to take Post-Battle Actions that have this skill are able to take one Post-Battle Action.
Munitioneer: At the beginning of the Choose Crew step of the Pre-Battle Sequence, D3 Ammo Cache wargear items are added to the gang's Stash if this fighter is not Captured, Critically Injured, or in Recovery.
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.
Armor: Mesh

Modifiers have been applied directly to profile.

Wargear: Armored Body Glove

Modifiers have been applied directly to profile. Additionally if a fighter with an armoured body glove is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 2 for the purposes of rolls to determine whether they are affected.

Radcannon
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
16''
32''
-
-1
2
-2
1
4+
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.
Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shiv
E
-
-
S
-1
1
-
Wargear: Spider Optics

A fighter with spider optics can attack through smoke clouds and is unaffected by low-light conditions, and gains +1 to hit when making a Shoot action. Additionally, the fighter adds 1 to the result of any check to resist being blinded. A fighter with spider optics gains no benefit from using photo-goggles or similar items, bionic eyes, or a scope of any kind. A fighter with spider optics suffers a -1 penalty in close combat.

B.C. Ghost

Bounties: 0
Champion
355
M
WS
BS
 S 
 T 
W
I
A
4"
2+
2+
3
2
2
5+
3
Ld
Cl
Wil
Int
5+
6+
6+
5+
Save
3+

WS: +1, A: +1

Van Saar Augmek: This fighter is a Van Saar Augmek; any game effect referring to Van Saars or Champions is applicable to them. This fighter may be equipped from the Van Saar Augmek Equipment List, and uses the Van Saar 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.
Fixer: If this fighter is not Captured, in Recovery, or Critically Injured, they may take one more Post-Battle Action than they normally would be able to (resolved as if they are a Champion). Fighters who are not normally able to take Post-Battle Actions that have this skill are able to take one Post-Battle Action.
Armor: Mesh

Modifiers have been applied directly to profile.

Wargear: Armored Body Glove

Modifiers have been applied directly to profile. Additionally if a fighter with an armoured body glove is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 2 for the purposes of rolls to determine whether they are affected.

Plasma Pistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
-
5
-1
2
5+
Energy Shield (Hystrar Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Aegis
E
-
-
S
-
1
-
Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shiv
E
-
-
S
-1
1
-
Wargear: Strip Kit

When a fighter with a strip kit makes an Intelligence check to bypass a lock of any kind (door, terminal, loot casket, etc), add 2 to the result.

Wargear: Jump Booster Pack

Once per round, this fighter may ignore up to 3'' of distance when stepping up, leaping across a gap, or jumping down.

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.

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.

Grenade: Rad
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-KLICK
Sx3
-
-1
2
-2
1
4+

A.I. Chainz

Bounties: 0
Champion
355
M
WS
BS
 S 
 T 
W
I
A
4"
3+
2+
3
2
2
5+
2
Ld
Cl
Wil
Int
5+
6+
6+
5+
Save
4+

New Skills: 1

Van Saar Augmek: This fighter is a Van Saar Augmek; any game effect referring to Van Saars or Champions is applicable to them. This fighter may be equipped from the Van Saar Augmek Equipment List, and uses the Van Saar 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.
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.
Trick Shot: When making a ranged attack, this fighter gains +D3 to hit a target in Partial or Full cover.
Armor: Mesh

Modifiers have been applied directly to profile.

Wargear: Armored Body Glove

Modifiers have been applied directly to profile. Additionally if a fighter with an armoured body glove is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 2 for the purposes of rolls to determine whether they are affected.

Plasma Gun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Low
12''
24''
+2
-
5
-1
2
5+
Maximal
12''
24''
+1
-
7
-2
3
5+
Telescopic Sight (Ranged weapons)

If a fighter attacks with this weapon this round after making an Aim action, the weapon's Short range accuracy modifier is used even if the target is within the weapon's Long range.

Telescopic Sight: After Aim action taken, until end of round use Short range accuracy modifier at Long range.
Subcarbine Laspistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew Pew!
8''
12''
+1
-
3
-
1
4+
Shockbaton
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
2''
3''
+1
-1
4
-
1
-
Melee
E
+1
-
4
-
1
-
Grenade: Rad
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-KLICK
Sx3
-
-1
2
-2
1
4+
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.

L.Z. Eplin

Specialist
245
M
WS
BS
 S 
 T 
W
I
A
5"
4+
2+
3
2
1
5+
1
Ld
Cl
Wil
Int
6+
6+
6+
6+
Save
4+

Promoted!, New Skills: 2, Hobbled: 1, Bionic Legs: 1, BS: +1

Van Saar Specialist: This fighter is a Van Saar Specialist; any game effect referring to Van Saars or Specialists is applicable to them. This fighter may be equipped from the Van Saar Specialist Equipment List, and uses the Van Saar 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 Van Saar Augmek. If this option is taken this fighter loses this ability and their current Equipment and Skill Access, and gains Group Activation (1), Command Aura (6''), and the Equipment and Skill Access of a Van Saar Augmek; any Skills this fighter already has are retained and their characteristics remain unchanged.
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.
Trick Shot: When making a ranged attack, this fighter gains +D3 to hit a target in Partial or Full cover.
Armor: Mesh

Modifiers have been applied directly to profile.

Wargear: Armored Body Glove

Modifiers have been applied directly to profile. Additionally if a fighter with an armoured body glove is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 2 for the purposes of rolls to determine whether they are affected.

Carbine Lasgun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
24''
+1
-
3
-
1
4+
Grenade: Rad
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-KLICK
Sx3
-
-1
2
-2
1
4+
Wargear: Spider Optics

A fighter with spider optics can attack through smoke clouds and is unaffected by low-light conditions, and gains +1 to hit when making a Shoot action. Additionally, the fighter adds 1 to the result of any check to resist being blinded. A fighter with spider optics gains no benefit from using photo-goggles or similar items, bionic eyes, or a scope of any kind. A fighter with spider optics suffers a -1 penalty in close combat.

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.

G.V. Fleet

Ganger
230
M
WS
BS
 S 
 T 
W
I
A
6"
4+
2+
3
3
1
5+
1
Ld
Cl
Wil
Int
6+
6+
6+
6+
Save
4+

Eye Injury: 1, Bionic Eyes: 1, M: +2, T: +1

Van Saar Tek: This fighter is a Van Saar Tek; any game effect referring to Van Saars or Gangers is applicable to them. This fighter may be equipped from the Van Saar Tek Equipment List, and uses the Van Saar 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: Mesh

Modifiers have been applied directly to profile.

Wargear: Armored Body Glove

Modifiers have been applied directly to profile. Additionally if a fighter with an armoured body glove is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 2 for the purposes of rolls to determine whether they are affected.

Suppression Laser [Shortburst]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shortburst
8''
16''
+1
-
4
-
2
4+
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.
Grenade: Rad
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-KLICK
Sx3
-
-1
2
-2
1
4+

F.O. O'fytyr

Ganger
255
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
2
1
4+
1
Ld
Cl
Wil
Int
6+
4+
4+
6+
Save
5+

Hobbled: 1, Bionic Legs: 1, I: +1, Cl: +2, Wil: +2

Van Saar Tek: This fighter is a Van Saar Tek; any game effect referring to Van Saars or Gangers is applicable to them. This fighter may be equipped from the Van Saar Tek Equipment List, and uses the Van Saar 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: Hazard Suit

Modifiers have been applied directly to profile. A Hazard Suit grants a 6+ save roll. Additionally, if a fighter wearing a Hazard Suit is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 2 for the purposes of rolls to determine whether they are affected.

Wargear: Armored Body Glove

Modifiers have been applied directly to profile. Additionally if a fighter with an armoured body glove is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 2 for the purposes of rolls to determine whether they are affected.

Lasgun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Hotshot
18''
32''
+1
-
3
-1
1
3+
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Hangman
4''
12''
-1
+1
3
-1
D3
6+
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.
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.
Wargear: Spider Optics

A fighter with spider optics can attack through smoke clouds and is unaffected by low-light conditions, and gains +1 to hit when making a Shoot action. Additionally, the fighter adds 1 to the result of any check to resist being blinded. A fighter with spider optics gains no benefit from using photo-goggles or similar items, bionic eyes, or a scope of any kind. A fighter with spider optics suffers a -1 penalty in close combat.

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.

G.O. Rillaz

Ganger
195
M
WS
BS
 S 
 T 
W
I
A
4"
4+
3+
3
2
1
5+
1
Ld
Cl
Wil
Int
5+
4+
4+
5+
Save
5+

Head Injury: 1, Bionic Cogitators: 1, Cl: +1, Wil: +1

Van Saar Tek: This fighter is a Van Saar Tek; any game effect referring to Van Saars or Gangers is applicable to them. This fighter may be equipped from the Van Saar Tek Equipment List, and uses the Van Saar 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: Hazard Suit

Modifiers have been applied directly to profile. A Hazard Suit grants a 6+ save roll. Additionally, if a fighter wearing a Hazard Suit is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 2 for the purposes of rolls to determine whether they are affected.

Wargear: Armored Body Glove

Modifiers have been applied directly to profile. Additionally if a fighter with an armoured body glove is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 2 for the purposes of rolls to determine whether they are affected.

Carbine Lasgun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
24''
+1
-
3
-
1
4+
Wargear: Spider Optics

A fighter with spider optics can attack through smoke clouds and is unaffected by low-light conditions, and gains +1 to hit when making a Shoot action. Additionally, the fighter adds 1 to the result of any check to resist being blinded. A fighter with spider optics gains no benefit from using photo-goggles or similar items, bionic eyes, or a scope of any kind. A fighter with spider optics suffers a -1 penalty in close combat.

Bionics: Bionic Cogitator

A fighter with a bionic cogitator gains +2 Ld, +2 Cool, +2 Wil, +2 Int while equipped with a bionic cogitator. Additionally if the fighter is a sentry they add +1 for each bionic cogitator they have to their rolls to detect enemy fighters. If a fighter has not already suffered a Head Injury (55 on the Permanent Injury table) at some point in the past, they suffer a Head Injury when a bionic cogitator is added to the fighter. A fighter may have up to two bionic cogitators.

S.G. Pumpkyn

Ganger
80
M
WS
BS
 S 
 T 
W
I
A
4"
4+
3+
3
2
1
5+
1
Ld
Cl
Wil
Int
5+
5+
6+
6+
Save
5+

Ld: +1, Cl: +1

Van Saar Tek: This fighter is a Van Saar Tek; any game effect referring to Van Saars or Gangers is applicable to them. This fighter may be equipped from the Van Saar Tek Equipment List, and uses the Van Saar 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: Hazard Suit

Modifiers have been applied directly to profile. A Hazard Suit grants a 6+ save roll. Additionally, if a fighter wearing a Hazard Suit is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 2 for the purposes of rolls to determine whether they are affected.

Wargear: Armored Body Glove

Modifiers have been applied directly to profile. Additionally if a fighter with an armoured body glove is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 2 for the purposes of rolls to determine whether they are affected.

Lasgun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
18''
24''
+1
-
3
-
1
2+

G.N. Rosey

Bounties: 0
Juve
195
M
WS
BS
 S 
 T 
W
I
A
6"
5+
4+
3
2
1
3+
1
Ld
Cl
Wil
Int
7+
7+
7+
6+
Save
5+

Hobbled: 1, Bionic Legs: 1, I: +1

Van Saar Subtek: This fighter is a Van Saar Subtek; any game effect referring to Van Saars or Juves is applicable to them. This fighter may be equipped from the Van Saar Subtek Equipment List, and uses the Van Saar Characteristic Maxima.
Expendable: If this fighter is Seriously Injured or taken Out of Action, friendly fighters within 3'' do not have to make a Nerve test, unless they are also Expendable.
Quick or Dead: At the end of every campaign battle in which this fighter participated, this fighter gains an additional 1 XP. During campaign play this fighter may be promoted via advancement, becoming a Specialist (gaining a Primary Skill choice in the process) and losing this ability and Expendable.
Armor: Hazard Suit

Modifiers have been applied directly to profile. A Hazard Suit grants a 6+ save roll. Additionally, if a fighter wearing a Hazard Suit is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 2 for the purposes of rolls to determine whether they are affected.

Wargear: Armored Body Glove

Modifiers have been applied directly to profile. Additionally if a fighter with an armoured body glove is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 2 for the purposes of rolls to determine whether they are affected.

Plasma Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Low
6''
12''
+2
-
5
-1
2
5+
Maximal
6''
12''
+1
-
7
-2
3
5+
Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shiv
E
-
-
S
-1
1
-
Grenade: Rad
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-KLICK
Sx3
-
-1
2
-2
1
4+
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.

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.

Dr. Feelgood

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.