Skip Navigation Links
Necromunda (2017)Expand Necromunda (2017)
Acme Inc
Jason
Reputation
Turf
Credits
Rating
31
3
190
3865
Name
Type
Cost/Rating
Battles
Xp
Next
Adv
Rec
Captured By
Leader
600/610
16
35
37
4
Champion
305/335
14
28
29
3
Champion
345/360
15
26
27
3
Champion
315
4
12
5
3
Merc
205
7
20
23
4
Merc
160
7
23
24
3
Prospect
170/205
6
11
16
1
Specialist
360/370
8
17
15
2
Specialist
455/490
15
23
21
3
Specialist
275/300
15
28
32
5
Specialist
210/230
15
24
25
4
Ganger
165/185
6
10
10
1
Rogue Doc
50
1
0
0
0
Legend
Θ : Overwatch
∫ : Infiltrate
Δ : Hipshot
Alpha
  • Biceps
  • Potus
  • Stogey
  • Beckett
Bravo
  • Sniper
  • Deadeye
  • Sabot
Charlie
  • Flamer
  • Wtf
  • Diddly
Turf (x 2): The gang controls an area or resource within the underhive that allows the gang to take the Work the Turf Post-Battle Action. Having multiple Turf Territories provides a bonus to the outcome of that action.
Turf (x 2): If the gang takes a Work the Turf Post-Battle Action, add 1 to the roll per Turf.
Logistics Hub: When the gang collects income, for each Logistics Hub the gang controls, the gang gains (1D6 - 1D3) x 15 credits (to a minimum of 0 credits per roll), which are added to the gang's Stash immediately.
Logistics Hub: Collect Income step: per Logistics Hub add (1D6 - 1D3) x 15 credits (min 0 per roll) to the gang's Stash immediately.
Stash

Gahlduss 'Biceps' Ando (Θ)

Leader
Cost: 600 / Rating: 610
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
5
5
2
5+
2
Ld
Cl
Wil
Int
6+
4+
7+
6+
Save
4+

Promoted!, New Skills: 3, Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Bionic Eyes: 1, Spinal Injury: 1, Bionic Actuators: 1, Ld: +1, Cl: +1

Delaque Cellboss: This fighter is a Delaque Cellboss; any game effect referring to Delaques or Leaders is applicable to them. This fighter may be equipped from the Delaque Cellboss Equipment List, and uses the Normal Human Characteristics Maxima.
Reluctant Leader: This fighter started as a Bully and retains the Equipment and Skill Access of a Bully rather than that of a Cellboss.
Group Activation (2): this fighter may group activate with up to 2 fellow gang members within 12''.
Command Aura (12''): if a fellow gang member from this fighter's gang must make a Cool check, they can use this fighter's Leadership Characteristic instead of their own Cool Characteristic if this fighter is not Seriously Injured, is within their line of sight, and is no further than 12'' away from them.
Burly: This fighter's unarmed attacks gain the Melee and Knockback traits. Additionally, this fighter gains +1 Strength when making the Carry Heavy and Exert actions and when resisting being involuntarily moved (such as when they are the target of an attack with the Knockback or Drag traits). Other fighters gain +1 to Detect this fighter, and can target them regardless of Priority.
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 activation ends immediately.Enemies must succeed on Willpower check to Engage this fighter, ending their activation on failure.
Trick Shot: When making a ranged attack, this fighter gains +D3 to hit a target in Partial or Full cover.
Bulging Biceps: Choose one weapon this fighter is equipped with that has the Unwieldy trait. For this fighter, that weapon is treated as if it does not have the trait. This fighter can change which weapon they apply this skill to during the Update Roster step of the Post-Battle Sequence. Additionally, this fighter gains +1 Strength when making the Carry Heavy and Exert actions.
Overwatch: While this fighter is Readied and able to make a Shoot action, if a non-Hidden enemy fighter within their line of sight and vision arc declares an action, this fighter may lose their Ready marker to interrupt and make a Shoot action targeting that enemy fighter. If the enemy fighter is Pinned or Seriously Injured by this attack, their activation ends immediately. Additionally, this fighter gains a +1 bonus to Detect enemy fighters.
Trigger Happy: When this fighter rolls to hit with a weapon that has the Rapid Fire trait, they may roll one additional Firepower dice and then discard one before resolving the attack.
Armor: Mesh

Modifiers have been applied directly to profile.

Wargear: Tactical Trenchcoat: Modifiers have been applied directly to profile. Additionally, there is a -1 penalty to Detect this fighter.

Cameleoline Cloak

When this fighter's level of cover is determined, it is considered to be one level higher than it actually is., as summarized by the following chart:

Actual Cover
Effective Cover
None
Partial (-1)
Partial (-1)
Full (-2)
Full (-2)
Total (Cannot be targeted)
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. When calculating this fighter's modified Toughness, ignore one Flesh Wound they have (if any).

Heavy Stubber

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
20''
40''
-0
-0
4
-1
1
4+

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

Targeter: (Modifiers have been applied directly to profile.)

Belt-feed (Heavy Stubber / Heavy Bolter / 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. Additionally, 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.

Belt-feed: +1 Firepower die hit, +1 to Ammo checks.

Dueling Laspistol (Master Crafted)

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
18''
+1
-0
3
-0
1
3+

Power Knife

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Puncture
-
E
-0
-0
S
-2
1
-
Wargear: Shades

The fighter adds 1 to the result of any check to resist being blinded.

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.
Bionics: Bionic Actuators

Modifiers have been applied directly to profile.

Bionics: Bionic Upgrades

Modifiers have been applied directly to profile.

Endas 'Sniper' Declan (Θ ∫)

Champion
Cost: 305 / Rating: 335
M
WS
BS
 S 
 T 
W
I
A
5"
5+
2+
3
3
2
3+
1
Ld
Cl
Wil
Int
7+
5+
6+
5+
Save
6+

New Skills: 2, BS: +1

Delaque Sharpshooter: This fighter is a Delaque Sharpshooter; any game effect referring to Delaques or Champions is applicable to them. This fighter may be equipped from the Delaque Sharpshooter Equipment List, when they would choose a Primary Skill they may instead choose a Sharpshooter Skill, and uses the Normal Human Characteristic Maxima. This fighter is not eligible to become a gang Leader if the current Leader is killed or retires.
Infiltrate: This fighter may Infiltrate. By default, at the end of the Deploy step of the Pre-Battle Sequence and in priority order the controlling player may set this fighter up on the battlefield anywhere that is not within the line of sight of enemy fighters and is also at least 6'' away from all enemy fighters. However, some scenarios provide alternative instructions. Infiltrate: This fighter may Infiltrate, if scenario permits.
Overwatch: While this fighter is Readied and able to make a Shoot action, if a non-Hidden enemy fighter within their line of sight and vision arc declares an action, this fighter may lose their Ready marker to interrupt and make a Shoot action targeting that enemy fighter. If the enemy fighter is Pinned or Seriously Injured by this attack, their activation ends immediately. Additionally, this fighter gains a +1 bonus to Detect enemy fighters.
Prone Shooter: While this fighter is Pinned they may take the Shoot action with a ranged weapon as if they were Active. Normally a Pinned fighter has no vision arc but a fighter using this skill does for purposes of taking a Shoot action; a vision arc template should be placed on the battlefield to mark the fighter's vision arc.
Trick Shot: When making a ranged attack, this fighter gains +D3 to hit a target in Partial or Full cover.
Crack Shot: When this fighter rolls a natural 6 to hit with a ranged weapon, the attack gains +1 Strength and +1 Damage. This skill cannot be used with attacks that have the Area, Blast, Rapid Fire, Scattershot, or Template traits.
Wargear: Tactical Trenchcoat

Modifiers have been applied directly to profile. Additionally, there is a -1 penalty to Detect this fighter.

For example, if they are wearing Flak armor and an tactical trenchcoat, they would have a 5+ save, which would be increased to a 4+ save against blasts. If a fighter does not already have a save roll, a tactical trenchcoat grants a save of 6+.

Cameleoline Cloak

When this fighter's level of cover is determined, it is considered to be one level higher than it actually is., as summarized by the following chart:

Actual Cover
Effective Cover
None
Partial (-1)
Partial (-1)
Full (-2)
Full (-2)
Total (Cannot be targeted)

Sniper Rifle (Stub)

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
18''
36''
+1
-0
4
-1
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. May take free Reload (Simple) action when activated.

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+

Silencer (Autopistol / Stub Pistol): This item adds the Silent trait to all weapon profiles of the weapon it is attached to.            

Silencer: + Silent trait.
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: 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+

Jyr-us 'Flamer' Kav (Δ ∫)

Champion
Cost: 345 / Rating: 360
M
WS
BS
 S 
 T 
W
I
A
6"
3+
3+
3
4
2
4+
2
Ld
Cl
Wil
Int
7+
7+
7+
6+
Save
6+/5+

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

Delaque Cellchief: This fighter is a Delaque Cellchief; any game effect referring to Delaques or Champions is applicable to them. This fighter may be equipped from the Delaque Cellchief Equipment List, and uses the Normal Human Characteristics Maxima.
Cutthroat Opportunist: During campaign play this fighter can kill an existing Cellboss member of the gang, gaining 5 XP and taking that fighter's place in the gang's roster (the replaced Leader is dead, and their gear goes to the gang's Stash). This fighter loses this ability and their current Equipment and Skill Access. This fighter gains the Equipment and Skill Access and Group Activation and Command Aura of a Cellboss. Any Skills this fighter already has are retained and their characteristics remain unchanged.
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 6''.
Command Aura (6''): if a fellow gang member from this fighter's gang must make a Cool check, they can use this fighter's Leadership Characteristic instead of their own Cool Characteristic if this fighter is not Seriously Injured, is within their line of sight, and is no further than 6'' away from them.
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.
Infiltrate: This fighter may Infiltrate. By default, at the end of the Deploy step of the Pre-Battle Sequence and in priority order the controlling player may set this fighter up on the battlefield anywhere that is not within the line of sight of enemy fighters and is also at least 6'' away from all enemy fighters. However, some scenarios provide alternative instructions. Infiltrate: This fighter may Infiltrate, if scenario permits.
Armor: Flak

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks with the Blast or Blaze traits.

Wargear: Tactical Trenchcoat: Modifiers have been applied directly to profile. Additionally, there is a -1 penalty to Detect this fighter.

For example, if they are wearing Flak armor and an tactical trenchcoat, they would have a 5+ save, which would be increased to a 4+ save against blasts. If a fighter does not already have a save roll, a tactical trenchcoat grants a save of 6+.

Cameleoline Cloak

When this fighter's level of cover is determined, it is considered to be one level higher than it actually is., as summarized by the following chart:

Actual Cover
Effective Cover
None
Partial (-1)
Partial (-1)
Full (-2)
Full (-2)
Total (Cannot be targeted)

Flamer

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

Club

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

Stub Pistol

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-0
3
-0
1
4+
Flip Belt

The wearer does not suffer slowed movement when moving through Difficult Terrain or crossing obstacles, and can Charge over such areas as if they were not there.

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: Extra Ammo

When this fighter fails an Ammo check, the controlling player may delete this item from the fighter's card to resolve the Ammo check as if a 6 had been rolled. If Ammo check fails, may delete this item to change Ammo check result to a '6'.

Beckett

Champion
Cost & Rating: 315
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
3
3
2
4+
2
Ld
Cl
Wil
Int
8+
5+
8+
7+
Save
6+/5+

Promoted Merc!, New Skills: 2, WS: +1

Delaque Merc: This fighter is a Delaque Merc; any game effect referring to Delaques or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Delaque Cellchief Equipment List, and uses the Normal Human Characteristics Maxima.
Gunfighter: When making the Shoot action using two different weapons with the Sidearm trait, this fighter does not suffer the standard -1 penalty to hit, and may target a different enemy with each weapon.
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.
Pistoleer: The following rules changes apply to this fighter when they are engaged in close combat while armed with one or more weapons that have Sidearm trait:
  • In the Determining Attack Dice step this fighter ignores the standard rule that only one Attack dice can be allocated to a Sidearm, and they gain the Dual Weapons additional dice if using two Sidearms.
  • In the Make the Hit Rolls step, when resolving an attack with a Sidearm this fighter may add that attack's Short Range Accuracy modifier to their hit rolls.
Armor: Flak

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks with the Blast or Blaze traits.

Wargear: Tactical Trenchcoat

Modifiers have been applied directly to profile. Additionally, there is a -1 penalty to Detect this fighter.

For example, if they are wearing Flak armor and an tactical trenchcoat, they would have a 5+ save, which would be increased to a 4+ save against blasts. If a fighter does not already have a save roll, a tactical trenchcoat grants a save of 6+.

Cameleoline Cloak

When this fighter's level of cover is determined, it is considered to be one level higher than it actually is., as summarized by the following chart:

Actual Cover
Effective Cover
None
Partial (-1)
Partial (-1)
Full (-2)
Full (-2)
Total (Cannot be targeted)

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+

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+

Fighting Knife

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

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+

Krusch

Merc
Cost & Rating: 205
M
WS
BS
 S 
 T 
W
I
A
4"
2+
5+
4
5/6Un
3
6+
2
Ld
Cl
Wil
Int
8+
5+
7+
10+
Save
5+/4+

New Skills: 2, Skull Chip, M: +1, A: +1

Goliath Merc: This fighter is a Goliath Merc; any game effect referring to Goliaths or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Goliath Forge Boss Equipment List, and uses the Goliath Characteristics Maxima.
Burly: This fighter's unarmed attacks gain the Melee and Knockback traits. Additionally, this fighter gains +1 Strength when making the Carry Heavy and Exert actions and when resisting being involuntarily moved (such as when they are the target of an attack with the Knockback or Drag traits). Other fighters gain +1 to Detect this fighter, and can target them regardless of Priority.
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).
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.

Wargear: Armored Undersuit: Modifiers have been applied directly to profile.

Two-handed Power Hammer

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
THUNDER!
-
E
-0
-1
S+2
-3
3
-
Bionics: Skullchip

Modifiers have been applied directly to profile.

Bionics: Steel Skull

This item may never be removed from the fighter it is attached to. The first time a fighter with a steel skull would be taken Out of Action in close combat and receives an Out Cold result, they are not taken Out of Action and remain in play. Additionally, this fighter cannot be the target of the Headbutt (Simple) Action. Finally, if this fighter is Engaged and is able to make a Melee attack, they can use the following action:

Headbutt (Basic): Select an Engaged enemy fighter. This fighter rolls a D6 and the chosen enemy fighter rolls a D3, then each fighter adds their modified Toughness to their results. If this fighter's result is higher, the enemy fighter cannot make Reaction attacks for the remainder of the current round. If this fighter's result is lower, their activation ends immediately. In the case of a tie, nothing happens and this fighter's activation resumes.

Grenade: Frag

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-BOOM
-
Sx3
-0
-0
3
-0
1
4+

Grenade: Photon Flash

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
FLASH-BANG
-
Sx3
-0
-0
0
-0
0
5+

Fats

Merc
Cost & Rating: 160
M
WS
BS
 S 
 T 
W
I
A
4"
4+
2+
3
4
2
5+
3
Ld
Cl
Wil
Int
8+
5+
8+
8+
Save
-

T: +1, W: +1, A: +1

Deathworlder: This fighter is a Deathworlder, of a people adapted for survival in the worst of conditions over generations and as hardy as human beings can be. This fighter uses the Survivor Critical Injury table, and uses the Deathworlder Characteristic Maxima.
Pistoleer: The following rules changes apply to this fighter when they are engaged in close combat while armed with one or more weapons that have Sidearm trait:
  • In the Determining Attack Dice step this fighter ignores the standard rule that only one Attack dice can be allocated to a Sidearm, and they gain the Dual Weapons additional dice if using two Sidearms.
  • In the Make the Hit Rolls step, when resolving an attack with a Sidearm this fighter may add that attack's Short Range Accuracy modifier to their hit rolls.
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.

Plasma Pistol (Master Crafted)

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
-0
5
-1
2
5+

Speed Loader [Plasma Pistol (Master Crafted)]: 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. May take free Reload (Simple) action when activated.

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+

Power Knife

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Puncture
-
E
-0
-0
S
-2
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.

Tildas 'Diddly' Smoots (∫)

Prospect
Cost: 170 / Rating: 205
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
3
1
4+
1
Ld
Cl
Wil
Int
8+
7+
8+
7+
Save
6+

BS: +1

Delaque Ambusher: This fighter is a Delaque Ambusher; any game effect referring to Delaques or Prospects is applicable to them. This fighter uses the Normal Human Characteristic Maxima, may be equipped from the Delaque Ambusher Equipment List, and when they would choose a Primary Skill they may instead choose an Ambusher Skill. During campaign play this fighter Advances as a Hero.
Cutthroat Opportunist: During campaign play this fighter can be promoted to fill an open Champion slot, becoming a Cellchief. Alternately this fighter can kill an existing Champion member of the gang, gaining 5 XP and taking that fighter's place in the gang's roster (the replaced Champion is dead, and their gear goes to the gang's Stash). In either case this fighter loses Expendable and their current Equipment and Skill Access. This fighter gains Group Activation (1), Command Aura (6''), the Equipment and Skill Access of a Cellchief, and the Cellchief version of this ability. Any Skills this fighter already has are retained and their characteristics remain unchanged.
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.
Backstabber: All unarmed and melee attacks made by this fighter gain the Backstab trait; attacks that already have the trait add 2 to the attacker's Strength rather than 1 when the trait is applicable. Additionally, there is a -1 penalty to Detect this fighter.All your Unarmed & Melee attacks gain Backstab trait. +1 S on weapons that already have Backstab, when applicable. Other fighters have a -1 penalty to Detect you.
Bushwhacker: When this fighter makes a Fight action against exactly one Engaged enemy, they may immediately move into base contact anywhere around that enemy, provided they fit and remain Engaged. They may change facing. Additionally, this fighter gains +1 to hit with attacks that have the Backstab trait.
Gunfighter: When making the Shoot action using two different weapons with the Sidearm trait, this fighter does not suffer the standard -1 penalty to hit, and may target a different enemy with each weapon.
Wargear: Tactical Trenchcoat

Modifiers have been applied directly to profile. Additionally, there is a -1 penalty to Detect this fighter.

For example, if they are wearing Flak armor and an tactical trenchcoat, they would have a 5+ save, which would be increased to a 4+ save against blasts. If a fighter does not already have a save roll, a tactical trenchcoat grants a save of 6+.

Autopistol

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+1
-0
3
-0
1
4+

Silencer [Autopistol]: This item adds the Silent trait to all weapon profiles of the weapon it is attached to.            

Silencer: + Silent trait.

Autopistol

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+1
-0
3
-0
1
4+

Silencer [Autopistol]: This item adds the Silent trait to all weapon profiles of the weapon it is attached to.            

Silencer: + Silent trait.

Fighting Knife

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

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+
Wargear: Extra Ammo

When this fighter fails an Ammo check, the controlling player may delete this item from the fighter's card to resolve the Ammo check as if a 6 had been rolled. If Ammo check fails, may delete this item to change Ammo check result to a '6'.

Turvis 'Potus' Balla (Θ)

Specialist
Cost: 360 / Rating: 370
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
3
1
4+
1
Ld
Cl
Wil
Int
7+
7+
6+
7+
Save
6+/5+

Promoted!, New Skills: 1, BS: +1

Delaque Specialist: This fighter is a Delaque Specialist; any game effect referring to Delaques or Specialists is applicable to them. This fighter may be equipped from the Delaque Specialist Equipment List, and uses the Normal Human Characteristics Maxima. During campaign play this fighter Advances as a Hero.
Moving On Up: During campaign play if the gang has an open Champion position this fighter may be promoted to become a Delaque Cellchief or a Delaque Sharpshooter. If this option is taken, this fighter loses this ability and their current Equipment and Skill Access. If this fighter becomes a Delaque Cellchief they gain Group Activation (1) and Command Aura (6''). If this fighter becomes a Delaque Sharpshooter they gain the Infiltrate and Overwatch Skills (if they do not already have them). This fighter gains the Equipment and Skill Access of the type of Champion they become; any Skills this fighter already has are retained and their characteristics remain unchanged.
Overwatch: While this fighter is Readied and able to make a Shoot action, if a non-Hidden enemy fighter within their line of sight and vision arc declares an action, this fighter may lose their Ready marker to interrupt and make a Shoot action targeting that enemy fighter. If the enemy fighter is Pinned or Seriously Injured by this attack, their activation ends immediately. Additionally, this fighter gains a +1 bonus to Detect enemy fighters.
Armor: Flak

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks with the Blast or Blaze traits.

Wargear: Tactical Trenchcoat: Modifiers have been applied directly to profile. Additionally, there is a -1 penalty to Detect this fighter.

Cameleoline Cloak

When this fighter's level of cover is determined, it is considered to be one level higher than it actually is., as summarized by the following chart:

Actual Cover
Effective Cover
None
Partial (-1)
Partial (-1)
Full (-2)
Full (-2)
Total (Cannot be targeted)
Grenade Launcher [Frag, Krak, Smoke]

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Frag
6''
24''
-0
+1
3
-0
1
5+
Krak
6''
24''
-0
+1
6
-2
D3
5+
Smoke
6''
24''
-0
+1
0
-0
0
4+

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

Targeter: (Modifiers have been applied directly to profile.)

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

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

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+
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: 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+

Fezren 'Wtf' Po (Δ ∫)

Specialist
Cost: 455 / Rating: 490
M
WS
BS
 S 
 T 
W
I
A
6"
4+
3+
4
4
1
3+
1
Ld
Cl
Wil
Int
7+
5+
6+
5+
Save
6+/6+U

Promoted!, New Skills: 2, Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Bionic Eyes: 1, Spinal Injury: 1, Bionic Actuators: 1, Hobbled: 1, Bionic Legs: 1, Skull Chip, Cl: +1, Int: +1

Delaque Specialist: This fighter is a Delaque Specialist; any game effect referring to Delaques or Specialists is applicable to them. This fighter may be equipped from the Delaque Specialist Equipment List, and uses the Normal Human Characteristics Maxima. During campaign play this fighter Advances as a Hero.
Moving On Up: During campaign play if the gang has an open Champion position this fighter may be promoted to become a Delaque Cellchief or a Delaque Sharpshooter. If this option is taken, this fighter loses this ability and their current Equipment and Skill Access. If this fighter becomes a Delaque Cellchief they gain Group Activation (1) and Command Aura (6''). If this fighter becomes a Delaque Sharpshooter they gain the Infiltrate and Overwatch Skills (if they do not already have them). This fighter gains the Equipment and Skill Access of the type of Champion they become; any Skills this fighter already has are retained and their characteristics remain unchanged.
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.
Infiltrate: This fighter may Infiltrate. By default, at the end of the Deploy step of the Pre-Battle Sequence and in priority order the controlling player may set this fighter up on the battlefield anywhere that is not within the line of sight of enemy fighters and is also at least 6'' away from all enemy fighters. However, some scenarios provide alternative instructions. Infiltrate: This fighter may Infiltrate, if scenario permits.
Armor: Fighting Harness

Modifiers have been applied directly to profile. The save provided is a 6+ unmodified save, but it is only usable against close combat attacks. Additionally, a fighter with a Fighting Harness gains a Parry in close combat.

Wargear: Tactical Trenchcoat: Modifiers have been applied directly to profile. Additionally, there is a -1 penalty to Detect this fighter.

Cameleoline Cloak

When this fighter's level of cover is determined, it is considered to be one level higher than it actually is., as summarized by the following chart:

Actual Cover
Effective Cover
None
Partial (-1)
Partial (-1)
Full (-2)
Full (-2)
Total (Cannot be targeted)

Wolfsbane (Autopistol)

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
4''
12''
+1
-0
3
-0
1
4+

Power Sword

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

Fighting Knife

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

Modifiers have been applied directly to profile.

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

Modifiers have been applied directly to profile.

Bionics: Skullchip

Modifiers have been applied directly to profile.

Bionics: Steel Skull

This item may never be removed from the fighter it is attached to. The first time a fighter with a steel skull would be taken Out of Action in close combat and receives an Out Cold result, they are not taken Out of Action and remain in play. Additionally, this fighter cannot be the target of the Headbutt (Simple) Action. Finally, if this fighter is Engaged and is able to make a Melee attack, they can use the following action:

Headbutt (Basic): Select an Engaged enemy fighter. This fighter rolls a D6 and the chosen enemy fighter rolls a D3, then each fighter adds their modified Toughness to their results. If this fighter's result is higher, the enemy fighter cannot make Reaction attacks for the remainder of the current round. If this fighter's result is lower, their activation ends immediately. In the case of a tie, nothing happens and this fighter's activation resumes.
Bionics: Hacker Interface

When a fighter with a hacker interface would make an Intelligence check to interact with any technological device (such as a terminal, electronic lock, or a scenario-specific device), they may roll an additional dice and discard one dice before determining their result.

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: 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: Tanglefoot

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-TRIPPY
-
Sx3
-0
-0
0
-0
0
4+
Wargear: Frag Trap

When a Frag Trap is triggered, a large explosion occurs. A Frag Trap is a single use item; it is deleted from a fighter's card once used. See full write-up for details.

Qwardo 'Deadeye' Gol (Θ ∫)

Specialist
Cost: 275 / Rating: 300
M
WS
BS
 S 
 T 
W
I
A
5"
4+
2+
3
3
1
4+
1
Ld
Cl
Wil
Int
7+
7+
6+
7+
Save
6+

Promoted!, New Skills: 3, BS: +2

Delaque Specialist: This fighter is a Delaque Specialist; any game effect referring to Delaques or Specialists is applicable to them. This fighter may be equipped from the Delaque Specialist Equipment List, and uses the Normal Human Characteristics Maxima. During campaign play this fighter Advances as a Hero.
Moving On Up: During campaign play if the gang has an open Champion position this fighter may be promoted to become a Delaque Cellchief or a Delaque Sharpshooter. If this option is taken, this fighter loses this ability and their current Equipment and Skill Access. If this fighter becomes a Delaque Cellchief they gain Group Activation (1) and Command Aura (6''). If this fighter becomes a Delaque Sharpshooter they gain the Infiltrate and Overwatch Skills (if they do not already have them). This fighter gains the Equipment and Skill Access of the type of Champion they become; any Skills this fighter already has are retained and their characteristics remain unchanged.
Overwatch: While this fighter is Readied and able to make a Shoot action, if a non-Hidden enemy fighter within their line of sight and vision arc declares an action, this fighter may lose their Ready marker to interrupt and make a Shoot action targeting that enemy fighter. If the enemy fighter is Pinned or Seriously Injured by this attack, their activation ends immediately. Additionally, this fighter gains a +1 bonus to Detect enemy fighters.
Infiltrate: This fighter may Infiltrate. By default, at the end of the Deploy step of the Pre-Battle Sequence and in priority order the controlling player may set this fighter up on the battlefield anywhere that is not within the line of sight of enemy fighters and is also at least 6'' away from all enemy fighters. However, some scenarios provide alternative instructions. Infiltrate: This fighter may Infiltrate, if scenario permits.
Precision Shot: When this fighter makes a ranged attack, they may ignore the first -1 penalty to hit it would suffer from (if any), and may ignore the Stray Shots rules if that attack misses the target. This skill cannot be used with attacks that have the Blast, Burst, Scattershot, or Template traits.
Wargear: Cameleoline Trenchcoat

Modifiers have been applied directly to profile. Additionally, there is a -1 penalty to Detect this fighter. When this fighter's level of cover is determined it is considered to be one level higher than it actually is.

Actual Cover
Effective Cover
None
Partial (-1)
Partial (-1)
Full (-2)
Full (-2)
Total (Cannot be targeted)

For example, if they are wearing Flak armor and an tactical trenchcoat, they would have a 5+ save, which would be increased to a 4+ save against blasts. If a fighter does not already have a save roll, a tactical trenchcoat grants a save of 6+.

Sniper Rifle (Stub)

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
18''
36''
+1
-0
4
-1
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. May take free Reload (Simple) action when activated.

Infra-sight (Ranged weapons): A weapon with an infra-sight can be used to attack through smoke clouds and is unaffected by low-light conditions, and completely ignores partial cover when making ranged attacks. A fighter using an infra-sight gains no benefit from using similar items, or other weapon sights.

Dueling Laspistol (Master Crafted)

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
18''
+1
-0
3
-0
1
3+
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: 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+

Sillo 'Sabot' Sayn (∫)

Specialist
Cost: 210 / Rating: 230
M
WS
BS
 S 
 T 
W
I
A
5"
4+
2+
3
3
1
4+
1
Ld
Cl
Wil
Int
7+
6+
6+
6+
Save
6+

Promoted!, New Skills: 1, BS: +2, Cl: +1, Int: +1

Delaque Specialist: This fighter is a Delaque Specialist; any game effect referring to Delaques or Specialists is applicable to them. This fighter may be equipped from the Delaque Specialist Equipment List, and uses the Normal Human Characteristics Maxima. During campaign play this fighter Advances as a Hero.
Moving On Up: During campaign play if the gang has an open Champion position this fighter may be promoted to become a Delaque Cellchief or a Delaque Sharpshooter. If this option is taken, this fighter loses this ability and their current Equipment and Skill Access. If this fighter becomes a Delaque Cellchief they gain Group Activation (1) and Command Aura (6''). If this fighter becomes a Delaque Sharpshooter they gain the Infiltrate and Overwatch Skills (if they do not already have them). This fighter gains the Equipment and Skill Access of the type of Champion they become; any Skills this fighter already has are retained and their characteristics remain unchanged.
Infiltrate: This fighter may Infiltrate. By default, at the end of the Deploy step of the Pre-Battle Sequence and in priority order the controlling player may set this fighter up on the battlefield anywhere that is not within the line of sight of enemy fighters and is also at least 6'' away from all enemy fighters. However, some scenarios provide alternative instructions. Infiltrate: This fighter may Infiltrate, if scenario permits.
Wargear: Tactical Trenchcoat

Modifiers have been applied directly to profile. Additionally, there is a -1 penalty to Detect this fighter.

For example, if they are wearing Flak armor and an tactical trenchcoat, they would have a 5+ save, which would be increased to a 4+ save against blasts. If a fighter does not already have a save roll, a tactical trenchcoat grants a save of 6+.

Cameleoline Cloak

When this fighter's level of cover is determined, it is considered to be one level higher than it actually is., as summarized by the following chart:

Actual Cover
Effective Cover
None
Partial (-1)
Partial (-1)
Full (-2)
Full (-2)
Total (Cannot be targeted)

Autogun

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

Needle Pistol

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
4''
9''
+2
-0
4
-1
1
5+
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: 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+
Wargear: Extra Ammo

When this fighter fails an Ammo check, the controlling player may delete this item from the fighter's card to resolve the Ammo check as if a 6 had been rolled. If Ammo check fails, may delete this item to change Ammo check result to a '6'.

Ceegan 'Stogey' Garo

Ganger
Cost: 165 / Rating: 185
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
4
1
4+
1
Ld
Cl
Wil
Int
7+
7+
6+
7+
Save
6+

T: +1

Delaque Operator: This fighter is a Delaque Operator; any game effect referring to Delaques or Gangers is applicable to them. This fighter may be equipped from the Delaque Operator Equipment List, and uses the Normal Human Characteristics Maxima.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Delaque Specialist and losing this ability. They gain the Skill and Equipment Access of a Delaque Specialist, and a Primary Skill of the controlling player's choice.
Wargear: Tactical Trenchcoat

Modifiers have been applied directly to profile. Additionally, there is a -1 penalty to Detect this fighter.

For example, if they are wearing Flak armor and an tactical trenchcoat, they would have a 5+ save, which would be increased to a 4+ save against blasts. If a fighter does not already have a save roll, a tactical trenchcoat grants a save of 6+.

Cameleoline Cloak

When this fighter's level of cover is determined, it is considered to be one level higher than it actually is., as summarized by the following chart:

Actual Cover
Effective Cover
None
Partial (-1)
Partial (-1)
Full (-2)
Full (-2)
Total (Cannot be targeted)

Autogun

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

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+
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: 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+
Wargear: Extra Ammo

When this fighter fails an Ammo check, the controlling player may delete this item from the fighter's card to resolve the Ammo check as if a 6 had been rolled. If Ammo check fails, may delete this item to change Ammo check result to a '6'.

F.M.S.

Rogue Doc
Cost & Rating: 50
M
WS
BS
 S 
 T 
W
I
A
5"
5+
5+
3
3
1
4+
1
Ld
Cl
Wil
Int
9+
8+
7+
5+
Save
-
Crew Selection: This fighter is normally not eligible to join their gang's Crew. However, if they are not in Recovery and not Captured, the following two circumstances apply:
  1. If the scenario being played specifies All Available Fighters, this fighter joins their gang's Crew.
  2. If their gang has Home Turf Advantage, a D6 must be rolled for this fighter. They must join their gang's Crew if the roll is 3 or less.
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 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.

Medicae: During the End Phase immediately before Recovery Tests are made, if this fighter is Active they may make a Standard Move or if they are Pinned they may make a Half Move towards a Seriously Injured friendly fighter. When this fighter assists a friendly fighter who is making a Recovery test this skill allows a single Out of Action dice result to be rerolled.

Pistol

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Cap
6''
12''
+1
-0
3
-0
1
4+

Knife

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

Nobles of the Imperium, Rogue Traders, and those with pretentions of grandeur have at times furthered a certain mystique around the practice of dueling. A popular choice of weapon for an aristocratic duelist is a finely crafted laspistol.

Dueling Laspistol (Master Crafted)

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
18''
+1
-0
3
-0
1
3+

Accurate: The standard rule that an attack roll of natural 1 automatically misses is ignored for attacks that have this trait. If an attack would hit on a 1+ or better, the roll of a 1 hits.

Plentiful: Ammunition for this weapon is incredibly common. When reloading it no Ammo check is required, the weapon is automatically reloaded.

Scathing: If the hit roll for an attack made by a weapon with this trait is a natural 6, the attack's Strength is increased by 1 and its Armor Penetration is improved by 1.

Sidearm: Attacks with this trait can be used at range (using Ballistic Skill), and can also be used to make a single attack in close combat (using Weapon Skill). If an attack with this trait has an Accuracy modifier, it does not apply in close combat.

Many kinds of weapon systems can fulfil the role of long range sniper rifle in the grimdark expanses of the Imperium of Man and beyond, ranging from traditional hunting rifles to advanced solid state lasgun designs.

This type of sniper rifle is a portable shoulder-fired projectile based weapon system with a choice between bolt-action or semi-automatic action, fitted with sound-baffles or a high-grade silencer and muzzle flash absorber. This type of sniper rifle is also often (but not always) fitted with something like an Infra-sight for extreme accuracy.

Sniper Rifle (Stub)

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
18''
36''
+1
-0
4
-1
1
4+

Knockback: After a hit made by an attack with this trait has been resolved, if the target was not taken Out of Action they may be involuntarily moved away from the direction of the attack. To resolve this, the attack has a Knockback Force equal to the attack's Strength + D3. Subtract the value indicated in the Knockback Resistance table below from that Knockback Force to determine the Knockback Distance (minimum 0).
Knockback Resistance
The Target Is...
Value To Subtract
another fighter
target's modified Strength + D3
an object that can be carried
using the Carry Object action
1 + D3
an object that can be carried using
the Carry Heavy Object action
4 + D3

If the Knockback Distance is 0, the target is unaffected by this trait. Otherwise, the target is involuntarily moved that many inches directly away from the direction of the attack. If the target is moved into an obstruction, the target stops moving and suffers a hit resolved with a Strength equal to the Knockback Distance, no AP, and 1 Damage; if the obstruction has Wounds, it also suffers an identical hit.

For instance, a Strength 3 attack with this trait can generate Knockback Force between 4 and 6, while the Knockback Resistance of a Strength 3 fighter is also between 4 and 6. Thus, depending on comparative dice rolls, that fighter might be entirely unaffected or might be moved back 1'' or 2'' if hit by that attack.

The 1'' rule does not apply to this involuntary movement. If a target fighter would end their movement within 1'' of one or more enemy fighters they are instead moved into base contact with the nearest enemy fighter(s).

At the end of resolving this trait, if the target is a fighter and they remain Active, that fighter becomes Pinned.

Falling: A fighter will fall if they are moved off a ledge or over a pitfall. They may also fall if they become Pinned near a ledge and fail the subsequent Initiative check. If this occurs, first finish resolving the attack which knocked them back, then resolve falling damage only if the knocked back fighter remains on the battlefield.
Knockback: on hit, KB a # of inches = (attack S + D3) - (target's S + D3); directly away. If obstacle encountered, suffer hit w/ S = KB distance, no AP, 1 DMG, obstacle suffers same hit.

Silent: A weapon with this trait does not trigger Detect checks if used by a Hidden fighter, and does not risk raising the alarm in scenarios that use the Sentries special rules.

Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat treats the Shoot action as a Double action. A fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time. Unwieldy weapons take up two weapon slots, and other fighters gain +1 to Detect this fighter.

Wargear: Frag Trap

The Frag Trap is a bundle of frag grenades attached to a detonator. A Frag Trap is a single use item; it is deleted from a fighter's card once used.

If a fighter carrying a Frag Trap is taken Out of Action, roll a D6. On a 4+, the fighter is removed from the battlefield as usual along with the Frag Trap. Otherwise the fighter drops the Frag Trap. Delete the item from that fighter's card and set up a Frag Trap marker onto the battlefield at the location the fighter occupied prior to being taken Out of Action. If a 1 was rolled, the trap is triggered immediately. Otherwise, the Frag Trap is armed and remains on the battlefield.

If any fighter moves into or begins to move while within a 2.5" radius of a Frag Trap marker on the battlefield by any means, that fighter's controlling player must roll a D6. On a 5+, the Frag Trap is not triggered and remains on the battlefield, and the fighter's movement resumes. Otherwise the fighter's movement ends, and if they were moving voluntarily as part of an action that action also ends. Then, the Frag Trap is triggered.

Any fighter can target a Frag Trap marker on the battlefield with ranged attacks. Doing so has a -1 modifier to the hit roll at Short range, or a -2 modifier at Long range. If the Frag Trap is hit, roll a D6. On a 1-2, the Frag Trap is unaffected. On a 3-4, the Frag Trap is immediately triggered. On a 5-6, the Frag Trap is disarmed and the marker is removed.

When an Active fighter carrying a Frag Trap that is able to make a Double action is activated, that fighter's controlling player can delete a Frag Trap from that fighter's card. If they do, that fighter then makes the following action:

Set Frag Trap (Double): This fighter makes a Standard Move +D3''. The controlling player must set up onto the battlefield a Frag Trap marker at any point along the fighter's path of movement.

When triggered, a Frag Trap makes an attack centered on itself with Strength 4, AP -, Damage 1, and the Blast (5'') and Knockback traits.

Wargear: Timed Explosive

A timed explosive is a sticky bomb with a pre-set timer on it. A timed explosive is a single use item; it is deleted from a fighter's card once used. A fighter with a timed explosive that is not Broken or Seriously Injured can make the following action:

Place Timed Explosive (Basic): The fighter places a timed explosive within 1'' of themselves, using an appropriate marker to represent the bomb. Additionally, the controlling player must declare if the bomb will explode in the current round or in a specific later round.

Once placed, the timed explosive will detonate immediately after the last activation of the round chosen. If the battle ends before this occurs, nothing happens. Multiple timed explosives set to explode in the same round explode simultaneously. Prior to exploding, a timed explosive can be disarmed using the Access Terminal action with a -2 penalty to the required check, but will detonate immediately if the check is failed.

When a timed explosive detonates, it is resolved as a Strength 8, 4 Damage, -2 AP attack with the Blast 5'', Blaze, Demolition, Knockback, and Noisy traits, with the Blast marker centered over the bomb marker. It also knocks down all scatter terrain in the affected area (anything not glued down or flat). Remove the bomb marker after all hits have been resolved.

Log

Escher (Heartbreakers, L); +170 credits; misc common gear; Rare Item: none

Goliath (Bloodhands, L); +50 credits; -Cigar, +Sniper; Rare Item: Weapon Stabilizer

Delaque (Furiosos, L); +100 credits; +Elfred (Merc), +RunNSword; Rare Item: none

Ulfgar (Clawbberers, T); +45 credits; Rare Item: none

Ulfgar / Goliath (Bloodhands / Clawbberers, 2nd Place); +105 credits; Rare Item: none

Mercs / Cogs (Sharifs Shakers / Rustlords, W); +75 credits; Rare Item: none

Goliath (Bloodhands, W); +55 credits; -Elfred (Merc), +RedGunfighter, Archeotech Stash: (+Flip Belt, +Dueling Laspistols x 2); Rare Item: Power Knife

Escher (My Fair Ladies, W); +120 credits; +F.M.S. (Rogue Doc), Rare Items: Grenade Launcher [Frag, Krak, Smoke]

Ulfgar (Clawbberers, L); +130 credits

Cogs (Rustlords, L); +110 credits, Rare Item: Master Crafted Stub Pistol

Mercs (Sharifs Shakers, L); +200 credits, Rare Item: none

VanSaar (Green Meanies, L); +140 credits, Rare Item: none

Ulfgar / Cogs (Clawbberers / Acme Inc, 2nd Place); +170 credits, Rare Item: none

Delaque (Furiosos, L); +220 credits; +Beckett (Merc); Rare Item: Fighting Harness (Wtf)

Spyrers (Ultramax, L); +225 credits; Promoted Beckett; Rare Item: none

Mercs (Sharifs Shakers, W); +160 credits; +Hanzee (Ratskin Guide), +Logistics Hub (Turf); Rare Item: none

Escher (Heartbreakers, W); +170 credits; +Fats, +Krusch; Rare Item: Tanglefoot Grenade (Wtf)

Semifinals: Goliath (Bloodhands, W); +45 credits; Rare Item: none