Furiosos
Ed
Reputation
Turf
Credits
Rating
23
3
250
2195
Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Leader
400
8
17
20
3
Champion
370
2
16
16
3
Champion
270
6
25
30
4
Ganger
155
9
12
15
2
Ganger
130
8
10
15
2
VD
Ganger
120
5
6
10
1
Ganger
120
8
10
15
2
Ganger
100
1
3
5
0
Ganger
110
1
2
5
0
X
Juve
110
6
15
20
3
Juve
180
6
12
15
2
Juve
80
2
6
10
1
Rogue Doc
50
0
0
0
0
Turf: The gang controls an area or resource within the underhive that allows the gang to take the Work the Turf Post-Battle Action. Having multiple Turf Territories provides a bonus to the outcome of that action.
Mine Workings: When the gang collects income, for each Mine Workings the gang controls the controlling player may select up to three available Gangers or Juves from their gang and roll a D6 for each. If a dice rolls a 1, that fighter is caught in a collapse and goes into Recovery. Otherwise, multiply the result by 5 and add this many credits to the gang’s Stash. If the gang has any Captives, each one can be sent into the mines in place of a Ganger or Juve.
Chem Pit: When the gang collects income, for each Chem Pit the gang controls the controlling player can choose an available Ganger or a Juve from their gang to work the chem pit and then roll 2d6. If the result is a double (double 1's, double 2's, etc), the fighter suffers a mishap; make a Lasting Injury roll for that fighter. Otherwise multiply the result by 5 and add that many credits to the gang's Stash immediately. If the gang has any Captives, one can be sent into the mines in place of a Ganger or Juve.
Campaign

Captured Vanyar (Merc) from Clawbberers (Ulfgar) gang.

Stash

10
Common

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

Turetta

Leader
400
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
4
4
2
5+
2
Ld
Cl
Wil
Int
6+
5+
7+
5+
Save
6+

Promoted!, New Skills: 1, BS: +1, Ld: +1, Int: +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 Characteristic 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''): 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.
Burly: This fighter's unarmed attacks gain the Melee and Knockback traits. Additionally, this fighter gains +1 Strength when making the Exert action and when resisting being involuntarily moved (such as when they are the target of an attack with the Knockback or Drag traits). Other fighters gain +1 to Detect this fighter.
Fearsome: If an enemy attempts to Engage this fighter, they must make a Willpower check. If the check is failed they stop 1'' away from this fighter, cannot Engage, and their action ends immediately.
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.
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.
Wargear: Tactical Trenchcoat

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

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

Modifiers have been applied directly to profile.

Targeter: (Modifiers have been applied directly to profile.)
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.
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-
3
-
1
4+
Dumdum
5''
10''
+1
-
4
-
1
4+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
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.

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.

Grenade: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-POOF
Sx3
-
-
0
-
0
4+

Xyndar

Champion
370
M
WS
BS
 S 
 T 
W
I
A
6"
4+
4+
4
4
2
5+
2
Ld
Cl
Wil
Int
7+
5+
7+
6+
Save
4+

New Skills: 2, M: +1

Delaque Bully: This fighter is a Delaque Bully; any game effect referring to Delaques or Champions is applicable to them. This fighter may be equipped from the Delaque Bully Equipment List, and uses the Normal Human Characteristic Maxima.
Reluctant Leader: During campaign play this fighter can become the gang Leader if the current Leader retires or dies if there are no other eligible Champions. If so, this fighter loses this ability and gains the Group Activation and Command Aura of a Cellboss. However, this fighter retains their current Equipment and Skill Access. Any skills this fighter already has are retained and their characteristics remain unchanged.
Burly: This fighter's unarmed attacks gain the Melee and Knockback traits. Additionally, this fighter gains +1 Strength when making the Exert action and when resisting being involuntarily moved (such as when they are the target of an attack with the Knockback or Drag traits). Other fighters gain +1 to Detect this fighter.
Fearsome: If an enemy attempts to Engage this fighter, they must make a Willpower check. If the check is failed they stop 1'' away from this fighter, cannot Engage, and their action ends immediately.
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.
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.
Nerves of Steel: When this fighter is hit by a ranged attack they may choose to make a Cool check. If they do and the check is passed, this fighter is not Pinned.
Nerves of Steel: When hit by Ranged attack: Can make Cool check to not be Pinned.
Armor: 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.

Heavy Flamer
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
T
-
-
5
-2
2
5+
Lasgun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
18''
24''
+1
-
3
-
1
2+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
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.

Grenade: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-POOF
Sx3
-
-
0
-
0
4+

Jarul

Champion
270
M
WS
BS
 S 
 T 
W
I
A
5"
4+
2+
3
3
2
4+
1
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
4+

Promoted Merc!, New Skills: 4, Eye Injury: 1, Bionic Eyes: 1

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.
Escape Artist: If this fighter is Captured at the end of a battle, they slip away from their captors at the beginning of the Escaping Capture step of the Post-Battle Sequence. This fighter returns to their gang unharmed with all of their gear intact, and gains an additional D3 XP immediately (if able).
Gunfighter: When making the Shoot action using two different Pistols, this fighter does not suffer the standard -1 penalty to hit, and may target a different enemy with each weapon.
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.
Prepared: This fighter adds +1 to all Ammo checks they attempt. Additionally, once per battle if this fighter fails an Ammo check they may cancel the outcome and proceed as if the check was successful.
Prepared: 1x/battle ignore Out of Ammo. +1 on all Ammo checks.
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.

Bolt Pistol (Locke Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolt
6''
12''
+1
-
4
-1
1
4+
Bolt Pistol (Locke Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolt
6''
12''
+1
-
4
-1
1
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.
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: 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.


Kadur

Ganger
155
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+

Eye Injury: 1, Bionic Eyes: 1, BS: +2

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 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.
Wargear: Tactical Trenchcoat

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

Lasgun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
18''
24''
+1
-
3
-
1
2+
Grenade: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-POOF
Sx3
-
-
0
-
0
4+
Bionics: Bionic Eye

A fighter gains +2 BS for each bionic eye they are equipped with. If a fighter has not already suffered an Eye Injury (52 on the Permanent Injury table) at some point in the past, they suffer an Eye Injury when a bionic eye is added to the fighter. A fighter may have up to two bionic eyes.

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

A timed explosive is a sticky bomb with a pre-set timer that can be placed on an object and later explode for considerable damage. Primarily used to blow up objectives and doors. A timed explosive is a single use item; it is deleted from a fighter's card once used. See full write-up for details.

Vettur

Ganger
130
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
4
3
1
4+
1
Ld
Cl
Wil
Int
7+
7+
6+
7+
Save
6+

BS: +1, S: +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 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.
Wargear: Tactical Trenchcoat

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

Lasgun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
18''
24''
+1
-
3
-
1
2+
Grenade: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-POOF
Sx3
-
-
0
-
0
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.

Wargear: Timed Explosive

A timed explosive is a sticky bomb with a pre-set timer that can be placed on an object and later explode for considerable damage. Primarily used to blow up objectives and doors. A timed explosive is a single use item; it is deleted from a fighter's card once used. See full write-up for details.

VD

Ganger
120
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
1
3+
1
Ld
Cl
Wil
Int
7+
7+
6+
7+
Save
6+

I: +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 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.
Wargear: Tactical Trenchcoat

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

Lasgun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
18''
24''
+1
-
3
-
1
2+
Grenade: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-POOF
Sx3
-
-
0
-
0
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.

Wargear: Timed Explosive

A timed explosive is a sticky bomb with a pre-set timer that can be placed on an object and later explode for considerable damage. Primarily used to blow up objectives and doors. A timed explosive is a single use item; it is deleted from a fighter's card once used. See full write-up for details.

Varock

Ganger
120
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
2
3
1
3+
1
Ld
Cl
Wil
Int
6+
6+
6+
7+
Save
6+

Spinal Injury: 1, I: +1, Ld: +1, Cl: +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 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.
Wargear: Tactical Trenchcoat

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

Shotgun [Solid]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Solid
8''
16''
+1
-
4
-
2
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.

Just Val

Ganger
100
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
1
4+
1
Ld
Cl
Wil
Int
7+
7+
6+
7+
Save
6+
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 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.
Wargear: Tactical Trenchcoat

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

Lasgun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
18''
24''
+1
-
3
-
1
2+
Grenade: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-POOF
Sx3
-
-
0
-
0
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.

Feeb

Ganger
110
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
1
4+
1
Ld
Cl
Wil
Int
7+
7+
6+
7+
Save
6+
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 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.
Wargear: Tactical Trenchcoat

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

Autogun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
8''
24''
+1
-
3
-
1
4+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-
Grenade: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-POOF
Sx3
-
-
0
-
0
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.

X

Juve
110
M
WS
BS
 S 
 T 
W
I
A
6"
3+
4+
3
3
1
3+
1
Ld
Cl
Wil
Int
8+
8+
7+
7+
Save
6+

WS: +2, BS: +1

Delaque Goon: This fighter is a Delaque Goon; any game effect referring to Delaques or Juves is applicable to them. This fighter may be equipped from the Delaque Goon Equipment List, and uses the Normal Human 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.
Wargear: Tactical Trenchcoat

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

Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-
3
-
1
4+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-
Grenade: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-POOF
Sx3
-
-
0
-
0
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.

Vinny

Juve
180
M
WS
BS
 S 
 T 
W
I
A
6"
4+
3+
3
4
1
3+
1
Ld
Cl
Wil
Int
8+
8+
7+
7+
Save
6+

Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Bionic Eyes: 1, WS: +1, BS: +1

Delaque Goon: This fighter is a Delaque Goon; any game effect referring to Delaques or Juves is applicable to them. This fighter may be equipped from the Delaque Goon Equipment List, and uses the Normal Human 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.
Wargear: Tactical Trenchcoat

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

Autopistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+1
-
3
-
1
4+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-
Bionics: Bionic Upgrades

A fighter with a bionic upgrade gains +2 T while equipped with a bionic upgrade. If a fighter has not already suffered a Enfeebled Injury (54 on the Permanent Injury table) at some point in the past, they suffer a Enfeebled Injury when a bionic upgrade is added to the fighter.

Bionics: Bionic Eye

A fighter gains +2 BS for each bionic eye they are equipped with. If a fighter has not already suffered an Eye Injury (52 on the Permanent Injury table) at some point in the past, they suffer an Eye Injury when a bionic eye is added to the fighter. A fighter may have up to two bionic eyes.

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

Vince

Juve
80
M
WS
BS
 S 
 T 
W
I
A
6"
4+
5+
3
3
1
3+
1
Ld
Cl
Wil
Int
8+
8+
7+
7+
Save
-

WS: +1

Delaque Goon: This fighter is a Delaque Goon; any game effect referring to Delaques or Juves is applicable to them. This fighter may be equipped from the Delaque Goon Equipment List, and uses the Normal Human 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.
Autopistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+1
-
3
-
1
4+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-
Grenade: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-POOF
Sx3
-
-
0
-
0
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.

Doctor Giacomo

Rogue Doc
50
M
WS
BS
 S 
 T 
W
I
A
5"
5+
5+
2
3
1
4+
1
Ld
Cl
Wil
Int
9+
8+
7+
5+
Save
-
Crew Selection: This Hangers-on cannot be chosen as Crew to participate in a battle. However whenever a battle happens on the gang's own turf (i.e., they have the Home Turf advantage in a scenario), roll a D6 for this Hangers-on before choosing a Crew. On a result of 1, 2 or 3 this Hangers-on is present and must be included as part of the Crew.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
No Permanent Injury: If this fighter suffers a Lasting Injury that would make a change to their fighter card, they are instead removed from the gang roster.
A Doctor In The House: During the Post-battle Sequence this Rogue Doc may treat one member of the gang who has suffered a Critical Injury, without a hero of the gang having to escort the Critically Injured fighter to the doctor. Use the Medical Escort resolution chart. This costs the gang no credits.
Medicae: During the End Phase immediately before Recovery Tests are made, if this fighter is Active they may make a Standard Move or if they are Pinned they may make a Half Move towards a Seriously Injured friendly fighter. When this fighter assists a friendly fighter who is making a Recovery test this skill allows a single Out of Action dice result to be rerolled.
Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Cap
6''
12''
+1
-
3
-
1
4+
Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shiv
E
-
-
S
-1
1
-
Wargear: Medicae Kit

When a fighter with a Medicae kit assists a friendly fighter's Recovery test, roll an extra injury dice then choose one to discard.


Log

Ulfgar (Clawbberers, L); +20 credits; -Zandur (C), -Rease (G), +Vettur (G)

Goliath (Bloodhands, L); +40 credits; +Vinny, +Dezel, +Grooter

Delaque (Acme Inc, W); +95 credits

Harlequins (Happy Harleys, L); +55 credits; -Ridockulous (L), -Dezel (G), +Jarul (M)

Ulfgar / Goliath (Bloodhands / Clawbberers, Last Place); +65 credits, +Doctor Giacomo

Ulfgar (Clawbberers, W); +220 credits; +Mine Workings; Captured Vanyar (M)

Van Saar (Green Meanies, W); +135 credits; Promoted Jarul to Champion, +Hasid (M)

Van Saar (Green Meanies, L); +160 credits; -Grooter (G), +Feeb (G), -Vinny (J), +Vince (J)

Delaque (Acme Inc, W); +160 credits; +Chem Pit; -Hasid (M), r+Vinny (J); Jarul (Prize Fight [6], +2 XP, +40 cr, +1 rep); Rare Item: none

Goliath (Bloodhands, W); +185 credits; +Bounty on Murdering Metor; Rare Item: none

Summary

The Furiosos! I had a fun little theme where all of the fighter names were some derivative of a Vin Deisel role. A little inside joke, as it were. They started the campaign among a handful of gangs on the first day, but they proceeded to get absolutely wrecked in their first battle losing a Champion and a Ganger and the leader got badly injured. The match up was on a smaller board against the hand to hand specialized Ulfgar, and on top of that a notably disproportionate ratio of 1's for this gang and 6's for the other made for a crippling outcome.

The second match was basically lost before it started due to deaths and fighters in Recovery from the first battle...I didn't really have a gang to speak of and only one fighter who could take Post Battle Actions. Squeezed out a marginal win against Acme Inc which had also suffered a similar rough start, but in the very next battle my Leader and another Ganger got killed by the Harlequins.

Rather than get demoralized, I took it as a challenge and applied myself to clawing the gang back from the brink. Through a combination of leaning hard into objective based missions, being strategic with hire / fires, and going after some choice territory acquisitions I managed to build the gang back up and get them on to a win streak...starting with a sweet revenge against the Ulfgar who had laid me so low to begin with.

I traded win / losses with a Van Saar gang, but the loss was very close and I had a good Post-Battle...did some roster switching and was in a good place. The last two battles were particularly telling, as Acme Inc and the Bloodhands were the #2 and #3 gangs at that point and heavily favored to win, but I was able to pull off upset victories against both of them. At this point the campaign was approaching Apotheosis, and the player of each of those gangs was jockeying to be a Top Dog. Going into each battle, both players were no doubt expecting an easy match up and got rocked by the unrespected but scrappy Furiosos.

The overall strategy I took was to accept that I wasn't going to be able to challenge the powerhouse heroes the other gangs had due to my upper echelons getting killed at the very beginning and having to slowly build back up via hires and internal promotions. So, I focused on gaining economic advantage and weidling it effectively. In particular, I fielded a lot of Juves and used various inexpensive Mercs. I also used the Bounty system in effect in the campaign to put Bounties on problem opposing fighters, and I strategically used Bounty Hunters.

My other gang was the Heartbreakers who ended up being the campaign winners, and my main focus went to that gang, but I'm confident that if the campaign had run longer the Furiosos would have continued to climb the rankings as they had hit a critical mass / were on a roll. The main takeaway is, don't give up on a gang even if they get gut punched and seem to be hopelessly behind in the standings. Even if they are, fun can still be had playing the scrappy underdogs with nothing left to lose. But, on the other hand, maybe its not as hopeless as it seems. Either way, the extra drama of such vicissitudes adds fun to the shared tale of a campaign if you lean in to it.


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. An Active or Engaged fighter with a timed explosive can make the following action:

Place Timed Explosive (Basic): The fighter attaches a timed explosive to an objective or object with 1 or more Wounds (such as a door) within 1'' of them. When this is done the controlling player declares whether the timed explosive will detonate at the end of this turn, or the end of the next turn. Place a Melta Bomb token to track the location of the timed explosive.

Once placed, the timed explosive will detonate immediately after the last activation of the turn chosen or just before the battle ends, whichever comes first. This happens even if the gang that placed the bomb has fled the battlefield or been defeated. Multiple devices set to explode in the same turn explode simultaneoulsy. When a timed explosive detonates, it inflicts a Strength 8 AP -2 Damage 4 hit on the object it is attached to and anything within base contact with it, and a Strength 6 AP -1 Damage 2 hit with Knockback on everything else within D6" of the timed explosive's marker (except where blocked by walls or structures). Knock down all scatter terrain in the affected area. Remove the timed explosive marker after all hits have been resolved.

A fighter in base contact with the timed explosive marker may attempt to disarm the bomb by taking a Attempt Disarm (Basic) Action and making an Intelligence check at -3. If the check is made, the bomb is disarmed and the timed explosive marker is removed from play. If the check is not made the bomb explodes immediately.