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Necromunda (2017)Expand Necromunda (2017)

The Seeej Sprawl Smash

Seeej Sprawl Smash

Our first campaign using our house rules, in all its tawdry glory.

Primus Lamda Mu Quadrant

Starting out as a Turf War between 6 gangs (which the Heartbreakers won), the campaign sprawled out over the ensuing months into a free for all with new gangs joining the fray.

Rank in the campaign is determined by having the highest Reputation. Ties are broken by the most Wins, followed by the higher total Rating.

Name
Type
Battles
Wins
Rep
Rank
17
14
40
1
17
7
31
2
18
7
30
3
11
5
24
4
10
5
23
5
9
3
14
7
4
3
9
9

Top Fighters

The campaign's Top Fighters (i.e. fighters with the most experience).


Hired Guns Pool

The named Hired Guns available to the campaign are listed below:

Mercs

Name
Type
Cost/Rating
Battles
Xp
Next
Adv
Rec
Hired By
Merc
380
9
33
36
6
Merc
410/415
6
10
18
3
Merc
305
9
25
30
5
Merc
255
9
16
23
3
Merc
205
7
20
23
4
Acme Inc
Merc
240
0
0
5
0
Merc
230
0
0
5
0
Merc
245
5
17
20
4
Merc
240
0
0
5
0
Xor
Merc
185/195
0
0
0
1
Merc
185
1
5
10
1
Merc
185
1
5
10
1
Merc
160
7
23
24
3
Acme Inc
Merc
120/155
3
5
10
1
Furiosos
Merc
170/180
4
11
15
3
Merc
110
2
3
5
0
Merc
75
2
3
5
0
Niv
Merc
65
2
2
5
1
Kip
Merc
60
0
0
5
0

Sharif

Merc
Cost & Rating: 380
XP: 33 (Standard)
Advances: 6
M
WS
BS
 S 
 T 
W
I
A
5"
2+
2+
4
4
3
2+
3
Ld
Cl
Wil
Int
6+
6+
6+
5+
Save
4+

New Skills: 1, WS: +1, BS: +1, I: +1, Ld: +1, Cl: +1, Wil: +1, Int: +1

Ash Waste Nomad: This fighter is a Ash Waste Nomad; any game effect referring to Ash Waste Nomads is applicable to them. This fighter uses the Survivor Critical Injury table and the Deathworlder Characteristics Maxima, may be equipped from the Ash Waste Nomad Equipment List, and when they would choose a Primary Skill they may instead choose a Ash Waste Nomad Skill.
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.
Resilient: This fighter treats a Grievous Injury as Out Cold, and a Permanent Injury as a Grievous Injury. This skill does not apply to a Critical Injury.
Armor: Mesh

Modifiers have been applied directly to profile.

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

Plasma Pistol (Master Crafted)

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

Power Sword

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

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.

Grenade: Plasma

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-SIZZLE
-
Sx3
-0
-0
5
-1
2
6+

Diana

Merc
Cost: 410 / Rating: 415
XP: 10 (Fast)
Advances: 3
M
WS
BS
 S 
 T 
W
I
A
6"
2+
3+
3
3
2
2+
2
Ld
Cl
Wil
Int
7+
5+
7+
6+
Save
5+

New Skills: 1, Eye Injury: 1, Bionic Eyes: 1, Head Injury: 1, Bionic Cogitators: 1, Hobbled: 1, Skull Chip, WS: +2

Escher Merc: This fighter is a Escher Merc; any game effect referring to Eschers or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Escher Matriarch Equipment List, and uses the Normal Human Characteristics Maxima.
Step Aside: If this fighter is hit in close combat or in response to taking the Disengage action, they may attempt an Initiative check to cancel the hit on success. This skill may be used up to once during this fighter's own activation, and up to once per opposing fighter's activation.1/activation (self and enemies) if hit in HtH or while Disengaging, succeed on Initiative check to cancel hit.
Dodge: If this fighter is not Seriously Injured and would be hit (even an auto-hit such as by a Template or Blast marker), you may roll a D6. If a 6 is rolled this fighter is not hit and the attack has no effect on this fighter.
Armor: Mesh

Modifiers have been applied directly to profile.

Autopistol (Master Crafted)

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
6''
18''
+1
-0
3
-0
1
4+

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

Ammo Drum: +1 Firepower die hit.

Shockwhip

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
2''
3''
-0
-0
4
-0
1
-
Melee
-
E
-0
-0
4
-0
1
-
Bionics: Bionic Cogitator

Modifiers have been applied directly to profile.

Bionics: Skullchip

Modifiers have been applied directly to profile.

Bionics: Bionic Eye

Modifiers have been applied directly to profile.

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

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-SIZZLE
-
Sx3
-0
-0
5
-1
2
6+

Brok

Merc
Cost & Rating: 305
XP: 25 (Fast)
Advances: 5
M
WS
BS
 S 
 T 
W
I
A
6"
3+
2+
4
4
2
4+
2
Ld
Cl
Wil
Int
8+
6+
7+
8+
Save
/5+U

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

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.
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.
Bull Charge: When this fighter makes close combat attacks as part of a Charge action, any attacks they use that have the Melee trait also gain the Knockback trait and are resolved at +1 Strength.
Crushing Blow: When this fighter rolls a natural 6 to wound with an unarmed or melee attack, that attack gains +1 Damage and the Pulverize trait.
Robust: When this fighter makes a Recovery Test for themselves, they may reroll a single dice once before resolving the outcome. Additionally, if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Refractor Field

A Refractor Field grants a 5+ unmodified Field save. Additionally, low light conditions are cancelled within a 5'' radius of this fighter. However, this fighter can never be Hidden, and Sentries automatically spot this fighter and any other fighter within 5'' of them from up to 24'' away if within line of sight and vision arc. Effects that are concerned with targeting fighters that have a Burn marker on them can be applied to this fighter.

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+

Bolt Pistol (Master Crafted)

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

Fighting Knife

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

Grenade: Frag

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

Elfred

Merc
Cost & Rating: 255
XP: 16 (Standard)
Advances: 3
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
3
2
4+
2
Ld
Cl
Wil
Int
8+
7+
8+
5+
Save
4+

New Skills: 3, Bionic Eyes: 1

Ash Waste Nomad: This fighter is a Ash Waste Nomad; any game effect referring to Ash Waste Nomads is applicable to them. This fighter uses the Survivor Critical Injury table and the Deathworlder Characteristics Maxima, may be equipped from the Ash Waste Nomad Equipment List, and when they would choose a Primary Skill they may instead choose a Ash Waste Nomad Skill.
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.
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).If Captured, escape with gear during Post-Battle Sequence, and gain +D3 XP.
Trick Shot: When making a ranged attack, this fighter gains +D3 to hit a target in Partial or Full cover.
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.
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.
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.

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+.

Lasgun

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Hotshot
18''
24''
+1
-0
3
-1
1
3+

Needle Pistol (Master Crafted)

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
6''
12''
+2
-0
4
-1
1
5+

Power Knife

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Puncture
-
E
-0
-0
S
-2
1
-
Bionics: Bionic Eye

Modifiers have been applied directly to profile.

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

This fighter gains a +1 bonus to Detect enemy fighters and is considered to have a 360 degree vision arc when doing so. Additionally, enemy fighters within 12'' are considered to be in the fighter's line of sight even if behind an obstruction, and this fighter is unaffected by any detection penalties due to the target being in cover.

Krusch

Merc
Cost & Rating: 205
XP: 20 (Slow)
Advances: 4
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+

Hassad

Merc
Cost & Rating: 240
XP: 0 (Fast)
Advances: 0
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
3
4
2
4+
2
Ld
Cl
Wil
Int
6+
6+
6+
6+
Save
4+
Ash Waste Nomad: This fighter is a Ash Waste Nomad; any game effect referring to Ash Waste Nomads is applicable to them. This fighter uses the Survivor Critical Injury table and the Deathworlder Characteristics Maxima, may be equipped from the Ash Waste Nomad Equipment List, and when they would choose a Primary Skill they may instead choose a Ash Waste Nomad Skill.
Commanding Presence: This fighter can group activate one more fighter than they normally could. If this fighter does not already have a Group Activation ability, they gain the following:
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 4''.
Resilient: This fighter treats a Grievous Injury as Out Cold, and a Permanent Injury as a Grievous Injury. This skill does not apply to a Critical Injury.
Armor: Mesh

Modifiers have been applied directly to profile.

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

Bolter (Locke Pattern)

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolt
12''
24''
+1
-0
4
-1
1
4+

Power Fist

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

Hamed

Merc
Cost & Rating: 230
XP: 0 (Fast)
Advances: 0
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
3
2
3+
2
Ld
Cl
Wil
Int
8+
6+
8+
6+
Save
5+
Ash Waste Nomad: This fighter is a Ash Waste Nomad; any game effect referring to Ash Waste Nomads is applicable to them. This fighter uses the Survivor Critical Injury table and the Deathworlder Characteristics Maxima, may be equipped from the Ash Waste Nomad Equipment List, and when they would choose a Primary Skill they may instead choose a Ash Waste Nomad Skill.
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.
Demolitionist: When this fighter is set up onto the battlefield, add one demolitionist item (Frag Trap, Melta Trap, Satchel Charge, Timed Explosive) of your choiceFrag Trap, Melta Trap, Satchel Charge, or Timed Explosive to their fighter card. During the Wrap Up step of the Post-Battle Sequence, this item is deleted if unused. If a trap or bomb is triggered within 3'' of this fighter (including by opening caskets or interacting with scenario-specific objects that have traps placed on them or in them), the controlling player may roll a D6. On a 3+, it does not trigger and is removed from the battlefield.
Armor: Mesh

Modifiers have been applied directly to profile.

Meltagun

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Cook
6''
12''
+1
-0
8
-4
3
4+

Good Luck Charm (Any weapon): Once per battle you may re-roll a failed hit roll or a failed wound roll made for an attack using the attached weapon; the re-rolled result must be taken.

Fighting Knife

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

Grenade: Krak

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KRA-KOW
-
Sx3
-0
-1
6
-2
D3
4+

Cielos

Merc
Cost & Rating: 245
XP: 17 (Fast)
Advances: 4
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
3
4
2
4+
2
Ld
Cl
Wil
Int
7+
6+
6+
7+
Save
-

New Skills: 2, Head Injury: 1, Bionic Cogitators: 1, BS: +1, Cl: +1, Wil: +1

Orlock Merc: This fighter is a Orlock Merc; any game effect referring to Orlocks or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Orlock Road Sargeant Equipment List, and uses the Normal Human Characteristics Maxima.
Hip Shooting: Once per activation, 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.
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 is 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.

Meltagun

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Cook
6''
12''
+1
-0
8
-4
3
4+

Stub Pistol

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

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 Cogitator

Modifiers have been applied directly to profile.

Milgram

Merc
Cost & Rating: 240
XP: 0 (Fast)
Advances: 0
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
3
3
2
4+
2
Ld
Cl
Wil
Int
5+
5+
5+
5+
Save
5+
Orlock Merc: This fighter is a Orlock Merc; any game effect referring to Orlocks or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Orlock Road Sargeant Equipment List, and uses the Normal Human Characteristics Maxima.
Commanding Presence (1): this fighter may group activate with up to 1 fellow gang member within 4''.
Inspirational: When another friendly fighter within 12'' and line of sight of this fighter must make a Cool or Willpower check they gain a +1 bonus to the roll.
Tactician: When this fighter is set up onto the battlefield, the controlling player may recombine their Tactics Cards deck and discard pile (if any). They may then choose any one Tactics Card from their deck and add it to their hand. Finally, the controlling player reshuffles their Tactics Cards deck. Tactician: When fighter enters play: choose 1 Tactics Card from deck or discard & add to hand; reshuffle deck & discard.
Armor: Mesh

Modifiers have been applied directly to profile.

Autogun

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

Extended Clip [Autogun]: This fighter adds +1 to Ammo checks made with the weapon this item is attached to. This is not combinable with similar items or effects.

Extended Clip: +1 to Ammo checks.
Bayonet [Autogun]

A bayonet is a knife, sword, or spike-shaped weapon designed to fit on the end of a rifle's muzzle, allowing it to be used as a spear. Such weapons are also usable unattached as an effective close combat weapon.

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

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+

Autopistol (Master Crafted)

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
6''
18''
+1
-0
3
-0
1
4+

Xor

Merc
Cost: 185 / Rating: 195
XP: 0 (Fast)
Advances: 1
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
3
2
4+
2
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
4+

New Skills: 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.
Hip Shooting: Once per activation, 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.
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.
Evade: While this fighter is not Seriously Injured, other fighters suffer a -1 penalty to Detect this fighter and a -1 penalty to hit this fighter with all attacks.
Evade: -1 penalty to hit or Detect this fighter while they are not Seriously Injured
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.

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+.

Bolt Pistol (Locke Pattern)

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

Targeter [Bolt Pistol]: Modifiers have been applied directly to profile.

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

Speed Loader [Bolt Pistol]: 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.

Bolt Pistol (Locke Pattern)

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

Targeter [Bolt Pistol]: Modifiers have been applied directly to profile.

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

Speed Loader [Bolt Pistol]: 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.

Knife

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

Frik

Merc
Cost & Rating: 185
XP: 5 (Fast)
Advances: 1
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
3
3
2
4+
2
Ld
Cl
Wil
Int
8+
5+
5+
8+
Save
4+

BS: +1

Cawdor Merc: This fighter is a Cawdor Merc; any game effect referring to Cawdors or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Cawdor Deacon Equipment List, and uses the Normal Human Characteristics Maxima.
Twinned Availability: Frik can only be hired by a gang if his brother Frak is also hired. Frik is only available for a battle if his brother Frak is also available. If Frik is selected to join a crew and his brother Frak is not, Frik will not participate in the battle. If Frak is killed, Frik retires in the following Post-Battle Sequence, taking all of his own gear and his brother's gear with him.
Sychronized Twinning: Frik may Group Activate with unlimited range, but may only choose his brother Frak to join his group.
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.
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.
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.
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.

Autogun

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
8''
24''
+1
-0
3
-0
1
4+

Extended Clip [Autogun]: This fighter adds +1 to Ammo checks made with the weapon this item is attached to. This is not combinable with similar items or effects.

Extended Clip: +1 to Ammo checks.

Speed Loader [Autogun]: 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.

Good Luck Charm [Autogun]: Once per battle you may re-roll a failed hit roll or a failed wound roll made for an attack using the attached weapon; the re-rolled result must be taken.

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+

Fighting Knife

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

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

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'.

Frak

Merc
Cost & Rating: 185
XP: 5 (Fast)
Advances: 1
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
3
3
2
4+
2
Ld
Cl
Wil
Int
8+
5+
5+
8+
Save
4+

BS: +1

Cawdor Merc: This fighter is a Cawdor Merc; any game effect referring to Cawdors or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Cawdor Deacon Equipment List, and uses the Normal Human Characteristics Maxima.
Twinned Availability: Frak can only be hired by a gang if his brother Frik is also hired. Frak is only available for a battle if his brother Frik is also available. If Frak is selected to join a crew and his brother Frik is not, Frak will not participate in the battle. If Frik is killed, Frak retires in the following Post-Battle Sequence, taking all of his own gear and his brother's gear with him.
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.
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.
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.
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.

Shotgun [Executioner, Inferno, Scatter]

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Executioner
4''
16''
-1
+1
4
-2
D3
6+
Inferno
4''
16''
+1
-0
4
-1
2
5+
Scatter
4''
8''
+2
-0
2
-0
1
4+

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+

Fighting Knife

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

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

Fats

Merc
Cost & Rating: 160
XP: 23 (Standard)
Advances: 3
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)

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Rapid
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.

Vanyar

Merc
Cost: 120 / Rating: 155
XP: 5 (Fast)
Advances: 1
M
WS
BS
 S 
 T 
W
I
A
5"
4+
2+
3
2
2
4+
2
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
5+

New Skills: 1

Van Saar Merc: This fighter is a Van Saar Merc; any game effect referring to Van Saars or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Van Saar Augmek Equipment List, and uses the Van Saar Characteristics Maxima.
Ballistics Expert: During the Declare the Shot step of the Shooting Sequence, when this fighter selects a weapon profile that has a Short and Long Range, it temporarily gains +3'' Short Range and +6'' Long Range while the attack is resolved.
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 is 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.
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 armored 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.

Autogun

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

When rolling to hit with a weapon that has this attachment, add one additional hit to the total rolled on the Firepower dice. This is not combinable with similar items or effects.

Ammo Drum: +1 Firepower die hit.

Autopistol

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

Fighting Knife

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

Shotgun Jonny

Merc
Cost: 170 / Rating: 180
XP: 11 (Fast)
Advances: 3
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
4
2
4+
2
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
5+

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

Orlock Merc: This fighter is a Orlock Merc; any game effect referring to Orlocks or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Orlock Road Sargeant Equipment List, and uses the Normal Human Characteristics Maxima.
Hip Shooting: Once per activation, 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.
Armor: Mesh

Modifiers have been applied directly to profile.

Shotgun [Acid, Inferno, Solid]

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Acid
4''
16''
+1
-0
3
-1
1
4+
Inferno
4''
16''
+1
-0
4
-1
2
5+
Solid
8''
16''
+1
-0
4
-0
2
4+

Stub Pistol

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-0
3
-0
1
4+
Speed Loader [Stub Pistol]

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.

Fighting Knife

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

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+

Hasid

Merc
Cost & Rating: 110
XP: 3 (Fast)
Advances: 0
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
2
3+
2
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
5+
Ash Waste Nomad: This fighter is a Ash Waste Nomad; any game effect referring to Ash Waste Nomads is applicable to them. This fighter uses the Survivor Critical Injury table and the Deathworlder Characteristics Maxima, may be equipped from the Ash Waste Nomad Equipment List, and when they would choose a Primary Skill they may instead choose a Ash Waste Nomad Skill.
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.
Armor: Mesh

Modifiers have been applied directly to profile.

Lasgun

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
18''
24''
+1
-0
3
-0
1
2+

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+

Fighting Knife

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

Nukem

Merc
Cost & Rating: 75
XP: 3 (Fast)
Advances: 0
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
3
2
4+
2
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
6+/5+
Hip Shooting: Once per activation, 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.
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.
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.

Laspistol

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

Autopistol

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

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

Wargear: Impressive Headgear

Once per round, an allied fighter within line of sight of this fighter may reroll a failed Cool or Willpower check.

Niv

Merc
Cost & Rating: 65
XP: 2 (Fast)
Advances: 1
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
2
4+
2
Ld
Cl
Wil
Int
8+
6+
8+
8+
Save
-

New Skills: 1

Orlock Merc: This fighter is a Orlock Merc; any game effect referring to Orlocks or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Orlock Road Sargeant Equipment List, and uses the Normal Human Characteristics Maxima.
Trick Shot: When making a ranged attack, this fighter gains +D3 to hit a target in Partial or Full cover.
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.

Lasgun

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Hotshot
18''
24''
+1
-0
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+

Fighting Knife

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

Kip

Merc
Cost & Rating: 60
XP: 0 (Fast)
Advances: 0
M
WS
BS
 S 
 T 
W
I
A
6"
4+
4+
3
3
2
4+
2
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
6+U*
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.
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.
Sprinter: When this fighter moves as part of a Double action they can move up to an additional D3+1'', and ranged attacks against them suffer a -1 penalty to hit until their next activation.
Armor: Fighting Harness

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.

Autopistol

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

Extended Clip [Autopistol]: This fighter adds +1 to Ammo checks made with the weapon this item is attached to. This is not combinable with similar items or effects.

Extended Clip: +1 to Ammo checks.

Fighting Knife

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

Bounty Hunters

Name
Type
Cost/Rating
Battles
Xp
Next
Adv
Rec
Hired By
Bounty Hunter
0
2
0
0
0
Bounty Hunter
0
1
0
0
0
Bounty Hunter
0
2
0
0
1
Bounty Hunter
0
0
0
0
0
Bounty Hunter
0
2
0
0
0

Gorn

Bounty Hunter
Cost & Rating: 0
M
WS
BS
 S 
 T 
W
I
A
6"
2+
3+
4
5
3
4+
3
Ld
Cl
Wil
Int
8+
5+
5+
7+
Save
4+

Bionic Eyes: 1

Special

Crew Rating Increase: This Bounty Hunter increases the Crew Rating of the gang they are fighting for by 500 points, rather than by their hiring cost of 0 credits.
Unadvanceable: This Bounty Hunter cannot gain XP and cannot gain Advancements.
No Lasting Injury: This Bounty Hunter does not suffer Lasting Injury. If they are put Out of Action by injury roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. If they die and were put Out of Action by an attack, the attacker gains 3 XP immediately.
Take Captive: When an opposing fighter who has a Bounty on them goes Out of Action while within 6'' of this Bounty Hunter, the controlling player may choose to have the Bounty Hunter Capture the opposing fighter instead of making a Lasting Injury roll. If they do so, the opposing fighter is Captured automatically, the Bounty Hunter drags their captive away, and both are removed from the battlefield. This ability may not be used if this Bounty Hunter is Seriously Injured.
Extra Action: When activated this Bounty Hunter has one additional action.
Beastman: This fighter is a Beastman; any game effect referring to Beastman is applicable to them.
Berserker: When this fighter declares a Charge action, they may choose an enemy fighter in their vision arc and line of sight as their target to gain +2'' Movement, +1 Attack, and +2 Willpower until the start of their next activation. If they do, this fighter must attempt to Engage and Fight the chosen target with their Charge.
Berserker: When Charging: pick target in vision arc / LoS. Must move towards / Engage target if possible. Until start of next activation: +2'' M, +1 A, +2 Wil.
Bull Charge: When this fighter makes close combat attacks as part of a Charge action, any attacks they use that have the Melee trait also gain the Knockback trait and are resolved at +1 Strength.
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.
Headbutt Mastery: This fighter treats the Headbutt action as Simple rather than Basic, and gains a +1 bonus on their check when making a Headbutt action.
Armor: Carapace

Modifiers have been applied directly to profile.

Combat Shotgun [Salvo, Seeker]

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Salvo
4''
12''
+1
-0
4
-0
2
4+
Seeker
6''
18''
+2
+1
3
-0
1
4+

Plasma Pistol (Master Crafted)

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

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+

Chainsword (Master Crafted)

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
BZZZ!
-
E
-0
+1
5
D3
1
-
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: Plasma

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-SIZZLE
-
Sx3
-0
-0
5
-1
2
6+

Targ

Bounty Hunter
Cost & Rating: 0
M
WS
BS
 S 
 T 
W
I
A
4"
2+
2+
4
4
3
4+
2
Ld
Cl
Wil
Int
8+
3+
6+
3+
Save
5+

Bionic Arms: 1, Bionic Eyes: 1, Bionic Legs: 1

Special

Crew Rating Increase: This Bounty Hunter increases the Crew Rating of the gang they are fighting for by 425 points, rather than by their hiring cost of 0 credits.
Unadvanceable: This Bounty Hunter cannot gain XP and cannot gain Advancements.
No Lasting Injury: This Bounty Hunter does not suffer Lasting Injury. If they are put Out of Action by injury roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. If they die and were put Out of Action by an attack, the attacker gains 3 XP immediately.
Take Captive: When an opposing fighter who has a Bounty on them goes Out of Action while within 6'' of this Bounty Hunter, the controlling player may choose to have the Bounty Hunter Capture the opposing fighter instead of making a Lasting Injury roll. If they do so, the opposing fighter is Captured automatically, the Bounty Hunter drags their captive away, and both are removed from the battlefield. This ability may not be used if this Bounty Hunter is Seriously Injured.
Extra Action: When activated this Bounty Hunter has one additional action.
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.
Evade: While this fighter is not Seriously Injured, other fighters suffer a -1 penalty to Detect this fighter and a -1 penalty to hit this fighter with all attacks.
Evade: -1 penalty to hit or Detect this fighter while they are not Seriously Injured
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: Mesh

Modifiers have been applied directly to profile.

Shotgun [Acid, Executioner]

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Acid
4''
16''
+1
-0
3
-1
1
4+
Executioner
4''
16''
-1
+1
4
-2
D3
6+

Fighting Knife

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

Grenade: Smoke Bombs

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

Modifiers have been applied directly to profile.

Metal Arm: A bionic arm is considered to be a S+1, -0 AP, 1 Damage close combat weapon with the Unarmed and Melee traits. Additionally, the fighter gains +1 Strength when throwing, or making the Carry Heavy or Exert actions.
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: 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.
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'.

Yola

Bounty Hunter
Cost & Rating: 0
M
WS
BS
 S 
 T 
W
I
A
6"
3+
3+
3
3
3
2+
3
Ld
Cl
Wil
Int
6+
6+
5+
6+
Save
6+

New Skills: 1

Special

Crew Rating Increase: This Bounty Hunter increases the Crew Rating of the gang they are fighting for by 400 points, rather than by their hiring cost of 0 credits.
Unadvanceable: This Bounty Hunter cannot gain XP and cannot gain Advancements.
No Lasting Injury: This Bounty Hunter does not suffer Lasting Injury. If they are put Out of Action by injury roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. If they die and were put Out of Action by an attack, the attacker gains 3 XP immediately.
Take Captive: When an opposing fighter who has a Bounty on them goes Out of Action while within 6'' of this Bounty Hunter, the controlling player may choose to have the Bounty Hunter Capture the opposing fighter instead of making a Lasting Injury roll. If they do so, the opposing fighter is Captured automatically, the Bounty Hunter drags their captive away, and both are removed from the battlefield. This ability may not be used if this Bounty Hunter is Seriously Injured.
Extra Action: When activated this Bounty Hunter has one additional action.
Escher Bounty Hunter: This fighter is a Escher Bounty Hunter; any game effect referring to Eschers or Bounty Hunters is applicable to them. This fighter may be equipped from the Trading Post or Escher Matriarch Equipment List, and uses the Normal Human Characteristics Maxima.
Escher Tactics: When this fighter joins your crew you may choose one Escher Tactics Card in addition to any other Tactics Cards available to you for the battle. If the chosen Tactics Card must be played on one of your fighters (such as Counter-Charge, Gas Trap, or Three-Point Landing), it must be played on Yola.
Counter-Charge: If this fighter is Active and Readied when a friendly fighter is Engaged by an enemy, they can lose their Ready marker to interrupt that enemy's action and Charge them. After this Charge, the enemy fighter resumes their action if they are able.
Combat Master: This fighter never suffers penalties to their hit rolls for interference, can always grant assists regardless of how many enemy fighters they are engaged with, and is considered to have a 360° vision arc in close combat. Additionally, this fighter gains a +1 bonus to Detect enemy fighters. 360° vision arc in close combat, immune to interference, always assists, +1 bonus to Detect enemy fighters.
Step Aside: If this fighter is hit in close combat or in response to taking the Disengage action, they may attempt an Initiative check to cancel the hit on success. This skill may be used up to once during this fighter's own activation, and up to once per opposing fighter's activation.1/activation (self and enemies) if hit in HtH or while Disengaging, succeed on Initiative check to cancel hit.
Dodge: If this fighter is not Seriously Injured and would be hit (even an auto-hit such as by a Template or Blast marker), you may roll a D6. If a 6 is rolled this fighter is not hit and the attack has no effect on this fighter.
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.

Needle Pistol (Master Crafted)

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
6''
12''
+2
-0
4
-1
1
5+

Stiletto Knife

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

Digital lasers, aka 'digilasers' are an ancient weaponized gauntlet with small integrated las weapons. The lasers are only effective at very short range, but allow a fighter to obliterate an opponent in close combat range with an unexpected blast of energy. If the fighter is already Engaged when they are activated, they may take the following action:

Digilaser Blast (Basic): Select an enemy fighter you are Engaged with. That fighter must succeed on an Initiative check or suffer 5 hits resolved as Strength 2, no AP, and Damage 1.
Wargear: Chem-Synth

An Active or Engaged fighter with a chem-synth can make the following action:

Synthesize Poison (Simple): This fighter selects one of their weapon profiles with the Gas or Toxin trait; that weapon profile gains the Virulent trait (fighters have their Toughness reduced by 1 against attacks with the Virulent trait). The weapon profile loses the Virulent trait after a Close Combat exchange or Ranged attack using it is resolved.Select one of your Toxin or Gas weapon profile; fighters' are -1 T vs next attack with that weapon profile.
Wargear: Respirator

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

Wargear: 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: AE stash

When this fighter is activated, one AE stash may be deleted from their fighter card to use it. When used, this fighter gains +1'' Move, a +1 modifier to all of their attack rolls, and a +1 modifier to their Initiative, Willpower, and Intelligence checks until the end of their activation. This can temporarily take the fighter over their Characteristics Maxima. When this fighter ends their activation after using this item, roll a D3. On a 1, this fighter suffers a Flesh Wound.

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'.

Grenade: Choke Gas

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-CHOKE
-
Sx3
-0
-0
0
-0
0
6+

Grend

Bounty Hunter
Cost & Rating: 0
M
WS
BS
 S 
 T 
W
I
A
4"
2+
2+
4
5
4
5+
3
Ld
Cl
Wil
Int
5+
3+
5+
5+
Save
6+/5+

Special

Squat: This fighter is a Squat; any game effect referring to Squats is applicable to them. The fighter uses the Squat Characteristics Maxima, may be equipped from the Squat Equipment List, and when they would choose a Primary Skill they may instead choose a Squat Skill.
Crew Rating Increase: This Bounty Hunter increases the Crew Rating of the gang they are fighting for by 400 points, rather than by their hiring cost of 0 credits.
Unadvanceable: This Bounty Hunter cannot gain XP and cannot gain Advancements.
No Lasting Injury: This Bounty Hunter does not suffer Lasting Injury. If they are put Out of Action by injury roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. If they die and were put Out of Action by an attack, the attacker gains 3 XP immediately.
Take Captive: When an opposing fighter who has a Bounty on them goes Out of Action while within 6'' of this Bounty Hunter, the controlling player may choose to have the Bounty Hunter Capture the opposing fighter instead of making a Lasting Injury roll. If they do so, the opposing fighter is Captured automatically, the Bounty Hunter drags their captive away, and both are removed from the battlefield. This ability may not be used if this Bounty Hunter is Seriously Injured.
Extra Action: When activated this Bounty Hunter has one additional action.
Iron Will: While this fighter remains on the battlefield and is not Seriously Injured or Broken, they count as two (2) fighters for the purposes of Bottle Tests. Additionally, this fighter does not have to make a check to become Ready if their gang has failed a Bottle Test. Bottle Test: If not Seriously Injured or Broken, counts as 2 fighters. Readied without check after failed Bottle Test.
True Grit: Remove one dice before making an Injury roll for this fighter. If no dice remain, this fighter suffers a Flesh Wound.
True Grit: Injury roll vs this fighter: roll 1 fewer dice; Flesh Wound if 0 remain.
Unstoppable: At the end of the Recovery Tests step in the End Phase, discard one Flesh Wound this fighter has suffered (if any).
Unstoppable: End Phase: after Recovery tests, discard 1 Flesh Wound.
Armor: 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: Armored Undersuit: Modifiers have been applied directly to profile.

Coilgun (Rotundus Pattern)

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Hail
6''
24''
-0
-1
4
D3
1
5+

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

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

Spudjacker

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

Power Sword

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

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'.

*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+

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+

Deacon Shrill

Bounty Hunter
Cost & Rating: 0
M
WS
BS
 S 
 T 
W
I
A
5"
2+
5+
3
4
4
3+
3
Ld
Cl
Wil
Int
3+
3+
3+
7+
Save
/5+U

Special

Hiring Criteria: Deacon Shrill does not go after fighters with Bounties on them; instead he hunts the unclean and the heretical (Genestealer Cultists, Chaos Cultists, Beastmen, or Ratskins). In the Invite Dramatis Personae step of the Pre-Battle Sequence, if an opposing gang's Crew includes at least one fighter of that type and your own gang does not and also has at least 10 Reputation, you may add Deacon Shrill to your Crew. In the Resolve Dramatis Personae step of the Post-Battle Sequence, if at least one fighter of the sort Deacon Shrill hunts on an opposing gang's Crew did not get put Out of Action during the battle, your gang loses 3D3 Reputation immediately.
Crew Rating Increase: This Dramatis Personae increases the Crew Rating of the gang they are fighting for by 425 points, rather than by their hiring cost of 0 credits.
Unadvanceable: This Dramatis Personae cannot gain XP and cannot gain Advancements.
No Lasting Injury: This Dramatis Personae does not suffer Lasting Injury. If they are put Out of Action by injury roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. If they die and were put Out of Action by an attack, the attacker gains 3 XP immediately.
Extra Action: When activated this Dramatis Personae has one additional action.
Commanding Presence (1): this fighter may group activate with up to 1 allied fighter within 4''.
Inspirational: When another friendly fighter within 12'' and line of sight of this fighter must make a Cool or Willpower check they gain a +1 bonus to the roll.
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.
Counter-Charge: If this fighter is Active and Readied when a friendly fighter is Engaged by an enemy, they can lose their Ready marker to interrupt that enemy's action and Charge them. After this Charge, the enemy fighter resumes their action if they are able.
Berserker: When this fighter declares a Charge action, they may choose an enemy fighter in their vision arc and line of sight as their target to gain +2'' Movement, +1 Attack, and +2 Willpower until the start of their next activation. If they do, this fighter must attempt to Engage and Fight the chosen target with their Charge.
Berserker: When Charging: pick target in vision arc / LoS. Must move towards / Engage target if possible. Until start of next activation: +2'' M, +1 A, +2 Wil.
Refractor Field

Modifiers have been applied directly to profile.

Inferno Pistol

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
3''
6''
+2
-0
8
-4
3
4+

Power Sword

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
SLICE!
-
E
-0
-0
S+1
-2
1
-
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'.

Wargear: Redemptionist Relic

Add 1 to the result of any Nerve tests for Cawdor and Redemptionist fighters while they are within 6" and line of sight to the fighter carrying this item. Opposing non-Cawdor or non-Redemptionist fighters making a Nerve test within 6'' and line of sight to the fighter carrying this item suffer a -1 penalty to their result.

Wargear: Frenzon stash

When this fighter is activated, one Frenzon stash may be deleted from their fighter card to use it. When used, if this fighter is Seriously Injured they become Pinned (no Flesh Wound). Then, if this fighter is Pinned they may make a free Stand Up action. Choose one skill from Bull Charge, Rain of Blows, Hard Charger, or Sprinter. This fighter gains the chosen skill until the end of their activation. This fighter suffers a Flesh Wound when they end their activation after using this item.