Top Fighters

Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Hired By
Leader
615
4
28
30
5
Void Barons (Squats)
Champion
355
5
22
25
4
Bloodyhanded (Goliath)
Leader
640
5
21
25
4
Bloodyhanded (Goliath)
Leader
430
5
17
20
3
Poisoned Tongues (Slaanesh)
Spyrer
280
6
17
20
3
Widening Gyre (Spyrers)
Specialist
360
5
16
20
3
Bloodyhanded (Goliath)
Spyrer
280
6
16
20
3
Widening Gyre (Spyrers)
Spyrer
280
5
16
20
3
Widening Gyre (Spyrers)
Champion
405
5
16
20
3
Void Barons (Squats)
Chaos Spawn
370
5
0
5
0
X
Poisoned Tongues (Slaanesh)

Void-Baron Axelerhot

Leader
615
XP: 28 (Fast)
Advances: 5
M
WS
BS
 S 
 T 
W
I
A
4"
2+
2+
4
5
3
5+
2
Ld
Cl
Wil
Int
4+
4+
4+
5+
Save
2+

New Skills: 3, WS: +1, BS: +1

Void Baron: This fighter is a Void Baron; any game effect referring to Squat Salvagers or Leaders is applicable to them. This fighter may be equipped from the Squat Salvagers Void Baron Equipment List, uses the Survivor Critical Injury table, and uses the Squat Characteristic Maxima.
Group Activation (2): this fighter may group activate with up to 2 fellow gang members within 12''.
Command Aura (12''): when a fellow gang member within 12'' of this fighter 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.
Hard Headed: When this fighter would be taken Out of Action in close combat and receives an Out Cold result, they may roll a D6 and add their unmodified Toughness to the result; on a 7+ this fighter is not taken Out of Action and remains in play. Additionally, this fighter cannot be the target of the Headbutt (Simple) Action.
Robust: When this fighter makes a Recovery Test for themselves they always count as being assisted even when alone, and may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, this fighter may immediately stand up.
Strider: This fighter's movement is unaffected by difficult terrain, and they may move up to an additional D3'' of distance whenever they take a Double Move or Charge action.
Berserker: When activated, prior to changing facing this fighter may pick an enemy fighter within line of sight and within their vision arc as their target, and declare a Charge against that target. If they do, this fighter may take a Double Move for their Charge (instead of a Standard Move + D3'') and automatically passes any Initiative, Cool, or Willpower test they may be required to make during their Charge (such as when leaping across a gap or engaging an enemy with the Fearsome skill). This fighter must engage their selected target with this Charge if able, and may not engage any other enemy fighter as part of this Charge.
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.
Salvage Boss: When this fighter or a friendly Squat fighter within 9'' takes an opposing fighter Out of Action, this fighter may make a Leadership check. If the check is successful this fighter gains 1 additional XP.
Armor: Power

Modifiers have been applied directly to profile.

Wargear: Armored Undersuit

Modifiers have been applied directly to profile.

Coilgun (Rotundus Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
24''
-2
4
D3
1
5+
Two-handed Power Hammer
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Force Field

A Force Field is an advanced personal field device that manipulates kinetic differentials to cancel or mitigate the impact of incoming attacks. When the wearer of a Force Field is hit by an attack roll a D6 and reduce the Strength of the attack by the amount rolled; if this reduces the Strength of the attack to 0 or less the attack has no effect. This device does nothing against special attacks that lack Strength.

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: Visor

This fighter has a protective visor. You may roll two dice to resist being Blinded and keep the higher die for your result.Roll two dice & keep highest vs Blinding trait.

Grenade: Krak
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KRA-KOW
Sx3
-1
6
-2
D3
4+

Ripped Phule

Champion
355
XP: 22 (Fast)
Advances: 4
M
WS
BS
 S 
 T 
W
I
A
5"
2+
5+
4
4
4
3+
3
Ld
Cl
Wil
Int
8+
3+
5+
7+
Save
6+

New Skills: 1, M: +1, Cl: +1, Wil: +2, Int: +1

Goliath Stimmer: This fighter is a Goliath Stimmer; any game effect referring to Goliaths or Champions is applicable to them. This fighter uses the Goliath Characteristic Maxima, may be equipped from the Goliath Stimmer Equipment List, and when they would choose a Primary Skill they may instead choose a Stimmer Skill. This fighter is not eligible to become a gang Leader if the current Leader is killed or retires.
Combat Stims: If this fighter is Active or Engaged they may use the following free action:
Auto-Stim (Free): Immediately discard up to D3-1 Flesh Wounds this fighter has suffered (if any), and until the end of the round this fighter's Move, Strength, Toughness, and Attacks characteristics are each increased by 2. At the end of the round before the Recovery phase this fighter suffers D3-1 Flesh Wounds; if this reduces the fighter to 0 Toughness or less the fighter goes Out of Action but will be available for the gang's next battle. This ability cannot be used in the same round as another drug stash such as a Stimm Slug Stash.When activated may discard D3-1 Flesh Wounds, and gain +2'' Move, +2 Strength, +2 Toughness, +2 Attacks until end of round. At end of the round before Recovery phase suffer D3-1 Flesh Wounds; if reduced to 0 Toughness go Out of Action. Not combinable with other drug stashes (such as Stimm Slug Stashes).
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.
Berserker: When activated, prior to changing facing this fighter may pick an enemy fighter within line of sight and within their vision arc as their target, and declare a Charge against that target. If they do, this fighter may take a Double Move for their Charge (instead of a Standard Move + D3'') and automatically passes any Initiative, Cool, or Willpower test they may be required to make during their Charge (such as when leaping across a gap or engaging an enemy with the Fearsome skill). This fighter must engage their selected target with this Charge if able, and may not engage any other enemy fighter as part of this Charge.
Vat Enhancements
Grotesque Appearance

Enemy fighters within 6'' must make a Willpower check when they activate if this fighter is within line of sight and in their vision arc, or suffer -1 WS and -1 BS for the duration of their current activation.

Massive Physique

This fighter is very large. Their unarmed attacks have the Melee, Knockback, and Potent traits. If this fighter has one or zero close combat weapons they gain the Dual Weapons bonus dice; the additional dice gained is an unarmed attack. When this fighter is the target of an attack with the Knockback or Drag traits they are only knocked back or dragged on a natural 6, and when this fighter takes the Exert action they may add +1 to their Strength check. However, other fighters gain +1 to hit when attacking this fighter.

Powerful Arms

This fighter may use Unwieldy Weapons as if they were not Unwieldy. Additionally, this fighter's unarmed attacks are resolved at +1 Strength.

Powerful Fists

This fighter's unarmed attacks are resolved at +1 Strength. If this fighter has one or zero close combat weapons they gain the Dual Weapons bonus dice; the additional dice gained is an unarmed attack.

Powerful Legs

Whenever this fighter Charges or takes a Double Move, the fighter may move an additional 2''.

Superior Eyes

This fighter is unaffected by low-light conditions. When this fighter takes the Aim action they may extend the Short Range of the Ranged weapon they are aiming with by 2D3'' (up to but not higher than the maximum range of the weapon). Additionally, the fighter adds 1 to the result of any check to resist being blinded. Unaffected by low-light, Aim adds +2D3'' Long Range, +1 vs blinding.

Superior Physiology

When this fighter suffers a Lasting Injury, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Grievous Injury result. Additionally, if this fighter is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 1 for the purposes of rolls to determine whether they are affected.

Thick Hide

This fighters armor save roll is improved by 1. If this fighter is not wearing any armor they have an armor save of 6+. This cannot be combined with an Armored Undersuit or similar item.

Thick Skull

If this fighter would be taken Out of Action in close combat with 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.

Knuckleduster
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Knuckleduster
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits

Big D

Leader
640
XP: 21 (Fast)
Advances: 4
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
4
5
2
3+
3
Ld
Cl
Wil
Int
4+
3+
6+
6+
Save
6+/5+

New Skills: 2, Enfeebled: 1, Bionic Upgrades: 1, Hobbled: 1, Bionic Legs: 1, Skull Chip, BS: +1, Ld: +1, Wil: +1

Goliath Forge Tyrant: This fighter is a Goliath Forge Tyrant; any game effect referring to Goliaths or Leaders is applicable to them. This fighter may be equipped from the Goliath Forge Tyrant Equipment List, and uses the Goliath Characteristic Maxima.
Group Activation (2): this fighter may group activate with up to 2 fellow gang members within 12''.
Command Aura (12''): when a fellow gang member within 12'' of this fighter 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.
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.
Unstoppable: In the End Phase immediately after Recovery tests are made, you may discard one Flesh Wound that this fighter has suffered.
Fast Shot: This fighter treats the Shoot action as Simple rather than Basic, as long as they do not attack with an Unwieldy weapon for either action.
Superior Physiology

When this fighter suffers a Lasting Injury, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Grievous Injury result. Additionally, if this fighter is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 1 for the purposes of rolls to determine whether they are affected.

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.

Bionics: Bionic Ruggedization

The fighter has had their body improved with subdermal armor, a metallic skeleton, or some other enhancement that makes them more durable. This item may never be removed from the fighter it is attached to. A fighter with this item cancels the first Flesh Wound they would take during a battle.

Grenade Launcher [Frag, Krak]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Frag
6''
24''
+1
3
1
5+
Krak
6''
24''
+1
6
-2
D3
5+
Las-Projector (Ranged weapons)

Modifiers have been applied directly to profile.

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

Modifiers have been applied directly to profile.

Targeter: (Modifiers have been applied directly to profile.)
Cestus (x2)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S
1
-
Bionics: Bionic Leg

Modifiers have been applied directly to profile.

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

Modifiers have been applied directly to profile.

Bionics: Skullchip

Modifiers have been applied directly to profile.

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: Scary Mask

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

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.


Orchid Eclipse

Leader
430
XP: 17 (Fast)
Advances: 3
M
WS
BS
 S 
 T 
W
I
A
6"
2+
2+
4
4
2
2+
2
Ld
Cl
Wil
Int
7+
6+
6+
8+
Save
5+

New Skills: 1, Spinal Injury: 1, Bionic Actuators: 1, WS: +1, BS: +1

Chaos Cultists Demagogue: This fighter is a Chaos Cultists Demagogue; any game effect referring to Chaos Cultists or Leaders is applicable to them. This fighter may be equipped from the Chaos Cultists Demagogue Equipment List, and uses the Normal Human Characteristic Maxima.
Supplicant of the Dark Prince: This fighter serves Slaanesh.
Become Chaos Spawn: If this fighter would be killed you may roll a d6. If a 6 is rolled this fighter is not killed and instead turns into a Chaos Spawn with the same Mutations this fighter had (if any) plus up to 100 credits worth of additional Mutations of your choice; you must replace the fighter's original model with an appropriate Chaos Spawn model (if you cannot, this ability cannot be used). The Chaos Spawn enters play Standing; if the fighter had a Ready marker before this effect was resolved they retain their Ready marker. Any gear this fighter was equipped with is lost and is removed from the gang's Roster. This fighter is no longer the Leader and a new Leader must be selected from among the gang's eligible fighters at this time.
Inspired Delirium: When activated this fighter may attempt a Willpower check. If this check is successful the fighter gains one additional action that they may use during this activation, but if the check is failed the fighter has one less action available to them during this activation.
Cult Leader: While this fighter is Standing, all other fighters in their gang within 9'' may use this fighter's Cool and Willpower characteristics instead of their own when making any checks.
Group Activation (2): this fighter may group activate with up to 2 fellow gang members within 12''.
Daemonic Eyes

This fighter can 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. Unaffected by smoke or low-light, +1 vs blinding.

Poisoned Tongue

A Poisoned Tongue counts as one of this fighter's weapon slots. When making a close combat or ranged attack this fighter may use either of the following profiles instead of an equipped weapon profile, as appropriate:

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
3''
0''
+1
2
-2
1
-
Close Combat
E
+1
2
-2
1
-
Bionics: Bionic Actuators

Modifiers have been applied directly to profile.

Armor: Mesh

Modifiers have been applied directly to profile.

Plasma Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Low
6''
12''
+2
5
-1
2
5+
Maximal
6''
12''
+1
7
-2
3
5+
Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slash
E
+1
S
-1
1
-
Grenade: Krak
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KRA-KOW
Sx3
-1
6
-2
D3
4+

Yubel Dau

Spyrer
280
XP: 17 (Fast)
Advances: 3
M
WS
BS
 S 
 T 
W
I
A
7"
5+
3+
3
3
2
2+
2
Ld
Cl
Wil
Int
7+
4+
5+
5+
Save
5+

New Skills: 2, I: +1

Iron Will: This fighter counts as two (2) fighters for the purposes of Bottle tests while they are on the battlefield and not Seriously Injured or Broken.
Evade: If this fighter is not Seriously Injured, other fighters suffer an additional -1 penalty to their hit rolls for all attacks (ranged and close combat) that target this fighter. Additionally, there is a -1 penalty to Detect this fighter.
Exfiltrate: If this fighter is not Engaged and is not Seriously Injured, they can use the following action:
Extract (Double): This fighter (along with anything they are carrying) is removed from the battlefield; no Lasting Injury roll is made for them and they will be available for the gang's next battle. This fighter is considered to be Out of Action, but in scenarios where gangs gain Victory Points based upon opposing gang fighters that are Out of Action, no Victory Points are gained from this fighter going Out of Action in this way. If this fighter carried an objective item off the battlefield, their gang claimed that item.
Skirmisher: When this fighter makes a Disengage action, enemies the fighter was Engaged with do not make free attacks against them. Additionally, if this fighter is Engaged by an enemy fighter while they are Standing and Readied, this fighter may choose to lose their Ready marker to interrupt the enemy fighter's action to make a Disengage action.

Yeld Hunting Rig

Primary Weapon
Laser Lance
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Zap
15''
30''
+1
4
-1
1
4+
Secondary Weapon
Talons
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Grasp & Pierce
E
+1
S
-1
1
-
Integrated Systems
Wing Pack

When this fighter moves voluntarily by any means, they may fly between raised platforms, up or down to different levels, and over terrain and pitfalls without harm, so long as the fighter does not move through any terrain and ends their movement with their base not overlapping anything else. Additionally, if this fighter falls to a lower level they simply move down without any rolls being made and do not suffer any damage; place the fighter at the nearest possible point on the battlefield near where they would have fallen that their base does not overlap anything else, and observing the 1'' rule.

Optics

A fighter with integrated optics can 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.


Murdering Metor

Specialist
360
XP: 16 (Fast)
Advances: 3
M
WS
BS
 S 
 T 
W
I
A
4"
3+
4+
4
5
1
5+
1
Ld
Cl
Wil
Int
7+
6+
8+
8+
Save
6+/5+

New Skills: 3, Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Bionic Eyes: 1

Goliath Specialist: This fighter is a Goliath Specialist; any game effect referring to Goliaths or Specialists is applicable to them. This fighter may be equipped from the Goliath Specialist Equipment List, and uses the Goliath Characteristic Maxima. During campaign play this fighter Advances as a Hero.
Moving On Up: During campaign play if the gang has an open Champion position this fighter may be promoted to become a Goliath Forge Boss or a Goliath Stimmer. If this option is taken this fighter loses this ability and their current Equipment and Skill Access, and gains the Equipment and Skill Access of the type of Champion they become. If this fighter becomes a Goliath Forge Boss they gain Group Activation (1) and Command Aura (6''), or if they become a Goliath Stimmer they gain the Combat Stims ability; any Skills this fighter already has are retained and their characteristics remain unchanged.
Grenadier: When this fighter throws a Grenade or shoots a Grenade Launcher, their Long range is increased by 4''. When one of this fighter's Grenades scatters, their controlling player may choose to increase or decrease the scatter distance by up to 1''.
Marksman: This fighter may Check the Range before selecting their target(s) while taking a Shoot action and is not affected by the rules for target Priority.
Robust: When this fighter makes a Recovery Test for themselves they always count as being assisted even when alone, and may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, this fighter may immediately stand up.
Trick Shot: This fighter ignores the first -1 penalty that would affect them when making a ranged attack. This skill cannot be used with weapons that have the Template trait.
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.

Bionics: Bionic Ruggedization

The fighter has had their body improved with subdermal armor, a metallic skeleton, or some other enhancement that makes them more durable. This item may never be removed from the fighter it is attached to. A fighter with this item cancels the first Flesh Wound they would take during a battle.

Grenade Launcher [Frag, Krak]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Frag
6''
24''
-1
3
1
5+
Krak
6''
24''
-1
6
-2
D3
5+
Brute Cleaver
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S+1
-1
1
-
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
3
1
4+
Bionics: Bionic Upgrades

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.

Yaeger Anu

Spyrer
280
XP: 16 (Fast)
Advances: 3
M
WS
BS
 S 
 T 
W
I
A
7"
5+
3+
3
3
3
3+
3
Ld
Cl
Wil
Int
7+
4+
5+
5+
Save
5+

W: +1, A: +1, Improved Lance DMG

Iron Will: This fighter counts as two (2) fighters for the purposes of Bottle tests while they are on the battlefield and not Seriously Injured or Broken.
Evade: If this fighter is not Seriously Injured, other fighters suffer an additional -1 penalty to their hit rolls for all attacks (ranged and close combat) that target this fighter. Additionally, there is a -1 penalty to Detect this fighter.

Yeld Hunting Rig

Primary Weapon
Laser Lance
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Zap
15''
30''
+1
4
-1
2
4+
Secondary Weapon
Talons
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Grasp & Pierce
E
+1
S
-1
1
-
Integrated Systems
Wing Pack

When this fighter moves voluntarily by any means, they may fly between raised platforms, up or down to different levels, and over terrain and pitfalls without harm, so long as the fighter does not move through any terrain and ends their movement with their base not overlapping anything else. Additionally, if this fighter falls to a lower level they simply move down without any rolls being made and do not suffer any damage; place the fighter at the nearest possible point on the battlefield near where they would have fallen that their base does not overlap anything else, and observing the 1'' rule.

Optics

A fighter with integrated optics can 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.


Orobas Dau

Spyrer
280
XP: 16 (Fast)
Advances: 3
M
WS
BS
 S 
 T 
W
I
A
4"
3+
3+
4
4
3
6+
3
Ld
Cl
Wil
Int
7+
4+
5+
5+
Save
4+/5+U

New Skills: 1, BS: +1, A: +1

Iron Will: This fighter counts as two (2) fighters for the purposes of Bottle tests while they are on the battlefield and not Seriously Injured or Broken.
True Grit: When making an Injury roll for the fighter, roll one less Injury dice (for example, a Damage 2 weapon would roll one dice). Against attacks with Damage 1 roll two dice and the player controlling the fighter with True Grit then chooses one to discard before resolving the dice effects.
Unstoppable: In the End Phase immediately after Recovery tests are made, you may discard one Flesh Wound that this fighter has suffered.

Orrus Hunting Rig

Primary Weapon
Twin Linked Bolt Launchers
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolts
9''
18''
+1
4
-1
1
4+
Secondary Weapon
Gauntlets
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Rend & Punch
E
+1
S+1
-1
1
-
Integrated Systems
Invulnerability Field

This item grants a 5+ unmodified save. This has been applied directly to profile.

Optics

A fighter with integrated optics can 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.


Spinjahf

Champion
405
XP: 16 (Fast)
Advances: 3
M
WS
BS
 S 
 T 
W
I
A
4"
4+
3+
3
4
2
5+
3
Ld
Cl
Wil
Int
6+
4+
6+
3+
Save
4+

New Skills: 1, A: +1, Cl: +1, Int: +1

Squat Engineer: This fighter is a Squat Engineer; any game effect referring to Squat Salvagers or Champions is applicable to them. This fighter may be equipped from the Squat Salvagers Squat Engineer Equipment List, uses the Survivor Critical Injury table, and uses the Squat Characteristic Maxima.
Hard Headed: When this fighter would be taken Out of Action in close combat and receives an Out Cold result, they may roll a D6 and add their unmodified Toughness to the result; on a 7+ this fighter is not taken Out of Action and remains in play. Additionally, this fighter cannot be the target of the Headbutt (Simple) Action.
Robust: When this fighter makes a Recovery Test for themselves they always count as being assisted even when alone, and may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, this fighter may immediately stand up.
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.
Ballistics Expert: When this fighter takes a Shoot action with a Ranged weapon, the Short range of the weapon gains +3'' and the Long range of the weapon gains +6''. This skill cannot be used with weapons that have the Template or Versatile traits.
Armor: Carapace (Rotundus Pattern)

Modifiers have been applied directly to profile.

Coilgun Repeater (Rotundus Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
12''
36''
-1
4
D3
1
5+
Targeter [Coilgun Repeater (Rotundus Pattern)]

Modifiers have been applied directly to profile.

Targeter: (Modifiers have been applied directly to profile.)
Cestus
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S
1
-
Cloaking Field

A fighter with a Cloaking Field who is in Partial cover is treated as being in Full cover versus ranged attacks that target them. Additionally, there is a -2 penalty to Detect a fighter wearing a Cloaking Field. This item cannot be combined with similar effects such as Cameleoline Cloaks, and cannot be combined with field saves as it is considered to be a type of protective field.

Wargear: Grapnel-Launcher

An Active fighter with a grapnel launcher can make the following action:

Grapnel (Double): Place the fighter at any point on the battlefield within 12'' and along a straight line from their starting position, such that their base does not overlap anything else, and observing the 1'' rule. The fighter must move across a gap and / or pit and / or move up or down one or more levels as part of this movement; simply moving horizontally across the ground or a platform that can be moved over normally is not allowed. This fighter cannot move through obstructing terrain or enemy fighters as part of this action.
Wargear: Grav-chute

If a fighter falls or jumps down to a lower level, they do not suffer any damage and do not become Pinned, they simply move down without any rolls being made; place the fighter at the nearest possible point on the battlefield near where they would have fallen such that their base does not overlap anything else, and observing the 1'' rule. If this is used in conjunction with a Charge and this fighter successfully engages one or more enemies, an extra Attack dice is gained in the ensuing close combat sequence; this extra Attack dice is resolved as a S+1 Unarmed attack.


Magenta

Chaos Spawn
370
M
WS
BS
 S 
 T 
W
I
A
8"
2+
6+
5
5
5
3+
2
Ld
Cl
Wil
Int
12+
2+
2+
12+
Save
3+
Chaos Cultists Chaos Spawn: This fighter is a Chaos Cultists Chaos Spawn; any game effect referring to Chaos Cultists or Chaos Spawns is applicable to them. This fighter may be equipped from the Chaos Cultists Chaos Spawn Equipment List, and uses the Normal Human Characteristic Maxima.
Supplicant of the Dark Prince: This fighter serves Slaanesh.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
Insane: This fighter automatically passes any Cool or Willpower check (including Nerve tests) and fails any Leadership or Intelligence check they are required to make. Additionally, this fighter cannot take Post-Battle Actions.
Superhumanly Tough: This fighter cannot be Pinned or Seriously Injured and does not suffer Flesh Wounds. However when this fighter would take one or more Wounds and has no Wounds remaining, this fighter is instead taken Out of Action. If this fighter is put Out of Action by an attack, the attacker gains D3 additional XP.
Uncertain Defeat: If this fighter is put Out of Action roll a D6 and consult the following table:
  • 1-2: this fighter is removed from play and is sucked into the Warp; remove the fighter from the gang's roster as if they were killed.
  • 3: this fighter is killed, but also explodes. Before removing the fighter from the battlefield center a 5'' Blast template on them; all other targets wholly or partially under the Blast template are hit by a Strength 6, D3 Damage, -1 AP attack with the Knockback trait. After that has been resolved, this fighter is removed from play and removed from the gang's roster.
  • 4: this fighter is removed from play and takes no further part in the battle; they go into Recovery.
  • 5-6: this fighter is removed from play and takes no further part in the battle; they will be available to take part in the gang's next battle.
Bug Eyes

The fighter has a 360° vision arc, and gains +1 to Detect.

Daemonic Claws

If this fighter is Engaged and is able to make a Melee attack, they can use the following action:

Slash (Simple): Select an Engaged target. The target must make an Initiative check with a -1 penalty (if able). If the check is failed or cannot be made, the target suffers a hit resolved using this fighter's Strength, with the Melee, Backstab, Rupture, and Penetrating traits applied.
Poisoned Tongue

A Poisoned Tongue counts as one of this fighter's weapon slots. When making a close combat or ranged attack this fighter may use either of the following profiles instead of an equipped weapon profile, as appropriate:

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
3''
0''
+1
2
-2
1
-
Close Combat
E
+1
2
-2
1
-
Tentacle(s)

This fighter has one or more tentacular appendages. This counts as one of this fighter's weapon slots. When making a close combat or ranged attack this fighter may use either of the following profiles instead of an equipped weapon profile, as appropriate:

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
3''
0''
+1
S
1
-
Close Combat
E
+1
S
1
-