Green Meanies
Eddie
Reputation
Turf
Credits
Rating
19
4
340
2670
Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Leader
310
10
20
23
3
Champion
360
9
16
18
2
Champion
395
9
11
16
2
Champion
355
4
9
11
1
Specialist
245
10
19
21
3
Ganger
230
9
15
20
3
Ganger
255
9
16
20
3
Ganger
195
4
8
10
1
Ganger
80
3
8
10
1
Juve
195
4
7
10
1
Rogue Doc
50
0
0
0
0
Turf (x 3): The gang controls an area or resource within the underhive that allows the gang to take the Work the Turf Post-Battle Action.
Workshop: For each Workshop the gang controls, during the Buy Common Equipment step of the Post-Battle Sequence the controlling player may select an item from the gang's Equipment List. The gang may purchase one of those items at 2D3 x 10 credits less than its normal cost (to a minimum of 0 credits).
Log

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

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

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

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

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

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

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

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

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

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

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

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

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

S.B. Sabatt

Bounties: 0
Leader
310
M
WS
BS
 S 
 T 
W
I
A
4"
3+
2+
3
2
2
5+
2
Ld
Cl
Wil
Int
4+
5+
5+
4+
Save
3+

New Skills: 3

Van Saar Prime: This fighter is a Van Saar Prime; any game effect referring to Van Saars or Leaders is applicable to them. This fighter may be equipped from the Van Saar Prime Equipment List, and uses the Van Saar Characteristic Maxima.
Group Activation (2): this fighter may group activate with up to 2 fellow gang members within 12''.
Command Aura (12''): 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.
Fixer: This skill only has an effect in the Post-Battle Sequence. If this fighter is not Captured, in Recovery, or Critically Injured, they may take one more Post-Battle Action than they normally would be able to. Fighters who are not normally able to take Post-Battle Actions that have this skill are able to take one Post-Battle Action.
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.
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.
Precision Shot: The Armor Penetration of Ranged attacks made by this fighter are increased by 1 step. For instance, AP - becomes AP -1, AP -1 becomes AP -2, and so on. Additionally, when this fighter's Ranged attacks miss their target the Stray Shots rules do not apply. This skill cannot be used with weapons that have the Blast, Rapid Fire, Scattershot, or Template traits.
Armor: Mesh

Modifiers have been applied directly to profile.

Wargear: Armored Body Glove

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

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

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

Stabilize Weapon (Basic): The Short range of the attached weapon gains +2'' and the Long range of the attached weapon gains +4''. If the weapon is Unwieldy, this fighter may take a free Aim action prior to taking a Shoot action with the weapon. This bonus is removed if this fighter changes facing, takes an action other than Aim or Shoot, or moves for any reason (including Knockback, standing up if prone, or falling prone if standing).
Speed Loader (Ranged weapons)

When the fighter using the weapon this item is attached to is activated, if the weapon has a weapon profile that is Out of Ammo and the ammo type is not Scarce or Limited, the fighter may make a free Reload (Simple) action.

Speed Loader: May take free Reload (Simple) action when activated.
Subcarbine Laspistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew Pew!
8''
12''
+1
3
1
4+
Energy Shield (Hystrar Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Aegis
E
S
1
-
Wargear: Photo-goggles

This fighter can attack through smoke clouds and is unaffected by low-light conditions. Additionally, this fighter adds 1 to the result of any check to resist being blinded. A fighter with photo-goggles gains no benefit from using similar items, or weapon sights of any kind Unaffected by smoke or low-light, +1 vs blinding.

B.D. Ysturbyd

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

New Skills: 2

Van Saar Augmek: This fighter is a Van Saar Augmek; any game effect referring to Van Saars or Champions is applicable to them. This fighter may be equipped from the Van Saar Augmek Equipment List, and uses the Van Saar Characteristic Maxima.
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 6''.
Command Aura (6''): when a fellow gang member within 6'' 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.
Fixer: This skill only has an effect in the Post-Battle Sequence. If this fighter is not Captured, in Recovery, or Critically Injured, they may take one more Post-Battle Action than they normally would be able to. Fighters who are not normally able to take Post-Battle Actions that have this skill are able to take one Post-Battle Action.
Munitioneer: When you set this fighter up onto the battlefield, you may also set up D3 ammo caches within 4'' of them.
Bulging Biceps: This fighter removes the Unwieldy trait from one weapon they are equipped with that has the trait; text from the trait itself and other rules text that refers to the trait do not apply to this fighter for that weapon. This fighter can change which weapon they apply this skill to during the Update Roster step of the Post-Battle Sequence.
Armor: Mesh

Modifiers have been applied directly to profile.

Wargear: Armored Body Glove

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

Radcannon
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
16''
32''
-1
2
-2
1
4+
Speed Loader (Ranged weapons)

When the fighter using the weapon this item is attached to is activated, if the weapon has a weapon profile that is Out of Ammo and the ammo type is not Scarce or Limited, the fighter may make a free Reload (Simple) action.

Speed Loader: May take free Reload (Simple) action when activated.
Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shiv
E
S
-1
1
-
Wargear: Spider Optics

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

B.C. Ghost

Bounties: 0
Champion
395
M
WS
BS
 S 
 T 
W
I
A
4"
2+
2+
3
2
2
5+
3
Ld
Cl
Wil
Int
5+
6+
6+
5+
Save
3+

WS: +1, A: +1

Van Saar Augmek: This fighter is a Van Saar Augmek; any game effect referring to Van Saars or Champions is applicable to them. This fighter may be equipped from the Van Saar Augmek Equipment List, and uses the Van Saar Characteristic Maxima.
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 6''.
Command Aura (6''): when a fellow gang member within 6'' 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.
Fixer: This skill only has an effect in the Post-Battle Sequence. If this fighter is not Captured, in Recovery, or Critically Injured, they may take one more Post-Battle Action than they normally would be able to. Fighters who are not normally able to take Post-Battle Actions that have this skill are able to take one Post-Battle Action.
Armor: Mesh

Modifiers have been applied directly to profile.

Wargear: Armored Body Glove

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

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

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

Jump Pack

An Active fighter with a jump pack can make the following action:

Lift-off (Double): The fighter can move up to 16'' horizontally in any direction. This move can take the fighter to a different level up or down, as long as they do not move through any terrain. If the fighter lands within 1'' of one or more enemy fighters they must move into base contact and become Engaged with at least one of them. If they do this and are Engaged at the end of the action, they can immediately make a free Fight (Basic) action and count as having charged their opponent.
Bionics: Biobooster

The first time in each game that an Injury roll is made for a fighter with a biobooster, one less Injury dice is rolled. If only one dice should have been rolled, no Injury roll is made and the fighter takes a Flesh Wound.

Wargear: Photo-goggles

This fighter can attack through smoke clouds and is unaffected by low-light conditions. Additionally, this fighter adds 1 to the result of any check to resist being blinded. A fighter with photo-goggles gains no benefit from using similar items, or weapon sights of any kind Unaffected by smoke or low-light, +1 vs blinding.

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

A.I. Chainz

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

New Skills: 1

Van Saar Augmek: This fighter is a Van Saar Augmek; any game effect referring to Van Saars or Champions is applicable to them. This fighter may be equipped from the Van Saar Augmek Equipment List, and uses the Van Saar Characteristic Maxima.
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 6''.
Command Aura (6''): when a fellow gang member within 6'' 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.
Hip Shooting: If this fighter is Active, they can make the following action:
Run and Gun (Double): This fighter makes a Standard Move, adding +D3'' to the distance they can move. At any point along their move this fighter may make a single free Shoot action resolved normally, using a weapon they are equipped with that does not have the Unwieldy trait.
Trick Shot: 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: Mesh

Modifiers have been applied directly to profile.

Wargear: Armored Body Glove

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

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

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

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

If a fighter with extra ammo fails an Ammo check the player controlling the fighter may choose to delete Extra Ammo from the Fighter's card immediately to cancel the outcome of the failed Ammo check; play proceeds as if the fighter had passed their Ammo check. If Ammo check fails, may delete Extra Ammo to pass Ammo check.

L.Z. Eplin

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

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

Van Saar Specialist: This fighter is a Van Saar Specialist; any game effect referring to Van Saars or Specialists is applicable to them. This fighter may be equipped from the Van Saar Specialist Equipment List, and uses the Van Saar Characteristic Maxima. During campaign play this fighter Advances as a Hero.
Moving On Up: During campaign play if the gang has an open Champion position this fighter may be promoted to become a Van Saar Augmek. If this option is taken this fighter loses this ability and their current Equipment and Skill Access, and gains Group Activation (1), Command Aura (6''), and the Equipment and Skill Access of a Van Saar Augmek; any Skills this fighter already has are retained and their characteristics remain unchanged.
Hip Shooting: If this fighter is Active, they can make the following action:
Run and Gun (Double): This fighter makes a Standard Move, adding +D3'' to the distance they can move. At any point along their move this fighter may make a single free Shoot action resolved normally, using a weapon they are equipped with that does not have the Unwieldy trait.
Trick Shot: 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: Mesh

Modifiers have been applied directly to profile.

Wargear: Armored Body Glove

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

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

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

Bionics: Bionic Leg

Modifiers have been applied directly to profile.

Bionic Kick (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.

G.V. Fleet

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

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

Van Saar Tek: This fighter is a Van Saar Tek; any game effect referring to Van Saars or Gangers is applicable to them. This fighter may be equipped from the Van Saar Tek Equipment List, and uses the Van Saar Characteristic Maxima.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Specialist (gaining a Primary Skill choice in the process) and losing this ability.
Armor: Mesh

Modifiers have been applied directly to profile.

Wargear: Armored Body Glove

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

Suppression Laser [Shortburst]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shortburst
8''
16''
+1
4
2
4+
Bionics: Bionic Eye

Modifiers have been applied directly to profile.

Improved Optics: A fighter with at least one bionic eye can see and attack through smoke clouds and is unaffected by low-light conditions. Additionally, the fighter adds 1 to the result of any check to resist being blinded for each bionic eye they have. A fighter with one or more bionic eyes gains no benefit from using photo-goggles or similar items, or weapon sights of any kind.
Grenade: Rad
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-KLICK
Sx3
-1
2
-2
1
4+

F.O. O'fytyr

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

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

Van Saar Tek: This fighter is a Van Saar Tek; any game effect referring to Van Saars or Gangers is applicable to them. This fighter may be equipped from the Van Saar Tek Equipment List, and uses the Van Saar Characteristic Maxima.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Specialist (gaining a Primary Skill choice in the process) and losing this ability.
Armor: Hazard Suit

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

Wargear: Armored Body Glove

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

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

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

Grapnel (Double): Place 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.
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.
Wargear: Spider Optics

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

Wargear: Extra Ammo

If a fighter with extra ammo fails an Ammo check the player controlling the fighter may choose to delete Extra Ammo from the Fighter's card immediately to cancel the outcome of the failed Ammo check; play proceeds as if the fighter had passed their Ammo check. If Ammo check fails, may delete Extra Ammo to pass Ammo check.

G.O. Rillaz

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

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

Van Saar Tek: This fighter is a Van Saar Tek; any game effect referring to Van Saars or Gangers is applicable to them. This fighter may be equipped from the Van Saar Tek Equipment List, and uses the Van Saar Characteristic Maxima.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Specialist (gaining a Primary Skill choice in the process) and losing this ability.
Armor: Hazard Suit

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

Wargear: Armored Body Glove

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

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

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

Bionics: Bionic Cogitator

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

S.G. Pumpkyn

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

Ld: +1, Cl: +1

Van Saar Tek: This fighter is a Van Saar Tek; any game effect referring to Van Saars or Gangers is applicable to them. This fighter may be equipped from the Van Saar Tek Equipment List, and uses the Van Saar Characteristic Maxima.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Specialist (gaining a Primary Skill choice in the process) and losing this ability.
Armor: Hazard Suit

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

Wargear: Armored Body Glove

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

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

G.N. Rosey

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

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

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

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

Wargear: Armored Body Glove

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

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

If a fighter with extra ammo fails an Ammo check the player controlling the fighter may choose to delete Extra Ammo from the Fighter's card immediately to cancel the outcome of the failed Ammo check; play proceeds as if the fighter had passed their Ammo check. If Ammo check fails, may delete Extra Ammo to pass Ammo check.

Bionics: Bionic Leg

Modifiers have been applied directly to profile.

Bionic Kick (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.

Dr. Feelgood

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

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