The Seeej Sprawl Smash

Our Necromunda campaign, 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
Reputation
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
Battles
Xp
Next
Adv
Rec
Hired By
Merc
390
6
10
18
2
Merc
345
9
33
35
6
Merc
320
9
25
30
5
Merc
265
9
16
23
3
Merc
255
7
20
23
3
Acme Inc
Merc
255
0
0
5
0
Merc
230
0
0
5
0
Merc
250
5
17
20
3
Merc
235
0
0
5
0
Xor
Merc
170
0
0
5
0
Merc
185
1
5
10
1
Merc
185
1
5
10
1
Merc
175
7
23
18
2
Acme Inc
Merc
135
3
5
5
0
Furiosos
Merc
150
4
11
15
2
Merc
105
2
3
5
0
Merc
80
2
3
5
0
Niv
Merc
60
2
2
5
0
Kip
Merc
55
0
0
5
0

Diana

Merc
390
XP: 10
Advances: 2
M
WS
BS
 S 
 T 
W
I
A
5"
2+
3+
3
3
2
2+
2
Ld
Cl
Wil
Int
7+
5+
7+
6+
Save
5+

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

Escher: This fighter is a Escher; any game effect referring to Eschers is applicable to them. This fighter may be equipped from the Escher Equipment List.
Step Aside: If the fighter is hit in close combat, the fighter can attempt to step aside. Make an Initiative check for them. If the check is passed, the attack misses. This skill can only be used once per enemy in each round or close combat – in other words, if an enemy makes more than one attack, the fighter can only attempt to step aside from one of them.
Dodge: If this fighter suffers a wound from a ranged or close combat attack, roll a D6. On a 6, the attack is dodged and has no effect, otherwise continue to make a save roll as normal. If the model dodges a weapon that uses a Blast marker or Flame template, a roll of 6 does not automatically cancel the attack; instead it allows the fighter to move up to 2'' before seeing whether they are hit (not through obstructions or within 1'' of an enemy fighter).
Armor: Mesh Armor

Modifiers have been applied directly to profile.

Autopistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
18''
+1
3
1
4+
Pistol, Noisy, Rapid Fire (2)
Weapon Attachment: 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.

Shockwhip
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
0''
3''
+1
4
1
-
Shock
Melee
E
-1
4
1
-
Melee, Entangle, Shock
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. A fighter with a steel skull suffers a -1 penalty to all Intelligence checks. When a fighter with a steel skull would be taken Out of Action and receives an Out Cold result, they are not taken Out of Action and remain in play.

Grenade: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
0
0
4+
Grenade, Smoke
Grenade: Plasma
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
5
-1
2
6+
Grenade,  Blast (3'')

Sharif

Merc
345
XP: 33
Advances: 6
M
WS
BS
 S 
 T 
W
I
A
5"
2+
3+
3
3
3
3+
3
Ld
Cl
Wil
Int
5+
6+
6+
7+
Save
4+

New Skills: 1, WS: +1, BS: +1, I: +2, Ld: +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 Human Characteristics Maxima, may be equipped from the Ash Waste Nomad Equipment List, and when they would pick 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 action ends immediately.
Resilient: When a Lasting Injury roll is made for this fighter, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Greivous Injury result.
Armor: Mesh Armor

Modifiers have been applied directly to profile.

Wargear: Armored Undersuit

Modifiers have been applied directly to profile.

Plasma Pistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
5
-1
2
5+
Pistol, Rapid Fire (1)
Power Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S+1
-2
1
-
Melee, Parry, Power
Power Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S
-2
1
-
Melee, Backstab, Power
Wargear: Photo-goggles

A fighter with photo-goggles 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.

Grenade: Plasma
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
5
-1
2
6+
Grenade,  Blast (3'')

Brok

Merc
320
XP: 25
Advances: 5
M
WS
BS
 S 
 T 
W
I
A
6"
3+
2+
4
4
2
4+
2
Ld
Cl
Wil
Int
8+
7+
6+
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: If the fighter attacks with two pistols (two weapons that each have the Pistol trait), they do not suffer the standard -1 penalty to their hit rolls. The fighter may target a different enemy with each pistol.
Bull Charge: When this fighter makes close combat attacks as part of a Charge action, any Melee attacks they use gain the Knockback trait and are resolved at +1 Strength.
Crushing Blow: If this fighter is Engaged and is able to make a Melee attack, they can use the following action:
Crushing Blow (Simple): Pick an Engaged target, and choose one of your Melee weapons. 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 the selected weapon with +1 Strength, +1 Damage, -1 AP, and the Knockback trait added.
Burly: This fighter's unarmed attacks have the Melee and Knockback 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. Additionally 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.
Archeotech: Refractor Field

A Refractor Field grants a 5+ unmodified armor save roll. However a fighter wearing a Refractor Field is easily seen due to the bright energy field surrounding them. Sentries automatically spot a fighter wearing a Refractor Field (even if they are in full cover) within their line of sight up to 24" away. Additionally, for purposes of ranged attack targetting and low light conditions, treat the fighter as if they have a Burn marker on them.

Dueling Laspistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
18''
+1
3
1
3+
Pistol, Accurate, Plentiful, Scathing
Bolt Pistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
9''
18''
+1
4
-1
1
4+
Pistol, Rapid Fire (1)
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
1
-
Melee, Backstab
Grenade: Frag
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
3
1
4+
Grenade, Knockback,  Blast (3'')

Elfred

Merc
265
XP: 16
Advances: 3
M
WS
BS
 S 
 T 
W
I
A
5"
4+
2+
3
3
2
4+
1
Ld
Cl
Wil
Int
8+
7+
8+
5+
Save
4+

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

Trick Shot: When this fighter makes Ranged attacks they reduce any penalties due to cover by 1 step. Thus a -1 penalty becomes - and a -2 penalty becomes -1. Additionally the fighter does not take a penalty for making Ranged attacks against targets that are Engaged.
Backstab: Any close combat weapons used by this fighter gain the Backstab Trait; weapons that already have the Trait add 3 to the attacker's Strength rather than 1 when the Trait is used. Additionally, sentries suffer a -1 penalty when trying to detect this fighter.
Escape Artist: When this fighter makes a Disengage action, enemies the fighter was Engaged with do not make free attacks against them. In addition, if this fighter is Captured at the end of a battle roll a D6. On a result of 2 or more, they slip away and return to their gang unharmed.
Overwatch: If this fighter is Active and Readied, they can interrupt a visible enemy fighters action as soon as it is declared but before it is carried out. This fighter loses their Ready marker, then immediately makes a Shoot action, targeting the enemy fighter whose action has been declared. If the enemy fighter is Pinned or Seriously Injured by this attack, their action is not made and their turn ends immediately.
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, Template, or Scattershot traits.
Armor: Mesh Armor

Modifiers have been applied directly to profile.

Wargear: Tactical Trenchcoat

Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.

Lasgun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Hotshot
18''
32''
+1
3
-1
1
3+
Needle Pistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
6''
12''
+2
4
-1
1
5+
Pistol, Silent, Toxin
Power Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S
-2
1
-
Melee, Backstab, Power
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

When a fighter with a bio scanner takes a Detect (Basic) action, all targets within 12'' are considered to be in their line of sight, they are considered to have a 360 degree vision arc, and they are unaffected by any detection penalties due to the target being in cover.

Krusch

Merc
255
XP: 20
Advances: 3
M
WS
BS
 S 
 T 
W
I
A
5"
2+
5+
4
5
3
5+
3
Ld
Cl
Wil
Int
8+
4+
7+
9+
Save
5+/4+

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

Goliath: This fighter is a Goliath; any game effect referring to Goliaths is applicable to them. This fighter uses the Survivor Critical Injury table, may be equipped from the Goliath Equipment List, and uses the Goliath Characteristic Maxima.
Burly: This fighter's unarmed attacks have the Melee and Knockback 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. Additionally 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.
Iron Jaw: When this fighter would be Seriously Injured in close combat, roll a D6 and then add this fighter's current Toughness (including modifiers such as from Flesh Wounds or a stimm-slug stash). On a 7+ this fighter is not Seriously Injured, and takes a Flesh Wound instead.
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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-1
S+2
-3
3
-
Melee, Pulverize, Knockback, Power, Unwieldy
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. A fighter with a steel skull suffers a -1 penalty to all Intelligence checks. When a fighter with a steel skull would be taken Out of Action and receives an Out Cold result, they are not taken Out of Action and remain in play.

Grenade: Frag
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
3
1
4+
Grenade, Knockback,  Blast (3'')
Grenade: Photon Flash
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
0
0
5+
Grenade, Flash,  Blast (5'')

Hassad

Merc
255
XP: 0
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 Human Characteristics Maxima, may be equipped from the Ash Waste Nomad Equipment List, and when they would pick a Primary Skill they may instead choose a Ash Waste Nomad Skill.
Commanding Presence: If a group is activated, and this fighter is chosen to lead the group, it can include one more fighter than normal (ie, a Champion could activate two other fighters instead of one, or a Leader could activate three, and other types of fighters may activate one other fighter).
Resilient: When a Lasting Injury roll is made for this fighter, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Greivous Injury result.
Armor: Mesh Armor

Modifiers have been applied directly to profile.

Wargear: Armored Undersuit

Modifiers have been applied directly to profile.

Bolter (Locke Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
12''
24''
+1
4
-1
1
5+
Rapid Fire (1)
Power Fist
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S+2
-2
1
-
Melee, Intimidating, Knockback, Power
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
1
-
Melee, Backstab
Wargear: Photo-goggles

A fighter with photo-goggles 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.

Hamed

Merc
230
XP: 0
Advances: 0
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
3
2
3+
1
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 Human Characteristics Maxima, may be equipped from the Ash Waste Nomad Equipment List, and when they would pick 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, as long as they do not attack with an Unwieldy weapon for either action.
Demolitionist: If this fighter is part of a Crew, the controlling player may select a Frag Trap, Melta Trap, or Gas Trap Tactics Card and play it on this fighter at the start of the battle. Additionally if this fighter discovers a placed Booby Trap or similar trap (including by opening caskets or interacting with Scenario specific objects that have traps placed on them or in them), before determining if the device triggers this fighter may make an Intelligence check; if the fighter passes their check the device does not trigger
Armor: Mesh Armor

Modifiers have been applied directly to profile.

Meltagun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+1
8
-4
3
4+
Melta, Scarce
Weapon Attachment: Good Luck Charm (Any weapon)

Once per battle, you may re-roll a Wound roll made for an attack using the attached weapon.

Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
1
-
Melee, Backstab
Grenade: Krak
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
-1
6
-2
2
4+
Grenade, Demolition

Cielos

Merc
250
XP: 17
Advances: 3
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
3
4
2
4+
1
Ld
Cl
Wil
Int
7+
4+
6+
7+
Save
-

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

Hip Shooting: If the fighter is Active, they can make the following action:
Run and Gun (Double): The fighter makes a Double Move, and may attack with a Ranged weapon at any point along their move. This skill may not be used with weapons that have the Unwieldy trait. The fighter suffers a -1'' M penalty when using this action.
Marksman: This fighter is not affected by the rules for target Priority. Additionally when this fighter takes an Aim action with a Ranged weapon, the Short range of the weapon gains +2'' and the Long range of the weapon gains +4''.
Meltagun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+1
8
-4
3
4+
Melta, Scarce
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
3
1
4+
Pistol, Plentiful
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
1
-
Melee, Backstab
Bionics: Bionic Cogitator

Modifiers have been applied directly to profile.

Milgram

Merc
235
XP: 0
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: This fighter is a Orlock; any game effect referring to Orlocks is applicable to them. This fighter may be equipped from the Orlock Equipment List.
Commanding Presence: If a group is activated, and this fighter is chosen to lead the group, it can include one more fighter than normal (ie, a Champion could activate two other fighters instead of one, or a Leader could activate three, and other types of fighters may activate one other fighter).
Inspirational: If a friendly fighter within 12'' of this fighter fails a Cool check, make a Leadership check for this fighter. If it passes, the Cool check is also treated as having been passed.
Tactician: This skill only has an effect in the Pre-Battle Sequence. If this fighter is in a gang's Crew, during the Draw Tactics Cards step of the Pre-Battle Sequence the controlling player may choose any one Tactics Card available to the gang, in addition to any other Tactics Cards available to them for the battle. If the chosen Tactics Card must be played on one of the controlling player's fighters, it must be played on this fighter. Tactician: +1 Tactics Card. If the chosen Tactics Card must be played on a fighter, it must be played on this fighter.
Armor: Mesh Armor

Modifiers have been applied directly to profile.

Autogun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sabot
8''
24''
-1
+1
3
-1
1
5+
Rapid Fire (1)
Weapon Attachment: Extended Clip (Autopistol / Autogun / Assault Rifle)

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.

Weapon Attachment: Bayonet (Basic weapons)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Attached
E
+1
S+1
-1
1
-
Attachment, Melee, Unwieldy
Unattached
E
S
-1
1
-
Attachment, Melee
Dueling Laspistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
18''
+1
3
1
3+
Pistol, Accurate, Plentiful, Scathing
Autopistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
18''
+1
3
1
4+
Pistol, Noisy, Rapid Fire (2)

Xor

Merc
170
XP: 0
Advances: 0
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
3
2
4+
1
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
4+
Delaque: This fighter is a Delaque; any game effect referring to Delaques is applicable to them. This fighter may be equipped from the Delaque Equipment List.
Hip Shooting: If the fighter is Active, they can make the following action:
Run and Gun (Double): The fighter makes a Double Move, and may attack with a Ranged weapon at any point along their move. This skill may not be used with weapons that have the Unwieldy trait. The fighter suffers a -1'' M penalty when using this action.
Gunfighter: If the fighter attacks with two pistols (two weapons that each have the Pistol trait), they do not suffer the standard -1 penalty to their hit rolls. The fighter may target a different enemy with each pistol.
Evade: If this fighter is not Seriously Injured, other fighters suffer an additional -1 modifier to their hit rolls for all attacks (ranged and close combat) that target this fighter. Additionally, sentries suffer a -1 penalty when trying to detect this fighter.
Armor: Mesh Armor

Modifiers have been applied directly to profile.

Wargear: Tactical Trenchcoat

Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.

Bolt Pistol (Locke Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+1
+1
4
-1
1
5+
Pistol, Rapid Fire (1)
Weapon Attachment: Targeter (Ranged weapons)

Modifiers have been applied directly to profile.

Weapon Attachment: 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.

Bolt Pistol (Locke Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+1
+1
4
-1
1
5+
Pistol, Rapid Fire (1)
Weapon Attachment: Targeter (Ranged weapons)

Modifiers have been applied directly to profile.

Weapon Attachment: 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.

Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S
1
-
Melee

Frik

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

BS: +1

Cawdor: This fighter is a Cawdor; any game effect referring to Cawdors is applicable to them. This fighter may be equipped from the Cawdor Equipment List.
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.
Backstab: Any close combat weapons used by this fighter gain the Backstab Trait; weapons that already have the Trait add 3 to the attacker's Strength rather than 1 when the Trait is used. Additionally, sentries suffer a -1 penalty when trying to detect this fighter.
Infiltrate: In scenarios that allow fighters to Infiltrate, this fighter may Infiltrate. Some scenarios may provide alternate instructions, but by default at the end of the Deploy step of the Pre-Battle Sequence, in priority order the controlling player may set up this fighter anywhere on the battlefield that is not visible to or within 6'' of any enemy fighters. Infiltrate: Fighter may Infiltrate, if scenario permits. In priority order set up fighter so that they are not visible to or within 6'' of any enemy fighters (unless scenario specific guidelines are given).
Fearsome: If an enemy attempts to Engage this fighter, they must make a Willpower check. If the check is failed they stop 1'' away from this fighter, cannot Engage, and their action ends immediately.
Armor: Mesh Armor

Modifiers have been applied directly to profile.

Wargear: Tactical Trenchcoat

Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.

Autogun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sabot
8''
24''
-1
+1
3
-1
1
5+
Rapid Fire (1)
Weapon Attachment: Extended Clip (Autopistol / Autogun / Assault Rifle)

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.

Weapon Attachment: 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.

Weapon Attachment: Good Luck Charm (Any weapon)

Once per battle, you may re-roll a Wound roll made for an attack using the attached weapon.

Needle Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
4''
9''
+2
4
-1
1
5+
Pistol, Silent, Scarce, Toxin
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
1
-
Melee, Backstab
Wargear: Scary Mask

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

Frak

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

BS: +1

Cawdor: This fighter is a Cawdor; any game effect referring to Cawdors is applicable to them. This fighter may be equipped from the Cawdor Equipment List.
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.
Backstab: Any close combat weapons used by this fighter gain the Backstab Trait; weapons that already have the Trait add 3 to the attacker's Strength rather than 1 when the Trait is used. Additionally, sentries suffer a -1 penalty when trying to detect this fighter.
Infiltrate: In scenarios that allow fighters to Infiltrate, this fighter may Infiltrate. Some scenarios may provide alternate instructions, but by default at the end of the Deploy step of the Pre-Battle Sequence, in priority order the controlling player may set up this fighter anywhere on the battlefield that is not visible to or within 6'' of any enemy fighters. Infiltrate: Fighter may Infiltrate, if scenario permits. In priority order set up fighter so that they are not visible to or within 6'' of any enemy fighters (unless scenario specific guidelines are given).
Fearsome: If an enemy attempts to Engage this fighter, they must make a Willpower check. If the check is failed they stop 1'' away from this fighter, cannot Engage, and their action ends immediately.
Armor: Mesh Armor

Modifiers have been applied directly to profile.

Wargear: Tactical Trenchcoat

Modifiers have been applied directly to profile. Additionally, sentries suffer a - 1 penalty when trying to spot this fighter.

Shotgun [Executioner, Inferno, Scatter]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Executioner
4''
16''
-1
+1
4
-2
1
6+
Rupture, Scarce
Inferno
4''
16''
+1
4
-1
1
5+
Blaze, Scarce
Scatter
4''
8''
+2
2
1
4+
Scattershot
Needle Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
4''
9''
+2
4
-1
1
5+
Pistol, Silent, Scarce, Toxin
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
1
-
Melee, Backstab
Wargear: Scary Mask

Any Nerve tests 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
175
XP: 23
Advances: 2
M
WS
BS
 S 
 T 
W
I
A
4"
4+
2+
3
5
2
5+
2
Ld
Cl
Wil
Int
8+
5+
8+
8+
Save
-

T: +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 fighter may ignore the standard rule that only one Attack dice can be allocated to a pistol (a weapon with the Pistol trait) when determining Attack dice in close combat. Additionally if they are armed with two pistols, they are considered to be Dual Wielding and gain an additional Attack dice. Finally, the Short Range Accuracy modifiers of this fighter's pistols do apply to hit rolls in close combat.
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.
Plasma Pistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
5
-1
2
5+
Pistol, Rapid Fire (1)
Weapon Attachment: 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.

Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
3
1
4+
Pistol, Plentiful
Power Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S
-2
1
-
Melee, Backstab, Power
Wargear: Photo-goggles

A fighter with photo-goggles 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.

Vanyar

Merc
135
XP: 5
Advances: 0
M
WS
BS
 S 
 T 
W
I
A
5"
4+
2+
3
3
2
4+
1
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
5+
VanSaar: This fighter is a Van Saar; any game effect referring to Van Saar is applicable to them. This fighter may be equipped from the Van Saar Equipment List.
Ballistics Expert: This fighter may Check the Range before they decide to take a Shoot action. Additionally, when this fighter takes an Aim action they gain an additional +1 modifier to their hit roll.
Marksman: This fighter is not affected by the rules for target Priority. Additionally when this fighter takes an Aim action with a Ranged weapon, the Short range of the weapon gains +2'' and the Long range of the weapon gains +4''.
Armor: Mesh Armor

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, or Toxin traits, their Toughness is increased by 3 for the purposes of rolls to determine whether they are affected.

Autogun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sabot
8''
24''
-1
+1
3
-1
1
5+
Rapid Fire (1)
Weapon Attachment: 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.

Autopistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sabot
4''
12''
-1
+1
3
-1
1
5+
Pistol, Rapid Fire (1)
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
1
-
Melee, Backstab

Shotgun Jonny

Merc
150
XP: 11
Advances: 2
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
4
2
4+
1
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
5+

BS: +1, T: +1

Orlock: This fighter is a Orlock; any game effect referring to Orlocks is applicable to them. This fighter may be equipped from the Orlock Equipment List.
Hip Shooting: If the fighter is Active, they can make the following action:
Run and Gun (Double): The fighter makes a Double Move, and may attack with a Ranged weapon at any point along their move. This skill may not be used with weapons that have the Unwieldy trait. The fighter suffers a -1'' M penalty when using this action.
Armor: Mesh Armor

Modifiers have been applied directly to profile.

Shotgun [Acid, Inferno, Solid]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Acid
4''
16''
+1
3
-1
1
4+
Blaze, Scattershot
Inferno
4''
16''
+1
4
-1
1
5+
Blaze, Scarce
Solid
8''
16''
+1
4
2
4+
Knockback
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
3
1
4+
Pistol, Plentiful
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
1
-
Melee, Backstab
Grenade: Frag
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
3
1
4+
Grenade, Knockback,  Blast (3'')

Hasid

Merc
105
XP: 3
Advances: 0
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
2
3+
1
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 Human Characteristics Maxima, may be equipped from the Ash Waste Nomad Equipment List, and when they would pick 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 or 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 Armor

Modifiers have been applied directly to profile.

Lasgun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
18''
24''
+1
3
1
2+
Plentiful
Needle Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
4''
9''
+2
4
-1
1
5+
Pistol, Silent, Scarce, Toxin
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
1
-
Melee, Backstab
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
80
XP: 3
Advances: 0
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
3
2
4+
1
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
6+/5+
Hip Shooting: If the fighter is Active, they can make the following action:
Run and Gun (Double): The fighter makes a Double Move, and may attack with a Ranged weapon at any point along their move. This skill may not be used with weapons that have the Unwieldy trait. The fighter suffers a -1'' M penalty when using this action.
Gunfighter: If the fighter attacks with two pistols (two weapons that each have the Pistol trait), they do not suffer the standard -1 penalty to their hit rolls. The fighter may target a different enemy with each pistol.
Armor: Flak Armor

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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
8''
12''
+1
3
1
2+
Pistol, Plentiful
Autopistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+1
3
1
4+
Pistol, Rapid Fire (1)
Wargear: Shades

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

Wargear: Impressive Headgear

Add 1 to the result of any Cool checks and Willpower checks for fighters while they are within 6" and line of sight to a member of their gang who is wearing Impressive Headgear.

Niv

Merc
60
XP: 2
Advances: 0
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
2
4+
1
Ld
Cl
Wil
Int
8+
6+
8+
8+
Save
-
Orlock: This fighter is a Orlock; any game effect referring to Orlocks is applicable to them. This fighter may be equipped from the Orlock Equipment List.
Trick Shot: When this fighter makes Ranged attacks they reduce any penalties due to cover by 1 step. Thus a -1 penalty becomes - and a -2 penalty becomes -1. Additionally the fighter does not take a penalty for making Ranged attacks against targets that are Engaged.
Nerves of Steel: When the fighter is hit by a ranged attack you may choose to make a Cool check for them, if it is passed they are not Pinned.
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
6''
12''
+2
3
1
4+
Pistol, Plentiful
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
1
-
Melee, Backstab

Kip

Merc
55
XP: 0
Advances: 0
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
2
4+
1
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
6+U*
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.
Sprint: As a Double Action the fighter may take three Standard Moves. If the fighter moves at least 12'' on the battlefield during this action, ranged attacks against them take an additional -1 penalty to hit until the fighter's 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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+1
3
1
4+
Pistol, Rapid Fire (1)
Weapon Attachment: Extended Clip (Autopistol / Autogun / Assault Rifle)

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.

Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
1
-
Melee, Backstab

Bounty Hunters

Name
Type
Cost
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
0
Bounty Hunter
0
0
0
0
0
Bounty Hunter
0
2
0
0
0

Gorn

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

Eye Injury: 1, 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 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 uses the Charge action, if they declare an opposing fighter in their line of sight as their target and can move in an unobstructed straight line to that target, they may take a Double Move instead of a Standard Move + D3''. Additionally, if this fighter successfully engages their target immediately discard one Flesh Wound from this fighter's card.
Bull Charge: When this fighter makes close combat attacks as part of a Charge action, any Melee attacks they use 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 action ends immediately.
Headbutt: If this fighter is Engaged, they can use the following action:
Headbutt (Simple): Pick an Engaged enemy fighter. This fighter rolls a D6 and the chosen enemy fighter rolls a D3, then each fighter adds their current Toughness to their results. If this fighter's result is higher, the enemy fighter is momentarily staggered and cannot make Reaction attacks the next time they are attacked in close combat this turn. If this fighter's result is lower, their turn ends immediately. In the case of a tie, nothing happens and this fighter's turn resumes.
Armor: Carapace Armor

Modifiers have been applied directly to profile.

Combat Shotgun [Salvo, Seeker]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Salvo
4''
12''
+1
4
2
4+
Knockback, Rapid Fire (1)
Seeker
6''
18''
+2
+1
3
1
4+
Accurate
Plasma Pistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
5
-1
2
5+
Pistol, Rapid Fire (1)
Stub Pistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
9''
18''
+1
4
1
4+
Pistol, Knockback, Plentiful
Chainsword (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
5
-1
1
-
Melee, Parry, Rending, Noisy
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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
5
-1
2
6+
Grenade,  Blast (3'')

Targ

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

Hand Injury: 1, Bionic Arms: 1, Eye Injury: 1, Bionic Eyes: 1, Hobbled: 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 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.
Backstab: Any close combat weapons used by this fighter gain the Backstab Trait; weapons that already have the Trait add 3 to the attacker's Strength rather than 1 when the Trait is used. Additionally, sentries suffer a -1 penalty when trying to detect this fighter.
Evade: If this fighter is not Seriously Injured, other fighters suffer an additional -1 modifier to their hit rolls for all attacks (ranged and close combat) that target this fighter. Additionally, sentries suffer a -1 penalty when trying to detect this fighter.
Infiltrate: In scenarios that allow fighters to Infiltrate, this fighter may Infiltrate. Some scenarios may provide alternate instructions, but by default at the end of the Deploy step of the Pre-Battle Sequence, in priority order the controlling player may set up this fighter anywhere on the battlefield that is not visible to or within 6'' of any enemy fighters. Infiltrate: Fighter may Infiltrate, if scenario permits. In priority order set up fighter so that they are not visible to or within 6'' of any enemy fighters (unless scenario specific guidelines are given).
Armor: Mesh Armor

Modifiers have been applied directly to profile.

Shotgun [Acid, Executioner]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Acid
4''
16''
+1
3
-1
1
4+
Blaze, Scattershot
Executioner
4''
16''
-1
+1
4
-2
1
6+
Rupture, Scarce
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
1
-
Melee, Backstab
Grenade: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
0
0
4+
Grenade, Smoke
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, - AP, 1 Damage close combat weapon with the Melee trait, and thus grants a Dual Weapon dice in close combat if the fighter has another close combat weapon.
Bionics: Bionic Leg

Modifiers have been applied directly to profile.

Bionic Kick (Basic): You may pick 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. A fighter with a steel skull suffers a -1 penalty to all Intelligence checks. When a fighter with a steel skull would be taken Out of Action and receives an Out Cold result, they are not taken Out of Action and remain in play.

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.

Yola

Bounty Hunter
0
XP: 0
Advances: 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+

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 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: This fighter is a Escher; any game effect referring to Eschers is applicable to them. This fighter may be equipped from the Escher Equipment List.
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 an enemy fighter gets into base to base contact with a friendly fighter within 6'' of this fighter (by any means) this fighter may interrupt that fighter's action to Counter-Charge. This fighter loses their Ready marker, then immediately makes a Charge action targeting the enemy fighter. If the enemy fighter is Seriously Injured or taken Out of Action by this fighter's Charge the enemy fighter's turn ends immediately, otherwise the enemy fighter's action resumes from the point it was interrupted.
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.
Step Aside: If the fighter is hit in close combat, the fighter can attempt to step aside. Make an Initiative check for them. If the check is passed, the attack misses. This skill can only be used once per enemy in each round or close combat – in other words, if an enemy makes more than one attack, the fighter can only attempt to step aside from one of them.
Dodge: If this fighter suffers a wound from a ranged or close combat attack, roll a D6. On a 6, the attack is dodged and has no effect, otherwise continue to make a save roll as normal. If the model dodges a weapon that uses a Blast marker or Flame template, a roll of 6 does not automatically cancel the attack; instead it allows the fighter to move up to 2'' before seeing whether they are hit (not through obstructions or within 1'' of an enemy fighter).
Armor: Hazard Suit

Modifiers have been applied directly to profile. Additionally, when a hazard suit is combined with a Respirator the fighter's Toughness is increased by 3 against Gas attacks rather than the usual 2.

Needle Pistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
6''
12''
+2
4
-1
1
5+
Pistol, Silent, Toxin
Stiletto Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
-1
1
-
Melee, Toxin
Archeotech: 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 for free:

Digilaser Blast (Basic): Pick an engaged enemy fighter. That fighter must make an Initiative check. If the enemy fighter fails their check they suffer D3 hits resolved as Strength 3, AP-1, and Damage 1.
Wargear: Chem-Synth

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

Synthesize Poison (Basic): This fighter selects one of their weapon profiles that has the Gas or Toxin trait; that weapon profile temporarily 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 or Ranged attack using it is resolved.Pick 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

A fighter with photo-goggles 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.

Wargear: AE stash

When an Active or Pinned fighter with a AE stash is activated, they may use their AE stash as a free action. Until the end of the round, the fighter adds 1 to the result of any hit rolls they make and gains a +1 modifier to all characteristic checks they make. Additionally if the fighter takes a Charge action they may make a Double Move instead of a Standard Move + D3". At the start of the End phase roll a D6; on a 1 or 2 the fighter takes a Flesh Wound. If a fighter uses an AE stash during a battle, the AE stash is deleted from their Fighter card when the battle ends. May use as a free action if Active or Pinned. Until end of round, +1 to hit rolls, +1 to characteristic checks, Double Move on Charge. At start of End phase roll D6; on a 1 or 2 take a Flesh Wound. If used, delete at end of battle.

Wargear: Extra Ammo

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

Grenade: Choke Gas
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Choke
Sx3
0
0
4+
Blast (3''), Gas, Limited

Grend

Bounty Hunter
0
XP: 0
Advances: 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
5+/4+
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 pick a Primary Skill they may instead choose a Squat Skill.

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 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: This fighter's gang subtracts 1 from the result of any Bottle rolls while this fighter is on the battlefield and not Seriously Injured.
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.
Armor: Flak Armor

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)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
18''
24''
4
1
5+
Penetrating, Rapid Fire (1), Rending
Weapon Attachment: Targeter (Ranged weapons)

Modifiers have been applied directly to profile.

Spud Jacker
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S+1
1
-
Melee, Knockback
Power Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S+1
-2
1
-
Melee, Parry, Power
Wargear: Photo-goggles

A fighter with photo-goggles 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.

Wargear: Extra Ammo

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

Grenade: Tanglefoot
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
0
0
4+
Grenade, Heavy-G, Limited
Grenade: Frag
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
3
1
4+
Grenade, Knockback,  Blast (3'')

Deacon Shrill

Bounty Hunter
0
XP: 0
Advances: 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 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: If a group is activated, and this fighter is chosen to lead the group, it can include one more fighter than normal (ie, a Champion could activate two other fighters instead of one, or a Leader could activate three, and other types of fighters may activate one other fighter).
Inspirational: If a friendly fighter within 12'' of this fighter fails a Cool check, make a Leadership check for this fighter. If it passes, the Cool check is also treated as having been passed.
Fearsome: If an enemy attempts to Engage this fighter, they must make a Willpower check. If the check is failed they stop 1'' away from this fighter, cannot Engage, and their action ends immediately.
Counter-Charge: If this fighter is Active and Readied, when an enemy fighter gets into base to base contact with a friendly fighter within 6'' of this fighter (by any means) this fighter may interrupt that fighter's action to Counter-Charge. This fighter loses their Ready marker, then immediately makes a Charge action targeting the enemy fighter. If the enemy fighter is Seriously Injured or taken Out of Action by this fighter's Charge the enemy fighter's turn ends immediately, otherwise the enemy fighter's action resumes from the point it was interrupted.
Berserker: When this fighter uses the Charge action, if they declare an opposing fighter in their line of sight as their target and can move in an unobstructed straight line to that target, they may take a Double Move instead of a Standard Move + D3''. Additionally, if this fighter successfully engages their target immediately discard one Flesh Wound from this fighter's card.
Archeotech: 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
8
-4
3
4+
Pistol, Melta, Scarce
Power Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S+1
-2
1
-
Melee, Parry, Power
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.

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 an Active or Pinned fighter with a frenzon stash is activated, they may use their frenzon stash as a free action. The fighter can make a free Stand Up action if Pinned. Until the end of the round the fighter automatically passes any Cool or Willpower check they are required to make, and treat the Fight (Basic) action as a Fight (Simple) action. At the start of the End phase roll a D6; on a natural 1 the fighter takes a Flesh Wound. If a fighter uses a frenzon stash during a battle, the frenzon stash is deleted from their fighter card when the battle ends. May use as a free action if Active or Pinned. Stand up if Pinned. Until end of round, auto-pass Cool and Willpower checks, treat Fight as a Simple action. At start of End phase roll D6; on a natural 1 take a Flesh Wound. If used, delete at end of battle.


Gallery