Bloodhands
Eddie
Reputation
Turf
Credits
Rating
30
2
105
3335/3060
Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Leader
595
16
38
41
5
Champion
475
16
54
59
10
Champion
345
14
41
47
6
Champion
465
8
26
32
5
Champion
470
3
10
16
1
Specialist
325
14
24
25
4
Guilders
Specialist
160
15
24
27
4
Specialist
120
13
18
20
3
Specialist
220
16
22
25
5
Ganger
110
7
12
15
2
Rogue Doc
50
0
0
0
0
Turf: The gang controls an area or resource within the underhive that allows the gang to take the Work the Turf Post-Battle Action.
Drug Lab: When the gang collects income, for each Drug Lab the gang controls the gang gains D3 free AE stash, Frenzon stash, Meds stash, or Stimm-slug stash of the controlling player's choice, which is added to the gang's Stash immediately.
Stash
3 free AE stash, Frenzon stash, Meds stash, or Stimm-slug stash (player needs to choose)

Darek the Demolisher

Bounties: 1
Leader
595
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
4
6
3
2+
3
Ld
Cl
Wil
Int
6+
4+
9+
7+
Save
6+/5+

New Skills: 3, Enfeebled: 1, Bionic Upgrades: 1, Head Injury: 1, Hobbled: 1, Bionic Legs: 1, Skull Chip, T: +1, W: +1

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.
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.
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.
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.
Armor: Furnace Plates

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks that hit within the fighter's front arc.

Bionics: Bionic Ruggedization

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

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

Modifiers have been applied directly to profile.

Weapon Attachment: Targeter (Ranged weapons)

Modifiers have been applied directly to profile.

Cestus (x2)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S
1
-
Melee, Parry
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: Bionic Upgrades

Modifiers have been applied directly to profile.

Bionics: Skullchip

Modifiers have been applied directly to profile.

Wargear: Respirator

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

Wargear: Scary Mask

Any 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.

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: Stimm-slug stash

When an Active or Pinned fighter with a stimm-slug stash is activated, they may use their stimm-slug stash as a free action. Immediately discard one Flesh Wound from the fighter's card, if any are present. Until the end of the round, the fighter's Move, Strength and Toughness characteristics are each increased by 2. At the start of the End phase roll a D6; on a 1 or 2 roll an Injury dice and apply the result to the fighter. If a fighter uses a stimm-slug stash during a battle, the stimm-slug 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, Move, Strength, Toughness increased by 2. At start of End phase roll D6; on a 1 or 2 roll an Injury dice for this fighter. 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.

Enzo the MAD

Bounties: 1
Champion
475
M
WS
BS
 S 
 T 
W
I
A
5"
2+
3+
4
6
2
3+
2
Ld
Cl
Wil
Int
6+
5+
8+
8+
Save
6+/5+

New Skills: 5, Enfeebled: 1, Bionic Upgrades: 1, M: +1, WS: +1, BS: +1, T: +1, I: +1

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.
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.
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.
Impetuous: When this fighter Consolidates at the end of a close combat, they may move up to their Movement (instead of up to 2''). While Consolidating, this fighter automatically passes any Initiative, Cool, or Willpower test they may be required to make (such as when leaping across a gap or Engaging an enemy with the Fearsome skill).
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.
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: Furnace Plates

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks that hit within the fighter's front arc.

Bionics: Bionic Ruggedization

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

Combat Shotgun [Incendiary, Salvo, Shredder]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Incendiary
4''
16''
+1
4
-1
1
6+
Blaze, Scarce
Salvo
4''
12''
+1
4
2
4+
Knockback, Rapid Fire (1)
Shredder
T
2
1
4+
Scattershot, Template
Renderizer
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S+2
-1
2
-
Melee, Rending, Pulverize, Unwieldy
Bionics: Bionic Upgrades

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.

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.

Wargear: Stimm-slug stash

When an Active or Pinned fighter with a stimm-slug stash is activated, they may use their stimm-slug stash as a free action. Immediately discard one Flesh Wound from the fighter's card, if any are present. Until the end of the round, the fighter's Move, Strength and Toughness characteristics are each increased by 2. At the start of the End phase roll a D6; on a 1 or 2 roll an Injury dice and apply the result to the fighter. If a fighter uses a stimm-slug stash during a battle, the stimm-slug 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, Move, Strength, Toughness increased by 2. At start of End phase roll D6; on a 1 or 2 roll an Injury dice for this fighter. 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.

Yorg the Mostly Unclothed

Champion
345
M
WS
BS
 S 
 T 
W
I
A
5"
3+
5+
5
6
3
4+
2
Ld
Cl
Wil
Int
6+
5+
8+
8+
Save
6+U*

New Skills: 3, Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Spinal Injury: 1, Bionic Actuators: 1, M: +1, T: +1, W: +1

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.
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.
Unstoppable: In the End Phase immediately after Recovery tests are made, you may discard one Flesh Wound that this fighter has suffered.
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.
Armor: Fighting Harness

A fighter with a Fighting Harness gains a Parry in close combat. (*) Additionally, a Fighting Harness grants a unmodifiable Armor save of 6+ in close combat.

Bionics: Bionic Ruggedization

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

Blunt Weapon
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Smash
E
S
2
-
Melee
Blunt Weapon
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Smash
E
S
2
-
Melee
Bionics: Bionic Actuators

Modifiers have been applied directly to profile.

Bionics: Bionic Upgrades

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.

Wargear: Ratskin Hides

When this fighter is targeted by ranged attacks at Long range, there is a -1 modifier to the hit roll. Additionally, sentries suffer a -1 penalty when trying to spot a fighter equipped with Ratskin Hides.

Grenade: Frag
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
3
1
4+
Grenade, Knockback,  Blast (3'')
Wargear: Stimm-slug stash

When an Active or Pinned fighter with a stimm-slug stash is activated, they may use their stimm-slug stash as a free action. Immediately discard one Flesh Wound from the fighter's card, if any are present. Until the end of the round, the fighter's Move, Strength and Toughness characteristics are each increased by 2. At the start of the End phase roll a D6; on a 1 or 2 roll an Injury dice and apply the result to the fighter. If a fighter uses a stimm-slug stash during a battle, the stimm-slug 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, Move, Strength, Toughness increased by 2. At start of End phase roll D6; on a 1 or 2 roll an Injury dice for this fighter. If used, delete at end of battle.

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.

Zurgo the Helmsmasher

Champion
465
M
WS
BS
 S 
 T 
W
I
A
4"
2+
2+
4
5
3
4+
2
Ld
Cl
Wil
Int
6+
5+
8+
8+
Save
6+/5+

New Skills: 2, Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Bionic Eyes: 1, WS: +1, BS: +1, W: +1

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.
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.
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.
Armor: Furnace Plates

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks that hit within the fighter's front arc.

Bionics: Bionic Ruggedization

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

Zurgo's Kustom Shoota
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Dakka
9''
27''
+2
-1
4
-1
1
4+
Unreliable, Rapid Fire (3)
Power Hammer
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-1
S+2
-1
2
-
Melee, Power, Pulverize
Bionics: Bionic Upgrades

Modifiers have been applied directly to profile.

Bionics: Bionic Eye

Modifiers have been applied directly to profile.

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

When an Active or Pinned fighter with a stimm-slug stash is activated, they may use their stimm-slug stash as a free action. Immediately discard one Flesh Wound from the fighter's card, if any are present. Until the end of the round, the fighter's Move, Strength and Toughness characteristics are each increased by 2. At the start of the End phase roll a D6; on a 1 or 2 roll an Injury dice and apply the result to the fighter. If a fighter uses a stimm-slug stash during a battle, the stimm-slug 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, Move, Strength, Toughness increased by 2. At start of End phase roll D6; on a 1 or 2 roll an Injury dice for this fighter. If used, delete at end of battle.

Gorppity Gorp

Champion
470
M
WS
BS
 S 
 T 
W
I
A
5"
4+
2+
4
5
2
4+
2
Ld
Cl
Wil
Int
6+
6+
6+
8+
Save
4+

Promoted Merc!, Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Bionic Eyes: 1, M: +1

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. The fighter can change which weapon they apply this skill to during the Update Roster step of the Post-Battle Sequence.
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.
Trigger Happy: When this fighter rolls to hit with a weapon that has the Rapid Fire trait, they may roll one additional Firepower dice. However, if the attack results in two or more failed Ammo checks, the gun has jammed and cannot be used for the rest of the battle.
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.
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.

Wargear: Armored Undersuit

Modifiers have been applied directly to profile.

Bionics: Bionic Ruggedization

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

Heavy Stubber
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
20''
40''
4
-1
1
4+
Rapid Fire (2), Unwieldy
Weapon Attachment: Targeter (Ranged weapons)

Modifiers have been applied directly to profile.

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)
Bionics: Bionic Upgrades

Modifiers have been applied directly to profile.

Bionics: Bionic Eye

Modifiers have been applied directly to profile.

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

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

Grapnel (Double): The fighter can move up to 12'' in a straight line to cross a gap between platforms, or to move up a level, or to move down a level. The fighter cannot move through terrain as part of this action.

Murdering Metor

Bounties: 0
Specialist
325
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
4
5
1
4+
1
Ld
Cl
Wil
Int
8+
5+
8+
7+
Save
6+/5+

Promoted!, New Skills: 1, Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Bionic Eyes: 1, M: +1, I: +1, Cl: +1, Int: +1

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.
Armor: Furnace Plates

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks that hit within the fighter's front arc.

Bionics: Bionic Ruggedization

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

Grenade Launcher [Frag, Krak]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Frag
6''
24''
-1
3
1
6+
Blast (3''), Knockback
Krak
6''
24''
-1
6
-2
2
6+
Brute Cleaver
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S+1
-1
1
-
Melee, Scathing
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
3
1
4+
Pistol, Plentiful
Bionics: Bionic Upgrades

Modifiers have been applied directly to profile.

Bionics: Bionic Eye

Modifiers have been applied directly to profile.

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

Scragging Shmuuk

Specialist
160
M
WS
BS
 S 
 T 
W
I
A
4"
2+
4+
4
4
1
5+
1
Ld
Cl
Wil
Int
8+
6+
8+
8+
Save
6+/5+

Promoted!, New Skills: 2, WS: +2

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: Furnace Plates

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks that hit within the fighter's front arc.

Bionics: Bionic Ruggedization

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

Axe
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S+1
-1
2
-
Melee, Rending
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'')
Wargear: Stimm-slug stash

When an Active or Pinned fighter with a stimm-slug stash is activated, they may use their stimm-slug stash as a free action. Immediately discard one Flesh Wound from the fighter's card, if any are present. Until the end of the round, the fighter's Move, Strength and Toughness characteristics are each increased by 2. At the start of the End phase roll a D6; on a 1 or 2 roll an Injury dice and apply the result to the fighter. If a fighter uses a stimm-slug stash during a battle, the stimm-slug 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, Move, Strength, Toughness increased by 2. At start of End phase roll D6; on a 1 or 2 roll an Injury dice for this fighter. If used, delete at end of battle.

Villainous Vasek

Specialist
120
M
WS
BS
 S 
 T 
W
I
A
4"
5+
3+
4
5
1
5+
1
Ld
Cl
Wil
Int
8+
6+
8+
8+
Save
6+/5+

Promoted!, New Skills: 2, Enfeebled: 1, Bionic Upgrades: 1, Hand Injury: 1, BS: +1

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: Furnace Plates

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks that hit within the fighter's front arc.

Bionics: Bionic Ruggedization

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

Bionics: Bionic Upgrades

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

Stub Cannon
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
9''
18''
5
-1
1
3+
Knockback

Killer Klarg

Specialist
220
M
WS
BS
 S 
 T 
W
I
A
5"
3+
4+
4
4
1
4+
1
Ld
Cl
Wil
Int
7+
3+
8+
6+
Save
-

Promoted!, New Skills: 1, Spinal Injury: 1, Hobbled: 1, Bionic Legs: 1, Skull Chip, WS: +1, S: +1, Ld: +1, Cl: +2, Int: +1

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.
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.

Renderizer
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S+2
-1
2
-
Melee, Rending, Pulverize, Unwieldy
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: Skullchip

Modifiers have been applied directly to profile.

Wargear: Stimm-slug stash

When an Active or Pinned fighter with a stimm-slug stash is activated, they may use their stimm-slug stash as a free action. Immediately discard one Flesh Wound from the fighter's card, if any are present. Until the end of the round, the fighter's Move, Strength and Toughness characteristics are each increased by 2. At the start of the End phase roll a D6; on a 1 or 2 roll an Injury dice and apply the result to the fighter. If a fighter uses a stimm-slug stash during a battle, the stimm-slug 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, Move, Strength, Toughness increased by 2. At start of End phase roll D6; on a 1 or 2 roll an Injury dice for this fighter. If used, delete at end of battle.

Greivous Gralk

Ganger
110
M
WS
BS
 S 
 T 
W
I
A
5"
3+
4+
4
4
1
5+
1
Ld
Cl
Wil
Int
8+
6+
8+
8+
Save
6+/5+

M: +1, WS: +1

Armor: Furnace Plates

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks that hit within the fighter's front arc.

Bionics: Bionic Ruggedization

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

Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bullets
6''
12''
+2
3
1
4+
Pistol, Plentiful
Dumdum
5''
10''
+1
4
1
4+
Pistol, Limited
Blunt Weapon
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Smash
E
S
2
-
Melee
Wargear: Stimm-slug stash

When an Active or Pinned fighter with a stimm-slug stash is activated, they may use their stimm-slug stash as a free action. Immediately discard one Flesh Wound from the fighter's card, if any are present. Until the end of the round, the fighter's Move, Strength and Toughness characteristics are each increased by 2. At the start of the End phase roll a D6; on a 1 or 2 roll an Injury dice and apply the result to the fighter. If a fighter uses a stimm-slug stash during a battle, the stimm-slug 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, Move, Strength, Toughness increased by 2. At start of End phase roll D6; on a 1 or 2 roll an Injury dice for this fighter. If used, delete at end of battle.

Nurse Joy

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 Hangers-on cannot gain XP or Advancements. Any XP they would gain is lost.
No Permanent Injury: If this Hangers-on suffers a Lasting Injury that would make a change to their fighter card, they are instead removed from the gang roster.
A Doctor In The House: During the Post-battle Sequence this Rogue Doc may treat one member of the gang who has suffered a Critical Injury, without a hero of the gang having to escort the Critically Injured fighter to the doctor. Use the Medical Escort resolution chart. This costs the gang no credits.
Medicae: During the End Phase immediately before Recovery Tests are made, if this fighter is Active 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.
Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+1
3
1
4+
Pistol
Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S
1
-
Melee
Wargear: Medicae Kit

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


Log

Delaque (Furiosos, W); +110 credits; Rare Item: Incendiary Shells (Enzo)

Harlequins (Happy Harleys, W); +90 credits; +Umhum; Rare Item: Fighting Harness (Yorg)

Delaque (Acme Inc, W); +110 credits; +Nurse Joy ; Rare Item: Photo Goggles (Darek)

Escher (Heartbreakers, T); +80 credits; Rare Item: Las-Projector (Darek)

Escher / Delaque (Heartbreakers / Furiosos / Acme Inc, 3rd Place); +0 credits; Rare Item: none

Delaque (Acme Inc, L); +55 credits; Rare Item: none

Escher (Heartbreakers, L); +70 credits; Rare Item: none

Mercs (Sharif's Shakers, W); +110 credits; Rare Item: none

Escher (Heartbreakers, L); +100 credits; +Zurgo (House Favors), -UmHum; Rare Item: none

Harlequins (Jovial Jesters, L); +70 credits; -Klarg; Rare Item: none

Cogs (Rustlords, L*); +110 credits; +Gralk; Rare Item: none

Spyrers (Widening Gyre, W); +180 credits; Loot box: Zurgo's Kustom Shoota (-90cr); +Klarg; Rare Item: none

Mercs (Sharifs Shakers, L); +80 credits; Rare Item: none

Ratskins (Nymlings, L); +190 credits; Rare Item: none

Cogs (Rustlords, W); +140 credits; +Drug Lab ; Rare Item: none

Delaque (Furiosos, L); +280 credits; Rare Item: none

Semifinals: Delaque (Acme Inc, L); +50 credits; Metor captured by Bounty Hunter and sold to Guilders; Rare Item: none

Finals: Escher (Heartbreakers, L); +30 credits; Rare Item: none