Acme Inc
Jason
Reputation
Turf
Credits
Rating
31
3
40
3615
Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Leader
565
16
35
29
3
Champion
340
14
28
24
3
Champion
350
15
26
27
3
Champion
290
4
12
5
1
Merc
255
7
20
23
3
Merc
175
7
23
18
2
Specialist
350
8
17
15
2
Specialist
440
15
23
21
3
Specialist
275
15
28
32
5
Specialist
190
15
24
25
4
Ganger
180
6
11
15
2
Ganger
155
6
10
10
1
Rogue Doc
50
1
0
0
0
Legend
Θ : Overwatch
∫ : Infiltrate
Δ : Hipshot
Alpha
  • Biceps
  • Potus
  • Stogey
Bravo
  • Sniper
  • Deadeye
  • Sabot
Charlie
  • Flamer
  • Wtf
Delta
  • Beckett
  • Diddly
Turf (x 2): The gang controls an area or resource within the underhive that allows the gang to take the Work the Turf Post-Battle Action.
Logistics Hub: During the Buy Rare Equipment step of the Post-Battle Sequence, for each Logistics Hub that your gang controls you may reroll one Rare Item Availability result. When you do, a rerolled result must always be taken even when the outcome is worse than the original result. You may not reroll a reroll, as normal.
Stash
Tactics Cards Deck
Ω : Zone Mortalis Only
≠ : Sector Mechanicus Only
Φ : Skirmish Only
Ψ : Campaign Only

Gahlduss 'Biceps' Ando (Θ)

Leader
565
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
4
4
2
4+
2
Ld
Cl
Wil
Int
7+
6+
6+
6+
Save
4+

Promoted!, New Skills: 3, Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Bionic Eyes: 1, Spinal Injury: 1, Bionic Actuators: 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.
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.
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.
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.
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.

Archeotech: Cameleoline Cloak

A fighter wearing a Cameleoline Cloak who is in Partial cover is treated as being in Full cover versus ranged attacks that target them. Additionally, sentries suffer a -1 penalty when trying to spot a fighter wearing a Cameleoline Cloak.

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.

Weapon Attachment: Belt-feed (Heavy Stubber / Heavy Bolter)

When rolling to hit with a weapon that has this attachment, add one additional hit to the total rolled on the Firepower dice. Additionally, 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.

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
Power Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S
-2
1
-
Melee, Backstab, Power
Wargear: Shades

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

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 Actuators

Modifiers have been applied directly to profile.

Bionics: Bionic Upgrades

Modifiers have been applied directly to profile.

Endas 'Sniper' Declan (Θ ∫)

Champion
340
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
3
3
2
4+
2
Ld
Cl
Wil
Int
7+
6+
6+
6+
Save
6+

New Skills: 2, BS: +1

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.
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).
Prone Shooter: This skill allows a fighter to shoot normally while Pinned. While this fighter is Pinned they may take the Shoot action with a ranged weapon as if they were Active. Normally a Pinned model has no vision arc but a fighter using this skill does for purposes of taking a Shoot action; a vision arc template should be placed on the battlefield to mark the fighter's vision arc.
Wargear: Tactical Trenchcoat

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

Archeotech: Cameleoline Cloak

A fighter wearing a Cameleoline Cloak who is in Partial cover is treated as being in Full cover versus ranged attacks that target them. Additionally, sentries suffer a -1 penalty when trying to spot a fighter wearing a Cameleoline Cloak.

Sniper Rifle (Stub)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
18''
36''
+1
4
-1
1
4+
Silent, Unwieldy
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: Infra-sight (Ranged weapons)

A weapon with an Infra-sight can be used to attack through smoke clouds (see p.47), and is unaffected by low-light conditions. In addition, there is no hit modifier when the weapon targets a fighter in partial cover, and a -1 modifier (instead of -2) when it targets a fighter in full cover. Weapons with the Rapid Fire Trait cannot be fitted with an Infra-sight.

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
Weapon Attachment: Gunshroud (Pistols and Basic weapons)

This item adds the Silent trait to all weapon profiles of the weapon it is attached to.

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: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
0
0
4+
Grenade, Smoke

Jyr-us 'Flamer' Kav (Δ ∫)

Champion
350
M
WS
BS
 S 
 T 
W
I
A
6"
3+
3+
3
4
2
4+
2
Ld
Cl
Wil
Int
7+
6+
6+
6+
Save
5+/4+

New Skills: 1, M: +1, T: +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.
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: 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: Tactical Trenchcoat

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

Archeotech: Cameleoline Cloak

A fighter wearing a Cameleoline Cloak who is in Partial cover is treated as being in Full cover versus ranged attacks that target them. Additionally, sentries suffer a -1 penalty when trying to spot a fighter wearing a Cameleoline Cloak.

Flamer
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
T
4
-1
1
5+
Blaze, Template
Blunt Weapon
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Smash
E
S
2
-
Melee
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
3
1
4+
Pistol, Plentiful
Flip Belt

The wearer does not suffer slowed movement when moving through difficult terrain or crossing obstacles, and can Charge over such areas as if they were not there.

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.

Beckett

Champion
290
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
3
3
2
4+
2
Ld
Cl
Wil
Int
8+
5+
8+
7+
Save
5+/4+

Promoted Merc!, WS: +1

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.
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.
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.
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: Tactical Trenchcoat

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

Archeotech: Cameleoline Cloak

A fighter wearing a Cameleoline Cloak who is in Partial cover is treated as being in Full cover versus ranged attacks that target them. Additionally, sentries suffer a -1 penalty when trying to spot a fighter wearing a Cameleoline Cloak.

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
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
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.

Grenade: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
0
0
4+
Grenade, Smoke

Krusch

Merc
255
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'')

Fats

Merc
175
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.

Turvis 'Potus' Balla (Θ)

Specialist
350
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
3
1
4+
1
Ld
Cl
Wil
Int
7+
7+
6+
7+
Save
5+/4+

Promoted!, New Skills: 1, BS: +1

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.
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: Tactical Trenchcoat

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

Archeotech: Cameleoline Cloak

A fighter wearing a Cameleoline Cloak who is in Partial cover is treated as being in Full cover versus ranged attacks that target them. Additionally, sentries suffer a -1 penalty when trying to spot a fighter wearing a Cameleoline Cloak.

Grenade Launcher [Frag, Krak, Smoke]
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+
Smoke
6''
24''
+1
0
0
4+
Smoke
Weapon Attachment: Targeter (Ranged weapons)

Modifiers have been applied directly to profile.

Weapon Attachment: Las-Projector (Ranged weapons)

Modifiers have been applied directly to profile.

Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
3
1
4+
Pistol, Plentiful
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: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
0
0
4+
Grenade, Smoke

Fezren 'Wtf' Po (Δ ∫)

Specialist
440
M
WS
BS
 S 
 T 
W
I
A
6"
4+
3+
4
4
1
3+
1
Ld
Cl
Wil
Int
7+
5+
6+
5+
Save
6+/6+U

Promoted!, New Skills: 2, Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Bionic Eyes: 1, Spinal Injury: 1, Bionic Actuators: 1, Hobbled: 1, Bionic Legs: 1, Skull Chip, Cl: +1, Int: +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.
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: 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.

Wargear: Tactical Trenchcoat

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

Archeotech: Cameleoline Cloak

A fighter wearing a Cameleoline Cloak who is in Partial cover is treated as being in Full cover versus ranged attacks that target them. Additionally, sentries suffer a -1 penalty when trying to spot a fighter wearing a Cameleoline Cloak.

Wolfsbane (Autopistol)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
4''
12''
+1
3
1
4+
Pistol, Rapid Fire (1), +2 to Wound vs Ulfgar Wolves
Power Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S+1
-2
1
-
Melee, Parry, Power
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
1
-
Melee, Backstab
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.

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.

Bionics: Hacker Interface

When a fighter with a hacker interface would make an Intelligence check to interact with any technological device (such as a terminal, electronic lock, or a scenario specific device), they may instead roll 3+ on a D6 to pass the check.

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: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
0
0
4+
Grenade, Smoke
Grenade: Tanglefoot
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
0
0
4+
Grenade, Heavy-G, Limited
Wargear: Frag Trap

The most common booby trap is a bundle of frag grenades attached to a detonator. A Frag Trap is a single use item; it is deleted from a fighter's card once used. An Active fighter carrying a Frag Trap can take this action:

Set Frag Trap (Double): Place a Frag Trap marker within 1'' of the fighter. Then they can move up to D6''. If the fighter goes Out of Action before making this action, roll a D6. On a 1, the trap triggered (centered on the fighter's base). On a 2-3, place a Frag Trap marker where the fighter stood. On a 4+, nothing special happens.

When a frag trap is triggered, center a 5'' Blast template on the frag trap marker. Each fighter hit by the Blast template is Pinned, and suffers a Strength 3, AP -, Damage 1 hit.

Qwardo 'Deadeye' Gol (Θ ∫)

Specialist
275
M
WS
BS
 S 
 T 
W
I
A
5"
4+
2+
3
3
1
4+
1
Ld
Cl
Wil
Int
7+
7+
6+
7+
Save
6+

Promoted!, New Skills: 3, BS: +2

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.
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).
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.
Wargear: Tactical Trenchcoat

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

Archeotech: Cameleoline Cloak

A fighter wearing a Cameleoline Cloak who is in Partial cover is treated as being in Full cover versus ranged attacks that target them. Additionally, sentries suffer a -1 penalty when trying to spot a fighter wearing a Cameleoline Cloak.

Sniper Rifle (Stub)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
18''
36''
+1
4
-1
1
4+
Silent, Unwieldy
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: Infra-sight (Ranged weapons)

A weapon with an Infra-sight can be used to attack through smoke clouds (see p.47), and is unaffected by low-light conditions. In addition, there is no hit modifier when the weapon targets a fighter in partial cover, and a -1 modifier (instead of -2) when it targets a fighter in full cover. Weapons with the Rapid Fire Trait cannot be fitted with an Infra-sight.

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
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: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
0
0
4+
Grenade, Smoke

Sillo 'Sabot' Sayn (∫)

Specialist
190
M
WS
BS
 S 
 T 
W
I
A
5"
4+
2+
3
3
1
4+
1
Ld
Cl
Wil
Int
7+
6+
6+
6+
Save
6+

Promoted!, New Skills: 1, BS: +2, Cl: +1, Int: +1

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).
Wargear: Tactical Trenchcoat

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

Archeotech: Cameleoline Cloak

A fighter wearing a Cameleoline Cloak who is in Partial cover is treated as being in Full cover versus ranged attacks that target them. Additionally, sentries suffer a -1 penalty when trying to spot a fighter wearing a Cameleoline Cloak.

Autogun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sabot
6''
24''
-1
+1
3
-1
1
3+
Rapid Fire (1), Replacement, Scarce
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
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: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
0
0
4+
Grenade, Smoke
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.

Tildas 'Diddly' Smoots

Ganger
180
M
WS
BS
 S 
 T 
W
I
A
6"
4+
3+
3
3
1
4+
1
Ld
Cl
Wil
Int
7+
7+
6+
7+
Save
6+

M: +1, BS: +1

Wargear: Tactical Trenchcoat

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

Archeotech: Cameleoline Cloak

A fighter wearing a Cameleoline Cloak who is in Partial cover is treated as being in Full cover versus ranged attacks that target them. Additionally, sentries suffer a -1 penalty when trying to spot a fighter wearing a Cameleoline Cloak.

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: Gunshroud (Pistols and Basic weapons)

This item adds the Silent trait to all weapon profiles of the weapon it is attached to.

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: Gunshroud (Pistols and Basic weapons)

This item adds the Silent trait to all weapon profiles of the weapon it is attached to.

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: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
0
0
4+
Grenade, Smoke
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.

Ceegan 'Stogey' Garo

Ganger
155
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
4
1
4+
1
Ld
Cl
Wil
Int
7+
7+
6+
7+
Save
6+

T: +1

Wargear: Tactical Trenchcoat

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

Archeotech: Cameleoline Cloak

A fighter wearing a Cameleoline Cloak who is in Partial cover is treated as being in Full cover versus ranged attacks that target them. Additionally, sentries suffer a -1 penalty when trying to spot a fighter wearing a Cameleoline Cloak.

Autogun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sabot
6''
24''
-1
+1
3
-1
1
3+
Rapid Fire (1), Replacement, Scarce
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
3
1
4+
Pistol, Plentiful
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: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
0
0
4+
Grenade, Smoke
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.

F.M.S.

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.

Dueling Laspistol (Master Crafted)

Nobles of the Imperium, Rogue Traders, and those with pretentions of grandeur have at times furthered a certain mystique around the practice of dueling. A popular choice of weapon for an aristocratic duelist is a finely crafted laspistol.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
18''
+1
3
1
3+
Pistol, Accurate, Plentiful, Scathing

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Accurate: The standard rule that an attack roll of natural 1 automatically misses is ignored for attacks made with weapons that have this trait. If an attack would hit on a 1+ or better, the roll of a 1 hits.

Plentiful: Ammunition for this weapon is incredibly common. When reloading it no Ammo check is required, the weapon is automatically reloaded.

Scathing: If the hit roll for an attack made by a weapon with this trait is a natural 6, the attack's Strength is increased by 1 and its Armor Penetration is increased by 1.

Sniper Rifle (Stub)

Many kinds of weapon systems can fulfil the role of long range sniper rifle in the grimdark expanses of the Imperium of Man and beyond, ranging from traditional hunting rifles to advanced solid state lasgun designs.

This type of sniper rifle is a portable shoulder-fired projectile based weapon system with a choice between bolt-action or semi-automatic action, fitted with sound-baffles or a high-grade silencer and muzzle flash absorber. This type of sniper rifle is also often (but not always) fitted with something like an Infra-sight for extreme accuracy.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
18''
36''
+1
4
-1
1
4+
Silent, Unwieldy

Silent: In scenarios that use the Sentries special rules, there is no test to see whether the alarm is raised when a weapon with this trait is used.

Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat treats the Shoot action as a Double action. A fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time. Unwieldy weapons take up two weapon slots.

Wargear: Frag Trap

The most common booby trap is a bundle of frag grenades attached to a detonator. A Frag Trap is a single use item; it is deleted from a fighter's card once used. An Active fighter carrying a Frag Trap can take this action:

Set Frag Trap (Double): Place a Frag Trap marker within 1'' of the fighter. Then they can move up to D6''. If the fighter goes Out of Action before making this action, roll a D6. On a 1, the trap triggered (centered on the fighter's base). On a 2-3, place a Frag Trap marker where the fighter stood. On a 4+, nothing special happens.

When a frag trap is triggered, center a 5'' Blast template on the frag trap marker. Each fighter hit by the Blast template is Pinned, and suffers a Strength 3, AP -, Damage 1 hit.

Wargear: Timed Explosive

A timed explosive is a sticky bomb with a pre-set timer on it. A timed explosive is a single use item; it is deleted from a fighter's card once used. An Active or Engaged fighter with a timed explosive can make the following action:

Place Timed Explosive (Basic): The fighter attaches a timed explosive to an objective or object with 1 or more Wounds (such as a door) within 1'' of them. When this is done the controlling player declares whether the timed explosive will detonate at the end of this turn, or the end of the next turn. Place a Melta Bomb token to track the location of the timed explosive.

Once placed, the timed explosive will detonate immediately after the last activation of the turn chosen or just before the battle ends, whichever comes first. This happens even if the gang that placed the bomb has fled the battlefield or been defeated. Multiple devices set to explode in the same turn explode simultaneoulsy. When a timed explosive detonates, it inflicts a Strength 8 AP -2 Damage 4 hit on the object it is attached to and anything within base contact with it, and a Strength 6 AP -1 Damage 2 hit with Knockback on everything else within D6" of the timed explosive's marker (except where blocked by walls or structures). Knock down all scatter terrain in the affected area. Remove the timed explosive marker after all hits have been resolved.

A fighter in base contact with the timed explosive marker may attempt to disarm the bomb by taking a Attempt Disarm (Basic) Action and making an Intelligence check at -3. If the check is made, the bomb is disarmed and the timed explosive marker is removed from play. If the check is not made the bomb explodes immediately.

Log

Escher (Heartbreakers, L); +170 credits; misc common gear; Rare Item: none

Goliath (Bloodhands, L); +50 credits; -Cigar, +Sniper; Rare Item: Weapon Stabilizer

Delaque (Furiosos, L); +100 credits; +Elfred (Merc), +RunNSword; Rare Item: none

Ulfgar (Clawbberers, T); +45 credits; Rare Item: none

Ulfgar / Goliath (Bloodhands / Clawbberers, 2nd Place); +105 credits; Rare Item: none

Mercs / Cogs (Sharifs Shakers / Rustlords, W); +75 credits; Rare Item: none

Goliath (Bloodhands, W); +55 credits; -Elfred (Merc), +RedGunfighter, Archeotech Stash: (+Flip Belt, +Dueling Laspistols x 2); Rare Item: Power Knife

Escher (My Fair Ladies, W); +120 credits; +F.M.S. (Rogue Doc), Rare Items: Grenade Launcher [Frag, Krak, Smoke]

Ulfgar (Clawbberers, L); +130 credits

Cogs (Rustlords, L); +110 credits, Rare Item: Master Crafted Stub Pistol

Mercs (Sharifs Shakers, L); +200 credits, Rare Item: none

VanSaar (Green Meanies, L); +140 credits, Rare Item: none

Ulfgar / Cogs (Clawbberers / Acme Inc, 2nd Place); +170 credits, Rare Item: none

Delaque (Furiosos, L); +220 credits; +Beckett (Merc); Rare Item: Fighting Harness (Wtf)

Spyrers (Ultramax, L); +225 credits; Promoted Beckett; Rare Item: none

Mercs (Sharifs Shakers, W); +160 credits; +Hanzee (Ratskin Guide), +Logistics Hub (Turf); Rare Item: none

Escher (Heartbreakers, W); +170 credits; +Fats, +Krusch; Rare Item: Tanglefoot Grenade (Wtf)

Semifinals: Goliath (Bloodhands, W); +45 credits; Rare Item: none