Overlords of the Seeej Sprawl Sector
Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Specialist
315
15
24
25
4
Specialist
285
17
27
30
5
Specialist
205
15
20
25
4
Firebase
Threats
Assault
Closers
Turf (x 5): The gang controls an area or resource within the underhive that allows the gang to take the Work the Turf Post-Battle Action.
Refinery: Once per Post-Battle Sequence for each Refinery the gang controls, an available Leader or Champion may
take a special Exploit Refinery Post-Battle Action to collect 2D6 x 5 credits,
which are added to the gang's Stash immediately.
Stash
Tactics Cards Deck
Ω : Zone Mortalis Only
≠ : Sector Mechanicus Only
Φ : Skirmish Only
Ψ : Campaign Only
New Skills: 3, S: +1, T: +1, W: +1, Ld: +1, Int: +1
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.
Connected: This skill only has an effect in the Pre-Battle Sequence.
In the Choose Crews step of the Pre-Battle Sequence after crews are selected,
if this fighter is part of the gang's Crew you may choose to do any one of the following
immediately before Crew Rating is calculated:
- Hire up to three Hive Scum for 15 credits each to become part of the gang's Crew for this battle.
- Hire one Merc at half their normal credit cost to become part of the gang's Crew for this one battle.
- Allow one Hangers-on on the gang's roster to become part of the gang's Crew for this battle.
Connected: If this fighter is in the gang's Crew, in the Pre-Battle Sequence Choose Crews step after crews are selected and before Crew Rating is calculated, you may use one of the following options to add more fighter(s) to the gang's Crew:
A) Hire 1-3 Hive Scum for 15 credits each; B) Hire 1 Merc at 1/2 credit cost for this battle only; C) Include a Hangers-on from the gang's roster.
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).
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.
Wargear: Armored Undersuit
If a fighter is wearing an armoured undersuit, their save roll is improved by 1.
Mesh Armor and Armored Undersuit (Modifiers have been applied directly to profile.)
Bolter (Rotundus Pattern)
12''
24''
+1
+1
4
-1
2
4+
Weapon Attachment: Targeter (Ranged weapons)
Modifiers have been applied directly to profile.
Weapon Attachment: Targeter (Modifiers have been applied directly to profile.)
Needle Pistol (Master Crafted)
Needle
6''
12''
+2
4
-1
1
5+
Pistol, Silent, Toxin
Stiletto Knife
E
+1
S
-1
1
-
Melee, Toxin
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: 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: 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.
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: Plasma
Sx3
5
-1
2
6+
Grenade, Blast (3'')
Grenade: Photon Flash
Sx3
0
0
5+
Grenade, Flash, Blast (5'')
Spring Up: If this fighter is Pinned when they are activated, make an
Initiative check for them. If the check is passed the fighter
can make a free Stand Up action.
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).
Sniper Rifle (Long-las)
24''
36''
+1
+1
4
-1
1
3+
Silent, Unwieldy
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.
Weapon Attachment: Targeter (Ranged weapons)
Modifiers have been applied directly to profile.
Weapon Attachment: Targeter (Modifiers have been applied directly to profile.)
Needle Pistol
Needle
4''
9''
+2
4
-1
1
5+
Pistol, Silent, Scarce, Toxin
Stiletto Knife
E
+1
S
-1
1
-
Melee, Toxin
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: 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: Grav-chute
If a fighter falls or jumps down to a lower level, they do
not suffer any damage, they simply move down without
any rolls being made.
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.
New Skills: 2, Eye Injury: 1, Bionic Eyes: 1, M: +1, BS: +1, Ld: +1, Cl: +1, Wil: +1, Int: +1
Spring Up: If this fighter is Pinned when they are activated, make an
Initiative check for them. If the check is passed the fighter
can make a free Stand Up action.
Motivated: When activated this fighter may attempt a Willpower check. If this check is successful the fighter gains one additional action
that they may use during this activation, but if the check is failed the fighter has one less action available to them during this
activation.
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.
Plasma Gun
Low
12''
24''
+2
+1
5
-1
2
5+
Rapid Fire (1), Scarce
Maximal
12''
24''
+1
+1
7
-2
3
5+
Scarce, Unstable
Weapon Attachment: Targeter (Ranged weapons)
Modifiers have been applied directly to profile.
Weapon Attachment: Targeter (Modifiers have been applied directly to profile.)
Needle Pistol
Needle
4''
9''
+2
4
-1
1
5+
Pistol, Silent, Scarce, Toxin
Stiletto Knife
E
+1
S
-1
1
-
Melee, Toxin
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: 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: 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.
Grenade: Photon Flash
Sx3
0
0
5+
Grenade, Flash, Blast (5'')
Promoted Merc!, New Skills: 1, Eye Injury: 1, Bionic Eyes: 1, BS: +1
Spring Up: If this fighter is Pinned when they are activated, make an
Initiative check for them. If the check is passed the fighter
can make a free Stand Up action.
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.
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.
Plasma Gun
Low
12''
24''
+2
5
-1
2
5+
Rapid Fire (1), Scarce
Maximal
12''
24''
+1
7
-2
3
5+
Scarce, Unstable
Bolt Pistol (Rotundus Pattern)
6''
12''
+1
4
-1
2
4+
Pistol
Stiletto Knife
E
+1
S
-1
1
-
Melee, Toxin
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: 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.
New Skills: 2, M: +1, T: +1
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.
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.
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
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.
Bolt Pistol (Master Crafted)
9''
18''
+1
+1
4
-1
1
4+
Pistol, Rapid Fire (1)
Weapon Attachment: Targeter (Ranged weapons)
Modifiers have been applied directly to profile.
Weapon Attachment: Targeter (Modifiers have been applied directly to profile.)
Needle Pistol
Needle
4''
9''
+2
4
-1
1
5+
Pistol, Silent, Scarce, Toxin
Power Sword
E
S+1
-2
1
-
Melee, Parry, Power
Bionics: Biobooster
The first time in each game that an Injury roll is made for
a fighter with a biobooster, one less Injury dice is rolled.
If only one dice should have been rolled,
no Injury roll is made and the fighter takes a Flesh Wound.
Wargear: Photo-goggles
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: 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.
Grenade: Plasma
Sx3
5
-1
2
6+
Grenade, Blast (3'')
Grenade: Frag
Sx3
3
1
4+
Grenade, Knockback, Blast (3'')
Promoted!, New Skills: 3, Head Injury: 1, Bionic Cogitators: 1, WS: +2, BS: +2, W: +1
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.
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).
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: 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.
Plasma Pistol (Master Crafted)
6''
12''
+2
+1
5
-1
2
5+
Pistol, Rapid Fire (1)
Weapon Attachment: Targeter (Ranged weapons)
Modifiers have been applied directly to profile.
Weapon Attachment: Targeter (Modifiers have been applied directly to profile.)
Needle Pistol
Needle
4''
9''
+2
4
-1
1
5+
Pistol, Silent, Scarce, Toxin
Shockbaton
Ranged
0''
3''
+1
4
1
-
Shock
Melee
E
4
1
-
Melee, Parry, Shock
Bionics: Biobooster
The first time in each game that an Injury roll is made for
a fighter with a biobooster, one less Injury dice is rolled.
If only one dice should have been rolled,
no Injury roll is made and the fighter takes a Flesh Wound.
Bionics: Bionic Cogitator
Modifiers have been applied directly to profile.
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: 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.
Grenade: Smoke Bombs
Sx3
0
0
4+
Grenade, Smoke
New Skills: 1, WS: +1, BS: +2, A: +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).
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.
Autopistol
Caseless
4''
12''
+1
3
1
4+
Pistol, Rapid Fire (1)
Chainsword
E
+1
4
-1
1
-
Melee, Parry, Rending, Noisy
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.
New Skills: 1, WS: +1, BS: +1, A: +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).
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.
Autopistol
Caseless
4''
12''
+1
3
1
4+
Pistol, Rapid Fire (1)
Shock Sword
E
+1
4
-1
1
-
Melee, Parry, Shock
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.
Promoted!, New Skills: 1, Eye Injury: 1, Bionic Eyes: 1, Hobbled: 1, Bionic Legs: 1, BS: +1, Cl: +2, Wil: +1, Int: +1
Spring Up: If this fighter is Pinned when they are activated, make an
Initiative check for them. If the check is passed the fighter
can make a free Stand Up action.
Assault Rifle
Sabot
6''
24''
-1
+1
3
1
3+
Penetrating, Rapid Fire (1), Rending, Replacement, Scarce
Bolt Pistol (Rotundus Pattern)
6''
12''
+1
+1
4
-1
2
4+
Pistol
Weapon Attachment: Targeter (Ranged weapons)
Modifiers have been applied directly to profile.
Weapon Attachment: Targeter (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: 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.
Grenade: Frag
Sx3
3
1
4+
Grenade, Knockback, Blast (3'')
Promoted!, New Skills: 1, M: +1, BS: +2, I: +1
Spring Up: If this fighter is Pinned when they are activated, make an
Initiative check for them. If the check is passed the fighter
can make a free Stand Up action.
Shotgun [Acid, Solid]
Acid
4''
16''
+1
+1
3
-1
1
4+
Blaze, Scattershot
Solid
8''
16''
+1
+1
4
2
4+
Knockback
Weapon Attachment: Targeter (Ranged weapons)
Modifiers have been applied directly to profile.
Weapon Attachment: Targeter (Modifiers have been applied directly to profile.)
Stub Pistol (Master Crafted)
9''
18''
+1
4
1
4+
Pistol, Knockback, Plentiful
Stiletto Knife
E
+1
S
-1
1
-
Melee, Toxin
Grenade: Plasma
Sx3
5
-1
2
6+
Grenade, Blast (3'')
M: +1, BS: +1, Cl: +1, Wil: +1
Shotgun [Acid, Solid]
Acid
4''
16''
+1
+1
3
-1
1
4+
Blaze, Scattershot
Solid
8''
16''
+1
+1
4
2
4+
Knockback
Weapon Attachment: Targeter (Ranged weapons)
Modifiers have been applied directly to profile.
Weapon Attachment: Targeter (Modifiers have been applied directly to profile.)
Autopistol
Caseless
4''
12''
+1
3
1
4+
Pistol, Rapid Fire (1)
Stiletto Knife
E
+1
S
-1
1
-
Melee, Toxin
Grenade: Frag
Sx3
3
1
4+
Grenade, Knockback, Blast (3'')
BS: +2, Cl: +2, Wil: +1, Int: +1
Sniper Rifle (Needler)
Needle
14''
28''
+2
4
-1
1
5+
Silent, Scarce, Toxin, Unwieldy
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.
Stiletto Knife
E
+1
S
-1
1
-
Melee, Toxin
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.
BS: +2, I: +1, Cl: +1, Wil: +1
Sniper Rifle (Needler)
Needle
14''
28''
+2
4
-1
1
5+
Silent, Scarce, Toxin, Unwieldy
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.
Stiletto Knife
E
+1
S
-1
1
-
Melee, Toxin
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.
Promoted!, New Skills: 1, BS: +1, Ld: +1, Cl: +2, Wil: +1
Spring Up: If this fighter is Pinned when they are activated, make an
Initiative check for them. If the check is passed the fighter
can make a free Stand Up action.
Sniper Rifle (Needler)
Needle
14''
28''
+2
4
-1
1
5+
Silent, Scarce, Toxin, Unwieldy
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.
Stiletto Knife
E
+1
S
-1
1
-
Melee, Toxin
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.
M: +1, BS: +1, Cl: +2, Wil: +1, Int: +1
Autogun
Sabot
6''
24''
-1
+1
3
-1
1
3+
Rapid Fire (1), Replacement, Scarce
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
6''
12''
+2
3
1
4+
Pistol, Plentiful
Stiletto Knife
E
+1
S
-1
1
-
Melee, Toxin
Autogun
Sabot
6''
24''
-1
+1
3
-1
1
3+
Rapid Fire (1), Replacement, Scarce
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
6''
12''
+2
3
1
4+
Pistol, Plentiful
Stiletto Knife
E
+1
S
-1
1
-
Melee, Toxin
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
6''
12''
+1
3
1
4+
Pistol
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.
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.
Weaponsmith: While this fighter is on the gang's roster, during a battle all fighters in the gang may reroll failed Ammo checks that rolled a 1. The re-rolled result must be taken.
Munitioneer: When an Ammo check is failed for this fighter or a friendly fighter within 6'', it can be re-rolled.
Autopistol
Sabot
3''
12''
-1
+1
3
-1
1
3+
Pistol, Rapid Fire (1), Replacement, Scarce
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: Hair Trigger (Ranged weapons)
When a fighter attacks with this weapon, before rolling to hit they
must make an Initiative check. If the check
is passed the fighter gains +1 to hit with this attack, and if the check is failed
they suffer a -1 penalty to hit with this attack.
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.
Power Sword
E
S+1
-2
1
-
Melee, Parry, Power
Crew Selection: If the gang is fighting in a scenario that can grant a new territory as a reward,
you may roll a D6; the Dome Runner may join the gang's Crew for that scenario if the result is a 4, 5, or 6.
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.
Explorer: During the Post-battle Sequence,
if a gang with at least one available Dome Runner gains or steals Turf,
for each available Dome Runner they may add 2 to the roll to determine
whether the gang gains a new Special Territory.
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).
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.
Pistol
6''
12''
+1
3
1
4+
Pistol
Fighting Knife
E
+1
S
1
-
Melee, Backstab
Backstab: If the attacker is not within the target's vision arc, add 1 to
the attack's Strength.
Blaze: After an attack with the Blaze trait has been resolved roll
a D6 if the target was hit but not taken Out of Action. On a
4, 5 or 6 the target catches fire; place a Blaze marker on their
fighter card. At the end of each of their own activations a fighter
who remains on fire suffers a Strength 3, AP -1 and if they are not prone the fighter
becomes Broken and begins Running for Cover.
A fighter with a Blaze marker on their fighter card may make the Stop Drop and Roll (Double) action;
if they do the fighter becomes Pinned (if they are not already prone);
roll a D6 and add 1 to the result for each friendly Active fighter within 1''.
On a 3+ the fire is extinguised; remove the Blaze token.
On a 1 or 2 the fighter remains on fire and their activation ends.
Friendly fighters within 1'' of a fighter with a Blaze marker on their fighter card
may make the Extinguish Blaze (Basic) action; if they do roll a D6.
On a 1 is rolled the friendly fighter catches fire as well; place a Blaze token on their
fighter card and thier activation ends.
On a 4+ the fire is extinguised; remove the Blaze token from the on fire fighter.
Flash: As the Blinding trait, but Flash attacks do not cause hits on fighters, do not cause Pinning, and cannot inflict Wounds
Gas: When a fighter is hit by an attack made by a Gas weapon,
they are not Pinned and a wound roll is not made; instead
roll a D6. If the result is equal to or higher than the
target's current Toughness or is a natural 6, make an Injury roll
for that fighter (regardless of the fighter's Wounds characteristic). No
save roll can be made by the fighter against this attack.
Rending: If the roll to wound with a Rending weapon is a natural 6, the attack's Damage is increased by 1.
Power: The weapon is surrounded by a crackling power field.
Attacks made by Power weapons cannot be parried except
by other Power weapons. In addition, if the hit roll for a
Power weapon is a 6, no save roll can be made against the
attack and its Damage is increased by 1.
Rapid Fire (Selective): A weapon with this trait is used as if it has the Rapid Fire (1) trait normally, but
optionally may be used as if it has the Rapid Fire (2) trait if the fighter using it treats the Shoot action
as a Double action.
Shock: If the hit roll for a Shock weapon is a natural 6, the wound roll
is considered to automatically succeed (no wound roll needs to be made).
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.
Smoke: Smoke weapons do not cause hits on fighters,
they do not cause Pinning and cannot inflict Wounds.
Instead mark the location where they hit with a counter.
They generate an area of dense smoke, which extends 2.5''
out from the center of the counter; a 5'' Blast marker
can be used to determine this area, but it should be
considered to extend vertically as well as horizontally.
Fighters can move through the smoke, but it blocks line
of sight and a fighter who is in the smoke effectively has no vision arc.
Anything that cannot be seen by a fighter due to the smoke cannot be
targeted, but attacks with the Blast or Template traits
that don't declare a target can be used normally.
In the End Phase roll a D6; on a 3 or less the area dissipates and the counter is removed.
Toxin: When a fighter does not or cannot make a successful Armor save against a wounding Toxin attack, before any Injury rolls are made the fighter's player must roll a D6.
If the result is equal to or higher than the fighter's current Toughness or is a natural 6 the fighter takes a Flesh Wound (regardless of their Wounds characteristic).
Log
Delaque (Acme Inc, W); +200 credits; +Haley, +Yelena; Rare Item: Armored Undersuit (Miranda)
Ulfgar (Clawbberers, W); +200 credits; +Billie, +Nurse Betty; Rare Item: none
Harlequins (Happy Harleys, W); +140 credits; +Mad Molly; Rare Item: none
Goliath (Bloodhands, T); +130 credits; -3 Hive Scum, +Bounty on Darek; Rare Item: Sabot Ammo (Willamena)
This was a sabotage mission, on defense. Voluntarily Bottled and technically won as the enemy gang hadn't even fired a shot at the objective, but we agreed that the scenario is flawed...if the defenders leave the battlefield obviously the attacker can destroy the objective at their leisure. Agreed to treat this as a tie. We later amended the scenario to address this circumstance.
Ulfgar / Goliath (Bloodhands / Clawbberers, Third Place out of five); +155 credits, Bounty Hunter vs Goliath,
+Bounty on Wolferine; Rare Items: Photogoggles (Miranda) (8)
This was probably my favorite battle of the campaign; we did a 5-way "boss meet". I allied with two Delaque gangs against the Clawberrers and Bloodhands and then played very defensively; one of my champions was put out of action covering the escape of my leader from the initial face to face encounter with the five bosses and their small entourages, but other than that I didn't lose anyone. I wracked up a respectable # of Victory Points, but the hth focused Clawbberers and Goliaths got so many easy points by smashing the entourages and bosses of the two Delaque gangs and my champion that there was no competition for the win...however both of those gangs had over half their rosters go into recovery or lasting injuries, so IMO I had the best overall outcome from a campaign perspective.
Goliath (Bloodhands, W); +105 credits +110 credits worth of Rare Items;
Rare Item: Sabot Ammo (Yelena & Alice), Infrasight (Gladys), Rotundus Pattern Bolter & Bolt Pistol,
Frenzon Stash (Missy); +Sally
Van Saar (Green Meanies, L*); +135 credits; +Doris; Rare Item: none
This was an odd situation. The starting crew was three gangers, with the rest of the gang as Reinforcements. On the first activation the enemy gang shot one and rolled a skull to put them out of action. The other two gangers were within 3'' and both failed their Nerve tests and became broken. Per the scenario, as I had no Active, Pinned, or Engaged fighters remaining on the battlefield, the battle ended. I never got to activate a fighter. We later amended the scenario to avoid recurrence.
Escher (My Fair Ladies, W); +135 credits, +Refinery, +CeeCee; Rare Items: Chainsword & Rotundus Pattern Bolt Pistol (Haley)
Van Saar (Green Meanies, W); +55 credits, +Plasma Grenades & Flash Grenades (loot); +Bounty on Ysturbyd; Rare Item: none
Goliath (Bloodhands, W); +90 credits; +Bounty on Enzo; Rare Item: none, Smoke Grenades (Miranda)
Ulfgar (Clawbberers, W); +290 credits; +Precious Paulie; Rare Item: Photon Flash Grenades
Delaque (Acme Inc, L); +280 credits; +Marriana (Merc); Rare Item: none
In this scenario, both gang's starting crews and reinforcements are supposed to "walk on" to the battlefield in waves over several turns as part of their first round activation. However, Acme Inc had five heroes with the Infiltrate skill, all shooters...three of whom have the Overwatch skill and two of whom have sniper rifles and another has a grenade launcher with krak and another has a heavy stubber. So, the player was able to set up with five dedicated long range shooters in full covered positions on high ground to cover my deployment zone. I was unable to establish a beachhead as I was basically being spawn camped with little to no cover, trickling onto the board in groups of 3-5, in the face of overwhelming firepower. The risk / reward tradeoff was just not worth it, so I conceded rather than feed my fighters into a meat grinder.
Additionally, Acme Inc was using smoke bombs heavily. At this point, I had only a few fighters on the gang who could shoot into smoke clouds. Given Acme Inc's rise to 2nd place I pivoted my strategy and over the remaining campaign battles prioritized cancelling Acme Inc's Infiltrate and smoke bomb advantage in anticipation of the endgame. Over the next clutch of battles I took Infiltrate on seven heroes, and invested in photo-goggles, infrasights and bionic eyes.
Escher (My Fair Ladies, W); +230 credits; Rare Item: Photo-goggles
Van Saar (Green Meanies, W); +325 credits, Promoted Marriana to Champion (Merc); +Master Crafted Plasma Pistol & Gravchute (loot); Rare Items: Photo-goggles x2
Mercs (Sharif's Shakers, W); +310 credits; Rare Item: none
Ulfgar (Clawbberers, W); +260 credits; Bounty Hunter (Gorn, -120); Rare Item: Master Crafted Bolt Pistol
Finals: Goliath (Bloodhands, W); +290 credits; Bounty Hunter (Yola, -150), Connected Merc (Cielos, -100); Rare Item: none
Acme Inc beat the Bloodhands for 2nd place, but opted to pass on fighting me for the finals, in the face of the current state of both gangs. I didn't want to win by default, so played the 3rd place Bloodhands instead.