Top Fighters (by XP)

Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Hired By
Leader
505
16
54
59
7
Heartbreakers
Champion
475
16
54
59
10
Bloodhands
Leader
340
11
43
45
5
Clawbberers
Champion
345
14
41
47
6
Bloodhands
Champion
410
15
40
45
7
Heartbreakers
Leader
595
16
38
41
5
Bloodhands
Leader
565
16
35
29
3
Acme Inc
Juve
135
9
30
35
5
Heartbreakers
Champion
465
15
29
37
5
Heartbreakers
Merc
395
9
33
35
6
Specialist
275
15
28
32
5
Acme Inc
Champion
340
14
28
24
3
Acme Inc
Specialist
285
17
27
30
5
Heartbreakers
Champion
485
16
27
33
4
Heartbreakers
Champion
350
15
26
27
3
Acme Inc
Champion
465
8
26
32
5
Bloodhands
Juve
120
8
26
29
4
Heartbreakers
Leader
470
9
25
29
3
Rustlords
Champion
270
6
25
30
4
Furiosos
Merc
370
9
25
30
5

Miranda

Leader
505
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
4
4
3
2+
3
Ld
Cl
Wil
Int
4+
6+
6+
5+
Save
4+

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:
  1. Hire up to three Hive Scum for 15 credits each to become part of the gang's Crew for this battle.
  2. Hire one Merc at half their normal credit cost to become part of the gang's Crew for this one battle.
  3. 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)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
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)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
6''
12''
+2
4
-1
1
5+
Pistol, Silent, Toxin
Stiletto Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
-1
1
-
Melee, Toxin
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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
5
-1
2
6+
Grenade,  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'')

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.

Wolferine

Bounties: 1
Leader
340
M
WS
BS
 S 
 T 
W
I
A
7"
2+
3+
4
5
3
3+
3
Ld
Cl
Wil
Int
6+
5+
8+
7+
Save
6+U*

New Skills: 2, M: +1, BS: +1, T: +1

Beastman: This fighter is a Beastman; any game effect referring to Beastmen is applicable to them. This fighter uses the Survivor Critical Injury table, the Beastman Characteristics Maxima, may be equipped from the Ulfgar Equipment List, and when they would pick a Primary Skill they may instead choose a Ulfgar 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.
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.
Adaptable: Once per battle at any point during the Battle Sequence, the controlling player of this fighter may pick any one other skill from the standard skill categories (Agility, Brawn, Combat, Cunning, Ferocity, Leadership, Shooting, Savant). This fighter gains that skill until the end of the current round's End Phase or the end of the Wrap Up step of the Post-Battle Sequence, whichever comes first.
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.

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
Weapon Attachment: Extended Clip (Autopistol / Autogun / Assault Rifle)

This fighter adds +1 to Ammo checks made with the weapon this item is attached to. This is not combinable with similar items or effects.

Weapon Attachment: Speed Loader (Ranged weapons)

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

Weapon Attachment: Ammo Drum (Autopistol / Autogun / Assault Rifle)

When rolling to hit with a weapon that has this attachment, add one additional hit to the total rolled on the Firepower dice. This is not combinable with similar items or effects.

Fighting Claw
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
1
-
Melee, Parry
Fighting Claw
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
1
-
Melee, Parry
Grenade: Stick Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
-1
3
-1
1
5+
Grenade, Knockback, Blast (5'')

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.

Haley

Champion
410
M
WS
BS
 S 
 T 
W
I
A
6"
2+
3+
2
3
2
2+
1
Ld
Cl
Wil
Int
7+
8+
7+
7+
Save
6+U*

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)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
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
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
Shockbaton
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
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.

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

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.

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.

Doris

Juve
135
M
WS
BS
 S 
 T 
W
I
A
6"
3+
3+
2
3
1
2+
2
Ld
Cl
Wil
Int
8+
9+
8+
8+
Save
6+U*

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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+1
3
1
4+
Pistol, Rapid Fire (1)
Chainsword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
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.

Gladys

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

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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
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
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
Stiletto Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
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.
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: Photon Flash
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
0
0
5+
Grenade, Flash,  Blast (5'')

Sharif

Merc
395
M
WS
BS
 S 
 T 
W
I
A
5"
2+
3+
3
3
3
3+
3
Ld
Cl
Wil
Int
5+
6+
6+
7+
Save
4+

New Skills: 1, WS: +1, BS: +1, I: +2, Ld: +1, Int: +1

Ash Waste Nomad: This fighter is a Ash Waste Nomad; any game effect referring to Ash Waste Nomads is applicable to them. This fighter uses the Survivor Critical Injury table and the Human Characteristics Maxima, may be equipped from the Ash Waste Nomad Equipment List, and when they would pick a Primary Skill they may instead choose a Ash Waste Nomad Skill.
Fearsome: If an enemy attempts to Engage this fighter, they must make a Willpower check. If the check is failed they stop 1'' away from this fighter, cannot Engage, and their action ends immediately.
Resilient: When a Lasting Injury roll is made for this fighter, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Greivous Injury result.
Armor: Mesh Armor

Modifiers have been applied directly to profile.

Wargear: Armored Undersuit

Modifiers have been applied directly to profile.

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

A fighter with photo-goggles can attack through smoke clouds and is unaffected by low-light conditions. Additionally, the fighter adds 1 to the result of any check to resist being blinded. Unaffected by smoke or low-light, +1 vs blinding.

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

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

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

Mildred

Specialist
285
M
WS
BS
 S 
 T 
W
I
A
6"
4+
2+
3
3
1
2+
1
Ld
Cl
Wil
Int
7+
8+
7+
7+
Save
-

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]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
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)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
9''
18''
+1
4
1
4+
Pistol, Knockback, Plentiful
Stiletto Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
-1
1
-
Melee, Toxin
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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
5
-1
2
6+
Grenade,  Blast (3'')

Missy

Champion
485
M
WS
BS
 S 
 T 
W
I
A
6"
3+
3+
3
4
2
2+
2
Ld
Cl
Wil
Int
6+
7+
6+
6+
Save
6+U*

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)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
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
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
Power Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
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.

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

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.

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.

Ceecee

Juve
120
M
WS
BS
 S 
 T 
W
I
A
6"
3+
4+
2
3
1
2+
2
Ld
Cl
Wil
Int
8+
9+
8+
8+
Save
6+U*

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
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+1
3
1
4+
Pistol, Rapid Fire (1)
Shock Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
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.

Gaar

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

New Skills: 1, WS: +1, BS: +1

Cog: This fighter is a Cog; any game effect referring to Cogs is applicable to them. This fighter uses the Survivor Critical Injury table, may be equipped from the Cog Equipment List, and when they would pick a Primary Skill they may instead choose a Cog Skill.
Techie: This fighter gains access to the Cog Techie Equipment List and can be equipped with gear from that list (at normal cost).
Resilient: When a Lasting Injury roll is made for this fighter, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Greivous Injury result.
Armor: Power 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.

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.

Boltthrower Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Boltthrower
9''
18''
+1
5
-1
1
5+
Pistol, Rapid Fire (1), Scarce, Noisy
Boltthrower Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Boltthrower
9''
18''
+1
5
-1
1
5+
Pistol, Rapid Fire (1), Scarce, Noisy
Power Axe
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-1
S+2
-1
2
-
Melee, Power, Rending
Wargear: Servo-Arm Pack

Servo arm packs are backpack mounted lifting harnesses used by engineers and heavy equipment operators for industrial work, but which can be used in a fight if need be. A fighter with a servo arm pack gains a +2 bonus for the purposes of lifting objects, forcing doors open, and similar non-combat related Strength checks. Additionally, if the fighter is Active or Engaged they can use the Servo Strike action:

Servo Strike (Basic): If you are Engaged you may pick an enemy fighter you are engaged with to make an Initiative check; if it is failed they suffer a hit resolved as Strength 6 with Damage 2 and the Pulverize trait. If you are Active and within 1'' of an object with at least 1 Wound you may auto hit it with an attack resolved as Strength 6 with Damage 2.
Wargear: Respirator

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

Wargear: Photo-goggles

A fighter with photo-goggles can attack through smoke clouds and is unaffected by low-light conditions. Additionally, the fighter adds 1 to the result of any check to resist being blinded. Unaffected by smoke or low-light, +1 vs blinding.

Wargear: 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.

Jarul

Champion
270
M
WS
BS
 S 
 T 
W
I
A
5"
4+
2+
3
3
2
4+
1
Ld
Cl
Wil
Int
8+
7+
8+
8+
Save
4+

Promoted Merc!, New Skills: 5, Eye Injury: 1, Bionic Eyes: 1

Fixer: This skill only has an effect in the Post-Battle Sequence. If this fighter is not Captured, in Recovery, or Critically Injured, they may take one more Post-Battle Action than they normally would be able to. Fighters who are not normally able to take Post-Battle Actions that have this skill are able to take one Post-Battle Action.
Escape Artist: When this fighter makes a Disengage action, enemies the fighter was Engaged with do not make free attacks against them. In addition, if this fighter is Captured at the end of a battle roll a D6. On a result of 2 or more, they slip away and return to their gang unharmed.
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.
Marksman: This fighter is not affected by the rules for target Priority. Additionally when this fighter takes an Aim action with a Ranged weapon, the Short range of the weapon gains +2'' and the Long range of the weapon gains +4''.
Ballistics Expert: This fighter may Check the Range before they decide to take a Shoot action. Additionally, when this fighter takes an Aim action they gain an additional +1 modifier to their hit roll.
Munitioneer: When an Ammo check is failed for this fighter or a friendly fighter within 6'', it can be re-rolled.
Armor: Mesh Armor

Modifiers have been applied directly to profile.

Wargear: Tactical Trenchcoat

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

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

Brok

Merc
370
M
WS
BS
 S 
 T 
W
I
A
6"
3+
2+
4
4
2
4+
2
Ld
Cl
Wil
Int
8+
7+
6+
8+
Save
5+U

New Skills: 2, WS: +1, BS: +2

Deathworlder: This fighter is a Deathworlder, of a people adapted for survival in the worst of conditions over generations and as hardy as human beings can be. This fighter uses the Survivor Critical Injury table, and uses the Deathworlder Characteristic Maxima.
Gunfighter: If the fighter attacks with two pistols (two weapons that each have the Pistol trait), they do not suffer the standard -1 penalty to their hit rolls. The fighter may target a different enemy with each pistol.
Bull Charge: When this fighter makes close combat attacks as part of a Charge action, any Melee attacks they use gain the Knockback trait and are resolved at +1 Strength.
Crushing Blow: If this fighter is Engaged and is able to make a Melee attack, they can use the following action:
Crushing Blow (Simple): Pick an Engaged target, and choose one of your Melee weapons. The target must make an Initiative check with a -1 penalty (if able). If the check is failed or cannot be made, the target suffers a hit resolved using the selected weapon with +1 Strength, +1 Damage, -1 AP, and the Knockback trait added.
Burly: This fighter's unarmed attacks have the Melee and Knockback traits. If this fighter has one or zero close combat weapons they gain the Dual Weapons bonus dice; the additional dice gained is an unarmed attack. Additionally when this fighter is the target of an attack with the Knockback or Drag traits, they are only knocked back or dragged on a natural 6.
Archeotech: Refractor Field

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

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