Big D

Leader
640
XP: 21 (Fast)
Advances: 4
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
4
5
2
3+
3
Ld
Cl
Wil
Int
4+
3+
6+
6+
Save
6+/5+

New Skills: 2, Enfeebled: 1, Bionic Upgrades: 1, Hobbled: 1, Bionic Legs: 1, Skull Chip, BS: +1, Ld: +1, Wil: +1

Goliath Forge Tyrant: This fighter is a Goliath Forge Tyrant; any game effect referring to Goliaths or Leaders is applicable to them. This fighter may be equipped from the Goliath Forge Tyrant Equipment List, and uses the Goliath Characteristic Maxima.
Group Activation (2): this fighter may group activate with up to 2 fellow gang members within 12''.
Command Aura (12''): when a fellow gang member within 12'' of this fighter fails a Cool check (including a Nerve test), make a Leadership check for this fighter; if it passes the fellow gang member's Cool check is also treated as having been passed.
Nerves of Steel: When this fighter is hit by a ranged attack they may choose to make a Cool check. If they do and the check is passed, this fighter is not Pinned.
Unstoppable: In the End Phase immediately after Recovery tests are made, you may discard one Flesh Wound that this fighter has suffered.
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.
Superior Physiology

When this fighter suffers a Lasting Injury, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Grievous Injury result. Additionally, if this fighter is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 1 for the purposes of rolls to determine whether they are affected.

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
5+
Krak
6''
24''
+1
6
-2
D3
5+
Las-Projector (Ranged weapons)

Modifiers have been applied directly to profile.

Las-Projector: (Modifiers have been applied directly to profile.)
Targeter (Ranged weapons)

Modifiers have been applied directly to profile.

Targeter: (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
-
Bionics: Bionic Leg

Modifiers have been applied directly to profile.

Bionic Kick (Basic): You may select 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 Cool or Willpower checks, including Nerve tests, made by enemy fighters within 4'' and in line of sight of the fighter wearing this mask suffer a -1 penalty.

Wargear: Photo-goggles

This fighter can attack through smoke clouds and is unaffected by low-light conditions. Additionally, this fighter adds 1 to the result of any check to resist being blinded. A fighter with photo-goggles gains no benefit from using similar items, or weapon sights of any kind 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.