Top Fighters

Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Hired By
Leader
640
5
29
30
5
Void Barons (Squats)
Champion
365
6
27
30
5
Bloodyhanded (Goliath)
Leader
640
6
23
25
4
Bloodyhanded (Goliath)
Leader
435
6
19
20
3
Poisoned Tongues (Slaanesh)
Spyrer
280
7
18
20
3
Widening Gyre (Spyrers)
Specialist
360
6
17
20
3
Bloodyhanded (Goliath)
Spyrer
280
7
17
20
3
Widening Gyre (Spyrers)
Spyrer
275
6
17
20
3
Widening Gyre (Spyrers)
Champion
400
6
17
20
3
Void Barons (Squats)
Chaos Spawn
395
5
0
5
0
Poisoned Tongues (Slaanesh)

Baron Axelerhot

Leader
640
XP: 29 (Fast)
Advances: 5
M
WS
BS
 S 
 T 
W
I
A
4"
2+
2+
4
5
3
5+
3
Ld
Cl
Wil
Int
4+
4+
4+
5+
Save
2+

New Skills: 3, WS: +1, BS: +1

Void Baron: This fighter is a Void Baron; any game effect referring to Squat Void Barons or Leaders is applicable to them. This fighter is immune to the reduction in movement caused by the Heavy-G trait. This fighter may be equipped from the Squat Void Barons Void Baron Equipment List, uses the Survivor Critical Injury table, and uses the Squat Characteristic Maxima.
Group Activation (2): this fighter may group activate with up to 2 fellow gang members within 12''.
Command Aura (12''): while this fighter is not Seriously Injured and a fellow gang member within 12'' of them 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.
Robust: When this fighter makes a Recovery Test for themselves it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Under My Battle Standard: When this fighter or a friendly Squat fighter within 9'' takes an opposing fighter Out of Action, this fighter may make a Leadership check. If the check is successful this fighter gains 1 additional XP.
Strider: This fighter's movement is unaffected by difficult terrain, and they may move up to an additional D3'' of distance whenever they take a Double Move or Charge action.
Strider: Movement unaffected by difficult terrain, +D3'' movement on Double Move & Charge.
Hard Charger: When this fighter makes a Charge action they gain an additional D3'' of movement, and automatically pass 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).
Hard Charger: +D3'' movement and auto-pass tests when charging.
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.
Nerves of Steel: When hit by Ranged attack: Can make Cool check to not be Pinned.
Armor: Power

Modifiers have been applied directly to profile.

Wargear: Armored Undersuit

Modifiers have been applied directly to profile.

Coilgun (Rotundus Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Hail
6''
24''
-
-2
4
D3
1
5+
Two-handed Power Hammer
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Force Field

A Force Field is an advanced personal field device that manipulates kinetic differentials to cancel or mitigate the impact of incoming attacks. When the wearer of a Force Field is hit by an attack roll a D6 and reduce the Strength of the attack by the amount rolled; if this reduces the Strength of the attack to 0 or less the attack has no effect on this fighter. This device does nothing against attacks that have Strength 0 normally or special attacks that don't have Strength.

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: Visor

This fighter has a protective visor. You may roll two dice to resist being Blinded and keep the higher die for your result.Roll two dice & keep highest vs Blinding trait.

Grenade: Krak
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KRA-KOW
Sx3
-
-1
6
-2
D3
4+

Ripped Phule

Champion
365
XP: 27 (Fast)
Advances: 5
M
WS
BS
 S 
 T 
W
I
A
5"
2+
5+
4
5
4
3+
3
Ld
Cl
Wil
Int
8+
3+
5+
7+
Save
6+

New Skills: 1, M: +1, T: +1, Cl: +1, Wil: +2, Int: +1

Goliath Stimmer: This fighter is a Goliath Stimmer; any game effect referring to Goliaths or Champions is applicable to them. This fighter uses the Goliath Characteristic Maxima, may be equipped from the Goliath Stimmer Equipment List, and when they would choose a Primary Skill they may instead choose a Stimmer Skill. This fighter is not eligible to become a gang Leader if the current Leader is killed or retires.
Combat Stims: If this fighter is Active or Engaged they may use the following free action:
Auto-Stim (Free): Immediately discard up to D3-1 Flesh Wounds this fighter has suffered (if any), and until the end of the round this fighter's Move, Strength, Toughness, and Attacks characteristics are each increased by 2. At the end of the round before the Recovery phase this fighter suffers D3-1 Flesh Wounds; if this reduces the fighter to 0 Toughness or less the fighter goes Out of Action but will be available for the gang's next battle. This ability cannot be used in the same round as another drug stash such as a Stimm Slug Stash.When activated may discard D3-1 Flesh Wounds, and gain +2'' Move, +2 Strength, +2 Toughness, +2 Attacks until end of round. At end of the round before Recovery phase suffer D3-1 Flesh Wounds; if reduced to 0 Toughness go Out of Action. Not combinable with other drug stashes (such as Stimm Slug Stashes).
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.
Nerves of Steel: When hit by Ranged attack: Can make Cool check to not be Pinned.
Berserker: When this fighter could make a Charge action they may instead pick a non Seriously Injured enemy fighter within their vision arc and line of sight as their target and make the following action:
Berserk Charge (Double): The fighter attempts to move into base contact with their target. The maximum distance the fighter may move as part of this action is double their current Movement characteristic. The fighter must take as direct of a route as they can to their target, but can favor a route that does not require Initiative checks over one that does. The fighter automatically succeeds on any required Cool or Willpower checks that occur while resolving this action (if the target has the Fearsome skill, for instance).
If the fighter failed to move into base contact with their target, they must end their movement at least 1'' away from all enemy fighters. If the fighter does Engage their target they may make a free Fight (Basic) action against them. If they do, in the Determine Attack Dice step of the close combat sequence the fighter gains two additional Attack dice for Charging (instead of one).
Berserker: Pick target w/i vision arc for Charge to Double Move & auto-pass any Cool, or Willpower tests to complete Charge. +1 extra Charging Attack dice on success.
Vat Enhancements
Grotesque Appearance

Enemy fighters within 6'' must make a Willpower check when they activate if this fighter is within line of sight and in their vision arc, or suffer -1 WS and -1 BS for the duration of their current activation.

Massive Physique

This fighter is very large. Their unarmed attacks have the Melee, Knockback, and Potent 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. 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, and when this fighter takes the Exert action they may add +1 to their Strength check. However, other fighters gain +1 to hit when attacking this fighter.

Powerful Arms

This fighter may use Unwieldy Weapons as if they were not Unwieldy. Additionally, this fighter's unarmed attacks are resolved at +1 Strength.

Powerful Fists

This fighter's unarmed attacks are resolved at +1 Strength. 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.

Powerful Legs

Whenever this fighter Charges or takes a Double Move, the fighter may move an additional 2''.

Superior Eyes

This fighter is unaffected by low-light conditions. When this fighter takes the Aim action they may extend the Short Range of the Ranged weapon they are aiming with by 2D3'' (up to but not higher than the maximum range of the weapon). Additionally, the fighter adds 1 to the result of any check to resist being blinded. Unaffected by low-light, Aim adds +2D3'' Long Range, +1 vs blinding.

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.

Thick Hide

This fighters armor save roll is improved by 1. If this fighter is not wearing any armor they have an armor save of 6+. This cannot be combined with an Armored Undersuit or similar item.

Thick Skull

If this fighter would be taken Out of Action in close combat with an Out Cold result, they are not taken Out of Action and remain in play. Additionally, this fighter cannot be the target of the Headbutt (Simple) Action.

Knuckleduster
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
+1
S
-
1
-
Knuckleduster
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
+1
S
-
1
-

Big D

Leader
640
XP: 23 (Fast)
Advances: 4
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
4
5
2
3+
3
Ld
Cl
Wil
Int
5+
3+
5+
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''): while this fighter is not Seriously Injured and a fellow gang member within 12'' of them 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.
Nerves of Steel: When hit by Ranged attack: Can make Cool check to not be Pinned.
Unstoppable: At the end of the Recovery Tests step in the End Phase, discard one Flesh Wound this fighter has suffered (if any).
Unstoppable: End Phase: after Recovery tests, discard 1 Flesh Wound.
Fast Shot: This fighter treats the Shoot action as Simple rather than Basic. This skill cannot be used with weapons that have the Unwieldy trait.
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 (Double): 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.


Orchid Eclipse

Leader
435
XP: 19 (Fast)
Advances: 3
M
WS
BS
 S 
 T 
W
I
A
6"
2+
2+
4
4
2
2+
2
Ld
Cl
Wil
Int
7+
6+
6+
8+
Save
5+

New Skills: 1, Spinal Injury: 1, Bionic Actuators: 1, WS: +1, BS: +1

Chaos Cultists Demagogue: This fighter is a Chaos Cultists Demagogue; any game effect referring to Chaos Cultists or Leaders is applicable to them. This fighter may be equipped from the Chaos Cultists Demagogue Equipment List, and uses the Normal Human Characteristic Maxima.
Supplicant of the Dark Prince: This fighter serves Slaanesh.
Become Chaos Spawn: If this fighter would be killed you may roll a d6. If a 6 is rolled this fighter is not killed and instead turns into a Chaos Spawn with the same Mutations this fighter had (if any) plus up to 150 credits worth of additional Mutations of your choice; you must replace the fighter's original model with an appropriate Chaos Spawn model (if you cannot, this ability cannot be used). The Chaos Spawn enters play Standing; if the fighter had a Ready marker before this effect was resolved they retain their Ready marker. Any gear this fighter was equipped with is lost and is removed from the gang's Roster. This fighter is no longer the Leader and a new Leader must be selected from among the gang's eligible fighters at this time.
Inspired Delirium: Once per activation, this fighter may take 1 additional action if they have at least 1 Wound remaining. If this fighter is still on the battlefield when that action ends they suffer 1 Wound; make an Injury roll for them if they are now at 0 Wounds.
Cult Leader: While this fighter is Standing, all other fighters in their gang within 9'' may use this fighter's Cool and Willpower characteristics instead of their own when making any checks.
Group Activation (2): this fighter may group activate with up to 2 fellow gang members within 12''.
Daemonic Eyes

This fighter 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.

Poisoned Tongue

A Poisoned Tongue counts as one of this fighter's weapon slots. When making a close combat or ranged attack this fighter may use either of the following profiles instead of an equipped weapon profile, as appropriate:

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
3''
0''
+1
-
2
-2
1
-
Close Combat
E
-
+1
2
-2
1
-
Bionics: Bionic Actuators

Modifiers have been applied directly to profile.

Armor: Mesh

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+
Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slash
E
-
+1
S
-1
1
-
Grenade: Krak
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KRA-KOW
Sx3
-
-1
6
-2
D3
4+

Yubel Dau

Spyrer
280
XP: 18 (Fast)
Advances: 3
M
WS
BS
 S 
 T 
W
I
A
7"
4+
3+
3
3
2
2+
2
Ld
Cl
Wil
Int
7+
4+
5+
5+
Save
5+

New Skills: 2, I: +1

Iron Will: While this fighter remains on the battlefield and is not Seriously Injured or Broken, they count as two (2) fighters for the purposes of Bottle tests. Bottle Test: If not Seriously Injured or Broken, counts as 2 fighters.
Evade: While this fighter is not Seriously Injured, other fighters suffer a -1 penalty to Detect this fighter and a -1 penalty to hit this fighter with ranged and close combat attacks.
Evade: -1 penalty to hit or Detect this fighter while they are not Seriously Injured
Exfiltrate: If this fighter is Active or Pinned, they can make the following action:
Extract (Double): This fighter (along with anything they are carrying) is removed from the battlefield; no Lasting Injury roll is made for them and they will be available for the gang's next battle. This fighter is considered to be Out of Action, but in scenarios where gangs gain Victory Points based upon opposing gang fighters that are Out of Action, no Victory Points are gained from this fighter going Out of Action in this way. If this fighter carried an objective item off the battlefield, their gang claimed that item.
Exfiltrate: If Active or Pinned, may leave battlefield safely with carried items as a Double action.
Skirmisher: When this fighter makes a Disengage action, opposing fighters they are engaged with cannot attempt to take a free close combat attack against them. Additionally, while this fighter is Standing and Readied, if they are Engaged by an enemy fighter making a Charge action, after that action is complete and before the enemy fighter may use the free Fight action granted by a successful Charge, this fighter may choose to lose their Ready marker to make a Disengage action.
Skirmisher: Deny enemies free hits on Disengage. If Engaged while Active & Ready may lose Ready marker to Disengage.

Yeld Hunting Rig

Primary Weapon (Ranged)
Laser Lance
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Zap
15''
30''
+1
-
4
-1
1
4+
Secondary Weapon (Melee)
Talons
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Grasp & Pierce
E
-
+1
S
-
1
-
Integrated Systems
Wing Pack
This fighter gains the benefit of Flight:
Flight: When this fighter moves voluntarily, with some or all of their movement they may fly in any direction, up or down levels, across gaps, over obstacles, and / or across difficult terrain without penalty or need for Initiative checks. This movement cannot pass through impassable terrain or other fighters, and must end with this fighter's base resting on flat terrain not overlapping anything else; this ability cannot be used if this is not possible.

Additionally, if this fighter is not Seriously Injured and would fall to a lower level, instead place the fighter at the nearest possible point on the battlefield near where they would have fallen such that their base does not overlap anything else, observing the 1'' rule; no Initiative check is made, no damage is inflicted.

Flight: When moving voluntarily, can fly. If would fall and not Seriously Injured, instead lands safely.
When moving voluntarily, can fly. If would fall and not Seriously Injured, instead lands safely.
Optics

This fighter can attack through smoke clouds, is unaffected by low-light conditions, and adds 1 to the result of any check to resist being blinded. Additionally, this fighter gains a +1 bonus to Detect. Unaffected by low-light & smoke clouds. +1 to resist Blinded, +1 to Detect.


Murdering Metor

Specialist
360
XP: 17 (Fast)
Advances: 3
M
WS
BS
 S 
 T 
W
I
A
4"
3+
4+
4
5
1
5+
1
Ld
Cl
Wil
Int
7+
6+
8+
8+
Save
6+/5+

New Skills: 3, Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Bionic Eyes: 1

Goliath Specialist: This fighter is a Goliath Specialist; any game effect referring to Goliaths or Specialists is applicable to them. This fighter may be equipped from the Goliath Specialist Equipment List, and uses the Goliath Characteristic Maxima. During campaign play this fighter Advances as a Hero.
Moving On Up: During campaign play if the gang has an open Champion position this fighter may be promoted to become a Goliath Forge Boss or a Goliath Stimmer. If this option is taken this fighter loses this ability and their current Equipment and Skill Access, and gains the Equipment and Skill Access of the type of Champion they become. If this fighter becomes a Goliath Forge Boss they gain Group Activation (1) and Command Aura (6''), or if they become a Goliath Stimmer they gain the Combat Stims ability; any Skills this fighter already has are retained and their characteristics remain unchanged.
Grenadier: When this fighter throws a Grenade or shoots a Grenade Launcher, their Long range is increased by 4''. When one of this fighter's Grenades scatters, their controlling player may choose to increase or decrease the scatter distance by up to 1''.
Marksman: When making a Shoot action, this fighter is not affected by target Priority and may Check the Range before selecting their target(s). Additionally, the Armor Penetration of ranged attacks made by this fighter are increased by 1 step. For instance, no AP becomes AP -1, AP -1 becomes AP -2, and so on. This skill cannot be used with weapons that have the Blast, Scattershot, or Template traits.
Robust: When this fighter makes a Recovery Test for themselves it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Trick Shot: When making a ranged attack, this fighter gains +D3 to hit a target in Partial or Full cover.
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+
Brute Cleaver
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
+1
S+1
-1
1
-
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-
3
-
1
4+
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.

Yaeger Anu

Spyrer
280
XP: 17 (Fast)
Advances: 3
M
WS
BS
 S 
 T 
W
I
A
7"
4+
3+
3
3
3
3+
3
Ld
Cl
Wil
Int
7+
4+
5+
5+
Save
5+

W: +1, A: +1, Laser Lance (+DMG)

Iron Will: While this fighter remains on the battlefield and is not Seriously Injured or Broken, they count as two (2) fighters for the purposes of Bottle tests. Bottle Test: If not Seriously Injured or Broken, counts as 2 fighters.
Evade: While this fighter is not Seriously Injured, other fighters suffer a -1 penalty to Detect this fighter and a -1 penalty to hit this fighter with ranged and close combat attacks.
Evade: -1 penalty to hit or Detect this fighter while they are not Seriously Injured

Yeld Hunting Rig

Primary Weapon (Ranged)
Laser Lance
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Zap
15''
30''
+1
-
4
-1
2
4+
Secondary Weapon (Melee)
Talons
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Grasp & Pierce
E
-
+1
S
-
1
-
Integrated Systems
Wing Pack
This fighter gains the benefit of Flight:
Flight: When this fighter moves voluntarily, with some or all of their movement they may fly in any direction, up or down levels, across gaps, over obstacles, and / or across difficult terrain without penalty or need for Initiative checks. This movement cannot pass through impassable terrain or other fighters, and must end with this fighter's base resting on flat terrain not overlapping anything else; this ability cannot be used if this is not possible.

Additionally, if this fighter is not Seriously Injured and would fall to a lower level, instead place the fighter at the nearest possible point on the battlefield near where they would have fallen such that their base does not overlap anything else, observing the 1'' rule; no Initiative check is made, no damage is inflicted.

Flight: When moving voluntarily, can fly. If would fall and not Seriously Injured, instead lands safely.
When moving voluntarily, can fly. If would fall and not Seriously Injured, instead lands safely.
Optics

This fighter can attack through smoke clouds, is unaffected by low-light conditions, and adds 1 to the result of any check to resist being blinded. Additionally, this fighter gains a +1 bonus to Detect. Unaffected by low-light & smoke clouds. +1 to resist Blinded, +1 to Detect.


Orobas Dau

Spyrer
275
XP: 17 (Fast)
Advances: 3
M
WS
BS
 S 
 T 
W
I
A
4"
3+
4+
4
4
3
6+
3
Ld
Cl
Wil
Int
7+
4+
5+
5+
Save
4+/5+U

New Skills: 1, A: +1, Twin Linked Bolt Launchers (Short Range: 18'')

Iron Will: While this fighter remains on the battlefield and is not Seriously Injured or Broken, they count as two (2) fighters for the purposes of Bottle tests. Bottle Test: If not Seriously Injured or Broken, counts as 2 fighters.
True Grit: Remove one dice before making an Injury roll for this fighter. If no dice remain, this fighter suffers a Flesh Wound.
True Grit: Injury roll vs this fighter: roll 1 fewer dice; Flesh Wound if 0 remain.
Unstoppable: At the end of the Recovery Tests step in the End Phase, discard one Flesh Wound this fighter has suffered (if any).
Unstoppable: End Phase: after Recovery tests, discard 1 Flesh Wound.

Orrus Hunting Rig

Primary Weapon (Melee)
Gauntlets
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Rend & Punch
E
-
+1
S+1
-
1
-
Secondary Weapon (Ranged)
Twin Linked Bolt Launchers
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolts
18''
+1
-
4
-1
1
4+
Integrated Systems
Invulnerability Field
This item grants an energy based unmodifiable Field Save, which is usually 5+ U (noted on profile). This fighter uses their Armor Save when it is better than their Field Save, otherwise they use their Field Save. Unmodifiable Field Save (applied to profile).
Optics

This fighter can attack through smoke clouds, is unaffected by low-light conditions, and adds 1 to the result of any check to resist being blinded. Additionally, this fighter gains a +1 bonus to Detect. Unaffected by low-light & smoke clouds. +1 to resist Blinded, +1 to Detect.


Spinjahf

Champion
400
XP: 17 (Fast)
Advances: 3
M
WS
BS
 S 
 T 
W
I
A
4"
4+
3+
3
4
2
5+
2
Ld
Cl
Wil
Int
6+
5+
6+
4+
Save
4+

New Skills: 1, A: +1, Cl: +1, Int: +1

Squat Forgekin: This fighter is a Squat Forgekin; any game effect referring to Squat Void Barons or Champions is applicable to them. This fighter is immune to the reduction in movement caused by the Heavy-G trait. This fighter may be equipped from the Squat Void Barons Squat Forgekin Equipment List, uses the Survivor Critical Injury table, and uses the Squat Characteristic Maxima.
Archeotech Seeker: At the end of a battle this fighter participated in, they gain D3+1 additional XP if their gang ended the battle in control of one or more items of Archeotech gained during the battle.
Robust: When this fighter makes a Recovery Test for themselves it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Resilient: 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.
Munitioneer: At the beginning of the Choose Crew step of the Pre-Battle Sequence, D3 Ammo Cache wargear items are added to the gang's Stash if this fighter is not Captured, Critically Injured, or in Recovery.
Armor: Carapace (Rotundus Pattern)

Modifiers have been applied directly to profile.

Coilgun Repeater (Rotundus Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Fusillade
12''
36''
-
-1
4
D3
1
5+
Targeter [Coilgun Repeater (Rotundus Pattern)]

Modifiers have been applied directly to profile.

Targeter: (Modifiers have been applied directly to profile.)
Cestus
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
-
S
-
1
-
Cameleoline Cloak

When this fighter's level of cover is determined, it is considererd to be one level higher than it actually is., as summarized by the following chart:

Actual Cover
Effective Cover
None
Partial (-1)
Partial (-1)
Full (-2)
Full (-2)
Total (Cannot be targeted)
Wargear: Grapnel-Launcher

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

Grapnel (Double): Place this fighter at any point on the battlefield within 12'' and along a straight line from their starting position, such that their base does not overlap anything else, and observing the 1'' rule. This fighter must cross a gap or pitfall or move up or down at least 2'' on the battlefield as part of this movement; simply moving horizontally across open terrain is not allowed. This fighter cannot move through obstructing terrain or other fighters as part of this action.
Wargear: Grav-chute

If a fighter falls or jumps down to a lower level, they do not suffer any damage and do not become Pinned, they simply move down without any rolls being made; place the fighter at the nearest possible point on the battlefield near where they would have fallen such that their base does not overlap anything else, and observing the 1'' rule. If this is used in conjunction with a Charge and this fighter successfully engages one or more enemies, an extra Attack dice is gained in the ensuing close combat sequence; this extra Attack dice is resolved as a S+1 Unarmed attack.


Magenta

Chaos Spawn
395
M
WS
BS
 S 
 T 
W
I
A
8"
2+
6+
5
5
5
3+
2
Ld
Cl
Wil
Int
12+
2+
2+
12+
Save
3+
Chaos Cultists Chaos Spawn: This fighter is a Chaos Cultists Chaos Spawn; any game effect referring to Chaos Cultists or Chaos Spawns is applicable to them. This fighter may be equipped from the Chaos Cultists Chaos Spawn Equipment List, and uses the Normal Human Characteristic Maxima.
Supplicant of the Dark Prince: This fighter serves Slaanesh.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
Insane: This fighter automatically passes any Cool or Willpower check (including Nerve tests) and fails any Leadership or Intelligence check they are required to make. Additionally, this fighter cannot take Post-Battle Actions.
Superhumanly Tough: This fighter cannot be Pinned or Seriously Injured and does not suffer Flesh Wounds. However when this fighter would take one or more Wounds and has no Wounds remaining, this fighter is instead taken Out of Action. If this fighter is put Out of Action by an attack, the attacker gains D3 additional XP.
Unstable Defeat: If this fighter is put Out of Action roll a D3 and consult the following table:
D3
Outcome
1
Out Cold: The fighter is removed from play, but will be available to take part in the gang's next battle.
2
Recovery: The fighter is removed from play, and goes into Recovery.
3
Warp Explosion: This fighter is killed in a terrible explosion of Warp energies. Before removing the fighter from the battlefield center a 5'' Blast template on them; all other targets wholly or partially under the Blast template are hit by a Strength 3D3, D3 Damage, -D3 AP attack with the Knockback trait. After that has been resolved, this fighter is removed from play and removed from the gang's roster.
Superfluous Eyes

The fighter has a 360° vision arc, and adds 2 to the result of any check to resist being blinded.

Daemonic Eyes

This fighter 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.

Daemonic Appearance

When an enemy fighter must make a Leadership, Cool, Willpower, or Intelligence check (including Nerve tests), they roll one fewer dice if this fighter is within 9'' and visible to them.

Goring Horns

When this fighter makes a successful Charge action against one or more targets, before resolving any close combat attacks as part of that Charge this fighter may first make a Melee attack against a target they became Engaged with, resolved at +1 Strength with AP -1 and the Pulverize trait.

Poisoned Tongue

A Poisoned Tongue counts as one of this fighter's weapon slots. When making a close combat or ranged attack this fighter may use either of the following profiles instead of an equipped weapon profile, as appropriate:

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
3''
0''
+1
-
2
-2
1
-
Close Combat
E
-
+1
2
-2
1
-
Tentacle(s)

This fighter has one or more tentacular appendages. This counts as one of this fighter's weapon slots. When making a close combat or ranged attack this fighter may use either of the following profiles instead of an equipped weapon profile, as appropriate:

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
3''
0''
+1
-
S
-
1
-
Close Combat
E
-
+1
S
-
1
-