Acme Inc
Jason
Reputation
Turf
Credits
Rating
31
3
55
3660
Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Leader
605
16
35
37
4
Champion
320
14
28
29
3
Champion
340
15
26
27
3
Champion
300
4
12
5
3
Merc
250
7
20
23
4
Merc
185
7
23
24
3
Prospect
190
6
11
16
2
Specialist
350
8
17
15
2
Specialist
450
15
23
21
3
Specialist
275
15
28
32
5
Specialist
190
15
24
25
4
Ganger
155
6
10
10
1
Rogue Doc
50
1
0
0
0
Legend
Θ : Overwatch
∫ : Infiltrate
Δ : Hipshot
Alpha
  • Biceps
  • Potus
  • Stogey
  • Beckett
Bravo
  • Sniper
  • Deadeye
  • Sabot
Charlie
  • Flamer
  • Wtf
  • Diddly
Turf (x 2): The gang controls an area or resource within the underhive that allows the gang to take the Work the Turf Post-Battle Action. Having multiple Turf Territories provides a bonus to the outcome of that action.
Logistics Hub: When the gang collects income, for each Logistics Hub the gang controls the gang gains (1D6 - 1D3) x 15 credits (to a minimum of 0 credits), which are added to the gang's Stash immediately.
Stash
Tactics Cards Deck
Ω : Zone Mortalis Only
≠ : Sector Mechanicus Only
Φ : Skirmish Only
Ψ : Campaign Only

Gahlduss 'Biceps' Ando (Θ)

Leader
605
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
4
4
2
4+
2
Ld
Cl
Wil
Int
6+
5+
7+
6+
Save
4+

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

Delaque Cellboss: This fighter is a Delaque Cellboss; any game effect referring to Delaques or Leaders is applicable to them. This fighter may be equipped from the Delaque Cellboss Equipment List, and uses the Normal Human 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.
Trick Shot: When making a ranged attack, this fighter gains +D3 to hit a target in Partial or Full cover.
Bulging Biceps: This fighter ignores the Unwieldy trait on 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. This fighter can change which weapon they apply this skill to during the Update Roster step of the Post-Battle Sequence.
Overwatch: While this fighter is Readied and able to make a Shoot action, if a non-Hidden enemy fighter within their line of sight and vision arc declares an action, this fighter may lose their Ready marker to interrupt and make a Shoot action targeting that enemy fighter. If the enemy fighter is Pinned or Seriously Injured by this attack, their declared action fails. Additionally, this fighter gains a +1 bonus to Detect enemy fighters.
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

Modifiers have been applied directly to profile.

Wargear: Tactical Trenchcoat

Modifiers have been applied directly to profile. Additionally, there is a -1 penalty to Detect this fighter.

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)
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+
Targeter (Ranged weapons)

Modifiers have been applied directly to profile.

Targeter: (Modifiers have been applied directly to profile.)
Belt-feed (Heavy Stubber / Heavy Bolter / 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. 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.

Belt-feed: +1 Firepower die hit, +1 to Ammo checks.
Dueling Laspistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
18''
+1
3
1
3+
Power Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Puncture
E
S
-2
1
-
Wargear: Shades

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

Bionics: Bionic Eye

Modifiers have been applied directly to profile.

Improved Optics: A fighter with at least one bionic eye can see and attack through smoke clouds and is unaffected by low-light conditions. Additionally, the fighter adds 1 to the result of any check to resist being blinded for each bionic eye they have. A fighter with one or more bionic eyes gains no benefit from using photo-goggles or similar items, or weapon sights of any kind.
Bionics: Bionic Actuators

Modifiers have been applied directly to profile.

Bionics: Bionic Upgrades

Modifiers have been applied directly to profile.

Endas 'Sniper' Declan (Θ ∫)

Champion
320
M
WS
BS
 S 
 T 
W
I
A
5"
5+
2+
3
3
2
3+
1
Ld
Cl
Wil
Int
7+
5+
5+
5+
Save
6+

New Skills: 2, BS: +1

Delaque Sharpshooter: This fighter is an Delaque Sharpshooter; any game effect referring to Delaques or Champions is applicable to them. This fighter may be equipped from the Delaque Sharpshooter Equipment List, when they would choose a Primary Skill they may instead choose a Sharpshooter Skill, and uses the Normal Human Characteristic Maxima. This fighter is not eligible to become a gang Leader if the current Leader is killed or retires.
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).
Overwatch: While this fighter is Readied and able to make a Shoot action, if a non-Hidden enemy fighter within their line of sight and vision arc declares an action, this fighter may lose their Ready marker to interrupt and make a Shoot action targeting that enemy fighter. If the enemy fighter is Pinned or Seriously Injured by this attack, their declared action fails. Additionally, this fighter gains a +1 bonus to Detect enemy fighters.
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.
Trick Shot: When making a ranged attack, this fighter gains +D3 to hit a target in Partial or Full cover.
Crack Shot: When this fighter rolls a natural 6 to hit with a ranged weapon, the attack gains +1 Strength and +1 Damage. This skill cannot be used with attacks that have the Area, Scattershot, Blast, or Template traits.
Wargear: Tactical Trenchcoat

Modifiers have been applied directly to profile. Additionally, there is a -1 penalty to Detect this fighter.

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)
Sniper Rifle (Stub)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
18''
36''
+1
4
-1
1
4+
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.

Speed Loader: May take free Reload (Simple) action when activated.
Stub Pistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
9''
18''
+1
4
1
4+
Silencer (Autopistol / Stub Pistol)

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

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.

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

Jyr-us 'Flamer' Kav (Δ ∫)

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

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

Delaque Cellchief: This fighter is a Delaque Cellchief; any game effect referring to Delaques or Champions is applicable to them. This fighter may be equipped from the Delaque Cellchief Equipment List, and uses the Normal Human Characteristic Maxima.
Cutthroat Opportunist: During campaign play this fighter can kill an existing Cellboss member of the gang, gaining 5 XP and taking that fighter's place in the gang's roster (the replaced Leader is dead, and their gear goes to the gang's Stash). This fighter loses this ability and their current Equipment and Skill Access. This fighter gains the Equipment and Skill Access and Group Activation and Command Aura of a Cellboss. Any Skills this fighter already has are retained and their characteristics remain unchanged.
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 6''.
Command Aura (6''): when a fellow gang member within 6'' 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.
Hip Shooting: If this fighter is Active, they can make the following action:
Run and Gun (Double): This fighter makes a Standard Move, adding +D3'' to the distance they can move. At any point along their move this fighter may make a single free Shoot action resolved normally, using a weapon they are equipped with that does not have the Unwieldy trait.
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

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, there is a -1 penalty to Detect this fighter.

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)
Flamer
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
T
4
-1
1
5+
Club
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Smash
E
S
1
-
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
3
1
4+
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

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.

Beckett

Champion
300
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
3
3
2
4+
2
Ld
Cl
Wil
Int
8+
5+
8+
7+
Save
5+/4+

Promoted Merc!, New Skills: 2, WS: +1

Delaque Merc: This fighter is a Delaque Merc; any game effect referring to Delaques or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Delaque Cellchief Equipment List, and uses the Normal Human Characteristic Maxima.
Gunfighter: When making the Shoot action using two different Pistols, this fighter does not suffer the standard -1 penalty to hit, and may target a different enemy with each weapon.
Fast Shot: This fighter treats the Shoot action as Simple rather than Basic. This skill cannot be used with attacks that have the Unwieldy trait.
Pistoleer: The following rules changes apply to this fighter when they are engaged in close combat while armed with one or more weapons with the Pistol trait:
  • in the Determining Attack Dice step this fighter may:
    • ignore the standard rule that only one Attack dice can be allocated to a pistol
    • gain the Dual Weapons additional dice if using two pistols
  • in the Make the Hit Rolls step this fighter may:
    • add the Short Range Accuracy modifier of allocated pistols to their hit rolls
Armor: Flak

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, there is a -1 penalty to Detect this fighter.

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)
Stub Pistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
9''
18''
+1
4
1
4+
Stub Pistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
9''
18''
+1
4
1
4+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
+1
S
1
-
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.

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

Krusch

Merc
250
M
WS
BS
 S 
 T 
W
I
A
5"
2+
5+
4
5
3
5+
3
Ld
Cl
Wil
Int
8+
4+
7+
9+
Save
5+/4+

New Skills: 2, Skull Chip, M: +1, A: +1

Goliath Merc: This fighter is a Goliath Merc; any game effect referring to Goliaths or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Goliath Forge Boss Equipment List, and uses the Goliath Characteristic Maxima.
Burly: This fighter's unarmed attacks gain the Melee and Knockback traits, and during the Pick Weapons and Determine Attack Dice steps of close combat this fighter may choose to make a secondary unarmed attack to gain the Dual Weapons bonus dice.
Additionally, this fighter gains +1 Strength when making the Exert action and when resisting being involuntarily moved (for instance, when they are the target of an attack with the Knockback or Drag traits). However, other fighters gain +1 to Detect this fighter.
Burly: Unarmed attacks gain Melee & KB, grant Dual Weapon dice. +1 on Exert, +1 S vs KB / Drag. Other fighters gain +1 to Detect you.
Iron Jaw: If this fighter would be taken Out of Action by a close combat attack with an Out Cold result, they may roll a D6 and add their current modified Toughness to the result; on a 8+ this fighter instead suffers a Flesh Wound and remains in play. Additionally, this fighter has +1 Toughness vs unarmed attacks.
Iron Jaw: +1 Toughness vs unarmed attacks, and if would be Out Cold via close combat stay in play on 7+ roll of (D6 + modified T).
Armor: Furnace Plates

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks that hit within the fighter's front arc.

Wargear: Armored Undersuit

Modifiers have been applied directly to profile.

Two-handed Power Hammer
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bionics: Skullchip

Modifiers have been applied directly to profile.

Bionics: Steel Skull

This item may never be removed from the fighter it is attached to. When a fighter with a steel skull would be taken Out of Action in close combat and receives 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. Finally, if this fighter is Engaged and is able to make a Melee attack, they can use the following action:

Headbutt (Simple): Select an Engaged enemy fighter. This fighter rolls a D6 and the chosen enemy fighter rolls a D3, then each fighter adds their current Toughness (including modifiers such as from Flesh Wounds or a stimm-slug stash) to their results. If this fighter's result is higher, the enemy fighter is momentarily staggered and cannot make Reaction attacks the next time they are attacked in close combat this turn. If this fighter's result is lower, their turn ends immediately. In the case of a tie, nothing happens and this fighter's turn resumes.
Grenade: Frag
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-BOOM
Sx3
3
1
4+
Grenade: Photon Flash
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
FLASH-BANG
Sx3
0
0
5+

Fats

Merc
185
M
WS
BS
 S 
 T 
W
I
A
4"
4+
2+
3
5
3
5+
2
Ld
Cl
Wil
Int
8+
5+
8+
8+
Save
-

T: +1, W: +1, A: +1

Deathworlder: This fighter is a Deathworlder, of a people adapted for survival in the worst of conditions over generations and as hardy as human beings can be. This fighter uses the Survivor Critical Injury table, and uses the Deathworlder Characteristic Maxima.
Pistoleer: The following rules changes apply to this fighter when they are engaged in close combat while armed with one or more weapons with the Pistol trait:
  • in the Determining Attack Dice step this fighter may:
    • ignore the standard rule that only one Attack dice can be allocated to a pistol
    • gain the Dual Weapons additional dice if using two pistols
  • in the Make the Hit Rolls step this fighter may:
    • add the Short Range Accuracy modifier of allocated pistols to their hit rolls
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.
Plasma Pistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
5
-1
2
5+
Speed Loader [Plasma Pistol (Master Crafted)]

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.

Speed Loader: May take free Reload (Simple) action when activated.
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
3
1
4+
Power Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Puncture
E
S
-2
1
-
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.

Tildas 'Diddly' Smoots (∫)

Prospect
190
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
3
1
4+
1
Ld
Cl
Wil
Int
8+
7+
8+
7+
Save
6+

New Skills: 1, BS: +1

Delaque Ambusher: This fighter is an Delaque Ambusher; any game effect referring to Delaques or Prospects is applicable to them. This fighter uses the Normal Human Characteristic Maxima, may be equipped from the Delaque Ambusher Equipment List, and when they would choose a Primary Skill they may instead choose an Ambusher Skill. During campaign play this fighter Advances as a Hero.
Cutthroat Opportunist: During campaign play this fighter can be promoted to fill an open Champion slot, becoming a Cellchief. Alterately this fighter can kill an existing Champion member of the gang, gaining 5 XP and taking that fighter's place in the gang's roster (the replaced Champion is dead, and their gear goes to the gang's Stash). In either case this fighter loses Expendable and their current Equipment and Skill Access. This fighter gains Group Activation (1), Command Aura (6''), the Equipment and Skill Access of a Cellchief, and the Cellchief version of this ability. Any Skills this fighter already has are retained and their characteristics remain unchanged.
Expendable: If this fighter is Seriously Injured or taken Out of Action, friendly fighters within 3'' do not have to make a Nerve test, unless they are also Expendable.
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).
Backstabber: Any close combat weapons used by this fighter gain the Backstab trait; weapons that already have the trait add 2 to the attacker's Strength rather than 1 when the trait is applicable. Additionally, there is a -1 penalty to Detect this fighter.
Bushwacker: When this fighter could make a Charge action they may instead pick an enemy fighter within their vision arc and line of sight as their target and make the following action:
Bushwacking Charge (Double): The fighter attempts to move into base contact with their target and no other enemy fighters. The maximum distance the fighter may move as part of this action is double their current Movement characteristic.
If the fighter fails to move into base contact with their target and no other enemy fighter, they must end their movement at least 1'' away from all enemy fighters. Otherwise, resolve the following:
  • Target is Seriously Injured: this fighter may take a free Coup de Grace (Simple) action against them.
  • Target was Pinned: the target stands up and becomes Engaged as normal but this fighter's controlling player determines the target's facing, then this fighter may take a free Fight (Basic) action against them.
  • Target was Standing: this fighter may take a free Fight (basic) action against them.
If the fighter does take a free Fight (Basic) action against their target as part of this charge, all attacks they make to which the Backstab trait applies gain +1 to hit.
Berserker: Pick target w/i vision arc for Charge to Double Move & auto-pass any Cool, or Willpower tests to complete Charge.
Gunfighter: When making the Shoot action using two different Pistols, this fighter does not suffer the standard -1 penalty to hit, and may target a different enemy with each weapon.
Wargear: Tactical Trenchcoat

Modifiers have been applied directly to profile. Additionally, there is a -1 penalty to Detect this fighter.

Autopistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+1
3
1
4+
Silencer [Autopistol]

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

Autopistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+1
3
1
4+
Silencer [Autopistol]

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

Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
+1
S
1
-
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.

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

Turvis 'Potus' Balla (Θ)

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

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

Delaque Specialist: This fighter is a Delaque Specialist; any game effect referring to Delaques or Specialists is applicable to them. This fighter may be equipped from the Delaque Specialist Equipment List, and uses the Normal Human 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 Delaque Cellchief or a Delaque Sharpshooter. If this option is taken, this fighter loses this ability and their current Equipment and Skill Access. If this fighter becomes a Delaque Cellchief they gain Group Activation (1) and Command Aura (6''). If this fighter becomes a Delaque Sharpshooter they gain the Infiltrate and Overwatch Skills (if they do not already have them). This fighter gains the Equipment and Skill Access of the type of Champion they become; any Skills this fighter already has are retained and their characteristics remain unchanged.
Overwatch: While this fighter is Readied and able to make a Shoot action, if a non-Hidden enemy fighter within their line of sight and vision arc declares an action, this fighter may lose their Ready marker to interrupt and make a Shoot action targeting that enemy fighter. If the enemy fighter is Pinned or Seriously Injured by this attack, their declared action fails. Additionally, this fighter gains a +1 bonus to Detect enemy fighters.
Armor: Flak

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, there is a -1 penalty to Detect this fighter.

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

Modifiers have been applied directly to profile.

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

Modifiers have been applied directly to profile.

Las-Projector: (Modifiers have been applied directly to profile.)
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
3
1
4+
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.

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

Fezren 'Wtf' Po (Δ ∫)

Specialist
450
M
WS
BS
 S 
 T 
W
I
A
6"
4+
3+
4
4
1
3+
1
Ld
Cl
Wil
Int
7+
5+
6+
5+
Save
6+/6+U

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

Delaque Specialist: This fighter is a Delaque Specialist; any game effect referring to Delaques or Specialists is applicable to them. This fighter may be equipped from the Delaque Specialist Equipment List, and uses the Normal Human 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 Delaque Cellchief or a Delaque Sharpshooter. If this option is taken, this fighter loses this ability and their current Equipment and Skill Access. If this fighter becomes a Delaque Cellchief they gain Group Activation (1) and Command Aura (6''). If this fighter becomes a Delaque Sharpshooter they gain the Infiltrate and Overwatch Skills (if they do not already have them). This fighter gains the Equipment and Skill Access of the type of Champion they become; any Skills this fighter already has are retained and their characteristics remain unchanged.
Hip Shooting: If this fighter is Active, they can make the following action:
Run and Gun (Double): This fighter makes a Standard Move, adding +D3'' to the distance they can move. At any point along their move this fighter may make a single free Shoot action resolved normally, using a weapon they are equipped with that does not have the Unwieldy trait.
Infiltrate: In scenarios that allow fighters to Infiltrate, this fighter may Infiltrate. Some scenarios may provide alternate instructions, but by default at the end of the Deploy step of the Pre-Battle Sequence, in priority order the controlling player may set up this fighter anywhere on the battlefield that is not visible to or within 6'' of any enemy fighters. Infiltrate: Fighter may Infiltrate, if scenario permits. In priority order set up fighter so that they are not visible to or within 6'' of any enemy fighters (unless scenario specific guidelines are given).
Armor: Fighting Harness

Modifiers have been applied directly to profile. The save provided is a 6+ unmodified save, but it is only usable against close combat attacks. Additionally, a fighter with a Fighting Harness gains a Parry in close combat.

Wargear: Tactical Trenchcoat

Modifiers have been applied directly to profile. Additionally, there is a -1 penalty to Detect this fighter.

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)
Wolfsbane (Autopistol)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Power Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slash
E
S+1
-2
1
-
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
+1
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.

Bionics: Steel Skull

This item may never be removed from the fighter it is attached to. When a fighter with a steel skull would be taken Out of Action in close combat and receives 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. Finally, if this fighter is Engaged and is able to make a Melee attack, they can use the following action:

Headbutt (Simple): Select an Engaged enemy fighter. This fighter rolls a D6 and the chosen enemy fighter rolls a D3, then each fighter adds their current Toughness (including modifiers such as from Flesh Wounds or a stimm-slug stash) to their results. If this fighter's result is higher, the enemy fighter is momentarily staggered and cannot make Reaction attacks the next time they are attacked in close combat this turn. If this fighter's result is lower, their turn ends immediately. In the case of a tie, nothing happens and this fighter's turn resumes.
Bionics: Hacker Interface

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

Bionics: Bionic Eye

Modifiers have been applied directly to profile.

Improved Optics: A fighter with at least one bionic eye can see and attack through smoke clouds and is unaffected by low-light conditions. Additionally, the fighter adds 1 to the result of any check to resist being blinded for each bionic eye they have. A fighter with one or more bionic eyes gains no benefit from using photo-goggles or similar items, or weapon sights of any kind.
Grenade: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-POOF
Sx3
0
0
4+
Grenade: Tanglefoot
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-TRIPPY
Sx3
0
0
4+
Wargear: Frag Trap

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

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

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

Qwardo 'Deadeye' Gol (Θ ∫)

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

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

Delaque Specialist: This fighter is a Delaque Specialist; any game effect referring to Delaques or Specialists is applicable to them. This fighter may be equipped from the Delaque Specialist Equipment List, and uses the Normal Human 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 Delaque Cellchief or a Delaque Sharpshooter. If this option is taken, this fighter loses this ability and their current Equipment and Skill Access. If this fighter becomes a Delaque Cellchief they gain Group Activation (1) and Command Aura (6''). If this fighter becomes a Delaque Sharpshooter they gain the Infiltrate and Overwatch Skills (if they do not already have them). This fighter gains the Equipment and Skill Access of the type of Champion they become; any Skills this fighter already has are retained and their characteristics remain unchanged.
Overwatch: While this fighter is Readied and able to make a Shoot action, if a non-Hidden enemy fighter within their line of sight and vision arc declares an action, this fighter may lose their Ready marker to interrupt and make a Shoot action targeting that enemy fighter. If the enemy fighter is Pinned or Seriously Injured by this attack, their declared action fails. Additionally, this fighter gains a +1 bonus to Detect enemy fighters.
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, Rapid Fire, Scattershot, or Template traits.
Wargear: Tactical Trenchcoat

Modifiers have been applied directly to profile. Additionally, there is a -1 penalty to Detect this fighter.

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)
Sniper Rifle (Stub)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
18''
36''
+1
4
-1
1
4+
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.

Speed Loader: May take free Reload (Simple) action when activated.
Infra-sight (Ranged weapons)

A weapon with an Infra-sight can be used to attack through smoke clouds, 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.

Infra-sight: attack through smoke clouds, unaffected by low-light, reduce cover penalty by 1.
Dueling Laspistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
18''
+1
3
1
3+
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.

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

Sillo 'Sabot' Sayn (∫)

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

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

Delaque Specialist: This fighter is a Delaque Specialist; any game effect referring to Delaques or Specialists is applicable to them. This fighter may be equipped from the Delaque Specialist Equipment List, and uses the Normal Human 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 Delaque Cellchief or a Delaque Sharpshooter. If this option is taken, this fighter loses this ability and their current Equipment and Skill Access. If this fighter becomes a Delaque Cellchief they gain Group Activation (1) and Command Aura (6''). If this fighter becomes a Delaque Sharpshooter they gain the Infiltrate and Overwatch Skills (if they do not already have them). This fighter gains the Equipment and Skill Access of the type of Champion they become; any Skills this fighter already has are retained and their characteristics remain unchanged.
Infiltrate: In scenarios that allow fighters to Infiltrate, this fighter may Infiltrate. Some scenarios may provide alternate instructions, but by default at the end of the Deploy step of the Pre-Battle Sequence, in priority order the controlling player may set up this fighter anywhere on the battlefield that is not visible to or within 6'' of any enemy fighters. Infiltrate: Fighter may Infiltrate, if scenario permits. In priority order set up fighter so that they are not visible to or within 6'' of any enemy fighters (unless scenario specific guidelines are given).
Wargear: Tactical Trenchcoat

Modifiers have been applied directly to profile. Additionally, there is a -1 penalty to Detect this fighter.

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)
Autogun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sabot
6''
24''
-1
+1
3
-1
1
3+
Needle Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
4''
9''
+2
4
-1
1
5+
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.

Grenade: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-POOF
Sx3
0
0
4+
Wargear: Extra Ammo

If a fighter with extra ammo fails an Ammo check the player controlling the fighter may choose to delete Extra Ammo from the Fighter's card immediately to cancel the outcome of the failed Ammo check; play proceeds as if the fighter had passed their Ammo check. If Ammo check fails, may delete Extra Ammo to pass Ammo check.

Ceegan 'Stogey' Garo

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

T: +1

Delaque Operator: This fighter is a Delaque Operator; any game effect referring to Delaques or Gangers is applicable to them. This fighter may be equipped from the Delaque Operator Equipment List, and uses the Normal Human Characteristic Maxima.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Specialist (gaining a Primary Skill choice in the process) and losing this ability.
Wargear: Tactical Trenchcoat

Modifiers have been applied directly to profile. Additionally, there is a -1 penalty to Detect this fighter.

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)
Autogun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sabot
6''
24''
-1
+1
3
-1
1
3+
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
3
1
4+
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.

Grenade: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-POOF
Sx3
0
0
4+
Wargear: Extra Ammo

If a fighter with extra ammo fails an Ammo check the player controlling the fighter may choose to delete Extra Ammo from the Fighter's card immediately to cancel the outcome of the failed Ammo check; play proceeds as if the fighter had passed their Ammo check. If Ammo check fails, may delete Extra Ammo to pass Ammo check.

F.M.S.

Rogue Doc
50
M
WS
BS
 S 
 T 
W
I
A
5"
5+
5+
2
3
1
4+
1
Ld
Cl
Wil
Int
9+
8+
7+
5+
Save
-
Crew Selection: This Hangers-on cannot be chosen as Crew to participate in a battle. However whenever a battle happens on the gang's own turf (i.e., they have the Home Turf advantage in a scenario), roll a D6 for this Hangers-on before choosing a Crew. On a result of 1, 2 or 3 this Hangers-on is present and must be included as part of the Crew.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
No Permanent Injury: If this fighter suffers a Lasting Injury that would make a change to their fighter card, they are instead removed from the gang roster.
A Doctor In The House: During the Post-battle Sequence this Rogue Doc may treat one member of the gang who has suffered a Critical Injury, without a hero of the gang having to escort the Critically Injured fighter to the doctor. Use the Medical Escort resolution chart. This costs the gang no credits.
Medicae: During the End Phase immediately before Recovery Tests are made, if this fighter is Active they may make a Standard Move or if they are Pinned they may make a Half Move towards a Seriously Injured friendly fighter. When this fighter assists a friendly fighter who is making a Recovery test this skill allows a single Out of Action dice result to be rerolled.
Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Cap
6''
12''
+1
3
1
4+
Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shiv
E
S
-1
1
-
Wargear: Medicae Kit

When a fighter with a Medicae kit assists a friendly fighter's Recovery test, roll an extra injury dice then choose one to discard.

Dueling Laspistol (Master Crafted)

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

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
18''
+1
3
1
3+

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

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

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

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

Sniper Rifle (Stub)

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

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

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

Knockback: If a fighter fails or cannot make an Armor Save or Field Save against an attack with this trait, subtract the target's modified Strength from the attack's Strength. If the result is 0 or less, this trait has no effect. Otherwise, the target fighter is involuntarily moved that many inches directly away from the attacking fighter.
For instance, a target with a modified Strength of 3 is unaffected by this trait on attacks that have Strength 3 or less, while a target with a modified Strength of 4 would be knocked back 2'' by a Strength 6 attack that has this trait.
If the opposing fighter cannot be moved the full distance because of a wall, obstacle, another fighter, encountering an edge of the battlefield, or similar, they are moved as far as possible, and the attack inflicts +1 Damage against them.
Falling: A knocked back fighter will fall if they are moved off a ledge or over a pitfall. They may also fall if they become Pinned near a ledge and fail the subsequent Initiative check. If this occurs, first finish resolving the attack which knocked them back, then resolve falling only if the knocked back fighter remains on the battlefield.
Knockback: after failed save, KB a # of inches == (D6 + target's STR); directly away. If blocked, attack gains +1 DMG instead.

Silent: A weapon with this trait does not trigger Detect checks if used by a Hidden fighter, and does not risk raising the alarm in scenarios that use the Sentries special rules.

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

Wargear: Frag Trap

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

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

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

Wargear: Timed Explosive

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

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

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

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

Log

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

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

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

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

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

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

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

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

Ulfgar (Clawbberers, L); +130 credits

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

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

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

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

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

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

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

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

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