Goliath Riveter
150
M
WS
BS
 S 
 T 
W
I
A
4"
3+
3+
4
5
3
4+
2
Ld
Cl
Wil
Int
6+
5+
8+
10+
Save
5+/4+

Equipment

Starting: Furnace Plate, Armored Undersuit, Krumper, Stub Pistol, Spud Jacker, Stimm-Slug Stash.

Special

Crew Selection: If your gang is fighting a scenario on a Zone Mortalis battlefield, or if you are attacking a gang that has Home Turf advantage the Goliath Riveter may join the gang's 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.
Stupidly Tough: If a gang has a Goliath Riveter on their roster who is not in Recovery or Captured, the gang's player gains a Steel Constitution Tactics Card to use in the battle in addition to any other Tactics Cards available to them. If the Goliath Riveter takes part in the battle, this Tactics Card must be played on the Goliath Riveter.
Bulging Biceps: This fighter removes the Unwieldy trait from their Krumper's Charged weapon profile (modifier has been applied directly to Krumper Charged weapon profile).
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.

Krumper
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Snapfire
3''
9''
+2
-
4
-1
1
3+
Charged
3''
9''
+2
-
6
-2
2
5+
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-
3
-
1
4+
Spudjacker
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Klunk
E
-
-
S+1
-
1
-
Wargear: Stimm-slug stash

When an Active or Pinned fighter with a stimm-slug stash is activated, they may use their stimm-slug stash as a free action. Immediately discard one Flesh Wound from the fighter's card, if any are present. Until the end of the round, the fighter's Move, Strength and Toughness characteristics are each increased by 2. At the start of the End phase roll a D6; on a 1 or 2 roll an Injury dice and apply the result to the fighter