The Smog on the Sump Brawlers
Goliath (HoC)
Lore
Starting Goliath Gang Tactics Cards List Adrenaline Surge Desperate Effort Seize the Initiative Ironhide Ceramide skin Knockout Blow Not Done Yet Second Wind Fireborn Genetically Gifted Get ‘em Improvised Projectile They’re only Bullets Brutal Charge Unstoppable Behemoth Violent Minded Veiled Threat Rapid Healing Double Time Bait and Switch
Notes
Immortan Bo
Leader
Lore
Quick Rules Disarm: Hit roll of 6+ in melee, target cannot use any weapons for reaction attacks for that round (reaction attacks are all unarmed). Hyper Healing: Roll one additional Injury Dice during recovery Tests and pick one to discard. During post-battle, if has any Lasting injuries roll a D6 and remoev one Lasting Injury on a Natural Roll of a "6". Knockback: If hit roll is =/+ than target's Toughness, moved back 1". If can't, increase Damage by 1. May trigger falling test. Unstoppable: Roll D6 before Recovery Test in end phase. 4+, discard a flesh wound or roll one additional dice for the Recovery Test, and then choose which one to discard. Hit me list <name> Hit them list <name>
Notes
Colossus
Champion
Lore
Quick Rules Combat Chems Stash: When activated, can choose to use. Until End Phase, +D3 attacks BUT if a natural "1" is rolled, Attacks characteristic is reduced to 1. Iron Man: Toughness not reduced by Flesh Wounds, but will go out of action if suffers flesh wounds equal to toughness. Paired: +1A for dual weapons. When charging, double Attacks Characteristic. So on charge, will normally have 8 attacks (3x2, +1, +1). Pulverise: After Injury Roll, roll a D6. =/+ Toughness (or natural "6"), change 1 Flesh Wound to a Seriously injured result. Genesmithing Genetic Ancient (+1 Leadership, Willpower & Intelligence), Overdeveloped Musculature (+1 Strength, -1 initiative) Hit me list <name> Hit them list <name>
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Doof
Champion
Lore
Quick Rules Nerves of Steel: When hit by ranged attack, Cool test. If passed, may choose to not become Prone and Pinned. Disarm: Hit roll of 6+ in melee, target cannot use any weapons for reaction attacks for that round (reaction attacks are all unarmed). Natborn: Strength and Toughness XP increases cost 6XP, not 8XP. Parry: Force attacker to re-roll one (none Power) melee hit. Rending: Wound Roll of "6", +1 Damage (Fighter) or +1 Damage dice (vehicle). Genesmithing Prime Specimen (+1 Strength), Iron Flesh (+1 Wound) Hit me list <name> Hit them list <name>
Notes
Toast
Prospect
Lore
Quick Rules Reckless: Randomly determine targets from all models within line of sight and range. All additional rapid fire hits must be distributed amongst as many eligible targets as possible. Shock: Natural 6 on hit roll = automatically wounds (no wound roll). Unstable: If ammo symbol rolled during ammo check, roll D6. 1-3, fighter is taken Out of Action. Genesmithing Fearless but Foolish (+1 Cool, -1 Intelligence) Hit me list <name> Hit them list <name>
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Nux
Specialist
Lore
Quick Rules <Rules> Genesmithing None Hit me list <name> Hit them list <name>
Notes
Bubba
Ganger
Lore
Quick Rules Knockback: If hit roll is =/+ than target's Toughness, moved back 1". If can't, increase Damage by 1. May trigger falling test. Genesmithing Reduced Bone Density (-1 Strength) Hit me list <name> Hit them list <name>
Notes
Dag
Juve
Lore
Quick Rules Knockback: If hit roll is =/+ than target's Toughness, moved back 1". If can't, increase Damage by 1. May trigger falling test. Genesmithing None Hit me list <name> Hit them list <name>
Notes
Nate
Juve
Lore
Quick Rules Backstab: +1 STR if not in target's vision arc. Genesmithing Corrupted Slug (-1 Leadership, Willpower and Intelligence) Hit me list <name> Hit them list <name>
Notes