
Heroes have: 1d10skill, 7 inch mov, 2d6 armor
Galactic Mobster: Armed with a blaster pistol (ur3, 6 inch range, 1d6 dmg) and the 'completely regular musical instrument carrying case' (ur3, CC, 1d6+2 dmg, who knows what's inside!)
Special: An offer you cannot refuse (unlike the others, the mobster can use his ABs for +1 dmg), Hit Money (+1dmg against heroes who have spare ABs)
Space Sheriff: Armed with trusty revolver (ur3, 6 inch range, 1d6 dmg) and electro-cuffs (ur2, CC, DISARMS on hit: disarmed minifig can't equip or operate anything; can attempt to break free, using a feat roll: if that fails, the cuff zaps the disarmed fig for 1d6 dmg. only one fig at a time can be cuffed)
Special: Saddle Up! (Piloting), Quickdraw (can reroll a failed attack roll once per turn)
CosmoEngineer: Armed with welding blaster (ur3, 6 inch range, 1d6 dmg), wrench (ur3, CC, 1d6+2 dmg), auto-turret (see below) and coffee-mug (see below)
Special: Repair (feat, restores SP; cannot be used on the base itself), Coffee break (requires mug; uses up the hero's action to generate an extra 1d6 dieroll until the end of next round. The dieroll can be added to anything (skill, armor, feat) except damage)
Auto-Turret: 1d6 skill, cannot move, 1d10 armor, 2 hp. Attack: ur3, 6 inch range, 1d6 dmg
Space Teutons:

Wasteland Scavenger: Armed with Junk Rifle (ur3, 10 inch range; 1d6 dmg/2d6 dmg if the target is less than 4 inches away) and Hatchet (ur2, CC, 1d6 dmg)
Special: Junk armor (can replace one Armor die with a permanent armor value for ABs: if the scav does so, he gets 2AV for the first AB, then another +1 for each additional AB spent (so it becomes 1d6+2 from 2d6 then 1d6+3 and so on)), Luddite (gains +2dmg when attacking stuctures)
Astro-Aristocrat: Armed with Cosmic Blunderbuss (ur3, 10 inch range; 1d6+1 dmg) and binoculars (see below)
Special: Preferred Prey (select an opposing hero; against that hero, the AA receives a +1 skill mod), Targeting (requires binoculars: exposes target minifig, nullifying any cover modifiers for 2 turns)
Toxic Cyborg: Armed with toxo-cannons (ur3, 4 inch range, 1d6 damage; can fire both simultaneously with a -2 skill mod) and uranium lance (ur4, 10 inch range, 3d6 damage; requires 3 turns to recharge; ABs can reduce this time)
Special: FUCKING SCARY (-1 skill to all opposing units in a 3 inch radius), BileBang (on death, it explodes and deals 1d10 damage to every unit in a 2 inch radius)
If you have any questions, lmk. This will be the main game thread, due to the (expected) back and forth nature of this battle. Otherwise you know the map, post orders and go!