He has a single package based all around shanking enemies, but he does this well. Only single blood on the knives, but with 4+ strength and Sharp they're reliably wounding, and attack 4 with Combo means he can throw out a few dice to get as many hits as he can. Brutal lets him fish for crit or Knock Down results on the Collateral Dice which is great, and can set things up for later.
He doesn't have any traits to help him out, but he is defence 3 and endurance 8 which is pretty good for only 40 rep. Really that's all to say.
Like the rest of his brethren, he has Criminal for if he KOs or kills an opponent. Especially nice to bump up to willpower 7, it means if he can bully a weak henchman early he will be able to get a big boost for the rest of the game. Hidden is his biggest boon, as it allows him to easily get into the fray and start challenging the opponent early, both through attacking models and claiming objectives.
Prisoner 2 is an odd model, with his weapon being not that great. The BiggaSticka (seriously, what is that name) does a single blood at strength 5+ with Heavy, meaning it will wound 50% of the time, and it has crit:triple stun which is nice when it triggers but not something to bank on. For such a large weapon though, you would think it would have Reach (it's almost 3 times the size of an Extendable Baton and double Deathstroke's Bo) but it doesn't, and all in all he is just a mediocre model for the big points hike over Prisoner 1.
Prisoner 3 has an axe, which is a quite good weapon, but at only attack 2 he will rarely, if ever, actually deal damage with it. He is ridiculously easy to block and his output isn't really that good given he is almost 20 rep, and there are far better choices for this cost.
Prisoner 4 has Brass Knuckles, which are in effect Reinforced Gloves that can be stolen. It's not his big use in any given list, but it's decent enough that it can be used well.
Prisoner 5 is arguably the best in this regard, with a lot of good tricks that can help in many ways and slot into most crews well. For only $300 in funding he gets 2 ammo on an Automatic Pistol which is fair for the cost and a decent weapon for damage, and 2 Smoke Grenades (amazing as always). He is only attack 2, but with 4 ammo that doesn't matter because he won't be punching things anyway, it's his job to shoot.
Turk is a pure shooting model, and he does it pretty well. Carrying 2 Handguns (Automatic Pistols with 1 less shot) with 2 ammo each, he can put out some good shooting just from that. He does however have Gunman, which means for 2AC and 2SC he can shoot both guns in the same turn, and even though this is 4/5 counters he has and chews through his ammo it can be a great way to take out a threatening model that is closing in on the crew, which is very useful.
He has attack 3, strength 5+ which isn't great but his Heavy Electric Baton more than makes up for it. A similar weapon to Nightwing, it does double stun with Mechanical and Handy, with also having Crit:Stun as a nice little extra. It lets him do a good amount of reliable stun damage, and he can hurt a good amount of models with it.
Electric Storm as a special attack is pretty much garbage. It costs 3SC (that he could be using on Unpredictable) for a single explosion template that only does the same damage as his Baton, and he won't really be doing that much valuable damage with it that will have a huge effect on the game.
Little Spark has defence 3, something none of the other metal prisoners have, and endurance 5. This alone is ok but not great for 40 rep, but he does have Catcher Gear to help him against Heavy weapons (quite a lot) and Sturdy which will stop him losing more than one counter from damage. Overall not huge, but not terrible.
He has Handyman, letting him manipulate for free and can potentially heal Vehicles (neat with Bane or Penguin). His biggest draw though is Unpredictable, which turns his average willpower of 5 into an insanely versatile set as he can spend special counters as anything else. This lets him have 5 attacks or blocks which can both be great, or even 5 movement counters for a super fast turn to grab objectives. In terms of sheer versatility this is very much worth it.