Overlords of the Seeej Sprawl Sector
Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Specialist
460
15
24
25
4
Specialist
305
17
27
30
5
Specialist
200
15
20
25
4
Firebase
Threats
Assault
Closers
Turf (x 5): 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.
Refinery: Once per Post-Battle Sequence for each Refinery the gang controls, an available Leader or Champion may
take a special Exploit Refinery Post-Battle Action to collect D6 x 15 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
New Skills: 3, S: +1, T: +1, W: +1, Ld: +1, Int: +1
Escher Gang Queen: This fighter is a Escher Gang Queen; any game effect referring to Eschers or Leaders is applicable to them. This fighter may be equipped from the Escher Gang Queen Equipment List, and uses the Normal Human Characteristic Maxima.
Rise Again: If this fighter would be killed and this gang has an available Deathmaiden slot, this fighter may instead become a Deathmaiden. If this option is taken all of this fighter's gear is moved to the gang's Stash immediately and they go into Recovery. During the Manage Fighters step of the Post-Battle Sequence this fighter loses this ability, Group Activation and Command Aura, and the Equipment and Skill Access of an Escher Gang Queen, then gains the Poisoned Blood ability and the Robust skill, as well as the Equipment and Skill Access of a Escher Deathmaiden. This fighter is no longer the gang's Leader and a new Leader must be selected from among the gang's eligible fighters during the Loss of a Leader step of the Post-Battle Sequence.
Group Activation (2): this fighter may group activate with up to 2 fellow gang members within 12''.
Command Aura (12''): while this fighter is not Seriously Injured and a fellow gang member within 12'' of them 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.
Inspirational: Friendly fighters within 9'' and line of sight of this fighter may use this fighter's Leadership Characteristic when making a Cool or Willpower check (including Nerve tests).
Connected: This skill only has an effect in the Pre-Battle Sequence.
In the Choose Crews step of the Pre-Battle Sequence after crews are selected,
if this fighter is part of the gang's Crew you may choose to do any one of the following
immediately before Crew Rating is calculated:
- Hire up to three Hive Scum for 15 credits each to become part of the gang's Crew for this battle.
- Hire one Merc at half their normal credit cost to become part of the gang's Crew for this battle.
- Force one Hangers-on on the gang's roster to become part of the gang's Crew for this battle.
Connected: If this fighter is in the gang's Crew, in the Pre-Battle Sequence Choose Crews step after crews are selected and before Crew Rating is calculated, you may use one of the following options to add more fighter(s) to the gang's Crew:
A) Hire 1-3 Hive Scum for 15 credits each; B) Hire 1 Merc at 1/2 credit cost for this battle only; C) Include a Hangers-on from the gang's roster.
Infiltrate: This fighter may Infiltrate. By default, at the end of the Deploy step of the Pre-Battle Sequence and in priority order the controlling player may set this fighter up on the battlefield anywhere that is not visible to or within 6'' of any enemy fighters.
However, some scenarios provide alternative instructions.
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).
Tactician: When this fighter is set up onto the battlefield, the controlling player may recombine their Tactics Cards deck and discard pile (if any). They may then choose any one Tactics Card from their deck and add it to their hand. Finally, the controlling player reshuffles their Tactics Cards deck.
Tactician: When fighter enters play: choose 1 Tactics Card from deck or discard & add to hand; reshuffle deck & discard.
Armor: Mesh
Modifiers have been applied directly to profile.
Wargear: Armored Undersuit
If a fighter is wearing an armoured undersuit, their Armor save roll is improved by 1.
Mesh Armor and Armored Undersuit (Modifiers have been applied directly to profile.)
Bolter (Rotundus Pattern)
Bolt
12''
24''
+1
+1
4
-1
2
4+
Targeter [Bolter]
Modifiers have been applied directly to profile.
Targeter: (Modifiers have been applied directly to profile.)
Needle Pistol (Master Crafted)
Needle
6''
12''
+2
-
4
-1
1
5+
Wargear: Chem-Synth
An Active or Engaged fighter with a chem-synth can make the following action:
Synthesize Poison (Simple): This fighter selects one of their weapon profiles with the Gas or Toxin trait; that weapon profile gains the Virulent trait (fighters have their Toughness reduced by 1 against attacks with the Virulent trait). The weapon profile loses the Virulent trait after a Close Combat exchange or Ranged attack using it is resolved.Select one of your Toxin or Gas weapon profile; fighters' are -1 T vs next attack with that weapon profile.
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: Frenzon Stash
When this fighter is activated they may use their frenzon stash as a free action. If this fighter is Seriously Injured they may suffer a Flesh Wound and become Pinned. If this fighter is Pinned they may make a free Stand Up action. Until the end of the round this fighter automatically passes any Cool or Willpower check they are required to make, and treat the Fight (Basic) action as a Fight (Simple) action. At the beginning of the End Phase roll a D6; if the result is greater than this fighter's current modified Toughness this fighter goes Out of Action and into Recovery.
If a fighter uses a frenzon stash during a battle, the frenzon stash is deleted from their fighter card when the battle
ends.
May use as a free action. If Seriously Injured suffer a Flesh Wound and become Pinned. Stand up if Pinned. Until end of round, auto-pass Cool and Willpower checks and treat Fight as a Simple action. At the beginning of the End Phase roll a D6; if the result is greater than this fighter's current modified Toughness this fighter goes Out of Action and into Recovery. If used, delete at end of battle.
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.
Grenade: Plasma
KA-SIZZLE
Sx3
-
-
5
-1
2
6+
Grenade: Photon Flash
FLASH-BANG
Sx3
-
-
0
-
0
5+
Escher Matriarch: This fighter is a Escher Matriarch; any game effect referring to Eschers or Champions is applicable to them. This fighter may be equipped from the Escher Matriarch Equipment List, and uses the Normal Human Characteristic Maxima.
Rise Again: If this fighter would be killed and this gang has an available Deathmaiden slot, this fighter may instead become a Deathmaiden. If this option is taken, all of this fighter's gear is moved to the gang's Stash immediately and they go into Recovery. During the Manage Fighters step of the Post-Battle Sequence this fighter loses this ability, Group Activation and Command Aura, and the Equipment and Skill Access of an Escher Matriarch, then gains the Poisoned Blood ability and the Robust skill, as well as the Equipment and Skill Access of a Escher Deathmaiden.
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 6''.
Command Aura (6''): while this fighter is not Seriously Injured and a fellow gang member within 6'' of them 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.
Spring Up:
If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action.
Activated: If Pinned: Stand Up for free on successful Initiative check.
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: This fighter may Infiltrate. By default, at the end of the Deploy step of the Pre-Battle Sequence and in priority order the controlling player may set this fighter up on the battlefield anywhere that is not visible to or within 6'' of any enemy fighters.
However, some scenarios provide alternative instructions.
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: Mesh
Modifiers have been applied directly to profile.
Sniper Rifle (Long-las)
BZAP!
24''
36''
+1
+1
4
-1
1
3+
Targeter [Sniper Rifle (Long-las)]
Modifiers have been applied directly to profile.
(Modifiers have been applied directly to profile.)
Infra-sight [Sniper Rifle (Long-las)]
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.
attack through smoke clouds, unaffected by low-light, reduce cover penalty by 1.
Needle Pistol
Needle
4''
9''
+2
-
4
-1
1
5+
Wargear: Chem-Synth
An Active or Engaged fighter with a chem-synth can make the following action:
Synthesize Poison (Simple): This fighter selects one of their weapon profiles with the Gas or Toxin trait; that weapon profile gains the Virulent trait (fighters have their Toughness reduced by 1 against attacks with the Virulent trait). The weapon profile loses the Virulent trait after a Close Combat exchange or Ranged attack using it is resolved.Select one of your Toxin or Gas weapon profile; fighters' are -1 T vs next attack with that weapon profile.
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: Grav-chute
If a fighter falls or jumps down to a lower level, they do
not suffer any damage and do not become Pinned, they simply move down without
any rolls being made; place the fighter at the nearest possible point
on the battlefield near where they would have fallen such that their base
does not overlap anything else, and observing the 1'' rule. If this is used in
conjunction with a Charge and this fighter successfully engages one or more enemies,
an extra Attack dice is gained in the ensuing close combat sequence;
this extra Attack dice is resolved as a S+1 Unarmed attack.
Wargear: Frenzon Stash
When this fighter is activated they may use their frenzon stash as a free action. If this fighter is Seriously Injured they may suffer a Flesh Wound and become Pinned. If this fighter is Pinned they may make a free Stand Up action. Until the end of the round this fighter automatically passes any Cool or Willpower check they are required to make, and treat the Fight (Basic) action as a Fight (Simple) action. At the beginning of the End Phase roll a D6; if the result is greater than this fighter's current modified Toughness this fighter goes Out of Action and into Recovery.
If a fighter uses a frenzon stash during a battle, the frenzon stash is deleted from their fighter card when the battle
ends.
May use as a free action. If Seriously Injured suffer a Flesh Wound and become Pinned. Stand up if Pinned. Until end of round, auto-pass Cool and Willpower checks and treat Fight as a Simple action. At the beginning of the End Phase roll a D6; if the result is greater than this fighter's current modified Toughness this fighter goes Out of Action and into Recovery. If used, delete at end of battle.
New Skills: 2, Eye Injury: 1, Bionic Eyes: 1, M: +1, BS: +1, Ld: +1, Cl: +1, Wil: +1, Int: +1
Escher Matriarch: This fighter is a Escher Matriarch; any game effect referring to Eschers or Champions is applicable to them. This fighter may be equipped from the Escher Matriarch Equipment List, and uses the Normal Human Characteristic Maxima.
Rise Again: If this fighter would be killed and this gang has an available Deathmaiden slot, this fighter may instead become a Deathmaiden. If this option is taken, all of this fighter's gear is moved to the gang's Stash immediately and they go into Recovery. During the Manage Fighters step of the Post-Battle Sequence this fighter loses this ability, Group Activation and Command Aura, and the Equipment and Skill Access of an Escher Matriarch, then gains the Poisoned Blood ability and the Robust skill, as well as the Equipment and Skill Access of a Escher Deathmaiden.
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 6''.
Command Aura (6''): while this fighter is not Seriously Injured and a fellow gang member within 6'' of them 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.
Spring Up:
If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action.
Activated: If Pinned: Stand Up for free on successful Initiative check.
Prepared: This fighter adds +1 to all Ammo checks they attempt.
Additionally, once per battle if this fighter fails an Ammo check they may cancel the outcome and proceed as if the check was successful.
Prepared: 1x/battle ignore Out of Ammo. +1 on all Ammo checks.
Infiltrate: This fighter may Infiltrate. By default, at the end of the Deploy step of the Pre-Battle Sequence and in priority order the controlling player may set this fighter up on the battlefield anywhere that is not visible to or within 6'' of any enemy fighters.
However, some scenarios provide alternative instructions.
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: Mesh
Modifiers have been applied directly to profile.
Plasma Gun
Low
12''
24''
+2
+1
5
-1
2
5+
Maximal
12''
24''
+1
+1
7
-2
3
5+
Targeter [Plasma Gun]
Modifiers have been applied directly to profile.
(Modifiers have been applied directly to profile.)
Weapon Attachment: Targeter (Modifiers have been applied directly to profile.)
Needle Pistol
Needle
4''
9''
+2
-
4
-1
1
5+
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.
Wargear: Respirator
If a fighter with a respirator is hit by a weapon with the Gas trait,
their Toughness is increased by 2 for the purposes of the roll to see whether they are affected.
Wargear: Chem-Synth
An Active or Engaged fighter with a chem-synth can make the following action:
Synthesize Poison (Simple): This fighter selects one of their weapon profiles with the Gas or Toxin trait; that weapon profile gains the Virulent trait (fighters have their Toughness reduced by 1 against attacks with the Virulent trait). The weapon profile loses the Virulent trait after a Close Combat exchange or Ranged attack using it is resolved.Select one of your Toxin or Gas weapon profile; fighters' are -1 T vs next attack with that weapon profile.
Grenade: Photon Flash
FLASH-BANG
Sx3
-
-
0
-
0
5+
Promoted Merc!, New Skills: 2, Eye Injury: 1, Bionic Eyes: 1, BS: +1
Escher Merc: This fighter is a Escher Merc; any game effect referring to Eschers or Mercs is applicable to them. This fighter may be equipped from the Trading Post or Escher Matriarch Equipment List, and uses the Normal Human Characteristic Maxima.
Spring Up:
If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action.
Activated: If Pinned: Stand Up for free on successful Initiative check.
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.
Tactician: When this fighter is set up onto the battlefield, the controlling player may recombine their Tactics Cards deck and discard pile (if any). They may then choose any one Tactics Card from their deck and add it to their hand. Finally, the controlling player reshuffles their Tactics Cards deck.
Tactician: When fighter enters play: choose 1 Tactics Card from deck or discard & add to hand; reshuffle deck & discard.
Armor: Mesh
Modifiers have been applied directly to profile.
Plasma Gun
Low
12''
24''
+2
-
5
-1
2
5+
Maximal
12''
24''
+1
-
7
-2
3
5+
Bolt Pistol (Rotundus Pattern)
Bolt
6''
12''
+1
-
4
-1
2
4+
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.
Wargear: Respirator
If a fighter with a respirator is hit by a weapon with the Gas trait,
their Toughness is increased by 2 for the purposes of the roll to see whether they are affected.
New Skills: 2, M: +1, T: +1
Escher Matriarch: This fighter is a Escher Matriarch; any game effect referring to Eschers or Champions is applicable to them. This fighter may be equipped from the Escher Matriarch Equipment List, and uses the Normal Human Characteristic Maxima.
Rise Again: If this fighter would be killed and this gang has an available Deathmaiden slot, this fighter may instead become a Deathmaiden. If this option is taken, all of this fighter's gear is moved to the gang's Stash immediately and they go into Recovery. During the Manage Fighters step of the Post-Battle Sequence this fighter loses this ability, Group Activation and Command Aura, and the Equipment and Skill Access of an Escher Matriarch, then gains the Poisoned Blood ability and the Robust skill, as well as the Equipment and Skill Access of a Escher Deathmaiden.
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 6''.
Command Aura (6''): while this fighter is not Seriously Injured and a fellow gang member within 6'' of them 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.
Step Aside: If this fighter is hit in close combat or in response to taking the Disengage action, they may attempt an Initiative check to cancel the hit on success.
This skill may be used up to once during this fighter's own activation, and up to once per opposing fighter's activation.
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.
Infiltrate: This fighter may Infiltrate. By default, at the end of the Deploy step of the Pre-Battle Sequence and in priority order the controlling player may set this fighter up on the battlefield anywhere that is not visible to or within 6'' of any enemy fighters.
However, some scenarios provide alternative instructions.
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
A fighter with a Fighting Harness gains a Parry in close combat. (*) Additionally, a Fighting Harness grants a unmodifiable Armor save of 6+ in close combat.
Bolt Pistol (Master Crafted)
Bolt
9''
18''
+1
+1
4
-1
1
4+
Targeter [Bolt Pistol (Master Crafted)]
Modifiers have been applied directly to profile.
(Modifiers have been applied directly to profile.)
Weapon Attachment: Targeter (Modifiers have been applied directly to profile.)
Needle Pistol
Needle
4''
9''
+2
-
4
-1
1
5+
Bionics: Biobooster
The first time in each game that an Injury roll is made for
a fighter with a biobooster, one less Injury dice is rolled.
If only one dice should have been rolled,
no Injury roll is made and the fighter takes a Flesh Wound.
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: Frenzon Stash
When this fighter is activated they may use their frenzon stash as a free action. If this fighter is Seriously Injured they may suffer a Flesh Wound and become Pinned. If this fighter is Pinned they may make a free Stand Up action. Until the end of the round this fighter automatically passes any Cool or Willpower check they are required to make, and treat the Fight (Basic) action as a Fight (Simple) action. At the beginning of the End Phase roll a D6; if the result is greater than this fighter's current modified Toughness this fighter goes Out of Action and into Recovery.
If a fighter uses a frenzon stash during a battle, the frenzon stash is deleted from their fighter card when the battle
ends.
May use as a free action. If Seriously Injured suffer a Flesh Wound and become Pinned. Stand up if Pinned. Until end of round, auto-pass Cool and Willpower checks and treat Fight as a Simple action. At the beginning of the End Phase roll a D6; if the result is greater than this fighter's current modified Toughness this fighter goes Out of Action and into Recovery. If used, delete at end of battle.
Grenade: Plasma
KA-SIZZLE
Sx3
-
-
5
-1
2
6+
Promoted Prospect!, New Skills: 3, Head Injury: 1, Bionic Cogitators: 1, Skull Chip, WS: +2, BS: +1, W: +1, A: +1
Escher Matriarch: This fighter is a Escher Matriarch; any game effect referring to Eschers or Champions is applicable to them. This fighter may be equipped from the Escher Matriarch Equipment List, and uses the Normal Human Characteristic Maxima.
Phelynx: This fighter may be accompanied by up to three (3) Phelynx (at normal cost).
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 6''.
Command Aura (6''): while this fighter is not Seriously Injured and a fellow gang member within 6'' of them 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.
Strider: This fighter's movement is unaffected by difficult terrain, and they may move up to an additional D3'' of distance whenever they take a Double Move or Charge action.
Strider: Movement unaffected by difficult terrain, +D3'' movement on Double Move & Charge.
Hit and Run: After taking their attacks as part of a Charge action and before enemies take their Reaction attacks, this fighter may make a free Disengage action. If this fighter is still Standing after disengaging, they must immediately move up to D3+1'' in a direction of their choosing (the 1'' rule applies).
Infiltrate: This fighter may Infiltrate. By default, at the end of the Deploy step of the Pre-Battle Sequence and in priority order the controlling player may set this fighter up on the battlefield anywhere that is not visible to or within 6'' of any enemy fighters.
However, some scenarios provide alternative instructions.
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).
Tactician: When this fighter is set up onto the battlefield, the controlling player may recombine their Tactics Cards deck and discard pile (if any). They may then choose any one Tactics Card from their deck and add it to their hand. Finally, the controlling player reshuffles their Tactics Cards deck.
Tactician: When fighter enters play: choose 1 Tactics Card from deck or discard & add to hand; reshuffle deck & discard.
Bionics: Skullchip
Modifiers have been applied directly to profile.
Bionics: Bionic Cogitator
Modifiers have been applied directly to profile.
Bionics: Biobooster
The first time in each game that an Injury roll is made for
a fighter with a biobooster, one less Injury dice is rolled.
If only one dice should have been rolled,
no Injury roll is made and the fighter takes a Flesh Wound.
Armor: Fighting Harness
A fighter with a Fighting Harness gains a Parry in close combat. (*) Additionally, a Fighting Harness grants a unmodifiable Armor save of 6+ in close combat.
Plasma Pistol (Master Crafted)
Targeter [Plasma Pistol (Master Crafted)]
Modifiers have been applied directly to profile.
(Modifiers have been applied directly to profile.)
Weapon Attachment: Targeter (Modifiers have been applied directly to profile.)
Needle Pistol
Needle
4''
9''
+2
-
4
-1
1
5+
Shockbaton
Ranged
2''
3''
+1
-1
4
-
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.
Wargear: Frenzon Stash
When this fighter is activated they may use their frenzon stash as a free action. If this fighter is Seriously Injured they may suffer a Flesh Wound and become Pinned. If this fighter is Pinned they may make a free Stand Up action. Until the end of the round this fighter automatically passes any Cool or Willpower check they are required to make, and treat the Fight (Basic) action as a Fight (Simple) action. At the beginning of the End Phase roll a D6; if the result is greater than this fighter's current modified Toughness this fighter goes Out of Action and into Recovery.
If a fighter uses a frenzon stash during a battle, the frenzon stash is deleted from their fighter card when the battle
ends.
May use as a free action. If Seriously Injured suffer a Flesh Wound and become Pinned. Stand up if Pinned. Until end of round, auto-pass Cool and Willpower checks and treat Fight as a Simple action. At the beginning of the End Phase roll a D6; if the result is greater than this fighter's current modified Toughness this fighter goes Out of Action and into Recovery. If used, delete at end of battle.
Promoted!, New Skills: 1, Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Bionic Eyes: 1, Hobbled: 1, Bionic Legs: 1, Skull Chip, BS: +1, Cl: +2, Wil: +1, Int: +1
Escher Specialist: This fighter is a Escher Specialist; any game effect referring to Eschers or Specialists is applicable to them. This fighter may be equipped from the Escher 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 Escher Matriarch. If this option is taken this fighter loses this ability and their current Equipment and Skill Access, and gains Group Activation (1), Command Aura (6''), and the Equipment and Skill Access of a Escher Matriarch; any Skills this fighter already has are retained and their characteristics remain unchanged.
Spring Up:
If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action.
Activated: If Pinned: Stand Up for free on successful Initiative check.
Bionics: Skullchip
Modifiers have been applied directly to profile.
Bionics: Bionic Upgrades
Modifiers have been applied directly to profile.
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 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: Biobooster
The first time in each game that an Injury roll is made for
a fighter with a biobooster, one less Injury dice is rolled.
If only one dice should have been rolled,
no Injury roll is made and the fighter takes a Flesh Wound.
Assault Rifle
BURP!!!
10''
30''
+1
-
3
-
1
4+
Targeter [Assault Rifle]
Modifiers have been applied directly to profile.
(Modifiers have been applied directly to profile.)
Belt-feed [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.
+1 Firepower die hit, +1 to Ammo checks.
Speed Loader [Assault Rifle]
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.
May take free Reload (Simple) action when activated.
Hair Trigger [Assault Rifle]
When a fighter attacks with this weapon, before rolling to hit they must make an Initiative check. If the check is passed the fighter gains +1 to hit with this attack, and if the check is failed they suffer a -1 penalty to hit with this attack.
Before rolling to hit make an Initiative check; gain +1 to hit if check succeeds, suffer -1 penalty if check fails.
Weaponized Stock [Assault Rifle]
Many ranged weapons have a reinforced stock that can be used as a bludgeoning weapon capable of generating enough force to shatter a skull and / or knock a foe to the ground.