G.N. Rosey

Bounties: 0
Juve
195
XP: 7
Advances: 1
M
WS
BS
 S 
 T 
W
I
A
6"
5+
4+
3
2
1
3+
1
Ld
Cl
Wil
Int
7+
7+
7+
6+
Save
5+

Hobbled: 1, Bionic Legs: 1, I: +1

Van Saar Subtek: This fighter is a Van Saar Subtek; any game effect referring to Van Saars or Juves is applicable to them. This fighter may be equipped from the Van Saar Subtek Equipment List, and uses the Van Saar Characteristic Maxima.
Expendable: If this fighter is Seriously Injured or taken Out of Action, friendly fighters within 3'' do not have to make a Nerve test, unless they are also Expendable.
Quick or Dead: At the end of every campaign battle in which this fighter participated, this fighter gains an additional 1 XP. During campaign play this fighter may be promoted via advancement, becoming a Specialist (gaining a Primary Skill choice in the process) and losing this ability and Expendable.
Armor: Hazard Suit

Modifiers have been applied directly to profile. A Hazard Suit grants a 6+ save roll. Additionally, if a fighter wearing a Hazard Suit is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 2 for the purposes of rolls to determine whether they are affected.

Wargear: Armored Body Glove

Modifiers have been applied directly to profile. Additionally if a fighter with an armoured body glove is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 2 for the purposes of rolls to determine whether they are affected.

Plasma Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Low
6''
12''
+2
-
5
-1
2
5+
Maximal
6''
12''
+1
-
7
-2
3
5+
Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shiv
E
-
-
S
-1
1
-
Grenade: Rad
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-KLICK
Sx3
-
-1
2
-2
1
4+
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.

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.