XP: 20 (Standard)
Advances: 3
Van Saar Prime: This fighter is a Van Saar Prime; any game effect referring to Van Saars or Leaders is applicable to them. This fighter may be equipped from the Van Saar Prime Equipment List, and uses the Van Saar Characteristic Maxima.
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.
Fixer: If this fighter is not Captured, in Recovery, or Critically Injured, they may take one more Post-Battle Action than they normally would
be able to (resolved as if they are a Champion). Fighters who are not normally able to take Post-Battle Actions that have this skill are able to take one Post-Battle Action.
Marksman: When making a Shoot action, this fighter is not affected by target Priority and may Check the Range before selecting their target(s).
Additionally, the Armor Penetration of ranged attacks made by this fighter are increased by 1 step. For instance, no AP becomes AP -1, AP -1 becomes AP -2, and so on.
This skill cannot be used with weapons that have the Blast, Scattershot, or Template traits.
Ballistics Expert: When this fighter selects a weapon profile during the Declare the Shot step of the shooting sequence, the selected weapon profile temporarily gains +3'' Short Range and +6'' Long Range while the attack is resolved. This skill cannot be used with weapons that have the Template or Versatile traits.
Precision Shot: When this fighter makes a ranged attack, they may ignore the first -1 penalty to hit that attack would suffer from (if any),
and they may ignore the Stray Shots rules if that attack misses the target.
This skill cannot be used with weapons that have the Blast, Scattershot, or Template traits.
Armor: Mesh
Modifiers have been applied directly to profile.
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.
Weapon Stabilizer (Basic, Special and Heavy weapons)
A weapon stabilizer may be a bipod, tripod, sling straps, or something more exotic such a gyrostabilizer or anti-gravity based device.
An Active or Prone fighter with a weapon stabilizer can make the following action:
Stabilize Weapon (Basic): The Short range of the attached weapon gains +2'' and the Long range of the attached weapon gains +4''. If the weapon is Unwieldy, this fighter may take a free Aim action prior to taking a Shoot action with the weapon. This bonus is removed if this fighter changes facing, takes an action other than Aim or Shoot, or moves for any reason (including Knockback, standing up if prone, or falling prone if standing).
Speed Loader (Ranged weapons)
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.
Subcarbine Laspistol
Pew Pew Pew!
8''
12''
+1
-
3
-
1
4+
Energy Shield (Hystrar Pattern)
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.