Crew Rating Increase: This Bounty Hunter increases the Crew Rating of the gang they are fighting for by 400 points, rather than by their hiring cost of 0 credits.
Unadvanceable: This Bounty Hunter cannot gain XP and cannot gain Advancements.
No Lasting Injury: This Bounty Hunter does not suffer Lasting Injury. If they are put Out of Action roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. If they die and were put Out of Action by an attack, the attacker gains 3 XP immediately.
Take Captive: When an opposing fighter who has a Bounty on them goes Out of Action while within 6'' of this Bounty Hunter,
the controlling player may choose to have the Bounty Hunter Capture the opposing fighter instead of making a
Lasting Injury roll. If they do so, the opposing fighter is Captured automatically, the Bounty Hunter drags their
captive away, and both are removed from the battlefield. This ability may not be used if this Bounty Hunter is
Seriously Injured.
Escher Bounty Hunter: This fighter is a Escher Bounty Hunter; any game effect referring to Eschers or Bounty Hunters is applicable to them. This fighter may be equipped from the Trading Post or Escher Matriarch Equipment List, and uses the Normal Human Characteristics Maxima.
Escher Tactics: When this fighter joins your crew you may choose one Escher Tactics Card in addition to any other Tactics Cards available to you for the battle. If the chosen Tactics Card must be played on one of your fighters (such as Counter-Charge, Gas Trap, or Three-Point Landing), it must be played on Yola.
Counter-Charge: When this fighter is Active and Readied and a friendly fighter that is no further away than this fighter's Standard Movement is engaged by an enemy fighter, this fighter may lose their Ready marker to interrupt the enemy fighter's action.
This fighter declares and executes a Charge on that enemy fighter. If their Charge is successful, they may take the free Fight action normally allowed. If the enemy fighter remains on the battlefield after this is resolved, their action resumes from the point it was interrupted.
Combat Master: This fighter never suffers penalties to their hit rolls for
interference, can always grant assists regardless of
how many enemy fighters they are engaged with, and is considered to have a
360° vision arc in close combat.
Additionally, this fighter gains a +1 bonus to Detect enemy fighters.
Unaffected by interference, has 360° vision arc in close combat, +1 bonus to Detect enemy fighters.
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.1/activation (self and enemies) if hit in HtH or while Disengaging, succeed on Initiative check to cancel hit.
Dodge: If this fighter is not Seriously Injured and would be hit (even an auto-hit such as by a Template or Blast marker), you may roll a D6. If a 6 is rolled this fighter is not hit and the attack has no effect on this fighter.
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.
Needle Pistol (Master Crafted)
Needle
6''
12''
+2
-0
4
-1
1
5+
Digilasers
Digital lasers, aka 'digilasers' are an ancient weaponized gauntlet with small integrated las weapons. The lasers
are only effective at very short range, but allow a fighter to obliterate an opponent
in close combat range with an unexpected blast of energy.
If the fighter is already Engaged when they are activated, they may take the following action:
Digilaser Blast (Basic): Select an enemy fighter you are Engaged with.
That fighter must succeed on an Initiative check or suffer 5 hits resolved as Strength 2, no AP, and Damage 1.
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: 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: 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: AE stash
When an Active or Pinned fighter with a AE stash is activated, they may use their AE stash
as a free action.
Until the end of the round, the fighter adds 1 to the result of any hit rolls they make
and gains a +1 modifier to all characteristic checks they make.
Additionally if the fighter takes a Charge action they may make a Double Move instead of
a Standard Move + D3".
At the start of the End phase roll a D6; on a 1 or 2 the fighter takes a Flesh Wound.
If a fighter uses an AE stash during a battle, the AE stash is deleted from their Fighter
card when the battle ends.
May use as a free action if Active or Pinned. Until end of round, +1 to hit rolls, +1 to characteristic checks, Double Move on Charge.
At start of End phase roll D6; on a 1 or 2 take a Flesh Wound. If used, delete at end of battle.
Grenade: Choke Gas
KA-CHOKE
-
Sx3
-0
-0
0
-0
0
6+