Champion
Cost: 460 / Rating: 475
XP: 29 (Glacial)
Advances: 6
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 Characteristics Maxima.
Rise Again: If this fighter would be killed, this fighter may instead become an Escher 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. They retain their existing Skills and Characteristics.
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 6''.
Command Aura (6''): if a fellow gang member from this fighter's gang must make a Cool check, they can use this fighter's Leadership Characteristic instead of their own Cool Characteristic if this fighter is not Seriously Injured, is within their line of sight, and is no further than 6'' away from them.
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 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 within the line of sight of enemy fighters and is also at least 6'' away from all enemy fighters.
However, some scenarios provide alternative instructions.
Infiltrate: This fighter may Infiltrate, if scenario permits.
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
-0
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
0
-0
0
5+