Choose 1: A single skill may be selected from the list below when an Cyberarachnid is added to a roster, and cannot be changed thereafter.
Evade: While this fighter is not Seriously Injured, other fighters suffer a -1 penalty to Detect this fighter and a -1 penalty to hit this fighter with all attacks.
Evade:
-1 penalty to hit or Detect this fighter while they are not Seriously Injured
Exfiltrate: If this fighter is Active or Pinned, they can make the following action:
Extract (Double): This fighter (along with anything they are carrying) is removed from the battlefield; no Lasting Injury roll is made for them and they will be available for the gang's next battle. This fighter is considered to be Out of Action, but in scenarios where gangs gain Victory Points based upon opposing gang fighters that are Out of Action, no Victory Points are gained from this fighter going Out of Action in this way. If this fighter carried an objective item off the battlefield, their gang claimed that item.
Exfiltrate:
If Active or Pinned, may leave battlefield safely with carried items as a Double action.
Fearsome: If an enemy attempts to Engage this fighter, they must make a Willpower check. If the check is failed they stop 1'' away from this fighter, cannot Engage, and their activation ends immediately.Enemies must succeed on Willpower check to Engage this fighter, ending their activation on failure.
Mighty Leap: This fighter ignores up to 2'' of total distance per activation when stepping up, crossing obstacles or Difficult Terrain, leaping across a gap, or jumping down. This fighter may choose to automatically pass one Initiative check they are forced to make when using this ability (if any).
Skirmisher: When this fighter makes a Disengage action, opposing fighters they are engaged with cannot attempt to take a free close combat attack against them. Additionally, while this fighter is Standing and Readied, if they are Engaged by an enemy fighter making a Charge action,
after that action is complete and before the enemy fighter may use the free Fight action granted by a successful Charge,
this fighter may choose to lose their Ready marker to make a Disengage action.
Skirmisher:
Deny enemies free hits on Disengage. If Engaged while Active & Ready may lose Ready marker to Disengage.
Springing Charge: This fighter may declare a Charge action while Pinned; this fighter may take a free Stand Up action at the beginning of their activation when they use this option.