Escher Outcast

Outcast
150
M
WS
BS
 S 
 T 
W
I
A
6"
4+
4+
3
3
2
2+
2
Ld
Cl
Wil
Int
7+
6+
6+
6+
Save
6+/5+
Crew Selection: This fighter is always considered to be an available fighter for purposes of Crew selection if they are not Captured or in Recovery, but only if their gang pays them an additional D3 x 10 credits per battle.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
No Permanent Injury: If this fighter is put Out of Action via an Injury roll, roll a D6 on the following chart:
  • 1-3: the fighter is Out Cold; they will be available for their next battle.
  • 4-5: the fighter suffers a Grievous Injury; they go into Recovery.
  • 6: the fighter is killed; if they were put Out of Action by an attack the attacker gains 2 XP immediately.
Escher: This fighter is a Escher; any game effect referring to Eschers is applicable to 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.
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.
Shredder: Once per close combat exchange, when this fighter hits with at least one close combat attack against an opposing fighter who does not have an Armor Save or a Field Save, before rolling to wound you may inflict a Flesh Wound on that fighter. If such a Flesh Wound reduces an opposing fighter to 0 Toughness they suffer a Memorable Death, and this fighter gains 1 XP in addition to any other XP they might get for taking the fighter Out of Action.
Armor: Flak

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks with the Blast or Blaze traits.

Needle Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
4''
9''
+2
-
4
-1
1
5+
Shockwhip
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
2''
3''
-
-
4
-
1
-
Melee
E
-
-
4
-
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: Frenzon

When this fighter is activated they may use their frenzon stash as a free action. If this fighter is Seriously Injured they may suffer a Flesh Wound and become Pinned. If this fighter is Pinned they may make a free Stand Up action. Until the end of the round this fighter automatically passes any Cool or Willpower check they are required to make, and treat the Fight (Basic) action as a Fight (Simple) action. At the beginning of the End Phase roll a D6; if the result is less than this fighter's current modified Toughness this fighter goes Out of Action and into Recovery. May use as a free action. If Seriously Injured suffer a Flesh Wound and become Pinned. Stand up if Pinned. Until end of round, auto-pass Cool and Willpower checks and treat Fight as a Simple action. At the beginning of the End Phase roll a D6; if the result is less than this fighter's current modified Toughness this fighter goes Out of Action and into Recovery.