Delaque Ambusher

Prospect
75
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
1
4+
1
Ld
Cl
Wil
Int
8+
7+
8+
7+
Save
-

Skill Access

Primary: Combat, Delaque Ambusher

Secondary: Agility, Cunning

Starting: Delaque Ambushers start with Backstabber, Bushwhacker, and one (1) Ambusher Skill of their choice

Equipment

Access: May only select equipment from the Delaque Ambusher Equipment List; may not be equipped from the Trading Post or with items from a gang's Stash which are not on the Delaque Ambusher Equipment List.

Special

Delaque Ambusher: This fighter is an Delaque Ambusher; any game effect referring to Delaques or Prospects is applicable to them. This fighter uses the Normal Human Characteristic Maxima, may be equipped from the Delaque Ambusher Equipment List, and when they would choose a Primary Skill they may instead choose an Ambusher Skill. During campaign play this fighter Advances as a Hero.
Cutthroat Opportunist: During campaign play this fighter can be promoted to fill an open Champion slot, becoming a Cellchief. Alterately this fighter can kill an existing Champion member of the gang, gaining 5 XP and taking that fighter's place in the gang's roster (the replaced Champion is dead, and their gear goes to the gang's Stash). In either case this fighter loses Expendable and their current Equipment and Skill Access. This fighter gains Group Activation (1), Command Aura (6''), the Equipment and Skill Access of a Cellchief, and the Cellchief version of this ability. Any Skills this fighter already has are retained and their characteristics remain unchanged.
Expendable: If this fighter is Seriously Injured or taken Out of Action, friendly fighters within 3'' do not have to make a Nerve test, unless they are also Expendable.
Backstabber: All unarmed and melee attacks made by this fighter gain the Backstab trait; attacks that already have the trait add 2 to the attacker's Strength rather than 1 when the trait is applicable. Additionally, there is a -1 penalty to Detect this fighter.All you Unarmed & Melee attacks gain Backstab trait. +1 S on weapons that already have Backstab, when applicable. Other fighters have a -1 penalty to Detect you.
Bushwhacker: When this fighter could make a Charge action they may instead pick an enemy fighter within their vision arc and line of sight as their target and make the following action:
Bushwhacking Charge (Double): The fighter attempts to move into base contact with their target and no other enemy fighters. The maximum distance the fighter may move as part of this action is double their current Movement characteristic. If the fighter fails to move into base contact with only their target, they must end their movement at least 1'' away from all enemy fighters. On a successful charge, resolve the following. Target is:
  • Seriously Injured: this fighter makes a free Coup de Grace (Simple) action against the target.
  • Pinned: the target stands up and becomes Engaged as normal, but this fighter's controlling player determines the target's facing.
  • Standing: this fighter becomes Engaged with the target as normal.
Upon engaging this fighter may make a free Fight (Basic) action against the target, gaining +1 to hit with all attacks to which the Backstab trait applies.
Bushwhacker: Pick target w/i vision arc & los if you are not in their vision arc to Charge w/ Double Move. Can only Engage target. If successful: free Coup de Grace if target is Seriously Injured, control facing if Pinned target stands. +1 to hit target if Backstab applies. Otherwise, same as normal Charge.

Ambusher Skills

When a Ambusher is added to a gang roster for the first time they must choose one of the following Ambusher Skills. Additionally, when a Ambusher would choose a Primary Skill they may instead choose an Ambusher Skill they do not already have.

Captivator: When this fighter takes an enemy fighter Out of Action in close combat or from no further than 6'' away and this fighter is not Engaged with any other enemy fighters, this ability may be used unless the enemy fighter is ineligible to be Captured. Instead of making a Lasting Injury roll for the enemy fighter being put Out of Action the controlling player of this fighter may choose to remove this fighter and the enemy fighter from the battlefield; if this option is chosen this fighter gains the normal XP for taking the enemy fighter Out of Action plus 1 additional XP, and the enemy fighter is Captured.
Hit and Run: After taking their attacks as part of a Charge action and before enemies take their Reaction attacks, this fighter may make a free Disengage action. After resolving that action, if this fighter is still Active they may immediately take a Standard move (the 1'' rule applies).When charging, you may Disengage before Reactions, then make a Standard move if still Active.
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 visible to or within 6'' of any enemy fighters. However, some scenarios provide alternative instructions. Infiltrate: This fighter may Infiltrate, if scenario permits.
Low-crawler: This fighter treats both the Crawl (Double) action and the Crawl Through (Double) action as Simple rather than Double. Additionally, this fighter may make a free Stand Up action after making a Crawl or Crawl Through action if they are not Seriously Injured. Finally, there is a -1 penalty to Detect this fighter while they are Prone.
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.
Tunnel Rat: This fighter may move through Ductways as part of a Standard Move or a Charge with no movement penalty. They may also Consolidate through a Ductway if they have enough movement to get to the opening of the Ductway; if this occurs set the fighter up within 1'' of the other side of the Ductway.

Delaque Ambusher Equipment List

When creating a new gang or buying Common equipment during a Post-Battle Sequence, Delaque Ambushers may select from the following Equipment list.

Armor

30
Common
10
Common
20
Common

Weapons (CCWs)

5
Common
5
Common
25
Common
5
Common
10
Common
25
Common
35
Common
15
Common
50
Common
25
Common

Weapons (Pistols)

10
Common
20
Common
5
Common
10
Common
20
Common
10
Common

Weapons (Specials)

Grenades

45
Common
30
Common
45
Common
15
Common

Bionics

30
Common
45
Common
60
Common
60
Common
60
Common
40
Common
25
Common
10
Common
30
Common

Wargear

30
Common
10
Common
5
Common
10
Common
30
Common
10
Common
20
Common
20
Common
15
Common
5
Common
5
Common
15
Common
10
Common