Delaque Cephalopod
75
M
WS
BS
 S 
 T 
W
I
A
6"
5+
5+
1
5
1
2+
2
Ld
Cl
Wil
Int
9+
7+
7+
7+
Save
5+

Special

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: the fighter is Out Cold; they will be available for their next battle.
  • 2-5: the fighter needs repairs; they go into Recovery. However, when the fighter rejoins the gang's Crew after reovering, you may swap their currently selected skill for another skill on the fighter's list.
  • 6: the fighter is dead; if they were put Out of Action by an attack the attacker gains 1 XP immediately.
Hover-tech: This fighter gains the benefit of Flight:
Flight: When this fighter moves voluntarily, with some or all of their movement they may fly in any direction, up or down levels, across gaps, over obstacles, and / or across difficult terrain without penalty or need for Initiative checks. This movement cannot pass through impassable terrain or other fighters, and must end with this fighter's base resting on flat terrain not overlapping anything else; this ability cannot be used if this is not possible.

Additionally, if this fighter is not Seriously Injured and would fall to a lower level, instead place the fighter at the nearest possible point on the battlefield near where they would have fallen such that their base does not overlap anything else, observing the 1'' rule; no Initiative check is made, no damage is inflicted.

Flight: When moving voluntarily, can fly. If would fall and not Seriously Injured, instead lands safely.
When moving voluntarily, can fly. If would fall and not Seriously Injured, instead lands safely.
No Flesh: This fighter does not suffer Flesh Wounds.
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 ranged and close combat attacks.
Evade: -1 penalty to hit or Detect this fighter while they are not Seriously Injured

Choose 1: A single skill from the below list must be selected from the list below when a Cephalopod is added to a roster. Additionally, whenever this fighter rejoins the gang's Crew after having been in Recovery, you may swap out the currently selected skill for one of the other skills on the below list.

Dodge: If this fighter is not Seriously Injured and would be hit by an attack (even an auto-hit attack such as a Template), you may roll a D6. If a 6 is rolled this fighter is not hit and the attack has no effect on this fighter. This does not apply against hits that do not originate from an attack, such as some environmental dangers.
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.
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: Fighter may Infiltrate, if scenario permits. In priority order set up fighter so that they are not visible to or within 6'' of any enemy fighters (unless scenario specific guidelines are given).
Medicae: During the End Phase immediately before Recovery Tests are made, if this fighter is Active they may make a Standard Move or if they are Pinned they may make a Half Move towards a Seriously Injured friendly fighter. When this fighter assists a friendly fighter who is making a Recovery test this skill allows a single Out of Action dice result to be rerolled.
Sentinel: This fighter has a 360° vision arc, gains a +1 bonus to Detect enemy fighters, and has a special 4+ unmodified save against all attacks made by Hidden opponents. Additionally, when an opposing player would choose this fighter's facing, the controlling player determines this fighter's facing instead.
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.

Gear

Armored
This fighter has a 5+ armor save (included in profile).
Electrified Tendrils
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
2''
4''
+1
-
4
-
1
-
Melee
E
-
+1
4
-
1
-
Integrated Machine Interface
When this fighter makes an Intelligence check to interact with any technological device (such as a terminal, electronic lock, or a scenario specific device), they may roll an extra D6 and then pick one of the dice to discard.
Integrated Sensors
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. Finally, this fighter gains gains a +1 bonus to Detect.Unaffected by smoke or low-light, +1 vs blinding, +1 to Detect.