Delaque Saboteur
150
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
3
3
2
4+
2
Ld
Cl
Wil
Int
7+
6+
6+
6+
Save
5+/4+

Equipment

Starting: Flak Armor and Tactical Trenchcoat (save included in profile), Needle Pistol, Fighting Knife, Photo-goggles, Smoke Bombs, Krak Grenades. Additionally, the Saboteur starts each battle with one use of Extra Ammo and Timed Explosives. None of the Saboteur's equipment can be moved from them to the gang's Stash.

Special

Crew Selection: If your gang is the attacker in a scenario that allows your gang to use Sneak Attack or that includes an objective to destroy, the Delaque Saboteur may join the gang's Crew for that scenario.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
No Permanent Injury: If this fighter suffers a Lasting Injury that would make a change to their fighter card, they are instead removed from the gang roster.
Det Pack: If a gang has a Delaque Saboteur who is not in Recovery or Captured, the gang's player gains a Melta Trap Tactics Card to use in the battle in addition to any other Tactics Cards available to them. If the Delaque Saboteur takes part in the battle, this Tactics Card must be played on the Delaque Saboteur.
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).
Demolitionist: When this fighter is set up onto the battlefield, select a Frag Trap or Melta Trap Tactics Card and play it on them. Additionally if this fighter would trigger a trap that does not normally allow an Intelligence check before triggering (including by opening caskets or interacting with scenario specific objects that have traps placed on them or in them), before determining if the trap triggers this fighter may make an Intelligence check; if this check is passed the trap is disarmed and does not trigger.This fighter starts play with a Frag Trap, Melta Trap, or Gas Trap Tactics Card. When encountering a trap that triggers automatically, may make a successful Intelligence check to prevent the trap from triggering.
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.

Wargear: Tactical Trenchcoat

Modifiers have been applied directly to profile. Additionally, there is a -1 penalty to Detect this fighter.

Melta Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
3''
6''
+1
-
8
-3
2
5+
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-
Wargear: Photo-goggles

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. A fighter with photo-goggles gains no benefit from using similar items, or weapon sights of any kind Unaffected by smoke or low-light, +1 vs blinding.

Grenade: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-POOF
Sx3
-
-
0
-
0
4+
Grenade: Krak
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KRA-KOW
Sx3
-
-1
6
-2
D3
4+
Wargear: Extra Ammo

If a fighter with extra ammo fails an Ammo check the player controlling the fighter may choose to delete Extra Ammo from the Fighter's card immediately to cancel the outcome of the failed Ammo check; play proceeds as if the fighter had passed their Ammo check. If Ammo check fails, may delete Extra Ammo to pass Ammo check.

Wargear: Timed Explosive

A timed explosive is a sticky bomb with a pre-set timer on it. A timed explosive is a single use item; it is deleted from a fighter's card once used. An Active or Engaged fighter with a timed explosive can make the following action:

Place Timed Explosive (Basic): The fighter attaches a timed explosive to an objective or object with 1 or more Wounds (such as a door) within 1'' of them. When this is done the controlling player declares whether the timed explosive will detonate at the end of this turn, or the end of the next turn. Place a Melta Bomb token to track the location of the timed explosive.

Once placed, the timed explosive will detonate immediately after the last activation of the turn chosen or just before the battle ends, whichever comes first. This happens even if the gang that placed the bomb has fled the battlefield or been defeated. Multiple devices set to explode in the same turn explode simultaneoulsy. When a timed explosive detonates, it inflicts a Strength 8 AP -2 Damage 4 hit on the object it is attached to and anything within base contact with it, and a Strength 6 AP -1 Damage 2 hit with Knockback on everything else within D6" of the timed explosive's marker (except where blocked by walls or structures). Knock down all scatter terrain in the affected area. Remove the timed explosive marker after all hits have been resolved.

A fighter in base contact with the timed explosive marker may attempt to disarm the bomb by taking a Attempt Disarm (Basic) Action and making an Intelligence check at -3. If the check is made, the bomb is disarmed and the timed explosive marker is removed from play. If the check is not made the bomb explodes immediately.