Captain Skills
When a Palanite Captain would choose a Primary Skill, they may instead choose one of the following
Palanite Captain Skills.
Captivater: 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.
Counter-Charge: When this fighter is Active and Readied and a friendly fighter that is no further away than this fighter's Standard Movement is engaged by an enemy fighter, this fighter may lose their Ready marker to interrupt the enemy fighter's action.
This fighter declares and executes a Charge on that enemy fighter. If their Charge is successful, they may take the free Fight action normally allowed. If the enemy fighter remains on the battlefield after this is resolved, their action resumes from the point it was interrupted.
Point Blank: This fighter may use a Basic or Special weapon in close combat as if it has the Pistol trait. This skill cannot be used with a weapon profile that has the Blast, Template, or Unwieldy traits.
Snap Shot: Once per round if this fighter is Active and an enemy fighter moves into their vision arc or becomes no longer Hidden while in their vision arc, this fighter may interrupt to make a Shoot action targeting that enemy fighter.
If the enemy fighter is Pinned or Seriously Injured by this attack, their turn ends immediately. Additionally, this fighter gains a +1 bonus to Detect enemy fighters.
Squad Leader: When this fighter or a friendly Palanite Corporal, Patrolman, or Recruit within 12'' takes an opposing fighter Out of Action, this fighter may make a Leadership check. If the check is successful this fighter gains 1 additional XP.
Teamwork: When this fighter participates in a Group Activation, each other participating fighter may reroll a single failed roll they make during their activation.
Palanite Captain Equipment List
When creating a new gang or buying Common equipment during a Post Battle Sequence,
an Palanite Captain may select from the following Equipment list.
Weapons (CCWs)
Weapons (Pistols)
Weapons (Basic)
Weapons (Specials)
Grenades
Ammunition
Attachments
Bionics
Wargear