Palanite Captain

Leader
150
M
WS
BS
 S 
 T 
W
I
A
4"
3+
3+
3
4
2
4+
1
Ld
Cl
Wil
Int
4+
5+
5+
6+
Save
6+

Skill Access

Primary: Combat, Leadership, Shooting

Secondary: Brawn, Ferocity

Starting: Captains start with 1 skill chosen from their Primary skill sets

Equipment

Access: May purchase any Equipment from the Palanite Captain Equipment List.

Starting: Starts play with Enforcer Armor; this may be upgraded at any time to Subjugator Armor for +10 credits.

Special

Palanite Enforcers Captain: This fighter is a Palanite Enforcers Captain; any game effect referring to Palanite Enforcers or Leaders is applicable to them. This fighter may be equipped from the Palanite Enforcers Captain Equipment List, and uses the Normal Human Characteristic Maxima.
Group Activation (2): this fighter may group activate with up to 2 fellow gang members within 12''.
Command Aura (12''): while this fighter is not Seriously Injured and a fellow gang member within 12'' of them fails a Cool check (including a Nerve test), make a Leadership check for this fighter; if it passes the fellow gang member's Cool check is also treated as having been passed.
Mark Target: Once per battle, when activated this fighter may select an enemy fighter or battle field object within line of sight that is not already marked, and mark that target. For the duration of the battle members of this fighter's Crew (including themselves) may ignore Target Priority when shooting at the marked target and gain +1 to wound the marked target with all attacks.
Armor: Enforcer

Enforcer armour grants a 6+ save roll (modifiers have been applied directly to profile). Additionally, this fighter may roll two dice to resist being Blinded and keep the higher die for their result.Modifiers applied directly to profile; plus roll two dice & keep highest vs Blinding trait.

For +10 credits, this can be upgraded to Subjugator Armor for a 5+ Armor Save (not combinable with Armored Undersuit).

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)

5
Common
10
Common
10
Common
25
Common
40
Common
40
Common

Weapons (Pistols)

10
Common
5
Common

Weapons (Basic)

Grenades

Bionics

30
Common
30
Common
45
Common
60
Common
60
Common
60
Common
45
Common
25
Common
30
Common
30
Common

Wargear

20
Common
30
Common
20
Common
10
Common
10
Common
10
Common
5
Common
25
Common
10
Common
30
Common
5
Common
10
Common
5
Common
5
Common
15
Common
15
Common