Void-Baron Axelerhot

Leader
615
XP: 28 (Fast)
Advances: 5
M
WS
BS
 S 
 T 
W
I
A
4"
2+
2+
4
5
3
5+
2
Ld
Cl
Wil
Int
4+
4+
4+
5+
Save
2+

New Skills: 3, WS: +1, BS: +1

Void Baron: This fighter is a Void Baron; any game effect referring to Squat Salvagers or Leaders is applicable to them. This fighter may be equipped from the Squat Salvagers Void Baron Equipment List, uses the Survivor Critical Injury table, and uses the Squat Characteristic Maxima.
Group Activation (2): this fighter may group activate with up to 2 fellow gang members within 12''.
Command Aura (12''): when a fellow gang member within 12'' of this fighter 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.
Hard Headed: When this fighter would be taken Out of Action in close combat and receives an Out Cold result, they may roll a D6 and add their unmodified Toughness to the result; on a 7+ this fighter is not taken Out of Action and remains in play. Additionally, this fighter cannot be the target of the Headbutt (Simple) Action.
Robust: When this fighter makes a Recovery Test for themselves they always count as being assisted even when alone, and may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, this fighter may immediately stand up.
Strider: This fighter's movement is unaffected by difficult terrain, and they may move up to an additional D3'' of distance whenever they take a Double Move or Charge action.
Berserker: When activated, prior to changing facing this fighter may pick an enemy fighter within line of sight and within their vision arc as their target, and declare a Charge against that target. If they do, this fighter may take a Double Move for their Charge (instead of a Standard Move + D3'') and automatically passes any Initiative, Cool, or Willpower test they may be required to make during their Charge (such as when leaping across a gap or engaging an enemy with the Fearsome skill). This fighter must engage their selected target with this Charge if able, and may not engage any other enemy fighter as part of this Charge.
Nerves of Steel: When this fighter is hit by a ranged attack they may choose to make a Cool check. If they do and the check is passed, this fighter is not Pinned.
Salvage Boss: When this fighter or a friendly Squat fighter within 9'' 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.
Armor: Power

Modifiers have been applied directly to profile.

Wargear: Armored Undersuit

Modifiers have been applied directly to profile.

Coilgun (Rotundus Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
24''
-2
4
D3
1
5+
Two-handed Power Hammer
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Force Field

A Force Field is an advanced personal field device that manipulates kinetic differentials to cancel or mitigate the impact of incoming attacks. When the wearer of a Force Field is hit by an attack roll a D6 and reduce the Strength of the attack by the amount rolled; if this reduces the Strength of the attack to 0 or less the attack has no effect. This device does nothing against special attacks that lack Strength.

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.

Wargear: Visor

This fighter has a protective visor. You may roll two dice to resist being Blinded and keep the higher die for your result.Roll two dice & keep highest vs Blinding trait.

Grenade: Krak
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KRA-KOW
Sx3
-1
6
-2
D3
4+