Targ

Bounty Hunter
0
XP: 0
Advances: 0
M
WS
BS
 S 
 T 
W
I
A
5"
2+
2+
4
4
3
4+
2
Ld
Cl
Wil
Int
8+
3+
6+
3+
Save
5+

Hand Injury: 1, Bionic Arms: 1, Eye Injury: 1, Bionic Eyes: 1, Hobbled: 1, Bionic Legs: 1

Special

Crew Rating Increase: This Bounty Hunter increases the Crew Rating of the gang they are fighting for by 425 points, rather than by their hiring cost of 0 credits.
Unadvanceable: This Bounty Hunter cannot gain XP and cannot gain Advancements.
No Lasting Injury: This Bounty Hunter does not suffer Lasting Injury. If they are put Out of Action roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. If they die and were put Out of Action by an attack, the attacker gains 3 XP immediately.
Take Captive: When an opposing fighter who has a Bounty on them goes Out of Action while within 6'' of this Bounty Hunter, the controlling player may choose to have the Bounty Hunter Capture the opposing fighter instead of making a Lasting Injury roll. If they do so, the opposing fighter is Captured automatically, the Bounty Hunter drags their captive away, and both are removed from the battlefield. This ability may not be used if this Bounty Hunter is Seriously Injured.
Extra Action: When activated this Bounty Hunter has one additional action.
Backstab: Any close combat weapons used by this fighter gain the Backstab Trait; weapons that already have the Trait add 3 to the attacker's Strength rather than 1 when the Trait is used. Additionally, sentries suffer a -1 penalty when trying to detect this fighter.
Evade: If this fighter is not Seriously Injured, other fighters suffer an additional -1 modifier to their hit rolls for all attacks (ranged and close combat) that target this fighter. Additionally, sentries suffer a -1 penalty when trying to detect this fighter.
Infiltrate: In scenarios that allow fighters to Infiltrate, this fighter may Infiltrate. Some scenarios may provide alternate instructions, but by default at the end of the Deploy step of the Pre-Battle Sequence, in priority order the controlling player may set up this fighter anywhere on the battlefield that is not visible to or within 6'' of any enemy fighters. 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).
Armor: Mesh Armor

Modifiers have been applied directly to profile.

Shotgun [Acid, Executioner]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Acid
4''
16''
+1
3
-1
1
4+
Blaze, Scattershot
Executioner
4''
16''
-1
+1
4
-2
1
6+
Rupture, Scarce
Fighting Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
1
-
Melee, Backstab
Grenade: Smoke Bombs
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
0
0
4+
Grenade, Smoke
Bionics: Bionic Eye

Modifiers have been applied directly to profile.

Improved Optics: A fighter with at least one bionic eye can see and attack through smoke clouds and is unaffected by low-light conditions. Additionally, the fighter adds 1 to the result of any check to resist being blinded for each bionic eye they have. A fighter with one or more bionic eyes gains no benefit from using photo-goggles or similar items, or weapon sights of any kind.
Bionics: Bionic Arm

Modifiers have been applied directly to profile.

Metal Arm: A bionic arm is considered to be a S+1, - AP, 1 Damage close combat weapon with the Melee trait, and thus grants a Dual Weapon dice in close combat if the fighter has another close combat weapon.
Bionics: Bionic Leg

Modifiers have been applied directly to profile.

Bionic Kick (Basic): You may pick an enemy fighter Engaged with you to make an Initiative check; if this check is failed that fighter suffers a hit resolved as Strength 6 with Damage 2 and the Knockback trait. If you are Active and within 1'' of an object with at least 1 Wound you may hit the object with an attack resolved as Strength 6 with Damage 2.
Bionics: Steel Skull

This item may never be removed from the fighter it is attached to. A fighter with a steel skull suffers a -1 penalty to all Intelligence checks. When a fighter with a steel skull would be taken Out of Action and receives an Out Cold result, they are not taken Out of Action and remain in play.

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.