Yola

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

Special

Crew Rating Increase: This Bounty Hunter increases the Crew Rating of the gang they are fighting for by 400 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.
Escher: This fighter is a Escher; any game effect referring to Eschers is applicable to them. This fighter may be equipped from the Escher Equipment List.
Escher Tactics: When this fighter joins your crew you may choose one Escher Tactics Card in addition to any other Tactics Cards available to you for the battle. If the chosen Tactics Card must be played on one of your fighters (such as Counter-Charge, Gas Trap, or Three-Point Landing), it must be played on Yola.
Counter-Charge: If this fighter is Active and Readied, when an enemy fighter gets into base to base contact with a friendly fighter within 6'' of this fighter (by any means) this fighter may interrupt that fighter's action to Counter-Charge. This fighter loses their Ready marker, then immediately makes a Charge action targeting the enemy fighter. If the enemy fighter is Seriously Injured or taken Out of Action by this fighter's Charge the enemy fighter's turn ends immediately, otherwise the enemy fighter's action resumes from the point it was interrupted.
Combat Master: This fighter never suffers penalties to their hit rolls for interference, can always grant assists regardless of how many enemy fighters they are engaged with, and is considered to have a 360° vision arc in close combat.
Step Aside: If the fighter is hit in close combat, the fighter can attempt to step aside. Make an Initiative check for them. If the check is passed, the attack misses. This skill can only be used once per enemy in each round or close combat – in other words, if an enemy makes more than one attack, the fighter can only attempt to step aside from one of them.
Dodge: If this fighter suffers a wound from a ranged or close combat attack, roll a D6. On a 6, the attack is dodged and has no effect, otherwise continue to make a save roll as normal. If the model dodges a weapon that uses a Blast marker or Flame template, a roll of 6 does not automatically cancel the attack; instead it allows the fighter to move up to 2'' before seeing whether they are hit (not through obstructions or within 1'' of an enemy fighter).
Armor: Hazard Suit

Modifiers have been applied directly to profile. Additionally, when a hazard suit is combined with a Respirator the fighter's Toughness is increased by 3 against Gas attacks rather than the usual 2.

Needle Pistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
6''
12''
+2
4
-1
1
5+
Pistol, Silent, Toxin
Stiletto Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
-1
1
-
Melee, Toxin
Archeotech: Digilasers

Digital lasers, aka 'digilasers' are an ancient weaponized gauntlet with small integrated las weapons. The lasers are only effective at very short range, but allow a fighter to obliterate an opponent in close combat range with an unexpected blast of energy. If the fighter is already Engaged when they are activated, they may take the following action for free:

Digilaser Blast (Basic): Pick an engaged enemy fighter. That fighter must make an Initiative check. If the enemy fighter fails their check they suffer D3 hits resolved as Strength 3, AP-1, and Damage 1.
Wargear: Chem-Synth

An Active or Engaged fighter with a chem-synth can make the following action:

Synthesize Poison (Basic): This fighter selects one of their weapon profiles that has the Gas or Toxin trait; that weapon profile temporarily gains the Virulent trait (fighters have their Toughness reduced by 1 against attacks with the Virulent trait). The weapon profile loses the Virulent trait after a Close Combat or Ranged attack using it is resolved.Pick one of your Toxin or Gas weapon profile; fighters' are -1 T vs next attack with that weapon profile.
Wargear: Respirator

If a fighter with a respirator is hit by a weapon with the Gas trait, their Toughness is increased by 2 for the purposes of the roll to see whether they are affected.

Wargear: Photo-goggles

A fighter with photo-goggles can 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. Unaffected by smoke or low-light, +1 vs blinding.

Wargear: AE stash

When an Active or Pinned fighter with a AE stash is activated, they may use their AE stash as a free action. Until the end of the round, the fighter adds 1 to the result of any hit rolls they make and gains a +1 modifier to all characteristic checks they make. Additionally if the fighter takes a Charge action they may make a Double Move instead of a Standard Move + D3". At the start of the End phase roll a D6; on a 1 or 2 the fighter takes a Flesh Wound. If a fighter uses an AE stash during a battle, the AE stash is deleted from their Fighter card when the battle ends. May use as a free action if Active or Pinned. Until end of round, +1 to hit rolls, +1 to characteristic checks, Double Move on Charge. At start of End phase roll D6; on a 1 or 2 take a Flesh Wound. If used, delete at end of battle.

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.

Grenade: Choke Gas
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Choke
Sx3
0
0
4+
Blast (3''), Gas, Limited