Delaque Ambusher

Prospect
75
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
1
4+
1
Ld
Cl
Wil
Int
8+
7+
8+
7+
Save
-

Skill Access

Primary: Combat

Secondary: Cunning

Equipment

Access: May only select equipment from the Delaque Ambusher Equipment List; may not be equipped from the Trading Post or with items from a gang's Stash which are not on the Delaque Ambusher Equipment List.

Special

Delaque Ambusher: This fighter is an Delaque Ambusher; any game effect referring to Delaques or Prospects is applicable to them. This fighter uses the Normal Human Characteristic Maxima, may be equipped from the Delaque Ambusher Equipment List, and when they would choose a Primary Skill they may instead choose an Ambusher Skill. During campaign play this fighter Advances as a Hero.
Cutthroat Opportunist: During campaign play this fighter can be promoted to fill an open Champion slot, becoming a Cellchief. Alterately this fighter can kill an existing Champion member of the gang, gaining 5 XP and taking that fighter's place in the gang's roster (the replaced Champion is dead, and their gear goes to the gang's Stash). In either case this fighter loses Expendable and their current Equipment and Skill Access. This fighter gains Group Activation (1), Command Aura (6''), the Equipment and Skill Access of a Cellchief, and the Cellchief version of this ability. Any Skills this fighter already has are retained and their characteristics remain unchanged.
Expendable: If this fighter is Seriously Injured or taken Out of Action, friendly fighters within 3'' do not have to make a Nerve test, unless they are also Expendable.
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).
Backstabber: 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 applicable. Additionally, there is a -1 penalty to Detect this fighter.
Bushwacker: When this fighter uses the Charge action if they declare an opposing fighter as their target and are not in that fighter's vision arc, they may take a Double Move for their Charge instead of a Standard Move + D3''. Attacks made as part of this Charge to which the Backstab trait is applicable cannot be parried.

Ambusher Skills

When a Ambusher would choose a Primary Skill, they may instead choose one of the following Ambusher 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.
Catfall: When this fighter falls or jumps down from a ledge they count as having moved half the vertical distance. In addition, if this fighter is not Seriously Injured or taken Out of Action by a fall, make an Initiative test for them; if it is passed they remain standing rather than being Pinned. If this fighter must make an Initiative check to avoid falling into a Pitfall they automatically pass their check.
Clamber: When this fighter climbs, the vertical distance they move is not halved. In other words, they always count as climbing up or down a ladder. Additionally, when this fighter moves across a barricade, it does not cost 2'' of their move.
Hit and Run: After taking their attacks as part of a Charge action and before enemies take their reaction attacks, this fighter may make a free Disengage action. If this fighter has any movement remaining to them and are still Standing after disengaging, they may use that remaining movement immediately (the 1'' rule applies).
Spring Up: If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action.
Tunnel Rat: This fighter may move through Ductways as part of a Standard Move or a Charge with no movement penalty. They may also Consolidate through a Ductway if they have enough movement to get to the opening of the Ductway; if this occurs set the fighter up within 1'' of the other side of the Ductway but not within 1'' of any enemy models (if this is not possible, this action cannot be taken).

Delaque Ambusher Equipment List

When creating a new gang or buying Common equipment during a Post Battle Sequence, Delaque Ambushers may select from the following Equipment list.

Armor

10
Common

Weapons (CCWs)

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

Weapons (Pistols)

10
Common
20
Common
5
Common
10
Common
15
Common
10
Common

Weapons (Basic)

15
Common

Weapons (Specials)

Grenades

45
Common
45
Common
15
Common

Bionics

30
Common

Wargear

10
Common
5
Common
5
Common
5
Common
20
Common
15
Common
5
Common
5
Common
5
Common
15
Common
10
Common