Escher Wyldrunner

Prospect
75
M
WS
BS
 S 
 T 
W
I
A
6"
4+
4+
3
3
1
3+
1
Ld
Cl
Wil
Int
7+
7+
8+
8+
Save
-

Skill Access

Primary: Agility

Secondary: Combat, Ferocity

Equipment

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

Special

Escher Wyldrunner: This fighter is an Escher Wyldrunner; any game effect referring to Escher or Prospects is applicable to them. This fighter uses the Normal Human Characteristic Maxima, may be equipped from the Escher Wyldrunner Equipment List, and when this fighter would choose a Primary Skill they may instead choose a Wyldrunner Skill. During campaign play this fighter Advances as a Hero.
Moving On Up: During campaign play if the gang has an open Champion position this fighter may be promoted to become a Escher Matriarch. If this option is taken this fighter loses this ability and their current Equipment and Skill Access, and gains Group Activation (1), Command Aura (6''), and the Equipment and Skill Access of a Escher Matriarch; any Skills this fighter already has are retained and their characteristics remain unchanged.
Phelynx: This fighter may be accompanied by up to three (3) Phelynx (at normal cost).
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.
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.

Phelynx

A Wyldrunner may be accompanied by up to three (3) Phelynx, odd cat-reptile hybrids. If a Wyldrunner dies their Phelynx are removed from the gang's roster. If a Wyldrunner retires, their Phelynx are also retired from the gang's roster; if the Wyldrunner is later hired back the Phelynx that were retired with them may also be re-hired.

If a Wyldrunner is promoted to become a Champion or Leader they retain any Phelynx they have, and may continue to purchase Phelynx up to their personal limit of three (3) Phelynx; this is a special exception to the normal rules for a promoted fighter's Equipment access.

A Wyldrunner's Phelynx may participate in a battle if the Wyldrunner is part of the Crew; when a Wyldrunner is set up onto the battlefield any of their Phelynx that are also participating in the battle are set up within 4'' of the Wyldrunner.

Phelynx
50
M
WS
BS
 S 
 T 
W
I
A
6"
4+
6+
3
3
1
2+
3
Ld
Cl
Wil
Int
10+
6+
9+
12+
Save
-

Special

Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
Animal: This fighter cannot use gear, open doors, operate devices, or use ladders. This fighter can climb. This fighter can step up, leap, and go over obstacles. This fighter can use Cool instead of Intelligence when taking the Detect (Basic) action. This fighter cannot be captured.
No Permanent Injury: If this fighter is put Out of Action via an Injury roll, roll a D6 on the following chart:
  • 1-2: the fighter is Out Cold; they will be available for their next battle.
  • 3-4: the fighter suffers a Grievous Injury; they go into recovery.
  • 5-6: the fighter is dead; if they were put Out of Action by an attack the attacker gains 1 XP immediately.
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.
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.

Choose 1: A single additional skill may be selected from the list below when a Phelynx is added to a roster, and cannot be changed thereafter.

  1. Hit and Run
  2. Catfall
  3. Clamber
  4. Spring Up
Venomous Bite: If the hit roll for any of this fighter's unarmed attacks is a natural 6, that attack gains the Toxin and Virulent traits.

Wyldrunner Skills

When a Wyldrunner would choose a Primary Skill, they may instead choose one of the following Wyldrunner Skills.

Escape Artist: When this fighter makes a Disengage action, enemies the fighter was Engaged with do not make free attacks against them. In addition, if this fighter is Captured at the end of a battle roll a D6. On a result of 2 or more, they slip away and return to their gang unharmed.
Hip Shooting: If this fighter is Active, they can make the following action:
Run and Gun (Double): This fighter makes a Standard Move, adding +D3'' to the distance they can move. At any point along their move this fighter may make a single free Shoot action resolved normally, using a weapon they are equipped with that does not have the Unwieldy trait.
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).
Huntmaster: When this fighter or a friendly Phelynx 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.
Packleader: Group Activation (3): only Phelynx fighters within 12'' of this fighter.
Sic 'Em: If this fighter is Active, they can attempt to make the following action:
Order (Basic): This fighter must make a Leadership check; if the check fails nothing happens. If the check succeeds, the controlling player may select a friendly Phelynx within 12'' of this fighter. The selected Phelynx can immediately make two actions as though it were their turn, even if they are not Ready. If they are Ready, these actions do not remove their Ready status.

Escher Wyldrunner Equipment List

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

Armor

10
Common
10
Common
5
Common

Weapons (CCWs)

35
Common
5
Common
20
Common
15
Common
25
Common
5
Common
35
Common
50
Common
45
Common
20
Common
30
Common

Weapons (Pistols)

10
Common
5
Common
5
Common
20
Common
50
Common
20
Common
10
Common

Weapons (Basic)

15 + ammo
Common

Ammunition is purchased for this weapon separately.

10
Common
5
Common

Weapons (Specials)

25 + ammo
Common

Ammunition is purchased for this weapon separately.

50
Common
5
Common
10
Common

Grenades

40
Common
25
Common

Bionics

25
Common
45
Common
55
Common
60
Common
25
Common

Wargear

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