Orlock Wrecker

Prospect
75
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
1
4+
1
Ld
Cl
Wil
Int
7+
6+
6+
7+
Save
-

Skill Access

Primary: Combat, Shooting

Equipment

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

Special

Orlock Wrecker: This fighter is an Orlock Wrecker; any game effect referring to Orlocks or Prospects is applicable to them. This fighter uses the Normal Human Characteristic Maxima, may be equipped from the Orlock Wrecker Equipment List, and when they would choose a Primary Skill they may instead choose a Wrecker 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 Orlock Road Sargeant. 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 Orlock Road Sargeant; 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.
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.

Jump Booster

Though it is not required, a Wrecker is usually equipped with a Jump Booster (at full listed price). If a Wrecker is promoted to become a Champion or Leader they may retain their Jump Booster if they have one, and retain the option to purchase a Jump Booster for themselves; this is a special exception to the normal rules for a promoted fighter's Equipment access.

35
Common

When this fighter moves voluntarily by any means, they may move between raised platforms, up or down to different levels, and over terrain and pitfalls without harm, so long as the fighter does not move through any terrain and ends their movement with their base not overlapping anything else; when moving in this way this fighter is considered to be jumping, and also gains +2'' to their base Movement characteristic.

Wrecker Skills

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

Crusher: When this fighter makes close combat attacks as part of a Charge action, any Melee attacks they use gain the Pulverize and Intimidating traits.
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.
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).
Impetuous: When this fighter Consolidates at the end of a close combat they may take a Standard Move (instead of up to 2'' as normal), may Engage one or more enemy fighters when doing so, and automatically pass any Initiative, Cool, or Willpower test they may be required to make (such as when leaping across a gap or Engaging an enemy with the Fearsome skill).
Mighty Leap: When this fighter leaps across a gap or jumps down, ignore the first 2'' of the distance when measuring. This fighter automatically passes any Initiative checks required when this skill is used. Additionally, this fighter may Step Up an additional +2''.
Trigger Happy: When this fighter rolls to hit with a weapon that has the Rapid Fire trait, they may roll one additional Firepower dice. However, if the attack results in two or more failed Ammo checks, the gun has jammed and cannot be used for the rest of the battle.

Orlock Wrecker Equipment List

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

Armor

10
Common
10
Common

Weapons (CCWs)

45
Common
40
Common
5
Common
10
Common
20
Common
10
Common
25
Common
20
Common
35
Common
45
Common
25
Common
20
Common

Weapons (Pistols)

Weapons (Basic)

10
Common

Grenades

30
Common
45
Common

Bionics

30
Common
45
Common
60
Common
60
Common
90
Common
90
Common
30
Common

Wargear

10
Common
10
Common
10
Common
30
Common
5
Common
10
Common
25
Common
15
Common
5
Common
5
Common
15
Common
15
Common