Widening Gyre
Killer Shrike
Reputation
Turf
Credits
Rating
26
0
0
2200

Glory-sworn Hunting Party

Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Spyrer
280
7
16
20
3
Spyrer
275
6
17
20
3
Spyrer
270
6
10
15
2
Spyrer
260
7
9
10
1
Spyrer
280
7
17
20
3
Spyrer
280
7
18
20
3
Spyrer
275
7
16
20
3
Spyrer
280
7
15
20
3

Creepy Crawler

You may play this card during the Pre-Battle Sequence after Crew Selection if a Malcadon fighter is part of your Crew, or during the Battle Sequence when a Malcadon fighter that is part of your Reinforcements would be deployed onto the battlefield.

A Malcadon fighter in your Crew gains the Infiltrate skill for the duration of this battle.

Energetic Charge

You may play this card during the activation of a Jakara fighter.

Until the end of this activation, this fighter treats the Charge action as Simple rather than Double.

Juggernaut

You may play this card when activating an Orrus fighter.

Until their next activation, this fighter temporarily gains the following bonuses:

  • 4+ U Invulnerability Field Save
  • +2'' Move
  • +1 Strength
  • +1 Toughness
  • +1 Initiative

Parabolic Charge

You may play this card when one of your gang's Yeld fighters makes a Charge and descends at least 5'' (base to base) before successfully engaging a single opposing fighter.

After this fighter makes their attacks, before the opposing fighter can make reaction attacks, this fighter may safely disengage without risk of retaliation attacks, and then make an immediate Standard Move action.

Adrenaline Surge

You may play this card when activating a fighter.

The currently activating fighter can make one additional action this turn.

Inhuman Resilience

You may play this card instead of activating a fighter.

Any of your gang's fighters who are Seriously Injured may make a Recovery roll now, treating Out of Action results as Seriously Injured. Next, any of your gang's fighters who are Pinned may immediately stand up.


Osamu Anu

Spyrer
280
M
WS
BS
 S 
 T 
W
I
A
4"
3+
4+
4
5
3
6+
2
Ld
Cl
Wil
Int
7+
4+
5+
5+
Save
4+/5+U

New Skills: 2, T: +1

Iron Will: While this fighter remains on the battlefield and is not Seriously Injured or Broken, they count as two (2) fighters for the purposes of Bottle tests. Bottle Test: If not Seriously Injured or Broken, counts as 2 fighters.
True Grit: Remove one dice before making an Injury roll for this fighter. If no dice remain, this fighter suffers a Flesh Wound.
True Grit: Injury roll vs this fighter: roll 1 fewer dice; Flesh Wound if 0 remain.
Iron Jaw: If this fighter would be taken Out of Action by a close combat attack with an Out Cold result, they may roll a D6 and add their current modified Toughness to the result; on a 8+ this fighter instead suffers a Flesh Wound and remains in play. Additionally, this fighter has +1 Toughness vs unarmed attacks.
Iron Jaw: +1 Toughness vs unarmed attacks, and if would be Out Cold via close combat stay in play on 7+ roll of (D6 + modified T).
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.
Nerves of Steel: When hit by Ranged attack: Can make Cool check to not be Pinned.

Orrus Hunting Rig

Primary Weapon (Melee)
Gauntlets
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Rend & Punch
E
-
+1
S+1
-
1
-
Secondary Weapon (Ranged)
Twin Linked Bolt Launchers
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolts
9''
18''
+1
-
4
-1
1
4+
Integrated Systems
Invulnerability Field
This item grants an energy based unmodifiable Field Save, which is usually 5+ U (noted on profile). This fighter uses their Armor Save when it is better than their Field Save, otherwise they use their Field Save. Unmodifiable Field Save (applied to profile).
Optics

This fighter can attack through smoke clouds, is unaffected by low-light conditions, and adds 1 to the result of any check to resist being blinded. Additionally, this fighter gains a +1 bonus to Detect. Unaffected by low-light & smoke clouds. +1 to resist Blinded, +1 to Detect.


Orobas Dau

Spyrer
275
M
WS
BS
 S 
 T 
W
I
A
4"
3+
4+
4
4
3
6+
3
Ld
Cl
Wil
Int
7+
4+
5+
5+
Save
4+/5+U

New Skills: 1, A: +1, Twin Linked Bolt Launchers (Short Range: 18'')

Iron Will: While this fighter remains on the battlefield and is not Seriously Injured or Broken, they count as two (2) fighters for the purposes of Bottle tests. Bottle Test: If not Seriously Injured or Broken, counts as 2 fighters.
True Grit: Remove one dice before making an Injury roll for this fighter. If no dice remain, this fighter suffers a Flesh Wound.
True Grit: Injury roll vs this fighter: roll 1 fewer dice; Flesh Wound if 0 remain.
Unstoppable: At the end of the Recovery Tests step in the End Phase, discard one Flesh Wound this fighter has suffered (if any).
Unstoppable: End Phase: after Recovery tests, discard 1 Flesh Wound.

Orrus Hunting Rig

Primary Weapon (Melee)
Gauntlets
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Rend & Punch
E
-
+1
S+1
-
1
-
Secondary Weapon (Ranged)
Twin Linked Bolt Launchers
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolts
18''
+1
-
4
-1
1
4+
Integrated Systems
Invulnerability Field
This item grants an energy based unmodifiable Field Save, which is usually 5+ U (noted on profile). This fighter uses their Armor Save when it is better than their Field Save, otherwise they use their Field Save. Unmodifiable Field Save (applied to profile).
Optics

This fighter can attack through smoke clouds, is unaffected by low-light conditions, and adds 1 to the result of any check to resist being blinded. Additionally, this fighter gains a +1 bonus to Detect. Unaffected by low-light & smoke clouds. +1 to resist Blinded, +1 to Detect.


Jahi Anu

Spyrer
270
M
WS
BS
 S 
 T 
W
I
A
6"
3+
5+
3
4
2
3+
3
Ld
Cl
Wil
Int
7+
4+
5+
5+
Save
4+

New Skills: 1, Monomolecular Sword (+Rending)

Glimmering Aura: This fighter sheds bright light due to the energy field surrounding them. Low light conditions are cancelled within a 6'' radius of this fighter. However, this fighter can never be Hidden, and Sentries automatically spot this fighter and any other fighter within 6'' of them from up to 24'' away if within line of sight and vision arc. Effects that target fighters with Burn markers on them can target this fighter. Cancel low light w/i 5'' rad. Cannot be Hidden, count as having Burn marker for targetting. Auto-detected w/i 24'' if in vision arc & LOS.
Iron Will: While this fighter remains on the battlefield and is not Seriously Injured or Broken, they count as two (2) fighters for the purposes of Bottle tests. Bottle Test: If not Seriously Injured or Broken, counts as 2 fighters.
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. Activated: If Pinned: Stand Up for free on successful Initiative check.
Unstoppable: At the end of the Recovery Tests step in the End Phase, discard one Flesh Wound this fighter has suffered (if any).
Unstoppable: End Phase: after Recovery tests, discard 1 Flesh Wound.

Jakara Hunting Rig

Primary Weapon (Melee)
Monomolecular Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slice & Slash
E
-
+1
S+1
-1
1
-
Secondary Weapon (Ranged)
Mirror Shield
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Glimmershield
E
-
-
0
-
0
-
Reflector
-
-
-
-
Reflected
var
var
var
var
var
var
var
4+
Glimmering: A Jakara Mirror Shield can be used to Parry close combat attacks including attacks that have the Power trait. It can also be used to gain the Dual Weapons bonus dice in close combat, representing an attempt to blind an engaged opponent with the shield's glimmering surface. No damage is dealt on a successful hit with this additional attack, but the Blinding trait is resolved. (The Armor Save improvement from the Shield trait is already included in the profile). Glimmering: Can Parry Power trait. In close combat, grants Dual Weapons bonus dice (0 DMG, but has Blinding trait)
Reflector: When this fighter is hit by an energy attack (from a las, plasma, melta, heat, flamer, radiation, shock, or power based weapon) that originated from within their vision arc, roll a D3 on the following table and apply the result:
D3
Result
1
The attack is resolved normally against this fighter.
2
The attack has no effect on this fighter, including Pinning if ranged.
3
As 2 above, and if this fighter's Reflected profile is not Out of Ammo this fighter may immediately make an attack using it.
Reflector: When hit by energy attack w/i vision arc, roll D3. 1: resolve normally, 2: unaffected, 3: unaffected & reflect attack.
Reflected: This weapon profile can only be used if triggered by the Reflector profile.
  • If this fighter is Active, make a free Shoot attack using this profile. All 'var' values of this attack are equal to those of the reflected attack.
  • If this fighter is Engaged, select an engaged opponent. That fighter must make an Initiative check or suffer a hit with Strength, AP, and Damage equal to those of the reflected attack.
If the attack being reflected has Traits, you may choose to apply one of them to this attack.
Reflected: if Active make Shoot attack w/ Range & Acc of reflected attack, if Engaged selected engaged opponent suffers hit on failed Initiative check. S, AP, Dmg equal reflected attack.
Integrated Systems
Energy Shielding
This fighter gains +1 Toughness to resist being wounded by an energy attack (from a las, plasma, melta, heat, flamer, radiation, shock, or power based weapon). This fighter is immune to the effects of the Blaze, Radiation, and Shock traits. Immune to Blaze, Radiation, Shock effects; +1 Toughness vs energy attacks.
Optics

This fighter can attack through smoke clouds, is unaffected by low-light conditions, and adds 1 to the result of any check to resist being blinded. Additionally, this fighter gains a +1 bonus to Detect. Unaffected by low-light & smoke clouds. +1 to resist Blinded, +1 to Detect.


Jiaku Dau

Spyrer
260
M
WS
BS
 S 
 T 
W
I
A
6"
3+
5+
3
4
2
3+
3
Ld
Cl
Wil
Int
7+
4+
5+
5+
Save
4+

Monomolecular Sword (+Rending)

Glimmering Aura: This fighter sheds bright light due to the energy field surrounding them. Low light conditions are cancelled within a 6'' radius of this fighter. However, this fighter can never be Hidden, and Sentries automatically spot this fighter and any other fighter within 6'' of them from up to 24'' away if within line of sight and vision arc. Effects that target fighters with Burn markers on them can target this fighter. Cancel low light w/i 5'' rad. Cannot be Hidden, count as having Burn marker for targetting. Auto-detected w/i 24'' if in vision arc & LOS.
Iron Will: While this fighter remains on the battlefield and is not Seriously Injured or Broken, they count as two (2) fighters for the purposes of Bottle tests. Bottle Test: If not Seriously Injured or Broken, counts as 2 fighters.
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. Activated: If Pinned: Stand Up for free on successful Initiative check.

Jakara Hunting Rig

Primary Weapon (Melee)
Monomolecular Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slice & Slash
E
-
+1
S+1
-1
1
-
Secondary Weapon (Ranged)
Mirror Shield
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits