Baron Axelerhot

Leader
640
XP: 29 (Fast)
Advances: 5
M
WS
BS
 S 
 T 
W
I
A
4"
2+
2+
4
5
3
5+
3
Ld
Cl
Wil
Int
4+
4+
4+
5+
Save
2+

New Skills: 3, WS: +1, BS: +1

Void Baron: This fighter is a Void Baron; any game effect referring to Squat Void Barons or Leaders is applicable to them. This fighter is immune to the reduction in movement caused by the Heavy-G trait. This fighter may be equipped from the Squat Void Barons Void Baron Equipment List, uses the Survivor Critical Injury table, and uses the Squat Characteristic Maxima.
Group Activation (2): this fighter may group activate with up to 2 fellow gang members within 12''.
Command Aura (12''): when a fellow gang member within 12'' of this fighter fails a Cool check (including a Nerve test), make a Leadership check for this fighter; if it passes the fellow gang member's Cool check is also treated as having been passed.
Robust: When this fighter makes a Recovery Test for themselves it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Under My Battle Standard: When this fighter or a friendly Squat fighter within 9'' 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.
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.
Strider: Movement unaffected by difficult terrain, +D3'' movement on Double Move & Charge.
Hard Charger: When this fighter makes a Charge action they gain an additional D3'' of movement, and automatically pass any Initiative tests they may be required to make while moving during their Charge (such as when leaping across a gap).
Hard Charger: +D3'' movement and auto-pass Initiative tests when charging.
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.
Armor: Power

Modifiers have been applied directly to profile.

Wargear: Armored Undersuit

Modifiers have been applied directly to profile.

Coilgun (Rotundus Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Hail
6''
24''
-
-2
4
D3
1
5+
Two-handed Power Hammer
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Force Field

A Force Field is an advanced personal field device that manipulates kinetic differentials to cancel or mitigate the impact of incoming attacks. When the wearer of a Force Field is hit by an attack roll a D6 and reduce the Strength of the attack by the amount rolled; if this reduces the Strength of the attack to 0 or less the attack has no effect on this fighter. This device does nothing against attacks that have Strength 0 normally or special attacks that don't have Strength.

Wargear: Photo-goggles

This fighter can attack through smoke clouds and is unaffected by low-light conditions. Additionally, this fighter adds 1 to the result of any check to resist being blinded. A fighter with photo-goggles gains no benefit from using similar items, or weapon sights of any kind Unaffected by smoke or low-light, +1 vs blinding.

Wargear: Visor

This fighter has a protective visor. You may roll two dice to resist being Blinded and keep the higher die for your result.Roll two dice & keep highest vs Blinding trait.

Grenade: Krak
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KRA-KOW
Sx3
-
-1
6
-2
D3
4+