XP: 29 (Fast)
Advances: 5
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''): while this fighter is not Seriously Injured and a fellow gang member within 12'' of them 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, 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).
Hard Charger: +D3'' movement and auto-pass 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)
Hail
6''
24''
-
-2
4
D3
1
5+
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
KRA-KOW
Sx3
-
-1
6
-2
D3
4+