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
Rend & Punch
E
-
+1
S+1
-
1
-
Secondary Weapon (Ranged)
Twin Linked Bolt Launchers
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.