Yubel Dau

Spyrer
280
XP: 18 (Fast)
Advances: 3
M
WS
BS
 S 
 T 
W
I
A
7"
4+
3+
3
3
2
2+
2
Ld
Cl
Wil
Int
7+
4+
5+
5+
Save
5+

New Skills: 2, I: +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.
Evade: While this fighter is not Seriously Injured, other fighters suffer a -1 penalty to Detect this fighter and a -1 penalty to hit this fighter with ranged and close combat attacks.
Evade: -1 penalty to hit or Detect this fighter while they are not Seriously Injured
Exfiltrate: If this fighter is Active or Pinned, they can make the following action:
Extract (Double): This fighter (along with anything they are carrying) is removed from the battlefield; no Lasting Injury roll is made for them and they will be available for the gang's next battle. This fighter is considered to be Out of Action, but in scenarios where gangs gain Victory Points based upon opposing gang fighters that are Out of Action, no Victory Points are gained from this fighter going Out of Action in this way. If this fighter carried an objective item off the battlefield, their gang claimed that item.
Exfiltrate: If Active or Pinned, may leave battlefield safely with carried items as a Double action.
Skirmisher: When this fighter makes a Disengage action, opposing fighters they are engaged with cannot attempt to take a free close combat attack against them. Additionally, while this fighter is Standing and Readied, if they are Engaged by an enemy fighter making a Charge action, after that action is complete and before the enemy fighter may use the free Fight action granted by a successful Charge, this fighter may choose to lose their Ready marker to make a Disengage action.
Skirmisher: Deny enemies free hits on Disengage. If Engaged while Active & Ready may lose Ready marker to Disengage.

Yeld Hunting Rig

Primary Weapon (Ranged)
Laser Lance
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Zap
15''
30''
+1
-
4
-1
1
4+
Secondary Weapon (Melee)
Talons
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Grasp & Pierce
E
-
+1
S
-
1
-
Integrated Systems
Wing Pack
This fighter gains the benefit of Flight:
Flight: When this fighter moves voluntarily, with some or all of their movement they may fly in any direction, up or down levels, across gaps, over obstacles, and / or across difficult terrain without penalty or need for Initiative checks. This movement cannot pass through impassable terrain or other fighters, and must end with this fighter's base resting on flat terrain not overlapping anything else; this ability cannot be used if this is not possible.

Additionally, if this fighter is not Seriously Injured and would fall to a lower level, instead place the fighter at the nearest possible point on the battlefield near where they would have fallen such that their base does not overlap anything else, observing the 1'' rule; no Initiative check is made, no damage is inflicted.

Flight: When moving voluntarily, can fly. If would fall and not Seriously Injured, instead lands safely.
When moving voluntarily, can fly. If would fall and not Seriously Injured, instead lands safely.
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.