Yorg the Mostly Unclothed
XP: 41 (Slow)
Advances: 6
New Skills: 3, Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Spinal Injury: 1, Bionic Actuators: 1, M: +1, T: +1, W: +1
Goliath Forge Boss: This fighter is a Goliath Forge Boss; any game effect referring to Goliaths or Champions is applicable to them. This fighter may be equipped from the Goliath Forge Boss Equipment List, and uses the Goliath Characteristic Maxima.
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 6''.
Command Aura (6''): while this fighter is not Seriously Injured and a fellow gang member within 6'' 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.
Berserker: When this fighter could make a Charge action they may instead pick a non Seriously Injured enemy fighter within their vision arc and line of sight as their target and make the following action:
Berserk Charge (Double): The fighter attempts to move into base contact with their target. The maximum distance the fighter may move as part of this action is double their current Movement characteristic. The fighter must take as direct of a route as they can to their target, but can favor a route that does not require Initiative checks over one that does.
The fighter automatically succeeds on any required Cool or Willpower checks that occur while resolving this action (if the target has the Fearsome skill, for instance).
If the fighter failed to move into base contact with their target, they must end their movement at least 1'' away from all enemy fighters. If the fighter does Engage their target they may make a free Fight (Basic) action against them. If they do, in the Determine Attack Dice step of the close combat sequence the fighter gains two additional Attack dice for Charging (instead of one).
Berserker: Pick target w/i vision arc for Charge to Double Move & auto-pass any Cool, or Willpower tests to complete Charge. +1 extra Charging Attack dice on success.
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).
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.
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.
Armor: Fighting Harness
A fighter with a Fighting Harness gains a Parry in close combat. (*) Additionally, a Fighting Harness grants a unmodifiable Armor save of 6+ in close combat.
Bionics: Bionic Ruggedization
The fighter has had their body improved with subdermal armor, a metallic skeleton, or some other enhancement that makes them more durable.
This item may never be removed from the fighter it is attached to.
A fighter with this item cancels the first Flesh Wound they would take during a battle.
Bionics: Bionic Actuators
Modifiers have been applied directly to profile.
Bionics: Bionic Upgrades
Modifiers have been applied directly to profile.
Bionics: Steel Skull
This item may never be removed from the fighter it is attached to.
When a fighter with a steel skull would be taken Out of Action in close combat and receives an Out Cold result, they are not taken Out of Action and remain in play. Additionally, this fighter cannot be the target of the Headbutt (Simple) Action. Finally, if this fighter is Engaged and is able to make a Melee attack, they can use the following action:
Headbutt (Simple): Select an Engaged enemy fighter. This fighter rolls a D6 and the chosen enemy fighter rolls a D3, then each fighter adds their modified Toughness to their results. If this fighter's result is higher, the enemy fighter is momentarily staggered and cannot make Reaction attacks the next time they are attacked in close combat this turn. If this fighter's result is lower, their turn ends immediately. In the case of a tie, nothing happens and this fighter's turn resumes.
Wargear: Ratskin Hides
When this fighter is targeted by ranged attacks at Long range,
there is a -1 modifier to the hit roll.
Additionally, sentries suffer a -1 penalty to Detect a fighter equipped with
Ratskin Hides.
Wargear: Stimm-slug stash
When an Active or Pinned fighter with a stimm-slug stash is activated, they
may use their stimm-slug stash as a free action.
Immediately discard one Flesh Wound from the fighter's card, if any are present.
Until the end of the round, the fighter's Move, Strength and Toughness characteristics
are each increased by 2.
At the start of the End phase roll a D6; on a 1 or 2 roll an Injury dice and apply the
result to the fighter (even if they still have Wounds remaining).
If a fighter uses a stimm-slug stash during a battle,
the stimm-slug stash is deleted from their fighter card when the battle ends.
May use as a free action if Active or Pinned. Until end of round, Move, Strength, Toughness increased by 2. At start of End phase roll D6; on a 1 or 2 roll an Injury dice for this fighter. If used, delete at end of battle.
Wargear: Frenzon Stash
When this fighter is activated they may use their frenzon stash as a free action. If this fighter is Seriously Injured they may suffer a Flesh Wound and become Pinned. If this fighter is Pinned they may make a free Stand Up action. Until the end of the round this fighter automatically passes any Cool or Willpower check they are required to make, and treat the Fight (Basic) action as a Fight (Simple) action. At the beginning of the End Phase roll a D6; if the result is greater than this fighter's current modified Toughness this fighter goes Out of Action and into Recovery.
If a fighter uses a frenzon stash during a battle, the frenzon stash is deleted from their fighter card when the battle
ends.
May use as a free action. If Seriously Injured suffer a Flesh Wound and become Pinned. Stand up if Pinned. Until end of round, auto-pass Cool and Willpower checks and treat Fight as a Simple action. At the beginning of the End Phase roll a D6; if the result is greater than this fighter's current modified Toughness this fighter goes Out of Action and into Recovery. If used, delete at end of battle.