A.I. Chainz

Bounties: 0
Champion
355
XP: 9 (Standard)
Advances: 1
M
WS
BS
 S 
 T 
W
I
A
4"
3+
2+
3
2
2
5+
2
Ld
Cl
Wil
Int
5+
6+
6+
5+
Save
4+

New Skills: 1

Van Saar Augmek: This fighter is a Van Saar Augmek; any game effect referring to Van Saars or Champions is applicable to them. This fighter may be equipped from the Van Saar Augmek Equipment List, and uses the Van Saar 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.
Hip Shooting: If this fighter is Active, they can make the following action:
Run and Gun (Double): This fighter makes a Standard Move, adding +D3'' to the distance they can move. At any point along their move this fighter may make a single free Shoot action resolved normally, using a weapon they are equipped with that does not have the Unwieldy trait.
Trick Shot: When making a ranged attack, this fighter gains +D3 to hit a target in Partial or Full cover.
Armor: Mesh

Modifiers have been applied directly to profile.

Wargear: Armored Body Glove

Modifiers have been applied directly to profile. Additionally if a fighter with an armoured body glove is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 2 for the purposes of rolls to determine whether they are affected.

Plasma Gun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Low
12''
24''
+2
-
5
-1
2
5+
Maximal
12''
24''
+1
-
7
-2
3
5+
Telescopic Sight (Ranged weapons)

If a fighter attacks with this weapon this round after making an Aim action, the weapon's Short range accuracy modifier is used even if the target is within the weapon's Long range.

Telescopic Sight: After Aim action taken, until end of round use Short range accuracy modifier at Long range.
Subcarbine Laspistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew Pew!
8''
12''
+1
-
3
-
1
4+
Shockbaton
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
2''
3''
+1
-1
4
-
1
-
Melee
E
+1
-
4
-
1
-
Grenade: Rad
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-KLICK
Sx3
-
-1
2
-2
1
4+
Wargear: Extra Ammo

If a fighter with extra ammo fails an Ammo check the player controlling the fighter may choose to delete Extra Ammo from the Fighter's card immediately to cancel the outcome of the failed Ammo check; play proceeds as if the fighter had passed their Ammo check. If Ammo check fails, may delete Extra Ammo to pass Ammo check.