Dakka

Servitor
295
M
WS
BS
 S 
 T 
W
I
A
5"
5+
4+
4
5
2
5+
1
Ld
Cl
Wil
Int
-
-
-
8+
Save
4+

Eye Injury: 1, Bionic Eyes: 1, Hobbled: 1, Bionic Legs: 1

Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
No Permanent Injury: If this fighter is put Out of Action via an Injury roll, roll a D6 on the following chart:
  • 1-5: the fighter is Out Cold; they will be available for their next battle.
  • 6: the fighter is killed; if they were put Out of Action by an attack the attacker gains 1 XP immediately.
Immunities: This fighter is immune to the Enervating trait, the Gas trait, the Knockout trait, the Radiation trait, the Toxin trait, the Virulent trait, and the reduction in movement caused by the Heavy-G trait.
Passive: This fighter can only take actions as part of a group activation or when given a Ready marker via use of the Overseer skill.
Robotic: This fighter automatically passes any Cool or Willpower check, including Nerve tests, that they are required to make.
More Machine Than Man: 4+ save (included in profile)
Heavy Bolter
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolt
18''
36''
-
+1
5
-2
1
5+
Targeter (Ranged weapons)

Modifiers have been applied directly to profile.

Targeter: (Modifiers have been applied directly to profile.)
Bionics Weapon Attachment: Suspensor Arm (Heavy weapons)

This bionic device replaces one of the fighter's arms with a shoulder mount that serves as a hard point to attach heavy weapons to. Making a Shoot action with an Unwieldy ranged weapon is normally a Double Action, but when this fighter makes the Shoot action using a weapon attached to this suspensor it is treated as a Basic action. If this fighter has not already suffered a Hand Injury (51 on the Permanent Injury table) at some point in the past, they suffer a Hand Injury when a suspensor arm is added to the fighter. This device counts as a bionic arm for purposes of how many bionic arms a fighter may have but does not improve the fighter's WS.

Bionics: Bionic Eye

A fighter gains +2 BS for each bionic eye they are equipped with. If a fighter has not already suffered an Eye Injury (52 on the Permanent Injury table) at some point in the past, they suffer an Eye Injury when a bionic eye is added to the fighter. A fighter may have up to two bionic eyes.

Improved Optics: A fighter with at least one bionic eye can see and attack through smoke clouds and is unaffected by low-light conditions. Additionally, the fighter adds 1 to the result of any check to resist being blinded for each bionic eye they have. A fighter with one or more bionic eyes gains no benefit from using photo-goggles or similar items, or weapon sights of any kind.
Bionics: Bionic Leg

A fighter gains +2'' M and +1 I while equipped with a bionic leg. If the fighter is Engaged with an enemy fighter, or Active and within 1'' of an object that has at least 1 Wound, they may make the Bionic Kick action. If a fighter has not already suffered a Hobbled Injury (56 on the Permanent Injury table) at some point in the past, they suffer a Hobbled Injury when each bionic leg is added to the fighter. A fighter may have up to two bionic legs.

Bionic Kick (Double): You may select an enemy fighter Engaged with you to make an Initiative check; if this check is failed that fighter suffers a hit resolved as Strength 6 with Damage 2 and the Knockback trait. If you are Active and within 1'' of an object with at least 1 Wound you may hit the object with an attack resolved as Strength 6 with Damage 2.