Targeter (Ranged weapons)
Modifiers have been applied directly to profile.
(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.