Klok

Champion
410
XP: 12 (Slow)
Advances: 2
M
WS
BS
 S 
 T 
W
I
A
5"
4+
2+
3
4
2
3+
2
Ld
Cl
Wil
Int
5+
6+
5+
4+
Save
2+

New Skills: 1, BS: +1

Tech Cog: This fighter is a Tech Cog; any game effect referring to Cogs or Champions is applicable to them. This fighter may be equipped from the Tech Cog Equipment List and the Cogs Cybernetics Equipment List, uses the Survivor Critical Injury table, and uses the Deathworlder Characteristic Maxima.
Resilient: When this fighter suffers a Lasting Injury, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Grievous Injury result.
Command Servitors: Group Activation (3): only Servitor fighters within 6'' of this fighter.
Cyberdoc: When this fighter would take a Post-Battle Action, they may select an item from the Cogs Cybernetics Equipment List and resolve the following action:
Cybernetic Surgery (Post-Battle Action): Make an Intelligence check. If this check is successful subtract D3 x 15 credits from the selected item's cost (to a minimum cost of 0 credits); you may purchase the selected item at this reduced price (if able) and add it to the fighter card of any fighter in the gang who has Equipment Access that allows them to be equipped with the selected item; if it is a Bionic item that fighter does not go into Recovery.
Medicae: During the End Phase immediately before Recovery Tests are made, if this fighter is Active they may make a Standard Move or if they are Pinned they may make a Half Move towards a Seriously Injured friendly fighter. When this fighter assists a friendly fighter who is making a Recovery test this skill allows a single Out of Action dice result to be rerolled.
Munitioneer: If this fighter is part of your Crew, at the end of the Choose Crew step of the Pre-Battle Sequence D3 Ammo Cache wargear items are added to the gang's Stash.
Master of Servitors: When this fighter group activates and includes one or more Servitors in their group, if any of those Servitors accomplish something during their activation that grants an XP award (which they are ineligible to receive), this fighter may make a Leadership check. If the check is successful this fighter gains that XP award instead.
Armor: Power

Modifiers have been applied directly to profile.

Shield
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shield Bash
E
-
-1
S-1
-
1
-
Lightthrower Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Lightthrower
12''
18''
+1
-
4
-1
1
5+
Wargear: Medicae Kit

When a fighter with a Medicae kit assists a friendly fighter's Recovery test, roll an extra injury dice then choose one to discard.

Wargear: Respirator

If a fighter with a respirator is hit by a weapon with the Gas trait, their Toughness is increased by 2 for the purposes of the roll to see whether they are affected.

Bionics: Biobooster

The first time in each game that an Injury roll is made for a fighter with a biobooster, one less Injury dice is rolled. If only one dice should have been rolled, no Injury roll is made and the fighter takes a Flesh Wound.

Wargear: Photo-goggles

This fighter can attack through smoke clouds and is unaffected by low-light conditions. Additionally, this fighter adds 1 to the result of any check to resist being blinded. A fighter with photo-goggles gains no benefit from using similar items, or weapon sights of any kind Unaffected by smoke or low-light, +1 vs blinding.

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.