Hand Injury: 2, Bionic Arms: 2, Hobbled: 2, Bionic Legs: 2
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:
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 activated 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)
Bionics: Chainsword Arm
This item is both a Bionic Arm and a weapon. Modifiers have been applied directly to profile.
Bionics: Bionic Arm
Modifiers have been applied directly to profile.
Metal Arm: A bionic arm is considered to be a S+1, - AP, 1 Damage close combat weapon with the Melee trait, and thus grants a Dual Weapon dice in close combat if the fighter has another close combat weapon.
Bionics: Bionic Leg
Modifiers have been applied directly to profile.
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.