Willamena

Specialist
460
XP: 24 (Fast)
Advances: 4
M
WS
BS
 S 
 T 
W
I
A
6"
4+
2+
3
4
1
2+
1
Ld
Cl
Wil
Int
8+
5+
6+
5+
Save
-

Promoted!, New Skills: 1, Enfeebled: 1, Bionic Upgrades: 1, Eye Injury: 1, Bionic Eyes: 1, Hobbled: 1, Bionic Legs: 1, Skull Chip, BS: +1, Cl: +2, Wil: +1, Int: +1

Escher Specialist: This fighter is a Escher Specialist; any game effect referring to Eschers or Specialists is applicable to them. This fighter may be equipped from the Escher Specialist Equipment List, and uses the Normal Human Characteristic Maxima. During campaign play this fighter Advances as a Hero.
Moving On Up: During campaign play if the gang has an open Champion position this fighter may be promoted to become a Escher Matriarch. If this option is taken this fighter loses this ability and their current Equipment and Skill Access, and gains Group Activation (1), Command Aura (6''), and the Equipment and Skill Access of a Escher Matriarch; any Skills this fighter already has are retained and their characteristics remain unchanged.
Spring Up: If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action. Activated: If Pinned: Stand Up for free on successful Initiative check.
Bionics: Skullchip

Modifiers have been applied directly to profile.

Bionics: Bionic Upgrades

Modifiers have been applied directly to profile.

Bionics: Bionic Eye

Modifiers have been applied directly to profile.

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

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.
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.

Assault Rifle
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
BURP!!!
10''
30''
+1
-
3
-
1
4+
Targeter [Assault Rifle]

Modifiers have been applied directly to profile.

Targeter: (Modifiers have been applied directly to profile.)
Belt-feed [Assault Rifle]

When rolling to hit with a weapon that has this attachment, add one additional hit to the total rolled on the Firepower dice. Additionally, this fighter adds +1 to Ammo checks made with the weapon this item is attached to. This is not combinable with similar items or effects.

Belt-feed: +1 Firepower die hit, +1 to Ammo checks.
Speed Loader [Assault Rifle]

When the fighter using the weapon this item is attached to is activated, if the weapon has a weapon profile that is Out of Ammo and the ammo type is not Scarce or Limited, the fighter may make a free Reload (Simple) action.

Speed Loader: May take free Reload (Simple) action when activated.
Hair Trigger [Assault Rifle]

When a fighter attacks with this weapon, before rolling to hit they must make an Initiative check. If the check is passed the fighter gains +1 to hit with this attack, and if the check is failed they suffer a -1 penalty to hit with this attack.

Hair Trigger: Before rolling to hit make an Initiative check; gain +1 to hit if check succeeds, suffer -1 penalty if check fails.
Weaponized Stock [Assault Rifle]

Many ranged weapons have a reinforced stock that can be used as a bludgeoning weapon capable of generating enough force to shatter a skull and / or knock a foe to the ground.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Smash
E
-
+1
S+1
-
2
-
Bolt Pistol (Rotundus Pattern)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolt
6''
12''
+1
-
4
-1
2
4+
Grenade: Frag
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-BOOM
Sx3
-
-
3
-
1
4+