Acquirer
50
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
1
3+
1
Ld
Cl
Wil
Int
8+
8+
8+
6+
Save
3+U

Equipment

Starting: Displacer Field, Master Crafted Needle Pistol. These items may not be moved from this fighter to the gang's Stash.

Special

Crew Selection: This Hangers-on cannot be chosen as Crew to participate in a battle. However whenever a battle happens on the gang's own turf (i.e., they have the Home Turf advantage in a scenario), roll a D6 for this Hangers-on before choosing a Crew. On a result of 1, 2 or 3 this Hangers-on is present and must be included as part of the Crew.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
No Permanent Injury: If this fighter suffers a Lasting Injury that would make a change to their fighter card, they are instead removed from the gang roster.
Acquisitions Specialist: During the Pre-battle Sequence immediately after Crews have been selected, if a gang has an Acquirer who is not in Recovery or Captured, the gang's player may roll 2D6 to determine maximum Rarity and then may purchase an item of that Rarity or less from the Trading Post at D3 x 5 credits less than its normal cost. If an item is purchased in this way the gang's player must add the newly purchased item to the card of an eligible fighter in the gang's Crew immediately.
Escape Artist: If this fighter is Captured at the end of a battle, they slip away from their captors at the beginning of the Escaping Capture step of the Post-Battle Sequence. This fighter returns to their gang unharmed with all of their gear intact, and gains an additional D3 XP immediately (if able).
Exfiltrate: If this fighter is Active or Pinned, they can make the following action:
Extract (Double): This fighter (along with anything they are carrying) is removed from the battlefield; no Lasting Injury roll is made for them and they will be available for the gang's next battle. This fighter is considered to be Out of Action, but in scenarios where gangs gain Victory Points based upon opposing gang fighters that are Out of Action, no Victory Points are gained from this fighter going Out of Action in this way. If this fighter carried an objective item off the battlefield, their gang claimed that item.
Exfiltrate: If Active or Pinned, may leave battlefield safely with carried items as a Double action.
Needle Pistol (Master Crafted)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
6''
12''
+2
-
4
-1
1
5+
Displacer Field

Modifiers have been applied directly to profile.

If a 1 or 2 is rolled the Displacer Field does not activate and the attack is resolved normally. On a 3+ the Displacer Field activates, the shot misses, and the fighter is teleported a number of inches equal to the die roll in the direction indicated by the Scatter die.

If this would teleport the fighter into an obstacle, structure, barrier, or off a battlefield edge, move the fighter back towards their original position until they can be placed with their base not overlapping any object or other fighter. If this would result in the fighter not moving at all, re-roll the scatter die to determine a new direction for the fighter to teleport.

If there is no possible location for the fighter to be placed they are lost to the warp; they immediately go Out of Action, are considered to be dead, and will be deleted from the gang Roster (taking all of their equipment with them) during the appropriate step of the Post-Battle Sequence.

The Displacer Field teleports a fighter horizontally; if the fighter teleports to a place in open air they fall to the nearest surface beneath them. Displacer fields do not work versus attacks that use a Template or Blast marker, or versus close combat attacks.