Informant
50
M
WS
BS
 S 
 T 
W
I
A
5"
5+
3+
3
3
1
3+
1
Ld
Cl
Wil
Int
8+
8+
8+
7+
Save
-

Equipment

Starting: Stub Pistol (with Silencer), Strip Kit. These items may not be moved from this fighter to the gang's Stash.

Crew Selection: If the gang is fighting in a scenario that has one or more objectives that must be claimed and which allows Infiltration to be used, the Informant may join the gang's Crew for the scenario.
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.
Good Intel: If a gang has an Informant on their roster who is not in Recovery or Captured, the gang's player gains a Seize the Initiative Tactics Card to use in the battle in addition to any other Tactics Cards available to them.
Infiltrate: This fighter may Infiltrate. By default, at the end of the Deploy step of the Pre-Battle Sequence and in priority order the controlling player may set this fighter up on the battlefield anywhere that is not visible to or within 6'' of any enemy fighters. However, some scenarios provide alternative instructions. Infiltrate: Fighter may Infiltrate, if scenario permits. In priority order set up fighter so that they are not visible to or within 6'' of any enemy fighters (unless scenario specific guidelines are given).
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.
Stub Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-
3
-
1
4+
Silencer [Stub Pistol]

This item adds the Silent trait to all weapon profiles of the weapon it is attached to.            

Wargear: Strip Kit

When a fighter with a strip kit makes an Intelligence check to bypass a lock of any kind (door, terminal, loot casket, etc), add 2 to the result.