Escher Deathmaiden

Champion
160
M
WS
BS
 S 
 T 
W
I
A
6"
2+
4+
3
4
3
2+
3
Ld
Cl
Wil
Int
12+
5+
5+
9+
Save
-

Skill Access

Primary: Agility, Combat, Ferocity

Starting: Escher Deathmaidens start with 1 skill chosen from their Primary skill sets

Equipment

Access: May only select equipment from the Escher Deathmaiden Equipment List; may not be equipped from the Trading Post or with items from a gang's Stash which are not on the Escher Deathmaiden Equipment List.

Special

Escher Deathmaiden: This fighter is an Escher Deathmaiden; any game effect referring to Escher or Champions is applicable to them. This fighter uses the Survivor Critical Injury table and the Deathworlder Characteristic Maxima, may be equipped from the Escher Deathmaiden Equipment List, and when they would choose a Primary Skill they may instead choose a Deathmaiden Skill. This fighter is not eligible to become a gang Leader if the current Leader is killed or retires. This fighter cannot be nominated as part of a Group Activation under any circumstances; they always activate alone. In campaign play, this fighter cannot take Post-Battle Actions.
Robust: When this fighter makes a Recovery Test for themselves it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
Poisoned Blood: This fighter is immune to the Gas, Toxin, Enervating, and Radiation traits. Additionally if this fighter is Active or Engaged, they can use the following action:
Apply Poisoned Blood (Basic): This fighter selects one of their weapon profiles that has the Melee trait; that weapon profile temporarily gains the Toxin trait if it does not already have the trait and the Virulent trait (fighters have their Toughness reduced by 1 against attacks with the Virulent trait). The weapon profile loses the traits gained in this way after a close combat exchange using it is resolved.

Deathmaiden Skills

When a Deathmaiden would choose a Primary Skill, they may instead choose one of the following Deathmaiden Skills.

Acrobatic: While moving voluntarily, this fighter may ignore other fighters and the 1'' rule but must still end their movement in a location where the 1'' rule is observed, unless they are currently allowed to Engage opponents (if charging or consolidating, for instance). Additionally when this fighter moves across a barricade, it does not cost 2'' of their move.
Hit and Run: After taking their attacks as part of a Charge action and before enemies take their Reaction attacks, this fighter may make a free Disengage action. If this fighter is still Standing after disengaging, they must immediately move up to D3+1'' in a direction of their choosing (the 1'' rule applies).
Iron Will: While this fighter remains on the battlefield and is not Seriously Injured or Broken, they count as two (2) fighters for the purposes of Bottle tests. Bottle Test: If not Seriously Injured or Broken, counts as 2 fighters.
Lightning Reflexes: If this fighter is engaged by an enemy fighter while Standing and Readied, this fighter may choose to lose their Ready marker to interrupt that enemy fighter's action. If they do, this fighter immediately makes close combat attacks against the interrupted enemy as if this fighter had successfully made a Charge action against that enemy. Afterwards, if the enemy fighter remains Engaged with this fighter they may make Reaction attacks versus this fighter (instead of any attacks they otherwise would have made).
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.
Springing Charge: This fighter may declare a Charge action while Pinned; this fighter may take a free Stand Up action at the beginning of their activation when they use this option.

Escher Deathmaiden Equipment List

When creating a new gang or buying Common equipment during a Post Battle Sequence, Escher Deathmaidens may select from the following Equipment list.

Armor

10
Common
10
Common
20
Common

Weapons (CCWs)

20
Common
15
Common
25
Common
20
Common
30
Common
20
Common

Weapons (Pistols)

10
Common
20
Common
55
Common
20
Common

Weapons (Specials)

50
Common
10
Common

Grenades

40
Common
50
Common
25
Common
20
Common

Wargear

15
Common
10
Common
40
Common
5
Common
10
Common
10
Common
25
Common
10
Common
5
Common
5
Common