Escher Wyldrunner

Prospect
75
M
WS
BS
 S 
 T 
W
I
A
6"
4+
4+
3
3
1
3+
1
Ld
Cl
Wil
Int
7+
7+
8+
8+
Save
-

Skill Access

Primary: Agility

Secondary: Combat, Ferocity

Equipment

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

Special

Escher Wyldrunner: This fighter is an Escher Wyldrunner; any game effect referring to Escher or Prospects is applicable to them. This fighter uses the Normal Human Characteristic Maxima, may be equipped from the Escher Wyldrunner Equipment List, and when this fighter would choose a Primary Skill they may instead choose a Wyldrunner Skill. 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.
Phelynx: This fighter may be accompanied by up to three (3) Phelynx (at normal cost).
Expendable: If this fighter is Seriously Injured or taken Out of Action, friendly fighters within 3'' do not have to make a Nerve test, unless they are also Expendable.
Strider: This fighter's movement is unaffected by difficult terrain, and they may move up to an additional D3'' of distance whenever they take a Double Move or Charge action.
Strider: Movement unaffected by difficult terrain, +D3'' movement on Double Move & Charge.

Phelynx

A Wyldrunner may be accompanied by up to three (3) Phelynx, odd cat-reptile hybrids. If a Wyldrunner dies their Phelynx are removed from the gang's roster. If a Wyldrunner retires, their Phelynx are also retired from the gang's roster; if the Wyldrunner is later hired back the Phelynx that were retired with them may also be re-hired.

If a Wyldrunner is promoted to become a Champion or Leader they retain any Phelynx they have, and may continue to purchase Phelynx up to their personal limit of three (3) Phelynx; this is a special exception to the normal rules for a promoted fighter's Equipment access.

A Wyldrunner's Phelynx may participate in a battle if the Wyldrunner is part of the Crew; when a Wyldrunner is set up onto the battlefield any of their Phelynx that are also participating in the battle are set up within 4'' of the Wyldrunner.

Phelynx
50
M
WS
BS
 S 
 T 
W
I
A
6"
3+
6+
3
3
1
3+
1
Ld
Cl
Wil
Int
10+
6+
9+
12+
Save
-

Special

Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
Animal: This fighter cannot use gear, open doors, operate devices, or use ladders. This fighter can climb. This fighter can step up, leap, and go over obstacles. This fighter can use Cool instead of Intelligence when taking the Detect (Basic) action. This fighter cannot be captured.
No Permanent Injury: If this fighter is put Out of Action via an Injury roll, roll a D6 on the following chart:
  • 1-2: the fighter is Out Cold; they will be available for their next battle.
  • 3-4: the fighter suffers a Grievous Injury; they go into recovery.
  • 5-6: the fighter is dead; if they were put Out of Action by an attack the attacker gains 1 XP immediately.
Expendable: If this fighter is Seriously Injured or taken Out of Action, friendly fighters within 3'' do not have to make a Nerve test, unless they are also Expendable.
Dodge: If this fighter is not Seriously Injured and would be hit by an attack (even an auto-hit attack such as a Template), you may roll a D6. If a 6 is rolled this fighter is not hit and the attack has no effect on this fighter. This does not apply against hits that do not originate from an attack, such as some environmental dangers.
Strider: This fighter's movement is unaffected by difficult terrain, and they may move up to an additional D3'' of distance whenever they take a Double Move or Charge action.
Strider: Movement unaffected by difficult terrain, +D3'' movement on Double Move & Charge.

Choose 1: A single additional skill may be selected from the list below when a Phelynx is added to a roster, and cannot be changed thereafter.

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).
Catfall: When this fighter falls or jumps down they count as having moved half the vertical distance. Additionally, if this fighter would be Pinned after doing so they instead remain Standing and may continue their action. Finally, this fighter automatically passes Initiative tests to avoid falling into Pitfalls.
Clamber: When this fighter climbs, the vertical distance they move is not halved. In other words, they always count as climbing up or down a ladder. Additionally, when this fighter moves across a barricade, it does not cost 2'' of their move.
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.
Venomous Bite: This fighter's unarmed attacks have the Melee, Toxin and Virulent traits.

Wyldrunner Skills

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

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).
Hip Shooting: If this fighter is Active, they can make the following action:
Run and Gun (Double): This fighter makes a Standard Move, adding +D3'' to the distance they can move. At any point along their move this fighter may make a single free Shoot action resolved normally, using a weapon they are equipped with that does not have the Unwieldy trait.
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).
Huntmaster: When this fighter or a friendly Phelynx within 12'' takes an opposing fighter Out of Action, this fighter may make a Leadership check. If the check is successful this fighter gains 1 additional XP.
Packleader: Group Activation (3): only Phelynx fighters within 12'' of this fighter.
Sic 'Em: If this fighter is Active, they can attempt to make the following action:
Order (Basic): This fighter must make a Leadership check; if the check fails nothing happens. If the check succeeds, the controlling player may select a friendly Phelynx within 12'' of this fighter. The selected Phelynx can immediately make two actions as though it were their turn, even if they are not Ready. If they are Ready, these actions do not remove their Ready status.

Escher Wyldrunner Equipment List

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

Armor

10
Common
10
Common
5
Common

Weapons (CCWs)

35
Common
5
Common
20
Common
15
Common
25
Common
5
Common
35
Common
50
Common
45
Common
20
Common
30
Common

Weapons (Pistols)

10
Common
5
Common
5
Common
20
Common
50
Common
20
Common
10
Common

Weapons (Basic)

15 + ammo
Common

Ammunition is purchased for this weapon separately.

10
Common
5
Common

Weapons (Specials)

25 + ammo
Common

Ammunition is purchased for this weapon separately.

50
Common
5
Common
10
Common

Grenades

40
Common
25
Common

Bionics

25
Common
45
Common
55
Common
60
Common
25
Common

Wargear

15
Common
10
Common
10
Common
10
Common
5
Common
10
Common
10
Common
15
Common
10
Common
5
Common
5
Common
10
Common
15
Common