Orlock Arms Master

Champion
200
M
WS
BS
 S 
 T 
W
I
A
5"
2+
2+
4
4
2
4+
2
Ld
Cl
Wil
Int
5+
5+
5+
6+
Save
-

Skill Access

Primary: Combat, Shooting, Savant

Secondary: Brawn, Ferocity

Starting: Orlock Arms Masters start with 1 skill chosen from their Primary skill sets

Equipment

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

Special

Orlock Arms Master: This fighter is an Orlock Arms Master; any game effect referring to Orlocks or Champions is applicable to them. This fighter uses the Normal Human Characteristic Maxima, may be equipped from the Orlock Arms Master Equipment List, and when they would choose a Primary Skill they may instead choose an Arms Master Skill. This fighter is not eligible to become a gang Leader if the current Leader is killed or retires.
Bring It On!: If this fighter is Active and Readied, this fighter may choose to lose their Ready marker to interrupt the action of an enemy fighter that is up to 12'' away and within line of sight that has either declared a Shoot action or a Charge action that does not target this fighter. The interrupted enemy fighter must immediately make a Willpower check rolling only 1D6 (instead of the usual 2D6). If the enemy fighter passes this check they resume their action as normal. If the enemy fighter fails this check, they target this fighter with their ranged attack (even if out of range) or must attempt to Engage this fighter (and no other) if charging.
Inspirational: Friendly fighters within 9'' and line of sight of this fighter may use this fighter's Leadership Characteristic when making a Cool or Willpower check (including Nerve tests).
Mentor: At the beginning of the Advance Fighters step of the Post-Battle Sequence, this fighter may give some or all of the XP they earned in this battle to one or more other advanceable fighters from their gang's Crew who participated in the battle, distributed as the controlling player sees fit.

Arms Master Skills

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

Bulging Biceps: This fighter ignores the Unwieldy trait on one weapon they are equipped with that has the trait; text from the trait itself and other rules text that refers to the trait do not apply to this fighter for that weapon. This fighter can change which weapon they apply this skill to during the Update Roster step of the Post-Battle Sequence. Additionally, this fighter gains +2 Strength when making the Carry Heavy action.
Grenadier: When this fighter throws a Grenade or shoots a Grenade Launcher, their Long range is increased by 4''. When one of this fighter's Grenades scatters, their controlling player may choose to increase or decrease the scatter distance by up to 1''.
Heavy Metal: While this fighter is equipped with a Heavy weapon they suffer a -1'' Move penalty but gain +1 to hit with Heavy weapons, +1 to Ammo checks with Heavy weapons, and their Armor save roll is improved by 1 (if the fighter does not already have a Armor save roll, they instead gain an Armor save of 6+).
Point Blank: This fighter may use a Basic or Special weapon in close combat as if it has the Pistol trait. This skill cannot be used with a weapon profile that has the Blast, Template, or Unwieldy traits.
Tactician: When this fighter is set up onto the battlefield, the controlling player may recombine their Tactics Cards deck and discard pile (if any). They may then choose any one Tactics Card from their deck and add it to their hand. Finally, the controlling player reshuffles their Tactics Cards deck. Tactician: When fighter enters play: choose 1 Tactics Card from deck or discard & add to hand; reshuffle deck & discard.
Trigger Happy: When this fighter rolls to hit with a weapon that has the Rapid Fire trait, they may roll one additional Firepower dice. However, if the attack results in two or more failed Ammo checks, the gun has jammed and cannot be used for the rest of the battle.

Orlock Arms Master Equipment List

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

Armor

20
Common
10
Common
20
Common

Weapons (CCWs)

45
Common
40
Common
5
Common
10
Common
20
Common
10
Common
25
Common
20
Common
35
Common
50
Common
55
Common
50
Common
50
Common
55
Common
45
Common
25
Common
20
Common

Weapons (Basic)

10
Common
60 + ammo
Common

Ammunition is purchased for this weapon separately.

15
Common
10
Common
15
Common
30 + ammo
Common

Ammunition is purchased for this weapon separately.

10
Common

Weapons (Specials)

40
Common
100
Common
55 + ammo
Common

Ammunition is purchased for this weapon separately.

90
Common
10
Common

Weapons (Heavies)

145
Common
150
Common
205
Common
120
Common
205
Common

Grenades

30
Common
45
Common
15
Common
20
Common

Bionics

30
Common
45
Common
60
Common
60
Common
60
Common
45
Common
90
Common
30
Common

Wargear

15
Common
35
Common
10
Common
10
Common
10
Common
5
Common
15
Common
30
Common
10
Common
30
Common
5
Common
25
Common
25
Common
80
Common
15
Common
5
Common
5
Common
15
Common
15
Common