Orlock Wrecker

Prospect
75
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
1
4+
1
Ld
Cl
Wil
Int
7+
6+
6+
7+
Save
-

Skill Access

Primary: Combat, Shooting

Equipment

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

Special

Orlock Wrecker: This fighter is an Orlock Wrecker; any game effect referring to Orlocks or Prospects is applicable to them. This fighter uses the Normal Human Characteristic Maxima, may be equipped from the Orlock Wrecker Equipment List, and when they would choose a Primary Skill they may instead choose a Wrecker 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 Orlock Road Sargeant. 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 Orlock Road Sargeant; any Skills this fighter already has are retained and their characteristics remain unchanged.
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.
Nerves of Steel: When this fighter is hit by a ranged attack they may choose to make a Cool check. If they do and the check is passed, this fighter is not Pinned.
Nerves of Steel: When hit by Ranged attack: Can make Cool check to not be Pinned.

Jump Booster

Though it is not required, a Wrecker is usually equipped with a Jump Booster (at full listed price). If a Wrecker is promoted to become a Champion or Leader they may retain their Jump Booster if they have one, and retain the option to purchase a Jump Booster for themselves; this is a special exception to the normal rules for a promoted fighter's Equipment access.

35
Common

Once per round, this fighter may ignore up to 3'' of distance when stepping up, leaping across a gap, or jumping down.

Wrecker Skills

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

Brutal Charge: When this fighter makes close combat attacks as part of a Charge action, any unarmed or melee attacks they use gain the Potent and Intimidating traits.
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).
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).
Impetuous: Once per round during their activation, when this fighter could Consolidate at the end of a close combat they may instead make a free Charge action.
Mighty Leap: This fighter ignores up to 2'' of total distance per round when stepping up, crossing obstacles or difficult terrain, leaping across a gap, or jumping down. If this fighter must make an Initiative check to avoid falling after leaping across a gap they automatically pass their check.
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 Wrecker Equipment List

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

Armor

10
Common
10
Common

Weapons (CCWs)

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

Weapons (Pistols)

Weapons (Basic)

10
Common

Weapons (Specials)

10
Common

Grenades

30
Common
45
Common

Bionics

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

Wargear

10
Common
10
Common
5
Common
15
Common
10
Common
30
Common
5
Common
25
Common
25
Common
15
Common
5
Common
5
Common
15
Common
15
Common