Battle has broken out in an area where a small group of disgusting Scavvies happen to be hiding amongst the detritus, up to some business of their own.
2D3 Scavvy Thugs and 1 Scavvy Scalie are lurking in the area, ready to attack any interlopers.
After normal deployment (but before Infiltrators), in priority order each player may set up a Scavvy Thug onto the battlefield as if
that fighter has the Infiltrate skill. The player who places last sets up the Scavvy Scalie, but must set them up within 2'' of a Scavvy Thug.
Once this has been concluded, Infiltrating fighters may be set up normally (if the scenario allows).
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.
Backstabber: All unarmed and melee attacks made by this fighter gain the Backstab trait; attacks that already have the trait add 2 to the attacker's Strength rather than 1 when the trait is applicable. Additionally, there is a -1 penalty to Detect this fighter.
Armor: Makeshift
When this fighter is targeted by close combat attacks, there is a -1 modifier to the hit roll.
Stub Pistol
Stubs
6''
12''
+2
-
3
-
1
4+
Scaled Skin: 5+ save (included in profile)
Burly: This fighter's unarmed attacks gain the
Melee
and Knockback traits.
Additionally, this fighter gains +1 Strength when making the Exert action
and when resisting being involuntarily moved (such as when they are the target of an attack with the Knockback or Drag traits). Other fighters gain +1 to Detect this fighter.
Unstoppable: At the end of the Recovery Tests step in the End Phase, discard one Flesh Wound this fighter has suffered (if any).
Unstoppable: End Phase: after Recovery tests, discard 1 Flesh Wound.
Berserker: When this fighter could make a Charge action they may instead pick a non Seriously Injured enemy fighter within their vision arc and line of sight as their target and make the following action:
Berserk Charge (Double): The fighter attempts to move into base contact with their target. The maximum distance the fighter may move as part of this action is double their current Movement characteristic. The fighter must take as direct of a route as they can to their target, but can favor a route that does not require Initiative checks over one that does.
The fighter automatically succeeds on any required Cool or Willpower checks that occur while resolving this action (if the target has the Fearsome skill, for instance).
If the fighter failed to move into base contact with their target, they must end their movement at least 1'' away from all enemy fighters. If the fighter does Engage their target they may make a free Fight (Basic) action against them. If they do, in the Determine Attack Dice step of the close combat sequence the fighter gains two additional Attack dice for Charging (instead of one).
Berserker: Pick target w/i vision arc for Charge to Double Move & auto-pass any Cool, or Willpower tests to complete Charge. +1 extra Charging Attack dice on success.