| ARMORTECH INNER SPHERE ARMORED Character Name: Inner Sphere Jump - Jet Trooper Special Ability: Evasive Maneuvers - Declare this action at the beginning of the Turn. Jump - Jet Trooper cannot attack this Turn. For this Turn, Jump - Jet Troopers evasive value is increased from 1D8 to 1D12. Weapons: Location Damage to Armored Damage to Unarmored Range Grenade Launcher Right Arm 1D6 AP/ 4D6 HE 5D6 AP/ 3D6 HE 10 Light Machine Gun Right Arm 2D6/______ 4D6/_________ 15 _____________________ _________ ___________ ____________ ___ _____________________ _________ ___________ ____________ ___ Armor: Location ]======================================== ____________________ _________ ] MOVEMENT 1D12 (Fast) ____________________ _________ ] ATTACK 1D8 (Average) ____________________ _________ ] EVASIVE 1D8 (Moderate) ____________________ _________ ] ARMOR 1D6 (Light) Life Points... Base Value: 90 __________________________________________________________________________ Medical Kits Available: 1... None Available Medical Kits Received: 1... 2... 3... DEAD Requires Medical Kit After -- 30 -- Points of Damage Dies in Single Turn After -- 50 -- Points of Damage Tips: The Jump - Jet Trooper is a great character for fighting regular infantry. Watch out for commando opponents and avoid most any attack with the Evasive Maneuvers Special Ability. |