From Escher Journal. Read this book’s lore. Readable tables and original source diagrams.
FINESSE SKILLS
All Fighters in either an Escher gang or an Escher variant gang treat Finesse skills as a Primary Skill Set.
| D6 | Skill |
|---|---|
| 1 | Acrobatic |
| 2 | Deadly Blows |
| 3 | Let's Dance |
| 4 | Lightning Reflexes |
| 5 | Perfect Strike |
| 6 | Somersault |
1. ACROBATIC (FIGHTER ONLY)
While this Fighter is Active, they may ignore enemy Fighters when moving. In effect, this allows them to move over other Fighters. Note that they must still adhere to the 1" rule once their movement is complete.
This Fighter may also cross any barricade or obstacle up to 2" high without a reduction in movement.
2. DEADLY BLOWS (FIGHTER ONLY)
When resolving close combat attacks, if this Fighter's modified Initiative characteristic is higher than that of all other models involved in the combat, one Injury dice may be re-rolled when resolving damage inflicted by this Fighter.
3. LET'S DANCE (FIGHTER ONLY)
After this Fighter performs a Fight action, instead of making a Consolidate move they may perform a Shoot action with a weapon with the Light trait as a Free action.
4. LIGHTNING REFLEXES (FIGHTER ONLY)
This Fighter gains a 5+ Invulnerable save against Hits suffered during close combat and treats the Retreat action as a Free action.
5. PERFECT STRIKE (FIGHTER ONLY)
When this Fighter performs a Fight action, instead of declaring Primary and Secondary weapons, they may select just one weapon. They make a single attack with that weapon regardless of their Attacks characteristic and any modifiers or other skills, but this attack is resolved as if their WS characteristic was 2+.
6. SOMERSAULT (FIGHTER ONLY)
While Active, this Fighter may perform the Somersault action:
Somersault (Double): Place this Fighter anywhere within 6" of their current position, provided they can see the point they wish to move to before they are placed. Note that this Fighter must still adhere to the 1" rule when being placed.