Name: Anastasia 'War Hawk' Volkov
Age: 26
Fighting Style: Commando Sambo
Nationality: (Unknown) Presumably Eastern Europe
Height: 5'9
Weight: 161
Combo Chain: 2
Power: 4
Toughness: 6
Speed: 5
Technique: 7
Strength: 7
Charisma: 4
Power: 4
Toughness: 6
Speed: 5
Technique: 7
Strength: 7
Charisma: 4
Escape Hatch: Once per round, automatically escape from a ground or clinch hold and return to standing (Zone 2).
Flak Vest: Takes no additional damage from special surfaces, floors or walls.
Mag Swap: Once per round can immediately transition one hold to another including special moves.
Weapons Grade: Does extra damage with elbows and knees (+2) when health is below 50 but also receives more damage from them.
Flak Vest: Takes no additional damage from special surfaces, floors or walls.
Mag Swap: Once per round can immediately transition one hold to another including special moves.
Weapons Grade: Does extra damage with elbows and knees (+2) when health is below 50 but also receives more damage from them.
Overview: Having woken up in a tank in full combat gear with no memory of how she got there or even who she was. Ms Volkov simply read the first name she saw on a discarded name tag (not even sure if it was her) and took it as her own. Every now and again she has nightmares about ferocious combat experiences which seem to be pieces of her memory slowly coming back to her. After a month of dreams and drifting from area to area she finally comes across the Yakuza-run X-1 tournament and her memory starts to kick in about the organization and realises that her past will only be uncovered through fighting.
Special Attacks:
Combat Shotgun: Two hard hook punches to the body followed by a front kick. Can be used to break the clinch.
(1d6),(1d6),(1d8)(Stun3+) (Injury Bonus)
Landmine: A rolling leg grapple into an ankle lock that grounds both opponents. Can only be attempted from zone 3 and 4.
(1d8) (Leg Damage) (Scramble Disadvantage)
The Red Scare: A hard knee to the body followed by a guillotine choke that pulls both fighters on to the floor.
(1d6) (Injury Bonus), (1d5) (Head Damage) (Scramble Disadvantage)
Hold Success -1
Pistol Whip: A ducking dodge into a spinning back elbow to the head.
(1d6+1) (Dizzy 3+)
Bear Trap: A catch an opponents kick with a counter and drag them to the floor for a kneebar.
(1d8) (Leg Damage) (Scramble Disadvantage)
Hold Success -1
Keys To Victory:
The Warhawk excels in her ability to control positions, basically keeping the fight where she wants it. Luckily she has tools to be formidable almost anywhere. To maximize damage, focus on getting injury inducing holds and then dispatching your opponent with fast solid combo strikes. The key is to pick your moments to go on the offense to make the most of your toolset.