Skip Navigation Links
Necromunda (2017)Expand Necromunda (2017)

Enzo the MAD

Bounties: 1
Champion
Cost: 495 / Rating: 505
XP: 54 (Slow)
Advances: 10
M
WS
BS
 S 
 T 
W
I
A
5"
2+
3+
4
6
2
3+
2
Ld
Cl
Wil
Int
6+
5+
8+
8+
Save
5+/4+

New Skills: 5, Enfeebled: 1, Bionic Upgrades: 1, M: +1, WS: +1, BS: +1, T: +1, I: +1

Goliath Forge Boss: This fighter is a Goliath Forge Boss; any game effect referring to Goliaths or Champions is applicable to them. This fighter may be equipped from the Goliath Forge Boss Equipment List, and uses the Goliath Characteristics Maxima.
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 6''.
Command Aura (6''): if a fellow gang member from this fighter's gang must make a Cool check, they can use this fighter's Leadership Characteristic instead of their own Cool Characteristic if this fighter is not Seriously Injured, is within their line of sight, and is no further than 6'' away from them.
True Grit: Remove one dice before making an Injury roll for this fighter. If no dice remain, this fighter suffers a Flesh Wound.
True Grit: Injury roll vs this fighter: roll 1 fewer dice; Flesh Wound if 0 remain.
Burly: This fighter's unarmed attacks gain the Melee and Knockback traits. Additionally, this fighter gains +1 Strength when making the Carry Heavy and Exert actions 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, and can target them regardless of Priority.
Berserker: When this fighter declares a Charge action, they may choose an enemy fighter in their vision arc and line of sight as their target to gain +2'' Movement, +1 Attack, and +2 Willpower until the start of their next activation. If they do, this fighter must attempt to Engage and Fight the chosen target with their Charge.
Berserker: When Charging: pick target in vision arc / LoS. Must move towards / Engage target if possible. Until start of next activation: +2'' M, +1 A, +2 Wil.
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.1/your activation: if you could Consolidate you can instead Charge.
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.
Fearsome: If an enemy attempts to Engage this fighter, they must make a Willpower check. If the check is failed they stop 1'' away from this fighter, cannot Engage, and their activation ends immediately.Enemies must succeed on Willpower check to Engage this fighter, ending their activation on failure.
Armor: Furnace Plates

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks that hit within the fighter's front arc.

Bionics: Bionic Ruggedization

The fighter has had their body improved with subdermal armor, a metallic skeleton, or some other enhancement that makes them more durable. When calculating this fighter's modified Toughness, ignore one Flesh Wound they have (if any).

Combat Shotgun [Incendiary, Salvo, Shredder]

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Incendiary
4''
16''
+1
-0
4
-1
1
6+
Salvo
4''
12''
+1
-0
4
-0
2
4+
Shredder
-
T
-0
-0
2
-0
1
4+

Renderizer

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Rend
-
E
-0
-1
S+2
-1
2
-
Bionics: Bionic Upgrades

Modifiers have been applied directly to profile.

Bionics: Steel Skull

This item may never be removed from the fighter it is attached to. The first time a fighter with a steel skull would be taken Out of Action in close combat and receives an Out Cold result, they are not taken Out of Action and remain in play. Additionally, this fighter cannot be the target of the Headbutt (Simple) Action. Finally, if this fighter is Engaged and is able to make a Melee attack, they can use the following action:

Headbutt (Basic): Select an Engaged enemy fighter. This fighter rolls a D6 and the chosen enemy fighter rolls a D3, then each fighter adds their modified Toughness to their results. If this fighter's result is higher, the enemy fighter cannot make Reaction attacks for the remainder of the current round. If this fighter's result is lower, their activation ends immediately. In the case of a tie, nothing happens and this fighter's activation resumes.
*Wargear: Scary Mask

Any Cool or Willpower checks made by enemy fighters within 4'' and in line of sight of the fighter wearing this mask suffer a -1 penalty.

Wargear: Sluggo stash

When this fighter is activated, one Sluggo stash may be deleted from their fighter card to use it. When used, discard a Flesh Wound from this fighter's card (if any), and this fighter gains +1'' Move, +1 Strength, and +1 Toughness until the start of their next activation. This can temporarily take the fighter over their Characteristics Maxima. When this fighter ends their activation after using this item, roll a D3. On a 1, this fighter suffers a Flesh Wound.

Wargear: Extra Ammo

When this fighter fails an Ammo check, the controlling player may delete this item from the fighter's card to resolve the Ammo check as if a 6 had been rolled. If Ammo check fails, may delete this item to change Ammo check result to a '6'.