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Necromunda (2017)Expand Necromunda (2017)

Deacon Shrill

Bounty Hunter
Cost & Rating: 0
XP: 0
Advances: 0
M
WS
BS
 S 
 T 
W
I
A
5"
2+
5+
3
4
4
3+
3
Ld
Cl
Wil
Int
3+
3+
3+
7+
Save
/5+U

Special

Hiring Criteria: Deacon Shrill does not go after fighters with Bounties on them; instead he hunts the unclean and the heretical (Genestealer Cultists, Chaos Cultists, Beastmen, or Ratskins). In the Invite Dramatis Personae step of the Pre-Battle Sequence, if an opposing gang's Crew includes at least one fighter of that type and your own gang does not and also has at least 10 Reputation, you may add Deacon Shrill to your Crew. In the Resolve Dramatis Personae step of the Post-Battle Sequence, if at least one fighter of the sort Deacon Shrill hunts on an opposing gang's Crew did not get put Out of Action during the battle, your gang loses 3D3 Reputation immediately.
Crew Rating Increase: This Dramatis Personae increases the Crew Rating of the gang they are fighting for by 425 points, rather than by their hiring cost of 0 credits.
Unadvanceable: This Dramatis Personae cannot gain XP and cannot gain Advancements.
No Lasting Injury: This Dramatis Personae does not suffer Lasting Injury. If they are put Out of Action by injury roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. If they die and were put Out of Action by an attack, the attacker gains 3 XP immediately.
Extra Action: When activated this Dramatis Personae has one additional action.
Commanding Presence (1): this fighter may group activate with up to 1 allied fighter within 4''.
Inspirational: When another friendly fighter within 12'' and line of sight of this fighter must make a Cool or Willpower check they gain a +1 bonus to the roll.
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.
Counter-Charge: If this fighter is Active and Readied when a friendly fighter is Engaged by an enemy, they can lose their Ready marker to interrupt that enemy's action and Charge them. After this Charge, the enemy fighter resumes their action if they are able.
Berserker: When this fighter makes a Charge action, they can choose an enemy fighter in their vision arc and line of sight as their target. During their Charge they must move towards and attempt to Engage their target, if able. Until the start of their next activation the fighter gains +2'' Movement, +1 Attack, and +2 Willpower.
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.
Refractor Field

Modifiers have been applied directly to profile.

Inferno Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
3''
6''
+2
-0
8
-4
3
4+
Power Sword
Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slash
-
E
-0
-0
S+1
-2
1
-
Wargear: Extra Ammo

If a fighter with extra ammo fails an Ammo check the player controlling the fighter may choose to delete Extra Ammo from the Fighter's card immediately to proceed as if the fighter had passed their Ammo check. If Ammo check fails, may delete Extra Ammo to pass Ammo check.

Wargear: Redemptionist Relic

Add 1 to the result of any Nerve tests for Cawdor and Redemptionist fighters while they are within 6" and line of sight to the fighter carrying this item. Opposing non-Cawdor or non-Redemptionist fighters making a Nerve test within 6'' and line of sight to the fighter carrying this item suffer a -1 penalty to their result.

Wargear: Frenzon stash

When this fighter is activated they may use their frenzon stash as a free action. If this fighter is Seriously Injured they may suffer a Flesh Wound and become Pinned. If this fighter is Pinned they may make a free Stand Up action. Until the end of the round this fighter automatically passes any Cool or Willpower check they are required to make, and treat the Fight (Basic) action as a Fight (Simple) action. At the beginning of the End Phase roll a D6; if the result is greater than this fighter's current modified Toughness this fighter goes Out of Action and into Recovery. If a fighter uses a frenzon stash during a battle, the frenzon stash is deleted from their fighter card when the battle ends. May use as a free action. If Seriously Injured suffer a Flesh Wound and become Pinned. Stand up if Pinned. Until end of round, auto-pass Cool and Willpower checks and treat Fight as a Simple action. At the beginning of the End Phase roll a D6; if the result is greater than this fighter's current modified Toughness this fighter goes Out of Action and into Recovery. If used, delete at end of battle.