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Necromunda (2017)Expand Necromunda (2017)

Targ

Bounty Hunter
Cost & Rating: 0
XP: 0
Advances: 0
M
WS
BS
 S 
 T 
W
I
A
4"
2+
2+
4
4
3
4+
2
Ld
Cl
Wil
Int
8+
3+
6+
3+
Save
5+

Bionic Arms: 1, Bionic Eyes: 1, Bionic Legs: 1

Special

Crew Rating Increase: This Bounty Hunter 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 Bounty Hunter cannot gain XP and cannot gain Advancements.
No Lasting Injury: This Bounty Hunter 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.
Take Captive: When an opposing fighter who has a Bounty on them goes Out of Action while within 6'' of this Bounty Hunter, the controlling player may choose to have the Bounty Hunter Capture the opposing fighter instead of making a Lasting Injury roll. If they do so, the opposing fighter is Captured automatically, the Bounty Hunter drags their captive away, and both are removed from the battlefield. This ability may not be used if this Bounty Hunter is Seriously Injured.
Extra Action: When activated this Bounty Hunter has one additional action.
Backstabber: All unarmed and melee attacks made by this fighter gain the Backstab trait; attacks that already have the trait add 2 to the attacker's Strength rather than 1 when the trait is applicable. Additionally, there is a -1 penalty to Detect this fighter.All your Unarmed & Melee attacks gain Backstab trait. +1 S on weapons that already have Backstab, when applicable. Other fighters have a -1 penalty to Detect you.
Evade: While this fighter is not Seriously Injured, other fighters suffer a -1 penalty to Detect this fighter and a -1 penalty to hit this fighter with all attacks.
Evade: -1 penalty to hit or Detect this fighter while they are not Seriously Injured
Infiltrate: This fighter may Infiltrate. By default, at the end of the Deploy step of the Pre-Battle Sequence and in priority order the controlling player may set this fighter up on the battlefield anywhere that is not within the line of sight of enemy fighters and is also at least 6'' away from all enemy fighters. However, some scenarios provide alternative instructions. Infiltrate: This fighter may Infiltrate, if scenario permits.
Armor: Mesh

Modifiers have been applied directly to profile.

Shotgun [Acid, Executioner]

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Acid
4''
16''
+1
-0
3
-1
1
4+
Executioner
4''
16''
-1
+1
4
-2
D3
6+

Fighting Knife

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
-
E
-0
+1
S
-0
1
-

Grenade: Smoke Bombs

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-POOF
-
Sx3
-0
-0
0
-0
0
4+
Bionics: Bionic Eye

Modifiers have been applied directly to profile.

Improved Optics: A fighter with at least one bionic eye can see and attack through smoke clouds and is unaffected by low-light conditions. Additionally, the fighter adds 1 to the result of any check to resist being blinded for each bionic eye they have. A fighter with one or more bionic eyes gains no benefit from using photo-goggles or similar items, or weapon sights of any kind.
Bionics: Bionic Arm

Modifiers have been applied directly to profile.

Metal Arm: A bionic arm is considered to be a S+1, -0 AP, 1 Damage close combat weapon with the Unarmed and Melee traits. Additionally, the fighter gains +1 Strength when throwing, or making the Carry Heavy or Exert actions.
Bionics: Bionic Leg

Modifiers have been applied directly to profile.

Bionic Kick (Double): You may select an enemy fighter Engaged with you to make an Initiative check; if this check is failed that fighter suffers a hit resolved as Strength 6 with Damage 2 and the Knockback trait. If you are Active and within 1'' of an object with at least 1 Wound you may hit the object with an attack resolved as Strength 6 with Damage 2.
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: 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'.