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

Billie

Champion
Cost: 410 / Rating: 415
XP: 23 (Slow)
Advances: 3
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
3
3
2
2+
2
Ld
Cl
Wil
Int
7+
6+
7+
6+
Save
5+

New Skills: 2, BS: +1

Escher Matriarch: This fighter is a Escher Matriarch; any game effect referring to Eschers or Champions is applicable to them. This fighter may be equipped from the Escher Matriarch Equipment List, and uses the Normal Human Characteristics Maxima.
Rise Again: If this fighter would be killed, this fighter may instead become an Escher Deathmaiden. If this option is taken, all of this fighter's gear is moved to the gang's Stash immediately and they go into Recovery.
  During the Manage Fighters step of the Post-Battle Sequence this fighter loses this ability, Group Activation and Command Aura, and the Equipment and Skill Access of an Escher Matriarch, then gains the Poisoned Blood ability and the Robust skill, as well as the Equipment and Skill Access of a Escher Deathmaiden. They retain their existing Skills and Characteristics.
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.
Spring Up: If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action. Activated: If Pinned: Stand Up for free on successful Initiative check.
Overwatch: While this fighter is Readied and able to make a Shoot action, if a non-Hidden enemy fighter within their line of sight and vision arc declares an action, this fighter may lose their Ready marker to interrupt and make a Shoot action targeting that enemy fighter. If the enemy fighter is Pinned or Seriously Injured by this attack, their activation ends immediately. Additionally, this fighter gains a +1 bonus to Detect enemy fighters.
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.

Sniper Rifle (Long-las)

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
BZAP!
24''
36''
+1
+1
4
-1
1
3+

Targeter [Sniper Rifle (Long-las)]: Modifiers have been applied directly to profile.

Targeter: (Modifiers have been applied directly to profile.)

Infra-sight [Sniper Rifle (Long-las)]: A weapon with an infra-sight can be used to attack through smoke clouds and is unaffected by low-light conditions, and completely ignores partial cover when making ranged attacks. A fighter using an infra-sight gains no benefit from using similar items, or other weapon sights.

Needle Pistol

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
4''
9''
+2
-0
4
-1
1
5+

Stiletto Knife

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Prick
-
E
-0
+1
S
-1
1
-
Wargear: Chem-Synth

An Active or Engaged fighter with a chem-synth can make the following action:

Synthesize Poison (Simple): This fighter selects one of their weapon profiles with the Gas or Toxin trait; that weapon profile gains the Virulent trait (fighters have their Toughness reduced by 1 against attacks with the Virulent trait). The weapon profile loses the Virulent trait after a Close Combat exchange or Ranged attack using it is resolved.Select one of your Toxin or Gas weapon profile; fighters' are -1 T vs next attack with that weapon profile.
Wargear: Photo-goggles

This fighter can attack through smoke clouds and is unaffected by low-light conditions. Additionally, this fighter adds 1 to the result of any check to resist being blinded. A fighter with photo-goggles gains no benefit from using similar items, or weapon sights of any kind. Unaffected by smoke or low-light, +1 vs blinding.

Wargear: Grav-chute

If a fighter falls or jumps down to a lower level, they do not suffer any damage and do not become Pinned, they simply move down without any rolls being made; place the fighter at the nearest possible point on the battlefield near where they would have fallen such that their base does not overlap anything else, and observing the 1'' rule. If this is used in conjunction with a Charge and this fighter successfully engages one or more enemies, an extra Attack dice is gained in the ensuing close combat sequence; this extra Attack dice is resolved as a S+1 Unarmed attack.

Wargear: Frenzon stash

When this fighter is activated, one Frenzon stash may be deleted from their fighter card to use it. When used, if this fighter is Seriously Injured they become Pinned (no Flesh Wound). Then, if this fighter is Pinned they may make a free Stand Up action. Choose one skill from Bull Charge, Rain of Blows, Hard Charger, or Sprinter. This fighter gains the chosen skill until the end of their activation. This fighter suffers a Flesh Wound when they end their activation after using this item.

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'.