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Necromunda (2017)Expand Necromunda (2017)

Haley

Champion
Cost: 495 / Rating: 500
XP: 40 (Glacial)
Advances: 7
M
WS
BS
 S 
 T 
W
I
A
6"
2+
3+
3
3
2
2+
2
Ld
Cl
Wil
Int
6+
5+
7+
6+
Save
6+U*

Promoted Prospect!, New Skills: 3, Head Injury: 1, Bionic Cogitators: 1, Skull Chip, WS: +2, BS: +1, W: +1, A: +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.
Phelynx: This fighter may be accompanied by up to three (3) Phelynx (at normal cost).
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.
Strider: This fighter's movement is unaffected by Difficult Terrain, and they may move up to +D3'' of distance whenever they take a Double Move or Charge action.
Strider: Movement unaffected by Difficult Terrain, +D3'' movement on Double Move & Charge.
Hit and Run: After taking their attacks as part of a Charge action and before enemies take their Reaction attacks, this fighter may make a free Disengage action. After resolving that action, if this fighter is still Active they may immediately take a Standard Move (the 1'' rule applies).When charging, you may Disengage before Reactions, then make a Standard move if still Active.
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.
Tactician: When this fighter is set up onto the battlefield, the controlling player may recombine their Tactics Cards deck and discard pile (if any). They may then choose any one Tactics Card from their deck and add it to their hand. Finally, the controlling player reshuffles their Tactics Cards deck. Tactician: When fighter enters play: choose 1 Tactics Card from deck or discard & add to hand; reshuffle deck & discard.
Bionics: Skullchip

Modifiers have been applied directly to profile.

Bionics: Bionic Cogitator

Modifiers have been applied directly to profile.

Bionics: Biobooster

The first time in each game that an Injury roll is made for a fighter with a biobooster, one less Injury dice is rolled. If only one dice should have been rolled, no Injury roll is made and the fighter takes a Flesh Wound.

Armor: Fighting Harness

A fighter with a Fighting Harness gains a Parry in close combat. (*) Additionally, a Fighting Harness grants a unmodifiable Armor save of 6+ in close combat.

Plasma Pistol (Master Crafted)

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Rapid
6''
12''
+2
+1
5
-1
2
5+

Targeter [Plasma Pistol (Master Crafted)]: Modifiers have been applied directly to profile.

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

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+

Shockbaton

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
2''
3''
+1
-1
4
-0
1
-
Melee
-
E
+1
-0
4
-0
1
-
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: 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'.

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+