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Necromunda (2017)Expand Necromunda (2017)

Missy

Champion
Cost: 470 / Rating: 475
XP: 27 (Slow)
Advances: 4
M
WS
BS
 S 
 T 
W
I
A
6"
3+
3+
3
4
2
2+
2
Ld
Cl
Wil
Int
7+
6+
7+
6+
Save
6+U*

New Skills: 2, M: +1, T: +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.
Step Aside: If this fighter is hit in close combat or in response to taking the Disengage action, they may attempt an Initiative check to cancel the hit on success. This skill may be used up to once during this fighter's own activation, and up to once per opposing fighter's activation.1/activation (self and enemies) if hit in HtH or while Disengaging, succeed on Initiative check to cancel hit.
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.
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: 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.

Bolt Pistol (Master Crafted)

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolt
9''
18''
+1
+1
4
-1
2
4+

Targeter [Bolt 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+

Power Sword

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
SLICE!
-
E
-0
-0
S+1
-2
1
-
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.

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: Plasma

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-SIZZLE
-
Sx3
-0
-0
5
-1
2
6+

Grenade: Frag

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-BOOM
-
Sx3
-0
-0
3
-0
1
4+