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Necromunda (2017)Expand Necromunda (2017)

Ammojack
Cost & Rating: 125
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
3
1
3+
2
Ld
Cl
Wil
Int
9+
6+
9+
6+
Save
-

Equipment

Starting: An Ammojack may have any one of Flak, Furnace Plates, Mesh, Carapace Armor, or Resilience. An Ammojack may have any one of Punchy, Power Sword, Power Hammer, or Power Axe. An Ammojack may have one of Bolter (Locke Pattern), Combat Shotgun [Salvo], Combat Shotgun [Shredder], Shotgun [Acid, Solid, Scatter], or Autopistol [Sabot] with Extended Clip and Hair Trigger and Speedloader attachments. Finally an Ammojack may either gain +1 Attack and +1 WS to their base profile or take any one of a Fighting Knife, Laspistol, Autopistol, or Stub Pistol as a backup weapon. These items may not be moved from this fighter to the gang's Stash.

Special

Crew Selection: This fighter is normally not eligible to join their gang's Crew. However, if they are not in Recovery and not Captured, the following two circumstances apply:
  1. If the scenario being played specifies All Available Fighters, this fighter joins their gang's Crew.
  2. If their gang has Home Turf Advantage, a D6 must be rolled for this fighter. They must join their gang's Crew if the roll is 3 or less.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
No Permanent Injury: If this fighter suffers a Lasting Injury that would make a change to their fighter card, they are instead removed from the gang roster.
Weaponsmith: If the Ammojack is not in Recovery or Captured, during battle the fighters of this gang can re-roll any Ammo checks that roll a natural 1. The re-rolled result must be taken. The Ammojack does not have to be part of the Crew or on the battlefield for the gang to receive this bonus.
Munitioneer: At the beginning of the Choose Crew step of the Pre-Battle Sequence, if this fighter is not in Recovery or Captured, the gang's player gains a Tactical Reload Tactics Card to use in the battle in addition to any other Tactics Cards available to them.

Choose 1 Armor or Resilience:

Resilience

The fighter doesn't wear armor but has +1 Toughness and +2 Wounds.

Armor: Flak

Against attacks that have the Blast or Blaze traits or against falling damage, Flak armor grants a 5+ Armor save. Against all other attacks Flak armor grants a 6+ Armor save. If this armor is chosen the ammojack has +1 Initiative.

Armor: Furnace Plates

Furnace plates grant a 6+ Armor save. This is increased to a 5+ Armor save against attacks made by fighters who are within the fighter’s vision arc. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the target does not have a facing (for example, if they are Prone) use the 6+ Armor save. If this armor is chosen, the ammojack has +1 Strength and +1 Toughness but -1'' Movement and -1 Initiative.

Armor: Mesh

Mesh armor grants a 5+ Armor save.

Armor: Carapace

Carapace Armor grants a 4+ Armor save. A fighter wearing Carapace Armor suffers a -1'' penalty to their Movement characteristic. If this armor is chosen, the ammojack has -1'' Movement.

Choose 1 Ranged Weapon:

Autopistol

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+1
+1
3
-0
1
4+

Targeter [Autopistol]: Modifiers have been applied directly to profile.

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

Extended Clip [Autopistol]: This fighter adds +1 to Ammo checks made with the weapon this item is attached to. This is not combinable with similar items or effects.

Extended Clip: +1 to Ammo checks.

Hair Trigger [Autopistol]: When a fighter attacks with this weapon, before rolling to hit they must make an Initiative check. If the check is passed the fighter gains +1 to hit with this attack, and if the check is failed they suffer a -1 penalty to hit with this attack.

Hair Trigger: Before rolling to hit make an Initiative check; gain +1 to hit if check succeeds, suffer -1 penalty if check fails.

Speed Loader [Autopistol]: When the fighter using the weapon this item is attached to is activated, if the weapon has a weapon profile that is Out of Ammo and the ammo type is not Scarce or Limited, the fighter may make a free Reload (Simple) action. May take free Reload (Simple) action when activated.

Bolter (Locke Pattern)

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolt
12''
24''
+1
-0
4
-1
1
4+

Shotgun [Acid, Scatter, Solid]

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Acid
4''
16''
+1
-0
3
-1
1
4+
Scatter
4''
8''
+2
-0
2
-0
1
4+
Solid
8''
16''
+1
-0
4
-0
2
4+

Combat Shotgun [Salvo]

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Salvo
4''
12''
+1
-0
4
-0
2
4+

Combat Shotgun [Shredder]

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shredder
-
T
-0
-0
2
-0
1
4+

Choose 1 Melee Weapon or Punchy:

Punchy

This fighter gains the Pugilist and Iron Jaw skills.

Power Sword

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

Power Hammer

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

Power Axe

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

Choose 1 Backup Weapon or Aggressive:

Aggressive

This fighter gains +1 Attack and +1 WS.

Autopistol

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+1
-0
3
-0
1
4+

Stub Pistol

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-0
3
-0
1
4+

Laspistol

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
8''
12''
+1
-0
3
-0
1
2+

Fighting Knife

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