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Necromunda (2017)Expand Necromunda (2017)

Nomad Immortan

Leader
Cost & Rating: 200
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
4
4
3
4+
3
Ld
Cl
Wil
Int
5+
5+
5+
6+
Save
-

Skill Access

Primary: Nomad Immortan

Starting: Nomad Immortan start with 1 skill chosen from their Primary skill sets

Equipment

Access: May purchase any Equipment from the Nomad Immortan Equipment List, may be equipped with any Equipment from the gang's Stash.

Special

Ash Waste Nomads Immortan: This fighter is a Ash Waste Nomads Immortan; any game effect referring to Ash Waste Nomads or Leaders is applicable to them. This fighter may be equipped from the Ash Waste Nomads Immortan Equipment List, uses the Survivor Critical Injury table, and uses the Deathworlder Characteristics Maxima.
Nomad Individualism: When a fighter of this type is added to a gang's roster, the controlling player must select three Skill Categories from the following: Agility, Brawn, Cunning, Combat, Ferocity, Leadership, Shooting. The fighter has Primary access to the selected Skill Categories and Secondary access to the Skill Categories not selected.
Group Activation (3): this fighter may group activate with up to 3 fellow gang members within 12''.
Command Aura (12''): 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 12'' away from them.
Witness!: If this fighter is Active or Engaged, when a friendly Prospect within line of sight and within this fighter's vision arc takes an opposing fighter Out of Action, this fighter may make a Leadership check. If the check is successful that figther and this fighter both gain +1 XP.

Nomad Immortan Skill List

When a Nomad Immortan would choose a Primary Skill, they may instead choose one of the following Nomad Immortan Skills.

Bring It On!: When an enemy fighter within 12'' and line of sight declares a Shoot or Charge action that does not target this fighter, this fighter can lose their Ready marker to interrupt that enemy's action. The interrupted enemy fighter must succeed on a Willpower check with a -4 penalty or target this fighter with their ranged attack (even if out of range) or must attempt to Engage this fighter and no other if charging.
Force of Will: For each individual Wound this fighter would lose, they may make a Willpower check. If the check is passed this fighter suffers a Flesh Wound instead of the Wound.
Intimidating Appearance: Enemy fighters suffer a -1 penalty on all Leadership, Cool, Willpower, and Intelligence checks they make if this fighter is within their line of sight and is not Hidden.
Motivated: Once per activation, this fighter may take 1 additional action if they have at least 1 Wound remaining. If this fighter is still on the battlefield when that action ends they suffer 1 Wound; make an Injury roll for them if they are now at 0 Wounds.
Resilient: This fighter treats a Grievous Injury as Out Cold, and a Permanent Injury as a Grievous Injury. This skill does not apply to a Critical Injury.
Robust: When this fighter makes a Recovery Test for themselves, they may reroll a single dice once before resolving the outcome. Additionally, if this fighter is Pinned at the end of the End Phase, they may immediately stand up.

Nomad Immortan Equipment List

When creating a new gang or buying Common equipment during a Post-Battle Sequence, a Nomad Immortan may select from the following Equipment list.

Ash Waste Nomad fighters may have up to two Mutations purchased for them from their Equipment List but only when the fighter is first added to a gang's roster; if the fighter is retired and rehired or becomes part of an Offshoot gang they do not have the option of buying Mutations at that time.

Weapons (Heavies)
ItemCost
Heavy Harpoon Launcher175
Heavy Stubber135