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Necromunda (2017)Expand Necromunda (2017)

Tribesfolk
Cost & Rating: 50
M
WS
BS
 S 
 T 
W
I
A
5"
5+
5+
3
4
1
3+
1
Ld
Cl
Wil
Int
8+
8+
8+
8+
Save
6+

Equipment

Access: Tribesfolk may only be equipped with the items they start play with.

Starting: Equipped with Wastes Robes, an Autogun, a Stub Pistol, and a Knife. These items may not be moved from this fighter to the gang's Stash.

Special

Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
No Permanent Injury: If this fighter is put Out of Action by injury, roll a D6 on the following chart:
  • 1-4: the fighter is Out Cold; they will be available for their next battle.
  • 5-6: the fighter is dead; if they were put Out of Action by an attack the attacker gains 1 XP immediately.
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.

Choose 1: A single skill may be selected from the list below when a Tribesfolk is added to a roster, and cannot be changed thereafter.

  1. Escape Artist
  2. Impetuous
  3. Hip Shooting
  4. Mighty Leap
  5. Robust
  6. Strider
Wargear: Wastes Robes

Modifiers have been applied directly to profile.

For example, if they are wearing a still suit and wastes robes, they would have a 5+ save. If a fighter does not already have a save roll, waste robes grant a save of 6+.

Autogun
Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
8''
24''
+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+
Knife
Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shiv
-
E
-0
-0
S
-0
1
-
Wargear: Shades

The fighter adds 1 to the result of any check to resist being blinded.