Skip Navigation Links
Necromunda (2017)Expand Necromunda (2017)

Exo-Salvager
Cost & Rating: 300
M
WS
BS
 S 
 T 
W
I
A
4"
3+
3+
5
5
3
5+
2
Ld
Cl
Wil
Int
7+
4+
6+
6+
Save
2+

Equipment

Starting: An Exo-Salvager is a Squat clad in a durable industrial grade exo-armor suit. In addition to benefiting from an impressive armor save (included in profile), they are equipped with various bits of gear, an industrial claw, and either a Heatgun or a Coilgun (chosen when the fighter is hired). These items may not be moved from this fighter to the gang's Stash, and gear cannot be moved from the gang's Stash to this fighter.

Special

Crew Selection: This fighter is always considered to be an available fighter for purposes of Crew selection, unless they are Captured or in Recovery.
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:
  • 1-3: the fighter is Out Cold; they will be available for their next battle.
  • 4-5: the fighter suffers a Grievous Injury; they go into Recovery.
  • 6: the fighter is killed; if they were put Out of Action by an attack the attacker gains 3 XP immediately.
Squat: This fighter is a Squat, and any game effect referring to Squats is applicable to them.
Environmentally Sealed: This fighter is immune to the Blaze, Enervating, Gas, Knockout, Radiation, Toxin, and Virulent traits, and the reduction in movement caused by the Heavy-G trait.
Burly: This fighter's unarmed attacks gain the Melee and Knockback traits. Additionally, this fighter gains +1 Strength when making the Carry Heavy and Exert actions and when resisting being involuntarily moved (such as when they are the target of an attack with the Knockback or Drag traits). Other fighters gain +1 to Detect this fighter, and can target them regardless of Priority.
Nerves of Steel: When this fighter is hit by a ranged attack they may choose to make a Cool check. If they do and the check is passed, this fighter is not Pinned.
Nerves of Steel: When hit by Ranged attack: Can make Cool check to not be Pinned.
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.

Gear

Exo-Salvager Claw

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

Choose 1 Weapon:

Exo-Salvager Coilgun

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Fusillade
18''
36''
-0
-1
4
D3
1
4+

Exo-Salvager Heatgun

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Cooker
-
T
-0
-0
4
-2
1
4+
Melter
6''
12''
-0
-1
6
-2
2
4+
Face-melter
-
E
-0
-0
6
-2
2
4+
Wargear: Visor

This fighter has a protective visor. You may roll two dice to resist being Blinded and keep the higher die for your result.Roll two dice & keep highest vs Blinding trait.

Wargear: Hands-free Lumens

This fighter has one or more very bright light sources attached to their gear which can be toggled on or off as a Simple action. While toggled on, the following conditions apply:

  • This fighter cannot be Hidden. If they were Hidden prior to toggling the lumens on, they become Revealed.
  • The lumens affects a 24'' area within this fighter's vision arc and line of sight.
    • If this fighter has a modified vision arc, such modification does not apply to the lumens affected area; in such a case place a vision arc marker next to the fighter to represent the arc affected by the lumens.
  • Low light conditions are cancelled within the lumens area.
  • Sentries automatically spot this fighter and any other fighter within the lumens affected area, if within their own vision arc and line of sight.
  • Effects that are concerned with targeting fighters that have a Burn marker on them can be applied to this fighter and any other fighter within the lumens affected area.

The default setting for the lumens is off, but you may specify that the lumens is on when you set this fighter up onto the battlefield if you prefer.

Wargear: Grapnel-Launcher

An Active fighter with a grapnel launcher can make the following action:

Grapnel (Double): Place this fighter at any point on the battlefield within 12'' and along a straight line from their starting position, such that their base does not overlap anything else, and observing the 1'' rule. This fighter must cross a gap or pitfall or move up or down at least 2'' on the battlefield as part of this movement; simply moving horizontally across open terrain is not allowed. This fighter cannot move through obstructing terrain or other fighters as part of this action.