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Fighter Profiles

Source: Necromunda Core Rulebook (2023)

Fighter Characteristics Profiles

Each fighter has a ‘characteristics profile’, which details their capabilities in battle. For example, here is the profile for an Orlock Gunner:

MWSBSSTWIALdClWilInt
5"4+4+3314+16+7+7+7+

Each of these characteristics represents a different trait or attribute, and each characteristic is used differently within the game. In some cases a low number is better, but in other cases, a high number is better:

  • Movement (M), Strength (S), Toughness (T), Wounds (W) and Attacks (A) are all shown as simple numbers, in which case a higher number is better.
  • Weapon Skill (WS), Ballistic Skill (BS) and Initiative (I) are all shown as target numbers; a number followed by a ‘+’ symbol, as described in Fighter Characteristics. In the case of WS, BS and I, a lower number is better.
  • In addition, all four of a fighter’s psychology characteristics, those contained within the shaded section of their profile: Leadership (Ld), Cool (Cl), Willpower (Wil) and Intelligence (Int), are also all shown as target numbers; a number followed by a ‘+’ symbol. In the case of all four psychology characteristics, a lower number is better.

During Campaign play, characteristics may be improved or reduced as fighters gain experience and suffer injuries. No characteristic may ever be improved beyond the maximum shown on the table below. No characteristic may ever be reduced below the minimum shown on the table below.

MWSBSSTWIALdClWilInt
Max8"2+2+6662+103+3+3+3+
Min1"6+6+1116+110+10+10+10+

In addition to these maximums, no fighter may improve their Movement, Strength or Toughness characteristics more than twice beyond that given in the basic profile for a fighter of their current type. No fighter may improve their Wounds or Attacks characteristics more than once beyond that given in the basic profile for a fighter of their current type.

Players should note, however, that this does not mean these characteristics cannot be improved by more than 1 or 2 throughout a fighter’s career. During Campaign play, many fighters are eligible for promotion, causing their category to change.

Fighter Characteristics & Characteristic Tests

A fighter’s characteristics are defined as follows:

Movement (M)

This is the distance, in inches, the fighter can move when making a standard Move action.

Weapon Skill (WS)

This shows the fighter’s proficiency in close combat when using weapons that have either the Melee trait or the Sidearm trait.

Ballistic Skill (BS)

This characteristic represents the fighter’s proficiency with ranged weapons.

Strength (S)

How strong the fighter is. The higher a fighter’s Strength characteristic, the more likely they are to inflict damage on an opponent in close combat, for example.

Toughness (T)

This represents how tough the fighter is. The higher a fighter’s Toughness characteristic, the less likely they are to be wounded by an attack.

Wounds (W)

A fighter’s Wounds characteristic is a measure of how much punishment they can take before succumbing to their injuries.

Initiative (I)

A fighter’s Initiative characteristic provides a measure of their agility and dexterity, and the quickness of their reflexes.

Attacks (A)

This is a measure of a fighter’s speed and ability in melee. When a fighter is engaged in close combat, their Attacks characteristic determines how many dice are rolled, with each dice representing one attack made against their enemies.

Leadership (Ld)

A fighter’s Leadership characteristic represents their ability to issue or follow commands in the heat of battle.

Cool (Cl)

A fighter’s Cool characteristic represents their capacity for keeping calm under fire.

Willpower (Wil)

Willpower is a measure of a fighter’s mental fortitude and resilience against the horrors of Necromunda.

Intelligence (Int)

This represents a fighter’s mental acuity and ability to apply knowledge.

Modifying Characteristics

Sometimes, the rules will modify a characteristic. If the characteristic is given a simple number, the modifier is applied as written – for example, if a fighter with Strength 3 is given a +1 Strength modifier, their Strength counts as 4.

If the characteristic is given as a target number (for example, a characteristic of 4+ means a dice roll of 4 or higher would be a success) the modifier is applied to the dice roll, rather than the characteristic. For example, if a fighter with Initiative 4+ is given a +1 Initiative modifier, the characteristic would be 3+ because a roll of 3 with a +1 modifier applied becomes a roll of 4.

Characteristic Tests

Players will often be called on to make a characteristic test for a fighter – for example, a Ballistic Skill test is made when a fighter attacks with a ranged weapon. Characteristics tests are made as follows:

  • Weapon Skill, Ballistic Skill and Initiative tests are made by achieving a target number roll on a single D6 (see Rolling Dice). If the result is equal to or higher than the characteristic, the test is passed.
  • Leadership, Cool, Willpower and Intelligence tests are made by achieving a target number roll on 2D6. If the result is equal to or higher than the characteristic, the test is passed.

To check against a characteristic presented as a simple number, such as Strength or Toughness, roll a D6. If the result is equal to or lower than the characteristic, the check is passed.

Fighter Cards

Each fighter within a player’s gang is represented by a model on the battlefield and a Fighter card filled in with their characteristics, equipment and other useful reference information. Blank Fighter cards with the logo of each House can be found in the various Gang Tactics cards packs, perfect for Leaders and Champions.

Each Fighter card is split into several areas:

  1. The fighter’s name. If they are a Leader or Champion, it will also be shown here.
  2. The fighter’s cost, in credits.
  3. The fighter’s characteristics. The last four (Ld, Cl, Wil, Int) are shaded as a reminder that they are psychological characteristics rather than physical (see Fighter Profiles).
  4. The weapons the fighter is carrying.
  5. Any skills the fighter may have.
  6. Any equipment (including armour) carried by the fighter.