CHARACTER SHEET

Name: Henrie "Necromunda" Jones

WS BS S T I Wp Sg Nv Ld Speed
Starting 73 70 60 57 68 78 85 82 82 4
Current 0 0 0 0 0 0 0 0 0 0

Ranged Weapons
Weapon Type Range Firing Mode Accuracy Damage Shots Reload Weight
Revolver Pistol E Single - 2D6+2 6 (3) 15
Man-Stopper Shell - - - -5% 3D6+2 - - -

Close Combat Weapons
Weapon Reach Damage Parry Penalty
Bull-Whip * 4 2D6 -35%
Knife 1 D6 -25%
* Opponent suffers an extra -20% penalty to parry against a Bull-Whip

Equipment, Reloads, etc.
Revolver w/ 12 Standard Shells & 6 Man-Stopper Shells; Bull-Whip; Knife;
Flak Armour on all locations except head. 1 pt armour on head (Lucky Fedora);
Right-Handed







Game Record (shots fired, injury effects, etc.)




















Special Abilities & Psychic Powers
Uncanny Luck, Whip Crack, Whip Grapple (See Below for details)







Knockback (S/10): 6

Base Injury (T/10): 6

System Shock (T/5): 11

Conciousness T/2): 29
96-100
HEAD
Armour: 0
Damage
L H A C
Injury Total:








36-50
RIGHT ARM
Armour: 1
Damage
L H S A C
81-95
CHEST
Armour: 3
Damage
L H S A C
51-65
LEFT ARM
Armour: 3
Damage
L H S A C
Right Arm Carrying




66-80
ABDOMEN
Armour: 3
Damage
L H S A C
Left Arm Carrying




01-15
RIGHT LEG
Armour: 3
Damage
L H S A C
31-35
GROIN
Armour: 3
Damage
L H A C
16-30
LEFT LEG
Armour: 3
Damage
L H S A C

Recovery: Successful Toughness test reduces damage D3 (+1 for every 10 Toughness over 50).

Bleeding: D3 to Injury total at end of every turn.



Uncanny Luck Necromunda Jones is reportedly one of the luckiest men alive. His ability to cheat death or achieve the impossible through sheer chance is legendary. To represent his luck, up to once per turn he may do one of the following:

1) Turn one failed roll of any kind that he makes into a success.

2) Turn one regular shooting hit into a placed shot.

3) Force an opposing character to re-roll a successful test, as long as it relates directly to Jones himself (i.e. To Hit roll, Psychic Test, etc)

Each time he uses his luck, there is a chance it will run out and be unavailable for the rest of the game. The chance is 20% x the number of uses so far. (2 = 40% chance, 3 = 60%, etc.)


Whip Crack A character with a Bull-Whip can crack it in an attempt to distract and confuse his enemy in close combat. Once per turn he may make a Whip Crack instead of another close combat action. He rolls to hit as normal, and if the Whip Crack hits it is successful. No damage is done but a successful Whip Crack means that the enemy counts as having attempted two additional parries that turn. A Whip Crack may not be parried or dodged.

If the Whip Crack roll is between 01 and 05, then it is not successful, and in addition the character attempting to Whip Crack will suffer a glancing hit from the Bull-Whip in a random location, doing only D6 damage (plus any Strength modifiers the character would normally apply to the weapon).


Whip Grapple A character with a Bull-Whip can attempt to ensnare his opponent with his weapon. Once per turn he may make a Whip Grapple instead of another close combat action, or as a combined action with a Step Back action.. He rolls to hit as normal, and his opponent may attempt to parry or dodge as normal. If the Whip Grapple hits and is not dodged or parried, it is successful. No damage is dond but a successful Whip Grapple means that the opposing model is ensnared, and may not step back, escape from combat or dodge until they break free.

Each attempt to break free costs 1 action. To break free, the ensnared model must then pass a Strength test, modified by the difference in the Strength of the two models. (i.e. if the model with the Bull-Whip has a Strength that is 20 higher than the opposing model's, the modifier would be -20. If the opposing model's strength were 20 higher, then the modifier would be +20). The opposing model is freed instantly if the model with the Bull-Whip is taken Out of Action.

(Note that Pistol Shots cannot be dodged by a model that has been ensnared.)