My Fair Ladies
Evie
Reputation
Turf
Credits
Rating
12
2
140
1850
Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Leader
360
6
16
20
2
Champion
350
6
13
15
2
Champion
350
6
13
15
2
Ganger
160
5
6
10
1
Ganger
160
6
6
10
1
Ganger
135
5
6
10
1
Ganger
120
3
3
5
0
Ganger
165
0
0
5
0
Rogue Doc
50
0
0
0
0
Turf (x 2): The gang controls an area or resource within the underhive that allows the gang to take the Work the Turf Post-Battle Action. Having multiple Turf Territories provides a bonus to the outcome of that action.

D'Bright

Leader
360
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
3
3
2
2+
3
Ld
Cl
Wil
Int
6+
6+
7+
6+
Save
6+/5+

New Skills: 2, Eye Injury: 1, Bionic Eyes: 1

Escher Gang Queen: This fighter is a Escher Gang Queen; any game effect referring to Eschers or Leaders is applicable to them. This fighter may be equipped from the Escher Gang Queen Equipment List, and uses the Normal Human Characteristic Maxima.
Rise Again: If this fighter would be killed and this gang has an available Deathmaiden slot, this fighter may instead become a Deathmaiden. If this option is taken all of this fighter's gear is moved to the gang's Stash immediately and they go into Recovery. During the Manage Fighters step of the Post-Battle Sequence this fighter loses this ability, Group Activation and Command Aura, and the Equipment and Skill Access of an Escher Gang Queen, then gains the Poisoned Blood ability and the Robust skill, as well as the Equipment and Skill Access of a Escher Deathmaiden. This fighter is no longer the gang's Leader and a new Leader must be selected from among the gang's eligible fighters during the Loss of a Leader step of the Post-Battle Sequence.
Group Activation (2): this fighter may group activate with up to 2 fellow gang members within 12''.
Command Aura (12''): while this fighter is not Seriously Injured and a fellow gang member within 12'' of them fails a Cool check (including a Nerve test), make a Leadership check for this fighter; if it passes the fellow gang member's Cool check is also treated as having been passed.
Inspirational: Friendly fighters within 9'' and line of sight of this fighter may use this fighter's Leadership Characteristic when making a Cool or Willpower check (including Nerve tests).
Spring Up: If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action. Activated: If Pinned: Stand Up for free on successful Initiative check.
Rain of Blows: This fighter treats the Fight action as Simple rather than Basic. This skill cannot be used with weapons that have the Unwieldy trait.
Armor: Flak

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks with the Blast or Blaze traits.

Plasma Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Low
6''
12''
+2
-
5
-1
2
5+
Maximal
6''
12''
+1
-
7
-2
3
5+
Stiletto Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Prick
E
-
+1
S
-1
1
-
Grenade: Choke Gas
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-CHOKE
Sx3
-
-
0
-
0
6+
Wargear: Respirator

If a fighter with a respirator is hit by a weapon with the Gas trait, their Toughness is increased by 2 for the purposes of the roll to see whether they are affected.

Bionics: Bionic Eye

Modifiers have been applied directly to profile.

Improved Optics: A fighter with at least one bionic eye can see and attack through smoke clouds and is unaffected by low-light conditions. Additionally, the fighter adds 1 to the result of any check to resist being blinded for each bionic eye they have. A fighter with one or more bionic eyes gains no benefit from using photo-goggles or similar items, or weapon sights of any kind.
Wargear: Extra Ammo

If a fighter with extra ammo fails an Ammo check the player controlling the fighter may choose to delete Extra Ammo from the Fighter's card immediately to cancel the outcome of the failed Ammo check; play proceeds as if the fighter had passed their Ammo check. If Ammo check fails, may delete Extra Ammo to pass Ammo check.

Ursa

Champion
350
M
WS
BS
 S 
 T 
W
I
A
6"
3+
3+
3
3
2
2+
2
Ld
Cl
Wil
Int
7+
6+
7+
6+
Save
6+/5+

New Skills: 1, M: +1

Escher Matriarch: This fighter is a Escher Matriarch; any game effect referring to Eschers or Champions is applicable to them. This fighter may be equipped from the Escher Matriarch Equipment List, and uses the Normal Human Characteristic Maxima.
Rise Again: If this fighter would be killed and this gang has an available Deathmaiden slot, this fighter may instead become a Deathmaiden. If this option is taken, all of this fighter's gear is moved to the gang's Stash immediately and they go into Recovery. During the Manage Fighters step of the Post-Battle Sequence this fighter loses this ability, Group Activation and Command Aura, and the Equipment and Skill Access of an Escher Matriarch, then gains the Poisoned Blood ability and the Robust skill, as well as the Equipment and Skill Access of a Escher Deathmaiden.
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 6''.
Command Aura (6''): while this fighter is not Seriously Injured and a fellow gang member within 6'' of them fails a Cool check (including a Nerve test), make a Leadership check for this fighter; if it passes the fellow gang member's Cool check is also treated as having been passed.
Sprinter: If this fighter moves at least 12'' on the battlefield during their activation (not including inches of movement lost to difficult terrain, going over obstacles, etc), until the fighter's next activation ranged attacks against them suffer a -1 penalty to hit. Additionally, this fighter gains the ability to make the following action:
Sprint (Double): This fighter can move up to triple their current Movement characteristic in inches.
Mighty Leap: This fighter ignores up to 2'' of total distance per round when stepping up, crossing obstacles or difficult terrain, leaping across a gap, or jumping down. If this fighter must make an Initiative check to avoid falling after leaping across a gap they automatically pass their check.
Armor: Flak

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks with the Blast or Blaze traits.

Chem-Thrower
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Spew
T
-
-
0
-
0
5+
Stiletto Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Prick
E
-
+1
S
-1
1
-
Grenade: Choke Gas
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-CHOKE
Sx3
-
-
0
-
0
6+
Wargear: Respirator

If a fighter with a respirator is hit by a weapon with the Gas trait, their Toughness is increased by 2 for the purposes of the roll to see whether they are affected.

Seraphina

Champion
350
M
WS
BS
 S 
 T 
W
I
A
5"
2+
3+
3
3
2
2+
2
Ld
Cl
Wil
Int
7+
6+
7+
6+
Save
6+/5+

New Skills: 1, WS: +1

Escher Matriarch: This fighter is a Escher Matriarch; any game effect referring to Eschers or Champions is applicable to them. This fighter may be equipped from the Escher Matriarch Equipment List, and uses the Normal Human Characteristic Maxima.
Rise Again: If this fighter would be killed and this gang has an available Deathmaiden slot, this fighter may instead become a Deathmaiden. If this option is taken, all of this fighter's gear is moved to the gang's Stash immediately and they go into Recovery. During the Manage Fighters step of the Post-Battle Sequence this fighter loses this ability, Group Activation and Command Aura, and the Equipment and Skill Access of an Escher Matriarch, then gains the Poisoned Blood ability and the Robust skill, as well as the Equipment and Skill Access of a Escher Deathmaiden.
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 6''.
Command Aura (6''): while this fighter is not Seriously Injured and a fellow gang member within 6'' of them fails a Cool check (including a Nerve test), make a Leadership check for this fighter; if it passes the fellow gang member's Cool check is also treated as having been passed.
Spring Up: If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action. Activated: If Pinned: Stand Up for free on successful Initiative check.
Rain of Blows: This fighter treats the Fight action as Simple rather than Basic. This skill cannot be used with weapons that have the Unwieldy trait.
Armor: Flak

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks with the Blast or Blaze traits.

Combi (Bolter / Needler)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolter
12''
24''
+1
-
4
-1
1
5+
Needler
9''
18''
+1
-
4
-1
1
6+
Shockwhip
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
2''
3''
-
-
4
-
1
-
Melee
E
-
-
4
-
1
-
Needle Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
4''
9''
+2
-
4
-1
1
5+
Grenade: Choke Gas
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-CHOKE
Sx3
-
-
0
-
0
6+
Wargear: Respirator

If a fighter with a respirator is hit by a weapon with the Gas trait, their Toughness is increased by 2 for the purposes of the roll to see whether they are affected.

Wargear: Extra Ammo

If a fighter with extra ammo fails an Ammo check the player controlling the fighter may choose to delete Extra Ammo from the Fighter's card immediately to cancel the outcome of the failed Ammo check; play proceeds as if the fighter had passed their Ammo check. If Ammo check fails, may delete Extra Ammo to pass Ammo check.


Farah

Ganger
160
M
WS
BS
 S 
 T 
W
I
A
5"
4+
3+
3
3
1
3+
1
Ld
Cl
Wil
Int
8+
8+
7+
7+
Save
6+/5+

BS: +1

Escher Gang Sister: This fighter is a Escher Gang Sister; any game effect referring to Eschers or Gangers is applicable to them. This fighter may be equipped from the Escher Gang Sister Equipment List, and uses the Normal Human Characteristic Maxima.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Specialist (gaining a Primary Skill choice in the process) and losing this ability.
Armor: Flak

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks with the Blast or Blaze traits.

Needle Rifle
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
9''
18''
+1
-
4
-1
1
5+
Stiletto Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Prick
E
-
+1
S
-1
1
-
Grenade: Choke Gas
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-CHOKE
Sx3
-
-
0
-
0
6+
Wargear: Respirator

If a fighter with a respirator is hit by a weapon with the Gas trait, their Toughness is increased by 2 for the purposes of the roll to see whether they are affected.

Kura

Ganger
160
M
WS
BS
 S 
 T 
W
I
A
6"
4+
4+
3
3
1
3+
1
Ld
Cl
Wil
Int
8+
8+
7+
7+
Save
6+/5+

M: +1

Escher Gang Sister: This fighter is a Escher Gang Sister; any game effect referring to Eschers or Gangers is applicable to them. This fighter may be equipped from the Escher Gang Sister Equipment List, and uses the Normal Human Characteristic Maxima.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Specialist (gaining a Primary Skill choice in the process) and losing this ability.
Armor: Flak

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks with the Blast or Blaze traits.

Needle Rifle
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
9''
18''
+1
-
4
-1
1
5+
Stiletto Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Prick
E
-
+1
S
-1
1
-
Grenade: Choke Gas
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-CHOKE
Sx3
-
-
0
-
0
6+
Wargear: Respirator

If a fighter with a respirator is hit by a weapon with the Gas trait, their Toughness is increased by 2 for the purposes of the roll to see whether they are affected.

Beyon

Ganger
135
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
1
3+
1
Ld
Cl
Wil
Int
7+
7+
7+
7+
Save
6+/5+

Ld: +1, Cl: +1

Escher Gang Sister: This fighter is a Escher Gang Sister; any game effect referring to Eschers or Gangers is applicable to them. This fighter may be equipped from the Escher Gang Sister Equipment List, and uses the Normal Human Characteristic Maxima.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Specialist (gaining a Primary Skill choice in the process) and losing this ability.
Armor: Flak

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks with the Blast or Blaze traits.

Autogun
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
8''
24''
+1
-
3
-
1
4+
Stiletto Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Prick
E
-
+1
S
-1
1
-
Grenade: Choke Gas
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-CHOKE
Sx3
-
-
0
-
0
6+
Wargear: Respirator

If a fighter with a respirator is hit by a weapon with the Gas trait, their Toughness is increased by 2 for the purposes of the roll to see whether they are affected.

Classa

Ganger
120
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
1
3+
1
Ld
Cl
Wil
Int
8+
8+
7+
7+
Save
6+/5+
Escher Gang Sister: This fighter is a Escher Gang Sister; any game effect referring to Eschers or Gangers is applicable to them. This fighter may be equipped from the Escher Gang Sister Equipment List, and uses the Normal Human Characteristic Maxima.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Specialist (gaining a Primary Skill choice in the process) and losing this ability.
Armor: Flak

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks with the Blast or Blaze traits.

Laspistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
8''
12''
+1
-
3
-
1
2+
Laspistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
8''
12''
+1
-
3
-
1
2+
Stiletto Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Prick
E
-
+1
S
-1
1
-
Grenade: Choke Gas
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-CHOKE
Sx3
-
-
0
-
0
6+
Wargear: Respirator

If a fighter with a respirator is hit by a weapon with the Gas trait, their Toughness is increased by 2 for the purposes of the roll to see whether they are affected.

Fighta

Ganger
165
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
1
3+
1
Ld
Cl
Wil
Int
8+
8+
7+
7+
Save
6+/5+
Escher Gang Sister: This fighter is a Escher Gang Sister; any game effect referring to Eschers or Gangers is applicable to them. This fighter may be equipped from the Escher Gang Sister Equipment List, and uses the Normal Human Characteristic Maxima.
Niche Seeker: During campaign play this fighter may be promoted via advancement, becoming a Specialist (gaining a Primary Skill choice in the process) and losing this ability.
Armor: Flak

Modifiers have been applied directly to profile. The second improved save value after the slash is only vs attacks with the Blast or Blaze traits.

Shotgun [Acid, Solid]
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Acid
4''
16''
+1
-
3
-1
1
4+
Solid
8''
16''
+1
-
4
-
2
4+
Stiletto Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Prick
E
-
+1
S
-1
1
-
Grenade: Choke Gas
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-CHOKE
Sx3
-
-
0
-
0
6+
Wargear: Respirator

If a fighter with a respirator is hit by a weapon with the Gas trait, their Toughness is increased by 2 for the purposes of the roll to see whether they are affected.

Miss Bandy

Rogue Doc
50
M
WS
BS
 S 
 T 
W
I
A
5"
5+
5+
2
3
1
4+
1
Ld
Cl
Wil
Int
9+
8+
7+
5+
Save
-
Crew Selection: This Hangers-on cannot be chosen as Crew to participate in a battle. However whenever a battle happens on the gang's own turf (i.e., they have the Home Turf advantage in a scenario), roll a D6 for this Hangers-on before choosing a Crew. On a result of 1, 2 or 3 this Hangers-on is present and must be included as part of the Crew.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
No Permanent Injury: If this fighter suffers a Lasting Injury that would make a change to their fighter card, they are instead removed from the gang roster.
A Doctor In The House: During the Post-battle Sequence this Rogue Doc may treat one member of the gang who has suffered a Critical Injury, without a hero of the gang having to escort the Critically Injured fighter to the doctor. Use the Medical Escort resolution chart. This costs the gang no credits.
Medicae: During the End Phase immediately before Recovery Tests are made, if this fighter is Active they may make a Standard Move or if they are Pinned they may make a Half Move towards a Seriously Injured friendly fighter. When this fighter assists a friendly fighter who is making a Recovery test this skill allows a single Out of Action dice result to be rerolled.
Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Cap
6''
12''
+1
-
3
-
1
4+
Knife
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shiv
E
-
-
S
-1
1
-
Wargear: Medicae Kit

When a fighter with a Medicae kit assists a friendly fighter's Recovery test, roll an extra injury dice then choose one to discard.


Chem-Thrower

Advanced chemical weaponry developed by House Esher, this device projects an aerosolized stream of chemicals in a lethal spray of vicious biotoxins.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Spew
T
-
-
0
-
0
5+

Deadly: If a Lasting Injury roll would be made for a fighter put Out of Action by an attack with a weapon that has the Deadly trait, instead a D6 is rolled for that fighter. If the result is a 6 the fighter suffers a Memorable Death, otherwise the fighter suffers a Grievous Injury.

Gas: When a fighter is hit by an attack made by a Gas weapon, they are not Pinned and a wound roll is not made; instead roll a D6. If the result is higher than the target's modified Toughness, make an Injury roll for that fighter (regardless of the fighter's Wounds characteristic). No save roll can be made by the fighter against this attack.

Template: An attack made with a Template weapon uses the Flame template to determine hits instead of rolling to hit. All targets (anything with a Wound characteristic) touched by the template are hit by the attack.

Wargear: Respirator

If a fighter with a respirator is hit by a weapon with the Gas trait, their Toughness is increased by 2 for the purposes of the roll to see whether they are affected.

Grenade: Choke Gas

Choke grenades produce a non-lethal gas which causes those who inhale it to choke, making them easy targets. Only those wearing respirators or armour which is completely isolated from the local atmosphere are safe from a choke attack. Those affected often fall to the floor and become incapacitated; some asphyxiate and die.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
KA-CHOKE
Sx3
-
-
0
-
0
6+

Grenade: Grenades are treated as a special type of ranged weapon. A Grenade may be thrown by an Active fighter as a Shoot action. Grenades do not have a Short range, and their Long range is determined by the attacking fighter's Strength. The Firepower dice is not rolled when attacking with a Grenade; an Ammo check must be rolled after each attack made with a Grenade. The Reload (Simple) Action cannot be taken on a weapon profile with the Grenade trait.

Deadly: If a Lasting Injury roll would be made for a fighter put Out of Action by an attack with a weapon that has the Deadly trait, instead a D6 is rolled for that fighter. If the result is a 6 the fighter suffers a Memorable Death, otherwise the fighter suffers a Grievous Injury.

Area: Mark the location where an attack made by a weapon with this trait hit with a counter. An area extends 2.5'' out from the centre of the counter; a 5'' Blast marker can be used to determine this area, but it should be considered to extend vertically as well as horizontally. Fighters already in the area when the attack is made, fighters who start or end their turn in the area, and fighters who move through the area are all automatically hit by the area. In the End Phase roll a D6; on a 3 or less the area dissipates and the counter is removed.

Gas: When a fighter is hit by an attack made by a Gas weapon, they are not Pinned and a wound roll is not made; instead roll a D6. If the result is higher than the target's modified Toughness, make an Injury roll for that fighter (regardless of the fighter's Wounds characteristic). No save roll can be made by the fighter against this attack.

Shockwhip

An electrified whip, able to strike at nearby foes with a flick of the wrist. Usable both in close combat and at short range, it is a versatile and stylish weapon.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
2''
3''
-
-
4
-
1
-
Melee
E
-
-
4
-
1
-

Melee: Attacks with this trait can be used during close combat without penalty.

Entangle: Hits scored by weapons with the Entangle trait cannot be negated by the Parry trait (but can be negated by the Parry skill). In addition, if the hit roll for a weapon with this trait is a natural 6, any Reaction attacks made by the target have an additional -2 hit modifier.

Shock: When a fighter is hit by an attack with this trait the attacker rolls a D6. If the result is higher than the target's current Toughness (including modifications such as Flesh Wounds or stimm-slugs) or is a natural 6 the target fighter is momentarily staggered; they lose their Ready marker if they have one and cannot make Reaction attacks for the remainder of this turn.

Needle Rifle

A Needler is a silent and deadly ranged weapon that uses both laser power and needles crafted from a form of crystallised neurotoxin to kill its targets. Needlers have a long and bloody history, having been utilised by Mankind for millennia. These deadly weapons were favoured by the assassins of the Terran Courts during the days before Unification. Needle pistols are sophisticated and elegant handguns whose operation is silent, invisible and deadly. The finest examples use a combination of a flash-less laser to pierce flesh, followed by an impellor-shot of virulent poisons delivered instantaneously into the open wound. This combination can lay low the roughest foe with ruthless efficiency.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
9''
18''
+1
-
4
-1
1
5+

Silent: A weapon with this trait does not trigger Detect checks if used by a Hidden fighter, and does not risk raising the alarm in scenarios that use the Sentries special rules.

Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.

Toxin: When a fighter does not or cannot make a successful Armor save against a wounding attack that has this trait, before Damage is applied from the attack the fighter's player must roll a D6. If the result is equal to or higher than the fighter's current modified Toughness the fighter suffers a Wound if they have any remaining and if not they suffer a Flesh Wound. Then the attack's Damage is applied and resolved normally.

Needle Pistol

A Needler is a silent and deadly ranged weapon that uses both laser power and needles crafted from a form of crystallised neurotoxin to kill its targets. Needlers have a long and bloody history, having been utilised by Mankind for millennia. These deadly weapons were favoured by the assassins of the Terran Courts during the days before Unification. Needle pistols are sophisticated and elegant handguns whose operation is silent, nearly invisible, and quite deadly. The finest examples use a combination of a flash-less laser to pierce flesh, followed by an impellor-shot of virulent poisons delivered instantaneously into the open wound. This combination can lay low the roughest foe with ruthless efficiency.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
4''
9''
+2
-
4
-1
1
5+

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Silent: A weapon with this trait does not trigger Detect checks if used by a Hidden fighter, and does not risk raising the alarm in scenarios that use the Sentries special rules.

Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.

Toxin: When a fighter does not or cannot make a successful Armor save against a wounding attack that has this trait, before Damage is applied from the attack the fighter's player must roll a D6. If the result is equal to or higher than the fighter's current modified Toughness the fighter suffers a Wound if they have any remaining and if not they suffer a Flesh Wound. Then the attack's Damage is applied and resolved normally.

Stiletto Knife

A poisoned variant of a knife, designed to deliver its toxic payload in precise pinpricks.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Prick
E
-
+1
S
-1
1
-

Melee: Attacks with this trait can be used during close combat without penalty.

Backstab: If the attacker is not within the target's vision arc, add 1 to the attack's Strength.

Toxin: When a fighter does not or cannot make a successful Armor save against a wounding attack that has this trait, before Damage is applied from the attack the fighter's player must roll a D6. If the result is equal to or higher than the fighter's current modified Toughness the fighter suffers a Wound if they have any remaining and if not they suffer a Flesh Wound. Then the attack's Damage is applied and resolved normally.

Log

Delaque (Shadow Humpers, L); +250 credits; Bionic Eye (D'Bright)

Delaque (Shadow Humpers, W); +250 credits;

Escher (Heartbreakers, L); +90 credits;

Cogs (Rustlords, W); +125 credits; +Miss Bandy (Rogue Doc)

Ratskins (Nymlings, W); +100 credits;

Delaque (Acme Inc, L); +85 credits;