M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
6" | 3+ | 2+ | 3 | 3 | 2 | 2+ | 3 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
5+ | 5+ | 6+ | 6+ | 3 |
Armour: Mesh Armor
Mesh armour grants a 5+ save roll.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | E | - | 3+ - |
- | - | -1 | - |
This weapon can be used during close combat attacks
After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the defending fighter’s owning player can force the attacking player to re-roll one successful hit. If the defending fighter is armed with two Parry weapons, their owning player can force the attacking player to re-roll two successful hits instead.
Instead of making a wound roll for a Toxin attack, roll a D6. If the result is equal to or higher than the target’s Toughness, or is a natural 6, make an Injury roll for them (regardless of their Wounds characteristic). If the roll is lower than the target’s Toughness, they shrug off the toxin’s effects.
Wargear: Shock Whip, Combi-Weapon (Bolter/Needler), Chem-synth
Skills: Spring up, Step Aside
If this fighter is Pinned when they are activated, make an Initiative check for them. If the check is passed the fighter can make a Stand Up (Basic) action for free. If the check is failed, the fighter may still stand up, but it costs one action, as usual.
If the fighter is hit in close combat, the fighter can attempt to step aside. Make an Initiative check for them. If the check is passed, the attack misses. This skill can only be used once per enemy in each round or close combat – in other words, if an enemy makes more than one attack, the fighter can only attempt to step aside from one of them.
stdClass Object ( [ganger_id] => 1108588 [label_id] => [name] => Helene Cixous [type] => Queen [m] => 6 [ws] => 3 [bs] => 2 [s] => 3 [t] => 3 [w] => 2 [i] => 2 [a] => 3 [ld] => 5 [cl] => 5 [wil] => 6 [int] => 6 [cost] => 320 [xp] => 3 [kills] => 0 [advance_count] => 4 [equipment] => Array ( [0] => stdClass Object ( [name] => Shock Whip [qty] => 1 ) [1] => stdClass Object ( [name] => Stiletto Sword [qty] => 1 ) [2] => stdClass Object ( [name] => Combi-Weapon (Bolter/Needler) [qty] => 1 ) [3] => stdClass Object ( [name] => Chem-synth [qty] => 1 ) [4] => stdClass Object ( [name] => Mesh Armor [qty] => 1 ) ) [skills] => Array ( [0] => Spring up [1] => Step Aside ) [injuries] => Array ( ) [image] => [status] => Alive [notes] => Roll for Caryatid [datetime_added] => 2021-01-30 10:14:23 [datetime_updated] => 2021-11-05 23:03:45 [armour] => Array ( [0] => Mesh Armor ) [wargear] => Array ( [0] => Shock Whip [1] => Combi-Weapon (Bolter/Needler) [2] => Chem-synth ) [weapons] => Array ( [Stiletto Sword] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 3+
- [str] => - [d] => - [ap] => -1 [am] => - [traits] => Array ( [0] => Melee [1] => Parry [2] => Toxin ) [qty] => 1 [slug] => stiletto_sword ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
5" | 3+ | 3+ | 3 | 3 | 2 | 2+ | 2 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
7+ | 6+ | 7+ | 6+ | 7 |
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
6" | 12" | 1+ +2 |
3+ - |
5 | 2 | -1 | 5+ |
Ammunition is hard to come by for Scarce weapons, and as such they cannot be reloaded – once they run Out of Ammo, they cannot be used again during the battle.
Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
6" | 12" | 2+ +1 |
3+ - |
7 | 3 | -2 | 5+ |
Ammunition is hard to come by for Scarce weapons, and as such they cannot be reloaded – once they run Out of Ammo, they cannot be used again during the battle.
Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.
If the Ammo Symbol is rolled on the Firepower dice when attacking with this weapon, there is a chance the weapon will overheat in addition to needing an Ammo check. Roll a D6. On a 1, 2 or 3, the weapon suffers a catastrophic overload and the attacker is taken Out of Action. The attack is still resolved against the target. When using a grenade which is unstable, such as a plasma grenade, the Firepower dice does not need to be rolled because it is assumed that the Ammo symbol has been rolled and an Ammo check is made automatically. That being the case, the Unstable trait functions as normal and a test must be rolled.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
18" | 24" | 2+ +1 |
3+ - |
3 | 1 | - | 2+ |
Ammunition for this weapon is incredibly common. When reloading it, no Ammo check is required – it is automatically reloaded.
Wargear: Stiletto Knife, Hotshot Lasgun Pack
(Lasgun and Laspistol only)
At the expense of reliability, a lasgun or laspistol (not including las carbines, las sub-carbines or suppression lasers) can be fitted with a hotshot las pack, increasing its Strength to 4 and Armour Piercing to -1. However, the weapon loses the Plentiful trait and its Ammo value is reduced to 4+.
Skills: Spring up
If this fighter is Pinned when they are activated, make an Initiative check for them. If the check is passed the fighter can make a Stand Up (Basic) action for free. If the check is failed, the fighter may still stand up, but it costs one action, as usual.
stdClass Object ( [ganger_id] => 1130261 [label_id] => [name] => Mizo Gini [type] => Matriarch [m] => 5 [ws] => 3 [bs] => 3 [s] => 3 [t] => 3 [w] => 2 [i] => 2 [a] => 2 [ld] => 7 [cl] => 6 [wil] => 7 [int] => 6 [cost] => 195 [xp] => 7 [kills] => 0 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Stiletto Knife [qty] => 1 ) [1] => stdClass Object ( [name] => Plasma Pistol [qty] => 1 ) [2] => stdClass Object ( [name] => Lasgun [qty] => 1 ) [3] => stdClass Object ( [name] => Hotshot Lasgun Pack [qty] => 1 ) ) [skills] => Array ( [0] => Spring up ) [injuries] => Array ( ) [image] => [status] => Alive [notes] => [datetime_added] => 2021-02-20 12:55:17 [datetime_updated] => 2021-11-05 23:03:57 [armour] => Array ( ) [wargear] => Array ( [0] => Stiletto Knife [1] => Hotshot Lasgun Pack ) [weapons] => Array ( [Plasma Pistol - Low] => stdClass Object ( [rs] => 6" [rl] => 12" [as] => 1+
+2 [al] => 3+
- [str] => 5 [d] => 2 [ap] => -1 [am] => 5+ [traits] => Array ( [0] => Scarce [1] => Sidearm ) [qty] => 1 [slug] => plasma_pistol___low ) [Plasma Pistol - Max] => stdClass Object ( [rs] => 6" [rl] => 12" [as] => 2+
+1 [al] => 3+
- [str] => 7 [d] => 3 [ap] => -2 [am] => 5+ [traits] => Array ( [0] => Scarce [1] => Sidearm [2] => Unstable ) [qty] => 1 [slug] => plasma_pistol___max ) [Lasgun] => stdClass Object ( [rs] => 18" [rl] => 24" [as] => 2+
+1 [al] => 3+
- [str] => 3 [d] => 1 [ap] => - [am] => 2+ [traits] => Array ( [0] => Plentiful ) [qty] => 1 [slug] => lasgun ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
5" | 3+ | 2+ | 3 | 3 | 2 | 2+ | 2 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
6+ | 6+ | 6+ | 6+ | 5 |
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
6" | 12" | 0+ +2 |
2+ - |
5 | 2 | -1 | 5+ |
Ammunition is hard to come by for Scarce weapons, and as such they cannot be reloaded – once they run Out of Ammo, they cannot be used again during the battle.
Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
6" | 12" | 1+ +1 |
2+ - |
7 | 3 | -2 | 5+ |
Ammunition is hard to come by for Scarce weapons, and as such they cannot be reloaded – once they run Out of Ammo, they cannot be used again during the battle.
Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.
If the Ammo Symbol is rolled on the Firepower dice when attacking with this weapon, there is a chance the weapon will overheat in addition to needing an Ammo check. Roll a D6. On a 1, 2 or 3, the weapon suffers a catastrophic overload and the attacker is taken Out of Action. The attack is still resolved against the target. When using a grenade which is unstable, such as a plasma grenade, the Firepower dice does not need to be rolled because it is assumed that the Ammo symbol has been rolled and an Ammo check is made automatically. That being the case, the Unstable trait functions as normal and a test must be rolled.
Wargear: Power Knife
Skills: Spring up
If this fighter is Pinned when they are activated, make an Initiative check for them. If the check is passed the fighter can make a Stand Up (Basic) action for free. If the check is failed, the fighter may still stand up, but it costs one action, as usual.
stdClass Object ( [ganger_id] => 1108597 [label_id] => [name] => Julia Kristeva [type] => Matriarch [m] => 5 [ws] => 3 [bs] => 2 [s] => 3 [t] => 3 [w] => 2 [i] => 2 [a] => 2 [ld] => 6 [cl] => 6 [wil] => 6 [int] => 6 [cost] => 195 [xp] => 5 [kills] => 0 [advance_count] => 1 [equipment] => Array ( [0] => stdClass Object ( [name] => Plasma Pistol [qty] => 1 ) [1] => stdClass Object ( [name] => Power Knife [qty] => 1 ) ) [skills] => Array ( [0] => Spring up ) [injuries] => Array ( ) [image] => [status] => Alive [notes] => [datetime_added] => 2021-01-30 10:16:21 [datetime_updated] => 2021-11-05 23:04:02 [armour] => Array ( ) [wargear] => Array ( [0] => Power Knife ) [weapons] => Array ( [Plasma Pistol - Low] => stdClass Object ( [rs] => 6" [rl] => 12" [as] => 0+
+2 [al] => 2+
- [str] => 5 [d] => 2 [ap] => -1 [am] => 5+ [traits] => Array ( [0] => Scarce [1] => Sidearm ) [qty] => 1 [slug] => plasma_pistol___low ) [Plasma Pistol - Max] => stdClass Object ( [rs] => 6" [rl] => 12" [as] => 1+
+1 [al] => 2+
- [str] => 7 [d] => 3 [ap] => -2 [am] => 5+ [traits] => Array ( [0] => Scarce [1] => Sidearm [2] => Unstable ) [qty] => 1 [slug] => plasma_pistol___max ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
6" | 2+ | 3+ | 3 | 4 | 2 | 2+ | 3 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
8+ | 4+ | 7+ | 7+ | 2 |
Armour: Mesh Armor
Mesh armour grants a 5+ save roll.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | E | - | 2+ - |
- | - | -1 | - |
This weapon can be used during close combat attacks
After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the defending fighter’s owning player can force the attacking player to re-roll one successful hit. If the defending fighter is armed with two Parry weapons, their owning player can force the attacking player to re-roll two successful hits instead.
Instead of making a wound roll for a Toxin attack, roll a D6. If the result is equal to or higher than the target’s Toughness, or is a natural 6, make an Injury roll for them (regardless of their Wounds characteristic). If the roll is lower than the target’s Toughness, they shrug off the toxin’s effects.
Wargear: Chem-synth, Needle Pistol
Skills: Combat Virtuoso, Lightning Reflexes
stdClass Object ( [ganger_id] => 1249932 [label_id] => [name] => Corinne Boulain [type] => Deathmaiden [m] => 6 [ws] => 2 [bs] => 3 [s] => 3 [t] => 4 [w] => 2 [i] => 2 [a] => 3 [ld] => 8 [cl] => 4 [wil] => 7 [int] => 7 [cost] => 220 [xp] => 2 [kills] => 0 [advance_count] => 1 [equipment] => Array ( [0] => stdClass Object ( [name] => Stiletto Sword [qty] => 1 ) [1] => stdClass Object ( [name] => Chem-synth [qty] => 1 ) [2] => stdClass Object ( [name] => Mesh Armor [qty] => 1 ) [3] => stdClass Object ( [name] => Needle Pistol [qty] => 1 ) ) [skills] => Array ( [0] => Combat Virtuoso [1] => Lightning Reflexes ) [injuries] => Array ( ) [image] => [status] => Alive [notes] => [datetime_added] => 2021-05-24 7:03:44 [datetime_updated] => 2021-11-05 23:04:09 [armour] => Array ( [0] => Mesh Armor ) [wargear] => Array ( [0] => Chem-synth [1] => Needle Pistol ) [weapons] => Array ( [Stiletto Sword] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 2+
- [str] => - [d] => - [ap] => -1 [am] => - [traits] => Array ( [0] => Melee [1] => Parry [2] => Toxin ) [qty] => 1 [slug] => stiletto_sword ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
6" | 2+ | 3+ | 3 | 4 | 2 | 2+ | 3 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
8+ | 4+ | 7+ | 6+ | 5 |
Armour: Mesh Armor
Mesh armour grants a 5+ save roll.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | E | - | 2+ - |
- | - | -1 | - |
This weapon can be used during close combat attacks
After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the defending fighter’s owning player can force the attacking player to re-roll one successful hit. If the defending fighter is armed with two Parry weapons, their owning player can force the attacking player to re-roll two successful hits instead.
Instead of making a wound roll for a Toxin attack, roll a D6. If the result is equal to or higher than the target’s Toughness, or is a natural 6, make an Injury roll for them (regardless of their Wounds characteristic). If the roll is lower than the target’s Toughness, they shrug off the toxin’s effects.
Wargear: Chem-synth, Needle Pistol
Skills: Combat Virtuoso
stdClass Object ( [ganger_id] => 1376541 [label_id] => [name] => Vivienne Bobbette [type] => Deathmaiden [m] => 6 [ws] => 2 [bs] => 3 [s] => 3 [t] => 4 [w] => 2 [i] => 2 [a] => 3 [ld] => 8 [cl] => 4 [wil] => 7 [int] => 6 [cost] => 205 [xp] => 5 [kills] => 0 [advance_count] => 1 [equipment] => Array ( [0] => stdClass Object ( [name] => Stiletto Sword [qty] => 1 ) [1] => stdClass Object ( [name] => Chem-synth [qty] => 1 ) [2] => stdClass Object ( [name] => Mesh Armor [qty] => 1 ) [3] => stdClass Object ( [name] => Needle Pistol [qty] => 1 ) ) [skills] => Array ( [0] => Combat Virtuoso ) [injuries] => Array ( ) [image] => [status] => Alive [notes] => [datetime_added] => 2021-08-06 11:36:27 [datetime_updated] => 2021-11-05 23:04:18 [armour] => Array ( [0] => Mesh Armor ) [wargear] => Array ( [0] => Chem-synth [1] => Needle Pistol ) [weapons] => Array ( [Stiletto Sword] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 2+
- [str] => - [d] => - [ap] => -1 [am] => - [traits] => Array ( [0] => Melee [1] => Parry [2] => Toxin ) [qty] => 1 [slug] => stiletto_sword ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
6" | 4+ | 4+ | 2 | 3 | 1 | 3+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
9+ | 7+ | 9+ | 9+ | 9 |
Wargear: Wyld Bow, Explosive Arrows, Phelynx
stdClass Object ( [ganger_id] => 1108599 [label_id] => [name] => Simone de Beauvoir [type] => Wyld Runner [m] => 6 [ws] => 4 [bs] => 4 [s] => 2 [t] => 3 [w] => 1 [i] => 3 [a] => 1 [ld] => 9 [cl] => 7 [wil] => 9 [int] => 9 [cost] => 225 [xp] => 9 [kills] => 0 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Wyld Bow [qty] => 1 ) [1] => stdClass Object ( [name] => Explosive Arrows [qty] => 1 ) [2] => stdClass Object ( [name] => Phelynx [qty] => 3 ) ) [skills] => Array ( ) [injuries] => Array ( ) [image] => [status] => Alive [notes] => [datetime_added] => 2021-01-30 10:19:54 [datetime_updated] => 2021-11-05 23:05:20 [armour] => Array ( ) [wargear] => Array ( [0] => Wyld Bow [1] => Explosive Arrows [2] => Phelynx ) [weapons] => Array ( ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
5" | 4+ | 3+ | 3 | 3 | 1 | 3+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
7+ | 7+ | 7+ | 7+ | 4 |
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
18" | 24" | 2+ +1 |
3+ - |
3 | 1 | - | 2+ |
Ammunition for this weapon is incredibly common. When reloading it, no Ammo check is required – it is automatically reloaded.
stdClass Object ( [ganger_id] => 1108600 [label_id] => [name] => Antoinette Fouque [type] => Sister (Specialist) [m] => 5 [ws] => 4 [bs] => 3 [s] => 3 [t] => 3 [w] => 1 [i] => 3 [a] => 1 [ld] => 7 [cl] => 7 [wil] => 7 [int] => 7 [cost] => 75 [xp] => 4 [kills] => 0 [advance_count] => 1 [equipment] => Array ( [0] => stdClass Object ( [name] => Lasgun [qty] => 1 ) ) [skills] => Array ( ) [injuries] => Array ( ) [image] => [status] => Alive [notes] => [datetime_added] => 2021-01-30 10:20:25 [datetime_updated] => 2021-11-05 23:05:35 [armour] => Array ( ) [wargear] => Array ( ) [weapons] => Array ( [Lasgun] => stdClass Object ( [rs] => 18" [rl] => 24" [as] => 2+
+1 [al] => 3+
- [str] => 3 [d] => 1 [ap] => - [am] => 2+ [traits] => Array ( [0] => Plentiful ) [qty] => 1 [slug] => lasgun ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
5" | 4+ | 4+ | 3 | 3 | 1 | 3+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
7+ | 7+ | 7+ | 7+ | 6 |
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | E | - | 4+ - |
- | - | -1 | - |
This weapon can be used during close combat attacks
After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the defending fighter’s owning player can force the attacking player to re-roll one successful hit. If the defending fighter is armed with two Parry weapons, their owning player can force the attacking player to re-roll two successful hits instead.
Instead of making a wound roll for a Toxin attack, roll a D6. If the result is equal to or higher than the target’s Toughness, or is a natural 6, make an Injury roll for them (regardless of their Wounds characteristic). If the roll is lower than the target’s Toughness, they shrug off the toxin’s effects.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
8" | 16" | 3+ +1 |
4+ |
4 | 2 | - | 4+ |
If the hit roll for a weapon with the Knockback trait is equal to or higher than the target’s Strength, they are immediately moved 1" directly away from the attacking fighter. If the fighter cannot be moved the full 1" because of impassable terrain or another fighter, they move as far as possible and the attack’s Damage is increased by 1. If a Blast weapon has the Knockback trait, roll a D6 for each fighter that is hit. If the result is equal to or higher than their Strength, they are knocked back as described above – however, they are moved directly away from the centre of the Blast marker instead. If the centre of the Blast marker was over the centre of their base, roll a Scatter dice to determine which way they are moved. If a Melee weapon has the Knockback trait, the attacking fighter can choose to follow the target up, moving directly towards them after they have been knocked back to remain in base contact. If the attack was made across a barricade, the attacker cannot do this. If any part of the knocked back fighter's base crosses the edge of a platform, make an Initiative check. If this is failed, they will fall. If this is passed, they stop moving at the edge of the platform
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
4+ |
4+ |
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | 9" (S*3) |
- | 4+ - |
- | - | - | 4+ |
Despite being Wargear, grenades are treated as a special type of ranged weapon. A fighter equipped with grenades can throw one as a Shoot (Basic) action. Grenades do not have a Short range, and their Long range is determined by multiplying the fighter’s Strength by the amount shown. A fighter can only carry a limited number of grenades. The Firepower dice is not rolled when attacking with a grenade. Instead, after the attack has been resolved, an Ammo check is made automatically. If this is failed, grenades cannot be reloaded; the fighter has run out of that type of grenade and cannot use them for the remainder of the battle.
Smoke weapons do not cause hits on fighters – they do not cause Pinning and cannot inflict Wounds. Instead, mark the location where they hit with a counter. They generate an area of dense smoke, which 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 can move through the smoke, but it blocks line of sight, so attacks cannot be made into, out of or through it. In the End phase, roll a D6. On a 4 or less, the cloud dissipates and the counter is removed.
The weapon uses a Blast marker. As describe page 40
stdClass Object ( [ganger_id] => 1456451 [label_id] => [name] => Emanuelle Septe [type] => Sister [m] => 5 [ws] => 4 [bs] => 4 [s] => 3 [t] => 3 [w] => 1 [i] => 3 [a] => 1 [ld] => 7 [cl] => 7 [wil] => 7 [int] => 7 [cost] => 125 [xp] => 6 [kills] => 0 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Stiletto Sword [qty] => 1 ) [1] => stdClass Object ( [name] => Shotgun - Solid/Scatter [qty] => 1 ) [2] => stdClass Object ( [name] => Smoke Grenade [qty] => 1 ) ) [skills] => Array ( ) [injuries] => Array ( ) [image] => [status] => Alive [notes] => [datetime_added] => 2021-09-23 1:47:34 [datetime_updated] => 2021-11-05 23:05:55 [armour] => Array ( ) [wargear] => Array ( ) [weapons] => Array ( [Stiletto Sword] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 4+
- [str] => - [d] => - [ap] => -1 [am] => - [traits] => Array ( [0] => Melee [1] => Parry [2] => Toxin ) [qty] => 1 [slug] => stiletto_sword ) [Shotgun - Solid Ammo] => stdClass Object ( [rs] => 8" [rl] => 16" [as] => 3+
+1 [al] => 4+
[str] => 4 [d] => 2 [ap] => - [am] => 4+ [traits] => Array ( [0] => Knockback ) [qty] => 1 [slug] => shotgun___solid_ammo ) [Shotgun - Scatter Ammo] => stdClass Object ( [rs] => [rl] => [as] => 4+
[al] => 4+
[str] => [d] => [ap] => [am] => [traits] => Array ( ) [qty] => 1 [slug] => shotgun___scatter_ammo ) [Smoke Grenade] => stdClass Object ( [rs] => - [rl] => 9"
(S*3) [as] => - [al] => 4+
- [str] => - [d] => - [ap] => - [am] => 4+ [traits] => Array ( [0] => Grenade [1] => Smoke [2] => Blast(*) ) [qty] => 1 [slug] => smoke_grenade ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
5" | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
9+ | 8+ | 9+ | 8+ | 8 |
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
8" | 12" | 4+ +1 |
5+ - |
3 | 1 | - | 2+ |
Ammunition for this weapon is incredibly common. When reloading it, no Ammo check is required – it is automatically reloaded.
Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | 9" (S*3) |
- | 5+ - |
- | - | - | 5+ |
Despite being Wargear, grenades are treated as a special type of ranged weapon. A fighter equipped with grenades can throw one as a Shoot (Basic) action. Grenades do not have a Short range, and their Long range is determined by multiplying the fighter’s Strength by the amount shown. A fighter can only carry a limited number of grenades. The Firepower dice is not rolled when attacking with a grenade. Instead, after the attack has been resolved, an Ammo check is made automatically. If this is failed, grenades cannot be reloaded; the fighter has run out of that type of grenade and cannot use them for the remainder of the battle.
The weapon uses a Blast marker. As describe page 40
If a fighter is hit by a Flash weapon, no wound roll is made. Instead, make an Initiative check for the target. If it is failed, they are blinded. A blinded fighter loses their Ready marker; if they do not have a Ready marker, they do not gain a Ready marker at the start of the following round. Until the next time the fighter is activated, they cannot make any attacks other than reaction attacks, for which any hit rolls will only succeed on a natural 6.
Wargear: Stiletto Knife
stdClass Object ( [ganger_id] => 1108668 [label_id] => [name] => Simone Veil [type] => Little Sister [m] => 5 [ws] => 4 [bs] => 5 [s] => 3 [t] => 3 [w] => 1 [i] => 3 [a] => 1 [ld] => 9 [cl] => 8 [wil] => 9 [int] => 8 [cost] => 65 [xp] => 8 [kills] => 0 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Stiletto Knife [qty] => 1 ) [1] => stdClass Object ( [name] => Laspistol [qty] => 1 ) [2] => stdClass Object ( [name] => Photon Flash Grenade [qty] => 1 ) ) [skills] => Array ( ) [injuries] => Array ( ) [image] => [status] => Alive [notes] => [datetime_added] => 2021-01-30 11:28:49 [datetime_updated] => 2021-11-05 23:06:10 [armour] => Array ( ) [wargear] => Array ( [0] => Stiletto Knife ) [weapons] => Array ( [Laspistol] => stdClass Object ( [rs] => 8" [rl] => 12" [as] => 4+
+1 [al] => 5+
- [str] => 3 [d] => 1 [ap] => - [am] => 2+ [traits] => Array ( [0] => Plentiful [1] => Sidearm ) [qty] => 1 [slug] => laspistol ) [Photon Flash Grenade] => stdClass Object ( [rs] => - [rl] => 9"
(S*3) [as] => - [al] => 5+
- [str] => - [d] => - [ap] => - [am] => 5+ [traits] => Array ( [0] => Grenade [1] => Blast(5) [2] => Flash ) [qty] => 1 [slug] => photon_flash_grenade ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
5" | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
8+ | 8+ | 8+ | 8+ | 7 |
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
8" | 12" | 4+ +1 |
5+ - |
3 | 1 | - | 2+ |
Ammunition for this weapon is incredibly common. When reloading it, no Ammo check is required – it is automatically reloaded.
Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | 9" (S*3) |
- | 5+ - |
- | - | - | 5+ |
Despite being Wargear, grenades are treated as a special type of ranged weapon. A fighter equipped with grenades can throw one as a Shoot (Basic) action. Grenades do not have a Short range, and their Long range is determined by multiplying the fighter’s Strength by the amount shown. A fighter can only carry a limited number of grenades. The Firepower dice is not rolled when attacking with a grenade. Instead, after the attack has been resolved, an Ammo check is made automatically. If this is failed, grenades cannot be reloaded; the fighter has run out of that type of grenade and cannot use them for the remainder of the battle.
The weapon uses a Blast marker. As describe page 40
If a fighter is hit by a Flash weapon, no wound roll is made. Instead, make an Initiative check for the target. If it is failed, they are blinded. A blinded fighter loses their Ready marker; if they do not have a Ready marker, they do not gain a Ready marker at the start of the following round. Until the next time the fighter is activated, they cannot make any attacks other than reaction attacks, for which any hit rolls will only succeed on a natural 6.
Wargear: Stiletto Knife
stdClass Object ( [ganger_id] => 1116856 [label_id] => [name] => Marona Lafayette [type] => Little Sister [m] => 5 [ws] => 4 [bs] => 5 [s] => 3 [t] => 3 [w] => 1 [i] => 3 [a] => 1 [ld] => 8 [cl] => 8 [wil] => 8 [int] => 8 [cost] => 65 [xp] => 7 [kills] => 0 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Stiletto Knife [qty] => 1 ) [1] => stdClass Object ( [name] => Laspistol [qty] => 1 ) [2] => stdClass Object ( [name] => Photon Flash Grenade [qty] => 1 ) ) [skills] => Array ( ) [injuries] => Array ( ) [image] => [status] => Alive [notes] => [datetime_added] => 2021-02-06 11:33:43 [datetime_updated] => 2021-11-05 23:06:19 [armour] => Array ( ) [wargear] => Array ( [0] => Stiletto Knife ) [weapons] => Array ( [Laspistol] => stdClass Object ( [rs] => 8" [rl] => 12" [as] => 4+
+1 [al] => 5+
- [str] => 3 [d] => 1 [ap] => - [am] => 2+ [traits] => Array ( [0] => Plentiful [1] => Sidearm ) [qty] => 1 [slug] => laspistol ) [Photon Flash Grenade] => stdClass Object ( [rs] => - [rl] => 9"
(S*3) [as] => - [al] => 5+
- [str] => - [d] => - [ap] => - [am] => 5+ [traits] => Array ( [0] => Grenade [1] => Blast(5) [2] => Flash ) [qty] => 1 [slug] => photon_flash_grenade ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
5" | 5+ | 5+ | 2 | 3 | 1 | 3+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
7+ | 8+ | 8+ | 6+ | 1 |
Wargear: Needle Pistol
Skills: Fixer
In the Receive Rewards step of the post-battle sequence, as long as the fighter is not Captured or In Recovery, their gang earns an additional D3x10 credits. Note that they do not need to have taken part in the battle to gain this bonus.
stdClass Object ( [ganger_id] => 1130886 [label_id] => [name] => Ultimecia [type] => Apprentice Clan Chymist [m] => 5 [ws] => 5 [bs] => 5 [s] => 2 [t] => 3 [w] => 1 [i] => 3 [a] => 1 [ld] => 7 [cl] => 8 [wil] => 8 [int] => 6 [cost] => 75 [xp] => 1 [kills] => 0 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Needle Pistol [qty] => 1 ) ) [skills] => Array ( [0] => Fixer ) [injuries] => Array ( ) [image] => [status] => Alive [notes] => [datetime_added] => 2021-02-21 12:19:29 [datetime_updated] => 2021-11-03 21:30:07 [armour] => Array ( ) [wargear] => Array ( [0] => Needle Pistol ) [weapons] => Array ( ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
6" | 2+ | 3+ | 3 | 4 | 2 | 2+ | 3 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
8+ | 4+ | 7+ | 7+ | 7 |
Armour: Mesh Armor
Mesh armour grants a 5+ save roll.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | E | - | 2+ - |
- | - | -1 | - |
This weapon can be used during close combat attacks
After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the defending fighter’s owning player can force the attacking player to re-roll one successful hit. If the defending fighter is armed with two Parry weapons, their owning player can force the attacking player to re-roll two successful hits instead.
Instead of making a wound roll for a Toxin attack, roll a D6. If the result is equal to or higher than the target’s Toughness, or is a natural 6, make an Injury roll for them (regardless of their Wounds characteristic). If the roll is lower than the target’s Toughness, they shrug off the toxin’s effects.
Wargear: Chem-synth, Needle Pistol
Skills: Combat Virtuoso, Spring up
If this fighter is Pinned when they are activated, make an Initiative check for them. If the check is passed the fighter can make a Stand Up (Basic) action for free. If the check is failed, the fighter may still stand up, but it costs one action, as usual.
stdClass Object ( [ganger_id] => 1108598 [label_id] => [name] => Luce Irigaray [type] => Deathmaiden [m] => 6 [ws] => 2 [bs] => 3 [s] => 3 [t] => 4 [w] => 2 [i] => 2 [a] => 3 [ld] => 8 [cl] => 4 [wil] => 7 [int] => 7 [cost] => 220 [xp] => 7 [kills] => 0 [advance_count] => 1 [equipment] => Array ( [0] => stdClass Object ( [name] => Stiletto Sword [qty] => 1 ) [1] => stdClass Object ( [name] => Chem-synth [qty] => 1 ) [2] => stdClass Object ( [name] => Mesh Armor [qty] => 1 ) [3] => stdClass Object ( [name] => Needle Pistol [qty] => 1 ) ) [skills] => Array ( [0] => Combat Virtuoso [1] => Spring up ) [injuries] => Array ( ) [image] => [status] => Dead [notes] => [datetime_added] => 2021-01-30 10:16:49 [datetime_updated] => 2021-09-23 13:45:01 [armour] => Array ( [0] => Mesh Armor ) [wargear] => Array ( [0] => Chem-synth [1] => Needle Pistol ) [weapons] => Array ( [Stiletto Sword] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 2+
- [str] => - [d] => - [ap] => -1 [am] => - [traits] => Array ( [0] => Melee [1] => Parry [2] => Toxin ) [qty] => 1 [slug] => stiletto_sword ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
5" | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
8+ | 8+ | 8+ | 8+ | 1 |
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
6" | 12" | 3+ +2 |
5+ - |
3 | 1 | - | 4+ |
Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.
Ammunition for this weapon is incredibly common. When reloading it, no Ammo check is required – it is automatically reloaded.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | 9" (S*3) |
- | 5+ - |
- | - | - | 5+ |
Despite being Wargear, grenades are treated as a special type of ranged weapon. A fighter equipped with grenades can throw one as a Shoot (Basic) action. Grenades do not have a Short range, and their Long range is determined by multiplying the fighter’s Strength by the amount shown. A fighter can only carry a limited number of grenades. The Firepower dice is not rolled when attacking with a grenade. Instead, after the attack has been resolved, an Ammo check is made automatically. If this is failed, grenades cannot be reloaded; the fighter has run out of that type of grenade and cannot use them for the remainder of the battle.
The weapon uses a Blast marker. As describe page 40
If a fighter is hit by a Flash weapon, no wound roll is made. Instead, make an Initiative check for the target. If it is failed, they are blinded. A blinded fighter loses their Ready marker; if they do not have a Ready marker, they do not gain a Ready marker at the start of the following round. Until the next time the fighter is activated, they cannot make any attacks other than reaction attacks, for which any hit rolls will only succeed on a natural 6.
Wargear: Stiletto Knife
stdClass Object ( [ganger_id] => 1108601 [label_id] => [name] => Monique Wittig [type] => Little Sister [m] => 5 [ws] => 4 [bs] => 5 [s] => 3 [t] => 3 [w] => 1 [i] => 3 [a] => 1 [ld] => 8 [cl] => 8 [wil] => 8 [int] => 8 [cost] => 60 [xp] => 1 [kills] => 0 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Stiletto Knife [qty] => 1 ) [1] => stdClass Object ( [name] => Stub Gun [qty] => 1 ) [2] => stdClass Object ( [name] => Photon Flash Grenade [qty] => 1 ) ) [skills] => Array ( ) [injuries] => Array ( ) [image] => [status] => Dead [notes] => [datetime_added] => 2021-01-30 10:21:05 [datetime_updated] => 2021-08-06 23:37:01 [armour] => Array ( ) [wargear] => Array ( [0] => Stiletto Knife ) [weapons] => Array ( [Stub Gun] => stdClass Object ( [rs] => 6" [rl] => 12" [as] => 3+
+2 [al] => 5+
- [str] => 3 [d] => 1 [ap] => - [am] => 4+ [traits] => Array ( [0] => Sidearm [1] => Plentiful ) [qty] => 1 [slug] => stub_gun ) [Photon Flash Grenade] => stdClass Object ( [rs] => - [rl] => 9"
(S*3) [as] => - [al] => 5+
- [str] => - [d] => - [ap] => - [am] => 5+ [traits] => Array ( [0] => Grenade [1] => Blast(5) [2] => Flash ) [qty] => 1 [slug] => photon_flash_grenade ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1