Equipment and post-cycle actions

Printed pages 47–48 · PDF pages 49–50

From Escher Journal. Read this book’s lore. Readable tables and original source diagrams.

PDF page 49 Printed page 47

Equipment reference

Ranged weapons / Primitive weapons

Weapon SR LR Str AP L Traits Creds TP
Heavy wyld bow 18" 36" 4 -1 1 - - E
- acid arrows 18" 36" 4 -1 1 Ammo (4+), Blaze (5+) - E
- explosive arrows 18" 36" 3 -1 1 Ammo (4+), Blast (3"), Unstable - E
- multi-shot arrows 18" 36" 4 -1 1 Ammo (3+), Rapid Fire (1) - E
- poison arrows 18" 36" - - 1 Ammo (4+), Toxin (3+) - E
Wyld bow 9" 18" 3 - 1 Assault - E
- acid arrows 9" 18" 3 - 1 Ammo (4+), Assault, Blaze (5+) - E
- explosive arrows 9" 18" 2 - 1 Ammo (4+), Assault, Blast (3"), Unstable - E
- multi-shot arrows 9" 18" 3 - 1 Ammo (3+), Assault, Rapid Fire (1) - E
- poison arrows 9" 18" - - 1 Ammo (4+), Assault, Toxin (3+) - E
- smoke arrows 9" 18" - - - Ammo (3+), Blast (3"), Smoke - E
Heavy wyld bow
SR
18"
LR
36"
Str
4
AP
-1
L
1
Cr
-
TP
E
Traits -
Heavy wyld bow- acid arrows
SR
18"
LR
36"
Str
4
AP
-1
L
1
Cr
-
TP
E
Traits Ammo (4+), Blaze (5+)
Heavy wyld bow- explosive arrows
SR
18"
LR
36"
Str
3
AP
-1
L
1
Cr
-
TP
E
Traits Ammo (4+), Blast (3"), Unstable
Heavy wyld bow- multi-shot arrows
SR
18"
LR
36"
Str
4
AP
-1
L
1
Cr
-
TP
E
Traits Ammo (3+), Rapid Fire (1)
Heavy wyld bow- poison arrows
SR
18"
LR
36"
Str
-
AP
-
L
1
Cr
-
TP
E
Traits Ammo (4+), Toxin (3+)
Wyld bow
SR
9"
LR
18"
Str
3
AP
-
L
1
Cr
-
TP
E
Traits Assault
Wyld bow- acid arrows
SR
9"
LR
18"
Str
3
AP
-
L
1
Cr
-
TP
E
Traits Ammo (4+), Assault, Blaze (5+)
Wyld bow- explosive arrows
SR
9"
LR
18"
Str
2
AP
-
L
1
Cr
-
TP
E
Traits Ammo (4+), Assault, Blast (3"), Unstable
Wyld bow- multi-shot arrows
SR
9"
LR
18"
Str
3
AP
-
L
1
Cr
-
TP
E
Traits Ammo (3+), Assault, Rapid Fire (1)
Wyld bow- poison arrows
SR
9"
LR
18"
Str
-
AP
-
L
1
Cr
-
TP
E
Traits Ammo (4+), Assault, Toxin (3+)
Wyld bow- smoke arrows
SR
9"
LR
18"
Str
-
AP
-
L
-
Cr
-
TP
E
Traits Ammo (3+), Blast (3"), Smoke

Ranged weapons / Toxin weapons

Weapon SR LR Str AP L Traits Creds TP
Needle sniper 18" 36" - -2 1 Toxin (3+) - E
Repeater needle rifle 9" 18" - -1 1 Rapid Fire (1), Toxin (3+) - E
Needle sniper
SR
18"
LR
36"
Str
-
AP
-2
L
1
Cr
-
TP
E
Traits Toxin (3+)
Repeater needle rifle
SR
9"
LR
18"
Str
-
AP
-1
L
1
Cr
-
TP
E
Traits Rapid Fire (1), Toxin (3+)

Close combat weapons / Natural weapons

Weapon SR LR Str AP L Traits Creds TP
Sharpened claws E - - -1 1 Melee, Toxin (3+) - E
Sharpened claws
SR
E
LR
-
Str
-
AP
-1
L
1
Cr
-
TP
E
Traits Melee, Toxin (3+)

Close combat weapons / Repurposed tools

Weapon SR LR Str AP L Traits Creds TP
'Nox' servo-claw E - S+2 -1 1 Melee, Shred (5+) - E
'Nox' servo-claw
SR
E
LR
-
Str
S+2
AP
-1
L
1
Cr
-
TP
E
Traits Melee, Shred (5+)

Close combat weapons / Toxin weapons

Weapon SR LR Str AP L Traits Creds TP
Khimerix sting* E - - -1 1 Melee, Paired (2), Toxin (3+) - E
Khimerix sting*
SR
E
LR
-
Str
-
AP
-1
L
1
Cr
-
TP
E
Traits Melee, Paired (2), Toxin (3+)
PDF page 50 Printed page 48

PERSONAL EQUIPMENT

AUTO-CHEM

Exclusive A Fighter equipped with an auto-chem treats the Administer Dose action as a Free action.

MULTI-HARNESS

Exclusive When a multi-harness is equipped, any weapons equipped by the Fighter that have the Light trait also gain the Reliable trait.

SERVO-MEDICAE

Exclusive An Active Fighter equipped with a servo-medicae may perform the Auto-medicate action:

Auto-medicate (Free): When a Fighter performs this action, target either them or a friendly Active or Suppressed Fighter within 3" and make an Intelligence check for this Fighter. If the check is passed then the targeted Fighter regains 1 Wound lost earlier in the battle.

POST-CYCLE ACTIONS

DEATH RITES (CHYMIST CULT FIGHTER ONLY)

The Fighter attempts to convert a fellow gang member into a Death-Maiden. This action is resolved at the start of the Update Roster step. Select another Fighter in the same gang who is not already a Death-Maiden and has the Champion, Ganger, Leader or Prospect Subtype; the targeted Fighter may be one that suffered a Critical Injury or Memorable Death result on the Lasting Injury table this cycle, but they may not perform any Post-cycle Actions themselves or be targeted by the Medical Escort Post-cycle Action.

Pay 60 credits and make an Intelligence check for the Fighter performing the Post-cycle Action. If the check is failed then the targeted Fighter does not survive the attempt and must be deleted from the Gang Roster and their equipment placed into the gang's Stash. If the check was passed then they have been successfully converted into a Death-Maiden, gaining the following benefits:

  • All Lasting Injuries are removed from the Fighter.

  • Increase the Fighter's Toughness characteristic by 1.

  • The Fighter is now a Death-Maiden for all purposes; if they are equipped with weapons or wargear that they are no longer eligible to have they may keep them, but may not be equipped with any additional such equipment.

  • The Fighter changes their Type to Fighter (Champion, Loner).

  • The Fighter gains the Poison Blood special rule (see Necromunda Skirmish: Gangs of the Underhive page 37).