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Necromunda (2017)Expand Necromunda (2017)

Escher

Provided below are the house rules we use for Escher gangs.

Escher

House Escher is one of six Houses of Hive Primus on the hive world Necromunda, and have substantial positions in several other hive cities as well. The Escher have a reputation for cruelty and mercilessness, and are perhaps the most viciously venomous House, with a penchant for poisons.

House Escher is one of six Houses of Hive Primus on the hive world Necromunda, and have substantial positions in several other hive cities as well. The Escher have a reputation for cruelty and mercilessness, and are perhaps the most viciously venomous House, with a penchant for poisons.

But unlike the sneaking Delaque who compulsively skulk in the shadows even when a more open play would behoove them, the Escher are opportunistic and adaptable. They are subtle and stealthy when it suits them, but just as likely to be bold, arrogant, and ferocious. As a House they have repeatedly demonstrated a willingness to do whatever it takes to accomplish their goals, and they are never predictable.

Almost all Escher are female, making them unique and perhaps the most strikingly different of the Houses of Necromunda. The few Escher males are physical derelicts; shrivelled and imbecilic, perhaps due to a genetic defect in the House bloodline, or the after effects of a plague which many believe was the same as that which decimated the population of House Aranthus several centuries ago and ultimately led to its downfall. Escher society has long since developed to compensate for their imbalanced population (which is no longer seen as a disadvantage).

In the modern era House Escher has strong footing as the premier purveyors of chemical and biochemical substances of all kind, particularly poisons and combat drugs. Ironically, though the Escher and Goliath Houses are traditional rivals and enemies, its the Escher's labs that turn out the majority of the substances Goliaths need to achieve and maintain their grotesque size and strength. Additionally the Escher are a favorite of several Noble Houses, providing subcontracted ganger muscle to deal with things downhive that the 'ristos don't want to dirty their hands with.


Gang Composition

A Escher gang must follow these rules when it is founded, and when new fighters are added to the gang.

  • There must be one Leader (if the Leader is killed a new Leader must be selected).
  • There can be no more than two Champions, plus one for every full 10 Reputation the gang has.
  • The total combined number of Prospects, Specialists, Gangers, and Juves in the gang must be equal to or higher than the total number of other fighters in the gang, not counting Hangers-on or Hive Scum.
  • When a starting gang is founded up to one Ganger may be promoted to become a Specialist. A Specialist picks a Primary Skill and their Rating is increased by +10. Additionally, Specialists may carry a Special Weapon. During campaign play, additional Gangers and Juves may become Specialists as they gain advances.
  • A fighter may be equipped with a maximum of three weapons. Weapons with the Unwieldy trait take up the space of two weapons.
  • Armor is not included in fighter profiles or cost, but can be purchased separately and equipped on a fighter if their Equipment Access allows it.
  • A fighter allowed Armor may be equipped with no more than one kind of Armor.
  • A fighter allowed Grenades may be equipped with no more than two different kinds of Grenades.
  • A fighter allowed Wargear can carry any amount of Wargear.
  • A gang may hire as many Mercs as they can afford, while observing the total number of Gangers restriction described above.
  • A gang may hire a maximum of one Hangers-on plus one for every full 5 points of Reputation the gang has.
  • A gang may hire up to five Hive Scum to fight in one battle.
  • A gang may hire up to one Bounty Hunter to fight in one battle (if certain criteria are met).

Fighters

An Escher gang is made up of the following types of fighters.

Leader

Every House gang has one Leader. If the Leader is killed a new Leader will replace them from among the gang's fighters, if any are eligible.

150 credits

Escher Gang Queens are ferocious and cunning, mentally and physically nimble, and adept at managing difficult situations (and personalities) no matter how high the stakes or contentious the situation.

Champions

A starting House gang can have up to two Champions, but any mix of the following Champion types is allowed. For instance a gang could have two Deathmaidens, or two Matriarchs, or one of each, or none at all. During campaign play, as the gang gains Reputation additional Champion slots will become available; new Champions can be hired directly or you can promote Specialists, Prospects, or Mercs to fill the available Champion slots.

Note that because an Escher gang can only have up to two Deathmaidens total and Gang Queens and Matriarchs can become Deathmaidens if they would otherwise be killed if a Deathmaiden slot is available, when making a new gang it may be prudent to leave at least one Deathmaiden slot open.

Escher Deathmaiden (0-1); + 1 per 1 Rise Again conversion
160 credits

Escher Deathmaidens are fallen Escher heroes who have been revived and reanimated via toxic biochemical concoctions. Not quite dead but not entirely alive either, they exist in a macabre state of altered consciousness and arrested decay.

Escher Matriarch (0-2); + 1 per 5 Escher Henchmen
125 credits

Matriarchs are fearsome warriors and important lieutenants for their gang's leader.

Henchmen

The backbone of any House gang is made up of Prospects, Specialists, Gangers, and Juves. In campaign play an important consideration is that Gangers and Juves are more economical but Advance as Henchmen while Specialists and Prospects Advance as Heroes. Each type of fighter offers pros and cons, and caters to different play styles and strategies.

Escher Wyldrunner (0-1); + 1 per 1 Deathmaiden
75 credits

Escher Wyldrunners are reckless underhive explorers and beast wranglers, skilled at traversing unstable ruins seeking long buried relics and exploitable resources. Additionally, Wyldrunners are often accompanied by venomous cat-lizard hybrid pets known as Phelynx.

Escher Specialist (0-1); + unlimited via Promotion
50 credits

Specialists have made a name for themselves and may one day ascend to the upper echelons of their gang.

Escher Gang Sister (unlimited)
35 credits

Gangers are the backbone of most gangs, who do the often unglamorous but necessary work to advance their leader's schemes.

Escher Little Sister (0-2); + 1 per 1 Matriarch
10 credits

Juves are young House members struggling to find acceptance and make a name for themselves.

Special

An Escher gang can hire up to three (3) Phyrr Cats, felinoid 'pets' conditioned and trained to serve and protect their masters. They count as Gangers for purposes of Gang Composition and are quite ferocious but do not gain experience, and thus never get any better.

Phyrr Cat (0-3)
75 credits

Phyrr Cats are large felinoid beasts much favored as 'pets' by some members of the Underhive, particularly members of House Escher.

Hangers-on

Hangers-on grant a gang that can afford them certain advantages, such as rogue docs who can save a grievously injured gang member, or an ammojack who keeps a gang's weapons in tip-top shape. A starting gang may only hire up to one hangers-on, but in campaign play the gang gains an additional hangers-on slot for every 5 full points of Reputation the gang has. If the gang loses Reputation they may keep any hangers-on they purchased previously.

Exclusive Hangers-on

150 credits

If a gang has an Escher Fumigator who is not in Recovery or Captured, the gang's player gains a Gas Trap Tactics Card to use in the battle in addition to any other Tactics Cards available to them.

Standard Hangers-on

Acquirer (0-1)
50 credits

During the Pre-Battle Sequence immediately after Crews have been selected, if a gang has an Acquirer who is not in Recovery or Captured, the gang's player may purchase an item of up to 2D6 Rarity from the Trading Post (with a D3 x 5 credit discount) and add it to the fighter card of an eligible fighter in the gang's Crew.

Ammojack (0-1)
125 credits

An Ammojack makes sure ammunition is plentiful and weapons are well-maintained. If the Ammojack is not in Recovery or Captured, fighters from the gang can re-roll any Ammo checks that roll a natural 1. The Ammojack does not have to be part of the Crew or on the battlefield for the gang to receive this bonus.

Dome Runner (0-2)
50 credits

When a gang with Dome Runner gains or steals Territory they may add 1 for each available Dome Runner to the roll to determine whether the gang gains a new Special Territory.

Informant (0-1)
75 credits

Informants are snitches who dig up and sell information to interested parties. They blend in with the general populace or use stealth to get in and out of places to acquire valuable secrets and objects. If a gang has an Informant on their roster who is not in Recovery or Captured, the gang's player gains a Seize the Initiative Tactics Card to use in the battle in addition to any other Tactics Cards available to them. This benefit is gained even if the Informant is not part of the gang's Crew for the battle.

100 credits

If this gang has a Ratskin Guide who is not Captured or in Recovery, during the Determine Scenario step of the Pre-Battle Sequence if the selected Scenario does not dictate that it must be fought as either a Sector Mechanicus or Zone Mortalis battle, this gang's player may select which they prefer. Additionally, if the selected scenario has an attacker and defender, this gang's controller may choose whether their gang will attack or defend. However, if the opposing gang has one or more Ratskin fighters on their roster that are not Outcasts, in Recovery, or Captured, the Ratskin Guide sits this one out and their gang gains no benefit from them in the upcoming battle.

Rogue Doc (0-3)
50 credits

During the Post-Battle Sequence a 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.

125 credits

Orlock, Goliath, Van Saar, and Void Baron gangs may hire a Squat Demolitionist as a Hangers-on. A gang may have either a Squat Demolitionist or a Demolitionist, not both. If a gang has a Squat Demolitionist on retainer, the gang may call upon them for assistance when something needs to be blown up or defused.

150 credits

Spanners are able hands with their spudjackers, both for the dismantling of scrap and for knocking heads in. A Spanner who is not in Recovery or Captured may join their gang's Crew.

Outcast Hangers-on

150 credits

Unlike many types of Hangers-on, Cawdor Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery. However, it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle and if this amount is not paid they are removed from the gang's roster immediately.

150 credits

Unlike many types of Hangers-on, Delaque Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery. However, it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle and if this amount is not paid they are removed from the gang's roster immediately.

150 credits

Unlike many types of Hangers-on, Orlock Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery. However, it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle and if this amount is not paid they are removed from the gang's roster immediately.

150 credits

Unlike many types of Hangers-on, Van Saar Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery. However, it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle and if this amount is not paid they are removed from the gang's roster immediately.


Campaign

House Gangs are allowed in most campaign types, though House Gang specific guidelines may apply. Players should consult the Arbitrator or campaign write up to determine what restrictions, exceptions, or guidelines might apply to this type of gang.

Special Territory

In campaigns that use Territories, Escher gangs start with a Chem Pit.

Chem Pit: When the gang collects income, for each Chem Pit the gang controls the controlling player can choose an available Ganger or a Juve from their gang to work the chem pit and then roll 2D6. If the result is a double (double 1's, double 2's, etc), the fighter suffers a mishap; make a Lasting Injury roll for that fighter. Otherwise multiply the result by 5 and add that many credits to the gang's Stash immediately. If the gang has any Captives, one can be sent into the mines in place of a Ganger or Juve.
Chem Pit: Collect Income step: per Chem Pit send 1 Ganger/Juve/Captive and roll 2D6: Doubles = Fighter suffers Lasting Injury. Else add (Result x 5) credits to the gang's Stash immediately.

Escher Gang Equipment List

The following list shows all of the items available to this kind of gang, organized by category, and with columns for each of this kind of gang's Hero and Henchmen types. An item from this list can be purchased as a Common item for a given type of fighter at the cost listed in the corresponding column. These costs can differ from the Trading Post costs.

If no cost is listed in a fighter type column for a given item, that kind of fighter does not have Common access to that kind of item. They might still be able to use that kind of item if one is acquired by other means, but only if that type of fighter has no restrictions on Equipment Access.

Armor
ItemGang Queen / MatriarchDeathmaidenWyldrunnerSpecialistGang SisterLittle Sister
Fighting Harness101010101010
Flak Armor555555
Makeshift Armor--10--10
Mesh Armor202020202020
Weapons (CCWs)
ItemGang Queen / MatriarchDeathmaidenWyldrunnerSpecialistGang SisterLittle Sister
Chainsword35-35353535
Club5-5555
Fighting Claw-2020---
Fighting Knife101010101010
Flail20--2020-
Impaling Sword252525252525
Knife555555
Knuckleduster-----10
Power Sword45--4545-
Shockbaton50-50505050
Shockglove15--151515
Shock Sword35-35353535
Shockwhip45-45454545
Stiletto Knife202020202020
Stiletto Sword353535353535
Sword1515-151515
Venomous Odachi-55----
Weapons (Pistols)
ItemGang Queen / MatriarchDeathmaidenWyldrunnerSpecialistGang SisterLittle Sister
Autopistol10-10101010
Suppressed Autopistol20-20202020
Bolt Pistol (Locke Pattern)20-20202020
Hand Bow--5---
Laspistol51055510
Needle Pistol252525252525
Pistol-----5
Plasma Pistol5055505050-
Shock Pistol202020202020
Stub Pistol10-10101010
Needle Pistol (Master Crafted)5050-5050-
Weapons (Basic)
ItemGang Queen / MatriarchDeathmaidenWyldrunnerSpecialistGang SisterLittle Sister
Autogun15--1515-
Bolter (Locke Pattern)40--4040-
Bow [No Ammo]--15---
Crossbow--10---
Javelins--5---
Lasgun10--1010-
Needle Rifle40--4040-
Scattergun15--1515-
Shotgun [No Ammo]30--3030-
Weapons (Specials)
ItemGang Queen / MatriarchDeathmaidenWyldrunnerSpecialistGang SisterLittle Sister
Assault Rifle45--45--
Chem-Thrower130--130--
Combi (Bolter / Needler)95--95--
Longbow [No Ammo]--25---
Plasma Gun100--100--
Shockgun50-5050--
Slingshot--5---
Sniper Rifle (Long-las)60--60--
Sniper Rifle (Needler)60--60--
Throwing Daggers10101010--
Throwing Daggers (Poisoned)10101010--
Weapons (Heavies)
ItemGang Queen / MatriarchDeathmaidenWyldrunnerSpecialistGang SisterLittle Sister
Heavy Plasma Cannon205-----
Heavy Stubber135-----
Grenades
ItemGang Queen / MatriarchDeathmaidenWyldrunnerSpecialistGang SisterLittle Sister
Choke Gas Grenades404040404040
Frag Grenades30--303030
Scare Gas Grenades4545-454545
Smoke Bombs-2525---
Toxic Goo Grenades-20----
Plasma Grenades50--5050-
Bionics
ItemGang Queen / MatriarchDeathmaidenWyldrunnerSpecialistGang SisterLittle Sister
Biobooster25-25252525
Bionic Actuators30--303030
Bionic Arm45-45454545
Bionic Cogitator60--606060
Bionic Eye50-50505050
Bionic Leg60-60606060
Bionic Upgrades40--404040
Servo-fist95--9595-
Skinblade15-15151515
Skullchip25-25252525
Wargear
ItemGang Queen / MatriarchDeathmaidenWyldrunnerSpecialistGang SisterLittle Sister
AE stash10-10101010
Armored Undersuit-15----
Biostim10-10101010
Chem-Synth101010101010
Drop Rig10--1010-
Extra Ammo10-10101010
Filter Plugs555555
Frenzon stash1010101010-
Gas Trap20--2020-
Hands-free Lumens101010101010
Impressive Headgear-25----
Medicae Kit25--2525-
Meds stash5--555
Monocle15-15151515
Photo-goggles-20----
Respirator10-10101010
Scary Mask-10----
Second Best555555
Shades555555
Strip Kit15-151515-
Tactical Trenchcoat202020202020
Digilasers-40----

Escher Tactics Cards

An Escher gang may select Tactics Cards from the Escher Tactics Cards list by default, though campaign and / or scenario-specific guidelines may modify this.

Acrobatic Charge ( ≠ )  ~Gamma~

You may play this card when one of your gang's fighters declares a Charge.

This fighter may treat Difficult Terrain, obstacles that are up to 3'' tall, pitfalls, and other fighters as if they were clear terrain while moving during this Charge. The fighter must end their move with their base not overlapping anything.

Adrenaline Surge ~Beta~

You may play this card when activating a fighter.

The currently activating fighter can make one additional action this turn.

A New Strain ~Beta~

You may play this card when one of your gang's fighters has made an attack with a weapon that has the Gas trait.

Each time you roll to determine if a fighter hit by this attack is affected by the Gas trait, you may roll an extra dice and discard one of the dice before determining the result.

Counter-Charger ~Beta~

You may play this card to interrupt an enemy fighter's action when that fighter Engages one of your gang's fighters.

Select one of your gang's Active and Readied fighters; that fighter gains the Counter-Charge skill for the remainder of this battle. They may use the skill immediately.

Gas Trap ~Gamma~

You may play this card when activating a fighter.

Add a Gas Trap to the activating fighter's card.

Hidden Ductway ( Ω )  ~Gamma~

You may play this card at the start of your turn immediately before activating a fighter.

You may place an unused Ductway marker anywhere on the board, following the normal rules for placing a ductway.
    After resolving this card, you can discard a different Tactics Card to return this card to your hand.

Pew-pew ~Beta~

You may play this card at the beginning of any round.

For the duration of the round, all varieties of las weapons (lasgun, laspistol, long-las, carbine lasgun, etc) gain +6'' Long Range and may use their Short Range bonus at both Short and Long Range.

Put Them Down! ~Beta~

You may play this at the end of any Action phase.

Each of this gang's Active fighters may make a free Coup de Grace action against a Seriously Injured enemy fighter within 3'' of themselves, if any.

Return To Sender ~Beta~

You may play this card to interrupt another fighter's action when a Grenade with the Blast or Smoke traits lands within 1'' of one of your fighters.

Your fighter manages to catch the Grenade and throw it away. The fighter must immediately make a ranged attack using the Grenade's profile. After this ranged attack is resolved, the interrupted fighter resumes their activation.

Run while you still can! ~Alpha~

You may play this card immediately after an enemy gang fails a Bottle Test, targeting that gang.

The fighters of the targeted enemy gang must each make a Cool check now with a -1 modifier; fighters who fail their check flee the battlefield. This is in addition to the normal check made at the start of the next Action phase.

Scrag ~Gamma~

You may play this card when one of your gang's fighters would inflict a Flesh Wound on an enemy fighter in close combat.

This fighter instead inflicts D3+1 Flesh Wounds on the enemy fighter.
    After resolving this card, you can discard a different Tactics Card to return this card to your hand.

Sharpened Daggers ~Beta~

You may play this card at the beginning of any round.

For the duration of the round, all varieties of knife or dagger (knife, fighting knife, stiletto knife, etc) have their Strength, Armor Piercing, and Damage increased by 1.

Side by Side ~Beta~

You may play this card to interrupt an enemy fighter's action when that enemy fighter moves into base contact with one of your gang's fighters.

Any of your gang's Active fighters who are within 6'' of the enemy fighter may be moved so that they are in base contact with that enemy fighter if it is possible for them to do so. The enemy fighter's action then resumes.

Siren Howls ~Gamma~

You may play this card at the beginning of any round, before rolling for Priority.

For the remainder of this round, Escher Leader, Champion, Prospect, Juve, and Ganger fighters, and any Hired Guns represented by an Escher model, gain +1 on all Cool checks. All other fighters take a -1 penalty on all Cool checks.

Sterner Stuff ~Gamma~

You may play this card instead of activating a fighter.

Each of your gang's fighters who is Broken may make a Rally check immediately with a +2 bonus.
    After resolving this card, you can discard a different Tactics Card to return this card to your hand.

Stealthy Advance ~Alpha~

You may play this card at the start of any round.

Up to half of your fighters on the battlefield (rounding up) may make a Standard Move immediately.

Swingline ( ≠ )  ~Gamma~

You may play this card when one of your gang's fighters who is allowed to use wargear is falling.

The fighter stops falling. You may set up the fighter anywhere on the battlefield that is within 12'' of where they began their fall and not behind an obstruction; as part of this movement the fighter may go up or down levels and can engage enemy fighters by moving into base contact with them in which case they are considered to be charging.

Three-Point Landing ( ≠ )  ~Gamma~

You may play this card when one of your gang's fighters falls.

The fighter lands safely and does not take a hit. The fighter is not Pinned, and if they have any actions to take they may take them.
    After resolving this card, you can discard a different Tactics Card to return this card to your hand.

Tunnel Runners ( Ω )  ~Alpha~

You may play this card at the start of any round.

For the duration of this round all of your gang's fighters may move through pitfalls and ductways as though they were clear terrain. They cannot end their turn on them.

Ultra-Violence ~Alpha~

You may play this card at the start of any round.

For the duration of the round, all of your gang's fighters on the battlefield gain the Rain of Blows skill.