Escher

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

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 acheive 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 Unweildy trait take up the space of two weapons.
  • A fighter does not start with Armor and the cost of Armor is not included in their profile.
  • 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 Hired 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

A starting 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.

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 10 Reputation (rounded down)
125 credits

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

Gang Fighters

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 cater to different play styles and strategies.

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.

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 gangs' 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. If the Escher Fumigator takes part in the battle, this Tactics Card must be played on her.

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.

300 credits

If a gang has a Luther Pattern Excavation Automata, aka an Ambot, they have a formidable robot that can both excavate among the detritus filled lower levels of the underhive, and also contribute in combat situations as a fearsome short ranged and hand to hand threat. Unlike many types of Hangers-on, Ambots confer no static bonus to their gang but are always available as fighters.

AmmoJack (0-1)
100 credits

If a gang has an Ammojack, its weapons are regularly serviced and their ammo stocks are carefully maintained. As such, fighters from the gang can re-roll any Ammo checks that roll a natural 1. The Ammojack does not have to take part in the battle for the gang to receive this bonus, but if they are not available for the battle (for example if they are In Recovery or have been Captured), the bonus does not apply.

50 credits

If a gang has a Bullet Farmer who is not in Recovery or Captured, the gang's player may gain an Extra Ammo Wargear item and add it to the card of a fighter in the gang's Crew.

75 credits

If the gang is the attacker in a scenario that includes an objective to destroy, or trapped loot boxes to capture, the Demolitionist may join the gang's Crew for that scenario.

Dome Runner (0-1)
50 credits

When a gang with Dome Runner gains or steals Turf they may add 2 for each available Dome Runner to the roll to determine whether the gang gains a new Special Territory.

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 more than one gang participating in the battle has a Ratskin Guide, they cancel one another out and none of the gangs gain any benefit from their Ratskin Guides for the upcoming battle.

Rogue Doc (0-2)
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.

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.

Outcasts 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

While most Ratskins avoid contact with outsiders, some live on the fringes of underhive society and are willing to hire out their services. Unlike many types of Hangers-on, Ratskin 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.


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.


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.