House Escher
House Escher Gang List
A House Escher gang follows all the usual restrictions and guidelines for creating a gang.
Additional Rules
Fighters
Escher Gang Queen (Leader)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 3+ | 3 | 3 | 2 | 2+ | 3 | 5+ | 5+ | 6+ | 7+ |
Skills: 1 Primary skill (chosen)
Special Rules: Gang Leader, Gang Hierarchy (Leader), Group Activation (2) Gang Leader: A House Escher Gang must always include a single fighter with this special rule: Gang Hierarchy (Leader): During a battle, once this fighter's gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Escher fighters that are within 12" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play this fighter may perform post-battle actions. Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Group Activation (2): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Escher fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation': Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. Skills: When recruited, an Escher Gang Queen may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter's credits value. An Escher Gang Queen may purchase weapons and Wargear from the Escher Gang Queen equipment list:Special Rules
Skill Access
Equipment
Escher Gang Queen Equipment List
Weapons
Item Credits BASIC WEAPONS Autogun 15 Boltgun 55 Lasgun 5 Sawn-off shotgun 15 Shotgun with solid & scatter ammo 30 - Acid ammo +15 Throwing knives 5 PISTOLS Combi-pistol (bolt pistol/needle pistol) 60 Autopistol 10 Laspistol 10 Plasma pistol 50 Needle pistol 25 Hand flamer 75 Stub gun 5 - Dumdum rounds +5 SPECIAL WEAPONS Combi-weapon (bolter/flamer) 180 Combi-weapon (bolter/needler) 80 Combi-weapon (bolter/meltagun) 170 Combi-weapon (bolter/plasma gun) 115 Flamer 140 Grenade launcher with frag & krak grenades 55 - Smoke grenades +15 Needle rifle 35 'Nightshade' chem-thrower 135 Meltagun 135 Plasma gun 100 HEAVY WEAPONS Heavy stubber* 130 Plasma cannon* 130 CLOSE COMBAT WEAPONS Chainaxe 30 Chainsword 25 Fighting knife 15 Power knife 25 Power hammer 45 Power sword 45 Servo claw 35 Shock whip 25 - Master-crafted +10 Stiletto knife 20 Stiletto sword 30 - Master-crafted +10 Wargear
Item Credits GRENADES Choke gas grenades 45 Frag grenades 30 Krak grenades 45 Photon flash grenades 15 Scare gas grenades 40 Smoke grenades 15 Stun grenades 25 ARMOUR Carapace armour - Light 80 Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Armoured undersuit 25 Chem-synth 15 Drop rig 10 Escher Cutter 85 Filter plugs 10 Photo-goggles 35 Respirator 15 Skinblade 10 WEAPON ACCESSORIES Gunshroud (Basic Weapons & Pistols only) 20 Hotshot las pack (Lasgun & Laspistol only) 20 Las-projector (Pistols, Basic & Special Weapons only) 35 Suspensor (Heavy Weapons only) 60 STATUS ITEMS: EXOTIC BEASTS 0-2 Phyrr Cat 120
RAW ✔️ House of Blades, p32; The Aranthian Succession – Cinderak Burning, p106
Escher Gang Matriarch (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 3+ | 3 | 3 | 2 | 2+ | 2 | 6+ | 6+ | 6+ | 6+ |
Skills: 1 Primary skill (chosen)
Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1) Gang Hierarchy (Champion): During a battle, once this fighter's gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Escher fighters that are within 6" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play this fighter may perform post-battle actions. Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Group Activation (1): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Escher fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation': Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. Skills: When recruited, an Escher Gang Matriarch may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter's credits value. An Escher Gang Matriarch may purchase weapons and Wargear from the Escher Gang Matriarch equipment list:Special Rules
Skill Access
Equipment
Escher Gang Matriarch Equipment List
Weapons
Item Credits BASIC WEAPONS Autogun 15 Boltgun 55 Lasgun 5 Sawn-off shotgun 15 Shotgun with solid & scatter ammo 30 - Acid ammo +15 Throwing knives 5 PISTOLS Combi-pistol (bolt pistol/needle pistol) 60 Autopistol 10 Laspistol 10 Plasma pistol 50 Needle pistol 25 Hand flamer 75 Stub gun 5 - Dumdum rounds +5 SPECIAL WEAPONS Combi-weapon (bolter/flamer) 180 Combi-weapon (bolter/needler) 80 Combi-weapon (bolter/meltagun) 170 Combi-weapon (bolter/plasma gun) 115 Flamer 140 Grenade launcher with frag & krak grenades 55 - Smoke grenades +15 Needle rifle 35 'Nightshade' chem-thrower 135 Meltagun 135 Plasma gun 100 HEAVY WEAPONS Heavy stubber* 130 Plasma cannon* 130 CLOSE COMBAT WEAPONS Chainsword 25 Fighting knife 15 Power knife 25 Power hammer 45 Power sword 45 Servo claw 35 Shock whip 25 - Master-crafted +10 Stiletto knife 20 Stiletto sword 30 - Master-crafted +10 Wargear
Item Credits GRENADES Choke gas grenades 45 Frag grenades 30 Krak grenades 45 Photon flash grenades 15 Scare gas grenades 40 Smoke grenades 15 Stun grenades 25 ARMOUR Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Armoured undersuit 25 Chem-synth 15 Drop rig 10 Escher Cutter 85 Filter plugs 10 Photo-goggles 35 Respirator 15 Skinblade 10 WEAPON ACCESSORIES Gunshroud (Basic Weapons & Pistols only) 20 Hotshot las pack (Lasgun & Laspistol only) 20 Las-projector (Pistols, Basic & Special Weapons only) 35 Suspensor (Heavy Weapons only) 60 STATUS ITEMS: EXOTIC BEASTS 0-2 Phyrr Cat 120
RAW ✔️ House of Blades, p34; The Aranthian Succession – Cinderak Burning, p106
Escher Death-Maiden (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 2+ | 3+ | 3 | 4 | 2 | 2+ | 3 | 8+ | 4+ | 7+ | 7+ |
Skills: 1 Primary skill (chosen)
Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Poison Blood Gang Hierarchy (Champion): During a battle, once this fighter's gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Escher fighters that are within 6" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play this fighter may perform post-battle actions. Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Poison Blood: Weapons wielded by this fighter that have the Toxin trait are more potent than normal. When this fighter uses a weapon with the Toxin trait, if they roll a natural 1 on the D6 when rolling against the target's Toughness, they may re-roll the D6. Skills: When recruited, an Escher Death-maiden may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter's credits value. An Escher Death-maiden may purchase weapons and Wargear from the Escher Death-maiden equipment list:Special Rules
Skill Access
Equipment
Escher Death-Maiden Equipment List
Weapons
Item Credits BASIC WEAPONS Throwing knives 5 PISTOLS Laspistol 10 Plasma pistol 50 Needle pistol 25 Hand flamer 75 CLOSE COMBAT WEAPONS Chainsword 25 Fighting knife 15 Power knife 25 Power sword 45 Shock whip 25 Stiletto knife 20 Stiletto sword 30 Venom claw 30 Wargear
Item Credits GRENADES Choke gas grenades 45 Photon flash grenades 15 Scare gas grenades 40 Smoke grenades 15 ARMOUR Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Armoured undersuit 25 Chem-synth 15 Drop rig 10 Escher Cutter 85 Filter plugs 10 Photo-goggles 35 Respirator 15 Skinblade 10 STATUS ITEMS: EXOTIC BEASTS 0-2 Phyrr Cat 120
RAW ✔️ House of Blades, p36; The Aranthian Succession – Cinderak Burning, p106
Escher Wyld Runner (Prospect)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4+ | 4+ | 2 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 9+ | 9+ |
Special Rules: Tools of the Trade, Gang Fighter (Prospect), Promotion (Escher Gang Matriarch), Hot-headed, Fast Learner Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Gang Fighter (Prospect): Fighters with this special rule form the backbone of House Escher gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. Gang Fighter (Prospect): Fighters with this special rule form the backbone of House Escher gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. Promotion (Escher Gang Matriarch): If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become an Escher Gang Matriarch. When a fighter is promoted in this way, they will from now on count as an Escher Gang Matriarch for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Promotion (Escher Gang Matriarch), Gang Fighter (Prospect), Hot-headed and Fast Learner special rules and gain all the special rules associated with an Escher Gang Matriarch. Note that, when a fighter is promoted in this way, an appropriate model should be used to represent their new category and type. Hot-headed: Fighters with this special rule have much to prove and often act on impulse alone, hoping to impress their superiors. Consequently, older and wiser fighters expect them to be short-lived. Should a fighter with this special rule be Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do not have to take a Nerve test, unless they also have this special rule. Fast Learner: During campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. An Escher Wyld Runner may purchase weapons and Wargear from the Escher Wyld Runner equipment list:Special Rules
Skill Access
Equipment
Escher Wyld Runner Equipment List
Weapons
Item Credits BASIC WEAPONS Throwing knives 5 Wyld bow 10 - Poison arrows +25 - Explosive arrows +20 - Acid arrows +20 PISTOLS Laspistol 10 Stub gun 5 - Dumdum rounds +5 CLOSE COMBAT WEAPONS Chainsword 25 Fighting knife 15 Power knife 25 Stiletto knife 20 Whip 15 Wargear
Item Credits GRENADES Choke gas grenades 45 Frag grenades 30 Krak grenades 45 Photon flash grenades 15 Scare gas grenades 40 Smoke grenades 15 Stun grenades 25 ARMOUR Flak armour 10 PERSONAL EQUIPMENT Chem-synth 15 Drop rig 10 Escher Cutter 85 Filter plugs 10 Photo-goggles 35 Respirator 15 Skinblade 10 STATUS ITEMS: EXOTIC BEASTS 0-3 Phelynx 50
RAW ✔️ House of Blades, p38; The Aranthian Succession – Cinderak Burning, p106
Escher Gang Sister (Ganger)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 7+ | 7+ | 7+ | 7+ |
Special Rules: Gang Fighter (Ganger), Promotion (Escher Specialist), Tools of the Trade (Escher Specialist only) Gang Fighter (Ganger): Fighters with this special rule form the backbone of House Escher gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. Promotion (Escher Specialist): When the gang is founded, a single Escher Gang Sister can be promoted to become an Escher Specialist. During Campaign play, additional Escher Gang Sisters may become Escher Specialists by spending Experience (XP), as described in the campaign rules. An Escher Specialist gains the Tools of the Trade special rule, may purchase Special weapons, and may spend XP to gain additional skills. Tools of the Trade (Escher Specialist only): This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Escher Gang Sisters and Escher Specialists may purchase weapons and Wargear from the Escher Gang Sister equipment list:Special Rules
Skill Access
Equipment
Escher Gang Sister Equipment List
Weapons
Item Credits BASIC WEAPONS Autogun 15 Lasgun 5 Shotgun with solid & scatter ammo 30 - Acid ammo +15 Throwing knives 5 PISTOLS Autopistol 10 Laspistol 10 Hand flamer 75 Stub gun 5 - Dumdum rounds +5 SPECIAL WEAPONS Combi-weapon (bolter/flamer) 180 Combi-weapon (bolter/needler) 80 Combi-weapon (bolter/meltagun) 170 Combi-weapon (bolter/plasma gun) 115 Flamer 140 Grenade launcher with frag & krak grenades 55 - Smoke gas grenades +15 Needle rifle 35 'Nightshade' chem-thrower 135 Meltagun 135 Plasma gun 100 CLOSE COMBAT WEAPONS Chainsword 25 Fighting knife 15 Shock whip 25 Stiletto knife 20 Stiletto sword 30 Wargear
Item Credits GRENADES Choke gas grenades 45 Frag grenades 30 Krak grenades 45 Photon flash grenades 15 Scare gas grenades 40 Smoke grenades 15 Stun grenades 25 ARMOUR Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Armoured undersuit 25 Chem-synth 15 Drop rig 10 Filter plugs 10 Photo-goggles 35 Respirator 15 Skinblade 10 WEAPON ACCESSORIES Gunshroud (Basic Weapons & Pistols only) 20 Hotshot las pack (Lasgun & Laspistol only) 20 Las-projector (Pistols, Basic & Special Weapons only) 35
RAW ✔️ House of Blades, p40
Escher Little Sister (Juve)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 8+ | 8+ | 8+ |
Special Rules: Gang Fighter (Juve), Promotion (Escher Specialist), Fast Learner Gang Fighter (Juve): Fighters with this special rule form the backbone of House Escher gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. Promotion (Escher Specialist): If, during the Downtime phase of a campaign, this fighter has gained five or more advancements, this fighter may be promoted to become an Escher Specialist. When a fighter is promoted in this way, they will from now on count as an Escher Specialist for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Gang Fighter (Juve), Promotion (Escher Specialist) and Fast Learner special rules and gain all the special rules associated with an Escher Specialist. Fast Learner: During campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. An Escher Little Sister may purchase weapons and Wargear from the Escher Little Sister equipment list:Special Rules
Skill Access
Equipment
Escher Little Sister Equipment List
Weapons
Item Credits BASIC WEAPONS Throwing knives 5 PISTOLS Autopistol 10 Laspistol 10 Needle pistol 25 Stub gun 5 - Dumdum rounds +5 CLOSE COMBAT WEAPONS Fighting knife 15 Stiletto knife 20 Wargear
Item Credits GRENADES Choke gas grenades 45 Frag grenades 30 Krak grenades 45 Photon flash grenades 15 Scare gas grenades 40 Smoke grenades 15 Stun grenades 25 ARMOUR Flak armour 10 PERSONAL EQUIPMENT Chem-synth 15 Drop rig 10 Filter plugs 10 Photo-goggles 35 Respirator 15 Skinblade 10
RAW ✔️ House of Blades, p42
Exotic Beasts
Phyrr Cat (Exotic Beast)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 7" | 3+ | - | 3 | 3 | 1 | 2+ | 2 | 7+ | 8+ | 7+ | 8+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Talons | - | E | - | - | S | -1 | 2 | - | Melee, Pulverise |
Special Rules: Independent, Lands on their Feet Independent: Unlike other Exotic Pets, a Phyrr Cat must always try to remain within 9" of its owner rather than the usual 3". Lands on their Feet: If a Phyrr Cat falls for any reason, it will always reduce the Strength of the impact by -2. A Phyrr Cat may not purchase weapons or Wargear. A Phyrr Cat is armed with Talons.Special Rules
Skill Access
Equipment
RAW ✔️ House of Blades, p46
Phelynx (Exotic Beast)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4+ | - | 3 | 3 | 1 | 3+ | 2 | 10+ | 7+ | 9+ | 11+ |
| Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | |
|---|---|---|---|---|---|---|---|---|---|
| Unarmed attack | - | E | - | - | S | - | 1 | - | - |
Special Rules: Venomous Bite, Untamed A Phelynx may not purchase weapons or Wargear. A Phelynx makes unarmed attacks.Special Rules
Skill Access
Equipment
RAW ✔️ House of Blades, p47
Brutes
0-1 Khimerix (Brute)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4+ | 4+ | 4 | 5 | 3 | 3+ | 3 | 8+ | 7+ | 7+ | 8+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Chemical cloud breath | 6" | 12" | +1 | - | 3 | -1 | 1 | - | Blast (3") |
| Talons | - | E | - | - | S | -1 | 2 | - | Melee, Pulverise |
| In options: | |||||||||
| Gaseous eruption breath | - | T | - | - | - | - | - | - | Gas, Template |
| Razor-sharp talons | - | E | - | - | S+1 | -2 | 3 | - | Melee, Rending |
Skills: Crushing Blow
Wargear: None
Special Rules: Regeneration, Crushing Blow Regeneration: Unless this fighter has a Blaze marker on it, an Escher Khimerix may perform the following action: Regeneration (Simple) – Roll a D6. On a 4+, this fighter immediately heals one lost wound. An Escher Khimerix is armed with a chemical cloud breath weapon and talons.Special Rules
Skill Access
Weapons
Options
RAW ✔️ House of Blades, p56
Wasteland Additional Rules
A House Escher gang follows the standard rules for Wasteland Gang Composition.
All fighters (except crew) have access to the Wasteland Gang Equipment List.
All Escher Leaders, Champions and Prospects add the following Wargear to their equipment list:
- Escher Cutter 85 credits
Escher Helion (Crew)
| M | Front | Side | Rear | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| * | * | * | * | * | * | * | 4+ | 7+ | 7+ | 7+ | 7+ |
Special Rules: Gang Fighter (Crew), Vehicle Crew Gang Fighter (Crew): Fighters with this special rule form the backbone of House Escher gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. Vehicle Crew: An Escher Helion must always be equipped with a vehicle. An Escher Helion must be equipped with a vehicle and they may purchase Wargear and weapons from the Escher Hellion equipment list.Special Rules
Skill Access
Equipment
Escher Helion Equipment List
Vehicles
Item Credits Custom vehicle Variable Ridgerunner 95 Rockgrinder 145 Wolfquad 70 Weapons
Item Credits PISTOLS Autopistol 10 Laspistol 10 Hand flamer 75 Stub gun 5 - Dumdum rounds +5 Wargear
Item Credits PERSONAL EQUIPMENT Bio-booster 35 Filter plugs 10 Photo-goggles 35 Respirator 15
RAW ✔️ The Aranthian Succession – Cinderak Burning, p107
Escher Vehicle Equipment
RAW ✔️ Necromunda: Apocrypha Necromunda (2024), p122
All vehicles in an Escher gang add the following to their equipment lists:
Escher Vehicle Equipment List
Weapons
| Item | Credits |
|---|---|
| BASIC WEAPONS | |
| Lasgun | 5 |
| SPECIAL WEAPONS | |
| Meltagun | 135 |
| Needle rifle | 35 |
| 'Nightshade' chem-thrower | 135 |
| Plasma gun | 100 |
| HEAVY WEAPONS | |
| Plasma cannon | 130 |
Wargear
| Item | Credits |
|---|---|
| WEAPON ACCESSORIES | |
| Hotshot las pack (lasgun & laspistol only) | 20 |
| Las-projector (Pistol, Basic and Special Weapons only) | 35 |