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House Escher

House Escher Gang List

NecroRAW: Gang Composition

Additional Rules

Fighters

Escher Gang Queen (Leader)

MWSBSSTWIALdClWilInt
5"3+3+3322+35+5+6+7+

Skills: 1 Primary skill (chosen) Special Rules: Gang Leader, Gang Hierarchy (Leader), Group Activation (2)

Special Rules

Gang Leader: A House Escher Gang must always include a single fighter with this special rule:

  • A fighter with this special rule may not retire during Campaign play. For a gang leader, the only way out is death.
  • Should this fighter die during the course of a campaign, or otherwise be removed from the gang (for example, if a captured Leader is Sold to the Guilders), another fighter must be promoted to replace them.

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':

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.

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.

Skill Access

An Escher Gang Queen has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingFinesse
Primary-PrimarySecondarySecondaryPrimary--Secondary
Equipment

An Escher Gang Queen may purchase weapons and Wargear from the Escher Gang Queen equipment list:

  • During the course of a campaign, an Escher Gang Queen may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
  • An Escher Gang Queen has no restrictions upon the types of weapon they can take; all weapon types are available.

Escher Gang Queen Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Autogun15
Boltgun55
Lasgun5
Sawn-off shotgun15
Shotgun with solid & scatter ammo30
- Acid ammo+15
Throwing knives5
PISTOLS
Combi-pistol (bolt pistol/needle pistol)60
Autopistol10
Laspistol10
Plasma pistol50
Needle pistol25
Hand flamer75
Stub gun5
- 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
Flamer140
Grenade launcher with frag & krak grenades55
- Smoke grenades+15
Needle rifle35
'Nightshade' chem-thrower135
Meltagun135
Plasma gun100
HEAVY WEAPONS
Heavy stubber*130
Plasma cannon*130
CLOSE COMBAT WEAPONS
Chainaxe30
Chainsword25
Fighting knife15
Power knife25
Power hammer45
Power sword45
Servo claw35
Shock whip25
- Master-crafted+10
Stiletto knife20
Stiletto sword30
- Master-crafted+10
Wargear
ItemCredits
GRENADES
Choke gas grenades45
Frag grenades30
Krak grenades45
Photon flash
grenades15
Scare gas grenades40
Smoke grenades15
Stun grenades25
ARMOUR
Carapace armour
- Light80
Flak armour10
Mesh armour15
PERSONAL EQUIPMENT
Armoured undersuit25
Chem-synth15
Drop rig10
Escher Cutter85
Filter plugs10
Photo-goggles35
Respirator15
Skinblade10
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 Cat120

RAW ✔️ House of Blades, p32; The Aranthian Succession – Cinderak Burning, p106

Escher Gang Matriarch (Champion)

MWSBSSTWIALdClWilInt
5"3+3+3322+26+6+6+6+

Skills: 1 Primary skill (chosen) Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1)

Special Rules

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':

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.

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.

Skill Access

An Escher Gang Matriarch has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingFinesse
Primary-PrimarySecondarySecondarySecondary--Secondary
Equipment

An Escher Gang Matriarch may purchase weapons and Wargear from the Escher Gang Matriarch equipment list:

  • During the course of a campaign, an Escher Gang Matriarch may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
  • An Escher Gang Matriarch has no restrictions upon the types of weapon they can take; all weapon types are available.

Escher Gang Matriarch Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Autogun15
Boltgun55
Lasgun5
Sawn-off shotgun15
Shotgun with solid & scatter ammo30
- Acid ammo+15
Throwing knives5
PISTOLS
Combi-pistol (bolt pistol/needle pistol)60
Autopistol10
Laspistol10
Plasma pistol50
Needle pistol25
Hand flamer75
Stub gun5
- 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
Flamer140
Grenade launcher with frag & krak grenades55
- Smoke grenades+15
Needle rifle35
'Nightshade' chem-thrower135
Meltagun135
Plasma gun100
HEAVY WEAPONS
Heavy stubber*130
Plasma cannon*130
CLOSE COMBAT WEAPONS
Chainsword25
Fighting knife15
Power knife25
Power hammer45
Power sword45
Servo claw35
Shock whip25
- Master-crafted+10
Stiletto knife20
Stiletto sword30
- Master-crafted+10
Wargear
ItemCredits
GRENADES
Choke gas grenades45
Frag grenades30
Krak grenades45
Photon flash grenades15
Scare gas grenades40
Smoke grenades15
Stun grenades25
ARMOUR
Flak armour10
Mesh armour15
PERSONAL EQUIPMENT
Armoured undersuit25
Chem-synth15
Drop rig10
Escher Cutter85
Filter plugs10
Photo-goggles35
Respirator15
Skinblade10
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 Cat120

RAW ✔️ House of Blades, p34; The Aranthian Succession – Cinderak Burning, p106

Escher Death-Maiden (Champion)

MWSBSSTWIALdClWilInt
6"2+3+3422+38+4+7+7+

Skills: 1 Primary skill (chosen) Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Poison Blood

Special Rules

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.

Skill Access

An Escher Death-maiden has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingFinesse
Primary-Secondary-Secondary---Primary
Equipment

An Escher Death-maiden may purchase weapons and Wargear from the Escher Death-maiden equipment list:

  • During the course of a campaign, an Escher Death-maiden may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
  • An Escher Death-maiden may only be equipped with weapons chosen from this list, or from the Pistols and Close Combat Weapons sections of the Trading Post or the Black Market.

Escher Death-Maiden Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Throwing knives5
PISTOLS
Laspistol10
Plasma pistol50
Needle pistol25
Hand flamer75
CLOSE COMBAT WEAPONS
Chainsword25
Fighting knife15
Power knife25
Power sword45
Shock whip25
Stiletto knife20
Stiletto sword30
Venom claw30
Wargear
ItemCredits
GRENADES
Choke gas grenades45
Photon flash grenades15
Scare gas grenades40
Smoke grenades15
ARMOUR
Flak armour10
Mesh armour15
PERSONAL EQUIPMENT
Armoured undersuit25
Chem-synth15
Drop rig10
Escher Cutter85
Filter plugs10
Photo-goggles35
Respirator15
Skinblade10
STATUS ITEMS: EXOTIC BEASTS
0-2 Phyrr Cat120

RAW ✔️ House of Blades, p36; The Aranthian Succession – Cinderak Burning, p106

Escher Wyld Runner (Prospect)

MWSBSSTWIALdClWilInt
6"4+4+2313+19+7+9+9+

Special Rules: Tools of the Trade, Gang Fighter (Prospect), Promotion (Escher Gang Matriarch), Hot-headed, Fast Learner

Special Rules

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.

Skill Access

An Escher Wyld Runner has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingFinesse
Primary-SecondarySecondary-----
Equipment

An Escher Wyld Runner may purchase weapons and Wargear from the Escher Wyld Runner equipment list:

  • During the course of a campaign, an Escher Wyld Runner may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
  • An Escher Wyld Runner may only be equipped with weapons chosen from this list, or from the Pistols and Close Combat Weapons sections of the Trading Post or the Black Market.

Escher Wyld Runner Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Throwing knives5
Wyld bow10
- Poison arrows+25
- Explosive arrows+20
- Acid arrows+20
PISTOLS
Laspistol10
Stub gun5
- Dumdum rounds+5
CLOSE COMBAT WEAPONS
Chainsword25
Fighting knife15
Power knife25
Stiletto knife20
Whip15
Wargear
ItemCredits
GRENADES
Choke gas grenades45
Frag grenades30
Krak grenades45
Photon flash grenades15
Scare gas grenades40
Smoke grenades15
Stun grenades25
ARMOUR
Flak armour10
PERSONAL EQUIPMENT
Chem-synth15
Drop rig10
Escher Cutter85
Filter plugs10
Photo-goggles35
Respirator15
Skinblade10
STATUS ITEMS: EXOTIC BEASTS
0-3 Phelynx50

RAW ✔️ House of Blades, p38; The Aranthian Succession – Cinderak Burning, p106

Escher Gang Sister (Ganger)

MWSBSSTWIALdClWilInt
5"4+4+3313+17+7+7+7+

Special Rules: Gang Fighter (Ganger), Promotion (Escher Specialist), Tools of the Trade (Escher Specialist only)

Special Rules

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.

Skill Access

An Escher Specialist has access to the following skill sets (note however that an Escher Gang Sister may not gain additional skills):

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingFinesse
Primary-PrimarySecondarySecondary----
Equipment

Escher Gang Sisters and Escher Specialists may purchase weapons and Wargear from the Escher Gang Sister equipment list:

  • During the course of a campaign, both Escher Gang Sisters and Escher Specialists may be given additional weapons purchased from this list.
  • In addition, during a campaign both Escher Gang Sisters and Escher Specialists may be given additional Wargear purchased from this list, from the Trading Post and from the Black Market.
  • An Escher Gang Sister may only be equipped with weapons chosen from the Basic Weapons, Pistols and Close Combat Weapons sections of this list.
  • Once promoted, an Escher Specialist has no restrictions upon the types of weapon they can take from this list; all weapon types within this list become available.

Escher Gang Sister Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Autogun15
Lasgun5
Shotgun with solid & scatter ammo30
- Acid ammo+15
Throwing knives5
PISTOLS
Autopistol10
Laspistol10
Hand flamer75
Stub gun5
- 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
Flamer140
Grenade launcher with frag & krak grenades55
- Smoke gas grenades+15
Needle rifle35
'Nightshade' chem-thrower135
Meltagun135
Plasma gun100
CLOSE COMBAT WEAPONS
Chainsword25
Fighting knife15
Shock whip25
Stiletto knife20
Stiletto sword30
Wargear
ItemCredits
GRENADES
Choke gas grenades45
Frag grenades30
Krak grenades45
Photon flash grenades15
Scare gas grenades40
Smoke grenades15
Stun grenades25
ARMOUR
Flak armour10
Mesh armour15
PERSONAL EQUIPMENT
Armoured undersuit25
Chem-synth15
Drop rig10
Filter plugs10
Photo-goggles35
Respirator15
Skinblade10
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)

MWSBSSTWIALdClWilInt
5"4+5+3313+18+8+8+8+

Special Rules: Gang Fighter (Juve), Promotion (Escher Specialist), Fast Learner

Special Rules

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.

Skill Access

An Escher Specialist has access to the following skill sets (note however that an Escher Gang Sister may not gain additional skills):

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingFinesse
Primary-SecondarySecondary-----
Equipment

An Escher Little Sister may purchase weapons and Wargear from the Escher Little Sister equipment list:

  • During the course of a campaign, an Escher Little Sister may be given additional weapons purchased from this list.
  • In addition, during a campaign an Escher Little Sister may be given additional Wargear purchased from this list, from the Trading Post and from the Black Market

Escher Little Sister Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Throwing knives5
PISTOLS
Autopistol10
Laspistol10
Needle pistol25
Stub gun5
- Dumdum rounds+5
CLOSE COMBAT WEAPONS
Fighting knife15
Stiletto knife20
Wargear
ItemCredits
GRENADES
Choke gas grenades45
Frag grenades30
Krak grenades45
Photon flash grenades15
Scare gas grenades40
Smoke grenades15
Stun grenades25
ARMOUR
Flak armour10
PERSONAL EQUIPMENT
Chem-synth15
Drop rig10
Filter plugs10
Photo-goggles35
Respirator15
Skinblade10

RAW ✔️ House of Blades, p42

Exotic Beasts

Phyrr Cat (Exotic Beast)

MWSBSSTWIALdClWilInt
7"3+-3312+27+8+7+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Talons-E--S-12-Melee, Pulverise

Special Rules: Independent, Lands on their Feet

Special Rules

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.

Skill Access

Should a Phyrr Cat become a Specialist, it has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingFinesse
Primary--Secondary-----
Equipment

A Phyrr Cat may not purchase weapons or Wargear. A Phyrr Cat is armed with Talons.

RAW ✔️ House of Blades, p46

Phelynx (Exotic Beast)

MWSBSSTWIALdClWilInt
6"4+-3313+210+7+9+11+
Rg SRg LAc SAc LSAPDAmTraits
Unarmed attack-E--S-1--

Special Rules: Venomous Bite, Untamed

Special Rules

Venomous Bite: If the Hit roll for any of the Phelynx's attacks is a natural 6, that attack gains the Toxin trait.

Untamed: All of a Phelynx's attacks have the Reckless trait.

Skill Access

Should a Phelynx become a Specialist, it has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingFinesse
-Primary--Secondary----
Equipment

A Phelynx may not purchase weapons or Wargear. A Phelynx makes unarmed attacks.

RAW ✔️ House of Blades, p47

Brutes

0-1 Khimerix (Brute)

MWSBSSTWIALdClWilInt
6"4+4+4533+38+7+7+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Chemical cloud breath6"12"+1-3-11-Blast (3")
Talons-E--S-12-Melee, Pulverise
In options:
Gaseous eruption breath-T------Gas, Template
Razor-sharp talons-E--S+1-23-Melee, Rending

Skills: Crushing Blow Wargear: None Special Rules: Regeneration, Crushing Blow

Special Rules

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.

Skill Access

A Escher Khimerix has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingFinesse
Secondary-Secondary-Primary----
Weapons

An Escher Khimerix is armed with a chemical cloud breath weapon and talons.

Options

  • An Escher Khimerix may replace its chemical cloud breath weapon with a:
    • gaseous eruption breath weapon +80 credits
  • An Escher Khimerix may upgrade its talons to:
    • razor-sharp talons +30 credits
  • An Escher Khimerix may have a:
    • toughened or scaly hide which counts as flak armour +10 credits

RAW ✔️ House of Blades, p56

Wasteland Additional Rules

Wasteland Gang Composition

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 Helion (Crew)

MFrontSideRearHPHndSvBSLdClWilInt
*******4+7+7+7+7+

Special Rules: Gang Fighter (Crew), Vehicle Crew

Special Rules

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.

Skill Access

An Escher Helion has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingDriving
-----SecondaryPrimarySecondaryPrimary
Equipment

An Escher Helion must be equipped with a vehicle and they may purchase Wargear and weapons from the Escher Hellion equipment list.

  • During the course of a campaign, an Escher Helion may be given additional Wargear from this list, the Trading Post and from the Black Market.
  • During the course of a campaign, an Escher Helion may be given additional weapons from this list and the Pistols section of the Trading Post or Black Market.
  • An Escher Helion may be given a replacement vehicle from either this list, the Trading Post or the Black Market, in which case their existing vehicle (if present) is placed into the gang's Stash.

Escher Helion Equipment List

Vehicles
ItemCredits
Custom vehicleVariable
Ridgerunner95
Rockgrinder145
Wolfquad70
Weapons
ItemCredits
PISTOLS
Autopistol10
Laspistol10
Hand flamer75
Stub gun5
- Dumdum rounds+5
Wargear
ItemCredits
PERSONAL EQUIPMENT
Bio-booster35
Filter plugs10
Photo-goggles35
Respirator15

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
ItemCredits
BASIC WEAPONS
Lasgun5
SPECIAL WEAPONS
Meltagun135
Needle rifle35
'Nightshade' chem-thrower135
Plasma gun100
HEAVY WEAPONS
Plasma cannon130
Wargear
ItemCredits
WEAPON ACCESSORIES
Hotshot las pack (lasgun & laspistol only)20
Las-projector (Pistol, Basic and Special Weapons only)35