// Rulebook Scan Reference · Pages 32–43

House Escher

Full gang rules transcribed from the scanned rulebook pages, kept here for quick reference at the table. Switch to Source to view the original scans.

“House Escher is hereby granted exclusive rights to supply the Imperial House with rejuvenation chems for 25 grand cycles.”
— Proclamations of the Lord Helmawr, 219.M40
+ Background lore — The House of Blades

Maiden, Mother and Matriarch: the Escher embody each aspect of life, from the lithe dexterity of youth to the power of leadership and the knowledge of elders. As the oldest surviving Clan House on Necromunda, they command fear and respect in equal measure. Each subject of the Escher hones their body to peak ability and favours a blindingly fast fighting style using envenomed knives, earning the Escher their title the ‘House of Blades’.

Many also cultivate a prolific knowledge of toxins and gene-smithing in order to turn their foes' very bodies against them. This all-female house has built their empire upon their innovation and intelligence for millennia, surviving the wasting disease that plagued their menfolk and emerging all the stronger for it. With flashy styles and bright hair, they stalk the hives like venomous snakes, their bold colours a clear warning to stay away — or risk a swift but agonising death.

There are few who survive an Escher gang out for blood. Armed to the teeth with stiletto knives and chem-throwers, their fighting style is focused on precision over strength. Each hit inflicted by their foes is repaid with the sharp tip of a poisoned dagger. Thus have the fighters of House Escher built their empire over the centuries: by becoming faster, nimbler and more lethal than any of their rivals.

Whilst their gangs fight in the filthy depths of the underhive, House Escher is a family of immense wealth, born from their monopoly over the chem trade. As one of the oldest houses of Necromunda, their knowledge of alchemical methods reflects entire millennia of knowledge otherwise lost, passed down only through the generations of Escher Chymist Cults. Many other houses depend on Escher chems to survive. House Van Saar readily trades weapon components in return for high-grade rad purgatives to prevent their wasted bodies from collapsing, whilst House Goliath reluctantly coughs up payment for the chemicals needed to breed more of their lab-grown kind. Every attempt by other houses to recreate the chems of the Escher has so far been unsuccessful, for even the most advanced in chemical technology can do nothing without the formulae and methods behind their production.

The house can be categorised into three sects: the Maidens, the Mothers, and the Crones. Maidenhood epitomises the skill and dexterity of the house's youth, as well as the strength of their gangs. Fresh prospects will often elect to leave their hives entirely before joining a gang, running with other girls in groups referred to as Wyld Runners. The skills these prospects acquire surviving the ash wastes better equips them for a life of violence in the underhive. Mothers are those considered to nurture the clan's wellbeing and guide their sisters, such as the Matriarch advisors, Oracles, and those women touched by the wyrd that are subsequently granted special powers, often nicknamed Shivvers. Finally, those who fall under the mantle of Crones boast exceptional knowledge and artisanal talents, passed down through many generations. The Chymist Cults, overseers of much of Clan Escher's alchemical industry, are counted amongst these.

The women of the Escher are hardworking and dedicated to the mastery of their craft, occasionally to the point of undermining each other in their rivalry. The house judges a woman's worth entirely on her merits and victories. Even the ruling title of Matriarch Primus is not off-limits to a simple fighter if they prove themselves worthy. The most brilliant of the Escher are elected to the Council of Crones, advisors to the Matriarch Primus, and these are drawn from all areas of the house's subjects. As a result, the sects of the house often harbour hidden agendas to get ahead of the others, each seeking more representation on the council — or the crown of the Matriarch Primus. Whoever rules the Escher is considered to embody Maiden, Mother and Crone in equal measure, and the crown bears three faces, one for each of the clan's founding rulers.

Those who remember the legends of the women who would become the Escher are few and far between. The passage of time has caused much of Necromunda's early history to pass into myth. The most common tale is of three heroes known as the Blades who swore themselves to Martek Hel'mayr, first ruler of Necromunda. The three women mixed their blood to create the progenitors of the Escher, and all members of the House of Blades can trace their lineage back to these first children. However, the history of the Escher has not always been so glorious.

Not content with strength and hale health, the Escher spent centuries modifying their bodies with chems and gene-smithing. Over long grand cycles the menfolk of the Escher began to grow visibly weaker until the day came when no male born to the house had the strength to stand, instead spending their short lives in an unresponsive state, protected in vats of preservative chems. Though the women of the Escher proved immune to this so-called Flesh Curse, the wasting disease persists within their bloodline to this day. Yet the Escher did not let this prove their downfall. The women of the house reforged it in blood, adopting the philosophy of the Blade's Edge that prioritises intense focus and clear-headedness, and developed the quick-witted and sharp-edged fighting style they are known for today.

In the current era, House Escher use advanced stimms to boost their combat capabilities, but save the more biologically devastating chems for their foes. Bioengineered diseases, neurotoxins and deadly poisons are favoured by every part of the house, engineered day and night by the Chymist Cults. Exotic beasts led by the Wyld are also a common sight — phyrr cats and phelynx prowl after their Escher handlers to finish off any foe unlucky enough to get cornered in a fight.

War of the Matriarch

Whilst the Escher appear outwardly united, an internal divide has begun to splinter their numbers since the Aranthian Succession. During this crisis, an ancient ruler of Necromunda attempted to wrest the throne from Lord Helmawr in his time of weakness. The former Matriarch Primus, Adina Sabine, sided with the interloper — but not all of the Escher followed. Cyniss, the Mother of Poisons and leader of the Chymist Cults, conspired with the Delaque to keep Lord Helmawr on the throne. The much more inexperienced Queen Adina was revealed as a traitor by the Delaque in order to install Cyniss as Matriarch Primus in the aftermath.

A civil war brews in the shadows of House Escher. Many of the Wyld and the younger Gang Queens who looked to Adina Sabine as a role model still support and guard her in exile, whilst the Chymist Cults fiercely protect the new Matriarch Primus and have vowed to hunt Adina to the ends of the wastes.

Gang Special Rules

// p.36

Nimble: All Escher Fighters may re-roll results of a natural 1 when making Agility tests.

Starting Skills: When added to a Gang Roster, all Escher Leaders and Champions may select one skill from one of their Primary Skill Sets.

Skill Access

// This gang's Fighters have access to the following Skill Sets — click one to see its skills
Fighter
Gang QueenPrimarySecondaryPrimarySecondary
Gang MatriarchPrimaryPrimarySecondary
Death-MaidenPrimarySecondaryPrimary
Gang SisterPrimarySecondarySecondary
Wyld RunnerPrimarySecondary
Little SisterPrimarySecondary
KhimerixSecondaryPrimary
Phyrr CatPrimarySecondary
PhelynxPrimarySecondary

Fighter Cards

// p.37–39

Escher Gang Queen

135 Credits
MWSBSSTWIASv
5″3+3+333535+
LdClWilIntTypeStarting XP
8877Fighter (Leader)61

Equipment: When added to a Gang Roster, an Escher Gang Queen may purchase weapons and wargear from the House Escher Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the House Escher Equipment List and from the Trading Post.

Escher Gang Matriarch

100 Credits
MWSBSSTWIASv
5″3+3+332525+
LdClWilIntTypeStarting XP
7767Fighter (Champion)37

Equipment: When added to a Gang Roster, an Escher Gang Matriarch may purchase weapons and wargear from the House Escher Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the House Escher Equipment List and from the Trading Post.

Escher Death-Maiden

130 Credits
MWSBSSTWIASv
6″3+3+342535+
LdClWilIntTypeStarting XP
6877Fighter (Champion, Loner)49

Poison Blood: Weapons wielded by an Escher Death-Maiden that have the Toxin (X+) trait are more potent than normal. When an Escher Death-Maiden uses a weapon with the Toxin (X+) trait, if they roll a natural 1 to Wound, they may re-roll the D6.

Equipment: When added to a Gang Roster, an Escher Death-Maiden may purchase weapons and wargear from the House Escher Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the House Escher Equipment List and from the Trading Post.

Escher Gang Sister

40 Credits
MWSBSSTWIASv
5″4+4+331416+
LdClWilIntTypeStarting XP
6666Fighter (Ganger, Specialist)13

Equipment: When added to a Gang Roster, an Escher Gang Sister may purchase weapons and wargear from the House Escher Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the House Escher Equipment List and from the Trading Post.

Escher Wyld Runner

30 Credits
MWSBSSTWIASv
6″5+5+331416+
LdClWilIntTypeStarting XP
5655Fighter (Prospect)4

Starting Skill: An Escher Wyld Runner has the Clamber skill.

Equipment: When added to a Gang Roster, an Escher Wyld Runner may purchase weapons and wargear from the House Escher Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the House Escher Equipment List and from the Trading Post.

Escher Little Sister

25 Credits
MWSBSSTWIASv
6″5+5+331416+
LdClWilIntTypeStarting XP
5655Fighter (Prospect)1

Equipment: When added to a Gang Roster, an Escher Little Sister may purchase weapons and wargear from the House Escher Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the House Escher Equipment List and from the Trading Post.

Khimerix

220 Credits
MWSBSSTWIASv
6″4+4+454436+
LdClWilIntTypeStarting XP
5674Fighter (Beast, Brute)25

Regeneration: An Active Khimerix may perform the Regenerate action:

  • Regenerate (Single): The Khimerix may move a distance equal to its Movement characteristic and then roll a D6. If the result is a natural 4+, the Khimerix immediately recovers 1 Wound previously lost in this battle.

Equipment: A Khimerix is armed with chemical cloud breath and talons. They may select from the below options when added to a Gang Roster; they may not purchase or be equipped with additional weapons or wargear:

  • A Khimerix may replace its chemical cloud breath with a gaseous eruption breath — +25 credits
  • A Khimerix may replace its talons with razor-sharp talons — +25 credits

Phyrr Cat

80 Credits
MWSBSSTWIASv
7″3+6+331526+
LdClWilIntTypeStarting XP
5665Fighter (Beast, Pet)13

Leash Range: A Phyrr Cat has a 9″ Leash range.

Lands on Their Feet: If a Phyrr Cat falls for any reason, reduce the distance fallen by 3″ when consulting the Falling table.

Equipment: A Phyrr Cat is armed with talons. They may not purchase or be equipped with additional weapons or wargear.

Phelynx

60 Credits
MWSBSSTWIASv
6″4+6+231426+
LdClWilIntTypeStarting XP
4664Fighter (Beast, Pet)13

Leash Range: A Phelynx has a 3″ Leash range.

Equipment: A Phelynx is armed with claws. They may not purchase or be equipped with additional weapons or wargear.

Equipment List

// p.40 — prices for weapons and wargear available to this gang

Ranged Weapons — Auto/Stub Weapons

  • Autogun20 credits
  • Autopistol10 credits
  • Heavy stubber*70 credits
  • Stub gun5 credits

Ranged Weapons — Combi-Weapons

  • Combi-weapon (bolter/needler)70 credits

Ranged Weapons — Flamers

  • Flamer70 credits
  • Hand flamer45 credits

Ranged Weapons — Las Weapons

  • Lasgun15 credits
  • Laspistol5 credits

Ranged Weapons — Melta Weapons

  • Meltagun140 credits

Ranged Weapons — Plasma Weapons

  • Plasma gun85 credits
  • Plasma pistol70 credits

Ranged Weapons — Primitive Weapons

  • Throwing knives10 credits
  • Wyld bow (Wyld Runner only)15 credits

Ranged Weapons — Shotguns

  • Shotgun with solid & scatter ammo35 credits
  •   – acid ammo+15 credits

Ranged Weapons — Toxin Weapons

  • Needle pistol25 credits
  • Needle rifle45 credits
  • 'Nightshade' chem-thrower95 credits

Close Combat — Chain Weapons

  • Chainsword20 credits

Close Combat — Power Weapons

  • Power sword40 credits

Close Combat — Primitive Weapons

  • Fighting knife5 credits
  • Whip (Wyld Runner only)5 credits

Close Combat — Shock Weapons

  • Shock whip10 credits

Close Combat — Toxin Weapons

  • Stiletto knife25 credits
  • Stiletto sword45 credits
  • Venom claw (Death-Maiden only)50 credits

Wargear — Grenades

  • Choke gas grenades45 credits
  • Frag grenades30 credits
  • Krak grenades45 credits
  • Smoke grenades15 credits

Wargear — Armour & Field Armour

  • Mesh armour40 credits
  • Refractor field50 credits

Wargear — Personal Equipment

  • Drop rig10 credits
  • Medicae kit20 credits
  • Photo-goggles35 credits
  • Respirator15 credits

Wargear — Weapon Accessories

  • Las-projector20 credits

Wargear — Mounts

  • Dirt bike35 credits
  • Escher Cutter150 credits

Wargear — Pets

  • Phyrr Cat80 credits
  • Phelynx60 credits

* Denotes a weapon that takes up 2 weapon slots (effectively two-handed), rather than the usual 1.

Equipment Reference

// p.41–42 for Escher's gang-specific weapons (Cutter mount weapons, natural/beast weapons, Wyld bow, Whip, Venom claw, acid ammo, etc.), plus standard Trading Post profiles for everything else on this gang's Equipment List. See the Trading Post & Equipment page for the full weapon list.

Auto/Stub Weapons
WeaponSRLRStrAPLTraits
Autogun8″24″31Rapid Fire (1)
Autopistol4″12″31Light, Rapid Fire (1)
Cutter heavy stubbers20″40″4-11Arc (Centreline), Heavy, Rapid Fire (2), Twin-linked
Heavy stubber*20″40″4-11Heavy, Rapid Fire (2)
Stub gun6″12″31Light
Combi-Weapons
WeaponSRLRStrAPLTraits
Combi-bolter — bolter (primary)12″24″4-12Ammo (3+), Combi, Rapid Fire (1), Scarce (4+)
Combi-bolter — needler (secondary)9″18″-11Combi, Toxin (3+)
Flamers
WeaponSRLRStrAPLTraits
FlamerT4-11Ammo (6+), Blaze (5+), Template
Hand flamerT31Ammo (6+), Blaze (5+), Light, Template
Las Weapons
WeaponSRLRStrAPLTraits
Lasgun16″24″31
Laspistol8″12″31Light
Melta Weapons
WeaponSRLRStrAPLTraits
Meltagun6″12″8-43Ammo (6+), Damage (3)
Grenade Launchers
WeaponSRLRStrAPLTraits
Cutter grenade launchers — frag grenades6″24″31Ammo (4+), Arc (Centreline), Blast (3″), Knockback (5+), Rapid Fire (1)
Cutter grenade launchers — krak grenades6″24″6-21Ammo (4+), Arc (Centreline), Rapid Fire (1)
Natural Weapons (Ranged)
WeaponSRLRStrAPLTraits
Chemical cloud breath6″12″3-11Ammo (4+), Blast (3″)
Gaseous eruption breathT1Ammo (6+), Gas, Template, Toxin (3+)
Plasma Weapons
WeaponSRLRStrAPLTraits
Cutter plasma guns12″24″5-22Ammo (6+), Arc (Centreline), Damage (2), Rapid Fire (1), Twin-linked, Unstable
Plasma gun12″24″5-22Ammo (6+), Damage (2), Rapid Fire (1), Unstable
Plasma pistol6″12″5-22Ammo (6+), Damage (2), Light, Unstable
Primitive Weapons (Ranged)
WeaponSRLRStrAPLTraits
Throwing knives6″12″1Ammo (3+), Toxin (4+)
Wyld bow9″18″31Assault
Shotguns
WeaponSRLRStrAPLTraits
Shotgun — acid ammo4″8″3-11Blaze (5+), Rapid Fire (1)
Shotgun — scatter ammo4″8″31Rapid Fire (2)
Shotgun — solid ammo8″16″41Knockback (5+)
Toxin Weapons (Ranged)
WeaponSRLRStrAPLTraits
Needle pistol4″9″1Light, Toxin (3+)
Needle rifle9″18″-11Toxin (3+)
'Nightshade' chem-throwerT1Ammo (6+), Gas, Template, Toxin (3+)
Close Combat — Chain Weapons
WeaponSRLRStrAPLTraits
ChainswordES1Melee, Parry, Shred (5+)
Close Combat — Power Weapons
WeaponSRLRStrAPLTraits
Power swordES-21Breaching (6+), Melee, Parry
Close Combat — Natural Weapons
WeaponSRLRStrAPLTraits
ClawsE1Melee, Toxin (3+)
Razor-sharp talonsES+1-23Melee, Rending (6+)
TalonsES-12Melee
Close Combat — Primitive Weapons
WeaponSRLRStrAPLTraits
Fighting knifeES1Backstab, Melee
WhipES1Knockback (6+), Melee
Close Combat — Shock Weapons
WeaponSRLRStrAPLTraits
Shock whipES1Knockback (6+), Melee, Shock (6+)
Close Combat — Toxin Weapons
WeaponSRLRStrAPLTraits
Stiletto knifeE1Melee, Toxin (3+)
Stiletto swordE-11Melee, Parry, Toxin (3+)
Venom clawE-21Melee, Shred (5+), Toxin (3+)

Mounts — Escher Cutter

// p.42

A Fighter equipped with an Escher Cutter gains the Mounted and Flying Subtypes and sets their Movement characteristic to 9″. When they perform a Dash action, they add 5″ to their Movement characteristic instead of their Initiative.

An Escher Cutter is equipped with Cutter grenade launchers with frag & krak grenades. It may select any of the following options when added to the Gang Roster or during any Post-cycle Sequence:

  • Replace the Cutter grenade launcher with frag & krak grenades with Cutter heavy stubbers — +10 credits
  • Replace the Cutter grenade launcher with frag & krak grenades with Cutter plasma guns — +15 credits

Page 43 is studio model photography (painted showcase models & a diorama) — see the Source tab to view it; no rules text is printed on that page.

// Rulebook Scan Reference · “Your First Battle” starter set, p.4–7

This is the simplified gang list packed with the Escher Blades of the Matriarch starter kit — a separate, smaller fighter roster (Blade Maiden, Chem Wytch, Gun Maiden, Huntress) to the full House Escher list above. Most of its wargear is shared with the standard House Escher Equipment List; only the items marked below are exclusive to this roster.

Gang Special Rules

// p.4

Nimble: All Escher Fighters add +1 to any Agility tests they make.

Gang Composition: Blades of the Matriarch gangs do not follow the usual gang composition rules presented in the Necromunda Skirmish: Core Rulebook. Instead they may take any number of Fighters in the Blades of the Matriarch gang list in any combination, but may never take any models that are not included in this list.

Skill Access

// This gang's Fighters have access to the following Skill Sets — click one to see its skills
Fighter
Blade MaidenSecondarySecondaryPrimary
Chem WytchSecondarySecondaryPrimary
Gun MaidenSecondarySecondaryPrimary
HuntressPrimarySecondarySecondary

Fighter Cards

// p.4–5

Escher Blade Maiden

65 Credits
MWSBSSTWIASv
5″4+4+331426+
LdClWilIntTypeStarting XP
6666Fighter (Ganger)19

Skills: An Escher Blade Maiden has the Deadly Blows and Hit & Run skills.

Equipment: When added to a Gang Roster, an Escher Blade Maiden may purchase weapons and wargear from the Blades of the Matriarch Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Blades of the Matriarch Equipment List and from the Trading Post.

Escher Chem Wytch

55 Credits
MWSBSSTWIASv
5″4+4+331416+
LdClWilIntTypeStarting XP
6667Fighter (Ganger)19

Tend Patient: An Escher Chem Wytch may perform the Medical Escort Post-Cycle Action. This action costs 20 credits less than normal.

Skills: An Escher Chem Wytch has the Medicate skill.

Equipment: When added to a Gang Roster, an Escher Chem Wytch may purchase weapons and wargear from the Blades of the Matriarch Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Blades of the Matriarch Equipment List and from the Trading Post.

Escher Gun Maiden

55 Credits
MWSBSSTWIASv
5″4+4+331416+
LdClWilIntTypeStarting XP
6766Fighter (Ganger)19

Skills: An Escher Gun Maiden has the Hip-shooting and Lightning Reflexes skills.

Equipment: When added to a Gang Roster, an Escher Gun Maiden may purchase weapons and wargear from the Blades of the Matriarch Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Blades of the Matriarch Equipment List and from the Trading Post.

Escher Huntress

55 Credits
MWSBSSTWIASv
5″4+4+331416+
LdClWilIntTypeStarting XP
6676Fighter (Ganger)19

Skills: An Escher Huntress has the Gunfighter and Hip-shooting skills.

Equipment: When added to a Gang Roster, an Escher Huntress may purchase weapons and wargear from the Blades of the Matriarch Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Blades of the Matriarch Equipment List and from the Trading Post.

Blades of the Matriarch Equipment List

// p.6 — prices for weapons and wargear available to this roster. Most entries share a profile with the full House Escher Equipment List above; items with a highlighted left edge are exclusive to this starter roster. Hover or tap a weapon name for its profile.

Ranged Weapons — Auto/Stub Weapons

  • Autopistol10 credits
  • Stub gun5 credits

Ranged Weapons — Las Weapons

  • Laspistol5 credits

Ranged Weapons — Primitive Weapons

  • Throwing knives10 credits

Ranged Weapons — Shotguns

  • Shotgun with solid & scatter ammo35 credits

Ranged Weapons — Toxin Weapons

  • Needle pistol25 credits
  • 'Nightshade' chem-thrower95 credits
  • Repeater needle rifle (Gun Maiden only)55 credits

Close Combat — Primitive Weapons

  • Fighting knife5 credits

Close Combat — Shock Weapons

  • Shock whip10 credits

Close Combat — Toxin Weapons

  • Stiletto knife25 credits
  • Khimerix sting (Blade Maiden only)45 credits

Wargear — Grenades

  • Frag grenades30 credits
  • Krak grenades45 credits

Wargear — Armour & Field Armour

  • Mesh armour40 credits
  • Refractor field50 credits

Wargear — Personal Equipment

  • Auto-chem (Chem Wytch only)45 credits
  • Multi-harness (Huntress only)20 credits
  • Servo-medicae (Chem Wytch only)30 credits

Equipment Reference — Exclusive to This Roster

// p.7 — only the gear not already covered by the House Escher Equipment Reference above. Needle pistol and 'Nightshade' chem-thrower share the profiles already listed there.

Toxin Weapons (Ranged)
WeaponSRLRStrAPLTraits
Repeater needle rifle9″18″-11Rapid Fire (1), Toxin (3+)
Toxin Weapons (Close Combat)
WeaponSRLRStrAPLTraits
Khimerix stingE-11Melee, Paired (2), Toxin (3+)
Personal Equipment

Auto-chem (Exclusive): An Active Fighter equipped with an auto-chem may perform the Administer Blood Rush action once per battle. Administer Blood Rush (Free): Either this Fighter or a friendly Fighter within 1″ immediately recovers 1 Wound lost earlier in the battle.

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.

Finesse Skills

Deadly Blows (Fighter Only): When resolving close combat attacks, if this Fighter's modified Initiative characteristic is higher than that of all other models involved in the combat, one Injury dice may be re-rolled when resolving damage inflicted by this Fighter.

Lightning Reflexes (Fighter Only): This Fighter gains a 5+ Invulnerable save against Hits suffered during close combat and treats the Retreat action as a Free action.

// House Escher Gang List · Pages 32–43
// “Your First Battle” Starter Set (Blades of the Matriarch) · Pages 4–7

Skill Set

// Necromunda Core Rulebook, p.150–153