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.
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.
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.
| Fighter | ||||||
|---|---|---|---|---|---|---|
| Gang Queen | Primary | – | Secondary | – | Primary | Secondary |
| Gang Matriarch | Primary | – | Primary | – | Secondary | – |
| Death-Maiden | Primary | Secondary | Primary | – | – | – |
| Gang Sister | Primary | – | Secondary | – | – | Secondary |
| Wyld Runner | Primary | – | – | Secondary | – | – |
| Little Sister | Primary | – | Secondary | – | – | – |
| Khimerix | Secondary | Primary | – | – | – | – |
| Phyrr Cat | Primary | – | Secondary | – | – | – |
| Phelynx | Primary | – | Secondary | – | – | – |
// p.37–39
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 3+ | 3+ | 3 | 3 | 3 | 5 | 3 | 5+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 8 | 8 | 7 | 7 | Fighter (Leader) | 61 |
Equipment: When added to a Gang Roster, an Escher Gang Queen may purchase weapons and wargear from the House Escher Equipment List:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 3+ | 3+ | 3 | 3 | 2 | 5 | 2 | 5+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 7 | 7 | 6 | 7 | Fighter (Champion) | 37 |
Equipment: When added to a Gang Roster, an Escher Gang Matriarch may purchase weapons and wargear from the House Escher Equipment List:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 6″ | 3+ | 3+ | 3 | 4 | 2 | 5 | 3 | 5+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 6 | 8 | 7 | 7 | Fighter (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:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 4+ | 4+ | 3 | 3 | 1 | 4 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 6 | 6 | 6 | 6 | Fighter (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:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 6″ | 5+ | 5+ | 3 | 3 | 1 | 4 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 5 | 6 | 5 | 5 | Fighter (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:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 6″ | 5+ | 5+ | 3 | 3 | 1 | 4 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 5 | 6 | 5 | 5 | Fighter (Prospect) | 1 |
Equipment: When added to a Gang Roster, an Escher Little Sister may purchase weapons and wargear from the House Escher Equipment List:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 6″ | 4+ | 4+ | 4 | 5 | 4 | 4 | 3 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 5 | 6 | 7 | 4 | Fighter (Beast, Brute) | 25 |
Regeneration: An Active Khimerix may perform the Regenerate action:
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:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 7″ | 3+ | 6+ | 3 | 3 | 1 | 5 | 2 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 5 | 6 | 6 | 5 | Fighter (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.
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 6″ | 4+ | 6+ | 2 | 3 | 1 | 4 | 2 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 4 | 6 | 6 | 4 | Fighter (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.
// p.40 — prices for weapons and wargear available to this gang
* Denotes a weapon that takes up 2 weapon slots (effectively two-handed), rather than the usual 1.
// 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.
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Autogun | 8″ | 24″ | 3 | – | 1 | Rapid Fire (1) |
| Autopistol | 4″ | 12″ | 3 | – | 1 | Light, Rapid Fire (1) |
| Cutter heavy stubbers | 20″ | 40″ | 4 | -1 | 1 | Arc (Centreline), Heavy, Rapid Fire (2), Twin-linked |
| Heavy stubber* | 20″ | 40″ | 4 | -1 | 1 | Heavy, Rapid Fire (2) |
| Stub gun | 6″ | 12″ | 3 | – | 1 | Light |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Combi-bolter — bolter (primary) | 12″ | 24″ | 4 | -1 | 2 | Ammo (3+), Combi, Rapid Fire (1), Scarce (4+) |
| Combi-bolter — needler (secondary) | 9″ | 18″ | – | -1 | 1 | Combi, Toxin (3+) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Flamer | T | – | 4 | -1 | 1 | Ammo (6+), Blaze (5+), Template |
| Hand flamer | T | – | 3 | – | 1 | Ammo (6+), Blaze (5+), Light, Template |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Lasgun | 16″ | 24″ | 3 | – | 1 | – |
| Laspistol | 8″ | 12″ | 3 | – | 1 | Light |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Meltagun | 6″ | 12″ | 8 | -4 | 3 | Ammo (6+), Damage (3) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Cutter grenade launchers — frag grenades | 6″ | 24″ | 3 | – | 1 | Ammo (4+), Arc (Centreline), Blast (3″), Knockback (5+), Rapid Fire (1) |
| Cutter grenade launchers — krak grenades | 6″ | 24″ | 6 | -2 | 1 | Ammo (4+), Arc (Centreline), Rapid Fire (1) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Chemical cloud breath | 6″ | 12″ | 3 | -1 | 1 | Ammo (4+), Blast (3″) |
| Gaseous eruption breath | T | – | – | – | 1 | Ammo (6+), Gas, Template, Toxin (3+) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Cutter plasma guns | 12″ | 24″ | 5 | -2 | 2 | Ammo (6+), Arc (Centreline), Damage (2), Rapid Fire (1), Twin-linked, Unstable |
| Plasma gun | 12″ | 24″ | 5 | -2 | 2 | Ammo (6+), Damage (2), Rapid Fire (1), Unstable |
| Plasma pistol | 6″ | 12″ | 5 | -2 | 2 | Ammo (6+), Damage (2), Light, Unstable |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Throwing knives | 6″ | 12″ | – | – | 1 | Ammo (3+), Toxin (4+) |
| Wyld bow | 9″ | 18″ | 3 | – | 1 | Assault |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Shotgun — acid ammo | 4″ | 8″ | 3 | -1 | 1 | Blaze (5+), Rapid Fire (1) |
| Shotgun — scatter ammo | 4″ | 8″ | 3 | – | 1 | Rapid Fire (2) |
| Shotgun — solid ammo | 8″ | 16″ | 4 | – | 1 | Knockback (5+) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Needle pistol | 4″ | 9″ | – | – | 1 | Light, Toxin (3+) |
| Needle rifle | 9″ | 18″ | – | -1 | 1 | Toxin (3+) |
| 'Nightshade' chem-thrower | T | – | – | – | 1 | Ammo (6+), Gas, Template, Toxin (3+) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Chainsword | E | – | S | – | 1 | Melee, Parry, Shred (5+) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Power sword | E | – | S | -2 | 1 | Breaching (6+), Melee, Parry |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Claws | E | – | – | – | 1 | Melee, Toxin (3+) |
| Razor-sharp talons | E | – | S+1 | -2 | 3 | Melee, Rending (6+) |
| Talons | E | – | S | -1 | 2 | Melee |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Fighting knife | E | – | S | – | 1 | Backstab, Melee |
| Whip | E | – | S | – | 1 | Knockback (6+), Melee |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Shock whip | E | – | S | – | 1 | Knockback (6+), Melee, Shock (6+) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Stiletto knife | E | – | – | – | 1 | Melee, Toxin (3+) |
| Stiletto sword | E | – | – | -1 | 1 | Melee, Parry, Toxin (3+) |
| Venom claw | E | – | – | -2 | 1 | Melee, Shred (5+), Toxin (3+) |
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:
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.
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.
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.
| Fighter | ||||||
|---|---|---|---|---|---|---|
| Blade Maiden | Secondary | Secondary | Primary | – | – | – |
| Chem Wytch | Secondary | – | Secondary | – | Primary | – |
| Gun Maiden | Secondary | – | Secondary | – | – | Primary |
| Huntress | Primary | – | Secondary | – | – | Secondary |
// p.4–5
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 4+ | 4+ | 3 | 3 | 1 | 4 | 2 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 6 | 6 | 6 | 6 | Fighter (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:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 4+ | 4+ | 3 | 3 | 1 | 4 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 6 | 6 | 6 | 7 | Fighter (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:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 4+ | 4+ | 3 | 3 | 1 | 4 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 6 | 7 | 6 | 6 | Fighter (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:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 4+ | 4+ | 3 | 3 | 1 | 4 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 6 | 6 | 7 | 6 | Fighter (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:
// 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.
// 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.
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Repeater needle rifle | 9″ | 18″ | – | -1 | 1 | Rapid Fire (1), Toxin (3+) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Khimerix sting | E | – | – | -1 | 1 | Melee, Paired (2), Toxin (3+) |
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.
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.