House Escher gang tactics

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From Escher Journal. Read this book’s lore. Readable tables and original source diagrams.

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HOUSE ESCHER GANG TACTICS

When an Escher gang generates a Gang Tactic, they may choose to generate the Gang Tactic by rolling on the table below instead of the table provided in the Necromunda Skirmish: Core Rulebook.

D6 Name Timing Effect
1 Thrill of the Hunt Play this Gang Tactic after an enemy model has been taken Out of Action as a result of a friendly Fighter's action. The friendly Fighter may immediately perform a Move action as a Free action, even if they have previously performed a Move action this activation.
2 Long Leash Play this Gang Tactic at the start of the first round, before the first roll for Priority. Select a friendly Pet that is on the battlefield. Increase their Leash range by 6" for the duration of the battle.
3 Chem Queen Play this Gang Tactic when a Fighter activates, before performing any actions. Select a friendly Fighter that is on the battlefield. For the duration of the battle, the Fighter is equipped with one dose of a Chem-alchemy Elixir stimm of the player's choice.
4 Blade Shield Play this Gang Tactic when a friendly Fighter is targeted by a Fight action and is equipped with a weapon with the Parry trait. For the duration of the Fight action, the Fighter may not make any attacks for any reason, but they gain a 4+ Invulnerable save.
5 Toxic Blood Play this Gang Tactic when a friendly Fighter is taken Out of Action. Before removing the Fighter, centre a 3" Blast marker on the Fighter. Any models hit by the Blast suffer a Str -, AP -1, L1 Hit as if from a weapon with the Toxin (3+) trait.
6 Three-point Landing Play this Gang Tactic when a friendly Fighter falls. The Fighter suffers no damage and they are not Suppressed by the fall.