House Escher

Printed pages 36–42 · PDF pages 40–46

From Gangs of the Underhive. Read this book’s lore. Readable tables and original source diagrams.

PDF page 40 Printed page 36

HOUSE ESCHER GANG LIST

The following pages contain the Escher gang list.

GANG SPECIAL RULES

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:

Fighter Agility Brawn Combat Cunning Savant Shooting
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 - - -
PDF page 41 Printed page 37

Escher Gang Queen

Cost: 135 credits.

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:

  • 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

Cost: 100 credits.

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:

  • 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

Cost: 130 credits.

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:

  • 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.
PDF page 42 Printed page 38

Escher Gang Sister

Cost: 40 credits.

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:

  • 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

Cost: 30 credits.

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:

  • 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

Cost: 25 credits.

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:

  • 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.
PDF page 43 Printed page 39

Khimerix

Cost: 220 credits.

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:

  • 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

Cost: 80 credits.

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.

Phelynx

Cost: 60 credits.

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.

PDF page 44 Printed page 40

House Escher Equipment List

Category Equipment Credits
Ranged weapons / Auto/Stub Weapons Autogun 20
Ranged weapons / Auto/Stub Weapons Autopistol 10
Ranged weapons / Auto/Stub Weapons Heavy stubber* 70
Ranged weapons / Auto/Stub Weapons Stub gun 5
Ranged weapons / Combi-Weapons Combi-weapon (bolter/needler) 70
Ranged weapons / Flamers Flamer 70
Ranged weapons / Flamers Hand flamer 45
Ranged weapons / Las Weapons Lasgun 15
Ranged weapons / Las Weapons Laspistol 5
Ranged weapons / Melta Weapons Meltagun 140
Ranged weapons / Plasma Weapons Plasma gun 85
Ranged weapons / Plasma Weapons Plasma pistol 70
Ranged weapons / Primitive Weapons Throwing knives 10
Ranged weapons / Primitive Weapons Wyld bow (Wyld Runner only) 15
Ranged weapons / Shotguns Shotgun with solid & scatter ammo 35
Ranged weapons / Shotguns Shotgun with solid & scatter ammo - acid ammo +15
Ranged weapons / Toxin Weapons Needle pistol 25
Ranged weapons / Toxin Weapons Needle rifle 45
Ranged weapons / Toxin Weapons 'Nightshade' chem-thrower 95
Category Equipment Credits
Close combat weapons / Chain Weapons Chainsword 20
Close combat weapons / Power Weapons Power sword 40
Close combat weapons / Primitive Weapons Fighting knife 5
Close combat weapons / Primitive Weapons • Whip (Wyld Runner only) 5
Close combat weapons / Shock Weapons Shock whip 10
Close combat weapons / Toxin Weapons Stiletto knife 25
Close combat weapons / Toxin Weapons Stiletto sword 45
Close combat weapons / Toxin Weapons Venom claw (Death-Maiden only) 50
Wargear / Grenades Choke gas grenades 45
Wargear / Grenades Frag grenades 30
Wargear / Grenades Krak grenades 45
Wargear / Grenades Smoke grenades 15
Wargear / Armour & Field Armour Mesh armour 40
Wargear / Armour & Field Armour Refractor field 50
Wargear / Personal Equipment Drop rig 10
Wargear / Personal Equipment Medicae kit 20
Wargear / Personal Equipment Photo-goggles 35
Wargear / Personal Equipment Respirator 15
Wargear / Weapon Accessories • Las-projector 20
Wargear / Mounts Dirt bike 35
Wargear / Mounts Escher Cutter 150
Wargear / Pets Phyrr Cat 80
Wargear / Pets Phelynx 60
PDF page 45 Printed page 41

Ranged weapons / Auto/stub weapons

Weapon SR LR Str AP L Traits Creds TP
Cutter heavy stubbers 20" 40" 4 -1 1 Arc (Centreline), Heavy, Rapid Fire (2), Twin-linked - E
Cutter heavy stubbers
SR
20"
LR
40"
Str
4
AP
-1
L
1
Cr
-
TP
E
Traits Arc (Centreline), Heavy, Rapid Fire (2), Twin-linked

Ranged weapons / Combi-weapons

Weapon SR LR Str AP L Traits Creds TP
Combi-bolter - - - - - - - E
- bolter (primary component) 12" 24" 4 -1 2 Ammo (3+), Combi, Rapid Fire (1), Scarce (4+) - -
- needler (secondary component) 9" 18" - -1 1 Combi, Toxin (3+) - -
Combi-bolter
SR
-
LR
-
Str
-
AP
-
L
-
Cr
-
TP
E
Traits -
Combi-bolter- bolter (primary component)
SR
12"
LR
24"
Str
4
AP
-1
L
2
Cr
-
TP
-
Traits Ammo (3+), Combi, Rapid Fire (1), Scarce (4+)
Combi-bolter- needler (secondary component)
SR
9"
LR
18"
Str
-
AP
-1
L
1
Cr
-
TP
-
Traits Combi, Toxin (3+)

Ranged weapons / Grenade launchers

Weapon SR LR Str AP L Traits Creds TP
Cutter grenade launchers - - - - - - - E
- frag grenades 6" 24" 3 - 1 Ammo (4+), Arc (Centreline), Blast (3"), Knockback (5+), Rapid Fire (1) - -
- krak grenades 6" 24" 6 -2 1 Ammo (4+), Arc (Centreline), Rapid Fire (1) - -
Cutter grenade launchers
SR
-
LR
-
Str
-
AP
-
L
-
Cr
-
TP
E
Traits -
Cutter grenade launchers- frag grenades
SR
6"
LR
24"
Str
3
AP
-
L
1
Cr
-
TP
-
Traits Ammo (4+), Arc (Centreline), Blast (3"), Knockback (5+), Rapid Fire (1)
Cutter grenade launchers- krak grenades
SR
6"
LR
24"
Str
6
AP
-2
L
1
Cr
-
TP
-
Traits Ammo (4+), Arc (Centreline), Rapid Fire (1)

Ranged weapons / Natural weapons

Weapon SR LR Str AP L Traits Creds TP
Chemical cloud breath 6" 12" 3 -1 1 Ammo (4+), Blast (3") - E
Gaseous eruption breath T - - - 1 Ammo (6+), Gas, Template, Toxin (3+) - E
Chemical cloud breath
SR
6"
LR
12"
Str
3
AP
-1
L
1
Cr
-
TP
E
Traits Ammo (4+), Blast (3")
Gaseous eruption breath
SR
T
LR
-
Str
-
AP
-
L
1
Cr
-
TP
E
Traits Ammo (6+), Gas, Template, Toxin (3+)

Ranged weapons / Plasma weapons

Weapon SR LR Str AP L Traits Creds TP
Cutter plasma guns 12" 24" 5 -2 2 Ammo (6+), Arc (Centreline), Damage (2), Rapid Fire (1), Twin-linked, Unstable - E
Cutter plasma guns
SR
12"
LR
24"
Str
5
AP
-2
L
2
Cr
-
TP
E
Traits Ammo (6+), Arc (Centreline), Damage (2), Rapid Fire (1), Twin-linked, Unstable

Ranged weapons / Primitive weapons

Weapon SR LR Str AP L Traits Creds TP
Wyld bow 9" 18" 3 - 1 Assault - E
Wyld bow
SR
9"
LR
18"
Str
3
AP
-
L
1
Cr
-
TP
E
Traits Assault

Ranged weapons / Shotguns

Weapon SR LR Str AP L Traits Creds TP
Shotgun - - - - - - - -
- acid ammo 4" 8" 3 -1 1 Blaze (5+), Rapid Fire (1) - E
Shotgun
SR
-
LR
-
Str
-
AP
-
L
-
Cr
-
TP
-
Traits -
Shotgun- acid ammo
SR
4"
LR
8"
Str
3
AP
-1
L
1
Cr
-
TP
E
Traits Blaze (5+), Rapid Fire (1)

Ranged weapons / Toxin weapons

Weapon SR LR Str AP L Traits Creds TP
'Nightshade' chem-thrower T - - - 1 Ammo (6+), Gas, Template, Toxin (3+) - E
'Nightshade' chem-thrower
SR
T
LR
-
Str
-
AP
-
L
1
Cr
-
TP
E
Traits Ammo (6+), Gas, Template, Toxin (3+)
PDF page 46 Printed page 42

Close combat weapons / Natural weapons

Weapon SR LR Str AP L Traits Creds TP
Claws E - - - 1 Melee, Toxin (3+) - E
Razor-sharp talons E - S+1 -2 3 Melee, Rending (6+) - E
Talons E - S -1 2 Melee - E
Claws
SR
E
LR
-
Str
-
AP
-
L
1
Cr
-
TP
E
Traits Melee, Toxin (3+)
Razor-sharp talons
SR
E
LR
-
Str
S+1
AP
-2
L
3
Cr
-
TP
E
Traits Melee, Rending (6+)
Talons
SR
E
LR
-
Str
S
AP
-1
L
2
Cr
-
TP
E
Traits Melee

Close combat weapons / Primitive weapons

Weapon SR LR Str AP L Traits Creds TP
Whip E - S - 1 Knockback (6+), Melee - E
Whip
SR
E
LR
-
Str
S
AP
-
L
1
Cr
-
TP
E
Traits Knockback (6+), Melee

Close combat weapons / Toxin weapons

Weapon SR LR Str AP L Traits Creds TP
Venom claw E - - -2 1 Melee, Shred (5+), Toxin (3+) - E
Venom claw
SR
E
LR
-
Str
-
AP
-2
L
1
Cr
-
TP
E
Traits Melee, Shred (5+), Toxin (3+)

MOUNTS

ESCHER CUTTER

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