<p class="source-note">From <a href="../escher-journal/">Escher Journal</a>. <a href="../lore-escher-journal/#source-page-42">Read this book’s lore</a>. Readable tables and original source diagrams.</p>

<!-- source-page: 42 -->

<div class="source-page" id="source-page-42">PDF page 42 <span aria-hidden="true">/</span> Printed page 40</div>

## ESCHER CHEM-ALCHEMY

In addition to the standard selection of chems, toxins and poisonous gases available on Necromunda, House Escher gangs can buy speciality concoctions and compounds from those detailed below.

### USING CHEM-ALCHEMY

When a Chem-alchemy Elixir is purchased, it represents sufficient supply to be used once per Cycle. This means that if a Chem-alchemy Elixir is used in a battle, it may not be used again during any other battle that Cycle, but can be used again in the next Cycle.

Chem-alchemy Elixirs are considered to be part of every Escher Fighter's Equipment List, regardless of whether they are part of an Escher gang or an Escher variant gang (see page 26).

### STIMMS

Stimms are beneficial chems Fighters use to heal themselves or enhance their fighting abilities. A Fighter can start a battle under the effects of any stimm they are equipped with if they choose, or an Active Fighter can administer that stimm during a battle by performing the Administer Dose action:

**Administer Dose (Single):** Choose one stimm this Fighter is equipped with; either this Fighter or a friendly Fighter within 1" are now under the effects of that stimm.

'The effects of a stimm expire during the Wrap-up step of the Post-battle sequence.

### BLOOD RUSH

15 credits Effect: When this stimm is administered to a Fighter, that Fighter immediately regains 1 Wound lost earlier in the battle.

### GRACE

20 credits Effects: A Fighter under the effects of this stimm increases their Initiative characteristic by 1 and applies a +1 modifier to any Agility test they make. The stimm fills them with such a strong need to move that if they do not end their activation at least 3" away from where they started it, they suffer a Str 2, AP -2, L1 Hit.

### HYPER

20 credits Effect: A Fighter under the effects of this stimm increases their Movement characteristic by 2", and when they perform the Charge action, this bonus is increased to 3". This increased level of hyperactivity makes them exceptionally twitchy, and they must reduce all of their Hit rolls by 1.

<!-- source-page: 43 -->

<div class="source-page" id="source-page-43">PDF page 43 <span aria-hidden="true">/</span> Printed page 41</div>

### GASEOUS AMMO

This includes all manner of collected poisonous chemicals and vapours, carefully sorted and stored by the Chymist Cults. A Fighter equipped with gaseous ammo can apply its effects to any weapon they are equipped with that has the Gas trait during the Pre-battle Sequence, once crews have been selected.

Once applied to a weapon with the Gas trait, gaseous ammo will change the profile and traits of the weapon as noted in the appropriate entry for the duration of that battle. Their effects expire during the Wrap-up step of the Post-battle Sequence.

### HALLUCINOGEN

20 credits Effect: If an Injury dice is rolled for a Fighter wounded by a weapon with this gaseous ammo applied, that Fighter makes a Willpower check. If the Willpower check is failed, they gain the Insanity Condition.

### LIFTING

25 credits Effect: This gaseous ammo can only be applied to a weapon that has both the Gas and Template traits. When making an attack using a weapon with this gaseous ammo applied, the template may be placed up to 6" away from the Fighter making the attack. When placing the template, it must be positioned so that the narrow end points directly towards the Fighter making the attack. The wide end of the template must be the furthest part of the template from the Fighter.

### PYROPHORIC

20 credits Effect: A weapon with this gaseous ammo applied gains the Blaze (5+) trait.

### POISONS

The poisons used by the Chymist Cults are virulent toxins and the most extreme kinds of weaponised chemicals. A Fighter equipped with a poison can apply its effects to any weapon they are equipped with that has the Toxin (X+) trait during the Pre-battle Sequence, once crews have been selected.

Once applied to a weapon with the Toxin (X+) trait, the poison will change the profile and traits of the weapon as noted in the appropriate entry for the duration of that battle. Their effects expire during the WraH1p step of the Post-battle Sequence.

### EXPLODING

20 credits Effect: If a Fighter is taken Out of Action by a hit from a weapon with this poison applied, before removing them from the battlefield place a 3" Blast marker over that Fighter, with the marker's hole centred on their base. All models touched by this Blast marker suffer an immediate Str -, AP -, L1 Hit as if from a weapon with the Gas and Toxin (3+) traits.

### IRRADIATING

20 credits Effect: A weapon with this poison applied gains the Rad-phage trait.

### PARALYSING

15 credits Effect: If a Fighter is Wounded by a weapon with this poison applied, they must immediately make a Toughness check; if the check is failed, they become subject to the Webbed Condition.