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Escher Chem-Alchemy

Source: House of Blades

House Escher gangs benefit from the prodigious output of the clan’s Chymist Cults. All manner of stimms, chems and toxins are available to Gang Queens and their fighters, enhancing their natural abilities and making even the slightest scratch of their stiletto knives and swords exceptionally deadly. 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 an Escher gang visits the Trading Post during the post-battle sequence, they can buy a Chem-alchemy Elixir in the Purchase Equipment step. Chem-alchemy Elixirs are considered to be part of the gang’s House Equipment List, and so do not require a Seek Rare Equipment roll to be purchased.

When a gang buys a Chem-alchemy Elixir, they must decide what kind of chem (Stimm, Toxic Ammo or Gaseous Ammo) it will be, and what its effects will be. This is done when it is purchased, and will affect its final cost. Creating a Chem-alchemy Elixir is done using the following steps:

  • Choose a chem type either: Stimm, Toxic Ammo or Gaseous Ammo
  • Choose up to three effects from the chosen chem’s effect list
  • Add up the credit cost of each effect to find the final cost of the chem

Each time a chem is bought, regardless of the number of effects it includes, it represents a single dose or application.

A dose or application lasts for the duration of a single battle (unless otherwise noted) then it is used up and removed from the gang’s stash.

Stimms

Stimms are beneficial chems fighters use to heal themselves, enhance their fighting abilities, or protect themselves against poisons and other perils. A stimm counts as Wargear. A fighter can start a battle under the effects of any stimm they are equipped with if they choose, or can administer that stimm during a battle to themselves or a friendly fighter in base contact by performing an Administer Dose (Simple) action during their activation.

Stimm EffectsCost
Bad Blood10
Blood Rush15
Brain Lock15
Dreamland10
Hyper20
Ice Cold15
Jolt30
Night Night25
Puke15
Wide-eye10

Bad Blood

This stimm contains genophaic haem-mimics that modify the subject’s haemoglobin. The result is to make the blood highly toxic to all but the carrier, ensuring a single drop is enough to kill if it comes into contact with another fighter.

Effect: When a fighter under the effects of this chem suffers one or more Wounds and/ or Flesh Wounds, all fighters in base contact with them must make an Initiative check. If this check is failed, they are considered to have taken a hit from a weapon with the Toxin trait.

Blood Rush

Created from a collection of plasmid-modified cells, Blood Rush rapidly knits together torn flesh and thereby stops bleeding.

Effect: When this stimm is administered to a fighter, that fighter may remove a single Flesh Wound or immediately recover from being Seriously Injured.

Brain Lock

Psychoactive stimms fill the fighter’s brain, allowing them to disrupt malign energies in the area around them by strength of will.

Effect: A fighter under the effects of this stimm counts as a Psyker for the purposes of disrupting enemy psychic powers (as described in the Necromunda Rulebook).

Dreamland

The neural blockers contained in this stimm interfere with receptors associated with harmful thoughts that might otherwise affect the fighter.

Effect: A fighter under the effects of this stimm ignores the effects of the Insane condition.

Hyper

Cortical-kinetic impellers energise the motive pathways of the fighter’s body, giving them thought-quick movements and blinding reflexes.

Effect: A fighter under the effects of this stimm increases their Movement characteristic by 2, and, when they take the Charge (Double) Action, they add D6" to their movement rather than D3". This increased level of hyper-activity makes them exceptionally twitchy, and they must reduce all their hit rolls by 1.

Ice Cold

Created from strains of Kalma and Spur, this stimm dulls reality without deadening the senses or making the subject docile.

Effect: A fighter under the effects of this stimm adds 2 to any Cool checks they are required to make.

Jolt

A blast of powerful stimulants floods the fighter’s body, allowing them to shrug off their injuries and get back into the fight – at least until the chems wear off.

Effect: Until the end of the round in which this stimm was administered, a fighter under the effects of this stimm counts any Serious Injuries they suffer as Flesh Wounds.

Night Night

Sometimes the only way to keep death at bay is to have a good sleep. Night Night uses bio-anaesthesitics to put the subject into a healing coma.

Effect: When a fighter under the effects of this stimm goes Out of Action, do not roll for a Lasting Injury. Instead, the fighter counts as having rolled a result of 12-26 Out Cold on the Lasting Injury table. Note that the fighter may still be captured as normal.

Puke

This stimm pumps potent counter-toxins into the fighter’s system, the tiny microbes purging any foreign agents introduced into their bloodstream.

Effect: A fighter under the effects of this stimm doubles their Toughness when testing to see if they are affected by weapons with the Toxin or Gas traits.

Wide-Eye

The chem contains ocular stimulants that expand the subject’s pupils and sharpens their mind so they are capable of noticing even the minutest of details.

Effect: A fighter under the effects of this stimm ignores the effects of the Pitch Black rules. In addition, if the fighter is a Sentry in a battle using the Sneak Attack rules (as described in the Necromunda Rulebook) then they always count enemy fighters as being ‘in the open’.

Gaseous Ammo

This includes all manner of collected poisonous chemicals and vapours carefully sorted and stored by the Chymist Cults. Their effects can range from knocking a victim out to driving them insane with wild hallucinations, blinding them, or even burning through respirators.

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.

Gas EffectsCost
Acidic20
Bane15
Blackout30
Blinding10
Expansive20
Hallucinogen15
Leaden30
Liftin’25
Pathogenic15
Pyrophoric20

Acidic

Caustic compounds within the gas eat away at filters and seals, making a mockery of respirators and hazard suits. However, such gases, while able to work their way through such defences, are not as lethal as true biopathic toxins.

Effect: A fighter hit by a weapon with the Gas trait with this Gaseous Ammo applied does not benefit from armour or Wargear that would normally increase their Toughness against weapons with the Gas trait (i.e., respirators). Out of Action results on the Injury dice generated by hits from a weapon with the Gas trait with this Gaseous Ammo applied count as Seriously Injured results instead.

Bane

Some chemical compounds are designed to specifically attack the weakest points on ponderous machines or massive creatures, working their way into eyes, mouths and organs that might otherwise be protected from conventional weapons.

Effect: A fighter hit by a weapon with the Gas trait with this Gaseous Ammo applied counts their Toughness as 3, regardless of their actual Toughness characteristic. Note that Wargear such as a respirator can still modify the fighter’s Toughness against Gas weapons as normal.

Blackout

Blackout contains potent flurane chems. These are powerful mixtures of knockout drugs and the slightest whiff can render a fighter instantly unconscious.

Effect: If a fighter suffers a Serious Injury from a weapon with the Gas trait with this Gaseous Ammo applied, they are taken Out of Action, just as if they had rolled an Out of Action result. Fighters taken Out of Action by a weapon with the Gas trait with this Gaseous Ammo applied do not need to roll on the Lasting Injury table. Instead, the fighter counts as having rolled a result of 12-26 Out Cold on the Lasting Injury table.

Blinding

Bio-adhesives in Blinding gas infiltrate the victim’s eyes, restricting their blood flow to rob them of their sight. Though these debilitating effects are short lived, they often last long enough for the victim’s enemies to finish them off.

Effect: A fighter that suffers a Flesh Wound from a weapon with the Gas trait with this Gaseous Ammo applied becomes subject to the Blind condition until the End phase of the current round.

Expansive

Helio-molecular stimulation of toxic gases allows Expansive gas to disperse over an extremely large area.

Effect: This Gaseous Ammo can only be applied to a weapon that has both the Gas and Blast (X") traits. When placing a Blast marker generated by a weapon with the Gas trait with this Gaseous Ammo applied, a fighter may place one more Blast marker than normal. This marker must be placed so that it is touching at least one other Blast marker generated by this weapon.

Hallucinogen

Hallucinogen gases contain aggressive psychogenic chems that attack the subject’s mind and make them doubt their own senses.

Effect: A fighter hit by a weapon with the Gas trait with this Gaseous Ammo applied must make a Willpower check in addition to the Toughness check to resist the effects of being hit by a weapon with the Gas trait. If this Willpower check is failed, the fighter immediately becomes subject to the Insane condition.

Leaden

Leaden gases are incredibly dense, causing bursts to settle upon the battlefield and increase their dispersal time.

Effect: After resolving an attack using a weapon with the Gas trait with this Gaseous Ammo applied, place a 3" Blast marker so that its central hole is within the area of the Flame template or Blast marker placed when making the attack.

Any fighters that move through this Blast marker count as being hit by the weapon that made this attack (work out this hit when the fighter ends their current action). This Blast marker remains in play until the End phase of the current round.

Liftin’

Liftin’ gases have had their composition altered, decreasing their density without sacrificing their potency, allowing them to be sprayed further from weapons such as chem throwers.

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 the Gas trait 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 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.

Pathogenic

There are many kinds of microbic chems that induce rapid necrosis in human flesh, and the Chymist Cults are adept at weaponising many of them. Pathogenics can quickly kill their victim if a counter-agent is not deployed in time.

Effect: After a fighter is hit by a weapon with the Gas trait with this Gaseous Ammo applied, place a marker next to them. At the start of that fighter’s next activation, roll a D6. On a 3+, immediately remove this marker. On a roll of 1 or 2, the fighter immediately suffers the effects of the Gas trait, just as if they had been hit by the same weapon again.

Pyrophoric

Pyrophoric gases are particularly insidious, clinging to their targets for extended periods of time and remaining self-fuelling in their immolation.

Effect: A weapon with the Gas trait with this Gaseous Ammo applied gains the Blaze trait.

Toxic Ammo

The toxins used by the Chymist Cults are virulent poisons and the most extreme kinds of weaponised chemicals. Their effects can range from causing wounds that won’t stop bleeding to driving their victims into a killing frenzy, from relentlessly attacking their system to even causing their organs to explode!

A fighter equipped with a Toxic Ammo can apply its effects to any weapon they are equipped with that has the Toxin trait during the pre-battle sequence, once crews have been selected.

Once applied to a weapon with the Toxin trait, Toxic 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.

Toxin EffectsCost
Bleeding10
Concentrated15
Debilitating10
Decaying5
Exploding20
Maddening5
Maiming10
Panicking10
Paralysing5
Silencing5

Bleeding

Anticoagulant compounds are laced into the toxin, causing wounds to bleed freely once inflicted.

Effect: If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, and is not taken Out of Action, place a marker on their Fighter card. At the beginning of each End phase, each of these markers is removed and replaced with a Flesh Wound.

Concentrated

Concentrated toxins have a short-lived potency, but are highly effective at delivering a strong dose of poison right into the heart of their victims.

Effect: The first time a weapon with the Toxin trait with this Toxic Ammo applied hits an enemy fighter, add 2 to the dice roll to see if it overcomes the fighter’s Toughness. Note that this Toxic Ammo only affects this weapon’s first successful hit, and any subsequent hits, even during the same action, will be worked out as normal.

Debilitating

Debilitating toxins can cause blindness, partial paralysis, or enfeeblement.

Effect: If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, and is not taken Out of Action, place a marker on their Fighter card. For each marker on their Fighter card, a fighter must subtract 1 from any Characteristic checks they are required to make. At the end of the battle, or if the fighter goes Out of Action, remove these markers from their Fighter card.

Decaying

Necrotic acids are used to create toxins that can not only poison living organisms but also eat away at armour making their victims more vulnerable to further harm.

Effect: If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, and is not taken Out of Action, place a marker on their Fighter card. For each marker on their Fighter card, a fighter must subtract 1 from any Save rolls they are required to make. At the end of the battle, or if the fighter goes Out of Action, remove these markers from their Fighter card.

Exploding

The hexaphagic venoms in explosive toxins attack their victims at a cellular level, literally expanding their organs until they explode in a shower of blood and gore.

Effect: If a fighter is taken Out of Action by a hit from a weapon with the Toxin trait with this Toxic Ammo 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 fighters touched by this Blast marker suffer an immediate hit as if from a weapon with the Gas trait.

Maddening

Psycho-conductive chems make Maddening poisons not only potentially deadly but are also capable of driving their victims into a frenzied rage.

Effect: If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, for the remainder of the battle all their attacks gain the Reckless trait.

Maiming

Maiming toxins are filled with nano-caustic chems that tear the victim’s body apart from the inside, leaving savage, lasting wounds even if they survive the poison’s initial effects.

Effect: If a fighter is taken Out of Action by a weapon with the Toxin trait with this Toxic Ammo applied, the opposing player may roll twice on the Lasting Injuries table and choose which of the two results to apply.

Panicking

Even a small drop of these kinds of nerve agents can send uncontrollable flesh quakes through a victim’s muscles, sending their heart racing and their mind spiralling into a pit of terror and despair.

Effect: If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, they immediately become Broken, as if they had failed a Nerve test.

Paralysing

Cortical inhibitors are common medicae chems used to keep patients still during surgeries. When mixed with deadly poisons, they ensure that should the target live through the effects of the toxins they will be going nowhere.

Effect: If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, they must immediately make a Strength check or become Paralysed. A Paralysed fighter counts as being subject to the Webbed condition.

Silencing

Silencing toxins contain chemicals that target the victim’s vocal organs and auditory senses, effectively isolating them from the world around them.

Effect: If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, for the remainder of the round they cannot issue or be part of Group Activations.

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Naming Your Chems

Part of the fun of creating your own chems and poisons is coming up with names for them! Players are encouraged to experiment combining the effects provided to find the concoction that is right for their gang. For example, a poisonous Gas combining Acidic, Blinding and Pyrophoric traits might be known as Eyebite Gas, while one with the Expansive and Liftin’ traits could be known on the streets as Khimerix Breath. With the Arbitrator’s permission, in a campaign an Escher gang might even concoct these poisons and sell them to other gangs, creating their own clandestine trade in stimms, chem weapons and toxic blades.

House Of Gilded Grace

note

Designer’s Commentary: New Rules For House Escher Gangs

Presented below are special rules that will allow you to recreate the events described in Apocrypha Necromunda: Queen of Ash Town, as well as new options for House Escher gangs. If the Arbitrator wishes, these rules can be used during a campaign.

Source: Apocrypha Necromunda: Queens of Ash Town

If your gang includes an Apprentice Clan Chymist, then the following may be purchased as Chem-alchemy Elixirs. Note that unlike other Chem-alchemy Elixirs, these may not be combined with other chems and an Apprentice Clan Chymist does not reduce their credit cost.

Blood Boil (Toxic Ammo)

+30 Credits

Blood Boil is a deadly concoction of Esmer Tul’s own devising. It causes a victim’s organs to rupture and destroy themselves whilst driving them mad with agony.

Effect: Whenever a weapon with the Toxin trait with this Toxic Ammo applied hits an enemy fighter, add 1 to the dice roll to see if it overcomes the fighter’s Toughness. In addition, the weapon has the Exploding and Maddening Toxin Effects applied to it.

Skin Fire (Toxic Ammo)

+25 Credits

Skin Fire is a vicious chem that upon contact with a person’s skin changes the chemistry of their blood so that it becomes extremely flammable, whilst the area around the wound blackens and decays.

Effect: If a fighter is Injured by a weapon with the Toxin trait with this Toxic Ammo applied, and is not taken Out of Action, roll a D6; on a 4+ the fighter becomes subject to the Blaze condition. In addition, the weapon has the Debilitating and Decaying Toxin Effects applied to it.

Predator’s Kiss (Stimm)

+45 Credits

A potent mix, Predator’s Kiss combines the Blood Rush and Hyper stimms with Esmer Tul’s own addition distilled from the pheromone glands of Phelynx. The result burns away a fighter’s fatigue, replacing it with a burning strength and a desire to do great violence.

Effect: A fighter under the effect of this Stimm adds 1 to their Strength characteristic for the purposes of close combat attacks, though all of their weapons gain the Reckless trait. In addition, they have the Blood Rush and Hyper Stimm Effects applied to them.