created : 11 months ago

Esher gang presentation

Tags : specialist game necromunda

Thumb jelena

Hello again !

Transcript of the second interview (in depth explanation of the Esher clan).

Tactic show : Necromunda UnderHive (Esher House)

The game use an I go you go encapsulated in a turn sequence.

Each activation you have 2 actions: Simple (no max), Basic action (like a simple action but limited to one per turn, shooting, attacking), Complex action, take the full round : Charge.

Very close to a rpg system.


Works like AOS/8th for M,ws,bs,w,A.
Init 3+ : above average useful to : avoid fall, disengage,
Ld : Above average 7+,
Cool : Less cool than average 8+,
Will & Int : are above average. 7+

S = short range
L = Long range

S = Short range mod
L = Long range mod

Stre = Strength

Ap = Amor pen

D = 1

Am = 2+ (ammo roll)

Plentiful quality : Use action to reload and doesn't need to roll. (by extension you can reload on any weapon you have if you spend an action and pass the ammo roll.)

Stilleto knife

+1 to hit,
toxin : if wound a target, 2d6 vs T+1d6 or injury roll.

Flak Armour

6+ save,  5+ vs explosion


Before an attack with a toxic weapon, use action, give a -1 to toughness test,
Need to roll a cool test if you are in combat.
10 cred (cheap)

Choke gas grenade

3'' blast, on a hit roll a D6 vs T if you equal or max = wound roll.


las pistol : same stats as a lasgun but with shorter range.
Pistol : Usable in close combat once each. Can use both hand at -1 hit and shoot twice.
Gun figther skill : remove the -1 to hit while dual attacking (she doesn't have the skill but was explained there)


Power sword
Str + 1, -2 AP
Parry : Force to re roll on successful attack. (stack if you have two sword)
Power : Can't parry a power weapon without a power weapon.


Autogun : same as a lasgun but with rapid fire.
Rapid fire  = Roll 1 special ammo dice to get up to extra 2 hits.

Frag grenade = good point is deviation are stopped by wall and obstacle.
They have knockback.
Knockback = push 1'' away.

Tumala champion

Better stats all around but T & S . (Goliath champ don't get improved ws bs.)

Chem-thrower : Gaz flamer, use the template (teardrop one), anything you touch is hit, you don't need to roll to hit.

Have the Gaz rule (roll a dice vs T if you beat or equal, wound roll).

Sprint : If you double move, the second move action count as twice (so 3X move)

Marika champion

Normal Esher champion stat,
Plasma pistol, work like 8th plasma.

Scare = Can't reload using an action. Only way to reload is looting a chest during the game.
Unstable = can explode, if you roll the "ammo" symbol need to check ammo if failed the weapon explode.
Counter attack = If someone attack you in melee you get an extra attack for counter attacking. (By extension you can strike back after an attack have been resolved.)

Jelena Leader

Extra attack,
5+ LD is strong.
Combi = If the Boltgun run out of ammo, the needle rifle can shoot too.
Versatile = Can be used as a melee action or ranged action.
Shock, on a 6+ to hit, auto wound.
Rally : Leader can use LD roll during her activation to rally broken friendly models.

Tactics cards

4 specific to house Esher :

-Stealthy advance : Free move at the start of the game.
-Scrag : Enemy fighter must roll cool if a friend get taken down at 9'' or get a -2 at 3''


Stre vs T works like in 8th.

Hit = pinning, to remove pinning you need to use a move action. So even the lowly lasgun is good.

Pair of weapon = Extra attack (pistol, melee ...)

Pinned = you go down on a HIT and you need to spend an action to get up.

Charging = Grant an extra attack.

For LD, CL, Wil, Int are rolled with 2D6 and need to roll equal or more.

Gaz : Roll 1 dice, if you roll T or more, injury roll.
Toxin : 2d6 vs T+1d6 or injury roll.

Can flame template over friendly !

Champions start with 1 skills.

If you use a weapon that deal 2w on a 1w target you roll 2 injury roll.

If you are attacked in melee you can strike back after attack resolution.

Champions : When a champion activate you can activate a ganger in a 4 '' at the same time.

Conclusion : Lot of interesting stuff, the only thing that i will regret will be the old melee system that were perfect for Necromunda. I just hope that the strike back after being attack work well enough to replace it.