N18 House of Blades (General discussion)

Wonder if Toxic ammo can be applied to close combat weapons?

The new Liftin' Gaseous Ammo is confusing to me. First off, they jump right into requirements, no declaration beforehand. But how must the Template be positioned exactly? In a straight line (from the attacker), or can it be angled? Looks like a really powerful upgrade, allowing much needed 6" extra range on Template weapons.


I assume in a straight line, it was just the last part that made me wonder.

Without having the rest of the wording in front of me the bit you have snipped above says the narrow end must point “directly” at the shooter so it is in a straight line.
 
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Fair point. That's me falling into the trap of commenting without having the book to read the whole story, and get the bigger picture. Think in retrospect it was a knee jerk reaction to unqualified stacking/interaction of effects something that can cause arguments or imbalance in tighter rulesets.

Loving the sounds of these, looks like some fun decisions to make playing Escher but still not convinced it's going to match BoC, but I really need to shut up till I get my copy. Just need mine to just arrive already...

Looks like build 1 archer, & 1 whip/cat handler and use remaining two as Juve conversions. Unless a better weapon combo occurs to me upon reading book. Looks like I need a power hammer champ model as well, just cos that sounds cool. I had been thinking of making a power axe one just because it's different, but could look cool.
It could have been a compromise reseting results to original state, what's shown on dice. The combo is very powerful, but also very expensive.
 
The figures (except for the Gang Lookout ) and some of the weapons from this article are in the book on the painted examples pages.
There is a Matriarch with a plasma cannon and what looks like a bionic hand and an other one with a power hammer and Combi-bolt pistol/needle pistol. The body and head of this one also looks new to me.
 
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The game has evolved in so many different directions, I am confused about 'Chems' when there are no proper keywords. Take for instance Chem Dealer hangers-on. Can give you the chance to buy "a single dose or any Chem, or items containing Chems, such as stimm-slug stash or medicae kit, without expending any credits.".

If Escher got this, can they buy one of their alchemy elixir chems? If another gang got it, can they access Escher's alchemy elixir chems? Also, medicae is related to chems? Other references to chems clearly specify "black market chems", so I'd argue chems are now 2 separate things:
  • Chems from Black Market
  • Escher only chems
It could be fun to create a Chem each visit to the dealer. Roll a d3, this determines the table you roll on. Roll another d3, this determines how many individual ingredients are in the elixir. Roll a d10 that many times to create the drug. Could get some mad combos!
 
So how do you rationalise chem darts/chem delivery with the new toxic ammo. Do you think adding chem darts to Escher lists and requiring them is fair - as it equalises the system with other gangs - or should Escher have their own unique system? It just is annoying in not being the same 🤔
 
I think it works, based on the two Toxic Ammos we've seen. Logic:

1) Chem Delivery lets you use the Toxin or Gas Traits instead of delivering chems.
2) 'Paralysing' and 'Bleeding' both say 'If a fighter is Injured by a weapon with the Toxin Trait with this Toxic Ammo applied...'

So I think that if you've applied a Toxic Ammo to a Toxin weapon and are using the Chem Darts to trigger Toxin, then you get all the benefits. You meet the criteria of a Toxin Weapon and you have applied a Toxic Ammo

However, I don't think the 'This does not use a dose of the Chem' applies, as you have to have already applied the Toxic Ammo to the weapon beforehand. I also don't think you can directly shoot the Toxic Chem Alchemy at them as it says it applies to weapons, not fighters.

However, you may be able to shoot them with Stimms?

This is all speculation based on the spoilers we've seen, btw. I don't have the actual book to confirm things
 
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New Escher Stimms are applied either before the battle (after selecting crews) or as a Simple action during the battle. If applied during the battle, spend a Simple action. The target can be itself or a friendly fighter B2B. Made a summary of all chems:
1598529981679.png
 
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New Escher Stimms are applied either before the battle (after selecting crews) or as a Simple action during the battle. If applied during the battle, spend a Simple action. The target can be itself or a friendly fighter B2B. Made a summary of all chems:
View attachment 117648
Thanks for this, so when you create a gas or toxin ammo it becomes a limited ammo type for that weapon (and a single weapon only), so if your lucky and don't fail an ammo roll in the game it could in theory last multiple games?
 
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Thanks for this, so when you create a gas or toxin ammo it becomes a limited ammo type for that weapon (and a single weapon only), so if your lucky and don't fail an ammo roll in the game it could in theory last multiple games?
Sorry I was unclear earlier. It is 'limited' to one battle only, but affects the weapon. So it's not the same as 'Ammo' we are used to earlier. Mechanically, it is a modification of the weapon that applies for a single battle. Equivalent to the 'Limited' trait in that when it is gone, you have to re-purchase.
 
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New Escher Stimms are applied either before the battle (after selecting crews) or as a Simple action during the battle. If applied during the battle, spend a Simple action. The target can be itself or a friendly fighter B2B. Made a summary of all chems:
View attachment 117648
Just to point out, you've made a transcription error here on Bleeding, based on what GW showed us in the preview.
After the Flesh Wound is taken in the end phase the token is removed, so the fighter won't continue to bleed, this makes a significant difference.
 
Thanks! The effect could be described "If Injured, suffer an additional Flesh Wound at the start of the End phase (per Injury)."?
 
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So Clan Chymist is compulsory for Escher to make use of their chems without going bankrupt?

Doesn't feel nearly as strong as the Goliath gene smithing, but I suppose it means if you have money to spare and your about to go into a tough fight you can blow a load of cash to make your girls terrifying...
 
What are smoke gas grenades?
Smoke is smoke, it has neither the gas trait nor gas in its name.


Presumably you could apply this to Scare Gas Grenades. Although most won't have ant effect since they don't cause injuries.
 
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