N18 House of Blades (General discussion)

Why are Escher Juves M5? I hate thst

My friendly local Van Saar opponent was not too happy when I combined liften and blinding on a chemthrower in a ZM game. Play it anyway you want, but this was our compromise
Van Saar opponent complaining about a weapon combination being OP? That's an unusual yet ironic situation to find yourself in.

: P
 
Can you explain how it limits the power though?

Losing your next activation token is a result of not having one when the initiative test was first failed.

RAW, the effect doesn't require you to be subject to the blinded condition at the start of the round.
"A Blind fighter loses their ready marker, if they do not have a ready marker, they do not gain a ready marker at the start of the following round".
Seems to me that, RAW, if they're not blind it doesn't apply.

It's also worth noting that the effect only triggers if they get a flesh wound from the chem thrower, so not often.
 
"A Blind fighter loses their ready marker, if they do not have a ready marker, they do not gain a ready marker at the start of the following round".
Seems to me that, RAW, if they're not blind it doesn't apply.

It's also worth noting that the effect only triggers if they get a flesh wound from the chem thrower, so not often.
It's a really poorly written rule, made worse by the less than clear HoB modification.

Conditions should be worded in such a way that makes it clear when a model becomes subject to the effect; what modifications apply whilst subject of them, and when those effects expire.

There are other mechanisms that screw with blinded - like Overseer, or a few tactics cards that allow for allocations of action tokens.
 
I agree, it's a product of their standard writing procedure to write with blinkers on; they don't consider any interaction beyond the rule immediately in front of them.

Blind was clearly not intended to exist outside of Flash grenades, which GW screwed by adding it as a chemeffect. Why not just have the chem confer Flash? That'd even make it work more like the other gas effects which all occur parallel to the attack rather than afterwards.
 
Hi, has anyone used house rules to make the Apprentice Clan Chymist available to Outlaw Escher gangs in a law and misrule campaign? If so, how did it go? If not, why not?

I’m in the middle of drafting up a house rules pack right now and it seems unfair that Eschers should be the only gang whose main unique buff is impacted by being an Outlaw. But am I missing something? Are there benefits that outway the cost?
 
It’s a funny rule really isn’t it? You’d think as an outlaw they be able to get any hangers on as, well, they wouldn’t care on the legality.
 
Hi, has anyone used house rules to make the Apprentice Clan Chymist available to Outlaw Escher gangs in a law and misrule campaign? If so, how did it go? If not, why not?

I’m in the middle of drafting up a house rules pack right now and it seems unfair that Eschers should be the only gang whose main unique buff is impacted by being an Outlaw. But am I missing something? Are there benefits that outway the cost?
I think the idea is that House Escher can't be seen to be supporting outlaws, for fear of Guild sanction largely.

There's no reason there couldn't be some "exiled" apprentices who just happen to conveniently find their way to these rogue gangs though, and I've heard of multiple groups giving outlaws access to all the same hangers-on as they would have had as a law-abiding gang.
 
I think the idea is that House Escher can't be seen to be supporting outlaws, for fear of Guild sanction largely.

There's no reason there couldn't be some "exiled" apprentices who just happen to conveniently find their way to these rogue gangs though, and I've heard of multiple groups giving outlaws access to all the same hangers-on as they would have had as a law-abiding gang.
Yes this was my thinking - an ‘Outlaw’ Chymist.
I can see the lore justification for not having them available as you say, but from a purely gameplay standpoint it seems a bit rough on Escher when Goliath gene-smithing, Orlock legendary names etc are available whether a gang is outlaw or law-abiding.
 
To be fair, the chem mixing is still available to an outlaw gang without the apprentice. But obviously the full-price costs make it pretty pointless.

I'm with you in making the apprentice available to outlaws. Sometimes the writers just seem to have an inquisitor moment and stop considering balance when a cool narrative idea comes to them.
 
Yes this was my thinking - an ‘Outlaw’ Chymist.
I can see the lore justification for not having them available as you say, but from a purely gameplay standpoint it seems a bit rough on Escher when Goliath gene-smithing, Orlock legendary names etc are available whether a gang is outlaw or law-abiding.
The only real issue I see is that outlaw gangs would have easier access to some pretty potent combinations with both the black market and cheaper house chems.

There are a number of more exotic weapons with toxin or gas traits, and all kinds of hinky combinations once you throw in the other illegal chems.

That's not to say the lawful Escher couldn't make use of the same combinations, it is just harder for them to do so.
 
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The only real issue I see is that outlaw gangs would have easier access to some pretty potent combinations with both the black market and cheaper house chems.

There are a number of more exotic weapons with toxin or gas traits, and all kinds of hinky combinations once you throw in the other illegal chems.

That's not to say the lawful Escher couldn't make use of the same combinations, it is just harder for them to do so.
That’s a good point, taking the rak gol razor gun could be gnarly AF with chems in the mix. I think what’ll I do is permit outlaw Chymist but say gas or toxin chems added to xenos or corrupted weapons gain the unstable trait
 
Could do with some help understanding maiming toxin. tell me if i'm right.

normally we roll for our own fighters lasting injuries. (in our group) so if I used maiming ammo and put ooa an enemy fighter, I then get to roll twice for his fighters lasting injury and choose what result I want.

If this is the case I may start trying to use this, since there is a lot of cheese in our local group.
 
Okay, well the lasting injury rules state that the opponent of the injured fighter rolls. But yes, the idea of Maiming is that you, the opponent, roll twice and pick the result.

However, this toxin is just terrible. It will only trigger if you roll an OoA on the injury dice; killing with a Coup de Grace, or a Serious Injury that gets worse in the recovery phase, will not trigger it. So you have at best a 1/6 chance of that coming off.

And since you need to roll a 5 or a 6 on the first d6 of the D66 to actually cause them serious mischief, even if you trigger it you've only got a 55% chance of doing lasting damage.

The cheesy alchemy combos are all in the Gaseous Ammo, but the Nightshade is pretty close range and a Choke Gas Grenade Launcher is a prime 'Click...' target
 
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I think it has been Clicked in every game since I tested out an Expansive Blackout Gas Grenade and word got round that it took out half a gang on its own.

Bullet Merchant saves on the grenades these days, and I'm considering getting an Ammo Cache so I can reload it... But at that point the support costs as much as another champion! It's so good though.
 
Okay, well the lasting injury rules state that the opponent of the injured fighter rolls. But yes, the idea of Maiming is that you, the opponent, roll twice and pick the result.

However, this toxin is just terrible. It will only trigger if you roll an OoA on the injury dice; killing with a Coup de Grace, or a Serious Injury that gets worse in the recovery phase, will not trigger it. So you have at best a 1/6 chance of that coming off.

And since you need to roll a 5 or a 6 on the first d6 of the D66 to actually cause them serious mischief, even if you trigger it you've only got a 55% chance of doing lasting damage.

The cheesy alchemy combos are all in the Gaseous Ammo, but the Nightshade is pretty close range and a Choke Gas Grenade Launcher is a prime 'Click...' target
thanks, its good to have another perspective, there are other toxins I like so may try them, as well as gas ammo combined with choke gas grenades, like expansive and blaze. Just as soon as I can afford a chemist
 
Fluff-wise, I believe that including the possibility that the “returned from the dead” could be effective propaganda and not the honest truth makes the concept better.

the sculpts I’m not sold on at all. Too “vampire queen” for me, but with the fluff i that’s what GW was going for. i would’ve preferred a more cyberpunk style, keeping with the gang’s feel Instead of going off into Goth-land.
Escher are 80s punks, right? Well, then take a look at such video games like "Double Dragon" and you see what kind of new weapons you could give them:

- Molotov cocktail
- Dynamite
- Throwable objects on map (trash cans and barrels)
- Baseball bat

Gangs associated with Undeath should have instead a focus on psionics/voodoo which Escher definitely lack. And there was a faction already in vintage Necromunda which used plague zombies. If you want to sell goth models create a new skirmish game involving vampire clans and their goth groupies but don´t sully Necromunda with half-baked ideas.

As someone who owns a vintage Escher gang like me this is reason alone to not buy the new faction book (House of Blades).
 
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you see what kind of new weapons you could give them:

- Molotov cocktail
Conveniently the Cawdor have those in plastic on their gang and weapons sprues. They’re also the same size hands as Escher (and Delaque) so easy to port over.

Not everyone like the Cawdor bombs so you (anyone reading) might be able to score 1-2 from a Cawdor player for free or swaps.