Increasing the lethality of the many, many toxin weapons carried by the cult members is rather handy, and as for Rites of the Moraegan, it stops death being the end for a Champion, Ganger or Prospect who’s killed in action, turning them into a Death-Maiden for the low, low cost of 60 credits and an Intelligence check.

New Fighters and Equipment

The observant among you may have noticed the Blades of the Matriarch from the new Core Set in the variant gang lists, and might be wondering if you can add them to regular Escher gangs as well. Yes, you can! The journal includes profiles and credit costs for the four new Ganger types – Blade Maidens, Chem Wytches, Gun Maidens and Huntresses – and their signature equipment as additions to the lists in Gangs of the Underhive. Archery fans will also be pleased to hear that wyld bows can now be taken on any Fighter, and even include a few of the special arrow types mentioned above – though if you want all of them, you’ll need to commit to a Wyld Hunt.

Campaign Rules

The rest of the journal’s rules let you add some Escher flair to your campaigns, with exclusive Gang Tactics, Territories and Side Jobs that you can use in place of those in the Core Rulebook, along with a new Finesse Primary skill table, which lets your fighters somersault around, dodging enemy attacks and showing off their acrobatic skills. Our favourite? Shooting after combat with Let’s Dance.