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Guild of Coin

RAW ✔️ House of Iron, p76

Benefits

Law Abiding Allies: Any gang may form an Alliance with the Guild of Coin provided it is a Law Abiding gang. The Guilds of Necromunda have no interest in collaborating with the criminal classes.

Strong Alliance (House Orlock): The first time a gang belonging to House Orlock is required to Test the Alliance with this ally, do not roll. Instead count the result as Disquiet.

Tollways: While the gang is allied with the Guild of Coin, whenever they would gain credits as a reward for playing a scenario roll one more D6 than normal (i.e., if the scenario reward is D6x10 credits then a gang allied to the Guild of Coin would roll 2D6x10 credits).

Toll Collectors: While the gang is allied with the Guild of Coin, in the pre-battle sequence the gang may attempt to add Guild Representatives in the form of Toll Collectors (see ) to their gang for the battle ahead:

Roll a D6 and add the gang's current Reputation:

  • If the total is 11 or below, the Guild of Coin deigns to aid their allies on the battlefield.
  • If the total is 12 or more, the Guilders decide the gang can cope alone.

This group of fighters does not cost a gang allied to the Guild of Coin any credits to hire, but if chosen they must be included in the gang's crew, even if crew selection is normally random. If, however, the gang is playing the Looters, Smash and Grab, Caravan Heist or Escort Mission scenario and is the defender (see Guard Duty as follows) then Toll Collectors must be included. Roll a D6 and add the gang's current Reputation:

  • If the total is 11 or below, the gang is glad of this aid.
  • If the total is 12 or more, the gang is unhappy about this forced interference and they must Test the Alliance.

Drawbacks

Guard Duty: During the pre-battle sequence, if the gang has the option of choosing the scenario to be played, roll a D6. On a 1, 2 or 3, the gang must choose Looters, Smash and Grab, Caravan Heist or Escort Mission and take on the role of the defender. On a 4+, they can choose any scenario as normal. Alternatively, instead of making this roll the gang can choose to play any scenario, but if they do they must Test the Alliance.

Collecting Tolls: During the post-battle sequence, if the gang gained any credits as a scenario reward, the gang must give up a portion of this to their Guild allies:

  • The gang must give D3x10 credits to the Guild. If the amount rolled is greater than the amount gained, the gang must give the full amount gained to their allies and the Alliance is automatically tested.
  • Alternatively, the gang can choose to keep all of its rewards, but if they do, they must Test the Alliance.

Toll Collectors

Composition

Toll Collectors consist of one Master of Coin, one Skinflint and two Grovellers.

Toll Collectors Special Rules

Highways and Byways: If the gang that the Toll Collectors are fighting for is the defender in any scenario, they may attempt to steal the initiative from the enemy. After step 2 but before step 3 of the pre-battle sequence, make a Leadership check for the Master of Coin. If the check is failed, the battle progresses as normal with the other player continuing as the attacker and choosing the scenario. If the check is passed, the Master of Coin has successfully led their gang into position to ambush their attackers. Play either the Ambush scenario or the Trap scenario with the Master of Coin's gang as the attacker. This does not have any effect on the Territory at stake or any other outcomes of the battle within a campaign.

A Band Apart: Members of the Guild of Coin take care of their own, especially valued representatives and their favoured attendants. Toll Collectors will remain separate and aloof from the gang they are working beside, disappearing during the post-battle sequence to tend to their wounds. If a Toll Collectors fighter goes Out of Action during a battle, there is no need to roll for Lasting Injury; they are considered to have rolled 12-26 Out Cold.

"Here to Help": Unlike other fighters, Toll Collectors are not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, these fighters may (and, in some cases, must) be added to the crew, regardless of the Crew Selection method in use. This may take the number of fighters in a starting crew above the number specified by the scenario.

Master of Coin

MWSBSSTWIALdClWilInt
5"4+4+3323+16+5+7+5+
WeaponRg SRg LAc SAc LSAPDAmTraits
Laspistol8"12"+1-3-12+Plentiful, Sidearm
Power knife-E--S+1-21-Backstab, Melee, Power
Compact autopistol (gun skull)4"12"+1-2-14+Rapid Fire (1), Scarce

Skills: Escape Artist, Overseer Wargear: Displacer field and a gun skull Special Rules: Toll Collectors Hierarchy (Leader), Group Activation (2)

Special Rules

Toll Collectors Hierarchy (Leader): During a battle, should this fighter pass a Bottle test, friendly Toll Collectors fighters without this special rule that have not already taken a Bottle test this round and that are within 12" of this fighter will automatically pass their Bottle test for that round.

Group Activation (2): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Toll Collectors fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation':

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.

Additional fighters with this special rule activated in this way may not use this special rule themselves.

Equipment

The Master of Coin is armed with a laspistol and a power knife, and equipped with a displacer field and a gun skull.

Skills

The Master of Coin has the Escape Artist and the Overseer skills. They may, however, only use the Overseer skill to Order another member of the Toll Collectors.

RAW ✔️ House of Iron, p82

Skinflint

MWSBSSTWIALdClWilInt
5"4+4+3314+17+6+7+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
Plasma Pistol
- low6"12"+2-5-125+Scarce, Sidearm
- maximal6"12"+1-7-235+Scarce, Sidearm, Unstable
Fighting knife-E--S-11-Backstab, Melee

Skills: Lie Low Wargear: Mesh armour and a cult icon Special Rules: Toll Collectors Hierarchy (Champion), Group Activation (1)

Special Rules

Toll Collectors Hierarchy (Champion): During a battle, should this fighter pass a Bottle test, friendly Toll Collectors fighters without this special rule that have not already taken a Bottle test this round and that are within 12" of this fighter will automatically pass their Bottle test for that round.

Group Activation (1): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Toll Collectors fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation':

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.

Additional fighters with this special rule activated in this way may not use this special rule themselves.

Equipment

The Skinflint is armed with a plasma pistol and fighting knife, and equipped with mesh armour and a cult icon.

RAW ✔️ House of Iron, p82

Groveller

MWSBSSTWIALdClWilInt
5"5+4+3314+18+6+8+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Fighting knife-E--S-11-Backstab, Melee
and either
Long rifle24"48"-+14-114+Knockback
or
Shotgun
- solid ammo8"16"+1-4-24+Knockback
- scatter ammo4"8"+2-2-14+Scattershot

Skills: Lie Low Wargear: none Special Rules: none

Equipment

A Groveller is armed with either a long rifle and a fighting knife or a shotgun (with solid and scatter ammunition) and a fighting knife. Each Groveller may be armed differently.

RAW ✔️ House of Iron, p82