Skip to main content

Iron Guild

RAW ✔️ House of Shadow, p80

Benefits

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

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

Guns, Guns, Guns: While the gang is allied with the Iron Guild, reduce the Rarity of all Trading Post ranged weapons by 2. In addition, the cost of Trading Post ranged weapons is reduced by D3x10 credits to a minimum of 5 credits. If the player wishes, the gang can roll to Test the Alliance and reduce the cost of Trading Post ranged weapons by D3x20 credits to a minimum of 5 credits.

Wandering Scum: While the gang is allied with the Iron Guild, in the pre-battle sequence the gang may attempt to add D3+2 Hive Scum (see page 70) to their gang for the battle ahead:

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

  • If the total is 9 or below, the Iron Guild deign to aid their allies on the battlefield.
  • If the total is 10 or more, the Guilders decide the gang can cope alone.

This group of Hive Scum does not cost a gang allied to the Iron Guild 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 below) then Iron Guild Hive Scum must be included. Roll a D6 and add the gang's current Reputation:

  • If the total is 9 or below, the gang is glad of this aid.
  • If the total is 10 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.

Militia Surplus: During the post-battle sequence, when updating the gang's roster, any weapons or Wargear carried by dead fighters (i.e., those who have died in the game or as a result of a Critical Injury) must be given to the Iron Guild. The gang can choose not to give up the dead fighter's weapons or Wargear, but if they do they must roll to Test the Alliance.