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Promethium Guild

RAW ✔️ House of Artifice, p76

Benefits

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

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

Helmawr's Radiance: While the gang is allied with the Promethium Guild, any plasma or flame weapons (i.e., plasma pistol, plasma gun, plasma cannon or any combi-weapon with a plasma component, or any weapon with the Blaze trait) owned by the gang loses the Scarce trait, or, if they did not have the Scarce trait, gains the Plentiful trait.

Pyromantic Conclave: While the gang is allied with the Promethium Guild, in the pre-battle sequence the gang may attempt to add Guild Representatives in the form of a Pyromantic Conclave 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 Promethium Guild 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 Promethium 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 as follows) then a Pyromantic Conclave 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.

Power Tap: 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.

Pyromantic Conclave

Composition

A Pyromantic Conclave consists of one Pyrocaen Lord, one Pyromagir and two Cynders.

Pyromantic Conclave Special Rules

Light in Dark Places: If the player controlling the Pyromantic Conclave chooses, they may announce during the pre-battle sequence, after crews have been chosen but before deployment, that the battle will be fought using the Pitch Black rules. Additionally, they may choose during any End phase that these rules no longer apply. Finally, if any member of the Pyromantic Conclave is removed from play, immediately before removing the fighter, resolve a photon flash grenade attack centred on the fighter.

A Band Apart: Members of the Pyromantic Guild take care of their own, especially valued representatives and their favoured attendants. A Pyromantic Conclave 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 Pyromantic Conclave 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, a Pyromantic Conclave is 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.

Pyrocaen Lord

MWSBSSTWIALdClWilInt
4"3+4+3324+17+7+7+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Shock staveE2"--S+1-1-Melee, Shock, Versatile
Laspistol8"12"+1-3-12+Plentiful, Sidearm

Skills: Evade, Overseer Wargear: Photon flash grenades, Refractor field Special Rules: Pyromantic Conclave Hierarchy (Leader), Group Activation (2)

Special Rules

Pyromantic Conclave Hierarchy (Leader): During a battle, should this fighter pass a Bottle test, friendly Pyromantic Conclave 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 Pyromantic Conclave 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 Pyrocaen Lord is armed with a shock stave and laspistol, and is equipped with a refractor field.

All Pyromantic Conclave fighters are equipped with photon flash grenades.

Skills

The Pyrocaen Lord has the Evade and the Overseer skills. They may, however, only use the Overseer skill to Order another member of the Pyromantic Conclave.

House of Artifice, p82

Pyromagir

MWSBSSTWIALdClWilInt
4"4+5+3314+17+8+7+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Flamer-T--4-115+Blaze, Template
Stub gun6"12"+2-3-14+Plentiful, Sidearm

Skills: Nerves of Steel Wargear: Photon flash grenades, Refractor field, Cult icon Special Rules: Pyromantic Conclave Hierarchy (Champion), Group Activation (1)

Special Rules

Pyromantic Conclave Hierarchy (Champion): During a battle, should this fighter pass a Bottle test, friendly Pyromantic Conclave 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 Pyromantic Conclave 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 Pyromagir is armed with a flamer and stub gun, and is equipped with a refractor field and a cult icon.

All Pyromantic Conclave fighters are equipped with photon flash grenades.

House of Artifice, p82

Cynders

MWSBSSTWIALdClWilInt
4"4+5+3314+18+8+7+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Laspistol8"12"+1-3-12+Plentiful, Sidearm
and either6"12"+2-3-14+Plentiful, Sidearm
Axe-E--S+1-1-Disarm, Melee
or
Maul (club)-E--S+12-Melee

Skills: Spring Up Wargear: Photon flash grenades Special Rules: Bodyguard, Indentured Fighters

Special Rules

Bodyguard: If the Pyrocaen Lord is hit by a ranged attack, the controlling player may choose to transfer the hit and all of its effects onto a Cynder within 2" of the Pyrocaen Lord.

Indentured Fighters: If both the Pyrocaen Lord and Pyromagir are removed from play for any reason, any Cynders, without guidance, will automatically behave as if the crew they are part of has failed a Bottle test, regardless of how many fighters in total have been removed from play.

Equipment

A Cynder is armed with either a laspistol and an axe or a laspistol and a maul (club). Both Cynders must be armed in the same way.

All Pyromantic Conclave fighters are equipped with photon flash grenades.

House of Artifice, p82