Skip to main content

Slave Guild

RAW ✔️ House of Chains, p88

Benefits

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

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

Weapon Training: While the gang is allied with the Slave Guild, in the pre-battle sequence they can choose any one of their gang's Champions, or their gang's Leader, provided the fighter chosen is available for the upcoming battle, as a candidate for extra training. For the duration of the battle, the chosen fighter counts as having one extra skill (chosen by the controlling player) from their Primary Skill list.

Slaver Entourage: While the gang is allied with the Slave Guild, in the pre-battle sequence the gang may attempt to add Guild Representatives in the form of a Slaver Entourage (see page 94) to their gang for the battle ahead:

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

    • If the total is 10 or below, the Slaver Entourage deign to aid their allies on the battlefield.
    • If the total is 11 or more, the Guilders decide the gang can cope alone.
  • This group of fighters does not cost a gang allied to the Slave 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 Slaver Entourage must be included. Roll a D6 and add the gang's current Reputation:

  • If the total is 10 or below, the gang is glad of this aid.
  • If the total is 11 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.

Instead of rolling this D6, the gang can choose to play any scenario, but if they do, they must Test the Alliance.

Slaves for the Pit: During the post-game sequence, if the gang has any Captured fighters, these must be given immediately to the Slave Guild. The gang can instead choose to keep their Captives or sell them to the Guilders for credits as normal, but if they do, they must Test the Alliance. Alternatively, and instead of allowing the Captive's gang to attempt a Rescue Mission, the gang may accept a ransom of half the Captive's value, rounded up to the nearest 5 credits, but if they do, then the Alliance is immediately broken.

Slaver Entourage

Composition

A Slaver Entourage consists of one Chain Lord, one Shakleman and two Pit Fighters.

Slaver Entourage Special Rules

A Promising Fighter: During the Wrap-up step of the post-battle sequence, roll a D6 for one randomlydetermined fighter with the Gang Fighter (X) special rule in the gang that the Slaver Entourage fought for that took an enemy fighter Out of Action with either a close combat attack or a Coup de Grace. On a roll of 1, the Chain Lord is impressed by what has been seen and claims that fighter for a career in the fighting pits. The fighter and all of their weapons and Wargear are immediately deleted from the gang roster. On a roll of 6, the Chain Lord rewards that fighter for their entertaining display of fighting prowess. The gang immediately adds D3x10 credits to its Stash. On any other result, nothing happens.

A Band Apart: Members of the Slave Guild take care of their own, especially valued representatives and their favoured attendants. A Slaver Entourage 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 Slaver Entourage 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 Slaver Entourage 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.

Chain Lord

MWSBSSTWIALdClWilInt
4"3+6+4424+27+6+7+9+
WeaponRg SRg LAc SAc LSAPDAmTraits
Chain glaive*E2"-1-S+2-22-Melee, Unwieldy, Versatile
or
Shock whipE3"-1-S+1-1-Melee, Shock, Versatile
Chainaxe-E-+1S+1-11-Disarm, Melee, Parry, Rending

Skills: Hurl, Overseer Wargear: Light carapace armour, a bio-booster and a stimm-slug stash Special Rules: Slaver Entourage Hierarchy (Leader), Group Activation (2)

Special Rules

Slaver Entourage Hierarchy (Leader): During a battle, should this fighter pass a Bottle test, friendly Slaver Entourage 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 Slaver Entourage 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 themselves use this special rule during this activation.

Equipment

The Chain Lord is armed with either a chain glaive or a shock whip and chainaxe, and is equipped with light carapace armour, a bio-booster and a stimmslug stash.

Skills

The Chain Lord has the Hurl and Overseer skills (as described in the Necromunda Rulebook). They may, however, only use the Overseer skill to Order another member of the Slaver Entourage.

RAW ✔️ House of Chains, p94

Shakleman

MWSBSSTWIALdClWilInt
4"4+5+3324+18+7+7+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Shock staveE2"--S+1-1-Melee, Shock, Versatile
Harpoon launcher*6"18"+2-5-315+Drag, Impale, Scarce

Skills: Disarm Wargear: flak armour and a cult icon Special Rules: Slaver Entourage Hierarchy (Champion), Group Activation (1)

Special Rules

Slaver Entourage Hierarchy (Champion): During a battle, should this fighter pass a Bottle test, friendly Slaver Entourage fighters without this special rule that have not already taken a Bottle test this round and that are within 6" 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 Slaver Entourage 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 themselves use this special rule during this activation.

Equipment

The Shakleman is armed with a shock stave and a harpoon launcher, and is equipped with flak armour and a cult icon.

Skills

The Shakleman has the Disarm skill (as described in the Necromunda Rulebook).

RAW ✔️ House of Chains, p94

Pit Fighter

MWSBSSTWIALdClWilInt
5"4+6+3314+28+7+8+10+
WeaponRg SRg LAc SAc LSAPDAmTraits
Chain glaive*E2"-1-S+2-22-Melee, Unwieldy, Versatile

Skills: Rain of Blows Wargear: flak armour and a stimm-slug stash Special Rules: Bodyguard, Indentured Fighters

Special Rules

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

Indentured Fighters: If both the Chain Lord and Shakleman are removed from play for any reason, any Pit Fighters, 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 Pit Fighter is armed with a chain glaive. Both Pit Fighters are equipped with flak armour and a stimmslug stash.

Skills

Both Pit Fighters have the Rain of Blows skill (as described in the Necromunda Rulebook).

RAW ✔️ House of Chains, p94