Water Guild
RAW ✔️ House of Blades, p76
Benefits
Law Abiding Allies: Any gang may form an Alliance with the Water Guild provided it is a Law Abiding gang. The Guilds of Necromunda have no interest in collaborating with the criminal classes.
Strong Alliance (House Escher): The first time a gang belonging to House Escher is required to Test the Alliance with this ally, do not roll. Instead count the result as Disquiet.
Pure Water Supply: While the gang is allied with the Water Guild they gain a free Slopper Hanger-on, representing an agent of the Harvesters (see page 54). If the gang already has a Slopper in its employ then their fighters will come out of Recovery on a D6 roll of 5 or 6 instead of just 6.
Nautican Syphoning Delegation: While the gang is allied with the Water Guild, in the pre-battle sequence the gang may attempt to add a Nautican Syphoning Delegation (see page 84) 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 Nautican Syphoning Delegation deigns 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 Water 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 scenarios and is the defender (see Guard Duty below) then a Nautican Syphoning Delegation 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 1, 2 or 3 the gang must choose the Looters, Smash and Grab, Caravan Heist or Escort Mission scenario 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.
Water Levies: 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 Water 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.
Nautican Syphoning Delegation
Composition
A Nautican Syphoning Delegation consists of one Master Nautican, one Syphonite and one Subnautican.
Nautican Syphoning Delegation Special Rules
Water Harvest: Add +1 to the roll to determine if an enemy fighter is captured at the end of a battle if the Master Nautican has not gone Out of Action. Add an additional +1 for each other member of the Nautican Syphoning Delegation not gone Out of Action. If an enemy fighter is captured, they may be sold to the Guilders for their full value in credits immediately, before the captured fighter's gang can attempt a Rescue Mission. The controlling player of the captured fighter's gang may prevent this by agreeing to pay the captured fighter's full value in credits as an immediate ransom.
A Band Apart: Members of the Water Guild take care of their own, especially valued representatives and their favoured attendants. A Nautican Syphoning Delegation 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 Nautican Syphoning Delegation 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 Nautican Syphoning Delegation 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.
Master Nautican
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 7+ | 7+ | 6+ | 6+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Needle pistol | 4" | 9" | +2 | - | - | -1 | - | 6+ | Scarce, Sidearm, Silent, Toxin |
| Stiletto knife | - | E | - | - | - | - | - | - | Melee, Toxin |
Skills: Step Aside, Overseer
Wargear: Mesh armour, a bio-booster and a stimm-slug stash
Special Rules: Nautican Syphoning Delegation Hierarchy (Leader), Group Activation (2) Nautican Syphoning Delegation Hierarchy (Leader): During a battle, should this fighter pass a Bottle test, friendly Nautican Syphoning Delegation 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 Nautican Syphoning Delegation fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation': Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. The Master Nautican is armed with a needle pistol and stiletto knife, and is equipped with mesh armour, a bio-booster and a stimm-slug stash. The Master Nautican has the Step Aside and the Overseer skills. They may however only use the Overseer skill to Order another member of the Nautican Syphoning Delegation.Special Rules
Equipment
Skills
RAW ✔️ House of Blades, p84
Syphonite
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 5+ | 4+ | 2 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 6+ | 6+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Needle rifle | 9" | 18" | +2 | - | - | -2 | - | 6+ | Scarce, Silent, Toxin |
| Stiletto knife | - | E | - | - | - | - | - | - | Melee, Toxin |
Skills: Dodge
Wargear: Mesh armour and a cult icon
Special Rules: Nautican Syphoning Delegation Hierarchy(Champion), Group Activation (1) Nautican Syphoning Delegation Hierarchy(Champion): During a battle, should this fighter pass a Bottle test, friendly Nautican Syphoning Delegation 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 Nautican Syphoning Delegation fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation': Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. The Syphonite is armed with a needle rifle and stiletto knife, and is equipped with mesh armour and a cult icon.Special Rules
Equipment
RAW ✔️ House of Blades, p84
Subnautican
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 3+ | 5+ | 5 | 5 | 3 | 4+ | 2 | 8+ | 6+ | 7+ | 7+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Open fists | - | E | - | - | S | -1 | 1 | - | Knockback, Melee |
Skills: Berserker
Wargear: Hazard suit and an armoured undersuit
Special Rules: Bodyguard, Indentured Fighters Bodyguard: If the Master Nautican is hit by a ranged attack, the controlling player may choose to transfer the hit and all of its effects onto a Subnautican within 2" of the Master Nautican. Indentured Fighter: If both the Master Nautican and Syphonite are removed from play for any reason, the Subnautican, without guidance, will automatically behave as if the crew it is part of has failed a Bottle test, regardless of how many fighters in total have been removed from play. The Subnautican is armed with open fists. The Subnautican is equipped with a hazard suit and an armoured undersuit.Special Rules
Equipment
RAW ✔️ House of Blades, p84