House Greim
RAW ✔️ House of Chains, p92
Benefits
Noble Intrigues: Any gang may form an Alliance with House Greim. In addition, House Greim does not care if a gang is Law Abiding or Outlaw – what matters is that the Alliance benefits House Greim!
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.
The Finest Ordnance: While the gang is allied with House Greim they can benefit from a higher grade of bullets, explosives and other ordnance. The fighters in the gang can re-roll any Ammo checks they are required to take.
Military Attaché: During the pre-battle sequence, the gang may add a House Greim Military Attaché to their gang (see page 96). If the gang is facing an enemy with a higher Gang Rating than their own, they must include a House Greim Military Attaché, unless they choose to Test the Alliance instead.
Drawbacks
Martial Pride: If the gang loses a battle, they must second one of their fighters with the Gang Fighter (X) special rule to the Militia (see page 96). The gang may choose not to do this and keep all of its fighters, but if they do, they must Test the Alliance.
Militia Draft: During the post-battle sequence, if the gang contains any fighters with the Gang Fighter (Juve) special rule, roll a D6 for each. On a roll of 1, the fighter is drafted to serve in the militia. The fighter and all of their weapons and Wargear are immediately deleted from the gang roster. The gang may choose to ignore this roll and keep all of its fighters, but if they do they must Test the Alliance.
House Greim Military Attaché
Composition
A Military Attaché consists of one Krieg Mester and one Jagerkin.
Military Attaché Special Rules
Seconded to the Militia: During the pre-battle sequence, before the Select Crews step, a single fighter with the Gang Fighter (X) special rule is selected at random. This fighter has been recently seconded to the militia by House Greim and must immediately roll on the Lasting Injury table, counting a roll of 61-65 Critical Injury as a roll of 66 Memorable Death. If the fighter survives, they gain D6 Experience. If the fighter went Into Recovery, they must miss this battle. If the fighter was killed, House Greim will compensate the gang with credits equal to the deceased fighter's cost.
The gang may choose not to do this and keep all of its fighters, but if they do they must Test the Alliance.
A Band Apart: Members of House Greim take care of their own, especially valued representatives and their favoured attendants. A Military Attaché 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 Military Attaché 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 House Greim Military Attaché 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 usual Crew Selection method in use. This may take the number of fighters in a starting crew above the number specified by the scenario.
Krieg Mester
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 6+ | 6+ | 7+ | 6+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Bolt pistol | 6" | 12" | +1 | - | 4 | -1 | 2 | 6+ | Sidearm |
| Power sword | - | E | - | - | S+1 | -2 | 1 | - | Melee, Parry, Power |
Skills: Overseer
Wargear: Light carapace armour
Special Rules: Military Attaché Hierarchy (Leader), An Eye for War Military Attaché Hierarchy (Leader): During a battle, should this fighter pass a Bottle test, friendly Military Attaché 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. An Eye for War: During the Determine Scenario step of the pre-battle sequence, the gang can increase or decrease the result of the roll on the Scenario table by 1. If they do so, however, the Military Attaché must be included in their crew for this game. The Krieg Mester is armed with a bolt pistol, a power sword and wears light carapace armour. A Krieg Mester has the Overseer skill (as described in the Necromunda Rulebook).Special Rules
Equipment
Skills
RAW ✔️ House of Chains, p96
Jagerkin
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 3+ | 3 | 3 | 1 | 4+ | 2 | 8+ | 7+ | 8+ | 9+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Combat shotgun | |||||||||
| - salvo ammo | 4" | 12" | +1 | - | 4 | - | 2 | 4+ | Knockback, Rapid Fire (1) |
| - shredder ammo | - | T | - | - | 2 | - | 1 | 4+ | Scattershot |
Skills: Marksman
Wargear: Mesh armour
Special Rules: A Jagerkin's Duty, Bodyguard A Jagerkin's Duty: If the Krieg Mester is removed from play for any reason, the Jagerkin 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. Bodyguard: If the Krieg Mester is hit by a ranged attack, the controlling player may choose to transfer the hit and all of its effects onto a Jagerkin within 2" of the Krieg Mester. The Jagerkin is armed with a combat shotgun with salvo and shredder ammo, and wears mesh armour. Jagerkin have the Marksman skill (as described in the Necromunda Rulebook).Special Rules
Equipment
Skills
RAW ✔️ House of Chains, p96