Electro Guild
The Electro Guild regulates and brokers power in all its forms, from geo-thermal heat to sunlight. If a settlement, factorum, or hab block ants to keep the lights on and their people warm, then the Grid Heralds they must go.
Benefits
It Keeps Going, and Going, and Going…: All weapons with the Shock trait may be purchased by the Electro Guild regardless of rarity or restrictions. Any weapons with the Shock trait gain the plentiful trait, replacing any previous ammunition related traits.
Grid Heralds: “While the gang is allied with the Electro Guild, in the pre-battle sequence, the gang may attempt to add Guild Representatives (see page 33) in the form of a Grid Heralds (see below) 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 Grid Heralds deigns to aid their allies on the battlefield. If the total is 11 or more, the Guilders decide that the gang can cope alone.
- This group of fighters does not cost a gang allied to the Electro 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 Grid Heralds 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. Alternatively, instead of making this roll the gang can choose to play any scenario, but if they do they must Test the Alliance.
Utility Bills: 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.”
Mercator Lux Grid Heralds = 570 Credits
Lectro-Maester (Guild Procurator) = 175 Credits
M WS BS S T W I A Ld Cl Wil Int
4” 4+ 4+ 3 3 2 4+ 1 7+ 7+ 6+ 6+
Shock Whip, Autopistol with Static Rounds, Refractor Field, Photo Goggles, Spring Up, and Overseer
Voltite-Ushers (Guild Factotum) = 130 Credits
M WS BS S T W I A Ld Cl Wil Int
4” 5+ 4+ 2 3 1 4+ 1 8+ 8+ 6+ 6+
Mesh Armor, Long Rifle with Infra-Sight & Static Rounds, Cult Icon, and Clamber
Grid-Servitor (Bodyguard) = 265 Credits
M WS BS S T W I A Ld Cl Wil Int
4” 4+ 4+ 5 5 3 5+ 2 8+ 4+ 8+ 8+
Light Carapace Armor, Heavy Stubber with Static Rounds, Assault Claw, Photo Goggles, and Nerves of Steel
Finger on the Pulse: If the player controlling the Grid Heralds 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 will no longer apply.
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