Air Guild The Air Guild controls the flow of breathable air throughout the hives of Necromunda. The Guild holds the threads of life itself, and can command entire sectors of the hives. Benefits Aero-Merchants: All weapons with the gas trait can be purchased by the Air Guild, regardless of rarity or restrictions. In addition, all Gas weapons also gain the Plentiful trait, replacing any previous ammunition related traits. Athermatic Rigging Crew: “While the gang is allied with the Air Guild, in the pre-battle sequence, the gang may attempt to add Guild Representatives (see page 33) in the form of a Athermatic Rigging Crew (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 Athermatic Rigging Crew 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 Air Guild any credits
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 do