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Mercator Temperium: The Air Guild Rules for Necromunda 2024

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 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 an Athermatic Rigging Crew 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.

Premium Air: 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 Temperium Aethermatic Rigging Crew = 485 Credits

Zepherman (Guld Procurator) = 135 Credits

M WS BS S T W I A Ld Cl Wil Int
5” 4+ 4+ 3 3 2 3+ 1 7+ 6+ 7+ 8+

Hazard Suit, Sawn-Off Shotgun with Solid & Scatter Ammo, Shock Stave, Respirator, Catfall, and Overseer

Aero-Loader (Guild Factotum) = 190 Credits

M WS BS S T W I A Ld Cl Wil Int
5” 4+ 5+ 3 3 1 4+ 1 8+ 7+ 7+ 8+

Hazard Suit, Harpoon Launcher, Pole Arm, Cult Icon, Respirator, and Bulging Biceps

Zeph #1 (Bodyguard) = 80 Credits
M WS BS S T W I A Ld Cl Wil Int
7” 4+ 6+ 3 3 2 3+ 2 8+ 7+ 8+ 8+

Ferocity (Primary) and Combat (Secondary)

Flight, Teeth, Pack Hunter:  A Zeph can assist other fighters and can gain the benefits of an assist,  and Air Thieves:  For every enemy fighter that a Zeph takes Out of Action, the Zeph either removes all Flesh Wounds, Heals 1 Wound, or +1 to Wound Characteristic.   

Zeph #2 (Bodyguard) = 80 Credits
M WS BS S T W I A Ld Cl Wil Int
7” 4+ 6+ 3 3 2 3+ 2 8+ 7+ 8+ 8+

Ferocity (Primary) and Combat (Secondary)

Flight, Teeth, Pack Hunter:  A Zeph can assist other fighters and can gain the benefits of an assist,  and Air Thieves:  For every enemy fighter that a Zeph takes Out of Action, the Zeph either removes all Flesh Wounds, Heals 1 Wound, or +1 to Wound Characteristic.   

Zeph Packs:  When added to a gang or at the start of the Post-Battle Actions step of the Post-Battle Sequence.  If a Zepherman has fewer than three Zephs they may purchased additional Zephs at the cost show below:
  • Zeph +80 Credits
In addition, any Zephs belonging to the Zepherman must always try to remain within 6” of its owner rather than the usual 3”.  



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