Noble Houses
List of Noble Houses
House Greim (330)
Strong alliance: Goliath
Benefits
The Finest Ordnance
Any friendly Gang Fighter can re-roll any Ammo tests.
An Eye For War
Modify the roll for determine scenario with +1/-1. If this ability is used, the Military Attaché must be included in the crew.
Military Attaché
1 Krieg Master (Leader)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 4+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 6+ | 6+ | 7+ | 6+ |
Skills: Overseer (Any).
Weapons: Bolt Pistol, Power Sword.
Wargear: Light carapace armour.
1 Jagerkin (Ganger)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 4+ | 3+ | 3 | 3 | 1 | 4+ | 2 | 8+ | 7+ | 8+ | 9+ |
Skills: Marksman, Bodyguard, Indentured Fighter.
Weapons: Combat shotgun (salvo & shredder).
Wargear: Mesh armour.
Drawbacks
Test-trigger: Fighting a battle against an enemy with a higher Gang Rating. → Include the allies in the crew.
Militia Draft
Test-trigger: After each battle, if the gang contains Juves. → Roll 2+ per Juve or give the Juve to the militia (including weapons and wargear).
Martial Pride
Test-trigger: The alliance is taking part in a battle. → Seconded to the Militia (before selecting crews).
Test-trigger: Losing a battle. → Seconded to the Militia.
Seconded To The Militia
Randomize a Gang Fighter and apply the following:
- Immediately suffer a Lasting Injury roll, counting Critical Injury (61-65) as Memorable Death (66).
- In Recovery: Must miss this battle.
- Killed: Gain credits equal to the cost (compensated by the allies).
- Gain D6 XP (if survived).
A few exceptions for this alliance:
- No Group Activations.
- The Krieg Mester is originally labeled “Leader” but only have Leading By Example (6”) equivalent to a Champion.
- This is the only alliance where Overseer is not limited.
House Ulanti (460)
Strong alliance: Escher
Benefits
Excessive Wealth
+2D6x10 credits during the post-battle sequence.
Court Advisor
1 Courtier (Leader)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 3+ | 4+ | 3 | 3 | 2 | 3+ | 2 | 6+ | 6+ | 7+ | 7+ |
Skills: Combat Master, Step Aside.
Weapons: Needle pistol, Power Sword.
Wargear: Displacer Field.
Duellist
Can make Reaction attacks before the opponent makes attacks as part of a Charge (Double) action (when attacked by a charging fighter).
1 Mirror Mask (Champion)
5
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 3+ | 4+ | 3 | 3 | 2 | 3+ | 2 | 8+ | 6+ | 8+ | 7+ |
Skills: Nerves of Steel.
Weapons: Needle pistol, Power Sword.
Wargear: Displacer Field.
Many Faces
When activating, can swap positions with the Courtier (regardless of where the two fighters are on the battlefield, including if Engaged or Prone). This fighter continues taking actions as normal.
Drawbacks
Test-trigger: Fighting a battle against an enemy allied with another Noble House or Recidivists (Criminal Organisation) alliance. → Include the allies in the crew.
Inevitable Betrayal
Test-trigger: Losing a battle. If the alliance is Broken, the opponent (the gang that won the battle) can form an alliance with House Ulanti for the next battle (even if already having an alliance). Afterwards, the alliance with the opponent is automatically Broken (does not trigger Inevitable Betrayal again).
Bored Now!
Test-trigger: After the battle, if rolling a double on the Excessive Wealth (2D6x10 credits).
::: note
A few exceptions for this alliance:
- No Group Activations.
- The Courtier is originally labeled “Leader” but only have Leading By Example (6”) equivalent to a Champion.
- The “Leader” does not have Overseer.
- Mirror Mask does not have a fighter type (does not have Bodyguard, Indentured Fighter etc.).
:::
House Ran Lo (370)
Strong alliance: Orlock
Benefits
Always More Coin
Gain 2D6x10 credits after each battle the allies take part in (regardless of the outcome).
Checks and Balances
Gain 2D6x10 credits after each battle if any opponent earned more credits from the scenario than the allied gang.
Aid
Success level: 11 or less
Fighters: Auditing Conclave
1 Auditor (Leader)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 5+ | 5+ | 3 | 3 | 2 | 4+ | 1 | 5+ | 7+ | 7+ | 5+ |
Skills: Fearsome.
Weapons: Web Pistol, Knife.
Wargear: Mesh armour.
Duellist
Can make Reaction attacks before the opponent makes attacks as part of a Charge (Double) action (when attacked by a charging fighter).
1 Gelt-scrivener (Ganger)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 4+ | 3+ | 3 | 3 | 1 | 4+ | 2 | 8+ | 6+ | 7+ | 7+ |
Skills: Trick Shot, Bodyguard, Indentured Fighter.
Weapons: Master-crafted long rifle, bolt pistol & power sword.
Wargear: Mesh armour.
Drawbacks
Cut Our Losses
The allies are removed from the battlefield if at least one of the allied fighters is Seriously Injured or Out of Action.
Every Cred Counted
Test-trigger: Less than 50 credits in the Stash after a post-battle sequence.
The Price of Business
If a 6 is rolled on a dice when collecting random amount of income from Resources, that dice is discarded and does not generate any credits.
A few exceptions for this alliance:
- Ganger has Indentured Fighter but this is irrelevant due to “Cut Our Losses”.
- This is the only non-Guilder ally that requires an Aid test to participate in a battle.
House Ko'iron (500)
Strong alliance: Cawdor
Benefits
The Emperor Protects (Same as: Pious + Fanatical)
All fighters in this alliance can re-roll Nerve & Rally tests if the result is 2 (before modifiers).
Religious Relics
A leader can have 1 item (armour or weapon) Blessed (while allied):
- Re-roll a failed hit or save (once per battle).
Ministorum Delegation
Prima Materis (Leader)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 6+ | 6+ | 7+ |
Skills: Devotional Frenzy, Overseer (Faction only).
Weapons: Bolt pistol (master-crafted), shock stave.
Wargear: Light carapace (4+), refractor field.
Inspirational Leader
If Standing, friendly fighters within 6" and LOS to this fighter can use this fighter's Cool & Willpower stats for any tests.
2 Frateris (Gangers - Bodyguard)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 6+ | 7+ | 6+ | 7+ |
Skills: Trick Shot, Bodyguard, Indentured Fighter.
Weapons: Choose one (individually): Laspistol, eviscerator or Lasgun, chainsword.
Wargear: Mesh armour.
Drawbacks
Test-trigger: Fighting a battle as the underdog (enemy has higher Gang Rating). → Include the allies in the crew.
Penance for the Unworthy
Test-trigger: Losing a battle. → The Leader must start the next battle with a Flesh Wound.
Tithed to the Frateris Militia
Test-trigger: Before each battle (before selecting crews). → Randomize a Gang Fighter (tithed to the militia) and apply the following:
- Immediately suffer a Lasting Injury roll, counting Critical Injury (61-65) as Memorable Death (66).
- In Recovery: Must miss this battle.
- Killed: Gain credits equal to the cost (compensated by the allies).
- Gain D6 XP (if survived).
A exception for this alliance:
- Gangers don't have Indentured Fighter.
House Ty (300)
Strong alliance: Delaque
Benefits
Psychic Training
While allied, a fighter with Psychoteric Mastery (or any Psyker if no fighters have Psychoteric Mastery) gains +1 Wyrd Power from those available to that fighter. This is lost if the Alliance is Broken.
House Ty Onmyodo Coven
1 Onmyodo Telepath (Leader)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 7+ | 5+ | 7+ |
Skills: Overseer (Faction Only).
Weapons: Shock stave.
Wargear: Refractor field.
- Group Activation (1)
Inspirational Leader
If Standing, friendly fighters within 6" and LOS to this fighter can use this fighter's Cool & Willpower stats for any tests.
Control Collar (Unsanctioned Psyker)
When activated, can use the Control Collar (if no other friendly fighter has used its Control Collar this round). Only 0-1 fighter in this alliance can use it's Control Collar each round:
- Become a Sanctioned Psyker (for this round). Otherwise, this fighter does not count as a Sanctioned Psyker.
Wyrd Powers (Sanctioned)
When becoming allied, choose 2 of the following (Telepathy):
- Mind Control (Basic), CE
- Terrify (Double)
- Invisibility (Double), CE
- Mental Assault (Basic)
- Hallucinations (Basic)
- Unbreakable Will (Basic), CE
1 Onmyodo Null (Ganger)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 5+ | 7+ | 7+ |
Skills: True Grit.
Weapons: Boltgun, Power Sword.
Wargear: Mesh armour, respirator.
Control Collar (Psychic Null)
When activated, can use the Control Collar (if no other friendly fighter has used its Control Collar this round). Only 0-1 fighter in this alliance can use it's Control Collar each round:
- Become a Psychic Null (for this round). Otherwise, this fighter does not count as a Psychic Null.
Psychic Null
- Can Disrupt Wyrd Powers (as if being a Psyker).
All fighters within 6" suffer the following (friend & foe):
- Psychic powers can't be manifested.
- -2 modifier to Cool tests.
Drawbacks
Disturbing Visions
Test-trigger: At the start of each battle (after deployment), a random friendly fighter (on the battlefield) suffers a Flesh Wound.
Test-trigger: Fighting a battle against an enemy with a higher Gang Rating. → Include the allies in the crew.
The Cost of Lies
Test-trigger: A double is rolled when determining the scenario (before any battle). → The opponent can select the scenario.
An exception for this alliance:
- Onmyodo Null does not have Bodyguard.
The Imperial House
Strong alliance: Palanite Enforcers
Benefits
Law Abiding Allies
Any gang may form an Alliance with the Imperial House, provided it is a Law Abiding gang. The House of Helmawr has no interest in collaborating with the criminal classes.
Imperial Appointment
When a gang allies with the Imperial House, they may select one of their Territories (or equivalent) to be officially appointed as theirs by the Imperial House. The gang may perform the Collect Tithe post-battle action:
- Collect Tithe: Receive the boon from the Territory an additional time.
Enforcer Bodyguards
In the pre-battle sequence the gang may add Enforcer Bodyguards to their gang for the battle ahead. These fighters do not cost a gang any credits to hire, but if chosen, they must be included in the gang’s crew, even if crew selection is normally random. If the gang is playing against an Outlaw gang then the Enforcer Bodyguards must be included unless the gang rolls to Test the Alliance.
Drawbacks
Imperial Tax
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 the Imperial House:
- The gang must give D3x10 credits to the Imperial House. If the amount rolled is greater than the amount gained, the gang must make up the deficit from their Stash or Test the Alliance.
- Alternatively, the gang can choose to keep all of its rewards, but if they do they must Test the Alliance.
Enforcer Bodyguards
Palanite Companions are the elite Enforcers of the spire. Hand-picked from the most loyal subjects of Lord Helmawr’s Palanite battalions, they are utterly devoted to their noble masters. Each one undergoes extensive psycho-conditioning until their single-minded purpose is to protect those of Helmawr blood − or those deemed important by the House nobility. Companions are so named because they seldom leave the side of their masters − Lord Helmawr’s personal retinue is never more than a handful of strides from his side, and never completely out of his line of sight.
Helmawr’s Protectors
During the pre-battle sequence, after the Choose Crews step, the Palanite Companions are assigned to protect a fighter of the allied gang’s choice.
A Band Apart
Members of the Imperial House take care of their own. Palanite Companions 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 Palanite Companion 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, Enforcer Bodyguards are 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.
2 Palanite Companions
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 4+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 5+ | 6+ | 6+ | 7+ |
Skills: Overwatch, Fearsome.
Weapons: Disintegration gun, Stub gun.
Wargear: Layered Flak Armour, Armoured Undersuit, Magnacles.
Special Rules: Peerless Bodyguards.
Peerless Bodyguards
If the fighter the Palanite Companions are assigned to is hit by a ranged attack, the controlling player may choose to transfer the hit and all of its effects onto a Palanite Companion within 2".