Merchant Delegations
Merchant Guilds are the economic powerhouses of Necromunda.
Each Guild controls a vital artery of the planet’s survival - be it supplies, credits, or flesh.
Though composed of countless merchant families and subsidiaries, every Guild is bound by the pursuit of profit and influence.
A Delegation Gang represents one such alliance - a gang that has tied itself closely to a merchant family’s fortunes and agenda.
Delegation Gangs
Delegation Gangs are those who have bound themselves to a powerful organisation - whether that be a Merchant Guild, Noble House, or Criminal Syndicate.
Their patrons offer resources, protection, and lucrative opportunities… but nothing in the underhive comes without a cost. In exchange for these benefits, the gang becomes a tool, an extension of another power’s will.
Delegation Gangs gain access to unique equipment, favours, and mission opportunities through their chosen Organisation. However, their ties come at a political price.
Standing
Your House questions your loyalty, viewing your growing allegiance to the Guilds with suspicion.
While you have not yet been declared a Renegade, your gang is considered Shunned - estranged from your House’s support and denied the benefits enjoyed by gangs in Good Standing.
Still, the bonds of coin and opportunity run deep.
Perhaps, in time, your gang could claw its way back into favour… or sink further into corruption, power, and profit.
Delegation Fighters
Each Organisation provides a number of unique fighters that are added to your Delegation Gang during creation.
These fighters are part of your gang’s roster from the outset and must be purchased with credits. As such, your starting credits available for regular House fighters are reduced - the Delegation is a commitment as much as a boon.
Delegation fighters follow the rules below:
Guild-Equipped:
Delegation fighters may only ever be given additional wargear.
They can never remove or replace any equipment they begin with.
Skills:
Delegation fighters have skill access equivalent to the same fighter rank in their parent House gang.
For example, Delegation Champions use the same skill access as regular Champions from that House.
Gang Hierarchy:
Delegation fighters with the Champion rank gain both Gang Hierarchy (Champion) and Group Activation (1).
Integrated:
Delegation fighters count as Regular Gang Fighters for all rules purposes (bottle etc.).
They can be the target of Overseer, and may Group Activate with friendly House fighters as normal.
...But Still Outsiders:
Delegation fighters cannot benefit from any house mechanics. (Faith, Genesmithing, etc.) Delegation fighters may only target other delegation fighters with Overseer.
Delegation Benefits
Passive Benefits:
Each Organisation provides a passive benefit to its allied gang - a constant advantage that reflects the core identity, influence, or resources of that Organisation.
Favour Table:
Delegation Gangs roll on their Organisation’s Favour Table instead of their regular House table.
Each table represents the temporary boons and opportunities granted by that Organisation’s patronage.
If a Delegation Gang becomes Sanctioned, they cannot roll on their Favour Table during the following Campaign Week, as they must devote time and resources to smoothing over relations with their patrons.
Delegation Drawbacks
Obligations:
Every Organisation expects something in return.
These obligations function as narrative subplots or objectives that align with the Organisation’s goals.
If a gang fails (or deliberately chooses not) to complete its Obligation, it becomes Sanctioned, losing favour and temporarily forfeiting the Organisation’s support.
Corpse Guild
The Corpse Guild oversees the grim industry of Necromunda’s dead - reclaiming, processing, and repurposing every scrap of mortal flesh that the hive produces.
To them, death is merely another form of currency, and hunger the ultimate motivator. Their agents and enforcers ensure the Guild’s monopoly on meat remains unchallenged, no matter how many bodies it takes.
Passive Benefit - Extra Corpse Rations
Any fighter in the gang may equip Starch.
A fighter with Starch may consume one dose at the start of their activation, before taking any actions (it is then removed).
When consumed, the fighter may choose one of the following effects:
- Increase their Strength or Toughness by 1 (Max once per battle)
- Remove 1 Flesh Wound.
- Immediately recover from being Seriously Injured (they still gain 1 Flesh Wound as normal).
Obligation - Harvest
Whenever any fighter (friend or foe) is taken Out of Action, place a Starch Token where they fell.
If one of your fighters moves within 1" of that token, they may collect it.
All collected Starch is added to your gang’s Stash.
After each battle, you must remove 3 Starch from your stash to represent your tribute to the Guild.
If you cannot (or choose not to) pay this amount, your gang becomes Sanctioned.
Any remaining Starch may later be equipped to fighters as wargear.
Delegation Fighters
| Fighter | Rank | Number | Cost (Each) |
|---|---|---|---|
| Pale Consort | Champion | 1 | 160 |
| Bone Scrivener | Champion | 1 | 120 |
| Corpse Grinder | Ganger | 2 | 135 |
Total Delegation Cost: 550 Credits
Favour Table
| 2D6 | Result |
|---|---|
| 2 | Displeasure: The player must choose one of their Juves or Gangers and remove them from the gang. |
| 3–4 | Re-roll any Lasting Injury rolls (must keep the new result, even if worse). |
| 5–7 | Gain 2D6 × 10 credits worth of gear from the delegation’s equipment list. |
| 8–9 | Add one Delegation Fighter to your gang. |
| 10 | Add one Delegation Champion to your gang. |
| 11-12 | Special Boost |
Special Boost: One fighter of your choice in your gang gains the Glutton ability.
Glutton: When this fighter consumes Starch, they gain all of its benefits simultaneously - increasing both their Strength and Toughness by 1, removing 1 Flesh Wound, and recovering from Serious Injury. (only gain the Strength and Toughness increase from it once per battle, as normal.)
“The Guild keeps Necromunda fed - and the hungry hives are always in need of meat.”
Guild of Coin
The Guild of Coin keeps Necromunda moving - quite literally.
They control the roads, the rails, and the tollways that bind the hive together, from the lowest sump routes to the highliner docks above. Every shipment that moves, every body that travels, and every credit that changes hands does so under their watchful ledgers.
Their delegations in the underhive are tollkeepers, extortionists, and “logistical consultants,” ensuring that trade - and payment - always flows their way.
Passive Benefit - Tollway Keepers
At the end of any End Phase, you may pay 10 credits from your gang’s Stash to call in one Reinforcement.
Reinforcements are selected and deployed as normal.
Obligation - Protect the Shipment
After deployment, place one Loot Casket within 1" of one of your fighters on the battlefield surface.
This represents a Guild shipment under your protection.
It functions as a normal Loot Casket except it cannot be opened by your gang.
If an enemy fighter opens the casket, they immediately gain 2D6 × 10 credits, and your gang becomes Sanctioned.
Delegation Fighters
| Fighter | Rank | Number | Cost (Each) |
|---|---|---|---|
| Master of Coin | Champion | 1 | 245 |
| Skinflint | Champion | 1 | 125 |
| Groveller | Ganger | 2 | 75 |
Total Delegation Cost: 520 Credits
Favour Table
| 2D6 | Result |
|---|---|
| 2 | Displeasure: The player must choose one of their Juves or Gangers and remove them from the gang. |
| 3–4 | Tollway Keepers costs 5 credits in your next battle |
| 5-7 | Gain 2D6 × 10 credits worth of gear from the delegation’s equipment list. |
| 8-9 | Add one Delegation Fighter to your gang. |
| 10 | Add one Delegation Champion to your gang. |
| 11-12 | Special Boost |
Special Boost: One fighter of your choice in your gang gains the Indentured Bodyguards ability.
Indentured Bodyguards:
This fighter is assigned two Indentured Bodyguards as Exotic Pets.
These bodyguards are permanently attached to this fighter. If the fighter is removed from the gang for any reason, the bodyguards are removed as well.
Indentured Bodyguard
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ |
Skills: Bodyguard
Special Rules: Gang Hierarchy (Champion), Bodyguard, Expendable, Indentured
Special Rules
Bodyguard:
If this fighter’s owner is hit by a ranged attack, the controlling player may choose to transfer the hit and all its effects to an Indentured Bodyguard within 2" of the owner.
Expendable:
Whenever this fighter goes Out of Action, do not roll on the Lasting Injury table.
This fighter can never gain XP, Advancements, or Skills.
Indentured:
If this fighter ends their activation more than 6" away from their owner, their explosive collar detonates.
The fighter is immediately taken Out of Action.
Place a Small Blast marker where the fighter stood - all models under the template suffer a S5, AP–1, D2 hit.
Equipment
Indentured Bodyguards are armed with either an Autogun or Lasgun, and wear Mesh Armour.
“Nothing moves through the hive without the Guild of Coin taking their cut - not freight, not food, not even the air you breathe.”
Iron Guild
Tasked with regulating the planet’s miners, prospectors, and subterranean industries, the Iron Guild maintains the flow of ore and scrap that fuels the hive’s endless expansion.
In the depths, however, Mercator Munda’s reach extends far beyond Imperial oversight - their hidden tunnel networks, smuggling routes, and “off-book” excavations make them indispensable to any gang that needs to move unseen or dig where they shouldn’t.
Passive Benefit - Tunnel Network
Before deployment, set up D3+2 Tunnel Entrances on the battlefield surface.
No more than one may be placed within your opponent’s deployment zone.
The rest must be placed at least 3" from your opponents deployment zone and any objective.
These hatches represent access points into the Iron Guild’s network of maintenance tunnels.
the tunnels are so cramped that no vehicles could ever fit nor could someone carry a loot casket through
If a friendly fighter ends a move within 1" of a tunnel entrance, they may be removed from the battlefield.
In the End Phase of any round, you may place that fighter standing within 1" of any other tunnel entrance, provided they will not be within 1" of an enemy fighter.
Enemy fighters may also attempt to use these tunnels, but doing so is… unwise.
At start of any end phase, if they are in the tunnels, they must make an Intelligence check:
- If they pass, they may emerge normally at any tunnel entrance of their controlling player’s choice.
- If they fail, you decide whether they emerge - and if so, which tunnel they crawl out of.
If you choose to keep them underground, they must test again in the next End Phase.
Obligation - Excavation
Before deployment (and after placing tunnels), your opponent places three Dig Sites on the battlefield surface, each at least 6" apart and outside any deployment zone.
Before the end of the battle, you must successfully Mine at two of the three Dig Sites or become Sanctioned.
A fighter within 1" of a Dig Site may perform the following action:
Mine (Double):
This fighter excavates valuable ore or scrap. The action counts as completed once performed; no additional test is required.
Delegation Fighters
| Fighter | Rank | Number | Cost (Each) |
|---|---|---|---|
| Pit Boss | Champion | 1 | 100 |
| Ordnance Priest | Ganger | 1 | 85 |
| Miner | Ganger | 2 | 75 |
Total Delegation Cost: 335 Credits
Fighter Profiles
Pit Boss:
Uses the Hive Scum profile but with +1 Wound and +1 Attack.
Equipment: Mesh Armour, Armoured Undersuit, Power Pick, Autopistol, Shotgun (Solid & Scatter), Respirator.
Ordnance Priest:
Uses the Hive Scum profile.
Equipment: Flak Armour, Blasting Charge, Power Pick, Stub Gun.
Miner:
Uses the Hive Scum profile.
Equipment: Hazard Suit, Shotgun (Solid & Scatter), Power Pick, Stub Gun.
Favour Table
| 2D6 | Result |
|---|---|
| 2 | Displeasure: One of your Juves or Gangers is lost in a tunnel collapse - remove them from the gang. |
| 3–4 | Gain a free Tunnel Network bonus next battle (place one additional tunnel entrance before deployment). |
| 5–7 | Gain 2D6 × 10 Credits worth of gear from the delegation’s equipment list. |
| 8–9 | Add one additional Delegation Fighter to your gang. |
| 10 | Add one Delegation Champion to your gang. |
| 11–12 | Special Boost |
Special Boost: One fighter of your choice in your gang gains the Moleman ability.
Moleman: This fighter may move freely under impassable terrain if it has sufficient movement to do so, but may not end its movement on or within impassable terrain.
“The Iron Guild don’t just dig tunnels - they carve lifelines through the bones of the hive, and they never forget who owes them passage.”
Promethium Guild
The Promethium Guild controls the flow of flame, fuel, and light across Necromunda.
Every torch, reactor, and lumen lamp owes its fire to their tithe - and those who fail to pay often find their sectors plunged into darkness.
Among their ranks walk pyromancers, fire cultists, and fuel-dealers whose word carries the heat of holy flame.
Passive Benefit - Light Control
At the start of each round, before determining Priority, you may increase or decrease the battlefield’s Visibility by 3".
If no Visibility rules are currently in effect, treat the baseline Visibility as 24".
Visibility cannot be reduced below 6".
If increasing Visibility, you may nominate one lit Pyre on the battlefield.
Place a 5" Blast marker centred on that Pyre - all fighters touched by the marker are automatically hit by a S4, AP–1, D1 attack with the Blaze and Flash traits.
Obligation - Lamp Lighters
Before deployment, place 5 Pyres on the battlefield. Each Pyre must be at least 6" apart and at least 6" from any objective.
At setup, each Pyre may begin the battle either Lit or Extinguished.
-
A Pyre may be Lit by a fighter within 1" performing the Light Fire (Basic) action.
When a Pyre is lit, increase the battlefield’s Visibility by 6". -
A Pyre may be Extinguished by a fighter within 1" performing the Extinguish Fire (Basic) action.
When a Pyre is extinguished, reduce the battlefield’s Visibility by 6".
If there are fewer than three Lit Pyres at the end of the battle, your gang is deemed to have failed its obligations and becomes Sanctioned.
Additionally, any fighter within 6" of a Lit Pyre is visible at all distances, their silhouette illuminated by flickering flame.
Delegation Fighters
| Fighter | Rank | Number | Cost (Each) |
|---|---|---|---|
| Pyrocaen Lord | Champion | 1 | 140 |
| Pyromagir | Champion | 1 | 220 |
| Cynder | Ganger | 2 | 45 |
Total Delegation Cost: 450 Credits
Favour Table
| 2D6 | Result |
|---|---|
| 2 | Displeasure: One of your Juves or Gangers is lost in a tunnel collapse - remove them from the roster. |
| 3–4 | All weapons with Blaze or Plasma lose the Scarce trait for this battle (or gain Plentiful if not Scarce). |
| 5–7 | Gain 2D6 × 10 Credits worth of gear from the delegation’s equipment list. |
| 8–9 | Add one additional Delegation Fighter to your gang. |
| 10 | Add one Delegation Champion to your gang. |
| 11–12 | Special Boost |
Special Boost: Avatar of Flame:
Select one fighter in your gang. That fighter gains the Avatar of Flame ability.
Avatar of Flame:
This fighter immediately becomes an Unsanctioned Psyker (if not already) and automatically learns all powers from the Pyromancy discipline.
“To the Promethium Guild, light is faith, fire is currency, and every spark in the hive burns by their mercy.”
Slave Guild
The Slave Guild is one of Necromunda’s most feared and influential Merchant Guilds.
They control the trade, training, and punishment of the underhive’s countless indentured workers. To cross the Slave Guild is to risk being taken in chains yourself - for to them, everyone has a price, and every soul can be sold.
Passive Benefit - Slavers
When selecting your crew, your Leader and Champions may take Juves as Exotic Pets.
- Your Leader may take 0–2 Juves.
- Each Champion may take 0–1 Juve.
When taken this way, Juves follow all the standard rules for Exotic Pets with the following changes:
- They must remain within 3" of their owner at all times, if in any end phase they further than 3" away, the shock collar activates, they go out of action and are considered out cold on the injury table.
Obligation - Training Day
At the end of each battle, total the Experience earned by all Juves taken as Exotic Pets.
This total must be equal to or greater than twice the number of Juves taken in this way.
If you fail to meet this quota, the Guild deems your training inadequate and your gang becomes Sanctioned.
Example:
If you have five Juves acting as Exotic Pets, they must earn at least 10 XP in total between them by the end of the battle.
Delegation Fighters
| Fighter | Rank | Number | Cost (Each) |
|---|---|---|---|
| Chain Lord | Champion | 1 | 280 |
| Shakleman | Champion | 1 | 190 |
| Pit Fighter | Ganger | 2 | 120 |
Total Delegation Cost: 710 Credits
Favour Table
| 2D6 | Result |
|---|---|
| 2 | Displeasure: The Guild demands punishment. Remove one Juve or Ganger from your roster - they’ve been sold for failure. |
| 3–5 | D3 Juves start the next battle under the influence of either Slaught or Frenzon. |
| 5–7 | Gain 2D6 × 10 Credits worth of gear from the delegation’s equipment list. |
| 8–9 | Add one additional Delegation Fighter to your gang. |
| 10 | Add one Delegation Champion to your gang. |
| 11–12 | Special Boost |
Special Boost: Where there's a whip, there's a way:
Select one fighter in your gang. That fighter gains the Where there's a whip, there's a way ability.
Where there's a whip, there's a way:
This fighter may perform the lash (basic) action. Lash: select a friendly fighter within 3" they immedetely take a fleshwound. Then they increase their attacks characteristic by 1 for the remainder of the battle.
“The chains of the Slave Guild are never empty - only waiting for the next debtor to fill them.”
Water Guild
The Water Guild oversees the flow of water across Necromunda, from the filtration plants of the upper hive to the blood-soaked reclamation pits below.
To the Guild, water is life, and life is a commodity. Every drop is bought, sold, and taxed - and when the supply runs dry, they aren’t above taking it straight from the veins of the desperate.
Passive Benefit - Blood in the Water
Your gang grows stronger the more Water it harvests, up to the amount declared in your tithe (see below).
For every 3 Water collected during the battle (up to your declared total) Each friendly fighter:
- Increases Movement by +1" for the remainder of the battle.
- Improves Initiative by 1, to a maximum of 2+ for the remainder of the battle.
These bonuses represent the gang’s rising frenzy and strength as they gorge themselves on the Guild’s bounty.
Obligation - Water Tithe
At the start of the game, before Priority is determined, you must declare how much Water your gang intends to collect this battle; this is your tithe.
At the end of the game, if you have collected less than your declared amount, your gang becomes Sanctioned.
Collecting Water:
Water may be collected by performing the following action:
Collect Water (Simple):
Target a Seriously Injured fighter within 1". Roll an Injury dice and apply the result as normal, then add 1 Water to your gang’s Water tally.
Alternatively, when making a Coup de Grâce, you may instead Collect Water for free rather than removing the fighter as normal.
Delegation Fighters
| Fighter | Rank | Number | Cost (Each) |
|---|---|---|---|
| Master Nautican | Champion | 1 | 280 |
| Syphonite | Champion | 1 | 190 |
| Subnautican | Ganger | 1 | 120 |
Total Delegation Cost: 435 Credits
Favour Table
| 2D6 | Result |
|---|---|
| 2 | Displeasure: The Guild demands punishment. Remove one Juve or Ganger from your roster. They have been drained to pay your debt |
| 3–5 | Pipeways: D3 Fighters may infiltrate in the next battle. |
| 5–7 | Gain 2D6 × 10 Credits worth of gear from the delegation’s equipment list. |
| 8–9 | Add one additional Delegation Fighter to your gang. |
| 10 | Add one Delegation Champion to your gang. |
| 11–12 | Special Boost |
Special Boost: Vampyre:
Select one fighter in your gang. That fighter gains the Vampyre ability.
Vampyre:
When this fighter collects water, randomly increase one of their attributes for the rest of the battle. Use the ganger advancement table to determine, if 2 or 12 is rolled you may instead gain a skill from the fighters primary skills.
“The Guild of Water does not waste a drop, whether drawn from the well, the sump, or the throat of the fallen.”