House Greim: Difference between revisions

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(Created page with "House Greim are the self styled "Military House" of the nobility of Necromunda. They claim command over the PDF militia regiments, and conduct themselves as if they a...")
 
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==Alliance Benefits==
==Alliance Benefits==
Working with House Greim offers a gang an actual logistical supply chain. While most gangs must purchase or scavenge their own munitions, House Greim is able to resupply ammunition of any sort. This can be invaluable to gangs that have a lot of equipment, like Plasma or Melta weapons that they might otherwise struggle to keep firing.
Gangs can also call upon the support of a Military Attache without having to roll for, which they should do all the time as the drawbacks are present whether you take them or not.
The two similar but separate drawbacks are related to the fact the House recruiters may take an interest of the gangs ''Juves'' at ANY time and demand that they get conscripted into the militia and lost forever.
The second drawback applies if the Military Attache is present on the tabletop, where they will automatically demand ANY gang member at random to join the militia and perform a tour of duty. While this sounds similar to the first, at least the ganger has a good chance of returning with some added experience, and if he does die on tour then the House will completely refund his cost to the Gang Leader


==Tabletop==
==Tabletop==


{{Necromunda}}
{{Necromunda}}

Revision as of 06:08, 30 December 2020

House Greim are the self styled "Military House" of the nobility of Necromunda.

They claim command over the PDF militia regiments, and conduct themselves as if they are perpetually preparing for war, despite the fact that most of leaders have never seen a battle or would even be willing to venture near a battlefield.

Because the Clan Houses are not permitted to engage in offworld trade, it is House Greim that actually exports the majority of wargear and munitions that the lower houses generate. This arrangement also allows them to pick and choose the finest equipment to keep for themselves which they gift out to their pet battalion commanders for their loyalty. Even after being deployed, many officers of the Imperial Guard are therefore indebted to House Greim for their commissions and continued favour.

Despite the puffed up showmanship, House Helmawr actually encourages it by awarding made-up titles and shiny medals for Greim's performance. Considering it such a small cost to have such an enthusiastic ally that he knows will support him if the other Houses ever stepped out of line.

House Greim is a longtime supporter of House Goliath, and take a great interest in their development; the potential for regiments of quick-grown, highly aggressive, supersoldiers is certainly an attractive prospect. Though their short lifespans and dependence on stimms is a drawback that has yet to be overcome.

Alliance Benefits

Working with House Greim offers a gang an actual logistical supply chain. While most gangs must purchase or scavenge their own munitions, House Greim is able to resupply ammunition of any sort. This can be invaluable to gangs that have a lot of equipment, like Plasma or Melta weapons that they might otherwise struggle to keep firing.

Gangs can also call upon the support of a Military Attache without having to roll for, which they should do all the time as the drawbacks are present whether you take them or not.

The two similar but separate drawbacks are related to the fact the House recruiters may take an interest of the gangs Juves at ANY time and demand that they get conscripted into the militia and lost forever. The second drawback applies if the Military Attache is present on the tabletop, where they will automatically demand ANY gang member at random to join the militia and perform a tour of duty. While this sounds similar to the first, at least the ganger has a good chance of returning with some added experience, and if he does die on tour then the House will completely refund his cost to the Gang Leader

Tabletop

Playable Factions of Necromunda
Clan Houses: Cawdor - Delaque - Escher - Goliath - Orlock - Van Saar
Noble Houses: Catallus - Greim - Ko'iron - Ran Lo - Ty - Ulanti - Spyrers
Others: Ash Waste Nomads - Corpse Grinder Cults - Cult of the Redemption
Ironhead Squat Prospectors - Palanite Enforcers - Ratskins - Scavvies