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House Greim
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== 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 three similar but separate drawbacks ''(only two are listed in the alliance page, but trust us, it's three)'' are related to the fact that House Greim are recruiters for the militia. *First, they may take an interest in any or ALL of the gangs ''Juves'' after EVERY skirmish and demand that they get conscripted into the militia and lost forever. *The second drawback applies if the party ever loses a skirmish, then the recruiters will demand that a random gang member be seconded to the militia temporarily. 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 *The third drawback applies if the Military Attache is present on the tabletop. ''Before'' the skirmish they will demand a gang member be temporarily seconded to the militia, who may gain experience, if they go into recovery they have to miss the battle. If they die, they are immediately refunded as above. Therefore it is possible for House Greim to become very demanding patrons, since there is potential for them to demand two gang members, one at the beginning and end of each skirmish, as well as any and all of your Juves depending on their whims. This could leave your roster incredibly short. Though you are permitted to deny the request, this results in you having to test the bonds of your alliance to see if it still holds.
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