N18 House of Iron (General discussion)

What do you gentlemen speculate the favoured Noble House, Guild, and Crime Syndicate will be?

Thus far, we have had House Greim, Slave Guild, and Narco Lords for Goliath; and House Ulanti, Water Guild, and Cold Traders for Escher.
 
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What do you gentlemen speculate the favoured Noble House, Guild, and Crime Syndicate will be?

Is it Ko'Iron who run a lot of the manufacturing? Then I would guess coin guild for their transport theme and maybe rogue factoria for the recidivists. Those would be the most obvious links to make, but I was surprised a bit by Escher so who knows what they have come up with...
 
Is it Ko'Iron who run a lot of the manufacturing? Then I would guess coin guild for their transport theme and maybe rogue factoria for the recidivists. Those would be the most obvious links to make, but I was surprised a bit by Escher so who knows what they have come up with...

That is what I thought also. And, yeh the Escher Water Guild was a surprise, I thought it would of been the Corpse Guild but I guess that is now Cawdor.

On your question 'Is it Ko'Iron who run a lot of the manufacturing?', I am not sure. Is there any books/sources that provide info on the Nobel Houses?
 
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I'd hazard Coin Guild as being fairly certain, for the transport thing in common.

I'm hoping for Noble House Catallus, as it gives Orlocks extra reason to fight their renegade families that became the ash waste nomads.
That said, the noble houses have had so little written about them that anything could happen (I just hope it's not Ko'Iron for the sake of lazy writing). For one thing, which noble house will deal with Delaque when they infamously serve Helmawr directly?
Is it Ko'Iron who run a lot of the manufacturing?
Unless even more has changed, the Noble Houses are exclusively traders and produce nothing themselves. Might be that they have a majority of contracts to supply manufactured goods but that would make them the wealthiest house outside of Helmawr, since Necromunda's entire export is manufactured goods and guard regiments (plus the odd imperial fist marine).

The imperial imposters could be a fun complication to throw in, though rebel lords would no doubt appreciate easy transit between hives when things go sideways. Could be one of the others but I suspect they're already spoken for.
I figure the psi-syndicate will go to Delaque, as everything psyker seems to be going through them.

Rogue manufactoria feels like it would to Cawdor; much as Van Saar are also hiding things from the admech, I suspect the most numerous alliance band and cheap guns will just go to reinforce the House of Redemption.

Van Saar used to have a reputation for being humourless, so I don't feel like the imposter would be a good fit for them as a strong alliance. I had kind of hoped they'd get the narco lords, as they try to find new treatments for the rad poisoning.
 
I'd hazard Coin Guild as being fairly certain, for the transport thing in common.

I'm hoping for Noble House Catallus, as it gives Orlocks extra reason to fight their renegade families that became the ash waste nomads.
That said, the noble houses have had so little written about them that anything could happen (I just hope it's not Ko'Iron for the sake of lazy writing). For one thing, which noble house will deal with Delaque when they infamously serve Helmawr directly?

Unless even more has changed, the Noble Houses are exclusively traders and produce nothing themselves. Might be that they have a majority of contracts to supply manufactured goods but that would make them the wealthiest house outside of Helmawr, since Necromunda's entire export is manufactured goods and guard regiments (plus the odd imperial fist marine).

The imperial imposters could be a fun complication to throw in, though rebel lords would no doubt appreciate easy transit between hives when things go sideways. Could be one of the others but I suspect they're already spoken for.
I figure the psi-syndicate will go to Delaque, as everything psyker seems to be going through them.

Rogue manufactoria feels like it would to Cawdor; much as Van Saar are also hiding things from the admech, I suspect the most numerous alliance band and cheap guns will just go to reinforce the House of Redemption.

Van Saar used to have a reputation for being humourless, so I don't feel like the imposter would be a good fit for them as a strong alliance. I had kind of hoped they'd get the narco lords, as they try to find new treatments for the rad poisoning.

I wonder if the future 'Book of...' will contain all the Noble House's and their rules. It would seem logical considering that the Guilds and Crime Syndicates have.
It also makes me wonder further that this may of been an original plan that was put to the side in order to reales House books.
 
They might go that way, though personally I want the noble houses to stay their side of The Wall (barring the odd spyrer hunting party).

The whole point of the Merchant Guild is (or at least was) to act as intermediary between all houses, since none will deal with another peaceably be they a noble or clan house. It was how the guilders got to be so powerful that their own currency has become the planetary standard.
 
Eeyup, that's exactly what I had in mind. Versatile 1" and the 1" rule do not mix well. For instance, can you stop a charge exactly 1" away from your target so that you can use the Versatile weapon but are not obligated to reach base-to-base contact? Or is being 1" away from something already being within 1" of that thing?
So. Much. Fun.
Now I get it! You are right.

The Versatile 1" is of course meant to be useful in the few odd situations where GW forgot to specify that a fighter must be at least 1" away if not B2B/Engaging. I don't remember where, but I swear there are a few situations.
 
I've been waiting for this book for a while and am interested to see what comes out of this book and see where the GW takes to Orlocks. As mentioned, they are the average gang so could be taken in any direction.
The models seen so far, I don't mind. The booster packs came put of nowhere, but the arms masters look interesting and I am glad to see some female gangers, but as previously mentioned here, they missed a trick not putting females in the basic gang box.
Now for the speculation-noble house, I can see it being Ko'Iron because of the name to be honest. Theyll flesh it out so it makes sense, but escher were always going to be Ulanti after Mad Donna was released in the last edition, so sometimes I feel the GW can be a little lazy.
Iron guild or guild of coin makes most sense for guild allies and as for dramatis personae, the question is will we see another of Slates kids making an appearance. Theres something like 12 of them isn't there, and Orlocks seem an apt place to do it
 
As far as I know, you are mistaken there. In Gangs of the Underhive, non-versatile melee weapons list E as L range, versatile weapons list E as S range and L noting the X'' inches for versatile.
Damn, you caught me good there! E is long unless also Versatile.
 
I wonder if the future 'Book of...' will contain all the Noble House's and their rules. It would seem logical considering that the Guilds and Crime Syndicates have.
It also makes me wonder further that this may of been an original plan that was put to the side in order to reales House books.
I think the age of Book of... books is over for Necromunda. I'd be very surprised to see those again. In any case, for at least the next year we'll see House of... books. Who knows what will be next?
Is it Ko'Iron who run a lot of the manufacturing? Then I would guess coin guild for their transport theme and maybe rogue factoria for the recidivists. Those would be the most obvious links to make, but I was surprised a bit by Escher so who knows what they have come up with...
Now for the speculation-noble house, I can see it being Ko'Iron because of the name to be honest. Theyll flesh it out so it makes sense, but escher were always going to be Ulanti after Mad Donna was released in the last edition, so sometimes I feel the GW can be a little lazy.
Iron guild or guild of coin makes most sense for guild allies and as for dramatis personae, the question is will we see another of Slates kids making an appearance. Theres something like 12 of them isn't there, and Orlocks seem an apt place to do it
I do hope it's not Ko'Iron, as the noble house in House of Iron. Seems just a little too much on the nose... But who knows at this stage really, considering that apart from the scant info we previously had about Ulanti, all other Noble houses were little more than just names. I do like that they're including them in these books, fleshes out the world more and while I can understand people being tired of yet more different weapon profiles, more options for allies etc. can never be bad in my book.

As for guilders, Guild of Coin makes the most sense to me too because of the transportation connection. Orlocks really need to be in the Guild of Coin's good books if they want to continue doing what they do, really. If it turns out to be the Iron Guild, and the noble allies are Ko'Iron, I would say that's becoming lazy writing...

Recidivists could go several ways, I suppose. We still have left:
- Imperial Imposters
- Fallen Houses
- Psy-Syndica
- Rogue Factoria

Any of these could go several ways, I think. Rogue Factoria seem most likely for Orlock, but on the other hand what do they really offer the Orlocks don't already have? They might be a better fit for Cawdor as Necromunda's Thrash Lords. Meanwhile, both Imperial Imposters and Psy-Syndica seem like natural fits for Delaque, to me...
 
Guessing what alliances are combined with gangs sounds like playing bingo to me. Does it matter? We already have all the rules for all guilds and all recidivists. The only interesting part as I can see is if there are any changes. So far the changes have been fairly minor.

"Next up is Escher - Water Guild, I repeat, Escher - Water Guild"
"Bingo!"
 
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Guessing what alliances are combined with gangs sounds like playing bingo to me. Does it matter? We already have all the rules for all guilds and all recidivists. The only interesting part as I can see is if there are any changes. So far the changes have been fairly minor.

"Next up is Escher - Water Guild, I repeat, Escher - Water Guild"
"Bingo!"
Main thing is, hopefully, models for the Guilders. But so far we've only the Slavers to show for it.
 
No miniatures I think (haven't gone through the entire book yet, but they aren't on the few pages showing minis, or on the pages about the guild), and only art for the Water Guild from what I can see:

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Ok, same a Book of peril. Was wondering if we had some sort of image of what Cold Trader void born scum are.
 

The blue-collar members of House Orlock have been hard at work as their gangs seek to claim their own corners of the underhive. Now, with the release of the House of Iron book, they’ll have new rules, new fighters and new tactics with which to ensure their dominance. Today, we’re taking a look at some of the new rules from the ultimate tome of all things Orlock.

House of Iron introduces two new fighters for Orlock gangs – the Arms Masters and the Wreckers.

Arms Masters are responsible for maintaining order within a gang, helping the Road Captain by keeping the Gunners and Greenhorns in line. In battle, these experienced fighters inspire the rest of the gang.

As befits their position as Champions within an Orlock gang, Arms Masters have access to some of the best weapons that the clan can provide. The arc hammer is one such weapon, and is ideal for any Arms Master that likes to get up close and personal.

With a Damage characteristic of 3, even Ogryns are going to be wary of getting too close to an Orlock armed with one of these!

Arms Masters can also be accompanied by up to two Cyber-mastiffs. Not only are these four-legged friends handy in a scrap, but you don’t need to walk them every day and they’re not fussy eaters – Escher, Delaque, Corpse Grinder, you name it, they’ll eat it.

They’re especially good at protecting their masters should enemy fighters be looking to quickly take them Out of Action.

Cyber-mastiffs are a great addition to any gang, adding some real bite!

At the other end of the experience scale are the Wreckers – risk-takers who court danger and are seeking to make names for themselves. For a mere 55 credits, they are a great way of filling out your gang with extra fighters that quickly improve over the course of a campaign.

Included in their cost is a jump booster, which makes getting around the underhive much quicker. You can even overcharge it to go faster, but that’s not without its risks.

Use these fighters to quickly claim loot crates or similar objectives, and make sure that you Charge into combat to take advantage of those modifiers.

Skill Up
Gangs from House Orlock have access to their own skill set – Bravado. These are all about relying on your fellow gang members, calling out your enemies and making the most of your kit, abilities and connections. For example, thanks to your skills, you can always get the best results out of a shotgun.

Use this on your Arms Masters equipped with a combat shotgun to get the shells really flying.

Terrific Tactics
The House of Iron introduces a range of new Orlock-specific tactics that can be used to ensure success in the underhive. Need some last-minute reinforcements before a battle? Call up your guilder contacts and grab a pair of Hive Scum to help out.

Or make the most of your skills in close combat.

Use this with your Wreckers so they can get the most out of charging with their jump boosters.
 
What’s in a Name?
Orlock gangers live and die by their reputation. To represent this, your Orlock Leaders and Champions can now be given Orlock Legendary Names. These are Orlock-specific Advancements that symbolise some great deed. Be careful though, part of being a legend is living up to your own hype. For example, maybe your fighter is incredibly lucky, but maybe they’re so lucky that they’re not around for the worst fights.

Or perhaps they can take out an opponent with a single punch!

The Orlock Legendary Names are a great way to really add character to your gang, and also open up some really cool painting and conversion opportunities for your models. Maybe “Lucky” has a tattoo of the number 13 somewhere, for example.

The House of Iron supplement opens up loads of new ways to play an Orlock gang in Necromunda and will be available to pre-order soon, along with a kit to build your Arms Masters, Wreckers and Cyber-mastiffs. In the meantime, grab yourself an Orlock Gang so that you’re ready to take this rebellious house to the top of the underhive.