In the brutal vertical sprawl of Necromunda, no gang is an island. Survival often depends on patronage—finding a powerful sponsor willing to lend you their muscle, their tech, or their political cover. This is the world of the Alliance System, a core pillar of the Law & Misrule campaign that transforms simple gang warfare into a complex web of feudal obligations, corporate espionage, and Faustian bargains. It’s a system where power is always lent, never given, and where every boon comes with a chain attached.
The Alliance system is rigidly structured by your gang's alignment, creating two distinct paths to power:
Law Abiding Alliances (Merchant Guilds & Imperial Powers): For gangs who operate within the hive's corrupt, paper-thin legitimacy. These are pacts with the bureaucratic and economic powers that keep the lights on and the corpses processed.
Merchant Guilds: The Water Guild, Promethium Guild, Corpse Guild, Slave Guild, Guild of Coin, and Iron Guild. Each offers specialized resources and enforcers aligned with their trade.
Imperial Powers: The Imperial House (House Helmawr) and the Justicar Courts. These are the ultimate "lawful" patrons, offering immense authority and equally immense scrutiny.
Outlaw Alliances (Criminal Organizations): For gangs who live outside the law, these are pacts with the true powers of the underhive’s shadows.
Syndicates: The Cold Traders (xenos tech), Rogue Factoria (counterfeit weapons), Narco Lords, Fallen Houses (disgraced nobility), Psi-Syndica (psychic manipulation), and Imperial Imposters. Their benefits are potent, forbidden, and come with high risks of discovery or betrayal.
This structure ensures your gang’s public identity dictates your potential friends, creating clear factional lines in the campaign’s meta-narrative.
There are two ways to form an alliance, but the "Ol' Razzle Dazzle" system is where the true roleplaying and strategic depth lies. This two-step process turns securing a patron into a campaign storyline.
Your gang must first capture the attention of the desired faction. This isn't automatic; it requires performing specific, thematic actions that demonstrate your value. Examples from the Book of Alliances include:
For the Water Guild: Claim a bounty on an Outlaw fighter.
For the Cold Traders: Purchase a Xenos weapon from the Black Market.
For the Slave Guild: Claim a bounty on an Outlaw fighter.
For the Narco Lords: Buy Chems from the Black Market.
The Razzle is a declaration of intent and capability. You are signaling, "We operate in your world and understand your needs."
With their attention grabbed, you must now prove your worth in a dramatic, undeniable way. This typically involves achieving a specific, challenging objective in a battle.
For the Promethium Guild: Cause an enemy to go Out of Action from a Blaze condition or a Plasma weapon's Unstable profile.
For the Guild of Coin: In a Toll Bridge scenario, have more enemies than allies fall into the Toxic River.
Succeeding in the Dazzle is your audition. It proves you're not just talk; you're a valuable, effective tool.
Successfully completing both steps forges the alliance. This system ensures alliances feel earned, rooted in your gang's actions rather than just a checkbox on a roster.
Every alliance is a transaction. The Benefits are powerful, but the Drawbacks are constant reminders of who truly holds the leash.
Unique Personnel: Free, powerful Hangers-on, Brutes, or Hired Guns. The Water Guild provides a Slopper and a chance to field a Nautican Syphoning Delegation. The Iron Guild can swamp the field with D3+2 Hive Scum. The Psi-Syndica can grant a fighter a Wyrd Power. Law-abiding gangs will need to beseech their allies in order to gain the help of their entourage; too high of a reputation and the ally will think you can handle the challenge on your own! Criminals care not for such trivialities and Outlaw gangs will always be able to add their ally's entourage, regardless of Reputation levels!
Economic & Logistical Boons: The Guild of Coin increases scenario rewards. The Rogue Factoria provides cheap, if unreliable, counterfeit weapons. House Ulanti simply showers you with extra credits.
Special Rules: The Promethium Guild makes your flame and plasma weapons more reliable. The Corpse Guild lets you re-roll Lasting Injuries. House Greim grants re-rolls on Ammo checks.
This is the genius of the system. To keep your benefits, you must adhere to your patron's demands, which often conflict with optimal play.
Forced Scenarios (Guard Duty / Press Ganged): Nearly every Guild alliance risks forcing you to play defender in specific caravan/escort scenarios. Criminal alliances like the Cold Traders force you into attack roles in scenarios like The Hit. You lose strategic freedom.
The Tithe: A portion of your income—whether scenario rewards or even dead fighters' gear (for the Iron Guild)—must be surrendered. Greed can break the pact.
Personnel Sacrifices: The Corpse Guild may randomly claim a critically injured fighter for the starch vats. House Ko'iron might tithe a Juve to the Frateris Militia. Your gang members are assets your patron can call in.
Alignment Traps: Breaking an alliance with the Imperial House or Justicar Courts instantly makes you Outlaw. The Psi-Syndica will charge you for any psychic powers they taught if you leave.
A brilliant narrative touch is the "Strong Alliance" certain gangs have with specific patrons.
House Escher has a natural link to the Water Guild and Cold Traders.
House Goliath aligns with the Slave Guild and Narco Lords.
House Van Saar is favored by the Promethium Guild.
This Strong Alliance grants a one-time reprieve: the first time you must Test the Alliance, it automatically counts as "Disquiet" (a warning, not a break). This reflects existing relationships and cultural ties, giving those gangs a slightly safer entry point into specific alliances.
The alliance is perpetually fragile. Many Drawbacks or contentious actions force you to Test the Alliance.
The Test: Roll a D6, adding +1 for each previous test that campaign week. The stakes escalate quickly.
1-4: Disquiet: A warning. The alliance holds, but tension rises.
5-6: Warning: The patron suspends benefits for your next battle, but Drawbacks still apply. A brutal punishment.
7+: Broken. The alliance shatters. You lose all benefits and cannot form a new one until the next campaign phase.
This mechanic creates constant tension. Do you obey your patron's costly mandate, or risk the test? Pushing your luck repeatedly in a single week is a recipe for disaster.
Choose Your Patron to Complement Your Gang: A ranged Van Saar gang benefits immensely from the Iron Guild's weapon discounts. A melee-focused Goliath gang synergizes with the Slave Guild's free champion skill. Don't just pick the strongest benefit; pick the one that fits your playstyle and can handle the accompanying Drawbacks.
The Downtime Gamble: The post-battle sequence is the perfect time to attempt a Razzle or Dazzle. You have fresh credits and a recent victory (or a desperate need) to justify your pitch.
Proxy Wars: Alliances turn skirmishes into corporate or factional warfare. A Water Guild ally fighting a Promethium Guild ally isn't just a gang fight; it's a trade war by proxy.
The High Cost of Betrayal: As noted in the core Law & Misrule rules, changing your alignment forces an immediate Alliance Test with a +3 penalty. This almost guarantees the alliance will break, often with catastrophic side effects (like immediate outlaw status). Your patron's loyalty is to your alignment, not to you.
The Alliance system is a masterclass in embedding narrative consequence into mechanics. It ensures that power in Necromunda is never free or unconditional. You are always a subsidiary, a contractor, a cat's-paw.
Using the Razzle/Dazzle framework elevates this from a menu selection to an epic story arc—the story of your gang proving itself worthy of a great power's notice, and then struggling to maintain that worth under the weight of their demands.
In the end, an alliance is a weapon you do not own. It is lent to you, and the sponsor can reclaim it at any moment—often when you need it most. Choose your patron not for the shiny benefit, but for the long-term game you are willing to play. Your survival in the underhive depends not just on your strength, but on the quality of your debts.