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Citizen Careers
Page 9 of 10
Merchants’ Guild
The Merchants’ Guild is incredibly powerful, and even makes the law on some planets (or in difficult to control regions like the Necromundan Underhive). They have their own electronic currency system known as Guilder credits, which works alongside the Imperial sestertius, allowing for flexibility in interplanetary trading to accommodate different economies.
Guilders basically control a monopoly on wholesaling, and even licence shopkeepers on some planets. They become immensely powerful and eventually may see themselves as being above the law.
(Basic) Merchants’ Guild – Apprentice |
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Advance Scheme |
WS |
BS |
S |
T |
I |
Wp |
Sg |
Nv |
Ld |
Apprentice |
- |
- |
- |
- |
- |
- |
1 |
- |
- |
Restrictions: Ogryns and beastmen may not join the Merchants’ Guild. |
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Abilities: Evaluate Haggle |
50% chance of Law 50% chance of Literacy – Basic |
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Equipment: D6x10 sestertii |
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Career Exits (Military): |
Career Exits (Freelancer): Criminal – Conman Criminal – Smuggler |
Career Exits (Scholar): |
Career Exits (Citizen): Menial – Accountant Menial – Shopkeeper Merchants’ Guild – Guilder |
(Advanced) Merchants’ Guild – Guilder |
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Advance Scheme |
WS |
BS |
S |
T |
I |
Wp |
Sg |
Nv |
Ld |
Guilder |
- |
1 |
- |
- |
- |
1 |
2 |
1 |
1 |
Abilities: Law Leader Literacy – Basic Numismatics |
Secret Language – Guilder Secret Language – Street Use Cogitator |
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Equipment: Any civilian pistol with two clips of ammunition Guild credit badge At least 1000 sestertii worth of merchandise and somewhere to keep it |
3D10x10 sestertii (in Guild bank as credit, accessible through Guild credit badge) 2D10 employees (accountants, bodyguard, clericus, logisticians, labourers, servants and, if legal, slaves and an overseer) |
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Career Exits (Military): |
Career Exits (Freelancer): Criminal – Fence Criminal – Fraud Criminal – Narcotics Dealer |
Career Exits (Scholar): Politician – Representative |
Career Exits (Citizen): Merchants’ Guild – Entrepreneur Merchants’ Guild – Slaver Menial – Shopkeeper |
(Advanced) Merchants’ Guild – Entrepreneur |
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Advance Scheme |
WS |
BS |
S |
T |
I |
Wp |
Sg |
Nv |
Ld |
Entrepreneur |
1 |
1 |
- |
- |
1 |
2 |
4 |
1 |
2 |
Abilities: Literacy – Advanced |
Secret Signs – Guilder |
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Equipment: Any civilian or military pistol with two clips of ammunition Guild credit badge At least 3000 sestertii worth of merchandise and somewhere to keep it |
5D10x10 sestertii (in Guild bank as credit, accessible through Guild credit badge) 4D10 employees (accountants, bodyguards, clericus, logisticians, labourers, servants and, if legal, slaves and an overseer) |
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Career Exits (Military): |
Career Exits (Freelancer): Criminal – Fence Criminal – Narcotics Baron Criminal – Smuggler Spacer – Rogue Trader (with Warrant of Trade only) |
Career Exits (Scholar): Noble – Knight / Lady Politician – Senator |
Career Exits (Citizen): Merchants’ Guild – Slaver Merchants’ Guild – Merchant Prince |
(Advanced) Merchants’ Guild – Slaver |
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(Insert background here) Slavery is not necessarily legal everywhere |
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Advance Scheme |
WS |
BS |
S |
T |
I |
Wp |
Sg |
Nv |
Ld |
Slaver |
2 |
1 |
1 |
- |
2 |
4 |
3 |
2 |
1 |
Abilities: Initimidate Literacy – Advanced Secret Signs - Guilder Specialist Weapon – Flail |
Specialist Weapon – Shock Specialist Weapon – Thrown Strike to Stun |
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Equipment: One of the following: - Needle gun with one clip of 12 stun toxin needles and a power pack - Webber with one web canister, plus a canister of web solvent - Bolas launcher with four bolas bundles Any civilian or military pistol with two clips of ammunition Shock maul |
Guild credit badge D6 sets of manacles 20 yards of steel rope 6D10x10 sestertii (in Guild bank as credit, accessible through Guild credit badge) 3D10 employees (accountants, bodyguards, clericus, logisticians, labourers, servants and a number of slave overseers) 3D10 slaves |
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Career Exits (Military): |
Career Exits (Freelancer): Criminal – Smuggler Spacer – Rogue Trader (with Warrant of Trade only) |
Career Exits (Scholar): Noble – Baron / Baroness Politician – Senator |
Career Exits (Citizen): Merchants’ Guild – Merchant Prince |
(Advanced) Merchants’ Guild – Merchant Prince |
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Advance Scheme |
WS |
BS |
S |
T |
I |
Wp |
Sg |
Nv |
Ld |
Merchant Prince |
1 |
1 |
- |
- |
2 |
3 |
5 |
2 |
3 |
Abilities: Specialist Weapon – Advanced |
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Equipment: Any civilian or military pistol with two clips of ammunition Up to four digital weapons Guild credit badge At least 10,000 sestertii worth of merchandise and somewhere to keep it |
D10x200 sestertii (in Guild bank, accessible through Guild credit badge) 40+2D10 employees (accountant, bodyguards, clerks, logisticians, labourers, servants and, if legal, slaves and overseers) |
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Career Exits (Military): |
Career Exits (Freelancer): Criminal – Narcotics Baron Criminal – Fence Criminal – Smuggler Gang – Kingpin Spacer – Rogue Trader (with Warrant of Trade only) |
Career Exits (Scholar): Noble – Count / Countess Politican – Minister |
Career Exits (Citizen): |