Inquisimunda 2.0 - Eldar Strike Force

Alright, to sum it up:

Suggestions for the next version:

Shuriken cannon
0-16 (+1) - 16-32 - S5 - Dam 1 - S/M -2 - 4+ - sus. f.2 - 150 TG

Reaper launcher II
0-20 - 20-72 - S5 - Dam 1 - S/M -2 - 4+ - Sus. f.1, Blast - 210 TG

Shrieker ammo:
rare - 20 TG
When the target goes out of action as a result from a hit from a Shuriken Cannon with Shrieker Ammo, resolve an explosion with the gas cloud template centered on the model with a S of 4.


Dire Avenger:
40 TG. switch out the +1 when charged bonus for " receives +1 to hit bonus if target is in cover"

Striking Scorpion:
Mandiblasters: Counts as having an extra S4, Dam 1, S/M -1 Ammo 4+ pistol in CC.

Rune Armour:
5+ special save, 5+ save against psychic powers - 85 points - rare - Eldar psycher only
At the beginning of the turn, the wearer may choose to use one of the following runes, if a Ld-test is passed.


2- Runes of Warding - +1 armor save till end of turn.
3- Runes of Fleetness - This model gain the Evade skill till end of turn.
4- Runes of War - An eldarite model eather in 8" or LoS +1 to combat resolution till end of turn.
5- Runes of Deception - The runes causes the casters outline to appear blurred and makes it's movement hard to read. -1 to being hit by ranged weapons till end of turn, in close combat opponents will fumble on a roll of 1-2, instead of the usual roll of 1. This does not stack with the skill Feint.
6- Runes of Vigour - The runes embolden a fellow eldar to redouble their effort. Select one Eldarite model either in 8" or LoS, this model recovers from pinning or being broken immediately.

Warp Jump:
A Warp Spider may choose to make a Warp Jump in the movement phase instead of moving normally. This does not prevent the model from shooting in the Shooting phase. To make a Warp Jump, roll 2D6+2 and move the model up to that many inches in any direction, ignoring terrain, models and other obstacles. A model making a Warp Jump cannot be seen at any point during the Jump except at the final position. If a double one is rolled for the Warp Jump, the model is temporarily lost in the warp. Remove the Warp Spider from play and place a token where it started its movement. At the beginning of each of your turns, roll a D6. On a 5+, the Warp Spider emerges on top of the token, scattering D6 inches. It may then act as normal, although it may not make a Warp Jump this turn. If the Warp Spider has not returned by the end of the game, it is lost in the warp forever and counts as Dead.

@Shuriken Cannon: Agree with this

@Reaper Launcher: Agree

@Shrieker Ammo: Agree, this is easier and more balanced than my version. Should be on the Weapon list and available to Dark Reapers from the start.

@Dire Avenger: See below

@Striking Scrorpion: I don't know about this one, it might indeed be a bit of a de-buff. What about this idea, representing the fact that the Mandiblasters will distract the opponent and force them to fight more cautiously:

Mandiblasters: An opponent fighting a Striking Scorpion in close combat does not gain the "Fumble" bonus for any 1s rolled by the Striking Scorpion.

@Rune Armor: See below

@Warp Jump: Agree

I've been discussing the Dire Avenger with one of our groupmembers, and we came up with the following:

- Always gets the +1 charge bonus, even when charged.
- 30 points
- Must buy a shuriken pistol with monosight or special Avenger Catapult:
0-12 (+1) - 12-24 - S4 - Dam 1 - S/M -1 - 4+ - Equiped with mono-sight - Cost: 70

This will make the Dire Avenger a good jack-of-all-trades, compared to the other Aspects who have a very rigid role and equipment.

I like this version of the Dire Avenger.

I think I'm leaning toward the 5+ special save + 5+ psychic save. Seems to be the easiest solution without having to keep track of runes and what is basically a second casting mechanic for the runes.

Atrum Vesica and I had a fun idea for the Warp Spider too:
If the model is ever lost during battles, roll a D3. (or possibly D3+1) This is the amount of battles the warp spider must miss. In addition, roll once on the perils of the warp table for every game missed. :)

@Rune Armor: I think this is the best idea. I personally don't like the idea of making things more complicated, changing up the Warlocks completely or making Runes their own Psychic Discipline. Keep them as they are and just add the option for this simple Rune Armor imo. I like to keep things simple :) I know that Farseers even had a Necromunda model but personally I do not see a Farseer in an Inquisimunda game, just like you don't get proper Inquisitors. They are fun ideas @Atrum but I'm not a fan of adding more rules unless necessary.

@Warp Spider: This seems unnecessary, it already has enough rules imo :)
 
I've just read this thread and the rules seem very cool and fluffy, but my first impression was with the Eldar investigation rating, surely a rating of 6 will make them like bumbling inspector Clouseau's? I see them as much more like an Inquisitor level of investigationalism.
 
I would agree about the higher investigation rating, seeing that Craftworld Eldar at least have access to Farseers who could use their divination and runes to divine clues to most sorts of mysteries or ongoing events. Perhaps even forcing their strikeforces into an unfavorable position? Not sure how that could be represented though.
 
Currently I have an eldar force in my campaign & they beat the shit out of most gangs, I will revise the base cost of eldars to bring more balance but also include most of your feedback
 
I've got a Dark Eldar Void Pirates warband in my campaign, and it doesn't seem to be so much that he base cost is too low but that many of the Eldar weapons are severely undercosted in the Inquisimunda 2.0 armory.
 
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The +1 BS is the main offender, in a game where shooting is king this bonus is simply godlike. Usually you'll be shooting at models with a heavy cover so -2 to hit, in the early game where everyone has BS3 it means hiting on 6+ whereas eldars will be hitting on 5+ which means that the eldar warband basically has double your fire power since it hits twice more easily. Of course it's not really double because eldar warbands will have one or two less models and the hit modifier of the weapons can minimize that but most of the time it will result in the eldars having between 1,5 or 2 times more fire power.

At this point the +1I, Ld and Move is just icing on the cake. I'd say drop the +1BS, keeping it will just make the eldar so pricey it'll be very hard to make a satisfying warband and will just force the eldars to build a shooting band. Plus it makes no sense whatsoever fluffwise, the eldar niche is to be quick and agile which is perfectly represented by the +1M and Init, not having better ballistic skill or in that case you wish to represent the better trained side of the eldar race and you need to give them +1WS too since all eldars are at least WS4 and BS4 in the codex.

But I'm happy that this point is coming up because it shows how flawed the base cost are in the end simply because +1 BS isn't equal to +1 Init, same for +1T and +1S and basically every stat whereas they all cost +10 TGs in the unit's stats. Having +1T is simply miles better than having +1S simply because Toughness is always useful whereas Strength is near useless outside of close combat. Just look at the different scope, they all cost at least 40 TGs for a +1 BS bonus.
 
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For 2.1

Rangers - Says they may buy a needle rifle at creation but doesn't say they can use one or that they can buy one after creation.

Also, says: Each Eldar warband may choose 0-5: Specialists, Aspect Warriors or Rangers. Yet rangers are 0+
 
I also propose that holo fields should be changed too. Holo fields are too much like cameoline at the moment. The fluff for ho lo fields was a light projector /deflector that broke up wearers outline when he/she moved making targeting whilst moving much harder. As opposed to cameo line that added to the cover bonus, I think holo fields should only give a -1 to hit if the model moved last turn, if the model moved a distance greater than 12" then the modifier is -2. Finally I feel holo fields should double fumbles in hand to hand due to the distracting nature of them. I suppose this could lead to a minor cost increase, but I would state that a stationary fighter gets no benefit from the holo field. Thoughts?
 
A lot of the new equipment needs looking over. Lots of items refer to cover saves, which don't even exist in Inquisimunda.

How about the following for Holo Fields:

A model wearing a Holo Field counts as having the Evade skill as long as it moved at least 4" in its last turn. Models attacking the wearer in hand to hand count fumbles as double.

Not stacking with cover and forcing the guy to move would keep the cost down so adding double fumbles shouldn't hurt too much. Adding double fumbles and move requirement also means that having the Evade skill plus a Holo Field isn't entirely useless (although its usefulness does drop considerably).
 
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I haven't read thru the thread completely but I have been testing these rules.

So far I have played around 7-8 games with them. So I'm just going to offer what feedback I can provide. My apologies if anything I say has already been discussed.

I will try to go thru each gang type one at a time. And what suggestions to make.

So...

Leader:
The leader is great, the leader deserves a better name tho. I have been using the banshee mask and its amazing. I feel its well balanced.

Warlock:
The warlock should have 3 variations of cost, my feelings are it should go along the likes of, warlock (lvl1), spiritseer (lvl2), farseer (lvl3), each degree of levelling should cost a little more, that provides some benefits. Warlock is just basic, spiritseer should be able to sense death in some capacity, allowing it a 5++ from things that target it from 12" or less away, farseer ought to have a rule that decreases the enemy psychic tests for a single turn by -2LD this would be runes of the farseer or some such. Just suggestions

Aspects:
All the aspects are way too expensive, with the exception of the banshee, my only suggestion here is to make them cheaper or include the cost of the aspect armour in the current templates value (essentially making the armour free). Eldar by themselves are already very costly then adding the template, and cost of armour then the cost of other wargear, its all a recipe for disaster. Running an aspect warband makes it about 4-5 models at the most which won't be competitive or really win games. By the time your able to afford more members its to late for that new member to be terribly competitive.

I would love to see some aspect specific wargear options for when a normal aspect warrior gets to say 100+ xp such that it exemplifies their passage into becoming an exarch. So these items would require a model has an aspect and a certain amount of xp. The items could be: scorpions claw, hawks talon, fire pike etc. They should also be able to buy power armour, or an eldar version of power armour.

Individual aspects as they go:
- Banshee is fine
- scorpion, is nice but buy in cost is too high
- dire avengers are good, still too costly, I would also like to see an avengers shuriken catapult that has 1 sustain dice.
- reapers are way too costly, but also need to have something that allows them to move and fire, as that's what reapers could always do, either that or make the reaper missile launcher not a move or fire weapon
- Fire dragons are ok, still a tad expensive but overall not bad
- warp spiders are just stupid, they don't work, the jump ability is certainly useful, but not by much... The web spinners are silly too.
- swooping hawks are useful but could be reduced in price, also I can't find the rules for a las carbine anywhere?

Wargear options:
Eldar weapons should not be able to blow up/backfire, they are simply too reliable, running out of ammo is fine but not backfiring.

Shuriken cannon should be able to move and fire or atleast allow the reaper to do so, there's enough fluff to support this

Death spinner should either be changed to s6 and wound against a targets initiative or stay as it is and gain the fleshbane rule, also it ought to be sustained fire d3 instead of a flamer template

I would also add mirror blades for banshees, which would be a sword of str of user, -4mod, parry probably 20-25tg

Rangers:
Ought to start with the infiltrator skill beyond this they are decent

I don't believe there needs to be new recruits just 2 types of guardians both start with +1WS and the difference being one is close combat based the other is shooting based.

Beyond this I think its an ok list, personally I have been running them as an alaitic gang, with a banshee leader, lvl2 warlock, and 5 rangers. I'm trying to run then as a fluffy gang but I'm also trying the very long venture of buying a reaper

I'm hoping this im feedback is helpful :)
 
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I like the look of this list a lot.

Going back a bit, I think the suggestion to make the Warp Spider lost on a double 1 unless he can find his way back from the Warp is a good edit to the original rule where he dies permanently. It throws in an interesting challenge in that typically once a gang reaches bottle point you usually want to bottle out to save getting too many further serious injuries, in this case however you want to stay on the table for long enough to get your Warp Spider back.

It might be interesting to have special skill tables for each of the Aspect Warriors, or perhaps one special skill for each that they can take in place of regular skills? The skills could be locked to specific weapons or equipment? I'm not learned enough in Eldar fluff or crunch to confidently come up with these myself unfortunately. However, what about:

Banshees can parry twice (i.e. your opponent has to re-roll highest attack dice as per normal parry, but you can force a second re-roll)
Swooping Hawks can somehow enter from behind enemy lines (deploy anywhere on board at end of Eldar's first turn?)
Scorpions can target their mandiblasters very effectively (ignore enemy flesh wound result so any enemy wounded in cc is just OOA with no chance of fw)
Not sure about Dire Avengers
Warp Spiders could learn to extend their warp jump distance
Reapers could get some kind of to-hit increase if two or more fire at same target (IIRC Reapers were supposed to fight effectively in small teams in 2nd ed 40k)

These are just suggestions and might have problems not obvious to me!
 
I like the idea of the rune armour having multiple runes to use, but if it were used I would only allow to occur as part of an investigation rating trigger or something that is constantly functioning, it would be good if it allows for one ability only to be chosen from a list of abilities.

Regarding the warp spiders move ability, the 2d6+2 is way too small it ought to be changed to something more like 2d6+4 or 10+D6

The reason for this is the models movement is already 5 so its moving at 10" a turn and is have an easy time getting around, the exception for when this comes up as being useful is very circumstantial. Only when passing thru gaps currently watched by over watching models or passing thru solid walls.

Its not relevant when the average on those 2d6+2 is 9 when its normal run move is 10! I would also offer the model to take an initiative test if it rolls a double 1. If it passes it goes out of action and rolls multiple injuries but if it fails its consider dead
 
Regarding dire avengers I think after passing an initiative test they ought to be able to choose to make an over watch attack with an addition -1 on top of the normal penalties, or get +1 to combat result
 
I like the idea of the rune armour having multiple runes to use, but if it were used I would only allow to occur as part of an investigation rating trigger or something that is constantly functioning, it would be good if it allows for one ability only to be chosen from a list of abilities.

Regarding the warp spiders move ability, the 2d6+2 is way too small it ought to be changed to something more like 2d6+4 or 10+D6

The reason for this is the models movement is already 5 so its moving at 10" a turn and is have an easy time getting around, the exception for when this comes up as being useful is very circumstantial. Only when passing thru gaps currently watched by over watching models or passing thru solid walls.

Its not relevant when the average on those 2d6+2 is 9 when its normal run move is 10! I would also offer the model to take an initiative test if it rolls a double 1. If it passes it goes out of action and rolls multiple injuries but if it fails its consider dead

The difference is that when you Warp Jump you can still shoot, which you can't if you run. Being able to move an average of 9", ignoring terrain and overwatch, while still being able to shoot, is quite powerful!