Inquisimunda. V.2 0r V.3?

Stubram

Gang Hero
Jul 9, 2016
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Hello you crazy kids

For the NCE players out there, one of my long term plans is to have an inquisimunda warband hunting my NCE Goliaths. I want to get things rolling again and am looking for guidance.

I know the v.3 rules weren’t polished off due to N17, but what do people use? Any opinions on v.2 over v.3?

All thoughts welcome!
 
I would suggest V3.0 as being a better system, have a crack at making your list with that, and see what's missing. Mostly it should all be there, as it was scenarios and GM related stuff that was mostly incomplete from memory. The gangs themselves were pretty sweet spot tbh.
 
Cheers @spafe

Looks like the reference material is still all v.2 (base cost of species etc).

The v.3 that I've found seems to be soley 'how to put together a band' unless I'm being Captain Thickie again?
 
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Check the first few pages of the Inquisimunda sub forum for any threads with the orange v3.0 tag in front


The only download i can find for v3 is the warband creator. If this is it, then that’s cool, but from the way Spafe was talking, there’s more to be found?
 
So V3.0 was never combined... I think this was due to lack of the editor that was wanted, or some other reason, I don;t have the computer know-how so kinda skimmed over all the convo on font plots, layouts, etc etc etc that goes into making a nice pdf.

This means it is scattered over the various threads it was developed in. Links to all of them are in the first post of the thread here:
https://yaktribe.games/community/th...nity-edition-another-trip-into-the-warp.5522/

However for ease, here they are picked out from the mass explanations/discriptions:

species: (in this post) https://yaktribe.games/community/threads/species.5252/page-16#post-102820 is a link to this spreadsheet: https://docs.google.com/spreadsheet...GlyrvdzLl6l21UInaxN7f0VB0/edit#gid=1181628139

That post also has the changelog/reasoning for how it was developed.

Weapons and armour: (this post) https://yaktribe.games/community/threads/weapons-and-equipment-direction.5391/page-4#post-103275 . There's one link, easy to spot.

scenarios and plots: (this post) https://yaktribe.games/community/threads/v3-0-scenarios-and-plots.5425/ . The main google drive doc is as far as it got.

Sorry for the scattered nature of how it ended up. If you or anyone else who stumbles across this doe shave the know-how to make this a single pdf, that would be a real service.
 
You're a beautiful human being. Thanks dude. I wasn’t sure what I was looking for, and ended up just bouncing around threads.

Legend
 
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Ok @Domino

I'm painting my not-ratskins at the mo, but my inquisitorial retinue is next on the cards! The Inquisitor is closing in on Diablo Nova...
 
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Sounds interesting.
I have an aborted project from a few years back that was intended for Inquisitor.
A Rogue Trader and his retinue which included an ex Guardsman, a Techpriest and an Eldar Pathfinder.
If I find them again, I may be able to finish the project and use them.
It may be a chance for your Inquisitor to have a new mission in the future.
 
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Just so ya know @Domino I’m also using the Guilder rules from the vault to make my not-guilders gang.

So, on that basis, I’m making a Ratskin gang, Guilder Gang, Ash Wastes Gang (with vehicles) and an Inquisitor retinue.

My justification is that they’re all going to make an appearance in my Guard army - Diablo Nova as veterans, ratskins and ash wastes as conscripts, guilders as a combo of characters inlcuding tech priests, astropaths etc. And the inquisitor as ...an inquisitor.

Once I’ve done them I’ll have half my army painted and 5 gangs ready to go!

It’s on, people.
 
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I’ve been looking over the rules kindly pulled together by @spafe and one thing jumped out at me -

in v.2, there was the possibility of a daemon host for radical malleus inquisitors. I can’t see any provision in v.3.

Does it just assume you’ll make one from one of the elite slots?

Not against it, just making sure I’m not missing a trick
 
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I can vaguely remember this being discussed. I have no idea what the end result was though. If one exists in V2, maybe use that, am I right in thinking you get this from being possessed? I'd say if its a permanent fixture on your list then use a elite slot for one.
 
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Ok, retinue created. Took a bit of cross referencing, and some outright theft from v.2 to fill in some gaps.

Looking forward to cracking on with the painting which I'll share on the Warlords campaign thread .
 
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Sounds interesting.
I have an aborted project from a few years back that was intended for Inquisitor.
A Rogue Trader and his retinue which included an ex Guardsman, a Techpriest and an Eldar Pathfinder.
If I find them again, I may be able to finish the project and use them.
It may be a chance for your Inquisitor to have a new mission in the future.

Well, post up some back story and I'll adapt my Hereticus group to be chasing you instead!
 
Constructs - looks like there was a discussion on them, but nothing ever confirmed.

The v.2 version lays out some basic principles for them (immune to psychology, can't gain experience, basic armour save, subject to Stupid of more than 6” away from a non-construct).

Were there any of the above that was sheduled for change, or anything to add?
 
Also, my Inquisitor is a psyker. There doesn’t seem to be any provision for a trained psyker using their powers over a random novice (i.e. the risks of being possessed or drawn into the warp).

Was this ever discussed? I don’t want to break the game, but maybe trained psyker gets to re-roll? Or maybe it’s just on a double 1, rather than a double 1 or 6?

On the subject of psykers - it says that you can only use one psychic power per PLAYER turn.

As it happens, I’ve got a power that I can use in my turn, and one that can be used un an enemies turn.

Can I use both, or does ‘Player Turn’ mean once each time my turn comes around (i.e. if I want to use a power in the enemies turn, I can’t use a power in mine as I have to save the opportunity.
 
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