Inquisimunda v2.0 - Compendium

Hi guys,

A little summary of what is left:
- Hired Guns.
- Weapons & Equipment proof reading ( Might need to add a few eldars & Ad Mech weapons).
- Taus
- Orks
- Genestealer Cult
- Dark Eldar
- Summoning rule


GM's stuff:
Bestiary
Imunda Scenarios

Legendary Armory
 
I've just scanned through the psychic power rules and thing there are some elements which could do with some clarity, particularly this line "The psychic power it uses is considered its shooting attack, even if no shot is made."

The inference is that if a psychic power is the equivalent of a shooting attack, the psyker may not run or charge, or use it in close combat (because shooting in Necromunda precludes all of these things). This is fine for powers that are shooting equivalents, but many are combat or movement enhancers. I would be inclined to change this wording to something like: "A ranged psychic power is treated as though the model has shot with a conventional ranged weapon (i.e. the psyker may not run or charge). Other psychic powers do not impede movement and may be used in combat as described."
 
Thanks everbody for the hard work!
I have a question regarding the 5" movement of ogryns. I am aware that they perhaps had that profile in 40k 2nd edition but for me it doesn´t make much sense to have a big sluggish brute moving as effortlessly as an Eldar. It is not overly OP to have a T5 W2 monster running at you at 10" but still...
Anyway I think that it should be Move 4".
 
I've just scanned through the psychic power rules and thing there are some elements which could do with some clarity, particularly this line "The psychic power it uses is considered its shooting attack, even if no shot is made."

The inference is that if a psychic power is the equivalent of a shooting attack, the psyker may not run or charge, or use it in close combat (because shooting in Necromunda precludes all of these things). This is fine for powers that are shooting equivalents, but many are combat or movement enhancers. I would be inclined to change this wording to something like: "A ranged psychic power is treated as though the model has shot with a conventional ranged weapon (i.e. the psyker may not run or charge). Other psychic powers do not impede movement and may be used in combat as described."

Smart call, yes I agree, that is much more adequate.
 
I agree with your assessment of Ogryn movement. Though the idea of a base movement 5 Ogryn with Sprint and leap is amusingly scary
 
Hi everyone!

Your work over here at Yaktribe is just amazing! Thanks a lot for that.

I read your "Inquisimunda 2.0-Version 2.2.pdf" and I noticed some things.


- Page 2 - Warbands: Have the Savage Tribes gone, or are they planned for a later Version?


(- Page 3 – III. Shooting: A layout-thing: the text “[Insert the following after all rules]” after Closest Targets should be the same layout as after Injuries)

The Parry: There should be a break before the text “[EDIT – Replace the following])


- Page 6 - Talent Recruiter: "On a 6 you can recruit a Juve or equivalent member for free if you want to."

I’m running an Inquisimunda campaign at the moment here in Germany and I houseruled this, because we had a bigger problem with this rule.

As written, this Territory allows you to take any Race for free. That means you could take (depending on your warband) an Ogryn-Recruit/Psyker Lvl II-Kid/Jokaero for free.

Maybe you could specify a max-cost for your free recruit.


- Page 8: I’m not a native speaker, but shouldn’t it be “Abhuman” not “Ab Human”?


- Page 11: For me, the table was at first confusing. Maybe you could write in the first column “Eldar – Craftworld”, so there is text only in every second row. (I’m sorry, I’m not a native speaker, maybe you can guess what I wanted to say)


- Page 13: No Big Muties with their special Mutations anymore?


- Page 14 – Constructs: The attributes “Simple Program” and “Advanced Program” don’t speak of a controlling model for which you bought the construct, it just says “friendly, non-Construct model”. If every model can use every Construct in your roster, than you should clarify the Medic-Skill-function of a Medi-Servo-Skull.


- Page 15 - Drone: "Shield-Drone: The Drone and its owner are treated as having a Refractor Field."

I would recommend that it says (taken from Servo-Skull): "The Drone must remain within 2” of its friendly model for it to benefit from the Refractor Field"


- Page 17 – Giant Spider: In my pdf-Version, there ist the text „Attributes:“ twice.


- Page 17+: The Tables with the Attributes aren’t the same layout.


- Page 19: Purchase from the Bazaar: I see a problem, that I house-ruled in my campaign.

The Text says “Ganger”. In Necromunda only real Gangers could work Territories and search for extra-Items in the Bazaar. Gangboss, Heavies and especially Kids could not.

Do you really want to allow every Recruit/Kid/Boss to work Territories and search for rare Items? (We have a Redemption group with 19 Fighters. That would mean, if 3 fighters would have gone out of action, 5 are working Territories and 9 could search for extra-items).


- Page 22 – Cameoline: (not “Cameleoline” by the way): Could you please clarify, how this item works if the fighter is not in cover.

- Page 22 – Conversion Field and Force Field: Why is the wording different? Ranged attacks/shooting attacks and Force Field specifically says “offers no protection against hits struck in hand-to-hand combat.” Could you please clarify, if the S5-hit for the photon flash from the Conversion field can also come from hand-to-hand attacks or not?


- Page 23 – Holo-Field: there are the “-“ missing for the penalties.


- Page 24 – Shoulder Rig: Is “ at 1 BS” correct or “at -1 BS”?


- Page 25 – Bio-Booster. If you want to have Bio-Boosters AND Injector Rigs, than the text for Injector Rigs (page 24) shouldn’t be “Sometimes known as a “Bio-Booster””. I think in the original Inquisimunda-Rules the Injector Rig should have been the new Bio-Booster.

- Page 25 – Blade Venom. Why don’t you use the Inquisimunda-Toxic-Rule?


- Page 26 – Control Collar: The Text sounds like you need 2 Collars to control 1 Beast. 1 Collar for the Beast and 1 Collar for the Fighter. But the Beast-Rules on page 17: “The controlling fighter of the beast must have a control Collar” sounds like you only need 1 collar for the fighter. Could you please clarify this?

(In our campaign my Savage Tribe uses some beasts and I bought the Collars for both the fighters and the beasts. But we weren’t sure what is correct.)


- Page 26 – Flects: “5: […] and one random mutation.” Could you please specify if this mutation is permanent or only “until the end of the battle”. (And it isn’t specified how to determine the “random mutation”.)


- Page 28 – Kalma/Slaught/Spur/Spook: The text says (for example for Kalma) “outlaw rare trade chart”. I guess copy&paste from necromunda. And there should be the standard-Inquisimunda-text “Models without Injector Rigs may only use one type of drug per scenario”.


- Page 37 – Warp Tap: I had a discussion with another player if “select one additional mayor power at random” means completely random (so the major area is also random and can be different from the normal major area the psyker has) or just per D6 in the major area the psyker already possesses. Maybe a clarifying sentence would be good.
 
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Hi everyone!

Your work over here at Yaktribe is just amazing! Thanks a lot for that.

I read your "Inquisimunda 2.0-Version 2.2.pdf" and I noticed some things.


- Page 2 - Warbands: Have the Savage Tribes gone, or are they planned for a later Version?


(- Page 3 – III. Shooting: A layout-thing: the text “[Insert the following after all rules]” after Closest Targets should be the same layout as after Injuries)

The Parry: There should be a break before the text “[EDIT – Replace the following])


- Page 6 - Talent Recruiter: "On a 6 you can recruit a Juve or equivalent member for free if you want to."

I’m running an Inquisimunda campaign at the moment here in Germany and I houseruled this, because we had a bigger problem with this rule.

As written, this Territory allows you to take any Race for free. That means you could take (depending on your warband) an Ogryn-Recruit/Psyker Lvl II-Kid/Jokaero for free.

Maybe you could specify a max-cost for your free recruit.


- Page 8: I’m not a native speaker, but shouldn’t it be “Abhuman” not “Ab Human”?


- Page 11: For me, the table was at first confusing. Maybe you could write in the first column “Eldar – Craftworld”, so there is text only in every second row. (I’m sorry, I’m not a native speaker, maybe you can guess what I wanted to say)


- Page 13: No Big Muties with their special Mutations anymore?


- Page 14 – Constructs: The attributes “Simple Program” and “Advanced Program” don’t speak of a controlling model for which you bought the construct, it just says “friendly, non-Construct model”. If every model can use every Construct in your roster, than you should clarify the Medic-Skill-function of a Medi-Servo-Skull.


- Page 15 - Drone: "Shield-Drone: The Drone and its owner are treated as having a Refractor Field."

I would recommend that it says (taken from Servo-Skull): "The Drone must remain within 2” of its friendly model for it to benefit from the Refractor Field"


- Page 17 – Giant Spider: In my pdf-Version, there ist the text „Attributes:“ twice.


- Page 17+: The Tables with the Attributes aren’t the same layout.


- Page 19: Purchase from the Bazaar: I see a problem, that I house-ruled in my campaign.

The Text says “Ganger”. In Necromunda only real Gangers could work Territories and search for extra-Items in the Bazaar. Gangboss, Heavies and especially Kids could not.

Do you really want to allow every Recruit/Kid/Boss to work Territories and search for rare Items? (We have a Redemption group with 19 Fighters. That would mean, if 3 fighters would have gone out of action, 5 are working Territories and 9 could search for extra-items).


- Page 22 – Cameoline: (not “Cameleoline” by the way): Could you please clarify, how this item works if the fighter is not in cover.

- Page 22 – Conversion Field and Force Field: Why is the wording different? Ranged attacks/shooting attacks and Force Field specifically says “offers no protection against hits struck in hand-to-hand combat.” Could you please clarify, if the S5-hit for the photon flash from the Conversion field can also come from hand-to-hand attacks or not?


- Page 23 – Holo-Field: there are the “-“ missing for the penalties.


- Page 24 – Shoulder Rig: Is “ at 1 BS” correct or “at -1 BS”?


- Page 25 – Bio-Booster. If you want to have Bio-Boosters AND Injector Rigs, than the text for Injector Rigs (page 24) shouldn’t be “Sometimes known as a “Bio-Booster””. I think in the original Inquisimunda-Rules the Injector Rig should have been the new Bio-Booster.

- Page 25 – Blade Venom. Why don’t you use the Inquisimunda-Toxic-Rule?


- Page 26 – Control Collar: The Text sounds like you need 2 Collars to control 1 Beast. 1 Collar for the Beast and 1 Collar for the Fighter. But the Beast-Rules on page 17: “The controlling fighter of the beast must have a control Collar” sounds like you only need 1 collar for the fighter. Could you please clarify this?

(In our campaign my Savage Tribe uses some beasts and I bought the Collars for both the fighters and the beasts. But we weren’t sure what is correct.)


- Page 26 – Flects: “5: […] and one random mutation.” Could you please specify if this mutation is permanent or only “until the end of the battle”. (And it isn’t specified how to determine the “random mutation”.)


- Page 28 – Kalma/Slaught/Spur/Spook: The text says (for example for Kalma) “outlaw rare trade chart”. I guess copy&paste from necromunda. And there should be the standard-Inquisimunda-text “Models without Injector Rigs may only use one type of drug per scenario”.


- Page 37 – Warp Tap: I had a discussion with another player if “select one additional mayor power at random” means completely random (so the major area is also random and can be different from the normal major area the psyker has) or just per D6 in the major area the psyker already possesses. Maybe a clarifying sentence would be good.

1/ Yes in 2.1 version
2/ This one i do not get it sorry, could you rephrase ? I am not a native speaker.
3/ That is a very good input. Indeed. Perhaps Max 50 points for that new recruit, that prevent any kind of game abuse but allows flexibility.
4/ Typo :)
5/ Got it.
6/ No, currently, this is a mistake, I will reintegrate them.
7/ Corrected & Added the wording related to the controlling character.
8/ Duly noted, good point.
9/ Typo
10/ Typo
11/ No, It is that Nec Eq Ganger Unit can work territories & look for items, it is exactly as in Necromunda. I will clarify that point then.
12/ If you are not in cover, it brings a 6+ ward save.
13/ Correct, I have to amend both.
14/ Typo
15/ Typo
16/ Correct
17/ Typo.
18/ 1 Collar per character using 1 beast. I will amend.
19/ Correct.
20/ Indeed, I will amend it too for clarity sake.

Thank you very much for the time you took to read it all.

I will drop a new version next week end I hope.
 
So I checked out the Eldar list (it looks beautiful btw) and found some errors:

p.3, Recruitment: The text at the top that tells you that you may choose 0-5 Rangers, specialists or aspect warriors is easy to miss, I fear. Maybe make it more prominent somehow?
p.3-7: The Specialist on p.3 says "0-5" which is appropriate. All the Aspect Warriors and the Ranger should also say "0-5" instead of "0+".
p.6: The Banshees and Scorpions should get +2 WS and no bonus at all to BS (they are close combat Aspects and get WS4/BS3, while the shooty Aspects get WS3/BS4)
p.7: The Warrior should get +1WS and no bonus at all to BS (to differentiate him from the Ranger more, he gets WS3/BS3 while the Ranger gets WS2/BS4)
p.7: Under Warrior, Weapons, it says "Troopers", but should say "Warriors"
p.8, HtH weapons: Says "Singins Spear", should be "Singing Spear"
p.9, note number 1: says "not USUABLE by Recruits", should be "usable"
p.9, skill table: says "Bansheeh", should be "Banshee"
p.9, skill table: Rangers and Recruits should not have access to Combat skills

That's all I can find! Great work gentlemen!
 
Just had the time to quickly peak at the Nobilist Factions to see the layout and drool over it.
Issue: It's not the final version that had been uploaded to the dedicated thread.
And imho this one is the worse version, a Nobilist list with limited nobles...
 

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Do you need someone to design the maps for the scenarios? I can design them like this one:

Scenario3.png
 
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So I checked out the Eldar list (it looks beautiful btw) and found some errors:

p.3, Recruitment: The text at the top that tells you that you may choose 0-5 Rangers, specialists or aspect warriors is easy to miss, I fear. Maybe make it more prominent somehow?
p.3-7: The Specialist on p.3 says "0-5" which is appropriate. All the Aspect Warriors and the Ranger should also say "0-5" instead of "0+".
p.6: The Banshees and Scorpions should get +2 WS and no bonus at all to BS (they are close combat Aspects and get WS4/BS3, while the shooty Aspects get WS3/BS4)
p.7: The Warrior should get +1WS and no bonus at all to BS (to differentiate him from the Ranger more, he gets WS3/BS3 while the Ranger gets WS2/BS4)
p.7: Under Warrior, Weapons, it says "Troopers", but should say "Warriors"
p.8, HtH weapons: Says "Singins Spear", should be "Singing Spear"
p.9, note number 1: says "not USUABLE by Recruits", should be "usable"
p.9, skill table: says "Bansheeh", should be "Banshee"
p.9, skill table: Rangers and Recruits should not have access to Combat skills

That's all I can find! Great work gentlemen!

Just had the time to quickly peak at the Nobilist Factions to see the layout and drool over it.
Issue: It's not the final version that had been uploaded to the dedicated thread.
And imho this one is the worse version, a Nobilist list with limited nobles...

I just fixed and re-uploaded both. Thanks for the feedback guys.

Do you need someone to design the maps for the scenarios? I can design them like this one:

It looks perfect, I'd be happy to add those to the compendium.
 
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Ok, I've made a full review of the Nobilist file and there are 2 points to correct:
P4: In the Nobles entry, remove "Special" from the weapons list.
P7: replace "Enforcer(s)" by "Custodian(s)", in the notes at the end of the weapon list and in the skill table.

Other than that, all good for me


Also I've noticed 2 things in the Expanded Armory, but I only flew over it while looking for a specific item:
P33: "request a MIU" sounds strange to me, shouldn't it be "requires a MIU" or "a MIU is required"?
Native speakers expertise is needed here ^^
P38: "Knive" should be "Knife"

Once again, it's only 2 random points I found out while quickly glancing through it. I didn't take the time to thoroughly proofread the rules yet.

[edit]
Also, do not forget to update the faction lists in the compendium file once they will all be updated/proofread. Currently, it's still the early uploads.