Inquisimunda V2.0 - IG Kill Team List

They already have access to the hunting rifle though... unless Imunda moved it from basic to special and I missed it...

Yeah I mistook it with the assassin/scum entry for the Inquisition, you can take a ratling assassin but since he doesn't have access to basic weapons you can't take an assassin rifle (even though he has a special access to the hunting rifle), it seems a bit silly to me.
 
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Ah that makes a lot of sense. Sorry, I'd only really paid attention to the IG entry.
 
I actually find the current IG warband too vanilla, so I came up with an adapted version. It uses the current version, but has advisors (commissar, sanctioned psyker, priest, tech priest), of which one can be chosen, and specialists (stormtroopers, veterans, gunners, ogryns and ratlngs), of which up to 5 in total, and mostly 0-3 can be taken.

http://inquisimunda.evinwijninga.com/uploads/NewIG.pdf

It is still work in progress.
 
The polite term is fricken new guy...
 
Well I guess I'm the butt of the joke on that one. LOL, Thanks for being cool to the new guy. If this were 4chan it would have been cucks for days.
 
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Is this version in the Imunda 2.0 download or does this replace in
I actually find the current IG warband too vanilla, so I came up with an adapted version. It uses the current version, but has advisors (commissar, sanctioned psyker, priest, tech priest), of which one can be chosen, and specialists (stormtroopers, veterans, gunners, ogryns and ratlngs), of which up to 5 in total, and mostly 0-3 can be taken.

http://inquisimunda.evinwijninga.com/uploads/NewIG.pdf

It is still work in progress.
Can't open for some reason
 
For 2.1:

Subs: "the entire warband MUST select these upgrades and this doctrine also includes Deathworld Veterans as described above." - Not sure what this means. Do they get the benefit of DWV for free as part of it or may they purchase both?

Also, please amend FNG to Recruit (or Conscript, Initiate etc). Having to explain it to players is annoying and it isn't very child friendly.
 
IGKT Doctrine: Planetary Defence Force Garrison. PDF Garrison.

#1. Surge In response to a chaotic and lawless region under the jurisdiction of the Planetary Governor he has decided to open his personal armory and deploy a PDF Garrison to the region. This is a political move by the Planetary Governor and he will be initially equipping these forces to make an impression of strength. The PDF Garrison may initially be equipped with a respirator, any basic weapon, and any armor (Flack, Mesh, Carapace) for free on any troops initially recruited.

#2. Business as usual The PDF Garrison is not there to draw an income but to make sure business is going smoothly in region. For this reason the PDF's stash of credits more represents a budget that can only be accessed for a limited number of expenses. For this reason the PDF Garrison works territories and calculates income every post battle but it is only allowed to keep the credits it earned in its stash. It is not allowed to trade or roll on the rare trade chart.

#3. General Issue The planetary governor's support for these troops quickly wanes after their initial public deployment. The PDF Garrison is only allowed to recruit FNG's after its initial recruitment. These FNG's are only allowed to purchase equipment on their initial recruitment and are only equipped with an Imperial guard standard issue package (Lasgun or Autogun, Flak Armor, Respirator). The PDF Garrison may only recruit one FNG a post battle and cost comes out of the PDF stash.

#4. Resupply The PDF Garrison is eventually resupplied with ammo by local authorities. Every 5 games The PDF Garrison may buy Weapon Reloads at half price for any one weapon type. This includes reloads for all Pistol, Basic, Special and Heavy weapons of one specific type. Las, Bolt, Auto, Needle, Stub, Plasma, All Shotgun rounds.

#5. Shore leave The PDF Garrison finally is relieved and may run riot in the local bazaars and shops with the money it saved while on duty. After every 10 games the PDF Garrison may trade freely with the credits in its stash and may roll D3 times on any rare trade chart for every trooper in its roster. It may also recruit Troopers and Gunners at this point.

#6 Private Contractors The Planetary Government is often corrupt and looking to use public funds to line the pockets of their friends and allies. This often takes the form of hired guns that the PDF is forced to budget for. The PDF Garrison is forced to employ one hired gun of its choosing at all times. In addition to its one hired gun, the PDF Garrison must hire one Scum or Bounty Hunter every time it loses more than one battle in a row and may not fire these additional hired guns until it wins a scenario. The Hired Guns will continue to be paid and a new hired gun must be hired after every lost game until the PDF's stash is depleted and the post battle income cannot afford to hire Hired Guns.

#7 Tour of Duty The toll of prolonged service is a burden to men who may be brave but still have separate lives from the world of conflict for which they are deployed. After 10 games the Sergeant must make a leadership test before each game. If this test is failed then the PDF Garrison will take a -1 Leadership on all bottle test that game. After 20 games this modifier is -1 no matter what and -2 if the Sergeant's pre-game leadership is failed and cumulative every ten games after.

*#8 Rogue PDF If for any reason the PDF Garrison (PDF garrison is considered an "Imperial Force" +3 on outlaw rolls) ever fails an Outlaw roll or any time after the first ten games the Sargent passes a leadership to convince the garrison; it may become a "PDF Militia". The PDF Militia will break discipline and begin extorting local business and resources for direct profit. Direct contact with command hierarchies may be intermittent and the Garrison will start to mingle with local people and cultures. The PDF Garrison immediately loses all credits in its stash. The following rules for PDF Garrisons no longer apply #2, #3, #4, #5, #6, #7. The PDF Militia may spend its stash and roll on the free trade chart normally. It may recruit as a IGKT. If a PDF militia fails another outlaw roll it becomes a Rogue PDF and is a underworld Outlaw gang with D3 free PDF deserters. A PDF Militia that started as a PDF Garrison may re-assert itself as a PDF Garrison every ten games if it decides to go on #5 Shore Leave. #7 Tour of Duty modifiers are still cumulative whether the force is a Garrison or a Militia but only impact bottles rolls while they are a "Garrison" and not a Militia.
 
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IGKT Doctrine: Planetary Defence Force Militia. PDF Militia.

#1. Deputies The PDF Militia are a deputized IGKT.

#2. Gun Runner The militias contact with command hierarchies is spotty. It communicates and makes supply requests through minders and contractors that loosely regulate these PDF Militias. If the PDF Militia hires a Bounty Hunter once every five games it may buy weapon reloads for one weapon type at half cost every five games.

#3. Governors Gift The Planetary Governor often quickly tries to put large groups of people under arms for various purposes. The PDF Militia receives 10 Lasguns or Auto Guns in its starting recruitment. It may arm them, keep them in its stash, or sell them.

#4. Auxiliary Unit The militia is subordinate to all PDF Garrisons, IGKTs, and Adeptus Arbites. It will not fight PDF Garrisons and players may order other players to follow general battlefield commands "attack them, defend here, retreat (bottle), seize this objective". Failure to do so efficiently can cause the commanding player to make the PDF Militia roll on the Outlaw chart with a -3 modifier. If the militia fails the roll it will become a Rogue Militia which is an underworld outlaw gang with D3 free PDF Deserters. All rules for outlaws apply to a Rogue PDF.
 
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Am I rright is assumeing these are in addition to the Kill teams? and use their list but with different special rules?

They look fun, have a lot of feel to them, I think they will operate very differently. My only worry is that they might be left behind by other gnags as they cannot recruit well (loss of an early heavy is potentially crippling), but then they do start with tasty equipment and every 5 games isn't that long...

I'm a little unclear on the whole militia slotting into this, but that might just be because its before my morning coffee
 
The PDF Militia is just a different doctrine but something the PDF Garrison can fall into if it is being naughty or the leadership decides it can integrate more into the population. When a PDF Militia enters a campaign it recruits from the local population, participates in the markets, and directly exploits territories by working them with its troopers. A PDF Militia is just like any other IGKT.

I think it is more the point that the PDF Garrison is very far removed from the population it is deployed in. It is a strong military statement by planetary authorities and is regulated more heavily because it is a direct reflection of the Planetary Governments political authority. That said it is still a standard military unit and its profile reflects standard Imperial Guard guidelines. The big difference with it is that it doesn't have direct control of its stash the way other factions do. Its stash is a reflection of the unit's success and represents the limit of expenditure authorities are willing to spend on the unit. It is more of a budget than a bank account.

It would be cool if the garrison could go into debt because private contractors were milking it hard.
 
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I am heavy on equipment with the PDF Garrison and Militia because it feels like Planetary Defense Forces would have more direct contact with their armories and supply depots. It is a IGKT doctrine but one that does not reflect any specific skills or training.
 
I have noticed that IGKT are very heavy on heavies. I would be willing to drop that down from 4 to 2 with the PDF Garrison and Militia. I think that would reflect a focus more on domestic conflict and less focus on tank busting and sieges.