Inquisimunda v2.1 - Void Pirates

% of Xenos in the Xenos crew amended. Similar to RT, must include at least 3 non human models.
This list is closed. all ideas & corrections will be for 2.1.
 
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I re read this list, beside a minor correction for quarter master in TG, I do not see too much what to adjust.

Any feedback ?
 
I don't see anything rules-related. There are a couple of references to "Eldars" that should be corrected, but I think those are handled in the typo thread.
 
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Only a few little points on this one.

- In converting captured fighters part..

"All of the fighter’s equipment is also destroyed to fully embrace his new life, but he will keep implanted bionic equipment."

I assume this is necessary for balance but makes very little fluff sense. Pirates would keep equipment from captives whether they convert them or sell them to slavers.

Also, you don't need to put 3 A and 3 B to denote those sections. They are all a continuation of part 3. You do one after the other, not either/or.

I would change to the following layout / wording:

3. The Void Pirates player rolls 2D6 and adds the Captain's Leadership to the score; the opposing player rolls 2D6 and adds the captured model’s leadership to the score. Any Member of Ecclesiarchal Delegation or Inquisition Cells adds 2 to his result.

If the Captain scores higher than the prisoner, the prisoner becomes a pirate. Copy his profile, skills, experience, etc, onto the Void Pirates roster. Note the fighter is now classed as a crew member unit type if it is a Mixed Race war band, or a slave if it is an Eldar/Orkoid war band meaning he may lose access to skill sets, weaponry and special abilities. All of the fighter’s equipment is kept by the pirates. Note that they captive may no longer be able to use his old equipment in his new life as a crewman or slave.

If the prisoner equals or beats the Captain’s score then he resists and refuses to convert to piracy.​

If a prisoner is not traded, will not convert and is not rescued then he is sold to Slavers for D6x5 TG. His equipment is kept by the pirates.​

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Remove:

Void Pirates generally have no qualms about mixing human and Xenos races, so long as everyone does their job and performs well in battle. As such, upon creation, Void Pirates may select humans and Xenos models as listed.​

Add something at the top of the next page before the Eldar Corsairs section. Maybe:

A Void Pirates warband must be chosen from one of the following sub types: Eldar Corsairs, Ork Freebootas or a standard Void Pirates warband.
Also change "Mixed race/species" warband to "Void Pirates" (or "Space Raiders" or "Bandits" or "Mercenary Crew" or similar) as you may select all one race if you prefer so "Mixed Race" is incorrect.

 
I assume this is necessary for balance but makes very little fluff sense. Pirates would keep equipment from captives whether they convert them or sell them to slavers.

His equipment is kept by the pirates.

All of the fighter’s equipment is kept by the pirates.

This can't happen for the exact reason you stated in the first quote, keeping the equipment would create a too big of a difference in rating between the two gangs (at least 150), and god forbids you actually capture an opponent's MVP early in the game since it can easily warp the whole campaign's balance over a couple of dice rolls you basically have no control of.

The problem with this rule is that in the best case scenario it can be incredibly game-breaker (but pretty unlikely stats wise). It's a badly designed rule in itself because it can be completely useless in a campaign (just capturing juves or no capture at all) or give the pirate a huge advance while putting an other gang super behind (hey I just stole your ogryn!).

I agree it doesn't make much sense fluffwise though.
 
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Maybe just remove the whole "captives" thing for them then? At least for non eldar, non ork pirates.

It makes sense (ish) that Redemptionists or Eldar would destroy all the "tainted" equipment but regular Pirates would be more likely to keep the stuff and blast the guy out an airlock than to keep the guy and throw all his shiny stuff into the garbage compactor.

Hell, as it is, I'd rather offer to give the guy back and keep his stuff than risk a rescue mission and get nothing.
 
Apologies if this was already covered, but should the Quartermaster, Void Master, and Master Gunner be 0-1 rather than just "1"? Seems a little counter intuitive to tax people with a bunch of officers in addition to 2+ Crew, particularly if they're playing a slightly more expensive race such as Eldar. We've been treating it as 0-1 in our campaign, but want to be sure that was the intent.
 
Quartermaster and Void Master are gangers so can work territories and get rare trade anyway.

I would make QM 0-1 and keep VM as 1 (all ships need a navigator).

There does need to be a way to promote regular crewmen to QM though IMO.
 
Just decided to create an elder void pirates warband for my campaign and I have a couple of questions , elder void pirates can mix both craft world and commorite freely? Apart from the fluff aspect that dark elder have no wyrds (and therefore no void masters) it isn't clear. Also the convert or die rule seems pretty pointless to a band who can only use other aliens as slaves. I'm not actually a big fan of the whole conversion mechanic. I do like the idea of a pirate stronghold somewhere with dozens of captured enemies toiling away until a ransom is paid or they manage to escape, Count of Monte Christo style. Im not sure that having no raw recruits for the elder pirates is either beneficial or thematic. 0-3 Eldar swabies (perhaps with a different name) should be OK.
 
The trade off between fluff & balance, always a challenge. The worst in this is the admech list ... just scared to start to refine it.
 
I actually really like the limit on slave-only juves for Eldar/Dark Eldar void pirates, as there are lots of cool modelling opportunities using some of the Wracks/Grotesque bits from the DE range. At 5 points a piece, a herd of knife-armed Grots makes a fantastic bullet shield, and Orks or Big Mutie Slaves can actually be decent if they survive to earn an advance or two (and look cool with the blank Grotesque masks).

Although, I've been thinking about trading out the base -5 cost for slaves to something like base +5, with a special rule that they don't count for the purpose of Bottle Checks (when they go out of action or for determining the total gang size). That way the Grot bullet shield is more costly, but won't force Bottle Checks when they get incinerated as intended.
 
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On the subject of slavery in the Imperium, how about letting them have spears and primitive shields? I think they are thematic and the sort of cheap equipment that any self respecting slavemaster would allow. A spear should be as per a hand weapon but giving a +1 I bonus in combat (+2 I if fighting a mounted model). I was thinking a primitive shield gives +1 armour save in combat against other primitive weapons. I was also thinking about a new item similar to a control collar for beasts. Give a slave collar to a slave and he can reroll nerve tests, this is more do do with a pain transmitter that a designated 'friendly' model can use to administer painful encouragement. Also if the model bearing the transmitter is taken OOA then all rerolls are lost. I was thinking a slaver rig (collar and transmitter should cost about 20 TG). What do you think?
 
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i think there needs to be more stream lining this into the fluff, as its right to have a rag tag group of fighters from mixed races but not in the way that they can work for a governing authority such as the humans - due to them being such puritans.

the fact that most of them can share xenos tech weapons is too powerful imo as well.

i think there needs to be more mono themed xenos bands such as onesmade purely of tau and variant allied xenos of tau. as well as dark eldar varieties and their eldar/mercs. these are the sorts of things that need to be addressed the most imo.
 
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i think there needs to be more stream lining this into the fluff, as its right to have a rag tag group of fighters from mixed races but not in the way that they can work for a governing authority such as the humans - due to them being such puritans.

"Humans" are not a governing authority. The Imperium is. For this, I would vote to simply remove the "Privateer" option, although there is scope within the fluff for worlds to employ Privateers. Those worlds may be Imperial or otherwise.

the fact that most of them can share xenos tech weapons is too powerful imo as well.

Why is that? It is only common Xenos weaponry. Is that really so overpowered?

i think there needs to be more mono themed xenos bands such as onesmade purely of tau and variant allied xenos of tau. as well as dark eldar varieties and their eldar/mercs. these are the sorts of things that need to be addressed the most imo.

There is no fluff reason to have Pirate crews of Tau whatsoever. The only Tau in any great numbers who don't work "for the greater good" are those aligned to Farsight IIRC.
 
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My understanding is that the pirate gang actually covers a very broad type of gang rather than being exclusively pirates.

My main concern about sharing race exclusive tech is things like the shuriken catapult which is a very cheap bolter or the pulse rifle which is an amazing and very safe weapon to use for its price tag

You can essentially start with members in the gang using s5 pulse rifles with 2/3 to hit and 2 to wound. Also a 3+ ammo roll is just amazing
 
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That's why we need to fix the costs of all that Xenon tech, which is what I was trying to do in the weapon overhaul thread before it got derailed by discussions about spess mahreenz and armor.
 
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