Inquisimunda v2 - Reborn from ashes - Community Edition

Matelloco

Gang Hero
Jan 21, 2015
765
534
93
Paris
Hi guys,

After looking for the author of Inquisimunda for a while, I got some so so news. It seems the project is over and that no other version will come from his group. After looking at what was done for the Necromunda Community Edition, I thought we could gather on this post all the ideas to update the current version of Inquisimunda.

The project is in 3 phases:

A/ Gather all ideas to update the current set of rules to make it work properly.
B/ Test of those ideas.
C/ Update current global pdf with all information into a single Pdf availabe in the vault as Inquisimunda v2.

Actuals rules are in the vault:
https://yaktribe.games/community/vault/categories/inquisimunda.41/

Updated warbands rules can be found here:
http://empireofghosts.blogspot.fr/p/inquisimunda-resources.html

A FaceBook group for Inquisimunda is available there :
https://www.facebook.com/groups/994131333972258/

I will keep the 2 below posts to gather all ideas, erratas, FaQ created by the community.

For Clarity sake all the green subjects are on going stuff, feel free to propose your ideas to correct/update them.
 
Last edited by a moderator:

Matelloco

Gang Hero
Jan 21, 2015
765
534
93
Paris
Log for Updating Inquisimunda Core Rules Set:

Rules Addendum V. 2.0
-The Summoning

The rules are clarified and modified thusly: You do not pay for the creatures you summon- they are treated like allies and count towards your Gang Rating for the purposes of the scenario which they are summoned for. However, you may only have either an Ally or a Summoned Creature- never both. If offered the option to test for both, you may decide upon the order which you wish determine whether they are available or not.
- investigation/subversion needs clarification
- Purchasing Mounts
You may purchase a designated mount from the Corral for a model, even if it has no Beast allowance.
However, if the rider dismounts and does not have the beast’s control (via Control Collar, Loyalty etc.), at the end of the turn, the Beast must remain within 2” of the rider. If this fails to happen, then the mount is removed for this scenario, assumedly fleeing the battlefield, but will return to his rider afterwards.
- “Selecting”from the “Expanded Armory”
Replace all cases of this with- This model may purchase from the Bazaar during Warband creation at the Base Price indicated (no +3d6, etc.), unless the item is listed upon your warband’s Weapon and Equipment list, wherein it must be purchased for that price. Throughout the campaign, the warband may purchase from the Bazaar whenever it desires.
- All warbands have 1000 Throne Gelt to spend for their initial resources.
- All Allies stuff is currently removed to gain game balance.

Allies V. 2.0
- All Allies stuff is currently removed to gain game balance.
-

Hired Guns V. 2.0
-
-
-
The Bizarre Bazaar V. 2.0
-
Pulse Rilfes cost up to 50 TG.
- Splinter weaponry need to be revised.
- Beast control collars need to be revised.

Beast Corral V. 2.0

-For Equines, add
Large: Equines may be mounted by Medium Sized and Small sized models.
-All beasts in The Corral may purchase Mutations from the Mutant entry and any levels of Wyrd which are applied to their template. These are to reflect genetic modifications of these animals which have been bred into them, or have evolved with them over time. Also, note that warbands which can’t select Wyrds (Puritans, etc.) may not select the Wyrd upgrade for their beasts.
-
-
Treacherous Conditions V. 2.0
-
-
-
Expanded Armory V. 2.0
-
Splinter weaponry need to be revised.
-
-
Legandary Armory V. 2.0
-
-
-
Species and Races V. 2.0
-
Ogryn stats: -1 in I & -1 in Ld for all warbands. Cost down to 95 TG.
-
-

Psychic Powers V. 2.0

-Level 1 Wyrds may re-roll the selection for their Minor Power, however, they must accept the second result.
 
Last edited:

Matelloco

Gang Hero
Jan 21, 2015
765
534
93
Paris
Log for Updating Inquisimunda Warbands Rules Set:

AdMech Explorators V. 2.0 (@Matelloco Resp)

- Include new weapons from the latest codex.
Phosphor Pistol :
Ranges: 0-6 / 6-12
To Hit Bonus: +1/-1
S: 5
Dmg: 1
S/M: -1
Ammo: 5+
Cost: 30
Limited: Magos/Genetor & Enginseer/Secutor Only.

- Include new ammo type.
Phosphor Rule: A character Hit by a phosphor weapon counts its cover save reduced by 1 for the rest of the turn.
- Enginseer/Secutor - any non-Astartes Human only
- Electro-Priest - any non-Astartes Human only
- Remove Allies.


Xenos Strike Force V. 2.0 (@Al_Weeks)
-
items available to Freeboota Captains are available to Orkoid Ork Force Leaders.

Void Pirates V. 2.0 (@Al_Weeks)
- Seers receive a +1 bonus to their Ld characteristic on their unit type profile.

Underworld Elements V. 2.0
-
Remove the Free Hired Gun.

Rogue Traders V. 2.0 (@Al_Weeks)
-Ignore the current mechanic for Rogue Trader Income generation. Instead, they roll a number of d6 equal to their Leadership characteristic after every scenario. If the Rogue Trader was forced to roll on the Serious Injuries chart, he takes a -2 penalty to this roll. Note that this takes place after he rolls on the Serious Injuries chart.
-Rogue Trader Warbands under the Charter of Expansion receive a -1 penalty to their Subversion Rating.
-Rogue Traders do not get one free Hired Gun.

Mutant Mobs V. 2.0 (@baldrick Resp)
- Mutant Mob’s “Power Staff” should read “Force Staff”. Maximum of 2 per warband.

Inquisition Cells V. 2.0
Experience:
Interrogator: 60 + D6
Acolyte: 30 + D3
Disciple: 60 +D3
Assassin/Scum: 20 + D6 (Dropped 2nd D6 as it can lead to advancement issues upon creation)
Tech-Adept: 20 + D6
Cleric/Zealot: 20 + D6
Sage: 20 + D3
Recruit: D3

Skills:
Tech-Adept: Loses Stealth
New Heavy Acolyte profile: All skills except agility.

Territory and Income:
Inquisition Cells select territories and collect income exactly as described in the Necromunda rulebook. This represents the Ordos agents working the territories for information and gaining resources from their Conclave based on such information. Only Acolytes, Assassins, and Scum may work territory. They receive the ‘Giant Killer Bonus’ as listed.

Special: All Inquisition Cell warbands may select Comm-links/Micro-beads at +2 Throne Geld per fighter. If selected, all fighters must be equipped in this way. (changed cost of micro-beads to match cost of Arbites).

Well-Equipped: Inquisition Cells may purchase bionics and drugs from the bazaar at any time when purchasing items is normally allowed.

Ordo Hereticus (Radical): The warband is part of the Ordo Hereticus but adheres to radical tenets. The warband may select any non-Exotic (Xenos), non-Implant weaponry from the Bazaar at base price at creation and one non-Recruit model may take the Weaponsmith skill upon creation. The warband increases its Subversion Rating by +2 and lowers its Investigation Rating by -1. Due to the ease of access to unsanctioned psykers for the Ordo Hereticus, Radical Ordo Hereticus Wyrds may reroll one of their Wyrd powers during recruitment, but must accept the second result, even if it less favorable.

Ordo Hereticus (Puritan): The warband is part of the Ordo Hereticus and adheres to all common tenets. The warband lowers its Subversion Rating by -2 but increases its Investigation Rating by +1. The warband may never hire any Xenos, Abhuman, or Mutant Hired Guns or members (this includes Psykers!).

Puritan Ordo Hereticus Interrogators, Acolytes, and Priests/Zealots have hatred of any Mutant or Wyrd (even those in other Puritan bands!).
This warband may recruit up to two (2) Priests/Zealots.

Ordo Malleus (Radical): The warband is part of the Ordo Malleus but adheres to radical tenets. The warband increases its Subversion and Investigation Rating by +1.

Daemonhost Posession: During Warband creation, you may create up to 3 Daemonhost templates (selected without choosing a race). These Daemonhost templates represent Daemons which your warband has made pacts with and should be named as such. When the Daemonhost profile is made, generate wyrd powers as normal. These powers are permanent and are not generated each time the Daemonhost is summoned. You must pay the cost for the templates as normal to represent the resources spent in making the pact. These templates do not count towards your warband rating unless you have successfully summoned them. If you attempt to summon a Daemonhost (while Radical Malleus Warbands can summon, they can only summon Daemonhosts), choose a friendly model that you wish to possess (you may also use a captive model whose gang has failed to rescue or ransom back from you). If you succeed your Summoning Roll, choose one of your warband’s Daemons and apply that template to your chosen model, overlaying its current stats and gaining the Daemon’s abilities. This model loses all of its equipment and counts as fighting with a Knife in HtH. No more than one Daemonhost may be in the warband at any given time. Increase the warband's rating by the cost of the template for this scenario and treat the daemonhost as an ordinary gang fighter for the purposes of deployment and gameplay.

At the end of the game in which a Daemonhost was summoned, the warband’s Interrogator may attempt to bind the Daemonhost by making a LD test on 3D6. If successful, the Daemonhost is permanently added to warbands roster. If the test is failed, the Daemon leaves the host, and the host model is killed and struck from the gang roster. The template is kept on the roster, no longer counts toward the warband rating, and cannot be summoned again until d6 games have passed. If a Daemonhost is ever taken out of action in a game, the Daemon will leave its host, and the possessed model will die, exactly as if the warband leader had failed the binding roll, detailed above.

Ordo Malleus (Puritan): The warband is part of the Ordo Malleus and adheres to all common tenets. The warband increases its Investigation Rating by +1.
The warband may never hire any Xenos or Mutant Hired Guns or members (but may select Psykers). The Ordo Malleus is incredibly well-equipped and as such may add +3 to their search for rare items in the post-game sequence as opposed to +1.
The members of this warband may reroll any failed Fear save caused by Daemons.

Ordos Xenos (Radical): The warband is part of the Ordo Xenos but adheres to radical tenets, such as consorting with xenos and/or using their technology. The warband increases its Subversion Rating by +1. In addition to their normal equipment, all non-Recruit members may purchase non-Rare Xenos weaponry and any drugs from the Bazaar at base cost upon creation. One Acolyte model may be selected from a Xenos species. The warband may select Xenos Hired Guns.

Ordo Xenos (Puritan): The warband is part of the Ordo Xenos and adheres to all common tenets. The warband increases its Investigation Rating by +1.
The warband may never hire any Xenos Hired Guns or members. Ordos Xenos Puritan Interrogators and Acolytes are subject to hatred when fighting Xenos, In addition they may purchase implant weaponry from the Bazaar at any time.

Warband members:
Interrogator: Species: Non-astartes Human or Wyrd.
Acolyte: Species: Mutants (only Radical cells). Experience: 30+D3, Weapons: Lose Special and Heavy, Best of the best: Acolytes start with one random advancement. Roll for an advancement as per normal when the Acolyte is purchased.
Disciple: New option. Species: As Acolyte Template: As Acolyte. Experience: 60+D3. Weapons: As Acolyte + Special and Heavy Weapons.
Assassins/Scum: Species: Mutant (only Radical cells) Experience: 20 +D6
Sages: Typo corrected to "Equipment: Sages (was clerics/priest) may select any equipment from the Equipment lists."
Recruits: Cost: +5 Throne Geld, Species: Mutants (Radical cells only)

Equipment:
Crusader Shield (15): A fighter armed with a Crusader shield receives a +1 save modifier against any attack that originates on the 90 degree forward arc of the model using it. In addition, a crusader shield counts as a close combat weapon with a Strength of 3 and a save modifier of -1. High Impact weapons will disable the shield cancelling its armor bonus.

Imperial Guard Kill Teams V. 2.0 (@baldrick Resp)
- IG Ogryns may purchase Ripper Guns
- Allies: Roll a D6 before the game, on a 6 the warband gets one Officio Assassin or Tactical Space Marine for the following battle. Add the appropriate Warband Rating increase per the Ally listing for this battle only.
-Imperial Guard Kill Teams receive +1 to their Subversion Rating.
- Income system need to be revised.

Nobilist Factions V. 2.0
-

Arbites/Expurgators V. 2.0 (@Matelloco Resp)

- Comm-Links: All Arbites AND Expurgators may purchase Comm-links at +2 points per model.
- Arbites: Arbites war bands receive a +1 Bonus to their Investigation Rating.
- Expurgators: Expurgators war bands receive a +1 Bonus to their Subversion Rating.
- Remove the allies stuff.
- Arbites / Expurgators Ogryns may purchase Ripper Guns
- Precinct Transfer or Early Retirement Rule: Arbites / Expurgator War bands may replace any Killed/Captured fighter with a new recruit after any game (with a limit of 1 per game), scratch off the old member from the roster replace with a new one from the same type of unit. Adjust the Warband Rating accordingly.
- There is only one leader Rule: An Arbite / Expurgator fighter that reaches the same level of Ld than the leader of the war band earns his right for his own team. Remove that character from the warband list, he is replaced and the replacement character starts with: The initial profile of his Unit type, 2. The weaponry from the replaced character 3. Starting Experience points for a fighter of his type. This rule do not apply if the character with a higher Ld is Abhuman.
- Precinct Support/Experienced Killers rule: Arbites / Expurgators benefit from the access to the best armories of the underworld. To reflect that, every Arbites/Expurgators is granted 1 Silencer, 1 Smoke Grenade, and 1 Set of Executioner Shells for free at the war band creation.
- Riot Shield: Arbites/Custodians Only: Cost : 20
The Riot shield is a special piece of equipment used extensively by law enforcement agencies all across the Imperium. In consists of a metal or fibre-alloy shield that has a built-in generator. When the generator is activated a glowing blue field of energy, called a suppression field, surrounds the shield. A suppression field diverts and stores away the energy of an attack. In hand to hand combat the shield can be used to ‘bash’ an opponent, at which point the stored charged is released as a powerful electrical discharge that is perfectly capable of stunning or even killing an opponent.
Arbites armed with a suppression shield receive a +2 save modifier against any attack that originates on the 90 degree forward arc of the model using it. In addition, a riot shield counts as a close combat weapon with a Strength of 3 and a save modifier of -1. High Impact weapons disable the force field of the shield cancelling its armor bonus. The riot shield is genetically bound to its barier thus no other war band type can get in possession of a Riot Shield.
(Arbites/Expurgators Skills Limitation):
Inventor: This skill may be taken by an Enforcer/Expurgators. Items invented by the inventor can be given to any member of the squad.
Iron Will, Fixer: These skills may not be taken by Arbites. Reroll your dice.

- Marshall/Leader: Boss
- Proctor/Specialist: Heavies
- Detectives/Arbites/Troopers: Ganger
- Custodians/Penal Legio: Juves

Ecclesiarchal Delegations V. 2.0 (@Matelloco Resp)
- (Ecclesiarchy Only) Allies: Roll a d6 before the game, on a 6 the warband gets one Sororitas or Arco-Flagellant for the following battle. Add the appropriate Warband Rating increase per the Ally listing for this battle only.
- Eternal Penitence Rule: Any Ecclesiarchal Delegation warband may purchase an Arco-Flagellant from the Constructs section of the rulebook at it’s given price. This Arco-Flagellant may only be used provided that the Magus fights with the warband. If the Magus is captured or killed, it may not be used until there is a Magus in the warband.
- Cult of the Red Redemption does not get 1 Redemptor Priest Hired Gun for free.

Chaos Covens V. 2.0 (@Matelloco Resp)
- Include Abhuman selection for cultist. Limited to 1 per race per warband.
- Tzeentch Warbands reduce the cost of their first mutation by 5 points to a minimum of 0 points.
- Daemonhosts count as being armed with a Knife.

Genestealer Cults V. 2.0
- Allies: Roll a d6 before the game, on a 6 the warband gets one Purestrain Genestealer for the following battle. Add the appropriate Warband Rating increase per the Ally listing for this battle only.
The Broodlord: So long as there is a Magus in a Genestealer Cult, you may purchase one Genestealer from the Corral. This Genestealer may only be used provided that the Magus is still alive. If the Magus is captured or killed, it may not be used until there is a Magus in the warband.
 
Last edited:

Matelloco

Gang Hero
Jan 21, 2015
765
534
93
Paris
Current ideas:

- Typo for the cost of beast control collars is 50 for one gang and 5 for another and 40 in the bazaar. Can we get a balance?

- Missing Abhuman in the Chaos Coven list in the Cultists entry.
 
  • Like
Reactions: Jonathon

Jonathon

New Member
Jan 11, 2015
6
5
13
Brisbane City QLD, Australia
Loving the work so far. One house rule we use is a reduction of Initiative and Leadership for Abhuman Ogryns in a none Imperial/Ecclesiastical band. They become leadership 9 rendering stupidity a statistical non issue. Plus something that big is a monster especially with a ripper gun, three wounds and high Ini. They still soak up fire (T5) but they are not unstoppable
 
  • Like
Reactions: Matelloco

Matelloco

Gang Hero
Jan 21, 2015
765
534
93
Paris
Those are brilliant ideas, I am at 100% with you for the ogryns issue, as well as the hired guns issue.

As regard adding stuff, the aim for V2 is to correct the existing package, 2.1 will see new stuff as you mentioned related to the Ash Waste.

As for the Admech stuff, I will check what I can do with it.
 

Matelloco

Gang Hero
Jan 21, 2015
765
534
93
Paris
We could start with Admech stuff, it is probably the easiest.

AdMech Explorators V. 2.0 - Proposal

- Include the new weapons from the latest codex.

From my perspective, the only relevant weapons to include are the following:

Phosphor Weapons - Admech Only

Phosphor Rule: A character Hit by a phosphor weapon counts its cover save reduced by 1 for the rest of the turn.

Phosphor Pistol :
Ranges:
0-6 / 6-12
To Hit Bonus: +1/-1
S: 5
Dmg: 1
S/M: -1
Ammo: 5+
Cost: 30
Limited: Magos/Genetor & Enginseer/Secutor Only.

Phosphor Serpentia

TbD
Phosphor Blaster
TbD

-
Correct the Issue with abhumans for all entries.
Enginseer/Secutor - any non-Astartes Human only
Electro-Priest - any non-Astartes Human only

Would you see some more stuff to add ?

Rad Weapons may be ?
 
Last edited:

baldrick

Ganger
Jul 7, 2013
113
61
38
Manchester, UK
Phosphor pistol looks OK, probably needs a 6+ ammo roll for 25 tg. And the ogryn change was -1 to both I and Ld base (in the species list).
Pulse rifles we put up to 50tg base.
 
  • Like
Reactions: Matelloco

Matelloco

Gang Hero
Jan 21, 2015
765
534
93
Paris
Ogryn stats updated. Pulse rifles updated.

As for the pistol, let face it Ad mech should have rather reliable weapons, they are producing them :)

In such case, lets boost its cost to 30.

What about including Ad Mech Weaponey in a Rare Status within the Armory ?
 

Mymearan

Ganger
May 29, 2014
163
78
33
Great initiative. I would be glad to help out.

- Psychic rules/powers need to be incorporated into the compendium (they are currently only available as a separate PDF)
- investigation/subversion needs clarification and, imo, changing to something simpler.
- how do hired guns work? They are too expensive to pay on a per-game basis, but too expensive to only pay for once. What's the intent here? Also, do they gain exp and skills or not?
- hell gun/hot-shot lasgun is S3 in 40k, why is it S4 here? I don't think it's supposed to be as strong as a bolter.


Here is a post from a user who started making his own changes and clarifications, I'm sure these could be incorporated with permission from the author. I like basically all of them. http://inquisimunda.proboards.com/thread/77/ezra-kainus-inquisimunda-addendum
 
Last edited:
  • Like
Reactions: Matelloco

baldrick

Ganger
Jul 7, 2013
113
61
38
Manchester, UK
Thanks for posting that link! Lots of things I noticed as well.
For hired guns, we had a discussion (between only two of us) on the Facebook group.
I made the suggestion that we treat them like specialist gangers that anyone can take (up to the limit in their list) - you have to buy them outright, equip them as stated in their entry at additional cost, and they do get xp, but cannot be bought additional equipment and only advance using the table shown in their entry. I was also suggesting that they start on 60+d6 xp, unless they're the really sucky ones like cutpurses in which case it's 20+d6,but that could use more clarity and a lot of playtesting.
What do you think?
 
  • Like
Reactions: Matelloco

baldrick

Ganger
Jul 7, 2013
113
61
38
Manchester, UK
Also agreed on the hellgun, they're nuts for the harm they do. They should be shorter range than the equivalent Las weaponry, higher save mod and not much more expensive. Fancy trying that out?
 
  • Like
Reactions: Matelloco

baldrick

Ganger
Jul 7, 2013
113
61
38
Manchester, UK
Also, what the hell is going on with faith points? Never clarified at any point what system they plan to use. Shall we declare what faith points are? I'd say one re-roll of a die affecting one of your eligible models directly per game? So you can use the re-roll on a sister of battle or ecclesiarchy mini, but not on a hired gun or sister repentia.
Thoughts?
 
  • Like
Reactions: Matelloco

Matelloco

Gang Hero
Jan 21, 2015
765
534
93
Paris
Nb: this is a C&P from this person :http://inquisimunda.proboards.com/thread/77/ezra-kainus-inquisimunda-addendum

I sent an invitation to join us.
I posted a thread to log our initiative to update the rules to gather more & more people arround this cool game !
----------------------------------------------------

EZRA KAINUS’ INQUISIMUNDA CLARIFICATIONS AND ADDENDUM
Summoning:
The Summoning rules are clarified and modified thusly: You do not pay for the creatures you summon- they are treated like allies and count towards your Gang Rating for the purposes of the scenario which they are summoned for. However, you may only have either an Ally or a Summoned Creature- never both. If offered the option to test for both, you may decide upon the order which you wish determine whether they are available or not.

The Corral
-For Equines, add
Large: Equines may be mounted by Medium Sized and Small sized models.
-All beasts in The Corral may purchase Mutations from the Mutant entry and any levels of Wyrd which are applied to their template. These are to reflect genetic modifications of these animals which have been bred into them, or have evolved with them over time. Also, note that warbands which can’t select Wyrds (Puritans, etc.) may not select the Wyrd upgrade for their beasts.

Warband Equipment Selection
In a Warband specific Weapon and Equipment list, whenever it is explicitly specified that a single, individual unit type may purchase an item, they may purchase that item, even if their unit type wouldn’t normally allow them.
For explicit clarification, this applies to:
-Inquisitorial Assassins – Hunting Rifles
-Imperial Guard Ogryns – Ripper Guns
-Arbite Ogryns – Ripper Guns

Under the Xenos Strike Force Warband Weapon and Equipment Lists, items available to Freeboota Captains are available to Orkoid Ork Force Leaders.

Mutant Mob’s “Power Staff” should read “Force Staff”. “Max 2” refers to a Warband limit on the amount of Force Staves.

Purchasing Mounts
You may purchase a designated mount from the Corral for a model, even if it has no Beast allowance.
However, if the rider dismounts and does not have the beast’s control (via Control Collar, Loyalty etc.), at the end of the turn, the Beast must remain within 2” of the rider. If this fails to happen, then the mount is removed for this scenario, assumedly fleeing the battlefield, but will return to his rider afterwards.

“Selecting”from the “Expanded Armory”
Replace all cases of this with- This model may purchase from the Bazaar during Warband creation at the Base Price indicated (no +3d6, etc.), unless the item is listed upon your warband’s Weapon and Equipment list, wherein it must be purchased for that price. Throughout the campaign, the warband may purchase from the Bazaar whenever it desires.

Psychic Powers:
For clarification, “Psychic Powers & Wyrd Hired Guns” by Jeremy Olsen is the set of psychic powers used for Inquisimunda. (Link: )
-Level 1 Wyrds may re-roll the selection for their Minor Power, however, they must accept the second result.

Investigation & Subversion
Replace the rules for Investigation and Subversion Rating with:
Your warband begins with a Rating of 3 in both Investigation and Subversion. During Warband creation, you may allocate 6 points between the two Ratings to increase them. Keep in mind the bonuses and penalties given to these Ratings from specific warbands. Also, whenever your leader earns enough Experience Points to roll on the Advance table, he may forgo rolling for this advance in order to add a point to the Rating of his choice. 10 is the maximum rating for both of these Ratings.

Investigation: The player with the highest Investigation rating may choose the order in which deployment proceeds: highest to lowest or lowest to highest. If 2 warbands have the same score, roll opposed d6s.
-Warbands determine deployment zones in Investigation Rating order- from highest to lowest.
-The Warband with the highest Investigation Rating chooses in which order deployment proceeds: from highest to lowest or lowest to highest.
-Warbands deploy Infiltrators in order of their Investigation Rating- from highest to lowest.

Subversion: You may re-roll a number of dice per scenario equal to half of (rounding down) your Subversion rating. (I recommend marking this with chips or pennies) Note that you can never re-roll a re-roll.

If using a GM, Investigation and Subversion Ratings may also be used to communicate plot information to the players, or test the abilities of their warband as a whole. The GM is recommended to use Subversion & Investigation “tests” in his game using opposed rolls, or setting a Difficulty Check (DC) rating for the test. Whenever they are rolled in this way, roll a d6 for each point in the appropriate rating and add them all together for the result. Any 6s that are rolled are always exploding (roll an additional d6 for each 6 rolled and add it to the total).

DC
5 Easy
10 Routine
15 Ordinary
20 Challenging
25 Difficult
30 Hard
35 Very Hard
40+ Ardous


Warbands:
All:
All warbands have 1000 Throne Gelt to spend for their initial resources.

Replace any references to Allies with the following (adding the underlined additional rules):
Inquisition Cells:
(Puritans Only) Allies: Roll a d6, before the game. On a 6, they get one Ally for the following battle, as per their corresponding Chambers Militant (Xenos-Deathwatch, Hereticus-Sororitas, Malleus-Grey Knight) or an Offico Assassinorm Assasssin. Add the appropriate Warband Rating increase per the Ally listing for this battle only.
-(Radical Mallues Only): Daemonhost Posession: During Warband creation, you may create up to 3 Daemonhost templates (selected without choosing a race). These Daemonhost templates represent Daemons which your warband has made contact with and should b named as such.
If you attempt to Summon a Daemonhost, choose a friendly model whom you wish to possess. If you succeed your Summoning Roll, choose one of your warband’s Daemons and apply that template to your chosen model, overlaying its current stats and gaining the Daemon’s abilities . This model loses all of its equipment and counts as fighting with a Knife in HtH.
-Puritan Malleus Interrogators do not receive a free Thunder Hammer.
-Puritan Hereticus does not receive a free Redemptor Priest Hired Gun
-Assassins may select a Hunting Rifle as a piece of starting equipment, regardless of what their entry says.

Chaos Covens:
-Tzeentch Warbands reduce the cost of their first mutation by 5 points to a minimum of 0 points.
-Daemonhosts count as being armed with a Knife.

Arbrites/ Expurgators:
Comm-Links: All Arbites AND Expurgators may purchase Comm-links at +2 points per model.
(Arbites Only) Allies: Roll a d6, before the game. On a 6, the warband gets support from a Neighboring Precinct. For the battle they get 3 Human Arbitrators armed with Shotguns and Heavy Armor. Add 315 to the warband's rating for this battle only.
(Arbites Only): Arbites warbands receive a +1 Bonus to their Investigation Rating.
(Expurgators Only) Allies: Roll a d6 before the game, on a 6 the warband gets one Officio Assassin for the following battle. Add the appropriate Warband Rating increase per the Ally listing for this battle only.
Precinct Transfer or Early Retirement: Arbrite Warbands may replace any member with a recruit after any game, just transfer the equipment over to the new recruit and scratch off the old member from the roster. Adjust the Warband Rating accordingly.

Void Pirates:
-Seers receive a +1 bonus to their Ld characteristic on their unit type profile.

Ecclesiarchal Delegation:
(Ecclesiarchy Only) Allies: Roll a d6 before the game, on a 6 the warband gets one Sororitas or Arco-Flagellant for the following battle. Add the appropriate Warband Rating increase per the Ally listing for this battle only.
Eternal Penitence: Any Ecclesiarchal Delegation warband may purchase an Arco-Flagellant from the Constructs section of the rulebook at it’s given price. This Arco-Flagellant may only be used provided that the Magus fights with the warband. If the Magus is captured or killed, it may not be used until there is a Magus in the warband.
-Cult of the Red Redemption does not get 1 Redemptor Priest Hired Gun for free.

Mutants:
Allies: Various "pets" are attracted to mutant warbands. You may add up to 150 pts worth of beasts for the upcoming battle. Add the total points of beasts used to your warband rating for the upcoming battle only.


Genestealer Cults:
Allies: Roll a d6 before the game, on a 6 the warband gets one Purestrain Genestealer for the following battle. Add the appropriate Warband Rating increase per the Ally listing for this battle only.
The Broodlord: So long as there is a Magus in a Genestealer Cult, you may purchase one Genestealer from the Corral. This Genestealer may only be used provided that the Magus is still alive. If the Magus is captured or killed, it may not be used until there is a Magus in the warband.

Adeptus Mechanicus Explorator:
(Puritan Only) Allies: Roll a d6 before the game, on a 6 the warband is joined by one Techmarine for the following battle. This is a Tactical Astartes Marine w/Servo Arm. Add 350 pts to the Warband Rating for this battle only.

Imperial Guard Kill Team:
Allies: Roll a D6 before the game, on a 6 the warband gets one Officio Assassin or Tactical Space Marine for the following battle. Add the appropriate Warband Rating increase per the Ally listing for this battle only.
-Imperial Guard Kill Teams receive +1 to their Subversion Rating.

Rogue Traders:
-Ignore the current mechanic for Rogue Trader Income generation. Instead, they roll a number of d6 equal to their Leadership characteristic after every scenario. If the Rogue Trader was forced to roll on the Serious Injuries chart, he takes a -2 penalty to this roll. Note that this takes place after he rolls on the Serious Injuries chart.
-Rogue Trader Warbands under the Charter of Expansion receive a -1 penalty to their Subversion Rating.
-Rogue Traders do not get one free Hired Gun.

Underworld Elements:
-Underworld Elements do not get one free Hired Gun.
 
Last edited:

Mymearan

Ganger
May 29, 2014
163
78
33
- re: Hired guns. Personally I would prefer if they were payed each game and did not level up past initial 3 upgrades, like in Necromunda. Giving them new mechanics would require too much testing to be worth it imo. If you remove the base cost and just pay the extra cost, but pay it every game, would that work? At a glance it seems most hired guns would cost 10-20 TG every game which is very doable, while stronger guys like assassins would be too expensive to hire more than once or twice (as it should be).

- re: Hellgun. I agree. I would say S3, range 18", save mod -2. The problem with that is that at that point, it's just a lasgun with shorter range, -1 extra save mod and a worse ammo roll. Which could be ok, but maybe it should go down to 25, same as the lasgun? What do you think, which would you take if they were costed the same? 2+ ammo roll and 6" extra range versus slightly better save mod.
 
  • Like
Reactions: Matelloco

Matelloco

Gang Hero
Jan 21, 2015
765
534
93
Paris
Thanks for posting that link! Lots of things I noticed as well.
For hired guns, we had a discussion (between only two of us) on the Facebook group.
I made the suggestion that we treat them like specialist gangers that anyone can take (up to the limit in their list) - you have to buy them outright, equip them as stated in their entry at additional cost, and they do get xp, but cannot be bought additional equipment and only advance using the table shown in their entry. I was also suggesting that they start on 60+d6 xp, unless they're the really sucky ones like cutpurses in which case it's 20+d6,but that could use more clarity and a lot of playtesting.
What do you think?
Why not stick with something that works properly, the necromunda system is rather straight forward, more over, the equipement was always included in the Hired Gun cost, not added :

Hired Guns don’t belong to the gang they fight with and they don’t help the gang except by fighting. This means that Hired Guns don’t count as members of the gang for purposes of collecting income or for deducting cost of living expenses. Hired Guns count as gang members for the purposes of working out when the gang must start taking Bottle rolls, however, a hired gun's Leadership characteristic cannot be used for the Bottle roll if the gang's leader is incapacitated.
A player cannot buy extra weapons or equipment for a Hired Gun, and he cannot swap or sell a Hired Gun’s gear. Hired Guns earn no Experience points cannot gain further skills or characteristic advances. They must roll for serious injuries if taken out of action just like regular gang members.
The gang must pay the hire fee for the Hired Gun when he is recruited and after each battle including the first. Note hired guns must be paid even if they don't participate in the game. This cost comes from the gang’s stash in the same way as the cost of buying new weapons or recruiting new gang fighters. If there is insufficient credit in the stash to pay a Hired Gun he leaves the gang and the gang may not recruit further Hired Guns until it has fought another battle. For purposes of the gang rating the value of a Hired Gun is his hire fee x5.


Then we need to just adjust the cost to reflect the Necromunda system.

The Listed Hired Guns in Necromunda:

Scum = 15 Credits
Bounty Hunter = 35 TG Credits
Ratskins = 15 TG Credits

The Listed Hired Guns in Inquisimunda ( TG Costs mentionned) :

Bounty Hunter (35)
Gunslinger (15)
Scout (20)
Imperial Missionary (40)
Cut-Purse (5)
Thug (10)
Redemptor Priest (35)
Death Cult Assassin (30)
Legion Operative (35)
Eldar Harlequin (20)
Ork Kommando (15)
Big Game Hunter (10)
Free Trader (15)
Pit Fighter/Slave (10)
Beastmaster (10)

-------------------------------------------------------------------------------------------------------------------------------------------------------------------

- Does anyone has feedback arround the different types of Hired Guns and their specific rules ? (I do not play them as they reduced the gang progression)
- I guess we all agree that the main issue is the race cost + Specific costs, for instance a human bounty hunter cost 35 in Nécro while 55 in Inquisimunda, for no added boost.

==> Proposal:
What if we say that the human cost is already included in the basic cost and that if you want to change race, you need to substract the human cost. For example:
A. Human Bounty Hunter = 35 TG hiring Cost, thus 175 Rating Increase.
B. Eldar Bounty Hunter = +35-20 (Human Cost) +60 ( Eldar Cost) = 75 TG hiring cost, thus 375 Rating Increase.
 
  • Like
Reactions: GreenOak

Matelloco

Gang Hero
Jan 21, 2015
765
534
93
Paris
Great initiative. I would be glad to help out.

- Psychic rules/powers need to be incorporated into the compendium (they are currently only available as a separate PDF)
- investigation/subversion needs clarification and, imo, changing to something simpler.
- how do hired guns work? They are too expensive to pay on a per-game basis, but too expensive to only pay for once. What's the intent here? Also, do they gain exp and skills or not?
- hell gun/hot-shot lasgun is S3 in 40k, why is it S4 here? I don't think it's supposed to be as strong as a bolter.


Here is a post from a user who started making his own changes and clarifications, I'm sure these could be incorporated with permission from the author. I like basically all of them. http://inquisimunda.proboards.com/thread/77/ezra-kainus-inquisimunda-addendum
Welcome arround :)

1/ Yes it will be done.
2/ Definitely, it needs something not that complex, it gives my headache just to read the chapter about it.
3/ Hired Gun correction proposal just above.
4/ What about keeping it S3, but +2 to Hit in close range, and reduce long range ?
5/ Taken into account above, great input, many thx !
 

baldrick

Ganger
Jul 7, 2013
113
61
38
Manchester, UK
I think this is going to require a complete rewrite of the hired gun chapter if we want to use the normal necromunda system. Because equipment is so variable, as well as the race cost, we need to make sure all the costs of different equipment costs balance and are reflected in the hire fee.
So each entry includes fixed or balanced equipment options per race, and a hire fee for each race.

Fiddly but seems the only way to make it match the old system!

At least we have the human ones from necromunda as a baseline.
 
  • Like
Reactions: Matelloco