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.
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Income system need to be revised.
Nobilist Factions V. 2.0
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Arbites/Expurgators V. 2.0 (@Matelloco Resp)
- Comm-Links: All Arbites AND Expurgators may purchase Comm-links at +2 points per model.
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Arbites: Arbites war bands receive a +1 Bonus to their Investigation Rating.
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Expurgators: Expurgators war bands receive a +1 Bonus to their Subversion Rating.
- Remove the allies stuff.
- Arbites / Expurgators Ogryns may purchase Ripper Guns
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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.
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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.
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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.