Inquisimunda V3.0 - Community Edition - Another Trip into the Warp

tribeof1

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Mar 16, 2016
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Springfield, MO
Welcome Inquisimundites (-munditors? -mundarians?)!

If you've been following along in this forum for the past several months, you know we're in the midst of the third great upheaval, in which the great flavors of Inquisitor and Necromunda are smashed together and heated 'til crispy, like a milliasaur slathered with chocolate and marshmallow and roasted over a sump-gas fire.

If, however, you've been hiding in a forgotten corner of the Warp and are just checking in, this thread's for you! Inquisimunda 2.0 came out a little more than a year ago. Discussion of further revisions has been ongoing since then, really heating up (in good ways and bad) in the past six months or so. There have been, er, animated discussions (which can be reviewed in the latter half of the old I-Munda v2 thread, as well as in the "Core of Inquisimunda" thread), from which has emerged a relatively common vision and -- somewhat surprisingly -- actual progress toward a V3.0 revision.

In some ways, this has turned into more of a rewrite than a simple update. This was partly out of necessity -- @Matelloco, who shepherded the 2.0 revision process, has been on extended leave of absence due to some real life interference, and we lost access to the old design files. Faced with more or less laying out the document from scratch, we've taken the opportunity to have a hard look at all aspects of the Inquisimunda adaptation.

We've also adopted a formal(ish) method for guiding and approving changes: All proposals require three votes in the affirmative to be adopted. Each vote in opposition to a proposed change negates one affirmative vote. In essence, we're looking for a three-vote margin before anything is officially adopted into the update rules. We've also used similar votes to help guide the process as proposals are advanced and revised. At times it can get a bit messy, but it seems to work out in the end.

Guiding the process are the duly-appointed(?) members of the ][Munda Project Cabal: @Gregor Firedrake, @Tiny, me (@tribeof1) and glorious moderator/keeper of the peace, @spafe. Mostly we just argue and compliment each other behind closed doors and try to keep things moving. Rumors of transcontinental ritual sacrifice are greatly exaggerated.

Which is all a long-winded way of getting to ...

WHAT ARE WE ACTUALLY DOING?

* Reworking the core system for warband creation, based on a well-received proposal by @Tiny. Quite similar to the Necromunda (NCE) core, it adds customizable slots for Elites, and layers on limited extra rules for specific warbands, replacing the at times unbalanced and unwieldy warband lists from V2.0. Also includes an expanded system for warbands to become outlaws/heretics. For the latest, see this thread: V3.0 Warband Creation Update

* Species updates. An initial rebalancing of the species list from V2.0 can be found in the Species thread. The latest approved changelog and a list of continuing topics and suggestions can be found in this post. Once we've made a little more progress on the core warband document, I'll open up a new V3.0 thread and link it here. Notable to-do items: Come up with species profiles for servitors, gholams and drones, and complete a detailed revision of mutations, using OCE as a base.

* Equipment: @4rmless has taken the lead on a detailed revision of the Weapons and Equipment list. Again, we are using NCE/OCE as a starting point, then adding on from there. @4rmless has pulled in potential weapons from an exhaustive review of 40k source material. Per the group consensus, we are looking to keep the list relatively concise, combining weapon profiles wherever possible and appropriate (ie. meltagun=fusion gun, power fist = power klaw, etc.) @4rmless's initial draft can be found here, on p.4 of the "Weapons and Equipment Direction" thread. We'll get him to start a new, V3.0 Weapons thread soon.

* Scenarios and Plots: Updated, more flexible missions and a system for Secondary Objectives can be found in the Scenarios and Plots thread. @spafe, @Squeekademus and I were responsible for this section. The scenarios and overall process have been well-received, as well as a revised (optional) use of Investigation and Subversion. Secondary objectives are still drawing feedback, and we'd love for some more, as well as comments based on any playtesting you can do.

* Psychic Overhaul: @Tiny started work on a revision of the psychic powers, with the goal of bringing the system back in line with the OCE as much as possible, then layering on additional power tables and other options (like sanctioned/unsanctioned psykers, etc.). Work on this has been shelved at the moment as @Tiny focuses on the warband system, but the early work can be seen in the V2.1 Wyrds and Psychic Powers thread.

* Hired Guns: @Gregor Firedrake got started on a revised system for recruiting Hired Guns of various species. That, too, has been put on the backburner while other revisions are completed. The initial draft and discussion can be found in the ][Munda Hired Guns thread.

* Territories and Contacts: This is still in the talking stage, but if you have ideas for how to change or update the Territory system, this is the place.

OTHER TO-DO ITEMS
Obviously, still lots that we haven't started, or progressed beyond some initial ideas. These include:

* Beasts/Daemons/Constructs, and a possible bestiary (Some initial discussion and work in the V2.1 Beasts thread.

* Treacherous Conditions

* Additional Campaign Rules (For example, @bubbleunder99 had a pretty cool proposal for a campaign plot generation system that he posted here: GM compendium and NPC warbands

* Other Rules Addenda: Lots of talk about adding a rule granting well-armored models (4+ or better) immunity or resistance to pinning.
 
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RESERVING THIS POST FOR FUTURE USE. It's being used!!!

And everyone -- let me know if I missed something that should be included above.

More importantly -- If you want to contribute, let us know! Post here or PM a member of the Cabal.

EDIT here:
Okay, this is a copy/paste of my revival post on page... 4, jsut in case anyone misses it there. All of the above in post 1 by Tribe is still pretty much valid, this is an update, and anything I've missed in my post below, unless I've said otherwise is still current above. - Spafe

Okay, so general round up (I'll be editing the first post too so if this one is buried at least the front is up to date).

Earlier in the year:
We agreed a rough scope, set up and process for V3. This includes

  • The species which are pretty much there, baring odd tweaks (so number of species present etc is set). However how their rules interact with warbands might need to be looked over to make sure there havnet been any unintended overlaps.
  • The idea of mentors coming in later on. I include this as a bullet point as it spells out the intended power levels of warbands. Marines, full stealers (I think), tau etherals, and other similar things will be in a mentor catagory rather tahn full warband members.
  • A rough weapon list for a starting point. This will be looked at in more detail in the future.
  • A rough scenario/plots idea, the core scenarios are present, as are a v1 of the plots. This will also be looked at further as there is still some different views and a consensus hasnt been adopted for the v3 imunda yet.
  • The more vague warband slot idea, with less career specific special rules, and more general stat blocks that can assigned to roles as the player wants. This is @Tiny 's warband system that he is putting into practice now.
Currently ongoing:
We have had a pause for a while now as we waited for the dust to settle on Shadow Wars and had time to evaulate that. It also allowed for some real life stuff to be sorted by a few key members.

  • Tiny is writing the last few sets of warbands now, still taking feedback for the whole lot (so please do give it all a read as it is good to view them alongside other warbands that have since been added). I think he has a few to do, and there are some known bits that are place holders (skill sets and weapon lists are the big 2).
Future work:
Near future, once we have the last warbands added for an intial test bed these bits are the next to be looked at:

  • Weapon lists. these exist as an intial collation of things that were out there. Making a full list of things for the Bazaar, then also weapon lists for warbands, how creatures, drones and the like work... this is the next big part after warbands list. @4rmless I believe has taken a lead on this (although apologies I cannot remember who his team was, contact him if you wish to help and he can make the call on stuff on that front). He has created a spreadsheet already, it's in the weapons and equipment thread.
  • Territories & Contacts. Tied into weapons and the Bazzaar is a potential to redo territories. Intially we will likely want to reskin the necromunda ones (I know I've had a few folk chip in and say they are up for some writing, once again I cannot remember who, sorry). There is also talk in the territories and contacts thread about an additional income system for more elite warbands, and for outlaw ones. This is another big task, I do not believe anyone has taken the reins on that yet.
  • Scenarios & Plots. Finally of the big 3 next projects. This has had a first pass over, some great stuf in there (if I do say so myself). If will likelly need some revision now we have warbands and can see how they will need to interact rule wise. This was/is a task headed up by @Squeekademus & @tribeof1 . Hopefully they havent been lost to the hive/warp in the down time.
Further Future:
  • This is where we'll get into general background on warbands (the blurb at the start of each), other blurb, formatting and making it look pretty and as a professional end document.
  • Mentors will get added and balanced at this point as we'll have a much better idea of scale over the rest of the V3 ruleset.
  • GM tools, beastiery and anyhting else we think would like to be in the back as a resource can be added here to.
So thats the state of where we are up to (to the best of my knowledge). I'll be firing a couple of PM's off to wake folk out of their slumber. So if anyone is reading this, please just chime in that you are still active/willing to help, or that you've jsut stumbled across this and are equally welcome to chime in and contribute.

I've picked a bad time personally to spark this, but hey, there's never a good time is there. So If anyone wants any mod help, @Blood Donor has kindly been volunteered (we kept it classy, minimal threats honest), to oversee this as I am going to be away for the majority of this month.

So folk I know are still active here:
@spafe (I hope!)
@Tiny (warband writing)
@Blood Donor (modding)
@Nihidealist (reviewing)
@Genghis (reviewing)
@Lysimachus (reviewing)
@tribeof1 (overseeing) (hopefully)
@Gregor Firedrake (overseeing) (hopefully)



@Blood Donor , If you can fill in this list as folk sound off, I've added people based on the last ...months activity or so, so far, but only a cursory over view (sorry if I missed anyone).

Finally if anyone thinks I've got any of it wrong, please just let me know and I'll edit as required. Lets get this rolling again guys! (and gals!) (and mutants, scum and others!)
 
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Great initial post @tribeof1 , I think you've covered the gist of the project and where we are very well! I've pinned this to the top, I might end up removing the V2.0 one from there, but for now it will stay as well as a reference point for where we've come from.
 
Really enjoyed reading through that first post, @tribeof1 :) Really well written, easy to follow with excellent flow, handy links and references to all involved. I have a handful of YakTribe projects on the go and am not really able to contribute much here, but really am rooting for you guys on this and think the scope of this thread really outlines how well along you are on this and how quality the whole thing is shaping up to be!
 
oh ho ho ho, you may regret offering that @gleeptoid7 ... but no take backs! :p

Welcome aboard!
 
Nice write up. I was going to suggest that me, @spafe and @tribeof1 work on the Territories/Contacts as we've discussed tying some post-game things into the pre-game and such during our conversations.
 
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Territories and treacherous conditions, apart form needing a little work on their inquisimundafiying are really not in need of any work they are already a perfectly tested and balanced part of the necromunda game. remember were not writing a new game were writing a bolt on to necromunda that opens the scope out to that on inquisitor.

Edit: the reason we have circled back around on the warbands to the new V3 way of looking at them is to bring things closer to necromunda while still remaining unique. lets not start taking everything away from necromunda norms or we will have far far to much work on our hands very very quickly
 
Tidy up complete. If anyone thinks I've moved their post and shouldn't have been, or I should have moved it too and haven't, just let me know.
 
Soooo, given that Shadow War: Armageddon has suddenly appeared, what's happening with this project? Would I be alone in thinking that it might be best to put a hold on things until it's released and we can see what direction G-Dubs has taken it? With all the possible Factions in the new game it seems like it might have a lot of bearing on what we're trying to do!
 
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I suspect you might be right. If nothing else it will almost certainly kick up folk wanting to retread accepted stats for species and weapons. I'm happy with whichever though tbh.
 
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let's remember ALL of the recent GW projects are standalone and aimed to NOT be in competition with other GW projects, so shadow-war: armageddon will be at his best a kill team 2.0 and no more with direct-to-play wh40k units with the same stats and so on.
I'll temporarily ignore it then, maybe, integrate weapons/equipments in a 3.1 version of inquisimunda.
 
shadow-war: armageddon will be at his best a kill team 2.0 and no more with direct-to-play wh40k units with the same stats and so on

From what has been released so far, this in incorrect. They have said it is practically the same rules as necromunda, it could be theorectically possible to play an old necromunda gang against these new lists, and the screen grab of the stealer cult list looks to draw a lot from necromunda in terms of costs, weapon tables access etc. So no, it doesn't look to be a kill team 2.0, it looks to be a different beast entirely.
 
I don't think there shall be any compatibility: remember OUR living rulebook has a lot of differences respect to original necromunda: underhive edition. think to flamers that don't set people ablaze, for example.
so, I remain skeptical about shadow war: armageddon; I'm just looking for scenery and new models [like the all-new AOS para-squat].
 
Call me crazy and fetch my tinfoil hat but I'm guessing SW:A is a "beta test" of sorts for a future re-release of Necromunda. It is an easy way for GW to test any new rules they want to without having to produce a whole slew of new minis.

In much the same way as I'm guessing Gorechosen was a "not-beta-test" for the new Shadespire mechanics.

I may be wrong, but usually not. :ROFLMAO:
 
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