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.
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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