Problem: While I quite like Jacob Dryearth's =]17[= rules, I've noticed that it tends to result in Inquisitors that run to 500+ credits if you try to make them feel, well, Inquisitor-y, and the nature of the action economy in this game means that no fighter can possibly be worth that much (unless you cheese the absolute hell out of the system, and even then you're running uphill). This isn't particularly a problem if both players are running that sort of cohort, but if not then an Inquisition warband will tend to do very badly against a mob of cultists simply by virtue of being outnumbered 3:1 or more, which sort of implies that Inquisitors are terrible at their jobs.
Solution: Give Inquisition warbands their own rules! Well, mainly just Inquisitors really. Proceeding from the thesis that A) Inquisitors should feel like Inquisitors (tough, experienced, highly idiosyncratic in their approach, and the best mental stats in the game bar none), and B) there's a serious "diminishing returns" issue with highly expensive elite fighters, this is what I've come up with:
INQUISITOR
(COHORT LEADER) - 350 credits
EQUIPMENT
So there you have it. (If it wasn't clear, this is meant to be used in conjunction with the aforementioned =]17[= rules, though I suppose it doesn't have to be.) Obviously, you can break the hell out of it if you really want to, but if that's the case then Inquisimunda probably isn't for you.
Any thoughts?
Solution: Give Inquisition warbands their own rules! Well, mainly just Inquisitors really. Proceeding from the thesis that A) Inquisitors should feel like Inquisitors (tough, experienced, highly idiosyncratic in their approach, and the best mental stats in the game bar none), and B) there's a serious "diminishing returns" issue with highly expensive elite fighters, this is what I've come up with:
INQUISITOR
(COHORT LEADER) - 350 credits
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EQUIPMENT
- The Inquisitor comes with up to 250 credits' worth of weapons and equipment from the Trading Post and/or Black Market, for free. This does not increase their value. If taking an Archaeotech Device, Malefic Artefact, or Xenoculum from this initial allowance, choose the result rather than rolling. (Try to be sensible and not abuse this.)
- The Inquisitor can use any weapon, though it's worth noting that few Inquisitors choose to arm themselves with anything larger than a sidearm under normal circumstances.
- The Inquisitor gains Iron Will and four other Primary skills at cohort creation, which cost no XP and do not increase their credit value. (Again, try to be sensible here.)
- The Inquisitor treats all skills except for wyrd powers as Primary skills, including skills which are normally restricted to a particular gang. (Not all skills will be appropriate to all Inquisitors, of course, but as with equipment the remedy is simple - don't take them!)
- The Inquisitor can be upgraded with the Sanctioned Psyker rule for +50 credits, in which case they also treat wyrd powers as Primary skills (and may therefore select them from their initial skill allowance).
- Above the Law: Inquisitors answer to no authority but their own. Inquisitor-led cohorts are neither Law-Abiding nor Outlaw, but decide their alignment on a case-by-case basis. (For example, they may freely visit both the Trading Post and the Black Market, and may effectively ignore any alignment-based hiring restrictions.) If a particular rule has differing effects based on alignment, they must still choose one or the other.
- Multifarious Origins: Amongst the teeming masses of humanity, Inquisitors are invariably exceptional individuals and no two are exactly alike. At cohort creation, choose WS, BS, S, T, or I, and Ld, Cl, WP, or Int. Improve both the chosen stats by 1. This is not an Advance and does not increase their credit value.
- Cohort Leader; Cohort Hierarchy (Leader); Tools of the Trade; Group Activation (2)
- Inured to Insanity: This fighter can never gain the Insanity condition.
- Old Dogs: By the time that their rosette is granted, Inquisitors invariably have decades if not centuries of experience under their belts, and more often than not have already come close to the peak of their abilities. Double the XP cost of any Advance.
So there you have it. (If it wasn't clear, this is meant to be used in conjunction with the aforementioned =]17[= rules, though I suppose it doesn't have to be.) Obviously, you can break the hell out of it if you really want to, but if that's the case then Inquisimunda probably isn't for you.
Any thoughts?
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