Updated on 08.03.2018
Hi, here are some rules to be included into N17 Inquisimunda. There come from V2.0/V3.0 discussions and have been updated for N17 when it was possible/relevant.
I present them by category but we could go with alphabetical order if you prefer.
AFFECTING MOVEMENT
Fieldcraft
The fighter ignores the movement penalty for difficult terrain.
Amphibious (V3.0 Loaxtl in mind)
Fighters with this Attribute treat water based terrain as open ground. Thus, an amphibious fighter's advance is not slowed by water based difficult terrain.
Note: this could be integrated to Fieldcraft (water) for instance, no?
Flying
Floating (V3.0 drone in mind)
Some models possess special power, antigravity motors, and Warp powers which allow them to hover a few inches above the ground. These models are said to have the Float ability.
Fighters with this Attribute are unaffected by terrain, though they may not end their movement over Impassable terrain. Additionally, Floating models may fall as normal, but never suffer damage from falling.
Wall walker (V3.0 jokaero in mind)
Fighters with this Attribute may move up and down any vertical surface and do not need ladders or stairs.
Note: is it really equivalent in any circumstances to the Climber Agility skill?
AFFECTING PSYCHOLOGY
Craven (designed for Grot in mind, to prevent Grot spamming)
When the model fails a nerve test, resolve movement as normal. Once the model reaches cover, remove it from play. The fighter counts as going Out of Action for Bottle tests but does not have to roll on the Serious Injury (unless the model was down when it reached cover, in which case it must roll as normal to determine if an injury was sustained).
Fear
It could be related to Fearsome (Ferocity Skill) as stated in GW1, with a small twist to make it both ways (charge and be charged):
Fear is a natural reaction to horrific mutants, unearthly psychic powers, and some particularly gruesome injuries. To represent this, models must take a Willpower check when confronted by fearsome creatures or circumstances.
If a fighter makes a Charge action that targets a model with the Fear attribute, the charging fighter must make a Willpower check before moving. If the check is failed, they cannot move and their action ends immediately.
Note: in NUR, it's a Cool Check (a Nerve test as in NCE).
Terror
Terror is a more potent form of fear. Just as some horrific creatures are so ghastly they cause fear, others are even worse and cause terror instead.
Circumstances which cause terror automatically cause fear as described above. In addition, a Nerve test is required if the model is within 8" of a creature which causes terror at the start of the model's turn. If the test is failed then the fighter is broken as described in NUR.
Inspiring (varies) (V3.0 Tau Water caste in mind)
Get the Inspirational Leadership skill
Note: V3.0 was “Models of the designated type are encouraged by the fighter’s presence and may test to escape pinning if the Inspiring fighter is within 6” rather 2” as normal.”
Not a leader
If this model has the Leader and/or Inspiring abilities, their effects only apply to friendly models of the same species.
Stupidity
Many large and severely mutated creatures are so dim-witted that they often behave in a fairly random and stupid way. A fighter can also sometimes be reduced to a state of bafflement as a result of injuries or shock. Such individuals are described as stupid.
Stupid models must take a Leadership test at the start of each of their turns to determine how they react. If the test is passed the model may act normally. If the test is failed the following rules apply until the start of the next turn.
Note: adapted from NCE. Instead of Leadership, we could use an Intelligence check, no?
Simple minded (V3.0 ogryn in mind)
Fighters with this Attribute suffer from stupidity but can use the LD of any friendly model within 6'' to pass the test if it is not an initiate.
Note: Same as for Stupidity, instead of Leadership, we could consider Intelligence, no?
AFFECTING CLOSE COMBAT AND SHOOTING
Basic weapons (+Exception)
The fighter may not use Special or Heavy weapons, but treats any weapon listed in parentheses as a Basic weapon.
Feed (V2.0 kroot in mind)
I haven't yet found a way to take this into account for N17 where we have a free coup de grace now. For V3.0, it was:
After taking a model Out of Action in hand-to-hand combat, the fighter may choose to forego a follow-up move to feed, causing further damage. When rolling on the Serious Injury table after the battle, the enemy model must re-roll any Full Recovery result. (The Medic skill may be used as normal, but Full Recovery still must be re-rolled). Constructs and Warp Creatures are unaffected.
Multiple arms (V3.0 sslyth in mind)
The fighter gains the benefit of the “Extra Arm” mutation. (The fighter may use up to three pistols and/or hand-to-hand weapons in hand-to-hand combat [+2 attack dice], or hold a basic weapon with one hand and still use 2 close combat weapons with the others [+1 attack dice]).
Weapon mastery
Some fighters are masters of a special weapon. When using the specified weapon, the fighter may reroll a single roll of a 1 to hit per turn.
Note: alternative could be to take a shooting skill.
Uncommon Physiology (V3.0 Loxatl in mind)
The fighter must pay the cost of an MIU in order to equip any weapon not designed for its race.
(A MIU will be added to the Expanded armoury: A Mind Impulse Unit is rarely seen outside the Adeptus Mechanicus. It is a neural uplink which allows the user to control Constructs and equipment via thought. A model with an MIU does not incur any penalties for wearing Power Armor and doubles the distance at which any selected Constructs may be controlled.)
About small and large targets
For N17, there is no rules about it (there were in NCE).
These two attributes were ruled out in the V3.0 species debates, but we could include them for future models or for scenarios where you could shoot at a piece of scenery(?):
OTHER SPECIAL RULES
Acute senses
Fighters with this Attribute spot enemies faster and from really far: add +2 to their 2D6 roll for determining the spotting distance. In addition, add +1 to the D6 roll for spotting attackers.
Greedy
Don't know how to represent this in N17. For V3.0, it was :
“The fighter counts as two fighters when calculating the warband’s income.”
Hollow (V3.0 Blank in mind)
Fighters with this Attribute may never be directly affected by Psychic powers. Any psychic power that touches a Hollow Fighter may be negated on a D6 roll of 3+.
Light fingered (V3.0 Ratlings in mind)
Roll a D6 after each battle, before generating Income. On a roll of 1, the fighter pilfers 5 TG from the warband’s stash. If the stash contains items but no TG, the fighter will steal a random item from the stash. Stolen items are lost and must be marked off the warband list.
Night Vision
Fighters with this Attribute are unaffected by Low-light conditions.
Note: the same as an Infra-sight attachment. Not yet in use at my knowledge, but could be useful for some scenarios.
Not a Psyker
Fighters with this Attribute cannot have the Psyker attribute.
What do you think about them ?
Hi, here are some rules to be included into N17 Inquisimunda. There come from V2.0/V3.0 discussions and have been updated for N17 when it was possible/relevant.
I present them by category but we could go with alphabetical order if you prefer.
AFFECTING MOVEMENT
Fieldcraft
The fighter ignores the movement penalty for difficult terrain.
Amphibious (V3.0 Loaxtl in mind)
Fighters with this Attribute treat water based terrain as open ground. Thus, an amphibious fighter's advance is not slowed by water based difficult terrain.
Note: this could be integrated to Fieldcraft (water) for instance, no?
Flying
Flying
A fighter with flying counts as having the catfall (agility) skill. An Active fighter with this ability has access to the following actions:
Fly (Simple) - The fighter can move up to its normal movement distance in any direction (horizontally, vertically, diagonally) without penalties. It cannot move through solid/impassible terrain features and must end their movement on a level surface where the miniature's base can be placed.
Soar (Double) - The fighter can move up to twice its normal movement distance in any direction (horizontally, vertically, diagonally) without penalties. It cannot move through solid/impassible terrain features and must end their movement on a level surface where the miniature's base can be placed.
Diving charge (Double) - The fighter makes a Standard Move, adding D6’’ to the distance they can move, in any direction (horizontally, vertically, diagonally) without penalties. They can move within 1’’ of a standing or Pinned enemy (or more than one if they wish) but if they do, they must move into base contact becoming Engaged. If they do this and are Engaged at the end of the action, they can immediately make a free Fight (Basic) action.
Floating (V3.0 drone in mind)
Some models possess special power, antigravity motors, and Warp powers which allow them to hover a few inches above the ground. These models are said to have the Float ability.
Fighters with this Attribute are unaffected by terrain, though they may not end their movement over Impassable terrain. Additionally, Floating models may fall as normal, but never suffer damage from falling.
Wall walker (V3.0 jokaero in mind)
Fighters with this Attribute may move up and down any vertical surface and do not need ladders or stairs.
Note: is it really equivalent in any circumstances to the Climber Agility skill?
AFFECTING PSYCHOLOGY
Craven (designed for Grot in mind, to prevent Grot spamming)
When the model fails a nerve test, resolve movement as normal. Once the model reaches cover, remove it from play. The fighter counts as going Out of Action for Bottle tests but does not have to roll on the Serious Injury (unless the model was down when it reached cover, in which case it must roll as normal to determine if an injury was sustained).
Fear
It could be related to Fearsome (Ferocity Skill) as stated in GW1, with a small twist to make it both ways (charge and be charged):
Fear is a natural reaction to horrific mutants, unearthly psychic powers, and some particularly gruesome injuries. To represent this, models must take a Willpower check when confronted by fearsome creatures or circumstances.
If a fighter makes a Charge action that targets a model with the Fear attribute, the charging fighter must make a Willpower check before moving. If the check is failed, they cannot move and their action ends immediately.
Note: in NUR, it's a Cool Check (a Nerve test as in NCE).
Terror
Terror is a more potent form of fear. Just as some horrific creatures are so ghastly they cause fear, others are even worse and cause terror instead.
Circumstances which cause terror automatically cause fear as described above. In addition, a Nerve test is required if the model is within 8" of a creature which causes terror at the start of the model's turn. If the test is failed then the fighter is broken as described in NUR.
Inspiring (varies) (V3.0 Tau Water caste in mind)
Get the Inspirational Leadership skill
Note: V3.0 was “Models of the designated type are encouraged by the fighter’s presence and may test to escape pinning if the Inspiring fighter is within 6” rather 2” as normal.”
Not a leader
If this model has the Leader and/or Inspiring abilities, their effects only apply to friendly models of the same species.
Stupidity
Many large and severely mutated creatures are so dim-witted that they often behave in a fairly random and stupid way. A fighter can also sometimes be reduced to a state of bafflement as a result of injuries or shock. Such individuals are described as stupid.
Stupid models must take a Leadership test at the start of each of their turns to determine how they react. If the test is passed the model may act normally. If the test is failed the following rules apply until the start of the next turn.
1. If Engaged in close combat, the model is temporarily disoriented or confused. Roll a D6 before each hand-to-hand phase. 1-3, Fight at last; 4-6, Fight normally
2. If not engaged, roll a D6 to determine how the model moves at the start of your movement phase. 1-3, Roll a Scatter dice. The arrow indicates the direction in which the model moves this turn. The model moves its full normal move distance. If the model moves into contact with an enemy it becomes engaged in hand- to-hand combat and may or may not fight (roll as above). 4-6, The model does not move.
3. The model can do nothing else this turn. The fighter will not shoot weapons or otherwise move unless he loses his nerve and runs 2D6" to cover as described in the Leadership section.
4. The model does not have to take any further Leadership-based tests for fear or terror, but must still take tests to keep its nerve. If such a test is failed the model will run 2D6" to cover. The rules for broken fighters override the rules for stupidity. The fighter is also unaffected by the rules for hatred and frenzy (these 2 last rules are not yet implemented).
2. If not engaged, roll a D6 to determine how the model moves at the start of your movement phase. 1-3, Roll a Scatter dice. The arrow indicates the direction in which the model moves this turn. The model moves its full normal move distance. If the model moves into contact with an enemy it becomes engaged in hand- to-hand combat and may or may not fight (roll as above). 4-6, The model does not move.
3. The model can do nothing else this turn. The fighter will not shoot weapons or otherwise move unless he loses his nerve and runs 2D6" to cover as described in the Leadership section.
4. The model does not have to take any further Leadership-based tests for fear or terror, but must still take tests to keep its nerve. If such a test is failed the model will run 2D6" to cover. The rules for broken fighters override the rules for stupidity. The fighter is also unaffected by the rules for hatred and frenzy (these 2 last rules are not yet implemented).
Note: adapted from NCE. Instead of Leadership, we could use an Intelligence check, no?
Simple minded (V3.0 ogryn in mind)
Fighters with this Attribute suffer from stupidity but can use the LD of any friendly model within 6'' to pass the test if it is not an initiate.
Note: Same as for Stupidity, instead of Leadership, we could consider Intelligence, no?
AFFECTING CLOSE COMBAT AND SHOOTING
Basic weapons (+Exception)
The fighter may not use Special or Heavy weapons, but treats any weapon listed in parentheses as a Basic weapon.
Feed (V2.0 kroot in mind)
I haven't yet found a way to take this into account for N17 where we have a free coup de grace now. For V3.0, it was:
After taking a model Out of Action in hand-to-hand combat, the fighter may choose to forego a follow-up move to feed, causing further damage. When rolling on the Serious Injury table after the battle, the enemy model must re-roll any Full Recovery result. (The Medic skill may be used as normal, but Full Recovery still must be re-rolled). Constructs and Warp Creatures are unaffected.
Multiple arms (V3.0 sslyth in mind)
The fighter gains the benefit of the “Extra Arm” mutation. (The fighter may use up to three pistols and/or hand-to-hand weapons in hand-to-hand combat [+2 attack dice], or hold a basic weapon with one hand and still use 2 close combat weapons with the others [+1 attack dice]).
Weapon mastery
Some fighters are masters of a special weapon. When using the specified weapon, the fighter may reroll a single roll of a 1 to hit per turn.
Note: alternative could be to take a shooting skill.
Uncommon Physiology (V3.0 Loxatl in mind)
The fighter must pay the cost of an MIU in order to equip any weapon not designed for its race.
(A MIU will be added to the Expanded armoury: A Mind Impulse Unit is rarely seen outside the Adeptus Mechanicus. It is a neural uplink which allows the user to control Constructs and equipment via thought. A model with an MIU does not incur any penalties for wearing Power Armor and doubles the distance at which any selected Constructs may be controlled.)
About small and large targets
For N17, there is no rules about it (there were in NCE).
These two attributes were ruled out in the V3.0 species debates, but we could include them for future models or for scenarios where you could shoot at a piece of scenery(?):
Small target (V2.0 grot in mind)
Models with this Attribute are small, thus they grants a -1 malus To Hit them.
Bulky or Large target (V2.0 ogryn in mind)
Models with this Attribute are large, thus they grant a +1 bonus To Hit them.
Models with this Attribute are small, thus they grants a -1 malus To Hit them.
Bulky or Large target (V2.0 ogryn in mind)
Models with this Attribute are large, thus they grant a +1 bonus To Hit them.
OTHER SPECIAL RULES
Acute senses
Fighters with this Attribute spot enemies faster and from really far: add +2 to their 2D6 roll for determining the spotting distance. In addition, add +1 to the D6 roll for spotting attackers.
Greedy
Don't know how to represent this in N17. For V3.0, it was :
“The fighter counts as two fighters when calculating the warband’s income.”
Hollow (V3.0 Blank in mind)
Fighters with this Attribute may never be directly affected by Psychic powers. Any psychic power that touches a Hollow Fighter may be negated on a D6 roll of 3+.
Light fingered (V3.0 Ratlings in mind)
Roll a D6 after each battle, before generating Income. On a roll of 1, the fighter pilfers 5 TG from the warband’s stash. If the stash contains items but no TG, the fighter will steal a random item from the stash. Stolen items are lost and must be marked off the warband list.
Night Vision
Fighters with this Attribute are unaffected by Low-light conditions.
Note: the same as an Infra-sight attachment. Not yet in use at my knowledge, but could be useful for some scenarios.
Not a Psyker
Fighters with this Attribute cannot have the Psyker attribute.
What do you think about them ?
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