N17 Inquisimunda - Rules addendum

alphonse

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Feb 11, 2018
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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
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).​

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.​


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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Great job, does that cover all the rules not in N17?

Few points off the top of my head:

Leader (and Inspiring) - Is this being replaced by the Activate other fighters and Leading by Example rules from N17

Small target - does this tally up with the Evade Skill?

I'm (hopefully) going to work through the above list later today and add them to the Unleashed doc.

With regard to Skills that only affect Campaign stuff, would you agree it's simpler to leave them out of the unleashed section rather than to rewrite them and end up having multiple versions of the same named rule, which might cause unnecessary confusion?

Edit: I really like the Hollow idea, is that new or from v2/3? Much simpler than having another whole statline for Blanks!
 
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@Lysimachus This first list is meant to be edited with any additional rules. I've taken every rule I've found in Inquisimunda V2.0, looked if it was still relevant in N17, and updated them when possible. Feel free to suggest more rules :)

About Inspiring, Yes it could be. I wasn't very confortable with this one yet lol

About small target, there was a lot of discussion about keeping it or not for grot. It was ruled out at the end. For now, our own version of Grot has the Evade skill, so for sure we won't give it both.

About "campaign skills", you're right! It will be clearer :)

About Hollow, in fact it was associated with the Blank base profile lol... Blanks are just humans with this attribute. Maybe it's easier for cost management to keep a separated species, I don't know...

Thank you very much for your feedbacks :)
 
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At first glance my thought about amphibious vs Fieldcraft(water) might be that they(amphibious) don’t go out of action automatically if they go down while on water(drowning)?

For greedy you might have the model be compelled to head towards objectives or tokens that can be picked up during missions? Give it a bonus to Ld if it does though. Sort of a a bravery through wealth?
 
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@Hungryclone I really like your ideas! Thanks

About Amphibious, I haven't thought about the fact that it could prevent drowning. Good point! I'm missing something or the only place where this kind of dramatic event is ruled is about "Flooded passage" of the Underhive Zone Mortalis? That makes me realize that N17 doesn't come with rules for non specific dangerous terrain like water, forest, etc... Instead of stating that Amphibious is indeed Fieldcraft(water) PLUS no drowing, couldn't we add to fieldcraft that it allowed to ignore the danger related to this terrain too?

For Greedy, I could totally see a lone Ogryn roaming the battlefield in search of casket to loot ;-)
 
Mutations and Core rules for Psychic Powers have been added to the draft.
These rules take into account the way N17 differs from NCE.

About Mutations
I've started from the list of mutations in OCE and updated rules for N17 when necessary. I then calculated the cost in the same way as we have done for the species (look at the advancements table cost).
There was no update in V3.0 yet, so I've looked at V2.0 to see the add-ons. I've merged the two list into one.
One big (no pun intended) novelty of Inquisimunda in regard to OCE was Big Mutie. It seemed more appropriate to limit Big Mutie to Heavies in Warband. So, I've updated this other list of Big Mutations for N17.

I've ended up with a long list of updated mutations that I've split in two: small mutations for everybody, big ones for Heavies.
It is all familiar to everyone that have played to Necromunda/Inquisimunda, but now usable in N17. Furthermore, these mutations can be chosen or randomly taken (thanks to respectively a 2D6 table and a D6 table). I don't expect players will use the random stuff a lot at creation, but this could be useful for Arbitrators in a campaign to represent a special event and its effect (mutagen leaks, warp influences, bio experiments, etc...).
Note that the extra arm is quiet expansive. It couldn't cost less TG, since the suspensors in N17 are expansive too.

About Psychic Powers
As always explained in fluff, Psykers are indeed mutants. So I've include a Psychic mutation table in the Mutations section (quiet familiar also to Inquisimunda players). I've updated the cost for N17 of the 3 levels. I've also limit it to Leaders and Champions to prevent unbalancing warband lists. It is a very similar approach you could find in the Cults rules from WD.

For the way a Psychic Power work, inspiration has been taken from the recent WD articles about cults, to be in line with N17.
There was there an Awaken Power action, limited to 1 active power at any time and 1 use per turn (basic action). Perils of the Warp was triggered with a double six on the Willpower check, and it's straight forward: Out of action. No more specific table and no more demoniac possession for instance.

Thus, starting from this N17 way of playing Psykers, I've tried to integrated the 3 psyker levels as follow:
- You may learn an unlimited number of powers whatever your level.
- You may only have a maximum number of simultaneously active powers equal to your Psyker level.
- To use a Power, you may use an Awaken Power action.
- This action varies with each level:
• Level 1: Double action. Perils of the Warp for double 1 and double 6.
• Level 2: Basic action. Perils of the Warp for double 6.
• Level 3: Simple action. Perils of the Warp for double 6.
Once a power is active, you may benefit from its effects until you get wounded or you choose to activate another power.

I will start working on the list of Psychic Powers with the help of who wants. Trying to be in line with NCE/V3.0 and 40k 8th ed ;-)
 
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I very much like the take on psychic powers, a logical progression from the cult rules!

That said, I'm not sure about letting a Psyker know as many powers as they want? Even as a level 1 psyker, that would make for a very, very versatile character... and a 2nd or 3rd level could easily become a 'Swiss army knife' type by having the right combo of powers active?
 
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I'm not sure about letting a Psyker know as many powers as they want? Even as a level 1 psyker, that would make for a very, very versatile character... and a 2nd or 3rd level could easily become a 'Swiss army knife' type by having the right combo of powers active?

Maybe something like a D&D style level plus 1? So a lvl 1 would know 2, lvl 3 would know 4 etc That’s not too far from day knowing 2 base spells.
 
I've updated the main draft with your suggestions about the max number of known psychic powers. Good idea.

I've also added a first draft for Bionics.
I've started by looking closely to NCE & V2.0 differences about bionics.
When trying to adapt this first list of bionics to N17, I have to do with the fact that in N17 there is no more a distinction between right and left for hands, arms, legs, eyes...
I've then looked back to inquisitor (2001), there were three levels for each bionic body parts (crude, average and advanced).
So I've made a mix of the two approaches: no left or right but at least three levels for each body parts.

I've also included a slight distinction between prosthetics, implants and implant weaponry. They are all bionics with the following differences:
- implants are limited to one copy per fighter;
- implant weaponry are limited to one copy per arm;
- prosthetics are limited to one copy per Lasting injury type.

All bionics are implanted during a special post-battle action: visit the Sawbones ;-)

In the next update i'll include cost for bionics in the Bizarre Bazaar and a list of Implants in the Expanded Armoury (Mechadendrites!!!!).

Have a Nice day ;-)
 
Will the ability to purchase bionics when creating your warband be possible? It’s pretty important for Admech and I can see it being good to add flavor to warbands like Ork Freebootaz etc
 
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Yes for sure :)
p.46 of the draft: bionics upon recruitment (on the upper right)
Do I need to place it elsewhere and/or to write it differently? Do you mean bionics for every fighter? The rules for Admech will be updated​
 
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Yes for sure :)
p.46 of the draft: bionics upon recruitment (on the upper right)
Do I need to place it elsewhere and/or to write it differently? Do you mean bionics for every fighter? The rules for Admech will be updated​
Ah I see it. I’m not sure about visibility but maybe in a shaded box or a notation in the earlier recruitment pages?
 
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@Hungryclone You're right, it's not clear enough. I will update the way it is stated for warband creation. Indeed, it is the same situation for mutations. I'm updating the whole warband list to better fit N17, it is an opportunity to set who can access to what and when ;)
 
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My group has been testing these little changes.

1) Bottle check comes at 25% loss of people, or at death of leader/champion.(So that bigger warbands are possible too. It works well as long as the teams are balanced.)
2) Ammo roll for full auto weapons is rolled before shooting. And hit of each shot is rolled separate. (To lessen the chance that monsters with multiple wounds, don't get instagibbed by autoguns etc.)

Does anyone have any comments on these? Or maybe tried something similar?
 
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Hi, could we change the naming of the trait "Not a Leader"? It creates some confusion with the way it really works. For instance, "Not a Psyker" is for model that can't be a Psyker. Here, it is different.

As a reminder, the current Inquisimunda rule from V3.0 states:

Not a leader
If this model has the Leader and/or Inspiring abilities, their effects only apply to friendly models of the same species.​

We could replace it with:

Limited Leadership
If this model has the Inspiring attribute or Leadership abilities (Activating groups, Leading by example, Leadership skills), their effects only apply to friendly models of the same species.
What do you think about it?
 
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