N17 Inquisimunda - Weapons

Do we include all currently available weapons from N17 (in particular those in orange below)?

  • All Pistols from N17

    Votes: 1 50.0%
  • All Basic weapons from N17

    Votes: 2 100.0%
  • All Heavy weapons from N17

    Votes: 1 50.0%
  • All Special weapons from N17

    Votes: 1 50.0%
  • All Grenades from N17

    Votes: 2 100.0%
  • All Close combat weapons from N17

    Votes: 1 50.0%

  • Total voters
    2
  • Poll closed .

alphonse

Ganger
Feb 11, 2018
139
174
43
Nice
Hi!
To begin work on weapons, here is a first list. It is based on the previous work from @4rmless for V3.0 (thread here). Below are separated lists for each category. According to your feedbacks, I will update this first post to add/remove weapons.

Edited on 10/03/2018

PISTOLS
Inq V3.0 proposalsEquivalentN17 Availibility
Autopistol-Autopistol
Bolt PistolSlugga, MacrostubberBolt pistol
Flechette Blaster--
Grav Pistol--
Hand FlamerLiquefier GunHand flamer
Inferno PistolFusion Pistol, Blast Pistol-
Laspistol-Laspistol
Needle PistolNeuro disruptorNeedle pistol
Plasma Pistol-Plasma pistol
Pulse Pistol--
Shuriken PistolSplinter Pistol, Tarellian Nailer-
Stub GunGrot BlastaStub gun
Web Pistol--
---
XXPlasma/stub combi-pistol

BASIC
Inq V3.0 proposalsEquivalentN17 Availibility
Autogun-Autogun
Blunderbuss--
Bolter-Boltgun
Hunting Rifle--
Kroot Rifle--
Lasgun-Lasgun
Pulse Carbine--
Pulse RifleHellrifle, Volkite Blaster-
ShotgunShoota, StubcarbineShotgun
Shuriken CatapultSplinter Rifle, Loxatl Flechette Blaster-
---
XXCombat shotgun
XXSawn-off shotgun
XXStub cannon

SPECIAL
Inq V3.0 proposalsEquivalentN17 Availibility
Autoslugger--
FlamerIncendine Combuster, Burna, (Cognis Flamer)Flamer
Grav Gun--
Grenade Launcher-Grenade launcher
Hrud Fusil--
Lasblaster/Volley Gun--
MeltagunFusion Gun, Singing Spear, BlasterMeltagun
Needle Rifle-Needle rifle
Neutron Blaster--
Plasma GunPlasma Rifle/CaliverPlasma gun
Pulse Blaster--
Ripper Gun--
Rokkit Launcher--
Shardcarbine--
Shredder--
Snazzgun--
Storm BolterDakkagun-
Stryxis Aether Rifle--
Webber-Webber
---
XXNeedle/bolter combi-weapon
XX'Nightshade' Chem-thrower

HEAVY
Inq V3.0 proposalsEquivalentN17 Availibility
AutocannonDeffgun-
Conversion Beam--
Eradication Ray--
Heavy BolterBig shoota-
Heavy FlamerIncinerator, Clearance Incinerator, Skorcha, Dragon's Breath FlamerHeavy flamer
Heavy Stubber-Heavy stubber
Ion Rifle--
Lascannon--
Mining Laser-Mining laser
Missile LauncherEldar missile launcher-
Multilaser--
MultimeltaDark Lance, Torsion CannonMulti-melta
Plasma Cannon-Plasma cannon
Psilencer--
Rail Rifle--
Seismic cannon-Seismic cannon
Shuriken Cannon--
Sniper RifleStalker Boltgun, Ranger Long Rifle, Kroot Rifle-
Splinter Cannon--
---
XX'Krumper' Rivet cannon
XXHarpoon launcher

GRENADE
Inq V3.0 proposalsEquivalentN17 Availibility
Choke Grenades-Choke gas grenade
Frag Grenade-Frag grenade
Hallucinogen Grenades--
Krak Grenade-Krak grenade
Melta Bomb--
Photon Flash Flares-Photon flash flare
Plasma Grenades--
Scare Grenades-Scare gas grenade
Smoke Bomb-Smoke bomb
Tox Bomb--
---
XXBlasting charge
XXDemolition charge

CLOSE COMBAT
This is the most difficult list for now... A lot of things need to be cleaned.

Inq V3.0 proposalsEquivalentN17 Availibility
Buzz Saw-Heavy rock saw
Chainaxe--
Chainsaw--
Chainsword-Chainsword
ClawGrabba StickGrab hook
Club/Bludgeon/MaulChoppaMaul
EvisceratorTankhammer, Rock Drill, Rock Saw-
Flail/ChainRazorflailFlail
Force WeaponNemesis force weapons, Singing Spear, Witchblade-
Hammer--
Harlequin's Kiss--
KnifeBonding KnifeFighting knife
Massive WeaponHonour Blade, Big ChoppaBrute cleaver
Minor Daemon Weapon--
Monomolecular Sword--
Neural WhipAgoniser, Arco-Flail, Electro-Flail, Shardnet, Web of Skulls-
Power AxeKlaive, Power Hammer, Power Pick, Relic BladePower axe
Power FistPower Klaw, (Servo Arm)Servo-claw
Power SwordPower StaffPower sword
Rock Drill-Heavy rock drill
Shears(Rock Cutter)Heavy rock cutter
Shock MaulArc Maul, Miststave, Crozius ArcanumPower maul
Spirit Totem--
SwordHydra Gauntlet, StaffSword
Thunder Hammer-Power hammer
VenombladeDiresword, Huskblade-
---
XX'Renderizer' serrated axe
XXAxe
XXBonesword
XXLash whip
XXPower knife
XXPower pick
XXShock whip
XXSpud-jacker
XXStaff of office
XXStiletto knife
XXStiletto sword
XXToxin injector claw
XXTwo-handed axe
XXTwo-handed hammer
XXTwo-handed weapon
 
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Hi, what do you think of this profile in N17 for an Inferno pistol ?

-S RngL RngS AccL AccStrAPDAmmoTraitscost
Inferno pistol3"6"+2-8-434+Pistol, Melta, Scarce70

I've based its stats on the ones from the meltagun (N17), halved its range, added a bonus for short range accuracy (at 3", it will be a shame not to hit) and set the price at just over half of the meltagun cost. In 40k 8th, Inferno pistol shares the same S, AP and D than its bigger brother the meltagun.
 
That seems reasonable to me, plasma pistol is... 50(?) so seems about right?

Looking at the pistol list, that all makes sense to me, although I find the it odd that the loaxtl flechette blaster is there rather than in the basic weapons, always thought from reading the Gaunts Ghosts books it was more or less comparable to a shuriken catapult (loads of small, sharp discs fired at a high rate) - to be honest I'd probably consider them as Equivalent rather than needing two separate entries?

To be really honest, I don't see a huge difference in game terms between Shuriken and Splinter weapons either but that may just be me...
 
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Moving on to Basics, most of the v3 weapons look OK to include, slightly struggling to place what a Neutron Blaster is or who uses them...?

Edit: Ah, Vespid again. To be honest, the power level described in the fluff says to me that, if included, these might be more appropriate in the Special list rather than Basic?

I find the three different kinds of Shotgun in N17 very odd, really don't think we need to be that specific in Inquisimunda, one kind is surely enough if we are bringing in lots of new guns instead?
 
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@Lysimachus About the Loaxtl Flechette Blaster, you're right. Maybe there was a confusion with the very close name from AdMech Sicilian Infiltrators (where a Flechette Blaster is a true pistol). Agree about taking the Loxatl version closer to a shuriken catapult.

About Shuriken vs Splinter, in 40k there are differences (range, "toxic") but I do not know if it is really necessary to represent them as separated entries. Let's say that for now, it's ok if they are equivalent.

About Neutron Blaster, yes I totally agree with you.

For the shotgun, if you take into account the different ammos, it's even more crazy. It's the reason why I haven't include them yet in the last draft of N17 Inquisimunda.

So, I edit the first post with your feedbacks, thank you!

Question: is a "Blunderbuss" equivalent to a "Stub cannon" in your mind?
Same question about "Hunting rifle" and "Kroot rifle".

To a more general thought, the V3.0 list was still a work in progress. I'm sure there is still a lot of work to be done. Not sure about the methodology. To not further delay a first playable version of inquisimunda we could keep things simple for now. In a near future, may I suggest that we review in a more systematic way the different warbands and think about the weapons they could carry on. Then, compare this list with potential equivalents from existing N17 weapons. Ideally, we would end up with a manageable list of weapons, keeping it as short as possible.
 
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Question about melta bomb and demolition charge: are they equivalent?

From NCE (p29):
"A fighter can use Krak grenades or Melta bombs as demolition charges. The device can be placed upon a structure in base contact of the fighter during his hand-to-hand phase as long as he didn't run, charge, or shoot and isn't engaged in hand-to-hand combat. No roll is required to hit. The bomb is fastened to the structure by means of its magnetic casing, it explodes, and the target is hit automatically."
Cost: 40+3D6 credits

From WD March 2018 (Genestealer Cult):
"Grenade with the Demolition trait can be used when making close combat attacks against scenery targets (such as locked doors or scenario objectives). A fighter who uses a grenade in this way makes one attack (regardless of how many Attack dice they would normally roll), which hits automatically."
Cost: 50 credits

  • Both are S8.
  • Melta bombs have a better AP (-5 vs -3) and a better Damage (2D6 vs 3).
  • To put things in perspective, AP from meltagun or multimelta are -4 in N17 (vs -5/-6 in NCE/inq V2.0).
  • And Damage output from meltagun or multimelta are 3 in N17 (vs D6/2D6 in NCE/inq V2.0). So Damage seems roughly equivalent.
  • Furthermore, it seems that melt bombs from NCE couldn't be thrown at all (whereas demolition charges could be in N17).
  • That lefts just two differences: AP-4 vs AP-3 & "Thrown ability".
If we keep these differences, they are two separated entries. What do you think about it?

By the way, I've added a poll to this thread to know if people want to include all the currently available weapons from N17. If you just look at the CCW, the list could be very long...
 
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Hi!
Work is still going on for Weapons ;-)
I'm sourcing different profiles for the same weapon from N17 (when available lol), V2.0, V3.0, NCE, SWA (very close to N17 for some stats), and 40k!

1- About costs
There seems to be no algorithmic logic behind the cost for weapons.
One way to suggest appropriate costs for Inquisimunda weapons could be to set a simple scale for each class (Pistol, Basic, Special, etc...) of N17 weapons. This would ease comparaison within each class. For instance, Pistol class starts with stub gun (5TG) and ends (for now) with Plasma pistol (50TG). We could highlight remarkable features that increase the cost, not the minor adjustments (eg, laspistol short range is 8" and not 6" as the majority, it's more of a "cosmetic" difference. Whereas Boltpistol and Needle pistol both have AP-1 and are set at a 25TG price point).

2-About availability
It could make things quickly complicated if we have to manage several weapons lists with different costs for each warband/sub variant.
We could have just one Trading post/Bizarre bazaar list (also used at the warband creation time).
If eventually some warbands have a more easy access to some particular weapons, we could set a special rules for them with a discount, but not a separated list. Easier to readjust and maintain balance.
Furthermore, access to some weapons could be granted by species, or warbands, or subvariants... If we set KEYWORDS for species/warbands/sub, we could get an easy to read list with by columns:
- name of the equipment (weapons/wargear)
- cost
- rarity
- Availability (with Keywords).

What do you think about this?
 
Sorry @alphonse, been a bit out of the loop this week!

I seem to have missed a few comments in this thread so I'll go back a bit

Stub Cannon/Blunderbuss: I don't really know the fluff on these weapons but purely from the names I'd guess that they're pretty similar?

Agreed that a kroot rifle is basically a hunting rifle, maybe that also counts as a spear/staff in cc to allow for the blades? Could simply cost it as rifle+spear? Or even simpler, just leave it to players to take hunting rifle + spear if they want to represent a kroot rifle?

To my mind, a melta bomb is simply a type of demo charge, so I'd be inclined to stick to the N17 demo charge stats as a standard and then leave people to add whatever fluff they like (i.e. whether it's an Imperial melta bomb or an Ork/Eldar equivalent)

Re: your last post, I think we can get a reasonable ball-park cost for any new weapons by adjusting the existing ones up and down. Might not be perfect but should be close enough...

Also agreed (if I'm reading your post right) that we don't need to have multiple lists/costs for different warbands, it seems an unnecessary complication?

Further agree that keywords are a good idea for some weapons. So (again if I'm understanding you right) maybe a Ripper Gun would have 'Ogryn' as a keyword, or a Force Weapon would have 'Psyker'?
 
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@Lysimachus Thank you! Yes you're reading me well lol (I'm sorry if my syntax is not perfect. Please, don't hesitate to correct me, I won't take umbrage, I promise. English is not my primary langage and I would really appreciate to be better understood).

About keywords, it will make things far easier! If we introduce this simple concept, it could reveal very useful for campaign or other stuff like this.
I will soon make a full proposal.

Hope you're fine! Don't worry for delay, I know what it is ;-)
 
I've started to reference every available weapons in 40k (codex and index).
One reason is because the first Inquisimunda has been released 7 years ago and since, a lot of weapons got through different name/stats.
The second reason is about exhaustivity and clarity, I needed to know if we were missing something and if we were correct by including one particular weapon for a particular warband).

Below I start with pistols!
Some have been included in SWA, and/or are available in N17. I haven't listed the character specific weapons (one model only, "eye of something", "terror of that"...). The faction where the weapon was present is mentioned (ADSOR= Adetpa Sororita, GENE= Genestealer cult, HARL=Harlequin, etc).

PistolsFactionsN17SWA
Pulse pistolTAU-SWA
Shuriken pistolCRAFTWORLD, HARL-SWA
Fusion pistolCRAFTWORLD, HARL-SWA
Stinger pistolDRUKHARI--
Blast pistolDRUKHARI-SWA
Splinter pistolDRUKHARI-SWA
SluggaORK-SWA
Kustom mega-sluggaORK-SWA
Grot blastaORK-SWA
Rokkit pistolORK--
LaspistolADMECH, IG, ADMIN, INQ, GENETP17SWA
Plasma pistolIG, ADMIN, ADSOR, INQTP17SWA
Bolt pistolIG, ADMIN, ADSOR, INQ, GENETP17SWA
Needle pistolINQ, GENETP17SWA
Web pistolGENE-SWA
AutopistolINQ, GENE, CHAOSTP17SWA
Hand flamerADSOR, INQ, GENETP17SWA
Inferno pistolADMIN, ADSOR, INQ-SWA
Arc pistolADMECH-SWA
Radium pistolADMECH-SWA
Phosphor blast pistolADMECH-SWA
Flechette blasterADMECH-SWA
StubcarbineADMECH-SWA
Gamma pistolADMECH--
MacrostubberADMECH--
Hot-shot laspistolIG-SWA
Neuro disruptorHARL-SWA
----
Stub gun-TP17-

In Inquisimunda, AD Sororita, AD Ministorum and Inquisition could be merged.

Some weapons could totally share the same baseline (thinking about Inferno pistol, fusion pistol and maybe Blast pistol) and this could reduce this list. Other weapons could be available by special ammunitions (thinking about Hot-shot, like in SWA).

Not sure about the utility to include Ork Rokkit pistol (just mentioned for Tankbustas), Macrostubber (AdMech Dominus) and Gamma pistol (AdMech Datasmith).

In addition, I have looked at Inquisitor (2001 RPG). I don't think that could be useful to create separate profile for the following pistols:
  • Duelling pistol
  • Naval pistol
  • Revolver
  • Blackpowder pistol
  • Handbow
Maybe we could go with the Stub gun profile or create a generic one ("Primitive pistol")?

What about Grav-pistol from Space marine ? (there was a Grav gun in Inq2001)

Checking with V2.0 and V3.0: a Hand Cannon and a Tarellian Nailer were also listed.

So, according to your comments, the pistols section could be (more or less) about 30 entries, which is manageable ;-)
 
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Considering the nature of the new system, with every relevant weapon having it's profile clearly displayed on it's card, I can see no reason to limit the variety of subtly different weapons available, I'd even go so far as to include the likes of longlas, lascarbines, shotlas and other weapons referenced mostly in books, with as many upgrades and variants as possible, again, because no matter what it is, it's on your card and you only ever look it up once.
 
Focus on pistols:
I've compiled every findable stats for pistols (40k 8th ed codex, N17, SWA, V2.0, V3.0) and give a try to the "scale method" where a price could be attributed to weapons in relation to other N17 pistols. Weapons that were too close in stats have been merged.
In the table below, I've also look specifically in the codex where each pistols were available. To be discussed!

PistolsFactionsN17SWAS RngL RngS AccL AccSAPDAmCostTraits
Arc pistolADMECH-SWA612+2-6-214+35Pistol, Scarce
AutopistolMANKINDN17SWA412+1-3-14+10Pistol, Rapid Fire (1)
Bolt pistolMANKINDN17SWA612+2-4-126+25Pistol
Flechette blasterADMECH-SWA612-+13-12+25Pistol, Rapide Fire (1), Plentiful
Gamma pistolADMECH--612+2-6-325+50Pistol, Scarce
Hand flamerINQ, GENEN17SWA-T--3-15+50Template, Blaze
Inferno pistolELDAR, ADMIN, INQ-SWA36+1-8-434+70Pistol, Melta, Scarce
Kustom mega-sluggaORK-SWA612+1-8-226+45Pistol, Scarce, Unstable
LaspistolMANKINDN17SWA812+1-3-12+10Pistol, Plentiful
MacrostubberADMECH--612+2-4-125+40Pistol, Rapid Fire (1)
Needle pistolINQ, GENE, DRUKHARIN17SWA49+2-4-116+25Pistol, Scarce, Toxin
Neuro disruptorELDAR-SWA49+2-*-3*6+80Pistol, Scarce, Neural shredder
Phosphor blast pistolADMECH-SWA612--5-125+35Pistol, no cover save allowed
Plasma pistol (High)MANKINDN17SWA612+1-7-235+50Pistol, Scarce, Unstable
Plasma pistol (Low)MANKINDN17SWA612+2-5-125+50Pistol, Scarce
Pulse pistolTAU-SWA612+1-5-13+20Pistol, Plentiful
Radium pistolADMECH-SWA612+1-3-23+20Pistol
Shuriken pistolELDAR-SWA612+2-4-114+30Pistol, Rapid Fire (1)
SluggaORK-SWA612+1-14-26+20Pistol
Stub gunMANKIND, ORKN17-612+2-3-14+5Pistol, Plentiful
StubcarbineADMECH-SWA818--4-14+30Pistol, Rapid Fire (1)
Web pistolGENE-SWA-T--3--5+65Template, Web, Scarce

Comments:
  • Fusion pistols (Eldar) and Blast pistols (Drukhari), once translated to N17 were almost perfectly equivalent to Inferno pistols.
  • The same for Custom mega-slugga and Rokkit pistols (Ork).
  • Splinter and Stinger pistols (Drukhari) were very close to Needle pistol.
  • Stub gun being the cheapest pistol, that was difficult to include worse weapons, as primitive ones (hand bow). This was the case of grot blasta which has been declared close enough.
  • Web pistol is based on the stats of webber, but due to the range being the same (template) and no possibility to lower the AP as for Hand-flamer vs Flamer, "Scarce" has been added to better represent the simpler mechanism of the small version.
  • Hot-shot laspistols could be available via special Ammunition (like in SWA).
  • Neuro-disruptor (Harlequin) was based on the range of Needle pistol. Wounds roll could be made against Willpower, as in Inquisitor 2001 (new rule below: Neural shredder.
Neural shredder
A weapon with this trait projects a resonant wave of electromagnetism that is pitched to scramble the electric signals of the target's brain (or equivalent), incapacitating or even killing it outright.

A target that is hit by a weapon with this trait must pass a Willpower test for every hit taken. If any one of them failed, the target is Seriously Injured, no matter how many wounds it has left.

An armour save can be attempted against this attack.

This weapon has no effect against Terrain features with a Toughness characteristic, like doors.​

Several questions to the community:
  • Do we grant Pirates access to everything? Everything except Admech specific weapons?
  • Hand flamers were very common in V2.0. But looking into 40k codex/index, they seem to be only available to Inquisitors and Genestealer cult. Do we make them available to all Mankind? Mankind and other Xenos?
  • Do we grant AdMech access to Inferno pistols? Due to the fact that they already have a comfortable pistols list, I don't think it is necessary.
  • About web pistols, do we open them to all Mankind? It is almost the same situation as for Hand flamers: the bigger version could be commonly available, but the small one is kind of job specific.
What do you think? Thanks for your feedbacks ;-)
 
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Starting to work on Basic weapons:

Applying the same method to the development of the basic weapons list.
Here below is a first table, ordered by cost to ease comparison.
Not yet include: Shotguns and Pulse blaster (T'au).

BasicFactionsN17SWAS RngL RngS AccL AccSAPDAmCostTraits
LasgunIG, INQ, GENEN17SWA18"24"+1-3-12+15Plentiful
AutogunMankindN17SWA8"24"+1-3-14+15Rapid Fire (1)
LasblasterCraftworld--12"24"+1-3-12+25Rapid Fire (1), Plentiful
Shuriken catapultCraftworld-SWA6"15"-+14-114+35Rapid Fire (1)
Radium carbineADMECH-SWA12"18"+1-3-24+35Rapid Fire (1)
Kroot rifleKroot--12"24"+1-4-15+35Massice ccw (=+20TG)
Galvanic rifleADMECH-SWA15"30"-+14-115+35-
Avenger Shuriken catapultCraftworld-SWA9"18"-+14-114+40Rapid Fire (1)
ShootaORK-SWA12"18"+1-4-26+45Rapid Fire (1)
Pulse rifleT'au-SWA15"30"--5-213+55Plentiful
Pulse carabineT'au-SWA9"18"--5-213+55Rapid Fire (1), Plentiful
BoltgunImperiumN17SWA12"24"+1-4-126+55Rapid Fire (1)


Questions to the community:
  • Do we have really to include all shotgun variants of N17? I think it could unnecessarily overfilled the basic weapons list. It did add variety to N17, but in Inquisimunda, we already add our own variety.
  • Do we include Stub Cannon?
  • Splinter rifle (Drukhari) were very close to Needle rifle (N17). Do we include them into the special section? Due to the Toxic trait, I think it will be more appropriate to keep them there.
  • Kroot rifle include a Two-handed weapon. Do we keep it as one weapon or split it (cost will go down to around 15TG)?
  • Do we open Boltgun to all Mankind?
  • Do we open every Craftworld weapons to Drukhari, and thus, indicate "Eldar" in faction availability ?

Thanks for your insights ;-)
 
I'm liking the shotgun variants and the stub cannon, myself.

Splinter weapons are a primary small arm and should be available as such, but perhaps weakened somehow? Maybe add a rule for each xenos type for when people try and use their weapons (ork weapons have a chance to fail, eldar weapons are less powerful unless wielded by a psyker, dark eldar weapons suffer scarce ammo, etc).

Kroot rifle could be represented by an "hand to hand" weapon attachment for certain basic weapons?

Boltgun: Why not? What am I missing?

Aeldari and Drukhari have entirely separate markets and goods production, one focused on psychic tech, the other on bio tech. They aren't really that interchangeable any more, IMHO.
 
@Nihidealist Thank You very much for your feedbacks.
  • I will include the shotgun variants and the stub cannon.
  • For Kroot rifle, You're right. I've thought about adding a weapon attachment to an existing rifle but there wasn't an existing rifle close enough, and so for now I have choose the easy way by creating a dedicated gun including ccw (just for clarity, the ccw cost is indeed already include into the Kroot rifle cost). I've read some interesting discussions on Yaktribe about the possibility to attach some bayonet to gun. It seems that the given bonus is not so obvious vs keeping two separate entries.
  • About boltgun & Imperium, it was because in N17, Chaos cult have no access to it for instance. But I don't see the point to limit it to Imperium, really. So, I will open it to all Mankind ;-)
  • You're totally right about the distinction between Aeldari and Drukhari. Maybe it wasn't so obvious or advanced when the first version of Inquisimunda was compiled. But in terms of game balance, Drukhari will get a hard time if they can go with only splinter pistols and rifles, as these weapons, due to their toxic traits, are quiet pricey or rare. Maybe it is the way we design this equivalent in N17. "Poisoned" is an entirely different thing in 40k. There could be some confusion between what we interpret as Toxic and Poisoned. I could totally see a "Poisoned" rifle that is not the same thing than a "Toxic" rifle (a needle rifle in N17). If so, I will keep Aeldari and Drukhari as two separate markets. The way a Poisoned weapon could work is closer to the 40k version: You always wound on a roll of X+, whatever the target's toughness. What do you think about this change?
  • About a Xenos rule for weapon, I wished to go this way. Ork weapons for instance could be less reliable. But once again "Unreliable" is not "Unstable". It is quiet hardcore to get a plasma like explosion to represent this unreliability. Maybe something less lethal, like an ammo check, could be ok.
Many thanks!
 
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I think I might be a tad late to the development part of this but my friend and I wrote Shadow War: Heresy. I did most of the equipment work translating all of the weapons from HH to their 2nd edition equivalents for the SW:A style rules(link below). I also translated rules for the Imperial cults/militia, Admech, Custodes, and Sisters of Silence. If interested I can post those as well. https://docs.google.com/document/d/1wgPTi653p4v5X0PGsglOgeboeUsX2crg673yDKO6yu8
 
Although I like the idea of creating a new version of poison or toxic rule to represent dark eldar's superior understanding of such matters, to be honest I have a feeling that we're gonna find out eventually that they're getting their goods from some drukhari source anyway (there's a lot of flags here from an ordo xenos perspective, you've got what appears to be a classic wych cult influence on their society, furthered by a possible haemonculous interference with genetics and by the similarities of both their combat style and drug/toxin based equipment).

It would make more sense to limit boltguns to higher end imperial types. I think that could lead to the compilation of several different markets, in order to grant access to one or more markets to each warband type.

Great work, by the way.
 
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@Hungryclone Hi! This is very interesting, thanks for the link. I will dive into your work. It seems to be a fantastic job, congratulations!

Thank you! Here are the Imperial Cults/Militia: https://docs.google.com/document/d/1kemYjTRQCa1cva9-Ad3DSt9u3vCd41Wf5feFDolA0I0/edit?usp=sharing
Sisters of Silence and Custodes: https://docs.google.com/document/d/1IPUaCFBVi7nYtuoKXOQrQHc2IzzuQdtjepEionGHIv8/edit?usp=sharing
Solar Auxillia and Adeptus Mechanicus: https://docs.google.com/document/d/1nV7UqmYhChowLQj4NP1HK62MPXvFRGTGtLb7TBgUVOw/edit?usp=sharing
 
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