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 .
@abhorash Wow, thank you very much! This is an impressive work!!
I'm so happy you have included Electro-flail with the new "Implanted" weapon trait! Go go go Arco-flagellants :D
With your permission, I will include your list on the next update, with costs and rules adaptation to N17 (unfortunately, SWA rules are not all in N17, i.e. noisy, mighty blow, etc..).

Since GW3, I'm updating costs for pistols and basic weapons (for instance, since bolt pistol is now officially 50 credits, we needed to update other pistols) and for information, I'm now working on special and heavy weapons lists, stats, costs.
So, with enthusiasm, I hope to deliver a first full weapons list this week-end :)

This will be a big milestone for us!
 
Ah yes, i forgot that the rules have changed... Atleast "noisy" would be good addition.
Full weapons list sounds wonderful!
Is there anything you need help with?
 
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So, this is done! The full weapons list have been finished thanks to your help @abhorash :D
I've integrated all changes from GW3. The balance is much better but there is no algorithm for weapon cost. Thus, I've used a scale with all the official weapons from N17 to maintain compatibility :)

The weapons are sourced from 40k, with some additions from Inquisitor and previous edition of Inquisimunda. I've looked for exhaustivity.

To prevent an unmanageable long list of weapons, I've grouped weapons that are equivalent. For instance, Meltagun (Mankind) is equivalent to Fusion gun (Craftworld). Thus, these weapons occupy the same entry. When I will update the draft in the vault, some choices will make more sense. For reminder, there won't be a weapons list for every warband. Instead, all is managed in the Bizarre Bazaar with keywords.

The stats are from 40k, translated to N17, with some light inspiration from SWA. Since the rules for the latter are not equivalent to N17, it wasn't always contributive.

For the sake of readability, I will spread the weapons in two posts, one for Ranged weapons, another one for Close Combat weapons. For comparability, I've ordered them by cost and not in alphabetical order as it will be the case in the draft.

Every comments are welcomed!

61 new ranged weapons

PistolsCostS RngL RngS AccL AccSAPDAmTraits
Flechette blaster25612"-+13-12+Pistol, Rapid Fire (1), Plentiful
Radium pistol25612"+1-3-13+Pistol, Rending
Pulse pistol25612"+1-5-13+Pistol, Plentiful
Shuriken pistol35612"+2-4-14+Pistol, Rending
Slugga35612"+1-14-26+Pistol
Arc pistol45612"+2-6-214+Pistol, Scarce
Kustom mega-slugga45612"+1-8-226+Pistol, Scarce, Unstable
Stubcarbine50818"--4-14+Pistol, Rapid Fire (1)
Macrostubber60612"+2-4-125+Pistol, Rapid Fire (1)
Gamma pistol70612"+2-6-325+Pistol, Scarce
Phosphor blast pistol75612"--5-125+Pistol, No cover save allowed
Inferno pistol8036"+1-8-434+Pistol, Melta, Scarce
Neuro disruptor9049"+2-*-3*6+Pistol, Scarce, Neuro-shredder

Basic Ranged weaponsCostS RngL RngS AccL AccSAPDAmTraits
Lasblaster2512"24"+1-3-12+Rapid Fire (1), Plentiful
Kroot rifle2512"24"+1-4-15+Versatile
Radium carbine3012"18"+1-3-14+Rapid Fire (1), Rending
Shuriken catapult406"12"-+14-14+Rapid Fire (1), Rending
Galvanic rifle4515"30"-+14-115+-
Pulse blaster - long range4510"15"--4-14+-
Avenger Shuriken catapult459"18"-+14-14+Rapid Fire (1), Rending
Shoota456"18"+1-4-26+Rapid Fire (1)
Pulse blaster - medium range455"10"-+15-114+-
Pulse blaster - close range450"5"-+26-214+Knockback
Pulse rifle6015"30"--5-213+Plentiful
Pulse carabine659"18"--5-213+Rapid Fire (1), Plentiful

Special Ranged weaponsCostS RngL RngS AccL AccSAPDAmTraits
Sniper rifle3020"40"-1-4-116+-
Hot-shot volley gun5518"24"+1-4-214+Rapid fire (1)
Death spinner556"12"+1-6-215+Rapid fire (1), Rending
Radium jezzail6012"30"-+15-116+Rapid fire (1), Rending
Neutron Blaster609"18"+1-5-315+Rapid fire (1)
Arc rifle6012"24"+2-6-115+Rapid fire (1)
Ripper gun706"12"+2-5-216+Rapid fire (1), Versatile, Unwieldy
Phosphor serpenta809"18"-+15-125+No cover save allowed
Kustom Mega-blasta856"24"+1-8-326+Scarce, Unstable
Kustom shoota909"18"+1-4-26+Rapid fire (2)
Storm bolter11012"24"+1-4-126+Rapid Fire (2)
Shredder1106"12"+1-6-115+Blast (3"), Shock
Liquifier gun125-T--3-215+Template
Haywire blaster13012"24"--4-115+Blast (3"), Pulverize
Ion rifle - low13012"24"--17-115+Rapid fire (1)
Ion rifle - max13012"24"--18-226+-
Rail rifle15515"30"-1-6-426+Rapid fire (1)

Heavy Ranged weaponsCostS RngL RngS AccL AccSAPDAmTraits
Ossefactor4512"24"+2-4-316+Scarce, Toxin, Unwieldy
Dakkagun7012"18"--5-15+Rapid fire (2), Unwieldy
Burst Cannon809"18"+1-5-115+Rapid fire (2), Unwieldy
Splinter cannon9018"36"--4-115+Rapid fire (1), Toxin, Scarce, Unwieldy
Grotzooka1106"18"+1-6-16+Blast (5"), Knockback, Unwieldy, Scarce
Snazzgun13512"24"+1-5-216+Blast (5"), Unstable, Unwieldy, Scarce
Big shoota14018"36"--5-115+Rapid fire (2), Unwieldy
Multi-laser14024"36"+1-6-14+Rapid fire (2), Unwieldy
Volkite blaster14512"24"--6-15+Blast (3"), Pulverize, Unwieldy
Shuriken cannon15012"36"+2-6-14+Rapid fire (2), Rending, Unwieldy
Starcannon15018"36"--6-326+Rapid fire (1), Unwieldy
Deffgun15024"48"--17-226+Rapid fire (1), Unwieldy
Rokkit launcha15012"24"--18-336+Blast (3"), Scarce, Unwieldy
Eldar lance15018"36"--8-435+Unwieldy
Autocannon15524"48"--7-224+Rapid fire (1), Unwieldy
Transuranic arquebus16020"60"-1-7-326+Unwieldy
Assault cannon17512"24"+2-6-226+Rapid fire (2), Unwieldy
Shokk attack gun18524"60"--2-416+Blast (5"), Rad-phage, Scarce, Unwieldy
Eradication Ray20512"36"+2-8-334+Rapid fire (1), Unwieldy
 
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32 new close combat weapons

CCWCostS RngL RngS AccL AccSAPDAmTraits
Throwing knife10E2xS--S-1-16+Scarce, Versatile
Flesh gauntlet20-E-+1S-11-Rending
Glaive20-E--1S+1-21-Unwieldy, Disarm
Power stabba25-E--S+1-21-Knockback, Implanted
Shears25-E--S+1-11-Parry, Implanted
Massive weapon30-E--1S+2-2-Unwieldy, Knockback
Two-handed Chain Axe30-E--1S+2-11-Unwieldy, Disarm, Rending
Taser lance35E3"--S+2-11-Shock, Versatile
Triskele35E2xS--S-116+Power, Versatile, Scarce
Agonizer40E2"--S-21-Toxin, Versatile
Arc maul40-E--S+1-11-Parry, Shock
Electro-Flail40E3"--S+1-1-Versatile, Entangle, Disarm, Implanted
Rending blade40-E-+1S+1-21-Rending, Parry
Buzzsaw45-E--S+2-22-Unwieldy
Force Axe45-E--S+1-1-Force, Disarm
Impaler45E3"--S+1-2-Versatile, Impale
Force Rod50-E--S+1-21-Force
Force Sword50-E--S-11-Force, Parry
Power glaive50-E--S+2-31-Power, Disarm, Unwieldy
Razorflail55E2"--S+1-11-Shock, Versatile, Entangle
Two-handed Power weapon60-E--1S+3-21-Power, Knockback, Unwieldy
Force Stave65E2"--S+2-11-Force, Versatile
Harlequin's weapon65E2"--S+1-21-Versatile, Pulverise
Eviscerator75-E--1S+2-22-Unwieldy, Parry, Entangle, Rending
Power lance75E3"--S+2-11-Power, Versatile, Impale
Two Power blades75-E-+1S-21-Power, Parry (x2), Disarm, Unwieldy
Witchblade85-E--S+4-1-Force, Parry
Laser lance95E6"--6-325+Versatile, Scarce
Shardnet105E3"--4-16+Entangled, Web, Versatile
Singing Spear115E3"--S+4-1-Force, Versatile, Impale
Power Fist140-E--1S+3-32-Power, Pulverise
Neural Whip145E3"--*-21-Versatile, Neural shredder

Note that the weapons that act as additional arm like servo-arm will be treated separately, with bionics.

There is a new weapon trait: FORCE weapons. They are exclusive to Psykers.

FORCE
Only Psykers can handle Force weapons. Attacks made by Force weapons cannot be parried except by other Force weapons. In addition, before resolving each Fight action with a model equipped with a Force weapon, make a Willpower check. If the test is passed, no save roll can be made against the Force weapon's attacks and its Damage is increased by 1. If the target is a Psyker, damage is increased to D3.
 
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These look pretty good to me!

Will there be a separate Servo Arm profile? I would have thought the Partial Servo Harness is an accurate representation of what it is?

With regard to Force, I like what you've done, but do wonder if it could be made simpler by just making it an upgrade available to Psykers arms with certain weapons?

Force Weapon: A Psyker armed with a basic close combat weapon (sword, knife, axe, maul, hammer, etc) may upgrade it to be a Force Weapon. It keeps its normal profile and rules with the following addition:
The Psyker adds the following Action - Activate Force Weapon - to its list of Psychic abilities, activated in the usual way. If the Wp test is successful, while this Power is active attacks from the weapon can only be parried by other activated Force Weapons (that have the Parry rule). Further, no Armour Save rolls may be taken against these attacks and if the target is also a Psyker the Damage is increased by +D3.

The idea is that you could have any shape/size of force weapon but they'll all boost the basic profile in the same way? Balanced by the fact that it has to be powered up and this will take one of the Psyker's Power 'slots' (can't remember if we've given these a proper name!) I'd also specify Armour saves, as then people can still use the Fields from GW3, which seems fair?
 
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Thank you @Lysimachus for your feedback :)

About Servo-arm: I was planning to describe it in the second bionics category (Implants that are chips and accessory appendages). Reading about it lately, a servo-arm needs a MIU to work properly, and thus, a surgical operation. We can skip the V2.0 rules about MIU but keep the surgery. It will be easier to manage the different kind of servo-arms ;)

About "Generic" Force weapons: it is a good idea! Indeed, I wished to make a list of a dozen of "generic" close combat weapons we could have customized with add-ons like Power, Shock, Toxin, etc... It would have been possible if there was an inherent algorithm associated with the cost of weapons. Unfortunately, it is not the case with N17. If we want to keep compatibility, we can't go this way without creating unbalanced cost with the rest of the list. To offer some consolation, the Force weapons listed here are sourced from actual 40k weapons.

About Force weapons and Save: The proposed rules are a copy/paste from Power weapons. You're right, the designers of GW3 could have set a distinction to be fair between Armour save and "Invulnerable" save. They haven't for now... maybe in a next update or FAQ. It is a big point. What do you think about arbitrating for Inquismunda the following amendment to N17 rules:
- Power weapons can negate only Armour save,
- Force weapons can negate Armour and Invulnerable save?​
If we don't, it will be the other way: we nerf the Force weapons since they will only negate Armour save, whereas Power weapons can negate All save. It is open for discussion.

About the Activate Force weapons Psychic power: what do you think to keep with the familiar "Power weapon" way of testing before each action BUT adding an available power to the list of learnable Psychic powers with the one you proposed? While activated, there will be no need to test (and spend an action) before each use of a Force weapon. I say that because Psykers are usually equipped with such weapons, but if it takes systematically one of its "slots" to use it, it will greatly limit the number of other useful psychic abilities. No?

I will try to update the draft this night ;)
 
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Yes of course!

For you to know, there were more than 140 close combat weapons at first. This list has been reduced with the following equivalents, once converted to N17:

CCWEquivalents
AgonizerElectrocorrosive whip (drukhari).
AxeChoppa
Brute cleaverMonstruous cleaver
BuzzsawKillsaw, chainsaw
ChainswordChainsaw
EvisceratorPenitent eviscerator
Flesh gauntletChordclaw, Hydragauntlet, Mindphase
Force Staveweirdboy staff, Mistave, genestealer Force stave, witchstaff
GlaiveKlaive, Equalizers
Grab hookGrabba stikk, Man catcher
Harlequin's weaponCaress, Embrace, Kiss
Power axeOmnissiah axe (AdMech)
Power FistPower klaw
Power glaiveArchite glaive et zephyr glaive
Rending bladeTransonic blade, Diresword, Huskblade, Biting blade
ShearsDrukhari scissorhand
Shock batonTaser goad (AdMech)
Shock staveGrot-prod
Stiletto knifePlague knife
Stiletto swordPlague sword, Venom blade
SwordRitual blade, Honour blade, Aeldari blade, Heketari, Harlequin
Two Power bladesDeath cult power blades, Demiklaive, mirror swords
Two-handed axeBig choppa
Two-handed hammerTankhammer, Bullgryn maul


For ranged weapons, here is a short list:

Ranged weaponsEquivalents
Eldar lanceDark lance, Bright lance
FlamerBurna
Heavy flamerSkorcha
Inferno pistolFusion pistol and Blast Pistol
Kustom mega-sluggaRokkit pistol
MeltagunFusion gun, Blaster
Missile LauncherAeldari missile launcher, Reaper launcher
Multi laserScatter laser
Multi meltaHeat lance
Needle rifleSharcarbine, Splinter rifle
Plasma gunPlasma caliver
Sniper rifleHexrifle
Stub gunGrot blasta

Not present for now:
  • Drukhari Phantasm launcher has not yet been listed (needs rules for Hallucinogen).
  • Ork Kombi-weapons are more Heavy than Special and are not yet listed.
  • Condemnor boltgun and hot-shot lasweapons will be Ammunitions.
  • Handbow and other primitive weapons have not yet been listed (maybe one "generic" primitive weapon?).
  • Daemon weapons will be added but need more work.
  • Servo-arm, Mechadendrite will be added as bionic appendages.
It is all open for discussion!
Hope this will help you ;-)
 
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@Hungryclone Yes, good idea! I could add it as an explanatory note with a short header about the process followed to source and adapt the 40k weapons. I won't have enough time to ready it for the next update but I will do it later. The alternative was to include it as part of the revised warband list: some guidelines about the play style and weapons equivalents for each warband (since essentially, the equivalents are about xenos).

By the way, I'm still updating the draft with all the weapons stats. I've finished the ranged section and I'm working on close combat. For the sake of readability, could I split stuff in separate tables? (one table each: Force, Power, Implanted, Two-handed, other close combat)
 
Hi everyone, as there is no more "House list" for each warband, we have to decide how fighters could be equipped with Rare equipment upon recruitment/warband creation, since a Seek Rare Equipment action is not available during this stage. We can't pass over this as a lot of Inquisimunda players are more interested by the character creation than by the progression system of Necromunda.

Several options for you to choose:

  1. Completely skip restriction about rare items during warband creation (straight simple, but we loose the concept of rarity if everyone has plentiful of them).
  2. Rare items only available to Leader and champions during warband creation, with no restriction (imho better than the first option, but still rarity loose any meaning).
  3. Access to all Rare items below (X), X could be different for each position (totally inspired by Venators gang rules in WD, good but we loose a lot of freedom for certain combinations of items & fighters and prevent some weapons to be available at start sadly).
  4. At creation, a Warband may spend YY points in Rare items.

The fourth option seems relatively easy to implement and give the best of balance between availability of all weapons and reasonable restrictions.
What could be the YY points, 50? To give an example, a warband could have 50 points of rarity to spend for rare items (paying the appropriate cost for each item as normal) and choose 2 rare pistols (e.g: 10 rarity points each) and 3 rare ccw (e.g: one at 8, the other two at 11). The total would be 50 (2x10 + 8 + 2x11 = 50 rarity points).

What do you prefer?
 
I think i prefer the 4th option... This way heavies get big rare weapons too. without them becoming too common.

With 2nd option means rare weapons would be on every leader and champion.. too common.
With 3th, like you said, loss of freedom. and rare weapons would be really common.
 
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The 4th option sounds like a great idea to me, and 50 in total seems like a pretty balanced amount. Given the TG cost of these rare items, you probably wouldn't want to be spending more than the 50 anyway?

I wonder if it might need to be slightly varied for some of the gangs though? For example, your average Genestealer or Chaos Cult might have less access to rare items (but that could probably be balanced by having greater access to other options like mutations, etc?) That said, this might be complicating things more than necessary, so an even 50 'rarity points' to all warbands works for me.
 
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Thank you very much for your feedbacks!

@Lysimachus Having different amount is a great idea! I could totally see this as a way to balance things as you said ;)

Ok so I will integrate the rules for this in the Bizarre bazaar chapter, saying 50 rarity points (waiting a better name) for all. We could specify a different amount in Genestealer and Chaos cult warbands as an amendment to the general rules of 50. This way, we won't have to specify a different amount for each warband.

Could it work in the other way too? For instance, Noble house delegations currently start a campaign with 1100TG instead of 1000TG. Could they start with 1000TG as everybody else but with better access to rare item at start?

By the way, I've added two grenades:
Blight grenades for Nurgle cult warband, Toxin trait seems appropriate (?). Same stats as 40k.
Plasma grenade for all Eldar, same stats as 40k. Different names for Craftworlds, Drukhari and Harlequins, but they are the same. Priced just above Frag grenade, but below Krak.

GrenadesFactionsCostRarityS RngL RngS AccL AccSAPDAmTraits
Blight grenadeNurgle50Rare (9)-Sx3”--13-*6+Blast (3”), Toxin
Plasma grenadeEldar35Common-Sx3”--4-114+Blast (3”)

Any suggestion? Hallucinogen grenade could be added later (needs to find an appropriate way to translate NCE rules to N17).
 
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While I think the fourth option makes the most sense I think rarity in terms of Inquisimunda doesn’t make as much sense. Maybe change the concept so that items that do not belong directly to your faction as being “rare?” I’m not entirely sure how to implement such a huge change. If you go for the 4th option I would suggest rare “tokens” or something like that at creation. That way you can limit the number of rare items chosen as opposed to limiting the rare items’ total cost.
 
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@Hungryclone You're right, the N17 rarity concept is not well suited to Inquisimunda, at least upon creation.

About items not belonging to your faction, it could be available to some warbands (Ordo Xenos, Void pirates, Dark mech...). Maybe in addition to this, we could state that if you hire a Xenos fighter, you get access to his equipment list (just for him)?

I like very much your "Rarity tokens", much simpler. Trying to guess a number of tokens to start with, I've built some warbands on paper. 1000TG is very limiting. You barely get to 5 rarity items, that makes me thinking about increasing the start stash to 1500TG and completely remove the rarity limit upon warband creation, since it's difficult to overabuse (due to cost of rare items).

The simulated warbands were based on an approximate scheme: 1 Leader, 1 shooty champ, 1 combat champ, 1 heavy, 3 shooty warriors, 2 cc warriors. Indeed, tell me if I'm wrong, but people play Inquisimunda with a specific warband in mind, not a fresh start gang, no? What do you think about it?
 
@Hungryclone You're right, the N17 rarity concept is not well suited to Inquisimunda, at least upon creation.

About items not belonging to your faction, it could be available to some warbands (Ordo Xenos, Void pirates, Dark mech...). Maybe in addition to this, we could state that if you hire a Xenos fighter, you get access to his equipment list (just for him)?

I like very much your "Rarity tokens", much simpler. Trying to guess a number of tokens to start with, I've built some warbands on paper. 1000TG is very limiting. You barely get to 5 rarity items, that makes me thinking about increasing the start stash to 1500TG and completely remove the rarity limit upon warband creation, since it's difficult to overabuse (due to cost of rare items).

The simulated warbands were based on an approximate scheme: 1 Leader, 1 shooty champ, 1 combat champ, 1 heavy, 3 shooty warriors, 2 cc warriors. Indeed, tell me if I'm wrong, but people play Inquisimunda with a specific warband in mind, not a fresh start gang, no? What do you think about it?

That’s true for the most part people do build first then play. Have you tried seeing how many models you could get out of 1000TG though? Players might abuse 1500TG w/a horde of super cheap guys.
 
@Hungryclone Good point (y) I'm also very concerned about this.

In respect to the N17 Gang composition where you have to take a Warrior for each other fighters (Leader, Champ, Heavy, Initiates) you get something like this just with positions cost:
- 1 Leader: 100TG
- 1 Champ: 75TG
- 1 Champ: 75TG
- 1 Heavy: 50TG
- 1 Initiate: 0TG
--> 5 warriors= 25x5= 125TG

Total positions cost= 425TG for 10 models.

To that you have to add the cost for 10 models of a given species:
- 10 Humans: (+10x30= 300TG) --> 725 TG
- 10 Tau: (+10x20= 200TG) --> 625 TG
- 10 Eldar: (+10x70= 700TG) --> 1125 TG
- 10 Orks: (+10x60= 600TG) --> 1025 TG

Let's say that half the warband is shooty, this other half is combat oriented:
- CCW for Leader, 1 Champ, 1 Initiate, 2 Warriors
- Basic weapons for 3 warriors, 1 Heavy for the heavy and 1 Special for the other Champ

If we equip them with the cheap weapons available to their faction (combat oriented is indeed pistol+one ccw):
- Humans (5 autopistols= 50TG, 5 Fighting knifes= 75TG, 1 Plasma Cannon= 130TG, 1 Grenade Launcher= 65TG, 3 Autoguns= 45TG) = +365TG
- Tau (5 Pulse pistols= 125TG, 5 F Knifes= 75TG, 1 Burst Cannon= 80TG, 1Ion rifle= 130TG, 3Pulse rifle= 180TG) = +590TG
- Eldar (5 Shuriken pistols= 175TG, 5 Knifes= 75TG, 1 Shuriken Cannon= 150TG, 1 Fusion gun= 135TG, 3 Shuriken catapults= 120TG) = +655TG
- Orks (5 Sluggas= 175TG, 5 Knifes= 75TG, 1 Big shoota= 140TG, 1 Custom Mega-blasta= 85TG, 3 Shootas= 135TG) = +610TG

And if we offer some clothes and protection to these guys (all 10 armours with a 5+ save) = +150 TG

We end up with:
- Human warband = 1240 TG
- Tau warband = 1365 TG
- Eldar warband = 1930 TG
- Ork warband = 1785 TG


So Human and Tau warband could get some fancy stuff or xenos hire gun, whereas Eldar and Ork would need to drop one or two guys.

If we take the cheapest guy - Grot - this give (10 Grotz: 425+100= 525TG + Ork equipment (610TG) & no armor (+ 0TG) = 1135 TG. That lets room for more guys (+50% more maybe). 15 Grotz is a lot but not unmanageable.

For sure, this simulation is very limited, just to get an idea of a warband budget.
So what do you think about increasing the starter stash amount to 1500TG? (open discussion)
 
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