New Inquisimunda Unleashed Idea

Lysimachus

Ganger
May 15, 2016
96
157
38
London
Hey all,

The new Skirmish Games and Gang Creation stuff in GW4 have inspired me to get back to Inquisimunda Unleashed. The simplicity of these rules to create a 'veteran' gang seems ideally suited to creating Warbands!

Link to the file:https://yaktribe.games/community/vault/inquisimunda-unleashed.909/

So, things I've changed:

Decided to simplify the Character creation by including individual 'Archetypes' that, when combined with the Species baseline, would give players a solid starting point for pretty much any Character.

Next, following the pattern of the Skirmish rules, players could add additional Skills/Characteristic increases to those baselines to create unique profiles. (These are balanced in the same way, by allowing each player the same total number of increases. Obviously some are better than others so a certain amount of gentlemanliness over WAAC, or at least some discussion beforehand, would probably be required.)

Finally, the Bizarre Bazaar would take the (again simplified) format of the Trading Post with all Rarity/House restrictions removed, meaning any Character could have pretty much any combo of weapons/equipment, and all the costs/stats are official so no arguments!*

*Ok, maybe some arguments with things that are over/under costed, but they'd be arguments with GW, not me... :p

Hangers on, etc, aren't included, again for the sake of simplicity, but players could very easily create Characters with similar Skills, etc.



What still needs work:

Not much, as it goes. The primary things are checking the costs for Species (which are stolen from the main Inquisimunda project so hopefully aren't massively out) and for the Archetype profile increases. I was thinking as a start to give a base cost of 10TG per boost on the majority of the stats, and maybe 5TG for the 2D6 values? (Would love to hear from you math genius gents who worked out the Species stuff for the main I-munda project!)

I did try to think of the typical Character Archetypes, but there may be others I haven't thought of so if anyone has any further suggestions I'd love to hear them.

Psyker Archetype and how it's powers will be chosen/costed will need more work, but that may have to wait for more detail (hopefully in GW5)



Anyway, these are just some new ideas for this project, would love to hear everyone's thoughts and suggestions!
 
  • Like
Reactions: HenrySwanson
Would it be possible to give more than one archetype to a fighter? It has flavor basis as well - a militant magos of the admech might be equally good with tech and big guns, servitors can be specialized for their roles...
Or is combining archetypes a strict NO for this design, and any such characters should instead be built by selecting their defining archetype and increasing characteristics separately?
 
  • Like
Reactions: Lysimachus
Hmm, I was more picturing it as one Species, one Archetype, then using the extras and equipment to add individuality? So, to use your example, a Gun Servitor would be a Human/Servitor combo with +1 BS, maybe a shooting Skill (or even 2) and a heavy weapon. CC Servitor would be the same base with upgrades, skills and equipment focussed on combat.

Alternatively, to represent a nasty CC Servitor you could even use on of the more aggressive Species profiles (Ork, Beastman, or even Ogryn) as a base?
 
Updated file with some preliminary (and somewhat arbitrary!) TG costs for the Archetypes. Think this means it's now possible to actually start creating Warbands to see how well the rules work to build various characters? I'm gonna put a few teams together, but if anyone else wants to have a go too, that'd be very interesting to see?
 
  • Like
Reactions: HenrySwanson
That's a totally valid viewpoint to hold.

I agree totally with the statement that 'the Necromunda core is the advancement/evolution of the gang'... but my own personal feeling is that this is less the case with Inquisimunda.

For me (and I think it's fair to say at least some others, based on the comments in the 'Character Creation vs Character Progression' thread) Inquisimunda is more about combining the simplicity of play of Necromunda base rules with the freedom of the character creation of Inquisitor. Obvs, Inquisitor uses no campaign progression system at all (except whatever mods a GM might choose to make throughout a campaign) and so that's the model I'm trying to work towards and the Skirmish Games section in GW4 just seemed perfectly suited to this.

Obviously, the main Inquisimunda project is still being worked on (I assume?) for those whose tastes run closer to the Necromunda advancement style, although this is understandably more complicated and will take more time to be ready to use, whereas these Unleashed rules could probably be used as is?
 
Finally got round to adding some explanation of how Psykers work/choose options. Not sure if the TG cost for them is right or not, but being able to choose 3 powers seems pretty decent/adaptable...? Figured in Skirmish play the difference between Sanctioned/Non-Sanctioned is fairly minimal, 1 reroll isn't worth loads?

Had another look at some of the stats/costs for Species as well. Used the Hive Scum stat/pts as a baseline Human, then worked up/down using the Venators. Ogryn costs based on the Genestealer Aberrant, which is actually pretty close in terms of stats.

Aaanywhooo, I think is pretty much done (unless GW adds rules for making up your own Psykers)
 
One more thing, there aren't any rules for Force weapons in N18, which is one thing I do think is worth adding to the Inquisimunda doc.

So, here's an idea for them, an upgrade based on any of the existing Power weapons (so a player could choose to have a Force Sword/Axe/Hammer/etc):

A Psyker may upgrade any Power weapon they carry to be a Force weapon for +20TG.

A Force weapon cannot be parried except by other Force weapons (and can parry attacks from Power weapons). As per Power weapons, if the hit roll for a Force weapon is a 6, no save roll can be made against the attack. Once a successful unsaved wound has been caused by an attack using a Force weapon, the Psyker may take a Wp test*. If this test is passed, the enemy fighter is immediately taken Out of Action regardless of how many Wounds they have remaining.

*This test is subject to the usual Perils of the Warp risks
but cannot be Disrupted due to the affinity felt by a Psyker for their chosen weapon.



Any thoughts on whether this would work/if it seems a reasonable cost on top of the PW?
 
Last edited: