Territory and income for Inquisimunda? Outlaws and foraging?

Insurgent

Gang Champion
Mar 17, 2016
486
507
103
Springfield OR
Just let me know if I missed something in the Inquisimunda rules 2.0? If I didn't.....can I say that I am fine with some of those factions getting a bunch or more of the usual territory and income. But other factions Eldar, Orks, Mutants are obviously "Outlaws" and "Outlander". In some scene they would be dealing with the usual foraging and single territory lifestyle. Let me know if I'm missing something?
 
I really want to get this addressed. I'm running a Necromunda campaign that has the usual underworld gangs in it and I'm going to incorporate the Inquisimunda factions right into it. I need to know what will happen to these factions in this setting? Is it simply a more open setting where everyone can draw income from territory?

If it is just an open world where Inquisimunda is going down, what do you do with the outlaw table? It seems this is the crux of the problem? There needs to be a re-imagining of the outlaw table and what it entails. I can see factions of a dozen characters not calling down the hammer immediately and may even have some breathing room but a Guard kill Team or Inquisition Cell is going to make an outlaw out of everyone they fight. There needs to be a boat load of other modifies on that Outlaw table or a complete re-write of it.

Ideas:
Major negatives for Xenos gangs
Major plus for Imperial forces.
Major negative for fighting against imperial forces.
Negative for having a xeno gang member.
 
Some of these factions must be drawing income from other sources then just typical Gang Territory and a lot of these wouldn't be affected by Outlaw or Outander status (Eldar could be utilizing a Webway entrance, Orks could be running a Grot plantation, Void Pirates could be trading with off world smugglers). A lot of them may have access to markets, trade, and technology exclusive to their faction. None of this seems to be meaningfully represented.
 
I really want to get this addressed. I'm running a Necromunda campaign that has the usual underworld gangs in it and I'm going to incorporate the Inquisimunda factions right into it. I need to know what will happen to these factions in this setting? Is it simply a more open setting where everyone can draw income from territory?

If it is just an open world where Inquisimunda is going down, what do you do with the outlaw table? It seems this is the crux of the problem? There needs to be a re-imagining of the outlaw table and what it entails. I can see factions of a dozen characters not calling down the hammer immediately and may even have some breathing room but a Guard kill Team or Inquisition Cell is going to make an outlaw out of everyone they fight. There needs to be a boat load of other modifies on that Outlaw table or a complete re-write of it.

Ideas:
Major negatives for Xenos gangs
Major plus for Imperial forces.
Major negative for fighting against imperial forces.
Negative for having a xeno gang member.
To go really in depth you would probably need an on and off world territory chart but that would probably come under the remit of the gm at the time but it all leads to a question of how far you'd like to have already mapped for you. You could for a campaign roll say a d3 which would decide which territory chart you would then roll on for your territory, so you could have say; 1-2 contacts
2-3 standard territory
5-6 outlaws
Purely an example as you could substitute any of these for a territory table of your own choosing/design.
 
It might be worth making a new territory chart for a lot of these factions. I mean Redemptionists get away with it and it works out for them. I just cant see Eldar or Orcs working the same territories. Is this just a matter of fluff? To some extent ya. It is all a question of how difficult it is going to be for some factions to collect income. I don't even see Eldar collecting income, I imagine they have a mission that is something like a Spyre vow and when they complete it they are out. Orks I see being really organic with their income, (first take the cap off of the number of Grots you can have) they would use big pools of grot labor to work territories and even start small industries. Maybe Orks could get away with trading on the outlaw chart? But they are definitely Outlanders from the beginning.

Am I off base here? Because as of now it doesn't even say that chaos covens are outlaws? I don't believe that it is so cut and dry that every faction would either immediately be outlaws or watchmen. But I can definitely see a couple of factions slipping into outlaw status faster than others. And with a few like the Inquisition Cell and the Admeck Explorers I struggle to see a reason why they would work territories with any of their members.

An idea I toyed with for years was a general "IMPERIAL SUPPLY AND PERSONNEL REQUISITION FORM". That could have all kinds of random crazy attached to it based on the size of your order. And it could take a game or two for your order to come back. It would sure resolve income and trade issues for a few factions on the list (Ad-meck, Inqusition Cell, IGKT, Arbites, Church Delegation).
 
  • Like
Reactions: Jimst
To go really in depth you would probably need an on and off world territory chart but that would probably come under the remit of the gm at the time but it all leads to a question of how far you'd like to have already mapped for you. You could for a campaign roll say a d3 which would decide which territory chart you would then roll on for your territory, so you could have say; 1-2 contacts
2-3 standard territory
5-6 outlaws
Purely an example as you could substitute any of these for a territory table of your own choosing/design.
I like your idea of a mixed pool of territories drawn from multiple territory charts. It gives the chance for some of the factions to put their fingers in a little bit of everything. Also, more territories should produce weapons and equipment. I always liked the weapons cash from the Redemptionist territory chart.
 
Ya, more territory charts more trade tables. This might be the key?
1. Standard Territory chart
2. Outlaw territory chart
3. Faction territory chart
4. Insurgent Industry chart

1. Common Weapons and Equipment
2. Rare trade chart
3. Outlaw trade table
4. Off world trade table
5. industrial trade table
 
  • Like
Reactions: Matelloco and Jimst
Ya, more territory charts more trade tables. This might be the key?
1. Standard Territory chart
2. Outlaw territory chart
3. Faction territory chart
4. Insurgent Industry chart

1. Common Weapons and Equipment
2. Rare trade chart
3. Outlaw trade table
4. Off world trade table
5. industrial trade table
Although this may cause a fluff issue as you may not be on the same world post game sequence as where your territory is. Possibly a system territory list faction list and a system contact list. although I really like the idea of the industrial trade table
 
I don't think that Xenos or other unlawful gang types can really get outlawed, i really see it as just a Necromunda thing. The way I'm reading the territory tables is the imperial version of an income source. Eldar wouldn't really have a disgruntled bank clerk skimming cash from the royal bank of Ulthwe, but may have subverted an imperial one, or have a more fluffy territory, like an eldar trader who sometimes cons stupid humans into paying way over the odds for Eldar object d'art.
 
  • Like
Reactions: Jimst
I don't think that Xenos or other unlawful gang types can really get outlawed, i really see it as just a Necromunda thing. The way I'm reading the territory tables is the imperial version of an income source. Eldar wouldn't really have a disgruntled bank clerk skimming cash from the royal bank of Ulthwe, but may have subverted an imperial one, or have a more fluffy territory, like an eldar trader who sometimes cons stupid humans into paying way over the odds for Eldar object d'art.
I get that Throne Guild represents an abstract value but I think Eldar would have territories that would produce items more like Mung Vases than hard credits. Spirit Stones, Wraith Bone, Artifacts, Webway Maps, would more be the produce of an eldar strike force. They would have to use the diversity of their wealth to their advantage and a lot of their goods might go for a lot on the black market.
 
I don't think that Xenos or other unlawful gang types can really get outlawed, i really see it as just a Necromunda thing. The way I'm reading the territory tables is the imperial version of an income source. Eldar wouldn't really have a disgruntled bank clerk skimming cash from the royal bank of Ulthwe, but may have subverted an imperial one, or have a more fluffy territory, like an eldar trader who sometimes cons stupid humans into paying way over the odds for Eldar object d'art.
Wouldn't it be cool if Eldar only got payed in RARE equipment that they scavenged or stole. Dark Eldar might have an interesting slave trade?
 
The territory and trade system is really what make Necromunda a great game. And it works wonderfully for anyone who reasonably has a place in the under hive. I'm just not sure everyone would make capital the same way? I'm not saying we need different fluff for every faction, but if feels like more diverse range of incomes and trade may be appropriate. Some factions may not function well with the traditional territory systems.
 
If you could work out a slave trade then the underhive slavers gang, dark elder and void pirates could use that...

Eldar might have their own one similar to journeymen gang from ash wastes... if they succeed then the farseer back home dedicates a good portion of wealth/influence to them to buy new stuff, if they do badly (lose) then they must scrape round for what they can...

Not sure on any others off hand... maybe a requisition type one for guard kill teams and arbites... but usual territories can work for them so...
 
Has anyone got an editable version of the territory chart that I could have a play with. (will get some books out and see if I can come up with something fluff friendly)
 
  • Like
Reactions: spafe
Hi all. I'm new to the forums, but I've been working on something along these lines. Basically, warbands all roll on the same table to generate assets, but for each number range they select from a few different options with identical or similar effects. This way a variety of warbands can use the same table while picking options that make sense in the fluff.

Here's a link to the Google I've been knocking together, with options for Territories (lifted from the NCE), Contacts (tweaked based on Inquisimunda 2.0) and Apparatus (mostly new):

Warband Assets
 
So, a Chaos Cult gang that rolls a 43 might choose Vents, but a group of Dark Eldar Void that rolled the same thing might go for a Dropship.

Also, the file is still a work in progress, as the fields in yellow still need to be fleshed out or revised.
 
This is a good idea. I had a thought more along the lines of having the main territory list but with different effects for different gangs and also a small list of gang specific territories, but I can see this has got serious potential.
Xenon lists could be a bit of an issue though as you will probably need 1 per race with possibly 2 outcomes for each territory to represent say elder and dark elder.
Also you have the issue of captured territories which is where my thinking to having a main list with different outcomes for each territory. Nids generally being food for a digester pool:)
I like what you got so far and please don't take any of my comments negatively as they are only my recent thoughts about how to go about the territory issue with so many races and alignments.
This could also snowball. with say a chaos warband for example that finds a settlement can subvert it providing they have a high enough subversion level giving them one outcome (get a Cultist) and if they fail it then another (raise it for 2D6 creds and wipe from roster)