I've spend the last few weeks cooking up rules for Inquisitor Gangs. What do you think? and these are designed to only be used by The Person running the campaign and are also designed to be both very small and very powerful and are intended to win games with a mixture of the power and quality of their weapons, the powers of their models and the vastly superior nature of their strategic options
Basic info
These are mostly designed to only be used in Campaigns that are custom made to accommodate them, at least 4 out of every 10 Gangs must be either Cults or corrupted, their must be rules to give gangs a better chance/any chance, of winning, Gangs must have access to stuff designed to be used against Inquisitor Gangs and their must be custom scenarios that were Gangs have a huge advantage over The Inquisitor Gang and that will let them get stuff, XP and unique Skills that will give them a chance in regular games later on
They should normally only be used by The Person running the campaign and are also designed to be both super small, for their credit cost and small powerful, again for their credit, and are intended to win games with a mixture of the power and quality of their weapons, the powers, abilities and skills of their models and the vastly superior nature of their strategic options
Even if used by regular players they are still designed to be both super small, for their credit cost and small powerful, again for their credit, and are intended to win games with a mixture of the power and quality of their weapons, the powers, abilities and skills of their models and the vastly superior nature of their strategic options
They don't or at least shouldn’t do regular 1-off games, if doing special or unique 1-off games then they must be worth at least 6,000 Credits and must be either the attacker and be worth at least 50% more then their foes or be the defender and the attacker must be worth at least 50% more then them and in a campaign all gangs must start out with at least 2,500 Credits they get double that, which means at least 5,000 Credits,
Saying that though you should trust me when I say they are going to need it and after creation they can't buy anything or recruit anyone or anything, which means they have no way of replenishing lost weapons, and losing models is far worse
Rules stuff
They buy anything from any house list, book, Trading Post or Gang List, but only The Inquisitor can have stuff that either has A Rarity Value of 13 or higher or A Illegal Value of 13 or higher, or any Xenos Stuff or that only 1 House can normally have
As well as which the only models that can have any Imperial Stuff are The Inquisitor, The Hellblaster(if there is 1), the better then normal Arbite Sergeant(if there is 1) and Sanctioned Psyker(if there is 1)
As their gang will always be outnumbered and most foes will target them when or if possible The Inquisitor/Leader can have the stats, costs and rules of being any House Leader or A Enforcer Captain or can choose 1 of The 3 Stat-lines of A Venotar Gang Leader
Inquisitors always have Savant, Shooting and Leadership as Primary Skill Type and The Players choice of either Cunning or Combat as their 4th Primary Skill Type, their 3 Secondary Skill Types are Agility, Ferocity and The Players choice of The Specialist Skill Type of either Enforcers, Escher or Goliath
What is more power as The there are large parts of The Underhive that is more corrupt then most places The Inquisitation wouldn't risk a very powerful Psyker, which is why lnquisitors and Sanctioned Psyker with only 1 or 2 Psyhic Powers treat The Psyhic Power tables as A Primary Skill Table and those with 3 or more Psyhic Powers treat The Psyhic Power tables as A Secondary Skill Table
Inquisitors can get Psyhic Powers for 250 Credits, they always get 1 legit power their choice and can take up to 3 other powers of their choice for 120 Credits per power
They have access to Imperial Guard Stormtroopers Veterans, which are the same as Champions that can be from any house or houses but you can't mix Goliaths with Escher, Van Saars with more then 2 others and Delaques with Orlocks
Same goes for Elite Stormtroopers being the same as Leaders. Guardmens being the same as Gangers and Guard Rookies being the same as Juves
They can only take A Gangs more Specialized Champion, as 2 examples Goliath Stimmers and Escher Death Maidens, if they have both A Stormtroopers Veteran/Leader equivalent and A Regular Stormtrooper/regular Champion equivalent, from that House
They are the only Gang currently in the game, and lets be honest likely the only gang ever, that if you want can be made up entire of A Elite Leader, Lesser(?) Models that are as good as Leaders, Champions, Brutes, Hangers-on, Hired Guns and Special Characters
All Stormtroopers Veterans can use stuff unique to The Houses they are the equivalents of Leaders of, 1 of your Champions can do The same, but Inquisitors can only do it if they have the equivalent of 1 Leader, 1 Champion, 1 Ganger and 2 Juves from that house and no matter what can't access the unique stuff of more then 1 House
Inquisitors have no restrictions on number of Brutes and Hangers-on and can freely take those normally only available to 1 house and those that most houses would normally pay more for
Inquisitors have no limit as such on Pets and Beasts but if its 1 that normally only 1 Gang can have then if they have 4 members, of any type or types, from that gang then they get it for normal price, otherwise they pay triple normal price
All members of Inquisitor Gangs can get advances and they can either pay credits equal to triple what they'd normally increase your ratting by or spend multiples of 15 Credits that each get you 1D6+4 experance and hope you get lucky
You can also take 1 Rookie(?) Primaris Hellblaster, these have the stats of A Van Saar Champion but their 1 Skill must be The Shooting Skill Marksmen, you must pay for them to start with at least +1 BS, +1 S, +1 A, +1 LD, +1 WIL and +1 INT, you must pay for them to start with The Fearsome and Inspiring Presence Skill, but as Leadership and Ferocity Skills are Primary its not that bad and they must have Power Sword, Plasma Gun, Carapace Armour, Boltgun, Respirator and Frag Grenades and Smoke Grenades, which means they'll cost a fortune
The Gang can take 1 access to Sanctioned Psykers, whose stats and available equipment are basically legit versions of Genestealers Magus with Regular Powers and the rules for them starting with more then 1 power are the same as for Inquisitors
You can also take either 1 Light Gun Servitor which is the same as A Slave Ogryn Ganger, or 1 Medium Gun Servitor which is the same as A Slave Ogryn Champion or 1 Heavy Gun Servitor which is the same as A Slave Ogryn Leader
If they get A House Escher Chem Smyth then rather then her giving The Gang is Discount on Chems every 3 games she makes either 2 free doses of A Random Chem or 1 free dose of A Chem of The Inquisitor Players Choice
They can have 1 better then normal Arbite Sergeant, these are the same as A regular(?) Enforcer Captains, 1 difference is that as most Inquisitors wouldn't use better then normal Arbite Sergeant's that are Smarter or better Leaders then he/she is but likely wouldn't mind 1's having similiar levels of Coolness and Willpower to them this are different
This means they must lower both LD and INT by 2 points, but this also Increases both his CL and WIL by 2 points and he or she must be given Light Carapace Armour, A Plasma with any Gunsight, Frag Grenades, any 1 gun worth up to 20 Credits as a backup gun and Chainsword
You can also take 1 Deamonhost but if you do you can’t take A Hellblaster, The(if you have 1) costs +50% his/her cost rounded to the higher 100 and you must have A Sanctioned Psyker that has at least 2 Psyhic Powers and your Inquisitor must be A Psyker, but if you want he/she can only(?) start with 1 power
On the plus(?) side its got either 2 Random Chaos Powers or 1 Chaos Powers of your choice, it has WIL, CL and INT of A Chaos Magos, it always has M 7 and when it comes to its WS, S, T, W, I and A you get to choose whether its stats are the same as A 2 to 5 on the relevant part of The Chaos Spawn Chart or you can roll on The Chaos Spawn Chart and hope that you either roll A 6 or at least don't roll A 1
The Hang can also take 1 Ogryn Bodyguards, these have the stats, cost and skills of A Goliath Stimmer, but they must have Semi-Illegal Genetic Modifications and these are the same as Goliath Gene-Splicing
The Ogryn Bodyguard they must have at least 1, can have up to 3, can't use 1's that reduce their costs, can freely use any of the 3 types, and they must have and can only have the following 5 bits of gear which are Ogryn only versions of regular stuff and the same costs, rules, stats and abilities are the regular 1's
Those 5 bits of Ogryn only gests are The Semi-Automatic Shredder which is A Ogryn only version of The Boltgun, The Light Foe Tearer which is A Ogryn only version of The Chainsword, Heavy Ogryn Plates which is A Ogryn only version of Mesh Armour, The Heavy Blast Bombs which is A Ogryn only version of The Frag Grenades and the super-sized planetary atmosphere mask which is A Ogryn only version of The Respirator
You can also get Hired Guns and Special Characters, these cost triple their normal hire fee, but they are worth it, indeed they’re well worth it, that’s because 1st off they're permanent, 2nd you can take up to 3 times as many Bounty Hunters as normal, sadly that only(?) means a maximum of 3 and 3rd they’ll be a lot better then normal and may well be among the top 50 of their type on the planet, so naturally they must be far better then normal
For Bounty Hunters first you choose A Bounty Hunters Stat Line from 1 of 3 then you add get +1 to all 11 stats, get 1 skill of your choice each from The Shooting, Cunning and Agility Skills, they also get either 1 Random Skill each from Leadership and Savant Skills or 1 of your choice from Savant, they have to take at least 200 Credits worth of stuff and they can have up to 300 Credits worth of stuff
For Underhive Scummers they add +1 to 6 of their 11 stats, up to 1 in 3, 3rd, rounded up, can pay 50 credits per extra +1 to increase up to 3 of the other 5 stats by +1, they have to take at least 65 00 Credits worth of stuff and they can have up to 125 Credits worth of stuff
Just like normal Bounty Hunters and Scummers they can't gain advances or even XP during campaigns and unlike normal Bounty Hunters and Scummers you can buy them advances before it starts
As well as which they can mix Outlawed Special Characters but if they have 1, or more, models with The Outlaw Rule they can’t take 1, or more, models with The Dead or Alive Rule unless he or she or they either also have The Dead Or Alive Rule or you’re playing A 1-off Scenario and even then you must have a good reason and your opponent must agree that it makes sense
You can have up to 3 Special Characters, but no matter how many you can afford of thing you can afford you can only 1 that can normally only be used by 1 Gang, and if you think you can afford the Credits you can take 2 characters that are business partners or partners in crime, for example Jerico and Scabbs, and these only count as 1 of your limit of Special Characters
Almost lot of inquisitors that lead Gangs of their followers on Necromunda manage to convince, even if it can take years, the followers of theirs that loyal to them but won’t die for them that they are very nice, very sociable, very merciful, very helpful to most if not all of their 5 most loyal followers that are normal humans and very kind, even if those are only when compared with most if not all other Inquisitors
That is why Hangers-on that would normally either die or otherwise retire are eventually healed, other recover or arrange for a friend, family member, ally or someone that owes their life to them
As well as which Inquisitors can form Alliances with either 2 Guilds, or 2 Noble Houses or 2 Criminal organizations, no normal humans foolish enough to double cross a inquisitor, 99% of normal humans are foolish to even consider it, that’s why their allies never break the alliance but they can and they never normally suffer side effects but can choose to
As a example theirs A Alliance with House Greim 1 Gang Member of the players choice, not random, would gain the experance but they wouldn’t have to roll on The Injury Table but for some reason he player wanted to roll on the injury table
For a few examples he or she was hoping for they’d roll A 11 and get even more XP or was hoping they’d roll A 31 to 56 since that would let them use The Injury curing Tech that Van Saar Gangs can roll or the model was already so badly injured that it would be a liability in every future battle and were hoping to roll A 61 to 66, which would kill him/her/it
As another example of A Alliance with House Greim if they lost the game they don’t have to roll to see if 1 or more models gets permanently seconded to the militia but they can choose, if they want to but I doubt anyone ever would, then they do so in a way that’s unique, which means the player chooses which model or models units gets permanently seconded to the militia
As a example of A Alliance with The Slavers Guild A Gang that has 1, or more models, that would either get sold into Pit Slavery or earn them cash, if they don’t want to risk losing 1 or more models to Pit Slavery they don’t have to risk it but they’re guaranteed to not get the cash, or they can try for the cash and risk losing 1 or more models to Pit Slavery
That is why Hangers-on that would normally either die or otherwise retire are eventually replaced, but it only has A 50/50 chance after every game and you don’t start rolling until after the 4th Game following their death or
I estimate that on average between 59% and 67% of The People that fight for A Inquisitor are both Elite and better then most people in their career and all of them are both better trained and more experienced then a average person in their career all members of The Gang start with at least 4D6+2 experance
A Inquisitor should, which doesn't mean they will, try and get some of the best and sack or even kill those not up to his or her standards, again should doesn’t meant that they will
This is why you roll this after you have bought a model and the stuff he or she has and before you decide what experance and advances you buy for him/her/it, which because of the advances and skills you must buy A Hellblaster, if you take 1, means that if you're very lucky with the roll for free XP he or she could be a lot cheaper then normal
As well as which A person that even attempts Inquisitor Training must be highly skilled, highly intelligent, highly educated and have a well above average intellectual capacity and have the potential to become even more skilled, intelligent and capable
That is why a rule unique to this gang is that no matter how many advances A Inquisitor starts with those advances don’t increase the XP cost of their future advances and any advances he or she acquires during the campaign also don’t increase the XP cost of their advances
As well as which if either The Inquisitation or Warhammer 40K were real I imagine that their would be a law that ideally their followers must have a slightly above average level or skill, intelligence, education and intellectual capacity
I also image that their would be another law that at the very least their followers must have the capacity to acquire a slightly above average level or skill, intelligence, education and intellectual capacity and must be willing to do so
That is why another rule unique to this gang is that no matter how many advances A Member of A Inquisitor starts with those advances don’t increase the XP cost of their future advances and as for the advances they acquire during the campaign they only increase the XP cost of their advances after the 3rd, which means starting with the 4th