V3.0 Warband Creation Update

Tiny

Hive Lord
Yak Comp 1st Place
Tribe Council
Jul 12, 2011
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South Wales, UK
www.tinyworlds.co.uk
Hi folks,

Here is my proposal for warband creation in Inquisimunda 3.0.

Please let me know your thoughts about whether this is a better system or not, what you like, what you don't etc.

Obviously nothing is set in stone yet, so don't get too nitpicky on details. Please concentrate on whether this is the kind of system we want or whether you prefer the old system with 6-10 named positions within each warband.

Please also stay on topic and once you have stated your thoughts, try not to not get drawn into circular arguments as that only serves to gum up the thread with the same words making feedback harder to read.

EDIT: Re-uploaded to remove typos.

20/1/17

Lots of updates.

Highlights include:

Warbands no longer (necessarily) starting as Radical
Inquisition warbands
The Path to Heresy!

03/02/17

Void Pirate warbands
changed a few other bits as discussed.

17/02/17
Military Strike Teams
Common Xenos Weapons
Many typos and fixes.

12/6/17
Diplomatic Expeditions (Rogue Traders, Noble House, T'au Diplomatic Cadre, Squat Household).
Added little fluffy rules to other lists
Many (many many) typos and fixes.

21/9/17
Fixed loads of stuff. Added Underworld thingy.
 

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  • Creating an Inquisimunda Warband 21-09-17.pdf
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Sir i think that looks amazing, its exactly how i imagined it and more. iv had an initial read thru but will have a fuller read thru later and if i find anything more ill update this post rather than making another, i love how the cults have been rolled down into a single entry but can be used to represent loads of different types and they still keep there flavor. i cant hit the like button enough on this :)

the uniformed selection of members of a warband is ace allowing a Fighter in a warband to represent just about anything you want.

Typos
Elites: A warband can have up to two Heavies but no more.


Thoughs
Elites - perhaps only allow each upgrade to be chosen once for all elites so you cant make 2 elites with +1 T +1BS to represent the unique nature of elites?

Edit
@Tiny dark mechanicus idea, what if all other imperial warbands hated them?

Edit
Could we give each of the Sub types here own skill list so each cult could have a different skill list to represent the difference between khorn (angry) and slanesh (lithe) or ecleasiarchy(combatty) and genestealers (stealthy)?
 
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Good:
Lovely standardization of layout, making all warbands easily comparable. Much prefer this layout and set up.
I much prefer the layout of the cults, it's this one that I was most dubious about it working for, and it looks like it has very well. Clear to pick and then go through what parts are modified.

Bad:
Is there a reason (beyond fluff) to ever not pick radical mechanicus? If it's just because puritan hasn't had their stuff written, ignore this comment, otherwise radical has all the bonuses.

Issues (typos and Clarifications):
Typo: Page 2, Elites: A warband can have up to two Heavies Elites but no more.
Chaos cults dift of chaos thing, should be a 2 or 12 not a 1 or 12.

Edit:
I also added V3.0 to the title so that we can (hopefully) have a clearer board in terms of threads and what they relate to :)
 
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Thanks guys. Glad you like it for the most part.

Seems my first read-through missed a good few typos. I have amended those (along with a few others I've picked up) for the next draft.

Also thinking I will remove the Pit Slave weapons from the common weapons section and add them to warbands that would likely have them (most except any military warbands such as an all Eldar or Guard warband I guess).

Bad:
Is there a reason (beyond fluff) to ever not pick radical mechanicus? If it's just because puritan hasn't had their stuff written, ignore this comment, otherwise radical has all the bonuses.

Hmm, that one skipped me by. My intention was to make the general warband the "Puritan" type one without adding the word "Puritan" as I don't see Mechanicus being too bothered about Hating members of radical cults etc. They're more puritanical about their technology, hence hating radical mechanicus only. I beleive we need to lower the amount of Hatred across the board as it currently seems to be in every warband. Cults would have a lot of it, as would Puritan inquisitors. I don't see Radical inquisitors being as hateful about things really.

I have changed the last sentence to read: All Non-radical Adeptus Mechanicus warbands and all Puritan warbands gain Hatred when fighting a Radical Adeptus Mechanicus warband.

That at least gives some downside to being a radical warband. It may change depending on other warbands as it may be easier to add that each specific warband hates radicals in its own list (like with cults), rather than adding it here.

Any other ideas for a downside to being Dark Mechanicus, please let me know.
 
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Looks good.
It still needs some other warbands as well (xenos), but the basics are nice and I fully support this setup. The elites need to be playtested of course, but I generally really like it. Also how you gave the warbands an extra skill option.
- I think the weapon lists might vary a bit more, but this is largely dependent on the final weapon lists (just 4 basic weapons for something like the mechanicus, sounds few to me?).
Overall I really like how you went about it.
- The one thing I feel is less good is the skills, I like that you reduced the number of skills back to a necromunda level, but I dissagree with the skills you have choosen. I am not a large fan that you gave the two warbands (which in my eyes are least stealthy) now have the option for stealth for everyone.
- Agree with 4arm, +1 ini for heavies, might not be neccesary, putting choices/options in bullet points would make things more clear.

Mechanicus, looks nice, but a few minor points.
- Rules for nonradical warbands are now also under the header of radical warbands, and they seem uneven, maybe allow bolter weapons a 5+ ammo roll for puritan mech?
And the skills of the mechanicus feels wrong, why do they all have stealth? They are often quite bulky etc, I would say swap strength and stealth?
- Right now we do not have rules for servitors, should that be in the species threat or in constructs?

Cults
Like how the basis of the cults follows one set. And generally like them, a few points I am unsure about/dislike:

Imperials, and genestealers: I like the idea of their rules, not sure about balance, playtest will show.
I really like how the imperial cult and chaos undivided have nearly the same rules but get a completely different feel because of the extra species.
Tzeentz seems quite powerfull (cheaper mutations and cheaper psykers), but because they are all still expensive, it might just turn out balanced.

- The one thing I feel is certainly unbalanced is the nurgle cult, they seem quite bad, gaining acces to only 1 new piece of equipment. And suffer a HUGE drawback ammo rolls on a 1 and a 6. So I think they either need something to boost them, or not have this drawback, but must say the drawback is fluffy. Maybe something with fear?

And again skills, would it not make more sense to give all the their own skillset?
- I do not see the ecclesiarchy as stealthy, the ecclesiarchy which had nearly every skill besides stealth and tech, now everyone in it has stealth, but miss the other skills.
- A Slaanesh warband with hardly any agility skills.
- Khorne where their initiates have no combat skills, and even warriors lack strength skills?
I understand the idea, you went back to the original necromunda where each house had a set number of skills for each rank. But I think right now it feels a little bit of to me, then again this happens partly because of mixing multiple warbands together.

Now this post might sound a bit negative, but most of those things are minor things and overal I really like the structure. I think some small changes here and there, nothing really drastic, except maybe the skills.
 
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Love it, much clearer and simpler.

Longer nit picky comments:

  1. Can the additional advances be a bullet point list to make it clear that whether you can choose a skill and an attribute boost, and also clarify whether you can choose the same advance twice.
  2. Currently, Only leaders have access to Special weapons, is this correct? Heavies and possibly Elites could have access, though perhaps individual warband types might specify if their Elites get access.
  3. Why do Heavies get +1 I?
  4. Should initiates get access to Basic weapons? Juves don't.
  5. We might want to shrink the common items list, but let's leave that for after the wargear list is further along. I certainly think having one is a great idea.
  6. Can Heavy Servitors climb steps or other things that are not ladders?
  7. We've created some problems by having stuff like Gholam and Servitor count as species, this will need dealing with in the species section somehow.
  8. How about lower Investigation rating as a downside for Radical Mechanicus? Or simply a raised cost for one or more roles?
  9. Should mechanicus have access to all the bionics at Warband creation?
 
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The free claw for Genestealers on an extra arm might be a bit too much btw. Also, why the Chitenous Skin = Spikes thingy? Chitenous skin for Genestealers should be a 5+ save, not "If injured in HtH combat, any enemy models in base contact immediately suffer a Strength 3 hit. Dodge and armor saves may be taken as normal."
 
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Looks good.
It still needs some other warbands as well (xenos), but the basics are nice and I fully support this setup. The elites need to be playtested of course, but I generally really like it. Also how you gave the warbands an extra skill option.
- I think the weapon lists might vary a bit more, but this is largely dependent on the final weapon lists (just 4 basic weapons for something like the mechanicus, sounds few to me?).
Overall I really like how you went about it.
- The one thing I feel is less good is the skills, I like that you reduced the number of skills back to a necromunda level, but I dissagree with the skills you have choosen. I am not a large fan that you gave the two warbands (which in my eyes are least stealthy) now have the option for stealth for everyone.
- Agree with 4arm, +1 ini for heavies, might not be neccesary, putting choices/options in bullet points would make things more clear.

Mechanicus, looks nice, but a few minor points.
- Rules for nonradical warbands are now also under the header of radical warbands, and they seem uneven, maybe allow bolter weapons a 5+ ammo roll for puritan mech?
And the skills of the mechanicus feels wrong, why do they all have stealth? They are often quite bulky etc, I would say swap strength and stealth?
- Right now we do not have rules for servitors, should that be in the species threat or in constructs?

Cults
Like how the basis of the cults follows one set. And generally like them, a few points I am unsure about/dislike:

Imperials, and genestealers: I like the idea of their rules, not sure about balance, playtest will show.
I really like how the imperial cult and chaos undivided have nearly the same rules but get a completely different feel because of the extra species.
Tzeentz seems quite powerfull (cheaper mutations and cheaper psykers), but because they are all still expensive, it might just turn out balanced.

- The one thing I feel is certainly unbalanced is the nurgle cult, they seem quite bad, gaining acces to only 1 new piece of equipment. And suffer a HUGE drawback ammo rolls on a 1 and a 6. So I think they either need something to boost them, or not have this drawback, but must say the drawback is fluffy. Maybe something with fear?

And again skills, would it not make more sense to give all the their own skillset?
- I do not see the ecclesiarchy as stealthy, the ecclesiarchy which had nearly every skill besides stealth and tech, now everyone in it has stealth, but miss the other skills.
- A Slaanesh warband with hardly any agility skills.
- Khorne where their initiates have no combat skills, and even warriors lack strength skills?
I understand the idea, you went back to the original necromunda where each house had a set number of skills for each rank. But I think right now it feels a little bit of to me, then again this happens partly because of mixing multiple warbands together.

Now this post might sound a bit negative, but most of those things are minor things and overal I really like the structure. I think some small changes here and there, nothing really drastic, except maybe the skills.

Seconded, I hadn't looked at the skill tables. A lot of this can be dealt with by just giving individual warband subtypes extra skill access and dramatically reducing the overall warband supertype skill table.
 
The free claw for Genestealers on an extra arm might be a bit too much btw. Also, why the Chitenous Skin = Spikes thingy? Chitenous skin for Genestealers should be a 5+ save, not "If injured in HtH combat, any enemy models in base contact immediately suffer a Strength 3 hit. Dodge and armor saves may be taken as normal."

The free claw is as much a drawback as it is a bonus, means that the arms can't hold a gun or a melee weapon so it cuts down special rules I really like this as a way to deal with them

I agree that the chiytinous skin should be armour not spoken stuff
 
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Thanks for the extensive feedback folks.

Some responses (not to everything as that will take forever).

- I think the weapon lists might vary a bit more, but this is largely dependent on the final weapon lists (just 4 basic weapons for something like the mechanicus, sounds few to me?).
Overall I really like how you went about it.

They are only placeholders until the weapons list is sorted out. Once that is done, I will look at adding the others.

- The one thing I feel is less good is the skills, I like that you reduced the number of skills back to a necromunda level, but I dissagree with the skills you have choosen. I am not a large fan that you gave the two warbands (which in my eyes are least stealthy) now have the option for stealth for everyone.

Again, just chucked in for the time being to illustrate the point. Easily changed after some discussion.


- Rules for nonradical warbands are now also under the header of radical warbands, and they seem uneven, maybe allow bolter weapons a 5+ ammo roll for puritan mech?
And the skills of the mechanicus feels wrong, why do they all have stealth? They are often quite bulky etc, I would say swap strength and stealth?

Again, rules for each warband aren't set in stone. This is all up for some discussion. I agree an additional disadvantage for Radical Mechanicus is needed. Don't really need better ammo rolls IMO as elites/ leader can just take weaponsmith as one of their skill ups.

- Right now we do not have rules for servitors, should that be in the species threat or in constructs?

For the purposes of this list I have included some constructs as species. I used the rules for constructs from the current version to work them out. Would not do that for all constructs (drones, servo skulls etc) as they should be equipment items. If people would like to discuss that, please do so (maybe in the "races" thread?).

- The one thing I feel is certainly unbalanced is the nurgle cult, they seem quite bad, gaining acces to only 1 new piece of equipment. And suffer a HUGE drawback ammo rolls on a 1 and a 6. So I think they either need something to boost them, or not have this drawback, but must say the drawback is fluffy. Maybe something with fear?

Nurgle are my guys so did not want to show them too much favouritism. Initially gave them some other benefit (Flies causing -1I for non nurgle models within 6") but thought it was too good. Any ideas?

And again skills, would it not make more sense to give all the their own skillset?
- I do not see the ecclesiarchy as stealthy, the ecclesiarchy which had nearly every skill besides stealth and tech, now everyone in it has stealth, but miss the other skills.
- A Slaanesh warband with hardly any agility skills.
- Khorne where their initiates have no combat skills, and even warriors lack strength skills?
I understand the idea, you went back to the original necromunda where each house had a set number of skills for each rank. But I think right now it feels a little bit of to me, then again this happens partly because of mixing multiple warbands together.

A good point and easy thought to add into the special rules for each cult. e.g. Khorne Cults lose normal access to Stealth skills and gain Combat and Muscle access for all ranks.


Now this post might sound a bit negative, but most of those things are minor things and overal I really like the structure. I think some small changes here and there, nothing really drastic, except maybe the skills.

Not at all. Some nitpicky details which weren't really ready for comment as yet but good points for the most part.

  1. Can the additional advances be a bullet point list to make it clear that whether you can choose a skill and an attribute boost, and also clarify whether you can choose the same advance twice.
  2. Currently, Only leaders have access to Special weapons, is this correct? Heavies and possibly Elites could have access, though perhaps individual warband types might specify if their Elites get access.
  3. Why do Heavies get +1 I?
  4. Should initiates get access to Basic weapons? Juves don't.
  5. We might want to shrink the common items list, but let's leave that for after the wargear list is further along. I certainly think having one is a great idea.
  6. Can Heavy Servitors climb steps or other things that are not ladders?
  7. We've created some problems by having stuff like Gholam and Servitor count as species, this will need dealing with in the species section somehow.
  8. How about lower Investigation rating as a downside for Radical Mechanicus? Or simply a raised cost for one or more roles?
  9. Should mechanicus have access to all the bionics at Warband creation?

1 - Yes
2 - Elites don't but can take specialist skill. Heavy is copy/paste typo. Good catch.
3 - Typo
4 - Yes. Guard conscripts should have lasguns, plus many other reasons. Juves are untrusted gang fighters and have to "earn" their good guns.
5 - Once weapon list is done we'll look at it. Currently just to show a point.
6 - Yeah, why not? Yes, there's arguments for and against but I've seen things on tracks/wheels go up stairs on films. Also some will have legs. If they can't be climbed (e.g. fragile stairs) that should be GM's discretion.
7 - Correct.
8 - Once IR/SR are sorted out that may be a thing. Lets leave that discussion for another thread though.
9 - They should indeed. Another omission. We'll sort weapon lists at a later date though.

The free claw for Genestealers on an extra arm might be a bit too much btw. Also, why the Chitenous Skin = Spikes thingy? Chitenous skin for Genestealers should be a 5+ save, not "If injured in HtH combat, any enemy models in base contact immediately suffer a Strength 3 hit. Dodge and armor saves may be taken as normal."

Free claw is a double edged sword. Yes, its 5TG for free but also means you can't hold anything else in that hand and have no option to take one if you want the Extra Arm. It is simply a benefit for the Warband like any other. Just because it normally has a value attached doesn't make it OTT. Scavvies all get free clubs and nobody baulks at that.

Spikes read: Spikes (15cr): The mutant has a 5+ armour save but may not wear flak, mesh or carapace armour.

At least in current version of OCE they do.
 
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One thing worth saying is that this is a proposal for the way we build warbands and that the warbands, weapon lists, skill lists and the like are there to illustrate the versitility of the system not solid proposals. if we decide to adopt this way of doing warband we will i belive then go thru each warband and come up with its rules and stuff so its the warband creation we should focus on here rather than the warband rules and the like as there semi paceholders @Tiny please correct me if im wrong about that

On the Initiates having access to basic weapons it definetly means that they are worth there 5 extra points and dont see a huge problem with it, again only playtest will tell but on paper every initiate can do it so its not gonna give any warband an unfair advantage

Edit
the spike thing is again a problem we have had in the past with the diffrence between OCE and IMUUNDA mutation lists cause in imunda there is a Spikes mutation but its "Caustic Blood/Spikes (+30 TG): If injured in HtH combat, any enemy models in base contact immediately suffer a Strength 3 hit. Dodge and armor saves may be taken as normal."
i think we need to look at how we deal with mutations we should use the rules from OCE as much as posible and just add some in if they are required but making sure they dont conflict name wise in my opnion but thats a discussion for another thread
 
Ah, in the Inquisimunda book you have:

-Chitinous Skin (+20 TG): The mutant gains a 5+ armor save but may not wear any other type of armor.

-Caustic Blood/Spikes (+30 TG): If injured in HtH combat, any enemy models in base contact immediately
suffer a Strength 3 hit. Dodge and armor saves may be taken as normal.
 
One thing worth saying is that this is a proposal for the way we build warbands and that the warbands, weapon lists, skill lists and the like are there to illustrate the versitility of the system not solid proposals. if we decide to adopt this way of doing warband we will i belive then go thru each warband and come up with its rules and stuff so its the warband creation we should focus on here rather than the warband rules and the like as there semi paceholders @Tiny please correct me if im wrong about that

I definitely support the general model for warband creation.
 
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One thing worth saying is that this is a proposal for the way we build warbands and that the warbands, weapon lists, skill lists and the like are there to illustrate the versitility of the system not solid proposals. if we decide to adopt this way of doing warband we will i belive then go thru each warband and come up with its rules and stuff so its the warband creation we should focus on here rather than the warband rules and the like as there semi paceholders @Tiny please correct me if im wrong about that

That is correct. They are semi-proposals. i.e. Showing what can be done to turn existing warbands into the new format. They are most definitely up for change though.

On the Initiates having access to basic weapons it definetly means that they are worth there 5 extra points and dont see a huge problem with it, again only playtest will tell but on paper every initiate can do it so its not gonna give any warband an unfair advantage

My thoughts exactly. If everyone has access to them, no problems.

Fits nicely for so many fighters that fit into the Initiate Category to have basic weapons.

Imagine Old Zeke the janitor and his trusty rifle "Bessie" lining up a shot against the whippersnappers (crazed Chaos Cultists) on his lawn.
Little Billy the raw PDF recruit, eager to show his (lack of) mettle against any foe.
Trusty Nitpik, freshly appointed "Kicking Grot" to Marok, the Ork Bully, carrying his newly polished blunderbuss.
Young Jessie, clerk to Inquisitor Trufax, handed the Inquisitor's own boltgun and told "if anything moves, shoot it!".

Edit
the spike thing is again a problem we have had in the past with the diffrence between OCE and IMUUNDA mutation lists cause in imunda there is a Spikes mutation but its "Caustic Blood/Spikes (+30 TG): If injured in HtH combat, any enemy models in base contact immediately suffer a Strength 3 hit. Dodge and armor saves may be taken as normal."
i think we need to look at how we deal with mutations we should use the rules from OCE as much as posible and just add some in if they are required but making sure they dont conflict name wise in my opnion but thats a discussion for another thread

Agreed. Even though "spikes" and "5+ Save" don't really fit the best, we need to be consistent where possible to avoid confusion. Can make it "Scaly/Chitinous Skin / Spikes: 5+ Save, no armour" though as its not messing with any current NCE/OCE rules (scaly skin exists too).
 
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One thing worth saying is that this is a proposal for the way we build warbands and that the warbands, weapon lists, skill lists and the like are there to illustrate the versitility of the system not solid proposals. if we decide to adopt this way of doing warband we will i belive then go thru each warband and come up with its rules and stuff so its the warband creation we should focus on here rather than the warband rules and the like as there semi paceholders @Tiny please correct me if im wrong about that

You are very right @Gregor Firedrake (from my understanding anyway). With that in mind, May I be a little presumptioous (as I am aware not everyone has replied here, but so far the overwhelming gist has been that it's a good method, and the only real point that solely addresses the set up is the skill tables. Whether these should be a number of tables at the end (I'm thinking cults here), one for each type... or should it be a standard table, then in the different types of cults, have modifiers listed there.

I think this is only likely to affect one or 2 warbands, but its the only thing I can see that's a direct comment on the design style.
 
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Looks good! Though I'd hate to lose the versatility for the Eldar and Ork list.

Nurgle Cult indeed needs a buff, having a 1/3rd chance of ammo rolls is a huge drawback that needs to be compensated. I experienced that the warband is already rather underpowered as it is. The -1 to hit sounds interesting.
 
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