V3.0 Warband Creation Update

Thanks @bubbleunder99 . Further explanations and whatnot will be added after the document is closer to complete.

Right chaps. It is time for me to get on with this and I have made a start on "Diplomatic Expeditions" but I need you guys' help.

I am struggling a little on these so between us, lets come up with as many ideas for small special rules for the "Diplomatic Expeditions" as a whole or for the following sub-factions:

Rogue Traders
Noble House Delegations
T'au Diplomatic Cadre

...and if you think of any more sub factions, drop em in.

GO!

Apologies in advance though as there is one caveat to giving your suggestions: While everyone will undoubtedly have great suggestions, they won't necessarily all make it into the final document. So, no kicking off if your idea doesn't make the cut. I am sure it was great but unfortunately didn't fit this time.
 
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I don't know how we want to do the tau in terms of their misson goals... but I could see them having some form of convert like cultists as they are reknown for swaying others towards their greater good?

I'm a bit rushed at the moment for time and haven't refreshed my head fully with other factions so will likely have more useful stuff hopefully by the end of the week when I've had time to think about it.
 
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Thanks @bubbleunder99 . Further explanations and whatnot will be added after the document is closer to complete.

Right chaps. It is time for me to get on with this and I have made a start on "Diplomatic Expeditions" but I need you guys' help.

I am struggling a little on these so between us, lets come up with as many ideas for small special rules for the "Diplomatic Expeditions" as a whole or for the following sub-factions:

Rogue Traders
Noble House Delegations
T'au Diplomatic Cadre

...and if you think of any more sub factions, drop em in.

GO!

Apologies in advance though as there is one caveat to giving your suggestions: While everyone will undoubtedly have great suggestions, they won't necessarily all make it into the final document. So, no kicking off if your idea doesn't make the cut. I am sure it was great but unfortunately didn't fit this time.

I tip my hat to whoever came up with the name "Diplomatic Cadre". I think it perfectly describes a small autonomous band of Tau mixing it up.

I hate to sound like a broken record (or love to), but we really need an Outlaw/Outlander system for Inquisimunda and a more diverse territory system that represents the interests of various Warbands. The current Inquisimunda territory list is all third party contacts and no physical territories. We really need half a dozen other territory tables.
Eldar Scout Network,
Ork Spawning Grounds,
Justice Precinct,
Special Interests,
Archeotech Survey,
These can be in addition to the Regular Necromunda Territory, The Redemptionist territory (Rebel Territory), and the Outlaw Territory.
Not all these lists need to be big lists and some warbands will have access to multiple lists.
 
I don't know how we want to do the tau in terms of their misson goals... but I could see them having some form of convert like cultists as they are reknown for swaying others towards their greater good?

I'm a bit rushed at the moment for time and haven't refreshed my head fully with other factions so will likely have more useful stuff hopefully by the end of the week when I've had time to think about it.

Just because we are homebrew doesn't mean we can't take the lead on 40K fluff. The Tau Philosophy might start to attract followers and converts. They could use the redemptionist territory model (Rebel Territory) and maybe have an additional territory from a separate list such as "Special Interests" as primary reason for their presence. There could even be a lot of Xeno diversity in a Tau cadre as they pursue their "diplomatic" agenda. I would be down with human recruits and the use of a lot of human weaponry that they incorporate into their Warband. Tau weaponry and troops might only be available upon recruitment would be a really cool angle representing their isolation. We might even take a serious look at incorporating more than just the Fire Cast in this type of Warband. I could certainly see places for every cast in such an autonomous insurgent group.
 
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I tip my hat to whoever came up with the name "Diplomatic Cadre". I think it perfectly describes a small autonomous band of Tau mixing it up.

Thanks dude.

In terms of Outlaw system, have you looked at the one contained at the end of the current 3.0 document (in 1st post)?

I am purposely steering clear of territory rules in this thread for the moment as the direction for that has (as far as I know) not been decided on yet. There is I believe a separate thread set up for such discussion. With the release of SW:A maybe it will all change. I still don't have a copy of SW:A yet though so no idea on that.
 
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I like the Nobilist Safari sub genre of the Noble House. I think it would work well enough with other races too, Dark Eldar searching for specimens to take back to the arenas, Orks going round "shootin' fings", Eldar searching out seeded Paradise planets and the like. Do you intent to keep any or all of those sub factions?
 
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@Tiny : Is your intent to cover all of the Noble factions within this category, or leave others (like the Planetary Governor's Court) for another category? I can see going either way, but as is, "Diplomatic Expeditions" implies it's limited to more mobile groups.

Anyway, in a general "Diplomats and Nobles" category, I think a universal rule giving expanded access to rare trade (at creation and after missions) and possibly some income benefit (re-rolls? A flat bonus?) would be appropriate.

As for specific factions, some quick ideas:

Rogue Traders: Expanded access to xenos members; choice of a Charter bonus (see v2.0 for ideas)

T'au Diplomatic Cadre
: Expanded xenos access; some sort of recruitment ability as mentioned above;

Commerce Guild:
Even better/cheaper access to equipment and rare trade? Could play up their use of paid mercenaries with an ability that boosts members' Leadership by +1, but if the enemy pays XX TG, it instead becomes a -1 penalty? Or let them re-roll Territories?

Planetary Governor's Court: Depending on the campaign, this could be a common warband. I could also see it falling into the same category as PDF or something, although "Diplomats and Nobles" feels better. For abilities, maybe give Elites and/or Warriors expanded access to armor/better weapons? Or a bodyguard ability that lets a warrior take a wound for a Leader or Elite within 2 inches?

Ancient Lineage: Access to a mastercraft weapon or two on creation? Let them re-roll or pick skills in one chosen category (house specialization)?

Tainted Bloodline: One of my personal favorites. Could also be done as a variant of Mutant Mobs when we get to those, but fit here, too. Just give them expanded access to mutations in all non-Leader slots (the Leader ought to look "normal")

Noble Safari: I like these, too, for the reasons @scavvyjay mentions. Maybe give them an income bonus when they take down enemy models with multiple wounds?
 
@Tiny : Is your intent to cover all of the Noble factions within this category, or leave others (like the Planetary Governor's Court) for another category? I can see going either way, but as is, "Diplomatic Expeditions" implies it's limited to more mobile groups.

The plan is to try to include them all here. I want to keep the number of specific warbands (as in the broad warband categories) to a minimum and there's no reason that Planetary Governor's Court can't use the same rules as a Noble House Delegation, possibly with a special rule to tweak each of them but only if really required.

Noblist Safari I just see as a fluff change to the Delegation. Basically the same guys out on a jolly killing folk rather than their usual lording and partying. Could easily and simply be represented by a Heretical Noble House Delegation. Xenos safaris are covered well enough under the Void Pirates and Military Assets lists IMO.

Commerce Guild is a good one to add, although could equally just be a fluff change to a Rogue Trader charter of commerce. I know technically they are pretty different but are they mechanically identical? Not sure.

Tainted Bloodline is great and a definite include, although could also be rolled into a Noble House Delegation by allowing access to Mutants across lower ranks and adding the line: "A Noble House Delegation may come from a tainted bloodline, should you choose. If so, all Leaders and Elites must be mutants."

Ancient Lineage is definitely one I want to include.

These are just my initial thoughts so feel free to disagree. Good stuff so far chaps. Keep it coming.
 
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I'm kinda inclined to agree with that, both from a game balance view and the fluff too?

If anything, from a fluff perspective I'd go the other way - given that Necromunda/Inquisitor/Imunda are all (generally) set somewhere within the Imperium, any Xenos would automatically be a Heretic by the simple fact of not being human. (Not that I'm saying they should be auto-Radical, but it should definitely be a possibility)

let's remember a lot of xenos usually trade with the imperium: yes, they are tolerated at best but, like small ork enclaves in who-knows-what desertic remote region, until they don't create problems, they don't auto-deserve the "bad" status.

or, for a lot of reasons, the "good guys" could also be treated as "bad ones": inquisitor envy, an arbites precint that disrupt the wrong drug traffic, corrupted governors trying to outlaw political enemies and so on are all good reasons to let both "bad" and "good" guys to earn both the "good" and the "bad" status.
 
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I'm gonna agree with @oGRE3 here.

Xenos need to be allowed to be Radical and not-Radical. Obviously they will never be Puritans but small Xenos warbands should be able to fly under Imperial radar without too much of a problem until they start doing naughty stuff. Once they draw attention they then need to lay low from the Imperium so cannot get as much support from their respective governments / supporters.

Any further thoughts on possible special rules for Diplomatic Expeditions chaps? Will give it until Monday and then I will crack on with it.
 
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Not sure if it could be a tweak/slant on one of the existing, or if it's even wanted, but could a navigator house option be one? where the leaders, elites and maybe heavies are all wyrds and the normal chaps are their minders.

Just one that came to be while reading over stuff.
 
I like the Navigator house, although they fit into tainted bloodline but with a very different kind of preset mutation.

I think that will be the best way to add them. Just another slant on the Noble House list with forced psykers in higher ranks. I'm thinking Leader and at least 2 other members must be psykers. Not necesarily the Elites / Heavies as they could be hired soldiers. Could be a pair of initiates representing the frailty of the lower navigators.
 
I'm gonna agree with @oGRE3 here.

Xenos need to be allowed to be Radical and not-Radical. Obviously they will never be Puritans but small Xenos warbands should be able to fly under Imperial radar without too much of a problem until they start doing naughty stuff. Once they draw attention they then need to lay low from the Imperium so cannot get as much support from their respective governments / supporters.

maybe they cannot be "puritan" [I prefer to use the term "imperium affiliated"] but maybe this could be used to lower the cost/give higher bonus to the gang: they could play "lawful" [doing so limiting themselves] or they could risk to become "imperium unwanted" with all the consequences.
 
Thanks for the ideas chaps. Should be enough to spark something off for me so I'll go get on with it. If anyone has any more ideas, specifically for special rules for each of the sub-warbands under the "Diplomatic Expeditions" header, please feel free to drop them in here.
 
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Rogue Traders says it all really, they clearly need a bonus at the bazaar for buying and/or selling.

Noble House Delegates should be able to reroll ammo? Maybe not, but I think they deserve something to reflect their superior equipment.

Tau Diplomatic Cadre, now I guess they'd be able to affect the battle in some interesting way like impact the other side's ability to turn up (read reinforcements), or get the local police force on side/on site?
 
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After a long (long) hiatus, the next update is up for your viewing pleasure.

Highlights:
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.
Tau changed to T'au throughout. (see new GW spelling from 40k)

https://yaktribe.games/community/attachments/creating-an-inquisimunda-warband-12-06-17-pdf.12412/

Please read it all as there have been lots of changes with this one. Only lists with no changes are Cults, Inquisitors and Ad Mech. Let me know your thoughts and feedback on the current lists. Don't forget that equipment lists are placeholders.

I will be doing some kind of take on the "Underworld Elements" list next, which I think will be the last one. This will incorporate hive gangs and mutants (and other stuff if anyone wants it).

EDIT: Already noticed that the T'au Ethereal is a bit weird and will amend for next version to say that he counts as Water Caste for stat line in addition to his other special rules.
 
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Awesome man. I will give this a read later this week if I can... might honestly be late next week when I actually get a minute to relax and breathe though so will see.

Looks like we're getting to an end in sight for the different gangs though, your work has truly been most impressive @Tiny
 
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