V3.0 Warband Creation Update

I hope you guys still plug away at this and manage to pull it together. Reading these threads got me back into gaming.

Keep up the great work!
 
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Thank you for the subtle nudge @Stubram ... real life has not been kind recently... But I have not fogotten I need to combine this stuff (at least as links/in a doc. doubt I'll be able to format nicely)
 
No nudging dude - just a show of appreciation. I bought a model especially to lead my Inquisitorial Warband once I've finished painting my Necro Stuff (i.e. never)
 
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So, I'm a bit late to the party, but I really like the direction this is headed. I noticed some of the comments are concerned with how to build and represent the diverse types of warbands without making to system too simple not too convoluted.

I think the answer to building rules that can accommodate the imagination of inquisimunda players while providing balance might require us to break the mold a little more.

Instead of creating a character that is a certain role for X points and picking a race for Y points, Let's start with a race and then use the available XP to buy experiences and training for the character.

I saw someone mention the different aspects for eldar giving specific bonuses. I think that is the right direction. You get a character that is an Eldar, X geld, and he is a ranger (+2 bs, and a stealth skill maybe) for Y points, and then you say on top of that he is an exarch (+1 of) for Z points. So Shooty McElfson starts life in the warband for X+Y+Z points. If he is the Warbands designated Leader with the Leader and independent special rules there will be a price for that also. Etc.

Mechanicus fellows could be interesting because they are just humans but then you "buy" their specific augmentations. So my wierd tentacle mechanicus person based on the cairn wraith (let's face it, we all have him). Can be built differently than the out of the box magos and play in a way that fits the model and the theme.

To accomplish this we would likely need to break us into little "source books" for different backgrounds to organize different background traits and abilities. I was working on an idea similar to this a while ago, if people are interested I'll see if I can find it on my computer and share what i had.

Lastly is the question of balance, since this sort of free form design can be exploited by minmaxing power gamers. I think this could be safely mitigated since you will be paying for all the bonuses for your warband. Also, if we are creative in devising these rules we can be sure to have fluffy and fitting drawbacks to more powerful abilities. I imagine there are significant repercussions if a devotee of Khorne fails to spill any blood in a battle as he promised. Etc.

Let me know if I'm off base but I think this will enable narrative gameplay by letting to rules fit the story (and perhaps even drive the story) rather than building a warband around what rules are available for it.
 
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There's a very good reason that I haven't "broken the mould" and added niche little rules for every single eventuality. I wanted it as close to NCE rules as possible for ease of use and to avoid too much unnecessary work. The whole point of Inquisimunda is to make a more fast paced, easier to pick up narrative game than Inquisitor using NCE as a framework. I28 already exists to play Inquisitor with 28mm minis.

As you say, this is a narrative game. You don't need special rules to forge a narrative. If you want a ranger, take an Eldar and give him a sniper rifle. You want a more experienced ranger, make him an elite (definitely going to change that to Champion) and give him +1BS and a fancy skill. You will have just as much fun playing him as if you had completely tweaked his stats and given him half a dozen skills but you don't need a d&d character sheet to keep track of each fighter.

Point is, not every model needs a fleet of skills and bonuses to fit into a narrative. The more flexibility you give in tweaking stats, the easier it is to break the system and the less beneficial you make gaining levels later. Tweaking the stats of each fighter works for a one off game but what happens when that ranger with BS6 and a bunch of shooting skills gets his first level up? Who cares, he's already a god. Characters shouldn't have the option to start with god-like stats in a game about warband progression.

We could write a mini codex for each gang but then we end up with a 200 page document and from my experience, 200 page documents have a lot of writing and take a lot of man hours to create. This means we might just get it finished ready for the next iteration of Necromunda in 2024. The problem with any community project is that people will inevitably lose interest, leaving one or two people to do all of the work. Most of us also have day jobs which aren't to design a Necromunda expansion so have limited time for writing so we cannot have too broad a scope and cannot keep changing the brief for the project once every 6 months.

The next iteration will be based upon the new version of Necromunda. I won't be working on it until I've seen the new version though. N17 may give us some super cool skills that work nicely and will give us more variance in starting stats which will make having different feeling characters and species a lot easier. No point reinventing the wheel if we don't have to.

As an aside, my first "Inquisimunda-ish" experience was actually just using ORB gang rules to play a kind of 40k skirmish and arming fighters accordingly from the available weapons. We had to fudge some stuff like adding in 2+/3+ saves and translating a few weapons from 2nd ed 40k but it was loads of fun. It is easy enough to just arm a ganger with a shotgun and carapace armour and call him an Arbite, or to give a leader a power axe, pit slave claw and a melta gun and call him a tech priest. Ganger with 2 pit slave hammers and a berzerker chip is an arco-flagellant. One with an eviscerator is a sister repentia. Leader with power armour and power fist was an Inquisitor with daemon hammer. Easy stuff and just as fun as if you tweaked it all to make the perfect character. It gets more difficult with non-humans but that is where the different species stats come in.
 
Excellent post @Tiny I looove your warband creation rules, I really do. And I'm super excited to see what the whole Inq28 game will become when the new Necromunda hits the shelves. Especially with quality content like yours.

(Here's hoping there will be a "full" Inq28 rules document one day. For my taste everything's too scattered around here and there.)
 
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(Here's hoping there will be a "full" Inq28 rules document one day. For my taste everything's too scattered around here and there.)

Once the new rules are out I will be getting on with it and this time there will be a full document. I won't be relying on others to do bits this time and will get it all compiled myself.

Ok, I may need someone to do some cool art as I'm bad at art... :p
 
Once the new rules are out I will be getting on with it and this time there will be a full document. I won't be relying on others to do bits this time and will get it all compiled myself.

YAY! I've been doing different versions in Google Docs etc. and being a graphic designer I was always like "Still doesn't look right" bla bla... Or else said: I was just lazy finishing the document ;)

P. S.: I like your doc's layout!

Ok, I may need someone to do some cool art as I'm bad at art... :p

Say no more. I'm an illustrator but have a big project until February. Maybe after that... Should drop me a PM, dude. Or dudess :coffee:
 
I'm completely new to Inquisimunda, but I've played a lot of Necromunda (the LRB edition, not the community edition).

I like that your current draft fixes my main gripe with 2.0: no good way to make an Adepta Sororitas warband (either have to be Inquisitorial and not have enclosed PA - as if the girls all lost their helmets, or be Ecclesiarchical and not have PA+special/heavy). However, I am concerned about balance with them as part of the 'cult' warband - Sisters are a proper military force and should have access to a lot of ancillary gear/equipment - so either stuff that shouldn't be available to cults will wind up available to cults, the list of 'extra gear' under Ecclessiarchy will get really big, or Sisters won't have things they should have.

Perhaps it would be better to divorce Sisters from the Cult list and put them as a Military or Inquisition list variant instead. Generally, the Sisters wouldn't operate as part of an individual cult and instead would be their own convent answerable to their Prioress or Canoness. I think that Militant cults that violate the Decree Passive would be highly unlikely to have a legitimate Battle Sister present - the stated purpose of the Sisters of Battle is to not only prosecute wars of faith and defend shrine-holdings, but also to watch the Ecclesiarchy itself for heresy or abuses of power - so a cult like the Red Redemption or in general any militarized cult would probably be in hot water with the Sisterhood.

Tangent: The only reason the Adepta Sororitas still exist after the Reign of Blood and the Terran Crusade is because Alicia Dominica - after being taken by the Custodes to the Throneroom to receive some secret knowledge - executed the mad Ecclesiarch. Individual sisters might be loaned to high-ranking Ecclesiarchy officials (as often as watchdogs as honorguard), but in general they are a parallel organization to the clergy rather than an integrated one - and even though it hasn't happened since the Terran Crusade, the Sisterhood still exists as much as a check against corruption in the clergy as anything else (hence why they make a natural ally to Puritan Ordo Hereticus Inquisitors - albiet with some friction since the two organisations serve similar purposes).
/Tangent

Add to this the fact that the Sisters of Battle are only a single arm of the Adepta Sororitas (the other arms being Dialogus, Hospitaller, Famulous, etc), and in my personal opinion the best place for them is the Inquisitorial warband entry as a variant (Palatine instead of Interogator, Dialogus instead of Sage, etc etc) with a couple of extra gear options and restrictions (the biggest restriction: every member other than a Dialogus or Hospitaller MUST purchase power-armor... as per the novels, even Sisters novitiates are in power armor if they see combat - making a pure Sisters warband necessarily small).

Thought/Idea: Doing this would mean that while an Inquisitor might have a few battle sisters (acolytes with power-armor, mechanically), only a pure Sisters force led by a Palatine would have access to the more exotic options such as jump packs.

Tangentially related Addendum: Sisters of Silence are focused on investigation and apprehending rogue psykers - they are to-a-woman abhuman Blanks, but would be considered a Puritan organization by even the most hard-lined Inquisitor. Perhaps a note in the Inquisition section that allows a Puritan Inquisition warband to take abhuman blanks as members so long as those blanks purchase Power Armor in order to represent Sisters of Silence?
 
I goofed in my previous post and omitted an important phrase that could have made the statement unclear: "even though it hasn't happened since the Terran Crusade" should instead read "even though the execution of the Ecclesiarch hasn't happened since the Terran Crusade"

The Sorortas definitely check the corruption of the clergy very often / all the time LOL - the novel Faith & Fire was all about just such a thing (although the Canoness in that story was a tad incompetent - but the protagonist more than made up for it).
 
That was an awesome amount of Sisters of Battle lore I was unaware of. I had not considered Redemptionists being at odds with them due to the Decree Passive.
 
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New here, lots of stuff to read, haven't read all of this.

Xenos puritan inquisitorial retinues keep xenos as scouts? I don't see this fitting. Maybe as tortured informants but that's all