Hi guys!
We will soon rework the warbands in N17 Inquismunda.
Based on feedbacks from the community and players groups, there is a wish to get more freedom in the warband creation process.
What direction to take?
What to do with Puritan/Radical?
In a nutshell, Puritan warbands respect all of the Imperial doctrines: no mutants, no unsanctionned psykers, no xenos, and no warp or xenos artefacts. Furthermore, you should better pray the true emperor-god than worshiping one of the many false gods, be it chaos or xenos or of your own deviant creation.
For sure, there may be some exceptions to these doctrines, or room for « different interpretations » (e.g: Machine god of the Adeptus Mechanicus). Some believes that to destroy the ennemy, it is needed to use its own weapons against him. Those who do not choose the path of the puritan may find themselves on the slippery slope to becoming branded a Radical, a dangerous step closer to Heresy.
Instead of setting rules into each warband, about what it is allowed to take when a puritan and what is allowed when a radical, why not let the player decide what he wants to freely take? We could completly remove this puritan/radical stuff from each warband and take into account the choices made in the Path to Heresy part (see below).
What is it to be a Heretic?
@Tiny has made an amazing job for V3.0 with the Path to Heresy (here). It was an adaptation of Outlaws rules from OCE to Inquisimunda. In N17, we don't (yet?) have rules for Outlaws. Furthermore, due to several differences between NCE/OCE and N17, we can't directly import Outlaws rules to N17. In a way, Venators warbands campaign rules could be a partial inspiration for what we are attempting to do.
What do you think about it ? We could adopt one, some or all the propositions. If you do prefer, we could make a poll (?) Thank you for your feedbacks and sorry for the long post but it is a big part of Inquisimunda
How to become a Heretic will be explained in another post for the sake of readability (it will be very similar to Tiny's Path to Heresy).
We will soon rework the warbands in N17 Inquismunda.
Based on feedbacks from the community and players groups, there is a wish to get more freedom in the warband creation process.
What direction to take?
- The V3.0 warbands revision by @Tiny was a big step toward this goal, getting rid off the « mini-dex » approach of V2.0 and offering a more standardized template for all warbands (Generic positions, Sub-variants of big warband archetypes).
- The Inquisimunda Unleashed approach, thanks to @Lysimachus, was a step closer to this freedom level.
- The keywords approach we have initiated in N17 Inq, inspired by 8th edition 40k, has allowed us to skip « House lists » and build one united pool of equipements to pick from (see the last version of the draft in the vault for an updated Bizarre Bazaar). This keywords concept paves the way to a more modular approach to warband creation: when it will be ready, the new system will allow the players to try different combinations and variants of the warbands (e.g: what about exploring the « cult » side of a Mechanicus cult warband?).
- The next logical step would be to simplify the puritan/radical approach. In Inquisimunda, all is not black and white. Indeed, there is a lot of different shades of grey inbeetwen.
What to do with Puritan/Radical?
In a nutshell, Puritan warbands respect all of the Imperial doctrines: no mutants, no unsanctionned psykers, no xenos, and no warp or xenos artefacts. Furthermore, you should better pray the true emperor-god than worshiping one of the many false gods, be it chaos or xenos or of your own deviant creation.
For sure, there may be some exceptions to these doctrines, or room for « different interpretations » (e.g: Machine god of the Adeptus Mechanicus). Some believes that to destroy the ennemy, it is needed to use its own weapons against him. Those who do not choose the path of the puritan may find themselves on the slippery slope to becoming branded a Radical, a dangerous step closer to Heresy.
Instead of setting rules into each warband, about what it is allowed to take when a puritan and what is allowed when a radical, why not let the player decide what he wants to freely take? We could completly remove this puritan/radical stuff from each warband and take into account the choices made in the Path to Heresy part (see below).
What is it to be a Heretic?
@Tiny has made an amazing job for V3.0 with the Path to Heresy (here). It was an adaptation of Outlaws rules from OCE to Inquisimunda. In N17, we don't (yet?) have rules for Outlaws. Furthermore, due to several differences between NCE/OCE and N17, we can't directly import Outlaws rules to N17. In a way, Venators warbands campaign rules could be a partial inspiration for what we are attempting to do.
Being a Heretic (propositions to be discussed)
Proposition 1
When a warband is branded a Heretic in a campaign, it immediately looses any territory or turf it previously controlled. Indeed, Heretic warbands do not hold turf like other warbands. They do not therefore gain or lose turf as a result of winning or losing battles and they can never hold any Special Territories.
Proposition 2
They do however collect Income after the first battle of a cycle, but rather than multiplying their turf size by 10, they multiply their Reputation by 10 to determine their income. This could represent the retainer they are paid by their hidden masters to continue operating in the area, or their capacity to pull strings to get what they need.
Proposition 3
Additionally, the warband’s Leader (and only the Leader) may make a special ‘Work the Gang’s Turf’ action (see p.23 of GW1) in the post-battle sequence to represent the warband making an appeal to their contacts. However, should the D6 roll be a 1 the plea has fallen on deaf ears and no extra funding is granted.
Proposition 4
Finally, the Heretic warband will earn additional income for every enemy fighter captured and not rescued, which they will sell, and for any enemy fighters killed:
From now, in the Bizarre Bazaar:
When non heretic warbands sell captives from a heretic warband, they earn the full value of each fighter in Thrones Gelt rather than the usual half.
We have get rid of the starvation part of Outlaws. Maybe it will introduce too much complexity into N17.Proposition 1
When a warband is branded a Heretic in a campaign, it immediately looses any territory or turf it previously controlled. Indeed, Heretic warbands do not hold turf like other warbands. They do not therefore gain or lose turf as a result of winning or losing battles and they can never hold any Special Territories.
Proposition 2
They do however collect Income after the first battle of a cycle, but rather than multiplying their turf size by 10, they multiply their Reputation by 10 to determine their income. This could represent the retainer they are paid by their hidden masters to continue operating in the area, or their capacity to pull strings to get what they need.
Proposition 3
Additionally, the warband’s Leader (and only the Leader) may make a special ‘Work the Gang’s Turf’ action (see p.23 of GW1) in the post-battle sequence to represent the warband making an appeal to their contacts. However, should the D6 roll be a 1 the plea has fallen on deaf ears and no extra funding is granted.
Proposition 4
Finally, the Heretic warband will earn additional income for every enemy fighter captured and not rescued, which they will sell, and for any enemy fighters killed:
(a) When the heretic warband sell captives, they earn the full value of each fighter in Thrones Gelt rather than the usual half. This represents their motivation and capacity to get valuable intel of their captives.
(b) When an opponent the heretic warband have just fought deletes a dead fighter from their roster during the Update Roster step of the post-battle sequence, the Heretic warband immediately gains half of that fighter’s value rounded up to the nearest 5 TG. This represents the positive impact the elimination of this threat could have on their survival.
Proposition 5(b) When an opponent the heretic warband have just fought deletes a dead fighter from their roster during the Update Roster step of the post-battle sequence, the Heretic warband immediately gains half of that fighter’s value rounded up to the nearest 5 TG. This represents the positive impact the elimination of this threat could have on their survival.
From now, in the Bizarre Bazaar:
(a) Prices of all items are increased by 10TG,
(b) Rarity value is increased by 1 & Common items become Rare (6).
Proposition 6(b) Rarity value is increased by 1 & Common items become Rare (6).
When non heretic warbands sell captives from a heretic warband, they earn the full value of each fighter in Thrones Gelt rather than the usual half.
What do you think about it ? We could adopt one, some or all the propositions. If you do prefer, we could make a poll (?) Thank you for your feedbacks and sorry for the long post but it is a big part of Inquisimunda
How to become a Heretic will be explained in another post for the sake of readability (it will be very similar to Tiny's Path to Heresy).
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