Updated for Gang War 3 and Venators. Venators are great for this type of thing, having been designed with Inq28 in mind, but their rare trade rules clash with what I have already. The overlap of rules is left intentionally vague for the Arbitrator to sort out.
I have allowed fighters to be hired as henchmen for people who like the random advancement of Gangers. No point difference because that sort of thing is difficult to gauge.
Added power armor to the trade post, as a lot of Inquisitors have power armor. It's rare and expensive enough to discourage having more than one set in your Cohort, price is just a wild guess. (note that this does not include all the bells and whistles a helmet would provide, just buy photo-goggles and a respirator separately)
Removed some Tactics Card restrictions, while introducing some optional restrictions.
Removed the flesh wound house rule, it was ill conceived and not within the scope of the project.
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