=]17[= 1.7

One page rules for Inquisitor style gaming in N17

  1. Version 1.7

    Jacob Dryearth
    1.7 change log:
    • Updated to be in line with the new Necromunda rulebooks.
    • Removed reliance on any one campaign type, hopefully to future proof.
    • Removed power armor, it can be emulated with current gear.
    • Made a lot of the lesser tweaks optional.
    • Added hints for more role playing style actions.
    • Additional layout and text changes for clarity and efficiency of space.
    Space Truckin likes this.
  2. Version 1.6

    Jacob Dryearth
    Change log:
    • 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.
  3. =]17[= 1.5

    Jacob Dryearth
    • Added Genestealer Cult as the mutant template.
    • Some terminology, and probably some things I forgot
    Space Truckin likes this.
  4. =]17[= 1.4

    Jacob Dryearth
    Version 1.4 Change-log

    • 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...
    Space Truckin and alphonse like this.
  5. =]17[= ver. 1.3

    Jacob Dryearth
    • Fixed a plethory of formatting and spelling errors thanks to Taikkuus on Discord.
    • Explained what Carapace armor does.
    • Better explained the interaction between legacy lists house lists and the trading post.
    • Fixed incorrect inverted stat minimums.
    • Rare item multiplier when founding cohorts changed from 25% increase, to a flat +2 per additional item.
  6. 1.2

    Jacob Dryearth
    • Fixed some formatting errors and typos.
    • Fixed some terminology so as to adhere to Necromunda (equipment sets instead of loadouts, type instead of rank, ect...)
    • Adjusted armor prices/rarity.
    • Further explained moving equipment off of cards and how that interacts with equipment sets.

    Looking for feedback on how flesh wounds affect the game as I currently have them written (reduce all characteristics by -1)
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice