Post by ezrakainus on Jun 7, 2013 19:39:13 GMT -5
Hello all,
I discovered this wonderful game about a month ago and became enamored with its possibilities. However, there were a few modifications and clarifications that I felt were necessary to address for the sake of my gaming group. I have compiled these here in hopes that they may be of help to anyone looking to play this game, but has questions about the balance and interpretation of these rules. I have sought out the advice Mr. Olsen has provided for us about specific rule inquiries and have attempted to include them in this summary.
Also, of particular note and inspiration, are the "Excommmunicate Rules" which can be found in this sub-form. I sincerely recommend checking them out and thank the author immensely for them.
Also, if you use these rules, please post how well they worked out for you- or things which your group changed.
Without further ado:
EZRA KAINUS’ INQUISIMUNDA CLARIFICATIONS AND ADDENDUM
Summoning:
The Summoning rules are clarified and modified thusly: You do not pay for the creatures you summon- they are treated like allies and count towards your Gang Rating for the purposes of the scenario which they are summoned for. However, you may only have either an Ally or a Summoned Creature- never both. If offered the option to test for both, you may decide upon the order which you wish determine whether they are available or not.
The Corral
-For Equines, add
Large: Equines may be mounted by Medium Sized and Small sized models.
-All beasts in The Corral may purchase Mutations from the Mutant entry and any levels of Wyrd which are applied to their template. These are to reflect genetic modifications of these animals which have been bred into them, or have evolved with them over time. Also, note that warbands which can’t select Wyrds (Puritans, etc.) may not select the Wyrd upgrade for their beasts.
Warband Equipment Selection
In a Warband specific Weapon and Equipment list, whenever it is explicitly specified that a single, individual unit type may purchase an item, they may purchase that item, even if their unit type wouldn’t normally allow them.
For explicit clarification, this applies to:
-Inquisitorial Assassins – Hunting Rifles
-Imperial Guard Ogryns – Ripper Guns
-Arbite Ogryns – Ripper Guns
Under the Xenos Strike Force Warband Weapon and Equipment Lists, items available to Freeboota Captains are available to Orkoid Ork Force Leaders.
Mutant Mob’s “Power Staff” should read “Force Staff”. “Max 2” refers to a Warband limit on the amount of Force Staves.
Purchasing Mounts
You may purchase a designated mount from the Corral for a model, even if it has no Beast allowance.
However, if the rider dismounts and does not have the beast’s control (via Control Collar, Loyalty etc.), at the end of the turn, the Beast must remain within 2” of the rider. If this fails to happen, then the mount is removed for this scenario, assumedly fleeing the battlefield, but will return to his rider afterwards.
“Selecting”from the “Expanded Armory”
Replace all cases of this with- This model may purchase from the Bazaar during Warband creation at the Base Price indicated (no +3d6, etc.), unless the item is listed upon your warband’s Weapon and Equipment list, wherein it must be purchased for that price. Throughout the campaign, the warband may purchase from the Bazaar whenever it desires.
Psychic Powers:
For clarification, “Psychic Powers & Wyrd Hired Guns” by Jeremy Olsen is the set of psychic powers used for Inquisimunda. (Link: )
-Level 1 Wyrds may re-roll the selection for their Minor Power, however, they must accept the second result.
Investigation & Subversion
Replace the rules for Investigation and Subversion Rating with:
Your warband begins with a Rating of 3 in both Investigation and Subversion. During Warband creation, you may allocate 6 points between the two Ratings to increase them. Keep in mind the bonuses and penalties given to these Ratings from specific warbands. Also, whenever your leader earns enough Experience Points to roll on the Advance table, he may forgo rolling for this advance in order to add a point to the Rating of his choice. 10 is the maximum rating for both of these Ratings.
Investigation: The player with the highest Investigation rating may choose the order in which deployment proceeds: highest to lowest or lowest to highest. If 2 warbands have the same score, roll opposed d6s.
-Warbands determine deployment zones in Investigation Rating order- from highest to lowest.
-The Warband with the highest Investigation Rating chooses in which order deployment proceeds: from highest to lowest or lowest to highest.
-Warbands deploy Infiltrators in order of their Investigation Rating- from highest to lowest.
Subversion: You may re-roll a number of dice per scenario equal to half of (rounding down) your Subversion rating. (I recommend marking this with chips or pennies) Note that you can never re-roll a re-roll.
If using a GM, Investigation and Subversion Ratings may also be used to communicate plot information to the players, or test the abilities of their warband as a whole. The GM is recommended to use Subversion & Investigation “tests” in his game using opposed rolls, or setting a Difficulty Check (DC) rating for the test. Whenever they are rolled in this way, roll a d6 for each point in the appropriate rating and add them all together for the result. Any 6s that are rolled are always exploding (roll an additional d6 for each 6 rolled and add it to the total).
DC
5 Easy
10 Routine
15 Ordinary
20 Challenging
25 Difficult
30 Hard
35 Very Hard
40+ Ardous
Warbands:
All:
All warbands have 1000 Throne Gelt to spend for their initial resources.
Replace any references to Allies with the following (adding the underlined additional rules):
Inquisition Cells:
(Puritans Only) Allies: Roll a d6, before the game. On a 6, they get one Ally for the following battle, as per their corresponding Chambers Militant (Xenos-Deathwatch, Hereticus-Sororitas, Malleus-Grey Knight) or an Offico Assassinorm Assasssin. Add the appropriate Warband Rating increase per the Ally listing for this battle only.
-(Radical Mallues Only): Daemonhost Posession: During Warband creation, you may create up to 3 Daemonhost templates (selected without choosing a race). These Daemonhost templates represent Daemons which your warband has made contact with and should b named as such.
If you attempt to Summon a Daemonhost, choose a friendly model whom you wish to possess. If you succeed your Summoning Roll, choose one of your warband’s Daemons and apply that template to your chosen model, overlaying its current stats and gaining the Daemon’s abilities . This model loses all of its equipment and counts as fighting with a Knife in HtH.
-Puritan Malleus Interrogators do not receive a free Thunder Hammer.
-Puritan Hereticus does not receive a free Redemptor Priest Hired Gun
-Assassins may select a Hunting Rifle as a piece of starting equipment, regardless of what their entry says.
Chaos Covens:
-Tzeentch Warbands reduce the cost of their first mutation by 5 points to a minimum of 0 points.
-Daemonhosts count as being armed with a Knife.
Arbrites/ Expurgators:
Comm-Links: All Arbites AND Expurgators may purchase Comm-links at +2 points per model.
(Arbites Only) Allies: Roll a d6, before the game. On a 6, the warband gets support from a Neighboring Precinct. For the battle they get 3 Human Arbitrators armed with Shotguns and Heavy Armor. Add 315 to the warband's rating for this battle only.
(Arbites Only): Arbites warbands receive a +1 Bonus to their Investigation Rating.
(Expurgators Only) Allies: Roll a d6 before the game, on a 6 the warband gets one Officio Assassin for the following battle. Add the appropriate Warband Rating increase per the Ally listing for this battle only.
Precinct Transfer or Early Retirement: Arbrite Warbands may replace any member with a recruit after any game, just transfer the equipment over to the new recruit and scratch off the old member from the roster. Adjust the Warband Rating accordingly.
Void Pirates:
-Seers receive a +1 bonus to their Ld characteristic on their unit type profile.
Ecclesiarchal Delegation:
(Ecclesiarchy Only) Allies: Roll a d6 before the game, on a 6 the warband gets one Sororitas or Arco-Flagellant for the following battle. Add the appropriate Warband Rating increase per the Ally listing for this battle only.
Eternal Penitence: Any Ecclesiarchal Delegation warband may purchase an Arco-Flagellant from the Constructs section of the rulebook at it’s given price. This Arco-Flagellant may only be used provided that the Magus fights with the warband. If the Magus is captured or killed, it may not be used until there is a Magus in the warband.
-Cult of the Red Redemption does not get 1 Redemptor Priest Hired Gun for free.
Mutants:
Allies: Various "pets" are attracted to mutant warbands. You may add up to 150 pts worth of beasts for the upcoming battle. Add the total points of beasts used to your warband rating for the upcoming battle only.
Genestealer Cults:
Allies: Roll a d6 before the game, on a 6 the warband gets one Purestrain Genestealer for the following battle. Add the appropriate Warband Rating increase per the Ally listing for this battle only.
The Broodlord: So long as there is a Magus in a Genestealer Cult, you may purchase one Genestealer from the Corral. This Genestealer may only be used provided that the Magus is still alive. If the Magus is captured or killed, it may not be used until there is a Magus in the warband.
Adeptus Mechanicus Explorator:
(Puritan Only) Allies: Roll a d6 before the game, on a 6 the warband is joined by one Techmarine for the following battle. This is a Tactical Astartes Marine w/Servo Arm. Add 350 pts to the Warband Rating for this battle only.
Imperial Guard Kill Team:
Allies: Roll a D6 before the game, on a 6 the warband gets one Officio Assassin or Tactical Space Marine for the following battle. Add the appropriate Warband Rating increase per the Ally listing for this battle only.
-Imperial Guard Kill Teams receive +1 to their Subversion Rating.
Rogue Traders:
-Ignore the current mechanic for Rogue Trader Income generation. Instead, they roll a number of d6 equal to their Leadership characteristic after every scenario. If the Rogue Trader was forced to roll on the Serious Injuries chart, he takes a -2 penalty to this roll. Note that this takes place after he rolls on the Serious Injuries chart.
-Rogue Trader Warbands under the Charter of Expansion receive a -1 penalty to their Subversion Rating.
-Rogue Traders do not get one free Hired Gun.
Underworld Elements:
-Underworld Elements do not get one free Hired Gun.
I discovered this wonderful game about a month ago and became enamored with its possibilities. However, there were a few modifications and clarifications that I felt were necessary to address for the sake of my gaming group. I have compiled these here in hopes that they may be of help to anyone looking to play this game, but has questions about the balance and interpretation of these rules. I have sought out the advice Mr. Olsen has provided for us about specific rule inquiries and have attempted to include them in this summary.
Also, of particular note and inspiration, are the "Excommmunicate Rules" which can be found in this sub-form. I sincerely recommend checking them out and thank the author immensely for them.
Also, if you use these rules, please post how well they worked out for you- or things which your group changed.
Without further ado:
EZRA KAINUS’ INQUISIMUNDA CLARIFICATIONS AND ADDENDUM
Summoning:
The Summoning rules are clarified and modified thusly: You do not pay for the creatures you summon- they are treated like allies and count towards your Gang Rating for the purposes of the scenario which they are summoned for. However, you may only have either an Ally or a Summoned Creature- never both. If offered the option to test for both, you may decide upon the order which you wish determine whether they are available or not.
The Corral
-For Equines, add
Large: Equines may be mounted by Medium Sized and Small sized models.
-All beasts in The Corral may purchase Mutations from the Mutant entry and any levels of Wyrd which are applied to their template. These are to reflect genetic modifications of these animals which have been bred into them, or have evolved with them over time. Also, note that warbands which can’t select Wyrds (Puritans, etc.) may not select the Wyrd upgrade for their beasts.
Warband Equipment Selection
In a Warband specific Weapon and Equipment list, whenever it is explicitly specified that a single, individual unit type may purchase an item, they may purchase that item, even if their unit type wouldn’t normally allow them.
For explicit clarification, this applies to:
-Inquisitorial Assassins – Hunting Rifles
-Imperial Guard Ogryns – Ripper Guns
-Arbite Ogryns – Ripper Guns
Under the Xenos Strike Force Warband Weapon and Equipment Lists, items available to Freeboota Captains are available to Orkoid Ork Force Leaders.
Mutant Mob’s “Power Staff” should read “Force Staff”. “Max 2” refers to a Warband limit on the amount of Force Staves.
Purchasing Mounts
You may purchase a designated mount from the Corral for a model, even if it has no Beast allowance.
However, if the rider dismounts and does not have the beast’s control (via Control Collar, Loyalty etc.), at the end of the turn, the Beast must remain within 2” of the rider. If this fails to happen, then the mount is removed for this scenario, assumedly fleeing the battlefield, but will return to his rider afterwards.
“Selecting”from the “Expanded Armory”
Replace all cases of this with- This model may purchase from the Bazaar during Warband creation at the Base Price indicated (no +3d6, etc.), unless the item is listed upon your warband’s Weapon and Equipment list, wherein it must be purchased for that price. Throughout the campaign, the warband may purchase from the Bazaar whenever it desires.
Psychic Powers:
For clarification, “Psychic Powers & Wyrd Hired Guns” by Jeremy Olsen is the set of psychic powers used for Inquisimunda. (Link: )
-Level 1 Wyrds may re-roll the selection for their Minor Power, however, they must accept the second result.
Investigation & Subversion
Replace the rules for Investigation and Subversion Rating with:
Your warband begins with a Rating of 3 in both Investigation and Subversion. During Warband creation, you may allocate 6 points between the two Ratings to increase them. Keep in mind the bonuses and penalties given to these Ratings from specific warbands. Also, whenever your leader earns enough Experience Points to roll on the Advance table, he may forgo rolling for this advance in order to add a point to the Rating of his choice. 10 is the maximum rating for both of these Ratings.
Investigation: The player with the highest Investigation rating may choose the order in which deployment proceeds: highest to lowest or lowest to highest. If 2 warbands have the same score, roll opposed d6s.
-Warbands determine deployment zones in Investigation Rating order- from highest to lowest.
-The Warband with the highest Investigation Rating chooses in which order deployment proceeds: from highest to lowest or lowest to highest.
-Warbands deploy Infiltrators in order of their Investigation Rating- from highest to lowest.
Subversion: You may re-roll a number of dice per scenario equal to half of (rounding down) your Subversion rating. (I recommend marking this with chips or pennies) Note that you can never re-roll a re-roll.
If using a GM, Investigation and Subversion Ratings may also be used to communicate plot information to the players, or test the abilities of their warband as a whole. The GM is recommended to use Subversion & Investigation “tests” in his game using opposed rolls, or setting a Difficulty Check (DC) rating for the test. Whenever they are rolled in this way, roll a d6 for each point in the appropriate rating and add them all together for the result. Any 6s that are rolled are always exploding (roll an additional d6 for each 6 rolled and add it to the total).
DC
5 Easy
10 Routine
15 Ordinary
20 Challenging
25 Difficult
30 Hard
35 Very Hard
40+ Ardous
Warbands:
All:
All warbands have 1000 Throne Gelt to spend for their initial resources.
Replace any references to Allies with the following (adding the underlined additional rules):
Inquisition Cells:
(Puritans Only) Allies: Roll a d6, before the game. On a 6, they get one Ally for the following battle, as per their corresponding Chambers Militant (Xenos-Deathwatch, Hereticus-Sororitas, Malleus-Grey Knight) or an Offico Assassinorm Assasssin. Add the appropriate Warband Rating increase per the Ally listing for this battle only.
-(Radical Mallues Only): Daemonhost Posession: During Warband creation, you may create up to 3 Daemonhost templates (selected without choosing a race). These Daemonhost templates represent Daemons which your warband has made contact with and should b named as such.
If you attempt to Summon a Daemonhost, choose a friendly model whom you wish to possess. If you succeed your Summoning Roll, choose one of your warband’s Daemons and apply that template to your chosen model, overlaying its current stats and gaining the Daemon’s abilities . This model loses all of its equipment and counts as fighting with a Knife in HtH.
-Puritan Malleus Interrogators do not receive a free Thunder Hammer.
-Puritan Hereticus does not receive a free Redemptor Priest Hired Gun
-Assassins may select a Hunting Rifle as a piece of starting equipment, regardless of what their entry says.
Chaos Covens:
-Tzeentch Warbands reduce the cost of their first mutation by 5 points to a minimum of 0 points.
-Daemonhosts count as being armed with a Knife.
Arbrites/ Expurgators:
Comm-Links: All Arbites AND Expurgators may purchase Comm-links at +2 points per model.
(Arbites Only) Allies: Roll a d6, before the game. On a 6, the warband gets support from a Neighboring Precinct. For the battle they get 3 Human Arbitrators armed with Shotguns and Heavy Armor. Add 315 to the warband's rating for this battle only.
(Arbites Only): Arbites warbands receive a +1 Bonus to their Investigation Rating.
(Expurgators Only) Allies: Roll a d6 before the game, on a 6 the warband gets one Officio Assassin for the following battle. Add the appropriate Warband Rating increase per the Ally listing for this battle only.
Precinct Transfer or Early Retirement: Arbrite Warbands may replace any member with a recruit after any game, just transfer the equipment over to the new recruit and scratch off the old member from the roster. Adjust the Warband Rating accordingly.
Void Pirates:
-Seers receive a +1 bonus to their Ld characteristic on their unit type profile.
Ecclesiarchal Delegation:
(Ecclesiarchy Only) Allies: Roll a d6 before the game, on a 6 the warband gets one Sororitas or Arco-Flagellant for the following battle. Add the appropriate Warband Rating increase per the Ally listing for this battle only.
Eternal Penitence: Any Ecclesiarchal Delegation warband may purchase an Arco-Flagellant from the Constructs section of the rulebook at it’s given price. This Arco-Flagellant may only be used provided that the Magus fights with the warband. If the Magus is captured or killed, it may not be used until there is a Magus in the warband.
-Cult of the Red Redemption does not get 1 Redemptor Priest Hired Gun for free.
Mutants:
Allies: Various "pets" are attracted to mutant warbands. You may add up to 150 pts worth of beasts for the upcoming battle. Add the total points of beasts used to your warband rating for the upcoming battle only.
Genestealer Cults:
Allies: Roll a d6 before the game, on a 6 the warband gets one Purestrain Genestealer for the following battle. Add the appropriate Warband Rating increase per the Ally listing for this battle only.
The Broodlord: So long as there is a Magus in a Genestealer Cult, you may purchase one Genestealer from the Corral. This Genestealer may only be used provided that the Magus is still alive. If the Magus is captured or killed, it may not be used until there is a Magus in the warband.
Adeptus Mechanicus Explorator:
(Puritan Only) Allies: Roll a d6 before the game, on a 6 the warband is joined by one Techmarine for the following battle. This is a Tactical Astartes Marine w/Servo Arm. Add 350 pts to the Warband Rating for this battle only.
Imperial Guard Kill Team:
Allies: Roll a D6 before the game, on a 6 the warband gets one Officio Assassin or Tactical Space Marine for the following battle. Add the appropriate Warband Rating increase per the Ally listing for this battle only.
-Imperial Guard Kill Teams receive +1 to their Subversion Rating.
Rogue Traders:
-Ignore the current mechanic for Rogue Trader Income generation. Instead, they roll a number of d6 equal to their Leadership characteristic after every scenario. If the Rogue Trader was forced to roll on the Serious Injuries chart, he takes a -2 penalty to this roll. Note that this takes place after he rolls on the Serious Injuries chart.
-Rogue Trader Warbands under the Charter of Expansion receive a -1 penalty to their Subversion Rating.
-Rogue Traders do not get one free Hired Gun.
Underworld Elements:
-Underworld Elements do not get one free Hired Gun.