House List for Necromunda: Gang War (Inquisitorial Retinue)

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asch
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House List for Necromunda: Gang War (Inquisitorial Retinue)

Post by asch » Sat Mar 10, 2018 6:45 am

I made up a house rule for Inquisitorial Retinue in Necromunda: Gang War. Here is the first draft. Comments, suggestions, and critics ... all welcome!

I would like to give it a try when I invite my son to the game (probably in more narrative-oriented campaign than official turf wars).
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Inquisitorial Retinue House Rules


Note
These are house rules to play an inquisitorial retinue in Necromunda: Gang War. An inquisitorial retinue described below is meant to represent an imperial inquisitor and her/his "gang" engaged in undercover missions in Hive Primus (or any other hive cities). It would pass also as a rogue trader's gang, one of the most convincing covers for inquisitorial agents in Hive Primus.
Rule-wise, the gang composition part is based mostly on the stat lines of Orlock gangers, as representatives of "ordinary hivers." The equipment list is more similar to that of Escher, with an inquisitor's easy access to standard equipment of guardsmen and bolt weaponry in mind. Cost of each type of fighters (other than juves) are increased from that of Orlock equivalent, because of wider variety of equipment ready for an inquisitorial retinue.

Retinue Composition
An Inquisitorial Retinue must follow these rules when it is founded, and when new fighters are added to the retinue.
  • here must be one Leader (if the Leader is killed, see page 24 of Gang War).
  • There can be no more than two Champions, plus one for every full 10 Reputation the gang has.
  • The total number of Gangers in the gang must be equal or higher than the total number of other fighters (Leaders, Juves, and Champions) in the gang, not counting Hangers-on (see page 16 of Gang War 2).
  • A fighter can be equipped with a maximum of three weapons. Weapons with the Unwieldy trait take up the space of two weapons - these are marked with an asterisk (*) in the equipment list.

Skill Access
Inquisitorial fighters have access to the following skills (see page 41 of Gang War 2):
Leader: Primary - Cunning, Leadership, Savant; Secondary - Combat, Shooting
Champion: Primary - Cunning, Savant; Secondary - Combat, Leadership, Shooting
Juve: Primary - Cunning; Secondary - Agility, Shooting
Specialist: Primary - Cunning, Savant; Secondary - Combat, Shooting

Fighters

Leader (Inquisitor) 130 Credits
M 5" WS 3+ BS 3+ S 3 T 3 W 3 I 4+ A 2 Ld 4+ Cl 5+ Wil 5+ Int 5+
Equipment: An Inquisitor is equipped with mesh armour. They have no equipment restrictions.
Starting Skill: Inquisitors start with one skill chosen from their Primary skill sets.

Champions (Interrogators, Hardened Veterans, etc.) 105 Credits each
M 5" WS 4+ BS 3+ S 3 T 3 W 2 I 4+ A 2 Ld 5+ Cl 6+ Wil 6+ Int 6+
Equipment: An Inquisitorial Champion is equipped with mesh armour. They have no equipment restrictions.
Starting Skill: Inquisitorial Champions start with one skill chosen from their Primary skill sets.

Juves (Apprentices, Conscripts, Levied workers, etc.) 30 Credits each
M 6" WS 5+ BS 5+ S 3 T 3 W 1 I 3+ A 1 Ld 7+ Cl 8+ Wil 8+ Int 8+
Equipment: An Inquisitorial Juve starts with no equipment. They can be equipped with Pistols and Close Combat Weapons, but cannot be given any weapon that is worth more than 20 credits.

Gangers (Acolytes, Guardsmen, etc.) 60 Credits each
M 5" WS 4+ BS 4+ S 3 T 3 W 1 I 4+ A 1 Ld 6+ Cl 7+ Wil 7+ Int 7+
Equipment: An Inquisitorial Ganger is equipped with mesh armour. They can be equipped with Basic, Weapons, Close Combat Weapons, Grenades, Pistols and Wargear. When the gang is created, one Ganger can be equipped with a Special Weapon; during in the campaign, additional Gangers can also be take Special Weapons.

Inquisitorial Retinue Equipment List

Basic Weapons
Lasgun - 5 credits
Autogun - 15 credits
Shotgun (with solid and scatter ammo) - 30 credits
Boltgun - 50 credits

Close Combat Weapons
Club, maul, or hammer - 5 credits
Axe - 15 credits
Fighting Knife - 10 credits
Power fist (count as Servo-claw) - 30 credits
Power sword/stave - 45 credits

Pistols
Laspistol - 10 credits
Autopistol - 10 credits
Plasma pistol - 50 credits
Needle pistol - 25 credits

Special Weapons
Grenade launcher (with frag and krak grenades) - 55 credits
Flamer - 100 credits
Plasma gun - 100 credits

Heavy Weapons
Heavy stubber * - 130 credits
Storm bolter * - 120 credits

Wargear
Respirator - 15 credits
Medicae kit - 30 credits
Strip kit - 15 credits
Photo-goggles - 30 credits

New weapons
Needle pistol: Rng S 4"/L 9"; Acc S -/L -1; S 5 AP -1 D 1 Am 6+; Traits - Scarce, Toxin
Storm bolter: Rng S 12"/L 24"; Acc S +1/L -; S4, AP -1, D 2; Am 6+; Traits - Rapid Fire (2), Unwieldy
Last edited by asch on Sat Mar 10, 2018 7:52 am, edited 1 time in total.

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Re: House List for Necromunda: Gang War (Inquisitorial Retin

Post by Primarch » Sat Mar 10, 2018 7:13 am

I think you've missed the Inquisitor's Cool value.

A wider range of gangs beyond just the basic houses would be cool. Lots of reasons for other forces to be creeping around in the underhive.

As for comments on the above list, my image of Inquisitors is that they have access to the full range of Imperial wargear, (and maybe non-imperial too, :twisted: ), are often psykers and wield an incredible amount of power.
I haven't read the Necromunda or Gang War rules, but are there rules for psychic powers and exotic weapons/armour? If so, I would think the Inquisitor would be able to have access to some of them, at least from a background point of view.
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Re: House List for Necromunda: Gang War (Inquisitorial Retin

Post by asch » Sat Mar 10, 2018 7:54 am

Primarch wrote:I think you've missed the Inquisitor's Cool value.

A wider range of gangs beyond just the basic houses would be cool. Lots of reasons for other forces to be creeping around in the underhive.
Thank you for your correction! I have deleted a few characters, meddling with the styles.

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Re: House List for Necromunda: Gang War (Inquisitorial Retin

Post by asch » Wed Mar 14, 2018 1:14 am

Primarch wrote: As for comments on the above list, my image of Inquisitors is that they have access to the full range of Imperial wargear, (and maybe non-imperial too, :twisted: ), are often psykers and wield an incredible amount of power.
I haven't read the Necromunda or Gang War rules, but are there rules for psychic powers and exotic weapons/armour? If so, I would think the Inquisitor would be able to have access to some of them, at least from a background point of view.
@Prim
Belated thanks for your comment, too.
I've dug fairly into fluffs in Inquisition Codices, but little into novels featuring inquisitors.
Now I have Black Library anniversary Eisenhorn, so it's right time to start reading Eisenhorn trilogy.

As for psychic rules, I got the latest White Dwarf featuring Genestealer Cult list yesterday. The rules include Adept's psychic power including "memorization" as per an additional skill set.
After playing some games, I would try to tweak psychic power list for inquisitor's.

As for exotic weapons, it might work to allow inquisitors to buy "access to every House equipment list" option for some credits. I am also inclined to allow them and their henchmen to select their skill sets, to reflect their various skills and backgrounds.

"The all powerful inquisitor" might sound awful, but the list is not for tourneys and we can adjust the balance by shifting the cost for fighters and abilities. Not play an actual game yet, but I suppose we will need sheer numbers to "win" in some scenarios.

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