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