Inquisimunda 2018.07.16 PDF
Inquisimunda 2018.07.16 PDF
This fan rulebook is completely unofficial and in no way endorsed by Games Workshop.
Necromunda, Inquisitor, 40k, Warhammer 40k, Citadel, Games Workshop, GW and all associated logos, marks, names, races, vehicles, weapons, devices,
characters, illustrations and images from the Warhammer 40k universe are either ® or TM, and/or © Games Workshop Limited. All Rights Reserved.
Contents
Note: each entry below is easily accessible with a single click.
Updates...............................................................3 Mutations..........................................................23
Introduction.......................................................4 Psykers & Psychic Powers................................25
How to play Inquisimunda?..............................6 Bionics...............................................................27
Designing your Warband...................................8 Prosthetics....................................................................28
T'au................................................................................20
Greenskins....................................................................21
The content of this book is in no way affiliated with Games Workshop and is completely unofficial. The content within is
a fan project and made for personal use. House rules, ideas, fluff descriptions could have been sourced from the
Internet with no intent to infringe on any copyright, moral right, trademark or other intellectual property. Please get in
touch if I have used anything you would like to be removed.
Special thanks to the worldwide Inquisimunda community, whose years of continuing discussions are instrumental, to
the numerous forums, blogs and websites (especially the Yaktribe community on https://yaktribe.games,
DakkaDakka, Warseer, Eastern Fringe, The Conclave, Iron Sleet, Empire of Ghosts, Lexicanum, Warhammer 40k wikia)
and to the many contributors and passionate hobbyists who breathe life into the grimdark future.
GW, Games Workshop, Citadel, Black Library, Forge World, Warhammer 40,000, the ‘Aquila’ Double-headed Eagle logo, Space Marine, 40K, 40,000, White Dwarf, Necromunda,
Space Hulk, Battlefleet Gothic, Mordheim, Inquisitor, Epic, Gorkamorka, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons,
characters, and the distinctive likenesses thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world. All Rights Reserved.
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Updates
The present book, which brings together contributors from diverse horizons, bears witness to the powerful will of the
community to establish Inquisimunda as an enjoyable game system. This endeavor is a tribute to the richness and the
depth of the 40k universe. It is an ongoing process and, by essence, a collective effort. Every contribution, no matter
how small, is a tangible step toward a better outcome.
This document is a work in progress. Throughout the pages, you may find some [comments highlighted in yellow]. They
are here to notify the community that feedbacks and tangible contributions are required or that discussions are
ongoing about this very point on Yaktribe's forums. It is also a way to expose the process that is followed and the
sources from which this part might be based on.
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Introduction
Welcome to the world of Inquisimunda. You may have was there to rid the worlds of any heresy, to save the
heard the term whispered among mysterious players galaxy from any threat from within, without or
from secretive groups, or have stumble upon pictures beyond. Operating in secrecy and seeing their
of an unfamiliar miniature in dark and strange corners methods to be secondary to the execution of their
of the Web. Unknown species, unidentified faction. holy duties, Inquisitors act freely. Could an emperor
Before realizing you were asking yourself who was asleep in a stasis chamber really control the judgment
this little guy, what was his story, what influenced his given by his agents?
intention, your interest was inescapably piqued.
There is no coincidence. You’re here because you are
Something was happening inside of you, an odd drawn to this kind of uprising, far away from the
feeling of unspeakable attraction. You wanted to know brightly colored normalcy edicted by the Imperium or
what you had suspected for ages: everything you have its temporary allies. In Inquisimunda, you follow the
been told is a lie! There are no such things as heroes lives of the many forgotten characters who invisibly
or villains in the horrifying universe of the 41st influence the destiny of the whole galaxy, not battle
millennium. No light upon the path of the defenders after battle, war after war, but one stab after the
of Mankind and the Emperor. No absolute shadow in other, one gunshot at a time, one intrigue a day.
the heart of their registered enemies. The Inquisition
What is Inquisimunda?
Short answer: Inquisimunda is a crossover between At its core, Inquisimunda is all about Inquisitors,
Inquisitor and Necromunda (hence the name). heretics, mutants, xenos, and the men and women
that want to either tear them apart or to continue to
Inquisimunda is a way to play lesser-known characters live from their forbidden activities. It’s an alternative
from the 40k universe, named once in a Black Library approach to 40k where the focus is shifted back to a
book or briefly evoked in a 40k codex but rarely seen human perspective where even a single Astartes is a
on a tabletop. It’s a way of recapturing some of the momentous, game changing figure. Inquisimunda is
older stories of 40k, dated back from the Rogue about embodying something unusual. It could be
Trader era, that have been sidelined since then. It’s a some dismissed rogue traders, particularly cruel void
tribute to the work of artists who relentlessly tried to pirates, a not so peaceful T’au diplomatic cadre, or
depict a richer and deeper universe. Blanchitsu something completely different. It’s up to you!
regularly features such warbands in White Dwarf, and
part of the appeal of Inquisimunda is the ability to
design your very own little guys to explore the more
obscure areas of 40k background. The desire to
represent your characters by searching the whole GW
range of miniatures, converting them, using
greenstuff to make them unique, is an integral
element of Inquisimunda.
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Where does it come from?
In 1995, the first official version of Necromunda came Inq28 & 40kmunda, What’s about?
out, following the idea of a ruleset published in White Technically, Inq28 is a direct translation of the RPG
Dwarf between autumn and winter 1990-1991 for a rules of Inquisitor from the 54mm scale to the 28mm
skirmish wargame called Confrontation. In 2003, a first one. Switching to a smaller scale has made a broader
fan update was compiled by the community (and range of miniatures available for conversion, easing
accordingly dubbed NCE, Necromunda Community the creation of unique character models. Thus, Inq28
Edition). is more about creativity than playing rules. This could
explain the confusion with this term, since Inq28 is
In 2001, GW published a narrative skirmish game often used to speak about Inquisimunda, or more
called Inquisitor, with 54mm scale models. It was broadly, games that feature Inquisitors or something
pretty unique in that it was essentially non- comparable in power level and tone, style and spirit.
competitive: it was more about creating a narrative
and roleplaying your characters. The rulebook was full 40kmunda is another fan proposal based upon NCE,
of artworks and background stories, an evocative allowing gamers to play with more 40k factions. It's
setting that captured the imagination. basically another take on Kill Team (or Shadow War),
warband level 40k skirmishes where fighters level up
In 2011, the community compiled a first ruleset for and have access to everything.
Inquisimunda (V1.0, V1.3 Addendum), keeping the
same game rules as Necromunda but extending the Inquisimunda gets scaled back to feel more like the
number and type of "gangs", and introducing a vast original inquisitor game with its ability to take just
armoury, as well as major psychic powers, thanks to about anything of an investigative stealth level, with
the work of Jeremy Olsen, based on an idea from 2008 the ability to level a warband up from novice fighters
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How to play Inquisimunda?
Inquisimunda N17 is based on the ruleset of Necromunda: Underhive boxed game (2017). A copy of the softback
rulebook is required to use the present supplement. It won’t take long to learn the basic rules of the game such
as moving, shooting, fighting in close combat and the turn structure, much of which experienced Warhammer
40,000 players will be familiar with already.
From there, Inquisimunda offers gamers a broader choice of warbands, species, weapons and wargear, in
replacement of the House gangs, Underhive Armoury and Trading Post of N17.
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Rules changes
With the Necromunda Rulebook and this core ruleset for warband and fighters, You will be able to play skirmish
games in no time. For campaign games, the Gang War 1 supplement is required, as well as some alterations
exposed in the chapter: Inquisimunda Campaigns.
Below is a table to keep track of all the equivalences and changes between Necromunda and Inquisimunda.
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Designing your Warband
In Inquisimunda, you do not choose a Warband in the same way as a House in Necromunda. Instead, to
embrace the great diversity of individuals, groups, allegiances and motivations, you will be able to design your
own warband by following four easy steps, each one of them determining one key aspect of your warband.
Courtesy of KrautScientist
The four steps to design your warband
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Step 1: Choose your Leader's species
The first step to design your warband is to select a species for your Leader. Equipment accessibility and available
Factions will greatly depend of this first choice. The full characteristics, rules and cost of each species are
detailed in the chapter: Species.
Step 1 Step 1
Leader's species Mankind Leader's species Aeldari
Humans originated on the planet Terra (Old Earth), and first Aeldari possess longer and cleaner limbs than humans, almond-
colonised the galaxy during the Dark Age of Technology. shaped eyes, and slightly pointed ears. The most obvious
Throughout its long history and before, the human race has difference between humans and Aeldari can only be seen when
mutated into a variety of stable species known as Abhumans. they move, for the movements of an Aeldari radiate a subtle grace.
Step 1 Step 1
Leader's species Greenskins Leader's species T'au
Orks and Grotz are green-skinned and red-blooded, a side effect of The Tau have hoofed feet and four-digit hands. Their skin is grey-
their symbiotic physiological and genetic relationship with fungi. blue, rough in texture, leathery, and exudes almost no moisture.
Orks feel surprisingly little pain, even from the most grievous of Their faces are flat, wide around the eyes, with an "I"-shaped slit
wounds, enabling them to fight on whilst horrifically injured. running from the center of the forehead, with no nose.
Waaagh!
Step 1
Leader's species Minor Xenos species
Not all sentient species are posed to seize the galaxy for
themselves. Hundreds have failed to even prevent their own
extinction. Despite this, the galaxy continues to offer a great
diversity of alien life in a myriad of forms, all struggling to survive.
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Step 2: Choose your faction
At its inception, the Imperium of Man made one of its core objectives the extermination of all alien life forms that
posed any threat to humanity. Thus many species suffered extinction at the hands of the newborn Imperium which
perpetrated one act of genocide after another. This would also apply to the majority of human civilisations
encountered during the course of the Great Crusade like the Interex and Diasporex civilisations, which had founded
cultures where alien and human populations had successfully integrated into a single whole. Diplomacy was rarely
tried, and was more often offered only to other human civilisations encountered in the course of the Great Crusade.
Certain Xenos, such as the Aeldari, who were more technologically advanced than the Imperium were often simply left
alone so long as they did not threaten human interests. This policy of unconditional hatred persists into the modern
Imperium more than 10,000 standard years after the Great Crusade ended in the blood and fire of the Horus Heresy.
In that time, many more alien civilisations have been discovered and destroyed regardless of threat level, culture,
disposition or technology.
The second step to design your warband is to choose This step will also be important to determine the
a Faction. Don't be intimidated by the sheer amount available True Nature (Step 3) and Archetype (Step 4)
of cards in this section, you just need to pick up one. of your Warband.
In the following page, you will find different factions
sorted to ease reading as follow: Note that this choice of a faction is not the reflect of
• Imperium factions your indefectible loyalty to this faction, it is more to be
• Aeldari factions viewed as an origin. The True Nature of your warband
• Greenskins factions (Step 3) will be an opportunity to clarify your real
• T'au factions. allegiance.
Step 2
Faction Independent
Some warbands belong to one of the numerous, sparse and minor
realms within the galaxy. Other individuals have rejected the
established order and do not owe allegiance to any particular
organisation. One thing in common: they are on their own.
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Imperium factions
The Imperium of Man is a galaxy-spanning interstellar human empire, the ultimate authority for the majority of the
human race in the Milky Way Galaxy in the late 41st Millennium. Teetering on the brink of collapse, it is ruled by the
living god who is known as the Emperor of Mankind. Several xenos species and dark forces now challenge the
supremacy of the Imperium and humanity's predominant place in the galaxy. From within, the Imperium is threatened
more insidiously by rebellion, mutation, dangerous psykers and subversive Chaos Cults.
Imperial citizens
Step 2 Step 2
Faction Ecclesiarchy Faction
The Adeptus Ministorum, more commonly known as the The Imperium is the largest and currently most powerful political
Ecclesiarchy, is the official face and militant arm of the Imperial entity in the galaxy. Most of its citizens rarely interact with other
Cult and is devoted to upholding the worship of the Emperor of worlds, whereas others are recruited to serve in the Astra Militarum
Mankind as the one, true God of Humanity. and will probably never see their homeworlds again.
Available species Humans, Abhumans (but no Beastman) Available species Humans, Abhumans
WiP WiP
Mechanicum
Step 2 Step 2
Faction Inquisition Faction
The Inquisition acts as the secret police force of the Imperium, The servants of the Cult Mechanicus regard organic flesh as weak
hunting down any and all of the myriad threats to the stability of and worship the Machine God or the "Omnissiah” deity. In their
the God-Emperor's realm, from the corruption caused by the Quest for Knowledge, some adepts choose to follow a foul path into
Forces of Chaos, Heretics, mutants and rebels, to Xenos influences. forbidden tech-heresy within the Dark Mechanicus sect.
Special rules Human Leader only Special rules Human Leader only
WiP WiP
Available Step 3 Any except Mutants Available Step 3 Any except Mutants
Rogue Trader
Step 2 Step 2
Faction Noble Faction
The Imperium promotes the development of a neo-feudal political Rogue Traders are unique and powerful human individuals who
system. Many of the ruling noble houses from worlds across the serve as a combination freelance explorer, conquistador and
Imperium will send delegations to negotiate with other houses and interstellar merchant. Their inherited Warrant of Trade empowers
forge alliances and trade deals with local worlds and nations. them to journey beyond the boundaries of the imperium of Man.
WiP WiP
Available Step 3 Untainted, Chaos, Mutants, Renegade Available Step 3 Untainted, Renegade
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Aeldari factions
The Aeldari are a dying race, a shadow of their former glory, on the brink of annihilation. Millennia ago, their
overweening pride and their fall into hedonistic practices led to a cataclysm that all but eradicated their kind and led
to the birth of the Chaos God Slaanesh. The heart of their civilization was torn out by this catastrophe, forcing most of
the surviving Eldar to flee upon gigantic starships. Now they cling to survival by a thread, fighting the horrors of the
galaxy with ritualised discipline and consummate skill.
Drukhari
Step 2 Step 2
Faction Craftworlds Faction
A Craftworld is a vast, planetoid-sized spacecraft, carrying the The forsaken and corrupt kindred of the Eldar, called Drukhari,
greater part of the surviving members of the Eldar race after their revel in piracy, enslavement and torture. They are concentrated in
Fall. Each Craftworld is a self-sufficient, independent realm with its one foul city-state - the Dark City of Commorragh - that lies within
own distinctive culture. the Immaterium of the Eldar Webway.
Special rules Any fighters of a Craftworld warband Special rules All Aeldari fighters gain the following
may be a Psyker (not just Leader & attributes: Night Vision, Not a Psyker.
Champions).
Slavers & Slaves
Available Step 4 Explorers, Diplomacy, Military Available Step 4 Cult, Explorers, Military, Outlaws
Harlequins
Step 2 Step 2
Faction Exodites Faction
The Exodites are members of the Aeldari race that rejected the The Harlequins are the keepers of the Black Library and serve the
slow degeneration of their ancient civilisation before the Fall of the enigmatic Eldar deity called the Laughing God. The Harlequins see
Eldar, exiling themselves from the core homeworlds of their star- no distinction between art and war, and their outlook can best be
spanning empire to newly-terraformed colony planets. explained by reference to the legend of the Fall.
Special rules Access to < Primitive > Equipment Special rules WiP
Step 2
Faction Ynnari
The Ynnari are a newly formed Eldar group, that worship the God
Ynnead and believe their race can be saved from the predation of
Slaanesh, by helping to bring about the birth of the slumbering
God of the dead.
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Greenskins factions
Feral Orks
Step 2 Step 2
Faction Orks Domains Faction
Living on innumerable worlds, on some, the Orks dominate Feral Orks or Wildboyz are Orks who arise on a world that a
completely, on others they live in a state of perpetual war, and on spaceborne Ork WAAAGH! has already assaulted, usually grown
others still they act as slave masters, bullying the local populations from the fungal reproductive spores left behind. They possess only
into doing their bidding. pre-industrial levels of technology and culture.
Special rules Ork Leader only Special rules Ork Leader only
Step 2
Faction Rebel Grotz
Due to unfair treatment, some Grotz decided to form Da
Kommittee, a group of rebels who led the rag-tag "revolushun".
They campaign for equal rights between Orks and grotz. Even by
outnumbering their oppressors, their chances of success are slim.
T'au factions
Farsight Enclaves
Step 2 Step 2
Faction T'au Empire Faction
The T'au Empire is a rapidly expanding xenos empire. It was The Farsight Enclaves are a series of heavily-fortified T'au colony
founded by the Tau caste called the Ethereals, in the name of the worlds that are independent and indeed opposed to the rule of the
Greater Good. Several intelligent xenos races have allied T'au Empire. They are led by the legendary Commander Farsight,
themselves with the Tau, and even some humans. who knows the truth behind the Ethereal's great plan.
Available species T'au, Mankind, Kroot, Tarellian, Vespid Available species T'au only
WiP
Available Step 4 Cult, Diplomacy, Explorers, Military Available Step 4 Explorers, Military
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Step 3: Choose your True Nature
This step may be kept undisclosed until you decide to reveal your True Nature (or the truth has been uncovered
after investigations). You could even keep secret the real species or mutation status of some of your fighters.
You could also plan to use forbidden equipments. More explanations about secrecy are included into the
chapter: Inquisimunda Campaigns. Your default choice is to be Untainted.
Step 3 Step 3
True Nature Untainted True Nature Chaos
Being by fear or by will, some warbands have managed to keep The entities who embody Chaos are mostly daemons, but the term
themselves out of the influence of any Xenos masters, or truly also encompasses those mortals who have thrown in their lot with
untainted by the corruption of the Dark Gods. Among their ranks, Chaos, ranging from simple labourers who serve as Chaos Cultists,
no one contests the merits of their acknowledged allegiance. to Damned Guardsmen and Traitors of the Dark Mechanicus.
Requisite faction (step 2) Any faction Requisite faction (step 2) Independent, Farsight Enclaves,
Imperial citizens, Mechanicum, Noble
Mutants
Step 3 Step 3
True Nature Genestealer infection True Nature
A Genestealer Cult is a xenos-worshipping secret society made up Mutants are the millions of people across the Imperium of Man
of and controlled by Genestealers. These Tyranids are carried from who have been deformed from the baseline human phenotypic
world to world much as a virus is carried from host to host, unseen state by genetic mutation. Mutation is actually considered a
and unbidden. A cult can start with but a single organism. heretical crime by Imperial authorities.
Step 3
True Nature Renegade
For those who question the established order, who can no longer
tolerate the oppression or who have seen another truth, there is
only two choices: rebellion or death. Renegades are not only
deserters, they may be spies, saboteurs and traitors under cover.
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Step 4: Choose an Archetype
The last step and not the least to design your warband is to select an Archetype, which is both the way your
warband will fight and the what it will fight for. Your Primary Skill sets depends of this last choice. For remainder,
if by this step no Secondary Skill sets have been specified, two of them may be chosen freely among any skill
sets apart from Leadership (see Gang War 1).
Step 4 Step 4
Archetype Cult Archetype Diplomacy
Cults is a term often referring to subversive groups within Some of the more important breakthroughs to prevent or to end a
humanity - some are dominated by hostile aliens while others are conflict have not been the fact of violence, but have been
worshippers of Chaos. Orks believe in Gork - or is it Mork? - and successfully accomplished through diplomacy. Beyond government
T'au's Greater Good goes far beyond a simple doctrine. and nobility, Diplomacy is an art practised by traders and guilds.
Primary Skill sets Ferocity & Savant Primary Skill sets Combat & Savant
Explorers
Step 4 Step 4
Archetype Enforcers Archetype
The role and nature of Enforcer cadres vary widely. Many worlds Explorers are driven by an insatiable curiosity to explore and travel
have their own paramilitary force provided by the Imperial across the galaxy. Their function is to travel into the depths of the
Commander to enforce their will and dispense rough justice. Many unknown in order to acquire knowledge and secrets for the glory of
of these are little better than bandits and extortionists themselves. their empire or for their own benefit.
Primary Skill sets Ferocity & Shooting Primary Skill sets Savant & Shooting
Step 4 Step 4
Archetype Military Archetype Outlaws
In a time knowing only War, Military assets, comprised of either Renegades, mercenaries, and outcasts commonly form piratical
professionally trained elites or enrolled citizens with poor bands on the fringes of the Imperium, raiding space lanes for
experience, are legion among the worlds spread all over the plunder and glory. Others prefer to perpetrate their crime deep
galaxy. inside a system, as small gangs or as true criminal organisations.
Primary Skill sets Combat & Shooting Primary Skill sets Combat & Ferocity
Ruling By force
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Recruiting Fighters
After designing your warband by selecting 4 cards in the previous chapter, you will need to recruit some
fighters. In Inquisimunda, there is five types of fighter available for hire: Leaders, Champions, Warriors, Heavies
and Initiates. Each of these fighters may come from a variety of species as detailed by your choice of warband's
cards. Each of these fighter types are further detailed in the next page.
Warband composition
A Warband must follow the rules below when it is founded, and when new fighters are added to the warband:
• There must be one Leader (if the Leader is killed, see page 110 of N17 Rulebook). No more. No less!
• Champions: There can be no more than two Champions, plus one for every full 10 Reputation the
warband has – for example, a warband with Reputation 24 could have up to four Champions.
• Heavies: There can be no more than 2 Heavies, plus one for every full 10 Reputation the warband has.
• Warriors: The total number of Warriors in the warband must be equal to or higher than the total
number of other fighters (Leader, Champions, Heavies and Initiates) in the Warband.
• 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.
In Inquisimunda, Credits are replaced by Thrones Gelt (TG). To start with you have 1500 TG to spend on
recruiting and arming your warband. Any Thrones unspent are added to the warband’s stash and can be used
later or hoarded to buy something more expensive.
Creating a fighter
Fighters in Inquisimunda are made by selecting one
position card on the next page and one species card
from those allowed by your warband rules in the next
chapter. The position characteristics modifiers are to
be applied to the species baseline stats, the costs are
to be added together.
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Fighters positions
Fighters positions are each represented by a card below. If a card indicate several stat lines, you may choose the
one that best suits to your fighter's background and style. Characteristics modifiers and cost are to be added to
their equivalents on a species card available in the next chapter.
Equipment Any equipment except Heavy weapons Equipment Any equipment except Heavy weapons
Fighters armed with heavy weaponry or technical equipment are Experienced and trustworthy fighters, Warriors make up the bulk of
called heavies, on account of the weight of the gear they carry! most warbands, coming in an infinite array of different forms.
M WS BS S T W I A Ld Cl Wil Int M WS BS S T W I A Ld Cl Wil Int
- -1 -1 - - +1 - - -1 -1 -1 -1 - -1 -1 - - - - - -1 -1 -1 -1
- -1 -1 - - - - +1 - 1 -1 -1 -1 - -1 -1 - - - - - - -1 -2 -1
- -2 - - - - - +1 - 1 -1 -1 -1 - -1 -1 - - - - - -1 -3 - -
- - -2 - - +1 - - -1 -1 -1 -1 - -1 -1 - - - - - -1 -1 - -2
Special rules None Special rules None
Equipment Any equipment Equipment Any equipment except Special, Heavy weapons
Fighter's +ZERO TG
POSITION Initiate
Initiates are young or perhaps simply inexperienced fighters, but
with time they will improve and become valuable warriors.
M WS BS S T W I A Ld Cl Wil Int
- - - - - - - - - - - -
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Species
It is not recorded exactly when the human race learned that it was not alone in the galaxy, or which intelligent alien
species it first made contact with, but what is known in early Imperial records is that humanity has been competing
with xenos since the Dark Age of Technology. The first human interstellar civilisation which existed at that time made
contact with many alien races, possibly including the Aeldari and the Orks, but the majority must have been hostile or
incapable of co-habitating with humans as no aliens are known to have ever willingly integrated into the broader
interstellar human civilisation of this time.
Mankind
Humans originated on the planet Terra (Old Earth), and first colonised the galaxy during the Dark Age of Technology.
Throughout the long history of the Imperium and before, the human race has mutated into a variety of different stable
species as a result of different populations' adaptation to various environments across the galaxy over the millennia.
Humans
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35 TG
Blank 40 TG
Species & sub species Species & sub species
Humans, Mankind Afriel strain Humans, Mankind
The Afriel Strain was a shadowy experimental process A Blank, also known as an Untouchable and a Null, is a
which used genetic material from the Imperium's human who possesses the rare Pariah Gene that
greatest heroes to create the perfect fearless soldier. It makes them generate no presence in the Warp, leaving
resulted in unforeseen mishaps: they appeared to attract them essentially soulless, and thus radiates a sense of
the animosity of other warriors and suffer from the most unnatural “wrongness”. A Blank’s proximity to
appalling bad luck. They are universally albinos, with pale someone who possesses even a modicum of psychic
hair and colorless eyes. ability can be quite painful or even lethal.
AbHumans
In the long millennia since Mankind first began to settle amongst the stars, some human colonists have deviated to a
great degree from the base-line human genome due to exposure to the alien environments of their homeworlds and
long centuries of isolation from the rest of humanity during the Age of Strife. These sub-species of humanity often
differ in physical and cultural terms from the human baseline to such an extent that they are almost as inhuman as
true xenos. These variant human sub-species are generally referred to by the Administratum as Abhumans.
55 TG
Ogryn 100 TG
Species & sub species Species & sub species
Abhumans, Mankind Beastman Abhumans, Mankind
Beastmen combine the physical appearances of humans The Ogryn are a huge and physically powerful Abhuman
and Terran animals. They do not necessarily look mutant subspecies of humans, often employed as
alike. The origin of Beastmen is unknown; shock troopers in the Imperial Guard by the
though it is likely that they are the result of Imperium of Man. Ogryns possess many traits
genetic engineering stretching back to the Dark Age prized by the Imperium; they are brutally strong
of Technology or the result of exposure to the and completely loyal, although extremely limited
influence of the Warp. intellectually.
15 TG
Squat 40 TG
Species & sub species Species & sub species
Abhumans, Mankind Ratling Abhumans, Mankind
A Ratling is a member of a small, loud, hungry The Squats are short, stocky and physically hardy Abhumans.
and lecherous Abhuman species. Ratlings are The Squat species was ultimately destroyed by the invasion
granted full Imperial citizenship despite their of a Tyranid splinter Hive Fleet in the late 41st
mutant status and in the past have often Millennium. The few remaining homeworlds were
served in the Regiments of the Imperial annexed outright by the Imperium of Man,
Guard. However, they are still distrusted by the though some survivors still serve in the Imperial
more Puritanical members of the Inquisition. Guard, hoping for revenge.
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Aeldari
The Eldar race has a long and complex spacefaring history, so long in fact that little is known for certain about the
course of their physical evolution and early planet-bound existence. The original Eldar homeworld was destroyed
during the catastrophic collapse of the Eldar civilisation known as the Fall of the Eldar. The remnants of Eldar culture
that survived the cataclysm preserved much of their species' history in the form of traditional stories, songs and dance.
Written records, monuments and visual records were almost completely destroyed except for a few instances where
they were taken aboard voidcraft fleeing from the doomed worlds.
Aeldari 70 TG
Species & sub species
About Drukhari
Aeldari, Xenos
Despite the fact that some scholars could see the
As a humanoid race, Eldar are physically similar to
Drukhari as a distinct sub species, for the sake of
humans, although not entirely identical by any means.
The Eldar mind, while similar in general to the simplicity, in Inquisimunda they are recruited as
human psyche, is far more inclined towards Aeldari fighters.
extremes. This natural inclination towards emotional
extremes is both a blessing and a curse to the Eldar, they
must maintain a measure of self-control at all times. The additional rules to better represent the
specificities of Drukhari fighters are included into the
M WS BS S T W I A Ld Cl Wil Int
6” 4+ 4+ 3 3 1 3+ 1 7+ 8+ 7+ 7+ Drukhari Faction (Step 2).
8” 2+ 2+ 4 3 3 2+ 3 3+ 3+ 3+ 3+
Special rules Acute Senses, Access to Agility, No Brawn skill
T'au
The Taus are a young, humanoid and technologically advanced intelligent race native to the Eastern Fringes of the
Milky Way Galaxy who are fighting to expand their interstellar empire and a philosophical concept they call the Greater
Good. The Tau claim to be a peaceful race when possible, asking if others will join their cause voluntarily instead of
fighting. Tau society is divided into a number of castes, each responsible for managing a specific aspect of their
society. The Tau’s central motivating ideal is that everyone in their empire regardless of their species will work for the
collective betterment of everyone else.
M WS BS S T W I A Ld Cl Wil Int
5” 6+ 5+ 3 3 1 5+ 1 8+ 9+ 9+ 8+
7” 3+ 2+ 4 4 3 2+ 2 3+ 3+ 3+ 3+
Special rules Not a Psyker
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Fan rulebook completely unofficial & not endorsed by Games Workshop.
Greenskins
Greenskins are a savage and warlike race of humanoids who are spread all across the Milky Way Galaxy. Orkoid
physique itself is so robust that it can withstand tremendous punishment. Ork stellar empires rise and fall. Mercifully
most are short-lived, soon destroying themselves in a maelstrom of violence and internecine conflict, but should the
Orks ever truly unify, they would crush all opposition.
The Orks are a green-skinned race of humanoids Grotz are a smaller subspecies of Orks, more
who are spread all across the Galaxy. They are cowardly and usually used as living
seen by their enemies as savage and crude, but shields. Quite low in the strict
they are the most successful species in the hierarchy of Ork society, they are often used
whole galaxy, outnumbering possibly every for the dirtiest jobs like scavenging, being used as
other intelligent race, even Mankind (with the the football when the bigger Orks get bored, or
very plausible exception of the Tyranids). sometimes even as emergency rations.
45 TG
Jokaero 80 TG
Species & sub species Species & sub species
Minor Xenos, Xenos Hrud Minor Xenos, Xenos
The Hrud are an intelligent alien race, prone to The Jokaero resemble the orange-furred great
living in subterranean conditions and who possess apes of Old Earth known as orangutans. They
an unknown biological ability to dramatically were created ages ago by the Old Ones
accelerate the aging of any living being or to during their war with the C’tan. The
accelerate the slide towards entropy of an object Jokaero’s defining racial trait is their
that comes within their vicinity. They are considered extraordinary in-born skill at crafting
as a dangerous xenos species. extremely advanced technologies.
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Fan rulebook completely unofficial & not endorsed by Games Workshop.
45 TG
Loxatl 60 TG
Species & sub species Species & sub species
Minor Xenos, Xenos Kroot Minor Xenos, Xenos
The Kroot are a species of savage humanoids who are a The Loxatl are slimy-skinned quadrupedal reptiles, often
member species of the Tau Empire. Kroot are tall aliens, working as mercenaries alongside pirates. They have
their avian ancestry giving them a bird-like beak and broad, fanged heads and a flickering purple tongue that
long quills protruding from their heads like constantly tastes the air. Ongoing efforts by the Ordo
hair. A unique feature of the Kroot is that Xenos are continuously made to find the point of
they evolve by selecting traits of their defeated origin of these loathsome creatures so that they can
foes to absorb by eating them. be exterminated.
140 TG
Stryxis 40 TG
Species & sub species Species & sub species
Minor Xenos, Xenos Sslyth Minor Xenos, Xenos
The Sslyth are a sentient race of reptilian creatures The Stryxis are a sparse, nomadic xenos race with a
with a snake-like lower body and vaguely reputation as untrustworthy traders, wanderers, and
humanoid torso, though they sport multiple sometimes slavers and pirates. They are described
arms and a head more serpentine than variously as a gangling and multi-eyed creature
human. Drukhari Archons have found the that resembles a human-sized, skinned, dog
Sslyth to be the most reliable and survivable embryo. Scavengers and obsessive hoarders, they
bodyguard species available for hire. possess a wealth of technology stolen or bartered.
55 TG
Vespid 60 TG
Species & sub species Species & sub species
Minor Xenos, Xenos Tarellian Minor Xenos, Xenos
Tarellians, more commonly known as Tarellian Dog-Soldiers The Vespid are a unique race of insect-like aliens
because of their snouts, are a minor reptilian species of who are members of the Tau Empire. In the Tau
xenos found throughout the galaxy. They most often are Lexicon, they are called “Mal’kor”. This derives from
encountered as mercenaries for the Tau Empire, the Tau words for insect, “Mal,” and air, “Kor.” The
particularly when Tau forces face the Imperium Vespids homeworld is a gas giant also called Vespid,
because of the Tarellians’ ancient grudge against three light years to the galactic south of the Tau’s D’yanoi
Mankind as a species. Sept.
Note: All stats have been documented from 40k and previous versions of Inquisimunda. Costs have been thoroughly
calculated following N17 standards. Feedbacks can be posted on Yaktribe here.
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Fan rulebook completely unofficial & not endorsed by Games Workshop.
Mutations
Mutants are creatures – both human and Xenos – who have been changed either through a quirk of biology, exposure
to toxins, or the corrupting influence of the Warp. Many mutants are used as slave labor on worlds throughout the
Imperium and beyond, which has led to several uprisings over the millennia.
Creating Mutants
WiP: Any fighter may be purchased as a Mutant when Mutants conform to all special rules specified on their
he or she is recruited by choosing a Mutation card species profile, in addition to the one(s) granted by
below (in addition to position and species cards) and their mutations. Furthermore, they gain the additional
paying the cost indicated within the mutations tables. keyword <mutant>.
A mutation can only be attributed once for the same
fighter. Note: The mutations listed in this section are for
indicative purposes only and could be represented
Unless otherwise stated, a fighter may only become a differently: A tentacle could stand for an agile and useful
Mutant at creation. The type and number of available tail, Long Legs could be depicted with a Snake-like body,
mutations depends of the fighter's position within the Caustic blood could be represented with Spikes.
warband.
Big Mutie
Fighter's Fighter's
MUTATIONS Mutant MUTATIONS
Not all mutants are degenerate beasts. Many only bear a few Some mutants are terribly misshapen creatures, abominably
extraordinary traits setting them apart from the rest of their deviating from their original species. They are often taller and
normal species form. stronger than their former siblings and thus nicknamed Big Muties.
Mutations 1 from the Common Mutations table Mutations 1 from the Common Mutations table
+1 from the Heavy Mutations table
Special rules It is rare for mutations to be Special rules It is rare for mutations to be
duplicated within the same warband, duplicated within the same warband,
as such a mutant cannot be purchased as such a big mutie cannot be
with a mutation which another current purchased with a mutation which
warband member already has. another warband's big mutie already
has.
Fighter's
MUTATIONS Psyker
Some of the psychic mutants are highly trained individuals whose
powers are well recognized. Others are Unsanctioned Psykers,
overlooked by the Black Ships or successfully hidden from them.
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Fan rulebook completely unofficial & not endorsed by Games Workshop.
Mutations tables
You can either roll dices (2D6, D6, D3) to generate mutations randomly on the tables below (re-roll any duplicate
results if necessary), or you can select the mutations you wish the mutant to have.
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Psykers & Psychic Powers
A Psyker is an individual who possesses some degree of psychic ability or powers, sometimes referred to as "sorcery"
and their users as "witches", particularly when such powers are used in such a way that they show no regard for the
dangers they may spawn for others or are used in pursuit of the agenda of the Chaos Gods. Psykers are Mutants.
Psychic study
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Fan rulebook completely unofficial & not endorsed by Games Workshop.
Psychic Powers
[WiP: any suggestions are welcomed. Ideally, this section may be a mix between 40k psychic powers and the
ones from OCE/V3.0]
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Fan rulebook completely unofficial & not endorsed by Games Workshop.
Bionics
A fighter may have artificial limbs and organs to replace diseased or damaged parts, or simply to improve their
abilities. Bionics include partial and full replacements of organic body parts, brain implants, cybernetic weaponry and
other devices. Even if the use of bionics is widespread, these artifacts are expensive and mostly limited to high-ranking
officials or valuable veteran warriors.
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Fan rulebook completely unofficial & not endorsed by Games Workshop.
Prosthetics
Prosthetic limbs or other artificial body parts and organs are Bionics to all rules purposes. In addition, all
Prosthetics follow the special rules below.
If a fighter suffers a Lasting injury to an area replaced benefit from a different kind of technology. He may
with prosthetics, then the injury roll is treated as a exchange an already implanted prosthetic for a new
Grievous Injury result instead (31-45) and as such, the one by following the same steps as previously
fighter must go into recovery. The bionic will be (purchasing bionics and visiting the Sawbones).
In N17, in regard to Lasting Injury, there is no fighter's card and may not be retrieved for a later use
distinction between left or right body parts. or for another fighter. They are lost and their cost not
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Fan rulebook completely unofficial & not endorsed by Games Workshop.
[WiP: the idea of Crude/Average/Advanced bionics is taken from the original Inquisitor game (2001)]
Prosthetics Table
Bionics Lasting Injury Additional rules
Crude: The fighter suffers a -1 Initiative penalty.
Crude: The fighter can't take any weapons with the Unwieldy trait.
53: Hand Injury
(-1 to WS) Average: No additional benefit.
Bionic Hands
and/or Advanced: Increase the fighter's Strength by 1. In addition, the fighter
& Arms
55: Spinal Injury may make one parry in close combat with bare hands, provided he is
(-1 to S) equipped with no more than one close combat weapon.
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Fan rulebook completely unofficial & not endorsed by Games Workshop.
Implants
Implants follow all the rules of Bionics above. They may be purchased in the Bizarre Bazaar but are limited to
one copies per fighter. The specific rules of each implant are presented in the Expanded Armoury. [WiP]
Implant weaponry
An implanted weapon is one that has been grafted onto an existing limb, replacing a hand or occasionally the entire
arm. The obvious benefit of finer weapon control is substantially offset by the loss of hand or arm functionality outside
of combat. Another reason for implantation of bionic weapons is the user not being expected to need his arm for other
tasks as most often seen in the case of combat Servitors.
Implanted weapons are Bionics to all rules purposes. In addition, they follow the special rules below.
thus it may not be (Basic) action, add 2 to the result of any hit
removed. Although, rolls (instead of +1).
the fighter may exchange
this weapon for another one No Hand
by undergoing another Obviously, the character has less hand (or even no hand
surgery, following the same at all) and this will limit him with some actions.
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Fan rulebook completely unofficial & not endorsed by Games Workshop.
Expanded armoury
This section is a complete replacement of the Underhive armoury presented in Necromunda: Underhive and its
supplements. We strongly encourage you to purchase a copy of these books to have access to the full ruleset
and special rules, notably the weapons traits. To keep track of each weapon or wargear, the source is specified:
NUR for Necromunda Underhive Rulebook; GW1, 2, … for Gang War 1, 2, …; FAQ1 for FAQ & Errata #1; WDMar18
for White Dwarf March 2018 issue; Inq for Inquisimunda created; with a “.A” for Amended stats.
Note that some N17 weapons and wargear have been voluntary kept aside to prevent balance issues in
Inquisimunda (e.g: Armoured undersuit). Furthermore, some weapons are known under different names
among the species. The Bizarre Bazaar could help figuring out if something is really missing or is already
available as an equivalent (e.g: Meltagun & Fusion gun). [Take part in the discussion on Yaktribe here]
Weapons
In this section, are described Ranged weapons (Pistols, Basic weapons, Grenades, Special & Heavy weapons)
and Close combat weapons (Power, Force & Implanted weapons, Whips, Two-handed weapons and other Close
combat weapons).
Ranged weapons
Pistols
Rng Acc
Weapon S L S L S AP D Am Traits Source
Arc pistol 6” 12” +2 - 6 -2 1 4+ Pistol, Scarce Inq
Autopistol 4” 12” +1 - 3 - 1 4+ Pistol, Rapid Fire (1) GW3
Bolt pistol 6” 12” +1 - 4 -1 2 6+ Pistol GW3
Flechette blaster 6” 12” - +1 3 - 1 2+ Pistol, Rapid Fire (1), Plentiful Inq
Gamma pistol 6” 12” +2 - 6 -3 2 5+ Pistol, Scarce Inq
Hand flamer - T - - 3 - 1 5+ Template, Blaze GW3
Inferno pistol 3” 6” +1 - 8 -4 3 4+ Pistol, Melta, Scarce Inq
Kustom mega-slugga 6” 12” +1 - 8 -2 2 6+ Pistol, Scarce, Unstable Inq
Laspistol 8” 12” +1 - 3 - 1 2+ Pistol, Plentiful GW3
Macrostubber 6” 12” +2 - 4 -1 2 5+ Pistol, Rapid Fire (1) Inq
Needle pistol 4” 9” +2 - 4 -1 1 6+ Pistol, Scarce, Toxin GW3
Neuro-disruptor 4” 9” +2 - * -3 * 6+ Pistol, Scarce, Neural shredder Inq
Phosphor blast pistol 6” 12” - - 5 -1 2 5+ Pistol, No cover save allowed Inq
Plasma pistol GW3
- low power 6” 12” +2 - 5 -1 2 5+ Pistol, Scarce
- max power 6” 12” +2 - 7 -2 3 5+ Pistol, Scarce, Unstable
Pulse pistol 6” 12” +1 - 5 - 1 3+ Pistol, Plentiful Inq
Radium pistol 6” 12” +1 - 3 - 1 3+ Pistol, Rending Inq
Shuriken pistol 6” 12” +2 - 4 - 1 4+ Pistol, Rending Inq
Slugga 6” 12” +1 -1 4 - 2 6+ Pistol Inq
Stub gun 4” 12” +1 - 3 - 1 4+ Pistol, Plentiful GW3
Stubcarbine 8” 18” - - 4 - 1 4+ Pistol, Rapid Fire (1) Inq
Web pistol - T - - 4 - - 6+ Template, Web GW3
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Fan rulebook completely unofficial & not endorsed by Games Workshop.
Basic Weapons
Rng Acc
Weapon S L S L S AP D Am Traits Source
Autogun 8” 24” +1 - 3 - 1 4+ Rapid Fire (1) GW3
Avenger shuriken catapult 9” 18” - +1 4 - 1 4+ Rapid Fire (1), Rending Inq
Boltgun 12” 24” +1 - 4 -1 2 6+ Rapid Fire (1) GW3
Galvanic rifle 15” 30” - +1 4 -1 1 5+ - Inq
Kroot rifle 12” 24” +1 - 4 - 1 5+ Versatile Inq
Lasblaster 12” 24” +1 - 3 - 1 2+ Rapid Fire (1), Plentiful Inq
Lasgun 18” 24” +1 - 3 - 1 2+ Plentiful GW3
Needler 9” 18” +1 - 4 -1 * 6+ Scarce, Toxin GW3.A
Pulse blaster Inq
- close range 0” 5” - +2 6 -2 1 4+ Knockback
- medium range 5” 10” - +1 5 -1 1 4+ -
- long range 10” 15” - - 4 - 1 4+ -
Pulse carbine 9” 18” - - 5 -2 1 3+ Rapid Fire (1), Plentiful Inq
Pulse rifle 15” 30” - - 5 -2 1 3+ Plentiful Inq
Radium carbine 12” 18” +1 - 3 - 1 4+ Rapid Fire (1), Rending Inq
Shoota 6” 18” +1 - 4 - 2 6+ Rapid Fire (1) Inq
Shotgun GW3
- scatter 4” 8” +2 - 2 - 1 4+ Scattershot
- solid 8” 16” +1 - 4 - 2 4+ Knockback
Shuriken catapult 6” 12” - +1 4 - 1 4+ Rapid Fire (1), Rending Inq
Stub cannon 9” 18” - - 5 - 1 3+ Knockback GW3
Grenades
All grenades listed below have the Grenade weapon trait.
Rng Acc
Weapon S L S L S AP D Am Traits Source
Blasting charge - Sx2” - - 5 -1 2 5+ Blast (5”), Knockback GW3
Blight grenade - Sx3” - -1 3 - * 6+ Blast (3”), Toxin Inq
Choke gas grenade - Sx3” - - - - - 5+ Blast (3”), Gas GW3
Demolition charge - Sx2” - - 6 -3 3 * Blast (5”), Single Shot GW3
Frag grenade - Sx3” - - 3 - 1 4+ Blast (3”), Knockback GW3
Hallucinogen grenade Sx3” - - * * * 6+ Blast (3”), Hallucinogen, Gas [WiP] Inq
Incendiary charge - Sx3” - - 3 - 1 5+ Blast (5”), Blaze GW3
Krak grenade - Sx3” - -1 6 -2 2 4+ Demolition GW3
Melta bomb - Sx3” - -1 8 -4 3 6+ Demolition, Melta, Scarce GW3
Photo flash flare - Sx3” - - - - - 5+ Blast (5”), Flash GW3
Plasma grenade - Sx3” - - 4 -1 1 4+ Blast (3”) Inq
Scare gas grenade - Sx3” - - - - - 6+ Blast (3”), Fear, Gas GW3
Smoke bomb - Sx3” - - - - - 4+ Smoke GW3
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Special Weapons
Rng Acc
Weapon S L S L S AP D Am Traits Source
Arc rifle 12" 24" +2 - 6 -1 1 5+ Rapid fire (1) Inq
Combi-weapons
- boltgun 12" 24" +1 - 4 -1 2 6+ Combi, Rapid fire (1) GW3
Plus one of the following weapons:
-flamer - T - - 4 -1 1 5+ Combi, Blaze, Template GW3
-melta 6" 12" +1 - 8 -4 3 4+ Combi, Melta, Scarce GW3
-plasma 12" 24" +2 - 5 -1 2 5+ Combi, Rapid fire (1) GW3
Death spinner 6" 12" +1 - 6 -2 1 5+ Rapid fire (1), Rending Inq
Flamer - T - - 4 -1 1 5+ Blaze, Template GW3
Grav gun 9" 18" +1 - * -1 2 5+ Blast (3"), Concussion, Graviton Pulse GW3
Grenade launcher
- frag grenade 6" 24" -1 - 3 - 1 6+ Blast (3"), Knockback GW3
- krak grenade 6" 24" -1 - 6 -2 2 6+ - GW3
- choke 6” 24” -1 - - - - 5+ Blast (3”), Gas, Limited GW3
- scare 6” 24” -1 - - - - 6+ Blast (3”), Fear, Gas, Limited GW3
- smoke 6” 24” -1 - - - - 4+ Smoke GW3
Haywire blaster 12" 24" - - 4 -1 1 5+ Blast (3"), Pulverize Inq
Hot-shot volley gun 18" 24" +1 - 4 -2 1 4+ Rapid fire (1) Inq
Ion rifle Inq
- low power 12" 24" - -1 7 -1 1 5+ Rapid fire (1)
- max power 12" 24" - -1 8 -2 2 6+ -
Kustom Mega-blasta 6" 24" +1 - 8 -3 2 6+ Scarce, Unstable Inq
Kustom shoota 9" 18" +1 - 4 - 2 6+ Rapid fire (2) Inq
Liquifier gun - T - - 3 -2 1 5+ Template Inq
Long Las 18" 36" - +1 4 - 1 2+ Plentiful GW3
Meltagun 6" 12" +1 - 8 -4 3 4+ Melta, Scarce GW3
Needle rifle 9" 18" +2 - 4 -2 * 6+ Scarce, Toxin GW3
Neutron blaster 9" 18" +1 - 5 -3 1 5+ Rapid fire (1) Inq
Phosphor serpenta 9" 18" - +1 5 -1 2 5+ No cover save allowed Inq
Plasma gun GW3
- low power 12" 24" +2 - 5 -1 2 5+ Rapid fire (1), Scarce
- max power 12" 24" +1 - 7 -2 3 5+ Scarce, Unstable
Radium jezzail 12" 30" - +1 5 -1 1 6+ Rapid fire (1), Rending Inq
Rail rifle 15" 30" -1 - 6 -4 2 6+ Rapid fire (1) Inq
Ripper gun 6" 12" +2 - 5 -2 1 6+ Rapid fire (1), Versatile, Unwieldy Inq
Shredder 6" 12" +1 - 6 -1 1 5+ Blast (3"), Shock Inq
Sniper rifle 20" 40" -1 - 4 -1 1 6+ - Inq
Storm bolter 12" 24" +1 - 4 -1 2 6+ Rapid Fire (2) Inq
Webber - T - - 5 - - 5+ Template, Web GW3
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Fan rulebook completely unofficial & not endorsed by Games Workshop.
Heavy Weapons
Rng Acc
Weapon S L S L S AP D Am Traits Source
Assault cannon 12” 24” +2 - 6 -2 2 6+ Rapid fire (2), Unwieldy Inq
Autocannon 24” 48” - - 7 -2 2 4+ Rapid fire (1), Unwieldy Inq
Big shoota 18” 36” - - 5 -1 1 5+ Rapid fire (2), Unwieldy Inq
Burst cannon 9” 18” +1 - 5 -1 1 5+ Rapid fire (2), Unwieldy Inq
Dakkagun 9” 18” - - 5 - 1 5+ Rapid fire (2), Unwieldy Inq
Deffgun 24” 48” - -1 7 -2 2 6+ Rapid fire (1), Unwieldy Inq
Eldar lance 18” 36” - - 8 -4 3 5+ Unwieldy Inq
Eradication ray 12” 36” +2 - 8 -3 3 4+ Rapid fire (1), Unwieldy Inq
Grotzooka 6” 18” +1 - 6 - 1 6+ Blast (5”), Knockback, Scarce, Unwieldy Inq
Harpoon launcher 6” 18” +2 - 5 -3 1 5+ Impale, Drag, Scarce GW3
Heavy bolter 18” 36” +1 - 5 -2 2 6+ Rapid fire (2), Unwieldy GW3
Heavy flamer - T - - 5 -2 1 5+ Blaze, Template, Unwieldy GW3
Heavy stubber 20” 40” - -1 4 -1 1 4+ Rapid Fire (2), Unwieldy GW3
Lascannon 24” 48” - +1 10 -3 3 4+ Knockback, Unwieldy GW3
Mining laser 18” 24” - -1 9 -3 3 3+ Unwieldy GW3
Missile launcher GW3
- frag missile 24” 48” +1 - 4 -1 1 6+ Blast (5”), Knockback, Unwieldy
- krak missile 24” 48” +1 - 6 -2 3 6+ Unwieldy
Multi-laser 24” 36” +1 - 6 - 1 4+ Rapid fire (2), Unwieldy Inq
Multi-melta 12” 24” +1 - 8 -4 3 4+ Blast (3”), Melta, Scarce, Unwieldy GW3
Ossefactor 12” 24” +2 - 4 -3 1 6+ Scarce, Toxin, Unwieldy Inq
Plasma cannon GW3.A
- low power 18” 36” +1 - 6 -1 2 5+ Rapid Fire (1), Scarce, Unwieldy
- max power 18” 36” +1 - 8 -2 3 5+ Blast (3”), Scarce, Unstable, Unwieldy
Rokkit launcha 12” 24” - -1 8 -3 3 6+ Blast (3”), Scarce, Unwieldy Inq
Seismic cannon GW3
- short wave 12” 24” - -1 6 -1 2 5+ Rapid Fire (1), Seismic, Knockback, Unwieldy
- long wave 12” 24” -1 - 3 - 1 5+ Rapid Fire (2), Seismic, Knockback, Unwieldy
Shokk attack gun 24” 60” - - 2 -4 1 6+ Blast (5”), Rad-phage, Scarce, Unwieldy Inq
Shuriken cannon 12” 36” +2 - 6 - 1 4+ Rapid fire (2), Rending, Unwieldy Inq
Snazzgun 12” 24” +1 - 5 -2 1 6+ Blast (5”), Unstable, Scarce, Unwieldy Inq
Splinter cannon 18” 36” - - 4 -1 1 5+ Rapid fire (1), Toxin, Scarce, Unwieldy Inq
Starcannon 18” 36” - - 6 -3 2 6+ Rapid fire (1), Unwieldy Inq
Transuranic arquebus 20” 60” -1 - 7 -3 2 6+ Unwieldy Inq
Volkite blaster 12” 24” - - 6 - 1 5+ Blast (3”), Pulverize, Unwieldy Inq
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Close combat weapons
All close combat weapons listed below have the Melee weapon trait.
power weapons
Rng Acc
Weapon S L S L S AP D Am Traits Source
Power axe - E - - S+2 -2 1 - Power, Disarm GW3
Power fist - E - -1 S+3 -3 2 - Power, Pulverise Inq
Power glaive - E - - S+2 -3 1 - Power, Disarm, Unwieldy Inq
Power hammer - E - - S+1 -1 2 - Power GW3
Power knife - E - - S+1 -2 1 - Power, Backstab GW3
Power lance E 3" - - S+2 -1 1 - Power, Versatile, Impale Inq
Power maul - E - - S+2 -1 1 - Power GW3
Power pick - E - - S+1 -3 1 - Power, Pulverise GW3
Power sword - E - - S+1 -2 1 - Power, Parry GW3
Thunder hammer - E - - S+1 -1 3 - Power, Shock GW3
Triskele E 2xS - - S -1 1 6+ Power, Versatile, Scarce Inq
Two Power blades - E - +1 S -2 1 - Power, Parry (x2), Disarm, Unwieldy Inq
Two-handed Power weapon - E - -1 S+3 -2 1 - Power, Knockback, Unwieldy Inq
Force weapons
Rng Acc
Weapon S L S L S AP D Am Traits Source
Force axe - E - - S+1 - 1 - Force, Disarm Inq
Force rod - E - - S+1 -2 1 - Force Inq
Force stave E 2" - - S+2 -1 1 - Force, Versatile Inq
Force sword - E - - S -1 1 - Force, Parry Inq
Singing spear E 3" - - S+4 - 1 - Force, Versatile, Impale Inq
Witchblade - E - - S+4 - 1 - Force, Parry Inq
IMPLANTED weapons
Rng Acc
Weapon S L S L S AP D Am Traits Source
Electro-flail E 3" - - S+1 - 1 - Versatile, Entangle, Disarm, Implanted Inq
Power stabba - E - - S+1 -2 1 - Knockback, Implanted Inq
Shears - E - - S+1 -1 1 - Parry, Implanted Inq
WHIPS
Rng Acc
Weapon S L S L S AP D Am Traits Source
Agonizer E 2" - - S -2 1 - Versatile, Toxin Inq
Lash whip E 2" - - S - 1 - Versatile WDMar18
Neural whip E 3" - - * -2 * - Versatile, Neural shredder Inq
Razorflail E 2" - - S+1 -1 1 - Versatile, Shock, Entangle Inq
Shock whip E 3" - - S+1 - 1 - Versatile, Shock GW3
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Fan rulebook completely unofficial & not endorsed by Games Workshop.
Other two-handed weapons
Rng Acc
Weapon S L S L S AP D Am Traits Source
Buzzsaw - E - - S+2 -2 2 - Unwieldy Inq
Eviscerator - E - -1 S+2 -2 2 - Unwieldy, Parry, Entangle, Rending Inq
Glaive - E - -1 S+1 -2 1 - Unwieldy, Disarm Inq
Heavy rock cutter - E - - S+4 -4 3 - Unwieldy GW3
Heavy rock drill - E - - S+2 -3 2 - Unwieldy, Pulverise GW3
Heavy rock saw - E - +1 S+3 -3 2 - Unwieldy, Rending GW3
Las cutter E 2" +1 - 9 -3 2 6+ Unwieldy, Scarce, Versatile GW3
Massive weapon - E - -1 S+2 - 2 - Unwieldy, Knockback Inq
Renderizer Serrated axe - E - - S+2 -1 2 - Unwieldy, Pulverise GW3
Two-handed axe - E - -1 S+2 - 2 - Unwieldy GW3
Two-handed Chain Axe - E - -1 S+2 -1 1 - Unwieldy, Disarm, Rending Inq
Two-handed hammer - E - -1 S+1 - 3 - Unwieldy, Knockback GW3
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Wargear
WiP
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Fan rulebook completely unofficial & not endorsed by Games Workshop.
The Bizarre Bazaar
The Bizarre Bazaar represents the various markets, void stations or traders where warbands can barter for weapons
and equipment. Either with the support of their employers or by the Cold Trade, fighters need to find a way to resupply.
This section is intended to replace the Necromunda Trading Post and House lists. [WiP]
Rarity Keywords
Each item in the Bizarre Bazaar has a Rarity, denoting In Inquisimunda, there is no such things as “House”
how hard is it to source. Common items are a regular lists within each warband section. Instead, all items in
sight, and can be purchased from any number of the following pages are listed with one or more
vendors, while Rare items must be sought out by a keywords. If a warband has at least one of the
Leader or Champion – the number in brackets after keywords (see the Warbands chapter), the item is
Rare shows how difficult it will be to find them. available for purchase.
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Weapons
Ranged weapons
Pistols
Weapon Price Rarity ----------------------- Accessibility by <Keywords> -----------------------
Arc pistol 45 Rare (8) Mechanicum
Autopistol 10 Common MANKIND
Bolt pistol 50 Rare (8) MANKIND
Flechette blaster 25 Common Mechanicum Loxatl
Gamma pistol 70 Rare (9) Mechanicum
Hand flamer 75 Rare (8) Inquisition Genestealer infest.
Ordo Hereticus
Inferno pistol 80 Rare (10)
Ad. Sororitas AELDARI
Kustom mega-slugga 45 Rare (9) ORKS
Laspistol 10 Common MANKIND
Macrostubber 60 Rare (8) Mechanicum
Needle pistol 30 Rare (9) Inquisition Drukhari Genestealer infest.
Neuro-disruptor 90 Rare (11) Harlequins
Phosphor blast pistol 75 Rare (9) Mechanicum
Plasma pistol 50 Rare (9) MANKIND
Pulse pistol 25 Common TAU
Radium pistol 25 Common Mechanicum
Craftworlds
Shuriken pistol 35 Common
Harlequins
Slugga 35 Common ORKS
Stub gun 5 Common MANKIND Grot
Stubcarbine 50 Rare (8) Mechanicum
Web pistol 90 Rare (9) Genestealer infest.
Basic weapons
Weapon Price Rarity ----------------------- Accessibility by <Keywords> -----------------------
Autogun 15 Common MANKIND
Avenger shuriken catapult 45 Rare (8) Craftworlds
Boltgun 55 Rare (8) MANKIND
Galvanic rifle 45 Common Mechanicum
Kroot rifle 25 Common Kroot
Lasblaster 25 Rare (8) Craftworlds
Lasgun 15 Common MANKIND
Needler 35 Common Drukhari
Pulse blaster 45 Common TAU
Pulse carbine 65 Common TAU
Pulse rifle 60 Common TAU
Radium carbine 30 Common Mechanicum
Shoota 45 Common ORKS
Shotgun (scatter & solid) 30 Common MANKIND
Shuriken catapult 40 Common Craftworlds
Stub cannon 20 Common MANKIND
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Grenades
Weapon Price Rarity ----------------------- Accessibility by <Keywords> -----------------------
Blasting charge 35 Rare (8) Grot Genestealer infest.
Blight grenade 50 Rare (9) Nurgle
Choke gas grenade 50 Rare (9) MANKIND
Demolition charge 50 Rare (12) ALL
Frag grenade 30 Common MANKIND Greenskins
Hallucinogen grenade WiP WiP Drukhari
Incendiary charge 10 Rare (7) MANKIND
Krak grenade 45 Rare (8) MANKIND
Melta bomb 60 Rare (11) Imperium
Photo flash flare 15 Rare (9) TAU
Plasma grenade 35 Common AELDARI
Scare gas grenade 45 Rare (10) Drukhari
Smoke bomb 15 Common ALL
Special weapons
Special weapons are only available to Leaders, Champions & Heavies (see the Warband positions in the Creating
a Warband chapter).
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Heavy weapons
Only Heavies have access to Heavy weapons (see the Warband positions in the Creating a Warband chapter).
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Close combat weapons
Power weapons
Weapon Price Rarity ----------------------- Accessibility by <Keywords> -----------------------
Power axe 35 Rare (8) MANKIND
Power fist 140 Rare (11) MANKIND Craftworlds ORKS
Power glaive 50 Rare (8) AELDARI
Power hammer 45 Rare (8) MANKIND
Power knife 25 Rare (9) MANKIND
Power lance 75 Rare (10) MANKIND AELDARI
Power maul 30 Rare (8) MANKIND
Power pick 40 Rare (8) MANKIND
Power sword 50 Rare (9) MANKIND AELDARI
Thunder hammer 70 Rare (11) Ordo Malleus
Triskele 35 Rare (11) Craftworlds
Two Power blades 75 Rare (9) Ecclesiarchy AELDARI
Two-handed Power weapon 60 Rare (11) ALL
FORCE weapons
Only Psykers can be equipped with Force weapons.
IMPLANTED weapons
Except upon recruitment, a “Visit the Sawbones” action is necessary for fighter wishing to be equipped with the
following weapons, as described in the Bionics section of the Rules Addendum.
WHIPS
Weapon Price Rarity ----------------------- Accessibility by <Keywords> -----------------------
Agonizer 40 Rare (9) Drukhari
Lash whip 20 Rare (8) Genestealer infest.
Inquisition
Neural whip 145 Rare (11)
Ecclesiarchy
Razorflail 55 Rare (9) Drukhari
Shock whip 25 Rare (8) MANKIND
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Other two-handed weapons
Weapon Price Rarity ----------------------- Accessibility by <Keywords> -----------------------
Buzzsaw 45 Rare (8) MANKIND ORKS
Inquisition
Eviscerator 75 Rare (11)
Ecclesiarchy
Glaive 20 Common Drukhari TAU
Heavy rock cutter 135 Rare (9) MANKIND
Heavy rock drill 90 Rare (9) MANKIND
Heavy rock saw 120 Rare (9) MANKIND
Las cutter 85 Rare (10) MANKIND
Massive weapon 30 Common MANKIND ORKS
Renderizer Serrated axe 40 Rare (8) MANKIND
Two-handed axe 25 Common MANKIND ORKS
Two-handed Chain Axe 30 Rare (9) MANKIND ORKS
Two-handed hammer 35 Common MANKIND ORKS
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Wargear
Weapon Accessories
Special ammunitions
Ammunitions Price Rarity ----------------------- Accessibility by <Keywords> -----------------------
Condemnor bolt WiP WiP Inquisition (Bolter)
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Special Rules
[Rules below are being discussed on Yaktribe (here).]
Access to [skill set] information onto the warband roster. Note the fighter
Fighters with this Attribute have always access to the is now classed as a warrior of the warband, meaning
specified skill set (Primary). he may lose access to skill sets, equipment and special
abilities (e.g. converted Heavies lose their ability to
use Heavy weapons). All of the convert's equipment is
also destroyed to help him adjust to his new
Activating groups (< X >) enlightened path, but will keep implanted bionic
When the players activate a Leader or a Champion, equipment, such as lobo-chips. If the prisoner equals
they can choose to activate at the same time < X > or beats the leader's score then he resists and refuses
additional Readied fighters within 4”. If the Leader or to join the cause. He may be sold or traded normally.
a Champion is activated this way, this does not allow
the players to activate even more fighters.
Craven
When the model fails a nerve test, resolve movement
Acute senses as normal. Once the model reaches cover, remove it
Fighters with this Attribute spot enemies faster and from play. The fighter counts as going Out of Action
from really far: add +2 to their 2D6 roll for for Bottle tests but does not have to roll on the
determining the spotting distance. In addition, add +1 Serious Injury (unless the model was down when it
to the D6 roll for spotting attackers. reached cover, in which case it must roll as normal to
determine if an injury was sustained).
Disturbing presence
Allied fighters within 6" suffer a -1 penalty to Cool if
they are of a different species than this fighter.
Convert to the cause!
If a Warband with this rule captures any enemy
Fear
fighters who fit its normal hiring restrictions, then the
Fear is a natural reaction to horrific mutants,
leader can do a post-battle action and try to convert
unearthly psychic powers, and some particularly
them to the warband's cause, provided he did not go
gruesome injuries. To represent this, models must
out of action. The warband player rolls 2D6 and adds
take a Willpower check when confronted by fearsome
the leader's Leadership characteristic to the score; the
creatures or circumstances. If a fighter makes a
opposing player rolls 2D6 and adds the captured
Charge action that targets a model with the Fear
model's Leadership to the score. If the leader scores
attribute, the charging fighter must make a Willpower
highest then the prisoner becomes a faithful convert.
check before moving. If the check is failed, they
Copy his profile, skills, experience and any relevant
cannot move and their action ends immediately.
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Fieldcraft (terrain) Force
The fighter ignores the movement penalty for difficult Only Psykers can handle Force weapons. Attacks made
terrain. When a terrain type is specified, the bonus by Force weapons cannot be parried except by other
applies only for this particular terrain type (e.g: Force weapons. In addition, before resolving each
Fieldcraft (water) allows a model to ignore any penalty Fight action with a model equipped with a Force
for water based difficult terrain). weapon, make a Willpower check. If the test is passed,
no save roll can be made against the Force weapon's
attacks and its Damage is increased by 1. If the target
is a Psyker, damage is increased to D3.
Floating
Some models possess special power, antigravity
motors, and Warp powers which allow them to hover
a few inches above the ground. Fighters with this Frenzy
Attribute are unaffected by terrain, though they may Some fighters are more than a bit crazed and can be
not end their movement over Impassable terrain. driven into a frenzy of slaughter during combat. Such
Additionally, Floating models may fall as normal, but wild and dangerous individuals are described as
never suffer damage from falling. frenzied. How or exactly why a fighter may go over the
edge in this way is not particularly important – he
could be psychotically deranged, under the influence
of dangerous hive fungi, or affected by localised gases
Flying or radiation. If an individual is frenzied the following
A fighter with the flying attribute counts as having the rules apply:
catfall (agility) skill. Furthermore, an Active fighter
with this ability has access to the following actions: 1. A frenzied model must always charge the
closest enemy within his charge move if able
Fly (Simple) - The fighter can move up to its to do so. When working this out, always add
normal movement distance in any direction 3” to his standard move. All other bonuses to
(horizontally, vertically, diagonally) without his charge range, such as from the Leap skill
penalties. It cannot move through or a berserker chip are ignored. Note this
solid/impassible terrain features and must automatic charge is only worked out once all
end its movement on a level surface where other regular charge moves have been
the miniature's base can be placed. resolved that turn.
Death from above (Double) - The fighter can 2. The frenzied model doubles his base
make two consecutive Fly (simple) actions. Attacks characteristic.
The fighter then makes an attack with a
ranged weapon. The hit roll has an additional 3. Frenzied models cannot parry.
-1 modifier, and Unwieldy weapons cannot be
used. 4. When consolidating, frenzied models must
use their 2" move to engage in close combat
Diving charge (Double) - The fighter makes a if possible. Otherwise they must use the extra
Standard Move, adding D6” to the distance it move to move closer to the nearest enemy.
can move, in any direction (horizontally, They may not consolidate to move away.
vertically, diagonally) without penalties. It can
move within 1” of a standing or Pinned 5. Frenzied models are never affected by fear
enemy (or more than one if it wish) but if it or terror, nor are they affected by hatred.
does, it must move into base contact
becoming Engaged. If it does this and is 6. If a frenzied model loses his nerve and is
Engaged at the end of the action, it can broken, then the Frenzy rules no longer apply
immediately make a free Fight (Basic) action. for the remainder of the game. The fighter
has taken a beating and his sense of self
preservation asserts itself.
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7. A player may try to gain full control over a Hollow
frenzied model at the start of his turn. This is Fighters with this Attribute may never be directly
purely up to you – you may not wish your affected by Psychic powers. Any psychic power that
splendidly berserk fighter to calm down and touches a Hollow Fighter may be negated on a D6 roll
behave sensibly! To gain control over the of 3+.
model take a Cool check as you would for
testing your nerve. If the check is passed then
the fighter is under control and can act Implanted
normally – however, none of the special A weapon with this trait follows the rules of Implant
Frenzy rules described above will apply. This Weaponry as described in the corresponding section.
control lasts until the start of your following
turn.
Inspiring (species)
Get the Inspirational Leadership skill. If a species is
specified, this attribute applies only to this species.
Hatred
Hate is a powerful emotion and in the 41st millennium
there is plenty of opportunity for warbands to develop
bitter rivalries. The object of hatred is specified in Leading by Example (< X” >)
brackets. The following rules apply to models which A fighter is assumed to automatically pass their Cool
hate their rivals: check if there is a Leader or a Champion from their
warband within < X” > who has already passed their
1. If a fighter can see a hated adversary then Cool check this round. Champions cannot gain this
all nerve tests are taken as if he had a Cool benefit from other Champions, but can gain it from
characteristic of 3+. the Leader. Leaders cannot gain this benefit at all. This
only applies to Cool checks made as part of Bottle
2. A model in close combat against a hated tests.
foe can re-roll any of his Attack dice that roll a
natural 1 after charging or when making
reaction attacks after a charge by its
opponent. After these first attacks, the model Light fingered
has vented his pent-up anger and fights as Roll a D6 after each battle, before generating Income.
normal. On a roll of 1, the fighter pilfers 5 TG from the
warband’s stash. If the stash contains items but no
3. When consolidating, a model must use his TG, the fighter will steal a random item from the stash.
2" move to engage a hated enemy if possible. Stolen items are lost and must be marked off the
Otherwise he must use the extra move to warband list.
move closer to a hated enemy he can see. He
may not consolidate to move away from Limited leadership
hated enemies. If this model has the Inspiring attribute or Leadership
abilities (Activating groups, Leading by example,
Leadership skills), their effects only apply to friendly
models of the same species.
Hierarchy (< Species >)
You may recruit fighters from the < species > indicated
in brackets only if your leader is also from the same
species. Multiple arms
The fighter gains the benefit of the “Extra Arm”
mutation. (The fighter may use up to three pistols
and/or Close combat weapons in close combat [+2
attack dice], or hold a basic weapon with one hand
and still use 2 Close combat weapons with the others
[+1 attack dice]).
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Fan rulebook completely unofficial & not endorsed by Games Workshop.
Neural shredder Ruling By force
A weapon with this trait projects a resonant wave of Leader of a Warband with this trait has access to the
electromagnetism that is pitched to scramble the following special rule. Whenever a Nerve or Willpower
electric signals of the target's brain (or equivalent), test is made for another fighter from the warband
incapacitating or even killing it outright. who is within 9” of this model, use this model’s
characteristic value. If the test is failed, that fighter
A target that is hit by a weapon with this trait must suffers an automatic S3 hit which may be saved as
pass a Willpower test for every hit taken. If any one of normal.
them failed, the target is Seriously Injured, no matter
how many wounds it has left.
Psyker
Fighters with this Attribute have access to Psychic
powers (see the sub section: Psychic Powers of this
chapter).
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Fan rulebook completely unofficial & not endorsed by Games Workshop.
Stupidity Uncommon Physiology
Stupid models must take an Intelligence test at the The fighter must pay the cost of an MIU in order to
start of each of their turns to determine how they equip any weapon not designed for its race.
react. If the test is passed the model may act normally.
If the test is failed the following rules apply until the
start of the next turn.
Zealot
1. If engaged in close combat, the model is Some of the more fanatical Cult or Inquisition
temporarily disoriented or confused. Roll a D6 members flagellate themselves into a blind rage
before each close combat phase. 1-3, Fight at before joining battle. A Zealot suffers the effects of
last; 4-6, Fight normally Frenzy and gains Hatred against everyone.
model moves this turn. The model moves its Ork models within 12" may triple their movement
full normal move distance. If the model instead of doubling when charging and suffer the
moves into contact with an enemy it becomes effects of Frenzy until the start of their next turn. Note
engaged in hand- to-hand combat and may or that they may not test to avoid Frenzy.
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Fan rulebook completely unofficial & not endorsed by Games Workshop.
Inquisimunda Campaigns
To adapt to the Inquisimunda gameplay, there is some necessary changes to the campaign system introduced in
Gang War 1. The following section replaces the N17 rules for gaining experience as described in GW1 p. 16-17.
Advancements
At the start of a battle, during the pre-battle Two of the entries on the table allow a fighter to
sequence, each player has the chance to purchase change its position within the warband. Fighters
Advancements for all their fighters by spending who change their position keep all their skills and
their XP. The cost of these Advancements is shown their characteristics, but they are now considered
in the table below, the fighter's card is updated for all rules purposes as one member of their new
accordingly, the appropriate amount of XP is position. Thus, they gain access to the equipment
deducted from their total and the number in their and skills table as allowed by their new position.
Advancements box is increased by 1. Note that they don't gain any initial advancements
related to their position by this promotion.
The more experienced a fighter is, the more
Advancements cost. The cost of each
Advancements is increased by 2 for each Maximum Characteristics
Advancement the fighter already has. Initiates are Each of a fighter's characteristics has a maximum
not subject to this additional cost. value, depending of its species. Characteristics
can't be increased beyond maximum limits as
For example, a Champion already has an shown on their species profile in the chapter:
Advancement which has improved their Initiative by Species. When working out if a fighter's
1. If they wish to increase their Movement by 1”, the characteristic has reached beyond its maximum
cost will be 7 XP. limit, only characteristic experience advances are
considered. All other characteristic modifiers, such
as the fighter's serious injuries, skills and
equipment, are ignored.
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The following section replaces the N17 rules when a Leader dies as described in GW1 p. 24.
Loss of a Leader
If a warband's Leader is killed or is retired, a new Furthermore, the eligible fighter with the best
Leader must be nominated from among the Leadership must be selected as the new leader. If
warband's Champions. If it has no Champions, the more than one eligible fighter is drawn for best
new Leader must be any other fighter. In any case, Leadership, use Advancements as a tie-breaker; if
this model must conform to all of the species there is still a tie, the controlling player can decide.
restrictions of the warband, if there is any.
When a fighter is promoted in this way, their Type
For example, a Grot fighter may not become the is changed to Leader on the gang roster, and from
Leader of a Feral Orks warband. An Abhuman or now on they count as a Leader for determining
Xenos fighter may not lead an Inquisition warband. which equipment and rules they can access. Note
that they now have access to the Leadership Skill
In the unlikely event of a lack of fighter able to set. Their characteristics do not change.
respect the warband species restrictions for
Leader, the warband immediately looses its Faction
keyword (and card) to become Independent. This
change is irreversible.
Reserved stash amount to pay real cost of fighter and equipment once True nature revealed.
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WiP: Path to Heresy (below). Maybe this stuff will be handled differently now that we have a new system.
The Path to Heresy is an additional post-battle step, occurring just after « Gaining and Losing Reputation »
(see GW1 p.23). After each battle, each non heretic warband must roll 2D6 to see if they are declared Heretic:
2D6 Result
2 Heretic! The warband is declared Heretic!
The warband is under investigation. After the next game, the warband suffers an
3-6 Investigation
additional -1 modifier on this table.
7-11 Clear The authorities takes no notice of the warband at this time.
The authorities are so impressed by the warband's flawless conduct that they grant
12 Upstanding a commendation. The warband gains a 50TG income bonus and does not have to
roll on this chart for D3 battles.
Modifiers
For each warband's fighter participating in the preceding battle that was Xenos, Mutant, Daemon
-1
and/or model with a Mark of Chaos.
For each equipment that was used in the preceding battle that was of Xenos origin and/or Warp
-1
related (e.g: Daemon weapon).
+1 If none of the negative modifiers above have ever applied to the warband prior to the last battle.
If the last battle was against a warband containing any Xenos, Mutants, Daemons and/or models
+1
with a Mark of Chaos.
Some warbands may be subject to additional modifiers (see the Warbands chapter).
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Being a Heretic
A radical warband must live by their wits and scavenge to survive, relying on fickle contacts and looting.
A Heretic warband is subject to the following rules.
Courtesy of KrautScientist
has fallen on deaf ears and no extra funding is
granted.
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Fan rulebook completely unofficial & not endorsed by Games Workshop.