Wednesday, January 16, 2013

Warband Recruitment; "How to..."

So after browsing over the Inquisimunda rule set, its time to put your warband together! Starting on page 43 there are over a dozen different warbands. Each provide you an amount of initial funds, called Throne Geld (TG), to purchase your leader, warriors and equipment. Many actually find this to be one of the more enjoyable aspects of the game... something about buying stuff.

From pages 41-98, there are various warbands represented and further divided into warrior types, statistics, special abilities and costs. To give you a good taste these include Inquisition Cells, AdMech Explorators, Arbites/Expurgators, Ecclesiarchal Delegations,  Imperial Guard Kill Teams,  Nobilist Factions,  Rogue Traders,  Underworld Elements, Void Pirates, Xenos Strike Force, Mutant Mobs, Chaos Covens and Genestealer Cults.

To give you an example of how this is all done I'll put together an Imperial Guard Kill Team below. I'll cut and paste from the rules addendum and add commentary in red.

IG KILL TEAM
Initial Resources: 1100 Throne Geld. Minimum of 5 models.
*That's about a hundred more TG than the average warband... 5x model minimum is typical.


Hired Guns: IG Kill Teams may recruit up to 3 Hired Guns.
*Hired guns will often turn the tide of battle in the early games. However, they are quite expensive. 

Starting Experience & Skills: All fighters start with the following experience point totals. All non-Construct Kill Team members gain experience as normal. Kill Teams gain the Underdog Bonus as normal
Sergeant: 60 + D6
Gunner: 50 + D3
Specialist: 30 + D6
Trooper: 20 + D6
FNG: 0
* Again pretty standard. The "underdog bonus" mentioned will be explained in a different post. It basically helps to balance extremely experienced warbands vs new ones by providing an experience bonus after the game. Learn fast or die fast.

Maximum Characteristic Values: These are the maximum values models may reach without the benefit of Bionics, drugs, or mutations.
M+2   WS+4   BS+4   S+3   T+3   W+2   I+3   A+2   Ld+3
*Standard ranges.

Territory & Income: Kill Teams do not own territory and their income is provided via successful completion of their missions via the Munitorium. After every successful scenario, roll D6. Each fighters earns that much in income.
If the Kill Team was unsuccessful, roll an additional D6 for
each fighter. They receive the Giant Killer Bonus as listed.
*A little different from the other warbands. I will receive income from a sponsor. There are a few other warbands that are like this as well. However, most warbands will acquire various territories which provide profit and special effects based on what/where it is. See the territories section.  

Subversion Rating: 6
Investigation Rating: 4
*Covered these pretty good in a previous post. They have a decent Subversion Rating and an average Investigation Rating.

Special: 
-All Kill Teams may select Commlinks/Micro-beads at +4 Throne Geld per fighter. If selected, all fighters must be equipped in this way.

-Before each scenario, the warband may roll a D6 and add either its Investigation or Subversion Ratings. If the total is 11 or higher, it may select one (1) Astartes Marine OR Sororitas. *This is cool as hell, but remember you have to buy those guys for them to come available and they are freaking expensive!

- Kill Teams must be made up of 50% Troopers. If the warband roster ever falls
below this amount, the warband may recruit no other non-Trooper models until it reaches 50%. *That's going to take away money for my power units.

- Upon creation, the Kill Team may select any two (2) of the following doctrines.
*Give them all a read. For my warband I selected Drop Troops and Penal Legion.
  • Penal Legion: This upgrade gives the warband access to each non-Sergeant fighter an Injector Rig filled with Slaught, Kalma, and Frenzon at +25 TG/fighter. Fighters with this upgrade may not select Heavy Weapons or any Heavy armor. Any fighters with this upgrade who go down or Out of Action within 2" of a friendly fighter, are not considered friendly models when determining to take a break test.
  • Drop Troops: This upgrade costs 15 TG/fighter and the entire warband MUST select these upgrades. All fighters are equipped with a Grav Chute and the entire Kill Team may set-up after all other opposing warbands have deployed. If the warband contains any Hired Guns, they cost 15 TG extra and deploy when the warband does however, they are NOT considered to be equipped with a Grav Chute.
  • Deathworld Veterans: This upgrade costs 5 TG/fighter and the entire warband MUST select these upgrades. Upon creation, select one non-Void category from the Treacherous Conditions table. Any scenario where Treacherous Conditions are used for that category have no affect upon Kill Team members. Treacherous Conditions do affect Hired Gun models normally. 
  • Xenos Fighters: This warband is particularly skilled in fighting non-humans. This upgrade costs 5 TG/fighter and the entire warband MUST select these upgrades. Upon creation, the warband may select one Xenos species from the Species list. When in HtH combat with an opposing model of this species, all friendly models gain +1 WS and may ignore one (1) fumble per HtH combat round. The warband may never include any Xenos Hired Guns, members, or Allies. Note that warbands selecting Orkoid gain this against ALL Orkoid models and if selecting Eldar gain this against both Eldar and Dark Eldar models.
  • Subs: This warband is from a planet where mutation is rife and the mutant underclass is conscripted to fit in battle. This upgrade costs nothing, the entire warband MUST select these upgrades, and may not select the Drop Troops doctrine. All ranks replace their species option with the following: Abhuman, Human Mutant, Big Mutie, or Human Wyrd (level I or II only). The warband lowers its Investigation Rating by -1, increases its Subversion Rating by +1, and may include a maximum of two (2) heavy weapons.
********************************************

From this point its all about buying your troops and gear. I'm not going to post over all of the information surrounding each unit I can purchase. I will however give you an idea of what it looks like when you are done and will annotate the cost below:

Sergeant (+90 TG).........................................................................................225 TG
Species: Human  (Base: 20 TG)
M: 4   WS: 4    BS: 4    S: 3    T: 3    W: 1    I: 4    A: 1    Ld: 8
Weapons:
- Knife (Free)
- Chain Sword (+20 TG)
- Las Pistol (+10 TG)
- Hellgun (+30 TG)
- Frag Grenade x1 (+20 TG)
Equipment:
- Medium Armor (+25 TG)
- Clip Harness (+10 TG)
Special:
Sergeants always counts as having a friend within 2". Additionally, friendly models within 6" of the leader may use its Leadership when taking any Leadership test.

Gunner (+30TG)............................................................................................190 TG
Species: Human  (Base: 20TG)
M: 4   WS: 3    BS: 3    S: 3    T: 3    W: 1    I: 3    A: 1    Ld: 7
Weapons:
- Knife (Free)
- Las Pistol (+10 TG)
- Heavy Stubber (+120 TG)
Equipment:
- Flak Armor (+10 TG)

Gunner (+30TG)............................................................................................140 TG
Species: Human  (Base: 20TG)
M: 4   WS: 3    BS: 3    S: 3    T: 3    W: 1    I: 3    A: 1    Ld: 7
Weapons:
- Knife (Free)
- Las Pistol (+10 TG)
- Shotgun (+20 TG)
Equipment:
- Flak Armor (+10 TG)
- Bioscanner (+50 TG)

Specialist  (+25 TG).........................................................................................175 TG
Species: Human (Base: 20TG)
M: 4   WS: 3    BS: 3    S: 3    T: 3    W: 1    I: 3    A: 1    Ld: 7
Weapons:
- Knife (Free)
- Las Pistol (+10 TG)
- Las Gun (+20 TG)
- Frag Grenade x1 (+20 TG)
- Krak Grenades x2 (+60 TG)
Equipment:
- Flak Armor (+10 TG)
- Clip Harness (+10 TG)

Trooper (+20 TG)
Species: Human  (Base: 20TG)....................................................................85 TG
M: 4   WS: 3    BS: 3    S: 3    T: 3    W: 1    I: 3    A: 1    Ld: 7
Weapons:
- Knife (Free)
- Las Pistol (+10 TG)
- Las Gun (+20 TG)
- Club/ASP (+10 TG)
Equipment:
- Light Armor (+5 TG)

Trooper (+20 TG)
Species: Human  (Base: 20TG)....................................................................85 TG
M: 4   WS: 3    BS: 3    S: 3    T: 3    W: 1    I: 3    A: 1    Ld: 7
Weapons:
- Knife (Free)
- Las Pistol (+10 TG)
- Las Gun (+20 TG)
- Club/ASP (+10 TG)
Equipment:
- Light Armor (+5 TG)

Trooper (+20 TG)
Species: Human  (Base: 20TG)....................................................................85 TG
M: 4   WS: 3    BS: 3    S: 3    T: 3    W: 1    I: 3    A: 1    Ld: 7
Weapons:
- Knife (Free)
- Las Pistol (+10 TG)
- Las Gun (+20 TG)
- Club/ASP (+10 TG)
Equipment:
- Light Armor (+5 TG)

Trooper (+20 TG)
Species: Human  (Base: 20 TG)....................................................................80 TG
M: 4   WS: 3    BS: 3    S: 3    T: 3    W: 1    I: 3    A: 1    Ld: 7
Weapons:
- Knife (Free)
- Las Pistol (+10 TG)
- Las Gun (+20 TG)
- Club/ASP (+10 TG)
Equipment:
- None

FNG (+5 TG)
Species: Human  (Base: 20TG).................................................................... 35 TG
M: 4   WS: 2    BS: 3    S: 3    T: 3    W: 1    I: 3    A: 1    Ld: 6
Weapons:
- Knife (Free)
- Las Pistol (+10 TG)
Equipment:
- None

1x SGT, 2x Gunners, 1x Specialist, 4x Troopers and 1x FNG.  I take it you can still recruit FNG's regardless of how many Troppers you have, otherwise their existence in this game would be absolutely worthless. So, that all comes to  exactly 1100 Throne Geld.

The list is actually quite weak but it gives you an idea on how to allocate your cash. There are so many other items available in the equipment list that you'll have to check it out yourself. A good balanced list should take you an hour or two to put together. Hope this helps!


Art from GW's Inquisitor, by Adrian Smith

2 comments:

  1. Like it, gonna try and put something together tonight.

    Ryan

    ReplyDelete
    Replies
    1. Excellent! I'm putting some time in myself!

      Delete