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  1. From the album: Renegade Mechanicum

    Undead Mechanicum Servitor horde WIP

    © Frank J. Agresti

  2. From the album: Renegade Mechanicum

    Undead Mechanicum Servitor horde WIP

    © Frank J. Agresti

  3. A recent discussion in the Other Games forum about the systems used for Inquisimunda/Inq28 (link) got me thinking. I was part of a group that developed some homegrown rules for using both inquisitors and rogue traders in Kill Team. We had a lot of fun and I think there was considerable enthusiasm among the members because a lot of us recalled the Inquisitor game and the freedom it gave in terms of warbands and game play (despite some of the balance problems - it was a "narrative" game that had much less emphasis on balance). With Inquisimunda/Inq28 I think that a lot of the attraction, other than Blanchitsu, is the freedom to delve into darker parts of the setting that don't see as much representation in the war-focused WH40K game. Players are free to express their creativity. For many, I think, gaming mostly comes down to whatever rules the main group is comfortable with. Those that enjoyed the Inquisitor game might simply scale it down for 28mm miniatures. Those that are familiar with Necromunda might instead choose that game. Still other players like to use any number of third party options. Osprey recently published the Stargrave game, which is Frostgrave in space. I was exposed to it after watching Ash from Guerilla Miniature Games use it to play his old Rogue Trader era minis (using tables from that edition of WH40K to define the story). So I recently bought the game and found it to be enjoyable. However, I really like what we did with the unchained versions of the Kill Team faction rules that we came up with for inquisitors and rogue traders. I think we can build on that to create a variant of Kill Team for players wanting to scratch that Inquisimunda/Inq28 itch. I've seen some similar rules sets adapting Necromunda to this purpose, and I think those are great for players that enjoy that game. This effort is intended to provide a similar solution for players that like Kill Team. At this point I'm just brainstorming and looking for feedback. Most of the standard Kill Team rules would remain unchanged, hopefully reducing the learning curve. The Combat Roster would be replaced with a similar concept, but hopefully improved and tailored to the Inquisimunda/Inq28 concepts. My working title is "Warband" for obvious reasons. Brother Tyler brought up his concerns about the Command Roster rules in this discussion. I'm thinking about taking that concept and adapting it to the Warbands (instead of being based on a Space Marine Tactical squad, it would be based on something else appropriate to Inquisimunda). The concepts of commanders would change, too, though I'm not quite certain of specific changes. The net result would be that we would be much more likely to see the commander characters in games since they're the leaders of the warbands. I liked the mechanisms that we built into our unchained rules for promoting models to replace commanders that were killed (and for creating custom versions of the commanders); and I think that we can incorporate these concepts into a dedicated Inquisimunda/Inq28 variant. Aside from that, the bulk of the work would be in taking the model choices that we developed for the unchained versions of inquisitors and rogue traders, expanding on them to cover a broader range of choices such as the Adeptus Mechanicus, Ecclesiarchy, Chaos cultists, and maybe Genestealer cults (and others?) to give players freedom. I think that heavy use of keywords would be necessary so that it's not a total free-for-all, but I would want players to have considerable freedom to represent the possibilities of the lore. Instead of multiple faction books/sections, there would be a single section with all model choices (minus the warband leaders). With regard to the factions, I basically see the commander as the essential step that imposes certain restrictions and allows certain options. Many model options would be available to every faction. These might be added to, restricted, or adjusted based on the commander choice. For example, a basic fighter type (Armsman in the linked rogue trader and inquisitor files) would be available to everyone. If you take an Adeptus Mechanicus Adept as your commander, the Armsman might be replaced by a Skitarii (which isn't available to other commanders). Another example is the daemonhost who would only be available to radical Ordo Malleus inquisitors and the Lost and the Damned. I foresee the outcome being two files. The first would be a smaller file identifying the basic rules changes (as changed from Kill Team). The second would be a larger file that includes basic lore on the factions as well as the model choices. What I'm looking for now is feedback on the concept, as well as ideas for factions and model choices. The current faction choices in my mind are: Inquisition Rogue Traders Adeptus Mechanicus Ecclesiarchy Lost and the Damned Genestealer Cults These choices elevate the struggle beyond combat between gangs and the law as represented in Necromunda, depicting the shadow warfare that takes place between the different factions of the Imperium. The Genestealer Cults and Lost and the Damned are in there as foils to the Imperium. I definitely want to avoid the war-based factions and most other xenos, confining the conflict to what we might encounter within the shadows of the Imperium. I'm moving forward on this, though my current efforts are exploratory. As I saw in the inquisitor/rogue trader projects, though, other players have lots of interesting ideas so I'd like to incorporate what I can into this. I'm trying to come up with a sexy name for this, too. "Shadow War" would be great, but it's too close to Shadow War: Armageddon and will probably create confusion. Another name that occurred to me was In the Shadow of the Throne. I'm certain someone has a better idea.
  4. From the album: Inquisition

    Ordo Malleus Inquisitor Harken is a dangerous radical branded by some of his peers as a lunatic trying to wield power that he can't understand.

    © Frank J Agresti

  5. Have their ever been any rules for Orks in either Inquisitor or Inquisimunda, official or homebrew?
  6. As these don’t fit in with my Iron Hands I thought I would start a new topic. These are a very slow burn. This little guy was inspired by the model. I imagine him as excommunicated low level mechanicus skilled in servo skull maintenance. Eking out a living as a tracker/hunter, catching servo skulls in his faraday net, isolating them before reprogramming them for his own needs. Utilising repurposed pheromone tracking servo skulls, weapon platform servo skulls and a myriad of other types to hunt and seek out his prey. As I know little about the rules I hope he could have his own entourage of servo skulls or he could be a minion. I can utilise some of my previous models as his servo skull minions and as an excuse to make more. I have also made this model I imaged her as the daughter of a disgraced dead imperial knight pilot. A daddies girl/tomboy determined head strong, seeking to redeem her family name and the right to pilot a knight of her own after after tracking down enough of the dismembered parts of her father knight. Ever the thrill seeker she rides a STC plasma hover bike discovered early in her quest to recover her fathers Knight. She was granted a prototype bike made by the mechanicus from the STC plans she discovered and bearing a writ from mechanicus granting her privilege. The discovery of the STC should of granted her a knight of her own by the scheming Magos whom she delivered it to saw potential and was interested to see want else she would discover on her quest. Damn just noticed she lost her pony tail
  7. Hello everyone! As stated elsewhere, I am currently making my way through the core rules of Ironsworn: Starforged. It is a series of rules / setting mechanics for use in solo or co op gaming with a strong focus on the developing narrative over the more commonly used tabletop style “simulation” of individual actions. The original Ironsworn is aimed at a low magic / fantasy setting with Starforged being adapted to the sci fi theme in general and ruleswise as well as having some more stream lined rules ( a sort of 2nd edition ). Basic set up is human characters only and a “retro” sf tech style a la Traveller, Star Wars or Battlestar Galactica. I am currently taking for a test spin in more generic set up and can see the rules as written already as being workable in number of ways, from a street level Star Wars game to things like Dune. It’s a nice way to progress a story with added, often unforeseen consequences so you can follow a story without it becoming, in the words of our board’s own Comissar Molotov “some sort of overblown fan fiction” Being centered around a single/ few character with some allies and contacts, I can already see this as way to develop the story and get some modeling inspiration for something like a renegade warband or inquisition retinue in an Inq28 style way. There is already a sort of “legacy track” to follow the character development, but for a more “ grimdark” feel, I think there should be some sort way to track something like “insanity” and/ or “corruption”. Also, this being the Bolter and Chainsword, I am also looking for way to introduce Astartes Characters without derailing the system in both the power level and over complication (adding some wounds? Number of starting assets?). There are already things like “augments” and a “Mecha Suit” - so this might form a basis for something like the knight houses rpg already discussed in “Knights of the Golden Throne” since it seams less likely to be bogged down under an avalanche of rules. I’d love to use this for something like the Legion Wars, where you follow a single Champion and his retinue along his way through the aftermath of the scouring and exploration of the Eye, something a kin to the old Path of Glory in the vaunted Realms of Chaos books.. Ironsworn has been out for some time - maybe some one made a “hack” for Warhammy Fantasy already, covering some of this stuff - A bestiary, maybe? So, if anyone has some advice or experience o just wants to b along for the ride, feel free to drop your ideas here.
  8. What started out as a random kitbash and basing idea, then became a colour scheme test for my Necromunda Slave Ogryns has turned out to be a pretty decent foray into Inq28. So, here is "Ghost", a Savlar Chem Dog Veteran.
  9. Inq28/Inquisimunda are terms that refer to a number of fan-made systems for adapting the Inquisitor game, which was a 54mm system, to 28mm models. Inquisitor was a narrative wargame where players would collect small warbands, generally 4-8 models, and pit them against their opponent's warband. Unlike most other Games Workshop games, there were no points values - overall character potency had to be evaluated and was generally conducted under the supervision of a referee. Players had a lot of freedom in creating their characters, however, and the game encouraged creativity and personality. In many ways, the Inquisitor game harkened back to the original concepts of 1st edition Warhammer 40,000 (the so-called "Rogue Trader" edition). For many players, transitioning from 54mm to 28mm was natural and desirable. The range of 54mm miniatures was quite limited, though there were also many suitable 54mm miniatures from a variety of other manufacturers. Also, all of the miniatures and conversion kits were in metal, which can be difficult to convert. Conversely, the range of 28mm miniatures as vast; and modern technology has allowed GW to release their modern kits in plastic and resin, both of which are much easier to convert than metal. Most hobbyists already have a wide selection of 28mm miniatures suitable for the Inquisitor setting. When GW stopped supporting Inquisitor and the 54mm miniatures line, the 28mm miniatures, which continues to grow, were an obvious substitute. As a game that focused on the warband, what is commonly called a "skirmish" level wargame*, Inquisitor had a low barrier to entry. Shifting to 28mm miniatures lowers that barrier even further, especially when you consider both the range of games and models that GW has released in that scale as well as the myriad third party games and models that might be adapted to that use. However, there is no single authoritative way to play “Inq28” or “Inquisimunda” – people use a variety of alternative systems. For the purposes of this poll, the various systems are defined as follows (and if I’m mistaken in any, please let me know): Inq28 - Using the normal Inquisitor rules, but scaling everything down from 54mm to 28mm, which can be done by either chopping all ranges in half or switching from inches to centimeters (neither of which is a perfect solution, but they are easy). Inquisimunda - Using the Necromunda rules and adding rules for the additional factions. In this, Inquisimunda started with 2nd edition Necromunda rules, but players have also taken the more recent 3rd edition Necromunda rules (also called “N17” since it was released in 2017) and adapted them. Kill Team - Simply adding the Inquisition faction to that game, such as has been done for the Inquisition and Rogue Traders here at the B&C. Mordheim – This was a skirmish level* game set in the Warhammer Fantasy Battles Old World setting. It shared many things in common with the 1st and 2nd edition versions of Necromunda. In many ways, this is a just a variant of Inquisimunda. Shadow War: Armageddon – This short-lived game adapted the 2nd edition Necromunda rules to the forces of the larger WH40K setting. In many ways, this is just a variant of Inquisimunda. Third Party – Using some non-GW game system such as Reality’s Edge, Rogue Stars, and others; or using a fan-made system. Other – Games Workshop released a number of other skirmish level* systems, including Legends of the Old West, Legends of the High Seas, and The Great War. These were all based on the basic Warhammer system, which can be represented by 2nd edition Necromunda and are in many ways just a variant of Inquisimunda. Note that we're not trying to say what anyone "should" use for playing Inq28/Inquisimunda. We're simply trying to gauge what people have used or are interested in using. Note that players can find resources for both the Inquisitor game and a variety of systems used for Necromunda at sites linked in the Other Games Resources topic (and anyone with any savvy at using Internet search engines can find more ). * “Skirmish level” means a number of different things in the tabletop miniatures wargaming hobby: One meaning was a type of wargame in which each miniature represented an individual. This stemmed from the practice in many historical wargames where each miniature represented multiple individuals, allowing hobbyists to collect armies without breaking the bank or requiring too large of a playing area. Another meaning is the game itself, where the game represents a small portion of a larger battle that is taking place. The meaning used here is where a force represents a small number of individuals, generally no more than 20 models, rather than a larger “army.”
  10. [flash=250,210] "As for the Harii, quite apart from their strength, which exceeds that of the other tribes I have just listed, they pander to their innate savagery by skill and timing: with black shields and painted bodies, they choose dark nights to fight, and by means of terror and shadow of a ghostly army they cause panic, since no enemy can bear a sight so unexpected and hellish; in every battle the eyes are the first to be conquered." - Tacitus , Jermaniya ; M1 "No world shall be beyond my rule; no enemy shall be beyond my wrath." - The Emperor of Mankind upon the summit of Mount Vengeance on the world of Thor, circa M30, as quoted upon the first page of the Grimoire Assassinorum
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