inquisimunda nobilists
DESCRIPTION
InquisimundaTRANSCRIPT
-
NOBILIst FactionsVersion 2.0
Initial Resources: You have 1050 Throne Geld to spend on recruiting and arming your warband (higher than other warbands due to the Nobilists wealth). You must have a minimum of 3 models.
Hired Guns: Nobilist warbands may recruit up to 2 Hired Guns.
Starting Experience & Skills: All fighters start with the following experience point totals. All non-Construct Nobilist members gain experience as normal. Nobilist Elements gain the Underdog Bonus as normal
Unit Type NEC eq XPDuke/Duchess Leader 60 + D6Noble Heavy 60 + D6Custodian Ganger 20 + D6Footman Ganger 20 + D6Retainer Ganger 20 + D6Slave Juve D3
Territory & Income: Nobilist Factions collect income from territory as normal. Because of their extensive connections and wealth, Nobilist Factions never need to pay the cost for upkeep or to avoid starvation. They receive the Giant Killer Bonus as listed.
Subversion Rating: 8Investigation Rating: 6
-
Special Rules:
All Nobilist warbands may select Comm-links/Micro-beads at +3 Throne Geld per fighter. If selected, all fighters must be equipped in this way.
Information network: Nobilist Factions have extensive networks of spies and contacts in all levels of society. To represent this awareness, all Nobilist Factions warbands may choose to re-roll one (1) Investigation or one (1) Subversion Test during each game.
Additionally, Nobilist warbands must select one of the following specialties upon creation. This specialty may not be changed or removed once selected. Please note that some specialties may have adverse effects when facing certain opposing warbands.
Interstellar Commerce Guild: The warband is part of a vast commercial organization dealing in nearly any trade item. The warband receives an additional 3D6 income after every scenario. In the Bazaar, the Guild always reduces the cost of Uncommon and Rare items by 1D6 TG. However, the Guilds Investigation and Subversion Rating is lowered by -1.
Planetary Governors Court (Puritan): The warband consists of the Imperial Governor and his court, rulers of an entire world within the Imperium. The Court lowers its Subversion Rating by -1 but increases its Investigation Rating by +2. The warband may never hire any Xenos members or Hired Guns and may not include any non-Human model (except Psykers) above the rank of Footman. The Court is the only specialty with access to the Custodian rank (see recruitment below).
Safari beyond the Imperium: The warband travels beyond the boundaries of the Imperium in search of lost human colonies, STC technology, riches, and more. The warband increases its Investigation Rating by +1 and lowers its Subversion Rating by -1. A Safari warband may take Xenos models in the Footman, Retainer and Slave ranks and may hire Xenos Hired Guns. Up to two (2) Nobles may select weapons from the Heavy Weapons list. Models may use any non-Rare weapons from both the Xenos and Human weapon lists (so long as their rank allows it). However, Puritan factions view the warband with suspicion: When battling Puritan warbands, the Safaris Subversion Rating is lowered by -1 for each opposing Puritan faction.
Ancient lineage: The warband is led by a family as old as Humanitys expansion into the stars, perhaps even older. A warband of Ancient Lineage increases its Investigation rating by +1. Being around for a considerable amount of time has allowed the Ancient Lineage warbands to establish strong links with several population levels, they get an additional +1D6 TG income when working the following territories: 11-12 (Chemical Producer), 21-24 (A small favor), 25-26 (Information broker), 45-46 (Tradesman), 53-54 (Weaponsmith), 66 (Local Cells).The Duke/Duchess may be of Specie Abhuman Squat and if so, all Nobles, Footmen and Retainers must also be Abhuman Squat: the warband is an ancient Squat Household that somehow survived their races extinction.
-
Tainted Bloodlines (Radical): The warband is part of an ancient and genetically twisted lineage; its history filled with whispers of insanity and decadence. The warbands Investigation Rating is lowered by -2 but its Subversion Rating is increased by +2. The cost for mutations for all models is decreased by -5 Geld (to a minimum of 5 Geld), the cost for all Abhumans and Wyrds is lowered by -5 to their base cost (to a minimum of 10 Geld). The warband may take mutants in all ranks and Big Muties in the Retainers and Footman ranks. However, the cost for any normal Human models is increased by +5 Geld per model and the warband may never hire any model of the Ecclesiarchy or Redemption. Moreover, Human Hired Guns cost +5 Geld for each game. A warband with Tainted Bloodlines may use Summoningbut may only summon Warp Predators. Puritan warbands fighting against Tainted Bloodlines are subject to Hatred.
Hunting Rig Expedition (Radical): The most commonly encountered Nobilist warband throughout the galaxy, the Hunting Rig Expedition consists of a few high-ranking nobles armed and armored in specialized suits of powered armor of mysterious, non-Mechanicus origin.Hunting Rig Expeditions do not follow this warband list description; instead they conform to the Spyrer Hunters warband list from the Outlaws Community Edition book in all aspects except for Investigation and Subversion ratings.
-
0-4 Custodians Base +30 TG
M WS BS S T W I A Ld- +1 +1 - - - - - +1
Species: Human, Abhuman Ogryn, Human Wyrd. Weapons: Custodians may select weapons from the HtH, Pistols, Basic, Special, Heavy and Gre-nades list. Equipment: Custodians may select equipment from the Armor, Gunsights and Equipment lists. Special: Custodians may only be selected as part of a Planetary Governors Court.
0-4 Footmen Base +30 TG
M WS BS S T W I A Ld- +1 - - - - +1 - +1
Species: Any non-Astartes Human or Abhuman, Wyrd. Weapons: Footmen may select weapons from the HtH, Pistols, Basic, Heavy and Grenades list. Equipment: Footmen may select any equipment from the Equipment lists. Special: Footmen of a Planetary Governors Court cannot select weapons from the Heavy list.
1 Duke/Duchess Base +100 TG
M WS BS S T W I A Ld- +2 +2 - - +1 +1 - +2
Species: Non-Astartes Human, Abhuman Untouchable, Wyrd. Weapons: The Duke/Duchess may select weapons from the HtH, Pistols, Basic, Special, and Grenades list. Equipment: The Duke /Duchess may select any equipment from the Armor, Gunsights, and Equipment lists. Special: The Duke /Duchess always counts as having a friend within 2. Additionally, friendly models within 6 of the Duke/Duchess may use its Leadership when taking any Leadership test.The Duke /Duchess may select one (1) Beast or Construct model.The Duke /Duchess must always have a total cost of 150 Geld or more (Base cost, Rank cost, weapons, & equipment). If its cost ever falls below 150 Geld, it may not participate in any scenario until its total cost is above 150 Geld.
0-3 Nobles Base +30 TG
M WS BS S T W I A Ld- +1 +1 - - - - - +1
Species: Non-Astartes Human, Abhuman Untouchable, Wyrd. Weapons: Nobles may select weapons from the HtH, Pistols, Basic, Special and Grenades list. Equipment: Nobles may select equipment from the Armor, Gunsights and Equipment lists.Special: Each Noble may select one (1) Beast or Construct model.Each Noble must always have a total cost of 80 Geld or more (Base cost, Rank cost, weapons, & equipment). If its cost ever falls below 80 Geld, it may not participate in any scenario until its total cost is above 80 Geld.
Recruitment
-
0+ Retainers Base +20 TG
M WS BS S T W I A Ld- +1 - +1 - - - - -
Species: Any non-Astartes Human or Abhuman, Wyrd. Weapons: Retainers may select weapons from the HtH, Pistols, Basic and Grenades list. Equipment: Retainers may select any equipment from the Equipment lists.
0+ Slaves Base +5 TG
M WS BS S T W I A Ld- - - - - - - - -
Species: Any non-Astartes Human or Abhuman, Mutant, Big Mutie, Wyrd. Weapons: Slaves may select weapons from the HtH, Pistols and Grenades list. Equipment: None.
-
Weapons & Equipment ListsAll costs are included within the armory
Hand-to-Hand
KnifeStiletto, DirkThrowing KnifeSwordClub, Maul, BludgeonChain, FlailMassive WeaponChainsword*Chain-Axe2
Electro-Flail3
Shock Maul3
Power Sword4
Power Axe4
Power Fist3
Force Weapon4
Pistols
AutopistolStubberHand Cannon1
Dueling Pistol3
Bolt Pistol2
LaspistolHellpistol2
Hand Flamer1
Plasma Pistol2
Web Pistol
Basic
MusketScatter GunAutogunLasgunLas CarbineHellgun3
Bolt Carbine3
Bolter3
Shotgun (Solid/Scatter)Hunting Rifle3
Special
FlamerMelta-GunRipper Gun (Ogryn Only)Grenade LauncherPlasma GunLong LasStorm BolterScatter CannonPistol Sword4
WebberNeedle Rifle4
Heavy
AutocannonAssault CannonHeavy StubberHeavy BolterHeavy Plasma Gun Lascannon Missile LauncherRPG Launcher Multi-MeltaMulti-Laser Heavy Flamer
-
Agility Combat Ferocity Muscle Shooting Stealth TechnoSlave X - - X - - -Footman X - X X - - -Retainer X - X X - X XEnforcer X X X X X - XNoble X X X X X X -Duke X X X X X X -
1. Not available to Slaves2. Not available to Slaves/Retainers 3. Only available to Enforcers/Nobles/Duke 4. Only available to Duke/Duchess 5. Only available to Enforcers
Grenade & Ammo
Frag Grenades1
Krak Grenades2
Melta-Bomb3
Photon Flash Grenades2
Choke/Scare Gas Grenades3
Smoke Grenades2
Fire BombTox BombFrag Missile3
Krak Missile3
Dum-Dums Man-Stoppers1
Overcharge Cell1
Hotshot Shell1
Man-stopper Shell1
Bolt Shell1
Armor
Light ArmorFlak ArmorFlak Armor (Enclosed)Medium Armor2
Medium Armor (Enclosed)2
Heavy Armor3
Heavy Armor (Enclosed)3
Power Armor4
Power Armor (Enclosed)4
Hexagrammic Wards5
Refractor Field3
Conversion Field3
Gun-Sights
Red-Dot LaserTelescopic Sight
Mono-Sight
Equipment
Bio-Scanner (1/warband)2
Injector Rig (1/warband)CharmClip HarnessControl CollarLiquid Courage (One Use)Lobo-ChipMaster-crafter Weapon3
KalmaMIUPhoto-Contacts/VisorRespiratorReloads2
Slaught