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I Munda I Munda I Munda I Munda: "Keep Your Friends Close and Your Enemies Closer" - Ancient Human Adage

The document provides an overview of the rules for an Inquisitor-themed narrative campaign called "=I=MUNDA" that will be played using modified Necromunda rules. Players can choose a theme for their starting team and recruit up to 10 models with 1500 credits. New character types like Psykers are introduced, and the strategy phase between games allows players to develop their characters further through narrative roleplaying.
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0% found this document useful (0 votes)
227 views4 pages

I Munda I Munda I Munda I Munda: "Keep Your Friends Close and Your Enemies Closer" - Ancient Human Adage

The document provides an overview of the rules for an Inquisitor-themed narrative campaign called "=I=MUNDA" that will be played using modified Necromunda rules. Players can choose a theme for their starting team and recruit up to 10 models with 1500 credits. New character types like Psykers are introduced, and the strategy phase between games allows players to develop their characters further through narrative roleplaying.
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Keep your friends close and your enemies closer ancient human adage.

Many thanks go to Migsula from Dakka for the rules presented below. To see his inspiring Project Log on Dakka go here http://www.dakkadakka.com/dakkaforum/posts/list/208707.page

=I=MUNDA
An Inquisitor themed, narrative driven continuum of games based on tweaked and expanded Necromunda rules set. Initiative, cunning and situation savvy will be rewarded. There will be a strategic phase outside the games themselves, when the players need to prepare for future enemies, pursue the right trails, sometimes employ skilled non-combatants instead of buying more guns and generally outsmart the others. Bold, adventurous suggestions to the GM may sometimes be rewarded or if deemed against the character they may back fire. Is it time to blow cover and induct a company of the PDF? Are you strong enough to harness the great enemy into a weapon against itself? In tactical level, in the games players need to know when to fight when to run. The scenarios will reward teamwork, combination of right skills and equipment and fate to the Emperor or the Eightpointed star if you so choose. The GM will employ NPC gangs, endless supplies of filth, unimaginable horrors, or stalwart heroes mostly to halt your efforts, sometimes to rip you apart or on rare occasions to help you! How does it start? Starting right now the players will choose a theme for their team and briefly outline their character. In due time this will be expanded together with the GM, but according to the players wishes. The first theme will serve as a platform on which the team is shaped. Maybe you want a valiant witchhunter with close ties to the church and possible access to arcoflagellants, maybe you are a Thorian by nature and decide to go radical in pursuit of arcane lore and tools to bind daemons. Possibly the throne agents of the carcass Emperor are not your cup of tea, and you decide to steer towards the eight pointed star and the promise of quick power, or perhaps you are a traveller at heart and choose to wear the mandate of a Rogue Trader it is for you to choose, so choose wisely.

Recruiting a Team.
You have 1500 credits at your disposal and access to any weaponry you choose later you may seek or come across even more potent kit. You are not hive-scum you are well resourced and extremely skilled. It may however be wise to save some cash for the strategy phase. A team consists of a Leader" with upgraded stats and character specific special rules, up to two heavies can be included. A minimum of two gangers or heavies must be included but no other constraints apply, so Juves, non combatants or new character types you might suggest can be included. A maximum starting size of 10 models. Weapons & Equipment: Any weapons or equipment listed in the Necromunda rule book, or any of the supplements, can be bought for the cost listed (dice rolled together with GM), more advanced

gear may be available later subject to negotiations, price and happenings in the campaign. Starting experience The leader gets enough experience for three freely chosen skills or stat upgrades from any table. In addition one of the team members gets enough experience for two (or two members for one) freely chosen skills or stat upgrades from any table he or she is entitled to. Destiny Points Each team leader starts with one destiny point representing his or her faith in the Emperor, Lucky Charm, or blessing of the Eight Pointed Star. This is a narrative get out of jail card and more can be accumulated by heroic deeds. Should the character be down to 0 Destiny Points, grave carefulness will be required.

Phase The Strategy Phase


Everything goes, be imaginative but true to your character Dark Heresy will be mixed in! fluffy and clever suggestions will be rewarded. This phase will see you rearm, recover, die from wounds, accumulate wealth, lose wealth, do detective work, pray to your gods and get ready for the next round. Sometimes narrative dictates your choices you may need to go special condition or even, may the God Emperor bless you rogue!

Addendum Rules Addendum


New characters, equipment, abilities etc

Iron Will - If the Inquisitor is alive and conscious the Inquisitor and team members automatically pass or fail bottle tests, Inquisitor automatically passes LD tests. Those worshipping the Chaos Star, Mork and Gork, money or something else get a slightly modified set. NEW CHARACTER Psyker 20pts, access to physic powers at a cost. Some rare individuals have powers beyond the physical realm, yet rarer are those with the inner strength to use them and not succumb to the horror that is warp. It requires intense concentration and inner calm for a psyker to use one of his powers, not always easy in the middle of a fire fight! In order to use one of his powers the psyker must first roll equal to or under his Leadership on 2D6. If this test is failed the psykers concentration has been broken and he may not use a power that turn. If the test is passed the power may be used! The Perils of the Warp Using psychic powers is a risky and very dangerous thing to do, for the warp is inhabited by those strange and unearthly creatures that are known to humanity as daemons. To represent these perils if a Psyker scores 2 or 12 when taking the Leadership test in order to use a power then he must roll a D6 on the Perils of the Warp Table below. Note that on a roll of a 2 the psyker may still use the power before rolling on the Perils of the Warp Table.

Perils of the Warp Table D6 Result 1 Drawn into the Warp. Unless the psyker can roll equal to or under his Initiative he suffers severe trauma! The model goes out of action and is no longer able to use the power that he was using when he suffered the trauma. 2-5 Attacked. The psyker suffers one Strength 5 hit with no armour save allowed. 6 Drawn from the Warp. The psyker suffers a revelation! His psychic abilities grow stronger and he may learn new skills, but this may become with a long time cost NEW EQUIPMENT / ARSENAL: Generally speaking it is a good idea to consult the Inquisitor rulebook, Deamonhunters & Witchhunters codices and BL material for inspiration then consult the GM for a price and rules! Item: Power Armour Cost: 200

3+ Armour save. Doesnt halve I, +1 Strength, cannot be hidden under clothes. Juve stats, cannot gain experience. Armed with a laspistol with an ammo roll of 6. +1 I to a predetermined model in your team if within 2. +1 Leadership. As power sword. Automatically out of actions a wound on a successful psychic test. As bolt pistol but wounds deamons and psykers on 2+. As a Meltagun pistol with 6 range. Stats as per base weapon, one use per game. May be hidden.

Psyber skull or equiv 30

Purity Seals Force Sword

30 80

Psycannon Inferno Cannon Jokaero Digital Weapons Long Las Sniper

30 30 Weapon x2 60

As lasgun with long range 12-36 and _ to hit. 3+ Ammo roll. May fire Hotshot pack at Str.5 and -2 Save but requires a turn to recharge. SPECIAL weapon. As lasgun but +2 to hit at short range and -1 to hit at long range. Wearer gains the Bulging Biceps skill while he wears the rig.

Las Carbine

25

Fire Support Rig

50

tables Resources tables


(in addition to territories table for those wanting to fully explore the campaign nature of =I=munda) Space Transport: 1-2 Rough runner 3 Paid Rogue Trader

4 5 6

Allied Rogue Trader Your own vessel Friendly Rogue Trader (own vessel, with experienced captain and a network of associates).

Planet Transport: 1-2 None 3 4x4, 4 8 wheel cargo 5 Valkyrie equivalent speeder 6 Gun cutter (requires a 4, 5 or 6 of space transport to be fully functional) Land Assets: 1-3 Just the territories 4 Safe house 5 Secured safe house 6 Mansion with automated gun sentries, bio scanners, staff Mentor: 1- 3 No-one special 4 Senior Inquisitor 5 Senior Inquisitor with similar outlook on life 6 Inquisitor Lord

If you have any questions or suggestions drop Deserter, Rictus or Maelstrom a PM.

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