inquisimunda imperial guard

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Imperial Guard KILL TEAM Version 2.0 • Initial Resources: You have 1000 rone Geld to spend on recruiting and arming your war band. You must have a minimum of 3 models. • Hired Guns: IG Kill Team war bands may recruit up to 4 other Hired Guns. • Starting Experience & Skills: All fighters start with the following experience point totals. All non-Construct members gain experience as normal. IG Kill Team gain the Underdog Bonus as normal. Unit Type NEC eq XP Sergeant Leader 60+D6 Specialists Heavy 60+D6 Troopers Ganger 20+D6 FNG Juve D3 • Territory & Income: IG Kill Team war bands select territories and collect income exactly as described in the Necromunda rulebook. ey receive the Giant Killer Bonus as listed. Subversion Rating: 8 Investigation Rating: 6

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Inquisimunda

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Page 1: Inquisimunda Imperial Guard

Imperial Guard KILL TEAMVersion 2.0

• Initial Resources: You have 1000 Throne Geld to spend on recruiting and arming your war band. You must have a minimum of 3 models.

• Hired Guns: IG Kill Team war bands may recruit up to 4 other Hired Guns.

• Starting Experience & Skills: All fighters start with the following experience point totals. All non-Construct members gainexperience as normal. IG Kill Team gain the Underdog Bonus as normal.

Unit Type NEC eq XPSergeant Leader 60+D6Specialists Heavy 60+D6Troopers Ganger 20+D6FNG Juve D3

• Territory & Income: IG Kill Team war bands select territories and collect income exactly as described in the Necromunda rulebook. They receive the Giant Killer Bonus as listed.

Subversion Rating: 8Investigation Rating: 6

Page 2: Inquisimunda Imperial Guard

• Special Rules:

All IG Kill Team war bands may select Commlinks/Microbeads at +2 Throne Geld per fighter. If selected, allfighters must be equipped in this way.

Upon creation, the Kill Team may select one of the following doctrines:

• Penal Legion: This upgrade must be taken by every non-sergeant fighter, and the gang may not select any member with the Gunner rank. All non-sergeant fighters are fitted with the Correction Collar item at +5TG which cannot be removed. Correction Collars allow all equipped models to re-roll failed nerve tests, including those caused by fear, terror, hatred and frenzy, however any model with a Correction Collar that fails a nerve test is immediately removed as a casualty and must roll for a serious injury.

• Chem-dogs: This upgrade gives the warband access to each non-Sergeant fighter an Injector Rig filled with Slaught, Kalma, and Frenzon at +25 Throne Geld per fighter. Fighters with this upgrade may not select Heavy Weapons or any Heavy armor.

• Drop Troops: This upgrade costs +30 TG per fighter and the entire Kill Team MUST select these upgrades. All fighters are equipped with a Grav Chute and the Kill team is considered to have one Vents territory which they cannot lose and from which they can never gain income. The Kill Team may not take any hired guns.

Page 3: Inquisimunda Imperial Guard

• Deathworld Veterans: This upgrade costs +2 TG per 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, the conditions have no effect upon Kill Team mem-bers. Treacherous Conditions affect Hired Gun models normally.

• Xenos Fighters: This warband has fought for many long bitter years against a particular Xenos race. This upgrade costs +2 TG per fighter and the entire warband MUST select this upgrade. Upon creation, the warband may select one Xenos species type from the Species list. All models in the warband gain the Hatred special rule against this race. 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 fight in battle. This upgrade costs nothing; the entire warband MUST select these upgrades and this doctrine also includes Deathworld Veterans as described above. Gunners, Troopers and FNG’s replace their species option with the following: Abhuman, Human Mutant, or Big Mutie.

The Kill Team lowers its Investigation Rating by -1 and increases its Subversion Rating by +1.

Page 4: Inquisimunda Imperial Guard

1 Sergeant Base +100 TG

M WS BS S T W I A Ld- +2 +2 - - - +1 - +2

• Species: Any non-Astartes Human.• Weapons: The Sergeant may select weapons from the HtH, Pistols, Basic, Special, and Grenades lists.• Equipment: The Sergeant may select any equip-ment from the Armor, Gunsights, and Equipment lists.• Special: The Sergeant always counts as having a friend within 2” for the purposes of recovering from pinning. Additionally, friendly models within 6” of the Sergeant may use the Sergeant’s Leadership characteristic when taking any Leadership-based test.

0-4 Gunners Base +40 TG

M WS BS S T W I A Ld- +1 +1 - - - - - +1

• Species: Any non-Astartes Human or Abhuman.• Weapons: Gunners may select weapons from the HtH, Pistols, Basic, Special, Heavy, and Grenades list.• Equipment: Gunners may select equipment from the Armor, Gunsights, and Equipment lists.

2+ Troopers Base +30 TG

M WS BS S T W I A Ld- +1 +1 - - - - - +1

• Species: Any non-Astartes Human or Abhuman.• Weapons: Troopers may select weapons from the HtH, Pistols, Basic, and Grenades list.• Equipment: Troopers may select equipment from the Armor and Equipment lists.• Special: 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%.

Recruitment0+ FNG Base +15 TG

M WS BS S T W I A Ld- - +1 - - - - - -

• Species: Any non-Astartes Human or Abhuman.• Weapons: FNGs may select weapons from the HtH, Pistols, Basic, and Grenades list.• Equipment: FNGs may select equipment from the Armor and Equipment lists.

Page 5: Inquisimunda Imperial Guard

Weapons & Equipment ListsAll costs are included within the armory

•Hand-to-HandKnifeStiletto, DirkThrowing KnifeSword1

Club, Maul, BludgeonChain, FlailMassive Weapon1

Chainsword1

Chain-Axe1

Electro-Flail3

Shock Maul3

Power Sword2

Power Axe2

Power Fist3

•PistolsDueling Pistol3

AutopistolStubberHand CannonBolt Pistol1

LaspistolHellpistol1

Hand Flamer1

Plasma Pistol2

•BasicMusketAutogunLasgunLas CarbineHellgun1

Bolt Carbine2

Bolter2

Shotgun (Solid/Scatter)Hunting Rifle1

•SpecialFlamerMelta-GunRipper Gun (Ogryn Only)Grenade LauncherPlasma Gun4

Long Las4

Storm Bolter3

•HeavyAutocannonHeavy StubberHeavy BolterHeavy Plasma Gun Lascannon Missile LauncherRPG Launcher Multi-Laser Heavy Flamer

•Grenade & AmmoFrag Grenades Krak Grenades1

Photon Flash Grenades1

Fire BombTox BombMelta-Bombs1

Demo-Charge2

Frag Missile Krak MissileDum-Dums Man-StoppersHot Shot ShellsOvercharge Cell1

Page 6: Inquisimunda Imperial Guard

Agility Combat Ferocity Muscle Shooting Stealth TechnoSergeant X X X X X X XGunners - X X X X X XTroopers - X X - X X -FNG - X - - X - -

•ArmorLight ArmorFlak ArmorFlak Armor (Enclosed)Medium Armor1

Medium Armor (Enclosed)2

Heavy Armor2

Heavy Armor (Enclosed)2

•Gun-SightsRed-Dot LaserTelescopic Sight4

Mono-SightIR-Sight4

•EquipmentBio-Scanner (1/warband)2

Blade Venom (One use)CharmClip HarnessLiquid Courage (One Use)Medi-Pack (1/warband)2

Photo-Contacts/VisorRespiratorReloadsSilencer4

1. Not available to FNGs2. Not available to Troopers & FNGs3. Sergeant only 4. Gunners only