My friend Ben from Forgot My Tea came over last night to try out a new game system for us. We have been interested in expanding our Necromunda sessions to include alternative rule-set – think expansions like Ash Wastes etc – when we decided to give the Inquisimunda rules a go. Inquisimunda is essentially a bolt-on allowing for Inquisitorial, Ad-Mech, Imperial Guard, Xenos etc gangs in Necromunda, with an expanded armory and with an expanded Hired Guns section. All of this does mean that there are possibly some balance issues, but these are alleviated by how cool it all is!
The rules for Inquisimunda can be found here. Ben had chosen to take a radical Ordo Xenos warband, while I had taken an elite Drop Troop Imperial Guard warband.
Now, onto the (sepia because nothing is painted…) pictures –
Drop-Troops move to block an escape route deep in the Underhive
Seeking to gain height, the Drop-Troops split up
The heavy Plasma gun is pretty fearsome – pity I was never able to hit with it
An Inquisitorial sniper takes up position
Breaking cover, the Radicals try and escort a filthy Xenos Jokaero off the board
Unseen, the Inquisitor and two lithe Death Cult Assassins advance on the ground level
The whole xenos-loving bunch – a couple of peons, the Xenos itself, a corrupted Tech-Priest and some muscle as back up
They advance down into a hail of fire from the Drop-Troops as a gunfight rages between two doorways
Meanwhile, some conscript Guardsmen advance down the left flank towards the Drop-Troop heavy
Springing the trap, the Inquisitor and DCA’s outflank the Drop-Troop’s position
But, a panicked flamer blast soon puts them all down
The Radicals still manage to force their way across the walkway
Finally putting the Drop-Troop Sergeant and Flamer down, the Drop-Troops choose to bottle – leaving the Ordo Xenos victorious