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Inquisitor?


Captain Artemis

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So I was looking into the Inquisitor PDFs at the GW specialist games section... The game looks fun, and I've allways wanted to try an RPG game.
Some rules I get, but Close Combat is kinda confusing... :s
Do both parts make actions simultaniously? Is it like "I'm gonna attack!" then the other one goes "I'm gonna parry your attack!"?

Also, how does the %-modifiers work? As they often come in 10-20%. Does that require math or something? x.x

Would really love to run some simple mini campeign. :)

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Iirc, turns occur in Initiative order and you have a certain amount of actions available to you in your turn (which could very well take quite a while to explain). In other players turns you can react to what they do, I think, like parry a melee attack (or even counter attack, depending on the relevant rolls). Parrying and such do not count toward the amount of actions per turn you can take but they do get increasingly less likely to succeed the more attacks you receive in a round. It's complicated stuff.

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% modifiers are simple: Everything in Inquisitor is done based on a statistic check, in which you have to roll under the relevant statistic on a D100. A percentile bonus just means you treat your statistic as that many points higher or lower for the check.

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From what I remember, Combat is a fairly clunky system, which is one of the games main downfalls. IIRC say the person who has (I want to say rolled INT first but may be has higher INT) will strike. Lets assume a death cult jumps an unlucky mutant. the death cult has (in this example) an INt of 96, so you divide that by 20 to get the actions (+1), giving you 6. The ninja is faster than the mutant so attacks, making 4 attacks then choosing to pause for breath. All of these will take a single action and the mutant can try and fend her off with a parry (or dodge!) per attack, with each one getting harder to do (half their ws or whichever stat it is). However assuming the mutant remains standing, they are free to attack back with say 3 actions of clubbing the death cultist with his shotgun. These attacks she will then try to parry (or dodge!) even though she has used her actions up.

 

Hope that makes sense, and that my memory has served me well as I havent played in 4 odd years now lol

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Okay. :)
Also... Has anyone been able to make the Space Marine somewhat... UNDERpowered?
I was thinking about using a Veteran Guardsman as a base, but just bumping up his strength (as Space Marines aren't supposed to suffer penalties due to the wight of their weapons), along with some other stats... :o

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Okay. smile.png

Also... Has anyone been able to make the Space Marine somewhat... UNDERpowered?

Tbh, I've yet to see it. The closest I've witnessed is a Space Marine "pacifist" being used in The Conclave's summer meet up at Warhammer World. It was... interesting.

I think it's probably best to leave them be, lest you break what's already broken. :P

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It depends on what power level you play at. I ran a deathwatch campagin a few years back, in which there was one inq psyker, who was very very good psyker. Then 4 other players with a marine each. They fought against either 2 players who had either genestealers in a ship complex-esk thing, or a series of missions based around stealth of infiltrating a ork or chaos encampment and having to eliminate the warboss/champ (lead to hilarity of one of the deathwatch pretending to be a aspiring champ to trick the warboss before the kill was made).

 

However using them along side normal warbands.... only as doomsday / random encounter types for the gm. Unless everyone and their dog is toting power armour and cannon grade firepower, in which case they are merely tough, but expect character turnover to be ludicrously high

 

At lower levels, only time i've seen one used was a amazingly converted night lord rush through a brick wall, scooped up a techpriest (whoes player was being a tool and overpowering everything) and try and abduct him. The tech priest managed to escape (as this was his warning). Later though he didnt learn, so the guy bought 4 more, converted them all up nicely and made a hit squad 5 man unit which jsut advanced through the wildwest type town, and the priest was captured/killed as he was too uber but not fast enough to escape.

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Yeah I ran a deathwatch style mission with marines vs stealers and it worked really well.

I think the trick is to play about and see what works. Some of the rules are open to interpretation so I doubt that many groups play the game in quite the same way. And differen games masters will run missions in different styles. Personally I found it much more fun to have relatively weak characters, then you have to bite scratch and claw for every advantage.

And as for the modifiers. A WS of 40 means he has a 40% chance to hit (on D100) so a -10% modifier reduces that stat to 30%, simplessmile.png

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Personally I found it much more fun to have relatively weak characters, then you have to bite scratch and claw for every advantage.

 

That's exactly how most Inquisitor players I've met think it should be done, and I concur, tbh. Running and gunning with an OP archmagos and his attendant arco-flagellants isn't anywhere near as fun as mucking about with a junker crew that has distinctly average stats and crap weapons. 

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Personally I found it much more fun to have relatively weak characters, then you have to bite scratch and claw for every advantage.

That's exactly how most Inquisitor players I've met think it should be done, and I concur, tbh. Running and gunning with an OP archmagos and his attendant arco-flagellants isn't anywhere near as fun as mucking about with a junker crew that has distinctly average stats and crap weapons.

Everything becomes that much more brutal too when you only have a lead pipe and a crowbar to kill the guy with the bullets. Brings out your inner psycho sweat.gif

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I took a look at the diffrent character stats, and I thought I'd use an Enforcer as a base.
My "not so overpowered Marine" stats would look something like this:
WS:75 BS:75: S:80 T:80 Wp:75 Sg:75 Nv:75 Ld:75
And they will sport regular Power Armour (Armour Value 10)

Gonna try and use this for an Space Marine vs Chaos Space Marine mini campeign. smile.png

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By all means go for it but if there are only Astartes in the battle why not go the whole hog and use the regular stats? It could make for a longer scrappier battle. If there are big enough hitters about even a marine won't last too long if the player makes a mistake.

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I will experiment with my Bumped down stats and regular marine stats. :)
And this will be an All-Marine game (Loyalist and Traitor), maybe throw in some Cultists and Renegade Guardsmen to spice it up a bit.

Also, another question: When making a Semi-Auto Fire action, is all the shots in a single action or are they seperate actions?
 

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