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Inquisitor Game Discussion / Re: A level of confusion
« Last post by TheNephew on December 03, 2019, 11:00:09 PM »
Most of the scenarios I've played over the years start with an ostensibly "non-combat" encounter between several parties that have entirely incompatible goals, so that use of force to achieve the desired outcome is necessary. I think if you want to run a conflict-free scenario but want the miniatures and terrain there for visual effect, you can probably dispense with the rules entirely unless/until the conversation turns sour.
There's a certain amount of characters running around shouting at each other, having conspiratorial conversations in alleys, and watching warily. Then something sparks violence.

Frequently it's something as direct as Planck must "stop the message being delivered by any means necessary", Isabella believes "it is vital to our ongoing project that the confidential message is delivered", and Skoll "must learn the contents of the message, one way or another".

Inevitably Magos Planck and evil horror-witch Isabella must come to blows - either after a fruitless verbal confrontation in which Planck tries to convince or intimidate the messenger into handing over the message, or a far more logical ambush with gun servitors.
If Planck can spot and recognise him in time, Inquisitor Skoll might be convinced to help Plank in exchange for the details of the message, on the proviso that he doesn't immediately toddle off and tell the intended recipient.
Alternatively, Inquisitor Skoll might help Isabella break through the blockade only to try and mug the messenger later, kidnap them in the chaos, pickpocket them, or even just ask what it's all about and maybe trust Isabella to tell him the truth.

We often play 4-player scenarios, so even during the fight there's banter and barter between comrade-in-arms, and antagonising or negotiating with people trying to kill you.
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Inquisitor Game Discussion / A level of confusion
« Last post by FreezyGeek on December 03, 2019, 06:56:25 PM »
I've never played before, bar a single, failed, and retconned game, but I'm not quite sure where Inquisitor stands in terms of roleplay.
I understand that it has more roleplay focus than, say, Inquisimunda, that might only have as much roleplay as an average more narrative
focused skirmish game, e.g like an orc in kill team rushing in with a less-tactical approach.

Equally, I understand it's less roleplay focused than a TTRPG. It fits in somewhere in-between, and I like that concept. Focus on characters,
but less actual "Roleplayed" out scenarios.

But this has kind of confused me in terms of scenario writing. How would a non-combat orientated scenario tend to play out? Because, the
assumption I have come to, is that there needs to be an obvious conflict even if there's no all-out fight like in a skirmish game; Smaller
narrative conversations either being used to introduce a scenario or otherwise taking place out of the game. Am I correct?
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Community News and Announcements / Re: Campaign day: Ascension. Date to be determined
« Last post by TheNephew on December 01, 2019, 10:47:48 AM »
Is Isabella still ascending?
I've just lost February 1st to a Malifaux tournament, so that's out for me.
I thiiiink I can still do late January in London though - trains are a bit nightmareish out of Brighton in January, don't want to commit to somethign further afield and find I have to leave on Thursday to arrive for 09:30 on Sautrday.

But if anyone fancies some Malifaux on February 1st, pop down to the Brighton Breach. Shop has a pizza oven that is dead good.
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Painting and Modelling / Re: blogging about inquisitor
« Last post by cymrilian on November 30, 2019, 10:18:05 PM »
cheers mate. i've been slack about blogging recently (too much faffing!), but am working on some more genestealer cultists that i will post i the next week or two.

and if you've got some citizens, here's hoping you have the ultra-rare ratctacher!
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As you can see, Ive gone for the clear acrylic bases.
My minis will be fighting in a multitude of different locations and will always fit in.


I know I'm bumping an old post here, but I got a reason for it!

Seeing as how those figures have been on the clear bases for quite a while now, I'm wondering how they are holding up.   I was curious about to them getting scuffed up and such.  Bought some acrylic bases but they came pretty scuffed looking already.  I kind of got the feeling that game play would just make them worse and more cloudy looking over time.

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Painting and Modelling / Re: blogging about inquisitor
« Last post by TheClassyGamer on November 30, 2019, 09:24:21 PM »
I'm digging the blog entries.

I'm sure that I've some of those citizens and bits.  I need to go through everything and figure out what I actually have someday. 

Makes me want to actually paint something.  Someday maybe I'll have something to show off.
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Inquisitor Game Discussion / Re: Two space marines one deathwatch one blood angels
« Last post by MarcoSkoll on November 19, 2019, 07:57:37 AM »
I'm not sure that you do entirely agree, because my point is that Space Marines are so powerful that they are almost always unbalanced in Inquisitor, and that applies no matter how few of them you use.

That's also saying nothing of the fact that they're frequently thematically inappropriate. A lot of Inquisitor scenarios are not combat centric.

~~~~~

To address a common theme across your posts, Inquisitor is not a normal skirmish game, and it was definitely not made to be "detailed WH40K". It's not supposed to be about special forces operations - that kind of thing is the role of Shadow War or Kill Team.

Inquisitor is more akin to tabletop improv theatre; your purpose as a player is to play the characters involved, even if it is to the detriment of your actual objective.
I've often "lost" games because having a character do things that were of no benefit to the mission was exactly what the character would do in those circumstances, wasting time and meaning they weren't where they needed to be. I've also fought close combats where I was in control of both of the characters because the two of them wanted to do entirely different things and came to blows.

Because of this style of gameplay, Inquisitor focuses primarily on a less military side of the Imperium, looking at problems more complicated than can be solved by simply throwing the Imperial Guard at them. It's all about circumstances painted in shades of grey - political troubles, hidden threats and ancient conspiracies that most Imperial citizens would be executed just for knowing about.

Sure, the Inquisition does recruit from the Imperial Guard - but usually in small numbers, to be muscle for a more rounded team.

If you're looking to use the Last Chancers or Gaunt's Ghosts, then as much as I absolutely love Inquisitor, I have to say that it may not be quite the ruleset you're looking for. Inquisitor's combat is designed for drama, rather than balance.

~~~~~

I'm going to copy in a section from an introductory leaflet that we often hand out to confused passers-by at events:

Quote
+++ What is Inquisitor? (and other frequently asked questions) +++
Inquisitor is a narrative wargame, focused primarily around the conflicts of the Holy Inquisition, either amongst its own ranks or against the enemies of mankind. Unlike the main game of the Warhammer 40,000 universe, it is not about "the front-line of mud and gas and behemoth engines" (to quote Dan Abnett's Eisenhorn foreword), but is instead set amongst the internal and domestic complexities of the Imperium - shadow wars where good, evil, right and wrong all merge into indistinct shades of grey.

If you have read the Eisenhorn series, you will already be familiar with the concept of an Inquisitor and his closest allies striving against these more subtle (but no less dangerous) threats to the Imperium, with their reward often to die alone and unremembered by the billions of citizens they may have saved from the encroaching dark.

Inquisitor is your chance to tell the dramatic, daring (and sometimes clumsy) stories of these unsung heroes.

+++ What characters can I play? +++
With the right attitude, pretty much anyone in the Imperium or even beyond it - Inquisitor is a very unfettered game.

The most common approach is for a player's "warband" to be centred around a powerful and independent individual such as an Inquisitor, Rogue Trader, Tech-Priest or Chaos Magus, accompanied by allies ranging between warriors, savants, astropaths, thieves, servitors or any other possibility you can imagine.

As in Abnett's novels, these characters are very often not from the military, nor are they famed heroes; they are simply any man or woman who has the skills and courage to fight in the Battle for the Emperor's Soul - a war not always fought with guns and blades, but just as often minds.

+++ How is the game played? +++
Inquisitor is uniquely described as a 'narrative wargame', because unlike many tabletop games where players field balanced 'armies' and each side is simply attempting to beat the other, the Inquisitor ethos is more around semi-competitive storytelling.

For an analogy, Inquisitor is 'tabletop improv theatre' -  the gamesmaster (GM) is the director/scenesetter, the players are his actors, and the characters are their roles.
It is wargaming for poets; part skirmish and part RPG, it offers players the freedom to envision and play a fully realised cast of characters with all their personal drives, prejudices and heroics.

The GM is central to this experience, as he has the power and responsibility to oversee the game; he designs the scenario, controls any "non player characters" (NPCs) and generally ensures that the narrative flows fluidly and enjoyably for all players - even if it does sometimes mean bending or ignoring the rules.

An Inquisitor scenario can take many forms, between desperately escaping from exploding reactors, to stealth missions in heavily guarded libraries. Players will generally require thought and creativity to succeed, rather than simply being able to prevail solely through force of arms.
Games are also generally small; each player will normally control one to four characters, with perhaps ten or twelve characters in total on the table (including any controlled by the GM).

New players sometimes feel overwhelmed when they first read the rulebook, but as with most games, the rules are a lot simpler than they first appear. Once you get used to the game, almost all of the charts you need are collected together on a single A4 reference sheet.
If that sounds like something you'd enjoy, then fair enough, but my advice is that you will definitely get more out of Inquisitor if you shift away from a purely military focused view of the WH40K universe (there may be only war, but that doesn't mean everyone is a soldier).

But if you are looking to have crack teams of Guardsmen carrying out special operations, then I would suggest that you at least check out things like Kill Team, Shadow War or Inquisimunda (a fan modification of Necromunda with extended gang creation rules) before you commit to Inquisitor; these rulesets are more designed for that kind of combat, so you may find they will provide you with a more enjoyable experience on the table.

~~~~~

As odd as it may seem to be suggesting other games, I've seen a lot of damage done to Inquisitor's reputation over the years by people who misunderstood it, tried to use it for things it wasn't meant for, and then complained profusely about how bad a game it was. (Which, frankly, is a bit like someone trying to drive a speedboat around the Nurburgring, and then blaming the speedboat for not working on a race track).

As much as it may sound like an elitist "you're playing the game wrong" kind of rant, I've played a lot of Inquisitor over the years and I know the ruleset has a lot of things it doesn't do well. I'd rather see everyone playing a game that does what they truly want, even if it does mean fewer players for Inquisitor.

While Inquisitor does some things really well, those things are rather unusual.
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Inquisitor Game Discussion / Re: Last chancers stats thoughts ??
« Last post by scabbs on November 18, 2019, 01:43:19 PM »
I added some more abilities from carthax wiki might post late
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Inquisitor Game Discussion / Re: Ranna Sharpe
« Last post by scabbs on November 18, 2019, 12:08:51 PM »
Ah awesome thanks
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Inquisitor Game Discussion / Re: Ranna Sharpe
« Last post by mcjomar on November 18, 2019, 08:33:46 AM »
https://carthax.fandom.com/wiki/Special_abilities

These are additional special abilities generated by members of the Conclave.
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