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Started by Scotsman, September 27, 2017, 05:56:04 PM

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Scotsman

Hi all,

Can't belive I have only just found this place, I've been an avid inquisitor fan for over a decade. Used to play on specialist games nights back in my teens at the local GW ran by one of the staff. We were a bunch of idiots and only alowed one character each that formed a warband that adventured (Disasterously) through the imperium. Unfortunatly due to it being one of the GW's that got shut and my local club being a historial club rather than sci-fi / fantasy I havent played true inquisitor since (10ish years).

However I did adapt the inquisitor rules to a WW2 setting using 1/32 scale minatures and also for 20mm modern Afgan/Iraq that Ive had good success with at the local so my need for a game has been kept at bay but it hasnt filled that void that was left when the GW closed. One of the reasons I love the game is that the rules are adaptable to any period.

So I've noticed theres an event of some such down in Englandshire on the 18th of November that I would be keen to attend to finaly get a game in! Have 5 characters all in all but one thats extra special which I will aim to post at somepoint.

Main questions from myself would be what I can expect if I can make the 18th. Also I can see there are lots of rule updates/changes etc on this forum, what would be the main ones that I need to know?

Many thanks in advance.
(Excure format and spelling from mobile)

mcjomar

WELCOME TO THE CONCLAVE

With the big yellow greeting out of the way, there's a source of documents here:
http://www.the-conclave.co.uk/forum/index.php?topic=34.0

Or in Marco's signature.

It's worth perusing the full selection, but I'd recommend checking out Marco's IRE, and he's got a "cheatsheet" booklet for the game in general as well (I need to remember to print it off myself!).
You may also want to go to the site front at http://www.the-conclave.co.uk and compare your characters to the rough guidelines there, as most 'Clave characters tend to be balanced around the advice provided there (although a good background, well written and thought out, can often explain some of the more esoteric of equipment, or impressive of stats, and most 'Clavers are usually ready to help out, or provide suggestions to help reach a particular character type in mind).

Robskib will probably have  better answers for the event on the 18th of November, while in October (the 28th I think?) there's an event in Hemel Hempstead if you think you can reach it (it will cover the IRE, while the event on the 18th does not I think).

Average warband size will be about 4 max, more likely 3 at the most (this doesn't mean you can't have more characters than this, just that only this amount per player will be on table at any given moment, at the most). This is purely for game speed, as more than this per player tends to leave the game bogged down (as your experiences in the WW2 setting, and modern setting may well have shown already I suppose?).

I will (as usual) be interested to see characters, backgrounds, and most especially models/conversions/paintjobs  ;D.
"Heretics are like cockroaches - annoying to find, and even more annoying to kill." - unattrib.

MarcoSkoll

Quote from: mcjomar on September 27, 2017, 07:53:54 PMYou may also want to go to the site front at http://www.the-conclave.co.uk and compare your characters to the rough guidelines there
The Carthax Wiki is somewhat more up-to-date:

http://carthax.wikia.com/wiki/An_overview_of_Inquisitor
http://carthax.wikia.com/wiki/Creating_characters
http://carthax.wikia.com/wiki/Conclave_Standard

Quote from: Scotsman on September 27, 2017, 05:56:04 PMAlso I can see there are lots of rule updates/changes etc on this forum, what would be the main ones that I need to know?
As McJomar alludes to, there's been a bit of a shift in character writing since the start. We tend to prefer hand-written character sheets as compared to randomly generated ones or ones priced up by the Ready Reckoner - a player with good intentions can make a far fairer and more interesting character sheet than dice or crude points values can.

This style of character creation is largely covered in the pages I linked above, most specifically in the "Conclave Standard" page.

Other than that, you'll also find that GMs tend to take a much looser approach to awareness than stated in the rulebook; rather than carefully rolling for whether you can see each individual person, the GM will often have you take one Initiative test and then say something like "that's quite a good roll, so you can see him, him and her, but she's too well hidden behind these trees".

And these are our standard errata for events - removing a skill that was often abused, making things slightly less horrific for psykers, and improving on the original conversation rules. (It bends the guidelines about how long an action takes, but that's intended to make it actually possible to have a conversation in game).

Quote1) Lightning Reflexes
The Living Rule Book entry for the "Lightning Reflexes" Special Ability is to be removed and replaced with the following two entries:

1a) Lightning Reflexes / Rapid Reaction
The character has astoundingly quick reflexes and can react to circumstances with blinding speed. The character may, at any point once per round, attempt to take a "Reaction". This is always a single action which must be a 'reflex', reacting to the actions of another character or to an event. As ever, the GM is the final arbitrator.
The player declares their reaction and rolls a D6. If the result is equal to or less than the character's Speed, the Action is achieved (a roll of 1 always fails*). Once the Action has been resolved the round continues as normal and the character whose turn was interrupted may continue his turn.
*And we do mean 1. It's supposed to reduce the chances.

1b) Lightning Wits
The character thinks on his feet with outstanding speed, able to assess a combat situation and come up with the best course of action in moments. If a character with Lightning Wits needs to Change his Actions as described on page 26 of the Rulebook, then he automatically passes the Initiative test to re-declare his actions.
Additionally, he may ignore his first compulsory Pause for Breath action per turn. (For example, when re-declaring his actions, or if he is in a close combat that ends while he still has actions left.) This does not apply to non-compulsory Pause for Breath actions declared by the player.

~~~~~

2) Psychic Powers
Psykers are likely, during the course of a game, to lose Willpower through failed manifestations of their psychic talents or Perils of the Warp - feedback from the fickle energies of the warp overwhelming and disrupting the psyker's mind. Although often dramatic, this effect is not necessarily permanent. An experienced psyker may well be able to regain their focus and control - cowing the warp into submission once again through raw strength of mind and the mantras of the Scholastia Psykana.

2a) Recovery from Willpower Loss:
During the recovery phase, a psyker may take a Willpower test (on their current Wp). If the test is passed, then he may recover D3 willpower, plus his current Wp bonus (+1 for each 10 points above 50).
Additionally, a psyker may spend actions during his turn to attempt this "psychic recovery", handled in exactly the same manner.
Under no circumstances can psychic recovery boost a psyker beyond his starting willpower.

~~~~~

3) Threats and persuasion
Some of the scenarios may be won by means other than violence, and so attendees are advised to familiarise themselves with the following rules for persuading and threatening other characters.

3a) Conversation
A character can declare a Conversation as an action, declares the target of his Conversation (who must be engaged in non-hostile actions, and within hearing distance). Any further actions need not be declared (similar to melee combat).
For each Action, the active character may make a statement, and the target may (but is not obliged to) make a response. The active character can end the conversation at any point, but must spend a Pause for Breath to reallocate actions mid-turn.

3b) Persuasion
Often there will be occasions when one character wishes to talk another character into doing what he wishes. Persuasion is an opposed test with the persuading character making a Leadership test using half-Leadership. If he is successful, the target must make a Willpower test on half-Willpower, modified by -10 for every degree of success on the persuading character's Ld test. Note that the target must be able to hear or otherwise understand the meaning of the persuading character.
Players should use common sense when determining whether a character can be persuaded to do something and the GM should arbitrate any disagreements; however, a persuaded character will not shoot at or attack the persuading character.
A persuaded character may spend Actions considering the persuading character's offer by making a Sagacity test. If this is passed then the character is no longer persuaded. Note that a player may choose for a character to be persuaded without testing.

3c)Threaten
When persuasion fails – or a character isn't a persuasive type – then threatening might work. Threatening works in exactly the same way as persuasion, but the target tests against half-Nerve.
Addendum to Persuasion/Threats:
GMs should use modifiers to reward intelligent use of persuasion/threats, but penalise uninventive or poorly reasoned arguments/threats.
For example, attempting to convince an Ordos Xenos Inquisitor that an Ork is not an Ork wouldn't be very believable. Similarly, "Step aside, or I'll shoot you" isn't exactly likely to discourage a heavily armoured character who was expecting violence anyway.

As an aside:
Quote from: mcjomar on September 27, 2017, 07:53:54 PMthere's an event in Hemel Hempstead if you think you can reach it (it will cover the IRE, while the event on the 18th does not I think).
Although I've mused over making it an IRE event (for the sake of our newcomer: "Inquisitor Revised Edition", a work in progress fan edition) I haven't actually said anything to that effect. In any case, it's looking likely it may not happen at all, as I've had very few responses, none more committal than "maybe".
S.Sgt Silva Birgen: "Good evening, we're here from the Adeptus Defenestratus."
Captain L. Rollin: "Nonsense. Never heard of it."
Birgen: "Pick a window. I'll demonstrate".

GW's =I= articles

Lord Borak

Welcome to the Forum mate.

I don't have much more to add really but I mainly play the basic ruleset. I think a few of the weapon stats have been changed but generally the rules are so malleable and usually up to the discretion of the GM that it doesn't usually matter.

The 'Clave group is fairly laid back so unless the rules are completely off the wall they should raise any eyebrows. 

Van Helser

Welcome aboard.

Is the username a key to your location?  I am in Inverness. 

The events at Warhammer World we throw are a great way to get a few games in, and don't worry about rustiness, or unfamiliarity with rules updates.  We've had players come to the Grand Tournament with zero GM-ing and very little playing experience go on to place highly, so your playing experience will keep you in good stead.

I imagine though you didn't use the psychic powers much in WWII... or had the Nazis found the Ark of the Covenant and not had their faces melted off?

Ruaridh

Scotsman

Hi all,

Cheers for all the info, super helpfull!

"Is the username a key to your location?  I am in Inverness. "

Yes I am in Glasgow at the moment, that must be some treck to WHW from up there!

"As McJomar alludes to, there's been a bit of a shift in character writing since the start. We tend to prefer hand-written character sheets as compared to randomly generated ones or ones priced up by the Ready Reckoner - a player with good intentions can make a far fairer and more interesting character sheet than dice or crude points values can."

I should hopefully fit in well then as our GM was reluctant to give us anything more than "common" or any mind melting stats / abilities without solid fluff to back it up. If you asked for a space marine you were told to leave the store for 10 mins and think about what you had done. I'll hopefully share my characters soon, just seeing if I can find all my old sheets and stuff from years ago ( doubt it ).

"Average warband size will be about 4 max, more likely 3 at the most (this doesn't mean you can't have more characters than this, just that only this amount per player will be on table at any given moment, at the most). This is purely for game speed, as more than this per player tends to leave the game bogged down (as your experiences in the WW2 setting, and modern setting may well have shown already I suppose?)"

Thats fine by me used to only controling one when I played and I know what you mean the ww2 game had a lot of GMs discression to speed it up. Once did a full platoon level action over a weekend, exausting but very funny.

Anyway Ive got a lot to read up on now and I will learn how to quote properly/spell when Im not hungover.