Main Menu

News:

If you are having problems registering, please e-mail theconclaveforum at gmail.com

Few rules questions

Started by tilindir, June 30, 2010, 04:46:51 PM

Previous topic - Next topic

tilindir

Greetings, fellow Inquisitors & other nice persons ))

I've recently started to collect an inquisitorial warband for our local community's campaign and I have some questions that bother me.

First of all, how should I work out master-crafted item? I've searched old topics & found there such definitions:

- master-crafted stubber (+5 to accuracy)
- master-crafted sword (-10% to enemy parries).

Are these official or fan-based rules? Or should GM decide the scale of mastercratness by himself, adding different other abilities (for example, bonus to reload actions, rerolls on plasma malfunction table etc)?

Secondary, I'd like to know how one works out such a device as excruciators. I think they (according to rules in WH codex) should confer bonus "victory" points for character who had wound or slain psykers or wyrds, but what about "single" games?

And finally, what rules should purity seals have? Same as pentagrammic wards, like Ivixia's?

Or maybe I missed something and rules for every named thing were released somewhere?

I hope you shall help me in all this stuff )

MarcoSkoll

Firstly:
QuoteAre these official or fan-based rules?
The difference is relatively moot, given the nature of the game.

~~~~~

There have been multiple versions of master crafted weapons.

- The Thorian sourcebook is -10% to the enemies parries and dodges for bladed weapons, always treated as aiming for the purposes of placed shots.
- Mynarc the Unforgiven's rules are a re-roll on one hit roll per turn with his bolt pistol.
- Jan Van Yastobaal's plasma pistol never malfunctioned and recharged faster.
- I simply gave Inquisitor Skoll's stubber +5% to accuracy.
- And many more

Basically, there are no set rules. Depends on exactly what the maker intended really. As it is, the creator of the character has quite a lot of freedom.

Excruciators were given some rules in Fanatic Online 14: "Bloody work is its own reward".

Purity seals - entirely depends what's written on them! Purity seals are simply vows. If that's a vow never to take a step in retreat, it would have a different effect to a seal that vowed to destroy the daemon.

QuoteOr maybe I missed something and rules for every named thing were released somewhere?
Loosely. If you look in my signature below this post, there's a link to hosting with all the Inquisitor files that I could get my grubby hands on after they were taken down off the Specialist Games site.

There's a lot of material there.

~~~~~

Also, as is traditional:

WELCOME TO THE CONCLAVE!
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

tilindir

Thanks a lot, comrade Marco, your advice really helps ))

psycho

Inquisitor Gabrial Shear has a Master Crafted Chainsword......which i get across as it can never be broken by power/shock weapons and it allows him to use the Deflect Shot Skill......not sure about Purity Seals but i like Ivixias ones....although this doesnt really get across the nature of the Seals.....but as Marco says, your question about whether fan or rule based is moot....the game allows for a massive scope of weapons, rules etc etc as there is so much of a galaxy not discovered....and to be honest i believe Inq was written to allow us a free reign...although this does make certain people power hungry....but you can simply use whatever you wish too


oh and WELCOME TO THE CONCLAVE
kerby

Kaled

Personally I don't think purity seals need any special rules - they're just bits of parchment and wax given to show that the bearer is spiritually pure.  Of course, the parchment could be inscribed with wards of some form which may offer some degree of protection, or the character may require special rules to represent the quality that led to them being given purity seals in the first place - but most of the time I wouldn't give them any rules whatsoever.  For example, a mutant working for an Inquisitor might have them to demonstrate to others that although his body may be twisted, his soul is free from the taint of Chaos.
I like to remember things my own way... Not necessarily the way they happened.

Inquisitor - Blood Bowl - Malifaux - Fairy Meat

tilindir

And again thank you all, for your answers really helps!

So I have new bunch of questions )

1) Plasma and melta weapons do not need to buy "reloads" separately - they just automatically recharge after some actions\turns pass?

2) Special rounds (for example, executioner rounds for shotgun) are bought as "reload" (8 rounds) or as a single cartridge for 1 shot only (and therefore cost 5 for one, not for eight, which costs 8x5=40)?

3) Are there some rules for inquisitorial mandate?

MarcoSkoll

Quote from: tilindir on July 02, 2010, 11:22:05 PM1) Plasma and melta weapons do not need to buy "reloads" separately - they just automatically recharge after some actions\turns pass?
Plasma weapons are recharging weapons (in the rulebook version, at least*), melta weapons are not.

*When I wrote the Revised Armoury, I put them on a more canonically correct (and rather lengthy) reload - in the canon, they're reloaded by having to carefully unscrew and replace hydrogen flasks (the number that need changing varying by weapon type).

Quote2) Special rounds (for example, executioner rounds for shotgun) are bought as "reload" (8 rounds) or as a single cartridge for 1 shot only (and therefore cost 5 for one, not for eight, which costs 8x5=40)?
It sounds like you're using the Ready Reckoner. I wouldn't bother - it's an ill balanced and poorly designed system that really would have been better left alone.

Common sense (i.e. Could this guy reasonably get hold of this, and would he reasonably want to) and the intent of fair play is the usual system around here. The sides in a game don't necessarily have to be perfectly balanced - just eyeball it. The nature of the game, where each scenario is written individually means that points values would be useless anyway.

You're unlikely to get any advice as regards the Ready Reckoner other than "Don't".

Quote3) Are there some rules for inquisitorial mandate?
Not really. Given that the Inquisitorial mandate is theoretically limitless, there's no real rules you can go with other than the GM's common sense.
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

DapperAnarchist

Most don't bother with the Ready Reckoner (presuming thats where the values for buying come from). So, unless thats how your group is playing it, don't worry too much about it. It can be useful for power-checks, but thats usually better done by your own opinion, or asking advice from the experienced gamers here. However, for specialist rounds, I tend to determine it by the type of gun - Shotguns, Revolvers, Bolt Actions, and Bolters all have individual rounds, so a character sheet might mention 13 Standard Shells for a Pump Action, and 11 Manstoppers for a Revolver. Others, with proper magazines, would be by magazine, mostly.

I was thinking about the Inquisitorial Mandate myself. I suppose looking at the Word of the Emperor skills might be a good start, much like the Dictates Imperialis, which is the Word Of The Emperor skill, without any effect on Daemons (as the Lex Imperialis does not apply to them). It could simply count as Word of the Emperor, or perhaps some other one, like Catechism of Hate, or Curse of Undoing, depending on the personality of the Inquisitor who issued the Mandate, and the contents. If it is "Bring the Heretic and All Who Stand By Him To Justice" it might be WotE. If it's "The Emperor's Will Is Merciless - Let None Survive", the Catechism would be good. If it's like a Black Charter, and issued by a Witchhunter, Curse of Undoing seems obvious.
Questions are a burden to others, answers a burden to oneself.

The Keltani Subsector  My P&M Thread - Most recent, INQ28!

tilindir

I just assume that Ready Reconer is a good "unfriendly player" disbuffer. After all, someone wants everything & now, whilst not being Space Marine he states Str over 90 etc. If, for example, "starting character" goes out of 150 points, then surely something goes terribly wrong.

And a 500 pts limit for small warband is either good way to "guide" player's selfcreation.

Despite all of this I understand thar RR is'nt balanced very much (same 5 pts for true grit and catfall).

Quote from: DapperAnarchist on July 02, 2010, 11:37:50 PM
Catechism of Hate, or Curse of Undoing

Where can I find rules for these?  :)

DapperAnarchist

Thorian Sourcebook, found on the GW Site, or MarcoSkoll's collection. I'm also currently tapping out some ideas for Mandates, which should be posted in about... 10 minutes. :D
Questions are a burden to others, answers a burden to oneself.

The Keltani Subsector  My P&M Thread - Most recent, INQ28!

Kaled

Quote from: tilindir on July 03, 2010, 01:36:56 AM
I just assume that Ready Reconer is a good "unfriendly player" disbuffer. After all, someone wants everything & now, whilst not being Space Marine he states Str over 90 etc. If, for example, "starting character" goes out of 150 points, then surely something goes terribly wrong.
Not really, it's the GM that is there to make sure that players don't turn up with characters who don't fit the game (or to penalise those characters if he does allow them to be included in a scenario where they shouldn't be present).  If you want to give your players some guidelines for character creation, I would come up with some simple 'rules' - so you might look at the 'Conclave standard character' thread and tell players that they can have one 'warband leader' archetype and 2-3 'henchmen' archetypes in their warband.  You could add that on average, no character has more than two skills/abilities.  Or maybe say that they can have as much common equipment as they want (within reason), a few pieces of Rare equipment and one peice of Exotic/Rare equipment.  Then tell the players that if they want something that isn't allowed by those rules they must talk to you (or the GM) and make their case - if someone has a cool idea for a character, then allow it, but if you don't like what they're trying to do then try to come up with a compromise.

Also, the idea of a 'starting character' is not really valid - most people don't play that characters 'level up' over the course of games.  The characters may change, but the vast majority of the change will be to the character's background rather than to their profile.  So they may gain new enemies, new fears, new motivations etc, but their WS won't increase just because they've been in a few fights.  Usually only the most 'interesting' (how you define that is up to you) events will cause a change to the character's profile.  So a player whose character consistently pulls off dangerous stunts might decide that they should be given the Heroic skill.  Or a player whose character keeps dying might decide they should be given the Plain Dumb Luck ability to explain their miraculous escape.  I.e. the changes to the profile are driven by the character's story, rather than any mechanics of the campaign.

QuoteAnd a 500 pts limit for small warband is either good way to "guide" player's selfcreation.
Again, not really - it's entirely possible to make two characters (or warbands) which cost the same point but where one is vastly more powerful than the other.  A far better way, especially if you're playing as part of a group is to all create a first draft of your characters (maybe based on some guidelines), then either pass them to the GM so he can help the players adjust them until they're 'balanced' or to all peer review each other's creations and see if any stand out as being more (or less) powerful than they should be.
I like to remember things my own way... Not necessarily the way they happened.

Inquisitor - Blood Bowl - Malifaux - Fairy Meat