Hi!
I'm new with Inquisitor.. and I have a question:
If I have a flamethrower, and I shoot 2 times over 2 models that have not move.. How many "to hit" dice I must roll?
are 2x(1d6+1) dice pro model? (with half WB) Or 2x(1d6+1) dice (with half WB) and then I must assign?
Thanks!
Quote from: Rajan on March 22, 2011, 04:51:15 PMIf I have a flamethrower, and I shoot 2 times over 2 models that have not move. How many "to hit" dice I must roll?
You should resolve each of the two shots individually, as you do the two characters.
You roll the appropriate number of dice for each character's movement, then roll that many hit dice to hit that character (dividing your BS by the number of targets in that flame burst). Hits are never transferred between characters.
So, in this case, roll D6+1 hit rolls versus Character A at half BS. Then roll D6+1 hit rolls versus Character B at half BS. Then repeat for the next shot. However, given how nasty flame weapons are, you may well not need that second shot!
thanks!
And now another question, I have 2 action points.. Can I make a combined action "Moving shooting" and then an action only shoot? The first action I can move 6 yard and shoot with half BS, and for the second action I can shoot with full BS?
And I have another question:
How works vehicles in Inquisitor? There is a PDF explain it?
Because I want to create a Campaign, about a squad of PDF troops on a Hive world. And for transport and support I want to use a Chimera :)
1) yes, thats how I always read it.
2) check the Skoll Archive, in the signature above your thread. There are the old "Need for Speed" articles in there, describing basic vehicle rules, along with advanced ones for weapons, skimmers, fliers, walkers, etc.
Quote from: Rajan on March 23, 2011, 07:44:30 AMCan I make a combined action "Moving shooting" and then an action only shoot? The first action I can move 6 yard and shoot with half BS, and for the second action I can shoot with full BS?
Yes, you can make a combined action, then an uncombined action - however, that's not how combined actions work.
Halved chances of success* only apply to specific combinations of actions, such as Jumping, hacking a keypad, etc. Penalties for shooting while making most movement actions (walking, running, etc) are equal to -5% for each yard moved in that turn (Not just for each yard moved that action.)
*Which is not the same as half BS. In this case, the halving is done after all other modifiers have been applied.
QuoteAnd I have another question:
How works vehicles in Inquisitor? There is a PDF explain it?
Yes, there is a PDF. Refer to the "Inquisitor PDFs" thread at the top of the forum. You will however want to download both Graham McNeill's original Rules and the later updates.
However, you should bear in mind, there are currently no stats for a Chimera. And in many cases, you may be better off improvising things, as not all characters may necessarily have the equipment to take on an armoured personnel carrier. So reward creative schemes to fight it (for example, my Inquisitor once attempted to down a Valkyrie by using his telekinesis to throw gravel into the engines), rather than just making it super tough.
Thanks!!!
Tomorrow I have my first game :)
I will start a campaign about the fall of a planet by the Chaos with 2 others players.
In the first mission they have a squad of 2-3 imperial guard, each player, of the Plantary Defense Force. They must check an area of the Hive City where is reported hostile/chaos actions.
They come with a Chimera, and in the middle of the "map" they fall in an ambush by Cultist and Fanatics. They must survive and go out of the map or kill everyone.
This game is only to explain all the rule to my friends, how works Combat, Firing, etc, etc..
And then they can decide:
Continue as a men/squad of the PDF
Create an inquisitor with "retinue".
Create a "chaotic" PG, with "retinue".
If a player choose the PDF, he will have mission of "rescue", using a squad of imperial guard.
If a player choose the Inquisitor, he must "save" the world/Hive city and "eradicate" the seed of evil (xD)
If a player choose the "chaotic" PG, he must destroy the whole world/Hive city
And then we can decide to make the next game "alone" (GM vs Player) or combined game.
Some example:
Player of PDF and a player is an Inquisitor:
"The PDF must check a zone fellowed by an Inquisitor." Coop missions VS GM
Player of PDF and a player is "chaotic":
"The chaotic player must attack a zone or destroy some factories and the PDF must defend"
Player Inquisitor VS Chaotic player:
"Inquisitor must kill the chaotic player or purge it"
etc..
at the end the result can be 2:
The planet is safe.
The planet is destroyer.
:)
It strikes me if you have three factions you should make up some way that all three are in conflict with one another - so just because the PDF and and Inquisition are technically both on the same side doesn't mean games including them both need to be co-operative. Maybe the Inquisitor's plan to save the hive is a lot more extreme than the Imperial Governor's so the two have conflicting aims even though they're both loyal to the Emperor.
For a first game I'd get rid of the Chimera pretty early - have a cultist put it out of action with a rocket launcher or have it hit a mine or something. You'll have enough rules to worry about without including vehicles - alternatively, just have GM control the Chimera and don't bother with rules for it.