Hello, Conclavers!
I've been roped into an unexpected INQ28 game at Warhammer World on June 1st, at the Ammobunker's annual Bash. They've given me their "Poisoned Chalice" table, which has been at GDUK and featured in WD previously.
(http://i25.photobucket.com/albums/c80/squirrelnation/Poisoned%20Chalice/DSCF6280.jpg)
The board features a downed Necrontyr vessel, but I'm conveniently ignoring it. Our game is likely to take place on the 4' x 2' section in the lower left of that picture, which incorporates a base camp and a mine-workings/archaeological dig, which I think is a great place for two Inquisitors to clash:
(http://i25.photobucket.com/albums/c80/squirrelnation/Poisoned%20Chalice/DSCF6241.jpg)
I've not had the chance to play with Inquisitor Adorno and his retinue yet, so I'm using the opportunity to playtest the rules I have. I'm curious as to whether he's going to work out well, and whether any of the characters will end up being particularly lacking. Here's what I have at the moment, and I'd appreciate your thoughts on them.
The background, in brief, is that during an attempt to summon and interrogate a daemon, Adorno was possessed but managed to cast out the daemon, binding it in the body of his former interrogator.
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(http://i189.photobucket.com/albums/z121/mnesimache/inq28/Adornobig2.jpg)
Inquisitor Theodor Adorno
Inquisitor, Ordos Malleus Dalthus
WS 64 | BS 53 | S 55 | T 50 | I 81 | Wp 86 | Sg 91 | Nv 80 | Ld 85
KBK: 6 | BIV: 5 | SS: 10 | CNC: 25 | Spd: 5
Right-Handed
Weaponry: Master-Crafted Laspistol (w/Reload), Sword of St. Anathea (Power Sword, +10% Parry Penalty against "Chaotic" foes - GM's discretion.)
Armour: Legs, Groin, Arms, Abdomen, Head (4); Chest (6)
Equipment: Auspex, Pentagrammic Wards
Abilities: Sorceror, Inured, Devoted
Spells: Banishment, Confound Daemon, Fireball, Sanctuary
Inured: Having had the merest glimpse of the worst that the Immaterium can offer, Adorno treats Terrifying individuals as fearsome, and fearsome creatures have no effect. Due to a combination of prior experience and foolhardiness, Adorno gains the Force of Will skill against Daemonic entities.
Sorcerer: Sorcery uses the same mechanics as psychic powers detailed in the Inquisitor rulebook, although it uses sagacity rather than willpower. However, sorcery is a fragmented and contradictory art; the increased complexity that sorcerers face compared to psykers means that the difficulty rating of a psychic power is increased by a quarter (so a difficulty 20 power would be difficulty 25, for example) In order to cast a spell, a sorcerer must be able to speak and gesture freely in order to cast a spell, typically requiring a hand free to do so. Casting a spell is considered to be a speech (or shouting) action that can be heard as normal.
Devoted: Treat as True Grit.
(http://i189.photobucket.com/albums/z121/mnesimache/inq28/Seraphael.jpg)
Cherubael
The Whisperprince, Master of Lies
WS 53 | BS 51 | S 52 | T 51 | I 52 | Wp 92 | Sg 160 | Nv 95 | Ld 27
KBK: 5 | BIV: 5 | SS: 10 | CNC: 26 | Spd: 4
Weaponry: None. Cherubael's close combat attacks have the daemonic properties Daemonbane, Gnawing and Mind-stealer.
Armour: None.
Equipment: None.
Abilities: Daemonic (Void-Chill), Possessed.
Psychic Powers: Regenerate, Chill of the Grave, Bloodfreeze.
Chill of the Grave: The psyker reaches into the mind of the victim, using his mental powers to entrance the enemy. This power is a ranged and persistent ability which can be used on one enemy character within line of sight of the psyker. Whilst the power is in effect, the targeted character may do nothing at all and counts as being stunned (he does not fall prone). He may attempt to break free of the Daemon's control at the start of every subsequent turn and will succeed if he can pass a Willpower test.
Bloodfreeze: Seraphael may use this power on any model within 18 yards that he is already aware of. This is a ranged power, but it does not require line of sight. If the psychic test is successful, the victim takes an Initiative test modified by the amount the psyker passed his psychic test by. If this is failed, the character is hit in D6 random locations exactly as if they had been hit by a webber. The effects stay in place exactly as with a webber, including the D6 damage every turn. As this is not a persistent power, further psychic tests are not required. Characters can attempt to free themselves, though web solvent has no effect.
(http://i189.photobucket.com/albums/z121/mnesimache/inq28/Mourn1.jpg)
"Mourn"
Feral-worlder, Mercenary
WS 60 | BS 41 | S 58 | T 62 | I 58 | Wp 54 | Sg 25 | Nv 45 | Ld 65
KBK: 6 | BIV: 6 | SS: 12 | CNC: 31 | Spd: 4
Right-Handed
Weaponry: Pump-Action Combat Shotgun (with Scatter), Gorgon Pistol (Stubber with Semi (3)) Knife
Armour: Legs (4), Groin, Arms, Chest (5), Abdomen (3), Head (0)
Equipment: Re-Breather
Abilities: Hip-Shooting, Fieldcraft, Venerate the Ancestor-Spirits
Fieldcraft: Hailing from a feral world, Mourn knows how to blend into his environment almost seamlessly, thanks to skills borne from a lifetime hunting. When Mourn is in areas of forest, jungle or thick vegetation, any character checking to see if they can see him by sight alone must do so at -30% to their Awareness test in addition to other modifiers, unless they are using specialist equipment such as infra-red, bioscanners and the like. Anybody shooting at Mourn whilst he is hiding will be subject to a -20% modifier to their BS due to the concealing effects of his camouflage. Mourn cannot use these bonuses if he moved at faster than a walk in his previous turn.
Venerate the Ancestor-Spirits: If Mourn takes an opponent out of action in close combat, he will attempt to spend all his remaining actions that turn taking a trophy so that his ancestors may be sated - treat these actions as unarmed attacks.
(http://i3.photobucket.com/albums/y57/El-Diablo/INQ28/BannerFinal.jpg)
Banner
Imperial Guard Veteran
WS 58 | BS 53 | S 66 | T 74 | I 50 | Wp 70 | Sg 38 | Nv 85 | Ld 32
KBK: 7 | BIV: 7 | SS: 15 | CNC: 37 | Spd: 4
Weaponry: Autorifle
Armour: Legs, Groin, Abdomen, Chest, Head (0), L. Arm (4), R. Arm (3)
Equipment:
Abilities: Suppressive Fire, Shoulder Charge
Shoulder Charge: If Banner charges an enemy, he may choose to shoulder charge, rather than attacking normally. If the enemy character can pass an initiative test they may dodge aside up to 3 yards, and Banner can continue his remaining actions. If they fail, they are knocked back to the left or right (Banner's player's choice) - see the rules for knockback on p.180 of the LRB. Use Banner's strength value divided by 10 as the amount of damage inflicted. Banner is free to continue with his remaining actions.
Suppressive Fire: Banner lays down a burst of fire intended to suppress the enemy rather than injure them. This can be performed as a combined action. Banner can only use this if firing Semi- or Full-Auto. Choose a group of targets as normal and roll to hit as normal. For every hit the target must take a Pinning test, but no damage is done. Any 'placed shots' mean the test is taken at half NV.
(http://i3.photobucket.com/albums/y57/El-Diablo/INQ28/Arcofinal.jpg)
Chrono-Gladiator
Chrono-Gladiator
WS 65 | BS 0 | S 54(+2D10) | T 56(+2D10) | I 45 | Wp 39(-D10) | Sg 25(-D10) | Nv 61(-D10) | Ld 40(-D10)
KBK: 5 | BIV: 6 | SS: 11 | CNC: 28 | Spd: 3(+D3)
Effectively Ambidextrous
Weaponry: 2x Implanted Chainswords
Armour: None
Equipment: Injector Implant with 'Slaught and Psychon
Abilities: Furious Assault
I like the rules, they are flavourful, I especially like the sorcerer ability, I hope you won't mind me stealing that idea.
Very nice, I'd really like to see an Inq28 game! Is this going to fit into the wider Nova Castille campaign?
Tangentially, in that it's happening before Adorno arrives at Nova Castille. Still, it should be good! You're more than welcome to come down and have a look next week... :)
Well, by "see" I meant: "read about in a battle report". I mean, I'd like to be there, but I live in Belgium, so going there would be hard anyway, and next week I'll be working on my exams.