I have been reading some old discussions here recently and there was was something that struck me-unfortunately I forgot who said it, but it was something like "why take a power sword when an ordinary sword could be enough?"
I think that any inquisitor´s answer would be "Because a regular sword might NOT be enough." And that made me write these home-rules for picking equipment prom the character´s perspective.
1. Training
"Great, one of them dropped a plasma gun! This must be the trigger.....AAAARGH!"
(Last words of pvt. Clax Miller, Tallarn 3rd regiment.)
In Inquisitor, generally speaking, the more powerful weapons have a more complicated design than the less powerful-we have a lasgun, a bolter and then a plasma gun for example. However, the more complicated the design is, the more it takes for a character to learn to use the weapon. Getting the training you need is often a matter of finding someone who could actually train you-and there would be few such individuals for plasma weapons for example. From the training point of view, character might belong to one of these classes:
Untrained: No idea how to use it. Hits only on 01-05 roll regardless BS. Each shot has a chance to damage or destroy a weapon because of wrong handling - depends on weapon complexity and user Sg. May not use any close combat/ranged skills with this weapon.
Partially trained:Had some shots on the shooting range between the missions and read the manual, but it was hardly a real training. The character has a WS/BS penalty with this weapon (5-10 for revolvers, 10-25 for bolters, 25-50 for plasma weaponry and other highly advanced stuff-but feel free to modify in your games).
Trained: Had the equivalent of standard Guard training between the missions. No penalty for shooting.
Highly trained: You need to be trained, get some battlefield experience, and then get an advanced training to achieve this. The character gets WS/BS bonus with this weapon and may pick a new combat/shooting skill only usable with this weapon.
Naturally, if you are swapping from low magnum to high magnum revolver, you don´t really need so much training.
Maintenance
Knowing how to shoot is cool, but you also need to know how to take care of your weapon. While nearly anyone can learn how to maintain a stubber, it takes a specialized tech-priest to handle plasma technology. In case the weapon is not properly maintained (GM´s discretion), there might be loss of accuracy, damage, range and shooting/fighting may even become a risky action.
Working undercover
Inquisitors are not exactly known for being open to public-but running around with a bolter is something that attracts the eyes of anyone around!
Ammo
You can find some lashots nearly everywhere, but it is not the same with bolt weapons. GM´s discretion.
Getting used to your weapon
In order to keep the games balanced not only by penalties and trouble for characters, I also suggest that any character using his weapon (not the type, but the particular weapon) for long enough (GM´s discretion) may get following advantages and disadvantages:
1. The same advantage as with advanced training, these two MAY be combined
2. The character would not voluntarily give up the weapon or get an another similar weapon (if the weapon is a laspistol, he wouldn´t want a bolt pistol, but still may acquire a sniper rifle).
3. In case the weapon is lost/stolen, retrieving it becomes a secondary objective for the character.
4. In case the weapon is destroyed, the character is frenzied for the rest of the turn.
GM should usually limit this to one weapon per character, but an assault marine may well be used to his chainsword and bolt pistol.
Nice home-rules...
I didn't think about the maintenance...i think i'm gonna use it in my campaign =)
You were quoting me, and it was said in reference to the powergamer's ethos. The full quote was; "Why take a power sword if a normal sword would do? If your answer is; because a powersword is more powerful and does more damage, then you might want to rethink playing Inquisitor". Whilst I agree with the notion that an Inquisitor would always ensure that he/she/they are prepared for every eventuality, that would easily escalate to; "well I've brought an entire astartes chapter and a few planet-killers loaded with cyclone torpedoes, just in case I need an exterminatus to hand".
The "every situation" is more commonly "I have to pretend to be a street bum with weapons I managed to scrounge" than "I have to level every building on this planet". Thats why Inquisitor is fundamentally not a WAAC or Powergamer game. It is the inverse, it does not suit the competative tournament style or the munchkin mindset. And I love it for that.