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#31
Inquisitor Game Discussion / Re: Rules questions, my 20 yea...
Last post by MarcoSkoll - January 27, 2024, 01:54:52 AM
QuoteReally basic one but for some reason I remember rounding up after dividing by 20 so that 4.1 becomes speed 5 then add 1 for speed 6. Is that a thing or is my memory failing me?
You round to the closest whole number (rounding halves up).

So, normally it would be 30-49 is Speed 3, 50-69 is Speed 4, 70-89 is Speed 5. However, there's not actually any specific reason Initiative and Speed have to be completely linked (and indeed, injury usually changes that), so while it may be officially a derived stat, I sometimes assign them semi independently.

When I want a Speed 6 character, I will often make them Initiative 80 or so, allowing them to be fast but without giving them a completely god-like Initiative stat that's boring in game.

QuotePoints per location
Well - that's a can of worms. Inquisitor isn't a game that lends itself to points values, let alone such a simplistic system as the Ready Reckoner. Different options synergise in ways the Reckoner doesn't even consider, even if it valued all the parameters correctly in the first place (there's no way Leadership is as useful in most games as Ballistic Skill, for example).

The community has come to reject it, and even Gav Thorpe (who wrote it in the first place) says he wished he'd left it out in favour of other advice.

The best balancing method we know is players' good intentions. After all, what's the point in winning because you brought the most overpowered characters? It doesn't prove your skill, it's not fun for either side, why do it?
Admittedly, good intentions does rely to some extent on the players being familar with the feel of the system and the power of the abilities, but we wrote the Conclave Standard guide some time ago to help advise players regarding what we feel is the most enjoyable power level to keep the game at.

You don't need to get it exactly right every time. If a character is proving more or less powerful than they feel like they should be, it's perfectly valid to adjust their character sheet (and sometimes I've even done it mid game if I feel I've really screwed up).

QuoteFinally, any tips on GMing Cirian Legacy?
Honestly, with all of those Conspiracies books, read them through first and decide whether it's even worth it, and if it is, what to cut out.

It's been a while since I read through them, but my recollection is that plot lines are mostly written way more like a traditional RPG - like the game is the players against the GM, rather than actually being set up in ways that do a good job of remembering that Inquisitor is a game intended to bring the player parties into conflict.

Given that some of the scenarios are a straight railroading - "Oh yeah, we need one of the player characters captured, so just put his party into an unwinnable scenario so that happens" - it's not something I'd run exactly as is.

I think it's recoverable if you leave out some of the scenarios and rewrite others, but exactly what I'd do depends on which of its plots you're planning on running.
#32
Inquisitor Game Discussion / Rules questions, my 20 year me...
Last post by Desaad - January 24, 2024, 10:41:04 PM
Hi all, starting our first campaign using Cirian Legacy and had a few questions that I can't remember based on the 20 years ago since I last played!

Speed calculation.

Really basic one but for some reason I remember rounding up after dividing by 20 so that 4.1 becomes speed 5 then add 1 for speed 6. Is that a thing or is my memory failing me?

Armour

Points per location equal to the armour value so flak in 3 places is 9 points. Is that correct? I think the example in the rulebook for slick Declan is wrong as it says flak in all locations except head which should be 3 x7 so 21 points but the book says only 14....
Unless you can choose to have flak AV 2?

Do inherent abilities cost points?

Do abilities have points scale similar to items?

Finally, any tips on GMing Cirian Legacy? We will be playing 28mm and modding to use cm instead.

Thanks!!

#33
Community News and Announcements / Re: YakTribe TAG 2024 (Tribeme...
Last post by MarcoSkoll - January 17, 2024, 10:00:54 PM
Ah yes, that's just because very few of the channels are fully open - they're restricted to users who've actually clicked on the "I agree to the rules" message to be given access.
#34
It was me just being a numpty with it saying text(limited) with the # have a lock symbol on.
#35
Community News and Announcements / Re: YakTribe TAG 2024 (Tribeme...
Last post by MarcoSkoll - January 16, 2024, 10:36:10 AM
Quote from: karandras_sh on January 14, 2024, 08:05:20 PMI was going to post it on the Discord as well but I am locked out of all the discussions atm even though I have posted before.
I don't understand quite why that would be? Your account seems to have the expected permissions. We're set up so that users need to have a registered e-mail on their account and also have a Discord account more than five minutes old (just as a generic protection against spam), but the latter shouldn't be an issue - is your email up to date?

Can you show me screenshots or video of what it looks like on your end?
#36
I had started writing this mini campaign for the 2022 event but the year we all focused on the necromunda side. There is interest on yaktribe for games of inquisitor I know at least 2 of them on there its just who else would fancy a day of it.

I was hoping to run it at 54mm as I Have the models for it. Though I do have a warband in 28mm, as it is my necromunda gang.

I was going to post it on the Discord as well but I am locked out of all the discussions atm even though I have posted before.
#37
Community News and Announcements / Re: YakTribe TAG 2024 (Tribeme...
Last post by MarcoSkoll - January 14, 2024, 05:37:50 PM
Well, if there's enough people to make a day of it, I'm potentially interested! Given there's a train station on the ECML within reasonable taxi distance, it would be pretty similar to different to get to than Warhammer World for anyone going via London.

In theory, that also means I could bring along many of my toys, assuming you're thinking of running it at 54mm.
#38
This year's Tribemeet from YakTribe has been announced it will be taking place on the 21st and 22nd of September 2024

Details here
https://yaktribe.games/community/threads/tag-uk-2024.13527/

The theme is anything goes, so more a bring your own games and enjoy. My plan is to run a mini / 1 day campaign of Inquisitor for anyone who wants to visit.

Other games I know will be being played are BFG, Warhammer 3rd edition (we are building chaos path to glory warbands), necromunda (usually NCE but newmunda does happen too) and bolt action.
#39
Painting and Modelling / Re: Duel scale Chaos themed wa...
Last post by gpemby - December 18, 2023, 11:43:48 AM


F to this! I am on the mend but it'll be the new year before I get to attempt to pick this band back up and get them over the line!
#40
Inquisitor Game Discussion / Re: Converting Necromunda stat...
Last post by MarcoSkoll - November 14, 2023, 06:38:06 AM
Sorry for a slow response - we're not that busy any more, so I tend to not drop in every day. (I should see if I can set up an e-mail digest that tells me when the site is active).

Generally I wouldn't worry too much about converting stats directly; Inquisitor is a different breed of game to Necromunda - something I tend to describe as "tabletop improv theatre" - and so trying to convert from Necromunda would a bit like a novelist trying to work out how to write Marneus Calgar based on just his WH40K statline. Sure, you get to know how hard he can hit and all that, but it doesn't tell you much about how to make him an interesting character for a story.

As far as the general question about how to stat a character, my normal advice is summed up in the Conclave Standard article on our Carthax wiki.

But as I say, that's only part of the story. With an Inquisitor character, there's generally some kind of a hook that makes them an interesting character to be part of the story you're telling on the tabletop, rather than just the latest badass stoically caving in heads for the Emperor. You want to look at how you want this character to feel in play, and make sure you represent that in the character sheet you put together.

One of my favourite examples of this amongst my characters is Sgt Daniela Kronen, who's supposed to be a tunnel fighter from Mordant Prime (I saw a sketch in WD284 many years ago and decided that I was having that character in my warband), who gets a special rule that because she's used to fighting in the gloom, she halves penalties for darkness. This isn't a particularly powerful ability (some equipment completely negates darkness), but when it comes into play it makes her feel like she is genuinely a close-quarters fighter from a night world.

Of course, some things like character personality and morality can be beyond the scope of a character sheet*, and are up to you to handle in play, but look at what parts of these characters you want to represent in their sheets.

* Although rules can sometimes encourage certain personality traits - stuff like "Character is at -1 speed if he's separated from his Heirloom sword as he is distracted by thoughts of dishonouring his family" can add some zest. (I recommend against hard phrasing like "Character must immediately attempt to recover their heirloom sword if they lose it" because that can result in characters doing bluntly stupid things).