Main Menu

News:

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

Kickstarter for Sistema28: Agile Rulebook for Playing Inquisitor in 28mm

Started by cpt_goblin, April 03, 2023, 06:19:37 AM

Previous topic - Next topic

cpt_goblin

Dear community,

From our wargames club in Panama we are launching a Kickstarter for the development of this version of Inquisitor. It is mainly a big compilation and unification of supplements and revisions, with added modifications in the mechanics for remastering Inquisitor in a modern skirmish wargame. But keeping the original flow!

Please take a look at the project, it is more important for us your feedback and contributions than monetary support for the campaign. But some resources can help us and the community to launch a modern indie version with all its surrounding aesthetic and production. And with an easy entry level for newcomers and good taster for specialists.

https://www.kickstarter.com/projects/sistema28/sistema28-agile-rulebook-for-inq28



maglash1017


Inquisitor_Snarf

Quote from: maglash1017 on April 04, 2023, 02:28:11 PM
How would you deal with copyright issues?
Seeing hoe game mechanics are not copywriteable, No issues in the mechanics (as long as they avoid any similar terms that are not common across the gaming world). For referring or mentioning older works, that is fair use as you are allowed to mention the inspiration from other works. For aesthetics, no issue as you are allowed to be similar in style and art, just not simply copy the art.

Im also not really concerned with GW being stupid enough to invest energy on a game basing inspiration from a 2002 work.

cpt_goblin

Quote"I ask, even implore, game masters and players to do with these rules as they see fit."

Gav Thorpe, author of Inquisitor: The Battle for The Emperor`r Soul.


Thanks for the interest! This project is not mine, is for all the community. I believe we can mainstream an indie revision of INQ28. There will be a lot of work in the aspect of integration of different races, equipment, campaign modes, ...and to adapt a Solo and Coop mode inspired by different modern approaches like Planet28 and Acolyte...

Today I updated the narrative in the Kickstarter. I think now it is more clear and defined. Also we are advancing towards having our own line of 3D models for characters and tokens, for free download.
Next task will be to provide an english version (engine) of the rules, so you can read and discuss any feedback. I wrote a resume of breaking changes in relation with the first edition, I will post it here:


Breaking changes in Sistema28 v1.2.4:

-Dice: Actions are resolved using only one D10. Its units acts like percentage tens (p.e. 3 in D10 means 30%). Criticals 1's and Goofs 0's.
-Turn Actions: Speed is equal to Initiative/20 (round down mostly always we request any division). Minimum Speed=2 for any character.
-Hidding: A rule for hiding similar to KT (lying down behind Cover at more than 2" of any enemy, without running or shooting its last turn). Enemies must test Sg for shooting a hidden character.
-Movement: Only sneaking (2"), walking (4"), running (6") and sprinting (10"). Sprint only once per turn and declared in first action of its turn, cannot do any other action except movement if sprint its first action. Characters cannot move more than Initiative/2 per turn.
-Horizontal Jump: Maximum distance S/20. Sprint adds 1". Risky action.
-Vertical Jump: to 2" using normal movement. More that 2" requires climbing.
-Shooting Distance: Weapons has Normal Distance (the distance that is in the profile); and Long Distance (-20% BS) until twice its distance.
-Some changes in Semi-auto and Full-auto shooting mechanic.
-Accuracy: Weapons Acc. modifier is simplified to -10% or +10% depending each weapon from the original list.
-Damage: Small weapons like Laspistols are more dealy, they increase a dice its damage (3D6 instead 2D6). Some other adjustments in some weapons damage.
-Wt: More weight that S gives -10% to all habilities. Cannot wear more weight than 150% S.
-Arc of Vision 90º.
-Movement and Shooting: No combined actions. Simplified modifiers to -10% is the shooting character has run this turn; -10% in the target enemy has run or sprint (exception if the enemy runs in direct line to the character). Generally for modifiers at shooting you only need to think if you or the enemy are running, the weapon's distance, enemy is prone or below... and I guess nothing more, very fast (ideas taken from  comments in youtube)
-Aim: +10% per aiming action, maximum two actions. If aiming and critic in test roll, also adds Penetration(6) (plus double damage after reducing amour protection has normal).
-Enemy size and position: If enemy 5" below, +10% BS; If enemy lying down at more distance than 5" of the shooting character, -10% BS. If enemy double bigger, +10% per fraction of double size (opposite is smaller).
- Explosive and flames weapons use templates like Necromunda.
-Throwing knives and objects: Distance S/10. Same as shooting distance.
-Melee: No engagement, but two distances: Close Combat (1") and Keeping Distance (1" to 2"). Different actions and modifiers applied, in the same dynamic of +-10%. There is surrounding to the enemy, step back (but if you are Keeping Distance you can move far away without disengage, the only limitation is if you are 1" that you need Step Back first). Shooting pistols at Close Combat -10%WS, cannot shoot Basic weapons in Close Combat. You can shoot at Keeping Distance (the idea is that a melee character will try to get into Close Combat but a shooting character will try to Keep Distance). I tried to keep Melee dynamic and moving thanks to surrounding, step backs, move into close combat,... like in some revised editions suggested.
Ah, I want to introduce a Defensive Shooting against a charging enemy. If you are Stunned you cannot Defensive Shooting, do anyone played Flames of War? I agree the importance to pin down an enemy before running in front of his gun...
- Counterattack: If attacking character rolls a goof (0) or if the defender rolls a critical in Parriying. Only one counterattack, no counter-counterattack.
- Rule for Backstabbing
-Wounds: Breaking changes: no hit location (only in the post-scenario, for campaign record, players determine the location of the received hits).
-Armour: Reduced armour points of different armours (p.e. caparace 4, power still 10). Helmets only +1 or +2 and rules for avoiding Stunning.
- Cover: Light 1; Medium 2; High 4; Very High 6 (related both for density of the obstacle and percent covered of the body, GM discretion).
-Wound Effects: pain threshold (Base Injury Value)= Toughness/10 (hit bigger rolls R, if fails is Stunned and -10% WS and BS and Trauma, similar to Bleeding in first edition)
-Stunned: Character falls prone and cannot act this turn. In his next turn, he needs to spend his first action for recovering normal status (remains prone, needs another action for stand up). WS/2 when Stunned, no counterattacks, no supression test as usual.
-Fallback: If character is 2" behind a fall or dangerous terrain and fails its T checking for Pain Thershold, the enemy player can push him.
-Trauma: (bleeding, burning,contusion,..) D6 damage at the end of his turn (not in the same turn that the hit), except if a Recovery text is succesful. Not accumulative.
-Recovery Check: If under Trauma, he recover normal state. If in normal state, he can recover D6 from the total of wounds. After a Recovery Check attempt, character Stunned. Cannot Recovery Check if enemy 5" close.
-System Shock value pain threshold x3.
-Perception Checks: Sagacity

...and changes in habilities, powers... I guess it can be interesting to check the Character Generation, based on the rules published in Croneworld supplement.



MarcoSkoll

Quote from: cpt_goblin on April 07, 2023, 04:25:23 AM-Dice: Actions are resolved using only one D10. Its units acts like percentage tens (p.e. 3 in D10 means 30%). Criticals 1's and Goofs 0's.
-Turn Actions: Speed is equal to Initiative/20 (round down mostly always we request any division). Minimum Speed=2 for any character.
I'm not certain I'm reading this right, but it sounds a bit like you might have removed the random number of successful actions - when I looked into it for the Revised Edition, I eventually concluded that this was actually one of Inquisitor's most important adaptations for PvP play.

It stayed in IRE, despite being an often criticised feature, because it does a lot to stop players trying to perfectly plan out their turn to - for example - jump out, shoot a twice and end up fully behind cover... or indeed spend too much time getting stuck in analysis paralysis, because they can never perfectly plan for how much they can complete before another character gets to act.

(The fact they can also get lucky does also give them the occasional chance to be a complete bad-ass and get to send everyone else diving for cover before they have a chance to react).

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

cpt_goblin

I guess you introduced the idea in IRE for removing random action number per turn. IRE's proposal is number of actions = Initiative/20+2. If I'm right.
Then I was thinking in SolNacht comment here and Planet28's ruleset, and I though just Initiative/20 can be a good number. Most of average new characters can achieve 3 actions per turn, being 2 the minimum for any one with less Initiative. With 5 actions per turn I think a character can do a lot of things, having in mind that you can shoot 5 times with a pistol, or to run 30"! (In sistema28 maximum distance a character can move per turn is Initiative/2)

It keeps the mechanic of declaring first a place to move and speed instead a conventional "movement phase, I move X". This idea from first edition adds a realistic and funny game experience (In the real world you dont move measuring distances, you want to go to a place and maybe you calculated wrong and spent more time on the way). Players needs tactical thinking and do not cause slowdowns.
We agree that adding a previous phase to each character activation to roll 4+ for actions is "Warcry" kind of gambling dice game... and tedious.


At this point we are introducing more elements from Rogue Trader (1987); I like Defensive Fire against assaults; the hiding rule (but you can shoot a hidden enemy rolling Sg test, so being hidden do not offer invulterability and promotes Sg tests that was not in use too much); the fauna and flora events in a way similar to modern Stargrave... The ambient is moving from Inquisitor focused to a wider Rogue Trader narrative, it gives wider options for playable characters and races. I have pending to study Dark heresy and Rogue Trader roleplay games to improve the roleplay in Sistema28.

I think this will turn some kind of roguetrader28  ;D



I will be very glad if you recover again the energy for working on revisions of Inquisitor. This project is very open to collaboration. And if you like modern indie games, you will like this. It is streamlined, but still close to original Inquisitor 2001 and Rogue Trader 1987.
Honestly, IRE seems to me even more  hard to play than first edition. I understand specialist players will like to play in that grain of detail, and you added a lot of interesting ideas. Also Revised Inquisitor Armory...puf...it is a Phd study... now we are in a new age, indie games introduced new concepts, mainstream games like Kill Team pushed forward agile skirmish wargames... On this wave we can release a remake of Inquisitor/Rogue Trader.

best!

MarcoSkoll

Quote from: cpt_goblin on April 09, 2023, 09:19:32 PMI guess you introduced the idea in IRE for removing random action number per turn. IRE's proposal is number of actions = Initiative/20+2. If I'm right.
No, IRE keeps it at ((Initiative/20)+1) rounded to the nearest whole number, and still randomises actions.
The principle changes are that action rolls become 3+, but can also be deferred to be used as reactions.

Part of this is an adaptation from my long running (and widely copied) 1st Ed house rule that, until the characters actually start directly opposing each other, actions succeed on 3+. This means the early turns of the game (where characters are still blundering about wondering what's going o) go more quickly.
However, once the meat of the action is reached, I as GM will revert actions to 4+ to keep a balance where no character can do that much before another character gets a say.

IRE's system makes this switch-over more dynamic, with characters effectively themselves deciding when they think they're in combat by keeping reactions to use.

~~~~~

If I were doing away with the randomisation entirely, I'd be defaulting to the tried and tested RPG standard of "You get two actions". The reason is that the moment any character gets a guaranteed three actions, strategies like "Step out from behind wall, shoot, step back behind wall" become valid - but that kind of thing is exploiting the rules and not characterful.

This is why IRE keeps the randomisation - it's interesting if a character can do that sort of thing (I frequently experience frustration in RPs where it's not even possible), but it's a bad thing if they're guaranteed to.

While Inquisitor heavily leans on the good intentions as a mechanism to avoid this kind of abuse, it's still best when mechanics try not to allow these exploits in the first place.

~~~~~

I'll cut off here, as if I don't stop myself I will absolutely go off on a huge ramble about the brilliance of some of Inquisitor's mechanics as far as emergent gameplay - and, indeed, some of the places in which its original mechanics failed in that respect.

(I should actually talk with Gav Thorpe at some point about how much these things were intentional, because it's entirely possible I've thought about these mechanics more than he did in the first place...)
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

cpt_goblin

I have read in this interesting youtube discussion some comments about. StatOPatrick says:

QuoteBougth a copy of Inq few years ago, for playing small narrative games with friend on the kitchen, love every aspect of this game, including mechanic with preprogramming actions of every character.
Interesting fact - in one of interviews Gave Thorpe (mai  game designer of Inq) answered for a question 'What will you change in rules of Inq, if you will have such opportunity?" - And Gav ansvered - "Preprogramming actions on a 4+"
But for me it is one of catchy special snowflakes of whole system


Another idea that I found quite interesting says:

QuoteFor ACTIONS we made a house rule that changed action rolls. Instead of a 4+, your actions would succeed on a roll under your nerv/10 OR leadership/10 (rounded down, your choice). This increased action success to (7/10 average) while feeling more thematic, and made mental stats like leadership matter more.

And finally I took the streamlined idea from Solnatch:

QuoteI still enjoy playing this, we made three home brew changes though. 1) Add one dice to gun damage. 2) divide by 20 is how many actions you get. 3) We worked out a Bell? scale for the actions.
Kept the game moving quickly and ensures your characters are able to perform the way you think they should be able to


(I don't understand what means "Bell scale"...)

But I like your view and the original idea to create a kind of psychological pressure at the beginning of the character's turn to check how many actions it has. Maybe I'm closer to Stat0Patrick's proposal. I prefer to use skills over randomness or confronted dice rolls (well, all is randomness using dices, even using dices for a skill roll...).
I decided to simplify to Initiative/20 for streamlining purposes. I am afraid of slowdowns, more if we think on newcomers and our streamlined version still has a lot of rolls per player' s turn.
The problem is that rolling a dice per potentially allowed action is too much. Maybe something like rolling 1D6 at the beginning of the character activation until a maximum of character's maximum Speed value. That can be Initiative/20+1 or even +2...

But at this point I will keep my choose on simply Initiative/20, round down, minimum 2. Most of characters will have 2 or 3 actions, similar to Planet28. You calculate in the character creation time and note it in the sheet under "Speed". very fast, and it gives more importance to Initiative in character's creation. Our character creation system is inspired in the Croneworld scenario published in Exterminatus long time ago, so players can choose different background and bonuses for adding dice rolls to habilities. Now they need to balance asignation between Initiative, Leadership and fighting skills...

It is very possible we revisit this actions per turn rule.. Sistema28 is very open to build consensus.



The english versions of Sistema28 are now available in Gitlab. It is an engine translation, but it can be useful for testing and review:

https://gitlab.com/panamawargames1/sistema28-rulebook-english

I guess the Kickstarter will fail...it was an experiment, it seems you need a marketing campaign to achieve anything there. With a lower goal could have been different. We will continue working on it in a DIY way.

Also we offered ten bucks backers the reward of their own character 3D model based on their sketchs. Also possible to receive a 3D printed model (but from Panama shipping costs are expensive).

https://www.kickstarter.com/projects/sistema28/sistema28-agile-rulebook-for-inq28



Thanks for the interest, keep the discussion alive. Soon we will upload content in form of battle reports and similar.ç

Best

cpt_goblin

I have been thinking on this issue... definitively a kind of randomness in number of actions per turn is in the essence of original Inquisitor and it offers a difference against conventional wargames.

But I don't like to roll more than a dice, I believe it is a slowdown and not attractive for newcomers. I am even thinking to change weapon's damage from 3D6+2 from a simple 1D20. lol.

What do you think about this idea:

- max. Speed = Initiative/20+1 (IRE's way). Note it on the sheet and doesn't need to calculate again.

- Number of Actions = Roll Nerve (Nv) or Leadership (Ld). Success: Max Speed; Failure: 2 actions; Goof*: 1 action

*Goofs are 0's on D10 in Sistema28.





Or this different one:

- Number of actions = roll only one D6. Result is number of actions that turn, until a maximum of Max. Speed.






best


mcjomar

Quote from: cpt_goblin on April 13, 2023, 09:18:15 PM(I don't understand what means "Bell scale"...)

It actually means "Bell Curve".

This is a reference to a statistical graph which describes (for example) the statistical likelihood/chance/probability of achieving a value when rolling two (or more) dice and adding the result together.

https://anydice.com/ is a good site to look at probabilities.

https://anydice.com/program/1 is a basic example, which usually loads when you first go to the site/page.

Adding dice together (2d6, 3d6, 4d12, etc) always results in a statistical bell curve, with the centre of the bell curve being the most likely values you'll get, and the left/right ("upper/lower") ends being less likely.

Personally, I quite like this, as it means you can render certain rolls to be reasonably reliable, and then by adjusting X - where X is the score you want to "beat" (i.e. roll higher than, in my example), you can make it harder by moving X to the right/up , or easier by moving X to the left/down to achieve whatever you're rolling the dice for.

This is good when you want reliable likelihoods, but still want to account for rare rolls (the top and bottom/left and right ends of the bell curve graph).
If, however, you prefer less reliable rolls/statistical likelihoods, and prefer more "swingy" (gambler-ey? not a word, I know) results, then rolls which rely on a single die (or "dice" as many are used to saying anyway, even though in english die is the singular of dice) are exactly what you're after.
"Heretics are like cockroaches - annoying to find, and even more annoying to kill." - unattrib.

MarcoSkoll

Quote from: cpt_goblin on April 13, 2023, 09:18:15 PMStatOPatrick says:
QuoteBougth a copy of Inq few years ago, for playing small narrative games with friend on the kitchen, love every aspect of this game, including mechanic with preprogramming actions of every character.
Interesting fact - in one of interviews Gave Thorpe (mai  game designer of Inq) answered for a question 'What will you change in rules of Inq, if you will have such opportunity?" - And Gav ansvered - "Preprogramming actions on a 4+"
But for me it is one of catchy special snowflakes of whole system
Well yes, this is one area where I don't necessarily agree with Gav on the rules!

I think a bit of randomness here gives characters a chance at doing cool and heroic things before their opponents can react, but without making it certainty. The statistics could perhaps do with some tweaking (it's rather silly when a lighting fast assassin manages to roll only one walk action), but it's just more interesting than the "you get two actions" approach most other RPGs need to use to avoid cheesy tactics.

If I were just going to simplify it? I'd make speed (Initiative/20) with no +1 and make actions 3+ by default*. (This is kind of the core of what IRE does, although IRE mostly removes the +1 by encouraging characters to store reactions when they're in combat - but if you're not building in a reaction system, just remove it by default).
This keeps some randomness to it, but skews the percentages away from failing most of your actions. Also, reducing characters' speeds by 1 also means that, while rolling maximum actions is a bit more common, maximum actions is one less, so a high speed character can't suddenly get a stupid number of actions.

It does make losing speed from injury more serious (assuming any ruleset was keeping a detailed injury system) - it costs you two-thirds of an action on average, not half of one - but this is part of why IRE removes the -1 speed penalty for a Heavy leg injury (it also makes the arm and leg injury tables more consistent) to reduce quite how much a character's speed is likely to be penalised during the game.

* I wouldn't modify the roll based on Nv or Ld here; it means looking up things more often, and my experience has been that looking things up is one of the biggest time sinks of the game. (I think one of the bigger improvements I've made to Inquisitor is my streamlined character and quick reference sheets).
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

cpt_goblin

QuoteThis is a reference to a statistical graph
wow...Can you imagine..time ago when I read that comment, I looked in internet and saw that about statistical curves, but I didn´t though he was literally talking about it in that context. Interesting, I need more research. In Sistema28 I mentioned two different kind of dice rolls:

- Hazard situations, solved with D6 rolls. The higher the result, the better.
- Situations solved using skills, that can be "Bell Curves". You apply modifiers in relation with your status and the situation and the chances of success is determined in a percentage. A roll over the limit means the action is over your possibilities. Solved using D10. Only 1 dice...per example, you have a 43WS, you need 1,2,3 or 4 in D10 for a 40% possibilities. In this way, for my point of view, you streamline the dice roll and it adds an interesting effect in campaign. If you have a skill of value 49%, you still need a 4 in D10. The same like having 41%... but in a campaign will be easier to upgrade 1pt to achieve 50% in that skill that another. But maybe is not the skill you really would like to upgrade...


QuoteIf I were just going to simplify it? I'd make speed (Initiative/20) with no +1 and make actions 3+ by default*....

aha.. picking that idea and also simplifying the number of dices you roll, I arrive to this method:

Dice Rolls: Unlike superheroes, sentient and thinking people in violent situations can be influenced by the stress of the moment and act with greater or lesser alacrity. At the beginning of a character's activation, the player will make a D6 roll. The result will indicate the number of actions that the character will be able to perform during his activation, up to a maximum equal to his current Speed value.

Speed = I/20


This uses a only one dice, gives you a minimum of 1 action, and the maximum will be not too crazy, because a high level character with Initiative 90, still have a max. of 4 actions per turn. In Sistema28 the maximun profile value is 100, and you only find very very rare characters  arriving at that point (Speed 5).
Average characters will have around 3 actions maximun, and the Bell Curve will give you more chance to achieve your max. Speed every turn.

Quote(assuming any ruleset was keeping a detailed injury system)
yes, but instead of injury loation in every shot, you determine damage and, if you fail the T roll for over Base Injury Value (rebranded to "Pain Threshold" = T/10), then you are Stunned (also changes a little the stunning mechanic..) and you deduct -10% to WS, BS and Initiative (affecting Speed...).

Also you have a Trauma (slight changes to Bleeding).


Getting shot in Sistema28 really f***s you. I want players to feel scary for their appreciated kitbashed characters... to think in retreats, to look more for cover or to pin down the enemy before run to it... to help combat friends, to push back for recovery... And the idea is to keep that psychology of wounds in combat from Inquisitor, for playable wound effects, but without location rolls (after the game is the time for wound effects and location in campaign..if you survived).
In this system characters are more vulnerable to some threads, small weapons are deadlier, armor and cover are more "realistic"... I like the introduction of "Pinning Down" the enemies (loved Flames of War..)



Thanks for the comments, keep the discussion alive! Hope soon we will upload content to the social networks, we recently openned a wargaming studio :)


mcjomar

Quote from: cpt_goblin on April 23, 2023, 06:55:38 PMSolved using D10. Only 1 dice...per example,
Not a bell curve.

A bell curve using dice requires that it be two dice added together, as per examples.

Anything using a single dice is "percentile based" and binary - a situation that is well known for being statistically "swingy".

Please view the site linked previously, and compare the graphs for a single dice (Dx), vs graphs for multiple dice (nDx) (where n = number of dice and x = type of dice, where n is always 2 or greater).
"Heretics are like cockroaches - annoying to find, and even more annoying to kill." - unattrib.

maglash1017

Good too see you're continuing the work on this project. My comment about copyright was only a sort of warning to watch really closely what constitutes Games Workshop IP and what doesn't. A non-profit project like IRE is one thing, but as soon as money is involved you run the risk of lawsuits or a cease and decist letter. GW isn't exactly a company that is known to be forgiving with usage of "their" IP.