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FlashbackJon

PostPosted: Thu Jun 07, 2007 1:44 am


"Listen. We have to get his brain to him or he's just going to float out there saying 'Do what now'..."
"Do what now?"
PostPosted: Tue Jul 24, 2007 5:03 pm


Entropic_Angel
my appologies it just makes me mad to see a game with a lot of potential and good idead flounder as GW can't decide which direction to take it in-i mean personally with a little work it could make a good RPG


Thing is, it was never meant to be a full fledged P&P RPG. Because GW is in the business of selling models, Inquisitor is a narrative skirmish game along the lines of Necromunda or Mordhiem, but at a larger scale, with more in depth rules, with a touch of the old GW attitude of 'let the players balance themselves.'

Oryn


eric the ghost

PostPosted: Sun Oct 14, 2007 4:42 am


The players balancing it them selves allows for better narative gaming. IMHO
PostPosted: Sun Oct 14, 2007 1:13 pm


eric the ghost
The players balancing it them selves allows for better narative gaming. IMHO


Good luck finding people with common sense on that matter though. It's all about the Frost Blade, Power Armour and Space Marines in most games sadly.

Hoxtalicious

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Vikki Stardust

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PostPosted: Tue Oct 16, 2007 3:15 am


Lt. Brookman
eric the ghost
The players balancing it them selves allows for better narative gaming. IMHO


Good luck finding people with common sense on that matter though. It's all about the Frost Blade, Power Armour and Space Marines in most games sadly.
So I'm a rare piece of gaming material then? blaugh
PostPosted: Tue Oct 16, 2007 8:14 am


You were a rare piece, you were.

Hoxtalicious

Greedy Partner


Oryn

PostPosted: Fri Oct 26, 2007 1:20 am


Lt. Brookman
eric the ghost
The players balancing it them selves allows for better narative gaming. IMHO


Good luck finding people with common sense on that matter though. It's all about the Frost Blade, Power Armour and Space Marines in most games sadly.


Not with most of the people down here. I find introducing the game to people through the eyes of a Desperado tends to keep their feet firmly on the ground where Space Marines are concerned. We've got oh... eight or nine people locally who play Inquisitor. No Space Marines, no Frost Blades. I think two of us use power armor. One gave it to his Inquisitor but gave him no helmet. Now he knows heroic fantasy is labeled fantasy for a reason. I have a power armored Rogue Trader. Not exactly the most intimidating of power armored figures. It also helps to have a campaign arbitrator who arranges a system to get more equipment/skills/stat upgrades and tells people what they can and can't bring to the party.

The worst offenders are those who have never played Inquisitor before. They're the ones generating characters like Councilor Captain Cerberus. this was a first time character someone posted up on Warseer. It hurts the brain, but yeah, take a look at his sheet:

Brother Captain Cerberus


Cerberus is right-handed.

Equipment: Power armor on all locations including helmet; Storm Bolter with a Mk IV drum magazine (Four (4) extra magazines [40 rounds/drum-magazine means 160 extra rounds]); Two (2) Photon Flash grenades; Two (2) Frag grenades; Two (2) Melta bombs; power axe.
Helmet: built-in re-breather; targeter; signum; infrascope,
Storm Bolter: Two (2) Metal Storm Frag Shell reload (80 rounds)

Bionics: Two (2) advanced bionic hearts, average bionic left arm, average bionic right hand, One (1) average bionic lung, Two (2) advanced bionic legs.

Special Abilities: Ambidextrous, Deadeye shot, Rock steady aim, Nerves of steel, Spit acid

Psychic Abilities: Detection, Demoralize, Terrify


Profile WS BS S T I Wp Sg Nv Ld
Cerberus 135 135 355 205 180 160 120 205 170


A greater twink I have not seen since I made my first character, posted earlier in this thread.
PostPosted: Fri Oct 26, 2007 6:49 am


Well, to some degree the creator keeps in track with the power of a space marine, but if I must nitpick, only a Death Watch issue bolter can fire specialist ammunition. And as I always keep saying, Space Marines are overpowering in the game, so unless a GM keeps track and plans surprises, the marine would throw a mighty spanner into the game with his antics.

However, I am painfully aware of how mean and cruel the =I= community can be, as they tear apart new characters and attack new players almost instantly for not keeping with the spirit of the game.

My first characters were four enforcers armed with shotguns and one(!) lasgun. These were more or less designed to be just that, cops. Some could take down people through Subdue while others were just average Joes in blue suits with scatter guns and cuffs.

Their comment was one of "Good luck getting your a** handed to you".

Hoxtalicious

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Vikki Stardust

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PostPosted: Sat Oct 27, 2007 3:15 am


People were nicer when we all started out. Now elitist play to feel better and more superior. Even the GM is immune to our wiles now! crying
PostPosted: Wed Oct 31, 2007 10:18 pm


Lt. Brookman
Well, to some degree the creator keeps in track with the power of a space marine, but if I must nitpick, only a Death Watch issue bolter can fire specialist ammunition. And as I always keep saying, Space Marines are overpowering in the game, so unless a GM keeps track and plans surprises, the marine would throw a mighty spanner into the game with his antics.


To 'some' degree is right. I know Space Marines are really good and all, but I don't recall them being infallible. Even with the base Space Marine stats, only two are going to end up over 100 in Inquisitor. But this character has every single stat at 120 or higher. A T60 character with no armor will be put unconscious (or die, depending on where he hits them) instantly if this guy backhands them once. If he rolls well with that axe of his, he'll outright kill the same character in one shot by injury total. I don't think Space Marines carry armories in their pants either. (300 bolt rounds?!) Oh, and lets not forget, this Marine is psychic as well.

Lt. Brookman
However, I am painfully aware of how mean and cruel the =I= community can be, as they tear apart new characters and attack new players almost instantly for not keeping with the spirit of the game.

Well, speaking from experience, most people need to be told what the baseline is for a standard character. I don't know a whole lot of =][= players that are cruel about it, but this is one of the more extreme examples. After all, if one claims to have generated a character by the rulebook, It's difficult to explain how you did that, and still got an Initiative 180, Strength 355 Space Marine.

Oryn


Vikki Stardust

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PostPosted: Sun Nov 04, 2007 3:32 am


Oh, chances of shooting that much in a game of Inquisitor are very slim. Not unless you have a scenario where no dialogue takes place and everybody is equipped with bolters and assault cannons.

And when you run out of ammo you can always go MacGuiver on your opponents. Telekine powers are so much fun when stranded in a warehouse filled with random objects. My friend used an old toilet as a telekine weapon.
PostPosted: Tue Jan 08, 2008 5:37 pm


well I've came up with my Inq war band. this is just a rouge idea of what the final thing will be like.

Inq-
power amour every where except head and hands. (as its a sister of battle style power Armour I'm forgoing the strength enhancement)
Death watch style bolter (undecided on alternate ammo types) 2 realods
1 frag grenade 1 Krak grenade
close combat weapon.

cyber mastiff and a hunter servo skul with psi tracker and motion tracker.

i havn't decided on her stats or skills yet. I'm thinking that she would be really very handy with Bolter and generally a bit of a tough cookie.

I imagine her very much a loner. using plenty of kit like cyber dogs servo skulls and in the the future an arco flegelant. i may add an old veteran commissar that used to serve her old mentor. there would be a Batman and Alfred the butler dynamic going on...except with more shooting and heretic burning.... but I'll decide later. right now shes a one woman show.

eric the ghost


Oryn

PostPosted: Fri Jan 11, 2008 2:41 pm


eric the ghost
well I've came up with my Inq war band. this is just a rouge idea of what the final thing will be like.

Inq-
power amour every where except head and hands. (as its a sister of battle style power Armour I'm forgoing the strength enhancement)
Death watch style bolter (undecided on alternate ammo types) 2 realods
1 frag grenade 1 Krak grenade
close combat weapon.

cyber mastiff and a hunter servo skul with psi tracker and motion tracker.

i havn't decided on her stats or skills yet. I'm thinking that she would be really very handy with Bolter and generally a bit of a tough cookie.

I imagine her very much a loner. using plenty of kit like cyber dogs servo skulls and in the the future an arco flegelant. i may add an old veteran commissar that used to serve her old mentor. there would be a Batman and Alfred the butler dynamic going on...except with more shooting and heretic burning.... but I'll decide later. right now shes a one woman show.


I'm not sure about the bolter; I'm of the opinion that bolters should show up later in a campaign, or on models that aren't as likely to hit as Inquisitors, like servitors. What will you use as a CCW? It's pretty important, considering that =I= has rules for a bunch of different kinds, rather than 40k's generic CCW. Also, what abilities will you give her?

Other than the bolter (and depending on what skills she gets), I don't think it's too over the top, seeing as she won't have a warband with her and she isn't wearing a helmet. However, having power armor through the trunk but not on the arms seems kind of odd. I'd like to see how you end up modeling that.
PostPosted: Mon Jan 14, 2008 7:37 am


I decided on 'dodge' and 'heroic' for her skills. I think just a short sword for the CC weapon.

the way i ended up modeling it meant her hands are unarmored no her whole arm. She 99.9% finished. I'll hopefully have photos very soon e.g tonight. i'll put them up in the painting section.

eric the ghost


Oryn

PostPosted: Mon Jan 14, 2008 9:10 am


eric the ghost
I decided on 'dodge' and 'heroic' for her skills. I think just a short sword for the CC weapon.

the way i ended up modeling it meant her hands are unarmored no her whole arm. She 99.9% finished. I'll hopefully have photos very soon e.g tonight. i'll put them up in the painting section.


Heroic's a dodgy one, but for an Inquisitor that goes it alone and without psychic powers, that's probably not too bad.

Well, fair enough on the modeling, but you know that for Inquisitor, there's no hitbox called 'hands' right? There's just left arm and right arm. So are you power armored on all locations except the head, or are you counting the arms as unarmored because you didn't put gloves on her? Maybe you could count the arms as carapace, seeing as you're not giving yourself the S bonus from power armor.
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