Hello All,
After multiple decades of mainstream and supplemental GW games I’ve been immersed in Inq28 since right before the start of the Pandemic.
Through the expenditure of all that blood and treasure, however, I’ve realized that I have a problem with the overarching focus on “elites,” as juxtaposed against the “subaltern” – or common-jackoff Imperial subject – in an Imperium of billions spread over thousands of worlds.
While it is fun to utterly deck out a retinue with high-powered dudes with high-powered weapons it’s increasingly an overly replayed trope lacking in the world-building of the hum-drum monotony that is the meaningless existence of most Imperials who mindlessly toil away for the Emperor and hope for a quiet death.
More so than most of GW’s supplemental games, the Inquisitor ORB – Peace Be Unto It – was clearly rushed, and even with the official FAQs/clarifications it needed substantially more play-testing than it ever got originally.
My prejudices aside, I’ve been picking away for the past 6 months at a subaltern Inq28 campaign that’s been worked and play-tested enough to finally see the light of day beyond the small cadre that’s been providing input.
Consequently, I’d like to drop this, in its rough(ish) form for thoughts, sentiments, commentary, and critique.
“Downhive” is ostensibly set on Necromunda, focusing on a small party of prospectors – i.e., one, maybe two, models per player – going to explore a previously undiscovered Dome leading them into the darkest depths of the Underhive. My focus was to try to expand the limits of the game engine by bringing in extensive narrative and RPG elements to allow GMs to take the setting and the supplements as far as they wanted while trying to add an atmosphere of Cosmic Horror.
To do this I’ve combined bits of Necromunda ORB, some supplemental materials from New-Cromunda, unofficial Inquisitor material, a lot of Dark Heresy, Fallout PnP, a dash of other misc. RPG materials, a touch of history, and my own crude rewrites of the Inquisitor ORB.
It needs an extreme amount of polishing, especially in the verbiage of some of my changes to the game engine and campaign mechanics, and I will be very upfront that absolutely none of the artwork is mine but I’ve tried to attribute everything with end notes on the last page.
In the folder there’s the main campaign, but if there’s interest I’ll also share adapted vehicle rules for various Sump-craft, as well as an early attempt at modifying vision and awareness (the latter two haven’t been worked into the campaign PDF yet, but will be hopefully soon).
LINK
Enjoy.
After multiple decades of mainstream and supplemental GW games I’ve been immersed in Inq28 since right before the start of the Pandemic.
Through the expenditure of all that blood and treasure, however, I’ve realized that I have a problem with the overarching focus on “elites,” as juxtaposed against the “subaltern” – or common-jackoff Imperial subject – in an Imperium of billions spread over thousands of worlds.
While it is fun to utterly deck out a retinue with high-powered dudes with high-powered weapons it’s increasingly an overly replayed trope lacking in the world-building of the hum-drum monotony that is the meaningless existence of most Imperials who mindlessly toil away for the Emperor and hope for a quiet death.
More so than most of GW’s supplemental games, the Inquisitor ORB – Peace Be Unto It – was clearly rushed, and even with the official FAQs/clarifications it needed substantially more play-testing than it ever got originally.
My prejudices aside, I’ve been picking away for the past 6 months at a subaltern Inq28 campaign that’s been worked and play-tested enough to finally see the light of day beyond the small cadre that’s been providing input.
Consequently, I’d like to drop this, in its rough(ish) form for thoughts, sentiments, commentary, and critique.
“Downhive” is ostensibly set on Necromunda, focusing on a small party of prospectors – i.e., one, maybe two, models per player – going to explore a previously undiscovered Dome leading them into the darkest depths of the Underhive. My focus was to try to expand the limits of the game engine by bringing in extensive narrative and RPG elements to allow GMs to take the setting and the supplements as far as they wanted while trying to add an atmosphere of Cosmic Horror.
To do this I’ve combined bits of Necromunda ORB, some supplemental materials from New-Cromunda, unofficial Inquisitor material, a lot of Dark Heresy, Fallout PnP, a dash of other misc. RPG materials, a touch of history, and my own crude rewrites of the Inquisitor ORB.
It needs an extreme amount of polishing, especially in the verbiage of some of my changes to the game engine and campaign mechanics, and I will be very upfront that absolutely none of the artwork is mine but I’ve tried to attribute everything with end notes on the last page.
In the folder there’s the main campaign, but if there’s interest I’ll also share adapted vehicle rules for various Sump-craft, as well as an early attempt at modifying vision and awareness (the latter two haven’t been worked into the campaign PDF yet, but will be hopefully soon).
LINK
Enjoy.