INQ28 Campaign anyone?

Which August weekend can you do?


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AliHaley85

Juve
Mar 20, 2013
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I like the idea of using one or two very high level charachters - elite psykers with kine shields or an inquisitor with power armour, or eldar howling banshe that can basically agility roll out of the way of everything, not sure space marines are the way to go though; theres to much actual armour/stats and (dare i say it) not enough plot armour, unless theres literally dozens of gribblies coming after them. Space marines ted to be able to withstand horrendous amounts and kill insane numbers of things in most Inquisitor detail games, 40k systems tone these down to an extent that theyre just marginally above a basic human.

I like the idea of a coop type narrative game; almost blackstone fortress style where everyone has an underlying reason to be there.It would be relatively easy to shoehorn pretty much every race in there, but would be wary of making outlandishly overt aliegences - a khorne berzerker is fairly obvious in terms of gameplay and ultimate goal!

I have a reasonable amount of scenery that i could help with that revolves around necromunda, and zone mortalis type corridors shouldnt be too hard to knock up pretty quickly. It would be nice as well if each person had an influence on a partucular area of a board, so a full list of all the scenery available and a person can sketch up what that particular board looks like before hand - it would bring a nice touch to the whole experience IMO

Its been a while since i played inquisitor (probably at least 8 years!), but the blackstone type rules for gribblies work well for what you need them to do (migle, move towards hostiles, charge, shoot etc). Maybe something along the lines of those for the NPCs and a full inquisition set for PCs?

I like the space hulk idea, as NonCavemanDan says; theres all sorts of crazy stuff in those things! (Mining area is also good but probbly quite stable in the grand scheme of the 40k universe)
 

CaptainDangerous

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For the lols you should call the McGuffin ‘The McGuffin’! :p

But how about this for a concept, everyone starts out on the same team, but as they explore further into the unknown, madness takes hold and only the strongest minds and the most able shots will escape!
 

prewarsalad

Gang Champion
Dec 22, 2015
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I was thinking 2 or 3 weaker dudes would be more fun. As long as the npcs aren't coming in hordes I can't see it being too much of a problem. This was gonna be my boss.

Morica Sabrael

Top of her class in the Scholastica Administratum, Morica was cherry picked for service under Inquisitor Horatio Magellan. She toiled for decades aboard his ship, collating and assessing planetary reports looking out for the threat of Chaos incursion.

Morica did not set foot in the field until her 58th cycle. Inquisitor Magellan was on the trail of a forbidden tome deemed to dangerous to move off world and needed her assistance in deciphering its contents. The inquisitorial warband tracked the book down and found it in the clutches of a Slaanesh cult in the midst of a demonic rite. Magellan fought valiantly, but ultimately the ritual was successful with the sorcerer ascending to daemon hood.

Although utterly terrifying the beast was the most beautiful thing Morica had ever seen. Even as it tore apart the remnants of the cult and every member of her warband, laughing as it went, she could not help but stare. It was mesmerising, glorious, erotic even.

When it was finished with the slaughter the daemon walked towards her, a crooked smile on its face. Its towering form knelt beside and placed the blasphemous text at her feet.

"Find the seal, join the host," it hissdd before vanishing from sight.

Morica was listed in the inquisitorial annals as KIA and used that to her benefit. She spent decades studying the texts, learning its rites and invocations, and following its clues. In time she came to learn of a heretical seal, deep in the bowels of Ferrax IV. Morica believed it held the key to the ascension she so desperately wanted.

She gathered to her a warband composed of Ferrax's mining populace with dark promises and journeyed deep into the earth's crust. When the artifact was finally unearthed she reached out gingerly to caress its surface and in doing so was swept away to a nightmarish, twisted wreck in the void. She felt... at home.

WS: 32
BS: 44
S: 47
T: 53
I: 56
Wp: 71
Sg: 88
Nv: 75
Ld: 80

Puppet master, enforce will, mesmerise, mindshock, phantasm.
Carapace armour, knife, duelling pistol.

Miner minions to come.
 
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Trafalgar Law

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Mar 14, 2017
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The s and t values are too low even for a pure psychic character (roughly equivalent to s and t 2). Even with carapace armour she won't survive long with a base injury value of 4, a system shock of 8 (which she is unlikely to pass needing to roll 38 or under) and will go automatically unconscious at 19. Initiative is a bit low for your main character too.

Ws and bs are ok for a pure psycher who shouldn't be using them much anyway, but I would expect an inquisitor to have at least basic levels of training in combat and shooting.
 

prewarsalad

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Dec 22, 2015
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Thanks for the advice. Will edit it in. I was using the guide on the conclave for the stats on what a normal human would be. If she'll be unplayable though that's no fun.

If we want to go one uber character each (which appears to be the consensus), I can either scale her up or use my idea for an eldar agent instead.

I think given your experience with the system you will be invaluable in the GM shoes.
 
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Trafalgar Law

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Which guide were you using? Generally speaking Conclave characters are a bit more powerful than that, although still wall lower than the over the top sample characters or the ones that appeared in the white dwarf campaign (which were ridiculous with multiple stats in the 80-90 range).

Usually on the conclave we give npc cannon fodder stats of 50 across the board as that's the average.

I tend to use the following guidelines:

WS + BS

0-20 Handicapped, 21-40 Untrained, 41-50 Poorly trained, 51-55 basic training, 56-65 experienced/veteran, 66-75 expert, 76+ weapon master/non-human (for a human will probably have lower stats elsewhere as they've spent all there time on one skill). WS will often be slightly higher than BS as you can't aim in CC.

S + T + I

0-20 ill/elderly/young child, 21-40 child/seriously unfit/unwell, 41-50 unfit/normal, 51-60 fit, 61-70 athletic, 71+ Mr Universe/non-human

Mental stats are more varied depending on background.
 

prewarsalad

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Dec 22, 2015
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Which guide were you using? Generally speaking Conclave characters are a bit more powerful than that, although still wall lower than the over the top sample characters or the ones that appeared in the white dwarf campaign (which were ridiculous with multiple stats in the 80-90 range).

Usually on the conclave we give npc cannon fodder stats of 50 across the board as that's the average.

I tend to use the following guidelines:

WS + BS

0-20 Handicapped, 21-40 Untrained, 41-50 Poorly trained, 51-55 basic training, 56-65 experienced/veteran, 66-75 expert, 76+ weapon master/non-human (for a human will probably have lower stats elsewhere as they've spent all there time on one skill). WS will often be slightly higher than BS as you can't aim in CC.

S + T + I

0-20 ill/elderly/young child, 21-40 child/seriously unfit/unwell, 41-50 unfit/normal, 51-60 fit, 61-70 athletic, 71+ Mr Universe/non-human

Mental stats are more varied depending on background.
This one http://www.the-conclave.co.uk/characters.html
 

prewarsalad

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Dec 22, 2015
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My current favs are Gravning Amundal, archeoxenan trader of House Malthusior, who is decked out with all the widgets and her bodyguard Hercule. Hercule is more machine than man and jacked up on stimms.
 

prewarsalad

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Dec 22, 2015
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Some thoughts on terrain.

This is going to easily be the biggest time sink but will make everything so much cooler.

For the opening game boards I can print up a bunch of ZM floor tiles no bother, if everyone makes one big thing and a handful of scatter we should be good.

For the space hulk board I have a mold I can use for floors and will be able to print the walls. It is gonna take time though. We can probably reuse most of the scatter from game 1 but might need some special tiny stuff.

Game 3 I thought would be fun if we all make 2 or 3 secret rooms and select them at random. All with their own creepy adversaries, mind fucks.

Game 4 can most likely reuse everything from the first 3 games but will need 1 or 2 big set pieces.

Thoughts?
 

Trafalgar Law

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So what is going to be the plot for the event?

Why are we travelling to this space ship? Where is the space ship? Who are the opponents? How are we getting to the ship? etc.

For the missions themselves I'd suggest the opening games should take place on a planet and not on the ship. So would use standard necromunda style terrain. I'd also suggest that the teams are there covertly, you don't know who is loyal or who can be trusted, you also don't know that any other Inquisitors or other other Imperial agents are on planet. As far as you know you are on your own.

This is how I'd probably order things:

1st game: Initial investigation.

2 or 3 groups meeting a contact. Investigating a disturbance. Breaking into a vault/research lab or something to find information.

2nd game: Further investigation (if unsuccessful in first game perhaps) or gathering resources/making allies.

Similar missions to first game for investigation type missions (a different one to the first mission for each team ideally).
For resource/ally gathering: Breaking into an armoury. Meeting a fellow inquisitor to discuss alliance (hijacked by 3rd party or NPCs). Meeting a planetary leader to gain aid (can be hijacked by other parties or the person your meeting could be a traitor, or have have traitors on their staff. Lot's of options here).

3rd game: Aquiring transport.

One mission could take place at a spaceport. Need to board a Valyrie, an Arvus lander, a Thunderhawk or whatever to reach the space ship. The spaceport has been seized by traitorous elements and you need to break through (this could include needing to free the pilots first, if you don't have one in your team). Another mission could be to gain control of a teleporter and teleport yourself to the ship. Again it could be guarded by traitors, or simply be protected by over zealous Adeptus Mechanicus who don't want anyone tampering with their equipment (time is critical so no time for the bureaucracy in order to gain proper permission etc.).

4th game: Showdown on the ship

Deal with whatever brought you to the space ship in the first place.
 

prewarsalad

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Dec 22, 2015
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I liked @NonCavemanDan 's suggestion of warp shenanigans. We all aquire an artifact that whipcracks us through the warp from wherever in the galaxy we are to be aboard this ship. Something has summoned us (something slaaneshy preferably) and we need to get the hell off the ship/do it's bidding/cleanse it with fire.

THE finding of said artifact/portal could be the premise of the first game or two. Then the race is on to get to what/whoever is in the centre.

Example;

Ominous portents are in the air in the Carthaxian sector as the grand conjunction approaches in the system of Lemuria Minoris. It's three planets will fall in line for what is believed to be the first time in tens of thousands of years.

The planetary governor Horaldus Quagmourn has declared the celestial event a national holiday, with festivals and parades planned for the week leading up to the momentous occasion.

However, rumour and superstition are rife within the imperial citizenry. Some believe the dead will rise, others that the former planets masters will return. There are as many claims as there are citizens but the one that has reached your ears involves a massive psychic awakening, of who... or perhaps what is unclear. Something about this knowledge pulls on your mind and you are drawn inexorably towards the outmost planet. Lemuria III.
 
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Trafalgar Law

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That sounds like the good beginnings of a plot. Plenty of scope for some of the fun 'meeting' or 'investigation' type missions where you can make allies or enemies of your fellow Inquisitors/agents.

I'd suggest some kind of amulet or similar artefact rather than a portal, that way you can have several for each table. You may also want to consider what happens if someone doesn't get hold of an artefact? How do they get to the ship? Also when does the warp shenanigans happen? At the end of the second mission (assuming 4 games)? Part way through the 3rd mission (this could be a fun mechanic with teams changing tables at random)?

How many players are you anticipating?

How many games are we thinking of playing? Conclave meets usually get 3 or 4 games in but usually end when the venue shuts at around 6.00pm. You could probably get at least 5 in over a similar day session as with Mankfester.
 
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prewarsalad

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Dec 22, 2015
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We can take out the warp shenanigans and the need for finding an artifact or the consequences of not finding one.

Everyone arrives at the start of the festival. Day one and two seem like standard festival (drinking, merriment, 40ft tall Emperor floats), day three and four get a little slaaneshy (ritual disfigurement and fornication in the streets). This prompts investigation on day five and six to find out what on earth is going on.

Game one, half of us try getting an answer from the governor (who on earth declares a week long national holiday, you have tithes to meet Quagmourn), most likely inquisitors of the puritanical strain or Admechs.

THE other half with less official backing, or actively persued by the imperium, look for a sneaker route. Breaking into Horaldus's vaults. Assuming success you learn of an abandoned research facility on the planets moon. Assuming failure you hear of the other guys success and give chase.

Game 2, enter the tunnels in an order based on success. Battle through gribblies/each other or form more alliances and in the final room find a bunch of evil looking doors.

Game 3, having stepped through the door you have to deal with the awful mind f**k rooms and assuming success move onto game 4.

Game 4, big bad sealed in stone by an ancient xenos race is being cajoled to freedom by cultists. Go free him/destroy him/ make sure binds hold/ call exterminatus.