INQ28 Campaign anyone?

Which August weekend can you do?


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Punktaku

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Inquisitor Archibol lifted the strange goblet off the plinth and vanished with an audible “crack” leaving his away team staring in astonishment at the space he had just vacated.

Somewhere far across the gulfs of space and time, Inquisitor Archibol found himself on his knees, out of doors. His power armor hissed faintly as he rose and took in his surroundings: a dark field at night, filled with some sort of stone markers.

Looming before him was the largest of the nearby markers, carved with ancient Terran runes.

“Emperor’s blood, what does Tom Riddle mean?”
 

AliHaley85

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Mar 20, 2013
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I mean, i think we need to fix down what the background / outline is; seemslike we're flitting between starting on a planet and getting up to a ship, or starting on a the spacehulk, or being in mines/tunnels. Personally, i think if everyone starts on the spacehulk that seems more sensible - different aligned people all have reason to be on the spacehulk and can all feasibly get there. Inquisitors would be feasibly looking into the reappearance of a massive starship translating out of the warp, admech trying to reclaim lost STC, chaos because why the hell not, dark elder for prisoners, eldar for killing slaanesh, rogue traders because there might be all sorts of valuables in there etc....

I think the idea of "find a thing, get to da chopper" style is pretty tried and tested, but i think a "hidden agenda" of some sort for each warband is also necessary, why is this particular admech magos there, what does he want to gain; is the bulk of the spacehulk built around a ship that was present during the heresy, or research vessel which used men of iron?

One of the old campaign things had an overall faction agenda, a team agenda, and a personal agenda, which is sort of cool. An inquisitor may end up teaming up with someone with a completely opposing agenda, unbeknownst to them.

Also, points limit from the redy reckoner need to come into play somewhere; is it 300, 500 etc, and are there restrictions (i.e. one must be at leaast 150 pts, oe must be an inquisitor etc)

It might be interesting, once the overall plan is fleshed out to have personal agendas set by the GM, with some twists and turns in there to force some decision making - the radical inquisitor could overload the engine room/set explosives around a tunnel section which causes the hulk to break up/mine to collapse, but this would start a count down and also mean he is unable to gain the knowledge of xyz

No tparticularly helpful, but think the outline needs fleshing out a bit more first (IMO). I think terrain is relatively easy come by depending on the setting, if theres six people who can chip in stuff.
 

Trafalgar Law

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Don't use the ready reckoner it's terrible and points values don't really suit Inquisitor anyway. I'd also avoid any restrictions on team composition (with the possible exception of no space marines). Let people bring what they want, so long as they can come up with a plausible reason for them being there, it's more interesting that way.

Personally I feel that starting on the ship from game 1 is going to miss out on some of the more interesting parts of Inquisitor and reduce it to just a more detailed version of space crusade. But whatever the other players prefer really.
 
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Trafalgar Law

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As for hidden agendas, I'd kind of expect the players to come up with such things while they're creating their characters backgrounds.

For example, my main Inquisitor Josephine Cortez is a radical Istvaanian and may well see the appearance of this hulk as an oportunity to strengthen the Imperium through adversity. She also has a bound Daemon sword that is literally keeping her alive, she thinks she's mastered the sword but it has it's own ideas and is subtly influencing her. She despises the Ecclesiarchy and thinks that the entire Imperial cultus does more harm than good, so frequently tries to disrupt the entire edifice whenever possible (probably influenced by her sword). So depending on the campaign story she can have plenty of reasons to justify her actions.
 
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prewarsalad

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Dec 22, 2015
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I mean, i think we need to fix down what the background / outline is; seemslike we're flitting between starting on a planet and getting up to a ship, or starting on a the spacehulk, or being in mines/tunnels. Personally, i think if everyone starts on the spacehulk that seems more sensible - different aligned people all have reason to be on the spacehulk and can all feasibly get there. Inquisitors would be feasibly looking into the reappearance of a massive starship translating out of the warp, admech trying to reclaim lost STC, chaos because why the hell not, dark elder for prisoners, eldar for killing slaanesh, rogue traders because there might be all sorts of valuables in there etc....

I think the idea of "find a thing, get to da chopper" style is pretty tried and tested, but i think a "hidden agenda" of some sort for each warband is also necessary, why is this particular admech magos there, what does he want to gain; is the bulk of the spacehulk built around a ship that was present during the heresy, or research vessel which used men of iron?

One of the old campaign things had an overall faction agenda, a team agenda, and a personal agenda, which is sort of cool. An inquisitor may end up teaming up with someone with a completely opposing agenda, unbeknownst to them.

Also, points limit from the redy reckoner need to come into play somewhere; is it 300, 500 etc, and are there restrictions (i.e. one must be at leaast 150 pts, oe must be an inquisitor etc)

It might be interesting, once the overall plan is fleshed out to have personal agendas set by the GM, with some twists and turns in there to force some decision making - the radical inquisitor could overload the engine room/set explosives around a tunnel section which causes the hulk to break up/mine to collapse, but this would start a count down and also mean he is unable to gain the knowledge of xyz

No tparticularly helpful, but think the outline needs fleshing out a bit more first (IMO). I think terrain is relatively easy come by depending on the setting, if theres six people who can chip in stuff.
Your heart appears to be set on a hulk translating out of the warp :) I do like the sound of some investigation though.

Using my example above just switch out the abandoned facility for learning about a 'ghost' ship translating out the warp. Does that work?
 

Ardavion

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It would be a good start if we just get some things outlined, i.e.

What system are we using, definitively? Does what people expect from this require some homebrewing/mashup of rules from different systems in some manner?
How many games/how long are we expecting to play for? Are we all playing on one table in a big multiplayer game, or are we playing across different tables?
How many miniatures are expected per side (1-3, 2-5, 5-10)? Is there any kind of point-buying mechanic in the system we end up using to ensure a level playing field? Is there a campaign element where people "level up", or is it more interpretive, and in which case how do we ensure it is fair across the board, or is there no real campaign element?
Where is this being set? How will the setting impact peoples' choice of models?
What do people actually want to play as (AdMech, Inquisitors, Gangers, Chaos Cultists, Ecclesiarchy, and so on)? Would someone choosing to play as, say, a Dark Eldar raiding party (as an example) throw a wrench in the system chosen, since their (not so) hidden agenda would be to get slaves (other people's characters)?
Given potential hidden agendas, what scope is there for conflict? It could end up that everyone has separate agendas that won't drive conflict, which won't drive games (or maybe they do have conflicting agendas, who'll know?).

A lot of the above questions affect the answers to other questions depending on the order they're asked in, which is what I think is making it hard to nail down what this is all going to be about.

I think we can all agree on the setting being on a hulk, coming out of the warp - this allows for the "hulk" side of things, some fairly staple objectives (acquire a thing/keep a thing, get a thing before someone else gets it etc), and allows for more "factions" to be on board - that is the only thing that is clear to me right now.
 

Trafalgar Law

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Well from the discussion so far it sounds like the plan is to use the full Inquisitor rules, presumably at 28mm scale as that's easier for people to put teams together these days.

Number of characters will be around 3 per team.

Initial missions will probably be on seperate tables with 2 or 3 players per table (I'd suggest 3 with one being a player gm ideally). Later missions will move to everyone on the same board.

Probably going to be 4 games in total.

One way to ensure conflict is to give everyone character appropriate subplots that will force some degree of conflict. But generally speaking unless everyone ends up taking characters from the same Inquisitorial faction the natural differences between the factions will create conflict. E.g Inquisitor Cortez as an Istvaanian is not going to get along with any Monodominants, will despise Thorians and is fundamentally opposed to the Amalathian faction. Might be able to find common ground with a Recongregator, but not necessarily with a Xanthite.

I wouldn't expect any kind of formal levelling up system to be used. Generally speaking things only change if something special or unusual happens that might justify some sort of new skill or stat change (either for the better or worse).
 
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prewarsalad

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Dec 22, 2015
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It would be a good start if we just get some things outlined, i.e.

What system are we using, definitively? Does what people expect from this require some homebrewing/mashup of rules from different systems in some manner?
How many games/how long are we expecting to play for? Are we all playing on one table in a big multiplayer game, or are we playing across different tables?
How many miniatures are expected per side (1-3, 2-5, 5-10)? Is there any kind of point-buying mechanic in the system we end up using to ensure a level playing field? Is there a campaign element where people "level up", or is it more interpretive, and in which case how do we ensure it is fair across the board, or is there no real campaign element?
Where is this being set? How will the setting impact peoples' choice of models?
What do people actually want to play as (AdMech, Inquisitors, Gangers, Chaos Cultists, Ecclesiarchy, and so on)? Would someone choosing to play as, say, a Dark Eldar raiding party (as an example) throw a wrench in the system chosen, since their (not so) hidden agenda would be to get slaves (other people's characters)?
Given potential hidden agendas, what scope is there for conflict? It could end up that everyone has separate agendas that won't drive conflict, which won't drive games (or maybe they do have conflicting agendas, who'll know?).

A lot of the above questions affect the answers to other questions depending on the order they're asked in, which is what I think is making it hard to nail down what this is all going to be about.

I think we can all agree on the setting being on a hulk, coming out of the warp - this allows for the "hulk" side of things, some fairly staple objectives (acquire a thing/keep a thing, get a thing before someone else gets it etc), and allows for more "factions" to be on board - that is the only thing that is clear to me right now.
In order.

Inquisitor.
No.
5/1 day.
Bit of both.
1-3.
No. it won't be balanced, just don't be make ridiculous guys. Make them thematic.
No. It can't be balanced, play for story not for wins.
Lemurian Minoris III and a nearby ghost ship.
However you want it to, but you kinda need a reason to stop/control/bargain with a big bad.
I am leaning towards an archeoxenan and I think @AliHaley85 is going Admech.
Shouldn't do. Adds more layers of story.
Lots.
Given the presence of bad guys, even if all miraculously goes co op we will still have a game to play. Also I can always play devil's advocate ;)
 

Trafalgar Law

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Mar 14, 2017
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So have we decided what the big bad is going to be yet?

Some sort of chaos threat or a xenos unknown? Or are you intending to keep that secret?

What sort of npcs are we going to want? Chaos cultists? Traitor Guard? Brainwashed Gangs? Xenos cultists? Aliens? Zombies? All of them :)?

Also what about dramatis personae? Do we want a model for the Governor? Any other named characters?
 

prewarsalad

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Dec 22, 2015
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So have we decided what the big bad is going to be yet?

Some sort of chaos threat or a xenos unknown? Or are you intending to keep that secret?

What sort of npcs are we going to want? Chaos cultists? Traitor Guard? Brainwashed Gangs? Xenos cultists? Aliens? Zombies? All of them :)?

Also what about dramatis personae? Do we want a model for the Governor? Any other named characters?
I'm not sure how secretive things can be if we're building collaboratively but I was thinking a slaanesh daemon Prince, trapped in some sort of stasis by eldar magic millenia ago.

Enemies wise I was thinking chaos cultists, space CANIBALS, traitor Palace guards.

I absolutely want the governor in play. I've already planned a board for his throne room.
 

Trafalgar Law

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I've got some old Mordian Iron Guard models that could be used for the palace guard.

I could have a look and see if I've got anything suitable for the Governor or do you have a model in mind for him?

I'll also see what I've got to base some chaos cultists and cannibals from.
 
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prewarsalad

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I've got some old Mordian Iron Guard models that could be used for the palace guard.

I could have a look and see if I've got anything suitable for the Governor or do you have a model in mind for him?

I'll also see what I've got to base some chaos cultists and cannibals from.
Mordian Iron Guard is way better than what I had planned. I don't have a model in mind for the Governor, but he has to be well fat and covered in medals he didn't earn.

I think @NonCavemanDan had CANIBALS covered and @AliHaley85 has a bunch of cultists.
 
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Punktaku

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if you’re using Slaanesh, Six teams makes sense. maybe have six board locations as well? although if this is an open event like Tribemeet or Yakday, wouldn’t that be too limiting?
 

Trafalgar Law

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I'd suggest finding out how many people are interested and then tailoring the campaign to the numbers of probable attendees.

Also would you like me to advertise this on the Conclave if this is more of an open event?
 

prewarsalad

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Dec 22, 2015
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I'd suggest finding out how many people are interested and then tailoring the campaign to the numbers of probable attendees.

Also would you like me to advertise this on the Conclave if this is more of an open event?
I dont know how many people an inq campaign can support, or how many tables worth of specialised terrain I can build. The 6 who have expressed an interest in this thread should be sufficient. Give ourselves plenty time to make it all look sexy as.
 

Ardavion

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Nov 22, 2011
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I dont know how many people an inq campaign can support, or how many tables worth of specialised terrain I can build. The 6 who have expressed an interest in this thread should be sufficient. Give ourselves plenty time to make it all look sexy as.
Does that mean I have to make some scenery?