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Auzu
15-02-2007, 13:38
I am thinking about using the Inq rules as a base for a "hard" scifi skirmish game in a "aliens" like univers using 28mm figures but as I have no experiance with INQ as a game I have a couple off questions.

1: I was thinking of streamlining it by cutting the numbers of skills and gear on each model would that be enough or is there something more I should do?

2: I saw a suggestion on one site to increase the damage done by shooting weapons *3 I think that might help in the whole streamlining bit as if you are hit you would be either dead or severly wounded

3: I'm not planning on using any of the psychic powers or "drugs" as they wouldn't fit in the universe i'm using.

4: My goal is to hopefully be able to play it with around eight models on each side now do you think that would be possible?

So there you have it any more suggestions on how to make this idea work would be great.

Charax
15-02-2007, 13:50
...of all the game systems out there, why use *inquisitor* as your base? Inquisitor's barely adequate for the setting it's intended for, let alone anything else (and I love the game, I really do, but it's a halfassed system)

However, if you insist on using it:
1) Entirely your choice. most people do this to some extent in normal Inquisitor anyway.

2) x3 might be a bit much. Double should be fine

3) You sure Drugs wouldn't fit? drugs are pretty much interchangeable. If you're doing a Hard SF setting, it's Forcefields and Energy Weapons you should restrict, not drugs.

4) I've played versions of Inquisitor with upwards of 22 models in total. As long as you don't have to keep referring to the rulebook you should be fine. Omega should be along in a sec to plug his NPC rules, though.

My suggestion? Well, my favourite trick for speeding up games is to somply count all hits against unimportant characters (i.e. any not controlled by players and unimportant to the plot) to be Chest hits - you don't need to track half as many details that way.

More info on your setting and ideas would help a lot.

Auzu
15-02-2007, 14:19
...of all the game systems out there, why use *inquisitor* as your base? Inquisitor's barely adequate for the setting it's intended for, let alone anything else (and I love the game, I really do, but it's a halfassed system) I wanted a system that had some detail on damage not just a 2 1 0 your dead system wound system and rules for ammunition and easy to change so that shooting is king INQ fills some of those requirements.



More info on your setting and ideas would help a lot.

The setting would be not so far into the future with "four" different side’s names are still WIP but this is the basic idea:

1: Earth confederacy (Elysian drop troop models, think marines from "aliens")

2: Mega corporations (ranging from scientist and workers with pistols and shotguns to highly armed security teams)

3: Mars colonists (Like the Earth confederacy but not as well trained and equipped using Tallarn snipers from FW and GW Tallarns )

4: "Alien bio weapons" (I'm planning to use tyranide rippers and raveners for these critters)

I and some others have just started writing the back story for it and it might find it's way here when we are done and we ere planning on using the background both for RPG and for skirmish battles.

But basically it is a bit of a classic Economic collapse - creation of earth government - creation of mega operations - colonization of the moon and mars - colonists don't wanting to part of the earth government - mega corps playing around with things they shouldn't be playing around with - bullets stars flying.

precinctomega
16-02-2007, 09:41
I must reluctantly concur with Charax. We're both big fans of the game but it's true that it's well overdue for a serious overhaul.

If you're looking for a skeleton structure for a new game system, then you'd do well to look at making a hybrid based on a combination of WHFRP2 (for the actions, melee and priority system) and INQ (for shooting and ranged weapons). Or just wait for 40KRP: Dark Heresy to be released in August (unless they push it back again).

As far as doubling (or trebling) damage from ranged weapons, that's all very well but (a) people will die horribly quickly - which might be realistic, but doesn't make for an engaging gaming experience, and (b) you'll also need to revamp the armour system.

Something I'm pondering myself...

R.

Auzu
16-02-2007, 11:28
If you're looking for a skeleton structure for a new game system, then you'd do well to look at making a hybrid based on a combination of WHFRP2 (for the actions, melee and priority system) and INQ (for shooting and ranged weapons). Or just wait for 40KRP: Dark Heresy to be released in August (unless they push it back again).

But why wouldn't Inquisitor work?


As far as doubling (or trebling) damage from ranged weapons, that's all very well but (a) people will die horribly quickly - which might be realistic, but doesn't make for an engaging gaming experience, and (b) you'll also need to revamp the armour system.

Whats wrong with the armour system?

chromedog
16-02-2007, 12:19
Since you want to do something that wouldn't be out of place in the ALIENS 'universe', why don't you use (just a stab in the dark, here...) the ALIENS RPG? Granted, it may be hard to find (I have a copy somewhere around here) but Ebay could be your friend on this.

It already has rules for these types. Several types of slimejaws, marines, corpscum and colonists.

Auzu
16-02-2007, 13:06
Since you want to do something that wouldn't be out of place in the ALIENS 'universe', why don't you use (just a stab in the dark, here...) the ALIENS RPG? Granted, it may be hard to find (I have a copy somewhere around here) but Ebay could be your friend on this.


Because I'm not intrested in a rpg level of detail I'm intresting in finding a game where each player control a squad or a even platoon where it makes a diffrence if you are shoot in the head or if the bullet hits your arm.

Charax
16-02-2007, 13:39
well, if that's all you want then I suppose Inquisitor will do, but I'd suggest:
- Ditching the Awareness system. It bogs the game down and doesn't even begin to make sense ("Hello, I have fast reactions, which apparently means I automatically have excellent eyesight and hearing, whereas my slow-witted friend over there has about as much awareness of his surroundings as a blindfolded rock")
- Ignore the bit about every hit automatically bumping you up a level of location damage - keep track of each location's damage total separately and only go up an injury level when the total for that location exceeds the Base Injury Value - this will slow down the game a bit, but makes a hell of a lot more sense than the current system, and will counterbalance the doubling of weapon damage)
- Print out pages 36 and 50 of the Rulebook (ranged attack modifiers and location damage effects). Onto thin card if possible. It will save you SO much time flipping through the rulebook trying to remember what the modifier for shooting a range G weapon at 40 yards is, or what the immediate and persistent damage of a heavy chest hit is.

That lot should speed up and improve your games. Just how close to the Aliens universe is this - will you be wanting stats for the M41A Pulse Rifle and M56 Smartgun, or is it more ideas on running your campaign you want?

Auzu
16-02-2007, 14:34
I was thinking of using the NP lasgun with aux grenade launcher as the basic military class weapon and the MP one for secuirty teams and militias.

For the smartgun I was contmplating using a heavy stubber with motion predictor and rangefinder.

Any suggestions would be helpfull as we have been playing most of the gw and specialist games but nothing like Inquisitor before.