Thanks for the advice for my difficulties and if everyones alright with it I will talk about my citizens turned heros idea and look for comments about it.
Thanks for the advice for my difficulties and if everyones alright with it I will talk about my citizens turned heros idea and look for comments about it.
what I was plaining were citizens who represent the player in the game so they would be only one citizen per person. Although they are citizens I will give states of 40 for everything because they are destined to become heroes (tzeech did it). The main idea is that the citz are court in a sudden war and must survive. They then progress to become the bad a55 fighters most charater are in iquisitor by using campain rules...
More info will come later...
Personally I wouldn't take that approach - campaigns in Inquisitor are best regarded as exercises in storytelling rather than in 'levelling up' and gaining stat increases. I'd suggest starting with a Guardsman, Enforcer, Desperado, Priest or suchlike and have them caught up events - then have each of them end up in the retinue of an Inquisitor, Tech-Priest, Rogue Trader etc. The characters themselves don't get better but their story progresses. That also has the advantage that each player just needs one character at the start and can build up their warband as they progress.
Also, don't just give them flat statlines - you should aim to make them interesting individuals, not just generic clones.
Finally, it might be worth starting a new thread to discuss your campaign and leave this thread for questions from new players.
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Agreed I will start a thread then because I have more to say about it but ran out of time earlier, but I will think of how to give low custom stat lines for them and I will explain how I think low stats could work (ps I probley won't do a campain like this so however always good to plan).
Could some give me example stats which are not overpowered to use for a bounty hunter or merc in a campain or scenario please?
If you head on over to the Conclave and look at this thread then you'll see plenty of debate on that very question;
http://www.the-conclave.co.uk/forum/...hp?topic=162.0
Bear in mind that there is no standard agreed upon answer - and a characters stats will depend a lot on what background you write for them.
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Would it be useful if I played against myself to learn the rules better or do I need a friend?
Ideally you'd want two people - another player and a GM, but you could play a game or two on your own as a good way to learn the rules. Don't underestimate the role of GM - you can play without one, either sharing GM duties or one player acting as GM and playing, but the game works a whole lot better with a GM.
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Could you show me how to create my own charater models e.g. showing how to make models for inquisitor
That's a bit vague - what sort of a model were you thinking of? 54mm or 28? The best thing you could do is either describe a character you want and ask for model suggestions, or find a model you like and we can help you convert it into a character.
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Though if you are very uncertain, just browse the P&M forums on the Conclave - there's a lot of WIP stuff there. As for methods, there are various tutorials out there for everything from filling gaps to making a whole model from nothing but putty.
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Thought I could make him the warband leader leading of a gang of bounty hunter merc's (or go solo). Model haven't looked at yet because I need to think about what he will look like. Also I want to have him head to toe in cararpace armour is it posible for mercs to earn that in the 40k universe?
Single character warbands are not a good idea - one lucky shot can menthe game is over far too quickly. I'd also advise against single archetype warbands - Inquisitor is not a simple skirmish game, but warbands made up of nothing but soldier-type have no other way of approaching their objectives. Better to have a mix of archetypes as it gives you far more options.
A mercenary could have full carapace - however I find flak with a carapace breastplate is usually better. Too much armour is less fun for similar reasons to too powerful weapons. Also it's too cumbersome if the GM enforces the encumberance rules and is too heavy and noisy for games where sneaking around is required. One character in full carapace is fine, but I wouldn't have more than one in it - and a sniper definitely shouldn't be wearing that much armour. A sniper should rely on stealth to keep him safe from harm.
Also, if you're doing a team of mercenaries you need to think about why they keep getting involved in the battle for the Emperor's soul? Who employs them? How do they get from planet to planet?
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What do you mean by archetypes?
Should it be the up close expert or heavy weapons expert who gets full carapace armour then?
What if they are employed by lots of different rogue traders and cultists loyal to the Emperor to fight the Inquisition because they witness something that makes them believe that the Inquisition is corrupt and needs purging to save the Emperor from dying by grief because of the ''evil'' of the Inquisition. The reason their mercenaries is to avoid suspicion, to be underestimated and make a living after leaving IG or some other force.
An archetype, in this context, is a template for a type of character, so for example the character types presented in the rulebook are all archetypes. There's the Inquisitor Archetype, the Imperial Guardsman Archetype, the Techpriest Archetype, etc. Having a warband dominated by one of these tends to make for a mechanically quite boring game, because the stats will all be within certain constraints, and they will all play broadly similarly.
A little, but a warband made up entirely of mercenaries (or all Guardsmen, all Arbites etc) is never going to be as interesting as one that has an Inquisitor, Arbites and Savant, or a Tech-Priest, Servitor and Calculus-Logi, or a Rogue Trader, Navigator and Ship's Officer, or so on.
Yes, but there's a difference between using the statlines in the back of the book and using those archetypes. You can still use those archetypes and any others you fancy, just adjust their stats so they're not over-powered.Also I thought people said the charater statelines in the back of rulebook where overpowered and made the game boring?
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And if I went all mercs because it is themed will that be fine or are people going to complain?