View Full Version : Anyone care to introduce me to Inquisitor?

04-05-2007, 18:47
Today I played my first (pseudo) game of Inquisitor using 40k stand ins. At first I was a bit sceptical or it (having no point values and a certain 'anything goes') but ended up having great fun playing in a relaxed social environment, instead of the usually relatively competative air that 40k creates. However I will admit that I was completely bewildered, not so much by the rules (which I can learn) but what the game is all about. Could someone explain it to me in simple terms? And also, if I were to start Inquisitor, what is the first thing to do - buy a model from GW, or convert my own? And if so, how do most people convert to Inquisitor scale?

Also, any general information would be appreciated. I'd really like to get started but I really don't know where to start!

04-05-2007, 19:18
my suggestion would be downloading the rulebook. it exists in two parts on the specialist games website (http://specialist-games.com).

since i play with inquisitor stand ins all the time, consider pooling a good number of converted models and rules for them. embellish them with details, it will make your game that much more fun.

with your pool of models, make rules for all of them and keep them in a folder, that way, anyone can pick a model, have rules and be able to get playing.

try reading some of the inquisitor novels and fluff. once you do that, you'll realize that it isnt about killing everything in sight and always being the good guy.

when you do get around to playing, consider one off missions at first. a campaign takes alot of planning.

as for models: note that the big models, while very cool, need big terrain. that means more $$$. theyre fun to convert and paint though. i have two of them.

04-05-2007, 19:30
Is there a scale to convert Inquisitor measurements to 40k measurements?

04-05-2007, 19:53
yeah. one yard=one half inch.

05-05-2007, 04:18
black francis, i think you have some good ideas, but in truth, i would recommend those to Norminator's GM.

My advice: Make your self. think about what you would want to be in the 41st millenium. make a cool character, (who must, Must, MUST be WYSIWYG), give him a ability or two, and play a game. then make your friend. run around a spaceport or cantina. sneak past arbites while smuggling servitors. break out of an imperial prison. escape from an Ice planet. Learn about psykic powers on a swamp world from a mutant doctor. blow up a generator on a forest world. then, once you understand the game dynamics, make an Inquisitor and use all the ideas that you have undoubtable come up with and make a campaign.

As for the point of Inquisitor, and the point of all Games Workshop Game (to win, right?) is to have fun. do stuff that you can do because you dont have a lasgun, two mutants, a grox, and three hundred kilos of refined obscura.

recreate scenarios from movies, video games, books, and online videos. how many times have you thought "Now, what I would do is..." when you saw the lobby scene from the Matrix? Have fun with it, and when ever the rules get in your way, i.e. "My str over 20 plus D3 plus two is uh... um..." then just say you missed, look the rule up later, and chose a different method.

05-05-2007, 09:42
Is it accepted practice to play with 40k models instead of Inquisitor ones then? It would certainly save some money and difficulty with conversions.

05-05-2007, 10:33
Is it accepted practice to play with 40k models instead of Inquisitor ones then? It would certainly save some money and difficulty with conversions.

oh yes. it is accepted. and recommended.

06-05-2007, 03:47
Yes, but some models don't fit in Inquisitor.

Inquisitor is the closest and most in depth 40k universe. From Massive ships in Battlefleet Gothic, to individual people in Inquisitor.

You can create actual people, from an alchololic, a Navy Seals Sniper, a World Reknowned surgeon, etc.

Generally Inquisitor is played with 3-5 characters with each character having their own turn.

Inquisitor is what the game is mostly about, as they are the Primary Protagonists. But that does not mean every warband must have an Inquisitor.

06-05-2007, 08:07
oh yes. it is accepted. and recommended.

I wouldn't say it's recommended - 28mm and 54mm both have their advantages, certainly, but the game is designed for 54mm. 54mm gaming carries with it many advantages for Inquisitor - primarily that if someone wants a Marine combat squad, they have to model one!

Now, on to the introduction:

- The best introduction to Inquisitor is to play games - start with one model a side in a simple shoot-out and work from there.

- When creating characters, don't use the Sample characters as a baseline, they tend towards being overpowered.

- When making characters, don't round their stats to the nearest 5 or 10 - the game uses a D100 for a reason.

- Make a character's background first, then make the stats. Most people ignore the random rolling altogether and just pick reasonable stats for their character. If you do random roll, don't be a slave to the dice - if a roll makes a characteristic that doesn't fit with the background, change it.

- Standard "civillian" baseline for most stats is 30. 100 is the absolute maximum for an unaltered human.

- Inquisitor isn't about winning

- Bs represents the chance to hit when shooting from the hip - and so should be kept fairly low. Even raising a gun to eye level is an Aim action that gives +20% to hit, so any Bs of 50 or more is going to be a damned good shot.

- Ignore the Ready Reckoner, it's utterly worthless and full of loopholes

- Small, weak warbands are much more fun to play than kill-teams

- Inquisitor isn't about winning

- Alternate GMs - this helps give you a wider perspective on games (because you're not always playing one GM's vision of what Inquisitor should be) and lets everyone have a go at being in charge/taking part.

- Don't be afraid of letting characters die.

- Don't rip off Films/TV shows/Games too much. There's quite enough of the 40K universe to fit in all sorts of interesting things without having to resort to half-vampire vampire hunters or Gun Kata. Inspiration is one thing, unoriginality is another.

- Wyrds are almost universally overpowered. Especially with Psychic Impel or Warp Strength.

- Nerves of Steel and Force of Will should only be taken together for Mindless/Frenzied/Stupid characters. Not ducking for cover when shot isn't brave, it's stupid.

Well, that's enough of an introduction to be thinking about for now. Remember: It's not about winning, it's about telling a good story. "And then he killed everyone with his Frost Blade while stomping around in Power Armour and blasting everything to bits with his mind" is not a good story.

06-05-2007, 17:08
On the specialist games website, there's also a good article I think is called "Peircing Through the Shadows" It's quite good if you want to learn what inq's about and what shouldn't bee in inq.

You can ignore the Veichle/Baneblade part, it's mostly about me.

16-05-2007, 09:46
Inquisitor is about dynamic story-telling. Most GW wargames are partly cooperative, as one will often run into occasions where you cannot agree on the interpretation of a particular rule or where you want to do something no anticipated by the designers. But INQ takes that to a completely new level.

Only the most basic activities are covered by the rules and, even then, the rules are really little more than guidlines with plenty of room for reinterpretation. So players must cooperate to have a fulfilling and sensible game. The GM is there to act as God/The Emperor and moderate on areas of conflict and to keep the pace up.

So where's the competitive element? Well, it's in the characters. If the characters have comepting objectives, then they must behave accordingly and it's up to the players to sustain that. Of course, sometimes characters will seek to cooperate, too. That's another use for the GM, who can then bring his NPC pool to bear against the players' combined forces.

In other words, you can change the parameters of the game as it goes along, according to what the GM tells you and the motivations of your individual characters.

Another major attraction of the INQ game is that, unlike 40k, wherein the game's outcome can often be determined by comparing army lists and then seeing who gets the first turn, a disproportionate array of firepower on one side as opposed to the other doesn't automatically mean that the more "powerful" side will win. Imagination, courage and initiative will often lead to victory where raw power is found lacking.


29-05-2007, 09:07
I'm a fairy new player, so am slowly working out the rules. Best advice is play test everything! The more you play, the more you learn. But, don't have too many stats over 200 - doesn't work...

29-05-2007, 12:38
I've got a great idea for new players who wants to play as inqs.

If you have a gaming group, and you want to make an inq. make an inq.acolyte and join an other inqs. warband as an acolyte to that inquisitor. And that way, you both learn about inquisitor in RL and in-game, Fluffy background-y as hell.

30-05-2007, 04:52
But, don't have too many stats over 200 - doesn't work...

thats sarcasm, right? we never play with any stats over 100 for Player controlled characters. Npc's are a little different, cause you cant reall play space marine's any other way, but no, under no circumstances, play a character with any over 200.

04-06-2007, 10:28
cause you cant reall play space marine's any other way

No? We'll see... ;)