Saturday, 12 September 2009
Scott H. ran a game of Inquisitor last night. None of us had played before.
As mentioned before our plan was to use 28mm figures rather than the standard 54mm figures that GW produced to go alongside the game. Mainly for cheapness, mainly because we have a stack of 28mm terrain and none of 54mm terrain and have no desire to produce and store the same again in a different scale.
Scott ran it in a slightly unusual fashion. All the players were on the same side, all members of the Amblecotius Planetary Defence force. The governor of Amblecotius had declared the system to be part of the Tau Empire and loyalist PDF factions were warring against traitors. Our mission was to follow our leader (a retired Imperial Guard veteran) to a bunker within a ruined part of a city and hold it until Imperial reinforcements landed in order to retake the world.
I played the role of Nicodemus Kole, twin brother of Barbarella Kole (played by Ash) also a loyalist volunteer in the Amblecotius PDF. We were psychic mutants and could use telepathy with each other - i.e. notes. This was supposed to be a secret but the other players raised eyebrows and suggested telepathy as soon as I passed a note to Ash.
Scott had split the game into three discrete encounters.
Firstly we encountered a guard post of rebel PDF members guarding a truck. We caught them cold and tried out the action and firefight rules in finishing them off. Nicodemus didn't exactly do much, drawing a nice bead on a rebel with his revolver only to have another PDF member steal the kill and when he attempted to dive through a window, run to a fallen rebel and finish him off - he fluffed and fell through the window, lying prone in the open for a turn.
Inquisitor uses a really nice action system. Each player has a Speed rating (Nicodemus had 5, most of the PCs had 4). You declare a number of actions that you wish to undertake up to a maximum of your speed. Then you roll 1d6 per Speed point. Each d6 that comes up 4+ is a successful action. This means that you never know at which point throughout your move the clock will "tick" and leave you halfway between actions while somebody else has a go.
For example, at one point I declared that I would - Move up to the window, aim for two actions at the rebel on the truck's cab (each aim is a bonus to a shot) and fire two shots. I rolled 5d6 but only scored 3 successes. This meant that Nicodemus got up to the window, spent two actions drawing a bead on the rebel but didn't get to shoot. By the time I got to go again, the last player to go before me shot that rebel and knocked him off the cab out of Nicodemus's sight. So everyone's actions overlap nicely and add a unknown factor as to exactly how much your own plans will be interfered with. If you are going to use all your actions to fire at an enemy you don't know how many shots you will get off before he gets to do something about it - duck for cover or fire back at you.
Once the rebel mooks were neutralised, Scott rolled the clock on a bit and moved us deeper into the ruined hive city. We then encountered our old friend Inquisitor Mugabe surrounded by rebel PDF troopers. I fired two shots into the air to alert them to our threat before they finished Mugabe off and we engaged in another firefight to rescue him. Mugabe then told us he was off to try and communicate with incoming Imperial forces.
The third part of the scenario saw us holding the bunker and surrounding buildings against waves of Tau infantry before the club shut whereby Dark Angels Space Marines appeared and rescued us by obliberating the Tau. This was just a hack-and-slash part of the game shooting at Tau and removing them from the table if Scott thought we'd done enough damage.
Good fun. The rulebook looks intimidating but the game flowed far better than I would have expected for a game with 6 players and a GM, none of whom had any prior experience of the game. I look forwards to playing another scenario. The basic system of a random number of actions is excellent and allows for a lot of inventive play.
For the record we did no conversion for the changes in scale. Inquisitor assumes 1 yard = 1 inch which matches the figure scale of 54mm figures. We kept this which made our figures half the height they should be but honestly this never became an issue.
Figure wise we used Infinity figures for the PDF, Foundry SWAT team for the rebel PDF, Mugabe was a Warzone figure and the Tau hordes were Citadel.