by Hazard1325 » Mon Nov 30, 2015 8:48 am
Warhammer 40,000: Inquisition
The Story So Far...
Three years ago the Imperial system of Lysra rebelled while in the path of a Tyranid hive fleet. The Xenobane was deployed under the command of Inquisitor Elizabeth Wyrax. Wyrax deployed several kill teams to deal with the rogue Ecclesiarchy believed to be a disciple of chaos. The team infiltrated Lysra's capital and assassinated the Chaos leaders just as hive fleet Incubus bore down on them. All imperial communications ceased as the shadow of the warp overtook the planet. The inquisitor herself was killed in action and her charges were left to fend for themselves and return to Imperial space. Among the Acolytes that served one was promoted to take Wyrax's place and take command of the Xenobane.
Now a new threat stirs not to far from Lysra. The Jamux sector is one of the largest agricultural bases in the surrounding segmentum and the Adeptus Munitorum has noted a drastic falloff in the imperial tithe. The Xenobane has been refitted under the command of a new Inquisitor and has been sent to investigate further.
Warren
Primarily an Agri system Warren is composed of 6 major habitable worlds. Warren IV is the current capitol of the sector and serves as the primary starport for the system. Originally a Feudal world brought under the Imperiums control, Warren is noted for incorporating many archaic principles into its modern culture. Off worlders are generally treated with suspicion and in some cases outright hostility and Melee combat is still thought to be the superior form of warfare despite the colossal defeat at the hands of the Imperium. While they have begun to make use of the Imperiums much more advanced technology they tend to leave most work to the Adeptus Mechanicus. The other planets in the system support the capitols exports and are mostly farmland, forests and villages. Warren has had a long standing problem with Ork warbands for as long as the population has written history. Surprisingly the humans have not been overrun by the greenskins in all that time despite their primitive technology and have driven the orcs back into isolated communities in the mountains. The Greenskins have not been entirely wiped out due to the planetary king's aversion to modern methods of warfare.
Tryvax
A system almost entirely of death worlds, Yryvax is more or less a dead spot in the Jamux system as few ships willingly chose to go there. Unfortunately the warp surrounding this section of space seem to draw passing ships in, due to its remote nature and its hostile surfaces no official settlements have been founded though the Imperial navy has long held the belief pirates have been working out of the Yryvax system for some time. A Rogue Trader by the name of Maxamilian Von Grelt has recently begun an expedition for a fabled lost treasure on the death worlds. No communication has been heard of him since his departure three months ago.
Gallaran
The major industrial system for the sector, Gallaran boasts three major hive worlds all of which feature large scale industrial plants that supply the other systems. Each world is ruled by a Hive lord or lady and the three collectively make decisions for the system. Gallaran is a rare instance of an Imperial world supporting a middle class, though the upper class still maintains a firm grip on the systems power bases. Other than the Hives several planets are barren, striped of all resources in order to fuel the forges of the three main hives. Corruption is rife through the three hives and all fight each other subtly for more power despite their common interests.
Character Sheet
Name:
Gender:
Age:
Profession(Pre acolyte):
Appearance:
Background:
Stats - HP:0 WP:0 (Distribute 10)
WS:0 BS:0 TS:0 PS:0 SS:0 (Distribute 10)
Specials: (1 base, +1 per weakness)
Weakness:
Gear: (Two weapon groups + Armor choice + 5 Gadgets)
[Legacy and Inquisitor] - If you reuse a character from the previous RP you gain +1 additional Stat that may be distributed as you see fit. If you chose to play the Inquisitor you gain +3, these do not stack.
Mechanics Overview
HP - Hit points, How much physical abuse your character can withstand before being defeated. Armor can reduce incoming HP damage.
WP - Will points, How much mental abuse your character can withstand before being defeated. Faith items can reduce incoming WP damage.
WS - Weapon skill, your melee prowess, affects close combat and is added to your attack pool in Melee combat.
BS - Balistic skill, your ranged prowess, affects ranged combat and is added to your attack pool in ranged combat.
TS - Technical skill, your mental prowess ranging from tech use, to hacking, medicine, piloting, and most other actions that involve a dedicated tool or machinery.
PS - Physical skill, your bodies capabilities, from athletics, to resisting poisons, moving heavy objects or anything else that strains you physically.
SS - Social skill, your ability to command, influence, seduce, or otherwise interact with living creatures.
PK - Psyker rating, if you chose to play a psyker replace one of the above skills (Excluding HP and WP) with PK. You may no longer take actions with the replaced skill, this is used to represent your physical, mental, or other drawback to gaining psykic abilities. PK is rolled to fuel powers or on reflex to be used in place of another skill.
Specials and Weaknesses - Specials are easily summarized as rules that only apply to your character or allies near your character. They typically offer some kind of advantage to your character or open new possibilities. In general the more powerful a special ability the narrower the focus the rule should cover. Specials are offset by weaknesses, they work the same way as specials but are used against your character.
Rolling Method
Rolling is done by taking the relevant skill + any equipment bonus + misc modifiers and added together. The final number is your dice pool which is then rolled. By default 5+ per dice is considers a success. Some potent effects may lower or increase this threshold as low as +3. Other modifiers such as the tasks difficulty can lower your final dice pool or require additional successes beyond the first, usually in combat.
Combat
Combat order is determined by the following rules, 1st terrain determines whether ranged or melee combatants attack first. In open terrain ranged combat occurs first. In rough terrain, melee combat occurs first. Players roll all dice in combat and make their attacks in order of post, or narrative, whichever is more logical. (For example if you post first you may specify you delay until another has acted).
Every enemy has a stat line associated with them as follows. CR, DR, HP, Ranged/Melee, and special. CR is the combat rating, this value is subtracted from your dice pool before you roll the combat check. DR, is the damage rating, subtract this from your combat check. If the number is positive you take no damage, if the number is negative you take that many points of damage (by default HP). Finally regardless of if you take damage subtract your combat check from your targets HP. If the target is dead any additional dice are applied to the next target, you cannot take damage from any target beyond the first in the same round. Some enemies may have special rules such as always deals damage, bypasses armor, damages WP, regenerates, or other unique effects.
Your character is considered fully combat capable so long as their HP and WP are above 0, if either drops to 0 you are defeated and your maximum HP or WP(Whichever was reduced to 0) is lowered by 1 until you can rest. In addition you must roll to see which of your secondary stats are also lowered by the injury. 1 - WS, 2 - BS, 3 - TS, 4 - PS, 5 - SS, 6 - HP or WP again! If at any time your maximum HP or WP are lowered to 0 you must chose one of the following. 1, await rescue by other team members, 2 join the enemy team, 3 become pregnant/enslaved/killed/banished to the warp or whatever other suitable bad end that is appropriate to retire your character.
Equipment
Weapons determine your order in combat and how many dice are added to your combat dice pool. The following are the dice ratings for each common type of damage found in the Warhammer 40k Universe. Las/Auto/Melee/Flame +1, Bolt/Chain/Force +2, Plasma/Melta/Power +3. If the weapon uses both hands double the bonus. Heavy weapons may roll against one additional enemy in combat at the expense of being unable to be concealed and requiring at least 4 PS. Long range variants of ranged weapons can make a single round of attacks with no repercussions. Other special rules may be applied to obscure weapons.
Armor is added to your HP pool at the start of each battle. Once the armor HP is depleted it will not be available again until the next battle. The following are rough values for the various weapons in the Warhammer 40k Universe. Flak+1, Carapace/xeno +2, Powered +3, Terminator +4. Other rules may be applied to obscure armor types.
Gadgets are used to add bonus values to skill roles pertaining to a specific task. For example a hackers multitool might add +3 to all attempts to break into a secure computer system. The more broad range use the Gadget may be used for the lower the dice bonus. Other Gadgets may offer unique special rules either one time use or repeatable depending on the strength of the effect.
Finally the last thing to consider with equipment is concealability. Most citizens of the impirium will only have access to the lowest levels of technology. The more advanced your equipment the more noticeable your character is to the local populace which can affect what kinds of leads you will uncover and how likely your foes are to mount direct attacks on you.
Requisition
In addition to leading the investigation Inquisitors are expected to manage their resources accordingly. By default the Inquisitor will have 1 Requisition to spend on the following table. Requisition is refunded at regular intervals up to the current cap. The cap is determined by how much evidence of heresy the Inquisition has uncovered. More successful investigations means more resources can be put towards opposing the enemies of mankind. The Heresy Rating is used to track how badly the enemies of mankind have infested the various systems. Successful strike teams, raids, military actions, or assassinations can reduce the Heresy Rating of a system. As a last resort Inquisitors with sufficient requisition may call an Exterminatus on a system to reset the Heresy to 0 and take a permanent hit to Requisition.
1 - Garrison, The Inquisitor fortifies a position somewhere in the system to act as a base of operations. The inquisitor and all allies may rest safely here.
1 - Contacts, The Inquisitor calls upon various contacts to find a new lead in one of the systems.
2 - Conscription, The Inquisitor orders a local asset to join his forces. Some targets may not be as cooperative as others.
2 - Strike team, The Inquisitor orders a precise strike against a target, if successful the Heresy Rating is lowered but her presence is revealed to her enemies.
3 - Assassination, The Inquisitor orders an assassinated on a target suspected of heresy. This can result in Heresy Rating lowering as a key figure is removed, or Raising as the figure becomes a martyr but there is no repercussion to the Inquisitor or team.
3 - Raid, A large group of Inquisitorial Stormtroopers cleanse an area. Heresy rating is lowered.
4 - Guardsmen, The Inquisitor calls in a full guard regiment to police a sector. This Lowers the Heresy Rating but closes leads.
4 - Spy Network, The Inquisitor taps all their resources in an attempt to locate a major threat.
5 - Astartes, Full scale war is declared on the Sector and Space Marines are deployed to quell the threat. Collateral damage is unavoidable.
6 - Exterminatus, a Systems Heresy rating is purged at the cost of a permanent requisition point and all life in the system. This is a last resort.