House Rules

Pages in this section are:

+++house rules main+++

+++optional rule changes+++

+++faith points+++

+++armoury+++

+++experience+++

+++equipment faults+++

+++new talents+++

<<<non-character rules>>>

+++additional psychic powers+++

 

 

   

KEEPING TRACK of all those NPCs can be a time-consuming business, thanks to Inquisitor's detailed damage rules. Here, then, is a simple way of cutting down on paperwork for those less important characters, allowing the inclusion of more of them in a game.

Non-character rules by Alexander Nelson

Non-Characters are a way to avoid over complication of Inquisitor games in which a large number of individually unimportant models are taking part.

In the majority of films and novels there will be, at some point or another, persons who are at the most a name and one or two lines of motivation, whether they be the Police, the Guard or deck crew. They also die rather easily. It is often useful to have a few of these in the game, to spice things up a little.

These Non-Characters follow the normal rules with the following exceptions:

Characteristics will always be in multiples of five, to keep calculations simple.

Injuries - the significant change. There are no location rolls; instead the table below is used regardless of where the shot or blow hits. Knockback, Consciousness etc. works as normal.

  • Light
  • No effect
  • Heavy
  • Immediate: Stunned for one turn
  • Permanent: -10 S and T
  • Acute
  • Immediate: Stunned for D3 turns
  • Permanent: as heavy plus -10 I
  • Critical
  • Dead

 

Example: Guardsman

        WS BS S T I Wp Sg Nv Ld
Guardsman
50
50
50
50
50
50
50
50
60
 
         
Abilities

None

                   
Equipment
Lasgun with reload, two frag grneades, flak armour

Try the downloads section for a roster sheet that can be used in conjunction with these rules, saving you even more time and effort!