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