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Trope was cut/disambiguated due to cleanup


* DropTheHammer: There are a number of hammer type weapons available for characters to use in the game, including basic hammers, great hammers[[note]]such as the one wielded by sample character Preacher Josef[[/note]] to the more technological power hammers. All such weapons deal a large amount of damage and have an increased chance of causing a {{Knockback}} with each hit.

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By TRS decision Whip It Good is now a disambiguation page. Moving entries to appropriate tropes when possible.


* LightningLash: The Electro' Nine Tails, introduced at the same time as the Bosun Aberic Brawden model, is an electrified, multi-tailed whip intended to represent the [[WhipOfDominance harsh discipline common in Imperial Navy]]. In-game, the weapon does similar damage to a short sword but has a longer reach, is more difficult to parry and has a chance to stun its target.



* WhipItGood: The Electro' Nine Tails, introduced at the same time as the Bosun Aberic Brawden model, is an electrified, multi-tailed whip intended to represent the [[ATasteOfTheLash harsh discipline common in Imperial Navy]]. In-game, the weapon does similar damage to a short sword but has a longer reach, is more difficult to parry and has a chance to stun its target.

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* BladeEnthusiast: Characters with the Blademaster talent, such as the twin Death Cult Assassins Severina and Sevora, are masters of knife fighting, able to cause more damage with a knife than other characters can cause with a sword.



* KnifeNut: Characters with the Blademaster talent, such as the twin Death Cult Assassins Severina and Sevora, are masters of knife fighting, able to cause more damage with a knife than other characters can cause with a sword.
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* TheParalyzer: The Mesmerism Telepathic power allows a psyker to freeze a target so that they are unable to perform any action until they pass a Willpower test to break the effect.

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* BladeBelowTheShoulder: The PowerFist used by Inquisitor Tyrus[[note]]one of the game's premade characters[[/note]] is fitted with a retractable power knife that can be used as a punch dagger when the fanatical Inquisitor requires precision and speed over destructive power.

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* BladeBelowTheShoulder: BladeBelowTheShoulder:
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The PowerFist used by Inquisitor Tyrus[[note]]one of the game's premade characters[[/note]] is fitted with a retractable power knife that can be used as a punch dagger when the fanatical Inquisitor requires precision and speed over destructive power. power.
** Characters can have a one-handed close combat weapon replace one of their hands as a bionic implant. Although this means that the character can never be disarmed, they are limited in making some actions due to the loss of their hand.
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* ArmCannon: Characters can replace their hand with a bionic implant consisting of any basic or pistol type weapon. Having a hand replaced with a gun means that the character cannot be disarmed but limits some actions and, at the {{game master}}'s discretion, can mean that the weapon cannot be reloaded during a battle.
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* ThisIsADrill: The sample Adeptus Mechanicus character, Magos Delphan Gruss, is armed with a special weapon known as a breacher. Originally designed for mining, the breacher is just as capable of boring through armour and flesh as it is rock and slag. In-game rules for the breacher represents its boring power by allowing it to ignore things such as cover and armour when it causes a critical hit.
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''Inquisitor'' is a "narrative wargame," designed more around telling stories than providing fair and balanced competition between two players, and in many ways could be considered the spiritual forefather to the first true 40k roleplaying game, ''TabletopGame/DarkHeresy''. It also served as the inspiration for the ''Literature/{{Eisenhorn}}'' series of novels by Creator/DanAbnett. The game is also notable for its miniatures, which (at 54mm scale) are approximately twice as large as a normal 40k miniature, with a correspondingly increased level of detail. Although Games Workshop no longer actively supports ''Inquisitor'', the miniatures remain available through the company's Specialist Games division, and the rulebooks and other supplementary material are [[http://www.games-workshop.com/gws/content/article.jsp?catId=cat410008&categoryId=1100014&section=&aId=4900004 available for download]] on the GW website.

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''Inquisitor'' is a "narrative wargame," designed more around telling stories than providing fair and balanced competition between two players, and in many ways could be considered the spiritual forefather to the first true 40k roleplaying game, ''TabletopGame/DarkHeresy''. It also served as the inspiration for the ''Literature/{{Eisenhorn}}'' series of novels by Creator/DanAbnett. The game is also notable for its miniatures, which (at 54mm scale) are approximately twice as large as a normal 40k miniature, with a correspondingly increased level of detail. Although Games Workshop no longer actively supports ''Inquisitor'', the miniatures remain available spirit of the game lives on through a dedicated fan community, examples of whose work can be seen in the company's Specialist semi-regular "Blanchitsu" feature of Games division, and the rulebooks and other supplementary material are [[http://www.games-workshop.com/gws/content/article.jsp?catId=cat410008&categoryId=1100014&section=&aId=4900004 available for download]] on the GW website.
Workshop's ''White Dwarf'' magazine.
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* GroinAttack: The groin is a targetable hit location, complete with its own set of health levels. Getting hit in the groin tends to leave characters temporarily stunned from the pain, in addition to any other ill effects they may suffer.

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* GroinAttack: The groin is a one of the targetable hit location, location on a character, complete with its own set of health levels. Getting hit in levels, but it is one of the more difficult areas to hit. An attack that injures the groin tends to leave characters has a high chance of leaving the character temporarily stunned from the pain, in addition to any other ill effects they may suffer.suffer such as blood loss or penalties to movement.
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* {{Hypocrite}}: Nearly everyone. It's something of a theme.

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* %%* {{Hypocrite}}: Nearly everyone. It's something of a theme.



* RuleZero: The GM is the final arbiter of everything, as is usual in an RPG.
* SurveillanceDrone: The game includes a specific class of Servo-Skull, the Hunter-skull, that is packed full of sensors, auspexes and other such devices to seek out and detect their owner’s enemies. A Hunter-skull is linked directly to the owning character in in-game, the character is always aware of everything the skull is aware of.

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* %%* RuleZero: The GM is the final arbiter of everything, as is usual in an RPG.
* SurveillanceDrone: The game includes a specific class of Servo-Skull, the Hunter-skull, that is packed full of sensors, auspexes and other such devices to seek out and detect their owner’s owner's enemies. A Hunter-skull is linked directly to the owning character in in-game, the character is always aware of everything the skull is aware of.



* WideEyedIdealist: Inquisitor Covenant (by Inquisition standards, anyway).

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* %%* WideEyedIdealist: Inquisitor Covenant (by Inquisition standards, anyway).
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* {{Intangibility}}: The Instability Daemonology {{psychic power}} allows a psyker to partially enter warpspace so that they can pass through solid object, ignoring all terrain and other characters, but being unable to make any attacks. While in effect, the power also makes the psyker utterly immune to all normal attacks as they pass right through him. Only psychic abilities and weapons can harm a character using the instability power as such attacks effect both warpsapce and the material realm.

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* {{Intangibility}}: The Instability Daemonology {{psychic power}} allows a psyker to partially enter warpspace so that they can pass through solid object, ignoring all terrain and other characters, but being unable to make any attacks. While in effect, the power also makes the psyker utterly immune to all normal attacks as they pass right through him. Only psychic abilities and weapons can harm a character using the instability power as such attacks effect both warpsapce warpspace and the material realm.
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* {{Intangibility}}: The Instability Daemonology {{psychic power}} allows a psyker to partially enter warpspace so that they can pass through solid object, ignoring all terrain and other characters, but being unable to make any attacks. While in effect, the power also makes the psyker utterly immune to all normal attacks as they pass right through him. Only psychic abilities and weapons can harm a character using the instability power as such attacks effect both warpsapce and the material realm.
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* EvilIsDeathlyCold: Some daemonic beings are surrounded by an aura of freezing cold, sometimes described as the chill of the void. In-game, one of the daemonic abilities available to creatures of the warp is 'Void-chill'. Warp entities with this ability are able to cause anyone attacking them to suffer from frostbite but suffer extra damage from heat-based weaponry.
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* EyeBeams: The miscellaneous psychic power 'Gaze of Death' allows the psyker to emit bolts of psychic energy from their eyes that does more damage than a frag grenade.

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