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Made in gb
Adolescent Youth with Potential



England

Ok, well I've run a few dark herasy game and particpatated in a few but in our group there never seems to be a realistic way of buying weapons..... I mean there have been weapon shops or just a random guy who happens to be selling the reqired weapon... Now to me this dosent make sense, I mean they can just have shops that sell weapons to every guy who walks in? Can they? So I mean this amy seem a stupid qestion but how do people really get wepons? What does the inqiry test represest? Any help would be great thank you


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This message was edited 1 time. Last update was at 2013/10/25 16:12:43


 
   
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Made in au
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Melbourne .au

Contacts (Quartermasters/officers) within the military who may be able to "requisition" certain items. Similar amongst the underworld. - all depending on where you are.

   
Made in gb
Mad Gyrocopter Pilot




Scotland

It depends on where you are. Some worlds will have ex guard stores selling weapons and gear from military surplus. Or if going for more.. illicit gear perhaps contacts or going information gathering in the criminal world for a smuggler who might be able to hook you up with something. I also let players in my campaign find stuff in loot if they pull a great set of skill tests off. Use your imagination within the setting and check the rules in the main book for availability as well as the bartering and inquiry rules.

This message was edited 1 time. Last update was at 2013/10/25 09:27:39


 
   
Made in gb
Lone Wolf Sentinel Pilot






Inboud...

Fix your title, it will encourage more people to answer.

To answer your question, my games of DH allow weapon gathering in a number of ways. They usually start off somewhere that the Acolytes would have access to their weapons, eg a fortress, starship, private safehouse.

Gaining weapons on the field is more difficult. The scum is a key part, able to make contacts with less reputable patrons of bars, or negotiate with gangers.
On the flip side, the Arbiter can often request arms and ammo from local enforcement, and the Guardsman(bounty hunter) can use his licence at various legitimate arms dealers.

Of course this is more difficult on less civilised worlds, and coercion and force may be required to part a weapon smith from his products.

Also, always remember that to the inexperienced, an empty gun is as threatening as a loaded one.

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My guys have been to one shop in the entire campaign so far, and it was an underhive and there wasn't much there. Everything else they've taken from fallen enemies or I've let them 'buy' things during downtimes between missions (whenever they returned to the Inquisitorial fortress).

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Made in us
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Saratoga Springs, NY

Sigh...reminding me of that DH mini-campaign I was running that never got past the first session.

We did random character creation and somehow got 2 psykers in a group of 4 people. The two that rolled them were the two that always play wizards or glass cannons in D&D (no joke, I didn't even tell them what they were rolling for before they rolled the d100 for career either...)

Oh, and the guy that always plays barbarians got a feral world assassin.

This message was edited 2 times. Last update was at 2013/10/25 15:52:16


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Made in ie
Hallowed Canoness




Ireland

crowhaven13 wrote:So I mean this amy seem a stupid qestion but how do people really get wepons?
Looting.

Okay, that's not (supposed to be) the primary method (or at least I hope not), but the game is kind of pushing players into this direction by being a bit light on what it should mean to have Inquisitorial backing. Some GMs have amended this by houseruling a sort of "requisition" system where, for example, you can borrow equipment from an Inquisitorial contact, but have to save up resources for stuff like a personalised gun you can then customise to your liking.

Also, consider that the Imperium is very big and has lots of different cultures on its many worlds, each with their own local laws and means to enforce them. You will have planets where carrying a gun in public will get you arrested, just like you will have worlds where everybody is armed as a matter of course. And then there will be areas where the law is simply non-existent, such as the Underhive of some vast, gigantic sprawl where the local government has long given up hopes of getting the gangs under control, and where you can buy locally manufactured low-quality guns at a shack on every street.
Most planets would probably fall into the middle category in that an armed populace is encouraged as a means to fend off alien invasion. The Ecclesiarchy is a Warrior Church, and defending the Emperor's worlds by destroying heretical cults, foreign conquerors or rebellious mutants is part of the Imperial Creed. Most citizens will probably not own a firearm (unless you go to places such as some Hive or a Death World), but would have ready access to them if they'd have the coin to spare (if a militia is raised, militias are usually armed by the Ecclesiarchy and PDF).

It is up to the GM to represent these differences between the various different planets, and how they may affect the players.

crowhaven13 wrote:What does the inqiry test represest?
As the name implies, "inquiries" are a character's means of investigating certain topics by asking around, contacting local organisations (lawful or otherwise), and checking databanks for information. An Inquiry test could represent anything from a few minutes to several hours of your character sifting through such sources, basically doing "legwork", to use a Shadowrun term. In my experience it is most often used for things that happen in the background and are not "played out" but simply announced when the character either splits from the main group for the duration of his inquiry or drags them along, hence the larger timespan.

There is a certain overlap with the Interrogation skill in that both may involve asking people, but the latter tends to be a more direct test played out in "live" time, rather than something that happens in the background.

Page 231 of the Inquisitor's Handbook also introduces some alternate uses for Inquiry, such as counter-intelligence.


(also: *smirk* @ Darth Hearsay)

This message was edited 2 times. Last update was at 2013/10/26 15:48:00


 
   
Made in ca
Veteran Inquisitorial Tyranid Xenokiller




My players got access to one of the Inquisition Munitorium where they borrow weapons an gear on a mission-by-mission basis, or if they wish to purchase something, they can buy it directly from the Quatermaster because, let's face it, that corner weapon store won't have a plasma pistol or power weapon in the bargain bin or on display behind the counter.

Sometimes they get it from another source; for example the Tech-Priest uses his Mechanicus contact to get some weapon mecharendrite or lasgun implant from Lathes Worlds, Or the assassin took silenced stub automatics from a former teacher-turned-traitor.

Because yes, I think that with the little pay the PC gets, it's sorta lame having them blow their gelts on buying something as 'simple' as a lasgun or flak armour. This ain't D&D where you can walk around opening dead bears to get the two gold pieces he's got in this stomach.

and Lynata pretty got it in terms of what inquiry is; just legwork, gathering info, listening to rumours, compiling data and so on.
   
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Richmond, VA

Generally, from the black market, contacts, guys connected to your inquisitor, normal channels, stealing, looting.

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