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Im not saying1
25-09-2008, 21:30
This is my warband idea, the idea is that its more of a small but powerfull, versatile group. But I want to know, if it's a usual newbie's over imaginative totally uber team of overpowered unbeatable characters, or its one you would consider fighting with your own warband and think it would make a good game to play against.

2nd Draft, slight revision of thier ages and other little things. They have been toned down quite a bit. Still room for more toning down though.

WS-100 BS-74 S-60 T-62 I-68 Wp-85 Sg-90 Nv-83 Ld-90
Navarr is right handed
Special Abilities:Leader, First Strike, Feint
Psychic Abilities: Gaze of Death (Still excesive? if so, please point out).

Equipment:
Cane (Force Rod), Power sword (Possibly Master Crafted?), Plasma Pistol, Advanced Bionic (Right) arm, Advanced bionic eye with incorporated infra-scope and auspex, Carapacearmour on chest, abdomen and groin, arms and legs are covered by a heavy coat, Conversion Feild.

This guy is the leader of the group, very influential, very experienced, rich and powerfull inquisitor lord, whom I would say is almost 1 centruy old. He is the sort of, master swordsman guy. Telekentic psyker. I really want to put across his "Master swordsman" thing, yet I still want him to be versatile.
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WS-62 BS-84 S-68 T-70 I-78 Wp-72 Sg-77 Nv-79 Ld-75
Cyrus is ambidextrous
Special Abilities: Deadeye Shot, Gunfighter, Fast Draw, Quickload, ambidextrous

Equipment:
Twin Bolt Pistols* with 6 reloads (I would rather keep the laser sights :cries: ), power knife, Carapace armour on chest, Abdomen and groin and flak armour on legs and arms, 2 frag grenades and 2 smoke grenades.

*These bolt pistols have been designed for use as a pair by a normal human, they are the same as a bolt pistols except they do damage 2D10 and thier weight is only 20 each (magazine modifications coming in a second).

This guy is the apprentice to inquisitor lord Navarr, he is the uber-cool trench-coater guy with two pistols, but also pretty handy in close combat. Late 30s, very well trained
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Psyker Rufio
WS-50 BS-65 S-45 T-52 I-48 Wp-85 Sg-50 Nv-65 Ld-65
Rufio is left-handed
Psychic Abilities: Warp Strength, Enforce Will, Storm of Lightning, Blood-Boil, Psychic Shield. (Too many abilities?)

Equipment:
Force Staff, Heavy coat over all locations except head. Laspistol with 1 reload.

Rufio doesnt have a lot of background, he is meant to be in good shape, he can spint well, is trained in close combat and stuff. He only has a good BS value because i want him to be able to hit something with his psychic bolt attacks. But I still want him to seem physically weak and poorly trained in comparison to the others. Powerfull psyker. late 30s
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Ex Kasrkin Sergeant-Major Karlson

WS-71 BS-78 S-67 T-65 I-71 Wp-66 Sg-65 Nv-78 Ld-80
Right handed
Special Abilities: leader, Rock-Steady Aim, True Grit

Equipment:
Meltagun with 3 reloads and laser sight (pretty please? lol, but seroiusly, would you think this is too much in addition to his high BS and abilities?), Hellpistol* with rangefinder, chainsword, Carapace armour on all locations, closed helmet with incorporated gas mask, medipak, A pair of Advanced bionic legs and an advanced bionic right arm. 3 Frag grenades.

If any of you have seen Heartbrake Ridge, my character is loosely based pm the gunnery sergeant who serves as the main charcter in that film.
Very experienced stormtrooper NCO who has been the victim of many an enemy's guns and swords (hence all the bionics - Navarr got his old ones replaced with advanced ones, and got him other advanced ones as thier years together draw on). He had a problem with drinking, despite his great battlefeild prowess, his problem with drinking eventually led him to be court-marshelled, and that is where Navarr came in and took him as part of his warband to save his career. late 60s

*Hellpistol: Same stats as the laspistol except it does +3 damage in addition.
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Lucien the Crusader

WS-74 BS-67 S-68 T-64 I-74 Wp-71 Sg-60 Nv-80 Ld-76
Right handed
Special Abilities: Force of Will, Nerves of Steel.
Exotic Abilities: Word of the Emporer.
Equipment:
Power Sword, Automatic combat shotgun with 15 executioner shells, Suppression Shield, Carapace armour on all locations except head and arms which are covered by heavy robes, 2 frag grenades.



Ex-arbiteor, had a fit of Emporer adoration, trained extremely hard and was promptly taken by Navarr where his fanatical wrath against the Emporer's enemies could be put to better use. late 50s, very experienced, vervy well trained.
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What do you think? Still too strong. Im willing to drop the psyker all together if it is still wayyy too over powered.

FarseerMatt
26-09-2008, 23:06
Welcome to =][= !

If you want to make the Inquisitor a better swordsman then consider giving him a couple of skills such as Feint or First Strike. While I approve of your not going overboard on the special abilities, it seems a little strange to me that the most hard-bitten and experienced character has but one special skill :P

I'm not sure about Navarr's plasma pistol - with no recharge time and no overheat he could potentially spit out multiple high-accuracy shots a turn that do 3D10 damage each. Of course the only way to really find out is to playtest, so go ahead and play a game or two. :)

Also plasma weapons don't need reloads, as they recharge :)

So what branch of the Ordos do these guys work for? Any idea what the story they will be involved in is yet, and who they're squaring off against?

Im not saying1
27-09-2008, 13:47
Welcome to =][= !
Thanks! :) Ive always wanted to start playing inquisitor

If you want to make the Inquisitor a better swordsman then consider giving him a couple of skills such as Feint or First Strike. While I approve of your not going overboard on the special abilities, it seems a little strange to me that the most hard-bitten and experienced character has but one special skill :P

I visualise him as a guy who focus's just on sword-fighting once his weapon is in his hand. In close combat he is meant to be very calm and disciplined, so he basically fences, he doesnt attack rapidly and furiously, so furious assault is out of the question. Suppose I do give him first Strike and/or feint (Feint is really the only other special ability i can see him with, apart from Leader, how would you modify his WS?)

I'm not sure about Navarr's plasma pistol - with no recharge time and no overheat he could potentially spit out multiple high-accuracy shots a turn that do 3D10 damage each. Of course the only way to really find out is to playtest, so go ahead and play a game or two. :)

Also plasma weapons don't need reloads, as they recharge :)

Oh ok, right, so i'll edit out the reloads bit. What if if it does'nt overheat and the recharge time is reduced by 1/3? or 1/4, do you think that is a little more... feasable?

So what branch of the Ordos do these guys work for? Any idea what the story they will be involved in is yet, and who they're squaring off against?

They are part of the Ordo malleus, im looking into getting interest in my local GW, and there is some. But I cant see them getting into any games soon unfortunetely.



So its just Navarr who was a little iffy? I was expecting a lot more critisism really (Especially on the Sergeant major with all the bionics). Would you for example, play against this warband? Or do you think it is on the whole a bit overpowered..?

precinctomega
27-09-2008, 19:19
Inquisitor Lord Navarr
Navarr is right-handed
WS-115 BS-75 S-62 T-67 I-90 Wp-85 Sg-85 Nv-80 Ld-90

WS 115?? That would make him more adept than even the best agent of the Officio Assassinorum. To say that this seems unlikely is a mild understatement. His Initiative of 90 is really too high, as well. No human who isn't a drug-crazed lunatic should have a Speed of more than 5, IMO.


Psychic Powers: Gaze of Death, Psychic Impel, Psychic Shield, Telekinesis.

With his superior fighting abilities, giving him a plethora of psychic powers as well (especially highly useful ones like Impel and Shield) is a bit excessive, I'd say.


Speed Value – 5

His speed is 6, as it stands, not 5. 90/20 is 4.5, rounded up to 5, plus 1 = 6.


Mars Crafted Plasma Pistol*, Advanced Bionic (Right) arm, Advanced Bionic eye with incorporated infra-scope and auspex, Power armour on all locations except head.

*This plasma pistol does not overheat, nor does it need to recharge. Counts as a legendary item.

This item should get you shot. Imperial plasma weapons overheat and need to recharge. That's the point. I'm not saying the plasma weapon rules don't need work, but this is a monstrosity.


I really want to put across his "Master swordsman" thing, yet I still want him to be versatile.

As a rule, I'd say that "master swordsmen" don't wear power armour, for a start. Yes, as mentioned, 115 is way too high. 100 should be considered the maximum possible level for a human and an Inquisitor, who must spend a lot of time of matters other than weapons practice, should consider himself lucky to sustain a stat of 80 or thereabouts.

To give the "master swordsman" feel without breaking the statline, look at combining a couple of abilities: give him two swords and the ambidextrous ability, for example, or First Strike and Furious Assault. Even Acrobatic (horribly designed rule, though it is) is a good one for illustrating examples of highly-skilled swordsmanship.


Interrogator ____ (havnt thought of a name yet)
____ is ambidextrous.
WS-70 BS-85 S-68 T-73 I-76 Wp-70 Sg-75 Nv-72 Ld-80
Special Abilities: Leader, Deadeye Shot, Gunfighter, Fast Draw, Quickload.
Speed Value - 4

The combination of abilities is great for a gunfighting type, so drop the WS. 70 is still a highly-competent fighter. 60 is about right for a non-specialist with plenty of experience and training. Also, your Speed is wrong again - this guy is Speed 5, not 4. I recommend making this guy the faster of your two Inquisitors (OK, he's not an Inquisitor yet but you know what I mean!) to represent the advantage of youth. So drop the Inquisitor's I to below 70 (the threshold between Speed 4 and Speed 5).


Equipment: 2 Bolt Pistols with 6 reloads and a laser sight on each

Bolt weapons of all sorts are highly effective if they hit and, with his combination of skills, he'll hit all the time, pretty much. For a little more balance I'd suggest losing the laser sights and maybe customizing the bolt pistols to give them smaller magazines and less damage (2D10+2, say) to represent the fact that they've been designed to be used as a matching pair.


Carapace armour on chest, abdomen and groin
"Groin"? Really? I often seen the super-armoured groin. Is not big and its not funny. Only people in full suits and space marine scouts should have carapace armour on their groins. This guy's a thinker, not a thug. I suggest reducing the groin armour to flak. It's only sporting.

I'm afraid I rather lost interest in critting the rest of the guys, but I promise I'll look at them in detail if you show me models (of the 54mm variety) for them.

EDIT - I should add that, yes, I would play against this warband, provided the scenario gave me a hefty advantage. In a straight shoot-out, they'd probably make mincemeat of my average characters.

R.

Exitas-Acta-Probat
27-09-2008, 22:25
i agree with precinctomega, i think these guys would be the kind of people that would be more fun if you were to wade into a horde of zombies in order to plant a bomb to seal the plague sewers/warpgate(yes, im a zombie fan). but otherwise, pretty much what farseermatt said. just tone them down a bit, and tweak the rest through playtesting. SIMPLE!

FarseerMatt
27-09-2008, 22:28
"Groin"? Really? I often seen the super-armoured groin. Is not big and its not funny. Only people in full suits and space marine scouts should have carapace armour on their groins. This guy's a thinker, not a thug. I suggest reducing the groin armour to flak. It's only sporting.

I have to disagree here - plenty of body armour suits include groin protection

Eg - http://img.alibaba.com/photo/11129221/Standard_Body_Armor_With_Side_Neck_And_Groin.jpg


Would my warband fight them? My usual warband consists of but 2 Eldar Rangers :P Maybe if they played very unsportingly... Dunno how my "work in progress" Chaos warband would fare.

Im not saying1
28-09-2008, 16:57
WS 115?? That would make him more adept than even the best agent of the Officio Assassinorum. To say that this seems unlikely is a mild understatement. His Initiative of 90 is really too high, as well. No human who isn't a drug-crazed lunatic should have a Speed of more than 5, IMO.

That is a good point I will reduce his Initiative, but I made it 90 because of http://www.specialist-games.com/inquisitor/assets/lrb/InqLRBpart2.pdf (Page 5). And ofcourse his WS, i touhhgt it would be unreasonable, but i just thought i'de check.

With his superior fighting abilities, giving him a plethora of psychic powers as well (especially highly useful ones like Impel and Shield) is a bit excessive, I'd say.

I still want him to be a psyker, just not a particularly powerfull one. So i have taken away Impel and sheild. It still may be over powered though.



His speed is 6, as it stands, not 5. 90/20 is 4.5, rounded up to 5, plus 1 = 6.



This item should get you shot. Imperial plasma weapons overheat and need to recharge. That's the point. I'm not saying the plasma weapon rules don't need work, but this is a monstrosity.

I thought this would be over-powered, so i have taken it out. But you could still have been a little more polite how you put across that part of the comment.

As a rule, I'd say that "master swordsmen" don't wear power armour, for a start. Yes, as mentioned, 115 is way too high. 100 should be considered the maximum possible level for a human and an Inquisitor, who must spend a lot of time of matters other than weapons practice, should consider himself lucky to sustain a stat of 80 or thereabouts.

Not what it says here, I bet you've seen it even before I gave you the link earlier on, but i thought this would be an effective guidline - http://www.specialist-games.com/inquisitor/assets/lrb/InqLRBpart2.pdf . (Page 5 again). Its not the fact that he practises all the time, becasue, as you said he wouldnt have enough of it. He is meant to be a master, becasue he has learnt to be able to predict his enemies movements, as he has been focusing on swordsmanship for many many years.

To give the "master swordsman" feel without breaking the statline, look at combining a couple of abilities: give him two swords and the ambidextrous ability, for example, or First Strike and Furious Assault. Even Acrobatic (horribly designed rule, though it is) is a good one for illustrating examples of highly-skilled swordsmanship.

He is meant to be a fencer so I am against giving him 2 swords, as fencing is also a lot more disciplined and controlled it would be unlikely that anyone who fights like this would be given furious assault. I do like the idea of the acrobatic rule though, I can see him darting in and side-stepping enemy attacks and then attacking them from thier flanks or behind them, I will leave it out for the time being though, as even the revised version of him is still very powerfull, and he might not need another special ability.



The combination of abilities is great for a gunfighting type, so drop the WS. 70 is still a highly-competent fighter. 60 is about right for a non-specialist with plenty of experience and training. Also, your Speed is wrong again - this guy is Speed 5, not 4. I recommend making this guy the faster of your two Inquisitors (OK, he's not an Inquisitor yet but you know what I mean!) to represent the advantage of youth. So drop the Inquisitor's I to below 70 (the threshold between Speed 4 and Speed 5).

I like the idea of the acoloyte being faster than his master due to the advantage of youth, so yes, that will be taken into account, along with reducing the WS.



Bolt weapons of all sorts are highly effective if they hit and, with his combination of skills, he'll hit all the time, pretty much. For a little more balance I'd suggest losing the laser sights and maybe customizing the bolt pistols to give them smaller magazines and less damage (2D10+2, say) to represent the fact that they've been designed to be used as a matching pair.

Done, another good diea there

"Groin"? Really? I often seen the super-armoured groin. Is not big and its not funny. Only people in full suits and space marine scouts should have carapace armour on their groins. This guy's a thinker, not a thug. I suggest reducing the groin armour to flak. It's only sporting.

Im not trying to be funny at all, I thought it would be best to cover his whole torso in armour as that's where all the vitals are. I didnt think for one minute about giving him a massivly armoured crotch!

I'm afraid I rather lost interest in critting the rest of the guys, but I promise I'll look at them in detail if you show me models (of the 54mm variety) for them.

i havnt got any models for them yet, ive only just started thinking about playing ][. Thats why im playing around with thier stats and equipment, until i can get it right.

EDIT - I should add that, yes, I would play against this warband, provided the scenario gave me a hefty advantage. In a straight shoot-out, they'd probably make mincemeat of my average characters.

R.


If my warband is still too powerfull, if anyone has the time could they please post a list of thier characters so I have an idea about the limitations I should set.

FarseerMatt
30-09-2008, 19:17
Psychic Abilities: Gaze of Death (Still excesive? if so, please point out).

One psychic power shouldn't be a problem. In fact, he's now reminding me quite strongly of Count Dooku - a master swordsman who will, given the chance, lightning bolt your **** :p




Psyker Rufio
WS-50 BS-65 S-45 T-52 I-48 Wp-85 Sg-50 Nv-65 Ld-65
Rufio is left-handed
Psychic Abilities: Warp Strength, Enforce Will, Storm of Lightning, Blood-Boil, Psychic Shield. (Too many abilities?)

The only one I would drop would be Warp Strength, just because it doesn't quite seem to fit with the rest of his character. It shouldn't hamstring his ability in close combat too much as he still has the extra D10 damage from his force weapon.




If my warband is still too powerfull, if anyone has the time could they please post a list of thier characters so I have an idea about the limitations I should set.

My Rangers are documented elsewhere (search for the "Webway Campaign" thread), but this would seem to be a good time to get my prospective Chaos warband reviewed :) Please critique as much as draw inspiration:

Brother Comorant, Xorak’s Executor - Chaos Space Marine

Concept art - http://ukitakumuki.deviantart.com/art/Night-Lord-22571358

Comorant is a member of the Night Lords space marine legion, who held the rank of lieutenant (a rank defunct in the new Chapter system laid down in the Codex Astartes) in the 17th company. Known as the Shadow Walkers, they were led by the ruthless commander Xorak who believed in utilising any and every weapon in the pursuit of victory. Fear tactics, horrific weapons designed to intimidate the enemy, and even terrorist raids were Xorak's stock in trade during the Emperor’s Great Crusade, for he firmly believed that mankind’s ascendancy to the dominant species in the galaxy was an end that would justify any means.

Xorak’s Shadow Walkers railed against the Emperor’s rebuke of their primarch and his methods, seeing themselves as scapegoats for the necessary evils that their mission demanded. When they heard of Horus’ rebellion and the great schism in the Imperial ranks, the 17th company hastened to rejoin their betrayed primarch. The Shadow Walkers never reached Kurze and the rest of his legion however; while en route they were caught up in a violent warp storm and were trapped within the Immaterium. Only Xorak’s flagship - the Secutor - survived the storm’s fury, and its crew of 300 space marines and several thousand serfs were only vomited back into realspace in 658.M41, after being frozen in time for nearly 10,000 years.

When the Shadow Walkers attacked and destroyed a Mechanicus research outpost and from its records learned of the events that had transpired in their absence, they swore revenge for their murdered primarch and their defeated brothers. Knowing however that his small force could do little damage to the Imperium in its present state, Commander Xorak resolved to bide his time until his Shadow Walkers could build up strength. From his mobile headquarters on the Secutor, easily hidden in the vastness of the Imperium, Xorak sent forth small raiding parties to gather supplies, recruits and weapons powerful enough to allow him to strike the blow he craved. One of these parties was led by his trusted executor, Comorant.

By ambushing and murdering an Imperial inquisitor and gaining access to his research, Comorant discovered that the inquisitor had been following up references to a powerful tainted artefact, known only as the Hourglass of Blood, which the inquisitor believed gave the bearer mastery over time. Though he has no true inclination towards Chaos, Comorant sees no reason not to acquire such a powerful tool for his master’s purposes. To a Night Lord, the ends always justify the means.

WS 85 BS 69 S 201 T 137 I 76 Wp 75 Sg 87 Nv 95 Ld 78
*
Weapons: Mark 3 Bolter with 1 reload, bolt pistol with Hellfire rounds

Equipment: Power armour (no helmet) - incorporates retracting blades on the wrists and forearms, count as two knives that take one action to draw (extend) as normal but cannot be thrown, disarmed or dropped unless broken

Skills: Nightsight, Spit Acid, Fearsome

Special Rules: Ambidextrous
*
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Azazeal - Aspiring Night Lord

Concept art - http://neuraldefekt.deviantart.com/art/Contemplating-Armageddon-86487963

The Secutor contains a full apothecarion and training facilities, and thus with all arms of the 17th company’s forces depleted after the losses in the warp storm, covert recruitment has been one of Commander Xorak’s priorities. With their original homeworld destroyed and secrecy of paramount importance, suitable locations have been hard for the Shadow Walkers to find, and ones containing stock worthy of becoming space marines even more so.

One planet which did yield results however was Grigori. A backwater death world with little in the way of natural resources save its hard and resourceful population, Grigori had been considered as a recruitment base by several Chapters in the past but was rejected by each in turn. Although the death-cult tribes of this harsh world produced fearsome warriors with focussed tactical minds, the Grigorians possessed a strong streak of independence and cunning that the Astartes deemed incompatible with the unquestioning faith and obedience necessary for a space marine. After these brief and abortive investigations Grigori was all but forgotten by the Imperium and so it has been a long time since the planet has seen any real offworlder contact

To the people of Grigori, the Emperor is little more than a vague myth, worshipped as a half-remembered god. Visits by the Adeptus Astartes are a distant memory and details are vague, meaning that the Grigorians could not differentiate the sinister Night Lords who descended upon the world from the other Iron Giants of legend. Unlike the other space marines, the Night Lords saw exactly what they were looking for in the Grigorians’ low cunning and uncompromising, independent natures. Their trials of initiation were rigorous both physically and psychologically; in the end, only 3 aspirants were deemed worthy of being accepted into the 17th company. One of these aspirants was Azazeal.

A member of one of the death-cult tribes that had been seen as too extreme for loyalist Astartes recruitment, Azazeal was possessed of a ruthless cunning that allowed him to rise to prominence in the tribe by manipulating his rivals. Many underestimated him to their detriment – behind the scenes he was a ruthless assassin and his unnervingly suave exterior concealed a fearsome, almost sadistic fighting prowess that he could unleash without a moment’s warning. It was this that brought him to the Shadow Walkers’ attention. Commander Xorak brought Azazeal back to the Secutor for further study, seeing enough promise in him to perhaps make him a full Night Lord should he pass his next trial by fire. This trial was to accompany Comorant on his search for the Hourglass, and Azazeal has already proved his worth in situations where Comorant needs a subtle knife, or a human face to deceive the enemy.

WS 75 BS 71 S 69 T 63 I 73 Wp 76 Sg 81 Nv 80 Ld 78

Weapons: Power knife

Equipment: Blind grenade, 2 pts of armour on all locations except head

Skills: First strike, Persuade (see Tau Water Caste article)

Special Rules: Left handed

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Kira Loque - Rogue psyker

Concept art - http://lessprit.deviantart.com/art/Witch-29593405

One of Comorant’s first actions was a raid on the planet Dargaard, an infiltration made all the easier by the full-blown mutant uprising the world was currently suffering. Several firebrand inquisitors were in the process of putting down the rebellion, and purging all mutants, heretics and witches from the planet’s principal hives as they did so. Caught in the middle was Kira Loque, a citizen of Hive Secundus who had started to develop psychic powers in her early teens and had tried desperately ever since to conceal them from the rest of the hive. She exhibited these powers through a part of her soul manifested outside her body as a familiar, which took the form of a small snake and that she tried to pass off to others as a close pet.

Yes, in case you haven’t guessed I’m drawing on daemons from The Golden Compass here…

However, when the mutant riots spread through her quarter of the hive she and her family were cornered in their hab and Kira was forced to use her powers in self-defence, blasting several mutants to ashes. Unfortunately the incident was witnessed by many bystanders and captured on hive security tapes, and quickly came to the attention of the authorities. With the inquisition in the process of conducting a full purge of Hive Secundus, the Magistratum were not in the mood to be lenient; they summarily executed Kira’s entire family for harbouring a witch and handed Kira herself over to the inquisition, who quickly judged her latent abilities to be too dangerous and too unpredictable to risk developing. Kira too was thus scheduled to be executed when Comorant conducted a terrorist raid on the inquisition fortress. The Night Lords had been planning to free several captured mutant leaders to allow them to continue to wreak havoc, giving them more breathing room for future black ops. Unexpectedly they also found the now broken and embittered Kira. The Night Lords’ first move had been to knock out the primary and backup power generators, but as well as crippling the fortress defences and causing confusion among its staff this act also shut off the hexagrammic wards around Kira’s cell, and when attacked she retaliated with a psychic blast that severely injured one of Comorant’s team, causing the Night Lord to take pause. Seeing yet another potential weapon at his disposal, Comorant offered Kira protection and the chance for revenge against the Imperium that had betrayed her and murdered her family.


WS 43 BS 57 S 41 T 48 I 60 Wp 73 Sg 62 Nv 57 Ld 33
*
Weapons: None

Equipment: 2 pts of armour on all locations except head, Snake familiar (adds 20 to Wp when attempting to use a psychic power, generally stays wrapped round her arm so cannot be targeted separately - however every hit to Kira’s left arm has a 25% chance of injuring the familiar. Each time the familiar is injured Kira loses D10 Wp)

Skills: Wyrd Fireball

Special Rules: Left handed, Psi-track, Psychic Impel, Psychic Shield
*
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Tech-priest Dregor - Dark Mechanicus

Concept art - http://snazz-de.deviantart.com/art/Cyborg-22658526

At the time of the Great Crusade, the legions had all manner of auxiliary forces seconded to their command. The Night Lords 17th company was no exception and so at the time of its loss in the warp the crew of the Secutor included a number of tech-priests to perform research and maintain the Shadow Walkers armoury. Perhaps not surprisingly, Commander Xorak chose the more unorthodox and radical magi to accompany his fleet, ones who like the commander himself believed in using every weapon available to achieve victory. One of these was tech-priest Dregor, who specialised in studying arcane artefacts and the technology of the xeno species subjugated by the Night Lords so as to create even more deadly and terrifying weapons. Though most of these designs never made it past the prototype stage during the Great Crusade out of fear of reprisals from the Emperor and the orthodox Mechanicus, Commander Xorak has since decided that the time for such caution has passed. Dregor’s current field of study is the so-called Obliterator virus, which despite its warp-spawned origins fascinates him because it allows a carrier to absorb and recall mechanical devices at will. He sees it as possibly the ultimate fusion of man and machine and intends to acquire a sample for further research once he has completed his current mission. Dregor is currently attached to Comorant’s raiding team to provide heavy firepower and mechanical expertise.

WS 56 BS 64 S 50 T 63 I 67 Wp 71 Sg 76 Nv 61 Ld 65

Weapons: Shoulder-mounted Xenarch Death Arc, autogun mounted on right forearm, two autogun reloads

Equipment: MIU (Death Arc), bionic eye with motion predictor and motion sensor, Narthecium mounted on left arm, power armour on chest and arms,
carapace armour on all other locations except head

Skills: Medic

Special Rules: Right handed, +20% to any checks relating to using or disabling machinery, may not sprint
*
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There's several options with this line-up. Comorant probably will remain in the shadows until the big battles at the climax of a campaign, and several missions might feature just Azazeal and a bodyguard of unwitting pawns.

precinctomega
01-10-2008, 08:03
plenty of body armour suits include groin protection

Quite true, but the point I was - rather clumsily, I admit - making was that these are suited to those used to wading through combat or riot police, not to sneaky, gunslinging investigators.

EDIT - And you can find all of my characters, plus a bunch of other peoples', along with photos of the minis, at http://www.geocities.com/precinctomega/inquis/inquis.htm

R.

Im not saying1
01-10-2008, 11:01
Thank you for the replies, they have all been helpfull - And guess what, Farseermat, Count Dooku was who i modelled Navarr's character on. :D

For my next version im going to be toning down the characters a little, in particular the acoloyte. I dont have time to post the updates now, but i will a little later.
Thanks again guys. :)

Im not saying1
01-10-2008, 21:11
I thought of a concept for this group long before I even new of ][, so I also have al oad of background written up. But its craply written-up in my opinion so i'll leave it out for now.

Inquisitor-Lord Navarr

Changes: I lowered slightly his I, T, WS, BS, Wp and N. But his Ld has increased slightly. I gave him a variation of the acrobatic ability which is explained in his profile, but because of his reduced intitative I might not need it? I reduced the armour on his chest, abdomen and groin by 1 but I also made it reflective, in my concept art he wears really shiny armour on the of his whole torso (including the groin) but not the arms and legs, but I left it out before because I thought he had enough goodies already.

Concerns: The Reflective armour (too much?) and the master-crafted power sword. I wanted to include these as part of Navarr’s background states he was from a very rich and powerful family, and so would easily be able to get a hold on items such as these.

WS-97 BS-61 S-60 T-57 I-64 Wp-80 Sg-90 Nv-81 Ld-95
Navarr is right handed
Special Abilities:Leader, First Strike, Feint, Swordsman*
Psychic Abilities: Gaze of Death.

Equipment:
Walking Cane (Force Rod), Master-crafted Power sword, Plasma Pistol, Advanced Bionic (Right) arm, Advanced bionic eye with incorporated infra-scope and auspex, 5 pts points of reflective armour on chest, abdomen and groin (I would prefer to keep the groin armoured in this one), arms and legs are covered by a heavy coat (2 pts), Conversion Field.

* This represents Navarr’s ability in a duel to sidestep or dart around his enemy’s attacks to strike at them from behind or at their flanks. Counts as the “acrobatic” special ability. Of course, as Navarr is far from acrobatic, in certain situations such as fighting an enemy while balancing on a wooden beam or on a narrow ledge where it would be impossible to do so, he can’t use this ability. The GM decides when situations like these present themselves.
_____________________

Interrogator Cyrus

Changes: I’ve reduced his BS by 14 and his Sg by 13, I have also slightly reduced his T, WS and I. He has 4 reloads for his pistols instead of 6.

WS-62 BS-70 S-65 T-69 I-74 Wp-72 Sg-64 Nv-79 Ld-75
Cyrus is ambidextrous
Special Abilities: Deadeye shot, Gunfighter, Fast Draw, Quickload, Dodge, ambidextrous

Equipment:
Twin Bolt Pistols* with 4 reloads, power knife, Carapace armour on chest, Abdomen and flak armour on groin, legs and arms, 2 frag grenades and 2 smoke grenades.

*These bolt pistols have been designed for use as a pair by a normal human, they are the same as a bolt pistols except they do damage 2D10 and thier weight is only 20 each, and their magazines can only hold 8 shells each. But they have an accuracy bonus of +5% to show how they’ve been specially designed for gunslingers and duelling.
_____________________

Kasrkin Sergeant-Major Karlson

Changes: I have reduced his WS, S and T slightly. But I have also slightly increased his Wp. I have also increased his Nv by 7 so that he is the fearless frontline sergeant I envision him to be. I have replaced his power sword with a chainsword to make him more shooting orientated, but still able to handle himself in CC, I also thought that power weapons on so many of my characters in a warband would be too much.

WS-68 BS-79 S-65 T-63 I-71 Wp-70 Sg-65 Nv-85 Ld-80
Right handed
Special Abilities: leader, Rock-Steady Aim, True Grit

Equipment: Meltagun with reload, Hellpistol* with rangefinder, chainsword, Carapace armour on all locations, closed helmet with incorporated gas mask, medipak, A pair of Advanced bionic legs and right arm. 3 Frag grenades.

*Same as laspistol but does +3 damage in addition.
____________________

Changes: I have dropped Lucien’s BS by 7 and his S by 2. That’s about it.

*Concerns: None in particular.

Lucien the Crusader

WS-74 BS-60 S-66 T-64 I-74 Wp-71 Sg-60 Nv-80 Ld-76
Right handed
Special Abilities: Force of Will, Nerves of Steel.
Exotic Abilities: Word of the Emporer.
Equipment: Power Sword, Automatic combat shotgun with range-finder, 15 executioner shells, laspistol, Suppression Shield, power sword, Carapace armour on all locations except head and arms which are covered by heavy robes, 2 frag grenades.
-----------------

Ive descided to drop the psyker, he never really played a huge part in thier background anyway. So how's that? A bit more reasonable?

And thank you for posting your warband Farseermat, as i've never even played a game of ][ before im not one to give critiscism, though the characters look interesting.
Anyway, from now on im going to go to the conclave for advice on inquisitor though I will come back to review this threads anyway. I've been lurking around there for a while now, so thank you for helping me make my warband less of a laughing stock than it would have been when I first posted this thread :) . I beleive Precinctomega uses that forum aswell, so i hope to see him around. :P

Zhai Morenn
06-10-2008, 06:46
I'm pretty new to Inquisitor myself, so it's hard for me to say. The Inquisitor seems a wee strong in the WS, but then again he's supposed to be a master swordsman so I await further input in that regard. The others look solid to my newbie eyes except that the sarge has pretty high WS and BS both, but then again that could fit too. Still it looks like a really interesting warband and I look forward to hearing about their battles.

As for your new Chaos band, Farseer Matt, I like all of them. They all have a nice detailed background but don't seem to overdo things. Then again I love how you tell the story of your campaigns so I'm probably biased lol.

Im not saying1
07-10-2008, 21:15
ive tonned it down a little more since then. But I dont feel like putting up the new version at the mo. Maybe later.

precinctomega
08-10-2008, 10:35
Why not share your concept art? And let us know how you plan on modelling these guys.

Come join us at The Conclave (http://www.the-conclave.co.uk) when you're ready for more detailed feedback.

R.

Im not saying1
08-10-2008, 13:11
Im waiting for the admin to mail be back so i can join already! ;) But unfortunately I dont have access to a scanner or copier, and i lost my camera - Which im still really peaved about. Any way, later is now!

Inquisitor-Lord Navarr

Inquisitor Lord Navarr Oreano was born into a very rich and respected family who governed over a large hive-world called Vornn III, along with several agri-worlds in the Western Fringe with an iron fist, bordering on tyranny. Of course, as it was a particularly large hive-world there was a large population of criminals and scum.
There were many assassination attempts and assaults on the Oreanos’ palace itself by several large gangs. So Navarr’s parents had him trained to fight from a very early age, having him regularly exercise in the courtyard, practise marksmanship with a pistol, and in particular, the ability to dispatch any assailants with a blade.
Just before he reached the age of 16 the hive world was assaulted by a chaos sorcerer at the head of a legion of traitor imperial guard, bolstered by a number of chaos marines from the fallen Red Corsairs chapter. Navarr was one of the only survivors left on the world. In the aftermath, the planet was left devastated, it’s population of 20 billion was reduced to less than a million, it’s huge buildings and towering spires left in ruins.
From afar, Inquisitor Kaeron who had come investigating the distress call from this world was observing Navarr from afar, who was being pursued by what was left of one of the hive-gangs that had a particular disagreement with his family. He quickly intervened when they trapped him at the dead end of an alleyway. The Hive-gangers died as heavy bolter fire from his servitors tore through their bodies.

Navarr chose to forgo his skills with a pistol in favour of the skill of swordsmanship, Kaeron, who was a fine swordsman was an excellent tutor for him. During his time as Kaeron’s apprentice he also discovered that he possessed psychic powers, though he harnessed them, he never pursued mastering them further. Navarr stayed as his acolyte for nearly 20 years before being granted the rank of full inquisitor.
With the considerable wealth left to him by his family, Navarr was able to get a hold of a lot of potent wargear and henchmen.
Navarr earned himself the friendship of many of the Imperium’s most respected inquisitor lords, particularly with the infamous High Inquisitor Torquemanda Coteaz. During this time he was before he was given the status of Inquisitor lord, he was well liked among his peers, and many considered to be an honourable and good-hearted man. Slowly though, the considerable power gifted to him by the rank of inquisitor was starting to get to his head.
At the age of 80 he was granted the status of Inquisitor lord, this did nothing more than accelerate his downward spiral. On more than a few occasions he has murdered other inquisitors spying on rogue traders or cults who were suspected to be harbouring highly prized xeno or warp-powered weaponry, only to personally orchestrate an attack on them and stealing their incredibly valuable stash for himself and his warband, before carefully covering up any evidence that could lead any investigators back to him.
For the time being he has been able to mask his actions, any suspicions others have had have been crushed by his fading, but still considerable influence.
At the age of 168 he is now considered abnormally ruthless, even sadistic by other inquisitors. Many of the good opinions his peers had for him and his honour have now vanished as the years wore by, though he is careful to maintain his old friendships with Coteaz and the few other high-ranking inquisitors that still hold him in high regard.

Concerns: The Reflective armour (too much?) and the master-crafted power sword. I wanted to include these as part of Navarr’s background states he was from a very rich and powerful family, and so would easily be able to get a hold on items such as these.

WS-96 BS-60 S-53 T-52 I-64 Wp-83 Sg-90 Nv-78 Ld-85
Navarr is right handed
Special Abilities:Leader, Feint
Psychic Abilities: Gaze of Death.

Equipment:
Walking Cane (Force Rod), Master-crafted Power sword, Needle Pistol with 3 reloads, Advanced Bionic (Right) arm (S-90), Advanced bionic eye with incorporated infra-scope and auspex, 5 pts points of reflective armour on chest, abdomen and groin, arms and legs are covered by a heavy coat (2 pts), Conversion Field.
_____________________


Was discovered in a similar fashion to Navarr. At the age of 15 Cyrus had already fully developed, and could easily pass for a 20 year old. On his home-planet, the hive world Avellorn, he was already a very skilled thief. The gang that he worked for specialised in dirty dealing and selling stolen or illegally acquired goods. Cyrus’s job was to steal samples of potentially valuable goods his gang where planning on stealing right under their enemies’ noses. And then taking it to his them to check authenticity/ quality etc.
Though not the expert he is now, Cyrus was still confident with firearms at this time, and could easily handle himself in a fist fight, as he was already tall and very strong, even without the training he would undergo as a trainee inquisitor.
One time he was caught in the act of stealing a stash of highly advanced digital weapons, the rival gang immediately began to pursue him, unwilling to let their valuable goods go.
Navarr who had been discussing a price for some of the digital weapons that Cyrus had stolen also followed, but he was discrete about it.
Though the majority of the gangers avoided them, he was amused to see some of them being fooled by traps he would have recognised in an instant, but some were also surprisingly cunning. It soon became clear to Navarr that the simple traps were a ploy to lure the gangers into underestimating him, the gangers never seemed to realise this. Soon only half a dozen of them were left and they had caught up with him.
The gangers, unwilling to risk destroying their precious digital weapons, closed in on him, only taking shots at Cyrus from close range. Shooting two of them dead with his autopistol, Cyrus eventually was shot in the leg. Falling to the ground, his auto pistol was kicked from his grasp.
He was hauled to his feet and searched, after extracting what they needed the lead ganger flung him to the floor again. At this point Navarr intervened, dispatching three of them with his plasma pistol and practically incinerating the remaining one with a storm of dark lightning.
The mysterious individual gave him the opportunity to repent his sins and serve under him as a warrior of the Emperor. Upon hearing shouts from another mob of vengefull hive gangers, Cyrus promptly agreed to become Navarr’s acoloyte. Now, 16 years later at the age of 31, he is now a skilled but headstrong warrior, and has learned much from his master.

Interrogator Cyrus

Changes: I’ve reduced his BS by 14 and his Sg by 13, I have also slightly reduced his T, WS and I. He has 4 reloads for his pistols instead of 6.

WS-62 BS-70 S-65 T-68 I-72 Wp-72 Sg-64 Nv-78 Ld-78
Cyrus is ambidextrous
Special Abilities: Hipshooting, Gunfighter, Fast Draw, Quickload, Dodge, ambidextrous

Equipment:
Twin Bolt Pistols* with 4 reloads, power knife, Carapace armour on chest and Abdomen, flak armour on groin, legs and arms, 2 frag grenades and 2 smoke grenades.

*These bolt pistols have been designed for use as a pair by a normal human, they are the same as a bolt pistols except they do damage 2D10 and thier weight is only 20 each, and their magazines can only hold 8 shells each. But they have an accuracy bonus of +5% to show how they’ve been specially designed for gunslingers and duelling.
_____________________



Ex-Kasrkin Sergeant-Major Karlson

Karlson was a highly experienced Sergeant-Major in the Cadian 8th. He had spent a huge amount of time on the front line and had the scars to prove it, over the years had been the vicitim of many an enemy’s gun and sword, both his legs and his right arm had been replaced by crude, low quality bionics. Though he was quite respected he had a problem with drink, he would often fly into drunken rages, beating up his own soldiers.
He faced many enquiries about these incidents, and each time he apologised and said he would never do it again.
However, one time when his commanding officer called him up to interview him about another incident, he told him that he was going to be thrown out of the army. Karlson, still not entirely sober, responded by grabbing the young captain by the throat and threw several punches at him before breaking his arm. Guards burst into the room at the sound of the commotion and restrained him while the spluttering officer charged him with a court marshal, the penalty for assaulting an officer. He would be executed at the same time the very next day
Inquisitor Lord Navarr had requisitioned his company to aid him in purging a chaos cult of Tzneetch on a nearby planet in the Cadian system.
Luckily for Karlson Navarr was present at his execution, and, unwilling to let such an experienced warrior of the emporer be executed by his own men, stopped the execution.
He took him into his own warband, first replacing his crude bionics with much more advanced equivalents, and also had his liver genetically modified so that the alcohol would have little or no affect, however much he drunk.
Now, having reached the grizzled age of 73, he has been part of Navarr’s warband for 17 years, putting his meltagun to good use.

WS-65 BS-76 S-65 T-63 I-70 Wp-70 Sg-65 Nv-85 Ld-90
Right handed
Special Abilities: leader, Rock-Steady Aim, True Grit

Equipment: Meltagun with reload, Hellpistol* with rangefinder, chainsword, Carapace armour on all locations, closed helmet with incorporated gas mask, medipak, A pair of Advanced bionic legs and right arm (S-80). 3 Frag grenades.

*Same as laspistol but does +3 damage in addition.
____________________

Lucien the Crusader (he is new and i havnt properly incorporated him into my background yet).

WS-74 BS-55 S-66 T-64 I-74 Wp-71 Sg-68 Nv-80 Ld-82
Right handed
Special Abilities: Force of Will, Nerves of Steel.
Exotic Abilities: Word of the Emporer.
Equipment: Power Sword, Automatic combat shotgun with laser-sight, 15 executioner shells, laspistol, Suppression Shield, power sword, Carapace armour on all locations except head and arms which are covered by heavy robes, 2 frag grenades.
____________________________

Askil the Undecided
20-10-2008, 14:09
Too much carapace! (far too much)

Too many High end weapons! (2 Boltpitols, 3 power swords, 1 power knife, 1 needle pistol, 1 Meltagun)

Force of Will and Nerves of Steel combo! (if you're too lazy or stupid to use the psychology rules don't bother playing because it'll suck)

The least important member of the group having two power swords! (Just awesomely flawed logic)

Why does your broken down ex-drunk have leader? (the mind boggles)

Executioner shells! (why? they're no fun at all and destroy the point of having a shotgun)

Sacks of advanced bionics! (No! Fail!)

The reason these things are silly all come down to the grim darkness.

You remember the grim darkness right?

It's the part of the 40k universe that basically states: "everything sucks you're all gonna die. Nobody can or will help you, get used to it."

Knowing this one realises that it's not about what you can afford to buy but what people are willing to sell you or the few things they have for sale.

Basically no matter how much wealth you throw at the mechanicus they could refuse to lend you a pen to write out the requisition order for a paperclip, on the flipslide they might just gve you a free bionic uber-specially advanced leg because they happen to want to see if it'll work or fry you to death when it turns on.

In short power weapons should generally be about one a warband due to how horrifically rare they are as should bolt weapons unless there is an extremely good reason written into their background. In nearly 5 years and 20 characters of inquisitor I have never used a melta weapon because they are so stupidly deadly that nobody would ever play me twice. I have used one plasma weapon once and that nearly caused a campaign to end abruptly catastrophically derailed with three of the main player characters seconds from death.

MarcoSkoll
24-10-2008, 14:41
Too many High end weapons! (2 Boltpitols, 3 power swords, 1 power knife, 1 needle pistol, 1 Meltagun)
This I completely agree with. I completely avoid bolt and power weapons myself these days because they're just too powerful, and not that characterful.

I had one game where my opponent thought it would be fun to have a Psycannon, which he then used on my mildly psychic Inquisitor who ended up very dead. Fortunately, this was a game we were playing out of context for me to demonstrate that his warband was over the top, so my Inquisitor wasn't forced to endure the penalty permanently. :rolleyes:

If you absolutely must take them, limit yourself to one bolt weapon (which should really be limited to just one reload at most, ammo is rare), and one power weapon per warband. They are rare and should be treated as such.

Consider replacing the twin bolt pistols with revolvers, stubbers or even autopistols - the modifications to the bolt pistols are meant in good faith, I know, but they're still pretty powerful.
Taking something else won't render your character unable to do damage, but neither you won't spend your time killing off entire warbands.


Force of Will and Nerves of Steel combo! (if you're too lazy or stupid to use the psychology rules don't bother playing because it'll suck)
When I was more or less randomly generating the stats for my warband, I deliberately re-rolled these abilities when they came up, except for one character where I thought NOS was sort of appropriate.

I also tried to avoid doubled skills. An Inquisitor doesn't recruit people to his warband because they can do the same thing as someone else, he has them there because they do something entirely different.

Finally, I deliberately always re-rolled Hipshooting. In real life, there is absolutely no way this ability is in the slightest possible.


Too much carapace! (far too much)
I would suggest a look at the Encumbrance rules on this matter. It helps control too much equipment - and should your GM decide to spring them on you, your characters are going to be bogged down under a ton of speed penalties.


Sacks of advanced bionics! (No! Fail!)
My reckoning on this is that exotic equipment is just that, exotic and unusual.

Really, there should be no more than 2 or 3, at most, exotic items in a warband. If I'm GMing, I may allow a break for a character to have an exotic grenade; or something that's more characterful, but less powerful - say, a force or rune weapon over a power weapon, but remember this important thing:

Inquisitor is not about winning, it's about playing. If you take a powerful warband, then if your opponent has a weaker warband, you'll kill the lot of them, end of campaign, no fun.
If he takes a powerful warband too, they'll be a match for each other, but you'll both end up with lots of heavily injured characters, because in the 40K universe, the weapons exceed the armour - power comes from dealing damage, not from being able to absorb it.

However, if you both take modest warbands, sure they'll take injuries, but a stubber wound is not as harsh as a bolt wound - but they'll both be a fair match for each other, and you won't need a new character every fortnight.

Figure this way. If you're adding something, give yourself some reasons why you're giving that person that power, skill or equipment. Also come up with some reasons why you shouldn't.

If those reasons are like the following:
1) because it's really characterful and fits with the fluff (an Inquisitor having a bionic eye because he lost his old one fighting his dæmonic nemesis)
2) it entirely makes sense for a character of this type to have this equipment (say, an Arbites with a shotgun or a Tech priest with Mechadendrites)
3) It's just very cool, and will make for bits of story all the players will enjoy
4) It's something the character absolutely has to have to be able to function - a first weapon for example.
Mark them up as good reasons.

If it reads like:
1) Because it's powerful
2) Because I'm covering for a weakness in my warband (warbands are meant to have weaknesses, things the GM can exploit to make you work harder)
3) I might need it (Consider that Inquisitors only have the time for the things they will need - a dæmon hunter might carry silver bullets, but an alien hunter wouldn't, as he doesn't need them for his job.)
Those are bad reasons.

If the good reasons do not outnumber the bad reasons, then ask yourself again why you're adding it.

Also consider some negative abilities. I have a character who has quite a lot of bionics because she was hit by a mutant terrorist bomb (actually, she was a character I drew years back, then decided would make a great =I= character, the mutant terrorist bomb was a later addition) - but the point here is that's a lot of weight. As such, she pays for the boosted strength and such by having penalties to stealth and swimming.

The other thing about this character is that I decided to try something new. As such, I added the Soulmate ability from Ben Dell's Love article in FO 50, tying her to my Inquisitor.

This is sort of a neutral ability. It provides a link between the characters which could be useful, but equally, it creates some interesting (but not necessarily goal beneficial) roleplay - does my Inquisitor complete the mission, or does he chase after the thugs who are running off with his love?

This also provides a good explanation as to why the Inquisitor spent considerable resources having her repaired with bionics so she could continue to be with him, rather than looking to replace her with someone with a similar skill set. It all fits together you see, and also prevents my Inquisitor from just being a ruthless and cold bastard with nothing other than the mission in mind.

Like I said, it's not about winning, it's about playing, and being the characters.

precinctomega
24-10-2008, 15:27
Well, first of all I'm happy to report that "I'm not saying1" is now over on the Conclave, where this concept has been toned down substantially. However,


I completely avoid bolt and power weapons myself these days because they're just too powerful, and not that characterful.

I have to disagree. The weapons are perfectly characterful for a character whose background suits them. An inquisitor who expects the best shouldn't go armed with anything else unless he's got a good reason to do so (of course, coming up with a good reason not to have a bolt weapon/powersword combination is strongly encouraged, but that still doesn't mean that an outright ban is appropriate.

The "power" of any given character is only meaningful when measured against his objectives. I often GM games where the least "powerful" character wins because, without the ability to go ploughing through everything like a tank, he keeps his head down, focuses on his objectives and doesn't get distracted by the prospect of a good scrap.

R.

MarcoSkoll
25-10-2008, 00:36
Well, first of all I'm happy to report that "I'm not saying1" is now over on the Conclave
Yeah, I tried registering for that a good two and a half months back under the same name I used here, still no validation to date.
I've had long waits for registration before, but never this long. I've tried what I can to get in contact with people, but all the alleys are blind I'm afraid.


I have to disagree. The weapons are perfectly characterful for a character whose background suits them. <SNIP> of course, coming up with a good reason not to have a bolt weapon/powersword combination is strongly encouraged, but that still doesn't mean that an outright ban is appropriate.
By no means I am I saying they should be banned completely, but I avoid them because I feel it doesn't help generate a character's... well, character.

Giving a character a custom stubber or revolver with a couple of tweaks to make it a little more interesting than giving him a bolter - for example, my Inquisitor sports a stubber that has a +5% Acc bonus and +1 Damage, but -3 to magazine capacity, and a weight of 25 (with it's suppressor and sight). Obviously a little more "powerful" than the basic stubber, different enough to give it a modicum of zest, but not enough change to unbalance it.

That's the way my group tends to play - if you want a little more "power", you have to give up something, in this case ammo capacity and weight.


The "power" of any given character is only meaningful when measured against his objectives.
I entirely agree, but if one warband comes along with bolters and plasma guns looking for a firefight, then any other warband present doesn't have much choice in it.

precinctomega
25-10-2008, 09:16
Yeah, I tried registering for that a good two and a half months back under the same name I used here, still no validation to date.

Our technical administrator is AWOL. Email me your user ID and I'll have it activated.


but if one warband comes along with bolters and plasma guns looking for a firefight, then any other warband present doesn't have much choice in it.

Ooh, good inspiration for a scenario! I'd also like to add that the new rules for Persuasion and Intimidation in the INQ2 rules give players rather more options in such a situation. If you want to know more about INQ2, email me that user ID.

R.