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Aun'aart'al
18-03-2007, 21:02
I've never played a single game of Inquisitor, however, the depth of information you're required to have has me interested in itself :D I enjoy playing games with this much detail and information in it. Anyway, like it says in the title, I'm new to the game, and I would like to play as a Space Marine, having him from my own chapter (details in signature). The character I have in mind would be the captain of the first company, however, he would not be in terminator armor for two reasons; 1. I don't think there's an =][= model in termie armor :p 2. I hear SM's are hard enough to kill as-is, so making him god-like would just ruin the game for everyone, and I myself then wouldn't have any fun. Most of his body I have decided to be bionic replacements after a conflict he took part in against Orks of a so far unnamed Warboss. Once you check out the details I have for him so far, I would appreciate it if you could critique him, his stats, wargear, and if you could, suggest some things to explain what may have happened during that fateful battle? Honestly, I'm stumped. I have the beginning and the end in mind, I just don't know the middle :p but when you're checking out his gear, keep in mind his position within the chapter, but if you can explain why he shouldn't have this or that with good reason, you'll hear no problem out of me

precinctomega
18-03-2007, 21:33
Good God-Emperor - NO!

*Ahem*

I will attempt to be constructive and helpful, but you'll have to allow me to get the amount I am appalled by this character off my chest to start with:

1) He has no stat less than 120. This basically means he will never fail anything. Ever. Why bother giving him Nerves of Steel? He has Nerve of 205, for heaven's sake!

2) He has the best ranged weapon, second best melee weapon (what, no Frostblade?) and the best armour in the game. He will mince everything he hits and never ever be damaged by anything. His Toughness of 205 means that in order to do more than one leve of damage, any hit will have to inflict 22 points of damage, which means he could take a full bolter shell to the face and have nothing worse than a ringing in his ears. And he has a helmet.

3) He has psychic powers. Why give him Terrify? He's already terrifying! Who would stay within 100 kilometres of this guy if they knew he wanted them dead?

Okay, I've got that off my chest. Now the constructive stuff:

As a beginner, you've noticed that the game is a tad complex. It has the basic rules (pretty complicated in themselves), the special abilities, psychic powers, different weapons, armour etc. A character like this one would normally mean that you spend 75% of your time referring to the rulebook and only 25% actually playing the game. Of course, that's less true for this character because you never have to check whether he's hit something (he has) or been hurt by something (he hasn't). But the principle is sound.

I generally recommend that players start with someone barely out of the Underhive. They have low stats, rarely more than one or two abilities, no psychic powers and probably nothing better than flak armou and a couple of stubbers or revolvers. This sort of character is the one that teaches you important lessons (like "bolt rounds should hurt when they hit you"), as well as being a good way to ease in to mechanics like reloading, parrying, dodging, recovery and other important mechanics which, frankly, a space marine never has to worry about all that much.

As well as which, there are few scenarios in which a gunslinger isn't appropriate - he can hire out to practically anyone and might even aspire to become something greater one day, if he lasts long enough.

For more tips and hints on how to play INQ, follow the link in my sig and go to the FAQ.

And please, in the name of all that's holy, delete the file attached to this thread and pretend that it never existed. Space marines have their place in the game (see the relevant thread for more on that), but this monstrosity must be destroyed at birth and never again released to the sight of mankind.

Thank you for your attention.

R.

Dyrnwyn
18-03-2007, 22:34
Yeah, I'm gonna echo Precinctomega here. What you have built is a twink. He can't be hurt by a shot that does less than 32 damage, a difficult value to get when the majority of characters carry around autoguns and lasguns which cap out at 12 and 14. A punch from him does an automatic 30 damage, and if he's hitting with that power axe, he's doing at least 37, possibly 64 damage in a single stroke. This Marine is powerful enough to hit someone once with his power axe and put someone unconcious if he rolls badly. If he rolls well, he could kill a Desperado or similar character outright. Not to mention the fact that he can practically auto-pass all stat checks, and all his abilities.

A couple of guidelines for Inquisitor I've found useful:

Your first character should be something simple. No psychic powers, no exotic or legendary equipment; maybe one rare item, depending on what it is. No more than three talents, and no exotic abilities at all. If possible, take only two talents.

Don't try for something completely awesome your first time out. Roll up a Mutant, Desperado, or Priest. I highly recommend a Desperado; that was my first character and I had a blast. Taught me the value of aiming and the neccesities of cover.

Attach yourself to someone else's warband. Don't try to run one yourself at first, just play as a member of someone's retinue. That's how we ran my first camapign; everyone but two people had only one character; and we ran the two warbands in opposition. It was easier for someone just starting, since you only have to learn all the rules for one character, and more experienced players can help you out.

inq.serge
18-03-2007, 22:41
I Agree with PO.

This guy is better then my wulfen lord. And my Wulfen Lord has 2 Frostblades! And a bike!

In a fair* fight, he could have a chance to beat Emelie! (* Emelie is almost only beatable in dirty fights, AKA Partisan/Guerilla warfare city-fights). (New rule of the thumb. If it could have a chance beat Emelie in a fair fight, the no, that char. is to mighty)

I you want a marine that's fun, the have one that the GM can give strange orders for. I.E.

*Your dark angel has heard rumors about "The Voice", try to find Inq. X and Inq. Y to get info. (You don't know who Inq. Y is, And Inq. X want Inq. Y dead, and Y wants x dead, you want both alive, and kill them later.)

* Your X chapter marine needs to find a x chapter relic.

* Body guard mission.

*The most difficult of them all for a marine. Not kill stuff.

[thinking of unimportant fact]Lord Pilos (My main Inq.Lord) could beat him in cc, but only when he has taken of his coat/hat/sunglasses and is armed with his Frostblad and Bloodrain. And thats only because he's almost insane.[/thinking of unimportant fact]

Catferret
19-03-2007, 01:15
Oh. Dear. God. :eek:

Why would his WS and BS be almost double that of Captain Artemis? Tone his stats down to something closer to Artemis's stats. All of them! Bionic arms aren't going to be as good as you have made them. Advanced ones should only really bring a Marine back to his normal Strength IMHO. Keep them for the background but drop his Strength back to around 200 before his Power Armour Bonus.

Far too much ammo. If you really must have a Stormbolter then it only gets one load of normal ammunition. Not the hundreds you have.

Remember, just because you think you'd have fun with that character, doesn't mean the other players will...

Weregerbil
19-03-2007, 01:21
Arrrrghh my head what why noooo! Just no no no. Thats just crazy stats.

CaptainSenioris
19-03-2007, 01:32
I suppose if you are fighting against a squad of marines he could work but in normal games of Inquisitor you and your opponents will have no fun and why play inq with that many 20 marines when you could play 40k.

Create your model by all means, I personaly have made a justicar for inquisitor which I've never used just because I love the model.

Find some inquisitor players in your area and try to convince them to take you under their wing but don't expect your space marine to get allowed in any game or campaign it simply won't happen.

Aun'aart'al
19-03-2007, 02:53
I'm rather surprised at the open hostilities towards my first attempt? If you think I randomed those stats that my character has, than you are sadly mistaken. I took stats that I found in pdf files supplied by Games Workshop itself, Space Marine characters used specifically for Inquisitor! If you think I randomed those stats, than why didn't I just give my character 700 strength? He Is a Space Marine after all..

As I said, this was my first attempt at making a character, so the ammunition, for example, I cannot see a Marine making it through a battle with only a single reload clip for his weapon, and perhaps Maybe a sword, if he's the right rank or position in the chapter. I will have no problems thinning out his ammunition, even taking out entire selections of special reloads.

His sword? I have only read or heard of Marines carrying two types of swords; Powerswords, and Chainswords. Chainswords, I feel, are just too "plain," overly used, and worn out. They are not exotic enough for a Space Marine, IMO. (not to say I'm not open for suggestions)

Captain Artemis? Never heard of him, and so I don't think I would have seen his statistics, either.

His psychic abilities are just a bonus, they are not imperative to his character, more.. fluff-related brought into the game. I can remove them.

now, I have been given constructive critisism, however it was more desperate than anything else. I appreciate those that did not spit their drink right away when they read my character, all that I ask is that people understand that I do not know any better in this game, I have never played, and I am reading what I can and trying to understand what I can, but just realize that I am bound to make mistakes, so there is no need to be upset.

redbaron998
19-03-2007, 03:14
Its just that SMs dont mesh with Inquistors and isnt really fun to do.

Aun'aart'al
19-03-2007, 03:21
Its just that SMs dont mesh with Inquistors and isnt really fun to do.

that's not true, what about the Grey Knights, or Deathwatch? Witch Hunters? You make it sound like the Inquisition wants nothing to do with the Adeptus Astartes?

Ivan Stupidor
19-03-2007, 03:30
Captain Artemis? Never heard of him, and so I don't think I would have seen his statistics, either.


Artemis is the sample Space Marine in the Inquisitor Rulebook. His stats and rules are right beside the GW-suggested Space Marine stats. The rulebook is available in two parts on the Specialist Games Inquisitor site; the character stats are in the second part.

I'd also check the Gav Thorpe's article on how to use Space Marines, which is also on the Inquisitor site. (Unfortunately, it seems to be down right now.)

precinctomega
19-03-2007, 08:27
Captain Artemis? Never heard of him

Then I recommend that you finish reading the rulebook before designing your first character. Most people consider the sample characters given (Artemis is one of these) to be somewhat on the high side for really good play. Your first attempt is far, far beyond even these.

Sincerely, do NOT start playing INQ with a Space Marine unless you really want to set out being bored and frustrated by a game. If you want to start with just the one character, start with a Desperado. The closer his stats are to the human norm (about 35-50), the more fun you'll have.

When you get comfortable with the rules, then you might consider a more complex character, such as a tech-priest or inquisitor. And only when you really understand the impact that a marine can have on the tabletop should you consider using one. It's a bit like the distoring effects of mass and space. A Desperado is a moon, an inquisitor a normal planet or gas giant, depending on stats and kit. A marine is a sun - everything in the game will revolve around his existence unless you're very careful!

R.

Charax
19-03-2007, 13:12
Oh surprise surprise, a new player using a Marine.


I'm rather surprised at the open hostilities towards my first attempt?
I'm not.


If you think I randomed those stats that my character has, than you are sadly mistaken.
Yes, if you'd generated them randomly they'd be within reasonable limits


I took stats that I found in pdf files supplied by Games Workshop itself, Space Marine characters used specifically for Inquisitor!
Care to point them out? I don't ever recall seeing an Initiative 180 space marine in any official material.


If you think I randomed those stats, than why didn't I just give my character 700 strength? He Is a Space Marine after all..
And space marines have a statline in the Inquisitor rulebook. One you've exceeded in every single way. Yes, "He is a Space Marine after all" that's precisely why Space Marines make the worst starting characters.


As I said, this was my first attempt at making a character, so the ammunition, for example, I cannot see a Marine making it through a battle with only a single reload clip for his weapon, and perhaps Maybe a sword, if he's the right rank or position in the chapter.
I doubt it's the ammunition people have a problem with. I would imagine it's more to do with the fact that, with a ballistic skill of 135, he doesn't need much ammo. Certainly not 80 Metal Storm rounds for his Stom Bolter.


I will have no problems thinning out his ammunition, even taking out entire selections of special reloads.
Probably a good idea, but his equipment is a minor problem when compared to his characteristics.


His sword? I have only read or heard of Marines carrying two types of swords; Powerswords, and Chainswords. Chainswords, I feel, are just too "plain," overly used, and worn out. They are not exotic enough for a Space Marine, IMO. (not to say I'm not open for suggestions)
And this would have nothing to do with the fact that Power Weapons do far more damage than Chainswords, would it?


Captain Artemis? Never heard of him, and so I don't think I would have seen his statistics, either.
Then you haven't read the rulebook. One usually considers this a prerequisite for playing a game.


His psychic abilities are just a bonus, they are not imperative to his character, more.. fluff-related brought into the game. I can remove them.
"A Bonus"? Why in hell does a strength 355 marine with a Storm Bolter need a "bonus"?

All the complaints basically boil down to two things:
1) You have not read the rulebook well enough. This is why you do not know the limits of the Marine statline, this is why you do not know who Artemis is and this is why you consider Speed 10 to be reasonable.
2) Why on earth would the captain of the first company of a chapter of Space Marines be taking part in the small-scale skirmishes represented by games of Inquisitor?

Rabid Bunny 666
19-03-2007, 16:49
Its just that a SM is too hard for Inquisitor, and the line up your guy has got wouldn't really work (unless a GM was using it to enforce rules)

Just use a basic Gunfighter with pistols, you'd be surprised how much Twin autopistols can rip up.

Dyrnwyn
19-03-2007, 23:21
that's not true, what about the Grey Knights, or Deathwatch? Witch Hunters? You make it sound like the Inquisition wants nothing to do with the Adeptus Astartes?

I beleive he was talking about the Inquisitor rules system, not so much Inquisitors in general. But even in general, Inquisitors are like detectives, Space Marines are like SWAT or Special Forces. Yes they are part of the same system, and they do have dealings with each other, but detectives rarely have fully geared SWAT operatives trailing them around.

To reiterate; Space Marines in Inquisitor are overpowered. So much so that many campaigns simply exclude them rather than attempt to balance them. On top of this, your Marine has stats far in excess of those of the exemplar Space Marine in the rulebook. Captain Artemis only has two stats over 100. Your Captain Cerberus has one stat under 130, AND psychic powers. That's why everyone is recoiling in shock and horror from Cerberus.

You haven't played the game at at all, and from the looks of things, you haven't read the rulebook too carefully either. Follow everyone's advice and roll up a lesser character actually using the character creation rolls in the back of the book. I don't see how you could have possibly got the stats Cerberus has by using any .pdf's on the Specialist Games site or using the rulebook. Once you've rolled up a new character and played a few games, you'll understand just how horribly broken Captain Cerberus is.

Scanno
20-03-2007, 02:35
Not much I can say that hasn't been said:

Read the rulebook. All of it. Twice.

Get a GM who's played before, and GMed before to help you design a character.

Listen to people's advice without being horrified that they don't like what you've written; as pointed out before, your character exceeds all of the often complained about space marine stats given in the book. And he has psychic powers without being a librarian. With those stats and skills the only way I can see him existing is as a Daemon Prince destroyer of worlds, not as a marine captain.

And some background questions: Why is a chainsword too common for your marine? Most of them only ever fight close combat with a knife. Why is the Captain of the 1st company of a chapter wandering around in an Inquisitor campaign instead of leading his terminator squads to victory and advising his chapter master, as the usual roles of such an individual would be?

ps, the link to your chapter's background is broken it leads to a forum.

Imp of High Noon
20-03-2007, 08:01
Hmmm, don't feel too beat up matey, my first character was along these lines too. It's easy to see all the wargear and get carried away, they wouldn't print it if they didn't want us using it surely... Mine was an inquistitor, toting about a dozen psychic powers, advanced bionic this and that and a suitably epic background that would have made Quixos think twice.

Personally I don't think space marines should ever be used by players, in order to do so they would need to be balanced, which I would disaprove of as well, Space Marines are Gods of war and Inquisitor reflects this.

Basically, Less is more. The more human your character is, the more you will enjoy playing him. The defining moment of my inquistor's (not the uber one) career was his death at the hands of his "peers" (Hah!), course I decided he was way too cool to die, added his rescue from the ruins by an ally to his bakground, tweaked him a bit even has a rule for his limp! You get the idea, anyway have a rethink and have fun doing it.

Yossarian
22-03-2007, 22:04
personally, my own way of desighning a character is to use my own physical strengths and weaknesses as a guide, afterall how else can you better understand what you can and cant do

and sorry to jump on the band wagon for this but the guy who first GM'd for me was appalled at the idea that my character should have a bolter, so keep reading and imagine yourself with a revolver, thats the way to generate characters, not Chuck Norris in power armour.

precinctomega
23-03-2007, 11:45
Chuck Norris doesn't need power armour. Power armour was designed because Space Marines told the Emperor they were scared of Chuck Norris. When the Emperor pointed out that Chuck had been dead for millennia, the Space Marines just shivered and whispered "that's what he wants you to think..."

R.

CaptainSenioris
23-03-2007, 17:03
Chuck Norris doesn't need power armour. Power armour was designed because Space Marines told the Emperor they were scared of Chuck Norris. When the Emperor pointed out that Chuck had been dead for millennia, the Space Marines just shivered and whispered "that's what he wants you to think..."

R.

That shouldn't have made me laugh as much as I did.

To the OP, really take what everyone has said here on board, it's all good advice, especially about getting the rulebook, pdfs aren't the best.

As an answer to your statement saying that the inquisition wants nothing to do with the adeptus astartes, that is indeed not true, the inquisition uses space marines when they wage war on a large scale, when you want to bring someone in for questioning in a non threatning way you don't send a space marine, it's like taking a sledgehammer to a peanut. Inquisitor as a game is about small scale skirmishes involving an inquisitor and his henchmen, space marines are not so common as to take them everywhere, no matter how usefull they may seem.

Make your space marine but make a human character for yourself.

Aun'aart'al
25-03-2007, 19:49
hmm well, I redid the marine, and also did another character. How's the marine now, and is the "normal" character fine? I'm thinking of giving his lasgun a scope of some kind, but I don't want to take the Long rifle (sniper), it has less rounds, doesnt appear to do much damage, and there is no choice at altering the power level of the shots.

I had problems attaching the files, so I had to combine the human character in the same attachment for the space marine character, but I seperated them with some asterisks

precinctomega
26-03-2007, 08:53
precinctomega - "I generally recommend that players start with someone barely out of the Underhive... If you want to start with just the one character, start with a Desperado."

Drynwyn - "Your first character should be something simple."

Charax - "Space Marines make the worst starting characters."

Rabid Bunny 666 - "Just use a basic Gunfighter with pistols"

Imp of High Noon - "The more human your character is, the more you will enjoy playing him."

I just thought I'd emphasize all of those.

However, the SM is a vast improvement on your last offering. I still wouldn't recommend using him as a Player Character on a regular basis or without checking in advance with the GM, but at least he looks a lot more like a Space Marine. Two points to note: (1) Space Marine helmets aren't power armour; they have AV8 - you probably know this, but it isn't clear in your description; (2) I have no idea what a "targeter" is in this context.

As for the second guy, I like the stats a lot more, but:

1) He's either right-handed or ambidextrous, not both.

2) 32 reloads is just silly. You mean 32 extra rounds? Unless this is for a long campaign where there'll be no chance to find fresh ammo, this is also too much for all practical purposes. It's actually pretty rare to run out of ammo in a scenario.

3) There's no such thing as a "carapace helmet" - do you mean a closed helm or an open helm?

4) The armour set up seems weird. Carapace on legs and arms, but not on abdomen and groin? Damn, I know where I'd rather have armour... Try giving him a carapace combat rig: chest, abdomen and groin, with ballistic nylon on his arms and legs (i.e. flak armour), then either a closed or open helm (6 or 5) on his head.

5) Gunfighter is a great ability, but most sensible GMs interpret it as applying either only to pistols or to one pistol and one appropriate basic weapon, rather than to any weapon held in one hand. I wouldn't for a second consider letting a character try to fire a shotgun and a lasgun in each hand. No, actually that's not true. I'd let them do it, but they'd automatically miss. I might be persuaded to allow a character to do it, however, if they had two advanced bionic arms with a strength of at least 70 each. That isn't, however, a recommendation.

6) Fast Draw is pointless when the character has no pistols.

7) Lightning Reflexes is a much-debated ability, subject to wide variations of interpretation. Check out the FAQ on the SG website. Probably the best reinvention can be found on the SG forum in the "Experimental Rules" section, which sees the ability split into two new abilities: "Lightning Reflexes" and "Lightning Wits".

8) The stats are of a good level (I'd almost say a wee bit low in some cases), but try to randomize them a bit. Having a full selection of stats divisible by 5 looks like you just couldn't decide on the right value.

Regards,

R.

Kriegsherr
26-03-2007, 13:08
Your second character is kinda weird. While the stats are much lower than what most characters in the book have, his equipment is quite top notch if he fights normal humans (with carapace armour or (more common) less than that).

I've tried stormtroopers setups against normal humans (desperados with lots of guns and almost no armour)... that means, completly carapax armoured with a triplex lasgun (counting his backpack ammo feed as 3 mags with no need to reload, but no chance of further reloading), and a scope added for his targeter helmet. The 2D6+5 damage has done a quite good job exterminating every other character while their shotguns and autoguns failed to do much damage. So thanks to the equip it is still at least a mid-powerful character for a human.

That said, it looks fine with one exception. he has a rather large amounts of reloads and grenades on him. Remember that grenades are a "superweapon" in inquisitor. One lucky hit will take any human character out of the game instantly. So running around and doing nothing than throwing grenades might get some people grumpy.

The marine looks now okay. Its in the normal range of what I assume to face if a marine is put on the table. I still don't know about marines as player characters, but its up to your gamemaster to decide and setting constraints for the correct use of Marines in the campaign.

Inquisitor Maul
26-03-2007, 15:34
Chuck Norris doesn't need power armour. Power armour was designed because Space Marines told the Emperor they were scared of Chuck Norris. When the Emperor pointed out that Chuck had been dead for millennia, the Space Marines just shivered and whispered "that's what he wants you to think..."

R.


Sigged! :D

Aun'aart'al
26-03-2007, 23:40
Two points to note: (1) Space Marine helmets aren't power armour; they have AV8 - you probably know this, but it isn't clear in your description;

actually, I wasn't aware of this :p lol thanks for pointing that out, I'll try to make it clear in my equipment description


(2) I have no idea what a "targeter" is in this context.

when it came to the targeter, I just took the targeter from an example marine I found in a pdf file, I figured it was something a space marine would require..?



1) He's either right-handed or ambidextrous, not both.

sorry about that, I thought I removed that. Thanks for pointing that out



2) 32 reloads is just silly. You mean 32 extra rounds? Unless this is for a long campaign where there'll be no chance to find fresh ammo, this is also too much for all practical purposes. It's actually pretty rare to run out of ammo in a scenario.

yes, that's 32 shotgun shells total, so not the 8 shells in the shotgun + the 32, but 24 extra shells. "Extra rounds" would be a better explination, but if this is too much, would 16 shells be more appropriate? so 1 full reload for the shotgun?


3) There's no such thing as a "carapace helmet" - do you mean a closed helm or an open helm?

I suppose I would mean a closed helmet then, sorry



4) The armour set up seems weird. Carapace on legs and arms, but not on abdomen and groin? Damn, I know where I'd rather have armour... Try giving him a carapace combat rig: chest, abdomen and groin, with ballistic nylon on his arms and legs (i.e. flak armour), then either a closed or open helm (6 or 5) on his head.

hmm, I see your point ( :p ), I will replace the areas covered in carapace with flak, and cover his abdomen and groin with carapace instead, maybe one arm covered in carapace, for character



5) Gunfighter is a great ability, but most sensible GMs interpret it as applying either only to pistols or to one pistol and one appropriate basic weapon, rather than to any weapon held in one hand.

hmm, then I misunderstoond the meaning behind it. I shall remove it if it's meant for pistols



6) Fast Draw is pointless when the character has no pistols.

removed :D



7) Lightning Reflexes is a much-debated ability, subject to wide variations of interpretation. Check out the FAQ on the SG website. Probably the best reinvention can be found on the SG forum in the "Experimental Rules" section, which sees the ability split into two new abilities: "Lightning Reflexes" and "Lightning Wits".

actually, I don't know about any of you, but I can't seem to get onto the site, I've been trying for a few days now, on IE and Firefox, but it keeps coming up with an error, and telling me it can't display the page



8) The stats are of a good level (I'd almost say a wee bit low in some cases), but try to randomize them a bit. Having a full selection of stats divisible by 5 looks like you just couldn't decide on the right value.

that's about right, actually lol :p I figured if those stats were ok, then I could work with those and just sort of tweak them if I could



Your second character is kinda weird. While the stats are much lower than what most characters in the book have, his equipment is quite top notch if he fights normal humans (with carapace armour or (more common) less than that).

wouldn't a hired gunmen fight not just normal humans, but gang members, mutants, heretics, and (maybe??) cultists? (ok ok, I had to fling it out there), but if the triplex pattern is too much, what about the necromunda pattern? the only reason I took the triplex, was because of the option of variable energy settings



I've tried stormtroopers setups against normal humans (desperados with lots of guns and almost no armour)... that means, completly carapax armoured with a triplex lasgun (counting his backpack ammo feed as 3 mags with no need to reload, but no chance of further reloading), and a scope added for his targeter helmet. The 2D6+5 damage has done a quite good job exterminating every other character while their shotguns and autoguns failed to do much damage. So thanks to the equip it is still at least a mid-powerful character for a human.

are you refering to my character, or the character you tried?



That said, it looks fine with one exception. he has a rather large amounts of reloads and grenades on him. Remember that grenades are a "superweapon" in inquisitor. One lucky hit will take any human character out of the game instantly. So running around and doing nothing than throwing grenades might get some people grumpy.

I never realized grenades would be considered "superweapons," but frag grenades are the most basic I could find that could be used as a way to harm my opponents. Flash and smoke grenades, I would say are defensive, but I can limit both those to 1 each?



The marine looks now okay. Its in the normal range of what I assume to face if a marine is put on the table. I still don't know about marines as player characters, but its up to your gamemaster to decide and setting constraints for the correct use of Marines in the campaign.

well after seeing just how many problems they generate, it would appear I would need to ask regardless. I'll remember that, thanks

precinctomega
27-03-2007, 10:48
Re: Reloads

A revolver has Shots 6. It is assumed that the pistol starts the game fully loaded. A character with a stubber and 1 Reload therefore has 12 rounds total on his person: 6 in the pistol and 6 in the form of a reload. Unless he has Quickload, it will take him 3 Actions to perform a complete reload of his pistol.

This is annotated on his character sheet as "Revolver + 1 Reload". There is no requirement to specify exactly how many rounds this is - it is assumed to be a complete reload.

Where one is dealing with special ammo (such as manstoppers for the above-mentioned revolver), then you can either specify how many rounds ("3x Manstoppers") or how many complete reloads ("1x Reload of Manstoppers"), which imply a full reload so, in this case, 6 Manstoppers.

If he had a revolver loaded up with 6 manstoppers and 1 complete reload of manstoppers (suitable for a Bounty Hunter or Enforcer), then that would be annotated as "Revolver with 6 Manstoppers + 1 Reload of Manstoppers".

R.

Kriegsherr
29-03-2007, 19:56
wouldn't a hired gunmen fight not just normal humans, but gang members, mutants, heretics, and (maybe??) cultists? (ok ok, I had to fling it out there), but if the triplex pattern is too much, what about the necromunda pattern? the only reason I took the triplex, was because of the option of variable energy settings


Actually, Mutants and Heretics are less powerful than "normal humans" (e.g. Desperados or Security Enforcers).

I don't say its "too powerful". Only the almighty bolter (and bolt-pistol) is a little bit OTT, most other weapons have their drawbacks or are fairly rare (in fact, the bolter is also at least 'rare').
Just be aware of its power, so you don't get upset if a GM is trying to give you a little handicap by modifying the mission against you if your opponents are using mutants with laspistols only. And of course your comment about the longrifle beeing to weak made me suspicious. Are your opponents all wearing carapace armour or better? If not, you might consider it even though its average damage is about the worst of all non-primitive shooting weapons... It has about the best range of all weapons. Even the much stronger (and better suited for sniping if you ask me;)) hunting rifle, another long range weapon, has a much worse range statistics. So if you're doing a sniper with an average or low BS, don't want to reload after ten shots (and have a fast reload to boot), and can live with a low average damage, the long rifle is your weapon.
But this is getting OT. Keep the triplex gun if you like the idea, just always be aware of the League your character plays in.

On the other hand, the profile is downright strange for a hired gun. I would use the Desperados profile, and this guy has much more BS and I.




are you refering to my character, or the character you tried?


I was referring to the character I used that just used to be euquipped very similarly to yours (It happens to be very close to what a stormtrooper is equipped with, the triplex lasgun comes close to the hellgun I think)




I never realized grenades would be considered "superweapons," but frag grenades are the most basic I could find that could be used as a way to harm my opponents. Flash and smoke grenades, I would say are defensive, but I can limit both those to 1 each?


I don't think anyone has a problem with 1 or 2 of the offensive grenades. I'm only a little bit... miffed when I hear 'Grenades in Inquisitor'... we have tried the Grenade launcher, it has knocked out a stormtrooper like equipped character (carapace armour on most hit zones) in an instant when fired at him in semiautomatic mode. Even when using Frags (to be fair, they nerfed the Frag and Krak grenades a little bit in the living rulebook on the net).

You see, when it hits directly, your character gets hit by multiple (!) hits that are scattered all over his body. So a hit on the head zone is very likely, and even multiple hits on the head can happen... and this will mean the character is out of the game for some turns. In the best case (and if he is wearing good armour that is ;))





well after seeing just how many problems they generate, it would appear I would need to ask regardless. I'll remember that, thanks

I assume this is a good practice. Its always better to let the GM know what you want to use so he can prepare and comment, and some groups and GMs have their own ruling or "best practices" what can/should/shouldn't be used as player characters.

There are some groups that seemed to only play "Space Marine" instead of "Inquisitor" if you know what I mean ;)

Marcel
11-04-2007, 05:45
make everyone a space marine. or give every one lascannons and penetrator rounds for their bolt weapons.

MCPeePants
15-04-2007, 22:55
In my experience, weaker character's make for more fun, especially where equipment is concerned; allows for a great deal of advancement. Everyone likes treasure. Of course, this is largely dependant on the GM. If it's a pretty new campaign and he's willing to fudge the occasional number, having one really glaring weakness adds a lot without being too limiting.