Agents of the Inquisition, Warhammer40K (recruiting)


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Okay, I think I've got my guy good as far as #'s are concerned. Lobo (everyone else too), could you check it? If everything is kosher, I'll make it pretty.
 

Okay, looks pretty good. A few things pop out at me.

1) You've only spent 155 points. :)

2) You need to show your Toughness save bonus, and that of the bots.

3) Your total defense is pretty far under the PL cap. If intentional, fine, but I thought I should point it out, as it can negatively affect survivability. You have +8 toughness (if I'm calculating right) and +6 Defense. The caps for both of those are +9, assuming no tradeoffs. It is wise to try to hit the cap, either with or without tradeoffs.

4) Same thing with offense. Your attack bonus is a little low for your PL (some characters can get away with this more than others, Ari for example has attacks that don't require attack rolls, so her lowered attack bonus is not as much an issue for her). Also, your biggest personal weapon is fairly light on damage. Good extras, mind...but light on damage.

5) You might be thinking the robots make up for that offensive strength, and to some extent they do, but remember that minions are -easy- to kill. You'll be doing a lot of repairing and replacing gunbots over the course of the game. Best not to depend on them entirely.
 

Drerek:
1. You have 3 ranks in Regeneration providing... a) Recovery check +1, +4 total (+9 is automatic, no roll required), b) Recovery Rate... recovery rate of what (bruised, stunned, injured, staggered, disabled or dead)? c) ability damage (you make a recovery check to recover lost ability points once every 5 hours). Is this what you had in mind for this power?
2. Your Power Wrench device is odd... its not particularly good at penetrating hardened targets, though it is quite damaging. As your Strength is 16 you only need to give it a +6 (as its also mighty) to reach the damage cap for the power level... unless you're using a +3 DC/-3 Attack Roll trade off, in which case you need to denote this.
3. Skills, please note that your high intelligence, coupled with your high skill ranks exceed the power level limit... you can have a maximum of 14 ranks, after adjustments. Note: A cheaper way to get high knowledge skills is to simply bump up your intelligence and buy the Jack-of-all-Trades feat. Or maybe purchase the power Enhanced Intelligence +X (FLAW: Limited--Skill checks only). That, with the aforementioned feat, would give you 2 ranks in all intelligence skills for every point you invest in it; 4 Power Points would max you out (on Int-based skills) and save you the cost of buying all those skills individually.
4. You've spent 45pp on Combat, unless those numbers are factoring in the bonuses from your attributes as well (for the saving throws).
5. Construct characters, and minions, have Con: n/a, not Con: 0. They also get +10 points from having an effective Con of zero but cannot use extra effort or heal naturally. If they're simple automatons operating on instinct or programmed instructions then they have Int and Cha n/a, granting another 10 points each.
- Constructs still have Fortitude saving throws, they just don't have to use them very often. They do have Immunity-Fortitude Saves (FLAW: Limited-only vs. effects that do not affect inanimate objects). Constructs without Int/Cha scores also have Immunity-Mental Effects and Immunity-Social Interaction Skills.
===> For Gun Servitors I would suggest a construct w/out Constitution and Charisma scores. Its intelligent, but not self-aware. You can give it orders and it can elaborate on those orders but it isn't a person.
- Might I suggest that you use the Attack Specialization feat for your gun servitors? That would give them a +2 to hit with their implanted weapon for 1pp vs. spending 2pp on a +1 attack bonus.
- As shayuri mentioned, you need to list the Toughness bonus for you and your minions as well.

I hope that helps!
 



Sample Space Marine. Technically, I think these guys should be a couple power levels more powerful. [sblock]Brother Cainus Rhaal
"For Russ, for Glory, for the Emperor!!!"


A hulking armored monstrosity stands before you, armored in glossy black ceramite plate. It stands utterly still as you pray and hope that it takes no notice of you... no one back home is ever going to believe that you actually saw a space marine!

PL 9 (160PP), Space Marine of the Deathwatch
Str 28, Dex 18, Con 28, Int 16, Wis 16, Cha 16 [47pp]
Toughness +9, imp 4, Fortitude +15, Reflex +8, Will +9 [15pp]
Attack +9 (melee +9, ranged +9), Grapple +18 [18pp]
Defense: 19 (flat 14), Init. +4, Luck: 1 [18pp]
Feats [27]: Accurate Attack, All-out Attack, Assessment, Combat Expertise,
Diehard, Eidetic Memory, Equipment 15, Fearless, Move-by Action, Power attack,
Precise shot, Seize Initiative, Teamwork 1
Skills [6]: Knowledge: tactics [8] +11, Knowledge: theology [4] +7, Notice [4] +7, Profession: astartes warrior [4] +7, Stealth [4] +8
Powers:
Immunity +7 [7pp]
* aging, critical hits, disease, normal sleep, starvation/thirst, poison
Growth +5 (EX: Continuous [+1], FL: Permanant [-1], PF: innate) [16pp]
Super-senses +5 (PF: innate) [6pp]
* spatial awareness, ultravision
Equipment:
Standard-issue Adeptus Astartes Mark 7 Power Armor (35 equipment points)
* Protection +9 (EX: Impervious +4)
* Immunity +9 (life support)
* Super-senses +10 (extended sight/hearing, darkvision, vision counters obscure)
* integrated Voxlink
* Super-strength +1
Standard-issue Adeptus Astartes Bolter (35 equipment points)
* Blast +8 (EX: autofire [+1], penetrating [+1], PF: accurate, improved critical, incurable)
Standard-issue Adeptus Astartes Combat Knife (4 equipment points)
* Strike +1 (EX: penetrating [+1], PF: mighty, improved critical)
Drawbacks & Complications:
Fearless, Willingness to be sacrificed for the glory of the Emperor, Stunted emotional development
Background & Character Notes:
Cainus Rhaal was born on Fenris and inducted into the Space Wolves at a young
age. He served as a peerless tactical marine for many years before being called
upon to fulfill a Deathwatch quota. He hopes to serve with honor and as an exemplar
of his legion
Code:
[font=verdana][color=DarkOrange]Attributes = 47 pp
Saves      = 15 pp
Att/Def    = 36 pp
Feats      = 27 pp
Skills     = 6 pp
Powers     = 29 pp
Drawbacks  = -0 pp[/color][/font]
[/sblock]
 
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Interesting...but there's some oddities of design.

His armor, for example, gives him no real bonus to Toughness except the imperviousness. A better use of points might be to add Impervious +9 to his already +9 Toughness save from Con.

Also, I don't know much about space marines, but they're immune to critical hits naturally? They have no vulnerable organs or parts? And they don't age? Even if so, you're paying for immunity to poison and disease twice...once with natural power, and once wrapped up in Life Support Immunity.

--

I'm thinking you might do a Defense/Toughness tradeoff...something as BIG as a space marine shouldn't be that hard to hit, but they should be hard to hurt. A +9 toughness save just doesn't seem to reflect that nigh-invulnerability very well. Then use the space marine armor to boost the Toughness to its adjusted max, and add Impervious to as much as you can.

Not that Impervious is that great in this setting, since about three quarters of the available weapons are Penetrating. Hee hee.
 

I didn't add impervious to a high level as power armor isn't impervious to lasgun blasts, but tends to resist most lower calibre stub weapons.

Space Marines are super-human, so I gave him a superhuman Con and Str but, with the power level being what it is, wearing his armor isn't of much benefit to him.

Space Marines have redundant organs (3 lungs, 2 hearts, etc) and thus tend to be resistant to death blows, though chopping off the head would still work... I wasn't sure how to model a 1/2 strength immunity... maybe have it work once and then deactivate... like an ablative immunity, I suppose.

They live for a really long time and are thought to be effectively immortal but as they lead such violent lives they tend to die before reaching a ripe old age. If I remember correctly 1 rank in Immunity Age means you age 1 year for every 20 that pass while 2 ranks means you just don't age.

They tend to be robust enough to withstand common diseases and poisons, though the supernatural ones still get them. A working suit of power armor protects from nearly all environmental effects, functioning in a vacuum and underwater as well, so there is some redundancy there.

I suppose that some of the Attack bonus should be from the armor's targeting systems but I'm sticking by my notion that the attack/defense bonuses should be as high as possible for a creature created specifically for fighting. And space marines are supposed to be strong enough that they can wear heavy armors like regular people wear padded suits.

Anyhow, it was just an attempt to make one work at this 'low' power level. As per the fiction, 50 of these guys are enough to conquer a star system full of rioting rebels (orks and eldar are another matter entirely).
 

Shayuri said:
Not that Impervious is that great in this setting, since about three quarters of the available weapons are Penetrating. Hee hee.

I suppose that some armors would exist (artificer armors, exarch armors, dreadnought armors, strange technologies, etc) that would grant immunity to certain weapon types... that still helps to throw a wrench in things. And, of course, some daemons are utterly immune to everything but fire, plasma and force weapons.
 

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