Agents of the Inquisition, Warhammer40K (recruiting)

hewligan said:
I need some feedback. This is NOT a finished concept yet, but probably only needs 30 minutes work to become finished. I just want to know where to put the rest of my points to create a character that fills the biggest gaps in the team.

I believe I have 16 unspent points so far. I may take Luck and some hero points, or buff up my defence, or ... not sure. Help! He is very equipment and power light at the moment, as everyone else seems to be the heavy weapons, with me the support squad.


SAVES 20PP
TOUG +11 (1 Con + 10 Power) (10PP)
FORT +5 (4 Base + 1 Con) (4 PP)
REF +6 (3 Base + 3 Dex) (3 PP)
WILL +6 (3 Base + 3 Wis) (3 PP)

COMBAT 36PP
INIT +7
BASE DEF +8 (16 PP)
DEF 21 (10 + 8 Base + 3 Equipment) *** Is this correct?
FLAT-FOOTED 11
BASE ATT +10 (20 PP)

Undercover protective armour (4 equipment points)
* +3 toughness, subtle *** Do I just add this to my Toughness Save?

He looks good but you normally can't raise your Toughness Score. Your Undercover Vest would give you +3 to your Toughness (for a total of +4). I did not total the points so I am not sure what point you have available

MY quick suggestion would be that your raise your Base Defense to 20 or so, take a few ranks in Dodge, and bump the Armor Toughness bonus (maybe with a Field, etc, see page 3 for some examples) to get a total Tougness of around 7 or 8 (depending on your Trade-Off's. If you go for a Defense of 21 so, your max Toughness save is +7, etc)
 

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Ecclesiarch! Thats what I was thinking of!
Making the characters tonight, Though I'm having a harder time deciding what would work for the ecclesiarch, other than some of the fortune feats and maybe fearsome presence.
 

MY quick suggestion would be that your raise your Base Defense to 20 or so, take a few ranks in Dodge, and bump the Armor Toughness bonus (maybe with a Field, etc, see page 3 for some examples) to get a total Tougness of around 7 or 8 (depending on your Trade-Off's. If you go for a Defense of 21 so, your max Toughness save is +7, etc)

But am I not limited to 2 x Power Level for the total of toughness and defense?

Also, do I add armour to defense or toughness.

I must admit, despite being a technical analyst by training, these rules are very complex and not terribly well laid out in the book. Or, it could just be that learning the system in 2 hours flat is too difficult a task for my small brain.

I could just raise CON to 18 and STR to 14 to better reflect my character's strength and health, also getting the toughness up to 6. I don't want to add heavy armour, preferring concealed stuff, but a shield may work.

Thanks for your input so far!
 

You're attack is +10, but the power level is 9, so thats +1 too much there, unless I'm mistaken about some obscure rule.
For skills and feats, I'd be a close combat guy. We've got me as a sniper, we've got a gunslinger and a Battle Sister for close up blasting, and while me and the battle sister are pretty good up close, a pure melee guy (with a laspistol on the side) would be good. IMO, of course.
 

Greetins. What Karl said is good, but I wanted to toss my cents in too. :)

1) Re: Toughness. Karl's right that you can't just add points. I also want to be sure you understand that Toughness save bonuses from Equipment don't stack with save bonuses from powers and devices. They stack with Con bonus and feats though...so you might look into getting some Defensive Roll ranks. Ideally you want to max your defenses to PL, or you'll be very vulnerable. Defense bonus plus toughness bonus should equal 18. The specifics of how they equal that depends on your tradeoffs.

2) Your attack bonus is a point too high for the PL, unless there's a tradeoff. Be sure to list any and all tradeoffs you're taking. I may have just missed it though. :)

3) Armor adds to your Toughness save bonus, not your Defense. :)

4) I think you're confusing the term 'ranks' with 'points.' Ranks are referring to the levels of a power. Points are what you buy them with. For example:

Mind Control (2 ranks, Flaw: voice dependent) (3 ranks)

Should read:

Mind Control +2 (Flaw: Sense dependent: sound) (2 points)

The +2 refers to it being 2 ranks. Mind control is normally 2 points per rank. Making it so your target has to be able to hear you subtracts 1 point per rank from its cost. Thus, your mind control only costs 1 point per rank now. 2 ranks...2 points. You may need to recalc some of your power costs with this in mind.

3) Your pistol is too expensive for its power. A +6 blast is 12 points, with Improved Crit is 13...not 16.

---

Thematically, it might be wise to focus a bit more. That's by no means necessary...but I'm concerned you might be frustrated by being second best at a few things, and therefore rarely getting to do them. For example, as an infiltrator, you lack the Stealth skill and any concealment powers. For an information retriever/manipulator, you're in competition with the better-equipped tech priest. For a warrior, your armor and weapons are potentially too low.

None of this means you have to change anything mechanical though. I'm just saying, you might want to focus your conceptualization. He -definitely- has leadership qualities with a high Charisma and good feats to inspire and lead as well as gain information through social channels the rest of us lack. Not to mention that immunity...which is an unusual, but potent choice. It means he cannot be lied to, cannot be intimidated, and by extension can't be swayed by anything but his reason. An excellent trait for one who would lead. And yes...an excellent pilot, which is another skill I don't think I've seen among the rest of us.

You might consider then, focusing skills and abilities to maximize what he's already great at, rather than give him middling skills in areas others already excel in.

On the other hand, there are arguments for being rounded as well. ;) Just something to think about.
 


It is sounding good. We have a priest, a thief, a couple of warriors, and even a magician. Sounds like a perfect fantasy party. Let's go kill some orcs (soon)!
 

hewligan said:
It is sounding good. We have a priest, a thief, a couple of warriors, and even a magician. Sounds like a perfect fantasy party. Let's go kill some orcs (soon)!

hehe OF COURSE!

Another suggestion I had for you would be maybe to take a few ranks of Sneak Attack. Then bump up your Bluff to max or so, and you can do a Distract manuever as a Move Action (-5 to your Bluff roll) to catch people flat-footed. Just any idea to make you a bit more 'thiefy'

So in your original write-up you have a Base Attack of +8. If you go for a Sword or something similar, with a bit of Strength (remember the Power Feat: Mighty) and make the damage total around +6 or 7, with 2 or 3 ranks of Sneak attack, when you succeed on your Bluff (or Acrobatic Bluff or Startle, etc. see Feats) your damage would improve to +10 (trade-off -1 attack for +1 damage). Or raise your Base Attack and do the trade-off say +1 attack for -1 damage max. Something like that :D
 

Karl Green said:
I purchased my stuff as Device, just cause you can't use Extra Effort with Equipment and all. I might play around with it a bit, but mostly as I was thinking about giving her a Bolt Pistol also, just as a backup weapon
Making your equipment a device ensures that random GM flightiness doesn't take your equipment away either.
 

LogicsFate said:
The title suggests that you are still recruiting. Could it be true?

I don't have much experience with WH40K as I just recently got into it but I do know a few things.

If you still are recruiting...


My main concept would be for a Priest/Preacher? I'm not sure what they're called yet.
A support type using the Word of the Emporer to Moralize and Demorilize, and perhaps more. (Don't have my book in front of me.)

Fear the heretic, the mutant and the alien.
The Emporer Protects. Armor save


If that didn't fly


My secondary concept would be for a combat specialist. A former Escher Gang leader from the Hive world of Necromunda. When her gang was drafted by the Imperials. She was elevated into higher training. She would allso have various leader feats and maybe powers? but would be more melee focused.
Yes, there's room for one more. :) Either of those concepts is fine... you'll get the most mileage out of whatever YOU want to play.

Preachers work for the Ecchlesiarchy (I know I just butchered that word). Your ecchlesiarch could be anything from a teacher, preacher, missionary, chaplin, fanatic, etc. Anything really as religion figures in quite heavily to all aspects of Imperial life and the church has a LOT of power (witness its own personal army, the Sisters of Battle).
 

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