Agents of the Inquisition, Warhammer40K (recruiting)


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Nah, you're right. Selective isn't really necessary, and making Nullify only work on subjects would be a lot more limiting than just leaving Selective off. I just hadn't been thinking clearly about it at first. :) Re: Projection, hah! I hadn't even thought of that, but yeah, that's exactly what I had in mind. Thanks! :)

I figure my armor is that armored bodyglove...perhaps with some kind of focused telekinetic component that lends the plating extra resilience...

Almost done with the update.

-- Edit...I've rechecked my math on the skills...I'm pretty sure I have it right. 15pp makes 60 skill points. And that's how many ranks I have. Lemme put them up here so they're visible.

Bluff 10 ranks
Concentration 10 ranks
Diplomacy 5 ranks
Gather Information 2 ranks
Intimidate 7 ranks
Investigate 7 ranks
Knowledge (Daemonology) 2 ranks
Knowledge (Psyker Lore) 2 ranks
Notice 5 ranks
Search 5 ranks
Sense Motive 5 ranks

10+10+5+2+7+7+2+2+5+5+5=60
 
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Skills look good Shayuri.

On to armors, at a guess I'd put them around...

Flak Vest +1-2 (+3-4 vs. Fire/Shrapnel)
Leather Armor +2-3
Armored Bodyglove +1-5
Mesh +4-6
Carapace +6-9 (possibly with built-in systems or other properties)
Power Armor +9-12 (built-in systems and other abilities)
Artificer Armor 12+ (built-in systems, weapons, and/or other abilities)
Tactical Dreadnaught Armor (aka Terminator Armor; generally only available to space marines... this stuff is more like an armored vehicle than armor.
Dreadnought Armor (generally available only to space marines and unlucky orks; get yourself entombed permanently in a massive walking vehicle)

Also, Refractor Fields (force field effect, +4-5)
Conversion Field (energy absorption to visual dazzle effect, +5-7);
----> A Space Marine Chaplain's Rosarius typically contains a Conversion Field.
Void Shield (force field effect 10+)
Holo Field (visual obscure centered on wearer)

Power Shields (create object -barrier- energy; not man-portable)
Storm Shield (deflect effect, not normally man-portable)

Daemonic Auras (varies from minimal to invulnerable; unreliable)
Faith (varies from minimal to invulnerable; unreliable)
Psyker Auras (varies in power and reliability)
 
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For armor, most Inquisitors tend to have something like carapace armor. You clearly have more protection then that (and more then a bodyglove). I might even say you have power armor (with + 10 protect), if you can spare a few points for super strength as part of the armor device.
Edit: That part directed at Shayuri...Lobo came in ahead of me

A question to Lobo:
You said lasguns = blasters, but that seems pretty powerful for the wimpy basic weapon. In that case a bolter would be like...+12 or something insane like that. Maybe just use the assualt rifle stats for a lasgun and the blaster stats for a bolter?
 

I can't see Ari wearing power armor routinely. Too clunky. Too...mechanical.

Instead, perhaps a +5 armored bodyglove with an intrinsic +5 TK forcefield....

I could even rewrite the armor so it was split that way. That'd also have the bonus of making her a lot tougher than she looks...which I like.
 

Bodysuit + Conversion field would be +10, according to the table.
As a random question...does Ari have a cape or robe? I'm just curious...
 

Yar, and I dunno what a psykek force field would count as, but it seems a reasonable figure for it. Perhaps the armor incorporates technology that focuses her TK and channels it...powering a force field from her ability but in such a way that it's automatic and doesn't require concentration from her (except as per usual for a Sustained power). Hence she doesn't have a TK force field normally without the armor...

As for cloak/robe...if such is part of the standard (or dress) Inquisitor uniform, she'd own one. I doubt she wears one regularly. They're not really good for much besides looking impressive. :)
 

Well, the inquisitors don't really have a dress code besides "Have the cool "I" symbol on you somewhere" so its totally up to you.

And as for psychic field thingy, its probably more in canon to just have a nifty force field, due to the dangers of constantly projecting a psychic power (namely, attracting angry demons). Thats what the Inquisitor psyker guy has in Inquisitor (the game).
 

Eh, that is a good point Eltharon. The list below is by no means exhaustive, nor does it take into account special weapon loads.

How about...

Stub Pistol +2 Ballistic - 30ft range
Stub Gun +4 Ballistic - 40ft range
Heavy Stubber +6 Ballistic - 90ft range (autofire +2)

Ogryn Ripper Gun +6/+7 Ballistic - 20ft range (shotgun w/autofire 2)
* can also be used as a club

Autopistol +4 Ballistic - 40ft range (autofire)
Autogun +5 Ballistic - 50ft range (autofire +2)
Autocannon +7 Ballistic - 150ft range (autofire +2)

Arbites Combat Shotgun +5/+6 Ballistic - 40ft range (autofire)

Laspistol +4 Heat/Light - 30ft range
Lasgun +5 Heat/Light - 50ft range (autofire)
Longlas +5 Heat/Light - 250ft range (scope, penetrating)
Lascannon +12 Heat/Light - 250ft (penetrating)

Needler +1 Ballistic - 50ft range (+ virulent poison, penetrating)
Needle Rifle +3 Heat/Light - 250ft range (+ virulent poison, penetrating)

Bolt Pistol +5 Explosive - 50ft (incurable, accurate, penetrating)
Boltgun +8 Explosive - 80ft (incurable, accurate, , penetrating)
Bolter +8 Explosive - 80ft (autofire, incurable, accurate, penetrating)
Storm Bolter +9 Explosive - 80ft (autofire 2, incurable, accurate, penetrating)
Heavy Bolter +11 Explosive - 100ft (autofire, incurable, accurate, penetrating)

Hellpistol +7 Energy - 10ft cone (penetrating incurable disintegration effect)
Hellgun +9 Energy - 20ft cone (penetrating incurable disintegration effect)
Multimelta +15 Energy - 40ft cone (autofiring penetrating incurable disintegration effect)

Plasma Pistol +6 Fire - 30ft range (penetrating incurable disintegration effect; unreliable)
Plasma Gun +8 Fire - 60ft range (penetrating incurable disintegration effect; unreliable)
Heavy Plasma +12 Fire - 100ft (penetrating incurable disintegration effect; unreliable)

Hand Flamer +6 5ft Cone of Fire (target catches on fire)
Flamer +6 15ft Cone of Fire (target catches on fire)
Heavy Flamer +6 30ft Cone of Fire (target catches on fire)

Grenade Launcher +5 Explosive w/5ft radius - 70ft range
Missile Launcher +10 Explosive w/10ft radius - 150ft range

Eldar Weapons:
Shriuken Pistol +4 Slashing - 60ft range (autofire 2, penetrating)
Shriuken Catapult +7 Slashing - 90ft range (autofire 2, penetrating)
Heavy Shriuken Launcher +9 Slashing - 250ft range (autofire 2, penetrating)

Dark Eldar Weapons:
Splinter Pistol +4 Piercing - 60ft range (autofire 2, penetrating)
Splinter Rifle +7 Piercing - 90ft range (autofire 2, penetrating)
Splinter Cannon +9 Piercing - 250ft range (autofire 2, penetrating)

Ork Weapons:
Blastas +5 Ballistic - 20ft range (autofire)
Shootas +8 Ballistic - 40ft range (autofire)
Heavy Shoota +9 Ballistic - 60ft range (autofire 2)

Tau Weapons:
Pulse Rifle +8 Energy - 100ft range (accurate, penetrating)
 

There are no real dress codes. Mostly, dress for success. :)

Your armor could integrate a psychic circuit that would allow a force-field effect. But it wouldn't be effective if you couldn't sustain it.

The technology to interface with psychic abilities exists. Space Marine Librarians generally have access to Aegis Hoods, which boosts their abilities. Force weaponry is just like Power weaponry except that its psychically powered (and thus better at kicking daemon arse).
 

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