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The Ordos Majoris - Hobby, Painting and Modelling => Inquisitor Game Discussion => Topic started by: Darksinger on July 28, 2011, 08:25:33 PM

Title: Nekulli Rules
Post by: Darksinger on July 28, 2011, 08:25:33 PM
The name says it all folks- I need some statline ideas and Special rules for a Nekulli Merc.

He will be carrying a Nekulli Whisperlance, in adiition to a couple of grenades, re-inforced Flak armour and a backup Pistol.
Heres some background for you:

Fang- as he is known by his mercenary fellows -was born a merc. Truthfully, he was born on the move, as part of a Nekulli Warband. He refuses to reveal how or what he was birthed from, as his people have not yet shared that knowledge. His female parent raised him on the go, durng a rather lengthy flight halfway across the galaxy. The leader of the Merc unit, though foolish and greedy, knew what he was doing and had Fang training as soon as he could walk. Fang and the other mercs arrived at thier destination when he was about 5, and he was already a half-decent shot. Another Year was spent searching for thier quarry, and when they found him, a Nekulli exile, It was Fang who was forced to shoot him, much to his 'mothers' protests. Fang did so willingly in teh end, sealing his fate.

For the next 10 years Fang travveled and trained extensively with his group, untill the day of his 16th birthday, when they were Camping, preparing for the day ahead. In the middle of the night, an Ork Kommando raid on their Camp Left fang injured, and the remainder o his squad dead. However, the next morning Salvation arrived in the form of Inquisitor Darrius Managlinn, who agreed to nurse him back to health asbest he could, in return for his serveces. Fang agreed, slightly uneasy, as Humanity was not the strongest of allys, but after meeting the remainder of Darrius's warband, his faith in the Inquisitors trustworthyness- and ability- was restored. Fang trained with the Inquisitor for about 3, each teaching the other things about thier combat styles. Fang remains by Darrius, a faithful bodyguard, and a powerful fighter.
Title: Re: Nekulli Rules
Post by: Darksinger on July 29, 2011, 12:08:01 AM
Whist i'm at it, I'll post up the rest of the warband (so far. There will be 7 when i'm done). No backgrounds yet, but they'll come soon enough.

Inquisitor Darrius Managlinn
WS      BS     S      T      I      WP      SG       NV     LD     SP     BI      SS    C      KB    H
61        67     53    55    72    69       64        67      68     5       6       11     23     5      L

Special Rules- Leader, Lightning Wits, Fast Draw, First Strike

Powers- Psychic Torture, Blood Boil, Enfeeble, Bloodfreeze

Wargear- Monomolecular Sword, Helrifle, Needle Pistol w. Bloodfire toxin, Lightning-Syphon, Reduced Carapace armour (5pts, all locations except head), Greatcoat, 2 Emphian Brain Mines, 2 Psychotroke grenades

Emphian Brain Mines (grenade)- The Emphian brain mine is a sticy Grenade, therefore does not scatter. Once you have determined the range you can throw the grenade, roll to hit as though shooting, to see if the brain mine latches onto the target. if it does, The target must pass a toughness test or they are stunnde for a turn.
Uncommon

Psychotroke Grenades- These Grenades affect all cahracters within 3 inches of them. Any target affected must take a resistance check. if they pass, they count as having rolled a 1 on the chart. If they fail, They must roll on the chart. They may attempt to shake the effects o the psychotroke grenade in the recovery phase. Psychotroke grenades are gas weapons, so all gas resistance bonuses and penalties apply. Uncommon/Rare

1- No affect.
2- Target must take a SG check for every action he wishes to preform.
3- Target becomes frenzied, and cannot distinguish between friend and foe.
4- Target looses 3D10 frm their WS and BS stats unill they overcome the gas.
5- Target Looses 3D6 from all Mental stats untill they overcome the gas
6- Target becomes stunned untill he overcomes the gas.

Lightning-Syphon- All shock weaponry and other specificly ''electrical'' weaponry has a 90% chance of loosing all effects gained by their ''electrical'' state. The effects of the Lightning Syphon come into play whenever a shock weapon or other specificly electrical weapon is fired at, or is used in close combat against, Darrius. The effects On weapons are not permanant, and they must be tested again if they elect to strike him again.  This does not affect power weapons.

Greatcoat- Allows the user to conceal 1 basic weapon or 2 pistols, or 1 pistol and up to 3 grenades.

Helrifle (Damnation Rifle, not a hot-shot lasgun)-
Type     Range     Mode       Acc       Damage     Shots     Reload     Weight     Special
Basic    G             Single     -             2D10+3      6            -               35       Man, Incendiary
Manual Cycling- Each bullet must be loaded as a single action, though the gun may contain 6 bullets at one time.*
Incendiary- all shots from a helrifle have a 25% chance of igniting the target.

Monomolecular Edged sword-
Reach      Damage      Parry Penalty       Notes
2             2D6+3        -20%                  Monomolecular
Monomolecular- The weapon Ignores Half the opponents armour points, rounding down in the event of a half-point.

Psychic Torture- The target must take a WP check.  If he fails, He taes 1D10 damage for every 10 points he failed by, and is knocked prone. Difficulty 15.

Bloodfreeze- The target must take a toughness test. if he fails, he is stunned for 1 turn for every 20% he failed by. After the stun ends, The target takes D1 damage for every turn he was stunned for. The Stunned Character does not fall prone, but can be pushed over or made to fall prone by another force. Difficulty 10.

----------------------------------------------------

Chhaya Kolab or ''Shadow Rose'' In gothi. Kroot Rifle Merc.
WS      BS      S       T        I        WP       SG      NV     LD      SP     BI      SS       C       KB      H
68        65      66      64     71     56         61       73      61      5       6        13       32      7        R  

Special Abilitys- Kroot Stealth, Quickload, Acrobatic, Cannibal Hunger

Wargear- Needle Rifle w. explosive needles, Scythian Venom Talon w. Stun Toxin, Leather Harness and Chest cover (1pts armour, chest, Abdomen), Leather Shorts (1ps armour, Groin, legs), Leather Vambraces and pauldrons. (1pts armour, arms),

Kroot stealth- Kroot gain +30% to all tests involving awareness. In addition, Enemies trying to detect Kroot without aid from equipment suffer a -30% penalty.

Cannibal Hunger- If a Kroot puts an enemy Ou Of Action, it automatically chanes actions, and makes as many unarmed attacks as possible against the target the kroot put out of action.

----------------------------------------------------------------------

Viper, Hrud Pyro-Merc.
WS    BS    S      T      I      WP    SG    NV    LD    SP     BI     SS     C     KB     H
42      53     44    38   65    62      71     43     47     4       4       8       19    4       R

Special rules- Bendie, Ssaak, Poisonous Biology (Hallugenogen), Corpse Armour [Catfall], [Scale Terrain]

Bendie- Hrud can fit through any gap, Move at Walking Pace when Crawling or sneaking, They have the catfall abilty and the scale terrain Ability

Ssaak- All visual Awareness Checks against Viper are at -50% chance of Success, no matter what equipment the enemy have. Auspex's work as normal, as do detection and psy-track powers.

Poisonous Biology (hallucenogen)- all Vipers unarmed attacks count ashaving the halucenogen toxin

corpse armour- Viper gains D3+2 alabative armour at the start of every battle.

Psychic Powers- Sheild.
Wargear- Shadowy Cloak, Hrud-made Plasma Flamer, Armoured Gauntlet (Right arm, +2 armour, +40% to melee)

                    Type     Range      Mode(s)      Acc         Dmg        Shots   RLD     Weight    Spcl
Plasma FlamerBasic     (15)         Flame         -            2D10       4         8         50          Hrudish

Hruddish- Instead of rolling for overheat normally, Roll a D10 when testing to see if the weapon overheats. On a 1, the weapon overheats.

Shadowy Cloak- Viper uses the shadowy cloak as a means to conceal himself. this does not improve on his steal abilitys, but he can conceal his armoured gauntlet with ease.
Title: Re: Nekulli Rules
Post by: MarcoSkoll on July 29, 2011, 03:08:35 AM
It's late, but two things I'm noting right off the bat.

When the lightning siphon says "losing all effects", what's the duration on this? For that attack (i.e. basically a 90% save against electrical attacks), or is it permanent (i.e. a 90% to "destroy" shock weapons - in which case, it's a rather excessive percentage). Also, under what circumstances is it affected? When an attack is made? When it comes within 5 yards? When the user utters a word with the letter P in it?
Far too vague.

Psychic Torture - With characters with average Wp values, it's quite likely for a them to fail this by perhaps 30%, which means 9D6 damage, which is an average of over 30 injury total ignoring armour. This one can put characters out of the game with ease, so is not a difficulty 15 power.
Title: Re: Nekulli Rules
Post by: Darksinger on July 29, 2011, 08:11:39 AM
Ok, I've made a few updates.

However, I'm still missing what I actually came for. Does no-one have any rules for Nekuli?
Title: Re: Nekulli Rules
Post by: Flinty on July 29, 2011, 10:34:05 AM
Sorry - not much help with the Nekulli rules/stats, I've never seen anything in my (admittedly very limited) forays. If it isn't in Marco's archive, your probably - actually, if Marco dosn't have anything , you are going to have to come up with something yourself. Which would be much more interesting anyway.

I like the new war-gear, but agree with Marco that it probably needs to be toned down here and there.

One thing I have noticed is that your stat lines for your PC's all seem to be rather simillar. I found it was all too tempting to make everyone a well rounded individual, but I think its far more realistic and characterful to have one or two strengths and weaknesses - even major flaws or powers - and it makes for a more eventful game too. Quite a few of my PC's rely on shooting and pretty much ignore close combat - hey, the Emperor gave us las weapons to keep us from getting  blood underneath our fingernails. Its a gamble when they sometimes can't hit the broadside of a barn though....

I like the inclusion of the Hrud in a warband, although Darrius is obviously going to be a fairly extreme radical to be touring the Imperium with a gang of aliens. Looking forward to seeing the fluff.
Title: Re: Nekulli Rules
Post by: DapperAnarchist on July 29, 2011, 12:01:19 PM
Apologist's Praetors of Calth log on the Warseer P&M section has a converted 28mm Nekulli, but no rules. To be found here (http://www.warseer.com/forums/showpost.php?p=3153528&postcount=311) Beyond that...

They're sonically powerful, so I would imagine that that would show itself as a close range effect - perhaps a forcefield, though that may be too obvious - how about a negative affect to all others in CC? Basically, the Nekulli makes a sonic wave that interferes with behaviour, causes muscle spasms, can short out technology, etc, resulting in losses to WS and S, either just flat -10, or a -D10+2, or dependent on the opponents T test (thats perhaps a bit complex though). Perhaps they're blind, much like "classic" bats (actually, many bats have excellent eyesight, but there you go).  They would therefore be immune to Photon Flash grenades, and Conversion Field blinding. However, they might be more vunerable to other kinds of attack - perhaps to Shock weapons? I like the idea that their dependence on sonic power makes them vulnerable to other kinds of attack. For the ranged attack with the Whisperlance, how about something similar to a Plasma weapon, with the recharge time, and the option to fire 1 blast, a double strength one, or  a continuous stream? I'd also give it added knockback, similar to greatweapons.
Title: Re: Nekulli Rules
Post by: Darksinger on July 29, 2011, 03:08:47 PM
Ok, thanks everyone.

Dapperanarchist (love the name)-

Sonic attack sounds good.

They arent blind (or anything), because they are used as bodyguards by a rouge trader, in a crowded spaceport. You couldn't trust hearing and smell alone in such a place, so they would have to have at least average eyesight.

And there are rules for the Whisperlance. It in the Hrud article... here.

Flinty-

My PC's are quiet similar, at the moment. Of course, I havent posted the Pilot, Jakaren. Or the half-insane Tech-priest called ''Tinker''. Or Murgh, the Big-daddy lookalike kept alive by his armour.

Yes, Darrius is VERY radical. Almost to the point of Heresy, but he's careful not to overstep the boundarys.
------------------------

Heres a rough Idea of what I was thinking in regards to a (And i note) Basic Nekulli.

After that, I'd like some advice on what stat boosts to give him in regards to his training.

------------------------

WS     BS      S      T      I      WP    SG      NV      LD
50      45      55    50    55    45     50      35      40

Special Rules- Sonic wave, Lightning Reflexes, Enhanced Hearing, Enhanced Olfactory Glands

Sonic Wave- If an enemy character goes within 5 Inches of a Nekulli, The Nekulli may take a free action to emit a sonic wave. The sonic wave Affects all characters i=within 5 inches of the Nekulli, Except other Nekulli. All affected characters must take a toughness test. Should they fail, They loose D6 WS and S. These effects last untill the Recovery Phase Begins, when they wear off imediately.

Enhanced Senses- (Applys to both) The Character gains +20% to all awareness tests involving the aproprite sense. However, They also suffer a -20% penalty to resist the effects of any attacks (such as flashbangs or Gas weaponry) that are effected by the apropriate sense


Wargear- Nekulli can have Common Weaponry, and Uncommon too, in justifiable cases. The Nekulli Whisperlance counts as Common for Nekulli.

Nekulli Working as mercenarys, or in the service of more affluent individuals, may Acess Rare weapons, or exotic if the individual is affluent/influential enough.





Title: Re: Nekulli Rules
Post by: DapperAnarchist on July 29, 2011, 05:18:12 PM
I know there are rules - I wrote them  ;D

The idea that "they aren't blind, because they are going to be bodyguards" doesn't quite follow. Equally, my reasoning for them being blind (it fits with out traditional idea of sonic/sonar lifeforms) isn't conclusive. However, because I rather like the idea - think Daredevil levels of sonar. These are aliens, with radically different neural architecture. A bat can pick out tiny objects by sonar - and they descend from species with very limited hearing. If the Nekulli were evolved from other sonar-able species, they might be able to even detect things through walls - but not pick up colour, text, or be blinded by bright lights.
Title: Re: Nekulli Rules
Post by: Darksinger on July 29, 2011, 06:40:29 PM
you did? All Hail! Those rules are awesome.

Ok, hows this.

WS     BS      S      T      I      WP    SG      NV      LD
50      45      55    50    55    45     50      35      40

Special Rules- Sonic wave, Lightning Reflexes, Super-enhanced Hearing, Enhanced Olfactory Glands, near-blind {dodge}

Sonic Wave- If an enemy character goes within 5 Inches of a Nekulli, The Nekulli may take a free action to emit a sonic wave. The sonic wave Affects all characters i=within 5 inches of the Nekulli, Except other Nekulli. All affected characters must take a toughness test. Should they fail, They loose D6 WS and S. These effects last untill the Recovery Phase Begins, when they wear off imediately.

Enhanced Senses- The Character gains +20% to all awareness tests involving the aproprite sense. However, They also suffer a -20% penalty to resist the effects of any attacks (such as flashbangs or Gas weaponry) that are effected by the apropriate sense

Super-enhanced senses- The character can use this sense as a form of sight, gaining +50% to al tests involving it. If the sense is hearing, they add 10'' onto the maximum hearing range and gain the ''dodge'' skill. However, Attacks which would normally affect this sense have a -50% penalty when attempting to resist them. When using this sense as a form of sight, there is no colour, paticular detail, and the sight cannot be affected by bright lights or photon weapons, ect. I

Near-blind- The character gains +75% chance of avoiding the effects of blinding weapons, but suffers a -75% penalty to all tests involving regular sight.

Wargear- Nekulli can have Common Weaponry, and Uncommon too, in justifiable cases. The Nekulli Whisperlance counts as Common for Nekulli.

Nekulli Working as mercenarys, or in the service of more affluent individuals, may Acess Rare weapons, or exotic if the individual is affluent/influential enough.

-----------------------------------------
Also, a rough Draft of what i think Fang will be like-
-----------------------------------------

WS     BS      S      T      I      WP    SG      NV      LD
54      48      56    52    55    47     53      39      41

Special Rules- Sonic wave, Lightning Reflexes, Super-enhanced Hearing, Enhanced Olfactory Glands, near-blind {dodge}

Wargear- Nekulli Whisperlance, Single Action Revolver, 3 Photon Grenades, 3 smoke grenades, Flak armour (3pts, all locations except head).

Nekuli Whisperlance-
Reach      Dmg        Parry Penalty    Spcl
2             2D10+4   -25%               N/A

(and at range)
Type        Range       Mode(s)                  Acc     Dmg       mag      rld      Enc    spcl
Basic        [20]          Single, Flame           -        2D6-2     -           -        35     Sonic, Blast
Sonic- Any characters who are hit by the weapon have to take a Strength test at -20%, or fall prone.
Blast- If firing on Single, all characters within 4'' of the target must take a Strength test at -30%, or fall prone. Other than the target, all affected take D6+1 damage.
 
Title: Re: Nekulli Rules
Post by: Darksinger on July 29, 2011, 07:45:55 PM
Inquisitor Darius Managlinn Background (1st Draft)
Darius lived an ordinary childhood on his homeworld of Promixis for 9 years, untill the accident that changed his life. He was being bullied by an older child from the Kronos Hive Schola, pushed around for his scrawny limbs, his nosy nature and his long hair that the older boy considered "girly".
Darius became so irritated with the bully he reached out and grabbed him. However, the damage didnt end there and darius dreamed up all manners of horrors he could inflict- until he realised the boy had collapsed in his arms, moaning in pain.

Darius had inadvertently unleashed his latent psychic ability, and he was taken away on the black ships. Once educated and trained, he was released back into the simurgh sector. However, something had clicked in him, and no matter how hard he tried he could not bring himself to belive aliens were evik. After all, had he not suffered for simply being thin? Anyone different was treated wrongly, and Darius decided it was high time he changed things. He decided he would find alien allys and preform deeds of heroism for the imperium, not with men but with aliens who understood. He applied for service in a dedicated psyker squad, but halfway through his first ever war he.was dragged away by an inquisitor, who had been observing his talents.

The inquisitor made Darius his Interrogator, a position he held for 13 years, althoughd Darius quickly caught on that there were 2 efficient ways to interrogate people. Torture them till they talk,or untill they were comotose and a telepath could invade the victims mind unhindered. But soon, Darius's mentor died from a Heretics Boltgun injury to the head. Darius took the Inquisitorial seal from his dying mentor, as the inquisitor muttered "youre.... Next.... In.... Line..."

Darius took up his mentors work, and began using his power and resorces to build his own team of Alien Fighters. However he still continues his Ordo Xenos dutys, though he cant account for every artefact he has ever been sent to retrieve.
Title: Re: Nekulli Rules
Post by: InquisitorHeidfeld on August 02, 2011, 01:34:24 PM
Quote from: Darksinger on July 29, 2011, 03:08:47 PMThey arent blind (or anything), because they are used as bodyguards by a rouge trader, in a crowded spaceport. You couldn't trust hearing and smell alone in such a place, so they would have to have at least average eyesight.
Given that human bodyguards are looking for body language in an area where it is significantly constrained by the proximity of others I doubt the noise level would be a more significant issue...
Particularly for creatures for whom the soundscape is particularly important among creatures for whom it isn't (humans). The click of a safety catch for example might disappear from a human's perspective but is a sufficiently different set of frequencies to stand out to a predator reliant on sound like a giant purple elephant in a tutu.

In fact it's the open areas with long sight-lines that place the hearing driven bodyguard at a disadvantage - if someone pops up on the roof of a building half a kilometer away the human bodyguard will see him and begin to process what he's seeing. Before the rocket has crossed half the distance the human bodyguard will be beginning to react, the Nekulli won't yet have heard the launch. By the time the missile arrives the Human bodyguard will have reacted and had time to move the primary a reasonable distance, the Nekulli would be in the midst of reacting (assuming comparable processing and reaction times).
Title: Re: Nekulli Rules
Post by: Darksinger on August 03, 2011, 09:37:10 PM
Quote from: InquisitorHeidfeld on August 02, 2011, 01:34:24 PM
Quote from: Darksinger on July 29, 2011, 03:08:47 PMThey arent blind (or anything), because they are used as bodyguards by a rouge trader, in a crowded spaceport. You couldn't trust hearing and smell alone in such a place, so they would have to have at least average eyesight.
Given that human bodyguards are looking for body language in an area where it is significantly constrained by the proximity of others I doubt the noise level would be a more significant issue...
Particularly for creatures for whom the soundscape is particularly important among creatures for whom it isn't (humans). The click of a safety catch for example might disappear from a human's perspective but is a sufficiently different set of frequencies to stand out to a predator reliant on sound like a giant purple elephant in a tutu.

In fact it's the open areas with long sight-lines that place the hearing driven bodyguard at a disadvantage - if someone pops up on the roof of a building half a kilometer away the human bodyguard will see him and begin to process what he's seeing. Before the rocket has crossed half the distance the human bodyguard will be beginning to react, the Nekulli won't yet have heard the launch. By the time the missile arrives the Human bodyguard will have reacted and had time to move the primary a reasonable distance, the Nekulli would be in the midst of reacting (assuming comparable processing and reaction times).

Not the best example ever. A Nekullis hearing range is greater than a humans, and stronger, so he would have been able to hear the missile launch at the proper time. He may, if the enemy were rather noisy, be able to have even heard the enemys approach. Nekulli have a much sharper sense of hearing, like a bats. they can see with their hearing.
Title: Re: Nekulli Rules
Post by: DapperAnarchist on August 03, 2011, 10:05:08 PM
Unless its a supersonic missile... or, perhaps, a bullet, as they mostly are supersonic. However, the Nekulli's inability to detect things at speed-of-light is replaced by their ability to detect things out of line of sight, and perhaps to be able to pick up on emotional cues.
Title: Re: Nekulli Rules
Post by: InquisitorHeidfeld on August 04, 2011, 01:35:10 PM
Quote from: Darksinger on August 03, 2011, 09:37:10 PM
Not the best example ever. A Nekullis hearing range is greater than a humans, and stronger, so he would have been able to hear the missile launch at the proper time. He may, if the enemy were rather noisy, be able to have even heard the enemys approach. Nekulli have a much sharper sense of hearing, like a bats. they can see with their hearing.

Regardless of the "strength" of their hearing it doesn't accelerate the speed of sound.

The longer the range at which the cues are given the more advantage the visually driven individual has over the aurally driven.

The advantage for the aurally driven bodyguard is in close confines, in the crowded spaceport for example, the visually driven bodyguard has no ability to detect the weapon through the intervening bodies and must rely on other cues, body language for example, whereas the aurally driven bodyguard will likely detect mechanical sounds through the mess of organic sounds and react to an assassin while they are still preparing.

QuoteUnless its a supersonic missile... or, perhaps, a bullet, as they mostly are supersonic. However, the Nekulli's inability to detect things at speed-of-light is replaced by their ability to detect things out of line of sight, and perhaps to be able to pick up on emotional cues.
The above was considering a subsonic missile but at a distance which meant that thinking time (the time it takes the brain to process the sensory input, establish the missile as a threat and decide to take action) played a major part in the success or failure.
Bullets and other supersonic projectiles are another matter entirely... but then the difference between the visually based and aurally based in terms of reaction to a supersonic projectile is negligable. By the time the range is sufficient to allow a reaction to the shot before the shot reaches its target there are very few visual cues to react to anyway so the fact that the aurally driven target doesn't hear the shot is virtually indistinguishable from the fact that the visually driven target doesn't see it.