The Conclave

The Ordos Majoris - Hobby, Painting and Modelling => Inquisitor Game Discussion => Topic started by: Easy E on December 21, 2009, 04:40:59 AM

Title: Review of a AD-Mech warband please.
Post by: Easy E on December 21, 2009, 04:40:59 AM
God, that title sounds sooooooooooooo noobish.  

Anyway, I have been working on an online campaign on a different forum.  As part of that campaign, I have been making some rules, key characters, etc. for people to use in their own campaign game sif they choose.

I have put together a write-up on a key character for the campaign, and was wondering if you fine folks would take a look at it and tell me what you think.  I am trying to make a character that can be used in 40K, Epic, and Inquisitor, so there is some in the document for other gaems as well.  

Thanks for your feedback.  

http://s3.zetaboards.com/The_Ammobunker/single/?p=8128407&t=7225410 (http://s3.zetaboards.com/The_Ammobunker/single/?p=8128407&t=7225410)

Edit: Can anyone tell me how to upload a Word Doc?
Title: Re: Review of a AD-Mech warband please.
Post by: Inquisitor Cade on December 21, 2009, 09:18:16 AM
Aparently I
Quotedo not have permission to access this topic.
Error Code: 4:550

Could you put the stuff you want us to look at on here. I don't know how to upload documents, but copy-paste has never let me down.
Title: Re: Review of a AD-Mech warband please.
Post by: precinctomega on December 21, 2009, 09:29:25 AM
I'm registered at Ammobunker and logged in, but I can't view the details, either.

Copy and paste is your best bet.

R.
Title: Re: Review of a AD-Mech warband please.
Post by: greenstuff_gav on December 21, 2009, 12:04:37 PM
Quote from: precinctomega on December 21, 2009, 09:29:25 AM
Copy and paste is your best bet.

yup; that.
copy from word and paste into a post here ;)
Title: Re: Review of a AD-Mech warband please.
Post by: precinctomega on December 21, 2009, 05:21:44 PM
Copied from Warseer:

QuoteMagos Xygzmund
WS   BS   S   T   I   Wp   Sg   Nv   Ld Speed    Hand
61   65   56   58   52   82   86   53   79   4    Right

Required Equipment: Servo-skull (Counts as a Hunter Servo-skull), refractor rield, advanced bionic eyes with range finder and auspexes, advanced bionic legs, average bionic heart and lungs.

Suggested Equipment: Armored robes, Carapace (chest and abdomen), laspistol, power axe

Special Abilities: Leader, Rocksteady Aim

Tech-Adept Hinzo
WS   BS   S   T   I   Wp   Sg   Nv   Ld Speed    Hand
38   38   48   46   29   48   88   28   62   3    Right

Required Equipment: Highly advanced bionic brain, advanced bionic eyes with pict-capture, advanced bionic eyes with vox-recorder.

Suggested Equipment: Armored robes, laspistol

Special Abilities: None

Tech-Priest Orellis
WS   BS   S   T   I   Wp   Sg   Nv   Ld Speed    Hand
52   45   44   56   59   71   76   49   69   3    Right

Required Equipment: Mechandrites, bionic head (+3 Armor), variety of average bionics.

Suggested Equipment: Armored robes, Flak chestplate, Carapace gloves, laspistol,

Special Abilities: None

Skitarri Senior Alpha 6523
WS   BS   S   T   I   Wp   Sg   Nv   Ld Speed    Hand
65   68   51   58   53   42   45   59   71   3    Right

Required Equipment: Bionic eyes with range finder and motion detector

Suggested Equipment: Armored robes, Flak chestplate, open helmet, re-breather, TP lasgun, short sword.

Special Abilities: Deadeye Shot

Gun Servitor E-209
WS   BS   S   T   I   Wp   Sg   Nv   Ld Speed    Hand
51   35   73   45   28   95   15   45   15   3    Right

Required Equipment: Right arm Heavy Bolter implant weapon, bionic head (+2 armor), bionic left arm (+2 armor), bionic legs with +1 armor, bionic eyes with Infrascope, average bionic lungs

Suggested Equipment: Flak Chestplate, knife

Special Abilities: Hip Shooter, Nerves of Steel

Now, it's clear - even allowing that we still can't see the document - that you've got something less flexible in mind with the combination of required and suggested equipment and abilities.  But it's also my impression that you are fairly new to the rules or at least haven't played many games.

Bionics in the current rules might as well be labelled "speed-bump to progress".  The Tech-Adept looks more like a liability than an asset and might be better used as an objective or NPC, given his comparative uselessness.

What, exactly, is the plan with this crew?

R.
Title: Re: Review of a AD-Mech warband please.
Post by: Easy E on December 21, 2009, 06:46:16 PM
I'm really rather bummed I can't get the document on Warseer or here as it has a lot of lfuff, and details on how to use these guys in 40K and Epic.  I kinda like the formatting work I did too since I am a novice at that kind of stuff.  Oh well.

This guy represents a special character for the Battle for Ammoriss campaign, and it was intended to be any player could use them in a game, hence the required and suggested equipment.  In addition, they had to mirror the 40K version of the warband using Inquisitor (DemonHunter/Witchhunter) retinue rules as a base, and then trying to port the 40K retinue to an Inquisitor warband.  It is harder than you would think.     

Magos Xygzmund is the Inquistor stand-in.  Tech Priest Orellias is an Acolyte, Tech-Adept Hinzo is a Sage, and the other two are warriors in the 40K retinue.  Hence in Inquisitor Tech-Adept Hinzo is kind of a wimp, because his functionin in the warband is logistics and planning.  He is suppose to figure things out, and with his Bionic Brain, would have a Sagacity of just over 100.  Other than that, he's kind of aliability.  Not everyone can be a combat monster.       

Your impressions about my skill level with the game is correct, Precinct.  Never played and have only read the rules a few times.  Looking back at it, I don't think I calculated the Speed correctly. 
 

   

Title: Re: Review of a AD-Mech warband please.
Post by: MarcoSkoll on December 21, 2009, 09:11:56 PM
Quote from: Easy E on December 21, 2009, 06:46:16 PMYour impressions about my skill level with the game is correct, Precinct.  Never played and have only read the rules a few times.
Well, not having played a game doesn't mean that you can't get the gist of it.

When one of my mates played his first actual full Inquisitor game, most of the people around the table had no clue that it was the first time he'd actually played. I'd helped with some of it, but not having played before doesn't mean you can't know the game.

QuoteLooking back at it, I don't think I calculated the Speed correctly. 
There are some mistakes.

Hinzo and E-209 should be Speed 2, and Orellis and Alpha 6523 should be speed 4.

Quote from: precinctomega on December 21, 2009, 05:21:44 PMBionics in the current rules might as well be labelled "speed-bump to progress".
You're going to have to elaborate on that one...
Title: Re: Review of a AD-Mech warband please.
Post by: precinctomega on December 22, 2009, 07:46:13 AM
QuoteYou're going to have to elaborate on that one...

For new players, remembering the basic rules can be a challenge.  Bionics layer a whole new set of exceptions on top of those rules.  If a character has one or, at most, two bionic parts then it's usually possible to keep them pretty simple.  If he has more than that, then it becomes very hard even for the fairly experienced player to keep track and there tends to be a lot of:

"Oh, no, hang on he's got a bionic eye with a built in motion-tracker and red-dot laser sight."

"What do those do again?"

<Checks rulebook>

"And he's got a bionic leg.  Doesn't that add +1 yard to movement?"

"I thought that was only if they had two bionic legs."

<Checks rulebook>

"And he's got an advanced bionic arm with S72, so that means his total Strength is... something more than 100."

[And we all know what happens when stats start to go over 100...]

Etc.
Title: Re: Review of a AD-Mech warband please.
Post by: Easy E on December 28, 2009, 07:04:38 PM
Thanks for your help everyone. 

I agree with your thoughts on Bionics Precint, so I tried to keep them fairly straight forward.  Mostly average (i.e. no change) or simple armor upgrades. 
Title: Re: Review of a AD-Mech warband please.
Post by: Easy E on December 29, 2009, 09:31:22 PM
I placed the final results into a public part of the Ammobunker now, so here you go: http://s3.zetaboards.com/The_Ammobunker/single/?p=8129885&t=7243356

This guys fluff is vert specific to the planet of Ammoriss, so if you are left scratchy your head at some of it, their is a nice thread somewhere around here that covers it.  Otherwise Copy and Paste fluff from the document:

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

The man, and some speculate on whether he truly still is a man; known as Magos Xygzmund has been a resident of the Red Tower on Ammoriss for over a century.  Beyond that, little is known of his background.  A century ago, he was presented to the Imperial Governor's court on King's Island by the Grand Techno-magos.  Since that first fatefull introduction Magos Xygzmund has been a key face of Adeptus Mechanicus policy on Ammoriss. 

His first posting was as the head of the Scholum Machanicus at the base of the Red Peak.  It is here that the future of the Ad-Mech on Ammoriss is trained.  Members of the Ecclesiarchy have claimed that this was the time when the Cult of the Omnissiah began to spread within the common population of Ammoriss as well.  Idle gossip and nameless sources began spreading rumors that the Magos was actively recruiting the young Adept-Potentials to go back to the populace and spread the Cult of the Omnissiah to their homelands.  The Magos himself has neither confirmed nor denied his role in the spread of the Machine Cult.  He simply refuses to acknowledge the question. 

After a quarter century preparing new Techpriests to be inducted into the order, the Magos was summoned to the Red Tower and disappeared from official sight.  To this day, his detractors still speculate on the reasons behind his disappearance.  Official records indicate he was posted to a research post within the Red Tower.  However, his presence was reported at several Ad-Mech facilities scattered across Ammoriss, some of these reports are in doubt as they would put the Magos at two different places at the same time.  The majority of these reports place him in and around Eisenberg Island (Warzone 6), Polar Station Zeta (Warzone 7), and the Ruins of Old Jacko (Warzone 10). 

Magos Xygzmund's isolation from Ammoriss politics was suddenly reversed when he reappeared with a new title approximately 5 years ago.  As a Special Envoy, the Magos claimed that he spoke on behalf of the Arch-Magos of the Red Tower himself, and that his word was as good as Red Tower policy.  Official inquiries into the truth of these statements have been met with polite obfuscation or silence.  Since the re-appearance of Magos Xygzmund, other special envoys have also appeared.  All other official communications with the Red Tower have declined dramatically since the appearance of these Special Envoys. 

Since his return, the Magos has focused extensive efforts on increasing Adaconite production.  It was under his auspices that Area 851 (Warzone 1) was created.  He was the first high ranking Adeptus Mechanicus official on the scene after the cataclysmic explosion rocked the facility.  In addition, he has been heavily influencing the rebuilding at the site. 

In addition to his work with Area 851, the Special Envoy has been instrumental in increasing production quotas at the various strip mining facilities.  He has also been actively involved in pushing the efficiency and performance of the Arch-Magos Stanislav Spaceport (Warzone 1) to keep up with exporting the increased production of Adaconite from the mines. 

As Imperial and Civilian officials inquire as to the need for this increased production, the Magos Xygzmund simply references the pressing concerns of the greater Imperium of Man, and the Imperium's ever increasing needs for Adaconite.  However, many merchant captains claim that despite the increase in Adaconite production their own cargo hauls have not increased.   

Currently, the Magos has been busy shuttling between Ad-Mech controlled sites.  His constant movements have made it even more difficult for his Imperial counter-parts to keep track of his whereabouts, or pin him down for answers.  This has left Ammoriss officials mostly blind to the agenda of the Adepts of Mars, and their pleas for assistance have fallen on deaf ears. 

Adept Hinzo

Adept Hinzo is considered by outside observers to be a rising star of the Red Tower.  He has undergone extensive bionic replacements to enhance his abilities as an assistant to the Magos.  There is no doubt he possesses a first class analytical mind and his logistical abilities appear to be unmatched. 

Hinzo is a native of Ammoriss.  He was one of the first students enrolled in the Scholum Mechanicus when Magos Xygzmund stepped in to lead the organization.  The Magos himself recognized the young adept potentials abilities and had him fast tracked through the school.  It is rumored that Hinzo's advanced brain calcui and logi interfaces were installed by the Magos himself.  Shortly after Hinzo's graduation, the tech-adept was admitted to the brotherhood of the Red Tower and joined Magos Xygzmund's retinue. 

Tech-Priest Orellis

Tech-priest Orellis was a member of Magos Xygzmund's retinue when the Magos was first introduced in the Imperial Governor's court a century ago.  Orellis's loyalty to the Magos is beyond reproach.  Like his master, he has been sited at various Ad-Mech sites with and without his master.  What agenda the two of them are pushing can only be guessed at. 

It is unclear if Tech-priest Orellis came from off planet or is a native of Ammoriss.  Like many of his order, his background is shrouded in mystery.  Only those who can access the databanks of the Adeptus Mechanicus may ever know the true history of Orellis. 

Skitarri Senior Alpha 6523

Skitarri Senior Alpha 6523 is the personal bodyguard of Magos Xygzmund.  He was pulled from the garrison at Arch-Magos Stanislav Spaceport thanks to his spotless record of service and high performance marks for efficiency.  Like most Skitarri, Senior Alpha 6523 came from off world.  Who he was before entering the service of the Priesthood of Mars is unknown. 

E-209

E-209 is an Ammoriss Red Tower model Gun Servitor drawn from the ranks of the gun-servitors that protect the gates of the Red Tower itself.  Now, E-209 protects the Magos with the same hardwired zeal.  What crimes led to E-209 becoming servitorized and his true identity have long been expunged from the pages of history.