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Brother Auberon, Imperial Missionary... and now Investigator Tomorov.

Started by Sentinel Guy, May 08, 2010, 05:16:09 PM

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Sentinel Guy

Hi guys, im new on here but have played 40k/fantasy/necromunda/mordheim/BFG for years. I have had the inquisitor book and models since they came out, but am only now getting into the game completely. So I have drafted up my first character and would like some opinions please...

see my post further down for update

DapperAnarchist

WELCOME TO THE CONCLAVE

An excellent first character, I think. Simple, not overblown, and potentially interesting. Critiques though - Force of Will is usually considered mostly for the truly mindless, and better represented by simply having a high Nv. The point is, however brave Auberon undoubtedly is (77 is pretty good), will he really just be able to stand there unwavering in the face of a Bloodthirster?

So, can we see what he looks like?  :)
Questions are a burden to others, answers a burden to oneself.

The Keltani Subsector  My P&M Thread - Most recent, INQ28!

precinctomega

Actually, an Imperial missionary is one of those rare example of a (roughly) sane human who could be justified as having Force of Will.  When they head off, alone, into the unknown, they will be prepared to face the worst of the worst and those who survive long enough to be veterans of the Missionaria Galaxia could be considered to have faced down gribblies at least as horrifying (if, perhaps, not as dangerous, but they're not to know that) as a Bloodthirster.

I have a Missionary character and I gave him Nerves of Steel in an obvious exception to my usual tendencies, because I reasoned that his faith was such that he believed that, if a round hit him, it was the Emperor's will.  If not, then that, too, was the Emperor's will and so there was no point in ducking or flinching as the Emperor's will would be done either way.

R.

Sentinel Guy

Cool thanks for the response people.

Sadly I dont have my camera or the model with me at uni but when I get home in 2 weeks I will post up pics of my entire warband. They are all 28mm figures at the moment as the people I will be playing the game with dont like 54mm stuff  as its expensive and harder to convert :-\

I suppose thats fair enough.

Also if I am playing with a group of friends would it make more sense for each of us to create 1 or 2 characters and divide the group into 2 and fight it out as opposed to everybody having a warband of 4 or 5 models? I woud prefer to do it that way but does it work?

Brother_Brimstone

Quote from: precinctomega on May 09, 2010, 09:27:57 AM
I have a Missionary character and I gave him Nerves of Steel in an obvious exception to my usual tendencies, because I reasoned that his faith was such that he believed that, if a round hit him, it was the Emperor's will.  If not, then that, too, was the Emperor's will and so there was no point in ducking or flinching as the Emperor's will would be done either way.

I actually really like that sort of fatalistic approach to why a character might have Nerves of Steel.

I like the character, stats seem reasonable, nothing over the top about the equipment and the background seems good enough. I'd echo the questions about a model, though; I'd like to see how you model the scythe.

Kaled

Quote from: Sentinel Guy on May 09, 2010, 01:09:45 PM
the people I will be playing the game with dont like 54mm stuff  as its expensive and harder to convert :-\
I'm guessing they haven't tried 54mm?  Yes, it is more expensive than 28mm, but if you shop around it's possible to make a 54mm warband quite cheaply - I've picked up models from eBay for less than £5 each.  And my 28mm version of Inquisitor Kaled cost more than a few of my 54mm models.  As for being harder to convert - I'd say that in terms of actually doing the modelling, it's far easier as things are less fiddley.  And given the huge number of 54mm models out there it's hardly difficult to build unique and interesting models.

QuoteAlso if I am playing with a group of friends would it make more sense for each of us to create 1 or 2 characters and divide the group into 2 and fight it out as opposed to everybody having a warband of 4 or 5 models? I woud prefer to do it that way but does it work?
Well, you want to keep the number of characters (including NPCs) on the table to a maximum of 10 (a dozen at the very most).  With three players, having three characters per player plus a GM (possibly with an NPC or two) is a good size for a game - I wouldn't let things get much bigger than that, especially if your group is new to the game.  So yes, if you have more players you definitely want to only give them 1-2 characters each or thing will slow to a crawl.
I like to remember things my own way... Not necessarily the way they happened.

Inquisitor - Blood Bowl - Malifaux - Fairy Meat

Sentinel Guy

#6
see post below for update


MarcoSkoll

Quotejust so you know, I like to roll randomly for stats as anthing can happen that way and it adds to the fun I think.
Hmm. The rulebook's profiles don't actually stand up to much logical scrutiny.

An Inquisitor shouldn't automatically be the hardest fighter in a warband. They might be a good all-rounder, but they have other things to be getting on with other than just learning how to smack heretics upside the head.
While most probably do know how to handle themselves in a fight, that doesn't mean they should be the most skilled, strongest, fastest and most intelligent.

After all, when you're an Inquisitor, you have your choice of almost anyone on the Imperium, so you can recruit Storm Troopers, Arbites, Sororitas, Death Cult Assassins... people trained from childhood in the art of fighting. Why not hire a few of those to do the fighting/act as your bodyguard, and then you don't need to dedicate as much of your precious time to mastering combat yourself?
S.Sgt Silva Birgen: "Good evening, we're here from the Adeptus Defenestratus."
Captain L. Rollin: "Nonsense. Never heard of it."
Birgen: "Pick a window. I'll demonstrate".

GW's =I= articles

Sentinel Guy

Right so I have my starting warband sorted (I hope) and ready for the start of the campaign in 2 weeks time.

So here are my starting 3 with final modifications -


Investigator Tomorov - Ordo Hereticus Inquisitor

WS  BS   S      T    I   WP  SG  NV  LD
55   67  50   50  70  86   86  78   72

He is right handed.

Equipment:
Flak Armour on all locations except head.
1 Bolt Pistol.
+ 12 Inferno Shells.
1 Rune Staff.
Psi-booster.
Hexagrammic Wards.
Comm-link (this allows characters to be aware of anything the other characters with comm-links are aware of and vice-versa. For more information on awareness see page 52 of the Inquisitor rulebook).

Abilities:
Leader.
Rock Steady Aim.
Witch-hound.

Psychic Abilities:
Mind Scan.
Psi Track.
Psychic Shriek.


Brother Auberon - Imperial Missionary

WS  BS    S    T    I   WP  SG  NV  LD
59  42   46  44  48  76   66   77  72

He is right handed.

Equipment:
Rosarius (conversion field generator).
Simulacrum Imperialis (friendly characters who have line of sight to Auberon may re-roll failed pinning and leadership tests).
1 Frag Grenade.
1 Stubber.
1 Scythe (halberd).
Comm-link.
Robes (2 points of armour on all locations except his head).

Abilities:
Word of the Emperor - Catechism of Hate, Curse of undoing, The will and the Way, Faith Overcomes All.


Henrik - City Watchman

WS  BS   S     T    I   WP  SG  NV  LD
60  65   55  55  65  55   60   61  56

He is right handed.

Equipment:
Carapace Armour on all locations except head.
1 Pump-action Combat Shotgun with Laser Sight.
+ 12 Executioner Shells.
1 Laspistol.
Comm-link.
1 Armoured Gauntlet.

Abilities:
Quickload.
Subdue.
Deadeye Shot.

Kaled

The bounty hunter could do with some way to capture targets alive - maybe replace Blademaster or Feint with Subdue or perhaps one of the skills from Lectures on the Wych.  Or maybe give her a shock maul instead of a knife, or perhaps a bolas launcher instead of the throwing knives.

I'd also say you could safely boost the Inquisitor's WS, BS and I by 5-10 points without him seeming over-powered.  Also, he could do with a close-combat weapon - even if it's just a knife...
I like to remember things my own way... Not necessarily the way they happened.

Inquisitor - Blood Bowl - Malifaux - Fairy Meat

Sentinel Guy

Thanks Kaled, I decided against the bounty hunter right now as I fancy fielding an enforcer in carapace armour for a change.

I will need to add an extra team member later possibly so the female bounty hunter can always come in then.

precinctomega

Your medic could justifiably come with a medipack.

Nice to see a psyker with an obvious focus on a single discipline, too.

R.

Sentinel Guy

Well here is my female bounty hunter/assassin who will join my warband later on.

Saaya - Bounty Hunter/Assassin

WS  BS   S    T   I   WP  SG  NV  LD
61  62   55  54  65   58   60  63  60


She is left handed.


Equipment:

Knife coated in Bloodfire.
Comm-link.
2 Throwing Knives coated in Stun.
1 Bolas.
Synskin.
2 Smoke Grenades.
1 Photon Flash Grenade.

Abilities:

Blademaster.
Feint.
Acrobatic.
Dodge.


So altogether that gives me a nice looking Witch Hunter Warband.

The Inquisitor provides some psychic support as well as acting as leader for the group. I see him as a rather plain and unassuming character who stalks his enemies through the streets, scanning their minds and tracing their actions. When action is eventually needed he has the bolt pistol to cause some serious harm and when loaded with inferno shells he can bring swift flaming justice to heretics, mutants and witches alike.

The Missionary provides Ld and Nv boosts as well as being able to heal wounded team members if need be (although I dont feel he should carry a medikit). He can inspire the others to greater deeds with his word of the emperor abilities and is my main supportive character.

The Watchman is your bog standard arbites officer really. With his executioner rounds he can provide long range firepower, he also possesses the ability to subdue his targets.

The Bounty Hunter/Assassin has cool poisoned attacks and will stalk her prey silently, sticking to the shadows, before delivering the fatal blow. She has smoke and flash grenades for when she needs to deal with multiple enemies quickly or gets trapped and needs a speedy escape.

Well thats the idea anyway.

precinctomega

Top tip for characters with Psi-Scan and similar abilities: equip them and their closest allies with comm-links.  It's so embarrassing when one character know that there's an enemy around the corner, but no one else does.

R.

JoelMcKickass

I dunno about the comms, i think the idea of him knowing that one of his friends is in danger but not being able to do anything about it is kind of...eerie, making him almost seem kind of helpless. It'd restrict the team a little bit, but show that they're not reliant on him. Saying that, it'd make perfectly logical sense for them to have comms...