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This write-up's a few years old (my current one is on another computer), but it gets the point across:Inquisitor Seronius Bracht (Ordo Malleus, Monodominant)
S..74 (45 right, 29 left)
Background: Bracht was the child of a priest in the Ecclesiarchy on the world of Falchis IV, and was raised to follow in his fatherâ€™s steps in the church. When he was 15, Bracht began to manifest strange powers, but without any apparent psychic effort. Brachtâ€™s father, ever the loyal servant of the Emperor, turned him over to the Inquisitionâ€™s black ships as a psyker. But upon further testing, the Inquisition found that Brachtâ€™s abilities were not those of a psyker, but in fact made him a Pariah, or psychic null. This ability was amazingly rare, and made Bracht a valuable resource to the Inquisition. He was immediately started upon the path of becoming an Inquisitor himself.
By the age of 27, Bracht had risen from among his classmates to serve as a member of the Inquisitor Joset Ventorâ€™s retinue at the rank of Interrogator. It was when Bracht accompanied Ventor to his homeworld of Falchis IV to exterminate a group of individuals know to traffic with Daemons that his true calling was to be revealed. Inquisitor Ventor had tracked down the cult with Brachtâ€™s aid, and commandeered a local regiment of Guardsmen and a group of Ecclesiarch priests to assist in the purge. The battle went smoothly until the cultâ€™s inner-sanctum was penetrated â€“ only Ventor, Bracht, a single Ecclesiarch, and a handful of Guardsmen remained for this final assault. The battle was bloody, and as the last cultists fell, one called upon the Ruinous Powers for assistance, summoning a terrible Daemon into his dying body. Ventor threw himself into the battle, wielding his blessed sword and followed closely by Bracht and the protection his power offered. The Daemon, blocked by Brachtâ€™s nullifying powers, was unable to see the oncoming Inquisitor â€“ but that didnâ€™t stop it from flailing about with itâ€™s daemonic weapon, catching the charging Ventor full in the chest and killing him instantly. Ventorâ€™s psychic death scream killed the remaining cultists and guardsmen. The remaining Ecclesiarch, Ivan Quinx, was shielded by proximity to Bracht, but the scream still had enough force to effect his mind, driving him into a frenzy â€“ part holy retribution, part furious bloodlust. Quinx charged straight at the Daemon regardless of his own safety. Alongside him, Bracht had swept up his masterâ€™s blessed sword and joined Quinx in his assault on the Daemon. Between the two of them, they managed to throw the Daemon off balance enough for Bracht to close for a killing blow. Sword raised high in both hands, Bracht lept, only to be caught by another of the creatureâ€™s blind strikes, sheering off his right arm entirely. Bracht managed to keep hold of the sword with his left hand, and use his momentum and fury to bring the blade down in a chop that cleaved the Daemonâ€™s skull in half, banishing it back to the Warp. Both the remnants of the cult and the guardsmen fighting throughout the complex felt the Daemon's death scream. Many guardsmen hesitated at that moment, as the cultist's were used to the touch of the Warp in their minds and did not pause in their fighting. Only a handful of Guardsmen survived the slaughter, most of which were summarily executed after the battle for having been exposed to the Warp. Over a hundred cultists were estimated to have fled the complex after the Daemon's death, scattering into the population of Falchis IV.
In the aftermath, Bracht discovered that a shard of the Daemonâ€™s vile weapon had broken off in his right shoulder. He had this removed before having a bionic limb grafted onto his body. It wasnâ€™t until some years later that Bracht discovered the lasting effects of this daemon shard â€“ it showed up as a beacon, negating his usual invisibility to denizens of the Warp. It was at this life-changing battle on Falchis IV that Bracht met two who were to become stalwart members of his retinue: Holy Castigator Ivan Quinx and Guardsman Parl Clausten. Bracht was promoted to Inquisitor due to his actions. His first act at this new rank was to declare his homeworld, the planet Falchis IV, exterminatus.
Abilities: Right Handed, Partial Pariah, First Strike, Force of Will.
Partial Pariah: The -50% modifier on all psychic tests used or directed at anything within 10 yards of Bracht still applies as per the normal Pariah rule. But due to the daemon-wound he took on Falchis IV, Bracht shows up to Warp-creatures as anyone else would, negating the invisibility usually exhibited by nulls. Daemons can see Bracht without taking the usual test associated with being a Pariah. Unlike most Inquisitors, Bracht does not benefit from the Leader rule - one of the downsides of being a Pariah is feeling of unease amongst companions.
Equipment: Ventorâ€™s Sword (counts as a standard power sword); pump-action combat shotgun with 20 standard shells & 10 inferno shells; laspistol with reload; comm-link; 2 frag & 2 krak grenades; detox inhaler with 3 doses; flak armor & a greatcoat (total of 5) everywhere except head; average bionic right arm (S45, +1 armor on right arm).Holy Castigator Ivan Quinx
Background: Ivan Quinx was the unhappy servant of the Ecclesiarchy on the world of Falchis IV, little more than a schoolmaster to the children of the local nobles. Quinx was greatly unpleased with this role in life, feeling that he had a greater destiny ahead of him, but was a devote and loyal man, so never spoke out about his lot in life. It was Quinx who was the original teacher of Seronius Bacht when Bracht was but a child â€“ Quinx was sad to see the boy leave in the Inquisitionâ€™s blackships, as he knew that the boy was filled with fiery zeal and that most who were taken in the blackships never returned. It was to Quinxâ€™s great joy when Bracht returned to Falchis IV as an Interrogater under the wing of the Inquisitor Ventor, and his great dismay when the purpose for the return was to snuff out a Warp-cult that was brewing under Quinxâ€™s very nose! When Ventor approached the local Ecclesiarchy chapel for a contingent to aid his purge, Quinx felt that this was destiny calling and quickly volunteered for the mission.
Quinx was one of the few who survived the fight into the cultâ€™s center, and was witness to the summoning of the great Daemon that eventually destroyed Ventor. It was only his proximity to Bracht that prevented Quinx from becoming another casualty due to Ventorâ€™s psychic deathscream, but the scream was powerful enough to set something off within his usually calm mind. The scream warped his brain with its hatred of the Daemon, forcing the same views into Quinxâ€™s already zealous mind, driving him into a holy frenzy of retribution. He was carrying no weapon but a walking staff and no armor but a robe, but threw himself at the Daemon as if he was encased in the holy armor of the Adaptus Astartes and bearing a weapon blessed by the God-Emperor himself, chanting the prayers of his order the whole time. His furious attack was enough to allow Bracht an opening to strike the killing blow against the Daemon, ending the battle. After the fight, Bracht asked Quinxâ€™s holy order for permission for the priest to accompany him. The Ecclesiarchyâ€™s council acquiesced, and went as far as to gift Ivan Quinx with the rank of Holy Castigator and the relic Pai Talio, one of the legendary Axes of Retribution.
Abilities: Right Handed, Righteous Mind, Word of the Emperor.
Righteous Mind: Quinxâ€™s mind was forever altered during the final battle on Falchis IV. He is overcome with fiery rage when he sees anything Daemonic and wonâ€™t rest until it is purged, even at his own expense. When Quinx becomes aware of anything Daemonic (a Daemonic character or weapon, or a Daemonhost), he gains the abilities Furious Assault and Nerves of Steel, and Frenzy towards the Daemon(s). Once all Daemons are removed from the table (or remain undiscovered by Quinx or his party), Quinx loses these abilities and becomes exhausted. Treat this as if Quinx is infected with the toxin Choke. This cannot be modified by equipment, and will always use Quinxâ€™s actual Toughness to test.
Equipment: Pai Talio, Axe of Retribution (counts as a Great Axe and Pentagrammic Wards); Stubber with reload; comm-link; heavy robes (2) everywhere but head.Veteran Guardsman Parl Clausten
Background: Parl Clausten spent his early life as an unexceptional yet devoted servant of the Emperor, a Guardsman on the planet Falchis IV. He was constantly ridiculed by his peers as being slow and thick-headed, which wasnâ€™t an exaggeration in the slightest. After the fight on Falchis IV, where Inquisitor Ventor commandeered Parlâ€™s regiment, Bracht saw the tenacity and single-mindedness of the Guardsman and realized he could quickly twist that dedication to serving himself. Bracht immediately requisitioned Clausten into his growing retinue. Clausten, on the other hand, saw Brachtâ€™s kindness as genuine, and fell into the Inquisitorâ€™s â€śtrapâ€?, dedicating himself to protecting his â€śkindâ€? benefactor. He is loyal first to the Emperor and second to Bracht, and thereâ€™s no room for anyone or anything else in Claustenâ€™s mind!
Abilities: Left-Handed, Quickload, Hip-Shooting, Devoted
Devoted: Inquisitor Bracht was the first person to show any kindness to Clausten, albeit for selfish reasons. Clausten has in return devoted his life to protecting Bracht. If Bracht becomes Acutely damaged in any location, Clausten becomes frenzied towards the model that inflicted the damage. If Bracht is killed or loses conciousness (these are indistinguishable to Clausten), Clausten becomes frenzied to all unfriendly models that he has line of sight to. When Clausten becomes frenzied, he loses the Quickload and Hip-Shooting abilites, and gains the Furious Assault ability to represent his loss of concentration and rational thought at the injury of his â€śfriendâ€?. If Clausten is frenzying towards one model and Bracht is again damaged to the Acute level, Clausten must attempt to charge the new attacker, ignoring the old one.
Equipment: heavy stubber with 2 reloads, laspistol with 2 reloads, combat knife (short sword), 3 photon-flash grenades, comm-link, reflective carapace armor everywhere but head.The assassin was the newest addition to the party at that point, hence so little writeup. Since this was written, the warband has lost the assassin (K.I.A.) and gained a Sister of Battle (dual-wield bolt pistols) and a second Guardsman (pistol & various close combat weapons).Death Cultist Persephia
Background: Throughout his entire career, the Inquisitor Ventor publicly berated the use of assassins, preferring instead to dole out the Emperorâ€™s retribution to the offending party in person, and passing the same ideas down to his pupil. Ironically, when the Falchis IV affair was ended and the planetâ€™s fate had been sealed, Bracht discovered that Ventor had secretly employed the services of a Death Cult assassin from an unknown Order by the name of Persephia. Bacht, who was much more inclined to accept help from the sources available to him, had no qualms about continuing the Death Cultistâ€™s employment openly. Bracht and his retinue quickly discovered the reason Ventor never brought his assassin into open conflict with him, instead only using her for secret isolated killings: she was addicted to the sport to a dangerous degree, and subjecting Persephia to a large-scale conflict could drive her insane with bloodlust!
Abilities: Acrobatic, Ambidextrous, Blademaster (with both knives and stilettos), Catfall, Dodge, Thrill Killer
Thrill Killer: The adrenaline rush of personal combat is as addicting as any drug to Persephia, and too much at once can overpower her common sense, sending her into a bloodthirsty frenzy. Once close combat has been initiated, Persephia becomes frenzied towards target until target is taken out of action. Once target is taken out of action (not stunned), she must make a Vampirism attack against target. Only add D3 to victimâ€™s injury total and subtract D3 from Persephiaâ€™s injury total, instead of D6. After successful Vampirism attack, Persephia loses Frenzy & Vampirism until a new close combat is started. If another enemy is within 12 yards (two running actions) at the end of Persephiaâ€™s frenzied combat, she automatically frenzies into the new foe.
Equipment: custom handbow (same as regular handbow, but contains three shots, cannot be reloaded, & has a Wt of 20), two stilettos (reach 1, damage D10, pp -20%. any injury inflicted by the stiletto automatically counts as bleeding. enemies are at -2 armour when hit by this weapon. rules from Viathen in the weapons forum), two knives, assassinâ€™s synskin (2 armor & +20% to all resistance rolls) all locations.
I use a 2-member recongregator band.
Marshal Asah Miles (stock Inquisitor statline)
Talents: Leader, Gunfighter, Fast Draw, Deadeye Shot
Psychic Powers: Detection, Puppet Master, Mind Scan
2 Stubbers, dumdum reloads
Sawn-off double-barrelled shotgun, pocket full of Hellfire shells
Flak armor everywhere but head
2 Cyber Mastiffs (Sirius and Max)
May Kasahara (stock Inquisitor Acolyte statline)
Talents: Acrobatic, Deflect Shot, Dodge, Furious Assault
Psychic Powers: Sanctuary
Purity Armor (Carapace + Ceramite) everywhere but head
Miles is based on the Eisenhorn mini, Kasahara is based on the Daemon Huntress mini. Miles is the old, grizzled inquisitor mentor, May is the trainee/mentee. She runs in swinging while Miles hangs back and gets pissed about it. She's got the brute force, he's got the mind tricks.
I've got assorted other INQ band members that will get used to get the ready reckoner points up to match, but they change from game to game and represent local talent and contacts called in to help out. My favorite of these is a Krashrak-based alien with a multimelta bigger'n he is.
IGFreely, I like the Marshal, but his friend is a bit... strong. Force Halbred? Ceramite armor? Conversion Field? That's basically a Grey Knight, minus the ridiculous statline! Now, if you're taking this warband against larger groups, then maybe, but if you're playing games of 2-3 models per side, she strikes me as extremely overpowered!
Eh, might just be my anti-SM-in-Inquisitor feelings acting up ^_^
Here's my warband thus far:
Inquisitor Marcel Storming, Ordo Xenos (Radical - Scarinthian)
WS 91 BS 72 S 64 T 61 I 76 WP 83 Sg 75 Nv 88 Ld 93
Equipment: Eldar Witchglaive (a nemesis force halberd with a -10% parry penalty); Mk IV boltgun with sickle magazine, bayonet & one reload; Conversion field covering all locations; 2 points of armour on chest & abdomen; 2 frag grenades and a haywire grenade; Advanced bionic left eye incorporating a passive bio-scanner, rangefinder, infrascope and motion predictor; Injector containing 5 doses of de-tox
Skills: Deflect shot, Feint, Furious Assault, Leader, Lightning Reflexes
Psychics: Detection, Distraction, Enforce Will, Telepathy
Eisenhorn body, boltgun from booster pack, Tyrus head, witchglaive converted from eisenhorn staff & two eldar ranger swords. Conversion field generator is skull & halo from eisenhorn staff.
Alar-alternasarthas aka Althas, UlthwĂ© Ranger
WS 56 BS 94 S 48 T 52 I 97 Wp 81 Sg 75 Nv 82 Ld 76
Equipment: Ranger Longrifle with infrascope & rangefinder and 19 reloads (i.e. 20 total shots); shuriken pistol; knife; Mesh armour on all locations except head; One plasma grenade and one hallucinogen grenade; Motion-tracker; Re-breather (5 doses)
Skills: Catfall, Lightning reflexes, Nightvision, Camouflage, Crack shot, Deadeye shot, Blademaster
Stock Eldar Ranger model with longrifle from booster pack.
Lord Inquisitor Scarinth was a high-ranking member of the Ordo Xenos (Segmentum Obscurus), and was investigating the sources of a piratical eldar incursion into the Port Maw system that had been tracked back to Pariash, located on the galactic north-east side of the Eye of Terror. Pariash is a desolate planet, on which Scarint spent some time searching for dark eldar. Three days into his investigation, he found them â€“ or rather, they found him.
Scarint and his retinue were taken by surprise in a narrow defile, and, although outnumbering the small group of warriors, they were hopelessly outclassed by the eldarâ€™s superior skills and weaponry. His retinue was butchered in short order, but Scarint was spared â€“ presumably for the dark eldarâ€™s own entertainment. However, Scarint never discovered what they planned to do with him, as a crack echoed through the valley and the leader of the warband fell dead. This was followed instantly by another, and another warrior dropped dead with a bullet though his head. Someone yelled â€śFor the Emperor!â€?, and a blur jumped into the midst of the dark eldar, eviscerating and dismembering with a ferocious glaive.
In only a few minutes, Scarint was being introduced to Marcel Stormwing and Alar-alternasarthas. They reported the destruction of every dark eldar they could find on Pariash and politely requested off-world passage to an Imperial world, and pointing out that they had certainly saved Scarintâ€™s life. Being a well-known radical â€“ a believer that if xenos races did not pose a threat to mankind, they should not be destroyed â€“ Scarint agreed to this.
To cut a long story short, after a few months of further investigations Scarint did indeed return to Imperial space, but by then had come to rely on the skills of Stormwing and Althas, and offered them a permanent place in his retinue â€“ to which they accepted gratefully.
Scarint was impressed both by Stormwingâ€™s intelligence and by his dedication to the Imperial cause. He quickly became a central figure in Scarintâ€™s retinue, and only 23 years after he met Stormwing, years Scarint sponsored his promotion to full Inquisitor. This promotion was furiously fought by the puritan members of Scarintâ€™s order, drawing attention to Stormwingâ€™s unknown past and his friendship with an alien â€“ surely exactly what the Ordo Xenos was fighting against? However, eventually Storming was controversially appointed to Inquisitor status despite the opposition.
The Scarinthian train of thought has come to mean Inquisitors that believe if aliens pose no threat to mankind they not be destroyed, and instead the Imperium should work with them against Chaos and other xenos (e.g. Tyranids).
Magos Creazil Tynan, Adeptus Mechanicus
WS 67 BS 74 S 105 T 78 I 68 Wp 72 Sg 96 Nv 68 Ld 71
Equipment: Advanced bionic (left) arm with implanted necrontyr gauss flayer; stubber; falchion*; Flak armour on all locations except arms & head; Advanced bionic heart, average bionic eyes, bionic right arm, bionic head (+3 armour); Inhaler with 3 does each of psychon and reflex; Medi-pack; Mechadendrites
* In addition, due to Tynanâ€™s bionic arm, his special falchion suffers no penalties for being used in one hand.
Uses Dephan Gruss body, Necrontyr gauss flayer in place of breacher converted from plastic necron destroyer gauss cannon
Santil-ke-Erketlis, Rogue Trader
WS 75 BS 71 S 57 T 53 I 64 Wp 75 Sg 71 Nv 85 Ld 72
Equipment: Eldar shuriken catapult; needle pistol with Bloodfire toxin and one reload; chainsword; single Jokaero digital weapon (hand flamer) on left hand; Flak armour on all locations except head; Two frag grenades, one krak grenade and one tanglefoot grenade; Cyber-mastiff
Skills: Dodge, Hipshooting, Quickload, Ambidextrous
Uses Duke von Castellan body, Yaastobal head, shuri-cat converted from plastic 40k shuriken cannon, chainsword booster sprue, needle pistol yet to be converted.
Backgrounds & history for Santil and Creazil not yet written... If you thought I gave Stormwing & Althas unknown background in order to not have to create as much fluff, you would be right. :rolleyes: The stat-lines are not fixed yet, I've been having second thoughts about pretty much every single value - but the rough value is there.
Last edited by Anacron; September 18th, 2005 at 14:25.
All the old Specialist Games resources are currently being uploaded at the Tactical Command forums, and you can find them here: http://www.sg.tacticalwargames.net/fanatic/.
Eh. The Acolyte statline is average, she's inferior in every way to the Daemon Huntress, she's got no ranged attack whatsoever, her ready reckoning points (even with the armor) come up cheaper than most of the book inquisitors, unlike a SM she doesn't back up power armor with 150 toughness, this is pretty much always an out-numbered warband, and the opposition forces range from genestealers to a power-armored chaos magus. And if she seems too tough, the Marshal is a little breakable to compensate. If Puppet Master doesn't go his way, he's got to fall back on the stubbers, and they ain't exactly intimidating.Originally Posted by mEGALOMANIAC
I think over- and under-powered are much more relative concepts in =I= than in other GW games.
EDIT: Case in point, Storming, Santil, or Tynan above would absolutely demolish her.
Last edited by IGFreely; September 20th, 2005 at 15:11.