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Okie Dokie, I have decided that after such a looooong time, to get back into Inquisitor, it was unfortunate that it died in the GW's, but hey who cares, I love the models and it can be fun to play.
so here is my Inquisitors group and her
Inquisitor Soara Antana
Abilities: Ambidextrous, Catfall, Dodge, Feint, First stike, Heroic, Leader, Lightning Reflexes
Psychic Powers: Psychic Ward, Telekinesis
Weapons: Stubber with 4xreloads of Dum Dums, Power Sword, Knife, 2xFrag grenades
Armour and Force fields: Flak armour on all locations (except head), Pentagramic Wards, Hexagramic Wards
Anti-gas and Virus equipment: Filtration plugs
Other Equipment: Laser sight,
Inquisitor Soara Antana, formerly Alema Lazarius, has taken it upon her self to hunt down one of the Imperiums enemies, a man named Tiberium Lazarius, her name was changed early on to hide her identity from those who know of her Fathers treachery, she must stop him herself, she was trained by her Mother in how to wield a blade and to use her mind, but will she be a match for her own Father, or will she be tempted to join him, these decisions she must make, but she will not be alone..........
Staff Sergeant James Sterling
Abilities: Ambidextrous, Fast Draw, Gunfighter, Heroic, Quickload
Weapons: 2xStubbers with 2 Dum Dum reloads (each) and 1 Normal reload (each), Chainsword, 2xFrag Grenades
Armour and Force fields: Flak armour on all Locations (except head) Mesh Armour on chest (represents steel plate)
Other Equipment: Range finder (both pistols), Medi Pack
Staff Sergeant James Sterling of the 102nd Armanian Guard came into the service of the lady Inquisitor near the beginning of her quest, after she saved his life from a group of Cultists, he knows of her mission, but follows her non the less, and after this time has formed a bond with her, he has fallen in love with the lady, and has promised to die protecting her from anyone or anything.
I will continue this later, right now I need to decide who else to add to the group and how to connect them, but by all means feel free to peruse what I have so far, all else I gotta do is buy the models and paint em lol
Last edited by Stella Cadente; February 3rd, 2007 at 16:52.
UM, no, no you dont. This pair is more than a match for most groups you will run into, each one is easily worth three or four normal oponents.
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HAHAHAHAHAHAHA................Oh you were serious.
Well I highly dought they would survive, sine most people have already played many games and have 10x the experience as these two combined.
plus you have to consider that I have NEVER seen an Inquisitors warband wothout a Space marine, or Inquisitors in power armour, so I reckon that compared with 99.9% of Inquisitor warbands out there, there quite tame.
Also you haven't seen her father yet lol, and she will have to fight him
Last edited by Stella Cadente; February 3rd, 2007 at 02:46.
It depends entirely on the game.. But I agree, these guys would abseloutely dominate in any of the games I've played.
The Inquisitor is okay.. noone expects Inquisitor characters to be weak.. She's rather let down by the plethora of skills though. I don't really even see any character to them, it's just 'whatever might be useful.'
In particular.. I'd remove the wyrd (I see nothing to back it up in her background) heroic, and probably dodge as well..
Psychic powers are much more fun when you have to concentrate to use them, and it adds a lot more drama to the game. This character is quite capable of being a psychic machine gun, and still chopping people to bits in melee.. It's just a bit much. If she's a melee character, weaken her psychic stuff to the point where she has to concentrate, and perhaps focus them more towards melee combat (one of my favourite characters I ever made was a battle psyker with mind scan and a pistol.. In one on one combat she was incredibly difficult to take down due to psychically augamented dodging.)
3 or 4 skills maximum is a good guideline for any character..
The guardsman.. Hmm.. he's even more so.
Firstly, where is his trusty lasweapon? Every guardsman needs a torch. I am being serious, however, the lasgun is the standard issue Imperial guard weapon, and is rugged, reliable and easy to find ammo for.. It's hard to see a guardsman willingly dispensing with it.
Secondly.. his stats, while not obscene, are just a little too high.. He shoots as well as a space marine or trained-from-birth stormtrooper, or professional sniper, and his melee skills are way better than most soldiers could hope to achieve.. If you want to keep one high, then I guess it's no problem, he is a veteran after all, but I'd drop one or the other. Give him a focus, at the moment he's ninja at everything.
Skills.. Holy crap.. He has a lot of skills. Just because he has a gun really doesn't mean you have to take every single shooting based skill in the game. Pick one or two you feel are most representative.. If everyone build characters like this, then every melee character in the game would look the same.. Which is boring. Skills are special, unique talents, so make them unique.
Weapons.. not to overpowered.. sights.. is he a guardsman or Lara Croft? He just doesn't need or have any justification for having so many sights on his pistols.. I don't even see how they're all going to fit..
In short.. focus.. Don't make your characters generic archetypal concepts like 'gunfighter' by giving them every skill in the game which could possibly be useful to them as a gunfighter. Think of the character as a person, what their unique areas of expertise and talents are, and what their weaknesses are, because don't forget that the best heroes always have weaknesses and vulnerabilities.
The golden rule of inquisitor is 'less is more.' Yeah, sure, some people like to play with space marines and daemonhammer wielding monster inquisitors, and if they enjoy that, then fine.. Personally, I think the game is more fun, more gritty, and certainly more simple and comprehensable, if you tone it down. Don't even worry about relative power levels.. It's a narrative game, and the GM should find ways to play out the narrative in interesting ways if it's obvious one person is going to get stomped.
Last edited by The_Giant_Mantis; February 3rd, 2007 at 03:23.
Refer to my numerous other posts for more on designing characters.You've never seen a warband led by Eisenhorn? Or Covenant? Or Orechiel? Or Scarn?I have NEVER seen an Inquisitors warband wothout a Space marine, or Inquisitors in power armour
Oh, wait... You've only ever played Inq28, haven't you? Heh. Well, there's one of the dominant reasons to stick to 54mm gaming. It's also a great reason to make sure you have an experienced GM.
Go to Within Without Beyond to learn more about how to start playing INQ, in the FAQs.
Hmm a few things to think about here lol.
1:I will remove Wyrd, but Dodge is just meant to show that she is quite nimble on her feet, and can dodge stuff nicely, and Heroic because I must be the unluckiest person when it comes to Inquisitor lol, and with Ambidextrous, Feint and First strike its meant to show that shes quite good with a sword
2: well my Guardsmens stats were rolled at random, so what I got was what I got (I was particularly lucky, and someone from GW was watching, so I need to wait to do the rest)
3: hmm maybe I did put a few on I'll take off.....Hipshooting and Rock steady aim and Lightning Reflexes
4: I'll just keep the range Finders on his pistols
5: And no I have never seen a list lead by Named Characters, its always Tyrus model, so always damn power armour, however mine will be Orechiel
6: and I don't quite get what you mean by "Oh, wait... You've only ever played Inq28, haven't you? Heh". don't gt it, since I have played normal Inquisitor
Well, Dodge doesn't mean that "she is quite nimble" - it means she can dodge bullets. I notice from your profile that you're in the TA. Ever met someone who could dodge a round? This sort of ability should be reserved for those with near-superhuman reflexes. Likewise with Ambidextrous, Feint and First Strike: they represent people at the pinnacle of their fighting ability. So to combine all three is to represent her as a supremely skilled swordswoman. Not necessarily a bad thing, but certainly not "quite good with a sword"....Dodge is just meant to show that she is quite nimble on her feet, and can dodge stuff nicely... and with Ambidextrous, Feint and First strike its meant to show that shes quite good with a swordSorry? You've only ever seen players using the Tyrus model? I'm stumped. Stunned, even. For the record the most popular model to use as an Inquisitor base (which was what I meant, not the character itself) is Covenant. The second most popular is Eisenhorn. Tyrus is third and generally only amongst new players. At the last three meet-ups at Warhammer World, I can't recall anyone ever using a Tyrus-based character.5: And no I have never seen a list lead by Named Characters, its always Tyrus model, so always damn power armour, however mine will be OrechielMy apologies: Inq28 is playing Inquisitor with 28mm models. The regularity of power armour wearing Inquisitors is much higher in Inq28 than at 54mm.6: and I don't quite get what you mean by "Oh, wait... You've only ever played Inq28, haven't you? Heh". don't gt it, since I have played normal Inquisitor
Oh believe me the fact that I have only ever seen Tyrus being played is quite the surprise to me as well, I love the Jena Orechial model to bits, and the Eisenhorn model is Fantastic (thats gonna be her father later, but hes evil lol) and the covenant model as well, in fact I think the Tyrus model is my least favoured model out of the bunch
But these days even Veterans seem terrified to loose, they always force new gangs (like mine) to play Campaign games (so if I die I have to redo my characters completely, which means I have to make them as powerful as I can) which to new gamers is unfair as it means we can never gain experience, and they gain more (and the circle continues).
also I now understand what you mean about 28mm Inquisitor sorry, I have played 28mm for fun against my mate and its quite good, but I still never use Power armour, I find it unfair.
..will have to look at Soara and James again later, need more time to say anything without being in a rush beyond: I think between page one and three we have a lot of character threads that are not in power armour. (Or at least five threads...)
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Member of the Fluff Masters Clan
It starts to make sense now..
To be honest, I wouldn't want to play inquisitor in such a competative environment.. 40k, necromunda, mordheim sure, you can be competative because it's a balanced game. But inquisitor is supposed to be about the stories and fun, and to turn it into some kind of gruelling gauntlet of exhibition style matches would completely ruin the fun for me.. I'd try and lure some players from your league thingie into friendly games with a GM, and play out some fun narratives and stories. The smart ones will quickly realize that the game is more fun if you aren't just trying to 'win.' It's very easy, even using the points system, to build almost completely invincible characters in inquisitor..
On this ones fluff though..
My biggest advice would be to go back to basics with your character concepts.. For example, at present your inquisitor seems to be torn between three conflicting roles. She's a swordswoman, an acrobat and a psyker, and she's obscenely good at all of them. This kind of spread of abilities is okay for an inquisitor, but I think you need to make one of them primary. If her primary role is a psyker, I'd really advise making more of her equipment psychic based.. and removing some of the 'generics.' For example, the wards are somewhat uneccesary for a psyker, as she can already nullify powers, and from the fluff she doesn't sound like much of a daemonhunter. In return, you could upgrade her power sword to a force weapon, perhaps even a rod or staff. Voila, you now have a character who 'feels' like a psyker, and is still reasonable in melee.
If she's an athletic swordswoman, I'd rethink whether you want to give her psychic powers, and if you do, focus her abilities towards her role. I've already said it, but mind scan is amazingly powerful for melee characters who want to engage in one on one duels, and fits the whole image of a swashbuckling duellist who mysteriously dodges out of the way of even the most deft blows. As a melee character, she needs less psychic equipment than a dedicated psychic character, but can afford to be given more mundane equipment, so consider removing the psi booster and replacing psychic warding with an energy shield for example (as a fluff note, perhaps she's originally a noble from a world where Dune style duelling with energy shields is common.)I think that's the wrong way to think about it.. In what way is your character heroic? How does it mesh with her prime concept? You can always say 'well she's really driven and dedicated which justifies heroic' but then you're widening the focus. As an interesting way around this, if you're really unlucky, stick with lightning reflexes (which seems way more in tune with the character) and use your pause for breath to check the dice before performing risky actions.. It's a standard tactic to take a pause for breath just before casting a psychic power, and gives a nice image of the psyker 'feeling out' the currents of the warp before releasing his energies.and Heroic because I must be the unluckiest person when it comes to Inquisitor lol
Basically.. I think you need a concept, perhaps a short sentence for every character in the warband, which defines what role they play and gives an image of how they should be equipped and how they should fight. For example, my warband has a devout zombie-hunting liturgist inquisitor, an insane survivalist priest, a disciplined PDF survivor and a physically strong drill abbot beginning to question his faith. I picked this band because I felt it had a strong theme, and I had very strong images of all the characters.. I'd advise going for that core image above all other concerns, and don't worry too much about how tooled up your characters are. Death is actually very rare in inquisitor games, unless you're messing around with lascannons.
Anyway.. sorry if I sound preachy. You don't have to listen to me, I'm just saying what makes the game fun and interesting for me.
Last edited by The_Giant_Mantis; February 4th, 2007 at 06:40.