Friday, 25 June 2010

Email In: Character Creation

Hey there,
My local GW is having an event called "The Warding."  It is a celebration of the love that Mat (one t) Ward is currently getting from the higher-ups at GW.  After the release of the BA codex, the manager thought that everyone should be able to have a "fun" character of their very own.  What we are doing is this; create a stat line for a model, write a few paragraphs of background on your model, build and paint said model, and then incorporate the model into your 1500 pt army for a 3 round tournament. 
I cannot tell how fun the Warding has been so far; some of the ideas getting kicked around the store are amazing!  I found your blog because of this. 
Now the reason I am sending you an e-mail.  I am totally stumped?!?  For the life of me I cannot figure out how to create my character.  If you could help out I would welcome any help and or advice you could give.
I play a lot of different armies, but my love is the Daemon-Hunters and the Inquisition.  Therefore I plan on creating an Inquisitor.
The idea I have is this:  my inquisitor is a dual bolt pistol wielding gunslinger ala Cypher.  I also plan on having him accompanied by a retinue of three death-cult assassins.  I would also like to incorporate "Exterminas"; this would be something like, "when Inquisitor so-and-so dies, place the APOCALYPSE template over him and scatter D6"... or something like that.
If you have any interest in this project, feel to e-mail me at any time.
Thanks in advance, Max

Reply:

Hi Max,

Thanks for the email, I'd love to help. Since I play Inquisition as well I feel it cannot be coincidence that you found my blog - it must be the Emperor's divine guidance :). 

You seem to already have an idea of what you want in terms of story but I understand this can be difficult to put into rules. Let's start with stat line for a trained human in Carapace armor:





WS
BS
S
T
W
I
A
Ld
Sv
3
3
3
3
1
3
2
8
4+





Since our guy is going to be hanging out with a harem of Death-cult Assassins he needs to be combat capable. We could just give him WS 4 which makes him as good as a space marine in terms of hand to hand combat (already an exceptional feat) but this makes him rather unexceptional (see: boring) as an Inquisitor. Our Inquistor isn't going to slay many Daemons with WS 4 so let's bump him up to 5. That way he can hit little daemons on a 3+ whilst they will require a reasonable 4+ to hit him.
Since this is a special character and a leader of an army his Wounds, Attack and Leadership characteristics should receive a solid boost. Let's give him the customary 3 Wounds, 3 Attacks and Leadership 9 available to most human characters:





WS
BS
S
T
W
I
A
Ld
Sv
3
3
3
3
3
3
3
9
4+

BS 3 is a failquest for a gunslinger. We want an Inquisitor who's a roguish varlet with a quick wit and a quicker trigger finger - just like Han Solo himself. Let's bump his BS to 6 and his initiative to 5. This guy thinks on his feet and never misses. As an Inquisitor he's likely a psyker, able to use his talents to sense his foes movements moments before they make them giving him an unnatural speed and accuracy. Let's remember this when we make our special rules. 

For future reference it's important to use exceptional stats such as these to define your character's persona but reduced stats can do the same. Let's pull his Leadership stat back to an 8 - the Inquisitor knows how to look out for himself and his attractive entourage is proof that he's perfectly willing to put pleasure before business. Not for him the blind dogma of the Imperial Cult - he's a thinker and he sees the big picture, he knows it's wrong to sacrifice himself for the sake of stoicism alone. Perhaps he's a younger agent of the Inquisition, willing to be flexible and determined to reverse the backward stubborn views of his elders. 

Now that we've got our unique stat line we can move to wargear. Let's setup a typical ready-for-trouble wargear list:

  • Carapace Armor
  • Laspistol
  • Close Combat Weapon
  • Frag Grenades
Wow what a shitty load-out. While this might be the typical luggage for a Dark Heresy player it's not going to let our guy face down a Greater Deamon (which he does twice before breakfast). Heavily dependent on his speed and perhaps more than a little arrogant our Inquisitor won't don anything heavier than Carapace armor. He's no fool, however. Beneath his stylish leather overcoat he wears a mysterious gem-encrusted medallion gifted to him by his master upon his ascension to Inquisitor. It hums potently with quiet energy and grants our Inquisitor a 4+ Invulnerable save. 

Since our guy hunts daemons and other perverted entities from beyond reality he needs a suitable weapon. Rather than just a pair of Bolt Pistols let's give him a brace of pistols such as one might have found  on a pirate some centuries ago. This enhances his cavalier image but also lets us give him a Sternguard-like arsenal. Each pistol is designed to fire different ammunition allowing the Inquisitor to overcome a variety of foes. Naturally each gun has a name and special place in the Inquisitor's heart:

"The Lover Scorned"

Range: 6" Str. 8 AP 1, Pistol

"Jealousy"

Range: 12" Str. 4 AP 2, Pistol, Poison (2+)

"Lady Angela"

Range: 12" Str. 5 AP 3, Blast, No Invulnerble Saves allowed against this weapon

"The Barkeep"

Range: Template Str. 6 AP 5, Pinning

So you've got a little bit of everything and our Inquisitor is beginning to look like a choice worth taking. He's not that dangerous yet but a couple of special rules will see that change. We won't give him any more wargear, again leaving him limited in some ways so that he is more characterful. No power weapon, not even krak grenades means this guy is going to be limited in his abilities which leaves the owning player with some tactical decisions to make. This hopefully inspire more involved gameplay and variety on the tabletop.

So now it's on to the most important part of character creation: Special Rules

The Inquisitor is a gunslinger which means he probably shoots with both hands. Let's make him...

Ambidextrous: The Inquisitor may fire two weapons in the shooting phase instead of the usual one permitted. The second shot may be fired at a different target and the Inquisitor may then assault either target. If he chooses to do so his BS is halved reducing it to 3. 

Halving the BS won't matter much for the template or blast weapons but it'll keep the Inquisitor from taking out two separate high-value targets on 'easy mode'. Again this produces difficult decisions for the player.

Assassins are fast and if our Inquisitor is used to working with them (may even train with them) then he'll be fast as well. Let's make him Fleet for those occasions when you really need to get stuck in. When you make into assault you'll need all the skills available to a...

Gunslinger: The Inquisitor may use either Pistol weapon in Close Combat. Resolve the shot at the Inquisitor's initiative and using his BS to hit. He may take a number of shots equal to the amount of attacks on his profile (3). Models targeting the Inquisitor in Close Combat still do so using his Weapon Skill. 

As a gameplay mechanic the Inquisitor will also need some way to express the fact that Daemons are his most frequent adversaries. Thus we'll need to take something that characteristic of Daemons and give the Inquisitor a buff against it. Weak saves are common amongst the denizens of the Warp so how about we make the Inqusitor...

Deadeye: All successful saves made against wounds caused by the Inquisitor must be re-rolled.

A powerful special rule and very importantly it works against more than just daemons. Thus we avoid balance issues that crop up when units are tailored to counter certain armies. This would also be a good place to describe the Inquisitor psychic talents and how they allow him to take his shots with inhuman accuracy. Let's add the Psyker special rule. He doesn't have any psychic powers per se but it does affect gameplay in many cases. 

Normally I would find a way to make a special character affect the FOC but it doesn't seem necessary here so I'll just give him Independent Character and call it a day. "Exterminatus", while a cool part of the fluff, doesn't work well in-game. There's simply no place for Apocalypse templates in regular 40k and the Exterminatus event would be impossible to represent even with a template a hundred times that size. 

There's a heapload more rules we could give him. Certainly it would have been nice to give a buff to the Assassins that accompany the Inquisitor but we have to keep the cost of the Inquisitor relatively low and therefore suitable to 1500 pt games. 

As it stands I imagine the cost being between 120 - 145 - just under 10% of the 1500 pt limit. 


Inquisitor Danar Kasan     120 - 145 points

Inquisitor Kasan is an HQ choice for a Daemonhunters, Space Marine or Imperial Guard army










WS
BS
S
T
W
I
A
Ld
Sv
5
6
3
3
3
5
3
8
4+/4++


Unit Compostion: 1 (Unique)

Unit Type: Infantry

Wargear: 
  • Carapace Armor
  • Daemonbane Jewel
  • Close Combat Weapon
  • Brace of Pistols
  • Frag Grenades
Special Rules:
  • Independent Character
  • Fleet
  • Psyker
  • Ambidextrous
  • Gunslinger 
  • Deadeye
Dedicated Transport:

The Inquisitor may take an Inquisitorial Rhino, Chimera or Valkyrie as a Dedicated Transport.

6 comments:

Master Bryss said...

What on earth has happened to the comments? Now I can't see the article anymore! Which is a pity, because I like the concept of the site being a 'clinic' of sorts.

My gut says 140 points for the character. If you like the idea of death-cultists as a guard, why not make him able to take 1-4 as a retinue, but at the cost of not being able to take regualar henchmen?

Anonymous said...

This post has been removed by a blog administrator.

Atrotos said...

Comments section must be fixed. This is gross.

Ahrimaneus said...

I like master bryss's idea and have only a few critiques cuz all around this guy is a stud and i want him in my army.

1. Using his pistols in close combat is a really cool idea and i definitely dig it. However, there are two disparities that really screw with the gameplay. One is hitting with his ballistic skill. He hits on a 2+ with a reroll for a 6+, when there is never a situation in the game ever when anyone can hit in close combat on 2+. Either reduce his weapon skill accordingly (cuz who isn't going to shoot these guns instead of hitting on WS?). Personally I think that this is a really cool idea/concept, but the rules need to be reworked a little (S8 AP1 at I5 vs anyone without Eternal Warrior is going to be beastly due to targeting options in CC)

2. If we're going for the gunslinger approach as part of his fluff, why use only a bandolier or pistols? He can have all kinds of nonsense and I find it difficult to imagine a "lady angela" crazy warp-cannon that also happens to be in a nice small compact container. Better yet, you could give him options. For instance, he always carries "Jealousy" and "Lover Scorned" as his pistols he has on at all times, and when he's tricking out for battle he's got another 2-4 guns from which he can choose 1-2. Can include anything from typical psycannons to crazy-noinvul-looted-wraithcannon thing.

3. I like the retinue idea. I'd scale back his CC shooting stuff down to something along the lines of perhaps, rending? Due to his precision shooting? maybe a special rule that he can make 1 shot at BS in lieu of his attacks for those sticky situations when a dreadnought comes to rain on his parade? If you've got 1-3 death cult assassins, all of which are 2 wound harlequins with power weapons, you don't need that much more CC outta this guy. His coolness comes from all the guns, and the fact he's surrounded by ladies that normally would be 3 seperate killpoints acting independently!


Sorry for the novel, but this guy sounds really cool and i'd love to see him come out valuable, unique, and well balanced so he brings awesome to the table without having opponents be like "oh yeah so you made your own special character. Nice...."

Atrotos said...

Francis: The points you've made are excellent and if I were to develop this character any further I would certainly try to take your advice into account. It's up to Max's group of players to determine how competitive their characters should be and how strict they'd like to be about balance. I've played in campaigns such as this one before and the craziness that others come up with tends to easily outclass the faults this character has.

Francis said...

I like master bryss's idea and have only a few critiques cuz all around this guy is a stud and i want him in my army.

1. Using his pistols in close combat is a really cool idea and i definitely dig it. However, there are two disparities that really screw with the gameplay. One is hitting with his ballistic skill. He hits on a 2+ with a reroll for a 6+, when there is never a situation in the game ever when anyone can hit in close combat on 2+. Either reduce his weapon skill accordingly (cuz who isn't going to shoot these guns instead of hitting on WS?). Personally I think that this is a really cool idea/concept, but the rules need to be reworked a little (S8 AP1 at I5 vs anyone without Eternal Warrior is going to be beastly due to targeting options in CC)

2. If we're going for the gunslinger approach as part of his fluff, why use only a bandolier or pistols? He can have all kinds of nonsense and I find it difficult to imagine a "lady angela" crazy warp-cannon that also happens to be in a nice small compact container. Better yet, you could give him options. For instance, he always carries "Jealousy" and "Lover Scorned" as his pistols he has on at all times, and when he's tricking out for battle he's got another 2-4 guns from which he can choose 1-2. Can include anything from typical psycannons to crazy-noinvul-looted-wraithcannon thing.

3. I like the retinue idea. I'd scale back his CC shooting stuff down to something along the lines of perhaps, rending? Due to his precision shooting? maybe a special rule that he can make 1 shot at BS in lieu of his attacks for those sticky situations when a dreadnought comes to rain on his parade? If you've got 1-3 death cult assassins, all of which are 2 wound harlequins with power weapons, you don't need that much more CC outta this guy. His coolness comes from all the guns, and the fact he's surrounded by ladies that normally would be 3 seperate killpoints acting independently!


Sorry for the novel, but this guy sounds really cool and i'd love to see him come out valuable, unique, and well balanced so he brings awesome to the table without having opponents be like "oh yeah so you made your own special character. Nice...."