Saturday, November 7, 2020

Example Character Creation - Inquisitor Tyrus

SUFFER NOT THE WITCH TO LIVE
This is a rough example of the process involved in building a character for Inquisimunda. It is rather involved, and it's best to have a few books open! Luckily, you should only need to do this a few times. 

I've started with the Orlock Road Captain as it provides a tough human with intimidating statistics, but without any of the extremes you might find in a Goliath Leader or the like. Tyrus may be an intimidating figure, but he's still human! 
Witch Hunter Tyrus, painted by Dave Taylor

PROFILE AND STATLINE

This statline includes the modifiers from his Power Armour and changes listed below

Movement - the basic Road Captain starts at Movement 5. As Tyrus is equipped with Power Armour, this is reduced to 4" and is reflected here. 

Weapon Skill and Ballistic Skill - 20 Credits for +1 Weapon Skill
The Road Captain has 3+ for both of these statistics. I don't want to upgrade his Ballistic Skill any further, as I think 2+ statistics should be saved for the greatest snipers and specialist killers. However, Tyrus had surprisingly high close combat skills in the original Inquisitor game, matched only by Death Cult Assassins, so I will upgrade this to 2+

Strength, Toughness and Wounds - No upgrades
As an unaugmented human I don't wish to upgrade these without reason - with his Power Armour and weapons, Tyrus will have several Strength bonuses granted to him. I am tempted to upgrade Toughness, but again referring to the old Inquisitor rulebook I see Tyrus was nothing particularly special. I shall leave that unchanged - his base three wounds from the Road Captain profile reflect how badass he is without turning him superhuman,and his Power Armour will help! 

Initiative and Attacks - 45 Credits for +1 Attack
The Road Captain starts with Initiative 4+, which I'm going to leave as an average statistic and to convey the lumbering nature of Tyrus in his massive suit of armour. The basic Road Captain starts with two Attacks - I want Tyrus to be a combat monster as he won't have the advantage of psychic powers or xenos weaponry, so I'll upgrade that to three. On a lesser character it would probably be best to leave it at two, but Tyrus is the leader and a fearsome Inquisitor, so we can splash out a bit. 

Leadership and Cool - No upgrades
These statistics start at 4+ and 5+ respectively, very good stats for a Gang Leader that I think I'll leave as they are. 

Willpower and Intelligence - 10 Credits for +1 Willpower
Both of these stats start at 5+, which is above average. Intelligence I will leave as it is - I imagine Tyrus to be smart, but as a Monodominant Puritan I won't upgrade - I imagine he would want to burn things first, ask questions later. Willpower is something to consider - he is not a psyker, but I imagine he has a strong will and needs something to resist all the Chaos beasties running around out there. I'll upgrade this once to 4+. 



SKILLS
The majority of these skills are directly drawn from the Inquisitor game - 54mm Tyrus has Nerves of Steel, True Grit and Word of the Emperor, so here they are. I have also chosen Ascendant because every good Inquisitor should have it, and Deny the Witch to reflect his witch-hunting abilities and the Force of Will trait he had in Inquisitor. 

Ascendant - 50 Credits (this skill cannot be chosen as the "free" skill in the Road Captain statline because it is a specialist Skillset)
Word of the Emperor - 30 Credits 
Deny The Witch - 30 Credits
Nerves of Steel - 30 Credits
True Grit - "free" Skill as part of the Road Captain statline

Gang Leader, Gang Hierarchy and Group Activation - standard special rules for the Road Captain



WEAPONS AND WARGEAR 
Probably one of the easiest sections, given we know exactly what he is armed with in the Inquisitor game! 

Power Armour (obviously!) - 200 Credits

Master-crafted Bolt Pistol with Inferno Shells - 45 Credits + 10 for Master Crafted and +15 for Inferno Shells

This uses the updated rules for Master Crafted weapons found in the "House of..." books and the Inquisimunda wargear page. Inferno shells are usually only for shotguns, but to match the original profile in Inquisitor I'm bending the rules here slightly. 

Servo-claw - 35 Credits
This uses the price from the Trading Post rather than the House Orlock special price. I've chosen a Servo-claw rather than a Power Fist as it's a smaller weapon incorporating a Power Knife (below), and I did not want to arm him with an Unwieldy weapon. 

Power Knife - 25 Credits
Tyrus has a power knife attached to his power fist, just in case.

Infra-sight - 40 Credits
Tyrus is equipped with a bionic eye in Inquisitor that incorporates a range-finder and bio-scanner. I had two options here - a simple Bionic Eye that would increase his Ballistic Skill, or something a little more interesting. As Bionics in Necromunda are usually to make up for an Injury and to reflect the bio-scanner, I chose the Infra-sight. 



TOTALS
Base Profile - Orlock Road Captain - 105 Credits
Statistic Upgrades - 75 Credits
Skills - 110 Credits
Weapons and Wargear - 370 Credits

RATING - 660 

He's a pricey bastard, and this is with me adhering rather strictly to the model and the rules in the Inquisitor game - you might think he needs more skills to reflect his bombastic nature and resistance to Chaos, or perhaps I could have saved some points dropping things like the Power Knife and Infra-sight. Ultimately it's down to you how your character is created, as long as it feels right and not overly competitive!



 


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