WH40k Inquisiton

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Inquisitoriales Logbuch

Deathwatch

Wenn die Spielercharaktere eine Verschwörung aufgedeckt haben die nach mehr Feuerkraft verlangt so sind die Space Marines der Deathwatch an der Reihe.

Onkl wird hier den GM mimen. Klickt auf den Link oben um alle nötigen Informationen zu erhalten um Euren Charakter zu erstellen.

Orte

Karte des Sektors

Die Kampagne startet in der Drusus Marshes Region im Calixis Sektor, Segmentum Obscurus, auf der Hivewelt Laskin.

Charaktere

Lego Microfigs für Inquisitor

PCs als Entourage

Alpha Version des Skilltrees

Base Template

Everyone gets

  • Language Low Gothic (Native)
  • Imperium (Cultural Familiarity) (Native)
ST 11
DX 11
IQ 11
HT 12
 
Combat Reflexes
30-35 CP in Combat Traits

Klassen

  • Investigator - Wissenschaftler / Detektiv und Kämpfer
  • Psyker - Telekinet oder Telepath, die folgenden PSI Kräfte sind erlaubt:
    • Emotion Control
    • Emotion Sense
    • Instill Fear
    • Mental Blow
    • Mental Stab
    • Mind Clouding
    • Mind Shield
    • Telepathy Sense
    • Telereceive - Shallow or Telereceive
    • Telescan
    • Telesend
    • Telespeak
    • TK Bullet
    • TK Grab - Short Ranged
  • Warrior - Mercenary, Guardsman, Assassin, Thug ect.
    • Nahkämpfer erhalten Gratis ein Extra Dodge und Enhanced Ground Move
  • Tech-Priest
    • Benutzt Magery und Spells aus dem Technology College (und weitere...) um die Fähigkeiten seiner Inductu Coil und des Electoo Graft zu simulieren.
    • Er besitzt keine Magie, wird verwenden aber die Mechanik von GURPS Magic!
    • Muss Magery 3 [30] kaufen. Magery 3 ist Max. Level
    • Datei:Inquisition Tech Priest Electoos.xlsx
    • FP Regeneration:Standart: 1 FP / 10 Minute rest (Fit=Sun Collectors)
    • Energy Reserve [3]: 1 FP / Recharges in 4h (GM discretion)
    • Power Items: Rare Items, GM discretion. Can not buy!

Man muss sich eine Lens von oben kaufen, die restlichen CP dürfen nach gutdünken ausgegeben werden.

Jeder Spieler erhält den Nachteil:

  • Duty (Inquisition) (15 or less, extremely hazardous) [-20]

Der Spieler darf 200 Character Points ausgeben, zum genannten Nachteil darf er sich noch einen weiteren Nachteil für [-15] nehmen und die üblichen 5 Quirks.

PCs ready to play

Stefan

Shiv

Ein Hiverworlder, sanctioned Psyker der gut kommunizieren kann.

Jak
  • Erster Ersatz

Jak Bloodknuckle hat sich einen Namen als Kampfmaschine in den Imperial Guards gemacht. Er wird mit mancher Bedrohung alleine fertig und hat überdies einen Talent für die Kriegsführung. Er greift seine Gegner mit einer Vibroblade und eine Laspistol an, gleichzeitig!

Reto

Reestheus

Reestheus ist ein Hiveworlder Scum.

Wulfric Storm
  • Erster Ersatz

Wulfric ist ein vermurkster Space Marine Anwärter.

Koschi

Xerxes

Feraler Guardsman

To Be Determined

Tizu

To Be Determined
To Be Determined

Opposition

Mook

PCs als Space Marine Task Force

  • Space Marine Battle Brother ~ 750 CP
  • Librarian ~ 900 CP
  • Grey Knight ~ 900 CP

"Avengers Azure"

Space Marine Kapitel das sich dem Dienst der Inquisition verschrieben hat.

  • Devastator - Schwere Waffen
  • Assault - Nahkampf & Jumppack
  • Apotecary - Medic
  • Tactical - Multirole (Bolter, Granaten & Messer)
  • Librarian - Psyker
  • Chaplain - Nahkampf/Moral
  • Terminator - Schwerer Angriff
  • Dreadnaught - Schwere Waffenplattform

NPCs

Allys

Inquisitor Selenus Serrano - Ein Sehr starker Psyker und hervorragender Kämpfer, allerdings schon sehr alt. Er führt die Entourage und Task Force.

Shipmaster Erasmus Atranis - Kapitän des von Selenus gecharterten Schiffs "Bright Ember"

Olfric Helix - Savant & Adept

Jura Batran - Pilot/Gunner

Midas Fokker - Pilot/Gunner

Subjects

Jubilus Quintus - Zirkusdirektor

Heinfired Gaschberger - schmuggelnder Shipmaster

Sigismus Erratus - Schuldirektor

Jolanda Xenex - Chefin Schülerverwaltung

Virinul Forep - Xenobiologe - terminated

Corpus Crassus - Gastronomie Experte - terminated

Derrup Son - Hauswart - terminated

Fahrzeuge

Bright Ember

300m, ein kleiner Sprint-Trader. Schwarz mit eleganter Form, von der Inquisition modifiziert (PSI-Channeling, PSI-Shield, Stealth, Bewaffnung auf dem Level einen weit grösseren Schiffes) 42 Crew & 200 Servitors

  • Aquila Lander - Leichtes bewaffnetes Landungsschiff
  • Shark-Class Assault Boat
  • verschiedene Hilfsshuttles
  • schwerer Transportlander
  • 4 leichte Jäger Typ "Fury"
  • 4 Lastwagen
  • 2 Personenwagen
  • 1 Personenwagen (schwebend)


Rogue Trader-Class Medium Privateer Craft

PILOTING/TL12 (HIGH-PERFORMANCE SPACECRAFT)
 TL   Spacecraft   dST/dHP  Hnd/SR  HT     Move     LWt.      Load     SM      Occ       dDR   Range    Cost   
10^  Bright Ember    200     -2/5   13  2G/15 mps  30'000  3'164 [1]  +11  202ASV [2]  30 [4]    1x   $7.103B  
Length: 300 yd. (900 ft.)   Crush Depth: 7.6 Atmospheres (250 ft.)
Design Switches, Features, & Notes: 7 Airlocks (Capacity: 7 people each), Ammunition Cost: $600'000'000
Power Points: +4 / -5
Space Performance:  sAccel: 2Gs/15 mps FTL Rating: FTL-1    
Air Performance:  aAccel: 2Gs (44 mph/s)   aSpeed: 3'500 mph (0.97 mps)  Hnd/SR: -2/5
SHIP OPTIONS: Streamlined, Artificial Gravity, Stealth Hull (-8 to Detect), Psi Shielding (Resistance: +4)
[1] Load includes: 19 tons of Crew & Passengers, 300 tons of Ammunition, 345 tons of Steerage Cargo, 1'500 tons of Cargo Hold, 1'000 tons of Hangar Bay
[2] Crew Requirement (185 total): 15 Control Stations, 45 Technicians, 16 Gunners, 6 Passenger Care, 20 Entertainment, 2 Medical, 60 Office Workers, 6 Scientists, 15 Craftsmen
[3] 3 Workspaces per system
[4] Plus dDR 200 Force Screen
FUEL USED: [6] Hydrogen, [7] Hydrogen/Helium Isotopes
TROOP STRENGTH (TS): 68'800    CLASSES: Air, Space    FEATURES: Hero, Night, Sealed

Ship Systems

Front

[1]      Armor - Advanced Metallic Laminate
           dDR 30 / Hardened
[2]      Cargo Hold
           1'500 Tons / SM+6 Bay Doors
[3]      Hangar Bay
           Cap.: 1'000 Tons / SM+7 / Launch: 200 Tons/min [3]
[4!]     Weapon Battery - Major
           1 Weapon Mount [3]
[5!]     Force Screen - Light
           dDR 200 [3,4,5,TL11^]
[6!]     Stasis Web
            [3,TL12^]       

Center

[1]      Armor - Advanced Metallic Laminate
           dDR 30 / Hardened
[2]      Habitat
           60 Cabins / Racial SM+1 [3]
[3]      Habitat
           200 Cabins [3]
[4!]     Weapon Battery - Mixed Med/Sec/Tert
           1 Med / 3 Sec / 11 Tert Weapon Mounts [3]
[5-6‡‡]  Power Plant - Fusion Reactor
           4 Power Points / 200 yr Fuel [3,7]
[Core]   Control Room
           Computer: C9 / Comm/Sensor: 10 / 15 Stations [3]      

Rear

[1]      Armor - Advanced Metallic Laminate
           dDR 30 / Hardened
[2-5]    Reaction Engine - Fusion Torch
           2Gs / 15 mps / 20.51 min Fuel [3,6]
[6]      Fuel Tank
           1'500 Tons of Fuel
[Core!]  Stardrive - Hyperdrive
           FTL-1 [3]

Habitats

Qty.   Location                 Type                SM            Notes            
  10  Center [2]  Cabin                             +1                  20 person
   2  Center [2]  Briefing Room                     +1                  20 person
   1  Center [2]  Sickbay: Clinic                   +1  10 bed; 1 staff; +3 Skill
   1  Center [2]  Establishment: Gym                +1        20 patrons, 2 staff
   1  Center [2]  Establishment: Lecture Hall       +1        20 patrons, 2 staff
   1  Center [2]  Establishment: Church/Temple      +1        20 patrons, 2 staff
   1  Center [2]  Ops Center                        +1        20 person; +1 Skill
   1  Center [2]  Craft Shop:  Armoury              +1         3 person, +2 Skill
  20  Center [2]  Steerage Cargo                    +1                   300 tons
  30  Center [3]  Bunkroom                          +0                 120 person
  10  Center [3]  Cabin                             +0                  20 person
   3  Center [3]  Luxury Cabin                      +0                   6 person
   2  Center [3]  Super-Luxury Cabin                +0                   4 person
   5  Center [3]  Passenger Cabin                   +0                  10 person
   3  Center [3]  Passenger Luxury Cabin            +0                   6 person
   1  Center [3]  Sickbay: Clinic                   +0  10 bed; 1 staff; +3 Skill
   3  Center [3]  Cell (Total Life Support)         +0                  12 person
   1  Center [3]  Cage (Total Life Support)         +0                  12 person
   4  Center [3]  Briefing Room                     +0                  40 person
   2  Center [3]  Ops Center                        +0        40 person; +1 Skill
   3  Center [3]  Lab: Science!                     +0         6 person, +1 Skill
   2  Center [3]  Craft Shop:  Armoury              +0         6 person, +2 Skill
   2  Center [3]  Craft Shop:  Hazardous Materials  +0         6 person, +2 Skill
   2  Center [3]  Establishment: Church/Temple      +0        40 patrons, 4 staff
   5  Center [3]  Establishment: Rec Room           +0      100 patrons, 10 staff
  69  Center [3]  Steerage Cargo                    +0                   345 tons

Weapons Table

Range Scale:

  • Basic Combat Ranges

Turn Length:

  • 20-sec
Qty.           Mount                 Weapon            Options      Options   Size         Damage         sAcc    Rcl.    RoF    Shots  MPS  Accel      SM      Range  
  1     Front [4] - Major        Plasma Beam                                 10 GJ  8dx10(2) burn exp  -3 [2,3]    2      1                                      S
  1    Center [4] - Medium       Torpedo Tube                                48 cm     6dx12(2) cr        +3       1      1     40+40                  +2        X
  3  Center [4] - Secondary    Missile Launcher     High-Thrust              40 cm     6dx10(2) cr        +3       1      1     90+90   10   10G       +1        X
  3   Center [4] - Tertiary         Laser                                   300 MJ     3dx5(2) burn     +0 (+0)    1    2 [4]                                   S/L
  3   Center [4] - Tertiary         Laser            Rapid Fire              30 MJ      6d(2) burn      +0 (+4)    1    20 [4]                                   S
  5   Center [4] - Tertiary         Laser         Very Rapid Fire            3 MJ       3d(2) burn      +0 (+8)    1   200 [4]                                   S

[1] Parenthetical value is the Rapid Fire bonus (p. SS1:60), [2] Includes +2 sAcc for Fixed Mount, [3] Includes +1 sAcc for 1 GJ+ Beam, [4] Includes x2 for Improved

Space Marine Fahrzeuge

  • Lightning und andere Abfangjäger
  • Cestus Assault Ram
  • Droppods
  • Thunderhawk, Stormraven & Aquila bewaffnete Landungschiffe
  • Hilfs- & Transportshuttles
  • Rhino APC
  • Predator Kampfpanzer
  • Land Raider schwerer Transport/Kampfpanzer
  • Battle Barge "The Blue Wrath" - Basisschiff, 8km lang, einer der stärksten Schiffstypen im Imperium.

Regeln

  • Eventuell Horde Rules von GURPS Zombies

Skills

Forbidden Lore

Forbidden Lore skills represent dangerous and often heretical knowledge gleaned from the myriad of unconventional sources an Acolyte often finds in his possession. This Skill represents a combination of scholarly learning and knowledge gained through practical experience. Simply possessing the Forbidden Lore skill is often sufficient to warrant termination at the hands of the Inquisition, and a character must tread carefully when revealing such knowledge. When making a Forbidden Lore Test you recall basic information about the subject. Each degree of success reveals a bit more information as determined by the GM. A character that learns the Forbidden Lore skill in play, or who uses it to gain some insight into the mysteries of the galaxy, may also gain a number of Corruption or Insanity Points, depending on the danger the knowledge represents. at the GM's discretion.

  • Cults: Knowledge of the most notorious Imperial Cults and some of their sub-sects and splinter cabals.
  • Daemonology: Terrible comprehension of some of the recorded warp entities and their various manifestations.
  • Heresy: Unpleasant appreciation for those acts and practices deemed heretical by the Imperium.
  • Inquisition: A general understanding (often based on hearsay and rumour) of that most terrible and secret of organisations known to the Inquisition.
  • Archeotech: Knowledge of the great tech devices of ancient times and clues to their function and purpose.
  • Mutants: Covering the study of both stable and unstable mutations and some of their more unfortunate results.
  • Ordos: Either Malleus, Hereticus or Xenos and granting some slightly more specialised knowledge of that panicular ordo's practices.
  • Adeptus Mechanicus: An understanding of the followers of the Machine God, including such things as their observances, common beliefs and core philosophies
  • Psyker: Skill in identifying the signs of psykers as well as the results of their powers and the extent of their capabilities
  • Warp: An understanding of the ways of the warp, especially its interaction with realspace and how its tides and eddies can affect travel between the stars.
  • Xenos: Knowledge of the most commonly encountered species of aliens within the Imperium.
  • The Black Library: Secret knowledge of the Black library, its forbidden contents, strange industries and the unspeakable pale, hairless things that toil within its walls.

Common Lore

Use the Common Lore Skill to recall the habits, institutions, traditions, public figures and superstitions of a particular world, culural group, organisation or race. This Skill does not represent scholarly learning, nor obscure forbidden knowledge, but rather the basics you learn by growing up or travelling extensively through a region.

  • Adeptus Arbites: Knowledge of the various arms and sub~sects of the Arbites, including such things as their ranking structure and common procedures.
  • Machine Cult: A general understanding of the symbols and practices of the Mechanicus, as well as such things as formal greetings and identifying rankings
  • Administratum: Broad knowledge of the inner workings, rules and regulations of the Administratum.
  • Ecclesiarchy: Understanding of the hierarchy of the Cult of the Emperor, its rankings, greetings and general practices.
  • Imperial Creed: Knowledge of the rites and practices of the Imperial Cult, the most common observances to the Emperor and the most wellknown saints.
  • Imperial Guard: Basic information about the ranking systems, logistics and structure of the Imperial Guard as well as such things as their common practices, both tactical and strategic.
  • Imperium: Knowledge of the sectors, segmentums and most wellknown worlds of the Imperium.
  • Tech: An understanding of simple litanies and rituals to sooth and appease machine spirits
  • Underworld: Understanding of organised crime and sedition within the Imperium.
  • War: Knowledge of great battles, notable (and notorious) commanders and heroes, as well as famous stratagems.

Equipment

Weapons

Melee

Modifiers

  • Alle Waffen TL8+ sind grundsätzlich fine (+1 Dmg)
  • Superfine (+1 Dmg; AD (2);x2 Cost)
  • Vibroblade (+3 Dmg; AD (3);x5 Cost)
  • Chainsword (+1d Dmg; AD (3);x4 Cost) - Max Starting Level
  • Superfine Vibroblade (+3 Dmg; AD (5);x20 Cost)
  • Superfine Chainsword (+1d Dmg; AD (5);x16 Cost)
  • Hyperdense Blades (+2d Dmg; AD (5);x30 Cost)
  • Monowire Blade (+3 Dmg; AD (10);x50 Cost)
  • Power Weapon (+2d Dmg; AD (10);x100 Cost)
  • Force Weapon (+2d Dmg; AD (10);x1000 Cost) - enhanched by PSI

Ranged

High-Energy Laser

Skill: Beam Weapon (Pistol/Rifle); Gunner (Beams)

Pistols

  • Holdout Laser Pistol
  • Laser Pistol
  • Heavy Laser Pistol

Rifles

  • Laser Carbine
  • Laser Rifle
  • Dinosaur Laser (Sniper)

Gunner

  • Gatling Laser

Electrolaser

Skill: Beam Weapon (Pistol/Rifle); Gunner (Beams) Sind seltene Waffen, nur mit GM Erlaubnis.

Pistols

  • Holdout Electrolaser
  • Electrolaser Pistol

Rifles

  • Electrolaser Carbine
  • Heavy Electrolaser

Flamers

UT127 sind Plasma Flamers, HT178 sind Flammenwerfer. Daraus machen wir eine Mischung, Angriff mittels Jet; Damage eher wie Plasma Flamers, allerdings mit Nachbrenneffekt.

Plasma

Skill: Beam Weapon (Pistol/Rifle); Gunner (Beams)

Pistols

  • Plasma Pistol
  • Heavy Plasma Pistol

Rifles

  • Plasma Battle Rifle
  • Heavy Fusion Gun

Gunner

  • Fusion Gatling Gun

Slugthrowers

Skills: Guns (Pistol/SMG/Shotgun/Rifle/Grenade Launher/LMG/LAW); Gunner (Machine Gun) Alle Waffen sind grundsätzlich mit ETS, es gibt alle Waffen aus den Tabellen von UT137


Ranged Space Marines

SM+1 Waffen folgendermassen gemacht:

  • Multiply damage by 1.5 and round down
  • Multiply ST, Weight, Cost by 1.5 and round up