Jump to content

Inquisitor Quixos


Aidoneus

Recommended Posts

I've always loved the fluff for Quixos, and thought it was a pity he didn't have his own rules. I've written these rules with my Fixing Daemonhunters updates in mind (link in signature), but they could easily be used with the regular Daemonhunter codex.

 

 

Name___Pts__WS_BS__S__T_W_I_A_Ld_Sv

Quixos__290___4__4_3(4)_3_3_5_3_10_3+

 

Inquisitor Quixos is an HQ choice, and does not count toward the 0-1 limit on Inquisitor Lords (especially since he has not risen to the rank of lord to begin with).

 

Equipment:

-Power Armour

-Refractor Field

-Kharnagar the Deathly

-Grimoire of True Names

 

Psychic Powers:

-Banishment

-Scourging

-Holocaust

 

Special Rules:

Independent Character: Unless accompanied by a retinue (see below), Quixos is an independent character. If the retinue is destroyed he becomes an independent character and is free to join other units.

 

-Warped by Chaos: Deep within Quixos' heart lies the broken claw of a daemon. The claw acts as a psychic conduit, linking Quixos to the warp and simultaneously boosting his psychic powers while corrupting him physically and mentally. Quixos may use up to two psychic powers in any given turn, although on his second attempt he suffers a perils of the warp attack on any doubles roll, not just double ones or sixes. Additionally, Quixos counts as a Daemon, and therefore gains the Eternal Warrior special rule, but may not be used in the same army as Grey Knights or Inquisitor Lord Torquemada.

 

-Khanagar the Deathly: Kharnagar is a powerful daemon that Quixos defeated decades ago. Instead of banishing it to the warp, Quixos bound its essence into a sword, which he wields in combat to deadly effect. Kharnagar counts as an umarked Daemon Weapon (see Codex: Chaos Space Marines). Additionally, Quixos may add his psychic might to Kharnagar's, so the sword counts as a Force Weapon (note that it uses the rules for Daemonhunter Force Weapons). Using the force weapon ability counts towards Quixos' two psychic powers per turn.

 

-Cherubael and Prophaniti: Using his forbidden knowledge of Chaos, Quixos has so far succeeded in binding two Daemonhosts, Cherubael and Prophaniti. These always accompany Quixos to battle. They count as regular Daemonhosts, but take up no room in the Force Organization chart, and do not count towards the 0-1 limit on Daemonhost units.

 

-Retinue: Like any inquisitor, Quixos has a number of subordinates he may order to aid him in battle. He has access to the normal Inquisitor's Retinue on page 22 of Codex: Daemonhunters, and may be accompanied by 0-6 henchmen. However, because of his Daemonic taint, Quixos abhors the preachings of Hierophants, and may not take them. Instead, Quixos may take Soulguards, which count as Penitents from Codex: Witch Hunters.

Link to comment
https://bolterandchainsword.com/topic/169184-inquisitor-quixos/
Share on other sites

Thanks for the input guys.

 

Kek: Probably not. See, I've never read a single 40k novel. All my fluff knowledge is from codices, rulebooks, and a couple other publications (the 40k Fluff Bible and the Thorian Source document being two notable examples). Given that, I have only the barest idea of who Eisenhorn is, and certainly don't know nearly enough about him to make rules for him. If anyone else wants to though, I'd be happy to put in my input as far as balance and how fun I think he'd be.

 

Malachi: Yeah, they're included in the cost. The idea was to maybe give a slight points break, because all those upgrades add up a lot, but then to require the daemonhosts as a way of keeping it from being a powerful-yet-cheap choice. Essentially, it's still a deal for what you get, but it's a package deal, so you can't abuse just throwing Quixos into a list. For what it's worth, if you add up all the upgrades on Quixos, it's something like 175pts of wargear on him (power armour+refractor field+Grimoire+3 psychic powers+consecrated scrolls (sort of)+daemon weapon+force weapon), and his stats are somewhere between the 20pt inquisitor and 45pt inq lord. However, the two daemonhosts are 160pts together, so you're actually only paying 120pts for Quixos. Seems like a fantastic deal, but when you put it all together, and realize you can't take GKs, it turns out to be reasonable. At least, that was the hope.

 

Darkhazzle: I hope it's cool enough. I was actually worried about that. I wanted to base it on the daemon weapons from Codex: Chaos, but I also wanted it to be a little special. Of course, the Blissgiver and Typhus' Manreaper both cause instant-death, but this one also gives the +1 S, and (most importantly) it ignores Eternal Warrior. So I hope that's satisfactory.

 

Tyrak: I checked it out, and there were some interesting differences. I can't really follow the discussion though, having no experience with your project. May I trouble you for explanations of a few things I noticed?

 

Hellpistol: any reason for this, or just wanted to give him a sidearm?

Fearless: is this because he's a daemon(ish)? should I add it to mine?

Kharnagar: why did you choose the rules you did? is there fluff supporting those stat boosts?

Implants: where are these from?

Cherubael and Prophaniti: why did you alter them in this way? is there fluff supporting this?

 

 

Thanks again guys, and everyone else please take the time to jot down your reactions or any suggestions you might have!

Tyrak: I checked it out, and there were some interesting differences. I can't really follow the discussion though, having no experience with your project. May I trouble you for explanations of a few things I noticed?

 

Hellpistol: any reason for this, or just wanted to give him a sidearm?

Fearless: is this because he's a daemon(ish)? should I add it to mine?

Kharnagar: why did you choose the rules you did? is there fluff supporting those stat boosts?

Implants: where are these from?

Cherubael and Prophaniti: why did you alter them in this way? is there fluff supporting this?

 

These are all taken from the Eisenhorn series, Quixos' description in C:DH and my own imagination.

 

Hellpistol - yes, I just thought he should have a sidearm. No basis in fluff at all.

 

Fearless - based off the Inquisitor Lord's Iron Will rule, but altered to represent what we know of his nature and Kharnagar's.

 

Kharnagar - based off the descriptions in the Eisenhorn omnibus, pp. 503-506 (Malleus). Quixos is very, very fast, hence why he has such high Initiative. Eisenhorn can only fight him because of Barbarisater.

 

Implants: Eisenhorn Omnibus, Malleus, Chapter 23, p. 504 - "Wheezing augmetic cables and implants bulged at his throat and under the dirty head-cloth he wore."

 

Cherubael and Prophaniti are taken from Eisenhorn. Prophaniti is mostly imagination based on what little he does in the series in comparison to Cherubael. Cherubael has much more material on him, and his rules are basically my attempt to translate the descriptions in the book into workable rules.

  • 2 weeks later...
I myself think that it can be very useful to count both daemonhosts as retinue for Quixos. Therefore his cc potential woud be much-much better.

The mechanics of having daemonhosts in a squad with anything is way complicated (think Timeshift or Teleport), and honestly they're better on their own anyway. Of course, you can run them next to Quixos and his retinue if you want, but you don't have to.

 

bump up his initiative to 5. The guy was uberninja quick!!!

Sounds like that's a big part of his fluff in the novel. Consider it done. (now imagine him with a retinue for the +1 Initiative and Weapon Skill, along with CC servitors and power-weapon-wielding acolytes) :P

Didn't Quixos have some serious cybernetic/bionic enhancements? It's been a while since I've read the Eisenhorn saga, so my mind is a little hazy on this, but I seem to recall it as such.

 

I mostly like what I see, but I've got a few minor qualms/worries.

 

1) I'm kind of anxious about suffering a perils on any doubles roll if you doubletap his pyschic powers, which most people are likely to do. That plus the daemon weapon gives you significant odds of killing him yourself. Maybe just give him another wound?

 

2) I don't remember him having a power similar to holocaust. On a related note, I think sanctuary should definitely be in there, because a psychic containment field similar to it is necessary to make daemonhosts.

 

3) Cherubael and Prophaniti: these were the big nasties of the Eisenhorn books (esp. Cherubael). I just feel like something is necessary to make them feel unique. Either with some minor stat tweaks or perhaps allowing them to reroll the psychic power roll would make them a cut above the standard daemonhost. Maybe the reroll for Cherubael and the stat ups for Prophaniti?

I've never read the Eisenhorn books, so you guys are gonna have to tell me some specific things from those books for me to be able to use them. I mean like explanations of specific scenes, or even direct quotes (not too long, for board policy reasons). Especially helpful would be specific accounts of his wargear (including bionics), his daemonhosts, or his psychic abilities.

 

I agree with the third wound. Probably up his cost 10pts or so to cover that.

 

Is the double-tap penalty too harsh?

 

Sanctuary simply wouldn't work, as he's a daemon himself, and so would instantly die the moment he cast it.

Is the double-tap penalty too harsh?
Not in the least. It provides an interesting tension in the rules, something that shouldn't necessarily be shunned.

 

I'm also of the opinion that he should form a unit with the hosts on the battle field. This unit should arrive from reserve via deep strike per the daemon host rules, as a unit with only one dice roll, and then, on each turn any surviving hosts should roll for a power and apply that ability to the whole unit. If both roll the same power, it's only applied once, and then the unit takes D3 wounds (saves apply normally) as the daemon hosts bicker between themselves (Yes, the could heal themselves and then fight over who did a better job;) ).

 

Terrify: a foot of any of the members of the 'retinue'

 

Re-Knit: Any surviving members are fully healed, Inquisitor included

 

Teleport: The unit deepstrikes as a unit

 

Bloodboil: Yes, this will hit Quixos and the other host if they're under the marker, but, you can fire from either one.

 

Timeshift: Benifites the whole unit.

 

Warp Strength: Roll one D3 and add this result to each members strength for the turn, another for the toughness.

 

I would, however, give this unit the 'Dangerous to Know' rule prohibiting things from joining them to prevent potential abuses

It might sound a bit like your sheet, but complicated is hardly an argument against a special character, who have historically been a place to bury weird and oddball rules. Further, Apocalypse is the place for simplified rules to further streamline the system.

Wow, all that information about Quixos is just in the Codices? Dang. All I've ever read regarding the dear Inquisitor was from the Eisenhorn trilogy...which you SERIOUSLY need to read. It was my first 40k novel, and I've since bought a bookcase full of Black Library.

 

PS, if you think you had fun making a Quixos sheet, you'll probably joygasm making an Eisenhorn sheet.

I think the mechanics of putting the 'hosts in a unit with him are just too complicated. We really would have to make a new chart for their powers, and that's not something I'm willing to do simply to put them in a squad. At any rate, there's no fluff (that I know of) that says they fought with him as a single unit, so I assume they merely fought nearby him like any other daemonhost would.

 

However, I do admit that they could use some uniqueness themselves. I'm thinking along the lines of minor stat changes (that is, maybe 1-3 stat changes each), or perhaps a single special rule each. Nothing too powerful (no matter how nasty cherubael was in the books), but just a little something to give them character, and maybe make them slightly more useful.

 

Any suggestions?

From the wh40k Lexicanum website, which has a pretty good summary of the two daemonhosts:

 

Prophaniti was a Daemon trapped into into a human host by Inquisitor Quixos. Quixos was never able to determine the demon's true name, resulting in the name he gave it (something of a play on the word "profanity", which is ironically appropriate). Along with Cherubael, Prophaniti served as part of Quixos' "entourage".

 

In 339.M41, Inquisitor Gregor Eisenhorn and Inquisitor-General Neve, fresh on the trail of Quixos, stumbled upon Prophaniti and the Sons of Bael while they were measuring the dimensions one of the Pylons of Cadia at Kasr Gesh. A fight broke out almost immediately, but the Sons of Bael were no match for Neve's Kasrkin bodyguards, and were promptly wiped out almost to the last. Prophaniti himself proved to be more of a challenge, however, and would have killed them all if not for the untouchable quality of Alizebeth Bequin. Such as it was, the daemonhost managed to melt Eisenhorn's power sword, also commenting on the weapon's weakness despite the addition of pentagrammic wards, and briefly knocked Neve unconscious. In the end, it was the valiant sacrifice of Neve's three Kasrkin that bought Eisenhorn enough time to call in the firepower of his gun-cutter and vaporised Prophaniti's host body. Prophaniti, however, then proceeded to possess the body of Eisenhorn's associate Husmaan and took off just as Inquisitor Osma arrived on the scene to arrest Eisenhorn on charges of heresy.

 

In 343.M41, Eisenhorn, who had managed to escape from Osma's grips and once again hunting Quixos, came to Farness Beta to put an end to the heretic Inquisitor's works once and for all. This time, however, Eisenhorn was accompanied by a cell of four of his fellow Inquisitors and a full Inquisitorial task-force. Deep within Quixos' mountain stronghold, Prophaniti engaged Inquisitor Commodus Voke in psychic combat and killed him. However, he was promptly attacked by Eisenhorn, who, this time utilizing his runestaff, managed to channel enough power into the daemon to not only banish it, but completely annihilate it forever.

 

Given that Prophaniti melted a powersword, maybe we could give it a disarm effect? Make an exception for psychicly-infused weapons (force weapons, NFWs, null rods, etc.), but otherwise any models attacking Prophaniti have their weapons lose any special properties. I felt this substantially less harsh than having the weapon irrevocably destroyed (which, among other things, could deny a unit the +1 attach from having two ccw because one of them just got slagged.)

 

Cherubael was once a Daemon Prince, worshipped as a god on the feral world of Clanar II. When Inquisitor Quixos freed the Clanars from Cherubael's domination, he managed to enslave the creature into the body of one of the warriors. One of Cherubaels cults sprung up on Cadia called "Sons of Bael" which was basically a front for the study of the Pylons on the planet, which Quixos intended to reproduce in a perverted effort to fight Chaos. Cherubael served Quixos for many decades, until finally he was banished back to the warp by the intervention of other, more puritanical Inquisitors. Quixos himself being slain by Inquisitor Gregor Eisenhorn in combat.Encountered by Inquisitor Eisenhorn while assisting a radical inquisitor to secure the necroteuch. He engineered his freedom through the manipulation of events surrounding inquisitor Eisenhorn by making sure that Eisenhorn was in the right place at the right time, with the right weapon to banish Cherubael back to the warp, thus releasing him from the bonds Quixos had used to enslave him. However, Eisenhorn ensnared the daemon into a Daemonhost of his own. Cherubael being called upon by a desperate Eisenhorn to stop a rampaging Chaos titan, destroying it. The Daemon was then bound within the body a a fellow inquisitor whom had been the only outsider to survive witnessing the battle. While Eisenhorn was reluctant to walk the path of the Radical, he used a more controlled form of the daemon, bound by the arcane literature of the Malus Codicium to defeat Pontius Glaw.

 

Aside from his great strength (destroying a chaos titan!!!) Cherubael is best known for his trickery and subtle machinations. How about we give him a modified version of A Word in Your Ear? Instead of a being a one-whot deal, how about we spread it out over the whole course of the game? So instead of 6" at the start of the game, how about 1~2" per turn? So instead of putting, say, an entire squad in jeopardy, you'd only be able to snipe a model or two. It would definitely still be a powerful and useful ability though.

 

Another possibility would be to have it essentially the same as above, but for any unit in the game (meaning you could move one of your own units 1~2"!) Useful for readjusting the position of a heavy weapons squad without it counting as moving.

For those of you saying he should put the hosts in a unit with Quixos, I'd like to point out that he at no point spent any time with them in the books (or if he did it was so short I don't remember it). Most of the time the hosts were out annoying other people while he sat at home reading.
... Cherubael is best known for his trickery and subtle machinations. ...
How about:

 

Every thing in its place (or something similar)

 

A master of the subtle, Cherubael is renown for arranging for others to be in the right place at the right time to best serve his interests. One squad in the same army as him gains both the Scout and Infiltration universal special rules before deployment.

 

Simple, fluffyish, and useful enough?

... Cherubael is best known for his trickery and subtle machinations. ...
How about:

 

Every thing in its place (or something similar)

 

A master of the subtle, Cherubael is renown for arranging for others to be in the right place at the right time to best serve his interests. One squad in the same army as him gains both the Scout and Infiltration universal special rules before deployment.

 

Simple, fluffyish, and useful enough?

 

I'm not so sure. I feel like the 1~2" move per turn better represents the almost constant, tiny changes that are the hallmark of a master manipulator than a single unit being in the right place at the right time. But then again, I may just be particularly biased in favor of my own idea. I'll let others make the call, but I have to say I really, really like my idea.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.