I'm crafting a new Inquisitor initiate for my players to face once Season 2 of my campaign kicks off. She's a former Nightsister recruited into the Inquisitorius. I like the idea of giving her a whip, much like Silri had in Forces of Corruption. However, I'm not a big fan of lightwhips, and the idea for this Inquisitor initiate is that she is using a Zygerrian shock whip (Like the ones we see in The Clone Wars) until she receives her lightsaber. Do the stats for the shock whip show up anywhere? Or should I just use the stats of the neuronic whip instead?
Zygerrian Shock Whip?
Friends Like These has a shock whip. The neuronic whip from Lords of Nal Hutta and the neuronic lash from Disciples of Harmony may also work.
EDIT: And the Rodian cryogen whip from Keeping the Peace, if you want a lethal option.
Edited by Blackbird888I homebrewed a shockwhip my very first EotE game (the core just dropped).
I will see if I can dig it up.
Edited by kaosoeThe friends has the Zygarian Shock whip.
Looking in to it, the Shock Whip and Neuronic Whip appear to be essentially identical in function. The only differences I can find are that the Neuronic Whip is capable of breaking bones if swung hard enough, and the Shock Whip can be set to kill. So perhaps change the Stun Damage to a Stun Setting, and either increase the damage from Brawn+1 to Brawn+2, or give it some Pierce like the Lightwhip has, but raise the crit to 5?
Neuronic Whip: Melee, Damage Brawn+1, Crit 4, Range Short, Disorient 4, Ensnare 1, Stun Damage
Shock Whip: Melee, Damage Brawn+2, Crit 5, Range Short, Disorient 4, Ensnare 1, Pierce 5, Stun Setting
Now it's more capable of doing real damage than the Neuronic Whip, but it's harder to crit with, so it will potentially do less lasting damage. What do you think?
Heh, my Inquisitor is a Zygerrian, and I just gave him the Neuronic Whip. He also has a lightsaber, but he's been a slaver a lot longer than an Inquisitor, so I'll be using the whip to aggravate my players without killing them right away.
31 minutes ago, The Grand Falloon said:Heh, my Inquisitor is a Zygerrian, and I just gave him the Neuronic Whip. He also has a lightsaber, but he's been a slaver a lot longer than an Inquisitor, so I'll be using the whip to aggravate my players without killing them right away.
That's awesome. Have you gotten to use the Inquisitor in your game yet?
Found the Shock Whip in Friends Like These. Thanks Blackbird888 and Daeglan! Now the next question is, what kind of attachments do you think would work best for the Shock Whip to make it a bit more viable as the weapon of an Inquisitor? It does 4 stun damage, crit 4, with Ensnare 3. It's got 2 Hard Points. What would you guys suggest to make it more of a threat to a party full of Soak 4-7 characters?
For what it's worth, this Inquisitor will also have Unleash and Harm as her two abilities, and will be backed up by two squads of 4 Stormtroopers each, as well as 2 Stormtrooper Sergeants with flame projectors. I'll be following the optional Adversary rules allowing the Inquisitor to take an extra turn at the bottom of the initiative.
Edited by Underachiever5991 hour ago, Underachiever599 said:That's awesome. Have you gotten to use the Inquisitor in your game yet?
His apprentice has appeared, but he's only shown up in Seek visions, tormenting/training young Force-sensitives, one of which is the son of one of the PCs.
Superior might be good. Custo. Grip might be good.
51 minutes ago, Daeglan said:Superior might be good. Custo. Grip might be good.
What does Custom Grip do again? I know Superior adds an advantage to each check. Is Custom Grip a bonus die?
9 hours ago, Underachiever599 said:What does Custom Grip do again? I know Superior adds an advantage to each check. Is Custom Grip a bonus die?
Removes a setback for the owner and may be modded with Accurate 1