TEXT: BLOODY WORK IS ITS OWN REWARD 
  BLOODY WORK IS ITS OWN REWARD 
  In this article, Ben Dell looks at Inquisitors who do not hog the lime linght as great heroes of the Imperium.
  Infact some Inquisitors are just downright evil! 
  Inquisitor warbands along with their backgrounds and
  what makes them not just your average Inquisitors. The
  descriptions list a few plot ideas to get them involved in
  your campaigns and suggestions on how to model them. 
  Afterwards are some scribblings to highlight more facts
  which shows that Inquisitors aren’t always the shining
  heroes we hoped – thoughts on the bloody work facing
  Inquisitors; how to use torture, prosecutions and
  investigation in your games. 
  So, without further ado…
  1. Inquisitorial Agent to the Sector
  Inquisitor-Lord
  � Concept
  A recently-ordained, ambitious Inquisitor is becoming
  disillusioned because he serves the (often political) will of
  the Sector Inquisitor-Lord.
  � Background
  As an Ordo-Hereticus and an Amalathian this young
  Inquisitor is committed to maintaining a stable status quo,
  and believes in the system he serves. He has impressed his
  superiors from his earliest days and with much praise to
  his name it wasn’t long before he was invited to join the
  retinue of the Sector’s Inquisitor-Lord, as one of his
  Inquisitorial agents. Eager to perform well, he’s
  undertaken increasingly difficult and sensitive missions,
  including bringing to task Radicals deemed to have gone
  too far. 
  One particularly sensitive mission to track a ‘heretic’ has
  caused him to question everything he once held true. The
  ‘heretic’ was a girl of eight whose only crime was to have
  been a concubine of a highly placed Ecclesiarch whose
  sermons on ‘purity’ had inspired religious purges in
  several systems. The Ecclesiarch and his purges were
  politically supported by the Inquisitor-Lord, so when the
  girl escaped and told people of the things she had
  endured it threatened the justification of the entire
  campaign. The Inquisitor-Lord quickly had to silence the
  girl and those she’d told. He dispatched his most
  trustworthy (and unquestioning) agent, thinking he was
  guaranteed to do whatever it took to maintain stability.
  However, discovering the truth made the young Inquisitor
  falter and he spared the girl, smuggling her away. Since
  then, he has questioned his role and the motivations of his
  You were told that Inquisitor was a game of noble
  Inquisitors and evil villains. You were told that Inquisitors
  were the most incorruptible of Imperial servants. You
  were told that Inquisitors faced the darkness unafraid.
  (You were also told if bird-poo landed on your head it was
  good luck!) Everything you were told is
  a lie! 
  I want to show that not
  all Inquisitors are noble,
  that not all are staunch
  and powerful Imperial
  servants, and that not all
  face 
  the 
  darkness
  without doubts… and
  because of (not in spite
  of) these less ‘heroic’
  qualities they can be
  some 
  of 
  the 
  most
  interesting 
  concepts
  and vivid characters in
  the game; and fun to
  play too.
  The First, Last and
  Only Line of
  Defence
  This article
  presents five
  sample
  concepts for
  slightly
  unusual 
  Inquisitor warbands with a difference.
  By Ben Dell
  
  master, looking back on those he hunted and the
  ‘problems’ he ‘removed’ and wondering if they were all
  heretics, or merely inconvenient to the Inquisitor-Lord’s
  plans.
  � Plot-Hooks
  Will he become too disillusioned to continue his role? Will
  the Inquisitor-Lord discover the girl’s not dead? What’s
  become of her? Will the agent turn to a Radical
  viewpoint; perhaps becoming a Recongrigator,
  thinking it better to expose the scheming
  Inquisitor-Lord and the besmirched Ecclesiarch
  and risk the repercussions? Will he bury his
  doubts; becoming a cruel, uncaring tool of his
  master? 
  The warband can be given any
  mission the Inquisitor-Lord sees fit
  but the GM should throw in the odd
  ‘moral dilemma’ mission to push the
  Inquisitor one way or another; no
  one can swim in filth for long and still
  come up smelling of roses!
  � Warband Members
  The 
  young 
  Inquisitor 
  has
  uncontroversial 
  followers 
  (no
  Daemonhosts/mutants) just one or
  two trusted colleagues; an old,
  roguish gunfighter and an Astropath.
  The rest of the team are made up
  from a squad of Inquisitorial Storm
  Troopers assigned by the Inquisitor-
  Lord (perhaps one or more of them
  have been set to spy on the young
  Inquisitor since the incident with the
  girl?).
  � Modelling Ideas
  The young Inquisitor agent would be
  easily 
  represented 
  by 
  a 
  simple
  Covenant 
  conversion. 
  There 
  are
  acceptable models for the gunfighter (Slick
  Devlan) and Astropath (a Navigator conversion should
  do). 
  The Inquisitorial Storm Troopers would be well
  represented by the range of Imperial Guard models
  available, though stick to one or two body types to
  maintain a ‘professional’ look.
  � Notes
  The challenge of this warband is in charting the struggle
  felt by the Inquisitor. If a player can’t handle a playing
  style that may see them trying to lose/fail in their
  objectives (as determined by the Inquisitor-Lord) or is just
  playing the Inquisitorial agent with no ethical dilemma,
  then this warband isn’t really suited to them. 
  � Resources
  The prime resource for this group would be a Mentor. The
  Inquisitor-Lord is providing almost everything the group
  needs from Storm Troopers to ships; making it much
  more of a challenge should the Inquisitor turn against his
  old Mentor.
  2. Training Xeno Kill-
  team
  � Concept
  A Xeno Kill-team used to train and
  toughen promising Interrogators
  before their final tests with their
  masters.
  � Background
  When 
  trainees 
  leave 
  the 
  Schola-
  Progenitum as Explicators and join
  their masters they undergo years of in-
  the-field training working to become
  Interrogators and, if they are lucky,
  Inquisitors. The Ordo Xenos Lord-
  Inquisitor for the sector has decreed
  that all worthy Interrogators undergo
  a period working for the Kill-teams;
  putting what they have learned into the
  bloodiest practice, before they can
  become Inquisitors. Some believe that the
  reason for this was that the Kill-teams were
  grinding up too many Inquisitorial Storm
  Troopers; regardless most now agree that the
  system seems to work very well and the
  mortality rate of the Interrogators isn’t that
  high… really.
  Each of the Kill-teams contain a small
  complement of Storm Troopers and 2/3
  Interrogators. The most prestigious of
  these Kill-teams to be assigned to, is
  commanded by a Veteran Sergeant
  who has more individual confirmed
  xeno kills than the whole of most other Kill-teams (and
  incidentally, one of the best team survival rates).
  � Plot-Hooks
  Kill-teams are sent in when an Inquisitor requests them,
  so can be following any other Xenos Inquisitor’s agenda.
  The Veteran Sergeant’s specialities are seek-and-destroy
  missions deep within xenos infected areas. Very
  occasionally the Kill-teams will be loaned out to other
  Ordos with other missions in mind.
  
  � Warband Members
  The Veteran Sergeant will be a constant
  member of the group and cares about those
  in his command and in turning out
  Interrogators 
  who 
  have 
  learned 
  to
  command as well as obey. The other Storm
  Troopers will be veterans as well with their
  own specialities; a tunnel-rat pathfinder, a
  flamer trooper and demo-expert. The
  Interrogators will vary but might include a
  psyker and an all-rounder. Sometimes the
  Inquisitor who has requested the team will
  also accompany them. Vary rarely the team will
  work alongside one of the Deathwatch
  Marines.
  � Modelling Ideas
  The Veteran Sergeant is a Major Jaxon
  conversion, the tunnel-rat represented by
  Toothpick Murke and the flamer/demo-man
  by a Sergeant Stone conversion. The
  Interrogators could be any scaled down
  Inquisitor figure or a Slick Devlan or
  Enforcer 
  conversion. 
  Requesting
  Inquisitors can be any Inquisitor
  model and the Captain Artemis
  model is a Deathwatch Marine.
  � Notes
  One version of this warband you
  may like to try playing is using the
  team with younger versions of two
  player’s 
  Inquisitors 
  (as 
  the
  Interrogators) 
  and 
  using 
  the
  adventures of the Kill-team to
  springboard into campaigns set later
  in the Inquisitor’s careers; cue
  recurring villains and other great
  foreshadowing techniques. 
  � Resources
  Followers can be appropriate for
  replacing Interrogators when they
  move on or wounded Storm
  Troopers with new recruits.
  Transport would be useful for
  the team as well.
  3. Keeper of The
  Sepulchre-Library
  � Concept
  The Inquisitor is champion of a
  secret society dedicated to the
  protection of the Sepulchre-
  Library which includes tomes such
  as one of the Grimoires of True Names
  and the Liberatus Necrosis.
  � Background
  For millennia a few of the most far-
  sighted Xanthites of the Ordo
  Malleus have met in a secret
  society to protect the many
  scrolls, tomes and items that
  their short-sighted brethren
  would destroy. The most senior
  of these Inquisitors know of
  and may visit the societies most
  valued asset; the Sepulchre-
  Library to help with their
  studies and their investigations.
  The society is controlled by the
  three most senior Inquisitors
  called the Sepulchral-Librarians. 
  Long-ago, 
  the 
  Sepulchral-
  Librarians decided they needed
  an Inquisitorial agent who
  served the Library only, who was
  unknown by any other Inquistor
  and free to champion the causes of
  the Library; so it was that the role of
  Keeper of the Sepulchre-Library
  was born.
  The current Keeper is a quiet,
  hollow-eyed man. He was
  marked 
  at 
  the 
  Schola
  Progenitum 
  and 
  quietly
  disappeared in a ‘freak-
  accident’. He was taken to
  the Library and his training
  became far more intense than
  even that of other Inquisitors,
  honing both his mystic and his
  martial prowess. Now he is ready to
  undertake the missions required of
  him by the Library that has come to
  mean more to him than even the
  Emperor. He knows that should he
  ever be caught by other Inquisitors
  he will not be recognised as one
  of their own and will be
  tortured and killed. The
  Librarians are confident he
  is ready and not a moment
  too soon; their auguries
  have 
  identified 
  great
  darkness in times ahead
  unless they act swiftly.
  
  � Plot-Hooks
  The Keeper can be dispatched for any number of reasons;
  to combat the evils that the Librarians have become aware
  of, to rescue an item of great significance to bring to the
  Library, to rescue a society member or silence him
  before he talks, etc. What are the secrets of the
  Sepulchre-Library? Why was it named that?
  Does it/did it serve another purpose? 
  � Warband Members
  The Keeper’s life is more lonely than other
  Inquisitors, no one outside the Society may
  know of the Library’s or his existence so he
  may not have a retinue in the way that other
  Inquisitors may. He may, however, make use
  of those followers who will not betray his
  society; 
  Servitors, 
  Arco-flagellants,
  Daemonhosts. The Keepers are also
  trained in mental domination and often
  use it to create slave-allies from the
  weak willed for short periods (no more
  than a couple of hours).
  � Modelling Ideas
  The Keeper is a heavily converted
  Navigator 
  figure, 
  dark 
  and
  foreboding. Other warband members
  may include Servo-skulls and Psyber-
  eagles (use giant eagles from WFB) as
  well as Servitors (converted Arco-
  flagellants) and a Daemonhost.
  Dominated slaves can look like any
  human figures (the Work Crew
  models would be particularly
  good).
  � Notes
  Because of his long relationship
  with the Library, the GM may
  decide to give the Keeper
  access to Chaos psyker powers
  (Inquisitor Annual 2).
  � Resources
  The most obvious resources for a
  Keeper of a library are Information and
  Base. The Keeper will also need Cover
  Identity to move around undetected. 
  4. Deranged Master-
  Mind Searching for
  ‘Heroes’
  � Concept
  The Inquisitor, long presumed dead,
  works from the shadows proving his ‘theory’
  that by causing great catastrophes to the Imperium,
  even greater ‘heroes’ are discovered who will
  become the ultimate force against evil!
  � Background
  Heralded by many of his peers as one of the
  greatest Thorian minds in the Inquisition, this
  Ordo Hereticus Inquisitor commanded great
  respect. However, his last treatise was a radical
  departure where he claimed that every
  generation, hundreds were born with the
  potential to become something more than
  other humans, just like the Emperor (who
  would have been the first ‘post-
  human’, had he not been interred in
  the Golden-Throne). 
  These people could become
  great heroes; through their
  adversity 
  they 
  had 
  the
  potential to be ‘post-humans’
  discovering there were no
  limits to what they could do.
  The only problem was that no
  one had yet succeeded in
  shedding all self-imposed limits,
  fears and concerns. Giving this
  speech 
  in 
  a 
  crowded
  amphitheatre, the Inquisitor
  was 
  ridiculed 
  and 
  called
  ‘radical’. 
  The Inquisitor stormed out,
  then disappeared without trace
  and was not heard of again for 
  decades. Now he’s finished his 
  (increasingly 
  gruesome)
  experiments and is ready to
  prove his theories to those
  fools who mocked him! The
  Inquisitor’s theories are based
  on a warped mix of Thorian
  and 
  Istvaanian 
  ideals; 
  he
  intends to engineer catastrophic 
  incidents on Imperial worlds,
  cause death to untold thousands
  to find those survivors strong-
  enough 
  to 
  start 
  becoming 
  a
  ‘Potential’, hone them into a fighting
  force and then push them as far as
  possible in hopes that one of them will
  become a true post-human and lead
  Mankind to its next state-of-being.
  
  � Plot-Hooks
  Scenarios that pit the Potentials against difficult
  odds and dangerous situations would be ideal
  for this Inquisitor. He can also generate plots
  for other teams as he tries to execute his
  catastrophes 
  and 
  recruit 
  bewildered
  survivors. Do any of his Potentials have what
  it takes? Is he a genius or crazy? If he’s right,
  what would a true post-human be like; a
  saviour? A monster without-compassion?
  Something beyond comprehension?
  � Warband Members
  The Inquisitor has Potentials he has been
  grooming since his experiments, and
  although they are impressive, he
  believes none of them will go the
  whole way. These first Potentials are
  scarred and have endured so much
  that they barely qualify as human
  anymore; drugs, conditioning, implants,
  torture have all been used to create these
  creatures. Experiments cannot go any
  further, he’s decided it’s time to test his
  theories in the field, so his newest
  recruits have not been subjected to such
  treatment as his first attempts though
  they may still undergo brainwashing.
  Potentials come from any walk-of-life;
  mutants, psychics, soldiers, shepherds,
  space-farers etc. Some examples are; a
  young farm-hand with vast psychic-
  potential, a mutant with incredible
  regenerative-properties, an ambitious
  Navigator accelerating his mutation-
  rate to become the greatest Paternova
  ever, and a psychotic experimental
  super-soldier.
  � Modelling Ideas
  The Inquisitor is old and wizened; an
  Eisenhorn/Scarn-mix conversion. The
  Potentials vary; the longer they’ve
  been with the Inquisitor the more
  enhanced and ‘scary’ they will be.
  The 
  farm-boy 
  is 
  a 
  Damian
  Bloodhound conversion with an
  Eldar long-las. The mutant and
  Navigator have acceptable models to
  convert. The psycho-soldier is a
  Sergeant. 
  Stone/Arco-flagellant
  conversion.
  � Notes
  The Inquisitor may determine that one
  type of Potential is more likely to
  succeed – perhaps all Potentials need True Grit or Heroic.
  The GM may decide if the Inquisitor’s theories are
  true – if they are, and one of the Potentials
  approaches the threshold of being a post-human,
  will they develop unusual abilities? Perhaps there
  is no limit to their strength (Wyrd: Warp
  Strength) or they become resistant to
  damage 
  (Daemonic:
  Invulnerable/Impervious).
  � Resources
  Followers would be important to the
  Inquisitor, as they would represent
  his team of Potentials. Deals could
  represent an interested group of
  backers, but why are they willing
  to help out? 
  5. Vengeful Blind
  Daemonhunter
  � Concept
  The Inquisitor is a fiery
  Monodominant who cut out
  his eyes after he was ‘gifted’
  with Warp-sight by a seductive
  daemonhost.
  � Background
  This Malleus Inquisitor was
  staunchly Puritan and believed
  that all mutation/taint, no matter
  how small, was the sign of the
  daemon’s hold on the heart, so he
  purged mutant and daemon with
  equal ferocity. What no-one knew
  was; the Inquisitor was plagued by
  dreams of a dark-eyed woman. He
  knew she was daemon, and that
  destiny had tied them together.
  Though he never recalled the
  dreams; every night he’d wake
  screaming and every morning he’d
  castigate himself, to drive the
  dreams out.
  One evening in the private bed-
  chambers of his secure base
  the woman-creature appeared
  from nowhere by him and
  kissed 
  him, 
  long 
  and
  sensually. Shocked, he stood
  there, discovering he was
  enjoying the tender touch.
  Revulsion coursed through him
  and he pushed her away, reviling her
  with 
  ancient-litanies. 
  She 
  looked
  
  unperturbed, telling him he could never abjure her, for
  the fates had joined them, they were to be locked together
  for eternity; they shared one soul. Horrified yet fascinated,
  his words faltered, she told him he was not who he
  thought he was. Knowing in his heart she spoke the truth
  he spat out the word “liar” and with hatred he had never
  before known, hurled himself at her, unarmed. The
  daemon-woman was easily the stronger and laughed in his
  face as if they were playful lovers, finally she tired of the
  game and pinned him to the floor. She bent down and
  kissed both of his eyelids sending bolts of unimaginable
  agony through his brain; told him soon he would see the
  truth, see what lay in his own heart and beg her to come
  back and start their eternity together. With that, she
  disappeared.
  The Inquisitor stood up slowly, his vision felt strange – his
  chamber looked flat, lifeless; he moved to his mirror and
  stared at himself. What he saw was not himself as he knew
  he looked; instead he saw his thoughts, feelings, his life-
  blood, his anima and an impenetrable black cloud he
  knew to be his soul. Looking at it made him sick and he
  dashed the mirror on the floor. His companions ran in,
  having heard the noise. He looked at them and all he saw
  was the colours of their thoughts, their emotions, the dark
  stains of their sins and guilt. With a heart-breaking howl,
  before anyone could stop him he grabbed a shard of
  mirror and cut his eyes out, cursing the creature all the
  time. Finally his companions restrained him and he
  passed-out.
  The Inquisitor is now blind, no bionic parts have worked
  in restoring his sight and his eye sockets refuse to stop
  bleeding. He will not rest, and is feverishly working to
  track the daemon-woman.
  � Plot-Hooks
  The Inquisitor will travel across the galaxy for scraps of
  information if he believes it will bring him closer to the
  creature who cursed him. Who/what is the daemon-
  woman? Did she tell the truth? What did it all mean? Is the
  Inquisitor searching for her to kill her, or because he is
  obsessed with her? 
  � Warband Members
  To compensate for his blindness the Inquisitor has
  commissioned a special auspex Servo-skull to help him
  and utilises another with a gun (he cannot use one). He
  has a shoulder-mounted MIU psi-cannon as the Warp-sight
  sometimes returns, particularly when he is around
  daemons. His companions are those who were with him
  when the incident occurred, those he hasn’t alienated and
  driven away with his crazy talk.
  � Modelling Ideas
  The Inquisitor is easy to model; Covenant with a head
  swap; modelling putty (or food-bag ties) wrapped around
  the head over the eye sockets would be the easiest way to
  simulate bandages over the missing eyes. Remaining
  warband members are the most loyal of his old followers;
  Imperial Guard veterans, gun men, Enforcers etc.
  � Notes
  The GM should devise a test so each turn the player can
  determine if the Inquisitor sees anything with his Warp-
  sight; ie, on a D6 roll of 6 he sees everything with the
  Warp-sight (anything Daemonic is automatically seen).
  � Resources
  The Inquisitor has a secure base-of-operations from which
  to work, he also has a good spy network trying to find
  rumours of the creature so he has Information.
  
  If any of these concepts have appealed to you feel free to
  use them; if not, then hopefully at least one small part has
  given you the inspiration for your own ideas. Now you
  have these Inquisitors, what do you do with them? 
  Investigations and Prosecutions
  So, what do Inquisitors do all day when they aren’t killing
  each other and blowing up barrels of promethium? Many
  Inquisitors, particularly as they get older, delve into
  research, teaching acolytes and writing papers. That’s all
  well and good for those Inquisitors in semi-retirement but
  the bulk of most Inquisitors’ lives are taken up with
  investigation. 
  Investigations
  Investigations is a generic term for spying, covert
  surveillance, coercing, following rumours, chasing
  enemies, routing out evil-doers, looking for clues,
  researching in libraries and lots and lots of questioning
  people. Investigation is generally the bit that occurs
  before a game/battle when the Inquisitor is finding out
  what is going on and who it is he has to smite.
  Occasionally a battle or linked campaign will involve
  Investigation directly into the game. I can’t present any
  systems for using Investigation in your games as there are
  too many possibilities, but they often involve making
  Sagacity tests or using the Awareness rules.
  Unofficial New Ability: Augury
  One way in which many Inquisitors aid their
  Investigations is with the use of Augury, the most common
  form being in the reading of the Emperor’s Tarot. The use
  of Augury is not exactly a psychic phenomenon, more of a
  belief in the mystic and personal intuition but even the
  most ultra-puritan Inquisitor cannot object to the
  Emperor’s Tarot. In game terms; for every action (up to a
  maximum of five) spent consulting the Augury, the Auger
  can add +/-10% to any 1 percentile test in the next turn
  only. At the end of the actions consulting the Augury, the
  Augur must make a successful Sagacity roll to interpret it
  (if it is failed the GM can apply the bonus to any one roll
  of a character on the opposition team in the next turn).
  The whole amount must be used for the Auger’s action
  (or those of anyone he can spend a minimum of one
  action communicating with, before the end of the turn the
  Augury was made in). Some Augury styles are: Emperor’s
  Tarot, Rune-casting, Reading-the-bones, Crystal-gazing,
  Divining.
  Prosecutions
  Prosecutions are different from investigations because the
  Inquisitor already has evidence against a target and begins
  with the intention of bringing them to justice and proving
  them guilty. Investigations are speculative, and the
  perpetrators often unknown, prosecutions are definite
  and targeted against someone; prosecutions are the
  grudge-matches of Inquisitor. The tactics of pursuing
  prosecutions include; ambushes, honey-traps, raids, man-
  hunts and bounties, confiscations to seize evidence,
  impounding of transport, roadblocks and the excruciation
  and torture of suspects.
  Unofficial New Rules: Torture
  Torture takes many forms, from the purely psychological
  to the more DIY use of hammers and industrial-pliers,
  from hot pokers and thumbscrews to savage beatings.
  From the time of their apprenticeships, most Inquisitors
  are fully trained in the use of and uses for, a multitude of
  torture methods. Perhaps the most fiendish of all these
  items is the Excruciator. The Excruciator is the name for a
  multitude of torture machines using a range of (often
  quite high-tech) methods. They range in size from ones
  
  that fill entire rooms, to ones installed in mono-tasked
  Servitors, to ones small enough to fit into a pouch. It is
  these small innocuous looking boxes that are most likely
  to turn up in a game of Inquisitor (see the new item
  below).
  Torture
  Most torture takes place over a period of time, sometimes
  hours, most often days or weeks. The rules for torture
  with any implement (except an Excruciator) are as
  follows: Every time period (GM decision whether this is
  hours, days or weeks) the Torturer selects a stat from the
  list below and the Captive and the Torturer must make
  opposing stat rolls. If the Captive wins, the Torturer may
  not select that stat for D6 time periods. If the Torturer
  wins the Captive loses 10% from that stat. If the Torturer
  wins five tests in a row the Captive is broken and will
  reveal everything. If the Torturer wins ten tests in a row
  they may begin to reprogramme the Captive. In addition,
  the tools used will give a +10% advantage to the Torturer
  in certain stat tests (see below). 
  As you can see things are heavily stacked so that
  eventually the Torturer will grind the Captive into
  submission. This may seem unfair but the point of torture
  is that it doesn’t stop till you break the Captive.
  Most torture will be done between games of Inquisitor,
  the most common reason for torture to appear actually
  during an Inquisitor game is in trying to get information
  from a Captive before a rescue attempt is made. In game
  terms; the time period for tests becomes turns, if there
  has been no out-of-game torture tested for, reduce D6 of
  the Captive’s stats by 1-5 D10 depending on how long
  he’s been captured (1D10-hours, 2D10-a few days, 3D10-
  a week, 4D10-weeks, 5D10-a month or more). Remember
  if the captive does break during the game, each action is
  only long enough for a short sentence to be revealed and
  the Captive may ‘pause for breath’ once a turn to delay. 
  Torture Tools
  The stats which can be contested by Torturers and
  Captives are given below, in brackets are the
  techniques/tools which gain the +10% advantage.
  Basic Torture Chambers Techniques
  (Can be improvised in simple locations)
  � Toughness: resistance of physical damage (Methods:
  Damaging Implements: Pliers, hammers, whips, beatings.
  In addition, for each time period of this torture add D6 to
  the Injury total of the Captive, regardless of test
  outcome).
  � Leadership: to resist psychological torture (Methods:
  Psychological: humiliation, degradation, convincing of
  betrayal/abandonment by companions).
  � Initiative: to avoid confusion and fatigue (Methods:
  Deprivation Techniques: starvation, bright lights,
  darkness, no sleep, temperature extremes).
  Advanced Torture Chamber Techniques
  (Require a more controlled set-up)
  � Willpower: to resist chemicals and truth agents
  (Methods: Chemicals: depressants, truth serums, mild
  poisons, hallucinogenic)
  � Sagacity: to resist aversion techniques (Methods:
  Aversion Techniques: sparking wires near the eyes, burns,
  electrocution 
  when 
  answers-back, 
  partial
  drowning/asphyxiation. In addition, add D3 to the Injury
  totals of the Captive, regardless of test outcome).
  � Nerve: to resist pain/fear of pain (Methods: Pain
  Infliction: Pokers, thumb screws, Iron Maiden. In addition
  add D3 to the Injury totals of the Captive, regardless of
  test outcome). 
  Unofficial New Equipment: The Excruciator
  No two Excruciators are exactly the same and many are
  ancient pieces from the Dark Age of Technology but here
  is what a ‘typical’ one might do: 
  The bulk of the item is a black box, connected to it are a
  dozen wires ending in sharp, barbed needles. On one side
  of the box is a small data-pad screen. The box is
  connected to the body of the ‘subject’ (painful and
  damaging in itself as the barbed needles are big) some of
  the needles act as IVs delivering chemicals causing
  nausea, disorientation, truth serums and (as an occasional
  ‘carrot’) pleasure-inducing chemical cocktails. The
  remaining needles stimulate nerve-endings causing
  crippling pain without damaging the body. The screen
  monitors life signs and acts as a lie detector. 
  Excruciators work like all other torture techniques but
  hand-held ones get +5% to all opposed rolls (not +10%
  to just one type). Mono-task Excruciator Servitors get
  +10% to all rolls and room-size Excruciators get +15% to
  all rolls.
  
SOURCE: textdata/thevault/Warhammer/40k/Inquisitor Skirmish/SG_site_files/Fan14_Warbandconcepts.pdf