TEXT: Lectures On The Wych – pt2 
  Part 2 of house rules for Rogue Psykers in Inquisitor.
  By Ben Hulston
  INTRODUCTION  
  In the second and final part in this series of articles, I will
  highlight some scenarios specifically aimed at including rogue
  psykers, some new equipment for use in the apprehension of
  psykers, and some new special abilities for characters facing off
  against psychic horrors.
  “The witch is a wily foe, with a great number of allies you may
  not know about. Daemons, vagabonds, criminals, terrorists,
  even other traitorous members of His most holy Inquisition…
  Always approach the chase with caution, zeal and faith.”
  Inquisitor Ratzsinger, 'Lectures on the Witch', 
  Conclave of Groeningen IV, 947.M40
  SCENARIOS
  Scenario 1 – Capture the Psyker
  A rogue psyker is on the run. Hot on his heels are the authorities
  - a blustering, pious Inquisitor with justice on his mind. Little do
  they both know another force hides in the shadows with an
  envious eye on the talented runaway…
  Suggested Sides
  Side 1 – The rogue psyker - NPC controlled by the GM. His main
  motivation is to get off the board as quickly as possible. 
  Side 2 – The pious inquisitor - Think witch hunting psychopath!
  The inquisitor should be accompanied by suitable allies, such as
  Arbites officers, Enforcers, Stormtroopers or sanctioned psykers.
  His goal is to capture, or if necessary kill, the rogue psyker.
  Side 3 – Here is where you can really mix things up. Suggested
  player characters would include any radical Inquisitor of a
  Thorian or Horusian bent, a Chaos Magus and accomplices, a
  Xanthite in need of a quality host body for his daemonic project.
  The goal of this side is to capture the psyker. If this means using
  force, then so be it…
  GM/Scenery Advice
  Attempt to keep the game play fast and furious to keep up the
  feeling of the chase. Ensure the psyker has a reasonable chance
  of escape. Side 3 may negotiate with the psyker to attempt to get
  it to cooperate and follow them off the board; take an
  appropriate test in willpower, with a suitable modifier
  depending on how desperate and “shot-up” the psyker is and
  how persuasive the player is.
  The board should be fairly large, and be populated with a large
  amount of scenery, to allow the chase to burst from building to
  building. This will also allow Side 3 to sneak through the
  scenario, striking at the opportune time.
  It is suggested the psyker starts in the middle of the board, with
  the other two sides entering from opposite ends of the board. 
  Scenario 2 – Black Ship Breakout!
  A group of psykers, being escorted by a group of Inquisitorial
  Storm troopers destined for orbit and the Black Ship waiting
  there, are the target for an attempted jail break... 
  Suggested Sides
  Side 1 – The Enforcement squad - A squad of tough, grizzled
  Storm troopers. They should be lead by someone with suitable
  authority; an Inquisitor isn't out of the question. 
  Side 2 – The captured psykers - They should be subdued and
  quiet. Once the violence begins to kick off, they will perk up and
  become more aware. The GM should control the psykers - the
  GM may choose how the psykers react to the attempted jailbreak.
  Side 3 – Again, this side can be anything the player can think of.
  However, a suggestion would be a group of rogue psykers,
  wanting to free their gifted brethren!
  GM/Scenery Notes
  This scenario should start with a bang; the louder the better!
  Assuming Side 1 will be starting in a vehicle, equipping at least
  one member of Side 3 with a rocket launcher, or lining the road
  with explosives/mines would be prudent. Although, they need
  not start in a vehicle - a strangely deserted space port would be
  equally fitting for the scenario. 
  Sides 1 and 2 should begin in the centre of the board and should
  be surrounded by side 3.
  The captured psykers will all make an individual decision as to
  whether they will be joining forces with their rescuers. However,
  for each psyker that turns, it is suggested a positive bonus is
  given as to whether the next will turn, with a negative modifier
  used when a psyker decides not to join the rescuers. 
  Scenario 3 – Black Ship Rebellion!
  On board one of the Black Ships, something dark is brewing. A
  group of recently captured psykers have no intention of going
  back to Holy Terra for processing and have begun to cause a
  ruckus. But is there something darker at play?
  Side 1 – The ship authorities – This side should consist of several
  Inquisitorial Stormtroopers, and any other suitable figures of
  authority, such as an Inquisitor. Their only goal is to put down
  the rebellion… However they see fit.
  Side 2 – The psykers – They've been freed of their shackles, and
  they're out for blood! However, what they are not aware of is that
  their heroic, charismatic, enigmatic leader is, in fact, host to a
  daemon orchestrating all of this carnage for its own amusement!
  GM/Scenery Notes
  The players should each take one or two of the characters on
  Side 1. Initially, they should start either on their own or at most
  in a pair, at different points across the board. 
  It is suggested that the board is a maze of corridors and lifts,
  connected to cells. The guards may move freely through any
  doors. The GM may decide with doors have been forced open in
  the first parts of the rebellion. Any psyker wishing to bash open
  must face off against the following profile. 
  
  A door has AV 10; 20 damage must be done to the door before it
  will buckle. At this point, visibility through the door is possible.
  The door will now have AV 5, and require a further 20 damage to
  permanently open it.
  A psyker may also crack open a door, using the security panel
  beside the door. The psyker must pass 5 consecutive sagacity
  tests, at difficulty 80 to open a door.
  The guards will all be armed with all manner of tracking
  equipment – motion trackers, bio scanners and psi-trackers.
  Additionally, they will all be linked into the ship's own tracking
  devices in the area. This can be represented by the blips on the
  board.
  The psykers will be NPCs, controlled by the GM. They will move
  as blips on the board when they are not in line of sight of any of
  the player characters; think 'Aliens'. The game should be kept
  well paced and claustrophobic - some of the blips may be rats, or
  psykers not wishing any trouble. Again, this is at the GM's
  discretion. All psykers not wishing any trouble must be returned
  to the nearest cell by the player. 
  NEW EQUIPMENT
  “Chase them, capture them, kill them; it matters not which you
  choose for they are naught but treacherous wretches… These are
  the tools with which you may corral the wych, though your
  greatest ally is your faith in the God-Emperor!”
  Inquisitor Ratzsinger, 'Lectures on the Witch', 
  Conclave of Groeningen IV, 947.M40
  Containment Collars
  “Handcuffs for psykers. They're great, they are, keeps 'em quiet,
  docile like. None of that wyching stuff. And, between you an' me,
  they're e'en better when it's a pretty 'un, know what I mean?”
  Used by law agencies, bounty hunters and of course the Black
  Ships, containment collars come in a variety of different forms
  and varying degrees of rarity. A collar consists of a thick neck-
  brace with two handcuffs coming off.
  A collar may be applied to a prone or stunned target - it takes two
  successive combat actions against the prone target to apply the
  collar. The target may attempt to dodge or parry; if parry is
  chosen, the target need only roll under half the attackers attack
  roll to prompt a counter attack.
  It takes only one action to apply a collar to a stunned target, with
  no need to roll for success.
  A collar may be removed by acquiring the key from whoever put
  the character in the null collar, or by forcefully removing it. 
  Treat the collar as having AV 4 and can take 15 points of damage
  before it is disabled. 
  It is a small target, and attacking the collar is a risky action. If the
  risky action is failed, then the attack is resolved at the person
  wearing the collar, with the hit automatically hitting the head of
  the detainee. 
  All collars have a leash. If the leash is used, the detainee must use
  all of their actions following the person using the leash,
  remaining within 2 yards of character holding the leash. The use
  of a leash requires one hand, and any actions taken while
  holding a leash count as joint actions. 
  Shock Collar (Common)
  This collar incorporates an ingenious piece of engineering,
  allowing it to deliver an electric shock to any disobedient
  criminal it currently contains. It is generally triggered by remote
  control, a keyword or a proximity sensor.
  The collar follows all the rules for removing a collar, both with a
  key and by force. The collar also follows all the rules for leashing.
  If the collar is triggered, treat the psyker as being hit by a shock
  weapon. The device can be triggered in only one of three ways –
  via remote, keyword or proximity sensor. The method of
  activation must be decided before the game. 
  It takes one action to activate the device using either the remote
  or keyword, though the neck collar must be within 10 yards to
  trigger. The proximity sensor is triggered when the psyker moves
  more than 10 yards away from the remote.
  Explosive Collar (Common)
  The collar is wired with a small explosive device to dissuade the
  psyker from running away from the guard. 
  The collar follows all the rules for removing a collar, both with a
  key and by force. The collar also follows all the rules for leashing.
  The device operates exactly the same way as the Shock Collar.
  However, instead of shocking the detainee, it explodes the small
  charge. Treat the explosion as having Area 0.5, Blast 3 Dam 2D6.
  It always hits the head of the prisoner.
  Numb Collar (Exotic)
  The central neck-brace is filled with small vials and circle of
  needles going into the flesh of the psyker. They inject small
  amounts of sedatives to keep the prisoner sedated.
  The collar follows all the rules for removing a collar, both with a
  key and by force. The collar also follows all the rules for leashing.
  This collar halves both the Willpower and Initiative of the
  character in the collar. Additionally, it reduces their Speed to one.
  Null Collar (Legendary)
  This type of collar is rare indeed – imbued with the same dust as
  in psyk-out grenades, it is the perfect suppression tool for
  dealing with troublesome wyches.
  The collar follows all the rules for removing a collar, both with a
  key and by force. The collar also follows all the rules for leashing.
  The psyker may make no attempt to use any psychic powers, nor
  nullify any psychic powers. In addition, any psychic power used
  against the psyker automatically fails. 
  Shock-Net (Rare)
  “You wanna ground a wych, real easy like? Use a shock net.
  Massive overload to the nervous system – POW! They go down,
  and they stay down. Thank the Emperor for these things, I say.”
  A shock-net can be fired from a bolas launcher, or thrown. It is a
  thin, wiry net made of conductive metal. Around the edges of the
  net are heavy metal balls, filled with small shock generators and
  a motion sensor. As it is fired or thrown, the net spreads, the
  shock matrix activates and hopefully the victim is entangled.
  The shock-net shares the same profile as the bolas launcher, or
  thrown bolas, depending on how it is used. 
  When a shock net hits the target, there is a 75% they will become
  entangled and fall prone. D3+1 locations count as being tangled.
  In addition, treat them as being hit by a shock weapon on each
  location. Any attempt to remove the net without it being
  deactivated by the person who fired it will result in a 50% chance
  the character tangled being shocked again, as well as any
  character attempting to remove the net. Each shock adds D6 to
  the victim's injury total.
  Neuro-haywire Grenades (Legendary)
  “Only ever seen Ratzsinger use one of em - reduced the wych to
  a drooling, useless shell of a thing. Damned lucky he did or else
  it would have fried all of us. I'll ne'er forget what that wych did
  to Demmnos…”
  Neuroshred grenades use similar technology to that of the
  terrifying Neural Shredder - however, they only contain enough
  energy for one burst of the horrifying power.
  Neuroshred grenades are used exactly as described in the
  Inquisitor rulebook, following the rules for grenades. They have
  Area: 3, Blast:3. Work out each hit as if the target had been hit by
  a Neural Shredder.
  
  Bio-haywire Grenades (Rare)
  “Now these I like. Messes with your nervous pathways, slows you
  down, makes 'em struggle to move their limbs for a while. Great
  to keep 'em quiet while you clap a collar on 'em.”
  Utilising technology designed to disrupt nervous transmission to
  the limbs, it slows its victims making them easier to catch and
  contain.
  Bio-haywire grenades are used exactly as described in the
  Inquisitor rulebook, following the rules for grenades. They have
  Area: 3, Blast: 3; with each hit, the character must pass a
  toughness test or be knocked prone and stunned for D3 turns.
  The character hit by the blast automatically loses D3 Speed for
  D3 turns, to a minimum of 1.
  Warp Disruptor (Legendary)
  “What fevered mind made this thing, I'll never know. I'll tell you
  this much - it makes me feel weird, it does, chills me to the bone.
  But to see what it does to them psykers… Makes me feel a little
  bit sorry for 'em… Well almost!”
  A warp disruptor is a small globe, generally tied to a thick silver
  chain around the neck of devout Inquisitors. An anti-psyker
  device, it helps protect against psychic attacks, but makes the
  wearer feel decidedly ill at ease. It is not known where these
  globes can be acquired, or who made them, though speculation
  firmly points the finger at a source close to or within the Culexus
  assassin temple.
  The globe provides the wearer with protection against all psyker
  attacks. Any psyker wishing to use a psychic power against the
  bearer must halve their willpower. Any psychic test failed when
  targeting the character carrying the Warp Disruptor will double
  any lost Willpower results from 'psychic overload' or 'risky action'
  penalties. 
  Additionally, any character wearing a Warp Disruptor will lose
  any of the following abilities, if the character possesses them -
  Nerves of Steel, Force of Will, Heroic and Leader.
  Litanies of Spite (Exotic)
  “Would I have them tattooed onto me? God-Emp'rer save my
  soul no! Hear it's as painful as sin! But, they're a mighty good
  investment if you can take the pain…”
  Inscribed into the flesh of the willing, though sometimes
  unwilling, character, the Litanies of Spite are written in psycho-
  reactive ink; the Litanies themselves are baleful condemnations
  of the witch.
  Any psyker wishing to target a character with Litanies of Spite
  must re-roll their willpower test to cast the power.
  Black Charter (Exotic)
  “The Black Charter... Say's you're workin' for the Black Ships.
  Says you can do whatever you like in the pursuit of wyches.
  Psyker themse'ves, they're terrified of people with one. 'S'not a
  surprise, given it's written in wych-blood…”
  The Black Charter is given to bounty hunters and trackers who
  are in the employ of the Inquisition and more specifically serving
  on the Black Ships. They are contracts written in the blood of
  psykers ensuring the loyalty and fanaticism of the bounty hunter;
  in return, they get Inquisitional protection should they run in
  with the law.
  Psychic characters treat characters that are bearing a Black
  Charter as if they had the ability “Fearsome”. Inquisitors ignore
  this effect.
  Inscribed Carapace Armour (Rare)
  “Used mos'ly by Stormtroopers on Black Ships, this stuff is what
  you want when huntin' down psykers. Between you 'n' me, when
  I say mos'ly, I mean there's a great black market for this stuff…”
  Specially produced for use by Stormtroopers on Black Ships, this
  carapace armour offers some protection against psychic powers.
  While not offering the same protection as Hexagrammic wards,
  the added protection is welcome.
  Inscribed Carapace Armour follows all the rules for Carapace
  Armour found in the Inquisitor rulebook. Additionally, any
  psychic power targeting a character wearing the armour doubles
  all range penalties.
  Combat Stimm – 'Fend
  Dispenser types – Inhaler, Injector
  “Ahh… That's the stuff. Stops wyches creepin' around upstairs
  and the like. Bit addictive, mind, but s'always the way, right?”
  This highly addictive stimulant has similar properties to another
  psycho-reactive drug, Spook. Unlike Spook, it bolsters the user's
  innate resistance to being affected by psychic powers, but erodes
  their willpower and sanity as they begin to crave its effects.
  The user gains D6 forcefield protection against any psychic
  power that does direct damage, and adds D10 difficulty to any
  power that does no direct damage, such as Puppet Master, that is
  targeted at the user. This effect lasts for D3+2 turns.
  The user must immediately subtract D10 from sagacity and
  willpower, and at the end of the game pass a toughness test or
  the loss is permanent.
  Gas/Toxin – Wither
  “This stuff is a bit special. Shoot a psyker fulla this stuff, and
  watch their powers start exploding back in their face! Real
  speciality stuff, though… I've heard rumours this stuff brings out
  the devil in them sometimes…”
  A powerful chemical agent designed to cripple psykers, it ruins
  any sense of control they have over themselves, making using
  psychic powers all the harder and more unpredictable.
  The psyker loses D10 willpower. In addition, until they can pass
  a toughness test, they count as having the talent “Unstable”.
  NEW SPECIAL ABILITIES
  Witch-hound
  “He can smell them, I swear it.”
  Be it through luck, experience or some inspired gut feelings, this
  character is regularly able to track and detect psychic characters
  far more success than normal. The character gains a +20 bonus
  to all awareness tests involving psykers.
  Iron Will
  “They step into his mind, but with faith he fends them off time
  and time again.”
  Through sheer force of mind, the character is able to fend off
  attempts to possess his mind. The character may re-roll any
  willpower test they are required to take to fend off psychic
  attacks.
  Word of the Emperor – Litany of Spite
  “Foul witch, thy magicks be condemned to the hells from which
  they are spawned, in the name of He-On-Terra!”
  The Litany of Spite is a holy canticle, recited to destroy the
  concentration of any psyker within earshot. Any psyker who is
  within hearing range must re-roll any willpower test they take.
  Athlete
  “He can chase down anyone, over any distance, anywhere.”
  The character excels at running, possessing excellent natural
  balance, astounding speed and endless stamina; all useful when
  chasing down a keen to escape witch. All running and sprinting
  actions are at +1 yard, and never counts either running or
  sprinting as a risky action, even over difficult terrain.
  Takedown
  “If she hits you, you're going down.”
  An expert in the art of subduing troublesome opponents, a
  character with this special ability knows how to use a blunt
  weapon effectively on any part of the body to take an opponent
  down. The target, after receiving a hit that does damage from a
  character with this talent, must take a toughness test or go prone.
  
  SAMPLE CHARACTERS
  It seems customary to include at least one sample character in
  any Inquisitor article, and so presented here are Inquisitor
  Ratzsinger and his loyal Soulhound, 'Sniffer' Tobiasson.
  Inquisitor Daniel Ratzsinger
  “I will find you, wych, you cannot hide. The eyes of the Emperor
  see all, the arm of the Inquisition reaches everywhere, and the
  judgement of He-On-Terra will fall upon you.”
  Daniel Ratzsinger started life as a young initiate into the
  Ecclesiarchy. His humble roots, in the backwaters of Danserigg,
  gave him an upbringing in hardline, orthodox Imperial doctrine,
  and his zealous piety meant he advanced quickly through the
  Ecclesiarchy. 
  Time and time again the fiery young priest would prove his value
  to his superiors, his ability to whip crowds into frenzy with his
  words ensuring that the cardinals above him could keep the
  populace of Danserigg under control. 
  Political machinations meant he was never allowed to progress
  within the church - used as a pawn in constantly shifting
  Ecclesiarchal politics, the young man was exploited by his
  seniors to keep their rivals suppressed by sheer weight of
  popular opinion. 
  This stagnation of leadership, and abuse of power, caught the eye
  of a passing Istvaanian Inquisitor, who took it upon himself to
  test all of these with the potential to lead the Ecclesiarchy in the
  area by sponsoring the rival faction of priests. 
  Quickly the situation degenerated into violence as assassination
  attempts brought the conflict out into the open. Supporters of
  both factions, whipped into religious hysteria, fought running
  battles within the Ecclesiarchy quarter. 
  At the head of his factions cause, Daniel's oratory skills and
  natural athletic ability came to the fore. But even he could not
  swing the battle, and the situation very quickly got out of hand.
  The Inquisitor, realising very quickly he had done more harm
  than good spotted the talented young man and kidnapped him
  immediately. 
  Daniel was subjected to a series of trials in which to prove his
  worth. Let loose aboard a nightmarish trap filled ship, Daniel was
  subjected to a bombardment of horror by a choir of psykers,
  attacked by frenzied madmen and his faith tested with promises
  of wealth and power from dark whispers. Daniel held firm, his
  zealous faith keeping him going in the darkness of the
  Istvaanian's crazed ship of horrors. 
  Impressed with the young man's resilience and ability to perform
  in conflict, the Inquisitor took him as an interrogator. 
  They formed only a loose bond as mentor and pupil, Daniel
  never really agreeing with the methods of the Inquisitor, but out
  of faith and belief in the plans of the God-Emperor he trained as
  hard as he could. 
  An adept pupil, his progress was always going to be impeded due
  to his conflict of opinions with his current mentor. A chance
  encounter with an Inquisitorial Black Ship gave Daniel ample
  opportunity to further his studies under another, and
  acquiescing to his wishes his master let him free. 
  His new Inquisitorial master was a hardline monodominant, by
  the name of Drexel. In Drexel, Daniel found an inspiration and
  kindred spirit. He served the rest of his apprenticeship under
  Drexel on the Black Ship. 
  His first encounter with psychic power had left him with a deep,
  seething hatred for witches. He suffered still with nightmares and
  flashbacks of the horror he suffered in his initiation into the
  Inquisition. He had the Litany of Spite tattooed onto his back to
  prove his piety and hatred for psykers, as well as to help protect
  him against psychic intrusion.
  His appointment as a full Inqusitor and his induction into the
  Ordo Hereticus pleased him greatly; he took charge of a Black
  Ship and began his personal crusade to rid the Imperium of
  unsanctioned psykers. 
  At the beginning of his third century of Inquisitorial duty,
  Inquisitor Ratzsinger is as active as he was in his youth. Ever
  distrustful of witches, he is now considered one of the leading
  authorities within the Inquisition on battling rogue psykers. He
  regularly takes on seconded interrogators from other Inquisitors,
  and when he can he gives lectures to other Inquisitors on the
  dread menace of rogue psykers. 
  Equipment: Autopistol (one reload); Shock Maul; Flak armour on Chest; Abdomen and Groin; Litanies of Spite; 1 x
  Neuro-haywire grenade; 1 x Bio-haywire grenade
  Special Abilities: Word of the Emperor - Litany of Spite; Leader; Iron Will; True Grit; Heroic 
  Daniel is left handed
  WS
  BS
  S
  T
  I
  Wp
  Sg
  Nv
  Ld
  Ratzsinger
  68
  72
  73
  66
  59
  89
  69
  83
  92
  
  Jayde 'Sniffer' Tobiasson
  “It'sa job, y'know? An', an' this is jus' between you, me an' Him
  above, I enjoy it far more than I should.”
  Jayde Tobiasson is a so called “Soulhound” - a bounty hunter
  who specialises in the persuit and capture of rogue psykers. 
  Jayde does not speak much of his past or his youth, merely
  stating they were brutal and unhappy. 
  His rise to bounty hunting infamy was spectacularly swift - after
  taking on a few low paying, low risk jobs chasing thieves, thugs
  and vermin, Jayde decided he needed a proper challenge. 
  The planet he was on was currently being visited by a passing
  Black Ship, and with relish Jayde applied for and was given a
  Black Charter. 
  The ensuing chases and battles enthralled him - the added
  unpredictability of hunting dangerous psykers and the
  pyrotechnics that regularly erupted all around him. He proved
  himself time and time again, earning a reputation for the tracking
  and capture of witches that few others could match.
  After eight years serving aboard the Emperor's Beneficence, Jayde
  was taken by Daniel Ratzsinger to lead and train his own band of
  soulhands, working from Ratzsinger's ship, the Lumin Dei. 
  The two struck up a friendship and an efficient working
  understanding, Jayde's natural affinity for sniffing out witches
  complimenting the passionate, athletic Ratzsinger.
  While Jayde now spends most of his time working with
  interrogators, other bounty hunters and the Inquisitorial
  stormtroopers on the Lumin Dei, whenever Ratzsinger leads a
  sortie himself Jayde will be right behind him.
  Equipment: 'Fend inhaler with 10 doses; Bolas Launcher with three Shock Nets; Inscribed Carapace Armour on
  Chest; Abdomen; Groin, left and right Arms; Autopistol (one reload); Black Charter; knife coated in Stun; knife coated
  in Wither; 3 throwing knives coated in Stun; Shock Maul
  Special Abilities: Witch-hound; Hipshooting; Blademaster; Takedown
  Jayde is right handed
  WS
  BS
  S
  T
  I
  Wp
  Sg
  Nv
  Ld
  Jayde Tobiasson
  59
  79
  53
  58
  71
  72
  52
  78
  71
  CONCLUSION
  The scenarios listed are only a flavour of what is possible when using rogue psykers as a central theme in your games of Inquisitor.
  The equipment and new talents will help you track down and capture those dangerous witches. Hopefully, these two articles will
  have inspired you to go and play more games of Inquisitor! 
  ABOUT THE AUTHOR
  Ben indulges his various passions rather more frequently than he should while attempting to complete his education at
  Loughborough University. He can be found ranting and raving on the Conclave and is generally rated as a nuisance by the
  other, more decent folk who grace the forum.
  Ben would like to thank Stefan, Rob, Dave, Thom and many others for their help in creating this article.
  
SOURCE: textdata/thevault/Warhammer/40k/Inquisitor Skirmish/SG_site_files/FO58Inqwytch2.pdf