TEXT:  
  Dark Magenta 
  Issue Two 
  Thought for the Day: The second step is always hardest 
  Spring 2008 
   
  Due to long production times and the nature of Dark Magenta as a webzine produced by volunteers, 
  you are currently reading an interim version of the magazine.  As soon as our technical support guys 
  are able, we will replace it with the full-colour version you’ll have been hoping for.  In the mean time, 
  the content is exactly what it should be: full-throttle, full-fat, one-hundred-per-cent, undiluted heresy! 
   
   
  Contents 
   
   
   
   
   
   
   
   
   
   
   
  Page 
  The Grand Inquisitor Speaks…………………………………………………….2 
  Derek makes confession. 
   
  I Am Not A Monster – Part Two......................................................................4 
  Painting the conversion from Issue 1. 
   
  Machinations and Manipulations..............................................................7 
  Subtle deceptions upon the hive world Agrippina  
   
  Inquisitor: Dark Fortress………………………………………………..............13 
  The campaign pack from the March 2007 event for you to use in your own clubs.  
   
  Exploring the Dark Fortress……………………..……………………………...24 
   
  Robey Jenkins shares his experience of running the Dark Fortress event. 
   
  Apocrypha Angeli Mortis..............................................................................27 
  Brilliant new rules for Space Marines in Inquisitor from Eoin Whelan 
   
  A Curse On’t…………………………………………………......……………...…47 
   
  Afflictions for your Inquisitor characters. 
   
  Modelling Showcase – Nick Garrett...…………………………………………50 
   
  In our first Feature Article, veteran Robey Jenkins introduces us to the holy of holies. 
   
  A Violated Sanctuary….…………………………………………………………..56 
  Inquisitors Goddard and Saussure join forces to fight a greater evil! 
   
  Communiqués………………………………………………………………………75  
  Via the astropathic duct come your questions and queries. 
   
  The Last Word: Taking the High Ground…...………………………………….78  
  Robey “Precinct Omega” Jenkins tackles a common complaint about 54mm gaming – terrain. 
   
  Record of Heresies………………………………………………………………...79 
  Biographies of all the contributors to this issue of Dark Magenta. 
   
   
  
   
  2 
  The Grand Inquisitor speaks... 
  Welcome, one-and-all, to Issue 2 of Dark Magenta!  We’re delighted you’re back with us for this new issue, 
  and what a lot has happened over the last few months. While we’ve been toiling away to bring you this 
  second instalment of Inquisitor-related goodness, we’ve been through two separate website changes, and 
  have had to move the site to the new address, www.darkmagenta.co.uk. Update all your bookmarks if you 
  haven’t done so already!  
   
  The hobby has also seen some developments, perhaps not all of them entirely welcome. After the much-
  maligned decrease in the availability of many Specialist Games ranges over the last 18 months, the situation 
  for Inquisitor gamers has been made worse by the recent withdrawal of loose component ordering from GW 
  Online. This facility – the bedrock of the modelling hobby for many – has been replaced by the new Bitz 
  catalogue, but this does not currently feature many parts suitable for Inquisitor modelling. While this change 
  obviously affects every hobbyist, many online discussion boards have reverberated with arguments to the 
  effect that Inquisitor will be harder hit than most, given the supreme importance of conversion to the game 
  we all love. Of course, there are other model suppliers besides GW, and keep your eyes peeled for Dark 
  Magenta showcasing future conversions letting you see what’s available in 54mm formats from other 
  companies. Also of Inquisitor-relevance was the release of the eagerly-anticipated 40K roleplaying game, 
  Dark Heresy (see http://www.blackindustries.com/?template=40k for more details), which seems to have 
  been greeted enthusiastically by the community, even if some players are viewing it as an Inquisition 
  sourcebook as opposed to a role-playing game! Less enthusiastically-greeted was the near-immediate 
  announcement (see http://www.blackindustries.com/?template=40k&content=newslist&newsitem=350 for 
  more) that Dark Heresy would enjoy only the briefest of official support before it would be left to fend for 
  itself, causing much wailing and gnashing of teeth amongst the previously-excited gaming community. 
  Doubtless, we’ll hear more about this over the coming months… 
   
   
  I’m delighted to report that Issue 1 was very enthusiastically received from what we can gather – we had 
  over 1200 downloads of the interim first issue the last time we checked (which was a good while ago!), we 
  had to move the hosting of the “proper” Issue 1 due to demand, and the website had taken over 130,000 hits 
  by the time we reached August last year! Thank you all for your support and enthusiasm! It’s even made me 
  finally pull my finger out and get painting again – you can see a snap of my most recent effort nearby. 
  There’s a few Dark Magenta inspired pieces on my modelling desk even as I type this.  
   
   
  The Grand Master’s fearsome Eversor Assassin 
  stalks tardy sub-editors... 
   
   
  So, what of this issue? Well, we’ve continued 
  where we left off – we’ve got the second 
  instalments of our Agripinna battle reports and “I 
  Am Not a Monster!” modelling pieces, and also give 
  an airing to the excellent model collection of Nick 
  Garrett in our most recent Showcase article. Robey 
  Jenkins lets everyone know about one of his recent 
  Warhammer World Inquisitor events, the “Dark 
  Fortress” campaign day. 
   
  Most notable of the new crop of pieces, however, is 
  undoubtedly by Eoin Whelan, who will be known to 
  some of you as “Lord Inquisitor” on various internet 
  discussion boards, and as a Specialist Games 
  Answer-Mod. We have invited Eoin to produce his 
  extremely detailed alternative rules for the Adeptus 
  Astartes in games of Inquisitor. If there’s one topic 
  that is guaranteed to be contentious, it’s Space 
  Marines, but we’ve thrown our hat into the ring by 
  publishing Eoin’s rules.  I certainly believe they’re 
  the best representation of the Astartes I’ve seen for 
  the Inquisitor rules, and they’re nothing if not 
  comprehensive 
  – 
  organs, 
  implants, 
  armour, 
  weaponry, skills... Eoin covers as much as he can. 
  Doubtless, you’ll have an opinion on whether or not 
  these rules are suitable, or even needed.  
   
  
   
   
   
  3 
   
  As always, feedback is welcomed, and you can get in touch at editor@darkmagenta.co.uk. 
   
  We’re delighted this issue to have increased the amount of unique and original artwork featured in Dark 
  Magenta, especially the work of Randy Linbourn – if you’d like to buy any of the artwork you see in Dark 
  Magenta or to commission any of our artists, please email the editor at the submissions address. 
   
  Before I go, I just wanted to address a concern a few people have expressed since we released Issue 1 – 
  we are aware that the first few issues of Dark Magenta have many articles written by the editorial staff, but 
  “front-loading” in this way was important to make sure we got off the ground. We are now receiving 
  submissions from all corners of the hobby, and we are certainly not an exclusive club for our staff only! 
  Please, get in touch if you have ideas for articles, especially if you have lovely models to accompany them – 
  you’ll find our staff ready and willing to help you get your ideas on the page if they’re good enough, and we’ll 
  help you work on them if they’re not quite there! 
   
  Enjoy Issue 2 of Dark Magenta – it’s been a pleasure bringing it to you, and we hope we keep getting better 
  as we go along. See you all in a few months. 
   
  Regards, 
   
  Derek 
   
  The Dark Magenta staff are: 
   
  Editor-in-Chief  
  Derek Gillespie  
   
  Editors  
  Robert Grayston (Background and Rules)  
  Robey Jenkins (Features)  
  Douglas Johnson (Battle Reports, Scenarios and Campaigns)  
  Eoin Ravensdale (Modelling, Painting and Terrain)  
   
  Sub-Editors  
  Eoin Ravensdale  
  Rob Skene  
  Greg Lewis  
  Simon Philips  
  Joshua Prince 
   
  Technical Support, Layout and Design  
  Isak Ström  
  Jack Davies 
   
   
   
   
  
   
  4 
  “I Am Not a Monster!” – Part Two 
  Painting the mutant conversion from Issue 1 
   
  My conversion complete, the next step was, of 
  course, to start applying paint.  I had already 
  applied a white undercoat, because I wanted the 
  model to be quite bright and for the colours to 
  really stick out.  But that presents its own 
  problems.  A white model – especially one as 
  complex as Buhrdur (and which I had now made 
  even more complex – is hard to paint without 
  finding that little bits of errant white have lingered 
  in inconvenient places.  My solution in this case 
  was to paint the whole model one colour from the 
  very start.  This would ensure that all of the white 
  was covered and that any forgotten bits would at 
  least have a base coat. 
   
  The Flesh 
  Because so much of Buhrdur is exposed, I 
  decided that the colour I would begin with would 
  be his actual flesh colour. 
   
  It was important to make the break with the 
  source model as clean as possible and, for that 
  reason, I shied away from giving the character 
  dark flesh.  Instead, I reached for my trusty pot of 
  Tanned Flesh which I find is a great base coat for 
  human flesh at 54mm (whereas I prefer using 
  Dark Flesh at 28mm).  I watered it down to a 
  consistency not unlike skimmed milk (although, if 
  you see skimmed milk that colour don’t drink it!) 
  and slapped it on with a big brush all over the 
  model, including its base. 
   
   
   
  Once that had been allowed to dry overnight 
  (leaving it on a piece of paper, as the very runny 
  paint is bound to drip onto whatever surface you 
  leave the model on), I then went back over all the 
  areas of flesh and the base with a thicker mix of 
  Tanned Flesh to get the tone of the flesh exactly 
  right. 
   
   
  It’s easy to overdo the highlights on flesh at 
  54mm.  For a small, 28mm model, this is fine, 
  because the details are indistinct and super-
  highlighting brings them all out.  But it just isn’t 
  necessary at 54mm and can make a model look 
  “overdone”.  So rather than building up to Elf 
  Flesh/Skull White, which is my usual approach 
  with small models, I built up to the duller Dwarf 
  Flesh through a couple layers (mixing Dwarf 
  Flesh with Tanned Flesh in lessening quantities of 
  the latter) and then picked out key highlights with 
  a Dwarf Flesh/Skull White mix. 
   
  The cloth 
  This really was the fun bit.  The model is wearing 
  clothes made from lots of large pieces of fabric 
  stitched together.  You could just do it as different 
  shades of leather, but I really wanted him to look 
  like he was dressed in what he could pick off the 
  scrapheap.  So I took a long time over the cloth.  
  If you look closely, you’ll see the edges of letters, 
  bits of camouflage, bright red material (cut from a 
  discarded regimental banner, I reckon) and 
  others. 
   
  I began by painting the whole jerkin as well as his 
  face mask in Shadow Grey.  I then picked out the 
  pieces I wanted brighter and the ones I wanted 
  darker.  The lighter ones were painted Codex 
  Grey and the darker ones Chaos Black.  This 
  
   
   
   
  5 
  gave me a nice, basic patchwork finish.  I then 
  picked out a couple of the lighter ones in bright 
  colours, painted over the Codex Grey – this gives 
  a nice, muted tone to the brightness; after all, it’s 
  not like our mutant rebel often gets to use a 
  washing machine!  I gave the other patches some 
  highlights and then picked out the designs of 
  some letters on two of the patches and some 
  camouflage on a third.  You could go really to 
  town with this part – candy stripes, checkers, tie-
  dye... but that wasn’t how I saw the character. 
   
  The Emergence of the Character 
  I wrote last time about how I like to have a 
  character emerge from the process of building 
  and then painting the model.  I began with the 
  Buhrdur model and a vague idea for a mutant.  
  From the process of building the model, I decided 
  that this was a mutant with brains despite his 
  rough appearance.  He uses a hand flamer and a 
  massive eviscerator (one-handed!) because of 
  the psychological effect it has on his enemies.  
  Now, as I painted him, the picture was emerging 
  of an opportunistic scavenger – his clothes are 
  stitched together from whatever he can find and 
  he has obviously claimed his weapons from 
  former victims (perhaps persecuting cultists?).  
  But he must have connections, too, to have 
  obtained a bionic replacement for his lost eye... 
   
   
  The fur 
  If I’m honest, the fur is my least favourite part of 
  the model.  I wanted it to look shaggy and matted, 
  and it does (which is good), but I also wanted it to 
  look a bit exotic.  It’s not his own fur.  It’s a pelt 
  from an animal.  And I emphasized this by adding 
  the black stripes.  But, ultimately, I don’t feel that 
  it worked as well as it could have.  I might well 
  come back to this element of the model in the 
  future.  If you’ve got any suggestions of how you 
  think Buhrdur’s fur ought to look (or if you just 
  want to reassure me that it looks fine) then write 
  to Dark Magenta and let us know! 
   
   
   
  The leather and pouches 
  The harness he wears around himself is obviously 
  of a piece and I wanted it to look like it.  So the 
  straps themselves are all painted in Chaos Black, 
  with a slender Codex Grey highlight that makes 
  them look like leather.  This matches with the 
  wrappings around his wrists, giving the look unity.  
  The pouches, knives and grenades, though, I 
  thought 
  would 
  be 
  more 
  like 
  his 
  clothes: 
  improvisations, scavenged from the dead.  So I 
  painted the pouches in Bestial Brown, washed 
  them with some Burnt Sienna ink and highlighted 
  with Dwarf Flesh.  This makes them stand out 
  from the rest of his accoutrements but the Dwarf 
  flesh ties them to his skin tone, keeping the 
  unified finish of his rag-tag look. 
   
  The knives, meanwhile, were painted to look like 
  proud trophies: one bears the name “CADIA” and 
  evidently came originally from a warrior of that 
  world.  The other is decorated with a camouflage 
  pattern redolent of Catachan or a similarly lush 
  and verdant planet. 
   
  The weapons 
  I wanted his weapons to look thoroughly used.  
  Whilst well-looked-after, the mutant doesn’t have 
  the inclination or wherewithal to keep their paint 
  finished or their surfaces clean.  So after a base 
  coat of Boltgun Metal all over the sword, flamer 
  and grenades, I washed all of them with, first, 
  Dark Brown ink and then more Burnt Sienna.  
  This gives a great patina of old, dirty oil.  I then 
  added a little Blood Red to the casing of the 
  sword, to represent the remains of the former 
  paint finish (Redemptionists?) and picked out the 
  rings of the grenades with Shining Gold. 
  
   
  6 
   
  The Base 
  Whilst I think a base is important to make a model 
  look finished, I don’t like to go overboard with the 
  designs of my bases, preferring them to be 
  generic and anonymous.  But because I was 
  doing Buhrdur for Dark Magenta, I decided that a 
  little extra detail was warranted.  Checking my bits 
  box, I found a piece of an old tank trap and glued 
  it on before adding the sand and gravel. 
   
  But when it came to painting the barrier I was 
  keen that it shouldn’t look like it’s just dropped off 
  the character.  The metal needed to have more in 
  common with the floor than with the character.  
  So rather than paint it up as I had the rest of the 
  metal, I finished it off with some Bestial Brown 
  mixed with Burning Orange.  Once that was dry, I 
  highlighted the edges with some Boltgun Metal.  
  This sort of battered, rusty look is really easy and 
  looks very effective. 
   
   
  Next time 
  Having now built and painted my model, I have a 
  really good idea of what sort of a chap he is: 
  immensely strong (eviscerator in one hand, 
  remember?), ferocious, pragmatic and smart (or, 
  at least, smarter than he looks) with some 
  connections and what might well be a major 
  grudge against Redemptionists... 
   
  In the next issue, I’ll be sitting down and thrashing 
  out exactly who he is, where he got those 
  weapons and what sort of characteristics he 
  should have. 
   
  See you there, Acolytes! 
   
  *** 
  The Inquisitor’s History Book - FRATERIS TEMPLARS 
   
  The 
  Ecclesiarchy 
  once 
  exercised 
  temporal power far greater than it does in the 
  41st Millennium.  As well as dominating the 
  High Lords and every branch of the Adeptus 
  Terra, the Ecclesiarchy had its own massive 
  armed force, the Frateris Templars, who 
  prosecuted 
  the 
  will 
  of 
  the 
  Ecclesiarch 
  throughout the Imperium without recourse to 
  the High Lords or any other authority.  
  Armed and armoured with the best the 
  Ecclesiarchy could provide, the Templars 
  were a feared instrument of holy might. 
   
  Now extinct, thanks to the excesses of 
  the Reign of Blood and the settlement of the 
  Convocation of Nephilim, the illustration to 
  the left is taken from the notebooks of 
  Inquisitor Zoltan Enobarbus, compiled after 
  extensive reference to the Library of the Order 
  of Black Priests. 
   
  Note the heavy cloth surplice over the 
  combat 
  fatigues, 
  the 
  carapace 
  armour 
  breastplate and the Mars pattern hellgun with 
  chainblade 
  combat 
  attachment. 
   
  The 
  illustration is of a line soldier.  Officers would 
  have wielded a diverse armoury of weapons, 
  including blessed and arcane items from the 
  armoury-crypts of the Cardinal Worlds. 
   
   
   
  
   
   
   
  7 
  Machinations and Manipulations 
  Derek Gillespie and Ruaridh Dall 
   
  “A drink, Inquisitor?” 
   
  Tomashek Goddard looked up at the young man 
  in front of him, his hand proffering him a glass of 
  fine, deep brown liquid. The smell of the spirit hit 
  his nostrils and travelled down his nose and 
  throat. Rosarch brandy. Extravagant, he thought, 
  but of delectable quality. He took the glass. 
   
  “Your master has good taste, Interrogator.” 
   
  Straight-backed and pristine in a long house 
  jacket of light velvet, with a high collar and an air 
  of a naval dress uniform, Richard Kuerten nodded 
  his agreement. “That he does, Inquisitor. It is 
  expensive, of course, but Benedict allows himself 
  the occasional indulgence in the pursuit of duty.” 
   
  Goddard raised an eyebrow, then raised his glass 
  and sipped. The Interrogator did the same, and 
  continued as soon as he had finished. “Lord 
  Saussure sends his apologies, and assures me 
  that he will be with us forthwith. Your early arrival 
  caught him slightly unprepared – as soon as he 
  has changed out of his sparring clothes, he’ll be 
  right with us. For now, he hoped you’d take the 
  brandy as an apology.” 
   
  “An extravagant apology, but one I’m happy to 
  accept. How often does Inquisitor Saussure have 
  a chance to get more of this?” Goddard had a 
  second sip, the spirit warming his mouth 
  wonderfully. 
   
  “When ever he can, though stocks have become 
  ever more rare since Rosarch was overrun by the 
  Enemy. The Governor offered Benedict some 
  from his personal stock upon our arrival. He found 
  out that he was partial to the vintage and clearly 
  expected the offer to sweeten our arrival.” 
   
  Goddard nodded. “Wouldn’t be the first time that 
  nervous people tried to ingratiate themselves with 
  the Ordos, Interrogator. This suite is also from the 
  Governor, I believe?” 
   
  “No, my Lord. He offered, of course, but Benedict 
  turned him down. We sorted these apartments 
  ourselves. They’ve been thoroughly swept, of 
  course – we’ve found no intrusion of sense 
  probes since our arrival, though I don’t doubt that 
  people have tried.” 
   
  Goddard fixed the Interrogator with a level stare. 
  “Are you implying the Lord Ryan has an interest in 
  knowing what the Inquisition is doing on his 
  world?” 
   
  “I’d imagine he’s interested in finding out what an 
  Inquisitor is doing on Agripinaa and doesn’t let 
  him know, sir. I imagine most of our brothers and 
  sisters who have arrived over the last year or so 
  have been very vocal in their pursuit of the 
  servants of the Enemy. We have been somewhat 
  quieter in our intentions.” 
   
  “And yet you’re suggesting you suspect the ruling 
  house of Agripinaa to have attempted a deliberate 
  subterfuge against the Ordos, Interrogator. That’s 
  a serious charge. Have you evidence to back that 
  up?” Goddard had put his glass down now, the 
  drink momentarily forgotten. He leaned forward in 
  his chair. 
   
  Kuerten turned and sat down in a chair of his 
  own, on the opposite side of the hallway. “My 
  apologies, Inquisitor Goddard. I may have spoken 
  out of turn. It is probably more desirable that 
  Benedict tells you everything we know so far.” 
   
  Goddard was about to press the matter further 
  when the double doors at the end of the hallway 
  slid back with a quiet hiss. The figure who 
  emerged was wearing simple breeches and a 
  light vest, with a waistcoat pulled over the top, 
  and a towel draped across on shoulder. His left 
  arm was an ornately-decorated bionic.  
   
  “Inquisitor Goddard, my apologies for keeping you 
  waiting. Excuse my appearance - I left the combat 
  salle as fast as I could, and I don’t think 
  Interrogator Carter was particularly happy at me 
  cutting my bout short. Come, sit with me in my 
  study and I’ll tell you why I asked you to call on 
  me ahead of schedule.”  Saussure held his arm 
  outstretched, gesturing for Goddard to walk 
  through the double doors with him. The younger 
  Inquisitor rose from his seat and made to enter 
  the apartment ahead of him.  Saussure smiled. 
   
  “I should tell you, Inquisitor, I have a decanter of 
  that brandy on my desk, and I think I’ll be having 
  a glass. You might want to bring yours along and 
  I’ll make sure you get a second?” 
   
  Goddard stopped, turned to pick up his glass and, 
  drink in hand, walked though the doors towards 
  the interior study. Saussure followed immediately 
  behind him. As he let the door begin to close, he 
  caught 
  Kuerten’s 
  attention 
  and 
  raised 
  an 
  eyebrow.  
  
   
  8 
   
  The Interrogator simply nodded in the affirmative. 
   
   
   
  “Baskaran, I told you to hang back” 
   
  Kuerten turned his head back from the comm-link 
  concealed within the faded leather of the long 
  raincoat he wore to protect himself from the acid 
  drizzle falling from somewhere high above him. 
  He pushed through the crowds slowly but surely, 
  keeping an eye on the target, and on Jules 
  Baskaran, trailing the target by a mere five metres 
  now. They were down in the Arches – a heavily 
  industrialised manufacturing zone of Hive Legatus 
  – on the trail of a recidivist cell on the verge of 
  something big. These men weren’t any that they’d 
  had prior contact with, but investigations had 
  shown that they were connected to those tied in 
  with the water cartel operations that Goddard had 
  revealed to Saussure. Word on the street was 
  they were on the verge of some major terrorist 
  action, and Benedict had ordered them taken out 
  before civilian casualties ensued. They had been 
  on the trail of the cell for over a week now, and 
  were following their mark back to what they had 
  ascertained was their base of operations, but 
  Baskaran’s lack of experience in this sort of work 
  was running the risk of blowing the whole 
  operation. 
   
  Kuerten tapped the comm again. “Throne damn it, 
  Jules, you’re too close.” 
   
  “She’s moving too quickly, Interrogator. I’ll lose 
  her in the crowd otherwise.” Baskaran’s gruff, 
  heavy voice sounded the comm-net in reply. The 
  mark, a woman in her late thirties dressed in drab 
  workers’ overalls, abruptly changed direction and 
  crossed the street, taking advantage of the motor 
  traffic halted at the beacons. Baskaran followed 
  her.  
   
  “You’re too close. Stay back or the target will 
  determine your presence.” Huan Choi, seconded 
  from Tomashek Goddard’s service for the 
  duration 
  of 
  this 
  mission, 
  sounded 
  entirely 
  confident in his orders. The storm trooper was up 
  on the gantries above the street level, pushing 
  through the crowds of workers sampling the local 
  beverages to wash away the pain of the day. 
   
  The woman halted a few steps after reaching the 
  other side of the street, checking a reflection in 
  the shop front to her right to see the people 
  behind her. Baskaran had reached the other side 
  of the road, in clear sight of the mark as he 
  attempted to push back onto the walkway. She 
  turned around, and stared at him directly. Kuerten 
  knew that was not the first time she’d seen him 
  behind her. Without warning, she turned and 
  crossed the road again, this time weaving through 
  the ground cars as they slowly began to pull away 
  from the crossing. Baskaran, wrong-footed, made 
  to turn on the spot and follow her. 
   
  “Jules, keep the frak where you are!”  
   
  Too late. Frightened by the realisation that the 
  man behind must surely have been following her, 
  the mark broke into a run and disappeared into 
  the crowd across the road, scattering people as 
  she went. Baskaran charged after her, cursing 
  himself over the comm-net for being seen. He 
  was still easily the closest person to her from the 
  whole Inquisitorial detail. 
   
  “I can get her, Richard – we can still make her tell 
  us where she’s going.” Baskaran’s breath was 
  short as he spoke while shouldering his way 
  through the crowds, who were beginning to 
  respond to the people pushing through their 
  midst. Kuerten was running as well now, and he 
  could see Choi, up above, scattering drinkers and 
  already drunks as he shouldered his muscled 
  frame along the gantry. The sergeant vaulted the 
  gap between two balconies even as Kuerten 
  watched him. Not many people were trying to get 
  in his way.  
   
  “Mikael, can you intercept? We’re blown!” 
   
  “Negative, Interrogator. I’m incoming on your 
  position now, though she’s not heading the way 
  we expected any more. It’s going to take me a 
  moment to reach you.” 
   
  Kuerten swore. As long as the local enforcer 
  patrols didn’t get here too quickly, assuming 
  anyone had even called them in yet, then this still 
  might work out. He craned his neck, seeing the 
  woman breaking from the crowds and dashing 
  into a wide alley off to his left. She seemed to be 
  shouting into some hand-held communicator. 
  Baskaran was closing on her, breaking from the 
  crowd some ten metres behind. 
   
  “Bask, keep back. We only have to know where 
  she goes. Choi’s almost with you.” The sergeant 
  was at the end of a gantry, and jumped fluently 
  over the railing and into a landing roll onto the 
  street behind Baskaran as Kuerten said the 
  words.  Baskaran didn’t let up, determined to 
  make amends for his error. Kuerten pushed out of 
  the crowd himself, having negotiated the traffic 
  behind him, and was only a metre or so back 
  himself. The mark rounded a corner, Baskaran 
  
   
   
   
  9 
  only a few metres behind, when an explosion 
  stopped them in their tracks. Baskaran’s body 
  flew backwards, slamming off the wall of the alley 
  and collapsing in a heap. Kuerten knew he was 
  dead before he even got close.  
   
  Choi continued his run, rolling across the front of 
  the alley the woman had turned up into, the blur 
  of his body drawing a blast of las-fire behind him. 
  The las-beams all missed, only further pock-
  marking the blast-damaged wall. Choi came to a 
  rest with his back to the wall of whatever shop 
  made up the end of the alleyway, and Richard 
  stopped at the opposite corner. Durant had 
  followed him up the alley, and looked aghast at 
  Baskaran’s corpse.  
   
  “What the frak happened? Throne!” 
   
  “Concealed frag charges – lots of them. The mark 
  was on a comm of some sort while she was being 
  pursued. I imagine they detonated the grenades 
  once they saw her pursuer come around the 
  corner.” 
  Choi 
  stared 
  at 
  the 
  corpse 
  dispassionately. “Why didn’t he follow instructions 
  to stop?” 
   
  Kuerten scowled. “Always was a sexist bastard, 
  Basks. Guess he didn’t like screwing it up and 
  getting caught out by a woman.” 
   
  “Are all your master’s staff so disobedient, 
  Interrogator?” Choi’s voice had a barely-masked 
  tone of disapproval. 
   
  “They haven’t all been through the training you 
  have, Sergeant. However, we’re going to have to 
  put that training to use, now.” He drew his sleek 
  stubber – an Anderson Mk VI – and slammed 
  home a fresh clip. The ammo lights flashed green. 
  “At least we can safely say we know where she 
  was going. We’ll deal with Baskaran’s body once 
  we’ve come to do what Benedict asked us to.” 
   
   
   
  The study was well appointed and comfortable, 
  dominated by a large bureau desk upon which sat 
  a small logic database, and several weighty 
  books along with rolled parchment. The single 
  large window overlooked a central courtyard, 
  which in turn led back out onto the streets 
  Goddard had entered the apartment complex 
  from. Two chairs sat in the middle of the room, 
  around a low, circular table. A jug of hot liquid sat 
  on the stone table-top. Saussure offered Goddard 
  his pick of the chairs, and picked up the jug. 
   
  “Recaf, Inquisitor? Or some water, maybe?” 
   
  “No, thank you, Lord Saussure.” 
   
  “Benedict, please. No reason to stand on any 
  formality, Tomashek. How are your investigations 
  proceeding? Anything else on the follow-up from 
  the water cartel work?” 
   
  Goddard sat down as Saussure poured himself a 
  glass of water. He seemed to have abandoned 
  the notion of a glass of brandy, though the 
  decanter was sitting atop a series of drawers 
  against the wall. 
   
  “There’s still a few loose ends we have to tidy up”, 
  began Goddard, “but the trail has gone a little dry. 
  I’m confident there are connections between 
  many of these cells, so if we manage to make a 
  breakthrough on one front I’m confident the rest 
  will follow.” 
   
  Saussure nodded. “My sentiments as well, 
  Inquisitor. Hopefully we’ve got a break after the 
  firefight in the Arches last night.” 
   
  “My commiserations on your loss during the 
  operation. I understand from Choi that one of your 
  staff was killed. Was he with you long?” 
   
  “Not a very long space of time. Basarkan joined 
  the staff just over a year ago on the back of a 
  chase-and-capture operation in the Sumerian 
  Gulf. He was a capable enough fighter, but 
  always erring on the rash side. I thought I’d 
  managed to discourage such tendencies from him 
  in the last few months but, from what Richard told 
  me, it was rash action that ended up getting him 
  killed. I can’t imagine your Storm Trooper was too 
  impressed?” 
   
  Goddard smiled a thin smile. “I’d be lying if I said 
  that he hadn’t made mention of a certain amount 
  of indiscipline on the part of the deceased. Choi is 
  a consummate soldier, Inquisitor, and tends to 
  frown upon those who can’t meet his rather 
  exacting standards. I hope he didn’t offend 
  anyone from your staff with his brusqueness?” 
   
  The older man shook his head. “Not at all. In fact, 
  Richard was most impressed, and reminded me 
  to formally thank you for attaching him to us for 
  the operation. I’m informed he acquitted himself 
  admirably.” 
   
   
   
  
   
  10 
  More suppressive fire from Choi’s snub-nosed 
  las-carbine allowed Kuerten the chance to roll into 
  cover behind Durant and the hulking storm 
  trooper, some five metres into the recessed 
  alleyway. They kept their heads down for a 
  second as a hail of return fire flew over the lip of 
  the large refuse crusher they were using as a 
  barricade. 
   
  “Head count, Mikael?”, inquired the Interrogator, 
  checking his stubber. 
   
  “I make it five hostiles, Richard. The woman’s 
  there too, and I’ve no idea if there’s anyone else 
  inside.” Durant had a sardonic grin on his face. 
  He was enjoying the fact that bullets were flying 
  again. His shotgun was pumped and ready in his 
  hands. 
   
  Choi cut in. “I doubt there are any further targets 
  within the structure, Interrogator. Their fire 
  patterns are erratic, which suggests a lack of 
  professionalism or training.” 
   
  “So you mean they’re panicked, and so they’ve 
  probably put every available gun up against us?”, 
  Richard concluded. “I agree. Sergeant, I noticed 
  that the wall of this alley isn’t too high off to our 
  left on my way up to you – can you see how easy 
  it will be to get over quickly?”  
   
  Choi nodded confirmation of his assessment, and 
  peered around the edge of their makeshift 
  barricade. Behind him, Durant cracked off two 
  blasts from his shotgun in retaliation at the 
  continued thumps of gunfire hitting the metal of 
  the crusher. “Not hard, Interrogator. It looks as 
  though it may bypass this property entirely. I 
  believe it may even allow access to the rear.” 
   
  It was Kuerten’s turn to nod. “That’s exactly what I 
  was hoping for. Do you two think you can handle 
  things from the front, while I try to circle around 
  and surprise them? Bear in mind that taking 
  someone alive may be of use.” 
   
  Both men voiced their ascent, and Richard gave a 
  quick countdown. Upon reaching zero, Choi and 
  Durant opened up with a prolonged volley 
  towards the low wall behind which the recidivists 
  were sheltered, allowing Richard to throw himself 
  from behind cover and scrabble up and across 
  the lip of the wall. By the time Choi and Durant 
  dropped back into cover, Richard was down in a 
  tight alleyway, and his progress had been 
  unobserved. Seeing him scrabble to safety, 
  Durant turned to Choi, hunkered down behind the 
  pock-marked barricade once more. 
   
  “Smoke and light, Sergeant?” The Ward held his 
  hand out. Two smoke grenades sat in the palm of 
  his hand, and he toyed with a photon flash in the 
  other. 
  “Follow 
  up 
  immediately 
  after 
  the 
  detonation. Mark the targets on the way in?” 
   
  “Agreed. We need to make this quick. And we 
  need one of them alive.” 
   
  “On my mark. Three, two… mark.” 
   
  Durant primed and threw the three grenades over 
  his shoulder and towards the sheltered positions 
  the recidivists had taken up around the low walls 
  of the hab-building that was clearly their base of 
  operations. There was a second’s pause, then the 
  concussive blast of the grenades rolled out. Both 
  men were up and running in a second, charging 
  across the short patch of open ground towards 
  the hab. A cloud of acrid grey smoke rolled across 
  the front of the building and, even as they 
  charged, a dazed man staggered drunkenly out of 
  the thick mass. His hands were to his eyes, and 
  he never even saw the fist that Durant smashed 
  across his jaw, causing him to drop like a puppet 
  with strings cut. Choi sped on, hurling himself 
  across the wall, and landing on top of another 
  man, nonsensical from photon grenade. Choi 
  dispatched him while barely breaking stride. 
  Durant barrelled behind him, seeing another 
  shape loom from the smoke. The Ward smashed 
  the 
  traitor 
  against 
  the 
  wall 
  of 
  the 
  hab, 
  accompanied by the sound of bones breaking. 
  The man feebly swung arms at Durant, but he 
  barely felt the blows, and connected his head with 
  the bridge of the man’s nose. He gurgled and fell 
  silent.  
   
  The smoke parted slightly. “Door’s open,” Choi 
  gestured. “It was closed before. Someone’s dived 
  inside. There’s still at least two in there.” 
   
  Durant nodded, and racked the slide of the 
  shotgun once more. He paused just long enough 
  to let Choi arm his carbine, then pirouetted 
  around the door frame and unleashed a blast 
  from both barrels of his gun. There was a scream 
  from inside the block, and Durant ducked quickly 
  as a las-blast seared into the near wall. Presented 
  with an opening, Choi threw himself in front of 
  Durant 
  and 
  onto 
  his 
  stomach, 
  unerringly 
  determining the likely location of the shooter from 
  having seen the first shot. His carbine barked 
  twice, and a woman slumped to the ground, 
  joining the other female corpse on the floor. Blood 
  leaked from the scatter of a shotgun blast. It must 
  have been less than a minute since they were 
  behind the crusher outside. Choi allowed himself 
  a glance over his shoulder, checking Durant was 
  unharmed. The Ward had his shotgun trained 
  
   
   
   
  11 
  upon the back wall, and indicated that Choi 
  should follow his gaze.  There was a back door, 
  and it was open. 
   
  “At least one of them went out there.” 
   
   
   
  “I think we’ve ascertained where these recidivists 
  plan to attack next, Tomashek.” Saussure stated 
  the fact plainly, fixing the younger Inquisitor with 
  his blue-grey eyes as his bionic fingers ran 
  through the close-cropped hair on his chin. He 
  took another drink of water, and continued. 
   
  “You are familiar with the generatorium on the 
  third tier?” 
   
  Goddard nodded. “The one we’d heard rumblings 
  about, regarding infiltration of its staff by dissident 
  personnel.” 
   
  “Indeed,” Benedict said. “We had a break. An item 
  fell into our possession that we were able to 
  extract a useful data stream from. Organisational 
  material mainly, but it gave us a name.  Havel 
  Erridor.” 
   
  “That being?” Saussure could see the Goddard 
  was interested, but detected more than a hint of 
  annoyance in his tone. Saussure didn’t want to 
  give the impression he was playing theatrics, so 
  pressed on. 
   
  “An Administratum overseer, Quaternary level. He 
  worked in the data-stack repository near the 
  Legatus Collegium. I had Sark and Durant pay 
  him a visit, and invite him into their confidence, 
  posing as Agitators with a grudge against 
  authorities. I don’t think he expected to find 
  himself waking up in the custody of the Inquisition 
  when he set off.” 
   
  “You have him here?” Goddard was intent now, 
  leaning forward in his chair at the prospect of a 
  concrete lead. 
   
  “Indeed we do. You are more than welcome to 
  visit him after leaving here, of course. However, 
  there was little he was able to hide from Sark – 
  telepaths have a certain flamboyance when it 
  comes to effective interrogation.” There was a 
  pause. “They’re hitting the Celestian cargo port, 
  Tomashek. Or at least, they plan to.” 
   
  Goddard shook his head. “Insane. That place is 
  locked down tightly.” 
   
  “Not since the invasion, it isn’t. Security has been 
  depleted and moved off to the Azure Gate dock. 
  The Azure Gate tends to handle shipments 
  directly tied to possessions of the Lords Ryan, 
  and they’ve obviously decided that to be a higher 
  priority.” 
   
  “But the Celestian must be the busier of the two, 
  surely?” 
   
  “It most certainly is, Inquisitor. There’s a shipment 
  due in three days, high-value acidic ores. Ores 
  that are also extremely shock-sensitive. They’re 
  planning on blowing it up, Tomashek – good, old-
  fashioned terrorism to further their cause. And 
  their plans are sound – I’m sure they’ll succeed if 
  we don’t intervene.” Saussure got up out of his 
  chair, and headed over to the bureau. Goddard 
  turned his head to follow him. 
   
  “Proposal, Benedict? Intercept them just before 
  they attempt it. They won’t have a chance if 
  they’re not expecting interruption.” 
   
  Saussure looked up from his desk. “I’d agree, but 
  there’s a better option. Erridor gave up the 
  location of one of their central bolt-holes. We can 
  take them out before they even get close to the 
  Celestian. I called you here to let you ask Erridor 
  anything you like, and to ask if you’ll agree to a 
  joint operation at the Cathedral San Ethusias?” 
   
  “Of course, Benedict, of course. I’ll take part 
  myself. I need to ask, though – this break you had 
  that led to all of this coming to light. What was it?” 
   
  Saussure picked up a small data-tablet from his 
  desk, and walked back over to Goddard, who got 
  up out of his chair to take it from Saussure’s out-
  stretched hand. “That’s where we got it from, 
  Tomashek. We recovered that from the Arches 
  raid last night. Very interesting document, really. 
  No wonder they were trying hard to get it away 
  from the premises once they were attacked. 
  Records pertaining three separate recidivist cells, 
  I surmise. You’re welcome to all of it, of course. 
  The really interesting thing is the data-signature 
  attached to one of the names on that tablet. Third 
  from bottom.” 
   
  Goddard scrolled using the stylus. “Sotherton?” 
   
  “Indeed,” Saussure said. “False, of course, but 
  someone was careless with the machine-
  identifier. “Sotherton” appears to be one Joshem 
  Garnek. Do you know the name?” 
   
  Goddard nodded, a troubled look on his face. 
  “Garnek’s the under-secretary to the Procurator 
  
   
  12 
  Marshal on Agripinaa. The right-hand man of the 
  head of civil trade and procurement.” 
   
  Saussure took the tablet back, his face like stone. 
  “Quite right, and the Procurator Marshal himself, 
  one of the highest Administratum officials on this 
  blighted planet, is Cato Ryan – brother of Echivar 
  Ryan, Lord Agripinaa. Our rot to be excised 
  appears to go higher than we expected.” 
   
   
   
  Kuerten could hear the gunfire explode into life 
  from the front of the building as he slipped back 
  over the wall and into the shadows behind a stack 
  of empty crates. Even as he paused, the noise 
  grew, and he heard a scream from the inside of 
  the building. Through a small, slit-like window 
  high on the back wall, he saw the interior 
  illuminated by the muzzle flash of a substantial 
  gun, and noises from inside reported the breaking 
  of furnishings. He started forwards, beginning to 
  head for a ram-shackle looking rear door, but 
  dropped back into cover as the door flew open 
  and a man bolted towards his position. 
   
  From within the confines of his long coat, he 
  slipped a razor-sharp knife into his hand and 
  waited the moment it would take the man to reach 
  him. At the point the man was near to level with 
  his hiding place, he spun on his heel and placed 
  himself directly in the runner’s path. There was 
  barely time for the man to register Kuerten’s 
  presence before the knife slid smoothly up, under 
  his rib cage and pierced his lungs. He fell, bodily, 
  into Kuerten, hands grasping in a futile attempt to 
  stay upright, his eyes focussing on those of his 
  killer. The Interrogator stared back, and drove the 
  knife further into the dying man. 
   
  “You will serve a purpose in your death, traitor.” 
  Kuerten whispered, and lowered the man to the 
  ground as his body went limp. From within the 
  building ahead of him, las-rounds sounded, and 
  the noise ceased. Pulling his knife free with one 
  hand, he reached into another interior pocket of 
  his coat with the free hand, and lifted a data-slate 
  out into the faded, flickering light of the alleyway. 
  This slate was slipped into the belt of the warm 
  corpse at his feet, and he stood up, slipping his 
  gloves off and putting them back in the exterior 
  pockets of his coat.  
   
  Movement at the door caused him to whip his 
  stubber up, still standing over the corpse, knife in 
  hand. Sergeant Huan Choi looked back, las-
  carbine aimed at him. There was a long pause, 
  then the guns were lowered. 
   
  “Well met, Sergeant. Is the property clear?” 
   
  “It is, Interrogator. I feared one had got away.” 
   
  Kuerten gestured to the body at his feet. “I only 
  saw this one come out, Sergeant. There was a 
  regrettable struggle. I fear he is of no use to us 
  any more.” 
   
  Choi considered this, stepping forward. “He must 
  have been running for a reason, sir. The others 
  stayed to cover him. If I may?” He gestured to the 
  body. 
   
  “Of course, Sergeant, please do. Is Durant 
  wounded?” 
   
  “No, sir. He’s just checking the interior.” 
   
  Kuerten stepped away from the body and 
  swapped positions with the sergeant, who 
  crouched low over the body and began rifling 
  through 
  his 
  clothing. 
  Kuerten 
  saw 
  Durant 
  scanning the interior of the cluttered building, 
  finding little, by the look of things. He was about 
  to go inside when Choi’s voice stopped him. 
   
  “Interrogator, I have something here you might 
  want to look at.” 
   
  Kuerten turned around. The Sergeant was holding 
  up a data-slate. 
   
   
   
  
   
   
   
  13 
  Inquisitor: Dark Fortress 
  By Robey Jenkins 
   
  The following article is the campaign pack for the Dark Fortress Campaign Day played at Warhammer 
  World in March 2007 (yes, 2007 – it took me a long time to get it ready for publication – Robey).  If 
  you think you might play this campaign, note that this part of the article includes a GM’s Handbook.  
  Don’t ruin it for yourself by reading this if you aren’t going to be the GM! 
   
  *** 
   
  ‘Have you heard?  Hastor is free.’ 
  ‘Already?  Then —’ 
  ‘Yes, we can reach the Dark Fortress.  Its secrets can be ours!’ 
  ‘We will have to move fast.  Who knows?’ 
  ‘I have kept it from the High Lords.  The Departmento is ignorant.  But who can account for the 
  Novator or Mars?  Or the Astartes, for that matter?’ 
  ‘But our order?’ 
  ‘How do expect me to keep things from the Inquisition?  Some will know.  The smart ones.’ 
  ‘Yes, it’s always such a shame to have to destroy the smart ones…’ 
   
  Hastor is free. 
   
  The whisper has spread along the underground rumour chains and in the corridors of secret power: 
  the warp storms that made navigation to ancient Hastor, oldest stronghold of the Inquisition, 
  impossible for over six millennia, have calmed. 
   
  The nature of Hastor – even its existence – has been one of the Inquisition’s most closely-guarded 
  secrets since it was lost.  Even now, those who have heard the name must suspect that what they 
  think they know is no better than misinformation, half-truth and lies. 
   
  What was Hastor? 
   
  Some say it was the first research station of the renegade followers of Promeus and Morana, 
  captured by the Orders and sealed forever.  Others whisper that it was the storehouse of weapons 
  abandoned on Holy Terra by the fleeing Traitor Legions – vile, twisted machines of awesome, terrible 
  power.  One group has heard that Hastor was the site of an experiment designed by the Emperor 
  Himself to create a portal into the Eldar Webway, allowing humanity to travel between the stars 
  without facing the perils of the Warp. 
   
  Perhaps it is one of these.  Perhaps it is something yet stranger.  There is, ultimately, only one way to 
  know, and that is to go there and find out for yourself... 
   
  ‘So, Inquisitor,’ smiled Duke Jethro, his luxuriant moustaches twitching with amusement, ‘if this 
  “Hastor” you speak of is of such value, why trust its exploration to one whom you have previously 
  described as “an unscrupulous rake with the morals of a lashworm”?’ 
   
  Inquisitor Enobarbus did not return the charming Rogue Trader’s smile. 
   
  ‘Because, Jethro, it is entirely in character for someone like you to go haring in where he doesn’t 
  belong if the money is good enough.  And I cannot afford to be seen to be involved.’ 
   
  ‘Is the money good enough?’ 
   
  Zoltan Enobarbus slid a slim, nondescript metal case across the table.  With a wave of his hand, he 
  unlatched the gene-secured lid, which popped open to reveal its contents to the avaricious merchant. 
   
  The money was, indeed, good enough... 
   
  
   
  14 
  Welcome to the Dark Tower 
  This campaign was written especially for the Spring Conclave 2007 at Warhammer World.  However, 
  there’s no reason why you can’t run this in your local wargaming club, at home or at school.  In fact, 
  given more time to play out the games, form cells and work out the puzzles, you might even get more 
  out of it. 
   
  The requirements of the campaign are relatively simple: 
   
  • 
  Each player must have: 
  o 
  1-3 models. 
  o 
  A character sheet for each model. 
   
  Excepting dice, rules, tape measures, tables and terrain, that’s it, really.  Everything else you need is 
  contained in this campaign pack. 
   
  Inquisitor: Dark Fortress is a puzzle campaign.  This means that whilst it has conventional scenarios 
  for you to play, in which there should be plenty of action, winning needs more than mere firepower.  
  Success brings clues to the solution to the puzzle and forming alliances with fellow players will allow 
  you to pool your knowledge – although it will dilute the glory of victory! 
   
  ‘Angau’solerant is not for you, mon-keigh.  Leave this place, or your foolish interference will hasten 
  the End for all of us.’ 
   
  Objective 
  Players must achieve scenario goals in order to unlock the Hastor Diagram (which can be found at 
  the end of this article).  With this, they will be able to plan the route they will take to reach the centre 
  of the Dark Fortress. 
   
  Exactly how the Hastor Diagram is used is described below.  Suffice to say that players can choose 
  either to try to reach the heart of the Dark Fortress as quickly as possible, or to spend some time 
  exploring its infinite riches.  Both paths have their pitfalls and advantages and it is up to you to decide 
  what tactics to follow. 
   
  Acquiring the Hastor Diagram 
  You acquire your first piece of the Hastor Diagram by taking part in the first scenario.  If you miss this, 
  arrive late or join the campaign after the first scenario then your only chance of acquiring a piece is to 
  join a Cell that will share their own pieces of the diagram, or to take part in the Hastor Confrontation. 
   
  Cells 
  In the first scenario, players get the opportunity to form a Cell.  Any players not aligned in a Cell at the 
  end of the first scenario may petition to join one.  You may only join one Cell and each Cell may have 
  no more than three players.  Cells may share their pieces of the Hastor Diagram, but all members of 
  the Cell must travel by the same route to the Heart. 
   
  The Hastor Confrontation 
  Once you’ve formed your cells, you may find that you don’t have the minimum three different pieces 
  that you will need to get to the Heart, or you may believe that a fourth piece is essential to good 
  planning.  Alternatively, you may not have joined a cell and want to get your hands on more pieces of 
  the Diagram all for yourself, or have joined the campaign late and been left with no option but to go 
  into battle for your piece of the Hastor Diagram.  More deviously, you may have everything you need, 
  but want to obstruct or impede other players and Cells from getting their hands on the route to the 
  Heart. 
   
  The next three scenarios are your chance to do so.  Each cell may commit one, two or all of its 
  members to each scenario in the Hastor Confrontation.  If you play the campaign with multiple tables 
  and multiple GMs, then you can concentrate your cell’s effort on a single table, or divide your forces in 
  the hope of winning even more pieces (or just preventing others from doing so). 
   
  
   
   
   
  15 
  Using the Hastor Diagram 
  When you have at least three different parts of the Hastor Diagram, you will be able to plot a course to 
  the heart of the Dark Fortress.  Along the path you trace, you will find both numbers and “I” symbols.  
  Adding up the numbers will tell you how long it takes you, by any given path, to reach your objective.  
  Note that the internal dimensions of the Dark Fortress are twisted and confused, so the distance that 
  appears on the diagram does not equate to the numbers.  So although a route may seem short on the 
  Diagram, it may actually be surprisingly long. 
   
  The symbols, meanwhile, represent encounters.  These may equip you with exciting new weapons, 
  unlock immense powers, or simply lead your characters into terrible peril.  You won’t know what 
  encounters you will face until you give the Event Manager your planned route and you enter the 
  Exploration Phase. 
   
  POST-GAME ADMIN 
  All ammunition is recovered for all weapons after each scenario.  However, ammunition expended 
  during the Exploration Phase is not recovered before the Final Confrontation unless an Encounter 
  explicitly permits such. 
   
  After each scenario and before moving on to the next phase, players should pair up with someone not 
  from their Cell, under the GM’s supervision and work out damage and injury as follows: 
   
  Divide all Injury points by 2.  If the character ended the game with no locations suffering any damage 
  more severe than Heavy, subtract an additional -20 Injury points down to a minimum of 0. 
   
  Any Light or Heavy injuries are recovered automatically.  For locations suffering Serious, Acute or 
  Crippled results, roll a D6 and consult the table below: 
   
   
  Result 
  1 
  All damage to the location is recovered, plus an 
  additional 20 Injury points, down to 0. 
  2 
  All damage to the location is recovered, plus an 
  additional 10 Injury points, down to 0. 
  3 
  Reduce the damage level by 3. 
  4 
  Reduce the damage level by 2. 
  5 
  Reduce the damage level by 1. 
  6+ 
  Due to the severity of his injuries, the character 
  must miss the next scenario but will be 
  completely recovered after this.  If the next 
  scenario is the Exploration Phase, the character 
  takes no further part in the campaign. 
   
  Rolls on the table above are modified according to the level of damage suffered by the location at the 
  end of the game, as follows: 
   
  Crippled 
  +3 
  Acute 
  +2 
  Serious 
  +1 
   
   
  
   
  16 
  Exploration Phase Encounters Table 
   
  For each “I” symbol that each Cell (solo players constitute a Cell of one for the purposes of this 
  campaign) elects to visit on their route, roll 2D6 and consult the table below: 
   
  2D6 Roll 
  Encounter 
  2 
  Chaos Unleashed!!  Every model in the Cell loses one level of damage on a randomly-
  generated body-part.  In addition, roll a D6 for each model in the Cell.  On a 6+, this 
  model has been annihilated by powers too terrible to comprehend. 
  3-4 
  Guardian Drones!  The Cell run into guardian drones and must engage in a bitter fight 
  to avoid being killed.  Roll a D6 for each character.  On a 1, the character sustains 
  2D6+2 injury and damage to a random location.  Each character expends D6 rounds of 
  ammunition from one weapon (player’s choice) – on a roll of 1, all ammo is expended 
  from that weapon. 
  5-6 
  Ammunition Bunker.  Every model in the Cell may replenish its ammunition to the level 
  they began the campaign. 
  7 
  Nothing of interest here. 
  8-9 
  Medical Bay.  Make a Toughness test for each wounded model in the Cell.  On a 4+, 
  the model recovers D3 injury point, and one level of injury on one location (player’s 
  choice). 
  10-11 
  Data console.  The Cell has stumbled upon a detailed map of the complex and may 
  subtract 1000 from its journey total.  This result is cumulative. 
  12 
  Teleport!!  Unexpectedly, the whole cell finds itself teleported directly to the central 
  chamber.  Roll no more encounters.  The Cell is automatically on the table on Turn One 
  of Final Confrontation. 
  
   
   
   
  17 
  Game Master’s Pack 
   
  The documents that follow this are for the GM’s eyes only.  If you are a player in the Inquisitor: Dark 
  Fortress campaign, go no further. 
   
  The campaign is designed to be played in a single day for a number of players between 4 and 20.  
  You will need, on average, one GM for every 4 players in the campaign.  If you play the campaign 
  over several meetings, this may be fewer as some players will not be able to make every meeting, but 
  it’s a good rule of thumb.  So a campaign with 16 players will need 20 participants, as 4 people will be 
  acting as GMs. 
   
  Alternatively, you may be able to find some players prepared to act as GMs on a one-off basis.  In this 
  case, be careful how much access to details they receive. 
   
  Campaign Structure 
  The campaign follows a compound structure: the first and last scenarios are linear, whilst the central 
  scenarios are nodal.  So all players play Opening Gambit; players may play as many or as few of the 
  scenarios from the Hastor Confrontation as they please and then anyone who survives this 
  experience then goes on to the Exploration Phase and Final Confrontation.  Survival is not 
  guaranteed and an incautious player may well find himself on the sidelines for the final scenario. 
   
  Each game should take between 45 minutes and an hour except the last which, depending on how 
  many players take part, may last up to two hours. 
   
  GM’s Guidance Notes 
  If in doubt, make a decision and stick to it.  If the problem is in-game, then your word is law and no 
  dissent should be tolerated.  If the problem arises from the mechanics of the campaign itself – the 
  recovery table or the Encounter Phase – then the Event Manager should be available to be the final 
  arbiter of any decision. 
  
   
  18 
  OPENING GAMBIT 
   
  "And there came unto that place Men of blood and steel, and treachery was sewn amongst their ranks 
  for jealous was each for Lost Hastor." 
  - The Prophecies of Tomothi, Ch 2 
   
  This scenario has the potential to be very short, but the build-up of tension should make it worthwhile 
  in any case. 
   
  The Principle PCs are each privy to the news that Hastor - lost fortress of the shadowy brotherhood 
  that preceded the Inquisition - has been rediscovered.  This meeting should be to form an alliance of 
  minds and make common cause to head for Hastor and unlock her secrets.  But each is keenly aware 
  that one or all the others may be tempted beyond restraint.  Every bath could be a prelude to betrayal! 
   
  SET-UP 
  The terrain may be any lay-out or environment you please.  Ideally, there should be a central clearing 
  or marker to represent the rendezvous, but this isn't essential. 
   
  The GM picks a rendezvous point on the tabletop.  The Principle PCs begin the game set up in Speed 
  order, no more than six yards from the rendezvous point and no more than six yards from each other. 
   
  Once the PPCs are set up, followers then set up in Speed order, anywhere on the table but not within 
  12 yards of another character. 
   
  All pistols and melee weapons are slung, holstered or sheathed at the start of the game.  Basic and 
  Heavy weapons may be carried as normal. 
   
  TURN ONE 
  The first turn is played out a bit differently.  All followers may take actions as normal but may not 
  shoot, charge or draw a weapon.  When these are finished, the PPCs then work out their order of 
  play, by dividing their Ld by 20, rounding to the nearest 1, plus 1 (in other words, like Speed, but with 
  Ld instead of I). 
   
  They then roll, in order, to see how many Argue actions they may make.  For each successful Argue 
  action, each PPC may roll one D6 and record the result. 
   
  When each PPC has made his arguments, compare the results.  PPCs that have at least one D6 
  showing the same number have formed an alliance.  If a PPC has more than one D6 showing 
  numbers that the other players have, he may choose with which to ally. 
   
  Example: Inquisitor Nemesov meets with Magos Ghuul and Lady Delilah von Gotha.  Nemesov's rolls 
  three Argue actions and, being keen to achieve consent, chooses to attempt all three, getting 5, 3 and 
  1.  Delilah is also agreeable and rolls all her actions, getting 5 and 1.  Ghuul, despite having the 
  opportunity to roll three actions, is a natural loner and therefore rolls only one, getting a 3. 
   
  Nemesov shares a 1 and 5 with Delilah and a 3 with Ghuul.  He may, therefore, choose to ally with 
  either.  Recognizing a treacherous villain when he sees one, he decides to side with Delilah. 
   
  TURN TWO 
  If you play this scenario with three players as recommended, one of three outcomes should have 
  come from Turn One: all three are on the same side; two are on one side with one on the other, or no 
  alliances have been formed.  If everyone is now on the same side, then the scenario ends 
  immediately.  In any other case, it is time for the argument to devolve into something bloodier.  Those 
  who have allied form a side and the different sides must now try to inflict as much damage upon their 
  opponents as possible before the end of the game. 
   
  ENDING THE GAME 
  The game ends either at a predetermined time (I recommend taking no more than 45 minutes over 
  the game from start to finish) or when all but one side have left the table. 
  
   
   
   
  19 
   
  DEAD SLOW 
   
  "And in that time were many strange alliances formed..." 
  - The Prophecies of Tomothi, Ch 3 
   
  One Cell is engaged in a lengthy journey to deliver a key asset to an influential contact.  However, 
  despite taking every effort to remain incognito, word of their mission has leaked out and others lie in 
  ambush. 
   
  OBJECTIVES 
  Escorting Cell – To reach the far edge of the table with the asset intact. 
  Ambushing Cells – To capture the asset and flee the table by any table edge with it intact. 
   
  SET-UP 
  The terrain may be any lay-out or environment you please.  Ideally, there should be a corridor running 
  from one short board edge to another (or from one corner to another if using a 4’x4’ board), but this 
  isn't essential. 
   
  The Escorting Cell must have all its characters at least 36 yards from one short board edge, plus 6 
  yards for every character in the team.  They must reach the far board edge.  The asset may be 
  represented by whatever you like, but is treated in all respects as a piece of equipment, staying in 
  base contact with whichever Cell member is carrying it.  It is assumed to have only one hit location 
  and armour 6 and is able to take up to 40 Injury points before being considered dead or destroyed. 
   
  The other Cells may enter the table from any direction, in the normal order, but may not enter the 
  table on the same table edge as a member of another Cell in the same turn. 
   
  Weapons are assumed to be held at the ready.  Players whose characters have more than two 
  weapons should specify which are held at the start of the game, otherwise the character will be 
  assumed to be as the model appears. 
   
  PLAYING THE GAME 
  The game is run normally in all respects. 
   
  In order to take the asset from the character “carrying” it, the carrying character must be stunned, 
  unconscious, out of action or dead.  The asset may be passed to other Cell members at any time.  
  Passing takes one Action. 
   
  ENDING THE GAME 
  The game ends either at a predetermined time (I recommend taking no more than 45 minutes over 
  the game from start to finish) or when all but one side have left the table. 
   
  If the game ends and neither Cell has achieved its objective then the piece of the Diagram will go to 
  whichever 
  side 
  has 
  the 
  asset 
  in 
  its 
  possession 
  at 
  the 
  end 
  of 
  the 
  game.
  
   
  20 
  TRADE INTERRUPTED 
   
  "The words and pacts of those touched by Hastor will be as chaff upon the wind." 
  - The Prophecies of Tomothi, Ch 3 
   
  Two Cells have met to make a trade, but others are poised to snatch the spoils for themselves.  This 
  is a rare opportunity to swap a duplicate piece of the map for another piece that may be one you’re 
  looking for.  Alternatively, the opportunity is there to get two pieces for only one scenario! 
   
  OBJECTIVES 
  Trading Cells – Either to trade assets and flee or, if a trade cannot be made, to snatch what goods 
  one can before legging it. 
  Ambushing Cells – To break up the trade and mug at least one of the traders. 
   
  SET-UP 
  The terrain may be any lay-out or environment you please.  Ideally, there should be a clear space 
  near the centre where the trade is to take place, but this isn't essential. 
   
  The Trading Cells may start the game anywhere on the table, but not within 12 yards of a non-allied 
  character.  One PPC in each Trading Cell must have an asset for trade.  The asset may be 
  represented by whatever you like, but is treated in all respects as a piece of equipment, staying in 
  base contact with whichever Cell member is carrying it.  It cannot be destroyed or killed. 
   
  The other Cells may enter the table from any direction, in the normal order, but may not enter the 
  table on the same table edge as a member of another Cell in the same turn. 
   
  Weapons are assumed to be held at the ready.  Players whose characters have more than two 
  weapons should specify which are held at the start of the game, otherwise the character will be 
  assumed to be as the model appears. 
   
  RUNNING THE GAME 
  The game is run normally in all respects. 
   
  In order to trade an asset, the characters carrying them must move within arm’s length.  It takes one 
  action to swap the assets. 
   
  In order to take an asset from a character “carrying” it, the carrying character must be stunned, 
  unconscious, out of action or dead. 
   
  ENDING THE GAME 
  The game ends either at a predetermined time (I recommend taking no more than 60 minutes over 
  the game from start to finish) or when all the assets have left the table. 
   
  If the Trading Cells have swapped assets and either left the table or are still in possession of the asset 
  at the end of the game, they may make a trade of any one piece of the Hastor Diagram held by their 
  Cell.  They may not examine the other Cell’s piece before making the trade. 
   
  If an Ambushing Cell has one or more assets in its possession at the end of the game then they 
  receive one piece of the Hastor Diagram for each asset held from the GM. 
   
  If the Trading Cells have not exchanged assets and the Ambushing Cells have not captured any 
  assets, no one gets anything at the end. 
   
  GM Note: A devious Cell may attempt to perform a Trade and then snatch back the asset they 
  handed over by force.  This sort of reprehensible amorality is to be encouraged – if they manage to do 
  it, award them an extra piece from your own deck for extra ruthlessness! 
  
   
   
   
  21 
  TRIAL BY COMBAT 
   
  "The agents of the Inquisition will dance like puppets to the tune of forces more powerful than they 
  can comprehend." 
  - The Prophecies of Tomothi, Ch 9 
   
  Several Cells have been brought together by a shadowy sponsor with promises of hints and clues, 
  only to discover that they have been lured into a dangerous game of cat and mouse.  At the end of 
  this scenario, the piece of the Hastor Diagram on offer will go to the last Cell standing.  Hang onto 
  your hats, because it’s gonna get bloody! 
   
  OBJECTIVES 
  Eliminate all members of other competing Cells by any means possible. 
   
  SET-UP 
  The terrain may be any lay-out or environment you please. 
   
  RUNNING THE GAME 
  This one’s easy, but GMs may wish to impose penalties on Cells with notably powerful characters in 
  them or give bonuses to those with less awe-inspiring characters.  Note that merely having greater 
  numbers on one side is not grounds to deserve penalties: it’s just a sign of good planning! 
   
  ENDING THE GAME 
  The game ends either at a predetermined time (I recommend taking no more than 60 minutes over 
  the game from start to finish) or when only one Cell is left on the table with members not out of action. 
   
  Note that characters with True Grit will still count as out of action, even if they still have the capacity to 
  recover. 
  
   
  22 
  FINAL CONFRONTATION 
   
  "And when all is done, a rare few will be witness to the most terrible -." 
  - The Prophecies of Tomothi, Ch11 (unfinished) 
   
  The Cells and characters that made it through the Hastor Confrontation and the Exploration Phase now 
  meet up at the heart of the Hastor Labyrinth: the Dark Fortress itself.  And what they find there has the 
  potential to change the galaxy forever! 
   
  OBJECTIVES 
  Players are free to continue working as Cells or to pursue their own agenda at this stage.  The ultimate 
  objective is to claim as many of the Hastor Stones as possible and – and this is important – not use them in 
  the course of the scenario. 
   
  SET-UP 
  The terrain may be any lay-out or environment you please, but a tunnel complex, cityscape or similar will 
  best give the feeling of the crumbling heart of the ancient Dark Fortress. 
    
  RUNNING THE GAME 
  The Cells enter the table in the order of the totals they generated navigating the Hastor Diagram, unless 
  they found a Teleporter, in which case they begin the game at a random point selected by the GM.  
  Members of a Cell that teleports to the tabletop must begin the game filling the smallest possible area for the 
  number of members in the Cell. 
   
  Those who generated the lowest figure on the Diagram enter the table on Turn One, with other Cells arriving 
  in order.  Cells that generated the same figure enter on the same turn but must enter from different table 
  edges – roll a D6 to determine who chooses first. 
   
  Scattered around the tabletop are a number of Hastor Stones.  It takes one Action to use a stone and 
  anyone using a stone is instantly healed of all injury and damage.  This includes ancient damage repaired 
  with the use of bionics.  Any character with bionics who uses a Hastor Stone will be stunned for one turn as 
  the power of the Hastor Stone evicts the bionic parts (a potentially gruesome sight for those with bionic 
  organs!) and re-grows the organic original.  Bionic brains are not affected as they are considered to be an 
  augmentation to the original rather than a replacement. 
   
  Characters may leave the table at any time and by any table edge when they think they have as many 
  Hastor Stones as they can get away with. 
   
  ENDING THE GAME 
  The game ends either at a predetermined time (I recommend taking no more than 120 minutes over the 
  game from start to finish) or when all of the Hastor Stones have been used or removed from the table. 
   
  A FINAL NOTE 
  Players should be encouraged to speculate on the origins of the Hastor Stones.  There are few clues in the 
  Dark Fortress, but what there is seems to imply that they are the result of a sophisticated combination of 
  Eldar and human technology, probably dating back to shortly after the Emperor’s Ascension. 
   
  If the players can’t work out the massive potential ramifications of the Hastor Stones to the Imperium, they 
  don’t deserve to play! 
  
   
   
   
  23 
  THE HASTOR DIAGRAM 
   
  
   
  24 
  Exploring the Dark Fortress 
  A Confidential Report from the Ordos Terran 
   
  The habit of Inquisitor players arranging irregular meets a few times a year at Warhammer World goes back 
  to 2005.  At first, it was simply a day to meet new friends, involving little more than a string of pick-up games 
  on whatever tables the Warhammer World staff could spare, working around the 28mm terrain with our 
  54mm models as well as we could.  But as the turnouts increased and – more importantly – as those of us 
  attending gradually got to know one another both on and off the tabletop, a taste grew for something more 
  ambitious. 
   
  Dark Fortress was far from the first of these more ambitious ventures.  It predecessors included the Dark 
  Stars campaign, Architecture of Hate (available to download on the Specialist Games website), as well as 
  the trial run of what was to become the 2007 Inquisitor Grand Tournament.  But it was notable for another 
  reason that explains why – somewhat belatedly – I am finally writing the day’s report: for it was at this event, 
  in March 2007, that the idea of Dark Magenta was first born, over coffee in Bugman’s Bar as the day’s 
  events were dissected. 
   
  First Principles 
  Writing a campaign for Warhammer World is no simple task.  For a start one has little idea of what terrain 
  one will get to use.  That Warhammer World staff – God bless ‘em – will do their best to find stuff that’s 
  suitable but it does tend to be a bit hit and miss as to whether you get an industrial underhive, a ruined 
  cityscape, an abandoned mining installation or just a plain field with hills and rivers and trees.   So the 
  campaign had to allow the action to take place on any sort of terrain. 
   
  To address this problem, I decided that the main action of the campaign would involve the players trying to 
  track down the whereabouts of the location that would form the final scenario.  As this would involve plenty 
  of planet-hopping, it made perfect sense that the different scenarios would be played on entirely different 
  worlds and that the exact terrain would be easy to vary from one game to another. 
   
  The next problem I had was that there was no way to know for sure who would be coming and – even for 
  those who I could count on to turn up – it was even harder to know who or what their principle Player 
  Characters would be.  So I had to arrange the distribution of “motivations” as broadly as possible. 
   
  To even it out, after a bit of brainstorming and some play-testing1, I decided not to outline specific 
  motivations (as I had on previous events) but to allow the players to dictate their own personal objectives 
  within the main objective (find “Hastor”, whatever that might turn out to be).  I decided to make this even 
  more in the spirit of Inquisitor by allowing (and, indeed, encouraging) players to form “cells”. 
   
  Of course, I wasn’t quite sure how I’d do this in the end... 
   
  Building the Dark Fortress 
  One thing I love in a campaign is anything that encourages players to try to stab each other in the back or 
  form unlikely alliances that might jeopardize the purity of their vision.  In fact, I love the smell of radicalism in 
  the morning... 
   
  So the idea of players fighting to complete a map quickly occurred to me.  So I designed a map.  But it 
  couldn’t just be any map.  In fact, in the whole campaign, designing this map took me more time than 
  anything else.  It was painstakingly drawn on MS Paint, pixel by pixel (nearly).  And I still didn’t get it right, 
  but more of that later.  You can see a copy of the map at the end of this article. 
   
  Destroying the Dark Fortress 
  Well, breaking it up, anyway.  The map didn’t really represent a map of or to Hastor (the lost planet of the 
  Dark Fortress).  It represented the web of information and intelligence that the players used to find their way 
                                              
  1 “Play-testing” is often assumed to mean running games on tabletops.  But when designing a campaign, a lot of play-testing can be 
  done with pencil and paper, simply imagining the possible outcomes of any given scenario and following the strands to see where they 
  go.  Play-testing your campaigns in this fashion is essential before running them, because players are annoyingly unpredictable. 
  
   
   
   
  25 
  there.  So, as no one got the whole picture from the off, I cut the map up into four parts over which the 
  players would be able to fight and ally to their hearts’ content (or for at least three games, anyway!). 
   
  The Big Day Arrives! 
  I love the A1(M) on Saturday mornings.  It’s so deliciously empty.  But I was still a bag of nerves.  I always 
  am before putting one of my carefully-crafted plans into effect.  Had I remembered all the pieces?  Had I got 
  enough maps?2  Had the WHW staff remembered to reserve my tables?  Was I going to break down3, get 
  lost4 or get sucked into a spontaneous wormhole5? 
   
  But after a wild goose chase around the centre of Nottingham, as Dave Laithwaite (one of my three 
  volunteer GMs who also included Ben Hulston and... someone else who will no doubt beat me around the 
  head for forgetting who he was) and I collected the car-less from the station, we made it to Warhammer 
  World on time and more or less in one piece.  So, wasting time only to admire the Dark Angels display in the 
  main hall, I set to organizing the fifteen players we had arrive. 
   
  Each player got one piece of the map if they arrived in time to play the first scenario.  Opening Gambit, the 
  first scenario, which you can see elsewhere in this issue, gave players the possibility of forming a cell or 
  alliance with one or more other players.  The scenario has the potential to be very short (if everyone agrees 
  with everyone else), but if it goes well (or not well, depending on your point of view) then it can quickly 
  become an elaborate and deadly conflict, as the three principle PCs begin the game clustered together. 
   
  I lucked out (well, I was the organizer!) and grabbed the cool 54mm abandoned mining complex table.  All 
  three players on my table – by sheer coincidence – were Rogue Traders (or posing as traders) and whilst 
  two of them quickly came to terms, the third found himself isolated and outgunned.  It was a thrilling ride, 
  then, to see him dramatically punch down one of his enemies, parry the treacherous third’s cowardly attack 
  and gun him down at close range. 
   
  The period between the first scenario and the rest of the campaign – The Hastor Confrontation – was spent 
  with those who had formed cells seeking to recruit a third member to their teams in the hope of getting three 
  different (or even just two different) pieces of the map.  With the battle lines drawn, therefore, we moved on 
  to the campaign’s second part, in which the players battled to win parts of the Hastor Diagram from their 
  opponents.  The cells had the choice of focussing their efforts on a single scenario (in which case they 
  would almost certainly win, unless their opponents did the same, but would win only a single new piece of 
  the map) or spreading their forces across two or even three tables to increase their chances of winning new 
  pieces. 
   
  Each table played a different one of the three scenarios you can find in the Campaign Pack and some 
  players quickly realized that their warbands were better suited for one or other of the scenarios and the 
  tactics of the different cells were fascinating to watch. 
   
  A Tense Interlude 
  Once the noise of the Hastor Confrontation died down, the various cells then had to track me down to find 
  out whether they could get through the map. 
   
  Now, the plan was that teams could get through the map if they had only three pieces but that they would do 
  better if they had all four.  They could choose to go straight to the centre of the map (their destination) – 
  trying to find the “shortest” route – or they could risk visiting an event (marked with an “I” on the map).  
  Visiting an event could leave them injured or late for the final scenario, it could give them new equipment or 
  heal their wounds, or it could teleport them right to where they wanted to be! 
   
  Of course, it turned out to be not that simple.  For a start, at least one cell discovered that the three pieces of 
  the map that they had, despite them being all different, didn’t actually show a route to the centre of the map.  
  Oops.  Mea culpa.  But that’s life.  They had to play a couple of scenarios in the Hastor Confrontation to get 
  their fourth piece. 
   
                                              
  2 As it would turn out, no. 
  3 No. 
  4 Yes, but only because I was going to give people a lift from the station. 
  5 Yes, but it spat me out again complaining about the taste.  Junction 45 on the M1 is like that. 
  
   
  26 
  Interestingly, none of the cells that had managed to get three or more pieces of the map chose to visit any 
  events, preferring to go the safer route through the map.  Some impressive course charting found a number 
  of routes substantially “shorter” than I had thought possible in my play-testing (see remarks on play-testing 
  campaigns in footnote 1).  But, then one of those events occurred that make these days so much more 
  worth it! 
   
  A cell that had, despite impressive success in the Hastor Confrontation, managed still only to win two 
  different pieces of the map approached me with a proposal: they would enter the Dark Fortress anyway – 
  flying blind as it were – in the hope of finding a teleport device.  They charted a route that took in as many 
  events as possible and we sat down to roll up their fate.  If they succeeded, they glorious victory awaited 
  them.  If they failed, then they would face nothing but ignominious and lingering death in the many traps of 
  the Dark Fortress... 
   
  MUAHAHAHAHAHA!!! 
   
  Ahem. 
   
  It was tense stuff, and almost the whole gathering crowded round to find out the ultimate fate of this intrepid 
  bunch.  They ran into some guardian drones... then a medical bay... then managed to trip some terrible 
  ancient booby trap that unleashed the wild powers of the Warp and one of their party was sucked away to 
  oblivion.  Just as they thought their chances of ever seeing the light of Imperial stars again had run out, that 
  vital double six appeared to cheers of delight! 
   
  The Anarchic Conclusion! 
  I’d like to take a moment to say to everyone reading this: don’t do what I did! 
   
  With all the cells included in The Final Confrontation, we had nine players with twenty-seven separate 
  characters on the table.  It was an absolute bloody nightmare to keep track of, especially once players 
  started shooting each other in the backs and the Speed values of the various characters started bobbing up 
  and down like a yo-yo. 
   
  I won’t dwell over the many treacheries, betrayals, sacrifices and heroics of that mighty conflict in the bizarre 
  virtual reality at the heart of the Dark Fortress.  Suffice to say that only a handful of players actually achieved 
  the objective of finding an honest-to-goodness Hastor Stone and Dave Knowles, who had in fact played his 
  first ever real game of Inquisitor that very day (and whose fabulous collection was highlighted in the last 
  issue of Dark Magenta), came out the winner, as his team had captured not one but two of the precious 
  relics. 
   
  Of course, he then had to use one of them to rescue his mortally-wounded Inquisitor, Drake Kaled – but that, 
  as I said at the time, was a technicality. 
   
  Contemplations 
  Over a year later, I still consider Dark Fortress to be one of the best campaigns I’ve written.  The 
  combination of dramatic confrontation, combat, conspiracy and betrayal makes it a really exciting 
  experience, very much in the spirit of Inquisitor.  It also has the benefit of being easily workable at club level 
  or even for games in someone’s home because it can cater for large or small numbers of players and could 
  easily be played out over just a few meetings. 
   
  The feedback I got on the day and subsequently on the Conclave forum was universally positive.  There was 
  a follow-up gathering this March just gone, run by Ruaridh Dall and it was great to see a good turn-out for 
  that 
  too. 
   
  Whenever 
  we 
  have 
  another 
  gathering, 
  I 
  look 
  forward 
  to 
  seeing 
  you 
  there!
  
   
   
   
  27 
  Apocrypha Angeli Mortis 
  Alternative rules for Space Marines in Inquisitor 
  By Eoin Whelan 
   
  Introduction 
  Scout Orpheus peered through his magnox at the sight beneath him and his stomach 
  turned.  The battle was raging tens of kilometres to the north, where his brethren of the 
  Dark Knights were hard-pressed against a traitor force ten times the size of their own 
  two companies; but they were more than holding their own and the forces of Chaos were 
  being gradually pushed back.  Yet here a band of ragged traitors, their armour concealed 
  beneath tattered robes daubed with eye-straining runes, were performing some sort of 
  blasphemous rite upon the captured progenoids of his fallen brothers – no doubt 
  intended to harness more diabolical power to assist their beleaguered allies! 
   
  He would not allow it! 
   
  He folded the magnox and slid them into a pouch.  For a moment, he rested his hand on 
  the sniper rifle that lay beside him – but no, these monsters had turned their backs upon 
  the Emperor.  They would die, knowing that His wrath lay upon them!  He unclipped the 
  hotshot battery from his belt webbing and removed his chainsword from his patrol pack.  
  Reverently, he drew it from its sheath and whispered words of encouragement to its 
  noble warrior spirit.  Then, hugging the shadows as his sergeant had taught him, he 
  climbed around the lip of the depression within which the cultists had gathered, to a 
  fallen gargoyle, smashed from a nearby building to fall with its aquiline head over the 
  ledge.  Carefully, he unclipped his holster and drew his bolt pistol.  He had already 
  anointed and blessed the weapon that morning as a part of the dawn rites, but he put it 
  to his lips and pressed a kiss to the warm casing as a final benediction to his equipment.  
  Without a battle-cry, without warning, in the fashion of a Scout, he leapt from the 
  gargoyle and plunged into the midst of the traitors. 
   
  They screamed and reared back from the giant who had appeared in their midst, but the 
  nearest were too slow to avoid the scything blade of his chainsword and he had felled 
  two of them in his first breath.  The bolt pistol came up and fired in a roaring cough, 
  almost without conscious thought on his part, and two more were hurled back by the 
  impacts before their chests exploded outwards from the mass-reactive charge 
  detonation. 
   
  The rest responded with the savagery typical of their sect, hurling themselves at his as a 
  pack, swinging their crude edged weapons.  He felt one strike his skull squarely and he 
  knew that, just a few years ago, that would have been the end of him.  But he was not as 
  he had once been!  Transfigured by the Emperor’s Blessings, he shrugged off the blow 
  with a terrible grin and a swing from his blade that severed his attacker’s leg from his 
  corrupted body.  He swung his other arm to whip the solid pistol against the face of 
  another attacker, driving his enemy to the floor before bringing the stubby barrel to bear 
  in a cacophony of muzzle flash.  Then spinning, he parried the thrust of the next, striking 
  out with his foot. 
   
  Another fell back into the soaking rubble of the depression, the terror of death clear upon 
  his scarred countenance. 
   
  ‘What are you?’ he begged in horror. 
   
  ‘I am the Angel of Death!’ roared Orpheus as he swung his sword once more.  Now, only 
  the leader was left... 
   
  
   
  28 
  Space Marines are the iconic image of the 
  Warhammer 40,000 universe. These genetically-
  engineered warriors are selected from the most 
  vicious 
  human 
  cultures 
  in 
  the 
  Imperium, 
  implanted with esoteric artificial organs and 
  subjected to the most punishing training and 
  indoctrination regime imaginable. Armed with the 
  deadliest weapons, finest personal armour and 
  fastest ships the Imperium has to offer, the 
  Adeptus Astartes stand ready to fight those who 
  defy the empire of man. Their reputation 
  engenders awe; whole worlds have surrendered 
  rather than risk the wrath of the Angels of Death. 
  As the armies of the Imperium battle against their 
  foes, the Inquisition wages a covert war against 
  heresy and the awesome personal power of 
  Space Marines makes them invaluable assets to 
  an Inquisitor – or formidable nemeses. Although 
  Space Marines present some challenges to use 
  as characters in Inquisitor, they also provide 
  unparalleled gaming and modelling opportunities. 
  Gav Thorpe’s article Using Space Marines details 
  the advantages and pitfalls of playing an Astartes 
  in Inquisitor, along with some great advice on how 
  and why to use them. That article also includes a 
  number of abilities and equipment items and any 
  time I have referenced one of these I have 
  marked it with an asterisk (*). 
   
  This article provides an expanded set of house 
  rules for Space Marines in Inquisitor. The existing 
  rules for Space Marines in the rulebook work very 
  well in demonstrating the raw personal power of 
  the Adeptus Astartes, and are fine for newcomers 
  to the game. The rules can, however, lead to 
  some curious situations – a Space Marine can do 
  more damage throwing his bolt pistol at enemies 
  than firing it, and Marines seem more resistant to 
  heavy weaponry than they perhaps should. This 
  article is designed to provide more detailed, 
  advanced rules for Space Marines. Overall, you’ll 
  find them every bit the superhuman ultimate 
  warriors they deserve to be, but these rules will 
  allow for the customisation of your Space Marine 
  from the organs implanted to the type of power 
  armour he wears, as appropriate for his Chapter 
  and experience. Time now to flesh out those 
  Space Marine characters and let them loose on 
  the galaxy! 
   
  Space Marine Characters 
   
  WS 
  BS 
  S 
  T 
  I 
  Wp 
  Sg 
  Nv 
  Ld 
  Battle 
  Brother 
  75 
  75 
  70* 
  75 
  80 
  75 
  65 
  95 
  65 
    Random 
  65 
  +2D10 
  65 
  +2D10 
  45 
  +5D10* 
  60 
  +3D10 
  70 
  +2D10 
  60 
  +3D10 
  50 
  +3D10 
  80 
  +3D6 
  60 
  +2D6 
  Scout 
  70 
  60 
  60* 
  60 
  70 
  65 
  55 
  90 
  55 
    Random 
  60 
  +2D10 
  50 
  +2D10 
  40 
  +4D10* 
  50 
  +2D10 
  60 
  +2D10 
  50 
  +3D10 
  40 
  +3D10 
  75 
  +3D6 
  50 
  +2D6 
  Veteran 
  80 
  80 
  80* 
  80 
  85 
  75 
  75 
  95 
  75 
    Random 
  65 
  +3D10 
  65 
  +3D10 
  50 
  +5D10* 
  65 
  +3D10 
  70 
  +3D10 
  60 
  +3D10 
  60 
  +3D10 
  85 
  +3D6 
  70 
  +2D6 
  Commander 
  75 
  75 
  70* 
  75 
  80 
  85 
  85 
  100 
  85 
    Random 
  65 
  +2D10 
  65 
  +2D10 
  45 
  +5D10* 
  60 
  +3D10 
  70 
  +2D10 
  70 
  +3D10 
  70 
  +3D10 
  90 
  +3D6 
  75 
  +3D6 
  *Add +40 for characters with a functional Bisopea.  Note that these characteristics do not include any 
  bonus for power armour. 
   
  Special Rules: Space Marines are genetically engineered and implanted with additional organs, 
  transforming them into superhuman warriors. The rules for the enhancements are detailed over the following 
  pages. 
   
  Anatomie Astartes 
  Space Marines are genetically engineered and 
  augmented with a number of organs derived from 
  the Chapter’s gene-seed. These are implanted 
  into aspirants that succeed in surviving the 
  Chapter’s initiation rites and early training 
  regimes. It is rare that a Chapter will possess all 
  19 organs, mutation and degradation is inevitable 
  in all but the purest gene-seed. In some cases the 
  mutation of gene-seed results in aberrant function 
  of implants, such as the elongated canines of the 
  Space Wolves. The implantation procedure is 
  shrouded in ritual and far from a precise process. 
  Individual 
  Space 
  Marines 
  sometimes 
  lack 
  functional organs as they are rejected by the 
  aspirant’s 
  body 
  or 
  the 
  implants 
  show 
  malformation or atrophication. Such individuals 
  frequently die as their metabolism becomes 
  asynchronous. The other organs may behave 
  erratically, 
  becoming 
  hyperactive 
  or 
  non-
  functional.  
  
   
   
   
  29 
  Space Marine characters will have the following 
  19 organs, although some may be absent, 
  inoperative or be aberrant in function depending 
  on the gene-seed is they drawn from and the 
  individual Space Marine. Details of the effects of 
  malfunctioning or absent organs are given in the 
  Appendix. 
   
  As the organs are implanted over a period of 
  years, Space Marine scouts are often unable to 
   make use of the later implants, particularly the 
  progenoid glands and black carapace as these 
  implants are often not granted to the initiate until 
  he has proven himself as a battle-brother, or they 
  are implanted but require time to mature. Space 
  Marine scouts also have not completed their 
  hypno-indoctrination, and do not gain the benefits 
  of this. 
   
  Secondary heart (Phase 1) 
  Space Marines are implanted with a secondary heart on the right side of the chest, which pumps blood from 
  the lungs to the tissue. While at rest only one heart pumps, but when in action both kick in, allowing the 
  Space Marine improved strength and reflexes as blood is pumped at an extraordinary rate around the body. 
  The secondary heart is able to maintain blood flow even after the failure of the Space Marine’s original heart. 
   
  The Space Marine may ignore the first stunned result each turn. Further stunned results apply as 
  normal including any left over multiple stunned results from a single hit. In addition treat any injury 
  effects that the “character automatically suffers system shock” as “character must test for system 
  shock.” 
   
  Ossmodula (Phase 2) 
  The ossmodula is a thin organ implanted near the Space Marine’s spine. The organ secretes bone 
  morphogenic proteins which increase epiphyseal fusion and skeletal ossification. The hormones enhance 
  absorption of ceramic chemicals within the Space Marine’s diet, strengthening and increasing the size of the 
  skeleton. The ribs extend around the intercostal muscle, forming interlaced plates.  
   
  In order for any attack to raise the Space Marine’s injury level above Heavy for any location, the hit 
  must deal more damage than his Base Injury Value. This is before deductions for armour – a hit 
  powerful enough to punch through ceramite will destroy the flesh and bone of even the Adeptus 
  Astartes! If the damage is equal to or lower than the Base Injury Value, apply the immediate effects 
  for the current injury level again, and add the damage to the injury total as normal. 
   
  Biscopea (Phase 3) 
  The biscopea is a hormone-secreting organ implanted into the chest next to the Marine’s original heart. The 
  organ stimulates muscle growth and angiogenesis throughout the body by releasing hormones into the 
  bloodstream and also promotes efficient conversion of food to energy.  
   
  The Space Marine’s Strength is increased by 40. This enhanced Strength is shown in the profile 
  above in parentheses.  
   
  Haemastamen (Phase 4) 
  The haemastamen is a tiny organ that is anchored close to the biscopea within a main blood vessel leaving 
  the heart. The organ monitors and controls the biscopea and ossmulada organs. The Marine’s blood vessels 
  are altered by this organ, increasing the amount of oxygen carried and making the blood more efficient. 
    
  The Space Marine counts his Toughness as 50% higher for the purposes of calculating system 
  shock, unconsciousness and death. 
   
  Larraman’s Organ (Phase 5) 
  The Larraman’s organ is implanted into the chest cavity near the new heart. A complicated array of blood 
  vessels grows up around the organ, where Larraman cells are generated and stored. Upon injury these cells 
  are released and transported within the bloodstream to the wound. These cells form an extreme clotting 
  response upon exposure to the air, in effect forming an instant layer of temporary scar tissue, thereby 
  preventing blood loss and protecting the exposed area. 
   
  
   
  30 
  The Space Marine gains the True Grit ability. In addition, if the Space Marine passes a Recovery test, 
  remove D6 damage points from his injury total instead of D3 (plus one per 10 Toughness over 50, as 
  normal). If the Space Marine has any locations that are bleeding, deduct 1 from the Damage inflicted 
  (if the modified roll is 0, bleeding stops for that location).  
   
  Catalepsean Node (Phase 6) 
  This small organ is implanted into the centre of the brain between the two hemispheres. It functions by 
  affecting the circadian rhythms of sleep, allowing sequential areas of the brain to rest while awake. This 
  allows a Space Marine to remain awake for prolonged periods of time while performing a repetitive action 
  such as marching or standing sentry. The Marine can snap back to full wakefulness in an instant at any sign 
  of danger. 
   
  A Space Marine suffers no penalties to Awareness when awake for protracted periods, such as on 
  guard duty. This organ is not useable unless the character has completed hypno-indoctrination. 
   
  Preomnor (Phase 7) 
  The preomnor is implanted in the digestive system interrupting the oesophagus just above the recipient’s 
  normal stomach. The preomnor does not perform digestion, but monitors ingested materials and should toxic 
  materials be detected, glands within the stomach neutralise them. If this is unsuccessful, the preomnor can 
  prevent the food from progressing further into the digestive tract.  
   
  The Space Marine gains a +10% bonus to Resistance tests against ingested poisons. 
   
  Omophagea (Phase 8) 
  The omophagea is an organ made up of nerve-like cells and is implanted into the spinal column between the 
  cervical and thoracic vertebrae. Four neuroglia – specialised nerve sheathes – are implanted between the 
  omophagea and the preomnor. The preomnor can then absorb ingested brain cells the properties of which 
  are mimicked by the omophagea and signals transmitted through the spine to the brain. These nerve 
  impulses are weak and the Space Marine must cut out all extraneous sensory input in order to focus on the 
  information. This requires extensive training and hypnotherapy to achieve but if successful it is actually 
  possible to acquire partial memories or information from the ingested material. This organ is responsible in 
  part for creating the blood and flesh eating rituals the Adeptus Astartes are notorious for. 
   
  The Space Marine can attempt to derive memories from fallen foes by consuming the brain tissue or 
  cranial fluid. Ingesting the brain matter of a dead character takes a full turn after which the Space 
  Marine enters a trance for D3 turns (treat as stunned). The Space Marine may then make a Sagacity 
  test in order to sift out the pertinent memories, which, if passed, grants him some of the dead 
  character’s memories, most often of time from shortly before it died. The GM should determine 
  which memories are passed on – the more the Sagacity test is passed by, the more complete 
  acquired memories will be, although they will never be entirely clear. Whether the Space Marine is 
  successful in acquiring memories or not, he must make a Willpower test at the start of every turn for 
  the rest of the scenario. If failed, the Marine is assailed by phantom memories from the dead enemy 
  and suffers -20% to all actions that turn.  
   
  Multi-lung (Phase 9) 
  The multi-lung is a third lung implanted between the recipient’s normal lungs. The lung performs several 
  functions. When the Space Marine is in action the lung increases efficiency of gaseous transfer to keep his 
  enhanced blood oxygenated. If the Marine is within a toxic atmosphere an associated sphincter muscle 
  restricts gas transfer to the normal lungs. The multi-lung can derive oxygen even from low-oxygen or toxic 
  air and can act like rudimentary gills if submerged. Finally, the multi-lung can completely cut off flow of air 
  from or to the lungs in the event of total lack of oxygen, allowing the Space Marine to persist for a short time 
  on the reserves of oxygen within the lung even in vacuum.  
   
  The Space Marine may re-roll any Toughness test caused by drowning or asphyxiation. In addition, 
  the Space Marine gains a +10% bonus to Resistance tests made against gaseous toxins. 
   
   
   
  
   
   
   
  31 
  Occulobe (Phase 10) 
  The occulobe is a small organ implanted behind the nasal cavity. It releases hormones which result in a 
  restructuring of the photoreceptor cells of the eyes. This in itself does not improve vision, but the 
  dedifferentiation of the retinal cells primes them for surgical and chemical adjustment, after which a Space 
  Marine’s eyesight is far sharper than a normal human and better able to adapt to changing light levels. 
   
  The Space Marine may re-roll any failed Awareness tests relating to sight. 
   
  Lyman's Ear (Phase 11) 
  The Lyman’s ear organ is positioned within the space of the inner ear. This implant not only improves 
  hearing, but allows the Space Marine to consciously filter out background noise and enhance the sound of 
  interest. The organs also provide the Space Marine with superior balance and prevent him from becoming 
  dizzy or nauseous despite extreme manoeuvres or disorientation.  
   
  The Space Marine may re-roll any failed Awareness tests relating to hearing. 
   
  Sus-an Membrane. (Phase 12) 
  The upper surface of the brain must be exposed in order to implant the twelfth implant, the sus-an 
  membrane. This flat organ is surgically attached over the top of the brain, after which it will mesh with the 
  tissue, forming neural connections. The organ requires chemical treatment and training in order to use, 
  allowing the Space Marine to enter a state of suspended animation. The sus-an membrane can be activated 
  consciously or as an involuntary response to extreme physical trauma. The organ, once activated, 
  influences bodily functions, halting breathing, circulation and all cellular functions save for housekeeping 
  functions. A Space Marine can survive for years even after having suffered otherwise fatal injuries. This 
  state can be prolonged indefinitely by cryogenic storage. A Marine cannot revive himself from this state, 
  specific chemical therapy and auto-suggestion is required. 
   
  The Space Marine may voluntarily enter suspended animation. The Marine must spend all of his 
  actions for D3 turns meditating. The sus-an organ will also automatically activate if the Marine 
  suffers system shock. If the Marine enters suspended animation, his injuries will not deteriorate or 
  heal (do not roll for Recovery or Bleeding). Only appropriate chemical therapy and auto-suggestion 
  can revive a Marine from this state (neither True Grit nor other characters without the appropriate 
  stimuli can bring him round). This organ is not useable unless the character has completed hypno-
  indoctrination.  
   
  Melanochromic Organ (Phase 13) 
  Implanted into the thyroid glands in the neck, the melanochromic organ modifies the body’s response to 
  radiation releasing hormones that dramatically increase the level of pigmentation within the skin. This 
  reversible process darkens the skin as a protection from exposure to ultraviolet light and other forms of 
  radiation.  
   
  The Space Marine may reroll any Toughness tests caused by radiation. He counts as having one 
  extra point of armour to all locations versus any radiation-based damage. 
   
  Oolitic Kidney (Phase 14) 
  The Oolitic Kidney is implanted within the Space Marine’s lower abdomen and this organ efficiently removes 
  toxins within the bloodstream. If the organ registers levels of poison within the bloodstream that exceed it’s 
  capacity to remove, it will initiate an emergency detoxification response, which renders the Space Marine 
  unconscious as the hearts beat at a tremendous rate in order to increase the effectiveness of the kidney.  
   
  The Space Marine may re-roll any failed Resistance tests. Should the Space Marine fail the 
  Resistance test after the re-roll the de-tox program will initiate, and the Space Marine will enter 
  system shock after applying the effects of the toxin (note that this will not activate the Sus-an 
  Membrane in this case). He gains a +10% bonus to further Resistance tests while unconscious, and 
  will regain consciousness immediately once a Resistance test is passed in the Recovery phase (after 
  which he will no longer be affected by the toxin). 
   
   
  
   
  32 
  Neuroglottis (Phase 15) 
  The neuroglottis allows a Space Marine to assess potential foodstuffs by taste. Implanted in the back of the 
  mouth, the organ is linked to the nerves of the nasal receptors. It allows the recipient to detect toxicity of a 
  material by taste, as well as allowing identification of other chemicals undetectable by normal human 
  senses. The organ permits a Space Marine to detect the spoor of a target by taste and allows him to track 
  his enemy. The neuroglottis also influences the circulatory system and metabolism via hormonal signals.  
   
  He may detect poisons or toxins by taste with a successful Awareness test, or by smell with a 
  penalty of -20%. He may also be able to track an individual by taste: this requires an Awareness test 
  with a -20% modifier, with an additional -10% for each hour the scent is cold.   
   
  Mucranoid (Phase 16) 
  Implanted into the abdomen, the mucranoid organ secretes chemicals which permeate the sweat glands. In 
  times of stress from extreme temperatures, the Space Marine sweats an oily substance that coats and 
  insulates the skin. This lessens the effect of heat or cold on the body and can even provide some degree of 
  protection against the vacuum of space.  
   
  The Space Marine may reroll any Toughness tests caused by extremes of temperature (including 
  power armour overheats). He counts as having one extra point of armour to all locations versus 
  damage inflicted by heat or cold, including flame weapons and being on fire.  
   
  Betcher’s Gland (Phase 17) 
  This gene-seed produces two identical organs, implanted on either side of the lower jaw or into the palette. 
  The Betcher’s glands synthesise and store acidic and highly corrosive venom containing a potent 
  neurotoxin. The Space Marine is able to deliver this fearsome poison by biting or spitting allowing for a 
  surprise attack that can blind or incapacitate an opponent. Given enough time, the Space Marine can also 
  use this corrosive to slowly chew through inanimate objects such as iron bars. 
   
  The Space Marine gains the Spit Acid exotic ability which is loaded with Bloodfire toxin. A Space 
  Marine can chew slowly through inanimate objects (dealing 2D10 damage per full turn). 
   
  Progenoids. (Phase 18)  
  The progenoid glands are twin organs: one gland is situated at the base of the neck, just above the 
  collarbone, the other within the centre of the chest cavity between the two hearts. Each gland absorbs 
  special cells – called Ratch cells – shed by each of the other organs into the bloodstream. The progenoids 
  check the Ratch cells for genetic abnormality and if all is normal use them as the basis to grow the nascent 
  gene-seed within the gland. When mature the gland will contain a gene-seed for each zygote implanted into 
  the Marine. Should the progenoid detect mutation in the Ratch cells of any organ, the corresponding gene-
  seed will not form. Upon the death of a Space Marine, their gene-seed must be promptly harvested by the 
  Chapter’s apothecaries, checked for mutation and stored until they can be cultured into organs to implant 
  into new Space Marines. 
   
  Removal of the progenoid gland takes D6 actions, and requires a Sagacity test in order to remove 
  them intact (with a negative modifier determined by the GM if not using appropriate tools). Access to 
  the chest progenoid also requires breaching the rib-cage first, which requires inflicting 10 points of 
  damage. A Space Marine will almost always fight to recover a fallen battle-brother’s geneseed. 
  Depending upon the scenario, a Willpower test may have to be passed before a Space Marine will 
  leave a fallen fellow marine with intact progenoids behind.  
   
  Black Carapace (Phase 19) 
  The Black Carapace is the last implant, often not granted to the Space Marine until after years of service as 
  a scout. The implant is grown from the gene-seed within a vat, forming a black, shiny sheet. During 
  implantation, the sheet is cut and inserted beneath the skin of the Marine’s torso, where it expands and 
  sends invasive neural bundles into the recipient’s body, linking with the nervous system around the spine. 
  After several months the carapace will have hardened and neural jacks, transfusion points, sensor plugs and 
  data ports are implanted into holes cut into the carapace. These sockets match up with plugs in the power 
  armour, allowing for the systems to monitor vital signs and mimic the Space Marine’s every move.  
   
  
   
   
   
  33 
  The Black Carapace is required to use Space Marine power armour (or tactical dreadnought armour) 
  without which the user does not get the strength bonus and is partially encumbered by the armour 
  (- 1 Speed).            
   
  Hypno-indoctrination 
  All Space Marines undergo an extensive process of hypnotherapy and indoctrination. This process instils 
  heightened loyalty and screens for subversive personality traits. The process, combined with chemical 
  therapy, allows the Space Marine remarkable control over his body’s physical processes, including limited 
  control over involuntary reflexes such as breathing and heart rate. This control is necessary in order to 
  maintain metabolic balance with the inserted organs. Hypnotherapy also stimulates neural connections, 
  improving the Space Marine’s reflexes and mental facilities.  
   
  The Space Marine gains the Nerves of Steel and Ambidextrous abilities.   
  ARMAMENTARIUM ASTARTES
  Space Marines command the finest military 
  equipment in the Imperium. From the holy bolters 
  carried by battle brothers to the sleek and 
  devastating strike cruisers, the Adeptus Astartes 
  are supremely equipped for any battlefield 
  eventuality. The Space Marines are especially 
  famed for their distinctive patterns of power 
  armour which have been modified through 
  necessity from the time of the Great Crusade to 
  the present day. 
   
  The following section includes weapons and 
  equipment especially appropriate for the Adeptus 
  Astartes. Naturally, players can use many of 
  these items for non-Space Marine characters too. 
  Optional rules for the larger size of Space Marine 
  weapons can be found in the Appendix. 
   
  Space Marine Equipment 
  The standard equipment for a battle brother is as follows: 
  • 
  Adeptus Astartes Power Armour (most commonly Mark VII Imperator Armour) incorporating a backpack 
  power system. 
  • 
  Mark IV “Goodwyn” Astartes-pattern boltgun (older marks are also retained in service). 
  • 
  Six boltgun clips. 
  • 
  Astartes-pattern bolt pistol. 
  • 
  Three bolt pistol clips. 
  • 
  Three frag grenades. 
  • 
  Monomolecular-edged knife. 
  • 
  Field rations (sufficient for four weeks operation). 
   
  Power Weapons  
  Thunder hammers and Crozii Arcanum are Exotic. 
   
  Power Weapons 
  Reach 
  Damage 
  Parry Penalty 
  Thunder Hammer 
  2 
  2D10+2* 
  -30% 
  Crozius Arcanum 
  2 
  2D10+2 
  -20% 
   
  The Thunder hammer and Crozius arcanum are power weapons and follow the 
  rules for power weapons given on page 67 of the Inquisitor rulebook. 
   
  *The Thunder Hammer has a massive charging capacitor, making it one of the 
  most powerful personal combat weapons.  It counts as a shock weapon as well 
  as a power weapon.  For each full turn the Thunder hammer has not been 
  discharged, add D10 to the damage, to a maximum of 5D10+2.  If a character 
  not wearing Terminator armour uses a Thunder Hammer charged at least one 
  level to hit an opponent, he must make a Strength test or be knocked prone.  A 
  fully charged Thunder Hammer may be set to self destruct.  Setting a Thunder 
  Hammer to self destruct takes two Actions.  At the end of the turn it will explode 
  with the same effect as a plasma grenade. 
   
  
   
  34 
  Hazrad Grenades 
  Exotic 
  Hazrad grenades are designed to release a short-ranged blast of radiation to burn and contaminate targets. 
  Also known as Geiger bombs or simply as rad grenades, these vicious weapons are unpredictable at best, 
  but nevertheless find use with insurgents and Imperial covert specialists as they are silent and demoralising 
  weapons. 
   
  Hazrad grenades have the following profile. The GM should roll for the Area and Blast values of the grenade 
  once thrown and keep the result secret from all players – including the character who threw the grenade. 
  The Area and Blast values can be revealed to any character with an appropriate auspex upon a successful 
  Awareness check. 
   
  Grenades 
  Type 
  Range 
  Area 
  Blast 
  Dam 
  Shots 
  Rld 
  Wt 
  Hazrad 
  Grenade 
  E 
  D10yds 
  D10 
  D10* 
  ** 
  ** 
  8 
  *Armour is only moderate protection at best from radiation. Halve the armour value of any location damaged 
  by a hazrad grenade.  
  ** See launcher for details 
   
  Radiation is an insidious killer. Any character caught in the area effect will have taken a serious dose of 
  radiation, even if no damage is inflicted by burning. At the end of each turn for the rest of the scenario the 
  character must make a Toughness test or add D3 points to his injury total.  
   
  After the initial blast, leave a counter in play at the final location of the rad grenade. At the end of each turn 
  after it was thrown, apply the effects of the grenade to any characters within the blast area, but reduce the 
  Blast value by one (once the Blast reaches 0, it ceases to be dangerous).  
   
  Bore shells  
  Exotic heavy bolter ammunition 
  The Bore shell fires a small slug within a bolt casing which, when embedded into a surface, will start to drill 
  inexorably into the target. Bore shells do 2D6 points of damage. Should the slug be stopped by forcefields or 
  cover it has no effect on the target. If at least one point of damage is inflicted before deductions for personal 
  armour, the slug will start to bore. At the start of every subsequent turn, the Bore will inflict D6 damage on 
  the target location, treating the armour at that location as ablative and ignoring it altogether if the original hit 
  penetrated the armour (if a 1 is rolled for damage, the Bore runs out of fuel and inflicts no further injury). A 
  Bore slug can be cut out of a wound with a suitable implement, which inflicts a further health level of damage 
  and requires a Sagacity test to succeed. 
   
  Cockatrice stun shell  
  Exotic boltgun ammunition 
  Deathwatch Kill Teams must sometimes capture alien specimens alive for the Ordo Xenos to interrogate or 
  study. Cockatrice bolts contain a powerful charge to stun but not kill a target. Cockatrice bolts do D10 
  damage and count as a Shock weapon (see page 67 of the Inquisitor rulebook). 
   
  Haywire shell  
  Exotic boltgun ammunition 
  Haywire bolts do 2D6 damage. In addition, any target hit by a haywire bolt suffers the same effects as if 
  caught by a haywire grenade blast until the end of the next turn. 
   
  Hellfire shells  
  Exotic heavy bolter ammunition 
  Developed by the Adeptus Mechanicus in conjunction with the Ordo Xenos, hellfire shells were designed to 
  provide effective weaponry against the Tyranids. The hellfire bolt is composed of a virulent mutagen core 
  surrounded by a brittle shell containing a potent corrosive cocktail. Hellfire shells must be loaded 
  independently (which takes one action) and fired singly.  
   
  If a Hellfire shell hits, it deals 2D10+2 damage. If at least one point of damage is applied after deductions for 
  armour, etc, then it inflicts an additional 2D10 damage. If all of the damage is stopped by cover or armour 
  then the mutagenic acid will splatter: this is treated as a blast weapon with Area 3, Blast 5, Damage D10 
  
   
   
   
  35 
  centred on the target. Should a Hellfire shell miss the target, roll for scatter as if it were a Blast weapon: if it 
  does not hit another character apply the effects of splatter if it hits any hard object. 
   
  Snitch homing beacon shell  
  Exotic boltgun ammunition 
  Snitch bolts do D6 damage. If a Snitch bolt hits the target, it will embed and release a homing signal, which 
  can be detected with an appropriate auspex. Players may wish to tell the GM secretly if they intend to use a 
  Snitch shell against an opponent. 
   
  Combat Shield 
  Rare 
  A smaller and less bulky version of the storm shield, the combat shield incorporates a small forcefield 
  generator. The combat shield counts as a buckler that provides D10 points of force field armour over the 
  carrying arm (including against close combat attacks). The combat shield can be used to parry power 
  weapons without risk. 
   
  Leg bracing  
  Rare 
  An upgrade available to any mark or design of power armour, additional leg 
  bracing and stabilisers allow the user to better absorb recoil from heavy 
  weaponry, although at the expense of some mobility. 
   
  The character gains the Rock Steady Aim ability, as he can better 
  compensate for recoil, but subtracts -1 yard from all movement rates.  The 
  bracings also provide an additional point of armour on each leg. 
   
  Reductor  
  Rare 
  The Reductor is a specialised instrument, usually in the form of an elaborate 
  gauntlet, which allows for practical battlefield removal of the progenoid 
  glands by a Chapter’s apothecaries.  
   
  The sophisticated device is self-targeting, simply requiring to be pressed 
  firmly in the correct area to automatically remove and store the gene-seed 
  (which takes 1 Action).  The Reductor also incorporates a cutting tool or drill 
  designed to breach the enhanced rib cage of Space Marines, which counts as an implanted chainblade 
  combat accessory with a Reach of 0. 
   
  Servo Arms  
  Rare 
  Servo-arms are mechanical lifting apparatus attached to a backpack or servo harness, designed to assist a 
  Tech-adept in lifting heavy machinery or performing repairs.  Servo-arms are controlled via implant plugs in 
  power armour or a MIU-link, and can make for serviceable weapons if necessary.  A character requires 
  power armour, support braces or a servo-harness in order to make full use of a servo-arm.  Servo-arms 
  have several main types of attachment for differing functions, detailed below.  The servo-arm may be used in 
  close combat with the effects described below.  Servo-arms are too slow to be used to parry, although they 
  can be used as part of a counter-attack.  Servo-arm attacks never receive any additional Strength bonus; it 
  is incorporated in the relevant damage profile. 
   
  • 
  Pincer/Claw: This is the standard type of servo-arm ending in a large pincer, which can be used to lift 
  objects (counting as having a Strength of 100). In combat, the pincer has the weapon profile shown 
  below. It may also be used to make a ‘Grab’ attack in the same manner as a powerfist, or, with a -20% 
  to hit penalty, be used to Hurl Opponent*. 
  • 
  Breacher: A breacher is a heavy-duty drilling device. A critical hit by the breacher causes an instant 
  Crippled result to the location hit, regardless of cover, armour or force fields (increase the character’s 
  injury total by the minimum amount of damage needed to achieve this). 
  • 
  Plasma cutter: Servo-arms may be fitted with cutting and welding apparatus, the most common of 
  which is the plasma cutter. As well as for repair work, a plasma cutter may also be used in combat to 
  
   
  36 
  deadly effect with the profile below. It has a limited range, and may also be used against enemies at 
  arm’s length in the same manner as a pistol. 
  • 
  Defensive weapon: A servo-arm may contain a ranged weapon system for defence, such as a flamer. 
  This can be any basic or pistol weapon, which counts as implanted. The servo-arm is strong enough to 
  fire the weapon with no weight penalty.  
   
  Servo-arms 
  Reach 
  Damage 
  Parry Penalty 
  Pincer/Claw 
  2 
  2D10+2 
  - 
  Breacher 
  3 
  2D10+2 
  - 
  Plasma cutter 
  2 
  3D10 
  - 
  
   
   
   
  37 
  ARMATURA ASTARTES 
   
  One of the most distinctive aspects of the Space 
  Marines is their enclosed power armour. This 
  armour has evolved over the millennia and older 
  suits are still in active service. The following 
  rules allow players to utilise any of the eight 
  patterns of power armour for their characters. 
  The armour values for the different marks of 
  power armour vary: consult the table above for 
  the different armour values and rules associated 
  with each suit. 
   
  Power armour can be voluntarily deactivated for 
  one action, which temporarily negates any 
  effects of malfunction (such as overheating) but 
  the wearer loses the strength bonus and counts 
  the armour for Encumbrance. Reactivating the 
  armour takes one action: after one turn the 
  armour ceases to count for Encumbrance and 
  after two turns the character regains the strength 
  bonus. See the appendix for optional house 
  rules for calculating the Encumbrance of 
  deactivated power armour, along with a house 
  rules for shots against weak points in the 
  armour. 
   
  Power armour can be removed in-game, which 
  takes D3 actions per location. Donning power 
  armour is not practical in game timeframes. 
   
   
   
  Armour 
  Helme
  t 
  Arms 
  Chest 
  Abdomen 
  Groin 
  Legs 
  Strength 
  Bonus 
  Notes 
  MkI Thunder 
  6o 
  9 
  9e 
  6 
  6 
  9 
  +10% 
  (arms 
  only) 
  Counts for 
  Encumbrance 
  MkII Crusade 
  9 
  12 
  12 
  11e 
  10 
  12e 
  +20% 
   
  MkIII Iron 
  10 
  12+3a 
  12+3a 
  12 
  12 
  12f+3a 
  +15% 
  -1 Speed, 
  thin rear 
  armour 
  MkIV Maximus 
  6+3a 
  10+3a 
  10e+3a 
  10e 
  10 
  10f+3a 
  +20% 
   
  MkV Heresy 
  8s 
  10es+3a 
  10e+3a 
  10e 
  10s 
  10efs+3a 
  +15% 
  Overheat 
  MkVI Corvus 
  7+2a 
  10s+3a  
  10es+3
  a   
  10e 
  10s 
  10fs+3a 
  +20% 
   
  MkVII Imperator 
  8 
  10+3c  
  10+3c 
  10e 
  10 
  10+3c 
  +20% 
   
  MkVIII Errant 
  8  
  10n+3c 
  10n+3c 
  10+2c 
  10 
  10+3c 
  +20% 
   
  a – ablative armour 
  c – ceramite-bonded ablative armour 
  e – exposed power cables (see rules overleaf) 
  f – fixed greaves: wearer may not Sprint. 
  n – neck guards: +2 ablative armour to the head if shot from the appropriate direction (i.e. front arc for chest neck guard, side arcs for 
  paulion neck guards) 
  o – open helm 
  s – commonly made from studded materials: if so, treat as 6+6a (arms, chest or legs), 6+4a (abdomen or groin) or 6+2a (helmet) 
  
   
  38 
   
  Note that, to characters who are not Space Marines, all patterns of Space Marine armour are legendary.  For 
  Space Marines, Marks V-VIII counts as Rare, Marks II-IV as Exotic and Mark I as Legendary.   
   
  Space Marine backpacks 
  All marks of Space Marine power armour incorporate a distinctive power pack mounted through a hard point 
  in the rear chest plating.  This atomic energy source means that a Marine can be self sufficient for years at a 
  time.  
   
  A Space Marine backpack grants energy to the power armour, without which the armour would only be 
  effective for approximately 100 hours before suffering a power failure. 
   
  In game terms, the backpack provides an additional 3 points of armour to the abdomen, chest and head 
  against attacks from the rear arc.  The character also counts as having exposed power cabling for those 
  locations if attacked from behind, with the exception that upon a roll of 1 or 6 on the table the radioactive 
  core is breached: apply the effects of a hazrad grenade centred on the Space Marine’s backpack.  
   
  Mark I Power Armour: Thunder pattern. 
  Thunder Armour was the first power armour used by the warriors of the Emperor, developed from the 
  primitive armour worn by the techno-barbarians of Terra.  The armour incorporates servos to assist 
  movement, but in this early pattern only the upper body is augmented. Very few of these battle suits still 
  exist and those that do are reverend relics to the Space Marines. 
   
  Thunder armour grants a +10% increase to the wearer’s Strength, but only for actions involving arm 
  strength.  The armour counts for Encumbrance, but the increased strength may be used to calculate the 
  wearer’s Encumbrance value. 
   
  Mark II Power Armour: Crusade pattern 
  What became known as Crusade or Crusader armour was created by the Emperor and His scientists as the 
  first totally enclosed, life supporting powered battle armour, designed expressly for the nascent Space 
  Marine legions.  Equipped with these suits the first Space Marines undertook the Great Crusade, retaking 
  the worlds of men.  The suits were intricately constructed using articulated hoop-shaped plates and many 
  maintain that it is the most efficient of any Space Marine armour, although the overlapping plates proved to 
  be very difficult to maintain or repair.  Crusader armour suits are prized relics granted to great heroes. 
   
  Crusade armour is equipped with a rebreather and crude autosenses. 
   
  Mark III Power Armour: Iron pattern 
  Iron armour was created from modified Crusader armour to better protect 
  Space Marines in the brutal confines of spacecraft boarding actions or siege 
  warfare, sporting reinforced frontal armour.  The rear armour was reduced to 
  moderate the weight of the suits but even so the additional ablative plates 
  made it cumbersome.  The Iron armour was superseded by the development of 
  the Tactical Dreadnought suits although many Chapters such as the Iron 
  Warriors and Imperial Fists still retain a few sets of Iron armour for siege 
  warfare.  
   
  Iron armour grants 12 points of armour to all locations, plus three points of ablative armour to the arms, 
  chest and legs.  The armour is much thinner at the rear, however, and only provides 10 points of armour and 
  no ablative to any attacks from the rear arc.  The armour is cumbersome; any user suffers -1 Speed and the 
  armour provides only a +15% Strength bonus due to the additional weight.  The suit is equipped with a 
  rebreather and crude autosenses. 
   
   
   
  Mark IV Power Armour: Maximus pattern 
  The Maximus armour was put into mass-production on Mars at the height of the Great Crusade.  The mark 
  IV armour featured an independent helmet (in earlier patterns the head moved inside a fixed helm), more 
  
   
   
   
  39 
  advanced autosenses, improved auto-servos and life support systems.  Approximately half of the Space 
  Marine forces were issued with this pattern of power armour when the Horus Heresy erupted, and even 
  today some Chapters retain Maximus suits in active service.  The Maximus armour involves exotic parts and 
  materials, making it difficult to maintain. 
   
  The Maximus armour has average autosenses, a rebreather and a de-tox injector (5 doses). 
   
  Mark V Power Armour: Heresy pattern 
  The mark V pattern of power armour was developed out of 
  necessity during the Horus Heresy.  The armour was 
  made from components scavenged from early suits of 
  power armour and additional easily-supplied materials.  
  Spikes were used to hold the inferior armour plates 
  together, 
  producing 
  the 
  distinctive 
  studded 
  effect, 
  especially on the legs and left shoulder pad.  The sub-
  standard life-support systems often result in intolerable 
  heat build-ups.  Although Heresy suits are maintained by 
  many Chapters, they are usually kept as reserves due to 
  their poor effectiveness and also as the Space Marines 
  themselves regard the armour as ill-fated. 
   
  The Heresy armour has crude autosenses and a 
  rebreather.  At the end of any turn the wearer sprints or 
  fights in close combat there is a 40% chance that the suit 
  overheats: the character must make a Toughness test or 
  be stunned for the next turn and add D3 to his injury total. 
   
  Exposed power cabling 
  One of the weaknesses of the older power armour variants was the necessity of exposed power cabling and 
  cooling ducts, especially over the abdomen and chest. Should a location covered with exposed power 
  cabling suffer a hit that does at least 4 points of damage after deductions from forcefields and cover (but not 
  for the armour itself) has a 20% chance of breaching a power cable: roll a D6 and consult the following table 
  in addition to any normal injury effects. 
   
  1-2 Power failure. The armour’s power is completely shorted, and will require expert technical repairs to fix 
  at the GM’s discretion. The power armour no longer provides any strength bonus and counts for full 
  Encumbrance. 
  3-4 Overheat. The armour’s cooling systems are damaged, and the internal temperature starts to rise 
  dramatically. After D3 turns the heat build up becomes excessive and at the start of every subsequent turn 
  the character must make a Toughness test or be Stunned for one turn and add D3 to his injury total. Any 
  enemy attempting to spot the character using an Infrascope gains a +20% Awareness bonus. 
  5-6 Power surge. The armour is overloaded, making actions jerky and spasmodic. The character suffers a 
  -20% modifier to all actions in the next turn (excepting those that require no movement).  
   
  Mark VI Power Armour: Corvus pattern 
  The Corvus armour was rushed into production during the Heresy and supplied to loyalist legions even as 
  Horus’ armies advanced into the Terran system.  The armour featured a distinctive pointed helmet (designed 
  to turn aside blows from the head) and much improved life support systems and protection over the mark V 
  suits.  As with the previous pattern, spiked armour plates were used out of necessity, most often the left 
  paulion.  Even after the Horus Heresy, the studded plates were not refitted and are retained to honour those 
  who fought in the battle for Terra.  Corvus suits or components are used by most Space Marine Chapters 
  almost as much as the Imperator armour. 
   
  The Corvus armour has average autosenses and a rebreather. 
   
  Mark VII Power Armour: Imperator pattern 
  The Imperator power armour is the contemporary pattern used most commonly by the Adeptus Astartes. 
  Also known as Aquila armour, the suits are believed to have entered common service around the Age of 
  Apostasy.  The armour is made up of ceramite plating and the chest is more heavily armoured to protect 
  
   
  40 
  vulnerable cabling, and commonly features a plastron displaying the Imperialis or aquila from which the 
  armour derives its names.  The helmet incorporates a formidable grilled ‘mouth’ which serves as a vox 
  caster and a gas exchange system for extended operations in breathable atmospheres.  The suit includes 
  fully auto-reactive shoulder paulions and greaves with knee plates that allow greater ease of movement.  
   
  The Imperator armour has average autosenses, a rebreather and a de-tox injector (5 doses). 
   
  Mark VIII Power Armour: Errant pattern 
  Errant armour is the most advanced pattern of power armour produced for the Space Marines, designed to 
  protect even those few weak points in Imperator armour.  The armour has no external power cabling at all 
  and additional plating to protect vulnerable areas such as the neck seal.  A full suit of Errant armour 
  incorporates advanced fibre-bundled ligaments and sophisticated autosenses.  Production of Errant armour 
  is slow, however, and most chapters have a handful of suits at best, which are appropriated to veterans who 
  show exceptional valour.  Only the Inquisition’s chamber militants are able to equip the majority of their 
  forces with variants of mark VIII power armour.  
   
  The Errant armour has advanced autosenses, a rebreather, a de-tox injector (10 doses) and may 
  incorporate one or more auspexes. 
   
  Space Marine Tactical Dreadnought Armour 
  Tactical dreadnought armour is without doubt the toughest personal armour available to mankind.  Each suit 
  is hand crafted, centuries old and priceless beyond imagination.  The armour was originally created from 
  suits designed for extreme inhospitable environments such as plasma reactors or sunside of inner system 
  planets and is capable of protecting even against impact from small asteroid collision.  For combat 
  applications, tactical dreadnought armour is best used for claustrophobic battle-zones such as in tunnels or 
  boarding actions where the fighting is sure to be close and bloody and the considerable advantages of the 
  armour can be brought to bear against isolated enemy.  The only disadvantage to the armour is that the 
  sheer bulk can hamper movement and reflexes. 
   
  Tactical dreadnought armour (also known as Terminator armour) provides 15 points of armour to all 
  locations and has the special rules Cumbersome and Powerful. 
   
  Cumbersome: 
  • 
  The character suffers –1 speed 
  • 
  The character may only walk or run. Running counts as sprinting, i.e. this action cannot be combined. 
  • 
  The character may not sneak, evade, crawl or sprint. They may not use Dodge or Acrobatic skills. They 
  cannot sidestep or circle in combat. 
  • 
  The character may not dodge as part of a parry. 
  • 
  The character suffers -20% to any throwing action (such as using grenades). 
  • 
  A character hit by a haywire grenade must make a basic Strength test at –50% to achieve Speed 1. 
   
  Powerful: 
  • 
  The character gains the Rock-steady aim and Hipshooting skills from the suit’s targeting and guidance 
  systems. 
  • 
  The character gains the Nerves of Steel skill (the suit is too cumbersome to dive for cover anyway), and 
  can ignore being on fire if hit by a flamer. He takes damage each recovery phase as normal and may 
  always attempt to put out the fire if desired. Note that if there are any locations on fire which are 
  uncovered (e.g. the head), the character may not ignore it!  
  • 
  The character always counts as having a rested weapon. 
  • 
  The character can always fire any weapon (even heavy) with one hand at no penalty for weight. 
  • 
  The character gains the 1/5 strength increase as with power armour. 
   
  Terminator helmets can be up to 10 points and are always enclosed and fitted with autosenses. If a helmet 
  is not worn some suits are equipped with a skull field – a force-field which fits tightly over the head. This 
  counts as a refractor field that protects only the head and works in close combat. This cannot be active if a 
  helmet is worn. Most suits have powerful lamps built into the shoulders (see the Shadows of Deceit article 
  for more details - http://www.specialist-games.com/assets/FO89InqShad.pdf) 
   
  
   
   
   
  41 
  Marine Terminator suits usually have 5 points of ablative ceramite armour to the arms, chest and legs, an 
  inbuilt motion sensor, comm-link, shoulder lamps and are large (+10%) targets. 
   
  Terminator armour is Legendary. 
   
  Space Marine Scout Armour 
  Space Marine scouts in most Chapters are raw recruits who have yet to earn their place as a battle brother 
  and the right to wear the revered power armour, although a minority of Chapters such as the Space Wolves 
  use veteran warriors in this role.  Scouts are equipped with extra-thick flack webbing reinforced with a heavy 
  plasteel carapace across the upper body.  The armour is designed for stealth operations and is frequently 
  camouflaged or used in conjunction with cloaks made from cryptic materials.  Scout armour allows a Space 
  Marine to move with less chance of detection were he wearing bulky power armour.  Scouts are employed in 
  extremely dangerous missions behind enemy lines and often have to operate cut off from the rest of the 
  Chapter for months or even years at a time.  
   
  Scout armour provides 5 points of armour to all locations, plus two points of ablative armour to the arms, 
  chest, abdomen and groin.  Scout armour is Exotic for non-Marines.  It is Common for Marines. 
   
  Space Marine Armour and Awareness 
  Power armour affords supreme protection but the sheer bulk and complex mechanical systems can be a 
  hindrance when stealth is required. 
   
  • 
  Any character attempting to detect a character in power armour receives a +10 bonus to Awareness 
  rolls. 
  • 
  Any character attempting to detect a character in Terminator armour receives a +20 bonus to 
  Awareness rolls (with an additional +10 to vision-related Awareness tests for being a large target). 
  • 
  Scout armour is expressly designed for stealth operations, and confers no bonus to enemy Awareness 
  rolls. 
   
  DOCTUM ASTARTES – New Space Marine Abilities 
  The following section is given over to new abilities and traits appropriate for the Adeptus Astartes.  These 
  represent quirks and traits that are frequently found in Space Marines of various Chapters, which can 
  naturally be applied to other suitably devoted characters. 
   
  Battle Frenzy 
  The Adeptus Astartes can sometimes be provoked into devastating rages by gene-seed defects or doctrinal 
  fanaticism. A Space Marine in such a state is a terrifying whirlwind of destruction, yet his training and 
  experience will usually prevent him from simply charging senselessly at the enemy. A character under the 
  effects of Battle Frenzy will move as quickly as possible at the nearest enemy he is aware of. He may make 
  a Willpower test to move at a slower rate towards the target, although he may not move slower than a walk. 
  He may use any ranged attacks against the target as normal. Once within running distance of the enemy he 
  must charge and must continue to fight until all opponents have been taken out of action. If the character is 
  not aware of any enemies he acts at half Speed until they are detected. 
   
  Mighty Blow 
  The character summons his holy rage, smiting the unclean asunder with a single blow. The character may 
  make a special attack one per turn in combat: this attack must be made with a single weapon and both 
  hands must be used to hold it (this may entail dropping any additional weapons). Should the attack hit, it 
  automatically counts as a critical hit. However, should the enemy parry and counter-attack a Mighty Blow, 
  the character may not parry or dodge the counter-attack. 
   
  Self-mortification 
  Certain Chapters have deep-ingrained senses of guilt or revulsion of the human form which often leads to 
  self inflicted injury. While all Space Marines are trained and conditioned to resist and endure pain, some 
  chapters, particularly the Imperial Fists and their successors, often submit themselves to intense pain in 
  order to demonstrate their devotion and penance. Other chapters such as the Iron Hands display revulsion 
  of the weakness of the human body. 
   
  
   
  42 
  The character must make a Willpower test in order to make a Healing action upon themselves, and will not 
  heal Light injuries at all. Also after a failure (such as death of comrades), the character will likely inflict injury 
  upon themselves: in game terms treat this as D3 permanent levels of damage to a single location, most 
  often a limb, inflicted before the game begins. This can be resisted with a Wp test with a negative modifier 
  appropriate to the degree of failure determined by the GM (suggested modifiers: a setback might be -10%, 
  mission failure or death of comrade -30%, mission failure and death of comrades -50%). The urge for self 
  mortification may also be suppressed by certain activities, which vary from Chapter to Chapter. For Imperial 
  Fists and successors scrimshawing of bones of battle brothers or meditation within a pain glove can relieve 
  them of the effects for 24 hours; for Iron Hands the augmentation or replacement of limbs with bionics will 
  relieve the effects for a month or more (dependent on the extent of the bionic replacement, at GM's 
  discretion). 
   
  Stubborn 
  Some Space Marines are not only brave but will not retreat even when it would be advisable to do so. The 
  legendary tenacity and stubbornness to accept defeat are hallmarks of the Dark Angels and the Imperial 
  Fists.  
   
  A Stubborn Space Marine will simply not give up or retreat unless the situation is dire or if directly ordered to 
  do so: even then a Sagacity test is required (although this may be substituted for the Leadership value of 
  any characters with the Leader ability). If failed, the character must continue to spend actions fighting the 
  enemy.  
   
  APPENDIX – Some final thoughts and optional rules 
   
  Space Marine Weapons  
  The enhanced musculature and sheer bulk of the Adeptus Astartes mean that their weapons and wargear 
  are of solid design and heavy weight.  
   
  Any Space Marine weapon counts as 1/3 more Weight than normal (round up to the nearest 5). Space 
  Marine combat weapons are of accordingly larger size – a Space Marine knife might be equivalent to a short 
  sword in the hands of a normal person, while a space marine chainsword might be the equivalent of an 
  eviscerator at the GM’s discretion.  
   
  Power Armour Encumbrance  
  Working out encumbrance penalties for deactivated power armour can be time consuming and awkward, so 
  here are some quick and easy rules to represent the weight of the armour. 
   
  A character wearing power armour that is deactivated for any reason loses all their Speed and must make a 
  Strength test at the start of the turn: each full 20% that the test is passed by regains 1 point of Speed, from a 
  minimum of 1 to a maximum of their normal Speed for the turn (subject to all the usual modifiers).  
   
  Gene-seed Mutation 
  The most interesting characters in any narrative have flaws or negative traits and Space Marines are no 
  exception.  Most chapters are defined by their flaws, which are often physical traits grounded in the gene-
  seed.  From the terrible rage inherited by the Blood Angels to the bestial nature of the Space Wolves, the 
  Primarchs left a legacy that persists to this day.  As the millennia have passed, mutation and degradation of 
  the gene-seed has become commonplace.  For some Chapters the arcane secrets of the implantation 
  process have become twisted and in others the gene-seed has become debased.  The Chapters of the 
  Adeptus Astartes are mandated to submit a tithe of gene-seed to the Adeptus Mechanicus on Mars, where it 
  is checked for purity.  Nevertheless malformation and mutation of the gene-seed is widespread, even 
  amongst such august Chapters as the Imperial Fists and the Raven Guard. 
   
  There are two ways a Space Marine character may have missing or abnormal organs.  Firstly, it may be a 
  chapter-wide trait, in which case all Space Marines created from that gene-seed will share the trait.  
  Secondly, the individual Space Marine may have defective organs.  In this case, the character is likely to 
  suffer mental or physical abnormality.  Those who are able to fight and become a battle-brother often suffer 
  stigmatisation within the Chapter and are frequently given dangerous missions away from the rest of the 
  Chapter as their progenoids will contain the mutation and will only be collected by the Chapter in times of 
  
   
   
   
  43 
  desperation.  Such individuals are dangerous as the hormonal imbalance can occasionally result in 
  homicidal episodes – any natural roll of ‘00’ for a Willpower test results in the character gaining the Frenzy 
  Exotic Ability for the rest of the scenario. 
   
  In most cases, malfunction of an organ will simply result in non-functionality – the character simply doesn’t 
  receive the benefits of the organ.  However, in rare cases malformation can produce abnormal effects, most 
  often hyperactive or deregulated function, some of which are listed below.  
   
  Ossmodula 
  Malfunction of the ossmodula often results in excessive bone formation.  This can result in bony growths 
  protruding from the Marine’s joints, particularly the wrists, elbows and ankles. In extreme cases – for 
  example the Chapter of the Black Dragons – these can be sharpened into blade-like protuberances (which 
  count as implanted knives or short swords on each limb, depending on the size of the protuberances).  
  Increased bone density can also result in calcification of the joints (-20% Initiative) and build-up of bony 
  plates around the head, neck and chest (+1 to Base Injury Value). 
   
  Biscopea 
  This organ sometimes malfunctions, resulting in greater or lesser muscle tissue formation (and a 
  correspondingly higher or lower Strength bonus from the biscopea).  Hyperactivity of this organ can result in 
  excessive musculature accumulation over time.  Continued build-up (+55S or more) will make the Space 
  Marine unable to wear normal power armour and if the increase continues unabated (+70S or more), 
  physical exertion runs the risk of tearing muscles and the strain will eventually kill him (any time the Space 
  Marine sprints, makes a Strength test or strikes an opponent, the player must make a Toughness test or 
  suffer one injury level of damage to a random location).  
   
  Haemastamen 
  Space Marines lacking the haemastamen usually suffer malformation of bones and muscle.  This is due to 
  hyperactivity of the ossmodula and biscopea as the controlling effect of the haemastamen is removed (see 
  above for game effects). 
   
  Larraman’s Organ 
  Malfunction of the Larraman’s organ can result in abnormal clotting of the blood even when the Marine is not 
  injured.  Unfortunates with this disorder are not fated to survive long as sooner or later a clot will form that 
  will kill them.  The risk is minimised by constant movement.  There is one recorded Chapter with this 
  mutation: the Iron Panthers are renowned for their rash behaviour and frenzied assaults.  Mutation of this 
  organ frequently results in aberrations in the catalepsean node as the Space Marines afflicted exercise 
  continuously and deprive themselves of sleep.  A Space Marine affected by this mutation must make a 
  Toughness test at the end of every turn with the following modifiers: if he ran, sprinted or fought in close 
  combat (+20%); if he remained completely stationary all turn, e.g. on overwatch (-20%).  If failed a blood clot 
  has occurred and the character immediately suffers D3 health levels to a random location.  
   
  Catalepsean Node 
  Most mutations of this organ abolish function but occasionally hyperactivity can arise, resulting in Space 
  Marines that simply cannot sleep.  This can lead to psychological abnormalities as the lack of REM-sleep 
  takes its toll.  While total breakdown can usually be avoided by the Chapter’s apothecaries via hypnotic 
  therapy and certain drugs, psychotic episodes can and do occur.  A Space Marine with this mutation must 
  follow the effects of the hallucinogen toxin should he roll a natural ‘00’ for any characteristic test.  
   
  Preomnor 
  Defects in this organ result in non-functionality, and will also invalidate the omophagea. 
   
  Omophagea  
  Occasionally, the omophagea becomes hyperactive, which adds +20% to the Sagacity when trying to 
  interpret derived memories, but the Space Marine suffers an additional -20% to their Willpower for the rest of 
  the scenario as they struggle to sort their own memories from those absorbed by the omophagea.  
   
  Occulobe 
  Defects in the occulobe can result in malformations of the eye.  The Space Marine will suffer a consequential 
  reduction of eyesight (-20% to visual Awareness tests).  
   
  
   
  44 
  Lyman's Ear 
  If implanted and defective, the marine suffers -20% to all auditory tests.  He will also suffer dizzy spells or 
  aberrations in balance – halve the character’s Knockback Value. 
   
  Melanochrome 
  Defects in the melanochromic organ frequently result in permanent alteration of skin pigmentation, resulting 
  in abnormally pale or dark skin tones. 
   
  Neuroglottis 
  A rather curious aberration in the neuroglottis can actually improve the Space Marine’s sense of smell.  This 
  has been found most famously in the Space Wolf gene-seed and attempts to artificially replicate this in other 
  Space Marine Chapters have failed.  
   
  If not wearing an enclosed helm, the Marine may triple distances at which a smell can be detected and may 
  re-roll any Awareness tests that pertain to scent.  The Space Marine may also track individuals by smell as 
  well as taste: this requires an Awareness test with a -20% modifier, with an additional -10% for each hour 
  the scent is cold.  The GM may impose other modifiers (such as for strong masking odours) and water will 
  obliterate the trail. 
   
  Defects in the neuroglottis can also in very rare cases result in stimulation of the energy-storage pathways, 
  resulting in fat production.  Normally Space Marines cannot become obese, but characters with this defect 
  will require huge amounts of sustenance and will put on weight, usually in the form of a paunch – which will 
  result in the character requiring a custom-made set of armour! 
   
  Mucranoid 
  Defects in the mucranoid can result in abnormal function of the sweat glands.  In some cases, this can result 
  in a slimy goo being secreted all over the Marine’s body continuously.  This is mostly cosmetic – the vents 
  within power armour can be adapted to deal with the run-off, but interactions with other characters may be 
  strained due to the Marine’s unpleasant appearance.  If the Space Marine is not wearing armour, any 
  attempt to grapple him (e.g. Hurl Opponent) suffers -20% to hit due to his slimy skin.  However the Space 
  Marine suffers -20% to any rolls involving social interactions with allies (e.g. Leadership rolls) other than with 
  fellow battle brothers due to the bubbling slime covering his skin. 
   
  Betcher’s Gland 
  The Betcher’s Gland may malfunction partially, allowing for toxin production but the processes that make the 
  Marine immune from his own poison are defective.  While he can store the toxin as normal, if he uses the 
  Spit Acid ability, he must make a Resistance test against the Bloodfire poison himself. 
   
  A different mutation of the Betcher’s gland is known to affect the growth of the teeth.  The canines of the 
  Space Wolves grow throughout their lives to form formidable tusks in old age.  Such a mutation allows the 
  character a free bite attack per turn (treat as an unarmed attack with Reach 0 that deals D6 damage).   
   
  Finally, a very rare mutation can result in the increased and efficient production of the muscles around the 
  toxin sacks, allowing the Marine to squirt the venom considerable distances.  The Steel Cobras practice the 
  implantation of the Betcher’s glands into the roof of the mouth, producing elongated fangs that can deliver 
  the toxin and powerful muscles that are able to accurately strike enemies with venom dozens of yards away.  
  A Space Marine with this mutation can project their venomous acid as a shooting attack once per turn with 
  Range B, -10% Accuracy and a maximum range of 20 yards.  
   
  Progenoids 
  Every Chapter has the Progenoid glands because failure of this organ results in the demise of the Chapter.  
  Individual Space Marines may suffer failure of this organ and such unfortunates are treated with 
  superstitious derision by their battle brothers.  It carries the stigma that the Space Marine cannot contribute 
  to the future of the Chapter. 
   
   
  Hypno-indoctrination 
  While not an organ, some aspirants simply do not respond well to the hypno-indoctrination that Space 
  Marines undergo.  Such an individual will not benefit from the abilities that this process provides, nor the 
  organs that require hypnotherapy to activate (the catalepsean node and sus-an membrane).  They will 
  
   
   
   
  45 
  also likely suffer reduced mental characteristics: -10% to Initiative, Willpower, Sagacity, Nerve and 
  Leadership.  However, such individuals may also prove to be less blinkered by the single-minded prejudice 
  of the Space Marines, a trait that the Inquisition may find useful… 
   
  ASTARTES ORGAN SUMMARY 
   
   
  Orpheus panted, both hearts pumping in his ears, veins protruding from his muscles. The cultists’ leader 
  gave a guttural hiss as she died, tongue thrusting from her mouth, face purple as she choked. To her credit, 
  she had tried to shoot him even with the corrosive venom he had spat in her face dissolving her eyes.  But 
  Orpheus was faster, stronger and he knew that the righteousness of purity was on his side.  He had caught 
  her weapon hand and snapped her arm as easily as he would once have broken a twig for kindling. With 
  blasphemous power, she had attempted to invade his mind with strange visions and whispers of falsehood.  
  But the Catechism of Disbelief had been fast upon his lips, just as his Chapter’s Reclusiarchs had taught 
  him. She failed and he crushed the life from her with the unbreakable grip of his hand upon her fragile neck.  
   
  He tossed the corpse contemptuously into the mud and filth of the crater’s floor and, as her ragdoll form fell 
  splayed across the bodies of her dead followers, the leader’s robes fell open and Orpheus beheld the true 
  mark of his enemy: the thrice-barred “I” of the Inquisition dangled from a golden chain around the woman’s 
  neck. 
   
  Why, Orpheus pondered as he gathered up the humming container and its precious contents, could the 
  interfering fools not leave his brothers alone? 
   
  As he climbed deftly to the crater’s lip to retrieve his rifle, the light of dawn was just breaking on the horizon 
  and he squinted against it.  The sun, enemy of his Chapter, was on its way. Orpheus pulled the hood of his 
  Situation 
  Organ(s) 
  Bonuses 
  Additional 
  abilities 
  Larraman’s organ 
  Betcher’s gland 
  Hypno-
  indoctrination 
  True Grit 
  Spit Acid with Bloodfire toxin 
  Ambidextrous & Nerves of Steel 
  Awareness 
  Occulobe 
  Lyman’s ear 
  Re-roll failed Awareness tests (sight) 
  Re-roll failed Awareness tests (hearing) 
  Injury 
  Secondary heart 
   
  Ossmodula 
   
  Haemastamen 
  Sus-an membrane 
  Ignore first Stunned each turn 
  Treat “automatically suffers System Shock” as “must test for System 
  Shock”  
  Attacks must do more damage than Base Injury Value to increase 
  damage above Heavy 
  Double Toughness for System Shock, Consciousness and Instant 
  Death 
  If Marine fails a System Shock test, Sus-an Membrane activates 
  Recovery 
  Larraman’s organ 
  Roll D6 not D3 for recovery rolls 
  -1 to Bleeding damage 
  Toxin/poison 
  Oolitic kidney 
  Preomnor 
  Mulit-lung 
  Neuroglottis 
  Re-roll resistance tests 
       +10% versus ingested poison 
       +10% versus gaseous poison 
  Awareness check to detect poisons by taste or smell at -20% 
  Environmental 
  effects 
   
  Muli-lung 
  Melanochrome 
  Mucranoid 
  +1 Armour and re-roll Toughness tests against: 
       Drowning/asphyxiation 
       Radiation 
       Extremes of temperature  
  Miscellaneous 
  Biscopea 
  Catalepsean node 
  Omophagea 
  Progenoid gland 
  Black carapace 
  +40 to basic Strength 
  No sleep required 
  Derive memories from ingested brains. (Requires D3 turns Stunned & 
  Sg test) 
  Stores gene-seed. See full rules for removal. 
  Required for power armour use (otherwise -1 Speed & no Strength 
  bonus) 
  
   
  46 
  camouflage cloak up over his head to protect his white eyes and pale skin and disappeared into the long 
  morning shadows to seek out the rest of his kind. 
   
  POSTSCRIPTUM 
  Editors notes: 
  The following optional rule is one that GMs may like to allow their players to use when facing Space Marines 
  or other heavily-armoured foes, especially if your players are not inclined to take such things as lascannons 
  to the tabletop.  It isn’t recommended for normal play.  However, Dark Magenta would welcome feedback 
  from players on how well they think this rule works and how they might improve it for more general use. 
   
  Weak Points  
  When dealing with high armour characters such as those in power armour, or (Emperor protect us) 
  Terminator armour they can prove impossible to hurt with conventional weaponry. While this is largely all 
  well and good (If all you've got is a laspistol, maybe you should leave that Terminator alone?) there should 
  nevertheless be some chance of a skilled or lucky marksman hitting a weak spot.  
   
  If a "placed shot" is achieved when shooting, a player may before rolling for location declare that they are 
  shooting for a weak spot. They may not alter the hit location roll, instead the target must halve the armour 
  value for that location.  
   
  This is cumulative with the Crack Shot skill, and the armour still counts the full value for the purposes of 
  destroying armour, etc. 
   
   
  +++ Intercept initiated +++ Stand by +++ 
   
   
  The Arcadian Smugglers’ Ring 
   
  Has the interfering pettyfogging of 
  small-minded bureaucrats and penny-ante 
  merchants come between you and your 
  desires once too often? 
   
  Join the honourable gentlemen and ladies 
  of the Arcadian Belt to better 
  appreciate the finer things in life! 
   
  All your Inquisitor modelling needs can 
  be met with a little give and take. 
   
  http://games.groups.yahoo.com/group/ 
  arcadiansmugglers/ 
   
   
   
  +++ Intercept lost +++ Transmission terminated +++
  
   
   
   
  47 
  A Curse On't 
  Faults, Flaws and Afflictions in Inquisitor
   
  A Word of Warning... 
  On the various on-line forums dedicated to 
  Inquisitor, there are several topics that seem to 
  crop up with a monotonous regularity that can 
  leave veterans dizzy with frustration.  Are Space 
  Marines too strong?  Who is mass-producing all 
  this power armour?  And what, exactly, is the 
  difference between a Black Ship and a Blackship?  
  But the one that I'm going to address – obliquely – 
  in this article usually goes along the lines of "My 
  new character has a split personality!" 
   
  Before I kick off with the meat of this article, 
  therefore, I'm going to just give a couple of 
  paragraphs to why this is (usually) a bad idea. 
   
  First of all, schizophrenia and Dissociative Identity 
  Disorder 
  (some-times 
  called 
  "multiple 
  personalities") are not the same condition.  I'm not 
  a psychiatrist, so I don't intend to talk about the 
  differences.  However, I do know that both 
  conditions are real, debilitating and distressing.  
  And 
  therefore 
  the 
  use 
  of 
  misconceived 
  interpretations 
  of 
  these 
  conditions 
  for 
  our 
  amusement is, in my opinion, inappropriate.  So I 
  strongly advise you to not try to use these or any 
  other, real psychological condition in 
  your 
  characters. 
   
  On the other hand, if you are a sufferer or are an 
  expert in the treatment of sufferers and believe 
  you can use a game character to raise awareness 
  of a condition, then more strength to you!  The 
  rest of this article will hopefully assist you in your 
  goal.  And for everyone else, this article will give 
  tips and hints on giving your characters unique 
  flaws and afflictions of their own. 
   
  Future Imperfect 
  The Dark Millennium is a time of woe.  For every 
  heroic paragon, there are a thousand rotting 
  corpses and ten thousand more that bear the 
  physical and mental scars of their harsh reality.  
  Perhaps more than any other, the Inquisitor must 
  wear those scars, burdened as he is with triple 
  curse of secret knowledge of the true threat, the 
  duty to fight mankind's direst opponents and the 
  longevity to face the deep futility of existence.  In 
  this respect, they have close equivalents amongst 
  the ranks of the Rogue Traders, the tech-priests 
  of the Adeptus Mechanicus and the highest 
  echelons of the Imperium's great institutions. 
   
  In other words, time and experience take their toll 
  on even the greatest.  I hope you can see, 
  therefore, the value of a "negative attribute".  It is 
  a sign of a character who has been through the 
  galaxy's mills: the stigmata of the veteran and, 
  thus, a potentially effective way to express the 
  personality of your Player Character on the 
  tabletop. 
   
  Afflictions fall into two basic types: physical and 
  mental.  But just because an affliction is physical 
  doesn't mean it won't have an effect on a 
  character's mental stats.  Pain and discomfort can 
  erode concentration or discipline.  And vice versa, 
  mental afflictions can undermine confidence and, 
  therefore, performance. 
   
  "Ooh, me back!" 
  Taking physical afflictions first, these can be 
  further broken down into illnesses and disabilities, 
  which may themselves be either temporary or 
  chronic: 
   
  Physical -> Illness -> Temporary 
  The character has an infection of some sort.  It 
  may just be a case of the sniffles, or it may be a 
  virulent, engineered bacterium, or anywhere in 
  between. 
   
  Depending on the severity of the illness, randomly 
  select 1, D3 or D6 stats.  Each stat is reduced by 
  -D10 for the duration of the scenario. 
   
  If the character is on effective medication, his 
  stats return to normal between each scenario.  If 
  not, the effects are cumulative from one scenario 
  to the next, at the GM's discretion. 
   
  Physical -> Illness -> Chronic 
  Whether due to an old wound, age or an 
  unhealthy lifestyle, the character suffers from a 
  chronic illness.  Most of the time, medication 
  keeps it under control, but occasionally the pain 
  becomes too much to bear. 
   
  Treat all Actions as Risky.  If the character fails 
  the Risk, he must pass a Toughness test or count 
  as stunned (but not prone).  He will continue to 
  count as stunned until he passes a Toughness 
  test in either the Recovery phase or as one of his 
  Actions in a subsequent turn. 
   
   
  
   
  48 
  Physical -> Disability -> Temporary 
  The character is nursing a relatively recent wound 
  or injury. 
   
  This may be as a result of an earlier scenario, in 
  which case the location will be predetermined.  
  Otherwise, randomly generate a location.  The 
  character counts as having taken one level of 
  damage to that location and is suffering from any 
  associated persistent effects.  This affliction may 
  be cumulative. 
   
  After each scenario, there is a 5% chance that the 
  affliction becomes chronic. 
   
  Physical -> Disability -> Chronic 
  The life of an Inquisitor is hard enough, but for 
  those without access to the resources of the 
  Inquisition, it is easy to find oneself crippled 
  forever by chance or poor judgment. 
   
  Most chronic disabilities can be dealt with by the 
  use of technology, and rules for atrophied limbs 
  can be found in the Alien Generator article.  But 
  severe disabilities will leave the character 
  vulnerable as delicate supports, servos and other 
  therapeutic bionics are damaged.  A character's 
  Base Injury Value counts as half normal on 
  locations suffering chronic disability. 
   
  "I have these headaches..." 
  The other sort of affliction is mental.  The gothic 
  horror of the forty-first millennium is such that to 
  list or attempt to describe possible mental 
  afflictions that blight its population would need 
  more than one lifetime.  For that reason, I 
  positively encourage you to come up with your 
  own terms and descriptions for your characters' 
  mental afflictions.  What you can find below is a 
  starting point only. 
   
  Addiction (Willpower) 
  Willpower (Wp) describes a character's ability to 
  impose order on his own personality.  It won't 
  decide whether he fights or flees - a decision 
  made in a much deeper part of his subconscious - 
  but it will determine whether he sticks to a 
  devotional regime or is able to control psychic 
  powers. 
   
  This character must take a Willpower test before 
  the first turn.  If he fails, his attention is not fully on 
  matters at hand and his nerves are on edge.  
  Count Wp, Sg, Nv and Ld as 50 for the duration of 
  the scenario unless they would normally be less 
  than this.  Characters that usually have Nerves of 
  Steel or Force of Will lose its benefits for the 
  duration. 
   
   
   
  Stupefaction (Sagacity) 
  The Dark Millennium is rife with secret knowledge 
  that can strain even the coolest intellect to the 
  limits of sanity.  Sometimes the enormity of a 
  person's knowledge can leave him stupefied at 
  scale of the horror faced by humanity.  The 
  condition 
  becomes 
  worse, 
  the 
  more 
  knowledgeable and intelligent a character grows. 
   
  This character must take a Sagacity test before 
  the first turn.  If he rolls under his Sagacity, he 
  cannot Evade, move faster than a Run or use 
  psychic powers and makes a successful action 
  only on a 5+ (but still gets one action per turn 
  automatically).  In addition, he counts as having 
  Force of Will for the duration of the scenario. 
   
  Warshock (Nerve) 
  There is only so much horror and abuse the 
  human psyche can bear.  When a person’s limit 
  has been reached, the brain may simply shut 
  down to protect the psyche from further damage.  
  The condition is often mistaken for cowardice, but 
  warshock victims must dig into deep reserves of 
  courage merely to raise themselves from their 
  beds every day. 
   
  A character suffering from Warshock can never 
  have the abilities Nerves of Steel or Force of Will.  
  In addition, he must pass a Nerve test before the 
  first turn of any scenario.  If he fails, then all 
  opposing characters count as Fearsome.  If the 
  character ever fails a Nerve test in the course of 
  the scenario (whether or not he failed the Nerve 
  test at the start of the game), then he must pass a 
  Willpower test before he can attempt to do 
  anything else, including recovering from Pinning.  
  This test always takes one Action. 
   
  Doubt (Leadership) 
  Is it any wonder that an Inquisitor, privy to the 
  Imperium’s darkest secrets and daily exposed to 
  its worst excesses, may come to question the 
  point of it all? 
   
  A character suffering from Doubt may never be 
  Heroic.  In addition, he must take a Leadership 
  test before the first turn of any scenario.  If he 
  fails, he may not benefit from the abilities True 
  Grit, Word of the Emperor or Leader (either his 
  own or from another character). 
   
  If the character’s Leadership is ever less 50 at the 
  end of a scenario, he must pass a Willpower test 
  or seek the only reliable escape from the Dark 
  Millennium. 
   
   
   
  
   
   
   
  49 
  And end to all this 
  As with all things, this article is intended to be 
  both as broad as possible and yet no more than a 
  starting point from which to inspire you to develop 
  your own ideas for negative attributes with which 
  to afflict your characters. 
   
  Some characters may begin their tabletop lives 
  with an affliction to give them some depth or to 
  reflect some aspect of their background.  But – 
  and this is only my opinion – I feel that they are 
  best made use of for moving on and developing 
  the personalities of established characters.  For 
  example, a character that has suffered numerous 
  crippling injuries to his lower extremities may 
  discover that all the technology in a forgeworld 
  can’t remove the constant ache in his knees.  
  Giving him a chronic physical disability in his legs 
  will accurately portray his difficulty.  Or a 
  character that has spent a long time in 
  association with a dangerous radical may begin to 
  feel Doubt. 
   
  With time, you may even find that some 
  characters accrue so many afflictions that the only 
  sensible path is to give them honourable 
  retirement.  But their character sheet will be a 
  testament to the service they have done their 
  masters. 
   
  Still, however you make use of these rules, I hope 
  they allow you to add a new and interesting 
  dimension to your games. 
   
   
  
   
  50 
  Modelling Showcase – Nick Garrett 
   
  I have been a painter and gamer for nearly 16 years, concentrating mainly on the Warhammer 40,000 
  universe.  I started collecting and playing in the era of Rogue Trader and Space Hulk.  I bought my first 
  Inquisitor model (Artemis) in 2001, thinking that I would just paint it for fun and play Inquisitor with 28mm 
  scale models.  However, when I got my hands on a 54mm model I became hooked, and over the last few 
  years my Inquisitor collection has increased dramatically to its present level of 45 models (and still counting.)  
  The figures display a far greater level of detail than 28mm figures, and the scope for conversion afforded by 
  the larger scale is a wonderful thing for a clumsy oaf like me.  I couldn’t tell you the number of times I have 
  cut myself, or glued my fingers to a model, my desk or each other while working with tiny 28 mm model 
  pieces (although, as a friend recently pointed out, my record isn’t that much better with 54mm pieces.)   
   
  This article shows a few of my more unusual conversions, pieces I feel a particular connection with, and 
  what I feel are my best paint jobs.  I have never been a great painter (and I’m convinced that I never will be), 
  but I like to think that I am fairly good when it comes to the converting side of the hobby. 
   
  Victor Gerhard – Hired Thug 
  This model was very loosely based on my own appearance at the time I built it, 
  although he is considerably more heavily built (and heavily armed) than I am.  
  The name ‘Victor Gerhard’ is a twist on my own name.  Nick is derived from 
  Nike, which is Greek for ‘victory,’ and Victor is the Latin equivalent.  Garrett 
  means 'son of Gerhard or Gerard' (both names mean 'spear' and 'hard' in 
  German.)  It sounds like a great name for a warrior, doesn’t it? (And a 
  frankly ridiculous name for me, all things considered!)  
   
   I am rather fond of this model, even though it might not have the best 
  paint job, as it was my first attempt at sculpting hair out of green stuff, and 
  my first highly detailed base.  To build this model, I used Toothpick Murke’s 
  legs, Talon’s torso, Eisenhorn’s head (with the wires removed, and the 
  green stuff hair and beard added), and Damien Bloodhound’s arms with 
  the Adeptus Arbites model’s gauntlets and weapons. 
   
  Azar Roshan - Rogue Psyker 
  I think that the inspiration behind this model will be fairly obvious to anybody 
  who is familiar with the Necromunda miniatures range.  After reading Ben 
  Hulston’s ‘Lectures On The Witch’ articles on the Specialist Games website 
  (which provide an excellent set of house rules for the use of rogue psykers in 
  Inquisitor), I thought ‘How much more rogue can you get than a Necromundan 
  Wyrd, running amok in the underhive, using his powers without 
  restriction?’  I have always liked the 
  Pyromaniac Wyrd model, and I decided 
  to have a go at building an equivalent in 
  54mm scale.   
   
  I used the Necron Deceiver as a base for this conversion, since it is in a very 
  similar position to the original Wyrd model.  As it was my first attempt at such 
  an ambitious project, I used a combination of green stuff and parts from my 
  bits box for the detail (mainly because my attempts at sculpting the more 
  complex parts were absolutely laughable!)  For example, the arms were 
  built using biceps from a plastic Necromunda Goliath model, Covenant’s 
  gauntlets, and some green stuff.  Interestingly, both boots are from Slick 
  Devlan, however, to get the angles right I had to swap left for right 
  and right for left, (the right boot also needed a slight modification to 
  the ankle.)  I have always liked what I refer to as the ‘Necromunda 
  Pattern Autopistol’, and I wanted to replicate it as closely as possible.  
  This was a complicated build, and involved six pieces from four different weapons (the receiver and grip are 
  from an Inquisitor scale shotgun, the barrel is built out of a 2nd edition plastic autopistol and a plastic Goliath 
  autogun, the stock is from a Space Marine boltgun, and the magazine is from the same autogun that I used 
  
   
   
   
  51 
  for the muzzle.)  The clothing is all made from green stuff; since it was my first attempt at sculpting clothes, 
  the finish is quite rough, but all in all, it is one of my favourite models if only because the odds of anybody 
  else having anything like it are miniscule. 
   
  Inquisitor Phaeton Sohl – Ordo Xenos 
  Anyone who is familiar with the Inquisitor rulebook will surely have seen the artwork on page 93 
  showing an Inquisitor duelling with a desperado. 
   
  I love this picture, and have always wanted to build models of the two characters.  So far, I 
  haven’t got around to the Desperado type, but this represents my attempt at building a 
  model of the Inquisitor.  There are differences I know, but I think he is recognizable.  I had 
  some trouble deciding on a paint scheme for this model, but thanks to some help from 
  some friendly Conclavers, the dark yellow was fixed upon, and I am fairly pleased 
  with the results.   
   
  The Desperado model I have planned will be built around Slick Devlan, 
  possibly with Sgt. Stones legs repositioned into a fighting crouch position 
  (although this could prove to be very difficult.) I think I will 
  probably use Ork arms with green stuff sleeves. I haven’t 
  decided what head to use yet, but I have an idea 
  involving an Andrea model kit. 
   
  Arkady Striboq, Valhallan Officer 
   
  Recently I was lucky enough to get hold of 
  some of the discontinued models from a 
  friend of a friend who quit the hobby 
  and sold his collection and bits 
  box.  This box contained 
  the Valhallan head 
  and legs, which I 
  decided to combine with some 
  bits from Von Castellan and Kal Jerico to build this Imperial Guard Officer.  It 
  was necessary to build a belt out of green stuff to cover up the disparity 
  between the legs and torso, and to match with the sash on the side of the 
  holster.  The chain is just some model chain (23 links per 
  inch, ‘S link’ chain, from a company called Langley Models. 
  http://www.langley-models.co.uk/). I really like 
  the ornate look of this combination of parts, 
  and the grizzled look of the face with the 
  eye-patch. 
   
  Odranoel, Alien Warrior 
  This is a simple conversion, built using the body, arms, legs, backpack 
  and shoulder pads from the Krashrak model, and one of the alternate 
  heads from the associated conversion pack.  I wanted to build an alien 
  warrior, rather than a bounty hunter, so I decided it would have two swords 
  rather than a catchpole and knife.  Removing the weapons from the 
  hands was a simple task, as was replacing them with swords from the 
  Bodyguard model.  The spikes on the handles come from the top of Krashrak’s 
  trophy poles.  The pistol is the neural shredder from the Callidus model, which 
  I think looks suitably alien. 
   
   
   
   
   
   
  
   
  52 
  Rogue Trader Thosis Targen 
   
  This model was inspired by the artwork on the front cover of the old Black Library 
  novel ‘Eye Of Terror’.  I liked the clothing and the position of the character in the 
  artwork so much that I tried to duplicate it as closely as possible, although I wasn’t 
  terribly keen on his green striped trousers.  Most of the parts used on this model 
  are from the Inquisitor range, however the moustache, chest strap, shoulder 
  braid, belt, and leg armour are made from green stuff.  
  The shoulder pads were built using the casing 
  from a cylindrical ballpoint pen.  They were fixed 
  to the arms with paperclip pins (which I ground down using 
  a Dremel tool to make them look more like rivets).  The rims and 
  padding underneath were built out of green stuff. The shoulder braid was 
  made by twisting together two long, thin cylinders of green stuff. 
   
   
   
   
   
   
   
   
  Explorator Szilard Vrixx 
  I liked the idea of a creating a young(ish) techpriest, one who has 
  just started down the road of bionic augmentation.  I thought 
  that the leg braces on Eisenhorn’s legs would work well for an 
  Adeptus Mechanicus character, so I tried them in combination 
  with Delphan Gruss’ torso and Tyrus’ head (instead of the more 
  usually seen Tezla or Gruss heads.)  These bits worked well together, 
  so I added Eisenhorn’s arms, with Gruss’ implant breacher fitted to the left 
  arm, and a pistol made out of a cut down Arbites shotgun in his right 
  hand (which is actually the Eversor’s hand, as I think that it looks 
  good for a bionic.)  The large mechadendrites are from 
  Delphan 
  Gruss, 
  and 
  the 
  small 
  ones are made from the 
  Eversor 
  Assassin 
  Sentinel Array, and a 
  small hose from the 
  Delphan Gruss model 
  with a scratch built 
  piece on the end 
  of.  The piece 
  on 
  the 
  right 
  shoulder is from Eisenhorn’s 
  right shoulder (getting it off without damaging it was quite a trick). 
   
  Servitor Zhelyazko 523 
  This is probably my most ambitious and unusual conversion to date, 
  the inspiration for which came from a magnificent piece by a guy 
  called Thibaut Payen, who took Silver in the squad category at the 
  German Golden Demon in 2006, and a piece of Games Workshop 
  
   
   
   
  53 
  artwork.   Here is a link to the relevant miniature:http://www.coolminiornot.com/117822 and here is a link to 
  the picture:http://www.games-workshop.es/especialista/inquisitor/images/galeria/gal_img_12g.jpg  
   
  The main body was built using the Van Yastobaal helmeted head on a Damien 1427 torso, and the small 
  arms from the Forgeworld Xenos Dissection Table.  The anti-gravity platform is made from a Land Raider 
  hatch sprue, some telephone wire, and the bulk of a Forgeworld Imperial Scanner.  I used many small bits of 
  ‘tech’ to add detail to the platform, including a vent from a Space Marine jump pack, a plug built out of a 
  heavy plasma gun hose and one of Damien 1427’s injectors, an exhaust made from a Leman Russ heavy 
  flamer tank and a meltagun nozzle, Tezla’s control panel dangling from a guitar string, a piece from an 
  Andrea Models SF kit, and the body of a meltagun.  The backpack is a Techmarine servo harness with the 
  standard lower arms, and the large arms from the Forgeworld Xenos Dissection Table attached to the top. 
   
  Bahman Anahita – Sanctioned Psyker 
  This is my most recent model (at the time of writing this article,) and I think that it might be 
  my favourite model in my collection (but I am not very good at choosing favourites.)  I am 
  pretty pleased with how it turned out anyway.  
   
  The model was built using Eisenhorn’s head, Von Castellan’s arms, and 
  the discontinued Kal Jerico torso and Valhallan legs.  The long purity 
  seals came from a Warhammer steam tank. The bionic right hand was 
  made by splicing together two of the three-fingered Necron Lord hands 
  to make one four-fingered hand.  I think that it makes a fairly good bionic 
  hand, and a reasonable alternative to the one from the hard-to-get Inquisitor 
  Scarn model. 
   
  Choosing Names  
  I have never been good at choosing names for my characters, but as a 
  character name is so important for the nature of the game, I had to find a 
  way around this.  The members of my first Inquisitor gaming group all had 
  the same problem, so we each chose a different country, and named our 
  characters after famous people from that country.  I chose Denmark, and 
  my first warband was made up of Inquisitor Soren Kierkegaard, his 
  apprentice Tycho Brahe, and an enforcer called Niels Bohr.  I later found a very 
  useful website, which provides information about the etymology of 
  names.  Here is a link http://www.behindthename.com/  If you look up 
  most of my character’s names on this site, you will find their names tell 
  you something about their nature or profession.  
   
  The Genestealer Cult 
   
   
  Some of the first Warhammer 40,000 figures that I ever saw were the plastic miniatures that came with the 
  game ‘Space Hulk.’  I was particularly drawn to the Purestrain Genestealers.  When I delved deeper into the 
  background of the 40K universe, and found out about Hybrids, Cults, Patriarchs and Magi, the Genestealers 
  became one of my favourite races in the game.  The Genestealers are such an insidious and alien threat 
  
   
  54 
  that they make a wonderful adversary for an Inquisitor to deal with.  I decided that I pretty much had to build 
  an Inquisitor scale cult. 
   
  Unfortunately for me, by the time I got around to building my cult, the models had all been discontinued 
  where I live (in the UK), and the Magus model had been discontinued altogether.  Fortunately, I was able to 
  get my hands on several Hybrid conversion packs from Games Workshop USA.   
   
  The Magus is made from Covenant’s legs and Eisenhorn’s torso (which has been slightly modified with 
  green stuff flak armour.)  I like the idea of models with empty hands, so I gave it arms from the Eldar Ranger 
  with the hands from an old plastic Genestealer, and was pleased with the pose that came naturally to the 
  pieces when I put them together.  For the staff on its back, I used a small glass bead and an unidentified 
  piece that I had in my bits box.   
   
  The four-armed hybrid is a simple conversion using parts from the Hybrid conversion pack. The two-armed 
  Hybrid gunslinger has arms from a 40K Ork biker.  The ‘Feral’ hybrid is made from Damien 1427 with a 
  hybrid head, and the forearms and lower legs from a Tyranid Broodlord spliced in to the limbs.  I painted 
  them in colours similar to the original Space Hulk Purestrains with lighter purple/pink skin tones for the later 
  generation hybrids. 
   
  The Hive Gang 
   
   
  Quite a few scenarios require NPCs and GM controlled models, and what better way for a GM to throw a 
  player’s plan into disarray than by introducing a gang with their own agenda onto the table?  The models 
  have the added benefit of being usable as Genestealer Brood Brothers, or even as characters in their own 
  right should I wish.  To give them the appearance of a unified gang, they were all built using combinations of 
  bodies and legs from Talon and Toothpick Murke, with a paint scheme inspired by the Necromunda House 
  Orlock models. 
   
   
  Close Combat Specialist, Vigo Njord 
   
  This model would be absurdly expensive to build if you didn’t have any of the pieces 
  in your bits box (buying the bits new would cost about £45!).  I really liked the judge 
  model’s leg armour, but only his right leg is usable (the left is hidden in the folds of 
  his coat) so I had to buy two just to get the legs to use on this conversion. These 
  were combined with Von Castellan’s upper legs to get the running pose.  The arms 
  were built using two Eversor left arms, combined with the gauntlets from the Judge 
  model.  The pistol is based on the Eversor's, but with a magazine from a space marine 
  bolter and a 2nd edition plastic hand flamer nozzle added to it to make it into an 
  autopistol with exterminator cartridge. 
   
  
   
   
   
  55 
  Fire Support Specialist, Serik Tane 
   
  This model was a much more simple conversion, built mainly from Imperial Guard parts, 
  with Covenant’s torso, an Adeptus Arbites head, and a bolter from the sadly discontinued 
  bolt weapons pack.  I wanted him to be kitted out with as much equipment as possible so 
  gave him a knife from the Eversor Assassin, with his other accessories coming mainly 
  from the 40k Space Marine range (with some bits dating all the way back to the Rogue 
  Trader era).  The backpack is made from a 2nd edition Wolf Scout Sergeant 
  backpack with the Sentinel array from the 40k Eversor Assassin attached to it. 
   
  Future Plans 
   
  I have a rather scattershot approach to modelling, preferring to physically fit different 
  pieces together to see what looks good, rather than designing and sketching out a 
  fixed idea, and constructing models based on the sketch.  This random nature also 
  applies to my planning.  Since I have a large bits box, I tend to throw things 
  together and go from there, rather than planning out a warband.  Naturally, I have 
  a few ideas about which pieces I may use next, but these are subject to 
  change at a second’s notice.  At the time of writing, I am working on a Witch 
  Hunter warband.  The leader is a power-armoured fiend with a chainsword 
  and storm bolter.  He is going to be accompanied by an interrogator with a 
  hand flamer and chainsword (just what he needs for purging witches!), a female Crusader, and the 
  Sanctioned Psyker included in this article. These are all in various stages of completion.  My other projects 
  that I have ideas for include more members of my still unfinished Adeptus Mechanicus warband, several 
  citizen NPC models, a Bounty hunter, and a Commissar. 
   
  
   
  56 
  A Violated Sanctuary 
  An Inquisitor Battle Report 
  By Ruaridh Dall, Jeremy Lowe and Derek Gillespie 
   
  Derek: Well, we’re back! Response to our first 
  foray onto the battlefield, reported in the last issue 
  of Dark Magenta, seems to have been largely 
  positive – our many thanks for all of the kind 
  feedback we received. Heartened by this, we’d 
  like now to present the continuing saga of 
  Inquisitors Goddard and Saussure upon the 
  surface of the war-ravaged planet of Agripinaa. 
  When we last met our protagonists, Goddard had 
  stumbled into the middle of one of Saussure’s 
  operations upon the planet, in the process of 
  carrying out his own operations against a 
  shadowy group sabotaging local utilities in the 
  main hive on the planet. A firefight ensued 
  between Saussure’s men and Goddard’s as the 
  latter chased some suspected recidivists straight 
  into the midst of a gathering orchestrated by the 
  former! When the dust settled, both Inquisitors 
  had turned up, and everyone had got out without 
  fatal injuries.  The two Inquisitors have now 
  decided to work together to combat the greater 
  threat facing the planet, of which Goddard had 
  uncovered only a small part. But, is all as it 
  seems? 
   
  Once more, GW Glasgow provided the space for 
  the game, for which we are all grateful to 
  manager Andy and his staff. My old friend Jez 
  Lowe pulls on his Gamesmaster’s boots for the 
  second time, and has doubtless got some more 
  devilish surprises up his sleeve to wrong-foot 
  Ruaridh and I. Onwards to the action! 
   
   
   
  Goddard folded Dexter’s arms across his chest and locked his thumbs together so his hands formed the 
  Aquilla.  He closed Dexter’s eyes and said a prayer for his departed spirit.  Goddard looked down at his face 
  one last time, and zipped the body bag shut.  
     
  That made thirty-three, Goddard thought, thirty-three of his associates, thirty-three friends that had died 
  since the Eye had spat out the legions of darkness in late 999.  All good people; all dedicated to He on 
  Terra.  Was this the fate they deserved? Snuffed out by a burst of lasfire in a dingy hab-block light years 
  from where they called home?  Perhaps not, but all had died in the Emperor’s service, and there was no 
  better way to die.    
   
  Goddard looked over the glass covered floor of the safehouse to the couch where Lisa lay. She would not 
  die today, but she clutched her leg and groaned as if she had minutes to live.  David sat impassively on a 
  chair by the door, his Lak 7 on his lap while he sat guard. Choi stood over the worktable on the far side of 
  the room; his hellgun stripped down to its component parts as he cleaned it and offered up prayers to its 
  machine spirit.  He had found time to remove his helmet, but his carapace torso armour was still in place.  
  He would not leave himself vulnerable while on an operation.  His professionalism was unparalleled, and 
  Goddard was eternally thankful that he could call upon Huan to protect him and spearhead his missions.  
  Goddard was certain he would once again prove his worth in the coming hours.  
   
  Saussure’s description of the terrorist action against the Celestian port had not come as any surprise to 
  Goddard when they had met some hours ago.  The world was in turmoil, and such despicable actions were 
  to be expected, but the fact that the Lords Ryan had left it so open to attack was deeply troubling.  The 
  government was overwhelmed by the forces arrayed against it, but Lord Enchivar Ryan seemed determined 
  to only look after his own, and not address the problems his peoples were encountering.  Theobald had 
  backed up what Saussure had said later; no concerted effort was being made to repair the arms factories, 
  and security forces at the local level were either missing from key areas or too busy looking after themselves 
  to clear the streets of insurrectionists.  There had been no top-down purge of the Administratum or military 
  and the more Goddard had thought about it, the clearer to him it had become: there was a definite possibility 
  that the government itself was the root of the corruption.  Just like the water syndicate had failed to repair its 
  distribution services, Enchivar Ryan could equally have done nothing proactive with regards to securing 
  Agripinaa as a whole. The information on the data-tablet was damning, and there was surely no way that 
  Enchivar’s laxity and Cato’s apparent treachery could not be linked.  Whatever the evidence seemed to say 
  
   
   
   
  57 
  though, such notions were not to be taken lightly, and definitive proof would be required before Goddard 
  would dare move against the Governor.  
   
  For the time being however, Goddard needed to concentrate on clearing the ruins of the Cathedral of Saint 
  Ethusias of the terrorists bent on destroying the Celestian port.  An attack like this would not be without risks 
  to their own wellbeing, and he could not dwell on the conspiracy at large if he wanted to complete this 
  mission.  Besides, there was a definite possibility that as a centre of operations, the cathedral ruins could be 
  home to a number of ringleaders and more information on the involvement of Cato Ryan. That was a lot 
  better than anything Theobald and Burrell could offer as an alternative for exposing the leadership of the 
  rebellion, so this was not just a purge for the sake of it.  If things went well Goddard knew he could find 
  himself in command of enough facts to end the madness afflicting Agripinaa, and what was his purpose here 
  if not to restore the world to order? 
   
  The mission then would be to destroy the recidivist cell and take prisoners for interrogation.  Goddard would 
  have liked the assistance of the Adeptus Arbites, but that would take time to organise and they needed to 
  act as quickly as they could to break the back of this particular movement.  A small knot of men on foot 
  would draw a lot less attention too than a cavalcade of Rhinos, and there would be less time for resistance 
  to be organised, and more importantly still, less time for the leaders to destroy any important evidence of 
  their actions and escape.  Saussure was due to send his acolyte Carter in his stead to lead the attack.  
  Goddard expected to see one or both of the “smakheads” in attendance too.  He was yet to meet Carter, but 
  Saussure had assured him that he would be perfect for this sort of operation, and to Goddard that implied 
  that Carter had a head-down mentality.  He didn’t think that would be a problem considering what could lie 
  ahead though.  Brute force would be their friend, he was sure.  He looked back to Lisa.  
   
  ‘How’s the leg?’ he asked.  
   
  ‘Worse than my guts and my arm,’ she replied through gritted teeth. 
    
  ‘The morphia is wearing off?’  
   
  ‘Smakkin’ right it is,’ she said gruffly.  
   
  Goddard stood and took an auto-injector from his belt and walked over to where Theobald lay.  She rolled 
  up a sleeve and offered her arm to Goddard.  He jabbed the needle into her deltoid, and with a hiss the 
  painkiller was driven into her arm.  She relaxed and sunk back onto the couch.  ‘You won’t be joining us in 
  the assault,’ Goddard told her.  ‘You are to rest, understand?’  
   
  ‘Yes,’ she answered wearily.  
   
  ‘David, Huan,’ Goddard continued, ‘Carter is due to arrive in a couple of minutes.  Ready your equipment, 
  it’s time.’  
   
  ‘Yes sir,’ Choi answered smartly, and set about reassembling his weapon.  David inhaled deeply and stood.  
   
  ‘Game on,’ he said, smiling.  Ever upbeat, Goddard thought.  
   
  There was a knock at the door.    
   
  ‘Tomashek Goddard?’ a voice called out.  
   
  Goddard opened the door to reveal a man in his late twenties, athletically built and with a chiselled jawline. A 
  crimson waistcoat of stiffened leather sat over neat grey robes, subtly emblazoned with the =][= of the 
  Inquisition. A sizable power sword hung from the scabbard by the man’s side.  
   
  ‘I am Nathaniel Carter,’ he said, ‘Interrogator seconded to the entourage of Lord Herodotus Benedict 
  Saussure, of the Ordo Hereticus Terran.’ 
    
  ‘That I guessed,’ Goddard replied, nodding at the sword.  ‘There’s no time to lose, Interrogator, lead the 
  way.’ 
   
  
   
  58 
   
  Further Interrogation Required  
   
   
  Ruaridh:  In the previous game, Theobald and 
  Burrell failed to get hold of the assassins that 
  killed the prisoner they had been holding, and 
  therefore they and Inquisitor Goddard could not 
  discover who had called for the killing to keep the 
  prisoner’s mouth shut.  They instead bundled into 
  Inquisitor Saussure’s operation, and Theobald 
  and Burrel found themselves in a small spot of 
  bother.  The situation was resolved before anyone 
  died, but Goddard now finds himself trusting 
  Saussure’s words.  As a member of the Ordos 
  Terran, Saussure appears to be nothing other 
  than trustworthy and Goddard has no reason to 
  disbelieve his information on the insurrection.  
  That is why they now find themselves about to 
  storm a ruined cathedral filled with numberless 
  recidivists in the hope to break this centre of 
  operations and nab themselves another prisoner 
  to interrogate.  Little do they know that they have 
  fast become pawns in Saussure’s plan. 
   
  After having such fun in the first game, I was 
  looking forward to getting back into the action with 
  this one.  Together the three of us has thrashed 
  out what had been said between Saussure and 
  Goddard after the first game and worked out what 
  our fellows needed to do in this one.  Goddard’s 
  mission was fairly simple: secure one of the 
  leaders as a prisoner for interrogation about the 
  recidivist Brotherhood.  However, there would no 
  doubt be quite a few hurdles to cross on the way!   
   
  We decided that Theobald would have to sit this 
  one out to nurse her wounds, but I would have 
  Goddard and Choi on the table from the get-go.  
  David would be there too, but probably as a well-
  meaning passenger once again!  As expected of 
  an Inquisitor, Goddard can handle himself, though 
  he’s fairly lightly armed.  His shock maul 
  (presented to him by the High Procurator of 
  Subiaco Diablo) would be good for subduing a 
  prisoner, and his carapace breastplate would 
  hopefully keep him safe from harm.  Ordo Malleus 
  Stormtrooper Sergeant Huan Choi is a veritable 
  tank, kitted out with a hellgun, grenades, a couple 
  of gunsights and a ton of carapace where it 
  matters, but then again he should be as one of 
  the Ordo Malleus’s elite.  I’m counting on him to 
  keep the others safe!  
   
   
   
  
   
   
   
  59 
  Sacrificing a Pawn 
   
   
  Derek: Well, thanks to a rare outbreak of 
  competent dice rolling in the last game, Saussure 
  has managed to get Goddard and his henchmen 
  on-side for an attack upon a hub of the recidivist 
  movement. 
  Saussure 
  knows 
  they’re 
  there 
  because, well, he’s been supporting the same 
  movement to push Lord Ryan’s inept control of 
  Agripinaa to breaking point. Still, they are traitors 
  to the Imperial cause, regardless, and they’ve just 
  outlived their usefulness to the aged Inquisitor. 
   
  Saussure has sent Nathaniel Carter to aid 
  Goddard, accompanied by the previously seen 
  Mikael 
  Durant, Inquisitorial Ward, and the 
  distinctly underhanded Vasa Sark, a sanctioned 
  psyker of long service with Saussure.  Nathaniel 
  is an extremely capable and pious individual, on 
  the cusp of being awarded full Inquisitorial status. 
  However, the recent death of his mentor, 
  Inquisitrix Lise d’Uset – by another member of the 
  Inquisition 
  – 
  has 
  seen 
  him 
  seconded 
  to 
  Saussure’s operation to complete his training. 
  The loss of his mistress has hit him hard and, at 
  this point in time, he’s maybe not as level-headed 
  as he should be.  He’s likely to be very direct in 
  his dealings with these traitor scum, seeing as 
  they’ve defiled an Imperial cathedral, and Durant 
  will be right beside him, given his penchant for 
  being where the fighting is thickest. 
   
  Sark, on the other hand, is here for an entirely 
  different purpose. Having almost no useful 
  combat abilities to speak of, Sark is a sanctioned 
  telepath of significant ability. Saussure has tasked 
  him with hunting down the ring-leader of this 
  brood of recidivists and planting incriminating 
  information into his or her head, such that 
  Goddard will be convinced by what Saussure’s 
  been telling him. Saussure has no wish to get 
  involved with fighting Goddard, he just needs the 
  younger Inquisitor to not mess up an operation 
  he’s been involved with for months! As such, Sark 
  will be waiting until the bullets start flying, then 
  slinking off to carry out his personal orders while 
  no-one’s looking! 
   
  At least, that’s the plan…  
   
   
   
  In the Director’s chair 
  Jez: The first game had been a real pleasure and 
  reasonably simple to run. This one, however, was 
  a little more complex. Both players were 
  deploying operatives with significant skills and 
  
   
  60 
  were likely to be able to quickly and methodically 
  clear the cathedral of its unwelcome denizens. 
  However, if the plot between the Byzantine 
  Saussure and the erstwhile Goddard was to have 
  a chance to play out then there would need to be 
  some careful management to ensure the right 
  circumstances presented themselves for a thrilling 
  climax to the game. 
   
  With this in mind we agreed that the terrorist cell 
  would be blessed with a good number of ‘red-
  shirts’ scattered through out the area. They would 
  have little chance of detecting the elite operatives 
  of the Emperor’s Inquisition as they infiltrated the 
  cathedral but, once the shooting started, they 
  would come running. Mechanically, this meant 
  that as one terrorist was killed or subdued, a 
  replacement would appear. 
   
  Given the martial prowess of the two warbands, I 
  felt there would be little chance of them being 
  overwhelmed but any direct progress would be 
  slowed, giving Sark a slim window of opportunity 
  to complete his mission. 
   
  To further increase both the drama and the 
  opportunity for creative thinking I ruled that the 
  night-time infiltration into a ruined part of hive 
  would incur significant penalties to sight and 
  shooting (unless the shooter was equipped with 
  suitable night-vision equipment). 
   
   
   
  The ruins of Cathedral San Ethusias reared up in front of Goddard like an almighty fractured skeleton of 
  some long-dead gargantuan beast.  Like so much of the Hive around it, the cathedral had been 
  indiscriminately shelled by both sides during the conflict and had been reduced to little more than fire-
  blackened rubble.  Only a few pillars stood defiantly amongst the destruction, marking out the cathedral’s 
  perimeter and where the internal corridors and chambers had once lain.  The arched entrance stood nearly 
  complete and dwarfed the surrounding buildings.  It loomed oppressively over Goddard, and out of the 
  corner of his eye he could see David looking up at it longingly.  Alongside Burrell, Choi had raised his 
  hellgun to his shoulder to view the entrance through his gunsights.  The Stormtrooper was not letting 
  grandeur get in the way of his professionalism. 
   
  ‘What can you see?’ Goddard called to him. 
   
  ‘Shadows,’ Choi replied without breaking aim, ‘there’s a lot of dark in there.  What’s left of the roof is blocking 
  out a lot of light.  We need to move carefully.’ 
   
  Shadows meant hiding places, Goddard thought, and if Saussure’s intelligence had been even half-correct, 
  there could be up to a score of armed men concealed within the dark interior of the cathedral.  It sickened 
  him that recidivists would use a house of the Emperor as a base of operations, but he would take no small 
  joy in routing the defilers from within its walls.  Furthermore, the cathedral would surely hold information on 
  the Brotherhood, and just perhaps, they would find out just how high the cancer had spread in the 
  Administratum. 
   
  In the parallel street, Special Officer Mikael Durant crunched through rubble, a pump-action shotgun cradled 
  within his arms, and his cyber-mastiff keeping close-by his side. He wasn’t trying very hard for stealth – there 
  was so much loose gravel and detritus spread around that it was almost impossible not to make some noise 
  as they approached the husk of the cathedral ahead. He paused for a second, and lifted the winged skull 
  icon around his neck to his lips. He kissed it. “Emperor forgive them for what they have done to His house”, 
  he mumbled, and let the devotional jewellery fall back against the crimson slab of his carapace armour. 
  Carter, slightly ahead of him and a few metres away on the other side of the street, raised his hand and 
  signalled for them to halt, causing Durant to rack the slide of his shotgun and move, back to the wall, 
  towards the edge of the ruined buildings facing the cathedral.  Carter ran over to stand just behind him. 
   
  “I need to see the Inquisitor and sort out how we’re going to do this, Mikael. Hold here until I signal you over 
  the comm-net.” 
   
  “Of course, Nathaniel.  Any ideas?” 
   
  “Well, someone’s going to have to cause a diversion if we’re going to have any chance of outflanking 
  whoever’s inside there. I’m sure you’d be willing to accompany me if the Inquisitor gave us the honour, no?”  
  
   
   
   
  61 
   
  Carter turned and headed off towards where he assumed Goddard would be. Durant liked the man, and was 
  pleased he’d stayed around with Saussure for the last few months. There had been talk that he wasn’t going 
  to finish his training, but they hadn’t heard Nathaniel say that for a long time now. Thing with Nathaniel, as 
  far as Mikael was concerned, was that he was like him. Sure, he was much smarter, and had found religion 
  in a big way, but he was still a man from the bottom of Imperial society, like him. Only real difference was 
  Nathaniel had dragged himself out of that life with his sharp mind a quick sword arm, and Durant was 
  privately determined to help him complete the transition. 
   
  Goddard brought Burrell and Choi to a halt 
  at the corner of the last building before the 
  stairs to the cathedral’s entrance, and 
  looked left through the burnt-out structure 
  for Saussure’s acolyte.  Interrogator Carter, 
  on first impressions, seemed headstrong 
  and had an overriding desire to prove 
  himself.  In those respects, he reminded 
  Goddard of Theobald, but where Lisa had 
  flair for stealth, Carter seemed exceptionally 
  in favour of brute force.  His combatant 
  mindset was perfect for this assault, and 
  that was no doubt why Saussure had sent 
  him to lead his agents.  Almost on cue, 
  Carter appeared at the opposite corner of 
  the building’s frontage, a steely look of 
  determination on his face.  Goddard 
  signalled for him, and Carter padded across 
  to the inquisitor’s side. 
   
  ‘Thoughts?’ Goddard asked. 
   
  ‘We mount a diversionary frontal attack,’ 
  Carter answered swiftly.  ‘We need to keep 
  the enemy contained within the cathedral to 
  allow a flanking force time to get in behind 
  them.’ 
   
  ‘Huge element of risk for the diversion, no?’ Goddard responded. 
   
  ‘I’ll lead the frontal attack,’ Carter replied.  ‘Volunteers from your side?’ 
   
  Goddard looked to Burrell and Choi.  David looked nervous, but the Stormtrooper was, as always, in a 
  battle-ready stance.  ‘Sergeant Choi, take the entrance with Carter.  David, stay with me on the flank.’ 
   
  ‘Sir,’ Choi assented.  David simply nodded. 
   
  ‘Very well,’ Carter said.  ‘Good luck.’ 
   
  ‘The Emperor is with us,’ Goddard said, and released the safety catch on his Havoy. 
   
  Carter watched Goddard and his prospector move off, trying to keep within the shadows as they made to 
  skirt the collapsed wall of the cathedral. He slid his power sword free from the loop on his belt and glanced 
  back at Sergeant Choi, seeing himself reflected in the visor of the Stormtrooper. 
   
  “The Emperor is our Shield and our Protector. He on Terra sees those who would defile His house, and will 
  grant us the strength to cleanse them”. Choi nodded curtly in response to the prayer, and allowed his 
  hellgun to fall free as he made the Aquilla. “Cover me as I go, Sergeant”, Carter said, and thumbed the 
  activation stud in the hilt of his blade. The soft blue glow illuminated the rubble around him. He tapped the 
  comm-bead into life. 
   
  
   
  62 
  “Mikael, we’re going in the front. Choi is with us and will cover the advance – follow me in. Sark, are you with 
  us?”  
   
   
   
  Vasa Sark heard the message from the Interrogator, and it stopped him in his tracks. Durant, the muscle-
  bound simpleton, was off to his right, shotgun raised and focussed upon the darkened opening of the 
  cathedral doorway. Sark might have his own work to do down here, but Inquisitor Saussure had made it 
  clear that it was for him alone. He had to get everyone else engaged in combat – where they hardly 
  expected him to be – before he could do what was asked of him. He calmed himself, and cast his mind free 
  across the square, feeling the soulfire of those inside. No-one resisted him – there was no psyker-trace 
  amongst these poor fools. He would be unmolested in what was to follow. 
   
  *They advance, Interrogator. Three are converging on the fallen archway, and two take cover deeper within 
  the structure. I can feel their minds – they know anger at our trespass.* 
   
  Carter winced at the intrusion into his mind. The witch had his uses, but he was no friend to Nathaniel – 
  none of their kind were. Not the telepaths. “Is your comm broken, Sark?”, he asked. 
   
  The soft voice came back, unsettling for suddenly appearing in his ear this time. “My apologies, Interrogator 
  – a force of habit.  Lord Saussure finds it useful to avoid such crude communication.” 
   
  “I don’t, Sark. The Master isn’t here, so we do things my way. We’re going in – I need you to do whatever 
  you can to confound their actions as we attack, and inform us of approaching dangers.” 
   
  Sark smirked. He knew the youngster didn’t feel comfortable around him. “Of course, Interrogator. Emperor 
  guide you.” 
   
  There was one hiding 
  behind the thick pillars 
  of what had once been 
  the doorway. An open 
  mind, 
  pliable 
  and 
  receptive. Sark grinned, 
  his lips pulling back 
  from his teeth, making 
  him look even more 
  skeletal than usual. He 
  barely 
  had 
  to 
  try, 
  sending 
  his 
  will 
  effortlessly through the 
  pathetic mental barriers 
  the man possessed. He 
  felt the merest hint of 
  surprise and fear, then 
  had control of him like a 
  puppet 
  on 
  a 
  string. 
  Without 
  a 
  second’s 
  hesitation, Sark willed 
  the helpless man out of 
  cover 
  and 
  into 
  the 
  open. 
   
  Carter was already running for the smashed remains of the central door pillar, power sword in hand and 
  stubber drawn, when he saw the man stumble out of his concealment in a bemused fashion. A shotgun 
  barked from off to his left, and he saw Durant rack the slide again. The target flinched, rudely roused from 
  whatever stupor had affected him, but the shell had missed and he was still on his feet. Rage crossed his 
  
   
   
   
  63 
  face at the trespass of Carter onto his temple, and he bounded down the steps towards the charging 
  Interrogator, a chainglove roaring to life around his left fist. Carter sprang to meet him. 
   
   
   
  Mind Control 
  Derek: I was extremely pleased at Sark’s mental prowess in taking control of the hidden recidivist after using 
  Psi-Track to scan the board and focus on the obviously dangerous, chainfist-wielding maniac waiting, 
  otherwise unseen, to gut Carter. I can’t always help the feeling that every time my psychic characters try 
  anything, their brains are likely to dribble from their ears. However, in this instance Sark performed expertly, 
  guiding the hapless fool out into the waiting overwatch sights of Durant. Of course, the Ward fluffed his take-
  down shot in the extreme gloom (damn Jez’s harsh range penalties!), leaving the goon free to attack the on-
  coming Cater with impunity. Sigh…    
   
   
   
  The rubble under Goddard’s feet was making progress slow.  They had barely made it six yards before the 
  sound of gunfire was ringing out from the entrance behind them.  He had his Havoy raised in front of him 
  now in the knowledge that any element of surprise they could have relied on had well and truly deserted 
  them.  Force was the only option open to them now.  He turned his head to David as he hovered at his right 
  shoulder, and motioned for him to draw his gun.  Burrell was a good investigator, but he was no warrior.  It 
  was unfair to pressgang him into this kind of operation, but Goddard was confident that he would do his part 
  without dissent or cowardice.  Goddard focussed on a mound of smashed wall that lay across their path 
  some metres ahead.  He caught sight of movement behind it and before he could shout a warning to David, 
  stubber fire began thudding into the stones around them, ricocheting wildly.  He grabbed David by his 
  armour and dragged him back into cover at the corner of the cathedral.   
   
  ‘Smak that,’ David huffed as more rounds buried themselves in the stone they sheltered behind.  Goddard 
  nodded.  They were back where they had started and the flanking manoeuvre was not going to be a gentle 
  stroll by any stretch of the imagination now. 
   
   
   
  The chain-glove whirred passed Carter’s head, missing his body by mere inches as he twisted his shoulder 
  out of the way. His charge was disrupted by the sheer ferocity of the recidivist’s attack, carried out with 
  almost no regard for his own safety. Carter brought his power sword up and inside the man’s guard, but a 
  strong hand intercepted his wrist and held it fast. He locked eyes with his opponent, both of them straining 
  against one another. The shriek of the crude chain-weapon filling his ears, Carter brought the butt of his 
  revolver up and cracked the man across the chin, making him recoil and release Carter’s wrist. Swinging his 
  sword freely once more, he brought the blade across his body in a flat arc, making his foe jump backwards, 
  the heavy glove trailing slightly behind the rest of his retreating body. The leading edge of the power field 
  clipped the whirling blades, and the resultant energy surge temporarily shut down the chain mechanism, 
  buying him a moment of respite. Nathaniel was aware of Mikael running in from his covering position, 
  drawing a crackling shock maul and accompanied by his cyber-mastiff as he hurried to cross the twenty or 
  so yards of open ground and engage in combat, but he wasn’t going to be in time to influence this fight. The 
  man, sweat pouring from his muscled frame, hurled himself at Carter, his chain-glove roaring to life once 
  more. Carter side-stepped, tripping the berserker and turning on the spot after the man’s trailing body. He 
  was beginning this follow through with the energy-sheathed power sword when the substantial frame of 
  another recidivist crashed into him, barrelling him backwards and allowing the berserker to stagger back 
  onto his feet and run down the steps of the cathedral. 
   
  Sark watched as chaos broke out on the steps of the San Ethusias – the foolhardy Interrogator’s charge had 
  been well and truly bogged down in a dangerous and close-ranged firefight, which Durant had obligingly 
  charged into as well. As he watched, a stray las-round clipped the Ward, sending him sprawling into cover 
  behind the remains of a penitent shrine, grasping his thigh. All the better for him, he reflected as, unnoticed 
  
   
  64 
  through the confusion of battle, he slipped off into the darkness around the side of the ruined cathedral, 
  heading towards the target as revealed by his earlier mind-casting.      
   
  As chaos descended on the steps before him, Choi kept calm and focussed, not letting his concentration 
  drop as he methodically loosed pulses of over-charged laser energy at the enemy to the rear of the 
  cathedral as if they were targets on a firing range.  The blasts had pinned one of them, wearing a defaced 
  PDF uniform, and Choi waited for him to pop his head out of cover, his motion predictor highlighting exactly 
  where it expected it to reappear.  He focussed hard on the spot, but his concentration was thrown by the 
  distinctive wail of a chain-weapon.  He snapped his head to the left and barely had time to step backwards 
  from a downwards swing of an industrial chainfist.  The crazed fighter had somehow made it past Carter, 
  and Choi’s singular focus on the man to the rear had almost cost him his head.  As the momentum of the 
  swing pulled the berserker to Choi’s left, Choi himself sidestepped to the right and levelled his hellgun.  The 
  close-range shot caught the attacker in the gut and sent him tumbling backwards.  Choi said a silent prayer 
  and raised his gun to his shoulder once more. 
   
   
   
  His new attacker was less frenzied than the previous assailant, Nathaniel realised. He was older, and 
  running to fat, but he held a sizeable hammer in a confidant two-handed grip that spoke of years of usage. 
  The weapon swung in arcs, stopping Carter getting in close enough to do damage with his power sword. He 
  advanced, feinting and teasing with the blade, but the old man was good, deflecting the very edge of the 
  weapon with the massive shaft of the hammer, never letting Carter land a clean blow, but clearly being 
  aware that he couldn’t commit to the attack himself without risking having his weapon destroyed. Locked in 
  their private dance, Nathaniel was caught entirely unawares by the faintest kiss of a las-bolt, passing scant 
  inches from his forehead – an unseen assailant trying to put an end to his ingress into their defiled hideout. 
  Distracted for a crucial second, Carter took a solid blow to his wrist from the hammer-wielder, sending his 
  power sword from his hand to lie in the dust off to his right. Quick to follow up his advantage, his assailant 
  began to swing purposefully, each blow capable of smashing bones or crushing skulls. In desperation, 
  Carter threw himself into the man, ducking under a huge swing and wrestling the huge man around so his 
  back was to his fallen sword. With a brutality that spoke of his youngest years in the filth of the hive, he 
  smashed his head into the hammer-man’s face, sending him tumbling backwards and allowing the 
  Interrogator to stoop and collect his sword once more.  
   
   Blood streaming from his 
  broken nose, his foe was 
  not ready to give up, and 
  sent two furious blows to the 
  ground, forcing Nathaniel to 
  roll left and right, dust 
  billowing around his body. 
  Finally, he saw the opening 
  he had been waiting for – 
  his 
  opponent 
  committed 
  himself to a killing blow, 
  heaving the huge weapon 
  back above his head to 
  strike with the force of a 
  comet 
  onto 
  Nathaniel’s 
  skull. As he did so, he 
  exposed himself to attack, 
  and Nathaniel pounced. The 
  power sword scythed out, 
  ripping through the man’s 
  paunch and spilling blood 
  from a huge gash across his 
  stomach. As he reeled with 
  pain, Carter was back to his feet, and rammed home his blade deep inside the screaming assailant, drawing 
  his bulk close to him, and turning the dying man between himself and any other foes. The move was 
  
   
   
   
  65 
  prudent, as another man rose from behind a fallen pillar further down inside the knave of the cathedral, his 
  face contorted with rage and a heavy-calibre autogun in his hands. Realising that he had no cover to go to, 
  Nathaniel ducked behind the dead body as the gun-wielder opened up, dozens of bullets peppering the 
  ground around himself and his makeshift shield. Carter felt the weight of the corpse shudder more than once 
  as bullets hit home, and he realised he had no choice but to make for the safety of the entrance wall, two 
  metres back from where he was now. Waiting for a lull in the storm of bullets, he flung himself clear of the 
  dead man and rolled for cover as the bullets started once again. One zipped across his calf, drawing blood 
  and sending him rolling down the first few cathedral steps, mercifully clear of further projectiles in the short 
  term. 
   
  Desperate Combat 
  Derek: During Carter’s one-on-one (that became a two-on-one thanks to an opportunist with a las-pistol!) 
  with the hammer wielder, I spectacularly failed a riposte after a successful parry – I think I rolled a 98. Jez 
  decided, with no small amount of glee, that Carter had lost his grip on his sword, and was now fighting 
  unarmed! Luckily, I managed to execute a few successive dodges and circles to take the stupidly brave 
  Interrogator next to his fallen weapon once more, and finally ended the combat after getting the blade back 
  in Carter’s hands. All for nought, of course, as he was left without any actions to follow-up into cover, and 
  was then forced to dive back the way he came when a maniac opened up with several full auto blasts from 
  an autogun. Damn those fickle action dice!   
   
   
   
  Goddard risked a quick glance around the corner, and quickly pulled his head back as the gunman sent a 
  fresh flurry of shots his way.  He looked back towards the cathedral entrance to see the man Choi had 
  floored trying to get back to his feet.  Goddard punched a round through the flesh of his calf and he dropped 
  again, and was immediately set upon by the ward’s cyber mastiff.  Goddard grunted with satisfaction, and 
  turned his mind back to his mission.   
   
  ‘What now?’ Burrell demanded as Goddard turned back his way. 
   
  ‘We try the flank again,’ Goddard replied swiftly.  ‘We have to get to the rear; otherwise we will all be pinned 
  at the foot of these stairs and killed in short order.  Come on.’  David nodded and gritted his teeth.  The pair 
  stepped towards the corner.  With a distraught cry, a heavy weight thudded into their backs and they both 
  found themselves on the floor.  Goddard forced the resisting body off his legs, and looked on in confusion as 
  Carter lifted himself off the floor. 
   
   ‘What the smak are you 
  doing?’ 
  David 
  asked 
  accusingly.  Goddard made to 
  echo Burrell’s sentiment when 
  a shape appeared above him 
  at one 
  of the 
  cathedral’s 
  smashed windows.  Goddard’s 
  eye fixed 
  on the stubber 
  pointing down directly at his 
  face.  A bolt of red light flared 
  and the man flew backwards.  
  Goddard looked back over his 
  shoulder to meet the visored 
  gaze of his saviour.  Choi 
  nodded briefly at Goddard and 
  swung his hellgun back to the 
  cathedral entrance.  Goddard 
  pushed himself to his feet 
  knowing that the Stormtrooper 
  was 
  due 
  another 
  commendation.  He looked to 
  Carter 
  and 
  saw 
  
   
  66 
  embarrassment and anger written all over his flushed face.  Without a word, the interrogator slapped a 
  wound-sealer onto his leg and flew back up the steps into whatever combat had forced him from the 
  cathedral’s atrium.  Goddard didn’t think it would be worth his while to enquire as to what had happened 
  later.  Shaking his head, he turned back to the corner, where David stood waiting and stepped back into the 
  firing line.  An overwatch shot skipped off his breastplate and he zeroed in on the shooter’s position.  He 
  raised his Havoy and let rip.  The autopistol bucked in his hand, spraying the ruins with fire, and the man 
  went down, grasping a shoulder.  Goddard beckoned for David to follow.  They weren’t pausing any longer. 
   
  Skittles and Guardian Angels 
  Ruaridh: When Carter failed his pinning test, he threw himself down the stairs quite theatrically and collided 
  with Goddard and Burrell and we decided they’d have been knocked sprawling.  This put them in a 
  defenceless position in front of the goon with the stubber, but fortunately Sergeant Choi wasn’t getting 
  involved in any of the calamity around him and saved Goddard’s bacon with some accurate hellgun fire.  I’m 
  glad there was at least one pro on the table! 
   
   
   
  Back on his feet, with the burn across his thigh numbed by pain-stimms, Carter pressed himself back up 
  against the wall of the cathedral. A quick glance around the corner was answered with yet more gunfire from 
  the gloom, and he jerked his head back at speed. Durant was back on his feet, a rough and ready bandage 
  wrapped around a thigh wound of his own, and one that looked worse than his. Movement from the corner of 
  his eye alerted him to a new threat, as an extravagantly-haired young man rose from behind a marble 
  column and lanced a las-shot towards him. He stood his ground, returned fire with his own stubber, then 
  ducked back before the hail of predictable counter-shots came from the gloom. He was getting nowhere fast.  
   
   
   
  The combat was close and fast, just as years of warfare in the service of the Ordo Malleus had prepared 
  Choi for.  His hellgun fed him targeting information, and he adjusted his aim accordingly to fire off a bolt at a 
  running target to the rear of the cathedral.  A cultist charged at him, an oversized hammer in his hands.  
  Choi stepped out of the way of the clumsy swing and fired a trio of shots into the man’s torso as he passed 
  him, leaving him to topple head-over-heels down the steps.  Swinging his weapon back round, Choi found 
  no shortage of new targets. 
   
   
   
  David’s goggles highlighted the 
  enemy in the building in red and 
  yellow, and he swore quietly.  
  There were still at least half a 
  dozen.  Not your problem, he told 
  himself, and looked ahead once 
  more.  The man Goddard had 
  blasted had to be close.  He 
  scrambled up over the rubble and 
  found himself practically on top of 
  him.  Panic flashed across the 
  man’s face and he reached for 
  his pistol.  The Lak 7 roared in 
  David’s hand.   
   
  Burrell barely heard Goddard 
  calling out his name, such was 
  his fixation on the corpse at his 
  
   
   
   
  67 
  feet.  He pulled his goggles off and looked on in shock.  His round had blown the back of the man’s skull out 
  and spread brain matter and Emperor knows what else over the stone in a crimson wash.  He hadn’t ever 
  seen anything as horrific, let alone something that he had perpetrated.  He felt a hand on his shoulder, and 
  turned to see Goddard’s face.   
   
  ‘I was worried for a second, David,’ the inquisitor said, ‘but I see that you had things well under control.’ 
   
  ‘Yeah…’ David replied. 
   
  ‘Come on,’ Goddard patted his shoulder.  ‘More to do yet.’ 
   
  David nodded, and cast one last look at the body.  ‘Smak me,’ he said under his breath, and pulled his 
  goggles back on. 
   
  Ruthlessness is a Virtue  
  Ruaridh: Despite David’s woeful Ballistic Skill, he had not only managed to hit the cultist, but had also 
  caused enough damage to blow his head off.  Needless to say, we were all rather shocked by how ruthless 
  the prospector could be, and so was Goddard! 
   
   
   
  Mikael Durant rolled into cover behind what might have once been some form of votive shrine in front of the 
  cathedral door, and racked the slide on his shotgun. His leg throbbed, but the stimms seemed to be keeping 
  the pain largely under control. This whole situation was an Emperor-damned fethstorm, if ever he’d seen 
  one. The weight of fire coming from the darkened doorway of the cathedral was phenomenal – he knew fine 
  well there probably weren’t any more than five or six men inside, but they were men with concealed 
  positions and proper weapons, benefiting from the cover of the stygian gloom in the ruined cloisters. Carter 
  was off to his right, back pressed against the archway as las-shots whizzed passed him. He was covered in 
  nicks and scratches of his own, and looked like he’d taken at least one hit to the leg. The look on his face 
  was not a happy one – diversion this may be, but Durant knew Nathaniel well enough to realise that he 
  wasn’t merely trying to buy time for Inquisitor Goddard – he’d want to clear this nest of traitors himself, 
  especially as they had defiled an Ecclesiarchy cathedral.  
   
  He open up his comm, and tapped through to the Interrogator; “Going in again?” 
   
  “Emperor knows I’m going in again. These scum are eventually going to make a mistake, and I only need 
  one good opening in those fire lanes to get inside.” Carter’s voice quivered with constrained rage as he 
  spoke. 
   
  “You know,” Durant voiced, ignoring the fizzles as more las-bolts smacked into the stonework of the ruined 
  offering place behind which he crouched, “some people would just try another way in.” 
   
  “Some people aren’t agents of the Inquisition with their blood up, Mikael. Faith in the Emperor, comrade – 
  He is ever our shield when the cause is just. Cover me, if you please.” 
    
  The comm clicked off. Durant stood and blasted off three shells in quick succession, forcing one 
  extravagantly-haired recidivist backwards into the shadows. He then had to duck frantically as a line of small 
  calibre auto-shells pock-marked the ground towards him at speed, eventually burying themselves in the 
  now-crumbling offering place. Not much more cover to be had here, he realised, and took a breath before 
  standing up again. “The Emperor is ever our shield, eh? Might be nice if He gave me a shield right now…” 
  Durant cracked off another two scatter rounds into the gloom, as Interrogator Carter threw himself through 
  the doorway, power sword blazing, exploiting the brief respite in the out-pouring of hostile fire. Durant swung 
  his shock maul back into his hands, thumbed the activation stud, and chased after the headstrong 
  Interrogator. 
   
   
  
   
  68 
   
  Unseen by anyone else, Vasa Sark clambered over the loose scree of rubble that had cascaded down the 
  flanks of the cathedral during the war. He could hear the gunfire behind him and to his right, furious and 
  near-unrelenting, but it was of no concern to him. Ahead of him, comparatively undisturbed next to the ruin 
  of the rest of the building, was a building clearly intended as some sort of inner sanctum or sacristy within 
  the cathedral. What had once been interior windows had been reinforced with crude metal bars, but Sark 
  had no intention of doing anything so brutish as physically breaking the stained glass. He could hear 
  movement inside, and that was all he needed to know to convince him he’d found his quarry. He cleared his 
  thoughts, slowed his breathing, and reached out with his mind.  
   
  Out-of-Character Knowledge 
  Jez: Throughout the game, Sark had purposefully been skirting the combat to get into position. Ruaridh was 
  able to see Sark’s every move and could easily have ‘accidentally’ placed his operatives in such positions as 
  to prevent Sark from completing his mission. To his credit, Ruaridh was able to draw a line between what he 
  knew and what his characters knew. This ‘staying in character’ is vital to the drama and atmosphere of this 
  sort of game and, knowing Ruaridh, I was not at all surprised that he was willing to subordinate an increased 
  chance of ‘winning’ to achieve this. However, other players may not be so mature so it is an important role of 
  the GM to ensure that players do not try to make their characters act on knowledge they wouldn’t have. 
   
   
   
  Choi sent the gunner to the 
  left back behind cover with 
  a 
  lancing 
  hellgun 
  shot 
  before moving up the stairs.  
  He saw Carter engaged in 
  combat, blocking his line of 
  sight to the rear.  The only 
  clear 
  target 
  was 
  the 
  chainfist-armed man on the 
  floor, despite 
  the 
  cyber 
  mastiff tearing at his arm.  
  He took aim and loosed two 
  bolts into his chest, finally 
  ending his struggles.  The 
  cyber mastiff released his 
  ruined arm from its jaws, 
  and scanned for further 
  victims 
  with 
  an 
  almost 
  quizzical look.  It bolted off, 
  and 
  Choi 
  resumed 
  his 
  search for new targets. 
   
   
   
   
  Thankfully clear of the carnage within the cathedral, Goddard and Burrell stopped at the base of the ruins at 
  the rear of the cathedral.  Through the smashed windows they could see a shrine, almost untouched by 
  shelling in comparison to the rest of the building and large enough to host a small congregation on its own.  
  Without even looking at each other or speaking a word, both instantly knew that within its walls they would 
  find the master of this knot of recidivists, and perhaps the key to rooting out the heart of the corruption.  
  Goddard holstered his autopistol and began to climb the rubble, David close behind. 
   
   
  
   
   
   
  69 
   
  Plunging once more into the darkness, it took a second for Nathaniel’s eyes to adjust to the gloom. As he 
  focussed fully on his quarry, he saw that his charge had taken the defenders of the defiled cathedral by 
  surprise, but he hadn’t been quite quick enough. The same pistol-wielding foe as before, all green hair and 
  skin piercings, levelled his las-pistol and cracked off two quick shots, at the same time as a second man 
  leapt from behind his concealed position, sending more las-blasts across his path. Facing being bisected by 
  the perpendicular streams of fire, Nathaniel threw himself forwards, ducking under the las-fire and rolling 
  back to his feet, finding himself on the opposite side of the same ruined pillar the pierced youth was using as 
  cover. At the same moment, Durant’s charge lead him up and over the threshold of the cathedral at last, 
  leaping the fallen pew benches that formed the first, least substantial, barricade to their ingress. His shock 
  maul swung down in a fizzing arc, crunching into the shoulder of the las-gunner who had broken cover in 
  response to Carter’s charge. The man recoiled, fighting to stay on his feet, but Durant followed up with his 
  trailing fist in fluid motion, buckling the man over and exposing the back of his skull to an incapacitating 
  second blow from the maul. The man crumpled in a spasming heap, and was still. 
   
  Shocked at seeing 
  his 
  compatriot 
  downed only a few 
  seconds after their 
  position 
  seemed 
  secure, and having 
  lost the other man 
  with 
  the 
  power 
  sword, 
  the 
  young 
  recidivist turned his 
  laspistol on Durant, 
  smacking 
  the 
  Ward’s 
  carapace-
  armoured torso with 
  a 
  las-round 
  that 
  spun him round and 
  left him on his back, 
  but 
  otherwise 
  unharmed. Even as 
  he 
  watched, 
  the 
  Ward grabbed his 
  shotgun one-handed 
  and 
  aimed 
  it 
  squarely 
  at 
  him, 
  unleashing another 
  fragmentation round. The shell exploded behind his head, missing him, but making him duck back and out of 
  the line of fire. It was only when he rounded his covering pillar that he realised he was face to face with his 
  original target, who wasn’t so lost after all. 
   
  Nathaniel grinned broadly, adrenaline pumping through his body as he saw the shock on the man’s face at 
  coming face to face with him once more. His range at the defilement these men had inflicted upon the 
  Emperor’s place of worship was boiling by now, fuelled by his own resentment at how hard these scum had 
  made him work to get even a few feet within the ruined building, as if they had some right to be there! His fist 
  lashed out once, twice, three times, pushing the man back and sending his laspistol flying. He tried to reach 
  behind him and retrieve what looked like some form of cudgel from his belt, but Nathaniel had already taken 
  a two-handed grip on his sword, and sent the blade diagonally across the man’s torso, from left hip to right 
  shoulder, throwing the man backwards, trailing blood from the huge gash on his chest. 
   
   
   
  A knot of men came charging from the rear, stubbers blazing.  The final gambit, Choi thought to himself.  He 
  swung his aim onto them, but winced as a round caught the back of his left hand.  He hunkered down on the 
  
   
  70 
  stairs and checked that all five fingers were present and correct.  Not even a flesh wound, he told himself, 
  and retook his aim, determined to take some revenge. 
   
  Damned Nerve Tests! 
  Derek: As anyone who has ever seen me play Inquisitor will know, my grand plans will always collapse as 
  soon as I touch dice. If, by some miracle, the action dice are favourable, chances are I’ll fail the next roll the 
  GM asks me to take. All the time Durant and Carter were trying to get into that cathedral, I failed practically 
  every single Nerve test I was required to roll, and neither of those two characters are cowards! In fact, Carter 
  is a decidedly brave man! However, in this case, all a recidivist had to do was wave a gun in the general 
  direction of my boys and they were high-tailing down the steps it had taken the last two turns to climb. Choi, 
  by contrast, was an immovable rock, with Ruaridh passing all but one of the tests he took for being fired 
  upon. It got to the stage where Ruaridh and Jez were pretty much incapable of preventing themselves 
  howling with laughter as yet another 96 was rolled, and my head bashed itself off the gaming table at the 
  same time as the “brave” Interrogator rolled in the dirt once more… 
   
  Vasa Sark was utterly still, his body near-defenceless as he cast 
  his mind beyond the physical prison of his flesh and bone. 
  Unfettered, his psychic self soared through the walls of the defiled 
  sacristy, seeing the soulfire of the recidivist leader lurking within. 
  Without a moment of hesitation, he smashed aside the feeble 
  mental barriers of the contemptible blunt, enforcing his own will 
  onto that of the man, whose body had now begun to quiver at the 
  intrusion. There was no time to be gentle, however – the 
  memories had to be forced into the man’s cortex, and he could 
  sense Goddard and his lackey were very close indeed. Satisfied 
  the job was done, the spectral essence of Vasa Sark detached 
  itself and hurtled back, returning to the waiting body of the 
  sanctioned psyker. The recidivist staggered as his mind returned 
  to him, totally lacking in understanding as to what had just 
  happened. 
   
  Outside, in the darkness, Sark made his way down the rubble 
  slopes and headed off towards the sounds of the fighting, even as 
  he heard Goddard and Burrell attempt to force entry into the 
  sanctum. Maybe he could still help Interrogator Carter clear out 
  this little nest of vipers after all.   
   
  The Best Laid Plans… 
  Derek: From the start of the game, Sark had been working his way around the cathedral with the intent of 
  psychically planting false memory engrams in the mind of the recidivist ring-leader, with the intent that 
  Goddard would uncover this “evidence” later on. However, we also thought that Sark might be carrying some 
  other, physical, evidence with him too, just to compound the lies being spread. Due to Goddard and Burrell 
  making their way around the opposite side of the cathedral comparatively unimpeded, they were only 
  moments behind Sark in reaching their goal. Sark knew this, so had to slink away without leaving these 
  physical clues to back up the mental ones he had planted. Thus, there was a hole in Saussure’s plan that 
  would be open for discovery by the determined observer… 
   
   Goddard unslung his shock maul and thumbed the activation stud.  A low hum sounded out and he nodded 
  to Burrell.  David raised the sole of his boot and crashed it against the door to the shrine, which swung open 
  with a bang.  Goddard was through in a shot and quickly spotted its sole inhabitant, standing over a bucket 
  of burning documents.  He lashed out with the maul and caught the man on the temple, sending him 
  convulsing to the floor.  David kicked the bucket onto its side and began stamping on the burning papers.   
   
  ‘Some of this has to be of use,’ he said.  Goddard nodded and deactivated his maul.  He looked back to the 
  man on the floor.  He was dressed simply, and carried too much weight around his middle.  A fairly well-off 
  desk jockey, he assumed, but not of too high a standing.  He didn’t look to be the kind to mastermind the 
  Brotherhood, but he certainly would have information.  The gunfire from outside told him that the enemy had 
  still not been subdued.  He took a pair of zip-ties from his belt and turned the man onto his front to restrain 
  him.  The day was not quite finished yet. 
  
   
   
   
  71 
   
   
   
  Carter moved with a killer’s grace now, the lethal intersecting gunfire that had been holding him at bay finally 
  faltering as the recidivists’ numbers had dwindled. He left the fallen body behind him and ran to meet the 
  charge of another hammer-wielder, swinging his powered blade around into the shaft of the huge weapon, 
  shearing it in two, and following his swing through into the meat of the man’s belly. His would-be assailant 
  crumpled in a mewling heap at the Interrogator’s feet, where Carter let him lie. Another man, the last as far 
  as he could see, launched himself at Mikael, another of those crude chain-gloves whirring on his fist. Durant 
  had seen him coming, but never had to make the defensive move he had primed himself for. The charging 
  traitor seemed to lose the ability to move his legs, despite the adrenaline clearly pumping through his veins. 
  A look of sheer confusion and panic crossed his face, seemingly willing his legs to move, but getting no 
  response. 
   
  Walking slowly up the stairs and into the cathedral came Sark, his eyes glowing with lambent wychfire. His 
  staff was held before him, pointing at the man like an arrow. How typical, thought Nathaniel, of a psyker to 
  keep out of harm’s way until the very death. Sark gestured towards the floor of the cathedral with his staff, 
  and the recidivist dropped to his knees, his legs now seeming to rebel against his wishes in the opposite 
  fashion to only a moment before. 
   
  “Would you care to finish him, Durant, or shall I have him do it himself?” Sark asked. The helpless man’s 
  chain-glove began to move towards his own throat, terror springing wide in his eyes. 
   
  Durant looked at Carter, who nodded, and the Ward cracked his shock maul across the back of the man’s 
  skull. He passed out instantly, the chain-weapon falling silent by his side. Carter stared at Sark, who looked 
  slightly displeased. 
   
  “We have finished our work, wych. There is no honour in killing the defenceless.” 
   
  Sark shrugged, and turned to walk away. Carter was about to call him back, when he heard footsteps behind 
  him. He turned quickly, sure there had been no further assailants to deal with. Goddard and the prospector, 
  Burrell, came out of the gloom, a prone figure slung between them, and several sheathes of paper hanging 
  from bindings on the Inquisitor’s belt. 
   
  “Well met, Interrogator. We have what we came for.”  
   
   
   
  Prisoner Taken 
  Ruaridh:  That went remarkably well.  High point had to be David’s execution of the traitorous scum that had 
  pinned he and Goddard down for the first couple of turns; I was shocked by the competency of my dice 
  rolling!  Man-of-the-match had to Choi though.  He performed like a machine for most of the game, bringing 
  down cultist after cultist, and saved Goddard’s bacon at one point.  Only a couple of turns of near-inactivity 
  and a pathetically failed Nerve test to spoil a near-perfect performance.  Ordo Malleus Stormtroopers are 
  obviously made of stern stuff!  
   
  Most importantly though was the fact that Goddard managed to take the paper-burning man prisoner before 
  Sark could plant the last piece of falsified evidence.  Interrogating him thoroughly should reveal Saussure’s 
  duplicity, and the revelation should make for an exciting final game!  
   
  Once again the game itself was played in good cheer, and we all had a laugh at Derek’s expense with his 
  inability to pass Nerve tests!  Jez kept us on our toes with some exceedingly competent enemies to fight 
  through, and I’m convinced he somehow managed to put a hex on our characters that prevented them from 
  reaching the top of the steps into the cathedral – they just could not get in the building!  Speaking of the 
  
   
  72 
  cathedral, it was a lovely table to fight on, and I’m in gratitude to Andy at GW Glasgow again for not 
  chucking it out as he had planned so that we could play this game.  
   
  Onwards then, to the final game.  Should prove to be good fun. 
   
   
   
  Mission (Almost) Accomplished 
  Derek: Well, that was amusing, if not exactly as smooth a performance as I’d have liked! I knew that all the 
  good luck I had in the last game would come snapping back to hit me in the face this time around. I was 
  simply unable to pass a single Nerve test – I think I must have, without exaggeration, successfully passed 
  two of them, out of about twenty Jez made me take. A lot of the time, they were with + 20% modifiers as 
  well!  
   
  I should maybe explain why I continued taking such direct routes with Carter and Durant, when sneaking like 
  Goddard may have been a better plan. As I explained in my introduction, Carter’s meant to be a bit grief-
  stricken and single-minded at this point in his career, and is looking to vent his anger at the loss of Inquisitrix 
  d’Uset through combat and prayer. This, coupled with the fact that he has the Heroic ability, meant that I felt 
  he had to be right in the thick of things. Heroic characters should have no qualms about putting themselves 
  in danger, as far as I’m concerned. Of course, his constant failing of Nerve tests was most certainly not 
  heroic, but at least I tried. Hardly my fault if the dice don’t to play along, is it? 
   
  Surprisingly, the one element that did work out well was Sark’s psychic meddling, as he didn’t have a single 
  brain-dribbling moment during the whole game! If only Durant had blown the head off the man Sark forced to 
  walk between his gunsights, maybe the whole initial assault would have gone more smoothly. Never mind – 
  Jez had just decided it was really dark in that cathedral, though I don’t think he realised just how much of a 
  meal Carter, Durant and Choi were going to make of getting in that front door (To be fair, Choi was much 
  more competent than the other two!). 
   
  So, Goddard has his man, but that man has had highly incriminating evidence planted inside his head by 
  Sark, in the hope that this will make Goddard more amenable when Saussure makes his move and topples 
  Lord Ryan. Only time, and the upcoming interrogations and investigations by both parties, will tell how this 
  one plays out…   
   
   
   
  The Storm Gathers 
  Jez: Wow! That was tense. Sark was within seconds of planting the evidence needed to complete his 
  master’s plan. However, having failed to do so, a titanic confrontation between Goddard and Saussure is 
  apparently inevitable. 
   
  Well, that went very well…although I did expect the elite operatives of the Inquisition to get a bit further than 
  the top of the entrance steps! Still, the game was highly enjoyable and filled with the sort of moments that 
  will rest long in the memory. From Carter’s desperate unarmed combat against a Power hammer wielding 
  maniac to the cool execution of a terrorist under David’s gun to, and it really was quite rib-tickling, the sight 
  of the rock-steady, red-armoured Choi standing silhouetted in the Cathedral’s entrance whilst everyone else 
  in his posse continually refused to advance past him. I can only imagine the look on his face under his all-
  concealing storm trooper helmet. 
   
  The role of the GM is very similar to the role of the Director in a feature film. There are often many things to 
  keep track of and it is important to be able to decide what aspects of the game to prioritise when. Fortunately 
  I was blessed in having two players who were not only dedicated to having a good time and playing a 
  dramatic game but that were also willing to pull back from the objectives of their own side and see the bigger 
  picture. 
   
  
   
   
   
  73 
   
  Further Reading 
  For any of you who were unlucky enough to miss the first installment of this battle report series, you can find 
  it hidden away in Issue 1 of Dark Magenta. If you were impressed by the proficiency of Sergeant Huan Choi, 
  Goddard’s trusty warrior-lieutenant in this battle report, you might also want to look at the brief article on the 
  Fanatic website, giving you hints and tips about creating Storm Trooper characters. You can find it at 
  http://www.specialist-games.com/assets/FO48InqStorm.pdf.  
   
  There’s plenty of opportunity for you to play your own games of Inquisitor set during the aftermath of the 13th 
  Black Crusade. The Fanatic website has an article giving ideas for exactly that (download it from 
  http://www.specialist-games.com/assets/inqeye.pdf), while you can find the initial campaign summary, giving 
  lots of details about the systems involved and their current state, at the still-active website, 
  www.eyeofterror.com. The specific article can be found at: 
   
  http://www.eyeofterror.com/uk/assets/eotconclusion.pdf 
   
   
   
  “My Lord?” 
   
  Benedict Saussure looked up from the game of 
  regicide, leaving Kuerten deep in thought. The 
  boards were playing in reverse, a particularly 
  complicated form of the game that Saussure had 
  a liking for, but it was testing Kuerten’s control 
  over the game. He didn’t look like he’d seen the 
  danger coming down his right flank, but Benedict 
  was happy enough to give him extra time to 
  notice it. 
   
  “What is it, Ernst? Has Interrogator Carter 
  returned?” The First Sergeant was back on his 
  feet, still sporting a scar on his forehead, but he 
  was no longer house-bound under Saussure’s 
  orders. The old man knew how much he had 
  wanted to be accompanying Durant and Carter 
  into the San Ethusias assault. 
   
  “Yes. The Interrogator reports minor injuries, but 
  nothing requiring a return trip to the Angelic to use 
  the medicae facilities. They will be with us in a 
  few minutes, if not less.” 
   
  “Thank you, Ernst. Speaking of the medicae, 
  you’re due on final check-up with Annabella 
  before I let you loose and into the fray once more, 
  yes? Go and see her now if you’re not busy – I’m 
  sure she’ll give you a clean bill of health.” 
   
  Sergeant Asimov saluted smartly – an old 
  affectation he sometimes found it hard to drop, 
  though it was sometimes carried out with a hint of 
  familiar irony these days – and turned on his heel, 
  off to find the young doctor. Probably not 
  objecting either, Saussure thought. Even an old 
  man like him accepted that Annabella Croft was a 
  very attractive young lady. In retrospect, it’s 
  amazing any of his male members of staff ever 
  wanted to leave the infirmary on the Angelic these 
  days. 
   
  The door handle turned sharply, and the powerful 
  figure of Nathaniel swept in, unbuckling his 
  sheathed sword and holstered gun, and dropping 
  into the expanse of the couch across the room. 
  Richard looked up from the regicide board and 
  greeted his fellow Interrogator, his eyes then 
  falling on the numerous burns, scratches and 
  bloodstains on Nathaniel’s robes. 
   
  “You’re hurt, brother?” he asked, nodding his 
  head towards Nathaniel’s legs. 
   
  “Nothing serious, Richard, nothing serious. The 
  recidivists put up significantly more of a fight than 
  we had probably expected them to do – they 
  fought for the San Ethusias with all the fanaticism 
  you’d probably expect. It took Mikael and I, along 
  with Sergeant Choi…” 
   
  “Inquisitor 
  Goddard’s 
  Captain 
  of 
  Storm 
  Troopers?”, Saussure asked. 
   
  “Just so, my Lord. A very capable warrior indeed,” 
  Carter confirmed. “It took us more work than I 
  would have liked, but we forced our way inside 
  and held up the main body of the traitors for long 
  enough to allow Inquisitor Goddard and his 
  prospector to out-flank the compound and pounce 
  on the leader of the band.” 
   
  Carter was animated in a way that was rarely 
  seen these days. Benedict regretted that it was 
  only combat that brought this out of him any 
  more. He had met Nathaniel several years ago, 
  while his mistress had still been alive, and he had 
  been such an energising presence to be around – 
  full of quick wit and conversation. Lise – Emperor 
  
   
  74 
  rest her - had always called him the best 
  Interrogator she’d ever taken into the fold. Now, 
  the young Interrogator rarely found such vigour. 
  “And what has Inquisitor Goddard done with his 
  new captive – does he send word?” 
   
  “Indeed he does, Benedict – he wishes to begin 
  interrogation of the wretch as soon as he can. He 
  asks you to contact him forthwith, and bring with 
  you anything further we’ve dug up on their 
  operations in the sector.” 
   
  “Then I will do so. Tell me, Nathaniel, where is 
  Vasa?” 
   
  Carter’s face twisted, near-imperceptibly. “He’s 
  retired to his quarters, to rest his mind,” he said. “I 
  think he wants to be left alone.” 
   
  Saussure got up from his chair and crossed the 
  room, placing his good hand on the Interrogator’s 
  shoulder. “I know you don’t like serving with a 
  telepath, Nathaniel, and I thank you for your 
  patience. You must learn that, as an Inquisitor, 
  you a may have to use all the resources the 
  Emperor puts in your path, even if you find them 
  distasteful from time to time. Now, I presume 
  you’ll want to go and make your devotions before 
  you retire to recuperate?” 
   
  Interrogator Carter nodded. “Off you go then. 
  Good work on a job well done, Nathaniel.” 
  Saussure squeezed the younger man’s shoulder, 
  and removed his hand. Carter go up out of his 
  chair, and headed off into one of the empty room 
  in the rented suite, where a small shrine had been 
  set up. A silver Aquilla was held in his hands. 
   
  The door to Vasa Sark’s room slid back quietly, 
  barely registering against the threadbare carpet. 
  The lights were off, and the room was lit only by 
  the four votive candles sitting atop various tables 
  in the corners of the room. Sark knelt in the centre 
  of the room on a large prayer mat, dimly lit as he 
  lowered his force staff back into its specially-
  constructed case. The surface of the weapon 
  glinted with the sheen of the sanctified oils Sark 
  had just finished applying. He did not look around 
  as Saussure entered. 
   
  “Did you meet with success, Vasa?”, Saussure 
  asked. 
   
  Sark turned now, the light making his eyes look 
  even more sunken than normal. The Inquisition 
  tattoo on his forehead stood out starkly against 
  his pale, waxen skin. “It has been done, my Lord. 
  The man is a puppet in your scheme now – his 
  guilt has been made true.” 
   
  “His guilt was true already, Vasa – all we’ve done 
  is heightened the connections.” 
   
  “Indeed, Lord Saussure. My apologies for 
  appearing to suggest otherwise. The other 
  Inquisitor, Goddard – he nearly interrupted my 
  work.” Sark looked vexed at the memory. 
  Saussure frowned slightly. 
   
  “Were you seen, Vasa? Are you saying you were 
  unable to complete your task?” 
   
  “No, I was not seen. He remains ignorant of my 
  presence. However, I was unable to embellish the 
  engrams with all the detail I would have liked. The 
  man should genuinely believe everything you will 
  extract from him under interrogation – it will 
  appear convincing.” 
   
  “But, if a truly determined assault were to be 
  made upon his mind?” Saussure started what he 
  felt was to be Sark’s next statement. 
   
  “Yes, if a vigorous assault were to be made, 
  psychically especially, there may be… holes, in 
  the story. Small inconsistencies that may be 
  noticed by the meticulous observer.” 
   
  Saussure nodded, and turned to leave. “I think we 
  may rest assured that Tomashek Goddard will be 
  a meticulous observer”, he said to himself. “A 
  good thing that this is far from the only piece of 
  the puzzle”. He strode back down the corridor. He 
  would join Nathaniel before the shrine.  
   
  Behind him, Vasa Sark turned back and 
  completed his ritual cleansings by the light of the 
  candles.              
   
   
  
   
   
   
  75 
  Communiqués 
  Every issue, we focus on some of the random musings we’ve had sent to the inbox at 
  editor@darkmagenta.co.uk. Your feedback and opinions are very important to us here at Dark Magenta, so 
  please, if there’s anything about the previous issues of the magazine, or the state of the Inquisitor hobby in 
  general, that you feel you want to get off your chest, then get in touch with us at the address above. 
   
  So, this issue we have… 
   
  Inspired Beginners 
  Man, that magazine is awesome! 
   
  I really want to get involved in Inquisitor, my two main 
  concerns are modelling and not knowing anyone else 
  who does... But modelling is nowhere near as hard as I 
  thought, that was such a helpful section. I'm looking 
  forward to the next issue, although maybe you should 
  reduce the length of articles a little bit, because it's 
  quite a task to read all that stuff. 
   
  And I have some ideas for item in game. I really like the 
  concept of poisoning your weapons and such, but 
  there's such a small amount of poisons in the rules 
  which are all so powerful, I want to see a few more. 
   
  Robert Antonello 
   
  Robert, 
   
  Thank you very much for your kind words. It’s great to 
  know that our first issue has attracted attention from 
  people who don’t play the game, and that some of 
  those people have been moved to try to get involved. 
  Our modelling sections are designed to one of three 
  things – either show you exactly how something was 
  done, give you an insight into what other modellers do 
  with their 54mm pieces, or give you a truly inspirational 
  piece to fire your imagination. The fact that you found 
  the articles helpful is good to know. 
   
  As for the length of pieces, we’ll take that into 
  consideration. Our editors work with the author of an 
  article to get it to the appropriate length for that given 
  piece, and we don’t want to artificially curtail a writer. At 
  the same, we don’t want everyone getting bored! We’ll 
  keep an eye on feedback, and try to make sure we’re 
  not out-staying anyone’s attention span. 
   
  As for the drugs you suggested, I know that we’ve been 
  in touch about that separately, so we’ll leave that for 
  the moment and maybe we’ll see more in the future! 
   
  Holy Terra! 
  First of all, I'd like to say how impressed I was with the 
  first edition of Dark Magenta - it more than lived up to 
  my expectations and provided a number of interesting 
  and thought-provoking articles.  The battle report and 
  rules article on psychology and mental characteristics 
  were two particularly interesting articles in my opinion. 
   
  However, the best article in my view was the Terran 
  Adventurescape piece, providing invaluable advice and 
  guidance for a world I'd considered setting an Inquisitor 
  campaign but never in any great detail.  It has provided 
  me with much inspiration and ideas, and this brings me 
  on to my question.  As the article itself says, the Terran 
  Adventurescape is not a campaign, but a list of starting 
  points for one.  My question is whether Dark Magenta 
  would be interested in a fully fleshed out campaign 
  fought upon Terra, in a style similar to the Inquisitor 
  Conspiracies series.  Would a Terran campaign be 
  something the magazine would be interested in 
  publishing? 
   
  I understand entirely if the answer is no - after all, 
  running a second feature on Terra in two magazines 
  might seem a little dull - but I thought I'd better ask to 
  see if this might intrigue you at all. 
   
  Cheers, 
   
  Michael Duxbury 
   
  Hi Michael, 
   
  We’d be delighted to see your submission for a Terran-
  set Inquisitor campaign! If a high quality article in the 
  style of the Conspiracies series came our way, you’d 
  find us very interested indeed. Robey’s article has 
  sparked lots of appreciative response, and it would be 
  wonderful if an article by one author sparked the 
  imagination of another. 
   
  Remember that, for a campaign submission to be really 
  top class, we’d be hoping for maps and diagrams 
  accompanying the scenarios, some pictures of models 
  you’ve made to represent the main NPCs (and/or 
  possibly some good sketches of how you envisage 
  them!), and maybe even a small report on how you and 
  your gaming group got on when you played the 
  campaign yourselves. For our full set of guidelines for 
  campaigns in Dark Magenta, have a look at the 
  relevant page on the website: 
    
  http://www.darkmagenta.co.uk/battlereports_ 
  campaigns_scenarios_guidelines.html 
   
  That should tell you everything you need to know! We’ll 
  be looking forward to your submission with plenty of 
  anticipation… 
   
  Eternal Guardians  
  Firstly let me begin by congratulating you on an 
  excellent first issue, despite the 'interim' label; it was 
  most intriguing, and I eagerly await the second and 
  subsequent instalments. 
    
  As I was browsing through the article relating to 
  Inquisitor battles fought on Holy Terra Itself, I noted 
  with some surprise and, it must be admitted, a certain 
  
   
  76 
  degree of shock that the Custodian Guard profile did 
  not entirely fit my image of those invulnerable 
  defenders of The Most Holy Emperor Of All Mankind. I 
  believe my exact thoughts ran something along these 
  lines: "Oh my God they've got rules for Custodians, I 
  can't believe it...what the hell...?" 
    
  While indeed the Custodian is bowel-looseningly 
  formidable, I have noted that he is a full fifty points 
  below the 'average' Space Marine in the areas of 
  Strength and Toughness. I have wondered whether this 
  is to balance out the power of the Custodian, as he 
  does outstrip the Marine in most other areas. However 
  as I have read that the Adeptus Custodes were the first 
  superhumans to be created by the Emperor and that 
  they are, after all, "to a Space Marine what a Space 
  Marine is to a normal human", I cannot help but request 
  a clarification on this issue.  Also the Custodians seem 
  to be almost completely lacking in armour, despite 
  depictions of them armoured not only more heavily than 
  the 'average' Marine, but also more ornately. I have 
  committed much thought to the issue and decided that 
  said artwork was from the time of the Heresy, and that 
  ten thousand years is a very long time, even for the 
  Custodes. This would also explain why the Guardian 
  Spear can be used alternately as a Mars-pattern 
  lasgun, when artwork clearly shows the Spear as a sort 
  of hybrid power-halberd/boltgun. 
    
  I eagerly await a reply, if merely to confirm my half-
  suspicions. 
    
  Sincerely, 
   
  Robert Sim 
   
  Hello Robert, 
   
  To start answering your questions, I’ve put your 
  questions straight to the author of the article, Robey 
  Jenkins. Here’s what he had to say for himself: 
   
  “One of the real joys of Inquisitor is that it gives one the 
  chance to really drag over the many, many strata of 
  background that have been laid down by the GW 
  Studio over the years.  Any serious student of the 40k 
  universe will quickly discover that the background is far 
  from consistent and, at any one time, it's hard to predict 
  what will happen next.  So a designer who doesn't have 
  the Olympian perspective of the GW Design Studio has 
  to do his best with the given material. 
    
  First of all, you'll find Eoin Whelan's new rules for 
  Space Marines elsewhere in this issue and you'll see 
  that 
  these 
  have reduced 
  the 
  Strength 
  and 
  Toughness of Space Marines so that the Custodian 
  stands up pretty well alongside them. 
    
  Beyond that consideration, there are a number of 
  possible explanations for the stat-line.  None of them is 
  "official" and any or all of them are possible, because 
  we know so little about the Custodians.  It is possible 
  that the last ten thousand years have seen the creation 
  methods of the Custodians devolve somehow.  Or 
  perhaps it is only in unison with their ceremonial 
  armour that they so far outstrip the Space Marines.  Or 
  maybe they become less powerful the further they are 
  from the Emperor.  In any case, I designed the 
  Custodian stat-line with one eye on the background, 
  but the other eye firmly fixed upon the game itself.  
  Custodians are intended to be GM tools to even up the 
  sides or to stack the odds to suit circumstances.  As 
  any veteran will tell you, Space Marines on the tabletop 
  tend to possess a narrative gravity that makes 
  everything revolve around them.  I was keen to make 
  sure that the same thing didn't happen to Custodians.  
  You are, of course, free to stick to the old rules for 
  Space Marines and you may, therefore, want to boost 
  the stats of your Custodians accordingly.  I don't, 
  however, recommend it. 
   
  As for the Guardian Spear, the most recently-written 
  background for the Custodes describes them at the 
  time of the Horus Heresy.  However, chronologically, 
  the background written in the old Rogue Trader 
  rulebook is actually more current and describes the 
  Guardian Spear as having a built-in lasgun.  I chose to 
  assume that the old bolter-spears had been put aside 
  or reserved only for the Companions in the Throne 
  Room itself.  The rest of the Custodians carry the 
  lasgun-halberds accordingly.” 
   
  So, there you go. The point I didn’t give to Robey to 
  address was that about the armour, as that is answered 
  in background canon. In the aftermath of the Horus 
  Heresy, and the interment of the Emperor in the Golden 
  Throne, the Adeptus Custodes considered themselves 
  to have failed in their duty to protect the Emperor. In 
  penance for this failure, they cast aside their golden 
  armour, and adopted a uniform in line with that 
  presented in the article – breeches and cloaks. So, 
  while all that golden armour might look incredibly cool, 
  the 
  modern-day 
  Custodians 
  no 
  longer 
  adorn 
  themselves with it. 
    
  Room for Improvement? 
  Hello, my name is Tom Mulray and I loved your 
  magazine about Inquisitor and I think Dark Magenta is 
  a wonderful idea. I have two thoughts I'd like to share 
  with you on your magazine that I think may help it. 
   
  The first thing is that, while the battle report was 
  wonderfully written and a lot of what inquisitor is about 
  is “living” stories in the 40k universe, I am a bigger fan 
  of reading about the banter between players and 
  Gamesmasters, and lucky dice rolls and things like that 
  - like a transcript of a battle, but with the boring things 
  cut out. As an example, the "a sample inquisitor turn" 
  page in the inquisitor rule book has a small section of a 
  battle. Although this isn't the full form of what I mean, it 
  gives you an idea. What I'm saying is that I think the 
  first battle report lacked the game mechanics - it was 
  wonderful to read, but to me it’s more of a fiction than a 
  battle report.  
   
  My next point concerns the rules for Inquisitor. As I'm 
  sure you know, they can be complicated at the best of 
  times, especially since a lot of it can be made up on the 
  spot. But one thing that can’t be is done in such a way 
  character creation, and what I’d really like to read is an 
  article on how people go about making a character, 
  from background concepts to play testing etc. Basically, 
  
   
   
   
  77 
  helping first time players make new characters that they 
  have fun with. 
   
  Anyway, thanks for your time, and well done with the 
  first issue. 
  Tom. 
   
  Hi there Tom, and thanks for your e-mail. Your 
  comments on our new series of battle reports are very 
  welcome, and have been taken on board. There are 
  effectively three ways of writing an Inquisitor battle 
  report, as I see it – a narrative approach, a mechanics 
  approach, or a combination of the two. The authors of 
  the current series of battle reports – of which I am one, 
  of course – have mainly chosen the narrative option, as 
  had the authors of the reports originally run in White 
  Dwarf and repeated in the Inquisitor Annual 2002. We 
  have tried to tip our hat towards the sort of layout you 
  suggested by including separate pieces from the 
  players and the GM outlining how or why events 
  happened, but your letter reminds us that there are 
  some out there who want us to go the whole way 
  towards a “nuts and bolts” style of report.  
   
  What I can tell you is that future reports in the 
  “Agripinaa” series of reports we’re currently running will 
  continue to be in a narrative style, but I would invite all 
  readers of Dark Magenta to get in touch with us to 
  suggest their own battle reports (see the submission 
  guidelines), and to not feel constrained by the narrative 
  fashion we’ve so far adopted. Well written pieces will 
  be given due consideration regardless! 
   
  The same point applies to Tom’s second issue – an 
  article on character creation would be very nice indeed 
  (though an oblique approach to the issue can be found 
  in the Fanatic Online article “Summoning the Muse” - 
  http://www.specialist-
  games.com/assets/FO67InqMuse.pdf.). Does anyone 
  want to take up the challenge?    
   
  And Finally… 
  Listen, keep up the good work! DARK MAGENTA 
  RULES!!!!!!!!!! 
   
  “Hellreaper” 
   
  Aw, shucks! Thank you. 
   
   (The above message was, quite genuinely, the sole 
  content of an e-mail labelled “Fanmail” that arrived in 
  the Editor’s Inbox after the release of Issue 1. 
  Apologies to anyone offended by the over-enthusiastic 
  use of exclamation marks…) 
   
  Well, that’s all for this offering. Please, if any of you have thoughts about letters you’ve read here, articles in 
  this issue that have inspired, annoyed or confused you, or any thoughts on the state of the Inquisitor hobby 
  in general, then do get in touch. The address, as always, is editor@darkmagenta.co.uk. 
   
  Cheers, 
   
  Derek 
       
  
   
  78 
  Taking the High Ground 
  Terrain and the 54mm model (or “Why People Don’t Play Inquisitor” Part 2) 
   
  I love a good First Person Shooter.  I love them 
  so much that I primarily blame Doom for the fact 
  that I only scraped a Third at university, and Halo 
  almost cost me my marriage.  It's now reached 
  the point that I have to strictly ration my exposure 
  to PC games of all sorts and FPSs in particular.  
  As for consoles, I won't allow them in the house 
  on the grounds that I really do have a life to lead. 
   
  But thing about the FPS that makes it so 
  especially dangerous is what the designers call 
  "immersion": that total focus that not only keeps 
  you playing but which makes the experience 
  seem astonishingly immediate and real.  I can still 
  recall jumping with shock at some of the 
  encounters in Doom.  To modern gamers, that 
  ground-breaker must seem hopelessly clunky, but 
  I was entirely immersed in the experience. 
   
  What so intensely captured my brain was the 
  interplay of the Player Character (me) and his 
  enemies, the imps and other demons.  But what 
  really added spice to things, making it more than 
  just 
  a 
  shoot-'em-up, 
  was 
  the 
  atmosphere 
  conveyed by the gloomy interiors, and the way 
  that an enemy could appear, right there in your 
  face without warning. 
   
  And it's true of tabletop wargames,too.  Of course, 
  achieving the sort of immersion in a tabletop 
  game that one gets in an FPS would be, frankly, 
  rather creepy: like those weird kids who laugh like 
  Doctor Evil as they bankrupt their families during 
  a game of Monopoly.  But it's true that - whilst it is 
  the clash of arms and the interplay of mighty 
  heroes and dastardly villains that claims our 
  imagination – the setting can turn a simple 
  meeting of forces into a story.  It is the difference 
  between wanting to win and caring if you lose. 
   
  Inquisitor is no exception – and why should it be?  
  Having played numerous games on the beautiful 
  tables of Warhammer World, I can testify to the 
  difference that great terrain can have on the feel, 
  pace and urgency of any game of Inquisitor.  And 
  yet, when I hear or read of players complaining 
  that they won't play Inquisitor because they don't 
  want to have to build a whole new set of terrain, I 
  am not sympathetic. 
   
  The easy availability of scale terrain is often 
  quoted as a point in the favour of what is known 
  as "Inq28" – Inquisitor played with standard 
  28mm models.  However, whilst I have no 
  particular brief against Inq28, I don't accept this 
  argument in its favour.  Only a cursory glance at 
  Games Workshop's own range of terrain puts the 
  lie to the idea that it is "scale specific".  The 
  Chapel of Sanctuary, the Imperial Sector, trees, 
  jungle foliage, barricades, hill sections... All of 
  these work at least as well at the larger scale as 
  at the smaller. 
   
  Of course, in this I'm talking about using the same 
  terrain at 54mm as you would use at 28mm, 
  which is all very well.  But when it comes to 
  terrain, Inquisitor has a lot more in common with 
  those FPSs I mentioned earlier than just the 
  addictive compulsion they induce. 
   
  Inquisitor is a state of mind, and people afflicted 
  with it want to do more than just what is offered by 
  the limitations of their terrain collection.  28mm 
  terrain is so short!  And it's all designed with 
  whole armies in mind!  The best FPSs don't just 
  throw you up to the rooftops or dangle you over 
  precipices.  They drag you down into sewers, too.  
  And the very, very best let you interact with the 
  terrain almost as closely as one can in real life.  
  Inquisitor 
  using, 
  as 
  it 
  does, 
  the 
  human 
  imagination as its platform software, is as 
  interactive as you can imagine.  But the terrain 
  can't keep up with our ambitions! 
   
  Fortunately, 
  Inquisitor 
  enjoys 
  one 
  great 
  advantage over almost all other tabletop games: it 
  is at least as much cooperative as it is 
  competitive.  This means that all sides can be 
  easily persuaded to suspend their disbelief and 
  engage their imaginations in the name of a great 
  story. 
   
  So, for a rooftop chase, take a selection of books, 
  large and small.  Placed around the table – 
  sometimes one on top of another, sometimes 
  connected, but often spaced apart – they 
  convincingly act as series of island roof-tops.  Will 
  you go for the direct route with the big gap?  Or 
  the long route with several small gaps? 
   
  For a dungeon-style quest or a Space Hulk 
  exploration, things are even easier.  Either draw a 
  series of interconnecting tunnels on A4 sheets, or 
  download Games Workshop's own Space Hulk 
  floor tiles – now redrawn for 40mm bases! 
   
  There are no limits to the possible in Inquisitor, 
  and therefore no reason to let your terrain be an 
  impediment to your aspirations. 
  
   
   
   
  79 
   
  Record of Heresies 
  Derek Gillespie is the Editor-in-Chief of Dark Magenta, and has been keeping his fingers in many Inquisitor-related pies 
  ever since the game came out. He’s currently trying to get back to having some regular gaming and painting time while 
  trying to finish off a thesis, which is proving a tricky as he expected! 
   
  Robey Jenkins is Dark Magenta’s Features editor.  Physical age, over 30; mental age, still about 14, Robey retired from 
  a career in the British Army to become a full-time artist/author, supported by an understanding wife and two children too 
  young to know that their Dad is actually a useless layabout. 
   
  Ruaridh Dall is a dental student at Glasgow University, but is actually not  
  that twisted a person! When not looking at teeth, he can be found lurking  
  on the Specialist Games forum and on The Conclave under the guise of  
  Van Helser. 
   
  Jeremy Lowe is a long-term player of all Games Workshop games,  
  and has been turning his hand to Inquisitor ever since it was released,  
  both as a player and a very vocal GM. He lives in Edinburgh, where  
  he can be found taking on all comers across the astro-granite of a Blood  
  Bowl pitch with ruthless efficiency… 
   
  Nick Garett is a man of few words, but will permit us to let you know that  
  he enjoys painting and converting miniatures, as his Showcase article will  
  testify! 
   
  Eoin Whelan is a long-term Inquisitor player and a well-known presence  
  of internet discussion forums such as The Conclave and Warseer. He can  
  also be found keeping the imperial faithful in line on the Specialist Games  
  forum, where he functions as an Answer Mod for the Inquisitor game  
  system 
   
  Randy Linbourn, a.k.a. Juddski, is a Welshman old enough to not  
  want to tell us how old he is.  It’s been a long time since Randy  
  last played a wargame, but he still loves the sci-fantasy imagery  
  of the Imperium and churns out sketches and paintings at  
  an impressive clip.  He is a contributor to several online  
  community projects, including the Anargo Sector Project. 
   
  If you’d like to buy any of the artwork you see in Dark Magenta  
  or to commission any of our artists, please email the editor at the submissions address. 
   
  .  
   
   
   
   
   
  Dark Magenta is an unofficial fanzine and is not endorsed by Games Workshop Group Plc in anyway.  Text and layouts are 
  ©Dark Magenta and its proprietor.  Artwork and characters are the property of their respective owners.  No part of this magazine 
  should be reproduced in any form without the express permission of the Editor-in-Chief.  Dark Magenta is a non-profit-making 
  organization and with the aim of promoting the Inquisitor game, products and hobby. 
   
   
  
SOURCE: textdata/thevault/Warhammer/40k/Inquisitor Skirmish/Dark magenta/Dark_Magenta_Issue_2_INTERIM.pdf