TEXT: Medusa V
  Playing Inquisitor games in this summer’s 40K campaign.
  By Bob McFarlane
  As the War for Medusa V rages across cities, forests, seas and the
  voids of space, shadowy figures move in the darkness far from
  the din of battle. While the major stratagems of the War will be
  what makes the names of heroes, many will operate thanklessly
  and ceaselessly beyond the auspices of those who they strive to
  protect, and though their names may never be remembered on
  memorial or statue, their efforts are as valuable as those of
  bellowing captains who make their name on the fields of death.
  As the war for Medusa proceeds, Inquisitor players will doubtless
  feel the need to flex their arms in defence (or otherwise) of the
  Imperium. These scenarios will allow them to be part of the war
  being fought from the shadows while Medusa burns. 
  BACKGROUND
  The fate of the Medusa system has long been tied closely to the
  machinations of the Inquisition. 
  During the Medusa IV Schism over two hundred years ago,
  heretical cults rose up in an attempt to overthrow those loyal to
  the Emperor. While the bold efforts of the planetary defence
  forces kept the enemy at bay on the streets, agents of the Ordo
  Hereticus operated in deep cover among the cultist ranks. In
  attempts to sow seeds of despair among their numbers, these
  agents orchestrated sabotage of their efforts, ensuring orders
  never reached their destinations and supplies were diverted from
  areas where they were needed most. Many cult leaders were also
  found dead, their killers undetected, long having escaped or
  disappeared back deep undercover.
  Despite these valiant efforts, and despite the eventual arrival of
  the Astartes of the Ultramarines chapter, the Ordos were forced
  to admit that their efforts had failed. The cults had grown too
  widespread, too influential, and too deep-rooted. Conclave was
  held on the neighbouring planet of Medusa V, chaired by
  Annabella Baptiste, a young Inquisitor of the Ordo Malleus, to
  decide the fate of the planet.
  The Inquisitors of the Ordo Hereticus were adamant that they
  should be allowed to complete their work, that headway was
  being made and with the assistance of the Ultramarines, they
  might yet prevail in the face of overwhelming odds. Though they
  argued fervently for four days and four nights, Baptiste
  eventually called an end to the proceedings. Proclaiming that the
  enemy's strength grew with every day, and the loyalists' strength
  weakened, the declared that she would adjourn from the
  conclave and deliver the Ultimate Sanction to Medusa IV by
  means of Atmospheric Incineration. A hundred heads hung in
  union, for among them, none were willing to deny that Medusa
  IV lay in the direst of straits.
  Though she granted refugees a one week stay of execution,
  Inquisitor Baptiste made good on her promise, destroying the
  world of Medusa IV in a conflagration of Righteous Flame. There
  were many who called her coward for abandoning the world,
  who claimed there was no challenge to great for the noble
  Astartes to overcome, who claimed it was a fusion of her own
  inexperience and incompetence that led to her rashly deciding to
  condemn the souls of billions of the Emperor's loyal servants.
  Baptiste cared not. Her reputation was secured, and Medusa IV
  was delivered from the taint of heresy.
  All appeared well for over two centuries. The refugee question in
  the wake of Medusa IV's destruction was answered simply by the
  Inquisition - gargantuan camps were built on Medusa V, the
  nearest suitable world. As the Ordo Hereticus attempted to atone
  for their failure on Medusa IV, testing and screening was enforced
  rigorously and thousands were sent to the pyres. Once again, the
  Inquisition believed the problem solved.
  As the decades passed, little changed on Medusa V. All was
  thought safe until the day when the Observatoria declared that
  Van Grothe's Rapidity was growing dangerously close to the
  planet, and that its days were numbered. As the mysterious
  phenomenon pulsed with light and energy in the skies above the
  planet, dark truths revealed themselves. Factions among the
  refugees, descended from those betrayed by the Inquisition on
  Medusa IV, rose up to strike a desperate blow against the
  Imperial Governor. Cults that had been simmering beneath the
  placid surface of Medusa V's society saw the great rift in the sky
  as a sign that their time had come.
  Rioting began in the cities. The streets became a morass of battles
  and conflicts, whilst the Adeptus Arbites carried out mass riot-
  breakings and summary executions. The Imperial forces knew
  nothing of the grim fate awaiting their planet, and fought on with
  bravery, valiance and faith in the Emperor's deliverance.
  Whilst all fighting broke out across the planet, the pattern from
  Medusa IV began to repeat itself. Inquisitors of the Ordo
  Hereticus, under the guidance of Inquisitor Maximilian
  Sturmann, attempted to infiltrate the cultist cells and break them
  from the inside. Initial efforts were a success, with hundreds of
  small cells sundered from within by the heroic efforts of
  undercover Inquisitorial agents.
  Imperial 
  resistance 
  had 
  met 
  initially 
  with 
  success.
  Counterinsurgency by the Inquisitors and lawkeeping by the
  Adeptus Arbites put paid to early attempts to overthrow the
  government. However, even as the authorities became confident
  of victory, hell broke loose.
  The incursions of the many and varied alien factions across the
  planet was unexpected, even by the Inquisition. The Tau, the
  Necrons, the Eldar, the Orks… all had gained a foothold on the
  doomed world in the midst of the confusion set in motion by the
  rebellions. Even as the Imperial forces turned their efforts
  outward to combat these new threats, they were beset from all
  sides. Stretched to their limits by the spread of hostile activity, it
  was time for the Inquisition to spring into action.
  Their tasks would be many, varied, and challenging. But in the
  battle beneath the surfaces for the Soul of Medusa V, they were to
  be the final hope.
  
  THE SCENARIOS
  The scenarios in this pack are examples of actions the Inquisition
  and their agents would embark upon during the upcoming war
  for the planet of Medusa V. You can add your own specifics to
  them, such as their locations and the parties involved, so that you
  can weave the fate of your own parties into the dark background
  of this Doomed Planet.
  SCENARIO 1 – TOMB LANDING
  A Necron Landing Vessel has landed on Medusa at close to the
  ancient city of Hive Machavius, with the intent of staging an
  assault upon its people. The players' factions must investigate the
  unusual craft. While the Necrons on board are still in slumber,
  time is a crucial factor - they may awake at any moment
  jeopardising the operation!
  Possible Antagonists
  Looters and Assailants – There are those to whom the prospect
  of a Necron ship carries either the promise of trinkets and spoils,
  or portents of darkness and peril. Tau search parties, for
  example, may be keen to send a Stealth Operative to investigate
  the potential of liberating some Necron technology; whereas the
  Eldar, contrastingly, would see the importance of destroying the
  vessel at the earliest opportunity. Additionally, there may be self-
  interested parties, such as archeoxeneans and Rogue Traders,
  who have the intention of investigating the crashed ship,
  unwitting of the horrors they may unleash.
  Possible Protagonists
  Suppressors – An Inquisitor will be first on the scene, and will do
  all he can to seal the Tomb or facilitate its destruction. He may be
  a fervent Puritan, with fire and destruction on his mind, or he
  may be an open-minded Ordo Xenos Inquisitor with the
  intention of capturing some of the powerful ancient technology
  to use for his own ends. Most importantly, however, regardless of
  their own personal agendas, their goal will be to prevent an
  outbreak of Necrons in the area.
  Scenario Suggestions
  The game should be played on a board with a large portal at one
  end, open yet apparently undefended. Of course, if players
  attempt to enter without making efforts to determine the nature
  of the location, they will be caught by surprise as the Necrons'
  defensive devices begin to activate. It falls to each of the parties
  to carry out their objectives in the light of this - each party will
  either need to find a way to get around the defences or prevent
  the other side from doing so! Inquisitors, other suitably well-
  informed characters, will be well aware of the nature of the
  portal and may take extra care in exploring the area.
  SCENARIO 2 – INDUSTRIAL SABOTAGE
  Hostile Factions have infiltrated key facilities in the Industrial-
  Military Complexes of Medusa V. These include the massive
  refinery complexes of Johannes Island, and the routing stations
  and supply depots of the Machavian fuel relays supplying vital
  promethium to Hive Machavius and the Imperial front lines.
  Adeptus Mechanicus Personnel have with the intention of
  disrupting Medusa's ability to make war, defend itself, and supply
  vital resources to its defenders. Obviously, they cannot be
  allowed to do this.
  Possible Antagonists
  Saboteurs – the Sabotage teams may be from a variety of sources.
  The Saboteurs will all share a common goal - to damage
  machinery and disrupt the Industrial-Military Complex, but it
  may be by various means. The Saboteurs may be a pair of Eldar
  Rangers, whose abilities are well-suited to sabotage and
  espionage, whose intention it is to steal vital data regarding the
  Imperial War Effort. Alternatively, a Tau Stealth Operative may
  have infiltrated the facilities to place strategically-located charges
  to detonate from a distance after escaping the facilities. It could
  be as simple a matter as a band of Chaos Cultists or Mutants
  breaking into the facility and smashing up machines with
  wooden clubs.
  Possible Protagonists
  Defenders – the Facilities are likely to be guarded. The guards
  may simply be a few low-ranking Guard soldiers or Planetary
  Guardsmen, or hired goons or mercenaries. In this event, their
  knowledge of what they are facing will be scant at best, and their
  ability to combat the threat limited in the extreme.
  Alternatively, an Inquisitor may have got wind of the situation
  and brought his retinue to combat the danger. This is a matter of
  judgment – Inquisitors will not appear if the antagonists are a
  low-level 'threat', such as rebel guardsmen or cultists, but some
  of the more exotic adversaries, such as Eldar or Tau, might justify
  the presence of an Inquisitor.
  Scenario Suggestions
  The scenario should be played on a square board, with one or
  more pieces of technological scenery as the objectives. It will be
  the role of the Saboteurs to achieve their objectives, be they to
  destroy the equipment or to interact with it in some other way,
  and the role of the Defenders to prevent them doing so.
  
  SCENARIO 3 – VALUABLE DISCOVERY
  Deep in the Hole, the abandoned Adeptus Mechanicus
  excavation site that has lay dormant for almost 130 years, a
  discovery of ancient significance has been made. Due to the fact
  that the area is considered Quarantine Extremis by the Ordo
  Xenos, and is well-guarded by Planetary defence forces and the
  Skitarii, its true nature is unclear, though several of the factions,
  for reasons that remain their own, are keen to take possession of
  the find. There are also elements among the Inquisition keen to
  ensure that the find remains, for whatever reason, out of the
  hands of those who would use it against the Imperium.
  Possible Antagonists
  Scavengers – Once again, the promises of outlandish and exotic
  prizes may draw all manner of folk to the area in expectation of
  walking off with some thing of worth. These folk may well be
  greedy and unscrupulous humans, such as Rogue Traders, peon
  scavengers or even powerful criminal kingpins; though they may
  just as well be aliens or worshippers of the ruinous powers, who,
  in knowledge of the peril that awaits Medusa as a world, hope to
  liberate these valuable trinkets before it is too late. The item may
  even be of great enough import to pique the interest of an
  Inquisitor in search of some talisman or bauble he might bend to
  his own whims.
  Possible Protagonists
  Bulwarks – the item, whatever its nature, is considered of
  suitable importance for the Imperial Authorities to deem it
  worthy of retrieval. Whether it be some saintly relic from
  Imperial History, a weapon of ancient and deadly origin, or
  merely some proscribed item deemed unsuitable for the public
  domain, the government of Medusa sees fit to impound it. This
  may culminate in an Arbites presence, the intervention of the
  local PDF or Enforcer agents, or even a level-headed Inquisitor
  keen to suppress an item that may, in the wrong hands, prove
  dangerous to all around it.
  Scenario Suggestions
  The scenario should be played around a central point, which will
  be the resting place for the item. The mission will revolve around
  one party attempting to retrieve the item, while the other
  attempts to suppress it by any means. This may mean that they
  are called upon to destroy it. The Gamesmaster may wish to
  decide on the nature of the item, and give players the
  opportunity to make use of it in the scenario, or, if they choose,
  they may roll on the Random Archeotech table at the back of the
  booklet. 
  D100
  Archeotech
  1-20
  The rumours were a hoax and the item is merely some
  worthless trinket, of no use to any one except tinkers 
  and collectors of trivia.
  21-40
  The item is Orkish in origin, and takes the form of a 
  random, crudely crafted close-combat weapon, which 
  may be randomly generated from the rulebook.
  41-50
  The item is extremely unusual, and may prove to be of
  some use the Inquisitor. Randomly generate one Exotic
  item from the rulebook.
  51-60
  The item is Eldar in origin, and takes the form of a 
  wraithbone glove, which gives the bearer the power of
  Telekinesis. The wearer gains the Telekinesis psychic 
  ability, with an assumed Willpower of 75 (on behalf of 
  the glove).
  61-70
  The item is Necron in origin and takes the form of a 
  flaying device. It may be used as a weapon with the 
  characteristics of a Gauss Flayer from the Alien Weapons
  section of the Armoury from the Inquisitor rulebook.
  71-80
  The item is merely a trinket, but its true nature is more
  sinister – a Daemon has been bound inside it by some 
  dark magicks. The item, while in the possession of a 
  character, will try to exert its will over him. The item 
  counts as having a Willpower of 60. At the start of each
  turn, the character must roll a d20 and add his 
  willpower – if the character scores higher than the 
  item's willpower, he acts normally. If not, he becomes 
  enthralled, and in his next turn will count as having a 
  Speed of 1, and may only move randomly at walking 
  pace.
  81-90
  The item is a Tau device, designed to reflect incoming 
  damage. It acts as armour for the entire body, with a 
  value of 5, and if it successfully deflects a shot, it pulses
  with bright light as the energy of the shot is dissipated.
  Any further shots fired at the character wearing the field
  by the character who fired the shot have a further -40 
  penalty due to the blinding nature of the discharge.
  91-100 The item is a device of truly terrible power. Whether it 
  be an Exterminatus Device, a manifestation of Purgatus
  Annihilatum, or some other weapon of mass-
  destruction, its importance is not lost on its finders. The
  item confers no in-game benefits, but the finders should
  strive their utmost to protect it lest it fall into the hands
  of their adversaries. 
  
  SCENARIO 4 – COUNTER-INSURGENCY
  As in any conflict, it is a well-respected fact that in order to
  cripple a war effort, cutting off a forces' head is one of the surest
  ways to do it. There is no shortage of high-ranking officers on
  Medusa for the War, ranging from Graf Harazahn, Elarique
  Swiftblade and Ygethmor the Deceiver right down to the lowliest
  Imperial Colonel or Eldar Warlock. Those who wish to foil such
  diabolical plots will have to be on their guard and well-prepared,
  since an attack could strike at any time, and often from the most
  unexpected of quarters.
  Possible Antagonists
  Assassins – one or more of the parties will be assassins, intent
  upon eliminating some key figure. It does not necessarily have to
  be a partisan figure, such as an overtly Imperial or Xenotic
  character - it may be, for example, an Imperial citizen acting as an
  informant for the Tau Empire, or a citizen impregnated with a
  genestealer larva being compelled to commit acts against his will
  by the Hivemind.
  Possible Protagonists
  Bodyguards – of course, for every assassin, there will be those
  who wish to foil the plot and protect their targets. These may be
  an Inquisitor seeking to protect an Imperial General from an
  assassin, or even an Eldar operative seeking to protect a deep-
  cover informant from agents who have blown his cover.
  Scenario Suggestions
  The game should be played on a relatively small board to keep
  the pace high and to ensure that the bodyguards have to work
  hard to protect their quarry. The players should strive to develop
  a convincing setting for the assassination attempt, while deciding
  who the target will be - it is always possible to make the target an
  Imperial dignitary, but players should attempt to tailor the
  character to fit the goals of their warband. For example, if two
  Inquisitors are involved, it may be the case that one Inquisitor
  plans to make use of some talent the target possesses, and the
  other Inquisitor intends to prevent him doing so for
  philosophical reasons!
  SCENARIO 5 – INTELLIGENCE GATHERING
  Medusa V. Of course, it can deal a crippling blow to an army for
  such intel to fall into enemy hands, and it will go to any lengths
  to prevent it from doing so. Facilities such as the Madrigales
  Monastery deal with a good deal of sensitive information that
  hostile factions will do everything they can to acquire. 
  Possible Antagonists
  Interlopers – to most races, intelligence-gathering is a vital part
  of warfare, and this can take many forms. It may consist of
  stealing vital papers, assessing military strength, or even
  surveying enemy positions and facilities to expedite future
  military operations. The protagonists could be Earth-caste data-
  miners who have been inserted into a facility to gain data to
  further the cause of the Greater Good; an advance guard from
  the Chaos armies seeking to gain tactical data about military
  capabilities and potential resistance; or even treacherous
  humans keen to sell their loyalty to some dark power or merely
  for the promise of reward.
  Possible Protagonists
  Protectors – in response to the efforts of the interlopers, the
  protectors assigned to protect whatever vital data is at stake must
  do whatever is necessary to stop their adversaries. In some cases
  this may be simple - such as protecting a data-bank or astropathic
  relay from being accessed by hostile agents - but in other
  situations it may be more complex. They may be forced to stop a
  spy, whose responsibility it is to take crucial pict-records of a vital
  piece of technology or strategic data, from escaping with the
  information.
  Scenario Suggestions
  The options for this scenario are extremely broad. The scenario
  can be as simple as finding some vital documents, right the way
  through to breaking into a computer system, Astropathic Net or
  psy-relay. They might also include surveillance of a target, or
  gathering blueprints or pict-links of a top secret project or
  installation. The key is that for the scenario, there should be one
  or more crucial pieces of intel that must be gathered by the
  interlopers and it falls to the Protectors to prevent this
  happening.
  SCENARIO 6 – BIOLOGICAL INFECTION
  Many factions are willing to use dishonourable means to gain the
  upper hand in their struggle for supremacy, and often this takes
  the form of a major infection caused by the spreading of
  biological agents. For such an agent to be set loose among the
  population of one of Medusa's gigantic Hive Cities, such as the
  massively populated Hive Amphion, the underground nature of
  which would make evacuation difficult and maximise casualties;
  or among the massively overpopulated refugee camps of
  Baptiste's Wrath or Camp Alpha, would be catastrophic to say the
  very least. Worse still, the saboteurs may infect some facility such
  as the Euryales Water Purification plant, spreading their deadly
  plagues across the entire region...
  Possible Antagonists
  The agents attempting to deliver the toxins may be acting on
  behalf of any of the factions, but it is clear that they have only one
  goal in mind – to cause chaos and death. They may be Tau
  sympathisers, nascent Chaos cult worshippers, or agents keen to
  build a life for themselves in the Tau Empire, working on behalf
  of the Earth caste to prove their devotion to the Greater Good.
  Possible Protagonists
  The parties interested in preventing the outbreak of the toxins
  will almost certainly be Imperial agents or peacekeepers. They
  may be Arbites enforcers tasked with stopping a major disaster,
  or Inquisitorial agents who have been tracking the progress of
  the antagonists and aim to catch up with them before they can
  carry their plan through. Of course, the protagonists may well be
  concerned citizens, or even lowly guards or local security forces
  in the right place at the right time to stop a key blow against the
  Imperium.
  Scenario Suggestions
  This scenario presents several options for the antagonists. There
  are several ways they can deploy the toxin - for example, they
  may choose to place it in the water supply, allowing it to spread
  quickly through water. They may prefer to place it in a chimney
  flue and let it spread via airborne means. Better still, they may
  choose to infect several subjects and release them, making them
  unwitting pawns in their fiendish plot.
  Of course, the key factor in any outbreak is the nature of the
  infection and how it might affect the scenario. Players can either
  come up with their own disgusting illnesses or randomly
  generate one by consulting the biological outbreak table, which
  can be found at the end of the booklet.
  
  BIOLOGICAL OUTBREAK TABLE
  If you need to generate a random biological outbreak for the
  purposes of Scenario 5, you can use this chart. First of all,
  establish the method of infection by rolling a D6 and consulting
  the first table; then the nature of the outbreak, by rolling a D100
  and consulting the Biological Agent chart.
  To establish if a character is infected by contact with the agent, he
  must take a Toughness test. The Contagion Factor of each
  infection represents how easily it communicates – the number
  shown must be subtracted from the characters Toughness when
  testing to see if they become infected.
  D6
  Method of Infection
  1-2
  Bloodborne infection – the infection can only be spread
  directly into the bloodstream. It may be contracted 
  through open wounds, subdermal injections or by 
  weapons coated in the agent.
  3-4
  Waterborne infection – the infection is in liquid form, 
  and can be spread through contact with the skin, or 
  through drinking.
  5-6
  Airborne infection – the infection is in a gaseous form 
  and can be contracted through direct skin contact, 
  inhalation, open wounds – by any method, literally.
  D100
  Biological Agent
  1-20
  Common Cold – whether due to poor planning or lack
  of knowledge or resources, the agent the saboteurs 
  intend to deploy is rather less dangerous than they 
  might have hoped. Highly infectious, yet shows no 
  short-term effects. Within several days, all but the 
  hardiest characters will be coughing, sneezing and 
  dribbling at the nose. However, for the purposes of this
  scenario, the infection has no effect.
  Contagion Factor: -80%
  21-40
  Necromundan Pox – the Pox constricts the subject's 
  lungs, making them unable to breathe correctly. The 
  affected character may not run, jump or sprint; their 
  Speed is reduced by 1 and any damage they take to their
  chest area counts as if it were a critical hit.
  Contagion factor: -30%
  41-50
  Rigor Incapacitum – while believed among the masses
  to be caused the Emperor crippling those of weak faith,
  this is actually a nerve sedative. The body part touched
  by the agent is made useless, as if it had received a 
  'Crippled' damage result. If the agent is airborne and 
  the subject is not wearing a respirator, the character is 
  knocked unconscious for the rest of the scenario.
  Contagion Factor: -20% 
  51-60
  Influenza Telepathica – a virulent, common, yet little 
  feared infection, made so because it only affects 
  psykers. If contracted, it leads to headaches, and a 
  gradual deterioration of the constitution until the 
  subject begins to feel extremely fragile. If a psykers 
  contracts the disease, they lose d10 Toughness and 
  Willpower every turn unless they manage to find a cure
  or fall unconscious. There is no long-term effect, and all
  characters will recover for the next scenario.
  Contagion Factor: -30% 
  61-70
  Agitatus Furior, a.k.a. 'Rage' – originally developed as a
  biological weapon, Rage drives subjects into an intense,
  unrelenting fury. Infected characters must always 
  attempt to move into melee combat with the nearest 
  enemy model they are aware of, and must always move
  at a sprint, jumping over obstacles if necessary. If there
  are no enemy models they are aware of, they must 
  attempt to engage friendly models. If there are no 
  friendly models they are aware of, they simply stand still
  bellowing and foaming at the mouth.
  Contagion Factor: -20%
  71-90
  Medusan Phage – the Phage was originally used as an 
  inoculation for workers in lethal bacterial 
  environments. However, gradually the phage mutated 
  so that instead of aiding the body's natural immunity, it
  destroyed it. Subjects end up without an immune 
  system and even the slightest infection can prove lethal.
  Characters who contract the phage take d10 damage 
  from bleeding, and their system shock value is halved. 
  They also halve their Toughness value when rolling to 
  test to see if they are affected by toxin or gas weapons.
  Contagion Factor: -30% 
  91-100 Nurgle's Rot – The most feared of all diseases. The Rot 
  first causes a high fever, and the subject then loses 
  control of their bodily functions. Their skin necrotises 
  and falls off in clumps. Death is slow and painful, and 
  from the foetid corpse emerges one of the Plague God's
  servants, a Plague bearer of Nurgle. The character loses
  10 from their Toughness value every turn until they fall
  unconscious. Their agonised screaming causes all 
  friendly characters within earshot -20 to their Nerve 
  characteristic.
  Contagion Factor: -30%
  THE FATE OF MEDUSA V
  The Fate of this doomed planet may be sealed, but the efforts of
  the Inquisitors will decide if the planet's end is one of glory and
  honour, or one of ignominy and defeat. 
  Though the fate of Medusa V will be determined on the
  battlefields, the efforts made in accomplishing the missions in
  this booklet are just as vital as the sacrifices of the soldier on the
  field of war.
  Every tale played out through the game of Inquisitor is a story
  waiting to be told, and it is these stories that we want to hear.
  If you play a game of Inquisitor using one of these scenarios over
  the summer period, please write a report of it and send it in
  (fanaticsubmissions@games-workshop.co.uk). We will compile a
  selection of the stories, and present them at the end of the
  campaign to reveal some of the unheard-of exploits that go on
  behind the curtain on Medusa V during the war.
  So go Forth, and do the Emperor's Work!
  The best reports will be forwarded to Adam Troke who will
  then include them in a summarised form in the final 
  Medusa V conclusion. 
  ABOUT THE AUTHOR
  Rob Macfarlane is a seasoned Inquisitor player, Gamesmaster and savant, and a Medusa V historian and chronicler. He can be
  found moderating The Conclave, the internet's foremost source of Inquisitor-related fiction.
  
SOURCE: textdata/thevault/Warhammer/40k/Inquisitor Skirmish/SG_site_files/FO69InqMedusa.pdf