TEXT: Packing Heat
  Rules for Weapon Concealment
  By Richard Plumb
  INTRODUCTION
  Craven moved through the milling queue like a crooked old
  man. Gone were any sign of his Inquisitorial authority. Gone
  were those days. All he had now was revenge, which lay beyond
  this threshold. The security guards made to make him go
  through a great arch that chimed when metal was detected. He
  had planned for this and moved through grinning to himself.
  His hand clenched around the wooden knife, heat hardened to
  glide through flesh. His foe would die by it tonight.
  On many occasions in Inquisitor, many warbands can be split up,
  captured or even go undercover. This may usually amount to
  stealth moves in the night, dodging from shadow to shadow and
  feeding guard dogs with hunks of meat. 
  Yet in certain areas such as bustling hives or cities, a character or
  even warband might want to hide their weapons, perhaps
  because they are forbidden in the more privately owned areas.
  One good example of this is within the Sorroritas missions and
  cathedrals that demand the total relinquishment of arms before
  entering; only their servants may bear weapons in its holy
  sanctum. Even the likes of Inquisitors are challenged on this as it
  is declared part of the Imperial religion.
  You may not even want those around you to know who your
  character is and dress him in the attire of an average citizen,
  spare for the Bolt pistol casually holstered under his arm in a 'pit'
  holster (see below).
  These types of conditions have probably already happened to
  many GMs whose players have smartly resorted to more subtle
  tactics than guns blazing. After all, it's Inquisitor not Warhammer
  40,000!
  USES IN INQUISITOR
  Within the Imperium and in fact the whole galaxy, there are
  countless ways of detecting dangerous intent and weapons to do
  it with. The Eldar simply detect the emotion of any would be
  assassins within their ranks (which is rare), Tau have hi-tech
  virtual-mappers that detect any possible lumps and bumps in
  cloths from a distance and postulate if it's a weapon. Even the
  Tyranids kill any organism that no longer receives messages from
  the Hive!
  Meanwhile the Imperium, with its less trustworthy populace and
  its less definite solution, tries its best.
  Whenever a character walks past someone or is 'frisked' by
  someone who is attempting to locate any hostile weapons or
  perhaps specific wargear, roll a test as described below and add
  any modifiers that are relevant. Once again, GMs are suggested
  to be original and should ad-hoc with the rules presented here.
  Maybe the concealing character has a cold and a gun that makes
  a funny noise if shook?
  Lastly, if there are any Eddie Murphy wannabies, the character
  may attempt to blather to explain any suspicious items and get
  away with it. Though to do this he must successfully pass an
  unmodified initiative check and actually come up with the
  'speech.'
  'Look man! It's a clock, not my fault if it looks like a bomb is it?'
  Again, GMs discretion. 
  Concealment check = Basic initiative test.
  +/- Modifiers: 
  + Weight of the concealed weapon (e.g. +15% for laspistol),
  + Searching equipment (see below),
  + Physical check (i.e. frisking) +20%,
  + Bionics or anything increasing visual senses 
  (e.g. +20% advanced bionic eye),
  –  Range (10% per yard),
  –  Awareness affects (Closed helm -25%),
  –  Concealing equipment.
  Because close combat weapons posses no weight, cross-
  reference them on the table below to find out what weight to
  modify the concealment check with. You may notice that a power
  fist is counted as being as concealable as a knife. Well it is in
  Inquisitor, where such things can be as subtle as a glove under a
  glove and not always the hulking devices strapped to space
  marines! Sometimes someone can claim that it is a helpful bionic
  and get away with it!
  Close combat weight reference
  Reach
  Modifier
  1
  +5
  2
  +20
  3
  +35
  4
  +50
  At the end of the day these rules should bring a more exiting
  edge to any game, which as I have seen, relies on nothing more
  than the superb combat engine that Inquisitor offers. But there
  is more here to use! The bricks have been laid and gamers should
  feel obliged to construct their own game from it.
  If these rules succeed in making players 'think' more in their
  campaign actions as well, then I think it worked. Remember, the
  game is what you make it!
  Below I've added a few pieces of equipment, two new psychic
  powers and a scenario for you to try. Please try them all out and
  if you make any changes because of problems you have found let
  me know!
  
  NEW EQUIPMENT
  Covert webbing: Military in design, combat webbing is an
  assortment of straps and strands that can fit under a shirt,
  cradling equipment and arms into the more 'snug' of places.
  Covert webbing reduces any holstered pistol or basic weaponry
  by -10% when involved in a concealment check. This effect is lost
  if the character is frisked.
  Long coat: Many locals especially on frontier worlds, like
  wearing excessively long coats, some which scrape along the
  ground. While restrictive in high winds they look cool and have
  another very subtly use. A character wearing a Long coat may
  conceal a pistol or basic weapon along his side or a close combat
  weapon with a reach up to 2. These concealed items have their
  weight halved when involved in concealment checks making
  them easier to be hidden. This effect is lost if the character is
  frisked.
  Plascore Weapons: Some armourers offer an alternative to steel
  guns or swords and offer high-density materials that won't be
  detectable by various scanners. A Plascore weapon is just like the
  normal version but removes the bonus that detector
  arches/wands offer anyone checking for it. Unfortunately it isn't
  cheap and upgrades the weapon to the next availability class (i.e.
  a Lasgun goes from basic to rare). Exotic or Legendary
  equipment and weapons cannot be made in Plascore as they
  depend on the materials they are made from.
  'Pit' holster: Used by many field agents, the Pit holster is a simple
  design that hides a pistol-sized weapon under your shoulder. In
  affect it deducts -20% to anyone trying to detect it by eye but
  NOT if frisked. Other forms of this holster allow for pistols or
  reach 1 weaponry to be hidden on the ankle and in the small of
  one's back.
  Spring Brace: A spring brace conceals a pistol sized weapon or
  reach one weapon much like the 'pit' holster does but with a
  quirky extra. The spring brace can mount a small weapon on the
  wrist and will 'pop' out if triggered placing the weapon into the
  characters hand as if he had the Fast Draw skill. This brace must
  be worn under sleeves. Because of their size and odd location,
  spring braces do still have the affect of the 'pit' holster despite
  being frisked!
  Detector Arch & Detector Wand: Often used at spaceports or
  mass conveyances, the detection arch is a static system that
  searches for metals often found in guns and combat weaponry.
  Other detectors search for chemical compounds found in bolt
  shells or energy signatures in Lasgun power packs. There are
  rumours that the Adeptus Mechanicus have a detector unit that
  detects machine spirits, but this is mere conjecture. Smaller in
  size are the detector wands, compact moveable devices that look
  similar to an Auspex but mounted on a small stick. It is less
  powerful than the Arch but still useful.
  •The Detecter Arch negates the modifies for concealing clothing
  and adds +30%.
  •The Detector Wand negates for concealing clothing and adds
  +10%
  NEW PSYCHIC POWERS (TELEPATHY)
  Suggest
  Difficulty: 15
  The psyker reaches out with his mind as he states something
  simply like: 'These aren't the servitors you're looking for.' As he
  states this obvious lie his mind detaches his victims suspicion and
  leaves them apparently listening to an undeniable fact. If the
  psyker passes this test then everyone who is relevant and within
  earshot must pass a willpower test modified by the amount the
  psyker past his test by.
  Eg: Willie Dank the smuggler uses his Wyrd psychic power:
  Suggest on two Enforcers who are questioning him in the street.
  As he says 'I ain't done nothing wrong, im free to go,' he rolls a
  test (getting 45) easily passing his test goal of one hundred by 55.
  Next, the two Enforcers must attempt to pass their willpower
  tests (each being a rather respectful 60!) modified by Willie's 55.
  They both fail not getting anywhere near the 5% they needed.
  Old Willie Dank just walks away carrying his new Enforcer
  Shotgun!
  Detect Arms
  Difficulty: 10
  Some telepaths often see into the warp, perceiving it as a series
  of auras representing emotion or intent. What he sees is the
  playground of daemons, which feed upon this emotion. But one
  useful application of this power is in the detection of objects
  about someone. The psyker can scan someone, seeing not only
  his aura but also either the dead aura shapes of weapons and
  tools that are often depicted as black shapes. Sometimes the
  psyker can see a weapon with an aura, where the carrier has left
  such a murderous intent on it that it glows red with rage. If the
  psyker passes the test then he may attempt to detect for
  concealed weapons (and equipment) without any modifiers.
  
  In one of his many 'runs', Gabor Kullis has run into some trouble. His usual route through the slums has come upon a hitch, three of
  them in fact, each one an Enforcer. Some stupid feth-bag has gone 'ogryn' and shot-up some pilgrims. The murderer is still at large and
  now the Enforcers are checking everyone leaving the area. They block the only way into the subway and freedom.  Now he has to find
  his way past and fast before he misses his train! 
  Mission: Gabor must make it into the Subway by game turn 6! Some players may prefer actual time constraints but its up to you.
  Characters: The following characters are used in the scenario:
  Setting: The basic layout of the scene is shown below.  I've kept it basic allowing any original gamers to chop and change where they
  like.
  SPECIAL RULES
  Passing the Enforcers
  The Enforcers will not attack Gabor unless he acts suspiciously (up to GM!) and refuses to comply. Good example of this would be him
  sprinting past their visual range. Also, if Gabor is searched at any time by eye or frisk and his package is found then he is busted and
  the game ends with the Enforcers carrying him off with comments like 'Perp'. The Enforcers will not 'talk' or reason with Gabor and will
  use any opportunity to rule out any citizen. They will search more than once so NO hiding the box, getting searched then trying to pass
  by!
  The GM should feel free to be ad-hoc with this scenario especially with eccentric Gabors.
  When Gabor tries to pass the Enforcers roll on the table below for how deeply they look.
  NEW SCENARIO – SMUGGLER'S RUN
  Equipment: Priceless artefact in a secure coded box (weight = 20 and cannot be opened.), knife.
  Special Abilities: Dodge.
  ‘Ah Gabor Kullis, man of many guises.  Some folk say he was short, some tall.  But guaranteed, he always did his run.  Even after
  that accident at the subway station…poor fether.’
  Undisclosed Crime Boss
  WS
  BS
  S
  T
  I
  Wp
  Sg
  Nv
  Ld
  Gabor Kullis
  35
  45
  55
  55
  60
  60
  60
  70
  40
  Equipment: Pump action shotgun with 12 executioner shells; detection wand; carapace armour on legs, chest, arms.
  One Enforcer has a cyber mastiff.
  Special Abilities: Dodge; Quickload.
  ‘Ahh, the Enforcers, beloved keepers of law and order.  There is nothing I like more than seeing a patrol squad doing their job.
  Reminds me so much of the boys when they are doing theirs.’
  Undisclosed Crime Boss
  WS
  BS
  S
  T
  I
  Wp
  Sg
  Nv
  Ld
  X 3 Enforcers
  70
  70
  60
  60
  60
  65
  65
  75
  75
  1
  2
  3
  4
  5
  Key:
  1.
  Air Vent
  2.
  Subway
  3.
  Truck
  4.
  Enforcer Car
  5.
  Old Hekbert!
  •
  All doors are locked shut.
  •
  The Enforcer patrol car is open but 
  un-drivable thanks to their gene-
  identify locks. Some more 
  adventurous gamers may remove 
  this lock and have Gabor ram the 
  patrol out of the way!  A good car 
  representation is simply one of 
  those large matchbox cars. I use a 
  Games Workshop mail order box 
  •
  Armour values:
  Patrol Car: 10
  Truck: 8
  
  Enforcer mood roll (D10):
  •1-5 Move along citizen – The Enforcers seem little interested in you, only test for a visual concealment check.
  •6-7 Frisk 'im – The Enforcers are following protocol and give Gabor the once over patting along his body for any suspicious objects.
  •8-9 Get the wands – the Enforcers stick a gun in Gabors face as one of them goes to the car to get one of their detection wands. He
  gives you a once over with it. Test for a concealment check using a detection wand.
  •10! Were going downtown! – It is not Gabor's night, the Enforcers are convinced that they have their murderer and put Gabor in
  shackles. He could run, maybe he did, but poor Gabor's running days are over.
  Modifiers: 
  Add +1 to the above roll for every injury level that Gabor had taken in his misadventures.
  If Gabor had deactivated the wands they keep silent and the concealment check counts as 'Move along citizen.'
  If Gabor has hidden the wands properly then the Enforcer simply counts as 'Frisk 'im.'
  There is a variety of ways that Gabor can achieve his goal to get past the Enforcers and obviously it isn't going to be through sheer force
  of arms! To organise these suggestions I've put them into paths that can be taken.
  Distract: 
  If Gabor looks around he may notice the barrels left half unloaded by the roadside. It looks like the owners have fled the scene (or were
  shot) when the Enforcers turned up. If Gabor checks these barrels and passes a sagacity test then he may be told that they are high
  concentrate Petrolchem for the nearby conveyance station.
  Petrochem is highly flammable and an arsonist (like Gabor?) could tip a barrel or two over and light them up before hiding. To light
  them up Gabor could use his knife to scrape against the iron grating on the gutter (must pass an initiative test or specific question to
  GM to become aware of it) or, if Gabor checks the truck driver's compartment he will notice the lighter still left on the seat!
  When the fuel goes up in flames, roll for damage against the truck counting the flame as a flamer. If the damage beats 10 then the truck
  explodes like a demolition charge.
  If the truck explodes, all three enforcers come running. Roll initiative tests (no modifiers) for each of them. If one passes, they notice
  the flame and d6 of them come running (3 being obviously the highest number). The mastiff is brought with them.
  Disguise: 
  Down the left alley on the map lives old Hekbert the resident hobo. He lives in a little cardboard house with his rats and cradles his
  alcohol like a teddy bear. Hekbert is still snoozing off last nights drinking competition against himself (which he won!) and is snoring
  loudly. Old Hekbert is wearing a rather large looking duffel coat with many torn inside pockets. Gabor could slowly (passing a successful
  nerve test) peel the coat of Old Hekbert and use it to help conceal the box, increasing his chances of it not being detected if he is
  checked over by the Enforcers.
  If the roll is failed, Old Hekbert wakes up and starts screaming really loudly. 1 or 2 Enforcers (Roll d6 - 1-3=1, 4-6=2) will come to see
  what is going on. If Gabor gets away before they arrive, the Enforcers will 'lawfully' beat up Hekbert and smash up his home up searching
  for wasting Enforcer time. If Gabor is seen, game over as they shout FREEZE! Unless of course you think he can escape and hide?
  Divert:
  Gabor could look for another way of getting into the subway. The best access he will find is an air vent into the Subway's toilets.
  Unfortunately it's too small for him, but a thoughtful Gabor could slip the box down into the vent and pick it up from the other side!
  It will take a successful initiative test to get the box into the vent. This is a risky action and if is blown will cause 2d6 damage to Gabor's
  arm as the vent's rotor blades cut into him.
  Sabotage: 
  If Gabor can successfully sneak up to the Enforcer patrol car then he can quietly open the door and look in. On the passenger seat is
  a trio of detector wands. Gabor could either steal them and hide them somewhere good, or if he passes a sagacity test, figures out how
  to switch them off, so when he is searched they don't go bleep!
  The GM should roll the sagacity test in private and feel free to lie to Gabor's player about his success rate until he tries to pass the
  Enforcers. Very nasty.
  VARIATIONS ON A THEME
  Like most inquisitor scenarios, this one is purely modular. What I mean by that is that you can strip away what you like in it and throw
  the rest in the bin. One example of this is if you wanted the scenario to be themed on an Inquisitor's escape from a heretic prison? Or
  maybe if you like Eldar you could have an Eldar Ranger who is trying to warn his master.
  Another idea is having two characters, one on either side, trying to get a package or maybe a person across a line. They must not be
  able to simply force their way through or we fall into the realms of simplistic gunfights. This scenario is meant to be a thinker and forces
  players to use their head rather than their ammo.
  With this idea in mind you can come up with many settings, characters, obstacles and solutions that could flesh it out. Personally, I want
  to know what would happen if Gabor accidentally found the murderer that caused the arrival of the Enforcers hiding in old Hekbert's
  hut!
  Now if I could just find a way to sneak past in my Leman Russ Battle Tank…
  ABOUT THE AUTHOR
  Richard Plumb was a key timer in our Liverpool store. he claims that is he gets talking about Inquisitor he could make girl fall
  into a coma quicker than you can roll a D6. 
  
SOURCE: textdata/thevault/Warhammer/40k/Inquisitor Skirmish/SG_site_files/FO38InqPackingHeat.pdf