TEXT: Report from Inquisitor Benedict Saussure
  Additions to the Book of 
  Indoctrinations
  Details of battles upon the soil of the 
  Throneworld itself!
  Anatomy of a mutant
  After-action report from clash at 
  Agripinaa
  Intercepted communications to Lord 
  Saussure
  DARK MAGENTA ISSUE #1
  SUMMER/AUTUMN 2007
  THOUGHT FOR THE DAY
  In the Beginning, All was Pure
  INQUISITORIAL DOCUMENT
  UNAUTHORIZED DISTRIBUTION IS TREASON
  CLASSIFICATION:
  
   
   
   
   
   
   
   
  The Grand Inquisitor Speaks
  Editor-in-Chief, Derek Gillespie, opens the first issue of Dark Ma-
  genta with some well chosen thoughts.
  Beginnings
  A dramatic introduction to our first battle report.
  It’s All in the Mind
  Ruaridh Dall gives us a treatise upon the effective use of mental 
  characteristics. 
  Kaled’s Modelling Showcase
  Dave Knowles gives us a brief tour of his collection.
  In the Beginning 
  Phil Weston shares some wise words on how to get started in the 
  Inquisitor hobby.
  In the Shadow of the Throne
  In our first Feature Article, veteran Robey Jenkins introduces us to 
  the holy of holies.
  I Am Not A Monster
  A controversial conversion, as Robey shows you how to build your 
  very own mutant enforcer!
  Modelling Masterclass
  Having shown us his collection, Dave Knowles shares his secrets as 
  he builds a brand new conversion.
  Instigation & Insurrection
  Derek Gillespie, Jeremy Lowe and Ruaridh Dall duke it out on 
  Agripinaa, in the first of a linked series of battle reports.
  Communiqués
  Via the astropathic duct come your questions and queries.
  The Last Word: Gathering Dust
  In the first of a series of columns, Robey “Precinct Omega” Jenkins 
  tries to understand why some people don’t play Inquisitor.  Be-
  yond, “Because they’re heretics!” 
  Record of Heresies
  Biographies of all the contributors to this issue of Dark Magenta.
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  3
  The Grand Inquisitor speaks...
  fering this issue, as he gives us his take on the power of 
  the mind and how you can apply such things to your 
  games, while Robey also contributes more than once – 
  observe him start down the road towards converting, 
  painting and generating a brand new character, which 
  will develop over the next few issues. Phil Weston re-
  ports on his experiences getting players started on cam-
  paigning and playing Inquisitor, while Dave Knowles 
  awes one and all with his painting and modelling in two 
  related pieces – a showcase of his work, and a Master-
  class article on his female Inquisitorial stormtrooper.
  Since we finally decided to set forth on the little adven-
  ture that bringing this first issue to you has been, there’s 
  been a steep learning curve for all of us on the staff, who 
  are trying to hold down jobs and studies while making 
  Dark Magenta as high a quality as possible. It would 
  be remiss of me to end without thanking all of the staff 
  and contributors to this issue for their enthusiasm and 
  patience as we learn the ropes – it’s been hectic at times, 
  but it’s been fun so far!
  If you like what you see and have any comments or sug-
  gestions, please feel free to get in touch with us at edi-
  tor@darkmagenta.net – the most stimulating letters will 
  most likely find their way to the Communiqués page, 
  though we will try to respond to every letter and e-mail. 
  Even better, if you feel you’d like to submit an article, 
  then you can have a look at the submission guidelines 
  on the website (www.darkmagenta.net) and then send 
  your article to submissions@darkmagenta.net – you’ll 
  find our editorial staff keen to hear from you, and will-
  ing to help make your article as good as possible. We’re 
  relying on your support to keep Dark Magenta going in 
  the future, so don’t be afraid to give us your ideas.
  I hope the first issue keeps everyone entertained! Do 
  check back onto www.darkmagenta.net very soon to see 
  Issue 2 of Dark Magenta, which is even now coming 
  together, and should be with you within a few months!
  Cheers,
  Derek
  Derek Gillespie, Editor-in-Chief.
  Welcome, one and all, to the first issue of Dark Ma-
  genta, the new web-based magazine supporting Games 
  Workshop’s Inquisitor narrative battle game!
  Ever since Inquisitor was released upon the gaming 
  public, it has had a loyal fan-base, eagerly anticipating 
  each and every release from the Specialist Games studio. 
  However, while Fanatic Online supports the game with 
  new rules every few months, we felt that there was more 
  to be done to keep Inquisitor healthy and thriving. Giv-
  en that players of Inquisitor are positively encouraged to 
  create their own rules, typically have a deep-seated love 
  of the Warhammer 40,000 mythos, and are in plenti-
  ful supply across various internet discussion forums, it 
  seemed (hopefully!) obvious that there would be both a 
  receptive audience and a wide pool of writers for an in-
  dependent, fan-based publication that would augment 
  the output of the Fanatic Studio. The first results of this 
  endeavour are before you now!
  As many of you may know, this is not the first version 
  of Issue 1! We released the content presented here a few 
  months ago in a stripped-down format. This was forced 
  upon us thanks to a combination of technical difficulties 
  and time commitments from our (volunteer) staff, but 
  we’re delighted to report that the “sparse” presentation 
  of that issue didn’t detract from some very kind com-
  ments and feedback regarding the quality and content 
  of the articles we presented. Now, all of these articles are 
  presented to you again, in their full glory. We’re keen to 
  hear what you think of the “proper” issue 1 – do you 
  prefer it to the stripped-down version, or did you pre-
  fer the less designed look in the first place? Sends your 
  comments to the Editor at the address below.
  So, what do we have for you in this first issue? Well, 
  we have rules, background and campaign ideas to let 
  you take your games right to the heart of the Imperium 
  itself, as Robey Jenkins allows you to set foot upon the 
  hallowed ground of Holy Terra. You also have an op-
  portunity to see two rival Inquisitors and their entou-
  rages inadvertently cross paths during the aftermath of 
  the 13th Black Crusade, as the first in what we hope to 
  be a series of linked short stories and battle reports gets 
  underway, between Ruaridh Dall’s Inquisitor Tomashek 
  Goddard and some old lay-about controlled by a lazy 
  web magazine editor. Ruaridh, in fact, has a double of-
  
  4
  Dark Magenta
  Editor-in-Chief
  Derek Gillespie
  Editors
  Robert Grayston (Background and Rules)
  Robey Jenkins (Features)
  Douglas Johnson (Battle Reports, Scenarios 
  and Campaigns)
  Joshua Prince (Modelling, Painting and Ter-
  rain)
  Sub-Editors
  Eoin Ravensdale
  Rob Skene 
  Greg Lewis 
  Simon Philips 
  Technical Support, Layout and Design
  Isak Ström 
  Jack Davies 
  
  5
  were so inconsiderate as to invade.  Lord Enchivar Ryan 
  had waved away his enquiries – he clearly believed that 
  production would be back to normal without any special 
  effort on his part, that arms and armour would roll out, 
  the people would be fed and the tithes would be collected. 
  The Lords Ryan had ruled Agripinaa for over a millen-
  nium and all would return to the way it had always been. 
  After all, life was already back to normal in the Imperial 
  household. 
  He’d left, unimpressed, and nothing he’d heard over the 
  following days had lightened his mood.  Enchivar seemed 
  to be of the opinion that attempting to shower him in luxu-
  ries and courtly courtesies would convince him of the main-
  tenance of the status quo – he was somewhat wide of the 
  mark.
  He let his breath out in a quick exhalation realising, to his 
  irritation, that he’d been holding it in.  His arm had a 
  twinge too, which was usually a sign of annoyance.  He gave 
  his bicep a gentle massage with his other hand.  The feel of 
  the delicate intertwining of augmetic circuitry beneath the 
  skin was obvious to the touch even if it was invisible to the 
  eye.  He took a slow, deep breath, filling his lungs with the 
  familiar scent of air-scrubbed incense.  Then he reached up 
  and pinched the skin at the bridge of his nose, then ran the 
  hand down to settle on his chin, fingers slowly sliding back 
  and forward through the close-cropped beard.  He exhaled 
  once more – he was tired, if truth be told.  Not as young as 
  you used to be, old man, he thought.  That raised a smile. 
  And a quiet laugh.
  Sitting at the other end of the cabin, facing perpendicu-
  lar to him, Special Officer Durant turned his head at the 
  noise breaking the quiet atmosphere.  His close-shaved 
  dome bathed in the red light of the cabin, blending his 
  face amongst the red hue of the suit of carapace armour 
  encased around his barrel-chest. Durant’s face had a quiz-
  zical expression, questioning what had made him break the 
  silence.  He shook his head and returned to his introspective 
  vigil, fingers drumming on his knee.
  Suddenly a vessel loomed large, rapidly filling the narrow 
  field of view afforded by the vision slit.  While obviously 
  smaller than some of the leviathan bulk freighters hanging 
  at high anchor it was still massive, dwarfing into insig-
  Beginnings...
  By Derek Gillespie and Ruaridh Dall
  The deck-plating vibrated - a soft, metallic murmur felt 
  through the soles of his feet that betrayed the presence of 
  motion in the otherwise deceptively-still lander.  He looked 
  out through the inch-thick armaglass slit.  The endless 
  black of space, pinpricked with points of brilliant light, 
  drifted across his view.  Each star burned with a relentless 
  intensity, no hint of flickering to detract from their impact. 
  If he leant his forehead against the cool of the glass and 
  looked down, the gently-curving, grey and blue horizon of 
  the planet would come into view.  At the moment, its pres-
  ence was revealed by nothing more than a vague seeping of 
  light from the bottom of the window – more than reminder 
  enough, considering the last few days.  Were he to crane his 
  neck upwards, the stars would be joined by the twinkling 
  lights of space docks and the regular pulsing lights of the 
  guide buoys, sending out their warnings to guide ships to 
  berth at high anchor.  For the moment, however, he was in 
  between the two extremes.  The small cabin was illuminat-
  ed only by running lights - a faint crimson glow that barely 
  reached the plasteel walls - and the void outside remained 
  dark.  Settling back into the cracked leather of the seat, 
  with a restraint harness loosely fastened across his chest, he 
  was left to ponder his thoughts in the gloom.  How apt.
  To put it bluntly, Agripinaa was in a mess.  Andrey would 
  have had his head for that assessment, he thought to him-
  self.  Never one for a throw-away assessment, old Andrey, 
  Emperor rest his soul, but that was the straightest way of 
  describing the situation.  Ravaged by war brought on by 
  the Black Crusade, its infrastructure damaged and surely 
  unable to meet the Administratum tithe, populace near-
  starving and restless, and any pretence of a functioning 
  Defence Force destroyed long before the Ruinous Powers 
  had been pushed off the surface and back into the outer 
  reaches of the system.  That was maybe the most pertinent 
  point, he accepted – ‘the outer reaches of the system’.   His 
  brow furrowed imperceptibly.  The Agripinaa system was 
  not secure, regardless of what propaganda would have the 
  citizenry believe.  If the Nurglite forces sallied forth now, 
  the capital world would fall, and the Imperium would lose 
  the Agripinaa system, probably forever.  And all he’d seen 
  during his sojourn planet-side was an Imperial house busily 
  getting back to the business of enriching itself desperately, 
  ensuring that it got back to the same level of comfort it had 
  enjoyed previously before the worshippers of the Dark Gods 
  
  6
  nificance the transport shuttle.  He felt the mono-task alter 
  course, steering the vessel towards the opening gates of a 
  landing bay now visible on the underside of the giant craft, 
  muted light pushing through the ever widening gap.  The 
  metallic tones of the servitor cut through the intercom;
  +++ Prime for docking and disembarkation +++
  As the shuttle turned, decelerated and rose into the ship, 
  the docking port was suffused with harsh, actinic light that 
  spilled into the cabin, casting rapid shadows across the walls 
  as the shuttle nosed towards its assigned landing pad.  Du-
  rant had already released the restraint and was on his feet, 
  casually slinging a kit bag over his shoulder and making 
  safe the shotgun he recovered from the floor holster beside 
  his chair.  Durant looked back over his shoulder at him, 
  allowed himself a brief smile, and braced as the shuttle set 
  down.  A muffled clang accompanied the slight impact of 
  the shuttle’s landing, umbilicals mating with ports in the 
  deck as the shuttle automatically began its post-flight rou-
  tines.  A hiss of decompression presaged a change of pressure 
  in the cabin, before the display screen flashed green – safe 
  for disembarkation.  The old man nodded and Durant 
  pulled the lever next to the hatch with a large, calloused 
  hand, causing a whir of servos to lower the boarding ramp 
  and let light fully spill into the compartment.
  He stood up, stretching his back and flexing his shoulders, 
  trying to work out the knots and kinks that had built up 
  over the last few days.  One of the ratings, his dark red 
  jumpsuit unblemished and pressed into knife-edge creas-
  es, stepped aboard once Durant was down the ramp and 
  bowed reverentially.  The inquisitor passed his kit bag and 
  burnished breastplate over to the crewman and straight-
  ened the waistcoat which hung open across his shoulders. 
  He reached down and closed a hand around the scrim-
  shawed haft of his hammer.  The head was wrapped care-
  fully in silken cloth, which did little to hide its aura of 
  potent retribution.  The rating didn’t get to carry that.  No 
  one did.  He stepped out onto the ramp, let his eyes adjust 
  to the light filling the cavernous bay and strode down to the 
  deck just as the Marquis Essien Caravale, ship master of 
  the Angelic, stepped forward to shake his hand.
  ‘Welcome back, my Lord Saussure’.
   
  Subiaco Diablo was two days behind him now, but the 
  memory of the desolation there was not going to fade fast. 
  His home world had been ravaged, and Goddard felt a lit-
  tle pang of betrayal in leaving his friends and family before 
  the planet was made safe.  Safe.  The word almost made 
  him chuckle.  Nowhere in the sectors around the Ocularis 
  Terribus was safe.  As far as the propaganda was concerned, 
  the Curse of Unbelief had been halted, and the ‘zombies’ 
  had been purged from the world and that would have to 
  do.  The populace could not be allowed to think differ-
  ent, lest panic devour them, and the world fall to anarchy. 
  With Imperial forces stretched as they were, maintaining 
  calm on as many planets as was possible was of paramount 
  importance.  For decades Goddard had worked against 
  Chaotic insurgents intent on destabilising Imperial rule in 
  the Sectors Oculus, and now more than ever was his work 
  of vital importance.  He had done what he could on his 
  home planet, but now another world needed his personal 
  assistance: Agripinaa.
  Goddard had independent cells of operatives across the sec-
  tors fringing the Eye of Terror and throughout the invasion 
  he had bolstered what operations he could personally.  He 
  had lost thirty-two operatives thus far, on Subiaco Diablo 
  itself and on worlds as far flung as Lethe 11.  He had fought 
  on the ice fields above the fortress on Nemesis Tessera to 
  defend the secrets of the Inquisition held there, as his ship, 
  the Brilliant, had taken the fight to the enemy in the void 
  above the world.  No part of his extensive operation had 
  found themselves without an enemy to fight.  His agents 
  on Agripinaa had been faced with the task of removing 
  seditionist elements from within both PDF units and the 
  Adeptus Administratum in Hive Legatus.  With ground 
  forces engaged with the enemy, the cell had viewed that 
  elimination of the officers they had identified as traitorous 
  was of the utmost importance.  It was clear that in order 
  to instigate a thorough cleansing of the unit, a liaison with 
  the Regimental Commissars would be of the utmost impor-
  tance, and that the cell would have to be prepared to hunt 
  down and execute any escapees.  When the time came to 
  act, his cell had the full cooperation of the Commissariat 
  and all the seditionists they had identified were dealt the 
  Emperor’s justice swiftly.  Dealing with the heretics within 
  the Administratum had been an entirely different matter.
  Their initial investigation had brought eight individuals 
  under suspicion, but on deeper probing they turned up 
  evidence that pointed to a far larger corruption within the 
  clerks and scribes responsible for the hive’s smooth running 
  and its peoples’ continued existence.  Arms for the front-
  
  7
  line were missing from audits, and food shipments for the 
  population were simply going missing.  The heretics’ actions 
  were crippling Agripinaa from within, and so large was the 
  problem, the cell was exceptionally hard-pressed to root out 
  all the various elements within the vast organisation.  With 
  the assistance of the Adeptus Arbites, the more senior mem-
  bers of the group were taken into custody.  Through interro-
  gation, it was revealed that the recidivists’ Brotherhood, as 
  the heretics liked to call themselves, was widespread all over 
  the planet and was not confined to the pen-pushers and 
  book-keepers.  The Departmento Munitorum and PDF, as 
  the cell had known for itself, had been infiltrated, and the 
  rot went higher still.  One captive had even gone as far as 
  to say that the Governor was ready to hand the world over 
  to their dark masters.  As unlikely as this was, the cell was 
  not blind to the fact that they had in all probability barely 
  probed the surface of the lesion at the heart of Hive Legatus, 
  and in all likelihood, the whole of Agripinaa itself.  The cell 
  knew that decisive action was needed to prevent the world 
  falling, and that was why they had requested that Goddard 
  join them, with the full force of the Ordo Malleus Tesseran 
  behind him.
  That was wishful thinking on his personnel’s part, Goddard 
  mused.  The Ordo was stretched to breaking point fighting 
  daemonic legions and the traitor Astartes in numerous sys-
  tems without any sign of breakthrough.  The Excommunica-
  tion of the Relictors, though a necessary move, had reduced 
  the available number of Grey Knights further, and had 
  drawn many Inquisitors away from the frontline, where 
  their specialised forces were desperately needed.  Goddard 
  could not expect reinforcement from any army groups other 
  than those he could requisition on Agripinaa itself, and if 
  the evidence his cell had gathered was even half accurate, 
  those soldiers would be of a very dubious quality.  His own 
  personal forces were too distant from Subiaco Diablo, and 
  too deeply involved in their own missions to be drawn to his 
  side.  How he wished that he had Kolo Mandouka along-
  side him now, where his killer instincts would count for 
  fifty trained soldiers, but his anti-daemonic powers were 
  sorely needed on Imbrium, where he was fighting against 
  the agents of the Word Bearers.  The guns of Hector Ganz 
  and Brett Thorpe would be more than welcome too.  Even 
  the sagely words of Radoslav Holden would aid him, but 
  his chief savant was deeply involved in the investigation of 
  Van Hel’s atrocities on Nemesis.  Aye, he was without many 
  talented individuals.  He was however, far from alone.
  On board the Brilliant with him were fifteen of the Ordo 
  Malleus’s best: Choi, Murray, Rasmussen, Pukam, Ono, 
  Brito, Francis, Al Jaazar, Strupar, Toseland, Helstrom, 
  Benediktsson, Craine, Silver and Gottfried; Stormtroopers 
  all, and some of the bravest men he had ever met.  Grey 
  Knights they weren’t, but a bright light against the forces of 
  darkness they most certainly were.  They would follow him 
  into the very Eye itself if he commanded it.  As grandiose 
  as that notion was, the fact remained though that fifteen 
  men, no matter how well trained, equipped or brave did 
  not constitute an army.  The operation on Agripinaa would 
  be no counter-invasion that would drive the heretics from 
  the face of the world.  Goddard was heading there to see 
  about the stabilisation of the world by destroying the in-
  sidious elements that threatened it from within, to allow 
  the planet’s loyal populace to secure their world.   If order 
  could be restored on as important a world as Agripinaa, 
  then the Imperium would have a staging point from which 
  to reclaim the Sectors Oculus from the minions of the Great 
  Enemy.
   
  With a near-silent pneumatic hiss, the bulkhead in front 
  of him slid backwards into the recessed alcove of the wall, 
  opening a path for Interrogator Richard Kuerten’s entry 
  into the apartments.  As soon as he did so, he was aware 
  of the change in atmosphere – gone was the standard ship 
  corridor gun-metal grey.  The walls surrounding him now 
  were of polished Terran oak from floor to ceiling, a deep, 
  warm hue, accentuated by the glow from the brazier situ-
  ated in the far wall.  A soft carpet encompassed his feet, 
  and one whole wall was taken up with a substantial series 
  of bookshelves, neatly appointed rows of bound manuscripts 
  facing spine-outwards into the room.  The furthest corner 
  of the shelf was slightly distorted behind the glimmer of a 
  small stasis field, protecting the most valuable works that 
  his master chose to transport from the more substantial li-
  braries back in Roxburgh House.  The opposite wall had 
  been replaced by a massive reinforced sheet of transparent 
  armaplas, forming a wall-length window through which 
  the progress of the Angelic through space could be observed, 
  as long as the external shutters had been rolled back.  At the 
  moment, the metal sheeting was down, but light from the 
  planet below seeped in, illuminating the old man, stand-
  ing with his arms clasped behind his back, lost in thought. 
  Kuerten crossed the carpet, circumventing the solid bureau 
  desk and standing just past the holosphere, the display pro-
  jecting a languidly rotating representation of Agripinaa 
  below.
  
  8
  ‘Benedict?’
  Inquisitor Herodotus Benedict Saussure, of the Ordo Here-
  ticus Terran, turned to face his senior Interrogator, his 
  brow still creased in thought.
  ‘Everything alright during my absence, Richard?  Nothing 
  to report?’
  ‘Nothing, Benedict.  The Angelic is as you left it, and there 
  has been no further communication from Lord Augustine 
  either.  Caravale still isn’t too keen on lingering in the Oc-
  cularis systems, but he’s stopped voicing his most vocal con-
  cerns seeing as we seem to be staying put.  How was the visit 
  planetside?’
  ‘You never asked Mikael?’
  ‘You know Durant, Benedict – he’s straight off to the crew-
  decks as soon as he gets back on board.  Needs to see what 
  vices he’s missed out on the chance to indulge in during his 
  absence, after all.  Besides, unless you gave him the chance 
  to break some skulls, I doubt he noticed the subtleties of 
  what you were doing.’
  Saussure gave a single chuckle, his shoulders moving slight-
  ly.
  ‘So,’ Kuerten pushed, ‘we are staying for a while longer?’
  ‘I fear so.’
  ‘Can I ask in what capacity?  Besides representing the inter-
  ests of the Ordos, of course.’
  ‘We have work to attend to that goes to the central tenets of 
  the creed of the Ordos, Richard, as I think you well know 
  by now.  That planet,’ Saussure gestured towards the holo-
  sphere, ‘is a vital lynchpin of this whole sector, and all the 
  returning stability is merely the poorest façade, as far as I 
  can tell.  If there was an upsurge in chaotic activity now 
  then I can’t see Agripinaa defending itself, and that means 
  the whole sector falls.  There’s an under-current of unrest 
  running through every settlement I visited – you saw it 
  yourself when you were on the surface.  Throne, it wouldn’t 
  even take open war – a few well-placed agitators and the 
  populace could rise up and there’s nothing that the Lords 
  Ryan could do to stop it, they’re so content on glutting 
  themselves upon their returned planetary wealth.  Some 
  would say that a belief that the God-Emperor will see them 
  through because He’s seen their ancestors through for the 
  last twelve hundred years shows laudable faith, but I call it 
  lamentable complacency.  They’ve forgotten their duty and 
  surrounded themselves with sycophants unwilling to see the 
  status quo change lest it mean a loss to themselves.’
  Saussure paused, and took a long, considered breath.  He 
  turned, facing his senior Interrogator.
  ‘Agripinaa needs a change, Richard.’
  Kuerten nodded slowly, considering the import of his mas-
  ter’s words.  He turned and walked back across the room, 
  the regular, soft click-click of his leg augmetics being muf-
  fled by the thick carpet beneath his feet.  He sat down in 
  the leather chair next to the bureau, and turned it back to 
  face Saussure.
  ‘It’s been a long time since you came to that conclusion 
  about a planetary situation, Benedict.  Are you sure it’s 
  necessary here?  You’ve always taught that it’s a last resort.’
  ‘And it shall always remain that way.  The day that it ceases 
  to be anything but is the day that a line has been crossed.  If 
  that day comes, you can hunt me down yourself, my friend. 
  Can you see another way, here and now?’
  A shake of the head.
  ‘Probably not.  That planet is going to slide out of the 
  Throne’s Grace if something isn’t done, and I don’t know 
  what else we can do.  I simply always feel compelled to play 
  devil’s advocate in these situations.’
  ‘As well you should, Richard.  You may understand the 
  ideological principles now, but there’s no reason to not keep 
  going back to the fundamental questions.  Always re-affirm 
  your belief in the truth of what you are doing, especially 
  when doing something that others within our orders would 
  consider… inappropriate, as you well know.’
  ‘My lord, there has not been one world in the affairs of 
  which we have intervened that has not been better off after 
  we acted – that is proof enough for me that you always act 
  with the Emperor’s grace.  Tigris Bellerophon, Sanctity, 
  Dauphane, Ameoralis – they all remain loyal and produc-
  tive, which is more than can be said for the state they would 
  have been in if things had taken their course.  Some men 
  are not fit to carry out their duties to the Throne.  Those 
  
  9
  who are incapable of continuing the Emperor’s vision of 
  Imperium cannot be allowed to thrive because they feel they 
  have the right.  To tar that ideal with the brush of the Re-
  congregator is wrong.’
  ‘Everything degenerates in the hands of men, Richard?’ 
  Saussure asked, an eyebrow raised quizzically.
  Kuerten furrowed his brow, and shook his head.
  ‘Not quite, Benedict.  In the hands of certain men, I sup-
  pose.  That doesn’t sound like you, though.’
  The old man smiled.
  ‘It’s not. It’s from the Archives Sanctus on Terra – a chroni-
  cler called Karkasy, I believe, though there are only frag-
  ments of his work surviving.  I believe it could even be from 
  the Crusades.  Very old.  An extreme view, of course, but I 
  find it interesting that, even back then, men were realising 
  that other men failed to maintain the vision the Emperor 
  had laid out.’
  ‘And so others must maintain that vision?’
  ‘Of course.  It is up to others of strong conviction to steer 
  and guide, and keep the Imperium moving forward in His 
  name.  To sit back and do nothing is inexcusable.  And that 
  means that it is recongregationism, Richard, don’t be fooled 
  by that.  Just don’t believe that it is necessarily radicalism, 
  if we must pigeon-hole things so.  The difference, as you 
  well know, is the reason for enacting change.’
  Saussure had walked away from the armaplas window 
  now, and sat himself in the high-backed chair on the other 
  side of the bureau, the leather of which was well-worn 
  to his shape.  He reached for a decanter and poured two 
  glasses of Rosarch brandy, passing one to Richard across the 
  deeply-coloured wood.
  ‘I can’t imagine that Nathaniel will share that 
  view?’ Kuerten offered, enjoying the feeling of the 
  vintage spirit roll down his throat, the aroma circling back 
  up and warming his mouth and nose. ‘No, I imagine not. 
  Interrogator Carter is an extremely capable individual, 
  Richard, make no mistake.  I would have been delighted 
  to take him on staff, even if I hadn’t promised Lise that I 
  would see him through.  Believe me, I would rather she 
  were still with us, and he would never have had to go 
  through what he has, so soon to gaining the rosette.  I must 
  speak to him later – how has he been the last few days?’
  ‘He’s been in the combat salle, and the chapel, mostly.  Since 
  he came back from the pursuit of Omar he’s been idle, and 
  that doesn’t suit him at the moment.  He obviously feels the 
  death of his mistress very much.’
  ‘Wouldn’t you feel mine, eh?’ Saussure smirked.  ‘No-one 
  should see their mentor killed by another member of the 
  Ordos, Richard.  Not everyone has cause to realise our divi-
  sions at such an early stage of their career.  Nathaniel will 
  gain his rosette very soon, and I have every faith he will 
  become a superb inquisitor.  But until that time, he’s mine 
  to instruct, and if I need to make use of him in what we’re 
  going to do then I will.  But I’ll have to be careful I only 
  give him tasks suited to his beliefs.  He wouldn’t approve, 
  I’m sure, of the broad sweep of what has become our task.’
  ‘Very good, my lord.  Do you know what will be required 
  to put things in motion?’
  ‘Yes, Richard, I have a fair idea of how to get the correct 
  cogs turning…’ 
  
  10
  those between members of the same warband.  Often, 
  Inquisitors will band together to fight a common en-
  emy.  Imagine how a Redemptionist would feel about 
  working alongside a telepath, or how enamoured a 
  Techpriest would be if he was suddenly introduced to a 
  Magos of whose work he had made a lifetime of study. 
  In addition, relationships will develop between enemies. 
  The desire for revenge can be a powerful one, but at 
  the same time, fear of a particular enemy can develop 
  and then override everything.  Already one can see that 
  relationships between characters will make a difference 
  to the way scenarios play out, even before specific rules 
  are dreamt up.
  If the GM is aware of the particular feelings that one 
  character has for another, then it’s not always necessary 
  for coming up with any rules for the situation, as hope-
  fully, the GM, and player, will take these relationships 
  into account when designing and playing scenarios. 
  Playing in character should be enough to determine 
  whether or not a character will follow through with the 
  orders he’s been given, whatever his feelings about the 
  people around him are.  However, at times, a rule can 
  define in concrete the effect another person, or group, 
  has on a character, whether it’s positive or negative.
  One of the difficulties of creating any rule is that it’s 
  in the spirit of the game, and it makes sense.  Keep-
  ing things uncomplicated is great too, as really complex 
  rules can slow a game down, plus the particular details 
  of really bizarre rules are far easier to forget in the heat 
  of the game than ones that utilise an existing special 
  ability, or modify one slightly.  Using what’s in the rule-
  book as a base and building from it is probably the best 
  way to go.
  So, how do you go about creating a rule that reflects the 
  relationship between your characters?  The best way to 
  go about it is imagining that you are one of the charac-
  ters in question, and how the other person/group would 
  make you feel.  For example, would you put your life on 
  the line for your mentor?  Is he a paragon of righteous-
  ness, incapable of doing anything wrong, that you ut-
  terly trust with your life?  If yes, then giving the master 
  It’s All In The Mind
  A closer look at utilising psychology in the Inquisitor game.
  By Ruaridh Dall
  Without the ability to affect the thoughts of the com-
  mon people, where would the Monodominant philoso-
  phy be?  How would the Istvaanian faction ever whip 
  up support for its wars?  How would Tau sympathisers 
  draw in support for the Greater Good?  How would 
  Chaos have ever seduced Horus?  Without inducing 
  fear, or hatred, or hope, or distrust, none of these groups 
  would succeed, and in the case of Horus, would never 
  have split the fledgling Imperium down the middle. 
  Learning how to bend the will of others has been part of 
  human civilisation since we learned to speak; psychol-
  ogy has played a massively important role throughout 
  history.  Why is it then that the mental characteristics 
  (Initiative as an obvious aside) are the least used on the 
  tabletop when we enact our heroes’ desperate missions? 
  With this rather rambling article, I hope to redress the 
  balance, and get everyone using their head!
  Relationships
  Everyone everywhere has a relationship with everyone 
  they meet, whether it’s love of a partner, hatred of some-
  one that’s wronged them, or general apathy towards 
  the guy in the newsagent down the road.  Working out 
  exactly what this relationship is, in Inquisitor terms at 
  least, should be a on the mind of anyone playing the 
  game.  I’d hope that most players have a background of 
  a few hundred words for their group of characters, be 
  they an Inquisitor and his entourage, a cult leader and 
  his underlings, or a Rogue Trader and his bodyguards, 
  and it’s in this background piece that the relationship 
  between the Inquisitor/cult leader/Rogue Trader and his 
  warband should established.  Do his followers worship 
  the ground he walks on?  Do they dislike the way they 
  are treated?  Do they think they could do a better job? 
  Conversely, does the leader care about the wellbeing of 
  his minions?  Is he grooming one to succeed him?  Is he 
  worried about being usurped?  Taking a few minutes 
  to think this through can add a whole new dimension 
  to gaming: will the Inquisitor risk sending his acolyte 
  into the cult’s lair?  Will the acolyte’s replacement be 
  happy with his expendability?  Will the guardsman lay 
  down covering fire for the untouchable that makes his 
  skin crawl?  Of course, relationships aren’t limited to 
  
  11
  the Leader ability would be suitable.  If the opposite is 
  true, then perhaps the underling should take all Nerve 
  tests with a -20 modifier to show that he has absolutely 
  no faith in his master’s plans.  Here are a few examples:
  Ultimate Leader: The character commands nothing 
  but the utmost respect of his underlings.  His plans al-
  ways succeed, and his followers have complete and utter 
  faith in his abilities.  They know that he would not take 
  them into action and throw their lives away for nothing. 
  Ultimate Leaders count as having the Leader special 
  ability as detailed in the rulebook, except that the range 
  of its effects is doubled from 6 yards to 12 yards.
  Draconian Tyrant: The character rules his minions 
  with an iron fist, lashing out indiscriminately whenever 
  he is displeased.  As such, his underlings live in fear of 
  failing him and have made the subconscious decision 
  that whatever the enemy can throw at them is nothing in 
  comparison to suffering their master’s wrath.   Friendly 
  characters within 6 yards of a Draconian Tyrant receive 
  a +10% bonus to their Nerve characteristic to represent 
  their determination not to fail and suffer punishment.
  Distrust: The character is very suspicious of an indi-
  vidual or group he works with, to the extent that he 
  can’t stop running scenarios through his head where 
  something goes awry because of them whenever they 
  are around.  When a character is within 10 yards of 
  another character or group of characters he Distrusts, he 
  must carry out his actions for the turn at -1 speed, as he 
  spends a good portion of his time worrying about what 
  the others are up to.
  Compassion: Through respect, friendship or love, the 
  character cares deeply for one of his fellow colleagues, 
  and would willingly put his life on the line for them. 
  The character counts as having the Heroic special ability 
  when within 10 yards of the character he feels Compas-
  sion for, or if the GM deems it appropriate (the other 
  character is wounded, and needs saving from the hands 
  of an enemy, for example).
  Enmity: The character has developed a hatred of an-
  other individual or group.  Perhaps they foiled his plans, 
  killed someone close to him, or stand for something 
  that totally contravenes his personal beliefs.  Rational 
  thought goes completely out of the window when these 
  Inquisitor Tomashek Goddard’s personnel would willingly 
  lay down their lives for their master.
  
  12
  individuals cross his line of sight, and he will do all he 
  can to destroy them.  The character counts as having the 
  Furious Assault ability when in combat with a character 
  he has an Enmity for.
  Hopefully, you can already begin imagining what con-
  text these abilities could be applied to: Draconian Ty-
  rant might suit a crime lord whose followers constantly 
  worry about waking up in the morning when they go 
  to bed, and an Enmity against psykers would suit a 
  Monodominant with a complete hatred of witches.  The 
  abilities need not be permanent of course, and could de-
  velop over time as characters interact during the course 
  of a campaign: a confessor may Distrust a mutant from 
  another warband he is made to work with initially, but 
  if the mutant proves himself trustworthy, then the abil-
  ity could be removed, and may even perhaps progress to 
  the confessor feeling Compassion for the mutant.  Re-
  lationships are complex things, so taking a bit of time 
  to look deeper at what they imply to your characters is 
  well worth it, when you consider the possibilities they 
  provide for adding new dimensions to your games.
  Psychological Warfare
  Wars are not always won on the battlefield, and regimes 
  can fall without a shot being fired if the collective mind-
  set of those involved changes.  The Imperium constantly 
  produces propaganda to convince its citizens that their 
  worlds are safe and that man is winning its countless 
  wars against the filthy creatures of darkness that as-
  sault its walls, for if the truth of the horrors the Imperial 
  Guard faced got out, surely humanity would give up all 
  hope.  The guardsmen themselves are fed stories of their 
  foes’ weakness in the Primer so that they go into battle 
  full of courage – the truth can be a dangerous weapon, 
  and at times is best left concealed.  The value of using 
  psychological means to dispirit the enemy is well known 
  by many of the Imperium’s enemies, not least the Night 
  Lords, who have a reputation for broadcasting the im-
  pending doom they bring across all vox-channels when 
  they invade a world.  If people lose hope they offer little 
  to no resistance when death comes for them.  
  Fear is a great weapon, and if battle lines are drawn, 
  then commanders will wish to use whatever means they 
  can to utilise it.  Whether by incessant artillery barrag-
  es, horrific shock troops, the butchering of civilians, or 
  sending dismembered soldiers back to their units, com-
  manders know that spreading fear through an enemy’s 
  ranks can win a war.  On any battlefield, fear can win 
  the day, including those in the shadowy places of the 
  galaxy.  Oh yes, fear has a place in Inquisitor, oh yes…
  Inquisitors, by vocation, face horrors that common men 
  would do well never to dream about, and indeed some 
  deliberately even go hunting for them.  In game terms, 
  this means that some creatures are Fearsome, or Terrify-
  ing, and directly affect those interacting with them, but 
  often nothing is made of the overlying situation.  Would 
  hunting a ramshackle building in the depths of the night 
  for a nest of Genestealers not put you on edge?  Person-
  ally, I think I’d be beyond terrified, and in desperate 
  need of new underwear!  Okay, so the men and women 
  accompanying your average Ordo Xenos Inquisitor are 
  professionals, and probably have been in similar situa-
  tions before, but I do not believe for a second that none 
  of them would have trepidations.  Especially if that 
  mysterious astropath they met earlier warned them that 
  something dire was to happen that evening…  There are 
  plenty of ways to utilise these situations to make a much 
  more interesting game.
  Nerve is the characteristic that springs to mind when one 
  considers fear, and aside from when being shot at, or the 
  very occasional occurrence when a Fearsome monster 
  is encountered, it’s probably safe to say that Nerve isn’t 
  used all that often.  And in the paranoia-filled Inquisitor 
  universe, that’s a bit of a shame.  Fear can make games 
  much more exciting, and can make there outcomes far 
  less obvious from the outset.  Characters can also gain 
  reputations for bravery or cowardice, and that can have 
  implications on ongoing campaigns.  All in all, adding 
  an element of fear really can be great for gaming.
  Taking the Genestealer hunt as an example, it would be 
  easy to imagine that the hunting characters are all go-
  ing to be a little worried about their wellbeing after the 
  astropath’s warning, so for the duration of the scenario, 
  all of them would be at -10% Nerve.  This could be 
  modified further if they find themselves walking alone 
  – if they are out with 5 yards of a friendly character 
  at the start of the turn they count as having half their 
  regular Nerve value.  The GM can then have fun mak-
  ing doorways collapse with one character on one side, 
  and one on the other, splitting up the players’ carefully 
  formed pairs.  Forcing Nerve checks for random noises 
  then becomes a great way of foiling the player’s plans, 
  even before the GM puts a Genestealer on the table. 
  The player will genuinely become concerned about his 
  
  13
  characters’ safety and in all likelihood forget about the 
  hunt and try to have his characters link up again.  Just 
  in time for the cinematic Genestealer strike!
  It needn’t always be about the GM inducing fear though. 
  As I said, plenty of groups know about using fear as a 
  weapon, and that includes those in the Inquisitor uni-
  verse.  Imagine an Inquisitor laying a trap for an Inquis-
  itor of an opposing ideology in the depths of an archive: 
  as his rival closes in on the forbidden knowledge, the 
  lights suddenly go out, and he suddenly finds himself 
  being hunted by foes with infrascopes!  Every time a 
  shot rings out, a Nerve test could be forced upon his 
  warband as they try to backtrack in the pitch darkness 
  to the exit, each character terrified that they are going to 
  be gunned down next.
   
  Using weaponry and abilities that create fear and panic 
  is an option too for players.  It’s quite easy to imagine a 
  Xanthite Inquisitor using fear-causing methods to keep 
  people away from his secret arcane laboratories, and 
  you could be almost certain that he would have gone 
  out of his way to track down psykers with powers like 
  Terrify, or Psychic Shriek to use as guards.  There is 
  scope too for coming up with new weapons that work to 
  send one’s foes packing.  In earlier editions of 40k, and 
  Necromunda, Scare gas grenades were available.  For 
  Inquisitor, I see Scare gas, or indeed serum, for needle 
  weapons, causing the following effect:
  Scare
  The toxin fills the character’s mind with terrifying im-
  ages.  A character that fails a resistance test must test 
  their Nerve as if they had been confronted by a Terrify-
  ing character and take action accordingly.
  There’s also nothing to stop one coming up with rules 
  specific to one character governing fear.  Perhaps a char-
  acter is terrified of fire after being on board a burning 
  ship that he barely escaped from.  In the earlier part 
  of this article I mentioned characters becoming fearful 
  of their foes – perhaps the thought of facing the arco-
  flagellant that almost decapitated a character on their 
  previous encounter is enough to make him weep.  In 
  both these cases it would be appropriate for the charac-
  ters to count flames (perhaps including flamer weapons) 
  or the arco-flagellant respectively, as Fearsome.  Perhaps 
  rumours and hushed whispers tell of the monstrous acts 
  of torture and experimentation that a rogue Magos Bi-
  ologis is known to commit on those he captures, and 
  Fear the shadows
  
  14
  those that face him will count him as Terrifying.
  (As an aside, I disagree with the notion presented in 
  the rulebook that Fearsome characters do not have a 
  problem with other Fearsome characters, and that they 
  should count Terrifying characters as only Fearsome. 
  Just because a particularly ferocious looking mutant is 
  Fearsome, it shouldn’t mean that he is completely free 
  of fear himself.  Frankenstein’s monster was horrific to 
  the people it encountered, but it was incredibly fearful 
  of fire.  Being scary doesn’t grant immunity from being 
  scared!)
  So, there’s lots of scope for characters having the bejeezus 
  scared out of them.  But just as there’s armour to pro-
  tect from bullets, there’s armour of sorts to protect from 
  fear.  Standing close to a Leader or perhaps a Draconian 
  Tyrant will grant bonuses to a character’s Nerve value, 
  as will the psychic power Embolden.  The Thorian Sour-
  cebook also provides Word of the Emperor: Faith Over-
  comes All, granting the speaker and friendly characters 
  within earshot Nerves of Steel and Force of Will, (which 
  are options on their own (dull and unimaginative as 
  they are though if you ask me)), and the Empath Field 
  Generator, which grants Nerves of Steel to all characters 
  within 20 yards (in addition the description of its effects 
  on enemy characters is not particularly good.  I can only 
  guess that “an empath generator can instil fear in an 
  enemy within 20 yards” means that enemy characters 
  within 20 yards should take a Nerve test as if they had 
  been confronted by a Fearsome character).  Other ideas 
  I’ve had include the following, a new special ability, and 
  a new combat drug:
  Pillar of Fortitude: The character strides into battle 
  with a disregard for his own safety, instilling heroism 
  in all those around him, cajoling them into joining him 
  in the firing line.  Friendly characters within 5 yards of 
  a Pillar of Fortitude gain a +15% bonus to their Nerve 
  characteristic as long as he is standing - i.e. not prone af-
  ter injury, or pinned.  If either of these situations occur, 
  the bonus is lost for the rest of the game as those around 
  him begin to think more about self-preservation!
  Courage
  Dispenser types: Inhaler, Gland
  Courage, or Balls, as it is colloquially known, is a com-
  bat drug often used on penal legionnaires to instil brav-
  ery, or more accurately, instil a feeling of invulnerability 
  – Courage is a euphoric that dispels any notion of mor-
  tality in the user.  Its long term effects can be damag-
  ing, and users denied the drug are known to become in-
  tensely paranoid.  Courage gives users a +20% modifier 
  to their Nerve characteristic, but after each game a user 
  must pass a Toughness test or lose D6 from their Nerve 
  characteristic as paranoia sets in.
  Fear then, can, and should play an important part in 
  your games some of the time.  Terrifying a populace 
  though isn’t the only way to make them give up a fight: 
  giving them what they want can work just as well…
  Temptation is a Terrible Thing
  How many of the traitors that have turned from the Im-
  perium’s light, be it to Chaos, or to the side of the Tau, 
  did so because they were promised something in return, 
  even it was only their own life?  Nearly all I would say. 
  The Tau in particular make much use of propaganda 
  promoting the freedoms and blissful living conditions 
  of their Empire in comparison with the Imperium.  One 
  of the main reasons people turn to the worship of the 
  Chaos Gods is that they could be rewarded with im-
  mortality.  Everyone (with the exception of servitors and 
  the Imperium’s other mind-wiped peoples) has desires, 
  be they basic, such as a glass of clean water, grandiose, 
  such as a palace filled with gold, or disturbing, such as 
  fresh victims to kill, and there are plenty of individuals 
  out there who know how to use the desires of others to 
  further their own means, be they a counterfeit Mung 
  Vase peddler on Necromunda, or a seasoned Imperial 
  diplomat engaging in discussions with the Departmen-
  to Munitorum over his planet’s coming tithe.  
  So where does this come into your average game of In-
  quisitor?  There are already existing rules for the Tau 
  Water Caste to Persuade other characters, but these just 
  never sat happily with me, as there was no testing of a 
  character’s resistance to influence (Willpower) or their 
  loyalty to their master (Leadership).  To me, Sagacity 
  doesn’t really have all that much to do with whether or 
  not the little blue alien is going to convert someone to 
  his cause.  Perhaps that’s just me though.  
  So, Willpower and Leadership.  One stat almost solely 
  used by psykers, and another that’s almost universally 
  unused in game.  How can these be brought into more 
  mainstream use?  I think that we need to take a closer 
  look at a character’s loyalty to a cause first of all.
  
  15
  To determine loyalty, going back to the relationships be-
  tween characters is worthwhile: there is no doubt that 
  loyalty can be bought, and the promise of a large pile of 
  cash, or the head of a criminal with a substantial reward 
  attached can secure the services of bounty hunters and 
  the like, but engineering an offer that would see a fel-
  low Inquisitor join forces with your character is a much 
  more complex case.  Also, it’s a bit dull to go around 
  saying that “I’m an Inquisitor, you fight for me now”, 
  though plenty of people would argue it’s within their 
  rights.  It may be that an Inquisitor can requisition any-
  thing in the Imperium, but that does not mean that the 
  person or group he has taken command of need neces-
  sarily be happy about it.  For instance, it could be that 
  the only thing stopping a character turning on those 
  he’s working with is the promise of the one thing he 
  desires.  The longer he goes without it, the greater the 
  chance of the relationship he has with the group break-
  ing down.  One can see then that knowing exactly how 
  the character feels about his compatriots and leader is 
  important to the player and GM, as these factors can 
  have a large effect on the character’s loyalty.  To further 
  the earlier example, if the character has a great admira-
  tion for the leader of the group, then he is likely to be a 
  lot more patient in waiting for his desires to be realised, 
  but if he thinks that the others are bumbling fools, then 
  he is unlikely to suffer their company for long.  
  How can this particular scenario be realised in-game 
  then?  Forcing Leadership tests on the character in ques-
  tion before he undertakes actions that are contrary to 
  his particular quest is one option, but for the GM to 
  decide what actually constitutes such an action can be 
  difficult.  A better idea, and one that doesn’t slow the 
  game down nearly as much, is for a Leadership test to 
  be taken at the start of the game to decide where exactly 
  the character’s loyalties lie.  If he passes, he will act in 
  conjunction with the player’s other characters, but if he 
  fails the test, he should have a penalty of -1 Speed im-
  posed on him for the length of the game as he is obvi-
  ously growing fed up at the lack of progress towards 
  his particular goal, and he’s only half in the fight.  The 
  Leadership test could be subject to modifiers depending 
  on his feelings towards the warband’s leader - +10% if 
  he is confident in his abilities, or -10% if he has little 
  respect for him – or it could depend on the leader’s abil-
  ity to cajole the character into fighting alongside him: at 
  the start of the game the leader should take a Willpower 
  test – a pass will give a positive modifier to the other 
  character’s Leadership test, and a fail a negative modi-
  Working unsuccessfully for so long with the Pyromancer 
  forced the zealot into going his own way
  
  16
  fier.  Also, the more of the pre-game Leadership tests a 
  character fails, then the more likely he is to abandon the 
  group altogether: if he fails his Leadership test before 
  three consecutive games, then he absconds to concen-
  trate on his own quest alone!
  Of course though, that’s only one particular example, 
  and most people will have warbands with characters 
  that have fought under their leader for years, and it’s 
  likely that these characters went through similar testing 
  times back when they joined the warband in the first 
  place.  Now though, they have grown pretty loyal to 
  their leader’s cause.  This doesn’t mean though that they 
  should be immune to having their will tested: there are 
  numerous occasions I can think of where a character 
  will have to think twice about following a particular 
  course of action.  A character may have qualms about 
  firing on a child, despite the fact it’s holding a gun, or 
  attacking the beautiful woman in front of him, even 
  though he knows it’s a Slaaneshi monstrosity.  In situ-
  ations like these it’s really down to the GM enforcing a 
  Leadership or Willpower test on the character before he 
  carries out an action that may be contrary to his morals, 
  or just a plain difficult decision.  Granted, these situa-
  tions don’t crop up often in your average scenario, but 
  they are definitely worth bearing in mind.  
  Coming full circle now, what about persuading a char-
  acter to do something in-game?  While the Water Caste 
  is a master of the ability, any character should have the 
  opportunity to be able to speak to another one and bend 
  his will.  There could be a time when an Inquisitor may 
  need to convince a diplomat that his life is in danger, 
  and a daemon from beyond may offer promises of power 
  to a character if he turns against his allies, and in order 
  to make it a slightly more exciting process then taking a 
  speaking action, here’s my proposal on persuasion.  It’s 
  not that complicated a process either:  The player should 
  declare what the persuading character is suggesting, and 
  then takes a Willpower test for the character.  If he fails, 
  then he fails to persuade the other character.  If he pass-
  es, then the other character should take a Willpower 
  test, with a negative modifier equal to the amount the 
  persuading character passed his roll by.  If the character 
  fails this test, then the persuading character should take 
  another Willpower test.  The other character should 
  then take a Leadership test, with a negative modifier 
  equal to the amount the persuading character passed his 
  second Willpower test by, or in the case that he failed 
  the Willpower test, the difference is a positive modifier 
  to the test.  If the other character fails his Leadership 
  test, then he’s been persuaded by the other character 
  into following the course of action suggested (obviously 
  telling the other character to shoot himself would just 
  not work – the GM should decide whether or not the 
  particular course of action is even plausible for the other 
  character to follow in the first place!).  As you can prob-
  ably tell, it’d be a lot easier for a strong-willed Inquisitor 
  to convince a citizen to do something than for a mutant 
  to give a Space Marine some new instructions!  Some 
  people are just more likely to succumb to temptation 
  than others, and that’s why Willpower and Leadership 
  statistics are included on character profiles. 
  In Conclusion
  I hope then that this rather long-winded discussion on 
  how to better use psychology in your games of Inquisi-
  tor has been insightful, and that you are all now pulling 
  out your characters’ background to add a couple of no-
  tations regarding the relationships within their group, 
  and are preparing to start using fear and temptation as 
  weapons against your enemies.  No doubt I’ll find some-
  thing else to waffle on about soon, so watch this space.
  
  17
  Kaled’s Modelling Showcase
  By Dave Knowles
   
  After spending years converting and painting 28mm 
  models I finally decided it was time to  try something 
  different and settled on the idea of building a hand-
  ful of 54mm models for  Inquisitor.  Unfortunately it 
  seems I’ve got a bit carried away, and at the time of writ-
  ing  this article I’ve completed 26 Inquisitor models, so 
  much for my plan of 4 to 5!  Rather than attempt to 
  discuss all of my models in this one article I’m going to 
  restrict myself to about a dozen of my more interesting 
  converted models who make up four of my warbands.
  thusiasm so I went back to the GW Online Store and 
  saw the Bodyguard model and came up with the idea 
  of an ex-Navy Ordo Hereticus Inquisitor whose love of 
  his old profession has led to him dedicating his life to 
  ensuring the loyalty and purity of the Imperial Navy.
  Every good Inquisitor needs an apprentice, and Inquisi-
  tor Kaled was no exception.  I always liked the Jena 
  Orechiel model and figured she’d make for a great aco-
  lyte for Kaled with only minimal conversion work.  Her 
  story is that she was the daughter of a Navy admiral, 
  possibly an old friend of Kaled’s.  When her psychic 
  talents blossomed her strictly puritan father turned her 
  over to the authorities.  Kaled intervened for the girl and 
  took her under his wing.  He had been dismissed from 
  the Navy when his own psychic talents developed, and 
  so knew the pain of losing everything for the ‘crime’ of 
  being born a psyker.  Eventually, impressed by her tal-
  ents and willpower he had her assigned back to him and 
  began her Inquisitorial training.
   
  My initial plan was just for one Inquisitor accompanied 
  by a warband of 2-3 characters, plus  a Space Marine 
  as occasional backup.  My first character was to be my 
  namesake Inquisitor Kaled. I saw him as being a moder-
  ate puritan, a good man doing a difficult job. 
  I had a look at the rulebook and the available parts and 
  decided I really liked the Eisenhorn body and head, 
  Gruss’ stubber arm and Covenant’s sword.  Unfortu-
  nately having decided on that combination of parts, I 
  then read the Karis Cephalon battle report and saw that 
  Gav Thorpe had used almost that exact set of parts for 
  his Inquisitor Lichtenstein.  This rather dented my en-
  Inquisitor Drake Kaled 
  Interrogator Morena Goodchild
  Acolyte to Inquisitor Kaled
  
  18
  The Space Marines have always been one of my favou-
  rite things about the 40K universe, so there was no way 
  I could pass up the opportunity to paint the Artemis 
  model.  The Mentor Legion was a chapter I remem-
  bered from the Rogue Trader days of 40K.  They were 
  supposed to be the best of the best as far as marines 
  were concerned, spending their time studying the art 
  and science of war.  As well as being a test bed for ex-
  perimental equipment, they often ‘loaned’ out squads 
  to other chapters in order to disseminate their learning. 
  An additional note also stated they were often recruited 
  by the Inquisition for special operations.  I liked the 
  pose of the Artemis model, so the only change I made 
  was to remove the Deathwatch iconography by replac-
  ing much of his left arms with parts from a second right 
  arm.  He’s painted in the standard colour scheme for the 
  Mentor Legion and displays the original chapter badge 
  - the owls head.
   
  After completing Kaled and his team I realised I’d really 
  caught the 54mm modelling bug, and  quickly started 
  work on a second Inquisitor.  I really liked the Kroot 
  model, and so inspired in part by Han Solo and Chew-
  bacca, I came up with a radical Ordo Xenos Inquisitor 
  armed with all manner of xenos weaponry accompanied 
  by his Kroot ally.  The background I came up with for 
  them was that while working undercover in the Tau 
  Gue’vesa (the Tau’s human auxiliaries) Isenberg met the 
  Kroot freedom fighter Takuda.  Their goals were simi-
  lar; to rid their worlds of the insidious influence of the 
  Tau Empire. They temporarily joined forces to pursue 
  their objectives.  The Isenberg model is a conversion 
  of the discontinued Kal Jerico model which I bought 
  cheaply on eBay.  When painting these models I tried 
  to keep to simple colour schemes and natural colours 
  to tie the two together.  I’m a little disappointed with 
  how Takuda turned out; when painting him I did a fair 
  bit of dry-brushing on his skin as I hoped it would give 
  it an interesting texture, unfortunately I don’t think it 
  worked too well - but hey, you can’t win ‘em all.
  Brother Asriel
  Mentor Legion Elite Cadre 
  Inquisitor Hannibal Isenberg
  & Takuda – Kroot Warrior
  
  19
  At this point I had Inquisitors from the Ordo Hereticus 
  and Ordo Xenos, so decided it was  time to do a mem-
  ber of the Ordo Malleus.  I named him Vladimir Os-
  trakov and based his back-story on the plot of the novel 
  ‘The Spy Who Came in from the Cold’.  For this model 
  I used my original plan for Kaled, but with Malicant’s 
  head.  While working for a cell of puritan Ordo Malleus 
  inquisitors he posed as a radical Inquisitor in order to 
  infiltrate and bring down a large cell of radicals whose 
  work had crossed the line into heresy.  His rival, the pu-
  ritan Inquisitor Corticelli (who did not know of Ostra-
  kov’s undercover mission,) brought a carta against him 
  but was discredited when Ostrakov’s ruse of only pos-
  ing as a radical was revealed. The other members of the 
  radical cell were prosecuted and executed and Ostrakov 
  was hailed as a hero for preventing the rise of extreme 
  radicalism within the Ordos. Years later rumours be-
  gan to surface that Ostrakov had pulled of an elaborate 
  double bluff; he was the heretic all along and his ruse 
  had in one fell swoop discredited his rivals and given 
  him the opportunity to steal the libraries of forbidden 
  knowledge belonging to the radicals.
   
   
  These two models make up the warband of Inquisitor 
  Ostrakov.  The first is the Daemonhost Charadael.  The 
  original plan was for him to be a possessed arco-flagel-
  lant, but when I started putting him together I realised 
  that the Cherubael body was far too thin and wasted to 
  Inquisitor Vladimir Ostrakov
  The Arch-Radical
  Charadael
  Daemonhost
  Kreiger Gunson
  Berserker Cultist
  
  20
  make a convincing arco-flagellant.  In the end I simply 
  made him a Daemonhost with implanted electro-flails. 
  The second model is a Berserker Cultist.  He’s actually 
  an unreleased model from the Inquisitor range that I 
  won in the Conclave Hobby Competition.  I put him 
  together exactly as he came, but what I’m most proud 
  of is the paint job, it may be simple but I think the skin 
  tone turned out really well.
   
  Having built an Inquisitor from each of the major Or-
  dos, I decided it was time to turn to a  different archetype 
  and settled on building a Rogue Trader.  Most Rogue 
  Trader characters  tend to have the emphasis firmly on 
  the ‘Rogue’ part; I wanted to do something different, 
  the rich, eccentric head of a trading empire.
  The story goes that the Hydronus Charter was granted 
  to Grax Hydronus for services rendered during the re-
  conquest of the Pohl Sector in the second century of the 
  Great Crusade. The charter was signed by the Emperor 
  himself, and gives the holder freedom to trade beyond 
  the borders of Imperial space subject to certain condi-
  tions.  My character Entym Hydronus is the latest hold-
  er of the charter. 
  I wanted the model of Entym Hydronus to be tall, quite 
  thin and floating on some sort of anti-grav disc with a 
  copy of his charter proudly pinned to his chest.  I dug 
  through my bits box and found an Eisenhorn head, Cov-
  enant torso, a few bits from Von Castellan and an old 
  Disc of Tzeench.  I couldn’t find any legs that seemed 
  appropriate so decided to bite the bullet and have a go at 
  sculpting some from scratch (I don’t think they turned 
  out too badly for my first attempt at sculpting).  I then 
  sketched out my idea based on these parts.  I knew I 
  didn’t want him to be carrying anything in his hands, 
  and being lazy, I didn’t bother to draw realistic hands 
  on my sketch, instead I just drew some jagged squig-
  gles where his hands would go.  When I came back to 
  my sketch a day or two later I decided I likes the weird 
  hands and decided to give him mechanical ones using 
  the ends from some mechadendrites.
   
  Commander of the Hydronus Household Guard  
  Having built the Rogue Trader I found I still had an 
  almost complete Von Castellan model, minus his arms. 
  I had plenty of IG arms laying around 
   
  Entym Hydronus
  Rogue Trader
  Captain Olver Dominey IX
  
  21
  so decided to use those to build the captain of my Rogue 
  Trader’s household guard.  My Rogue Trader was in a 
  fairly static pose on his disc, so it made sense that the 
  captain should be at rest too.  Re-posing the Von Castel-
  lan legs turned out to easier than I expected and the rest 
  of the model was pretty straight-forward.  Von Castel-
  lan’s coat tails still fit despite the re-posed legs, and I 
  like the way they look to be blowing around in the wind 
  adding movement to an otherwise static model.
   
  The most recent model in the House Hydronus group 
  is this servitor-savant.  Originally I was going to base 
  him on the Quovandius model, but I’d always fancied 
  sculpting a model from scratch so decided to have a go 
  with this character.  The advantage to doing a hunched, 
  mutated character like this for my first sculpt was that 
  if things went wrong, for example if he turned out to 
  have one arm longer than the other, then I could always 
  claim it was just a mutation.  As he was my first attempt 
  at sculpting I decided to make things easy for myself 
  and use a head, hands and a few bits of equipment from 
  my bits box to give him more of a professional look, but 
  rest is just wire, Milliput and green stuff.  I’m rather 
  proud of how he turned out - I think he’s got a lot of 
  character and fits in nicely with the other models in the 
  group.
   
  The final character I want to discuss in this article is an 
  exception to what I said at the  start, he’s barely convert-
  ed and doesn’t make up part of a warband.  However 
  I wanted to include him to demonstrate the fact that 
  there’s a vast range of fantastic non-GW 54mm models 
  out there that can be easily adapted for use in Inquisi-
  tor.  This model represents an Eldar Exodite Knight Er-
  rant, and is based on a fantasy elf warrior from Andrea 
  Miniatures.
  I’d always felt a connection to the Eldar Exodites as they 
  were introduced in the very first issue of White Dwarf 
  I ever bought (WD126).  The back story for Irilliath is 
  that his clan, the Falcon Claws, were wiped out by their 
  rivals, leaving him as the sole survivor.  He’s now on a 
  mysterious quest to regain his honour.  I had initially 
  planned a slightly more complex conversion, when I ac-
  tually saw the model in the flesh I realised that my origi-
  nal plan would take rather more work than I’d counted 
  on - I also found myself rather loathe to cut up such a 
  beautiful model, so instead I did a simple hand/weapon 
  Sergei Mentat 
  Servitor-Savant to House Hydronus  
  Irilliath
  Exodite Knight Errant 
  
  22
  swap.  It seemed appropriate that he be far more richly 
  attired than the ranger, so I really went to town on the 
  paint job, I kept the colours bright and clean, and did 
  plenty of free-hand patterns on his clothing.  I painted 
  his cloak to represent a kill-banner, one of the few thing 
  he could salvage from the destruction of his clan.
  Future Plans
  At the time of writing I’ve just started work on a new 
  warband; a Psyker-Capture Team from a Blackship. 
  The team will comprise a uniformed Blackship Officer, 
  a Witch-Seeker and a heavily armed security detail.  I’ve 
  also got plans for a female Daemonhost to join Ostra-
  kov’s warband, an archivist from the Adeptus Terra, and 
  an Ad Mech warband.  I’d also like to improve by sculpt-
  ing skills, so expect to see a couple more fully sculpted 
  models from me over the next few months.
  A cartoon from the preparatory sketches of 
  infamous Eboracan genius, Vorgan Strange, thought 
  to portray Archmagos Metaphysicus Boram Zact.  
  The finished work can be seen in its entirety in the 
  Long Gallery of the Citadel of Stellarns.
  
  23
  In the Beginning…
  Some helpful tips on learning how to play Inquisitor.
  By Phil Weston
  “One Shot” Owens and an Imperial Guard pathfinder 
  named Boscovski and have their Inquisitor leader give 
  his new recruits a few tests to sharpen up their skills 
  (and ours with it.)
  Thinking about all the films I had seen with new re-
  cruits being tested, I decided that small narrative based 
  scenarios would be best for pitting my characters against 
  themselves and each other. Even though they fought for 
  the same side, there would be times when they would 
  become sparing partners. I was determined to spice up 
  the future planned full-size scenario; would they carry 
  any niggling friction over from the training? It would 
  also give us the chance to get to know our characters a 
  bit better.
  As soon as we started playing the new smaller scenarios 
  we were hooked. With less to focus on, it became more 
  of a game and less of a memory contest. We found our-
  selves learning the rules off by heart very quickly with 
  the occasional rechecking here and there. The game only 
  really slowed when we were trying to think of what our 
  character would do next; instead of working out which 
  test to do, when and why.
   
  The Characters
  “One Shot” Owens 
  WS 
  BS 
  S 
  T 
  I 
  Wp 
  Sg 
  Nv 
  Ld
  39 
  72 
  57 
  56 
  65 
  62 
  67 
  76 
  57
    
  Abilities: Fast Draw, Ambidextrous, Gun fighter, Hip shooting, 
  Quickload & Rock Steady Aim
  Equipment: Stubber & Revolver
  Pathfinder Boscovski
  WS 
  BS 
  S 
  T 
  I 
  Wp 
  Sg 
  Nv 
  Ld
  51 
  80 
  62 
  60 
  65 
  57 
  68 
  72 
  45
  Abilities: True Grit, Heroic, Booby Traps & Detection
  Equipment: Lasgun (Mars Pattern)
  I do not profess to be a gaming master, in fact if the 
  truth were known I started out more interested in 
  the painting of the models then moving them around 
  the table. I am trapped on the Isle of Wight with no 
  Games Workshop in the vicinity - unless you are will-
  ing to swim three miles dodging oil tankers, (rumours 
  abound about a ferry that takes people to Portsmouth 
  and Southampton but surely this is a myth?) This means 
  that I have no one local to call upon to help me and my 
  girlfriend interpret the gigantic tome also known as The 
  Rule Book.
  Having dabbled with Chaos Warbands I was not at a 
  complete loss but the further I read the more I found 
  earlier rules tumbling from my ears. Shooting replaced 
  the movement rules…then close combat muddied the 
  shooting rules… and so on. 
  The breakthrough came when I had had enough reading 
  and decided that a full blown scenario was not what was 
  needed here, but I love the narrative principles behind 
  the game and wanted to keep them flowing. I therefore 
  decided to take two of the lesser characters; Desperado 
  
  24
  Scenario 1: Movement
  The Inquisitor has told his two hired hands that they must prove their worth to be a part of his team and so has set them 
  tasks. The first one being a set of 10 encoded containers that have been placed in a field, one of which contains a map that 
  he has planted inside. Each container is identical and no further clues are given.
   Set Up
  Playing area: 4 feet x 4 feet 
  Scenery: None. (Keep to simple movement for the first 
  session) 
  Containers: 10 x 40mm bases. (These can be decorated 
  if wished)
  Container Placement: Alternately place one container 
  each, ensuring none are within 12” of the deployment 
  zone or 6” of any other container. Then use a scatter die 
  and D10 to randomly move each container.
  Scenario Rules
  Objective: To find and open the one container that has 
  the map in before your opponent finds it.
  •  Characters Walk, Run or Sprint between containers.
  •  Once at a container the character must decide wheth-
  er to figure out how to unlock it or break open the con-
  tainer testing against either their sagacity or strength 
  respectively.
  •  Once open a number of D10s would be thrown equal 
  to the number of containers already opened; a 0 result 
  on any D10 showing that to be the container with the 
  map. (This would make it more likely that the container 
  would be found later in the game.)
  • No contact or shooting is used in this first scenario.
  Gaming Skills Involved
  Character profile, actions and movement
  There was to be no fighting, no shooting, just pure and 
  simple turns involving movement and tests for seeing if 
  the container was the one they were looking for.
  Outcome
  With our characters being an Imperial guard soldier and 
  a desperado, they didn’t see eye to eye and so the race 
  to find the target did have a little more bite than simply 
  seeing who comes first. Tactics already reared their oh-
  so-ugly head; did you go for a container near to your 
  opponent’s path in an attempt to cut down on their op-
  tions and make their journey to the next base longer?
  We were fortunate in that “One Shot” and Boscovski 
  had the same speed and so the race was very evenly 
  paced with 1 or 2 action rolls difference for the first two 
  turns. That was until Boscovski managed to find his 
  first container just wouldn’t open. He glanced across and 
  watched “One Shot” open two whilst he struggled to get 
  his head around the complexity of the code required to 
  open his. Finally he found the correct sequence attached 
  to the end of his boot as it crushed the outer casing al-
  lowing him to pull the canister open…nothing. He ran 
  to the next which turned out to be the fifth thanks to 
  “One Shot” decoding his third, only to find it empty 
  forcing him to run towards the next. Boscovski looked 
  down at the code and decided that having left the last 
  one in pieces he would be better placed making sure the 
  map came out intact. The sagacity test was passed and 
  as the canister opened out fell the map. Scooping it up 
  he tucked it into his backpack and set off back to find 
  out what the next task would be. “One Shot” scowled as 
  he watched the soldier run off, his trigger finger twitch-
  ing to allow him to take the prize from a dead soldier’s 
  hand. He walked back his eyes boring into his target’s 
  back. He knew his time would come. 
   
   
  
  25
  Scenario 2: Movement & Shooting
  Having proved their skill both men are told to take a break and retire to the shooting range to test out their ballistic skills, 
  no contest is mentioned between them, the look in both men’s eyes showing that no mention was needed.
  Set Up
  Playing area: 4 feet x 4 feet 
  Scenery: None. (Again keep things simple)
  Targets: 8 x 40mm bases / 7 x 25mm bases & sticky 
  putty
  Target Placement: Alternately place one target each, 
  ensuring none are within 12” of the deployment zone 
  or 4” of any other target. Then use a scatter die and D10 
  to randomly move each target. Once in place stand the 
  target up facing the characters using the sticky putty.
  Scenario Rules
  Objective: To score more points then your opponent by 
  shooting the targets.
  • Characters may move and shoot whenever and wher-
  ever they like but may not target each other.
  • Each large target hit would score 1 point with small 
  targets scoring 2 points, once hit the target would be 
  laid down.
  • Smaller targets had a –30% to hit modifier.
  Gaming Skills Involved
  Combined Actions and movement; shooting, modifi-
  ers.
  Outcome
  It had been decided that our characters would be more 
  rounded if we took advantage of the special abilities. 
  And boy was One Shot rounded!
  One Shot was off to a flier with his ability to run and 
  shoot with two weapons, surely this would be offset with 
  the cool calm Imperial Guard who would settle down 
  and squeeze off shot after shot…  Maybe if One Shot 
  wasn’t shooting down a target a turn and then closing in 
  on the next one to decrease the modifier.  Boscovski de-
  cided to start taking out the targets in One Shot’s path 
  in the hope of slowing the gunman, who was choosing 
  a path through the higher scoring smaller targets, mak-
  ing the –30% modifier a joke as he shot through them. 
  Boscovski settled in and aimed taking out targets but 
  not quickly enough and it was too late to try and start 
  running after the desperado.  He looked down his sight 
  as Owens ran towards the furthest target, his shoulder 
  blades filling the soldiers view.  Boscovski licked his 
  lips, the target showing only as a sliver past the gun-
  man.  Squeezing the trigger he watched as the shot ran 
  towards its destination, the highly charged light skim-
  ming past the gunslingers arm and into the target as 
  he raised his own guns.  He turned to see the grinning 
  soldier lower his Lasgun.  His attention pulled back 
  to the task at hand as he turned his guns towards the 
  next target and fired off his last round from the stubber 
  to take out one target and then released a round from 
  the revolver into another.  Game over, he had won, but 
  knew Kudos would have to be shared.
   
   
   
  
  26
  Scenario 3: Movement, Shooting & Hurting
  The Inquisitor has decided that his men need a little bit of a tougher test and so sets up an area with some containers but 
  he has a guard watching over them and puts the two characters either end of the battlefield. They are tasked with find-
  ing a container that is full of equipment and then dragging it back to their start area. They only have the problem of the 
  armed guard standing in the middle of the field with the instructions to shoot anyone that he sees. The Inquisitor wants 
  to see how the threat of death affects his two new cohorts.
   
  Set Up
  Playing area: 4 feet x 4 feet. Deployment zones at op-
  posite ends.
  Scenery: as agreed by both players with it evenly spaced 
  to provide cover. (Walls, trees, buildings…anything 
  that provides cover)
  Containers: 10 x 40mm bases.
  Container Placement: Alternately place one container 
  each, ensuring none are within 12” of the deployment 
  zones or 6” of any other container. Then use a scatter die 
  and D10 to randomly move each container. 
  Enemy: 1 other model to act as guard armed with a pis-
  tol to keep his range minimal. Situated in the middle of 
  the board This character is to pick the nearest character 
  that he sees to fire on and will test each turn to see if the 
  other character represents a greater threat.
  Scenario Rules
  Objective: To find and return with the one container 
  that the Inquisitor has placed the equipment in before 
  your opponent can and not get shot too much in the 
  process.
  • Visibility: Due to a foggy morning visibility is down to 
  20 yards. This gives them both the chance to make it to 
  cover before the guard becomes aware of their presence, 
  they know the guards position but can not see him.
  • Once at a container the character must decide whether 
  to figure out how to unlock it or break open the con-
  tainer testing against either their sagacity or strength.
  • Once open a number of D10s would be thrown equal 
  to the number of containers already opened; a 0 result 
  on any D10 showing that to be the container with the 
  equipment. (This would make it more likely that the 
  container would be found later in the game.)
  • Once dragging the container the character can only 
  move 1 yard per action.
  • There is the possibility for the characters to fight each 
  other once one has the box but they are not allowed to 
  shoot at each other.
  • The Guard will continue shooting for as long as he 
  can. He must be immobilised or killed.
  Outcome
  The characters started to really take over in this sce-
  nario showing their true colours and sticking to their 
  strengths. Although not all strengths are necessarily an 
  advantage in some scenarios as we were to find out.
  Both began by using the outer cover and moving 
  through the containers they could easily reach, both 
  aware of the guards presence but wondering of his exact 
  position as they couldn’t see him if he couldn’t see them. 
  Once within range of sight tests were made to see who 
  saw whom. The advantage being with the characters as 
  they were expecting the guard, who was just following 
  orders and an unsuspecting pawn in this game. 
  After both characters had managed to open two con-
  tainers and find nothing their true nature came to life. 
  Boscovski settled down, resting his Lasgun on the low 
  wall that he crouched behind and took aim at the guard, 
  his actions stopping there. 
  Slick’s success on the target range had boosted his con-
  fidence and he chose to use the same tactics as he had 
  on the stationary, non-returning fire targets. This differ-
  ence proved to be decisive when his shots managed to 
  
  27
  find armour and do no damage. The guard proved a lot 
  more successful with his pistol, managing to hit home 
  and forcing “One Shot” to his knees. Boscovski failed 
  with great aplomb getting only one action that turn 
  which was used to aim. He remained looking through 
  his sight watching the firefight continue. 
  “One Shot”, although injured, brought his guns to bear 
  with the intention of ensuring that no more rounds came 
  his way; the shot to the guards leg caused him to drop to 
  the floor, but no further shots were fired, the pain from 
  the last hit obviously taking its toll. The guard man-
  aged to roll onto his side and hit “One Shot” with two 
  rounds, one to the chest and the second glancing off his 
  head leaving the Desperado out of the race and stunned 
  for three turns. Boscovski knew a good deal when he saw 
  one and took the opportunity to do the Imperial Guard 
  thing and complete the mission safely. So, using all the 
  cover he could, he ran around to the next container and 
  as if by magic found just what he was looking for. The 
  guard circled the downed gunslinger watching for any 
  excuse to finish him off. His attention was distracted 
  enough to allow Boscovski to drag the heavy container 
  off his side of the board, the all important cover block-
  ing him from the Guards view. The score stood at 2-1 in 
  the scenarios and he would have to wait to find out the 
  affect the wounds would have on the old gunslinger.
  Further Scenarios
  Each future scenario can then introduce new skills and 
  gradually you should find, like us, your game play be-
  comes quicker and you become faster at finding the bits 
  you need to look up. (Laminated copies of the rules 
  downloads on the Games Workshop site have helped us 
  immeasurably.) 
  Some ideas for training scenarios are:
  Awareness Scenario
  An Inquisitor being followed and spied on by a charac-
  ter trying to remain unseen - what can he find out about 
  the Inquisitor? This also will allow you to hone a skill 
  that I think, in competitive people, is one of the hardest. 
  Trying to play the role of the character where they aren’t 
  meant to know what is happening and yet you do…It 
  takes a strong will to see only through the eyes of your 
  character.
  Close Combat Scenario
  A simple bar room brawl between two characters after 
  a couple of drinks. (Just how many drinks did each one 
  have? Perhaps one of the lesser characters could stand 
  a little more chance if the stronger character is a little 
  worse for wear!)
  Psychic Powers Scenario
  An Inquisitor testing his cohorts with some psychic at-
  tacks against them. (This would be useful for trying out 
  a full range of psychic skills to see what they really do.)
  Co-operation Scenario
  Both characters have to work together to get to an ob-
  jective that has three men guarding it.
  Background Scenario
  Use Backgrounds to do a little pre-campaign practise. 
  Perhaps a bounty hunter has tracked down his latest 
  victim and needs to capture him to collect his bounty 
  before helping out the Inquisitor on his next mission, 
  but the clock is ticking and he needs to get the man in 
  lock and chains quickly. This will really help flesh out 
  those characters.
  I hope this article gets the gaming juices flowing in some 
  of you who constantly pick up the rule book and then 
  gaze lovingly at the miniatures sat on the table await-
  ing the Emperors bidding. Just turn to the chapters on 
  turns and movement and off you go; a floor and some 
  pieces of cardboard to act as objectives are all that is 
  needed to start testing yours and your characters skills 
  and abilities.
  We are still some way from setting our characters free 
  on a full-blown scenario; we want some interaction with 
  other characters and some working together before we 
  really go for it. Not to mention taking some more char-
  acters through these types of beginner scenarios as it 
  really teaches you what a characters strengths and weak-
  nesses are. It also allows you to really get a feel for a 
  character before they are ducking and diving out of the 
  way of bullets.
  “Pathfinder Boscovski has said to tell you to watch out for 
  Desperados like “One Shot” Owens…he might be on the 
  same side, but anyone who works for profit could easily be 
  brought…I sense some unease in my camp.”
  
  28
  In the Shadow of the Throne
  Using Earth as an Inquisitor Adventurescape
  By Robey Jenkins
  The battle for the Emperor’s soul is a never-ending con-
  flict, and nowhere is the battle more dangerous than 
  where the line between ones friends and ones enemies 
  becomes blurred and uncertain.  The Inquisition has 
  long been riven with internal philosophical and tacti-
  cal differences that have often manifested in open con-
  flict, albeit concealed from the Imperium’s population 
  at large.  But there are other battles, no less deadly, that 
  are more secret still.
  Earth, also known as Terra, is the beating heart that 
  drives the vast corpus of the Imperium.  Its place in 
  the Segmentum Solar is at the centre of endless rings 
  of defences, each denser and more perilous to the at-
  tacker than the next.  It is a place of myth and legend, 
  the golden paradise to which uncounted billions make 
  tortuous pilgrimage.  It is the footstool of the God-Em-
  peror himself, and the resting place of his fragile, yet 
  mighty physical form.  From here, the eternal beacon 
  of the Astronomican guides humanity’s vast starships in 
  their missions of trade and conquest.  And it is on Earth 
  that the Imperium’s ultimate masters, the Twelve, the 
  High Lords of the Imperium, guide mankind’s destiny 
  across the centuries.
  But Earth’s promise and glory is a thin veneer over the 
  once-beautiful planet.
  Earth is a hiveworld.  The vast proportion of its surface 
  The man in the red coat stood alone on the observation deck of the pilgrim cruiser Blessed Journeyman. 
  In the feet-thick transparent wall, the reflection of the golden “I” on his lapel gleamed in the light of the 
  sun.  The Sun, he reminded himself.  The original giver of life to his race: father to humanity.  And that 
  blue globe off the Journeyman’s starboard bow was the mother.
  He could command the power of armies, direct the annihilation of worlds and demand every resource 
  imaginable… yet at the sight of her, he trembled.  To journey to Holy Terra, Mother Earth, the seat of 
  the Golden Throne and the Emperor Himself, was an honour beyond imagining and one even those of 
  his order could only rarely claim.
  On the ship intercom, another hymnal of praise to the immortal Lord of the Golden Throne struck up, 
  and he heard the distant, tinny voices of fifty thousand pilgrims, bundled in the ship’s hold like cattle, join 
  the auto-choir in joyous, faithful song.  But Inquisitor Nemesov did not join them: if he was correct, then 
  the holy ground of Earth had been defiled by a heretic and blasphemer of the worst kind.
   
  is clad in deep layers of stone, plastic and metal and its 
  teeming population eke out a bizarre existence, privi-
  leged beyond measure to breathe the same air as the Im-
  perium’s masters, yet trapped in endless cycles of hard 
  labour and mind-numbing bureaucracy.  In the cata-
  combs of the Administratum, knowledge is power and 
  vicious gang-clerks patrol their stacks, jealously guard-
  ing their precious data from intruders, authorised or not. 
  The Houses of the Navis Nobilite, the Navigators, abuse 
  their special place as the sole agency able to chart the 
  streams of the Warp and live in incomparable luxury, 
  indulging every conceivable vice under the protection 
  of their status.  The Ecclesiarch grows weaker on his 
  throne and the vast hierarchy of the Adeptus Ministo-
  rum, the Imperial Church, shifts and fights with words, 
  guns and hidden blades as each postulant struggles to 
  align himself into a dead man’s shoes.
  Even in the heart of the Imperial Palace, there is con-
  flict.  The infamously paranoid Custodians watch the 
  faceless Mechanicus supervisors of the Golden Throne 
  through impassive masks, but the tension between the 
  two organizations is palpable.  The High Lords bridle 
  at the high-handed manner of the Adeptus Custodes 
  in barring all access to the Throne Room and rumours 
  of changes in the God-Emperor’s condition can create 
  friction at the highest levels, as easily as it creates mas-
  sive riots and the deaths of thousands in the vast hordes 
  of pilgrims that tread fearfully though the mighty halls 
  
  29
  of Holy Terra.
  And here, at the Imperium’s core, enemies hide in the 
  deepest shadows.
  Cults, sects, gangs, secret armies, long-lost secrets, pow-
  erful and forgotten technologies… Earth is terrifying 
  and potent beyond measure and in the very deepest, 
  darkest corners of its ancient heritage is the Inquisition.
  How to use this article
  This article is not a campaign in itself.  Rather, it is a 
  starting point for the ambitious GM to run a campaign 
  on Earth.  To that end, you will find below a number of 
  “plot hooks”, which are entry points for a GM to start 
  Nemesov raised his rosette, cupped in his palm.  The Arbitrator regarded it impassively.
  ‘Place your seal in the tray to your left,’ the terminal guard ordered.  Once Nemesov had complied, he 
  continued: ‘Please stand still and do not resist.’
  ‘Resist wha-?’
  The probe descended from the darkened vaults of the ceiling in a flash, puncturing the flesh of his neck 
  as its taloned form gripped his head in a painful embrace and everything went black. 
  planning a Terran campaign.  You will also find a num-
  ber of scenarios that can act as your players’ starting 
  points; brand new archetypes and tips on other charac-
  ters to enhance your scenarios, including tips on model-
  ling and representing them; some detailed background 
  on different areas of Earth’s adventurescape and point-
  ers on how to design your own and, finally, some es-
  sential “dos and don’ts” when it comes to playing games 
  on Earth that will help the GM to preserve the unique 
  atmosphere of this very special environment.
  Although not intended to be a campaign in and of itself, 
  you will also find the text punctuated by an account of 
  the experience of one Inquisitor who pursued a lead into 
  the very shadow of the Golden Throne.  If you want to 
  re-tread the journey of Inquisitor Nemesov, the scenari-
  os, characters and details described will help you do so. 
  Plot Hooks
  Plot hooks are the GM’s start point when he designs a 
  new campaign or scenario: they are equivalent to the 
  blurb you find on the back of a novel, setting out the key 
  parameters of the story, maybe even the details of one or 
  more of the protagonists, but without dictating how the 
  events may conclude.
  As a rule, plot hooks are easy to come up with.  A lot 
  of GMs use novels, films or TV programmes to inspire 
  new plot hooks.  In the context of a campaign on Holy 
  Terra, though, it can be harder to devise a convincing 
  and entertaining plot hook.  The following examples are 
  intended to get you thinking but also to illustrate the 
  breadth of ideas that Earth offers as an adventurescape, 
  despite its special status in the Warhammer 40,000 uni-
  verse.
  Lost - Whether the PCs originally came to Terra as pil-
  grims, diplomats or on an investigation, they have wan-
  dered off the beaten path and into the bowels of Ancient 
  Earth where strange creatures lurk in the darkness and 
  weird bureaucults fight for control of lost archives and 
  deep vaults.  Without food, support or any way to find 
  new weapons or ammunition, the PCs are going to have 
  to be as cunning and vicious as their opponents if they 
  are to find their way out.
  Rumour Control - In the course of an internal feud, an 
  agent of one faction intends to impersonate the leader 
  of another faction and declare the Emperor “dead” to a 
  vast crowd of pilgrims.  If he is allowed to do so, thou-
  sands, perhaps tens of thousands, will die in the sub-
  sequent riots before order can be restored.  However, 
  forces within the Inquisition favour the agent’s faction 
  
  30
  and believe that positioning their pawns higher in the 
  Ecclesiarchal hierarchy is worth the price of a few thou-
  sand pilgrims.
  Ancient Nemesis - The halls and palaces of Holy Terra 
  are built upon the secrets of the past.  But some secrets 
  refuse to stay buried.  The Administratum routinely 
  explores old tunnels for archaeotech and lost archives, 
  but one team has stumbled onto something uniquely 
  powerful and dangerous.  Now several factions are ma-
  noeuvring to secure the item, but the team that found it 
  is still there and they have been… changed…
  Blasphemy! - The PCs have tracked an infamous her-
  etic to Holy Terra itself and, after many weeks of hunt-
  ing, have finally run him to ground in the environs of 
  one of Earth’s greatest basilicas.  Some will want him 
  alive, others would see him dead at all costs, but once 
   
  Nemesov rubbed the back of his neck where a bright red weal marked the place where the probe had 
  entered.  How odd, he thought, that on Earth the normal way of things is upturned: the Inquisitor is 
  subjected to the deepest barrage of checks and tests before being allowed to tread the holy soil – holy plas-
  crete, he noted as he crossed the square – but the pilgrim is waved through, controlled by his own fear 
  and awe.  It made sense of a sort.  But it occurred to him to wonder, then, whether his quarry had come 
  to this most precious of worlds in the guise of a pilgrim.  How else could he have avoided the tests he had 
  himself undergone?
  But every pilgrim was marked, and that was his advantage.  Every one of the billions of teeming faithful 
  bore the Emperor’s blessing: a rare privilege that also happened to incorporate injecting the supplicant 
  with a microscopic tracker and identifier beacon used by the Arbites to control the movement and be-
  haviour of the pilgrims.
  It had been a simple thing to cross-check the latest list of supplicants against his target’s known aliases and 
  identities.  A simple thing, of course, that had still left him with over a dozen suspects who were already 
  scattered across the face of the Earth.  But he had time on his side.
  What he didn’t have, unfortunately, were his usual weapons.  All but his laspistol had been confiscated 
  on entry with a note to petition the Central Court for their return: a process that could take several 
  months, even for an Inquisitor.  He was reminded, once more, of how limited his power truly was in this 
  place of legends and heroes.
  things turn violent there can be no doubt that the So-
  roritas guardians of the basilica will fall on all of them, 
  without regard for rank or power: only the holiness of 
  the Emperor is paramount in these halls.
  The Faceless - Amongst the hordes of pilgrims lurks a 
  hidden threat.  No one knows what The Faceless really 
  is.  He could be an alien assassin, a daemon, a wanted 
  cult leader or simply a rogue agent, seeking the safety of 
  numbers to stay free.  The Inquisition is on his trail, but 
  can they track down and apprehend The Faceless before 
  he disappears into the teeming millions?
  Wrong Place, Wrong Time - Whilst about his normal 
  business, a PC finds himself caught in the crossfire be-
  tween two factions, far from the view of the Adepts. 
  With no way out, he must choose where to put his loy-
  alty or face danger from every side!
  
  31
  Scenarios
  The scenarios that follow don’t necessarily have to take place on Terra, of course.  There’s no shortage of strange 
  worlds and insane bureaucracies in the Imperium.  However, they have been written with Terra in mind and a GM 
  wanting to set a campaign there will find that these set the scene for events quite nicely.
  a Custodian can be added to the game from the arche-
  types listed later in this article.
  The scenario begins as a simple chase.  Player 1 enters 
  one side of the table and must make it to the other side 
  before Player 2 (who enters on Turn 2) catches him.  The 
  twist is that however deep and complex the lower lev-
  els of the terminal may be, the Custodians are adept 
  at finding and sealing unauthorized routes through to 
  their domain.
  Player 1 must search for his way out.  For every turn in 
  which a character spends Actions searching on the exit 
  board edge, roll a D6 and consult the table below.  Add 
  +1 for every Action above the first the character spends 
  on searching:
  1-2 - No way out.  He must spend another turn search-
  ing or stand and fight.
  3-5 - Where are we?  A way to another sub-basement 
  has been found.  Re-start the scenario.  Any of Player 
  1’s characters not within 6 yards of the exit point are 
  captured by the Arbites and lost.
  6 - Escape!  The hoped-for exit has been located.  Any 
  of Player 1’s character who leave the board via this point 
  are removed from the board and have escaped.
  The GM may want to give other bonuses to this D6 roll 
  depending upon the player’s use of imaginative improvi-
  sation – stealing comms gear from their pursuers, using 
  appropriate psychic abilities, interrogating prisoners etc. 
  If Player 1 has too many bonuses, feel free to insist upon 
  a “natural” 6 to Escape for the first few turns.
  Scenario 1 - Illegal Alien
  Millions of immigrants arrive at the Terran spaceports 
  every day.  Most are pilgrims.  Many more are petition-
  ers or supplicants, bringing personal requests across 
  thousands of light years to place them before the Ad-
  ministratum.  A minority are important dignitaries 
  of one sort or another.  But all must pass through the 
  fearless inspections of the Adeptus Arbites, themselves 
  supervised directly by Custodians from the Emperor’s 
  personal guard.  The conditions of the terminals are hot, 
  congested and painful and fights break out regularly, 
  sometimes with fatal results.  This is just another day 
  for the Arbites, but sometimes something more sinister 
  is afoot…
  Player 1 - You and any associates are trying to covertly 
  enter the Terran population.  But your cover has been 
  blown and, after a brief exchange of hostilities with the 
  Adeptus Arbites, you have fled into the bowels of the 
  terminal in the hope of finding a way out, but others are 
  on your trail.
  Player 2 - Seeing the local Arbites exchanging fire with 
  a group of apparent pilgrims, you rush in to lend your 
  aid to the authorities.
  GM - Obviously, more than one player can take on the 
  same role in this scenario as long as there is at least one 
  to play Player 1’s role.  You don’t have to add any NPCs 
  if you have a Player 2, but if you fear that either player 
  will find the scenario too easy, or if you are playing the 
  game with just one player, then Terran Arbites or even 
  ‘Stop, in the Emperor’s Name!’
  The shout boomed across the square and the effect upon the teeming masses was frighteningly amusing, 
  Nemesov thought, as every one of the hundreds of shifting pilgrims, clerks and other assorted denizens froze 
  in his or her tracks.  All, except one.
  One hunched figure in a dirty, red robe hung with tiny caskets and clutching a strong cane, looked once over 
  
  32
  his shoulder, saw the pointing finger of the Arbitor gesture towards him and ran.  The crowds did not 
  impede him.  They stood stock-still as he jinked and capered between them, the clatter of boots already 
  close on his heels.  As he turned once more, Nemesov got the first good look at the fleeing man’s face – it 
  was one of his suspects!  An alleged supplicant going by the name of Cato.
  Nemesov leapt from the walkway to the square and, as the nearest Arbitor turned towards him, shock 
  maul raised, he flashed his rosette:
  ‘Holy Inquisition!  I want that man alive!’
   
  Scenario 3 - Violation
  Terra is the greatest of shrineworlds, focus of belief for 
  thousands of billions.  As such, its very rock – even the 
  stones and supports of its buildings – are suffused with 
  faith that acts as a powerful ward against the forces of 
  Chaos.  But whilst this gives Earth a measure of pro-
  tection against the forces of darkness, the violation of 
  Terran soil with certain foul rituals can immeasurably 
  increase the potency of those rituals.  The Arbites are ev-
  er-vigilant, but there will always be those whose treach-
  ery extends even to Holy Terra itself.
  Player 1 - You must perform a hateful ceremony on 
  Holy Terra itself in order to achieve your objectives. 
  Such a vile act, if discovered, will surely earn you no 
  form of mercy and your punishment will be painful and 
  certainly terminal… but only if they catch you!
  Player 2 - Signs have reached you that a traitor seeks to 
  violate the purity of Earth - footstool of the Emperor. 
  Without hesitation, you have assembled a Kill Team to 
  purge this heretic from existence; preferably after mak-
  ing him suffer in ways appropriate to the scale of his 
  sin!
  GM - Arbites, Enforcers or - if the circumstances are 
  appropriate - even a Custodian may participate in this 
  scenario, either under the GM’s control or loaned to the 
  use of Player 2.
  This is a fairly standard “stop the ritual” scenario, but 
  the forces that the ritual unleashes are heightened by 
  its place on the Imperium’s very holiest ground.  Player 
  1’s main PC must stand at the centre of the board and 
  perform concentration Actions as if preparing to use a 
  Psychic Ability.  For each successful concentrate Action, 
  roll a D6.  On a roll of 6, all movement in the direction 
  of the ritual, except crawling is reduced by -1 yard.  This 
  effect is cumulative.  When Player 1 performs 10 con-
  centrate Actions without moving from the centre of the 
  Scenario 2 - Red Tape
  Away from the closely-patrolled upper levels and the 
  area immediately around the principle districts of Terra, 
  forgotten departments, lost archives and abandoned ad-
  ministrators can be found, eking out a bizarre existence. 
  Driven by ancient procedures and regulations, these iso-
  lated groups form strange bureaucults, defending their 
  territory in a frenzy of ink and blood from other bureau-
  cults and from intruders from the levels above.
  Player 1 - On the trail of a vital clue that you believe 
  may lie within the territory of the cult, you must sneak 
  your way past their sentries and into the Holy of Ho-
  lies to access the lost files, before making good your es-
  cape.
  Player 2 - You have spent weeks earning the trust of the 
  Bureauclan in the hope of being given access to their 
  records.  Your latest victory in the gradual process has 
  seen you honoured with the right to stand guard over 
  the Holy of Holies.  An outsider attempting to access it 
  could shatter all of your plans… unless you can take the 
  intruder’s head yourself!
  GM - If you have a Player 2 for this scenario who has a 
  large staff, then you may choose to have no bureaucult 
  members on duty.  Otherwise, use the stats for a normal 
  cultist to represent an appropriate number of bureauc-
  ultists guarding the Holy of Holies.
  A pretty straight infiltration mission, this.  The Holy 
  of Holies (data vault access terminal) lies at the centre 
  of the board, with sentries placed in a circle around it. 
  Depending on how hard you want the scenario to be for 
  the infiltrator, add booby traps to taste.
  If you include any bureaucultists amongst the sentries, 
  they will gain the Frenzy and Furious Assault abili-
  ties against any enemy character whom they know has 
  moved within 6 yards of the Holy of Holies.
  
  33
  board, the ritual is complete.
  Player 2 or NPCs may enter the board from any point 
  of the table edge.  Player 1’s characters that are not per-
  forming the ritual may be placed anywhere on the board 
  within 12 yards of the main PC.
  If Player 1 completes the ritual, all models on the table 
  Scenario 4 - Catastrophe Curve
  Terra’s population is almost incomprehensively vast, 
  even by comparison with other hiveworlds.  Thousands 
  can die in riots, demonstrations or simply in occasional 
  population control purges without the Adeptus Terra so 
  much as noticing.  But sometimes an event is threatened 
  that will kill millions or even billions.  Whilst death on 
  such a scale is horrifying, even to the cold masters of the 
  Imperium, the real threat of such events is that the psy-
  chic shockwave can disrupt the Astronomican, sending 
  thousands of ships - fleets, traders, vital reinforcements 
  - off-course by hundreds of light-years or worse.
  Player 1 - You have evidence that a deep flaw has been 
  created through hundreds of layers of densely-populated 
  hive in a minor administrative zone of Holy Terra, but 
  your masters either cannot or will not listen – are they 
  involved in this blasphemy?  Either way, no one but you 
  can prevent a mass-slaughter: find the conclusive proof 
  and get it back to your headquarters.
  Fourteen suspects, nine eliminated – fatally in one unfortunate but unavoidable case – and five remain-
  ing… Nemesov rubbed his temple and looked at Jotun Blanc.  The heavy-set veteran Arbitor had been 
  “seconded” to his investigation by the Marshal Tertius.  In other words, he was a baby-sitter sent to stop 
  the ignorant, off-world Inquisitor upsetting Terra’s delicate balance with his clod-footed interference. 
  But Nemesov had to admit that the Arbitor, whose lustrous beard and civilian clothes made him look 
  like anything but a lawman, was an invaluable guide and – after their encounter with suspect number 
  eight – handy with a knife.
  Number Ten was looking like a possible though.  His tracker signal was being read deep in the Neojorvik 
  Catacombs: a place that no pilgrim had any reason to be…
  immediately suffer D10 yards knockback directly away 
  from the point of the ritual (randomize the direction 
  for the character performing the ritual).  Player 1 must 
  escape from the board to win the game.  However, if 
  any of Player 2’s character survive the experience, Player 
  1’s character will forever be branded excommunicate 
  traitoris and extremis diabolus: there’s no way back to 
  righteousness from an act as vile as this one!
  Player 2 - Your patient plotting is about to reach frui-
  tion thanks to your contacts in the very heart of the 
  Adeptus Terra.  The fleet must be pushed from its 
  course - it cannot be allowed to reach its destination or 
  the plans of your masters may be set back hundreds, if 
  not thousands, of years!  What is the death of a few bil-
  lion by comparison?  But now this fool is interfering.  If 
  he cannot be stopped, you may have to launch the event 
  immediately…
  GM - Arbites, Enforcers or - if the circumstances are 
  appropriate – even a Custodian may participate in this 
  scenario, either under the GM’s control or loaned to the 
  use of Player 1.
  This is a complex scenario that will demand a larger-
  than-average table (probably 6’x4’ minimum) and plen-
  ty of terrain.
  
  34
  Archetypes
   
  The new archetypes listed below are not - with the exception of the Custodian - unique to Terra, but they are cer-
  tainly prevalent there and, if used, will give an authentically Terran flavour to a scenario or campaign.
  The stats given for the archetypes are of two sorts.  The first uses the basic stats for Inquisitor characters as shown 
  in the Living Rulebook.  The second uses the special NPC stats described in the Architecture of Hate campaign 
  book.
   
  A moment of perfect silence followed the giant’s appearance from the shadow.  His chest was bare and 
  decorated with devotional tattoos.  His tree-trunk legs were encased in shining leather and heavy boots 
  and his face was hidden behind an expressionless golden mask, formed into the shape of a snarling lion, 
  with a pointed crest that rose more than two feet above the man’s brow.  In one hand he clutched a short 
  but ornate spear.
  Nemesov heard his own oath echo away in the darkness that he had been sure was empty.  Now it oc-
  curred to him to wonder how many of these silent watchers he and his party had already passed without 
  ever knowing it.
  After the silent moment stretched on, seemingly for minutes although he knew it could only have been 
  seconds, Nemesov felt as if his very soul had been scanned.  This, he reminded himself, was one of the mys-
  terious Chosen: Companions of the Emperor, the Silent Watchers, Custodians of the Corpus Sanctus… 
  Did their eyes feed back data even unto Him on the Throne?
  The moment passed, the Custodian stepped aside and, humbler than before, Nemesov led his party on 
  down the tunnel.
  Custodian
  The Adeptus Custodes is a mysterious and secretive organization at the very heart of the Adeptus Terra, charged – 
  as they have been for ten thousand years – with the duty of guarding the very person of the Emperor.  Since their 
  charge began his millennia-long vigil atop the Golden Throne, a Custodian has never been known to leave Holy 
  Terra.
  WS
  BS
  S
  T
  I
  Wp
  Sg
  Nv
  Ld
  Custodian
  80
  80
  150
  100
  80
  100
  70
  100
  100
  Random
  70+2D10
  70+2D10
  130+4D10
  80+4D10 70+2D10
  90+2D10 60+2D10 90+2D10 90+2D10
  Equipment  Enclosed helm with autosenses, bioscanner, motion detector, range finder, infrasight and comm-link; 
  Guardian Spear - can be used either as a Power halberd, as a Power axe or as a Mars pattern lasgun.  The Custodi-
  ans wear padded leather breeches that give them 2 points of armour on the legs and groin.
  Abilities  Ambidextrous, Bodyguard, Fearsome, Force of Will, Nerves of Steel.
  
  35
  Or, using the Architecture of Hate NPC rules:
  WS
  BS Str
  Speed
  Custodian 2
  2
  +10
  3
  Weapons  Counts as being equipped with a Basic weapon and a Nasty melee weapon.
  Equipment  The Custodian does not have armour, but will become aware of any other character in his line of sight 
  on a 2+.
   
  Modelling a Custodian to scale is no easy task.  They should be as tall as Space Marines but without the armour. 
  For those who don’t fancy sculpting the model from scratch, the obvious starting point is Sergeant Stone, who 
  already has the breeches, high boots, bare torso and halberd.  File away the stapled wounds and tidy up the tears 
  in his trousers with some greenstuff.  The finished product may be a little smaller than a real Custodian, but will 
  do the job for a one-off scenario.  Alternatively, you may want to consider a conversion of a 75mm figure from a 
  historical manufacturer.
   
  Pilgrim
  Pilgrims can be found throughout the Imperium and can be of almost any social class or status.  For some pilgrims, 
  the journey is so long and tortuous that it may only be the third or fourth generation from those who began the 
  pilgrimage who finally reach their destination.  Common destinations are Gathalamor, Ophelia, Ultima Macharia 
  and, of course, Earth, but there are hundreds, perhaps thousands, of recognized places of pilgrimage in the Impe-
  rium and many other smaller, unofficial ones.
  WS
  BS
  S
  T
  I
  Wp
  Sg
  Nv
  Ld
  Father
  50
  30
  60
  60
  50
  70
  60
  30
  50
  Random
  40+3D6
  20+2D10 50+2D10 50+2D10 40+2D10 60+2D10 50+2D10 20+2D10 40+2D10
  Pilgrim
  40
  30
  50
  50
  50
  50
  50
  30
  30
  Random
  30+3D6
  20+2D10 40+2D10 40+2D10 40+2D10 40+2D10 40+2D10 20+3D6
  20+2D10
  Equipment  All pilgrims will carry a knife about their person somewhere, and some may even have other Com-
  mon items.  They are also very likely to carry their Letter of Passage: the Ecclesiarchal authority that permits them 
  to join official pilgrim vessels bound for their destination.
  Abilities  None.
  WS BS Str
  Father
  4
  6
  +1
  1
  PIlgrim 5
  6
  +0
  1
  Weapons  Counts as being equipped with a Pistol and a Weak melee weapon.  A Pilgrim Father may wield an 
  Average melee weapon.
  
  36
  By nature, Pilgrims are invariably devout, single-minded and intensely focussed, but otherwise there is no single 
  appearance for such characters.  The most important thing about them is that they should appear to be lightly or 
  not armoured and with few weapons.  Models converted to be Pilgrims can make great civilians anywhere in the 
  Imperium.  Models that are easily turned into generic civilians include Slick Devlan, Damian Bloodhound, Major 
  Jaxon and Jena Orechiel.  Cutting off weapons, swapping in heads and hands from other models and liberal use of 
  purity seals, parchments, packs, pouches and bed-rolls will convey an impression of a mobile, varied population.
   
  Bureaucultist
  The bureaucultist is a strange evolution of humanity.  Having entered the condition of civilization and passed 
  through it into a new barbarism, the bureaucult is devoted only to policies, procedures and the unthinking guard-
  ianship of information.  The Cultist profile found in the Living Rulebook is equally suitable for the bureaucultist. 
  Alternatively, if you use the NPC rules, the following stats will represent a Demagogue and Cultist appropriately.
  Equipment  A peculiar combination of wickedly barbed quills, heavy binders and document rolls that count as a 
  knife and a club.
  Abilities  Bureaucultists may suffer from Frenzy.
  WS
  BS
  Str
  Speed
  Bureaucrat
  5
  5
  +1
  2
  Bureaucultist 5
  6
  +0
  1
  Weapons  Count as being equipped with a Pistol and a Weak melee weapon.  A Bureaucrat may wield an Average 
  melee weapon.
  Bureaucultists crop up in the massive, sprawling administrations of the Imperium all across the galaxy.  Although 
  their approach to information is fundamentally primitive, their attention to detail is legendary and they will fight 
  obsessively to protect what is theirs, so many an Inquisitor makes use of such creatures within his staff to help 
  manage an extensive library or private archive.  There are a number of models that would make good Bureaucult-
  ists – Malicant and Josef work well without conversion, but robed parts from the tech-priest models will also fit the 
  bill.  Add plenty of purity seals, parchments, books and other scribe type items to enhance the effect.
  
  37
  Other Archetypes
  Obviously, there are plenty of existing archetypes that 
  work just fine on Earth, too.  The Judge and Enforcer 
  are the obvious ones as few worlds are as intensely po-
  liced by the Adeptus Arbites as Earth and they are likely 
  to turn up eventually in any scenario you care to name. 
  But Desperados exist in the teeming underhive and 
  there are tech-priests in abundance and Ecclesiarchal 
  hierophants on every street corner around the Ministo-
  rum zones.  Even human mutants can be found in the 
  deepest, darkest levels, driven into desperate hiding by 
  Silently, Nemesov crept through the gloom.  His companions - Blanc, Montcrieff and the eager, young 
  bureaucultist Helioch – kept close on his heels, each as silent as he.  At the end of the passage they found 
  an open space, its roof arching up into the darkness and disappearing in shadows.
  Helioch snuck up beside the Inquisitor and pointed to the centre, where a light could be seen at the base 
  of a door that was perhaps thirty feet high.
  ‘An Archive,’ Helioch explained in a whisper.  ‘Not mine.  Ancient indeed, that one.  He seeks access, 
  but it shall not be authorised.’
  Nemesov nodded and gestured to the others.  They crept closer until he felt that they could get no further 
  without alerting their target.  He raised his pistol and prepared to yell…
   
  regular, brutal purges and scarcely aware of the honour 
  of breathing the same air as the High Lords and their 
  God-Emperor.  Interestingly, one of the few archetypes 
  that don’t appear very often on Earth is the Inquisi-
  tor.  Their authority is tightly constrained and there is a 
  broad assumption that there is little need for their kind 
  on Holy Terra.
  How wrong they are…
   
  The Terran Adventurescape
  It is a common tendency among players to perceive 
  “Earth” in the Warhammer 40,000 universe as being 
  a bit of an homogenous lump, all dark and gothic with 
  plenty of grandeur and grit.  But whilst the ravages of 
  the Age of Strife and the ten millennia of the Age of the 
  Imperium have left their mark on the planet, it is still 
  a planet, with its own continents, regions, clusters and 
  other geographic anomalies.
  The Adventurescape includes established regions of 
  Holy Terra as well as more generic regions that can cer-
  tainly be found on Earth but which can also be found 
  elsewhere in the Imperium and GMs should feel free to 
  extrapolate these for other worlds and scenarios.  There 
  is a tendency to try to align regions on Earth in the for-
  ty-first millennium with the continents and countries 
  of twenty-first century Earth.  However, this is, by-and-
  large, a mistake.  The weapons unleashed in the course 
  of the Age of Strife caused substantial changes to the 
  lie of the continental plates as well as creating massive 
  scars on the world’s surface that have entirely altered the 
  appearance of the planet from the one with which we 
  are familiar.
  The Palatine Cluster
  If the beating heart of the Imperium can be said to lie 
  anywhere, it is here.  The Palatine Cluster is a continent-
  sized hive-city centred on the labyrinthine Imperial 
  Palace which huddles around the light of the Golden 
  Throne itself.  A scenario taking place here will need to 
  try to replicate the soaring towers, graceful walkways 
  and gleaming halls of this most holy of places.  The air 
  is foggy with incense and the power demands of the 
  Golden Throne and the many essential functions that 
  take place in the Palatine Cluster mean that other areas 
  in its borders are often plunged into darkness for days or 
  
  38
  weeks at a time without warning.
  The new Cities of Death plastic buildings for Warham-
  mer 40,000 are ideal for replicating the Palatine, but 
  you’ll need to add plenty of flying walkways and restrict 
  yourself to the intact sections of building as allowing a 
  part of the Palatine to remain damaged or structurally 
  unsound would be a sin against the Emperor Himself!
  The Starports
  There are literally thousands of starports on Earth, rang-
  ing from tiny private docks used by the Navis Nobilite 
  up to the mighty pilgrim ports of Lion’s Gate and Eter-
  nity Wall which each cover thousands of square kilome-
  tres and can accommodate the descent of ships so large 
  that landing is normally physically impossible.
  The Starports as venues for scenarios will generally ap-
  pear as one of two types of area: the terminals, runways 
  and landing fields are immense open areas, designed to 
  accommodate enormous ships or tens of thousands of 
  passengers at any time.  As a result there is likely to be 
  little cover, except for the occasional technical vehicle 
  or loading sentinel.  These areas also alternate with little 
  notice between being insanely crowded and being en-
  tirely deserted.
  Alternatively, the scenario may take place in the support 
  areas of the port, in which case the characters will have 
  to contend with narrow tunnels, low doors and laby-
  rinths of conveyor belts that are liable to move unpre-
  dictably, tripping those on them or dragging them into 
  unexpected (and sometimes potentially lethal) areas of 
  the port.
  The Astronomican
  The Headquarters of the Adeptus Astronomican can be 
  found in an area loosely equivalent to today’s Himala-
  yan mountain range.  But the shifting tectonics have 
  forced these peaks - the world’s tallest and least hospi-
  table even in the twentieth century – to new, terrifying 
  heights.  Some peaks crest at heights over 15 miles above 
  what might loosely be termed “sea level”.
  The Astronomican itself is the second most heavily-
  guarded place on Earth, after the Golden Throne, but 
  there are many peripheral stations throughout the rang-
  es.  These may be outposts for the Scholastica Psykana 
  Terran, training grounds for the Officio Assassinorum, 
  Adeptus Astra Telepathica listening stations or any 
  number of things and there are as many reasons why an 
  Inquisitor or an enemy of the Imperium may find his 
  way to this vertiginous part of the planet.
  Representing the sheer slopes of the mountainsides on 
  a flat table is no easy task.  But if you want to set a sce-
  nario near the Astronomican, then treat the table top as 
  a small plateau on a great ridge.  Two sides of the table 
  will be sheer drops and to cross either will mean cer-
  tain death.  You may decide than one or both remain-
  ing sides are also sheer descents, ice walls or otherwise 
  impassable.  This can make an otherwise quite open 
  landscape surprisingly claustrophobic.  Otherwise, the 
  landscape should be rocky and icy.  Any visible signs of 
  human habitation should be strictly concentrated and, 
  ideally, kept to just one terrain piece.  Forgeworld do a 
  number of pieces intended to represent access points to 
  subterranean installations which, whilst a little small for 
  54mm, would function satisfactorily.
  The Pilgrim Path
  The vast majority of the planet’s surface is not permitted 
  or accessible to the pilgrims.  In order to keep some sem-
  blance of order to their movements, pilgrims to Holy 
  Terra are restricted to the Pilgrim Path: this is actually a 
  series of routes rather than a single journey, and it takes 
  in many of the surviving locations where the Emperor 
  is believed to have performed miracles, won mighty vic-
  tories or made important pronouncements.  The Path 
  changes slightly from decade to decade.  Officially, this 
  is either to take in previously neglected locations or to 
  adjust for new discoveries in the historical archives.  But 
  sceptics have been known to suggest that the Path is 
  changed to save the structures of Terra from the con-
  stant passage of billions of pilgrims.
  Whatever the truth, the Path is liberally catered for with 
  mighty cathedrals, copious shrines, statues of saints and 
  heroes of the Imperium and hundreds of thousands of 
  memorials, dedications and prayer niches.  So your ter-
  rain needs to be fairly sparse - as room needs to be al-
  lowed for the vast crowds to pass through.  In addition, 
  you can spice up the area with appropriate terrain pieces 
  available from Games Workshop: the Sisters of Battle 
  Shrine (Code COMP0108025), Sanctum Imperialis 
  (99120199008) or Chapel of Sanctuary (99220199024) 
  all work perfectly well at 54mm or 28mm, and the Pil-
  grim Path is one area where you can get away with ru-
  ins, as no one would dare to rebuild architecture that 
  may have been touched with the Emperor’s own hands 
  
  39
  and, in any case, the constant flow of pilgrims can tend 
  to leave ruins in its wake, despite the best of intentions.
  If you’re more flush, then you can also find suitable 
  items at Forgeworld.  Check out their suggestions for 
  “Sacred Ground” Cities of Death strategems for more 
  hints and ideas.
  The Fortress Invisible
  There is a prevailing rumour that the Inquisition main-
  tains a central stronghold, buried deep in the perma-
  frost and mountain ranges of what was once Antarctica. 
  Whether true or not, something important can be found 
  on that continent if one knows where to look… and one 
  can survive conditions only marginally less lethal than 
  hard vacuum.  And rumours abound of strange life on 
  the ice-shelf: giant, carnivorous penguins (What?? - Ed); 
  cannibal mutants, covered in dense, white hair and oth-
  er things, stranger still, said to have been released from 
  icy imprisonment by the interference of explorers and 
  adventurers.
  Whether called to the Fortress Invisible - if it exists - or 
  hunting for treasure from before the Age of Strife, there 
  is no shortage of reasons to visit the southern pole.  But 
  with hundred-miles-an-hour winds filled with lacerat-
  ing ice, temperatures that fall as low as -88°C and no 
  human life for hundreds of miles, few places on Earth 
  are as deadly.
  The Seas
  The terrible weapons unleashed during the Age of Strife 
  scarred the face of Holy Terra far beyond repair and at 
  one point the planet’s mean atmospheric temperature 
  rose to the point that water began to evaporate and 
  ceased to condense into clouds or seas.  Billions died. 
  The surface temperature has since descended to a point 
  more conducive to human life.  Over the last ten mil-
  lennia, the seas have slowly begun to reform.  But they 
  are clogged with the effluvia of uncounted billions of 
  humans, factories and power plants.  The seas are sick, 
  turgid things and the life that crawls within them is 
  strange indeed.  But on the ocean beds, the Adeptus 
  Mechanicus maintain research stations, the Astartes 
  have training facilities and the Scholastica Psykana has 
  its own outposts.  There are even habitation blocks and 
  administrative facilities that – whilst protruding above 
  the water – extend far into the deeps, resting on mighty 
  supporting columns.
  Any location may be partly or completely submerged 
  – even parts of the Pilgrim Path and the Palatine Clus-
  ter’s outer limits have extended into the seas.  Fighting 
  underwater is possible, but I leave you to come up with 
  your own rules for that.  More interesting, though, is to 
  fight a normal scenario but make one or more table edg-
  es pressurized walls against the ocean’s intrusion.  All 
  of a sudden those stray rounds will start to make a big 
  difference!  Give the walls a high but random armour 
  value, low enough that any given ranged weapon might 
  breach them if it hits the wrong place at the wrong time. 
  Then leave the players in suspense if the wall is breached. 
  Roll a D6 at the end of each turn.  On a 6 (or lower, if 
  you want to end the game sooner), the wall breaches 
  completely.  Any characters still on the table at the end 
  of the next turn are lost.
   
  At last, Nemesov closed with his opponent.  The hooded figure was revealed as a white-haired man with 
  a widow’s peak and a heavily-lined face.  Off to one side he was aware of Blanc swapping blows with 
  a masked warrior.  Helioch was down, blood leaking from his gut.
  ‘Emperor’s Inquisition!’ Nemesov shouted as he charged the man.
  He was met with surprising force as the old man drew his own sword and parried Nemesov’s blow with 
  almost dismissive ease, throwing him back.
  ‘Emperor’s Inquisition?’ spat back the man.  ‘I am the Inquisition, you young idiot!’
  Nemesov was surprised, but it was far from the first time he had encountered a fellow Inquisitor on the 
  other side of a mission.  His weapons stayed up.
  
  40
  ‘I’m looking for Dagon Flux,’ he told the old man.
  ‘Flux?’  The other inquisitor’s mouth dropped open in genuine shock.  ‘Flux is on Terra?  God-Emperor, 
  I’m too late!  You must help me!’
  ‘I don’t trust you,’ replied Nemesov bluntly, noticing that Blanc had got the better of his opponent and 
  even now was holding the masked man with a gun barrel pressed to his forehead.
  A massive, familiar-looking figure stepped from the shadows beside the great door.
  ‘Inquisitor Enobarbus has the blessing of the Custodes,’ the giant’s voice rumbled in the darkness.
   
  The Catacombs
  It is, perhaps, stating the obvious, but no planet in the 
  galaxy has been inhabited by humans so long as Earth. 
  As a result, the planet’s surface is a honeycomb of struc-
  tures, each generation building upon the ruins of the 
  last until, deep in the bowels of the Earth, one can find 
  structures and catacombs dating back to the Age of 
  Strife and even to distant times from before the Dark 
  Age of Technology.  In these warrens, all sorts of hu-
  man life can be found.  Bureaucultists rarely frequent 
  the deeper levels, but further down more savage inhabit-
  ants may be encountered: white of skin and blind from 
  generations of total darkness; and stranger mutants still 
  – the descendants of those who took refuge in the deep 
  caves and tunnels of the Earth during the Age of Strife. 
  Who knows what ancient secrets these lost tribes might 
  keep?
  For the upper layers of the Catacombs, Necromunda 
  bulkheads make a good starting point for terrain, as well 
  as the Cities of Death buildings.  But the tabletop needs 
  to be as densely covered as possible.  This goes double 
  for the deeper levels, where the metal walls will give way 
  to rock.  A good example of a board to replicate the deep 
  tunnel is shown above.  This board was specially con-
  structed from foam rubber, wood and textured paint for 
  Games Day 2006, but also doubles as a Cityfight board 
  for Warhammer 40,000.
  Environmental Conditions
  As today, the environmental conditions encountered 
  on Earth can vary wildly.  Dense fog, rain, snow and 
  other weather patterns, including acid rain and stranger 
  phenomena, can be commonly found.  To this end, I 
  refer you to Stephen Pearson’s excellent article on en-
  vironmental phenomena in games of Inquisitor, which 
  can be found on the Specialist Games website.  These 
  will add particular colour to your scenarios, especially 
  for scenarios taking place near the Astronomican or the 
  Fortress Invisible.
  
  41
  Golden Throne - Golden Rules
  Every inch of Earth is holy ground in the Warhammer 
  40,000 galaxy and the Inquisitor GM needs to treat it 
  as such in any games set there.  So the sorts of charac-
  ters who appear need to be carefully considered as well 
  as the venues chosen and the implications of charac-
  ters’ actions.  Ultimately, of course, the GM is the final 
  arbiter and it is up to him what he allows to happen, 
  but to preserve the very special environment that Holy 
  Terra offers the player, I suggest following the following 
  guidelines:
  1. No aliens.
  2. No daemons or daemonhosts.
  3. No daemonweapons.
  4. No mutants.
  If a player absolutely insists on taking one of the above, 
  or the GM thinks that it really can be justified in the 
  context of the campaign, then this can be mitigated 
  somewhat.  Anyone using forbidden sorcery is imme-
  diately suspect anywhere in the galaxy, but to do so 
  on Earth, or to allow holy ground to be soiled by the 
  touch of alien or mutant feet (or tentacles or whatever) 
  is grounds for immediate excommunication should it 
  be discovered!
  The following locations should also be treated as sac-
  rosanct – partly because they are so well guarded and 
  supervised that the chances of serious conflict occur-
  ring are miniscule beyond belief, but also because set-
  ting events there may conflict with official background. 
  This isn’t necessarily a problem - after all, everything 
  you have been told is a lie! - but if your players like to 
  feel they are a part of the on-going saga of the Imperium 
  of Man, then it may become inconvenient:
  1. The Throne Room.
  2. The Astronomican Choir Chamber.
  3. The Temples of the Officio Assassinorum
  Finally, players should be encouraged to always bear in 
  mind the immense privilege and blessing they enjoy (if 
  they are loyal Imperialists) or the near-incomprehensible 
  power that flows through the architecture (if they are 
  vile traitors) when they walk on Holy Terra.  So any-
  thing even vaguely “dodgy”, such as the use of psychic 
  powers, employment of aliens or desecration of Eccle-
  siarchal property, about which most Inquisitors may 
  normally have no qualms, should be done discreetly if 
  at all.
   
  Conclusion
  Dagon Flux slipped off his shoes and rubbed his bare soles on the stone.  He could feel the planet object. 
  The vested power of faith in Holy Terra swirled and congealed about him in revulsion at his mere pres-
  ence.  But his feet lay upon the bare rock of the world at the spiritual centre of the galaxy.  The energies 
  that he could tap into here made his hair stand on end.  Sparks began to zip from his fingertips…
  ‘Wait over there,’ he ordered the cultist nearest him, who was beginning to look worried.  ‘Ensure I am 
  not disturbed.  You two, cover the other entrance!’
  The poor dupes thought he could win back access to their lost shelves.  More fool them, he thought, as he 
  began the ritual.
  But his concentration was immediately broken by the sound of gunfire.  Someone had found him!
  In haste he began to mumble the words of the Great Desecration.  But it was a complex ritual.  To 
  mispronounce a single syllable could see him damned for eternity.  He focussed his centre, felt the power 
  congeal about himself once more and expanded the circle of power to keep back those interlopers who 
  
  42
  thought they could impede his plans!
  Out of the corner of his eye, he saw a young man bearing the mark of the Inquisition approaching him 
  with determined steps.  With a gesture, the youth was hurled back.  He caused another one to burst into 
  flames and the sudden screams were delightful to his ears.  He was close now and no one could stop him. 
  The power that would be his!  The joy of immortality!  The pleasure of watching the corrupt and bloated 
  Imperium collapse into itself!  It would be –
  For a second or two, he was still conscious as he felt himself tumble through the air.  But his fall felt light 
  and there was no pain as his skull struck the floor and he looked up to see his body, still standing, and the 
  massive, bare-chested warrior frozen at the end of a single, mighty sweep of his razor-sharp halberd.
  And at that point Dagon Flux came to an end.
  Earth – footstool of a god and cradle of a galaxy-span-
  ning civilization; wellspring of the mightiest religious 
  movement in history; rotten heart of a dying body; field 
  of a thousand secret battles; grave of hope…
  Even amongst the Inquisition only a fortunate few will 
  ever set foot there.  But what better place can there be 
  to fight for the fate of the Emperor’s Soul?
  Good luck, and remember:
  Trust no one!
  ADMINISTRATUM APPROVAL FO
   
  ISSUED
   
  DATE: 
     _____________
   
  PLANET:  _____________
   
  OFFICE:   _____________
  INCLUDE IN PUBLISHED MATERIAL
  THIS PUBLICATION HAS BEEN OFFICALLY APPROVED 
  BY THE ADMINISTRATUM, WITH THE AUTHORITY OF 
  THE IMMORTAL GOD-EMPEROR OF MANKIND. 
  THIS PUBLICATION HEREBY MEETS ALL STANDARDS 
  SET BY THE OFFICE OF INTERNAL COMMUNICATIONS 
  AND THE OFFICE OF CLASSIFIED ACTS. THIS DECREE 
  IS IN EFFECT UNTIL NEXT SESSION OF AUGURY. 
  SIGNED
  OVERSEER OF 3rd ADMINISTATORIAL REGION OF HOLY TERRA
  INQUISITOR’S SIGNATURE
  COMPILER
  Scribe Andrew Erricks
  Lord-Inquisitor Ayakin
  Lucius Parramus-Ethani
  007M42
  Terra
  3rd Administratum Fortress
  
  43
  “I Am Not a Monster!”
  Turning Buhrdur into a mutant for Inquisitor
  By Robey Jenkins
   
  What the...?
  Veteran Inquisitor players are always on the lookout for 
  new models or for manufacturers with products that 
  might find a place in their collection.  The decision by 
  Games Workshop to reduce the range of models avail-
  able for Inquisitor only increased this tendency, and 
  now manufacturers like Andrea Miniatures and Pegaso 
  Models are common in the collections of experienced 
  players.
  But with Games Workshop producing only a tiny num-
  ber of new models at 54mm scale, it’s easy to take ones 
  eyes off their ranges or to imagine that they offer the 
  Inquisitor player little of interest.  Nothing could be 
  further from the truth.  No other company in the world 
  produces such a massive range of models and parts for 
  the tabletop wargamer and there is no shortage of ideas, 
  options and opportunities for the dedicated hunter of 
  the back-range.
  Occasionally, though, it’s not just the back-range that 
  throws up something exciting for the Inquisitor player. 
  When Buhrdur, the Troll Chieftain, was released for 
  the new Ruins of Arnor Sourcebook there was a near-
  audible hum on the on-line forums.  I think most play-
  ers had considered a Troll conversion at some point or 
  another.  But there was no ignoring the fact that the 
  Trolls of Middle Earth were deeply and inextricably 
  bound in with the imagery of the Lord of the Rings and 
  it would take considerable skill and a great deal of mod-
  elling putty to disguise the origins of your new model. 
  In Buhrdur, though, there was something different: he 
  didn’t have either the semi-naked savage appearance of 
  the Moria Trolls, or the distinctive spiky armour of the 
  Mordor Trolls – he was dressed in patchwork rags and 
  random slabs of metal armour.  In fact, he looked ev-
  ery inch like the muscle in a 54mm mutant gang.  Of 
  course, there was the minor inconvenience of his sword, 
  which clearly carried the distinctive style of the Lord of 
  the Rings – but it would be nothing a good pair of clip-
  pers couldn’t solve!
  So, with a light heart and box full of tools, I set out to 
  perform an act of heresy upon this beautiful model and 
  render it suitable in form and function for the king of 
  games. 
   
   
  
  44
  From Chaos... Order
  You can see above that I’ve set out the parts of the model 
  on the left, with the bits I selected from my bitzbox to 
  use – or consider using – on the conversion.  The plan 
  wasn’t especially elaborate: I wanted to firmly place the 
  Buhrdur model in the Warhammer 40,000 universe.
  My character concept loosely involved an itinerant mu-
  tant rebel leader, much along the same lines as Emissary 
  Fabian, but perhaps more of a two-faced type, acting as 
  agent provocateur for the Imperium, whist at the same 
  time following his own agenda for mutant freedom. 
  What this meant in practice was firstly that he’d have 
  none of the clumsy, improvised equipment of other mu-
  tant characters: his stuff would be top-notch – stuff that 
  would make him instantly stand out as a mutant among 
  mutants.  In addition, he would be a traveller, finding 
  his way from one world to another by whatever means 
  he could – so he’d need plenty of kit, pouches, reloads 
  and anything else he could stow about his considerable 
  bulk.
  Finally, he would have a bionic eye.  This was partly 
  another status symbol for him to display, but mostly it 
  was a chance for me to break up the distinctive Troll 
  appearance with something truly 40k.
  Stage One
  The first part I set about was replacing his sword with 
  the eviscerator, which I thought he’d use one-handed as 
  a chainsword.  I used a fretsaw to carefully cut away the 
  blade, putting it into my bits box for later.  I used the 
  same saw on the eviscerator, cutting it carefully away 
  from Malicant’s hands.  Then I used a pin vise with a 
  1mm bit and florist’s wire to pin the chainsword and 
  hand firmly together before attaching the arm to the 
  body.
  I chose the eviscerator partly out of expediency – I had 
  one in my bitzbox and no plans for it – but also because 
  it fitted the plan I’ve already described: it’s a cool, pres-
  tige weapon for him to show off, but fits the archetype of 
  the unsubtle mutant, playing into the prejudices of his 
  opponents and allies alike.  The fact that he can wield 
  this enormous weapon one-handed serves to emphasize 
  his considerable and superhuman strength.
  The join between the arms and body was a bit poor and 
  I would need greenstuff later to fill the gap.
  Character first or model first?
  There is a bit of a dichotomy for the Inquisitor 
  player when it comes to planning a new character: 
  what comes first?  The model, or the character? 
  Now, I’m on record as saying “model comes first”, 
  because a model without a character can still play 
  the game, but a character without a model is just 
  useless paper.  But as you’ll see in this article, 
  that’s just too simple a way of approaching things. 
  To build an Inquisitor model without considering 
  the character – the context – as one goes along is 
  impossible.  And so it was with this.
  At every stage I was asking myself: Why does he 
  wear this?  How did he get that?  What’s in that 
  pouch?  I hope you find the same thing when 
  building your own models.  So the fact is that – 
  like the old question of the chicken and the egg 
  – the answer is not one thing or the other.  As the 
  model grows, so does the character and trying to 
  do either one without the other is a meaningless 
  exercise.
  I reckon.
  Stage Two
  Next, I tackled the other arm.  With no weapon to 
  remove, attaching the flamer was a piece of cake – al-
  though I would need to come back to it later to attach 
  a pistol-grip.
  I also removed the fuel canister from the flamer as I 
  planned to run a guitar-wire cable from the flamer to 
  the backpack that I would mount somewhere on the 
  model’s back.
  You can also see below how well the chainsword and 
  original sword hilt fit together.  But even so, at this stage 
  
  45
  he still looks a lot like a LOTR troll with some funky 
  weapons.  More work was needed to really bring him 
  into the Dark Millennium.
   
  This was where the pouches, daggers and other bits and 
  pieces I had planned would have their effect.
  Once I’d attached the legs, I thought it worth getting 
  one of my other models out to compare the size of my 
  new mutant with an average human:
   
  As you can see, when put next to an average human, 
  this mutant is a big fellow, even at 54mm.
  This stage, incidentally, is more than about curiosity. 
  It’s essential to remember the models in the course of 
  your Inquisitor game are going to be interacting with 
  each other.  And when using models from a different 
  scale, you immediately have to face the problem that the 
  big monster models are invariably looking down at the 
  pitiful little specimens at their feet.  But big though this 
  mutant undoubtedly is, he’s still looking a tall human 
  squarely in the face.
  Greenstuff Goodness
  As I had to mix up some greenstuff to fill the gaps 
  around the shoulders, I decided to take a moment to 
  40kify him a little.  Getting the lens shape on the eye 
  was easy: I just pressed the plastic tube into a blob of 
  greenstuff and the natural bulging of the putty formed 
  the curve of the lens.
   
  My inspiration was taken from the Inquisitor rulebook’s 
  illustrations.  You can find the image that was really un-
  derpinning my mental picture of Buhrdur on page 55 of 
  the Living Rulebook.  The idea of a whole gang coming 
  along for the ride is immensely tempting, but for now, 
  we’ll, just concentrate on this one...
  Now, if you look back at the first picture, you’ll notice 
  in the picture below that not every piece and bit that I 
  picked out at the start got used.  This really was a case 
  of going piece by piece, seeing what worked and what 
  didn’t and stopping when I thought the right amount of 
  stuff had been reached.
  Stage Three
   
  
  46
  After attaching the legs – a beautiful fit, by the way, 
  compared to the arms – and gluing the model to its 
  base, it was time to really get to work on 40kifying the 
  model.
  The bionic was only the first stage.  My principle here 
  was: loads of kit!  Hence the knives, pouches, bottles 
  and grenades.  I wanted to make it clear that this was 
  not only an Inquisitor character but also that it was a 
  character who lives by causing violent things to happen 
  to other characters. 
  The picture of his back shows you the cable and tanks 
  that feed his hand flamer.  You should also be able to 
  make out a blob of greenstuff under his right heel.  The 
  Buhrdur model tends to lean backwards but I wanted 
  the guy to be upright and looming, not about to topple 
  over.  So I propped him up with the blob.
  You’ll notice, I’m sure, that in this shot I’m yet to add 
  the greenstuff pistol grip to the hand flamer.
  Next stop: paint!
  Undercoating
  Normally, I work with a black undercoat because I’m 
  lazy and when everything starts off black, then any-
  thing I don’t paint can stay black and still look OK. 
  But with Buhrdur, I wanted something different.  He 
  was going to be painted in natural, earthy colours to 
  connect him with the unwashed masses amongst which 
  he spends most of his time and to distance him from 
  the grand and colourful inquisitors who make up a lot 
  of the rest of my collection.  And painting these colours 
  over a black undercoat would have meant painting lay-
  ers and layers (Alert readers will, of course, be aware of 
  the new range of Foundation paints from Games Work-
  shop, designed especially with this sort of problem in 
  mind.  But I don’t have any of them yet). So I took the 
  plunge and went for a white undercoat:
   
  Character Development
  You may wonder how he handles those knives, big 
  as they are, with his mighty, mutated fists.  I won-
  dered the same thing: it’s a point worth remember-
  ing that the equipment on your models must suit 
  the nature of the model itself.  Fortunately, in this 
  case, the answer was simple: despite being machet-
  es to a normal human, those are throwing knives 
  for my mutant chief!
  This is going back to what I said earlier about the 
  emergence of the character from the model.  I 
  would never have thought of a hulking mutant us-
  ing throwing knives – I’m a prejudiced as my 40k 
  counterparts, when it comes to giant mutants, I 
  guess – so it serves all the more to emphasize that 
  this guy is more than just muscle.  Behind that bes-
  tial face lurks a keen and analytical intelligence.
  
  47
  What’s next?
  Well, painting, obviously.  But you’ll have to wait until 
  the next issue for the second part of this project.  The 
  final part of the project will come in the issue after that, 
  when I come to talk about how the model you’ve seen 
  develop over two issues goes from being just another 
  lump of painted metal to being a character who comes 
  to life on the tabletop.  If you’ve been paying attention, 
  you’ll have noticed how some points of the character’s 
  personality and history have already been touched upon 
  at the design stage.  More will come out as I paint him 
  and, in Part Three, all of that will come together with 
  some more brainstorming to illustrate how the charac-
  ter emerges at the end.   See you next time!
  An extract from the sketchbook of Timoteus Jorvik, official war artist of 
  the Panagrean Crusade.
  The illustration shows a second lieutenant of the 27th Hyrian Dragoons, 
  mounted on one of the Dragoons’ specially-bred boorns.  The boorns are 
  aggressive herbivores and only those raised from birth by experienced spe-
  cialists can be bred for riding – and only the very finest boorns are chosen 
  for the Dragoons.
  
  48
  Modelling Masterclass
  Lillith Polanski, Inquisitorial Trooper 
  by Dave Knowles 
  When it was suggested that I should write a model-
  ling article for this issue of Dark Magenta, I had a look 
  through my list of ideas and one really stood out as be-
  ing a great subject for an article.  This was my idea for 
  a female Inquisitorial Trooper based on a picture in the 
  Inquisitor rulebook (p.13, the girl with the double-bar-
  relled lasgun).  I know I’m not the only person who’s 
  looked at the artwork in the rulebook and thought ‘I 
  wish there was a model of that character’, so here’s my 
  attempt to bring one to life.  Also, I’d just completed 
  a model for a puritan Ordo Malleus Inquisitor and I 
  thought that she would make a great first member of 
  his warband.
  Building Lillith Polanski
  When using artwork like this as a basis for a model, I 
  know I’m not going to be able to build an exact match, 
  so it’s important to think about which elements of the 
  original I want to keep and which I’m prepared to sac-
  rifice if need be.  I decided I wasn’t too bothered about 
  the pose of the original, but I did want to keep the twin-
  barrelled lasgun, her braided hair, and her carapace ar-
  mour with it’s big shoulder pads and icon behind her 
  head.  Her legs can’t really be seen in the artwork, so I 
  had free rein with them.
  The next question was how to go about modelling all 
  this.  The Daemon Huntress torso seemed to be the ob-
  vious place to start as she has the carapace armour.  I 
  found a set of Barbaretta’s arms in my bits box, which 
  looked like they could be adapted to carry a lasgun. 
  There aren’t too many female heads in the Inquisitor 
  range, but fortunately I had a spare 54mm female head 
  I’d bought from Historex (www.historexagents.com) a 
  while ago.  For the lower half of her body I decided I’d 
  have to use a fair bit of green stuff, as I wanted her to 
  be wearing robes / skirts over her armour, but I figured 
  that I could use the lower half of the Daemon Huntress 
  legs (and so save the rest for another day).  I also found 
  a loincloth and holster I could use to add detail.  At this 
  stage I had no idea how to build the lasgun, but I had 
  enough to be going on with.
  Once I’d got some 
  parts together I did 
  a quic sketch to get 
  the idea straight in 
  my head.  Where I’d 
  already decided to 
  use certain parts I 
  included them in my 
  sketch.  When it came 
  to bits like the lasgun 
  and shoulder pads, I 
  just drew them and 
  worried about how to 
  build them later.
  Now that I had the parts and a plan, it was time to begin 
  the serious conversion work.  I decided to start building 
  her legs first as they probably required the most work. 
  After gluing her feet to the base, I used a wire armature 
  to join them to her torso.  The armature is based on part 
  of the one described in an article at the Morgan Kieth 
  Studios website (http://www.morgankeithstudios.com/
  tips_armature.html).  In my experience this is the best 
  method of building an armature for a full, or in this 
  case partial, sculpt.
   
  
  49
  With the parts pinned in place, the next step was to 
  start bulking up her skirts. I use Milliput for big jobs 
  like this, mainly because it’s far cheaper than green 
  stuff.  I wasn’t bothered about adding any detail at this 
  point; that would come later on. I just wanted to get 
  the basic shape right.  As I planned to add a layer of 
  green stuff for the detail on top of the Milliput, I took 
  care to ensure that it was slightly smaller than I wanted 
  the finished skirts to be.  The other thing I made sure 
  of was that the metal loincloth would fit nicely; to do 
  this I temporarily pressed it into the Milliput before it 
  cured to make sure it would fit when I came to glue it 
  in place later.
   
  also makes it easier to polish the green stuff to a smooth 
  finish.  The downside is that it can make it difficult to 
  add more green stuff as it won’t stick to the Vaseline.
   
  The next stage was to start adding the detail to the skirts. 
  This was done using green stuff, as it gives a smoother 
  finish than Milliput.  When sculpting, it’s important to 
  think about layers. For example if a model is wearing a 
  jacket over a t-shirt, sculpt the t-shirt first and the jacket 
  in a later sitting.  In this case the skirts were all one 
  layer, but as they are quite a large area, I sculpted them 
  in sections, and tried to hide the joins as best I could 
  in folds in the material.  When it comes to sculpting 
  cloth I find the best way to get realistic folds is to either 
  copy an existing model or look at how your own clothes 
  gather and fold.
  When working with green stuff I find Vaseline to be in-
  valuable - it lubricates the tools so they don’t stick to the 
  green stuff and ruin the detail you’ve just sculpted. It 
  Once the skirts were sculpted I glued her loincloth in 
  place.  I was then left with a small gap between the bot-
  tom of her armour and the top of her skirts. I sculpted 
  a rim around the bottom of her armour to conceal the 
  join.  I used brown stuff for this, as it is harder and 
  therefore easier to cut and sand; these properties make it 
  easier to get the sharp edged finish needed for sculpting 
  armour and other hard surfaces.
   
  
  50
  Her arms were the next things I built.  The hands from 
  the Inquisitor Hands sprue seemed a little large, so I 
  used 28mm marine hands instead.  These were the right 
  size and were armoured in a similar manner to the girl 
  in the rulebook artwork.  I simply pinned on the new 
  hands and sculpted a bit of armour on her upper arms 
  before adding pins to fasten her arms in place.  At this 
  stage I only glued her right arm in place; I put off gluing 
  her left arm until I’d built her rifle and knew exactly 
  where it needed to fit.
  I then started work on her shoulder pads.  After spend-
  ing some time hunting through my bits box to find 
  parts, I finally decided to use cut down 28mm marine 
  shoulder pads for the part nearest her neck, and built 
  the rest out of sections cut off of one of the plastic tubes 
  used to protect paintbrush bristles.  Once I’d put them 
  together I found they weren’t quite rigid enough for my 
  liking, so I spread a thin layer of brown stuff inside the 
  tubing - this also enabled me to get a better join be-
  tween the pads and her shoulders.  At this stage I also 
  added a holster, pouch and grenade to her belt.
   
  actly match the picture would be extremely difficult. 
  After yet another hunt through my bits box I came up 
  with a few bits of plastic tubing for the barrels, a drum 
  mag from an ork shoota, a chopped up Damien Blood-
  hound shotgun left over from an earlier project and a 
  gun from some long forgotten action figure, plus a few 
  other bits and pieces to add detail.  I pinned the pieces 
  together for strength and used brown stuff to hide the 
  joins.
   
  With most of her body now complete, I decided it was 
  finally time to build her rifle.  As with the rest of the 
  model, I had to decide what elements of the original 
  artwork I wanted to keep and which I was prepared to 
  compromise on.  For me the most important elements 
  were the twin-barrels and drum magazine. I didn’t want 
  to tie myself down too much, as finding parts that ex-
  With the rifle completed I next attached her left arm 
  in the correct position.  In the rulebook artwork the 
  girl’s armour has an icon mounted behind her head. 
  Originally I was going to use the one from Tyrus, but 
  it turned out to be too big.  Instead I decided to use an 
  icon left over from my Thorian conversion.  The only 
  problem with this part was that the back of the icon was 
  flat and plain, so after pinning it in place I added a little 
  detail using brown stuff, and a tiny skull I sliced off a 
  28mm marine backpack.
  The next job was to add her head.  The first step in this 
  was to remove the bun from her hair in preparation for 
  replacing it with braids.  The braids were made by sim-
  ply rolling out some green stuff, cutting it to the cor-
  rect length and pushing it into place on her head, before 
  adding some texture using a modelling knife.  I repeated 
  this, adding braids all over her head.
   
  With the braids attached I was just about finished, or 
  so I thought.  I compared my model to the original art-
  work and noticed she should have parchments hanging 
  
  51
  from her shoulder pads.  I did consider just leaving them 
  off as I thought she looked pretty good without them, 
  but in the end I decided I’d spent so much effort mak-
  ing her look like the original that I may as well go for 
  it.  To make the parchments I spread a thin layer of 
  green stuff over some thin plastic sheet, cut it to size 
  and added a bit of texture to the surface.  Once they 
  had hardened up a little I peeled them off the sheet, 
  bent them to shape and used super glue and green stuff 
  to attach them in place.
  The final task was to decorate her base.  As I’d already 
  built the Inquisitor she serves, the choice of texture was 
  already made - she’d be standing on a dark brown rocky 
  landscape.  The sharp eyed among you may have no-
  ticed that each photo has more blobs of green stuff, Mil-
  liput and brown stuff added to her base.  This was partly 
  done to ensure the surface of the ground was not too 
  flat, but mainly to use up any little blobs of putty I had 
  left over at each stage (I’m pretty rubbish at estimating 
  how much I need).  I then simply glued a layer of sand 
  to her base and added a few larger grains to represent 
  small rocks.
   
   
  Painting Lillith Polanski
  Before starting painting I spent a couple of minutes planning the colour scheme.  The idea was simple and was 
  mainly based on the scheme I’d used for her master, Inquisitor Seldon.  Her armour would be bronze with silver 
  detail, the cloth areas would be blue and red with a geometric pattern around the hem, and for some reason I’d 
  always imagined her as having light brown / blonde hair.
  
  52
  The first thing I do when painting any model, but espe-
  cially converted ones is to spray on a white undercoat. 
  The reason for this is that any rough areas, small gaps 
  and other flaws in the conversion show up better after 
  being sprayed white than they do with a black under-
  coat.  After fixing any rough areas, I painted the en-
  tire model, including the base, with a couple of coats of 
  thinned down Chaos Black as a ‘proper’ undercoat to 
  paint over.
  I usually start by painting the base of a model, and this 
  was no exception.  The main reason for this is that I of-
  ten use drybrushing to get a nice texture for the ground, 
  therefore by doing it first it doesn’t matter too much if 
  I accidentally get paint on her feet and legs.  (The other 
  reason I do it first is that it’s boring so I like to get it out 
  of the way early on!)  Starting with Scorched Brown, I 
  simply drybrushed the base with a succession of lighter 
  browns to get the earth colour, before painting the larg-
  er rocks with Kommando Khaki.
   
  I wanted the blue and red areas 
  of her robes to be very similar in 
  colour to those used on Seldon 
  to tie the two characters together 
  as a group.  The blue areas of her 
  robes were painted using a mix 
  of Chaos Black and Enchanted 
  Blue, adding in more Enchanted 
  Blue for highlights and finally 
  Ice Blue for the final stage.  The red cloth was painted 
  with a base of Chaos Black mixed with Red Gore.  The 
  highlights were done by adding more Red Gore to the 
  mix and then Blood Red for the final highlights.  I left 
  the freehand design till later, mainly because if I did it 
  too early on I’d be more likely to smudge it, or other-
  wise ruin it as I went on.
  At this stage I spent a few minutes deciding on the order 
  in which I’d paint the model itself.  I generally find that 
  the best advice is to start with the lowest layers (usually 
  flesh) and work up to the outer layers.  Other than that I 
  don’t tend to follow any set rules. Sometimes I paint all 
  the base colours first and shade and highlight them lat-
  er, other times I fully complete one area before moving 
  on.  In this case I decided that the basic plan would be 
  to paint her legs first, then her skirts, armour, face and 
  hair and finally her lasgun.  At this stage I also think 
  about how I’ll hold the model while I paint it, it may 
  sound obvious, but any areas that you’re likely to touch 
  during the painting process should be left till last.
  I painted her legs using a base coat of 50:50 mix of 
  Chaos Black and Brazen Brass, adding in more Brazen 
  Brass for successive highlights before finally reaching 
  pure Brazen Brass.  I then painted the final highlights 
  by adding Burnished Gold.
   
  With the lower half of her body done I decided to paint 
  her holster, pouches and grenades next.  The Holster 
  and pouches were painted Scorched Brown, then high-
  lighted by adding Bestial Brown and Snakebite Leath-
  er.  The grenades were painted Dark Angels Green and 
  highlighted with Snot Green.
   
  
  53
  The next task was to paint her armoured torso. Before 
  doing that, I painted her face with a base coat of Dwarf 
  Flesh, as I knew that in doing so, I would most likely get 
  paint on her armoured collar.  Her torso was painted in 
  exactly the same way as her legs, except that I went one 
  stage further with the highlighting and added Mithril 
  Silver to the edges of some armour plates.  The Inquisi-
  torial ‘I’ on her chest was painted with Boltgun Metal, 
  and highlighted by adding Mithril Silver.  I wasn’t com-
  pletely happy with the effect, as it was too bright, so I 
  used some Dark Brown ink to take a little of the shine 
  off.
   
   
   
  The parchments hanging from her shoulder pads were 
  next.  I used a base coat of Bubonic Brown, inked them 
  with brown ink and highlighted them using Bleached 
  Bone and a little Skull White.  The text was then paint-
  ed using Chaos Black thinned using a brown ink.
   
  The face is arguably the most important part of a model, 
  so it’s worth doing right. A poorly done face can ruin a 
  great model (I know, my inability to paint a good face 
  has ruined a few of mine).  Therefore I find the best time 
  to paint the face is when you’re in the mood for painting 
  faces.  By that I mean, when you’re calm and relaxed 
  and can really devote your full attention to the task. 
  I’d already given her face a Dwarf Flesh base coat, so I 
  now shaded that using brown ink to define her features. 
  Her eyes were carefully added using Skull White and 
  her pupils dotted in using Chaos Black.  I then started 
  highlighting her face, first using Dwarf Flesh, then Elf 
  Flesh and finally I mixed in some Bleached Bone for 
  the highest areas.  Her lips were painted a dark, reddish 
  brown and I painted her eyebrows and the symbol on 
  her forehead using thinned down Chaos Black.
  Her lasgun was painted next - I did this before gluing it 
  in place as I know that once fixed in place it would be 
  difficult to get to.  I decided it would be mainly black, 
  with silver barrels and power pack, and a wooden stock. 
  The stock was painted brown, and then a pattern of fine 
  lines was added to represent the grain.  The black ar-
  eas were highlighted by first adding a little Ultramarine 
  Blue to the mix, then Fortress Grey for the final high-
  lights.  I find the blue tinge keeps everything very clean 
  looking - I wanted it to look well maintained, she’s an 
  Inquisitorial Trooper and takes pride in her equipment.
   
  
  54
  I then set to painting the freehand design on her robes. 
  I wanted to use a simple geometric pattern very similar 
  to that on her master’s robes.  To do this I painted two 
  parallel white lines around the bottom of her robes.  I 
  then added the vertical lines at the correct intervals and 
  finally painted out the sections of line that I didn’t want. 
  I find this to be by far the easiest method of painting 
  this sort of pattern, as it is easier to get the sharp edges 
  and corners I required using this method than it would 
  be to paint them first try.  The pattern on the red cloth 
  was painted using a similar method.
   
  I want to close with a final painting tip - make yourself 
  a wet palette.  I find it invaluable when mixing colours 
  for shading and highlighting. Your mixed colour will 
  stay usable for ages, so you can gradually mix in more 
  colour rather than starting again from scratch.  It also 
  keeps your paints at a nice, slightly watered-down con-
  sistency, which is exactly what you want in order to get 
  a smooth finish.  It may mean you have to do a couple 
  of extra coats, but the final effect is worth it.
  You could buy a wet palette, but they’re rather expen-
  sive given how easy they are to make.  Simply fold up 
  some wet kitchen roll in the bottom of one of the plastic 
  trays that Inquisitor models come in, then lay a sheet 
  of greaseproof paper over the top and mix your paints 
  on that.  If you put the lid back on when not using the 
  palette then it’s possible to keep your paints in a usable 
  state for 24 hours or more.  The tricky part is deciding 
  how much water to add, too much and your paints go 
  too runny, too little and they dry out as they would 
  on a normal palette.  I normally cover the folded up 
  kitchen roll in water while I cut the greaseproof paper 
  to size, then tip the palette up and let any excess water 
  drain out - this method seems to work for me, but trial 
  and error is the order of the day.
   
  Final Thoughts 
  There are probably people out there thinking ‘Well she’s pretty good, but there’s no way I could build something 
  like that’.  My advice would be to just have a go - you might be surprised at what you can do.  I found that many 
  of the techniques are easier in practice than they sound when you read about them, and even if it all goes wrong 
  first time, you’ll probably learn a lot and the next model will turn out better.  It’s worthwhile trying, if only for the 
  feeling when you build something unique that you are really proud of.
  I’m guessing there are also a few people thinking ‘She doesn’t look much like the girl in the rulebook’, and in many 
  ways they’d be right.  I started out by referring to the rulebook a lot while building her, but by then end I hardly 
  looked at it at all, and I don’t think I ever opened it while painting her.  As the process went on she grew from a 
  ‘copy’ of the girl in the rulebook, to a character in her own right and I’m rather proud of how she turned out.
  
  55
  Trooper Lillith Polanski - Inquisitorial 
  Trooper
  Lillith Polanski was inducted into the Vaningrad 439th 
  regiment of the Imperial Guard just three days after her 
  eighteenth birthday.  The Vaningrad 439th was a mixed 
  regiment, but as is so often the case it was male-domi-
  nated, especially when it came to positions of authority. 
  Lillith fought hard to prove she was the equal or better 
  of any of the men in the regiment, but the sexism rife in 
  the regiment meant she never progressed beyond being 
  a lowly trooper.
  Things changed when her platoon was assigned to the 
  command of Inquisitor Seldon during the suppression 
  of the Skull Pact, a Khornate cult that had overrun the 
  capital of Bryant IV.  Lillith’s squad was accompanying 
  Seldon and at the height of the fighting they were cut 
  off from the rest of their forces while deep in enemy 
  territory.  For two days they fought through the ruined 
  streets of the capital surviving mainly by stealth and 
  subterfuge, fighting only when they had to.  By the time 
  they finally reached the Imperial lines, only Seldon and 
  Lillith were left alive, both nursing numerous wounds. 
  They were almost indistinguishable from the cultists 
  they faced, their clothes ragged and torn, and covered 
  in blood.  Only the sight of Seldon’s seal, still bright and 
  gleaming kept them from being shot on sight.
  Only the strongest of characters could have survived 
  those two days with their sanity intact, and so Seldon 
  invited Lillith to join his team.  Since then she has cre-
  ated a small but potent force of Inquisitorial Troopers 
  who accompany Seldon on missions.  They are well 
  equipped with arms and armour procured by Seldon, 
  and operating from their modified Valkyrie Dropships 
  they form a potent force in the fight against the minions 
  of Chaos.  More recently she was been seconded to the 
  retinue of Inquisitor Kaled during his investigation into 
  the ruins of an ancient Inquisitorial Fortress on Hastor.
   
   
  
  Personell file
  Lillith Polanski
  Stormtrooper
  56
  WS BS
  S
  T
  I
  Wp Sg
  Nv
  Ld
  Lillith 53
  66
  56
  59
  60 59
  51
  63
  71
  Lillith Polanski is right-handed.
  Abilities: Hipshooting
  Equipment: Aristov Pattern Lasgun & reload, Autopistol & reload, Carapace armour on all locations except head, 
  Pentagrammic wards, Frag Grenade, Knife.
  Aristov Pattern Lasgun
  The Aristov Pattern Lasgun is easily recognisable due to its twin-barrel configuration and bulky drum-shaped 
  power pack.  It has two fire modes.  The standard mode directs power through both barrels for a powerful burst 
  of fire.  The secondary mode directs power through just one barrel; this mode is less powerful but is less of a drain 
  on the power pack.
  Type
  Range
  Mode
  Acc
  Dam
  Shots
  Rel
  Wt
  Aristov Pattern 
  Lasgun
  Basic
  E
  Single
  -
  2D6
  100
  2
  30
  The Aristov Pattern Lasgun has different energy settings.  The above statistics are for the low power setting.  The 
  default setting does 2D6+5 damage, but the shot counts as four shots of energy per shot fired.  It takes one action 
  to change the energy setting.
  
  57
  Instigation and Insurrection
  An Inquisitor Battle Report 
  by Ruaridh Dall, Jeremy Lowe and Derek Gillespie
  Derek: Several months ago now (nearly nine months, in 
  fact!), I got an idea into my head while flicking through 
  the pages of Fanatic Magazine. Wouldn’t it be great, I 
  thought, to see some old- fashioned narrative Inquisitor 
  battle reports again? The classic Lichtenstein vs. Kessel 
  vs. Tyrus reports from the release of the game, published 
  back in White Dwarf, must have introduced so many 
  people to Inquisitor and encouraged them to give it a 
  go, and I wanted to see more of it. The problem was, I 
  didn’t have regular opponents any more, and work kept 
  me so busy that time didn’t seem to be on my side.
  After a bit of head-scratching, I realised that I had ac-
  cess to hundreds of players, thanks to moderating The 
  Conclave – I just needed to find someone I could meet 
  up with and have a game. Looking around, and having 
  seen examples of both his modelling ability on the Con-
   
  “Burrell could make out Theobald’s heat signature in the thoroughfare thirty feet below him.  She was 
  running hard, and a blurred halo surrounded her as he watched her through his infra-goggles.  Moving 
  parallel to her at a similar speed was the ground car she had been tracking since the morning.  Inside 
  was Ludovic Bor, head of a water distribution syndicate that had stopped supplying a large number of 
  habs in the eighty-first tier.   Sabotage of the pipelines was the official explanation, but the lack so far of 
  any repair crews appearing, despite the residents being heavily involved in the Imperial war effort, was 
  pointing squarely at a far more malicious, and traitorous, set of actions.  
  Burrell moved forward along the rooftop, and switched his gaze to the large building towards which 
  Bor’s car was moving.  It was a warehouse, heavily bomb damaged from fighting some months ago.  They 
  had identified it as a meeting place for many members of the so called Brotherhood six days earlier, and 
  he had been staking it out since.  The Arbites had been alerted to the fact, and had kept their visibility 
  to a minimum in the area, to allow their plan to proceed.  
  It was a long way from searching the slag heaps at the bottom of Solon Hive for chance pieces of archeo-
  tech, but espionage suited David fine, especially with old Subiaco Diablo in the mess it was.  Dexter, 
  Theobald and himself had found themselves posted to Agripinaa back in 999.M41, before the Eye had 
  spewed out the legions of filth that had torn apart all the sectors for light years around.  Back then they 
  had come to confirm the heretic D’Agostini’s death, but that objective had been forgotten about when the 
  world had turned to war not long after their arrival.  Instead they had found themselves taking apart 
  Chaos cults where they could, and avoiding the ever-shifting front line.  It had been hell, but David was 
  all too aware that they had been exceptionally lucky to survive at all.  Now though, with the Imperial 
  Navy reigning supreme in the void, the planetfall of the enemy’s forces was at an end, and the armies of 
  Chaos were being, for now at the very least, contained.  But with Chaos, nothing could ever be taken 
  for granted.  That was why they now found themselves chasing down Bor.
  clave, and read his thoughts on the manner in which 
  Inquisitor should be played thanks to Fanatic Online, 
  I got in touch, entirely out-of-the-blue, with Ruaridh 
  Dall, and asked if he’d be interested in helping me out. 
  Thankfully for me, he said yes. All we needed now was a 
  GM. Fortunately, I knew just the man. More of a reader 
  than a poster on the Conclave, Jez Lowe is an old ‘part-
  ner in crime’ of mine, the two of us having run more 
  than a few games at events like Conflict: Scotland. I 
  pitched the plan to him and he said ‘yes’ immediately. 
  So it was that, at the end of 2006, we met up in GW 
  Glasgow and played out the game you’ll read about over 
  the following pages. We’ve written it up in a narrative 
  style, to help convey the way we’d like an Inquisitor 
  game to be thought of. Hope you all like it – feedback is 
  welcomed at the usual address if you’d like to see more!
   
  
  58
  David moved forward to the edge of the roof, and peered down at Theobald once again.  She was ahead 
  of the car.  Looking up to the warehouse, he spotted an orange glow from one of the top-floor windows. 
  He glanced back down towards Theobald.  She was moving to cut off the car.
  ‘Not now damn it,’ he said, willing her to stay put for just a second longer.  His eyes jutted back to the 
  warehouse, where the glow had resolved into the shape of a man.   ‘Wait you hardnosed bitch, wait!’
  A great flash of red erupted from the window, and the front of the groundcar flashed yellow.  The noise 
  of the explosion hit his ears a split-second later.  He looked for Theobald amongst the haze of orange and 
  grey.  ‘She owes you one Lord,’ he muttered as he saw her glowing outline dance towards the burning car 
  and yank open the passenger door.  She pulled a dull orange shape out onto the ground, and proceeded 
  to drag it away from the car.  They had him.  He looked back to the window to see the shape was gone. 
  He was going to have words with Dexter when they regrouped.  His rocket shot had come late.  Shaking 
  his head, he moved towards the ladder at the edge of the building.  Lisa would need help dragging Bor’s 
  rotund body back to the safehouse in the eighty-first tier, overlooking the neighbourhoods afflicted by the 
  water shortage that the traitor had caused.  It was a fitting place to pull the information from him that 
  would lead them to the head of the recidivists.
  It was three hours later before they managed to get Bor speaking sense.  Dexter’s rocket had not only come 
  late, it had also been off target: they had only wanted the nose of the car ruined, and Dexter’s shot had 
  slammed into the car three-quarters of way up the bonnet.  If Bor had been driving, he would be dead, 
  and even more useless to them than he was now. 
  ‘The names of your masters.  Now,’ Lisa spat at him.  She had a handful of his hair and was pulling his 
  head over the back of the chair they’d lashed him to.  ‘Names Bor, names!  The Emperor will take pity on 
  your soul if you give up the heretics that tainted you!’  He stayed quiet.  Theobald released his hair, and 
  stalked round to face him.  
  ‘You’re quite a persistent little girl,’ he grinned through bloodied teeth.  Lisa stepped forward and crashed 
  her fist into his ribs.  Bor cried out.
  ‘You don’t know the half of it,’ she said.  ‘Who are your masters?’ she asked again, reinforcing her question 
  with another body punch.  ‘I want n-!’
  The harsh crack of lasfire drowned out her words.  She threw herself flat as Bor’s head came apart and 
  lasbolts ripped into the floor and wall.  Burrell’s Lak 7 thundered from across the room as he returned fire 
  at the assailants.  The lasfire died down.  They were running.  She looked across to David.  
  ‘They got Dexter too,’ he said, indicating the mangled body behind her.  
  Theobald picked herself up off the ground and grabbed her laspistol.   ‘Come on!’ she shouted, ‘they didn’t 
  want Bor to talk, which means we’re very much on the right track.’” 
   
  
  59
  Maintaining the Status Quo
  Left to Right:
  Inquisitor Tomashek Goddard
  David Burrell
  Explicator “Lisa” Honesty Theobald
  Sergeant Huan Choi.
   
  Ruaridh: In June of last year I opened up my email 
  one day to find a message from one Derek Gillespie. 
  Straight away, I had fears that my Conclave postings 
  were meeting with disapproval, but I was very pleas-
  antly surprised to find that he was suggesting playing 
  some games of Inquisitor and making a series of battle 
  reports of them.  I felt very honoured that such a highly-
  esteemed member of the Inquisitor playing community 
  would consider me suitable for engaging in such a proj-
  ect, and I accepted the challenge without pause!  A few 
  months of plotting and resource gathering later and we 
  were ready to play down at my local Games Workshop 
  in Glasgow.
  The warband I’ll be taking to the table is that of In-
  quisitor Tomashek Goddard, Ordo Malleus Tesseran. 
  Goddard’s modus operandi is to disrupt the activity of 
  Chaos in the Segmentum Obscurus, especially around 
  the Eye of Terror, and he has come to Agripinaa to aid 
  the cell he has stationed there.  In true Amalathian 
  fashion, his operatives are currently attempting to purge 
  the local Administratum of traitors and recidivists as 
  part of their overall aim of bringing stability to Hive 
  Legatus, which will aid in bringing order to the planet 
  as a whole.  They are focussing on a water distribut-
  ing syndicate that have stopped the supply to a number 
  of neighbourhoods, building resentment at the govern-
  ment in the locals.  They need to be stopped before a 
  revolt comes, as the loyalist forces are stretched enough 
  already dealing with the enemy. 
  In the run up to this scenario, Goddard’s acolyte, Ex-
  plicator Elisabel “Lisa” Honesty Theobald, a headstrong 
  young woman with great athletic qualities, and David 
  Burrell, a former archeotech prospector turned Inquisi-
  torial agent, captured a prominent member of the wa-
  ter syndicate and were in the process of interrogating 
  him when he was assassinated by unknown gunmen. 
  Theobald and Burrell have taken up the chase, to find 
  out what the assassins know.  They must have had or-
  ders from the leaders of the heretical movement to kill 
  the prisoner before he revealed their names, and thus, 
  they must have useful information too.  Little do Lisa 
  and David know they’re about to run smack-bang into 
  the middle of another Inquisitor’s operation that is actu-
  ally trying to promote the rebellion against the authori-
  ties…  Fortunately for the two of them, Goddard him-
  self and the head of his Stormtrooper squads, Sergeant 
  Huan Choi, are en route to their position to lend a hand 
  should things go pear-shaped, as they invariably do 
  when any of my characters actually get on the tabletop!
  So, Theobald and Burrell will begin on the table edge, 
  pursuing the gunmen with the objective of capturing 
  one or both of them for interrogation.  There’s only just 
  the small problem of a milling crowd of civilians and 
  numerous armed members of the other warband to ne-
  gotiate, with back up likely to be very slow in turning 
  up.  Nothing quite like a challenge!
  
  60
  Rousing the Masses
  Left to Right:
  First Sergeant Ernst Asimov
  Interrogator Richard Kuerten
  Special Officer Mikael Durant
   
  Derek: Well, it’s superb to finally have got everyone 
  together in GW Glasgow to play this game – the lo-
  gistics of trying to find a suitable time and date when 
  your players are dotted all over the country is not to be 
  under-estimated. Add that to the fact that I’ve only met 
  Ruaridh once before, and have effectively contacted him 
  out of blind faith because of the standard of his work on 
  The Conclave, and I think even getting to the point of 
  standing in front of the table is a great achievement!
  Of course, having got here, I still have to manage to put 
  up a decent showing in the game. Goddard’s person-
  nel have gone and intruded right into Saussure’s little 
  operation here, and are threatening to throw a massive 
  spanner in the works, seeing as the hard-line Tomashek 
  Goddard isn’t likely to agree with Saussure’s plans for 
  stabilising the planet of Agripinaa – if Lord Enchivar 
  Ryan is going to be disposed of, then Goddard can’t 
  know about it! Working towards that lofty aim, Saussure 
  has had his men on the ground in the lower tiers of Hive 
  Legatus, the major conglomeration upon Agripinaa, for 
  some months now, rabble rousing amongst the populace 
  and stirring up trouble, pushing the pathetically main-
  tained forces of the ruling house to breaking point. At 
  the right time, he’ll confront Lord Ryan, accuse him of 
  incompetence in being able to keep his own planet in 
  order, and promptly depose him, putting someone more 
  competent in place. Job done. Except now Goddard’s 
  here, trying to put down the civil insurgency Saussure’s 
  been brewing for his own ends. Too many Inquisitors in 
  one place always becomes bothersome!
  In this particular instance, Saussure’s long-standing In-
  terrogator, Richard Kuerten, is leading a public meet-
  ing, posing as an agitator and whipping Imperial citi-
  zens into a fury about the failure of the Lords Ryan to 
  get them basic facilities in the aftermath of the 13th 
  Black Crusade. Kuerten has been with Saussure for ten 
  years, and has been groomed by the veteran Inquisitor 
  for a place in the Ordos. He’s accompanied by First Ser-
  geant Ernst Asimov, a highly professional veteran of the 
  Xenith XIIth Imperial Guard, and Special Officer Mi-
  kael Durant, a street-brawler and one-time local law en-
  forcement officer with a bawdy sense of humour, raised 
  to the ranks of the Inquisitorial Wards by Saussure sev-
  eral years ago. Asimov and Durant are unlikely friends, 
  but enjoy a friendly rivalry based around their respective 
  combat abilities.   
  Both Asimov and Durant know that, in the event of any 
  trouble, they’re there to protect Kuerten and get him 
  free of any danger, seeing as he’s in the most exposed 
  position. Apart from that, one of them will be in the 
  crowd, lending their weight of voice to the crowd, and 
  getting them going in response to Kuerten’s oratory. 
  The other, most likely Durant, will be wandering the 
  periphery of the meeting, trying to keep an eye out for 
  any unwanted attendees.
  
  61
  Now is the Winter of our Discontent!
  Jez: Finally, after months of planning, everything was 
  in place and ready to go. My role was simple. Ensure 
  that things went smoothly and that everyone had a good 
  time. Oh, and bring down the Imperial Government.
  The setup for this game was reasonably simple. It had 
  clear objectives for both sides, a bit of a plot twist, excel-
  lent scenery and wonderfully converted models.  Sau-
  ssure’s men initially have a simple brief. Stir up the pop-
  ulace and don’t get caught doing it. However, when the 
  insurgents burst into the equation pursed by what are, 
  undoubtedly, Imperial forces, they have to rapidly im-
  provise to ensure that their operation is not discovered. 
  Theobald’s objective is also simple. Take an insurgent 
  alive for questioning. With the initial informant dead, 
  another one needs to be procured. Unfortunately, she 
  and her team have little idea of the political arena they 
  are about to stumble into to.
  Although there were gong to be lots of NPCs on the 
  Board I didn’t think this was going to be a problem. I 
  divided them up into two groups. ‘The Insurgents’ and 
  ‘The Extras’. The Extras had no stats and were there to 
  provide colour, moving terrain and the opportunity for 
  some creativity/conundrums on behalf of the players. 
  The Insurgents were fully fleshed out NPCs with their 
  own objective. Escape to Downtown. 
  With everyone clear on what they were doing and with 
  the board setup all that remained was to see how the 
  story played out. I was aware that both players had Bal-
  drickesque cunning plans up their sleeves in the hopes 
  of securing their objectives. Unfortunately for them, so 
  did the insurgents.  
   
  The assassins were running hard, but Theobald was a born athlete and she was closing the gap.  Burrell 
  had struggled to keep pace with his swifter companion and was trailing, as always, by a good few metres. 
  The light was dim in this part of town and he was running with infra-goggles down, shouting directions 
  to Theobald as he weaved through the maze of inanimate obstacles that his goggles barely managed to pick 
  out in time to for him to avoid. The pair of them rounded a corner, Theobald clearing a slumbering va-
  grant with a smooth leap, and it was then that David realised that things were about to get complicated. 
  The heat signatures of the two insurgents were a running towards a big, blurry mass of heat. Damn, he 
  thought to himself, pulling the goggles off his head to get a clearer look. There was some sort of congregation 
  ahead and, even worse, David’s sharp eyes picked out a figure on a balcony overlooking the crowd.  Some 
  sort of rabble-rouser.  He couldn’t really have picked a worse place to bring these people together, David 
  thought; he and Lisa didn’t need a bunch of innocents in the way...
   
  Varka and Jovan frantically make for the apparent safety of the crowd, with Theobald hot on their 
  heels!
  
  62
  Lisa realised she needed to do something about the civilians ahead – if the gunmen made it into the 
  middle of the scrum then they would certainly lose them.  She raised her laspistol and discharged a shot 
  into the air. Immediately, the people ahead erupted into panic, their heads whipping round to see where 
  the gunshot had come from.  Some started to move away, but the group was tightly pressed together and 
  no one made it very far in the initial surge. Lisa cursed as the two assailants piled into the midst of the 
  group, one careering though a group of old fuel barrels, set alight to keep the crowd warm, his passage 
  marked by a tidal wave of sparks and drifting embers.  He disappeared out of view but the other was 
  clearly visible in his PDF uniform, battering his way forward with his indiscriminate strikes from the 
  stock of his lasgun. Lisa accelerated, covering the last few yards between them before the press of bodies 
  closed behind him. Her diving tackle grounded him, hard.  He struggled, turning over onto his back 
  and desperately trying to wriggle free, oaths flowing freely.  Theobald flailed out with the butt of her 
  laspistol in an attempt to subdue him, but only succeeded in knocking his lasgun from his grasp.
   
   
  Kuerten has his meeting interrupted by Theobald’s pursuit, and instructs his men to contain the 
  situation.
   
  Stopped while in full oratory flow by the commotion down below, Richard took in the scene. Throne 
  knows who these two were, but they had just caused merry hell with the nerves of the crowd in the 
  square. As the crowd parted slightly, milling in confusion, he saw the figure of Jovan, one of the local 
  heavies the insurrectionists used when they needed muscle. Silhouetted against the toppled fuel fire, his 
  frame was unmistakeable, muscle running to fat. He was panting from the chase, but had his weapon 
  drawn and was looking back in the direction he had come. If Jovan was there, then Richard assumed 
  the figure on the floor, wrestling with what looked like a woman, would be Varka – the disgruntled 
  ex-PDF soldier seldom worked apart from Jovan. Something about having both lost family during the 
  famines after the Black Crusade, he thought.  Time to do something about this situation before it got 
  worse – whoever was pursuing these two seemed intent on breaking up his temporary congregation, and 
  that wouldn’t bode well for the greater work.
  “Sergeant, get those two idiots into cover and keep them safe,” he barked into the comm-piece sewn into 
  the high collar of his naval coat. Down in the crowd, First Sergeant Ernst Asimov didn’t need telling 
  
  63
  twice. He’d been agitating in response to Kuerten’s words, stirring the crowd with a well-placed and 
  vocal agreement when required. But as soon as the shots had come, his combat reflexes had gone onto 
  full alert. His ragged cloak was cast aside, and the comforting weight of his las-rifle nestled in his arms. 
  The crowd was parting now, moving as one with a palpable sense of panic, but there was still no room 
  to get a shot off. Still, it was obvious where they were all trying to get away from, and he shouldered 
  his way through. That toy-soldier Varka was on the ground, with a ferocious looking woman on top 
  of him. They were engaged in a wrestling match, but Varka didn’t appear to be a good match for the 
  athletic build of the lady – how pathetic. Ernst launched himself into a shoulder charge, pushing the 
  woman off the prone Varka, and following up with the butt of his lasgun, knocking her backwards and 
  slightly off balance. She rolled with the blow and ended up facing him in a fighting crouch. She was 
  good – well, better than the part-timer at his feet, at any rate.
  “Get up, and stay where I can keep an eye on you”, he growled at Varka, who reluctantly scrabbled 
  away, looking for his fallen weapon.  The lady still had her weapon drawn, and didn’t appear to want 
  to lower it, despite the intent with which he was wielding his own rifle in her direction. “Get the smack 
  out of my way”, she sneered, “or you’ll get more than a few bruises”. Asimov snorted – she sure as hell 
  wasn’t a pretty one, but she had guts. And a stance that showed she knew how to handle herself. The 
  situation hadn’t had a chance to resolve itself any further, before the crack-bang of a heavy bore stubber 
  sounded from over his right shoulder. Something cracked past his ear and the ugly woman fell back-
  wards, yelping with shock as blood spurted from her abdomen. Ernst looked over his shoulder, seeing 
  that the Interrogator had interceded to cut their face-off short. He nodded his appreciation of the shot 
  and dragged Varka back into cover behind some nearby refuse. 
  The crowd, stirred into true panic by the escalating violence, scattered up the feeder streets and away 
  from the square.
   
  Mikael Durant, heavy clothing draped over his substantial frame, continued his looping patrol on the 
  outskirts of the meeting. He was far too far away to hear what was going on, but he didn’t mind at 
  all. He was back where he belonged, down in the dank depths of the Squalor. He knew how things 
  worked down here – places like this had bred him. If the boss wanted him here to enforce his peace and 
  stop anyone interfering with Richard’s rabble-rousing, then that was good enough for him. The shock 
  maul, inactive in his hands at the moment, would help him see that the boss wasn’t disappointed. As 
  he turned the corner, he was more than a bit surprised to see a mass of people streaming up the street 
  towards him. Judging by the panic, the screams and the looks on their faces, something was up. He 
  broke into a jog, then a run, but moving against the flow of people was stopping him getting any nearer 
  whatever was happening. These people needed scattering quickly, so Durant drew his shotgun and 
  blasted a round over the head of the crowd, bellowing for them to make way. Faced with the scarred, 
  stubbled, shaven-headed bruiser in their path, the crowd fanned out in a dozen directions, and Du-
  rant had a path through to Richard. Can’t let Asimov have another chance to show how much more 
  “professional” he is, after all.
   
  David snapped off a couple of wild shots from his Lak 7 towards the shooter on the balcony, causing 
  him to duck back through a doorway into cover.  He moved quickly to Lisa’s side, to find her nursing 
  a wound in her abdomen.  It was bleeding, but it didn’t look too serious.  
  
  64
  ‘You’ll be fine,’ he reassured her, and looked up to take stock: The PDF gunman’s rescuer was dragging 
  him further into the dispersing crowd and there was further commotion somewhere behind the smoke 
  from the barrel fire.  The man on the balcony hadn’t reappeared yet either. His eyes narrowed. Who 
  were these interlopers?  More insurrectionists?  David lifted himself out of cover again, but quickly 
  threw himself flat once more as lasfire flickered passed him.  He felt a sharp pain in his wrist and the 
  scent of burning stung his nostrils. He glanced down with some annoyance to see that the geo-augur 
  strapped there had been reduced to a mess of smoking plastic.  He was developing a strong feeling that 
  they were dealing with something more than a group of recidivists; if their shooting was anything to 
  go by, these people were professionals.  The thought filled David with quite a bit of trepidation about 
  his immediate future.
   
  Jovan glanced around, panic beginning to overpower the adrenalin pumping through his system. Those 
  two frakkin’ Imperials had been all over them like stink on a Tiger-Monkey and, try as they might, 
  him and Varka hadn’t been able to lose them. Of course, stumbling just as he was about to leap over 
  those flaming barrels hadn’t been part of the plan either. He glanced down and noted that he wasn’t on 
  fire. Well, that was something. Then he saw Varka’s rifle go bouncing past, a second man appear from 
  nowhere with another lasgun and then the sound of a frakkin’ hand-cannon banged out. He didn’t see 
  who it hit but as long as it wasn’t him he didn’t mind that much. Now, how to get out of here?
  Marie-Ann had been holding her Mother’s hand when everyone started screaming. She hadn’t wanted 
  to be here. Standing in the crowd was boring and the stupid man up on the balcony looked mean. 
  However, she was used to it by now and so had been staring off into space when there was a funny 
  sound behind her. Then suddenly all the grown ups were shouting and screaming and everyone was 
  banging into her. Her mother’s hand was ripped from her and she fell to the ground, scraping her knee. 
  Suddenly, a large man swept her up in one arm and pulled her against his chest. She felt something 
  hard prod into the side of her head.
  “No-body move” screamed Jovan, backing away from his pursuers and keeping the child between him 
  and their guns. He ground the gun into the side of her head to emphasise the point. Marie-Ann gritted 
  her teeth. No-one was going to take her away from her mummy.
   
  Taking a few deep breaths to compose himself, Asimov rolled his head and lasgun over the crest of the 
  rubble pile, keeping the squirming Varka held out of sight with the other arm. As he finally accepted 
  his man-handling, Varka fell quiet, and Ernst readied himself properly. There was someone else with 
  the woman, an out-of-depth looking civilian, by his reckoning. He’d sent him diving for cover a second 
  ago with a glancing blow to the arm, the las-round grazing the skin and hitting some sort of vambrace 
  he had been wearing. The woman had got up again, readying her weapon for another exchange of fire 
  despite the wound in her abdomen. Persistent. Persistent, but foolhardy, he thought, as he squeezed the 
  
  65
  trigger once again, holding it down and letting a stream of semi-automatic fire scythe from the barrel 
  of the gun and shoot towards the woman. The first hurtled passed her, but he corrected his aim and 
  smacked a las-bolt into her shoulder, spinning her around and sending her diving back into cover.
   
   
  Burrell and Theobald are kept pinned by Asimov’s wickedly accurate suppressive fire.
   
  “Shift yourself, Varka. Get back over there and keep your head down”. He thrust his arm towards 
  where Kuerten had been speaking.
  “Screw you, gun-boy. What gives you the right to call the shots?”
  “One of us had a woman man-handling him and has no gun left, toy-soldier. The other one of us is 
  dealing with both of the people who just made you look like an arse. Now move.” Conceding the point 
  about the gun at the very least, Varka scrambled for the opening in the wall Asimov had gestured to. 
  Freed of his charge, the First Sergeant rolled into position a few metres to his left and took up a firing 
  position once again, crouched behind a burnt-out ground car.   
   
  Julian Varka fumed with indignant rage as he made it to the blasted wall – who in the Emperor’s 
  name were this lot to give him orders? He’d be the first to admit that they’d helped the cause signifi-
  cantly since they turned up a few months back, but that didn’t give them a Throne-blessed right to call 
  the shots. He’d have had that ugly bitch if he’d been allowed a few more seconds. And he’d have got 
  his gun back. Where the hell was that?
  His brief reverie was interrupted by footsteps coming down the stairs off to his left. The fancy one of that 
  lot was coming down stairs, gun drawn. Young, vaguely well-bred looking, ridiculous hair like he’d 
  seen nancy officer cadets wearing, with those augmetic supports on his legs for some reason. He had a 
  natural authority about him, so it didn’t surprise him that the guy they called Ern listed to him – Ern 
  had more than a bit of the arse-licker about him, so keen to prove how good he was to his bosses. The 
  
  66
  real reason it was obvious the nancy boy was in charge was the fact that the bald guy listened to him. 
  He didn’t know his name, but the bald guy looked like he could break a man over his knee without 
  breaking a sweat – all squat muscle and anger, that bald guy.  Well, Julian Varka wasn’t any nancy 
  boy’s goon.
  “Varka, thank the Emperor they’ve not got their hands on you. I need you to get yourself out of here, 
  now. Take Jovan with you, and let the others know that we’re discovered. The Investigators must have 
  got wind of us down here.” The nancy boy’s voice was level and measured.
  “No way - give me a gun and I’ll sort this out. Jovan can handle himself, and I can deal with that 
  bitch. You get your guys out of here. We never had any issues with the Investigators until you got 
  involved.” 
  The nancy boy’s face hardened. His voice had steel in it. “You never had any issues with the Inves-
  tigators because you weren’t getting anywhere, you gutter-worm. Mr. Ure’s operation has given you 
  impetus for the first time in years, so don’t you tell me what I can and can’t do. Mr. Ure has made 
  things happen for you because he surrounds himself with people that know exactly what they’re doing 
  and that’s why we’re handling this situation, while you’ve been caught in the act of a half-arsed assas-
  sination and have brought all hell down on us. Now, while someone out there who knows what he’s 
  doing gets on with covering up this cock-up of yours, you shift as and when I tell you, or you’d rather 
  have the wrath of a Primarch come down upon you.”
  Maybe the nancy-boy had a point, thought Varka. He ran.
   
  Stubborn NPCs and Arguing
  Jez: Varka’s discovery of his backbone came as quite a 
  surprise to Kuerten. However, as GM I like to inject a 
  little character into the life of my NPCs. In this case, 
  as Varka is a street-hood with an ego problem I decided 
  that he would be furious with himself for being beat-
  en up by a ‘gurl’. Having escaped from Theobald and 
  taken a few deep breaths I thought that he would be 
  looking for an excuse to demonstrate his ‘hardness’. The 
  initial exchange was played ‘off the cuff’ with Derek’s 
  responses (through Kuerten) provoking much amuse-
  ment. However, with his men in danger, Kuerten acted 
  quickly and exerted his substantial charisma to ensure 
  Varka followed orders. In this case, an opposed check 
  between Kuerten’s Ld and Varka’s Nv. Kuerten won eas-
  ily and sent the street-tough on his way with his tail be-
  tween his legs. Varka obviously picked the wrong man 
  to annoy!
   
  Jovan stumbled backwards, looking desperately over his shoulder to make sure no one was creeping 
  up behind him. Just a couple of frightened civvies. Good. If he could just get to the derelict tenements 
  behind him he could vanish into the warren of corridors and knocked through walls. He grinned as 
  he saw Varka duck into one of the doorways. Then the child dug her heel hard into his family jewels. 
  Jovan wasn’t sure what happened next.
  One minute everything had been fine, the next he was awash with blood and knackers hurt like hell. 
  He dropped the corpse and sank to his knees, doubled-up in pain for a few seconds. C’mon Jovan, get 
  yourself back into cover. Think about it later. C’mon. Move. Think about it later.
  It was then that he heard the whine of a lasgun powering up behind him. He turned to see one of the 
  civvies, an old, chubby guy with too much beard and too little hair, pointing Varka’s lasgun at him. 
  There was hatred in his eyes. Oh frak, he thought.
  
  67
  Enraged Civilians and Unexpected Happenings
  Jez: Although I had decided that I wasn’t going to worry about The Extras, I thought that I would give the girl a 
  chance to fail her Nerve test and try and flee. Unfortunately, she passed on a 01%. I thought that someone that 
  plucky would make a fight of things and she landed a telling blow on Jovan. This sort of moment is exactly what 
  Extras are there for - like a Chandelier that allows a hero to swing from one side to another but breaks under the 
  weight of the goon chasing him, they should provide moments of drama.
   
  The longer they were pinned down by lasfire, the further the targets were getting away.  Theobald 
  turned to Burrell.  ‘The time for clemency is over,’ she snarled, ‘let’s move.’  She stood and snapped off a 
  lasround from her pistol.  The shooter’s head snapped back and he disappeared behind the crates, flung 
  backwards.  She took off into a run, determined to make sure that he was out of the game completely.  
  Burrell watched her go and, as he went to follow, he caught sight of something arcing over his head.  In 
  a painful split-second of realisation, it occurred to him that it was a grenade, thrown by someone who 
  had obviously heard Theobald’s gunfire and taken offence.  He buried his head in the dirt and waited 
  for the explosion.  The concussion wave from the flash-bang washed over him and, half in shock, he 
  opened his eyes slowly to find himself still breathing and still intact.  He vowed to himself that he would 
  be doubling his prayer schedule in the evening if he made it out alive.
  Durant cursed his luck. Emperor knows what in the Eye had happened here. It was hard to pin down 
  how many assailants there were, but he could see two crouched and taking cover from Ernst’s las-fire, 
  hunched behind a makeshift barricade. They seemed oblivious to his late arrival in the square. Noth-
  ing like a quick flash-bang to incapacitate them long enough to get up close and personal. That’d show 
  Asimov the quick way to get things done. The photon flash grenade detached from his belt and was 
  primed quickly, but not fast enough. Even as it left his hand the woman had snapped off shots and leapt 
  from her cover towards Ernst, who was suddenly sprawled on his back. Damn scoring points now – he 
  wasn’t going to let her get to Ernst uncontested. The grenade went off as it landed, but he wasn’t paying 
  attention to the other man any more. 
   
  Above: Lisa floors Asimov with a laspistol shot, and follows up to take him out of the fight for 
  good…
   
  
  68
  Varka was on his way. Damn the man’s impertinence! Kuerten watched him go, ducking and weav-
  ing his way towards safety, like he’d finally conceded to do. He still had no idea where Jovan was, but 
  he couldn’t see him down in the open space of the square. Gun low, in two hands, and ready to be 
  brought to bear, he peered around the edge of the blast hole in the building that had previously been 
  his pulpit. To his surprise, Asimov was down – the visible sear of a las-wound scorched across his scalp. 
  The veteran soldier was moving slightly, but obviously wasn’t going to be providing much more cover 
  fire in the immediate future. Movement caught his attention from the right hand side of his field of 
  view, and he saw the woman leap from behind cover, moving with a determined athleticism towards 
  Ernst’s prone form, her long coat billowing behind her. Richard assumed that, seeing as she obviously 
  knew where Ernst was lying, it was she who had put him on his back. She had not, however, thought 
  to see if the fallen soldier had comrades nearby, but he had to act quickly. He spun himself out of cover, 
  raising the blunt-nosed barrel of his stubber as he did so. The woman caught the motion, a look of shock 
  briefly crossing her face, and causing her to slightly falter in her run. She didn’t have nearly enough to 
  time to protect herself or take evasive action though, and Richard let fly a single round at the running 
  target. The slug smacked into her leg, spinning her around and sending her crashing down into the 
  detritus at her feet. Richard wasted no time, running the short distance towards the prone figure and 
  drawing his chainsword as he did so. As the teeth of the blade roared into life, he cleared the heap of 
  rubble the woman had just toppled over, and brought the ferocious weapon across his torso, sweeping 
  towards the ground.
  Bleeding from her fresh wound, the woman shrieked and rolled clear of the whirling teeth, ripping 
  clothing and drawing more blood from a dozen small scratches across her arms and face. Richard 
  stepped forward over the prone form, bringing the blade back towards the helpless target.
   
  Jovan dived to one side but still felt the man’s shot sear hair from his scalp. Leaping to his feet he 
  sprinted down the street, blindly scattering shots all around him in a desperate attempt to free himself 
  of his pursuers.
  It wasn’t working.
  The civvie was all over him like a cheap suit and his shots, even fired from the hip, were getting might-
  ily close. Suddenly, there was a meaty thud from behind him and a roar from in front of him. He saw 
  the smart looking kid leap over a pile of rubble, whirling chainsword in hand. Glancing behind him 
  he saw a big guy with a shotgun standing over the unconscious form of the psychopath that had been 
  chasing him. Seemingly in the clear, Jovan put his head down and ran for it.
   
  David’s legs finally came back to him as he witnessed Lisa scramble backwards from the chainsword-
  wielding man.  It was the man from the balcony that had avoided his gunfire.  For Theobald’s sake 
  he was going to make sure that he made a more telling intervention now.  He felt determination flood 
  through his body and he took off into a sprint through the rubble, fixing his eyes on Theobald’s as-
  
  69
  saulter.  Three strides from him, Burrell’s leading foot hit a loose patch of gravel and he stumbled off 
  course.  In desperation, he threw himself into a dive, but sailed past his intended target, and crashed 
  into the still-prone form of the gunman Theobald had downed with the headshot.  The man’s temple 
  was bloody, but his eyes went wide when David crashed down onto him, and he latched his hands 
  around David’s throat.  Burrell struggled against his grip, and grabbed his wrists in an attempt to 
  free his neck.  He pried the offensive hands away, but the man rolled under him, and David fell to the 
  side.  He lashed out with a fist and bought himself a second’s respite.
  Kuerten was unmoved as the man stumbled behind him, sailing through the air and landing in an 
  inglorious heap near Ernst, who seemed to have recovered his wits somewhat. The woman, wide-eyed, 
  was still at his feet, and the chainsword hovered near her throat. The kill was his, but he was not one 
  to exult in blood for the sake of blood. He was trained to be always alert, even in the midst of combat, 
  and such training stood him in good stead. As she had frantically scrabbled form the initial strike of 
  his blade, her coat had snagged on a length of barbed wire, and been pulled away from most her body. 
  And there, on the leather of her bodysuit above the left breast, was a small pin. Innocuous but now 
  visible, a Death’s Head skull grinned at him. On the expanse of the skull’s forehead, chiselled and 
  painted black, was a single letter “I”, inscribed with three perpendicular lines – the symbol of the In-
  quisition. How very interesting. And potentially very problematic, he thought. Benedict would not be 
  happy.  The woman was still, not willing to move a muscle and provoke him. He kept the chainsword 
  above her throat, and let her eyes meet his.
   
   Noticing the Symbol
  Derek: When Kuerten had Theobald down on the 
  ground and at his mercy, I really didn’t want him to 
  run her through. It’s not really his style, and I’m not a 
  fan of deaths for the sake of it. I reasoned that, if there 
  were anything on her person identifying her as member 
  of the Inquisition, then maybe he should have a chance 
  to notice it? Ruaridh thought there was a good chance 
  she’d have some sort of small identifier, and Jez allowed 
  me an Initiative test to spot the symbol, which, luckily, 
  I passed. Kuerten deactivated the chainsword and left it 
  hovering over Theobald – she was down, but not about 
  to be skewered.
  Jez: I’ve always agreed with Derek sentiments on the 
  topic of killing helpless characters. When Derek point-
  ed out that Kuerten wouldn’t feel comfortable killing 
  her he also came up with a good rationale for Kuerten 
  to pause. I thought it was a good reason and we ran with 
  it. I heartily encourage this sort of thinking and play 
  amongst my players.
   
  Lisa’s entire world seemed to have shrunk to only consisting of the chainblade at her throat. She 
  realised that her life was entirely the mercy of the man looming above her.  Her leg and arm 
  burned with pain from the gunshot wounds and she knew that there was not even the smallest 
  chance that she could bring her laspistol to bear before her head left her shoulders.  There was 
  only one card left to play, one that would totally blow their cover, but that was the least of her 
  worries right now.  
  In as strong a voice as she could manage, she uttered:  ‘Imperial Inquisition!  Stand down!’
   
  
  70
   
  Above: Kuerten has Theobald at his mercy as she frantically scrabbles away from the swings of 
  his chainsword.
   
  Ha! Always worth a shot in a tight situation, he conceded. He thumbed the stud mounted on the hilt 
  of the blade and the howling teeth of his sword fell slowly silent. However, he did not remove the blade 
  from her throat. His free hand reached within his coat, pulling out the seal from within, and holding 
  it within his clenched fist. He glanced sideways, seeing Ernst beginning to get the better of the assail-
  ant who had so unceremoniously landed on top of him. The First Sergeant had rolled his attacker off 
  him and had his hands forcing their way towards a particularly effective choke-hold on the struggling 
  man. 
  “Leave him, Ernst”, he said, his tone level. “I think we’re at crossed purposes here.” He turned his gaze 
  back to the wounded woman at his feet, and dropped the seal onto her chest. “The Inquisition moves 
  in many guises”. The look on her face was priceless.
   
   
  A Very Close Shave
  Ruaridh: What great fun that was.  Things didn’t re-
  ally go my way at all and I must say that Lisa and David 
  were very, very lucky to get out of there alive, but it was 
  an excellent game that was very entertaining to play. 
  And that’s what Inquisitor is all about, isn’t it?
  My guys didn’t succeed in their mission of capturing ei-
  ther of the assassins, but given the forces arrayed against 
  them, I think they did very well in even getting close 
  to them at the start of the game.  Theobald gloriously 
  ran down Varka, putting all her sporting expertise into 
  play when she tackled him to the ground.  Unfortu-
  nately, she didn’t quite manage to land a blow on his 
  head that would have taken him out of the game for a 
  bit.  Then Asimov had to step in, damn him!  I think 
  her stubbornness really shone through in that game – 
  she was not going to give up the chase even when un-
  der fire and wounded.  Her impetuousness almost got 
  her run through with a chainsword, but fortunately we 
  managed to avoid losing her thanks to some generous 
  GMing from Jez.
  David did as best he could, sending Kuerten fleeing into 
  cover with his first shots was the high point of his game 
  as he spent quite a few turns managing to do very little 
  at all.  Poor guy’s not all that cut out for combat.  He 
  
  71
  would have had all of Derek’s guys in a hole-digging 
  match though!  Missing Kuerten with the flying tackle 
  at the end really summed up Burrell: a lot of heart, but 
  not much ability.  David’s one of my favourite charac-
  ters to tell the truth, as he’s just a normal guy who got 
  wound up in some extraordinary circumstances when 
  an Inquisitor pulled up in his township and asked for a 
  guide.  Quite a bit different from the marvels of human-
  ity that stomp up and down worlds all over the galaxy!
  The game aside though, it was great meeting up with 
  Derek and Jez after all the planning we’d put into the 
  story and scenario generation.  There was a point where 
  it looked like things would fall through, but with a 
  bit of graft and setting a firm date, things managed to 
  come together perfectly.  It was terrific to see Derek’s 
  models up close and personal, as his stuff is up there 
  with the best to be seen on the Conclave’s Painting and 
  Modelling Forum, and there’s only so much a photo can 
  show you in terms of tabletop presence – his definite-
  ly dominated the board around them!  Derek and Jez 
  themselves were great fun and the game was played in 
  a really relaxed atmosphere, and I think we all made an 
  effort to do things as cinematically as we could, which 
  is half the point of Inquisitor scenarios.  Don’t think I’ll 
  be forgetting all the cool mini-scenes from this game, 
  whether it was Lisa barking obscenities in Asimov’s face, 
  or Kuerten holding the chainsword to her throat.
  I should add a big thanks to Andy, Ed, Alex and Martin 
  at GW Glasgow for being so accommodating and let-
  ting us take over a couple of their tables during a busy 
  day for themselves.  So thanks guys!
  Just got to worry about what not capturing the assassins 
  means for Goddard’s mission now; he has no idea about 
  Saussure’s involvement in the uprising, and the veteran 
  Inquisitor is surely going to be able to convince God-
  dard to do just about anything.  Who would ever ques-
  tion the motives of a member of the Ordos Terran…?
  Cliffhanger!
  Derek: What an awesome game! 
  I can’t help but feel vaguely amazed at the end of this, 
  seeing as everyone seemed to perform with a respect-
  able degree of competency. Believe me, if you’ve seen 
  me usually roll action dice, you’d know that that’s not 
  the status quo!
  I had an absolute blast playing that one – from the mo-
  ment that Asimov got involved in single-handedly laying 
  down suppressive fire on Theobald and Burrell, usher-
  ing the truly useless Varka out of the line of fire, I knew 
  it was going to be a good laugh. Durant wasn’t much 
  cop, but it took him so long to get involved in the ac-
  tion that all he really got to do was take part in the side-
  show that was dealing with a vengeful civilian. I had 
  thought it would be very cool if he’d managed to land 
  that Photon Flash Grenade right in front of Theobald 
  just as she was ready to charge Asimov, but it wasn’t 
  to be, she got away and sprinting before I had finished 
  throwing it, and the damn thing scattered off target 
  anyway – some rats probably had their retina seared, but 
  nothing more.  Speaking of Theobald being away and 
  sprinting, Kuerten’s intervention to save Asimov was 
  supremely cool, plucking the charging Theobald from 
  her run, then pinning her down with a chainsword. Jez 
  really helped here, knowing that I didn’t want to have 
  Kuerten run Theobald through, so was most obliging 
  when I explained I was looking for a way to have him 
  realise what was going on – might she have an insignia 
  of some form, I ventured?
  In fact, Jez deserves kudos for making the game as en-
  joyable as possible – his style of GMing is just ever-so-
  slightly off-the-cuff, and you never quite know what he’s 
  going to throw at you (an ungrateful NPC that argued 
  back took me totally off-guard!), but it’s always fun. 
  He’s suffered under my GM control enough times to 
  quite enjoy getting his own back, I think!
  
  72
  The other good point was meeting up with Ruaridh 
  again, and seeing all of his models in the flesh (so to 
  speak) for the first time. I love seeing converted models, 
  and Ruaridh’s are top notch in terms of the concepts 
  behind them, and the neat execution of those concepts 
  to give him great gaming pieces. Add in the fact that 
  his attitude towards the game was exactly what I hoped, 
  always looking for ways to make it better and being to-
  tally amicable throughout, and the whole thing went off 
  almost exactly as I’d hoped. I also can’t sign off with-
  out thanking Andy Horsfall and the other staff of GW 
  Glasgow for giving us the table to play on and being so 
  attentive during the day, especially when customers kept 
  asking what people were doing playing with those “big 
  models”. Players in the making!
  Now, how am I going to convince Goddard that Sau-
  ssure’s intentions are perfectly legitimate, then? 
  Film, Camera, ACTION!
  Jez: Overall I’m very pleased with how that went. Spe-
  cifically because everyone involved had fun. Secondary 
  to that, both sides had a good stab at achieving their 
  objectives and the plot-arc is well primed for a tense sec-
  ond game.
  I like to see Inquisitor games that offer a flavour of the 
  character of the participants and that are a little bit dif-
  ferent. In this game, both Ruaridh and Derek did an 
  excellent job of describing exactly what their characters 
  were doing, of keeping their tactical decisions in charac-
  ter and, most importantly, making sure that their char-
  acters did not act on knowledge they might not have 
  had. This can be quite difficult but both of them are 
  experienced players and it was very much like watching 
  a scene from a film played out. It is seductively easy to 
  simply say things like “He will evade to here, kneel and 
  fire five times at him” instead of something like “David 
  will head for the cover of the rubble, weaving and keep-
  ing low to make himself a difficult target. Once there, 
  he’ll peek his head around the corner and squeeze off 
  covering fire at Durant.” They both achieve the same 
  thing, but one helps put a picture in your head.
  As for keeping things different, I can only suggest two 
  things: Firstly, that the GM remains flexible and rewards 
  sensible creativity from the players. Secondly, that you 
  don’t run a game with a highly detailed plan set in your 
  head. I think all GMs will agree when I say that ‘no 
  plan ever survives contact with the player’. Bearing that 
  in mind, I tend to keep things very open and flexible 
  with only the overall objective clear in my mind before 
  the game starts. This allows me to incorporate any cool 
  ideas or events that crop up whilst also making sure that 
  the game proceeds in the right direction.
  On a personal note, both Derek and Ruaridh were ex-
  cellent fun and the team at GW Glasgow were marvel-
  lous hosts. Personally, I can’t wait for the next game.
  Reading Further
  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 giv-
  ing 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/eot-conclusion.pdf).
  
  73
  Theobald, she was called. He’d offered her help with her wounds, but the little man was seeing to that. Durant 
  wasn’t happy at all – Kuerten didn’t think he liked the fact that he’d not been able to get one over on his old friend 
  Ernst in the firefight. As soon as it was clear that Ernst would be okay, Mikael had been back to his bullish self. 
  Theobald was looking at him with a face like thunder, though it was clear that she wouldn’t exactly have turned 
  his head even she’d been in a good mood with him. Ernst had told him of the brief bit of chatter on the comm-net 
  as soon as Theobald had dragged herself to her feet – good quality micro-communications, he presumed. He’d had 
  Durant make a call of his own shortly after.
  Theobald had suddenly got to her feet, and a second later he was aware of a red-dot sweeping up and resting on 
  his chest, though it hadn’t come from the two people in front of him. Durant saw the two men coming and his 
  shotgun was racked and ready to fire near-instantaneously. The man that came towards them from the gloom, 
  hellgun aimed unerringly at Kuerten’s chest, looked equally intent. 
  “Desist and disarm”, came an amplified voice from the newcomer. Big, obviously well-muscled and supremely 
  confident, the figure wore red combat armour prominently emblazoned with the symbol of the Inquisition over 
  tough, combat-weave fatigues. He looked every inch the professional killer. Durant was unmoved. The red-
  armoured figure switched his aim to the Ward, and the two gun barrels faced one another down. Theobald had 
  a smile on her face now.
  “I would strongly advise you do as Choi says”, came an educated voice from out of the gloom “he tends to take 
  the safety of my party very seriously”. This man, stepping into view now, dressed in a long coat over light body 
  armour, and looked every bit as capable as the Stormtrooper aiming the gun at Durant. More so, actually, seeing 
  as he was only carrying a shock maul and a pistol. It suggested a confidence, and ability to handle oneself. Kuerten 
  appreciated that. 
  “Lower the gun, Mikael. We’ve fought enough today.” He waved his arm to emphasise his intent the Ward, and 
  turned back to the newcomers. “Interrogator Richard Kuerten, of the Ordo Hereticus.  I have the pleasure of ad-
  dressing…?”
  “Inquisitor Tomashek Goddard, Ordo Malleus Tesseran. It would appear that you’ve interrupted an ongoing in-
  vestigation of mine, Interrogator, and injured my staff in the process. I fully intend to have you answer for that.”
  Kuerten nodded his consent of the demand. His comm-link clicked twice in his ear, on the secure frequency. “I 
  would be delighted to make your acquaintance, my Lord, but I fear that matters are better explained by someone 
  more senior than I”.
  “Who’s that then?  Unless one of these two ugly smakheads is actually in charge”, Theobald spat out, flicking her 
  head in Asimov’s and Durant’s direction. Goddard looked irked by the intervention, but her pride was most likely 
  stung by the circumstances in which she had ended up.
  Another new voice, this time from over Kuerten’s shoulder. “Not at all, young lady. Though to call them “smak-
  heads” might be testing Durant’s patience a mite too far. Inquisitor Goddard, your reputation precedes you sir, 
  though I regret that we must have our paths cross like this.” 
  Goddard looked at the newcomer. “And who am I now addressing?”
  The newcomer, dressed in simple yet expensive–looking trousers, body vest and long coat, leaning on yet not sup-
  ported by a long staff of metal and possessed of bright eyes despite his obvious age, had a smile forming on his 
  lips, surrounded by a close-cropped beard. “My name is Herodotus Benedict Saussure, of the Ordo Hereticus 
  Terran”.
  
  74
  Communiques
  Every issue, we’ll be publishing a selection of e-mails that Inquisitor aficionados (i.e. you, the readers!) have sent to 
  the editor-in-chief, along with our replies.  If anyone wants to get in touch with us, be it about something you’ve 
  seen in a previous issue of the magazine, your gaming experiences, or another Inquisitor-related issue, then please 
  feel free to do so – the address you need is editor@darkmagenta.net.
  So, without further ado…
   
  Language Barrier?
  Hi guys,
  Your proposal for the new inquisitor magazine seems 
  great!  I’m looking forward the first issue, and I am 
  generally interested in contributing articles.  But, as my 
  mother tongue is German, I fear that I may have issues 
  with the correct use of the English language.  My main 
  focus is modeling and painting, as there are not exactly 
  many people involved in the game around here. 
  Best regards, 
  Philipp Ahrendt
  Thank you very much for your interest, Philip – we wel-
  come submissions from all over the world, but the language 
  must be English, as you’ve pointed out.  However, if you feel 
  happy enough to sit down and write us an e-mail without 
  recourse to a dictionary, then you’re probably a long way 
  towards being able to write an article too!  Our sub-editors 
  go through every article and correct spelling errors so, as 
  long as every second word isn’t wrong, we’ll be as help-
  ful and accommodating as we can with authors for whom 
  English is not their first language, as long as the concept for 
  the article is of a high quality!
  So Many Ideas, So Little Time…
  Firstly, I have to say well done on the idea of an official 
  site dedicated to Inquisitor.  I’ve been very interested 
  in the game since it was first released and have recently 
  been trying to get back into modeling in the larger scale. 
  Many of my characters I have and will be producing are 
  based upon a book I’ve been writing. Although many 
  are still yet unpainted (trying to get photos of the work 
  done before painting), I still use them for inspiration for 
  my book.
  The main suggestions I have for the site are a weapons 
  summary page and a complete errata page.
  I think the idea of a page, not so much an article, of 
  weapon summaries on the site would be good - kind 
  of like the one already in the back of the rule book, 
  although more extensive.  There are heaps of articles on 
  the Fanatic site which include new weapons and the like. 
  But it’s hard searching EVERY article for one specific 
  rule you’re after. What if you compiled all the weapons 
  rules (new and old) into the one place? You could also 
  include a link to the articles they are in.
  Secondly, on the Fanatic site, the errata is confusing. I 
  don’t have many of the magazines they say to look in 
  for this rule or that rule. Also the downloadable errata 
  doesn’t have all the rule changes. So it would be nice to 
  be able to download ALL of the official rule changes. 
  Things like the “Hit location table” and many of the 
  other really important game changing rules. I know 
  there are new rules thought up all the time but a simple 
  and easy to read errata would be a great help.
  Lastly, a few things on modeling: I was wondering if you 
  guys would be producing or able to get Games Work-
  shop to produce new things for the Inquisitor range? If 
  there are so many devoted followers of the game I’m sure 
  they’re always interested in new modeling opportunities 
  brought on by new releases. A few suggestions might be 
  blister packs containing different head or arm options 
  for the models already in production. Different female 
  options for the range perhaps, as these are very limited. 
  Maybe some more things for Space Marines? I’ve always 
  wanted to make a combat squad (maybe even a com-
  mand squad) of these guys who feature heavily in the 
  40k universe and in my book.
  
  75
  Anyways, I think I’ve rambled on for long enough on 
  this email so thanks heaps for reading this and listening 
  to my suggestions.
   - Stuart Thomson
  Stuart, thank you for your clearly boundless enthusiasm! I 
  feel this is as good a place as any to point out what Dark 
  Magenta is not setting out to do – we’re not trying to re-
  place the Fanatic Studio! Many of the items you mention 
  are available on the Fanatic website (http://www.special-
  ist-games.com/inquisitor/default.asp), and we have no per-
  mission to reproduce these items at the moment. 
  Regarding the FAQ and Errata on the Fanatic site, most 
  of the corrections simply refer to the Inquisitor rulebook, 
  which you can download free of charge from the Fanatic 
  website.  You should also realize that all the rules that have 
  been changed by official rules review procedures since the 
  release of the game are easy to find, as they’re in red text in 
  the online rulebook! The other main point people mention 
  is the amended character sheet, but a correct version of this 
  is available from the “Player Aids” section of the Inquisitor 
  website (http://www.specialist-games.com/inquisitor/play-
  era.asp), along with other useful summary sheets.
  As much we would love to be able to get the Inquisitor 
  model range expanded, I’m afraid that this isn’t directly 
  within our powers! The reduction in the Inquisitor model 
  range is a big loss to gamers in the UK, but there are other 
  options outside of the UK Online Store – the GW US and 
  European Online Stores still stock a fuller range (assuming 
  you’re willing to pay the postage!), and there are plenty of 
  non-GW miniature companies that produce 54mm models 
  suitable for adaptation into the Inquisitor game – try a web 
  search for Historex Agents, Pegaso Models, Andrea Minia-
  tures or Romeo Models to see what I mean. Other than 
  that, the best you can do is keep playing Inquisitor, and 
  showing Fanatic that there’s still an active playing com-
  munity for the game. You never know, maybe some new 
  miniatures (or older stock on re-release) will come out way 
  in one of the twice yearly Fanatic Studio release periods.
  Sorry to not have more positive responses to some of your 
  queries! If you fancy yourself as a budding author, however, 
  why not submit some Inquisitor-inspired fiction to Dark 
  Magenta, and see what the readership thinks of it?
  Short and Sweet
  Hello.
  Whatever happened to Exterminatus?  Specifically, all 
  the campaign material for Inquisitor conspiracies?  It 
  would be nice to get hold of that material.
   - Håkan Gustavsson
  Ah, Exterminatus magazine – what happy days! Sadly, 
  Håkan, Exterminatus lasted only ten issues before it was 
  discontinued and became a part of Fanatic Magazine 
  which, in turn, was discontinued and moved online, to 
  become Fanatic Online Magazine. Copies of Exterminatus 
  occasionally turn up on eBay, and that’s probably your best 
  chance of getting hold of any issues you’ve missed. Sadly, the 
  Fanatic website does not currently have any PDF versions 
  of the originally-published articles.
  However, you can still get a hold of all the Inquisitor: Con-
  spiracies campaign supplements from the UK Online Store 
  – they live under the heading of “Campaign Supplements” 
  in the Inquisitor section of the Specialist Games Online 
  Store.
  That’s all for this issue. Thank you to all of you who 
  have taken the time to e-mail us and give us your en-
  thusiasm and support for the making of Dark Magenta 
  – it’s much appreciated! Hopefully, we’ll be seeing that 
  enthusiasm turn itself into quality articles being sub-
  mitted for the next issue! Until then, enjoy the rest of 
  this issue!
  Regards,
  Derek
  
  76
  Gathering Dust?
  Why people don’t play Inquisitor – Part One
  By Robey Jenkins
  Some people love to paint their miniatures.  For others, 
  it’s a necessary chore they must complete before they 
  take to the battlefield.  But no one can deny that the 
  sight of a full-painted, coherent army on the tabletop 
  is a magnificent sight.  I remember, back in 1998, I 
  came across Tony Warrington playing a game of 40k 
  in the Oxford GW store.  For those of you who don’t 
  know Tony, or haven’t heard of him, he won a string of 
  Golden and other Demons in the 90s for his immacu-
  late Space Wolves.  Extensively converted with a pristine 
  grey paint-job, subtly highlighted with crisp, clear unit 
  markings, his army practically walked onto the tabletop 
  by themselves.
  Lined up against him was an Ork army.  It wasn’t badly 
  painted, but there were one or two unfinished models 
  and a great deal of hasty dry-brushing and dipping had 
  gone into its manufacture.  In fact, it looked a lot like 
  most of the armies you’ll see in clubs up and down the 
  land.  And Tony won the moment his army hit the ta-
  ble.
  Actually, that’s not true.  Tony lost and he lost hard. 
  Every time another mind-blowingly beautiful model 
  was removed from the table I wanted to kiss it farewell. 
  But in my mind, that fabulous army was the day’s win-
  ner, irrespective of the final result.  Up until that day, I 
  had been something of an on-again-off-again player of 
  Games Workshop’s stable of games.  But there and then, 
  I knew that what I wanted was an army like Tony’s.
  Now, I knew I was never going to be that good.  I also 
  knew that I didn’t want my army to look parade ground 
  perfect.  But that wasn’t the point: I wanted a painted, 
  coherent, clearly-marked army all of my own to replace 
  the random collections of plastic and metal with bits 
  of paint that, up till then, had been the mainstay of 
  my wargaming efforts.  And, guess what?  I still haven’t 
  managed it.
  I’ve just sold my first attempt: a desert-themed Imperial 
  Guard army that got about 50% of the way there.  My 
  second effort – Space Marines – is about 80% done after 
  almost six years.  The third – more Imperial Guard – are 
  perhaps 50% done.  And I’d like to say I’ve learnt my 
  lesson.  I guess my fourth effort (Witch Hunters – what 
  can I say?  I prefer the good guys!) might tell whether or 
  not I’ve learnt my lesson yet.
  But whilst the painting may still defeat me, all of my 
  armies have had one thing in common: an eclectic mix 
  of models.  I love to scour the GW range for unusual 
  model choices that give my armies their character.  War-
  hammer, Mordheim, Necromunda… even Bloodbowl 
  has contributed over the years.  Sometimes it’s just a 
  bit here or a bit there, but often it’s whole models, ex-
  tensively converted.  Headswaps, weapon swaps, back-
  packs… you name it, I plundered it.  But I never forgot 
  the lesson of Tony Warrington’s army: coherency.  I al-
  ways chose a strong, unifying paint scheme or theme 
  that tied my army together.
  And I’ve followed the same lesson in painting my In-
  quisitor models.  When it comes to “armies”, I’ve had 
  a lot more success on that side because in Inquisitor 
  one model is an army.  I don’t mean that literally – al-
  though to look at the power-armoured, whole-armoury-
  toting monsters that some people design, one suspects 
  that they do mean it literally – but that to play a game 
  of Warhammer or Warhammer 40,000, one needs an 
  army to start playing.  Even Necromunda, Mordheim 
  or Bloodbowl need their gangs or teams, but the basic 
  unit of Inquisitor is the Player Character.  And you only 
  need one to get started.  Of course, I’ve added to that 
  number over the years.  I’m not sure precisely how many 
  models I have now – it’s something around twenty, I 
  think.  But each model is tied to a Player Character, be 
  he an Inquisitor, a Trader or a Tech-priest, by a unifying 
  theme that makes each look great on the tabletop.
  But here’s a funny thing.  Although I use Necromunda 
  models in my Imperial Guard army, or even vice versa, 
  I’d never use the models from my Imperial Guard army 
  in order to play Necromunda, because they don’t pos-
  sess that unifying quality.  And I’ve never met anyone 
  who does.  Now, I’m sure there are people out there 
  who impose such total restriction on themselves when 
  it comes to playing Necromunda that they only give 
  
  77
  their gangers weapons that they can use in Warhammer 
  40,000 as well, but I’m prepared to bet that you could 
  count them on the fingers of one hand.
  And yet, I’ve heard it said many times that people won’t 
  play Inquisitor because they can’t use the models for 
  anything else.  But what can you?  Okay, you can just 
  about put Mordheim models into a Warhammer army, 
  but how many models are we talking about, here?  Ten? 
  Maybe twelve?  And this is, mark you, in an army where 
  the typical number of foot soldiers in one regiment is 
  twice that figure.  And that’s before we start talking 
  about Bloodbowl, Battlefleet Gothic, Warmaster, Epic: 
  Armageddon and Battle of Five Armies.  None of these 
  have models that one can routinely use in any of the 
  “Big Three”.
  The models for Inquisitor are, of course, much more 
  expensive if one buys them new.  But actually, that’s 
  an artificial comparison: apples and pears.  Because the 
  cost players really ought to be watching is how much it 
  costs to start playing the game.  And even before one 
  starts talking about the respective merits of 54mm ver-
  sus 28mm, it is undeniable that, to play Inquisitor one 
  needs only one model.  Whereas, to play Necromunda, 
  one needs at least five.  And to play Warhammer 40,000, 
  one needs dozens!  And in real terms, one model – even 
  a 54mm model – is not only cheaper than that, it’s also 
  quicker, simpler and gathers a whole lot less dust than 
  half an army.
  
  its strictest definition is the narrow passage of real 
  space where Cadia sits with its pylons, however, in a 
  more military sense the Cadian Gate is a multi-system 
  well-balanced machine of war. The Cadian Sector in-
  cludes a large number of Hive and Agricultural worlds 
  dedicated to producing armed men and foodstuffs for 
  the constantly besieged front lines. At Demios Binary, 
  Finreht and Agripinaa, billions of weapons, tanks and 
  sets of ready-made fortifications are produced daily.
  BELIS CORONA
  However, no matter how well-armed a man is, or what 
  kind of cover he is ducking behind, a lacking naval pres-
  ence will make him worthless. This is why the base of 
  the Imperial Navy at Belis Corona is one of the most 
  important planets in the Imperium. It is capable of 
  maintaining 83% of the battlefleet Cadian, but not only 
  military is serviced at Corona – no-one knows how the 
  defence of the Cadian Gate would fare if the countless 
  trade vessels and convoys of manpower meant for the Ca-
  dian Sector were left without Belis Corona as a safe port.
  Every year, the smoke-belching wombs of the Deus 
  Mechanicus in the system give birth to hundreds of new 
  ships and thousands of honoured and venerable ves-
  sels are restored to operational status, allowing the Em-
  peror’s forces to maintain a stranglehol
  otic forces 
  ged actions: Anchor at Port Camar, Agripinaa Orbit
   000 ton of dihydrogen monoxide from Yayor (Zalli - 
  yor VI Moon III) traded for 50 million Agripinaa-pat-
  rn lasrifles, 100 million standard-issue las-packs 
  nd 200 000 Battle Cannon Shells.
  + + + Vocal transcript 503600142
  Identified: GILLSAM, CARAM. Ship Captain (c.ref. Trade 
  Licence Solar and Obscuran), Lady Serena.  
  Captain’s log, 12th of Primus. After the standard ex-
  change at Port Camar I was approached by a man intro-
  ducing himself as one count Doraff di Helena, wishing 
  to purchase passage to Belisimar in the Belis Corona 
  system. I declined, since Corona will not be on my 
  route for over half a standard year and my contract 
  with Sector Defence means my cargo has to be at the 
  Cadian supply station of Xersia within three months. 
  However, yesterday, while the cargo was being loaded, 
  the count visited me at the ship. He offered to pay a 
  higher price for the transport, and while his last of-
  fer was quite respectable, this one was astronomical… 
  quite enough for him to purchase his own warp-capable 
  ship if he wished to – something I pointed out to 
  him. He said he wished to travel unnoticed, and that 
  purchasing a ship rarely went without anyone taking 
  interest. He hinted that if I spared him any further 
  questions he would raise the level of his compensation 
  even further.
  Naturally my Trader’s Gene is telling me to take the 
  offer. With the total compensation I can even get a 
  bigger ship, to make greater transactions… in the 
  Emperor’s name.
  78
  FAO: Inquisitor Langston
  TRANSMITTED: Titan
  RECEIVED: Nemesis Tessera
  CLASSIFICATION: Dark Magenta
  ENCRYPTION: Psychic cipher
  Orders with haste.
  To find and follow, and remove Inquisitorus 
  CASTOR GRAUSOL – enemy of our Lord.
  To uncover and destroy malicious plans of 
  CASTOR GRAUSOL – who is a threat to The 
  Gate.
  CASTOR GRAUSOL acts and works in and 
  around The Gate. He threatens its stability. All 
  his dark plots must be destroyed for the good of 
  the Emperor.
  Thus commands THE CELL.
  After watching Mio recieve this message 
  and translate it, I am convinced of the ef-
  fectiveness of masking mental concepts in 
  astropathic transmissions, and must accept 
  that it is probably more 
  effective than standard encryptions.
  Interrogator Iotees 
  
  4
  + INQUISITORIAL 
  FILE: /CIG/casefiles/G
  INQ BEDARR: Welcom
  INQ GRAUSOL: What is
  B: Simply a… discussion.
  G: Discussion?
  B: Completely informal.
  G: Hmph, I know what inform
  B: Take a seat.
  G: Bedarr, I have little patience f
  L.INQ VACIUS: Sit down, Inquis
  G: Ah, Lord Vacius, to what do I o
  V: [cough] Less insolence, young G
  G: Very well. Is there anyone else in t
  V: [cough] Silence.
  G: Just tell me what this is about. I hav
  V: Bedarr?
  B: Your service in the Internal Guard is n
  G: What?
  V: [cough] You will no longer act on the beh
  Cadian [cough] and all Inquisitors of these g
  G: This is absurd! I’ve done nothing to warra
  B: Recent choices by you indicate an ideologic
  V: We are not asking you to leave. [cough] If yo
  sector within six months an official Carta will be
  G: You can’t do this, you have no authority over 
  must be lost.
  V: Hive Carina on Albitern. Five billion [cough] liv
  five billion lives on you, a man who has served 
  their claims, the choice of which
  + INQUISITORIAL PROFILE DATABASE +
  Name: Castor Valt Grausol
  Listed Aliases: Astor Carul, Doraff of Helena, Staf Elecor, Lias Ostrom
  Rank: Inquisitor [cf: Field Operative]
  Ordo: Hereticus
  Gender: Male
  Birth: 904.M41
  irth Planet: Gliese
  tatus: Active, in field
  hreat Level: [998M41] CONSIDERABLE (c.ref. Istvaanian) 
  ossfiled: Imperial Navy Database – Listing of Human Rogue Elements 
  isting of Human Interstellar Pirates – Gliesan Maximum Security 
  soners Index
  usol’s career first came to the attention of the Inquisiti
  ed as captain of a Sword Cla
  Ad
  rding to my contact at Coron
  ady Serena – left Belisimar orbit less than a week 
  ared that they had dropped off one passenger at the planet and made 
  e minor trades. With both Gillsam’s log and the details of Grausol’s aliases 
   painfully obvious that this was the man posing as “count” di Helena. His 
  cept of cautious behaviour is laughable.
  ook the liberty of retrieving records and logs from Belisimar through our 
  rdo’s agents, and it shows that Doraff di Helena transferred from Lady Ser-
  na to a shuttle to the Belisimar Santana Resort. According to the booking list 
  f the Lisbon Hotel, Count Doraff di Helena has a room booked from (going 
  by the Terran calendar, with segments noted) the 30th of Primus (090) to the 
  14th of Secundus (135), making for a quite long stay at the resort.
  From my observations of Inquisitorial records, Istvaanians seem to often 
  go for the most obvious targets in the least obvious way… the easiest way to 
  destabilise the Cadian Gate would in my mind be to strike at Cadia’s military 
  command, or at the production facilities of Agripinaa or the nearby Forge 
  Worlds. I agree that Belis Corona is a lynchpin, but it is definitely not the 
  most obvious of targets.
  If Inquisitor Grausol is as dangerous as has been proposed, his visit to Belisi-
  mar will only be a cover to scout the orbital dockyards of Belis Corona itself. 
  However, the type of weapon needed to disrupt a production system of that 
  kind would be far beyond a simple warhead or torpedo, and I sincerely doubt 
  that he was able to bring a weapon of this magnitude with him on his trans-
  port.
  Your devoted servant,
  Interrogator Iotees 
  
  80
   
  Record of Heresies
  Derek Gillespie is the Editor-in-Chief of Dark Magenta, which involves a fair amount of sitting 
  in front of a computer and getting other people to do the real work. He has long been the modera-
  tor of The Conclave internet forum, and has written for Fanatic studio Inquisitor publications ever 
  since the days of Exterminatus magazine. He lives in Bristol, England, dabbling with a variety of 
  dangerous chemicals.
  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…
  Robey Jenkins is Features Editor for Dark Magenta.  As well
  as Inquisitor, he is working on a Cult of Mórr army for Warhammer,
  and Imperial Guard and Space Marine armies for Warhammer
  40,000.
  Dave Knowles has been involved with the GW hobby on and off
  For more years than he cares to remember.  He started painting
  and converting Inquisitor models about 18 months ago and won both
  the ‘Conclave Hobby Competition’ with his Inquisitor Kaled
  model, and the ‘Specialist Games - Inquisitor Character
  Competition’ with his Haemovore Cultist.
  Phil Weston is 39 years old (making him officially the
  “old man” of Dark Magenta) from Ryde on the Isle
  of Wight and works as a Lifeguard Instructor.
  He became interested in Inquisitor
  Models because of the detail in
  each model.  His other
  hobbies include writing
  and photography and
  he’s just finished writing
  his first book! He has
  a series of books in the pipeline,
  all action adventures.
  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_1.pdf