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Inquisitor Magazine I. Annual 2002

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1K views84 pages

Inquisitor Magazine I. Annual 2002

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© © All Rights Reserved
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Lord inquisitor Gav Thorpe has been smiling lke this ever since Inquisitor hit the shelves. As the author of the new games, system, hes in the ed position of being right at times; a games designer's dream Expanded Rules for Inquisitor Exterminatus i wargear, spec our regular Inquisitor column, featuring new rules, | abilities, etc. This month Gav presents some random character generation rules, péwer fields, a now optional rulo and his own warband leader ~ Inquisitor Kessel. CREATING RANDOM CHARACTERS There are a number of ways to create your character for games of Inquisitor. Some players like to generate their characters from scratch preferring the challenge of gaming with a character or wartior band that chance and fate have deemed for them. They'll go on to model up the resulting attributes and equipment for use on the tabletop. Random characters are also useful for GMs || wishing to knock up a quick non player character for a scenario. Some players will prefer to lavish time and effort on painting and converting their model and once this ‘masterpiece is complete set about creating a suitable background based fon the look of the model. Others will fall somewhere between these two camps ~ generating the attributes randomly but using the equipment as dictated by the model. 4 EXTERMINATUS ~ So, to help this process along, here is a random procedure for generating characters. Of course, you may want to modify your character a bit after you have finished, just to tidy it up a bit or iron out any inconsistencies. For example, itis possible (though not likely) that your marksman character ends up with no ranged ‘weapons at all. Now, this isn’t very appropriate for a marksman, so you ‘may want to jiggle with his or her equipment to better suit their character. Remember also that your characters need to be modelled appropriately, 0 bear this is mind when choosing weapons and such. That said, randomly generating a character is a great way to inspire yourself to make anew model which you may not necessarily have considered before, SEQUENCE There is a set sequence to follow for andomly generating characters 4. Decide character type. 2. Generate profile, 3. Generate abilities 4. Generate equipment. 5. Name them! 1, DECIDE CHARACTER TYPE There are a few broad categories or types of character. This character type will determine the sort of profile and skills they have Fighter: A fighter is big on WS, tough and strong but with nat that many smarts or psychic potential ‘Marksman: This character is good at shooting, as you might expect Scout: Scouts can shoot and fightin hand-to-hand combat with reasonable still relying more on stealth, speed and dextenity than brute force. Sage: Great intellect and knowledge are the prime strengths of a sage, though they tend to be physicaly weaker than ather characters. Psyker: Payers are generally less physically adept and brawny but ‘ompensate with their psychic powers. 2. GENERATE PROFILE Opposite are random profile generators teach type of character. 3. GENERATE ABILITIES Each character gets 06+1 rolls on the appropriate Abies table Re-roll ‘multiples ofthe same skil grote increases are cumulative) Note: All psykers start with D3+1 psychic bites 4. GENERATE EQUIPMENT Each character gets D3+3 roll on their equipment table. Then roll an the appropriate table. Wwelarcns Determine a weapon's availabilty on the Weapons table, and then choose a weapon of the appropriate type from Hose available 5. NAME THEM! 35+2010 30+ 3010 504206 5042010 40+3010 7 454201 3650. eepathy +101 - - 2250 1221 - +1053 0) yo nee anes Ol ——— Cee | 25 aE GG | 0 eat 555 3 = Fist srike ost 5d s = = Furious Assault i 7-80 Regenerate 31-00 Warp Stength Heroic Lort0 enoaise 01-20 Machine Empathy 01-35 Binding Flash 57-80 fuebal ExOTIc ABILITIES TABLE Ane sh. Fighter’ Matkuman Scout “Sage ryker_—Equlpment able ost Possession eee . ws 1218 Fans iso oto ean esa 1935" Feasome 55 21nd 31452636725 «ae weapon 3642 Fenay ae = = 7 Heavy weapon | 45.50. egencatin 56-65 Ss Yd 26-30 Grenade 31-67 Spit Ac = sat 4650013135 Special amnion 2757 Teretyng 6-90 71-80 1-60, 3645 Amo 7682 Vampire 81.905 eras 6175) 4655 fiomes tid plans £5.90" Wold ofthe Erperor 91:95 56-60 Combat stm 91-100 _ Wyid (generate pow = 9 eso eH 680. 6H-€sGunserts and usps 91.95 61-80 66-60 Cybe creatures 96405" 1-100" 96-100. Ygt-100 87-100 Miscellaneous WEAPONS TABLE comaat stimms 06 ‘weapon availabilty D6 Dispenser type 4 Comm 3 naler (010 doses a Rate 435 Tile QD 10 doses) 6 Exo 5 land * Roll another D6. you rol anther 6 Rall D6 to determine pe Reo they have a Urgendry meapon ‘fot slewed with sepencer tye | for grenades the character has 03 of a Generated. Common fps, or ore oF le valable type Ds 5 SHIELD GENERATOR Ceramite powered CE p10 shila type 51-63 2 points ablative D3 Laneshels 64-732 pins ate pis rol agen” > @ pons of amour 74-82 Refractor field 4 “5, Reinforced shielé 83-50. “Conversion field eae 91-100 Power feta (se opposte ce Powered simour covers al ocabons excopt STB ea. for oer armour tyes, a DS 3 Wo shield ¢andom locations, 10 dupeate rests 10° Storm shield and Head resol 4 a see the character has a helmet, rola 6: On a7, 2.03 they have na ele. on nap Remaicezs ator 3 tney have an open helm on 86 they havea closed helm. An open helm has 0100 Equipment 425% chance of contuning 03 randomly t14 Medak ‘generated autosenses (see Gunsighis & pases ‘Auspex opposite). closed telm has 3 40% 15.20; Wieb sll Psychic hood ‘ance of mcorporating D3 autosenss, ie aaa = 5 83-49 Rebreather 90°00. Synskin EXTERMINATUS “ononieemmnm co 7 a sae! je g 10 Pevtracker ae Fatbooster (eral not a psyker or Wyte) The following is an extra item of ‘wargear to equip your characters with or for use in scenarios. POWER FIELD Power fields are the standard energy defence used by the Imperium. They work By throwing up a force wall to deflect incoming energy and projectiles. They provide good protection but are generally heavy devices which require substantial amounts of power. As well as personal protection, they are used for defending vital equipment such as. power generators, access portals, fehicles and the ike Power fields provide a force field defence. Unlike other force fields, they ve a variable setting and a limited uration of use. A power field ‘mally provides 010 armour, and ch contains sufficient energy for 20 ns use. However, this may be rnereased to 2010 armour, which will in two turns of power every tum, or 3D10, which will drain four turns of ergy every turn. A power field generator has a weight af 50. The following are some extra, optional rules GMs might like to introduce to thelr games and campaigns. ENCUMBRANCE ‘These rules allow GMs to take into account the difficulties of moving ‘swiftly whilst laden down with heavy armour, weapons and equipment. If you find that your characters are taking everything bar the kitchen sink into battle, you may want to Introduce the rules to your campaign to encourage more lightly-equipped characters. A character can carry a certain amount of equipment before their performance is impaired. The amount a character can carry (their Encumbrance value) is equal to their Strength-+50, after all modifications for bionics, power armour, combat stimms, etc. Add up the weight of all ‘weapons and equipment carried (treat all equipment without a specified weight as 5), In addition, each point of armour (except powered armour) weighs 5 points. This i the total weight of their equipment. Compare this to their Encumbrance value. For every 25 points, or part, that theieequiprnent is more than their Encumbrance value they are at -1 Speed (minimum 1) No model may carry more than twice their Encumbrance value NEW CHARACTER On the next page are the rules for Inquisitor Kessel, the leader of my ‘own warrior band: He is a quite simple conversion, using Cherubael’s head on Eisenhorn’3 body, Covenant's sword and a repositioning of Esenhorn's runesift. As you might expect, he i fairy radical, having been the victim of a daemonic possession which left him physically altered. He is now a decicated member of the Chaoticians, an old precursor to the Xanthite movement, whose studies into daemonology and the warp have earned him many enemies but much rare knowledge. He is currently one of a number of Inquisitors drawn to the world of Karis Cephalon following widespread rumours ofa device called the Angel located on that world EXTERMINATUS 7 Lord Inquisitor Gav Thorpe has been enjoying his position tremendously since Inquisitor was released, and has been accusing anyone without a copy of the book of being a vile heretic, Expanded Rules for Inquisitor Exterminatus is our regular Inquisitor column, featuring new rules, wargear, special abi ies, etc. This month Gav presents new rules for mutations and a deadly néw close combat weapon — the Decupitator. ‘Mutations are a special type of Exotic abil, and should be treated in the same way when creating mutant characters, Remember that some of the Exotic abilities in Inquisitor may be the result of physical mutations, such as regeneration, spt acid and vampirism ‘Any character with three or more mutations is always fearsome as well If you are using the Random Character Generator from last issue, a character hhas a.5% chance of having D6 ‘mutations, rolled randomly on the table shown here. Re-rall mutations which are obviously contradictory (such as iron hard skin or scales and roti flesh, for example) Seo 10 EXTERMINATUS MUTATIONS 100 10-20 3136 37-45 46-50 51-60 6170 17 73-82 83.87 8592 93.96 97.00 Mtstion atrophied (andor Ime) Bony crest Club hana Cydopean Fan ron hard sin Fiiae show = variety of the motions d MUTATIONS TABLE ATROPHIED, One or mare of the mutants limbs is withered and feeble, with little or no muscle power. single atrophied leg reduces all of the character's movernent rates, except crawling, by 1 yard and means the character cannit sprint. If both legs are atrophied the character is affected as for one leg. In addition they count moving faster than a walk as a risky action and if they fumble their action rol, will fall over and spend the rest of the turn prone. ‘An atrophied arm is a half Strength This means their overall Strength is reduced by a quarter (or halved if both arms are atrophied), The Strength of their normal arm is equal to twa thirds of their modified Strength value, For example, if a character had Strength 65, this would normally be 33 in each arm (actually 32.5 but we round up). A character with an atrophied arm would reduce their overall Strength by 17 to 48, The atrophied arm would count as Strength 16 and the other arm Strength 32, for the purposes of Strength tests BONY CREST The mutants skull has abnormal growths across i, thick protrusions of bone that jut through the skin like a crest or horns. This bone gives the mutant additional protection to its brain. The mutant may re-rall the Toughness test to see if it is stunned when hit in the head, CLUB HAND The mutant's fingers and hand have fused together into a single knoably lump, giving it a powerful punch but rendering it unable to use the hand for anything else. The mutant may not hoid anything in the club hand, but it may be used in close combat. The club counts as an unarmed attack that does an additional D6 damage. CYCLOPEAN mutant only has a single eye, stroying their depth perception. The ant doubles any penalties to hit due ge modifiers (bonuses for range fers are unaffected) FANGS Abnormally long and sharp teeth line the t's mouth, giving it a fearsome fe. Once per turn the mutant may ee bite attack against a single mbat opponent within arm's h, This does nat take up any of the utant’s actions, and counts as an with an improvised weapon RON HARD SKIN mutant is covered is thick, leathery elephant or rir, which is sitive and therefore reduces the pain njury. Any time the character id damage to thelr injury total from the amount added. This ct on location damage. ROTTING FLESH mutation means that the kin is constantly dying and sloughing off, exposing fat and muscle, offa disgusting stench and leaves them susceptible to injury as even glancing hits can rip off hunks of flesh. The character reduces their base injury value by 1 and they can be smelt by ‘other characters on a successful ‘Awareness test up to ten yards away and will be smelt automatially within five yards. . SCALES In places, the mutant's skin has formed into hard, bony scales which act as a form of natural armour. Add 1 to the character's base injury value. TALONS The mutant's fingers are little more than sharp bone, which makes for sgreat natural weapon but hinders their manual dexterity, A character ‘may have one or both hands as taloned. A taloned hand cannot be used to carry anything, but the character counts as being armed with a short sword (which cannot be dropped. etc) The following is a new item of wargear to equip your characters with, and is used by Simeon 38X as detailed elsewhere in this issue, DECAPITATORS Decapitators are a vicious close combat weapon often fitted to combat cyborgs such as Pit Fighters, Arcosflagellants and Adeptus ‘Mechanicus Praetorians. Consisting of four shear-ike cutting blades, a decapitator can srip off whole limbs of, as the name suggests, lop of an enemy's head with one blow! A decapitator has the following profile Reach Damage Penalty Parry 2 206 B% A character armed with a decapitator ‘an attempt to make a special ‘shear’ attack. The attack is a -259% to hit in addition to other modifiers. A shear attack dees not do normal damage, instead the location hit automaticaly suffers D6 levels of injury. Increase the victim's injury total by the minimum amount NEW WAAGEAR & RULES CORRECTION needed to inflict this amount of damage. For example, if a character with a Base Injury Value of 6 is hit in the arm, and the D6 rall 3, the injury is Severe and their injury total increased by 18. RULES CORRECTION! It appears the forces of Chaos breached manuscript security before Inquisitor was printed, leading to a somewhat bizarre physical alteration of our forces, P location table (and the one on the character sheet) is incarrect and should be amended to the following: HIT LOCATION TABLE 100 os 1630 31-35 36-50 66.0 81-35 96-00 ase note that the hit Location Right eg Leftleg Grain waht arm ‘Abdomen Hess EXTERMINATUS 11 Even though he is stil bursting with new ideas for Inquisitor, Ga, in his © role a Warhammer Loremaster has just Finished putting the final touches to the Tom Kings Army Book. So it's about time he got back to Inquisitor || many players have asked me to expand J) upon the short campaign rules given in Inquisitor, so | will oblige them here. (TIME FRAME The rules in this and next issue work off | an established time frame for your ‘campaign. Depending on how lang you want your campaign fo last in game terms, not real time) you should measure the time between scenarios in either days (fora ‘quick burn campaign) or in weeks (for something a J bit more fong-lasting and investigative). This is where a campaign diary becomes realy handy, so that you can keep notes on what the characters get up to between scenarios. Often it won't be necessary to keep track of every day or week, simply make a nate of any time that has passed, any effect this has ‘on injuries, training and so on, and any ‘other notable activity PERMANENT INJURY EFFECTS The following rules are in adcition to the Injury tules on page 176 of Inquisitor. There is only so much injury a body can || sustain, and repeated injury to a location will inevitably begin fo take its toll on the character's health At the end of every game there is a chance that locations injured during that scenario have been permanently affected. This chance depends on how injured the location is, Rall on the Permanent Injuries table If location suffers permanent injury, then it loses its lowest Injury level — 12 EXTERMINATUS Expanded Rules for Inquisitor Exterminatus is our regular Ingui column, featuring new rules, wargear, special abilities, et. This month Gav presents expanded rules for campaigns and a strange alien de PERMANENT INJURIES. Injury Se chance of. level permanent damage ght None Heavy 20% serous 408 este ‘60% Copied 80% ‘t0ss out the box on the character sheet. For example, the first time a location suffers permanent injury, it will lose its Light damage box. This means that the first level of injury suffered wil always be Heavy from then on, GETTING TREATMENT ‘As with normal injuries, a visit to a alist physician, chirurgeon, psych= healer or other medical person may coffer a chance of reversing or reducing the effects of @ permanent injury effect Each visit can only heal a maximum of fone permanent damage level, and cannot be undertaken while there are any short-term injuries on the location ‘As with other damage, if location is replaced with bionies, any permanent damage will be removed. CHARACTERISTIC REDUCTIONS Unless otherwise stated, all characteristics which are reduced during a scenario will recover at the rate of 10 points per day. The effects of a characteristic being reduced to zero or below varies according to the characteristic. Note that although a the temporal phase CAMPAIGNS | characteristic may be at zero or below, many characteristic tests are stil passed on aroll of 07-05, WS and BS: The character will nly fever hit or parry with the minimurn 5% chance that everyone has, regardless of any other modifiers Sand 7: A character with these characteristics at zero or below falls into a.coma and may do nothing while the cama lasts. Each day he isin a coma there is a 5% chance that he will de. If he does nat pass away, he will recover 410 points to each reduced characteristic 1s mentioned earlier. When the characteristic goes above zero, ther a chance every day that the character will wake up. Take a normal characteristic test against the reduced characteristic, if this is passed then he wakes up. If both $ and T are reduced, the character must pass a test against both in order to wake from the coma, IFS or T is ever reduced to a negative amount equal to the character's starting characteristic, he wil de, For example, if a Toughness 67 character is reduced to Toughness -67, he will de, 1: A character with an Initiative value of zero or below counts as having Speed 1) In addition, outside of actual games he may not do anything related to the campaign as he is too exhausted and must spend all their time resting, This means that he can't go investigating, look for ammo and guns, even visit @ medic or do similar activities. A character with 2era or less Initiative may not spend any experience points he has earned (see below), Wp: The character has no mind of their ‘own and is completely open to suggestion, In order to perform any actions in a game, another character ‘must tell him what to do (which will cost the guiding character one action to do so) Sg: The character becames a clinically insane, a drooling imbecile! While his 53 remains at 2er0 or below, he may do nothing at all outside of a game —he has to Be kept restrained for his own protection. in addition, rll a D10 on the Madness table opposite to see what particular affliction the characteris suifering from. When his Sg passes above zero again, there i 4 25% chance that the character's madness is permanent ‘Nv: The character becomes a total cowad, All enemy characte he faces count as if they are tering tothe character. Ld: The character loses all sense of personality, discipline and personal hygiene, He will quite frequently forget what he is doing, wander off on his ‘awn and is otherwise easy to disorientate, The character acts as normal, with one exception. After he has performed each action, roll a D6. On.2 tol of 2 or more, everything is fine and he caries on as normal. On a roll of a 1, however, he forgets what he ‘was up to and performs no more actions for the rest of the turn. Note that he does not count as stunned, he merely performs no mare actions. For example, if such an afflicted character had three successful actions and was aiming. fring and then aiming again, he must roll after each action. f you rolled a 1 after his first action then he would aim, but then forgets to shoot: If you rolled it after his second action he would aim and shoot but ‘then forgets to aim again. There is no point roling after the character’ last action Wel, that’s it for now. Next month Ill be looking at experience and training, MADNESS TABLE Dig effect 1 Phobia. The character Is mortally afraid ofthe thing that drove Kirn insane. The character who reduced the character's 5g to 2e70 or below ‘ours as having the Tying exotic abity against the aficted character 2 Frenzied. The character beéores a blood-crazed psychopath and follows the rules for the Frenzy exotic abit 3. Paranoia The character bev that everyone is out o get him, even his ‘comrades. Roll a D6 at the start of every turn, On a 1, his paranoia ‘vercomes him and he masse his avaiable action o ether shoot or Charge te neret rently character On ol af, he may act, ‘normaly unless n coven whch case he spends the turn ing a5 wel she can On aol of or more, hs paranoa bas no effect 4 Invineibility complex. The character believes himself to be impervious to all harm. The character is never pinned, and may not evade as a move, ror protect himself with skills such as deflect shot or dodge 5 Fearful, The character jumos at his own shadow, and is easly startled. All ‘enemy characters counts as having the Fearsome exotic ablity to this ‘character. In addition, he will only pass inning tests on a roll of 01-05, regardless of his Nv characteristic and any modifiers. 6 Panic Attacks, The characteris prone to bouts of panic, during which he suffers loss of breath, disorientation and nausea. The character must take a Pinning test atthe start of every tum. 7 Catatonia. The cheracter secasionally lapses into a catatonic state, during, which his eyes go biank and he does not respond at al to what's going (on around hirn. at the start of every tur, there is a 10% chance that the character is stunned for the remainder of the turn. He does not fall prone if he goes catatonic 8 Hallucinations. The character occasionally loses his grasp on realty. Every turn ina game, there is @ 10% chance he will act 2s f affected by a Hallucinogen grenade, 9 Wild Hallucinations. The character is tormented by waking nightmares and visions, Every turnin a game, thete is a 50% chance that he will act as if affected by a Hallucinogen grenade. 10 Total Headcase. Roll on this table atthe start of every turn to:see what madness he suffers from for the duration of that tur. The following is a new item of wargear to equip your characters with, and is used by Techpriest Teal, detailed elsewhere in this issue, TEMPORAL PHASE DISTORT GENERATOR This item is unique to Techpriest Teala Based upon technology which Tezla uncovered in ancient Necrantyr ruins, the Temporal Phase Distort Generator acts as an anti-stasis field, turning the user partially insubstantial. When working efficiently, this can make Tezla impervious to harm. However, in order to work it has been cybemetically integrated into his own NEW WARGEAR body and malfunctions often occur, ‘or left arm, where the primary field causing him grievous wounds and controls are located. Intense agony. It takes one action to activate or Every time Tea sit while the distort deactivate the field. While it i active, sponta nope tere ea Tela cannot interact with his chance that it simply passes through environment ou held. This him. This chance is equal to 100% jouette ee minus the amount of damage done. For example, if Tezla took 7 points of damage then there is a 93% chance that the hit has no effect on him whatsoever, However, ihe does take Sold objects whist moving, though damage this means that the generator has shorted itself out, and he takes shorts out ashe attempts ths, causing double the normal amount of damage _2D6 damage to Dé locations and from bionic feedback. This is increased leaving him stunned for D3 tums at to triple damage if hit in the abdomen the point he tried to enter the terrain, means that he may shoot normaly (al the bullets wil leave the field) but cannot attack in close combat, operate machinery, etc. He may pass through there is a5% chance that the field _ i nit [EXTERMINATUS 13. AA Exterminatus Magazine is great place to find more rules. These are often written by Gav as well as other wel-known GW staffers ike Andy Hall, Graham McNeill and Pail Kelly Expanded Rules for Inquisitar Exterminatus is our regular Inquisitor column, featuring new rules, wargear, special abilities, etc. 7 month Gav presents expanded rules for experience and training, as well as a mew skill. Pr Following last isue's expansion on the les for injures, in this article we'll look at experience and training TIMEFRAME In my mind | think of Inqui ‘campaigns in two different ways. There are those | call 'short burn’ campaigns which represent a lat of activity within a short space of game time, These 14 EXTERMINATUS CAMPAIGNS types of campaigns only have a couple Cf days (if that!) between scenarios, and might cover maybe a month at most of ‘game time’ (le, time passed in the Warhammer 40,000 universe as ‘opposed to here). In short burn ‘campaigns, experience isn't likely to be much of a factor afterall, learning @ new psychic power or skill sa time- consuming matter and not likely to be | undertaken in the midst of urgent fighting. Characters will gain experience between short burn campaigns, but generally not during them. Short burn Campaigns are measured in days, The other type of campaign is the ‘long term’ one. These campaigns spread lover weeks, months and years, They represent much longer investigations, possibly taking in many different Tocations and with more ‘between Scenario’ activity. In these campaigns, chatacters are much mare likely £9 pick Up new skills and abilities between scenarios, Long ter campaigns are measured in weeks, or perhaps even months Alot of campaigns are a mix of the ‘wo, with long ferm gaming finishing with fast activity as it comes to a conclusion, For the purposes of campaigns I've spit learning new skils psychic powers, gaining profiles increases and so on into two categories EXPERIENCE Experience is ust a posh way of saying ‘practice makes perfect’, The more a character beter he will get at them, Also, experience covers characters gaining near-instantaneous knowledge through their encounters and adventures Hf you are using experience in your campaigns, both the player and the GM should Keep track of experience gained. After the scenario is over, you then work out whether the character's abilties have improved due to the experience they have gained over the course of the fight, The way these improvements are recorded is through increases to the character's profil, Certain actions allow the player to make one or more Experience tests after the game is over. Each action is linked to a particular characteristic, against which the Experience test's taken. ‘To take an Experience test, roll D100 and compare it to the relevant characteristic. Ifthe score is over the chatacteristic's value, then the character has impraved and they add +5% to the value of the characteristic. If the score is equal to or under the characteristic, then there is no improvement for this scenario, This ‘means that it gets increasingly more difficult to improve your characters, which is how it should be ~ becoming. {good at something is not too dificult, but becoming a master at it takes a long time, Below is alist of common activites that allow the character to take an Experience test, Of course, GMs will need to interpret if other actions allow the characters to gain more tests for the same characteristic. A character can only make one Experience test per characteristic per scenario, ex Action’ Surviving without ' ie of action ' cau, [making a cose icombat attack test [Passing a ning test. Nw 100+ CHARACTERISTICS Human characters cannot have a characteristic above 100. However, not all characters are human... if the characteristic being tested against is 4100 or more and can be increased further (for example, a super-human ‘Space Marine) then use the following procedure. Roll a D100 as normal. f the score is 96-00, then you may add another D100 ta the total If the second score is also a 96-00 you may add a third D100, and so an until you roll less than 96-00. Compare the total cf the rolls to the characteristic to see if the Experience testis passed, SPECIFIED EXPERIENCE {As well as general expevience as Setaled above, as part of the scenario the GM may specty certain bonuses or Experience tests for particular activites. it the character achieves the particular cbjectve or attempls the specified action. then they wil either get some kind of automatic increase or benefit, fr be alowed a test of some kind to see if they lea from it. For example, in the battle report “The Dweller Beneath (page 63) Graham agreed that Phils Inquisitor Lichtenstein learnt the Machine Banishment psychic power ‘through his conversing with the daemon Pharaa’gueotla (and probably ‘crash course in pronouncing daemon names as well!) TRAINING While experience reflects the natural improvements that a character may feel by continued conflict, raining represents the characters going out specifically to lear a new skill or better themselves in some way. Training takes weeks, even months, and ‘occurs between scenatios. A character can tain in a number of different areas These are: improving charactensties: learning new skill; learning new psychic powers; rehabiitating from Injury. Most characters can train in more than one thing at a time, be it several related skills, a particular skill and a characteristic merease, and so on, The maximum number of eifferent areas a character can be training in at any one time is equal to half their Speed. For example, a Speed 4 character can train in two areas without losing any benefits, and 50 might choose to try to learn the Quick Draw skill and improve their BS. Each campaign week spent training, the character takes @ Wp test to see if they apply themselves adequately to their studies. If they pass they eam one Training Point which they can allocate to any skill or area they are currently training in. Ifthe warcor band’s leader spends the frst day of a week lambasting and cajoling his warriors, they may Use his Ld sl instead of theie Wp if you desire, At the end of any week, the player can trade in a character's Taining Points in 51% or more The character cannot lear any more, regardless of how hard he tres. He may not ta inthis area again The character may continue to tan, and gets back D3 of the Training Points he spent. The character may continue to van, and gets back all but D6 of the Training Points he spent. 4 particular area to see if they have improved, learnt the skill or whatever. All training points in a given area have to be spent at the same time and only fone testis taken (for example, you ‘ean spend four Training Points on four separate tests at 1 point each). The chance of learning a given skil, psychic power etc is based on a characteristic test, modified by the number of Training Points spent. Ifthe characteristic testis passed then the ‘characteristic improves by 5%; or the skill psychic power is leamt; or the character rehabiltates his injury (see below for more details of this). All ‘raining tests of this kind pass automatically on an unmodified roll of (01-05, and fail automatically on a roll ‘oF 96-00. es acral eee 2 on pe Ao 3 Training Points spent 30% ing aS 5 Trang Ponts spent 10% © Training ints ©7_“Taining Points spent = 11 Taming Points spent +40% 45% sther character inthe warband +20% | & th sil /sychic power FAILURE, Jf the training testis failed, this could signify a number of things. Look up the amount the test was failed by on the chart below: EXTERMINATUS 15 = | NEW CAMPAIGN SKILLS ‘Quick Learner: This characteris very quick on the uptake, soaking up new knowledge and skis with a passion. At the end of every full ‘four weeks of training, the character gains an extra D3 Training Points in all areas being trained for ‘Mentor: The characteris very goad at helping get the best out of others. Each week the character i not training, fe allows one other character in the warrior band to ‘eam an extra training point for that week. Tutor: The character is very goad at passing on what fe knows to Cothers. When not training himself, the character may tutor one other character in a skill or psychic power Which he possesses, The characters combine their Training Points, s0 in effect the pupil gains one extra training point a week, 2 16 EXTERMINATUS PSYCHIC POWERS REHABILITATION Characters can learn ps hic powers A character can train to rehabilitate within a discipline they already know as lacatian suffering from a permanent they would a skill I they wish to learn injury effect (see last issue). If the ‘anew discipline, they must fist learn training is successful, then the character he general principles of the disciple regains the highest injury level he had as fit were an individual psychic power previously lst. For example, if he had a itself (le, they must first learn permanent injury to his left leg which Pyromancy in general before they can had removed the light and heavy injury train in specific Pyromancy powers). results, a successful rehabilitation test Characteristic Bs wp SE Ny td ‘means that he would recover the heavy injury box on his leg NEW SKILLS Used for training in Blademaster”; Fant ist Strike Deadeye shat: Gunfighter: Hipshooting Furious assault . Tiue gt: Rehabiltaton”* Aerobatic Ambidextrous: Cala: Defect shot”; ode; ‘Quickload Heroic: any psychic power Medic***; Mentor, Tutor*, new psychic discipline Fest Draw; Lightning Reflexes; Nerves of Stel Rock Steady Aim Force of Will sender 4 _ “These sls can only be lar ftom a ftor Gee the box on new skis " “These skis require specific facilities to train, *** Both of the abovel ‘As final note to GMs, remember that campaign but should never become Inquisitor is about playing scenarios, ‘more dominant than getting out your and training can give continuity toa miniatures and playing! NEW SIsILL ‘The following Is a new skill your rrotmal. if he hts his foe, the blow characters might possess, and is used automatically lands on the head by Lucretia Bravus detailed elsewhere [ocation (no need to rol). Regarcless SUBDUE Subd This characteris adept at stunning his foes and taking them in alive. This is obviously a very useful skill member of an Inquisitor warrior band, for knowledge is power and a _ already stunned, the target is ‘captured foe is far more valuable knocked unconscious. However, the than a dead one, is special action that can be Used by the character when in close combat (not at arm's length, even if __® 00d idea to have someone keep armed with a reach 4 or greater an eye on subdued ene weapon). The character attacks as nasty surprises!) cf the weapon used, the attack only does D6 damage. AS he has been hit in the head, the enemy character will have to pass a Toughness test or be stunned. IF a character with this skill manages to subdue an enemy who is subdued character counts as having the True Grit skill, and so may attempt to recover consciousness (it's les to avoid CHARACTER CAMPAIGN RECORD Name: Character History ae Paints Training vs Permanent Injuries Location, Effect fight acra’ Andean Right Leg iets Campaign Notes EXTERMINATUS 17 An evocative setting can really give your Inquisitor campaign an exciting edge. In this article, Gav Thorpe describes how he went about the creation of Karis Cephalon, the setting for the Studio Inquisitor campaign. ne of the things that realy helps make a campaign work is having a well thought out, consistent setting | which grows and changes ever the course of the campaign, providing a real’ environment in which the players’ battles are set. Having done a bit of this myself, this is the first in a series of articles in which I be explaining how to go about doing just that ~ creating and running a world, To illustrate what I'm talking about, | will be developing the Imperial world of Karis Cephalon, |) the setting for our frst Studio Inquisitor campaign. GETTING STARTED So, what are those basic details you'l need to know? Broadly speaking, you need to think of two things ~ polities and technology. In the imperium, the two tend to be related to each other, and generally worlds are categorised by these twa factors (see the box opposite for some examples of different Imperial worlds). OF course, Inquisitor being the | | SI fee seasons 34 CREATING WORLDS CREATING VVORLDS game itis, you may even want t set your campaign on a non-Imperial world don't forget locations such as mining Colonies on asteroids, orbital space stations, aboard starships and the ke. Many of the categories listed can be mixed and matched to create m complex environments, which come under tie general heading of ‘civilised world’. This fs what | did for Karis Cephalon ~ | decided to go for a mix of agriculture, mining and commerce, | didn't want a cardinal world as such, but to create some intrigue and interest I gave the world a heavy Eeclesiarchy tradition, so that while itis actually ruled by an Imperial commander, the Cardinal of Karis Cephalon has a great deal of influence, Technologically, | went for afaily standard mix of high-tech and low-tech equipment, | wanted to create the impression that while the citizens of Karis Cephalon had access to certain wonderful advances of science, it was by no means complete. | picture a auISITOR CAMP, NSE THINGS world where steam-criven monorails criss-cross the continents on great steel ‘constructions, but smaller combustion engines are not used. Instead, local transport is in the form of arse drawn carts and the like. It's this contradiction of different technologies which is one of the strongest themes of the Wathammer 40,000 universe, and | wanted a world which captured that ‘theme in some very real ways. PUT IT SOMEWHERE! Have a look at a map of the Imperium and decide where you want your world to be. A world’s location within the Imperium has an effect on many things, including how isolated itis from Terra, how much the Imperial organisations interfore with its running, how important itis considered and so on. A world in the Segmentum Solar, close to Earth, i likely to be old, established and an important part of the Imperium ‘Whereas a planet on the Eastern Fringe, at the edge of the Astronomicon and far fram Terra, will be more of a frontie world, isolated from authority and left to its own devices for much of the time. Its locale will have other influences, such as the proximity of threats such as the Eye of Terror, the Tyranid hive fleets and Ork domains. Also, the position of your world wil have some significance when determining its history (which Ill write about in a bt) and its part in major events that ave affected the Imperium. This is where a bit of research will come in really handy. Karis Cephalon is quite close to the centre of the Imperium, on the border between the Segementum Solar and Segmentum Tempestus, lis location suggests that i's quite an old word, with regular contact withthe Imperium, and reasonably close (in galactic terms!) to the spiritually important worlds of Terra, Ophelia and Gathalamor establishing a reason for the Ecciesarchy's greater influence in the world's polites, This also places Karis Cephalon quite close to the newly arved Tyranid hive fleet Leviathan, and the growing Ork Waaagh! centred on Armageddon. IMPERIAL WORLD TYPES AGRI-WORLDS ‘Agrisiorlds ate huge farms, geared towards exporting foodstuffs to hive worlds, forge worlds and other non-self sufficient places, They have a low population density and technology can range from self-managed farming with automated harvesters down to horse and plough level. Agr-wrlds don't have a lot of military resource and are often vulnerable to attack. There are few large conurbations, and most of the populace lives in seattered rural communities Siave labour is offen employed in lower fech environments, DEAD WORLDS These worids have minimal, even non- existent, fe traces. This results from ecological catastrophe, devastating internecine war, imperial or alien intervention or no attributable cause ‘Occasionally 2 deat! world may harbour ancient technology, alien ruins and other sites of interest to the Inquisition, and some may have research stations, exploratory camps or fledgling colonies. FORGE WORLOS: Forge worlds ate the sovereign domains of the Adeptus Mechanicus. They ae planet- ‘wide factories and may alsa seve as @ base of operations for one ofthe Titan Supply of arms and armour tothe Imperium’s combat forces. They ate also vast repositories of knowledge, with extensive lores and archives which would contain much of interest to an Inquisitor The Adeptus Mechanicus guards this knowledge jealous, though, and outside interference and visitors ae not encouraged MEDIEVAL WORLDS: These have a technical base just prior to or just after black powder state. Establishment of wide surface cultural and poltical organisations, for example tuade guilds, fietdoms and such ike Some useful reeulting for imperial Guard and Adeptus Astartes. As with feral worlds, these planets are vulnerable toattack as they have litle central organisation and very crude batllegear CARDINAL WORLDS Cardinal worlds are ruled over by the Fcdesiarchy and actas centres of spiritual and physical power of the ANinstorum of Terra. The Ministorum has 2 great deal of temporal power and fesources, and cardinal wortds tend to be well-detended, witha fay high degree (of techaology and Standard of living Usually they are governed by a coun ‘of Cardinals (hence the name) or perhaps a lone Cardinal acts in the role Of Imperial commander. RESEARCH STATIONS ‘This category contains a wide varely of locations, including orbital stations, steroidal emplacements and other major facilites on dead worlds, death worlds or on other planets. Research stations are responsible for a wide variety of research, from animal breeding and domestication to weapons testing land gene engineering. They are also listening and watch posts for planetary and system defence of important worlds GARDEN WORLDS: Garden worlds are paradises, with rolling plains, deep forests, impressive mountain ranges and sweeping coastines. 7 face havens for Imperial nobles and those with the resources and power as retreats, where they can go hunting, fishing, camping and other such wilderness delights. As you can imagine, these worlds are hotbeds of intrigue and heresy-as decadent nobles, rogue traders, Imperial commanders and theie like mix together, plotting and scheming a their Kind are wont to-do. MINING WORLDS ‘As agr-worlds ae to faadstutts, mining worlds are to minerals. These are ore- rich planets which export unprocessed minerals and metals for manufacture on forge worlds and hive worlds. They are usually very rough and ready places, full of hardened miners and their equally hardened families. Digging under mountains often turns up strange artefacts; ancient fosslised remains and other material that would grab an Inguisto's interest DEATH WORLDS These are planets which are too dangerous to support widespread human settlement, They vary a great dealin ‘ype. ‘pial words may be world-wide jungles which harbour man-eating plants and carnivorous animals, or barren fackscapes strewn with volcanoes and ‘racked by nuclear storms. These worlds are near-impossible to colonise but must be properly explored, whieh necessitates | the provision of outpasts and other i facilities. Some harbour rich mineral, 1 vegetable, animal or gaseous resources. FERAL WORLDS Feral worlds have technological state which is considerably pe. lack powder, leven prestiranze or Ste age in the mast tuackward cases. Sometimes they area ‘good Source of Imperial Guard and Adeptus ‘starts ecruits, The Impetal commander i often distant, n orbit usualy, with infrequent surface forays to extash purges of psychic alent and mutation ‘Wari cults and widespread rel gious ‘heresy in general are common amongst feral worlders, and Imperial commanders of such planets are frequently under suspicion (of going native HIVE WORLD: The bulk of a ive world's surface Is generally inbospitable, even deadly, to hhuman life after centuries of pollution ‘Massive urban conglomerations called Hivess any mies in height ae the principle population centres. Factory mining and atmesphere processing are the main industries. Teresa high import/export rato, particularly of foodstus and fresh water incoming. with machinery and war material outgoing ‘CREATING WORLDS 35 L oe POLITICAL organisations have some power ORGANISATION world? Examples include: trade guilds, How is your world ruled? Does it have Workers unions, planetary aris 4 sole Imperial commander (this is savers, manufacturing cartels, relig usualy the case) or some kind of cults and of course Imperial committee? Does the title pass by organisations such as the Adeptus hereditary right or is there some form Mechanicus, Arbites, Sisterhood and tion system? What other the Adeptus Astartes, of e (Wavy base ‘Segmentum use ‘Obscurus corse) oO 7S Me 8 See 9 ae pate : Stim. Varia icus ©. segmentum Mero" Solar Necrounde caihas racer Co Segmentum Tempestus Luter 36 CREATING WORLDS Th bioes to consid ere rebels on the world, who wish for a change in rulership? There may be pro- and ant Imperial factions vying for dominance, terorist groups who are pro-alien, or anti-mutant. There may be subversive religious sects. These underground y have their own 0 they hire haps from off-world), army oF wanted the 8 part in the n, as well as the ernment. | opted mmander as a ial, voted for RESEARCH it's worth spending some time reading existing materia, such as Warhammer 49,000, Codexes, White Dwarf and Black Library publications. For a start, there's probabiy plenty of things that will inspire you for ideas, while it will aso highlight areas you might want to think about when creating your world. Plus, of course, it's fun reading all that background Information of mutants. Mutant labour is an important commodity, and would be a detining part of fe on Karis Cephalon, Obviously a large mutant population would be frowned upon ay certain members of the Inquisition, while the elite are built upon the use of slaves and would be very keen to protect their interests against interference. The si themselves are another dimension. V ny forced labour, insurection is a very real threat, and | created a mutant underground movement which engay in terrorist activites to repeal the siave laws (without much success to date, | right add) ECONOMY How does the world and the population sustain themselves? Is there a free economy or a socialist distrbution of wealth and resources? How does money reflect political power? Is there a feudal system of taxation, or a mare centralised economy? Does the world trade with other planets, ori it self-sustaining, The interaction with other worlds can be used to kick off a campaign and draw the Inquistion’s attention. For ‘example, what if a mining world suddenly stops fulfilling its contracts to an important military factory? The Inquisitors must find out what has stopped the mines producing, or perhaps someone on the inside is feeding information to human or alien pirates so that they can ambush the ‘convoys en route. This can also happen internally on a world, Picture a hive world where something has happened to the water pracessing plants. Water is in short supply, the populace is on the verge of ehydration and rebellion, those with the correct contacts start running black market supplies, and al the while no fone knows why the water has stopped flowing. ‘As | mentioned, Karis Cephalon has a imix of agricultural and industria economy, and i sustaining. Individual wealth is based Upon slave labour for the majority, and igured that most of the people on Karis Cephalon were either members of lor worked for one of a few merchant families that hold most of the planet's wealth. Only those of the Ecclesiarchy Clergy would be outside this framework, although the Ministorum would also have itstown mines and farms for generating wealth HISTORY Nothing adds depth and gravitas to a setting lke a bit of history. If you can make the players feel lke this world has had an existence of its own before they arived, that it's nat just been constructed for them, then it becomes more real as an environment. “The detail of your history can vary. You n keep events that happened a long 10 reasonably vague, even mythical in some cases. Establishing history isn't as difficult as it sounds, all you really need are a few key events that help to define the way the world is nowadays, or that introduce elements that may be picked up on in storylines during the campaign, AA good start is a timeline ~ a record of events that have occurred prior to the characters arriving. This is for your own reference more than the players, and is something which you can expand upon ata later ime The establish is how long been settled. Does it pre-date the Imperium, was it settled during the Great Crusade, or has discovered (or rediscovered) in the last 10,000 years? This has an effect on the sort of world it will be, what customs and traditions may exist. and the kind of relationship it has with the rest of the Imperium. Generally, the older 2 world, the mare set in its ways it will be. It may have religions that precede the Emperor and have been modified by the Ecclesiarchy, brutally stamped ‘out, or perhaps sill exist in heretical cults that are hunted down by the authorities. Over a long history, a world is likely to have been through all sorts cof events, such as rebelions, alien invasion, Chaos incursions, schisms of faith, etc. Have a look att background in Warhammer 40,000 publications and decide what was happening on your world during, important ages such as the Horus Heresy, the Age of Apostasy, Macharius’ Crusades and similarly important times of upheaval and ‘CREATING WORLDS 37 sm the turmoil engulfing the rest of the galaxy? 38 CREATING WORLDS Inquisitor or other important dig Your plot hooks can be tied in w ancient history as well, with all manne of prophecies, mystic cycles and yet to happen, halon, | set up a plague ping the mu t populace, leading mutant violence activity. | also decided that the portents af the warp have led many to lieve that Karis Cephalon is located entre of an astrological years and narrow the gap between daemons and othe entities to fry rately and not only has it tract attention within the Inquisition, Adeptus Astra Telepathic indoubtedly alien races will be drawn world, If that wasn’ nours are circulating that in rinth of catac neath the capital isan ancient weapon from the of Technology, known only as All three of the anded upon depending what TELLING THE PLAYERS nt about all thi need to find a mec inform the players of some b details. Depending they are playing, this could take th otm of an official briefing, gathered rumours, research in ancient tomes and the like. Present them with a document their char ind unveil more as the ampaign progresses. Infact, the quest for information may actually form cenario to play — how about a heist on a library or archive to dig out some secrets, or perhaps the kidnapping of a local historian or archaeologist who has been digging around in places he really nthe characte! ‘pposite is an Inquisitorial report on Karis Cephalon which | would hand out to players before the campaign starts, Well, that’s just 2 fewe pointers to going quisitor setting. In future issues I'll be ing at developing actual locato within your setting, and also scripting campaign for your players, REF: Tnq/@}159704311/8R iL abccih rs hciar ete cape Carmel One UIT Rss ace ATC ee Re ere gens ane) eee Nispteee rE t) Distance from Terra: 5,800 Light years eee TED) Ce ae ae Bea oe eat carte Qe aes Oster eta creams et) riae er Creed Cr ee OR] capa te! Saeed Pree Oras Founding: Karis Cephalort was Cotreu mete aan Poe eee ene eee eee) Cramer ees ta Pe ermenty Caer rar eee eC aee teen arriee ets Partie ere et) POR cece arm cme eee) ied Saeco aire een igi eriak reece ag pple rere Teena emma nr arsine nico cree irr cre reas a eae reer ae areata ae etary Poca ua ree aeRO ae eee ee eee Crater Cos arta Mel cc erarcar ey amar ae cat a cant Po oe Sey Se eer een Teer eae area erie emer ee eet at PORE Cate ted pees ie Mia one taiee ta Cee es eee aaa eet? Deir eee ye eee coer Ty em Ccrrsa ler Me eon rer ieenecataaeres Rosai ese ter eal cma ee ey aoe meee ey cnc pene ty Tne Ane erin Poe eee ert ee rae eer a eet ta mares Sree vase paar ticiatigs oer um an Marae eae reais Por reri eae ar heer CREATING WORLDS 39 Tee. Gav Thorpe continues his look at creating your own campaign settings. This time Gav discusses adding specific locations to your planet by looking at the key sites he created for the world of Karis Cephalon. ollowing on from my previous article discussing some ideas ‘concerning worlds to set your Inquisitor campaigns on, I'll be looking at adding ;pedfc locations to your setting, These add detail to your world and will also be some of the places where your Inquisitor scenarios are actually played out. As before, I'll be citing example 1m Karis Cephalon, the world where four own Inquisitor campaign is curently based. HOW MANY? The number of locations you detail will depend on a number of things. Firstly, how long you intend your campaign fo last. if the characters are only going to be around for a short while, it probably isn't worth going into too much effort neerning places they won't be visiting, On the ather hand, if you want the characters to be spending a lot of time on your worl, itis worth coming up with mare locations, some of which you may nat intend to use yet, but will add depth to the background and possibly act as hooks for further Scenarios later in the campaign. You also need to consider how much moving around the characters are going 40 CREATING WORLDS CREATING VVORLDS INGUISITOR CAMPAIGN SETTINGS: to do, as well as how many different warrior bands are involved in the campaign. If you have quite a few ayers, you will probably need more locations for them to meetin. If you have too many fights in a single place it'll start getting a reputation as Inquisition Grand Central ‘Asa rule of thumb I'd say you need three different locations to start with, and should probably introduce at least fe same number again during the campaign if possible. This should give you some choice and variety to start with, without being too much wark up front, and should allow the characters vironment as they niiar with the world Remember that you don't necessarily have to play a game all of these locations, some of them ‘might be mentioned as extra background, possibly for later inclusion. WHAT ARE THEY FOR? Although you may have created an overview of the whole planet, you'll need to have some actual places fo yyour warrior bands ta fight. These locations willbe tied in quite strongly to the plot of the campaign anc individual scenarios themselves. Its important that they have as much character as the rest of the campaig! and reflect the atmosphere you war evoke. For example, 2 gunfight in a random city street may be fun but doesn't really add much to the storyline u're trying to build. & shoot-out ‘across tumbledown and overgrown ruins In the gardens of the usurped Governor's mansion might do the trick! ‘Ting locations to the campaign plot works both ways, You might have a particular scenario in rind which Fequires a specific location — if two Inquisitor warrior bands are fighting ‘ver possession of a certain book, for example, where is it being held? However, locations can also be the spur for a scenario idea, Not all scenarios have to be linked directly to the campaign, and some may even be red hertings or dead ends plot-wise. As an ‘example, you might have thought up this wonderful setting, let's say a grandiose cemetery where the planet's powerful ete have been buried for millennia, You can picture it in your mind = the massive mausoleums and grand tombs, some the size of small palaces. But what has al this to do wit your campaign plot of saving the world from a pre-Heresy death cult? Well cbviously there are myths and rumours that one of the caskets in the cemetery contains ancient documents dating back to pre-Imperial times, when the cult was founded, This, of course, can be utter nonsense if you don't want the Inquisitors to have that sort of Information, but it doesn't stop them fighting for possession of the mausoleum in question, THE QUESTION OF TERRAIN One of the main constraints to the umber and variety of locations in which you can play scenarios isthe terrain you have to fight over. However, there are a couple of simple tricks you can use to make a little scenery go a long way. For a start, if your basic terrain set isn't tao specific, different set-ups can be different places. Draw two or three maps using the terrain in your collection and see how laying out, the pieces in different places can shape the location, The amount by which you bunch up or spread out the terrain can be the difference between the narrow winding alleys of an Imperial city and ‘an open plaza in front of an Ecclesiarchy cathedral. Use the same set-ups two or three times so that the players get used to certain areas having a defined layout. That way, when you change the setting, all you need to do is change the layout to show it's a diferent area of the cty/ catacombs/ Imperial Guard base, oF whatever your terrain collection may represent. Special features are another simple way to add some variation. As with a pre-set layout, a certain room, buling, ‘monument or other feature can be associated with particular places, and can also be tied in to the scenario being played. This might be a statue under which is supposedly a secret entrance to an underground bunker, it might be a hhollow altar table which hides secret Texts of a forbidden cult, or it could be dozens of other things, Building one terrain feature for a scenato isa lt less daunting than trying to fil the whole ‘gaming table The point is, yau don't necessary have to make terrain for a whole table to invent a new location, it may be possible to do, with a combination of set-ups and unigue features, That said, if you have the time and resources, introducing anew terrain set-up part way through the campaign can really give the players @ sense that they are somewhere new. You may already have an apocalyptic final battle between the Inquistors in mind, and a specially built terrain set would be a stunning end to the campaign. Of course, you don't have to use the scenery just the ance, but its fist use ‘would really add a dramatic twist and lend importance to the scenario. After all, your players are going to know that you went fo some effart and will be ‘expecting a realy entertaining battle (just don't spend so much time on the terrain that you don't have time to write a suitably exciting scenario to go with it. Now we're quite fortunate here at the Studio to have a number of gaming tables and terrain collections. Looking at these, | devised a number of locations in which scenarios may take place, and these are shown, GAMING LOCATIONS THE SEWERS Although bul for warhammer 40,000 ctyfights. we have abo used these boards to. represent the sewers Beneath the capital (Ihe canal in particule helped this). The sewers are a great environment for many miscellaneous encounters and make a nice, subterranean change from fighting in bulldings or stress. On occasion we have used Warhanimer and ‘Necromunda giant rat minaturs to represents swarms of rats which attack modes stunned ‘or faken out of action. The sewers are algo home tothe mutant terorits and other nefanous crminals and scum. SLAVE PLANTATION ‘Your rational green Warhammer or Watharmmer 40,000 board can stil be put to good use ‘ox iusto. this case, the adction of a few pieces of appropriate architecture and abandoned machinery allows us to recreate a dora farm, Perhaps It has been overrun by 8 ‘Save revot, and some ofthe mutant bal are stl hiding aut. This seemingly desevted ‘upost could be the lar ofa rival Inquisitor, anti-slavery forces or even a highly militant anti mutant group. MOON BASE PRIMIS “This was a board used fora scenario set outside a shutle base on Karis Cephalon’ moon ‘Thescenario revolved around one warrior band tying to sneak into the compound apd steal {shuttle to get to the capita to lnk up with the ales. The Governors scurty forces had been put on alert and, led by a symmpathetc Inquisitor were patroliing the perimeter I's a ‘very open board, so to help out the infltratrs | imposed serous moder to awareness Fal, based upon the assumption thatthe base was cuttenty on the moon's darkside | ‘CREATING WORLDS 41 42. CREATING WORLDS AMETHYST PALACE WEST WING ‘The centre of Kars Cephalon’ capitals the Amethyst Palace, which timagine to be a sprawling, Gomenghast-ike buiding, more lke a small town than a single bulding. Part of the history [have develoned was the revolution several thousand years ago, and during the ‘ebelion | envisioned that a large part ofthe Amethyst Palace. namely the west wing, was reduced to burnt-out rubble It 3 warren of hidden corndors and buried teasures, and home to al manner of scavengers, fortune hunters and other ne'e-do-well: Since the ‘Amethyst place itself predates the Imperum itis quite likely that pre-Imperil artefacts may b¢ found semewhere witrin the west wing ruins. The collapse of part of the floor hax also created some entiances tothe fabled catacombs beneath the city, Based on anther of ‘ur ciyight boards, the west wits looks more Ike it could be the remnants of vast Sprawing rooms and gallevies, rather than just incvidual bulking, CATACOMAS ‘AS well asthe sewers, the capital, Cephalon, i rddled with ancient catacombs from when the planet was originaly settled, Here are clues tothe selling of Katie Cephalon, perhaps the location of the mysterious Dark Age of Technology weapon called the Angel. Many ct you may remember ths as our Space Hulk board forthe Aemageddon campaign. Well is been pressed into service again as our Inquisitor catacombs, The blend of open areas and arrow conduits, pls the small doorways which serve as acess hatches a this scale, gives ita much denser, more constructed look than the sewers, and the pipeline ranning is length adds an interesting tactical option for games played across I This s actully one af my avourte boards to play across THE AMBUSH SITE ‘This was a fun location as wel, which inspired a simple ambush scenario — witha twist. Set fut in wastelands surrounding ane ofthe ines, an Inquisitor was on his way f0find out why ‘communication had been lst, suspecting mutant terrorst actly. a nd af opportuni tutiaws ambushed the vehicles enroute, not knowing that they contained such a powertu individual The seenaro involved ther breaking of te stack and geting back to their own ttarsport before the vengetul inguistor, who was convinced of mote sinister motives behind the atack, caught up with them! inthis game | did't Actually have the vehicles moving, they metely provided cover to fight around, but sore of the games run have included moving ‘ehcles and [hope to pubish some rules for dealing wien these m the futue TEMPLES perhaps a gas harvester on one ofthe commander, whose troops are uftely ] Religious sects, occult goings on and _system’s gas glant planets, or maybe 2 loyal to him and must be avoided or spiritual deviancy are all central -corpsé recycling plant on a hive world otherwise dealt with. ‘themes for Inquisitor. Temples and ‘cut off from the rest of the Imperium shrines are perfect locations for all for years and desperately short of food ARCHIVES sorts of cult activity. Modelling a (yeugnd, - AND LIBRARIES ‘54mm cathedral might be Beyond ‘There is an ancient Imperial proverb, most of us, buta secrettabermacle SPACE PORTS “Kooiredge is poe alts wall” hidden away in another building, or To get anywhere of a planet you need some irares in the Imperium date pethaps the crypt of an Ecclesiarchy a spaceship of some sort from visiting pack to a fr as the Datk Age of Chapel, s a more manageable ‘an orbital tation to folowing the tral Technology, and many are the secrets © project. ee ey ae they contanif nly you know where . i ok The Adepius Mechanicus ee ee ‘own staships and will ned to stow 1010 cee frequent seuch sich facies for AND SEWERS away sel otenise commander aq standard Tenpate Const ‘As | mentioned eater, all sorts of data, ether with permission or more é ‘own transport may have te protect it : : underground adventures can be had” fom attack, or perhaps make a daring icity Nest egeenng scilaoil vwthout x nebo oF tunnels and ee stone en ts OTE STARSHIPS : aves bencathit =r larte ugihes! aac ani Se aUMEEI aur a nutans, Doody ok ean PACE TIES ‘the Imperium can be huge vessels, ei loc ok ante spacetoine Hes wale othe any of which canbe used forthe bass Mere whet thes art ca acti and ey of a scenario Mealstmpetalsenants the Youwoul find in anyother : Herc eae te ace skeen © seflpent. So much 5, fe that INDUSTRIAL interest. Imagine a fight in the ammo pretty much any of the other locations COMPLEXES: warehouses, where all combat has to mentioned here could be found - This includes mines, atmosphere bbe hand-to-hand, because a single aboard a starship, as well as more ‘processors, munitions factories, depots stray shat could engulf the whole ‘specific places like the plasma reactor and similar constructions. This can also place in a massive explosion. Or an chambers, gun decks, command. include more extravagant locations, investigation into a senor military bridges and shuttle bays. MAPS AND DIAGRAMS presenting the players wth a map each before the encounter and actualy There's nothing ike a map to give the and asang-what ther plan is going to” scouting out the area or ing he Impression that a place is real. Maps be, where they're going to enter and ‘Map could be the objective of an Can vary foma few hasty scribbles, selon gives hem fovea prepare ale scenario, to elegant 3-D computer generated works of art (if you have the resources and skills for that sort of thing. There are two sorts of ‘maps you can do. Firstly, there are ‘maps in the traditional sense, which show a city, area of wilderness, or perhaps the whole planet. These can be used to provide an overview of the area's topography and show the relative positioning of different locations. Secondly, there are more detailed schematics of actual locations, such as a small scale street map and internal layouts of buildings. These have ¢ couple of uses. Firstly if they are based on your terrain collection, you have a record of the set-up for the locatian f you play more than one scenario there. Secondly, you can use them as part of the scenario briefing for the players. pes emastseamsreninncnittnnnimcanessi ‘CREATING WORLDS 43. Gav Thorpe continues his look at ‘creating your own campaign settings. This chapter Gav looks at how fo go about creating characters | for your world by looking at the key personalities that populate the world of Karis Cephalon. [ete st attics kes at [creating a planet and then adding some scenario locations to it, This month I'll be getting even more detailed, looking at people for your characters to vist, perhaps for aid or equipment, or just for information 44 CREATING WORLDS ’ CREATING WORLDS INDUISITOR CAMPAIGN SETUNGS WHO ARE THEY? * Planets have populations (wel normally), and by interacting with people on a world, your players will become more involved with your setting than if they simply use it as 2 battlefield. For the mast part, the players will be dealing with characters belonging to other players (most likely shooting at them!) but the odd between-scenario encounter or visit helps provide some context and continuity to your games. These people are called non-player characters (NPCS), because they are characters controlled by you, the GM, rather than a player. ‘As you might expect, there's no limit to the number and variety of these NPCs, but you should realy limit yourself to « few who are likely to crop up again and again, ike the supporting actors in a film. The idea of the setting and NPCs is to add a backdrop to your scenatios, and you have to be careful that they don't start to dominate the proceedings, which may happen if you have too many NPCs popping up between every scenario, Opposite I've detailed a few of the mote important NPCs that can crop up on Karis Cephalon, but these are just a small selection of those you might want to include in your own campaiges, WHERE DO YOU FIND THEM? This is. a8 much a question of, “how do | te them in with my players’ warrior bands?” There are two basic ways to look at using NPCs between scenarios, Firstly, the characters seek ther out Secondly, they seek out the characters, In the first instance, the results of a scenario may mean that the characters have to go and see someone. Now, this may be as simple as tying to find more ‘amma and getting patched up by the local sawbones, or it might be important to the ongoing plat. As far as plot-driven encounters go, the relevance of the NPC depends on who they are and your storyline. Do they have important information? Do they possess a vital artifact or piece of equipment? Also, is the NPC an enemy, co-operative, open to bribery, etc? It's important that you spend time thinking about the NPCS in this way as much as you would an ordinary character If you're looking for a ‘cardboard cut-out” NPC to fill 2 role, they're probably not worth including at all~a simple line in the next briefing to cover the meeting will be enough, FOR A FEW CREDITS MORE. For buying guns and ather equipment, your characters will need a contact This may be officially, such as local military forces or an Arbites Courthouse. It may be a slightly more dubious connection, through the black market, rebels ot perhaps 2 Rogue Trader. When attempting to get ammo and equipment, availabilty is important. As I'mention in the Wargear in Campaigns’ section of Inquisitor (p.176), access to different ‘equipment varies from place to place. It is this variation you need to sort out for your campaign, and will add a particular flavour to your setting, ‘The most straightforward way of adjusting the availabilty of equip is to increase or decrease the percentage chances of particular types Of wargear It may be as simple as saying that the chances of finding Rare equipment at Finnegan's Wares is increased to 60%. On the other hand, wouldn't it be far more characterful to say that there is a 60% chance of finding Rare equipment at Finnegan's Wares, but there is a 10% chance at the start of the next scenario that the wargear is faulty and must be discarded You can get more specific than this, isolating particular weapon and equipment types for special treatment. lemay be that instead of all Rare weapons being more available at Finnegan’s Wares, he specialises in shotguns, so all Rare shotgun ammunition comes in batches of 206 rounds, rather than D6 rounds as is normally the case. He doesn't care t = ‘much far las weapons though, and any las weapon reload counts as Rare for the purposes of availabilty For bionics, yau should have a Techpriest or surgeon NPC with both the equipment and the spare parts Depending on where the campaign is set, there may be a chance of the Implantation going wrong, or a cap on the level of technology available (ie, only crude bionic arms are availabe, and no advanced bionies of any sort. The same can be said af medical treatment: In lat issue's Exterminatus column I detailed some permanent injury rules which you can use to characterise your medical NPCs, giving them either a better or worse treatment rate or chance than normal ‘THIS ISN'T MY PROBLEM! So far''ve talked about NPCs off the battlefield, but now and then you right want to drag them into the fring line The important thing is that you'll need a miniature for thernt Scenarios involving NPCS can revolve around rescuing them, protecting them, kidnapping them assassinating them and doing all sorts of ‘other unpleasantness. Or perhaps, the NPC is just in the wrong place at the wrong time. Maybe they're caught in the crossfire by a surprise ambush attempt on one of the characters, or they could unwittingly be carrying a vital clue, and they must run the gaunilet to get to safety. oe The inclusion of an NPC of two in @ scenario can add a flavourful twist to an otherwise pretty straightforward fight Aso, as GM, it's the opportunity to flex your playing muscles and push some miniatures around, which can never be a bad thing! ‘Anyway, that’s me done for now, but remember to check out www.exterminatus.com for more stuff ‘on campaigns and Karis Cephalon, USEFUL PEOPLE TO KNOW ON SARIS CEPHALON CHIRURGEON MONQUE ‘Once physician to the Imperial ‘Governor, Monque mysteriously went into hiding several years ag0. The ‘easons for this remain unclear, and many tumours abound conceming his buried departure. These theories range from him escaping the Governor's wrath after an ‘unsuccessful operation, to fleeing for ‘his life after trying to blackmail the ‘overner wah information tat reveal he is 2 mutant. ‘Monque now runs @ surgery somewhere in the old royal quarter, and is believed to provide medical assistance to the mutie terrorists known to be operating in the area He is highly skied, but has litle equipment and so his results can be erratic at times. CChirurgeon Mongue has the ability to ‘it bionic parts supplied to him but any characters requring such operation will need to provide the necessary components as Monque cannot get them himself. Monque also manufactures his own pharmaceuticals, and forthe ight Price can provide medi-paks, al types cof combat stmims in mjector or inhaler form, de-iox doses and his own pain suppressor known as Ease. Ease can be Used just ikea combat stinm and each dose reduces the character's injury total by BS: CARDINAL KODAZCKA ‘A major official amongst the Lucid Tendency faction of the Eedesiarchy, Kodazcka is pretty much joint ruler of Kars Cephalon, although technically ‘he has only sprttual authority over the populace. The Lucids are a minimalist, puritanical sect, opposed to indulgence of any kind. Kas Cephalon ' one of the heartlands of the Lucids, with a stranglehoid over religious bel in the surrounding systems that has lasted for hundreds of years. itis a brave Inquisitor who crosses Kodazcka on his home ground without good reason. The Cardinal Palaces of Kodazcka are paart of the much larger Amethyst Palace, protected by his own elite " guard. Recently, the purely ornamental arms of this guard have been supplemented by more practical weapons ~ a sure sign of the growing tension across the capital and beyond. Should he be called upon to provide forces, he wil delegate authority of his personal guard, and may even supply ‘one of the four arco-fagellants kept within the palace dungeons. Itis rumoured, that he can also call upon a ‘squad of Baile Sisters supposedly hidden somewhere within the ‘Amethyst Palace's meandering Cortidors and rooms. LATHESIA, MUTIE FREEDOM FIGHTER Lathesia sa fiery teenager. who recently took contro of the mutant resistance fighters, who until then had been operating in scattered bands. She is wanted by the imperal authorities for along list of charges, but has yet to be captured. Her latest hideout, in the old royal quarters, was raided. recently and several of her underlings ‘were killed and others captured. Theie interrogations describe Lathesia as a pretty young woman, whose’ only visible mutations are a slight scabbing ‘of the skin around her joints and jet black eyes. Some claim she is a prophetess and that her strange eyes allow her to see into the souls of ‘others, but many discount this as wild speculation and legend-building, Lathesia isa potent enemy anda valued aly, depending on whether she sees you as friend o fe. She as connections throughout the mutant community, and has stockpiled many firearms over recent months. She is @ ite fighty, however, and likely to charge off on some noble crusade without thinking through the consequences propery. Some believe she craves martyrdom, "RED! IVAN, ARMS MERCHANT Ivan Constantine, or ‘Red! as he is ornmonly known due to his many bum scars from a explosion several years ago, is one ofthe few merchants licensed t6 sell weaponry on Karis Cephalon. He has access to a wide variely of equipment, and is not above risking his lcense on occasion to provide arms with no questions asked, ‘orto seek out more exotic wargear Iva can be found in Cephalon, the planet's capital, where he has 2 large warehouse protected by a veritable army of guards. His iegular shipments from offword arrive at the focal spaceport, and would make a perfect target fora heist if planned properly. On the other hand, Ivan bears a grudge ike no other, and it you cross him he will do everything in his considerable power to ensure that ‘one morning you don't wake up. whether you're a scabrous mute rebel for ah Inquisitor. earn no SRF tate miner oman nae ‘CREATING WORLDS 45 Inquisitor author Gav Thorpe concludes his look at creating your own campaign settings, looking at the overview and structure of campaigns [nits fina part of the series | wi round aff By talking about one of the |) most vital parts of any campaign settings ~ the campaign plots I've touched on a few ideas about plots and coming up with scenarios and campaigns both in Inquisitor itself and in the earlier articles of ths series. This month tl be finishing off by examining | how to combine the various elements of characters, NPCs and locations into a ‘workable campaign plot. To do this, | like to use the idea of the TV season and the plot tree, TV INSPIRATION Graham, Phil and Rowland, who run J) our Studio campaigns, came up with an interesting way of plotting a campaign {or series of campaigns, They took their ‘model from TV series such as Babylan 5 or Buffy the Vampire Slayer Each episode is a stand-alone story in its own right, but contains threads which tie into a greater plot, In Inquisitor terms these are divided into seasons (campaigns) and episodes (scenarios) As there is continuity from season to season, you also create continuity from campaign to campaign. This also means that you can bring in extra players for the one-off scenarios if you like without them having to participate in the entire campaign. WHERE TO BEGIN? Oddly enough, the best place to start plotting a campaign is at the end. It is much better to know where you want to end up, and then work your way || there, then itis to have a starting point |) which could lead anywhere. This also helps to ensure that your campaign has a suitably satisfying and climactic ‘ending, rather than dribbling away into | obscurity: Once you have the ending, } you can work your way backwards | from there, working aut each stage in turn so that you'll know what is required to move the campaign along 46 CREATING WORLDS ol CREATING WORLDS INGUISITON CAMPAIGN SETTINGS As this i Inquisitor your end wil probably revolve around some kind of Showdown betiveen the various interested Wearior bands. and possibly involving some NPCs You need to decide where ts vail be set and bo wil be involved. Most importantly decide in advance what wil be the diferent results depending on who thine Ifyou tne aoout tee beforehand, you can tll the player the Tesults of the campagn and the sftermath ofthe final Baie 25 soon as possible, ather than having them hanging around to see what happens Aisa, when it comes to actualy ying the final sceraria, make sure tha the players, through ter iefings. a fully snare thet this theend-of- season ial! MAKING A PLOT THEE So, what you have to do is 41. Decide on where the campaign will end up 2. Work out the various stages which the players will have to go through in order for this to happen 3. Work out the details of the scenarios to allow the players to get through the build-up stages. Now this is where your plot tree comes in handy. Those of you wha have played free campaigns in Wathammer ‘or Warhammer 40,000 will sort of know what | mean here. A plat tree is simply a kind of flow chart which shows hhow the various scenarios will affect the overall ‘outcome of the campaign. Each scenario is listed in order, and from each of these you determine the ye relevant results, For example, if certain player wins the first scenario, this will determine what is done in the second scenatio. A sample plot tree is probably the easiest way to show this. Let's take a very simple plot. Two warrior bands are fighting over possession of a book of ancient secrets. Working backwards fram here, we can see that to get to this point, they will (0 find where the book is, Let's her on the world knows the lo the book. Okay, so we have a scenario revolving around the preacher. Whoever gets the CAPTURE THE PREACHER Warrior bands enter ftom opposite: ends, must escape with Preacher or rive off the enemy. FINAL SCENARIO Side who found Preachet start with ook and must escape. Now this would make for a very short ‘campaign, so let us say that the preacher has gone into hiding and must be found, We now need a scenario to find him. Both Warrior bands might be searching the same area for him, leading f9 a fight. Our plot tree now has a Bit more shape: FIND THE _ CATACGMBS _ “Search each bulding for catacomb entrance. Group that finds it second «does notarrive until tum 3. inext scenario. CAPTURE THE Po PReAcHeR = = _ Warrior bands enter fram opposite | bi must, with Preacher or: rive off the enemy _ FINAL Si r side no foun reac wh book and must excape. To add a bit more interaction you can introduce decisions within the plot tree which will lead it down one path or the other. In our campaign, we might ask he players to make a choice of two areas they want to search for the preacher If they both search the same area, you get a fight between them. If ey search a different area you should put them up against an NPC force. Our Campaign is looking more complex and interesting now. BOTH SEARCH ONE SEARCH BOTH SEARCH ONE SEARCH ‘WEST CITY East City “EAST CITY WEST CITY : epponents turn up late) * FIGHT EACH ‘OTHER ‘No entrance to be found. Fight off Muties: . eve theca TTrne The pee CATACOMBS Search each building for canbe ae eae Sec eneuniums | | CARCGBE THE Ene Soar: ‘Warrior bands enter topes sae You can keep on adding more scenarios and decisions to must escape with FINAL your heart's content, but bear in mind Preacher or drive off. SCENARIO how long you want to be playing the ‘the enemy. Side who found Preacher campaign for, and how often you will tart wile get a chance to play. and must escape, ONLY A FRAMEWORK Your plot tree only provides the bare bones of the campaign, you'll need to flesh it out, both atthe start and during the course of the campaign. For a start, what waitten material, in the form of briefings and updates, will you need to provide the players with? How are you Boing to present them with any decisiqns that need to be made-and what information do you give them regarding which might be a better course of action? You should also think about how much time will pass between scenarios, for the purposes of injury recovery, taining, ete The other good thing about a plot tee is that rather than stilling spontaneity, it allaws you to fit goad ideas within a ‘wider framework. You might decide to drop some clues in regarding possible future scenarios, which you may or may not add in later In the example above, the players may not even know they are looking for the book at the start of ‘the campaign, but wil find out over the course of the first couple of scenarios ‘CREATING WORLDS 47 iy avers) Graham McNeill looks at the journey of a man tortured by a Daemon as a child, who would grow to become Witch Hunter Tyrus, a man who's word alone can smite the daemonic. he young Tyrus was to be orphaned at an early age. He was ‘a mere six summers old when the daemons came to his home world of Loressa, an isolated agr-world in the Segmentum Obscurus. Acting insiiously through an adolescent gir whose miraculous powers of healing had cured many people from Tyrus' village, the Daemon Prince Kholoth the Excoriator spread a plague of mutation across Loressa. This weakened the fabric of reality enough for him to force his way from the Immateriur into the girl's unprotected mind. In its new guise, the daemon destroyed village and began the slaughter of nhabitants it an ‘orgy of mutilation “Tyrus was dragged from his home into the village's main square, where the inhabitants corpses lay 50 THE INQUISITION WITCH HUNTER THI ina heaped pile. Over the nest few hours, Kholoth tortured Tyrus, taking an eye and sicing off an ea, that he might stil hear his own screams and witness the destruction of his flesh, As the leering young ail explained precisely what horrors she would next visit upen his body, Tyus despaired and prepared for death. Oniy the timely intervention cf witch Hunter Covonis, who had tracked the daemon to Loressa via the Emperor's Tarot, saved Tyrus' lie The Tarot has guided the servants of the Emperor for ten millennia and though the significance of its readings are often abseure to the point of its holy instruction is said imbued with the Emperor's own will. Such indeed seems to have been the ease as Covonis, lad in a massive suit of elaborately tooled armour, intricately carved with decorative scrollwork and fluting, materialised with four, grey armoured angels of struction in the village sa he daemon gil paused in her gruesome handiwork and turned to face the With Hunter, a hiss ‘escaping her possessed lips. Through a red haze, Tyrus saw the mighty figure of Covoris and his armoured brethren do battle with the daemon gi. Three of the angels were cut down with bolts of blue fre, before Covanis swung his blessed sword in a gilttering are and behea« the shrieking daemon, Whirtwinds of daemonic energy howled around THIALS OF WITCH HUNTER TYAUS the combatants as the creature was banished back to the hell from whence iteame, and Tyrus watched as one of the angels burned the corpse in the cleansing fire ofits weapon. Tytus, almost blinded by pain and blood iss, staggered to the edge of the blaze, his skin blistering in the infernal heat, and spat his hatred into the flames. He cursed the daemon's name and, as an armoured gauntiet settled on his shoulder, he looked up into the stern features of Covonis and knew that there wias only one path open to him now. Tyrus became Covonis apprentice and journeyed back to th orbiting starship from which Covonis and the Grey Knights (as Tyrus would iater know them) had teleported. He assimilated the wonders of technology and the ways of the Witch Hunter with ‘a zeal only the truly dedicated can muster He was gifted with cybernetic replacements for his missing eye and fear, and Covonis instructed him in the path of the Witch Hunter, the tools and methods at their disposal and, lastly, the heresy af the daemanic. Never before had Covonis known an acolyte ta master the Rites of Detestation so quickly, or one whose pious devotion matched his own, As the years of intense training passed, Tyrus grew to manhood with his hatred cf daemons and those who would consort with such creatures growing, stronger with eacy passing day. He mastered weapons, martial skills and the rites by which the daemon could be vanquished. Such was his strength of devotion to the Immortal God-Emperor that his word alone could stay the hand of a daemonic ereature and cause it to ee! in pain at his fiery zeal and devotion. Many base and repulsive creatures af the warp were destroyed by Tyrus and his master, until a fateful battle in the royal audience chamber of The Emperor's Tarot Covonis and Tyrus to the palaces of Regalis' great and mighty in search of deviancy. The monarchy of Epsilon Regalis protested their innocence, but Covonis was adamant; they would face Trial by Holy Sea ae Into the palms of each member of the royal family, Covonis placed a featureless wax tablet and heated an Inguisitorial seal. When the seal glowed with heat, Covonis explained, he would press it into the wax upon each of their ‘would know the full wrath of the Inquisition, while those whose skin remained unblemished would have their innocence displayed for all to see. ‘As Covonis pressed the seal into the first outstretched hand, the human features of the King's daughter spit apart into the leering face of a daemon Worse, it was a daemon Cavanis knew: Kholoth the Excoriator. In an instant the daemon was free and dealt a mortal blow to the venerable Witch Hunter. As he fell, the last vestiges of humanity were cast from the faces af the captives and the daemons were free. Tyrus. quickly swept up Covonis’ power knife ‘and set about himself with terible fury and righteous anger, his heart burning with vengeance. The lesser thrall daemons in Kholoth's service were no match for Tycus, and at last he and kholoth stood face to face, the sole figures left standing in the gore- spattered audience chamber The two enemies fought a duel that had been five decades in the making, and almost killed the Witch Hunter's apprentice. Bellowing words of aly purty that the daeman is forbidden to withstand, Tyrus fought with the strength of the Emperor. The bitter foes traded blows, each grievaus enough to ase in his pursuit of the unholy. the unclean and the waworthy fella lesser being. Sheer force of will kept Tyrus standing and, as he grappled with the daemon, sermons of piety and devotion spilling from his lips, he punched Covoris’ weapon through tl daemon's chest, dragging out its stl beating heart, and crushed itin his gauntleted fist. The daemon grinned as it died, spouting blasphemous oaths that promised the Witch Hunter that they would meet again and that it had already watched bim die a thousand times. Suspecting the corruption of the royal family extended to the planet's, population, Tyrus launched a bloody urge of the surrounding cities that

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