WS

BS

S

T

I

Wp

Sg

Nv

Ld

Acolyte Inquisitor

75

65

60

60

70

75

75

75

75

 

65+2D10

60+2D10

50+3D10

50+2D10

55+3D10

60+3D10

65+3D6

70+2D6

70+2D6

Inquisitor

85

75

65

65

80

85

85

85

85

 

65+4D10

60+3D10

50+3D10

50+3D10

60+4D10

65+4D10

75+3D6

80+2D6

75+2D10

Lord Inquisitor

95

85

70

70

90

95

95

95

95

 

75+4D10

75+2D10

55+2D10

55+2D10

70+4D10

80+3D10

85+3D10

90+2D6

80+3D10

Equipment: Access to all equipment

Special Abilities: All have the ability leader

Other: Ordo Malleus – Daemon Hunters, Ordo Xenos – Alien experts, Ordo Hereticus – Heresy and insurrection by the Emperors servants.  Some use weapons stolen from their foes. More puritanical Inquisitors frown this on. Those who belong to an Ordos may have specialised weaponry like psycannons and psyk-out grenades.

Space marine

75

75

200

150

85

75

75

95

75

 

65+2D10

65+2D10

185+4D10

125+4D10

70+3D10

60+3D10

60+3D10

85+2D6

70+2D6

Equipment: 3 points of additional ceramite ablative armour on chest, legs and arms. Built in comm-link. Full autosenses. Re-breather. De-tox injector with 5 doses. Stats above are before bonuses for power armour. Marines attached to the inquisition have access to rare and exotic equipment.

Special Abilities: All have the abilities Ambidextrous, Nerves of steel, Spit acid.

Awareness: Advanced systems in suit means SM’s double I for awareness tests.

Tech Priest

60

50

45

60

65

70

75

60

60

 

50+2D10

55+D10

35+3D6

50+2D10

60+D10

60+2D10

70+2D6

55+2D6

50+2D10

Magos

70

55

55

65

75

80

90

85

85

 

60+2D10

55+2D10

45+3D6

55+2D10

65+2D10

65+3D10

80+3D10

75+2D10

75+3D6

Equipment: Tech priest probably won’t have access to exotic or legendary equipment. Magos certainly will. Wary of alien technology in case it taints them.

Special Abilities: no certain special abilities, but they do get +20% to tests for picking locks, using machines, etc.

Other: A belief in the might of pistons and gears over flesh. They worship the machine God and decide what technology they find is good and what should remain hidden. Many of the older/senior Tech Priests aren’t wholly sane as the vast amounts of data stored in their heads and the artificial means of sustaining their lives has sent them mad.

Rogue Trader

70

65

55

55

65

75

75

80

85

 

60+2D10

55+2D10

50+2D6

50+2D6

55+2D10

60+3D10

60+3D10

75+2D6

80+2D6

Equipment: Access to exotic and alien weapons. Can be given any equipment the GM deems suitable.

Other: Requires licence to trade with non-Imperial worlds. Rogue traders are charismatic, though many are unstable and will wipe out whole worlds on a whim. They yield a lot of power and it is easy for them to forget that once back within the Imperium they must abide by its laws.

Fanatic

65

50

50

50

55

60

55

70

55

Demagogue

75

60

55

55

60

65

65

80

65

 

60+2D10

45+2D10

45+2D6

45+2D6

45+2D10

50+3D10

50+2D10

65+2D6

50+2D6

Equipment: Poorly equipped. Indulgent Inquisitors may provide more advanced equipment. Fanatics wont have exotic or legendary weapons, though the more favoured ones will have rare equipment.

Other: Pro-Imperial. Though there ability to whip a population into destroying all heretics can cause more harm than the heretics themselves. Once isolated only the most strong willed fanatics are of any use to an Inquisitor. Behind the mask is a man with weaknesses, petty jealousies, ambitions and opinions. Whilst faith is with him he will fight hard and strong. Favoured weapons are flame, spiked, chain and other weapons, which will tear the heretics apart.

Guard Veteran

75

75

60

60

55

60

60

70

60

 

65+2D10

65+2D10

55+2D6

55+2D6

45+2D10

45+3D10

45+3D10

65+2D6

60+2D6

Equipment: Unlikely to have exotic or legendary equipment.

Other: Born survivors, often rag-tag in appearance, usually they still carry their trusty las weapon. Many are not wholly sane due to the horrific conditions they have lived through. Those crippled in service are still often recruited by the Inquisition who fix them up using the bionics and technology at their disposal. Favoured for their abilities to follow orders and years of horror have left them conscienceless, knowing as long as they follow orders they are innocent of any sin they commit.

Desperados

45

70

55

60

65

70

60

75

60

 

35+2D10

60+2D10

50+2D6

50+D10

55+2D10

60+D10

55+2D6

70+2D6

50+3D6

Equipment: Unlikely to have rare equipment. Definitely no exotic or legendary equipment. Prefers own weapons.

Other: Rough and ready, accustomed to hardship and violence. Favour weapons that use solid ammo that are lovingly maintained and often customised. Selfish, show offs who are ruled by greed and have no morals. Equipment depends on trade. Kings of the underworld they can often go where no Inquisitor could set foot.

Enforcer

70

70

60

60

65

75

75

75

75

 

65+2D10

65+2D10

55+2D6

55+2D6

55+2D10

60+3D10

60+3D10

70+2D6

70+2D6

Equipment: Inquisition wards and adeptus arbeitus will be well armed often with rare items. Planetary security forces will be less well armed except for specialist duties.

Other: Called in to maintain order where ever civil unrest threatens. Functions vary from world to world.

Mutant

65

40

60

60

45

50

50

50

50

 

50+3D10

30+2D10

40+4D10

40+4D10

35+2D10

35+3D10

35+3D10

35+3D10

35+3D10

Equipment: Unlikely to have anything but common equipment.

Other: Persecuted underclass who have few rights and privileges. They try to keep hold of their humanity though the mutations often hinder this. Often used as scapegoats and if they try to rebel they are swiftly crushed.

Preacher

40

35

40

40

40

60

60

65

70

Drill Abbot

60

50

55

55

50

60

60

70

75

Cardinal

45

50

40

40

50

70

70

75

90

 

8D10

6D10

30+3D10

30+3D10

35+2D10

50+4D10

40+3D10

60+3D6

50+5D10

Equipment: Suspicion regarding technology. Rarely use exotic or legendary equipment.

Special Abilities: Never have psychic powers.

Other: Drill abbots are ferocious fighters released from everyday activities to give combat training to children of Imperial guard veterans. They have fearsome close combat weapons and often bear heavy duty pistols from their military service.

Arco-flagellant

60

20

80

80

50

100

10

160

15

 

50+2D10

4D10

60+4D10

75+2D6

40+2D10

85+3D10

2D10

150+3D10

3D10

Equipment: Whatever weapon is cybernetically implanted. The implants will vary depending on which world they were created but will frequently include rare and exotic bionics and combat drugs

Special Abilities: Ambidextrous, Furious assault, Fearsome, Force of will!

Trigger word: Until this is detected by the pacifier helm (use awareness section as a guide). Arco-flagellant acts at half speed and responds only to vocal commands from character. They become frenzied once trigger word has been detected (some pacifier helms have telepathic detection). Any combat drug dispensers will be administered at this time and other implants will be activated.

This frenzied state can be ended by the controlling character uttering the word within earshot, revering the Arco-flagellant to its passive state.

Other: Once a heretic, mental reconditioning and extensive surgery has turned them into a frenzied killing machine. The pacifier holds them in a semi conscious state of tranquillity. The trigger word fills their system with combat drugs and unleashes the full anger of the Arco-flagellant. They normally belong to the Ecclesiarchy who lend them out to the Inquisition.

Death Cultist

85

60

65

60

90

60

60

70

35

Officio. Assassin

90

90

70

70

95

80

80

120

50

 

75+2D10

50+2D10

60+2D6

55+2D6

80+2D10

45+3D10

45+3D10

65+2D6

30+2D6

Equipment: No limit to what they might be given. Free lance assassins and Death cultists wont have such access and cant have exotic or legendary equipment.

Special Abilities: -20% chance to any attempts to detect an assassin.

Other: Often revelling in holy slaughter, they will often drink the blood of their foes to steal their prowess and soul. They are expert cold-blooded killers.

Daemonhost

50

50

50

50

50

90

90

90

25

 

45+2D6

45+2D6

45+2D6

45+2D6

45+2D6

85+2D6

80+3D10

85+2D6

20+2D6

Equipment: Daemon hosts carry little if any equipment. And the level of items depends who created them. Ordo Malleus hosts for example will have the best equipment available whilst the daemon  host of a Chaos Cult will have what ever they can scavenge.

Special Abilities: Daemonic, Fearsome, Possession. Almost all daemon hosts have psychic powers.

Other: They are created to hold daemons for worship or questioning. The longer the daemon stays in the host the more they will physically change. Though they are often virtually invulnerable due to the daemons they often have a strange weakness like an aversion to daylight or religious symbol, a need to feed on fresh blood or a weakness towards silver.