|
|
|
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 |
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|
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. |
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|
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 |
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|
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. |
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|
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. |
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|
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. |
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|
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. |
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|
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. |
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|
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. |
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|
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. |
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|
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. |
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|
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. |
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|
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. |
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|
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. |
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|
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. |
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