You are on page 1of 14

Inquisitor Scenarios

Contents
Introduction 1
01 Crashland 2
02 Assassination 3
03 The Trap 4
04 Final Move 5
05 Burnt Sand 6
06 The Outpost 7
07 Arena 8
08 Ghost Town 9
09 Xenocide 10
10 The Descent 11
Appendix A: Antagonists 12
Appendix B: Campaigns 13

Written by
Matthew J Alishah
With assistance from the
Accursed Knowledge Gaming Group
Graphic design & illustration by
Matthew J Alishah
Introduction
Inquisitor offers a vast landscape in which Crates g Gun, roll a D10 below:
to add extra detail to games played. This Entirely dependant on the GM, the scenarios 1 Revolver
should be reflected in the scenarios that include the option of using ‘crates’. These 2 Las-pistol
characters find themselves in. will contain equipment that a character can 3 Stubber
arm herself with. A character can access 4 Double barrelled shotgun
This supplement plans to depict scenarios
a crate with a successful S test, or simply 5 Auto-pistol
with various possibilities for endings, or even
destroy it by inflicting 5 points of damage. If 6 Lasgun (NP)
just original ways to test the characters.
a character spends an action inspecting an 7 Pump action shotgun
Within each of the following entries is an open crate roll on the appropriate table to 8 Autogun
overview of the adventure-scape where the see what undamaged equipment is inside. 9 Long rifle
scenario takes place. The entry will also If it is a piece of technology it will need to 10 Hunting rifle
detail the cast of characters involved. Most be assembled. One action, which includes a
scenarios will involve two Inquisitorial reti- Sg test, is required to see if the character c Close combat weapon, roll a D10 below:
1 Bayonet
nues and perhaps some NPC’s or strange assembles it successfully. When it is passed
2 Knife
creatures. For most Inquisitor players this she may use the piece.
3 Short sword
shouldn’t be a problem – a good GM should
The maps will sometimes contain an icon 4 Axe
have a few models handy for NPC’s. Weird
with a letter. This signifies a crate and the 5 Flail
creatures can easily be covered by a few
key to what it contains is below. 6 Chainblade
tyranid models or some simple conversions.
7 Halberd
Appendix A covers the antagonists listed in r Random, roll a D6 on the following table 8 Sword
the scenarios and the suggested models to to see what type of crate it is.
9 Falchion
use for them. What follows after the cast 1 Armour
10 Chainsword
are the special rules for the scenario. Then 2 Gun
the sample armour values and a map of the 3 Close Combat Weapon m Miscellaneous, roll a D10 below:
table set-up are displayed. 4 Miscellaneous 1 Deck of cards featuring Imperial saints
5 High-Tech equipment 2 Confessor Haradict’s red book of litanies
6 Explosives 3 Filtration plugs
4 D3 doses of Stun toxin
a Armour, roll a D10 below: 5 D3 doses of Hallucinogen toxin
1 Open helmet
6 Medi-pak
2 Closed helmet
7 Gas mask
3 Plastic shield
8 D3 doses of Psychon
4 Reinforced shield
9 Gas mask
5 Armaplas shield
10 D3 doses of Spook
6 Flak armour (arm)
7 Flak armour (leg) t High-Tech equipment, roll a D10 below:
8 Flak vest (chest & abdomen) 1 Motion tracker
9 Mesh vest (chest & abdomen) 2 Bio-scanner
10 Carapace breastplate (chest) 3 Laser-sight
4 Range-finder
5 Shock maul
6 Mirror shield
7 Electro flail
8 Haywire grenade
9 Refractor field
10 Power sword

e Explosives, roll a D10 below. Any explo-


sives crate that is damaged by gunfire
will explode like a Demolition charge and
nothing can be salvaged from it:
1 Auxiliary grenade launcher
2 D3 smoke grenades
3 D3 blind grenades
4 D3 frag grenades
5 Grenade launcher (single shot)
6 D3 Photon flash grenades
7 Krak grenade
8 Plasma grenade
9 Demolition charge
10 Disposable rocket launcher
(with Frag Missile)


01
Inquisitor Caeldoul picked at the shards of Snake-Head-Bone was known as a sha-
glass embedded into his right palm. He’d man on his homeworld. His will was strong
gone through worse crashlandings. In fact, enough for him to be spared as suste-
this was one of the best because not one nance for the Golden Throne. That was

Crashland
of his retinue was dead. His strong man, why Inquisitor Caeldoul recruited him. Plus
Sumpfish, lifted a sheet of metal that had he saved his life on Thran II. He shouldn’t
detached from the Verticopter, revealing a really forget that.
broken, groaning figure. Caeldoul’s bionic eye scanned the Verti-
“Snap outta it”, growled Sumpfish. Weak- copter to see if it was repairable. Stede
ness was something he always sneered Morgan, the pilot, then emerged.
at, something that seemed to sicken the “He’s coming with me”, shouted a voice to
gnarled ex-hive-ganger. The wiry man Caeldoul’s right. A hulking woman in cara-
Sumpfish helped up shook his head, rattling pace armour shoved past him. She was one
his necklace of small animal skulls. His eyes of the Verticopter’s passengers. Caeldoul
glazed over, an acrid scent permeating the sighed. He was tiring of the growing influx
air. His limbs then cracked back into place. of arrogant Inquisitors.

Overview per action) to start the boat’s engine and Verticopter’s rotor and every Sea Dog will
Reports of un-sanctioned psychic activity work out how to control it. Stede can pilot a become aware of them. They will then do
are coming from the ocean-world of Cora- boat without any need to pass a test. This will their best to take out the characters before
gua IV and it’s neighbouring satellites. The take all characters on the boat into another they can escape. A further 5 successful Sg
Inquisitors have been invited to a conference scenario of the GM’s devising. tests is necessary to work out how to use
of Imperial scholars to discuss the matter. the Verticopter’s complex controls. How-
A character may attempt to stowaway
ever, Stede can fly a Verticopter without any
From their personal transports, the attend- inside the crates on a boat. To success-
need for a test.
ees and their retinues are flown to the fully hide inside a crate the character must
destination on large Verticopters. spend 3 actions in base contact with it (as Once the machinery is working, and the
she pries off it’s lid, crawls inside it, then characters can fly the Verticopter, all
However, while traversing a large expanse of
replaces the lid) and pass an I test for each characters on board will be transported to
water, dotted with volcanic islands, a rocket
action. If the test is failed any characters their next scenario. The Verticopter can hold
streaks through the misty atmosphere
within D10 yards will be alerted to her pres- twelve characters.
towards them. Through evasive manoeu-
ence. If a character successfully stows away
vres, the Verticopter dives towards the Any fighting on board the Verticopter is
she will be transported with any one else
sea. The pilot manages to steer the craft counted as at arms length, with every attack
on the boat (including Sea Dogs that have
and crashlands onto a wild plateau that juts having a 25% chance of missing due to the
retreated or returned victorious).
above the churning ocean. awkward space. However, a more realistic
The Verticopter has only been lightly dam- way of doing things would be to set up a side
The Inquisitors must find a way off the island
aged by the crashlanding – a successful Sg table to depict the Verticopter’s floor plan.
before their attackers locate them. They
test will allow a character to realise this. A
can choose to work together – or use this Set Up
character may attempt to repair the dam-
opportunity to settle old scores. The layout of the battlefield is shown on the
aged circuitry of the Verticopter. An intense
map, as is the starting positions of the vari-
Cast process is required that involves complex
ous characters. Stede begins play next to a
Warrior bands, Stede Morgan (Verticopter jury-rigging, re-wiring and re-booting the
random warband character.
pilot), and 3 Sea Dog’s for each participating machinery and computer systems. The
player in the scenario. See Appendix A for character will need to board the Verticopter. Sample armour values
details of NPC’s. To do this a character must exit the table Crate: 5
next to it. He now counts as being onboard Tree: 5
Special Rules
and is protected by the Verticopter’s walls. Metal debris: 8
The Sea Dogs will approach the crash site
To start the engine he must pass 5 Sg tests Boat wall: 10
cautiously and attack anyone they detect.
(1 test per action). This will turn on the Verticopter wall : 12
Stede Morgan will attach himself to the clos-
est player-controlled character and obey his
Verticopter
orders, including firing on Sea Dogs. How-
ever, Stede will not attack another player’s Warband entry point
warrior band unless Stede’s guard passes
a Ld test before Stede’s actions are rolled. Metal debris
Stede will take cover instead of attacking if
the Ld test is failed.
If a character inspects any crates, deduct 2
from the roll to determine what type it is.
Ending the Scenario
The scenario can end for various characters Sea dog entry point
in a number of ways. The most direct route is
to capture one of the Sea Dog’s boats. This
m
can be done by a warrior making it to the
g
cabin of a boat and passing 2 Sg tests (one
Forest Boats


02
The crowd surged towards the platform. The packed crowd was getting pretty fired
Inquisitor Caeldoul’s muscles were tiring up. Sumpfish didn’t really blame them. The
from the suspense. Every cheer sent a hive he grew up in was much the same
flood of adrenaline through his system. He as this one. He was alive now (which is

Assassination
had good intelligence that the assassin something he couldn’t guarantee for the
would strike if Preacher Nomaro sug- farmers in the near future) and that was
gested the farmers take action. And at the because he knew the rules. Work hard,
moment the preacher wasn’t just sug- give the guilders their cut, and don’t cause
gesting disobedience. He was urging the trouble – easy. Break the rules and you’ll
crowd to rise against the strangle-hold the end up with a knife in your back from some
Guilders held over them. tough, happy to take any paying job.
Sumpfish patted down the skinny scum Snake-Head-Bone scanned the buildings
renderer, wondering why he bothered. All that rose above the town square. The
he felt was bare bones under the ragged dilapidated habs were crammed with fami-
cloth he assumed was once a shirt. He was lies hoping to see their beloved preacher. A
going to have to start turning them back. glint of steel then caught his eye. Sniper!

Overview tect the Preacher from any attempts made first action. Movement anywhere on ground
For many years Preacher Vangle Croph has to disrupt his sermon. level during the stampede is a Risky action.
tended the flock of poor sludge harvest- If failed, the character misses an action due
The attacking Inquisitor is allied with the
ers and scum renderers (generally lumped to a fleeing spectator knocking into her. Any
guilder-influenced Ecclesiarchy. Her orders
together as ‘farmers’) in the lower levels of shots fired at any target on ground level
are clear: Eliminate Oscra Nomaro if his
Necromunda’s Hive Primus. He also provided have a 50% chance of missing due to the
speech encourages any further resistance
rudimentary medical care for the diseases screaming mob running from the inevitable
from the farmers.
afflicting them from unsanitary conditions. carnage.
As the guilders profit from their produce Cast
Ending the Scenario
and provide the farmers only the tiniest cut Warrior bands, Preacher Oscra Nomaro
The attackers win if Oscra Nomaro is
for their backbreaking labour, frustration (controlled by defending player). See Appen-
taken out of action. They will also win if they
has festered. A week ago, Preacher Croph dix A for details of NPC’s.
capture Nomaro by being in base contact
questioned the Ecclesiarchy’s backing of the
Special Rules with him and leading him off the table. The
guilders. He declared that the guilders’ meth-
All movement within the crowd is counted defender wins if Oscra Nomaro is escorted
ods serve neither the Emperor nor Mankind,
as difficult terrain. Once the defender’s char- off a table edge (though not the one con-
so should be replaced with methods that do.
acters have been set-up, they may not take taining Nomaro’s platform) by one of his
Yesterday he fell from a hail of bullet fire as
actions until the assassination begins. characters or all the attacking warband is
he attended his duties. He lies – barely con-
taken out of action or flees. A draw results if
scious – at the local Arbite outpost, awaiting Any attack begins the assassination.
none of these conditions are met.
trial for heresy.
The guard checks everyone that passes him.
Set Up
Preacher Oscra Nomaro has recently A pistol or knife may be concealed by a char-
One defending character must be placed
been sent to bolster the presence of the acter passing the guard if that character
next to Nomaro. Another must be the guard.
Ecclesiarchy in Croph’s domain. His conser- passes an I test. If a character enters the
Other defending characters are placed
vative interpretation of the Imperial Creed crowd any other way than past the guard,
anywhere on the battlefield. Attacking char-
was intended to gain allies amongst the and is seen doing so by a defending charac-
acters may be placed anywhere outside of
Redemptionist crusade – against the grow- ter, then the assassination begins.
the Crowd.
ing discontent of the farmers. His superiors
When the assassination starts, the crowd
have also ordered him to report any radical Sample armour values
stampedes for 2D3 turns. During the
preaching. Over the short time he has spent Building wall: 12
stampede any character within the crowd
with Croph, doubt has surfaced about his
area needs to pass a S test at the begin-
interpretation of Ecclesiarchal doctrine. He
ning of his turn or is knocked prone for his
now sees that Preacher Croph had many
strong arguments against the merciless
dealings of the guilders. Elevated platform
The attack on Preacher Croph has caused with Oscra Nomaro
a small uprising that could turn into a larger
revolution if it is not stamped out. The Eccle-
siarchy has ordered Preacher Nomaro to Crowd
preach to the masses, explaining how mis-
guided Croph’s teachings were. They’ve also
asked him to urge the farmers to put their
energy into their work and worship of the Fence
Emperor. The sermon is taking place now. Guard

The defending Inquisitor has volunteered


to act as Nomaro’s bodyguard. They know
that Nomaro has had a change of heart and
intends to encourage resistance to guilder
exploitation during his speech. They will pro-


03
Inquisitor Caeldoul switched off the com- Snake-Head-Bone experienced daemonic
municator. “He says it’s coming this way”. possession before he found him on that
A visible shudder ran through Snake-Head- Black Ship years ago. The daemon spoke
Bone. He kissed his totem skulls for good through him, so Snake-Head-Bone cut out

The Trap
luck and uttered a prayer to the Emperor his own tongue to stop it. He then drove it
– which sounded a little too much like a from his body. The fear from Snake-Head-
heathen spell to Caeldoul. Bone’s psychic resonance echoed between
them all. It was like his fear was seeping
Their guide, the inhuman techpriest
through his pores.
Magos Rothra, unnerved Snake-Head-
Bone enough. But confronting an actual Sumpfish hated this place. It reminded him
daemon? The thought laced his spine with too much of the colossal factories back
dread. He communicated his bad feelings home. The Inquisitor made the signal, so
to the Inquisitor telepathically. Sumpfish unslung the stasis field generator.
He was glad to have it’s weight off his back.
Caeldoul acknowledged the message with
This insane techpriest wanted to catch this
a nod. He knew his companion was worried.
thing – but who was he to argue.

Overview The Knockback special rule detailed in the


Reports from the forge world of Nethracon Inquisitor rulebook is used for this scenario
have reached the Inquisition about elusive with a variation on how it affects the mag-
beings of electricity and swirling shards of nadaemon. If a blow deals enough damage
metal. The Adeptus Mechanicus, supersti- to Knockback the magnadaemon it will be
tious as they are, blame them for a myriad pushed directly away from the source of the
of problems that have occurred recently. damage D6" (rather than D3)
However, sightings of the creatures are
Ending the Scenario
disputed, as is their nature – or whether
The scenario will end when the magna-
they exist at all!
daemon is fully inside the stasis field (the
The Inquisitors are on Nethracon on unre- defender wins) or destroyed (the attacker
lated business. One of them is meticulously wins). Any other result will be a draw.
auditing a factory, checking that the manu-
Set Up
facture of equipment bound for the Imperial
The layout of the battlefield is shown on the
Guard meets expectations in quality and all
map. The defending warband sets up within
shipment crates are accounted for.
12" of the stasis field.
Suddenly, an accident in the colossal building
The GM rolls a D10 and brings in the mag-
causes girders to fall and sparks of electric-
nadaemon from the corresponding entry
ity to fly. As a sheet of metal hurtles directly
point. As the attacking Inquisitor has been
towards the Inquisitor it is intercepted by a
tracking the creature, he brings his warband
strange force. It slows, then reverses direc-
on from that same point. She must make
tion. The sheet slowly levitates and joins
an I test at the beginning of the scenario, if
other pieces of steel that orbit a glowing
she fails she must roll again at the beginning
form. It then floats out of sight. The collapse
of the next turn. When she passes she will
of the building makes pursuit impossible.
enter the scenario in 2D3 turns.
From then on, the Inquisitor makes sure he
Sample armour values
investigates all sightings of these magna-
Crate: 5
daemons, hoping to trap one and investigate
Girder: 10
it further. He will be aided by a sect of tech-
Building wall: 12
priests that also hope to study it.
In this scenario, the defending Inquisitor is
attempting to lure the magnadaemon into
the stasis field at the centre of the table. One Two Three Four
The attacking Inquisitor has been contacted
r
by the Magos in charge of the sector. The
Magos believes it is behind the accidents in r

his factory-city and wants it destroyed. r

Cast
Stasis
Warrior bands and magnadaemon. See
Ten

Five

field
Appendix A for details of NPC’s.
Special Rules 6"
The stasis field can be turned on or off using r r
a generator next to it. Any model within
the field cannot perform any actions, nor r
can outside forces interact with them. The
magnadaemon will not come within 6” of the
Nine Eight Seven Six
field if it is active.


04
The chimera bounced along the cratered Hereticus had taught him. So they got out
plain, heading towards the target of the and left the advance guard behind them.
Governor’s artillery fire. The Inquisitor knew he had to move fast.
“That’s it sir, this is as far I can go.” The When the bombardment was over, that

Final Move
sergeant seemed shocked to see Caeldoul’s likeable driver and his squad would race
eyebrow raise. “Errr... It’s the Governor’s onto the battlefield and execute everyone
orders sir. If we take a vehicle any further except the surviving officers. The fate of
we may come under fire ourselves.” the officers would be unmentionable.
Caeldoul thought about ordering him to Caeldoul needed information from one of
drive further, regardless of the Governor’s them called Solan. She held the secret to
orders. His Inquisitorial seal put him at the cause of this conflict, he knew it.
the top of any chain of command. But he Sumpfish stopped complaining about the
needed to keep on good terms with the walk as they got closer. The impacts took
planetary defence forces. In fact, it was his breath away. Worse still, the silence
generally a good idea to be on good terms that followed an explosion was soon filled
with everyone, as his few years in the Ordo with screams of agony and shock.

Special Rules If the crater search result is 4 or above


Shells are still raining down on the blasted then the Senior Officer is found alive, though
battlefield. At the beginning of each turn roll wounded badly. One of her legs is miss-
a D6 – on a 5-6 nothing happens, on a 1-4 ing from the knee down and she has lost
a stray shell enters the scenario. Alternate consciousness. She can be dragged by one
between players as to who sets the point character or carried by two characters on
where the shell will scatter from. It will then either sided of her. When carrying her, the
land 2D10" away from that spot in a random characters can only use one arm to perform
direction. Treat this as a demolition charge actions, and can only move a maximum of 3".
centred on the resulting point. Characters For Senior Officer Solan to regain conscious-
that pass an I test may dive away D6" before ness a character must spend an action
the rocket hits. Any warrior within 12" of the tending her wounds and successfully pass
blast area must pass a T test or be stunned a Sg test. After she regains consciousness
Overview for D3 turns she may use her arms, but can only crawl if
On the civilised planet of Krimgold, an inter- not supported by another character. She will
Whenever a character enters a crater
nal conflict has split the planetary defence now only need one character for support.
he may spend his next action searching it
force in half. Inquisitors and mercenaries Together they may hustle a maximum of 5".
for Senior Officer Solan. Roll a D3 and add
have flocked to the ravaged planet to lend
1 to the number for each crater already Ending the Scenario
their support – to both sides. The com-
searched. If the result is 3, then amongst The scenario ends when Senior Officer Solan
mander of the real heretics is in dispute. Is
the shattered and dismembered corpses is escorted off a table edge. Other possibili-
he the Planetary Governor, Nehc Burthall; or
lies a shell-shocked soldier that is still alive. ties result in a draw.
the sub-commander of the defence forces,
He will follow any orders from a helpful char-
Hermot Khonel. Set Up
acter, except attacking Senior Officer Solan.
The layout of the battlefield is shown on the
As yet, it is unknown if the source of the For him to do this, the character ordering
map. Before the scenario begins each player
heretics is alien or chaos spawned, and him to perform the action must pass a Ld
rolls a D10 and sets up his warrior band in
intelligence is needed to inform a judgement. test. If successful then the threats of tor-
the corresponding entry point.
However, some Inquisitors have already ture or amnesty convince the soldier that it
made up their minds. will be in his best interests to follow orders. Sample armour values
If the test fails with a result of 95-100% then Crate: 5
The rear-guard of one of Khonel’s detach-
the soldier will spend the rest of the sce- Metal debris: 8
ments has been obliterated by artillery fire.
nario attacking the ordering character for Barricade: 12
Most of the soldiers lie wounded in craters,
attempting to kill his beloved commander.
awaiting the execution that the advancing
enemy ground forces will soon deliver.
One Two Three Four
The Inquisitors have rushed forward to the
annihilated battlefield, intent on finding the
leader of the detachment, Senior Officer
Solan. One of them may seek her capture 1
c 2
to gain information about the history of the
r r
conflict, believing Solan’s side to be loyal
to the Emperor. The other may have plans
Ten

Five

to deliver her to Nehc Burthall’s forces,


knowing that this vile traitor will offer up
information on her force’s activities – with
some encouragement of course. 4 3
g
Cast
Warrior bands, Senior Officer Solan, 0-3
wounded soldiers. See Appendix A for details
Nine Eight Seven Six
of NPC’s.


05
Caeldoul checked his data-slate. The com- “How far now? We’ve been walkin fer
pass icon and internal computer assured hours”. Sumpfish asked Caeldoul.
him that he was heading in the right The Inquisitor flinched. Another trait
direction. They were late though. The ritual of long-time hivers was that they didn’t

Burnt Sand
would have begun by now. respect personal space as much as those
Tallarn’s scorching sun and vast deserts from more ‘civilised’ worlds. The stench
surrounded the warrior band. As the dust from under Sumpfish’s carapace armour
storm got stronger Sumpfish tightened made Caeldoul’s eye’s water. “By my calcu-
the scarf over his face. Sand was creeping lations, our target is just over that ridge.
into every chink of his armour. He reached The heretic will have already begun the
into one of his pouches and retrieved a vial ritual. So ready your weapons.”
of thick liquid. Squirting a large drop onto The winds reached a gale force. Grains of
his fingers he began to rub it into his skin. sand scratched at any unprotected skin.
A disadvantage as a multi-generational A scream hurtled from over the ridge,
member of hivers was that his skin was warping into the deep groan of a daemon
very sensitive to sun rays. almost freed from it’s prison.

Overview is launched, the GM rolls a D6. This is the character’s gains a free action to resist the
On the planet of Tallarn, tales were told in amount of turns that pass until Zhuurlungh- possession. Make a Wp test. If he passes by
ages past of the djinn. These were believed ena releases itself from the Burning Stone. more then 20 he is freed from Zhuurlungh-
to be spirits of flame that would com- ena, who waits until the next turn to posses
When this happens, the Burning Stone
municate with some of the people in their another character. The target will be the
emits a blast of white light – treat this as a
strange tongue. Some were benevolent, but closest to the character who just rid himself
photon flash explosion centred on the stone.
most sought to control those that they pos- of the djinn. If the Wp test is passed, the
A strong wind also begins to streak across
sessed for their own inexplicable purposes. character may control his character with
the battlefield and so all ranged attacks
In recent times, the consensus of Xenobiolo- all the bonuses granted by the possession.
receive a -10 modifier from now on.
gists and the Ordo Malleus is that they are a If he fails, the GM controls the character
form of warp creature possessing free-will The next turn, Zhuurlunghena attempts – attacking psykers then the largest threats
and individuality. to possess the closest character to the to the Burning Stone.
Burning Stone. That character must make
After the bombardment of Tallarn by the Iron Ending the Scenario
a Wp test. If he fails, he is possessed by
Warriors, that reduced the planet to desert, The scenario will end if the Burning Stone
Zhuurlunghena. If he passes then the char-
many of the djinn sided with the chaos forces. is destroyed. This is accomplished if it’s
acter next closest to stone must test and so
However, some assisted in the guerilla war injury total exceeds it’s T. The only other way
on. If every character passes their Wp test
being waged against the traitor legions. to end the scenario is if one warrior band
then Zhuurlunghena will attempt a posses-
retreats or is all taken out of action.
Since Tallarn was liberated from the Iron sion at the beginning of the next turn.
Warriors and came into the Imperial fold, Set Up
Any character possessed by Zhuurlunghena
the djinn have been hunted down relent- The layout of the battlefield is shown on the
will gain the following attributes: Close com-
lessly – as they are deemed a danger to map. The defending warrior band may set
bat attacks count as having the Entrance
mankind and the Empire’s stability. up anywhere on the battlefield. The defend-
and Fiery Blast daemonic properties. The
ing leader must be within 6" of the Burning
In this scenario, the defending Inquisitor character will also gain the Exotic abilities:
Stone. The attackers choose a table edge to
seeks a powerful ally for a future mission. Daemonic-Warp Burn (as Void-Chill, but hot
start from.
She has located a Burning Stone on Tallarn instead of cold), Fearsome, Possession,
housing one of these beings, and hopes to Wyrd – Burning Fist, Wyrd – Fireball. A Sample armour values
summon it. She plans to interrogate the character possessed by Zhuurlunghena will Rock: 8
creature and determine for herself if it attempt to attack any psyker or character Burning Stone: 10 (Toughness 100)
can be used in the service of the Emperor. that poses the most threat to the Burn-
Therefore, the Burning Stone that houses it ing Stone. At the beginning of a turn the
must be protected at all costs.
The attacking Inquisitor has shadowed her
passage to the forgotten place where she
is studying the Burning Stone. He is too
late to stop her from unleashing one of the
warp-spawned beasts, but there will be time
enough to expel it from this universe, along
with any heretics that try to stop him.
Cast
Warrior bands.
Burning
Special Rules Stone
The defending Inquisitor is having difficul-
ties in summoning the djinn. However, once
powerful emotions – like hate and fear –
are unleashed in the area, the creature will
stir. Once the fist attack of the scenario


06
Inquisitor Caeldoul looked into the dis- knew this meant something was up. A
tance, “So I will pay a visit to the local heavily armoured figure was already at the
sheriff and declare my purposes on behalf outpost, talking with the Arbites. Caeldoul
of the Inquisition. We will then all walk back wasn’t about to allow some upstart inter-

The Outpost
to Lead Brick in a calm fashion. Simple?” rogate Throne before he could.
Sumpfish let out a hearty chuckle, raising As the Inquisitorial seal was presented to
an eyebrow, “You really were born supplin’ the Arbite, Caeldoul drew his laspistol, “I
from a silver nipple – ha. Throne’s from an will be taking the captive, brother. Your
Underhive. ‘E’s been bred t’never let the services will not be needed.”
law take ‘im quiet.” The Inquisitor mulled Then the bullets began to whip past
the comment over. It was well worth hav- Snake-Head-Bone. However, underneath
ing a retinue that could fill the gaps in his the crack of autogun fire was another
knowledge. sound. A sound like metal scraping against
As the Arbite’s outpost came into view, rockcrete – followed by chitinous claws
Snake-Head-Bone grunted softly. Caeldoul scuttling across the ground...

Overview tor, the warband may do nothing until they It will retreat the table via the quickest route
Throne D’Shugg was a wanted heretic become aware of the attacking Inquisitor if it receives a heavy injury.
across Segmentum Obscurus many years and his retinue. As the first shot is fired or
When all crawlers from the first wave
ago. His crimes are reputed to be real, but chainsword activated etc, the Arbite Sheriff
have been defeated, the GM secretly rolls
over time they have also been exaggerated yells at the closest character, “That jest
another D3, this the amount of turns before
by the underworld figures of the Imperium. attracts them, ye dun fools!” then runs to the
more crawlers enter the scenario. The
He has been implicated in so many acts of watchtower along with the other Arbites.
same amount of crawlers will enter plus an
piracy across the galaxy that he is more an The Arbites will not fire on an Inquisitor or his
extra one. These will all aim to attack the
mythological figure than a real person – as retinue if in control of his own mind.
characters that dealt the most damage to
he has never been caught, though many
The character that seeks to escort Throne the previous wave and will not retreat until
claim to have seen him. Sometimes, when a
can do so by spending an action next to they receive an acute injury.
theft of Imperial property is so daring and
his cell and opening the locks. Throne will
the pirate escapes without leaving a trace, it Ending the Scenario
not come willingly. To do as he is told the
will be attributed to Throne D’Shugg. The scenario will end when one of the Inquisi-
character escorting him must pass a Ld
tors escorts Throne back to Lead Brick by
In the back of the minds of many Ordo Here- test per action he wants Throne to do. If he
exiting the table from the appropriate point
ticus Inquisitors, is the shadow of Throne fails, Throne will spend that action running in
(see below), this Inquisitor will be the winner.
– and the shining accomplishment his cap- a random direction (he is borderline insane).
ture would make for their career. The character may man-handle Throne, but Set Up
must pass a S test each time he makes a Before the scenario begins roll a D10 to
Xenth was previously a forge-world.
move action (nothing greater than a walk) or determine which point leads back to Lead
Unbeknownst to the population, a species
Throne will escape and run as above. Brick. The arbites start within the holding
of vile xenos creatures lurked and bred
cells. Each Inquisitor must also take an I
– and evolved – beneath the vast plains of After the first attack of the scenario, the
test. Whoever passes it by the greater
machinery. Their attack was sudden and GM secretly rolls 2D3. After this amount of
amount is placed at the door to the holding
reduced the forge-world to a planet barely turns the player character closest to a table
cells with his retinue. The other warband
inhabited within a decade. The Imperial edge hears a scuttling sound along with what
begins at the Lead Brick entry point.
Guard has managed to eradicate most of sounds like metal being overturned (the GM
the xenos creatures and Exterminatus has should let that player know discreetly). Whenever a crawler enters the scenario roll
been deemed unnecessary. Colonists have a D10 and bring it on from that entry point.
The next turn, D3 crawlers enter the sce-
begun arriving on Xenth, hoping for lives far
nario, coming on from random points (see Sample armour values
from the overcrowded hives that many of
below). A crawler in this first wave heads as Girder: 10
them are from.
quickly as possible to the closest character. Building wall: 12
Two Inquisitors have arrived on Xenth in
the town of Lead Brick, hearing rumours of One Two Three Four
a man that fits Throne D’Shugg’s likeness.
He sits in the cells of an Arbite frontier
outpost. Both Inquisitors want to requisition
the criminal, and begin the interrogation to
Watchtower
determine if he is the real Throne D’Shugg.
Cast
Ten

Five

Warrior bands, Throne D’Shugg, Arbite


Sheriff, 2 Arbites, 2 to 4 Crawlers. See Holding
Appendix A for details of NPC’s. cells r

Special Rules g
The Inquisitor near the holding cells presents
his Inquisitorial seal to the Arbite and asks
permission to view the prisoner. As deals are
made between the Arbite and the Inquisi- Nine Eight Seven Six


07
Inquisitor Caeldoul heard footsteps disturb- so powerful. He just lay, unconscious, in
ing the puddles of the dungeon. He looked the corner now.
over at Sumpfish and gave him a fierce look. The guard appeared with some other
The needle-blade disappeared back into cultists. A daemonic mask with an inbuilt

Arena
Sumpfish’s internal forearm sheath. vox-distorter ordered them to follow. With
How had they been foolish enough to fall their equipment confiscated, there was
into the set-up? It seemed so obvious now. nothing left to do but obey. The cultists
All the ‘clues’ to tracking the underhive were only too ready to use their shock
cult were far too easy to come across. And mauls on recalcitrant prisoners.
what had happened to Inquisitor Thelbon The murmur of a crowd could be heard as
and his retinue? They were just behind they approached a raised portcullis and
them when the trap was sprung. were shoved through. Snake-Head-Bone
Snake-Head-Bone looked horrible. The was given a shot of de-tox. The crowd
psy-suppressants he had been given would roared. Then, Inquisitor Thelbon and his
have surely killed him, had his will not been retinue appeared from the opposite side!

Overview necessary. If the characters do not attempt with, “Oh you have been such fun to watch,
The warband’s have been captured. Whilst to play the game, the gun servitors located but let’s spice things up a little, shall we?”
investigating cult activity amongst the gangs throughout stands will spend a turn firing at The crowd lets out a thunderous wave of
in the underhive of Gaillen VI they fell into a the characters, then The Marquis voice will cheering. In the next turn 2D3 sump beasts
devious trap. Their captor is The Marquis of ring out, “Now, now friends, be good sports will enter the scenario from random points
Siblo, a vile heretic of sadistic tendencies. and play our little game. It really is the only (see below). A new round will not start until
option available to you at present.” The servi- they have all been killed.
The Marquis has planned a special exhibition
tors (BS 73) will also open fire if a character
for his drug-fueled flock. His new slaves will If a character inspects any crates, deduct 2
tries to flee The Arena or use weapons or
make great sport, and hopefully last a bit from the roll to determine the result.
psychic powers on a member of the crowd.
longer than the last participants.
Ending the Scenario
Any character that falls into a pit will take
From the dim light of the crumbling dun- The scenario will end when one team gains
D6 damage to a random location. He will
geons, the warbands are ushered into the 3 points. They will then be sent back to the
also notice a rusted gate that leads through
bright lights of The Arena. dungeons. Here they will be healed for the
some dark caverns at one side of it. He can
next round of games. Hopefully, the GM will
Cast open it with a successful S test and escape
give them an option to escape before that
Warrior bands, 2-6 Sump Beasts. See through them – though this escape will
time comes.
Appendix A for details of NPC’s. cause him many nightmares in the future,
if he survives at all. The GM should come If a character manages to escape from The
Special Rules
up with a suitably difficult scenario for this Arena then the GM decides what will happen
Each warband represents a team and they
course of action. To lift himself out of the pit to him in the labyrinthine tunnels of The Mar-
will be playing against each other. All the
he must pass a S test. Another character quis after this scenario is resolved.
characters’ equipment has been stripped
can offer him help, reducing the difficulty of
(or unloaded in the case of built-in bionic Set Up
the next S test by 20.
firearms) and so they must choose a figure The layout of the battlefield is shown on the
from the local underhive mythology to rep- After the flag is planted in an opponents map, as is the starting positions of the vari-
resent. Every character gains 1 inhaler of deployment zone a point is scored for that ous characters.
‘slaught, plus the equipment described below team, and that round is over. It is then
When a sump beast enters the scenario,
for the deity he represents. returned to the centre of The Arena, and
roll a D6 and place it at the edge of the cor-
the characters will have a chance to tend
Mother Darkness, the hive spider: Web pis- responding pit.
their wounds for 3 turns. When one team is
tol, 2 knives coated in stun toxin, carapace
on 2 points and the next round is about to
armour on abdomen and groin.
begin, the voice of The Marquis will ring out
Dith, the giant millipede: Knife coated in
hallucinogen toxin, carapace armour on all
locations, closed helmet, reinforced plastic
Gun servitor Gun servitor
shield. Initiative reduced by 20.
Senasi, the viper: 5 javelins coated in blood-
fire toxin, knife, reinforced plastic shield. 2
Deployment zone one

m
Deployment zone two

1 g
Krustivor, the scorpion: Halberd coated in 3
choke toxin, carapace armour on chest,
closed helmet.
Th’vish, the poison-tail rat: Neural whip, fur Flag pole
4
coat (armour 2 on all locations). 6
c
The objective of the game is simple, a a 5
character must pick up the flag (spending an
action to do so) and plant it into his oppo- 3" Gun servitor Gun servitor
3"
nents deployment zone, using any means


08
Inquisitor Caeldoul’s shadow cast a short, As he strode towards the town, his mind
harsh silhouette upon the parched ground. turned to the possible purpose of this
Sandor Secondus’s sun was directly above conclave. The Lord Inquisitor was a senior
him now. He checked his chronometer. member of the Ordo Sepulturum. Therefore

Ghost Town
It was noon, the time specified by Lord it must have something to do with the mys-
Inquisitor Morde’s messenger. terious zombie plague. Caeldoul thought of
The old frontier town ahead looked very the wondrous laboratory Inquisitor Morde
quiet. Caeldoul felt isolated and vulnerable was rumoured to be working in. It was even
now. But he was unable to bring his com- whispered that he held a live specimen.
panions along to a conclave such as this. Caeldoul had reached the town now. Still
He walked along the dusty path. A sharp no sign of any life. He stopped. Were those
prick pierced his foot. Looking down, he bodies lying in the middle of the street?
saw a spiny, multi-legged creature driving Another figure came into view. Caeldul’s
it’s fangs into his boot. Inquisitor Caeldoul bionic eye zoomed in. It was Inquisitor Arc!
was glad it wasn’t the larger, poisonous She’d tried to kill him on Coragua IV.
variety that haunted these plains. And did one of those bodies just twitch?

Overview After the first attack of the game, the body


A conclave has been convened under an that Inquisitor Morde’s zombie was feeding
Inquisitorial Remit by Lord Inquisitor Morde. on rises and moves to attack the closest
As a senior member of the Ordo Sepulturum character. Another D3 zombies shuffle out
a lot of important information will be gained from random buildings.
from the seminar. Rumours suggest that he
Any character that attempts to escape off
will also present a captured specimen to the
the table should be set upon by a zombie
attending Inquisitors.
that lies half buried in his escape route.
The conclave is being held on Sandor Secon-
Zombies are silent creatures, almost part
dus, a feral-world near Cadia. Colonists from
of the environment when still. Whenever a
inside the Cadian system have started to
character enters a building the GM secretly
migrate to it as many would prefer barbaric
rolls a D3. On a 3 nothing happens, on a 2
nomad tribes and poisonous reptiles than
the character sees a zombie in the room
foul chaos daemons. Inquisitor Morde has
that is not aware of him yet (the GM places
set the location of the conclave in Endgood,
it away from the character). On a 1 a zombie
a frontier town recently settled – which
lies in wait for the character. When the Ending the Scenario
means the local tribes and wildlife have been
character’s turn is over and the zombie turn The scenario ends when all Inquisitors have
‘pacified’.
begins, place a zombie in base contact with exited the battlefield. It is up to the GM to
As they arrive from their separate locations, the character and allow him an I test. If he determine what happens to the Inquisitors
they are struck by the eerie silence. In the passes he may take an action before the in the near future due to what happens in
middle of the main street is Inquisitor Morde zombie attacks, it counts as charging. this scenario.
bending over what looks like a wounded
Morde’s laboratory holds a number of Set Up
figure. The Inquisitor must have come under
objects – spilled chemicals, smashed The layout of the battlefield is shown on the
attack and needs help.
equipment, and the decayed bodies of the map, as is the starting positions of the vari-
Cast Inquisitor’s retinue. The Inquisitor’s journal ous characters.
Warrior bands, 5-10 Plague Zombies. See also lies amongst the mess. The heavy,
Appendix A for details of NPC’s. leather bound tome contains all of Morde’s Sample armour values
study and theories, as well as describing the Crate: 5
Special Rules Tree stump: 5
escape of his specimen and the resulting
Only one Inquisitor should be used per player Building wall: 10
havoc it caused to the town.
so models can be pooled together for plague
zombies (any humanoid model will do). If
every player, including the GM, possesses
4 inquisitor models then the number of Inquisitor 4 Inquisitor 2
zombies used in this scenario will not cause Petrified trees
any problems. or cactus

Inquisitor Morde has been killed by the


plague zombie he sought to study here, Morde’s lab
and the whole town has succumbed to the t

virus. The creature that was once Inquisitor Morde’s


Morde starts limping 3" towards the largest Zombie
Zombie r
character (generally the character with
the highest T or wearing the most armour,
GM’s decision). A dry moan escapes from it’s
parched throat and it looks like it has been
without food for days. When it is within 6" of r

a living character it will attack.


Inquisitor 1 Inquisitor 3


09
“They’re helping the Guilder to capture the grunt which suggested the Hiver would
queen, which will then be turned over to open fire on anything that crossed his path.
the techpriests. The Magi plan to use it for Inquisitor Caeldoul felt the whisper of
some type of biological weapon, but they Snake-Head-Bone in his mind. It told him

Xenocide
underestimate the queen’s power. That’s that the caverns reeked of psychic power,
why we must go in there, Sumpfish. This something the Inquisitor had already
entire world, and perhaps the entire sec- suspected.
tor, would be at risk of infestation should
He looked behind him. Sumpfish cocked his
these creatures be disturbed.”
shotgun. Snake-Head-Bone kissed one of his
Inquisitor Caeldoul sighed. The xenos hive skulls and rubbed at his temples. Caeldoul
they were about to enter would be a test worked his mind along a particular neural
for the Inquisitor’s retinue. path. The infra-vision in his bionic eye soon
“Be as silent as possible, it’s best we avoid powered up and activated. The caverns
the creatures. But, permission is granted illuminated. Brushing aside a slimy web, the
to engage Inquisitor Bookman or his hench- Inquisitor entered the caverns as a reeking,
men on sight”, Caeldoul ignored Sumpfish’s acidic stench assailed his nostrils.

Overview With a successful Ld test, a telepath in Sample armour values


A new Xenos species has been discovered either warband may try to convince the Cavern wall: 12
on the feral world of Scylla 03. Dwelling in queen that they are on her side and that it is
labyrinthine caverns, they are the subject the other warband that wants to kill her. She
of worship by the human tribes. Some from will then order D3 xenos-workers to attack
the Ordo Xenos believe them to be control- them, along with all but one xenos-soldiers
ling the populace, placing heretical thoughts (who will leave their chamber to do so). The
into the under-developed minds of the feral warband that convinced the queen that they
humans. are defending her will be guarded by the
closest xenos-soldier. The guarded warband
Both Inquisitors plan to make contact with
may attack the other warband, but if the
the queen of this small nest of creatures,
queen is harmed by them she will become
hoping to capture, protect or eradicate it.
enraged. She will then order the attack of
Cast every intruder without mercy, summoning
Warrior bands, around 12 workers, 4 another D3 workers that the GM can place
soldiers, 1 queen. See Appendix A for details close by, but out of line of sight – ready to
of NPC’s. attack in their next turn.
Special Rules Ending the Scenario
The characters must keep noise to a The scenario will end when either warrior
minimum so they will not alert the xenos- band has been driven out of the caverns.
creatures. At the end of every turn, every
Set Up
character must pass an I test or be set
The layout of the battlefield is shown on the
upon by a xenos-worker. If the I test results
map. Before the scenario begins each player
in 95-100% then a xenos-soldier will attack
rolls a D10 and sets up his warrior band in
them. The GM can place the creatures as
the corresponding entry point.
close as possible to the character, but out
of his line of sight. It will attack the closest
character without hesitation. A character
may attempt to calm an attacking xenos-
worker if he has any telepathic powers and
has not attacked it. If he passes a Ld test
then the xenos-worker will stop it’s attack
and return back to it’s initial activity of walk-
ing through the caverns. For each attacking One Two Three Four
xenos-worker within 6" the Ld test has a -10
modifier, but if it is successful they will all be
calmed.
A xenos-soldier cannot be calmed. The ones
that guard the queen will attack any intrud- Queen
ers, though will not leave their chambers. Guard
chamber
Ten

Five

The queen can be communicated with by any Guard


character who has a telepathic power and chamber
is within line of sight. An action deciphering
her alien thoughts and a Sg test needs to
be passed before communication can begin.
She will tell both warbands to leave and
that they will come to no harm as they are
escorted out of her nest. Nine Eight Seven Six

10
10
Inquisitor Caeldoul looked down at the roar- rebels to dissolve once Jilbran publicly
ing sea. A wave of vertigo washed over him. confessed to heresy and was executed.
It had taken a full week of investigation Caeldoul knew otherwise. Jilbran’s fiery
to determine that Master-Artisan Jilbran ideology would not disappear with him. His

The Descent
was being held in the bunker below this death would be a catalyst for open rebellion.
cliff by the militia. The militia were often His thoughts were interrupted as his
used when the Ecclesiarchy or House leg became stuck in some slimy, webby
Gevron needed a mission undertaken that substance. As he struggled to pull it out
they could not be connected to. The politi-
a mental exclamation burst into his mind
cal ramifications of assassination, torture,
from Snake-Head-Bone.
kidnapping and mass slaughter of civilians
would cause unrest if linked to the authori- “Don’t move... it watches you!”
ties. The militia’s death-squads helped keep The Inquisitor froze, then looked below him.
the populace in fear of speaking out of turn Eight black eyes peered back at him from
Jilbran found the link though. The adepts a hole in the cliff face. Below them clicked
that ran the militia were planning on the two large fangs, dripping with venom.

Overview The craggy rock is home to a creature The scenario will also end if the attacking
A revolt has erupted in the normally civilised known as a shell-claw and their webs cover warband retreats or it’s character’s all
city of Garluke, within the Desmoda system. the cliff-face. Every move is a Risky action. go out of action, resulting in the defending
It began when Gevron, the leading merchant If it is failed, the character has touched a Inquisitor winning.
house, withdrew benefits it granted to shell-claw’s web. Roll a D6 to see which lair
Set Up
the veterans of Imperial wars. The Cen- the web belonged to and place a shell-claw
The table will need to be divided into 2 sec-
tral District Guard, a Gevron militia, holds there. It will observe the cliff-face with it’s
tions as shown. Section A will be played as
Master-Artisan Yacob Jilbran as a hostage. myriad eyes, trying to detect movement for
a vertical drop, Section B is as normal. The
They are demanding him to command his D3 turns. At the beginning of the shell-claws’
attacking warband begins at the top of Sec-
guild of craftsmen to cease their attacks on turn every character that moved or injured
tion A. One defending character must act as
Ecclesiarchy and Gevron targets. one of them must pass an I test for each
the sentry, the other defenders are placed
emerged shell-claw. An emerged shell-claw
The militia provides fanatical warriors that anywhere within the bunker.
will race across the cliff-face and attack the
aid the Ecclesiarchy and House Gevron in
nearest character that fails. A character may Sample armour values
certain operations. Their activities are often
disengage from combat with a shell-claw by Water: 1
tainted with cruel sadism towards those they
simply dropping from his rope and falling into Crate: 5
believe traitors to the Imperium though the
the sea below. He will take D6 damage to a Boat wall: 10
fear they instill into the populace is enough
random location as he bounces off the cliff- Bunker wall: 12
to curb most thoughts of rebellion. However,
face. Also, firing ranged weapons from now
the craftsmen discovered the link between
on will become a Risky action as the salty Section A Section B
Gevron and the militia after the assassination
water clogs the inner workings of firearms.
of their compatriots when they questioned 1 Jilbran
If failed, the gun is jammed for D3 turns.
the withdrawal of the veteran’s benefits. The
defending Inquisitor has been working with Once the majority of the attacking warriors
the Central District Guard over many months, have entered Section B, the GM rolls a D6.
as his goals are aligned with theirs: Impe- This is the amount of turns before 2D3 shell-
rial institutions are the Emperor’s will, and claws crawl along the pier, attacking the 2
questioning their practices is heretical. She closest characters.
has personally offered her skills and retinue
There is a turret-mounted rocket launcher
to “encourage” the Master into ceasing his
armed with 3 frag missiles on the boat.
attacks, while the militia is away from the Bunker
bunker on a “morality sweep”. If the defending sentry in Section B becomes
aware of any attacking characters, he
The attacking Inquisitor has found the Mas-
should run inside the bunker to alert his
ter being held in an underground bunker,
warband. He’ll need to spend an action to 3
near the coastline of Garluke. The craftsmen r
open the door with the pass-code (it will shut
have always provided some of the best of r
automatically after 2 actions). r
Desmoda’s Imperial Guard quota, and keep-
ing them content is in the best interests of For an attacking player to open the door, 5 4
the Imperium. Their skills would be devas- Sg tests must be passed before she can get
tating should they be used against Imperial passed it’s security. 5
institutions. The rescue will begin at dawn.
Jilbran is under the control of the closest
Cast character’s player.
Warrior bands, 6 shell-claws, Master Jilbran. Sentry Door
Ending the Scenario
See Appendix A for details of NPC’s.
The scenario ends when Master Jilbran has 6
Special Rules been freed, resulting in the attacking Inquisi-
The attackers begin abseiling from the top tor winning. This can be done by escorting Boat
of the cliff-face in Section A. The maximum the Artisan to the boat. The driver must
Pier

distance a character may move is her I pass 2 Sg tests to get it started then he can Water
divided by 10. exit the scenario.

11
Appendix A: Antagonists
The descriptions below detail the various NPC’s Plague zombie (8)
antagonists in the scenarios. A base crea- The following characters are controlled by Suggested models: Any.
ture or NPC will be mentioned, followed by the GM unless specified in the scenario. Equipment: Rending teeth and claws (reach
the specific name of the creature or NPC 1, damage D6+2).
and the scenario they appear in. Human non-combatant: Stede Morgan (1),
Preacher Oscra Nomaro (2), Throne Exotic abilities: Fearsome, Zombie Shuffle
These are just guidelines, and the GM should D’Shugg 6), Master Artisan Jilbran (10) (Plague Zombies may never evade or sprint
feel free to modify them to best suit the Suggested models: Slick Devlan for and never dodge or parry), Brain-Dead
participating characters. Stede, Throne & Jilbran, Preacher Joseph (Counts as having the ‘Invulnerable’ deam-
for Nomaro. onic power), Plague Carrier (every time a
Beasts
character is wounded by a Zombie make a
The beasts detailed below should be treated Equipment: Stubber, thick clothes (armour 2
toughness test. If he fails roll on the table
in a similar way to Cyber Mastiffs. A beast on all locations except for head).
below after the game).
will always dodge and never parry. They only WS BS S T I Wp Sg Nv Ld
D6 Result
have one location to injure (use chest injury 36 39 32 38 41 42 53 28 58 1 Zombie! The character is infected and
chart) and are dead if it becomes crippled.
Spd Kb Bi Ss Con becomes a plague zombie... sooner or later.
3 3 4 8 19 Roll a D6. On a 1-3 the character becomes
Xenos worker: Sump Beast (7), Xenos-
a zombie whenever she next gets a 1 in any
worker (9), Shell-claw (10)
Human warrior: Sea Dog (1), action rolls. It moves and attacks the clos-
Suggested models: Small to medium sized est living creature. On a 4-6 the character
tyranid creatures, giant spiders. Wounded Soldier (4), Arbite (6)
Suggested models: Slick Devlan for Sea shambles away in between games and is lost
Equipment: Poisonous fangs (reach 1, dam- Dog, Sergeant Stone for Wounded Soldier,
amongst the population.
age D10 and coated in stun toxin), Chitinous 2-5 Sickness: The character feels ill and weak for
Enforcer Barbaretta for Arbite.
shell (armour 3). days and must miss the next scenario.
Equipment: Autogun, stubber, knife, frag gre- 6 Clear: No symptoms, the character has
Exotic abilities: Wall-Walker (The creature nade, flak armour on chest and abdomen. fought off the Zombie Plague.
can move up and down walls as if they were
WS BS S T I Wp Sg Nv Ld WS BS S T I Wp Sg Nv Ld
horizontal).
53 59 37 43 46 47 58 42 63 41 0 62 43 23 0 0 N/A 0
WS BS S T I Wp Sg Nv Ld
49 23 35 48 63 7 2 36 18 Spd Kb Bi Ss Con Spd Kb Bi Ss Con
3 4 4 8 22 2 4 4 Never Never
Spd Kb Bi Ss Con
4 4 5 10 24 Human veteran: Senior Officer Solan (4), Xenos warrior: Crawler (6), Soldier (9)
Arbite Sheriff (6) Suggested model: Medium to large tyranid
Metallic warp creature: Magnadaemon (3) Suggested models: Sergeant Stone for Offi-
Suggested model: Take a sphere of model- creatures or chaos spawn.
cer Solan, Enforcer Barbaretta for Sheriff.
ling putty, a sprue from a plastic kit and a Equipment: Claws (as falchion); Chitinous
flying base. Cut up the sprue then stick the Equipment: Pump action combat shotgun, shell (armour 6).
pieces into the putty ball. Mount the finished las-pistol, knife, flak armour on all locations,
carapace armour on chest and abdomen. Exotic abilities: Fearsome, Spit acid.
Magnadaemon on the flying base.
WS BS S T I Wp Sg Nv Ld
Equipment: Swirling shards of metal (as Talents: Nerves of Steel, True Grit.
78 46 82 73 69 41 27 86 77
chainsword in close combat). WS BS S T I Wp Sg Nv Ld
63 69 47 53 56 51 63 62 68 Spd Kb Bi Ss Con
Psychic abilities: Gaze of Death, Machine
4 8 7 15 37
Empathy, Telekinesis. Spd Kb Bi Ss Con
Exotic abilities: Daemonic – Impervious 4 5 5 11 27 Xenos leader: Queen (9)
WS BS S T I Wp Sg Nv Ld Suggested model: Mutated putty blob?
73 57 88 103 89 82 138 69 61 Equipment: Chitinous shell (armour 10).
Spd Kb Bi Ss Con Psychic abilities: All telepathy powers.
5 9 10 Never Never Exotic abilities: Spit acid, Terrifying.
WS BS S T I Wp Sg Nv Ld
12 8 286 124 71 128 82 109 185
Spd Kb Bi Ss Con
4 29 12 25 62

12
Appendix B: Campaigns
Preparation craft and notice Inquisitor Drolstiem and As the smoke clears and the warband’s
For a GM that’s short on time, it’s entirely his comrades carving through the crea- emerge from the Verticopter they notice
possible to create a short campaign by tures to get to Throne. As he finally reaches the arbites’s craft has been gutted by fire,
randomly rolling a few D10’s and stringing Shrybolis, an orange gas descends upon the killing all on board. However, most equip-
together the corresponding scenario’s (with warband’s and they lose consciousness. ment has been spared. They realise that as
an added bit of creativity). the arbites were cleansing the arena of The
They awake without weapons or equipment
Marquis and his followers, they confiscated
For example, my current Inquisitors are on in dank cells, dripping with slime. A guard
his treasures.
an agri-world – Maizon III – tended largely by with a horrific mask of an alien or daemon
farmers that value hard-work, privacy and addresses them through their cell bars. He The warband’s will start the next scenario
tradition above all else. They are also wary of details the rules of The Arena. The battle armed with their normal equipment. How-
the growing off-world population. A neigh- then begins. Inquisitor Shrybolis notices that ever, because Inquisitor Shrybolis’s warband
bouring satellite is home to a penal-colony. she is accompanied by Throne D’Shugg on lost the arena challenge and weren’t
Inmates that show signs of repentance the march towards the cheering crowds. patched up by The Marquis’s medics, they
are being sent to Maizon III to labour in the She congratulates him for his blessing by begin with any injuries they sustained during
slime-fields. the Emperor. It has allowed him to remain the previous scenario. To add some extra
alive for a few more hours. However, she drama, Throne will seek to make his escape
The Inquisitors on Maizon III have been called
assures him that should they survive this and from the clutches of Shrybolis at some
by request from the planetary governor. A
escape, it will be a short while before she will inconvenient point.
number of inmates were slaughtered by
lay her personal judgement upon him. As the
what could have been a xenos life-form. And So, the warband’s are re-armed and inves-
portcullis opens, and the crowd cheers, the
so the investigation begins... tigating the Verticopter wreckage (testing
warbands race towards the flag pole. This
against their Sg to see if they detect it is
One player has an Amalathian Inquisitor is all under the commentary of an enig-
repairable) when they hear the buzz of
– Gant Drolsteim – whilst the other follows matic bald figure in the grand-stand shouting
marsh hovercrafts. Beyond a forest of algae
the path of the Monodominant – Inquisitor through a vox-caster. He introduces himself
vines, the warband’s realise that they are
Shrybolis. They also hold a grudge against as The Marquis. Inquisitor Drolsteim takes
being hunted by The Marquis’s followers.
each other from their history competing for stock of his surroundings after the first flag
Inquisitor Drolsteim makes his move to take
recognition within the Ordo Xenos. is planted, and notices the family of frontier
Throne into his custody (so that Throne can
farmers is amongst those in the stands. Then
I plan on the Inquisitors only spending a be tried through the traditional Imperial
the xenos creatures creep from the pits.
short amount of time on Maizon III and processes). He assigns Wurmung, a loyal
imagine a narrative campaign of three The winner of The Arena is Drolsteim’s reti- member of his retinue, to guard Stede Mor-
scenarios to begin with. After these have nue, and they reap the rewards. The medics gan. Trech, Drolsteim’s techpriest, fends off
been resolved, and depending on what the repair limbs and provide bionics where nec- the attacks of Shrybolis as he attempts to
characters do between games, I will then essary to keep them fighting fit. Inquisitor repair the Verticopter. The scenario reaches
decide how the future will unfold. Shrybolis is pelted with food and rubbish as a climax when the cultists reach the clearing
they leave the stands. Before the Inquisitors through the algae vines and open fire.
I roll 3 D10’s, getting a 6, 7 and a 1. Consult-
have a proper chance to rest, the guards
ing the scenarios described here, I see I When Trech finally gets the Verticopter
usher them back into the arena, the crowd
have The Outpost, The Arena (a tricky one), running, the cultists rush the powered up
deserves an encore – according to The
and Crashland. Now comes the creative part machine. Inquisitor Shrybolis takes advan-
Marquis. As the portcullis squeals open and
of incorporating them into the campaign. tage of the confusion to make her way to
the cheers echo across the field, his guards
the hovercrafts. This is when Throne makes
The narrative campaign open fire over head. They are answered
his escape, running back through the algae
A criminal figure has escaped (or been with beams of lascannon fire which shreds
vines. Shrybolis, nursing her wounds, along
kidnapped) from one of the slime-fields. through the crowd without discrimination.
with her injured retinue, curses Throne. She
The Inquisitors believe he has ended up in a The Verticopter lands in the middle of the
realises that they can’t stand much more
desolate algae patch, far from the majority field and the cargo bay swings open. The
punishment. They make their way to the hov-
of farms. A family of frontier farmers has warband’s charge onto it as it soars above
ercrafts and start one just as the cultists
captured an insane man and the Inquisitors the arena, laying waste to the headquarters
return to their vehicles.
visit them to investigate, hoping that the of The Marquis. A squad of arbites then
criminal is the one that they hold. The Inquisi- descend to mop up the stragglers. Conclusion
tors battle each other to claim him, hoping So after this mini-campaign we are left
The warband’s are too tired to confront
to use him in different ways. During the with an Inquisitor flying above Maizon III and
each other physically, but a verbal battle
fire-fight strange creatures begin to attack. the other skimming across it’s surface.
is launched between the Inquisitors. They
As Inquisitor Drolstiem bears the brunt The seeds of a grand conspiracy have also
are soon shadowed by the craft holding the
of the creatures’ attack, Shrybolis takes begun. Are all family communities in this
arbites. Suddenly a rocket streaks up from
Throne and escapes. This heretic will soon area allied with The Marquis, what xenos
below. The Verticopter spins into an evasive
be executed by her, but the process must be parasite infested The Marquis, where is
manoeuvre to avoid it, but the arbites
recorded by the servitor still on her vehicle. Throne now and what might he know?
aren’t so lucky. The flaming wreckage of
On the way to her personal craft, Shrybolis the arbite’s vehicle hurtles into the swampy These questions will be answered in the
and her retinue is ambushed by a horde of ground. Stede, the pilot guides the Verticop- future of the campaign. Maybe it’s time to
the creatures. They are cut off from their ter into a crashland close-by. roll another three D10’s...

13

You might also like