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The Emperor Protects Conclusion

With Magos Vayze and the Fleshless Magi destroyed and with Dahzak gone, the Irradial Forge
is leaderless. The rebellion led by Arcus Dyre is eventually put down, but the sheer chaos
caused by them and the Alpha Legion lead the Irradial Forge to fall, being eventually taken over
by a neighbouring citystate on Samech. The Heart of the Forge is consumed by the Warp
Breach that opened following the death of Dahzak.

The threat to the Warp Gate is ended. The disruption in the supply of weapons and ammunition
to the forces of Chaos caused by the fall of the Forge allows the Imperial forces to consolidate
their gains in the Celebos Warzone and turns the tide of the war there. This in turn allows the
Warmaster to shift reinforcements to the other fronts, stabilizing them as well.

The Inquisitors and Space Marine are feted by the Warmaster himself, who congratulates them
on their accomplishments.

Each PC and NPC gains 1 fate point


Each PC gains 10 Influence/Renown.

The Harlequin, Ysserl, ends up offering his services to Gaius, stating "our paths coincide for
now, Inquisitor". There is precedent, as Harlequins and the Inquisition have allied in the past.

Sadly, exposure to the corruption of Samech did result in gains in Corruption points for the
players and their followers. However, all are 'cleared' by the Witchhunters of the Inquisition as
being free of serious Chaos Taint. Several characters also gained Insanity points. The Samech
weapons that returned with the Inquisitors are mostly handed over to the Mechanicus, although
Lazo retains a few for 'personal study' given his status as a Techmarine.

Lost on the planet Samech were Killian, Chizu, Father Marius as well as the servitors Thing 1
and 2. While Inukai was destroyed, its central core was retrieved and recovered by Gaius, to be
installed in a new model rebuilt by Trevius.

The Inquisitors and their Acolytes chose to spend some time off on Karlack, welcomed back by
the Prince Prefect Allewis.

Brother Lazo returned to Erioch, with Magnus and his Servoskulls. He sets about rebuilding his
group of servitors while there. He carries with him a few 'trophy' weapons and some books and
dataslates he took from the libraries of the Fleshless Magi.

For Gaius and Company

Hasker increases his Psyker level to 5 as well as taking advances in Toughness and Ballistic
Skill. With Level 5 his shields are now 25% effective, and can be put on 5 allies. Also his
Cleansing Flame is more effective, particularly against Warp creatures or Daemons.

Gen increases his Ballistic Skill, Parry and Dodge. As well, he takes Target Selection talent.

He also learns to use a Boltgun, and requisitions one from the Inquisition. And apologies to Vic
- he had previously learned Whirlwind but I forgot to put it on his action (button) list.

Trevius takes an advance in Ballistic Skill and also takes the Target Selection talent.

As well as rebuilding Inukai, he improves his Meltagun to Good Quality (making it Reliable -
Jams only on 100).

(a note for Target Selection - this talent removes the -20 penalty for firing into a melee, and if
you aim you cannot hit an ally, the key being aiming)

Inukai was rebuilt, and both Inukai and Spot have their structure reinforced by Trevius, adding
2 wounds and giving their bite some armour penetration (Pen 2).

As noted elsewhere, Ysserl joins the group. He and Gaius make a trip on Rogue Trader Lan's
ship to reequip Ysserl with new weapons and gear from a nearby Eldar Craftworld.

Gaius gains the following

Shared Destiny
Those who fight at the side of an Inquisitor know each battle can be their last, but a good Inquisitor
watches over his own. With one eye on his Acolytes and another on their enemies, he ensures his
people live to fight another day.

Effect: The Inquisitor may spend two (temporary) Fate points as a Free Action to grant another character
within 10 metres a (temporary) Fate point. This allows the follower to do all the things a Temp. Fate point
allows - reroll a dodge for instance or heal for 1d5 Wounds.

Leaping Dodge
The Inquisitor has become practiced at escaping weapons that cover an area to deadly effect, from
flamers to strange xenos devices. When he would make an Agility test to avoid attacks from weapons
with the Spray quality, he may make the test using his Dodge (Ag) skill instead. (system will do this auto).
For reference, for Gaius, this adds 30% to his current odds of avoiding these attacks.
For Pontius and Company

Queil'na takes Sound Constitution x 2 (2 extra wounds), Hardy (always treated as lightly
wounded), and +5 Toughness

Sy-Gex takes Sound Constitution x 2, The Flesh is Weak 4 (extra point of machine armour all
over) and Nowhere to Hide (reduces cover). He also upgrades his armour to Military Carapace
Armour and integrates his bionics with that. He now has very high defense value (14!) due to
the armour and bionics (The Flesh is Weak 4).

Proprio takes his last advance in Ballistic Skill, as well as Target Selection (fire into CC without
penalty) and Awareness +10. However, as a result of his Insanity Point accumulation (now at
30), he spends some time on Karlack in medical care, recovering from a psychotic break (failed
WP test).

Dyne's leg was so badly damaged in that last fight it required Bionic Replacement (both legs
were replaced). These add 2 AP to his legs. He takes 2 advances to bring his Ballistic Skill up
to a very respectable 55. Having returned to Karlack, he finds that Inquisitor Vincent left him his
Power Sword in his will, along with a small estate. He retrieves his Refractor Shield from Lazo.

Adelth increased her Psychic Power level to 5. She also gains Favoured by the Warp
(automatically rerolls psychic phenomena (not Perils) and takes the lower roll).

With the increase in the Psychic Power, she gains more damage to her Psychic Scream, as well
as now can grant Adamantium Faith to 5 followers when called upon.

She keeps 400xp in reserve.

Pontius gains the following:

Shared Destiny

Those who fight at the side of an Inquisitor know each battle can be their last, but a good
Inquisitor watches over his own. With one eye on his Acolytes and another on their enemies, he
ensures his people live to fight another day

Effect: The Inquisitor may spend two (temporary) Fate points as a Free Action to grant another
character within 10 metres a (temporary) Fate point. This allows the follower to do all the things
a Temp. Fate point allows - reroll a dodge for instance or heal for 1d5 Wounds.

Through readings from texts taken from the libraries of the Fleshless Magi, he also gains:

XenoSavant

In your study and prosecution of the xenos threat, you have become well-versed in the ways
and forms of the myriad alien races that menace humanity. The character can attempt any
Forbidden Lore (Xenos) test in which he is not trained as an untrained skill test as if it were not
a Specialist skill.

This can be used in game to gain information on weakness, powers etc of various Xenos races
(by asking GM questions). Requires a Int Stat test, with a +20 modifier due to Pontius's Master
of All Talent (gives Pontius a 70% chance).

Finally, Pontius has new Best Quality Power Armour commissioned at great cost to the
Inquisition, however this armour does not have his shoulder mounted Grenade Launcher (that
was done by the Jokaero, in another Quadrant). The Munitorium officer says "Try not to lose
this one!".

Brother Lazo and Company

Magnus - he has had to hand in his Volkite weapon (was only allowed for this mission), but has
taken a Mechanicus Inferno Pistol to replace it. While short ranged, it does tremendous
damage, destroying cover as well. He has also taken the Weapon Tech Talent, which uses his
Mechanicus training to enhance his ability with this pistol, able to target weak points in armour,
doing even more damage as a result.

Huginn and Muninn - Lazo has reinforced their structure with more metal to make them more
durable (+1 Machine armour, +1 wound).

Having 'retrieved' some books from the Fleshless Magi, which contained ancient lore regarding
robotics and ancient weaponry, Lazo set about using this information to rebuild his minions as
well as some new ones.

Thing 1 and Thing 2 were rebuilt along their original lines (Missile Launchers and Chainfists).

"Thing 3" was built which carries an Astartes Combat Shotgun. This large bore semiautomatic
shotgun does heavy damage at closer ranges. It jams only on a roll of 100. At pointblank
ranges (2m) it does even more damage and has a higher chance to hit. A large ammunition
hopper means it is unlikely to run out of ammunition. Thing 3 also has the usual chainaxe for
when melee ensues. Some of Thing 3's internal armour was removed to increase its agility and
speed, making it faster to get into range or melee. (Speed 4).

"Thing 4" was built, and has been equipped with a Rotor Cannon and a Chainaxe for close
combat. The Rotor Cannon is a fully automatic rotary barrel gun, capable of laying down
withering fire, but is prone to jamming. It also has a large backpack ammunition supply.

"Tinman" - a version of a Scyllax Guardian Robot (the snake like robots the Magi used as
bodyguards). Lazo has equipped it with the radiation pistol he took off of the corpse of Magos
Vayze. This pistol fires a projectile, that if it hits a target, releases a deadly burst of radiation in
a 2m radius (friends and foe can be effected though so watch out!).

It also has a number of mechadendrite tentacles which allow it to attack all enemies adjacent
(akin to a cleave or whirlwind attack) or focus on a single opponent in "Dismemberment" mode
(which does just that). Tinman has more wounds than Servitors do, and is reasonably quick
(Move of 4).

Using Tinman carries some risk if you encounter any Adeptus Mechanicus however, as it uses
technology and weapons proscribed millennia ago as 'dangerous'. Scyllax Guardians are
uncommon, having been mainly built during the Great Crusade and Horus Heresy eras. They
are generally only found amongst the Legio Cybernetica, military forces fielded by Mars and
serve as bodyguards for Magi in these forces.

Like the cyberskulls, the default programming is to protect Lazo, but can be given specific
orders (eg. attack target X).

Brother Lazo

Takes The Flesh is Weak 3 - increasing his machine trait further

He also has his back implant upgraded to be able to interface with a Servo Harness.

The Followers of Slaanesh and the Pleasure World of Carmyn

Carmyn is a planet well within the Iron Collar, classed by the astro-cartographers as a Pleasure
World. It is utilised by the high command of the Achilus Crusade as a retreat from the horrors of
war and the stresses of high-level command.

The surface of Carmyn is as close to paradise as can be found, with unspoiled forests, pristine
oceans and mountain ranges soaring kilometres into the azure skies.

The Imperial presence is limited to a number of small retreat settlements, each consisting of
perfectly landscaped arbours. The thousands of staff who wait upon the generals and marshals
who use these facilities are quartered in vast underground barracks, so that their presence
does not ruin the perfect vistas.

Following up on information you obtained on Caelas Asteroid Station you learned that the
Torment had dealings with someone on Carmyn, which has prompted your decision to
investigate.

Normally this would be a job for the Ordo Hereticus, but given that you had raided the asteroid
station you have taken this mission on yourselves. Taking a few of your followers for what
should be a simple mission, you set forth to Carmyn. Pontius, as an Ordo Xenos Inquisitor,
asks Brother Lazo of the Deathwatch to accompany the Inquisitors for technical and additional
fire support. Rogue Trader Lan has agreed to transport the group of you to the planet, and
remains in Orbit if further assistance is needed.

You hope this will provide a needed distraction from the horrors experienced on Samech. In
fact, some of your warbands will remain on Karlack, recuperating both mentally and physically
in the opulent suites provided by the Prince-Prefect.

GM: Please designate 3 followers per Inquisitor that will accompany your character to
Carmyn. The cybermastiffs pair count as 1 follower. Proprio and Dyne are recovering but
can be chosen if desired.

Lazo's followers are in storage on the Rogue Trader Vessel; I will also limit him to 3
followers. The Cyberskulls pair count as 1 follower.

Again, please designate the followers coming so I can update everything.

Team Gaius

• Gen

• Trevius

• Hasker

• Ysserl

• Spot and Inukai

Team Pontius

• Proprio

• Sy-Gex

• Adelth

• Dyne

• Queil'na

Team Lazo

• Thing 1 (Missile Launcher/Chainaxe)

• Thing 2 (same)

• Thing 3 (Astartes Shotgun/Chainaxe)

• Thing 4 (Rotor Cannon/Chainaxe)

• Tinman (Radiation Pistol/Mechadendrites)

• Huginn and Muninn (Scout Skulls/Splinter Pistols)

Once I have everyones selection, I will send further info.

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