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Inquisitor
Inquisitor
the Puritan. To the Radical "the ends justifies the means" in every instance, whether through the
employ of Exterminatus, daemonhosts, or alien weaponry. By contrast, the Puritans adhere strictly
to official Imperial political and religious doctrine and typically persecute their more unorthodox
brethren when given the chance, as they are most concerned with maintaining the Imperium's status
quo, even if this results in simply perpetuating the long period of technological and cultural
stagnation that has long afflicted Mankind since the Horus Heresy. The main tenets of the
Inquisition's competing philosophical sects on how best to defend the Imperium, beyond the basic
Radical/Puritan divide, can be defined below:
Puritans
• Thorianism - These members of the Inquisition believe that the Emperor of Mankind will
some day be reincarnated. This is the most "Radical" of the Puritan ideologies due to the
possible galactic upheaval that could result should the Thorians actually be able to summon
the Emperor into a new physical form, as Believers and Unbelievers in the reborn Emperor's
divinity and identity then turn upon each other. The Thorians are named after the great
preacher and Ecclesiarch of the 36th Millennium, Sebastian Thor.
• Monodominance - This philosophy holds that Man can only survive in the galaxy through
the death of every other intelligent creature, be it alien, mutant, or even psyker (which would
potentially harm the Imperium, seeing as all interstellar communication and travel is psychic
in nature). They are arguably the most extreme of the Puritans and tolerate no deviation from
the harshest and most conservative interpretations of the Imperial Creed.
• Amalathianism - The conservative philosophy that dominates the Puritan faction of the
Inquisition, Amalathianism advocates for unity between Imperial organisations in the pursuit
of the Emperor's will and for a lack of tumultuous social and political change to maintain the
Imperial status quo. The Amalathians are thus the currently largest sect within the
Inquisition. Amalathian Inquisitors oppose the Inquisition's division into political and
philosophical factions and sects. Ironically, their idealism marks the Amalathians as their
own faction in the Inquisition. It was at the birth of this philosophy, on the world of
Gathalamor, at Mount Amalath, that Lord Solar Macharius was spurred on to his grand
conquest of nearly a thousand new worlds for the Imperium.
Radicals
• Xanthism - The most obviously Radical grouping within the Inquisition, Xanthites advocate
the use of Warp-based weaponry, such as daemon-possessed swords, daemonhosts, and other
tactics that will turn the power of Chaos against itself. Xanthism is named after Inquisitor-
Master Zaranchek Xanthus, who was executed as a heretic in the 32nd Millennium. Note
that, unlike other Inquisitors, only the rare openly Xanthite Inquisitors will be denied the use
of the Grey Knights if they requisition them.
• Horusians - A sub-sect of the Xanthites, this sect wishes to create a new leader for
humanity, much like the Puritan Thorians. Both factions strive for a powerful, god-like
figurehead to lead the Imperium into a new golden age. But the Horusians view the might of
Horus as a wasted opportunity; they believe that should the limitless power of Chaos be
harnessed and bound into a great leader of men, humanity could once more become united
and crush all before it. Needless to say, even other open-minded Radical members of the
Inquisition view the Horusians as dangerous in the extreme, likely to become nothing more
than more traitorous pawns of the Ruinous Powers.
• Recongregationism - The Recongregators believe that the Imperium, after millennia, has
become decadent and corrupt. To remedy this, Recongregators believe that the Imperium
should be rebuilt, lest it stagnate further and collapse under the pressure of countless threats
from both without and within. Recongregators are political radicals who push for political
and social change to save the stagnant Imperium as threats multiply in every corner of the
galaxy. They are most deeply opposed within the Inquisition by the Puritan Amalathians.
• Istvaanism - To the adherents of this Inquisitorial ideology, conflict is desirable to further
the progress of humanity through strife. It holds that mankind has made its greatest
achievements after periods of conflict, such as the Horus Heresy, or the Age of Apostasy. It
is the place of the Istvaanians to strengthen Mankind through adversity, and so they follow a
"survival of the fittest" doctrine that often leads these Inquisitors to work at cross-purposes
to the rest of the organisation, as they seek to increase the military threats to the Imperium of
Man's stability, rather than combat them. The philosophy is named after the Battle of Istvaan
III where Horus virus-bombed the remaining Loyalist Space Marines in his Traitor Legions,
a battle that initiated the Horus Heresy.
The following Radical Inquistorial factions are much smaller than the sects described above, but are
becoming increasingly influential in some parts of the Imperium:
• Xeno Hybris - It is speculated that this Radical Inquisitorial faction grew out of a gathering
of Radical Ordo Xenos Inquisitors and agents drawn together in the Calixis Sector of the
Ultima Segmentum in search of clues to lost alien civilisations. Whatever the case, today the
faction works diligently to uncover potentially useful alien technology and better understand
the alien mind.
• Seculos Attendous - As yet, this faction has remained very quiet about its intentions and
goals, no doubt to avoid immediate censure and the risk of excommunication. They view the
superstitious dogma and religious doctrine of the Adeptus Ministorum and the Imperial Cult
to be slowly corrupting Mankind and hampering its growth, pointing to the Age of Apostasy
and the reign of the tyrant High Lord Goge Vandire in the 36th Millennium as proof of this.
They seek to undermine the influence of the Ecclesiarchy and slowly weaken the power of
the Imperial Cult over the minds of the Imperium's masses, hoping to restore the more
secular orientation of the Imperium that once characterised what was known as the Imperial
Truth before the outbreak of the Horus Heresy. For obvious reasons, this sect of the
Inquisition is bitterly opposed by the Adeptus Ministorum and its many agents.
• Polypsykana - An offshoot of the Xanthites, the Polypsykana is a Radical faction of the
Inquisition obsessed with the power of psykers. Its members believe that the psyker is a
natural evolution of Man's slow development into a higher being. The faction believes that
this transformation is inevitable and ultimately humanity's only salvation in such a
dangerous universe. To this end, members work to protect and nurture psykers and increase
the role they play within the Imperium.
RANDOM INQUISITOR
Gender
01-60 Male. The majority of the Inquisition seems to be male.
61-99 Female. Seemingly a minority in the Inquisition.
100 Neither/Both/Unknown.
Age
01-20 Young (40-55). The Inquisitor is young, by Inquisitorial standards.
21-40 Middle Aged (55-90). At this age some Inquisitors commence rejuvenation treatments, whilst
others prefer to appear their age.
41-60 Old (90-150). It is at this age Inquisitors will have established themselves, with a host of
resources.
61-80 Venerable (150-250). By now an Inquisitor may be (in)famous and have cemented their
reputations.
81-100 Ancient (250+). The upper limit is unknown, but it is expected some may reach several
centuries old.
Ordo
01-10 Ordo Malleus: The Inquisitor hunts daemonic influence and studies the warp. The smallest
and most secretive of all the Ordos Majoris.
11-40 Ordo Hereticus: The largest of the Ordos, an Inquisitor of the Hereticus seeks out mutants,
traitors and rogue psykers across the Imperium.
41-60 Ordo Xenos: A guardian against aliens in their many guises, the Inquisitor is knowledgeable
in alien physiology and lore.
61-80 Ordo Minoris: The Ordos Minoris cover a plethora of activities that could come under the
jurisdiction of the larger Ordos, but have been made into more specific departments to better
combat a single threat. These Ordos are tiny in comparison to the big three, and have nowhere near
the influence or manpower as the larger Ordos.
It is up to the player to determine whether an existing Ordo is used (Sicarius: Officio Assassinorum;
Sepulturum: Chaotic/Alien diseases; Obsuletus: everything that won’t fit in any other category such
as ghost ships, Legion of the Damned, etc) or a new body is established, but it must seem plausible
(e.g. Militum: Imperial Guard/Navy; Illuminas: Psykers)
81-100 No Ordo: Exactly as stated. The Inquisitor has no Ordo affiliations.
Philosophy
01-20 Radical Puritan: The most hard-line of Inquisitors, their faith in the Emperor is unshakeable.
Monodominants dominate this category, with their hatred of anything not born pure human, pouring
derision and hatred upon psykers, mutants and abhumans in equal measure to aliens and warp
creatures.
21-50 Liberal Puritan: These Inquisitors understand the place of psykers and mutants is one of
servitude, and that they should be made to understand their inferiority. These are Puritans that
acknowledge psychic benefits.
51-70 Moderate: Inquisitors of a moderate bent are neither frothing fanatics nor entirely sceptical
figures, preferring the middle path in their investigations. They do not condone the use of non-
Imperial weaponry, but they are not big on mass burnings at the stake either.
71-90 Moderate Radical: The Inquisitor that utilises a xeno-pistol, or makes use of beastmen in their
retinue. To some this seems a slippery slope, but it is entirely justified by these Inquisitors as minor
interactions with what others see as tainted.
91-100 Extreme Radical: Daemonweapons and alien allies are legitimate means of persecuting the
enemies of mankind to this Inquisitor. Of course, to the rest of the Inquisition, the Extreme Radical
is an enemy of mankind.
Psychic Ability (+20 to roll if Ordo Malleus, may choose not to roll on table)
01-50 None: No psionic ability exhibited.
51-70 Minor: Can exhibit and control minor abilities.
71-85 Capable: Familiarity with a single discipline.
86-98 Talented: Comfortable with one or more psi-disciplines.
99-100 Master: Amongst the most powerful psykers the Inquisition possesses.
Ties with…
01-03 Space Marine Chapter: The Inquisitor has contact with a chapter of the Adeptus Astartes, and
can call upon them when in need of a favour, which often involves a large amount of brute force.
04-15 Adeptus Mechanicus: Useful to aid in the identification and use of alien or ancient
technology, an Inquisitor with ties to the Mechanicus must be careful their position is not
compromised by agents of the Machine God.
16-30 Administratum: Bureaucrats, archivists and logisters, the staff of the Administratum possess a
great deal of information; they simply need to be told where to look.
31-40 Adeptus Arbites: Good for the detention of heretics, as well as tracking criminals and
providing a decent amount of firepower when necessary.
41-55 Ecclesiarchy: The Imperial Church possesses vast wealth and resources, as well as a presence
on almost all Imperial worlds.
56-57 Assassinorum Temple: The Inquisitor has a powerful contact, possibly to do with the Ordo
Sicarius, and can gain access to a deadly Assassin of one of the six temples.
58-63 Criminal Organisation: Anything from a xeno-trading cartel to narcotics barons, having
access to a criminal gang can be very useful in some places where Imperial justice does not hold so
much sway.
64-70 Noble House: Ideal for those of aristocratic birth, ties with the nobility can often lead to use
of House ships, troops and funds, as well as bolt-holes and spies. This could also be a Navigator
House.
71-76 Adeptus Astra Telepathica: Due to investigations into psykers or being a psyker themselves,
the Inquisitor has ties with the body that deals with all sanctioned psykers in the Imperium.
77-88 Imperial Government: The Inquisitor has ‘friends in high places’ within a particular region’s
government, be it a Sub-Sector, Sector or even a Segmentum.
89-98 Imperial Military: Naval or Imperial Guard assets are available to the Inquisitor due to a
martial background or contacts within the organisation.
99-100 Exotic: For Radicals, this could be aliens or even a daemon, whilst for Puritans it’s more
likely to be a particularly holy figure (possibly on the verge of Sainthood), a Rogue Trader, etc.
Heretic
01-40 Carta Extremis: Declared a heretic by their comrades, this Inquisitor is hunted by their peers
for any number of reasons – killing a fellow Inquisitor, excessive displays of force or an
unnecessary Exterminatus.
41-55 Ruinous Powers: The Inquisitor has been tempted into the worship of the dark gods of Chaos.
56-60 Deceived: The C’tan Star-Gods have bent this individual to their heinous will. Psykers should
re-roll this result.
61-65 Working for the Greater Good: Hailing from the Eastern Fringe, this Inquisitor’s contact with
the Tau has made them sympathise with their cause and now they are feeding information back to
the xenos scum.
66-70 Eldar infiltration: Owing to any number of convoluted reasons, such as promises of access to
the Black Library, the Inquisitor does as they request.
71-80 Illuminati: A believer in the prophecy of the Star-Child and the Sensei, the Inquisitor is a
member of this esoteric order. Gain the ‘Illuminated’ quirk.
81-90 Dark Pact: In order to gain power and influence, even if it was for the good of the Imperium,
the Inquisitor has forfeited his soul with a daemonic pact.
91-97 Trojan Horse: Due to any number of reasons, such as personal vendetta or xenos influence,
the Inquisitor’s aim is to cause as much damage as possible.
98 Infil-Traitor: The Inquisitor is actually a sleeper-agent awaiting activation, but from who?
Impersonation of an Inquisitor is heresy!
99 Alien: Through cunning deceptions and extensive surgery, the Inquisitor is actually an alien
masquerading about as a human, for whatever dire purpose it has in mind.
100 Daemonhost: Amazingly, a daemonhost has been able to masquerade as an Inquisitor.
Personal army
01-20 Mercenaries: The Inquisitor has employed a cadre of mercenaries – these could be
professional, Imperial regulated (possessing a licence) troops or little better than piratical brigands
simply out for booty.
21-40 Guard formation: A body of Imperial guardsmen, be it a company or a regiment. They could
be specialists in a certain type of combat that the Inquisitor finds useful.
41-60 Inquisitorial: Storm Troopers, Ordo-specific units or Inquisitorial Wardens.
61-80 Imperial (other): Arbitrators, Enforcers, Skitarii (technically Mechanicus, not Imperial –
plausible if the Inquisitor has ties with the Mechanicus), armed Cultists, Penal units, Naval Security,
PDF, Noble House troops, etc.
81-100 Exotic: Anything that is not covered here – alien mercenaries (Kroot or Orks?), renegades,
mutants, abhumans, Adeptus Astartes, alien sponsors/allies (Tau or Eldar?), Chaos forces (Traitor
Legions, most suited to the Alpha Legion)
Unarmed spaceship
01-20 Tug: A small craft, not even a kilometre in length, with only five thousand hands aboard.
Ugly but functional.
21-40 Star Yacht: Sleek and ornate, the Star Yacht is designed to show off status and provide
transport in style.
41-60 Herald: Designed for speed, this craft is mostly engines. Ideal for Inquisitorial business
where time is of the essence.
61-80 Mercantile: A merchant ship that has been pressed into service for a variety of reasons – its
large hold may have been converted into a library, for example, or the Inquisitor may be undercover
as a merchant.
81-100 Exotic: Alien (exploration or transport vessel?), Mechanicus exploration vessel,
Naval/Inquisitorial Reconnaissance (possibly with psychic wardings), Ministorum Cathedral ship,
etc.
Armed spaceship
01-20 Frigate: A small vessel not intended for the heaviest actions, but still capable at chasing down
pirates and protecting convoys.
21-40 Strike Craft: Swift and well-armed for its size, usually equivalent to a light cruiser in
tonnage.
41-60 Carrier: It may be a carrier of interceptors and bombers, or one of assault transports for the
Inquisitor’s private army.
61-80 Cruiser: A ship of the line, well armed and armoured, capable of orbital bombardment as well
as fleet actions.
81-100 Exotic: Alien (bear in mind some are unlikely, e.g. Eldar, whereas some are nigh-on
impossible, e.g. Necron!), Mechanicus warship, Astartes vessel, Arbites Punitive frigate, etc.
Hidden base
01-20 Asteroid: In the depths of an asteroid field the Inquisitor has made his lair.
21-40 Volcano: The classic hidden lair (space-piranhas not included).
41-60 Underwater: Somewhere for the Inquisitor’s foes to meet a ‘fishy’ end.
61-80 Space Hulk: In the dark places of the hulk, who knows what may lurk…
81-100 Other: Up to the player, or choose from above.
Fortress
01-20 Bunker Complex: The pragmatist’s fort, intimidating yet durable.
21-40 Airbase: Using ancient technologies, this armed stronghold floats above a planet’s surface.
41-60 Impressive Citadel: Complete with gargoyles, high towers and fluttering pennants (not to
mention void shields and gun-turrets).
61-80 Space Station: Festooned with weapons batteries, turrets and heavily shielded.
81-100 Other: Up to the player, or choose from above.
Expert bodyguard
01-20 Loyal henchmen: The rag-tag band the Inquisitor has collected over the years form his die-
hard bodyguard.
21-40 Death cultists: A small number of devout Death cultists protect the Inquisitor.
41-60 Guardsmen: A squad of veterans or stormtroopers form the bodyguard of the Inquisitor.
61-80 Psionic personnel: Either a powerful psyker or untouchable protects the Inquisitor.
81-100 Exotic: This could be Ordo-specific (Crusaders for the Ordo Hereticus, an Eldar Ranger for
the Ordo Xenos, etc), or something unusual such as a unit of Skitarii or even a Space Marine!
Illness
01-20 Hacking cough: A nasty cough.
21-40 Xenovirus: An alien virus.
41-60 Debilitating: Eyerot, Catachan Sloughing Fever
61-80 Terminal: St Basil’s Spineblight, Tyranid Spore-Cysts, malignant tumours, etc.
81-100 Warp-tainted malady: The Obliterator Virus is the most famous of such illnesses.
Injury
01-20 Impressive scars: From duelling or battle
21-40 Lost a minor body part: Ear, finger
41-60 Lost a limb: Leg or arm.
61-80 Lost an organ: A punctured lung,
81-100 Paralysed: Unable to move some/all limbs.