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		<id>http://2d4chan.org/mediawiki/index.php?title=The_Beheading&amp;diff=478363</id>
		<title>The Beheading</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Beheading&amp;diff=478363"/>
		<updated>2021-01-23T04:36:31Z</updated>

		<summary type="html">&lt;p&gt;2601:40A:4100:3470:E9B8:E442:1C8C:FC9D: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Beheading&#039;&#039;&#039; was an event in 546.M32 where Drakan Vangorich, the Grand Master of the [[Officio Assassinorum]] rebelled against the [[High Lords of Terra]]. He might have actually been the good guy (in the sense of not murdering people who don&#039;t cause problems and murdering people who cause problems for Imperial citizens).  He might have been the bad guy (from the perspective of &amp;quot;the punishment must match the crime&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Coup==&lt;br /&gt;
In the mid-32nd millennium a great calamity befell the Imperium: [[The Beast|the WAAAGH! Beast]]. The most vicious rampage made &#039;&#039;&#039;&#039;&#039;EVER&#039;&#039;&#039;&#039;&#039; by orkind drove the Imperium to its knees as dozens of Space Marine chapters were annihilated, the [[Imperial Fists]] were reduced to a single Astartes, and thousands of worlds were put to the torch. Terra itself was in a state of constant threat during a good chunk of the war.&lt;br /&gt;
&lt;br /&gt;
The reaction from the [[High Lords of Terra]] varied from total incompetence to outright hindering the war effort (special note goes to the Ecclesiarch [[Heresy|who wanted to WORSHIP the Orks and abandon the cult of the Emperor]], and the Fabricator-General who just wanted to loot the Orks&#039; tellyporta technology so the AdMech could teleport Mars out of the way, leaving Terra to its fate (extra stupid points to him since [[Derp|the only reason Mars was in danger was his demand that the Imperial Fists not destroy the Attack Moon so he could get the teleporter technology from it]])) and thus costing more worlds and billions if not trillions of lives. Except for one (later two): Drakan Vangorich, the Grand Master of Assassins himself; and in spite (or perhaps because) of such a grim task, he was a &#039;&#039;bona fide&#039;&#039; patriot. He and Chapter Master Koorland made great efforts and maneuvers to get the filthy and complacent asses of the High Lords to work on the threat at hand. It suffices to say the two of them may be amongst the greatest heroes of the Imperium, for without them mankind would have been annihilated or reduced to savagery a la the Age of Strife.&lt;br /&gt;
&lt;br /&gt;
Once the war was over, Drakan realized that, should there be another threat of a similar caliber, mankind would be wiped out due to the incompetence of the High Lords. This was especially evident when, as The Beast sent his diplomats asking for their surrender (yes, Ork diplomats had become a thing, thanks to the Beast), the High Lords were more concerned about their own political power than saving mankind. The final straw came when Vangorich found out that the Fabricator-General had teleported Ullanor away (instead of [[Exterminatus]]-ing it; the planet eventually became [[Armageddon]]). For the sake of the Imperium, the High Lords needed to die, and die they did. With the resources of the Assassin&#039;s temples at his call, it wasn&#039;t too hard for Vangorich to kill / replace every other member of the High Lords within 5 days. Vangorich himself was left top dog of the High Lords and had the rest of the council replaced with impostors or puppets making him sole ruler of the Imperium, which he led for about one-hundred years.&lt;br /&gt;
&lt;br /&gt;
Vangorich&#039;s intentions were good, but he grew increasingly paranoid about the Imperium ever backsliding back into the state it had been before the Beast invaded. So while on the good side he did rebuild the Imperium&#039;s armed forces and restored planets that had been ravaged by the orks, his reign was marked with [[Grimdark|massacres, vicious reprisal, harsh punishment, and increasingly totalitarian control]] (so, literally nothing changed from before and after the Age of Apostasy except the people getting executed probably deserved it and the Imperium established actual authority over its members instead of letting them shit all over their own citizens). The Imperium remained strong and united under his rule (recovering well enough to sustain the Fourth Founding), but Terra finally grew sick of living in constant fear of their single ruler as he grew more and more erratic. The Astartes and Inquisition, agreeing on a unified goal for a change, decided that it was time to relieve Drakan Vangorich from office. Every other department in the Imperium stepped aside to let them do it (well, I mean, no other departments have military strength except the Administratum and the Inquisition could just flash their rosettes in that case).  This might actually have been a terrible thing as it meant the Imperium lost all of the benefits of Vangorich&#039;s rule and kept all of the downsides (which already existed long before and long after the Age of Apostasy anyway and so really were irrelevant).  Especially when you notice the only people harmed were those who were guilty of harming the Imperium.  The lore doesn&#039;t say anything innocent people being hurt.  Just that his actions were over the top compared to...what exactly?  If you don&#039;t want to suffer the massacres, vicious reprisals, and harsh punishments then don&#039;t commit crime or abuse your position.  Duh.  And increasingly totalitarian control for a government that has almost zero power over its member governments is probably a good thing as it can finally get some quality control.  And yes, Vangorich&#039;s rule happened before the Age of Apostasy, that&#039;s not the point.  There are strong limits to how much power the Imperium has over its members which prevents the Imperium from oppressing them (or else they&#039;d have constant rebellion and the Great Crusade would never have had a dream of succeeding at all).  Even Inquisitors who want to mess with governments have to do so behind the scenes so they don&#039;t get in trouble.  The Imperium &#039;&#039;can&#039;&#039; ensure efficient administration, military, industry, and so on to its member worlds as has been shown many times during the Great Crusade and resulted in humanity being totally awesome.  Post-Emperor Imperium doesn&#039;t even try to do any of this and just lets everyone do whatever they want.  Vangorich re-established the Imperium&#039;s authority and quite honestly his methods don&#039;t seem any different than how the Emperor did things anyway.  Contrary to popular belief, the Emperor was very, very purge-happy and if you crossed his laws he would do terrible things to you and possibly your family.&lt;br /&gt;
&lt;br /&gt;
==Response==&lt;br /&gt;
&lt;br /&gt;
A strike force of 400 marines led by the [[Imperial Fists]] under [[Chapter Master]] [[Maximus Thane]] and supported by elements of newly created chapters (The [[Halo Brethren]] and [[Sable Swords]] specifically) landed on the Imperial palace to hunt down Drakan and seize control of the Senatorum Imperialis. The Officio responded in kind, deploying its most lethal operatives: the landing zones became killzones filled with snipers and the disembarking Astartes were assailed by hundreds of assassins from various temples. [[Callidus]] and [[Culexus]] harassed their advance, while [[Vindicare|Vindicares]] took shots at them from every angle. [[Venenum]] and [[Vanus]] operatives probably worked from behind the scenes to hinder their advance, but strangely no [[Eversor|Eversor]] assassins were present. Which was dumb and probably why Vangorich ultimately lost.  Despite losing half their numbers in the process, [[Plot Armor|the Astartes managed to carve their way through the assassins]] and clear out the Senatorum for the most part. Thane then confronted Inquisitorial Representative Wienend, who revealed Vangorich had fled to the Eversor temple at the North pole. Both had a row of words lamenting the situation before Thane departed to hunt Vangorich down. Wienand stayed behind to die by a bomb trap Vangorich had placed in the Senatorum (she was aware of it, but felt it appropriate to go out with a bang given the circumstances). &lt;br /&gt;
&lt;br /&gt;
The remains of the strike force assaulted the temple and confronted Vangorich, who had some final words with Thane, with both accusing the other of having some responsibility for the current situation (to be fair, running the Imperium would eventually drive anyone crazy, and Thane really should have stayed behind to help get things in order instead of crusading). Regardless, Vangorich sprung his trap by flooding the room with smoke and unleashing one hundred Eversors on the Astartes. The two forces cut each other down till only three remained: Chapter Master Thane of the [[Imperial Fists]], Vangorich, and a single Eversor (Beast Krule, a former favored assassin of Vangorich who had been forcibly converted into an Eversor after betraying Vangorich earlier). Vangorich ordered Krule to cut down Thane, but the Assassin [[Bullshit|broke his programming]] long enough to refuse, giving Thane time to get a bead on Vangorich. Oddly, Vangorich&#039;s last words were asking if Thane would like to know how [[Konrad Curze]] died (possibly drawing a parallel between their intended roles in the Imperium) but Thane was having none of it, killing him before he could answer. &lt;br /&gt;
&lt;br /&gt;
Over the next millenia, many reformations were implemented to prevent one person gaining complete control of the Imperium and causing such trouble (abolishing the position of Lord commander of the Imperium, for instance, because that position had...never been abused and always was the one thing keeping humanity alive in the face of overwhelming incompetence from everyone else...fuck), helped along by [[Goge Vandire|a certain asshole]] being another great example of what the Imperium does NOT need in a leader.  Also, the [[Ordo Sicarius]] was set up to keep some assassins pointed at the assassins.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
In the immediate aftermath of Vangorich&#039;s death the [[Imperium]] fell into a state of anarchy, as everyone and their sisters vied for a place in the new version of the Senatorium Imperialis, leading (ironically as Vangorich had predicted) to yet another period of anarchy due to &amp;lt;s&amp;gt;human incompetence&amp;lt;/s&amp;gt; the Space Marines. For a century long there was no central leadership and no official successors for the High Lords as people vied and struggled for political power. Luckily Agnathio, the then-[[Chapter Master]] of the [[Ultramarines]] got fed up with this shit real quick, gathered up no less than fifty of his fellow Chapter Masters and their Space Marines; and they all set course for Terra where they proceeded with cock-slapping everyone in the Senatorum until once again twelve High Lords were chosen, finally restoring stability to the Imperium.&lt;br /&gt;
&lt;br /&gt;
In an amusing twist, the Imperium studied scientific-ish Ork tech to re-create the actual Dark Age of Technology ability to teleport planets (DAoT could teleport star systems, though) out of danger or fortress worlds right to the enemy. In a less amusing but unsurprisingly stupid move, this technology was not used to do exactly that ever or in the future and was not used for ship interstellar travel, either.&lt;br /&gt;
&lt;br /&gt;
==Clash of the Canon==&lt;br /&gt;
One of the Chapters who fought against the Assassins was the Sable Swords. The Chapter that is currently known as the Sable Swords was formed to replace the remnants of the [[Astral Knights]], nearly wiped out during their siege of [[The World Engine]]… which was in 926.M41. &#039;&#039;9380 years later.&#039;&#039; It is possible that they have been refounded after their destruction (like with the [[Minotaurs]]), but this is not being hinted in what is known about them like with the Minotaurs. Or it could have been another fuckup, who knows.&lt;br /&gt;
&lt;br /&gt;
The Offical Canon does however list the Sable Swords as Losing over 800 Marines in the fighting. So they were most likely Massacred and re-built.&lt;br /&gt;
&lt;br /&gt;
In addition, there&#039;s a footnote in the fluff that says the administratum didn&#039;t realise that there were two chapters named the Sable Swords until both were destroyed in fighting in the 13th Black Crusade. This probably explains it.  Although, given there&#039;s only around a thousand loyalist Chapters and they&#039;re kinda just a teeeensy bit important, you&#039;d think even the Administratum would do its utmost to keep track of every little thing related to the Adeptus Astartes.  Especially after a certain infamous [[Horus Heresy|temper tantrum]].&lt;br /&gt;
&lt;br /&gt;
{{40k-Timeline}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category: Imperial]]&lt;/div&gt;</summary>
		<author><name>2601:40A:4100:3470:E9B8:E442:1C8C:FC9D</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Inquisitor_Creation_Tables&amp;diff=276050</id>
		<title>Inquisitor Creation Tables</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Inquisitor_Creation_Tables&amp;diff=276050"/>
		<updated>2021-01-19T17:58:46Z</updated>

		<summary type="html">&lt;p&gt;2601:40A:4100:3470:E9B8:E442:1C8C:FC9D: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These charts can used to create inquisitors for general Wargamming fluff or for your 40K RPG games.&lt;br /&gt;
&lt;br /&gt;
==Personal Details, Affiliations and Philosophy==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Sex/Gender (d100)&lt;br /&gt;
|- &lt;br /&gt;
! 01-45&lt;br /&gt;
| Male&lt;br /&gt;
|-&lt;br /&gt;
! 46-91&lt;br /&gt;
| Female&lt;br /&gt;
|-&lt;br /&gt;
! 92-100&lt;br /&gt;
| Other: Both, neither, non-binary identity, frequently changed through surgery to suit their purposes or unknown (if unknown, automatically gain the masked quirk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Feel free to reroll the results on the previous table, or ignore it if you wish. No specifications for trans inquisitors are needed, as an Inquisitor can be expected to be influential enough to take care of gender dysphoria related issues through surgery or gene therapy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Age (d100)&lt;br /&gt;
|- &lt;br /&gt;
! 1-20&lt;br /&gt;
| Young (40-55): The Inquisitor is young, by Inquisitorial standards.&lt;br /&gt;
|-&lt;br /&gt;
! 21-40&lt;br /&gt;
| Middle Aged (55-90): At this age some Inquisitors commence rejuvenation treatments, whilst others prefer to appear their age.&lt;br /&gt;
|-&lt;br /&gt;
! 41-60&lt;br /&gt;
| Old (90-150): It is at this age Inquisitors will have established themselves, with a host of resources.&lt;br /&gt;
|-&lt;br /&gt;
! 61-80&lt;br /&gt;
| Venerable (150-250): By now an Inquisitor may be (in)famous and have cemented their reputations.&lt;br /&gt;
|-&lt;br /&gt;
! 81-100&lt;br /&gt;
| Ancient (250+): The upper limit is unknown, but it is expected some may reach several centuries old. Perhaps some obscure techno-sorcery can even grant them a lifespan far longer than most.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Ordo (d100)&lt;br /&gt;
|-&lt;br /&gt;
! 01-10&lt;br /&gt;
| Ordo Malleus: The Inquisitor hunts daemonic influence and studies the warp. The smallest and most secretive of all the Ordos Majoris, but still outnumbers all Minor Ordos, if not in total then all individually for certain.&lt;br /&gt;
|-&lt;br /&gt;
! 11-40&lt;br /&gt;
| Ordo Hereticus: The largest of the Ordos, an Inquisitor of the Hereticus seeks out mutants, traitors and rogue psykers across the Imperium.&lt;br /&gt;
|-&lt;br /&gt;
! 41-60&lt;br /&gt;
| Ordo Xenos: A guardian against aliens in their many guises, the Inquisitor is knowledgeable in alien physiology and lore.&lt;br /&gt;
|-&lt;br /&gt;
! 61-80&lt;br /&gt;
| 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.&lt;br /&gt;
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&#039;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). Check the [[Inquisition]] page for those already known to exist.&lt;br /&gt;
|-&lt;br /&gt;
! 81-100&lt;br /&gt;
| No Ordo: Exactly as stated. The Inquisitor has no Ordo affiliations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Note that Inquisitors do not work exclusively based on Ordo&#039;s. An Ordo Malleus Inquisitor, should they come up across a Genestealer Cult, will not let it go but work against it if no one of the Ordo Xenos is available unless they are on an emergency. Similarly, an Ordo Xenos Inquisitor will not give up the chance to root out a standard heretical cult either if there is no one of the Ordo Hereticus available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Title (Roll d3 times) (d100)&lt;br /&gt;
|-&lt;br /&gt;
! 01-10&lt;br /&gt;
| Military Rank: Colonel, General, Major, Admiral, Captain, etc; all these and whatever else could be bestowed upon the Inquisitor as a title owing to a previous career, an honorific granted by a particular institution or simply be of their own devising (and dreams of military glory?).&lt;br /&gt;
|-&lt;br /&gt;
! 11-30&lt;br /&gt;
| Ordo-specific: Something related to the Inquisitor&#039;s line of work, e.g. an Ordo Hereticus Inquisitor might be Witch-Finder, Witch-Hunter, Colonel-of-Redemption, etc.&lt;br /&gt;
|-&lt;br /&gt;
! 31-40&lt;br /&gt;
| Facility title: Steward, Custodian, Administrator, Governor and Castellan are all titles an Inquisitor may possess if they are in charge of a particular facility, ideal for Inquisitors Historical or Theoretical that spend a lot of time in research archives at Inquisitorial strongholds, &#039;holding down the fort&#039;.&lt;br /&gt;
|-&lt;br /&gt;
! 41-60&lt;br /&gt;
| Nobility: Sir, Lord, Duke, Count, Boyar, Fürst, Emir, Sheikh, etc. are all titles that could be held in the Imperium, showing the Inquisitor has either come from a noble line, could have been awarded it or has simply usurped it from a previous (no doubt heretical and deceased) holder.&lt;br /&gt;
|-&lt;br /&gt;
! 61-70&lt;br /&gt;
| Miscellaneous: This could be pretty much anything, as in nicknames or popular names granted by compatriots or enemies, and so are usually informalities left out of official documentation. Examples include Psykerbane, Lucky, Warhound, Thrice-Blessed or names ending in the end (such as the Invincible, the Pure, the Cursed, etc). Can be both before or after the real name, for example Lucky Jack and Ekene One-Eye.&lt;br /&gt;
|-&lt;br /&gt;
! 71-100&lt;br /&gt;
| Nothing: The Inquisitor&#039;s only title is that, which should be scary enough!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Philosophy (d100)&lt;br /&gt;
|-&lt;br /&gt;
! 01-20&lt;br /&gt;
| Fiery 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 (possibly hypocritically, as they may be psykers themselves), mutants and abhumans in equal measure to aliens and warp creatures. Other Inquisitors have a love/hate relationship with them as they, while a minority, are the standard stereotype: They will either despise the preconceptions working against them or abuse this by coming off as reasonable and disarming others through being &amp;quot;friendly&amp;quot; or surprising and unbalancing the targets of investigation.&lt;br /&gt;
|-&lt;br /&gt;
! 21-50&lt;br /&gt;
| Temperate 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 and understand that not every mutant and abhuman wanted to be born as such. A close plurality within the Inquistion.&lt;br /&gt;
|-&lt;br /&gt;
! 51-70&lt;br /&gt;
| 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. They will do as necessary and understand that circumstances of necessity and practicality sometimes matter more than ideals.&lt;br /&gt;
|-&lt;br /&gt;
! 71-90&lt;br /&gt;
| Moderate Radical: The Inquisitor 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.&lt;br /&gt;
|-&lt;br /&gt;
! 91-100&lt;br /&gt;
| Extreme Radical: Daemonweapons and alien allies are legitimate means of persecuting the enemies of mankind to this Inquisitor, ranging from anywhere between blind arrogance, out and out hypocrisy or a martyr complex that the Inquisitor feels over willingly damning oneself for the benefit of mankind. Of course, to the rest of the Inquisition, the Extreme Radical is an enemy of mankind.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Also, go on the [[Inquisition]] page to determine what flavor of Puritan, Moderate or Radical the Inquisitor is, or make up a philosophy of your own or specific to the sector the Inquisitor frequently operates in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Methodology (Roll d3 Times) (d100)&lt;br /&gt;
|-&lt;br /&gt;
! 01-05 &lt;br /&gt;
| Finis Est Licitus Etiam Media (The end justifies the means): Will go to any length to achieve their goal, no matter the moral implications of blackmailing colleagues, murdering innocents or even selling their own soul!&lt;br /&gt;
|-&lt;br /&gt;
! 06-10 &lt;br /&gt;
| Fidei Vincit Omnia (Faith conquers all): Their faith is a very important part of who this Inquisitor is, whatever it may be, making them unflinching in their personal convictions.&lt;br /&gt;
|-&lt;br /&gt;
! 11-15 &lt;br /&gt;
| Semper Eadem (Always the same): Most likely an Amalathian, it is understood that the status quo should be maintained, or that it is far too difficult to change.&lt;br /&gt;
|-&lt;br /&gt;
! 16-20 &lt;br /&gt;
| Qui Vixit Bene Vivit (He lives well who lives unnoticed): Subterfuge and trickery can be valuable tools, something known to this character. Henchmen will often perform their operations as they watch from the shadows.&lt;br /&gt;
|-&lt;br /&gt;
! 21-25 &lt;br /&gt;
| Facta Non Verba (Deeds not words): Thinking can be a virtue, but then again it wastes valuable heretic-purging time.&lt;br /&gt;
|-&lt;br /&gt;
! 26-30 &lt;br /&gt;
| Per Virtutem Scientia (Power through knowledge): Know thine enemy, for you are known to him already. First tenet of the Ordo Xenos.&lt;br /&gt;
|-&lt;br /&gt;
! 31-35 &lt;br /&gt;
| Nihil Est Super Legem (No man is above the law): Title and affiliation are nothing to this Inquisitor, to whom before their lord and master all are equal. May persecute other Inquisitors they think have strayed.&lt;br /&gt;
|-&lt;br /&gt;
! 36-40 &lt;br /&gt;
| Victoriam Vult Accurata Praeparatione Gaudeant (Victory likes careful preparation): An intricate planner, often someone that will weave cunning webs before striking a precise blow at their enemy&#039;s heart.&lt;br /&gt;
|-&lt;br /&gt;
! 41-45 &lt;br /&gt;
| Venit Ad Lucem Tenebras (After the dark comes light): Istvaanian in nature, belief in great achievements after terrible conflict. May intentionally incite warfare and civil strife.&lt;br /&gt;
|-&lt;br /&gt;
! 46-50 &lt;br /&gt;
| Virtute Laborem Nascitur (Virtue is born in hardship): Every experience is a learning experience, even if that experience will test the mettle of body and soul. If something&#039;s worth doing, it&#039;s worth doing the hard way!&lt;br /&gt;
|-&lt;br /&gt;
! 51-55&lt;br /&gt;
| Etiamsi Fueris Turpis Hie Salvus Erit (Be saved even though you are filthy): The Inquisitor believes everyone, no matter how base and vile their sins, can be redeemed whether in this life or the next. Most often the latter.&lt;br /&gt;
|-&lt;br /&gt;
! 56-60 &lt;br /&gt;
| Et Per Arte Belli (By skill and by fighting): The more you bleed in training, the less you&#039;ll have to bleed in battle, seems an ideal motto for the more martially-inclined.&lt;br /&gt;
|-&lt;br /&gt;
! 61-65 &lt;br /&gt;
| In Me Vero Et Religionis Habeat Fiduciam (In the truth of religion I trust): Scepticism has no place in an Empire of Faith, and all matters great and small are decided by religious trials and the Emperor&#039;s Tarot.&lt;br /&gt;
|-&lt;br /&gt;
! 66-70 &lt;br /&gt;
| Nulli Cede (Yield to none): Never surrendering, no matter the odds and reality of the situation, make this character a stubborn and uncompromising individual.&lt;br /&gt;
|-&lt;br /&gt;
! 71-75 &lt;br /&gt;
| Officium Primus (Duty First): Duty is everything to some people, taking precedence over all other aspects of their life. Sense of a task well done and accomplishment of duty is all to this person.&lt;br /&gt;
|-&lt;br /&gt;
! 76-80 &lt;br /&gt;
| In Omni Rei Audaciam (In all things daring): Constantly challenging authority, popular beliefs and often common sense. When successful, it is most impressive, unfortunately success is often not guaranteed.&lt;br /&gt;
|-&lt;br /&gt;
! 81-85 &lt;br /&gt;
| Periculam In Mora (Danger in delay): Knowing all too well that to hesitate for a moment could sign the death warrant of an entire world, informed haste as opposed to blind speed is their watchword.&lt;br /&gt;
|-&lt;br /&gt;
! 86-90 &lt;br /&gt;
| Quo Fata Ducunt (Whither the fates lead): Not possessing an overly rigid scheme or plan, whatever events may arise are wherever this figure shall head.&lt;br /&gt;
|-&lt;br /&gt;
! 91-95 &lt;br /&gt;
| Mea Vita Divinis Obsequiis Mancipatur (My life is devoted): To whatever cause they have pledged themselves, this character will be unflinching in its execution above all other things.&lt;br /&gt;
|-&lt;br /&gt;
! 96-100 &lt;br /&gt;
| Parcere Virgae (To spare the rod): is to spoil the child. Constant assessment and testing of acolytes and just about everyone(/-thing) else is one of the top priorities of this Inquisitor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Quirks (Roll d3 times) (d100)&lt;br /&gt;
|-&lt;br /&gt;
! 1-2 &lt;br /&gt;
| Severely unhinged: The Inquisitor is not entirely there, as years of service or possibly a well-placed blow have taken their toll on their sanity.&lt;br /&gt;
|-&lt;br /&gt;
! 3-4 &lt;br /&gt;
| Heavily augmented: Either through personal choice or cruel fate, the Inquisitor is covered in bionic implants and replacements.&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| Untouchable: Without a psychic presence at all, the Inquisitor is a psychic blank, and follows all rules for Untouchables. Ignore any previous psychic abilities. &lt;br /&gt;
|-&lt;br /&gt;
! 6-7 &lt;br /&gt;
| Always masked: Never revealing themselves, either through a mask or by relaying orders from behind a barrier or vox-communicator, the Inquisitor&#039;s appearance is a mystery.&lt;br /&gt;
|-&lt;br /&gt;
! 8-11 &lt;br /&gt;
| Shady past: Nobody knows much, but everybody&#039;s heard the sinister rumours.&lt;br /&gt;
|-&lt;br /&gt;
! 12-15 &lt;br /&gt;
| (in)Famous: Well-known throughout the Sector, either for heroic deeds or less inspiring acts.&lt;br /&gt;
|-&lt;br /&gt;
! 16-17 &lt;br /&gt;
| Perverse: Every hole&#039;s a goal.&lt;br /&gt;
|-&lt;br /&gt;
! 18-20 &lt;br /&gt;
| Paranoid: Sometimes, they may really be out to get you. Other times, this Inquisitor finds they&#039;ve just stabbed their harmless butler.&lt;br /&gt;
|-&lt;br /&gt;
! 21 &lt;br /&gt;
| Visions: Some power has granted the Inquisitor visions, of the future, the past or hidden items. This could be a blessing from the Emperor, one of his Saints, or something more malign.&lt;br /&gt;
|-&lt;br /&gt;
! 22-24 &lt;br /&gt;
| Terran pilgrim: The Inquisitor has been to Holy Terra, and this influences their behaviour and their usual topic of conversation.&lt;br /&gt;
|-&lt;br /&gt;
! 25-29 &lt;br /&gt;
| Hidden philosophy: Knowledge is power, hide it well. Nobody seems to know this Inquisitor&#039;s true affiliation.&lt;br /&gt;
|-&lt;br /&gt;
! 30-33 &lt;br /&gt;
| Outward philosophy: Knowledge is power, use it to smite the enemy! Everybody is sick of hearing about this Inquisitor&#039;s affiliation.&lt;br /&gt;
|-&lt;br /&gt;
! 34-35 &lt;br /&gt;
| Lavish: The finer things in life such as banquets and well-tailored suits are greatly appreciated by this Inquisitor.&lt;br /&gt;
|-&lt;br /&gt;
! 36-37 &lt;br /&gt;
| Spartan: Austerity is ever this Inquisitor&#039;s watchword, and the sins of the material world must be guarded against lest heresy spring from their sweet embrace!&lt;br /&gt;
|-&lt;br /&gt;
! 38-39 &lt;br /&gt;
| Luddite: Not very good with machinery, to the point that this Inquisitor will be distrustful of it and the Adeptus Mechanicus.&lt;br /&gt;
|-&lt;br /&gt;
! 40 &lt;br /&gt;
| Mutant: Due to excellent concealment of the mutation from their earliest days, or owing to chemical or warp exposure, the Inquisitor is mutated! If a major mutation is generated, the Inquisitor automatically gains the &#039;Masked&#039; quirk.&lt;br /&gt;
|-&lt;br /&gt;
! 41-42 &lt;br /&gt;
| Doesn&#039;t sleep: Through psychic indoctrination, implanted neuralware or some other means, the Inquisitor does not sleep, though they will most likely require some form of rest through drugs, virtual reality headsets, etc.&lt;br /&gt;
|-&lt;br /&gt;
! 43-44 &lt;br /&gt;
| Unusual beliefs/practices: The Inquisitor&#039;s religious leanings are at odds with the Ministorum, they may be an atheist or worship the Emperor in an unusual manner.&lt;br /&gt;
|-&lt;br /&gt;
! 45-46 &lt;br /&gt;
| Collector: The Inquisitor has a penchant for artwork, ancient technologies or little toy soldiers, etc. They take great pride in their collection.&lt;br /&gt;
|-&lt;br /&gt;
! 47-48 &lt;br /&gt;
| Trophy hunter: Either from safaris on pleasure worlds or more dangerous achievements during the line of duty, this Inquisitor has a sizeable collection of medals, citations and stuffed xenofauna.&lt;br /&gt;
|-&lt;br /&gt;
! 49-50 &lt;br /&gt;
| Braggart: Accomplishments as an Inquisitor are always going to be more impressive than anything almost anybody else can achieve. This character just wants to let people know it. &lt;br /&gt;
|-&lt;br /&gt;
! 51-52 &lt;br /&gt;
| Afraid of space travel: The void of space can be a scary place, either from phobia or experience. This makes the character loathe to travel for long periods of time in space.&lt;br /&gt;
|-&lt;br /&gt;
! 53-54 &lt;br /&gt;
| Connoisseur: The finest and rarest of wines, weapons and works of art, amongst other things, are well known to the Inquisitor. &lt;br /&gt;
|-&lt;br /&gt;
! 55 &lt;br /&gt;
| Illuminated: Possessed by a daemonic creature, the Inquisitor managed to banish the beast from their mortal shell. This makes the Inquisitor more resistant to the allure of the Ruinous powers and their vile servants.&lt;br /&gt;
|-&lt;br /&gt;
! 56-57 &lt;br /&gt;
| Artistic talent: Cooking, painting or music are all possible avenues of exploration for the talented artist.&lt;br /&gt;
|-&lt;br /&gt;
! 58-60 &lt;br /&gt;
| Injury: The Inquisitor is injured in some fashion, from something so grave even the chirurgeons of the Medicae and the Magos Biologii are unable to restore them to full health to just an impressive set of scars. Roll on the Injury table.&lt;br /&gt;
|-&lt;br /&gt;
! 61-62 &lt;br /&gt;
| Illness: A vile malady racks the Inquisitor&#039;s body. Roll on the illness table.&lt;br /&gt;
|-&lt;br /&gt;
! 63-64 &lt;br /&gt;
| Celibacy: Either through chemical treatment, personal choice or battlefield injury, the character foregoes pleasures of the flesh.&lt;br /&gt;
|-&lt;br /&gt;
! 65-66 &lt;br /&gt;
| Drug dependency: Alcohol and illegal substances are a few ways to escape the harsh realities of the 41st Millennium, and even Inquisitors desire a bit of release now and again. Unfortunately, the Inquisitor is now addicted to whatever drug the player chooses.&lt;br /&gt;
|-&lt;br /&gt;
! 67-68 &lt;br /&gt;
| Arch-nemesis: The Inquisitor has acquired themselves an arch-nemesis.&lt;br /&gt;
|-&lt;br /&gt;
! 69-70 &lt;br /&gt;
| Odd accent: Instantly recognisable, the Inquisitor&#039;s accent is easy to identify and hard to understand.&lt;br /&gt;
|-&lt;br /&gt;
! 71-77 &lt;br /&gt;
| Other field of interest: The Inquisitor may enjoy debating philosophy or theology, or then again they take a keen interest in ship-building and can name and identify every bolt, wire and engine in a starship.&lt;br /&gt;
|-&lt;br /&gt;
! 78-79 &lt;br /&gt;
| Mute: The Inquisitor will not speak with others directly. They may communicate through an elaborate sign language, an interpreter, telepathy or MIU-linked speaker-skulls or quill-skulls.&lt;br /&gt;
|-&lt;br /&gt;
! 80-81 &lt;br /&gt;
| Grotesque: Either through misfortune of birth, plastic surgery or misfortune in the line of duty, the Inquisitor is horribly ugly.&lt;br /&gt;
|-&lt;br /&gt;
! 82-83 &lt;br /&gt;
| Attractive: The Inquisitor is very attractive. They may exploit this to its full advantage.&lt;br /&gt;
|-&lt;br /&gt;
! 84-85 &lt;br /&gt;
| Favourite weapon: There is a named weapon the Inquisitor considers it unlucky to enter battle without.&lt;br /&gt;
|-&lt;br /&gt;
! 86-87 &lt;br /&gt;
| Hatred: Some poor unfortunate person, organisation or species is the focus of the Inquisitor&#039;s intense hatred, for whatever reason.&lt;br /&gt;
|-&lt;br /&gt;
! 88-89 &lt;br /&gt;
| Sadist: The pain of others brings satisfaction to the Inquisitor.&lt;br /&gt;
|-&lt;br /&gt;
!90-91 &lt;br /&gt;
| Damned by association: A past associate or colleague has been found guilty of heresy, and by extension the suspicions of the Inquisitor&#039;s peers has fallen upon them.&lt;br /&gt;
|-&lt;br /&gt;
! 92-93 &lt;br /&gt;
| Tortured/captured: Possibly deeply traumatic to the Inquisitor, or it could have hardened their resolve against a particular foe. An experience they do not want to repeat!&lt;br /&gt;
|-&lt;br /&gt;
! 94-95 &lt;br /&gt;
| Family: The Inquisitor has found time to start a family.&lt;br /&gt;
|-&lt;br /&gt;
! 96 &lt;br /&gt;
| Heretical mentor: The Inquisitor&#039;s mentor fell to the whispers of heretical thought.&lt;br /&gt;
|-&lt;br /&gt;
! 97 &lt;br /&gt;
| Heretical pupil: One of the Inquisitor&#039;s past students went heretical.&lt;br /&gt;
|-&lt;br /&gt;
! 98 &lt;br /&gt;
| Political aspirations: Not so unusual in the Inquisition, this particular figure wants to climb the ladder of political power, either for themselves or the righteousness of their philosophy.&lt;br /&gt;
|-&lt;br /&gt;
! 99 &lt;br /&gt;
| Quite a character: Roll twice more on this table.&lt;br /&gt;
|-&lt;br /&gt;
! 100 &lt;br /&gt;
| Heretic: Roll on the &#039;Heretic&#039; table, you filthy, traitorous swine! It is worth noting that any Inquisitor of a heretical nature will have kept this secret if they wanted to survive more than five minutes in the Imperium.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Heretic (d100)&lt;br /&gt;
|-&lt;br /&gt;
! 01-40 &lt;br /&gt;
| 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. The Inquisitor naturally believes their fellows are clearly in the wrong for not seeing the necessity of their actions.&lt;br /&gt;
|-&lt;br /&gt;
! 41-55 &lt;br /&gt;
| Ruinous Powers: The Inquisitor has been tempted into the worship of the dark gods of Chaos.&lt;br /&gt;
|-&lt;br /&gt;
! 56-60 &lt;br /&gt;
| Deceived: The C&#039;tan Star-Gods have bent this individual to their heinous will. Psykers may choose re-roll this result.&lt;br /&gt;
|-&lt;br /&gt;
! 61-65 &lt;br /&gt;
| Working for the Greater Good: This Inquisitor&#039;s contact with the Tau in the Eastern Fringe has seen them passing aid to the Xenos this could be intel, materials, or even whole worlds. Whether this is because they are trying blunt the threat to the Imperium posed by whatever faction finally winds up crushing them, an effort to prevent said crush and keep the border safe, or because of ideological xenos sympathies; will make little difference should these details come to light to their collages.  &lt;br /&gt;
|-&lt;br /&gt;
! 66-70 &lt;br /&gt;
| Eldar infiltration: Owing to any number of convoluted reasons, such as promises of access to the Black Library, the Inquisitor does as they request.&lt;br /&gt;
|-&lt;br /&gt;
! 71-80 &lt;br /&gt;
| Illuminati: A believer in the prophecy of the Star-Child and the Sensei, the Inquisitor is a member of this esoteric order. Gain the &#039;Illuminated&#039; quirk.&lt;br /&gt;
|-&lt;br /&gt;
! 81-90 &lt;br /&gt;
| Dark Pact: In order to gain power and influence, even if it was for the good of the Imperium, the Inquisitor has forfeited their soul with a daemonic pact.&lt;br /&gt;
|-&lt;br /&gt;
! 91-97 &lt;br /&gt;
| Trojan Horse: Due to any number of reasons, such as personal vendetta or xenos influence, the Inquisitor&#039;s aim is to cause as much damage as possible.&lt;br /&gt;
|-&lt;br /&gt;
! 98 &lt;br /&gt;
| Infil-Traitor: The Inquisitor is actually a sleeper-agent awaiting activation, but from who? Impersonation of an Inquisitor is heresy!&lt;br /&gt;
|-&lt;br /&gt;
! 99 &lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
! 100 &lt;br /&gt;
| [[Fulgrim|Daemonhost: Amazingly, a daemonhost has been able to masquerade as an Inquisitor.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Illness (d100)&lt;br /&gt;
|-&lt;br /&gt;
! 1-30&lt;br /&gt;
|Hacking cough: A nasty cough.&lt;br /&gt;
|-&lt;br /&gt;
! 31-40 &lt;br /&gt;
| Xenovirus: An alien virus.&lt;br /&gt;
|-&lt;br /&gt;
! 41-60 &lt;br /&gt;
| Debilitating: Eyerot, Catachan Sloughing Fever&lt;br /&gt;
|-&lt;br /&gt;
! 61-80 &lt;br /&gt;
| Terminal: St Basil&#039;s Spineblight, Tyranid Spore-Cysts, malignant tumours, etc.&lt;br /&gt;
|-&lt;br /&gt;
! 81-99 &lt;br /&gt;
| Warp-tainted malady: The Obliterator Virus is the most famous of such illnesses.&lt;br /&gt;
|-&lt;br /&gt;
! 100 &lt;br /&gt;
| Nurgle&#039;s Rot: Far and away the worst disease to curse the materium.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Injury (d100)&lt;br /&gt;
|-&lt;br /&gt;
! 01-10 &lt;br /&gt;
| Impressive scars: From duelling or battle&lt;br /&gt;
|-&lt;br /&gt;
! 10-20 &lt;br /&gt;
| Grotesque scars: Some scars, while not debilitating, are forever. If prominently visible, the Inquisitor automatically gains the &#039;Masked&#039; quirk. &lt;br /&gt;
|-&lt;br /&gt;
! 21-40 &lt;br /&gt;
| Lost a minor body part: Ear, finger. Bio-grafting should be possible.&lt;br /&gt;
|-&lt;br /&gt;
! 41-60 &lt;br /&gt;
| Lost a limb: Leg or arm. Cybernetics may be required.&lt;br /&gt;
|-&lt;br /&gt;
! 61-80 &lt;br /&gt;
| Lost an organ: A punctured lung, perhaps. Cybernetics or cloned organs definitely required. Even fixed, the pain lingers.&lt;br /&gt;
|-&lt;br /&gt;
! 81-99 &lt;br /&gt;
| Paralysed: Unable to move some/all limbs. The damage may be such that no surgery can repair it.&lt;br /&gt;
|-&lt;br /&gt;
! 100 &lt;br /&gt;
| Broken: The Inquisitor is on permanent life support.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Abilities &amp;amp; Resources==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Psychic Ability (+20 to roll if Ordo Malleus, may choose not to roll on table) (d100)&lt;br /&gt;
|-&lt;br /&gt;
! 01-50 &lt;br /&gt;
| None: No psionic ability exhibited.&lt;br /&gt;
|-&lt;br /&gt;
! 51-70 &lt;br /&gt;
| Minor: Can exhibit and control minor abilities. &lt;br /&gt;
|-&lt;br /&gt;
! 71-85 &lt;br /&gt;
| Capable: Familiarity with a single discipline.&lt;br /&gt;
|-&lt;br /&gt;
! 86-98 &lt;br /&gt;
| Talented: Comfortable with one or more psi-disciplines.&lt;br /&gt;
|-&lt;br /&gt;
! 99-100 &lt;br /&gt;
| Master: Amongst the most powerful psykers the Inquisition possesses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Resources (Roll d6 times) (d100)&lt;br /&gt;
|-&lt;br /&gt;
! 01-20 &lt;br /&gt;
| Ties with: The Inquisitor is well-connected, and can call upon various organisations to assist them, be it the might of an Astartes Chapter or the unique skills of an Administratum archivist. Roll on the &#039;Ties with&#039; table.&lt;br /&gt;
|-&lt;br /&gt;
! 21-30 &lt;br /&gt;
| Personal army: The Inquisitor maintains a privately acquired body of troops. Roll on the &#039;Personal army&#039; table.&lt;br /&gt;
|-&lt;br /&gt;
! 31-40 &lt;br /&gt;
| Civilian spaceship: Roll on the &#039;Civilian spaceship&#039; table.&lt;br /&gt;
|-&lt;br /&gt;
! 41-47 &lt;br /&gt;
| Military spaceship: Roll on the &#039;Military spaceship&#039; table.&lt;br /&gt;
|-&lt;br /&gt;
! 48 &lt;br /&gt;
| Reliquary: Ancient relics of holy significance are carried about by the Inquisitor&#039;s staff, or are kept in a secure vault at the Inquisitor&#039;s base of operations.&lt;br /&gt;
|-&lt;br /&gt;
! 49 &lt;br /&gt;
| Harem: The Inquisitor possesses a harem, which may be purely for personal use (Inquisitors can get lonely too), or it may help out in their line of work.&lt;br /&gt;
|-&lt;br /&gt;
! 50 &lt;br /&gt;
| Archeotech: Ancient and baroque machinery has been unearthed by the Inquisitor from humanity&#039;s past. Who knows what it could do?&lt;br /&gt;
|-&lt;br /&gt;
! 51-55 &lt;br /&gt;
| Archivists: The Inquisitor has a retinue of lexmechanics, archivists and savants to sift through data and bring their considerable knowledge to use.&lt;br /&gt;
|-&lt;br /&gt;
! 56 &lt;br /&gt;
| Infil-traitor network: A number of mind-wiped agents with hypno-imprinted personalities are employed by the Inquisitor.&lt;br /&gt;
|-&lt;br /&gt;
! 57-58 &lt;br /&gt;
| Pets/Familiars: Everything from a favoured grox to cyber-mastiffs and psiber ravens.&lt;br /&gt;
|-&lt;br /&gt;
! 59-61 &lt;br /&gt;
| Generic psionic resource: This could be a sanctioned telekine or an untouchable, astropaths and even navigators could be included here.&lt;br /&gt;
|-&lt;br /&gt;
! 62-63 &lt;br /&gt;
| Assassins: Not Officio Assassinorum trained (those have to be requisitioned for single missions), nevertheless still well-trained and motivated killers.&lt;br /&gt;
|-&lt;br /&gt;
! 64 &lt;br /&gt;
| Planet: A world is governed by the Inquisitor, perhaps under martial law or as a fief for them to conduct experiments/raise warriors.&lt;br /&gt;
|-&lt;br /&gt;
! 65-70 &lt;br /&gt;
| Well established friends: Influential characters friends in high places, such as nobles, politicians, etc.&lt;br /&gt;
|-&lt;br /&gt;
! 71-75 &lt;br /&gt;
| Dogsbody/Butler: A loyal companion, always close by and ready with a loaded weapon and a dry, witty comment.&lt;br /&gt;
|-&lt;br /&gt;
! 76-80 &lt;br /&gt;
| Huge archives: A library of all manner of information is maintained by the Inquisitor, ranging on texts from all manner of fields of study.&lt;br /&gt;
|-&lt;br /&gt;
! 81-83 &lt;br /&gt;
| Forbidden tomes: The Inquisitor keeps proscribed texts.&lt;br /&gt;
|-&lt;br /&gt;
! 84-85 &lt;br /&gt;
| Special armour: A suit of terminator armour, the carapace of a saint or maybe something alien.&lt;br /&gt;
|-&lt;br /&gt;
! 86 &lt;br /&gt;
| Special weaponry: This could be Ordo-specific, such as a Deamonhammer, or a master-crafted power sword that is a great relic.&lt;br /&gt;
|-&lt;br /&gt;
! 87-88 &lt;br /&gt;
| Hidden base: Roll on the Hidden base table.&lt;br /&gt;
|-&lt;br /&gt;
! 89-90 &lt;br /&gt;
| Fortress: Roll on the Fortress table.&lt;br /&gt;
|-&lt;br /&gt;
! 91 &lt;br /&gt;
| Spy network: Infiltrators and double-agents feed the Inquisitor information from across the Sector.&lt;br /&gt;
|-&lt;br /&gt;
! 92 &lt;br /&gt;
| Expert surgeon: In case of any hideous injuries the Inquisitor sustains, the surgeon is on hand to fit bionics, perform plastic surgery, or maybe turn his scalpel on captured heretics.&lt;br /&gt;
|-&lt;br /&gt;
! 93-95 &lt;br /&gt;
| Expert bodyguards: Roll on the Expert bodyguards table.&lt;br /&gt;
|-&lt;br /&gt;
! 96-97 &lt;br /&gt;
| Huge favour: Somebody, somewhere, owes the Inquisitor big time. This could be anything from a life debt to blackmail.&lt;br /&gt;
|-&lt;br /&gt;
! 98-99 &lt;br /&gt;
| Research facility: The Inquisitor has access to a research facility, which could be for anything and may be Ordo-specific.&lt;br /&gt;
|-&lt;br /&gt;
! 100 &lt;br /&gt;
| Exterminatus Grade Ordnance: The death of worlds is in the Inquisitor&#039;s hands.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Ties With (d100)&lt;br /&gt;
|-&lt;br /&gt;
! 01-03 &lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
! 04-15 &lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
! 16-30 &lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
! 31-40 &lt;br /&gt;
| Adeptus Arbites: Good for the detention of heretics, as well as tracking criminals and providing a decent amount of firepower when necessary.&lt;br /&gt;
|-&lt;br /&gt;
! 41-55 &lt;br /&gt;
| Ecclesiarchy: The Imperial Church possesses vast wealth and resources, as well as a presence on almost all Imperial worlds.&lt;br /&gt;
|-&lt;br /&gt;
! 56-57 &lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
! 58-63 &lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
! 64-70 &lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
! 71-76 &lt;br /&gt;
| 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. Can be taken by default even if Ties With wasn&#039;t hit on the previous table or on top of rolls here if the Inquisitor is psychic, rerolling if you hit this.&lt;br /&gt;
|-&lt;br /&gt;
! 77-88 &lt;br /&gt;
| Imperial Government: The Inquisitor has friends in high places within a particular region&#039;s government, be it a Sub-Sector, Sector or even a Segmentum.&lt;br /&gt;
|-&lt;br /&gt;
! 89-98 &lt;br /&gt;
| Imperial Military: Naval or Imperial Guard assets are available to the Inquisitor due to a martial background or contacts within the organization.&lt;br /&gt;
|-&lt;br /&gt;
! 99-100 &lt;br /&gt;
| Exotic: For Radicals, this could be aliens or even a daemon, whilst for Puritans it&#039;s more likely to be a particularly holy figure (possibly on the verge of Sainthood), a Rogue Trader, etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armed Forces===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Personal Army (d100)&lt;br /&gt;
|-&lt;br /&gt;
! 01-20 &lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
! 21-40 &lt;br /&gt;
| 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.   &lt;br /&gt;
|-&lt;br /&gt;
! 41-60 &lt;br /&gt;
| Inquisitorial: Storm Troopers, Ordo-specific units or Inquisitorial Wardens.&lt;br /&gt;
|-&lt;br /&gt;
! 61-80 &lt;br /&gt;
| 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. &lt;br /&gt;
|-&lt;br /&gt;
! 81-100 &lt;br /&gt;
| 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)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Expert Bodyguard (d100)&lt;br /&gt;
|-&lt;br /&gt;
! 01-20 &lt;br /&gt;
| Loyal henchmen: The rag-tag band the Inquisitor has collected over the years form his die-hard bodyguard.&lt;br /&gt;
|-&lt;br /&gt;
! 21-40 &lt;br /&gt;
| Death cultists: A small number of devout Death cultists protect the Inquisitor.&lt;br /&gt;
|-&lt;br /&gt;
! 41-60 &lt;br /&gt;
| Guardsmen: A squad of veterans or stormtroopers form the bodyguard of the Inquisitor. &lt;br /&gt;
|-&lt;br /&gt;
! 61-80 &lt;br /&gt;
| Psionic personnel: Either a powerful psyker or untouchable protects the Inquisitor.&lt;br /&gt;
|-&lt;br /&gt;
! 81-100 &lt;br /&gt;
| 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!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bases &amp;amp; Headquarters===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Civilian Voidship (d100)&lt;br /&gt;
|-&lt;br /&gt;
! 01-10 &lt;br /&gt;
| &#039;&#039;&#039;Tug&#039;&#039;&#039;: A small craft, not even a kilometer in length, with only five thousand hands aboard. Ugly but functional. Of particular use to Inquisitors who might need their oversized realspace and warp engines to help move damaged or simply reluctant vessels somewhere more convenient. Their other use is that the (relatively) small crew for a warp capable vessel makes them much easier to crew with only trusted vassals.&lt;br /&gt;
|-&lt;br /&gt;
! 11-20 &lt;br /&gt;
| &#039;&#039;&#039;Star Yacht&#039;&#039;&#039;: Sleek and ornate, the Star Yacht is designed to show off status and provide transport in style. Some are more designed for opulence than anything else compromising armament and redundancy, with more practical (or paranoid) owners may have a very effective ship simply gilded. Regardless most will have reliable (if maintenance intensive) engines and powerful shields.&lt;br /&gt;
|-&lt;br /&gt;
! 21-30 &lt;br /&gt;
| &#039;&#039;&#039;Herald/Relay Vessel:&#039;&#039;&#039; Designed for speed, relaying, and communications, this craft is mostly engines, astropaths, and data storage. Ideal for Inquisitorial business where time is of the essence, need to coordinate a large number of [[Dark_Heresy|servants]], or are in possession of large amounts of electronic information.&lt;br /&gt;
|-&lt;br /&gt;
! 31-40 &lt;br /&gt;
| &#039;&#039;&#039;Pilgrim Ship/Passenger Liner:&#039;&#039;&#039; The Inquisitor may be undercover as passenger liner to monitor the population of a sub sector or they may simply need a large population of...[[grimdark|subjects]]. Alternatively more pious individuals may be on a pilgrimage of their own and they decided to bring along a few thousand other such individuals, just in case.&lt;br /&gt;
|-&lt;br /&gt;
! 41-50&lt;br /&gt;
| &#039;&#039;&#039;Clipper Ship &amp;amp; Blockade Runners:&#039;&#039;&#039; Some of the fastest ships in the Imperium. They are designed to get small cargo and important passengers where they need to be. The difference between a clipper an a Blockade Runner is determined by the training of the crew and the weight of the armament, though both typically lack substantial armor.&lt;br /&gt;
|-&lt;br /&gt;
! 51-60&lt;br /&gt;
| &#039;&#039;&#039;Cargo Hauler:&#039;&#039;&#039; There a few ships more basic than these. Some Inquisitors like to have a lot of stuff where ever they go, and a cargo ship will certainly have the hold space to get almost anything they can acquire wherever they might want to go. Though the lack of armor and weapons might come back to bite the overly aggressive Inquisitor. As civilian ships have smaller crews and the large open holds that military ships lack, these vessels are better at hauling troops than smaller warships, quite handy for the Inquisitor on Crusade.&lt;br /&gt;
|-&lt;br /&gt;
! 61-70&lt;br /&gt;
| &#039;&#039;&#039;Armed merchantmen/Q-Ship:&#039;&#039;&#039; Whilst all ships carry guns these carry more. Though they aren&#039;t proper warships they are far more capable than their fellows. An Inquisitor in possession of such a vessel will be able to move large amounts of personal and equipment quite cost effectively, and in relative safety. The difference between a Q-ship and a armed freighter is whether or not the weapon are hidden, as Q-ships are designed to ambush attackers expecting easy prey.&lt;br /&gt;
|-&lt;br /&gt;
! 71-80&lt;br /&gt;
| &#039;&#039;&#039;Refinery Ship/Factory Vessel:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! 81-90&lt;br /&gt;
|&#039;&#039;&#039;Hospital Ship/Research Vessel:&#039;&#039;&#039; By virtue of mercy or pragmatism this ship has been out fitted with enough medical facilities to treat whole armies. The fact that this allows the Inquisition to monitor warzones for possible contamination by poison and disease, is obvious, though whether the Inquisitor in question is trying to cure the blight or weaponize it for later might not be as much. &lt;br /&gt;
|-&lt;br /&gt;
! 91-100 &lt;br /&gt;
| &#039;&#039;&#039;Exotic:&#039;&#039;&#039; Alien (exploration or transport vessel?), Mechanicus exploration vessel, Naval/Inquisitorial Reconnaissance (possibly with psychic wardings), Ministorum Cathedral ship, etc.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Being the Imperium no vessels are truly unarmed so every ship listed carries at least a dorsal mounting of macro-battery turrets. Whether or not these weapons are actually capable of defending the is something of a matter of debate. Though the vessels of the Inquisition rarely stay in a state of disrepair for long.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
 *&#039;&#039;&#039;Shell Macro-batteries&#039;&#039;&#039; are the most common due to their cheapness as all but the most primitive of worlds are capable of filling a shell with explosives and a lump of dense metal. More advanced models have can have exotic (such as nuclear or plasma warheads) payloads for their explosives (possibly even Vortex shells to annihilate the point of impact), adamantium tipped AP shells, melta shots to burrow through armor, rail launch systems for shots to fly at significant fractions of light speed and/or rudimentary guidance systems.&lt;br /&gt;
 *&#039;&#039;&#039;Laser Macro-Batteries&#039;&#039;&#039; are the most reliable and have a great deal of endurance since the consumable is the power cables and focusing lenses both of which can be repaired or recalibrated to some degree as the &amp;quot;munitions&amp;quot; come from the reactor. More advanced models will have better focusing to cause more damage, higher rates of fire or both.&lt;br /&gt;
 *&#039;&#039;&#039;Plasma Batteries&#039;&#039;&#039; are the rarest and have the most power at their base line. A supply of parts might be difficult to come by, not even an Inquisitor can requisition something a particular planet simply doe not have.&lt;br /&gt;
 *&#039;&#039;&#039;Missile Batteries&#039;&#039;&#039; are somewhat uncommon, while the missiles typically have slightly worse damage per hit than shells they make up for it by being more accurate. Though some models take longer to reload and supply might be more of an issue.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Military Voidship (d100)&lt;br /&gt;
|-&lt;br /&gt;
! 01-10 &lt;br /&gt;
| &#039;&#039;&#039;Frigate/Corvette:&#039;&#039;&#039; A small vessel not intended for the heaviest actions, but still capable at chasing down pirates and protecting convoys. For their tonnage they have good speed, range, sensors, and guns. Higher end versions might end up costing more than a line cruiser simply because of the miniaturization necessary. All of these feature combine to make them popular vessels across the Imperium especially near the frontiers.  &lt;br /&gt;
|-&lt;br /&gt;
! 11-20&lt;br /&gt;
| &#039;&#039;&#039;Escort Frigate:&#039;&#039;&#039; These ships are intended to protect the flanks of larger ships and provide fire support. Their better guns and armor comes at the cost speed and range as they are designed to stay close to the battle fleet. &lt;br /&gt;
|-&lt;br /&gt;
!  21-30&lt;br /&gt;
| &#039;&#039;&#039;Scouting Destroyer:&#039;&#039;&#039; Rare and specialized ships scout destroyers have reduced armament, and armor. This is to reduce weight and save space for the massively over charged engines and finely tuned sensor arrays. These engines both real-space and warp are tuned for performance and require an uncommon amount of attention lest they fail. As scouts they also mount powerful communications equipment and astropathic hubs, and complex navigator housings. As all of these Items are expensive and the ships are fairly fragile they are only given to experienced crews as the hand of a lesser master will see them hulked in short order. &lt;br /&gt;
|-&lt;br /&gt;
! 31-40&lt;br /&gt;
| &#039;&#039;&#039;Destroyer:&#039;&#039;&#039; Light and agile warships, destroyers are relatively inexpensive as they are large enough to not require specially miniaturized reactor and engine fittings, but not so large to require massive dock facilities. Most destroyers carry weapons, such as torpedoes, that hit well above their weight, though they can be a bit glass jawed. In Inquisitional Hands these sips can become even more intimidating as their torpedo tubes can carry a wide variety of munitions including a number of [[exterminatus]] grade weapons, and their speed allows them to get in to position very quickly.&lt;br /&gt;
|-&lt;br /&gt;
! 41-50&lt;br /&gt;
| &#039;&#039;&#039;Light Cruiser/Pocket Cruiser:&#039;&#039;&#039; Light cruisers are a mid point between a destroyer an a battle line ship like a cruiser and are some of the smallest ships capable of independent action without specialized equipment. There are two primary branches of thinking with these vessels which in turn brach in to innumerable variants. Light cruisers are slimmer and faster, some being use as destroyer leaders mounting similar weapons. Others use said speed to chase down smaller ships before they can threaten the rest of the fleet. Pocket Cruisers are similar slower but better armed and armored, some can even mount cruiser grade shields. Both are considered the smallest warships capable of carrying a full [[Imperial_Guard_Regiment_Creation_Tables|Guard regiment]] with out having to cram them in so much that their fighting capabilities are diminished when they reach the war zone. As proper warships an Inquisitor who commands such a vessel will indeed be a force to be reckoned with. &lt;br /&gt;
|-&lt;br /&gt;
! 51-60 &lt;br /&gt;
| &#039;&#039;&#039;Cruiser:&#039;&#039;&#039; A full ship of the line, both well armed and armored, and capable of orbital bombardment as well as fleet actions. These ships, more-so than their smaller compatriots, are rare outside of dedicated militaries and only a fairly lucky or influential Inquisitor can acquire and maintain a vessel of this size. With the vast number of classes of cruiser in the Imperium as well as the vast amount of empty or underused space on a stock hull finding and modifying a cruiser to fit almost any requirement.  &lt;br /&gt;
|-&lt;br /&gt;
! 61-70&lt;br /&gt;
| &#039;&#039;&#039;Strike Cruiser:&#039;&#039;&#039; Swift and well-armed for the tonnage theses ships are well optimized for planetary assaults. These cruiser carry heavy macro batteries and have powerful armor and shields, this allows them to support the troops and landing craft they carry. As expensive and specialized craft these ships are all but unheard of in the Imperial Navy, but fairly common out side of it. Astartes Grade vessels are the highest grade of theses ships as they are almost always superlative vessels built with well trained crews and comprehensive supply lines in mind. The second most common users are the Adeptus Arbites when they are on investigation from the Adeptus Terra, usually over backed tithes. Unlike the Astartes Vessels many of these ships trade some void combat power for cost efficiency. As many Inquisitors find the vessels very suitable &amp;quot;stock&amp;quot; they are relatively common ships for Inquisitors on the move.&lt;br /&gt;
|-&lt;br /&gt;
! 71-80&lt;br /&gt;
| &#039;&#039;&#039;Battlecruiser:&#039;&#039;&#039; Up gunned and elongated Cruiser hulls, sometimes literally in the case of the Armageddon Class, Battlecruisers address the need for ships between cruisers and battleships as grand-cruisers have become increasingly rare. Though they did not receive much additional armor in the process making them somewhat fragile for their tonnage. An Inquisitor in command of such a vessel will have a ship ready for open war, though they find that the hulls have been optimized for void combat to a point that anything else is difficult. Also the well tuned systems and supply requirements aboard the ship can be a substantial drain on even an inquisitor&#039;s influence. &lt;br /&gt;
|-&lt;br /&gt;
! 81-85&lt;br /&gt;
| &#039;&#039;&#039;Grand Cruiser/Battleship:&#039;&#039;&#039; Grand Cruisers are ancient vessels of the Imperial Navy for whom production has become impossible in all but the greatest Forge Worlds and Shipyards due to technological constraints, the Grand Cruisers are superior to Battlecruisers (as well as the old Heavy Cruisers, which have been deemed obsolete in Imperial Navy tactical doctrine and only found in civilian Chartist fleets or in reserve) in all but mobility within the specific models area of specialization and commensurately require more crew. Due to need, Battleships have been spared the reduction in production of Grand Cruisers, but are still not thrown around like candy as it takes time to build 8 to 10 km long behemoths of war. Finding one outside of a Sub-Sector/Sector/Segmentum Battlefleet, in Naval Reserve, the hands of a particularly powerful Rogue Trader dynasty (presumably one with great assets in the frontier, up to whole sub sectors) or as the flagship of an important official like Sector Lords is rare both due to cost and impracticality. An Inquisitor who has a Grand Cruiser or a Battleship is definitely on the more militant side of things, as one doesn&#039;t get these for speed, one gets these for battles and orbital bombardment.&lt;br /&gt;
|-&lt;br /&gt;
! 86-89 &lt;br /&gt;
| &#039;&#039;&#039;Starfort:&#039;&#039;&#039; Most definitely not an exercise in subtlety if not hidden in a nebula or in the outer edges of a system, but a fleet in one is certainly capable of turning the tides of war for a more militant Inquisitor, or to make escape and infiltration near impossible as a mobile and warp capable blacksite. Capable of housing an entire cities worth of people, an Inquisitor who can maintain such a crew will find themselves very capable of analyzing large amounts of data, having a large number of trained, if not exactly elite, force of naval infantry and dispensing large amounts of pain to enemy fleets.&lt;br /&gt;
|-&lt;br /&gt;
! 90-100 &lt;br /&gt;
| &#039;&#039;&#039;Exotic&#039;&#039;&#039;: Alien (bear in mind some are unlikely, e.g. Eldar, whereas some are nigh-on impossible, e.g. Necron!), Mechanicus warship, Astartes vessel, etc.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Military Ordnance &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
 * &#039;&#039;&#039;Lances&#039;&#039;&#039;- Lance weapons are kinetic or directed energy weapons that have kilometer long barrels allowing for incredible damage on impact through either electromagnetically launched near-c speed projectiles (that may also have special warheads like Macrocannon shells) or coruscating beams of energy. Laser lances in particular are an excellent tactical bombardment tool, precisely obliterating points of interest on a planet.&lt;br /&gt;
 * &#039;&#039;&#039;Bombardment Cannons&#039;&#039;&#039;- Truly gigantic cannons that fire kinetic projectiles that have even bigger damage than a kinetic lance. Mostly found on Astartes vessels and incredibly destructive when used as orbital bombardment. &lt;br /&gt;
 * &#039;&#039;&#039;Interceptor Fighters&#039;&#039;&#039;- Fightercraft designed to shoot down incoming bombers and projectiles and protect the vessel. Note that not all Fighters and Bombers are capable of both atmospheric and void fighting and specialist vehicles are frequently present in Imperial Navy arsenals.&lt;br /&gt;
 * &#039;&#039;&#039; Strike Fighters&#039;&#039;&#039;- Fightercraft designed for attack missions, capable of quickly delivering ordnance and returning to rearm and being able to defend themselves better than bombers.&lt;br /&gt;
 * &#039;&#039;&#039;Multirole Fighters&#039;&#039;&#039;- Fightercraft that are designed to take any role that is necessary, from strike missions to escort duty to interceptions.&lt;br /&gt;
 * &#039;&#039;&#039;Bombers&#039;&#039;&#039;- Capable of unleashing an incredible amount of ordnance and capable of raining devastation upon the enemy and defend itself with multitudes of turrets.&lt;br /&gt;
 * &#039;&#039;&#039; Attack Bombers&#039;&#039;&#039;- Bombers modified for fire support role, exchanging some weapon hardpoints for more lascannons and other direct use weapons.&lt;br /&gt;
 * &#039;&#039;&#039;Assault Craft&#039;&#039;&#039;- Capable of delivering huge boarding parties and clearing the LZ with coruscating weapon fire.&lt;br /&gt;
 * &#039;&#039;&#039;Torpedoes&#039;&#039;&#039;&lt;br /&gt;
  * Plasma- Devastating projectiles that can deal horrendous damage using star-hot plasma warheads should they hit the target.&lt;br /&gt;
  * Melta- Torpedoes equipped with Melta penetrators essentially act as a nuclear shaped charge, incinerating their way through armor to help the warhead reach the soft insides of vessels.&lt;br /&gt;
  * Boarding- Torpedoes designed for carrying boarding parties towards the enemy. Try not to miss and drift for eternity.&lt;br /&gt;
  * Exotic- From implosion warheads to grav warheads capable of creating micro singularities Imperial torpedo warheads can be extremely dangerous. None surpass Vortex warheads, as they tear open reality itself.&lt;br /&gt;
 * &#039;&#039;&#039;Nova Cannon&#039;&#039;&#039;- Titanic railguns that fire special Nova warheads with more than 20 kilometers wide areas of effect. Capable of outright incinerating lesser vessels and severely damage larger ones. Low accuracy, but you don&#039;t really need that when one shot can obliterate entire squadrons of torpedo frigates.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Hidden Base (d100)&lt;br /&gt;
|-&lt;br /&gt;
! 01-20 &lt;br /&gt;
| Asteroid: In the depths of an asteroid field the Inquisitor has made his lair.&lt;br /&gt;
|-&lt;br /&gt;
! 21-40 &lt;br /&gt;
| Volcano: The classic hidden lair (space-piranhas not included).&lt;br /&gt;
|-&lt;br /&gt;
! 41-60 &lt;br /&gt;
| Underwater: Somewhere for the Inquisitor&#039;s foes to meet a &#039;fishy&#039; end.&lt;br /&gt;
|-&lt;br /&gt;
! 61-80 &lt;br /&gt;
| Space Hulk: In the dark places of the hulk, who knows what may lurk.&lt;br /&gt;
|-&lt;br /&gt;
! 81-100 &lt;br /&gt;
| Other: Up to the player, or choose from above.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Fortress (d100)&lt;br /&gt;
|-&lt;br /&gt;
! 01-20 &lt;br /&gt;
| Bunker Complex: The pragmatist&#039;s fort, intimidating yet durable.&lt;br /&gt;
|-&lt;br /&gt;
! 21-40 &lt;br /&gt;
| Airbase: Using ancient technologies, this armed stronghold floats above a planets surface.&lt;br /&gt;
|-&lt;br /&gt;
! 41-60 &lt;br /&gt;
| Impressive Citadel: Complete with gargoyles, high towers and fluttering pennants (not to mention void shields and gun-turrets).&lt;br /&gt;
|-&lt;br /&gt;
! 61-80 &lt;br /&gt;
| Space Station: Festooned with weapons batteries, turrets and heavily shielded.&lt;br /&gt;
|-&lt;br /&gt;
! 81-100 &lt;br /&gt;
| Other: Up to the player, or choose from above.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
Origin of Tables[https://web.archive.org/web/20150124022629/http://www.darkreign.org/articles/03-06-2013/instant-inquisitor-maker].&lt;br /&gt;
&lt;br /&gt;
{{40k-Faction-Creation-Tables}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Imperial]]&lt;br /&gt;
[[Category:Space Marines]]&lt;br /&gt;
[[Category:Roleplaying]]&lt;br /&gt;
[[Category:Inquisition]]&lt;br /&gt;
[[Category:Awesome]]&lt;br /&gt;
[[Category:Creation Tables]]&lt;/div&gt;</summary>
		<author><name>2601:40A:4100:3470:E9B8:E442:1C8C:FC9D</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ursarax&amp;diff=519396</id>
		<title>Ursarax</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ursarax&amp;diff=519396"/>
		<updated>2021-01-19T04:39:58Z</updated>

		<summary type="html">&lt;p&gt;2601:40A:4100:3470:E9B8:E442:1C8C:FC9D: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ursurax.jpg|270px|right|thumb|YOU.WILL.BE.TERMINATED!]]&lt;br /&gt;
Ursarax are similar to the [[Thallax]] in design and are the Mechanicum&#039;s [[Assault Marines]] equivalents. Ursarax are advanced Jump Pack-equipped [[Tech Thrall|Tech Thralls]] of the [[Adeptus Mechanicus]] designed in the later [[Great Crusade]]. They were first designed by Magos Explorator Enabrin Falkan as a heavy, rapid-moving close combat unit. Using a fusion of existing technologies sacred to the Mechanicum, materials and patterns taken from the Thallax of the Ordo Reductor, and the fruits of Falkan&#039;s own discovery, he created a unit of mass [[rape]].&lt;br /&gt;
&lt;br /&gt;
Like the Thallax, they are Thralls rather than [[Servitors]], selected from suitable human candidates for conversion so their living components retain a consciousness and dim recollection of their former selves. Neural anesthesia is automatically administered for the successful fulfillment of their orders, providing them with temporary relief from their tortured existence. After Falkan&#039;s mysterious disappearance, his warring acolytes dispersed to many different masters, taking the secret of the Ursarax with them. It is unknown if any Ursarax are still in existence, but chances are that they are probably mothballed in a museum for the [[Tech Priest]] to goggle at, knowing the [[Derp|Mechanicum nowadays.]] &lt;br /&gt;
&lt;br /&gt;
Ursarax are equipped with [[Power weapon#Lightning Claw|Lightning Claws]] and [[Volkite Incinerator]]s. Great for tearing apart MEQ&#039;s and GEQ&#039;s alike. Far more useful than [[Chaos]] [[Warp Talons]] that for sure.  They also have a hug of doom (get it? Ursa, like bears) for TEQs. &lt;br /&gt;
&lt;br /&gt;
{{Template:Mechanicus}}&lt;/div&gt;</summary>
		<author><name>2601:40A:4100:3470:E9B8:E442:1C8C:FC9D</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ursarax&amp;diff=519395</id>
		<title>Ursarax</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ursarax&amp;diff=519395"/>
		<updated>2021-01-19T04:23:23Z</updated>

		<summary type="html">&lt;p&gt;2601:40A:4100:3470:E9B8:E442:1C8C:FC9D: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ursurax.jpg|270px|right|thumb|YOU.WILL.BE.TERMINATED!]]&lt;br /&gt;
Ursarax are similar to the [[Thallax]] in design are the Mechanicum&#039;s [[Assault Marines]] equivalents. Ursarax are advanced Jump Pack-equipped [[Tech Thrall|Tech Thralls]] of the [[Adeptus Mechanicus]] designed in the later [[Great Crusade]]. They were first designed by Magos Explorator Enabrin Falkan as a heavy, rapid-moving close combat unit. Using a fusion of existing technologies sacred to the Mechanicum, materials and patterns taken from the Thallax of the Ordo Reductor, and the fruits of Falkan&#039;s own discovery, he created a unit of mass [[rape]].&lt;br /&gt;
&lt;br /&gt;
Like the Thallax, they are Thralls rather than [[Servitors]], selected from suitable human candidates for conversion so their living components retain a consciousness and dim recollection of their former selves. Neural anesthesia is automatically administered for the successful fulfillment of their orders, providing them with temporary relief from their tortured existence. After Falkan&#039;s mysterious disappearance, his warring acolytes dispersed to many different masters, taking the secret of the Ursarax with them. It is unknown if any Ursarax are still in existence, but chances are that they are probably mothballed in a museum for the [[Tech Priest]] to goggle at, knowing the [[Derp|Mechanicum nowadays.]] &lt;br /&gt;
&lt;br /&gt;
Ursarax are equipped with [[Power weapon#Lightning Claw|Lightning Claws]] and [[Volkite Incinerator]]s. Great for tearing apart MEQ&#039;s and GEQ&#039;s alike. Far more useful than [[Chaos]] [[Warp Talons]] that for sure.  They also have a hug of doom (get it? Ursa, like bears) for TEQs. &lt;br /&gt;
&lt;br /&gt;
{{Template:Mechanicus}}&lt;/div&gt;</summary>
		<author><name>2601:40A:4100:3470:E9B8:E442:1C8C:FC9D</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Dionysus_Revelers&amp;diff=176838</id>
		<title>Dionysus Revelers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Dionysus_Revelers&amp;diff=176838"/>
		<updated>2020-12-26T04:38:08Z</updated>

		<summary type="html">&lt;p&gt;2601:40A:4100:3470:E9B8:E442:1C8C:FC9D: /* Necron Lord Dionysus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Spess Mahreen Chapter&lt;br /&gt;
|Name = Dionysus Revelers&lt;br /&gt;
|Battle Cry = &amp;quot;For Glory! For Infamy! For ETERNITY!!&amp;quot;&lt;br /&gt;
|Motto = &amp;quot;Woe to the game in our wild hunt.&amp;quot;&lt;br /&gt;
|Founding = 35th Millennium&lt;br /&gt;
|Successors of = [[Ultramarines]]&lt;br /&gt;
|Successor Chapters = None&lt;br /&gt;
|Chapter Master = Lord Dionysus of Kris&lt;br /&gt;
|Primarch = [[Roboute Guilliman]]&lt;br /&gt;
|Homeworld = Bacchus III&lt;br /&gt;
|Strength = ~1,300 Marines&lt;br /&gt;
|Allegiance = Themselves&lt;br /&gt;
|Colours = Gold, Violet, Mithril Silver.&lt;br /&gt;
}}&lt;br /&gt;
One day [[/tg/]] did what it does and decided to roll up some new marines. But some renegades this time, cause working out of the [[Imperium]] gives some elbow room. What they preceded to make was a bunch of Greek cannibal hedonist who worshiped their founder and made extensive use of [[Beastmen]], with a rivalry against their Turk cousins. Also the ghost of their founder speaks to them who&#039;s actually a [[Necron]]. [[Awesome]].&lt;br /&gt;
&lt;br /&gt;
==Fluff==&lt;br /&gt;
===The History===&lt;br /&gt;
Bacchus III was the closest to paradise one could achieve in the Imperium. On this planet born to a family of poor shepherds were two brothers. Their names were Dionysus of Kris, and Zephyros of Kris. Like most of the peasants of the world they grew up living simple lives. They played in the vineyards pretending to be soldiers as children and listened to the Satyrs play music in lavish fairs by night. During their childhood a force of Xenos invaded the system. Fortunately they never saw them as the [[Ultramarines|blue angels of death]] sent by the [[Emperor]] protected them. But this was what would take them far from home, the Astartes that protected them would recruit the two children to bolster their ranks.&lt;br /&gt;
&lt;br /&gt;
By some Emperor sent miracle both brothers survived the life of a recruit and weathered the danger of the [[gene-seed]]. They had proved their worth and were made full fledged marines. Dionysus would be placed in the 5th company, and his brother would be placed in the 8th company gaining his love of assault style tactics there. They would prove great marines participating in many battles and campaigns in this time of civil war. During one particular campaign the brothers were rewarded for their work. They would be granted the great honor of founding two new successor chapters. Dionysus would be given first choice and claim his homeworld and its system. Zephyr perceived this as a slight by his older brother and with no other suitable candidates was stuck with a feral world covered by tundra, and steppes.&lt;br /&gt;
&lt;br /&gt;
A rivalry would grow between the chapters as they interacted with each other. The hatred Zephyr harbored also grew on his world which he viewed as backwards. It would all come to a boiling point as (untrue)rumors of the Revelers dabbling in the powers of the warp. The two sub-sectors launched into a full scale civil war with the chapters at the head. The Far Hunters favor of mobility helped them, leaving the Revelers little time to set up proper defense. They would destroy Bacchus III, killing Dionysus, and the golden age facility protecting Bacchus III causing the Dionysus Revelers to go rogue and as punishment the Far Hunters sent on a penance crusade to retrieve them if possible, and destroy them if not. The Necron tomb lord of the planet escaped on the Reveler flagship after his army failed to awaken.&lt;br /&gt;
&lt;br /&gt;
===Homeworld===&lt;br /&gt;
{{Topquote|I remember Bacchus III. It was before I became Captain of the 4th Company, then I was still a Battle Brother. We arrived in the system after a nasty fight with the Dark Eldar. We took a thrashing that day. But we won, barely. So we retreated to the nearest Astartes system we knew, Bacchus, for they were also Sons of Guilliman. We had heard of their legendary hospitality and the beauty of their little Garden World. But let me tell you. Words do not do it justice, at all. The air was the cleanest I ever breathed. The birds were singing, the sheep bleating. And the people kind and sincere, simple as they were. The Abhumans were not oppressed or performing crime, they and the Revelers walked among the populace with little fanfare greeting everyone with a smile and wearing little to no armor. The food and wine, the finest I ever had. It was the cleanest and freshest in reality. Lamb in Tarragon Mint and Lemon juice with a fine aged Grape and Strawberry wine to wash it down.... And now it is gone.|Captain Hippolatus Justinian}}&lt;br /&gt;
Bacchus III was in simple terms a paradise in the Imperium. Large cities of marble, fashioned in the ancient style of the Terra culture of the Greeks, to which large river-like aqueducts supplied water for gardens that dotted the multi leveled city roofs and hanging gardens. The rural countryside overflowed with docile life, deer and boars in the deepest woods. In pastures Terra sheep and cattle are tended too, and vast vineyards and fields dot the landscape for miles.&lt;br /&gt;
&lt;br /&gt;
The nobility rules the marble cities, and serfs and peasants tended to the countryside. Bacchus III was also of note as it held a large population of Beastmen, they were divided into two breeds by the locals the large bull like Minotaurs and the almost entirety human like Satyrs who would pass for humans were not for their cloven feet and horns. Unlike most of the Imperium due to the close relation of the [[Abhuman|Abhumans]] and regular humans they lived normal lives. Although they could not be granted titles of nobility. The crime rate among the Beastmen was regarded as the lowest in the Imperium second to none, a point of pride to the Bacchusians.&lt;br /&gt;
&lt;br /&gt;
The largest city on the planet was its prime jewel the city of Basileuousa. It had grown widely renown due to the fact that the first settlers formed it around a powerful golden age facility which covered the planet with a orbital shield.&lt;br /&gt;
&lt;br /&gt;
It is known the Revelers walked among the populace at a fairly common rate for many reasons: improving ties, keeping the peace, taking part in festivals and more. Most famously is tales of Chapter Master Dionysus working the fields and herding sheep in peasant garb like in his youth. He is recorded in saying it kept him in touch with his humanity.&lt;br /&gt;
&lt;br /&gt;
Your average Bacchusian share many traits hard coded into their very DNA over the years. Your average citizen would be bronze skinned and have well-toned musculature, even nobles. Hair color varied from blonde to ginger, and eyes were commonly green and blue.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the people of Bacchus III it was actually once a Necron Tomb world.&lt;br /&gt;
&lt;br /&gt;
===The Shattering===&lt;br /&gt;
&amp;quot;The Shattering&amp;quot; is the term used to refer to the battle, or war, that lead to the exterminatus of Bacchus III. During the war the attack from the Far Hunters came as a surprise, and thus with little time to mount a defense the outer defenses of the system quickly fell. With their advance the Far Hunters took control of the outlying defenses and swiftly pressed onward to Bacchus III with little resistance.&lt;br /&gt;
&lt;br /&gt;
The day Bacchus III fell was a day burned into their memory. It had seemed to be any other day, but around dawn how wrong it was became frighteningly apparent. By noon pods dropped from the sky all over the planet in great balls of fire. From the pods burst forth Far Hunters riding the Nightmares of their homeworld. By the evening the sky turned red and choked allowing no sun through a thick cover of smoke. Bacchusians and Beastmen hurried to the mighty ships of the Reveler fleet as they were mowed down by the Far Hunters. The armories were one of the first targets. When they fell the Revelers lost access to some of their most valuable weapons and armor. &lt;br /&gt;
&lt;br /&gt;
But there was one point they converged on more than anywhere else Basileuousa. As long as the shield from the golden facility remained the Far Hunters could not unleash their full might. Lord Dionysus along with the 3rd company, and all [[Techmarines]], set off to defend the facility to buy their people time to evacuate. It was said the battle lasted for nearly a full day, but by dawn as the shuttles took off only a dozen men remained along with Lord Dionysus. It is still told by the Revelers that a gunship was only minutes out from pickup when Lord Dionysus was struck down by his own brother. A brave recruit by the name Talos Deimos launched himself from the gunship and fought his way to the battlefield and dragged back the body of the [[Chapter Master]]. As they left the world Zephyr, now known as Zephyr Bey to his sons, gave the order for exterminatus.&lt;br /&gt;
&lt;br /&gt;
===Cult of Dionysus===&lt;br /&gt;
As their founder Dionysus was already regarded as a figure of legend, but after his death reverence for him grew even more. This cult would grow and spread throughout the fleet with even the serfs coming to revere him, for he was their savior. To those of the Bacchus fleet Dionysus he is father, guardian, savior and power all in one, worshiped in a similar manner to the way the Imperium does the Emperor.&lt;br /&gt;
&lt;br /&gt;
Eventually darker tendencies from the past nobility would crop up in the marines of the cult. A growing belief found purchase that eating the flesh of the fallen was a way of renewing life and purity. The Revelers have adopted this custom, possibly due to their Omophagea gland. Non-Astartes members of the fleet do not follow this practice, but do not look down upon it.&lt;br /&gt;
&lt;br /&gt;
Shortly after the death of Dionysus during the shattering the Revelers attempted to find someway to revive Dionysus, even delving into chaos for a brief spurt. The Necron Lord that had snuck on the flagship and hidden under the sarcophagus of Dionysus used this time to appear, using his tech, in the flames of a brazier. He claimed to be the spirit of Dionysus and guided them away from chaos before they fell to the ruinous powers. After this all ships in the fleet built recreations of his tomb with a brazier in place of sarcophagus so that his &amp;quot;spirit&amp;quot; could commune with them.&lt;br /&gt;
&lt;br /&gt;
Due to this reverence for the Chapter Master it is believed no one else is worthy of holding the title. As such the acting &amp;quot;Chapter Master&amp;quot; is regarded as the right hand of Dionysus, and is given the title Grand Scythe. Mostly due to their past as and Agri world.&lt;br /&gt;
&lt;br /&gt;
===Auxiliaries and life in the fleet===&lt;br /&gt;
A marine will be lord to several auxiliaries at all times to help him battle similar to a squad. The fleet calls these auxiliaries belonging to a marine a flock and their marine their shepherd. If a marine dies his auxiliaries will be assigned to another marine. The number of auxiliaries under a astartes is directly connected to rank with a standard battle brother boasting seven. All members of the fleet are auxiliaries if need be, but in times when not needed keep the fleet functioning.&lt;br /&gt;
&lt;br /&gt;
Minotaurs are favored by Revelers for fighting but due to their power are only allowed to be given to high ranking members, and at the additional cost of other lesser auxiliaries. When off-duty Minotaurs stand constant vigil in the grand temple of a ship, or help with heavy duty labor. Satyrs along with Bacchusian humans make up the main bulk of any force and can commonly be found as the consorts and servants of Revelers.&lt;br /&gt;
&lt;br /&gt;
The ships of fleet Bacchus are far removed from that of a regular Imperial ship. Gone are tight winding corridors in their place lay large open hydroponic fields tended to by off-duty auxiliaries. Many balconies will overlook these large open areas, while no doubt a lavish feast or party ensues in many of them.&lt;br /&gt;
&lt;br /&gt;
Due to the heavy losses of the Chapters Techmarines it is forced to rely on rogue tech priest and those they save. Though Dionysus and Deimos have been making attempts to try and train their own Techmarines to improve self sufficiency.&lt;br /&gt;
&lt;br /&gt;
===Necron Lord Dionysus===&lt;br /&gt;
Bacchus III, long before its life as a Imperial Agri/Pleasure world, was a Necron Tomb world of now defunct dynasty. When the final battle of the shattering broke out he was awoken from stasis, but for some unknown reason the reanimation protocols of his army failed. With no other options and unable to stave off the destruction of the planet he boarded the flagship of the Revelers the Thyrus. As it took off from the planet he hid under where the body of Dionysus would be entombed. Later he would use his technology to take the form of the dead Chapter Master appearing as a spirit.&lt;br /&gt;
&lt;br /&gt;
He has directed the Revelers since and taken the name Dionysus, since he has forgotten his own but only his name. At first they were tools for him to use but overtime has come to view them with a more fatherly disposition as he becomes more used to his role.&lt;br /&gt;
&lt;br /&gt;
The only current members of the Revelers who know the true identity of the spirit of Dionysus is the current Grand Scythe Talos Deimos and the 1st company known as the Rusted Scythes.&lt;br /&gt;
&lt;br /&gt;
As of the 42nd Millennium he has dawned a replica of the armor, fully integrated into it, that was worn by the original Dionysus and now lives among the Revelers.&lt;br /&gt;
&lt;br /&gt;
===Death Rites of a Brother===&lt;br /&gt;
The Festival is basically a re-enactment of the Shattering. They set up for a massive feast with a bonfire in the center. The tradition is that attendees place something of value on the bonfire. The evening opens with a band playing the string, woodwind, drum, and everyone having hors d&#039;ouvres. Then they shut off the lights and six brothers dressed for the occasion in wolf heads and carrying trumpets and cymbals march in, playing a particularly loud and discordant version of what is already fairly aggressive Ottoman military marching music. They&#039;re lead by a figure carrying a torch, standing in for Zephyr. &lt;br /&gt;
&lt;br /&gt;
The figure for the evening of Dionysus blocks them, mock battle, the torch is thrown onto the bonfire, &amp;quot;Dionysus&amp;quot; is killed, the &amp;quot;hunters&amp;quot; march out with the &amp;quot;corpse&amp;quot;. They are immediately followed by one standing in for Talos Deimos. At this point the body of the brother to be roasted is substituted for the Dionysus, and carried by &amp;quot;Talos Deimos&amp;quot;. The body is roasted (off to the side). The feast resumes, there is food, music, and dancing by the fire for as long as the lights stay down. &lt;br /&gt;
&lt;br /&gt;
While not everyone in the fleet can attend, the Revelers always invite a representative sample to the festivities, and broadcast it to the other ships who enjoy a smaller version. Since they&#039;re rolling around space picking people up when they intervene, most of their flock is going to have things to mourn. By joining their mourning in a ceremony where they symbolically participate not just in the Shattering, but in it&#039;s aftermath, where the Revelers started moving and didn&#039;t stop (in this case that&#039;s what the dancing is standing in for), they&#039;re given an opportunity to mourn, and to integrate into the chapter.&lt;br /&gt;
&lt;br /&gt;
===Ambrosia Wine===&lt;br /&gt;
If there ever was a drink of gods this would be it. Brewed exclusively in the Bacchus fleet. It is a labor of lifetimes grown from exotic crops from dozens of worlds. Harvesting requires collecting rare and dangerous crops, some poisonous, others carnivorous. Brewing is a long and laborious that comes with its own some set of dangers. But the end product is truly worth it all. After this drawn out process is completed what they&#039;re rewarded with is wine straight out of legend. If done properly the brew will have a thick consistency, and a deep gold coloring. Its said to possess a deep heady flavor that adapts to the drinkers taste buds, reminding them of a favored treat. However these accounts come only from Space Marines. You see due to the massive amounts of toxins that come from the plants its made from make it deadly to all but the Astartes, and any disgusting xenos with a great ability withstand toxins. Though the few serfs who have begged their masters and risked their lives have said that such a Emperor blessed thing was worth it, before shortly dying moments later.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Ambrosia Wars&amp;quot;===&lt;br /&gt;
It is unknown when the &amp;quot;Ambrosia&amp;quot; drink of the Revelers came to be, for they are not forthcoming with such information. But the earliest external information of it came from Pirates and Renegade Marines circa M37. The descriptions is similar to loyalist accounts of its qualities. &lt;br /&gt;
&lt;br /&gt;
Not long after are the first of the recorded and known &amp;quot;Ambrosia Wars&amp;quot; which various groups such as pirates, renegades, and rogue traders sought to seize the secrets of the mythical drink. Reasons range from just how good it was, to rumors of it able to turn a man into an Astartes or Immortal to even an absurd tale that enough of it could heal the Emperor.&lt;br /&gt;
&lt;br /&gt;
Being the only producers of this product has also been a great boon to the Revelers. The Far Hunters fleet has been lead astray quite a few times by a paid off official.&lt;br /&gt;
&lt;br /&gt;
==Tasty Crunch==&lt;br /&gt;
===Base Crunch===&lt;br /&gt;
;Progenitor:Ultramarines&lt;br /&gt;
;Founding:35th Millennium&lt;br /&gt;
;Cause of Exodus:Messing with [[Chaos|Ruinous Powers]]&lt;br /&gt;
;Gene-seed Purity: Ultrapure&lt;br /&gt;
;Chapter Flaw:Chapter Cult&lt;br /&gt;
;Legendary Figure:Lord Dionysus, founder from the Ultramarines&lt;br /&gt;
;His legendary deed:Being a great protector and all around cool guy&lt;br /&gt;
;Home Sector:True Nomads(Fuck you Far Hunters)&lt;br /&gt;
;Rule of Sector:Hiding, what giant fleet?&lt;br /&gt;
;Combat doctrine:Auxiliaries, Stalin would be proud&lt;br /&gt;
;Operating Procedure:Savior Complex&lt;br /&gt;
;Specialty restrictions:Techmarines&lt;br /&gt;
;Missing Equipment:Powered and Chain Melee weaponry: Excludes all powered melee weaponry and chain weaponry. Note that this does not exclude melee weaponry as a whole.&lt;br /&gt;
;Special equipment:Warp-Tainted Weapons, buy now cuts through daemons like butter only $4.99&lt;br /&gt;
;Strength:Nominal, but not for long.&lt;br /&gt;
;Motivation:Survival&lt;br /&gt;
;Chapter Allies:Necron, that&#039;s singular.&lt;br /&gt;
;Chapter Enemies:Another Chapter, the Far Hunters.&lt;br /&gt;
===Tasty Deathwatch Crunch===&lt;br /&gt;
;Characteristic Modifiers:+5 to two of your choice.&lt;br /&gt;
;Organisation: Unique Organisation.&lt;br /&gt;
;Solo Mode Abilities:This Chapter has been trained to spot minute disturbances of the warp pressing in on realspace. This attunement to the empyrean grants the character the Psyniscience Skill as a Trained Skill. The Battle-Brother may also re-roll any failed Willpower Tests to resist a psychic power.&lt;br /&gt;
;Squad Attack Patterns:Tactical Finesse Action: Full Action, Cost: 3, Sustained: Yes. While this ability is in effect, the Battle-Brother and those within Support Range of him may make one Melee or Ranged attack as a Half Action (the Ranged Attack may only be made using the single shot rate of fire) and may then make a Half Move. A character benefiting from this ability may disengage from an opponent in melee without penalty.&lt;br /&gt;
;Squad Defense Patterns:Courage Under Fire Action: Free Action, Cost: 0, Sustained: No. The Battle-Brother inspires those under his command to press on in the face of danger. When this ability is used, the Battle-Brother and any within Support Range of him may immediately recover from being Pinned. At Rank 4, those under the effect of this ability may also make a Half-Move as a Free Action.&lt;br /&gt;
;Chapter Advance Table:Command Without Doubt.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dionysus Reveler Standard Battle-Brother.jpg|The Standard color scheme for a battle-brother of the Dionysus Revelers.&lt;br /&gt;
File:Dionysus Reveler Terminator.jpg|The Standard color scheme for a Dionysus Reveler in Indomitus Pattern Terminator armor.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Archived Threads==&lt;br /&gt;
*[http://suptg.thisisnotatrueending.com/archive/63424390/ Thread #1]&lt;br /&gt;
*[http://suptg.thisisnotatrueending.com/archive/63483880/ Thread #2]&lt;br /&gt;
&lt;br /&gt;
[[Category:/tg/ 40,000]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Custom Chapters]]&lt;/div&gt;</summary>
		<author><name>2601:40A:4100:3470:E9B8:E442:1C8C:FC9D</name></author>
	</entry>
</feed>