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==Resources== {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |Resources (Roll d6 times) (d100) |- ! 01-20 | 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 'Ties with' table. |- ! 21-30 | Personal army: The Inquisitor maintains a privately acquired body of troops. Roll on the 'Personal army' table. |- ! 31-40 | Civilian spaceship: Roll on the 'Civilian spaceship' table. |- ! 41-47 | Military spaceship: Roll on the 'Military spaceship' table. |- ! 48 | Reliquary: Ancient relics of holy significance are carried about by the Inquisitor's staff, or are kept in a secure vault at the Inquisitor's base of operations. |- ! 49 | 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. |- ! 50 | Archeotech: Ancient and baroque machinery has been unearthed by the Inquisitor from humanity's past. Who knows what it could do? |- ! 51-55 | Archivists: The Inquisitor has a retinue of lexmechanics, archivists, and savants to sift through data and bring their considerable knowledge to use. |- ! 56 | Infil-traitor network: A number of mind-wiped agents with hypno-imprinted personalities are employed by the Inquisitor. |- ! 57-58 | Pets/Familiars: Everything from a favoured grox to cyber-mastiffs and psiber ravens. |- ! 59-61 | Generic psionic resource: This could be a sanctioned telekine or an untouchable, astropaths and even navigators could be included here. |- ! 62-63 | Assassins: Not Officio Assassinorum trained (those have to be requisitioned for single missions), nevertheless still well-trained and motivated killers. |- ! 64 | Planet: A world is governed by the Inquisitor, perhaps under martial law or as a fief for them to conduct experiments/raise warriors. |- ! 65-70 | Well established friends: Influential characters friends in high places, such as nobles, politicians, etc. |- ! 71-75 | Dogsbody/Butler: A loyal companion, always close by and ready with a loaded weapon and a dry, witty comment. |- ! 76-80 | Huge archives: A library of all manner of information is maintained by the Inquisitor, ranging on texts from all manner of fields of study. |- ! 81-83 | Forbidden tomes: The Inquisitor keeps proscribed texts. |- ! 84-85 | Special armour: A suit of terminator armour, the carapace of a saint or maybe something alien. |- ! 86 | Special weaponry: This could be Ordo-specific, such as a Deamonhammer, or a master-crafted power sword that is a great relic. |- ! 87-88 | Hidden base: Roll on the Hidden base table. |- ! 89-90 | Fortress: Roll on the Fortress table. |- ! 91 | Spy network: Infiltrators and double-agents feed the Inquisitor information from across the Sector. |- ! 92 | 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. |- ! 93-95 | Expert bodyguards: Roll on the Expert bodyguards table. |- ! 96-97 | Huge favour: Somebody, somewhere, owes the Inquisitor big time. This could be anything from a life debt to blackmail. |- ! 98-99 | Research facility: The Inquisitor has access to a research facility, which could be for anything and may be Ordo-specific. |- ! 100 | Exterminatus Grade Ordnance: The death of worlds is in the Inquisitor's hands. |} {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |Ties With (d100) |- ! 01-03 | Space Marine Chapter: The Inquisitor has contact with a chapter of the Adeptus Astartes, and can call upon them when in need of a favour, which often involves a large amount of brute force. |- ! 04-15 | Adeptus Mechanicus: Useful to aid in the identification and use of alien or ancient technology, an Inquisitor with ties to the Mechanicus must be careful their position is not compromised by agents of the Machine God. |- ! 16-30 | Administratum: Bureaucrats, archivists, and logisters, the staff of the Administratum possess a great deal of information; they simply need to be told where to look. |- ! 31-40 | Adeptus Arbites: Good for the detention of heretics, as well as tracking criminals and providing a decent amount of firepower when necessary. |- ! 41-55 | Ecclesiarchy: The Imperial Church possesses vast wealth and resources, as well as a presence on almost all Imperial worlds. |- ! 56-57 | Assassinorum Temple: The Inquisitor has a powerful contact, possibly to do with the Ordo Sicarius, and can gain access to a deadly Assassin of one of the six temples. |- ! 58-63 | Criminal Organisation: Anything from a xeno-trading cartel to narcotics barons, having access to a criminal gang can be very useful in some places where Imperial justice does not hold so much sway. |- ! 64-70 | Noble House: Ideal for those of aristocratic birth, ties with the nobility can often lead to use of House ships, troops and funds, as well as bolt-holes and spies. This could also be a Navigator House. |- ! 71-76 | Adeptus Astra Telepathica: Due to investigations into psykers or being a psyker themselves, the Inquisitor has ties with the body that deals with all sanctioned psykers in the Imperium. Can be taken by default even if Ties With wasn't hit on the previous table or on top of rolls here if the Inquisitor is psychic, rerolling if you hit this. |- ! 77-88 | Imperial Government: The Inquisitor has friends in high places within a particular region's government, be it a Sub-Sector, Sector or even a Segmentum. |- ! 89-98 | Imperial Military: Naval or Imperial Guard assets are available to the Inquisitor due to a martial background or contacts within the organization. |- ! 99-100 | Exotic: For Radicals, this could be aliens or even a daemon, whilst for Puritans it's more likely to be a particularly holy figure (possibly on the verge of Sainthood), a Rogue Trader, etc. |} ===Armed Forces=== {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |Personal Army (d100) |- ! 01-20 | Mercenaries: The Inquisitor has employed a cadre of mercenaries these could be professional, Imperial regulated (possessing a licence) troops or little better than piratical brigands simply out for booty. |- ! 21-40 | Guard formation: A body of Imperial guardsmen, be it a company or a regiment. They could be specialists in a certain type of combat that the Inquisitor finds useful. |- ! 41-60 | Inquisitorial: Storm Troopers, Ordo-specific units or Inquisitorial Wardens. |- ! 61-80 | Imperial (other): Arbitrators, Enforcers, Skitarii (technically Mechanicus, not Imperial plausible if the Inquisitor has ties with the Mechanicus), armed Cultists, Penal units, Naval Security, PDF, Noble House troops, etc. |- ! 81-100 | Exotic: Anything that is not covered here. Alien mercenaries (Kroot or Orks?), renegades, mutants, abhumans, Adeptus Astartes, alien sponsors/allies (Tau or Eldar?), Chaos forces (Traitor Legions, most suited to the Alpha Legion, or deceived fools) |} {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |Expert Bodyguard (d100) |- ! 01-20 | Loyal henchmen: The rag-tag band the Inquisitor has collected over the years form his die-hard bodyguard. |- ! 21-40 | Death cultists: A small number of devout Death cultists protect the Inquisitor. |- ! 41-60 | Guardsmen: A squad of veterans or stormtroopers form the bodyguard of the Inquisitor. |- ! 61-80 | Psionic personnel: Either a powerful psyker or untouchable protects the Inquisitor. |- ! 81-100 | Exotic: This could be Ordo-specific (Crusaders for the Ordo Hereticus, an Eldar Ranger for the Ordo Xenos, etc), or something unusual such as a unit of Skitarii or even a Space Marine! |} ===Bases & Headquarters=== {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |Civilian Voidship (d100) |- ! 01-10 | '''Tug''': 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. |- ! 11-20 | '''Star Yacht''': 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, while 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. Perfect for pow-wowing political big-wigs. |- ! 21-30 | '''Herald/Relay Vessel:''' 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. |- ! 31-40 | '''Pilgrim Ship/Passenger Liner:''' 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. |- ! 41-50 | '''Clipper Ship & Blockade Runners:''' 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 and a Blockade Runner is determined by the training of the crew and the weight of the armament, though both typically lack substantial armor. |- ! 51-60 | '''Cargo Hauler:''' There are 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. |- ! 61-70 | '''Armed Merchantmen/Q-Ship:''' Whilst all ships carry guns these carry more. Though they aren'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 an armed freighter is whether or not the weapons are hidden, as Q-ships are designed to ambush attackers expecting easy prey. |- ! 71-80 | '''Refinery Ship/Factory Vessel:''' Such a ship is a common sight in Mechanicus fleets. Refinery ships collect ore and refine them into usable materials while factory ships can manufacture items on-demand, the better to maintain a steady supply on a crusade or exploration journey. An Inquisitor who uses this ship is usually tied to the Mechanicus or happened to come across one in his travels. Either way, he/she finds themselves having to visit a port to resupply less often. |- ! 81-90 |'''Hospital Ship/Research Vessel:''' By virtue of mercy or pragmatism this ship has been outfitted 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. |- ! 91-100 | '''Exotic:''' Alien (exploration or transport vessel?), Mechanicus exploration vessel, Naval/Inquisitorial Reconnaissance (possibly with psychic wardings), Ministorum Cathedral ship, etc. |} <div class="toccolours mw-collapsible mw-collapsed" style="100%"> 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 is something of a matter of debate. Though the vessels of the Inquisition rarely stay in a state of disrepair for long. <div class="mw-collapsible-content"> *'''Shell Macro-batteries''' 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. *'''Laser Macro-Batteries''' 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 "munitions" come from the reactor. More advanced models will have better focusing to cause more damage, higher rates of fire or both. *'''Plasma Batteries''' 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 does not have. *'''Missile Batteries''' 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. </div></div> {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |Military Voidship (d100) |- ! 01-10 | '''Frigate/Corvette:''' 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. |- ! 11-20 | '''Escort Frigate:''' 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. Not exactly ideal for speedy work, but if the Inquisitor is accompanying a convoy or alternatively want to sneak in through silent running and keep a decently powerful combat ship for when the cover is blown it certainly won't disappoint. |- ! 21-30 | '''Scouting Destroyer:''' 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, 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, but a good crew will make these exemplars of electronic warfare invaluable to an Inquisitor. |- ! 31-40 | '''Destroyer:''' 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 ships 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 into position very quickly. |- ! 41-50 | '''Light Cruiser/Pocket Cruiser:''' Light cruisers are a mid point between a destroyer and 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 branch in to innumerable variants. Light cruisers are slimmer and faster, some being used as destroyer leaders mounting similar weapons. Others use said speed to chase down smaller ships before they can threaten the rest of the fleet. Other light cruisers, such as the Defender-class, are dedicated Escort Cruisers who serve as convoy flagships. Pocket Cruisers are similarly sized, 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]] without having to cram them in so much that their fighting capabilities are diminished when they reach the war zone without an acclimatization period. As proper warships an Inquisitor who commands such a vessel will indeed be a force to be reckoned with. |- ! 51-60 | '''Cruiser:''' 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. |- ! 61-70 | '''Strike Cruiser:''' 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 outside of it. Astartes-grade vessels are the highest grade of these 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 "stock", they are relatively common ships for Inquisitors on the move. |- ! 71-80 | '''Battlecruiser:''' 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's influence. Alternatively, the Inquisitor may have a Heavy Cruiser instead. These vessels were deemed obsolete in Imperial doctrine, but civilian and reserve fleets still make use of their good balance of speed and firepower and they can still be produced. |- ! 81-85 | '''Grand Cruiser/Battleship:''' Grand Cruisers are ancient vessels of the Imperial Navy for whom production in reasonable time frames 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't get these for speed, one gets these for battles and orbital bombardment. |- ! 86-89 | '''Starfort:''' 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, a cabal, or conclave of aligned Inquisitors and their friends in the sector government and the local Mechanicus, 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. |- ! 90-100 | '''Exotic''': Alien (bear in mind some are unlikely, e.g. Eldar, whereas some are nigh-on impossible, e.g. Necron!), Mechanicus warship, Astartes vessel, etc. |} <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Military Ordnance <div class="mw-collapsible-content"> * '''Lances'''- 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. Kinetic lances can deliver specialized warheads at breathtaking distances, and Plasma lances are terrifyingly destructive if very expensive. * '''Bombardment Cannons'''- 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. * '''Interceptor Fighters'''- 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. * ''' Strike Fighters'''- Fightercraft designed for attack missions, capable of quickly delivering ordnance and returning to rearm and being able to defend themselves better than bombers. * '''Multirole Fighters'''- Fightercraft that are designed to take any role that is necessary, from strike missions to escort duty to interceptions. * '''Bombers'''- Capable of unleashing an incredible amount of ordnance and capable of raining devastation upon the enemy and defend itself with multitudes of turrets. * ''' Attack Bombers'''- Bombers modified for fire support role, exchanging some weapon hardpoints for more lascannons and other direct use weapons. * '''Assault Craft'''- Capable of delivering huge boarding parties and clearing the LZ with coruscating weapon fire. * '''Torpedoes''' * Plasma- Devastating projectiles that can deal horrendous damage using star-hot plasma warheads should they hit the target. * 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. * Boarding- Torpedoes designed for carrying boarding parties towards the enemy. Try not to miss and drift for eternity. * 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. * '''Nova Cannon'''- 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't really need that when one shot can obliterate entire squadrons of torpedo frigates. </div></div> {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |Hidden Base (d100) |- ! 01-20 | Asteroid: In the depths of an asteroid field the Inquisitor has made his lair. |- ! 21-40 | Volcano: The classic hidden lair (space-piranhas not included). |- ! 41-60 | Underwater: Somewhere for the Inquisitor's foes to meet a 'fishy' end. |- ! 61-80 | Space Hulk: In the dark places of the hulk, who knows what may lurk. |- ! 81-100 | Other: Up to the player, or choose from above. |} {| border="1" cellspacing="0" cellpadding="5" align="center" ! colspan="2" |Fortress (d100) |- ! 01-20 | Bunker Complex: The pragmatist's fort, intimidating yet durable. |- ! 21-40 | Airbase: Using ancient technologies, this armed stronghold floats above a planet's surface. |- ! 41-60 | Impressive Citadel: Complete with gargoyles, high towers, and fluttering pennants (not to mention void shields and gun-turrets). |- ! 61-80 | Space Station: Festooned with weapons batteries, turrets and heavily shielded. |- ! 81-100 | Other: Up to the player, or choose from above. |}
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