40k Inquisitor

Result

++Gender++

Roll on "Gender"

++Age++

Roll on "Age"

++Ordo++

Roll on "Order"

++Title++

Roll on "Title No."

++Philosophy++

Roll on "Philosophy"

++Methodology++

Roll on "Methodology No."

++Psychic Abilities++

Roll on "Psychic Abilities"

++Quirks++

Roll on "Quirks No."

++Resources++

Roll on "Resources No."

Subcharts

Gender (d100)

d100 Result

1-45

Male

46-91

Female

92-100

Other: Both, neither, non-binary identity, frequently changed through surgery to suit their purposes or unknown

Age (d100)

d100 Result

1-20

Young (40-55): The Inquisitor is young, by Inquisitorial standards.

21-40

Middle Aged (55-90): At this age some Inquisitors commence rejuvenation treatments, whilst others prefer to appear their age.

41-60

Old (90-150): It is at this age Inquisitors will have established themselves, with a host of resources.

61-80

Venerable (150-250): By now an Inquisitor may be (in)famous and have cemented their reputations.

81-100

Ancient (250+): The upper limit is unknown, but it is expected some may reach several centuries old. Perhaps some obscure techno-sorcery can even grant them a lifespan far longer than most.

Order (d100)

d100 Result

1-10

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.

11-40

Ordo Hereticus: The largest of the Ordos, an Inquisitor of the Hereticus seeks out mutants, traitors and rogue psykers across the Imperium.

41-60

Ordo Xenos: A guardian against aliens in their many guises, the Inquisitor is knowledgeable in alien physiology and lore.

61-80

Ordo Minoris: The Ordos Minoris cover a plethora of activities that could come under the jurisdiction of the larger Ordos, but have been made into more specific departments to better combat a single threat. These Ordos are tiny in comparison to the big three, and have nowhere near the influence or manpower as the larger Ordos.

It is up to the player to determine whether an existing Ordo is used (Sicarius: Officio Assassinorum; Sepulturum: Chaotic/Alien diseases; Obsoletus: everything that won't fit in any other category such as ghost ships, Legion of the Damned, etc) or a new body is established, but it must seem plausible (e.g. Militum: Imperial Guard/Navy; Illuminas: Psykers).

81-100

No Ordo: Exactly as stated. The Inquisitor has no Ordo affiliations.

Title (d100)

d100 Result

1-10

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?).

11-30

Ordo-specific: Something related to the Inquisitor's line of work, e.g. an Ordo Hereticus Inquisitor might be Witch-Finder, Witch-Hunter, Colonel-of-Redemption, etc.

31-40

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, 'holding down the fort'.

41-60

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.

61-70

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.

71-100

Nothing: The Inquisitor's only title is that, which should be scary enough!

Philosophy (d100)

d100 Result

1-20

Fanatical 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 "friendly" or surprising and unbalancing the targets of investigation.

21-50

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.

51-70

Moderate: Inquisitors of a moderate bent are neither frothing fanatics nor entirely sceptical figures, preferring the middle path in their investigations. They do not condone the use of non-Imperial weaponry, but they are not big on mass burnings at the stake either. They will do as necessary and understand that circumstances of necessity and practicality sometimes matter more than ideals.

71-90

Tolerate 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.

91-100

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.

Methodology (d100)

d100 Result

1-5

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!

6-10

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.

11-15

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.

16-20

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.

21-25

Facta Non Verba (Deeds not words): Thinking can be a virtue, but then again it wastes valuable heretic-purging time.

26-30

Per Virtutem Scientia (Power through knowledge): Know thine enemy, for you are known to him already. First tenet of the Ordo Xenos.

31-35

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.

36-40

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's heart.

41-45

Post Tenebras Lux (After the dark comes light): Istvaanian in nature, belief in great achievements after terrible conflict. May intentionally incite warfare and civil strife.

46-50

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's worth doing, it's worth doing the hard way!

51-55

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.

56-60

Et Per Arte Belli (By skill and by fighting): The more you bleed in training, the less you'll have to bleed in battle, seems an ideal motto for the more martially-inclined.

61-65

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's Tarot.

66-70

Nulli Cede (Yield to none): Never surrendering, no matter the odds and reality of the situation, make this character a stubborn and uncompromising individual.

71-75

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.

76-80

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.

81-85

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.

86-90

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.

91-95

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.

96-100

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.

Psychic Abilities (d100)

d100 Result

1-50

None: No psionic ability exhibited.

51-70

Minor: Can exhibit and control minor abilities.

71-85

Capable: Familiarity with a single discipline.

86-98

Talented: Comfortable with one or more psi-disciplines.

99-100

Master: Amongst the most powerful psykers the Inquisition possesses.

Quirks (d100)

d100 Result

1-2

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.

3-4

Heavily augmented: Either through personal choice or cruel fate, the Inquisitor is covered in bionic implants and replacements.

5

Untouchable: Without a psychic presence at all, the Inquisitor is a psychic blank, and follows all rules for Untouchables. Ignore any previous psychic abilities.

6-7

Always masked: Never revealing themselves, either through a mask or by relaying orders from behind a barrier or vox-communicator, the Inquisitor's appearance is a mystery.

8-11

Shady past: Nobody knows much, but everybody's heard the sinister rumours.

12-15

(in)Famous: Well-known throughout the Sector, either for heroic deeds or less inspiring acts.

16-17

Perverse: Every hole's a goal.

18-20

Paranoid: Sometimes, they may really be out to get you. Other times, this Inquisitor finds they've just stabbed their harmless butler.

21

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.

22-24

Terran pilgrim: The Inquisitor has been to Holy Terra, and this influences their behaviour and their usual topic of conversation.

25-29

Hidden philosophy: Knowledge is power, hide it well. Nobody seems to know this Inquisitor's true affiliation.

30-33

Outward philosophy: Knowledge is power, use it to smite the enemy! Everybody is sick of hearing about this Inquisitor's affiliation.

34-35

Lavish: The finer things in life such as banquets and well-tailored suits are greatly appreciated by this Inquisitor.

36-37

Spartan: Austerity is ever this Inquisitor's watchword, and the sins of the material world must be guarded against lest heresy spring from their sweet embrace!

38-39

Luddite: Not very good with machinery, to the point that this Inquisitor will be distrustful of it and the Adeptus Mechanicus.

40

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 'Masked' quirk.

41-42

Doesn'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.

43-44

Unusual beliefs/practices: The Inquisitor's religious leanings are at odds with the Ministorum, they may be an atheist or worship the Emperor in an unusual manner.

45-46

Collector: The Inquisitor has a penchant for artwork, ancient technologies or little toy soldiers, etc. They take great pride in their collection.

47-48

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.

49-50

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.

51-52

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.

53-54

Connoisseur: The finest and rarest of wines, weapons and works of art, amongst other things, are well known to the Inquisitor.

55

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.

56

Artistic talent: Cooking, painting or music are all possible avenues of exploration for the talented artist.

57-59

Injury:

Roll on "Injuries"

60-61

Illness:

Roll on "Illnesses"

62-64

Celibacy: Either through chemical treatment, personal choice or battlefield injury, the character foregoes pleasures of the flesh.

65-66

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.

67-68

Arch-nemesis: The Inquisitor has acquired themselves an arch-nemesis, such as a particularly powerful xenos leader or elusive cult leader. It may even be a rival Inquisitor.

69-70

Odd accent: Instantly recognisable, the Inquisitor's accent is easy to identify and hard to understand.

71-77

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.

78-79

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.

80-81

Grotesque: Either through misfortune of birth, plastic surgery or misfortune in the line of duty, the Inquisitor is horribly ugly.

82-83

Attractive: The Inquisitor is very attractive. They may exploit this to its full advantage.

84-85

Favourite weapon: There is a named weapon the Inquisitor considers it unlucky to enter battle without.

86-87

Hatred: Some poor unfortunate person, organisation or species is the focus of the Inquisitor's intense hatred, for whatever reason.

88-89

Sadist: The pain of others brings satisfaction to the Inquisitor.

90-91

Damned by association: A past associate or colleague has been found guilty of heresy, and by extension the suspicions of the Inquisitor's peers has fallen upon them.

92-93

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!

94-95

Family: The Inquisitor has found time to start a family.

96

Heretical mentor: The Inquisitor's mentor fell to the whispers of heretical thought.

97

Heretical pupil: One of the Inquisitor's past students went heretical.

98

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.

99

Roll on "Quirks"

Roll on "Quirks"

100

Heretic:
Roll on "Heretic"

Heretic (d100)

d100 Result

1-40

Carta Extremis: Declared a heretic by their comrades, this Inquisitor is hunted by their peers for any number of reasons: killing a fellow Inquisitor, excessive displays of force or an unnecessary Exterminatus. The Inquisitor naturally believes their fellows are clearly in the wrong for not seeing the necessity of their actions.

41-55

Ruinous Powers: The Inquisitor has been tempted into the worship of the dark gods of Chaos.

56-60

Deceived: The C'tan Star-Gods have bent this individual to their heinous will. Psykers may choose re-roll this result.

61-65

Working for the Greater Good: This Inquisitor'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 colleagues.

66-70

Eldar infiltration: Owing to any number of convoluted reasons, such as promises of access to the Black Library, the Inquisitor does as they request.

71-80

Illuminati: A believer in the prophecy of the Star-Child and the Sensei, the Inquisitor is a member of this esoteric order. Gain the 'Illuminated' quirk.

81-90

Dark Pact: In order to gain power and influence, even if it was for the good of the Imperium, the Inquisitor has forfeited their soul with a daemonic pact.

91-97

Trojan Horse: Due to any number of reasons, such as personal vendetta or xenos influence, the Inquisitor's aim is to cause as much damage to the Imperium or a specific faction as possible.

98

Infil-Traitor: The Inquisitor is actually a sleeper-agent awaiting activation, but from who? Impersonation of an Inquisitor is heresy!

99

Alien: Through cunning deceptions and extensive surgery, the Inquisitor is actually an alien masquerading about as a human, for whatever dire purpose it has in mind.

100

Daemonhost: Amazingly, a daemonhost has been able to masquerade as an Inquisitor.

Illnesses (d100)

d100 Result

1-30

Mild: A nasty cough, a high fever, persistent tiredness or pain, etc. Not enough to impede the Inquisitor in their duties, perhaps, but enough to be noticeable.

31-40

Debilitating: A disease strong enough to impede the Inquisitor's ability to carry out their duties, like Eyerot or Catachan Sloughing Fever. May be lessened somewhat with the right medications or surgeries, perhaps requiring bionic replacement if the disease is severe or has progressed far enough.

41-60

Terminal: A disease that is slowly killing or crippling the Inquisitor from the inside (St Basil's Spineblight, Tyranid Spore-Cysts, aggressive malignant tumours, etc.) Its progress can lessened or even temporarily stopped, but never cured, and sooner or later it will render the Inquisitor either a cripple incapable of carrying out their duties or dead.

61-80

Xenovirus: An alien virus has infected this Inquisitor, with its xenos-born nature making it far more difficult to treat and identify.

81-99

Warp-tainted malady: A disease spawned straight from the Warp itself, with all the horrors and physically impossible symptoms that this implies. The Obliterator Virus is the most famous of such illnesses.

100

Nurgle's Rot: Wow. You're really fucked. (This Inquisitor has been infected with Nurgle's Rot and is slowly turning into a Plaguebearer. Whether they'll find the strength to kill themself before the final change or be gunned down by their allies is up to you.)

Injuries (d100)

d100 Result

1-10

Impressive scars: From duelling or battle.

11-20

Grotesque scars: Some scars, while not debilitating, are forever. If prominently visible, the Inquisitor automatically gains the 'Masked' quirk.

21-40

Lost a minor body part: Ear, finger. Bio-grafting should be possible.

41-60

Lost a limb: Leg or arm. Cybernetics may be required.

61-80

Lost an organ: A punctured lung, perhaps. Cybernetics or cloned organs definitely required. Even fixed, the pain lingers.

81-99

Paralysed: Unable to move some/all limbs. The damage may be such that no surgery can repair it.

100

Broken: The Inquisitor is injured beyond any form of surgical healing or augmentation, forcing them to rely on a permanent form of life support. Depending on the form this takes, the Inquisitor automatically gains the 'Masked' (e.x.: Gideon Ravenor) or 'Heavily Augmented' quirk.

Resources (d100)

d100 Result

1-20

Ties to Roll on "Ties To"

21-30

Personal Army:

Roll on "Personal Army"

31-40

Civilian Voidship:

Roll on "Civilian Voidship"

Main Armament:

Roll on "Civ Ship Weapons"

41-47

Military Voidship:

Roll on "Military Voidship"

Notable Armament:

Roll on "Mil Ship Weapons"

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 "Hidden Base"

89-90

Fortress:
Roll on "Fortress"

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 "Bodyguards"

96-98

Huge favour: Somebody, somewhere, owes the Inquisitor big time. This could be anything from a life debt to blackmail.

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.

Ties To (d100)

d100 Result

1-3

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.

4-15

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.

Personal Army (d100)

d100 Result

1-20

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)

Bodyguards (d100)

d100 Result

1-20

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!

Civilian Voidship (d100)

d100 Result

1-10

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 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... 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.

Military Voidship (d100)

d100 Result

1-10

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 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.

Hidden Base (d100)

d100 Result

1-20

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 reroll

Fortress (d100)

d100 Result

1-20

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 reroll.

Title No. (1d3)

1d3 Result

1

Roll on "Title"

2

Roll on "Title"

Roll on "Title"

3

Roll on "Title"

Roll on "Title"

Roll on "Title"

Quirks No. (1d3)

1d3 Result

1

Roll on "Quirks"

2

Roll on "Quirks"

Roll on "Quirks"

3

Roll on "Quirks"

Roll on "Quirks"

Roll on "Quirks"

Resources No. (d6)

d6 Result

1

Roll on "Resources"

2

Roll on "Resources"

Roll on "Resources"

3

Roll on "Resources"

Roll on "Resources"

Roll on "Resources"

4

Roll on "Resources"

Roll on "Resources"

Roll on "Resources"

Roll on "Resources"

5

Roll on "Resources"

Roll on "Resources"

Roll on "Resources"

Roll on "Resources"

Roll on "Resources"

6

Roll on "Resources"

Roll on "Resources"

Roll on "Resources"

Roll on "Resources"

Roll on "Resources"

Roll on "Resources"

Base (d4)

d4 Result

1

Roll on "Civilian Voidship"

2

Roll on "Military Voidship"

3

Roll on "Hidden Base"

4

Roll on "Fortress"

Methodology No. (1d3)

1d3 Result

1

Roll on "Methodology"

2

Roll on "Methodology"

Roll on "Methodology"

3

Roll on "Methodology"

Roll on "Methodology"

Roll on "Methodology"

Mil Ship Weapons (d10)

d10 Result

1

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.

2

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.

3

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.

4

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.

5

Multirole Fighters- Fightercraft that are designed to take any role that is necessary, from strike missions to escort duty to interceptions.

6

Bombers- Capable of unleashing an incredible amount of ordnance and capable of raining devastation upon the enemy and defend itself with multitudes of turrets.

7

Attack Bombers- Bombers modified for fire support role, exchanging some weapon hardpoints for more lascannons and other direct use weapons.

8

Assault Craft- Capable of delivering huge boarding parties and clearing the LZ with coruscating weapon fire.

9

Roll on "Torpedoes"

10

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.

Civ Ship Weapons (d4)

d4 Result

1

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.

2

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.

3

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.

4

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.

Torpedoes (d4)

d4 Result

1

Plasma Torpedoes- Devastating projectiles that can deal horrendous damage using star-hot plasma warheads should they hit the target.

2

Melta Torpedoes- 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.

3

Boarding Torpedoes- Torpedoes designed for carrying boarding parties towards the enemy. Try not to miss and drift for eternity.

4

Exotic Torpedoes- 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.