The Inquisition travels throughout Humanity, seeking to defend them against their own ignorance, and the beings who will take advantage of that ignorance. They use cunning, ingenuity, and a certain degree of fear to keep their citizens in line.
Warhammer 40,000 Inquisitors: d20-System
Roleplaying
Inquisitors and Inquisitor Lords all belong to one of three ordos; the Ordo Malleus, the Ordo Hereticus, and the Ordo Xenos. The Ordo Malleus is charged with destroying daemons and users of warpcraft. They are the most lauded of the ordos, and they are equipped with among the most exotic, and powerful artifacts available. The Ordo Malleus also has at its disposal the ranks of the Grey Knights Chapter of Space Marines, who are powerful enough to stare into Chaos, immune to its taint, and crush its forces into dust. The Ordo Hereticus is the most distrusted of the Ordos, for it spies, not on outsiders, but on the very citizens of the Imperium. Those who stray from the Emperor's teachings, use their power to place their own benefits before those of the empire, or who simply possess undesired mutation or uncontrolled psychic power must fear an Ordo Hereticus Inquisitor eventually finding them. Since they hunt humans, they are not liked, but, being Inquisitors, they are obeyed and tolerated. The Ordo Hereticus has access to the Sisters of Battle, the Chambers Militant of the Ecclesiarchy. Lastly, the Ordo Xenos, possibly the most fanatical of the three groups, strives to limit, or prevent, the influence of other alien cultures on the Imperium.
Special Abilities
History
Inquisitor (Prestige Class)
Requirements
Game Rule Information
Class Skills: The Inquisitor's class skills are Alchemy (Int), Concentration (Con), Craft(Int), Knowledge (Int), Profession (Wis), Scry (Int), Search (Int), Spellcraft (Int), Spot (Int).
Starting Feats: Inquisitors gain the following feat: Weapon Group Proficiency (blaster pistols).
Skill Points per level: 6 + Int modifier
Table: The Inquisitor CLASS FEATURES
Extreme Focus: See Inquisitor prestige class, on p. 80 of the Dungeons & Dragons: Dragonlance Campaign Setting for details.
Psychic Power: As Inquisitors become more skilled, they often learn to use their psychic potential. At each even character level (2nd, 4th, 6th, 8th, 10th) they can choose one of these seven powers.
INQUISITORIAL CHARACTERS
Battle Sister (T): Soldier 8 Grey Knight (T): Scout 4/Soldier 4
Inquisitor: The true righteous zealots of the Ordos, the Inquisitors look for those who stray, and then either save them or crush them, to save their immortal souls. They are powerful psykers, whether they choose to train this power, or not. Inquisitors are all "normal" humans, and either sex is possible.
Ordo Malleus/Hereticus Inquisitor: Male Human Soldier 10/Noble #; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Inspire Fear -6; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 15, Con 16, Int 17, Wis 15, Cha 20. Challenge Code G.
Equipment: .
Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.
Feats: Weapon Group Proficiency (all).
Standard Attack Method: Inquisitors can be powerful warriors, but most choose to lead others, rather than fight themselves. They are often accompanied by a retinue of modified henchmen, who do the fighting for them.
Minions: Various possible henchmen.
While single men and women, and ordinary humans all, an Inquisitor has the combined resources of the entire Imperium at his disposal. He can instruct nearly anyone to a course of action, confident that they will comply (suicide or not). They can requisition any nearby militia, or even Space Marines, and command their total obedience, and even declare an entire world exterminatus, and reduce it to a debris field from space. With this great power comes great responsibility, however, as an Inquisitor is charged to be ever vigilant, and seek out corruption in all places. Even an Inquisitor is vulnerable to the accusations of one of his fellows, and one must watch that they do not slide into the tainted masses they are charged to destroy. Also, one must remember that Inquisitors are often remorseless, and hold to a methodology of "it's better that 10,000 innocents die than one heretic be suffered to live", and "there is no innocence; only varying degrees of guilt". They do not perceive anyone as truly innocent, and often feel that civilian losses are acceptable, as they died loyal, and thus did not live to be tainted by the voices of Chaos. As those tainted can never truly be pure again, their is no mercy given to those who seek redemption. Redemption comes in death.
All members of the Ordos are human, and so they do not have any special abilities, per se, but they do have some special traits. All Inquisitors are psychic, at least in potential.
There are those who sneak about in the shadows; the actions they perform there heresies against the Emperor's will, and then there are those who sneak in the shadows, and eliminate those who are heretics. These are the Inquisitors. An Inquisitor has, at his disposal, the total power of the Imperium. He can acquire nearly any object, requisiton property, induct local militias to his service, and even order the Space Marines to do his bidding. Even planetary governors must obey these shadowy men, for fear of being declared a traitor, for an Inquisitor can summarily execute anyone he wishes, for even the merest hint of treason, and have to answer to no one.
To qualify to become an Inquisitor, a character must meet the folowing requirements:
Race: Human
Base Attack Bonus: +3
Skills: Bluff 8 ranks, Diplomacy 8 ranks, Gather Information 8 ranks, Knowledge (any one) 6 ranks, Sense Motive 6 ranks.
Feats: Alertness, Infamy, Psychic Power
Reputaiton Bonus: +2
Special: Must be accepted by an Ordo of the Inquisiton (Malleus, Hereticus, or Xenos)
Note: This prestige class is a judicious rewriting/combination of two existing prestige classes; those being the Inquisitor from Dragonlance, and the Crime Lord from Star Wars d20 Revised.
Vitality: Inqusuitors are standard humans, and receive d6 vitality points per level.
Level
BAB
Fort
Ref
Will
Defense Bonus
Reputation Bonus
Rank
Special
1
+0
+0
+1
+2
+1
+1
Inquisitor
Contact, Extreme Focus, Trap Sense (+1)
2
+1
+0
+2
+3
+2
+2
--
Resource Access, Erudite Synergy
3
+2
+1
+2
+3
+2
+2
--
Inspire Fear -2, Uncanny Dodge
4
+3
+1
+2
+4
+2
+3
--
Contact, Trap Sense (+2)
5
+3
+1
+3
+4
+3
+4
--
Minions, Erudite Synergy
6
+4
+2
+3
+5
+3
+4
Inquisitor Lord
Inspire Fear -4, Improved Uncanny Dodge
7
+5
+2
+4
+5
+4
+5
--
Contact, Trap Sense (+3)
8
+6
+2
+4
+6
+4
+6
--
Exceptional Minions, Erudite Synergy
9
+6
+3
+4
+6
+4
+6
--
Inspire Fear -6
10
+7
+3
+5
+7
+5
+7
--
Contact, Intuitive Logic
All of the following are class features of the Inquisitor prestige class.
Trap Sense: See Inquisitor prestige class, on p. 80 of the Dungeons & Dragons: Dragonlance Campaign Setting for details.
Contact: See Crime Lord prestige class, on p. 266 of the Star Wars Revised Core Rulebook for details.
Erudite Synergy: See Inquisitor prestige class, on p. 80 of the Dungeons & Dragons: Dragonlance Campaign Setting for details.
Resource Access: See Crime Lord prestige class, on p. 266 of the Star Wars Revised Core Rulebook for details.
Uncanny Dodge: See Inquisitor prestige class, on p. 81 of the Dungeons & Dragons: Dragonlance Campaign Setting for details.
Inspire Fear: See Crime Lord prestige class, on p. 266 of the Star Wars Revised Core Rulebook for details.
Minions: See Crime Lord prestige class, on p. 267 of the Star Wars Revised Core Rulebook for details.
Improved Uncanny Dodge: See Inquisitor prestige class, on p. 81 of the Dungeons & Dragons: Dragonlance Campaign Setting for details.
Exceptional Minions: See Crime Lord prestige class, on p. 267 of the Star Wars Revised Core Rulebook for details.
Intuitive Logic: See Inquisitor prestige class, on p. 81 of the Dungeons & Dragons: Dragonlance Campaign Setting for details.
• Breath Stun: .
• Breach Attack: .
• Dodge Attack: .
• Double Damage: .
• Great Blow: .
• Weapon Throw: .
• Wing Attack: .
--Variants: (Dominion (FA), Retributor (HS), Seraphim (FA)) Soldier 8
Sister Superior (off): as Battle Sister, with different gear
Vet. Sister Superior (off): Soldier 9/Officer 1
Celestian (E): Soldier 9
Palatine (HQ): Soldier 9/Officer 6
Canoness (HQ): Soldier 1/Officer 9
Priest (HQ): TBA
Arco-Flagellants (E): Thug 8
Repentia (E): Thug 8
Penitent Engine Pilot (HS): Thug 8
Priest (HQ): 9
Inquisitor (E): Noble 5/Soldier 2/Inquisitor 5
Inq. Lord (HQ): Noble 5/Soldier 5/Inquisitor 10
Inq. Stormtrooper (T): see IG; Soldier 8
Inq. Stormtrooper Veteran (T): see IG; Soldier 8/Officer 1
Officio Assassin (E): Soldier 10/Elite Trooper 10
Death Cult Assassin (E): Soldier 10/Elite Trooper 5
--Variants: Neonate (ECL 6), Purgation (HS) (Scout 4/Soldier 4), Silver Steeds (FA) (Scout 4/Soldier 4), Teleport Attack GK (FA) (Scout 4/Soldier 4)
Brother-Captain (E/HQ): Scout 4/Soldier 5/Officer 6
Grand Master (HQ): Scout 4/Soldier 7/Officer 9
Terminator (E): Scout 4/Soldier 5/Officer 3


Inquisitor Lord: The highest and most powerful of the Inquisitors, the Lords sit on the Councils of the Ordos, and they possess supreme authority over all of the Ordo, and indeed all Humanity, to the point that they can declare Exterminatus on an entire planet without warning, wiping out entire cultures and populaces in the blink of an eye, with only the most holy Emperor himself able to halt them. They are natural humans, and can be male or female.
Ordo Malleus Inquisitor Lord: Male Human Soldier 10/Noble #; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Inspire Fear -6; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 15, Con 16, Int 17, Wis 15, Cha 20. Challenge Code G.
Equipment: Power Sword, Plasma Pistol, Artificer Armor.
Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.
Feats: Weapon Group Proficiency (all).
Standard Attack Method: Lords fight much the same as their lesser Inquisitor brethren, and, in fact, often have even more henchmen.
Minions: Even more Henchmen.
"Steeped in the greatest mysteries of their Ordo and privy to unspeakable secrets, the Inquisitor Lords of the Ordo Malleus manifest a threat which can quell even the most diabolic heart. Time and time again, these leaders of Humanity have stared into the true face of Chaos and triumphed."
"Like any organisation of great size, the Holy Orders of hte Emperor's Inquisition is riven with its own internal politics and certain factions have formed within its power structure. These can be broadly grouped into two opposing viewpoints: the Puritans and the Radicals."
"The Puritans are the defenders of Humanity from the filth and abominations that lurk in the darkenss of a hostile universe. They uphold the traditional values of the Imperium and that taught by the Ministorum. The Radicals, on the other hand, seek to turn Chaos against itself. There are those who have successfully harnessed the power of the Warp in the fight against Chaos. These Radicals are largely denounced by the Puritans."
-a quote from the GamesWorkshop webpage
Inquisitorial Henchman: Many Inquisitors have a retinue of henchmen who travel with them. Some are Inquisitors-in-training, while others are combat servitors, armed to protect their charge with their lives.
Inquisitorial Henchman: Male Human Thug 10; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Inspire Fear -6; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 15, Con 16, Int 17, Wis 15, Cha 20. Challenge Code G.
Equipment: Varies.
Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.
Feats: Weapon Group Proficiency (all).
Standard Attack Method: Whatever their Lord says.
"Although some Inquisitors prefer to work alone, it is common practice for an Inquisitor to surround himself with exeptional individuals. Many of these he has encountered on his ceaseless quest to protect Humanity, but such is the authority of the Inquisition that every citizen of the Imperium is his to command should he require them."
-a quote from the GamesWorkshop webpage

Inquisitorial Stormtrooper: Even when compared to Space Marines, Grey Knights are rare. Usually, when an Inquisitor needs to call for soldiers, those soldiers are comprised of stormtroopers. Since regular Space Marines are still vulnerable to Chaos, and Grey Knights are rare, Stormtroopers are used to flesh out the numbers of a force of Daemonhunters. They are natural humans, and can be male or female.
"The Inquisition maintains a string of fortresses scattered throughout the galaxy, some hidden, some extremely well known and the object of numerour dark legends. Inquisitorial Stormtroopers are charged with the protection and security of the Inquisition fortresses and the infamous Black Ships as they make their purity checks throughout the Imperium. Recruited from the Schola Progenium and certain families with a tradition of service to the Inquisition, these Stormtroopers are equipped and trained in a similar fashion to the elite Stormtroopers of the Imperial Guard. Stormtroopers undertake rigorous purity and incorruptibility tests before they are permitted to bear the Inquisitorial mark, making them preferable for use in the Daemonhunters forces where the number of Grey Knights available may be insufficient."
-a quote from the GamesWorkshop webpage

Death Cult Assassin: .
"Death cults can be found on many Imperial worlds; many are Chaos-spawned and lend servitude only to Khorne the Blood God. Others are religiously, fanatically dedicated to the Imperial Creed and offer those they slay to the Emperor, a payment of the blood-debt all Mankind owes Him."
"An Inquisitor can make use of such devotees, their skill and prowess in the arts of death making them excellent executioners and infiltrators. Death cultists employ exotic ritual weapons for their work - a dizzying array of stilettos, whip-scythes and blades backed by augmentative digi-weapons and needlers."
-a quote from the GamesWorkshop webpage


Inquisitorial Assassin-Vindicare: Sharpshooters unparalleled.
"Vindicare Assassins practice callous, unfeeling destruction which eliminates the target with contemptuous ease. They aim to bring inlorious death to the enemies of the Emperor with a sniper's bullet, and have elevated the skills of the marksman to an art form. To complement this, the Vindiare Temple emphasises stealth and evasion techniques as well as weapons training. One of the temple's maxims is that a clean kill can only be made from an excellent firing position, and Vindicare Assassins have been known to occupy a position overlooking their target for weeks before finally taking their shot."
"The skills of the Vindicare temple are commonly used to slay those who are suspected of harbouring a daemonic entity before it emerges onto the material plane. Many false messiahs have fallen with a Vindicare bullet through their brains as they preached their credo. When such charismatic figures die at the hands of a faceless servant of the Emperor, their followers soon become disillusioned and fearful. In this way, many heresies have been stopped with a single shot, although there are inevitably occasions when the Vindicare is too late or the daemon prossess the carcass of its host, at which point the Ordo Malleus will move into action."
-a quote from the GamesWorkshop webpage

Inquisitorial Assassin-Callidus: Hideous abominations. Not appropriate as player characters.
"The Callidus Temple is the most subtle of the ancient hidden temples of the Officio Assassinorum, specialising in the artful deception of the enemies of the Imperium. Acting covertly, the Callidus Assassin gets close to those who would worship the Daemon, working her way through the ranks of the minions of Chaos to pull the disease out by its roots."
"To achieve its exacting tasks, the Callidus Temple specialises in the use and development of the shape-altering drug Polymorphine. With this drug alone a Callidus Assassin can masquerade as any human. In addition, the Medicus Adepts of the Imperium have developed a range of surgical implants to allow Callidus Assassins to mimic members of alien races, such as Orks and Eldar."
"On the battlefield, Callidus Assassins are dropped behind enemy lines, where they use their cunning and stealth to infiltrate the enemy army. Usually this is done by eliminating individuals and taking their place, with the help of Polymorphine and the armour and wargear of the recently deceased. Using this technique, the Callidus Assassin can get close to enemy commanders or powerful psykers, influencing their strategy and finally killing them when the opportunity arises."
-a quote from the GamesWorkshop webpage

Inquisitorial Assassin-Culexis: Hideous abominations. Not appropriate as player characters.
"The Assassins that form the Culexus Temple are not chosen because of their savagery, cunning or combat skills, although these are most definitely required qualities. First and foremost, potential Culexus Assassins are chosen because they have, or appear to have, no presence in the warp; there is just a void. They are, to all intents and purposes, soulless."
"The Assassin wears a huge helm called an Animus Speculum. During battle this is used to fire focused blasts of psychic energy, but its primary purpose is to block out the Culexus Assassin's innate abilities. The helm is only partially effective however; most people can barely stand to remain in the same room. Once on the battlefield the large eye in the Animus Speculum opens, and the full intensity of the Assassin's horrific abilities flood the battlefield."
"The Culexus Assassin attacks using his own innate abilites enhanced by years of training, mental excercises, and arcane wargear. The daemonic minions of Chaos find the presence of these agents intolerable; the innate abilities of the Culexus are anathema to the forces that bind them to the material plane. Bolts of negative Warp energy blast the minds of enemy psykers and strip daemons of their powers before the Culexus moves in for the kill, sapping the very life-force from their cursed forms."

Inquisitorial Assassin-Eversor: Hideous abominations. Not appropriate as player characters.
"The Eversor is possibly the most gruesome of the many temples of the Officio Assassinorum. The Eversor specialise in shock and terror tactics, instilling fear of Imperial retribution into the hearts and minds of all who hold positions of power. In the employ of the Ordo Malleus, Eversor Assassins are used when the indelible taint of Chaos is believed to have spread throughout the ruling elite of an entire organization."
"Whilst the more overt forces of the Ordo Malleus face the daemonic minions of a Chaos cult on the battlefield, the Eversor will operate behind enemy lines and eradicate the infection at its source. An Eversor rarely has just a single target. His mission will be to rip the heart out of the Chaos insurgency, wreaking havoc and destruciton. Such brutality ensures that the renegades are totally cleansed and that no would-be successors may take over. The enemy are utterly destroyed forever by the Eversor's unstoppable attack."
-a quote from the GamesWorkshop webpage

INQUISITORIAL EQUIPMENT
The Ordo Malleus has access to the most potent nd valuable resources in all of the galaxy. A sample of them are here, below:
Weapons
The Members of the Inquisition arm themselves with various pistols and swords. High-ranking memebers might even break out plasma pistols or psycannons, and power swords or eviscerators.
Stormbolter: .
Incinerator: .
Psycannon: .
Thunderhammer: .
Power Weapon: .
Plasma Pistol: .
Hellgun: .
Melta Gun:
Plasma Gun:
Other Miscellaneous Gear
Grimoire of True Names: .
Icon of the Just: .
Sacred Incense: .
Bionics: .
Psychic Hood: .
Teleport Homer: .
Refractor Field: .
Storm Shield: .
PREFERRED CYBERTECH OF THE ORDOS
Other than bionics, most members of the Inquisition choose not to make use of cybertech. Notable exceptions are Inquisitorial Henchmen, who often graft weapons to themselves, in order to protect their Inquisitor charge.
INQUISITION-SPECIFIC PSIONIC POWERS
The Inquisitors have a number of psychic abilities that they have developed over the millennia, mostly to do battle with the vile warpspawn who are their foes. Here are some below:
Banishment: much like Electrokinesis
Destroy Daemon: creates illusions that fool those around them.
Hammerhand: sends thoughts to those in the vicinity that they do not see the user, even if attacked.
Scourge: used against other psychically-empowered, this deals damage equal to the amount of PSPs the target has remaining.
Word of the Emperor: disables the nervous system, rendering the target paralyzed.
EXTERMINATUS
Warhammer 40,000 Grey Knights: d20-System
An Inquisitor is gifted with a single authority that makes all other men fear his wrath, for it is within the power of any Inquisitor to declare a world exterminatus. If he feels that a world is sufficiently tainted of chaos, he may order the entire planet rendered lifeless, by a combination of virus bombs, ship artillery, and magna-meltas, killing everything on the planet, down to the bacterial level. To the horror of those on the planet, and Inquisitor does not truly require approval to perform this task, and certainly does not inform the populace. It is this fear that keeps many worlds in check. If an Inquisitor actually does declare a world exterminatus, and reduces it to ash, he will have to answer to his peers, but this is a meeting few others will ever hear about, and is certainly no coonselation to those who died.
Though the Inquisition often calls upon outside foreces to deal with matters, or deals with smaller ones on a more "personal" level, when the need arises, they possess their own Chambers Militants, the Grey Knights and the Sisters of Battle. When the need is warp-based, it is the Grey Knights duty to stop it. Grey Knights are Space Marines who are, to other Space Marines, what Imperial Guardsmen are to the rank and file. These holy warriors exist for the sole purpose of challenging the worst that the Warp has to offer, and sending it back from whence it came.
Roleplaying
The Grey Knights and the Ordo Malleus Inqisitors are righteous zealots who fight against extradimensional daemons, as well as alien races who mean to do harm to Humanity. At the same time, they protect Humanity from its own ignorance, sometimes with violence that others have a difficult time accepting.
Grey Knights are genetically modified, just like all Space Marines. They are large, powerful, and can live for upwards of 400 to 1,000 years. They are all male. The Ordo Malleus has access to the best and rarest equipment, and as their Chambers-Militant, the Grey Knights do, too. Grey Knights are near-emotionless and secretive. They speak little in the presence of others, and tell nothing of themselves. Also, if all Space Marines live a seemingly-monastic lifestyle, that of the Grey knights is truly Spartan. They eat only the simplest of foods, drink water, and pray when not in combat. They are also remorseless in their battle against the forces of darkness. They do not perceive anyone as truly innocent, and often feel that civilian losses are acceptable, as they died loyal, and thus did not live to be tainted by the voices of Chaos. As those tainted can never truly be pure again, there is no mercy given to those who seek redemption. Redemption comes in death. One of the more disquieting of the Grey Knight's practices is that of terminating the "loyal" officers they fight with. If the Grey Knights are called upon to do battle with Orks, or Dark Eldar, and they fight beside Guardsmen or fellow Space Marines, nothing out of the ordinary will happen, but if they are fighting against Chaos with either of the same allies, when the battle is over, they will terminate their allies, to prevent any chance of the taint of chaos surviving a purge. Only the Grey Knights, and the Inquisitors, are supposedly pure enough to confront warp demons directly, and leave completely untainted.
Special Abilities
All members of the Ordo Malleus and Grey Knights military chapter are human, and so they do not have any special abilities, per se, but they do have some special traits. All Grey Knights are psychic, and they are all Space Marines.
The Aegis: All Grey Knights are potential psychics, even if they don't all possess powers. This grants all Grey Knights the ability to at least resist psychic powers. All Grey Knights have the capacity to learn psychic powers, but often only the most accomplished are given he time to do so, assured that they are already strengthened against the lure of Chaos.
The Shrouding: .
Fearless: No thing in this world, or the next, can break a Grey Knight's resolve.
Rites of Exorcism: The mere presence of Grey Knights, along with their psychic purity and sonorous chants, is nigh-intolerable to Daemons. Their hold on reality is weakened near Grey Knights, and their fear of Grey Knights also is apparent. Duplicate this with Inspire Fear. (Grey Knights are trained, predominantly, to fight Daemons. To that end, they are trained in purifying chants, which weaken the warp energies that empower a Daemon in reality. When a Daemon makes the Will save, for an instability test, it receives a penalty, determined by those near it. Only the most powerful Grey Knight in the vicinity actually penalizes a Daemon, but all Grey Knights can, and so there will always be at least a 1-point penalty.)
History
SPACE MARINE GENE-SEED here
Grey Knight Prestige Class: see here.
Or, as an alternative to a Prestige Class, which, in this case I find rather limiting, here is a template that allows for the creation of Grey Knights.
Grey Knight (Space Marine-Variant Template)
Even among Space Marines, there are those who are simply better. There are some threats that even the Space Marines cannot deal with. These threats often originate from the Warp, in the form of daemons. Only the Grey Knights are truly so fearless, and inurred against the perils of the Warp, that they can do battle with it, and banish it back from whence it came. The Grey Knights are unsung heroes, however. They receive no external praise for their valor, and most who witness the Grey Knights in action are themselves deemed tainted, do the level of emergency necessary to draw the Grey Knights, and destroyed, to ensure that the darkness has been crushed completely.
“Space Marine” is one of the templates that I have decided to use for Warhammer 40K d20. Space Marines have a considerable number of things done to them to change savage warrior human into ultimate warrior superhuman, and a prestige class progression, which was my first plan, just didn’t seem to work. This, however, will still seem like one. This template functions as both initial change, and gradual transformation, as the Space Marine levels up and evolves, since additional procedures are performed on Space Marines as they "advance".
Requirements:Candidates to become Grey Knights must possess the Psychic Potential feat.
Size: At about nine to ten feet tall, Space Marine towers over other men. The radical changes in their bodies also cause them to become creatures of the Large-size category. This penalizes them with a –1 size modifier to any relevant statistic.
Vitality: Regardless of the classes chosen, a Space Marine receives d12 Hit Dice. Thus, whether Tech Specialist or Soldier, they use d12’s, rather than their classes normal. This is similar to undead in Dungeons & Dragons.
Speed: A Space Marine's speed increases to 14m. This is more to reflect that they may move 10m/round while wearing heavy powered armor (a -4 speed armor), then to allow them to sprint around quickly. Space Marines always act in their armor, so it is less a benefit then might otherwise be seen.
Defense: Same as the character.
Damage: Same as the character.
Special Qualities: In addition to the character, the following:
GREY KNIGHTS CHARACTERS
Grey Knights are soldiers unparalleled:
Grey Knight: The "rank and file", if one can call any member of the Grey Knights Chapter such a thing, these are the lowest of the holy warriors that comprise the Chambers Militant of the Ordo Malleus. All Grey Knights are psykers. As they rise in rank, through the titles of Battle-Brother, Justicar, Brother-Captain, and Grand Master, they gain access to more powers, equipment, and prestige.
Grey Knight: Male Space Marine (human) Soldier 10; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Inspire Fear -6; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 15, Con 16, Int 17, Wis 15, Cha 20. Challenge Code G.
Equipment: Nemesis-Force Weapon, Stormbolter, Aegis Power Armor.
Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.
Feats: Weapon Group Proficiency (all).
Standard Attack Method: Grey Knights make use of their various abilities to stride across the battlefield, seeking their query; warp spawn. Their various abilities render them difficult yo kill, at range, and in close combat, they are nigh-unstoppable.
Grey Knight Justicar: Male Space Marine (human) Soldier 10; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Inspire Fear -6; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 15, Con 16, Int 17, Wis 15, Cha 20. Challenge Code G.
Equipment: Nemesis-Force Weapon, Stormbolter, Aegis Power Armor.
Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.
Feats: Weapon Group Proficiency (all).
Standard Attack Method: as above.
"In battle the Grey Knight brethren usually fight to secure the area for their Commander and his Terminators. By keeping daemonic minions and corrupted mortals at bay, they ensure that the elite troops of their Chapter can win through to the objective."
-a quote from the GamesWorkshop webpage

Grey Knight Variants
Grey Knight Purgation Squad: Grey Knights do not believe in true heavy weapons detachments; they require their mobility too much, and often favor melee over ranged combat. Still, sometimes bigger firepower is needed, and that is when a Purgation Squad is called together. They make use of numerous incinerators and/or psycannons, releasing withering amounts of fire upon their enemies.


Grey Knight Terminator: Male Space Marine (human) Soldier 10; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Inspire Fear -6; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 15, Con 16, Int 17, Wis 15, Cha 20. Challenge Code G.
Equipment: Nemesis-Force Weapon, Stormbolter, Aegis Power Armor.
Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.
Feats: Weapon Group Proficiency (all).
Standard Attack Method: Grey Knights make use of their various abilities to stride across the battlefield, seeking their query; warp spawn. Their various abilities render them difficult yo kill, at range, and in close combat, they are nigh-unstoppable.
Grey Knight Brother-Captain: Male Space Marine (human) Soldier 10; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Inspire Fear -6; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 15, Con 16, Int 17, Wis 15, Cha 20. Challenge Code G.
Equipment: Nemesis-Force Weapon, Stormbolter, Aegis Power Armor.
Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.
Feats: Weapon Group Proficiency (all).
Standard Attack Method: as above.
"The elite warriors of the legendary Grey Knights Chapter are a fearsome force on the battlefield, trained to fight seemingly insurmountable odds and triumph. They are armed and armoured with the most ancient and revered artefacts from the dawn of the Imperium, and each is a potent psyker in his own right. It is whispered that these peerless warrior mystics endure the agonies of the Emperor's soul-binding as part of their final initiation. If such stories are true, their will power and stoicism must be far beyond that of even the most dedicated servants of the Imperium."
-a quote from the GamesWorkshop webpage


Grey Knight Grand Master: Male Space Marine (human) Soldier 10; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Inspire Fear -6; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 15, Con 16, Int 17, Wis 15, Cha 20. Challenge Code G.
Equipment: Nemesis-Force Weapon, Stormbolter, Aegis Power Armor.
Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.
Feats: Weapon Group Proficiency (all).
Standard Attack Method: Grey Knights make use of their various abilities to stride across the battlefield, seeking their query; warp spawn. Their various abilities render them difficult yo kill, at range, and in close combat, they are nigh-unstoppable.
"That we trust these few men with the safety and wellbeing of us all should be enough to show our faith in their abilites."
-a quote from me, the Master of this page, in praise of one of my favorite units

NPC-ONLY MEMBERS OF THE ORDO MALLEUS
Certain members of the Ordos, and some of their tools, are not suitable for PC status. They are either punished heretics or too inhuman to be feasible. Here are some of those who are NPC-only.
Daemonhost: Hideous abominations, sometimes called up by the less scrupulous, or more zealous Inquisitors of the Ordo Malleus. Not appropriate as player characters.
Some creature of the predator persuasion, likely.
"Through the long, secret history of the Inquisition there have been many who have advocated the study and harnessing of Warp entities in order to defeat the dark Gods. To some, such men are luminaries; to others they are radicals, individuals dangerously close to crossing the line and becoming one with the enemy. Such radical Inquisitors may even employ the services of bound Daemonhosts to further their ends - testimony to their success in taming the forces of Chaos according to them, but proof positive of their corruption to others."
"While most Imperial Guard commanders would baulk at the prospect of siding with these creatures, few would dare voice such doubts in front of an Ordo Malleus Inquisitor. The vast majority of Space Marines, however, would never fight alongside one of these abominations even at the behest of the Inquisition; it is rare indeed to find a loyal Space Marine Chapter willing to fight in league with a daemon."
-a quote from the GamesWorkshop webpage

Grey Knight Dreadnought: .
Dreadnought:
Class: Walker (ground)
Crew: 1
Size: Huge (5 m tall)
Initiative: as driver
Maneuver: (-2 size, + Pilot)
Defense: 13 (-2 size, +5 armor)
Speed: 30 m
Max Velocity: 60 m
Shield Points: 0
Hull Points: 110 (DR 9)
Cost: Not available on the open market
A Dreadnought can be armed with one left-arm weapon, from above, with one weapon integrated into it, from above, and one right-arm mounted weapon, from above.
"It is a rare thing indeed for a Grey Knight to be consigned to the living tomb of a Dreadnought at the end of his services to the Emperor - they hope only to rest in the cool dark of Titan for all eternity. However, a few are sorely wounded enough that to continue in the Emperor's path as a man is impossible and they accept the neccessity of pursuing it as a man-maching instead."
-a quote from the GamesWorkshop webpage

Warhammer 40,000 Witch Hunters: d20-System
The Inquisition travels throughout Humanity, seeking to defend them against their own ignorance, and the beings who will take advantage of that ignorance. To manage this, they often call upon external aide, in the form of Space Marines or Inducted Guardsmen, but sometimes, they just need better help, and that is when they call upon their own Chambers Militants, the Grey Knights, and the Sisters of Battle, or Witch Hunters. The Witch Hunters are a strange force in the Imperium. Where Space Marines are viewed as valiant warriors who defend Humanity from great evils, like Orks and Tyranids, and the Ordo Malleus, and their Grey Knights, fearlessly, if not often clandestinely stride into battle with the manifestation of evil, Chaos, the Witch Hunters are seen as those who probe for weaknesses in the Imperium's own armor. This task, namely killing faulty humans, earns them a feared, and sometimes hated reputation. Of course, anyone with a lick of sense will keep such thoughts to themselves, or become the next torchlight in the square.
Roleplaying
The Witch Hunters are chiefly comprised of two groups, the Inquisitors of the Ordo Hereticus and the Sisters of Battle, the Chambers-Militant of the Ordo Hereticus. Where the Ordo Malleus fights against extradimensional daemons, and the Ordo Xenos struggles against alien races who mean to do harm to Humanity, the Ordo Hereticus fights against a seemingly even more insidious threat; that of those inside Humanity who wish to do it harm. At the same time, they protect Humanity from its own ignorance, sometimes with violence that others have a difficult time accepting.
Battle Sisters are the only Space Marine variant that are not genetically modified, thus, they are not technically Space Marines at all. Still, they arm themselves with similar weapons and armor, and replace the gene-seed power with their Faith, a faith so great that it actually has visible benefits. What they lack in sheer strength and durability, they more than make up for in numbers and righteous zeal. They are all female. The Ordo Hereticus has access to the best and rarest equipment. Battle Sisters are not quite as quiet and aloof as Space Marines, but much of what they say is a mixture of sacred intonations and words of damnation to those who do not see the Emperor's glory. They are remorseless in their battle against the forces of darkness. They do not perceive anyone as truly innocent, and often feel that civilian losses are acceptable, as they died loyal, and thus did not live to be tainted by the voices of Chaos, nor the corruptions of mutation, or the foul words of heresy.
Special Abilities
All members of the Adepta Sororitas are human, and so they do not have any special abilities, per se, but they do have some special traits. All Battle Sisters have an ability called Faith, and this power can truly cause seeming miracles to occur.
Faith: Still working on this one. The Emperor works in mysterious ways. See below.
Martyrdom: When Faithful die, they add their value of Faith back to the congregate Faith pool.
Shiled of Faith: Force weapons only count as Power Weapons against Adepta Sororitas.
Fearless: The faith of the Battle Sister, both in each other, and in the Emperor, means that they fear no pain. If they live, they served His will, and if they die, they join him in eternity.
Psychic Resistance: While not psychic in their own right, the Adepta Soritas often work with, and do battle against various psykers. To this end, they are trained to focus their minds, and resist the tricks of the rogue psykers. Lesser effects are completely useless against them, while normal ones fail 15% of the time.
History
WITCH HUNTER CHARACTERS
Many:
Battle Sister: The "rank and file", if one can call any member of the Grey Knights Chapter such a thing, these are the lowest of the holy warriors that comprise the Chambers Militant of the Ordo Malleus. All Grey Knights have the mutation Psionic Talent. As they rise in rank, through the titles of Battle-Brother, Justicar, Brother-Captain, and Grand Master, they gain access to more powers, equipment, and prestige.
Battle Sister: Female Human Soldier 5; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Inspire Fear -6; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 15, Con 16, Int 17, Wis 15, Cha 20. Challenge Code G.
Equipment: Bolter, Power Armor.
Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.
Feats: Weapon Group Proficiency (all).
Standard Attack Method: Battle Sisters fight in groups, usually arriving on the spot in a transport vehicle, and then deploying, with guns blazing.
Sister Superior: Female Human Soldier 10; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Inspire Fear -6; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 15, Con 16, Int 17, Wis 15, Cha 20. Challenge Code G.
Equipment: Bolter, Power Armor.
Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.
Feats: Weapon Group Proficiency (all).
Standard Attack Method: Battle Sisters fight in groups, usually arriving on the spot in a transport vehicle, and then deploying, with guns blazing.
Veteran Sister Superior: Female Human Soldier 18; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Inspire Fear -6; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 15, Con 16, Int 17, Wis 15, Cha 20. Challenge Code G.
Equipment: Bolter, Power Armor.
Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.
Feats: Weapon Group Proficiency (all).
Standard Attack Method: Battle Sisters fight in groups, usually arriving on the spot in a transport vehicle, and then deploying, with guns blazing.
"The vast majority of the Orders Militant is made up of Battle Sisters. Orphans raised by the Schola Progenium, Battle Sisters are well disciplined and highly devoted to the Emperor. Their greatest strength is their unquenchable faith in the God-Emperor of Mankind, in whose name they bring fiery retribution to the mutant, the witch and the heretic."
-a quote from the GamesWorkshop webpage

Battle Sister Variants
Dominion Squad: Battle Sisters with training in the use of assault weapons. They make use of vehicles to quickly reach key points, and then bring their weapons to bear, to keep it.

Retributor Squad: Battle Sisters with training in the use of heavy weapons.

Seraphim Squad: Battle Sisters with training in the use of jetpacks. They are agile, quick support soldiers.

Adepta Sororitas Celestians: Battle-hardened over years of conflict, these warriors are oten called upon to protect a force's leader, and some few even aspire to become one, themselves, as Palatines and Canonesses are chosen from among the Celestians.
Celestian: Female Human Soldier 15; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Inspire Fear -6; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 15, Con 16, Int 17, Wis 15, Cha 20. Challenge Code G.
Equipment: Bolter, Power Armor.
Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.
Feats: Weapon Group Proficiency (all).
Standard Attack Method: Battle Sisters fight in groups, usually arriving on the spot in a transport vehicle, and then deploying, with guns blazing.
"."
-a quote from the GamesWorkshop webpage

Adepta Sororitas Palatine: The step below a Canoness is a Palatine. These fearless veterans of countless conflicts are entruested to lead their sisters into battle, and seek out corruption, wherever it can be found.
Battle Sister: Female Human Soldier 21; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Inspire Fear -6; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 15, Con 16, Int 17, Wis 15, Cha 20. Challenge Code G.
Equipment: Bolter, Power Armor.
Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.
Feats: Weapon Group Proficiency (all).
Standard Attack Method: Battle Sisters fight in groups, usually arriving on the spot in a transport vehicle, and then deploying, with guns blazing.
"."
-a quote from the GamesWorkshop webpage


Adepta Sororitas Canoness: The greatest and most devout amongst the forces of the Adepta Sororitas, the Canonesses lead their sisters into battle.
Battle Sister: Female Human Soldier 23; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Inspire Fear -6; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 15, Con 16, Int 17, Wis 15, Cha 20. Challenge Code G.
Equipment: Bolter, Power Armor.
Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.
Feats: Weapon Group Proficiency (all).
Standard Attack Method: Battle Sisters fight in groups, usually arriving on the spot in a transport vehicle, and then deploying, with guns blazing.
"The Orders Militant are led by the most experienced warriors and greatest spiritual leaders. Such a leader inspires intense devotion in her Battle Sisters, leading them from the fore as she sings the great hymns of the Ecclesiarchy."
-a quote from the GamesWorkshop webpage

Priest: Clergy of the Ecclesiarchy.
Priest: Male Human Soldier 10; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Inspire Fear -6; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 15, Con 16, Int 17, Wis 15, Cha 20. Challenge Code G.
Equipment: Bolter, Power Armor.
Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.
Feats: Weapon Group Proficiency (all).
Standard Attack Method: Run headlessly into the thick of battle.
"Confessors, Missionaries, and Preachers of the Ecclesiarchy often accompany the Sisters of Battle on wars of faith. Their fanatical devotion to the Imperial cult inspires all around them, as well as fighting fanatically themselves."
-a quote from the GamesWorkshop webpage

ACTS OF FAITH
One of the greatest powers of the Adeta Sororitas is their ability to literally focus their Faith into a weapon. Like a psyker focuses his mind into visible effects, Battle Sisters focus their devoutness and resolve.
Faith Potential
A force of Battle Sisters possesses various amounts of Faith, at any given time.
Acts of Faith
Divine Guidance:
Hand of the Emperor:
Light of the Emperor:
Spirit of the Martyr:
The Passion:
NPC-ONLY MEMBERS OF THE ORDO HERETICUS
Certain members of the Ordos, and some of their tools, are not suitable for PC status. They are either punished heretics or too inhuman to be feasible. Here are some of those who are NPC-only.
Arco-Flaggelant: Male Human Thug 10; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Inspire Fear -6; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 15, Con 16, Int 17, Wis 15, Cha 20. Challenge Code G.
Equipment: Integrated Weaponry, Combat Drug Injector, Pacification Helm.
Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.
Feats: Weapon Group Proficiency (all).
Standard Attack Method: When not in combat, arco-flaggelants are near-motionless, absorbed in the images of peace introduced by their pacification helms. Their arms are crossed upon their chests, and the long, whip-like weaponry that replaces their hands slings over their shoulders. When combat beckons, they swing out their tendrils, and fearlessly walk into combat. They do not differentiate easy from difficult in their targets, heedlessly engaging any foe that nears them
"Arco-flagellation is a judgment that can be carried out on those found guilty of heresy or any of a multitude of crimes against the Emperor. Augmented with extensive physical surgery and mental reconditioning, their bodies are implanted with a fearsome array of lethal weaponry and chemical stimm injectors. Once activated, the Arco-flagellant's body is pumped full of deadly combat stimms that turn it into an unstoppable, berserk killing machine that feels no pain and has no sense of self-preservation."
-a quote from the GamesWorkshop webpage

Sister Repentia: Female Human Thug 4; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Inspire Fear -6; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 15, Con 16, Int 17, Wis 15, Cha 20. Challenge Code G.
Equipment: Eviscerator sword.
Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.
Feats: Weapon Group Proficiency (all).
Standard Attack Method: While they are led by a Mistress, an especially bitch-like Battle Sister, the Repentia themselves are fanatical in the extreme. They fight in groups, and they tear their foes to ribbons with their eviscerator swords. They fight until either they or their opponents fall dead.
Repentia Mistress: Female Human Soldier 8; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Inspire Fear -6; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 15, Con 16, Int 17, Wis 15, Cha 20. Challenge Code G.
Equipment: Neural Whips, Power Armor.
Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.
Feats: Weapon Group Proficiency (all).
Standard Attack Method: Battle Sisters fight in groups, usually arriving on the spot in a transport vehicle, and then deploying, with guns blazing.
"To the Adepta Sororitas, those who seek absolution as a Sister Repentia occupy a state of grace that many aspire to, yet few ever attain, for to earn redemption is to give oneself entirely to the will of the Emperor. Confession and penance are part of a Sister's everyday existence, and those who fall short of the Sisterhood's rigorous codes may, in the most extreme of cases, find themselves exiled from their order and banished into groups armed with the mighty ceremonial evisverators and led into battle by the harsh mistresses."
-a quote from the GamesWorkshop webpage

Penitant Engine Pilot: Female Human Thug 10; Init +2 (+2 Dex); Defense 22 (+10 class, +2 Dex); Spd 10m; VP/WP /12; Atk +16/+11/+6/+1 melee (blaster pistol); SQ Inspire Fear -6; SV Fort +6, Ref +13, Will +14; SZ M; FP 12; DSP 1; Rep +14; Str 16, Dex 15, Con 16, Int 17, Wis 15, Cha 20. Challenge Code G.
Equipment: Penitant Engine (see below).
Skills: (TBA) Appraise, Astrogate, Balance, Bluff, Computer use, Craft, Demolitions, Diplomacy, Disable Device, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, hide, Knowledge, Listen, Move Silently, Pilot, Profession, Read/Write Language, Repair, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble.
Feats: Weapon Group Proficiency (all).
Standard Attack Method: When not in combat, arco-flaggelants are near-motionless, absorbed in the images of peace introduced by their pacification helms. Their arms are crossed upon their chests, and the long, whip-like weaponry that replaces their hands slings over their shoulders. When combat beckons, they swing out their tendrils, and fearlessly walk into combat.
Peitant Engine: Some people commit crimes against the Emperor that are so heinous that no punishment of atonement is suficient, save one. In a manner similar to the way fallen Space Marines are interred in Dreadnoughts, heretics are wired into a penitant engine frame, which is armed with sinister close-combat weapons, as well as flame projectors. Unlike Dreadnoughts, however, the "pilot" of a penitant engine is not encased, and is vulnerable to injury. Only death brings the salvation necessary to be forgiven for their acts, so this sentence is lifelong.
Penitent Engine:
<Class: Walker (ground)
<Crew: 1
<Size: Huge (5 m tall)
<Initiative: as driver
<Maneuver: (-2 size, + Pilot)
<Defense: 13 (-2 size, +5 armor)
<Speed: 30 m
<Max Velocity: 60 m
<Shield Points: 0
<Hull Points: 110 (DR 9)
<Cost: Not available on the open market
Weapon: Flamers (2); Fire Arc: Forward; Attack Bonus: (); Damage: 4d8; Range Increment:
"When a repentant heretic's crimes are so heinous that not even arco-flagellation is punishment enough, he may be interred in one of the ancient and holy shriving machines known as Penitent Engines. Driven by the heretic's frenzied need for forgiveness, the armored machine charges forward into the enemy ranks, knowing that only in death can forgiveness be granted. Such machines are holy relics in themselves and a potent reminder of the fate of heretics."
-a quote from the GamesWorkshop webpage

VEHICLES OF THE INQUISITION
To get across the battlefield, or the galaxy, with haste, the various Ordos of the Inquisition make use of the following vehicles. If a vehicle is specific to a single Ordo, such will be stated in its text:
Rhino APC: .
Class: Wheeled/Treaded [Ground]
Crew: 2 (Skilled +4)
Size: Gargantuan (11 meters long)
Initiative: +0 (-4 size, +4 crew)
Passengers: 10 (5, with Terminator Armor)
Maneuver: +0 (-4 size, +4 crew)
Cargo Capacity: 200 kg
Defense: 26 (-4 size, +20 armor)
Speed: 66 m
Shield Points: N/A
Max Velocity: 160 km/h
Hull Points: 200 (DR 20)
Cost: Not available for sale
Weapon: Stormbolter; Fire Arc: Front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: 6d10; Range Increment: 100 m.
"The Rhino personnel carrier, produced by the million on Forge Worlds, is an ubiquitous prat of many Imperial forces and allows units to move swiftly to seize an objective or strike deep into the heart of an enemy force."
-a quote from the GamesWorkshop webpage

Inquisitorial Chimera: .
Class: Wheeled/Treaded [Ground]
Crew: 2 (Skilled +4)
Size: Gargantuan (11 meters long)
Initiative: +0 (-4 size, +4 crew)
Passengers: 10 (5, with Terminator Armor)
Maneuver: +0 (-4 size, +4 crew)
Cargo Capacity: 200 kg
Defense: 26 (-4 size, +20 armor)
Speed: 66 m
Shield Points: N/A
Max Velocity: 160 km/h
Hull Points: 200 (DR 20)
Cost: Not available for sale
Weapon: Lascannon Sponson (2 fire-linked); Fire Arc: rear through starboard to front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: 6d10; Range Increment: 200 m.
Weapon: Lascannon Sponson (2 fire-linked); Fire Arc: rear through port to front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: 6d10; Range Increment: 200 m.
Weapon: Heavy Bolter (2 fire-linked); Fire Arc: Front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: 6d10; Range Increment: 100 m.
"The Chimera is a highly versatile vehicle and over the millennia it has been pressed into service in a variety of different forms. By far the most common variant has a turret-mounted multi-laser and hull-mounted heavy bolter. the weapon ports on the side of the hull allow passengers to shoot their lasguns in a hail of anti-personnel fire."
-a quote from the GamesWorkshop webpage

Immolator: .
Class: Wheeled/Treaded [Ground]
Crew: 2 (Skilled +4)
Size: Gargantuan (11 meters long)
Initiative: +0 (-4 size, +4 crew)
Passengers: 10 (5, with Terminator Armor)
Maneuver: +0 (-4 size, +4 crew)
Cargo Capacity: 200 kg
Defense: 26 (-4 size, +20 armor)
Speed: 66 m
Shield Points: N/A
Max Velocity: 160 km/h
Hull Points: 200 (DR 20)
Cost: Not available for sale
Weapon: Heavy Bolter (twin-linked); Fire Arc: Front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: 6d10; Range Increment: 100 m.
"The Immolator is a design exclusive to the Ministorum, based upon the ubiquitous Rhino chassis. Immolators carry deadly twin heavy flamers, multi-melta, or heavy bolters. As well as its armament, the Immolator can carry a squad into the heart of the enemy army."
-a quote from the GamesWorkshop webpage

Exorcist: .
Class: Wheeled/Treaded [Ground]
Crew: 2 (Skilled +4)
Size: Gargantuan (11 meters long)
Initiative: +0 (-4 size, +4 crew)
Passengers: 10 (5, with Terminator Armor)
Maneuver: +0 (-4 size, +4 crew)
Cargo Capacity: 200 kg
Defense: 26 (-4 size, +20 armor)
Speed: 66 m
Shield Points: N/A
Max Velocity: 160 km/h
Hull Points: 200 (DR 20)
Cost: Not available for sale
Weapon: Exorcist Missile Launcher; Fire Arc: Front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: 6d10; Range Increment: 100 m.
"This arcane machine of war is only vaguely understood by the Tech-priests who must service it, and many Exorcists have been in service since the Age of Apostasy, further adding to their temperamental nature. Each machine is an individual work of art, its battlefield role of providing devastating long-range fire support being secondary to its significance as a potent, divine symbol of the power of the Emperor."
-a quote from the GamesWorkshop webpage

Land Raider: .
Class: Wheeled/Treaded [Ground]
Crew: 2 (Skilled +4)
Size: Gargantuan (11 meters long)
Initiative: +0 (-4 size, +4 crew)
Passengers: 10 (5, with Terminator Armor)
Maneuver: +0 (-4 size, +4 crew)
Cargo Capacity: 200 kg
Defense: 26 (-4 size, +20 armor)
Speed: 66 m
Shield Points: N/A
Max Velocity: 160 km/h
Hull Points: 200 (DR 20)
Cost: Not available for sale
Weapon: Lascannon Sponson (2 fire-linked); Fire Arc: rear through starboard to front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: 6d10; Range Increment: 200 m.
Weapon: Lascannon Sponson (2 fire-linked); Fire Arc: rear through port to front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: 6d10; Range Increment: 200 m.
Weapon: Heavy Bolter (2 fire-linked); Fire Arc: Front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: 6d10; Range Increment: 100 m.
"The Land Raider represents the pinnacle of armoured vehicle technology in the Imperium. Its adamantium hull is so durable it can survive a direct hit from even the most powerful of enemy weaponry and its Godhammer pattern lascannons have spelled doom for countless enemy tanks over the millenium."
"They Grey Knights Chapter maintains a handful of battle tanks for dispatch to the most dangerous and Chaotic areas they must face. Grey Knight Land Raiders are akin to mobile shrines, giving the Grey Knights a sanctuary in which they can cleanse their minds and ready their spirits for the conflict to come ."
-a quote from the GamesWorkshop webpage

Land Raider "Crusader": .
Class: Wheeled/Treaded [Ground]
Crew: 2 (Skilled +4)
Size: Gargantuan (11 meters long)
Initiative: +0 (-4 size, +4 crew)
Passengers: 15 (8, with Terminator Armor)
Maneuver: +0 (-4 size, +4 crew)
Cargo Capacity: 200 kg
Defense: 26 (-4 size, +20 armor)
Speed: 66 m
Shield Points: N/A
Max Velocity: 160 km/h
Hull Points: 200 (DR 20)
Cost: Not available for sale
Weapon: Hurricane Bolters Sponson (6 fire-linked); Fire Arc: rear through starboard to front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: 4d10; Range Increment: 100 m.
Weapon: Hurricane Bolters Sponson (6 fire-linked); Fire Arc: rear through port to front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: 4d10; Range Increment: 100 m.
Weapon: Assault Cannon (2 fire-linked); Fire Arc: Front; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: 6d10; Range Increment: 75 m.
Weapon: Multi-Melta; Fire Arc: Turret; Attack Bonus: +2 (-4 size, +2 crew, +4 fire control***); Damage: 6d10 (ignore DR); Range Increment: 50 m.
"It is known that the Grey Knights were granted at least on Land Raider Crusader in the aftermath of the Scharnel incident. The additional internal space of the Crusader is certainly a great blessing to Grey Knights brethren equiped with Terminator armour, enabling them to make their ritual obeisances with less danger of collision."
-a quote from the GamesWorkshop webpage

Black Ship: These large, super-capital ships are called only black ships, because they are large, mysterious, and black. Other than these obvious things, very little is known of these vessels. They carry huge numbers of soldiers, including Grey Knights and Grey Knight Terminators, and are commanded by Inquisitors, while the crew is usually Stormtroopers.
INQUISTORIAL EQUIPMENT
The Ordos of the Inquisition have access to the most potent nd valuable resources in all of the galaxy. A sample of them are here, below:
Weapons
Nemesis-Force Weapon: .
Stormbolter: .
Incinerator: .
Psycannon: .
Thunderhammer: .
Power Weapon: .
Plasma Pistol: .
Hellgun: .
Melta Gun:
Plasma Gun:
| Weapon | Cost | Damage | Critical | Range Increment | Weight | Stun Fort DC | Type | Size | Group | ||||||||||
| Vibrosword | 250 | 2d6 | 20 | -- | 1.8 kg | -- | Slashing | Medium | Vibro |
| Weapon | Cost | Damage | Critical | Range Increment | Weight | Armor Pen | Type | Mutifire/ Autofire? |
Size | Group | |||||||||||
| Bolt Pistol | TBD | 3d6 | 20 | 10 m | 1 kg | 3 | Energy | M | Small | Blaster Pistols | |||||||||||
| Boltgun | TBD | 3d6 | 20 | 10 m | 1 kg | 3 | Energy | M | Small | Blaster Pistols | |||||||||||
| Stormbolter | TBD | 3d6 | 20 | 10 m | 1 kg | 3 | Energy | M | Small | Blaster Pistols | |||||||||||
| Heavy Bolter | TBD | 3d8 | 20 | 10 m | 1 kg | 5 | Energy | M | Small | Blaster Pistols | |||||||||||
| Shotgun | TBD | 6d6 | 20 | 10 m | 1 kg | -- | Energy | M | Small | Blaster Pistols | |||||||||||
| Lascannon | TBD | 5d8 | 20 | 10 m | 1 kg | 9 | Energy | M | Small | Blaster Pistols | |||||||||||
| Flamer | TBD | 3d6 | 20 | 10 m | 1 kg | 3 | Energy | M | Small | Blaster Pistols | |||||||||||
| Heavy Flamer | TBD | 3d8 | 20 | 10 m | 1 kg | 5 | Energy | M | Small | Blaster Pistols | |||||||||||
| Meltagun | TBD | 4d8 | 20 | 10 m | 1 kg | ALL | Energy | M | Small | Blaster Pistols | |||||||||||
| Multi-Melta | TBD | 4d8 | 20 | 10 m | 1 kg | ALL | Energy | M | Small | Blaster Pistols | |||||||||||
| Sniper Rifle | TBD | 3d10 | 20 | 10 m | 1 kg | 0 | Energy | M | Small | Blaster Pistols | |||||||||||
| Missile Launcher (Frag) | TBD | 3d6 | 20 | 10 m | 1 kg | 0 | Energy | M | Small | Blaster Pistols | |||||||||||
| Missile Launcher (Krak) | TBD | 4d8 | 20 | 10 m | 1 kg | 3 | Energy | M | Small | Blaster Pistols | |||||||||||
| Plasma Pistol | TBD | 3d10 | 20 | 10 m | 1 kg | 9 | Energy | M | Small | Blaster Pistols | |||||||||||
| Plasmagun | TBD | 3d10 | 20 | 10 m | 1 kg | 9 | Energy | M | Small | Blaster Pistols | |||||||||||
| Plasma Cannon | TBD | 3d10 | 20 | 10 m | 1 kg | 9 | Energy | M | Small | Blaster Pistols |
Armor Penetration: This is the amount of DR the specific weapon can ignore. The weapon is considered powerful enough to bypass Damage Reduction, if the value is this, or less. Thus, a bolt pistol can ignore DR of any source that is DR 3, or less, while a plasma pistol can ignore DR from any source that is DR 9, or less; essentially anything. Against vehilces, this is the amount subtracted from its Hull DR. Shields, energy defenses, and Invulnerable DRs are unaffected by this. Thus, if a Terminator was shot by a plasma pistol, he would lose his DR 9 from his armor, but NOT his Invulnerable DR 9 from shields.
Types of Guns
In Warhammer 40,000, there is a wide variety of firearms at the prospective-warrior's disposal, and some of these may require further explanation.
Armor
Power Armor: These act as a combination of heavy battle armor and the Corellian Powersuit, as well as granting a sealed environment (p. 138).
Heavy Powered Armor: SM Power Suit; Cost: N/A; DR: 7; MDB: +0; ACP: -7; Speed: ; ;
Note: all Powered Armor in Warhammer 40K is designed to function in conjunction with the Space Marine "black carapace". Characters who wear these powered armor suits only receive stat increases if they possess the black carapace.
Terminator Armor: These titanic body tanks are the epitome of Imperial Armor technology. Each is a mighty war machine, enhancing the strength of its wearer, and protecting him from harm. It is similar to the Power Armor above, but with an incorporated shield generator (DR 9), and improved resilience (DR 9).
Heavy Powered Armor: Tactical Dreadnought Suit; Cost: N/A; DR: 9 (Shield DR 9); MDB: +0; ACP: -7; Speed: ; ;
Carapace Armor: .
Medium Armor: Carapace Armor; Cost: N/A; DR: 4; MDB: +3; ACP: -4; Speed: ; ;
Artificer Armor: .
Medium Armor: Artificer Armor; Cost: N/A; DR: 9; MDB: +3; ACP: -4; Speed: ; ;
| Armor | Cost | DR | MDB | ACP | ---Speed--- (10m)/(6m) |
Weight | |||||||
| Light Armor | ** | ** | ** | ** | ** | ** | |||||||
| Flak Armor | N/A | 3 | +3 | N/A | 10 / 6 | 4 kg | |||||||
| Medium Armor | ** | ** | ** | ** | ** | ** | |||||||
| Carapace Armor | N/A | 5 | +0 | -7 | 8 / 4 | 20 kg | |||||||
| Heavy Armor | ** | ** | ** | ** | ** | ** | |||||||
| Powered Armor | ** | ** | ** | ** | ** | ** | |||||||
| SM Power Suit | N/A | 7 | +0 | -7 | 8 / 4 | 20 kg | |||||||
| SM Tactical Dreadnought Suit | N/A | 9 (Shield DR 9) | +0 | -7 | 6 / 2 | 40 kg |
Other Miscellaneous Gear
Book of Saint Lucius: .
Bionics: .
Combat Drug Injector: These implants, inserted into those sentenced to arco-flagellation, can significantly enhance the combat ability of the user, increasing their movement speed by 1d6x5, but at the cost of possible personal damage. If the additional movement die rolls six, then the bearer takes Wound damage.
Cloak of Saint Aspira: Grants DR 2 to wearer.
Digital Weapons: .
Eviscerator: These great, two-handed chain swords are slow, but vicious. Damage x2, goes last in initiative. +2d6 AP vs. vehicles.
Hexagrammic Wards: These symbols of arcane geometry help shield an Inquisitor from opposing psychic powers. To target him, or his henchmen, the opponent must succeed a Will save (DC 17).
Inquisitorial Mandate: .
Liber Heresius: .
Litanies of Faith: Allows another use of Faith.
Mantle of Saint Ophelia: Those who shield themselves with the names of martyrs often seek not to become one themselves. Those who manage to receive this fine cape become resistant to critical hits, rolling percentile dice (DC 60+) to convert one into a regular (Vitality-draining) hit.
Neural Whips: Power Weapons.
Psi-Tracker: .
Psychic Hood: .
Psyocculum: .
Purity Seals: .
Rosarius: These holy relics are empowered by the clergy of the Ecclessiarchy, and they protect their bearers with powerful energy. Invulnerable DR 5.
Sarissa: .
PREFERRED CYBERTECH OF THE IMPERIUM
Other than bionics, most members of the Inquisition choose not to make use of cybertech. Notable exceptions are Inquisitorial Henchmen, who often graft weapons to themselves, in order to protect their Inquisitor charge. Also, the Arco-Flaggalents are heavily altered, though not completely by choice.
PSIONIC POWERS OF THE INQUISITION
The Inquisitors of the Imperium have a number of psychic abilities that they have developed over the millennia, mostly to do battle with the similarly powerful psykers and mutants that they kill, or the vile warp-spawn they destroy. Here are some below:
Banishment: .
Destroy Daemon: .
Hammerhand: .
Hammer of the Witches: .
His Will Be Done: .
Purgatus: .
Scourge: .
Word of the Emperor: .
SIGNATURE CHARACTERS OF THE INQUISITION
Archsanctus Canensdominus:
"Of all the Grey Knight's great warriors, none holds more esteem within the chapter and the Ordo Malleus than Archsanctus Canensdominus (latin for High Holy and Grey Master). Said to be the first of the Grey Knights, Canensdominus has lived for millennia, fought on countless worlds, and crushed daemons of all ranks. Even today, if the need is truly great enough, Archsanctus Canensdominus will still come to the field of battle and fight in the name of the Emperor. For his many victories and unswerving loyalty to the Emperor, Canensdominus has been invested with artefacts of truly great and ancient power, and if anyone in the Imperium can truly claim to be, than Canensdominus is the Emperor's True Champion."
-a quote me, the Site Master.
Inquisitor Lord Torquemada Coteaz - High Protector of the Formosa Sector:
"It was at the Conclave of Varoth that Inquisitor Coteaz cemented his reputation amongst the senior masters of the Ordo Malleus. The noted Inquisitor Laredian, High Protector of Formosa, had called the conclave in response to his discovery of a powerful daemon-bound crystal. Inquisitor Lardeian proposed that the artefact be studied and used by the Ordo to aid in the identification and destruction of the followers of the Ruinous Powers. As Laredian concluded his address, Coteaz rose and marched to the centre of the autitorium, his daemonhammer raised and cherubic familiars darting around his head. He smashed the daemon-crystal with one blow and denounced Laredian as a blasphemer and trafficker with abominations, declaring him Extremis Diabolus."
"The conclave erupted at this flagrant breach of protocol. Unfazed, Coteaz produced an hourglass and promised he would prove his words true before the sands ran out. Laredian had no choice but to face his accuser. In the examination that followed it emerged that Laredian has not only sanctioned the use of Daemonhosts, but had read proscribed texts and employed the tools of the enemy. Faced with such incontrovertible evidence, Laredian was found guilty of Warpcraft, practicing the forbidden arts, and heresy against the God-Emperor. He was executed by Coteaz himself and his ashes fired into the heart of a star."
-a quote from the GamesWorkshop webpage

Grand Master Stern:
"Grand Master Stern is a well-respected and highly decorated member of his company, and has led countless successful missions against the minions of chaos. His fate became inextricably linked with that of the Greater Daemon of Tzeentch, M'kachen, when its influence on the Cult of the Red Talon was detected by Ordo Malleus Inquisitors. Stern conducted a successful banishment, sending the Daemon back into the Warp for one hundred years and a day. Such was the vindictive rage of the Daemon that it has vowed to find Stern and devour his immortal soul."
"Stern, now nearing his fourth century in the Emperor's service, has crossed blades with the Daemon twice since their first encounter, and each time his indomitable faith has saved him from the eternity of torture M'kachen has prepared for him. Nevertheless, the machinations of Tzeentch are suble indeed, and his old adversary has many ways of engineering Stern's downfall. It would be a great loss to the Ordo Malleus should Brother-Captain Stern fall to this diabolic entity before he can truly fulfil his formidable potential."
-a quote from the GamesWorkshop webpage

Inquisitor Lord Fyodor Karamazov - The Pyrophant Judge of Salem Proctor: Male Human Noble 10/Inquisitor 10; Init +10 (+6 Dex, +4 Improved Initiative); Defense 23 (+7 class, +6 Dex); DR 10 (shields); Spd 10m; VP/WP 221/20; Atk +25/+20/+15/+10 melee (5d8+5/19-20 lightsaber) or +21/+16/+11/+6 [+21/+16/+11 (second hand)] melee (5d8+5/19-20, 2 lightsabers) or +21/+16/+11/+6 [+21/+16/+11 (second hand) +21/+16/+11 (foot)] melee (5d8+5/19-20, 3 lightsabers) or +24/+19/+14/+9 ranged (3d8, heavy blaster or 2d6, flamethrower) or +20/+20/+15/+10/+5 (blaster multifire-mode); SQ Droid accessories, multidexterity, medichlorian detector (add target's Force points to Survival check roll to Track); SV Fort +16, Ref +12, Will +11; SZ M; FP 0; DSP 0; Rep +5; Str 20, Dex 22, Con 20, Int 20, Wis 20, Cha 18. Challenge Code G.
Equipment: The Throne of Judgment (see below).
Skills: (171 skill points) Listen +2, Search +2, Spot +4, Survival +17.
Feats: Armor Proficiency (light), Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon Proficiency (lightsaber), Greater Multi-weapon Fighting, Improved Critical (lightsaber), Improved Initiative, Improved Multi-weapon Fighting, Mobility, Multi-weapon Fighting, Power Attack, Quick Draw, Spring Attack, Sunder, Weapon Finesse (lightsaber), Weapon Focus (lightsaber), Weapon Group Proficiency (all), Whirlwind Attack.
The Throne of Judgement:
<Class: Walker (ground)
<Crew: 4 (Karamazov, plus 1 Lexmechanic, 1 Executioner Servitor, 1 Servo-Skull).
<Size: Huge (7 m tall)
<Initiative: as driver
<Maneuver: (-2 size, + Pilot)
<Defense: 13 (-2 size, +5 armor)
<Speed: 30 m
<Max Velocity: 60 m
<Shield Points: 0
<Hull Points: 110 (DR 9)
<Cost: Not available on the open market
Weapon: Multi-Melta; Fire Arc: Forward; Attack Bonus: (); Damage: 4d8; Range Increment:
"Inquisitor Lord Fyodor Karamazov's reputation as a ruthless, unforgiving Witch Hunter was already well known throughout Segmentum Solar when he famously clashed with Ecclesiarch Decius XXIII in 945.M41. The confrontation almost came to outright battle, and concerned the excruciation and eventual immolation of a young preacher from the world of Salem Proctor. This world had broken faith with the Ecclesiarchy, its apostate cardinal turning the world's resources t his own ends and casting out all who defied him. Inquisitor Lord Karamazov led a fleet, together with two entire orders of the Adepta Sororitas, to dispose the apostate cardinal."
-a quote from the GamesWorkshop webpage

Saint Celestine - The Living Saint: Male Human Noble 10/Inquisitor 10; Init +10 (+6 Dex, +4 Improved Initiative); Defense 23 (+7 class, +6 Dex); DR 10 (shields); Spd 10m; VP/WP 221/20; Atk +25/+20/+15/+10 melee (5d8+5/19-20 lightsaber) or +21/+16/+11/+6 [+21/+16/+11 (second hand)] melee (5d8+5/19-20, 2 lightsabers) or +21/+16/+11/+6 [+21/+16/+11 (second hand) +21/+16/+11 (foot)] melee (5d8+5/19-20, 3 lightsabers) or +24/+19/+14/+9 ranged (3d8, heavy blaster or 2d6, flamethrower) or +20/+20/+15/+10/+5 (blaster multifire-mode); SQ Droid accessories, multidexterity, medichlorian detector (add target's Force points to Survival check roll to Track); SV Fort +16, Ref +12, Will +11; SZ M; FP 0; DSP 0; Rep +5; Str 20, Dex 22, Con 20, Int 20, Wis 20, Cha 18. Challenge Code G.
Equipment: .
Skills: (171 skill points) Listen +2, Search +2, Spot +4, Survival +17.
Feats: Armor Proficiency (light), Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon Proficiency (lightsaber), Greater Multi-weapon Fighting, Improved Critical (lightsaber), Improved Initiative, Improved Multi-weapon Fighting, Mobility, Multi-weapon Fighting, Power Attack, Quick Draw, Spring Attack, Sunder, Weapon Finesse (lightsaber), Weapon Focus (lightsaber), Weapon Group Proficiency (all), Whirlwind Attack.
"Of her life before she was declared a Living Saint, very little is known of Celestine, other than that she was Sister Repentia of the Order of Our Martyred Lady. She was but one warrior amongst the beleaguered faithful fighting a protracted war against the heretics of the Palatine Schism."
-a quote from the GamesWorkshop webpage

Jericho Cross - Vampire Inquisitor: Male Human Noble 10/Inquisitor 10; Init +10 (+6 Dex, +4 Improved Initiative); Defense 23 (+7 class, +6 Dex); DR 10 (shields); Spd 10m; VP/WP 221/20; Atk +25/+20/+15/+10 melee (5d8+5/19-20 lightsaber) or ; SQ Droid accessories, multidexterity, medichlorian detector (add target's Force points to Survival check roll to Track); SV Fort +16, Ref +12, Will +11; SZ M; FP 0; DSP 0; Rep +5; Str 20, Dex 22, Con 20, Int 20, Wis 20, Cha 18. Challenge Code G.
Equipment: Pair of sarissa-equipped pistols (blessed ammunition), power stake, blood eye, badge of the hunter.
Skills: (171 skill points) Listen +2, Search +2, Spot +4, Survival +17.
Feats: Armor Proficiency (light), Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon Proficiency (lightsaber), Greater Multi-weapon Fighting, Improved Critical (lightsaber), Improved Initiative, Improved Multi-weapon Fighting, Mobility, Multi-weapon Fighting, Power Attack, Quick Draw, Spring Attack, Sunder, Weapon Finesse (lightsaber), Weapon Focus (lightsaber), Weapon Group Proficiency (all), Whirlwind Attack.
Judge Claude Frollo: Male Human Noble 10/Inquisitor 10; Init +10 (+6 Dex, +4 Improved Initiative); Defense 23 (+7 class, +6 Dex); DR 10 (shields); Spd 10m; VP/WP 221/20; Atk +25/+20/+15/+10 melee (5d8+5/19-20 lightsaber) or +21/+16/+11/+6 [+21/+16/+11 (second hand)] melee (5d8+5/19-20, 2 lightsabers) or +21/+16/+11/+6 [+21/+16/+11 (second hand) +21/+16/+11 (foot)] melee (5d8+5/19-20, 3 lightsabers) or +24/+19/+14/+9 ranged (3d8, heavy blaster or 2d6, flamethrower) or +20/+20/+15/+10/+5 (blaster multifire-mode); SQ Droid accessories, multidexterity, medichlorian detector (add target's Force points to Survival check roll to Track); SV Fort +16, Ref +12, Will +11; SZ M; FP 0; DSP 0; Rep +5; Str 20, Dex 22, Con 20, Int 20, Wis 20, Cha 18. Challenge Code G.
Equipment: .
Skills: (171 skill points) Listen +2, Search +2, Spot +4, Survival +17.
Feats: Armor Proficiency (light), Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon Proficiency (lightsaber), Greater Multi-weapon Fighting, Improved Critical (lightsaber), Improved Initiative, Improved Multi-weapon Fighting, Mobility, Multi-weapon Fighting, Power Attack, Quick Draw, Spring Attack, Sunder, Weapon Finesse (lightsaber), Weapon Focus (lightsaber), Weapon Group Proficiency (all), Whirlwind Attack.
PLEASE NOTE THAT THE PICTURES ON THIS PAGE WERE FOUND AT THE GAMES WORKSHOP WEBSITE, AND THEY BELONG TO GAMES WORKSHOP. FOR A REALLY FUN GAME, GIVE THE SITE A LOOK, HERE, AND SEE HOW AWESOME IT CAN BE, WHETHER YOU LIKE BUILDING ARMIES, CRUSHING THEM, PAINTING THEM OR MODIFYING THEM. PLEASE NOTE, I AM NOT TAKING CREDIT FOR MOST OF THE ABOVE STUFF, SIMPLY ADAPTING IT TO THE ALTERNITY UNIVERSE.
Site Links
Character Profile: Archsanctus Canensdominus
Character Profile: Inquisitor Lord Torquemada Coteaz
Character Profile: Grand Master Stern
Character Profile: Inquisitor Lord Karamazov
Character Profile: Saint Celestine
Character Profile: Judge Claude Frollo
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