40K Unisystem Inquisitor Character Creation Rules
40K Unisystem Inquisitor Character Creation Rules
Attributes are:
Strength, Dexterity, Constitution, Intelligence, Perception, Willpower,
Life Points are calculated by adding the characters Strength and Constitution, multiplying by four and adding ten – or
consult the table in the Buffy / Angel Core books (p33/p26). The Hard-to-Kill Quality will also increase Life Points.
Inquisitor (12 pt Q)
+3 to any Physical characteristic/s, +3 to any Mental
characteristic/s, Enhanced, Obligation (Inquisition),
Inquisitorial Mandate, +3 to any skill/s, Word of the
Emperor,
Interrogator (4 pt Q)
Aspiring Inquisitors start at the lowly rank of Explicator,
where they learn how to extract information using physical
pain and the tools of the torturer. Those few who survive
to make the rank of Interrogator are both capable and
strong.
+1 to any three attributes, +3 to any three skills, Obligation
(Inquisitor),
Adeptus Soroitas (7 pt Q)
+1 Strength, +1 Constitution, +2 Willpower, Word of the Emperor, Honourable, Natural Toughness, Obligation
(Ministorum), +3 to combat skill/s
Arco-Flagellant (7 pt Q)
+2 Strength, +2 Constitution, INT = 1(may not be increased in character generation), Nerves of Steel, Hard to Kill +3,
Controlled, Enhanced, Natural Toughness,
Navigator (8 pt Q)
+2 Willpower, +1 Intelligence, The Third Eye, Nerves of Steel (vs Warp Creatures and Daemons only)
Rogue Trader (5 pt Q)
+2 to any characteristic/s, +3 to Knowledge skill/s,
Spyre Hunters (Noble scions of the Ruling house of Necromunda) (Necromunda Outlaws p 47) (6 pt Q)
Each particular Spyer specialist has a different and ritual set of armour of equipment, which
evolves and increases in efficiency and power as the hunter grows in experience. Initially it
provides +1 to any two physical attributes (whilst worn),
Enhanced, Special Equipment, Obsession (hunt “worthy” prey) or Obligation (other Spyre
hunters / Inquisitor), Honourable, frequently (but not automatically) Screwed Up Adolescents,
Choose one of Furious Assault, Fast Reaction Time or Nerves of Steel, +2 to any combat skill/s
(can be and usually are specialised – see skills)
Adeptus Mechanicus (4 pt Q)
Known to many as the Priesthood of Mars, the Adeptus Mechanicus develop and construct the
weapons of war used by the Emperor’s armies and it is their knowledge of arcane mysteries that
maintains the Golden Throne itself. The Machine God, the Deus Mechanicus, is the ultimate
object of the Tech Priests’ veneration and the Cult Mechanicus, or Cult of the Machine,
acknowledges the Emperor as Master of Mankind, but does not recognise the authority of the
Cult Imperialis.
+2 to any physical Characteristic/s, +2 Intelligence, +1 Will, +3 to Technomancy, Obligation
(Adeptus Mechanicus), Choose either (or both) Obsession or Covetous (knowledge),
“…..Isn’t it about time the Ordo Hereticus started asking some pointed questions about this Omnissiah cult of theirs?”
Inquisitor Amberley Vail, Ordo Xenos
On the Adeptus Mechanicus
Abhumans
Though their ancestors may have strayed from the true path and now have forms that may seem monstrous or
comical, yet they may still serve Him.
Ogryn (5 pt Q)
+2 Strength, +3 Constitution, Maximum Intelligence is 2 (with augmentation), Enhanced, Natural Toughness, Anti
social impulse – lack of hygiene, Phobia – Fear of confined Spaces
Ratling (2 pt Q)
+1 Dexterity, +1 Constitution, +1 Perception, Max starting Strength is 4,
Xenos Breeds
All such creatures will meet with righteous disgust, anger and mistrust in true servants of the Imperium.
“Crush the Unholy in all of their many guises” Confessor Damian
Eldar (9 pt Q)
+1 Dexterity, +1 Willpower, +1 Perception, Fast Reaction
Time, Enhanced, Night vision,
Night vision: see further at night due to highly developed
senses. Ignore all penalties imposed due to poor lighting
except in pitch-black environments.
“The first thing one must learn about the Eldar is that they are a
race of fragments, broken and scattered across the galaxy. In culture,
geography and technology, the disparate elements of the Eldar race
vary wildly. Remember though, there can be no pity for the plight of
the Eldar. Indeed, the honoured servant of the Emperor should
rejoice. Compassion is reserved for servants of the Emperor; aliens
deserve only our scorn.”
Inquisitor Czevak – Teachings on the Unholy
Kroot (6 pt Q)
+1 Strength, +1 Dexterity, +2 Perception, Situational Awareness, Anti social impulse – Cannibalism, +3 Stealth,
“There can be no bystanders in the battle for survival. Anyone who will not fight at your side is an enemy
you must crush.”
Scriptorus Munificantus
Skills
Buying Skills: Skills can be bought up to level five on a one-for-one basis. Skills above level five are more
expensive: three points per additional level. You should not purchase Skills past level six in initial character
generation.
Specialisation: If required a character can take a more specific version of the skill – for instance Knowledge - Xenos
Breeds or Firearms – Bolt Weapons. The skill then only costs 1pt for each 3 levels of ability up to level; To purchase
level 5 and higher then costs normal. The skill can be used for non-specific tasks, but at a penalty of –5 to the test.
Technomancy may not start at more than 3 unless the characters background includes training, experimentation or
other notable relationship with the Adeptus Mechanicus, is a Xenos Breed or has some other specific reason in their
background approved by the GM
Languages
Citizens of the Imperium will know Low Gothic and the language of their home world or city, usually (but not
always) a debased version of Low Gothic. Any educated character will know High Gothic and most normal citizens
will know a smattering of it for use in prayer and in legal and/or religious ceremonies. A character can know
additional languages equal to her intelligence and each additional skill point spent will gain languages equal to her
intelligence. These languages can be Alien or human and as specific or general as the player wishes.
Sample Languages:
Eldar (each Craftworld has its own version), Orkish (only 1pt is required to gain full “mastery”), Tau (each caste has
its own language), Kroot, Binary (Only available to Adeptus Mechanicus),
Missile Weapons
Unless otherwise stated these weapons require two hands to use and are in described in the following format
Weapon name shots per action Damage Magazine Notes
Las Pistol 1 10 30 1 HD
Lasgun (MP) 1 10 60
Lasgun (NP) 1 10 50
Lasgun (TP) 1 or Burst (3) 10 50
Hell Pistol 1 12 20 1 HD
Hellgun 1 12 40
Long Las Rifle 1 per rnd 12 40 +1 to hit
Lascannon 1 60 20 -1 to hit, ignores armour 20 or less
Requires Str 4+ to use
Yeld Spyer Suit Laser 1 12 unlimited
Bolt weapons are the pinnacle of human projectile weapon technology but require a lot of maintenance to avoid jams
and barrel explosions. All require Str 4+ and/or power armour to use effectively – if not user is at –4 to hit.
All Melta weapons suffer at range –2 to hit and –5 Dam per 10yds past the first 10. They ignore armour 10 or less
Inferno Pistol 1 27 3 -2 to hit, 1HD
Melta Gun 1 35 5
Thermal Lance 1 25 1
Neural Shredder 1 if hit Will (x2) +d10 vs 20 or loose D6 Will and D4 Dex, 10, 1HD
Jokaero Digital weapons – can be made into rings or other equally small objects – counts as a normal weapon of its
type (with half magazine) - Needle Pistol, Las pistol or Hand Flamer.
Melee Weapons
Unless otherwise stated, these act as normal melee weapons. Additions to damage are made after any multipliers.
Mastercrafted Weapons Add +5 to damage and +1 to Hit and Parry rolls, this includes power weapons or similar
Power weapons (Sword, Axe, Dagger etc) inflict an additional 20 Damage when they hit and ignore all non-energy
field armour. All power weapons destroy mundane weapons if parried 75% of the time. Anyone being parried when
making an unarmed attack suffers damage equal to the base damage of the weapon plus success levels of the parry.
Powerfist inflicts a base damage of 60 plus success levels (ignore wearers strength).
Chainfist inflicts a base damage of 50 plus success levels (ignore wearers strength)
Thunder Hammer does 60 damage plus success levels but also knocks down any character with Str 9 or less who is
hit with the weapon.
Chain weapons (chainsword, chainaxe etc)are treated as normal but with an additional +10 damage and ignore up to
6pts of armour when they hit,
An Eviscerator counts as a Big Axe but inflicts +20 damage and requires Str 5+ (grotesquely large chainsword)
Shock Weapons –Shock Maul, Neuro whip and Electro flail – roll Con (doubled) or Muscle vs Success level (plus 5)
of attack or unconscious, if made –2 on all actions for next 8-Con turns (min 1). Weapon also does normal damage
as its type. The Dark Eldar Agoniser is a nastier version and does 16 base damage + success levels and causes
excruciating pain.
Anointed Weapons inflict triple damage against daemons and double damage against pyskers, they also ignore all
psychic shields and Daemonic protection.
C’tan Phase Swords ignore any and all forms of armour – physical, energy, psychic or daemonic, except when
attacking a C’tan itself
Jakara Spyer Suit Monomolecular Sword +10 dam and ignores 5pts of armour
Sarissa – A Vicious spiked combat accessory used by the Apetus Sororitas – a boltgun counts as a sword in combat.
Armour
Flak (5pts), Carpace (12pts), Mesh (8pts)
Power armour (20pts, +1 Strength) includes environmental protection and if helmet various visual enhancements,
Shields – provide a bonus to parry attempts and an armour value – however if an attack exceeds the value it may be
destroyed roll D10 if this is over the amount by which the attack exceeded the protection value it survives.
Buckler +2 to Parry, 10 armour, Large Shield +4 to Parry, 15 armour, Target Shield +6 Parry, 20 armour.
Mirror shields enable the defender to parry a ranged energy attack and possibly fire it back at the attacker! They
provide 50pts of armour vs ranged energy attacks and 25 otherwise.
Storm Shields act as normal for their kind but may parry power and daemon weapons without fear of being destroyed.
They provide 60pts of Armour if the attack is parried.
Energy Force Fields – any weapons that reduce armour do not do so against energy fields unless otherwise stated in
their description.
Refractor Field – D10 (x2) Protection
Conversion Field – D10 (x3) more than 10 damage acts like a photo flash grenade,
Displacer Field – 50% chance of activating (+dam inflicted), relocate wearer d10 yds in a random direction, avoiding
any objects or other dangers.
Pentagrammic Wards – any daemon within 5 yds halves all their characteristics and skills.
Hexagrammic Wards – Any psychic attack is resisted with double the warded characters Will and against any direct
psychic attack it provides D10 (x3) armour.
Gunsights (p91)
Ranger finder, Laser Sight and Motion Predictor – each add +1 to hit (cumulative).
We are at war with forces too terrible to comprehend. We cannot afford mercy for any of its victims too weak to take the correct
course. Mercy destroys us; it weakens us and saps our resolve. Put aside all such thoughts. They are not worthy of inquisitors in
the service of Our Emperor. Praise his name for in our resolve we only reflect his purpose of will.”
Inquisitor Enoch
Castigation’s on the Last Days