I’ve been eyeing up the Primaris Marines from GW’s new Dark Imperium box set with green eyes, partially because I’ve always been a fan of true-scale marines and partially because of those smexy new bolt weapons they’re all carrying. Given their new size, they *might* just be useful enough at 54mm scale to act as real bolters, rather than the current weenie 40k bolters in the massive ham-hands of Inquisitor models.
I borrowed a bolt rifle arm off a friend and did some bluetack and photoshopping, and I think the results speak for themselves.
Colonel Vaux blew warm air into his hands. It was dark underground, but at least they were out of the blasted wind on the surface. He looked back over his shoulder towards his Inquisitor. The man’s face was lit only by the dim green glow of his auspex, playing on his scar and making it look like a fissure deep through his skull.
“There are six potential stashes. I’ve marked them on your dataslates.” The Inquisitor spoke flatly, as though they weren’t just about to kick down the door of a dangerous gang’s hideout.
Vaux heard the familiar clicks and muttered prayers of Guardsmen checking their weapons and reciting litanies of readiness. He did the same, sliding a fresh magazine of Kraken penetrator rounds into his bolt pistol.
“You have been briefed on the crystals. I expect a full report when we convene.” With those words, the Inquisitor disappeared into the gloom ahead.
For this Inquisitor skirmish, two warbands clashed over possession of Chaos-tainted Yu’Vath crystals in the gloomy, frigid depths of the Golgotha mines.
A routine augur scan of the world Eurone has picked up abnormal levels of both electromagnetic and psychic activity from within a region known as “The Wastes” – a non-fertile region of little use to the Imperium, officially uninhabited.
The region is largely uncharted, with few living outsiders who have any knowledge of the region, making it a dangerous prospect to explore. But nonetheless, The Wastes hold secrets that unchecked could devastate the Imperium of Man.
“The Wastes” was a one-day event run by members of the Conclave, the official Inquisitor online community, and we were honoured to be joined by the Lord-Remembrancer himself, John Blanche.
We’ve all been there -you’ve been playing Rogue Trader and your crew is getting semi-decent at warp jumps and dealing with the harsh penalties the wild expanse throws at them. Either a jump goes off without a hitch, or you’ve played out the scant few encounters in the core rulebook so many times that translating into hell and madness becomes routine, and you’re often so busy juggling the rest of the game that improvising another new warp encounter is off the cards. Time to change that!
Here is an expanded table of 20 different warp encounters, appropriately balanced to the vagaries of the warp and definitely deadly if the dice gods are not smiling favourably that day. It will help keep your players on their toes whenever they’re traversing the Sea of Souls, and make them think twice about saying the fateful words “Oh that’s fine, it’s only one warp jump away.”