What follows is a breakdown of my team for an upcoming campaign of Inquisitor run by a friend of mine we shall dub Valnir. It is set aboard a space hulk known as the Sin of Logic, being thoroughly investigated by Imperial forces to ascertain the exact threat it poses to nearby systems. Expecting a few renegades and aliens, they are completely unprepared for what they find: a hundred factions aboard the vessel battling each other, trying to gain the upper hand and finally seize control of the hulk.
One of these factions is the Forge of Logic, the domain of Warpsmith Kobol. Details are sketchy at best, but recently there was an accident at one of the minor forges in his domain. An Adept was blamed for being lax in his duties, and rather than face his punishment, he fled with a few followers. This adept was named Sark, and he haunts the hallways of the Sin of Logic still…
Warpsmith Adept Sark (398pts)
WS: 83 BS: 80 S: 210 without armor, otherwise 252 T: 155 I: 88 Wp: 80 Sg: 85 Nv: 96 Ld: 80
Special Abilities: Ambidextrous, Nerves of Steel, Spit Acid, Marine Awareness, Leader, Gunfighter, Fast Draw.
Equipment: Pre-Heresy Power Armour (mkIII), Power Armour Helmet (incorporating Auto-senses [advanced eyes & ears]; Range-finder gunsight & Infrascope; Bio-scanner Auspex [Arm 8]), Servo-Arm (MIU – Advanced Bionic Arm [Str 70] with implant Power Fist [Reach 2]), Bolter (belt feed), 2 Inferno Pistol Digital Weapons, 2 Knives, 2 Bolt Pistols (loaded with Kraken rounds), Mechandendrites.
Details: Sark was always somewhat of an eccnetric within his forge, though one readily welcomed. Warpsmith Kobol is a firm believer in new approaches and experimentation, though always with an eye on safety. In a space hulk, one must be careful with their tampering. Space is at a premium, so precious little can be lost to errant technologies ripping apart reality or flooding corridors. So when one of Sark’s latest ideas went haywire and blew up a foundry, the Adept fled before judgement could fall upon him. He know has set up his own small forge in a forgotten part of the hulk, and continues his experiments, determined to earn his place back in the Forge with something truly extraordinary.
Garrus of the Bonewalkers (269 pts)
WS: 72 BS: 56 S: 65 T: 71 I: 78 Wp: 68 Sg: 56 Nv: 90 Ld: 71
Special Abilities: Blademaster, Acrobatic, Furious Assault, Hunger, Catfall, First Strike, Stealth.
Equipment: Laspistol, Revolver, 10 Throwing Knives, 5 Bolas, Crossbow (with 3 reloads), Kroot Long Rifle (incorporating Range-finder, Infrascope & a Motion Tracker gunsights), 2 Knives, 2 Smoke Grenades, Reflective Mesh Armour (all locations), Gas Mask.
Details: The Bonewalkers are a Kroot Warband that originally hails from the Koronus Expanse, before being lost amidst the nightmare that is the Screaming Vortex where Kobol found them. They proved themselves adept at navigating and mapping out parts of the hulk for the Warpsmith, making him truly the master of his small domain, with every last part heavily guarded and trapped against potential intruders. Garrus was named in honor of the leader of the Bonewalkers, a shaper called Garruk. During Sark’s escape from the Forge, he hired Garrus as a guide to the deep, secret places in between the mapped corridors.
Servitor Theta-8H (192 pts)
WS: 59 BS: 26 S: 140 T: 83 I: 43 Wp: 94 Sg: 13 Nv: 170 Ld: 22
Special Abilities: Ambidextrous, Furious Assault, Fearsome, Force of Will.
Equipment: 2 Advanced Bionic Arms [Str 70] with implant Chainsword, Combat Stimm Injector (with 50 doses of each of the following: ‘Slaught, Reflex, Spook & Spur), Bionic Head [Armour 5], Flak Robe (chest, abdomen, groin & legs)
Details: Many Imperial and Mechanicus ships carry murder servitors to deal with boarding actions. It is of no surprise then that the Forge of Logic was able to find caches of the lethal machines in the space hulk, reprogramming them for their own use. Many were f inferior quality, utilizing many biological parts, being barely true servitors at all. Still, each warpsmith has his own batch to act as his guardians. Sark only managed to bring along one servitor from his group in the confusion of the destroyed foundry.
Karl Jaeger (139 pts)
WS: 72 BS: 59 S: 56 T: 53 I: 54 Wp: 63 Sg: 62 Nv: 72 Ld: 59
Special Abilities: Medic.
Equipment: Autogun, Autopistol, Knife, Flak Armour (all locations, except head), Open Helm, Gas Mask, Auspex (Bio-Scanner), Medipack, Advanced Bionic Lungs, 1 Hallucinogen Gas Grenade, 1 Bloodfire Gas Grenade.
Details: Karl comes from the small human settlement aboard the Sin of Logic, formed from a crashed Rogue Trader vessel that strayed too close to the hulk. Life was hard but the humans endured. Now they live under the protection of the Forge, in return providing it with a tithe of workers and soldiers to aid the Warpsmith’s schemes.