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Instant Inquisitor Maker 1.

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by Shardifier and KrakowSam
To make an 'instant Inquisitor' for your games of Dark Heresy (or any other RPG),
roll on the tables below in order and if specified by others (e.g. getting the
'heretic' result). This feature is designed to help with basic ideas - Inquisitors
are often complicated and scheming figures with a lot of history and personality
behind them, so please add as much as you like to the characters invented!
All charts require a D100 roll.

Gender
01-60 Male. The majority of the Inquisition seems to be male.
61-99 Female. Seemingly a minority in the Inquisition.
100 Neither/Both/Unknown.

Age
01-20 Young (40-55). The Inquisitor is young, by Inquisitorial standards.
21-40 Middle Aged (55-90). At this age some Inquisitors commence rejuvenation
treatments, whilst others prefer to appear their age.
41-60 Old (90-150). It is at this age Inquisitors will have established themselves,
with a host of resources.
61-80 Venerable (150-250). By now an Inquisitor may be (in)famous and have cemented
their reputations.
81-100 Ancient (250+). The upper limit is unknown, but it is expected some may
reach several centuries old.

Ordo
01-10 Ordo Malleus: The Inquisitor hunts daemonic influence and studies the warp.
The smallest and most secretive of all the Ordos Majoris.
11-40 Ordo Hereticus: The largest of the Ordos, an Inquisitor of the Hereticus
seeks out mutants, traitors and rogue psykers across the Imperium.
41-60 Ordo Xenos: A guardian against aliens in their many guises, the Inquisitor is
knowledgeable in alien physiology and lore.
61-80 Ordo Minoris: The Ordos Minoris cover a plethora of activities that could
come under the jurisdiction of the larger Ordos, but have been made into more
specific departments to better combat a single threat. These Ordos are tiny in
comparison to the big three, and have nowhere near the influence or manpower as the
larger Ordos. It is up to the player to determine whether an existing Ordo is used
(Sicarius: Officio Assassinorum; Sepulturum: Chaotic/Alien diseases; Obsuletus:
everything that won't fit in any other category such as ghost ships, Legion of the
Damned, etc) or a new body is established, but it must seem plausible (e.g.
Militum: Imperial Guard/Navy; Illuminas: Psykers)
81-100 No Ordo: Exactly as stated. The Inquisitor has no Ordo affiliations.

Title (roll 1-3 times)


01-10 Military Rank: Colonel, General, Major, Admiral, Captain, etc; all these and
whatever else could be bestowed upon the Inquisitor as a title owing to a previous
career, an honorific granted by a particular institution or simply be of their own
devising (and dreams of military glory?).
11-30 Ordo-specific: Something related to the Inquisitor's line of work, e.g. an
Ordo Hereticus Inquisitor might be Witch-Finder, Witch-Hunter, Colonel-of-
Redemption, etc.
31-40 Facility title: Steward, Custodian, Administrator, Governor and Castellan are
all titles an Inquisitor may possess if they are in charge of a particular
facility, ideal for Inquisitors Historical or Theoretical that spend a lot of time
in research archives at Inquisitorial strongholds, 'holding the fort'.
41-60 Nobility: Sir, Lord, Duke, Count, Boyar, Fürst, Emir, Sheikh, etc. are all
titles that could be held in the Imperium, showing the Inquisitor has either come
from a noble line, could have been awarded it or has simply usurped it from a
previous (no doubt heretical and deceased) holder.
61-70 Miscellaneous: This could be pretty much anything, as in nick-names or
popular names granted by compatriots or enemies, and so are usually informalities
left out of official documentation. Examples include 'Psykerbane', 'Lucky',
'Warhound', 'Thrice-Blessed' or names ending in 'the ??' (such as 'the Invincible',
'the Pure', 'the Cursed', etc).
71-100 None: The Inquisitor's only title is that, which should be scary enough!

Philosophy
01-20 Radical Puritan: The most hard-line of Inquisitors, their faith in the
Emperor is unshakeable. Monodominants dominate this category, with their hatred of
anything not born pure human, pouring derision and hatred upon psykers, mutants and
abhumans in equal measure to aliens and warp creatures.
21-50 Liberal Puritan: These Inquisitors understand the place of psykers and
mutants is one of servitude, and that they should be made to understand their
inferiority. These are Puritans that acknowledge psychic benefits.
51-70 Moderate: Inquisitors of a moderate bent are neither frothing fanatics nor
entirely sceptical figures, preferring the middle path in their investigations.
They do not condone the use of non-Imperial weaponry, but they are not big on mass
burnings at the stake either.
71-90 Moderate Radical: The Inquisitor that utilises a xeno-pistol, or makes use of
beastmen in their retinue. To some this seems a slippery slope, but it is entirely
justified by these Inquisitors as minor interactions with what others see as
tainted.
91-100 Extreme Radical: Daemonweapons and alien allies are legitimate means of
persecuting the enemies of mankind to this Inquisitor. Of course, to the rest of
the Inquisition, the Extreme Radical is an enemy of mankind.

Methodology (roll 1-3 times)


01-05 Exitus Acta Probat (The end justifies the means): Will go to any length to
achieve their goal, no matter the moral implications - blackmailing colleagues,
murdering innocents or even selling their own soul!
06-10 Fides Omnia Vincit (Faith conquers all): Their faith is a very important part
of who this Inquisitor is, whatever it may be, making them unflinching in their
personal convictions.
11-15 Semper Iadem (Always the same): Most likely an Amalathian, it is understood
that the status quo should be maintained, or that it is far too difficult to
change.
16-20 Bene Qui Latuit Bene Vixit (He lives well who lives unnoticed): Subterfuge
and trickery can be valuable tools, something known to this character. Henchmen
will often perform their operations as they watch from the shadows.
21-25 Facta Non Verba (Deeds not words): Thinking can be a virtue, but then again
it wastes valuable heretic-purging time.
26-30 Potentia Per Scientia (Power through knowledge): 'Know thine enemy, for you
are known to him already' - first tenet of the Ordo Xenos.
31-35 Nemo Est Supra Leges (No man is above the law): Title and affiliation are
nothing to this Inquisitor, to whom before their lord and master all are equal. May
persecute other Inquisitors they think have strayed.
36-40 Amat Victoria Curam (Victory likes careful preparation): An intricate
planner, often someone that will weave cunning webs before striking a precise blow
at their enemy's heart.
41-45 Post Tenebra Lux (After the dark comes light): Istvaanian in nature, belief
in great achievements after terrible conflict. May intentionally incite warfare and
civil strife.
46-50 Crescis In Adversis Virtus (Virtue is born in hardship): Every experience is
a learning experience, even if that experience will test the mettle of body and
soul. If something's worth doing, it's worth doing the hard way!
51-55 Estis Servatus Etsi Estis Obscenus (Be saved even though you are filthy): The
Inquisitor believes everyone, no matter how base and vile their sins, can be
redeemed - whether in this life or the next. Most often the latter.
56-60 Arte Et Marte (By skill and by fighting): 'The more you bleed in training,
the less you'll have to bleed in battle,' seems an ideal motto for the more
martially-inclined.
61-65 In Veritate Religionis Confido (In the truth of religion I trust): Scepticism
has no place in an Empire of Faith, and all matters great and small are decided by
religious trials and the Emperor's Tarot.
66-70 Nunquam Cede (Yield to none): Never surrendering, no matter the odds and
reality of the situation, make this character a stubborn and uncompromising
individual.
71-75 Officium Primum (Duty First): Duty is everything to some people, taking
precedence over all other aspects of their life. Sense of a task well done and
accomplishment of duty is all to this person.
76-80 Omnia Audax (In all things daring): Constantly challenging authority, popular
beliefs and often common sense. When successful, it is most impressive,
unfortunately success is often not guaranteed.
81-85 Pericula In Mora (Danger in delay): Knowing all too well that to hesitate for
a moment could sign the death warrant of an entire world, informed haste as opposed
to blind speed is their watchword.
86-90 Quo Fata Vocant (Whither the fates lead): Not possessing an overly rigid
scheme or plan, whatever events may arise are wherever this figure shall head.
91-95 Vota Vita Mia (My life is devoted): To whatever cause they have pledged
themselves, this character will be unflinching in its execution above all other
things.
96-100 Tempero Bacillum? (To spare the rod?): ? is to spoil the child. Constant
assessment and testing of acolytes and just about everyone(/-thing) else is one of
the top priorities of this Inquisitor.

Psychic Ability (+20 to roll if Ordo Malleus, may choose not to roll on table)
01-50 None: No psionic ability exhibited.
51-70 Minor: Can exhibit and control minor abilities.
71-85 Capable: Familiarity with a single discipline.
86-98 Talented: Comfortable with one or more psi-disciplines.
99-100 Master: Amongst the most powerful psykers the Inquisition possesses.

Quirks (roll 1-3 times)


1-2 Severely unhinged: The Inquisitor is not entirely there, as years of service or
possibly a well-placed blow have taken their toll on their sanity.
3-4 Heavily augmented: Either through personal choice or cruel fate, the Inquisitor
is covered in bionic implants and replacements.
5 Untouchable: Without a psychic presence at all, the Inquisitor is a psychic
blank, and follows all rules for Untouchables. Ignore any previous psychic
abilities.
6-7 Always masked: Never revealing themselves, either through a mask or by relaying
orders from behind a barrier or vox-communicator, the Inquisitor's appearance is a
mystery.
8-11 Shady past: Nobody knows much, but everybody's heard the sinister rumours?
12-15 (in)Famous: Well-known throughout the Sector, either for heroic deeds or less
inspiring acts.
16-17 Perverse: Every hole's a goal.
18-20 Paranoid: Sometimes, they may really be out to get you. Other times, this
Inquisitor finds they've just stabbed their harmless butler.
21 Visions: Some power has granted the Inquisitor visions, of the future, the past
or hidden items. This could be a blessing from the Emperor, one of his Saints, or
something more malign.
22-24 Terran pilgrim: The Inquisitor has been to Holy Terra, and this influences
their behaviour and their usual topic of conversation.
25-29 Hidden philosophy: 'Knowledge is power, hide it well.' Nobody seems to know
this Inquisitor's true affiliation.
30-33 Outward philosophy: 'Knowledge is power, use it to smite the enemy!'
Everybody is sick of hearing about this Inquisitor's affiliation.
34-35 Lavish: The finer things in life such as banquets and well-tailored suits are
greatly appreciated by this Inquisitor.
36-37 Spartan: Austerity is ever this Inquisitor's watchword, and the sins of the
material world must be guarded against lest heresy spring from their sweet embrace!
38-39 Luddite: Not very good with machinery, to the point that this Inquisitor will
be distrustful of it and the Adeptus Mechanicus.
40 Mutant: Due to excellent concealment of the mutation from their earliest days,
or owing to chemical or warp exposure, the Inquisitor is mutated! If a major
mutation is generated, the Inquisitor automatically gains the 'Masked' quirk.
41-42 Doesn't sleep: Through psychic indoctrination, implanted neuralware or some
other means, the Inquisitor does not sleep, though they will most likely require
some form of rest through drugs, virtual reality headsets, etc.
43-44 Unusual beliefs/practices: The Inquisitor's religious leanings are at odds
with the Ministorum - they may be an atheist or worship the Emperor in an unusual
manner.
45-46 Collector: The Inquisitor has a penchant for artwork, ancient technologies or
little toy soldiers, etc. They take great pride in their collection.
47-48 Trophy hunter: Either from safaris on pleasure worlds or more dangerous
achievements during the line of duty, this Inquisitor has a sizeable collection of
medals, citations and stuffed xenofauna.
49-50 Braggart: Accomplishments as an Inquisitor are always going to be more
impressive than anything almost anybody else can achieve. This character just wants
to let people know it.
51-52 Afraid of space travel: The void of space can be a scary place, either from
phobia or experience. This makes the character loathe to travel for long periods of
time in space.
53-54 Connoisseur: The finest and rarest of wines, weapons and works of art,
amongst other things, are well known to the Inquisitor.
55 Illuminated: Possessed by a daemonic creature, the Inquisitor managed to banish
the beast from their mortal shell. This makes the Inquisitor more resistant to the
allure of the Ruinous powers and their vile servants.
56-57 Artistic talent: Cooking, painting or music are all possible avenues of
exploration for the talented artist.
58-60 Injury: The Inquisitor is injured in some fashion, from something so grave
even the surgeons of the Collegia Medicae are unable to restore them to full health
to just an impressive set of scars.
61-62 Illness: A vile malady racks the Inquisitor's body.
63-64 Celibacy: Either through chemical treatment, personal choice or battlefield
injury, the character foregoes pleasures of the flesh.
65-66 Drug dependency: Alcohol and illegal substances are a few ways to escape the
harsh realities of the 41st Millennium, and even Inquisitors desire a bit of
release now and again. Unfortunately, the Inquisitor is now addicted to whatever
drug the player chooses.
67-68 Arch-nemesis: The Inquisitor has acquired themselves an arch-nemesis.
69-70 Odd accent: Instantly recognisable, the Inquisitor's accent is easy to
identify and hard to understand.
71-77 Other field of interest: The Inquisitor may enjoy debating philosophy or
theology, or then again they take a keen interest in ship-building and can name and
identify every bolt, wire and engine in a starship.
78-79 Mute: The Inquisitor will not speak with others directly - they may
communicate through an elaborate sign language, telepathy or MIU-linked speaker-
skulls or quill-skulls.
80-81 Grotesque: Either through misfortune of birth, plastic surgery or misfortune
in the line of duty, the Inquisitor is horribly ugly.
82-83 Attractive: The Inquisitor is very attractive. They may exploit this to its
full advantage.
84-85 Favourite weapon: There is a named weapon the Inquisitor considers it unlucky
to enter battle without.
86-87 Hatred: Some poor unfortunate person, organisation or species is the focus of
the Inquisitor's intense hatred, for whatever reason.
88-89 Sadist: The pain of others brings satisfaction to the Inquisitor.
90-91 Damned by association: A past associate or colleague has been found guilty of
heresy, and by extension the suspicions of the Inquisitor's peers has fallen upon
them.
92-93 Tortured/captured: Possibly deeply traumatic to the Inquisitor, or it could
have hardened their resolve against a particular foe. An experience they do not
want to repeat!
94-95 Family: The Inquisitor has found time to start a family.
96 Heretical mentor: The Inquisitor's mentor fell to the whispers of heretical
thought.
97 Heretical pupil: One of the Inquisitor's past students went heretical.
98 Political aspirations: Not so unusual in the Inquisition, this particular figure
wants to climb the ladder of political power, either for themselves or the
righteousness of their philosophy.
99 Quite a character: Roll twice more on this table.
100 Heretic: Roll on the 'Heretic' table, you filthy, traitorous swine! It is worth
noting that any Inquisitor of a heretical nature will have kept this secret if they
wanted to survive more than five minutes in the Imperium.

Resources (roll 1-5 times)


01-20 Ties with?: The Inquisitor is well-connected, and can call upon various
organisations to assist them, be it the might of an Astartes Chapter or the unique
skills of an Administratum archivist. Roll on the 'Ties with?' table.
21-30 Personal army: The Inquisitor maintains a privately acquired body of troops.
Roll on the 'Personal army' table.
31-40 Unarmed spaceship: Roll on the 'Unarmed spaceship' table.
41-47 Armed spaceship: Roll on the 'Armed spaceship' table.
48 Reliquary: Ancient relics of holy significance are carried about by the
Inquisitor's staff, or are kept in a secure vault at the Inquisitor's base of
operations.
49 Harem: The Inquisitor possesses a harem, which may be purely for personal use
(Inquisitors can get lonely too?), or it may help out in their line of work.
50 Archeotech: Ancient and baroque machinery has been unearthed by the Inquisitor
from humanity's past. Who knows what it could do?
51-55 Archivists: The Inquisitor has a retinue of lexmechanics, archivists and
savants to sift through data and bring their considerable knowledge to use.
56 Infil-traitor network: A number of mind-wiped agents with hypno-imprinted
personalities are employed by the Inquisitor.
57-58 Pets/Familiars: Everything from a favoured grox to cyber-mastiffs and psiber
ravens.
59-61 Generic psionic resource: This could be a sanctioned telekine or an
untouchable, astropaths and even navigators could be included here.
62-63 Assassins: Not Ordo Assassinorum trained, nevertheless still well-trained and
motivated killers.
64 Planet: A world is governed by the Inquisitor, perhaps under martial law or as a
fief for them to conduct experiments/raise warriors.
65-70 Well established 'friends': Influential characters friends in high places,
such as nobles, politicians, etc.
71-75 'Dogsbody'/Butler: A loyal companion, always close by and ready with a loaded
weapon and a dry, witty comment.
76-80 Huge archives: A library of all manner of information is maintained by the
Inquisitor, ranging on texts from all manner of fields of study.
81-83 Forbidden tomes: The Inquisitor keeps proscribed texts.
84-85 Special armour: A suit of terminator armour, the carapace of a saint or maybe
something alien.
86 Special weaponry: This could be Ordo-specific, such as a Deamonhammer, or a
master-crafted power sword that is a great relic.
87-88 Hidden base: Roll on the 'Hidden base' table.
89-90 Fortress: Roll on the 'Fortress' table.
91 Spy network: Infiltrators and double-agents feed the Inquisitor information from
across the Sector.
92 Expert surgeon: In case of any hideous injuries the Inquisitor sustains, the
surgeon is on hand to fit bionics, perform plastic surgery, or maybe turn his
scalpel on captured heretics.
93-95 Expert bodyguards: Roll on the 'Expert bodyguards' table.
96-97 Huge favour: Somebody, somewhere, owes the Inquisitor big time. This could be
anything from a life debt to blackmail.
98-99 Research facility: The Inquisitor has access to a research facility, which
could be for anything and may be Ordo-specific.
100 Exterminatus: The death of worlds is in the Inquisitor's hands.

Ties with?
01-03 Space Marine Chapter: The Inquisitor has contact with a chapter of the
Adeptus Astartes, and can call upon them when in need of a favour, which often
involves a large amount of brute force.
04-15 Adeptus Mechanicus: Useful to aid in the identification and use of alien or
ancient technology, an Inquisitor with ties to the Mechanicus must be careful their
position is not compromised by agents of the Machine God.
16-30 Administratum: Bureaucrats, archivists and logisters, the staff of the
Administratum possess a great deal of information; they simply need to be told
where to look.
31-40 Adeptus Arbites: Good for the detention of heretics, as well as tracking
criminals and providing a decent amount of firepower when necessary.
41-55 Ecclesiarchy: The Imperial Church possesses vast wealth and resources, as
well as a presence on almost all Imperial worlds.
56-57 Assassinorum Temple: The Inquisitor has a powerful contact, possibly to do
with the Ordo Sicarius, and can gain access to a deadly Assassin of one of the six
temples.
58-63 Criminal Organisation: Anything from a xeno-trading cartel to narcotics
barons, having access to a criminal gang can be very useful in some places where
Imperial justice does not hold so much sway.
64-70 Noble House: Ideal for those of aristocratic birth, ties with the nobility
can often lead to use of House ships, troops and funds, as well as bolt-holes and
spies. This could also be a Navigator House.
71-76 Adeptus Astra Telepathica: Due to investigations into psykers or being a
psyker themselves, the Inquisitor has ties with the body that deals with all
sanctioned psykers in the Imperium.
77-88 Imperial Government: The Inquisitor has 'friends in high places' within a
particular region's government, be it a Sub-Sector, Sector or even a Segmentum.
89-98 Imperial Military: Naval or Imperial Guard assets are available to the
Inquisitor due to a martial background or contacts within the organisation.
99-100 Exotic: For Radicals, this could be aliens or even a daemon, whilst for
Puritans it's more likely to be a particularly holy figure (possibly on the verge
of Sainthood), a Rogue Trader, etc.

Heretic
01-40 Carta Extremis: Declared a heretic by their comrades, this Inquisitor is
hunted by their peers for any number of reasons - killing a fellow Inquisitor,
excessive displays of force or an unnecessary Exterminatus.
41-55 Ruinous Powers: The Inquisitor has been tempted into the worship of the dark
gods of Chaos.
56-60 Deceived: The C'tan Star-Gods have bent this individual to their heinous
will. Psykers should re-roll this result.
61-65 Working for the Greater Good: Hailing from the Eastern Fringe, this
Inquisitor's contact with the Tau has made them sympathise with their cause and now
they are feeding information back to the xenos scum.
66-70 Eldar infiltration: Owing to any number of convoluted reasons, such as
promises of access to the Black Library, the Inquisitor does as they request.
71-80 Illuminati: A believer in the prophecy of the Star-Child and the Sensei, the
Inquisitor is a member of this esoteric order. Gain the 'Illuminated' quirk.
81-90 Dark Pact: In order to gain power and influence, even if it was for the good
of the Imperium, the Inquisitor has forfeited his soul with a daemonic pact.
91-97 Trojan Horse: Due to any number of reasons, such as personal vendetta or
xenos influence, the Inquisitor's aim is to cause as much damage as possible.
98 Infil-Traitor: The Inquisitor is actually a sleeper-agent awaiting activation,
but from who? Impersonation of an Inquisitor is heresy!
99 Alien: Through cunning deceptions and extensive surgery, the Inquisitor is
actually an alien masquerading about as a human, for whatever dire purpose it has
in mind.
100 Daemonhost: Amazingly, a daemonhost has been able to masquerade as an
Inquisitor.

Personal army
01-20 Mercenaries: The Inquisitor has employed a cadre of mercenaries - these could
be professional, Imperial regulated (possessing a licence) troops or little better
than piratical brigands simply out for booty.
21-40 Guard formation: A body of Imperial guardsmen, be it a company or a regiment.
They could be specialists in a certain type of combat that the Inquisitor finds
useful.
41-60 Inquisitorial: Storm Troopers, Ordo-specific units or Inquisitorial Wardens.
61-80 Imperial (other): Arbitrators, Enforcers, Skitarii (technically Mechanicus,
not Imperial - plausible if the Inquisitor has ties with the Mechanicus), armed
Cultists, Penal units, Naval Security, PDF, Noble House troops, etc.
81-100 Exotic: Anything that is not covered here: Alien mercenaries (Kroot or
Orks?), renegades, mutants, abhumans, Adeptus Astartes, alien sponsors/allies (Tau
or Eldar?), Chaos forces (Traitor Legions, most suited to the Alpha Legion)

Unarmed spaceship
01-20 Tug: A small craft, not even a kilometre in length, with only five thousand
hands aboard. Ugly but functional.
21-40 Star Yacht: Sleek and ornate, the Star Yacht is designed to show off status
and provide transport in style.
41-60 Herald: Designed for speed, this craft is mostly engines. Ideal for
Inquisitorial business where time is of the essence.
61-80 Mercantile: A merchant ship that has been pressed into service for a variety
of reasons - its large hold may have been converted into a library, for example, or
the Inquisitor may be undercover as a merchant.
81-100 Exotic: Alien (exploration or transport vessel?), Mechanicus exploration
vessel, Naval/Inquisitorial Reconnaissance (possibly with psychic wardings),
Ministorum Cathedral ship, etc.

Armed spaceship
01-20 Frigate: A small vessel not intended for the heaviest actions, but still
capable at chasing down pirates and protecting convoys.
21-40 Strike Craft: Swift and well-armed for its size, usually equivalent to a
light cruiser in tonnage.
41-60 Carrier: It may be a carrier of interceptors and bombers, or one of assault
transports for the

Inquisitor's private army.


61-80 Cruiser: A ship of the line, well armed and armoured, capable of orbital
bombardment as well as fleet actions.
81-100 Exotic: Alien (bear in mind some are unlikely, e.g. Eldar, whereas some are
nigh-on impossible, e.g. Necron!), Mechanicus warship, Astartes vessel, Arbites
Punitive frigate, etc.
Hidden base
01-20 Asteroid: In the depths of an asteroid field the Inquisitor has made his
lair.
21-40 Volcano: The classic hidden lair (space-piranhas not included).
41-60 Underwater: Somewhere for the Inquisitor's foes to meet a 'fishy' end.
61-80 Space Hulk: In the dark places of the hulk, who knows what may lurk?
81-100 Other: Up to the player, or choose from above.

Fortress
01-20 Bunker Complex: The pragmatist's fort, intimidating yet durable.
21-40 Airbase: Using ancient technologies, this armed stronghold floats above a
planet's surface.
41-60 Impressive Citadel: Complete with gargoyles, high towers and fluttering
pennants (not to mention void shields and gun-turrets).
61-80 Space Station: Festooned with weapons batteries, turrets and heavily
shielded.
81-100 Other: Up to the player, or choose from above.
Expert bodyguard
01-20 Loyal henchmen: The rag-tag band the Inquisitor has collected over the years
form his die-hard bodyguard.
21-40 Death cultists: A small number of devout Death cultists protect the
Inquisitor.
41-60 Guardsmen: A squad of veterans or stormtroopers form the bodyguard of the
Inquisitor.
61-80 Psionic personnel: Either a powerful psyker or untouchable protects the
Inquisitor.
81-100 Exotic: This could be Ordo-specific (Crusaders for the Ordo Hereticus, an
Eldar Ranger for the Ordo Xenos, etc), or something unusual such as a unit of
Skitarii or even a Space Marine!

Illness
01-20 Hacking cough: A nasty cough.
21-40 Xenovirus: An alien virus.
41-60 Debilitating: Eyerot, Catachan Sloughing Fever
61-80 Terminal: St Basil's Spineblight, Tyranid Spore-Cysts, malignant tumours,
etc.
81-100 Warp-tainted malady: The Obliterator Virus is the most famous of such
illnesses.

Injury
01-20 Impressive scars: From duelling or battle
21-40 Lost a minor body part: Ear, finger
41-60 Lost a limb: Leg or arm.
61-80 Lost an organ: A punctured lung,
81-100 Paralysed: Unable to move some/all limbs.