Inquisitor 28mm: The Setting

As part of the series of articles on our latest Inquisitor 28mm escapades I thought I should post an article in a similar vein about the background for the game.

Now I’m reasonably new to the whole pen and paper ‘RP’ thing, I used to eat up role play games on my PC as a kid, and always gravitated towards games with more of a RPG element. But until around 2 years ago I was a tabletop/pen and paper RPG virgin. Since this time the Warbastards have run a number of campaigns in a variety of systems and settings – Starwars, Custom D&D, Alt -History World of Darkness (World War II Ware-Breeds) and a recently finished I28 campaign.

This campaign is my first foray into the role of GM, so I am expecting a bit of a learning curve, but I’d like to think I’ve got a handle on what worked and what didn’t from the previous campaigns.

I was keen for the players to be able to play a character they’d built and conceived themselves, so they would become invested and give a damn. Our group is pretty good at avoiding the Mary-Sue syndrome and will actually generate powerful characters that are RP driven rather than finding the perfect combination of equipments and abilities that will let them carve through a room of ninja-rogues without breaking a sweat. Trusting my players not to ruin the game with abuse of the mechanics I dreamt up a setting that would (within reason) allow the players to build almost any character archetype they wanted. My only caveat was no space marines. That included chaos ones.


The Setting

The game is set after the incursion of Hive-fleet Kraken, on a giant Mechanicus ship known as an ‘Ark’. The basic premiss being that following the Tyranid invasion the eastern fringe of the Imperium is horribly mauled and the infrastructure is currently in tatters. Agri-worlds have been stripped to nothing by the swarms, transport networks disrupted and the military machine horrifically mauled.

The Mechanicus Ark is part of a relief effort to bring much needed supplies from other parts of the Imperium to the beleaguered eastern front. Essentially the ship is a bulk goods transport vehicle who will be collecting massive quantities of grain to feed the worlds now cut off from their previous supplies.

As an exercise in efficiency the Mechanicus will also be shipping out material from the war-effort and back to its respective homes – no sense in the ship being empty one way!

The player characters are much ‘material’, packed in holds intended for food and supplies, they are a mix of refugees who have lost everything and seek a new life else where in the imperium, injured guard soldiers, damaged machines, dignitaries, merchants and probably various unsavoury types too – this is the imperium after all.

The Ark is headed to one world in particular Au’Gelt – the planet of gold. The planet is named for its appearance from space – a golden orb. The planet is an agri-world and nothing else. The entire surface given over to grain which is harvested by families who have done so for generations from the back of their sprawling harvest-crawlers. The families live a nomadic existence, living onboard their harvesters and following the growth of the grain around the surface. The families perpetually harvest, following the curve of the planet in an assigned ‘ring’. They circle the planet, eventually returning to their start point to find the grain re-grown and ready for harvesting. Life on Au’Gelt is a perpetual harvest.

Of course, this ship was at the front during a Tyranid invasion who knows what is in the cavernous holds and spaces between corridors and bulk heads….

The Inspiration



By day a mild mannered Web Designer from Swindon, by night a horder and shaper of bits in his mad kit bash laboratory.

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