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| The Comet of Sigmar Has Been Sighted! A video introduction to Warhammer Fantasy Roleplay |
| Warhammer Fantasy Roleplay | Published 06 November 2009 | Rating | 19 votes |
Warhammer Fantasy Roleplay is a roleplaying game that sets unlikely heroes on the road to perilous adventure, in the grim setting of Games Workshop's Warhammer Fantasy world. Players will venture into the dark corners of the Empire, guided by luck and Fate, and challenge the threats that others cannot or will not face.
| Protectors of the Forest A look at a faction from the upcoming board game Runewars |
| Runewars | Published 06 November 2009 | Rating | 19 votes |

Pico’s ears perked up, then he chattered noisily and scurried behind a nearby bush. “What is it old friend? What do you hear?” muttered Ronan as he hastily smothered the campfire he had lit the night before. Pico had already disappeared into the undergrowth when his master heard it... a great rumbling from above. Rushing beneath the cover of a nearby tree, Ronan of the Wild squinted toward the eastern sky, where like a great black cloud, a massive flock of razorwings began to block out the dim morning light. Filling the air with piercing shrieks and the beating of a thousand wings, the vile demons flew westward. “Come, Pico,” commanded Ronan sharply. “We must hurry; the Elves must be warned...”
Welcome to the first preview for Runewars, the upcoming epic board game of conquest, adventure, and fantasy empires! Today, we’ll take a look at the one of the exciting factions in Runewars, and we’ll explore some of the mechanics that make each faction unique.
We’ll begin our tour of the factions of Runewars with a look at the enigmatic Latari Elves. These forest-dwellers are from an ancient society, and their countless generations of experience and influence give them the edge in diplomatic situations. Their military might is not to be trifled with, however. Keen hunters possessing an uncanny oneness with nature, their innumerable Archers are renowned throughout all of Mennara... and in combat, their armies move with a wind-like swiftness.
To understand the unique personality of this faction (and indeed all four of them), we need to see how a Runewars Faction Sheet breaks down.
A Faction Sheet for the Latari Elves. Click the above image to enlarge.
The Latari Elves are a “Good” aligned faction, as indicated by the icon in the lower left corner of the above Faction Sheet, meaning that heroes that share this alignment are more likely to stay loyal (we’ll see more on the heroes of Terrinoth in a future preview). Just to the right of that information, you’ll see two more icons accompanied by numbers. These are the number of Tactics Cards and Influence Tokens that the faction begins the game with.
A peaceful people, the Latari Elves were caught unaware by the vile forces of Waiqar the Undying, and only reluctantly took up arms to defend their age-old way of life. That being the case, they begin the game with only one Tactic Card, the cards that offer surprising and powerful maneuvers in battle. Their ancient ties to the realm, however, give them formidable influence over its people and politics, so they begin the game with four Influence Tokens. These tokens act as a currency in several diplomatic situations, from adding neutral armies to your own forces, to claiming powerful political titles that can help you acquire Dragon Runes and win the game!
But how do you acquire more Tactic Cards and Influence Tokens as the game progresses? It is chiefly a matter of adeptly managing the dials on your Faction Sheet, which means controlling resource rich areas and harvesting those areas (through the use of Order Cards, which we’ll detail in a future preview) at opportune times.
As you spread your armies across the map, you’ll take over areas that entitle you to claim more of Runewars’ three resources: food, wood, and ore. Let’s take a closer look at the food dial from the above Faction Sheet.

The Latari Elves' food dial. By playing an "Acquire Power" Order Card as his seasonal order, this player could gain one Influence Token from this dial. Similarly, he could gain one Warrior unit by playing a "Recruit" Order Card.
The Latari Elves begin the game with two food, three wood, and two ore, meaning that their respective dials start out pointing at these numbers. Part of what gives each faction a unique play style, therefore, is the ease with which they can gather certain units, as well as Tactic Cards and Influence Tokens. With only two food icons controlled, the Latari Elves can claim one Influence Token whenever they execute the applicable Order Card. And if you look at their wood dial, you’ll see that they can quickly establish a sizable force of Archers, as long as they control enough wood-providing areas!

Two resource rich areas, highlighting the resources they hold (the southern one provides three food and the northern one provides two ore). By controlling these areas and playing a "Harvest" Order Card, a player may readjust his resource dials to include his newfound wealth.
Finally, take a look at the right side of the Latari Elves’ Faction Sheet, which provides details on their available units. The number at the far right gives the Initiative rating of the unit to its left, so an Archer has an Initiative of one, while a Warrior has an Initiative of four. Other factions may have slower, more powerful units that occupy the “5” space of the Initiative track, but the Elves’ are generally quicker (though perhaps less robust) in combat, and this contrast is masterfully represented through this initiative mechanic. We’ll take a closer look at initiative and combat in a future preview, however.
Each unit also has its own special abilities, and they are indicated here. The Pegasus Rider’s Flying ability lets it soar over mountains and rivers that are impassible to other armies, and its Fast ability lets it traverse three areas in a single move.
All of this adds up to create a unique, immersive, and well-balanced experience for a player selecting the Latari Elves. This faction can grow its armies quickly through both diplomacy and judicious resource management, but they should strike early, or risk facing the formidable late-game units of their opponents.
Check back regularly; in our next preview we’ll look at one of the evil factions, and we’ll see the specific mechanics behind Runewars’ innovative card-based combat system!
Runewars is an epic board game of conquest, adventure, and fantasy empires. Two to four players raise armies, gather resources, and race to collect the elusive and powerful dragon runes in the high-fantasy universe of Runebound.
| Heavy Firepower A Warhammer: Invasion Card of the Week article by Nate French |
| Warhammer: Invasion The Card Game | Published 06 November 2009 | Rating | 13 votes |

Welcome to the first “card of the week” for the Warhammer: Invasion The Card Game, in which we’ll be taking a close look at a different card each and every week. I’m sure that over the course of its lifetime this column will take many different angles. One week, we might present a strategy article that looks at different ways to take advantage of a card, other times we might discuss how to play against a card. Occasionally we’ll introduce and spoil new cards from upcoming sets, and sometimes we might just have an interesting story about the birth of a card... so be sure to check back each week! I’ve been invited to kick things off by discussing my favorite card in the Core Set, the Empire Pistoliers.
With somewhat innocuous stats (2 cost, 2 hit points, and a single power), this faction-defining card is all about its ability. When lead designer Eric Lang first turned in the design file, I fell in love with these guys upon the realization that they were the only card in the set that could single-handedly defend all 3 of your zones. Just make sure to wait until your opponent declares the attack before sending in the reinforcements!
From that point of departure, I found the value of amplifying the defensive reach of the Pistoliers, with cards like Knight Training and the Organ Gun. Knight Training in particular works especially well, moving a two power Pistoliers out of your Battlefield and into your Kingdom and then your Quest zone can really put you ahead in the resource race. It might be tempting to go full circle and attack as well, but be careful: once your opponent sees what you’re doing, the Pistoliers are going to be his primary target when he defends!
OK, that’s all pretty standard Pistoliers fare, and it wasn’t until I was in the midst of a test game against Eric that the final pieces of the Pistoliers pie pulled themselves together. I had a pretty nice set-up in my Kingdom with the City Gates and the Shrine to Taal, having built it up to 5 developments (and therefore extra power) that was growing every turn, when I drew into my Pistoliers. My first thought was to play them into my Kingdom or Quest zone: I was already collecting plenty of resources, what good would grabbing one more simply to move them back out accomplish? But then the combo dawned on me, and the Empire has never been the same. Since the power granted by the Shrine to Taal lasts until the end of the turn, the Pistoliers were the unit of choice for taking full advantage of the boost. Into my Kingdom they went, with an eye to survive until my following turn.
That turn arrived, and the Pistoliers were still on the table. The City Gates added another development to my Kingdom, and the Shrine to Taal gave the Pistoliers an incredible 7 extra power. I counted a treasure horde of resources, and then moved the Pistoliers over to my Quest zone and drew a mittful of cards. Finally, the amped up Pistoliers joined the forces in my Battlefield, and provided the lift that was needed to break through and burn one of Eric’s zones. Spoilsport that he is, Eric killed them off by defending, but the damage was already done, and the Pistoliers had more than paid for themselves...
In closing, I would like to offer one word of caution on this unit. While they are a dynamic, flexible unit that can be useful in adjusting to the flow of the battle as it develops on the table, it can be a trap, especially early in the game, to move them around simply for the sake of moving them. The early game is almost entirely about development, and more often than not you are better off using your resources to get more cards into play than to aimlessly move your Pistoliers around the board. Only after you are developed should take full advantage of this unit’s mobility, and use it to put yourself in a position to win the game.
Join us next week as we look at another spotlight card from the Warhammer: Invasion The Card Game core set.
Warhammer: Invasion The Card Game is a card game by Eric M. Lang in which 2 players develop their kingdoms and lay waste to their foes. Each side is comprised of either the forces of Order -Dwarfs, High Elves, Empire- or the forces of Destruction -Orcs, Chaos, Dark Elves- as they seek to extend their empire to include the entire Old World.
| A New Face Fantasy Flight Games is now on Facebook! |
| News | Published 05 November 2009 | Rating | 17 votes |
Fantasy Flight Games is pleased to announce that we are now on Facebook!
Facebook provides another great way for you to keep in touch with FFG.
Follow us to stay up to date with our cool videos, contests, and special events. Get the latest news on our extensive list of games and other media!
We'll see you there...
| For the Cause! New Spoilers for UFS Set 14: Quest of Souls |
| Universal Fighting System | Published 05 November 2009 | Rating | 10 votes |
UFS Set 14: Quest of Souls, featuring more of your favorite characters from the hit fighting game, SoulCalibur IV, as well as dynamic new cards to enliven and enrich the Universal Fighting System metagame, is fast approaching. The pre-release weekend for Set 14 is November 20th-22nd and to whet your appetite for this expansion, set developer James Hata has contributed this brief spoiler for two new cards. Without any further ado, take it away, James!
Welcome to round 3 of the UFS spoiler articles. This time around we are taking a look at Sacrifices for the Cause and Full Moon Disembowel.
Sacrifices for the Cause is an interesting card in that you spend cards in hand in order to commit cards in your opponent’s staging area. Note that it is a reusable ability, so therefore you can commit many low difficulty cards or a few high difficulty cards by discarding cards from your hand. So use this card to get rid of those pesky foundations you don’t want to deal with, or even go all out and try to commit your opponent’s character. Either way, just be careful not to overextend too much, or your opponent might end up punishing you harshly for it.
Full Moon Disembowel is one of my favorite attacks out of the set. The card has a pretty good +2 mid block modifier and is an high zone, high damage attack. This attack also has a great Combo ability that has a simple requirement, reveals the opponent’s hand, and provides a damage boost. Being able to see the opponent’s hand is especially great when used with the other ability on the card, which changes the zone of the attack!
Hope you guys enjoyed these previews. Stay tuned for the next spoiler for Soul Calibur IV Set 14!
- James Hata
Don't forget: the deadline for your store to sign up for the Set 14 Pre-release (The weekend of November 20th-22nd) is November 13th.
UFS (Universal Fighting System) is the premier fighting game TCG where all of your favorite console fighting game characters get to slug it out in the Arena of Champions. For more information on UFS, check out our UFS minisite.
| Combat Training 103: Putting it all together A step by step combat example for Warhammer Fantasy Roleplay |
| Warhammer Fantasy Roleplay | Published 04 November 2009 | Rating | 29 votes |
In previous designer diaries, I provided readers with a look at several different combat topics. Combat Training 101 introduced the initiative rules used in Warhammer Fantasy Roleplay. Combat Training 102 provided an in-depth look at the turn structure during a round of combat.
Now that the individual elements of combat task resolution have been discussed, it is time to look at an example that incorporates all of the information. This designer diary walks you through one entire player turn during a combat.
A Chance Encounter
This example walks through an entire character turn for Mellerion, a wood elf hunter who has stumbled across a foul beastman trespassing in his sacred forest home.
The GM describes how at the beginning of the encounter, the two stare at each other for a moment, surprised to find the other in this part of the forest.
Then, since the order in which the participants act is important to a combat situation, the GM asks Mellerion’s player to make an initiative check for the wood elf while the GM rolls for the beastman. Mellerion generates 4 successes, while the beastman manages only 1 success. The GM sets up the initiative track with a hero token on the 4th space and the beastman token on space 1.
Since a hero marker is the top-most token on the initiative track, Mellerion gets to act first. Mellerion’s player becomes the active player and starts his turn.
Beginning of Turn Phase
During the Beginning of Turn Phase, Mellerion’s player decides to move Mellerion toward a conservative stance, to take best advantage of his Accurate Shot Ranged Attack action card. He moves Mellerion’s stance activation token from the neutral space (where it began the encounter) to the first space on the conservative side of the stance meter.
To get the most out of the action, the active player decides it is worth it for Mellerion to suffer one stress to move another space along the conservative track. To reflect this, the active player places a stress token next to Mellerion’s character sheet, and puts the activation token on the second space along the conservative side of the stance meter.
Character Turn
Mellerion is now ready to act. Caught unprepared, however, he does not have his longbow in hand. He performs a manoeuvre to ready his longbow. Easy enough – a character can perform one manouevre for free each turn.
To show how other factors may contribute to the turn, let's assume that one of the requirements for Accurate Shot was "preparation" -- a special type of manoeuvre. It is not one of the requirements on the conversative side of this card, but preparation is a fairly common requirement for more complex or time-consuming actions.
Since Mellerion has already performed one free manoeuvre this turn (used to draw his longbow), he must suffer one fatigue to perform a second manoeuvre for preparation. The active player places a fatigue token next to Mellerion’s character sheet and declares that Mellerion is preparing for the Accurate Shot, taking a deep breath and lining up his shot against the beastman.
Mellerion is now ready to attack the beastman. The active player places the Accurate Shot action card next to Mellerion’s character sheet, with the conservative side face up. Based on the card’s special rules, he decides to have Mellerion suffer 2 stress to add 2 extra fortune dice to the attack’s dice pool. He assembles the dice pool for the action. Accurate Shot requires a Ballistics Skill check, which is based on Agility. Mellerion has Agility 5 and Ballistic Skill trained. He converts 2 of his 5 characteristic dice into conservative stance dice.
The GM indicates that the beastman is in medium range, and determines that this will be an easy check, which adds one challenge die to the dice pool. This particular beastman has a Defence of 1 for its thick, leathery hide, which adds one misfortune dice to the pool.
The GM describes how the dark, forboding shadows cloak the beastmen, but that Mellerion’s keen eyesight and experience in the forest allows him to ignore the shadows (which the GM deems would otherwise complicate the check and introduce several misfortune dice to the check).
There are no other environmental or situational modifiers to the task, so the current dice pool is comprised of:
Mellerion’s player rolls the entire dice pool, generating the following results:

Narrating the Results
The dice pool has results across a wide range of different dice. Since the end result is at least one net success, the action is successful. However, the GM notes that no more than one success appears on any one type of die – Mellerion succeeded with a balanced approach, relying equally on his innate Agility, a cautious approach, and benefitted from having fate shining upon him. Further, the player mentions how Mellerion’s long practiced marksmanship skills allowed him to time the action perfectly, as the Sigmar’s Comet provides the player with several options.
Resolving the Action
The pool generates three successes and one challenge, which is a net result of two successes – the attack succeeds! This is enough to generate the single success line on the Accurate Shot action card. If Mellerion had generated just one more success, he could use the three success line on the action card.
Looking at the other symbols, the dice pool generated no boons and two banes, for a final result of two banes. The Accurate Shot card lists a penalty for two banes: the attack will inflict one less point of damage.
Two other symbols have an effect on the action. The delay symbol allows the GM to move the hero marker on the initiative track down a space or place 2 recharge tokens on one of Mellerion’s action cards. The GM chooses to add two recharge tokens to Mellerion’s Dodge action card, explaining how the extra aim and time to draw a bead on the beastman potentially leaves him exposed to the creature’s retaliation.
Luckily, the other symbol, Sigmar’s Comet, is a good omen. It allows Mellerion to trigger a specific effect from either the action card, or based on the skill used during the check. The Accurate Shot has a Sigmar’s Comet effect allowing Mellerion to inflict 2 extra damage for each stress he suffered before taking the shot. Since Mellerion suffered 2 stress, that grants 4 extra damage!
Mellerion could also choose to trigger the longbow’s critical effect, and inflict critical damage. Finally, he has the option to use the Sigmar’s Comet as a success, which would let him trigger the three success line on the card. Weighing his options, he chooses to trigger the Sigmar’s Comet effect from the Accurate Shot card to inflict the extra damage.
Since the attack was successful, damage is calculated to see if the beastman suffers any wounds. The single success line of the Accurate Shot action card indicates the attack inflicts normal damage. Based on all the contributing factors, Mellerion’s damage potential is 12. This is based on hi Agility 5 + the longbow’s Damage Rating of 4 + 4 bonus damage from the Sigmar’s Comet effect - 1 damage from the bane result. This beastman’s Soak Value is 6 (his Toughness 4 + Soak Value of 2 from his monster entry). Subtracting the soak value from the damage potential shows how much damage gets through – the attack inflicts six wounds!
The action Accurate Shot has a recharge rating of six. After successfully performing the action, Mellerion’s player places six recharge tokens on the card. He won’t be able to use this particular action again while it is recharging.
Since Mellerion knows he won’t be able to dodge for a while, his player chooses to suffer one more fatigue to perform a final manoeuvre, drawing his longsword so he can at least attempt to parry. The active player places another fatigue token next to Mellerion’s character sheet.
The active player decides he has no further actions and does not want to perform any additional manoeuvres. He proceeds to the End of Turn Phase.
End of Turn Phase
Mellerion is not under the effect of any brief or dependent conditions, so the active player does not need to manage any condition cards. Mellerion does have action cards currently recharging. He removes one recharge token from his Dodge card (which received recharge tokens due to his delay result) and one recharge token from the Accurate Shot card (which acquired recharge token equal to its recharge rating after the action was successfully performed).
Now that Mellerion is done with his turn, the active player flips the activation token on his stance meter to indicate Mellerion has acted this round.
It is now time for the next initiative to resolve. In this situation, it would become the beastman’s turn, with the GM as the active player performing the beastman’s actions.
And that concludes our little walkthrough of Mellerion’s turn… I hope that helps answer some of the questions readers have had about how all these different steps work together.
Emperor’s Decree Update
It has been a busy week, indeed. A shipment of more than 200 copies of the Warhammer Fantasy Roleplay core set arrived Monday morning. The marketing team and I quickly went to work, unloading the shipment, breaking open the cartons to set up all the core sets for our production line, then feverishly building pre-release kits for the stores participating in the Emperor’s Decree Pre-Release Event for WFRP.
The event is coming up quickly, and I’m very excited. Stores should be getting their kits very soon. If you’re a player interested in trying out a demo, be sure to check out the stores that will be hosting the Emperor’s Decree, and contact them to learn more details about when their demos will be running, or to sign up to participate.
For those of you participating in the Emperor’s Decree event – either running the demo for your local store or playing in the Day Late, Shilling Short demo scenario – be sure to stop by the Warhammer Fantasy Roleplay forums and share your experience.


Warhammer Fantasy Roleplay is a roleplaying game that sets unlikely heroes on the road to perilous adventure, in the grim setting of Games Workshop's Warhammer Fantasy world. Players will venture into the dark corners of the Empire, guided by luck and Fate, and challenge the threats that others cannot or will not face.
| More Ways to Win Bonus Alternative Ending Cards are on the Talisman support page! |
| Talisman | Published 04 November 2009 | Rating | 21 votes |

A few days ago, we took a look at the Alternative Ending Cards offered in The Frostmarch, the new expansion for Talisman. Alternative Ending Cards offer variations on the standard Talisman victory conditions, and whether your group chooses them randomly or votes them into play, they can give exciting new direction to your game.
We’re pleased to announce that we’ve added two Alternative Ending Cards to the Talisman support page, and they’re available for download!
The Crown of Command card (pdf, 1.2mb) presents the standard victory condition in this new format, and the Danse Macabre card (pdf. 2.2mb) lets characters who make it to the center of the board control the fearsome Reaper (you must own The Reaper expansion to use this alternative ending)!
Add them to your choices of Alternative Ending Cards, and enjoy!
Talisman is a classic game of adventuring. Your character journeys through the lands in search of the powerful Crown of Command. Take control of one of 14 different characters from a powerful Troll to a magical Druid.
| Mercenaries Gather on the Plains Another FFG staff favorite |
| Condottiere | Published 03 November 2009 | Rating | 17 votes |
This month we’re highlighting Condottiere, one of our Silver Line Games and the FFG Staff Favorite of Evan Hall, Direct Sales Manager at Fantasy Flight Games. Although I have noticed the box sitting on our game library shelves a number of times, I haven’t had an opportunity to play it. Little did I know that within its compact container would be a hidden gem.


I have to agree with Evan. There are many reasons to love Condottiere, not the least of which is that it supports 2 - 6 players and takes all of a few minutes to set up. The game moves at a fast clip, is simple to explain to new players, and really captures the feel of the winds of change on the field of battle. For me, the moment-to-moment shifts were really great, along with the groans and excited yelling that come with a particularly surprising card play. It was an energetic and fantastic lunch break that caused me to pick up my own copy the very next day. Hopefully you’ll have a chance to enjoy it for yourself.
Condottiere is a game of intrigue and battle set in the Renaissance age, where armies of mercenaries fight to conquer and unite the most famous city-states of Italy.
| Radicals of The Three Ordos Inquisitors Who Turn The Enemy's Tools Against Him |
| Dark Heresy | Published 03 November 2009 | Rating | 20 votes |
+++Incoming Astropathic Transmission+++
Greetings, Dark Heresy fans! Some of the entries for the 2009 Dark Heresy Adventure Contest have already begun to come in, and I’m really looking forward to seeing all the great ideas from the community this year.
The theme of this year’s contest is Radicalism in the Inquisition, in honour of the upcoming release of The Radical’s Handbook for Dark Heresy. Thus, I thought it would be good this week to talk a little bit about Radical Inquisitors in the three main Ordos of the Inquisition, and how that knowledge can apply to a Dark Heresy campaign.
“Heresy is never seen as such by those under its thrall. It masquerades as necessity, obligation, and duty.”
–Inquisitor Deliko Konrad
Ordo Hereticus
Many Inquisitors and their agents who serve the Ordo Hereticus spend a great deal of time monitoring the body of the Imperium itself, from the makeup and organisation of the various Adepta to the toilings of common farm labourers upon an agri-world. There are many kinds of heresy to be found in such surroundings, from misguided cults of the Imperial Creed to the machinations of sly sorcerers and recidivists who rely upon psykers to warp the minds of Imperial citizens.
Radicals of the Ordo Hereticus may also become involved with tech-heresy, a particular thorn in the side of the Adeptus Mechanicus. However, the temptations of tech-heresy may lead even a devout servant of the Omnissiah astray...

Name: Cyrrik Scayl
Known Aliases: Master Sevensins
Known Associates or Organisations: The Logicians, the Children of Nomen Ryne
Preferred Methods of Operation: Scayl runs his operations from afar, trusting his instructions to special bionically-enhanced couriers or specialized cogitators locked with a gene-coded seal. Few have seen Scayl in person since his withdrawal from the Ordo Hereticus, but his agents can be found on many a hive world throughout the sector. There are other Tech-Priests of the Lathes who claim that Scayl is merely misguided and should be returned to the blessings of the Omnissiah rather than struck down.
In your Dark Heresy campaign, the temptations of tech-heresy may involve returning a fallen comrade to life with vile warp-machines (found in Disciples of the Dark Gods). Perhaps there is a particularly secure meeting place for cultists that the Acolytes must access. One tempting option for gaining entry may be the services of a Heretek who possesses a murder-cogitator and is willing to slay the security system’s machine-spirit for a price.
Ordo Xenos
Technology alone is not the only lure that can turn a once-Puritan Inquisitor to the ways of the Radical. Those of the Ordo Xenos are often involved against the pernicious influence of alien cultures as well, for the minds of humankind are fickle and are sometimes easily led into treachery by an alien’s soothing beguilement.
However, occasionally the Inquisitors who are charged with rooting out such influence fall under its sway.

Name: Staven Arcturos
Known Aliases: He Who Seeks, Hound of Seven Sorrows
Known Associates or Organisations: Ulthyr Ellarion of the Twilight’s Edge, the Screaming Silence, the Narrow Shade Troupe
Preferred Methods of Operation: Arcturos studies the future using methods he learned from alien mystics of the Eldar and bases every action upon the outcome he divines. So far, his methods have proven only fitfully accurate, and he has had to retreat from a dead end more than once. Nevertheless, he perseveres with the faith of a zealot in the xenos techniques.
In your Dark Heresy campaign, Acolytes who serve a Radical Ordo Xenos Inquisitor may find themselves working directly alongside an alien being, perhaps helping smuggle an Eldar diplomat to a waiting ship or escorting a communications servitor into an alien lair in order for it to record a forbidden tongue.
Ordo Malleus
The Ordo Malleus are daemonhunters and are most often found directly confronting the servants of the Ruinous Powers and Chaos. To set oneself against such formidable enemies is to place oneself in deadly danger for mind, body, and soul.
Radical Inquisitors of the Ordo Malleus are infamous for seeking to turn the powers of Chaos against itself and place the tools of sorcery and daemon-weapons into the hands of those who hunt the daemons. Some do so fully aware that they are damning themselves in the process...

Name: Felroth Stasius Gelt
Known Aliases: Lord Slyknife, the Haunted Hunter
Known Associates or Organisations: The Black Regiment, Lord-Captain Laomyr of The Triumph of St. Drusus, Rogue Trader Serren Travius
Preferred Methods of Operation: Gelt prefers to work with an extensive network of Acolytes and former associates. A charismatic and inspirational man, Gelt can call on the services of many agents throughout the Calixis Sector. He has been known to use captive psykers secured inside grav-suspended nutrient vats to provide a modicum of protection from the powers of the warp. Gelt is not afraid to get deeply involved in person, and prefers a “hands-on” approach to his investigations.
In your Dark Heresy campaign, a Radical Inquisitor of the Ordo Malleus may involve his Acolytes with the dark arts of sorcery. This could include sending his Acolytes to retrieve tomes of forbidden lore, seeking out a particularly cursed artefact, or assisting in the forging of a mighty daemon weapon.
Radicals and Rogue Traders
Now that the Rogue Trader Rulebook has been released, there are plenty of opportunities to cross over with Dark Heresy. For example, many Radical Inquisitors would be very interested in the activities of a Rogue Trader. A Radical of the Ordo Xenos would want to discover what the Rogue Trader knows about ancient alien civilisations beyond Imperial space, whilst an Ordo Malleus Radical would have more interest in smuggling some dark or tainted artefact into the Calixis Sector. A Radical affiliated with the Ordo Hereticus, by contrast, would value a Rogue Trader’s insight into the heathen cults of human colonies within the Koronus Expanse, perhaps to harness such blasphemous beliefs for themselves...
2009 Dark Heresy Adventure Competition
Don’t forget that the 2009 Dark Heresy Adventure Contest is going on right now! You have until November 30th to write up your adventure, and this year’s theme is all about the Radical factions of the Inquisition.
Dark Heresy is a roleplaying game set in the Warhammer 40,000 universe, the grim darkness of the far future. Players take on the roles of Acolytes serving the Inquisition, rooting out heresy and corruption from within the galaxy-spanning Imperium of Man.