Using Inquisitor rules

I think we're along the same lines. What I mean is that an inquisitor could have any number of good reasons to be in the underhive, but in a game they'd be best represented as a narrative thing using special missions rather than engaging in a turf war with gangs. Like, if he's hoarding tech or trying to kill some demagogue, why's he getting bogged down fighting over chem pits?

An Inquisitor would have a very specific set of goals, which would work best (IMO) as a sequence of special scenarios as part of a campaign subplot. But an interrogator, sent out to prove his or her wiles by building authority in the underhive, I think that works well as a gang with a reason to fight over turf.
 
Another question, anyone know if there is still an active online community for inquisimunda? Just read through some different gangs, some seem pretty good compared to others, was wondering if any of this is still being played and tweaked anywhere.
 
i think a lot of the contribytors directed their efforts toward the Necromunda 3.0 project, which died out about a year ago... i'd love to get some of the action point/special action rules into necromunda, and generally a finished module for playing with starships and pilots and smugglers would be very cool.