MACROMUNDA
Allegiance
Inquisition Ordo Hereticus
Codex / Composition
Codex · Inquisition

Composition4

Identity2

The Inquisition fields no army. It fields an authority. A single Inquisitor and a hand-picked retinue of Throne Agents — a psyker, an anti-psyker, an assassin, a tech-adept, a mailed Crusader — each a different instrument turned against a different heresy. Where other forces win by weight of numbers, the Inquisition wins by the exactness of its tools and by the seal its master carries: the mandate that compels the wider Imperium to fight at its side.

That mandate is Requisition, the retinue's defining power. An Inquisitor's word presses Space Marines, Battle Sisters, Guardsmen and the tempered killers of the Officio Assassinorum into service they owe no formal duty. The borrowed muscle is never truly owned — every requisitioned body takes the place of one of the Inquisitor's own, so a retinue that borrows heavily marches thinner for it.

There is no swarm here, and no miraculous save. Endurance is honest carapace plate, a bought rosarius field on the master, and a handful of resilient elites. The Inquisition is the surgeon's answer to the galaxy's rot: few hands, each holding the precise blade the wound demands, and the authority to call down heavier steel when the blade is not enough.

The Ordo Hereticus hunts the traitor within. Where the other Ordos turn their gaze outward — to the daemon, to the alien — these witch-hunters turn it on the Imperium's own: the rogue psyker, the heretic, the coven festering behind a loyal mask. A Hereticus warband is a small, elite toolbox of hyper-specialised bodies — a zealot Inquisitor, a condemnor-bearing Crusader wall, a caged Pariah whose very presence strangles the warp, a Death-Cult executioner, and a chained penitent driven before the line.

Its doctrine is suppression before slaughter. The Witch-Hunter's Authority chokes an enemy psyker's Willpower to nothing; the condemnor stake and the caged blank execute what the aura has exposed; and the purging flame drives a cult from the cover it hides in. When a heresy must be burned out root and branch, the Inquisitor alone carries the seal to summon the Adepta Sororitas, and a whole convent marches to his writ. This House fields few and chooses each with care. Against the psyker and the horde it is pitiless; against a mundane foe it leans instead on the mark of the heretic and the cleansing flame.

Gang Composition2

Credits1500
Leaders1
Champions2
Build Rules
  • Starting credits: 1500
  • Exactly 1 Leader (the Inquisitor)
  • 0-2 Champions (Interrogator / Crusader / Sage)
  • Acolytes / Henchmen are the Ganger backbone; Servitors the Juve tier
  • Backbone: Gangers >= Leaders + Champions (a small elite backbone, never a horde)
  • Requisition: 0-1 chamber-militant elite + 0-2 line + 0-1 Officio Assassin + 0-2 Imperial allies, each under the Ordo's seal
  • Native-majority governor: requisitioned fighters may never outnumber your native Throne Agents
  • Requisition is a passive roster rule, not a pool of credits to spend

A starting retinue is founded on 1500 credits. At its head stands exactly one Leader — the Inquisitor who carries the Ordo and the seal. Beneath the master serve up to two Champions, drawn from the Interrogators, Crusaders and Sages. Acolytes and Henchmen form the Ganger backbone and must at least equal the Leader and Champions together, though the retinue stays a small, elite body and never a horde; Servitors fill the Juve tier.

Beyond its own Throne Agents the retinue may requisition support from the wider Imperium: up to one chamber-militant elite, up to two line requisitions, a single Officio Assassin, and up to two Imperial allies, each answering to the Ordo's seal. One law governs them all — requisitioned fighters may never outnumber the native Throne Agents of the retinue. Requisition is a standing roster right, not a pool of credits to spend.

Credits1500
Leaders1
Champions2
Build Rules
  • Starting credits: 1500 (converter-wide default)
  • Exactly 1 Inquisitor (Leader — the zealot Hereticus build, Ld3+)
  • 0-2 Interrogators / Condemnor-Crusaders (Champions); 0-1 Dialogus
  • Acolytes bulk; Death-Cult / Pariah / Penitent 0-1 each; Servitors cheap
  • Requisition gated to ADEPTA SORORITAS: 0-1 elite (Sister Superior / Penitent Engine) + 0-2 line (Battle Sister / Retributor / Seraphim / Repentia), + Officio Assassin 0-1 (the Culexus) + Imperial allies 0-2 (leans the Sisters of Silence hardest)
  • Native-majority governor: requisitioned Sisters / Assassins / allies may never outnumber your native Throne Agents
  • Equipment: condemnor, psyk-out and the Pariah's null aura are Rare-gated

A Hereticus warband begins with 1500 credits and is built around exactly one Inquisitor — the zealot witch-hunter who leads it and carries its Authority. Beneath him stand up to two Champions, Interrogators or condemnor-Crusaders, and a single Dialogus. Acolytes form the bulk of the retinue, while the Death-Cult Assassin, the caged Pariah and the chained Penitent are each fielded no more than once; Servitors come cheap.

Through the Inquisitorial seal the warband may requisition the Adepta Sororitas: up to one elite — a Sister Superior or a Penitent Engine — up to two of the line — a Battle Sister, Retributor, Seraphim or Repentia — a single Officio Assassin, for which the Culexus is the natural choice, and up to two Imperial allies, leaning hardest on the Sisters of Silence. A native-majority governor binds them all: requisitioned Sisters, Assassins and allies may never outnumber the warband's own Throne Agents. The condemnor, the psyk-out and the Pariah's null aura are all Rare-gated.