MACROMUNDA
Allegiance
Inquisition Ordo Malleus
Codex / Campaign
Codex · Inquisition

Campaign56

Scenarios2

Containment scenario
Attackerthe Ordo Malleus (warding the retinue, closing the rift, and banishing what comes through before the incursion overwhelms it)
Defenderthe opposing gang (holding ground over the warp-rift the Malleus must close, or simply refusing the containment fight)
Deploya warp-rift marker is placed at the centre of the board; both gangs deploy on opposite edges. The Malleus sets up second and may cluster its warders tightly (the ward begins consecrated)
Objectivethe Malleus must perform the closing ritual on the rift (a fighter in base contact spends an activation each round; three activations close it) while banishing the daemon tokens that spawn from it each round; the enemy holds by keeping the rift open to the end
Victorythe Malleus wins by closing the rift before the sixth round ends; the enemy wins by keeping it open, or by breaking the Malleus retinue below its native majority before the ritual completes
Rewardsthe winner gains reputation; the Malleus additionally banks a favour roll if it closed the rift having lost no warder to a daemon token
Control Tracka Malleus containment win advances its Control-Track claim by one step (the world is warded) and marks the world cleansed; an enemy win holds the claim and leaves the rift a recurring hazard on that world's next battle

A warp-rift has torn open on the battlefield, bleeding daemons onto the ground, and the Ordo Malleus must close it before the incursion overwhelms everything.

ATTACKER The Ordo Malleus — warding the retinue, closing the rift, and banishing what comes through.

DEFENDER The opposing gang — holding the ground over the rift the Malleus must close, or simply refusing the containment fight.

BATTLEFIELD & DEPLOYMENT Place a warp-rift marker at the centre of the board. Both gangs deploy on opposite edges; the Malleus sets up second and may cluster its warders tightly, so the ward begins consecrated.

THE INCURSION Each round the rift spawns daemon tokens. The Malleus closes it by keeping a fighter in base contact: a fighter so placed spends an activation each round on the ritual, and three such activations seal the rift. Banished daemon tokens are dragged back through as they fall.

ENDING THE BATTLE The battle ends when the rift is closed or the sixth round ends.

VICTORY The Malleus wins by closing the rift before the sixth round ends. The enemy wins by keeping it open to that point, or by breaking the Malleus retinue below its native majority before the ritual completes.

REWARDS The winner gains reputation. The Malleus additionally banks a favour roll if it closed the rift having lost no warder to a daemon token.

CONTROL TRACK A Malleus containment win advances its Control-Track claim by one step — the world is warded and marked cleansed. An enemy win holds the claim and leaves the rift a recurring hazard on that world's next battle.

The Summoned Hammer scenario
Attackerthe Ordo Malleus (a minimal retinue holding the line until the Grey Knight strike lands)
Defenderthe opposing gang (attempting to overrun the thin Malleus warband before its reinforcements arrive)
Deploythe Malleus deploys a reduced starting crew; its requisitioned Grey Knights are held entirely in reserve. The enemy deploys at full strength along the opposite edge
Objectivethe Malleus must hold a central objective until the Grey Knights strike (arriving from the third round, by the Grey Knight Strike tactic); the enemy must take the objective and break the retinue before the hammer lands
Victorythe Malleus wins by holding the objective at the end of the sixth round; the enemy wins by holding it when the fifth round ends, or by reducing the native retinue below a legal majority
Rewardsthe winner gains reputation; the Malleus additionally gains a called-strike favour if the Grey Knights took an enemy Champion Out of Action the round they arrived
Control Tracka Malleus win advances its claim and opens deeper Grey Knight requisition on that world; an enemy win breaks the claim and forces the Malleus to fight its next battle on that world without reserves

A thin Malleus retinue must hold the line until the Grey Knights teleport in to break the enemy — the summoned hammer, and the anvil that must survive to meet it.

ATTACKER The Ordo Malleus — a minimal retinue holding until the strike lands.

DEFENDER The opposing gang — striving to overrun the thin warband before its reinforcements arrive.

BATTLEFIELD & DEPLOYMENT The Malleus deploys a reduced starting crew and holds its requisitioned Grey Knights entirely in reserve. The enemy deploys at full strength along the opposite edge.

THE STRIKE A central objective stands between the two forces. The Malleus must hold it until the Grey Knights strike, arriving from the third round by the Grey Knight Strike tactic. The enemy must seize it and break the retinue before the hammer falls.

ENDING THE BATTLE The battle ends at the close of the sixth round, or earlier if the retinue is broken.

VICTORY The Malleus wins by holding the objective at the end of the sixth round. The enemy wins by holding it when the fifth round ends, or by reducing the native retinue below a legal majority.

REWARDS The winner gains reputation. The Malleus additionally gains a called-strike favour if the Grey Knights took an enemy Champion Out of Action the round they arrived.

CONTROL TRACK A Malleus win advances its claim and opens deeper Grey Knight requisition on that world. An enemy win breaks the claim and forces the Malleus to fight its next battle there without reserves.

Favours9

RollFavourPatron
4A Quiet Word. A whisper passes through the Ordo's clerks and informants, and a ledger opens where it was closed. Before the battle, choose one enemy fighter; you learn its full wargear, and you may re-roll the first Ammo check any of your fighters makes against it. Small knowledge, turned to a small edge.the Ordo's clerks and hive-court informants (a whisper in the right ledger)
5A Warded Charm. The conclave's artificer-priests press a blessing into silver and send it to the front. Choose one of your fighters; for this battle it carries a warded charm. The first time it would suffer a Wound from a psychic power or a daemon's attack, that Wound is ignored — faith made briefly solid.the conclave's artificer-priests (a blessing pressed into silver)
6A Loaned Relic. The reliquary-wardens unseal a warp-bane relic and loan it to the hunt. For this battle, one of your fighters may carry a null-rod at no charge, nullifying a psychic power within range as the Ordo's own relic does. It is returned when the incursion is broken — the wardens count every blessing back.the Ordo's reliquary-wardens (keepers of the warp-bane relics)
7A Sanctioned Writ. The Inquisitorial seal overrides every embargo in the sector. Before the battle you may acquire one Rare item at −3 availability, however tightly it is held; the writ opens doors that credits alone never could. Spend it once, and the door closes behind you.the Ordo hierarchy (the seal that overrides every embargo)
8A Writ Of Requisition. The conclave widens the seal for a single hunt. For your next battle, raise one Grey Knight requisition slot cap by one — a deeper call than the warband's standing writ allows. The conclave expects results worthy of the indulgence.the Ordo Malleus conclave (the Inquisitorial writ that widens the seal)
9The Conclaves Blessing. The daemon-hunter conclave sanctions the retinue's faith before it marches. For this battle, the Aegis of the Ordo counts one warder more than are actually in range, its denials biting harder for the blessing laid upon them. The warp finds your warband a colder place than it should be.the daemon-hunter conclave (the sanctioning of the retinue's faith)
10A Called Strike. A Grey Knight Brotherhood answers the call. Once this battle, you may bring a single requisitioned Grey Knight in from reserve by the Grey Knight Strike without spending the tactic, arriving more than 6" from any enemy. The hammer falls where the Inquisitor points it.a Grey Knight Brotherhood (the chamber militant answering the call)
11The Brotherhoods Oath. An oath is sworn between Ordo and Chamber Militant, and it holds through the fight. For this battle, every requisitioned Grey Knight in your warband re-rolls failed Nerve tests and failed Willpower denials, fighting beside the retinue as though the two were one order. The oath is repaid in the blood of the unclean.a Grey Knight Brotherhood (an oath sworn between Ordo and Chamber Militant)
12The Conclave Descends. The daemon-hunter conclave does not send help — it comes itself. For this battle, your Inquisitor gains a second use of the Authority's compel, the Aegis of the Ordo counts two warders more than are in range, and once this battle you may bring a requisitioned Grey Knight from reserve for free. When the full conclave descends, the incursion does not survive the day.the full daemon-hunter conclave (it does not send help — it comes itself)

Gang Tactics36

RollTacticTiming
11Warding Circle. The retinue closes ranks around its warders. Until the start of your next turn, the Aegis of the Ordo counts as one warder more than are actually in range for every denial your warband makes. Play it as the enemy's psyker readies its work.Any round
12Grey Knight Strike. The seal calls the hammer down. Bring a single requisitioned Grey Knight held in reserve onto the board from any table edge, more than 6" from an enemy fighter. It acts as normal this round — the strike the whole warband was waiting on.Deployment / any round
13Banishment Rite. The litany is spoken in full before the blade falls. The next Banishment test one of your fighters makes this round may be re-rolled if it fails. A daemon that shrugs off the first word rarely survives the second.Any round
14Hexagrammatic Cordon. Warded sigils are struck into the ground around the Inquisitor. Until the start of your next turn, no enemy daemon may arrive from reserve, deep strike, or otherwise be set up within Short of your Inquisitor. The ground itself refuses them.Deployment / any round
15The Seal Compels. The Inquisitor spends the weight of his office. Immediately refresh the Authority's once-per-battle compel, whether or not it has already been used this battle — the seal brooks no delay when the hunt turns.Any round
16Silver And Salt. Blessed rounds and consecrated blades are readied across the retinue. Until the start of your next turn, every attack your fighters make against a daemon counts as having the anti-daemon quality, tearing at warp-flesh that would shrug off common steel.Start of round
21The Incorruptible. Play when a friendly fighter must take a test against Fear or Terror caused by a daemon or psyker. That fighter passes automatically — the warded do not flinch from the unclean.Reaction
22Sanctified Ground. One piece of terrain your fighters hold is consecrated for the round. Until your next turn, enemy psykers within Short of it suffer −1 to their Willpower and psychic tests, the warp thinning over hallowed stone.Start of round
23The Emperors Aegis. Play when an enemy Wyrd Power targets a friendly fighter within Short of a warder. Add +2 to the Aegis of the Ordo denial against that power — the ward flares bright at the moment of need.Reaction
24Warp Sight. Play when an enemy fighter is set up from reserve, infiltrates, or reveals from hiding within your line of sight. Your Mystic has already seen it come: one of your fighters may immediately make a free Aim, or shoot at the newcomer as though it had just activated.Reaction
25Relentless Purge. Play when one of your fighters takes an enemy daemon or psyker Out of Action in melee. That fighter may immediately make a free move up to its remaining Movement toward the next nearest daemon or psyker — the purge does not pause to breathe.Reaction
26The Culexus Pall. The retinue's null-fields bleed together into a smothering pall. Until the start of your next turn, every enemy psyker within 12" of your Inquisitor suffers −1 to all Willpower and psychic tests, the immaterium curdling around them.Start of round
31Aegis Invoked. Play when an enemy Wyrd Power would target a friendly fighter, even one beyond Short of a warder. The Aegis of the Ordo may attempt to deny it this once regardless of range — faith reaches where the retinue cannot.Reaction
32No Escape. The cordon tightens. Until the start of your next turn, no enemy fighter within Short of two or more of your fighters may make a Retreat action or otherwise leave combat — there is no bolting from a Malleus containment.Start of round
33Psycannon Salvo. Play when one of your fighters shoots with a psycannon. It fires a second time at the same target this activation, blessed rounds hammering in a double burst — the anti-daemon salvo the gun was built to loose.Reaction
34The Writ Of Execution. The Inquisitor names a mark for death. Choose one enemy fighter; until the start of your next turn, every one of your fighters re-rolls failed Hit rolls against it. The writ is signed, and the warband executes it.Start of round
35Warded Advance. Play when a friendly fighter within Short of a warder is targeted by a shooting attack from an enemy psyker. That fighter counts as being in partial cover against the attack — the ward turns the shot as surely as a wall.Reaction
36Litany Of Hate. Play when a friendly fighter fights in melee against a daemon. It re-rolls failed Hit rolls for that combat, the litany of hate steadying every stroke against the unclean.Reaction
41Banish The Lesser. Play when a daemon token or lesser daemon is within Short of one of your fighters at the start of its activation. That fighter may make an immediate Willpower test; on a success the lesser daemon is banished and removed — dragged back before it can strike.Reaction
42Hold The Line. Play when a friendly fighter would become Broken. It passes the Nerve test automatically instead — the retinue holds the line, and the warded do not run.Reaction
43Silver Rain. Play when one of your fighters shoots with a psilencer. Its multi-shot counts one shot higher this activation, a silver rain scything into the swarming warp.Reaction
44The Unclean Revealed. The auspex and the Mystic's sight strip away every glamour. Until the start of your next turn, no enemy fighter may benefit from concealment, hiding, or infiltration rules against your warband — the unclean is shown for what it is.Start of round
45Martyrs Vengeance. Play when a friendly fighter is taken Out of Action by a daemon or psyker. One friendly fighter within Short of it may immediately make a free attack or shooting action against the enemy responsible — the martyr is answered.Reaction
46Sealed Vault. The reliquary is sealed against theft and sabotage. Until the start of your next turn, no enemy fighter may interact with, loot, or damage your objectives or territory markers — the vault holds, warded shut.Start of round
51Grey Knight Teleport. The Grey Knights fold space to reposition. Remove one requisitioned Grey Knight from the board and set it up again anywhere more than 6" from an enemy fighter — the teleport strike, landing where the hunt now needs it.Start of round
52Warp Quenched. Play when an enemy psyker successfully manifests a Wyrd Power within 12" of your Inquisitor. Make a Willpower test for the Inquisitor; on a success the power is quenched and has no effect, the null-relic smothering it as it forms.Reaction
53The Inquisitors Word. Play when a friendly fighter within Short of the Inquisitor fails a Nerve test or a Willpower denial. It may immediately re-roll that test — the Inquisitor's word does not permit failure.Reaction
54Rite Of Exorcism. The retinue performs the full rite over a bound or wounded daemon. Choose one enemy daemon within Short of a fighter; until the start of your next turn it suffers −1 to Hit and may not use any invulnerable save, the rite prising the spirit loose from the flesh.Start of round
55Forbidden Lore. The Sage opens a sealed tome the moment the ground is chosen. After deployment, choose one enemy fighter or gang rule; its controller must answer one question about it truthfully, and you may re-roll the first failed Intelligence test one of your fighters makes this battle.After deployment
56The Monodominants Zeal. Play when a friendly fighter within Short of the Inquisitor is targeted by any attack. It gains a 6+ invulnerable save against that attack, or improves an existing invulnerable save by 1 — the puritan's zeal a shield in itself.Reaction
61Dead Mans Wards. Play when a friendly warder is taken Out of Action. Its wards hold past its fall: until the start of your next turn, the Aegis of the Ordo counts that fallen warder as still in range for every denial. The dead do not stop warding.Reaction
62Sanctified Rounds. Play when one of your fighters shoots at a daemon. That attack gains −1 AP and re-rolls a failed Wound roll, its rounds blessed to bite deeper into warp-flesh.Reaction
63Unbroken Faith. Play when your warband would take a Bottle test. It passes automatically this once — the faith of the retinue does not break while the Inquisitor stands.Reaction
64The Daemonhosts Strain. The binding is let out a notch. Until the start of your next turn, your Daemonhost gains +1 Strength and +1 Attack, straining against its leash to tear into the enemy — but at the end of the round it must pass a control test or take a Wound as the effort savages it.Start of round
65Relic Blade. Play when one of your fighters fights with a force weapon or a power weapon in melee. That weapon gains the banish quality against daemons and −1 AP for the combat, the relic-blade waking to the nearness of the unclean.Reaction
66The Emperor Protects. Play when a friendly fighter would be taken Out of Action. Roll a D6; on a 4, 5 or 6 it is Seriously Injured instead — the Emperor protects His servants, and the daemon is denied one more soul.Reaction

Alliances2

The Daemon Feud alliance
Whoany daemon or warp-touched force — a Chaos Daemons warband, a warp-cult, or a Khorne-marked gang (the Blood Tithe cult the Ordo is purpose-built to break) — never a truce, always a hunt
Termsa standing campaign feud, not an alliance: the Malleus can never make peace with a daemon force. While the feud holds the Malleus gains +1 reputation for any battle in which it takes a daemon or psyker enemy Champion Out of Action, and may declare a Containment battle against the feuded gang once per campaign phase; the daemon force gains no terms in return — it is prey, not a partner

The Ordo Malleus stands in open feud with any daemon or warp-touched force — a Chaos Daemons warband, a warp-cult, or a Khorne-marked gang whose Blood Tithe it was raised to break. This is never a truce and never a bargain; the daemon is prey, not a partner, and the Malleus can make no peace with it. While the feud holds, the warband gains +1 reputation for any battle in which it takes a daemon or psyker enemy Champion Out of Action, and once per campaign phase it may declare a Containment battle against the feuded gang. The daemon force is granted nothing in return — the feud runs one way, toward the veil.

The Ordo Pact alliance
Whoanother Ordo of the Inquisition (an Ordo Hereticus or Ordo Xenos warband, any pairing — never a fixed named House) that shares a hunt against a common heresy, lending tools rather than bodies
Termsa campaign-level, phase-gated shared-hunt pact: while it holds, each Ordo may lend the other ONE support-roster tool (a single fighter or a single relic) for a joint battle at cost, and both observe map-level non-aggression. No cross-Ordo fighters join a normal-battle gang list. The pact opens only at a world's incursion/purge phase and dissolves when the shared enemy is broken

When a shared heresy demands more tools than one Ordo can carry, the Malleus will strike a pact with another Ordo of the Inquisition — a Hereticus or Xenos warband, any pairing, never a fixed name. It is a lending of tools, not of bodies. While the pact holds, each Ordo may loan the other a single support-roster tool — one fighter or one relic — for a joint battle at cost, and both observe map-level non-aggression. No cross-Ordo fighter joins a normal gang list. The pact opens only when a world enters its incursion or purge phase, and it dissolves the moment the shared enemy is broken.

Legendary Names3

The Hammer That Answers Inquisitor Lord of the Malleus

XP cost (random): 6

XP cost (chosen): 12

The Hammer That Answers. An Inquisitor Lord whose call the Grey Knights never refuse. Once per battle this Inquisitor may summon a requisitioned Grey Knight from reserve for free by the Grey Knight Strike, ignoring the usual slot cap for that arrival. Yet the Lord has forgotten how to finish a fight alone: it may not spend the Authority's compel in any round in which a requisitioned Grey Knight stands on the board, and if no Grey Knight was requisitioned into the warband at all, it fights at −1 to every Nerve test. This name is taken for 6 experience rolled at random or 12 chosen.

The Monodominant Inquisitor Lord of the Malleus

XP cost (random): 6

XP cost (chosen): 12

The Monodominant. The puritan Lord who trusts no relic but faith. This Inquisitor and all friendlies within Short treat the Aegis of the Ordo as active even against a gang that fields no Wyrd Powers, gaining its lowest tier as a flat re-roll on failed Nerve tests. But the puritan will carry no bound thing: this Inquisitor may never field a Daemonhost, may not take the Bind the Daemonhost skill, and treats the null-rod and every warp-bane relic as one availability step rarer. This name is taken for 6 experience rolled at random or 12 chosen.

The Warded Lord Inquisitor Lord of the Malleus

XP cost (random): 6

XP cost (chosen): 12

The Warded Lord. The deepest warden of the Ordo — an Inquisitor who has banished a Greater Daemon and lived to seal the rift behind it. This Lord's Aegis of the Ordo counts as one warder more than are actually in range, and once per battle it may pass a single Willpower or Aegis denial automatically, without rolling. But the warded reputation is a cage as well as a crown: while any friendly fighter within Short is targeted by an enemy Wyrd Power, this Inquisitor must attempt to deny it, and it may not claim an objective while an un-warded friendly stands within range of an enemy psyker. This name is taken for 6 experience rolled at random or 12 chosen.

Sub-Plots2

The Deepening Writ sub-plot

Reward: the Inquisitor's writ deepens permanently: for the rest of the campaign the warband's Grey Knight requisition slot caps are each raised by one, and it may take one warp-bane relic at one availability step cheaper. Claimed only once

The Deepening Writ. The Ordo rewards the warband that proves it can hold a world against the warp. If, across the campaign, your gang closes three warp-rifts — winning three Containment battles — and banishes a multi-Wound daemon, taking a Brute or multi-Wound daemon Out of Action with a Banishment test, the Inquisitor's writ deepens for good. For the rest of the campaign each of your Grey Knight requisition slot caps rises by one, and you may take one warp-bane relic at one availability step cheaper. This may be claimed only once.

The Radicals Bargain sub-plot

Reward: the binding is mastered: the Daemonhost permanently passes ALL failed control tests while the Inquisitor lives (not merely the first each round) and may re-roll one failed Wound in melee per battle. But if the Inquisitor is ever taken Out of Action, the Daemonhost immediately turns on the nearest fighter, friend or foe. Claimed only once

The Radical's Bargain. A binding that never slips tempts the radical to trust it further. If your warband fields a Daemonhost that survives three consecutive battles without its Inquisitor ever failing a control test, the binding is mastered: from then on the Daemonhost passes every control test it fails while the Inquisitor lives — not merely the first each round — and may re-roll one failed Wound in melee each battle. But mastery is a debt. Should that Inquisitor ever be taken Out of Action, the Daemonhost turns at once upon the nearest fighter, friend or foe. This may be claimed only once.

Terrain2

The Interrogation Cell terrain

The Interrogation Cell. A sealed questioning-chamber of the Ordo, where captured heretics and warp-touched prisoners are broken for what they know. Held as a campaign territory, the Cell yields intelligence rather than plunder: after any battle in which the warband took an enemy fighter Out of Action, it gains a modest credit bounty, or may instead buy a single Rare item at −2 availability that trading cycle. It grants no rule on the battlefield itself — its work is done in the dark, afterward.

The Sanctum terrain

The Sanctum. A warded chapel-redoubt of the Ordo, its hexagrammatic sigils worked into the very stone and tended between hunts by the warband's chaplains. While a fighter stands within the Sanctum, friendly psykers and the Aegis of the Ordo gain +1 to their denials, and enemy psykers inside it suffer −1 to every Willpower and psychic test. As a campaign territory it yields no coin; instead the controlling warband may re-roll one failed post-battle recovery roll each battle, the chaplains tending the warded back to strength.