Codex · Inquisition
Gang Tactics36
| Roll | Tactic | Timing |
|---|---|---|
| 11 | Warding 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 |
| 12 | Grey 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 |
| 13 | Banishment 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 |
| 14 | Hexagrammatic 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 |
| 15 | The 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 |
| 16 | Silver 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 |
| 21 | The 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 |
| 22 | Sanctified 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 |
| 23 | The 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 |
| 24 | Warp 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 |
| 25 | Relentless 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 |
| 26 | The 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 |
| 31 | Aegis 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 |
| 32 | No 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 |
| 33 | Psycannon 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 |
| 34 | The 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 |
| 35 | Warded 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 |
| 36 | Litany 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 |
| 41 | Banish 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 |
| 42 | Hold 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 |
| 43 | Silver 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 |
| 44 | The 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 |
| 45 | Martyrs 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 |
| 46 | Sealed 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 |
| 51 | Grey 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 |
| 52 | Warp 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 |
| 53 | The 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 |
| 54 | Rite 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 |
| 55 | Forbidden 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 |
| 56 | The 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 |
| 61 | Dead 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 |
| 62 | Sanctified 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 |
| 63 | Unbroken 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 |
| 64 | The 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 |
| 65 | Relic 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 |
| 66 | The 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 |