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.
Codex · Inquisition
Terrain2
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.