MACROMUNDA
Allegiance
Inquisition Ordo Malleus
Codex / Wargear
Codex · Inquisition

Wargear22

Hexagrammatic Wards Armour
Cost30

Hexagrammatic Wards. Sigils of binding inked beneath the armour and worked into every seam, each a small prison the daemon's touch cannot easily cross. Attacks made against the bearer by a daemon are resolved at −1 to Wound, the abomination's blows sliding off wards older than the flesh they guard.

Null Rod Lean Status Item
Costinherent

Null-Rod. A shard of blackstone bound in a warded haft — an absence of the warp made solid. Within range it nullifies a psychic power outright, the immaterium simply refusing to answer near the stone. Every Malleus warband may bear the Ordo's null-rod, and the daemon-hunters field it as their signature relic — a second kept stocked for the deeper hunt, so no warder walks the rift without one.

Sanctified Amulet Field Armour
Cost35

Sanctified Warding Amulet. A disc of blessed silver worn against the breast, its surface scored with litanies of denial. While a fighter carries it, it adds +1 to that fighter's Aegis of the Ordo and Willpower denials — a personal deepening of the collective ward, hung on the warder who most needs to hold the line against the witch.

Warp Bane Consumable Chems
Cost15

Warp-Bane Consumable. A sealed vial of blessed salt and consecrated oil, broken over a blade before the killing stroke. One melee attack this battle counts as a banishing strike against a daemon, severing the animating spirit as a force weapon would. Once spent the vial is empty — a single measured answer to a single abomination.

Armoured Bodyglove Armour
Cost25

An armoured bodyglove is the agent's worn underlay — a mesh of protective weave drawn beneath plate or robe, improving the wearer's save by one. It is the quiet edge of a professional: no bulk, no display, just an extra layer of survival for those whose work takes them into places no armour column would follow. Slipped under carapace it hardens an already sound Agent; worn alone by an infiltrator, it is the thin margin between a clean withdrawal and a body left behind.

Augmetics Bionics
Cost45

Augmetics are the bionic replacements of a much-rebuilt Agent — a mechanical arm, a bionic eye, a reinforced joint grafted where flesh has failed. They mark a fighter who has served long and suffered for it, and they offset the lingering harm of old wounds that would otherwise slow a lesser body. Sturdier than the flesh they replace, they let a veteran keep fighting where injury should have set them aside. In the Inquisition's endless hunts, the truly experienced Agent is often as much iron as blood.

Auspex Accessory
Cost25

An auspex is a handheld bio-scanner — a sensor wand that reads heat, motion and life-sign through smoke, wall and darkness. In the bearer's hand it drags hidden and infiltrating fighters into the open, denying an enemy the ambush it was counting on, and it sharpens the retinue's efforts to spot a threat before it strikes. For a warband that fights by surprise and precision, seeing first is half the kill, and the auspex is how the Inquisition refuses to be the one taken unaware.

Blade Venom Chems
Cost5

Blade venom is the Death-Cult's edge — a phial of fast toxin painted along a melee weapon before battle, lending it a poison bite for the duration of the fight. A shallow cut that would barely trouble a fighter becomes a killing wound as the venom takes hold. It is cheap, ugly work, favoured by the retinue's assassins who ask only that a weapon reach the flesh once. Against a lightly-warded foe it turns a glancing blow into a corpse; against the heavily armoured it does nothing the plate does not first allow.

Carapace Armour Armour
Cost80

Carapace armour is the standard plate of the retinue — rigid, well-fitted sections over the vital body, granting a 4+ save. It is the honest measure of the Inquisition's durability: not a superhuman hide nor a miracle field, but sound Imperial craftsmanship that keeps a trained Agent alive through the fire that would fell a lightly-clad soldier. Nearly every Throne Agent wears it as a matter of course, the baseline protection on which the retinue's quality is built.

Combat Stimms Chems
Cost25

Combat stimms are the agent's edge in a vial — a cocktail of battle-drugs injected on the eve of action that wrings a burst of speed and ferocity from the body for a single fight. For that one battle the fighter runs faster, strikes harder, or shrugs off pain it should not, spending tomorrow's strength today. The Inquisition tolerates the toll because its work is decided in moments, and a specialist pushed past its natural limit for one crucial engagement may be worth a dozen it never fights.

Cortex Implant Bionics
Cost15

A cortex implant is a mind-lock seated at the base of the skull — a disciplined circuit that steadies thought against fear and coercion. Once set, it lets the bearer re-roll a failed Cool or Willpower test, forcing clarity where terror or witchcraft would cloud it. It is sanctioned discipline made permanent, the surgeon's guarantee that an Agent's nerve will not fail at the moment it matters most. On a body already schooled against fear, it is the last insurance against the mind breaking before the enemy does.

Cyber Mastiff Status/companion
Cost100

A cyber-mastiff is a bonded attack companion — a heavy augmetic hound, part muscle and part machine, loyal to the Agent who keeps it. Loosed on command it runs down fleeing quarry and tears into the enemy with iron jaws, a savage extra body that answers to no fear. It guards its keeper's flank as readily as it hunts, and asks nothing but the hunt itself. For the retinue it is a rare thing: a companion that adds weight to the line without spending a trained Agent to do it.

Grav Chute Personal Equipment
Cost40

A grav-chute is the retinue's insertion kit — a compact repulsor harness that arrests a fall into a controlled descent and lets the bearer drop onto a target from above. It turns a height into an avenue, carrying an Agent past the ground the enemy expects them to cross and setting them down where they are least wanted. In the surgical raids the Inquisition favours, it is the tool that puts the right blade in the right place at the right moment, unlooked-for and already too close.

Inquisitorial Power Armour Armour
Cost100

Inquisitorial power armour is the elite plate of the retinue's most senior Agents — powered ceramite worked with the mark of the Ordo, granting a 3+ save. It turns aside blows that carapace would let through, and marks the fighter who wears it as one of consequence. Rare and jealously kept, it is reserved for the master or a favoured Champion rather than issued freely, the heaviest worn protection an Agent of the Inquisition is likely to bear.

Inquisitorial Seal Status Item
Costinherent

The Inquisitorial Seal is the master's authority worn openly — a rosette and sigil that no servant of the Imperium dares refuse. Its bearer may re-roll a failed Leadership or Nerve test, for the seal steadies both the one who holds it and those who behold it. Once per battle it may be raised in true command: name a friendly group activation and compel it, one such call at most. It is the seal made portable, extending the reach of the Inquisitor's Authority beyond the master's own shadow and pressing the retinue forward on the strength of the mandate alone.

Medicae Kit Personal Equipment
Cost30

A medicae kit is the retinue's narthecium — a case of counterseptics, stabilisers and surgical tools carried by an Agent trained to use them. In the field it can drag a downed fighter back from the edge, steadying a grievous wound before it kills. Afterward, in the quiet between battles, it mends injuries that would otherwise leave a body broken or lost. In a retinue this small, every Agent kept in the fight is worth a great deal, and the kit is how the Inquisition holds onto the specialists it cannot easily replace.

Null Rod Status Item
Costinherent

A null-rod is an anti-warp relic — a wand of blackstone or worse, quarried from things the Imperium fears, that drinks the power of the empyrean into a dead and silent nothing. Held aloft, it can nullify a psychic power worked within its reach, snuffing the witch's working before it lands. It is the surest counter the Inquisition owns to sorcery and the daemon alike, a relic so potent it borders on cursed. Kept for the gravest hunts, it is drawn only when the enemy fights with powers no plate or field can answer.

Preysight Accessory
Cost25

A preysight is a targeter fitted to a weapon's sight — a machine-eye that overlays range, lead and vitals onto the marksman's aim. After the bearer takes an Aim, it grants a re-roll of the Hit, and it reads through obscurement that would spoil an ordinary shot. It is the patient shooter's instrument, rewarding the fighter who steadies before firing rather than the one who sprays. In the hands of a marksman it turns a good shot into a certain one, and a half-seen target into a dead one.

Psyber Eagle Status/companion
Cost60

A psyber-eagle is a bonded raptor laced with cybernetics — a recon and attack companion that rides the air above its keeper. From on high it marks hidden foes and carries the sight of the battle back to the Agent it serves, then stoops in a rush of talon and augmetic claw when loosed to kill. Swift and hard to pin, it reaches ground the retinue cannot. It is a scout and a striker in one wingbeat, another instrument in the toolbox that costs the warband no fighter of its own.

Psychic Hood Field Armour
Cost60

A psychic hood is the anti-witch field — a crested device of psi-reactive circuitry that senses a hostile power reaching for the bearer and lashes back against it. When an enemy Wyrd Power targets the wearer, the hood grants a chance to re-roll against it or to smother it outright before it takes hold. It is the disciplined counter to the sorcerer, a defence woven for the Agent who expects to be marked by the warp and means to shrug the marking off. Against a foe that fights with the mind, it is worth more than any plate.

Rosarius Field Armour
Cost60

A rosarius is a bought invulnerable field — a conversion device worn at the throat or breast that throws up a shimmering ward against the killing blow, a 5+ or 4+ save that no armour-piercing edge can diminish. Where plate is defeated by a heavy enough strike, the field simply refuses it. It is the Inquisitor's last line, the ward that lets the master walk into fire that would end a lesser body outright. Precious and rare, it is the closest the retinue comes to a miracle, and it is spent nowhere but on those who can least be lost.

Servo Skull Status/companion
Cost30

A servo-skull is a hovering familiar built from a sanctified skull and a repulsor core, bonded to a fighter's service. Depending on its fitting it scouts ahead, bears a medicae array, or carries spare munitions to the line. It drifts at its keeper's shoulder, a small extra hand doing the work no Agent should be spared for. In a retinue of so few bodies, the servo-skull earns its keep by freeing a trained fighter from the errands a lifeless drone can run instead.