MACROMUNDA
Allegiance
Inquisition Ordo Xenos
Codex / Campaign
Codex · Inquisition

Campaign56

Scenarios2

The Nest Clearance scenario
Attackerthe Ordo Xenos (declaring its prey, infiltrating the xeno-infested ruin, and clearing the nest before the brood breeds or reanimates)
Defenderthe xeno infestation (a nest of the declared breed racing to complete a breeding / reanimation cycle before it is purged)
Deploythe defender places three nest-markers across a dense infested ruin and deploys its brood around them; the Xenos declares its prey, deploys second on the facing edge, and may place up to two fighters in hidden deployment (Hunters Unseen)
Objectivethe Xenos must clear the nest — destroy all three nest-markers and take the priority alien Out of Action — before the brood completes its cycle (three uninterrupted brood activations on the markers) or breaks the thin retinue below its native majority
Victorythe Xenos wins by clearing all three nest-markers and downing the priority alien before the cycle completes; the infestation wins by completing the cycle, or by grinding the retinue below its native majority first
Rewardsthe winner gains reputation; the Xenos additionally banks a favour roll if it cleared the nest without losing a native Throne Agent, and a cleared nest deepens its special-issue pool (see The Accumulating Armoury)
Control Tracka Xenos clearance-win advances its Control-Track claim by one step and marks the world purged of the breed; an infestation win holds the claim and leaves a surviving brood that re-seeds the ruin on that world's next battle

The Ordo Xenos declares its prey, slips into a xeno-infested ruin, and burns the nest out root and brood before it can breed or reanimate. This is the hunt the warband was built for — the adaptive strike against a single alien breed, not a brawl against a foe of no fixed type.

ATTACKER AND DEFENDER The attacker is the Ordo Xenos, prey declared, come to clear the nest. The defender is the xeno infestation — a nest of the declared breed racing to complete its breeding or reanimation cycle before it is purged.

BATTLEFIELD A dense, infested ruin, with three nest-markers set across it and the brood gathered around them.

DEPLOYMENT The defender places the three nest-markers and deploys its brood around them. The Ordo Xenos declares its prey and deploys second on the facing edge, and may place up to two fighters in hidden deployment by Hunters Unseen.

OBJECTIVE The Xenos must clear the nest — destroy all three nest-markers and take the priority alien Out of Action — before the brood completes its cycle of three uninterrupted activations on the markers, or grinds the thin retinue below its native majority.

ENDING THE BATTLE AND VICTORY The Ordo Xenos wins by clearing all three nest-markers and downing the priority alien before the cycle completes. The infestation wins by completing its cycle, or by breaking the retinue below its native majority first.

REWARDS The winner gains Reputation. The Xenos additionally banks a favour roll if it cleared the nest without losing a single native Throne Agent, and a cleared nest deepens its special-issue pool, as told in The Accumulating Armoury.

CONTROL TRACK A Xenos clearance-win advances its control-track claim by one step and marks the world purged of the breed. An infestation win holds the claim and leaves a surviving brood that re-seeds the ruin on that world's next battle.

The Priority Kill scenario
Attackerthe Ordo Xenos (hunting one priority alien — a synapse-beast, a Cryptek, a Farseer — through its own retinue before it can turn the battle)
Defenderthe xenos warband (screening its priority leader among its fighters and racing to break the hunters or complete its own objective)
Deploythe defender secretly assigns the priority alien to one of its fighters and deploys across the board; the Xenos deploys second, may declare its prey after seeing the enemy list, and may place its Marksman and one other in hidden deployment
Objectivethe Xenos must reveal and take the priority alien Out of Action; the xenos warband wins by keeping the priority alien alive to the end of the battle, or by breaking the Xenos below its native majority first
Victorythe Xenos wins by downing the revealed priority alien; the xenos warband wins by protecting it to the final round or by grinding the thin retinue out
Rewardsthe winner gains reputation; the Xenos additionally banks a trophy (see The Trophy Hall) if the Marksman personally took the priority alien Out of Action with a special-issue round
Control Tracka Xenos kill-win advances its Control-Track claim by one step; a defender win holds the claim and the surviving alien leader emboldens the breed on that world's next battle

The Ordo Xenos hunts one alien through a whole enemy warband — a synapse-beast, a Cryptek, a Farseer screened among its own — and must find it and end it before it turns the battle. It is the surgical kill the doctrine is sharpened for: the priority target dropped before it can act.

ATTACKER AND DEFENDER The attacker is the Ordo Xenos, hunting the priority alien. The defender is the xenos warband, hiding its leader among its fighters and racing to break the hunters or complete its own ends.

BATTLEFIELD Open, contested ground the enemy warband is spread across, its priority alien concealed somewhere in the line.

DEPLOYMENT The defender secretly assigns the priority alien to one of its fighters and deploys across the board. The Ordo Xenos deploys second, may declare its prey after seeing the enemy list, and may place its Marksman and one other fighter in hidden deployment.

OBJECTIVE The Xenos must reveal the priority alien and take it Out of Action. The xenos warband wins by keeping that alien alive to the end of the battle, or by breaking the Xenos below its native majority first.

ENDING THE BATTLE AND VICTORY The Ordo Xenos wins by downing the revealed priority alien. The xenos warband wins by protecting it to the final round, or by grinding the thin retinue out.

REWARDS The winner gains Reputation. The Xenos additionally banks a trophy, as told in The Trophy Hall, if its Marksman personally took the priority alien Out of Action with a special-issue round.

CONTROL TRACK A Xenos kill-win advances its control-track claim by one step. A defender win holds the claim, and the surviving alien leader emboldens the breed on that world's next battle.

Favours9

RollFavourPatron
4A Token Of The Hunt. A minor writ arrives from the Ordo hierarchy, grudgingly signed. For the coming battle, one fighter may load a single special-issue round of your choice for free — a token of the hunt acknowledged, and little more.the Ordo hierarchy (a minor writ, grudgingly signed)
5Special Issue Crate. A crate of tuned rounds arrives from the Watch armoury. For the coming battle, up to two of your fighters carrying a bolt weapon may load one ammo-select round each for free, the shipment enough to feed a short, sharp hunt.the Watch armoury (a shipment of tuned rounds)
6The Jokaeros Service. A Jokaero is lent to your warband for a single service. Before the coming battle its re-forge may bank a permanent +1 to one profile value on any one of your weapons, then the creature is recalled to its keeper.a visiting Jokaero (an artisan lent for a single service)
7The Watch Listens. A line Veteran of the Deathwatch answers your seal, and this once at his bare listed cost. Add a single Veteran Bolter to your crew for the coming battle — the Watch listening, briefly, for free.the Deathwatch (a line Veteran answering the seal without his tax)
8A Captured Relic. The trophy vault yields a stabilised alien weapon. Add one captured xeno-weapon to your roster that does not suffer its Unstable trait for the coming battle — a xeno's edge with the danger tamed out of it.the trophy vault (a stabilised xeno-weapon)
9Preysight Issue. The armoury issues a stocked scope. One fighter gains a xeno-targeter for the coming battle at no cost, re-rolling its aimed Hit and ignoring the cover the declared prey hides behind.the armoury (a stocked scope)
10The Vindicares Favour. The Vindicare Temple answers the Ordo's word. For the coming battle you may field an Officio Assassin — the Vindicare a natural choice for the priority alien — at its listed cost, the temple's favour waiving the usual delay in securing one.the Officio Assassinorum (the Vindicare Temple)
11A Watch Captains Word. A Watch Captain gives his word, and the kill-team answers in force. For the coming battle you may requisition one elite Deathwatch veteran — a Black Shield or a Veteran Terminator — at its listed cost alone, the Captain himself vouching for the hunt.a Watch Captain (an elite kill-team answering in force)
12The Armoury Opens. The deepest writ is signed and the Inquisitorial armoury is thrown wide. For the coming battle every fighter in your warband carrying a bolt weapon may load one ammo-select round for free, and one captured xeno-weapon sheds its Unstable trait — the whole hunt armed as fully as the Ordo can arm it.the Inquisitorial armoury thrown wide (the deepest writ)

Gang Tactics36

RollTacticTiming
11Re Declare The Prey. Play this at the start of a round to re-declare your prey without spending your warband's own once-per-battle re-declaration — the hunt swinging onto a new breed as the fight turns, free of charge.Start of any round
12Watch Strike. Play this to bring a requisitioned Deathwatch veteran onto the board from hidden deployment, placed more than 6" from any enemy — the Watch striking from nowhere onto the alien's flank.Any round (deployment)
13Load Hellfire. Play this at the start of a round. One friendly special-issue weapon is loaded with Hellfire for the whole round, auto-Wounding the declared prey on a 2+ where it is multi-wound or large — the acid round chambered for the monster.Start of any round
14Jokaeros Gift. Play this at the start of a round, if a Jokaero is on the battlefield. Choose one gang weapon; until the end of the round the alien's craft raises one of its profile values by one — a battlefield re-forge, worked in the heat of the fight.Start of any round
15The Seal Compels. Play this to refresh the Inquisitor's compel — its once-per-battle authority to force a friendly group activation may be used a second time this battle, the seal's command brooking no delay.Any round
16Mark The Quarry. Play this at the start of a round. Until the end of it, Mark the Quarry reaches Long of the Inquisitor rather than Short, extending the master's mark across the whole line against the declared prey.Start of any round
21Preysight Volley. Play this at the start of one of your fighter's activations, if it carries a xeno-targeter. Every Shoot action it makes this round ignores the cover the declared prey hides behind and re-rolls a failed Hit — the scope finding the alien's heart through anything.Any round
22Kraken Round. Play this at the start of one of your fighter's activations, if it carries a special-issue weapon. Every Shoot action it makes this round is loaded with Kraken, gaining +1 Strength and AP -1 — the penetrator round for the armoured alien.Any round
23Dragonfire Round. Play this at the start of one of your fighter's activations, if it carries a special-issue weapon. Every Shoot action it makes this round is loaded with Dragonfire, ignoring the cover the enemy hides behind — the airburst for the thing in the rubble.Any round
24Vengeance Round. Play this at the start of one of your fighter's activations, if it carries a special-issue weapon. Every Shoot action it makes this round is loaded with Vengeance, gaining Rending against a horde — the fragmenting round for the swarm.Any round
25Hunters Patience. Play this when one of your fighters takes an Aim action. It may Aim a second time in the same activation, and re-rolls both the Hit and the Wound of the shot that follows against the declared prey — patience stacked into a single certain kill.Any round
26From The Shadows. Play this during deployment. One additional fighter may be set up in hidden deployment and arrive by Infiltrate, as though it carried Hunters Unseen — one more knife already past the enemy line before the battle begins.Deployment
31Digital Burst. Play this while a Jokaero is within Short of one of your fighters. That fighter's ranged weapon gains a digital-weapon shot on every attack it makes this round, not just one — the alien's tech loosed in a full burst.Any round
32Xeno Lore Recall. Play this at the start of a round. One fighter may change the xeno special rule its Xenos Lore ignores to another rule the declared prey relies on — the hunter recalling a second page of the alien's weaknesses mid-fight.Start of any round
33The Trophy Taken. Play this when one of your fighters takes a member of the declared prey Out of Action. This fighter and all friendlies within Short gain +1 to hit that prey until the next round, as though it carried Trophy-Taker — the kill emboldening the whole hunt.Reaction
34Silent Approach. Play this at the start of one of your fighter's activations. It may make a Move action that draws no reactions and cannot be targeted by Overwatch this round — a hunter crossing the open as though it were not there.Any round
35Priority Target. Play this at the start of a round and name one enemy fighter. Until the end of the round, your warband treats that single fighter as the declared prey for all rules — the hunt narrowed to one throat.Start of any round
36Cornered Beast. Play this when an enemy of the declared prey is standing within Short of two or more of your fighters. Until the end of the round, that prey may not make a Retreat action — the hunters have closed the ring and the beast is cornered.Any round
41Steady The Line. Play this at the start of a round. Until its end, friendly fighters within Short of the Inquisitor automatically pass the first Nerve test they make — the seal steadying the retinue as the alien presses in.Start of any round
42Adaptive Reload. Play this in reaction to one of your fighters making a ranged attack. Before the shot is resolved, that fighter may swap the special-issue round it loaded for a different one — reading the target too late and answering with the right shell anyway.Reaction
43The Watch Answers. Play this at the start of a round if you have a requisitioned Deathwatch veteran in Reserve. It arrives this round without a reserves roll, teleporting in with its rounds already chambered — the Watch answering the seal on the instant.Start of any round
44Overwatch Discipline. Play this when an enemy moves within sight of a fighter of yours that is on Overwatch. That reactive shot is resolved with a special-issue round of your choice, and re-rolls a failed Hit against the declared prey — the discipline of a line that never fires the wrong shell.Reaction
45Anatomical Weakness. Play this at the start of one of your fighter's activations. Until the end of the round, its attacks against the declared prey treat the target's Toughness as one lower — a hunter's study finding the soft seam in the alien's anatomy.Any round
46Culling Fire. Play this at the start of one of your fighter's activations. If it takes a member of the declared prey Out of Action with a Shoot action this round, it may immediately make a second Shoot action against another member of the prey — the cull rolling from one kill to the next.Any round
51Marksmans Eye. Play this at the start of your Marksman's activation. Until the end of the round it ignores all penalties to hit for range and cover against the declared prey — the Savant-Gunner's eye cutting through everything between it and the alien.Any round
52Nest Sense. Play this at the start of a round. Until its end, your fighters may re-roll failed Intelligence tests to detect hidden or infiltrating enemies of the declared prey — the hunters reading the nest before the brood shows itself.Start of any round
53Bound And Braced. Play this when one of your fighters is targeted by a charge. It may make a free Aim action before it is struck, bracing its special-issue weapon for the reactive shot — the hunter steadying as the beast comes on.Reaction
54Requisitioned Grit. Play this when a requisitioned Deathwatch veteran would be taken Out of Action. Roll a D6; on a 4 or higher it is only Seriously Injured instead — the Watch's transhuman resilience refusing the kill.Reaction
55The Long War. Play this at the start of a round in a battle against a breed your warband has feuded across the campaign. Until its end, every friendly fighter re-rolls failed Hits against that breed — a hatred sharpened over a long war.Start of any round
56Strike Team. Play this when a requisitioned Deathwatch veteran arrives from Reserve or hidden deployment. One friendly native fighter within Short of it may immediately make a free Shoot (Basic) action — the kill-team and the retinue striking as one.Reaction
61Xeno Toxin Flush. Play this at the start of your Death-Cult Assassin's activation, if it carries a xeno-toxin reservoir. Its melee attacks against the declared prey gain +2 Damage instead of +1 this round — the phial emptied into the blade for one killing flurry.Any round
62No Escape. Play this when an enemy of the declared prey makes a Retreat action from a fighter of yours. That fighter may immediately make a free Shoot or melee attack against the fleeing prey — nothing the hunt has named gets to run.Reaction
63Precision Volley. Play this at the start of your Marksman's activation. If it makes no Move action this round, its special-issue weapon fires one extra shot at a target within short range — the gunner planting its feet and pouring a heavier volley into the alien.Any round
64The Right Round. Play this in reaction to an enemy declaring a charge or revealing a hidden fighter. One of your fighters carrying a special-issue weapon may immediately load the round that answers it and make a free Shoot action — always the right shell for whatever shows itself.Reaction
65Veteran Insertion. Play this at the start of a round. One requisitioned Deathwatch veteran in Reserve may be set up in hidden deployment more than 6" from any enemy and act this round — the kill-team inserted exactly where the hunt needs it.Start of any round
66The Kill Declared. Play this at the start of one of your fighter's activations against the declared prey. Its first successful hit against that prey this round is resolved at +1 Damage — the kill the whole hunt was declared for, driven home.Any round

Alliances2

The Declared Prey Feud alliance
Whothe declared xenos breed — an Orks, Tyranids, Aeldari, Drukhari or Necrons warband (whichever alien type the Inquisitor has named its standing prey) — never a truce, always a hunt
Termsa standing campaign feud, not an alliance: the Xenos can never make peace with its declared breed. While the feud holds the Xenos gains +1 reputation for any battle in which it takes an enemy of the declared breed's Leader or Champion Out of Action, and may declare a Nest-Clearance or Priority-Kill battle against the feuded gang once per campaign phase; the xenos force gains no terms in return — it is prey, not a partner

The Declared-Prey Feud is the opposite of an alliance — the standing hatred between the Ordo Xenos and the breed it has named its prey. Whichever alien type the Inquisitor declares its quarry, an Orks, Tyranids, Aeldari, Drukhari or Necrons warband, it can never make peace with; there are no terms, only the hunt. While the feud holds, the Xenos gains a point of Reputation for any battle in which it takes a Leader or Champion of the feuded breed Out of Action, and may call a Nest-Clearance or Priority-Kill battle against that warband once each campaign phase. The alien gains nothing in return. It is not a partner in this pact — it is prey.

The Ordo Pact alliance
Whoanother Ordo of the Inquisition (an Ordo Malleus or Ordo Hereticus warband, any pairing — never a fixed named House) that shares a hunt against a common enemy, 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

The Ordo Pact is a shared-hunt understanding between two Ordos of the Inquisition — an Ordo Malleus or Ordo Hereticus warband set against a common enemy — never a fixed pairing and never a truce of bodies. While the pact holds, each Ordo may lend the other a single support-roster tool, one fighter or one relic, for a joint battle at cost, and both observe non-aggression across the campaign map. No cross-Ordo fighter joins a normal gang list; the pact is tools against a shared foe, not a merged warband. It opens only at a world's incursion or purge phase and dissolves the moment the shared enemy is broken — three authorities lending each other a hand, then parting to their separate hunts.

Legendary Names3

The Bound Artisan The Bound Artisan

XP cost (random): 5

XP cost (chosen): 10

The Bound Artisan is a named Jokaero — the creature that has re-forged a hundred guns, a sub-tier legend of the warband's arsenal. Under this name its between-battle re-forge may raise two profile values instead of one, or a single value by two, and its digital-weapon aura reaches every friendly fighter within Short rather than one. But the artisan is irreplaceable and seems to know it: if the Bound Artisan is taken Out of Action it may not be recovered for the following battle, and the warband loses one banked re-forge from its arsenal until the creature returns. A hundred guns bear its work, and the warband that loses it feels every one.

The Savant Gunner The Savant-Gunner

XP cost (random): 5

XP cost (chosen): 10

The Savant-Gunner is a named Marksman whose one shot always lands — a sub-tier legend of the special-issue line. Under this name the gunner may load a second special-issue round each time it fires, resolving the shot with whichever of the two it chooses once the target is seen, and once per battle its special-issue shot ignores the target's cover and armour save both. But the legend is the shot and nothing else: this fighter may never make a melee attack, and if it ends a round in melee it may not use Special-Issue Ammunition until it is free of it. The Savant-Gunner is a rifle with a name, and it is worthless the moment the enemy reaches it.

The Xeno Bane Inquisitor Lord of the Xenos

XP cost (random): 6

XP cost (chosen): 12

The Xeno-Bane is an Inquisitor Lord of the Ordo Xenos — the greatest of the alien-slayers, one who has dropped a Hive Tyrant with a single round or broken a whole Genestealer brood alone. Under this name the Inquisitor's Mark the Quarry reaches one range band further, and once per battle the warband may re-declare its prey without spending its own once-per-battle re-declaration. But the name is a duty as much as a crown: this Inquisitor must always declare a prey while any valid xeno type stands on the board, and may not claim an objective while an un-marked member of the declared prey stands within Long of a friendly fighter. The hunt owns the Xeno-Bane as much as the Xeno-Bane owns the hunt.

Sub-Plots2

The Accumulating Armoury sub-plot

Reward: the warband's arsenal deepens permanently: for the rest of the campaign every fighter with a bolt weapon may load one ammo-select round per battle for free, and the Jokaero re-forge may bank one extra profile value each time. Claimed only once

This sub-plot rewards the long hunt. It resolves when your gang has cleared three nests — three Nest-Clearance wins — and banked five Jokaero re-forges across the campaign. When it does, your arsenal deepens for good: for the rest of the campaign every fighter carrying a bolt weapon may load one ammo-select round each battle for free, and the Jokaero re-forge banks one extra profile value each time it works. The armoury the warband built battle by battle finally throws its doors wide. It is claimed only once.

The Declared Quarry sub-plot

Reward: the Inquisitor's mastery of the breed becomes permanent: for the rest of the campaign the warband treats that breed as always-declared (it need not spend its declaration on it), and one fighter gains Xenos Lore against it for free. Claimed only once

This sub-plot begins when your Inquisitor names one xenos breed its standing quarry at the campaign's start, and resolves when, across the campaign, you take five Leaders or Champions of that breed Out of Action — the feud tracked through The Declared-Prey Feud. When it resolves, the Inquisitor's mastery of the breed becomes permanent: for the rest of the campaign your warband treats that breed as always-declared, never spending its declaration to name it, and one fighter gains Xenos Lore against it for free. The quarry that took a campaign to master is answered for good. It is claimed only once.

Terrain2

The Trophy Hall terrain

The Trophy Hall is a campaign territory of the Ordo — a gallery of the breeds the warband has broken, each mounted xeno a lesson for the hunters who come after. While a fighter stands within the Hall, friendlies re-roll a failed Hit against any breed already displayed there, an alien the warband has taken Out of Action before. As a campaign territory it yields no direct income; instead, each time the warband takes a member of its declared prey Out of Action, it banks extra intel — a post-battle bounty or a favour roll, never raw credits. The dead of past hunts steady the guns of the next.

The Xeno Vault terrain

The Xeno-Vault is a captured-tech territory of the Ordo — a sealed armoury of confiscated alien weapons and special-issue rounds, tended between hunts by the warband's Jokaero and its armourers. While a fighter stands within the Vault, its ranged weapons gain one extra ammo-select option, and any captured xeno-weapon the warband carries stops being Unstable for as long as the Vault is held. As a campaign territory it yields no direct income; instead the warband that holds it may re-roll one failed Ammo check each battle, the armoury too deep and too well-stocked to run a gun dry.