The Sanctioned Psychic is the leashed Imperial witch — the astropath, sanctionite or warp-sighted Mystic whose gift the seal permits and the Ordo watches. It does not command the warp the way a heretic sorcerer does; it reads and shoves it, always warded, always licensed. Its craft runs to divination, telekinesis, warding and the mind-war: precognition that steps aside from a blow, the lance of focused thought, the compelling word, the sight that drags the hidden alien into the open. Each working is a Wyrd power, and every one courts the price of over-reaching the sanction. A fighter with access picks one power from the discipline below at creation; in the Ordo Xenos the Mystic's natural draw is Scryer's Sight, the eyes that hunt what will not be seen.
Signatures5
Deathwatch Requisition is how the Ordo Xenos gates the shared Requisition mechanic onto its own chamber militant. When the alien nest is too much for a dozen agents, the Inquisitor signs the seal that summons the Deathwatch — a kill-team of cross-Chapter veterans, each a specialist in xenos death — drawn by reference from the Watch's own roster and fielded exactly as it stands there, with its profile, its armoury and its rules intact. Veteran Bolters, Vanguard and Special-weapons answer as the line tier, up to two; a Black Shield or a Veteran Terminator answers as the elite, one apiece; and a Watch Dreadnought fills the walker's place. Every law of Requisition binds the summons — each veteran is fielded at the cost its own dossier sets, and the native-majority governor holds absolutely: the requisitioned Watch may never outnumber the warband's own Throne Agents. The kill-team is the hammer kept for the nest that must be cleared, borrowed and dear, and every veteran summoned is a native body left behind.
Mark the Quarry is the Inquisitor's authority made into a hunter's advantage. While a friendly fighter stands within Short of the Inquisitor — or of an Interrogator carrying the same seal — it re-rolls a failed Hit against the declared prey, the master's eye marking the target for the whole line to answer. The aura reaches only as far as the Inquisitor's presence: a fighter that strays beyond Short loses the mark and shoots at the prey no better than at anything else. Once per battle the Inquisitor may spend that same authority to compel a friendly group activation, driving the retinue to move and shoot as one when the hunt demands it. It rewards a warband that fights in a tight knot around its master, the guns clustered where the mark falls; it does nothing for a fighter sent alone. The seal that names the prey is also the seal that steadies the hand that kills it.
The Declared Hunt is the rule the whole warband is built on. At the start of the battle the Inquisitor names one enemy type or keyword as the warband's prey, and from that moment every weapon in the retinue is bent to that one breed. Against the declared prey, native fighters trained for the hunt re-roll a failed Hit, the special-issue armoury loads to the target's weakness, and those with the Declared Prey skill re-roll a failed Wound as well. Mark the Quarry rides inside the same rule: while within Short of the Inquisitor or an Interrogator, friendly fighters re-roll a failed Hit against the prey, and once per battle the Inquisitor's authority may compel a friendly group to activate as one. The hunt adapts — once per battle the warband may re-declare its prey, swinging the whole retinue's focus onto a new target as the fight turns. There are no tokens and nothing to spend; the rule simply reads which breed the warband came to kill. Against a foe of no fixed type that focus finds little to bite, and the hunter is only a soldier again.
Requisition. The most Inquisitorial power of all: the retinue fields fighters it has no right to. An Inquisitor's seal commands Space Marines, Battle Sisters, Guardsmen and Assassins alike, and Requisition is how that authority reaches the table — a standing right of the roster, never a pool of credits.
When building or growing the retinue, the controlling player may requisition support units drawn from allied Imperial forces. Each is fielded at its home cost plus a seal-toll by tier: a light ally adds 10, an elite adds 20, and a super-heavy body adds 30. Which units may be summoned is set by the Ordo's chamber militant, and the slots are capped — the heaviest muscle comes one at a time. Above all sits the governing law: requisitioned fighters may never outnumber the native Throne Agents of the retinue. Borrow a Terminator and a body of the Inquisitor's own must stand beside it first. So the retinue's reach climbs while its ranks stay thin, and the borrowed steel can never become the warband itself.