MACROMUNDA
Allegiance
Inquisition Ordo Hereticus
Codex / Campaign
Codex · Inquisition

Campaign56

Scenarios2

The Coven Purge scenario
Attackerthe Ordo Hereticus (suppressing the enemy psykers, marking the hidden heretic, and burning the cult out of the hab-block before the coven completes its rite)
Defenderthe psyker-cult / heretic-coven (hiding its magus among the gang and racing to complete a warp-rite before it is purged)
Deploythe defender secretly assigns the heretic (a hidden magus) to one of its fighters and deploys across a dense hab-block; the Hereticus deploys second on the facing edge and may cluster its warders (the suppression begins consecrated)
Objectivethe Hereticus must suppress the enemy psykers, reveal and mark the heretic, purge the cult from cover with flame, and take the magus Out of Action; the coven wins by completing its rite (three uninterrupted psychic activations by the hidden magus) or by breaking the Hereticus below its native majority first
Victorythe Hereticus wins by taking the marked magus Out of Action before the rite completes; the coven wins by completing the rite, or by grinding the thin retinue below its native majority
Rewardsthe winner gains reputation; the Hereticus additionally banks a favour roll if it executed the magus without losing a native Throne Agent to a Wyrd Power
Control Tracka Hereticus purge-win advances its Control-Track claim by one step and marks the world cleansed of the coven; a coven win holds the claim and leaves a lingering heresy that re-seeds the hab on that world's next battle

The Ordo Hereticus has run a coven to ground and must burn it out before its rite is complete.

ATTACKER & DEFENDER The Ordo Hereticus is the attacker. The psyker-cult, or heretic-coven, is the defender — it hides its magus among its number and races to finish a warp-rite before the witch-hunters can stop it.

THE BATTLEFIELD A dense hab-block, thick with cover and cramped sightlines — the warren where the cult has nested. Terrain should favour close, broken fighting.

THE HIDDEN HERETIC Before the battle the defender secretly records which of its fighters is the hidden magus. That fighter fights as normal until revealed. It is revealed the first time it attempts a Wyrd Power, is taken Out of Action, or is named by the Mark of the Heretic. Once revealed, it may be marked and hunted.

DEPLOYMENT The defender deploys first, spread through the hab-block. The Ordo Hereticus deploys second along the facing board edge, and may cluster its warders together, its suppression already consecrated.

THE RITE The hidden magus may complete the coven's rite by making three uninterrupted psychic activations across the battle. If the magus is suppressed, Pinned, or taken Out of Action, the count resets to zero and the rite must begin again.

ENDING THE BATTLE The battle ends when the rite is completed, when the magus is taken Out of Action after being revealed, or when either side fails a Bottle test and flees.

VICTORY The Ordo Hereticus wins by revealing, marking, and taking the magus Out of Action before the rite completes. The coven wins by completing the rite, or by grinding the thin Hereticus retinue below its native majority first.

REWARDS The winner gains reputation. The Ordo Hereticus banks an additional favour roll if it executed the magus without losing a native Throne Agent to a Wyrd Power.

TACTICS A Hereticus purge-win advances its Control-Track claim by one step and marks the world cleansed of the coven. A coven win holds its claim and leaves a lingering heresy that re-seeds the hab on that world's next battle.

The Reclusiam Vigil scenario
Attackerthe opposing gang (storming the consecrated Reclusiam to defile it, seize its relics, or break the vigil)
Defenderthe Ordo Hereticus (holding the consecrated ground, its suppression at its deepest, until the vigil is kept)
Deploythe Reclusiam occupies the centre; the Hereticus deploys around it (the consecrated-ground suppression active within), the attacker on the outer edges
Objectivethe Hereticus must keep the vigil — hold at least one warder within the Reclusiam at the end of each round for six rounds; the attacker must break the vigil by clearing every Hereticus fighter out of the consecrated ground, or by reaching and defiling the central relic
Victorythe Hereticus wins by keeping the vigil to the sixth round; the attacker wins by defiling the relic or clearing the consecrated ground of warders before then
Rewardsthe winner gains reputation; the Hereticus additionally recovers one out-of-action native fighter without a lasting injury roll if the vigil was kept unbroken
Control Tracka kept vigil holds the Hereticus Control-Track claim and deepens its consecration (the world's next battle begins with the suppression pre-consecrated); a defiled Reclusiam costs the claim a step

A consecrated Reclusiam must be held against a gang that has come to defile it.

ATTACKER & DEFENDER The opposing gang is the attacker, storming the consecrated Reclusiam to defile it, seize its relics, or break the vigil. The Ordo Hereticus is the defender, holding the hallowed ground with its suppression at its deepest until the vigil is kept.

THE BATTLEFIELD The Reclusiam stands at the centre of the board — a consecrated chapel worked against the warp. The ground within it is the objective all fighting turns on.

CONSECRATED GROUND While a fighter stands within the Reclusiam, friendly zeal bodies re-roll failed Nerve tests and enemy psykers within it suffer -1 to all Willpower and psychic tests. The Hereticus suppression is at its strongest here.

DEPLOYMENT The Ordo Hereticus deploys first, around the Reclusiam, its warders within and about the consecrated ground. The attacker deploys second, on the outer board edges.

THE VIGIL The Ordo Hereticus must keep the vigil: at the end of each round it must have at least one warder standing within the Reclusiam. The vigil must be kept for six rounds.

ENDING THE BATTLE The battle ends after the sixth round, when the central relic is defiled, or when the Reclusiam is cleared of every Hereticus fighter.

VICTORY The Ordo Hereticus wins by keeping the vigil unbroken to the sixth round. The attacker wins by defiling the central relic, or by clearing the consecrated ground of warders before then.

REWARDS The winner gains reputation. If the vigil was kept unbroken, the Ordo Hereticus additionally recovers one out-of-action native fighter without a lasting-injury roll.

TACTICS A kept vigil holds the Hereticus Control-Track claim and deepens its consecration — the world's next battle begins with the suppression pre-consecrated. A defiled Reclusiam costs the claim a step.

Favours9

RollFavourPatron
4A Token Of Penance. A Token of Penance. The Ecclesiarchy answers the seal with the least of its gifts — a condemned soul handed over to the hunt. For the coming battle you may add one Penitent to your roster at no recruitment cost, bound to the shrine's judgement and driven before your line. If it survives, the debt is paid and it is returned to the shrine.the Ecclesiarchy (a shrine-world granting a condemned soul to the hunt)
5Blessed Ammunition. Blessed Ammunition. The Reclusiam priests bless your warband's magazines before the battle. For the coming game, one friendly fighter of your choice ignores its first failed Ammo check — the sanctified rounds do not fail the faithful.a Reclusiam armoury (the priests bless the warband''s rounds)
6A Loaned Hood. A Loaned Hood. The convent opens its stores and lends a psychic hood from the Reclusiam. For the coming battle one friendly fighter carries it at no cost, its mind warded against the warp. The relic is loaned, not given, and returns to the chapel when the hunt is done.the convent (a psychic hood lent from the Reclusiam stores)
7The Canoness Listens. The Canoness Listens. The Order lends an ear to the Inquisitor's request. For the coming battle you may requisition one line Sister — a Battle Sister, Retributor, Seraphim or Repentia — at no credit cost, the convent granting her freely to the hunt.the Order (a line Sister answering the seal without her tithe)
8A Rare Relic. A Rare Relic. The Ordo hierarchy judges the hunt worthy and opens the reliquary. For the coming battle you may take one witch-bane relic — a Pariah shroud, condemnor stake-rounds, sacred promethium or a psychic hood — at no cost, drawn from the vaults for this hunt alone.the Ordo hierarchy (the writ opens the reliquary)
9The Sisters Of Silence. The Sisters of Silence. The Silent Sisterhood, drawn to any hunt against the witch, sends one of its own. For the coming battle you may field an Oblivion Knight as a temporary ally at no cost — a walking null whose presence strangles the enemy's casters as surely as your caged Pariah's.the Silent Sisterhood (an Oblivion Knight drawn to the anti-witch hunt)
10A Repentia Answers. A Repentia Answers. The Order of the Bloody Rose sends a martyr to die well in the Emperor's service. For the coming battle you may requisition one Sister Repentia at no cost, her eviscerator sworn to the charge. She seeks her death against the heretic, and asks only to be pointed at him.the Order of the Bloody Rose (a martyr sent to die well)
11The Convent Marches. The Convent Marches. Word of a great purge reaches the convent and a fuller muster answers. For the coming battle your Sororitas requisition line-slots are each raised by one, and the Sisters answer the seal in numbers rarely granted to a single Inquisitor.the convent (a fuller muster answering a great purge)
12The Canoness Superior. The Canoness Superior. The purge is judged worthy of a Canoness's own attention. For the coming battle you may requisition a veteran Sister Superior or Celestian at no cost, leading the convent's contingent herself. Where she walks, the line does not break.the Order Superior (a veteran Celestian leading the purge herself)

Gang Tactics36

RollTacticTiming
11Witch Pyre. Witch-Pyre. At the start of any round, choose one friendly fighter armed with a flame or Template weapon. Until the end of the round, that weapon gains the Blaze trait. The pyre is lit — let it spread through the cult.Start of any round
12Suppressing Presence. Suppressing Presence. Play in any round when an enemy psyker attempts a Wyrd Power within Short of a friendly Inquisitor, Interrogator or Pariah. That psyker suffers an additional -1 to the test this round, the warp closing tighter around your warders.Any round
13Stake The Witch. Stake the Witch. Play in any round when a friendly fighter shoots a condemnor boltgun. That shot counts as Wyrd-bane regardless of the target — the blessed stake finds the rot whether or not it casts.Any round
14Mark The Magus. Mark the Magus. At the start of any round, choose one enemy fighter you believe to be the hidden magus or cult-leader. Until the end of the round, friendly fighters re-roll failed Hit rolls against it. Flush the coven's master into the open.Start of any round
15The Seal Compels. The Seal Compels. Play in any round if your Inquisitor has already spent the Authority's compulsion this battle. The seal is invoked again: the Inquisitor may once more compel a friendly group activation before the battle ends.Any round
16Purge The Rubble. Purge the Rubble. Play in any round when a friendly fighter attacks an enemy in cover with a flame or Template weapon. That attack ignores the target's cover entirely — there is no wall a heretic can hide behind from the cleansing fire.Any round
21Sisters Charge. Sister's Charge. Play in any round when a requisitioned Repentia or Seraphim declares a charge. It re-rolls the charge move, the martyr closing the distance on faith alone.Any round
22Hold The Faithful. Hold the Faithful. Play in any round when a requisitioned Sister must take a Nerve test. She automatically passes it — the convent does not waver while the hunt is holy.Any round
23Null Cordon. Null Cordon. At the start of any round, choose a friendly Pariah. Until your next turn, no enemy psyker may target any friendly fighter within Short of it — the null closes like a wall around the warders it shelters.Start of any round
24Unyielding. Unyielding. Play in any round when a friendly fighter fails a Nerve test. Ignore that result — the fighter stands its ground. The certainty of the hunt admits no retreat.Any round
25Condemnors Volley. Condemnor's Volley. Play in any round when a friendly fighter shoots a condemnor boltgun at an enemy psyker. It may fire twice this activation, loosing a full volley of blessed rounds into the witch.Any round
26Rite Of Suppression. Rite of Suppression. Play in any round at the start of a friendly fighter's activation while an enemy psyker is within Short. That psyker suffers a further -1 to its Willpower tests until your next turn, stacked atop any suppression already upon it.Any round
31The Writ Read. The Writ Read. At the start of any round, name one enemy Champion or Leader a proclaimed heretic. Friendly fighters gain +1 to hit it until the end of the round. The Inquisitor reads the charge aloud and the retinue answers.Start of any round
32Martyrs Advance. Martyr's Advance. Play in any round when a friendly Penitent or Repentia is activated. It may make a free move toward the nearest enemy this activation, hurling itself into the hunt.Any round
33Blessed Rounds. Blessed Rounds. Play in any round when a friendly fighter shoots. That fighter ignores its next Ammo check this battle — a Reclusiam priest has sanctified the magazine, and the blessed rounds do not fail the faithful.Any round
34Exorcised Ground. Exorcised Ground. At the start of any round, choose a piece of terrain within Short of a friendly fighter. Until your next turn, enemy psykers on or within Short of that terrain suffer -1 to Wyrd Power tests. The ground is consecrated against the warp.Start of any round
35Zealots Fury. Zealot's Fury. Play in any round when a friendly fighter makes close-combat attacks. It gains +1 Attack this round, striking with the fury of the faithful.Any round
36Shield Of Faith. Shield of Faith. At the start of any round, choose a friendly fighter within Short of a requisitioned Sister. Until your next turn, it gains a 6+ invulnerable save, warded by the convent's prayer.Start of any round
41Execute The Marked. Execute the Marked. Play in any round when a friendly fighter attacks the marked heretic. That attack deals +1 Damage — the hunt ends the way it was always meant to.Any round
42Choke The Coven. Choke the Coven. Play in any round when an enemy psyker is within Short of two or more friendly fighters. It may attempt no Wyrd Power until your next turn, hemmed in on every side.Any round
43Promethium Blessing. Promethium Blessing. Play in any round when a friendly fighter attacks with a flame or Template weapon. That attack gains +1 Strength and the Blaze trait, the sanctified fuel burning hotter for the blessing.Any round
44Sanctioned Nerve. Sanctioned Nerve. Play in any round when a friendly fighter must take a Nerve or Cool test. It re-rolls the test — sanctioned discipline holds where lesser nerve fails.Any round
45The Culexus Walks. The Culexus Walks. At the start of any round, if a requisitioned Culexus Assassin is on the field, choose an enemy psyker within Short of it. That psyker may attempt no Wyrd Power until your next turn — the animus speculum drinks its power dry.Start of any round
46Relentless Hunt. Relentless Hunt. At the start of any round, choose one friendly fighter. Until the end of the round, it does not suffer the penalty for moving and shooting, pressing the hunt without pause.Start of any round
51Condemnors Aim True. Condemnor's Aim True. Play in any round when a friendly fighter shoots a condemnor boltgun at an enemy psyker. Re-roll all failed Hit and Wound rolls for that attack — the execution shot is loosed true.Any round
52Burn Them Out. Burn Them Out. Play in any round when a friendly flame or Template weapon attacks enemies in cover. Any fighter that survives the attack is driven from the cover, moving directly away from the flame at the start of its next activation.Any round
53The Inquisitors Word. The Inquisitor's Word. At the start of any round, the Inquisitor speaks and is obeyed. Choose a friendly fighter within Short of him; it may immediately make a free Reload (Simple) or a free move.Start of any round
54Penitents Wrath. Penitent's Wrath. Play in any round when a friendly Penitent fights in close combat. It gains +1 Strength and +1 Attack this round — the condemned spends itself in a frenzy of atonement.Any round
55No Refuge. No Refuge. At the start of any round, choose an enemy fighter that is hiding or has gone to ground. Until your next turn it may no longer benefit from that concealment against friendly fighters. The witch-hunt leaves no place to hide.Start of any round
56Requisition Answered. Requisition Answered. Play once per battle in any round. A requisitioned Sister within Short of your Inquisitor may immediately be activated out of sequence, the convent answering the seal in its hour of need.Any round
61Stayed By Faith. Stayed by Faith. Play in any round when a friendly fighter is Seriously Injured. Roll a D6; on a 4 or higher it is instead only given a Flesh Wound, faith staying the blow.Any round
62Hunt The Heretic. Hunt the Heretic. At the start of any round, choose one friendly fighter. Until the end of the round it may re-roll failed Hit rolls against the marked heretic and moves an extra 1" when charging it.Start of any round
63Sacred Fusillade. Sacred Fusillade. Play in any round when three or more friendly fighters shoot in the same round. Each of them re-rolls a single failed Hit roll — a disciplined volley loosed in the Emperor's name.Any round
64The Pyre Spreads. The Pyre Spreads. Play in any round when an enemy fighter is set alight by a Blaze weapon. At the start of your next turn, any enemy within 1" of it also catches fire, the pyre leaping from body to body through the cult.Any round
65Unbroken Line. Unbroken Line. At the start of any round, while your Inquisitor still stands, friendly fighters within Short of him may not be forced to fall back until your next turn. The line holds around the seal.Start of any round
66The Heresy Burns. The Heresy Burns. Play in any round when the marked heretic or an enemy psyker is taken Out of Action by a friendly fighter. Seize the initiative: take one bonus friendly activation this round as the coven reels from the blow.Any round

Alliances2

The Coven Feud alliance
Whoany psyker-cult or heretic-coven — an Aeldari Seer Council, a Chaos sorcerer cult, a Genestealer-cult brood, or any warp-touched gang the Ordo is purpose-built to break — never a truce, always a hunt
Termsa standing campaign feud, not an alliance: the Hereticus can never make peace with a psyker-cult. While the feud holds the Hereticus gains +1 reputation for any battle in which it takes a psyker or cult-leader enemy Champion Out of Action, and may declare a Coven-Purge battle against the feuded gang once per campaign phase; the cult gains no terms in return — it is prey, not a partner

The Coven-Feud. The Ordo Hereticus keeps no peace with the psyker-cult. Wherever a Seer Council, a sorcerer cult, a Genestealer brood, or any warp-touched warband is found, the witch-hunters name it prey and hunt it to the end — there is no truce to be struck with the rot the Ordo exists to burn. While the feud stands, the Hereticus gains reputation for any battle in which it takes an enemy psyker or cult-leader Champion Out of Action, and it may declare a Coven-Purge against the feuded gang once each campaign phase. The cult is granted nothing in return; it is quarry, not a partner, and the hunt ends only when the coven is ash.

The Ordo Pact alliance
Whoanother Ordo of the Inquisition (an Ordo Malleus or Ordo Xenos warband, any pairing — never a fixed named House) that shares a hunt against a common heresy, 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. Against a shared heresy the three Ordos set aside their separate hunts and lend one another tools. The Ordo Hereticus may enter a phase-gated pact with an Ordo Malleus or Ordo Xenos warband — any pairing, never a fixed House — bound by a common enemy. While the pact holds, each Ordo may lend the other a single support-roster tool, one fighter or one relic, for a joint battle, and both observe map-level non-aggression. No cross-Ordo fighter ever joins a normal-battle gang list; the pact is a campaign compact, not a merger. It opens only at a world's incursion or purge phase, and dissolves the moment the shared enemy is broken, each Inquisitor returning to his own hunt.

Legendary Names3

The Condemnor the Condemnor

XP cost (random): 4

XP cost (chosen): 8

The Condemnor. A Crusader whose stake has ended a hundred witches, and whose name the covens have learned to fear. Its condemnor boltgun is always Wyrd-bane and deals +1 Damage against the marked heretic, and it re-rolls a failed Hit against any enemy psyker — a lifetime of executions made flesh. But the Condemnor hunts to the exclusion of all else: it must shoot the nearest enemy psyker, or the marked heretic if either is a legal target, even when a better shot offers itself, and it may not go to ground while either still lives.

The Hammer Of Witches Inquisitor Lord of the Hereticus

XP cost (random): 6

XP cost (chosen): 12

The Hammer of Witches. An Inquisitor Lord who has broken a Seer Council or executed a rogue primaris-psyker — the greatest of the witch-hunters, the title borne in its oldest and most literal meaning. Its Witch-Hunter's Authority reaches one range band further than any other's, and once per battle it may negate an enemy Wyrd Power resolved in range without rolling. Yet the name is a duty as much as a crown: it must attempt to negate every enemy Wyrd Power it can reach, and may not claim an objective while an unsuppressed enemy psyker stands within range of a friendly fighter.

The Untouchable the Untouchable

XP cost (random): 4

XP cost (chosen): 8

The Untouchable. A caged Pariah whose null has strangled the mightiest of witches — a blank so profound the warp recoils from its passing. Its null-field reaches to Long rather than Short, enemy psykers within it suffer -2 Willpower rather than -1, and no enemy Wyrd Power may target it or any friendly in base contact with it. But the soul-dead silence tells on its own side: friendly psykers and Acts of Faith within Short suffer the same -1 as the enemy, and it can never benefit from any friendly aura or prayer. It walks alone, as the untouchable always must.

Sub-Plots2

The Ledger Of The Condemned sub-plot

Reward: the Inquisitor's writ deepens permanently: for the rest of the campaign the warband's Sororitas requisition slot caps are each raised by one, and it may take one witch-bane relic at one availability step cheaper. Claimed only once

The Ledger of the Condemned. Every witch-hunt is a tally, and the Inquisitor keeps his in a ledger of the burned and the executed. This sub-plot completes when your warband burns three covens — wins three Coven-Purge battles — and executes a named enemy psyker or cult-leader Champion, taking one Out of Action with a condemnor or as the marked heretic. When it does, the writ deepens for good: for the rest of the campaign your Sororitas requisition slot caps are each raised by one, and you may take one witch-bane relic at one availability step cheaper. Claimed only once.

The Recidivist sub-plot

Reward: when the warband finally takes the recidivist Out of Action in a later battle, it gains a permanent boon: one native fighter may take a Hereticus signature skill for free, and the warband banks two favour rolls. If the recidivist is never caught, it costs the warband one reputation at each campaign milestone

The Recidivist. Sometimes the heretic slips the noose. If a fighter you have named with the Mark of the Heretic survives a battle you lose, ending it not Out of Action, it escapes to become a recurring nemesis — returning in the enemy gang, battle after battle, for the rest of the campaign. When you finally run the recidivist down and take it Out of Action in a later game, the debt is paid: one native fighter may take a Hereticus signature skill for free, and you bank two favour rolls. But while it runs free, the failure gnaws — the warband loses one reputation at each campaign milestone until the recidivist is caught.

Terrain2

The Penitentiary terrain

The Penitentiary. A campaign holding where the Ordo breaks and re-forges the captured — turning condemned heretics into penitents, and confession into intelligence. As a campaign territory it yields no credit income. Instead, each post-battle sequence the controlling warband may take one enemy fighter it captured and either bind it into a Penitent added to the roster at no recruitment cost, or wring it for intel and bank one favour roll. A captured fighter serves one purpose or the other, never both.

The Reclusiam terrain

The Reclusiam. A consecrated chapel-territory of the Ordo, its ground hallowed against the warp and tended between hunts by the warband's preachers. While a fighter stands within the Reclusiam, friendly zeal bodies re-roll failed Nerve tests and enemy psykers within it suffer -1 to all Willpower and psychic tests. As a campaign territory it yields no credit income; instead, the controlling warband may re-roll one failed post-battle recovery roll each battle, the preachers tending the faithful.