MACROMUNDA
Allegiance
Inquisition Ordo Hereticus
Codex / Signatures
Codex · Inquisition

Signatures4

No Tolerance gang rule

The Inquisitor's presence brooks no wavering. While a friendly fighter is within Short of the Inquisitor — or of an Interrogator carrying his authority — it re-rolls failed Nerve tests, steadied by the certainty of the hunt, and it strikes any fighter named as the heretic at +1 to hit, the whole retinue turning its wrath on the marked quarry.

Once per battle the Inquisitor may invoke the Authority and compel a friendly group activation, seizing the moment to press an execution or close a cordon before the enemy can answer. The aura reaches only as far as his voice and his seal; a retinue that lets its master fall loses both the steadying word and the compulsion, for the witch-hunters keep no second anchor to hold the line.

Sororitas Requisition gang rule

Alone among his peers, the Inquisitor of the Hereticus carries the seal to call upon the Adepta Sororitas, and when a heresy must be put to the torch a convent answers. Through Requisition the warband may field the Sisterhood by reference: up to two of the line — a Battle Sister of the bolter wall, a heavy-weapon Retributor, a jump-borne Seraphim, or an eviscerator-bearing Repentia — and a single elite, either a veteran Sister Superior or the walking furnace of a Penitent Engine.

Each Sister marches under her own faith. She brings her Shield of Faith and her Acts of Faith with her; the Inquisitor commands her, but does not empower her. The native-majority governor holds the summons in check — the requisitioned Sisterhood may never outnumber the warband's own Throne Agents, so the convent reinforces the hunt and never replaces it.

The Witch-Hunter's Authority gang rule

The Inquisitor of the Hereticus carries an aura of unbending faith that presses on the warp like a closing hand. While an enemy psyker is within range of the Inquisitor — or of an Interrogator who extends his writ — that psyker suffers -1 to all Willpower and psychic tests, its power fraying before it can form. Once per round the controlling player may declare the Authority against a single enemy Wyrd Power resolved within range and negate it outright, the witch-hunter's certainty smothering the manifestation as it rises.

The aura is inherent and needs no roll, and it cannot be stripped away. Against a foe that fields no psykers it falls silent — there is nothing to suppress, and the witch-hunters turn instead to the mark and the purging flame. It is the spine of the House: choke the enemy's Willpower first, then execute what the suppression has laid bare.

Requisition gang rule

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.