TEXT: Swords Of The Faithful
  Holy relics in Inquisitor
  By Alexander Nelson
  The 40K background is littered with artefacts blessed by the
  Emperor, as indeed are a good few of the Codices, and there's
  nothing that quite beets the feeling of smiting the foes of the
  Emperor in righteous combat whilst wielding a sanctified blade.
  But, as it stands, there's a distinct lack of rules for these items.
  So, to stop the servants of the Dark Gods and those of the Holy
  Orders who dabble in the heretical having all the fun, I present
  an article aimed at the more puritan amongst you.
  The following are my suggestions for certain classifications of
  relics. Relics may only be used by characters suitably devoted to
  the Emperor, including but not exclusively those with the Word
  of the Emperor ability. Any weapons count as sacred for
  wounding Daemonic creatures etc. Note also at the end of this
  list - new rules for hexagramic wards. I don't like the old ones,
  which make a Bloodletter within range killable by a scribe, so I
  thought up something that I feel is more suitable. I hope you will
  agree that, whilst a bit more complicated, these are a better
  representation.  If not, feel free to ignore them.
  Note that the availability ratings for these items assume that the
  character is suitably faithful to the Emperor (primarily members
  of the Ecclesiarchy and particularly devout members of the
  Inquisition). The restriction on the Ecclesiarchy's use of weapon
  classes is waived in this case.
  "We lay upon the ground the red rose of our Order. The blood of
  the pure has washed back the impure, but we who live shall be
  called upon to join them soon."
  – Celestian Superior Avril Lantine. Order of the Bloody Rose.
  WEAPONS OF THE DEVOUT
  Staff of Belief (Rare)
  Carved from wood taken from the massive trees lining the
  Garden of Saints, the Staff of Belief is a potent symbol of faith and
  devotion.
  Counts as a staff, but causes 2D6 damage and has its chance of
  being destroyed by power weapons reduced to 5%.
  Brazier of Holy fire (Exotic)
  It is claimed that this ornately wrought torch will light the faithful
  and shroud the heretic in darkness. In battle the brazier can be
  swung like a weapon, setting fire to the wielder's foes with its
  flames. It can also be used to project a jet of flame over a larger
  distance.
  The Brazier of Holy Fire has the profile shown below. Any model
  hit in close combat with this weapon may be set on fire in the
  same way as those hit by a flamer. Once per game the Brazier may
  be used to project a jet of flame, resolved in the same way as a
  Heavy flamer shot (note that it is not a two-handed weapon, nor
  are any weight penalties inflicted.
  Reach
  Damage
  Parry
  Penalty
  2
  2D6+4 
  –
  35%
  Flail of Chastisement (Rare)
  The Flail of Chastisement is barbed with small hooks, which grip
  the target's flesh and constrict as it struggles.
  The Flail is used in hand-to-hand combat with the following
  profile. Characters hit by the Flail take D3 hits (Roll for each
  location separately).
  Reach
  Damage
  Parry
  Penalty
  2
  3D6
  –
  40%
  Blade of Admonition (Rare)
  The blade of Admonition is polished to a mirror finish and is said
  that those who look upon it have their true face revealed to
  them.
  The bearer of the Blade of Admonition causes fear in the enemy.
  Note that daemons and models marked by the Chaos gods are
  always affected, even if they have Nerves of Steel or cause fear or
  terror themselves. In addition, it cannot be destroyed by parrying
  a power weapon.
  Reach
  Damage
  Parry
  Penalty
  3
  3D6
  –
  10%
  Axe of Retribution (Rare)
  The Axe of Retribution is styled upon the famous Axe of
  Chalcydon borne by Saint Jason of Huale. Its massive double-
  bladed head is studded with jewels which rend the flesh of those
  it strikes.
  Any location damaged by the Axe of Retribution automatically
  starts bleeding. In addition, it cannot be destroyed by parrying a
  power weapon. The Axe of Retribution is counted as a great axe
  with respect to use by characters under strength 75.
  Reach
  Damage
  Parry
  Penalty
  2
  2D10+6
  –
  20%
  
  Anointed Weapon 
  (Scarcity increased by one "grade". Cannot be applied to
  Legendary weapons except in exceptional cases.)
  These weapons are amongst the greatest tools against the
  daemonaic. Inscribed with the most potent of runes and blessed
  by the purest members of the Ecclesiarchy, each stage of its
  manufacture consecrated in the name of Him-on-Earth.
  Anointed weapons take many forms, most commonly a sword or
  axe but halberds, hammers and others have all found favour. An
  Anointed weapon follows the full rules for its type (which may be
  a force weapon, power weapon and so on). The decision on
  whether a weapon may be considered Anointed is made by the
  GM, but we don't want to see Anointed Power Fists, Anointed
  Knuckle-dusters or Anointed Guns of any sort.  Note that
  weapons from this list CAN be made anointed (the Blade of St.
  Arnathera, for example, is an Anointed Blade of Admonition).  It
  is traditional to give your anointed weapon a name.
  Daemonaic characters gain no benefits from any daemonaic
  attributes when struck by an Anointed weapon, although it does
  not confer the damage bonus for Shadow or Void-chill. A critical
  against a daemonaic character by an anointed weapon will cause
  damage one injury level greater than normal after all other
  modifications. (Increase damage by the minimum needed to
  achieve this). Finally, a character using a daemon weapon that is
  parried by or parries a strike from an anointed weapon must pass
  a strength test or drop their weapon as its purity courses through
  them.
  Daemonhammer (Legendary)
  The legendary Daemonhammer strikes with power akin to the
  fury of the Emperor himself. It is the custom to award those of
  the Ordo Maleus who have bested a Greater Daemon in personal
  combat with these cherished weapons.
  In combat against a daemonaic character of any sort, the wielder
  gains an extra action per turn and +10 to his Weapon skill. If
  wielded by a character with strength less than 75, the damage is
  reduced to 3D10+2 and the parry penalty increased to -35%. The
  Daemonhammer is a power weapon. As with all hammers, the
  Daemonhammer counts double damage for knockback.
  Reach
  Damage
  Parry
  Penalty
  2
  4D10+4
  –
  25%
  Incinerator (Legendary)
  Often the best cure for the unholy is purgation with righteous
  flame. Incinerators are blessed weapons, filled with the purest
  consecrated promethium and blessed oils which burn with the
  white heat of pure faith. 
  The Incinerator is especially suited to use against those marked
  by the dark gods, who are burned all the more fiercely by the
  holy flames. Characters who bear a mark of Chaos or who are
  possessed or daemonaic take an extra D3 damage (before any
  modifications) and have the chance of being set on fire increased
  to 75%. The fuels' special properties also mean that this weapon
  counts as psychic in circumstances where this will be beneficial,
  such as for wounding Shadow Daemons.
  Type Range Mode
  Acc
  Dam
  Shots
  Reload
  Weight
  Heavy
  35
  Flame
  –
  3D6+4
  8
  10
  65
  Psycannon bolts: Bolt weapons (Legendary)
  Although true Psycannon are far more powerful, a lesser
  substitute is to be found in the common bolter armed with
  warheads fashioned in the same manner.
  Cause 2D10 damage and are subject to the same rules as
  standard Psycannon rounds (x3 damage versus daemons, x2
  damage versus psykers)
  Sanctified rounds: Projectile weapons 
  (Exotic, may be combined with other special munitions
  types, but not Psycannon bolts)
  It has long been known that certain inscriptions, alloys and
  blessings can make the humble bullet far more powerful against
  the eternal foe.  To this end, many who would hunt daemons
  often take extra measures to give them that extra edge…
  Causes an extra D6 damage against daemonaic characters who
  take any damage from the shot (after armour etc).  If a
  daemonaic character takes damage from sanctified rounds
  greater than its System Shock value after all adjustments have
  been made, it must take a willpower test. If they fail, they add a
  further D10 to their Injury total.
  Power Stake (Exotic)
  The Power Stake is constructed of blessed metals.  When it is
  driven into the flesh of one tainted by the Warp, it burns with a
  cleansing flame.
  If the Power Stake causes at least one level of damage to a
  daemon or psyker, an additional 2D6 damage will be caused as
  the victim's flesh ignites.  This will always cause the location to
  catch fire, causing extra damage as per a heavy flamer.
  If a hit with the Power Stake causes three levels or more of
  damage to the target's chest, death is immediate as the heart is
  impaled and the body combusts. 
  Reach
  Damage
  Parry
  Penalty
  2
  2D10
  –
  35%
  Paladin Shield (Exotic)
  The great shield used by St. Harnacane during the Great Crusade
  is the model for the paladin Shield.  Taller than a most shields, it
  is similar in form to those used by the foot soldiers on feudal
  worlds.
  The Paladin Shield follows the rules for a Storm Shield, with the
  following exceptions: The shield's greater size affords more
  protection, covering the carrying arm; the leg on the same side;
  the chest and the abdomen.  However, this same size makes the
  shield a hindrance to swift movement, and so the wielder may
  not sprint or evade.
  RELICS AND PARAPHERNALIA
  Book of St. Lucius (Rare)
  This holy artefact contains the sermons of the famed Confessor,
  St. Lucius of Agetha. A member of the clergy reading from the
  ancient tome can inspire those around them.
  When a character with this relic uses his or her Word of the
  Emperor ability a separate willpower test should be taken. If this
  second test is passed then all friendly characters who are
  followers of the Imperial cult who can hear may add 2D10 to
  their nerve and D10 to their Leadership. This bonus is
  cumulative, but cannot increase the nerve by more than 30 and
  leadership by more than 15. This bonus is reduced by D6 for
  nerve and D3 for leadership at the start of each turn after the
  next.
  Rosarius (Rare)
  Awarded to those of great faith, a Rosarius is the shield of the
  Emperor.
  A Rosarius contains a conversion field generator.
  Tears of the Emperor (Rare)
  There are many stories of statues of the Emperor weeping blood-
  like tears. These tears are collected in ornate crystal bottles, and
  they are a potent weapon against the forces of chaos.
  The Tears of the Emperor may be thrown like a grenade, and
  have Range E, area 4yds, blast 3 and weight 10. Daemonic
  characters hit by the Tears of the Emperor take 2D10 damage.
  The special properties of these tears also mean that this weapon
  counts as psychic in circumstances where this will be beneficial,
  such as for wounding Shadow Daemons.
  
  Simulacrum Imperialis (Exotic)
  Wrought from the bones of a great saint, a Simulacrum Imperialis
  inspires those around it to their greatest efforts.
  Friendly characters who are followers of the Imperial cult with a
  line of sight to the bearer may re-roll any failed pinning or
  leadership tests.
  Sacred Incense (Rare)
  Braziers burning incense taken from the censers surrounding the
  golden throne release a tiny portion of His holy grace. They act
  to the detriment of malignant creatures. The incense affects
  characters who bear a mark of Chaos or who are possessed or
  daemonaic within 3 yards (may be modified by the GM for
  ludicrously large braziers or adverse conditions), reducing their
  Initiative by 2D10 (rolled at the start of each turn).
  Cherubim (Rare)
  Cherubim are cyberneticly and genetically augmented servitor-
  drones used by many Imperial officials as servants or familiars.
  Their undersized wings unable to carry their weight, they are
  borne aloft on anti-grav units similar to those on Servo-skulls.
  The Cherubim use the same rules for movement as a Psyber
  Raven, and must also remain within 10 yards of their master.
  They present a small target, and will always have the high ground
  if engaged in close combat.  Unlike Psyber Ravens, Cherubim can
  fight; carry objects and so on.  They use the following profile,
  and will always have one non-movement action per turn.
  WS
  BS
  S
  T
  I
  WP
  Sg
  Nv
  Ld
  20
  10
  25
  30
  - 
  -
  15
  40
  50
  They use the following damage chart:
  Light: No effect
  Heavy: Stunned for one turn, -10 to Strength and Toughness.
  Must stay within 5 yards of master
  Acute: Stunned for D3 turns. Looses action
  Critical: Dead
  Some Exotic Cherubim have augmented tracking abilities
  (equipped with scanners) or are psychic channelers (as per
  Psyber-ravens).
  Hexagramic Wards (Exotic)
  Certain wards and unguents are detrimental to daemonaic
  creatures. These are commonly inscribed onto the battle gear of
  those expecting to face against the diabolical foe, providing some
  measure of protection.
  A daemonaic character must halt any movement at five yards
  from a character, and must take a willpower test and use a
  separate action to move within this area. All daemonaic
  characters receive a basic -10 to WS; BS; S; T; Wp; Nv and Sg
  whilst in this area. They must also take a test on this modified
  willpower, taking an additional -10 for every ten points, or part
  thereof, the test is failed by.
  Note: this makes these wards far less powerful, and also makes
  them effect the lesser daemons far more than more potent ones.
  However, I for one think that this is fairly reasonable. After all, it's
  going to take more than those little bits of paper to faze Angron
  or a Great unclean One!
  WORDS OF WISDOM
  So, how do you go about using these items in your games?
  Option one is by far the most simple: give them to your warband
  to show their faith in the Immortal God-Emperor!  A confessor
  with the Blade of Admonition has far more character than one
  with a power sword (even if the power weapon does do a bit
  more damage), and there's nothing that says Faith and Purity for
  a Maleus Lord like a Daemonhammer.  The important thing here
  is moderation.  A preacher with a Flail of Chastisement turning
  up in a normal warband is reasonable, an Inquisitor Lord with
  Anointed Daemonhammer in power armour and carrying a
  Paladin Shield is every bit as over the top as a Space Marine
  Epistolary, so use the common sense which is expected of
  Inquisitor players when doing this sort of thing.
  Option two is using them as an objective or plot device.  Perhaps
  the shrine of a local saint in the depths of the wilderness holds
  the Anointed weapon the player will need to face off against the
  Big Gribbly Daemon of Doom™?  Or perhaps a cChaos cult has
  looted the irreplaceable artefacts from the Temple of the
  Emperor Deified during the uprising last year and the Ordo
  Hereticus is called upon to help the Ecclesiarchy recover them?
  Maybe the Inquisitor must prove his purity to an isolated cult by
  facing off against the beasts that dwell in the vaults before he will
  be granted the boon of wielding their Axe of Retribution against
  the foes. Equally a puritanical Inquisitor or a senior Ecclesiarchy
  Confessor or Witch Finder accompanied by Crusaders with
  Paladin Shields (see the Witch Hunters Codex for 40K) would
  make an appropriate antagonist for a radical warband, and a
  Horusian may end up fighting off the best part of a crusade whilst
  on his self-appointed mission.
  It seems traditional to present an example character to go along
  with new rules, so I present for your edification a character from
  my own (much under-used) warband:
  WS
  BS
  S
  T
  I
  WP
  Sg
  Nv
  Ld
  61
  52
  54
  55
  50
  79
  52
  72
  79
  Abilities: Force of Will; Word of the Emperor
  Equipment: Pump-action combat shotgun with sanctified
  inferno shells; autopistol; Blade of Admonition; armoured
  gauntlet; average bionic ears; medi-pack
  Born into Imperial service as a child of church serfs on
  Dorvastor, Falamandrius Glunt's life has been dominated by
  service to the Imperial Cult.  His faith carried him to the
  Ecclesiarchical College, and his dedication carried him to the
  rank of preacher and a position with a missionary fleet.  After
  seven years service with Missionary Supremis Icheb, Glunt
  earned himself a commission as a Missionary in his own right,
  and a warrant to travel the Segmentum and spread the word of
  the Emperor to the ignorant.
  His service to the Inquisition in general, and Inquisitor Turhan
  in particular, began during an incident on Rovanat IV. During
  a cult uprising the Inquisitor in charge of restoring order called
  for volunteers from among the servants of the Emperor to
  supplement the forces at his disposal, and Glunt was one of
  those who stepped forward. Glunt fought with remarkable
  devotion and bravery that day, leading forward one of the
  ragtag militias to victory against the forces of chaos. Inquisitor
  Turhan recognised in Glunt a man who would be willing to fight
  any of the Emperor's foes without fear, and so asked him to join
  the ranks of his warband. Glunt accepted this honour and,
  whilst his personal combat skills are average at best, his faith in
  the Emperor and bloody-minded opposition to all the foes of the
  Imperium make him a valued companion.
  Several years later, when Turhan was attached to Inquisitor
  Lord Dumont's taskforce, Glunt followed. He has continued to
  prove both his worth to the team and his abysmal aim time and
  time again, and has also formed an enmity with Special
  Persecutor Sloan, who he considers an impious ignorant with a
  depressingly negative personality. Sloan reciprocates, thinking
  Glunt an inept prayer-mumbler with an awesome superiority
  complex and an inappropriate sense of humour.
  ABOUT THE AUTHOR
  I'm a second year student at St. Andrews University in Scotland, having deserted the northeast coast for a more southerly
  locale a few degrees north of Moscow.  I started off with 40K 2nd ed but I believe I may have found my true calling in
  Inquisitor, defending the Imperium with Holy Orders of the Inquisition (when I'm not using my Nurgle warband anyway…).
  
SOURCE: textdata/thevault/Warhammer/40k/Inquisitor Skirmish/SG_site_files/FO31InqSwords.pdf