TEXT: INDEX IMPERIALIS: INQUISITION
  nquisitors stalk the shadows of the
  Emperor’s realm with unchecked
  impunity. They scrutinise every stratum
  of Human civilisation, from the lowliest
  sump-jacks to the glittering nobility of the
  highest spires. They watch for signs of corruption
  and heresy, investigating whoever and wherever
  they see fit.
  Their authority is absolute, bequeathed to the
  Holy Ordos in the wake of the Horus Heresy and
  made manifest in the Rosette that each Inquisitor
  carries about their person. These devices may
  take the form of a literal wax seal held within a
  delicate suspensor field, a hololithic projection
  generated from an archeotech jewel, a theldrite-
  and-adamantine amulet, or one of countless
  other arcane devices.
  Just like their Rosettes, no two Inquisitors are
  exactly the same, each varying enormously from
  the next in appearance and methods. Yet no
  matter the Inquisitor or the Rosette they carry,
  one thing holds true: theirs is the power to open
  any door, to consult any datascroll or sealed
  archive, and to requisition whatever civilian or
  military assets they require in order to see their
  duty successfully discharged.
  Inquisitors are given the complete operational
  freedom to investigate whatever threats they
  believe greatest and to do so by any means they
  see fit. The majority of Inquisitors conceal
  themselves behind layers of disguise and
  obfuscation, working primarily through bands of
  hand-picked Acolytes until they are ready to
  strike. Only then do they unleash whatever
  military assets are required to crush their foe
  underfoot. Such a subtle initial approach often
  pays dividends, particularly when investigating
  cunning underground organisations that could
  simply scatter and vanish at a more direct
  approach or when daring the wrath of a corrupt
  planetary governor whose vast resources might
  have the power to make even an Inquisitor
  disappear without a trace.
  Not all Inquisitors value secrecy and cunning, of
  course. There are those who prefer to inspire
  terror not only in their quarry but in all those
  around them, and those who gather private
  armies that they wield like the armoured fist of
  the Emperor himself. In extremis, Inquisitors
  even have the ability to call upon the ultimate
  sanction: Exterminatus, planet-death, the
  annihilation from orbit by virus bomb or cyclonic
  torpedo of all life upon a world. Most Inquisitors
  employ such apocalyptic tools only in the face of
  the direst threats. Of course, not all retain the
  perspective over time to wield their immense
  power with restraint …
  The Holy Ordos of the Inquisition watch over
  the soul of Mankind’s galactic empire. Their
  enemies are the daemon, the witch, and the
  alien, and the power they possess to hunt
  such prey is virtually limitless. Nobody is
  safe from the Inquisition’s gimlet gaze, not
  even their own agents. It is their sworn duty
  to root out corruption wherever it is found
  and, ultimately, to prevent that corruption
  from destroying the Imperium – from within
  or from without.
  THE HOLY ORDERS OF THE EMPEROR’S INQUISITION
  By Andy Clark, Duncan Waugh & Elliot Hamer
  22
  NOVEMBER 2019
  
  NOVEMBER 2019
  THE AQUILA FRACTURED
  Though its ultimate mandate is uniform,
  everything else about the Inquisition is as
  factionalised and disunited as the worst examples
  of Imperial bureaucracy. The Inquisition is not one
  single body. Instead it is broken up into countless
  sub-factions known as Ordos, each with its own
  specialised area of interest. Largest and most
  powerful by some margin are the Ordos Majoris,
  these being the Ordo Hereticus, the Ordo
  Malleus, and the Ordo Xenos.
  Ordo Hereticus Inquisitors are commonly known
  as Witch Hunters, for while their purview includes
  heretics, mutants, and traitors of all sorts, their
  most well-known role is the apprehension and
  neutralisation of dangerous rogue psykers. The
  Ordo Hereticus make great use of anti-psyker
  technology, blessed artefacts, and the purging
  purity of flame, and their prey often end their days
  lashed to a wooden stake atop a blazing pyre.
  The Ordo Malleus have perhaps the most dread
  and dangerous duty of all, for they are the
  Daemonhunters. Prevention is better than cure,
  of course, and so Ordo Malleus Inquisitors spend
  much of their time purging Chaos cults and foiling
  the monstrous schemes of the Heretic Astartes.
  When such actions are not enough, it is the duty
  of Ordo Malleus Inquisitors to wade into the
  blood and horror unleashed by their daemonic
  quarry and see the malevolent beings banished
  back to the warp no matter the cost.
  By comparison to the other major Ordos, the
  remit of the Ordo Xenos is broad indeed. These
  are the Alien Hunters, charged with combating
  PURITANS AND RADICALS
  Even within a single Ordo there are extremes of
  methodology and belief that divide one
  Inquisitor from the next and can even set them
  at one another’s throats. The most common of
  these divisions lies between those Inquisitors
  who choose to learn all they can of their foes
  and to use their own weapons and secrets
  against them, and those who see such
  behaviour as heretical.
  The former are known as radical Inquisitors,
  those who choose to wield xenos weaponry to
  hunt aliens, unleash their own psychic powers to
  defeat witches, or even to conjure and bind
  daemons to battle other daemons. Then there
  are puritans, those who frown upon psychic
  abilities, xenotech, and anything else that might
  be considered even slightly heretical. Many
  puritan Inquisitors view their radical
  counterparts as little better than the corrupt
  and deviant beings they hunt.
  Most Inquisitors begin their careers somewhere
  on the puritan end of this spectrum, but as they
  realise the monumental scale of the task they
  face, the temptation grows ever greater to seize
  power from whatever and wherever they can. It
  is with the best of intentions that they make use
  of the dark secrets they have learned,
  determined that one step along this treacherous
  path will not lead to another. Yet some lines
  cannot be uncrossed, and, as the Ecclesiarchy
  often preaches, the way into damnation is ever
  lit by the radiance of false enlightenment.
  23
  INDEX IMPERIALIS
  
  dangerous xenos both within the bounds of the
  Imperium and beyond it. Burning out the
  insidious taint of Genestealer Cults from Imperial
  underhives, securing hideously dangerous
  Drukhari artefacts before their unwitting dealers
  can unleash devastating bio-plagues, launching
  targeted raids to destabilise burgeoning Ork
  empires before they can reach the critical mass of
  the Waaagh!, all of these and countless other
  missions besides are performed by Ordo Xenos
  Inquisitors and their agents.
  The Ordos Minoris are myriad. In many cases
  they consist of no more than a handful of
  Inquisitors set to very specific, often esoteric, and
  occasionally conflicting tasks. The Ordo
  Sepulturum, for example, were formed as a
  response to the spread of heretical zombie
  plagues and now investigate, quarantine, and
  combat outbreaks of myriad warp-spawned
  diseases. The Ordo Scriptorum oversee Imperial
  records, communiques, and the sporadic conflicts
  – the so-called Wars of the Quill – that break out
  between opposing sects of Imperial scribes. The
  Ordo Sicarius attempt to police the activities of
  the shadowy Officio Assassinorum. The Ordo
  Chronus suppress temporal warp-travel
  anomalies by mercilessly hunting down those
  considered chronologically improbable and
  erasing them, while the newly established Ordo
  Maledictum seek any means by which the Great
  Rift might be driven back or even closed
  altogether. Some minor Ordos are more obscure
  and bizarre still. The Ordo Necros, for example,
  serve an undocumented purpose within the
  Imperium while the Ordo Vigilus were in turn
  formed purely to keep a weather eye upon the
  Ordo Necros.
  The majority of Inquisitorial operations are, of
  course, of huge benefit to the Imperium. Many of
  the deadliest threats to the Emperor’s realm have
  been halted in their tracks by the efforts of a lone
  Inquisitor, their selfless operatives, or –
  occasionally – a conclave of Inquisitorial peers
  working as one. Yet though they may on occasion
  cooperate, territorial lines are drawn between the
  different Ordos, whose operatives have often
  found themselves working at cross-purposes or
  even engaging in outright warfare with one
  another. Each Inquisitor seeks to assert their own
  agenda with the fanaticism of one certain of their
  monopoly on the truth. After all, how could
  someone possessed of such power and forbidden
  lore not see clearest the path that Humanity must
  take? More often than not, it is the loyal servants
  of the Imperium who pay the price for such
  Inquisitorial conflicts.
  Below: The combined
  might of Inquisitor
  Coteaz, Inquisitor
  Karamazov, and
  Inquisitor Greyfax
  prepare to battle the
  Emperor’s foes, be
  they daemon, witch,
  or alien.
  24
  NOVEMBER 2019
  
  NOVEMBER 2019
  Day 36.
  Talledus System investigation.
  ‘I have seen enough. These so-called Humble Saints are far more insidious
  than they appear. These are not holy miracles that they manifest, but the
  unclean powers of the witch. That they conceal their foulness beneath a
  shroud of false piety and supposed innocence only renders their crimes all
  the more revolting. I have activated my contacts within the 63rd Delphic
  Dracons and called in a favour with Captain Hadrach of the Astral
  Knights. The purge begins now.’
  Inquisitor Kaliadh Shayn, Ordo Hereticus
  +++
  +++ Astropathic Duct Gannymedes Hadrax//0009//Theta
  +++ Vermillion Encryption Active
  +++ Sending Commences
  +++ Interrogator Osmun to Inquisitor Thassian
  +++ Operation Shadow Talon successful
  +++ Black Ship Aegis of Truth boarded amidst trailing coronae of
  Siren’s Storm
  +++ Heavy casualties on both sides while combating Silent Sisters of
  Adamant Hawks Cadre
  +++ Twenty-three psi-shackled psykers extracted and brought aboard
  our craft
  +++ Aegis of Truth scuttled. If any miss her and come looking, they
  will believe the warp storm took her
  +++ Our craft extracted successfully, all psykers currently under heavy
  sedation
  +++ Phase two can commence
  +++ Proceeding to rendezvous point Hydrae-Delphi
  +++ Sending Concludes
  +++
  Personal log of Ordo Xenos Inquisitor Bors
  Callimue.
  Investigation of Planet G-X-17, Pygok’s Reach.
  TheSkorlreallyarearemarkablespecies.Andtothink,hadwenotintercepted
  thatMinistorumMissionary’sshrillbleatings,weneverevenwouldhave
  encounteredthem!‘Oh,ohEmperor,they’reeatingmyflock,ohEmperorthey’re
  monsters!Thronesaveus,’blahblahblah…Asifthelivesofafewhundred
  fungus-farmersmeritthewholesaleslaughterofamagnificentspeciessuchasthis!
  Theirweaponstechnologyalonedemandsthatwemakepeaceablecontactwith
  thesebeingsandinitiatetrade,atleastuntilsuchtimeaswehavesufficientsamples
  oftheirphase-invertercannontechtoreverseengineerourown.Thenwe’llsquash
  themliketheinvertebratestheyresemble.
  Butwhatdotheywant,Iwonder?Whathavewetoofferthem…?
  Ah!Ihaveit!Exclusiverightstohuntanddevourthosegrubbinglittlefarmers!
  SafetyfromImperialretribution…ortheperceptionofitatleast.Thankyou
  Emperorforyourdivineinspiration,thatwilldonicely…LogEnds
  +++
  …InquisitorialClearanceLevelVermilionRequired
  …Granted…DatascrollAwakening…
  …After-actionreport,JhorvianSystem,GhloxasHeresy
  …LordGhloxasoftheDeathGuardleadsVectorium[sub-ref:TheFesterlung
  Brotherhood]tooverthrowagri-world[sub-ref:JhorviaV]
  …OrdoMalleusInquisitorVincenzeFarradociasKazymarperformslimited
  combatdropduringfightingaround[REDACTED]
  …ApparentdeploymentofDaemonhost[sub-ref:Prr’xakkatos>>suspected
  Tzeentchianalpha-classmaleficentity>>sub-ref:Bokha’sSoundMassacres,
  priorconflictbetweenLordGhloxasanddaemonicincursionforceledby
  Prr’xakkatos]
  …GhloxasslainbyDaemonhost,substantialcollateraldamagetoImperialand
  hereticgroundforces
  …AstrogatoryevidenceofInquisitorKazymar’scruiser[sub-ref:BladeInevitable]
  preparingforlimitedorbitalbombardment,presumablytocauterisesiteof
  engagement
  …Attackruninterruptedbyarrivalof,andaggressiveengagementby,Imperial
  Navybattleship[sub-ref:Hammerblow]underInquisitorialmandateissuedby
  [sub-ref:OrdoMalleusInquisitorDanichaHest]
  …BladeInevitablebelievedtohaveescapedcombatengagementzone.Probability
  ofheavydamageincurred
  …JhorviaVcurrentlyoverrunbybattlinghereticforces[DeathGuard>>
  TzeentchianDaemons]
  …Situationongoing,severitasmaximal
  +++
  Sim, it’s Khasp. If you get this, jettison your cargo, burn it all and get
  out. In the name of the Greater Good, get out! Pavayne isn’t who she seems.
  She’s no Rogue Trader, she’s damned Inquisition. She took the meeting with
  Thomas’s Gue’la enclave alright, but she didn’t turn up to trade. They’re all
  dead, Sim. She knows where the Enlightened Ones are planning their ambush.
  I’m going to try to warn them but I needed to warn you first in ca—
  +++
  ‘Interrogator Thorfas, this is Hest, do you read me?’
  ‘Yes, Lady Inquisitor, though this vox signal is faint.’
  ‘It will serve. We have purged the cult of the Blessed Daemon.’
  ‘My congratulations, Lady Inquisitor. Did you persuade the filthy heretics
  to speak before they died?’
  ‘A little faith in my methods, please, Interrogator. It is as we thought. They
  aided Kazymar willingly in the creation of the Daemonhost Prr’xakkatos.’
  ‘Then they are damned, and Inquisitor Kazymar with them. Radical
  heretic …’
  ‘I am sure that Inquisitor Kazymar believed he had no choice but to follow
  this path, Thorfas.’
  ‘My Lady, surely you are not arguing for leniency?’
  ‘Not in the slightest, Interrogator. There is no room amidst the ranks of
  the Ordo Malleus for those who would consort with warp-spawn. I am
  merely pointing out that there is a lesson here for us all, should we wish to
  avoid Kazymar’s fate.’
  ‘Yes my Lady Inquisitor. He will burn, then?’
  ‘He will burn …’
  +++
  [Partial Transmission Intercept]
  [Segment Commences]
  … breaking through … barricades in section eighteen
  … can’t hold them … longer! Throne Almighty there’s
  … of them … slouching … grinning … dragged Kariss
  down and … don’t care whether he’s got everything
  out of the damned cogitator, either he … or he and
  Inquisitor Fawren will both be … when this lot …
  Ordo Sicarius will just have to … with what they’ve …
  Emperor, here they come! Keep shooting! Keep …
  [Segment Concludes]
  Investigations Ongoing
  25
  INDEX IMPERIALIS
  
  FORCES OF THE INQUISITION
  INQUISITORS
  Most Inquisitors are highly trained warriors,
  formidable in mind, body, and spirit. There are
  exceptions, of course – those individuals whose
  age, physical condition, or methodology see
  them command from afar. Others employ
  prodigious psychic might, information warfare,
  and the like to achieve their aims, never dirtying
  their hands with blade-to-blade combat.
  However, the vast majority of Inquisitors who take
  to the battlefields of the 41st Millennium can
  shoot, fight, and command an army as well as any
  vaunted Imperial hero.
  Many Inquisitors employ specialised weaponry
  and wargear, from stake-launching crossbows and
  thrice-blessed holy blades to devastating
  psycannons, shimmering power weapons, and
  cunningly wrought digital lasers. Few Inquisitors
  go to war without formidable suits of protective
  plate, holy warding amulets, or even – in the case
  of some warrior-savants of the Ordo Malleus –
  massive suits of Terminator armour. There are
  also those possessed of psychic powers. Such
  Inquisitors unleash their empyric powers to tear
  their enemies asunder, ward off the hostile
  attacks of rogue witches, or shield their
  operatives from hails of incoming fire.
  No matter their abilities or their Ordo, all
  Inquisitors have one thing in common: they are
  possessed of a ferocious strength of will. No
  matter the horrors they are faced with, the
  unnatural phenomena or malefic manifestations
  unleashed around them, Inquisitors never waver.
  Neither do the warriors who fight under the
  crushing weight of their gaze, for to fail in the
  sight of the Inquisition is as good as failing before
  the Emperor himself, and the consequences are
  similarly dire.
  ACOLYTES
  The title of Inquisitorial Acolyte applies to any
  warrior, servant, scholar, aide, bodyguard, or
  operative recruited to serve an Inquisitor in the
  field. Inquisitors gather these retinues of Acolytes
  throughout the course of their investigations,
  often employing the skills of those they meet
  along the way and extending an invitation to
  those who impress them most. One Acolyte may
  be a heavily armed and armoured Tempestus
  Scion or ex-Arbitrator; the next might be a skilled
  bladeswoman from a feudal Imperial culture, a
  zealous priest brandishing a blazing flamer, a
  dead-eyed mercenary sniper, or a former veteran
  of the Astra Militarum. The list of Inquisitorial
  operatives is as long and varied as the worlds
  Inquisitors visit and the cultures with which they
  interact, but all fight to preserve the Emperor’s
  realm by whatever means they know best.
  Regardless of what other Acolytes may follow
  them, nearly every Inquisitor appoints an
  Interrogator. Acting as their master’s chief Acolyte
  and strong right hand, an Interrogator learns the
  Inquisitorial craft and – should they live long
  enough – may eventually be ordained as a
  fully-fledged Inquisitor in their own right. In this
  way Inquisitors ensure that, should they fall in
  the pursuit of their duties, there will be one they
  trust to adopt their methods and mantle, and to
  see the mission through to its bloody end.
  DAEMONHOSTS
  Only the most courageous or desperate
  Inquisitors dare to create Daemonhosts. Even
  then it is an act of near-madness that all but the
  most radical would consider heresy. Fashioning a
  NOVEMBER 2019
  26
  
  NOVEMBER 2019
  Daemonhost involves trapping the essence of a
  daemon within the corporeal body of a luckless
  human by fooling the daemon into possessing
  the unfortunate host and capturing its essence
  within their living flesh. The victim is prepared
  through the application of warding runes and
  sigils tattooed into their flesh, and bound with
  blessed chains, ensorcelled manacles, and
  whatever other arcane bindings will prevent the
  daemon from bursting free of its mortal prison
  once the act of possession has been performed.
  Daemonhosts are powerful if unpredictable
  allies, for they retain many of their unnatural
  powers to warp reality out of true. Some instil
  unholy might and resilience in their host bodies.
  Others bend time and space, unleash ravening
  blasts of warp energy that can wrench a battle-
  tank inside out, or manifest even stranger and
  more bizarre abilities. Yet no matter how much
  they might twist and writhe, rage and scream, and
  fight their imprisonment, all Daemonhosts must
  employ these powers at the command of their
  master, the Inquisitor who summoned and
  trapped them.
  JOKAERO
  The Jokaero are an unusual xenos species
  occasionally seen amidst Ordo Xenos
  Inquisitorial retinues. They resemble gangle-
  limbed, orange-furred simians with sharply
  intelligent eyes and multijointed, retractable
  fingers and toes. This appearance has led many
  to sneer at the creatures as glorified pets, or else
  frown upon them as heretical xenos beasts. Yet
  those Inquisitors who include Jokaero amidst
  their retinues do so because they understand
  their incredible worth; Jokaero are instinctively
  talented techno-artisans without equal.
  Acting as armourers and engineers for their
  Inquisitorial employers, the xenos tinker
  constantly with the weaponry and wargear of
  those around them, often implementing
  modifications mid-battle that would make more
  conservative Imperial servants recoil in horror.
  Whatever the Jokaero do, it improves fire rates,
  enables weapons to pierce enemies’ armour with
  ease, and goads machine spirits to ever greater
  ballistic wrath. Nothing can match the raw fury of
  the strange xenos’ own digital weaponry,
  however. Though they may resemble little more
  than odd baubles and glowing jewellery, these
  laser weapons can blast the leg from a heretical
  Knight or pick apart entire squads of enemy
  warriors long before they can get close enough to
  threaten the Inquisitor’s life.
  HEROES AND VILLAINS
  It is impossible to tally how many have borne the
  Inquisitorial Rosette over the millennia. Moreover, the
  vast majority have lived and died entirely beyond the
  sight of the Imperium they served, and whether they
  were saints, monsters, or a little of both is a question
  of perspective far beyond any but their peers to
  judge. For all this, there are those names that have
  attracted glory and notoriety in equal measure. There
  are those Inquisitors who – whether for the extreme
  methods they employ or the campaigns they have
  concluded – have come to be known throughout the
  far-flung circles of the Inquisition and, in a few rare
  cases, even beyond.
  There is the ruthlessly authoritarian Torquemada
  Coteaz of the Ordo Malleus, a merciless puritan whose
  tenure as High Protector of the Formosa Sector has
  seen him root out and destroy dozens of heretical cults.
  Then there is the zealous Ordo Hereticus Witch Hunter
  Fyodor Karamazov, who rides into battle atop his
  armoured Throne of Judgement and incinerates anyone
  who shows the slightest signs of what he considers
  heresy. Inquisitor Greyfax of the Ordo Xenos has found
  recent prominence due to her involvement with the
  resurrection of Roboute Guilliman and her subsequent
  fanatical purges of Necron forces localised around
  Ultramar. The deeds of these and other Inquisitors of
  great note may seem like heroism or heresy dependent
  upon perspective, but as Coteaz himself once
  notoriously remarked, ‘Let none judge my deeds but
  the Emperor himself, for no other possesses the right
  nor the vision.’
  27
  INDEX IMPERIALIS
  
  INDEX: INQUISITION
  In this section you will find datasheets and rules for using the forces of the
  Inquisition in your games of Warhammer 40,000, powerful individuals and
  their retinues who have complete autonomy to pursue Mankind’s enemies.
  INDEX: INQUISITION
  KEYWORDS
  Throughout this section you will come
  across the <ORDO> keyword. When you
  include such a unit in your army, you must
  nominate which Ordo it is from and then
  replace the <ORDO> keyword in every
  instance on its datasheet with the name
  of your chosen Ordo. The Ordos available
  are ORDO HERETICUS, ORDO MALLEUS,
  ORDO XENOS and ORDO MINORIS.
  For example, if you include an Acolytes unit
  in your army and decide they are from the
  ORDO HERETICUS, their <ORDO> keyword
  becomes ORDO HERETICUS and the first
  sentence of their Loyal Servant ability
  reads ‘When a friendly ORDO HERETICUS
  INQUISITOR model within 3" of this unit
  would lose any wounds as a result of an
  attack made against that model, this unit can
  attempt to intercept that attack.’
  ABILITIES
  The following abilities are common to
  many Inquisition units:
  QUARRY
  Units with the ORDO MALLEUS, ORDO
  HERETICUS, ORDO XENOS or ORDO
  MINORIS keyword gain the respective
  ability below:
  Ordo Malleus: When resolving an attack
  made by a model in this unit against a
  CHAOS or DAEMON unit, you can re-
  roll the hit roll and you can re-roll the
  wound roll.
  Ordo Hereticus: When resolving an attack
  made by a model in this unit against a
  CHAOS or PSYKER unit, you can re-roll the
  hit roll and you can re-roll the wound roll.
  Ordo Xenos: When resolving an attack
  made by a model in this unit against a
  unit that is not CHAOS, IMPERIUM or
  UNALIGNED, you can re-roll the hit roll
  and you can re-roll the wound roll.
  Ordo Minoris: When resolving an attack
  made by a model in this unit against a
  CHARACTER unit, you can re-roll the hit
  roll and you can re-roll the wound roll.
  AUTHORITY OF THE
  INQUISITION
  INFANTRY units with this ability
  can embark aboard any IMPERIUM
  TRANSPORT model, even if that model
  normally only permits models with
  other Faction keywords to do so. All
  other restrictions apply normally, and
  INQUISITOR TERMINATOR models can
  only embark aboard TRANSPORT models
  that specifically allow TERMINATOR
  models to do so.
  If your army is Battle-forged, the following
  rules apply:
  • No more than one INQUISITOR
  unit can be included in any
  INQUISITION Detachment (that is,
  a Detachment that includes only
  INQUISITION units).
  • If your army does not include any
  INQUISITION Detachments, one
  INQUISITOR unit can be included
  in any other Detachment without
  taking up a slot so long as every unit
  in your army (with the exception
  of those that are UNALIGNED) has
  the IMPERIUM keyword (and does
  not have the FALLEN keyword). That
  INQUISITOR unit does not prevent
  other units in your army benefiting
  from Detachment abilities (e.g.
  Chapter Tactics), and does not prevent
  abilities that require every model in
  your army to have that ability (e.g.
  Combat Doctrines, Canticles of the
  Omnissiah). In a matched play game,
  that INQUISITOR unit is ignored for the
  purposes of the Battle Brothers
  rule (although all units in your
  army must still have the IMPERIUM
  faction keyword).
  28
  NOVEMBER 2019
  
  INDEX IMPERIUM
  STRATAGEMS
  If your army is Battle-forged and includes any INQUISITOR units, you have access to the Stratagems shown here, and can spend Command
  Points to activate them. These reflect the unique strategies used by the Inquisition. If a Stratagem is used before the battle to upgrade a unit
  (i.e. Inquisitorial Mandate) and you have an army roster, you must note on it which Stratagems are used to upgrade which units.
  Inquisitor Karamazov issues his judgement to the heretics of Boreah Hive. There can be only one sentence: death.
  INQUISITORIAL MANDATE
  Inquisition Stratagem
  With complete authority to pursue threats, Inquisitors are a
  potent presence in any of Humanity’s armies.
  Use this Stratagem before the battle. Select one
  INQUISITOR model from your army that is not your
  Warlord and determine one Warlord Trait for it; it is
  regarded as your Warlord for the purposes of that Warlord
  Trait. If that model is not a named character or VEHICLE,
  you can then give one Relic of the Inquisition to that
  model. All of the Relics your army includes must be
  different and be given to different models. You can only
  use this Stratagem once per battle.
  SEIZE FOR INTERROGATION
  Inquisition Stratagem
  Nine stages of interrogation await those captured by the
  Inquisition, each more terrifying than the last. Even in the
  field, excrutiators will pry secrets from the minds of those
  captured.
  Use this Stratagem in any phase, after an enemy
  CHARACTER unit is destroyed within 3" of any
  INQUISITION units from your army. Gain D3 Command
  Points and subtract 1 from the Leadership characteristic of
  enemy units until the end of the battle. You can only use
  this Stratagem once per battle.
  REQUISITION
  Inquisition Stratagem
  The remit of the Inquisition is such that all of the Imperium’s
  men and women must abide by its agents’ demands.
  Use this Stratagem in your Shooting phase, the Fight phase
  or your opponent’s Charge phase, when an IMPERIUM
  INFANTRY or IMPERIUM BIKER unit from your army that
  is within 6" of a friendly INQUISITOR unit fires Overwatch
  or is chosen to shoot or fight with. Until the end of that
  phase, when resolving an attack made by a model in that
  unit against an enemy unit specified in that INQUISITOR
  unit’s Quarry ability, re-roll a hit roll of 1.
  CYCLONIC TORPEDO
  Inquisition Stratagem
  Few have the authority to condemn an entire world to the
  fires of Exterminatus. An Inquisitor has such power, and the
  arsenal to deliver it.
  Use this Stratagem in your Shooting phase, if an
  INQUISITOR model from your army is on the battlefield.
  Select one point on the battlefield and roll one D6 for each
  unit within 2D6" of that point, subtracting 1 from the
  result if the unit being rolled for is a CHARACTER. On a
  4+ the unit being rolled for suffers D3 mortal wounds. You
  can only use this Stratagem once per battle.
  NOVEMBER 2019
  29
  
  Inquisitor Greyfax
  Inquisitor Coteaz
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Inquisitor Greyfax
  6"
  3+
  3+
  3
  3
  5
  4
  10
  3+
  Inquisitor Greyfax is a single model equipped with: master-crafted condemnor boltgun; master-crafted power sword; frag grenades; krak
  grenades; psyk-out grenades. You can only include one of this model in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Master-crafted
  condemnor boltgun
  24"
  Rapid Fire 1
  4
  -1
  1
  When resolving an attack made with this weapon against
  a PSYKER unit, this weapon has a Damage characteristic
  of 3 for that attack.
  Master-crafted
  power sword
  Melee
  Melee
  User
  -3
  2
  -
  Frag grenades
  6"
  Grenade D6
  3
  0
  1
  -
  Krak grenades
  6"
  Grenade 1
  6
  -1
  D3
  -
  Psyk-out grenades
  6"
  Grenade D3
  2
  0
  1
  When resolving an attack made with this weapon against
  a PSYKER or DAEMON unit, on a hit roll of 6+ the target
  suffers 1 mortal wound and the attack sequence ends.
  ABILITIES
  Authority of the Inquisition, Quarry (pg 28)
  Psyocculum: This model can target a PSYKER
  CHARACTER or DAEMON CHARACTER unit even if
  it is not the closest enemy unit.
  Refractor Field: This model has a 5+ invulnerable save.
  Indomitable: When a Deny the Witch test is taken for
  this model, add 1 to the total.
  Unquestionable Wisdom: Friendly IMPERIUM units
  can use this model’s Leadership instead of their own
  whilst they are within 6" of this model.
  PSYKER
  This model can attempt to manifest one psychic power in your Psychic phase and attempt to deny two psychic powers
  in your opponent’s Psychic phase. It knows Smite and one psychic power from the Telethesia discipline (pg 36).
  FACTION KEYWORDS
  IMPERIUM, INQUISITION, ORDO HERETICUS
  KEYWORDS
  CHARACTER, INFANTRY, INQUISITOR, PSYKER, GREYFAX
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Inquisitor Coteaz
  6"
  3+
  3+
  3
  3
  5
  4
  10
  2+
  Inquisitor Coteaz is a single model equipped with: bolt pistol; psyber-eagle; master-crafted Nemesis Daemon hammer. You can only include one
  of this model in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12"
  Pistol 1
  4
  0
  1
  -
  Psyber-eagle
  24"
  Assault D6
  4
  0
  1
  -
  Master-crafted Nemesis
  Daemon hammer
  Melee
  Melee
  x2
  -3
  3
  -
  ABILITIES
  Authority of the Inquisition, Quarry (pg 28)
  Refractor Field: This model has a 5+ invulnerable save.
  Unquestionable Wisdom: Friendly IMPERIUM units
  can use this model’s Leadership instead of their own
  whilst they are within 6" of this model.
  Spy Network: When an enemy unit is set up on the
  battlefield as reinforcements, you can select one friendly
  ORDO MALLEUS unit within 6" of this model. The
  selected unit can shoot at that enemy unit as if it were
  your Shooting phase. In addition, once per battle, when
  your opponent uses a Stratagem, this model can use its
  spy network. If it does, your opponent must spend 1
  additional Command Point to resolve that Stratagem, or
  else it has no effect and any Command Points spent on
  that Stratagem are considered not to have been spent. This
  ability cannot affect Stratagems used ‘before the battle’.
  PSYKER
  This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power
  in your opponent’s Psychic phase. It knows Smite and one psychic power from the Telethesia discipline (pg 36).
  FACTION KEYWORDS
  IMPERIUM, INQUISITION, ORDO MALLEUS
  KEYWORDS
  CHARACTER, INFANTRY, INQUISITOR, PSYKER, COTEAZ
  30
  NOVEMBER 2019
  4
  4
  INQUISITOR GREYFAX
  INQUISITOR COTEAZ
  
  Inquisitor Karamazov
  Inquisitor Eisenhorn
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Inquisitor Karamazov
  5"
  3+
  3+
  5
  5
  8
  4
  10
  4+
  Inquisitor Karamazov is a single model equipped with: master-crafted multi-melta; master-crafted power sword; Throne of Judgement’s
  stomping feet. You can only include one of this model in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Master-crafted multi-melta
  30"
  Assault 1
  8
  -4
  D6
  When resolving an attack made with this weapon
  against a unit that is within half range, roll two D6 when
  inflicting damage with it and discard one of the results.
  Master-crafted
  power sword
  Melee
  Melee
  User
  -3
  2
  -
  Throne of Judgement’s
  stomping feet
  Melee
  Melee
  User
  -1
  2
  When the bearer fights, it makes 2D3 additional attacks
  with this weapon.
  ABILITIES
  Authority of the Inquisition, Quarry (pg 28)
  Supreme Will: When a Psychic test is taken for an
  enemy model within 12" of this model, subtract 1 from
  the total. In addition, if a psychic power manifested by
  an enemy model targets this model, roll 2D6: if the total
  is greater than or equal to the Psychic test total, this
  model is not affected by that power (other models are
  still affected normally).
  Unquestionable Wisdom: Friendly IMPERIUM units can
  use this model’s Leadership instead of their own whilst
  they are within 6" of this model.
  Dread Reputation: Subtract 1 from the Leadership
  characteristic of enemy INFANTRY units whilst they are
  within 12" of this model.
  Throne of Judgement: This model has a 4+
  invulnerable save.
  FACTION KEYWORDS
  IMPERIUM, INQUISITION, ORDO HERETICUS
  KEYWORDS
  VEHICLE, CHARACTER, INQUISITOR, KARAMAZOV
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Inquisitor Eisenhorn
  6"
  3+
  3+
  3
  3
  5
  4
  10
  4+
  Inquisitor Eisenhorn is a single model equipped with: artificer bolt pistol; Barbarisater; runestaff; electrobane grenades. You can only include one
  of this model in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Artificer bolt pistol
  12"
  Pistol 1
  4
  -1
  2
  -
  Barbarisater
  Melee
  Melee
  User
  -3
  D3
  When resolving an attack made with this weapon, add 1
  to the hit roll.
  Runestaff
  Melee
  Melee
  +3
  -1
  D3
  -
  Electrobane grenades
  6"
  Grenade 1
  4
  -1
  1
  When resolving an attack made with this weapon
  against a VEHICLE unit, an unmodified wound roll of
  4-5 inflicts 1 mortal wound on the target in addition to
  any other damage and an unmodified wound roll of 6
  inflicts D3 mortal wounds on the target in addition to any
  other damage.
  ABILITIES
  Authority of the Inquisition, Quarry (pg 28)
  Unquestionable Wisdom: Friendly IMPERIUM units
  can use this model’s Leadership instead of their own
  whilst they are within 6" of this model.
  Radical Bond: Whilst the DAEMONHOST model that
  was set up with this model’s Malus Codicium ability is
  within 6" of this model, when resolving an attack made
  by that model, add 1 to the hit roll and wound roll, and
  when resolving an attack against that model, add 1 to
  its invulnerable save for that attack.
  No Stranger to Pain: When this model would lose a
  wound, roll one D6; on a 6, that wound is not lost.
  Malus Codicium: Once per battle, at the end of your
  Movement phase, you can use this ability. If you do, this
  model loses the Unquestionable Wisdom ability. Then
  set up a DAEMONHOST unit within 6" of this model
  and more than 9" away from any enemy models. Add
  2 to that model’s Strength, Toughness, Wounds and
  Attacks characteristics. If this model is destroyed, that
  DAEMONHOST unit is also destroyed.
  PSYKER
  This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny two psychic powers
  in your opponent’s Psychic phase. It knows Smite and two psychic powers from the Telethesia discipline (pg 36).
  FACTION KEYWORDS
  IMPERIUM, INQUISITION, ORDO XENOS
  KEYWORDS
  CHARACTER, INFANTRY, INQUISITOR, PSYKER, EISENHORN
  INDEX IMPERIUM
  NOVEMBER 2019
  31
  6
  4
  INQUISITOR KARAMAZOV
  INQUISITOR EISENHORN
  
  Ordo Malleus Inquisitor
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Ordo Malleus Inquisitor
  in Terminator Armour
  6"
  3+
  3+
  3
  3
  6
  4
  9
  2+
  An Ordo Malleus Inquisitor in Terminator Armour is a single model equipped with: storm bolter; Nemesis Daemon hammer; psyk-out grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Combi-flamer
  When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1
  from hit rolls for attacks made with this weapon.
  - Boltgun
  24"
  Rapid Fire 1
  4
  0
  1
  -
  - Flamer
  8"
  Assault D6
  4
  0
  1
  When resolving an attack made with this weapon, do
  not make a hit roll: it automatically scores a hit.
  Combi-melta
  When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1
  from hit rolls for attacks made with this weapon.
  - Boltgun
  24"
  Rapid Fire 1
  4
  0
  1
  -
  - Meltagun
  12"
  Assault 1
  8
  -4
  D6
  When resolving an attack made with this weapon
  against a unit that is within half range, roll two D6 when
  inflicting damage with it and discard one of the results.
  Combi-plasma
  When you choose this weapon to shoot with, select one or two of the profiles below. If you select two, subtract 1
  from hit rolls for attacks made this weapon. Only one plasma gun profile can be selected.
  - Boltgun
  24"
  Rapid Fire 1
  4
  0
  1
  -
  - Plasma gun (standard)
  24"
  Rapid Fire 1
  7
  -3
  1
  -
  - Plasma
  gun (supercharge)
  24"
  Rapid Fire 1
  8
  -3
  2
  If any hit rolls of 1 are made for attacks with this
  weapon, the bearer is destroyed after shooting with
  this weapon.
  Psycannon
  24"
  Heavy 4
  7
  -1
  1
  -
  Storm bolter
  24"
  Rapid Fire 2
  4
  0
  1
  -
  Nemesis Daemon hammer
  Melee
  Melee
  x2
  -3
  3
  When resolving an attack made with this weapon,
  subtract 1 from the hit roll.
  Psyk-out grenades
  6"
  Grenade D3
  2
  0
  1
  When resolving an attack made with this weapon
  against a PSYKER or DAEMON unit, a hit roll of 6+
  inflicts 1 mortal wound on the target and the attack
  sequence ends.
  WARGEAR OPTIONS
  • This model can be equipped with one of the following instead of 1 storm bolter: 1 combi-flamer; 1 combi-melta;
  1 combi-plasma; 1 psycannon.
  • This model can be equipped with 1 weapon from the Force Weapons list instead of 1 Nemesis Daemon hammer.
  ABILITIES
  Authority of the Inquisition, Quarry (pg 28)
  Terminator Armour: This model has a 5+
  invulnerable save.
  Unquestionable Wisdom: Friendly IMPERIUM units
  can use this model’s Leadership instead of their own
  whilst they are within 6" of this model.
  Teleport Strike: During deployment, you can set up this
  model in a teleportarium chamber instead of setting it
  up on the battlefield. If you do, at the end of one of your
  Movement phases you can set up this model anywhere
  on the battlefield that is more than 9" away from any
  enemy models.
  PSYKER
  This model can attempt to manifest one psychic power in your Psychic phase and attempt to deny one psychic power
  in your opponent’s Psychic phase. It knows Smite and one psychic power from the Telethesia discipline (pg 36).
  FACTION KEYWORDS
  IMPERIUM, INQUISITION, ORDO MALLEUS
  KEYWORDS
  CHARACTER, INFANTRY, TERMINATOR, PSYKER, INQUISITOR
  32
  NOVEMBER 2019
  6
  ORDO MALLEUS INQUISITOR
  IN TERMINATOR ARMOUR
  
  Inquisitor
  Daemonhost
  INDEX IMPERIUM
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Daemonhost
  6"
  4+
  4+
  4
  4
  4
  3
  7
  7+
  A Daemonhost is a single model equipped with: unholy gaze; warp grasp.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Unholy gaze
  12"
  Assault 1
  8
  -1
  1
  When resolving an attack made with this weapon,
  on a wound roll of 6+ this weapon has a Damage
  characteristic of 3 for that attack.
  Warp grasp
  Melee
  Melee
  User
  -3
  1
  -
  ABILITIES
  Daemonic Power: At the start of your Movement phase, roll one D6 for each model with this ability and apply the
  following result:
  D6
  Result
  1-2
  Daemonic Speed: Until the start of your next turn, this model has a Move characteristic of 12" and can FLY.
  3-4
  Re-knit Host Form: This model regains all its lost wounds.
  5-6
  Energy Torrent: Roll one D6 for each enemy unit within 3" of this model; on a 2+ that enemy unit suffers
  D3 mortal wounds.
  Daemonic: This model has a 5+ invulnerable save.
  FACTION KEYWORDS
  IMPERIUM, INQUISITION
  KEYWORDS
  CHARACTER, INFANTRY, DAEMON, DAEMONHOST
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Inquisitor
  6"
  3+
  3+
  3
  3
  5
  4
  9
  4+
  An Inquisitor is a single model equipped with: bolt pistol; chainsword; frag grenades; krak grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12"
  Pistol 1
  4
  0
  1
  -
  Chainsword
  Melee
  Melee
  User
  0
  1
  When the bearer fights, it makes 1 additional attack with
  this weapon.
  Frag grenades
  6"
  Grenade D6
  3
  0
  1
  -
  Krak grenades
  6"
  Grenade 1
  6
  -1
  D3
  -
  WARGEAR OPTIONS
  • This model can have the PSYKER keyword. If it does, it can be equipped with 1 weapon from the Force Weapons
  list instead of 1 chainsword.
  • This model can be equipped with one of the following instead of 1 bolt pistol: 1 weapon from the Pistol Weapons
  list, 1 weapon from the Ranged Weapons list.
  • This model can be equipped with 1 weapon from the Melee Weapons list instead of 1 chainsword.
  ABILITIES
  Authority of the Inquisition, Quarry (pg 28)
  Refractor Field: This model has a 5+ invulnerable save.
  Unquestionable Wisdom: Friendly IMPERIUM units
  can use this model’s Leadership instead of their own
  whilst they are within 6" of this model.
  Iron Will: If this model is not a PSYKER and a psychic
  power manifested by an enemy model targets this model,
  roll 2D6: if the total is greater than or equal to the Psychic
  test total, this model is not affected by that power (other
  models are still affected normally).
  PSYKER
  If this model is a PSYKER, it can attempt to manifest one psychic power in your Psychic phase and attempt to deny
  one psychic power in your opponent’s Psychic phase. It knows Smite and one psychic power from the Telethesia
  discipline (pg 36).
  FACTION KEYWORDS
  IMPERIUM, INQUISITION, <ORDO>
  KEYWORDS
  CHARACTER, INFANTRY, INQUISITOR
  1
  4
  DAEMONHOST
  INQUISITOR
  NOVEMBER 2019
  33
  
  Jokaero Weaponsmith
  Acolyte
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Jokaero Weaponsmith
  6"
  6+
  4+
  2
  3
  3
  2
  7
  7+
  A Jokaero Weaponsmith is a single model equipped with: Jokaero weapons.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Jokaero weapons
  When you choose this weapon to shoot with, select one of the profiles below.
  - Focused strike
  24"
  Heavy 1
  8
  -3
  3
  -
  - Scatter shot
  12"
  Assault 6
  4
  -1
  1
  -
  ABILITIES
  Authority of the Inquisition (pg 28)
  Defence Orbs: This model has a 5+ invulnerable save.
  Inconceivable Customisation: At the start of your Shooting phase, you can select one friendly <ORDO> unit
  within 3" of this model and roll one D6; apply the result from the following table to the selected unit until the end
  of the turn.
  D6
  Result
  1-2
  Augmented Targeting: When resolving an attack made by a model in this unit, you can re-roll the hit roll.
  3-4
  Augmented Penetration: When resolving an attack made by a model in this unit, you can re-roll the
  wound roll.
  5-6
  Total Augmentation: When resolving an attack made by a model in this unit, you can re-roll the hit roll
  and you can re-roll the wound roll.
  FACTION KEYWORDS
  IMPERIUM, JOKAERO, INQUISITION, <ORDO>
  KEYWORDS
  CHARACTER, INFANTRY, JOKAERO WEAPONSMITH
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Acolyte
  6"
  4+
  4+
  3
  3
  1
  2
  7
  5+
  This unit contains 1 Acolyte. It can additionally contain up to 5 additional Acolytes (Power Rating + 1 per Acolyte). Every model is equipped
  with: laspistol; chainsword.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Laspistol
  12"
  Pistol 1
  3
  0
  1
  -
  Chainsword
  Melee
  Melee
  User
  0
  1
  When the bearer fights, it makes 1 additional attack with
  this weapon.
  WARGEAR OPTIONS
  • Any model can be equipped with 1 weapon from the Pistol Weapons list instead of 1 laspistol.
  • Any model can be equipped with 1 weapon from from the Melee Weapons or Ranged Weapons lists instead of
  1 chainsword.
  ABILITIES
  Authority of the Inquisition, Quarry (pg 28)
  Agent: If this unit contains 1 Acolyte at the start of
  battle, it gains the CHARACTER keyword.
  Loyal Servant: When a friendly <ORDO>
  INQUISITOR model within 3" of this unit would lose
  any wounds as a result of an attack made against that
  model, this unit can attempt to intercept that attack.
  Roll one D6; on a 2+ that model does not lose those
  wounds and one model from this unit is destroyed.
  Only one attempt can be made to intercept each attack.
  FACTION KEYWORDS
  IMPERIUM, INQUISITION, <ORDO>
  KEYWORDS
  INFANTRY, ACOLYTE
  34
  NOVEMBER 2019
  1
  1
  JOKAERO WEAPONSMITH
  ACOLYTE
  
  WARLORD TRAITS
  INDEX IMPERIUM
  WARLORD TRAITS
  If an INQUISITION CHARACTER model is your Warlord, you can use the Inquisition
  Warlord Traits table to determine what Warlord Trait they have. You can either roll one D3
  to randomly generate one, or you can select one. Alternatively, you can select one of the
  Ordo-specific Warlord Traits below, but only if your Warlord is from the relevant Ordo.
  1
  RADICAL
  This warlord has no qualms about
  using heretical material if it serves
  Humanity’s interests.
  Once per battle round, you
  can re-roll one hit roll, wound
  roll, damage roll, saving throw,
  Psychic test or Deny the Witch
  test made for this Warlord.
  2
  PURITAN
  Faith and purity of purpose
  shields this warlord from the
  horrors of the galaxy.
  Improve this Warlord’s
  invulnerable save by 1 (to a
  maximum of 3+).
  3
  FORMIDABLE RESOLVE
  The unshakeable will of this
  warlord is enough to steel the
  hearts of Humanity’s warriors.
  Add 1 to this Warlord’s
  Leadership characteristic
  and increase the range of this
  Warlord’s Unquestionable
  Wisdom ability by 6".
  ORDO HERETICUS: NO ESCAPE
  This warlord is relentless in the
  hunt for their quarry.
  This Warlord can perform a Heroic
  Intervention if there are any enemy
  units within 6" of them instead
  of 3", and when doing so can
  move up to 6" instead of 3". When
  an enemy unit within 1" of this
  Warlord is chosen to Fall Back, you
  can roll one D6; unless any models
  in that unit have a minimum move
  characteristic, on a 4+ that unit
  cannot Fall Back this turn.
  ORDO XENOS: ESOTERIC LORE
  This warlord is rarely outwitted.
  Whilst this Warlord is on the
  battlefield, roll one D6 each
  time your opponent uses a
  Stratagem; on a 5+ you gain 1
  Command Point.
  ORDO MALLEUS:
  PSYCHIC MASTERY
  This warlord has long mastered
  the immaterium’s energies.
  This Warlord knows one
  additional psychic power from
  the Telethesia discipline (pg 36),
  and can attempt to manifest one
  additional psychic power in your
  Psychic phase and attempt to deny
  one additional psychic power in
  your opponent’s Psychic phase.
  NAMED CHARACTERS AND WARLORD TRAITS
  If one of the following characters is your Warlord, they must have the associated
  Warlord Trait shown below:
  NAMED CHARACTER
  WARLORD TRAIT
  Inquisitor Eisenhorn
  Radical
  Inquisitor Greyfax
  No Escape
  Inquisitor Karamazov
  Formidable Resolve
  Inquisitor Coteaz
  Psychic Mastery
  NOVEMBER 2019
  35
  
  TELETHESIA DISCIPLINE
  TELETHESIA DISCIPLINE
  Before the battle, generate the psychic powers for PSYKER models that know
  powers from the Telethesia discipline using the powers presented here. You
  can either roll one D6 on the table below to generate each power randomly
  (re-rolling duplicate results), or you can select which powers the psyker
  knows. If you are selecting powers, you can select from the Ordo-specific
  powers opposite, but only if the PSYKER belongs to that Ordo.
  1
  TERRIFY
  Terrify has a warp charge
  value of 6. If manifested,
  select one enemy unit
  within 18" of and visible
  to this psyker. Until the
  start of your next Psychic
  phase, subtract 1 from the
  Leadership characteristic
  of models in that unit,
  and that unit cannot
  fire Overwatch.
  2
  PSYCHIC FORTITUDE
  Psychic Fortitude has a
  warp charge value of 4.
  If manifested, select one
  friendly IMPERIUM unit
  within 12" of this psyker.
  Until the start of your next
  Psychic phase, when a
  Morale test is taken for that
  unit, do not roll the dice; it
  is automatically passed.
  3
  DOMINATE
  Dominate has a warp
  charge value of 6. If
  manifested, select one
  enemy model within
  12" of this psyker that
  is not a VEHICLE and
  roll 3D6. If the total is
  equal to or greater than
  that model’s Leadership
  characteristic, that model
  can immediately shoot
  with one weapon as if it
  were your Shooting phase,
  or make one attack as if it
  were the Fight phase. In
  either case, treat that model
  as if it were a separate unit
  that is part of your army
  whilst shooting or making
  that close combat attack.
  4
  MENTAL INTERROGATION
  Mental Interrogation has
  a warp charge value of 6.
  If manifested, select one
  enemy CHARACTER model
  within 12" of and visible
  to this psyker. Until the
  start of your next Psychic
  phase, when resolving an
  attack made by that model,
  subtract 1 from the hit roll.
  If your army is Battle-
  forged roll 3D6; if the result
  is equal to or greater than
  that model’s Leadership
  characteristic, you gain 1
  Command Point.
  5
  PSYCHIC PURSUIT
  Psychic Pursuit has a
  warp charge value of 7.
  If manifested, select one
  enemy CHARACTER
  unit that only contains
  models with a Wounds
  characteristic of less than
  10 and is within 18" of
  and visible to this psyker.
  Then, select one friendly
  <ORDO> unit within 6" of
  this psyker. Until the end of
  your next Shooting phase,
  that <ORDO> unit can
  target that CHARACTER,
  even if it is not the closest
  enemy unit.
  6
  CASTIGATION
  Castigation has a warp
  charge value of 6. If
  manifested, select one enemy
  unit within 18" of and visible
  to this psyker and roll 3D6;
  if the total exceeds the lowest
  Leadership characteristic in
  that unit, that unit suffers
  D3 mortal wounds.
  ORDO HERETICUS:
  ASCERTAINMENT
  The psyker ravages the minds of
  the foe in their search for truth.
  Ascertainment has a
  warp charge value of 6. If
  manifested, select one enemy
  unit within 12" of this psyker.
  Until the start of your next
  Psychic phase, subtract 1 from
  the Attacks characteristic
  of models in that unit (to a
  minimum of 1). Roll 2D6; if
  the total is equal to or greater
  than the highest Leadership
  characteristic in that unit, then
  until the start of your next
  Psychic phase, when resolving
  an attack made by a model in
  that unit, subtract 1 from the
  hit roll.
  ORDO XENOS:
  PSYCHIC VEIL
  The psyker veils their allies from
  the eyes of the enemy.
  Psychic Veil has a warp charge
  value of 5. If manifested, until
  the start of your next Psychic
  phase friendly ORDO XENOS
  units within 6" of this psyker
  can only be selected as the
  target of attacks if they are
  the closest visible enemy unit,
  and can only be selected as the
  target of charges if they are
  within 6" of the charging unit.
  ORDO MALLEUS: POWER
  THROUGH KNOWLEDGE
  The psyker instills learned truths
  into the minds of their allies to
  better fight the servants of Chaos.
  Power Through Knowledge has
  a warp charge value of 6. If
  manifested, select one friendly
  IMPERIUM INFANTRY or
  IMPERIUM BIKER unit within
  12" of this psyker. Until the
  start of your next Psychic
  phase, models in that unit have
  a 5+ invulnerable save.
  36
  NOVEMBER 2019
  
  RELICS OF THE INQUISITION
  INDEX IMPERIUM
  The armouries of the Inquisition are filled with myriad artefacts. Some are rare technology whilst others
  are difficulty sourced relics that bear a weighty history – for good or ill.
  RELICS OF THE INQUISITION
  If your army is led by an INQUISITION Warlord, you
  can give one of the following Relics of the Inquisition to
  an INQUISITION CHARACTER model from your army.
  Named characters and VEHICLE models cannot be
  given any of the following Relics.
  Note that some Relics are weapons that replace one of
  the model’s existing weapons. Where this is the case, you
  must, if you are using points values, still pay the cost of
  the weapon that is being replaced. Write down any Relics
  of the Inquisition your models have on your army roster.
  BLADE OF THE ORDO
  These exquisite powered blades have been in service to the
  Ordo for thousands of years, each one passed on when an
  Inquisitor’s tenure comes to an end.
  INQUISITOR model equipped with power sword
  only. This Relic replaces a power sword and has the
  following profile:
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  Blade of the
  Ordo
  Melee
  Melee
  +1
  -3
  D3
  Abilities: When resolving an attack made with this weapon
  against a unit that is specified by the bearer’s Quarry ability (pg
  28), this weapon has a Damage characteristic of 3 for that attack.
  DIGITAL WEAPONS
  Digital weapons are concealed lasers fitted into finger
  rings, bionic implants or the knuckles of a power-
  armoured gauntlet.
  INQUISITOR model only. When a model with this
  Relic fights, it can make 1 additional attack using the
  close combat weapon profile (see the Warhammer
  40,000 rulebook). When resolving that attack, if a hit is
  scored the target suffers 1 mortal wound and the attack
  sequence ends.
  BLACKSHROUD
  Whether by way of advanced technology or a stranger,
  more esoteric power, this mysterious black cloak of
  unknown provenance shields the wearer from harm.
  INQUISITOR model only. When resolving an attack
  made against a model with this Relic, subtract 1 from
  the wound roll.
  IGNIS JUDICIUM
  The flames of this ancient inferno pistol burn hottest when
  dancing upon the heretic and the witch, a conflagration
  that only absolution will extinguish.
  ORDO HERETICUS INQUISITOR model equipped with
  inferno pistol only. This Relic replaces an inferno pistol
  and has the following profile:
  BIO-CORROSIVE POISONS
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  Ignis Judicium
  12"
  Pistol 1
  8
  -4
  D6
  Abilities: When resolving an attack made with this weapon
  against a unit that is within half range or that has the CHAOS or
  PSYKER keyword, roll two D6 when inflicting damage with it
  and discard one of the results.
  With their melee weapons coated in hyper-aggressive
  strains of poison, the bearer can lay low the mightiest
  beast, no matter its genetic heritage.
  ORDO XENOS INQUISITOR model only. When resolving
  an attack made with a melee weapon by a model with
  this Relic against a unit that is not a VEHICLE or
  TITANIC, a wound roll of 2+ is always successful.
  TAINTED BLADE
  Only the most radical Inquisitor would bear such a
  controversial weapon, for with it they can wield the
  essence of the enemy against them.
  ORDO MALLEUS INQUISITOR model equipped with a
  power sword only. This Relic replaces a power sword
  and has the following profile:
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  Tainted Blade
  Melee
  Melee
  +3
  -3
  1
  Abilities: In the Fight phase, when the bearer is chosen to fight
  with for the first time that phase, roll one D6; on a 1 the bearer
  suffers 1 mortal wound and this weapon cannot be used that
  phase. When resolving an attack made with this weapon, if the
  saving throw is failed you can make one additional attack against
  the same unit using this weapon. This additional attack cannot
  generate another attack.
  NOVEMBER 2019
  37
  
  ARMOURIES OF THE ORDOS
  With near-limitless resources, the Inquisition can requisition weaponry from across the Imperium, allowing them
  to apply the necessary lethality against Humanity’s countless foes. From reliable laspistols and chainswords to the
  arcane and rare inferno pistol and mighty Nemesis Daemon hammer, the wargear of the Inquisition is detailed here.
  ARMOURIES OF THE ORDOS
  WARGEAR LISTS
  MELEE WEAPONS
  • Power fist
  • Power maul
  • Power sword
  • Thunder hammer
  FORCE WEAPONS
  • Force axe
  • Force stave
  • Force sword
  • Nemesis Daemon hammer
  PISTOL WEAPONS
  • Bolt pistol
  • Inferno pistol 1
  • Needle pistol
  • Plasma pistol
  RANGED WEAPONS
  • Boltgun
  • Combi-flamer
  • Combi-melta
  • Combi-plasma
  • Condemnor boltgun 1
  • Flamer
  • Hot-shot lasgun
  • Incinerator 1
  • Meltagun
  • Plasma gun
  • Storm bolter
  1INQUISITOR only
  RANGED WEAPONS
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Artificer bolt pistol
  12"
  Pistol 1
  4
  -1
  2
  -
  Bolt pistol
  12"
  Pistol 1
  4
  0
  1
  -
  Boltgun
  24"
  Rapid Fire 1
  4
  0
  1
  -
  Combi-flamer
  When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls
  for attacks made with this weapon.
  - Boltgun
  24"
  Rapid Fire 1
  4
  0
  1
  -
  - Flamer
  8"
  Assault D6
  4
  0
  1
  When resolving an attack made with this weapon, do not make a hit roll: it
  automatically scores a hit.
  Combi-melta
  When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls
  for attacks made with this weapon.
  - Boltgun
  24"
  Rapid Fire 1
  4
  0
  1
  -
  - Meltagun
  12"
  Assault 1
  8
  -4
  D6
  When resolving an attack made with this weapon against a unit that is within half
  range, roll two D6 when inflicting damage with it and discard one of the results.
  Combi-plasma
  When you choose this weapon to shoot with, select one or two of the profiles below. If you select two, subtract 1 from hit rolls for
  attacks made this weapon. Only one plasma gun profile can be selected.
  - Boltgun
  24"
  Rapid Fire 1
  4
  0
  1
  -
  - Plasma
  gun (standard)
  24"
  Rapid Fire 1
  7
  -3
  1
  -
  - Plasma
  gun (supercharge)
  24"
  Rapid Fire 1
  8
  -3
  2
  If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed
  after shooting with this weapon.
  Condemnor boltgun
  24"
  Rapid Fire 1
  4
  0
  1
  When resolving an attack made with this weapon against a PSYKER unit, this
  weapon has a Damage characteristic of D3 for that attack.
  Electrobane grenades
  6"
  Grenade 1
  4
  -1
  1
  When resolving an attack made with this weapon against a VEHICLE unit, an
  unmodified wound roll of 4-5 inflicts 1 mortal wound on the target in addition to
  any other damage and an unmodified wound roll of 6 inflicts D3 mortal wounds
  on the target in addition to any other damage.
  Jokaero weapons
  When you choose this weapon to shoot with, select one of the profiles below.
  - Focused strike
  24"
  Heavy 1
  8
  -3
  3
  -
  - Scatter shot
  12"
  Assault 6
  4
  -1
  1
  -
  38
  NOVEMBER 2019
  
  INDEX IMPERIUM
  MELEE WEAPONS
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Barbarisater
  Melee
  Melee
  User
  -3
  D3
  When resolving an attack made with this weapon, add 1 to the hit roll.
  Chainsword
  Melee
  Melee
  User
  0
  1
  When the bearer fights, it makes 1 additional attack with this weapon.
  Force axe
  Melee
  Melee
  +1
  -2
  D3
  -
  Force stave
  Melee
  Melee
  +2
  -1
  D3
  -
  Force sword
  Melee
  Melee
  User
  -3
  D3
  -
  Master-crafted Nemesis
  Daemon hammer
  Melee
  Melee
  x2
  -3
  3
  -
  Master-crafted power sword
  Melee
  Melee
  User
  -3
  2
  -
  Nemesis Daemon hammer
  Melee
  Melee
  x2
  -3
  3
  When resolving an attack made with this weapon, subtract 1 from the
  hit roll.
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When resolving an attack made with this weapon, subtract 1 from the
  hit roll.
  Power maul
  Melee
  Melee
  +2
  -1
  1
  -
  Power sword
  Melee
  Melee
  User
  -3
  1
  -
  Runestaff
  Melee
  Melee
  +3
  -1
  D3
  -
  Throne of Judgement’s
  stomping feet
  Melee
  Melee
  User
  -1
  2
  When the bearer fights, it makes 2D3 additional attacks with
  this weapon.
  Thunder hammer
  Melee
  Melee
  x2
  -3
  3
  When resolving an attack made with this weapon, subtract 1 from the
  hit roll.
  Warp grasp
  Melee
  Melee
  User
  -3
  1
  -
  RANGED WEAPONS
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Flamer
  8"
  Assault D6
  4
  0
  1
  When resolving an attack made with this weapon, do not make a hit roll: it
  automatically scores a hit.
  Frag grenades
  6"
  Grenade D6
  3
  0
  1
  -
  Hot-shot lasgun
  18"
  Rapid Fire 1
  3
  -2
  1
  -
  Incinerator
  8"
  Assault D6
  6
  -1
  1
  When resolving an attack made with this weapon, do not make a hit roll: it
  automatically scores a hit.
  Inferno pistol
  6"
  Pistol 1
  8
  -4
  D6
  When resolving an attack made with this weapon against a unit that is within half
  range, roll two D6 when inflicting damage with it and discard one of the results.
  Laspistol
  12"
  Pistol 1
  3
  0
  1
  -
  Krak grenades
  6"
  Grenade 1
  6
  -1
  D3
  -
  Master-crafted
  condemnor boltgun
  24"
  Rapid Fire 1
  4
  -1
  1
  When resolving an attack made with this weapon against a PSYKER unit, this
  weapon has a Damage characteristic of 3 for that attack.
  Master-crafted
  multi-melta
  30"
  Assault 1
  8
  -4
  D6
  When resolving an attack made with this weapon against a unit that is within half
  range, roll two D6 when inflicting damage with it and discard one of the results.
  Meltagun
  12"
  Assault 1
  8
  -4
  D6
  When resolving an attack made with this weapon against a unit that is within half
  range, roll two D6 when inflicting damage with it and discard one of the results.
  Needle pistol
  12"
  Pistol 1
  1
  0
  1
  When resolving an attack made with this weapon, a wound roll of 6+ is
  successful if the target is a VEHICLE unit or TITANIC unit; otherwise a wound
  roll of 2+ is successful.
  Plasma gun
  When you choose this weapon to shoot with, select one of the profiles below.
  - Standard
  24"
  Rapid Fire 1
  7
  -3
  1
  -
  - Supercharge
  24"
  Rapid Fire 1
  8
  -3
  2
  If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed
  after shooting with this weapon.
  Plasma pistol
  When you choose this weapon to shoot with, select one of the profiles below.
  - Standard
  12"
  Pistol 1
  7
  -3
  1
  -
  - Supercharge
  12"
  Pistol 1
  8
  -3
  2
  If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed
  after shooting with this weapon.
  Psyber-eagle
  24"
  Assault D6
  4
  0
  1
  -
  Psycannon
  24"
  Heavy 4
  7
  -1
  1
  -
  Psyk-out grenade
  6"
  Grenade D3
  2
  0
  1
  When resolving an attack made with thisweapon against a PSYKER or DAEMON
  unit, on a hit roll of 6+ the target suffers1 mortalwound and the attack sequenceends.
  Storm bolter
  24"
  Rapid Fire 2
  4
  0
  1
  -
  Unholy gaze
  12"
  Assault 1
  8
  -1
  1
  When resolving an attack made with this weapon, on a wound roll of 6+ this
  weapon has a Damage characteristic of 3 for that attack.
  NOVEMBER 2019
  39
  
  POINTS VALUES
  If you are playing a matched play game, or a game that uses a points limit, you can use the following lists to determine the
  total points cost of your army. Simply add together the points costs of all your models and the wargear they are armed with to
  determine your army’s total points value.
  POINTS VALUES
  40
  NOVEMBER 2019
  UNITS
  UNIT
  MODELS
  PER UNIT
  POINTS PER MODEL
  (Excluding wargear)
  Acolytes
  1-6
  8
  Daemonhost
  1
  25
  Inquisitor
  1
  55
  Jokaero Weaponsmith
  1
  18
  Ordo Malleus Inquisitor in
  Terminator Armour
  1
  91
  NAMED CHARACTERS
  UNIT
  MODELS
  PER UNIT
  POINTS PER MODEL
  (Including wargear)
  Inquisitor Coteaz
  1
  90
  Inquisitor Eisenhorn
  1
  80
  Inquisitor Greyfax
  1
  85
  Inquisitor Karamazov
  1
  115
  RANGED WEAPONS
  WEAPON
  POINTS PER WEAPON
  Bolt pistol
  0
  Boltgun
  0
  Combi-flamer
  8
  Combi-melta
  15
  Combi-plasma
  11
  Condemnor boltgun
  1
  Jokaero weapons
  4
  Flamer
  6
  Frag grenade
  0
  Hot-shot lasgun
  4
  Incinerator
  20
  Inferno pistol
  7
  Laspistol
  0
  Krak grenade
  0
  Meltagun
  14
  Needle pistol
  2
  Plasma gun
  11
  Plasma pistol
  5
  Psycannon
  7
  Psyk-out grenade
  0
  Storm bolter
  2
  Unholy gaze
  0
  MELEE WEAPONS
  WEAPON
  POINTS PER WEAPON
  Chainsword
  0
  Force Axe
  10
  Force stave
  8
  Force sword
  8
  Nemesis Daemon hammer
  18
  Power fist
  9
  Power maul
  4
  Power sword
  4
  Thunder hammer
  16
  Warp grasp
  0
  
  INDEX IMPERIUM
  NOVEMBER 2019
  41
  
  AGENTS OF THE INQUISITION
  AGENTS OF THE INQUISITION
  You’ve read the short story, background, and rules for the Inquisition. Now feast your
  eyes on a gallery of inspirational Inquisitors and their retinues, converted and painted by
  the talented members of the Warhammer Studio.
  nquisitors and their retinues come in many
  different guises, offering up loads of painting and
  modelling opportunities for enthusiastic
  hobbyists. The best thing is there are so many
  miniatures that can be used to represent them!
  Tempestus Scions and Skitarii Rangers make excellent
  Acolytes, as do Genestealer Cult Hybrids and Chaos
  Cultists (ironically!). And the list is virtually endless when
  it comes to models you can use for Inquisitors, too. Magi,
  Sorcerers, Space Marines, Custodes, and even Stormcast
  Eternals have been used in this article, plus countless
  other bits and pieces raided from people’s bits boxes.
  Over the next few pages you’ll see Inquisitors and their
  retinues painted by Nyle Ajina, Maxime Corbeil, and Dan
  Harden, plus lone Inquisitors (some puritan, some radical)
  painted by other members of the studio.
  INQUISITOR INDRIS, ORDO XENOS
  Nyle: My Inquisitor is an Ordo
  Xenos radical who has started
  using alien tech in her wars
  against them. I used to play
  Inquisitor a lot, and I wanted
  to recreate the classic retinue
  with an Inquisitor, a
  Guardsman, a Magos, and an
  Arco-Flagellant. The Guard
  trooper is the least radical of
  the team – he has a web pistol
  and power maul for capturing
  specimens. The Magos is a
  xeno-biologist who likes
  experimenting on aliens. He
  has already converted a
  Genestealer Cults Aberrant
  into an Arco-Flagellant.
  Inquisitor Ashuria
  Indris (1) is
  converted from a
  Genestealer Cults
  Magus with the head
  of a Delaque Ganger
  and a Farseer’s
  spear. The belt on
  her robe features an
  Inquisitorial symbol
  taken from the
  Deathwatch Kill
  Team set.
  Her Arco-Flagellant
  (2) is converted
  from an Aberrant
  with the lash whip
  from a Metamorph,
  a Sicarian
  Ruststalker claw, a
  Cult Primus claw,
  and a pacifier helm
  made from a Skitarii
  Vanguard helmet.
  1
  2
  42
  NOVEMBER 2019
  
  SHOWCASE
  INQUISITOR BOURGERY, ORDO CHRONOS
  Maxime: I converted this
  Inquisitor for a campaign I
  was playing in the studio. The
  Inquisitor is actually the
  wizened old man being
  carried by the armoured
  warrior. He is a very powerful
  psyker, but he has become
  withered due to overuse of
  his powers. He now seeks a
  way to travel back in time to
  hijack his younger body. His
  retinue are all mechanically
  augmented meat puppets
  – mind-wiped people that he
  controls psychically much like
  Inquisitor Ravenor does in the
  novels of the same name.
  Inquisitor Appolus
  Bourgery (1) is
  converted from a
  Stormfiend brain-rat,
  with the head of a
  Skitarii Ranger. His
  carrier is made from
  a Tempestus Scion
  torso, Genestealer
  Hybrid arms and
  legs, and a Putrid
  Blightking’s head.
  Bourgery’s gun
  puppet (2) is an
  amalgamation of
  many kits. The legs
  are the wooden ribs
  of a Corpse Cart,
  while the model’s
  body is a Ghoul. The
  head is from a Chaos
  Cultist, while the
  heavy stubber comes
  from a Chimera.
  Ashley Lowe
  converted two
  Inquisitors. The first is
  based on Inquisitor
  Greyfax (1), with the
  rapier blade from
  Janus Draik and the
  head of a Stormcast
  Eternals Sequitor. The
  second (2) is based
  on another Sequitor
  with the addition of a
  Space Wolves power
  axe, Inquisitorial icons,
  and purity seals.
  Mark Bedford’s
  Inquisitor (3) is also
  made from Inquisitor
  Greyfax, but with the
  addition of a Skitarii
  galvanic rifle and the
  head from Saint
  Celestine.
  1
  1
  2
  3
  2
  43
  NOVEMBER 2019
  
  INQUISITOR THANE, ORDO XENOS
  Dan: I converted this
  Inquisitor and his warband to
  fight alongside my Adeptus
  Mechanicus army. My Skitarii
  are from Stygies VIII, and
  their Tech-Priests are known
  for their interest in xenos
  technology, so it seemed right
  to send an Inquisitor to watch
  over them. It just so happens
  that he’s a bit of a
  sympathiser and has an
  interest in alien technology
  himself. So now he’s
  equipped himself with some
  Stygian technology and
  disappeared into the galaxy
  to hunt some aliens.
  Inquisitor Thane (1)
  is converted using
  the robed legs of a
  Chaos Sorcerer Lord
  with the armoured
  torso from a Tactical
  Marine. His
  specimen canister is
  actually a street
  lamp from the old
  Sector Imperialis
  terrain kits – you
  can see one of his
  diminutive Acolytes
  carrying a spare
  tank full of bubbling
  green liquid in the
  picture below.
  Tech-Priest Omnos
  LXIV (2) is
  converted from a
  Cairn Wraith with a
  servo-skull head and
  a Tech-Priest’s axe.
  John Blanche’s
  Inquisitor (1) is
  converted from Ixion
  Hale, with the addition
  of an Orlock autopistol
  and servoclaw.
  James Gallagher used
  Inquisitor Greyfax’s
  body for his Inquisitor
  (2), plus the hooded
  head of a Dark Rider
  and a cut-down
  daemon sword from
  Kranon the Relentless.
  Inquisitor Caleb Sterne
  (3) is converted by
  Andy King. Andy used
  a Chaos Sorcerer’s
  robes, a Grey Knights
  blade, and a Space
  Marine’s head, torso,
  and arms.
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  3
  1
  2
  2
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  NOVEMBER 2019
  
  SHOWCASE
  INQUISITOR MAEL , ORDO HERETICUS
  Maxime: Inquisitor Mael is
  one of those ultra-puritanical
  Inquisitors who basically goes
  around burning everything
  that’s even slightly heretical.
  He normally fights alongside
  my Black Templars, who are
  also well known for abhorring
  witches and heretics. The
  Inquisitor’s retinue are made
  up of all kinds of models,
  including an old Dialogus
  model (her staff now features
  a skeleton in a gibbet from
  the Gargant kit), an Empire
  priest, and a scribe from the
  Death Korps of Krieg
  Quartermaster set.
  Inquisitor Mael’s
  most trusted
  Acolyte has been
  converted from a
  Chaos Cultist with
  the head of a Wight
  King (1). Maxime
  sculpted the flames,
  bionic eye, and
  cables leading into
  the character’s
  mouth himself.
  Inquisitor Faustus
  Mael (2) is
  converted from a
  Tempestus Scion.
  The burning braziers
  are from the Corpse
  Cart, while his
  flaming mace is
  from the Mortis
  Engine. His head is
  from the prisoner on
  the Stonehorn kit.
  Maxime’s radical
  Inquisitor of the Ordo
  Malleus (1) is
  converted from an
  Ordo Malleus
  Inquisitor with the
  armoured gauntlet
  from the Emperor’s
  Champion and a very
  large and angry-
  looking daemon blade
  taken from the Chaos
  Lord kit.
  Maxime also painted
  Inquisitor Eisenhorn
  (2). As a long-time fan
  of the novel series by
  Dan Abnett, Maxime
  was very excited
  when he got to sculpt
  the model. He then, of
  course, had to paint
  one for himself!
  1
  2
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  NOVEMBER 2019
  
SOURCE: textdata/thevault/Warhammer/40k/UNSORTED (help requested)/1st-8th Edition - Warhammer 40K Archives/8th/Codex/Imperium/WD Index Inquisition.pdf