Factions‎ > ‎Inquisition‎ > ‎


Melee Weapons
•  Arco-flails
• Daemonblade
• Energy Torrent
• Nemesis Daemon Hammer
• Null Rod
• Scythian Venom Talon
• Servo-arm
• Unholy Gaze
• Warp Grasp
Ranged Weapons
• Condemnor Boltgun
• Conversion Beamer
• Hellrifle
• Hellstrike Missiles
• Hurricane Bolter
• Incinerator
• Multiple Rocket Pod
• Needle Pistol
• Orbital Strike
• Orbital Strike Relay
• Psycannon
• Artificer Armour
• Carapace Armour
• Flak Armour
• Power Armour
• Terminator Armour
Special Issue Wargear
• Defence Orbs
• Digital Weapons
• Empyrean Brain Mines
• Psyber-eagle
• Psybolt Ammunition
• Psychotroke Grenades
• Psyk-out Grenades
• Psyocculum
• Rad Grenades
• Rosarius
• Servo-skulls
• Storm Shield
• Uluméathi Plasma Syphon
Inquisitorial Relics
• Grimoire of True Names
• Liber Heresius
• The Tome of Vethric
Inquisition Psychic Powers
Aura of Oppression
Inquisition Vehicle Equipment
• Frag Assault Launchers
• Psyflame Ammunition
• Truesilver Armour
This section of Codex: Inquisition lists wargear (including Melee Weapons, Ranged Weapons, Armour, Special Issue Wargear, Inquisitorial Relics, Inquisition Psychic Powers and Inquisition Vehicle Equipment) used by Inquisition, along with the rules for using them in your games of Warhammer 40,000.

Melee Weapons

Profiles for the following melee weapons can be found in the Warhammer 40,000 rulebook:
Force Axe
Power Axe


An Arco-flagellant’s arms are often replaced with bionic whips, blades or flails.

Range S AP Type
Arco-flails - User - Melee


The ultimate embodiment of a radical Inquisitor’s credo of using the enemy’s weapons against them, a Daemonblade contains the bound essence of a single Greater Daemon, or a whole host of lesser Daemons. Whilst the wards and bindings placed on a Daemonblade render it less destructive than the Daemon weapons borne by servants of Chaos, they are necessary to stop the wielder being driven insane by the dark voices in his mind. No two Daemonblades are the same in form, power and substance, and some are so unique as to have forged their own black reputations.

Range S AP Type
Demonblade - User - Melee, Two-handed, Daemonic Powers

Daemonic Powers: Every Daemonblade has two daemonic powers randomly generated from the following list before the army is deployed. If the same result is rolled twice, you can choose the Daemonblade’s second daemonic power.

2D6Daemonic Power
2-3Warpflame: Attacks made with the Daemonblade are resolved at +3 Strength. 
4Unholy Speed: The wielder has +3 Attacks. 
5Etherblade: The Daemonblade has an AP of 2. 
6Vampyre: When the Daemonblade inflicts an unsaved wound, its wielder immediately gains +1 Wound (to a maximum of 10). 
7Daemonic Feud: Close combat attacks from this sword always wound models with the Daemon special rule on a roll of 2+. Furthermore, models with the Daemon special rule must re-roll any successful invulnerable saves against any Wounds caused by this Daemonblade. 
8Deathlust: The wielder of the Daemonblade has the Furious Charge and Rage special rules. 
9Dark Resurrection: The wielder of the Daemonblade has the Feel No Pain and Eternal Warrior special rules. 
10Daemon Venom: The Daemonblade has the Poisoned (2+) special rule. 
11+Familiar: The wielder generates one additional Warp Charge point in each of his turns. In addition, the Daemonblade gains the Force special rule. 

Energy Torrent

Range S AP Type
24" 4 3 Assault 1, Blast

Nemesis Daemon Hammer

Developed by the Ordo Malleus as the final word in daemonic destruction, the Daemon hammer combines the crushing impact of a more traditional thunder hammer with magicks of oblivion – few can survive the impact of one of these weapons.

Range S AP Type
Nemesis Daemon Hunter - x2 2 Melee, Specialist Weapon, Concussive, Force, Unwieldy, Daemonbane

Daemonbane: Any model with the Daemon or Psyker special rule that suffers one or more unsaved Wounds from a weapon with this special rule must take a Leadership test at the end of the Assault phase. If the test is passed, nothing happens. If the test is failed, the model is removed as a casualty.

Null Rod

This obsidian rod perpetually crackles with psi-null energy, negating the Warp-spawned powers of psykers. Even a glancing blow from such a weapon can provoke a cataclysmic neuron failure in a sorcerer or mystic. At the end of each battle, the null rod must be drained of the energy it has absorbed, lest its captured power open a Warp rift.

Range S AP Type
- User 3 Melee, Witchbane

Witchbane: Any unsaved Wounds inflicted on a model with the Psyker or Brotherhood of Psykers/Sorcerers special rule by a null rod have the Instant Death special rule. Furthermore, the bearer (and their squad) cannot be targeted by psychic powers (friendly or enemy).

Scythian Venom Talon

The Scythians are a race of warrior-monks, dedicated to a peculiar form of armed martial arts. The dagger-like venom talon is one of the more basic weapons they use, able to incapacitate a foe with the slightest scratch. Quite how the Inquisition have come to acquire such weapons is perhaps best left to the imagination.

Range S AP Type
- User - Melee, Poisoned (2+)


Servitors are equipped with powerful servo-arms that can be used for battlefield repairs or even put to use as weapons.

Range S AP Type
- x2 1 Melee, Specialist Weapon, Unwieldy

Unholy Gaze

Range S AP Type
24" 8 4 Assault 1

Warp Grasp

Range S AP Type
- User 2 Melee

Ranged Weapons

Profiles for the following ranged weapons can be found in the Warhammer 40,000 rulebook:

Condemnor Boltgun

The condemnor boltgun is a highly specialised combi-weapon used almost exclusively by the operatives of the Ordo Hereticus and Adepta Sororitas. Combining a boltgun with a single-shot crossbow armature, these archaic-seeming weapons fire a silver stake engraved with sigils of disruption that destabilise a psyker’s connection with the Warp. A direct hit from the crossbow will therefore not only deal a severe wound to a psyker, it will also send his power spiralling out of control to consume its user.
A condemnor boltgun follows all the rules for a combi-weapon. The primary weapon is a boltgun. The secondary weapon, a stake crossbow, has the following profile:

Range S AP Type
Stake crossbow 24" 5 - Assault 1, One use only, Psi-shock

Psi-shock: Any Psyker that takes an unsaved Wound from a stake crossbow shot suffers the Perils of the Warp in addition to any other effects.

Conversion Beamer

Incredibly rare pre-Heresy artefacts, conversion beam projectors fire an energy burst that induces a controlled subatomic reaction in the target, converting its mass into energy. The further away the target, the more deadly the blast, as the beam has time to grow in penetrating power and explosive potential.
A shot from a conversion beamer has a different profile depending on how far the target is from the firer. When firing the conversion beamer, place the blast marker over a target within 72" and then roll for scatter. Once the final location of the blast marker has been determined, measure the distance from the firer to the centre of the blast marker and consult the chart below to determine the effect. If this distance is greater than 72", the shot misses. If it is not clear which of the profiles to use, the controlling player can choose.

Range S AP Type
up to 18" 6 - Heavy 1, Blast
18"-42" 8 4 Heavy 1, Blast
42"-72" 10 1 Heavy 1, Blast


A weapon much favoured by radical Inquisitors, the hellrifle closely resembles an antique firearm. In reality, it is a highly sophisticated weapon that employs an array of containment shielding and galvanic impellers to fire razor-sharp shards of daemonic matter.

Range S AP Type
36" 6 3 Heavy 1, Rending

Hellstrike Missiles

Hellstrike missiles combine a solid fuel core with an armour piercing tip to punch through enemy armour.

Range S AP Type
72" 8 3 Ordnance 1, One use only

Hurricane Bolter

Hurricane bolters combine the punishing firepower of multiple twin-linked boltguns to produce a withering storm of shells.
A hurricane bolter consists of three twin-linked boltguns fired as a single weapon.


An incinerator is a heavily modified variant of a heavy flamer, its fire projectors and containment vessels significantly altered in order to accommodate psychically impregnated promethium fuel. When triggered, the weapon gouts forth an incandescent torrent of azure flame that burns far hotter than any normal blaze ever could.

Range S AP Type
Template 6 4 Assault 1

Multiple Rocket Pod

Multiple rocket pods contain a cluster of short-fused super-frag missiles fired in a salvo.

Range S AP Type
24" 4 6 Heavy 1, Large Blast

Needle Pistol

The needle pistol is a small and elegant weapon of clouded origins. It is a relatively lightweight gun that fires monomolecular darts imbued with the most potent of venoms – perfect for stealthy assassinations, but just as suitable for close-quarter battlefield work. So subtle is the payload of a needle pistol that oftentimes the victim is dead on the floor before he has noticed his wound.

Range S AP Type
12" X 6 Pistol, Poisoned (2+)

Orbital Strike

None can hide from this Inquisitor’s wrath, even if he must burn an entire world to root out his quarry.

Range S AP Type
Infinite 10 1 Ordnance 1, Barrage, Large Blast, One use only, Orbital

Orbital: If an arrow is rolled on the scatter dice, an orbital bombardment always scatters the full 2D6" – the Warlord’s Ballistic Skill makes no difference.

Orbital Strike Relay

It is rare for the Inquisition to fight without some form of orbital support craft. To ensure accurate orbital barrages, Inquisitors often carry an orbital strike relay to provide the fleet vessels with targeting data.
Once per game, the bearer can call down an orbital strike in his Shooting phase. This counts as firing a ranged weapon with one of the profiles below. This does not prevent the bearer and his unit from declaring a charge against the target unit that turn.

Range S AP Type
Barrage bomb Infinite 6 4 Ordnance D3, Large Blast, Orbital
Lance strike Infinite 10 1 Heavy 1, Lance, Blast, Orbital
Psyk-out bomb Infinite 6 4 Ordnance 1, Large Blast, Psi-shock, Orbital

Orbital: If an arrow is rolled on the scatter dice, an orbital bombardment always scatters the full 2D6" – the Warlord’s Ballistic Skill makes no difference.

Psi-shock: If a unit containing at least one model with the Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot special rules is hit by a weapon with the Psi-shock special rule, one randomly determined Psyker model in that unit suffers Perils of the Warp in addition to any other damage.


Psycannons are extremely rare weapons and found only in the hands of those who possess sufficient strength of will to activate their psychically-charged payloads.
Range S AP Type
24" 7 4 Assault 2/Heavy 4*, Rending

* A psycannon can either be fired as a Heavy weapon or an Assault weapon. Models in Terminator armour always use the Heavy option.


Artificer Armour

Embellished by the finest artificers, these lavish suits of power armour afford the wearers protection that rivals even that of Tactical Dreadnought armour.
Artificer armour confers a 2+ Armour Save.

Carapace Armour

Carapace armour is made of large, rigid plates of armaplas or ceramite moulded to fit the wearer.
Carapace armour confers a 4+ Armour Save.

Flak Armour

Cheap and easy to produce, flak armour comprises several layers of ablative thermoplast materials and impact absorbent carbifibres.
Flak armour confers a 5+ Armour Save.

Power Armour

Made from thick ceramite plates and electronically motivated fibre bundles, power armour is amongst the best protective armour available to the servants of the Imperium.
Power armour confers a 3+ Armour Save.

Terminator Armour

Terminator armour is amongst the heaviest and most durable form of personal protection available to the warriors of the Imperium.
Terminator armour confers a 2+ Armour Save and a 5+ invulnerable save. Furthermore, models in Terminator armour have the Bulky, Deep Strike and Relentless special rules, and cannot make Sweeping Advances.

Special Issue Wargear

Profiles for the following special issue wargear can be found in the Warhammer 40,000 rulebook:

Defence Orbs

A Jokaero’s backpack is actually a control and fabricator array for a cloud of energyrefractive orbs that swarm about the Jokaero and move to intercept incoming fire.
Defence orbs confer a 5+ invulnerable save.

Digital Weapons

Digital weapons are concealed lasers fitted into fingers and rings, bionic implants or the knuckles of a glove. They lack range, but can be used in melee to take advantage of an enemy’s exposed weakness.
A model armed with digital weapons can re-roll a single failed roll To Wound in each Assault Phase.

Empyrean Brain Mines

Empyrean brain mines are based on captured ghost world technology. When triggered, they latch onto the victim and send a pulse of energy directly into his brain, momentarily stilling his motor functions and leaving him unable to act. The effect is only temporary, as the brain mines are prone to burning out after a few seconds’ use, but leave an enemy incredibly vulnerable in the interim.
Empyrean brain mines are used at the start of the Fight sub-phase. Nominate one enemy model in base contact with the bearer. That model must pass an Initiative test to avoid the brain mine. If the test is passed, the effects of the brain mine have been resisted. If the test is failed, the victim has been rendered momentarily catatonic and cannot strike any blows during this sub-phase.


A mechanically-augmented bird of prey mind-linked to its master, a psyber-eagle can be released to gouge and tear at will.
Coteaz can unleash his Psyber-eagle to the hunt, treated as a shooting attack with the following profile:

Range S AP Type
24" 4 - Assault D6

Psybolt Ammunition

Psybolts are silver-tipped, psychically charged shells, used in storm bolters and similar weapons.
A model equipped with psybolt ammunition counts the Strength of its shots as being one point higher than normal if it is firing a boltgun, as defined in Warhammer 40,000: The Rules (including the ‘boltgun’ part of any combi-weapon). E.g. a bolt pistol would be Strength 5, rather than Strength 4, if the firer had psybolt ammunition.

Psychotroke Grenades

Psychotroke grenades explode in a cloud of sweet-smelling nerve gas that induces violent, and often debilitating, visions in the enemy. It is incredibly psycho-reactive and mere proximity is enough to trigger its effects, rendering even sealed armour useless.
When a unit equipped with psychotroke grenades launches an assault, or is assaulted, roll a D6 for each enemy unit being assaulted or assaulting to see what the effect is. The effects of psychotroke gas only ever last for the duration of a single Assault phase.

Note that the descriptions included below have been based on the recorded responses of human subjects – alien races will, of course, react in their own, inimitable fashion (though the game effect is unchanged).

1What’s this? Smells a bit odd. The unit has resisted the psychotroke gas – there is no effect. 
2Suddenly, it’s all so clear. The fighting, your allies, that mortal wound – everything’s just a huge cosmic joke! Best to sit down and have a good laugh about it. The enemy unit is hit automatically in this Assault phase. They can still fight, but with a maximum of 1 Attack per model (to represent their maddened flailing), though this does not affect Hammer of Wrath or Stomp attacks
3Hah! Those enemies aren’t real, they’re just an illusion – you’re not falling for that! You re-roll failed To Hit rolls against the enemy unit during this Assault phase
4They’re horrible! Your darkest fears have been given form and are coming to kill you! The enemy unit is reduced to Leadership 2 for the remainder of the Assault phase
5The world is spinning – everything is all jumbled up. It’s all you can do to keep your feet. The enemy unit is reduced to Initiative 1 for the remainder of the Assault phase
6They say they’re your friends, but they’re not – they’re out to get you. Best get them first! Every model in the enemy unit must immediately take an Initiative test. Any models that fail must strike blows against their own unit during this Assault phase, rather than against the enemy, exactly as if they were on your side. Wounds inflicted must be allocated amongst the entire unit, not just amongst unaffected models. Unsaved Wounds caused by affected models count towards your close combat total. Units composed of single models re-roll this result. 

Psyk-out Grenades

Psyk-out grenades are produced using an extremely rare substance thought to be a byproduct of the esoteric processes that sustain the Astronomican. Upon detonation, each grenade scatters a dense cloud of psi-refractive particles across the target area. Psykers and Warp entities caught in the blast zone are momentarily stunned, leaving them helpless.
When a unit equipped with psyk-out grenades launches an assault, any models with the Daemon, Psyker, Psychic Pilot or Brotherhood of Psykers special rules in the assaulted unit(s) are reduced to Initiative 1 for the remainder of the phase.


A psyocculum’s visor contains an arcane assembly of mystically-treated lenses, image enhancement circuitry and low-light amplifiers. It allows the bearer to track psykers by their psychic emanations, rather than by vision alone. An invaluable tool for hunting down rogue psykers, the psyocculum has also proven a device fit for more conventional battlefield work. With proper modification, its datastream can be linked into more common targeting devices, allowing for uncannily accurate firepower against psykers and those enemies foolish enough to shield them.
The bearer of a psyocculum (and their unit) count as being Ballistic Skill 10 if shooting at a unit containing one or more models with the Psyker, Psychic Pilot or Brotherhood of Psykers/Sorcerers special rules. However this rule has no effect if the bearer (and their unit) are firing Snap Shots.

Rad Grenades

Rad grenades detonate in a shower of tiny contaminated fragments. Each particle’s radioactive emissions have a millisecond half-life, ensuring that the thrower can charge in without exposing himself to contamination. Nevertheless, those enemies caught in the initial explosion will feel the rad grenade’s debilitating influence for some time afterwards.
During a turn in which a unit equipped with rad grenades launches an assault, or is assaulted, the enemy unit(s) suffer a -1 penalty to their Toughness until the end of the phase (this does affect the victims’ Instant Death threshold).


A rosarius is a badge of faith incorporating a powerful conversion field that protects its wearer from harm.
A rosarius confers a 4+ invulnerable save.


Servo-skulls are sensor array platforms, fashioned from the hollowed-out crania of Imperial servants, and given motive force by small anti-grav generators. Although completely bereft of weaponry, Servo-skulls are nonetheless essential tools for many Inquisitors. Kept invisible by sensor-stealthing, they can be seeded across an area before battle begins, there to relay a continual stream of sensor information back to their controller.
Servo-skulls are treated as counters, rather than units, for all intents and purposes. They are placed on the battlefield after deployment areas have been determined, but before any forces are deployed. Each Servo-skull can be placed anywhere on the battlefield outside the enemy’s deployment zone. Once deployed, Servo-skulls do not move.

Enemy Infiltrators cannot set up within 12" of a Servo-skull. Similarly, enemy Scouts cannot use their pre-game move to approach to within 12" of a Servo-skull. A friendly unit arriving by Deep Strike rolls one D6 less for scatter if it aims to arrive within 12" of a Servo-skull. Likewise, friendly blast templates placed within 12" of a Servo-skull roll one D6 less for scatter.

Servo-skulls are considered too small and agile to be attacked and cannot be harmed in any way. However, should an enemy unit move within 6" of a Servo-skull, then the Servoskull will self-destruct or flee the battlefield – remove it from play.

Storm Shield

A storm shield is a large, solid shield that has an energy field generator built into it. Though the bulk of the shield offers physical protection, the energy field is capable of deflecting even the most powerful attacks.
A storm shield confers a 3+ invulnerable save. In addition, a model equipped with a storm shield can never claim the +1 Attack gained for being armed with two Melee weapons in an assault.

Uluméathi Plasma Syphon

This peculiar array of alien crystals creates a distorting resonance on the frequencies used by plasma weaponry, causing such guns to fire much more wildly, making it almost impossible to keep them on target.
Models firing plasma weapons (as defined in Warhammer 40,000: The Rules, including combi-plasma weapons and other plasma weapons such as the plasma rifles of the Tau Empire), while within 12" of a model with an Uluméathi plasma syphon will count as Ballistic Skill 1.

Inquisitorial Relics

Inquisitorial Relics are items of incredible rarity, tomes of knowledge whose mere existence is a secret to all but the highest-ranking members of the Ordos. Only one of each of the following relics can be chosen per army.

Only one of each Inquisitorial Relic may be taken per army. A model can take one of the following:

Grimoire of True Names1 5 pts
Liber Heresius2 15 pts
The Tome of Vethric3 20 pts
1 Ordo Malleus Inquisitor only.
2 Ordo Hereticus Inquisitor only.
3 Ordo Xenos Inquisitor only.

Grimoire of True Names

He who knows a Daemon’s true name wields a terrible power over the beast, for it is the one verity that a Warp-spawn cannot deny. Accordingly, Grimoires of True Names are highly sought after by Daemon hunters, regardless of whether they intend to obliterate the Daemon, or bend it to their will. Alas, most are copies, with their information incomplete or subtly altered in such a way to put the reader at risk of damnation. Only one, the Malefact Maloreum, contains a complete and unswerving record of all the Dark Gods’ daemonic servants. As such, it is highly sought after – and often fought over.
When the bearer of the Grimoire of True Names is fighting a challenge against a model with the Daemon special rule, his opponent suffers a -5 penalty to his Weapon Skill, Initiative and Leadership characteristics (to a minimum of 1).

Liber Heresius

First laid down during the Age of Apostasy, this tome has grown to contain the wisdom of thousands of Ordo Hereticus Inquisitors. By properly interrogating its pages, the reader can glean sufficient wisdom to predict and counter the strategies of renegades and traitors before their ruinous schemes come to fruition. Over the course of centuries, the Liber Heresius has become incredibly unwieldy, as each new wielder scribbles his own notes into its broad margins.
At the start of any friendly turn, the bearer can take a Leadership test. If the test is failed, nothing happens, but if the test if passed, choose one of the special rules from the list below. The bearer of the Liber Heresius, and his unit, gain that special rule until the start of their next turn. The same special rule cannot be gained in this way more than once per game – you must choose a different special rule each time.
* Instead of being made at the start of a friendly turn, the Leadership test to use this special rule is made after deployment, but before the first turn begins.

The Tome of Vethric

First inscribed by the famed Ordo Xenos Inquisitor Macavius Vethric, this book has ever since served as record of alien perfidy and nuance. In the millennia since Vethric’s death, the tome’s contents have been annotated and expanded, to the point that it now stands as the Imperium’s most complete treatise on xenos strategy, and contains a wealth of countermeasures for even the most innocuous of alien ploys. The only challenge lies in deciphering Vethric’s almost illegible scrawl…
If your opponent’s army contains any units with the Faction shown in the table below, the bearer of the Tome of Vethric gains the corresponding special rule. For example, if your opponent’s army included units with the Eldar Faction and others with the Tau Empire Faction, the bearer would have both the Furious Charge and Split Fire special rules.

 Enemy Faction  Special rule gained 
Dark Eldar  Night Vision
Eldar  Split Fire
Orks  Counter-attack
Necrons  Tank Hunter
Tau Empire  Furious Charge
Tyranids or Genestealer Cults  Monster Hunter

Inquisition Psychic Powers

Aura of Oppression

Greyfax crushes her foes with the unyielding force of her will.
Warp Сharge: 1 or 3
Aura of Oppression is a malediction that targets a single non-vehicle enemy unit within 12". The target unit must immediately take a Pinning test. Even if this test is passed, whilst this power is in effect, the target unit cannot Run, Turbo-boost, perform Sweeping Advances or fire Overwatch. Alternatively, you can attempt to manifest this power at Warp Charge 3 (decide before rolling). If you do so, this power targets all enemy non-vehicle units within 12" of the caster.

Inquisition Vehicle Equipment

Profiles for the following inquisition vehicle equipment can be found in the Warhammer 40,000 rulebook:

Frag Assault Launchers

The hulls of Land Raider Crusaders and Land Raider Redeemers are studded with explosive charges designed to hurl shrapnel at the enemy as the troops inside charge out.
Any unit charging into close combat on the same turn it disembarks from a Land Raider Crusader or Land Raider Redeemer counts as having frag grenades.

Psyflame Ammunition

With a little effort, flamer weapons can be modified to use the same psychically charged prometheum as the incinerator.
A model equipped with psyflame ammunition counts the strength of its shots as one higher than normal if it is firing one of the following weapons: flamer, heavy flamer or flamestorm cannon. For example, a heavy flamer would be Strength 6, rather than Strength 5.

Truesilver Armour

Strands of sanctified silver and iron have been imbedded into this vehicle’s armour, rendering it poisonous to the touch of Daemons and psykers.
If a model with the Daemon, Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot special rules succeeds in hitting this vehicle in close combat, it suffers a Strength 6 hit for each hit once damage has been resolved against the vehicle.