Agents of the Imperium: What to Expect in the "Mystery Codex"

Carter Kachmarik
May 15, 2024
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Throughout the editions of Warhammer 40k, they have been called many names: Witch Hunters, Daemonhunters, Inquisition, or Agents of the Imperium, and yet their compelling nature as a narrative stronghold over the game’s narrative remains.  It’s practically a coin flip as to how supported these vainglorious keepers of the Imperium’s law are, at any given point, as we’ve seen them act as everything from a full codex in 6th edition, to their current auxiliary nature in 10th, and everywhere between and beyond.

That said, there’s been hints at an upcoming “Mystery Codex”, and with the next fiscal quarter’s reveals beginning in just under a week, I feel it’s time to address the semi-leaked, probable option for this new armybook.  There’s no doubt in my mind that this new book is Inquisition/Agents of the Imperium, but what it contains is certainly a mystery.  That said, I wanted to present a compelling case for how the book might be organized, and how you could even get a jumpstart on collecting this faction, based on some well-researched hypotheticals.  

First and foremost, it’s key to address the fact that our current Agents of the Imperium line is likely not enough to make for an entire book; it’s mostly Epic Heroes & small infantry options, with no vehicles or true unit diversity to speak of.  For that reason, and the fact that Deathwatch has been untouched in every balance pass this edition, I feel as though it might be time to bundle the factions together, for their own good.  Deathwatch was released in full plastic within a combat box alongside Harlequins, another army that’s been ‘souped’ into Aeldari proper, and it’s conspicuous to have these Ordo Xenos marines wholly untouched in 10th.  As someone who’s played Beasts of Chaos in AoS, the warning signs are similar, with low playrate, winrate, and balance changes, alongside kits that have been out of stock to a concerning degree.  From a lore standpoint, this also makes sense, as the Deathwatch are the military arm of the Ordo Xenos, in the same way that the Adeptus Sororitas are the military arm of the Ecclesiarchy.

Part of the reason I’m not including Grey Knights in this calculation simply comes down to a depth of range, and specificity of models.  Grey Knights are visually and mechanically cohesive, whereas Deathwatch have a paltry four kits that are wholly unique to the faction.  That’s enough to warrant being wrapped into this smorgasbord.

Via Tim’s Miniature Wargaming Blog

Given that assumption, we’re provided with an army that has a few distinct sections: The Assassins, Deathwatch, Inquisitorial units, and Miscellaneous Kill Team units.  Provided this book follows the size of the Custodes, a faction with a similar hypothetical model count, let’s then break down this new faction into some detachments:

  • First, an Assassin-focused detachment
  • Second, what is essentially the Black Spear Task Force
  • Third, a detachment that rewards Inquisitor-led units
  • Finally, a ‘generalist’ detachment, for infantry

Via Goonhammer

The assassins of Warhammer 40k had their current sculpts released as a set in 2016, but they’ve never been viable to take as a group before.  I imagine a list centered on these Epic Heroes to reward your fellow Agents who target enemies selected by Assassin units, perhaps with a means to grant universal Precision, something we don’t see much of in 10th thus far.  A stratagem to increase their Invulnerable saves to 3+ for a phase would likewise be great, as even though they benefit from Stealth & Lone Operative, massed attacks still put them in the ground easily.  Furthermore, I could see this unit as having specialized, expensive enhancements, such that you could soup up your assassins and truly make them feel as though they could kill a Primarch, shout-out to Konrad Curze.

Via Spalanz

Next up, the obvious detachment here is a means for Deathwatch players to continue with their faction, while gaining access to the slew of options present in Agents of the Imperium.  The current Black Spear Task Force is underwhelming, giving you three once-per-game armywide buffs that target specific unit types, and I feel a great fix to this would be allowing these buffs to “refresh” upon certain conditions being met, ideally letting you chain the best one in a given scenario over multiple turns.

The Watch Master is a strong unit on his own, and leaning into lists that actively want to take 3 likely makes sense here, trimming the fat of Marine Bloat associated with divergent chapters.  Ultimately the goal for this combined force would be to urge players to actually take a mix of Deathwatch marines, Inquisitors, and various Imperial troops, led by eccentric Inquisitors or Rogue Traders.

Via Goonhammer

Next up is the Inquisitors, which I feel would work best like Explorator Maniple does in Admech — The detachment rule is ‘generic’, but the bonuses come down to being led by a specific type of leader.  This would be a semi-generalist detachment that hinged on buffing units led by plucky Inquisitors, of which there are a shocking number of named options, providing specialized insight to the various infantry and even marines associated with this faction.  The overall rule could be as simple as gaining a Universal Special Rule, or broadly capable buff, or as specific as being tailored towards a specific threat to the Imperium, be it Chaos, Xenos, or internal Heresy.  This is here to make the most use out of 10th Edition’s leader rules, and I feel this time is where a faction that benefits from highly customizable top brass would come into its own!

Via Warhammer Community

Finally, the truly generic, rank-and-file detachment, providing access to buffs for your infantry, such as Imperial Navy Breachers, the various Arbites, etc.  Here we’d see perhaps the ability to ally in units from the Astra Militarum or leaders from other Imperial factions, to represent the planetary militia that guards the various hiveworlds from endless threats.  These are even moreso the “normal guys” of the 40k universe, more than Guard, as they’re quite literally municipal troops with all that entails.  A focus on ‘locking down’ opposing units via reduction of Move/Charge could be at play here, as well as Battleshock manipulation, something the Arbites already does.

Critically, this would need to address the fact that most of these armies are going to include a mix of every unit available, given how small the range is, so continuing to assist in army cohesion is paramount.

Via Warhammer Community

In recent history, in 9th Edition, Imperial Agents was playable standalone in Boarding Actions, and had rules based on assigning the entire army to one of the specific Ordos.  This would result in a bonus against a specific faction, and wasn’t ever really competitive, but it built a bedrock for the faction, and outlined what a bundle box might look like.  Some Rogue Traders, Men-at-Arms, Navy, an Assassin, and perhaps a squad of Deathwatch would be a great combat patrol for their release, but frankly it’s been a while since we’ve had a menagerie faction like this.  Little else has the…soupy quality that Inquisition has always had.

That said, things like Crusaders, Death Cult, or Servitors could come back with this release, as they were classic aspects of the army, and little remains truly gone in Warhammer.  Playing upon nostalgia, and releasing new plastic for decrepit metal would certainly sway players towards this step towards securing a safe future for the Imperium of Man.

With that, some speculation on a potential Codex: Inquisition is concluded!  I’ve got a soft spot for calling my shots, and being able to loop back around and see how correct I was in retrospect is certainly going to be fun!  Let me know what you think Games Workshop should do for this faction in the comments below!

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