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Inquisitors

Magic never expects us.

Max Units12
Complexity★★☆
Rout Threshold6
Play StylePowerful heroes with minions

Special Rules​

Incite the Mob​

At the start of each game make a Morale Check once per hero. For each success, a Peasant temporarily joins your warband for this game only. These Peasants do not count towards the rout threshold when Incapacitated and cannot Promote.

Heroes​

UnitsMovMelRgdDefAgiMrlAtkWndInjPrcSkillsCostCapSkill Ups
High Inquisitor9131217881100Leader851[Link]
Priest914-1810101100Divine Magic851[Link]
Inquisitor91414181010110055-[Link]
Doomsayer915151810101100The Rapture is Nigh601[Link]

Henchmen​

UnitsMovMelRgdDefAgiMrlAtkWndInjPrcSkillsCostCap
Fanatic913-1610101100Fear50-
Zealot91616181010110020-
Peasant917--12161100Heed the Scripture,
Mob Mentality,
No Equipment
-See Incite the Mob skill
Hound1114-188161100Animal,
Pack Tactics
206

Skills​

Leader​

Inherent

Allied, non-animal units within 5" of this unit can use this unit's Morale stat for Checks instead of their own.

Divine Magic​

Spellcasting

This unit is capable of casting Divine Magic. See the relevant spell list for a list of learnable spells. As a Divine Caster, this unit has the usual three slots for weapons and can use armour and shields as normal.

The Rapture is Nigh​

Inherent

This unit counts as two heroes for the purposes of the 'Incite the Mob' special rule.

Fear​

Morale

This unit causes Fear.

Heed the Scripture​

Inherent

This unit can use the morale of the Doomsayer if they are within 5" of it.

Mob Mentality​

Inherent

This unit cannot pick up Treasure. If this unit is not within 5" of a Peasant or Doomsayer at the end of the Upkeep Phase, it must make a Morale Check. If it fails, it is immediately Incapacitated.

No Equipment​

Inherent

This unit may not have any equipment, but does not suffer the penalties for fighting Unarmed.

Animal​

Inherent

This unit cannot Promote, use ladders (except by making a full Climb Check), pick up Treasure, benefit from the 'Leader' skill or use equipment (but is not penalised for fighting Unarmed).

Pack Tactics​

Inherent

If this unit attacks an enemy that is also in base contact with an ally that also has Pack Tactics, this unit has advantage on the attack.

Equipment​

Inquisitors Equipment​

Inquisitors equipment for the unit types: High Inquisitor, Inquisitor, Doomsayer

Melee WeaponMelInjPrcSpecial RulesCostSlots
Dagger00021
Hammer04051
Sword / Axe00351
Torch000This unit has Advantage on Out-Of-Sight Rolls when attempting to Engage.51
Great Hammer470102
Great Sword / Axe433102
Pike630102
Ranged WeaponRngInjPrcSpecial RulesCostSlots
Crossbow30"20Long Reload201
Hand Crossbow10"20Long Reload, Close Quarters, Dual-Wield, Light151
Pistol10"23Long Reload, Close Quarters, Dual-Wield, Blackpowder, Light151
Rifle30"23Long Reload, Blackpowder251
ArmourDefCost
Light Armour110
Heavy Armour220

Priest Equipment​

Priest equipment for the unit types: Priest

Melee WeaponMelInjPrcSpecial RulesCostSlots
Hammer04051
Flail / Great Hammer470102
Shield000+4 Def. Cannot be used to attack. Cannot be equipped with a Ranged Weapon that is not 'Light' or without a Melee Weapon.51
ArmourDefCost
Light Armour110
Heavy Armour220

Fanatics Equipment​

Fanatics equipment for the unit types: Fanatic

Melee WeaponMelInjPrcSpecial RulesCostSlots
Great Sword / Axe433102
Flail470102
Pike630102

Zealots Equipment​

Zealots equipment for the unit types: Zealot

Melee WeaponMelInjPrcSpecial RulesCostSlots
Dagger00021
Hammer / Club04051
Sword / Axe00351
Spear200Cannot be dual-wielded, but may be used with a shield.51
Torch000This unit has Advantage on Out-Of-Sight Rolls when attempting to Engage.51
Shield000+4 Def. Cannot be used to attack. Cannot be equipped with a Ranged Weapon that is not 'Light' or without a Melee Weapon.51
Ranged WeaponRngInjPrcSpecial RulesCostSlots
Crossbow30"20Long Reload201
ArmourDefCost
Light Armour110

Ranged Weapon Effects​

Long Reload​

You may not use this weapon if it was fired in the previous turn.

Close Quarters​

Your target does not receive a bonus to their Defence if you Moved before Shooting this turn.

Dual-Wield​

You may purchase this weapon up to two times and wield both at once without using an additional weapon slot. If you do, you have Advantage on attacks with the weapon.

Light​

This weapon may be used with a Shield.

Blackpowder​

Whenever a 1 is rolled during a Ranged Attack, the weapon misfires. Immediately make a Mishap Roll against yourself (applying the weapon's Injury modifier). You may no longer use the weapon for the rest of the game (resolving any remaining targets from the current attack first). After the game, it is repaired at no cost. If you have Advantage and either dice rolls a 1 you still misfire. If the higher roll still hits the enemy, resolve it as normal.

Divine Magic​

NameDifficultyDescription
Bless Weapon7Ongoing. The caster gains Advantage on all Melee Checks.
Divine Fervour11Reduce any Injury results against allies within 5" of the caster (including themselves) by 3 until the start of your next turn.
Holy Smite14Make a Mishap Roll against all enemies within 3". Add +2 to the Check if the enemy is Undead.
Heal5Any ally within 5" of the caster (including themselves) removes Dazed or Weakened and regains 1 Wound, up to their maximum.

Skill Table​

UnitsMelRgdDefAgiMrlSkills
High InquisitorXXXXX[Link]
PriestXX[Link]
InquisitorXX[Link]
DoomsayerXXX[Link]
FanaticXX[Link]
ZealotXX[Link]