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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 Inquisitor6131217871100Leader, Inquisitor851[Link]
Priest614-1810101100Divine Magic801[Link]
Inquisitor614141810101100Inquisitor55-[Link]
Doomsayer615151810101100The Rapture is Nigh, Inquisitor651[Link]

Henchmen

UnitsMovMelRgdDefAgiMrlAtkWndInjPrcSkillsCostCap
Fanatic613-1610101100Fear505
Zealot61616181010110020-
Peasant617--12161100Heed the Scripture, Mob Mentality, Fixed Equipment (Farm Tools)-See Incite the Mob skill
Hound814-188161100Animal, Pack Tactics205

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.

Inquisitor

Inherent

This unit gets a +2 Pierce modifier against all enemy heroes for melee attacks.

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.

Fixed Equipment (Farm Tools)

Inherent

This unit has fixed equipment that cannot be lost or changed. The equipment modifers are included in the unit's stats and cost.

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.101
Great Hammer570102
Great Sword / Axe533102
Pike730102
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 Hammer570102
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 / Axe533102
Flail570102
Pike730102

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.101
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 an Injury 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 an Injury Roll against all enemies within 4". Add +2 to the Check if the enemy is Undead.
Heal5Any ally within 2" of the caster (including themselves) removes Dazed or Staggered and regains 1 Wound, up to their maximum.

Skill Table

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