Inquisitors
Magic never expects us.
| Max Units | 12 |
|---|---|
| Complexity | ★☆☆ |
| Rout Threshold | 6 |
| Play Style | Powerful 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
| Units | Mov | Mel | Rgd | Def | Agi | Mrl | Atk | Wnd | Inj | Prc | Skills | Cost | Cap | Skill Ups |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| High Inquisitor | 6 | 13 | 12 | 17 | 8 | 7 | 1 | 1 | 0 | 0 | Leader, Inquisitor | 85 | 1 | [Link] |
| Priest | 6 | 14 | - | 18 | 10 | 10 | 1 | 1 | 0 | 0 | Divine Magic | 80 | 1 | [Link] |
| Inquisitor | 6 | 14 | 14 | 18 | 10 | 10 | 1 | 1 | 0 | 0 | Inquisitor | 55 | - | [Link] |
| Doomsayer | 6 | 15 | 15 | 18 | 10 | 10 | 1 | 1 | 0 | 0 | The Rapture is Nigh, Inquisitor | 65 | 1 | [Link] |
Henchmen
| Units | Mov | Mel | Rgd | Def | Agi | Mrl | Atk | Wnd | Inj | Prc | Skills | Cost | Cap |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Fanatic | 6 | 13 | - | 16 | 10 | 10 | 1 | 1 | 0 | 0 | Fear | 50 | 5 |
| Zealot | 6 | 16 | 16 | 18 | 10 | 10 | 1 | 1 | 0 | 0 | 20 | - | |
| Peasant | 6 | 17 | - | - | 12 | 16 | 1 | 1 | 0 | 0 | Heed the Scripture, Mob Mentality, Fixed Equipment (Farm Tools) | - | See Incite the Mob skill |
| Hound | 8 | 14 | - | 18 | 8 | 16 | 1 | 1 | 0 | 0 | Animal, Pack Tactics | 20 | 5 |
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 Weapon | Mel | Inj | Prc | Special Rules | Cost | Slots |
|---|---|---|---|---|---|---|
| Dagger | 0 | 0 | 0 | 2 | 1 | |
| Hammer | 0 | 4 | 0 | 5 | 1 | |
| Sword / Axe | 0 | 0 | 3 | 5 | 1 | |
| Torch | 0 | 0 | 0 | This unit has Advantage on Out-Of-Sight Rolls when attempting to Engage. | 10 | 1 |
| Great Hammer | 5 | 7 | 0 | 10 | 2 | |
| Great Sword / Axe | 5 | 3 | 3 | 10 | 2 | |
| Pike | 7 | 3 | 0 | 10 | 2 |
| Ranged Weapon | Rng | Inj | Prc | Special Rules | Cost | Slots |
|---|---|---|---|---|---|---|
| Crossbow | 30" | 2 | 0 | Long Reload | 20 | 1 |
| Hand Crossbow | 10" | 2 | 0 | Long Reload, Close Quarters, Dual-Wield, Light | 15 | 1 |
| Pistol | 10" | 2 | 3 | Long Reload, Close Quarters, Dual-Wield, Blackpowder, Light | 15 | 1 |
| Rifle | 30" | 2 | 3 | Long Reload, Blackpowder | 25 | 1 |
| Armour | Def | Cost |
|---|---|---|
| Light Armour | 1 | 10 |
| Heavy Armour | 2 | 20 |
Priest Equipment
Priest equipment for the unit types: Priest
| Melee Weapon | Mel | Inj | Prc | Special Rules | Cost | Slots |
|---|---|---|---|---|---|---|
| Hammer | 0 | 4 | 0 | 5 | 1 | |
| Flail / Great Hammer | 5 | 7 | 0 | 10 | 2 | |
| Shield | 0 | 0 | 0 | +4 Def. Cannot be used to attack. Cannot be equipped with a Ranged Weapon that is not 'Light' or without a Melee Weapon. | 5 | 1 |
| Armour | Def | Cost |
|---|---|---|
| Light Armour | 1 | 10 |
| Heavy Armour | 2 | 20 |
Fanatics Equipment
Fanatics equipment for the unit types: Fanatic
| Melee Weapon | Mel | Inj | Prc | Special Rules | Cost | Slots |
|---|---|---|---|---|---|---|
| Great Sword / Axe | 5 | 3 | 3 | 10 | 2 | |
| Flail | 5 | 7 | 0 | 10 | 2 | |
| Pike | 7 | 3 | 0 | 10 | 2 |
Zealots Equipment
Zealots equipment for the unit types: Zealot
| Melee Weapon | Mel | Inj | Prc | Special Rules | Cost | Slots |
|---|---|---|---|---|---|---|
| Dagger | 0 | 0 | 0 | 2 | 1 | |
| Hammer / Club | 0 | 4 | 0 | 5 | 1 | |
| Sword / Axe | 0 | 0 | 3 | 5 | 1 | |
| Spear | 2 | 0 | 0 | Cannot be dual-wielded, but may be used with a shield. | 5 | 1 |
| Torch | 0 | 0 | 0 | This unit has Advantage on Out-Of-Sight Rolls when attempting to Engage. | 10 | 1 |
| Shield | 0 | 0 | 0 | +4 Def. Cannot be used to attack. Cannot be equipped with a Ranged Weapon that is not 'Light' or without a Melee Weapon. | 5 | 1 |
| Ranged Weapon | Rng | Inj | Prc | Special Rules | Cost | Slots |
|---|---|---|---|---|---|---|
| Crossbow | 30" | 2 | 0 | Long Reload | 20 | 1 |
| Armour | Def | Cost |
|---|---|---|
| Light Armour | 1 | 10 |
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
| Name | Difficulty | Description |
|---|---|---|
| Bless Weapon | 7 | Ongoing. The caster gains Advantage on all Melee Checks. |
| Divine Fervour | 11 | Reduce any Injury results against allies within 5" of the caster (including themselves) by 3 until the start of your next turn. |
| Holy Smite | 14 | Make an Injury Roll against all enemies within 4". Add +2 to the Check if the enemy is Undead. |
| Heal | 5 | Any ally within 2" of the caster (including themselves) removes Dazed or Staggered and regains 1 Wound, up to their maximum. |
Skill Table
| Units | Mel | Rgd | Def | Agi | Mrl | Skills |
|---|---|---|---|---|---|---|
| High Inquisitor | X | X | X | X | X | [Link] |
| Priest | X | X | [Link] | |||
| Inquisitor | X | X | [Link] | |||
| Doomsayer | X | X | X | [Link] | ||
| Fanatic | X | X | [Link] | |||
| Zealot | X | X | [Link] |