Inquisitors
Magic never expects us.
| Max Units | 12 |
|---|---|
| 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.
Heroes
| Units | Mov | Mel | Rgd | Def | Agi | Mrl | Atk | Wnd | Inj | Prc | Skills | Cost | Cap | Skill Ups |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Grand 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, 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 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
Inherent
This unit causes Fear.
Heed the Scripture
Inherent
This unit can use the morale of the Doomsayer if they are within 5" of it.
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, 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: Grand Inquisitor, Inquisitor, Doomsayer
| Melee Weapon | Inj | Prc | Mel | Effect | Cost | Slots |
|---|---|---|---|---|---|---|
| Dagger | 0 | 0 | 0 | 2 | 1 | |
| Hammer | 4 | 0 | 0 | 5 | 1 | |
| Sword / Axe | 0 | 3 | 0 | 5 | 1 | |
| Torch | 0 | 0 | 0 | This unit has Advantage on Out-Of-Sight Rolls when attempting to Engage. | 10 | 1 |
| Great Hammer | 7 | 0 | 5 | 10 | 2 | |
| Great Sword / Axe | 3 | 3 | 5 | 10 | 2 | |
| Pike | 3 | 0 | 7 | 10 | 2 |
| Ranged Weapon | Rng | Inj | Prc | Effect | 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 | Inj | Prc | Mel | Effect | Cost | Slots |
|---|---|---|---|---|---|---|
| Hammer | 4 | 0 | 0 | 5 | 1 | |
| Flail / Great Hammer | 7 | 0 | 5 | 10 | 2 | |
| Shield | 0 | 0 | 0 | +4 Def. 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 | Inj | Prc | Mel | Effect | Cost | Slots |
|---|---|---|---|---|---|---|
| Great Sword / Axe | 3 | 3 | 5 | 10 | 2 | |
| Flail | 7 | 0 | 5 | 10 | 2 | |
| Pike | 3 | 0 | 7 | 10 | 2 |
Zealots Equipment
Zealots equipment for the unit types: Zealot
| Melee Weapon | Inj | Prc | Mel | Effect | Cost | Slots |
|---|---|---|---|---|---|---|
| Dagger | 0 | 0 | 0 | 2 | 1 | |
| Hammer / Club | 4 | 0 | 0 | 5 | 1 | |
| Sword / Axe | 0 | 3 | 0 | 5 | 1 | |
| Spear | 0 | 0 | 2 | 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 equipped with a Ranged Weapon that is not 'Light' or without a Melee Weapon. | 5 | 1 |
| Ranged Weapon | Rng | Inj | Prc | Effect | Cost | Slots |
|---|---|---|---|---|---|---|
| Crossbow | 30" | 2 | 0 | Long Reload | 20 | 1 |
| Armour | Def | Cost |
|---|---|---|
| Light Armour | 1 | 10 |
Divine Magic
| Name | Difficulty | Description |
|---|---|---|
| Bless Weapon | 7 | Ongoing. The caster gains Advantage on all Melee Checks. |
| Divine Fervour | 12 | Reduce any Injury results against allies within 5" of the caster (including themselves) by 3 until the end of the turn. |
| Holy Smite | 15 | Make an Injury Roll against all enemies within 5". 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. |
Promotion Table
Coming Soon!
Skill Table
| Units | Mel | Rgd | Def | Agi | Mrl | Skills |
|---|---|---|---|---|---|---|
| Grand Inquisitor | X | X | X | X | X | [Link] |
| Priest | X | X | [Link] | |||
| Inquisitor | X | X | [Link] | |||
| Doomsayer | X | X | X | [Link] |