Special Characters of the Inquestion
Hernando de Vria, Grand Master of the Sacred Office ... 185pts
Hernando de Vria is the current Grand Master of the Sacred Office and is totally dedicated to the cult of Isolde. Hernando is not affected by any form of psychology. He also uses items only accessible by a Grand Master (see above), however he doesn't have to take all of these items.
He always wears:
The Sacred Ring of the Grand Master ... 30 points.
On a 4+ the ring acts the same as a Rebound magic card which is not restricted to spells cast on the Grand Master, it may rebound a spell cast within 6 inches of the Grand Master. When this occurs measure the rebound from the targeted character or unit. If no magic users are in the army it rebounds the caster's spell.
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Inquisitor Grand Master (S3+)4534546310
Don Alehandro de Vedia, Inquisitor General ... 150pts
Alehandro de Vedia is the direct descendant of the famous general who sacked Magritta during the Jihad of Tomas the Pure. He is fanatically devoted to the cult of Isolde and the Brethren. Alehandro is immune to psychology but may be broken in combat. In addition Alehandro is affected by hatred the same as a member of the brethren. In combat with hated foes Alehandro may become frenzied. At the beginning of each combat dice role a d6 on a 4+ he becomes affected by the rules for frenzy.
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Inquisitor General4764436410
Warhorse830331315
Ignatius of Bilbalis ................. 155 points
Ignatius of Bilbalis was commissioned by the community of his Monastery to write a book of psalms. This book would be intended as an inspiration and support for an Inquisition Army being raised to fight against a Chaos army
threatening the city of Bilbalis. It is said Ignatius was so inspired by his work that when he sings the psalms his fervour channels the power of Isolde to make the words come alive.
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Roderic of Uxama443453529
Magic Items: Magic earthing staff. The Book of the Psalms of Purification.
May ride: He cannot ride anything nor wear armour.
Save: Magical Save of 4+ Special rules: He's a Level 3 Inquisitor (Master). The anger he feels when facing the enemies of Estalia is so great that the first round of any hth combat he'll fight with S5. In subsequent rounds he fights with his normal strength. He cannot fight at strength 5 again until he misses a round of hth.
The Book of the Psalms of Purification ...... 80 points.
This book was written by Ignatius inspired by Isolde. It's a collection of Holy Chants that have different effects on the Inquisition troops. The chants channel the winds of magic to allow Ignatious' innate magical ability make the words come true.
At the beginning of each Estalian magic turn, if he is not in HtH combat, he can sing one of them, and its effects affect to any Inquisition troops in 12"and last until the next magic turn of Estalia:
1. The song of the Strong in Isolde: the Inquisition troops get +1S that turn,
2. The Psalm of Righteous Retribution: the Inquisition troops are immune to all psychology test that turn,
3. The Psalm of the Light: the Inquisition troops are surrounded by the brightness of Isolde so they are -1 to hit,
4. The wind is Thy Voice: a strong wind makes impossible to any flier to attack the Inquisition troops in 12", they must fly high,
5. The Fire of Isolde's Will: one of the Inquisition units (only) is surrounded by a magic fire, no units in hth can attack but any unit in contact suffers 2D6 S4 fire hits causing 1D3 wounds, the unit suffers 1D3 S4 hits (there are sinners even in the Inquisition),
6. Only the Pure Shall Prevail: the Inquisition troops get +1T that turn,
7. The Psalm of Grace: each unit may reroll the attacks of one miniature (just one),
8. The Day of Wrath: they may move +2" (+4" if charging),
9. The Psalm of Victory: one unit in HtH combat shall win it by 1, no matter the real result, but it may not pursue.
10. The Psalm of Purity: can be sung in the opponents turn to dispel a spell in play within 12" on a 3+ (this is a special fixed dispel and cannot be countered) They (other than the Psalm of Purity) can be dispelled.
Raimundo de Lum, Master of the Alchemists of the Inquisition .... 205 points
When the Inquisition decided to control all magic practitioners, forbidding many forms of magic, they also included the Royal School of Alchemy. Though alchemy, considered more innocent as it involved little or no magic, should have been outside these controls, its usefulness in warfare was considered important enough that it required the control of the Inquisition.
Since then the head of the school, the Master, is always an senior Inquisitor and all the alchemists are controlled by him. The most famous of the Master Alchemists of the Inquisition is Raimundo de Lum. He is well known because of his studies into the structure of matter, the effect of chemicals on the emotions of people and about the true way set by Isolde and how the essence of this can be captured from her most fanatical followers and used to protect her soldiers.
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Raimundo de Lum443453529
Raimundo de Lum is a level 3 Inquisitor (Master) thus he cannot ride anything and all the Inquisitor rules apply to him. He carries no sacred items and instead carries a number of special spheres which he uses as missile weapons except for the Sphere of Isolde.
Spheres of the Master Alchemist ..... 75pts
He is the bearer of the Spheres of the Elements and the Spheres of the Soul (use once only, they are special missiles, not magic, and cannot be dispelled). He can throw them d6+S maximum. Pick a target roll to hit as normal (no long range). If hit, check if the distance thrown is sufficient other wise it drops short in line with the centre of the target. If a miss, roll a scatter die and 1d3. The sphere lands 1d3" from the maximum range possible(d6+S) in the direction of the arrow.
Spheres of the Elements
Sphere of Earth
With this sphere he can summon the energy of the earth. The target receives a S10 hit causing 1D3 wounds. The hit is saved as normal.
Sphere of Fire
The destructive power of fire is inside this sphere. A 2" template is set over the target, everything under it, even partially, suffers a S4 hit with a -2 armour modifier.
Sphere of Water
The water in the ground will be attracted by this sphere. The 3" template is placed as before. The terrain under it will be turned into a bog and no unit may move over it. Units who are forced into this terrain are treated as crossing an impassable terrain feature under the rules.
Sphere of Wind
The power of this Sphere causes a localised storm of great intensity. Any unit within a 6" radius will be affected. Any flying creature will be forced to fly high, any war machine or archer unit will be unable to fire or fire throughout the area. Due to the dust and debris raised, line of sight cannot be drawn through this area. All movement through the area is at half rate.
At the beginning of the next Estalian turn throw a D6 dice, on a 3+ the winds are dispersed.
The Spheres of the Soul
Sphere of Hate
Any miniature or unit hit by it will hate any enemy unit in contact for as long as they are in contact.
Sphere of Courage
Any miniature or unit hit by it may re roll any leadership check until the next Estalian turn.
Sphere of Fear
Any miniature or unit hit by it must pass a fear check or flee.
Sphere of Peace
Any miniature or unit hit by it will not move nor do anything that turn. They may defend themselves in hth combat but will need a 6 to hit.
Sphere of Isolde ..... 80pts
Raimundo is the guardian of the sphere, he can bear it in battle or give it to other character. It it will not count as a magic item for that character. It cannot be given to a non Estalian character nor will it be given to a non Inquisition character if the army contains magic users or troops using non approved magic items.
The Sphere of Isolde is a mystical object held in reverence by all the Inquisition. It is believed to contain the essence of the pureness of Isolde and in a sense it does. The secret compound in the sphere absorbs the psychic energy which Inquisitors naturally channel to the earth and from this stored energy a number of benefits are derived.
The bearer cannot be attacked by any magic weapon. They will be useless, and will be considered as non-magical, but the sphere will be exhausted on a 6. Check after each round of combat. If shot at and in hth in the same move you only check once after all combat is complete.
If killed the bearer will immediately return to life with 1 W surrounded by the golden aura of Isolde. This will cause fear but each Estalian turn the player must check and on a 5+ the effect ends and the bearer dies. On the return to life the bearer becomes immune to all psychology including break tests. Therefore he does not have to test on the combat that just killed him/her!
On a Drain Magic card or spell the sphere will be deactivated on a 5+
At the beginning of the battle Raimundo must choose five of the Spheres to take into battle. He must pay the extra points if one of the spheres is the Sphere of Isolde.
Urraca "the healer of Magritta" .... 90pts
Urraca's Bodyguards ......................... 65pts
Urraca is the only daughter of Juan Manira a renowned warrior of the Brethren who fell in battle with the Skaven during the great incursion of 2491. Exercising her right as a descendant of a fallen Inquisition warrior, Urraca entered the White Order of the Inquisition which specialises in healing and helping the poor. After many years she became renowned as a healer of great secular and spiritual skill. During the plagues of 2501, while organising emergency hospitals for the many sick and dying, Urraca fell ill herself. For 3 days she lay in a partial coma, wracked with pain and feeling her life ebb away. On the fourth day her sisters of the Order prepared her for the final journey as the sun was setting on the walls of Magritta. During the night, at the darkest hour, Urraca had a vision. In this vision a beautiful and serene woman came to her and said, " Urraca, your time is not now. I have work for you to do. You will arise and do my bidding." In the morning her sisters came expecting to bear her wasted body to the house of the dead and instead found her sitting up in bed asking for food and water, the disease clearly gone from her body. They declared a miracle and Urraca told of her vision which both amazed and disturbed them. For the vision of Isolde had told Urraca to follow in the footsteps of her father and those of her ancestors and go where the faithful needed defending from the force of evil. However she was not to go as a warrior but as a healer.
Since then Urraca has become a legendary healer of the warriors of the Inquisition. Having saved the life of both the Inquisitor General and Grand Master on the battlefield. In reward the Black Order of the Inquisition have trained her as an Inquisitor to better protect herself on the battlefield and she has the abilities of a level 1 Inquisitor. When given her Inquisitor's staff she found that in addition to its magic earthing power she was able to channel the magic energies to heal, though the strength of the healing was affected by the strength of the winds of magic. She is so highly regarded by the Inquisition that two of the finest warriors of the Infanta's Guard accompany her, as she will not cause harm even in her own defence. Any attempt to attack Urraca must first fight the guards and defeat them, however assassins can only be stopped if their initiative is equal to or less than the guards.
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Urraca422331308
Champions of the Infanta's Guard454431528
Magic Items: Urraca carries the staff of Healing. This blessed Inquisitors staff can bring aid to the wounded on the battlefield it can also restore the recently dead, ie those killed during the current friendly move, by bringing them back to 1 wound. In addition it can act as a normal Inquisitor's staff.
The Staff of Healing ..... 100pts
Only one wound per figure can be restored in the current magic phase. The total number of wounds cannot be greater than the original number. She can only restore wounds to Estalian characters and troops. In the magic phase roll 1D6:
1. The power of Isolde cannot help Urraca this turn
2. Urraca can heal up to one wound in a range of 6"
3. Urraca can heal up to two wounds in a range of 6"
4. Urraca can heal up to two wounds in a range of 12" but on a 6 the staff is exhausted for the rest of the battle.
5. Urraca can heal up to three wounds in a range of 12" but on a 6 the staff is exhausted for the rest of the battle.
6. Urraca can heal up to 2D6 the wounds suffered by Estalian characters and rank and file in a range of 12", but on a 5+ the staff is exhausted for the rest of the battle.
Equipment: as a healer Urraca will not fight even to defend herself. Her weapon skills are given for comparison only.
May ride: She cannot ride any mount.
Special rules: She's accompanied by two Champions of the Guard of the Infanta that will fight for her life (they are entitled to carry one magical item approved by the inquisition). She is so dedicated to her cause and has seen so much evil and suffering that she is immune to all forms of psychology but can be broken. While Urraca is alive the champions are also immune to psychology except they will HATE anyone who attempts to attack Urraca (or themselves). If Urraca is slain they will leave the battlefield with her body and the opponent gains the total victory points for Urraca and her champions.
Healing Powers: Apart from the powers of the staff Urraca can heal 1 wound per turn suffered by any unit or character she's in contact that turn (even to restore from death).
Inquisitor Luis the Unwavering ... 165pts
Luis is a fanatic follower of the cult of Isolde, so fanatical that even the Inquisition had difficulty in controlling his zeal. As a means of controlling the excesses of Don Pedro and getting Luis out of the country at the same time, Rodrigo was advised to appoint him Vicar General to Don Pedro's forces. Luis will only be in an army led by Don Pedro. In battle Luis is affected by frenzy and will never break in combat, preferring to die for his cause. He is so caught up in his fanaticism that he pays little attention to Don Pedros use of allies and his ruthless exploitation of his conquests for his own, rather than Estalia's, glory. The restriction on allies and magic items are not applicable if Luis is the only member of the Inquisition present in the army.
MWSBSSTWIALd
Inquisitor Master (S4+)443453529
Mercallo de Vria ...................... 105 points
Mercallo is the younger brother of Hernando and is a dedicated Inquisitor. He is determined to rid Estalia of all its enemies and has a particular hatred of magic users. To help protect his brother, Hernando has given him one of the Inquisitions most powerful items: The seal of Thomas the Pure. Mercallo is an Inquisitor Champion.
Magic Items: Inquisitors staff and must carry the seal of Tomas "the Pure" which only he may carry.
The Seal of Tomas "the Pure" ..... 100 points
Any magician in base to base contact to the bearer will be killed instantly. It also nullifies the effect of any magic object not approved by the Inquisition (including for instance Destroyer Sword or Corin Ring) in the range of the Inquisitor whether held by Estalian or other troops. This object is nullified not destroyed once outside of the range of the seal the item will work again.
May ride: He cannot ride anything nor wear armour.
Save: Magical Save of Level 2 Inquisitor
Special rules: He's a Level 2 Inquisitor
Alvar de Vedia: Inquisitor Champion and Defender of Purity..............130 points
Alvar de Vedia is the cousin of the current Inquisitor General, and a true descendant of the Vedia. He is the champion of the Grand Master and defends his honour against all foes. Selected as a boy, he has had intensive training in the martial arts. Alvar is an extraordinary swordmaster taught by the best swordmasters of Tobaro and even by those of Hoeth. He was formerly the captain of the Black Watch of Grenada, and became the Inquisitor Champion and Defender of Purity because of his deeds fighting against the Skaven of Clan Pestilens in the attack on Grenada in the winter of 2502. Alvar will only fight in an army which is led by the Inquisitor General or contains the Grand Master of the Sacred Office. If the Grand Master is present, Alvar will always stay by his side. Alvar will not join units or be the army general, therefore his high leadership cannot benefit a unit as it reflects his personal courage rather than his ability to inspire troops. He has no skills as a leader only as a highly skilled and fearless warrior.
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Alvar de Vedia4864436410
Warhorse830331315
Equipment: He wears heavy armour, shield, sword and for (+3 p) he can carry a composite bow, for +3p he can carry a lance (if riding a warhorse) and for +3 p he can carry a halberd. Magic Items: Alvar is entitled to carry three magic items approved by the Inquisition. One of them must be the Sword of the Vedia.
May ride: Alvar de Vedia can ride a barded Warhorse. If not protecting the Grand Master he may ride an approved monster (a unique distinction for an Inquisition character)
Special rules: He hates Undead, Skaven and Chaos. His leadership cannot be used by units. He is immune to fear and treats terror as fear.
The Sword of the Vedia ..... 75 points
It's an old relic of the de Vedia family, made by the ancient elves of Athel Ellyria. It's so finely made and sharp that it gives a -1 armour save, and causes 2 wounds. When fighting Undead or chaos it doubles it's damage and has a -2 armour modifier.