Characters:
General of the Blood Royal ..... 100pts
The general may be armed with any combination of weapons available to troops within this list. The general may ride a warhorse or a monster from the monster list.
Profile M WS BS S T W I A Ld
General 4 6 6 4 4 3 6 4 9
Warhorse 8 3 0 3 3 1 3 1 5
Inquisitor General ..... 110pts
The general may be armed with any combination of weapons available to troops within this list. The general may ride a warhorse.
Profile M WS BS S T W I A Ld
General 4 7 6 4 4 3 6 4 10
Warhorse 8 3 0 3 3 1 3 1 5
Battle Standard..... 80pts
The battle standard bearer may be armed with any combination of weapons available to troops within this list. The standard bearer may ride a warhorse.
Profile M WS BS S T W I A Ld
Standard 4 4 4 4 3 1 4 2 8
Warhorse 8 3 0 3 3 1 3 1 5
Heroes
Hero of the Army ..... 75pts
Hero of the Inquisition ..... 85pts
The army may include as many heroes as you wish within the points allowance. Heroes may ride warhorses. Heroes of the Army are allowed 2 magic items. Heroes of the Inquisition may carry no items.
Profile M WS BS S T W I A Ld
Army Hero 4 5 5 4 4 2 5 3 8
Inquisitor Hero 8 6 5 4 4 2 5 3 9
Warhorse 8 3 0 3 3 1 3 1 5
Champions ..... 30pts
Any regiment may include a Campion armed and equipped as the rest of the unit. A Champion may have one magic item.
Profile M WS BS S T W I A Ld
Champion 4 4 4 4 3 1 4 2 7
Inquisitors
Inquisitor ..... 45 pts
Inquisitor Champion ..... 105 pts
Inquisitor Master ..... 145 pts
Inquisitor Grand Master ..... 185 pts
Those sons and daughters of the lay members of the Inquisition who show ability in the magic arts are channelled into two quite different orders. The males are trained to be Inquisitors while the females become healers. Inquisitors are taught to seek out all evil within the land, particularly secret practitioners of magic. To assist and protect them they are taught the skills of "anti magic" concentrating on dispelling rather than casting. Their staffs of office allow them to earth the power within a spell effectively dispelling it. The range for this effect is given below. Any spell cast or entering this area may be dispelled. This applies equally to friendly spells. Over many years of continuously "earthing" the winds of magic, inquisitors become infused with magical energy. The most senior inquisitors appear to have a silvery blue aura around them which heightens the peoples belief in their divine power.
They cannot ride any type of mount. The continuous channelling of magic power infuses the inquisitor with an aura of power which gives an armour save not modified for strength.
Profile M WS BS S T W I A Ld
Inquisitor (Save 6+) 4 3 3 3 5 1 4 1 8
Inquisitor Champion (S6+) 4 4 3 4 5 2 4 1 8
Inquisitor Master (S4+) 4 4 3 4 5 3 5 2 9
Inquisitor Grand Master (S3+) 4 5 3 4 5 4 6 3 10
An Inquisitor wears no armour nor may they ride a warhorse or a monster.
Special Rules:
Aura of Anti-Magic: This aura has a more practical effect in battle as the inquisitor starts channelling magic energy and becomes filled with the rightous rage of battle the aura glows strongly making him difficult to look at. In addition the aura itself can slightly deflect the weapons of the enemy. This is resolved as an armour saving throw unmodified for strength. It also increases the range and power of their dispel.
Level Save Range Dispel
Inquisitor 1 6+ 3" 5+
Inquisitor Champion 2 5+ 6" 4+
Inquisitor Master 3 4+ 9" 3+
Inquisitor Grand Master 4 3+ 12" 3+