Magritta Bestiary

Tercio Pikemen

Tercio Pikemen are citizens that are trained to stand in pike formation and fight shoulder to shoulder with their long pikes that are over 20 feet in length. These troops form up in a dense formation several ranks deep, with their wicked pikes thrusting in a hedgehog to the fore.

M WS BS S T W I A Ld
4 4 3 3 3 1 3 1 7

Weapons: Pike and hand weapon.

Special: When fighting in pike formation, they may fight three ranks deep due to their long pikes, but they do not recieve an armour bonus for their shield, as the pike is a two-handed weapon.

Points: 8+ armour and further equipment

Knights of the Brotherhood of the Inquisition

The Inquisition are followers of Myrmidia, and they are dedicated to searching out and destroying Chaos in all its forms. To them, this includes Chaos, Chaos Beastmen, all Chaos mutations of which they include Skaven and Chaos Dwarfs among others. They fight to cleanse the world of all traces of Chaos's vile taint. They wear heavy armour covered by purist white surcoats, with the shield and spear symol of Mymidia.

Profile M WS BS S T W I A Ld
Knight 4 5 3 4 4 1 5 1 9
Warhorse 8 3 0 3 3 1 3 1 5

Weapons/Armour: Knights of the Brotherhood wear Inquisition armour, carry a shield, and ride a barded warhorse. They are armed with a sword and a lance.

Save: Inquisitor armour (1+ armour save, and 4+ magic save).

Special: The Brotherhood wears Inquisitor armour made of meteorite iron, which gives them a save of 2+ and a 4+ save vs. magic, and does not affect movement.

The Brotherhood are immune to all psychology, Panic and Break tests.

Brotherhood Knights may use the Lance (Wedge) formation.

Points: 53

Knights of Myrmidia

Knights of Myrmidia are knights who have dedicated themselves to the service of the temples of Myrmidia. They make up the guards of the Patriarch and the various Bishops. They are sworn to a holy brotherhood and they live in their own fortress monasteries. The Knights of Myrmidia wear light blue surcoats with her symbol on the left breast, and they carry it as a device on their shield.

Profile M WS BS S T W I A Ld
Knights 4 5 3 4 3 1 4 1 9
Warhorse 8 3 0 3 3 1 3 1 5

Weapons/Armour: Knights of Myrmidia wear heavy armour, carry a shield, and ride barded warhorses. They are armed with a sword and a lance.

Save: 2+

Special: Knights of Myrmidia may use the Lance (Wedge) formation. They are immune to all psychology and Break tests.

Points: 45

Brotherhood of the Inquisition Guards

The Inquisition are followers of Myrmidia, and they are dedicated to searching out and destroying Chaos in all its forms. To them, this includes Chaos, Chaos Beastmen, all Chaos mutations of which they include Skaven and Chaos Dwarfs among others. They fight to cleanse the world of all traces of Chaos's vile taint. They wear heavy armour covered by purist white surcoats, with the shield and spear symol of Mymidia.

M WS BS S T W I A Ld
4 4 3 4 3 1 4 1 8

Weapons: Halberds and hand weapons

Save: Inquisitor armour (2+ armour save, and 4+ magic save).

Special: The Brotherhood wears Inquisitor armour made of meteorite iron, which gives them a save of 2+ and a 4+ save vs. magic, and does not affect movement.

The Brotherhood are immune to all psychology, Panic and Break tests

Points: 26 points

Priests of the Inquisition

The army may include as many Priests of the Inquisition as you wish within the normal limitations of the points available. Priests of the Inquisition may be selected from any of the four levels of wizards at the appropriate points cost shown below.

Priest (magic level 1).....................................76 points

Inquisitor Priest (magic level 2)...................138 points

High Inquisitor (magic level 3).....................220 points

Grand Inquisitor (magic level 4)..................310 points

Profile M WS BS S T W I A Ld
Priest 4 4 4 3 4 1 4 1 8
Inquisitor Priest 4 5 4 4 4 2 4 2 8
High Inquisitor 4 5 5 4 5 3 5 3 8
Grand Inquisitor 4 6 6 4 5 4 6 4 9
Warhorse 8 3 0 3 3 1 3 1 5

Magic: A Priest of the Inquisition has one Battle Magic spell per magic level. A Grand Inquisitor may use High Magic spells instead of Battle Magic spells.

Equipment: Sword

Weapons/Armour: A Priest of the Inquisition may be armed with any combination of equipment allowed by the Equipment List. See the separate Equipment List for summary and point values. If Priests of the Inquisition wear armour they may cast spells as long as it is Inquisitor Armour they are wearing.

May Ride: A Priest of the Inquisition may ride a barded warhorse (+7 points), or a monster (see separate Monster List for points values).

Magic Items: A Priest of the Inquisition character is entitled to magic items chosen from Warhammer Magic. The number of magic items the Priest of the Inquisition can have depends on their level and is indicated below:

Priest.......................1 magic item

Inquisitor Priest.......2 magic items

High Inquisitor.........3 magic items

Grand Inquisitor......4 magic items

Sailors

Sailors make the sea a way of life. They have spent a life of violence and hardship upon the seas.

Profile M WS BS S T W I A Ld
Sailors 4 4 3 3 4 1 5 1 7

Weapons/Armour: Pistol and hand weapon.

Save: 5+/4+ dodge.

Special: Due to their life aboard ship, the Sailors have become very agile and have a dodge ability that gives them a 5+ save versus hand-to-hand, and a 4+ save versus missile weapons.

Points: 15

The Seaguard

This is a unit made up of the very finest of Magritta's Marines. It is assigned to the king's palace and makes up a special guard for his galleon when he takes to the seas. It also accompanies him whenever he leads Magritta's armies to war. They wear ornate light armour and fight with halberds when on land and they wear light armour and use heavy boarding axes when at sea.

Profile M WS BS S T W I A Ld
Seaguard 4 4 4 3 4 1 4 1 8

Weapons/Armour: Sea: light armour, boarding axe, crossbow; Land: light armour, halberd, crossbow.

Save: 6+ (5+ dodge)

Special: Due to their life aboard ship, the Seaguard have become very agile and have a dodge ability that gives them a 5+ save in addition to their armour save (this is a dodge, not an armour save, and should be rolled before the armour save).

Points: 20

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