Characters

1 General..................................125 points

The army must include a general to lead it.

Profile M WS BS S T W I A Ld
General 4 7 6 4 4 3 7 4 10
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: Sword

Weapons/Armour: The General may be given any combination of equipment allowed by the equipment list. See the separate equipment list for summary and points values.

May Ride: The General may ride a Warhorse (+3 points), or a monster (see the separate monsters section for points).

Magic Items: The General is a Lord character and is entitled to up to three magic items chosen from the appropriate magic item cards.

0-1 Battle Standard......................96 points

The army may include a Battle Standard together with its bearer who will be a champion worthy of the task.

Profile M WS BS S T W I A Ld
Battle Standard

Bearer

4 5 4 4 4 1 5 2 9
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: Sword and battle standard

Weapons/Armour: The Battle Standard Bearer may be given any combination of equipment allowed by the equipment list. See the separate equipment list for summary and points values.

May Ride: The Battle Standard Bearer may ride a Warhorse (+3 points), or a monster (see the separate monsters section for points).

Magic Items: The Battle Standard Bearer is a champion character and is entitled to one magic item chosen from the appropriate magic item cards, this may be a magic standard, thereby turning the army's banner into a magic standard.

Heroes........................................68 points

The army may include as many heroes as you wish within the normal limitations of the points available. Heroes represent warriors of exceptional prowse and courage.

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

Equipment: Sword

Weapons/Armour: The Hero may be given any combination of equipment allowed by the equipment list. See the separate equipment list for summary and points values.

May Ride: The Hero may ride a Warhorse (+3 points), or a monster (see the separate monsters section for points).

Magic Items: The Hero is entitled to up to two magic items chosen from the appropriate magic item cards.

Brotherhood of the Inquisiton Heroes........................................115 points

The army may include as many Brotherhood of the Inquisiton heroes as you wish within the normal limitations of the points available. Heroes represent warriors of exceptional prowse and courage. 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
Hero 4 7 5 4 4 3 6 4 9
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: Sword

Weapons/Armour: The Hero may be given any combination of equipment allowed by the equipment list. See the separate equipment list for summary and points values. The Brotherhood always wears Inquisition armour, which is included in their cost.

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

May Ride: The Hero may ride a barded Warhorse (+7 points), or a monster (see the separate monsters section for points).

Magic Items: The Hero is entitled to up to two magic items chosen from the appropriate magic item cards.

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

Knights of Myrmidia Champion............................55 points

Any unit may include a Champion armed and equipped as the rest of the unit. (See the equipment list for points values.) Champions represent especially adept warriors. 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
Champion 4 5 4 4 4 1 4 2 9
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: A Champion is always armed and equipped in the same way as the rank and file members of his unit (see the equipment list for points values).

May Ride: The Knights of Myrmidia Champion must always ride a barded Warhorse (+7 points).

Magic Items: The Champion is entitled to up to one magic item chosen from the appropriate magic item cards.

Champion............................33 points

Any unit may include a Champion armed and equipped as the rest of the unit. (See the equipment list for points values.) Champions represent especially adept warriors.

Profile M WS BS S T W I A Ld
Champion 4 4 4 4 3 1 4 2 8
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: A Champion is always armed and equipped in the same way as the rank and file members of his unit (see the equipment list for points values).

May Ride: The Champion may ride a Warhorse (+3 points).

Magic Items: The Champion is entitled to up to one magic item chosen from the appropriate magic item cards.

Brotherhood of the Inquisiton Champions........................................85 points

The army may include as many Brotherhood of the Inquisiton Champions as you wish within the normal limitations of the points available. Champions represent warriors of exceptional prowse and courage. 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
Champion 4 6 4 4 4 2 5 3 9
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: Sword

Weapons/Armour: A Champion is always armed and equipped in the same way as the rank and file members of his unit (see the equipment list for points values). The Brotherhood always wears Inquisition armour, which is included in their cost.

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

May Ride: The Champion may ride a barded Warhorse (+7 points), or a monster (see the separate monsters section for points).

Magic Items: The Champion is entitled to one magic items chosen from the appropriate magic item cards.

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

Wizards

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

Wizard (magic level 1).....................................56 points

Wizard Champion (magic level 2)................118 points

Master Wizard (magic level 3).......................190 points

Wizard Lord (magic level 4)............................287 points

Profile M WS BS S T W I A Ld
Wizard 4 3 3 3 4 1 4 1 7
Wizard Champion 4 3 3 4 4 2 4 1 7
Master Wizard 4 3 3 4 4 3 5 2 7
Wizard Lord 4 3 3 4 4 4 6 3 8
Warhorse 8 3 0 3 3 1 3 1 5

Magic: A Magritta Wizard has one Battle Magic spell per magic level.

Equipment: Sword

Weapons/Armour: A Wizard may be armed with any combination of equipment allowed by the Equipment List. See the separate Equipment List for summary and point values. If Wizards wear armour they are unable to cast spells so they so not normally do so.

May Ride: A Wizard may ride a warhorse (+3 points), or a monster (see separate Monster List for points values).

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

Wizard........................1 magic item

Wizard Champion.....2 magic items

Master Wizard...........3 magic items

Wizard Lord...............4 magic items

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).....................................86 points

Inquisitor Priest (magic level 2)...................148 points

High Inquisitor (magic level 3).....................230 points

Grand Inquisitor (magic level 4)..................320 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

Ship's Captains............................75 points

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
Ship's Captain 4 6 5 4 5 2 7 3 8

Weapons/Armour: Pistol and hand weapon.

Save: 5+/4+ dodge.

Options: A Ship's Captain may be armed with any combination of weapons/armour allowed by the Equipment List, with the exception of Warhorse, barding, heavy armour, lance, bill, and pike.

Magic Items: The Ship's Captain is entitled to up to three magic items chosen from the appropriate magic item cards from Warhammer Magic.

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.

Sailor Champions............................40 points

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
Sailor Champions 4 5 4 4 4 1 6 2 7

Weapons/Armour: Pistol and hand weapon.

Save: 5+/4+ dodge.

Options: A Sailor Champion is always armed in the same way as the rank and file members of his unit.

Magic Items: The Sailor Champion is entitled to up to two magic item chosen from the appropriate magic item cards from Warhammer Magic.

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.

Back to Warhammer Armies: Magritta

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