YE MORDHEIM LEGENDS GAZETTE
18 Angestag, Erntezeit .................................................................................. 2 Groats

Inquisition Warband

"If it doesn't hurt, it doesn't count!"- Inquisitor Lord Kryptman

The Inquisition is a secretive organisation whose members are bound by no Imperial law or authority except their own. The sole duty of the organisation is to investigate any possible or potential threat to the future of humanity, and to take whatever measures it consideres appropriate to expose and destroy that threat. Agressive monsters, serious genetic deviation, political corruption, the machinations of governers, gross incompetence, treason and heresy are threats enough to keep the Inquisition permanently occupied. The City of the Damned is just one more dark stain upon the world that must be cleansed and purged of evil.


Choice of Warriors

An Inquisition warband must include a minimum of 3 models. You have 500 GC which you can use to recruit your initial warband. The maximum number of warriors in the warband is 12.

Heroes

Henchmen

Inquisitor: Each Inquisition warband must have one Inquisitor.   Inquisitor warbands uses the same Henchmen list as Witch Hunter warbands.
Pupil: Your warband my include a single Pupil.    
Daemon Hunters: Your warband may include up to 3 Daemon Hunters.    

Inquisition Skill Table

Inquisitor: Combat, Shooting, Academic, Strenght, Speed
Witch Hunter: Combat, Shooting, Academic, Speed
Pupil: Combat, Academic, Strength

Starting Experience

An Inquisitor starts with 20 experience.
Daemon Hunters start with 12 experience.
A Pupil starts with 8 experience.
Henchmen start with 0 experience.


HEROES

1 Inquisitor ... 70 GC to hire

Inquisitors often dress the part, stalking the Empire in flamboyant and distinctive masked costumes. In their wake they sometimes bring an entourage of personal assistants.

Profile M WS BS S T W I A Ld
Inquisitor 4 4 4 4 3 1 5 2 9

Psychology - Inquisitors are immune to all psychological effects as described in the Mordheim Rulebook. They cannot be affected by fear, terror, or any other psychology rule.

Weapons and Armour: An Inquistor may be equiped with weapons and armour chosen from the Witch Hunter Equipment List.

Special Rules: Leader: Any warrior within 6" of the Inquisitor use his Leadership characteristic when taking any leadership tests.

Special Rules: Wizard: The Inquisitor is a wizard and may use both Light spells as Prayers of Sigmar. He must take at least 1 spell from the Sphere of Light.


Daemon Hunters... 25 GC to hire

Witch Hunters are the members of the grim Order of Witch Hunters. They are dedicated to eradicating Chaos and all it's minions.

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

Weapons and Armour: Daemon Hunters may be equiped with weapons and armour chosen from the Witch Hunter Equipment List.


1 Pupil... 30 GC to hire

The pupil's duties are very demanding. He has to minister to the Inquisitor's needs, furnish him with tools and weapons, and also record faithfully his actions and history.

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

Weapons and Armour: Pupils may be equiped with weapons and armour chosen from the Witch Hunter Equipment List.

Special Rules: Sacrifice: A Pupil close to his Inquisitor master may jump in front of an attack otherwise meant for his master. As soon as an attacker scores a succesful hit on the Inquisitor the Pupil may choose to sacrifice himself to save his master. Move the pupil model between his master and the attacker and work out damage as normal. The Pupil may only do this if he is within 2" of his master and not in combat with another model. He can move up to 4" if he has one or more skills from the Speed skills list.


HENCHMEN

Bought in groups of 1-5


See the Witch Hunter warband Henchmen table.