The Kingdom of Estalia İMike Allen 1996


Magic Items & Special Characters

Due to the opposition to the use of magic in Estalia, the armies of the country make limited use of magic items. The Inquisition opposes use of any item which casts a spell or modifies psychology of Estalian troops and no Estalian army can use such items.

No Estalian force will use an item in any way connected in its origins to Undead, Chaos, Skaven or Arabic sources. (eg Claw of Nagash). An army lead by a Royal General will make use most other types of magic item other than defined above.

In addition, the legacy of Tomas was to leave a number of rare and unique items to the army of the Inquisition. The Inquisition calls these items "sacred" rather than magic. In an army led by an Inquisitor general only sacred items are used. Only Inquisitors can use staffs. Many of the most powerful sacred items are owned by individuals and can only be used if the character is with the army.

Staff of Tomas the Pure ... 75pts This staff was carried by Tomas when he first arrived in Estalia. It is encrusted in gems and glowing runes. It behaves like all Inquisitor staffs but can draw on the Winds of Magic. Each magic phase the staff can deliver the Retribution of Isolde: d3 lightning bolts with a S5 d3 wounds and no armour save. It strikes the first thing in its path and cannot be directed over intervening troops. In close combat the electrical charge in the staff adds +1 to the Strength of the attack and negates armour saves. If wielded 2 handed it adds +3 to the strength. The effects of the staff are a spell and can be dispelled.
Verak's Amulet ... 75pts This amulet has 3 runes of spell breaking engraved on it and may only be worn by an Inquisitor. Acts as a dispel scroll.
Staff of Purity ... 35pts This staff has the same effect as a normal Inquisitor's staff except during the magic phase it can cast the Aura of Purity spell which has a radius of 6". No enemy may enter this area. Enemies within the aura must pass a leadership test to remain otherwise they must move out of the area during their next move. Units in hand to hand that fail their leadership test flee and may be pursued.
The Black Standard ... 100pts The Black Standard is carried by mounted troops of the Inquisition. It has the same properties as a Battle Banner adding d6 to combat resolution.
The Standard of the Sacred Office ... 100pts This standard was carried throughout the wars of liberation by the standard bearer of the Brethren. The staff is carved in ancient dwarf runes and came from the tomb of Verak. Troops carrying this flag are immune to psychology even break tests. In addition the flag will dispel on a 4+ any spell directed at the unit, including friendly spells.
Sacred Sword of Vengeance ... 100pts

Grand Master only

This sword was carried by Tomas until his death. It has been carried by the Grand Master of the Sacred Order ever since. When wielded in combat it gives of a blinding white light causing the users opponent to modify all attempts to hit by -2. In addition wounds can only be saved by magic armour. Unsaved wounds cause d3 wounds.
Light of Isolde ... 30pts The Light of Isolde is a pure crystal set in an ebony wand, which is kept in a black velvet bag until needed. Exposed to sunlight in the magic phase it gives off a blinding flash of white light in a 90 degree arc in front of the bearer. Troops facing the wielder within 12" will be blinded until the next magic phase. They cannot move or fire and will fight with a WS of 0. The basis of this item is magical and it may be dispelled.
Sacred Armour ... 40pts This armour has been worn by many heroes of the Inquisition and over time it has been imbued with the spirit and strength of the wearers. It gives a 2+ armour save and makes the wearer immune to psychology, however not to being broken in combat.
Hammer of Sacrifice ... 75pts In times of great need this hammer, from Verak's tomb, is taken by a hero of the Inquisition to vanquish the enemies of Estalia. This is a weapon which is dangerous to its wielder as its power can be the death of its bearer. The bearer has their strength doubled and always strikes first. Any wounds caused cannot be saved except by magic armour. Once in combat the power of the runes may cause the bearer to become frenzied (test on each subsequent round of combat after the first in the game on a 4+). Once frenzied the wielder may overexert: when in combat roll after combat is resolved on a 5+ the wielder takes a wound which cannot be saved by any means.

The Royal Army has a number of items of magic origin which have been deemed sacred by the Inquisition and approved for use.

The Royal Standard of Estalia ... 75pts The Royal Standard is carried by household troops. It has been enchanted by the finest of the Spellcasters of the College of War. The unit carrying the banner has a leadership of 10 and may dispel on a 4+ any spells cast at it.
The Sword of State ... 70pts This is reputed to be one of the famous Runefangs sent to Estalia after the death of Sigmar. It is believed to have been reforged by Verak. Wounds cannot be saved against even with magic armour. In addition it has a rune of of fury (+1 attack) and a rune of cleaving (+1 strength)
Heartseeker ... 20pts Heartseeker is an enchanted javelin that has been carried by many heroes of the kingdom. It has a range of 16" and always hits what is aimed at (S3) and then returns to the throwers hand. Characters may be picked out within units.
Armour of Virtue ... 25pts This armour was blessed by Tomas himself and is made of the finest Tobaran steel and gives a save of 4+ though only counting as light armour. It also bolsters the courage of the wearer allowing a reroll of all tests against leadership.
Bolts of True Aim ... 30pts Fired from a light or heavy crossbow, these bolts hit automatically. The bolts come in a quiver with sufficient to last the battle.
Verak's Crossbow ... 60pts This heavy crossbow is covered in runes which enable the firer to fire as many bolts as the firer has attacks. Its magical properties allow the firer to fire even after movement with no penalty.

TOP OF PAGESpecial Characters

Rodrigo X, King of Aragona, High King of Estalia ... 140pts

Rodrigo X is the current High King of Estalia, he has reigned successfully for 10 years. A wild and headstrong youth he led expeditions into the mountains near Cordoba. On one of these expeditions he found a young Hippogriff abandoned by its mother. Hand raised by Rodrigo it is often his mount in battle. He named the beast Stormrider. Rodrigo has been trained intensively by the best tutors within the Brethren and is now one of the finest warriors in the Old World. If fielded Rodrigo replaces the Army General.

  M WS BS S T W I A Ld
Rodrigo X 4 8 6 4 4 3 6 4 10
Warhorse 8 3 0 3 3 1 3 1 5

Rodrigo has two items only he can carry, he must always wear the Coronation Ring:

Coronation Ring of the High King ... 30pts

This ring will regenerate one wound at the beginning of the Estalian players move however it cannot resurrect a character with 0 wounds.

Armour of Fortune ... 35pts

This armour counts as heavy and gives a normal armour save, if this fails or no save is possible, it gives an unmodified save of 4+ against any weapon which allows a save (ie it will not save against cannon, poison wind etc).

Captain General Roberto Caderollo Duque of Asurias ... 130pts

Roberto is Captain General of Estalia and is a native of Portua, a fact resented by many of the noble families of Magritta and Cordoba. He is a competent general but his main claim to fame is the deep regard his troops hold in him. Unlike most generals his impact on morale extends 18" rather than 12". In addition his love of his troops means he will always resist his instincts for self preservation and he can re roll any failed psychology tests including break tests.
This re roll can prevent a unit he is leading from breaking as well as himself.

  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

Mercallo the High Spellcaster Lord of the Royal College of Magic ... 307pts

Mercallo is a rarity in Estalia as he is well travelled in the realms of the old world. He has visited the colleges of magic in the Empire and it is rumoured that he has visited Ulthuan. Unlike other Estalian magic users Mercallo chooses spells the same as an Empire wizard, however due to his wide travel and study he can choose from any of the four spell decks allowed to Estalian magic users.

Spellcaster Lord 0-1 4 5 3 4 4 4 6 3 8

Don Pedro de Cortez, Lord General of Lustria ... 100 pts

Don Pedro is a brave but unscrupulous and ambitious soldier of fortune. Having been cashiered from the Black Eagles of Castillia, he travelled the world offering his skills to any prepared to pay. Returning as a rich man to Estalia, he impressed the young Rodrigo and obtained a license to extend the rule of Estalia into the land of Lustria. Since then he has established a strong foothold by seizing and establishing fortified settlements on the major islands along the Lustrian coastline. Recently he has established 3 strong forts on the mainland and has started mounting raids inland seeking gold and jewels. This has brought him into conflict with the Lizardmen and others who have ambitions in this region such as the Dark Elves and Norse. He has an informal alliance of mutual co-operation with the High Elves of Ulthuan which allows his ships free passage from Lustria to Estalia.

Don Pedro does not have the same qualms about allies that the mainland Estalian army does, in fact he can take up to 50% in allies. He must make use of whatever troops he can so far from the Estalian homeland and may ally with High Elf, Dwarf, Empire or Brettonian forces. As these allies represent rebel, mercenary or adventurer elements of these societies Don Pedro's army cannot contain special characters or any "elite" unit. An elite unit is one which has a limit on how many units of its type may be fielded and is usually designated "0-1" in the army list eg Phoenix Guard, Longbeards, Knights Panther etc.

If he has any Inquisition troops he cannot take allied magic users. He cannot use any of the Sacred Items of the Royal army however Inquisitors may select from their own items. He will not issue magic items to his troops which would bring him into conflict with the Inquisition, but if no Inquisitors or Inquisition troops are in the army he turns a blind eye to the use of such items by his allies. Don Pedro cannot select units of the Blood Royal: cavalry or Tercios.

  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

Alphonso XIII Most Noble King of Grenada........................... 120 points (based on original idea by Luis A. Molina)

The current King of Grenada is Alphonso XIII. He's well loved by his subjects and loyally served by his armies. Though he's not the hand to hand fighter of Rodrigo's skill he is known as a sensible leader and is well regarded by his troops. His long experience in fighting the Undead enemies of his kingdom has made him extremely courageous in battle.

  M WS BS S T W I A Ld
Alphonso XIII 4 6 5 4 4 3 5 4 10
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: He wears heavy armour, shield, and lance. For (+3) he can have a pistol.

Magic Items: Alphonso XIII can have up to three magic items. One of them must be the Crown of the Most Noble King of Grenada. One of the others must be the sword Tizona or the sword Colada.

May ride: Alphonso XIII rides a barded Warhorse

Special rules: Alphonso HATES Undead. When fielded he must be the general. (Thus you cannot field him in an Inquisition army).

Crown of the King of Grenada ..... 100p

Bearer always saves on 4+ regardless of strength or modifiers. This save also works against spells and weapons but not attacks from magic weapons which allow no save. War machines which allow no save cannot be saved with the Crown. It also allows the wearer to recover up to two wounds during the game(not in the same turn and not if the character is dead).

The Sword Tizona ..... 50p

Forged by Verak Geradson to defend Estalia from its traditional enemies. Against Undead, Skaven and Chaos it causes not one but 1D3 wounds. Once per battle Rodrigo can make an attack causing one automatic hit of S10 causing 1D3+1 wounds by giving up his other attacks.

The Sword Colada ..... 55p

Also forged by Verak Geradson to defend Estalia. The bearer is immune to fear, terror and panic tests. And he and the unit he leads are feared by all greenskins (Orcs, goblins, hobgoblins, snotlings).

Don Diego de Quinhones del Real.........120 pts (based on original idea by Luis A. Molina)

Old Diego has served the High Kings of Estalia for more time he can remember. He's now the shadow of the fighting machine he was in his youth, but he has many things to say and says them often to any who will listen! He often accompanies the Royal Army to battle where Rodrigo listens to his advice and respects the old mans experience and loyalty to the crown of Estalia.

  M WS BS S T W I A Ld
Don Diego 4 5 5 4 3 3 5 3 10
Warhorse: Diablo 7 4 0 4 3 1 3 2 5

Equipment: He wears heavy armour, and carries a shield and lance.

Magic Items: Don Diego is entitled to carry three magic items approved by the Inquisition. One of them must be the horn of Megaros.

May ride: Don Diego always rides his old barded warhorse Diablo who has seen a hundred battles with his master. He's too old for riding any other thing or for going by foot to the battlefield. Diablo is not as quick as he once was but has a vicious cunning born of experience and is arguably as dangerous as the old man himself. Diablo knows where his master needs to go and allows Diego to concentrate on fighting and defeating opponents younger than his grand children.

Special rules: He's a very experienced general and may replace the standard general unless there is a King present. He's immune to fear and due to his experience and skill may deploy one unit after the other player has deployed, but before infiltrating units are deployed. In addition he can interchange the position of two infantry units after infiltrating units are deployed. This reflects his skill in deception and out thinking his opponents.

The horn of Megaros ..... 90 pts

Once per battle the horn of Megaros can be blown at any magic phase. The enemy units will be so confused that they will not move the next turn, unless they pass a Ld check. If they are greenskins they will have to pass an additional animosity check. Any unit of raised skeletons will return automatically to the dust, and the rest of the skeleton units will have to pass a leadership test or return to the dust. Fleeing friendly units will rally automatically. The horn is a spell item and can be dispelled however due to the potency of the enchantment even dispel scrolls and destroy magic spells need a 4+ to work. 

Il Condottiero Luigiberto Capetti ..... 90pts (based on original idea by Luis A. Molina)

Luigiberto Capetti came to Estalia as a young Tobarian mercenary leader. He was very successful as a mercenary and earned the respect of the High King and his army. He has remained as a cavalry leader sent by the High King to lead key units into battle. He can be deployed only if in the army list there is at least one unit of Knights of Blood Royal or a unit of Tobaran mercenaries.

He's an expert hunter and falconer (he has even written a book on Cetrery).

  M WS BS S T W I A Ld
Luigiberto Capetti 4 5 5 4 3 2 5 3 8
Warhorse 8 3 0 3 3 1 3 1 5
Falcon 12 5 - 3 - - - 1 -

Equipment: He wears heavy armour, barded warhorse, sword and up to two magic items (see above). He can carry a spear (+3), additional hand weapon (+2), crossbow (+3), pistol (+3) or arquebus (+4). Magic Items: Il Condottiero is entitled to carry two magic items approved by the Inquisition.

May ride: Il Condottiero usually rides a barded Warhorse, but he can also be seen riding a monster (especially giant eagles).

Special rules:He's an expert hunter so to reflect this when fighting against monsters he gets an additional +1 to S (he knows where to hit) and +1 to BS if using a crossbow/pistol/arquebus. The falcon can attack any miniature at a distance of 12" or less and does so in the shooting phase. Characters inside a unit can be attacked if in line of sight of Il Condottiero. The falcon cannot be killed, and if the Condottiero is in HtH can use the additional attack of the falcon. If the Condottiero dies then the falcon returns to the mountains.

Don Alonso de Gormaz ........100 pts (based on original idea by Luis A. Molina)

Don Alonso de Gormaz is also called "the Mad". After a party of Arabs and Skaven raided his castle and killed his wife and children he's sworn vengeance against them ... or anybody that gets in his way. Previous to his tragedy he was one of the mightiest heroes of the Inquisition, but in his grief he is now subject to frenzy which makes him a really formidable fighter. However his ferocity is so great he can only fight alone and is not able to join a unit as in his rage he might well turn on them.

  M WS BS S T W I A Ld
Don Alonso de Gormaz 4 7 4 4 4 2 6 3 9
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: He wears heavy armour, rides a barded warhorse

Magic Items: He wears the armour of Tiermes and the carries the axe of Gormaz.

The armour of Tiermes ..... 50 pts

This magical armour rebounds spells and wounds received on a 5+. It also contains a relic of his beloved wife that gives him one additional wound which only comes into effect when he is reduced to 0 wounds.

The Axe of Gormaz ..... 50 pts

Very heavy two handed axe that gives the wielder a +2 S, it also causes1D3 wounds instead of one.

May ride: Don Alonso rides a barded Warhorse.

Special rules:Don Alonso is subject to frenzy and is immune to psychology.

Roderic of Uxama ..... 62pts (based on original idea by Luis A. Molina)

When the people of Uxama were asked to send a unit to cooperate in the protection of Isabella of Castillia, they decided that the best man of the city guard should lead a unit dedicated to her protection. Thus they offered the command of this force to one of the captains of the guard, Roderic, with all the weapons he would need.

  M WS BS S T W I A Ld
Roderic of Uxama 4 5 4 4 3 1 4 2 8

Equipment: Heavy armour, sword and pistol. As a champion he is entitled to carry one magic item approved by the Inquisition.

May ride: He never rides.

Special rules: Roderic is a good, but not a great fighter, however he is a very good trainer. He leads only a unit of the city guard of Uxama (not greater than 12 miniatures, it is not a big city). At the beginning of the battle throw 1D6.

The unit adds:

  1. +1 I
  2. +1BS
  3. +1 WS
  4. +1WS +1S,
  5. +1BS +1S,
  6. +1BS +1WS +1S.

These city guards should be equipped at least with heavy armour and light crossbow, and they will cost +1 for the training regardless of the die roll.

Sergeant Lope de Quismondo .............. 70 p (based on original idea by Luis A. Molina)

During the battle of the Misty Fields, the High King Rodrigo III declared that the man that would bring to him the head of Skaven General Uheek, he would give him its weight in gold. During the battle the men of the king not only were unable to take the head of that hated ratman, but they were being defeated by the Skaven army. They charged relentlessly and fired every gun they had, but the Skaven took advantage of the lack of visibility due to the fog and pressed on into the Estalian camp. The Estalians vigorously defended their campsite and led by Rodrigo started to push the Skaven back. Fearing for his life Uheek hid behind an enormous pot in the centre of the Estalian camp, to avoid the intense fire he was receiving. Suddenly a man leapt out of the pot and killed the surprised Skaven leader. Lope de Quismondo had won his reward and undying fame that day.

Since then Lope has become famous for his insane bravery and his ability to avoid enemy detection.

  M WS BS S T W I A Ld
Lope de Quismondo 4 5 4 4 3 2 6 2 8

Equipment: He may wear heavy armour (+4) though he usually wears light armour or none. He also carries a sword and a pistol. He is an unusual character in more ways than one as his profile is better than a champion but not quite a hero. He counts as a champion level character, and thus is entitled to carry one magic item approved by the Inquisition.

May ride: He can ride a warhorse (barded or not).

Special rules: Lope de Quismondo is extremely brave, he is immune to fear and treats terror as fear. He may reroll any break test. He is also quite individualistic, and would never join any unit. If mounting a horse he can be deployed anywhere out of the line of sight of the enemy. If fielded on foot, additionally he can hide in any building or forest in the enemy deployment zone, and will not be seen unless he moves/attacks or on a roll of 5+.

In order to simulate this the miniature representing Lope is not fielded, and the place where he is supposed to be hidden will be written in a piece of paper. The other player will throw a dice at the beginning of each turn, on a 5+ the position will be revealed and Lope fielded. After he's moved or discovered he'll be completely visible for the rest of the battle.

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 ... 30points. 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.

Inquisitor Grand Master (S3+) 4 5 3 4 5 4 6 3 10

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.

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

Ignatius of Bilbalis ................. 155 points (based on original idea by Luis A. Molina)

+ Book of the Psalms of Purification(Ignatius only).+ 80 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.

  M WS BS S T W I A Ld
Roderic of Uxama 4 4 3 4 5 3 5 2 9

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 (80p):

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 p (based on original idea by Luis A. Molina)

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.

  M WS BS S T W I A Ld
Raimundo de Lum 4 4 3 4 5 3 5 2 9

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.

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

These spheres are thrown in the same way as the elemental spheres:

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.

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 (based on original idea by Luis A. Molina)

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.

  M WS BS S T W I A Ld
Urraca 4 2 2 3 3 1 3 0 8
Champions of the Infanta's Guard 4 5 4 4 3 1 5 2 8

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.

  M WS BS S T W I A Ld
Inquisitor Master (S4+) 4 4 3 4 5 3 5 2 9

Mercallo de Vria ...................... 105 points (based on original idea by Luis A. Molina)

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 (based on original idea by Luis A. Molina)

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.

  M WS BS S T W I A Ld
Alvar de Vedia 4 8 6 4 4 3 6 4 10
Warhorse 8 3 0 3 3 1 3 1 5

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 p

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.

Lucas of the Sylvan Glades ..... 104pts (based on original idea by Luis A. Molina)

Outstanding among the Forest Brethren was young Lucas. The wandering Inquisitors of the Grey Order met Lucas while still a youth and were impressed by his dedication to the Cult and latent abilities in magic. So he was trained by the Inquisition Masters in the art of Witch Hunting, in which, after many years he is an undisputed master.

  M WS BS S T W I A Ld
Lucas of the Sylvan Glades 4 5 5 4 3 2 6 3 9

Equipment: He carries a Forest Brethren composite bow and an additional hand weapon. He may wear light armour and carry a shield.

Magic Items: Lucas is a hero of the Forest Brethren. He carries 2 magic items, one of them must be the Arrow of Despair the other is the Sacred Gem of Binding.

The Arrow of Despair ..... 40pts

Fired in the shooting phase with a +2 to hit. If aimed at the enemy's Wizard it hits with S5 causing 1D3 wounds and it does not matter if he is inside or outside a unit, or even flying high. If aimed against non-wizard targets it is just magic and ignores non-magical armour, hitting with S5 but without the wounds bonus.

Sacred Gem of Binding ..... 35pts

The Sacred Gem was presented to Lucas when he captured the renegade Master Spellcaster Petros after he fled into the mountains to study necromancy and raise an army of Undead. The Sacred Gem has the ability to bind a magic user in a cocoon of power in which he can do nothing. It has a range of 12" and may be used in the magic phase. It can be dispelled but it needs a 5+ regardless of the level of wizard trying to dispel and the dispel can only be attempted once per magic phase. Nothing can enter this cocoon so the magic user cannot be harmed by any means. Lucas may cover the Gem to release the magic user.

May ride: He never rides.

Special rules: Lucas can be deployed as an infiltrator. He hates any enemy unit with a wizard in it as well as the usual Inquisition hatred.. Lucas will only join a unit of Forest Brethren as he prefers to hunt alone.