After the destruction of Rome and most of Italy, the Vatican has regrouped in Venice. A powerful force, it has brought the Inquisition forth in an attempt to extinguish the evil that has come through the Rent.
Who they are: The Vatican is a faction of fantastical power and heavy armor. They have many models with command abilities or the Mage special ability, which gives them a wide variety of tools compared to other factions.
How they play: Between good protection stats and many models with the Universal Shielding Special Ability the faction has a very tanky feel. In addition, their numerous command abilities mean that you will want models to stay close to each other so they benefit from the “bubbles” the command abilities create. In addition, initiative is based on any model with Command Points left, even those who are only allowed to use their Command Points on their own Command Abilities. This means that unlike other factions, the loss of your leader is not as horrific, allowing you to use them in a much more forward role then you might the leaders of other factions.
Sample Lists: The following two lists are legal 100 ducat lists using the Starter and Inquisition boxes:
List 1 is built around the starter box and gives a good expansion from starter box games:
This list assumes the Executioner will be the heavy hitter. The Inquisition Commissioner’s Command Ability can boost his survivability slightly, along with the Inquisitorial Spy and Bottle Courage effectively giving him additional Will Points to spend via their die rerolls (vs Will Power adding additional dice). The Alter Boy’s Spurring Incense adds extra punch to the Executions charge. Finally, the Flash Grenade allows the Executioner to get out of engagements he doesn’t want to be in. Meanwhile, two priests can be used to handle objectives if needed.
List 2 is focused on the Inquisition. Because no one expects the Venetian Inquisition.
This list primarily uses the contents of the Inquisition box. It adds the Inquisitor from the starter box. In addition, it adds the Alter Boy whose three Command Points allow the Inquisitor to utilize his Command Points without wiping out the dice used in the Initiative Roll.