3.2 Witch Hunters
“What kind of a man hangs half a village and then calls it the work of the Lord?” -Jürgen Braun, peasant of Ostland “They call my methods unscrupulous. But I ask you, are these not unscrupulous times?” - Inquisitor Zacharias Bernard, before entering Mordheim
Witch Hunter Skill Table
| Combat | Shooting | Academic | Strength | Speed | Rogue | |
|---|---|---|---|---|---|---|
| Inquisitor | X | X | X | X | X | |
| Warrior Priest | X | X | ||||
| Witch Hunter | X | X | X | X |
Warband Size and Rout Threshold
Max Size 13: The number of warriors in a Witch Hunter warband may never exceed 13.
Rout Threshold 4: Witch Hunters take Rout Tests once 4 or more warband members have gone out of action.
Hired Swords
| Ogre Bodyguard | Halfling Scout | Dwarf Slayer | Elf Ranger |
|---|---|---|---|
| X | X | X | X |
| Pit Fighter | Warlock | Freelancer | Skryre Engineer |
| X | X |
Inquisitor, Witch Hunter & Bounty Hunter Weapon List
| Close Combat Weapons | Cost | Missile Weapons | Cost | |
|---|---|---|---|---|
| Dagger | Free | Pistol | 15 | |
| Club | 5 | Duelling Pistol | 25 | |
| Axe | 5 | Crossbow | 25 | |
| Sword | 7 | |||
| Great Weapon | 10 | Armour | Cost | |
| Light Armour | 25 | |||
| Heavy Armour | 50 | |||
| Shield | 5 |
Priest & Zealot Weapons List
| Close Combat Weapons | Cost | Missile Weapons | Cost | |
|---|---|---|---|---|
| Dagger | Free | Sling / Short Bow | 5 | |
| Club | 5 | Bow | 7 | |
| Axe | 5 | |||
| Spear | 5 | Armour | Cost | |
| Sword | 7 | Light Armour | 25 | |
| Great Weapon | 10 | Heavy Armour | 50 | |
| Shield | 5 |
Flagellant Weapons List
| Close Combat Weapons | Cost | Missile Weapons | Cost | |
|---|---|---|---|---|
| Dagger | Free | None | ||
| Flail | 5 | |||
| Great Weapon | 10 | Armour | Cost | |
| None |
Heroes
1 Inquisitor
60gc to hire Starting Experience: 20 The Grand Theogonist has granted his representatives edict to cleanse Mordheim of Chaos filth. While he carries this edict, this man has the divine right to judge Chaos worshippers wherever he might find them.
| M | A | W | T | WS | BS | I | Ld |
|---|---|---|---|---|---|---|---|
| 7 | 1 | 1 | +0 | 8+ | 8+ | 7+ | 4+ |
SPECIAL RULES Leader (Friendly warriors within 7” may use his Leadership instead of their own.) Hates Wizards (Warriors that hate their enemies may strike at them in Close Combat even while fighting other enemies standing up, and may target them with Missile Fire even if other enemies are closer.)
0-1 Priest of Sigmar
35gc to hire Starting Experience: 6 Many powerful fighting men have come from the ranks of the faithful. The Priests of Sigmar are exception, and the military wing of the cult is feared and respected throughout the Empire. With fire burning in their eyes, the Warrior-Priests stride into battle, chanting aloud the Deus Sigmar, the praise of the patron god of the Empire.
| M | A | W | T | WS | BS | I | Ld |
|---|---|---|---|---|---|---|---|
| 7 | 1 | 1 | +0 | 9+ | 10+ | 7+ | 4+ |
SPECIAL RULES Priest: Uses the Prayers of Sigmar. Starts with one Prayer.
0-3 Witch Hunters
30gc to hire Starting Experience: 4 Witch Hunters are members of the grim Order of Witch Hunters, dedicated to eradicating Chaos and all its minions. Usually they prowl the Old World individually trying and executing the enemies of Sigmar, but the situation in Mordheim requires them to band together.
| M | A | W | T | WS | BS | I | Ld |
|---|---|---|---|---|---|---|---|
| 7 | 1 | 1 | +0 | 9+ | 9+ | 7+ | 6+ |
SPECIAL RULES Hates Wizards (Warriors that hate their enemies may strike at them in Close Combat even while fighting other enemies standing up, and may target them with Missile Fire even if other enemies are closer.)
Henchmen
Zealots
20gc to hire Starting Experience: 0 When a man loses his family, home and all he cared for, religion is often the last refuge left to him. Such men become wandering pilgrims, bitter and dangerous fanatics who are prepared to avenge their loss at any cost. These men are called Zealots. Zealots have forsaken their former lives and exist only to destroy evil and the minions of Chaos. Whilst they might have been peasants and craftsmen before and thus may not be as dangerous in a fight as seasoned mercenaries, their determination and fanaticism should not be underestimated. Witch Hunters find ready allies in their ranks, and many a band of Zealots are led by Witch Hunters.
| M | A | W | T | WS | BS | I | Ld |
|---|---|---|---|---|---|---|---|
| 7 | 1 | 1 | +0 | 10+ | 10+ | 7+ | 8+ |
0-5 Warhounds
20gc to hire Starting Experience: 0 Witch Hunters keep packs of ferocious attack dogs. With their huge jaws and powerful bite, they are perfect for hunting down (and tearing apart) any heretics, mutants, deviants and witches.
| M | A | W | T | WS | BS | I | Ld |
|---|---|---|---|---|---|---|---|
| 9 | 1 | 1 | +0 | 8+ | - | 5+ | 9+ |
SPECIAL RULES Animals: Cannot Climb, Cannot Hide, Cannot use the Leader’s Ld, No Scenario Objectives, No Weapons or Armour, No Penalties for Fighting Unarmed, and No Experience.
0-5 Flagellants
30gc to hire Starting Experience: 0 Flagellants are fanatics and madmen obsessed with the end of the world. They are often men who have lost their families to war or the ravages of nature, and have also lost their minds. With insane persistence, they travel the length and breadth of the Empire, preaching their view of the end of the world. With their rousing speeches, Witch Hunters can muster these dangerous lunatics to fight in the streets of Mordheim, where no sane man dares tread. Flagellants are extremely dangerous opponents in close combat.
| M | A | W | T | WS | BS | I | Ld |
|---|---|---|---|---|---|---|---|
| 7 | 2 | 1 | +0 | 10+ | - | 7+ | 9+ |
SPECIAL RULES Immune to Fear, Immune to Panic
0-2 Bounty Hunters
40gc to hire Starting Experience: 0 With the Imperial Witch Hunters comes the promise of gold and the grim and seasoned ex-soldiers that have taken up a life of professional bounty hunting.
| M | A | W | T | WS | BS | I | Ld |
|---|---|---|---|---|---|---|---|
| 7 | 1 | 1 | +0 | 9+ | 9+ | 7+ | 6+ |
SPECIAL RULES Heirloom: Shackles (Heirloom: Warrior has this item when hired. It may not be swapped or sold, but may be discarded and robbed as normal. – Shackles: See [[1.11 Arming and Equipping Warriors]])