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Witch Hunters
Complete information in
Mordheim Main
Rulebook.
PDF at
Downloads!
The Order of the Templars of Sigmar, universally known as the Witch Hunters,
is an organization dedicated to the eradication of heretics, be they warlocks,
witches, sorcerers, fortune-tellers, necromancers, worshippers of dark gods,
deviants, mutants, blasphemers, sinners, mutterers of profanities, servants of
Daemons, pornographers, or composers of corrupting music. Even when Death by
Fire is the proscribed punishment for heretics, most of those guilty cheat
and foul the Witch Hunters' noble intentions by dying during questioning before
making a full confession and retraction of their wicked ways.
Witch Hunters are charismatic rabble-rousers who can soon turn a crown to
their own ends. They are universally dreaded, for everyone has something or
someone to hide. Even the Sisters of Sigmar are sworn enemies, as only those
loathsome Daemon-worshipping she-heretics whose very existence are a vile
affront to the majesty of Sigmar could have survive the Hammer of Sigmar's
Wrath by making further packs with the dark gods. Now, they have turn their
cleansing crusade into Mordheim. All elements of Chaos must be destroyed, and
the Wyrdstone must be returned to the proper care of Temple of Sigmar... under
the watchful eye of the Grand Theologist himself!
Choice of Warriors:
A Witch Hunter warband must include a minimum of three models.
You have 500 gold crowns which you can use to recruit your initial warband. The
maximum number of warriors in the warband may never exceed 12.
Witch Hunter Captain: Each Witch Hunter warband must have
one Witch Hunter Captain.
Warrior-Priest: Your warband may include a single
Warrior-Priest.
Witch Hunters: Your warband may include up to three Witch
Hunters.
Zealots: Any number of models may be Zealots.
Flagellants: Your warband may include up to five
Flagellants.
Warhounds: Your warband may include up to five Warhounds.
Starting Experience:
A Witch Hunter Captain starts with 20 experience.
Witch Hunters start with 8 experience.
A Warrior-Priest starts with 12 experience.
Henchmen start with 0 experience.
Witch Hunters' Skill Tables
Witch Hunter Captain Combat, Shooting, Academic, Strength
or Speed.
Witch Hunter Combat, Shooting, Academic or Speed.
Warrior-Priest Combat, Academic or Strength.
Witch Hunters' Equipment List
Witch Hunters
Zealots
Hand to Hand Weapons
Hand to Hand Weapons
Dagger
1st free/ 2 gc
Dagger
1st free/ 2 gc
Hammer/Mace
3 gc
Hammer/Mace
3 gc
Axe
5 gc
Axe
5 gc
Sword
10 gc
Sword
10 gc
Double Handed Weapon
15 gc
Double Handed Weapon
15 gc
Spear
10 gc
Missile Weapons
Missile Weapons
Crossbow
25 gc
Bow
10 gc
Pistol
15 gc
Short Bow
5 gc
Pistol, Brace
30 gc
Crossbow Pistol
35 gc
Armor
Armor
Light Armor
20 gc
Light Armor
20 gc
Heavy Armor
50 gc
Shield
5 gc
Shield
5 gc
Helmet
10 gc
Buckler
5 gc
Helmet
10 gc
Flagellants
Hand to Hand Weapons
Flail
15 gc
Morning Star
15 gc
Double Handed Weapon
15 gc
Missile Weapons
None
Armor
None
Heroes
1 Witch Hunter Captain; 60 gold
crowns to hire
Driven by fanaticism, Witch Hunter Captains are obsessed with cleansing Mordheim
and bringing the justice of Sigmar to all. Carrying the edict of the Grand
Theogonist himself, they have the divine right to judge and execute warlocks,
witches, Chaos worshippers… in fact all who dare to oppose them.
M
WS
BS
S
T
W
I
A
Ld
4
4
4
3
3
1
4
1
8
Weapons/Armor: Witch
Hunter Captain may be equipped with weapons and armor chosen from the Witch
Hunter Equipment list.
Special Rules:
Leader: Any warrior within
6" of the Witch Hunter Captain may use his Leadership value when taking
Leadership tests.
Burn the Witch!: A Witch Hunter Captain hates all
models who can cast spells.
0-3 Witch Hunters; 25 gold crowns
to hire
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
WS
BS
S
T
W
I
A
Ld
4
3
3
3
3
1
3
1
7
Weapons/Armor: Witch Hunters may
be equipped with weapons and armor chosen from the Witch Hunter Equipment list.
Special Rules:
Burn the Witch!: Witch Hunters hate all models who
can cast spells.
0-1 Warrior-Priest; 40 gold
crowns to hire
Many powerful fighting men have come from the ranks of the faithful. The Priests
of Sigmar are no exception, and the military wing of the cult is feared and
respected throughout the Empire. The Grand Theogonist himself has granted the
Warrior-Priests an edict to cleanse Mordheim of Chaos filth. 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
WS
BS
S
T
W
I
A
Ld
4
3
3
3
3
1
3
1
8
Weapons/Armor: A Warrior-Priest
may be equipped with weapons and armor chosen from the Witch Hunter Equipment
list.
Special Rules:
Prayers: A Warrior-Priest is a servant of Sigmar
and may use the Prayers of Sigmar as detailed in the Magic section.
Henchmen
(In groups of 1-5)
0-5 Flagellants; 40 gold crowns
to hire
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, for they have the strength of
madmen, and their bodies have become inured to pain because of self-mutilation.
M
WS
BS
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T
W
I
A
Ld
4
3
3
4
4
1
3
1
10
Weapons/Armor: Flagellants may
be equipped with weapons and armor chosen from the Flagellant Equipment list.
Flagellants never use missile weapons, even if they gain an Advance roll which
would otherwise allow them to do so.
Special Rules:
Fanatical: Flagellants are convinced that the end
of the world is nigh, and nothing in this world holds any terror for them.
Flagellants automatically pass all Leadership-based tests they are required
to take. A Flagellant may never become a warband leader.
0+ Zealots; 20 gold crowns to
hire
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 is
led by Witch Hunters.
M
WS
BS
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T
W
I
A
Ld
4
2
2
3
3
1
3
1
7
Weapons/Armor: Zealots may be
equipped with weapons and armor chosen from the Zealot Equipment list.
0-5 Warhounds; 15 gold crowns to
buy
Witch Hunters often keep packs of ferocious hunting dogs. With their huge jaws
and powerful bite, they are perfect for hunting down (and tearing apart) any
heretics, mutants, deviants and witches.
M
WS
BS
S
T
W
I
A
Ld
6
4
0
4
3
1
4
1
5
Weapons/Armor: Jaws and
brutality! Warhounds never use or need weapons and armor.
Special Rules:
Animals: Warhounds are animals and thus do not
gain experience.