Witch Hunters
 
 

 

 

 

 

 

 

 

 

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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.

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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.

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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.

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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.

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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.

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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.

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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.

 

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Last Modified : 21-Jan-2006 01:09 AM