Witch hunters
Grade: 1a
Source: Mordheim Rulebook (PDF)
Setting: Mordheim
The Order of the Templars of Sigmar, universally known as the Witch Hunters, is an organisation dedicated to the eradication of heretics, be they warlocks, witches, sorcerers, fortune-tellers, necromancers, worshippers of the dark gods, deviants, mutants, blasphemers, sinners, utterers of profanities, servants of Daemons, or composers of corrupting music. Indeed, there are few who altogether escape the suspicions of the Witch Hunters with the possible exception of other Witch Hunters.
It is wise to remember that the practice of magic in all its forms is deemed a most heinous crime in the Empire. Death by fire is the proscribed punishment for this particular heresy. Many of the Witch Hunters’ victims treacherously avoid their fate by perishing under torture before making a full confession. In these troubled times the Witch Hunters are kept busy as more and more men turn to the dark arts. The most dangerous of all these heretics are the followers of the Chaos gods. These depraved individuals practise Daemon worship and (it is claimed) even offer human sacrifices in the name of their vile masters. Of all the enemies of Sigmar they are the most abhorrent!
The destruction of Mordheim has fired the Witch Hunters with a new and irresistible sense of purpose. In the light of events the Grand Theogonist has proclaimed Sigmar’s punishment on the City of the Damned. The Witch Hunters rejoice that their crusade against widespread corruption has been vindicated. Now they are ready to complete Sigmar’s holy purpose by destroying his enemies within the ruins of the city itself. The Grand Theogonist has commanded the Witch Hunters to go unto that place and recover the wyrdstone for Sigmar’s temple. Their crusade also pits them into the same arena as their old enemies the so-called Sisters of Sigmar – those loathsome Daemon-worshipping she-heretics whose very existence is a vile affront to the majesty of Sigmar.
Witch Hunters are charismatic rabble-rousers who can soon turn a crowd to their own ends. They are universally dreaded, for everyone has something or someone to hide, and there are countless individuals who would willingly and enthusiastically hunt down and burn their own kin were a Witch Hunter to command them to do so. Bands of Witch Hunters are often accompanied by zealous citizens, Flagellants, and even holy Priests of Sigmar as well as the huge vicious warhounds which the Witch Hunters employ to track and bring down fugitives.
As men accustomed to fighting Witch Hunters are well-armed and sturdy individuals. They favour hooded cloaks and headgear which conceal their appearance from the overly curious. Some wear chains about their throats to remind them of fallen comrades and old rivalries and also, so it is said, so that the iron might serve as protection against witchcraft.
The followers of the Witch Hunters, the rabble that accompany them to Mordheim, are a far more dire sight indeed – crazed and self-mutilated men who have lost or surrendered all their worldly goods and, most likely, their reason as well.
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 Hunter Skill Table
Combat | Shooting | Academic | Strength | Speed | |
---|---|---|---|---|---|
Witch Hunter Captain | ✓ | ✓ | ✓ | ✓ | ✓ |
Witch Hunter | ✓ | ✓ | ✓ | ✓ | |
Warrior-Priest | ✓ | ✓ | ✓ |
Witch Hunter equipment lists
The following lists are used by Witch Hunter warbands to pick their equipment.
Hand-to-hand Combat Weapons
Item | Cost |
---|---|
Dagger | 1st free/2 gc |
Mace | 3 gc |
Hammer | 3 gc |
Axe | 5 gc |
Sword | 10 gc |
Double-handed weapon | 15 gc |
Missile Weapons
Item | Cost |
---|---|
Crossbow | 25 gc |
Pistol | 15 gc (30 for a brace) |
Crossbow pistol | 35 gc |
Armour
Item | Cost |
---|---|
Light armour | 20 gc |
Heavy armour | 50 gc |
Shield | 5 gc |
Buckler | 5 gc |
Helmet | 10 gc |
Flagellant equipment list
This list is for Flagellants only.
Hand-to-hand Combat Weapons
Item | Cost |
---|---|
Flail | 15 gc |
Morning star | 15 gc |
Double-handed weapon | 15 gc |
Missile Weapons
None.
Armour
None.
Zealot equipment lists
This list is for Zealots only.
Hand-to-hand Combat Weapons
Item | Cost |
---|---|
Dagger | 1st free/2 gc |
Mace | 3 gc |
Hammer | 3 gc |
Axe | 5 gc |
Sword | 10 gc |
Double-handed weapon | 15 gc |
Spear | 10 gc |
Armour
Item | Cost |
---|---|
Light armour | 20 gc |
Shield | 5 gc |
Helmet | 10 gc |