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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

CombatShootingAcademicStrengthSpeed
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

ItemCost
Dagger1st free/2 gc
Mace3 gc
Hammer3 gc
Axe5 gc
Sword10 gc
Double-handed weapon15 gc

Missile Weapons

ItemCost
Crossbow25 gc
Pistol15 gc (30 for a brace)
Crossbow pistol35 gc

Armour

ItemCost
Light armour20 gc
Heavy armour50 gc
Shield5 gc
Buckler5 gc
Helmet10 gc

Flagellant equipment list

This list is for Flagellants only.

Hand-to-hand Combat Weapons

ItemCost
Flail15 gc
Morning star15 gc
Double-handed weapon15 gc

Missile Weapons

None.

Armour

None.

Zealot equipment lists

This list is for Zealots only.

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free/2 gc
Mace3 gc
Hammer3 gc
Axe5 gc
Sword10 gc
Double-handed weapon15 gc
Spear10 gc

Missile Weapons

ItemCost
Bow10 gc
Short Bow5 gc

Armour

ItemCost
Light armour20 gc
Shield5 gc
Helmet10 gc

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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Weapons/Armour: A Witch Hunter Captain may be equipped with weapons and armour chosen from the Witch Hunter Equipment list.

Skills: The Witch Hunter Captain may choose from Combat, Shooting, Academic, Strength, & Speed when he gains a new skill.

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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Weapons/Armour: Witch Hunters may be equipped with weapons and armour chosen from the Witch Hunter Equipment list.

Skills: The Witch Hunters may choose from Combat, Shooting, Academic, & Speed when he gains a new skill.

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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Weapons/Armour: A Warrior-Priest may be equipped with weapons and armour chosen from the Witch Hunter Equipment list.

Skills: The Warrior-priest may choose from Combat, Academic, & Strength when he gains a new skill.

Special Rules

Prayers: The Warrior-Priest is a servant of Sigmar and may use the Prayers of Sigmar as detailed in the Magic section and the Warrior-Priest start with one prays generated at random. In addition the Warrior-Priest may learn a new Pray instead on a new skill.

henchmen

(Bought 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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Weapons/Armour: Flagellants may be equipped with weapons and armour 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.

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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Weapons/Armour: Zealots may be equipped with weapons and armour chosen from the Zealot Equipment list.

0 – 5 War hounds

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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Weapons/Armour: Jaws and brutality! War hounds never use or need weapons and armour.

Special Rules

Animals: War hounds are animals and thus do not gain experience.