Witch Hunters
Witch Hunters are some of the most characterful and
interesting aspects of the Empire. While it’s true to say
they invariably fight for the greater good of humanity, their
methods are often brutal and arguably little better than those
of their enemies. A Witch Hunter knows that evil doesn’t play
by the rules however, and that to beat it, he must be just as
underhand. If a few innocents get killed in the process, then
it’s regrettable but better than allowing a heretic or warlock to
escape punishment.
Often, Witch Hunters prefer to work alone or in small groups, such as during the scouring of Mordheim years ago. Occasionally though there will be need to gather together under one banner to drive out some great, dark army. Probably the two most famous times were during the last Great Chaos Incursion, when a Witch Hunter army was lead by Magnus the Pious; and during the Wars of the Vampire Counts, when the whole Empire united to defend itself against the armies of Vlad and Mannfred Von Carstein. At times like these, Witch Hunters stir up support from the mobs, and priests take up the hammer, leading their congregation to defend the lands. Flagellants seem drawn to these gatherings like flies, preaching damnation and hellfire almost as loudly as the Witch Hunters themselves.
Of course, it does not take a desperate situation such as a Chaos incursion to cause this. Quite often, a Witch Hunter will find need to gather a force to eradicate a tribe of beastmen in a surrounding forest, or cast out a Necrarch from a dark tower in the mountains. If the local noble has not the time, or more likely the inclination, it calls to a Witch Hunter to deal with it. He may have some aid in the form of the town watch or soldiers of the merchants guild, or even a detachment of one of the Knightly Orders, but often this is not the case. A Witch Hunter’s army is a rag-tag sight. The black garbed Zealots of the Witch Hunters’ guild stand shoulder-to- shoulder with peasants and hastily gathered watchmen. Packs of Warhounds, equally trained to seek out the scent of the Undead or a heretic, follow baying and howling. Occasionally a regiment of Knights marches ahead, their bright armour contrasts to the rags of the army’s bulk. Priests continue their sermons on the battlefield, encouraging their followers to acts of insane bravery, while frothing Flagellants whip themselves for the sins they may have committed.

Witch Hunter army selector
Troop | Type | Attacks | Hits | Armour | Command | Unit size | Points per unit | Min/max | Special |
---|---|---|---|---|---|---|---|---|---|
Zealots |
Infantry |
3 |
3 |
- |
- |
3 |
35 |
3/- |
*1 |
Halberdiers |
Infantry |
3 |
3 |
6+ |
- |
3 |
45 |
-/4 |
- |
Crossbowmen |
Infantry |
3/1 |
3 |
- |
- |
3 |
55 |
-/2 |
- |
Handgunners |
Infantry |
3/1 |
3 |
- |
- |
3 |
65 |
-/4 |
*2 |
Flagellants |
Infantry |
5 |
3 |
- |
- |
3 |
70 |
-/4 |
*3 |
Warhounds |
Infantry |
3 |
3 |
- |
- |
1 |
20 |
-/- |
*4 |
Knights |
Cavalry |
3 |
3 |
4+ |
- |
3 |
110 |
-/1 |
- |
Pistoliers |
Cavalry |
3/1 |
3 |
5+ |
- |
3 |
95 |
-/1 |
*5 |
Cannon |
Artillery |
1/2+bounce |
2 |
- |
- |
2 |
85 |
-/1 |
*6 |
|
|||||||||
General |
General |
+2 |
- |
- |
9 |
1 |
125 |
1 |
- |
Hero |
Hero |
+1 |
- |
- |
8 |
1 |
80 |
-/2 |
- |
Warrior Priest |
Wizard |
+1 |
- |
- |
7 |
1 |
55 |
-/1 |
- |
Special rules
Army rules
Some unit’s abilities from Witch Hunter army will affect ‘Chaos and/or Undead’. ‘Chaos’ means the Chaos army, Daemons army, Beastmen army, Chaos Dwarf army and Skaven army. ‘Undead’ means the Tomb Kings army and Vampire Counts army (including units of Ghouls!).
Special rules
- 1. Zealots
-
Zealots form the main part of a Witch Hunter army, and are drawn from mobs whipped up by priest’s sermons. These troops gain +1 Attack in the first round of combat against Undead or Chaos (regardless of who charged) and will always use their initiative to charge these enemies if possible. If victorious in combat with Undead or Chaos like enemies they must pursue or advance where possible.
- 2. Handgunners
-
Count enemy Armour values as one worse than normal when shot by a handgun. So an armour value of 3+ counts as 4+, 4+ as 5+, and 5+ as 6+, whilst an Armour value of 6+ can‘t save against a handgun.
- 3. Flagellants
-
So keen are they to meet their maker that a unit of Flagellants will always use its initiative to charge an enemy if possible and can‘t be given orders instead. Flagellants never use their initiative to evade. They can‘t be driven back by shooting and do not roll for drive backs. If victorious in combat they must pursue or advance where possible. Flagellants are unaffected by enemies that cause terror in combat, so they do not suffer the usual -1 Attack modifier.
- 4. Warhounds
-
Warhound stands are not deployed as independent units. Instead, any infantry unit may add one stand of Warhounds. This brings the size of the unit to 4 stands; 3 regular stands plus the Warhound stand. Warhounds always have the same Armour value as the rest of their unit. They fight as part of their unit and can be removed as a unit casualty if the player wishes.
Warhound casualties never count for Command penalties.
Warhound stands never cause the parent unit to be in Irregular Formation no matter how they are placed. An Infantry unit containing a Warhound stand gains the ability to pursue Cavalry and Chariots.
- 5. Pistoliers
-
Pistoliers have a shooting range of only 15cm and 360° vision - stands in this unit can draw line of sight from all edges for the purpose of evading and shooting, including shooting at charging enemies. Note that this unit still needs Line of Sight from it‘s front edge to charge an enemy.
- 6. Cannons
-
See the rules for Cannons in the Warmaster Rulebook.

Witch Hunter spells
Sanctuary
5+ to cast Range N/A
The Warrior Priest consecrates the ground before the troops, warding off evil.
The Wizard must be with the unit to affect it. The unit counts as being defended, even if in the open. If the unit is already defended, it counts as fortified. Note that this also affects Cavalry units, even though they are not normally able to receive this bonus. The effect lasts until the unit moves or Priest leaves it or he casts another spell.
Doctrine of Sigmar
5+ to cast Range 30cm
Through the rousting speech of Sigmar’s chosen, troops are directed across the field of battle.
The spell can be cast on any unengaged friendly unit within range regardless of whether the Priest can see it or not. The spell affects only a single unit, never a brigade and there is no supporting charge possible.
The unit can be moved just as if it had received an order in the Command phase. Character stands that have joined the unit will not move with it: they remain where they are.
Holy Fervour
4+ to cast Range N/A
Enraged by their blasphemous enemies the troops rush forward thirsty for blood.
The Wizard must be with the unit to affect it. If successfully cast on a friendly unit, each stand including character stands gains +1 Attack during the following Combat phase.
Divine Curse
4+ to cast Range 30cm
Speaking the words of Magnus the Pious himself, the Warrior Priest smites his foes.
This spell can be cast on any enemy unit within range regardless of whether the Priest can see it or not. The spell lasts until the end of the opposing player‘s following turn.
The unit moves at half pace in all situations: even when charging for example. The unit counts all enemies as terrifying (-1 Attack penalty) even when it is otherwise immune to terror. If the unit would normally cause terror then it ceases to do so and counts all enemies as terrifying just like everyone else. However, if the target is Undead or Daemon it will not count enemies as terrifying although all other penalties apply as described (Undead and Daemons are hard to spook).
