Répurgateurs
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/– |
|
Halberdiers |
Infantry |
3 |
3 |
6+ |
– |
3 |
45 |
–/4 |
– |
Crossbowmen |
Infantry |
3/1 |
3 |
– |
– |
3 |
55 |
–/2 |
– |
Handgunners |
Infantry |
3/1 |
3 |
– |
– |
3 |
65 |
–/4 |
|
Flagellants |
Infantry |
5 |
3 |
– |
– |
3 |
70 |
–/4 |
|
Warhounds |
Infantry |
3 |
3 |
– |
– |
1 |
20 |
–/– |
|
Knights |
Cavalry |
3 |
3 |
4+ |
– |
3 |
110 |
–/1 |
– |
Pistoliers |
Cavalry |
3/1 |
3 |
5+ |
– |
3 |
95 |
–/1 |
|
Cannon |
Artillery |
1/2+bounce |
2 |
– |
– |
2 |
85 |
–/1 |
|
|
|||||||||
General |
General |
+2 |
– |
– |
9 |
1 |
125 |
1 |
– |
Hero |
Hero |
+1 |
– |
– |
8 |
1 |
80 |
–/2 |
– |
Warrior Priest |
Wizard |
+1 |
– |
– |
7 |
1 |
55 |
–/1 |
– |
Règles Spéciales
Règles de l’Armée
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!).
Règles Spéciales
- 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
-
Lorsque vous tirez avec une arquebuse, retirez 1 à l’Armure de la cible : une Armure de 3+ passe à 4+, une armure de 4+ à 5+, une de 5+ à 6+. Une Armure de 6+ n’arrête pas les tirs d’arquebuse.
- 3. Flagellants
-
Les Flagellants sont si pressés de rencontrer leur créateur qu’ils utilisent toujours l’initiative pour charger un ennemi si possible et ne peuvent pas recevoir d’ordres à la place. Ils n’utilisent jamais l’initiative pour éviter. Ils ne sont jamais repoussés par des tirs et n’effectuent donc jamais de jet de repoussement. En cas de victoire en corps à corps, ils doivent poursuivre ou avancer lorsque cela est possible. Les Flagellants ne sont pas affectés par les créatures provoquant la terreur et donc ne subissent pas le malus de -1 Attaque.
- 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
-
Les Pistoliers ont une portée de tir de 15cm et une vision à 360° - c’est-à-dire que les socles de l’unité peuvent tracer une ligne de vue depuis n’importe quel bord de leur socle, ceci afin d’éviter ou de tirer, incluant le tir sur les ennemis en charge. Notez que l’unité a tout de même besoin d’avoir une Ligne de Vue depuis son bord avant pour charger un ennemi.
- 6. Cannons
-
See the rules for Cannons in the Warmaster Rulebook.

Witch Hunter spells
Sanctuary
5+ pour lancer Portée 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+ pour lancer Portée 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.
L’unité peut être déplacée comme si elle venait de recevoir un ordre lors de la phase d’Ordres. Seule l’unité visée sera affectée, pas les personnages qui se trouvent avec elle (ceux-ci restent sur place).
Holy Fervour
4+ pour lancer Portée 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+ pour lancer Portée 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.
L’unité se déplace à demi-vitesse, en toutes circonstances, même pour charger. Elle considère que tous ses ennemis causent la terreur (malus de -1 en Attaques) même si elle est normalement immunisée. Si l’unité cause elle-même la terreur, elle cesse de le faire pour toute la durée de l’enchantement et considère tous ses ennemis comme terrifiants exactement comme n’importe quelle autre unité. Cependant, les Morts-vivants et les démons ne comptent pas leurs ennemis comme étant terrifiants, mais les autres effets du sort s’appliquent à eux.
