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Witch Hunters Warband List
As proposed by Richard Buckner III
CHOICE OF WARRIORS
The Witch Hunters warband must include at least 3 models. You have 500 gold crowns with which to form your warband. The maximum number of warriors in the warband is 15.
HEROES
Witch Hunter Captain: Your warband must include 1 Captain. No more, no less.
Witch Hunters: Your warband may include 3 Witch Hunters.
Warrior-Priest: Your warband may include up to 1 Warrior-Priest.
HENCHMEN
Zealots: Your warband may include any number of Zealots.
Flagellants: Your warband may include up to 5 Flagellants.
Warhounds: Your warband may include up to 6 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
Witch Hunter Skill Table | ||||||
| Combat | Shooting | Academic | Strength | Speed | |
Captain | X | X | X | X | X | |
Witch Hunter | X | X | X | | X | |
Warrior-Priest | X | | X | X | | |
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WITCH HUNTER EQUIPMENT LISTS
The following lists are used by Witch Hunter warband to pick their equipment.
WITCH HUNTER EQUIPMENT LIST
Hand-to-hand Combat Weapons
Dagger…………………….1st free/ 2 gc
Mace……………………………… 5 gc
Hammer………………………….. 5 gc
Axe……………………………….. 5 gc
Short Sword………………………..5 gc
Sword…………………………….. 10 gc
Double-handed Weapon………….. 15 gc
Brazier Iron*………………………. 20 gc
Missile Weapons
Crossbow………………………….. 25 gc
Pistol (x2 for brace)………………... 15 gc
Crossbow Pistol……………...……. 35 gc
Armour
Light Armour……………………... 10 gc
Heavy Armour……………………. 30 gc
Shield……………………………... 5 gc
Buckler……………………………. 5 gc
Helmet…....………………………. 5 gc
FLAGELLANTS EQUIPMENT LIST
Hand-to-hand Combat Weapons
Flail……………………………….. 15 gc
Morning Star……………………… 15 gc
Double-handed Weapon………….. 15 gc
Missile Weapons
None
Armour
None
ZEALOT EQUIPMENT LIST
Hand-to-hand Combat Weapons
Dagger…………………….1st free/ 2 gc
Mace……………………………… 5 gc
Hammer………………………….. 5 gc
Axe……………………………….. 5 gc
Short Sword………………………..5 gc
Sword…………………………….. 10 gc
Double-handed Weapon………….. 15 gc
Spear……………………………… 10 gc
Missile Weapons
Bow……………………………….. 10 gc
Short bow…………………………. 5gc
Armour
Light Armour……………………... 10 gc
Shield……………………………... 5 gc Helmet…....………………………. 5 gc
*Witch Hunters Only
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Brazier Iron Rare 7/Cost 35 gc
A brazier iron is a weapon commonly used by witch hunters. It consists of a long heft topped by an iron cup filled with burning hot coals. In combat, the weapon takes on an eldritch quality as the burning embers sear the air as it is swung; opponents are sent reeling in flaming agony as they are set on fire.
Range: Close Combat: Strength: As user +1: Special Rules: Two Handed, Fire
SPECIAL RULES
Two handed: A model armed with a brazier iron may not use a shield, buckler or additional hand weapon in close combat. If the model has a shield he still gets a +1 bonus to his armour save against shooting.
Fire: The burning brazier coals atop the staff is deadly, capable of setting an opponent ablaze with even the slightest glancing blow. Whenever you score a successful wound with the staff roll a D6. If you roll a 5+ the victim is set on fire and immediately suffers a Strength 4 hit. To put out the fire he must roll a 4+ on a D6 during the recovery phase or he suffers a further Strength 4 hit. The warrior can do nothing while he tries to put out the flames. Other members of the victim’s warband in base contact can help him try to extinguish the flames by doing nothing else that turn but move. Each other warrior who helps the victim gives the roll +1 (but a 1 always fails). Furthermore the brazier acts as a lantern (add +4” to the distance to spot hidden enemies), and the wielder cannot hide.
HUMAN RACIAL MAXIMUMS
| M | WS | BS | S | T | W | I | A | Ld |
Human | 4 | 6 | 6 | 4 | 4 | 3 | 6 | 4 | 9 |
All members of the Witch Hunter warband are Human
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Heroes
1 Witch Hunter Captain
60 gold crowns to hire
Driven by fanaticism, Which Hunter Captains are obsessed with cleansing the Old World and bringing the Justice of Sigmar to all. What better place to start than Mordheim. Carrying the edict of the Grand Theogonist himself, they have the divine right to judge and execute warlocks, witches, worshipers of Chaos…in fact all who dare to oppose them.
Profile | M | WS | BS | S | T | W | I | A | Ld |
| 4 | 4 | 4 | 3 | 3 | 2 | 4 | 2 | 8 |
Weapons and armour: The Witch Hunter Captain may be equipped from the Witch Hunter equipment list.
SPECIAL RULES
Leader: The Witch Hunter Captain is the Warband’s Leader and follows all the rules for Leaders.
“Burn the Witch!”: A Which Hunter Captain hates all models who can cast spells.
Skilled Veteran: The Witch Hunter Captain may choose one skill from those on his table.
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.
Profile | M | WS | BS | S | T | W | I | A | Ld |
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons and armour: Witch Hunters may be equipped from the Witch Hunter equipment list.
SPECIAL RULES
“Burn the Witch!”: Which 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.
Profile | M | WS | BS | S | T | W | I | A | Ld |
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 |
Weapons and armour: Warrior-Priests may be equipped from the Witch Hunter equipment list but the only weapons he may use are hammers and double-handed hammers.
SPECIAL RULES
Prayers: A Warrior-Priest is a servant of Sigmar and may use the Prayers of Sigmar as detailed in the Magic section.
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Henchmen
Zealots
25 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. Which Hunters find ready allies in their ranks, and many a band of Zealots is led by them.
Profile | M | WS | BS | S | T | W | I | A | Ld |
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons and armour: Zealots may have equipment from the Zealot Equipment list.
0 – 5 Flagellants
45 gold crowns to hire
The archers and hunters of the old world are famed for their skill, and it is said that they can hit a coin from 300 paces with a longbow. In the savage street fights of Mordheim they snipe the enemy from the windows of ruined buildings and pick out enemy leaders with their well-aimed shots.
Profile | M | WS | BS | S | T | W | I | A | Ld |
| 4 | 2 | 2 | 3 | 4 | 1 | 3 | 1 | 10 |
Weapons and armour: Flagellants may have equipment from the Flagellants Equipment list. Flagellants can never use weapons not on their list even if they gain an advance roll that might 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 – 6 Warhounds
15 gold crowns to hire
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.
Profile | M | WS | BS | S | T | W | I | A | Ld |
| 6 | 4 | 0 | 4 | 3 | 1 | 4 | 1 | 5 |
Weapons and armour: Warhounds uses jaws and brutality. Warhounds never use or need equipment.
SPECIAL RULES
Animals: Warhounds are animals and so cannot carry anything (such as wyrdstone, treasure etc.). Furthermore Warhounds do not gain experience
Live in Kennels: Warhounds do not eat as much food or take up as much space as other warriors. A warhound therefore only counts as ½ a warrior when determining the maximum allowed in the warband.
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