Sunday, June 15, 2025

40. Witch Hunter Warband




Witch Hunters

The Witch Hunters are a grim and zealous brotherhood known officially as the Templars of Sigmar but feared across the Empire — and now Albion — as merciless persecutors of heresy. Their sacred mission is nothing less than the eradication of corruption in all its forms: warlocks, witches, necromancers, heretics, daemon-worshippers, fortune-tellers, blasphemers, and those who consort with the dark gods. To the Witch Hunters, sin has many faces, and every one must be burned clean in fire. Their work in Albion is no less fervent — for in this mist-choked land of barrows, beasts, and broken circles, dark powers stir unchecked.

The destruction of Mordheim was, in their eyes, a divine reckoning — and a vindication of their cause. Now, under the orders of the Grand Theogonist, these zealots scour the ancient wilds and ruin-ridden coasts of Albion to recover sacred relics, root out heresy, and bring righteous fire to the strange horrors that dwell here. In Albion, magic festers untamed: ley-born anomalies, arcane constructs, and the remnants of pre-human cults. To the Witch Hunters, such things are no less damned than daemons — only another mask on the same blasphemous face. Each warband is led by a commanding figure of unwavering conviction, often accompanied by a Warrior-Priest, and followed by torch-bearing zealots, self-flagellating penitents, and warhounds bred to sniff out sorcery.

Where Witch Hunters walk, the guilty burn — and in Albion, few things are ever truly innocent. To play a Witch Hunter warband is to strike with surgical hate, to punish the wicked and expose corruption with crossbow bolt, invocation, and blade. Their creed is simple: no quarter, no compromise, no heretic left standing.


Why Play Witch Hunters?

Witch Hunters excel at precision aggression and disruption. Their elite shooting, access to strong melee fighters, and versatile support make them dangerous to both creature-heavy warbands and prayercasting enemies. While they lack summonable allies or flashy prayercasting, their strength lies in neutralizing enemy advantages, punishing magic users, and maintaining battlefield control through firepower and fervor. Whether cutting down revenants with crossbow bolts, locking down constructs with sheer will, or rallying zealots around a cause, Witch Hunters reward players who strike hard, punish faster, and never hesitate.

Leadership Choices

Leadership choice costs gold, which is deducted from the starting Warband allotment of 250gc. For one-off games, players can choose one leadership option per game. In a campaign, the selected leadership option remains fixed unless the leader(s) die(s), or the scenario allows a change.

 
Option 1: Sigmarite Priest and Acolyte
Option 2: Sigmarite Priest and Captain
Option 3: Captain and Acolyte

Starting equipment is chosen from Arms and Armor List as normal. Sigmarite Priest/Captain have 5 slots available; Acolyte has 4 slots available. Sigmarite Priest/Acolyte may not wear any type of armor or carry shields as these interfere with prayers.
 

Sigmarite Priest (Wizard)

M

F

S

A

W

H

Notes

6

+2

+0

10

+4

14

Sigmarite Prayers

 

Captain

M

F

S

A

W

H

Notes

6

+2

+1

10

+3

12

Stat Increase

  •  Stat Increase When creating a captain, you may choose one of the following stat increases for them: +1 Move, +1 Fight, +1 Shoot, +1 Will, +2 Health. The captain’s stat line should be changed accordingly.

Acolyte (Apprentice)

M

F

S

A

W

H

Notes

6

+0

+0

10

+2

12

Acolyte, Sigmarite Prayers


  • Acolyte – If “Wizard” is a Sigmarite Priest, knows same 8 prayers as Priest, casts at -2 penalty (per normal rules)
  • Sigmarite Prayers – If Captain is chosen, Chooses 4 prayers from Sigmarite Prayers (Still casts at -2).
 

Warband

 
Warband Builder Reference

  • Max models – 10 (including leaders)
  • Max Gold – 250gc
  • Max Specialists – 4 (Including any hirelings)

 
Warband Traits

  • Sanctioned Zealotry: Once per game, at the start of any turn, the Captain may declare a Zeal Command. Until the end of the round, all friendly models within 6" gain +1 Will and +1 Fight.
  • Torchbearers of Judgment: Witch Hunters gain +1 damage in melee and ranged attacks against Undead, Primevals, or models with the "Summoned" trait.

Specialists

Min/Max

0-3

Flagellant

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+3

+0

11

+1

12

Two-handed weapon, Light armor

50gc

0-3

Witch Hunter - Crackshot

M

F

S

A

W

H

Notes

Cost

Min/Max

5

+2

+3

12

+1

12

Crossbow, Quiver, Hand Weapon, Heavy Armor

100gc

0-2

Witch Hunter – Crossbow

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+2

+2

11

+0

10

Crossbow, Quiver, Dagger, Light Armor

50gc

0-3

Witch Hunter – Man at Arms

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+3

+0

12

+1

12

Hand Weapon, Shield, Light Armor

50gc

0-3

Witch Hunter - Mercenary

M

F

S

A

W

H

Notes

Cost

Min/Max

4

+4

+0

12

+2

12

Two-handed Weapon, Heavy Armor

100gc

0-2

Witch Hunter - Duelist

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+3

+2

11

+2

10

2 Pistols, Powder Horn, Leather, Hand Weapon

100gc

0-2

Witch Hunter – Primeval Hunter

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+2

+2

11

+2

12

Two-handed weapon, Crossbow, Leather Armor, Damage Bonus vs Primeval

100gc

0-2


Specialists – Cont.

Min/Max

0-3

Zealot - Archer

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+2

+2

11

+0

10

Bow, Quiver, Dagger, Light Armor

50gc

0-3


Soldiers

Min/Max

0-8

War Hound

M

F

S

A

W

H

Notes

Cost

Min/Max

8

+1

+0

10

-2

8

Animal

10gc

0-2

Zealot

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+2

+0

10

-1

10

Two-Handed Weapon, or Hand Weapon and Shield

Free

0-6










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