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.
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 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 2: Sigmarite Priest and Captain
Option 3: Captain and Acolyte
Sigmarite Priest (Wizard) | ||||||
M | F | S | A | W | H | Notes |
6 | +2 | +0 | 10 | +4 | 14 | Sigmarite Prayers |
- Sigmarite Prayers – Chooses 8 prayers from 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
- Max models – 10 (including leaders)
- Max Gold – 250gc
- Max Specialists – 4 (Including any hirelings)
- 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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