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The Witch Hunters is an Order Warband.
Description[edit | edit source]
The Orders of the Templars of Sigmar was founded in the early days of the Empire. Commonly known as Witch Hunters, these warriors root out evil where it hides among men. Depraved Chaos cults, hideous mutants, the abominable undead, witches and sorcerers practicing their black arts, even the insidious Skaven have been unmasked and destroyed by the zealous efforts of the Witch Hunters. To join the Order is to accept a dangerous way of life. Fear and mercy alike are qualities no Witch Hunter can allow within himself, only unwavering faith to Sigmar. These warriors have come to Mordheim to redeem it from its corruption - or see it purged in fire.
Warriors[edit | edit source]
|Witch Hunter Captain||Leader||Normal||119||Hunter's Patience: Passive Skill. After a successful Dodge attempt, reduces the cost of a Counter-Attack performed in response by 1 Offense Point.|
|Templar Knight||Hero||Normal||94||Stoic: Passive Skill. When engaged with 2 or more enemies, increases Melee Resistance by 10%. Not Stackable.|
|Zealot||Henchman||Normal||69||Vengeance: Passive Skill. When receiving damage, increase Melee damage by 10% for 1 turn. Stackable.|
|Warrior Priest||Hero||Normal||96||Divine Rage: Passive Skill. When dealing melee damage, increases the Spellcasting chance of the next spell by 15%. The next action taken must be a spell or the effect is lost.|
|Executioner||Impressive||Normal||184||Pyre of the Righteous: Places an effigy at a target location that can be destroyed by enemies. The effigy increases the chance to pass All Alone, Fear, Terror by 30%, and Melee and Ranged Hit chance by 10% for allies within 5 meters. Usable once every 2 turns. Not Stackable.|
|Flagellant||Henchman||Normal||69||Fanaticism: Passive Skill. Grants immunity to All Alone, Fear and Terror tests.|
|Witch Hunter||Hero||Normal||99||Purge the Heretic!: Passive Skill. When dealing melee damage, increases melee damage by 20% for the next attack. The next action taken must be a melee attack or skill, or the effect is lost.|
|Wilhelm Krieger||Dramatis Personae||Fast||Unknown|
Gameplay[edit | edit source]
The Witch Hunters are slightly similar to the Human Mercenaries in the sense that some of their warriors can use ranged weapons. However, the Zealot and Witch Hunter both have melee-centric passive skills, which discourages the use of ranged weaponry. While the Zealot is more offensive in nature, the Flagellant is a prime counter to Fear and Terror. Flagellants must rely on Dodge Stance to survive, since they cannot use shields, swords or halberds. The Templar Knight acts as the tank for the party, able to Parry relatively well with enough Weapon Skill. Like aforementioned, the Witch Hunter has a very strong passive skill that can let him counteract the Tiring effects from two-handed weapons. Oddly enough, he starts with higher Ballistic Skill than Weapon Skill which means his hit chance can be somewhat low.
Warrior Priests are the divine spellcasters of the warband, able to turn the tide of battle with their useful spells. Their leader, the Witch Hunter Captain is similar to the Human Mercenaries' Captain in that his passive skill is a mirror, increasing Dodge chance instead of Parry chance. He can also use many ranged weapons and thus enjoys great adaptability. In addition, both the Witch Hunter Captain and the Witch Hunter have increased magic resistance. The Executioner is an interesting Impressive. He is able to place a strong buff on allies using his effigy, which increases Leadership tests and hit chances. Using this, he is an incredibly effective counter to any Fear or Terror-using enemies, such as the Undead or the Cult of the Possessed.
Media[edit | edit source]