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WitchHunters

The Witch Hunters is an Order Warband.

Description[ | ]

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[ | ]

Icon Name Type Movement Base Rating Skills
Unit icon wh witch hunter captain 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.
Unit icon wh templar knight Templar Knight Hero Normal 94 Stoic: Passive Skill. When engaged with 2 or more enemies, increases Melee Resistance by 10%. Not Stackable.
Unit icon wh zealot Zealot Henchman Normal 69 Vengeance: Passive Skill. When receiving damage, increase Melee damage by 10% for 2 turns. Stackable.
Unit icon wh warrior priest 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.
Unit icon wh executioner 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.
Unit icon wh flagellant Flagellant Henchman Normal 69 Fanaticism: Passive Skill. Grants immunity to All Alone, Fear and Terror tests.
Unit icon wh witch hunter 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 icon Wilhelm Krieger Dramatis Personae Fast Unknown


Gameplay[ | ]

The Witch Hunters are a warband that possesses quite good versatility because of their compatibility with most weapons and armors.

The Zealot is the henchman that can go ranged, but are only able to use drawn ranged weapons. Their skill increases their melee damage however and so synergize with being locked in melee combat. The decision between making a zealot into a melee or ranged specialist is even harder since their ballistic skill outmatches their weapon skill. Their physical stats are average, and their weakest stat is their accuracy. They also lack armor training, and cannot wear heavy armor as a result.

The Flagellant cannot use ranged weapons and are limited to only using cloth armor. This means they rely on agility for higher dodge chance, if they aspire to survive. They are fearless combatants, resisting terror with impunity, but don't expect them to land their strikes. Their intelligence is so low that they make ghouls look smart.

The Templar Knight is a powerful parrying and melee resistance specialist for the Witch Hunters. If he can't parry the enemy, there's a good chance they will simply miss him, provided he is in combat with at least two enemies at once. Giving him a shield is a strong option, letting him protect less experienced or ranged characters by placing himself between the ally and the enemy with an ambush stance. He fears nothing, like the Flagellant, though unlike the Flagellant, Templar Knights will fight until the bitter end.

The Witch Hunter is an offensive powerhouse, enjoying a skill that lets him do more damage after every succesful attack. This doesn't stack but it counteracts tiring effects from two-handed weapons or simply lets subsequent one-handed or dual-wield melee attacks do more damage. He's very agile and has high accuracy and alertness, as well as respectable ballistic skill. His achilles heel is his low leadership, possibly originating from him working alone beforehand. He also has a perk that increases his magic resistance.

Warrior Priests are the spellcasters of the Witch Hunters. Their spells can mend wounds, stifle an enemy's offensive power, bolster an ally's defenses, or even deal damage to heretics around them. Outside of their spells, Warrior Priests are respectable combatants, being strong and tough but have poor agility, so they'll have to focus on parrying and/or using armor to increase their armor absorption.

Witch Hunter Captains are the leaders of the warband, being elusive with their high dodge chance aided by their passive skill. His passive skill also reduces the cost of counterattacks after a successful dodge, behaving as a counterattack performed after a successful parry. They're versatile too, enjoying the ability to use a plethora of weapons, with a slight advantage in ballistic skill. Like the Witch Hunter, Witch Hunter Captains have a perk that increases their magic resistance, and this magic resistance buff is greater than that of the former.

Executioners are interesting impressives since they do not impose fear or terror upon their enemies. Instead, they can throw a pyre onto the battlefield to embolden allies and himself. He can also set enemies alight with his attacks, and access areas that most impressives wouldn't be able to. Much like the other Witch Hunters, he can use many kinds of weapons and armor, though he lacks heavy armor training. Notably, he's extremely agile, accurate, alert, and strangely enough, intelligent. Sadly, he cannot help with gathering wyrdstone or loot, nor can he interact with objects.

The special skills that the Witch Hunters have at their disposal are:

Media[ | ]


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