Witch Hunters

*The Order of the Templars of Sigmar, known as the Witch Hunters, is dedicated to the eradication of heretics, warlocks, witches, sorcerers, fortune-tellers, necromancers, worshippers of the dark gods, deviants, mutants, blasphemers, sinners, utterers of profanities, servants of Daemons, or composers of corrupting music... Indeed, there are few who altogether escape the suspicions of the Witch Hunters.*

**Witch Hunters** are one of the many Factions you can play in Mordheim: Warband Skirmish, to constitute your Warband.

## Witch Hunters Traits

Compared to Human Mercenaries, Witch Hunters get...

* Witch Hunters start with -10 WS and -10 BS and can't use Bows. This, however, is offset by a cap of 8 Increases in WS/BS (instead of 6).
* Zealots like Marienburgers, can't learn Strength Skills, but they have access to all Speed Skills.
* Witch Hunter Captain starts with Coat and Cuirass, Templar skill, Magic Hatred and Animal Handling.
* Witch Hunters have a 20% discount when hiring Henchmen (Zealots).
* They don't have access to Warlocks or Lesser Magic, but they can hire one Warrior-Priest with access to Prayers of Sigmar.
* They have access to Witch Hunters Special Skills:
	+ Fanatic: Grants Zealots access to Strength Skills and +5 Strength, but impedes them to wear armour and ranged weapons.
	+ Templar: Grants Magic Hatred and Animal Handling and access to the Pistolier and Crossbow Pistolier skills.
		- Magic Hatred: the warrior rerolls any misses in close combat against spell casters.
		- Animal Handling: The warrior can equip a Wardog.
		- Crossbow Pistolier: The warrior can equip a dual Crossbow pistol and can fire twice at range or in close combat.

## Leader: Witch Hunter Captain

*Driven by fanaticism, Witch Hunter Captains are obsessed with cleansing Mordheim and bringing the justice of Sigmar to all. Carrying the edict of the Gran Theogonist himself, they have the divine right to judge and execute all who dare to oppose them.*

\*Witch Hunter Captains come equipped with Coat and Cuirass (Weight: 2, Def: +35) reducing their running movement by 2.

Leader: Leadership Range 6

Templar: The captain Hates all users of magic

## Henchmen: 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. Zealots will end up as fanatics or members of the order of the temple like their captain.*

 Known skills

## Witch Hunters Weapons & Armour

### Weapons

Witch Hunters have access to all common weapons and few special weapons:

* Templar Handbow: the shame as a Crossbow Pistol.
* Dual Templar Handbow: Crossbow Pistol that can be equipped in the Right Hand. It grants an extra shot at range and in close combat.
* Blazing Torch: gives a parry (+5%) and Leadership (+5) bonus.
* Bell of Faith: gives a Leadership bonus (+10).
* Battle Puppet: gives a parry (+10%) and Leadership (+5) bonus.
* Sigmarite Hammer (Warrior-Priest only): Enhanced Skull Hammer (Strength bonus that doubles vs Undead and Possessed).
* Sigmarite Great Hammer (Warrior-Priest only): Enhanced Comet Maul (Strength bonus double vs Undead and Possessed).

### Armour

Witch Hunters can only equip some Hats (Kerchief, Burgher Hat, Brimmed Hat, Great Hat, Padded Cowl and Thunderer Hat) and Masks (Duelist Mask, Halfling Mask, Morr Mask) and special Witch Hunters Head sets (See no Evil, Speak no Evil, Penance Cage and Stove Hat). So their maximum Head defence is +5 (Penance Cage).

Which Hunters have access to special Armours (Improvised Armour, Improvised Leather and Plate, Banded Mail, Robes and Cuirass and Cote and Cuirass), Pit Armour, Duelist Garb and all common Heavy Armours (including Gromril Armour (Def+40, Ld+5)). However, with the exception of the Captain and the Warrior-Priest, none of them have access to Armour Training. Thus the higher armour available to normal Zealots and Templar Zealots without movement penalties is Ithilmar (Def+25, Ld+5). While Fanatic Zealots cannot wear any armour.

### Items and Creatures

They have access to all common Items and Templars have access to Wardog Creatures.

## Levelling a Witch Hunters Warband

Witch Hunters can be developed as close combat tanks (Captain and Warrior-Priest only), close Combat damage dealers (Crossbow Pistolier and Pistolier Templars and Fanatics). or Sharpshooters (no extra skill is required).

### Tank

Only the Captain and the Warrior-Priest have access to Armour Training. So they are the only ones that can function as tanks. Tanks usually lose effectiveness in late game due to the abundance of Bludgeoning Weapons. Additionally, their low damage input and movement, makes them harder to level. The Warrior-Priest is specially effective as a Tank in late game thanks to the Prayer Armour of Righteousness (Min Defence 40), and the one that I would consider to develop in this role since he does not have access to Shooting or Speed Skills.

Warrior-Priest Tank development

You should focus on defence (Armour Training, Resilient), Wounds Increases and Weapon Skill Increases and Armour of Righteousness.

#### Warrior-Priest Tank equipment

* Coat and Cuirass (with hammer and shield) or Gromril Armour (with a two-handed hammer).
* Stove Hat / Great Hat (Ld+10 helps maintain the prayers active) or Duelist Mask (if you want some initiative and a little more defence).
* Sigmarite Hammer and Imperial Skull Shield (Gives Ld+5 that helps maintain the prayers and does not have initiative penalties like the Votive Shield does) or Sigmarite Great Hammer (Costs Fate)/Comet Maul.
* 4 Holy Tomes.

I like best the version with a Sigmarite Hammer and Imperial Skull Shield because is cheaper and better against Undead and Cult of the Possessed than the Gromril Armour and Comet Maul version. However, It gives -10 Strength (-20 against Undead and Cult of the Possessed), +8 Defence and the same Leadership as the Gromril Armour and Sigmarite Great Hammer. But this later version cost 2 Fate tokens.

### Fanatic

Zealots can be developed as Fanatics. Since they cannot wear any Armour, their defence will be limited to 15 or 25 (in combat) (Penance Cage/Duelist Mask (Def+5), Resilient (Def+10), Step Aside (Def+10 in Combat)). This is no problem in late game were most weapons reduce max defence to 20, but could be a hindrance while levelling them up. For that reason, it is best to learn Hidden in the Shadows as soon as possible and try to sneak them into combat. Fanatics interacts well with Templars and Tanks but not with Sharpshooters.

#### Fanatic Zealot recommended initial stats:

* Wounds 5, less than 5 is a poor choice and a bad investment.
* Weapon Skill 25 or at the very least greater than 20.
* Ballistic Skill does not matter (they cannot shoot).
* Strength at least 30 and as high as possible.
* Initiative 35 or at the very least 30 (helps to sneak them around and alpha strike with them).
* Leadership is not important since Fanatic makes them pass all Leadership tests. Additionally they also have access to Hearts of Steel.

Fanatic Zealot recommended development:

* Fanatic (Automatically passes all leadership tests), Initiative Increase up to 40+, Hidden in the Shadows (Compensates their lack of armour), Sprint (less time being shoot at), Weapons Training, Advanced Weapons Training, Advanced Weapon Master, Strongman Strength Increase 1, Wounds Increase 1, Resilient (your only defence, might as well have it as soon as possible), Weapon Skill Increase up to 40+, Attack Increase 1, Strength Increase 2, Wounds Increase 2, Strength Increase 3, Wounds Increase 3, Weapon Skill Increase up to 50+, Attack Increase 2, Web of Steel, Weapon Skill Increase up to max (allows you to make more damage and is the best defence in close combat), Step Aside, Strike to Injure, Mighty Blow, Unstoppable Charge, Combat Master, Quick Reactions, Lightning Reflexes, Dodge, Quick Recovery (Not that important since you have access to Healing Hand).

Fanatic Zealot recommended equipment:

* Duelist Mask/Penance Cage (If you want to be a purist).
* Comet Maul.
* Elven Cloak, Lucky Charm, Rope and Hook, Lantern/ Garlic/ Healing Herbs.

Their lack of access to ranged weapons and Shields makes them best suited to carry a two handed weapon (Comet Maul). Even though I recommend against it if you like you can hinder your damage dealing and increase your little protection increasing your parry chances. You will need to equip an Ithilmar Sword (Parry: +30%) and a Battle Puppet / Buckler (Parry: +10%) with Web of Steel these will grant Parry: 50%. So, by seriously reducing your damage output (around 4 damage less per attack) you will reduce in average each enemy attack in 1.5 damage.

### Templar (aka Pistolier)

They interact well with Fanatics and Tanks but not with Sharpshooters. Templars can be easily transform into Sharpshooters latter on if you want. You can choose between Blackpowder Pistoliers or Crossbow Pistoliers. Initially Crossbow Pistoliers are better, since Crossbow Pistols are more accurate (50%/75%) and have a longer range (10) than Pistols (25%(50%) range 6). However, Crossbow Pistols lack armour penetration, that becomes important when warbands start to wear heavy armour. I will recommend developing them as Crossbow Pistoliers and afterwards turn them into either Sharpshooters or Blackpowder Pistoliers.Witch Hunter Captains are well suitted to follow this path.

Templar Zealot recommended initial stats:

* Wounds 5, less than 5 is a poor choice and a bad investment.
* Weapon Skill 25 or at the very least 20+ (you need 30 as a requirement of Templar).
* Ballistic Skill 25 or at the very least 20+ (you need 30 as a requirement of Templar).
* Strength at least 30 and as high as possible.
* Initiative at least 30 (helps to sneak them around and alpha strike with them).
* Leadership is not important since they have access to Hearts of Steel that makes them immune to Fear and All Alone tests.

Templar Zealot recommended development:

* Crossbow Training, Ballistic Skill Increase up to 30+ Crossbow Mastery, Weapons Training, Weapon Skill Increase up to 30+, Templar, Crossbow Pistolier, Strength Increase 1, Wounds Increase 1, Initiative Increase up to 40+, Sprint (I really love the freedom of Movement), Hidden in the Shadows (Helps mitigate their lack of armour), Ballistic Skill Increase up to 45+, Trick Shooter (it is amazing how this skill improves the damage due to the many corners present in the maps), Quick Shot, (If you don't mind to hide and wait, Quick Reactions and Ambush, pair really well with range 10 of the Crossbow Pistols), Strength Increase 2, Wounds Increase 2, Strength Increase 3, Wounds Increase 3, Resilient.
	+ Afterwards if you don't detect a lack of effectiveness due to heavy armoured warbands and you like to follow the Pistolier rout until the end. Weapon Skill Increase up to 40+, Attack Increase 1, Weapon Skill Increase up to 50+, Attack Increase 2, Step Aside, Strike to Injure, Combat Master, Lightning Reflexes, Quick Recovery, Dodge, Ballistic Skill Increase up to max, Advanced Weapons Training, Advanced Weapon Master, Web of Steel.
	+ If you start detecting a reduced effectiveness due to heavy armoured warbands and want to follow with the Pisolier way. Blackpowder Training, Blackpowder Mastery, Hunter, Pistolier, Eagle Eyes, Weapon Skill Increase up to 40+, Attack Increase 1, Weapon Skill Increase up to 50+, Attack Increase 2, Step Aside, Strike to Injure, Combat Master, Lightning Reflexes, Quick Recovery, Dodge, Ballistic Skill Increase up to max, Advanced Weapons Training, Advanced Weapon Master, Web of Steel.
	+ If you want to change paths and go the sharpshooter way Blackpowder Training, Blackpowder Mastery, Hunter, Nimble, Eagle Eyes, Ballistic Skill Increase up to max, Weapon Skill Increase up to 45+, Strike to Injure, Weapon Skill Increase up to max (Is the best defence, you should still try to run away out of combat), Step Aside, Lightning Reflexes, Dodge, Quick Recovery, Attack Increase 1 and 2, Combat Master, Advanced Weapons Training, Advanced Weapon Master, Web of Steel, Expert Swordsman.

Templar recommended equipment:

* Thunderer Hat (if you have the Fate tokens)/Duelist Mask/Stove Hat (If you are a purist).
* Duelist Garb/Pit Armour initially and Ithilmar when you can afford it.
* nothing/Club initially and Dual Templar Handbow/Dual Pistol once you have the appropriate skill.
* Templar Handbow/Pistol.
* Elven Cloak, Lucky Charm, Rope and Hook/Blunderbuss, Lantern/Blunderbuss.

### Sharpshooter

They don't mix well with Tanks, Templars or Fanatics, so If you like them you should take this rout with all your members or most of them. I recommend to develop them as Crossbow Pistoliers and later on change them into sharpshooters, but the direct approach also works well.

Sharpshooter Zealot recommended initial stats (If you don't start as a Templar):

* Wounds 5, less than 5 is a poor choice and a bad investment.
* Weapon Skill is not important but 20+ is a good choice.
* Ballistic Skill 25.
* Strength at least 30 and as high as possible.
* Initiative is not very important but as high as possible.
* Leadership is not important since they have access to Hearts of Steel that makes them immune to Fear and All Alone tests and will be trying to avoid combat at all costs.

Sharpshooter recommended development:

* Blackpowder Training, Blackpowder Mastery, Ballistic Skill Increase up to 40+, Hunter, Eagle Eyes, Nimble, Ballistic Skill Increase up to 45+, Quick Shot, Initiative Increase up to 40+, Perception, Hidden in the Shadows (Helps mitigate their lack of armour), Quick Reactions and Ambush, Sprint (I really love the freedom of Movement), Strength Increase 1, Wounds Increase 1, Strength Increase 2, Wounds Increase 2, Strength Increase 3, Wounds Increase 3, Resilient, Weapons Training, Weapons Mastery (If you are going to equip an Axe), Advanced Weapons Training, Advanced Weapon Master, Ballistic Skill Increase up to max, Weapon Skill Increase up to 45+, Strike to Injure, Weapon Skill Increase up to max (Is the best defence, you should still try to run away out of combat), Step Aside, Lightning Reflexes, Dodge, Quick Recovery, Attack Increase 1 and 2, Combat Master, Web of Steel, Expert Swordsman.

Sharpshooter recommended equipment:

* Thunderer Hat (if you have the Fate tokens)/Duelist Mask/Stove Hat (If you are a purist).
* Duelist Garb/Pit Armour initially and Ithilmar when you can afford it.
* Nothing/Falchion initially and Ithilmar Sword/Ithilmar Short Sword (For defence and alpha Strike) or Battle Axe for a better punch.
* Hand Gun initially and later Hochland Long Rifle 6 Sight.
* Elven Cloak, Lucky Charm, Lantern/Blunderbuss, Blunderbuss.

## Witch Hunters Magic (Prayers of Sigmar)

Only the Warrior-Priest can cast spells from the Prayers of Sigmar repertoire.

* Hearts of Steel is a great buff. It makes your warband immune to Fear and All Alone tests and gives +10 Leadership. Warrior-Priest should try to cast it while every member of the Warband is in range (8 squares). You can achieve this by skipping the first turn of every member with a higher Initiative than the Warrior-Priest or by increasing the Warrior-Priest Initiative so he has the Highest Initiative in the Warband.
* Soulfire is nice extra damage when you are in combat and have no better spells to cast (almost always).
* Healing Hand is one of the best spells in the game, and is another reason why you will want Warrior-Priest to have the highest Initiative in the Warband. So he can heal and unstunned an allied warrior before their turn comes around. I usually get this spell to max level ASAP (which is never soon enough, as there are so many things to do with so little skill points to distribute).

You could stop there your magic development and ignore the next 3 spells or invest just 1 point in each of them:

* Aura of Faith's usefulness is very narrow, unless maybe against Doom. This spell is low priority. But you should try to cast it if you cannot cast any other prayer, e.g. you have already cast Hearts of Steel, Hammer of Sigmar and Armour of Righteousness, there are no warriors injured or stunned and no enemies in range of Soulfire.
* Hammer of Sigmar is overkill, IMHO. But with just 1 skill point and 4 Holy Tomes you have an 80% casting chance. Thus it is useful to have it an cast it when you don't have any better prayer to cast.
* Armour of Righteousness is not a priority since Hearts of Steel makes Witch Hunters immune to Fear and Warrior-Priest is able to equip Heavy armour. But it is really good against Bludgeoning Weapons (40 minimum Defence).

## Hired Swords

Witch Hunters can hire a Warrior-Priest, exclusive hired sword, and most of the non-exclusive Hired Swords. However they pair better with some of them:

* Freelancer does not go well with any Witch Hunters warband due to their lack of Speed Skills and Shooting Skills.
* Halfling Scout Elf Rangers are a better choice for Pistolier and Ranged Witch Hunters Warbands.
* Elf Ranger my favourite choice for Witch Hunters Warbands, they can act as pistoliers or Sharpshooters. Additionally, they have access to Lesser Magic (Can fly) and they can equip Holy Tomes.
* Ogre Works well as a tank-damage dealer combo in Fanatic warbands, although they hinder the sneaky strategy to some extent.
* Pit Fighter You can consider them trained Close Combat Zealots with access to armour. you can either develop them into tanks or damage dealers.
* Duelist You can consider them trained Close Combat Zealots with access to armour. you can either develop them into tanks or damage dealers.
* Dwarf Troll Slayer and Dwarf Ranger lack of Speed Skills and reduced movement makes them bad choices, because they interfere with the sneaky strategy.

## Why choose Witch Hunters?

1. Because Crossbow Pistolier is exclusive to Templars (thus Captain and trained Zealots), and Dual Crossbows are amazingly good.
2. Because Healing is a rare but very powerful ability in this game, exclusive to the Warrior-Priest and Sisters of Sigmar Matriarch. Ever healed a unit for 12 Wounds? It's game winning.
3. Because Zealots can be whatever you want them to be. It's true that they have terrible starting stats and skills, but the Rating system will balanced things out. A Zealot needs +6 levels to be worth a starting Mercenary Warrior (Weapons and Advanced Weapons Training, 2 x Weapon Skill Increase and 2 x Ballistic Skill Increase). But you can use those 6 levels to train your Zealot down its own path, and not waste precious levels on things you don't need (like Advanced Weapons, when a hammer is all you want; or WS, when you're training a Shooter).
	* Want a Sniper? Go for it.
	* A Pistolier? Take that road with Blackpowder for Dual Pistols, or get Templar instead for the famed Dual Crossbows.
	* A Killing Machine? Train a Fanatic and don't mind the armour limitation. Its bare chest is no worse than a full plate against a Comet Maul or Skull Hammer anyway (maximum Def 20; these are staples at higher levels).
4. In the end, Witch Hunters are pretty much Jack-of-All-Trades, and you can't have more diversification in any other Warband!

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