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Witch Hunters

Warband size


A Witch Hunters warband may consist of up to 15 fighters.

Faction rules


Zeal

Over the course of a battle, you must keep track of the warband’s Zeal. As your warband passes each Zeal threshold, apply the corresponding effect to all friendly fighters in the warband with the WITCH HUNTERS keyword.

Zeal ThresholdEffect
0Grim: When a friendly fighter makes an attack action against a fighter with an accusation token, you may increase their Fight or Shoot characteristic by 1.
5Wrathful: When a friendly fighter makes an attack action against a fighter with an accusation token, you may turn 1 hit into a critical hit.
10Frenzied: When a friendly fighter is targeted by an attack action, you may turn 1 critical hit into a hit.
15+Maddened: All friendly fighters must decrease their Defense characteristic by 1, but will pass any Bravery test they are required to take.

Fighters


Witch Hunter Captain (0-1)

110 gc

Move
Fight
Shoot
5"
4
4
Defense
Health
Bravery
3
14
4+

[Reaction] Sudden Accusation: A fighter can make this reaction when a visible friendly fighter is taken out of action or targeted by a magical ability. Give an accused token to the enemy fighter making the attack action or using the magical ability (unless they already have one), and increase Zeal by 1.

[Triple] Condemn: Select up to (X/2) visible enemy fighters without an Accused token and assign each one an Accused token. Increase Zeal by 1 for each token assigned this way, or by 3 if that fighter has the WIZARD, DAEMON, or VAMPIRE keyword.

HUMAN, Witch Hunters, HERO, LEADER

Witch Hunter (0-3)

80 gc

Move
Fight
Shoot
5"
3
3
Defense
Health
Bravery
3
12
4+

[Reaction] Sudden Accusation: A fighter can make this reaction when a visible friendly fighter is taken out of action or targeted by a magical ability. Give an accused token to the enemy fighter making the attack action or using the magical ability (unless they already have one), and increase Zeal by 1.

HUMAN, Witch Hunters, HERO

Flagellant (0-5)

80 gc

Move
Fight
Shoot
5"
4
3
Defense
Health
Bravery
3
12
4+

[Trait] Unshakeable: This fighter automatically passes any Panic tests it is required to take.

[Trait] Penitent: This fighter cannot be equipped with ranged weapons or wear any armour.

[Double] Self-Flagellation: Allocate (X/2) damage points to this fighter and increase Zeal by (X/2). Then, this fighter makes a free move action.

HUMAN, Witch Hunters, HENCHMAN

War Hound

65 gc

Move
Fight
Shoot
6"
4
3
Defense
Health
Bravery
3
8
5+

[Trait] Savage Bite: This trait counts as a natural weapon with the following characteristics; Range 1” | 3 Attacks | 2/4 Damage

[Double] Death Grip: After this fighter's next melee attack action in this activation, if at least 1 hit roll from that attack action results in a hit, the target forfeits 1 of their actions in this battle round. If the target has already activated or if they have no more actions to forfeit, allocate 3 damage points to the target instead.

BEAST, Witch Hunters, HENCHMAN

Zealot

55 gc

Move
Fight
Shoot
5"
3
3
Defense
Health
Bravery
3
10
5+
HUMAN, Witch Hunters, HENCHMAN

Equipment


Melee weapons
Cost (gc)
20
Ranged weapons
Cost (gc)
25
25
Crossbow
40
Pistol
40
Armour
Cost (gc)