Witch Hunter.dwmA2cmBINk Rules for army from Warmaster Magazine Issue #13 - "The Scouring of Darkfang woods" by Andy Judson. Compiled into (Mac)Wm by Anthony Snider. Often, Witch Hunters prefer to work alone or in small groups... Occasionally there will be a need to gather together under one banner to drive out some great, dark army. While it's true to say they invariably fight for the greater good of humanity, their methods are often brutal and arguably little better than those of their enemies. A Witch Hunter knows that evil doesn't play by the rules however, and that to beat it, he must be just as underhanded. If a few innocents get killed in the process, "then it's regrettable... Note: Warmaster magazine listed price of Witch Hunter army Handgunners as 55 points. This is corrected here (to Empire Handgunner standard of 65 points). (Also changed name of "Hero" to "Witch Hunter", since a "Witch Hunter" army aught to have some "Witch Hunters" in it.) 2 "" 0 0 9 1 125 1 -1 5 May ONLY use HOLY WEAPONS. 1 "" 0 0 8 1 80 0 2 5 May ONLY use HOLY WEAPONS. 0 "" 0 0 7 1 45 0 1 5 May ONLY use HOLY WEAPONS. SPELLS: SANCTUARY 5+ Range n/a. Warrior Priest must be with the unit to affect it. Unless the unit moves, it counts as Defended, even if in the open. If the unit is already Defended, it counts as Fortified. Note this also affects Cavalry units, even though they are not normally able to receive this bonus. DOCTRINE OF SIGMAR 5+ Range 30cm. Friendly unit may be moved (or charge) as if it had received an order in the Command phase. HOLY FERVOUR 5+ Range n/a. Warrior Priest must be with the unit to affect it. If successfully cast, each stand gains +1 Attack during the following Combat phase. DIVINE CURSE 4+ Range 30cm. One unit has its Movement halved for its next Movement Phase. the unit treats all enemy units as Terrifying, even if it is an Undead unit, and stops causing Terror itself. Spell lasts until the end of opponent's next turn. 0 "" 0 0 0 0 0 0 99 0 wegewehewema 2 "" 3 0 0 3 35 3 0 3 May ONLY use Witch Hunter (WH) items. Gain +1 Attack in the first round of combat vs Undead or Chaos (regardless of who charges). Always use Initiative to charge (never evade). Must pursue or advance where possible. 3 "" 3 6 0 3 45 0 4 3 May ONLY use Witch Hunter (WH) items. 3 "1" 3 0 0 3 55 0 2 3 May ONLY use Witch Hunter (WH) items. 3 "1" 3 0 0 3 65 0 4 3 May ONLY use Witch Hunter (WH) items. -1 to enemy Armor save, when shooting. 5 "" 3 0 0 3 70 0 4 3 May ONLY use Witch Hunter (WH) items. Always use Initiative to charge (never evade). Must pursue or advance where possible. Not driven back by shooting. Immune to terror. 0 "" 0 0 0 0 0 0 0 0 zealgunsweppflag 3 "" 3 0 0 1 20 0 0 0 Stand added to a unit. Can be removed as any other stand of the unit, but is ignored for lost stand command-modification. Position is ignored regarding irregular formations. zealgunsweppflag 3 "" 3 4 0 3 110 0 1 3 May ONLY use Witch Hunter (WH) items. 3 "1" 3 5 0 3 95 0 1 3 May ONLY use Witch Hunter (WH) items. Range 15cm. 360 degree firing Arc. 1 "2" 2 0 0 2 85 0 1 0 Range 60 cm. Treats defended targets as in the open and fortified as defended. Ignores armor. Ball bounces 5cm from end of first stand hit doing 1 attack per additional stand hit. Fires grape shot when charged, no penetration and target saves as normal. Cannot use initiative to charge. Destroyed if forced to fall back. 50 -1 HOLY ITEM - May ONLY be taken by WITCH HUNTER army CHARACTERS. +1 Attack for every stand in unit the character has joined, during the following Combat phase. Used only once, and only against Chaos or Undead. (Full name - "The Book of Hoschenfels") 30 -1 HOLY ITEM - May ONLY be taken by WITCH HUNTER army CHARACTERS. If a unit the character has joined is in combat against a unit that contains a character of Undead or Chaotic origin, the symbol forces the enemy character out of combat (place him 1" away) during the following (entire) Combat phase. Used only once, and only against one Chaos or Undead character. (Full name - "The Symbol of Sigmar") 40 -1 HOLY ITEM - May ONLY be taken by WITCH HUNTER army CHARACTERS. Enemy attacks against the unit the character has joined (in combat) that roll a 1 to hit, inflict a hit against themselves, with no armor save. Use only once (for one combat engagement and enemy unit); will not affect Undead. (Full name - "The Mirror of the Damned") 10 -1 Witch Hunter Army item - May ONLY be taken by WITCH HUNTER army. Re-roll 1 attack die in each round of combat. (Full name - "Hammer of Justice") 30 -1 Witch Hunter Army item - May ONLY be taken by WITCH HUNTER unit. A unit may ignore the first shooting hit taken each turn, including magical attacks. Effect lasts only until unit loses a stand. 20 -1 Witch Hunter Army item - May ONLY be taken by WITCH HUNTER unit. A unit may choose to re-roll all of their shooting or close combat attacks once per game. This includes attacks that hit, and bonuses from items or spells. (Full name - "Standard of the Righteous")