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MINIATURES
VVJTCH HUNTER

• WITCH HUNTER -
he cult of the Witch Hunter is steeped

T
the leader in each is also a member of another
in secrecy, and the inhabitants of the superior group, and so on, until the Witch \
Empire villages rightly fear these Hunter Generals’ cabal is reached. These
agents of holy righteousness. Some fake or most powerful of Witch Hunters are based in
false Witch Hunters do little to add to their Middenheim, in the labyrinthine caves below
reputation, causing blind fear and prejudice that lofty city.
amongst the populace. Many are the Witch Hunters have served the priests of
innocents burned as witches or worse on the Sigmar, Ulric and Morr from time to time, and
say of a false Witch Hunter, and many are the are secretly not displeased with their
innocents slaughtered as witches at the mere reputation as religious Bounty Hunters. They
rumour of a Witch Hunter’s approach.
generally have little time for the specifics of
one religious cult or another, however,
believing that the threat posed by the dark
*9® forces arrayed against humanity is far too
.-r^> ft great for there to be any room for religious
factions and cults.
A* It is said that the ultimate Witch Hunter
General is an ancestor of the infamous Van
Hal, who betrayed the Empire by leading the
first Undead armies against it.
Since that day, his descendants have sought
atonement, following a puritanical path of
revenge against the forces of darkness.
Witch Hunters will fight all enemies of Anyone who has a great burden of guilt or
humanity, but their real enemies are the sin on his shoulders, perhaps personal or
forces that corrupt mankind from within. family, or in whom the flame of righteousness
Vampires and other forces of Undead are burns very brightly, can become a Witch
their sworn foes, as are the warped followers Hunter.
of Chaos. Witch Hunters travel the Empire
Witch Hunters are reputed to be equipped
and beyond, sometimes with a retinue of
to deal with any situation, particularly those
followers, seeking out the mark of Chaos and
of daemonic or supernatural origin. They
evil, rooting out the ‘black stain’ wherever it
carry holy books, phials of holy water, sacred
may be found.
herbs and spices, powerful potions and
Their methods are often secretive, and it is symbols of faith with them. If these fail, then
the flamboyant few who have given rise to they can always resort to the time honoured
the traditional view of the Witch Hunter. No- tradition of the gun and the sword, for a
one knows where the central headquarters of Witch Hunter will not shrink from a fight.
the Witch Hunter cult is, or indeed whether
they even have such a centralised or rigid
organisation.
“Mankind must stand together, defiant against
The truth is that Witch Hunters operate in a
complex series of cabals. Each Witch Hunter the rotted presence of evil.”
is a member of at least two cabals, and is Jan van Damm, Witch Hunter General,
sworn not to reveal the identity of any of its during the cleansing of
other members. Witch Hunters therefore
Fortress Rothermeyer in Sylvania.
know a maximum of around fifteen others of
their kind. These cabals are structured so that

2
WITCH HUNTER

- INTRODUCTION • ________ _____


This pack contains everything you need to Remember too, that if there is no Barbarian
introduce a new Warrior - the Witch Hunter - in the party, then one of the other Warriors
to your games of Warhammer Quest, will have to carry the lantern and be the
including his Warrior card, Warrior counter, leader.
Equipment card, a rulebook, any special
cards and a Citadel miniature to represent
BIGGER GROUPS OF WARRIORS
the Warrior himself.
If you want to, you can take more than four
This rulebook is split into three sections: a
Warriors into an adventure, adding the Witch
basic Warhammer Quest section, an
Hunter to the party of Warriors. If you do this,
Advanced Warhammer Quest section, and a
you will have to make sure that there are
Roleplay section.
enough Monsters to go round! The cards and
The Warhammer Quest rules contain all the tables from the Warhammer Quest game are
rules for using this Warrior in your games. based on there being four Warriors in the
The Advanced rules cover all the rules for the party, so if you have fifteen different
progression of the Warrior through the Warriors, then the game as it stands will
battle-levels, including any spells, skills or present no challenge at all! As a general rule,
special rules, and the final section gives rules stick to parties of four Warriors, but if you
guides for using the Witch Hunter in the have a party of five or six, then increase the
Roleplay system. number of Monsters by an equal amount.
For example, if you have six Warriors in the
RULES FOR WARHAMMER QUEST party, that is 50% more Warriors than the
If you wish, you may replace one of the Event cards are set up to deal with. In this
Warriors from the Warhammer Quest game case, you should make sure that each time
with the Witch Hunter. Simply allow one of Monsters appear, there are 50% more of
the players to choose the Witch Hunter. The them. If the card says “1D6 Ores”, roll the
rules which follow explain how to use the dice as usual and then multiply the result
Witch Hunter in your games. Remember to upwards to match the party size. A dice roll
put the Warrior counter for the original of four Ores would become six Ores, and so
Warrior back in the box, replacing it with that on.
of the Witch Hunter!

• STARTING AS A WITCH HUNTER •


The profile of a Witch Hunter is as follows: WOUNDS
Wounds 2D6 The Witch Hunter starts off with 2D6
Wounds. When rolling Wounds, a Witch
Move 4
Hunter may re-roll 2’s as well as I’s, but if
Weapon Skill 3 the dice comes up with a 1 or a 2 again, you
Ballistic Skill 4+ must keep it.

Strength 3
Toughness 3 (4)
WEAPONS
The Witch Hunter is armed with a sabre and a
Initiative 3
pistol. The sabre causes 1D6 + the Witch
Attacks 1 Hunter’s Strength (3) damage. If he rolls a 6
Pinning Roll 5+ to hit with his sabre, the Witch Hunter causes
an extra Wound (1D6 + 3+1 damage).
See below for the rules for the pistol.

3
WITCH HUNTER

ARMOUR PISTOL
The Witch Hunter wears a metal gorget To hit with the pistol, roll over the Witch
around his neck, mainly to protect his throat Hunter’s Ballistic Skill on a D6. The pistol has
from Vampires. This gives him +1 Toughness. a range of 6 squares, and is a Strength 5
weapon (1D6 + 5 Wounds).
EQUIPMENT Once it has been fired, the pistol must be
A Witch Hunter begins the game with 1D6 reloaded before it can be fired again. It takes
magical amulets. Roll a dice to see how many one whole turn to reload the pistol, during
you get, and then roll again to see what sort which time the Witch Hunter can do nothing
each one is. else. The pistol may not be reloaded while
there are Monsters on the same board
Re-roll if you get any duplicate amulets. section. In a single turn, the Witch Hunter
Each amulet may be used once per may use his sabre or his pistol, but not both.
adventure. Note that the Witch Hunter may not use his
pistol if he is pinned in hand-to-hand combat.

1 Amulet of Purity
When this amulet is used, roll a dice
WITCH HUNTERS,
for all adjacent Monsters. On a score EQUIPMENT AND TREASURE
of 4+ the Monster suffers that many The only hand-to-hand weapons a Witch
Wounds, with no deductions at all.
Hunter may use are any form of sword or
dagger, including magical items. He may not
2 Amulet of Healing
wear armour, other than his gorget, nor a
This amulet can be used at any time to
helmet, but he may carry a shield and wear
heal D6 Wounds on any one Warrior.
furs.
3 Amulet of Holy Fire He may not use missile weapons, other
The Amulet of Holy Fire shoots a bolt than his pistol.
of magical energy towards the Witch
The Witch Hunter may use any other
Hunter’s foe. The attack has a range
of 8 squares, and hits automatically. magical items that he may find, such as a
The magic bolt counts as a Strength 5 Time Freeze Ring, but he may not use any
Attack, with normal deductions. treasure which is specifically designed for
Wizards.
4 Amulet of Strength
While in use, this amulet gives the
Witch Hunter +1 Strength for the
FAITH
duration of a whole turn. The conflict of wills as a Witch Hunter faces a
daemon or ghostly apparition causes the air
5 Amulet of Fury to crackle and spit. Stories are told of the
This amulet gives the Witch Hunter 1 legendary Witch Hunter generals cowing the
extra Attack when it is used. Greater Daemons of Chaos by strength of will
alone, sending them back into the darkness
6 Amulet of Alcadizzar of the hell which spawned them.
This amulet is used against a Monster
of the Witch Hunter’s choosing. Select The Witch Hunter starts an adventure with
any Monster on the board and roll a 1D6 Faith counters, which he uses up during
dice to see what effect the amulet the game. When you create a new Witch
has: Hunter, roll a dice to see how many Faith
1-3 The Monster loses 1 Attack this counters he starts the game with, re-rolling if
turn. you get a 1 as usual. This is his ‘Starting
Faith’, and should be noted on his Adventure
4-6 The Monster loses 1 Attack this
turn, and suffers 1D6 Wounds Record sheet. Take this many Faith counters
(no deductions). and put them in the Faith box on his Warrior
card.

4
WITCH HUNTER

The Witch Hunter can use one Faith counter The Witch Hunter can use as much Faith at
to add +1 to any dice roll he makes. Each one time as he likes, and the modifiers are
time he does this, he must discard one faith cumulative. Using 4 Faith counters, for
counter. When he has no Faith counters left, example, will give him +4 to hit for a single
he can no longer adjust his dice rolls in this Attack.
way!

• ADVANCED RULES •
In the Advanced game, you can keep your The Witch Hunter can use as many Faith
Witch Hunter from game to game, building up points as he likes, and the modifiers are
his character as he progresses from cumulative.
adventure to adventure. This section of the Any Faith modifiers are doubled if used
rulebook gives you all the rules for taking against Undead or Daemonic creatures.
your Witch Hunter right up to battle-level 10,
In addition to the rules for Faith outlined
including special rules for visiting
earlier, a Witch Hunter can use a point of
Settlements, training, blessings and faith.
Faith to give him +1 Magic Resistance
Starting at battle-level 1 as a Novice, follow against a single spell which has just been
all the rules as outlined over the previous cast. If he had no Magic Resistance, using a
pages. Some of the rules which follow in the Faith point would give him Magic Resistance
Advanced section may seem to be repeating on a 6+ dice roll, for example. Using 4 Faith
some of the basic rules, but in every case the points, for example, will give him Magic
rules will have been expanded, so read them Resistance of 3+ against a single spell.
carefully.
Faith can be gained and lost throughout a
Witch Hunter’s career. It is useful to keep a
EVIL MAGIC USERS record of your Witch Hunter’s Starting Faith,
A Witch Hunter abhors evil sorcerers, and as well as his current Faith. As mentioned
gains double gold if he kills an evil Magic User. above, his Faith is restored to its starting
This does not include Greater Daemons. level at the start of the next adventure. This
means that it is possible for a Witch Hunter’s
Faith to be reduced to zero by the end of an
FAITH
adventure, only to be bolstered back up by
A Witch Hunter’s Faith builds as he the start of the next.
progresses from battle-level to battle-level.
Sometimes, however, a Witch Hunter may
Faith lasts from adventure to adventure, in a
lose some points from his Starting Faith,
similar manner to Luck. The Witch Hunter
permanently, and thus will have less Faith to
starts an adventure with his full Starting
start each adventure with! This is very bad
Faith total, and as he calls on his Faith
news for a Witch Hunter.
throughout the game, it is used up. His total
Faith will not be restored until the start of the
next adventure, AFTER any journeys to LOSING FAITH
Settlements or other between game play. A If a Witch Hunter ever ends an adventure
Witch Hunter’s Faith total is indicated on his with his current Faith at less than 1 point of
Battle-Level Table. Faith per battle-level, then he is at a very low
When you create a new Witch Hunter roll a ebb indeed.
D6 to determine his Starting Faith, and note Before he can return to a Settlement, he
the score down on his Adventure Record must resolve the turmoil going on within him.
sheet. The Witch Hunter can use 1 point of Does he have the willpower, the faith, to go
Faith to add +1 to any dice roll he makes. on as a Witch Hunter, or must he part
Remember to keep a track of the Witch company with the Warriors and begin a new
Hunter’s current Faith as it is used up. career elsewhere?

5
WITCH HUNTER

The Witch Hunter must now roll a number of this total if he wishes, but he must declare
dice equal to the number of Faith points he is how many Faith points he is using BEFORE
short. For example, a battle-level 6 Witch rolling the dice. Then roll a dice and add the
Hunter who ends an adventure on 3 Faith Monster’s battle-level to the score. (A
must roll three dice. He may use Luck points Monster’s battle-level being the same as the
to re-roll some or all of these dice if he wishes. Monster Table that generated it - a Lord of
The Witch Hunter needs to score anything Change from the Level 9 Monster Table would
but a 1! If he scores a 1 on any of the dice, he have a battle-level of 9, forinstance.)
could be in trouble. Depending on his level, If the Witch Hunter wins, then the difference
the Witch Hunter may ignore a number of 1 ’s, in the dice roll shows how many Attacks the
as outlined below. If there are any left over, Monster loses this turn as it concentrates on
however, then he must roll a dice for each the battle of wills. If the Monster wins, then
one, and deduct that number from his the Witch Hunter loses 1D6 Faith points from
Starting Faith total, permanently. If a Witch his Starting Faith, permanently.
Hunter ever starts an adventure with a The Witch Hunter’s Battle-level Table shows
Starting Faith of zero, then he is out of the how many Faith points he has at each level.
game.
Number
WITCH HUNTERS,
Battle-Level of 1 ’s ignored
EQUIPMENT AND TREASURE
1
The only hand-to-hand weapons a Wjtch
2 0
Hunter may use are any form of sword or
3 0 dagger, including magical items. He may not
4 0 wear armour, other than his gorget, nor a
5 0 helmet, but he may carry a shield and wear
6 1 furs.
7 1 The only missile weapons a Witch Hunter
8 1 may use are powder weapons; he may not
use bows or crossbows. He may use any form
9 2
of gunpowder weapon.
10 2
The Witch Hunter may use any other
magical items that he may find, such as a
BATTLE OF WILLS Time Freeze Ring, or Cloak of Stealth, but he
A Witch Hunter may engage a daemonic, may obviously not use any treasure which is
Chaotic or ghostly creature in a battle of will specifically designed for Wizards.
power, as he attempts to banish the Monster
or lay its troubled spirit to rest.
AMULETS
He may try this once per turn if he wishes,
A Witch Hunter’s amulets now have a number
rolling a dice and adding his Willpower to the
of charges. See the rules on page 8.
score. He may expend Faith points to add to

• VISITING SETTLEMENTS •
While visiting Settlements, the Witch Hunter UNEVENTFUL DAYS
may visit all the shops, the Temple, the
During uneventful days, there is a chance that
Alehouse (dice roll as Elf), the Witch Hunters’ the Witch Hunter is actually engaged in some
Guild, and the Alchemist. He may not visit any
important business. Roll a dice to see what
other locations.
this might be.

6
WITCH HUNTER

UNEVENTFUL DAYS TABLE (Roll a D6)


1 The populace are fed up with you What Did You Do?
and your terror tactics upsetting this 1 Gathered the people of the
peaceful Settlement, and throw you Settlement together and drove
out of town. the evil creature out once and
for all.
2 You are approached by a budding
2 Burnt the evil doer in the
Witch Hunter, a stern-faced youth
cleansing flames of
who appears to have all the qualities
righteousness.
needed by your kind. Touched by his
determination to succeed, you give 3 Hurled the monstrous
him one tenth of all the gold you abomination from the highest
have to hand, to help pay for tower of the Settlement.
equipment and training. 4 Bested the foe with sharp cold
steel and a pure heart.
3 It really is an uneventful day!
5 Impaled it through the heart
4-6 You finally track down a notorious with a blessed iron stake.
evil doer who has been evading you 6 Cast the foe into the very pit of
for some time. After an exhausting hell.
battle, you emerge victorious. Roll a
dice to see who the enemy was, roll The Reaction of the Authorities
again to see what your actions were, 1 “Get out, troublemaker!”
and once more to determine the In your zeal you have
reaction of the town authorities. mistakenly accosted a complete
innocent. You are thrown out of
Enemy Table town for your outrageous
1 A Witch! - An evil hag of ill behaviour. Lose 1D3 starting
repute. Faith points permanently.
2 A Sorcerer - A black-hearted 2 The authorities ignore the
follower of the dark gods. incident, embarrassed that they
3 A Chaos Cultist - Scheming to could not resolve it without
overthrow the city itself. your aid.

4 A Necromancer - Bringing the 3 Grudging thanks, but leave it to


dead back to stalk the streets the proper authorities in future!
at night. 4 No-one except the local priests
5 A Vampire - Sucking the blood seem to realise what you have
of innocents. done, but they manage to
scrape together a payment of
6 A Daemon - The darkest of
50 gold for your troubles.
evils, an unspeakable creature
of great malignant power. 5 Celebration! You are given 100
gold, and the freedom of the
city.
to 6 Our hero! You are rewarded
with 2D6xl00 gold, an item of
dungeon room treasure and
add +1 to your starting Faith
score permanently.
WITCH HUNTER

■ TRAINING •
When a Witch Hunter reaches a town or city, CHARGING AMULETS
and he has the required gold, he may try to
In the Advanced game, a Witch Hunter’s
find the local guild of Witch Hunters and pay amulets each carry a certain number of
for training, just like other Warriors. The
‘charges’. Once you have found out which
Witch Hunters’ Guild is a Special Location as
amulets the Witch Hunter has, roll a dice for
described in the Warhammer Quest Roleplay
each one. The number you roll shows how
book, and follows all the rules for finding and
many charges of magical energy the amulet
visiting a Special Location.
contains. Each time the Witch Hunter uses an
amulet, cross one of the charges off. When
an amulet has no charges left, it may no
longer be used.
The first thing the Witch Hunter can do is to
try and recharge his amulets, visiting the
chapel in the inner sanctum of the guildhall
and laying his amulets on the altar. He may
roll a dice for each one, and consults the
b »•«?
following table to see what happens.
He can try once per amulet per visit to a
Settlement, and must offer up a payment of
!D6x50 gold per amulet.

The Witch Hunter’s ‘training’ will tend to


1 The amulet is ruined, all power
take the form of long discussions,
drained from it forever in the battle
arguments, access to holy books and the like,
against evil. It crumbles to dust
as well as the more mundane learning of
before the Witch Hunter’s gaze.
valuable fighting skills. Sometimes, if he is
deemed worthy, the Witch Hunter may be 2 When the Witch Hunter picks up the
entrusted with a special item of equipment or amulet, there is no difference - it still
a powerful artefact to help him in his mission looks dull and lifeless. The recharging
to rid the world of the stench and stain of has had no effect upon the amulet,
darkness. but at least it is not destroyed and
the Witch Hunter can try again during
THE WITCH HUNTERS’ GUILD his next visit to town.
These buildings are very sombre places
3-5 An audible hum of power fills the
indeed, full of darkened chambers, wood
chapel, and bright light surges around
panelled walls and ornate stained glass
the altar. When the light subsides, the
windows. The sound of booted footsteps on
amulet is throbbing with righteous
worn flagstones is the only sound, as the
energy once more. It is recharged -
Witch Hunters observe the ritual of silence
roll a dice to see how many charges it
while they walk the corridors of the guildhall.
now has.
Training will take a week, and the Battle-
level Table shows what changes there are to 6 White light blinds the Witch Hunter,
the Witch Hunter’s profile as he goes up to and he falls to his knees before the
the next battle-level, and how many dice rolls altar. When the light dims, there are
he has to make on the Benefits of Training two amulets on the altar. The original
Table to see what benefits he gains. is now charged up to 6 power. Also,
Also, whenever a Witch Hunter visits a he has gained another amulet -
town he may seek out the Witch Hunters’ generate this as usual.
Guild once per visit anyway, whether or not
he has enough gold to go up a battle-level.
WITCH HUNTER

IN BETWEEN BATTLE-LEVELS
Between the battle-levels, it is worth
visiting the Witch Hunters’ Guild, as they
may be prepared to help a Witch Hunter in
some other way, at the cost of a donation
towards their funds. Pay the gold first,
then roll on the table below to see if they m
can assist or not.
M
%*
For example, a battle-level 1 Witch
Hunter wishes to seek the aid of the
PP
n
Witch Hunters. When he next visits town,
he pays a visit to the Guild. Paying 200
gold, he rolls a dice and scores a 4. He
only needed a 3 + , so the Witch Hunters
are indeed willing to assist him. He now
makes 1 dice roll on the Benefits of
Training Table, and scores a 3. This means
that he gains 1 D6 potions and elixirs.
Rolling a 2, he now has to consult the
Potions and Elixirs Table to see exactly ■ X-.v. .

which two he has gained.


Note that the Witch Hunter only rolls on
this table if he is seeking extra benefits in
3%
between battle-levels, in which case he
may try once per visit to the Witch
Hunters’ Guild. If he is training, then his
Battle-level Table tells him how many dice BENEFITS OF TRAINING TABLE
rolls he may make on the Benefits of Training Each Witch Hunter will develop into a distinct
Table. and individual Warrior, with a wide range of
skills, special equipment, artefacts and
Level of Chance symbols, potions and banes.
Witch Hunter of help Cost
When a Witch Hunter trains to go up to the
1 3+ 200G next battle-level, he may make two rolls on
2 3+ 400G the Benefits of Training Table below, to see
what benefits he gains from training in
3 3+ 600G
addition to any characteristic increases he
4 4+ 1,000G may have gained.
5 4+ 1.500G
1 Faith
6 4+ 2,000G
2 Items and equipment
7 4+ 3,000G
3 1D6 Potions and banes
8 4+ 3,500G
4 Artefacts and symbols
9 4+ 4,000G
5 1D6 Invocations
10 5+ 5,000G
6 Skills
On a successful dice roll, you gain 1 roll on the
Benefits of Training Table below. Now roll on the relevant sub-table, to see
exactly what the Witch Hunter has gained.
Note that unless specified, the Witch Hunter
may not give away any of the items,
equipment, artefacts, symbols or potions
that he gains from the Witch Hunters’ Guild.

9
WITCH HUNTER

1) FAITH
The Witch Hunter gains extra Faith whilst in
the presence of his superiors. Roll a dice, and
this is how many Faith points you gain. These K
mm
are permanent additions to the Witch
mm
Hunter’s Faith score. Re-roll l’s as usual.

2) ITEMS (Roll 2D6)


2 Silver Pistol Shot 6 Knuckledusters
The Witch Hunter has enough silver shot for A Witch Hunter is prepared for any
4D6 shots. Each bullet is carefully cast in eventuality, including being disarmed of his
pure silver, etched with holy symbols, blessed weapons. He keeps a set of knuckledusters
by a priest and soaked in holy water. The stashed away in a hidden pocket.
Witch Hunter gains +1 to hit with his pistol These give him Strength equal to his battle-
whilst using this shot, and against Undead, level, and the Witch Hunter is only at -1 to hit
Chaotic or Daemonic creatures he causes +1 with them, rather than the -2 other less
Wound per battle-level. experienced Warriors suffer when using
them.
3 D6 Firebombs
A Witch Hunter may only ever use one such
Each firebomb may be thrown at any time,
item at a time.
and affects an area 2 squares by 2 squares.
Any model in the area takes 1D6 Wounds,
7 Boot Blades
with no deductions for Toughness or armour.
The Witch Hunter has stiletto blades in the
4 Amulet of Power toes of his boots. He gains an extra kick
Attack, at -1 to hit but +1 to his Strength.
This amulet gives the Witch Hunter a magic
resistance of 6 + . Any subsequent amulets he A Witch Hunter may only ever use one such
gains will add +1 to this resistance, up to a item at a time. This item of equipment may
maximum of 4+. not be given to any other Warrior.

5 Lock Tools 8 D3 Flashpowder


Lock tools allow the Witch Hunter to open The flashpowder may be set off at any time
any lock as long as it is not magical or the rule to confuse the Warriors’ enemies. After it has
for the lock specifically states otherwise. exploded, any Warriors who have not yet
fought this turn get +1 Attack.
To see if your Warrior can open a lock, roll
1D6:
9 Rope and Grapple
1 The lock tools snap off in the lock and Rope can be used to escape from pits and
are ruined - and the lock still holds! similar traps, if ever the Witch Hunter is stuck
2,3 The Warrior fails to open the lock, but in a pit, or needs to climb up something, he
he can try again next turn. can use his rope and grapple. He must make
a successful BS roll to throw the grapple and
4+ The lock opens!
secure it. Once secure, he can climb out of
To use lock tools, the Warrior must be in a the fighting pit, swing across the firechasm
square adjacent to the locked item or door. etc. Doing this will take up his movement
Opening a lock will take a whole turn per allowance for the turn.
attempt, and the Warrior may not try if there The rope will break and be useless on a dice
are any Monsters on the same board section. roll of 4 + . The dice roll must be made after
each use.
WITCH HUNTER

10 Cloak of Deception 12 Ring of Protection


This cloak swirls around the Witch Hunter as This ring throws a mantle of power around
he moves, deceiving the eye as to his precise the Witch Hunter. He gains the following
location, and causing his opponents to benefits against all Attacks by Daemonic,
become ensnared in its all enveloping folds. Undead or Chaotic creatures:
While he wears the cloak, all Attacks against
him are at -1 to hit. Level Benefit

A Witch Hunter may only ever use one such Novice +1 Toughness
item at a time. This item of equipment may Champion + 2 Toughness
not be given to any other Warrior.
Hero +3 Toughness

11 Holy Book Lord +4 Toughness


If the Witch Hunter has a Holy Book, he may
A Witch Hunter may only ever use one such
inscribe in it any invocations he learns. This
item at a time. This item of equipment may
means that he can store them up from
not be given to any other Warrior.
dungeon to dungeon.

3) POTIONS (Roll 1D6)


1 Healing
Banes. These are powerful potions and
The Witch Hunter gains a precious healing
magical poisons which come in phials of
potion. This can be used at any time. It heals
thick, dark solutions. There is enough
the Witch Hunter up to full Wounds, and adds
+1 to his starting Wounds permanently. If bane to go on a sword or other weapon
used by another Warrior, it heals 1D6 to last a whole adventure, and the extra
damage caused when the affected
Wounds.
creature is struck can be devastating.
Each healing potion may be used once, then
it is finished.
This may be used by other Warriors.
3 Undead Bane
Causes an extra Wound per battle-level
against all Undead. May be used by other
Warriors.

4 Chaos Bane
*****
Causes an extra Wound per battle-level
against all Chaos creatures. This may be used
by other Warriors.

5 Daemon Bane
Causes an extra Wound per battle-level
against all Daemons - with no deductions
2 Holy Water whatsoever. This may be used by other
When drunk, the holy water restores 1D3 lost Warriors.
Faith. When thrown at Daemonic, Undead or
Chaotic creatures (making a normal BS roll to 6 Light of Bravery
hit, and assuming the Witch Hunter can see This phial is filled with a glowing white liquid,
his target), it causes 1D6 Wounds to the which lights the way in the darkness just as
Monster it-hits, and 1D3 Wounds to any in the lantern does. The Witch Hunter may
adjacent squares. No deductions at all may move around just as if he carried the lantern.
be made. The power of the phial will be exhausted
after one adventure.
WITCH HUNTER

4) ARTEFACTS/SYMBOLS (Roll 1D6)


1 Chalice of Life 2 Mirror of the Damned
These brass chalices are amongst the Every Witch Hunter wishes to hold a shard of
greatest treasures of the Witch Hunter cult. It this mirror, created eons ago by the Chaos
is said that they were created by the long Sorcerer Zhakkanar Jewelskull. His intention
dead Priest King Alcadizzar, in an attempt to was to imbue the mirror with two powers -
thwart the plans of Nagash to destroy his the power to capture the souls of those who
kingdom. Even as the armies of Undead looked in it, and to destroy their living bodies
overthrew his realm, the chalices were by revealing the true nature of evil which
spirited away, eventually coming into the dwells in every human soul.
hands of the Witch Hunter General in After many battles in the Northern Wastes,
Middenheim. the armies of Zhakkanar stood at the gates of
The chalices are always full of a golden Praag, their unholy mirror mounted on a great
liquid, sparkling and effervescent. Those who war altar.
drink from a chalice are said to be imbued Count Boris Schlieger, Witch Hunter
with the power to lay the dead to rest once General, had prepared himself for this
and for all. moment, exorcising his very soul in isolated
confinement in the deepest dungeons of
Praag for the last month, as the daemon
hordes advanced.
Walking alone from the gates of Praag to
meet the Chaos hordes, leaning heavily on his
pure white rod of office for support, the
ageing Witch Hunter challenged Zhakkanar,
V
daring him to look in his own mirror.
Zhakkanar laughed aloud until he rea ped
that Schlieger was deadly serious, and willing
to gaze on the glassy surface himself. “If I die,
Praag is yours,” cried the sombre Witch
Hunter. “If you die, then may your foul horde
be consumed by the very souls within the
abominable mirror.”
Proud, arrogant and quite mad, Zhakkanar
agreed, but only if Schlieger would look first...
Schlieger stepped forward and gazed fully at
the mirror for a minute or more, before
stepping back and bowing. The Chaos horde
If a Witch Hunter has a Chalice of Life, he gasped in horror. Frowning, Zhakkanar
may drink from it before the start of a laughed aloud before stepping before the
dungeon. As he drinks, righteous power mirror and gazing into its depths. With a shrill
floods his body, and his efforts to destroy the shriek, he was consumed in roiling flames,
Undead legions of the world are redoubled. and the mirror shattered into a thousand
The effects of drinking from the Chalice are pieces. The released souls raced across the
as follows: battlefield, slaying the assembled forces of
Bearer’s Chaos, scattering the army to the four winds
level Dice roll Effect before finally finding peace.
Novice Impossible N/A Schlieger ordered the fragments gathered
as relics, as a reminder to all Witch Hunters of
Champion 6+ to hit Extra D6 Wounds
their victory over Chaos.
Hero 6+ to hit Extra 2D6 Wounds
Few people were privy to the fact that Boris
Lord 5+ to hit Extra Wound/level Schlieger had been blind since birth...
WITCH HUNTER

A Witch Hunter carrying a fragment of the power. For every day he spends reading the
Mirror of the Damned gains the following book, he may make a Willpower test to see if
ability if he uses the mirror: he benefits from his study. A successful
Any creature of Chaos who rolls a 1 when Willpower test is made by rolling a dice and
trying to hit the Witch Hunter suffers 2 adding his Willpower characteristic. If he
Wounds per battle-level of the Witch Hunter, scores 8 or more, he is successful, and gains
( as it gazes at the mirror. Any other creature the following benefits:
who ends the turn in a square adjacent to the Either 1 extra point of Starting Faith, or the
Witch Hunter (including the Warriors but ability to automatically pass one Fear or
excluding the Witch Hunter himself) suffers 1 Terror test in the next dungeon.
Wound per battle-level of the Witch Hunter,
with no deductions at all. 4 The Iron Talisman of Khardoz
* These ancient talismans are reputed to have
This artefact may be used once per
adventure, and its power will last for one been forged by the mad Dwarf Runemaster
whole combat. Khardoz Whitebeard many centuries ago.
They are the size and shape of a small
3 The Book of Hoschenfels warhammer, and covered in bizarre and
Hoschenfels was a Witch Hunter of great unfathomable runes.
repute, said to have burned a thousand
proven witches and banished a hundred 1*
daemons. Upon retirement, he wrote a great
treatise on the power of man over the forces
of darkness, and how such forces quailed
before the burning light of righteousness and
honour.
The purpose of the talismans is the
If A Witch Hunter has a copy of this book, destruction of daemons and the containment
then he can spend time in a Settlement doing of daemonic manifestations. They came into
nothing but reading and reaffirming his the possession of the Witch Hunter General as
a gift after the banishment of a Verminlord
summoned by Skaven Sorcerers in an
attempt to overthrow the Dwarf hold of
What is it to be a Witch Hunter?
Zhufbar once and for all. Fifty Empire Witch
To toil endlessly against the dark Hunters died in the banishment, and the
What is it that we cannot forget? talismans were given as acknowledgement of
We are all but one step away from the pit the debt incurred.
These talismans may be used as
Who then are we to judge and condemn?
Warhammers by Witch Hunters only. They are
The death of a 1000 innocents is far better magical weapons. When striking against
than the survival of the damned Daemons, the Witch Hunter gains +2 to his to
Do we bear our burden lightly? hit rolls when wielding a Talisman of Khardoz.

Our destiny is a cruel master whom we dare The Talisman follows the normal rules for
not ignore warhammers.
When wielded by a Witch Hunter, apart from
What then will be our reward?
the benefits outlined above, once he hits his
We ask for none, and none is received
foe with the talisman, for every point of Faith
When can ever we stop? he puts into the blow, he causes an extra D6
When the cold grave eternal calls us to rest. Wounds on the target.
Daemons may not ignore pain or damage
Excerpt from Inculcation and Vigilance Litany, caused by this talisman.
Grand Cabal Majestic, Lords of the Inner
The Iron Talisman may be used by a Witch
Quadrant, Middenheim.
Hunter only.

13
WITCH HUNTER

5 Amulet of Charadris 6 Stone Icon of Ghamaluk


Charadris was a Priest of Sigmar who Ghamaluk was a grand Vizier of Araby, in the
abhorred the unnatural in all its form - time when Bel Aliad was a magnificent city
Daemons, Chaos, Undead and magic, but built on the verdant oasis of Sharaha. Then
mostly magic. He saw that it was magic that came the Undead hosts, and within a short
kept the dead walking, it was magic that time the waters of the oasis were polluted,
crackled in the air as daemons trod the earth, plague ran rife in the city and the dead walked
it was the warping forces of magic that the the streets.
forces of Chaos used to manipulate their Ghamaluk worked long and hard to
destinies. overthrow the forces of darkness, but in the
end the armies arrayed against him were too
powerful. In the final days, he put the last of
his power into a series of graven stone icons,
each designed to ward against the corrupting
powers of the magic driving the Undead
onwards.
He was never to test them, as there were
fr':
no warriors left in Bel Aliad to ca^ry the fight,
and the once proud wizard scurried into the
desert with his icons, heading for the distant
coast and safety. He never reached the coast,
Such was his faith, and such his belief, that and the stone icons were presumed lost for
it was said that by forte of will alone he could many years, until the famous Witch Hunter
deny the forces of magic access to the world Gunther Graftagg of Sylvania tracked them
of man. He claimed that it was Sigmar himself down to a gypsy convoy passing through
who gave him this power. Tilea. He surrendered his entire family fortune
A powerful force within the Empire, and lands to the gypsy folk in exchange for
Charadris clashed with the magic-using Grand the long lost icons, and carried them back to
Theogonist on a number of occasions and Middenheim, where he died in self satisfied
was eventually cast out, to find his own path. poverty.
He found kindred spirits in the Dwarfs of the A Witch Hunter who bears one of the Stone
Worlds Edge Mountains, who also shared no Icons of Ghamaluk may avoid some of the
love of magic. They recognised his ability, and worse effects of contact with Undead and
strove to capture its essence in a series of worse.
amulets - the Amulets of Charadris.
In Warhammer Quest, an Icon of Ghamaluk
Charadris himself returned to the Empire gives some protection against attacks which
many years later, with a chest containing his cause fatal damage. Depending on the level of
amulets, seeking out the Witch Hunters in the bearer, the Icon will give the following
Middenheim. His power was spent and his saving roll against such damage.
days numbered, but he handed over the
amulets to the Witch Hunters so that they Level Saving roll
could better carry on their fight.
Novice impossible
An Amulet of Charadris can nullify the
Champion 6+
forces of magic if the wielder’s will power is
great enough. Its chances of doing so are Hero 5+
worked out by the Witch Hunter rolling a dice Lord 4+
and adding his Willpower. If he scores 9 or
more the amulet takes effect. At the end of a turn, before working out any
fatal damage, the Witch Hunter must make a
This dice roll must be made in the Power
single dice roll. If he scores equal to or over
Phase if the Witch Hunter wishes to do so,
the indicated number, he is unaffected by any
and, if successful, will prevent any form of
fatal damage, such as tomb rot, which he
magic for the entire turn (hostile and friendly).
would otherwise have suffered that turn.
WITCH HUNTER

5) INVOCATIONS (Roll 1D6)


All invocations are one use only. At the point the page it is written on bursts into
end of an adventure, any unused flames as the power is spent.
invocations are lost, unless written in a When spoken aloud, the words of these
Holy Book. invocations hang burning in the air, striking
An invocation is used up once it has been at the foes of the Witch Hunter like physical
attempted - the Witch Hunter may not blows from a mighty sword.
keep trying until he is successful. To see which invocations you get, roll a
If written down in a Holy Book, then each dice and consult the following tables.
invocation may be kept until used, at which

1 Bane Curse of the Undead 4 Banish Magic


Will kill any single Undead creature worth up Will halt the flow of all magic in the air, good
to the Witch Hunter’s battle-level xlOO gold or bad, until the end of the turn, on a roll of:
points on a dice roll of : Novice 64-
Novice 6+ Champion 54-
Champion 54- Hero 44-
Hero 44- Lord 34-
Lord 34-
5 Scourge of Daemons
2 Bane of Vampires/Necromancers A glittering wall leaps up between the
Will cause 1D6 Wounds per level of the Witch Warriors and their daemonic foes, preventing
Hunter against any single Vampire or all forms of attack. The Warriors may fight as
Necromancer on a dice roll of: usual.
Novice 64- Novice 64-
Champion 6 + Champion 54-
Hero 54- Hero 44-
Lord 54- Lord 34-
Duration:! turn.
3 Scourge of Chaos
This invocation strikes fear into the hearts of 6 Bane of Greater Daemons
the followers of the dark gods of Chaos. The This powerful invocation can only be read out
affected Monsters each lose: if the Warrior does nothing else this turn. It
will magnify the flame of righteousness
Dice Monsters
burning at the core of the Witch Hunter, and
Level roll affected affect
send it flying at a Greater Daemon, stripping
Novice 64- 1 -1 Attacks its power and flaying the flesh from its bones.
Champion 54- 2 -1 Attacks This invocation inflicts 1D6 Wounds per
Hero 44- 2 -2 Attacks battle-level of the Witch Hunter upon a
Lord 34- Greater Daemon, and it cannot be dodged or
3 -2 Attacks
otherwise avoided. Furthermore, it is not
Duration: Lasts until the end of the turn subject to the rules for Ignore Pain or Ignore
Blow. In fact, the Greater Daemon may
deduct nothing from this damage at all.
The chance of this invocation being
successful is 54- on a D6.
WITCH HUNTER

6) SKILLS (Roll 1D6)

1 Dodge
Whenever a Monster hits the Witch Hunter,
whether in hand-to-hand combat, or with a
missile weapon, the Witch Hunter’s lightning
fast reflexes may save him. To see if they do,
roll a dice. On a score of a 6, the Witch Hunter
dodges the blow, and is unaffected by it.

2 Dirty Blow G
The Witch Hunter has learnt various cunning
and low down tricks with which he can m
disable his opponent. ^41

Whenever he rolls a 6 to hit, he has struck a


dirty blow. This blow can ignore up to 2
points of armour. In addition, a dirty blow is
not affected by the Monster’s Ignore Blow or
5 Oppress
Ignore Pain abilities.
When in town, the Witch Hunter’s reputation
goes before him, and the people of the
3 Reaction Strike
Settlement doff their caps or just get out of
This skill allows the Witch Hunter to make
the way.
one immediate attack on a single Monster as
soon as it is placed on the board next to him. When he tries to buy something, he gains
If there is more than one eligible target, you the following benefits, according to his battle-
may choose which the Witch Hunter attacks. level.
The attack is in addition to any attacks that
Battle- Price Number
he makes in normal combat.
Level reduction Dice roll of items
Because this skill is an instinctive reaction
1 10 gold 6+ 1
to being ambushed, a lashing stab, the Witch
Hunter may not gain death-blows from 2 10 gold 5+ 2
reaction strike attacks. However, as the 3 30 gold 5+ 2
attack is pure reaction, the Warrior is
4 25% off 5+ 1
unaffected by any psychology effects caused
by the target. 5 25% off 6+ 1/shop
6 25% off 5+ 1/shop
4 Vengeance
7 Half price 5+ 1
This skill allows the Witch Hunter to choose a
certain Monster as it is placed on the board 8 Half Price 6+ 1/shop
as his most hated foe. If there is a space 9 Free 6+ 1
empty adjacent to that Monster, the Witch
Half Price 5+ 1/shop
Hunter may be placed in that space, no
matter how far away or what Monsters 10 Free 5+ 3
intervene, as he barges determinedly Half price 4+ 1/shop
towards his foe.
The Witch Hunter gets an immediate
6 Killing Blow
Ambush Attack against that Monster, and The Witch Hunter judges the moment to
gains an extra Attack every turn against that strike perfectly, and his blade slips through
Monster until it is dead. If he kills the his opponent’s armour, spearing his vital
Monster, he gains double gold. organs.

Use once per adventure. This skill allows the Witch Hunter to cause
an extra 1D6 Wounds if his ‘to hit’ roll was a
natural 6.

16
WITCH HUNTER

• ROLEPLAYING GUIDELINES •
A Witch Hunter is an enigmatic and forbidding not the be all and end all to a Witch Hunter.
character. No-one is beyond suspicion, not This is not to say that he will not meticulously
even his fellow Warriors. He keeps himself make sure that he gets his share of any spoils
very much to himself, and over his travels - fair is fair, after all!
amasses a vast wealth of knowledge. He is So, you have a choice of sorts. You can
not given to frippery or extravagance, and choose to be the puritanical, tight lipped
expects that the other Warriors will follow Witch Hunter, brooding, dark and stern, or the
the standard of behaviour set by him. flamboyant, extrovert and heroic Witch
He will, however, be worldly wise, and may Hunter, whose bravado conceals a character
surprise the other Warriors with his brutal of steel (most of the time).
style of fighting. He is not averse to dirty
fighting, knuckle dusters or boot blades - all
CHARACTERISTIC TESTS
he cares about is scouring the land for
daemons or the foul servants of chaos. After A Witch Hunter is a fairly good all round
all, he knows that they are not going to play Warrior. On the whole, he will probably have
fair! unmodified characteristic tests for almost any
action. With regard to reaction tests, he will
There are of course exceptions to the rule, gain benefits for any tests against magic,
flamboyant Witch Hunters who sweep into
especially if its source is the foul taint of
town with an entourage of fawning acolytes. chaos.
Most Witch Hunters would declare such
characters charlatans, fools and perhaps
heretics...
A Witch Hunter must have confidence.
Witch Hunters with no faith, or who are
hesitant or unassertive, do not last long in
the face of daemons, witches, or even when
confronted with angry mobs. Many of them
have dark family secrets, or have
experienced horrors beyond all imagination at
some time in their life, which have sent them
down the Witch Hunter path. Witch Hunters If anything, the Witch Hunter will gain
are thus driven, possessed of a grim certainty bonuses for deciphering ancient texts,
that what they do is RIGHT! No one can searching out secret doors behind which lurk
accuse a Witch Hunter of taking his duties evil foes, interrogating prisoners and all
lightly, as his is one of the most serious manner of actions of this nature. Like a
professions in the Warhammer World. bloodhound, he will not give up, once on the
scent, and this tenacity and determination
To become a Witch Hunter is to invite fear,
should show through in his characteristic
suspicion, hatred and dread, to be
tests.
unwelcome and avoided wherever you tread.
When you take on the mantle of moral At the same time, if there are to be any
responsibility that a Witch Hunter carries, you things he is not so good at, they will include
cast away many of the simple pleasures of such activities as anything relying on brute
life for ever. To become a Witch Hunter is a strength or natural agility. He is no Barbarian
decision not to be taken lightly. when it comes to sheer muscle power, neither
is he an Elf when it comes to lightning fast
Willing to endure all manner of hardship and
reflexes. By the same token, he will not have
risk in the pursuit of their sworn quest, Witch
the innate Dwarf abilities of sniffing out gold,
Hunters do not necessarily seek the same
spotting and disarming mechanical traps and
rewards as other Warriors. Although a bagful
the like, or quaffing vast quantities of
of gold and a magical sword are of great
Bugman’s XXXXXX.
value to any adventuring Warrior, they are
WITCH HUNTER

Slayer was still not satisfied. After all, he

S
tay close, by all that is holy, I can
feel their unearthly presence." The had still neither atoned for whatever
Witch Hunter frowned and black deed drove him on, or died trying.
\ motioned for the others to be silent. The In the dark halls below Karak Azgal he
L holy symbol which had glowed blue- had almost achieved his ambition, as the
white in the darkness, leading them on giant had seemed sure of killing them all.
through the twisting maze of tunnels Fate had intervened at the last minute,
^ beneath the great city of Middenheim, the giant's head had flown across the
now radiated an ever glowing light. chamber, and the Giantslayer, drenched
in black blood, had screamed aloud his
They were close, Gustav Heidelmann
victory.
could feel the blood turning to ice in his
veins, as it always did when the moment At the moment, the Dwarf licked his
r was upon him. His thoughts were crystal lips in keen anticipation, his orange
1 clear, time running in slow motion to his mohican quivering with barely concealed
[ highly attuned senses. bloodlust. His thumb ran along the blade
of his ancient axe, running in and out of
\ Behind the Witch Hunter, the other
the complex patterns made in its
\ Warriors waited, a few paces back down
the dusty passageway. Melandron the gleaming surface by the many runes of
destruction engraved there.
\ Ranger faced away into the darkness
) behind them, his keen eyes scouring the Heidelmann had seen the Dwarf
\ shadows for danger, his right hand following those patterns with his thumb
) grasping the hilt of Faugnor, the sword even in his sleep, and the Giantslayer's
of his fathers, slayer of daemons. preoccupation with death and killing
somewhat unnerved him.
!
The Ranger's left hand made strange
passes in the air, and Heidelmann felt “A Dragon? Chimera? Griffon?
the hairs on the back of his neck prickle Daemon?" The Dwarf whispered the
and stand erect as he sensed the questions eagerly at the Witch Hunter,
currents of magical energy focusing in who simply frowned and motioned him
the air around the gaunt Elf Warrior. to be patient.
Heidelmann looked at the door before
Kulkas the hulking Barbarian seemed them. It was black, bound in some
unaffected, unaware even, of the flurries substance which he cared not to identify.
of magical energy or the tension in the The words of protective wardings
air. Flexing his immense muscles, the flickered across his mind, but he pushed
Barbarian grinned, showing white teeth, them away. Useless, all useless, he
7 and fondly kissed the blade of his knew what lay beyond the door would
> immense sword, as he always did before be immune to all but the most powerful
a fight. "Soon eh, Witch killer, more blood holy artefacts.
and gold?"
Slowly, carefully and deliberately, he
The massive sword glinted in the glow wrapped the glowing talisman which had
of the lantern held by Gragni Trolldoom, led them here, and placed it back in the
Dwarf Giantslayer and perhaps the most special pocket in the lining of his
unpredictable of the Warriors. voluminous cloak. From another pocket
It was the Giantslayer who had he extracted a small golden amulet.
brought them here, after several Holding the amulet aloft the Witch
harrowing months in the Worlds Edge Hunter sighed wistfully. “Charadris'
Mountains. Although they had defeated amulet, perhaps our only chance"
many fearsome beasts and made a tidy
sum out of their daring exploits, the
WITCH HUNTER

The magical aura surrounding the


Ranger faltered and died, its energies -¥
nullified by the Witch Hunter’s amulet.
This took some effort on the Witch
Hunter’s part, as his brow was furrowed
with concentration.
“Y/rtch Hunter,” snarled the Ranger.
“What are you about?”
“No time now, I cannot keep this up
for long. I am sorry if it... inconveniences £
you“ The Witch Hunter’s arm was
shaking as he held the amulet. An
enraged howl sounded from behind the
closed door. “I think you are not the only
one disadvantaged by the amulet -
prepare yourselves. ”
The Warriors had barely enough time
to ready themselves for combat when m
the black door flew open before them, *
and red light spilled out into the corridor.
An enraged snarling and bellowing
Witch Hunter. “Nothing which cannot be
issued forth, and several terrified cowled
slain by the sword of my ancestors,
figures rushed out nto the passageway.
human, but in future I would
“Cultists!” spat the Witch Hunter, and appreciate...”
the retort of his pistol, deafeningly loud
“DAEMON!” Came the overjoyed shout
in the confined space, sounded down
of the Giantslayer from within the room.
the corridor. One of the cultists collapsed
“Never in my wildest dreams!”
in a heap as the shot took most of his
head off at point blank range. The Witch A scream of pure malevolence, power
Hunter tucked the pistol in his belt and and bloodlust shook the whole cavern,
withdrew another in a fluid, graceful showering loose rocks and debris upon
movement. “Guilty, sentenced!” the Warriors. A gargling, choking scream
of terror and agony split the half light,
The cultists crowding in the corridor
abruptly cut off, to be replaced by a
peered uncertainly through the
resounding deep, throaty and totally evil
gunsmoke at the menacing figures
chuckle. Gustav hoped upon hope that
approaching them, but the glittering arc
whatever had just died was one of the
of the Dwarf’s axe seemed to decide
cultists, not one of his companions.
them, as it neatly sliced one of their
members in half. They ducked back into “Oh Gustav, Gustav Heidelmann, ” the
the room, where the growls and snarls growling yet perversely sing song voice
were getting louder and less coherent. reached the Warriors in the passageway.
uFollow
“I can taste your soul already...”
them when /...” But the Witch
Hunter had no time to finish, as Grugni The Witch Hunter shoved the Ranger
and Kulkas were already through the with his gloved fist, still holding the
door and into the chamber, carving a red amulet in his clenched fist.
path through all who stood before them. “Do you think I can hold his magic for
As the Ranger reached the doorway, long? Get in there and put that sword to
the haughty Elf paused to address the some use...”

19
• WITCH HUNTER BATTLE-LEVEL TABLE •
Battle- Damage
Level Gold Title WS BS Str Dice T Wounds [ A Luck WP Faith Pin
WITCH HUNTER

1 0 Initiate 3 4+ 3 1 3 2D6 3 1 0 4 1D6 5+


2 2,000 Champion 4 4+ 3 1 3 1D6+1 4 1 1 4 2 5+
3 4,000 Champion 4 4+ 4 1 3 4 2 2 4 1D3 5+
4 8,000 Champion 4 4+ 4 1 4 1D6+1 4 3 2 4 1D6 5+
5 12,000 Hero 4 3+ 4 2 4 5 3 2 4 4+
6 18,000 Hero 5 3+ 4 2 4 1D6+1 5 3 3 4 2 4+
7 24,000 Hero 5 2+ 4 2 4 1D6+1 5 3 3 5 1D3 4+
8 32,000 Hero 6 2+ 4 2 4 6 4 3 5 1D6 4+
9 45,000 Lord 6 2+ 4 3 4 1D6+1 6 4 3 5 4+
10 50,000 Lord 6 2+ 4 3 4 1D6+1 7 4 4 5 2 4+

NOTES: The Wounds entry at each level shows the extra Wounds the Witch Hunter gains at that point, as does the Faith column.

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• WITCH HUNTER • for hire. The exclusive copyright on the artwork and the images it
Games Workshop, 3431-C Benson Avenue, Baltimore.
depicts is the copyright of Games Workshop Ltd. Maryland 21227-1072, USA.
BY ANDY JONES
© Copyright Games Workshop Ltd., 1995. Games Workshop, Unit 7/7-9 Kent Road, (Cnr Church), Mascot NSW 2020,
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