Professional Documents
Culture Documents
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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
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
■ 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.
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. .
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.
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
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
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
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
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
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
19
• WITCH HUNTER BATTLE-LEVEL TABLE •
Battle- Damage
Level Gold Title WS BS Str Dice T Wounds [ A Luck WP Faith Pin
WITCH HUNTER
NOTES: The Wounds entry at each level shows the extra Wounds the Witch Hunter gains at that point, as does the Faith column.