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Witch Hunters (1a) - HEXBANE HUNTERS - (84 Warband Rating, 495 pts)

Warband (Witch Hunters (1a)) (84 Warband Rating, 495 pts)

Heroes (64 Warband Rating, 355 pts)


Witch Hunter (1) 8x Experience, Skills, Characteristic Increases, Serious Injuries, -1 WS, -1 I, -1 BS, -1 T, -1 M, Equipment,
(13 Warband Rating, 75 pts) Light Armor, Cross Bow, Free Dagger, Axe

Rules: Burn The Witch, Hatred, +1 Enemy armour save:


Model: Witch Hunter
HtH Weapon: Axe, Free Dagger
Ranged Weapon: Cross Bow
Armor: Light Armor

Witch Hunter (1) 8x Experience, Skills, Characteristic Increases, Serious Injuries, Equipment, Light Armor, Pistol, Axe
(13 Warband Rating, 65 pts)
Rules: Burn The Witch, Hatred, Hand-to-hand
Model: Witch Hunter
HtH Weapon: Axe
Ranged Weapon: Pistol
Armor: Light Armor

Witch Hunter (1) 8x Experience, Skills, Characteristic Increases, Serious Injuries, -1 WS, -1 I, -1 BS, -1 T, -1 M, Equipment,
(13 Warband Rating, 75 pts) Light Armor, Pistol, Double Handed Weapon

Rules: Burn The Witch, Hatred, Strike Last, Two Handed, Hand-to-hand
Model: Witch Hunter
HtH Weapon: Double Handed Weapon
Ranged Weapon: Pistol
Armor: Light Armor

Witch Hunter Captain (1) 20x Experience, Skills, Characteristic Increases, Serious Injuries, -1 WS, -1 I, -1 BS, -1 T, -1 M, Equipment,
(25 Warband Rating, 140 pts) Light Armor, 2x Dueling Pistol

Rules: Burn The Witch, Leader, Hatred, Hand to Hand, accuracy, Gun Save modifier, Prepare shot
Model: Capitain
Ranged Weapon: Dueling Pistol
Armor: Light Armor

Henchmen (20 Warband Rating, 140 pts)


Flagellants (1) Characteristic Increases, Equipment, Flail
(5 Warband Rating, 55 pts)
Rules: Fanatic, Heavy, Two Handed
Model: Flagellants
HtH Weapon: Flail

Flagellants (1) Characteristic Increases, Equipment, Flail


(5 Warband Rating, 55 pts)
Rules: Fanatic, Heavy, Two Handed
Model: Flagellants
HtH Weapon: Flail

Warhounds (1) Rules: Animals


(5 Warband Rating, 15 pts) Model: War Hounds

Warhounds (1) Rules: Animals


(5 Warband Rating, 15 pts) Model: War Hounds

Stash
Stash

Characters (Witch Hunters (1a))


Rules:

EXP Adancement Heroes get new advances at 2, 4, 6, 8, 11, 14, 17, 20, 24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 76, 83 and 90 experience.
Henchmen and Hired Swords get new advances at 2, 5, 9 and 14 experience.

Burn The Witch Hates All Spellcasters

Hatred Warriors who fight enemies they hate in hand-to-hand combat may re-roll any misses when they attack in the first turn of each
hand-to-hand combat. This bonus applies only in the first turn of each combat

+1 Enemy armour save: An enemy wounded by a fist gains a +1 bonus to his armour save, and a 6+ armour save if he normally has none.

Hand-to-hand Pistols can be used in hand-to-hand combat as well as for shooting. A model armed with a pistol and another close combat
weapon gains +1 Attack, which is resolved at Strength 4 with a -2 save modifier. This bonus attack can be used only once per
combat. If you are firing a brace of pistols, your model can fight with 2 Attacks in the first turn of close combat. These attacks
are resolved with a model’s Weapon Skill like any normal close combat attack and likewise may be parried. Successful hits
are resolved at Strength 4 and with
a -2 save modifier, regardless of the firer’s Strength.

Strike Last weapons are so heavy that the model using them always strikes last, even when charging.

Two Handed model armed with a 2handed weapon may not use a shield, buckler or additional weapon in close combat. If the model has a
shield he still gets a +1 bonus to his armour save against shooting.

Leader All Models within 6" of leader can use the leaders leadership when taking leadership tests.

Hand to Hand Pistols can be used in hand-to-hand combat as well as for shooting. A model armed with a pistol and another close combat
weapon gains +1 Attack, which is resolved at Strength 4 with a -2 save modifier. This bonus attack can be used only once per
combat. If you are firing a brace of pistols, your model can fight with 2 Attacks in the first turn of close combat. These attacks
are resolved with a model’s Weapon Skill like any normal close combat attack and likewise may be parried. Successful hits
are resolved at Strength 4 and with
a -2 save modifier, regardless of the firer’s Strength.

accuracy A duelling pistol is built for accuracy as a skilled duellist is able to hit a coin from twenty paces. All shots and close combat
attacks from
a duelling pistol have a +1 bonus to hit.

Gun Save modifier even better at penetrating armour than their Strength suggests. A warrior wounded by afirearm lmust make his armour save
with a -2 modifier.

Prepare shot Takes a whole turn to reload, so you may only fire every other turn. If you have a brace of pistols (ie, two) you may fire every
turn.

Fanatic Pass all leadership tests, can never be leader

Heavy The weapon is extremely tiring to use, so its +1 Strength bonus applies only in the first turn of each hand-to-hand combat.

Animals Warhounds are animals and thus do not gain experience.

Model M WS BS S T W I A LD

Capitain 4 4 4 3 3 1 4 1 8

Flagellants 4 3 3 4 4 1 3 1 10

War Hounds 6 4 0 4 3 1 4 1 5

Witch Hunter 4 3 3 3 3 1 3 1 7

HtH Weapon Str Special

Axe - Cutting edge

Double Handed Weapon +2 Two-handed, Strike last

Flail +2 Heavy, Two-handed

Free Dagger - +1 enemey save


Ranged Weapon Range Str

Cross Bow 30 4

Move or fire: You may not move and fire a crossbow on the same turn, other than to pivot on the spot to face your target or to stand up.

Dueling Pistol 10 4

Accuracy, Prepare shot, Save modifier, Hand-to-hand

Pistol 6 4

Prepare shot, Save modifier, Hand-to-hand

Armor Armor Save Special

Light Armor 6+ -

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