Editing
Mordheim: City Of The Damned
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Witch Hunters=== A small posse of Witch Hunters decided to go on a field trip to Mordheim by the suggestion of the Grand Theogonist. Picked up some flagellants and zealots on the way there, the more the merrier. Impressive unit comes in the form of an Executioner, a big guy with a big axe and an unhealthy relationship with fire. Flagellents with two-handed weapons are just nasty, able to beat down your own henchmen in two hits. Basically the Witch Hunters overall play like a halfway-house of the Mercenaries and the Sisters, keeping the latter's martial prowess and discipline while swapping their spellcasting potential and sheer durability for some of the former's shooting skills and a lot more hitting power in melee. Pros: Very versatile. Warrior Priest gives unparalleled access to in-battle healing. Can be very strong in melee. Cons: No specialised ranged fighter. Magic is rather poor and strictly supportive in nature. Zealots are quite poor "master of none" henchmen. * '''Flagellants''': Flagellants are deranged men convinced the End Times are upon the Empire and want to die gloriously trying to save the world. Unable to take ranged weapons, armour or the Lad's Got Talent skill, they are nevertheless hard-hitting and immune to psychology checks, perfect for picking apart Impressives or clubbing other henchmen. * '''Zealots''': Chaos wreaks a terrible cost on the people on the Empire, but not everyone takes it lying down. Zealots comes from all walks of life and often have lost homes and/or loved ones to Chaos, so they have pledged to follow Witch Hunters and help them destroy Chaos' agents wherever they can be found. What they lack in martial training they make up for in bitterness and rage. With average stats, a varied list of weapons and access to all armour except heavy, you should feel free to train your Zealots as archers or frontline fighters to backup your heroes. Just don't rely on them to do too much on their own. * '''Witch Hunter''': Just as famous for their courage and resourcefulness as they are infamous for their ruthlessness and merciless justice, the Witch Hunters usually operate alone but the sheer scope of Mordheim's corruption has forced them to band together under Witch Hunter Captains. Basically a mini version of the aforementioned Captain, able to use the same weapon list with a 10% bonus against resisting spells. * '''Warrior Priest''': You know 'em, you love 'em. The balding, hammer-swinging chosen asskickers of Sigmar. While their weapon list is kinda limited, they get a lot of good support spells including one of the most useful healing spells in the whole game (restores 40 wounds normally, a whopping '''80''' wounds when mastered) giving a Witch Hunter warband a lot of mileage. * '''Templar Knight''': Some young and impetuous noble sons in the Empire try to quickly garner a reputation and fortune by pledging their services in combat to the churches of mankind's gods. They can equip many different weapons and armour, get Last Stand and Fearless and Stoic which increases their damage resistance when engaged by multiple enemies. Clearly, you'll want to kit him out as a tank. * '''Witch Hunter Captain''': The leader of any Witch Hunter warband, bearing a sanction from the Grand Theogonist himself. They have very good all-rounder stats, the abiility to equip a lot of different melee weapons, crossbows and guns, and a 20% bonus to protect against all spells. Very nice. Build his damage mitigation around dodge to take advantage of his special skill. * '''Executioner''': Nothing more than a giant of a man with a large weapon, a hood to conceal his identity and a burning pyre on his back, the Executioner often enacts the brutal justice the Witch Hunters are known for. Not quite as powerful in a fight as other Impressives, they are nonetheless still a threat and they can lay down a burning effigy to inspire their surrounding allies. They also get a rather healthy list of weapons and armour to take too.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information