Witch Hunter
With pistol in hand and a furious desire to root out heresy, the Witch Hunter is a formidable fighter.Judge, jury and executioner combined, a Witch Hunter will use any means necessary to burn out heresy from the heart of the Empire. Not a twinge of doubt softens the knife-sharp edges of a Witch Hunter's soul; his bleak existence allows no room for foibles such as compassion or mercy. Indeed, they are often feared even by the innocent, as it is said that a Witch Hunter would sooner raze an entire village to the ground then see a single worshipper of Chaos go free. And yet for all the heartlessness and cruelty of this dark brotherhood, the Empire needs men of this calibre - men who will put aside their own humanity in order to punish and destroy those who embrace dark sorcery or the temptation of Chaos. Such is a Witch Hunter's duty, and it is a burden lesser men would find impossible to bear.
Unit Name Witch Hunter |
Main Unit Key wh_main_emp_cha_witch_hunter |
Land Unit Key wh_main_emp_cha_witch_hunter |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Missile Specialist |
Naval Unit Group Missile Specialist |
Soldiers 1 |
Caste Hero |
Category Missile Infantry |
Class Command |
Cost 600 |
Recruitment Cost 1000 |
Upkeep Cost 250 |
150 |
├ Missile Weapon wh_main_emp_witchhunter_pistol |
├ Projectile wh_emp_witchhunter_pistol |
├ Missile Damage 33 |
├ Missile Ap Damage 117 |
└ Base Reload Time 4 |
Accuracy 10 |
Range 90 |
Reload 10 |
Shots Per Minute 16.7 |
Ammunition 50 |
Melee Attack 36 |
330 |
├ Melee Weapon wh_main_emp_sword_witchhunter |
├ Melee Damage Base 230 |
├ Melee Damage Ap 100 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 30 |
34 |
├ Base Defence 34 |
├ Shield none |
└ Shield Defence 0 |
30 |
├ Armour wh2_main_chainmail_30 |
├ Armour Defence 30 |
└ Shield Armour 0 |
3688 |
├ Man Entity wh2_main_infantry_standard_hero_360_blood_dismembers |
├ Man Speed 34 |
├ Man Health 8 |
└ Bonus Hit Points 3680 |
Leadership (Base Morale) 65 |
Abilities
- Accusation
The Witch Hunter levels his finger across the battlefield and accuses one of the enemy of arch-heresy! - Slippery
Those who are "slippery" cannot be cornered or pinned - they simply "slip" away…
Attributes
- Encourage
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses. - Hide (forest)
This unit can hide in forests until enemy units get too close. - Immune to Psychology
The unit is immune to psychological attacks (fear and terror). - Fire Whilst Moving
This unit can fire while on the move.
Strengths & Weaknesses
- Armour-Piercing Missiles
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets. - Duellist
This unit is best used to attack individual targets such as Heroes. As it can only damage very few individuals at a time, it is not suitable against hordes of weak enemies. - Fire Whilst Moving
This unit can fire while on the move.
Faction Availability | |
---|---|
The Eye of the Vortex | |
Mortal Empires |