![Witch Hunter](gen_images/unit_icon/warhammer3/wh_main_emp_empire_qb3/wh_main_emp_cha_witch_hunter.png)
![The Empire](https://www.honga.net/totalwar/warhammer3/images/warhammer3/flags/wh_main_emp_empire_rebels/mon_256.png)
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.
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Unit Name Witch Hunter |
Main Unit Key wh_main_emp_cha_witch_hunter |
Land Unit Key wh_main_emp_cha_witch_hunter |
Land Unit Group Parents ![]() |
Land Unit Group ![]() |
Caste Hero |
Category Missile Infantry |
Class Command |
Custom Battle Cost 500 |
Recruitment Cost 1000 |
Upkeep Cost 250 |
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├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1_empire_sword_and_pistol |
├ Man Entity wh2_main_infantry_standard_hero_360_blood_dismembers |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 3680 |
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└ Man Mass 500.0000 |
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├ Armour wh2_main_chainmail_45 |
├ Shield none |
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└ Man Speed 34 |
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├ Melee Weapon wh_main_emp_sword_witchhunter |
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├ Missile Weapon wh_main_emp_witchhunter_pistol |
├ Projectile wh_emp_witchhunter_pistol |
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├ Number of Projectiles 1 |
├ Shots per volley 1 |
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Abilities
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Wounds
Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.Speed x 90%
Armour-Piercing Weapon Damage x 80%
Base Weapon Damage x 80%
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Accusation
The Witch Hunter levels his finger across the battlefield and accuses one of the enemy of arch-heresy!Armour -30
Melee Defence -24
[[img:ui/Battle UI/ability_icons/resistance_missile.png]] Missile Resistance -20
[[img:ui/Battle UI/ability_icons/resistance_physical.png]] Physical Resistance -22 -
Slippery
Those who are "slippery" cannot be cornered or pinned - they simply "slip" away…Speed x 125%
Melee Defence +24
Attributes
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Encourage
This unit provides aleadership bonus to nearby allies. Units within range of both the
Lord's aura and an encouraging unit will receive the larger of the two bonuses.
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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 ofarmour-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 asLords or
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 | |
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Immortal Empires | |
The Realm of Chaos |