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 |
Land Unit Group Parents Heroes |
Land Unit Group Missile Specialist |
Caste Hero |
Category Missile Infantry |
Class Command |
Custom Battle Cost 500 |
Recruitment Cost 1000 |
Upkeep Cost 250 |
Number of Units 1 |
3688 |
├ 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 |
500 |
└ Man Mass 500.0000 |
45 |
├ Armour wh2_main_chainmail_45 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 65 |
34 |
└ Man Speed 34 |
Melee Attack 36 |
34 |
330 |
├ Melee Weapon wh_main_emp_sword_witchhunter |
├ Base Weapon Damage 230 |
├ Armour-Piercing Weapon Damage 100 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 30 |
Ammunition 50 |
Range 90 |
375 |
├ Missile Weapon wh_main_emp_witchhunter_pistol |
├ Projectile wh_emp_witchhunter_pistol |
├ Base Missile Damage 33 |
├ Armour-Piercing Missile Damage 117 |
├ Number of Projectiles 1 |
├ Shots per volley 1 |
└ Reload Time 4 |
Accuracy 10 |
Reload Skill 0 |
Abilities
-
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% -
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
-
Encourage
This unit provides a leadership 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. -
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 Lords 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 | |
---|---|
Immortal Empires | |
The Realm of Chaos |