Witch Hunter - Unit | Total War: WARHAMMER II Database Witch Hunter - Unit | Total War: WARHAMMER II Database

Witch Hunter

ID: wh_main_emp_cha_witch_hunter

Unit

Witch Hunter
Missile Specialist
1 1000 250
Armour-Piercing Missiles
Duellist
Fire Whilst Moving
3,688
Armour 30
Leadership 65
Speed 34
Melee Attack 36
Melee Defence 34
Weapon Strength 330
Charge Bonus 30
Ammunition 50
Range 90
Missile Strength 210

About

Unit Description

With pistol in hand and a furious desire to root out heresy, the Witch Hunter is a formidable fighter.

Historical Description

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.

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 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.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.40
Acceleration 2.50
Deceleration 4.00
Charge Speed 4.10
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Missile Infantry
Unit Class Command
Move Action Points 2100
Melee Attack 36
Melee Defence 34
Charge Bonus 30
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 65
Bonus Hit Points 3680
Unit Stats
Unit Caste Hero
Unit Weight Medium
Unit Group Missile Specialist
Unit Group Parent Heroes
Recruitment Turns 1
Recruitment Cost 1000
Upkeep Cost 250
Unit Size 1
Melee CP 240
Missile CP 360

Equipment

Melee Weapon
Weapon Size Medium
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 230
Weapon AP Damage 100
Building Damage 100
Missile Weapon
Projectile Number 1
Effective Range 90
Minimum Range
Marksmanship Bonus 60
Projectile Spread
Damage 33
Armor-Piercing Damage 117
Base Reload Time 4
Armour
Armour Value 30
Shield
Missile Block Chance 0