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 |
Shield |
Missile Block Chance |
0 |