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Untitled - The Tempus Fugitives

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www.tempusfugitives.co.uk THE GAUNTLET OF IND<br />

SUB-FACTION: WITCH HUNTER EXPEDITION<br />

<strong>The</strong> Witch Hunters of Sigmar are dedicated to the eradication of heretics, be they warlocks, witches, sorcerers, fortune-tellers, necromancers, worshippers of the dark<br />

gods, deviants, mutants, blasphemers, sinners, utterers of profanities, servants of Daemons, or composers of corrupting music. Indeed, there are few who altogether<br />

escape the suspicions of the Witch Hunters with the possible exception of other Witch Hunters. It is wise to remember that the practice of magic in all its forms is a<br />

most heinous crime in the Empire. Death by fire is the proscribed punishment for this particular heresy. Many of the Witch Hunters’ victims treacherously avoid<br />

their fate by perishing under torture before making a full confession. In these troubled times the Witch Hunters are kept busy as more and more men turn to the dark<br />

arts. <strong>The</strong> most dangerous of all these heretics are the followers of the Chaos gods. <strong>The</strong>se depraved individuals practise Daemon worship and (it is claimed) even offer<br />

human sacrifices in the name of their vile masters. Of all the enemies of Sigmar they are the most abhorrent!<br />

<strong>The</strong> Witch Hunters have a keen influence beyond the Empire and often when the military travel to exotic far off lands, the common folk that settle there are easily<br />

whipped into hate filled frenzy by the oratory skill of the Witch Hunters. In their expedition to the distant Kingdom of Ind, beset by all manner of dark beliefs the<br />

Witch Hunters are a common sight and the cleansing pyres can be seen as beacons welcoming the faithful to these forest wreathed lands.<br />

WITCH HUNTER EXPEDITION ARMY SELECTION AND SPECIAL RULES: No units may be taken as Detachments<br />

except for Free Company, Warhounds or Zealots. No named characters are permitted except for Volkmar the Grim; Luthor Huss and Markus Wulfhart.<br />

Any Arch Witch Hunter or Witch Hunter may ride a Demigryph (see Engineers of Nuln for details). <strong>The</strong> Witch Hunter Expedition may only include any of<br />

the units listed below which are found in Warhammer Armies Empire (units marked with a * are found in this campaign guide):<br />

CHARACTERS:<br />

Volkmar the Grim; Arch Witch Hunter*; Arch Lector; Luthor Huss; Witch Hunter (May Carry the Battle Standard for<br />

+25 points. See Warhammer Armies: Empire for details); Markus Wulfhart; Warrior Priest<br />

CORE: Crossbowmen; Archers; Hand Gunners; Free Company (count as Regimental Units); Sigmarite Zealots*; Warhounds*<br />

Flagellant Warband (count as Regimental Units); Huntsmen; Knights of the Inner Circle; Pistoliers; Mortar; Great<br />

SPECIAL:<br />

Cannon<br />

RARE: Witch Smeller*; Demigryph Knights; Helblaster Volley Gun; Helstorm Rocket Battery, Altar of Judgement*<br />

D<br />

DISPEL DICE & MAGIC ITEMS: Witch Hunters of Sigmar are naturally suspicious of all forms of magic. This distain for sorcery<br />

has a very real effect on the battlefield. <strong>The</strong> army receives +2 dispel dice each magic phase. No model in the army may take any magic<br />

items with the exception of named characters, Warrior Priests and Arch Lectors (who are assumed to be sanctified enough for such<br />

questionable devices to be of use).<br />

BURN THE WITCH!: Each turn, any friendly units containing a Witch Hunter, Arch Witch Hunter or Witch Smeller in combat with an<br />

enemy unit containing a Wizard gain the Frenzy rule. If a unit containing a Wizard is within charge range, the Witch Hunter and their unit must<br />

declare a charge against them if possible unless they first pass a Leadership Test to restrain Each enemy Wizard killed earns the Witch Hunter player<br />

an additional Gold coin. Each enemy Wizard left alive at the end of the game reduces the Witch Hunter’s Gold received by 1 (to a minimum of 0).

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