This content requires the base game Mordheim: City of the Damned on Steam in order to play.

User reviews:
Overall:
Positive (24 reviews) - 100% of the 24 user reviews for this game are positive.
Release Date: 21 Jun, 2016

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This content requires the base game Mordheim: City of the Damned on Steam in order to play.

Buy Mordheim: City of the Damned - Witch Hunters

 

About This Content

This Warband adds the Witch Hunters, with 7 new unit types and a fully playable campaign featuring unique Dramatis Personae, High Capitular Wilhelm Krieger.

Amidst the rivalries and violence that splits the Empire, sinister forces creep back into the lands of men. Against these evils stand the Witch Hunters, remorseless warriors in service to the Temple of Sigmar. The witch practicing her fell magic, the mutant spreading its corruption of flesh, the necromancer violating the sanctity of the grave, the daemon seeking to possess souls – these are the foes of the Witch Hunter. The Witch Hunters will allow nothing to make them waver in their defence of mankind against these evils. They are the Templars of Sigmar, and with sword and fire they will return their god’s justice to Mordheim.

Witch Hunter Captain

The leader of each band of Witch Hunters bears a commission from the Grand Theogonist himself, sanctioning whatever action the Captain deems necessary. Those entrusted with such authority are chosen for their unswerving faith and zeal, as well as their tactical acumen and swordsmanship. Any who dare oppose a Witch Hunter Captain will be summarily executed… with the Temple of Sigmar’s blessing.


Initial Weapon Set
  • Set 1: Crossbow Pistols
  • Set 2: Sword
Perks
Sigmar's Aegis: The warrior has a natural Magic resistance bonus of 20%.

Initial Skills
Hunter's Patience: After a successful Dodge attempt, reduces the cost of a Counter-Attack performed in response by 1 Offense Point.

Flagellant


Their minds unhinged by the conviction that the End Times are upon the Empire, Flagellants are fanatical madmen who wander the roads and byways of the provinces. They preach their apocalyptic visions wherever they go, scourging their own bodies with barbed whips and heavy chains in acts of ghastly self-mutilation. The crazed devotion that gives Flagellants purpose likewise makes them terrifying warriors in battle, hurling themselves upon foes in a frenzy of slashing flails. Many Flagellants have been swayed by the sermons of Witch Hunters, joining their warbands in a holy crusade to cleanse Mordheim and restore Sigmar’s grace to the land.

Initial Weapon Set
  • Set 1: Great Flail
  • Set 2: Nothing
Perks
No Talent: This unit cannot buy the ‘Lad’s got talent’ skill.

Initial Skills
Fanaticism: Grants immunity to All Alone, Fear and Terror tests.

Witch Hunter


The grim Witch Hunters are renowned for their determination and courage even as they are infamous for their pitiless methods and merciless justice. Typically, these men work alone, travelling the villages and towns to root out Chaos cults and witches, but the scope of corruption infesting Mordheim has drawn packs of Witch Hunters to it, banding them together under the authority of Witch Hunter Captains.

Initial Weapon Set
  • Set 1: Pistols
  • Set 2: Sword
Perks
Sigmar's Ward: The warrior has a natural Magic resistance bonus of 10%

Initial Skills
Purge the Heretic!: When dealing melee damage, increases melee damage by 20% for the next attack. The next action taken must be a melee attack or skill, or the effect is lost.

Zealots


Men who have suffered great losses, who had family and fortune taken from them, sometimes find that faith in Sigmar is all they have left. Casting aside the shambles of their old lives, they become Zealots - vengeful pilgrims on a quest to destroy the minions of Chaos wherever they can be found. Many Zealots were peasants or craftsmen, lacking the martial experience of mercenaries. They are, however, possessed by bitterness and rage. These are qualities that cause Witch Hunters to recruit them, harnessing their fanaticism to visit vengeance upon the evil infesting Mordheim.

Initial Weapon Set
  • Set 1: Spear & Sword
  • Set 2: Nothing
Perks
None

Initial Skills
Vengeance: When receiving damage, increases Melee damage by 10% for 1 turn. Stackable.

Warrior Priest

Among the ranks of Sigmar’s clergy, the Warrior Priests emphasize the martial aspects of their god. Filled with a fiery fervour and an unbreakable faith, these priests are a formidable sight to the enemies of the Empire. Wielding immense warhammers that can shatter skulls and crush bones, a Warrior Priest is an imposing foe. More than their physical strength, however, it is a Warrior Priest’s devotion to Sigmar that endows him with his deadliest abilities – harnessing the divine power of his god and unleashing devastating forces against his adversaries.


Initial Weapon Set
  • Set 1: Hammer & Shield
  • Set 2: Nothing
Perks
Divine Spellcaster: This unit has access to some spells from Sigmar’s Prayers Tome.
Starts with the spell Immaculate Flesh, which removes all active Poison effects and increases Poison and Wyrdstone Resistance by 15%. Not stackable.

Initial Skills
Divine Rage: When dealing melee damage, increases the Spellcasting chance of the next spell by 15%. The next action taken must be a spell or the effect is lost.

Potiential Spells
  • Shield of faith: Increases Magic Resistance by 15%. Not Stackable.
  • Armour of Righteousness: Grants immunity to Fear and provokes Fear on engaged enemies. Increases Armour Absorption by 10%. Not Stackable.
  • Deny the Heretic: Creates a zone effect at the selected area. Entering or starting a turn inside the area inflicts a debuff that reduces current and maximum Offense Points by 1 and Melee Hit chance by 5% for 1 turn. Not Stackable.
  • Immaculate Flesh: Removes all active Poison effects and increases Poison and Wyrdstone Resistance by 15%. Not Stackable.
  • Word of Damnation: Reduces Magic Resistance by 10% and the chance to pass All Alone, Fear, and Terror tests by 25%. Not Stackable.
  • Soulfire: Deals 10-15 damage. Bypasses Armour Absorption.
  • Prayer of Absolution: Increases Armour Absorption by 5% and Dodge and Parry chance by 10%. Not Stackable.
  • Healing Hand: Restores up to 40 wounds.

Templar Knight

The younger children of noble lords or the disposed heirs of conquered domains, Templar Knights often seek a position for themselves by offering service to the temples of mankind’s gods. Those who serve Sigmar usually end up in the warband of a Witch Hunter Captain, granted the chance to prove the sincerity of their faith by giving battle to the creatures of Chaos. Armed and armoured in finery befitting their noble birth, Templar Knights are nevertheless untested warriors and their lack of experience can make them overeager in combat.


Initial Weapon Set
  • Set 1: Sword & Shield
  • Set 2: Nothing
Perks
  • Last Stand: This unit will never disengage or flee from melee battle, it will fight until the end. The unit is also coolheaded.
  • Fearless: Immune to All Alone, Fear and Terror
Initial Skills
Stoic: When engaged with 2 or more enemies, increases Melee Resistance by 10%. Not Stackable

Executioner

Few sights are more terrifying than that of seeing an Executioner approaching his victim. Selected for their massive physiques and utter remorselessness, these sinister warriors know neither pity nor mercy. Tasked to deliver final justice to the enemies of Sigmar, an Executioner becomes inured to killing, as ready to slay in cold blood as in the heat of battle. Great two-handed swords and double-headed axes are the weapons of choice for these killers, tools with which they become quite accomplished in the course of their gory trade.


Initial Weapon Set
  • Set 1: Great Axe
  • Set 2: Nothing
Perks
  • Fire Purge: Each melee attack has 25% chances to put the enemy on fire for 2 turns, the fire damage is taken at the beginning of its turn.
  • Fearless: Immune to All Alone, Fear and Terror
  • Last Stand: This unit will never disengage or flee from melee battle, it'll fight until the end
  • Tiring Immunity: Immune to tiring effects.
Initial Skills
Pyre of the Righteous: Places an effigy at a target location that can be destroyed by enemies. The effigy increases the chance to pass All Alone, Fear, Terror by 30%, and Melee and Ranged Hit chance by 10% for allies within 5 meters. Usable once every 2 turns. Not Stackable.

System Requirements

    Minimum:
    • OS: Windows Vista 64bit, Window 7 64bit, Windows 8 64bit, Windows 10 64bit (32bit OS not supported)
    • Processor: AMD/INTEL Dual-Core 2.4 GHz
    • Memory: 4096 MB RAM
    • Graphics: 1024 MB DirectX 9.0c compatible AMD Radeon HD 5850/NVIDIA GeForce GTX 460 or higher
    • Network: Broadband Internet connection
    • Storage: 8 GB available space
    • Sound Card: DirectX 9 compatible
    • Additional Notes: Internet connection required for online gaming and game activation
    Recommended:
    • OS: Windows Vista 64bit, Window 7 64bit, Windows 8 64bit, Windows 10 64bit (32bit OS not supported)
    • Processor: Intel Core i5-2500K @ 3.3 GHz or AMD FX-8350 @ 4.0 GHz
    • Memory: 4096 MB RAM
    • Graphics: 2048 MB DirectX 9.0c compatible AMD Radeon R9 270/NVIDIA GeForce GTX 670 or higher
    • Sound Card: DirectX 9 compatible
    • Additional Notes: Internet connection required for online gaming and game activation
Customer reviews
Customer Review system updated! Learn more
Overall:
Positive (24 reviews)
Recently Posted
trs31
Posted: 4 August
Its like X-COM and warhammer had a mutant axe wielding baby..... Ots great!
Helpful? Yes No Funny
LORD MICHAEL
Posted: 23 July
.Best part of Mordheim DLC, is, the game is so stupidly hard on the harder difficulties that even if hte DLC feels op..you'll still die 100x over.
Helpful? Yes No Funny
Game kNight
Posted: 4 July
Hey buddies!

I've done a video I call 'Let's Meet The Witch Hunters'

What does this video show then?
* Background story for the warband
* All the warriors available with recommendations for roles and builds (description) and visual representation of what the warrior can wield.
* My take on the pros and cons of the warband

https://youtu.be/Hr_yOL_znUs
Helpful? Yes No Funny
Sly Marbo AAAAAAAAAAAAAAAAAAAAAA
Posted: 28 June
I bought the DLC mainly to support the developers so that they can bring out my favourite warband.

I didn't like the original contained human factions, but this feel so different from the other human factions that I actually like them the most of all warbands. The look on the models is perfect, looks just right and the way they should.

Only a cost of 7.50, but a whole bunch of new weapons and the standard wepaons got new warband speceific models. WAY TO GO, that's how a DLC should be. Lots of new content for reasonable price! This makes me hyped beyond bounds for eventual faction to come. SUPPORT THIS! When a developer actually does not rip its customer off, this has to be rewarded in my opinion.


The Witch Hunters feel special and have an interesting warband. Your henchman (Zealots and Flagellants) can only wear light armour or cloth (Zealots) or only cloth (Flagellants).

The Zealots are your guys that can tank not too much but can deal quite a lot of damage due to their initial perk. They can be equipped with a bow, whcih will be important, you see why later.

Flagellants are your crazed nakes dudes running around with giant 2-handed maces, basically a glasscannon guy. Charge them in afte the enemy is engaded, or let the flagellant ambush the enemy with some back up ready (HUGE ambush damage)

Your warband leader is the Witch Hunter Capain, which favourably is a ranged leader, piercing your enemies with pistols or even crossbowpistols.

The Paladin Hero gives your warband a good tank, with heavy armour, sword and board he will take the beatings.
The second hero is the witch hunter

Second hero is the WItch Hunter, which at first look seems to useful as a ranged guy, but he has a special perk. This perk allows him to do 20% increased damage on his second hit in the same turn. Which in it self is a huge bonus. 2-handed weapons deal 20% less damage for second attacks, so he negates that, which makes him hard, like REALLY hard.

Didn't get the Warrior Priest yet, but he seems to be a tanky hero which can also use spells (heals and buffs presumeably)

Impressive I also didnt get yet.

Helpful? Yes No Funny
Autismo the Great
Posted: 25 June
Join your Witch Hunter on his adventure through Mordheim, accompanied by his entourage of angry priests and hobos. Along the way, the Witch Hunter learns a thing or two about friendship.

Just kidding.

He kills everyone.
Helpful? Yes No Funny
Cancor, Lord of Cancer
Posted: 25 June
Great DLC and I'm happy they're finally adding new warbands. However, I must say that this feels more like a patch than something one pays extra for, because a lot (not all) of the models, textures etc look like copy-pase, for example, no new maps for their campaign... I find it a bit lacking in original content, which is a bit of a letdown. That goes a long way to explain why the witch hunters are the first of the extra warbands (as human models have been in the game since the start) instead of something more appropriate such as undead. Nonetheless this is something I'd recommend to Mordheim fans as it adds some more replayability and variety to the game. I hope, however, that in future warband DLC they come with more customization options and essentially more original content to justify the price tag.
Helpful? Yes No Funny
Mormon_Jesus
Posted: 24 June
Get on sale. But very fun! Great Stuff! They need to give us the other warbands!
Helpful? Yes No Funny
ST1
Posted: 23 June
I'm liking it (and the price)
So far it seems like a fairly flexible warband. Fun to play around with different builds.
From what I had seen on the previous DLC characters, I did expect somewhat "wilder" faction specific skills though. But don't mind that, It's a really biased thought.
The new characters look very cool art-wise but I do feel that some of the models don't have as much personality as previous ones. The Zealot in particular.
The "Contact: Librarian" veteran skill is what life had been missing.
It did bring me a couple of bugs, especially in the map screen during missions.

That being said,I would definitely buy more warband DLCs #dwarfs #wink
Helpful? Yes No Funny
GiantWaterElemental
Posted: 22 June
New warband looks so cool. I will come to this after I complete Sisters' campaign.
But I also found some UI problems, hope to be fixed soon.

Helpful? Yes No Funny
Shada Mori
Posted: 22 June
What to say about the Witch Hunters? They play similar to chaos in many respects. Fear immunity, tough units, but they lack ranged fighters early on similar to the sisters of sigmar. In fact at least at start your only real ranged unit is your warband leader. The Warband leader, the Captain, is a exeptional choice either as a ranged or as a dodgy light armor fighter. The Templar Knight is a defenses beast... never breaks, never yields. Zealots are a extremely well balanced offensive unit with great damage potential. For me the Flagellants are bit of a let down. They never break but they don't have exceptional stats to make up for it and aren't well suited to heavy armor so tend to be beaten down quickly. My biggest let down with the warband is the lack of customization for them. Compared to the original warbands its just not there and feels rushed. More akin to the smuggler where you have maybe one alternate piece sometimes, and many simply have no additional customization. For a 10$ DLC, this kinda irked me alot. Overall though I would recommend the warband for people who like to push thier enemy while being able to soak up some damage. If you like ranged or ambush tactics they may not be so much to your satisfaction.
Helpful? Yes No Funny
Most Helpful Reviews  Overall
68 of 86 people (79%) found this review helpful
19 people found this review funny
Recommended
Posted: 21 June
♥♥♥♥ING WITCH HUNTERS DUDE. These guys bring in the real problems of mordheim with their unruly zealots and flagellants. They don't even really care for warp stones, they just want everyone in Mordheim dead, including the zealous citizens they have brought with them along the way. Even the sisters of sigmar are seen as heretics. If you want an army that impacts the lore more than any other, these guys and the Skaven are the ones for you.

EDIT: Oh also, this has more work put in to it than the machine produced armies you can get for the tabletop games, and is still cheaper. GW is proven garbage once again.
Was this review helpful? Yes No Funny
36 of 38 people (95%) found this review helpful
45 people found this review funny
Recommended
Posted: 25 June
Join your Witch Hunter on his adventure through Mordheim, accompanied by his entourage of angry priests and hobos. Along the way, the Witch Hunter learns a thing or two about friendship.

Just kidding.

He kills everyone.
Was this review helpful? Yes No Funny
21 of 22 people (95%) found this review helpful
Recommended
Posted: 21 June
Very good piece of DLC here. It is worth the price. These guys do start off a bit slow. But I get the feeling from what I've seen, they will be one of the best, late game. Especially with skills like healing hand. These guys also look pretty awesome, though there are a few changes I'd like to see to them. I felt the Witch Hunters model could have been a rapier or the likes, rather than a borrowed sword model from another unit, but, meh. Perhaps with a parry bonus if not dual wielding, or with a dagger in the offhand. Or an off hand pistol. Could be overpowered though.

As of 6/21 the game is currently bugged a little. During your turn, the unit you are currently using will not show up on the map. At least his token won't. You can zoom in to see them. It mostly means you have to spend quite a bit of extra time in the map to figure out where you are, and where you need to be. Wagons aren't showing up either.

Edit: On second thought, these guys might start off pretty decent. Not as good as Chaos, but not bad. They are currently tied as my favorite group, with Skaven, and Chaos coming in second.
Was this review helpful? Yes No Funny
28 of 35 people (80%) found this review helpful
17 people found this review funny
Recommended
Posted: 21 June
Swiftly, accept my gold. Sigmar wills it.
Was this review helpful? Yes No Funny
20 of 25 people (80%) found this review helpful
9 people found this review funny
Recommended
Posted: 21 June
Funky hats, pistol crossbows, purging heresy? All around win.
Was this review helpful? Yes No Funny
14 of 15 people (93%) found this review helpful
1 person found this review funny
Recommended
Posted: 22 June
What to say about the Witch Hunters? They play similar to chaos in many respects. Fear immunity, tough units, but they lack ranged fighters early on similar to the sisters of sigmar. In fact at least at start your only real ranged unit is your warband leader. The Warband leader, the Captain, is a exeptional choice either as a ranged or as a dodgy light armor fighter. The Templar Knight is a defenses beast... never breaks, never yields. Zealots are a extremely well balanced offensive unit with great damage potential. For me the Flagellants are bit of a let down. They never break but they don't have exceptional stats to make up for it and aren't well suited to heavy armor so tend to be beaten down quickly. My biggest let down with the warband is the lack of customization for them. Compared to the original warbands its just not there and feels rushed. More akin to the smuggler where you have maybe one alternate piece sometimes, and many simply have no additional customization. For a 10$ DLC, this kinda irked me alot. Overall though I would recommend the warband for people who like to push thier enemy while being able to soak up some damage. If you like ranged or ambush tactics they may not be so much to your satisfaction.
Was this review helpful? Yes No Funny
14 of 16 people (88%) found this review helpful
8 people found this review funny
Recommended
Posted: 22 June
Pros:
- Good non-henchmen units
- Crossbow wielding captain looks awesome, same with impressive
- Both range and melee/def oriented for starting units

Cons:
- No armor, no shield for one henchman (can only be used as a glass cannon) effectively limits overall potential
- Other than the awesome captain and the impressive, i feel it short of lacks in the "Witchhunter" feeling in the henchmen (they look like beggars, apparently that was the objective i guess)
- Problems with the UI (although i believe these will be fixed shortly)
- Units and carts disappear when you go on strategy map
- Edited: Waypoints are not shown in map - impossible to navigate unless you are Geralt.
- Edited: Carts do not appear on map - impossible to see unless you are Legolas.
Was this review helpful? Yes No Funny
8 of 8 people (100%) found this review helpful
Recommended
Posted: 4 July
Hey buddies!

I've done a video I call 'Let's Meet The Witch Hunters'

What does this video show then?
* Background story for the warband
* All the warriors available with recommendations for roles and builds (description) and visual representation of what the warrior can wield.
* My take on the pros and cons of the warband

https://youtu.be/Hr_yOL_znUs
Was this review helpful? Yes No Funny
7 of 7 people (100%) found this review helpful
Recommended
Posted: 24 June
Get on sale. But very fun! Great Stuff! They need to give us the other warbands!
Was this review helpful? Yes No Funny
6 of 6 people (100%) found this review helpful
Recommended
Posted: 28 June
I bought the DLC mainly to support the developers so that they can bring out my favourite warband.

I didn't like the original contained human factions, but this feel so different from the other human factions that I actually like them the most of all warbands. The look on the models is perfect, looks just right and the way they should.

Only a cost of 7.50, but a whole bunch of new weapons and the standard wepaons got new warband speceific models. WAY TO GO, that's how a DLC should be. Lots of new content for reasonable price! This makes me hyped beyond bounds for eventual faction to come. SUPPORT THIS! When a developer actually does not rip its customer off, this has to be rewarded in my opinion.


The Witch Hunters feel special and have an interesting warband. Your henchman (Zealots and Flagellants) can only wear light armour or cloth (Zealots) or only cloth (Flagellants).

The Zealots are your guys that can tank not too much but can deal quite a lot of damage due to their initial perk. They can be equipped with a bow, whcih will be important, you see why later.

Flagellants are your crazed nakes dudes running around with giant 2-handed maces, basically a glasscannon guy. Charge them in afte the enemy is engaded, or let the flagellant ambush the enemy with some back up ready (HUGE ambush damage)

Your warband leader is the Witch Hunter Capain, which favourably is a ranged leader, piercing your enemies with pistols or even crossbowpistols.

The Paladin Hero gives your warband a good tank, with heavy armour, sword and board he will take the beatings.
The second hero is the witch hunter

Second hero is the WItch Hunter, which at first look seems to useful as a ranged guy, but he has a special perk. This perk allows him to do 20% increased damage on his second hit in the same turn. Which in it self is a huge bonus. 2-handed weapons deal 20% less damage for second attacks, so he negates that, which makes him hard, like REALLY hard.

Didn't get the Warrior Priest yet, but he seems to be a tanky hero which can also use spells (heals and buffs presumeably)

Impressive I also didnt get yet.

Was this review helpful? Yes No Funny