Witch Hunter (Hero) - 60pts
WS - 4
BS - 5
S - 3
T - 3
W - 2
I - 5
A - 2
Ld - 8
Equipment
Handweapon
Additional
Either pistol (+6) or crossbow (+10)
Great Hammer (+4) or Flaming brand (c/a additional hand weap, gives flaming attacks), (+8)
light (+2) or heavy armour (+4)
horse (+10) with barding (+4)
Magic items allowance: 50pts, a Witch Hunter may not select ANY Enchanted items
Special rules
Lynch mob
Any infantry unit in an army containing a witch hunter may replace their hand weapons with flaming brands at +1 pt per model (count as hand weapon, convey flaming attacks), the unit's attacks count as flaming when using the brands only.
Suffer not the witch to live!
Wizards may not be taken in the same army as a Witch Hunter
Shield of Faith
The witch hunter has MR (1)
Purge the Unclean
When fighting against a unit with the Undead or demonic rule the Witch hunters unit benefits from Hatred, in addition, if fighting a challenged with a wizard, the Witch Hunter will also gain Hatred.
With the no wizards thing, I wanted there to be a down side to taking them, but DD can still be generated by priests so I went for MR as the WHs anti-magic ability. With regards to the slightly lame physical stat line, I wanted to represent that Witch hunters are sneaky individuals who lurk in dark corners and get other to do their dirty work rather than brawny captains or warrior priests.
Also note that the lynch mob rule, the brnds are a replacement not an addition, when applied to units flaming brands count as hand weapons, but not additional hand weapons (so the number of attacks stays the same). Note also that a unit of greatswords does not benefit from flaming attacks while using their greatswords.