Warhammer Fighting Arts: Fire Dancer

Here’s another fighting art I developed for my Burning Warhammer game. This one is for a witchhunter and is inspired by Victor Saltzpyre, a character from the Warhammer video game Vermintide 2. It allows you to use a pistol in Fight but not in Range & Cover. That would require a different art.


Feuertänzer (Fire Dancer) is a fighting art developed by Witch Hunter Templars who tend to fight alone or in small groups against faster and stronger foes. It emphasizes a combination of speed, trickiness and mental discipline.

Exponent Form Skill Actions
2 Bare fist, dagger Aim, Avoid, Beat, Block, Counterstrike, Fire Gun, Reload Gun, Snapshot, Strike
3 Pistol, arming sword
4 Hatchet, light axe, long sword
5 Polearm
Techniques Instruction Ob Physical/Phil. Ob Practical Ob
Two-Fisted Fighting Instruction Ob 1 Agility Ob 2 Feuertänzer Ob 1
Feint Instruction Ob 2 Agility Ob 2 Feuertänzer Ob 2
Disarm Instruction Ob 2 Agility Ob 3 Feuertanzer Ob 2
Quick Draw Instruction Ob 2 Agility Ob 4 Feuertänzer Ob 3
Rapid Fire Instruction Ob 3 Doctrine of Sigmar Ob 2 Feuertänzer Ob 3
Tempered Body Instruction Ob 3 Doctrine of Sigmar Ob 3 Feuertänzer Ob 3
Wall of Steel Instruction Ob 4 Doctrine of Sigmar Ob 4 Feuertänzer Ob 4
Iron Mind Instruction Ob 5 Doctrine of Sigmar Ob 5 Feuertänzer Ob 5
  • Two-Fisted Fighting. Witch Hunters often fight with a rapier in one hand and a pistol in the other, though they are also adept at rapier and dagger.
  • Feint. This opens the Feint action in Fight and gives the Witch Hunter +1D to Feint tests.
  • Quick Draw. Draw weapons in 1 action rather than 2. May draw one weapon with each hand simultaneously.
  • Rapid Fire. The Witch Hunter learns to trust Sigmar to guide their shots. +1D to Snapshot.
  • Tempered Body. The Witch Hunter has reforged their body to be stronger and faster in the face of implacable foes. Use Feuertänzer to resist Charges, Locks and Pushes.
  • Wall of Steel. Add +1D to the Block action and Block deflects and redirects all incoming attacks during the action.
  • Iron Mind. +2D to Steel tests caused by daemons, sorcery, spirits or undead. If a spell or other magical effect targets a Witch Hunter’s stats, treat that stat as one higher (e.g., a sorcerer casts Persuasion on the Witch Hunter; the obstacle is the Witch Hunter’s Will + 1).

This is great. Thanks for these!

I’m reminded of something I was curious about regarding Fighting Arts: Here the forms are described in terms of individual weapon types – arming sword, longsword, etc. In the other Fighting Art you posted (and I think the example from the document Luke posted in the War thread), they are listed more in terms of weapon skills – Sword, Axe, etc. Is there a “correct” level of abstraction to work with here? Does it depend on the Art how granular its teachings are? I couldn’t find explicit instruction in the tex.


I think it just comes down to your concept. I wanted this art to be very specialized and I represented that with limited and focused set of weapons.


Groovy. That makes sense to me!

This topic was automatically closed 90 days after the last reply. New replies are no longer allowed.