Ice Witch (Tempest) (War Bear)
By definition, the Ice Witch has delved into the most tempestuous of magical lores.Kislev has no colleges of magic. Instead, its sorcery is derived from within the Ice Court, and invariably reflects the brutal winters of Kislev. It is from this body that the Ice Witches are drawn. Their Ice Magic is the raw, murderous power of cold, harnessed as a weapon – from frozen ground that binds the foe's feet to lances of icy death. While all magic is drawn from the raging Winds, there is no doubt that Ice Magic is strongest when used within the borders of Kislev itself.
Unit Name Ice Witch (Tempest) (War Bear) |
Main Unit Key wh3_main_ksl_cha_ice_witch_tempest_2 |
Land Unit Key wh3_main_ksl_cha_ice_witch_tempest_2 |
Land Unit Group Parents Lords |
Land Unit Group Wizard |
Caste Lord |
Category War Beast |
Class Command |
Custom Battle Cost 900 |
Recruitment Cost 1100 |
Upkeep Cost 300 |
Number of Units 1 |
4688 |
├ Mount 1 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1_wh3_ice_witch_be1_warbear_sword_and_magic |
├ Man Entity wh3_main_ksl_ice_witch_blood_dismembers |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 4680 |
600 |
└ Man Mass 600.0000 |
75 |
├ Armour wh2_main_plate_75 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 65 |
38 |
└ Man Speed 38 |
Melee Attack 50 |
35 |
320 |
├ Melee Weapon wh3_main_ksl_war_bear_ice_witch |
├ Base Weapon Damage 95 |
├ Armour-Piercing Weapon Damage 225 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 50 |
Abilities
-
Glacial Blast
This eldritch explosion propels lacerating shards of ice outwards, devastating anyone caught in its deadly squall. -
Guardian Call
Adepts of the Ice Court can summon forth a vicious, sabre-toothed battle-cat to savage their enemies' ranks, tearing them to bloody shreds in decidedly short order. -
By Our Blood
Kislevite warriors are inherently stronger than weak-hearted Empire-men, who know nothing of the hardship and strife of lives lived on the unforgiving steppes. -
Wounds
Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Speed x 90%
Armour-Piercing Weapon Damage x 80%
Base Weapon Damage x 80% -
Arcane Conduit
A strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits – funnelling the magical tempests to their cause.
Attributes
-
Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack. -
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.
Strengths & Weaknesses
- Spellcaster
This unit can cast spells. - Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage. - Armour-Piercing
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.
Faction Availability | |
---|---|
The Realm of Chaos | |
The Lost God |