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HomeHome / Total War: WARHAMMER III / The Ice Court / Units / Ice Witch (Ice) (War Bear)
Ice Witch (Ice) (War Bear) The Ice CourtThe Ice Court Lords

Ice Witch (Ice) (War Bear)

Though her graceful bearing belies her deadly sorcery, the power of Winter itself flows through her veins.

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.

Ice Witch (Ice) (War Bear)

Unit Name

Ice Witch (Ice) (War Bear)

Main Unit Key

wh3_main_ksl_cha_ice_witch_ice_2

Land Unit Key

wh3_main_ksl_cha_ice_witch_ice_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

Hit Points

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

Mass

600

└ Man Mass

600.0000

Armour

75

├ Armour

wh2_main_plate_75

├ Shield

none

Missile Block Chance

0

Leadership

65

Speed

38

└ Man Speed

38

Melee Attack

50

Melee Defence

35

Weapon Strength

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.