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HomeHome / Total War: WARHAMMER III / Ursun Revivalists / Units / Ice Witch (Ice)
Ice Witch (Ice) Ursun RevivalistsUrsun Revivalists Lords

Ice Witch (Ice)

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)

Unit Name

Ice Witch (Ice)

Main Unit Key

wh3_main_ksl_cha_ice_witch_ice_0

Land Unit Key

wh3_main_ksl_cha_ice_witch_ice_0

Land Unit Group Parents

Lords

Land Unit Group

Wizard

Caste

Lord

Category

Melee Infantry

Class

Command

Custom Battle Cost

400

Recruitment Cost

1000

Upkeep Cost

300

Number of Units

1

Hit Points

3688

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_wh3_ice_witch_sword_and_magic

├ Man Entity

wh3_main_ksl_ice_witch_blood_dismembers

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

3680

Mass

600

└ Man Mass

600.0000

Armour

15

├ Armour

wh2_main_leather_15

├ Shield

none

Missile Block Chance

0

Leadership

65

Speed

38

└ Man Speed

38

Melee Attack

40

Melee Defence

35

Weapon Strength

320

├ Melee Weapon

wh3_main_ksl_ice_witch_sword

Base Weapon Damage

220

Armour-Piercing Weapon Damage

100

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

20

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

  • 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.