![Ice Witch (Tempest)](gen_images/unit_icon/warhammer3/wh3_main_ksl_ursun_revivalists/wh3_main_ksl_cha_ice_witch_tempest_0.png)
![Ursun Revivalists](https://www.honga.net/totalwar/warhammer3/images/warhammer3/flags/wh3_main_ksl_ursun_revivalists/mon_256.png)
Ice Witch (Tempest)
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.
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Unit Name Ice Witch (Tempest) |
Main Unit Key wh3_main_ksl_cha_ice_witch_tempest_0 |
Land Unit Key wh3_main_ksl_cha_ice_witch_tempest_0 |
Land Unit Group Parents ![]() |
Land Unit Group ![]() |
Caste Lord |
Category Melee Infantry |
Class Command |
Custom Battle Cost 400 |
Recruitment Cost 1000 |
Upkeep Cost 300 |
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├ 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 |
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└ Man Mass 600.0000 |
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├ Armour wh2_main_leather_15 |
├ Shield none |
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└ Man Speed 38 |
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├ Melee Weapon wh3_main_ksl_ice_witch_sword |
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Abilities
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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%
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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
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Encourage
This unit provides aleadership 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.
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Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Spellcaster
This unit can cast spells.
Faction Availability | |
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The Realm of Chaos | |
The Lost God |