Witch
 
 

 

 

 

 

 

 

 

 

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Witch

30 gold crowns to hire + 15 gold crowns upkeep.

As appeared in Town Cryer 13.
PDF at Downloads!

There are those practitioners of magic that dwell permanently within the depraved ruins of Mordheim. They are unable to find a place in society and live as hermits, conjuring their magicks in utter solitude. These creatures are witches and are often seen in the broken down houses and ruined shacks that litter the City of the Damned, stooped over bubbling cauldrons, sheltering from the rain. They are ancient and individual practitioners of magic, using many old spells, and methods that are older still. It is a lucky warband that can find and employ the services of a witch for they are reclusive and solitary individuals but can be swayed when the price or purpose suits them.

May be Hired: Any warband except Witch Hunters and Sisters of Sigmar.

Rating: Rating: A Witch increases the warband's rating by +14 points, plus 1 point for each experience point she has.

Profile

M

WS

BS

S

T

W

I

A

Ld

Wolf Priest

4 2 2 2 3 1 4 1 7
Weapons/Armor: Staff.

Skills:

Special Rules:

  • Wizard: The Witch has the ability to use magic and casts spells like any other wizard. She has two spells generated at random from the Charms ~ Hexes list. See below for details.
  • Recluse: Witches are very reclusive individuals and therefore difficult to employ. Even when they are found they may be reluctant to aid the warband no matter how much gold they offer. When attempting to hire a Witch the warband leader must roll a D6. If he or she can score a 4+ the Witch can be hired, otherwise the Witch shuns them and they will have to try again after their next battle.
  • Potions: The Witch is an expert as brewing all manner of curious concoctions. A single hero in the warband who have hired the Witch may partake of such a potion before the battle. Roll a D6 to discover the draught's effect.
    1 Debilitating: The potion is simply too potent for the hero and weakens them. They are at -1 Toughness for
    the whole of the next battle until they can roll a 6 on a D6 in the recovery phase to shrug off the ill effects.

    2-3 Strength. The hero is infused with strength as he quaffs the potion. He is at +1 Strength until he rolls a 1 on a D6 in the recovery phase.

    4-5 Resilience. An inner resilience passes through the hero. He is at +1 to Toughness until he rolls a 1 on a D6 in the recovery phase.

    6 Fortitude. The hero's constitution is increased and he feels ready to take anyone on. He gains an extra wound for the whole battle. However, once lost the wound cannot be restored.

  • Reluctant: Whilst she is happy to use her magic to aid the warband, the Witch is reluctant to enter the fray herself. As such the Witch will never charge (although if charged she will defend herself) and will always try to stay at least 8" away from enemy models and must move away if she finds herself within this distance.

Charms & Hexes

Charms and Hexes are the magic of Witches. They involve copious amounts of spell ingredients and painstaking incantations but they can be devastating reducing enemies to pitiful wrecks and infusing comrades with almost incomprehensible luck

  1. Scry: The Witch uses ancient diving crystals to foretell the future and influence the actions of her comrades.
    For the duration of the turn one hero or henchman may re-roll D3 dice rolls and + or -1 to the result. Difficulty 6
  2. Curse: The Witch bestows a powerful curse on one of her enemies that saps their confidence and resolve.
    One enemy model within 12" of the Witch must re-roll all successful dice rolls for the duration of this and their next turn. Difficulty 6
  3. Dust of the Blind: Casting a handful of dust into the air, the Witch blows it around her, blinding her enemies.
    One enemy model within 16" of the Witch is struck instantly blind. They may not shoot, charge or run, are at half Weapon Skill and will move in a random direction at the start of their turn. The Blindness lasts until the Witch casts another spell or moves. Difficulty 9
  4. Age of Stone: Whispering words of ancient power the Witch causes an enemy to age rapidly before their very eyes, making them weak and feeble! One enemy model within 12" of the Witch will be severely debilitated and all of their characteristics are reduced by -1 for the duration of this and their next turn. Difficulty 8
  5. Warrior's Bane: Muttering a dark and malicious incantation the Witch causes a warrior's grip to loosen, making it almost impossible for them to attack. One enemy model within 18" of the Witch will be unable to use any of their weapons as they perpetually slip from their grasp. They will be unable to shoot and count as fighting with fists in hand-to-hand combat. The enchantment lasts for the duration of this and their next turn. Difficulty 7
  6. Cure: A faint aura extends from the Witch's body. All who are touched by it feel warmth and vitality flowing through their veins. All friendly models within 6" of the Witch have a single wound healed. In addition any Stunned or Knocked Down models may immediately stand up. Difficulty 6

 

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Last Modified : 21-Jan-2006 01:09 AM