|Witches are women who practice the Lesser arts.
Less directly confrontational than their male equivalents, the Warlocks. The Witches have
a list of more subtly disruptive Spells.
|Warbands Allowed: All except
Sisters of Sigmar, Dwarves, and Witch Hunters.
|Skill Categories: Academic
|Weapons and Armor: Staff,
Witch Spells. The Witch starts with 2 of the following Witch Spells (roll
randomly). Should the Witch gain a skill raise, she may choose to randomly generate a new
Spell from the following list instead.
|1. Witch Fire: An eerie
glowing light appears around the targeted model, preventing him from hiding and granting a
+1 bonus to all ranged attacks against him. In each of the targets Recovery Phases roll a
d6. On a 1-3 the light flickers out, on a 4-6 it stays in place. Difficulty: 7, R:
|2. Witches Curse: The targeted
model is striken by clumsiness and ill luck. The model always strikes last for the
remainder of the battle, after 2Handed Weapon strikes are resolved. Difficulty: 9; R:
|3. Boils: The targeted model
must roll under its T or break out in numerous painful boils that hurt so much the model
becomes temporarily Stunned regardless of Wounds. Difficulty: 8; R: 12".
|4. Magic Broom: The
witch perches on a broom or staff and flies 12" in any direction, up or down. If she
moves into base contact with an enemy she counts as charging. If she charges a fleeing
enemy, she scores 1 automatic hit, then her opponent flees again. Difficulty: 7
|5. Witches Hex: The target
must re-roll all his successful dice rolls. Second roll stands, pass or fail. Lasts until
Witches next Recovery phase. Difficulty: 7, R: 8".
|6. Bewitched: The targeted
model must make a Ld roll on 3d6 (yes, 3d6) everytime he wants to attack the Witch for the
rest of the battle. Difficulty: 6, R: 6".