PARTY LEADERS
Each Party Leader is a Coven Witch with access to a single Witch Spell that may be chosen from the list of witch spells. The Coven Witch may be equipped with any equipment and light armor at normal points cost.
Coven Guard (30 pts)
Coven Guards are members of the coven focused more on physical security for the other members of the coven. They still take part in the rituals and learning of spells but it is less intensive than other members.
MV WND #ATT ATT DEF MIS ARC DISC PTS
Coven Guard 5 15 1 4 4 3 6 6 30
Special Rules:
-Weapons Cache: the Coven Guard may provide one hand weapon to each member of their party at no points cost.
-Magical Blast: The Coven Guard has learned a simple magical attack that they can use once per turn at no Spell Point cost. The attack is resolved like a missile attack but uses ARC. The attack has a range of 4"/7"/10" and does 1d10 damage.
Coven Herbalist (30 pts)
Coven Herbalists spend time gathering the plants and other ingredients necessary to cast spells. They also work with poisons and potions of various stripes.
MV WND #ATT ATT DEF MIS ARC DISC PTS
Coven Herbalist 5 12 1 3 3 3 7 5 30
Special Rules:
-Poison Weapons: The Herbalist may provide poison for one weapon per party member. This poison adds +1D4 to the weapon's Damage Modifier.
-Healing Potion: (5 pts per potion) Each potion is a single use and may be used by a party member who has at least 1 Wound remaining or administered by another party member if the recipient is reduced to 0 Wounds. The potion returns 2D10 Wounds (may not exceed initial Wound rating).
-Acid Bomb: (7 pts per bomb) A MIS Test with ranges of 3"/6"/9" a successful hit does 3D10+1 damage to each model within 2" of the target of the bomb
Coven Mystic (30 pts)
Coven Mystics spend much of their time focusing on learning new spells and how to use the corrupted words of power.
MV WND #ATT ATT DEF MIS ARC DISC PTS
Coven Mystic 5 12 1 3 3 3 8 5 30
Special Rules:
-Additional Spells: The Mystic gets 2 more spells, one can be chosen but the other must be chosen randomly by rolling on the list of spells.
SPELL POINTS
The Coven Witches are allotted a number of Spell Points equal to their ARC rating plus any additional Spell Points granted by artifacts or other party members. The number of Spell Points is refreshed at the start of each battle.
WITCH SPELLS FOR SKIRMISH
The following changes to the Witch spells from the WarGods of Aegyptus rulebook are to better be useful in this skirmish setting. Those spells without any rules below will follow the information in the rulebook.
1-HEX (1 SP)
2-SPECTRAL HAND (2 SP) D10+1 wounds
MV WND #ATT ATT DEF MIS ARC DISC
8 4 1 6 3 - 5 2
3-KISS OF THE LEECH (1 SP)
Against non-sorcerers D5 wounds to target if successful to gain 2 SP
4-BURNING EFFIGY (2 SP)
If successful does D10+1 wounds to target
5-CURSE OF MANIACAL LAUGHTER (2 SP)
6-PYTHONIC TRANSFORMATION (2 SP)
7-QUIVER OF VIPERS (2 SP)
Viper attack D10 wounds
8-FEAST OF CARRION (3 SP) D10+1 wounds
MV WND #ATT ATT DEF MIS ARC DISC
10 3 2 4 3 - 5 3
9-INSIDIOUS DEMENTIA (3 SP)
ARC test against single target. If successful the Witch gains control of the target and immediately places a Command Counter. To regain control, the target makes a DISC save at the beginning of each turn to regain control.
10-MUNDANE MASKING (3 SP)
Cast before the battle and covers each member of the party. Enemy models must make an ARC test against the target model to be able to attack or cast spells against that model. Once a model covered by Mundane Masking is successfully targeted it loses the masking for the rest of that scenario.