Tzarina Katarin
Tzarina Katarin is the greatest Ice Witch for generations, capable of arcane feats not seen since the Khan-Queens of old.Ascending to the throne and crown in the wake of her father's bloody death fighting against the hordes of Chaos, Katarin has wasted no time cementing her grip upon Kislev. She is, in every way, a totalitarian ruler. She is stern and unflinching and will readily have rivals removed by agents of the crown if she cannot win them over with cold reason. The base of Katarin's power, beyond hereditary right, is her extraordinary magical prowess. She is the greatest Ice Witch for generations, capable of magical feats more deadly and devastating than any other Ice Witch in Kislev.
Unit Name Tzarina Katarin |
Main Unit Key wh3_main_ksl_cha_katarin_0 |
Land Unit Key wh3_main_ksl_cha_katarin_0 |
Land Unit Group Parents Lords |
Land Unit Group Wizard |
Caste Lord |
Category Melee Infantry |
Class Command |
Custom Battle Cost 550 |
Recruitment Cost 1000 |
Upkeep Cost 250 |
Number of Units 1 |
3888 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1_wh3_katarin_staff_and_sword |
├ Man Entity wh3_main_ksl_katarin_hero_blood |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 3880 |
800 |
└ Man Mass 800.0000 |
15 |
├ Armour wh2_main_leather_15 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 80 |
46 |
└ Man Speed 46 |
Melee Attack 50 |
45 |
400 |
├ Melee Weapon wh3_main_ksl_tzarina_katarin_sword |
├ Base Weapon Damage 260 |
├ Armour-Piercing Weapon Damage 140 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 20 |
Abilities
-
Ice Shard
A mighty spike of the hardest ice blasts forth to impale ranks of enemies like a well-aimed cannonball from below. -
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. -
Stand Your Ground!
On the battlefield, the craven's path is an easy one, but for those champions that choose to stand? Fortune will surely favour them and their troops.
Melee Defence +24
Leadership +16
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. - Decent Melee Combatant
Despite being primarily a missile unit or spellcaster, this unit can also hold its own ground when fighting in melee.
Faction Availability | |
---|---|
The Realm of Chaos | |
The Lost God |