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Units
- Lords (18)
- Heroes (9)
- Infantry (5)
- Missile Infantry (5)
- Cavalry & Chariots (5)
- Missile Cavalry & Chariots (3)
- Monsters & Beasts (3)
- Artillery & War Machines (1)
Lords | ||||||||||||||||||||||
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No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
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1 |
![]() ![]() Boris Ursus The Tzar of Tzars, the true believer, reborn to light in Kislev's darkest hour. |
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1200 | 1200 | 300 | 1 | 4672 | 1100 | 85 | 75 | 34 | 50 | 55 | 430 | 40 | ||||||||||
2 |
![]() ![]() Boris Ursus (Warhorse) The Tzar of Tzars, the true believer, reborn to light in Kislev's darkest hour. |
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1400 | 1400 | 350 | 1 | 5072 | 1100 | 105 | 75 | 34 | 50 | 55 | 430 | 65 | ||||||||||
3 |
![]() ![]() Boris Ursus (Urskin) The Tzar of Tzars, the true believer, reborn to light in Kislev's darkest hour. |
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1600 | 1600 | 400 | 1 | 6372 | 1100 | 105 | 75 | 34 | 50 | 55 | 490 | 65 | ||||||||||
4 |
![]() ![]() Boyar Though all Kislevites are equal in the eyes of the Motherland's gods, a Boyar is born to rule. His authority is absolute. |
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750 | 1000 | 250 | 1 | 4068 | 800 | 85 | 70 | 34 | 50 | 40 | 430 | 45 | ||||||||||
5 |
![]() ![]() Boyar (Warhorse) Though all Kislevites are equal in the eyes of the Motherland's gods, a Boyar is born to rule. His authority is absolute. |
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950 | 1200 | 300 | 1 | 4672 | 800 | 105 | 70 | 34 | 50 | 40 | 430 | 65 | ||||||||||
6 |
![]() ![]() Boyar (War Bear) Though all Kislevites are equal in the eyes of the Motherland's gods, a Boyar is born to rule. His authority is absolute. |
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1250 | 1200 | 300 | 1 | 5308 | 800 | 105 | 70 | 34 | 55 | 40 | 430 | 65 | ||||||||||
7 |
![]() ![]() Ice Witch (Ice) Though her graceful bearing belies her deadly sorcery, the power of Winter itself flows through her veins. |
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400 | 1000 | 300 | 1 | 3688 | 600 | 15 | 65 | 38 | 40 | 35 | 320 | 20 | ||||||||||
8 |
![]() ![]() Ice Witch (Ice) (Warhorse) Though her graceful bearing belies her deadly sorcery, the power of Winter itself flows through her veins. |
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600 | 1100 | 300 | 1 | 4088 | 600 | 45 | 65 | 38 | 40 | 35 | 320 | 40 | ||||||||||
9 |
![]() ![]() Ice Witch (Ice) (War Bear) Though her graceful bearing belies her deadly sorcery, the power of Winter itself flows through her veins. |
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900 | 1100 | 300 | 1 | 4688 | 600 | 75 | 65 | 38 | 50 | 35 | 320 | 50 | ||||||||||
10 |
![]() ![]() Ice Witch (Tempest) By definition, the Ice Witch has delved into the most tempestuous of magical lores. |
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400 | 1000 | 300 | 1 | 3688 | 600 | 15 | 65 | 38 | 40 | 35 | 320 | 20 | ||||||||||
11 |
![]() ![]() Ice Witch (Tempest) (Warhorse) By definition, the Ice Witch has delved into the most tempestuous of magical lores. |
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600 | 1100 | 300 | 1 | 4088 | 600 | 45 | 65 | 38 | 40 | 35 | 320 | 40 | ||||||||||
12 |
![]() ![]() Ice Witch (Tempest) (War Bear) By definition, the Ice Witch has delved into the most tempestuous of magical lores. |
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900 | 1100 | 300 | 1 | 4688 | 600 | 75 | 65 | 38 | 50 | 35 | 320 | 50 | ||||||||||
13 |
![]() ![]() Tzarina Katarin Tzarina Katarin is the greatest Ice Witch for generations, capable of arcane feats not seen since the Khan-Queens of old. |
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550 | 1000 | 250 | 1 | 3888 | 800 | 15 | 80 | 46 | 50 | 45 | 400 | 20 | ||||||||||
14 |
![]() ![]() Tzarina Katarin (Warhorse) Tzarina Katarin is the greatest Ice Witch for generations, capable of arcane feats not seen since the Khan-Queens of old. |
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750 | 1100 | 275 | 1 | 4288 | 800 | 45 | 80 | 46 | 50 | 45 | 400 | 40 | ||||||||||
15 |
![]() ![]() Tzarina Katarin (War Bear) Tzarina Katarin is the greatest Ice Witch for generations, capable of arcane feats not seen since the Khan-Queens of old. |
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1000 | 1450 | 362 | 1 | 5088 | 800 | 75 | 80 | 46 | 50 | 45 | 400 | 50 | ||||||||||
16 |
![]() ![]() Kostaltyn To disobey the Supreme Patriarch is to disobey Ursun himself. All deemed guilty of such heresy will pay an agonising price. |
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900 | 1100 | 300 | 1 | 5072 | 800 | 20 | 80 | 34 | 60 | 40 | 380 | 30 | ||||||||||
17 |
![]() ![]() Kostaltyn (Warhorse) To disobey the Supreme Patriarch is to disobey Ursun himself. All deemed guilty of such heresy will pay an agonising price. |
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1100 | 1100 | 325 | 1 | 5708 | 800 | 50 | 80 | 34 | 60 | 40 | 380 | 50 | ||||||||||
18 |
![]() ![]() Kostaltyn (War Bear) To disobey the Supreme Patriarch is to disobey Ursun himself. All deemed guilty of such heresy will pay an agonising price. |
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1300 | 1300 | 325 | 1 | 6108 | 800 | 75 | 80 | 34 | 60 | 40 | 460 | 60 | ||||||||||
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Heroes | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
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19 |
![]() ![]() Frost Maiden (Ice) Any who mistake her youth for weakness will soon find themselves in a frozen grave. |
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300 | 1000 | 250 | 1 | 3420 | 600 | 15 | 60 | 46 | 35 | 30 | 285 | 15 | ||||||||||
20 |
![]() ![]() Frost Maiden (Ice) (Warhorse) Any who mistake her youth for weakness will soon find themselves in a frozen grave. |
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500 | 1100 | 275 | 1 | 3820 | 600 | 45 | 60 | 46 | 35 | 30 | 285 | 35 | ||||||||||
21 |
![]() ![]() Frost Maiden (Ice) (War Bear) Any who mistake her youth for weakness will soon find themselves in a frozen grave. |
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850 | 1100 | 275 | 1 | 4420 | 600 | 75 | 60 | 46 | 45 | 30 | 285 | 50 | ||||||||||
22 |
![]() ![]() Frost Maiden (Tempest) Trained in the secrets of Ice Court since she was a girl, now wielding power most could only dream of. |
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300 | 1000 | 250 | 1 | 3420 | 600 | 15 | 60 | 46 | 35 | 30 | 285 | 15 | ||||||||||
23 |
![]() ![]() Frost Maiden (Tempest) (Warhorse) Trained in the secrets of Ice Court since she was a girl, now wielding power most could only dream of. |
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500 | 1100 | 275 | 1 | 3820 | 600 | 45 | 60 | 46 | 35 | 30 | 285 | 35 | ||||||||||
24 |
![]() ![]() Frost Maiden (Tempest) (War Bear) Trained in the secrets of Ice Court since she was a girl, now wielding power most could only dream of. |
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850 | 1100 | 275 | 1 | 4420 | 600 | 75 | 60 | 46 | 45 | 30 | 285 | 50 | ||||||||||
25 |
![]() ![]() Patriarch Believe in the Great Orthodoxy! Believe in the Motherland! Faith is all the armour any man needs! |
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350 | 1000 | 250 | 1 | 3420 | 600 | 20 | 70 | 34 | 35 | 30 | 360 | 20 | ||||||||||
26 |
![]() ![]() Patriarch (Warhorse) Believe in the Great Orthodoxy! Believe in the Motherland! Faith is all the armour any man needs! |
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550 | 1100 | 275 | 1 | 3820 | 600 | 50 | 70 | 34 | 35 | 30 | 360 | 40 | ||||||||||
27 |
![]() ![]() Patriarch (War Bear) Believe in the Great Orthodoxy! Believe in the Motherland! Faith is all the armour any man needs! |
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850 | 1100 | 275 | 1 | 4420 | 600 | 75 | 70 | 34 | 45 | 30 | 360 | 50 | ||||||||||
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Infantry | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
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28 |
![]() ![]() Armoured Kossars The Motherland's finest warriors fight tirelessly, knowing that a well-earned drink or twelve awaits all who survive the battle. |
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650 | 650 | 163 | 90 | 7380 | 125 | 80 | 65 | 30 | 36 | 40 | 32 | 12 | 6 | 90 | 23 | |||||||
29 |
![]() ![]() Armoured Kossars (Great Weapons) Kislev's military elite, bearing their heavy armour and heavier weapons without complaint. Tomorrow brings rest, but today they fight. |
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700 | 700 | 175 | 90 | 7380 | 125 | 80 | 65 | 30 | 36 | 34 | 36 | 20 | 6 | 90 | 23 | |||||||
30 |
![]() ![]() Tzar Guard For the sake of all Kislev, the Tzarina permits her personal bodyguards to fight alongside the common man. |
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1000 | 1000 | 250 | 80 | 8800 | 150 | 90 | 75 | 30 | 36 | 50 | 42 | 18 | ||||||||||
31 |
![]() ![]() Tzar Guard (Great Weapons) Those Kossars who fight hardest and longest for the Motherland's freedom are granted the honour of serving the Tzars themselves. |
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1100 | 1100 | 275 | 80 | 8800 | 150 | 90 | 75 | 30 | 40 | 36 | 42 | 22 | ||||||||||
32 |
![]() ![]() Dazh's Hearth-Blades (Tzar Guard - Great Weapons) Hail Dazh the Sun God, whose molten fire sets the swords of Kislev ablaze, searing the flesh of all foes! |
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1400 | 1400 | 350 | 80 | 8800 | 150 | 90 | 85 | 30 | 50 | 45 | 42 | 22 | ||||||||||
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Missile Infantry | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
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33 |
![]() ![]() Kossars Workers and warriors of forest and field, their proud hearts armouring them against elements and enemies alike. |
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450 | 450 | 113 | 90 | 6390 | 100 | 15 | 60 | 33 | 28 | 26 | 28 | 12 | 20 | 140 | 17 | |||||||
34 |
![]() ![]() Kossars (Spears) A Kossar always warrants respect, for the working man represents the true spirit of the Motherland. |
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500 | 500 | 125 | 90 | 6390 | 100 | 15 | 60 | 33 | 20 | 30 | 25 | 4 | 20 | 140 | 17 | |||||||
35 |
![]() ![]() Streltsi For distant cowards, the barrel of the gun. For nearby fools, the blade of the axe. |
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850 | 850 | 213 | 90 | 6930 | 125 | 70 | 70 | 30 | 28 | 28 | 34 | 12 | 20 | 140 | 17 | |||||||
36 |
![]() ![]() Ice Guard (Swords) Wielding magic and might in equal measure, the Ice Guard execute the unyielding will of the Tzarina herself. |
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1100 | 1100 | 275 | 80 | 7040 | 100 | 50 | 75 | 36 | 42 | 36 | 32 | 16 | 22 | 160 | 24 | |||||||
37 |
![]() ![]() Ice Guard (Glaives) Few have faced the magically-augmented warrior women of the Ice Court and lived to tell the tale. |
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1150 | 1200 | 300 | 80 | 7040 | 100 | 50 | 75 | 36 | 32 | 40 | 28 | 10 | 22 | 160 | 24 | |||||||
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Cavalry & Chariots | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
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38 |
![]() ![]() Kossovite Dervishes On the freezing oblasts of Kislev, man and mount must live, die – and kill – as one. |
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450 | 450 | 113 | 60 | 5160 | 100 | 25 | 60 | 33 | 28 | 24 | 28 | 40 | ||||||||||
39 |
![]() ![]() Winged Lancers Many is the regiment who has broken and run rather than be crushed beneath the thunderous hooves of Kislev's legendary cavalry. |
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850 | 850 | 213 | 60 | 6000 | 100 | 80 | 70 | 33 | 26 | 26 | 30 | 70 | ||||||||||
40 |
![]() ![]() Gryphon Legion Though any wealthy soul can hire these elite horsemen, all the coin in the Motherland could not make them turn upon their queen. |
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1150 | 1150 | 288 | 60 | 6480 | 100 | 110 | 75 | 33 | 34 | 32 | 40 | 72 | ||||||||||
41 |
![]() ![]() War Bear Riders There is no more sacred an animal to the Motherland than the mighty bear. Its savage fury must be respected before it can be harnessed. |
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1600 | 1600 | 400 | 16 | 8128 | 100 | 100 | 70 | 33 | 46 | 34 | 110 | 38 | ||||||||||
42 |
![]() ![]() Oath-Brothers of Tor (War Bear Riders) The elemental might of Tor blesses the weapons of his Oath-Brothers, as lightning flashes with every swing of their blades. |
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1800 | 1800 | 450 | 16 | 8128 | 100 | 100 | 80 | 33 | 57 | 43 | 110 | 38 | ||||||||||
|
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Missile Cavalry & Chariots | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
|||||
43 |
![]() ![]() Horse Archers The roving vanguard of Kislev's armies are sworn to protect the Motherland's desolate borders from all who threaten her. |
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550 | 550 | 138 | 60 | 4980 | 100 | 25 | 60 | 33 | 26 | 24 | 28 | 30 | 18 | 140 | 17 | |||||||
44 |
![]() ![]() Light War Sleds Even the cruellest elements are no obstacle to the Motherland's sturdy War Sleds. |
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1100 | 1100 | 275 | 4 | 6024 | 1700 | 50 | 70 | 75 | 34 | 26 | 88 | 38 | 120 | 130 | 34 | |||||||
45 |
![]() ![]() Heavy War Sleds Large sleds drawn by the fiercest of War Bears pack a crushing punch when pulled at speed into ordered enemy battlelines. |
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1350 | 1350 | 338 | 4 | 6624 | 2300 | 110 | 70 | 66 | 38 | 26 | 88 | 46 | 120 | 130 | 34 | |||||||
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Monsters & Beasts | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
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46 |
![]() ![]() Snow Leopard Should the Tzarina will it, even the ravenous beasts of the oblast will fight to protect the Motherland. |
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650 | 650 | 163 | 1 | 3180 | 1200 | 20 | 60 | 100 | 50 | 38 | 290 | 55 | ||||||||||
47 |
![]() ![]() Elemental Bear Just as Kislev's people fight to safeguard their land, so too will the land fight for its people. |
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1900 | 2200 | 500 | 1 | 10488 | 9000 | 90 | 100 | 48 | 48 | 30 | 600 | 25 | ||||||||||
48 |
![]() ![]() The Frozen Heart of Winter (Elemental Bear) More than a mere bear, this elemental creature has all the pride and rage of its vast, beleaguered Motherland distilled into its colossal, icy form. |
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2400 | 2400 | 600 | 1 | 10488 | 9000 | 90 | 100 | 48 | 59 | 38 | 600 | 25 | ||||||||||
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Artillery & War Machines | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() This determines the chance of a successful hit on the enemy when the unit is engaged in melee. Battle-hardened troops will gain experience through melee, improving this skill. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() The damage caused by a unit's weapon, split between base and armour piercing. Armour-piercing damage is always applied; base damage can be blocked by armour. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() The amount of ammunition this unit can carry into battle. Once this has been exhausted the unit will be forced to switch to melee to continue fighting. After the battle, ammunition is fully replenished. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() The damage caused by a missile attack, split between base and armour piercing. Armour-piercing damage is always applied, base damage can be blocked by armour. |
|||||
49 |
![]() ![]() Little Grom Countless slaves of Chaos have fallen to this ancient cannon's roaring fusillades. To fight alongside it stokes pride in any Kislevite heart. |
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1400 | 1400 | 350 | 1 | 5212 | 1700 | 105 | 70 | 35 | 40 | 28 | 110 | 25 | 22 | 450 | 475 | |||||||
|