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The Great Orthodoxy Units
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 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
Number of Units
|
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence. |
Mass
The weight of the unit. |
Armour
How resistant a unit is to missile fire and melee attacks. |
Leadership
A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
Speed
This is how fast a unit moves. |
Melee Attack
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. |
Melee Defence
This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
Weapon Strength
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. |
Charge Bonus
This increases a unit's melee attack and damage when charging. |
Ammunition
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. |
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
Missile Strength
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 |
Lords /
Halberd Infantry / wh3_main_ksl_cha_boris_0 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 |
Lords /
Cavalry / wh3_main_ksl_cha_boris_1 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 |
Lords /
Cavalry / wh3_main_ksl_cha_boris_2 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 |
Lords /
Axe Infantry / wh3_main_ksl_cha_boyar_0 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 |
Lords /
Cavalry / wh3_main_ksl_cha_boyar_1 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 |
Lords /
Cavalry / wh3_main_ksl_cha_boyar_2 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 |
Lords /
Wizard / wh3_main_ksl_cha_ice_witch_ice_0 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 |
Lords /
Wizard / wh3_main_ksl_cha_ice_witch_ice_1 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 |
Lords /
Wizard / wh3_main_ksl_cha_ice_witch_ice_2 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 |
Lords /
Wizard / wh3_main_ksl_cha_ice_witch_tempest_0 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 |
Lords /
Wizard / wh3_main_ksl_cha_ice_witch_tempest_1 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 |
Lords /
Wizard / wh3_main_ksl_cha_ice_witch_tempest_2 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 |
Lords /
Wizard / wh3_main_ksl_cha_katarin_0 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 |
Lords /
Wizard / wh3_main_ksl_cha_katarin_1 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 |
Lords /
Wizard / wh3_main_ksl_cha_katarin_2 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 |
Lords /
Patriarch / wh3_main_ksl_cha_kostaltyn_0 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 |
Lords /
Patriarch / wh3_main_ksl_cha_kostaltyn_1 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 |
Lords /
Patriarch / wh3_main_ksl_cha_kostaltyn_2 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
|
Number of Units
|
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence. |
Mass
The weight of the unit. |
Armour
How resistant a unit is to missile fire and melee attacks. |
Leadership
A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
Speed
This is how fast a unit moves. |
Melee Attack
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. |
Melee Defence
This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
Weapon Strength
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. |
Charge Bonus
This increases a unit's melee attack and damage when charging. |
Ammunition
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. |
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
Missile Strength
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 |
Heroes /
Wizard / wh3_main_ksl_cha_frost_maiden_ice_0 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 |
Heroes /
Wizard / wh3_main_ksl_cha_frost_maiden_ice_1 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 |
Heroes /
Wizard / wh3_main_ksl_cha_frost_maiden_ice_2 Frost Maiden (Ice) (War Bear) Any who mistake her youth for weakness will soon find themselves in a frozen grave. |
|||||||||||||||||||||
850 | 1100 | 275 | 1 | 4420 | 600 | 75 | 60 | 46 | 45 | 30 | 285 | 50 | ||||||||||
22 |
Heroes /
Wizard / wh3_main_ksl_cha_frost_maiden_tempest_0 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 |
Heroes /
Wizard / wh3_main_ksl_cha_frost_maiden_tempest_1 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 |
Heroes /
Wizard / wh3_main_ksl_cha_frost_maiden_tempest_2 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 |
Heroes /
Patriarch / wh3_main_ksl_cha_patriarch_0 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 |
Heroes /
Patriarch / wh3_main_ksl_cha_patriarch_1 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 |
Heroes /
Patriarch / wh3_main_ksl_cha_patriarch_2 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
|
Number of Units
|
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence. |
Mass
The weight of the unit. |
Armour
How resistant a unit is to missile fire and melee attacks. |
Leadership
A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
Speed
This is how fast a unit moves. |
Melee Attack
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. |
Melee Defence
This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
Weapon Strength
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. |
Charge Bonus
This increases a unit's melee attack and damage when charging. |
Ammunition
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. |
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
Missile Strength
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 |
Infantry /
Pistol & Axe Infantry / wh3_main_ksl_inf_armoured_kossars_0 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 |
Infantry /
Pistol & Greatmace Infantry / wh3_main_ksl_inf_armoured_kossars_1 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 |
Infantry /
Sword Infantry / wh3_main_ksl_inf_tzar_guard_0 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 |
Infantry /
Greatsword Infantry / wh3_main_ksl_inf_tzar_guard_1 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 |
Infantry /
Greatsword Infantry / wh3_twa06_ksl_inf_tzar_guard_ror_0 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
|
Number of Units
|
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence. |
Mass
The weight of the unit. |
Armour
How resistant a unit is to missile fire and melee attacks. |
Leadership
A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
Speed
This is how fast a unit moves. |
Melee Attack
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. |
Melee Defence
This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
Weapon Strength
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. |
Charge Bonus
This increases a unit's melee attack and damage when charging. |
Ammunition
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. |
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
Missile Strength
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 |
Missile Infantry /
Bow & Axe Infantry / wh3_main_ksl_inf_kossars_0 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 |
Missile Infantry /
Missile & Spear Infantry / wh3_main_ksl_inf_kossars_1 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 |
Missile Infantry /
Gun-Greataxe Infantry / wh3_main_ksl_inf_streltsi_0 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 |
Missile Infantry /
Bow & Dual Sword Infantry / wh3_main_ksl_inf_ice_guard_1 Ice Guard (Swords) Wielding magic and might in equal measure, the Ice Guard execute the unyielding will of the Tzarina herself. |
|||||||||||||||||||||
1100 | 1100 | 275 | 80 | 7040 | 100 | 50 | 75 | 36 | 42 | 36 | 32 | 16 | 22 | 160 | 24 | |||||||
37 |
Missile Infantry /
Bow & Glaive Infantry / wh3_main_ksl_inf_ice_guard_0 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
|
Number of Units
|
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence. |
Mass
The weight of the unit. |
Armour
How resistant a unit is to missile fire and melee attacks. |
Leadership
A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
Speed
This is how fast a unit moves. |
Melee Attack
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. |
Melee Defence
This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
Weapon Strength
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. |
Charge Bonus
This increases a unit's melee attack and damage when charging. |
Ammunition
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. |
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
Missile Strength
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 |
Cavalry & Chariots /
Cavalry / wh3_main_ksl_cav_horse_raiders_0 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 |
Cavalry & Chariots /
Shock Cavalry / wh3_main_ksl_cav_winged_lancers_0 Winged Lancers Many is the regiment who has broken and run rather than be crushed beneath the thunderous hooves of Kislev's legendary cavalry. |
|||||||||||||||||||||
850 | 850 | 213 | 60 | 6000 | 100 | 80 | 70 | 33 | 26 | 26 | 30 | 70 | ||||||||||
40 |
Cavalry & Chariots /
Shock Cavalry / wh3_main_ksl_cav_gryphon_legion_0 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 |
Cavalry & Chariots /
Bear Cavalry / wh3_main_ksl_cav_war_bear_riders_1 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. |
|||||||||||||||||||||
1600 | 1600 | 400 | 16 | 8128 | 100 | 100 | 70 | 33 | 46 | 34 | 110 | 38 | ||||||||||
42 |
Cavalry & Chariots /
Bear Cavalry / wh3_twa07_ksl_cav_war_bear_riders_ror_0 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. |
|||||||||||||||||||||
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
|
Number of Units
|
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence. |
Mass
The weight of the unit. |
Armour
How resistant a unit is to missile fire and melee attacks. |
Leadership
A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
Speed
This is how fast a unit moves. |
Melee Attack
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. |
Melee Defence
This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
Weapon Strength
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. |
Charge Bonus
This increases a unit's melee attack and damage when charging. |
Ammunition
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. |
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
Missile Strength
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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43 |
Missile Cavalry & Chariots /
Missile Cavalry / wh3_main_ksl_cav_horse_archers_0 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 |
Missile Cavalry & Chariots /
Missile Sled / wh3_main_ksl_veh_light_war_sled_0 Light War Sleds Even the cruellest elements are no obstacle to the Motherland's sturdy War Sleds. |
|||||||||||||||||||||
1100 | 1100 | 275 | 4 | 6024 | 1700 | 50 | 70 | 75 | 34 | 26 | 88 | 38 | 120 | 130 | 34 | |||||||
45 |
Missile Cavalry & Chariots /
Missile Sled / wh3_main_ksl_veh_heavy_war_sled_0 Heavy War Sleds Large sleds drawn by the fiercest of War Bears pack a crushing punch when pulled at speed into ordered enemy battlelines. |
|||||||||||||||||||||
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
|
Number of Units
|
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence. |
Mass
The weight of the unit. |
Armour
How resistant a unit is to missile fire and melee attacks. |
Leadership
A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
Speed
This is how fast a unit moves. |
Melee Attack
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. |
Melee Defence
This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
Weapon Strength
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. |
Charge Bonus
This increases a unit's melee attack and damage when charging. |
Ammunition
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. |
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
Missile Strength
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 |
Monsters & Beasts /
War Beast / wh3_main_ksl_mon_snow_leopard_0 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 |
Monsters & Beasts /
Monster / wh3_main_ksl_mon_elemental_bear_0 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 |
Monsters & Beasts /
Monster / wh3_twa08_ksl_mon_elemental_bear_0_ror 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
|
Number of Units
|
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence. |
Mass
The weight of the unit. |
Armour
How resistant a unit is to missile fire and melee attacks. |
Leadership
A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
Speed
This is how fast a unit moves. |
Melee Attack
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. |
Melee Defence
This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
Weapon Strength
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. |
Charge Bonus
This increases a unit's melee attack and damage when charging. |
Ammunition
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. |
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
Missile Strength
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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49 |
Artillery & War Machines /
Siege Artillery / wh3_main_ksl_veh_little_grom_0 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 | |||||||
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