Kossars (Spears)
A Kossar always warrants respect, for the working man represents the true spirit of the Motherland.While Kossars fight in regiments, they are not necessarily the most disciplined warriors, at least on the face of it. These hard-living hunters and trappers, drawn from the layfolk of Kislev, are fatalistic about the bitterness of warfare, drinking together by the fire at night and singing raucous anthems as they march, joking constantly at one another’s expense. They wear light armour, if any at all. This grants them great freedom of movement and enables their already impressive stamina to shine through.
Unit Name Kossars (Spears) |
Main Unit Key wh3_main_ksl_inf_kossars_1 |
Land Unit Key wh3_main_ksl_inf_kossars_1 |
Land Unit Group Parents Missile Infantry |
Land Unit Group Missile & Spear Infantry |
Caste Missile Infantry |
Category Missile Infantry |
Class Missile Infantry |
Custom Battle Cost 500 |
Recruitment Cost 500 |
Upkeep Cost 125 |
Number of Units 90 |
6390 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1c_wh3_kislev_spear_and_bow |
├ Man Entity wh3_main_ksl_inf_kossars |
├ Man Hit Points 8 |
├ Num Men 90 |
└ Bonus Hit Points 63 |
100 |
└ Man Mass 100.0000 |
15 |
├ Armour wh2_main_leather_15 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 60 |
33 |
└ Man Speed 33 |
Melee Attack 20 |
30 |
25 |
├ Melee Weapon wh3_main_ksl_kossar_spear |
├ Base Weapon Damage 20 |
├ Armour-Piercing Weapon Damage 5 |
├ Bonus vs. Large 15 |
└ Bonus vs. Infantry 0 |
Charge Bonus 4 |
Ammunition 20 |
Range 140 |
17 |
├ Missile Weapon wh3_main_ksl_bow_kossars |
├ Projectile wh3_main_ksl_bow_kossars |
├ Base Missile Damage 16 |
├ Armour-Piercing Missile Damage 3 |
├ Number of Projectiles 1 |
├ Shots per volley 1 |
└ Reload Time 11 |
Accuracy 10 |
Reload Skill 0 |
Abilities
-
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.
Attributes
-
Charge Defence vs. Large
When bracing, this unit negates the charge bonus of any large attacker. -
Charge Reflection
When bracing, this unit deals additional damage when attacking charging enemies. -
Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Hybrid Unit
This unit is primarily a melee unit, but has missile capability too - Weak Against Armour
This unit's attack can hardly punch through armour and is thus wasted on heavily armoured enemies. - Anti-Large
Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
Faction Availability | |
---|---|
The Realm of Chaos | |
The Lost God |