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HomeHome / Total War: WARHAMMER III / The Ice Court / Units / Tzarina Katarin (War Bear)
Tzarina Katarin (War Bear) The Ice CourtThe Ice Court Lords

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.

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.

Tzarina Katarin (War Bear)

Unit Name

Tzarina Katarin (War Bear)

Main Unit Key

wh3_main_ksl_cha_katarin_2

Land Unit Key

wh3_main_ksl_cha_katarin_2

Land Unit Group Parents

Lords

Land Unit Group

Wizard

Caste

Lord

Category

War Beast

Class

Command

Custom Battle Cost

1000

Recruitment Cost

1450

Upkeep Cost

362

Number of Units

1

Hit Points

5088

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_wh3_katarin_be1_warbear_staff_and_sword

├ Man Entity

wh3_main_ksl_katarin_hero_blood

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

5080

Mass

800

└ Man Mass

800.0000

Armour

75

├ Armour

wh2_main_plate_75

├ Shield

none

Missile Block Chance

0

Leadership

80

Speed

46

└ Man Speed

46

Melee Attack

50

Melee Defence

45

Weapon Strength

400

├ Melee Weapon

wh3_main_ksl_war_bear_katarin

Base Weapon Damage

120

Armour-Piercing Weapon Damage

280

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

50

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

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • 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.
  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Decent Melee Combatant
    Despite being primarily a missile unit or spellcaster, this unit can also hold its own ground when fighting in melee.
  • Armour-Piercing
    The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.