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HomeHome / Total War: WARHAMMER III / The Ice Court / Units / Elemental Bear
Elemental Bear The Ice CourtThe Ice Court Monsters & Beasts

Elemental Bear

Just as Kislev's people fight to safeguard their land, so too will the land fight for its people.

Some say that Kislev is alive, a Motherland which cares for its people and defends them in times of war. Outsiders call these claims old wives’ tales – but those who have seen the land literally rise up and fight know better. Elemental Bears are creatures of magical wrath, brought into sentience by the faith and devotion of the Kislevite people, and imbued with the spirit of the land. Massive, terrifying and crackling with magical energy, they are a brutal force of nature rising from the earth to fight beside Kislev's children.

Elemental Bear

Unit Name

Elemental Bear

Main Unit Key

wh3_main_ksl_mon_elemental_bear_0

Land Unit Key

wh3_main_ksl_mon_elemental_bear_0

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

Monster

Caste

Monster

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1900

Recruitment Cost

2200

Upkeep Cost

500

Number of Units

1

Hit Points

10488

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

be1_wh3_elemental_bear

├ Man Entity

wh3_main_ksl_mon_elemental_bear

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

10480

Mass

9000

└ Man Mass

9000.0000

Armour

90

├ Armour

wh2_main_body_90

├ Shield

none

Missile Block Chance

0

Leadership

100

Speed

48

└ Man Speed

48

Melee Attack

48

Melee Defence

30

Weapon Strength

600

├ Melee Weapon

wh3_main_ksl_elemental_bear

Base Weapon Damage

150

Armour-Piercing Weapon Damage

450

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

25

Abilities

  • Elemental Breath
    When the land itself fights back, the enemy is petrified by its freezing touch, meaning the slightest gust will see them shatter into dust.
  • 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%
  • The Chilling Aura
    As if the enemy were caught in a blizzard or wading through treacle, the ice-cold aura slows any unit within range to a near-standstill.
    Speed x 70%

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.
  • Causes Terror
    This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • Unbreakable
    This unit does not suffer any form of leadership loss and will never rout.

Strengths & Weaknesses

  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Causes Terror
    This unit can [[img:ui/battle ui/ability_icons/causes_terror.png]]cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and [[img:ui/battle ui/ability_icons/causes_fear.png]]fear themselves.
  • 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.
  • Unbreakable
    This unit does not suffer any form of leadership loss and will never rout.