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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.
1
1 Boris Ursus
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.
1200 1200 300 1 4672 1100 85 75 34 50 55 430 40
2
1 Boris Ursus (Warhorse)
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.
1400 1400 350 1 5072 1100 105 75 34 50 55 430 65
3
1 Boris Ursus (Urskin)
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.
1600 1600 400 1 6372 1100 105 75 34 50 55 490 65
4
1 Boyar
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.
750 1000 250 1 4068 800 85 70 34 50 40 430 45
5
1 Boyar (Warhorse)
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.
950 1200 300 1 4672 800 105 70 34 50 40 430 65
6
1 Boyar (War Bear)
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.
1250 1200 300 1 5308 800 105 70 34 55 40 430 65
7
1 Ice Witch (Ice)
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.
400 1000 300 1 3688 600 15 65 38 40 35 320 20
8
1 Ice Witch (Ice) (Warhorse)
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.
600 1100 300 1 4088 600 45 65 38 40 35 320 40
9
1 Ice Witch (Ice) (War Bear)
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.
900 1100 300 1 4688 600 75 65 38 50 35 320 50
10
1 Ice Witch (Tempest)
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.
400 1000 300 1 3688 600 15 65 38 40 35 320 20
11
1 Ice Witch (Tempest) (Warhorse)
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.
600 1100 300 1 4088 600 45 65 38 40 35 320 40
12
1 Ice Witch (Tempest) (War Bear)
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.
900 1100 300 1 4688 600 75 65 38 50 35 320 50
13
1 Tzarina Katarin
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.
550 1000 250 1 3888 800 15 80 46 50 45 400 20
14
1 Tzarina Katarin (Warhorse)
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.
750 1100 275 1 4288 800 45 80 46 50 45 400 40
15
1 Tzarina Katarin (War Bear)
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.
1000 1450 362 1 5088 800 75 80 46 50 45 400 50
16
1 Kostaltyn
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.
900 1100 300 1 5072 800 20 80 34 60 40 380 30
17
1 Kostaltyn (Warhorse)
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.
1100 1100 325 1 5708 800 50 80 34 60 40 380 50
18
1 Kostaltyn (War Bear)
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.
1300 1300 325 1 6108 800 75 80 34 60 40 460 60
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.
19
1 Frost Maiden (Ice)
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.
300 1000 250 1 3420 600 15 60 46 35 30 285 15
20
1 Frost Maiden (Ice) (Warhorse)
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.
500 1100 275 1 3820 600 45 60 46 35 30 285 35
21
1 Frost Maiden (Ice) (War Bear)
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
1 Frost Maiden (Tempest)
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.
300 1000 250 1 3420 600 15 60 46 35 30 285 15
23
1 Frost Maiden (Tempest) (Warhorse)
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.
500 1100 275 1 3820 600 45 60 46 35 30 285 35
24
1 Frost Maiden (Tempest) (War Bear)
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.
850 1100 275 1 4420 600 75 60 46 45 30 285 50
25
1 Patriarch
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!
350 1000 250 1 3420 600 20 70 34 35 30 360 20
26
1 Patriarch (Warhorse)
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!
550 1100 275 1 3820 600 50 70 34 35 30 360 40
27
1 Patriarch (War Bear)
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!
850 1100 275 1 4420 600 75 70 34 45 30 360 50
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.
28
90 Armoured Kossars
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.
650 650 163 90 7380 125 80 65 30 36 40 32 12 6 90 23
29
90 Armoured Kossars (Great Weapons)
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.
700 700 175 90 7380 125 80 65 30 36 34 36 20 6 90 23
30
80 Tzar Guard
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.
1000 1000 250 80 8800 150 90 75 30 36 50 42 18
31
80 Tzar Guard (Great Weapons)
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.
1100 1100 275 80 8800 150 90 75 30 40 36 42 22
32
80 Dazh's Hearth-Blades (Tzar Guard - Great Weapons)
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!
1400 1400 350 80 8800 150 90 85 30 50 45 42 22
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.
33
90 Kossars
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.
450 450 113 90 6390 100 15 60 33 28 26 28 12 20 140 17
34
90 Kossars (Spears)
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.
500 500 125 90 6390 100 15 60 33 20 30 25 4 20 140 17
35
90 Streltsi
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.
850 850 213 90 6930 125 70 70 30 28 28 34 12 20 140 17
36
80 Ice Guard (Swords)
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
80 Ice Guard (Glaives)
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.
1150 1200 300 80 7040 100 50 75 36 32 40 28 10 22 160 24
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.
38
60 Kossovite Dervishes
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.
450 450 113 60 5160 100 25 60 33 28 24 28 40
39
60 Winged Lancers
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
60 Gryphon Legion
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.
1150 1150 288 60 6480 100 110 75 33 34 32 40 72
41
16 War Bear Riders
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
16 Oath-Brothers of Tor (War Bear Riders)
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
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.
43
60 Horse Archers
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.
550 550 138 60 4980 100 25 60 33 26 24 28 30 18 140 17
44
4 Light War Sleds
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
4 Heavy War Sleds
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
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.
46
1 Snow Leopard
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.
650 650 163 1 3180 1200 20 60 100 50 38 290 55
47
1 Elemental Bear
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.
1900 2200 500 1 10488 9000 90 100 48 48 30 600 25
48
1 The Frozen Heart of Winter (Elemental Bear)
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.
2400 2400 600 1 10488 9000 90 100 48 59 38 600 25
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.
49
1 Little Grom
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.
1400 1400 350 1 5212 1700 105 70 35 40 28 110 25 22 450 475