Left Panel
menu
HomeHome / Total War: WARHAMMER III / Kislev Expedition / Units
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 Gerik
Lords / Axe Infantry / wh3_main_pro_ksl_cha_gerik_0
Gerik
Though all Kislevites are equal in the eyes of the Motherland's gods, a Boyar is born to rule. His authority is absolute.
1000 1000 250 1 4068 600 80 70 34 55 45 430 40
2
1 Skollden
Lords / Sword Infantry / wh3_main_pro_ksl_cha_sergi_0
Skollden
Chieftains lead their Northmen marauders in Chaos' name, hurling themselves into the fray, where they remain until the very end.
1000 1000 250 1 4268 600 35 90 34 60 50 490 35
3
1 Prince Yuri
Lords / Axe Infantry / wh3_main_pro_ksl_cha_yuri_0
Prince Yuri
Though all Kislevites are equal in the eyes of the Motherland's gods, a Boyar is born to rule. His authority is absolute.
1000 1000 250 1 4068 800 80 70 34 55 45 430 40
4
1 Prince Yuri
Lords / Axe Infantry / wh3_main_pro_ksl_cha_yuri_1
Prince Yuri
Though all Kislevites are equal in the eyes of the Motherland's gods, a Boyar is born to rule. His authority is absolute.
1000 1000 250 1 4068 800 80 70 34 55 45 430 40
5
1 Prince Yuri
Lords / Axe Infantry / wh3_main_pro_ksl_cha_yuri_2
Prince Yuri
Though all Kislevites are equal in the eyes of the Motherland's gods, a Boyar is born to rule. His authority is absolute.
1000 1000 250 1 4068 800 80 70 34 55 45 430 40
6
1 Prince Yuri
Lords / Axe Infantry / wh3_main_pro_ksl_cha_yuri_3
Prince Yuri
Though all Kislevites are equal in the eyes of the Motherland's gods, a Boyar is born to rule. His authority is absolute.
1000 1000 250 1 4068 800 80 70 34 55 45 430 40
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.
7
1 Frost Maiden (Ice)
Heroes / Wizard / wh3_main_pro_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
8
1 Frost Maiden (Ice)
Heroes / Wizard / wh3_main_pro_ksl_cha_frost_maiden_ice_1
Frost Maiden (Ice)
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
9
1 Frost Maiden (Ice)
Heroes / Wizard / wh3_main_pro_ksl_cha_frost_maiden_ice_2
Frost Maiden (Ice)
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
10
1 Patriarch
Heroes / Patriarch / wh3_main_pro_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
11
1 Patriarch
Heroes / Patriarch / wh3_main_pro_ksl_cha_patriarch_1
Patriarch
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
12
1 Patriarch
Heroes / Patriarch / wh3_main_pro_ksl_cha_patriarch_2
Patriarch
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.
13
90 Armoured Kossars (Spears)
Infantry / Spear Infantry / wh3_main_ksl_inf_kossars_tutorial_1
Armoured Kossars (Spears)
The Motherland's finest warriors fight tirelessly, knowing that a well-earned drink or twelve awaits all who survive the battle.
500 500 125 90 7380 125 80 65 30 30 38 25 14
14
90 Armoured Kossars
Infantry / Pistol & Axe Infantry / wh3_main_pro_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 50 90 7380 125 80 65 30 32 38 32 12 6 90 23
15
80 Tzar Guard
Infantry / Sword Infantry / wh3_main_pro_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 100 80 8800 150 90 75 30 34 50 42 18
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.
16
90 Kossars
Missile Infantry / Bow & Axe Infantry / wh3_main_pro_ksl_inf_kossars_0
Kossars
Workers and warriors of forest and field, their proud hearts armouring them against elements and enemies alike.
450 450 45 90 6390 100 15 60 33 28 26 28 12 20 140 17
17
90 Kossars (Spears)
Missile Infantry / Missile & Spear Infantry / wh3_main_pro_ksl_inf_kossars_1
Kossars (Spears)
A Kossar always warrants respect, for the working man represents the true spirit of the Motherland.
500 500 45 90 6390 100 15 60 33 20 30 25 4 20 140 17
18
90 Streltsi
Missile Infantry / Gun-Greataxe Infantry / wh3_main_pro_ksl_inf_streltsi_0
Streltsi
For distant cowards, the barrel of the gun. For nearby fools, the blade of the axe.
850 850 100 90 6930 125 70 70 30 28 28 34 12 20 140 17
19
80 Ice Guard (Swords)
Missile Infantry / Bow & Dual Sword Infantry / wh3_main_pro_ksl_inf_ice_guard_ror_1
Ice Guard (Swords)
Wielding magic and might in equal measure, the Ice Guard execute the unyielding will of the Tzarina herself.
1150 1150 288 80 7040 100 50 75 36 42 36 32 16 22 160 24
20
80 Ice Guard (Glaives)
Missile Infantry / Bow & Glaive Infantry / wh3_main_pro_ksl_inf_ice_guard_ror_0
Ice Guard (Glaives)
Few have faced the magically-augmented warrior women of the Ice Court and lived to tell the tale.
1250 1250 313 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.
21
60 Kossovite Dervishes
Cavalry & Chariots / Cavalry / wh3_main_pro_ksl_cav_horse_raiders_0
Kossovite Dervishes
On the freezing oblasts of Kislev, man and mount must live, die – and kill – as one.
450 450 112 60 5160 100 15 60 33 28 24 28 40
22
60 Winged Lancers
Cavalry & Chariots / Shock Cavalry / wh3_main_pro_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.
850 850 212 60 6000 100 80 70 33 26 26 30 60
23
60 Gryphon Legion
Cavalry & Chariots / Shock Cavalry / wh3_main_pro_ksl_cav_gryphon_legion_ror_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.
1200 1200 300 60 6480 100 110 75 33 34 32 40 72
24
16 War Bear Riders
Cavalry & Chariots / Bear Cavalry / wh3_main_pro_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 95 70 33 46 32 110 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.
25
4 Light War Sleds
Missile Cavalry & Chariots / Missile Sled / wh3_main_pro_ksl_veh_light_war_sled_ror_0
Light War Sleds
Even the cruellest elements are no obstacle to the Motherland's sturdy War Sleds.
900 900 225 4 6024 1700 50 70 75 34 26 88 38 120 130 34
26
4 Heavy War Sleds
Missile Cavalry & Chariots / Missile Sled / wh3_main_pro_ksl_veh_heavy_war_sled_ror_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.
1300 1300 325 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.
27
1 Snow Leopard
Monsters & Beasts / War Beast / wh3_main_pro_ksl_mon_snow_leopard_ror_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
28
1 Elemental Bear
Monsters & Beasts / Monster / wh3_main_pro_ksl_mon_elemental_bear_ror_0
Elemental Bear
Just as Kislev's people fight to safeguard their land, so too will the land fight for its people.
2200 2200 550 1 10488 9000 90 100 48 48 20 600 25
29
1 Slavin Kurnz
Monsters & Beasts / War Mammoth / wh3_main_pro_ksl_cha_slavin_0
Slavin Kurnz
Though all Kislevites are equal in the eyes of the Motherland's gods, a Boyar is born to rule. His authority is absolute.
2300 2300 575 1 14096 600 70 75 34 38 34 525 68
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.
30
1 Little Grom
Artillery & War Machines / Siege Artillery / wh3_main_pro_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 200 1 4212 1700 105 70 35 40 28 110 25 22 450 475