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HomeHome / Total War: WARHAMMER III / Kislev Expedition / Units / Slavin Kurnz
Slavin Kurnz Kislev ExpeditionKislev Expedition Monsters & Beasts

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.

Ranking nobles, Boyars are powerful men and women within Kislev. They each govern specific areas of Kislev, including scores if not hundreds of stanitsas, as well as larger towns and small cities. Especially large cities are governed by Boyars of singular prestige. This is a hereditary rank, although royal edict can raise one to the position. On the battlefield, they are tough and doughty fighters – the best in Kislev, save for the Tzar and the Golden Knight.

Slavin Kurnz

Unit Name

Slavin Kurnz

Main Unit Key

wh3_main_pro_ksl_cha_slavin_0

Land Unit Key

wh3_main_pro_ksl_cha_slavin_0

Land Unit Group Parents

Monsters & Beasts

Land Unit Group

War Mammoth

Caste

Lord

Category

War Beast

Class

Command

Custom Battle Cost

2300

Recruitment Cost

2300

Upkeep Cost

575

Number of Units

1

Hit Points

14096

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1c_wulfrik_hq3_wb_sword_and_shield

├ Man Entity

wh_main_infantry_standard_hero_blood_dismembers

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

14088

Mass

600

└ Man Mass

600.0000

Armour

70

├ Armour

wh2_main_heavy_metal_70

├ Shield

none

Missile Block Chance

0

Leadership

75

Speed

34

└ Man Speed

34

Melee Attack

38

Melee Defence

34

Weapon Strength

525

├ Melee Weapon

wh_dlc08_nor_mammoth_tusks

Base Weapon Damage

155

Armour-Piercing Weapon Damage

370

Bonus vs. Large

0

Bonus vs. Infantry

34

Charge Bonus

68

Abilities

  • Giver of Glory
    The shrinemaster implores the fickle Chaos Gods for their aid, bestowing their dark blessings upon nearby champions.
    [[img:ui/Battle UI/ability_icons/resistance_physical.png]] Physical Resistance +20
  • Favour of the Ruinous Powers
    When the Dark Gods bless the assembled faithful from atop their mighty battle-altars, loyalty is assured for evermore.
    Melee Attack +8
  • 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%
  • Damned Pistol
    As Kurnz has become corrupted, so too has this gift from the Red Tzar. Who knows what power it now holds?

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.
  • 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.

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.
  • Anti-Infantry
    Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
Faction Availability
The Lost God