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Lord
No. Unit Sol. Custom Cost Recru. Cost Upkeep Cost Ship HP. Ship Spd. Msl. Dmg. Rng. Sht. /min Amo. Mle. Atk. Mle. Dmg. Chg. Mle. Def. Arm. HP. Mor.
1
1 Huntsman General
Missile Infantry / Command / (wh2_dlc13_emp_cha_huntsmarshal_0)
Huntsman General
Veterans of many scouting parties, they are the most experienced among the Empire's elite Huntsmen, and therefore the best candidates to lead.
1 750 1000 250 43 360 30 40 45 3908 70
2
1 Markus Wulfhart
Missile Infantry / Command / (wh2_dlc13_emp_cha_markus_wulfhart_0)
Markus Wulfhart
The Huntsmarshal has risen from lowly commoner to become the most successful slayer of monsters within Imperial borders.
1 1000 1000 250 58 360 30 45 50 4268 75
3
1 Arch Lector
Melee Infantry / Command / (wh_dlc04_emp_cha_arch_lector_0)
Arch Lector
His is the grim, unending task of uprooting and shattering evil in all its forms.
1 550 1000 225 30 380 26 55 95 4068 75
4
1 Arch Lector (Warhorse)
Cavalry / Command / (wh_dlc04_emp_cha_arch_lector_1)
Arch Lector (Warhorse)
His is the grim, unending task of uprooting and shattering evil in all its forms.
1 750 1300 250 30 380 46 55 95 4680 75
5
1 Arch Lector (Barded Warhorse)
Cavalry / Command / (wh_dlc04_emp_cha_arch_lector_2)
Arch Lector (Barded Warhorse)
His is the grim, unending task of uprooting and shattering evil in all its forms.
1 800 1350 275 30 380 46 55 120 4680 75
6
1 General of the Empire
Melee Infantry / Command / (wh_main_emp_cha_general_0)
General of the Empire
The Lord commander wades into battle, cutting foes apart and setting an example for the rest of the army.
1 600 1000 250 55 430 40 45 120 4068 70
7
1 General of the Empire (Barded Warhorse)
Cavalry / Command / (wh_main_emp_cha_general_1)
General of the Empire (Barded Warhorse)
The Lord commander wades into battle, cutting foes apart and setting an example for the rest of the army.
1 850 1200 300 55 430 65 45 140 4680 70
8
1 General of the Empire (Imperial Pegasus)
Cavalry / Command / (wh_main_emp_cha_general_2)
General of the Empire (Imperial Pegasus)
The Lord commander wades into battle, cutting foes apart and setting an example for the rest of the army.
1 1150 1350 337 55 430 80 45 120 4980 70
9
1 General of the Empire (Imperial Griffon)
War Beast / Command / (wh_main_emp_cha_general_3)
General of the Empire (Imperial Griffon)
The Lord commander wades into battle, cutting foes apart and setting an example for the rest of the army.
1 1400 1400 375 47 450 70 30 85 5384 70
10
1 General of the Empire (Warhorse)
Cavalry / Command / (wh_main_emp_cha_general_4)
General of the Empire (Warhorse)
The Lord commander wades into battle, cutting foes apart and setting an example for the rest of the army.
1 800 1100 275 55 430 65 45 120 4680 70
Hero
No. Unit Sol. Custom Cost Recru. Cost Upkeep Cost Ship HP. Ship Spd. Msl. Dmg. Rng. Sht. /min Amo. Mle. Atk. Mle. Dmg. Chg. Mle. Def. Arm. HP. Mor.
11
1 Hertwig van Hal
Missile Infantry / Command / (wh2_dlc13_emp_cha_hunter_doctor_hertwig_van_hal_0)
Hertwig van Hal
A physician by choice but a Witch Hunter by bloodline, Doctor van Hal both preserves natural life and destroys unnatural evil.
1 600 1000 0 40 330 30 38 40 3988 70
12
1 Jorek Grimm
Missile Infantry / Command / (wh2_dlc13_emp_cha_hunter_jorek_grimm_0)
Jorek Grimm
Jorek Grimm is a master inventor unlike any other of his kin – a bold, radical risk-taker.
1 750 1000 0 40 280 14 35 120 4188 75
13
1 Kalara
Missile Infantry / Command / (wh2_dlc13_emp_cha_hunter_kalara_of_wydrioth_0)
Kalara
A solemn and sorrowful Waystalker, Kalara possesses a demeanour that belies her furious lethality.
1 700 1000 0 58 325 28 48 50 3988 70
14
1 Rodrik L'Anguille
Melee Infantry / Command / (wh2_dlc13_emp_cha_hunter_rodrik_l_anguille_0)
Rodrik L'Anguille
No mere soldier of fortune, Rodrik’s resilience and swordsmanship make him a valuable asset in any theatre of war.
1 475 1000 0 50 390 45 45 130 4088 70
15
1 Amethyst Wizard
Missile Infantry / Command / (wh2_pro07_emp_cha_wizard_death_0)
Amethyst Wizard
Wielding powers seemingly tantamount to Necromancy, these Dark Wizards can leech and hex the souls of their enemies.
1 250 1000 250 25 300 15 30 20 3420 55
16
1 Amethyst Wizard (Warhorse)
Cavalry / Command / (wh2_pro07_emp_cha_wizard_death_1)
Amethyst Wizard (Warhorse)
Wielding powers seemingly tantamount to Necromancy, these Dark Wizards can leech and hex the souls of their enemies.
1 450 1100 275 25 300 30 30 20 3848 55
17
1 Amethyst Wizard (Imperial Pegasus)
Cavalry / Command / (wh2_pro07_emp_cha_wizard_death_2)
Amethyst Wizard (Imperial Pegasus)
Wielding powers seemingly tantamount to Necromancy, these Dark Wizards can leech and hex the souls of their enemies.
1 650 1350 337 25 300 30 30 50 4016 55
18
1 Amethyst Wizard (Barded Warhorse)
Cavalry / Command / (wh2_pro07_emp_cha_wizard_death_3)
Amethyst Wizard (Barded Warhorse)
Wielding powers seemingly tantamount to Necromancy, these Dark Wizards can leech and hex the souls of their enemies.
1 500 1200 300 25 300 30 30 50 3848 55
19
1 Felix
Melee Infantry / Command / (wh2_pro08_neu_cha_felix)
Felix
Beholden by his drunken oath, Felix’s companionship with the Slayer brings him heroism and adventure, which he indulges in with ostensible reluctance!
1 800 800 0 50 380 35 55 70 4168 70
20
1 Gotrek
Melee Infantry / Command / (wh2_pro08_neu_cha_gotrek)
Gotrek
Even the deadliest duels deny Gotrek the death he so craves, making him both the greatest and worst Dwarf Slayer there's ever been.
1 1200 1100 0 70 470 65 50 0 5902 100
21
1 Amber Wizard
Missile Infantry / Command / (wh_dlc03_emp_cha_wizard_beasts_0)
Amber Wizard
The Amber Wizard commands the Lore of Beasts, ranging the forces of nature itself against the enemy.
1 250 1000 250 50 300 12 13 20 3420 55
22
1 Amber Wizard (Warhorse)
Cavalry / Command / (wh_dlc03_emp_cha_wizard_beasts_1)
Amber Wizard (Warhorse)
The Amber Wizard commands the Lore of Beasts, ranging the forces of nature itself against the enemy.
1 450 1100 275 50 300 30 13 20 3848 55
23
1 Amber Wizard (Barded Warhorse)
Cavalry / Command / (wh_dlc03_emp_cha_wizard_beasts_2)
Amber Wizard (Barded Warhorse)
The Amber Wizard commands the Lore of Beasts, ranging the forces of nature itself against the enemy.
1 500 1200 300 50 300 30 13 50 3848 55
24
1 Amber Wizard (Imperial Griffon)
War Beast / Command / (wh_dlc03_emp_cha_wizard_beasts_3)
Amber Wizard (Imperial Griffon)
The Amber Wizard commands the Lore of Beasts, ranging the forces of nature itself against the enemy.
1 1300 1600 375 40 450 60 30 50 4736 55
25
1 Amber Wizard (Imperial Pegasus)
Cavalry / Command / (wh_dlc03_emp_cha_wizard_beasts_4)
Amber Wizard (Imperial Pegasus)
The Amber Wizard commands the Lore of Beasts, ranging the forces of nature itself against the enemy.
1 650 1500 325 50 300 12 13 50 4016 55
26
1 Jade Wizard
Missile Infantry / Command / (wh_dlc05_emp_cha_wizard_life_0)
Jade Wizard
Acolytes of the green Wind of Magic use the natural world and its seasons to heal and protect their companions.
1 250 1000 250 25 300 15 30 20 3420 55
27
1 Jade Wizard (Warhorse)
Cavalry / Command / (wh_dlc05_emp_cha_wizard_life_1)
Jade Wizard (Warhorse)
Acolytes of the green Wind of Magic use the natural world and its seasons to heal and protect their companions.
1 450 1100 275 25 300 30 30 20 3848 55
28
1 Jade Wizard (Barded Warhorse)
Cavalry / Command / (wh_dlc05_emp_cha_wizard_life_2)
Jade Wizard (Barded Warhorse)
Acolytes of the green Wind of Magic use the natural world and its seasons to heal and protect their companions.
1 500 1200 300 25 300 30 30 50 3848 55
29
1 Jade Wizard (Imperial Pegasus)
Cavalry / Command / (wh_dlc05_emp_cha_wizard_life_3)
Jade Wizard (Imperial Pegasus)
Acolytes of the green Wind of Magic use the natural world and its seasons to heal and protect their companions.
1 650 1500 325 25 300 30 30 50 4016 55
30
1 Grey Wizard
Missile Infantry / Command / (wh_dlc05_emp_cha_wizard_shadows_0)
Grey Wizard
It is best not to speak ill of the Grey, for they are everywhere and nowhere all at once.
1 250 1000 250 25 300 15 30 20 3420 55
31
1 Grey Wizard (Warhorse)
Cavalry / Command / (wh_dlc05_emp_cha_wizard_shadows_1)
Grey Wizard (Warhorse)
It is best not to speak ill of the Grey, for they are everywhere and nowhere all at once.
1 450 1100 275 25 300 30 30 20 3848 55
32
1 Grey Wizard (Barded Warhorse)
Cavalry / Command / (wh_dlc05_emp_cha_wizard_shadows_2)
Grey Wizard (Barded Warhorse)
It is best not to speak ill of the Grey, for they are everywhere and nowhere all at once.
1 500 1200 300 25 300 30 30 50 3848 55
33
1 Grey Wizard (Imperial Pegasus)
Cavalry / Command / (wh_dlc05_emp_cha_wizard_shadows_3)
Grey Wizard (Imperial Pegasus)
It is best not to speak ill of the Grey, for they are everywhere and nowhere all at once.
1 650 1500 325 25 300 30 30 50 4016 55
34
1 Empire Captain
Melee Infantry / Command / (wh_main_emp_cha_captain_0)
Empire Captain
A Captain of the Empire is a Hero, a specialist in melee who leads by his courageous example.
1 350 1000 250 50 375 40 40 120 3688 65
35
1 Empire Captain (Warhorse)
Cavalry / Command / (wh_main_emp_cha_captain_1)
Empire Captain (Warhorse)
A Captain of the Empire is a Hero, a specialist in melee who leads by his courageous example.
1 550 1100 275 50 375 70 40 120 4176 65
36
1 Empire Captain (Barded Warhorse)
Cavalry / Command / (wh_main_emp_cha_captain_2)
Empire Captain (Barded Warhorse)
A Captain of the Empire is a Hero, a specialist in melee who leads by his courageous example.
1 600 1200 300 50 375 70 40 140 4176 65
37
1 Empire Captain (Imperial Pegasus)
Cavalry / Command / (wh_main_emp_cha_captain_3)
Empire Captain (Imperial Pegasus)
A Captain of the Empire is a Hero, a specialist in melee who leads by his courageous example.
1 825 1350 337 50 375 85 40 120 4464 65
38
1 Warrior Priest
Melee Infantry / Command / (wh_main_emp_cha_warrior_priest_0)
Warrior Priest
These men wade into battle with conventional weapons, but can also call powerful magical forces to decimate their enemies.
1 350 1000 250 45 360 30 30 85 3688 70
39
1 Warrior Priest (Warhorse)
Cavalry / Command / (wh_main_emp_cha_warrior_priest_1)
Warrior Priest (Warhorse)
These men wade into battle with conventional weapons, but can also call powerful magical forces to decimate their enemies.
1 550 1100 275 45 360 50 30 85 4176 70
40
1 Warrior Priest (Barded Warhorse)
Cavalry / Command / (wh_main_emp_cha_warrior_priest_2)
Warrior Priest (Barded Warhorse)
These men wade into battle with conventional weapons, but can also call powerful magical forces to decimate their enemies.
1 600 1200 300 45 360 50 30 105 4176 70
41
1 Witch Hunter
Missile Infantry / Command / (wh_main_emp_cha_witch_hunter)
Witch Hunter
With pistol in hand and a furious desire to root out heresy, the Witch Hunter is a formidable fighter.
1 600 1000 250 36 330 30 34 30 3688 65
42
1 Bright Wizard
Missile Infantry / Command / (wh_main_emp_cha_wizard_fire_0)
Bright Wizard
The Lore of Fire imbues Bright Wizards with the power to call searing fire and burning death upon those who oppose them.
1 250 1000 250 25 300 15 30 20 3420 55
43
1 Bright Wizard (Warhorse)
Cavalry / Command / (wh_main_emp_cha_wizard_fire_1)
Bright Wizard (Warhorse)
The Lore of Fire imbues Bright Wizards with the power to call searing fire and burning death upon those who oppose them.
1 450 1100 275 25 300 30 30 20 3848 55
44
1 Bright Wizard (Imperial Pegasus)
Cavalry / Command / (wh_main_emp_cha_wizard_fire_2)
Bright Wizard (Imperial Pegasus)
The Lore of Fire imbues Bright Wizards with the power to call searing fire and burning death upon those who oppose them.
1 650 1350 337 25 300 30 30 50 4016 55
45
1 Bright Wizard (Barded Warhorse)
Cavalry / Command / (wh_main_emp_cha_wizard_fire_3)
Bright Wizard (Barded Warhorse)
The Lore of Fire imbues Bright Wizards with the power to call searing fire and burning death upon those who oppose them.
1 500 1200 300 25 300 30 30 50 3848 55
46
1 Celestial Wizard
Missile Infantry / Command / (wh_main_emp_cha_wizard_heavens_0)
Celestial Wizard
Celestial Wizards draw strength from the Comet of Power, calling devastating heavenly magic to rend enemies asunder.
1 250 1000 250 25 300 15 30 20 3420 55
47
1 Celestial Wizard (Warhorse)
Cavalry / Command / (wh_main_emp_cha_wizard_heavens_1)
Celestial Wizard (Warhorse)
Celestial Wizards draw strength from the Comet of Power, calling devastating heavenly magic to rend enemies asunder.
1 450 1100 275 25 300 30 30 20 3848 55
48
1 Celestial Wizard (Imperial Pegasus)
Cavalry / Command / (wh_main_emp_cha_wizard_heavens_2)
Celestial Wizard (Imperial Pegasus)
Celestial Wizards draw strength from the Comet of Power, calling devastating heavenly magic to rend enemies asunder.
1 650 1500 325 25 300 30 30 50 4016 55
49
1 Celestial Wizard (Barded Warhorse)
Cavalry / Command / (wh_main_emp_cha_wizard_heavens_4)
Celestial Wizard (Barded Warhorse)
Celestial Wizards draw strength from the Comet of Power, calling devastating heavenly magic to rend enemies asunder.
1 500 1200 300 25 300 30 30 50 3848 55
50
1 Light Wizard
Missile Infantry / Command / (wh_main_emp_cha_wizard_light_0)
Light Wizard
Light Wizards illuminate their foes with magic drawn from the Lore of Light, blazing and binding enemies with purifying brightness.
1 250 1000 250 25 300 15 30 20 3420 55
51
1 Light Wizard (Warhorse)
Cavalry / Command / (wh_main_emp_cha_wizard_light_1)
Light Wizard (Warhorse)
Light Wizards illuminate their foes with magic drawn from the Lore of Light, blazing and binding enemies with purifying brightness.
1 450 1100 275 25 300 30 30 20 3848 55
52
1 Light Wizard (Imperial Pegasus)
Cavalry / Command / (wh_main_emp_cha_wizard_light_2)
Light Wizard (Imperial Pegasus)
Light Wizards illuminate their foes with magic drawn from the Lore of Light, blazing and binding enemies with purifying brightness.
1 650 1500 325 25 300 30 30 50 4016 55
53
1 Light Wizard (Barded Warhorse)
Cavalry / Command / (wh_main_emp_cha_wizard_light_4)
Light Wizard (Barded Warhorse)
Light Wizards illuminate their foes with magic drawn from the Lore of Light, blazing and binding enemies with purifying brightness.
1 500 1300 325 25 300 30 30 50 3848 55
Melee Infantry
No. Unit Sol. Custom Cost Recru. Cost Upkeep Cost Ship HP. Ship Spd. Msl. Dmg. Rng. Sht. /min Amo. Mle. Atk. Mle. Dmg. Chg. Mle. Def. Arm. HP. Mor.
54
120 Spearmen
Melee Infantry / Melee Infantry / (wh_main_emp_inf_spearmen_0)
Spearmen
Spearmen provide the backbone of the Empire's battle line, a defensive row of spears against the enemy charge.
120 325 325 87 20 25 4 34 30 69 60
55
120 Spearmen (Shields)
Melee Infantry / Melee Infantry / (wh_main_emp_inf_spearmen_1)
Spearmen (Shields)
Spearmen provide the backbone of the Empire's battle line, a defensive row of spears against the enemy charge.
120 375 375 93 20 25 4 42 65 69 60
56
120 Swordsmen
Melee Infantry / Melee Infantry / (wh_main_emp_inf_swordsmen)
Swordsmen
The Swordsmen form a resolute battle line. Blades in hand, they thrive in melee, at the heart of battle.
120 400 400 100 32 28 14 32 65 69 60
57
120 Halberdiers
Melee Infantry / Melee Infantry / (wh_main_emp_inf_halberdiers)
Halberdiers
Halberdiers are stalwart defenders, able to hold the line behind a wall of Halberds, cutting enemies to ribbons.
120 550 550 137 26 28 8 42 30 73 70
58
120 Swords of Ulric (Swordsmen)
Melee Infantry / Melee Infantry / (wh2_dlc13_emp_inf_swordsmen_ror_0)
Swords of Ulric (Swordsmen)
Funded by the Church, Ulric's 'sons' are schooled against Beastmen, ensuring they always fight with zeal and vigour - for the alternative is to be torn apart whilst still living!
120 550 550 100 32 31 18 32 65 69 60
59
120 Eldred's Guard (Spearmen - Shields)
Melee Infantry / Melee Infantry / (wh2_dlc13_emp_inf_spearmen_ror_0)
Eldred's Guard (Spearmen - Shields)
Only the most-disciplined and highly-trained are suitable for service with Solland's elite guard regiment.
120 600 600 100 20 25 4 42 130 69 60
60
120 Flagellants
Melee Infantry / Melee Infantry / (wh_dlc04_emp_inf_flagellants_0)
Flagellants
Wading into battle, crazed and unable to be broken, facing their doom with furious acceptance.
120 600 600 150 32 33 24 12 0 73 100
61
120 Sigmar's Sons (Swordsmen)
Melee Infantry / Melee Infantry / (wh_dlc04_emp_inf_sigmars_sons_0)
Sigmar's Sons (Swordsmen)
The heart of any battle and the embodiment of Sigmar's will as they heroically engage the foe.
120 700 700 175 41 30 20 41 65 74 100
62
120 Nordland Mariners (Halberdiers)
Melee Infantry / Melee Infantry / (wh2_dlc13_emp_inf_halberdiers_ror_0)
Nordland Mariners (Halberdiers)
Elite marines trained by the Imperial Navy to fight both above deck, battered by adverse weather and raked by missile fire, and below, where melee skill is key.
120 700 700 163 26 28 8 42 30 73 70
63
160 The Tattersouls (Flagellants)
Melee Infantry / Melee Infantry / (wh_dlc04_emp_inf_tattersouls_0)
The Tattersouls (Flagellants)
They thrive in melee, with the unbreakable spirit that comes from accepting death.
160 875 875 219 41 33 24 17 0 73 100
64
120 Greatswords
Melee Infantry / Melee Infantry / (wh_main_emp_inf_greatswords)
Greatswords
Wielding double-handed swords and wearing heavy plate, Greatswords are a potent elite unit with an impressive melee strength.
120 900 900 225 32 32 18 30 95 76 74
65
120 Carroburg Greatswords (Greatswords)
Melee Infantry / Melee Infantry / (wh2_dlc13_emp_inf_greatswords_ror_0)
Carroburg Greatswords (Greatswords)
Among the Empire's most-storied regiments, the Carroburg Greatswords have earned their bloody reputation by slaying all comers in defence of their home city.
120 1100 1100 225 32 32 18 30 95 76 100
Missile Infantry
No. Unit Sol. Custom Cost Recru. Cost Upkeep Cost Ship HP. Ship Spd. Msl. Dmg. Rng. Sht. /min Amo. Mle. Atk. Mle. Dmg. Chg. Mle. Def. Arm. HP. Mor.
66
4 Obsinite Gyrocopter
Missile Infantry / Missile Infantry / (wh2_dlc13_huntmarshall_veh_obsinite_gyrocopter_0)
Obsinite Gyrocopter
The skilled Gyrocopter pilot unleashes jets of steam upon unprepared battle lines.
4 1000 0 200 26 100 7.7 18 30 66 25 15 120 996 70
67
90 Archers
Missile Infantry / Missile Infantry / (wh2_dlc13_emp_inf_archers_0)
Archers
The ability to shoot several arrows per minute means that Archers are still far more efficient than more technically-advanced skirmish troops.
90 350 350 87 19 120 6.7 20 14 24 4 17 20 69 50
68
90 Crossbowmen
Missile Infantry / Missile Infantry / (wh_main_emp_inf_crossbowmen)
Crossbowmen
The thudding crossbow bolts pack a punch that can bring down most foes.
90 475 475 119 24 160 5.1 22 14 24 4 17 20 69 50
69
120 Free Company Militia
Missile Infantry / Missile Infantry / (wh_dlc04_emp_inf_free_company_militia_0)
Free Company Militia
These men did not ask for war, yet it has come all the same. With sword in hand, they fight because they must.
120 450 500 110 14 90 7.4 18 28 28 14 25 25 61 55
70
90 Deathjacks (Archers)
Missile Infantry / Missile Infantry / (wh2_dlc13_emp_inf_archers_ror_0)
Deathjacks (Archers)
One can rely on the Deathjacks to silently track the foe to their location... but also snaffle the baggage train and the last of the mead!
90 550 550 137 19 120 8.6 20 19 24 4 23 20 69 60
71
90 Handgunners
Missile Infantry / Missile Infantry / (wh_main_emp_inf_handgunners)
Handgunners
Volleys of withering fire reduce any would-be army to a riddled, desperate band.
90 600 600 150 22 145 5.1 22 16 24 4 17 20 69 50
72
90 Huntsmen
Missile Infantry / Missile Infantry / (wh2_dlc13_emp_inf_huntsmen_0)
Huntsmen
The ultimate irregular warriors, Huntsmen appear suddenly, throwing the enemy into disarray before melting away again just as swiftly.
90 650 650 162 20 160 6.1 22 16 24 4 17 25 69 55
73
90 Stir River Patrol (Crossbowmen)
Missile Infantry / Missile Infantry / (wh2_dlc13_emp_inf_crossbowmen_ror_0)
Stir River Patrol (Crossbowmen)
Merchant barges laden with valuable trade goods must be protected from anything lurking close to, and swimming beneath, the waterways.
90 675 675 169 26 160 5.1 22 14 24 4 17 20 69 50
74
90 Gunderman's Surefires (Handgunners)
Missile Infantry / Missile Infantry / (wh2_dlc13_emp_inf_handgunners_ror_0)
Gunderman's Surefires (Handgunners)
A veteran patroller and fearless warrior who knows the Drakwald - and the tactics of irregular warfare - inside out, Durz Gunderman leads from the very front.
90 800 800 150 22 160 5.1 22 28 28 14 25 25 69 55
75
120 Stirland's Revenge (Free Company Militia)
Missile Infantry / Missile Infantry / (wh_dlc04_emp_inf_stirlands_revenge_0)
Stirland's Revenge (Free Company Militia)
Some are drawn to war by the need for vengeance, fighting fiercely to sate their bloodlust.
120 800 800 200 16 90 9.5 18 36 28 14 32 25 61 65
76
90 The Silver Bullets (Handgunners)
Missile Infantry / Missile Infantry / (wh_dlc04_emp_inf_silver_bullets_0)
The Silver Bullets (Handgunners)
With a thunderous roll, a volley of devastating, armour-piercing fire is loosed.
90 850 850 180 22 150 6.6 22 22 24 4 23 20 69 60
77
90 The White Wolves (Huntsmen)
Missile Infantry / Missile Infantry / (wh2_dlc13_emp_inf_huntsmen_ror_0)
The White Wolves (Huntsmen)
The white wolf is a fitting symbol for Ulric, God of Battle and patron deity of these versatile infantrymen of Middenheim.
90 900 900 225 20 160 7.8 22 36 28 14 32 25 69 65
Melee Cavalry
No. Unit Sol. Custom Cost Recru. Cost Upkeep Cost Ship HP. Ship Spd. Msl. Dmg. Rng. Sht. /min Amo. Mle. Atk. Mle. Dmg. Chg. Mle. Def. Arm. HP. Mor.
78
60 Knights of the Blazing Sun
Cavalry / Melee Cavalry / (wh_dlc04_emp_cav_knights_blazing_sun_0)
Knights of the Blazing Sun
Well-armoured and resplendent, the Knights deliver a fierce and destructive charge.
60 1200 1200 300 40 42 78 24 130 112 70
Missile Cavalry
No. Unit Sol. Custom Cost Recru. Cost Upkeep Cost Ship HP. Ship Spd. Msl. Dmg. Rng. Sht. /min Amo. Mle. Atk. Mle. Dmg. Chg. Mle. Def. Arm. HP. Mor.
79
60 Pistoliers
Cavalry / Missile Cavalry / (wh_main_emp_cav_pistoliers_1)
Pistoliers
The Pistoliers are standard ranged cavalry, their pistols packing an effective punch whilst maintaining mobility.
60 500 500 125 15 80 7.4 24 20 24 20 14 30 76 50
80
60 Outriders
Cavalry / Missile Cavalry / (wh_main_emp_cav_outriders_0)
Outriders
Fast and dependable, an Outrider can be in one place to fire, then be in another to fire again moments later.
60 700 700 175 18 130 11.1 20 18 24 12 14 30 89 50
81
60 The Noble Sons Abroad (Pistoliers)
Cavalry / Missile Cavalry / (wh2_dlc13_emp_cav_pistoliers_ror_0)
The Noble Sons Abroad (Pistoliers)
The progeny of the great and the good of Imperial society, steeled and ready for the long fight.
60 700 700 125 19 80 7.4 24 26 24 30 24 50 76 50
82
48 Outriders (Grenade Launcher)
Cavalry / Missile Cavalry / (wh_main_emp_cav_outriders_1)
Outriders (Grenade Launcher)
Fast and dependable, an Outrider can be in one place to fire, then be in another to fire again moments later.
48 800 800 200 12 100 6.7 18 18 24 12 14 30 91 50
83
48 The Bordermen (Outriders - Grenade Launcher)
Cavalry / Missile Cavalry / (wh2_dlc13_emp_cav_outriders_ror_0)
The Bordermen (Outriders - Grenade Launcher)
The challenging topography of the borderlands breeds a special kind of horseman.
48 1000 1000 200 12 100 6.7 18 18 24 12 14 30 91 50
Shock Cavalry
No. Unit Sol. Custom Cost Recru. Cost Upkeep Cost Ship HP. Ship Spd. Msl. Dmg. Rng. Sht. /min Amo. Mle. Atk. Mle. Dmg. Chg. Mle. Def. Arm. HP. Mor.
84
60 Empire Knights
Cavalry / Shock Cavalry / (wh_main_emp_cav_empire_knights)
Empire Knights
The noble-born warriors of the Empire fight in Knightly Orders, heroic brotherhoods who ride into battle atop mighty barded warhorses.
60 850 900 225 26 30 48 28 140 104 70
85
60 Knights of the Everlasting Light (Empire Knights)
Cavalry / Shock Cavalry / (wh2_dlc13_emp_cav_empire_knights_ror_0)
Knights of the Everlasting Light (Empire Knights)
The fire will always burn, just as the courage of this elite band of men will never be extinguished.
60 1000 1000 225 26 30 48 28 165 104 70
86
60 The Stubborn Bulls (Empire Knights - Greatswords)
Cavalry / Shock Cavalry / (wh2_dlc13_emp_cav_empire_knights_ror_2)
The Stubborn Bulls (Empire Knights - Greatswords)
Fortunately, Ostland's dank, forest-clothed terrain produces elite warriors able to withstand the continual Ruinous incursions threatening the province.
60 1000 1000 225 32 48 34 30 110 104 80
87
60 Knights of Morr (Empire Knights)
Cavalry / Shock Cavalry / (wh2_dlc13_emp_cav_empire_knights_ror_1)
Knights of Morr (Empire Knights)
The God of the Dead's chosen Knights provide a steady supply of settlers to populate His ethereal realm.
60 1100 1100 250 26 30 48 28 140 104 70
88
60 Reiksguard
Cavalry / Shock Cavalry / (wh_main_emp_cav_reiksguard)
Reiksguard
Equipped with the best armour and weapons, Reiksguard deliver a powerful charge, then remain amongst the throng to continue fighting.
60 1150 1150 287 34 40 62 29 150 112 72
89
60 Zintler's Reiksguard (Reiksguard)
Cavalry / Shock Cavalry / (wh_dlc04_emp_cav_zintlers_reiksguard_0)
Zintler's Reiksguard (Reiksguard)
Above their peers, Zintler's men charge down enemy lines with a destructive fury that makes the earth shake.
60 1350 1350 337 43 40 62 37 150 112 82
90
32 Demigryph Knights
Cavalry / Shock Cavalry / (wh_main_emp_cav_demigryph_knights_0)
Demigryph Knights
More stalwart and powerful than even the riders atop them, Demigryphs deliver a monstrous charge into enemy battle lines.
32 1400 1400 350 38 58 60 36 155 210 70
91
32 Demigryph Knights (Halberds)
Cavalry / Shock Cavalry / (wh_main_emp_cav_demigryph_knights_1)
Demigryph Knights (Halberds)
More stalwart and powerful than even the riders atop them, Demigryphs deliver a monstrous charge into enemy battle lines.
32 1500 1500 375 32 52 48 30 125 210 70
92
32 The Royal Altdorf Gryphites (Demigryph Knights)
Cavalry / Shock Cavalry / (wh_dlc04_emp_cav_royal_altdorf_gryphites_0)
The Royal Altdorf Gryphites (Demigryph Knights)
Majesty and power personified, their devastating charge exemplifying their regal brilliance.
32 1850 1850 463 41 52 48 38 125 210 80
Chariot
No. Unit Sol. Custom Cost Recru. Cost Upkeep Cost Ship HP. Ship Spd. Msl. Dmg. Rng. Sht. /min Amo. Mle. Atk. Mle. Dmg. Chg. Mle. Def. Arm. HP. Mor.
93
24 War Wagons
War Machine / Chariot / (wh2_dlc13_emp_veh_war_wagon_0)
War Wagons
Although gradually becoming obsolete due to considerable advances in technology, there's still something inherently reliable about a horse-drawn chariot literally brimming with death.
24 850 850 212 18 26 29 12 90 1136 65
94
8 War Wagons (Mortars)
War Machine / Chariot / (wh2_dlc13_emp_veh_war_wagon_1)
War Wagons (Mortars)
Mounting a deadly mortar atop that bulwark of the battlefield, the War Wagon, can only improve your chances of victory.
8 950 950 237 18 26 29 12 90 1136 65
95
2 Luminark of Hysh
War Machine / Chariot / (wh_main_emp_veh_luminark_of_hysh_0)
Luminark of Hysh
A weapon from the College of Light, vaporising their enemies by channelling the Wind of Hysh.
2 1700 1700 425 12 26 18 8 60 4616 60
96
8 The Black Lions (War Wagons - Helblasters)
War Machine / Chariot / (wh2_dlc13_emp_veh_war_wagon_ror_0)
The Black Lions (War Wagons - Helblasters)
Do not be deceived, for the rampant lion's bite is immeasurably worse than its fearsome roar.
8 1900 1900 475 24 26 29 17 90 1136 75
97
2 Templehof Luminark (Luminark of Hysh)
War Machine / Chariot / (wh_dlc04_emp_veh_templehof_luminark_0)
Templehof Luminark (Luminark of Hysh)
The Wind is stored and harnessed, resulting in the bursting forth of a lethal energy.
2 1900 1900 475 17 26 18 12 60 4616 70
98
1 Steam Tank
War Machine / Chariot / (wh_main_emp_veh_steam_tank)
Steam Tank
From great range, a Steam Tank launches powerful shots of armour-piercing cannon fire with tremendous stopping power.
1 2200 2200 550 36 200 80 10 160 9060 100
99
1 The Emperor's Wrath (Steam Tank)
War Machine / Chariot / (wh2_dlc13_emp_veh_steam_tank_ror_0)
The Emperor's Wrath (Steam Tank)
Just like the Emperor's boundless anger at those who would threaten his lands, this lurching mechanical beast steamrollers the opposition.
1 2400 2400 550 36 200 80 10 160 9060 100
Field Artillery
No. Unit Sol. Custom Cost Recru. Cost Upkeep Cost Ship HP. Ship Spd. Msl. Dmg. Rng. Sht. /min Amo. Mle. Atk. Mle. Dmg. Chg. Mle. Def. Arm. HP. Mor.
100
44 Mortars
Siege Engine / Field Artillery / (wh_main_emp_art_mortar)
Mortars
What a Mortar may lack in sheer stopping power compared to cannons, it makes up with pure vicious, explosive destruction.
44 650 650 167 130 380 3.5 10 24 5 6 20 56 50
101
44 Sootson's Guns (Mortars)
Siege Engine / Field Artillery / (wh2_dlc13_emp_art_mortar_ror_0)
Sootson's Guns (Mortars)
An expert in putting down the living and the dead, Bennec Sootson's guns always fire sure and true.
44 800 800 167 140 380 3.5 10 24 5 6 20 56 50
102
44 Great Cannons
Siege Engine / Field Artillery / (wh_main_emp_art_great_cannon)
Great Cannons
The Empire's standard, effective cannonry sends armour-piercing iron balls ploughing through enemy ranks with devastating aplomb.
44 800 800 200 440 450 3 10 24 5 6 20 56 50
103
44 Helblaster Volley Guns
Siege Engine / Field Artillery / (wh_main_emp_art_helblaster_volley_gun)
Helblaster Volley Guns
Helblaster Guns eviscerate opposition from a distance with a ceaseless shower of black powder fire.
44 1050 1050 263 75 290 6.7 10 24 5 6 20 56 50
104
44 Helstorm Rocket Battery
Siege Engine / Field Artillery / (wh_main_emp_art_helstorm_rocket_battery)
Helstorm Rocket Battery
An erratic flurry of explosive airborne destruction - Helstorm rockets are extremely powerful, if extremely unreliable, weapons from the Empire's arsenal.
44 1050 1050 263 100 480 3.9 10 24 5 6 20 56 50
105
44 Hammer of the Witches (Great Cannons)
Siege Engine / Field Artillery / (wh_dlc04_emp_art_hammer_of_the_witches_0)
Hammer of the Witches (Great Cannons)
The Hammer of the Witches, fired with righteous purpose, smites evil with thunderous, armour-shattering blasts.
44 1100 1100 275 580 450 3.9 13 24 5 10 20 56 60
106
44 The Sunmaker (Helstorm Rocket Battery)
Siege Engine / Field Artillery / (wh_dlc04_emp_art_sunmaker_0)
The Sunmaker (Helstorm Rocket Battery)
Its destructive power cannot be overstated, the world illuminated by a turbulent battery of missile fire.
44 1800 1800 450 100 480 3.4 14 24 5 9 20 56 60