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HomeHome / Total War: WARHAMMER III / Cult of Morgrim / 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 Lord
Lords / Axe Infantry / wh_main_dwf_cha_lord_0
Lord
In battle, the Dwarfen Lord gets lost in the melee with hammer in hand, strong as a dozen Dwarfen soldiers.
900 1000 250 1 4892 1100 120 75 32 50 60 420 30
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.
2
1 Master Engineer
Heroes / Missile Specialist / wh_main_dwf_cha_master_engineer_0
Master Engineer
Who dares damage my engines!
600 1000 250 1 3908 1100 120 72 32 38 30 280 14 45 180 300
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.
3
100 Dwarf Warriors
Infantry / Axe Infantry / wh_main_dwf_inf_dwarf_warrior_0
Dwarf Warriors
With az in hand, Dwarfen warriors lay into the front lines with unremitting violence.
450 450 113 100 7800 150 85 70 28 22 40 28 12
4
100 Longbeards
Infantry / Axe Infantry / wh_main_dwf_inf_longbeards
Longbeards
Longbeards are veteran fighters of many wars, most resolute in their shieldwall and grumpiest in spirit.
700 700 175 100 8600 200 100 80 26 30 48 32 10
5
100 Longbeards (Great Weapons)
Infantry / Great Axe Infantry / wh_main_dwf_inf_longbeards_1
Longbeards (Great Weapons)
Longbeards are veteran fighters of many wars, rending armour with the two-handed az and cleaving opponents in two.
750 750 188 100 8600 200 100 80 26 30 38 34 18
6
100 Hammerers
Infantry / Hammer Infantry / wh_main_dwf_inf_hammerers
Hammerers
Elite, hardened warriors, Hammerers thrive amongst the melee with warhammer in hand, smashing the unprepared to pieces.
1200 1200 300 100 10000 170 100 80 28 46 38 55 24
7
100 Ironbreakers
Infantry / Axe Infantry / wh_main_dwf_inf_ironbreakers
Ironbreakers
Trained to fight in tight formations, Ironbreakers form a living line of defence, letting enemies crash over them.
1250 1250 313 100 9600 250 125 85 26 34 66 32 8 2 60 43
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.
8
28 Irondrakes
Missile Infantry / Flamethrower Infantry / wh_main_dwf_inf_irondrakes_0
Irondrakes
The Irondrakes wield drakeguns, firing bursts of alchemical fury over anyone in their path.
700 700 175 28 3584 180 125 85 26 20 27 20 6 100 80 37
9
80 Thunderers
Missile Infantry / Missile Infantry / wh_main_dwf_inf_thunderers_0
Thunderers
Although new, and therefore suspect, a Thunderer's handgun can punch through the heaviest of armour at short range.
700 700 175 80 5680 150 80 64 28 20 28 28 4 22 145 17
Flying 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.
10
1 Gyrobomber
Flying War Machines / Flying War Machine / wh_main_dwf_veh_gyrobomber
Gyrobomber
From above, the bomber pilot releases a payload of high-yield explosives that wreak havoc on enemy lines.
1150 1150 288 1 3125 1100 100 64 60 40 4 88 30 28.75 125 1056
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.
11
4 Bolt Throwers
Artillery & War Machines / Field Artillery / wh_dlc06_dwf_art_bolt_thrower_0
Bolt Throwers
More rudimentary than other Dwarf artillery, but nevertheless ruthlessly proficient at destroying their foes.
550 550 138 4 4276 2120 40 64 22 16 20 28 2 22 340 111
12
4 Cannons
Artillery & War Machines / Siege Artillery / wh_main_dwf_art_cannon
Cannons
A staple of Dwarfen armies, the cannon is a long-ranged, powerful weapon essential to the Dwarfen grand strategy.
800 800 200 4 4476 3120 40 64 20 16 20 28 2 22 440 191
13
4 Organ Guns
Artillery & War Machines / Field Gun / wh_main_dwf_art_organ_gun
Organ Guns
Should the enemy get too close, an Organ Gun can decimate entire ranks with a well timed blast.
1100 1100 275 4 4476 3120 40 64 20 16 20 28 2 24 300 300