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HomeHome / Total War: WARHAMMER III / The Churning Gulf Raiders / Units
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.
1
100 Marauder Berserkers
Infantry / Berserker Axe Infantry / wh_dlc08_nor_inf_marauder_berserkers_0
Marauder Berserkers
Berserkers fight with the strength of madmen and an absolute disregard for their own lives.
750 750 188 100 10200 180 15 80 37 40 24 52 33
2
100 Marauder Champions (Great Weapons)
Infantry / Great Axe Infantry / wh_dlc08_nor_inf_marauder_champions_1
Marauder Champions (Great Weapons)
The bigger the blade, the greater the chance the fickle, Dark Gods will notice the aspiring champion.
1100 1100 275 100 9600 160 80 75 35 35 40 50 30
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.
3
90 Marauder Hunters
Missile Infantry / Close-Quarters Infantry / wh_dlc08_nor_inf_marauder_hunters_0
Marauder Hunters
The harshest of wildernesses creates the most brutal of hunters.
550 550 138 90 6030 100 15 50 35 36 20 28 12 12 80 35
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.
4
48 Norscan Ice Wolves
Monsters & Beasts / War Beasts / wh_dlc08_nor_mon_warwolves_0
Norscan Ice Wolves
The icy northern reaches of frozen purgatory are haunted by howls of the ravenous.
600 650 163 48 6864 700 15 45 95 30 21 48 38
5
16 Norscan Ice Trolls
Monsters & Beasts / Monstrous Infantry / wh_dlc08_nor_mon_norscan_ice_trolls_0
Norscan Ice Trolls
Mutations of the frozen north enable them to freeze their unfortunate victims with their foul, icy breath.
900 950 238 16 7904 1300 60 45 54 38 32 120 34
6
16 Fimir Warriors
Monsters & Beasts / Monstrous Infantry / wh_dlc08_nor_mon_fimir_0
Fimir Warriors
Cyclopean fiends, degenerate and malign, ever-vying for the attention of the Dark Gods.
1300 1300 325 16 8224 1500 110 70 45 30 42 90 25
7
16 Fimir Warriors (Great Weapons)
Monsters & Beasts / Monstrous Infantry / wh_dlc08_nor_mon_fimir_1
Fimir Warriors (Great Weapons)
When hoping for the fleeting, fickle favour of the Ruinous Ones, carry a really big mace.
1450 1450 363 16 8224 1500 110 70 45 30 32 95 28
8
1 Feral Mammoth
Monsters & Beasts / War Mammoth / wh_dlc08_nor_mon_war_mammoth_0
Feral Mammoth
Trained to trample on command, a Mammoth can easily reduce enemies to a bloody ground-smear.
1500 1500 375 1 12988 6000 30 55 56 30 28 525 68
9
1 Frost-Wyrm
Monsters & Beasts / Flying Monster / wh_dlc08_nor_mon_frost_wyrm_0
Frost-Wyrm
Frost-Wyrms dwell in lairs below the frozen tundra, still as death until ascending for murderous activities.
1600 1700 425 1 7120 3800 70 70 70 45 41 495 57