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HomeHome / Total War: WARHAMMER III / Karaz-a-Karak 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 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 Runesmith
Heroes / Support Specialist / wh_main_dwf_cha_rune_smith_0
Runesmith
Forged Runes give the Runesmiths power to enhance allied weapons and armour, and nullify enemy magic to harmless lights.
450 1000 250 1 3908 1100 120 70 32 40 30 320 16
3
1 Thane
Heroes / Melee Specialist / wh_main_dwf_cha_thane
Thane
The Thane leads Dwarfs to battle with a cry of vengeance and an unstoppable rage.
500 1000 250 1 4168 1100 120 70 32 50 55 400 30
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.
4
100 Miners (Blasting Charges)
Infantry / Pickaxe Infantry / wh_main_dwf_inf_miners_1
Miners (Blasting Charges)
The pickaxe is not the mightiest Dwarfen weapon, but explosives even things out somewhat.
425 425 106 100 7600 150 80 68 28 20 18 22 12 1 55 28
5
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
6
100 Dwarf Warriors (Great Weapons)
Infantry / Great Axe Infantry / wh_main_dwf_inf_dwarf_warrior_1
Dwarf Warriors (Great Weapons)
With az in hand, Dwarfen warriors lay into the front lines with unremitting violence.
500 500 125 100 7800 150 85 70 28 24 30 30 18
7
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
8
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
9
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.
10
80 Quarrellers
Missile Infantry / Missile Infantry / wh_main_dwf_inf_quarrellers_0
Quarrellers
A volley of Dwarfen crossbow bolts will travel far and hit hard, particularly against the lightly armoured.
550 550 138 80 5600 150 80 64 28 18 28 28 4 22 160 18
11
80 Quarrellers (Great Weapons)
Missile Infantry / Missile Infantry / wh_main_dwf_inf_quarrellers_1
Quarrellers (Great Weapons)
Though these Dwarfs excel at a distance, it would be foolhardy to underestimate them in melee.
600 600 150 80 5600 150 80 64 28 24 22 30 16 22 160 18
12
80 Bugman's Rangers
Missile Infantry / Missile Infantry / wh_dlc06_dwf_inf_bugmans_rangers_0
Bugman's Rangers
Ever seeking vengeance, these hardy Rangers follow their Brewmaster, delivering grim tidings of upcoming struggles and bolstering the Dwarfs’ defensive lines.
800 800 200 80 6400 140 40 75 33 24 38 31 10 20 160 18
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.
13
4 Gyrocopter
Flying War Machines / Flying War Machine / wh_main_dwf_veh_gyrocopter_0
Gyrocopter
The skilled Gyrocopter pilot unleashes jets of steam upon unprepared battle lines.
700 700 175 4 3772 700 100 64 70 30 6 66 25 22 75 68
14
4 Gyrocopter (Brimstone Gun)
Flying War Machines / Flying War Machine / wh_main_dwf_veh_gyrocopter_1
Gyrocopter (Brimstone Gun)
The Brimstone Gun gives the Gyrocopter pilot a more accurate and lethal tool, ideal for obliterating the target completely!
800 800 200 4 3772 700 100 64 70 30 6 66 25 18 100 103
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.
15
4 Grudge Throwers
Artillery & War Machines / Catapult / wh_main_dwf_art_grudge_thrower
Grudge Throwers
More rudimentary than the cannon, a Grudge Thrower is still an effective long-range weapon against enemy infantry.
700 700 175 4 4576 3120 40 64 20 16 20 28 2 22 440 145