Left Panel
![Hung Warband](https://www.honga.net/totalwar/warhammer3/images/warhammer3/flags/wh2_main_rogue_hung_warband/mon_256.png)
Units
- Lords (4)
- Infantry (2)
- Cavalry & Chariots (5)
- Missile Cavalry & Chariots (5)
- Monsters & Beasts (5)
- Artillery & War Machines (1)
Lords | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() 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. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() 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. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() 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. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() 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 |
![]() ![]() Chaos Lord Chaos Lords take their blood-drenched blades into battle. Fighting endlessly, they are merciless and unrelenting in the fray. |
|||||||||||||||||||||
900 | 1000 | 250 | 1 | 4640 | 600 | 100 | 75 | 33 | 65 | 55 | 490 | 35 | ||||||||||
2 |
![]() ![]() Chaos Lord (Chaos Steed) Chaos Lords take their blood-drenched blades into battle. Fighting endlessly, they are merciless and unrelenting in the fray. |
|||||||||||||||||||||
1100 | 1100 | 275 | 1 | 5220 | 600 | 120 | 75 | 33 | 65 | 55 | 490 | 50 | ||||||||||
3 |
![]() ![]() Chaos Lord (Barded Chaos Steed) Chaos Lords take their blood-drenched blades into battle. Fighting endlessly, they are merciless and unrelenting in the fray. |
|||||||||||||||||||||
1150 | 1150 | 300 | 1 | 5220 | 600 | 0 | 75 | 33 | 65 | 55 | 490 | 50 | ||||||||||
4 |
![]() ![]() Chaos Lord (Chaos Chariot) Chaos Lords take their blood-drenched blades into battle. Fighting endlessly, they are merciless and unrelenting in the fray. |
|||||||||||||||||||||
1250 | 1300 | 325 | 1 | 5456 | 1700 | 110 | 75 | 78 | 40 | 35 | 490 | 80 | ||||||||||
|
||||||||||||||||||||||
Infantry | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() 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. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() 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. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() 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. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() 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. |
|||||
5 |
![]() ![]() Marauders Chaos Marauders are the rank and file of Chaos armies, perfectly placed in the centre of battle, bloodied weapon in hand. |
|||||||||||||||||||||
400 | 400 | 100 | 120 | 9360 | 100 | 15 | 60 | 35 | 34 | 28 | 28 | 18 | ||||||||||
6 |
![]() ![]() Marauders (Great Weapons) Chaos Marauders are the rank and file of Chaos armies, perfectly placed in the centre of battle, bloodied weapon in hand. |
|||||||||||||||||||||
500 | 500 | 125 | 120 | 9360 | 100 | 15 | 60 | 35 | 34 | 20 | 30 | 22 | ||||||||||
|
||||||||||||||||||||||
Cavalry & Chariots | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() 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. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() 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. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() 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. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() 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. |
|||||
7 |
![]() ![]() Chaos Chariots A Chaos Chariot is a terrifying thing to slam into an enemy line, punching through with maddening strength. |
|||||||||||||||||||||
750 | 750 | 188 | 4 | 5672 | 1230 | 110 | 70 | 78 | 22 | 28 | 40 | 76 | ||||||||||
8 |
![]() ![]() Marauder Chariots A Chaos Chariot is a terrifying thing to slam into an enemy line, punching through with maddening strength. |
|||||||||||||||||||||
750 | 750 | 188 | 4 | 5568 | 1200 | 90 | 70 | 78 | 22 | 28 | 40 | 76 | ||||||||||
9 |
![]() ![]() Gorebeast Chariots Those who are not gored by the rolling spikes of this beast chariot are thrown to a clumsy, painful demise. |
|||||||||||||||||||||
1200 | 1200 | 300 | 4 | 6528 | 2130 | 130 | 70 | 66 | 30 | 32 | 50 | 80 | ||||||||||
10 |
![]() ![]() Chaos Knights Chaos Knights deliver a terrifyingly powerful charge to enemy lines, particularly if armed with a lance. |
|||||||||||||||||||||
1300 | 1400 | 350 | 60 | 7620 | 130 | 120 | 75 | 33 | 44 | 52 | 53 | 44 | ||||||||||
11 |
![]() ![]() Chaos Knights (Lances) Chaos Knights deliver a terrifyingly powerful charge to enemy lines, particularly if armed with a lance. |
|||||||||||||||||||||
1400 | 1500 | 375 | 60 | 7620 | 130 | 120 | 75 | 33 | 42 | 36 | 53 | 80 | ||||||||||
|
||||||||||||||||||||||
Missile Cavalry & Chariots | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() 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. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() 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. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() 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. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() 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. |
|||||
12 |
![]() ![]() Marauder Horsemen These men are possessed, packing a decisive punch with a touch of insanity. |
|||||||||||||||||||||
550 | 500 | 125 | 60 | 4980 | 100 | 15 | 48 | 33 | 22 | 20 | 24 | 24 | 16 | 80 | 24 | |||||||
13 |
![]() ![]() Marauder Horsemen These men are possessed, packing a decisive punch with a touch of insanity. |
|||||||||||||||||||||
550 | 525 | 131 | 60 | 4980 | 100 | 15 | 48 | 33 | 22 | 20 | 24 | 24 | 16 | 80 | 24 | |||||||
14 |
![]() ![]() Marauder Horsemen (Throwing Axes) These men are possessed, packing a decisive punch with a touch of insanity. |
|||||||||||||||||||||
600 | 600 | 150 | 60 | 4980 | 100 | 15 | 48 | 33 | 22 | 26 | 24 | 24 | 12 | 70 | 27 | |||||||
15 |
![]() ![]() Marauder Horsemen (Throwing Axes) These men are possessed, packing a decisive punch with a touch of insanity. |
|||||||||||||||||||||
625 | 625 | 156 | 60 | 4980 | 100 | 15 | 48 | 33 | 22 | 26 | 24 | 24 | 12 | 70 | 27 | |||||||
16 |
![]() ![]() Marauder Horsemasters Horse-born leaders, their powerful steeds a symbol of dread status before the Dark Gods. |
|||||||||||||||||||||
800 | 750 | 188 | 60 | 5400 | 100 | 50 | 54 | 33 | 26 | 26 | 28 | 30 | 18 | 90 | 33 | |||||||
|
||||||||||||||||||||||
Monsters & Beasts | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() 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. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() 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. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() 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. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() 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. |
|||||
17 |
![]() ![]() Harpies Victims find out too late that the enchanting creature gliding towards them is not a woman, but a savage, rabid beast! |
|||||||||||||||||||||
500 | 0 | 0 | 60 | 5220 | 200 | 15 | 52 | 48 | 22 | 38 | 44 | 20 | ||||||||||
18 |
![]() ![]() Norscan Warhounds A well-placed kennel of Warhounds, set loose on the enemy lines, can thread injury and debilitating poison amongst the enemy. |
|||||||||||||||||||||
400 | 400 | 100 | 80 | 6080 | 150 | 15 | 38 | 95 | 26 | 17 | 22 | 20 | ||||||||||
19 |
![]() ![]() Norscan Warhounds (Poison) This beast's bite brings not just pain, but also a cruel toxicity that courses through every vein. |
|||||||||||||||||||||
450 | 450 | 113 | 80 | 6080 | 150 | 15 | 38 | 95 | 26 | 17 | 22 | 20 | ||||||||||
20 |
![]() ![]() Chaos Warhounds (Poison) This beast's bite brings not just pain, but also a cruel toxicity that courses through every vein. |
|||||||||||||||||||||
450 | 450 | 113 | 80 | 6080 | 150 | 15 | 38 | 95 | 26 | 17 | 22 | 20 | ||||||||||
21 |
![]() ![]() Norscan Trolls Though temperamental and difficult to control, a Troll is a whirling ball of difficult-to-kill death. |
|||||||||||||||||||||
800 | 800 | 200 | 16 | 7904 | 1500 | 40 | 45 | 54 | 34 | 32 | 100 | 24 | ||||||||||
|
||||||||||||||||||||||
Artillery & War Machines | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() 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. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() 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. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() 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. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() 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. |
|||||
22 |
![]() ![]() Hellcannon The Hellcannon has a deadly sentience, firing bolts of eldritch fury over great distances. |
|||||||||||||||||||||
1200 | 1200 | 300 | 1 | 3957 | 720 | 30 | 70 | 20 | 18 | 14 | 28 | 5 | 25 | 420 | 378 | |||||||
|