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Units
- Lords (11)
- Heroes (16)
- Infantry (6)
- Missile Infantry (2)
- Cavalry & Chariots (2)
- Missile Cavalry & Chariots (3)
- Monsters & Beasts (21)
Lords | ||||||||||||||||||||||
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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. |
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1 |
![]() ![]() Burplesmirk Spewpit "Take heed, little ones. You stand in the presence of a champion of proliferation." |
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2300 | 2000 | 0 | 1 | 12620 | 7000 | 50 | 80 | 36 | 60 | 50 | 550 | 20 | ||||||||||
2 |
![]() ![]() Chaos Sorcerer Lord (Metal) When subjected to his power, all before this Sorcerer Lord are sliced, diced and desiccated . |
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750 | 1000 | 250 | 1 | 3808 | 600 | 80 | 65 | 33 | 48 | 44 | 360 | 20 | ||||||||||
3 |
![]() ![]() Chaos Sorcerer Lord (Metal) (Warhorse) When subjected to his power, all before this Sorcerer Lord are sliced, diced and desiccated . |
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850 | 1100 | 275 | 1 | 4288 | 600 | 100 | 65 | 33 | 48 | 44 | 360 | 40 | ||||||||||
4 |
![]() ![]() Chaos Sorcerer Lord (Metal) When subjected to his power, all before this Sorcerer Lord are sliced, diced and desiccated . |
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1050 | 1200 | 300 | 1 | 4312 | 1700 | 90 | 65 | 78 | 48 | 44 | 360 | 40 | ||||||||||
5 |
![]() ![]() Throgg The Troll King seeks to grind the realms of civilisation under his monstrous rule. |
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1600 | 1600 | 400 | 1 | 8008 | 4000 | 55 | 70 | 56 | 60 | 50 | 495 | 50 | ||||||||||
6 |
![]() ![]() Wulfrik the Wanderer The Eternal Challenger is bound to a lifetime of constant duelling and violent killing. |
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1000 | 1100 | 275 | 1 | 4840 | 1100 | 100 | 75 | 35 | 70 | 50 | 490 | 50 | ||||||||||
7 |
![]() ![]() Wulfrik the Wanderer (Norscan Warhorse) The Eternal Challenger is bound to a lifetime of constant duelling and violent killing. |
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1200 | 1200 | 300 | 1 | 5152 | 1100 | 100 | 75 | 35 | 70 | 50 | 490 | 65 | ||||||||||
8 |
![]() ![]() Wulfrik the Wanderer (Marauder Chariot) The Eternal Challenger is bound to a lifetime of constant duelling and violent killing. |
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1400 | 1400 | 350 | 1 | 5808 | 2200 | 100 | 75 | 78 | 48 | 30 | 420 | 90 | ||||||||||
9 |
![]() ![]() Marauder Chieftain Chieftains lead their Northmen marauders in Chaos' name, hurling themselves into the fray, where they remain until the very end. |
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700 | 700 | 200 | 1 | 4268 | 600 | 50 | 70 | 35 | 60 | 40 | 450 | 55 | ||||||||||
10 |
![]() ![]() Marauder Chieftain (Norscan Warhorse) Chieftains lead their Northmen marauders in Chaos' name, hurling themselves into the fray, where they remain until the very end. |
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900 | 900 | 220 | 1 | 4668 | 800 | 50 | 70 | 34 | 60 | 40 | 450 | 65 | ||||||||||
11 |
![]() ![]() Marauder Chieftain (Marauder Chariot) Chieftains lead their Northmen marauders in Chaos' name, hurling themselves into the fray, where they remain until the very end. |
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1100 | 1100 | 275 | 1 | 4980 | 1900 | 90 | 70 | 78 | 38 | 20 | 420 | 90 | ||||||||||
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Heroes | ||||||||||||||||||||||
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. |
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12 |
![]() ![]() Killgore Slaymaim "KILL!" |
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1400 | 1400 | 0 | 1 | 7508 | 600 | 130 | 75 | 33 | 60 | 35 | 425 | 65 | ||||||||||
13 |
![]() ![]() Fimir Balefiend (Fire) Balefiends revel in the instability they create between worlds, urging the Dark Gods to favour the Fimir once again. |
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550 | 1000 | 188 | 1 | 5040 | 1500 | 65 | 70 | 54 | 27 | 35 | 400 | 25 | ||||||||||
14 |
![]() ![]() Fimir Balefiend (Shadows) Balefiends revel in the instability they create between worlds, urging the Dark Gods to favour the Fimir once again. |
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550 | 1000 | 188 | 1 | 5040 | 1500 | 65 | 70 | 54 | 27 | 35 | 400 | 25 | ||||||||||
15 |
![]() ![]() Shaman-Sorcerer (Death) Using his seer-craft, the Shaman-Sorcerer wrangles the Winds to guide the tribe towards war. |
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275 | 1000 | 275 | 1 | 3360 | 300 | 30 | 60 | 35 | 30 | 30 | 315 | 15 | ||||||||||
16 |
![]() ![]() Shaman-Sorcerer (Death) (Norscan Warhorse) Using his seer-craft, the Shaman-Sorcerer wrangles the Winds to guide the tribe towards war. |
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475 | 1100 | 337 | 1 | 3740 | 300 | 30 | 60 | 35 | 30 | 30 | 315 | 35 | ||||||||||
17 |
![]() ![]() Shaman-Sorcerer (Death) (Marauder Chariot) Using his seer-craft, the Shaman-Sorcerer wrangles the Winds to guide the tribe towards war. |
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775 | 1350 | 300 | 1 | 4140 | 1700 | 90 | 60 | 78 | 30 | 24 | 300 | 52 | ||||||||||
18 |
![]() ![]() Shaman-Sorcerer (Fire) Using his seer-craft, the Shaman-Sorcerer wrangles the Winds to guide the tribe towards war. |
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275 | 1000 | 275 | 1 | 3360 | 300 | 30 | 60 | 35 | 30 | 30 | 315 | 15 | ||||||||||
19 |
![]() ![]() Shaman-Sorcerer (Fire) (Norscan Warhorse) Using his seer-craft, the Shaman-Sorcerer wrangles the Winds to guide the tribe towards war. |
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475 | 1100 | 337 | 1 | 3740 | 300 | 30 | 60 | 35 | 30 | 30 | 315 | 35 | ||||||||||
20 |
![]() ![]() Shaman-Sorcerer (Fire) (Marauder Chariot) Using his seer-craft, the Shaman-Sorcerer wrangles the Winds to guide the tribe towards war. |
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775 | 1350 | 300 | 1 | 4140 | 1700 | 90 | 60 | 78 | 30 | 24 | 300 | 52 | ||||||||||
21 |
![]() ![]() Shaman-Sorcerer (Metal) Using his seer-craft, the Shaman-Sorcerer wrangles the Winds to guide the tribe towards war. |
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275 | 1000 | 275 | 1 | 3360 | 300 | 30 | 60 | 35 | 30 | 30 | 315 | 15 | ||||||||||
22 |
![]() ![]() Shaman-Sorcerer (Metal) (Norscan Warhorse) Using his seer-craft, the Shaman-Sorcerer wrangles the Winds to guide the tribe towards war. |
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475 | 1100 | 337 | 1 | 3740 | 300 | 30 | 60 | 35 | 30 | 30 | 315 | 35 | ||||||||||
23 |
![]() ![]() Shaman-Sorcerer (Metal) (Marauder Chariot) Using his seer-craft, the Shaman-Sorcerer wrangles the Winds to guide the tribe towards war. |
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775 | 1350 | 300 | 1 | 4140 | 1700 | 90 | 60 | 78 | 30 | 24 | 300 | 52 | ||||||||||
24 |
![]() ![]() Skin Wolf Werekin Shredded flaps of skin, clinging to a vicious humanoid wolf-thing, are all that remains of these former champions. |
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1150 | 1150 | 288 | 1 | 5040 | 1500 | 70 | 70 | 75 | 45 | 32 | 420 | 40 | ||||||||||
25 |
![]() ![]() Chaos Sorcerer (Metal) This Chaos Sorcerer wields the Winds of Magic, using the power of death to tear limb from limb with a gesture. |
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450 | 1000 | 250 | 1 | 3360 | 600 | 80 | 60 | 33 | 38 | 26 | 300 | 20 | ||||||||||
26 |
![]() ![]() Chaos Sorcerer (Metal) (Warhorse) This Chaos Sorcerer wields the Winds of Magic, using the power of death to tear limb from limb with a gesture. |
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550 | 1100 | 275 | 1 | 3740 | 600 | 90 | 60 | 33 | 42 | 40 | 315 | 40 | ||||||||||
27 |
![]() ![]() Chaos Sorcerer (Metal) This Chaos Sorcerer wields the Winds of Magic, using the power of death to tear limb from limb with a gesture. |
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650 | 1200 | 300 | 1 | 4140 | 1700 | 90 | 60 | 78 | 26 | 16 | 300 | 60 | ||||||||||
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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. |
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28 |
![]() ![]() Marauders Chaos Marauders are the rank and file of Chaos armies, perfectly placed in the centre of battle, bloodied weapon in hand. |
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400 | 400 | 100 | 120 | 9360 | 100 | 15 | 60 | 35 | 34 | 28 | 28 | 18 | ||||||||||
29 |
![]() ![]() Marauder Spearmen These Marauders use a wall of spears to impale their enemies, ever in the hope of Ruinous exaltation. |
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450 | 450 | 113 | 120 | 9360 | 100 | 15 | 60 | 35 | 25 | 37 | 25 | 6 | ||||||||||
30 |
![]() ![]() Marauders (Great Weapons) Chaos Marauders are the rank and file of Chaos armies, perfectly placed in the centre of battle, bloodied weapon in hand. |
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500 | 500 | 125 | 120 | 9360 | 100 | 15 | 60 | 35 | 34 | 20 | 30 | 22 | ||||||||||
31 |
![]() ![]() Marauder Berserkers Berserkers fight with the strength of madmen and an absolute disregard for their own lives. |
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750 | 750 | 188 | 100 | 10200 | 180 | 15 | 80 | 37 | 40 | 24 | 52 | 33 | ||||||||||
32 |
![]() ![]() Marauder Champions All champions strive to be chosen, willing their deeds to be observed and judged. |
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1000 | 1000 | 250 | 100 | 9600 | 160 | 80 | 75 | 35 | 35 | 53 | 46 | 20 | ||||||||||
33 |
![]() ![]() Marauder Champions (Great Weapons) The bigger the blade, the greater the chance the fickle, Dark Gods will notice the aspiring champion. |
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1100 | 1100 | 275 | 100 | 9600 | 160 | 80 | 75 | 35 | 35 | 40 | 50 | 30 | ||||||||||
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Missile 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. |
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34 |
![]() ![]() Marauder Hunters (Javelins) The Hunter’s javelin takes down the largest of wild beasts, and the most gargantuan of foes. |
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550 | 500 | 138 | 90 | 6030 | 100 | 15 | 50 | 35 | 26 | 22 | 28 | 8 | 12 | 90 | 31 | |||||||
35 |
![]() ![]() Marauder Hunters The harshest of wildernesses creates the most brutal of hunters. |
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550 | 550 | 138 | 90 | 6030 | 100 | 15 | 50 | 35 | 36 | 20 | 28 | 12 | 12 | 80 | 35 | |||||||
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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. |
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36 |
![]() ![]() Marauder Chariots A Chaos Chariot is a terrifying thing to slam into an enemy line, punching through with maddening strength. |
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750 | 750 | 188 | 4 | 5568 | 1200 | 90 | 70 | 78 | 22 | 28 | 40 | 76 | ||||||||||
37 |
![]() ![]() Marauder Ice Wolves Chariots With axe-flinging Marauders in tow, drooling and crazed Ice Wolves can pull chariots with overwhelming speed. |
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900 | 900 | 225 | 4 | 6048 | 1200 | 90 | 70 | 95 | 32 | 28 | 53 | 76 | 12 | 70 | 52 | |||||||
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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. |
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38 |
![]() ![]() Marauder Horsemen These men are possessed, packing a decisive punch with a touch of insanity. |
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550 | 525 | 131 | 60 | 4980 | 100 | 15 | 48 | 33 | 22 | 20 | 24 | 24 | 16 | 80 | 24 | |||||||
39 |
![]() ![]() Marauder Horsemen (Throwing Axes) These men are possessed, packing a decisive punch with a touch of insanity. |
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625 | 625 | 156 | 60 | 4980 | 100 | 15 | 48 | 33 | 22 | 26 | 24 | 24 | 12 | 70 | 27 | |||||||
40 |
![]() ![]() Marauder Horsemasters Horse-born leaders, their powerful steeds a symbol of dread status before the Dark Gods. |
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800 | 750 | 188 | 60 | 5400 | 100 | 50 | 54 | 33 | 26 | 26 | 28 | 30 | 18 | 90 | 33 | |||||||
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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. |
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41 |
![]() ![]() Norscan Warhounds A well-placed kennel of Warhounds, set loose on the enemy lines, can thread injury and debilitating poison amongst the enemy. |
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400 | 400 | 100 | 80 | 6080 | 150 | 15 | 38 | 95 | 26 | 17 | 22 | 20 | ||||||||||
42 |
![]() ![]() Norscan Warhounds (Poison) This beast's bite brings not just pain, but also a cruel toxicity that courses through every vein. |
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450 | 450 | 113 | 80 | 6080 | 150 | 15 | 38 | 95 | 26 | 17 | 22 | 20 | ||||||||||
43 |
![]() ![]() Norscan Ice Wolves The icy northern reaches of frozen purgatory are haunted by howls of the ravenous. |
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600 | 650 | 163 | 48 | 6864 | 700 | 15 | 45 | 95 | 30 | 21 | 48 | 38 | ||||||||||
44 |
![]() ![]() Feral Manticore The Manticore is a killer, above all. Born of Chaos, mutations and madness, but a killer all the same. |
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800 | 800 | 200 | 1 | 5103 | 1600 | 45 | 56 | 70 | 40 | 34 | 445 | 50 | ||||||||||
45 |
![]() ![]() Norscan Trolls Though temperamental and difficult to control, a Troll is a whirling ball of difficult-to-kill death. |
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800 | 800 | 200 | 16 | 7904 | 1500 | 40 | 45 | 54 | 34 | 32 | 100 | 24 | ||||||||||
46 |
![]() ![]() Norscan Ice Trolls Mutations of the frozen north enable them to freeze their unfortunate victims with their foul, icy breath. |
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900 | 950 | 238 | 16 | 7904 | 1300 | 60 | 45 | 54 | 38 | 32 | 120 | 34 | ||||||||||
47 |
![]() ![]() Skin Wolves Skin Wolves take to the battlefield to glut themselves on the raw and dripping gore of their victims. |
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950 | 950 | 238 | 24 | 7416 | 1300 | 15 | 60 | 75 | 32 | 28 | 60 | 32 | ||||||||||
48 |
![]() ![]() Skin Wolves (Armoured) The half-feral, gore-obsessed Skin Wolves, armoured so their slaughter may continue unabated. |
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1100 | 1100 | 275 | 24 | 7416 | 1400 | 70 | 60 | 65 | 32 | 28 | 60 | 32 | ||||||||||
49 |
![]() ![]() Fimir Warriors Cyclopean fiends, degenerate and malign, ever-vying for the attention of the Dark Gods. |
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1300 | 1300 | 325 | 16 | 8224 | 1500 | 110 | 70 | 45 | 30 | 42 | 90 | 25 | ||||||||||
50 |
![]() ![]() Fimir Warriors (Great Weapons) When hoping for the fleeting, fickle favour of the Ruinous Ones, carry a really big mace. |
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1450 | 1450 | 363 | 16 | 8224 | 1500 | 110 | 70 | 45 | 30 | 32 | 95 | 28 | ||||||||||
51 |
![]() ![]() Norscan Giant He follows those who wage war for the Dark Gods – their killing fields are his feeding grounds. |
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1400 | 1500 | 375 | 1 | 12620 | 6500 | 50 | 100 | 39 | 65 | 30 | 700 | 40 | ||||||||||
52 |
![]() ![]() Feral Mammoth Trained to trample on command, a Mammoth can easily reduce enemies to a bloody ground-smear. |
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1500 | 1500 | 375 | 1 | 12988 | 6000 | 30 | 55 | 56 | 30 | 28 | 525 | 68 | ||||||||||
53 |
![]() ![]() Frost-Wyrm Frost-Wyrms dwell in lairs below the frozen tundra, still as death until ascending for murderous activities. |
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1600 | 1700 | 425 | 1 | 7120 | 3800 | 70 | 70 | 70 | 45 | 41 | 495 | 57 | ||||||||||
54 |
![]() ![]() The Cold-Voider (Frost-Wyrm) The closest cousin of the Scion of the Cold-Void has equally murderous instincts. |
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1700 | 1700 | 425 | 1 | 7120 | 3800 | 70 | 80 | 70 | 56 | 51 | 495 | 57 | ||||||||||
55 |
![]() ![]() The Great Mawherd of Bloodfjord (Feral Mammoth) Once an awe-inspiring parade of powerful beasts, now reduced to the last few dangerous descendants of the legendary herd. |
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5000 | 1700 | 425 | 5 | 17040 | 6500 | 30 | 100 | 56 | 34 | 30 | 525 | 93 | ||||||||||
56 |
![]() ![]() Frigustrex, Scion of the Cold-Void Cold-blooded in more ways than one, this flying killer waits to pounce from behind the blinding blizzard. |
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2000 | 1800 | 450 | 1 | 12656 | 5500 | 70 | 70 | 70 | 45 | 41 | 549 | 63 | ||||||||||
57 |
![]() ![]() Marauder Chieftain (War Mammoth) Chieftains lead their Northmen marauders in Chaos' name, hurling themselves into the fray, where they remain until the very end. |
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1900 | 1900 | 475 | 1 | 14096 | 800 | 70 | 70 | 34 | 34 | 30 | 525 | 68 | ||||||||||
58 |
![]() ![]() War Mammoth This twisted and enraged beast is a terrifying totem of might and power. |
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2000 | 2000 | 500 | 6 | 84576 | 100 | 70 | 60 | 33 | 34 | 30 | 525 | 68 | ||||||||||
59 |
![]() ![]() War Mammoth (Warshrine) This vicious beast carries a warshrine aloft, carrying blasphemous icons and unholy relics to battle in sight of the Chaos Gods. |
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2000 | 2000 | 500 | 1 | 14136 | 100 | 70 | 60 | 33 | 34 | 30 | 525 | 68 | ||||||||||
60 |
![]() ![]() The Great Mawherd of Bloodfjord (Feral Mammoth) Once an awe-inspiring parade of powerful beasts, now reduced to the last few dangerous descendants of the legendary herd. |
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2000 | 2000 | 500 | 5 | 13460 | 6500 | 30 | 50 | 56 | 34 | 20 | 130 | 73 | ||||||||||
61 |
![]() ![]() Wulfrik the Wanderer (War Mammoth) The Eternal Challenger is bound to a lifetime of constant duelling and violent killing. |
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2300 | 2300 | 575 | 1 | 14096 | 500 | 70 | 75 | 35 | 38 | 34 | 525 | 68 | ||||||||||
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