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HomeHome / Total War: WARHAMMER III / College of Pyrotechnics / 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 General of the Empire (Barded Warhorse)
Lords / Cavalry / wh_main_emp_cha_general_1
General of the Empire (Barded Warhorse)
The Lord commander wades into battle, cutting foes apart and setting an example for the rest of the army.
850 1200 300 1 4672 600 105 70 34 55 45 430 65
2
1 General of the Empire (Imperial Pegasus)
Lords / Flying Cavalry / wh_main_emp_cha_general_2
General of the Empire (Imperial Pegasus)
The Lord commander wades into battle, cutting foes apart and setting an example for the rest of the army.
1150 1350 337 1 4972 600 85 70 34 55 45 430 80
3
1 General of the Empire (Imperial Griffon)
Lords / Flying Monstrous Cavalry / wh_main_emp_cha_general_3
General of the Empire (Imperial Griffon)
The Lord commander wades into battle, cutting foes apart and setting an example for the rest of the army.
1400 1400 375 1 5376 600 85 70 34 47 30 450 70
Missile Cavalry & Chariots
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 Outriders (Grenade Launcher)
Missile Cavalry & Chariots / Missile Cavalry / wh_main_emp_cav_outriders_1
Outriders (Grenade Launcher)
Fast and dependable, an Outrider can be in one place to fire, then be in another to fire again moments later.
800 800 200 48 3984 100 30 50 33 18 14 24 12 18 100 61
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.
5
4 Helstorm Rocket Battery
Artillery & War Machines / Rocket Battery / wh_main_emp_art_helstorm_rocket_battery
Helstorm Rocket Battery
An erratic flurry of explosive airborne destruction - Helstorm rockets are extremely powerful, if extremely unreliable, weapons from the Empire's arsenal.
1050 1050 263 4 4356 3100 20 50 20 10 6 24 5 22 480 305
6
1 Steam Tank
Artillery & War Machines / War Machine / wh_main_emp_veh_steam_tank
Steam Tank
From great range, a Steam Tank launches powerful shots of armour-piercing cannon fire with tremendous stopping power.
2100 2200 550 1 9068 10000 160 100 48 36 10 200 80 40 380 400