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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 Dreadlord (Sword & Crossbow)
Lords / Hybrid-Weapon Infantry / wh2_main_def_cha_dreadlord_0
Dreadlord (Sword & Crossbow)
Power, achieved through intimidation and strength on the battlefield; fear instils loyalty.
850 1000 250 1 4068 400 90 80 36 60 45 400 35 40 125 300
2
1 Dreadlord (Sword & Crossbow) (Dark Steed)
Lords / Hybrid-Weapon Cavalry / wh2_main_def_cha_dreadlord_1
Dreadlord (Sword & Crossbow) (Dark Steed)
Power, achieved through intimidation and strength on the battlefield; fear instils loyalty.
1050 1100 275 1 4568 400 90 80 36 60 45 400 55 40 125 300
3
1 Dreadlord (Sword & Crossbow) (Cold One)
Lords / Hybrid-Weapon Cavalry / wh2_main_def_cha_dreadlord_2
Dreadlord (Sword & Crossbow) (Cold One)
Power, achieved through intimidation and strength on the battlefield; fear instils loyalty.
1200 1300 325 1 4784 400 115 80 36 60 45 400 55 40 125 300
4
1 Dreadlord (Sword & Crossbow) (Black Dragon)
Lords / Flying Monster / wh2_main_def_cha_dreadlord_4
Dreadlord (Sword & Crossbow) (Black Dragon)
Power, achieved through intimidation and strength on the battlefield; fear instils loyalty.
2100 2300 575 1 8436 400 80 80 36 54 46 520 50 40 125 300
5
1 Dreadlord (Sword & Crossbow) (Dark Pegasus)
Lords / Hybrid-Weapon Cavalry / wh2_main_def_cha_dreadlord_5
Dreadlord (Sword & Crossbow) (Dark Pegasus)
Power, achieved through intimidation and strength on the battlefield; fear instils loyalty.
1350 1500 375 1 4972 400 90 80 36 60 45 400 65 40 125 300
6
1 Dreadlord (Sword & Shield)
Lords / Sword Infantry / wh2_main_def_cha_dreadlord_female_0
Dreadlord (Sword & Shield)
Power, achieved through intimidation and strength on the battlefield; fear instils loyalty.
850 1000 250 1 4068 400 90 80 36 65 55 400 45
7
1 Dreadlord (Sword & Shield) (Dark Steed)
Lords / Cavalry / wh2_main_def_cha_dreadlord_female_1
Dreadlord (Sword & Shield) (Dark Steed)
Power, achieved through intimidation and strength on the battlefield; fear instils loyalty.
1050 1100 275 1 4568 400 90 80 36 65 55 400 65
8
1 Dreadlord (Sword & Shield) (Cold One)
Lords / Cavalry / wh2_main_def_cha_dreadlord_female_2
Dreadlord (Sword & Shield) (Cold One)
Power, achieved through intimidation and strength on the battlefield; fear instils loyalty.
1200 1300 325 1 4784 400 115 80 36 65 55 400 65
9
1 Dreadlord (Sword & Shield) (Black Dragon)
Lords / Flying Monster / wh2_main_def_cha_dreadlord_female_4
Dreadlord (Sword & Shield) (Black Dragon)
Power, achieved through intimidation and strength on the battlefield; fear instils loyalty.
2100 2300 575 1 8436 400 80 80 36 58 48 520 50
10
1 Dreadlord (Sword & Shield) (Dark Pegasus)
Lords / Cavalry / wh2_main_def_cha_dreadlord_female_5
Dreadlord (Sword & Shield) (Dark Pegasus)
Power, achieved through intimidation and strength on the battlefield; fear instils loyalty.
1350 1500 375 1 4972 400 90 80 36 65 55 400 75
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.
11
100 Chaos Warriors
Infantry / Axe Infantry / wh_main_chs_inf_chaos_warriors_0
Chaos Warriors
Chaos Warriors come alive in the midst of bloody battle; thriving on the slaughter of similar foes.
750 750 188 100 9000 160 100 75 28 36 44 36 20
12
100 Chaos Warriors (Great Weapons)
Infantry / Great Axe Infantry / wh_dlc01_chs_inf_chaos_warriors_2
Chaos Warriors (Great Weapons)
Chaos Warriors come alive in the midst of bloody battle; thriving on the slaughter of similar foes.
850 850 213 100 9000 160 100 75 28 36 32 38 26
13
100 Chaos Warriors (Halberds)
Infantry / Halberd Infantry / wh_main_chs_inf_chaos_warriors_1
Chaos Warriors (Halberds)
Chaos Warriors come alive in the midst of bloody battle; thriving on the slaughter of similar foes.
850 850 213 100 9000 160 100 75 28 30 42 34 10
14
80 Chosen
Infantry / Axe Infantry / wh_main_chs_inf_chosen_0
Chosen
Chosen are greater than their Chaotic brethren, more powerful and savage in close quarters, especially with great weapons.
1250 1250 313 80 10480 160 120 85 28 46 60 48 26
15
80 Chosen (Halberds)
Infantry / Halberd Infantry / wh_dlc01_chs_inf_chosen_2
Chosen (Halberds)
Chosen are greater than their Chaotic brethren, more powerful and savage in close quarters, especially with great weapons.
1400 1400 350 80 10480 210 120 85 28 36 56 46 16
16
80 Chosen (Great Weapons)
Infantry / Great Axe Infantry / wh_main_chs_inf_chosen_1
Chosen (Great Weapons)
Chosen are greater than their Chaotic brethren, more powerful and savage in close quarters, especially with great weapons.
1450 1450 363 80 10480 160 120 85 28 48 46 50 32
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.
17
90 Darkshards (Shields)
Missile Infantry / Missile Infantry / wh2_main_def_inf_darkshards_1
Darkshards (Shields)
True to their name, they wither their enemies with volleys of black-tipped arrows.
600 650 163 90 5670 100 30 56 33 18 24 24 6 18 125 20
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.
18
48 Cold One Knights
Cavalry & Chariots / Cold One Spear Cavalry / wh2_main_def_cav_cold_one_knights_0
Cold One Knights
Armed with a mighty lance for a powerful charge, then enchanted swords to deliver punishment up close.
1000 1000 250 48 5568 100 90 75 33 29 28 42 44
19
48 Cold One Dread Knights
Cavalry & Chariots / Cold One Cavalry / wh2_main_def_cav_cold_one_knights_1
Cold One Dread Knights
Their charge protected by heavy barding, these mounted warriors wield mighty blades to slash and gore.
1300 1300 325 48 6480 100 120 80 33 40 44 48 36
20
60 Chaos Knights
Cavalry & Chariots / Cavalry / wh_main_chs_cav_chaos_knights_0
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
21
60 Chaos Knights (Lances)
Cavalry & Chariots / Shock Cavalry / wh_main_chs_cav_chaos_knights_1
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
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.
22
4 Cold One Chariots
Missile Cavalry & Chariots / Missile Chariot / wh2_main_def_cav_cold_one_chariot
Cold One Chariots
A charge so devastating that it rends the flesh and bone from its victims.
1100 1100 275 4 6144 1600 110 65 66 24 23 44 50 24 125 183
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.
23
1 Black Dragon
Monsters & Beasts / Flying Monster / wh2_main_def_mon_black_dragon
Black Dragon
Poison, horns, claws and teeth; a myriad ways to destroy the foe.
1900 2100 525 1 8324 4000 90 70 65 50 46 520 50
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.
24
4 Reaper Bolt Throwers
Artillery & War Machines / Field Artillery / wh2_main_def_art_reaper_bolt_thrower
Reaper Bolt Throwers
Their bolts strike with such force that, should their targets survive, they are unfit to live even as slaves.
700 700 175 4 3536 2100 30 70 22 10 15 24 2 24 350 136
25
1 Hellcannon
Artillery & War Machines / Siege Artillery / wh_main_chs_art_hellcannon
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