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HomeHome / Total War: WARHAMMER III / Hung Warband / 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 Chaos Lord
Lords / Sword Infantry / wh_main_chs_cha_chaos_lord_0
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
1 Chaos Lord (Chaos Steed)
Lords / Cavalry / wh_main_chs_cha_chaos_lord_11
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
1 Chaos Lord (Barded Chaos Steed)
Lords / Cavalry / wh_main_chs_cha_chaos_lord_12
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
1 Chaos Lord (Chaos Chariot)
Lords / Chariot / wh_main_chs_cha_chaos_lord_8
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
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
120 Marauders
Infantry / Axe Infantry / wh_main_nor_inf_chaos_marauders_0
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
120 Marauders (Great Weapons)
Infantry / Great Axe Infantry / wh_main_nor_inf_chaos_marauders_1
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
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.
7
4 Chaos Chariots
Cavalry & Chariots / Chariot / wh_main_chs_cav_chaos_chariot
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
4 Marauder Chariots
Cavalry & Chariots / Chariot / wh_main_nor_cav_chaos_chariot
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
4 Gorebeast Chariots
Cavalry & Chariots / Monstrous Chariot / wh_dlc01_chs_cav_gorebeast_chariot
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
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
11
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.
12
60 Marauder Horsemen
Missile Cavalry & Chariots / Missile Cavalry / wh_main_chs_cav_marauder_horsemen_0
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
60 Marauder Horsemen
Missile Cavalry & Chariots / Missile Cavalry / wh_main_nor_cav_marauder_horsemen_0
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
60 Marauder Horsemen (Throwing Axes)
Missile Cavalry & Chariots / Missile Cavalry / wh_main_chs_cav_marauder_horsemen_1
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
60 Marauder Horsemen (Throwing Axes)
Missile Cavalry & Chariots / Missile Cavalry / wh_main_nor_cav_marauder_horsemen_1
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
60 Marauder Horsemasters
Missile Cavalry & Chariots / Missile Cavalry / wh_dlc06_chs_cav_marauder_horsemasters_0
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
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
60 Harpies
Monsters & Beasts / Flying Melee Infantry / wh_dlc05_bst_mon_harpies_0
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
80 Norscan Warhounds
Monsters & Beasts / War Beasts / wh_main_nor_mon_chaos_warhounds_0
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
80 Norscan Warhounds (Poison)
Monsters & Beasts / War Beasts / wh_main_nor_mon_chaos_warhounds_1
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
80 Chaos Warhounds (Poison)
Monsters & Beasts / War Beasts / wh_main_chs_mon_chaos_warhounds_1
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
16 Norscan Trolls
Monsters & Beasts / Monstrous Infantry / wh_main_nor_mon_chaos_trolls
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
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
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