Left Panel
menu
HomeHome / Total War: WARHAMMER III / The Scourge of Aquitaine / 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 Vampire Lord
Lords / Wizard / wh_main_vmp_cha_vampire_lord_0
Vampire Lord
The Vampire Lord takes to melee with power and growing madness, both on foot and atop monstrous, powerful mounts.
900 1000 250 1 4068 600 90 80 38 70 50 480 25
2
1 Vampire Lord (Hellsteed)
Lords / Wizard / wh_main_vmp_cha_vampire_lord_2
Vampire Lord (Hellsteed)
The Vampire Lord takes to melee with power and growing madness, both on foot and atop monstrous, powerful mounts.
1350 1350 337 1 4672 600 90 80 38 70 50 480 50
3
1 Vampire Lord (Zombie Dragon)
Lords / Wizard / wh_main_vmp_cha_vampire_lord_3
Vampire Lord (Zombie Dragon)
The Vampire Lord takes to melee with power and growing madness, both on foot and atop monstrous, powerful mounts.
2050 2050 513 1 7436 600 70 80 38 44 50 520 40
4
1 Vampire Lord (Barded Nightmare)
Lords / Wizard / wh_main_vmp_cha_vampire_lord_5
Vampire Lord (Barded Nightmare)
The Vampire Lord takes to melee with power and growing madness, both on foot and atop monstrous, powerful mounts.
1150 1100 275 1 4672 600 110 80 38 70 50 480 50
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.
5
60 Knights of the Realm
Cavalry & Chariots / Shock Cavalry / wh_main_brt_cav_knights_of_the_realm
Knights of the Realm
The Knights ride down their enemies with a thunderous charge and a cry of valour.
950 950 238 60 6240 100 90 75 33 32 28 37 68
6
60 Black Knights (Lances & Barding)
Cavalry & Chariots / Shock Cavalry / wh_main_vmp_cav_black_knights_3
Black Knights (Lances & Barding)
Atop their skeletal steeds, Black Knights destroy enemy battle lines with powerful cavalry charges.
1100 1050 263 60 6600 100 110 50 33 30 28 42 67
7
24 Pegasus Knights
Cavalry & Chariots / Flying Cavalry / wh_main_brt_cav_pegasus_knights
Pegasus Knights
Stronger and faster than the mightiest warhorse, the Pegasus Knight swoops across the battlefield with a powerful airborne charge.
1100 1100 275 24 6072 100 80 75 33 36 32 56 75
8
60 Grail Knights
Cavalry & Chariots / Shock Cavalry / wh_main_brt_cav_grail_knights
Grail Knights
The Grail Knights charge the enemy line with a furious stampede of hooves and the Lady in their thoughts.
1500 1500 375 60 6480 100 90 80 33 38 34 38 78
9
60 Blood Knights
Cavalry & Chariots / Shock Cavalry / wh_dlc02_vmp_cav_blood_knights_0
Blood Knights
The Flag of the Blood Keep flashes violently; the Blood Knights run their enemies down.
1700 1700 425 60 6720 130 110 65 33 32 42 45 72