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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 Night Goblin Warboss
Lords / Sword Infantry / wh_dlc06_grn_cha_night_goblin_warboss_0
Night Goblin Warboss
Although not as mighty as Orcs, Night Goblins nevertheless control their forces through fear and savage, macabre bloodlust.
550 500 125 1 3869 350 25 60 35 45 53 400 35
2
1 Night Goblin Warboss (Great Cave Squig)
Lords / Cavalry / wh_dlc06_grn_cha_night_goblin_warboss_1
Night Goblin Warboss (Great Cave Squig)
Although not as mighty as Orcs, Night Goblins nevertheless control their forces through fear and savage, macabre bloodlust.
1000 850 213 1 4412 350 55 60 35 45 53 400 65
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.
3
160 Nasty Skulkers
Infantry / Sneaky Infantry / wh_dlc06_grn_inf_nasty_skulkers_0
Nasty Skulkers
Even the most heinous green-skinned scumbags look upon these Goblins' swift skulduggery with reverent horror.
500 500 125 160 8320 90 15 40 37 26 16 24 20
4
160 Night Goblins (Fanatics)
Infantry / Sword Infantry / wh_main_grn_inf_night_goblin_fanatics
Night Goblins (Fanatics)
Night Goblins Fanatics are highly efficient killers – the ball and chain they wield sees to that!
525 525 131 160 8960 90 15 44 35 26 24 27 12
5
72 Death Runners
Infantry / Dual Sword Infantry / wh2_main_skv_inf_death_runners_0
Death Runners
Understanding from the outset that yours is a suicide mission focuses the murine mind on the murderous task at hand.
850 850 213 72 5760 90 20 68 54 32 28 30 22
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.
6
120 Night Goblin Archers (Fanatics)
Missile Infantry / Missile Infantry / wh_main_grn_inf_night_goblin_fanatics_1
Night Goblin Archers (Fanatics)
Between bow shots, the Night Goblin Archers send their Fanatic hostages forth to cause mayhem.
600 600 151 120 6480 90 15 40 35 15 20 27 7 24 115 14
7
120 Gutter Runner Slingers (Poison)
Missile Infantry / Missile Infantry / wh2_main_skv_inf_gutter_runner_slingers_1
Gutter Runner Slingers (Poison)
Raining slingshots down then vanishing again, too quickly to be caught; a frustrating nuisance to the foe.
825 825 206 120 6960 90 20 54 54 26 20 28 10 24 140 18
8
120 Gutter Runners (Poison)
Missile Infantry / Missile Infantry / wh2_main_skv_inf_gutter_runners_1
Gutter Runners (Poison)
Armed with poison, so even a glancing blow may mean agonising death to the target.
825 825 206 120 6960 90 20 54 54 26 20 28 14 12 70 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.
9
60 Forest Goblin Spider Riders
Cavalry & Chariots / Cavalry / wh_main_grn_cav_forest_goblin_spider_riders_0
Forest Goblin Spider Riders
Atop their venomous mounts, Goblin Riders can run down enemies with surprising precision.
425 425 106 60 5160 90 45 50 33 22 32 27 22
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.
10
60 Forest Goblin Spider Rider Archers
Missile Cavalry & Chariots / Missile Cavalry / wh_main_grn_cav_forest_goblin_spider_riders_1
Forest Goblin Spider Rider Archers
Atop their venomous mounts, Goblin Riders can run down enemies with surprising precision.
475 475 119 60 4620 90 45 44 33 15 22 26 14 20 100 14