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Heroes
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 Liche Priest (Death)
Heroes / Wizard / wh2_dlc09_tmb_cha_liche_priest_death_0
Liche Priest (Death)
The savage desert itself obeys the one who summons the dunes and the dead to fight for him.
300 0 0 1 3520 600 30 60 31 25 30 300 10
2
1 Liche Priest (Light)
Heroes / Wizard / wh2_dlc09_tmb_cha_liche_priest_light_0
Liche Priest (Light)
The savage desert itself obeys the one who summons the dunes and the dead to fight for him.
300 0 0 1 3520 600 30 60 31 25 30 300 10
3
1 Liche Priest (Nehekhara)
Heroes / Wizard / wh2_dlc09_tmb_cha_liche_priest_nehekhara_0
Liche Priest (Nehekhara)
The savage desert itself obeys the one who summons the dunes and the dead to fight for him.
300 0 0 1 3520 600 30 60 31 25 30 300 10
4
1 Liche Priest (Shadows)
Heroes / Wizard / wh2_dlc09_tmb_cha_liche_priest_shadow_0
Liche Priest (Shadows)
The savage desert itself obeys the one who summons the dunes and the dead to fight for him.
300 0 0 1 3520 600 30 60 31 25 30 300 10
5
1 Necrotect
Heroes / Whip Infantry / wh2_dlc09_tmb_cha_necrotect_0
Necrotect
All the Necrotects see now is purity besmirched. With a whipcrack they strive once more for perfection.
550 0 0 1 3788 600 55 65 31 45 30 360 20
6
1 Tomb Prince
Heroes / Halberd Infantry / wh2_dlc09_tmb_cha_tomb_prince_0
Tomb Prince
Entombed alongside their mighty sovereign, Nehekhara's deathless princes are reawakened to command the Undead legions.
700 0 0 1 4268 600 70 70 31 38 48 370 15
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.
7
160 Skeleton Spearmen
Infantry / Spear Infantry / wh2_dlc09_tmb_inf_skeleton_spearmen_0
Skeleton Spearmen
Spears extend, like gnarled and sharpened bones, held firmly in place by their deathly-grip.
325 0 0 160 9760 80 20 35 28 14 30 24 3
8
160 King Nekhesh's Scorpion Legion (Skeleton Spearmen)
Infantry / Spear Infantry / wh2_dlc09_tmb_inf_skeleton_spearmen_ror
King Nekhesh's Scorpion Legion (Skeleton Spearmen)
Elite amongst their skeletal peers, these spear-armed warriors are as bloodthirsty as their infamous royal patron.
550 0 0 160 9760 80 45 45 28 19 42 24 3
9
160 Skeleton Warriors
Infantry / Sword Infantry / wh2_dlc09_tmb_inf_skeleton_warriors_0
Skeleton Warriors
The Undead devotees of the Tomb Kings are risen again, unswervingly loyal to their liege.
300 0 0 160 9760 80 20 35 28 18 22 26 5
10
120 Tomb Guard
Infantry / Sword Infantry / wh2_dlc09_tmb_inf_tomb_guard_0
Tomb Guard
These guards' loyalty in life was rewarded; now they are expected to show it once more.
750 0 0 120 9840 120 55 65 28 32 41 42 8
11
120 Tomb Guard (Halberds)
Infantry / Halberd Infantry / wh2_dlc09_tmb_inf_tomb_guard_1
Tomb Guard (Halberds)
Their great weapons are wielded as expertly as they did in life, slaying for Lord and glory!
850 0 0 120 9840 120 55 65 28 25 47 29 5
12
120 The Khepra Guard (Tomb Guard)
Infantry / Sword Infantry / wh2_dlc09_tmb_inf_tomb_guard_ror
The Khepra Guard (Tomb Guard)
Like the flesh-eating, skull-faced beetle, whose name they bear, this dual-wielding, elite Tomb Guard bring a new level of terror to the battlefield.
1100 0 0 120 9840 120 70 70 28 41 51 42 15
13
120 Crypt Ghouls
Infantry / Cudgel Infantry / wh2_dlc09_tmb_inf_crypt_ghouls
Crypt Ghouls
Crypt Ghouls are barely sentient but they can fight, using their claws and makeshift weapons to rip men apart.
525 0 0 120 7560 90 10 54 40 40 38 49 16
14
120 Nehekhara Warriors
Infantry / Sword Infantry / wh2_dlc09_tmb_inf_nehekhara_warriors_0
Nehekhara Warriors
The Warriors of Nehekhara remember only their duty to their king, and pursue his enemies with ruthless purpose.
525 0 0 120 9120 80 45 45 28 32 22 33 15
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.
15
120 Skeleton Archers
Missile Infantry / Missile Infantry / wh2_dlc09_tmb_inf_skeleton_archers_0
Skeleton Archers
These desiccated husks remember how to shoot; a hail of endless death to thin the foe's numbers.
475 0 0 120 6840 80 20 35 31 10 14 20 3 22 140 14
16
120 Blessed Legion of Phakth (Skeleton Archers)
Missile Infantry / Missile Infantry / wh2_dlc09_tmb_inf_skeleton_archers_ror
Blessed Legion of Phakth (Skeleton Archers)
Existing only to serve, the Hawk-God’s blessed archers deliver his swift justice – a rain of death from above – long after their own lives have ended.
675 0 0 120 6840 80 30 45 31 14 19 20 3 22 160 17
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.
17
60 Hexwraiths
Cavalry & Chariots / Cavalry / wh2_dlc09_tmb_cav_hexwraiths
Hexwraiths
Hexwraiths charge, spectral, through mountains in search of their prey - a battle line is a trifling thing for their devastating attack.
1475 0 0 60 6960 100 0 40 33 34 25 53 46
18
60 Nehekhara Horsemen
Cavalry & Chariots / Cavalry / wh2_dlc09_tmb_cav_nehekhara_horsemen_0
Nehekhara Horsemen
Skeletal steeds instinctively obey the will of their riders, displaying the same supernatural discipline.
650 0 0 60 6360 80 50 50 28 28 34 38 26
19
60 Skeleton Horsemen
Cavalry & Chariots / Spear Cavalry / wh2_dlc09_tmb_cav_skeleton_horsemen_0
Skeleton Horsemen
Amidst a churning cloud of heaved-up sand, these Undead warriors charge their foes with supernatural determination.
400 0 0 60 4860 80 30 45 28 24 26 28 34
20
12 Skeleton Chariots
Cavalry & Chariots / Chariot / wh2_dlc09_tmb_veh_skeleton_chariot_0
Skeleton Chariots
An unearthly mixture of wood, metal and bone to savage the foe in rending, powerful strikes.
850 0 0 12 6840 1180 80 55 74 22 24 34 58
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.
21
12 Skeleton Archer Chariots
Missile Cavalry & Chariots / Missile Chariot / wh2_dlc09_tmb_veh_skeleton_archer_chariot_0
Skeleton Archer Chariots
From the chariot's elevated platform, archers are offered unparalleled opportunities to fire on the enemy.
1000 0 0 12 6840 1200 80 55 74 22 24 34 58 30 140 60
22
60 Skeleton Horse Archers
Missile Cavalry & Chariots / Missile Cavalry / wh2_dlc09_tmb_cav_skeleton_horsemen_archers_0
Skeleton Horse Archers
These riders never tire and can chase foes down over countless leagues, until their dying moment.
475 0 0 60 4680 80 30 45 28 20 22 20 25 18 140 15
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
24 Carrion
Monsters & Beasts / Flying War Beasts / wh2_dlc09_tmb_mon_carrion_0
Carrion
"The Carrion of the Desert, whose mighty outstretched wings darken the sun on the day of slaughter."
380 0 0 24 5040 80 20 35 80 26 46 47 12
24
80 Dire Wolves
Monsters & Beasts / War Beasts / wh2_dlc09_tmb_mon_dire_wolves
Dire Wolves
A pack of Dire Wolves is a lacerating mess of teeth in the melee, effective against enemy infantry.
525 0 0 80 6080 150 0 35 116 31 14 26 40
25
60 Fell Bats
Monsters & Beasts / Flying War Beasts / wh2_dlc09_tmb_mon_fell_bats
Fell Bats
Fell Bats fall upon their enemies in a seething mass; in numbers, they become overwhelming.
375 0 0 60 4200 150 20 30 78 19 49 27 30
Constructs
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.
26
1 Tomb Scorpion
Constructs / Monster / wh2_dlc09_tmb_mon_tomb_scorpion_0
Tomb Scorpion
They can burrow for leagues when summoned, bursting into battle with a blast of sand and snapping limbs.
1000 0 0 1 6020 2400 90 55 50 35 33 380 45
27
16 Ushabti
Constructs / Monstrous Infantry / wh2_dlc09_tmb_mon_ushabti_0
Ushabti
The physical embodiment of the everlasting gods; curse ye all men who look upon their divine forms!
900 0 0 16 8128 1500 90 50 54 23 35 79 18
28
12 Ushabti (Great Bow)
Constructs / Monstrous Missile Infantry / wh2_dlc09_tmb_mon_ushabti_1
Ushabti (Great Bow)
Tremble at their imposing sight, run in vain from their mighty arrows.
1100 0 0 12 6096 1500 90 40 54 23 35 65 18 21 255 111
29
24 Necropolis Knights
Constructs / Monstrous Cavalry / wh2_dlc09_tmb_cav_necropolis_knights_0
Necropolis Knights
Each serpentine steed is spurred to acts of great brutality in the name of the king.
1425 0 0 24 7272 80 110 60 28 40 43 67 52
30
12 Chosen of the Gods (Ushabti - Great Bow)
Constructs / Monstrous Missile Infantry / wh2_dlc09_tmb_mon_ushabti_ror
Chosen of the Gods (Ushabti - Great Bow)
Bearing the faces of Nehekhara’s illustrious pantheon, these Ushabti use spear-sized arrows – and the fear of the gods – to strike at the unfortunate foe.
1300 0 0 12 6096 1500 90 45 54 30 44 65 18 21 255 109
31
24 Necropolis Knights (Halberds)
Constructs / Monstrous Cavalry / wh2_dlc09_tmb_cav_necropolis_knights_1
Necropolis Knights (Halberds)
Tethered to their mounts by a sharp hook, the other mummified hand wields a barbed staff to carve through mortal flesh.
1575 0 0 24 7272 80 110 60 28 32 37 55 40
32
4 Khemrian Warsphinx
Constructs / Monster / wh2_dlc09_tmb_veh_khemrian_warsphinx_0
Khemrian Warsphinx
A monolithic force of destruction on the battlefield - each tremendous footstep crushing many foolish warriors underfoot.
1800 0 0 4 38480 100 95 60 33 38 38 480 64
33
1 Bone Giant
Constructs / Specialist Artillery / wh2_pro06_tmb_mon_bone_giant_0
Bone Giant
The Necrolith Colossi are great bestriding monuments, often in the shape of hulking skeletons.
1600 0 0 1 12620 6500 80 55 32 30 28 400 20 20 350 562
34
1 Hierotitan
Constructs / Magical Monster / wh2_dlc09_tmb_mon_heirotitan_0
Hierotitan
Death's true face radiates sinister magic; the cruel laughter of ancient gods echoes within its shadow.
2000 0 0 1 12620 6500 100 60 32 56 45 550 20
35
1 Necrosphinx
Constructs / Monster / wh2_dlc09_tmb_mon_necrosphinx_0
Necrosphinx
The living are scythed down as these nightmarish beasts glide and bound amongst their helpless, terrified prey.
2000 0 0 1 8960 5500 100 60 68 48 40 550 52
36
1 The Sphinx of Usekph (Necrosphinx)
Constructs / Monster / wh2_dlc09_tmb_mon_necrosphinx_ror
The Sphinx of Usekph (Necrosphinx)
The fury of the gods made stone, these chosen Sphinxes augment their brutal scythe-attack with magic and fire.
2350 0 0 1 9780 5500 100 65 68 61 50 550 52
37
16 Sepulchral Stalkers
Constructs / Monstrous Infantry / wh2_dlc09_tmb_mon_sepulchral_stalkers_0
Sepulchral Stalkers
These sentinels mark the borders of the Tomb Kings' realm, submerged in the sand, waiting to strike at the unsuspecting.
1200 0 0 16 7040 900 80 50 50 22 30 75 10 12 80 130
38
16 Eyes of the Desert (Sepulchral Stalkers)
Constructs / Monstrous Infantry / wh2_dlc09_tmb_mon_sepulchral_stalkers_ror
Eyes of the Desert (Sepulchral Stalkers)
Lying in wait, biding their time. The desert sees all. Nothing escapes.
1350 0 0 16 7040 900 80 60 50 29 38 75 10 12 80 159
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.
39
1 Casket of Souls
Artillery & War Machines / Magical Artillery / wh2_dlc09_tmb_art_casket_of_souls_0
Casket of Souls
When the souls are released, they endeavour not to return without new victims to torment for eternity.
1250 0 0 1 3968 4080 80 60 26 20 14 26 8 20 440 863
40
4 Screaming Skull Catapults
Artillery & War Machines / Catapult / wh2_dlc09_tmb_art_screaming_skull_catapult_0
Screaming Skull Catapults
What’s scarier than being bombarded with skulls from a distance? Why, if they are on fire and screaming in anguish of course!
750 0 0 4 4356 3080 20 40 20 10 6 20 5 22 380 153