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Pirates of Sartosa Units
Units
- Heroes (3)
- Infantry (6)
- Missile Infantry (6)
- Monsters & Beasts (9)
- Missile Monsters & Beasts (6)
- Artillery & War Machines (2)
Heroes | ||||||||||||||||||||||
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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. |
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1 |
Heroes /
Support Specialist / wh2_dlc11_cst_cha_gunnery_wight_0 Gunnery Wight These former marksmen and artillerymen are as obsessed with gunpowder in death as they were in life. |
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600 | 1000 | 250 | 1 | 3972 | 900 | 30 | 60 | 40 | 34 | 38 | 400 | 15 | 45 | 180 | 300 | |||||||
2 |
Heroes /
Melee Specialist / wh2_dlc11_cst_cha_mourngul_haunter Mourngul Haunter Malice personified, a Haunter never knows relief from its manic, all-consuming hunger. |
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1300 | 1200 | 325 | 1 | 6568 | 2000 | 40 | 60 | 54 | 48 | 38 | 420 | 40 | ||||||||||
3 |
Heroes /
Wizard / wh2_dlc11_cst_cha_vampire_fleet_captain_0 Vampire Fleet Captain (Vampires) Wielding her cursed cutlass, this swashbuckling Vampire cripples and kills all who dare oppose her. |
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700 | 1000 | 250 | 1 | 3572 | 600 | 30 | 60 | 38 | 60 | 40 | 430 | 35 | ||||||||||
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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. |
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4 |
Infantry /
Dual Sword Infantry / wh2_dlc11_cst_inf_zombie_deckhands_mob_0 Zombie Pirate Deckhands Mob These Undead mariners are competent crewmen and relentless fighters, making them ideal pirates. |
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300 | 300 | 75 | 160 | 12000 | 90 | 15 | 35 | 23 | 17 | 15 | 29 | 10 | ||||||||||
5 |
Infantry /
Halberd Infantry / wh2_dlc11_cst_inf_zombie_deckhands_mob_1 Zombie Pirate Deckhands Mob (Polearms) The Deckhands’ polearms are rusty extensions of the decomposing arms that brandish them. |
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400 | 400 | 100 | 160 | 12000 | 90 | 15 | 35 | 23 | 14 | 20 | 27 | 3 | ||||||||||
6 |
Infantry /
Dual Sword Infantry / wh2_dlc11_cst_inf_sartosa_free_company_0 Sartosa Free Company You'll never find a less trustworthy rabble, but for the right price they'll fight to the death... and beyond. |
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450 | 450 | 113 | 120 | 7920 | 90 | 25 | 60 | 36 | 32 | 26 | 26 | 18 | ||||||||||
7 |
Infantry /
Melee Infantry / wh2_dlc11_cst_inf_syreens Syreens Their howls turn even the bravest sailors stark white, spearing their souls like a lance through the heart. |
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850 | 850 | 213 | 60 | 6240 | 90 | 0 | 45 | 48 | 23 | 32 | 30 | 14 | ||||||||||
8 |
Infantry /
Berserker Axe Infantry / wh2_dlc11_cst_inf_depth_guard_0 Depth Guard The Blood Knights of the sea are elite, armour-clad sentries to the dreaded seafaring creatures of the night. |
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1100 | 1200 | 300 | 60 | 7200 | 160 | 90 | 60 | 36 | 50 | 36 | 64 | 30 | ||||||||||
9 |
Infantry /
Halberd Infantry / wh2_dlc11_cst_inf_depth_guard_1 Depth Guard (Polearms) The only thing scarier than a Depth Guard is one with a weapon that gives it an eight-foot reach. |
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1200 | 1300 | 325 | 60 | 7200 | 160 | 90 | 60 | 36 | 42 | 44 | 44 | 20 | ||||||||||
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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. |
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10 |
Missile Infantry /
Pistol Missile Infantry / wh2_dlc11_cst_inf_zombie_gunnery_mob_0 Zombie Pirate Gunnery Mob The random discharge of noisy, indiscriminate firepower gives the Gunnery Mob a small spark of satisfaction enjoyed in life. |
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300 | 300 | 75 | 120 | 7560 | 90 | 15 | 35 | 23 | 14 | 6 | 15 | 7 | 22 | 90 | 13 | |||||||
11 |
Missile Infantry /
Explosives Infantry / wh2_dlc11_cst_inf_zombie_gunnery_mob_3 Zombie Pirate Gunnery Mob (Bombers) Undead minions have no fear of blowing themselves up, making them ideal gunpowder-keg-launchers! |
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450 | 450 | 113 | 120 | 7560 | 90 | 15 | 35 | 23 | 14 | 6 | 15 | 7 | 5 | 55 | 16 | |||||||
12 |
Missile Infantry /
Close-Quarters Infantry / wh2_dlc11_cst_inf_sartosa_militia_0 Sartosa Militia You'll never find a less trustworthy rabble, but for the right price they'll fight to the death... and beyond. |
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450 | 450 | 113 | 120 | 7320 | 90 | 25 | 55 | 36 | 28 | 25 | 28 | 14 | 18 | 90 | 16 | |||||||
13 |
Missile Infantry /
Missile Infantry / wh2_dlc11_cst_inf_zombie_gunnery_mob_1 Zombie Pirate Gunnery Mob (Handguns) Rifles afford better accuracy, which can be advantageous for the clumsy hands of the rotting Undead. |
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550 | 550 | 138 | 120 | 7560 | 90 | 15 | 35 | 23 | 8 | 6 | 15 | 2 | 22 | 145 | 16 | |||||||
14 |
Missile Infantry /
Close-Quarters Missile Infantry / wh2_dlc11_cst_inf_zombie_gunnery_mob_2 Zombie Pirate Gunnery Mob (Hand Cannons) Where marksmanship might be lacking, a more powerful firearm will usually suffice. |
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500 | 600 | 150 | 120 | 7560 | 90 | 15 | 35 | 23 | 8 | 6 | 15 | 2 | 22 | 90 | 34 | |||||||
15 |
Missile Infantry /
Specialist Missile Infantry / wh2_dlc11_cst_inf_deck_gunners_0 Deck Gunners Zombie pirate crews love dragging a big gun into a fight, no matter how unwieldy it might be! |
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700 | 700 | 175 | 32 | 3456 | 150 | 15 | 40 | 23 | 5 | 10 | 18 | 1 | 22 | 245 | 43 | |||||||
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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. |
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16 |
Monsters & Beasts /
Flying War Beasts / wh2_dlc11_cst_mon_fell_bats Fell Bats Fell Bats fall upon their enemies in a seething mass; in numbers, they become overwhelming. |
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400 | 350 | 88 | 60 | 4200 | 150 | 0 | 30 | 70 | 19 | 44 | 26 | 6 | ||||||||||
17 |
Monsters & Beasts /
Exploding Monster / wh2_dlc11_cst_mon_bloated_corpse_0 Bloated Corpse Swollen with volatile, noxious gases, their liquefying tissues strain dangerously under rotten and tattered skin. |
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425 | 425 | 106 | 1 | 1608 | 1500 | 0 | 100 | 38 | 75 | 40 | 450 | 34 | ||||||||||
18 |
Monsters & Beasts /
War Beasts / wh2_dlc11_cst_mon_scurvy_dogs Scurvy Dogs These rabid beasts are the ideal raiding companions, more vicious in death than they ever were in life. |
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500 | 500 | 125 | 80 | 6080 | 150 | 0 | 30 | 95 | 26 | 14 | 22 | 28 | ||||||||||
19 |
Monsters & Beasts /
Monstrous Infantry / wh2_dlc11_cst_mon_animated_hulks_0 Animated Hulks Walking, rotting Ogre flesh fused with ship debris and sea monsters makes for truly twisted abominations. |
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500 | 750 | 188 | 16 | 9632 | 1500 | 30 | 35 | 42 | 28 | 24 | 90 | 12 | ||||||||||
20 |
Monsters & Beasts /
Monstrous Infantry / wh2_dlc11_cst_mon_mournguls_0 Mournguls Terrifyingly ravenous mockeries of life, bound into monstrous groups with arcane spells. |
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1000 | 1000 | 250 | 16 | 8960 | 1500 | 30 | 50 | 45 | 36 | 26 | 100 | 28 | ||||||||||
21 |
Monsters & Beasts /
Monstrous Beast / wh2_dlc11_cst_mon_rotting_prometheans_0 Rotting Prometheans Scuttling across the battlefield, these killer arthropods want nothing less than to dismember and decapitate anything that comes near. |
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1050 | 1050 | 263 | 12 | 7920 | 1500 | 120 | 45 | 45 | 38 | 48 | 77 | 22 | ||||||||||
22 |
Monsters & Beasts /
Monstrous Infantry / wh3_main_ogr_inf_maneaters_0 Maneaters Nomadic mercenaries, adorned in the garish trappings of the kingdoms they have visited, fought for and terrorised. |
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1200 | 1200 | 300 | 16 | 9280 | 1700 | 40 | 80 | 54 | 40 | 42 | 110 | 50 | ||||||||||
23 |
Monsters & Beasts /
Monster / wh2_dlc11_cst_mon_rotting_leviathan_0 Rotting Leviathan A gargantuan, annihilative force of nature, unnaturally brought back from death to wreak yet more death. |
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2000 | 2000 | 500 | 5 | 49270 | 5500 | 150 | 55 | 50 | 52 | 42 | 400 | 24 | ||||||||||
24 |
Monsters & Beasts /
Flying Monster / wh2_dlc11_cst_mon_terrorgheist Death Shriek Terrorgheist A piercing scream, a swooping shadow upon the water – a dead body drained of blood. |
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2000 | 2000 | 500 | 1 | 8544 | 1600 | 80 | 45 | 65 | 38 | 42 | 485 | 40 | ||||||||||
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Missile 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. |
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25 |
Missile Monsters & Beasts /
Flying Pistol Cavalry / wh2_dlc11_cst_cav_deck_droppers_0 Deck Droppers The heinous combination of a Fell Bat and a gun-wielding zombie makes for a hideous, flying horror. |
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450 | 450 | 113 | 24 | 4224 | 90 | 15 | 40 | 23 | 26 | 22 | 26 | 16 | 20 | 80 | 33 | |||||||
26 |
Missile Monsters & Beasts /
Flying Missile Cavalry / wh2_dlc11_cst_cav_deck_droppers_1 Deck Droppers (Bombers) Beware the Deck Droppers’ black powder bombs released indiscriminately – if somewhat inaccurately – from above! |
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500 | 500 | 125 | 24 | 4224 | 90 | 15 | 40 | 23 | 26 | 22 | 26 | 16 | 7 | 60 | 27 | |||||||
27 |
Missile Monsters & Beasts /
Flying Missile Cavalry / wh2_dlc11_cst_cav_deck_droppers_2 Deck Droppers (Handguns) The heinous combination of a Fell Bat and a gun-wielding zombie makes for a hideous, flying horror. |
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700 | 700 | 175 | 24 | 4224 | 90 | 15 | 40 | 23 | 26 | 22 | 26 | 16 | 18 | 130 | 34 | |||||||
28 |
Missile Monsters & Beasts /
Monstrous Missile Beasts / wh2_dlc11_cst_mon_rotting_prometheans_gunnery_mob_0 Rotting Prometheans Gunnery Mob A stampede of crab-like monsters is all the scarier when accompanied by the hisses and cracks of gunpowder weapons. |
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1350 | 1350 | 338 | 24 | 15840 | 1500 | 120 | 45 | 45 | 38 | 48 | 77 | 22 | ||||||||||
29 |
Missile Monsters & Beasts /
Monstrous Missile Infantry / wh3_main_ogr_inf_maneaters_3 Maneaters (Ogre Pistol) The lurid trophies of their many distant conflicts ensure that no two of these wandering mercenaries are armed the same way. |
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1500 | 1500 | 375 | 16 | 9280 | 1700 | 40 | 80 | 54 | 40 | 42 | 110 | 50 | 20 | 140 | 96 | |||||||
30 |
Missile Monsters & Beasts /
Artillery Monster / wh2_dlc11_cst_mon_necrofex_colossus_0 Necrofex Colossus A colossal walking frame of galleon-torn timber, iron, and man-flesh, relentlessly driven by a vortex of deathly energy. |
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1900 | 1900 | 475 | 5 | 47335 | 5500 | 75 | 50 | 45 | 42 | 30 | 412 | 20 | 22 | 330 | 567 | |||||||
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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. |
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31 |
Artillery & War Machines /
Siege Artillery / wh2_dlc11_cst_art_mortar Mortars What a Mortar may lack in sheer stopping power compared to cannons, it makes up with pure vicious, explosive destruction. |
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600 | 600 | 150 | 4 | 4356 | 3090 | 20 | 30 | 20 | 10 | 6 | 18 | 5 | 22 | 380 | 103 | |||||||
32 |
Artillery & War Machines /
Siege Artillery / wh2_dlc11_cst_art_carronade Carronades Broadside cannons for sinking mortal ships are devastating when used in the field, pulverising living flesh and solid walls. |
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750 | 750 | 188 | 4 | 4356 | 3090 | 20 | 30 | 20 | 10 | 6 | 18 | 5 | 22 | 450 | 191 | |||||||
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