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HomeHome / Total War: WARHAMMER III / Bleak Coast Buccaneers / Units
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.
1
80 Slayers
Infantry / Axe Infantry / wh_main_dwf_inf_slayers
Slayers
Slayers are elite units with a thirst for death, fighting hard in melee until the enemy dies, or they do.
900 900 225 80 8640 160 0 100 40 38 32 48 26
2
80 Giant Slayers
Infantry / Great Axe Infantry / wh2_dlc10_dwf_inf_giant_slayers
Giant Slayers
Great warriors and doomseekers who have unsuccessfully found death thus far... even against Giants.
1200 1200 300 80 9440 160 0 100 40 48 34 50 30
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.
3
28 Irondrakes
Missile Infantry / Flamethrower Infantry / wh_main_dwf_inf_irondrakes_0
Irondrakes
The Irondrakes wield drakeguns, firing bursts of alchemical fury over anyone in their path.
700 700 175 28 3584 180 125 85 26 20 27 20 6 100 80 37
4
80 Thunderers
Missile Infantry / Missile Infantry / wh_main_dwf_inf_thunderers_0
Thunderers
Although new, and therefore suspect, a Thunderer's handgun can punch through the heaviest of armour at short range.
700 700 175 80 5680 150 80 64 28 20 28 28 4 22 145 17
Flying 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.
5
4 Gyrocopter
Flying War Machines / Flying War Machine / wh_main_dwf_veh_gyrocopter_0
Gyrocopter
The skilled Gyrocopter pilot unleashes jets of steam upon unprepared battle lines.
700 700 175 4 3772 700 100 64 70 30 6 66 25 22 75 68
6
1 Gyrobomber
Flying War Machines / Flying War Machine / wh_main_dwf_veh_gyrobomber
Gyrobomber
From above, the bomber pilot releases a payload of high-yield explosives that wreak havoc on enemy lines.
1150 1150 288 1 3125 1100 100 64 60 40 4 88 30 28.75 125 1056
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.
7
4 Organ Guns
Artillery & War Machines / Field Gun / wh_main_dwf_art_organ_gun
Organ Guns
Should the enemy get too close, an Organ Gun can decimate entire ranks with a well timed blast.
1100 1100 275 4 4476 3120 40 64 20 16 20 28 2 24 300 300
8
4 Flame Cannons
Artillery & War Machines / Field Gun / wh_main_dwf_art_flame_cannon
Flame Cannons
Flame Cannons belch burning pitch across the battlefield, raining molten death upon the enemy.
1200 1300 325 4 4476 3120 40 64 25 16 20 28 2 25 230 500