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HomeHome / Total War: WARHAMMER III / Grey Point Scuttlers / 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
160 Clanrats (Shields)
Infantry / Sword Infantry / wh2_main_skv_inf_clanrats_1
Clanrats (Shields)
The cornerstone of the Skaven military, less numerous but better trained than the slave class.
350 350 88 160 9600 100 25 45 42 24 22 26 10
2
160 Stormvermin (Sword & Shield)
Infantry / Sword Infantry / wh2_main_skv_inf_stormvermin_1
Stormvermin (Sword & Shield)
Recognisably dark-furred, the Skaven military elite fight with a proud zeal unique to their class.
1050 1050 263 160 9920 150 90 60 38 38 36 34 18
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
32 Warpfire Throwers
Missile Infantry / Weapon Team / wh2_main_skv_inf_warpfire_thrower
Warpfire Throwers
Warpstone fire belches forth, reducing targets to nothing more than bubbling, crusted blobs.
550 550 138 32 3936 150 70 50 38 16 16 18 2 72 80 27
4
48 Poisoned Wind Globadiers
Missile Infantry / Missile Infantry / wh2_main_skv_inf_poison_wind_globadiers
Poisoned Wind Globadiers
When a poisoned globe explodes, anyone caught in its radius is guaranteed to die a painful, pus-ridden death.
650 650 138 48 3648 150 100 58 38 18 16 26 6 18 85 40
5
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
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.
6
16 Rat Ogres
Monsters & Beasts / Monstrous Infantry / wh2_main_skv_mon_rat_ogres
Rat Ogres
Patchwork creations of pure brawn and unthinking rage, they charge with the desire only to destroy.
700 800 200 16 7728 1500 30 56 60 26 26 75 46
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 Warp Lightning Cannons
Artillery & War Machines / Siege Artillery / wh2_main_skv_art_warp_lightning_cannon
Warp Lightning Cannons
This deadly weapon fires in the blink of an eye, leaving gaping holes and scorched earth in its wake.
1000 1000 250 4 4848 3100 30 50 20 16 16 18 2 22 430 174
8
1 Doomwheel
Artillery & War Machines / War Machine / wh2_main_skv_veh_doomwheel
Doomwheel
Careening across the battlefield, smashing everything on contact and incinerating anything too close with bolts of savage Warpstone lightning.
1450 1450 363 1 6420 2000 100 65 72 26 37 297 50