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HomeHome / Total War: WARHAMMER III / The Terrors of the Dark Straits / 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 Zombie Pirate Deckhands Mob (Polearms)
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.
400 400 100 160 12000 90 15 35 23 14 20 27 3
2
60 Syreens
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.
850 850 213 60 6240 90 0 45 48 23 32 30 14
3
60 Depth Guard
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.
1100 1200 300 60 7200 160 90 60 36 50 36 64 30
4
60 Depth Guard (Polearms)
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.
1200 1300 325 60 7200 160 90 60 36 42 44 44 20
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.
5
32 Deck Gunners
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!
700 700 175 32 3456 150 15 40 23 5 10 18 1 22 245 43
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
5 Rotting Leviathan
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.
2000 2000 500 5 49270 5500 150 55 50 52 42 400 24
7
1 Death Shriek Terrorgheist
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.
2000 2000 500 1 8544 1600 80 45 65 38 42 485 40
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.
8
24 Rotting Prometheans Gunnery Mob
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.
1350 1350 338 24 15840 1500 120 45 45 38 48 77 22
9
5 Necrofex Colossus
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.
1900 1900 475 5 47335 5500 75 50 45 42 30 412 20 22 330 567
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.
10
4 Carronades
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.
750 750 188 4 4356 3090 20 30 20 10 6 18 5 22 450 191