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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 Gunnery Wight
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.
600 1000 250 1 3972 900 30 60 40 34 38 400 15 45 180 300
2
1 Mourngul Haunter
Heroes / Melee Specialist / wh2_dlc11_cst_cha_mourngul_haunter
Mourngul Haunter
Malice personified, a Haunter never knows relief from its manic, all-consuming hunger.
1300 1200 325 1 6568 2000 40 60 54 48 38 420 40
3
1 Vampire Fleet Captain (Vampires)
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.
700 1000 250 1 3572 600 30 60 38 60 40 430 35
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.
4
160 Zombie Pirate Deckhands Mob
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.
300 300 75 160 12000 90 15 35 23 17 15 29 10
5
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
6
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
7
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
8
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.
9
120 Zombie Pirate Gunnery Mob
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.
300 300 75 120 7560 90 15 35 23 14 6 15 7 22 90 13
10
120 Zombie Pirate Gunnery Mob (Bombers)
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!
450 450 113 120 7560 90 15 35 23 14 6 15 7 5 55 16
11
120 Zombie Pirate Gunnery Mob (Handguns)
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.
550 550 138 120 7560 90 15 35 23 8 6 15 2 22 145 16
12
120 Zombie Pirate Gunnery Mob (Hand Cannons)
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.
500 600 150 120 7560 90 15 35 23 8 6 15 2 22 90 34
13
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.
14
60 Fell Bats
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.
400 350 88 60 4200 150 0 30 70 19 44 26 6
15
1 Bloated Corpse
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.
425 425 106 1 1608 1500 0 100 38 75 40 450 34
16
80 Scurvy Dogs
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.
500 500 125 80 6080 150 0 30 95 26 14 22 28
17
16 Animated Hulks
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.
500 750 188 16 9632 1500 30 35 42 28 24 90 12
18
16 Mournguls
Monsters & Beasts / Monstrous Infantry / wh2_dlc11_cst_mon_mournguls_0
Mournguls
Terrifyingly ravenous mockeries of life, bound into monstrous groups with arcane spells.
1000 1000 250 16 8960 1500 30 50 45 36 26 100 28
19
12 Rotting Prometheans
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.
1050 1050 263 12 7920 1500 120 45 45 38 48 77 22
20
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
21
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.
22
24 Deck Droppers
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.
450 450 113 24 4224 90 15 40 23 26 22 26 16 20 80 33
23
24 Deck Droppers (Bombers)
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!
500 500 125 24 4224 90 15 40 23 26 22 26 16 7 60 27
24
24 Deck Droppers (Handguns)
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.
700 700 175 24 4224 90 15 40 23 26 22 26 16 18 130 34
25
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
26
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.
27
4 Mortars
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.
600 600 150 4 4356 3090 20 30 20 10 6 18 5 22 380 103
28
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