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The Barrow Legion Units
Units
- Lords (13)
- Heroes (12)
- Infantry (11)
- Cavalry & Chariots (6)
- Monsters & Beasts (9)
- Artillery & War Machines (6)
Lords | ||||||||||||||||||||||
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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 |
Lords /
Wizard / wh2_dlc11_vmp_cha_heinrich_kemmler_1 Heinrich Kemmler (Barded Nightmare) The dead answer my call. When you are dead, you will answer too! |
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650 | 1400 | 300 | 1 | 4672 | 800 | 35 | 75 | 34 | 38 | 45 | 340 | 40 | ||||||||||
2 |
Lords /
Wizard / wh_main_vmp_cha_heinrich_kemmler Heinrich Kemmler The dead answer my call. When you are dead, you will answer too! |
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400 | 1200 | 300 | 1 | 3808 | 800 | 15 | 75 | 34 | 38 | 45 | 340 | 25 | ||||||||||
3 |
Lords /
Wizard / wh_main_vmp_cha_mannfred_von_carstein_0 Mannfred von Carstein Cunning, devious and powerful, Mannfred von Carstein sees all before him as prizes to be claimed. |
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950 | 1200 | 300 | 1 | 4208 | 900 | 90 | 80 | 40 | 70 | 50 | 480 | 25 | ||||||||||
4 |
Lords /
Wizard / wh_main_vmp_cha_mannfred_von_carstein_2 Mannfred von Carstein (Hellsteed) Cunning, devious and powerful, Mannfred von Carstein sees all before him as prizes to be claimed. |
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1400 | 1550 | 388 | 1 | 4852 | 800 | 90 | 80 | 34 | 70 | 50 | 480 | 50 | ||||||||||
5 |
Lords /
Wizard / wh_main_vmp_cha_mannfred_von_carstein_3 Mannfred von Carstein (Zombie Dragon) Cunning, devious and powerful, Mannfred von Carstein sees all before him as prizes to be claimed. |
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2150 | 2150 | 537 | 1 | 7436 | 800 | 70 | 80 | 34 | 46 | 46 | 520 | 40 | ||||||||||
6 |
Lords /
Wizard / wh_main_vmp_cha_mannfred_von_carstein_4 Mannfred von Carstein (Barded Nightmare) Cunning, devious and powerful, Mannfred von Carstein sees all before him as prizes to be claimed. |
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1200 | 1300 | 325 | 1 | 4852 | 800 | 110 | 80 | 34 | 70 | 50 | 480 | 50 | ||||||||||
7 |
Lords /
Wizard / wh_main_vmp_cha_master_necromancer_0 Master Necromancer Drifting between the living and the dead, a Master Necromancer summons Undead minions to fight enemies on his behalf. |
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350 | 900 | 175 | 1 | 3688 | 600 | 15 | 66 | 34 | 30 | 38 | 300 | 15 | ||||||||||
8 |
Lords /
Wizard / wh_main_vmp_cha_master_necromancer_4 Master Necromancer (Hellsteed) Drifting between the living and the dead, a Master Necromancer summons Undead minions to fight enemies on his behalf. |
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750 | 1215 | 210 | 1 | 4160 | 600 | 15 | 66 | 34 | 30 | 38 | 300 | 35 | ||||||||||
9 |
Lords /
Wizard / wh_main_vmp_cha_master_necromancer_5 Master Necromancer (Barded Nightmare) Drifting between the living and the dead, a Master Necromancer summons Undead minions to fight enemies on his behalf. |
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600 | 990 | 190 | 1 | 4160 | 600 | 45 | 66 | 34 | 30 | 38 | 300 | 35 | ||||||||||
10 |
Lords /
Wizard / wh_main_vmp_cha_vampire_lord_0 Vampire Lord The Vampire Lord takes to melee with power and growing madness, both on foot and atop monstrous, powerful mounts. |
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900 | 1000 | 250 | 1 | 4068 | 600 | 90 | 80 | 38 | 70 | 50 | 480 | 25 | ||||||||||
11 |
Lords /
Wizard / wh_main_vmp_cha_vampire_lord_2 Vampire Lord (Hellsteed) The Vampire Lord takes to melee with power and growing madness, both on foot and atop monstrous, powerful mounts. |
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1350 | 1350 | 337 | 1 | 4672 | 600 | 90 | 80 | 38 | 70 | 50 | 480 | 50 | ||||||||||
12 |
Lords /
Wizard / wh_main_vmp_cha_vampire_lord_3 Vampire Lord (Zombie Dragon) The Vampire Lord takes to melee with power and growing madness, both on foot and atop monstrous, powerful mounts. |
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2050 | 2050 | 513 | 1 | 7436 | 600 | 70 | 80 | 38 | 44 | 50 | 520 | 40 | ||||||||||
13 |
Lords /
Wizard / wh_main_vmp_cha_vampire_lord_5 Vampire Lord (Barded Nightmare) The Vampire Lord takes to melee with power and growing madness, both on foot and atop monstrous, powerful mounts. |
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1150 | 1100 | 275 | 1 | 4672 | 600 | 110 | 80 | 38 | 70 | 50 | 480 | 50 | ||||||||||
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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. |
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14 |
Heroes /
Wizard / wh_dlc05_vmp_cha_vampire_shadows_0 Vampire (Shadows) In amongst the fighting, a Vampire is a danger to her enemies, a vicious warrior and uncompromisingly cruel. |
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650 | 1000 | 250 | 1 | 3572 | 900 | 90 | 70 | 40 | 60 | 40 | 430 | 30 | ||||||||||
15 |
Heroes /
Wizard / wh_dlc05_vmp_cha_vampire_shadows_1 Vampire (Shadows) (Barded Nightmare) In amongst the fighting, a Vampire is a danger to her enemies, a vicious warrior and uncompromisingly cruel. |
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900 | 1100 | 275 | 1 | 3908 | 900 | 110 | 70 | 40 | 60 | 40 | 430 | 60 | ||||||||||
16 |
Heroes /
Wizard / wh_dlc05_vmp_cha_vampire_shadows_2 Vampire (Shadows) (Hellsteed) In amongst the fighting, a Vampire is a danger to her enemies, a vicious warrior and uncompromisingly cruel. |
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1100 | 1350 | 337 | 1 | 3908 | 900 | 90 | 70 | 40 | 60 | 40 | 430 | 60 | ||||||||||
17 |
Heroes /
Melee Specialist / wh_main_vmp_cha_banshee Banshee Mighty in melee, Banshee also debilitate their enemies with fear-inducing screams and wails. Even the hardiest fall before this terror. |
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750 | 1000 | 250 | 1 | 4226 | 400 | 0 | 45 | 60 | 50 | 45 | 290 | 35 | ||||||||||
18 |
Heroes /
Wizard / wh_main_vmp_cha_necromancer_0 Necromancer Necromancers summon the dead to fight for them, hurling risen cadavers to join the fray in their name. |
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300 | 1000 | 250 | 1 | 3420 | 600 | 15 | 55 | 34 | 25 | 30 | 300 | 15 | ||||||||||
19 |
Heroes /
Wizard / wh_main_vmp_cha_necromancer_5 Necromancer (Nightmare) Necromancers summon the dead to fight for them, hurling risen cadavers to join the fray in their name. |
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500 | 1100 | 275 | 1 | 3908 | 600 | 15 | 55 | 34 | 25 | 30 | 300 | 35 | ||||||||||
20 |
Heroes /
Wizard / wh_main_vmp_cha_vampire_0 Vampire (Death) In amongst the fighting, a Vampire is a danger to her enemies, a vicious warrior and uncompromisingly cruel. |
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650 | 1000 | 250 | 1 | 3572 | 900 | 90 | 65 | 40 | 60 | 40 | 430 | 30 | ||||||||||
21 |
Heroes /
Wizard / wh_main_vmp_cha_vampire_1 Vampire (Death) (Barded Nightmare) In amongst the fighting, a Vampire is a danger to her enemies, a vicious warrior and uncompromisingly cruel. |
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900 | 1100 | 275 | 1 | 3908 | 900 | 110 | 65 | 40 | 60 | 40 | 430 | 60 | ||||||||||
22 |
Heroes /
Wizard / wh_main_vmp_cha_vampire_2 Vampire (Death) (Hellsteed) In amongst the fighting, a Vampire is a danger to her enemies, a vicious warrior and uncompromisingly cruel. |
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1100 | 1350 | 337 | 1 | 3908 | 900 | 90 | 65 | 40 | 60 | 40 | 430 | 60 | ||||||||||
23 |
Heroes /
Melee Specialist / wh_main_vmp_cha_wight_king_0 Wight King Weapons bursting with dark energy, Wight Kings are monstrous fighters, more powerful than a dozen lesser ghouls. |
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600 | 1000 | 250 | 1 | 5096 | 700 | 90 | 70 | 33 | 44 | 48 | 410 | 15 | ||||||||||
24 |
Heroes /
Melee Specialist / wh_main_vmp_cha_wight_king_1 Wight King (Skeletal Steed) Weapons bursting with dark energy, Wight Kings are monstrous fighters, more powerful than a dozen lesser ghouls. |
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700 | 1100 | 275 | 1 | 5460 | 700 | 90 | 70 | 33 | 44 | 48 | 410 | 35 | ||||||||||
25 |
Heroes /
Melee Specialist / wh_main_vmp_cha_wight_king_2 Wight King (Barded Skeletal Steed) Weapons bursting with dark energy, Wight Kings are monstrous fighters, more powerful than a dozen lesser ghouls. |
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850 | 1200 | 300 | 1 | 5460 | 700 | 110 | 70 | 33 | 44 | 48 | 410 | 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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26 |
Infantry /
Sword Infantry / wh_main_vmp_inf_zombie Zombies Driven not by skill, but by a desire to feast on flesh, Zombies are good, terrifying fodder in melee. |
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100 | 100 | 25 | 160 | 12320 | 90 | 0 | 35 | 23 | 5 | 6 | 18 | 3 | ||||||||||
27 |
Infantry /
Sword Infantry / wh_dlc04_vmp_inf_tithe_0 The Tithe (Zombies) Zombies: shuffling, mindless, ambling towards their foes - on an unending quest for flesh. |
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200 | 200 | 50 | 200 | 15400 | 90 | 15 | 40 | 25 | 8 | 9 | 18 | 3 | ||||||||||
28 |
Infantry /
Sword Infantry / wh_main_vmp_inf_skeleton_warriors_0 Skeleton Warriors Little more than shuffling bones with swords and spears, Skeletons perform a dutiful, if not exemplary, job in the battle lines. |
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300 | 300 | 75 | 160 | 9760 | 90 | 20 | 35 | 31 | 18 | 22 | 26 | 6 | ||||||||||
29 |
Infantry /
Spear Infantry / wh_main_vmp_inf_skeleton_warriors_1 Skeleton Spearmen Little more than shuffling bones with swords and spears, Skeletons perform a dutiful, if not exemplary, job in the battle lines. |
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350 | 350 | 88 | 160 | 9760 | 90 | 20 | 35 | 31 | 14 | 30 | 24 | 4 | ||||||||||
30 |
Infantry /
Sword Infantry / wh_dlc04_vmp_inf_konigstein_stalkers_0 The Konigstein Stalkers (Skeleton Warriors) Though most Undead are no more than stumbling thralls, these warriors have achieved renown due to their effectiveness in melee. |
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475 | 475 | 119 | 160 | 9760 | 90 | 80 | 45 | 31 | 24 | 29 | 26 | 6 | ||||||||||
31 |
Infantry /
Cudgel Infantry / wh_main_vmp_inf_crypt_ghouls Crypt Ghouls Crypt Ghouls are barely sentient but they can fight, using their claws and makeshift weapons to rip men apart. |
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600 | 500 | 125 | 120 | 7560 | 90 | 10 | 54 | 38 | 32 | 25 | 40 | 16 | ||||||||||
32 |
Infantry /
Cudgel Infantry / wh_dlc04_vmp_inf_feasters_in_the_dusk_0 The Feasters in the Dusk (Crypt Ghouls) These ghouls remember one thing - war - and they pursue that goal with single-minded savagery. |
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800 | 700 | 175 | 120 | 7560 | 90 | 10 | 64 | 42 | 41 | 32 | 40 | 16 | ||||||||||
33 |
Infantry /
Scythe Infantry / wh_main_vmp_inf_cairn_wraiths Cairn Wraiths Extremely effective in battle, the Cairn Wraith has no corporeal form, making it extremely difficult to kill with conventional weaponry. |
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850 | 850 | 213 | 60 | 6240 | 90 | 0 | 45 | 48 | 28 | 26 | 44 | 20 | ||||||||||
34 |
Infantry /
Sword Infantry / wh_main_vmp_inf_grave_guard_0 Grave Guard Stalwart defenders of the crypts, Grave Guards possess a fighting skill beyond that of the usual wights. |
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850 | 850 | 213 | 120 | 9840 | 100 | 90 | 50 | 27 | 26 | 36 | 40 | 8 | ||||||||||
35 |
Infantry /
Greatsword Infantry / wh_main_vmp_inf_grave_guard_1 Grave Guard (Great Weapons) Stalwart defenders of the crypts, Grave Guards possess a fighting skill beyond that of the usual wights. |
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950 | 950 | 238 | 120 | 9840 | 100 | 90 | 50 | 27 | 26 | 26 | 42 | 12 | ||||||||||
36 |
Infantry /
Sword Infantry / wh_dlc04_vmp_inf_sternsmen_0 The Sternsmen (Grave Guard) Only the most basic memory survives: to fight, and better than their other Undead cohorts. |
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1150 | 1150 | 288 | 120 | 9840 | 100 | 90 | 60 | 27 | 34 | 45 | 40 | 8 | ||||||||||
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Cavalry & Chariots | ||||||||||||||||||||||
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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37 |
Cavalry & Chariots /
Cavalry / wh_main_vmp_cav_black_knights_0 Black Knights Atop their skeletal steeds, Black Knights destroy enemy battle lines with powerful cavalry charges. |
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1000 | 750 | 188 | 60 | 6600 | 100 | 80 | 50 | 33 | 30 | 36 | 42 | 31 | ||||||||||
38 |
Cavalry & Chariots /
Shock Cavalry / wh_main_vmp_cav_black_knights_3 Black Knights (Lances & Barding) Atop their skeletal steeds, Black Knights destroy enemy battle lines with powerful cavalry charges. |
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1100 | 1050 | 263 | 60 | 6600 | 100 | 110 | 50 | 33 | 30 | 28 | 42 | 67 | ||||||||||
39 |
Cavalry & Chariots /
Shock Cavalry / wh_dlc04_vmp_cav_vereks_reavers_0 Verek's Reavers (Black Knights - Lances & Barding) From atop skeletal mounts, death and destruction are dealt without contrition. |
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1400 | 1300 | 325 | 60 | 6600 | 100 | 110 | 60 | 33 | 38 | 36 | 42 | 67 | ||||||||||
40 |
Cavalry & Chariots /
Cavalry / wh_main_vmp_cav_hexwraiths Hexwraiths Hexwraiths charge, spectral, through mountains in search of their prey - a battle line is a trifling thing for their devastating attack. |
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1400 | 1400 | 350 | 60 | 6960 | 100 | 0 | 40 | 33 | 26 | 25 | 42 | 34 | ||||||||||
41 |
Cavalry & Chariots /
Shock Cavalry / wh_dlc02_vmp_cav_blood_knights_0 Blood Knights The Flag of the Blood Keep flashes violently; the Blood Knights run their enemies down. |
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1700 | 1700 | 425 | 60 | 6720 | 130 | 110 | 65 | 33 | 32 | 42 | 45 | 72 | ||||||||||
42 |
Cavalry & Chariots /
Cavalry / wh_dlc04_vmp_cav_chillgheists_0 The Chillgheists (Hexwraiths) A semi-spectral force that severs mortal souls from their corporeal hosts. |
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1700 | 1700 | 425 | 60 | 6960 | 100 | 0 | 50 | 33 | 34 | 32 | 42 | 34 | ||||||||||
|
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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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43 |
Monsters & Beasts /
Flying War Beasts / wh_main_vmp_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 | ||||||||||
44 |
Monsters & Beasts /
War Beasts / wh_main_vmp_mon_dire_wolves Dire Wolves A pack of Dire Wolves is a lacerating mess of teeth in the melee, effective against enemy infantry. |
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500 | 500 | 125 | 80 | 6080 | 150 | 0 | 30 | 95 | 26 | 14 | 22 | 28 | ||||||||||
45 |
Monsters & Beasts /
War Beasts / wh_dlc04_vmp_mon_direpack_0 The Direpack (Dire Wolves) Hurling itself into the fray, the pack's teeth close around limbs and do not let go. |
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650 | 650 | 163 | 80 | 6080 | 200 | 0 | 40 | 95 | 34 | 19 | 22 | 28 | ||||||||||
46 |
Monsters & Beasts /
Monstrous Infantry / wh_main_vmp_mon_crypt_horrors Crypt Horrors Monstrous, mutated and savage, a Crypt Horror is devastating against the enemy frontline. |
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900 | 800 | 200 | 16 | 9952 | 1500 | 30 | 50 | 50 | 39 | 28 | 70 | 30 | ||||||||||
47 |
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 | ||||||||||
48 |
Monsters & Beasts /
Flying Monstrous Infantry / wh_main_vmp_mon_vargheists Vargheists A Vampire reduced and twisted to savagery, Vargheists swoop in from above and rip battle lines to pieces. |
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1000 | 1000 | 250 | 16 | 6320 | 1300 | 10 | 62 | 65 | 40 | 25 | 100 | 26 | ||||||||||
49 |
Monsters & Beasts /
Flying Monstrous Infantry / wh_dlc04_vmp_mon_devils_swartzhafen_0 The Devils of Swartzhafen (Vargheists) No longer Vampires, but fighting with the same insane savagery. |
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1300 | 1300 | 325 | 16 | 6320 | 1300 | 10 | 72 | 65 | 50 | 32 | 100 | 26 | ||||||||||
50 |
Monsters & Beasts /
Monster / wh_main_vmp_mon_varghulf Varghulf Amongst its enemies, a Varghulf is a savage whirl of limbs and claws, devastating in melee. |
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1400 | 1400 | 350 | 1 | 8248 | 2700 | 40 | 45 | 80 | 50 | 42 | 290 | 50 | ||||||||||
51 |
Monsters & Beasts /
Flying Monster / wh_main_vmp_mon_terrorgheist Terrorgheist The diving Terrorgheist, with a terrifying scream, seeds death and havoc amongst its enemies. |
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2050 | 2050 | 513 | 1 | 8289 | 2200 | 80 | 45 | 65 | 41 | 47 | 420 | 40 | ||||||||||
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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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52 |
Artillery & War Machines /
Magic Chariot / wh_dlc04_vmp_veh_corpse_cart_0 Corpse Cart Devilish chariots imbued with dark and eldritch power, driving the Undead to greater, more macabre acts. |
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300 | 250 | 63 | 1 | 4908 | 1200 | 45 | 55 | 23 | 10 | 22 | 26 | 8 | ||||||||||
53 |
Artillery & War Machines /
Magic Chariot / wh_dlc04_vmp_veh_corpse_cart_1 Corpse Cart (Balefire) Infernal flames belch from dismal braziers, permeating the air with fragments of magic-confounding Warpstone. |
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500 | 400 | 100 | 1 | 4908 | 1200 | 45 | 55 | 23 | 10 | 22 | 26 | 8 | ||||||||||
54 |
Artillery & War Machines /
Magic Chariot / wh_dlc04_vmp_veh_corpse_cart_2 Corpse Cart (Unholy Lodestone) When the lodestone bell rings, dark magic exudes and ripples across the battlefield. |
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500 | 500 | 125 | 1 | 4908 | 1200 | 45 | 55 | 23 | 10 | 22 | 26 | 8 | ||||||||||
55 |
Artillery & War Machines /
Magic Chariot / wh_main_vmp_veh_black_coach Black Coach On the field of battle, Black Coaches channel magical energy, making them both stronger in defence and on the charge. |
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1100 | 1100 | 275 | 1 | 5964 | 1800 | 60 | 40 | 75 | 29 | 25 | 200 | 80 | ||||||||||
56 |
Artillery & War Machines /
Magic Chariot / wh_dlc04_vmp_veh_mortis_engine_0 Mortis Engine Bolstering the fighting spirit of all those around it and blasting enemy ranks with savage, dark energy. |
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1400 | 1400 | 350 | 1 | 7236 | 1200 | 40 | 60 | 48 | 30 | 13 | 120 | 12 | ||||||||||
57 |
Artillery & War Machines /
Magic Chariot / wh_dlc04_vmp_veh_claw_of_nagash_0 The Claw of Nagash (Mortis Engine) Unspeakable evil energy is exuded, both empowering the Undead legions and crippling those who stand against them. |
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1700 | 1700 | 425 | 1 | 7236 | 1200 | 40 | 70 | 48 | 38 | 18 | 120 | 12 | ||||||||||
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