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Lords
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 Heinrich Kemmler (Barded Nightmare)
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!
650 1400 300 1 4672 800 35 75 34 38 45 340 40
2
1 Heinrich Kemmler
Lords / Wizard / wh_main_vmp_cha_heinrich_kemmler
Heinrich Kemmler
The dead answer my call. When you are dead, you will answer too!
400 1200 300 1 3808 800 15 75 34 38 45 340 25
3
1 Mannfred von Carstein
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.
950 1200 300 1 4208 900 90 80 40 70 50 480 25
4
1 Mannfred von Carstein (Hellsteed)
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.
1400 1550 388 1 4852 800 90 80 34 70 50 480 50
5
1 Mannfred von Carstein (Zombie Dragon)
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.
2150 2150 537 1 7436 800 70 80 34 46 46 520 40
6
1 Mannfred von Carstein (Barded Nightmare)
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.
1200 1300 325 1 4852 800 110 80 34 70 50 480 50
7
1 Master Necromancer
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.
350 900 175 1 3688 600 15 66 34 30 38 300 15
8
1 Master Necromancer (Hellsteed)
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.
750 1215 210 1 4160 600 15 66 34 30 38 300 35
9
1 Master Necromancer (Barded Nightmare)
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.
600 990 190 1 4160 600 45 66 34 30 38 300 35
10
1 Vampire Lord
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.
900 1000 250 1 4068 600 90 80 38 70 50 480 25
11
1 Vampire Lord (Hellsteed)
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.
1350 1350 337 1 4672 600 90 80 38 70 50 480 50
12
1 Vampire Lord (Zombie Dragon)
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.
2050 2050 513 1 7436 600 70 80 38 44 50 520 40
13
1 Vampire Lord (Barded Nightmare)
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.
1150 1100 275 1 4672 600 110 80 38 70 50 480 50
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.
14
1 Vampire (Shadows)
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.
650 1000 250 1 3572 900 90 70 40 60 40 430 30
15
1 Vampire (Shadows) (Barded Nightmare)
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.
900 1100 275 1 3908 900 110 70 40 60 40 430 60
16
1 Vampire (Shadows) (Hellsteed)
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.
1100 1350 337 1 3908 900 90 70 40 60 40 430 60
17
1 Banshee
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.
750 1000 250 1 4226 400 0 45 60 50 45 290 35
18
1 Necromancer
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.
300 1000 250 1 3420 600 15 55 34 25 30 300 15
19
1 Necromancer (Nightmare)
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.
500 1100 275 1 3908 600 15 55 34 25 30 300 35
20
1 Vampire (Death)
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.
650 1000 250 1 3572 900 90 65 40 60 40 430 30
21
1 Vampire (Death) (Barded Nightmare)
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.
900 1100 275 1 3908 900 110 65 40 60 40 430 60
22
1 Vampire (Death) (Hellsteed)
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.
1100 1350 337 1 3908 900 90 65 40 60 40 430 60
23
1 Wight King
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.
600 1000 250 1 5096 700 90 70 33 44 48 410 15
24
1 Wight King (Skeletal Steed)
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.
700 1100 275 1 5460 700 90 70 33 44 48 410 35
25
1 Wight King (Barded Skeletal Steed)
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.
850 1200 300 1 5460 700 110 70 33 44 48 410 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.
26
160 Zombies
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.
100 100 25 160 12320 90 0 35 23 5 6 18 3
27
200 The Tithe (Zombies)
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.
200 200 50 200 15400 90 15 40 25 8 9 18 3
28
160 Skeleton Warriors
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.
300 300 75 160 9760 90 20 35 31 18 22 26 6
29
160 Skeleton Spearmen
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.
350 350 88 160 9760 90 20 35 31 14 30 24 4
30
160 The Konigstein Stalkers (Skeleton Warriors)
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.
475 475 119 160 9760 90 80 45 31 24 29 26 6
31
120 Crypt Ghouls
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.
600 500 125 120 7560 90 10 54 38 32 25 40 16
32
120 The Feasters in the Dusk (Crypt Ghouls)
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.
800 700 175 120 7560 90 10 64 42 41 32 40 16
33
60 Cairn Wraiths
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.
850 850 213 60 6240 90 0 45 48 28 26 44 20
34
120 Grave Guard
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.
850 850 213 120 9840 100 90 50 27 26 36 40 8
35
120 Grave Guard (Great Weapons)
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.
950 950 238 120 9840 100 90 50 27 26 26 42 12
36
120 The Sternsmen (Grave Guard)
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.
1150 1150 288 120 9840 100 90 60 27 34 45 40 8
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.
37
60 Black Knights
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.
1000 750 188 60 6600 100 80 50 33 30 36 42 31
38
60 Black Knights (Lances & Barding)
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.
1100 1050 263 60 6600 100 110 50 33 30 28 42 67
39
60 Verek's Reavers (Black Knights - Lances & Barding)
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.
1400 1300 325 60 6600 100 110 60 33 38 36 42 67
40
60 Hexwraiths
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.
1400 1400 350 60 6960 100 0 40 33 26 25 42 34
41
60 Blood Knights
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.
1700 1700 425 60 6720 130 110 65 33 32 42 45 72
42
60 The Chillgheists (Hexwraiths)
Cavalry & Chariots / Cavalry / wh_dlc04_vmp_cav_chillgheists_0
The Chillgheists (Hexwraiths)
A semi-spectral force that severs mortal souls from their corporeal hosts.
1700 1700 425 60 6960 100 0 50 33 34 32 42 34
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.
43
60 Fell Bats
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.
400 350 88 60 4200 150 0 30 70 19 44 26 6
44
80 Dire Wolves
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.
500 500 125 80 6080 150 0 30 95 26 14 22 28
45
80 The Direpack (Dire Wolves)
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.
650 650 163 80 6080 200 0 40 95 34 19 22 28
46
16 Crypt Horrors
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.
900 800 200 16 9952 1500 30 50 50 39 28 70 30
47
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
48
16 Vargheists
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.
1000 1000 250 16 6320 1300 10 62 65 40 25 100 26
49
16 The Devils of Swartzhafen (Vargheists)
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.
1300 1300 325 16 6320 1300 10 72 65 50 32 100 26
50
1 Varghulf
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.
1400 1400 350 1 8248 2700 40 45 80 50 42 290 50
51
1 Terrorgheist
Monsters & Beasts / Flying Monster / wh_main_vmp_mon_terrorgheist
Terrorgheist
The diving Terrorgheist, with a terrifying scream, seeds death and havoc amongst its enemies.
2050 2050 513 1 8289 2200 80 45 65 41 47 420 40
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.
52
1 Corpse Cart
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.
300 250 63 1 4908 1200 45 55 23 10 22 26 8
53
1 Corpse Cart (Balefire)
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.
500 400 100 1 4908 1200 45 55 23 10 22 26 8
54
1 Corpse Cart (Unholy Lodestone)
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.
500 500 125 1 4908 1200 45 55 23 10 22 26 8
55
1 Black Coach
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.
1100 1100 275 1 5964 1800 60 40 75 29 25 200 80
56
1 Mortis Engine
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.
1400 1400 350 1 7236 1200 40 60 48 30 13 120 12
57
1 The Claw of Nagash (Mortis Engine)
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.
1700 1700 425 1 7236 1200 40 70 48 38 18 120 12