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The Golden Order Units
Units
- Lords (12)
- Heroes (28)
- Infantry (12)
- Missile Infantry (11)
- Cavalry & Chariots (10)
- Missile Cavalry & Chariots (8)
- Flying War Machines (1)
- Artillery & War Machines (11)
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 / wh_main_emp_cha_balthasar_gelt_0 Balthasar Gelt The way of fire is nothing compared to the fluid power of metal! |
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350 | 1000 | 250 | 1 | 3688 | 800 | 20 | 65 | 34 | 34 | 38 | 300 | 30 | ||||||||||
2 |
Lords /
Wizard / wh_main_emp_cha_balthasar_gelt_1 Balthasar Gelt (Quicksilver) The way of fire is nothing compared to the fluid power of metal! |
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750 | 1400 | 350 | 1 | 4456 | 800 | 50 | 65 | 34 | 34 | 38 | 300 | 70 | ||||||||||
3 |
Lords /
Sword Infantry / wh_main_emp_cha_general_0 General of the Empire The Lord commander wades into battle, cutting foes apart and setting an example for the rest of the army. |
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600 | 1000 | 250 | 1 | 4068 | 600 | 85 | 70 | 34 | 55 | 45 | 430 | 40 | ||||||||||
4 |
Lords /
Cavalry / wh_main_emp_cha_general_1 General of the Empire (Barded Warhorse) The Lord commander wades into battle, cutting foes apart and setting an example for the rest of the army. |
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850 | 1200 | 300 | 1 | 4672 | 600 | 105 | 70 | 34 | 55 | 45 | 430 | 65 | ||||||||||
5 |
Lords /
Flying Cavalry / wh_main_emp_cha_general_2 General of the Empire (Imperial Pegasus) The Lord commander wades into battle, cutting foes apart and setting an example for the rest of the army. |
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1150 | 1350 | 337 | 1 | 4972 | 600 | 85 | 70 | 34 | 55 | 45 | 430 | 80 | ||||||||||
6 |
Lords /
Flying Monstrous Cavalry / wh_main_emp_cha_general_3 General of the Empire (Imperial Griffon) The Lord commander wades into battle, cutting foes apart and setting an example for the rest of the army. |
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1400 | 1400 | 375 | 1 | 5376 | 600 | 85 | 70 | 34 | 47 | 30 | 450 | 70 | ||||||||||
7 |
Lords /
Cavalry / wh_main_emp_cha_general_4 General of the Empire (Warhorse) The Lord commander wades into battle, cutting foes apart and setting an example for the rest of the army. |
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800 | 1100 | 275 | 1 | 4672 | 600 | 85 | 70 | 34 | 55 | 45 | 430 | 65 | ||||||||||
8 |
Lords /
Hammer Infantry / wh_main_emp_cha_karl_franz_0 Karl Franz For the Empire! For Sigmar! For GLORY! |
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1100 | 1100 | 275 | 1 | 4288 | 800 | 100 | 80 | 34 | 65 | 45 | 470 | 65 | ||||||||||
9 |
Lords /
Flying Monstrous Cavalry / wh_main_emp_cha_karl_franz_1 Karl Franz (Deathclaw) For the Empire! For Sigmar! For GLORY! |
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1900 | 1900 | 475 | 1 | 5828 | 800 | 100 | 80 | 34 | 56 | 38 | 490 | 90 | ||||||||||
10 |
Lords /
Flying Cavalry / wh_main_emp_cha_karl_franz_2 Karl Franz (Imperial Pegasus) For the Empire! For Sigmar! For GLORY! |
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1650 | 1500 | 375 | 1 | 5208 | 800 | 100 | 80 | 34 | 65 | 45 | 470 | 90 | ||||||||||
11 |
Lords /
Cavalry / wh_main_emp_cha_karl_franz_3 Karl Franz (Warhorse) For the Empire! For Sigmar! For GLORY! |
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1300 | 1300 | 325 | 1 | 4892 | 800 | 100 | 80 | 34 | 65 | 45 | 470 | 90 | ||||||||||
12 |
Lords /
Cavalry / wh_main_emp_cha_karl_franz_4 Karl Franz (Barded Warhorse) For the Empire! For Sigmar! For GLORY! |
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1350 | 1350 | 337 | 1 | 4892 | 800 | 120 | 80 | 34 | 65 | 45 | 470 | 90 | ||||||||||
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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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13 |
Heroes /
Missile Specialist / wh2_dlc13_emp_cha_hunter_doctor_hertwig_van_hal_0 Hertwig van Hal A physician by choice but a Witch Hunter by bloodline, Doctor van Hal both preserves natural life and destroys unnatural evil. |
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600 | 1000 | 0 | 1 | 3988 | 500 | 40 | 70 | 34 | 40 | 38 | 330 | 30 | 50 | 90 | 375 | |||||||
14 |
Heroes /
Missile Specialist / wh2_dlc13_emp_cha_hunter_jorek_grimm_0 Jorek Grimm Jorek Grimm is a master inventor unlike any other of his kin – a bold, radical risk-taker. |
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750 | 1000 | 0 | 1 | 4188 | 1100 | 120 | 75 | 32 | 40 | 35 | 280 | 14 | 50 | 180 | 300 | |||||||
15 |
Heroes /
Hybrid Weapon Specialist / wh2_dlc13_emp_cha_hunter_kalara_of_wydrioth_0 Kalara A solemn and sorrowful Waystalker, Kalara possesses a demeanour that belies her furious lethality. |
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700 | 1000 | 0 | 1 | 3988 | 400 | 50 | 70 | 42 | 58 | 48 | 325 | 28 | 40 | 190 | 350 | |||||||
16 |
Heroes /
Melee Specialist / wh2_dlc13_emp_cha_hunter_rodrik_l_anguille_0 Rodrik L'Anguille No mere soldier of fortune, Rodrik’s resilience and swordsmanship make him a valuable asset in any theatre of war. |
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475 | 1000 | 0 | 1 | 4088 | 800 | 95 | 70 | 34 | 50 | 45 | 390 | 45 | ||||||||||
17 |
Heroes /
Hybrid Weapon Wizard / wh3_dlc23_neu_cha_ulrika Ulrika Magdova Though Ulrika has taken the Blood Kiss, it does not define her. She remains loyal to humanity, to death and far beyond. |
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950 | 1000 | 150 | 1 | 3968 | 600 | 50 | 80 | 40 | 50 | 46 | 450 | 25 | 40 | 180 | 297 | |||||||
18 |
Heroes /
Hybrid Weapon Wizard / wh3_dlc23_neu_cha_ulrika_warhorse Ulrika Magdova (Barded Warhorse) Though Ulrika has taken the Blood Kiss, it does not define her. She remains loyal to humanity, to death and far beyond. |
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1200 | 1200 | 250 | 1 | 4572 | 950 | 50 | 80 | 78 | 50 | 46 | 450 | 50 | 60 | 180 | 297 | |||||||
19 |
Heroes /
Hybrid Weapon Specialist / wh_dlc05_wef_cha_waystalker_0 Waystalker Never missing the mark, one alone is a deadly, formidable opponent. |
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600 | 1000 | 250 | 1 | 3688 | 400 | 40 | 60 | 42 | 55 | 45 | 325 | 28 | 30 | 190 | 350 | |||||||
20 |
Heroes /
Melee Specialist / wh_main_dwf_cha_thane Thane The Thane leads Dwarfs to battle with a cry of vengeance and an unstoppable rage. |
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500 | 1000 | 250 | 1 | 4168 | 1100 | 120 | 70 | 32 | 50 | 55 | 400 | 30 | ||||||||||
21 |
Heroes /
Melee Specialist / wh_main_emp_cha_captain_0 Empire Captain A Captain of the Empire is a Hero, a specialist in melee who leads by his courageous example. |
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350 | 1000 | 250 | 1 | 3688 | 800 | 85 | 65 | 34 | 50 | 40 | 375 | 40 | ||||||||||
22 |
Heroes /
Melee Specialist / wh_main_emp_cha_captain_1 Empire Captain (Warhorse) A Captain of the Empire is a Hero, a specialist in melee who leads by his courageous example. |
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550 | 1100 | 275 | 1 | 4168 | 800 | 85 | 65 | 34 | 50 | 40 | 375 | 70 | ||||||||||
23 |
Heroes /
Melee Specialist / wh_main_emp_cha_captain_2 Empire Captain (Barded Warhorse) A Captain of the Empire is a Hero, a specialist in melee who leads by his courageous example. |
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600 | 1200 | 300 | 1 | 4168 | 800 | 105 | 65 | 34 | 50 | 40 | 375 | 70 | ||||||||||
24 |
Heroes /
Melee Specialist / wh_main_emp_cha_captain_3 Empire Captain (Imperial Pegasus) A Captain of the Empire is a Hero, a specialist in melee who leads by his courageous example. |
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825 | 1350 | 337 | 1 | 4456 | 800 | 85 | 65 | 34 | 50 | 40 | 375 | 85 | ||||||||||
25 |
Heroes /
Support Specialist / wh_main_emp_cha_warrior_priest_0 Warrior Priest These men wade into battle with conventional weapons, but can also call powerful magical forces to decimate their enemies. |
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350 | 1000 | 250 | 1 | 3688 | 600 | 85 | 70 | 34 | 45 | 30 | 360 | 30 | ||||||||||
26 |
Heroes /
Support Specialist / wh_main_emp_cha_warrior_priest_1 Warrior Priest (Warhorse) These men wade into battle with conventional weapons, but can also call powerful magical forces to decimate their enemies. |
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550 | 1100 | 275 | 1 | 4168 | 600 | 85 | 70 | 34 | 45 | 30 | 360 | 50 | ||||||||||
27 |
Heroes /
Support Specialist / wh_main_emp_cha_warrior_priest_2 Warrior Priest (Barded Warhorse) These men wade into battle with conventional weapons, but can also call powerful magical forces to decimate their enemies. |
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600 | 1200 | 300 | 1 | 4168 | 600 | 105 | 70 | 34 | 45 | 30 | 360 | 50 | ||||||||||
28 |
Heroes /
Missile Specialist / wh_main_emp_cha_witch_hunter Witch Hunter With pistol in hand and a furious desire to root out heresy, the Witch Hunter is a formidable fighter. |
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500 | 1000 | 250 | 1 | 3688 | 500 | 45 | 65 | 34 | 36 | 34 | 330 | 30 | 50 | 90 | 375 | |||||||
29 |
Heroes /
Wizard / wh_main_emp_cha_wizard_fire_0 Bright Wizard The Lore of Fire imbues Bright Wizards with the power to call searing fire and burning death upon those who oppose them. |
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250 | 1000 | 250 | 1 | 3420 | 300 | 20 | 55 | 35 | 25 | 30 | 300 | 15 | ||||||||||
30 |
Heroes /
Wizard / wh_main_emp_cha_wizard_fire_1 Bright Wizard (Warhorse) The Lore of Fire imbues Bright Wizards with the power to call searing fire and burning death upon those who oppose them. |
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450 | 1100 | 275 | 1 | 3840 | 300 | 20 | 55 | 33 | 25 | 30 | 300 | 35 | ||||||||||
31 |
Heroes /
Wizard / wh_main_emp_cha_wizard_fire_2 Bright Wizard (Imperial Pegasus) The Lore of Fire imbues Bright Wizards with the power to call searing fire and burning death upon those who oppose them. |
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650 | 1350 | 337 | 1 | 4008 | 300 | 50 | 55 | 33 | 25 | 30 | 300 | 35 | ||||||||||
32 |
Heroes /
Wizard / wh_main_emp_cha_wizard_fire_3 Bright Wizard (Barded Warhorse) The Lore of Fire imbues Bright Wizards with the power to call searing fire and burning death upon those who oppose them. |
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500 | 1200 | 300 | 1 | 3840 | 300 | 50 | 55 | 33 | 25 | 30 | 300 | 35 | ||||||||||
33 |
Heroes /
Wizard / wh_main_emp_cha_wizard_heavens_0 Celestial Wizard Celestial Wizards draw strength from the Comet of Power, calling devastating heavenly magic to rend enemies asunder. |
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250 | 1000 | 250 | 1 | 3420 | 300 | 20 | 55 | 35 | 25 | 30 | 300 | 15 | ||||||||||
34 |
Heroes /
Wizard / wh_main_emp_cha_wizard_heavens_1 Celestial Wizard (Warhorse) Celestial Wizards draw strength from the Comet of Power, calling devastating heavenly magic to rend enemies asunder. |
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450 | 1100 | 275 | 1 | 3840 | 300 | 20 | 55 | 33 | 25 | 30 | 300 | 35 | ||||||||||
35 |
Heroes /
Wizard / wh_main_emp_cha_wizard_heavens_2 Celestial Wizard (Imperial Pegasus) Celestial Wizards draw strength from the Comet of Power, calling devastating heavenly magic to rend enemies asunder. |
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650 | 1500 | 325 | 1 | 4008 | 300 | 50 | 55 | 33 | 25 | 30 | 300 | 35 | ||||||||||
36 |
Heroes /
Wizard / wh_main_emp_cha_wizard_heavens_4 Celestial Wizard (Barded Warhorse) Celestial Wizards draw strength from the Comet of Power, calling devastating heavenly magic to rend enemies asunder. |
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500 | 1200 | 300 | 1 | 3840 | 300 | 50 | 55 | 33 | 25 | 30 | 300 | 35 | ||||||||||
37 |
Heroes /
Wizard / wh_main_emp_cha_wizard_light_0 Light Wizard Light Wizards illuminate their foes with magic drawn from the Lore of Light, blazing and binding enemies with purifying brightness. |
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250 | 1000 | 250 | 1 | 3420 | 300 | 20 | 55 | 35 | 25 | 30 | 300 | 15 | ||||||||||
38 |
Heroes /
Wizard / wh_main_emp_cha_wizard_light_1 Light Wizard (Warhorse) Light Wizards illuminate their foes with magic drawn from the Lore of Light, blazing and binding enemies with purifying brightness. |
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450 | 1100 | 275 | 1 | 3840 | 300 | 20 | 55 | 33 | 25 | 30 | 300 | 35 | ||||||||||
39 |
Heroes /
Wizard / wh_main_emp_cha_wizard_light_2 Light Wizard (Imperial Pegasus) Light Wizards illuminate their foes with magic drawn from the Lore of Light, blazing and binding enemies with purifying brightness. |
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650 | 1500 | 325 | 1 | 4008 | 300 | 50 | 55 | 33 | 25 | 30 | 300 | 35 | ||||||||||
40 |
Heroes /
Wizard / wh_main_emp_cha_wizard_light_4 Light Wizard (Barded Warhorse) Light Wizards illuminate their foes with magic drawn from the Lore of Light, blazing and binding enemies with purifying brightness. |
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500 | 1300 | 325 | 1 | 3840 | 300 | 50 | 55 | 33 | 25 | 30 | 300 | 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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41 |
Infantry /
Spear Infantry / wh_main_emp_inf_spearmen_0 Spearmen Spearmen provide the backbone of the Empire's battle line, a defensive row of spears against the enemy charge. |
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300 | 300 | 81 | 120 | 8280 | 100 | 30 | 60 | 30 | 20 | 34 | 25 | 4 | ||||||||||
42 |
Infantry /
Spear Infantry / wh_main_emp_inf_spearmen_1 Spearmen (Shields) Spearmen provide the backbone of the Empire's battle line, a defensive row of spears against the enemy charge. |
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350 | 350 | 94 | 120 | 8280 | 100 | 30 | 60 | 30 | 20 | 42 | 25 | 4 | ||||||||||
43 |
Infantry /
Sword Infantry / wh_main_emp_inf_swordsmen Swordsmen The Swordsmen form a resolute battle line. Blades in hand, they thrive in melee, at the heart of battle. |
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375 | 375 | 100 | 120 | 8280 | 100 | 30 | 60 | 30 | 32 | 32 | 28 | 14 | ||||||||||
44 |
Infantry /
Halberd Infantry / wh_main_emp_inf_halberdiers Halberdiers Halberdiers are stalwart defenders, able to hold the line behind a wall of Halberds, cutting enemies to ribbons. |
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550 | 550 | 138 | 120 | 8760 | 100 | 30 | 70 | 30 | 26 | 42 | 28 | 8 | ||||||||||
45 |
Infantry /
Mace Infantry / wh_dlc04_emp_inf_flagellants_0 Flagellants Wading into battle, crazed and unable to be broken, facing their doom with furious acceptance. |
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600 | 600 | 150 | 120 | 8760 | 100 | 0 | 100 | 36 | 32 | 12 | 33 | 24 | ||||||||||
46 |
Infantry /
Greatsword Infantry / wh_main_emp_inf_greatswords Greatswords Wielding double-handed swords and wearing heavy plate, Greatswords are a potent elite unit with an impressive melee strength. |
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850 | 850 | 225 | 120 | 9120 | 120 | 95 | 75 | 28 | 32 | 30 | 32 | 18 | ||||||||||
47 |
Infantry /
Greatsword Infantry / wh2_dlc13_emp_inf_greatswords_ror_0 Carroburg Greatswords (Greatswords) Among the Empire's most-storied regiments, the Carroburg Greatswords have earned their bloody reputation by slaying all comers in defence of their home city. |
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1100 | 1100 | 275 | 120 | 9120 | 120 | 95 | 100 | 28 | 32 | 30 | 32 | 18 | ||||||||||
48 |
Infantry /
Halberd Infantry / wh2_dlc13_emp_inf_halberdiers_ror_0 Nordland Mariners (Halberdiers) Elite marines trained by the Imperial Navy to fight both above deck, battered by adverse weather and raked by missile fire, and below, where melee skill is key. |
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700 | 700 | 175 | 120 | 8760 | 100 | 30 | 70 | 36 | 26 | 42 | 28 | 8 | ||||||||||
49 |
Infantry /
Spear Infantry / wh2_dlc13_emp_inf_spearmen_ror_0 Eldred's Guard (Spearmen - Shields) Only the most-disciplined and highly-trained are suitable for service with Solland's elite guard regiment. |
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600 | 600 | 150 | 120 | 8280 | 100 | 70 | 60 | 30 | 20 | 42 | 25 | 4 | ||||||||||
50 |
Infantry /
Sword Infantry / wh2_dlc13_emp_inf_swordsmen_ror_0 Swords of Ulric (Swordsmen) Funded by the Church, Ulric's 'sons' are schooled against Beastmen, ensuring they always fight with zeal and vigour – for the alternative is to be torn apart whilst still living! |
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550 | 550 | 138 | 120 | 8280 | 100 | 30 | 60 | 30 | 34 | 32 | 31 | 18 | ||||||||||
51 |
Infantry /
Sword Infantry / wh_dlc04_emp_inf_sigmars_sons_0 Sigmar's Sons (Swordsmen) The heart of any battle and the embodiment of Sigmar's will as they heroically engage the foe. |
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700 | 700 | 175 | 120 | 8880 | 100 | 30 | 100 | 30 | 41 | 41 | 30 | 20 | ||||||||||
52 |
Infantry /
Mace Infantry / wh_dlc04_emp_inf_tattersouls_0 The Tattersouls (Flagellants) They thrive in melee, with the unbreakable spirit that comes from accepting death. |
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875 | 875 | 219 | 160 | 11680 | 100 | 0 | 100 | 36 | 40 | 17 | 33 | 24 | ||||||||||
|
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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. |
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53 |
Missile Infantry /
Missile Infantry / wh2_dlc13_emp_inf_archers_0 Archers The ability to shoot several arrows per minute means that Archers are still far more efficient than more technically-advanced skirmish troops. |
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350 | 350 | 88 | 90 | 6210 | 90 | 20 | 50 | 33 | 14 | 17 | 24 | 4 | 20 | 120 | 19 | |||||||
54 |
Missile Infantry /
Close-Quarters Infantry / wh_dlc04_emp_inf_free_company_militia_0 Free Company Militia These men did not ask for war, yet it has come all the same. With sword in hand, they fight because they must. |
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450 | 450 | 113 | 120 | 7320 | 90 | 25 | 55 | 36 | 28 | 25 | 28 | 14 | 18 | 90 | 16 | |||||||
55 |
Missile Infantry /
Missile Infantry / wh_main_emp_inf_crossbowmen Crossbowmen The thudding crossbow bolts pack a punch that can bring down most foes. |
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475 | 475 | 119 | 90 | 6210 | 90 | 20 | 50 | 33 | 14 | 17 | 24 | 4 | 22 | 160 | 18 | |||||||
56 |
Missile Infantry /
Missile Infantry / wh_main_emp_inf_handgunners Handgunners Volleys of withering fire reduce any would-be army to a riddled, desperate band. |
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600 | 600 | 150 | 90 | 6210 | 90 | 20 | 50 | 33 | 16 | 17 | 24 | 4 | 22 | 145 | 17 | |||||||
57 |
Missile Infantry /
Missile Infantry / wh2_dlc13_emp_inf_huntsmen_0 Huntsmen The ultimate irregular warriors, Huntsmen appear suddenly, throwing the enemy into disarray before melting away again just as swiftly. |
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650 | 650 | 163 | 90 | 6210 | 90 | 25 | 55 | 36 | 16 | 17 | 24 | 4 | 22 | 160 | 18 | |||||||
58 |
Missile Infantry /
Missile Infantry / wh2_dlc13_emp_inf_archers_ror_0 Deathjacks (Archers) One can rely on the Deathjacks to silently track the foe to their location... but also snaffle the baggage train and the last of the mead! |
|||||||||||||||||||||
550 | 550 | 138 | 90 | 6210 | 90 | 20 | 60 | 33 | 19 | 23 | 24 | 4 | 20 | 120 | 23 | |||||||
59 |
Missile Infantry /
Missile Infantry / wh2_dlc13_emp_inf_crossbowmen_ror_0 Stir River Patrol (Crossbowmen) Merchant barges laden with valuable trade goods must be protected from anything lurking close to, and swimming beneath, the waterways. |
|||||||||||||||||||||
675 | 675 | 169 | 90 | 6210 | 90 | 20 | 50 | 33 | 14 | 17 | 24 | 4 | 22 | 160 | 20 | |||||||
60 |
Missile Infantry /
Missile Infantry / wh2_dlc13_emp_inf_handgunners_ror_0 Gunderman's Surefires (Handgunners) A veteran patroller and fearless warrior who knows the Drakwald – and the tactics of irregular warfare – inside out, Durz Gunderman leads from the very front. |
|||||||||||||||||||||
800 | 800 | 200 | 90 | 6210 | 90 | 25 | 55 | 36 | 28 | 25 | 28 | 14 | 22 | 160 | 17 | |||||||
61 |
Missile Infantry /
Missile Infantry / wh2_dlc13_emp_inf_huntsmen_ror_0 The White Wolves (Huntsmen) The white wolf is a fitting symbol for Ulric, God of Battle and patron deity of these versatile infantrymen of Middenheim. |
|||||||||||||||||||||
900 | 900 | 225 | 90 | 6210 | 90 | 25 | 65 | 36 | 36 | 32 | 28 | 14 | 22 | 160 | 22 | |||||||
62 |
Missile Infantry /
Missile Infantry / wh_dlc04_emp_inf_silver_bullets_0 The Silver Bullets (Handgunners) With a thunderous roll, a volley of devastating, armour-piercing fire is loosed. |
|||||||||||||||||||||
850 | 850 | 213 | 90 | 6210 | 90 | 20 | 60 | 33 | 22 | 23 | 24 | 4 | 22 | 150 | 21 | |||||||
63 |
Missile Infantry /
Close-Quarters Infantry / wh_dlc04_emp_inf_stirlands_revenge_0 Stirland's Revenge (Free Company Militia) Some are drawn to war by the need for vengeance, fighting fiercely to sate their bloodlust. |
|||||||||||||||||||||
800 | 800 | 200 | 120 | 7320 | 90 | 25 | 65 | 36 | 36 | 32 | 28 | 14 | 18 | 90 | 22 | |||||||
|
||||||||||||||||||||||
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. |
|||||
64 |
Cavalry & Chariots /
Shock Cavalry / wh_main_emp_cav_empire_knights Empire Knights The noble-born warriors of the Empire fight in Knightly Orders, heroic brotherhoods who ride into battle atop mighty barded warhorses. |
|||||||||||||||||||||
850 | 850 | 213 | 60 | 6000 | 100 | 110 | 70 | 33 | 26 | 30 | 30 | 48 | ||||||||||
65 |
Cavalry & Chariots /
Shock Cavalry / wh_main_emp_cav_reiksguard Reiksguard Equipped with the best armour and weapons, Reiksguard deliver a powerful charge, then remain amongst the throng to continue fighting. |
|||||||||||||||||||||
1150 | 1150 | 288 | 60 | 6480 | 100 | 120 | 75 | 33 | 34 | 31 | 40 | 62 | ||||||||||
66 |
Cavalry & Chariots /
Shock Cavalry / wh_dlc04_emp_cav_knights_blazing_sun_0 Knights of the Blazing Sun Well-armoured and resplendent, the Knights deliver a fierce and destructive charge. |
|||||||||||||||||||||
1200 | 1200 | 300 | 60 | 6480 | 100 | 100 | 70 | 33 | 40 | 26 | 42 | 78 | ||||||||||
67 |
Cavalry & Chariots /
Monstrous Shock Cavalry / wh_main_emp_cav_demigryph_knights_0 Demigryph Knights More stalwart and powerful than even the riders atop them, demigryphs deliver a monstrous charge into enemy battle lines. |
|||||||||||||||||||||
1400 | 1400 | 350 | 32 | 6720 | 100 | 125 | 75 | 33 | 40 | 38 | 60 | 60 | ||||||||||
68 |
Cavalry & Chariots /
Monstrous Shock Cavalry / wh_main_emp_cav_demigryph_knights_1 Demigryph Knights (Halberds) More stalwart and powerful than even the riders atop them, demigryphs deliver a monstrous charge into enemy battle lines. |
|||||||||||||||||||||
1500 | 1500 | 375 | 32 | 6720 | 100 | 125 | 75 | 33 | 34 | 32 | 54 | 48 | ||||||||||
69 |
Cavalry & Chariots /
Shock Cavalry / wh2_dlc13_emp_cav_empire_knights_ror_0 Knights of the Everlasting Light (Empire Knights) The fire will always burn, just as the courage of this elite band of men will never be extinguished. |
|||||||||||||||||||||
1000 | 1000 | 250 | 60 | 6000 | 800 | 110 | 70 | 31 | 26 | 30 | 30 | 48 | ||||||||||
70 |
Cavalry & Chariots /
Shock Cavalry / wh2_dlc13_emp_cav_empire_knights_ror_1 Knights of Morr (Empire Knights) The God of the Dead's chosen Knights provide a steady supply of settlers to populate His ethereal realm. |
|||||||||||||||||||||
1100 | 1100 | 275 | 60 | 6000 | 100 | 110 | 70 | 33 | 26 | 30 | 30 | 48 | ||||||||||
71 |
Cavalry & Chariots /
Cavalry / wh2_dlc13_emp_cav_empire_knights_ror_2 The Stubborn Bulls (Empire Knights - Greatswords) Fortunately, Ostland's dank, forest-clothed terrain produces elite warriors able to withstand the continual Ruinous incursions threatening the province. |
|||||||||||||||||||||
1000 | 1000 | 250 | 60 | 6000 | 120 | 110 | 80 | 28 | 32 | 32 | 48 | 34 | ||||||||||
72 |
Cavalry & Chariots /
Monstrous Shock Cavalry / wh_dlc04_emp_cav_royal_altdorf_gryphites_0 The Royal Altdorf Gryphites (Demigryph Knights) Majesty and power personified, their devastating charge exemplifying their regal brilliance. |
|||||||||||||||||||||
1850 | 1850 | 463 | 32 | 6720 | 100 | 125 | 85 | 33 | 43 | 41 | 54 | 48 | ||||||||||
73 |
Cavalry & Chariots /
Shock Cavalry / wh_dlc04_emp_cav_zintlers_reiksguard_0 Zintler's Reiksguard (Reiksguard) Above their peers, Zintler's men charge down enemy lines with a destructive fury that makes the earth shake. |
|||||||||||||||||||||
1350 | 1350 | 338 | 60 | 6480 | 100 | 120 | 85 | 33 | 43 | 39 | 40 | 62 | ||||||||||
|
||||||||||||||||||||||
Missile 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. |
|||||
74 |
Missile Cavalry & Chariots /
Missile Cavalry / wh_main_emp_cav_pistoliers_1 Pistoliers The Pistoliers are standard ranged cavalry, their pistols packing an effective punch whilst maintaining mobility. |
|||||||||||||||||||||
500 | 500 | 125 | 60 | 4080 | 100 | 30 | 50 | 33 | 20 | 14 | 24 | 20 | 12 | 80 | 33 | |||||||
75 |
Missile Cavalry & Chariots /
Missile Cavalry / wh_main_emp_cav_outriders_0 Outriders Fast and dependable, an Outrider can be in one place to fire, then be in another to fire again moments later. |
|||||||||||||||||||||
700 | 700 | 175 | 60 | 4860 | 100 | 30 | 50 | 33 | 18 | 14 | 24 | 12 | 20 | 130 | 30 | |||||||
76 |
Missile Cavalry & Chariots /
Missile Cavalry / wh_main_emp_cav_outriders_1 Outriders (Grenade Launcher) Fast and dependable, an Outrider can be in one place to fire, then be in another to fire again moments later. |
|||||||||||||||||||||
800 | 800 | 200 | 48 | 3984 | 100 | 30 | 50 | 33 | 18 | 14 | 24 | 12 | 18 | 100 | 61 | |||||||
77 |
Missile Cavalry & Chariots /
Missile Chariot / wh2_dlc13_emp_veh_war_wagon_0 War Wagons Although gradually becoming obsolete due to considerable advances in technology, there's still something inherently reliable about a horse-drawn chariot literally brimming with death. |
|||||||||||||||||||||
875 | 875 | 213 | 4 | 4736 | 1300 | 90 | 65 | 66 | 18 | 12 | 26 | 29 | 35 | 130 | 300 | |||||||
78 |
Missile Cavalry & Chariots /
Missile Chariot / wh2_dlc13_emp_veh_war_wagon_1 War Wagons (Mortars) Mounting a deadly mortar atop that bulwark of the battlefield, the War Wagon, can only improve your chances of victory. |
|||||||||||||||||||||
950 | 950 | 238 | 4 | 4608 | 1300 | 90 | 65 | 66 | 18 | 12 | 26 | 29 | 22 | 380 | 108 | |||||||
79 |
Missile Cavalry & Chariots /
Missile Cavalry / wh2_dlc13_emp_cav_outriders_ror_0 The Bordermen (Outriders - Grenade Launcher) The challenging topography of the borderlands breeds a special kind of horseman. |
|||||||||||||||||||||
1000 | 1000 | 250 | 48 | 3984 | 100 | 30 | 50 | 33 | 18 | 14 | 24 | 12 | 18 | 100 | 52 | |||||||
80 |
Missile Cavalry & Chariots /
Missile Cavalry / wh2_dlc13_emp_cav_pistoliers_ror_0 The Noble Sons Abroad (Pistoliers) The progeny of the great and the good of Imperial society, steeled and ready for the long fight. |
|||||||||||||||||||||
700 | 700 | 175 | 60 | 4080 | 100 | 50 | 50 | 33 | 26 | 24 | 24 | 30 | 12 | 80 | 42 | |||||||
81 |
Missile Cavalry & Chariots /
Missile Chariot / wh2_dlc13_emp_veh_war_wagon_ror_0 The Black Lions (War Wagons - Helblasters) Do not be deceived, for the rampant lion's bite is immeasurably worse than its fearsome roar. |
|||||||||||||||||||||
1900 | 1900 | 475 | 4 | 4608 | 1300 | 90 | 75 | 66 | 24 | 17 | 26 | 29 | 16.666666666667 | 250 | 823 | |||||||
|
||||||||||||||||||||||
Flying 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. |
|||||
82 |
Flying War Machines /
Flying War Machine / wh2_dlc13_huntmarshall_veh_obsinite_gyrocopter_0 Obsinite Gyrocopter The skilled Gyrocopter pilot unleashes jets of steam upon unprepared battle lines. |
|||||||||||||||||||||
1000 | 0 | 250 | 4 | 3984 | 700 | 120 | 70 | 70 | 30 | 15 | 66 | 25 | 18 | 100 | 79 | |||||||
|
||||||||||||||||||||||
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. |
|||||
83 |
Artillery & War Machines /
Siege Artillery / wh_main_emp_art_mortar Mortars What a Mortar may lack in sheer stopping power compared to cannons, it makes up with pure vicious, explosive destruction. |
|||||||||||||||||||||
650 | 650 | 163 | 4 | 4356 | 3100 | 20 | 50 | 20 | 10 | 6 | 24 | 5 | 22 | 380 | 108 | |||||||
84 |
Artillery & War Machines /
Siege Artillery / wh_main_emp_art_great_cannon Great Cannons The Empire's standard, effective cannonry sends armour-piercing iron balls ploughing through enemy ranks with devastating aplomb. |
|||||||||||||||||||||
800 | 800 | 200 | 4 | 4356 | 3100 | 20 | 50 | 20 | 10 | 6 | 24 | 5 | 22 | 450 | 200 | |||||||
85 |
Artillery & War Machines /
Field Gun / wh_main_emp_art_helblaster_volley_gun Helblaster Volley Guns Helblaster Guns eviscerate opposition from a distance with a ceaseless shower of black powder fire. |
|||||||||||||||||||||
1000 | 1050 | 263 | 4 | 4356 | 3100 | 20 | 50 | 20 | 10 | 6 | 24 | 5 | 22 | 290 | 675 | |||||||
86 |
Artillery & War Machines /
Rocket Battery / wh_main_emp_art_helstorm_rocket_battery Helstorm Rocket Battery An erratic flurry of explosive airborne destruction - Helstorm rockets are extremely powerful, if extremely unreliable, weapons from the Empire's arsenal. |
|||||||||||||||||||||
1050 | 1050 | 263 | 4 | 4356 | 3100 | 20 | 50 | 20 | 10 | 6 | 24 | 5 | 22 | 480 | 305 | |||||||
87 |
Artillery & War Machines /
Magic Chariot / wh_main_emp_veh_luminark_of_hysh_0 Luminark of Hysh A weapon from the College of Light, vaporising their enemies by channelling the Wind of Hysh. |
|||||||||||||||||||||
1700 | 1700 | 425 | 1 | 4632 | 1700 | 60 | 60 | 50 | 12 | 8 | 26 | 18 | 14 | 320 | 2045 | |||||||
88 |
Artillery & War Machines /
War Machine / wh_main_emp_veh_steam_tank Steam Tank From great range, a Steam Tank launches powerful shots of armour-piercing cannon fire with tremendous stopping power. |
|||||||||||||||||||||
2100 | 2200 | 550 | 1 | 9068 | 10000 | 160 | 100 | 48 | 36 | 10 | 200 | 80 | 40 | 380 | 400 | |||||||
89 |
Artillery & War Machines /
Siege Artillery / wh2_dlc13_emp_art_mortar_ror_0 Sootson's Guns (Mortars) An expert in putting down the living and the dead, Bennec Sootson's guns always fire sure and true. |
|||||||||||||||||||||
800 | 800 | 200 | 4 | 4356 | 3100 | 20 | 50 | 20 | 10 | 6 | 24 | 5 | 22 | 380 | 114 | |||||||
90 |
Artillery & War Machines /
War Machine / wh2_dlc13_emp_veh_steam_tank_ror_0 The Emperor's Wrath (Steam Tank) Just like the Emperor's boundless anger at those who would threaten his lands, this lurching mechanical beast steamrollers the opposition. |
|||||||||||||||||||||
2300 | 2400 | 600 | 1 | 9068 | 10000 | 160 | 100 | 48 | 36 | 10 | 200 | 80 | 40 | 380 | 455 | |||||||
91 |
Artillery & War Machines /
Siege Artillery / wh_dlc04_emp_art_hammer_of_the_witches_0 Hammer of the Witches (Great Cannons) The Hammer of the Witches, fired with righteous purpose, smites evil with thunderous, armour-shattering blasts. |
|||||||||||||||||||||
1100 | 1100 | 275 | 4 | 4356 | 3100 | 20 | 60 | 20 | 13 | 10 | 24 | 5 | 30 | 450 | 322 | |||||||
92 |
Artillery & War Machines /
Rocket Battery / wh_dlc04_emp_art_sunmaker_0 The Sunmaker (Helstorm Rocket Battery) Its destructive power cannot be overstated, the world illuminated by a turbulent battery of missile fire. |
|||||||||||||||||||||
1800 | 1800 | 450 | 4 | 4356 | 3100 | 20 | 60 | 20 | 14 | 9 | 24 | 5 | 8 | 480 | 760 | |||||||
93 |
Artillery & War Machines /
Magic Chariot / wh_dlc04_emp_veh_templehof_luminark_0 Templehof Luminark (Luminark of Hysh) The Wind is stored and harnessed, resulting in the bursting forth of a lethal energy. |
|||||||||||||||||||||
1900 | 1900 | 475 | 1 | 4632 | 1700 | 60 | 70 | 50 | 17 | 12 | 26 | 18 | 14 | 320 | 2494 | |||||||
|