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Broken Axe Units
Units
- Lords (3)
- Heroes (9)
- Infantry (12)
- Missile Infantry (6)
- Cavalry & Chariots (11)
- Missile Cavalry & Chariots (6)
- Monsters & Beasts (11)
- Artillery & War Machines (7)
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_grn_cha_goblin_great_shaman_0 Goblin Great Shaman A Great Shaman summons the power of Gork and Mork, ravaging any in his way. |
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450 | 1000 | 250 | 1 | 3651 | 300 | 25 | 55 | 33 | 24 | 26 | 280 | 20 | ||||||||||
2 |
Lords /
Wizard / wh_main_grn_cha_goblin_great_shaman_1 Goblin Great Shaman (Giant Wolf) A Great Shaman summons the power of Gork and Mork, ravaging any in his way. |
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650 | 1100 | 275 | 1 | 4027 | 300 | 25 | 55 | 33 | 24 | 26 | 280 | 50 | ||||||||||
3 |
Lords /
Wizard / wh_main_grn_cha_goblin_great_shaman_2 Goblin Great Shaman A Great Shaman summons the power of Gork and Mork, ravaging any in his way. |
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850 | 1200 | 300 | 1 | 4230 | 1050 | 45 | 55 | 90 | 14 | 10 | 250 | 70 | ||||||||||
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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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4 |
Heroes /
Melee Specialist / wh2_pro09_grn_cha_black_orc_big_boss_0 Black Orc Big Boss Black Orcs don’t often fight solo, but their obsession with killing things means some willingly end up as one-Orc armies. |
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825 | 1000 | 250 | 1 | 4178 | 1200 | 110 | 72 | 33 | 55 | 55 | 390 | 45 | ||||||||||
5 |
Heroes /
Melee Specialist / wh2_pro09_grn_cha_black_orc_big_boss_1 Black Orc Big Boss (War Boar) Black Orcs don’t often fight solo, but their obsession with killing things means some willingly end up as one-Orc armies. |
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1125 | 1100 | 275 | 1 | 4673 | 1200 | 110 | 72 | 36 | 55 | 55 | 390 | 65 | ||||||||||
6 |
Heroes /
Melee Specialist / wh_main_grn_cha_goblin_big_boss_0 Goblin Big Boss Though powerful enough in battle, a Goblin Boss can also employ all manner of trickery to ensure victory. |
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250 | 500 | 125 | 1 | 3485 | 350 | 35 | 55 | 35 | 40 | 48 | 360 | 30 | ||||||||||
7 |
Heroes /
Melee Specialist / wh_main_grn_cha_goblin_big_boss_1 Goblin Big Boss (Giant Wolf) Though powerful enough in battle, a Goblin Boss can also employ all manner of trickery to ensure victory. |
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400 | 600 | 150 | 1 | 3928 | 350 | 35 | 55 | 35 | 40 | 48 | 360 | 50 | ||||||||||
8 |
Heroes /
Melee Specialist / wh_main_grn_cha_goblin_big_boss_2 Goblin Big Boss (Giant Spider) Though powerful enough in battle, a Goblin Boss can also employ all manner of trickery to ensure victory. |
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500 | 700 | 175 | 1 | 4087 | 350 | 45 | 55 | 35 | 40 | 48 | 360 | 60 | ||||||||||
9 |
Heroes /
Melee Specialist / wh_main_grn_cha_goblin_big_boss_4 Goblin Big Boss Though powerful enough in battle, a Goblin Boss can also employ all manner of trickery to ensure victory. |
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600 | 800 | 200 | 1 | 4357 | 1100 | 45 | 55 | 90 | 30 | 20 | 250 | 80 | ||||||||||
10 |
Heroes /
Wizard / wh_main_grn_cha_night_goblin_shaman Night Goblin Shaman Maddened by dank mould and mushrooms, a Goblin Shaman hurls debilitating spells into the enemy's ranks with chaotic abandon. |
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250 | 1000 | 250 | 1 | 3386 | 300 | 15 | 50 | 35 | 24 | 26 | 280 | 20 | ||||||||||
11 |
Heroes /
Wizard / wh_main_grn_cha_orc_shaman_0 Orc Shaman Shamans practise the art of annoyance - peppering their enemies with frustrating, painful and distracting spells. |
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300 | 1000 | 250 | 1 | 3869 | 900 | 30 | 55 | 33 | 38 | 20 | 310 | 40 | ||||||||||
12 |
Heroes /
Wizard / wh_main_grn_cha_orc_shaman_1 Orc Shaman (War Boar) Shamans practise the art of annoyance - peppering their enemies with frustrating, painful and distracting spells. |
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600 | 1100 | 275 | 1 | 4412 | 1200 | 55 | 55 | 36 | 38 | 20 | 310 | 70 | ||||||||||
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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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13 |
Infantry /
Spear Infantry / wh_main_grn_inf_goblin_spearmen Goblins The spear is a solid weapon; piercing and defensive. Goblins, however… |
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300 | 300 | 75 | 160 | 8960 | 90 | 25 | 50 | 33 | 20 | 26 | 25 | 8 | ||||||||||
14 |
Infantry /
Sword Infantry / wh_main_grn_inf_night_goblins Night Goblins Night Goblins raid with efficiency; they swarm and ambush, cutting their foes apart. |
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400 | 400 | 100 | 160 | 8960 | 90 | 15 | 44 | 35 | 26 | 24 | 27 | 12 | ||||||||||
15 |
Infantry /
Sword Infantry / wh_main_grn_inf_orc_boyz Orc Boyz Orc Boyz lack the strength of Big 'Uns, but their tenacity and endurance in battle is well respected. |
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430 | 430 | 107 | 120 | 9720 | 130 | 30 | 60 | 31 | 28 | 25 | 34 | 20 | ||||||||||
16 |
Infantry /
Sneaky Infantry / wh_dlc06_grn_inf_nasty_skulkers_0 Nasty Skulkers Even the most heinous green-skinned scumbags look upon these Goblins' swift skulduggery with reverent horror. |
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500 | 500 | 125 | 160 | 8320 | 90 | 15 | 40 | 37 | 26 | 16 | 24 | 20 | ||||||||||
17 |
Infantry /
Sword Infantry / wh_main_grn_inf_night_goblin_fanatics Night Goblins (Fanatics) Night Goblins Fanatics are highly efficient killers – the ball and chain they wield sees to that! |
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525 | 525 | 131 | 160 | 8960 | 90 | 15 | 44 | 35 | 26 | 24 | 27 | 12 | ||||||||||
18 |
Infantry /
Axe Infantry / wh_main_grn_inf_savage_orcs Savage Orcs Savage Orcs lay into their enemies with clubs, axes or whatever is needed to cause as much damage as possible. |
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550 | 550 | 138 | 120 | 9720 | 140 | 0 | 60 | 37 | 30 | 20 | 35 | 26 | ||||||||||
19 |
Infantry /
Sword Infantry / wh_main_grn_inf_orc_big_uns Orc Big 'Uns The hardest-hitting mobs in a tribe, Big 'Uns are well placed in melee, where they happily smash their enemies apart. |
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800 | 800 | 200 | 100 | 10800 | 210 | 50 | 68 | 31 | 38 | 28 | 42 | 27 | ||||||||||
20 |
Infantry /
Axe Infantry / wh_main_grn_inf_savage_orc_big_uns Savage Orc Big 'Uns Savage Orcs alone are a terrifying prospect to face. Add Big 'Uns to the mix and things get really nasty very quickly. |
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900 | 900 | 225 | 100 | 10800 | 180 | 0 | 68 | 37 | 40 | 25 | 42 | 34 | ||||||||||
21 |
Infantry /
Great Axe Infantry / wh_main_grn_inf_black_orcs Black Orcs Black Orcs are more disciplined, armoured and deadly than other Orcs, ripping through enemies with their heavy weapons for fun. |
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1150 | 1150 | 288 | 80 | 10800 | 190 | 110 | 72 | 29 | 36 | 31 | 50 | 29 | ||||||||||
22 |
Infantry /
Sword Infantry / wh_dlc06_grn_inf_da_eight_peaks_loonies_0 Da Eight Peak Loonies (Night Goblins – Fanatics) Anticipating the will of Skarsnik, this crack squad of Goblin nutters undertakes whatever devious chicanery is required to achieve victory. |
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735 | 735 | 184 | 160 | 8960 | 90 | 15 | 100 | 35 | 34 | 31 | 27 | 12 | ||||||||||
23 |
Infantry /
Sword Infantry / wh_dlc06_grn_inf_da_warlords_boyz_0 Da Warlord's Boyz (Night Goblins) A bunch of sneaky, venal, stabby gits - a suitably befitting bodyguard for the treacherous Warlord of the Eight Peaks. |
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550 | 550 | 138 | 160 | 8960 | 90 | 15 | 54 | 35 | 34 | 31 | 27 | 12 | ||||||||||
24 |
Infantry /
Berserker Axe Infantry / wh_dlc06_grn_inf_krimson_killerz_0 Krimson Killerz (Black Orcs) Armed to da teef and always ready for a scrap, this elite Black Orc regiment wear distinctive red armour. |
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1450 | 1450 | 363 | 80 | 10800 | 190 | 110 | 82 | 29 | 50 | 30 | 50 | 35 | ||||||||||
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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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25 |
Missile Infantry /
Missile Infantry / wh_main_grn_inf_goblin_archers Goblin Archers Goblin Archers can pepper the enemy from afar, with varying success. |
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375 | 375 | 94 | 120 | 6120 | 90 | 25 | 40 | 33 | 10 | 15 | 24 | 5 | 24 | 115 | 14 | |||||||
26 |
Missile Infantry /
Missile Infantry / wh_main_grn_inf_night_goblin_archers Night Goblin Archers Raining arrows from a distance is the preferred Greenskin tactic. |
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475 | 475 | 119 | 120 | 6480 | 90 | 15 | 40 | 35 | 15 | 20 | 27 | 7 | 24 | 115 | 14 | |||||||
27 |
Missile Infantry /
Missile Infantry / wh_main_grn_inf_orc_arrer_boyz Orc Arrer Boyz From afar, Arrer Boyz rain down arrows upon their enemies. Accuracy be damned, quantity is all. |
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500 | 500 | 125 | 90 | 6930 | 130 | 30 | 55 | 31 | 23 | 14 | 34 | 10 | 22 | 140 | 18 | |||||||
28 |
Missile Infantry /
Missile Infantry / wh_main_grn_inf_savage_orc_arrer_boyz Savage Orc Arrer Boyz Savage Orc Arrer Boyz aren't always precise but remain deadly. Precisely deadly, you might say. |
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550 | 550 | 138 | 90 | 6930 | 140 | 0 | 55 | 37 | 24 | 10 | 35 | 12 | 22 | 140 | 18 | |||||||
29 |
Missile Infantry /
Missile Infantry / wh_main_grn_inf_night_goblin_fanatics_1 Night Goblin Archers (Fanatics) Between bow shots, the Night Goblin Archers send their Fanatic hostages forth to cause mayhem. |
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600 | 600 | 151 | 120 | 6480 | 90 | 15 | 40 | 35 | 15 | 20 | 27 | 7 | 24 | 115 | 14 | |||||||
30 |
Missile Infantry /
Missile Infantry / wh_dlc06_grn_inf_da_rusty_arrers_0 Da Rusty Arrers (Night Goblin Archers) A piercing arrow is debilitating enough, yet all manner of filth and corrosion is loosed from their crude bows. |
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600 | 600 | 150 | 120 | 6480 | 90 | 15 | 50 | 35 | 20 | 27 | 27 | 7 | 24 | 115 | 17 | |||||||
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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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31 |
Cavalry & Chariots /
Cavalry / wh_main_grn_cav_goblin_wolf_riders_0 Goblin Wolf Riders A pack of Wolf Riders can appear from nowhere, strike with precision, and be away before the enemy knows what has happened. |
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300 | 300 | 75 | 80 | 4080 | 90 | 25 | 44 | 33 | 22 | 22 | 24 | 20 | ||||||||||
32 |
Cavalry & Chariots /
Cavalry / wh_main_grn_cav_forest_goblin_spider_riders_0 Forest Goblin Spider Riders Atop their venomous mounts, Goblin Riders can run down enemies with surprising precision. |
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425 | 425 | 106 | 60 | 5160 | 90 | 45 | 50 | 33 | 22 | 32 | 27 | 22 | ||||||||||
33 |
Cavalry & Chariots /
Shock Cavalry / wh_main_grn_cav_orc_boar_boyz Orc Boar Boyz Prideful - and all the more deadly for it - the Boar Boyz deal grizzly death from atop their mounts. |
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650 | 650 | 163 | 60 | 6360 | 130 | 65 | 60 | 33 | 22 | 24 | 30 | 48 | ||||||||||
34 |
Cavalry & Chariots /
Cavalry / wh_dlc06_grn_cav_squig_hoppers_0 Night Goblin Squig Hoppers It takes a certain kind of insanity to ride a rage-frothed Squig and bounce into the fray. |
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650 | 650 | 163 | 60 | 5400 | 90 | 25 | 60 | 33 | 28 | 20 | 32 | 32 | ||||||||||
35 |
Cavalry & Chariots /
Shock Cavalry / wh_main_grn_cav_savage_orc_boar_boyz Savage Orc Boar Boyz A Savage Orc, atop his boar, delivers a powerful charge then remains a mighty, fearful presence at the heart of the battle. |
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700 | 700 | 188 | 60 | 6360 | 130 | 35 | 60 | 33 | 26 | 20 | 30 | 56 | ||||||||||
36 |
Cavalry & Chariots /
Chariot / wh_main_grn_cav_orc_boar_chariot Orc Boar Chariots When these Chariots ride to war, there is little that can stand in the way of their terrific charge. |
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750 | 750 | 188 | 4 | 5672 | 1330 | 80 | 60 | 70 | 30 | 26 | 42 | 72 | ||||||||||
37 |
Cavalry & Chariots /
Shock Cavalry / wh_main_grn_cav_orc_boar_boy_big_uns Orc Boar Boy Big 'Uns Bigger than normal Orcs, and stronger too, the Orc Boar Big 'Uns ride their beasts into enemy lines, devastating all who face them. |
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850 | 850 | 214 | 60 | 7440 | 130 | 85 | 68 | 33 | 22 | 26 | 32 | 50 | ||||||||||
38 |
Cavalry & Chariots /
Shock Cavalry / wh_main_grn_cav_savage_orc_boar_boy_big_uns Savage Orc Boar Boy Big 'Uns A boar-mounted Savage Orc Big ‘Un has a powerful charge and a really unpleasant line in melee skills. |
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1000 | 1000 | 275 | 60 | 7440 | 130 | 35 | 68 | 33 | 28 | 22 | 36 | 58 | ||||||||||
39 |
Cavalry & Chariots /
Shock Cavalry / wh_dlc06_grn_cav_broken_tusks_mob_0 Broken Tusks Mob (Orc Boar Boy Big 'Uns) The biggest, nastiest, most bad-tempered of Big 'Uns, this elite mob will stomp ya and jump about on da bitz afterwards. |
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1050 | 1050 | 260 | 60 | 7440 | 130 | 100 | 78 | 33 | 30 | 35 | 32 | 50 | ||||||||||
40 |
Cavalry & Chariots /
Cavalry / wh_dlc06_grn_cav_durkits_squigs_0 Durkit's Squigs (Night Goblin Squig Hoppers) Riding a Squig is a dangerous, foolish business. Goblins, however, are better riders than most, so live slightly longer. |
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750 | 750 | 188 | 60 | 5400 | 90 | 25 | 70 | 33 | 36 | 28 | 32 | 35 | ||||||||||
41 |
Cavalry & Chariots /
Cavalry / wh_dlc06_grn_cav_moon_howlers_0 Moon-howlers (Goblin Wolf Riders) With a pining cry to the great, weird moon, Morrslieb, these wolves carry their Goblin riders to war. |
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425 | 425 | 106 | 80 | 4080 | 90 | 25 | 54 | 33 | 29 | 29 | 24 | 23 | ||||||||||
|
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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. |
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42 |
Missile Cavalry & Chariots /
Missile Cavalry / wh_main_grn_cav_goblin_wolf_riders_1 Goblin Wolf Rider Archers A pack of Wolf Riders can appear from nowhere, strike with precision, and be away before the enemy knows what has happened. |
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400 | 400 | 100 | 80 | 3920 | 90 | 25 | 38 | 33 | 15 | 14 | 24 | 12 | 18 | 100 | 14 | |||||||
43 |
Missile Cavalry & Chariots /
Missile Cavalry / wh_main_grn_cav_forest_goblin_spider_riders_1 Forest Goblin Spider Rider Archers Atop their venomous mounts, Goblin Riders can run down enemies with surprising precision. |
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475 | 475 | 119 | 60 | 4620 | 90 | 45 | 44 | 33 | 15 | 22 | 26 | 14 | 20 | 100 | 14 | |||||||
44 |
Missile Cavalry & Chariots /
Missile Chariot / wh_main_grn_cav_goblin_wolf_chariot Goblin Wolf Chariots Chariots deliver devastating charges to the front lines; the wolf steeds that draw them are ferocious in battle. |
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500 | 500 | 125 | 8 | 6304 | 840 | 45 | 45 | 90 | 16 | 20 | 24 | 38 | 23 | 115 | 73 | |||||||
45 |
Missile Cavalry & Chariots /
Missile Cavalry / wh_dlc06_grn_cav_deff_creepers_0 Deff Creepers (Forest Goblin Spider Rider Archers) These arachnid aberrations make for powerful, terrifying mounts, bringing eight-legged death to their cowering foes. |
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625 | 625 | 156 | 60 | 4620 | 90 | 45 | 54 | 33 | 20 | 29 | 26 | 14 | 20 | 100 | 17 | |||||||
46 |
Missile Cavalry & Chariots /
Missile Cavalry / wh_dlc06_grn_cav_mogrubbs_marauders_0 Mogrubb's Mangy Marauders (Goblin Wolf Archers) Dishevelled and mange-ridden, these wolves (and their riders) are savage beasts all the same. |
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600 | 600 | 145 | 80 | 3920 | 90 | 25 | 48 | 33 | 20 | 19 | 24 | 18 | 18 | 100 | 17 | |||||||
47 |
Missile Cavalry & Chariots /
Missile Chariot / wh_dlc06_grn_cav_teef_robbers_0 Teef Robbers (Goblin Wolf Chariots) After riding their enemies down, what grim prize these Goblins claim is their own dark, devilish business. |
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650 | 650 | 163 | 8 | 6304 | 840 | 45 | 55 | 90 | 22 | 27 | 24 | 38 | 23 | 115 | 89 | |||||||
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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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48 |
Monsters & Beasts /
War Beasts / wh_dlc06_grn_inf_squig_herd_0 Squig Herd One incensed Squig is enough trouble. For whosoever attracts their ire, an entire herd conjures a nightmare! |
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350 | 300 | 75 | 40 | 5320 | 800 | 50 | 36 | 58 | 26 | 20 | 33 | 40 | ||||||||||
49 |
Monsters & Beasts /
Spider / wh_dlc06_grn_mon_spider_hatchlings_0 Spider Hatchlings Although a fraction of the size of their fully-grown sisters, newly-hatched Arachnaroks are every bit as deadly. |
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150 | 450 | 38 | 60 | 4380 | 90 | 45 | 50 | 76 | 22 | 20 | 23 | 19 | ||||||||||
50 |
Monsters & Beasts /
Monstrous Infantry / wh_main_grn_mon_trolls Trolls Up close, a Troll will batter foes into submission or vomit disgusting and potently corrosive bile across the field. |
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800 | 800 | 200 | 16 | 7904 | 1500 | 40 | 45 | 54 | 34 | 32 | 100 | 24 | ||||||||||
51 |
Monsters & Beasts /
Monstrous Infantry / wh2_dlc15_grn_mon_river_trolls_0 River Trolls Beware the most polluted lakes and waterways, where folk are pulled right out of their boats and down to their doom! |
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900 | 900 | 225 | 16 | 7904 | 1500 | 40 | 45 | 54 | 34 | 40 | 105 | 30 | ||||||||||
52 |
Monsters & Beasts /
Monstrous Infantry / wh2_dlc15_grn_mon_stone_trolls_0 Stone Trolls As proven by the stone-eating, mountain-dwelling variety, a Troll’s natural resilience is boosted by a ravenous diet of rocks, pebbles, and dirt. |
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1100 | 1100 | 275 | 16 | 7904 | 1300 | 70 | 45 | 54 | 36 | 32 | 120 | 34 | ||||||||||
53 |
Monsters & Beasts /
Monster / wh_main_grn_mon_giant Giant A lumbering Giant is the terror of the battlefield, smashing entire ranks of men aside and feasting on the less fortunate ones. |
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1400 | 1500 | 375 | 1 | 12620 | 6500 | 50 | 100 | 39 | 65 | 30 | 700 | 40 | ||||||||||
54 |
Monsters & Beasts /
Gigantic Spider / wh_main_grn_mon_arachnarok_spider_0 Arachnarok Spider With a team of Goblins upon its back, the Arachnarok's sheer enormity strikes fear into the hearts of all who face it. |
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1900 | 1900 | 475 | 8 | 79720 | 100 | 120 | 65 | 33 | 58 | 30 | 420 | 40 | ||||||||||
55 |
Monsters & Beasts /
Monster / wh2_dlc15_grn_mon_rogue_idol_0 Rogue Idol The power of the God of Brutal Cunning (or Cunning Brutality) manifest, bound in excrement and shamanic magic. |
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2300 | 2300 | 575 | 1 | 16000 | 12000 | 150 | 75 | 31 | 60 | 24 | 600 | 30 | ||||||||||
56 |
Monsters & Beasts /
Monstrous Infantry / wh2_dlc15_grn_mon_river_trolls_ror_0 Da Swamp Fings (River Trolls) Nesting within the murkiest, smelliest swamps, the most fetid of River Trolls are always smelled before they are seen! |
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1200 | 1200 | 300 | 16 | 7904 | 1500 | 40 | 55 | 54 | 43 | 50 | 105 | 30 | ||||||||||
57 |
Monsters & Beasts /
Specialist Artillery / wh2_dlc15_grn_mon_rogue_idol_ror_0 Da Big Un (Rogue Idol) The appearance of this immense, animated totem is a sign that Gork (or Mork) himself has come to indulge in the carnage of the Waaagh! |
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2800 | 2800 | 700 | 1 | 16000 | 12000 | 150 | 85 | 31 | 73 | 30 | 600 | 30 | 10 | 400 | 373 | |||||||
58 |
Monsters & Beasts /
Gigantic Spider / wh_dlc06_grn_mon_venom_queen_0 The Arachnarok Queen (Arachnarok Spider) Poisonous, corrosive venom dripping from her fearsome jaws, she first ensnares her victims in a web of dense, sticky silk. |
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2400 | 2400 | 600 | 8 | 79720 | 100 | 120 | 75 | 33 | 70 | 38 | 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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59 |
Artillery & War Machines /
War Machine / wh2_dlc15_grn_veh_snotling_pump_wagon_0 Snotling Pump Wagons No two Pump Wagons are ever built the same, but all crash into the foe with the same devastating, bone-breaking crunch! |
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500 | 500 | 125 | 12 | 5088 | 1200 | 50 | 50 | 60 | 20 | 22 | 25 | 35 | ||||||||||
60 |
Artillery & War Machines /
Catapult / wh_main_grn_art_goblin_rock_lobber Goblin Rock Lobbers Greenskins love chucking fings at the enemy; the rock lobber allows them to throw bigger fings further. |
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600 | 600 | 150 | 4 | 4212 | 3090 | 15 | 40 | 20 | 10 | 6 | 24 | 5 | 22 | 400 | 147 | |||||||
61 |
Artillery & War Machines /
War Machine / wh2_dlc15_grn_veh_snotling_pump_wagon_flappas_0 Snotling Pump Wagons (Flappas) With the aid of rudimentary ‘flappas’, Pump Wagons use their bouncing momentum to collide into enemy battle lines with greater bone-shattering speed. |
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650 | 650 | 163 | 12 | 5088 | 1200 | 50 | 55 | 70 | 26 | 24 | 25 | 60 | ||||||||||
62 |
Artillery & War Machines /
War Machine / wh2_dlc15_grn_veh_snotling_pump_wagon_roller_0 Snotling Pump Wagons (Spiky Rollers) The murderous simplicity of 'da rollas with lotsa spikes' make them a familiar sight in many a Greenskin Waaagh! |
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900 | 900 | 225 | 12 | 6288 | 1600 | 60 | 60 | 60 | 30 | 22 | 30 | 35 | ||||||||||
63 |
Artillery & War Machines /
Catapult / wh_main_grn_art_doom_diver_catapult Doom Diver Catapults Fired from a catapult with crude wings strapped to his arms, the cackling Goblin pilot guides himself to a messy, pointy-hatted impact. |
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1000 | 1000 | 250 | 4 | 4212 | 3090 | 15 | 40 | 20 | 10 | 6 | 24 | 5 | 22 | 400 | 164 | |||||||
64 |
Artillery & War Machines /
War Machine / wh2_dlc15_grn_veh_snotling_pump_wagon_ror_0 Logey Bogey’s Spore ‘Splodaz (Snotling Pump Wagons) These uniquely chaotic Snotling-powered war machines are armed with ruinous spores, splattering their enemies as they careen haphazardly into the battle lines. |
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700 | 700 | 175 | 12 | 5088 | 1200 | 50 | 60 | 60 | 27 | 29 | 25 | 35 | ||||||||||
65 |
Artillery & War Machines /
Catapult / wh_dlc06_grn_art_hammer_of_gork_0 Hammer of Gork (Goblin Rock Lobbers) These crude machines hurl rocks with such fury, their targets feel as if Gork himself was assaulting them. |
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800 | 800 | 200 | 4 | 4212 | 3090 | 15 | 50 | 20 | 14 | 9 | 24 | 5 | 22 | 400 | 180 | |||||||
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