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HomeHome / Total War: WARHAMMER III / Last Defenders / Units / Infantry
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.
1
160 Skink Cohort
Infantry / Cudgel Infantry / wh2_main_lzd_inf_skink_cohort_0
Skink Cohort
The diligent workforce of the Lizardmen Empire, good for throwing into melee as fodder.
300 300 75 160 8000 90 30 55 46 20 24 25 10
2
120 Red Crested Skinks
Infantry / Great Axe Infantry / wh2_dlc12_lzd_inf_skink_red_crested_0
Red Crested Skinks
These Skinks are differentiated by their impressive red crests, but are also stronger and cleverer than their lesser cousins.
575 575 144 120 8040 80 30 62 46 26 19 24 21
3
90 Chameleon Stalkers
Infantry / Shock Infantry / wh2_dlc17_lzd_inf_chameleon_stalkers_0
Chameleon Stalkers
The forces of Chaos cannot defend against what they cannot see.
650 675 169 90 5940 70 40 65 48 22 36 25 25 2 50 67
4
100 Saurus Spears
Infantry / Spear Infantry / wh2_main_lzd_inf_saurus_spearmen_0
Saurus Spears
The charge will fall upon them and be repelled by resolute hands bearing resolute polearms.
750 750 188 100 10200 190 60 75 31 24 32 42 10
5
100 Saurus Warriors
Infantry / Mace Infantry / wh2_main_lzd_inf_saurus_warriors_0
Saurus Warriors
The standard, hardy warriors of the Lizardmen battleline. Their clubs are inelegant, but effective.
750 750 188 100 10200 190 60 75 31 29 28 52 16
6
100 Saurus Spears (Shields)
Infantry / Spear Infantry / wh2_main_lzd_inf_saurus_spearmen_1
Saurus Spears (Shields)
Watch as the foe throws itself upon these warriors' spears. Those who survive must then face shield and claw.
800 800 200 100 10200 190 60 75 31 24 38 42 10
7
100 Saurus Warriors (Shields)
Infantry / Mace Infantry / wh2_main_lzd_inf_saurus_warriors_1
Saurus Warriors (Shields)
Holding the line against the enemy charge, braced with shields and fierce with primordial determination.
800 800 200 100 10200 190 60 75 31 29 34 52 16
8
100 Temple Guards
Infantry / Halberd Infantry / wh2_main_lzd_inf_temple_guards
Temple Guards
The Lizardmen elite, charged to defend their sacred grounds, skewering interlopers at the end of their halberds.
1200 1200 300 100 10700 210 85 85 31 31 38 42 14
9
100 Temple Guards
Infantry / Halberd Infantry / wh2_main_lzd_inf_temple_guards_nakai
Temple Guards
The Lizardmen elite, charged to defend their sacred grounds, skewering interlopers at the end of their halberds.
1200 1200 300 100 10700 210 85 85 31 31 38 42 14
10
100 Legion of Chaqua (Saurus Spears)
Infantry / Spear Infantry / wh2_dlc12_lzd_inf_saurus_warriors_ror_0
Legion of Chaqua (Saurus Spears)
Ignominious defeat at perfidious Skaven hands has only strengthened the already-steely resolve of Chaqua's surviving Saurus.
1100 1100 275 100 10200 190 75 85 31 31 48 42 10
11
120 Cohort of Sotek (Red Crested Skinks)
Infantry / Great Axe Infantry / wh2_dlc12_lzd_inf_skink_red_crested_ror_0
Cohort of Sotek (Red Crested Skinks)
Having survived the Skaven onslaught that destroyed their home, now they follow the Serpent-God, to the very End Times if necessary.
825 825 206 120 8040 80 30 100 46 33 25 24 21
12
100 Star Chamber Guardians (Temple Guard)
Infantry / Halberd Infantry / wh2_dlc12_lzd_inf_temple_guards_ror_0
Star Chamber Guardians (Temple Guard)
Only the strongest spawnings, in both mind and body, are fit to guard the Old Ones' Star Chambers.
1550 1550 388 100 10700 210 85 95 31 39 48 42 14