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HomeHome / Total War: WARHAMMER III / Bernhoff's Brigands / Units
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 General of the Empire (Barded Warhorse)
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.
850 1200 300 1 4672 600 105 70 34 55 45 430 65
2
1 General of the Empire (Imperial Pegasus)
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.
1150 1350 337 1 4972 600 85 70 34 55 45 430 80
3
1 General of the Empire (Imperial Griffon)
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.
1400 1400 375 1 5376 600 85 70 34 47 30 450 70
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.
4
120 Swordsmen
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.
375 375 100 120 8280 100 30 60 30 32 32 28 14
5
120 Men-at-Arms (Polearm)
Infantry / Halberd Infantry / wh_main_brt_inf_men_at_arms
Men-at-Arms (Polearm)
Though not noble or powerful like Knights, these men take great honour to take up arms in defence of home.
450 450 113 120 7920 100 30 56 30 22 40 25 6
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.
6
90 Peasant Bowmen
Missile Infantry / Missile Infantry / wh_main_brt_inf_peasant_bowmen
Peasant Bowmen
Although inaccurate, Peasant Bowmen provide a cheap, plentiful line of defence against the oncoming enemy.
400 400 100 90 4860 90 15 36 33 10 14 22 3 22 160 17
7
120 Free Company Militia
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.
450 450 113 120 7320 90 25 55 36 28 25 28 14 18 90 16
8
90 Crossbowmen
Missile Infantry / Missile Infantry / wh_main_emp_inf_crossbowmen
Crossbowmen
The thudding crossbow bolts pack a punch that can bring down most foes.
475 475 119 90 6210 90 20 50 33 14 17 24 4 22 160 18
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.
9
60 Mounted Yeomen
Cavalry & Chariots / Cavalry / wh_main_brt_cav_mounted_yeomen_0
Mounted Yeomen
From horseback, these Yeomen bring death across the battlefield to where it's needed most.
400 400 100 60 5040 100 30 50 33 26 26 28 36
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.
10
60 Mounted Yeomen Archers
Missile Cavalry & Chariots / Missile Cavalry / wh_main_brt_cav_mounted_yeomen_1
Mounted Yeomen Archers
Archery from horseback is fast and dangerous to the enemy, who have little time to react.
500 500 125 60 4500 100 30 45 33 18 16 22 15 18 125 17
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.
11
4 Field Trebuchets
Artillery & War Machines / Catapult / wh_main_brt_art_field_trebuchet
Field Trebuchets
Walls are nothing to the blast of trebuchet fire, and a man's skull fares even worse.
650 650 163 4 4512 3100 15 40 20 10 6 30 5 22 440 153
12
4 Mortars
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