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HomeHome / Total War: WARHAMMER III / Celestial Storm / Units
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
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
2
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
3
1 Saurus Oldblood
Infantry / Mace Infantry / wh2_main_lzd_cha_saurus_old_blood_0
Saurus Oldblood
Venerated Lizardmen leaders, they exact brutal vengeance upon enemies and trespassers alike.
1000 1000 250 1 4640 1100 95 75 34 49 52 430 35
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.
4
48 Cold One Riders
Cavalry & Chariots / Cold One Cavalry / wh2_main_lzd_cav_cold_ones_1
Cold One Riders
Those able to ride Cold Ones charge headlong into enemy lines, thrashing with crude but effective clubs.
850 850 213 48 6096 100 90 75 33 31 28 50 32
5
48 Cold One Spear-Riders
Cavalry & Chariots / Cold One Spear Cavalry / wh2_main_lzd_cav_cold_one_spearmen_1
Cold One Spear-Riders
A pack of Cold Ones, ridden with skill, can charge powerfully into melee and remain there for some time.
1000 1000 250 48 6096 100 90 75 33 26 28 48 32
6
1 Saurus Oldblood (Cold One)
Cavalry & Chariots / Cold One Cavalry / wh2_main_lzd_cha_saurus_old_blood_1
Saurus Oldblood (Cold One)
Venerated Lizardmen leaders, they exact brutal vengeance upon enemies and trespassers alike.
1300 1300 325 1 5220 1100 110 75 34 49 52 450 55
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.
7
16 Kroxigor
Monsters & Beasts / Monstrous Infantry / wh2_main_lzd_mon_kroxigors
Kroxigor
The perfect shock troop smashes into enemy lines, devastating their confidence by inflicting many casualties.
1000 1000 250 16 8160 1400 100 70 46 30 32 100 22
8
1 Saurus Oldblood (Carnosaur)
Monsters & Beasts / Monster / wh2_main_lzd_cha_saurus_old_blood_2
Saurus Oldblood (Carnosaur)
Venerated Lizardmen leaders, they exact brutal vengeance upon enemies and trespassers alike.
1950 2000 500 1 7952 1100 95 75 34 45 44 440 50