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HomeHome / Total War: WARHAMMER III / Pirates of Trantio / 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
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.
600 1000 250 1 4068 600 85 70 34 55 45 430 40
2
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
3
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
4
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.
5
80 Slayers
Infantry / Axe Infantry / wh_main_dwf_inf_slayers
Slayers
Slayers are elite units with a thirst for death, fighting hard in melee until the enemy dies, or they do.
900 900 225 80 8640 160 0 100 40 38 32 48 26
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
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
7
90 Handgunners
Missile Infantry / Missile Infantry / wh_main_emp_inf_handgunners
Handgunners
Volleys of withering fire reduce any would-be army to a riddled, desperate band.
600 600 150 90 6210 90 20 50 33 16 17 24 4 22 145 17
8
28 Irondrakes (Trollhammer Torpedo)
Missile Infantry / Torpedo Missile Infantry / wh_main_dwf_inf_irondrakes_2
Irondrakes (Trollhammer Torpedo)
These Irondrakes wield drakeguns that fire the deadly Trollhammer Torpedo - a spiky cone of death - at unfortunate foes.
900 900 225 28 3584 180 125 85 26 20 27 20 6 18 90 79
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
24 Pegasus Knights
Cavalry & Chariots / Flying Cavalry / wh_main_brt_cav_pegasus_knights
Pegasus Knights
Stronger and faster than the mightiest warhorse, the Pegasus Knight swoops across the battlefield with a powerful airborne charge.
1100 1100 275 24 6072 100 80 75 33 36 32 56 75
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.
10
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
11
4 Great Cannons
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