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HomeHome / Total War: WARHAMMER III / The Wandering Dead / 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 Master Necromancer
Lords / Wizard / wh_main_vmp_cha_master_necromancer_0
Master Necromancer
Drifting between the living and the dead, a Master Necromancer summons Undead minions to fight enemies on his behalf.
350 900 175 1 3688 600 15 66 34 30 38 300 15
2
1 Master Necromancer (Hellsteed)
Lords / Wizard / wh_main_vmp_cha_master_necromancer_4
Master Necromancer (Hellsteed)
Drifting between the living and the dead, a Master Necromancer summons Undead minions to fight enemies on his behalf.
750 1215 210 1 4160 600 15 66 34 30 38 300 35
3
1 Master Necromancer (Barded Nightmare)
Lords / Wizard / wh_main_vmp_cha_master_necromancer_5
Master Necromancer (Barded Nightmare)
Drifting between the living and the dead, a Master Necromancer summons Undead minions to fight enemies on his behalf.
600 990 190 1 4160 600 45 66 34 30 38 300 35
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
160 Zombies
Infantry / Sword Infantry / wh_main_vmp_inf_zombie
Zombies
Driven not by skill, but by a desire to feast on flesh, Zombies are good, terrifying fodder in melee.
100 100 25 160 12320 90 0 35 23 5 6 18 3
5
160 Skeleton Warriors
Infantry / Sword Infantry / wh_main_vmp_inf_skeleton_warriors_0
Skeleton Warriors
Little more than shuffling bones with swords and spears, Skeletons perform a dutiful, if not exemplary, job in the battle lines.
300 300 75 160 9760 90 20 35 31 18 22 26 6
6
160 Skeleton Spearmen
Infantry / Spear Infantry / wh_main_vmp_inf_skeleton_warriors_1
Skeleton Spearmen
Little more than shuffling bones with swords and spears, Skeletons perform a dutiful, if not exemplary, job in the battle lines.
350 350 88 160 9760 90 20 35 31 14 30 24 4
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.
7
60 Black Knights
Cavalry & Chariots / Cavalry / wh_main_vmp_cav_black_knights_0
Black Knights
Atop their skeletal steeds, Black Knights destroy enemy battle lines with powerful cavalry charges.
1000 750 188 60 6600 100 80 50 33 30 36 42 31