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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 Tretch Craventail
Lords / Spear Infantry / wh2_dlc09_skv_cha_tretch_craventail
Tretch Craventail
Tretch's formidable repertoire of underhanded skills, combined with his famously good luck, has led to a number of legendary deeds!
750 900 225 1 4288 450 90 65 42 40 70 400 40
2
1 Deathmaster Snikch
Lords / Triple Sword Infantry / wh2_dlc14_skv_cha_deathmaster_snikch_0
Deathmaster Snikch
Eshin’s supreme operative is a potent instrument of murder and sabotage, unseen until the fleeting moment of his victim's death.
1050 1050 263 1 3920 550 30 70 54 70 50 460 60
3
1 Master Assassin
Lords / Hybrid-Weapon Infantry / wh2_dlc14_skv_cha_master_assassin_0
Master Assassin
Only after surviving the Nightlord’s toughest trials can an Eshin warrior consider himself a master in the methodologies of murder and sabotage.
900 900 225 1 3688 500 30 65 54 60 45 380 60 40 125 375
4
1 Grey Seer (Plague)
Lords / Wizard / wh2_main_skv_cha_grey_seer_plague_0
Grey Seer (Plague)
The air erupts with contagion and ruin, choking the enemy's lungs and savaging their bodies.
350 1000 250 1 3688 300 20 55 42 30 34 310 15
5
1 Grey Seer (Plague) (Screaming Bell)
Lords / Wizard / wh2_main_skv_cha_grey_seer_plague_1
Grey Seer (Plague) (Screaming Bell)
The air erupts with contagion and ruin, choking the enemy's lungs and savaging their bodies.
1150 1150 287 1 6276 2100 100 85 44 30 34 200 15
6
1 Lord Skrolk
Lords / Wizard / wh2_main_skv_cha_lord_skrolk
Lord Skrolk
The Great Horned Rat breathes pestilence through Skrolk, infecting the very world beneath his fetid feet.
850 1000 250 1 4672 400 30 65 42 54 45 400 30
7
1 Queek Headtaker
Lords / Sword Infantry / wh2_main_skv_cha_queek_headtaker
Queek Headtaker
Queek is unscrupulous, vicious and without mercy. The Skaven, therefore, consider him most admirable.
950 1100 263 1 4288 650 110 70 40 66 46 420 50
8
1 Warlord
Lords / Sword Infantry / wh2_main_skv_cha_warlord_0
Warlord
Their titles acquired by taking them from others, their savagery against the foe is just as unremitting.
550 700 300 1 4068 650 90 60 40 50 55 400 35
Heroes
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
1 Eshin Sorcerer
Heroes / Wizard / wh2_dlc14_skv_cha_eshin_sorcerer_0
Eshin Sorcerer
Mysterious techniques and tricks from the distant east enable the Eshin Sorcerer to weave fiendish spells of pain and misdirection.
350 1000 250 1 3600 300 20 50 42 35 40 310 15
10
1 Assassin
Heroes / Melee Specialist / wh2_main_skv_cha_assassin
Assassin
What cannot be solved with poisons and subterfuge from afar, is dealt with up close with twin blades of death.
500 800 200 1 3572 400 20 60 54 60 35 375 40
11
1 Plague Priest
Heroes / Wizard / wh2_main_skv_cha_plague_priest_0
Plague Priest
The Harbinger of Disease guides their actions, blighting enemies with pus, pestilence, and scourge.
500 1000 250 1 3840 250 20 60 42 40 32 280 20
12
1 Plague Priest (Plague Furnace)
Heroes / Wizard / wh2_main_skv_cha_plague_priest_2
Plague Priest (Plague Furnace)
The Harbinger of Disease guides their actions, blighting enemies with pus, pestilence, and scourge.
1400 1400 325 1 5876 1950 90 85 42 30 26 200 20
13
1 Warlock Engineer
Heroes / Wizard / wh2_main_skv_cha_warlock_engineer
Warlock Engineer
Marching to war with magical machinations; outrageous and heretical, but most of all deadly.
400 1000 250 1 3420 250 45 50 42 25 32 280 10
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.
14
180 Skavenslaves
Infantry / Sword Infantry / wh2_main_skv_inf_skavenslaves_0
Skavenslaves
In this lawless, miserable world the weak, or the merely out-manoeuvred, are either killed or put to back-breaking toil by the strong.
150 150 38 180 9000 90 0 35 42 12 10 18 5
15
180 Skavenslave Spears
Infantry / Spear Infantry / wh2_main_skv_inf_skavenslave_spearmen_0
Skavenslave Spears
A spear may mean they fight a little longer or better, but it only delays their inevitable demise.
175 175 44 180 9000 90 0 35 42 9 16 16 3
16
160 Clanrats
Infantry / Sword Infantry / wh2_main_skv_inf_clanrats_0
Clanrats
The cornerstone of the Skaven military, less numerous but better trained than the slave class.
300 300 75 160 9600 100 25 45 42 24 18 26 10
17
160 Clanrat Spears
Infantry / Spear Infantry / wh2_main_skv_inf_clanrat_spearmen_0
Clanrat Spears
Angry, teeming rats with spears to overwhelm, defend, and tear enemies from their mounts.
325 325 81 160 9600 100 25 45 42 18 24 23 6
18
160 Clanrats (Shields)
Infantry / Sword Infantry / wh2_main_skv_inf_clanrats_1
Clanrats (Shields)
The cornerstone of the Skaven military, less numerous but better trained than the slave class.
350 350 88 160 9600 100 25 45 42 24 22 26 10
19
160 Clanrat Spears (Shields)
Infantry / Spear Infantry / wh2_main_skv_inf_clanrat_spearmen_1
Clanrat Spears (Shields)
Although fury and numbers count for much in a fight, a good shield cannot be overstated.
375 375 94 160 9600 100 25 45 42 18 28 23 6
20
24 Warp-Grinders
Infantry / Weapon Team / wh2_dlc14_skv_inf_warp_grinder_0
Warp-Grinders
The projectors of their portable, Warp-powered drills gleam with energy, pulverising stone, armour and flesh!
600 600 150 24 3936 600 70 45 38 20 18 96 8
21
120 Plague Monks
Infantry / Dual Sword Infantry / wh2_main_skv_inf_plague_monks
Plague Monks
Feeling no pain, they throw themselves into battle, paying little heed to what awaits them.
650 650 163 120 9120 100 10 68 42 28 25 32 22
22
72 Eshin Triads
Infantry / Guandao Infantry / wh2_dlc14_skv_inf_eshin_triads_0
Eshin Triads
Swift of foot and hidden from sight, the Triads’ killing techniques are as emphatic in combat as the rumours suggest.
700 750 188 72 5760 90 20 64 54 30 28 30 10
23
72 Death Runners
Infantry / Dual Sword Infantry / wh2_main_skv_inf_death_runners_0
Death Runners
Understanding from the outset that yours is a suicide mission focuses the murine mind on the murderous task at hand.
850 850 213 72 5760 90 20 68 54 32 28 30 22
24
120 Plague Monk Censer Bearers
Infantry / Flail Infantry / wh2_main_skv_inf_plague_monk_censer_bearer
Plague Monk Censer Bearers
Half-mad, swinging their censers violently and damning all those nearby to a pestilent demise.
1000 1000 250 120 9600 120 10 72 42 31 27 44 34
25
160 Stormvermin (Halberds)
Infantry / Halberd Infantry / wh2_main_skv_inf_stormvermin_0
Stormvermin (Halberds)
Recognisably dark-furred, the Skaven military elite fight with a proud zeal unique to their class.
1000 1000 250 160 9920 150 90 60 38 25 33 28 10
26
160 Stormvermin (Sword & Shield)
Infantry / Sword Infantry / wh2_main_skv_inf_stormvermin_1
Stormvermin (Sword & Shield)
Recognisably dark-furred, the Skaven military elite fight with a proud zeal unique to their class.
1050 1050 263 160 9920 150 90 60 38 38 36 34 18
27
160 Clan Vulkn Tailslashers (Clanrats - Shields)
Infantry / Sword Infantry / wh2_dlc12_skv_inf_clanrats_ror_0
Clan Vulkn Tailslashers (Clanrats - Shields)
These Clanrats' sport nasty, improvised tailblades that are all the more vicious for their homemade ingenuity.
500 500 125 160 9600 100 25 55 42 31 29 34 10
28
120 Blightscab's Plaguepack (Plague Monk Censer Bearers)
Infantry / Flail Infantry / wh2_dlc12_skv_inf_plague_monk_censer_bearer_ror_0
Blightscab's Plaguepack (Plague Monk Censer Bearers)
Good luck getting close enough to these foul, pestilential creatures to kill them without getting infected!
1250 1250 313 120 9600 120 10 82 42 39 34 44 34
29
160 Council Guard (Stormvermin - Halberds)
Infantry / Halberd Infantry / wh2_dlc12_skv_inf_stormvermin_ror_0
Council Guard (Stormvermin - Halberds)
In a society as corrupt and perfidious as this, the law-makers must be protected from those over whom they rule.
1350 1350 338 160 9920 150 90 100 38 32 42 28 10
30
72 Visktrin's Death Squad (Death Runners)
Infantry / Dual Sword Infantry / wh2_dlc14_skv_inf_death_runners_ror_0
Visktrin's Death Squad (Death Runners)
Though Lord Visktrin has been dead for centuries, his elite unit still worship him, persisting in murderous duties in their fallen leader’s name.
1150 1150 288 72 5760 90 20 78 54 41 36 30 22
31
72 Iksha's Triads (Eshin Triads)
Infantry / Guandao Infantry / wh2_dlc14_skv_inf_eshin_triads_ror_0
Iksha's Triads (Eshin Triads)
The teachings of Iksha Fastclaw serve his adherents well, allowing them to appear and disappear seemingly anywhere using their shady ‘doppelgang’.
900 900 225 72 5760 90 20 74 54 38 36 30 10
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.
32
140 Skavenslave Slingers
Missile Infantry / Missile Infantry / wh2_main_skv_inf_skavenslave_slingers_0
Skavenslave Slingers
From a position of relative safety, slings enable them to watch their peers march to their doom.
200 225 56 140 6720 90 0 33 42 6 7 18 4 22 120 9
33
120 Night Runners
Missile Infantry / Missile Infantry / wh2_main_skv_inf_night_runners_0
Night Runners
These secretive warriors work best when deployed away from the main host, striking at flanks and unsecured or vulnerable places.
450 500 125 120 6720 90 10 48 54 24 14 26 12 10 70 17
34
120 Night Runners (Slings)
Missile Infantry / Missile Infantry / wh2_main_skv_inf_night_runners_1
Night Runners (Slings)
Appearing as if from the earth itself, peppering opponents with relentless, deadly sling-fire.
450 500 125 120 6720 90 10 48 54 24 14 26 10 22 140 14
35
32 Warpfire Throwers
Missile Infantry / Weapon Team / wh2_main_skv_inf_warpfire_thrower
Warpfire Throwers
Warpstone fire belches forth, reducing targets to nothing more than bubbling, crusted blobs.
550 550 138 32 3936 150 70 50 38 16 16 18 2 72 80 27
36
48 Poisoned Wind Globadiers
Missile Infantry / Missile Infantry / wh2_main_skv_inf_poison_wind_globadiers
Poisoned Wind Globadiers
When a poisoned globe explodes, anyone caught in its radius is guaranteed to die a painful, pus-ridden death.
650 650 138 48 3648 150 100 58 38 18 16 26 6 18 85 40
37
120 Gutter Runner Slingers
Missile Infantry / Missile Infantry / wh2_main_skv_inf_gutter_runner_slingers_0
Gutter Runner Slingers
Raining slingshots down then vanishing again, too quickly to be caught; a frustrating nuisance to the foe.
750 750 188 120 6960 90 20 54 54 26 20 28 10 24 140 18
38
120 Gutter Runners
Missile Infantry / Missile Infantry / wh2_main_skv_inf_gutter_runners_0
Gutter Runners
Lightly armoured and nimble beyond the ken of most, Clan Eshin's death squads move fast and kill quickly.
750 750 188 120 6960 90 20 54 54 26 20 28 14 12 70 20
39
120 Gutter Runner Slingers (Poison)
Missile Infantry / Missile Infantry / wh2_main_skv_inf_gutter_runner_slingers_1
Gutter Runner Slingers (Poison)
Raining slingshots down then vanishing again, too quickly to be caught; a frustrating nuisance to the foe.
825 825 206 120 6960 90 20 54 54 26 20 28 10 24 140 18
40
120 Gutter Runners (Poison)
Missile Infantry / Missile Infantry / wh2_main_skv_inf_gutter_runners_1
Gutter Runners (Poison)
Armed with poison, so even a glancing blow may mean agonising death to the target.
825 825 206 120 6960 90 20 54 54 26 20 28 14 12 70 20
41
32 Ratling Guns
Missile Infantry / Weapon Team / wh2_dlc12_skv_inf_ratling_gun_0
Ratling Guns
The very latest technology Clan Skryre have to offer requires a special breed of suicidal nutters to operate it effectively.
850 850 213 32 3936 150 70 50 38 16 16 26 2 15 145 288
42
48 Death Globe Bombardiers
Missile Infantry / Missile Infantry / wh2_main_skv_inf_death_globe_bombardiers
Death Globe Bombardiers
Developed by Clan Skryre, these poisoned-wind globes contain an even more virulent strain of deadly gas.
900 900 225 48 3648 150 100 58 38 18 16 26 6 18 85 64
43
12 Poisoned Wind Mortars
Missile Infantry / Weapon Team / wh2_dlc14_skv_inf_poison_wind_mortar_0
Poisoned Wind Mortars
The aim is calibrated, the muzzle is loaded and “FOOMPH!”, the deadly orb of Warpstone Gas is away!
1100 1100 275 12 3936 150 70 50 38 14 16 18 2 14 250 59
44
32 Warplock Jezzails
Missile Infantry / Weapon Team / wh2_dlc12_skv_inf_warplock_jezzails_0
Warplock Jezzails
These ludicrously long-barrelled guns require two Skaven to operate effectively, though safety be damned!
1000 1200 300 32 3936 150 70 50 42 16 16 26 2 22 275 30
45
32 Teeth-Breakers (Ratling Guns)
Missile Infantry / Weapon Team / wh2_dlc12_skv_inf_ratling_gun_ror_0
Teeth-Breakers (Ratling Guns)
Keep your mouth shut and your head down if you want to live.
1050 1050 263 32 3936 150 70 60 38 22 22 26 2 15 145 351
46
32 Natty Buboe's Sharpshooters (Warplock Jezzails)
Missile Infantry / Weapon Team / wh2_dlc12_skv_inf_warplock_jezzails_ror_0
Natty Buboe's Sharpshooters (Warplock Jezzails)
They may be literally falling apart at the seams, but this rag-tag band share a dead-eyed accuracy that's hard to beat.
1300 1300 325 32 3936 150 70 60 42 22 22 26 2 22 275 37
47
12 The Avalanche Mortars (Death Globe Mortars)
Missile Infantry / Weapon Team / wh2_dlc14_skv_inf_poison_wind_mortar_ror_0
The Avalanche Mortars (Death Globe Mortars)
By tinkering with basic mortar design, Clan Skryre have repurposed Death Globe ammunition to arm this Weapon Team with heinous cluster weaponry.
1500 1500 375 12 3936 150 70 60 38 19 22 18 2 14 250 378
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.
48
80 Wolf Rats
Monsters & Beasts / War Beasts / wh2_dlc16_skv_mon_wolf_rats_0
Wolf Rats
Swift paws and vicious claws let loose upon the battlefield are sure to lead to a violent, blood-drenched mass-mauling.
550 550 138 80 6640 150 15 34 95 28 19 16 30
49
80 Wolf Rats (Poison)
Monsters & Beasts / War Beasts / wh2_dlc16_skv_mon_wolf_rats_1
Wolf Rats (Poison)
Those set upon by these monsters pray they die by the first bite, instead of dying painfully riddled with rabid saliva.
550 550 138 80 6640 150 15 34 95 28 19 26 30
50
16 Rat Ogres
Monsters & Beasts / Monstrous Infantry / wh2_main_skv_mon_rat_ogres
Rat Ogres
Patchwork creations of pure brawn and unthinking rage, they charge with the desire only to destroy.
700 800 200 16 7728 1500 30 56 60 26 26 75 46
51
1 Brood Horror
Monsters & Beasts / Monster / wh2_dlc16_skv_mon_brood_horror_0
Brood Horror
The most brutish horrors of the rat brood bite, savage, and devour anything within reach of their razor-sharp teeth.
1200 1100 300 1 6009 2000 40 55 95 40 30 375 65
52
1 Warlord (Bonebreaker)
Monsters & Beasts / Monster / wh2_main_skv_cha_warlord_1
Warlord (Bonebreaker)
Their titles acquired by taking them from others, their savagery against the foe is just as unremitting.
1000 1150 300 1 6376 400 70 60 44 50 55 460 55
53
1 Mutant Rat Ogre
Monsters & Beasts / Monster / wh2_dlc16_skv_mon_rat_ogre_mutant
Mutant Rat Ogre
The cream of Clan Moulder’s creations, augmented with greater size and strength, and in some cases a transplanted mind!
1200 1200 325 1 6508 2500 30 60 70 52 38 420 60
54
1 Hell Pit Abomination
Monsters & Beasts / Monster / wh2_main_skv_mon_hell_pit_abomination
Hell Pit Abomination
The very image of madness and ruin; the ultimate rat-made menace unleashed.
1800 1800 450 1 12100 5000 50 90 58 42 30 520 25
55
1 The Thing-Thing (Hell Pit Abomination)
Monsters & Beasts / Monster / wh2_dlc16_skv_mon_hell_pit_abomination_ror_0
The Thing-Thing (Hell Pit Abomination)
No name can ever express the true nature of this grotesque monstrosity, or aptly describe its unsurpassed loathsomeness!
2200 2200 550 1 12100 5000 50 100 58 52 38 520 25
56
1 Morskittar's Hellion (Mutant Rat Ogre)
Monsters & Beasts / Monster / wh2_dlc16_skv_mon_rat_ogre_mutant_ror_0
Morskittar's Hellion (Mutant Rat Ogre)
Much like the Tinker-in-Chief who commissioned its creation, this grotesque mutant has had many a body part replaced or augmented.
1650 1650 413 1 6508 2500 30 70 70 63 48 420 60
57
16 Pit Fighters of Hell’s Deep (Rat Ogres)
Monsters & Beasts / Monstrous Infantry / wh2_dlc16_skv_mon_rat_ogres_ror_0
Pit Fighters of Hell’s Deep (Rat Ogres)
Only the toughest specimens survive the lowest of Hell Pit’s Nine Circles, the freak-infested proving ground in the utter darkness below.
1050 1050 263 16 7728 1500 30 66 60 33 34 75 46
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.
58
4 Plagueclaw Catapults
Artillery & War Machines / Catapult / wh2_main_skv_art_plagueclaw_catapult
Plagueclaw Catapults
The greatest way to deliver toxic scourge is to hurl it at the enemy from a very safe distance!
900 900 225 4 5028 3100 30 54 20 15 17 26 2 22 400 142
59
4 Warp Lightning Cannons
Artillery & War Machines / Siege Artillery / wh2_main_skv_art_warp_lightning_cannon
Warp Lightning Cannons
This deadly weapon fires in the blink of an eye, leaving gaping holes and scorched earth in its wake.
1000 1000 250 4 4848 3100 30 50 20 16 16 18 2 22 430 174
60
4 Doom-Flayers
Artillery & War Machines / War Machine / wh2_dlc12_skv_veh_doom_flayer_0
Doom-Flayers
It's not quite as bad as it sounds… In fact, it's far, far worse. Prepare to die.
1050 1100 300 4 5608 900 90 60 72 30 26 95 40
61
1 Doomwheel
Artillery & War Machines / War Machine / wh2_main_skv_veh_doomwheel
Doomwheel
Careening across the battlefield, smashing everything on contact and incinerating anything too close with bolts of savage Warpstone lightning.
1450 1450 363 1 6420 2000 100 65 72 26 37 297 50
62
4 Ikit's Zzzzap-Zzzzap! (Warp Lightning Cannons)
Artillery & War Machines / Siege Artillery / wh2_dlc12_skv_art_warp_lightning_cannon_ror_0
Ikit's Zzzzap-Zzzzap! (Warp Lightning Cannons)
If you're facing Ikit's cannon crew, chances are you're already dead!
1200 1200 300 4 4848 3100 30 60 20 22 22 18 2 22 430 212
63
4 Dwarf-Thing Menace (Doom-Flayers)
Artillery & War Machines / War Machine / wh2_dlc12_skv_veh_doom_flayer_ror_0
Dwarf-Thing Menace (Doom-Flayers)
This particular spikey ball of cyclic death is the very bane of the Dwarfen race, whose little legs cannot carry themselves away fast enough!
1250 1350 338 4 5608 900 90 70 72 38 34 95 40
64
1 Wheelz of Dooom (Doomwheel)
Artillery & War Machines / War Machine / wh2_dlc12_skv_veh_doomwheel_ror_0
Wheelz of Dooom (Doomwheel)
The dread Wheelz crush those caught 'neath their spikey-tracked engines of death!
1700 1700 425 1 6420 2000 100 75 72 34 46 297 50