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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 Crone Hellebron
Lords / Sword Infantry / wh2_dlc10_def_cha_crone_0
Crone Hellebron
Greatest of all the Brides of Khaine, the many ways of murder are Hellebron's to command.
1150 1250 312 1 4288 700 15 80 44 70 50 470 55
2
1 Supreme Sorceress (Dark)
Lords / Wizard / wh2_dlc10_def_cha_supreme_sorceress_dark_0
Supreme Sorceress (Dark)
Is there any greater dealer of death than a Sorceress at the height of her powers? Perhaps… but none will take as great a joy in unleashing it.
450 1000 250 1 3820 400 10 75 36 39 30 285 15
3
1 Supreme Sorceress (Fire)
Lords / Wizard / wh2_dlc10_def_cha_supreme_sorceress_fire_0
Supreme Sorceress (Fire)
The hot, searing Red Wind blows down from the north to inflame passions and, if not used carefully, the spellcasters themselves.
450 1000 250 1 3820 400 10 75 36 39 30 285 15
4
1 Supreme Sorceress (Shadow)
Lords / Wizard / wh2_dlc10_def_cha_supreme_sorceress_shadow_0
Supreme Sorceress (Shadow)
Supreme Sorceresses wield powerful magic that lesser mortals can only dream of.
450 1000 250 1 3820 400 10 75 36 39 30 285 15
5
1 Lokhir Fellheart
Lords / Sword Infantry / wh2_dlc11_def_cha_lokhir_fellheart_0
Lokhir Fellheart
The doom-bringing Krakenlord of Karond Kar fights as naturally as he reads the oceanic temper.
1000 1150 250 1 4288 1000 110 80 46 60 60 450 50
6
1 Lokhir Fellheart (Maelstrom)
Lords / Sword Infantry / wh2_dlc11_def_cha_lokhir_fellheart_1
Lokhir Fellheart (Maelstrom)
The doom-bringing Krakenlord of Karond Kar fights as naturally as he reads the oceanic temper.
2250 2350 687 1 8436 1000 80 80 46 55 46 560 50
7
1 High Beastmaster
Lords / Spear & Whip Infantry / wh2_dlc14_def_cha_high_beastmaster_0
High Beastmaster
With a crack of his whip, the Beastmaster torments his feral puppets, bringing even the unruliest critters to heel.
750 1200 300 1 3928 750 50 80 46 50 55 440 40
8
1 High Beastmaster (Scourgerunner Chariot)
Lords / Chariot / wh2_dlc14_def_cha_high_beastmaster_1
High Beastmaster (Scourgerunner Chariot)
With a crack of his whip, the Beastmaster torments his feral puppets, bringing even the unruliest critters to heel.
1200 1650 412 1 5240 1750 80 80 84 36 25 360 40 24 150 217
9
1 Malus Darkblade
Lords / Sword Infantry / wh2_dlc14_def_cha_malus_darkblade_0
Malus Darkblade
Hag Graef’s greatest tyrant is also its most blighted soul, whose fate is inexorably intertwined with the Drinker of Worlds.
1600 1200 300 1 4288 1000 90 85 36 60 60 400 45
10
1 Malus Darkblade (Spite)
Lords / Cavalry / wh2_dlc14_def_cha_malus_darkblade_1
Malus Darkblade (Spite)
Hag Graef’s greatest tyrant is also its most blighted soul, whose fate is inexorably intertwined with the Drinker of Worlds.
1950 1200 300 1 4972 1000 110 85 36 60 60 450 65
11
1 Dreadlord (Sword & Crossbow)
Lords / Hybrid-Weapon Infantry / wh2_main_def_cha_dreadlord_0
Dreadlord (Sword & Crossbow)
Power, achieved through intimidation and strength on the battlefield; fear instils loyalty.
850 1000 250 1 4068 400 90 80 36 60 45 400 35 40 125 300
12
1 Dreadlord (Sword & Crossbow) (Dark Steed)
Lords / Hybrid-Weapon Cavalry / wh2_main_def_cha_dreadlord_1
Dreadlord (Sword & Crossbow) (Dark Steed)
Power, achieved through intimidation and strength on the battlefield; fear instils loyalty.
1050 1100 275 1 4568 400 90 80 36 60 45 400 55 40 125 300
13
1 Malekith
Lords / Wizard / wh2_main_def_cha_malekith_0
Malekith
Malekith has done much and risked much more to achieve dominion; he will do more still…
1150 1200 300 1 4288 1000 90 85 36 65 55 420 45
14
1 Rakarth
Lords / Spear & Whip Infantry / wh2_twa03_def_cha_rakarth_0
Rakarth
The Beastlord of Karond Kar possesses an innate cruelty and bloodlust instinctively sensed by all creatures bent to his will.
1000 1000 250 1 4288 750 90 80 46 55 50 400 45
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.
15
1 Master
Heroes / Melee Specialist / wh2_dlc14_def_cha_master_0
Master
Masters are Dreadlords in the making. They are yet to prove themselves in command of their own raiding party, but are eager to show their abilities and deadly ambition.
550 1200 300 1 3700 400 90 75 36 36 50 360 20
16
1 Master (Dark Steed)
Heroes / Melee Specialist / wh2_dlc14_def_cha_master_1
Master (Dark Steed)
Masters are Dreadlords in the making. They are yet to prove themselves in command of their own raiding party, but are eager to show their abilities and deadly ambition.
600 1200 300 1 4288 500 90 75 36 36 50 360 55
17
1 Master (Cold One)
Heroes / Melee Specialist / wh2_dlc14_def_cha_master_2
Master (Cold One)
Masters are Dreadlords in the making. They are yet to prove themselves in command of their own raiding party, but are eager to show their abilities and deadly ambition.
750 1200 300 1 4478 500 110 75 36 36 50 360 55
18
1 Death Hag
Heroes / Melee Specialist / wh2_main_def_cha_death_hag_0
Death Hag
Potions, poisons, and words of power, to affect weak minds or strike their owners down.
600 600 150 1 3688 400 10 75 44 62 35 400 35
19
1 Khainite Assassin
Heroes / Hybrid Weapon Specialist / wh2_main_def_cha_khainite_assassin_0
Khainite Assassin
As swift as the wind, dark as the shadows, deadly as a thousand blades.
700 1000 250 1 3688 400 30 65 45 70 42 350 18 50 70 720
20
1 Sorceress (Dark)
Heroes / Wizard / wh2_main_def_cha_sorceress_dark_0
Sorceress (Dark)
The Dark Convent summon the Ruinous Powers to sow insanity amongst the foe.
300 1000 250 1 3420 400 10 60 36 39 30 285 15
21
1 Sorceress (Dark) (Dark Steed)
Heroes / Wizard / wh2_main_def_cha_sorceress_dark_1
Sorceress (Dark) (Dark Steed)
The Dark Convent summon the Ruinous Powers to sow insanity amongst the foe.
500 1100 275 1 3840 400 40 60 36 39 30 285 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.
22
120 Bleakswords
Infantry / Sword Infantry / wh2_main_def_inf_bleakswords_0
Bleakswords
Schooled in slaughter through a lifetime of survival.
450 450 113 120 7560 100 40 66 33 36 32 32 16
23
120 Dreadspears
Infantry / Spear Infantry / wh2_main_def_inf_dreadspears_0
Dreadspears
The bulk of Dark Elf armies, with spears as unwavering as their pride.
450 450 113 120 7560 100 40 66 33 26 42 25 8
24
120 The Hellebronai (Dreadspears)
Infantry / Spear Infantry / wh2_dlc10_def_inf_the_hellebronai_ror_0
The Hellebronai (Dreadspears)
Disciplined and merciless, it is a pleasure to watch the Hellebronai work.
650 650 163 120 7560 100 40 76 33 34 52 25 8
25
100 Black Ark Corsairs
Infantry / Dual Sword Infantry / wh2_main_def_inf_black_ark_corsairs_0
Black Ark Corsairs
The cut and thrust of melee is child's play to those trained on tumultuous seas.
650 650 163 100 6900 100 80 66 40 36 28 35 20
26
100 Witch Elves
Infantry / Dual Dagger Infantry / wh2_main_def_inf_witch_elves_0
Witch Elves
Crazed by poisonous concoctions, their dual daggers lacerate and shred for the Bloody-handed God.
750 800 200 100 6500 90 5 72 44 38 26 40 24
27
100 Sisters of the Singing Doom (Witch Elves)
Infantry / Dual Dagger Infantry / wh2_dlc10_def_inf_sisters_of_the_singing_doom_ror_0
Sisters of the Singing Doom (Witch Elves)
The sisters specialise in the three D's: doom, death and destruction.
1000 1000 250 100 6500 90 5 82 44 47 34 40 24
28
100 Sisters of Slaughter
Infantry / Whip Infantry / wh2_dlc10_def_inf_sisters_of_slaughter
Sisters of Slaughter
The Sisters of Slaughter are creatures of instinct, impossible to predict and unfathomably deadly.
1000 1100 275 100 7500 90 5 82 44 40 58 38 20
29
100 Har Ganeth Executioners
Infantry / Greatsword Infantry / wh2_main_def_inf_har_ganeth_executioners_0
Har Ganeth Executioners
In the name of Khaine and with draichs in their hands, furious brutality is brought to the battlefield.
1200 1200 300 100 8400 130 100 82 31 40 34 42 24
30
100 Black Guard of Naggarond
Infantry / Halberd Infantry / wh2_main_def_inf_black_guard_0
Black Guard of Naggarond
The Witch King is defended, at halberd-point, from those who would do him harm. Imagine such a thing!
1300 1300 325 100 9000 160 100 90 31 36 48 44 18
31
100 Blades of the Blood Queen (Executioners)
Infantry / Greatsword Infantry / wh2_dlc10_def_inf_blades_of_the_blood_queen_ror_0
Blades of the Blood Queen (Executioners)
Like their mistress, the Blades of the Blood Queen glory in bloodshed.
1500 1500 375 100 8400 130 100 92 31 50 43 42 24
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
90 Darkshards
Missile Infantry / Missile Infantry / wh2_main_def_inf_darkshards_0
Darkshards
True to their name, they wither their enemies with volleys of black-tipped arrows.
550 550 138 90 5670 100 30 56 33 18 16 24 6 18 125 20
33
90 Darkshards (Shields)
Missile Infantry / Missile Infantry / wh2_main_def_inf_darkshards_1
Darkshards (Shields)
True to their name, they wither their enemies with volleys of black-tipped arrows.
600 650 163 90 5670 100 30 56 33 18 24 24 6 18 125 20
34
100 Black Ark Corsairs (Handbows)
Missile Infantry / Handbow Infantry / wh2_main_def_inf_black_ark_corsairs_1
Black Ark Corsairs (Handbows)
Defeat and conquest, at the end of a quarrel.
750 750 188 100 6900 100 80 66 40 32 28 32 16 16 70 20
35
90 The Bolt-fiends (Darkshards - Shields)
Missile Infantry / Missile Infantry / wh2_dlc10_def_inf_the_bolt_fiends_ror_0
The Bolt-fiends (Darkshards - Shields)
A bolt in the eye is a terrible way to die, and the calling card of the Bolt-fiends.
850 850 213 90 5670 100 30 66 33 24 31 24 6 18 145 24
36
80 Shades
Missile Infantry / Missile Infantry / wh2_main_def_inf_shades_0
Shades
Betrayed and outcast by their peers, they bring savage vengeance to any who cross them.
950 950 238 80 6720 90 30 68 42 40 32 30 16 18 130 30
37
80 Shades (Dual Weapons)
Missile Infantry / Missile Infantry / wh2_main_def_inf_shades_1
Shades (Dual Weapons)
The twin blades of these spurned Elves are brought to bear with truly brutal results.
1000 1050 263 80 6720 90 30 68 42 44 30 35 20 18 130 30
38
80 Shades (Greatswords)
Missile Infantry / Missile Infantry / wh2_main_def_inf_shades_2
Shades (Greatswords)
The strength of these spiteful warriors is borne out by the horrific power of their weapons.
1100 1050 288 80 6720 90 30 68 42 40 34 36 20 18 130 30
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.
39
60 Dark Riders
Cavalry & Chariots / Shock Cavalry / wh2_main_def_cav_dark_riders_0
Dark Riders
Fast and nimble, dodging enemy fire to deliver incisive hit-and-run charges to enemy lines.
450 450 113 60 5040 100 30 55 33 24 24 28 40
40
60 Dark Riders (Shields)
Cavalry & Chariots / Shock Cavalry / wh2_main_def_cav_dark_riders_1
Dark Riders (Shields)
Their shields ensure that these riders can get in amongst the fray and remain there.
500 500 125 60 5040 100 30 55 33 24 30 28 40
41
48 Cold One Knights
Cavalry & Chariots / Cold One Spear Cavalry / wh2_main_def_cav_cold_one_knights_0
Cold One Knights
Armed with a mighty lance for a powerful charge, then enchanted swords to deliver punishment up close.
1000 1000 250 48 5568 100 90 75 33 29 28 42 44
42
60 Doomfire Warlocks
Cavalry & Chariots / Magical Cavalry / wh2_dlc10_def_cav_doomfire_warlocks_0
Doomfire Warlocks
Hollow-eyed murderers, the Doomfire Warlocks must loosen the grip of Slaanesh with the blood of others.
1200 1200 300 60 5040 100 15 65 33 32 28 45 40
43
48 Cold One Dread Knights
Cavalry & Chariots / Cold One Cavalry / wh2_main_def_cav_cold_one_knights_1
Cold One Dread Knights
Their charge protected by heavy barding, these mounted warriors wield mighty blades to slash and gore.
1300 1300 325 48 6480 100 120 80 33 40 44 48 36
44
60 Slaanesh's Harvesters (Doomfire Warlocks)
Cavalry & Chariots / Magical Cavalry / wh2_dlc10_def_cav_slaanesh_harvesters_ror_0
Slaanesh's Harvesters (Doomfire Warlocks)
Slaanesh has an insatiable appetite for Elven souls, and the Harvesters are only too happy to oblige!
1450 1450 363 60 5040 100 15 75 33 41 36 45 40
45
48 Knights of the Ebon Claw (Dread Knights)
Cavalry & Chariots / Cold One Cavalry / wh2_dlc10_def_cav_knights_of_the_ebon_claw_ror_0
Knights of the Ebon Claw (Dread Knights)
With riders as deadly as their mounts, the Knights of the Ebon Claw are a force to be reckoned with.
1550 1550 388 48 6480 100 120 90 33 50 54 48 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.
46
60 Dark Riders (Repeater Crossbow)
Missile Cavalry & Chariots / Missile Cavalry / wh2_main_def_cav_dark_riders_2
Dark Riders (Repeater Crossbow)
Being everywhere and nowhere is their signature skill, with volleys of fire to harass the foe.
650 650 163 60 4860 100 30 52 33 18 16 24 20 16 115 20
47
24 Raven Heralds (Repeater Crossbow)
Missile Cavalry & Chariots / Flying Missile Cavalry / wh2_dlc10_def_cav_raven_heralds_ror_0
Raven Heralds (Repeater Crossbow)
The Raven Heralds appear from nowhere, leaving piles of corpses in their wake.
900 900 225 24 4080 100 30 62 33 25 22 24 20 16 115 49
48
4 Scourgerunner Chariots
Missile Cavalry & Chariots / Missile Chariot / wh2_dlc14_def_cav_scourgerunner_chariot_0
Scourgerunner Chariots
Swift and untouchable to their foes, Scourgerunners can unleash a bombardment of powerful harpoons that can pierce even the toughest of hides.
950 950 238 4 4824 1100 80 65 84 24 23 40 40 24 150 173
49
4 Cold One Chariots
Missile Cavalry & Chariots / Missile Chariot / wh2_main_def_cav_cold_one_chariot
Cold One Chariots
A charge so devastating that it rends the flesh and bone from its victims.
1100 1100 275 4 6144 1600 110 65 66 24 23 44 50 24 125 183
50
4 Ravagers of Rakarth (Scourgerunner Chariots)
Missile Cavalry & Chariots / Missile Chariot / wh2_dlc14_def_cav_scourgerunner_chariot_ror_0
Ravagers of Rakarth (Scourgerunner Chariots)
Poison-tipped harpoons and barbed nets enable these dread charioteers to break and enslave their prey in servitude to the Beastlord Rakarth.
1200 1200 300 4 4824 1100 80 75 84 31 30 40 40 24 150 173
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.
51
60 Harpies
Monsters & Beasts / Flying Melee Infantry / wh2_main_def_inf_harpies
Harpies
With savage claws and malicious temperament, to rip through enemies with grim delight.
500 600 150 60 5220 200 15 52 48 22 38 44 20
52
60 The Crows of Khaine (Harpies)
Monsters & Beasts / Flying Melee Infantry / wh2_dlc14_def_inf_harpies_ror_0
The Crows of Khaine (Harpies)
The flying manifestations of Khaine himself swoop down from above, feasting on their prey with fiery vengeance.
750 750 188 60 5220 200 15 62 48 29 48 44 20
53
1 Feral Manticore
Monsters & Beasts / Flying Monster / wh2_dlc10_def_mon_feral_manticore_0
Feral Manticore
These incarnations of Khaine strike fear in to all those who stand before them.
800 800 200 1 5103 1600 45 56 70 40 34 445 50
54
1 War Hydra
Monsters & Beasts / Monster / wh2_main_def_mon_war_hydra
War Hydra
A furious battlefield force; savage in combat and notoriously difficult to kill.
1600 1600 400 1 9458 5000 60 65 46 52 32 440 45
55
1 Kharibdyss
Monsters & Beasts / Monster Killer / wh2_dlc10_def_mon_kharibdyss_0
Kharibdyss
A loathsome beast of uncharted depths possessing colossal strength and insatiable hunger.
1600 1650 413 1 10400 5000 60 65 46 55 38 500 45
56
1 Chill of Sontar (War Hydra)
Monsters & Beasts / Monster / wh2_dlc10_def_mon_chill_of_sontar_ror_0
Chill of Sontar (War Hydra)
The Chill of Sontar is a ruthless killing machine.
1950 1950 488 1 9458 5000 60 75 46 64 41 440 45
57
1 Black Dragon
Monsters & Beasts / Flying Monster / wh2_main_def_mon_black_dragon
Black Dragon
Poison, horns, claws and teeth; a myriad ways to destroy the foe.
1900 2100 525 1 8324 4000 90 70 65 50 46 520 50
Missile 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.
58
1 Bloodwrack Medusa
Missile Monsters & Beasts / Missile Monster / wh2_dlc14_def_mon_bloodwrack_medusa_0
Bloodwrack Medusa
Stripped of their beauteous forms by the goddess Atharti, Medusae know nothing but pain, torment, regret and anguish.
1300 1300 325 1 6420 1300 30 65 58 40 40 390 52 30 125 338
59
1 The Siren of Red Ruin (Bloodwrack Medusa)
Missile Monsters & Beasts / Missile Monster / wh2_dlc14_def_mon_bloodwrack_medusa_ror_0
The Siren of Red Ruin (Bloodwrack Medusa)
Once one of the most beautiful Sorceresses of Ghrond, the Siren’s malicious wails channel her anguish into blasts of pure, unbridled hatred.
1650 1650 413 1 6420 1300 30 75 58 49 49 390 52 30 125 412
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.
60
4 Reaper Bolt Throwers
Artillery & War Machines / Field Artillery / wh2_main_def_art_reaper_bolt_thrower
Reaper Bolt Throwers
Their bolts strike with such force that, should their targets survive, they are unfit to live even as slaves.
700 700 175 4 3536 2100 30 70 22 10 15 24 2 24 350 136
61
1 Bloodwrack Shrine
Artillery & War Machines / Magic Chariot / wh2_dlc14_def_veh_bloodwrack_shrine_0
Bloodwrack Shrine
To the Druchii, the scent of suffering is akin to the finest perfume, and no sound more despairing than the twisted echo of a shrine-bound Medusa.
1800 1800 450 1 7116 3000 80 80 50 22 26 200 39 35 125 338