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The Thousand Maws Units
Units
- Lords (14)
- Heroes (7)
- Infantry (10)
- Missile Infantry (7)
- Cavalry & Chariots (7)
- Missile Cavalry & Chariots (5)
- Monsters & Beasts (7)
- Missile Monsters & Beasts (2)
- Artillery & War Machines (2)
Lords | ||||||||||||||||||||||
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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. |
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1 |
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. |
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1150 | 1250 | 312 | 1 | 4288 | 700 | 15 | 80 | 44 | 70 | 50 | 470 | 55 | ||||||||||
2 |
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. |
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450 | 1000 | 250 | 1 | 3820 | 400 | 10 | 75 | 36 | 39 | 30 | 285 | 15 | ||||||||||
3 |
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. |
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450 | 1000 | 250 | 1 | 3820 | 400 | 10 | 75 | 36 | 39 | 30 | 285 | 15 | ||||||||||
4 |
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. |
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450 | 1000 | 250 | 1 | 3820 | 400 | 10 | 75 | 36 | 39 | 30 | 285 | 15 | ||||||||||
5 |
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. |
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1000 | 1150 | 250 | 1 | 4288 | 1000 | 110 | 80 | 46 | 60 | 60 | 450 | 50 | ||||||||||
6 |
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. |
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2250 | 2350 | 687 | 1 | 8436 | 1000 | 80 | 80 | 46 | 55 | 46 | 560 | 50 | ||||||||||
7 |
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. |
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750 | 1200 | 300 | 1 | 3928 | 750 | 50 | 80 | 46 | 50 | 55 | 440 | 40 | ||||||||||
8 |
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. |
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1200 | 1650 | 412 | 1 | 5240 | 1750 | 80 | 80 | 84 | 36 | 25 | 360 | 40 | 24 | 150 | 217 | |||||||
9 |
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. |
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1600 | 1200 | 300 | 1 | 4288 | 1000 | 90 | 85 | 36 | 60 | 60 | 400 | 45 | ||||||||||
10 |
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. |
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1950 | 1200 | 300 | 1 | 4972 | 1000 | 110 | 85 | 36 | 60 | 60 | 450 | 65 | ||||||||||
11 |
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. |
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850 | 1000 | 250 | 1 | 4068 | 400 | 90 | 80 | 36 | 60 | 45 | 400 | 35 | 40 | 125 | 300 | |||||||
12 |
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. |
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1050 | 1100 | 275 | 1 | 4568 | 400 | 90 | 80 | 36 | 60 | 45 | 400 | 55 | 40 | 125 | 300 | |||||||
13 |
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… |
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1150 | 1200 | 300 | 1 | 4288 | 1000 | 90 | 85 | 36 | 65 | 55 | 420 | 45 | ||||||||||
14 |
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. |
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1000 | 1000 | 250 | 1 | 4288 | 750 | 90 | 80 | 46 | 55 | 50 | 400 | 45 | ||||||||||
|
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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. |
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15 |
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. |
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550 | 1200 | 300 | 1 | 3700 | 400 | 90 | 75 | 36 | 36 | 50 | 360 | 20 | ||||||||||
16 |
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. |
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600 | 1200 | 300 | 1 | 4288 | 500 | 90 | 75 | 36 | 36 | 50 | 360 | 55 | ||||||||||
17 |
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. |
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750 | 1200 | 300 | 1 | 4478 | 500 | 110 | 75 | 36 | 36 | 50 | 360 | 55 | ||||||||||
18 |
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. |
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600 | 600 | 150 | 1 | 3688 | 400 | 10 | 75 | 44 | 62 | 35 | 400 | 35 | ||||||||||
19 |
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. |
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700 | 1000 | 250 | 1 | 3688 | 400 | 30 | 65 | 45 | 70 | 42 | 350 | 18 | 50 | 70 | 720 | |||||||
20 |
Heroes /
Wizard / wh2_main_def_cha_sorceress_dark_0 Sorceress (Dark) The Dark Convent summon the Ruinous Powers to sow insanity amongst the foe. |
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300 | 1000 | 250 | 1 | 3420 | 400 | 10 | 60 | 36 | 39 | 30 | 285 | 15 | ||||||||||
21 |
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. |
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500 | 1100 | 275 | 1 | 3840 | 400 | 40 | 60 | 36 | 39 | 30 | 285 | 35 | ||||||||||
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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. |
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22 |
Infantry /
Sword Infantry / wh2_main_def_inf_bleakswords_0 Bleakswords Schooled in slaughter through a lifetime of survival. |
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450 | 450 | 113 | 120 | 7560 | 100 | 40 | 66 | 33 | 36 | 32 | 32 | 16 | ||||||||||
23 |
Infantry /
Spear Infantry / wh2_main_def_inf_dreadspears_0 Dreadspears The bulk of Dark Elf armies, with spears as unwavering as their pride. |
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450 | 450 | 113 | 120 | 7560 | 100 | 40 | 66 | 33 | 26 | 42 | 25 | 8 | ||||||||||
24 |
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. |
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650 | 650 | 163 | 120 | 7560 | 100 | 40 | 76 | 33 | 34 | 52 | 25 | 8 | ||||||||||
25 |
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. |
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650 | 650 | 163 | 100 | 6900 | 100 | 80 | 66 | 40 | 36 | 28 | 35 | 20 | ||||||||||
26 |
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. |
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750 | 800 | 200 | 100 | 6500 | 90 | 5 | 72 | 44 | 38 | 26 | 40 | 24 | ||||||||||
27 |
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. |
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1000 | 1000 | 250 | 100 | 6500 | 90 | 5 | 82 | 44 | 47 | 34 | 40 | 24 | ||||||||||
28 |
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. |
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1000 | 1100 | 275 | 100 | 7500 | 90 | 5 | 82 | 44 | 40 | 58 | 38 | 20 | ||||||||||
29 |
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. |
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1200 | 1200 | 300 | 100 | 8400 | 130 | 100 | 82 | 31 | 40 | 34 | 42 | 24 | ||||||||||
30 |
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! |
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1300 | 1300 | 325 | 100 | 9000 | 160 | 100 | 90 | 31 | 36 | 48 | 44 | 18 | ||||||||||
31 |
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. |
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1500 | 1500 | 375 | 100 | 8400 | 130 | 100 | 92 | 31 | 50 | 43 | 42 | 24 | ||||||||||
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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. |
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32 |
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. |
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550 | 550 | 138 | 90 | 5670 | 100 | 30 | 56 | 33 | 18 | 16 | 24 | 6 | 18 | 125 | 20 | |||||||
33 |
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. |
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600 | 650 | 163 | 90 | 5670 | 100 | 30 | 56 | 33 | 18 | 24 | 24 | 6 | 18 | 125 | 20 | |||||||
34 |
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. |
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750 | 750 | 188 | 100 | 6900 | 100 | 80 | 66 | 40 | 32 | 28 | 32 | 16 | 16 | 70 | 20 | |||||||
35 |
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. |
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850 | 850 | 213 | 90 | 5670 | 100 | 30 | 66 | 33 | 24 | 31 | 24 | 6 | 18 | 145 | 24 | |||||||
36 |
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. |
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950 | 950 | 238 | 80 | 6720 | 90 | 30 | 68 | 42 | 40 | 32 | 30 | 16 | 18 | 130 | 30 | |||||||
37 |
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. |
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1000 | 1050 | 263 | 80 | 6720 | 90 | 30 | 68 | 42 | 44 | 30 | 35 | 20 | 18 | 130 | 30 | |||||||
38 |
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. |
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1100 | 1050 | 288 | 80 | 6720 | 90 | 30 | 68 | 42 | 40 | 34 | 36 | 20 | 18 | 130 | 30 | |||||||
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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. |
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39 |
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. |
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450 | 450 | 113 | 60 | 5040 | 100 | 30 | 55 | 33 | 24 | 24 | 28 | 40 | ||||||||||
40 |
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. |
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500 | 500 | 125 | 60 | 5040 | 100 | 30 | 55 | 33 | 24 | 30 | 28 | 40 | ||||||||||
41 |
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. |
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1000 | 1000 | 250 | 48 | 5568 | 100 | 90 | 75 | 33 | 29 | 28 | 42 | 44 | ||||||||||
42 |
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. |
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1200 | 1200 | 300 | 60 | 5040 | 100 | 15 | 65 | 33 | 32 | 28 | 45 | 40 | ||||||||||
43 |
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. |
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1300 | 1300 | 325 | 48 | 6480 | 100 | 120 | 80 | 33 | 40 | 44 | 48 | 36 | ||||||||||
44 |
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! |
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1450 | 1450 | 363 | 60 | 5040 | 100 | 15 | 75 | 33 | 41 | 36 | 45 | 40 | ||||||||||
45 |
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. |
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1550 | 1550 | 388 | 48 | 6480 | 100 | 120 | 90 | 33 | 50 | 54 | 48 | 36 | ||||||||||
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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. |
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46 |
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. |
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650 | 650 | 163 | 60 | 4860 | 100 | 30 | 52 | 33 | 18 | 16 | 24 | 20 | 16 | 115 | 20 | |||||||
47 |
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. |
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900 | 900 | 225 | 24 | 4080 | 100 | 30 | 62 | 33 | 25 | 22 | 24 | 20 | 16 | 115 | 49 | |||||||
48 |
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. |
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950 | 950 | 238 | 4 | 4824 | 1100 | 80 | 65 | 84 | 24 | 23 | 40 | 40 | 24 | 150 | 173 | |||||||
49 |
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 |
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 | |||||||
|
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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 |
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 |
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 |
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. |
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800 | 800 | 200 | 1 | 5103 | 1600 | 45 | 56 | 70 | 40 | 34 | 445 | 50 | ||||||||||
54 |
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 |
Monsters & Beasts /
Monster Killer / wh2_dlc10_def_mon_kharibdyss_0 Kharibdyss A loathsome beast of uncharted depths possessing colossal strength and insatiable hunger. |
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1600 | 1650 | 413 | 1 | 10400 | 5000 | 60 | 65 | 46 | 55 | 38 | 500 | 45 | ||||||||||
56 |
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 |
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 | ||||||||||
|
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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 |
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 |
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 |
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 |
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 | |||||||
|