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HomeHome / Total War: WARHAMMER III / Sacred Host of Tepok / Units
Lords
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
1
5 Red Crested Skink Chief (Ancient Stegadon)
Lords / Cavalry / wh2_dlc12_lzd_cha_skink_chief_red_crested_3
Red Crested Skink Chief (Ancient Stegadon)
Marked for greatness amidst an already-blessed spawning, these Skink Chiefs are the leaders of their red-crested legions.
2150 2200 550 5 49280 100 130 75 33 26 32 480 70 10 115 550
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.
2
1 Skink Oracle
Heroes / Wizard / wh2_dlc17_lzd_cha_skink_oracle_troglodon_0
Skink Oracle
The future is written for those with the knowledge to read it.
1900 2150 538 1 7120 100 95 65 33 39 46 415 50 20 120 800
3
1 Skink Chief
Heroes / Missile Specialist / wh2_main_lzd_cha_skink_chief_0
Skink Chief
Where he hunts, the air is alive with poison darts, fired seemingly from nowhere at all.
400 400 100 1 3572 160 30 60 46 33 36 310 16 82 100 375
4
1 Skink Priest (Heavens)
Heroes / Wizard / wh2_main_lzd_cha_skink_priest_heavens_0
Skink Priest (Heavens)
Enacting the will of their Slann overlords, magical fury is unleashed upon the Old Ones' foes.
250 600 150 1 3256 250 30 55 46 22 26 280 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.
5
160 Skink Cohort
Infantry / Cudgel Infantry / wh2_main_lzd_inf_skink_cohort_0
Skink Cohort
The diligent workforce of the Lizardmen Empire, good for throwing into melee as fodder.
300 300 75 160 8000 90 30 55 46 20 24 25 10
6
120 Red Crested Skinks
Infantry / Great Axe Infantry / wh2_dlc12_lzd_inf_skink_red_crested_0
Red Crested Skinks
These Skinks are differentiated by their impressive red crests, but are also stronger and cleverer than their lesser cousins.
575 575 144 120 8040 80 30 62 46 26 19 24 21
7
90 Chameleon Stalkers
Infantry / Shock Infantry / wh2_dlc17_lzd_inf_chameleon_stalkers_0
Chameleon Stalkers
The forces of Chaos cannot defend against what they cannot see.
650 675 169 90 5940 70 40 65 48 22 36 25 25 2 50 67
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.
8
160 Skink Cohort (Javelins)
Missile Infantry / Missile Infantry / wh2_main_lzd_inf_skink_cohort_1
Skink Cohort (Javelins)
These Skinks are trained to hurl javelins true enough to blunt a charging foe.
400 400 100 160 8000 90 30 55 46 20 24 25 10 3 80 16
9
120 Skink Skirmishers
Missile Infantry / Missile Infantry / wh2_main_lzd_inf_skink_skirmishers_0
Skink Skirmishers
More reliable than others of their class, a blowpipe-primed unit can fell scores of unsuspecting enemies.
400 400 100 120 6000 70 30 50 48 16 14 25 8 26 70 13
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.
10
32 Feral Cold Ones
Cavalry & Chariots / Cold One Cavalry / wh2_main_lzd_cav_cold_ones_feral_0
Feral Cold Ones
Untamed Cold Ones are far too unpredictable to be ridden into battle; simply point them at the foe and stay out of their way!
450 450 113 32 5024 700 90 55 70 25 24 46 28
11
10 Ripperdactyl Riders
Cavalry & Chariots / Flying Cavalry / wh2_dlc12_lzd_cav_ripperdactyl_riders_0
Ripperdactyl Riders
Each rider fights with aggressive skill, but they pale in comparison to the viciousness of their mounts!
1100 1150 288 10 6170 70 45 65 48 44 25 126 52
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.
12
16 Sacred Kroxigor
Monsters & Beasts / Monstrous Infantry / wh2_dlc13_lzd_mon_sacred_kroxigors_0
Sacred Kroxigor
These enormous, revered lizards are almost silent despite their size – causing great surprise among the foe, briefly, before they are ripped to shreds.
1250 1250 313 16 8992 1400 100 75 46 36 32 120 24
13
1 Coatl
Monsters & Beasts / Flying Support Monster / wh2_dlc17_lzd_mon_coatl_0
Coatl
Death and magic often linger among the clouds.
1700 1850 463 1 7620 2500 70 80 46 40 48 395 40
14
12 Dread Saurian
Monsters & Beasts / Colossal Monster / wh2_dlc13_lzd_mon_dread_saurian_1
Dread Saurian
This colossal predator is made all the more lethal by the team of blowpipe-wielding Skinks it carries atop its massive body.
3100 3100 775 12 179904 100 100 70 33 52 28 750 30
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.
15
10 Terradon Riders
Missile Monsters & Beasts / Flying Missile Cavalry / wh2_main_lzd_cav_terradon_riders_0
Terradon Riders
These Lizardmen riders swoop down upon the enemy lines to harass them from above.
600 600 150 10 3640 70 15 55 48 26 22 65 16 26 90 67
16
10 Terradon Riders (Fireleech Bolas)
Missile Monsters & Beasts / Flying Missile Cavalry / wh2_main_lzd_cav_terradon_riders_1
Terradon Riders (Fireleech Bolas)
These Lizardmen riders swoop down upon the enemy lines to harass them from above.
750 750 188 10 3640 70 15 55 48 26 22 65 16 22 80 66
17
32 Razordon Hunting Pack
Missile Monsters & Beasts / Monstrous Missile Beasts / wh2_dlc13_lzd_mon_razordon_pack_0
Razordon Hunting Pack
Just one Razordon is a deadly proposition; if there's a pack of them you should probably run away... now!
800 800 200 32 4160 700 90 55 70 20 29 46 20 18 100 96
18
32 Salamander Hunting Pack
Missile Monsters & Beasts / Monstrous Missile Beasts / wh2_dlc12_lzd_mon_salamander_pack_0
Salamander Hunting Pack
Almost too much lizard for their Skink handlers to handle, there's almost no holding these natural predators back!
850 850 213 32 4160 700 80 55 70 25 22 46 28 18 140 95
19
1 Ancient Salamander
Missile Monsters & Beasts / Missile Monster / wh2_dlc12_lzd_mon_ancient_salamander_0
Ancient Salamander
Moving just as swiftly on land as in the water, these giant, predatory reptiles spit corrosive venom before closing in for the kill.
1050 1050 263 1 6168 2000 95 65 75 32 29 365 30 25 160 378
20
4 Bastiladon (Solar Engine)
Missile Monsters & Beasts / Artillery Monster / wh2_main_lzd_mon_bastiladon_2
Bastiladon (Solar Engine)
The Solar Engine can disintegrate enemies with a beam of pure sunlight.
1200 1200 300 4 30792 4000 140 65 40 22 28 250 34 20 240 363
21
1 Feral Troglodon
Missile Monsters & Beasts / Missile Monster / wh2_dlc17_lzd_mon_troglodon_0
Feral Troglodon
Even the most feral of creatures can be of service to the Great Plan.
1600 1700 425 1 7120 3500 95 60 75 39 46 415 50 20 120 800