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Units
- Lords (12)
- Heroes (28)
- Infantry (12)
- Missile Infantry (11)
- Cavalry & Chariots (10)
- Missile Cavalry & Chariots (8)
- Flying War Machines (1)
- Artillery & War Machines (11)
Lords | ||||||||||||||||||||||
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No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() 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. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() 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. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() 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. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() 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 |
![]() ![]() Balthasar Gelt The way of fire is nothing compared to the fluid power of metal! |
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350 | 1000 | 250 | 1 | 3688 | 800 | 20 | 65 | 34 | 34 | 38 | 300 | 30 | ||||||||||
2 |
![]() ![]() Balthasar Gelt (Quicksilver) The way of fire is nothing compared to the fluid power of metal! |
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750 | 1400 | 350 | 1 | 4456 | 800 | 50 | 65 | 34 | 34 | 38 | 300 | 70 | ||||||||||
3 |
![]() ![]() General of the Empire The Lord commander wades into battle, cutting foes apart and setting an example for the rest of the army. |
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600 | 1000 | 250 | 1 | 4068 | 600 | 85 | 70 | 34 | 55 | 45 | 430 | 40 | ||||||||||
4 |
![]() ![]() General of the Empire (Barded Warhorse) The Lord commander wades into battle, cutting foes apart and setting an example for the rest of the army. |
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850 | 1200 | 300 | 1 | 4672 | 600 | 105 | 70 | 34 | 55 | 45 | 430 | 65 | ||||||||||
5 |
![]() ![]() General of the Empire (Imperial Pegasus) The Lord commander wades into battle, cutting foes apart and setting an example for the rest of the army. |
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1150 | 1350 | 337 | 1 | 4972 | 600 | 85 | 70 | 34 | 55 | 45 | 430 | 80 | ||||||||||
6 |
![]() ![]() General of the Empire (Imperial Griffon) The Lord commander wades into battle, cutting foes apart and setting an example for the rest of the army. |
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1400 | 1400 | 375 | 1 | 5376 | 600 | 85 | 70 | 34 | 47 | 30 | 450 | 70 | ||||||||||
7 |
![]() ![]() General of the Empire (Warhorse) The Lord commander wades into battle, cutting foes apart and setting an example for the rest of the army. |
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800 | 1100 | 275 | 1 | 4672 | 600 | 85 | 70 | 34 | 55 | 45 | 430 | 65 | ||||||||||
8 |
![]() ![]() Karl Franz For the Empire! For Sigmar! For GLORY! |
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1100 | 1100 | 275 | 1 | 4288 | 800 | 100 | 80 | 34 | 65 | 45 | 470 | 65 | ||||||||||
9 |
![]() ![]() Karl Franz (Deathclaw) For the Empire! For Sigmar! For GLORY! |
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1900 | 1900 | 475 | 1 | 5828 | 800 | 100 | 80 | 34 | 56 | 38 | 490 | 90 | ||||||||||
10 |
![]() ![]() Karl Franz (Imperial Pegasus) For the Empire! For Sigmar! For GLORY! |
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1650 | 1500 | 375 | 1 | 5208 | 800 | 100 | 80 | 34 | 65 | 45 | 470 | 90 | ||||||||||
11 |
![]() ![]() Karl Franz (Warhorse) For the Empire! For Sigmar! For GLORY! |
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1300 | 1300 | 325 | 1 | 4892 | 800 | 100 | 80 | 34 | 65 | 45 | 470 | 90 | ||||||||||
12 |
![]() ![]() Karl Franz (Barded Warhorse) For the Empire! For Sigmar! For GLORY! |
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1350 | 1350 | 337 | 1 | 4892 | 800 | 120 | 80 | 34 | 65 | 45 | 470 | 90 | ||||||||||
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Heroes | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() 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. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() 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. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() 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. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() 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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13 |
![]() ![]() Hertwig van Hal A physician by choice but a Witch Hunter by bloodline, Doctor van Hal both preserves natural life and destroys unnatural evil. |
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600 | 1000 | 0 | 1 | 3988 | 500 | 40 | 70 | 34 | 40 | 38 | 330 | 30 | 50 | 90 | 375 | |||||||
14 |
![]() ![]() Jorek Grimm Jorek Grimm is a master inventor unlike any other of his kin – a bold, radical risk-taker. |
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750 | 1000 | 0 | 1 | 4188 | 1100 | 120 | 75 | 32 | 40 | 35 | 280 | 14 | 50 | 180 | 300 | |||||||
15 |
![]() ![]() Kalara A solemn and sorrowful Waystalker, Kalara possesses a demeanour that belies her furious lethality. |
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700 | 1000 | 0 | 1 | 3988 | 400 | 50 | 70 | 42 | 58 | 48 | 325 | 28 | 40 | 190 | 350 | |||||||
16 |
![]() ![]() Rodrik L'Anguille No mere soldier of fortune, Rodrik’s resilience and swordsmanship make him a valuable asset in any theatre of war. |
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475 | 1000 | 0 | 1 | 4088 | 800 | 95 | 70 | 34 | 50 | 45 | 390 | 45 | ||||||||||
17 |
![]() ![]() Ulrika Magdova Though Ulrika has taken the Blood Kiss, it does not define her. She remains loyal to humanity, to death and far beyond. |
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950 | 1000 | 150 | 1 | 3968 | 600 | 50 | 80 | 40 | 50 | 46 | 450 | 25 | 40 | 180 | 297 | |||||||
18 |
![]() ![]() Ulrika Magdova (Barded Warhorse) Though Ulrika has taken the Blood Kiss, it does not define her. She remains loyal to humanity, to death and far beyond. |
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1200 | 1200 | 250 | 1 | 4572 | 950 | 50 | 80 | 78 | 50 | 46 | 450 | 50 | 60 | 180 | 297 | |||||||
19 |
![]() ![]() Waystalker Never missing the mark, one alone is a deadly, formidable opponent. |
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600 | 1000 | 250 | 1 | 3688 | 400 | 40 | 60 | 42 | 55 | 45 | 325 | 28 | 30 | 190 | 350 | |||||||
20 |
![]() ![]() Thane The Thane leads Dwarfs to battle with a cry of vengeance and an unstoppable rage. |
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500 | 1000 | 250 | 1 | 4168 | 1100 | 120 | 70 | 32 | 50 | 55 | 400 | 30 | ||||||||||
21 |
![]() ![]() Empire Captain A Captain of the Empire is a Hero, a specialist in melee who leads by his courageous example. |
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350 | 1000 | 250 | 1 | 3688 | 800 | 85 | 65 | 34 | 50 | 40 | 375 | 40 | ||||||||||
22 |
![]() ![]() Empire Captain (Warhorse) A Captain of the Empire is a Hero, a specialist in melee who leads by his courageous example. |
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550 | 1100 | 275 | 1 | 4168 | 800 | 85 | 65 | 34 | 50 | 40 | 375 | 70 | ||||||||||
23 |
![]() ![]() Empire Captain (Barded Warhorse) A Captain of the Empire is a Hero, a specialist in melee who leads by his courageous example. |
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600 | 1200 | 300 | 1 | 4168 | 800 | 105 | 65 | 34 | 50 | 40 | 375 | 70 | ||||||||||
24 |
![]() ![]() Empire Captain (Imperial Pegasus) A Captain of the Empire is a Hero, a specialist in melee who leads by his courageous example. |
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825 | 1350 | 337 | 1 | 4456 | 800 | 85 | 65 | 34 | 50 | 40 | 375 | 85 | ||||||||||
25 |
![]() ![]() Warrior Priest These men wade into battle with conventional weapons, but can also call powerful magical forces to decimate their enemies. |
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350 | 1000 | 250 | 1 | 3688 | 600 | 85 | 70 | 34 | 45 | 30 | 360 | 30 | ||||||||||
26 |
![]() ![]() Warrior Priest (Warhorse) These men wade into battle with conventional weapons, but can also call powerful magical forces to decimate their enemies. |
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550 | 1100 | 275 | 1 | 4168 | 600 | 85 | 70 | 34 | 45 | 30 | 360 | 50 | ||||||||||
27 |
![]() ![]() Warrior Priest (Barded Warhorse) These men wade into battle with conventional weapons, but can also call powerful magical forces to decimate their enemies. |
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600 | 1200 | 300 | 1 | 4168 | 600 | 105 | 70 | 34 | 45 | 30 | 360 | 50 | ||||||||||
28 |
![]() ![]() Witch Hunter With pistol in hand and a furious desire to root out heresy, the Witch Hunter is a formidable fighter. |
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500 | 1000 | 250 | 1 | 3688 | 500 | 45 | 65 | 34 | 36 | 34 | 330 | 30 | 50 | 90 | 375 | |||||||
29 |
![]() ![]() Bright Wizard The Lore of Fire imbues Bright Wizards with the power to call searing fire and burning death upon those who oppose them. |
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250 | 1000 | 250 | 1 | 3420 | 300 | 20 | 55 | 35 | 25 | 30 | 300 | 15 | ||||||||||
30 |
![]() ![]() Bright Wizard (Warhorse) The Lore of Fire imbues Bright Wizards with the power to call searing fire and burning death upon those who oppose them. |
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450 | 1100 | 275 | 1 | 3840 | 300 | 20 | 55 | 33 | 25 | 30 | 300 | 35 | ||||||||||
31 |
![]() ![]() Bright Wizard (Imperial Pegasus) The Lore of Fire imbues Bright Wizards with the power to call searing fire and burning death upon those who oppose them. |
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650 | 1350 | 337 | 1 | 4008 | 300 | 50 | 55 | 33 | 25 | 30 | 300 | 35 | ||||||||||
32 |
![]() ![]() Bright Wizard (Barded Warhorse) The Lore of Fire imbues Bright Wizards with the power to call searing fire and burning death upon those who oppose them. |
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500 | 1200 | 300 | 1 | 3840 | 300 | 50 | 55 | 33 | 25 | 30 | 300 | 35 | ||||||||||
33 |
![]() ![]() Celestial Wizard Celestial Wizards draw strength from the Comet of Power, calling devastating heavenly magic to rend enemies asunder. |
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250 | 1000 | 250 | 1 | 3420 | 300 | 20 | 55 | 35 | 25 | 30 | 300 | 15 | ||||||||||
34 |
![]() ![]() Celestial Wizard (Warhorse) Celestial Wizards draw strength from the Comet of Power, calling devastating heavenly magic to rend enemies asunder. |
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450 | 1100 | 275 | 1 | 3840 | 300 | 20 | 55 | 33 | 25 | 30 | 300 | 35 | ||||||||||
35 |
![]() ![]() Celestial Wizard (Imperial Pegasus) Celestial Wizards draw strength from the Comet of Power, calling devastating heavenly magic to rend enemies asunder. |
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650 | 1500 | 325 | 1 | 4008 | 300 | 50 | 55 | 33 | 25 | 30 | 300 | 35 | ||||||||||
36 |
![]() ![]() Celestial Wizard (Barded Warhorse) Celestial Wizards draw strength from the Comet of Power, calling devastating heavenly magic to rend enemies asunder. |
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500 | 1200 | 300 | 1 | 3840 | 300 | 50 | 55 | 33 | 25 | 30 | 300 | 35 | ||||||||||
37 |
![]() ![]() Light Wizard Light Wizards illuminate their foes with magic drawn from the Lore of Light, blazing and binding enemies with purifying brightness. |
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250 | 1000 | 250 | 1 | 3420 | 300 | 20 | 55 | 35 | 25 | 30 | 300 | 15 | ||||||||||
38 |
![]() ![]() Light Wizard (Warhorse) Light Wizards illuminate their foes with magic drawn from the Lore of Light, blazing and binding enemies with purifying brightness. |
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450 | 1100 | 275 | 1 | 3840 | 300 | 20 | 55 | 33 | 25 | 30 | 300 | 35 | ||||||||||
39 |
![]() ![]() Light Wizard (Imperial Pegasus) Light Wizards illuminate their foes with magic drawn from the Lore of Light, blazing and binding enemies with purifying brightness. |
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650 | 1500 | 325 | 1 | 4008 | 300 | 50 | 55 | 33 | 25 | 30 | 300 | 35 | ||||||||||
40 |
![]() ![]() Light Wizard (Barded Warhorse) Light Wizards illuminate their foes with magic drawn from the Lore of Light, blazing and binding enemies with purifying brightness. |
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500 | 1300 | 325 | 1 | 3840 | 300 | 50 | 55 | 33 | 25 | 30 | 300 | 35 | ||||||||||
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Infantry | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() 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. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() 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. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() 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. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() 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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41 |
![]() ![]() Spearmen Spearmen provide the backbone of the Empire's battle line, a defensive row of spears against the enemy charge. |
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300 | 300 | 81 | 120 | 8280 | 100 | 30 | 60 | 30 | 20 | 34 | 25 | 4 | ||||||||||
42 |
![]() ![]() Spearmen (Shields) Spearmen provide the backbone of the Empire's battle line, a defensive row of spears against the enemy charge. |
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350 | 350 | 94 | 120 | 8280 | 100 | 30 | 60 | 30 | 20 | 42 | 25 | 4 | ||||||||||
43 |
![]() ![]() Swordsmen The Swordsmen form a resolute battle line. Blades in hand, they thrive in melee, at the heart of battle. |
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375 | 375 | 100 | 120 | 8280 | 100 | 30 | 60 | 30 | 32 | 32 | 28 | 14 | ||||||||||
44 |
![]() ![]() Halberdiers Halberdiers are stalwart defenders, able to hold the line behind a wall of Halberds, cutting enemies to ribbons. |
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550 | 550 | 138 | 120 | 8760 | 100 | 30 | 70 | 30 | 26 | 42 | 28 | 8 | ||||||||||
45 |
![]() ![]() Flagellants Wading into battle, crazed and unable to be broken, facing their doom with furious acceptance. |
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600 | 600 | 150 | 120 | 8760 | 100 | 0 | 100 | 36 | 32 | 12 | 33 | 24 | ||||||||||
46 |
![]() ![]() Greatswords Wielding double-handed swords and wearing heavy plate, Greatswords are a potent elite unit with an impressive melee strength. |
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850 | 850 | 225 | 120 | 9120 | 120 | 95 | 75 | 28 | 32 | 30 | 32 | 18 | ||||||||||
47 |
![]() ![]() Carroburg Greatswords (Greatswords) Among the Empire's most-storied regiments, the Carroburg Greatswords have earned their bloody reputation by slaying all comers in defence of their home city. |
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1100 | 1100 | 275 | 120 | 9120 | 120 | 95 | 100 | 28 | 32 | 30 | 32 | 18 | ||||||||||
48 |
![]() ![]() Nordland Mariners (Halberdiers) Elite marines trained by the Imperial Navy to fight both above deck, battered by adverse weather and raked by missile fire, and below, where melee skill is key. |
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700 | 700 | 175 | 120 | 8760 | 100 | 30 | 70 | 36 | 26 | 42 | 28 | 8 | ||||||||||
49 |
![]() ![]() Eldred's Guard (Spearmen - Shields) Only the most-disciplined and highly-trained are suitable for service with Solland's elite guard regiment. |
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600 | 600 | 150 | 120 | 8280 | 100 | 70 | 60 | 30 | 20 | 42 | 25 | 4 | ||||||||||
50 |
![]() ![]() Swords of Ulric (Swordsmen) Funded by the Church, Ulric's 'sons' are schooled against Beastmen, ensuring they always fight with zeal and vigour – for the alternative is to be torn apart whilst still living! |
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550 | 550 | 138 | 120 | 8280 | 100 | 30 | 60 | 30 | 34 | 32 | 31 | 18 | ||||||||||
51 |
![]() ![]() Sigmar's Sons (Swordsmen) The heart of any battle and the embodiment of Sigmar's will as they heroically engage the foe. |
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700 | 700 | 175 | 120 | 8880 | 100 | 30 | 100 | 30 | 41 | 41 | 30 | 20 | ||||||||||
52 |
![]() ![]() The Tattersouls (Flagellants) They thrive in melee, with the unbreakable spirit that comes from accepting death. |
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875 | 875 | 219 | 160 | 11680 | 100 | 0 | 100 | 36 | 40 | 17 | 33 | 24 | ||||||||||
|
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Missile Infantry | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() 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. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() 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. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() 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. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() 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. |
|||||
53 |
![]() ![]() Archers The ability to shoot several arrows per minute means that Archers are still far more efficient than more technically-advanced skirmish troops. |
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350 | 350 | 88 | 90 | 6210 | 90 | 20 | 50 | 33 | 14 | 17 | 24 | 4 | 20 | 120 | 19 | |||||||
54 |
![]() ![]() Free Company Militia These men did not ask for war, yet it has come all the same. With sword in hand, they fight because they must. |
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450 | 450 | 113 | 120 | 7320 | 90 | 25 | 55 | 36 | 28 | 25 | 28 | 14 | 18 | 90 | 16 | |||||||
55 |
![]() ![]() Crossbowmen The thudding crossbow bolts pack a punch that can bring down most foes. |
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475 | 475 | 119 | 90 | 6210 | 90 | 20 | 50 | 33 | 14 | 17 | 24 | 4 | 22 | 160 | 18 | |||||||
56 |
![]() ![]() Handgunners Volleys of withering fire reduce any would-be army to a riddled, desperate band. |
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600 | 600 | 150 | 90 | 6210 | 90 | 20 | 50 | 33 | 16 | 17 | 24 | 4 | 22 | 145 | 17 | |||||||
57 |
![]() ![]() Huntsmen The ultimate irregular warriors, Huntsmen appear suddenly, throwing the enemy into disarray before melting away again just as swiftly. |
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650 | 650 | 163 | 90 | 6210 | 90 | 25 | 55 | 36 | 16 | 17 | 24 | 4 | 22 | 160 | 18 | |||||||
58 |
![]() ![]() Deathjacks (Archers) One can rely on the Deathjacks to silently track the foe to their location... but also snaffle the baggage train and the last of the mead! |
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550 | 550 | 138 | 90 | 6210 | 90 | 20 | 60 | 33 | 19 | 23 | 24 | 4 | 20 | 120 | 23 | |||||||
59 |
![]() ![]() Stir River Patrol (Crossbowmen) Merchant barges laden with valuable trade goods must be protected from anything lurking close to, and swimming beneath, the waterways. |
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675 | 675 | 169 | 90 | 6210 | 90 | 20 | 50 | 33 | 14 | 17 | 24 | 4 | 22 | 160 | 20 | |||||||
60 |
![]() ![]() Gunderman's Surefires (Handgunners) A veteran patroller and fearless warrior who knows the Drakwald – and the tactics of irregular warfare – inside out, Durz Gunderman leads from the very front. |
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800 | 800 | 200 | 90 | 6210 | 90 | 25 | 55 | 36 | 28 | 25 | 28 | 14 | 22 | 160 | 17 | |||||||
61 |
![]() ![]() The White Wolves (Huntsmen) The white wolf is a fitting symbol for Ulric, God of Battle and patron deity of these versatile infantrymen of Middenheim. |
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900 | 900 | 225 | 90 | 6210 | 90 | 25 | 65 | 36 | 36 | 32 | 28 | 14 | 22 | 160 | 22 | |||||||
62 |
![]() ![]() The Silver Bullets (Handgunners) With a thunderous roll, a volley of devastating, armour-piercing fire is loosed. |
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850 | 850 | 213 | 90 | 6210 | 90 | 20 | 60 | 33 | 22 | 23 | 24 | 4 | 22 | 150 | 21 | |||||||
63 |
![]() ![]() Stirland's Revenge (Free Company Militia) Some are drawn to war by the need for vengeance, fighting fiercely to sate their bloodlust. |
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800 | 800 | 200 | 120 | 7320 | 90 | 25 | 65 | 36 | 36 | 32 | 28 | 14 | 18 | 90 | 22 | |||||||
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Cavalry & Chariots | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() 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. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() 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. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() 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. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() 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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64 |
![]() ![]() Empire Knights The noble-born warriors of the Empire fight in Knightly Orders, heroic brotherhoods who ride into battle atop mighty barded warhorses. |
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850 | 850 | 213 | 60 | 6000 | 100 | 110 | 70 | 33 | 26 | 30 | 30 | 48 | ||||||||||
65 |
![]() ![]() Reiksguard Equipped with the best armour and weapons, Reiksguard deliver a powerful charge, then remain amongst the throng to continue fighting. |
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1150 | 1150 | 288 | 60 | 6480 | 100 | 120 | 75 | 33 | 34 | 31 | 40 | 62 | ||||||||||
66 |
![]() ![]() Knights of the Blazing Sun Well-armoured and resplendent, the Knights deliver a fierce and destructive charge. |
|||||||||||||||||||||
1200 | 1200 | 300 | 60 | 6480 | 100 | 100 | 70 | 33 | 40 | 26 | 42 | 78 | ||||||||||
67 |
![]() ![]() Demigryph Knights More stalwart and powerful than even the riders atop them, demigryphs deliver a monstrous charge into enemy battle lines. |
|||||||||||||||||||||
1400 | 1400 | 350 | 32 | 6720 | 100 | 125 | 75 | 33 | 40 | 38 | 60 | 60 | ||||||||||
68 |
![]() ![]() Demigryph Knights (Halberds) More stalwart and powerful than even the riders atop them, demigryphs deliver a monstrous charge into enemy battle lines. |
|||||||||||||||||||||
1500 | 1500 | 375 | 32 | 6720 | 100 | 125 | 75 | 33 | 34 | 32 | 54 | 48 | ||||||||||
69 |
![]() ![]() Knights of the Everlasting Light (Empire Knights) The fire will always burn, just as the courage of this elite band of men will never be extinguished. |
|||||||||||||||||||||
1000 | 1000 | 250 | 60 | 6000 | 800 | 110 | 70 | 31 | 26 | 30 | 30 | 48 | ||||||||||
70 |
![]() ![]() Knights of Morr (Empire Knights) The God of the Dead's chosen Knights provide a steady supply of settlers to populate His ethereal realm. |
|||||||||||||||||||||
1100 | 1100 | 275 | 60 | 6000 | 100 | 110 | 70 | 33 | 26 | 30 | 30 | 48 | ||||||||||
71 |
![]() ![]() The Stubborn Bulls (Empire Knights - Greatswords) Fortunately, Ostland's dank, forest-clothed terrain produces elite warriors able to withstand the continual Ruinous incursions threatening the province. |
|||||||||||||||||||||
1000 | 1000 | 250 | 60 | 6000 | 120 | 110 | 80 | 28 | 32 | 32 | 48 | 34 | ||||||||||
72 |
![]() ![]() The Royal Altdorf Gryphites (Demigryph Knights) Majesty and power personified, their devastating charge exemplifying their regal brilliance. |
|||||||||||||||||||||
1850 | 1850 | 463 | 32 | 6720 | 100 | 125 | 85 | 33 | 43 | 41 | 54 | 48 | ||||||||||
73 |
![]() ![]() Zintler's Reiksguard (Reiksguard) Above their peers, Zintler's men charge down enemy lines with a destructive fury that makes the earth shake. |
|||||||||||||||||||||
1350 | 1350 | 338 | 60 | 6480 | 100 | 120 | 85 | 33 | 43 | 39 | 40 | 62 | ||||||||||
|
||||||||||||||||||||||
Missile Cavalry & Chariots | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() 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. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() 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. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() 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. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() 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. |
|||||
74 |
![]() ![]() Pistoliers The Pistoliers are standard ranged cavalry, their pistols packing an effective punch whilst maintaining mobility. |
|||||||||||||||||||||
500 | 500 | 125 | 60 | 4080 | 100 | 30 | 50 | 33 | 20 | 14 | 24 | 20 | 12 | 80 | 33 | |||||||
75 |
![]() ![]() Outriders Fast and dependable, an Outrider can be in one place to fire, then be in another to fire again moments later. |
|||||||||||||||||||||
700 | 700 | 175 | 60 | 4860 | 100 | 30 | 50 | 33 | 18 | 14 | 24 | 12 | 20 | 130 | 30 | |||||||
76 |
![]() ![]() Outriders (Grenade Launcher) Fast and dependable, an Outrider can be in one place to fire, then be in another to fire again moments later. |
|||||||||||||||||||||
800 | 800 | 200 | 48 | 3984 | 100 | 30 | 50 | 33 | 18 | 14 | 24 | 12 | 18 | 100 | 61 | |||||||
77 |
![]() ![]() War Wagons Although gradually becoming obsolete due to considerable advances in technology, there's still something inherently reliable about a horse-drawn chariot literally brimming with death. |
|||||||||||||||||||||
875 | 875 | 213 | 4 | 4736 | 1300 | 90 | 65 | 66 | 18 | 12 | 26 | 29 | 35 | 130 | 300 | |||||||
78 |
![]() ![]() War Wagons (Mortars) Mounting a deadly mortar atop that bulwark of the battlefield, the War Wagon, can only improve your chances of victory. |
|||||||||||||||||||||
950 | 950 | 238 | 4 | 4608 | 1300 | 90 | 65 | 66 | 18 | 12 | 26 | 29 | 22 | 380 | 108 | |||||||
79 |
![]() ![]() The Bordermen (Outriders - Grenade Launcher) The challenging topography of the borderlands breeds a special kind of horseman. |
|||||||||||||||||||||
1000 | 1000 | 250 | 48 | 3984 | 100 | 30 | 50 | 33 | 18 | 14 | 24 | 12 | 18 | 100 | 52 | |||||||
80 |
![]() ![]() The Noble Sons Abroad (Pistoliers) The progeny of the great and the good of Imperial society, steeled and ready for the long fight. |
|||||||||||||||||||||
700 | 700 | 175 | 60 | 4080 | 100 | 50 | 50 | 33 | 26 | 24 | 24 | 30 | 12 | 80 | 42 | |||||||
81 |
![]() ![]() The Black Lions (War Wagons - Helblasters) Do not be deceived, for the rampant lion's bite is immeasurably worse than its fearsome roar. |
|||||||||||||||||||||
1900 | 1900 | 475 | 4 | 4608 | 1300 | 90 | 75 | 66 | 24 | 17 | 26 | 29 | 16.666666666667 | 250 | 823 | |||||||
|
||||||||||||||||||||||
Flying War Machines | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() 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. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() 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. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() 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. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() 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. |
|||||
82 |
![]() ![]() Obsinite Gyrocopter The skilled Gyrocopter pilot unleashes jets of steam upon unprepared battle lines. |
|||||||||||||||||||||
1000 | 0 | 250 | 4 | 3984 | 700 | 120 | 70 | 70 | 30 | 15 | 66 | 25 | 18 | 100 | 79 | |||||||
|
||||||||||||||||||||||
Artillery & War Machines | ||||||||||||||||||||||
No. | Unit |
Custom Battle Cost
Custom Battle Cost
|
Recruitment Cost
Recruitment Cost
|
Upkeep Cost
Upkeep Cost
|
![]() ![]() |
![]() ![]() This determines how many hits a unit can withstand alongside armour and melee defence. |
![]() ![]() The weight of the unit. |
![]() ![]() How resistant a unit is to missile fire and melee attacks. |
![]() ![]() A unit with high leadership is less likely to rout in the face of danger. Leadership is improved by experience in battle. |
![]() ![]() This is how fast a unit moves. |
![]() ![]() 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. |
![]() ![]() This determines the chance of a unit being hit whilst in melee. This only works in melee and provides no protection from missiles! |
![]() ![]() 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. |
![]() ![]() This increases a unit's melee attack and damage when charging. |
![]() ![]() 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. |
![]() ![]() A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges. |
![]() ![]() 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. |
|||||
83 |
![]() ![]() Mortars What a Mortar may lack in sheer stopping power compared to cannons, it makes up with pure vicious, explosive destruction. |
|||||||||||||||||||||
650 | 650 | 163 | 4 | 4356 | 3100 | 20 | 50 | 20 | 10 | 6 | 24 | 5 | 22 | 380 | 108 | |||||||
84 |
![]() ![]() Great Cannons The Empire's standard, effective cannonry sends armour-piercing iron balls ploughing through enemy ranks with devastating aplomb. |
|||||||||||||||||||||
800 | 800 | 200 | 4 | 4356 | 3100 | 20 | 50 | 20 | 10 | 6 | 24 | 5 | 22 | 450 | 200 | |||||||
85 |
![]() ![]() Helblaster Volley Guns Helblaster Guns eviscerate opposition from a distance with a ceaseless shower of black powder fire. |
|||||||||||||||||||||
1000 | 1050 | 263 | 4 | 4356 | 3100 | 20 | 50 | 20 | 10 | 6 | 24 | 5 | 22 | 290 | 675 | |||||||
86 |
![]() ![]() Helstorm Rocket Battery An erratic flurry of explosive airborne destruction - Helstorm rockets are extremely powerful, if extremely unreliable, weapons from the Empire's arsenal. |
|||||||||||||||||||||
1050 | 1050 | 263 | 4 | 4356 | 3100 | 20 | 50 | 20 | 10 | 6 | 24 | 5 | 22 | 480 | 305 | |||||||
87 |
![]() ![]() Luminark of Hysh A weapon from the College of Light, vaporising their enemies by channelling the Wind of Hysh. |
|||||||||||||||||||||
1700 | 1700 | 425 | 1 | 4632 | 1700 | 60 | 60 | 50 | 12 | 8 | 26 | 18 | 14 | 320 | 2045 | |||||||
88 |
![]() ![]() Steam Tank From great range, a Steam Tank launches powerful shots of armour-piercing cannon fire with tremendous stopping power. |
|||||||||||||||||||||
2100 | 2200 | 550 | 1 | 9068 | 10000 | 160 | 100 | 48 | 36 | 10 | 200 | 80 | 40 | 380 | 400 | |||||||
89 |
![]() ![]() Sootson's Guns (Mortars) An expert in putting down the living and the dead, Bennec Sootson's guns always fire sure and true. |
|||||||||||||||||||||
800 | 800 | 200 | 4 | 4356 | 3100 | 20 | 50 | 20 | 10 | 6 | 24 | 5 | 22 | 380 | 114 | |||||||
90 |
![]() ![]() The Emperor's Wrath (Steam Tank) Just like the Emperor's boundless anger at those who would threaten his lands, this lurching mechanical beast steamrollers the opposition. |
|||||||||||||||||||||
2300 | 2400 | 600 | 1 | 9068 | 10000 | 160 | 100 | 48 | 36 | 10 | 200 | 80 | 40 | 380 | 455 | |||||||
91 |
![]() ![]() Hammer of the Witches (Great Cannons) The Hammer of the Witches, fired with righteous purpose, smites evil with thunderous, armour-shattering blasts. |
|||||||||||||||||||||
1100 | 1100 | 275 | 4 | 4356 | 3100 | 20 | 60 | 20 | 13 | 10 | 24 | 5 | 30 | 450 | 322 | |||||||
92 |
![]() ![]() The Sunmaker (Helstorm Rocket Battery) Its destructive power cannot be overstated, the world illuminated by a turbulent battery of missile fire. |
|||||||||||||||||||||
1800 | 1800 | 450 | 4 | 4356 | 3100 | 20 | 60 | 20 | 14 | 9 | 24 | 5 | 8 | 480 | 760 | |||||||
93 |
![]() ![]() Templehof Luminark (Luminark of Hysh) The Wind is stored and harnessed, resulting in the bursting forth of a lethal energy. |
|||||||||||||||||||||
1900 | 1900 | 475 | 1 | 4632 | 1700 | 60 | 70 | 50 | 17 | 12 | 26 | 18 | 14 | 320 | 2494 | |||||||
|