Left Panel
menu
HomeHome / Total War: WARHAMMER III / Exiles of Khorne / 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
1 Herald of Khorne
Lords / Melee Specialist / wh3_main_kho_cha_herald_of_khorne_0
Herald of Khorne
Driven to madness by its unending lust for slaughter, this legend insanely spurs the Blood Legion on to ever-greater acts of destruction.
900 2000 225 1 4448 1000 40 70 48 65 40 400 50
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 Bloodreaper
Heroes / Melee Specialist / wh3_main_kho_cha_bloodreaper_0
Bloodreaper
This champion is hardened by the scars of countless battles and granted will enough to command a modicum of Khorne's Blood Legion.
700 2000 200 1 4048 1000 40 65 46 60 35 375 45
3
1 Cultist of Khorne
Heroes / Melee Specialist / wh3_main_kho_cha_cultist_0
Cultist of Khorne
Cultists of the Blood God are brutes in battle, hoping to draw their master's gaze.
700 2000 250 1 4068 1000 75 65 44 55 40 420 45
4
1 Cultist of Khorne (Chaos Steed)
Heroes / Melee Specialist / wh3_main_kho_cha_cultist_1
Cultist of Khorne (Chaos Steed)
A mortal warrior with strength and bloodlust beyond any other, charging atop a berserker steed fed on human flesh.
900 2000 250 1 4468 1000 95 65 44 55 40 420 60
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
120 Marauders of Khorne
Infantry / Axe Infantry / wh3_dlc20_chs_inf_chaos_marauders_mkho
Marauders of Khorne
Gory displays of warrior prowess are every Northman's way of turning the Hound God’s gaze.
425 425 106 120 9360 100 35 60 35 34 23 28 18
6
120 Marauders of Khorne (Dual Weapons)
Infantry / Berserker Axe Infantry / wh3_dlc20_chs_inf_chaos_marauders_mkho_dualweapons
Marauders of Khorne (Dual Weapons)
A Marauder's hand devoid of a weapon is useless in the eyes of Khorne.
575 575 144 120 9360 100 35 60 35 34 17 40 30
7
100 Bloodletters of Khorne
Infantry / Greatsword Infantry / wh3_main_kho_inf_bloodletters_0
Bloodletters of Khorne
The Lesser Daemon of Khorne is a behorned, blood-hungry footsoldier.
800 800 200 100 8000 125 35 65 38 34 26 34 30
8
80 Forsaken of Khorne
Infantry / Melee Infantry / wh3_dlc20_chs_inf_forsaken_mkho
Forsaken of Khorne
Hideous corruption of the flesh may outwardly appear a curse, but for Khorne’s purposes are a blessing.
800 800 213 80 7360 230 100 70 46 32 15 58 36
9
100 Chaos Warriors of Khorne
Infantry / Axe Infantry / wh3_main_kho_inf_chaos_warriors_0
Chaos Warriors of Khorne
Fighters raised from the strongest of Northmen stock, but no longer truly human.
850 850 213 100 9000 160 110 75 28 36 39 36 20
10
100 Chaos Warriors of Khorne (Halberds)
Infantry / Halberd Infantry / wh3_main_kho_inf_chaos_warriors_1
Chaos Warriors of Khorne (Halberds)
Living weapons in the service of Khorne, far stronger than scores of mortal men. No sane horseman would ride toward their hell-forged halberds.
950 950 238 100 9000 160 110 75 28 30 37 34 10
11
100 Chaos Warriors of Khorne (Dual Weapons)
Infantry / Berserker Axe Infantry / wh3_main_kho_inf_chaos_warriors_2
Chaos Warriors of Khorne (Dual Weapons)
When you fight for blood, and for Khorne, others’ simple necessities, such as sleep and food, are entirely meaningless.
1000 1000 250 100 9000 160 110 75 28 36 33 52 32
12
100 Exalted Bloodletters of Khorne
Infantry / Greatsword Infantry / wh3_main_kho_inf_bloodletters_1
Exalted Bloodletters of Khorne
Those Bloodletters that bring their master more skulls are elevated, and so their lust for blood grows.
1200 1200 300 100 9200 150 40 75 38 42 34 44 36
13
80 Chosen of Khorne
Infantry / Axe Infantry / wh3_dlc20_chs_inf_chosen_mkho
Chosen of Khorne
Only the strongest are deserving of Khorne’s gifts. Only the greatest fulfil the potential they bring.
1350 1350 338 80 10480 160 130 85 28 46 55 48 26
14
100 Hellforged Host (Exalted Bloodletters of Khorne)
Infantry / Greatsword Infantry / wh3_twa06_kho_inf_bloodletters_ror_0
Hellforged Host (Exalted Bloodletters of Khorne)
Death begets more death; once the Hungering Blades taste blood, nothing can stop the carnage that follows this Khornate scourge!
1500 1500 375 100 9200 150 60 80 38 52 43 44 36
15
80 Chosen of Khorne (Dual Weapons)
Infantry / Berserker Axe Infantry / wh3_dlc20_chs_inf_chosen_mkho_dualweapons
Chosen of Khorne (Dual Weapons)
With twice the weaponry, slaking Khorne’s bloodlust becomes a far gorier prospect.
1500 1500 375 80 10480 160 130 85 28 46 49 69 38
16
100 Brutes of the Hound (Marauder Berserkers)
Infantry / Berserker Axe Infantry / wh_pro04_nor_inf_marauder_berserkers_ror_0
Brutes of the Hound (Marauder Berserkers)
Merciless and psychotic, these frenzied Berserkers kill with total devotion to the God of Warriors.
1050 1050 263 100 10200 180 15 100 37 50 31 52 33
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.
17
4 Chaos Chariots of Khorne
Cavalry & Chariots / Chariot / wh3_dlc20_chs_cav_chaos_chariot_mkho
Chaos Chariots of Khorne
A Chaos Chariot is a terrifying thing to slam into an enemy line, punching through with maddening strength.
850 850 213 4 5672 1230 120 70 78 22 23 40 76
18
4 Gorebeast Chariot of Khorne
Cavalry & Chariots / Chariot / wh3_main_kho_cav_gorebeast_chariot
Gorebeast Chariot of Khorne
Those who are not gored by the rolling spikes of this beast chariot are thrown to a clumsy, painful demise.
1300 1300 325 4 6528 2130 130 70 66 35 25 50 80
19
60 Chaos Knights of Khorne
Cavalry & Chariots / Cavalry / wh3_dlc20_chs_cav_chaos_knights_mkho
Chaos Knights of Khorne
A tithing of skulls for their bloody Master is hastened from atop an armoured, charging steed.
1400 1500 375 60 7620 130 130 75 33 44 47 53 44
20
32 Bloodcrushers of Khorne
Cavalry & Chariots / Monstrous Cavalry / wh3_main_kho_cav_bloodcrushers_0
Bloodcrushers of Khorne
Bloodletters borne upon colossal Juggernauts, living engines of carnage – shock cavalry as unstoppable as they are terrifying.
1500 1500 375 32 7392 100 100 75 33 40 34 60 55
21
60 Chaos Knights of Khorne (Lances)
Cavalry & Chariots / Shock Cavalry / wh3_dlc20_chs_cav_chaos_knights_mkho_lances
Chaos Knights of Khorne (Lances)
Deadly lances extend forth, sundering battle lines like the knuckles on the mailed fist of Khorne Himself.
1500 1600 400 60 7620 130 130 75 33 42 31 53 80
22
32 Heralds of Khorne's Fury (Bloodcrushers of Khorne)
Cavalry & Chariots / Cavalry / wh3_twa07_kho_cav_bloodcrushers_ror_0
Heralds of Khorne's Fury (Bloodcrushers of Khorne)
Rage burns like a cloak of blazing hellfire, sheathing these Khornate cavalrymen in a vortex of searing flames.
1700 1700 425 32 7392 100 100 80 33 50 43 60 55
23
32 Skullcrushers of Khorne
Cavalry & Chariots / Monstrous Shock Cavalry / wh3_main_kho_cav_skullcrushers_0
Skullcrushers of Khorne
Knights in hell-forged armour, rewarded for their savage duty with Daemonic mounts from which to spill ever-deeper rivers of blood.
1700 1800 450 32 7840 100 130 75 33 42 40 64 70
24
32 Knights of the Brazen Throne (Skullcrushers of Khorne)
Cavalry & Chariots / Monstrous Shock Cavalry / wh3_dlc20_kho_cav_skullcrushers_mkho_ror
Knights of the Brazen Throne (Skullcrushers of Khorne)
Wet breeches are the least of enemy infantry's problems when this hellish cavalry of Khorne bears down.
1900 2200 550 32 7840 100 130 85 33 52 50 64 70
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.
25
60 Marauder Horsemen of Khorne (Throwing Axes)
Missile Cavalry & Chariots / Missile Cavalry / wh3_dlc20_chs_cav_marauder_horsemen_mkho_throwing_axes
Marauder Horsemen of Khorne (Throwing Axes)
The tribal outriders serve the savage whims of the Hound God from atop their dread steeds.
700 700 175 60 4980 100 35 48 33 22 21 40 36 12 70 27
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.
26
80 Chaos Warhounds
Monsters & Beasts / War Beasts / wh3_main_kho_inf_chaos_warhounds_0
Chaos Warhounds
Apex predators warped by the Ruinous energies of Chaos, forever desirous to gorge upon mortal flesh.
450 450 113 80 6080 150 25 38 95 26 12 22 20
27
40 Chaos Furies (Khorne)
Monsters & Beasts / Flying Melee Infantry / wh3_main_kho_inf_chaos_furies_0
Chaos Furies (Khorne)
These foul, winged Daemons are murderous Khornate energy made flesh.
600 550 138 40 5160 150 20 35 100 36 18 44 24
28
32 Flesh Hounds of Khorne
Monsters & Beasts / War Beasts / wh3_main_kho_inf_flesh_hounds_of_khorne_0
Flesh Hounds of Khorne
Primal blood-hunters bereft of all fear, capable of tracking any prey for an eternity.
750 700 175 32 6176 450 30 60 95 36 26 58 46
29
16 Spawn of Khorne
Monsters & Beasts / Monstrous Infantry / wh3_main_kho_mon_spawn_of_khorne_0
Spawn of Khorne
Those unable to bear the force and fury of Khorne's gifts become Spawn, with all former reason replaced by wrathful madness.
1100 1000 250 16 8768 1500 30 100 42 36 23 160 30
30
1 Chaos Warshrine of Khorne
Monsters & Beasts / Support Monster / wh3_dlc20_chs_mon_warshrine_mkho
Chaos Warshrine of Khorne
Impaled with the rune-etched skulls of Khorne’s enemies, the Warshrine’s every spike trickles with rivulets of blood.
1300 1300 325 1 11242 100 70 60 33 35 25 375 25
31
16 Minotaurs of Khorne
Monsters & Beasts / Monstrous Infantry / wh3_main_kho_mon_khornataurs_0
Minotaurs of Khorne
A bull-headed Beastman pledged to the service of Khorne, for no other could provide the hot blood and red meat the Minotaur craves.
1300 1450 363 16 8704 1600 70 70 56 34 27 110 34
32
16 Minotaurs of Khorne (Great Weapons)
Monsters & Beasts / Monstrous Infantry Great Weapons / wh3_main_kho_mon_khornataurs_1
Minotaurs of Khorne (Great Weapons)
Gore-crazed, man-eating Minotaurs equipped with ancient weapons of legend harvested from their countless victims' shattered corpses.
1300 1550 388 16 8704 1600 70 70 56 34 27 110 40
33
1 Soul Grinder (Khorne)
Monsters & Beasts / Monster / wh3_main_kho_mon_soul_grinder_0
Soul Grinder (Khorne)
A fallen Daemon given new life, of a sort, within a colossal, soul-harvesting hulk.
1750 1900 475 1 8188 4000 90 65 75 55 35 500 50 40 120 720
34
1 Bloodthirster
Monsters & Beasts / Flying Monster / wh3_main_kho_mon_bloodthirster_0
Bloodthirster
The greatest of Khorne's Daemons, a Bloodthirster thinks only of the hunt and the skulls to be gathered in the Blood God's name.
2000 2000 500 1 7732 4000 70 75 55 60 44 480 55
35
1 Khorne’s Bloody Fist (Bloodthirster)
Monsters & Beasts / Flying Monster / wh3_twa08_kho_mon_bloodthirster_0_ror
Khorne’s Bloody Fist (Bloodthirster)
Even by Bloodthirster standards, the Bloody Fist stands apart, for it grows stronger as it pounds monstrous enemies to a gory blot on the landscape.
2350 2350 588 1 7732 4000 70 85 55 73 54 480 55
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.
36
1 Blood Shrine of Khorne
Artillery & War Machines / Magic Chariot / wh3_main_kho_veh_blood_shrine_0
Blood Shrine of Khorne
A blood-soaked, rolling altar to the Murder God's glory, bristling with fell blades, jagged spikes and the shattered skulls of the fallen.
950 950 238 1 4688 125 110 60 38 34 18 200 45
37
1 Skullcannon
Artillery & War Machines / War Machine / wh3_main_kho_veh_skullcannon_0
Skullcannon
This Daemon-infused machine bombards any who escape its wheels with their comrades’ burning, screeching skulls.
1100 1100 275 1 4692 125 110 60 38 30 18 200 45 12 380 418