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HomeHome / Total War: WARHAMMER III / Disciples of the Maw / 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 Greasus Goldtooth
Lords / Great Axe Infantry / wh3_main_ogr_cha_greasus_goldtooth_0
Greasus Goldtooth
The fattest, wealthiest and most powerful Ogre in living memory – but still the Overtyrant hungers for more. More!
1500 1500 375 1 8488 4000 55 85 35 65 38 590 30
2
1 Skrag the Slaughterer
Lords / Wizard / wh3_main_ogr_cha_skrag_the_slaughterer_0
Skrag the Slaughterer
Unbreakable, brutal beyond measure and barely sane, Skrag heeds only the voice of the Great Maw.
900 1000 250 1 7208 2500 30 70 48 50 40 430 50
3
1 Slaughtermaster (Beasts)
Lords / Wizard / wh3_main_ogr_cha_slaughtermaster_beasts_0
Slaughtermaster (Beasts)
Forever carving flesh for gore-soaked rituals with which to imbue his hungry tribe with terrifying strength.
800 1000 250 1 6508 2100 40 60 54 40 48 400 44
4
1 Slaughtermaster (Great Maw)
Lords / Wizard / wh3_main_ogr_cha_slaughtermaster_great_maw_0
Slaughtermaster (Great Maw)
Forever carving flesh for gore-soaked rituals with which to imbue his hungry tribe with terrifying strength.
800 1000 250 1 6508 2100 40 60 54 40 48 400 44
5
1 Tyrant
Lords / Sword Infantry / wh3_main_ogr_cha_tyrant_0
Tyrant
Colossal, despotic ruler of his tribe – a position earned only by devouring his rivals.
1350 1350 343 1 7008 2300 90 75 54 63 40 450 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.
6
1 Butcher (Beasts)
Heroes / Wizard / wh3_main_ogr_cha_butcher_beasts_0
Butcher (Beasts)
The Butcher can find a good use for every last part of a carcass.
550 1000 250 1 5508 2100 30 60 54 40 40 380 44
7
1 Butcher (Great Maw)
Heroes / Wizard / wh3_main_ogr_cha_butcher_great_maw_0
Butcher (Great Maw)
The Butcher can find a good use for every last part of a carcass.
550 1000 250 1 5508 2100 30 60 54 40 40 380 44
8
1 Firebelly
Heroes / Wizard / wh3_main_ogr_cha_firebelly_0
Firebelly
Rejoice, for the flame-belching voice of the volcano comes to share his marvellous tales.
750 1000 250 1 5508 2300 30 65 54 48 32 430 50
9
1 Hunter
Heroes / Missile Specialist / wh3_main_ogr_cha_hunter_0
Hunter
Countless legendary beasts have fallen prey to the Hunters' deadly traps and cruel spears.
800 1000 250 1 5508 2300 30 75 57 48 46 370 50 20 120 400
10
1 Hunter (Stonehorn)
Heroes / Missile Specialist / wh3_main_ogr_cha_hunter_1
Hunter (Stonehorn)
Countless legendary beasts have fallen prey to the Hunters' deadly traps and cruel spears.
2100 1900 475 1 10062 2300 110 75 57 44 32 480 70 20 120 400
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.
11
160 Gnoblars
Infantry / Spear Infantry / wh3_main_ogr_inf_gnoblars_0
Gnoblars
Vicious enough to be useful but dim enough to be obedient, Gnoblars are commonly used as slaves, cannon fodder, ammunition or appetisers.
200 250 63 160 8960 90 15 45 35 18 26 21 6
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.
12
160 Gnoblar Trappers
Missile Infantry / Missile Infantry / wh3_main_ogr_inf_gnoblars_1
Gnoblar Trappers
Larger and smarter than the average Gnoblar, which isn't saying much, but their snares provide a steady stream of meat.
400 450 113 160 8960 90 15 45 35 18 26 21 6 10 70 15
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.
13
12 Mournfang Cavalry
Cavalry & Chariots / Monstrous Cavalry / wh3_main_ogr_cav_mournfang_cavalry_0
Mournfang Cavalry
An Ogre rider can control his slavering Mournfang only by raining repeated blows upon its iron-hard skull.
1100 1100 275 12 7680 1500 90 60 54 36 30 120 68
14
12 Mournfang Cavalry (Ironfists)
Cavalry & Chariots / Monstrous Cavalry / wh3_main_ogr_cav_mournfang_cavalry_1
Mournfang Cavalry (Ironfists)
Spike-armoured Ogre and thunderous, indefatigable mountain beast: the heaviest shock cavalry in the known world.
1250 1250 313 12 7680 1500 100 60 54 36 38 120 68
15
12 Mournfang Cavalry (Great Weapons)
Cavalry & Chariots / Monstrous Cavalry / wh3_main_ogr_cav_mournfang_cavalry_2
Mournfang Cavalry (Great Weapons)
To be flattened by the Mournfang's unstoppable charge is a more merciful death than being consumed by its ravenous rider.
1350 1350 338 12 7680 1500 90 60 54 36 30 120 68
16
12 Crushers (Ironfist)
Cavalry & Chariots / Monstrous Cavalry / wh3_main_ogr_cav_crushers_0
Crushers (Ironfist)
The belligerent Rhinox's near-blindness is no obstacle to the mindless destruction its Ogre rider demands.
1800 1800 450 12 8784 1500 130 70 54 44 38 144 80
17
12 Crushers (Great Weapons)
Cavalry & Chariots / Monstrous Cavalry / wh3_main_ogr_cav_crushers_1
Crushers (Great Weapons)
The only sure way to escape the pulverising charge of a half-blind Rhinox is to make oneself smell like another Rhinox.
1900 1900 475 12 8784 1500 120 70 54 44 30 144 80
18
12 Sky-Striders (Crushers - Great Weapons)
Cavalry & Chariots / Monstrous Cavalry / wh3_twa07_ogr_cav_crushers_ror_0
Sky-Striders (Crushers - Great Weapons)
What the Sky-Titans no longer need, the Sky-Striders will gladly pluck from the corpse of their abandoned mountain holds.
2100 2100 525 12 8784 1500 120 80 54 54 38 144 80
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.
19
24 Ogre Bulls
Monsters & Beasts / Monstrous Infantry / wh3_main_ogr_inf_ogres_0
Ogre Bulls
Sheer brute strength, unending hunger, and barely enough wit to know fear. Nothing matters more to an Ogre Bull than his next meal.
500 500 125 24 7992 1500 30 60 54 28 26 90 44
20
32 Sabretusk Pack
Monsters & Beasts / War Beasts / wh3_main_ogr_mon_sabretusk_pack_0
Sabretusk Pack
Hunting beasts made entirely of coiled muscle and bereft of all fear.
500 500 125 32 5792 450 30 48 95 38 28 70 36
21
24 Ogre Bulls (Dual Weapons)
Monsters & Beasts / Monstrous Infantry / wh3_main_ogr_inf_ogres_1
Ogre Bulls (Dual Weapons)
No Ogre truly needs weapons to pulverise his foes, for his immense fists suffice. But all Ogres crave trophies…
650 650 163 24 7992 1500 30 60 54 28 26 90 44
22
24 Ogre Bulls (Ironfists)
Monsters & Beasts / Monstrous Infantry / wh3_main_ogr_inf_ogres_2
Ogre Bulls (Ironfists)
Their spiked metal gauntlets can shred foes to ribbons – which means less chewing later.
650 650 163 24 7992 1500 40 60 54 28 34 90 44
23
16 Ironguts
Monsters & Beasts / Monstrous Infantry / wh3_main_ogr_inf_ironguts_0
Ironguts
The only thing more frightening than a charging Ogre is an even bigger charging Ogre.
1000 1000 250 16 9280 1800 100 70 54 36 38 100 46
24
12 Gorgers
Monsters & Beasts / Monstrous Infantry / wh3_main_ogr_mon_gorgers_0
Gorgers
Outcast Ogre whelps become ravenous, sinewy, cannibalistic horrors, bereft of all reason.
1100 1100 275 12 6216 1500 15 100 54 44 28 100 42
25
16 Maneaters
Monsters & Beasts / Monstrous Infantry / wh3_main_ogr_inf_maneaters_0
Maneaters
Nomadic mercenaries, adorned in the garish trappings of the kingdoms they have visited, fought for and terrorised.
1200 1200 300 16 9280 1700 40 80 54 40 42 110 50
26
16 Maneaters (Ironfists)
Monsters & Beasts / Monstrous Infantry / wh3_main_ogr_inf_maneaters_1
Maneaters (Ironfists)
Many have lost a limb (or several) as a consequence of laughing at the sight of a hulking Ogre wearing a feathered hat and breeches.
1300 1300 325 16 9280 1700 50 80 54 40 50 110 50
27
16 Maneaters (Great Weapons)
Monsters & Beasts / Monstrous Infantry / wh3_main_ogr_inf_maneaters_2
Maneaters (Great Weapons)
Unusually astute Ogre mercenaries, boasting the exotic spoils and countless scars of far-off wars.
1400 1400 350 16 9280 1700 40 80 54 40 42 110 54
28
1 Giant
Monsters & Beasts / Monster / wh3_main_ogr_mon_giant_0
Giant
Even the dullest Ogre appears a genius against these gargantuan, vagrant cretins.
1400 1500 375 1 12620 6500 50 100 39 65 30 700 40
29
1 Stonehorn
Monsters & Beasts / Monster / wh3_main_ogr_mon_stonehorn_0
Stonehorn
Hide as hard as rock, horns that can tear mountain-tops asunder, hooves that can flatten legions.
1800 1800 450 1 9608 1500 110 70 54 40 28 480 70
30
1 The Snowhorn of Mourn (Stonehorn)
Monsters & Beasts / Monster / wh3_twa08_ogr_mon_stonehorn_0_ror
The Snowhorn of Mourn (Stonehorn)
Used to living in the sub-polar temperatures of the Granitetooth Graveyard, this characteristically vicious Stonehorn knows how to use the icy cold to its best advantage, bringing far more than mere heft to the fight.
2050 2050 513 1 9608 1500 110 80 54 50 36 480 70
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.
31
16 Leadbelchers
Missile Monsters & Beasts / Monstrous Cannon Infantry / wh3_main_ogr_inf_leadbelchers_0
Leadbelchers
Roasting and tenderising enemies with point-blank cannon fire creates delicious, ready-to-eat meals.
1000 1000 250 16 4928 1500 50 60 42 26 26 90 24 20 200 85
32
16 Maneaters (Ogre Pistol)
Missile Monsters & Beasts / Monstrous Missile Infantry / wh3_main_ogr_inf_maneaters_3
Maneaters (Ogre Pistol)
The lurid trophies of their many distant conflicts ensure that no two of these wandering mercenaries are armed the same way.
1500 1500 375 16 9280 1700 40 80 54 40 42 110 50 20 140 96
33
16 Powder-Guts (Maneaters – Ogre Pistols)
Missile Monsters & Beasts / Monstrous Missile Infantry / wh3_twa06_ogr_inf_maneaters_ror_0
Powder-Guts (Maneaters – Ogre Pistols)
A roving band of mercenary Maneaters, equipped with the finest firearms the Empire city of Nuln has to offer.
1950 1950 488 16 9280 1700 40 90 54 50 52 110 50 20 160 118
34
1 Stonehorn (Harpoon Launcher)
Missile Monsters & Beasts / Missile Monster / wh3_main_ogr_mon_stonehorn_1
Stonehorn (Harpoon Launcher)
Only the steeliest of Ogre trappers can face down a Stonehorn's rock-shattering charge and live to tell the tale.
2100 2100 525 1 9608 1500 110 70 54 40 28 480 70 22 250 375
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.
35
1 Gnoblar Scraplauncher
Artillery & War Machines / Catapult / wh3_main_ogr_veh_gnoblar_scraplauncher_0
Gnoblar Scraplauncher
Though it seems a miracle that this ramshackle catapult functions, its devastating firepower is not to be doubted.
900 900 225 1 4604 2300 80 60 66 26 16 160 48 18 420 441
36
1 Ironblaster
Artillery & War Machines / Siege Artillery / wh3_main_ogr_veh_ironblaster_0
Ironblaster
A vast sky-cannon crudely lashed to beast-driven wheels, its thunderous volleys able to decimate entire regiments.
1700 1700 425 1 6104 2300 90 60 66 26 20 160 48 20 380 1172