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HomeHome / Total War: WARHAMMER III / The Challenge Stone Pact / Units
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.
1
120 Chaos Marauders
Infantry / Axe Infantry / wh_main_chs_inf_chaos_marauders_0
Chaos Marauders
Chaos Marauders are the rank and file of Chaos armies, perfectly placed in the centre of battle, bloodied weapon in hand.
375 375 94 120 9360 100 15 60 35 34 28 28 18
2
120 Chaos Marauders (Great Weapons)
Infantry / Great Axe Infantry / wh_main_chs_inf_chaos_marauders_1
Chaos Marauders (Great Weapons)
Chaos Marauders are the rank and file of Chaos armies, perfectly placed in the centre of battle, bloodied weapon in hand.
475 475 119 120 9360 100 15 60 35 34 20 30 22
3
100 Chaos Warriors
Infantry / Axe Infantry / wh_main_chs_inf_chaos_warriors_0
Chaos Warriors
Chaos Warriors come alive in the midst of bloody battle; thriving on the slaughter of similar foes.
750 750 188 100 9000 160 100 75 28 36 44 36 20
4
100 Chaos Warriors (Halberds)
Infantry / Halberd Infantry / wh_main_chs_inf_chaos_warriors_1
Chaos Warriors (Halberds)
Chaos Warriors come alive in the midst of bloody battle; thriving on the slaughter of similar foes.
850 850 213 100 9000 160 100 75 28 30 42 34 10
5
80 Chosen
Infantry / Axe Infantry / wh_main_chs_inf_chosen_0
Chosen
Chosen are greater than their Chaotic brethren, more powerful and savage in close quarters, especially with great weapons.
1250 1250 313 80 10480 160 120 85 28 46 60 48 26
6
80 Chosen (Great Weapons)
Infantry / Great Axe Infantry / wh_main_chs_inf_chosen_1
Chosen (Great Weapons)
Chosen are greater than their Chaotic brethren, more powerful and savage in close quarters, especially with great weapons.
1450 1450 363 80 10480 160 120 85 28 48 46 50 32
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.
7
4 Chaos Chariots
Cavalry & Chariots / Chariot / wh_main_chs_cav_chaos_chariot
Chaos Chariots
A Chaos Chariot is a terrifying thing to slam into an enemy line, punching through with maddening strength.
750 750 188 4 5672 1230 110 70 78 22 28 40 76
8
60 Chaos Knights
Cavalry & Chariots / Cavalry / wh_main_chs_cav_chaos_knights_0
Chaos Knights
Chaos Knights deliver a terrifyingly powerful charge to enemy lines, particularly if armed with a lance.
1300 1400 350 60 7620 130 120 75 33 44 52 53 44
9
60 Chaos Knights (Lances)
Cavalry & Chariots / Shock Cavalry / wh_main_chs_cav_chaos_knights_1
Chaos Knights (Lances)
Chaos Knights deliver a terrifyingly powerful charge to enemy lines, particularly if armed with a lance.
1400 1500 375 60 7620 130 120 75 33 42 36 53 80
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.
10
60 Marauder Horsemen
Missile Cavalry & Chariots / Missile Cavalry / wh_main_chs_cav_marauder_horsemen_0
Marauder Horsemen
These men are possessed, packing a decisive punch with a touch of insanity.
550 500 125 60 4980 100 15 48 33 22 20 24 24 16 80 24
11
60 Marauder Horsemen (Throwing Axes)
Missile Cavalry & Chariots / Missile Cavalry / wh_main_chs_cav_marauder_horsemen_1
Marauder Horsemen (Throwing Axes)
These men are possessed, packing a decisive punch with a touch of insanity.
600 600 150 60 4980 100 15 48 33 22 26 24 24 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.
12
80 Chaos Warhounds
Monsters & Beasts / War Beasts / wh_main_chs_mon_chaos_warhounds_0
Chaos Warhounds
A well-placed kennel of Warhounds, set loose on the enemy lines, can thread injury and debilitating poison amongst the enemy.
400 400 100 80 6080 150 15 38 95 26 17 22 20
13
80 Chaos Warhounds (Poison)
Monsters & Beasts / War Beasts / wh_main_chs_mon_chaos_warhounds_1
Chaos Warhounds (Poison)
This beast's bite brings not just pain, but also a cruel toxicity that courses through every vein.
450 450 113 80 6080 150 15 38 95 26 17 22 20
14
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
15
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
16
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
17
16 Chaos Trolls
Monsters & Beasts / Monstrous Infantry / wh_main_chs_mon_trolls
Chaos Trolls
Though temperamental and difficult to control, a Troll is a whirling ball of difficult-to-kill death.
800 800 200 16 7904 1500 40 45 54 34 32 100 24
18
16 Chaos Spawn
Monsters & Beasts / Monstrous Infantry / wh_main_chs_mon_chaos_spawn
Chaos Spawn
Monsters of mutated chaos, these altered beasts rain savage blows upon the foe.
1000 900 225 16 8768 1500 10 100 42 36 28 160 30
19
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
20
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
21
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
22
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
23
1 Chaos Giant
Monsters & Beasts / Monster / wh_main_chs_mon_giant
Chaos Giant
A Giant is possessed of immense strength, and is devastatingly powerful when unleashed upon the opposition's battle line.
1400 1500 375 1 12620 6500 50 100 39 65 30 700 40
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.
24
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
25
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
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.
26
1 Hellcannon
Artillery & War Machines / Siege Artillery / wh_main_chs_art_hellcannon
Hellcannon
The Hellcannon has a deadly sentience, firing bolts of eldritch fury over great distances.
1200 1200 300 1 3957 720 30 70 20 18 14 28 5 25 420 378