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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 Tzeentch (Tzeentch)
Lords / Wizard / wh3_main_pro_tze_cha_herald_of_tzeentch_tzeentch_0
Herald of Tzeentch (Tzeentch)
A magical slave granted rare agency, great cunning and potent sorcery by the Great Conspirator.
800 1000 250 1 3808 600 20 70 38 35 35 375 20 20 130 375
2
1 Herald of Tzeentch (Tzeentch)
Lords / Wizard / wh3_main_pro_tze_cha_herald_of_tzeentch_tzeentch_1
Herald of Tzeentch (Tzeentch)
A powerful Daemon Sorcerer, directing the Changer's snickering legions from atop an eldritch sky-shark.
1200 1200 300 1 4208 1300 20 70 105 35 35 375 35 20 130 375
3
3 Herald of Tzeentch (Tzeentch)
Lords / Wizard / wh3_main_pro_tze_cha_herald_of_tzeentch_tzeentch_2
Herald of Tzeentch (Tzeentch)
A chosen Daemon of Tzeentch, soaring through the skies on a mount pulled by multiple glimmering Screamers, raining Sorcerous doom upon all below.
1500 1500 375 3 16116 100 20 70 38 35 28 380 35 20 130 375
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.
4
1 Cultist of Tzeentch
Heroes / Wizard / wh3_main_pro_tze_cha_cultist_0
Cultist of Tzeentch
Spreading the words – and lies – of their master, many Cultists of the Deceiver are magically inclined.
300 1000 250 1 3688 600 15 55 34 25 30 285 15
5
1 Cultist of Tzeentch
Heroes / Wizard / wh3_main_pro_tze_cha_cultist_1
Cultist of Tzeentch
Spreading the words – and lies – of their master, many Cultists of the Deceiver are magically inclined.
500 1000 250 1 4088 600 45 55 34 25 30 285 30
6
1 Iridescent Horror (Metal)
Heroes / Wizard / wh3_main_tze_cha_iridescent_horror_metal_0
Iridescent Horror (Metal)
A magical automaton granted a semblance of consciousness by the Raven, its unstable flesh cycling through endless shapes, colours and faces.
700 900 225 1 3408 500 20 65 38 30 30 300 20 20 130 338
7
1 Iridescent Horror (Metal) (Disc of Tzeentch)
Heroes / Wizard / wh3_main_tze_cha_iridescent_horror_metal_1
Iridescent Horror (Metal) (Disc of Tzeentch)
A shapeless mass of solid magic, granted enough momentary stability and lucidity to control the skies.
1100 1100 275 1 3808 1300 20 65 105 30 30 300 35 20 130 338
8
3 Iridescent Horror (Metal) (Burning Chariot)
Heroes / Wizard / wh3_main_tze_cha_iridescent_horror_metal_2
Iridescent Horror (Metal) (Burning Chariot)
A favoured Horror commanding Tzeentch's gibbering legions and raining down change-magic from its sky-borne chariot.
1400 1400 350 3 14916 100 20 65 38 30 23 380 35 20 130 338
9
1 Iridescent Horror (Tzeentch)
Heroes / Wizard / wh3_main_tze_cha_iridescent_horror_tzeentch_0
Iridescent Horror (Tzeentch)
A magical automaton granted a semblance of consciousness by the Raven, its unstable flesh cycling through endless shapes, colours and faces.
700 900 225 1 3408 500 20 65 38 30 30 300 20 20 130 338
10
1 Iridescent Horror (Tzeentch) (Disc of Tzeentch)
Heroes / Wizard / wh3_main_tze_cha_iridescent_horror_tzeentch_1
Iridescent Horror (Tzeentch) (Disc of Tzeentch)
A shapeless mass of solid magic, granted enough momentary stability and lucidity to control the skies.
1100 1100 275 1 3808 1300 20 65 105 30 30 300 35 20 130 338
11
3 Iridescent Horror (Tzeentch) (Burning Chariot)
Heroes / Wizard / wh3_main_tze_cha_iridescent_horror_tzeentch_2
Iridescent Horror (Tzeentch) (Burning Chariot)
A favoured Horror commanding Tzeentch's gibbering legions and raining down change-magic from its sky-borne chariot.
1400 1400 350 3 14916 100 20 65 38 30 23 380 35 20 130 338
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 Blue Horrors of Tzeentch
Infantry / Melee Infantry / wh3_main_pro_tze_inf_blue_horrors_0
Blue Horrors of Tzeentch
When a Pink Horror is slain, it is replaced by a pair of smaller Blue Horrors, as surly as their predecessors were joyful.
400 400 100 160 7680 70 5 45 38 20 22 24 10 5 90 19
13
160 Blue Horrors of Tzeentch
Infantry / Melee Infantry / wh3_main_tze_inf_blue_horrors_0
Blue Horrors of Tzeentch
When a Pink Horror is slain, it is replaced by a pair of smaller Blue Horrors, as surly as their predecessors were joyful.
500 500 125 160 7680 70 5 45 38 20 22 24 10 4 90 19
14
80 Forsaken of Tzeentch
Infantry / Melee Infantry / wh3_main_tze_inf_forsaken_0
Forsaken of Tzeentch
Change upon change upon change – Tzeentch devolves his mortal servants into broken, twisted nightmares.
850 850 213 80 7360 230 85 70 46 32 20 58 36
15
80 Forsaken of Tzeentch
Infantry / Melee Infantry / wh3_main_pro_tze_inf_forsaken_0
Forsaken of Tzeentch
Change upon change upon change – Tzeentch devolves his mortal servants into broken, twisted nightmares.
850 850 212 80 7360 230 85 70 46 32 20 58 36
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.
16
80 Pink Horrors of Tzeentch
Missile Infantry / Missile Infantry / wh3_main_tze_inf_pink_horrors_0
Pink Horrors of Tzeentch
The giggling rank and file of Tzeentch's sorcerous legion, magical energy coalesced into something like corporeal form, endlessly shifting and mutating.
700 700 175 80 6400 100 25 65 38 22 26 28 12 20 130 25
17
80 Pink Horrors of Tzeentch
Missile Infantry / Missile Infantry / wh3_main_pro_tze_inf_pink_horrors_0
Pink Horrors of Tzeentch
The giggling rank and file of Tzeentch's sorcerous legion, magical energy coalesced into something like corporeal form, endlessly shifting and mutating.
700 700 175 80 6400 100 15 60 38 22 26 28 12 20 130 25
18
80 Exalted Pink Horrors of Tzeentch
Missile Infantry / Missile Infantry / wh3_main_tze_inf_pink_horrors_1
Exalted Pink Horrors of Tzeentch
Most Horrors live mayfly-short lives before reverting to magical energy, but a rare few reach veteran status.
1100 1100 275 80 7200 130 25 70 38 30 38 32 14 20 130 30
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.
19
60 Chaos Knights of Tzeentch
Cavalry & Chariots / Cavalry / wh3_main_pro_tze_cav_chaos_knights_0
Chaos Knights of Tzeentch
Mounted warriors of great intellect and cunning, they seek forbidden knowledge – thus pledging their swords to Tzeentch.
1400 1500 375 60 7620 130 120 75 33 44 52 53 44
20
60 Chaos Knights of Tzeentch
Cavalry & Chariots / Cavalry / wh3_main_tze_cav_chaos_knights_0
Chaos Knights of Tzeentch
Mounted warriors of great intellect and cunning, they seek forbidden knowledge – thus pledging their swords to Tzeentch.
1400 1500 375 60 7620 130 120 75 33 44 52 53 44
21
24 Doom Knights of Tzeentch
Cavalry & Chariots / Flying Cavalry / wh3_main_tze_cav_doom_knights_0
Doom Knights of Tzeentch
Mortal might granted sorcerous flight, tearing the skies asunder in a blaze of blue and gold.
1500 1600 400 24 5880 1000 120 80 105 44 36 80 52
Monsters & Beasts
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
22
40 Chaos Furies (Tzeentch)
Monsters & Beasts / Flying Melee Infantry / wh3_main_tze_inf_chaos_furies_0
Chaos Furies (Tzeentch)
One of the lowest forms of Daemon, little more than fragments of Tzeentch's dark sorcery given winged form, but lethal in a throng.
600 550 138 40 5160 150 20 35 100 36 18 44 24
23
16 Screamers of Tzeentch
Monsters & Beasts / Flying Monstrous Infantry / wh3_main_pro_tze_mon_screamers_0
Screamers of Tzeentch
Quicksilver sky-beasts, briefly leaving the tides of magic to play their part in Tzeentch's aeons-long schemes.
700 700 175 16 4112 700 20 60 80 26 22 60 22
24
16 Spawn of Tzeentch
Monsters & Beasts / Monstrous Infantry / wh3_main_tze_mon_spawn_of_tzeentch_0
Spawn of Tzeentch
The gift of Change gone too far, transforming its recipient into a horrifying mass of flesh, innumerable eyes and screaming mouths.
1100 1000 250 16 8768 1500 10 100 42 36 28 160 30
25
1 Lord of Change
Monsters & Beasts / Flying Monster / wh3_main_tze_mon_lord_of_change_0
Lord of Change
A vision of feathered horror, its flesh undulating with unnatural energies and monstrous tongue whispering countless deceptions.
1500 1700 425 1 7028 3500 30 70 54 45 45 420 35
26
1 The Golden Griffin of Theurgy (Lord of Change)
Monsters & Beasts / Flying Monster / wh3_twa08_tze_mon_lord_of_change_0_ror
The Golden Griffin of Theurgy (Lord of Change)
The most powerful of the Changer’s chosen confuses and beguiles, before swooping in to give his enemies a bloody, merciless mauling.
1850 1850 463 1 7028 3500 90 80 54 56 56 420 35
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.
27
12 Flamers of Tzeentch
Missile Monsters & Beasts / Monstrous Missile Infantry / wh3_main_pro_tze_mon_flamers_0
Flamers of Tzeentch
Flaming whirlwinds of Tzeentch's infinite sorcery, their flesh covered in twisted faces, they unravel their foes' very being with reality-warping Chaos-fire.
850 850 212 12 3084 700 10 55 50 28 12 46 8 10 90 304
28
12 Flamers of Tzeentch
Missile Monsters & Beasts / Monstrous Missile Infantry / wh3_main_tze_mon_flamers_0
Flamers of Tzeentch
Flaming whirlwinds of Tzeentch's infinite sorcery, their flesh covered in twisted faces, they unravel their foes' very being with reality-warping Chaos-fire.
850 850 213 12 3084 700 10 55 50 28 12 46 8 10 90 304
29
1 Exalted Flamer of Tzeentch
Missile Monsters & Beasts / Missile Monster / wh3_main_tze_mon_exalted_flamers_0
Exalted Flamer of Tzeentch
Blazing, mindless Daemon constructs that reduce their enemies to howling puddles of bubbling flesh.
1300 1300 325 1 3180 1400 10 60 50 34 20 365 6 15 150 1305