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HomeHome / Total War: WARHAMMER III / The Tahmaks / Units / Infantry
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 Marauders
Infantry / Axe Infantry / wh_main_nor_inf_chaos_marauders_0
Marauders
Chaos Marauders are the rank and file of Chaos armies, perfectly placed in the centre of battle, bloodied weapon in hand.
400 400 100 120 9360 100 15 60 35 34 28 28 18
2
120 Marauder Spearmen
Infantry / Spear Infantry / wh_dlc08_nor_inf_marauder_spearman_0
Marauder Spearmen
These Marauders use a wall of spears to impale their enemies, ever in the hope of Ruinous exaltation.
450 450 113 120 9360 100 15 60 35 25 37 25 6
3
120 Marauders (Great Weapons)
Infantry / Great Axe Infantry / wh_main_nor_inf_chaos_marauders_1
Marauders (Great Weapons)
Chaos Marauders are the rank and file of Chaos armies, perfectly placed in the centre of battle, bloodied weapon in hand.
500 500 125 120 9360 100 15 60 35 34 20 30 22
4
100 Marauder Berserkers
Infantry / Berserker Axe Infantry / wh_dlc08_nor_inf_marauder_berserkers_0
Marauder Berserkers
Berserkers fight with the strength of madmen and an absolute disregard for their own lives.
750 750 188 100 10200 180 15 80 37 40 24 52 33
5
100 Marauder Champions
Infantry / Axe Infantry / wh_dlc08_nor_inf_marauder_champions_0
Marauder Champions
All champions strive to be chosen, willing their deeds to be observed and judged.
1000 1000 250 100 9600 160 80 75 35 35 53 46 20
6
100 Marauder Champions (Great Weapons)
Infantry / Great Axe Infantry / wh_dlc08_nor_inf_marauder_champions_1
Marauder Champions (Great Weapons)
The bigger the blade, the greater the chance the fickle, Dark Gods will notice the aspiring champion.
1100 1100 275 100 9600 160 80 75 35 35 40 50 30