Left Panel
Warherd of the One-Eye Units
Units
- Lords (6)
- Heroes (14)
- Infantry (9)
- Missile Infantry (1)
- Cavalry & Chariots (5)
- Missile Cavalry & Chariots (2)
- Monsters & Beasts (17)
Lords | ||||||||||||||||||||||
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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. |
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1 |
Lords /
Axe Infantry / wh_dlc03_bst_cha_beastlord_0 Beastlord Savage masters of the battlefield, Beastlords join the fray with axes in hand and death in mind. |
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750 | 0 | 0 | 1 | 4656 | 800 | 70 | 70 | 38 | 60 | 40 | 470 | 60 | ||||||||||
2 |
Lords /
Chariot / wh_dlc03_bst_cha_beastlord_1 Beastlord (Razorgor Chariot) Savage masters of the battlefield, Beastlords join the fray with axes in hand and death in mind. |
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1250 | 0 | 0 | 1 | 5740 | 2200 | 100 | 70 | 70 | 38 | 32 | 400 | 90 | ||||||||||
3 |
Lords /
Sword Infantry / wh_dlc03_bst_cha_khazrak_one_eye_0 Khazrak the One-Eye More than a savage and destructive beast, Khazrak has a keen mind for strategy combined with animal cunning and guile. |
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950 | 0 | 0 | 1 | 4972 | 1400 | 100 | 75 | 42 | 60 | 52 | 490 | 70 | ||||||||||
4 |
Lords /
Chariot / wh_dlc03_bst_cha_khazrak_one_eye_1 Khazrak the One-Eye (Razorgor Chariot) More than a savage and destructive beast, Khazrak has a keen mind for strategy combined with animal cunning and guile. |
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1450 | 0 | 0 | 1 | 5972 | 2800 | 100 | 75 | 70 | 40 | 34 | 420 | 100 | ||||||||||
5 |
Lords /
Wizard / wh_dlc03_bst_cha_malagor_the_dark_omen_0 Malagor the Dark Omen Where the Crowfather treads, mayhem and destruction always follow close behind. |
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1000 | 0 | 0 | 1 | 4972 | 1200 | 15 | 65 | 38 | 50 | 45 | 400 | 50 | ||||||||||
6 |
Lords /
Axe Infantry / wh_dlc05_bst_cha_morghur_0 Morghur the Shadowgave Morghur does not care for the world as it is, preferring to remake it according to his ever-changing whims. |
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1200 | 0 | 0 | 1 | 6092 | 1200 | 15 | 75 | 39 | 55 | 45 | 400 | 56 | ||||||||||
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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. |
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7 |
Heroes /
Melee Specialist / wh2_dlc17_bst_cha_doombull_0 Doombull Battle, blood and carnage are the harbingers of Doom. |
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1250 | 0 | 0 | 1 | 6668 | 3500 | 100 | 80 | 64 | 47 | 38 | 460 | 45 | ||||||||||
8 |
Heroes /
Melee Specialist / wh2_dlc17_bst_cha_taurox_the_brass_bull_0 Taurox the Brass Bull The festival of slaughter has only just begun! |
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1600 | 0 | 0 | 1 | 7368 | 4500 | 130 | 80 | 64 | 53 | 47 | 500 | 54 | ||||||||||
9 |
Heroes /
Melee Specialist / wh2_dlc17_bst_cha_wargor_0 Wargor Spill enough blood and the Beasts will surely follow. |
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600 | 0 | 0 | 1 | 4056 | 800 | 80 | 65 | 38 | 50 | 40 | 400 | 50 | ||||||||||
10 |
Heroes /
Melee Specialist / wh2_dlc17_bst_cha_wargor_1 Wargor (Razorgor Chariot) Spill enough blood and the Beasts will surely follow. |
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1100 | 0 | 0 | 1 | 5140 | 2200 | 100 | 65 | 70 | 38 | 32 | 400 | 90 | ||||||||||
11 |
Heroes /
Melee Specialist / wh2_dlc17_bst_cha_wargor_2 Wargor (Tuskgor Chariot) Spill enough blood and the Beasts will surely follow. |
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900 | 0 | 0 | 1 | 4940 | 2000 | 80 | 65 | 70 | 32 | 26 | 370 | 74 | ||||||||||
12 |
Heroes /
Wizard / wh_dlc03_bst_cha_bray_shaman_beasts_0 Bray-Shaman (Beasts) Cloaked in the power of the beast, the Bray-Shaman uses his primal mutations to exert greater strength. |
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350 | 0 | 0 | 1 | 4168 | 800 | 15 | 55 | 38 | 30 | 28 | 310 | 38 | ||||||||||
13 |
Heroes /
Wizard / wh_dlc03_bst_cha_bray_shaman_beasts_1 Bray-Shaman (Beasts) (Razorgor Chariot) Cloaked in the power of the beast, the Bray-Shaman uses his primal mutations to exert greater strength. |
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850 | 0 | 0 | 1 | 4656 | 2200 | 100 | 55 | 70 | 34 | 30 | 310 | 80 | ||||||||||
14 |
Heroes /
Wizard / wh_dlc03_bst_cha_bray_shaman_death_0 Bray-Shaman (Death) Death whispers to the Bray-Shaman, who speaks the words to his enemies with hideous, incorporeal power. |
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350 | 0 | 0 | 1 | 4168 | 800 | 15 | 55 | 38 | 30 | 28 | 310 | 38 | ||||||||||
15 |
Heroes /
Wizard / wh_dlc03_bst_cha_bray_shaman_death_1 Bray-Shaman (Death) (Razorgor Chariot) Death whispers to the Bray-Shaman, who speaks the words to his enemies with hideous, incorporeal power. |
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850 | 0 | 0 | 1 | 4656 | 2200 | 100 | 55 | 70 | 34 | 30 | 310 | 80 | ||||||||||
16 |
Heroes /
Wizard / wh_dlc03_bst_cha_bray_shaman_shadows_0 Bray-Shaman (Shadows) Darkness marches before the Bray-Shaman, deceiving and destroying all in its path. |
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350 | 0 | 0 | 1 | 4168 | 800 | 15 | 55 | 38 | 30 | 28 | 310 | 38 | ||||||||||
17 |
Heroes /
Wizard / wh_dlc03_bst_cha_bray_shaman_shadows_1 Bray-Shaman (Shadows) (Razorgor Chariot) Darkness marches before the Bray-Shaman, deceiving and destroying all in its path. |
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850 | 0 | 0 | 1 | 4656 | 2200 | 100 | 55 | 70 | 34 | 30 | 310 | 80 | ||||||||||
18 |
Heroes /
Wizard / wh_dlc03_bst_cha_bray_shaman_wild_0 Bray-Shaman (Wild) The earth speaks and the Bray-Shaman hears it. Nature flows through him, giving him mastery over the land itself. |
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350 | 0 | 0 | 1 | 4168 | 800 | 15 | 55 | 38 | 30 | 28 | 310 | 38 | ||||||||||
19 |
Heroes /
Wizard / wh_dlc03_bst_cha_bray_shaman_wild_1 Bray-Shaman (Wild) (Razorgor Chariot) The earth speaks and the Bray-Shaman hears it. Nature flows through him, giving him mastery over the land itself. |
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850 | 0 | 0 | 1 | 4656 | 2200 | 100 | 55 | 70 | 34 | 30 | 310 | 80 | ||||||||||
20 |
Heroes /
Melee Specialist / wh_dlc03_bst_cha_gorebull_0 Gorebull Gorebulls do not hesitate, smashing into enemy ranks with overwhelming power. |
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1075 | 0 | 0 | 1 | 5868 | 2500 | 100 | 75 | 64 | 34 | 32 | 420 | 46 | ||||||||||
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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. |
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21 |
Infantry /
Axe Infantry / wh_dlc03_bst_inf_gor_herd_0 Gor Herd With a weapon in each hand, these Gors lunge and slash at anything before them with predictably wild abandon. |
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600 | 0 | 0 | 120 | 9600 | 130 | 15 | 62 | 38 | 36 | 25 | 36 | 26 | ||||||||||
22 |
Infantry /
Axe Infantry / wh_dlc03_bst_inf_gor_herd_1 Gor Herd (Shields) Gors may be rank-and-file beasts, but that does not diminish their ferocity on the battlefield. |
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550 | 0 | 0 | 120 | 9600 | 130 | 15 | 62 | 38 | 26 | 35 | 30 | 22 | ||||||||||
23 |
Infantry /
Axe Infantry / wh_dlc03_bst_inf_ungor_herd_1 Ungor Herd Though mocked by stronger beasts, Ungors nevertheless instil fear as they charge the foe down. |
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400 | 0 | 0 | 160 | 8960 | 100 | 15 | 54 | 36 | 22 | 24 | 27 | 15 | ||||||||||
24 |
Infantry /
Spear Infantry / wh_dlc03_bst_inf_ungor_spearmen_0 Ungor Spearmen Herd Ungors are more nimble than their brethren, useful for flanking foes and harassing with spears. |
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350 | 0 | 0 | 160 | 8960 | 100 | 15 | 54 | 36 | 20 | 22 | 22 | 6 | ||||||||||
25 |
Infantry /
Great Axe Infantry / wh_dlc03_bst_inf_bestigor_herd_0 Bestigor Herd The strongest, meanest Beastmen, Bestigors seek out elite foes to slaughter and dominate. |
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1050 | 0 | 0 | 100 | 10000 | 160 | 95 | 70 | 36 | 35 | 30 | 40 | 32 | ||||||||||
26 |
Infantry /
Spear Infantry / wh_dlc03_bst_inf_ungor_spearmen_1 Ungor Spearmen Herd (Shields) With shields in hand, these Ungors can engage the enemy and hold their own thereafter. |
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400 | 0 | 0 | 160 | 8960 | 100 | 15 | 54 | 36 | 20 | 30 | 22 | 6 | ||||||||||
27 |
Infantry /
Halberd Infantry / wh_pro04_bst_inf_bestigor_herd_ror_0 Khorrok's Manrippers (Bestigor Herd) More brutish than other Bestigor herds, the Manrippers can resist the charge of the most colossal opponents. |
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1300 | 0 | 0 | 100 | 10000 | 160 | 95 | 80 | 36 | 44 | 42 | 40 | 20 | ||||||||||
28 |
Infantry /
Axe Infantry / wh_pro04_bst_inf_gor_herd_ror_0 Black-Horn's Ravagers (Gor Herd - Shields) The monotonal drones of their crude pipes announce the arrival of the most savage, rowdy, undisciplined, and deadly. |
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750 | 0 | 0 | 120 | 9600 | 130 | 35 | 72 | 38 | 34 | 44 | 30 | 22 | ||||||||||
29 |
Infantry /
Spear Infantry / wh_pro04_bst_inf_ungor_spearmen_ror_0 Destroyers of the Drakwald (Ungor Spearmen Herd - Shields) The nimblest Ungors of the herds, originating from one of the most ancient woods in the Old World. |
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575 | 0 | 0 | 160 | 8960 | 100 | 15 | 64 | 36 | 27 | 47 | 22 | 6 | ||||||||||
|
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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. |
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30 |
Missile Infantry /
Missile Infantry / wh_dlc03_bst_inf_ungor_raiders_0 Ungor Raiders Although diminutive by Beastmen standards, Ungors are both faster and more nimble than others of their kind. |
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425 | 0 | 0 | 120 | 6360 | 100 | 15 | 45 | 36 | 20 | 18 | 26 | 6 | 22 | 115 | 16 | |||||||
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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. |
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31 |
Cavalry & Chariots /
Chariot / wh2_dlc17_bst_cav_tuskgor_chariot_0 Tuskgor Chariots Above the howls of the wounded sounds the rumble of chariots. |
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750 | 0 | 0 | 4 | 5672 | 1330 | 80 | 60 | 70 | 28 | 24 | 42 | 64 | ||||||||||
32 |
Cavalry & Chariots /
Monstrous Chariot / wh_dlc03_bst_cav_razorgor_chariot_0 Razorgor Chariots Though temperamental, a successful Razorgor Chariot charge causes horrendous damage to the enemy line. |
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1150 | 0 | 0 | 4 | 6112 | 1530 | 100 | 70 | 70 | 34 | 30 | 48 | 80 | ||||||||||
33 |
Cavalry & Chariots /
Bestial Cavalry / wh_dlc03_bst_inf_centigors_0 Centigors Hybrid man-beasts, raging at fate, Centigors bring their anger to bear upon anything in their path. |
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700 | 0 | 0 | 60 | 6720 | 950 | 35 | 60 | 84 | 24 | 28 | 32 | 42 | ||||||||||
34 |
Cavalry & Chariots /
Bestial Cavalry Great Weapons / wh_dlc03_bst_inf_centigors_2 Centigors (Great Weapons) A Centigor charges the enemy battle line, great weapon in hand, delivering oblivion to its foes. |
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900 | 0 | 0 | 60 | 6720 | 950 | 35 | 60 | 84 | 22 | 22 | 34 | 42 | ||||||||||
35 |
Cavalry & Chariots /
Bestial Cavalry Great Weapons / wh_pro04_bst_inf_centigors_ror_0 Sons of Ghorros (Centigors - Great Weapons) There are no Beastmen more loyal to the self-alleged father of all Centigors than these. |
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1200 | 0 | 0 | 60 | 6720 | 950 | 70 | 70 | 84 | 29 | 29 | 34 | 42 | ||||||||||
|
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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. |
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36 |
Missile Cavalry & Chariots /
Bestial Missile Cavalry / wh2_dlc17_bst_inf_centigors_ror_1 Groghooves of Wolf's Run (Centigors - Throwing Axes) Where their chariots go, bloodshed surely follows. |
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1100 | 0 | 0 | 60 | 5880 | 950 | 35 | 70 | 84 | 29 | 27 | 32 | 30 | 14 | 70 | 34 | |||||||
37 |
Missile Cavalry & Chariots /
Bestial Missile Cavalry / wh_dlc03_bst_inf_centigors_1 Centigors (Throwing Axes) Though clumsy, Centigors can still lodge a throwing axe deep into an enemy skull from afar. |
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800 | 0 | 0 | 60 | 5880 | 950 | 35 | 60 | 84 | 22 | 20 | 32 | 30 | 14 | 70 | 28 | |||||||
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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. |
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38 |
Monsters & Beasts /
War Beasts / wh_dlc03_bst_inf_chaos_warhounds_1 Chaos Warhounds (Poison) This beast's bite brings not just pain, but also a cruel toxicity that courses through every vein. |
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450 | 0 | 0 | 80 | 6080 | 150 | 15 | 38 | 95 | 26 | 17 | 22 | 20 | ||||||||||
39 |
Monsters & Beasts /
Specialist Artillery / wh_dlc03_bst_inf_cygor_0 Cygor Plagued by visions, Cygors are cursed to see the Winds of Chaos. Naturally, this makes them mad and extremely dangerous. |
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1550 | 0 | 0 | 1 | 9800 | 6500 | 50 | 75 | 39 | 44 | 25 | 450 | 28 | 25 | 400 | 373 | |||||||
40 |
Monsters & Beasts /
Monstrous Infantry / wh_dlc03_bst_inf_minotaurs_0 Minotaurs A ferocious hunger drives axe-wielding Minotaurs into the melee - hunger for war and hunger for flesh. |
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1200 | 0 | 0 | 16 | 8704 | 1600 | 35 | 75 | 62 | 34 | 32 | 110 | 34 | ||||||||||
41 |
Monsters & Beasts /
Monstrous Infantry / wh_dlc03_bst_inf_minotaurs_1 Minotaurs (Shields) The victims of a Minotaur are ripped limb from limb and then, unfortunately, devoured. |
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1200 | 0 | 0 | 16 | 8704 | 1600 | 45 | 75 | 62 | 34 | 45 | 110 | 32 | ||||||||||
42 |
Monsters & Beasts /
Monstrous Infantry Great Weapons / wh_dlc03_bst_inf_minotaurs_2 Minotaurs (Great Weapons) A Minotaur, with axe in hand, can hold its own against dozens of enemies with vicious, brutal fury. |
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1200 | 0 | 0 | 16 | 8704 | 1600 | 35 | 75 | 62 | 34 | 32 | 110 | 40 | ||||||||||
43 |
Monsters & Beasts /
Monster / wh2_dlc17_bst_mon_ghorgon_0 Ghorgon Gluttony and hunger are all that some beasts know. |
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2000 | 0 | 0 | 1 | 10888 | 6500 | 50 | 80 | 64 | 57 | 34 | 520 | 46 | ||||||||||
44 |
Monsters & Beasts /
Monstrous Beast / wh_dlc03_bst_inf_razorgor_herd_0 Razorgor Herd Hideously mutated and filled with hungry rage, Razorgors tear men apart in their search for food. |
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600 | 0 | 0 | 32 | 6176 | 1100 | 45 | 55 | 70 | 24 | 18 | 52 | 46 | ||||||||||
45 |
Monsters & Beasts /
Monster / wh2_dlc17_bst_mon_ghorgon_ror_0 The Bloodbrute Behemoth (Ghorgon) Such a ravenous appetite is never truly sated. |
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2550 | 0 | 0 | 1 | 10888 | 6500 | 50 | 90 | 64 | 71 | 43 | 520 | 46 | ||||||||||
46 |
Monsters & Beasts /
Monster / wh2_dlc17_bst_mon_jabberslythe_0 Jabberslythe Fear can so easily be twisted into madness. |
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1700 | 0 | 0 | 1 | 9220 | 5500 | 60 | 75 | 65 | 36 | 42 | 450 | 30 | ||||||||||
47 |
Monsters & Beasts /
Monster / wh2_dlc17_bst_mon_jabberslythe_ror_0 The Vorbergland Broodmother (Jabberslythe) Behold the true visage of insanity. |
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2100 | 0 | 0 | 1 | 9220 | 5500 | 60 | 85 | 65 | 45 | 52 | 450 | 30 | ||||||||||
48 |
Monsters & Beasts /
Flying Monster / wh_dlc03_bst_feral_manticore Feral Manticore The Manticore is a killer, above all. Born of Chaos, mutations and madness, but a killer all the same. |
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800 | 0 | 0 | 1 | 5103 | 1600 | 45 | 56 | 70 | 40 | 34 | 445 | 50 | ||||||||||
49 |
Monsters & Beasts /
Monstrous Infantry / wh_dlc03_bst_mon_chaos_spawn_0 Chaos Spawn An eldritch horror, the mad thrashing of its unnatural limbs sends all to their doom. |
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1000 | 0 | 0 | 16 | 8768 | 1500 | 10 | 100 | 42 | 36 | 28 | 140 | 30 | ||||||||||
50 |
Monsters & Beasts /
Monster / wh_dlc03_bst_mon_giant_0 Giant Giants attack the enemy in a rage, with flailing limbs that break both man and machine apart. |
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1400 | 0 | 0 | 1 | 12620 | 6500 | 50 | 100 | 39 | 65 | 30 | 700 | 40 | ||||||||||
51 |
Monsters & Beasts /
War Beasts / wh_dlc03_bst_inf_chaos_warhounds_0 Chaos Warhounds A pack of Chaos Warhounds charging, full of bloodlust and with jaws wide, creates no purer sense of terror. |
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400 | 0 | 0 | 80 | 6080 | 150 | 15 | 38 | 95 | 26 | 17 | 22 | 20 | ||||||||||
52 |
Monsters & Beasts /
Flying Melee Infantry / wh_dlc05_bst_mon_harpies_0 Harpies Victims find out too late that the enchanting creature gliding towards them is not a woman, but a savage, rabid beast! |
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500 | 0 | 0 | 60 | 5220 | 200 | 15 | 52 | 48 | 22 | 38 | 44 | 20 | ||||||||||
53 |
Monsters & Beasts /
Specialist Artillery / wh_pro04_bst_inf_cygor_ror_0 The Eye of Morrslieb (Cygor) The glow of the rock exacerbates its curse, tormenting it with even more vivid visions than other Cygors. |
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1900 | 0 | 0 | 1 | 9800 | 6500 | 50 | 85 | 39 | 54 | 32 | 450 | 28 | 25 | 400 | 455 | |||||||
54 |
Monsters & Beasts /
Monstrous Infantry / wh_pro04_bst_inf_minotaurs_ror_0 Butchers of Kalkengard (Minotaurs - Shields) The towns of men are but larders of flesh for the followers of the ways of Ragush, ravager of Kalkengard. |
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1500 | 0 | 0 | 16 | 8704 | 1600 | 45 | 85 | 62 | 43 | 56 | 110 | 32 | ||||||||||
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