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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 Burplesmirk Spewpit
Lords / Wizard / wh3_main_ie_nor_cha_exalted_great_unclean_one_burplesmirk_spewpit
Burplesmirk Spewpit
"Take heed, little ones. You stand in the presence of a champion of proliferation."
2300 2000 0 1 12620 7000 50 80 36 60 50 550 20
2
1 Chaos Sorcerer Lord (Metal)
Lords / Wizard / wh_dlc01_nor_cha_chaos_sorcerer_lord_0
Chaos Sorcerer Lord (Metal)
When subjected to his power, all before this Sorcerer Lord are sliced, diced and desiccated .
750 1000 250 1 3808 600 80 65 33 48 44 360 20
3
1 Chaos Sorcerer Lord (Metal) (Warhorse)
Lords / Wizard / wh_dlc01_nor_cha_chaos_sorcerer_lord_1
Chaos Sorcerer Lord (Metal) (Warhorse)
When subjected to his power, all before this Sorcerer Lord are sliced, diced and desiccated .
850 1100 275 1 4288 600 100 65 33 48 44 360 40
4
1 Chaos Sorcerer Lord (Metal)
Lords / Wizard / wh_dlc01_nor_cha_chaos_sorcerer_lord_2
Chaos Sorcerer Lord (Metal)
When subjected to his power, all before this Sorcerer Lord are sliced, diced and desiccated .
1050 1200 300 1 4312 1700 90 65 78 48 44 360 40
5
1 Throgg
Lords / Hammer Infantry / wh_dlc08_nor_cha_throgg_0
Throgg
The Troll King seeks to grind the realms of civilisation under his monstrous rule.
1600 1600 400 1 8008 4000 55 70 56 60 50 495 50
6
1 Wulfrik the Wanderer
Lords / Sword Infantry / wh_dlc08_nor_cha_wulfrik_0
Wulfrik the Wanderer
The Eternal Challenger is bound to a lifetime of constant duelling and violent killing.
1000 1100 275 1 4840 1100 100 75 35 70 50 490 50
7
1 Wulfrik the Wanderer (Norscan Warhorse)
Lords / Cavalry / wh_dlc08_nor_cha_wulfrik_1
Wulfrik the Wanderer (Norscan Warhorse)
The Eternal Challenger is bound to a lifetime of constant duelling and violent killing.
1200 1200 300 1 5152 1100 100 75 35 70 50 490 65
8
1 Wulfrik the Wanderer (Marauder Chariot)
Lords / Chariot / wh_dlc08_nor_cha_wulfrik_2
Wulfrik the Wanderer (Marauder Chariot)
The Eternal Challenger is bound to a lifetime of constant duelling and violent killing.
1400 1400 350 1 5808 2200 100 75 78 48 30 420 90
9
1 Marauder Chieftain
Lords / Axe Infantry / wh_main_nor_cha_marauder_chieftan_0
Marauder Chieftain
Chieftains lead their Northmen marauders in Chaos' name, hurling themselves into the fray, where they remain until the very end.
700 700 200 1 4268 600 50 70 35 60 40 450 55
10
1 Marauder Chieftain (Norscan Warhorse)
Lords / Cavalry / wh_main_nor_cha_marauder_chieftan_1
Marauder Chieftain (Norscan Warhorse)
Chieftains lead their Northmen marauders in Chaos' name, hurling themselves into the fray, where they remain until the very end.
900 900 220 1 4668 800 50 70 34 60 40 450 65
11
1 Marauder Chieftain (Marauder Chariot)
Lords / Chariot / wh_main_nor_cha_marauder_chieftan_2
Marauder Chieftain (Marauder Chariot)
Chieftains lead their Northmen marauders in Chaos' name, hurling themselves into the fray, where they remain until the very end.
1100 1100 275 1 4980 1900 90 70 78 38 20 420 90
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.
12
1 Killgore Slaymaim
Heroes / Melee Specialist / wh3_main_ie_nor_cha_exalted_hero_mkho_killgore_slaymaim
Killgore Slaymaim
"KILL!"
1400 1400 0 1 7508 600 130 75 33 60 35 425 65
13
1 Fimir Balefiend (Fire)
Heroes / Wizard / wh_dlc08_nor_cha_fimir_balefiend_fire_0
Fimir Balefiend (Fire)
Balefiends revel in the instability they create between worlds, urging the Dark Gods to favour the Fimir once again.
550 1000 188 1 5040 1500 65 70 54 27 35 400 25
14
1 Fimir Balefiend (Shadows)
Heroes / Wizard / wh_dlc08_nor_cha_fimir_balefiend_shadow_0
Fimir Balefiend (Shadows)
Balefiends revel in the instability they create between worlds, urging the Dark Gods to favour the Fimir once again.
550 1000 188 1 5040 1500 65 70 54 27 35 400 25
15
1 Shaman-Sorcerer (Death)
Heroes / Wizard / wh_dlc08_nor_cha_shaman_sorcerer_death_0
Shaman-Sorcerer (Death)
Using his seer-craft, the Shaman-Sorcerer wrangles the Winds to guide the tribe towards war.
275 1000 275 1 3360 300 30 60 35 30 30 315 15
16
1 Shaman-Sorcerer (Death) (Norscan Warhorse)
Heroes / Wizard / wh_dlc08_nor_cha_shaman_sorcerer_death_1
Shaman-Sorcerer (Death) (Norscan Warhorse)
Using his seer-craft, the Shaman-Sorcerer wrangles the Winds to guide the tribe towards war.
475 1100 337 1 3740 300 30 60 35 30 30 315 35
17
1 Shaman-Sorcerer (Death) (Marauder Chariot)
Heroes / Wizard / wh_dlc08_nor_cha_shaman_sorcerer_death_2
Shaman-Sorcerer (Death) (Marauder Chariot)
Using his seer-craft, the Shaman-Sorcerer wrangles the Winds to guide the tribe towards war.
775 1350 300 1 4140 1700 90 60 78 30 24 300 52
18
1 Shaman-Sorcerer (Fire)
Heroes / Wizard / wh_dlc08_nor_cha_shaman_sorcerer_fire_0
Shaman-Sorcerer (Fire)
Using his seer-craft, the Shaman-Sorcerer wrangles the Winds to guide the tribe towards war.
275 1000 275 1 3360 300 30 60 35 30 30 315 15
19
1 Shaman-Sorcerer (Fire) (Norscan Warhorse)
Heroes / Wizard / wh_dlc08_nor_cha_shaman_sorcerer_fire_1
Shaman-Sorcerer (Fire) (Norscan Warhorse)
Using his seer-craft, the Shaman-Sorcerer wrangles the Winds to guide the tribe towards war.
475 1100 337 1 3740 300 30 60 35 30 30 315 35
20
1 Shaman-Sorcerer (Fire) (Marauder Chariot)
Heroes / Wizard / wh_dlc08_nor_cha_shaman_sorcerer_fire_2
Shaman-Sorcerer (Fire) (Marauder Chariot)
Using his seer-craft, the Shaman-Sorcerer wrangles the Winds to guide the tribe towards war.
775 1350 300 1 4140 1700 90 60 78 30 24 300 52
21
1 Shaman-Sorcerer (Metal)
Heroes / Wizard / wh_dlc08_nor_cha_shaman_sorcerer_metal_0
Shaman-Sorcerer (Metal)
Using his seer-craft, the Shaman-Sorcerer wrangles the Winds to guide the tribe towards war.
275 1000 275 1 3360 300 30 60 35 30 30 315 15
22
1 Shaman-Sorcerer (Metal) (Norscan Warhorse)
Heroes / Wizard / wh_dlc08_nor_cha_shaman_sorcerer_metal_1
Shaman-Sorcerer (Metal) (Norscan Warhorse)
Using his seer-craft, the Shaman-Sorcerer wrangles the Winds to guide the tribe towards war.
475 1100 337 1 3740 300 30 60 35 30 30 315 35
23
1 Shaman-Sorcerer (Metal) (Marauder Chariot)
Heroes / Wizard / wh_dlc08_nor_cha_shaman_sorcerer_metal_2
Shaman-Sorcerer (Metal) (Marauder Chariot)
Using his seer-craft, the Shaman-Sorcerer wrangles the Winds to guide the tribe towards war.
775 1350 300 1 4140 1700 90 60 78 30 24 300 52
24
1 Skin Wolf Werekin
Heroes / Skin Wolf Werekin / wh_dlc08_nor_cha_skin_wolf_werekin_0
Skin Wolf Werekin
Shredded flaps of skin, clinging to a vicious humanoid wolf-thing, are all that remains of these former champions.
1150 1150 288 1 5040 1500 70 70 75 45 32 420 40
25
1 Chaos Sorcerer (Metal)
Heroes / Wizard / wh_main_nor_cha_chaos_sorcerer_0
Chaos Sorcerer (Metal)
This Chaos Sorcerer wields the Winds of Magic, using the power of death to tear limb from limb with a gesture.
450 1000 250 1 3360 600 80 60 33 38 26 300 20
26
1 Chaos Sorcerer (Metal) (Warhorse)
Heroes / Wizard / wh_main_nor_cha_chaos_sorcerer_1
Chaos Sorcerer (Metal) (Warhorse)
This Chaos Sorcerer wields the Winds of Magic, using the power of death to tear limb from limb with a gesture.
550 1100 275 1 3740 600 90 60 33 42 40 315 40
27
1 Chaos Sorcerer (Metal)
Heroes / Wizard / wh_main_nor_cha_chaos_sorcerer_2
Chaos Sorcerer (Metal)
This Chaos Sorcerer wields the Winds of Magic, using the power of death to tear limb from limb with a gesture.
650 1200 300 1 4140 1700 90 60 78 26 16 300 60
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.
28
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
29
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
30
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
31
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
32
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
33
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
34
120 Icehorn Marauders (Marauders)
Infantry / Axe Infantry / wh_pro04_nor_inf_chaos_marauders_ror_0
Icehorn Marauders (Marauders)
The ichor of the Gods flows through the veins of those from the God-touched wilderness.
600 600 150 120 9360 100 15 70 35 43 36 28 18
35
100 Brutes of the Hound (Marauder Berserkers)
Infantry / Berserker Axe Infantry / wh_pro04_nor_inf_marauder_berserkers_ror_0
Brutes of the Hound (Marauder Berserkers)
Merciless and psychotic, these frenzied Berserkers kill with total devotion to the God of Warriors.
1050 1050 263 100 10200 180 15 100 37 50 31 52 33
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.
36
90 Marauder Hunters (Javelins)
Missile Infantry / Javelin Infantry / wh_dlc08_nor_inf_marauder_hunters_1
Marauder Hunters (Javelins)
The Hunter’s javelin takes down the largest of wild beasts, and the most gargantuan of foes.
550 500 138 90 6030 100 15 50 35 26 22 28 8 12 90 31
37
90 Marauder Hunters
Missile Infantry / Close-Quarters Infantry / wh_dlc08_nor_inf_marauder_hunters_0
Marauder Hunters
The harshest of wildernesses creates the most brutal of hunters.
550 550 138 90 6030 100 15 50 35 36 20 28 12 12 80 35
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.
38
4 Marauder Chariots
Cavalry & Chariots / Chariot / wh_main_nor_cav_chaos_chariot
Marauder Chariots
A Chaos Chariot is a terrifying thing to slam into an enemy line, punching through with maddening strength.
750 750 188 4 5568 1200 90 70 78 22 28 40 76
39
4 Marauder Ice Wolves Chariots
Cavalry & Chariots / Chariot / wh_dlc08_nor_veh_marauder_warwolves_chariot_0
Marauder Ice Wolves Chariots
With axe-flinging Marauders in tow, drooling and crazed Ice Wolves can pull chariots with overwhelming speed.
900 900 225 4 6048 1200 90 70 95 32 28 53 76 12 70 52
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.
40
60 Marauder Horsemen
Missile Cavalry & Chariots / Missile Cavalry / wh_main_nor_cav_marauder_horsemen_0
Marauder Horsemen
These men are possessed, packing a decisive punch with a touch of insanity.
550 525 131 60 4980 100 15 48 33 22 20 24 24 16 80 24
41
60 Marauder Horsemen (Throwing Axes)
Missile Cavalry & Chariots / Missile Cavalry / wh_main_nor_cav_marauder_horsemen_1
Marauder Horsemen (Throwing Axes)
These men are possessed, packing a decisive punch with a touch of insanity.
625 625 156 60 4980 100 15 48 33 22 26 24 24 12 70 27
42
60 Marauder Horsemasters
Missile Cavalry & Chariots / Missile Cavalry / wh_dlc08_nor_cav_marauder_horsemasters_0
Marauder Horsemasters
Horse-born leaders, their powerful steeds a symbol of dread status before the Dark Gods.
800 750 188 60 5400 100 50 54 33 26 26 28 30 18 90 33
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.
43
80 Norscan Warhounds
Monsters & Beasts / War Beasts / wh_main_nor_mon_chaos_warhounds_0
Norscan 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
44
80 Norscan Warhounds (Poison)
Monsters & Beasts / War Beasts / wh_main_nor_mon_chaos_warhounds_1
Norscan 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
45
48 Norscan Ice Wolves
Monsters & Beasts / War Beasts / wh_dlc08_nor_mon_warwolves_0
Norscan Ice Wolves
The icy northern reaches of frozen purgatory are haunted by howls of the ravenous.
600 650 163 48 6864 700 15 45 95 30 21 48 38
46
1 Feral Manticore
Monsters & Beasts / Flying Monster / wh_dlc08_nor_feral_manticore
Feral Manticore
The Manticore is a killer, above all. Born of Chaos, mutations and madness, but a killer all the same.
800 800 200 1 5103 1600 45 56 70 40 34 445 50
47
16 Norscan Trolls
Monsters & Beasts / Monstrous Infantry / wh_main_nor_mon_chaos_trolls
Norscan 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
48
16 Norscan Ice Trolls
Monsters & Beasts / Monstrous Infantry / wh_dlc08_nor_mon_norscan_ice_trolls_0
Norscan Ice Trolls
Mutations of the frozen north enable them to freeze their unfortunate victims with their foul, icy breath.
900 950 238 16 7904 1300 60 45 54 38 32 120 34
49
24 Skin Wolves
Monsters & Beasts / Skin Wolf / wh_dlc08_nor_mon_skinwolves_0
Skin Wolves
Skin Wolves take to the battlefield to glut themselves on the raw and dripping gore of their victims.
950 950 238 24 7416 1300 15 60 75 32 28 60 32
50
24 Skin Wolves (Armoured)
Monsters & Beasts / Skin Wolf / wh_dlc08_nor_mon_skinwolves_1
Skin Wolves (Armoured)
The half-feral, gore-obsessed Skin Wolves, armoured so their slaughter may continue unabated.
1100 1100 275 24 7416 1400 70 60 65 32 28 60 32
51
16 Fimir Warriors
Monsters & Beasts / Monstrous Infantry / wh_dlc08_nor_mon_fimir_0
Fimir Warriors
Cyclopean fiends, degenerate and malign, ever-vying for the attention of the Dark Gods.
1300 1300 325 16 8224 1500 110 70 45 30 42 90 25
52
16 Fimir Warriors (Great Weapons)
Monsters & Beasts / Monstrous Infantry / wh_dlc08_nor_mon_fimir_1
Fimir Warriors (Great Weapons)
When hoping for the fleeting, fickle favour of the Ruinous Ones, carry a really big mace.
1450 1450 363 16 8224 1500 110 70 45 30 32 95 28
53
1 Norscan Giant
Monsters & Beasts / Monster / wh_dlc08_nor_mon_norscan_giant_0
Norscan Giant
He follows those who wage war for the Dark Gods – their killing fields are his feeding grounds.
1400 1500 375 1 12620 6500 50 100 39 65 30 700 40
54
1 Feral Mammoth
Monsters & Beasts / War Mammoth / wh_dlc08_nor_mon_war_mammoth_0
Feral Mammoth
Trained to trample on command, a Mammoth can easily reduce enemies to a bloody ground-smear.
1500 1500 375 1 12988 6000 30 55 56 30 28 525 68
55
1 Frost-Wyrm
Monsters & Beasts / Flying Monster / wh_dlc08_nor_mon_frost_wyrm_0
Frost-Wyrm
Frost-Wyrms dwell in lairs below the frozen tundra, still as death until ascending for murderous activities.
1600 1700 425 1 7120 3800 70 70 70 45 41 495 57
56
1 The Cold-Voider (Frost-Wyrm)
Monsters & Beasts / Flying Monster / wh_dlc08_nor_mon_frost_wyrm_ror_0
The Cold-Voider (Frost-Wyrm)
The closest cousin of the Scion of the Cold-Void has equally murderous instincts.
1700 1700 425 1 7120 3800 70 80 70 56 51 495 57
57
5 The Great Mawherd of Bloodfjord (Feral Mammoth)
Monsters & Beasts / War Mammoth / wh_dlc08_nor_mon_war_mammoth_boss
The Great Mawherd of Bloodfjord (Feral Mammoth)
Once an awe-inspiring parade of powerful beasts, now reduced to the last few dangerous descendants of the legendary herd.
5000 1700 425 5 17040 6500 30 100 56 34 30 525 93
58
1 Frigustrex, Scion of the Cold-Void
Monsters & Beasts / Flying Monster / wh_dlc08_nor_mon_frost_wyrm_boss
Frigustrex, Scion of the Cold-Void
Cold-blooded in more ways than one, this flying killer waits to pounce from behind the blinding blizzard.
2000 1800 450 1 12656 5500 70 70 70 45 41 549 63
59
1 Marauder Chieftain (War Mammoth)
Monsters & Beasts / War Mammoth / wh_main_nor_cha_marauder_chieftan_3
Marauder Chieftain (War Mammoth)
Chieftains lead their Northmen marauders in Chaos' name, hurling themselves into the fray, where they remain until the very end.
1900 1900 475 1 14096 800 70 70 34 34 30 525 68
60
6 War Mammoth
Monsters & Beasts / War Mammoth / wh_dlc08_nor_mon_war_mammoth_1
War Mammoth
This twisted and enraged beast is a terrifying totem of might and power.
2000 2000 500 6 84576 100 70 60 33 34 30 525 68
61
1 War Mammoth (Warshrine)
Monsters & Beasts / War Mammoth / wh_dlc08_nor_mon_war_mammoth_2
War Mammoth (Warshrine)
This vicious beast carries a warshrine aloft, carrying blasphemous icons and unholy relics to battle in sight of the Chaos Gods.
2000 2000 500 1 14136 100 70 60 33 34 30 525 68
62
5 The Great Mawherd of Bloodfjord (Feral Mammoth)
Monsters & Beasts / War Mammoth / wh_dlc08_nor_mon_war_mammoth_ror_1
The Great Mawherd of Bloodfjord (Feral Mammoth)
Once an awe-inspiring parade of powerful beasts, now reduced to the last few dangerous descendants of the legendary herd.
2000 2000 500 5 13460 6500 30 50 56 34 20 130 73
63
1 Wulfrik the Wanderer (War Mammoth)
Monsters & Beasts / War Mammoth / wh_dlc08_nor_cha_wulfrik_3
Wulfrik the Wanderer (War Mammoth)
The Eternal Challenger is bound to a lifetime of constant duelling and violent killing.
2300 2300 575 1 14096 500 70 75 35 38 34 525 68
64
16 Mist Stalkers (Fimir Warriors)
Monsters & Beasts / Monstrous Infantry / wh_pro04_nor_mon_fimir_ror_0
Mist Stalkers (Fimir Warriors)
Beware the dark, brutish shadows that dwell in the foggy depths of the marsh!
1600 1600 400 16 8224 1500 110 80 45 38 52 90 25
65
80 Beasts of Tashnar (Norscan Warhounds)
Monsters & Beasts / War Beasts / wh_pro04_nor_mon_marauder_warwolves_ror_0
Beasts of Tashnar (Norscan Warhounds)
Ravenous beasts summoned from the Realm of Chaos itself, slobbering with an insatiable hunger to tear at living flesh.
600 700 175 80 6080 175 15 48 95 36 23 22 18
66
24 Maws of Savagery (Skin Wolves - Armoured)
Monsters & Beasts / Skin Wolf / wh_pro04_nor_mon_skinwolves_ror_0
Maws of Savagery (Skin Wolves - Armoured)
Armoured carapaces brindled with bloody gristle cover these truly voracious killers of frightening appearance.
1500 1500 375 24 7416 1400 70 70 65 40 36 60 32
67
6 Soulcrusher (War Mammoth)
Monsters & Beasts / War Mammoth / wh_pro04_nor_mon_war_mammoth_ror_0
Soulcrusher (War Mammoth)
A legendary destroyer of both the physical and metaphysical, annihilating souls by trampling foes into an unrecognisable pulp.
2400 2400 600 6 84576 100 70 70 33 43 39 525 68
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.
68
4 The Ice-Forged Legion
Artillery & War Machines / Siege Artillery / wh_dlc08_nor_art_hellcannon_battery
The Ice-Forged Legion
Feeding on a banquet of flesh tossed into their dire-furnaces, these Hellcannons fire bolts of devastating energy towards distant enemies.
3200 3200 800 4 15828 720 30 70 20 18 14 28 5 40 420 461