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Wintertooth Units
Units
- Lords (11)
- Heroes (16)
- Infantry (8)
- Missile Infantry (2)
- Cavalry & Chariots (2)
- Missile Cavalry & Chariots (3)
- Monsters & Beasts (25)
- Artillery & War Machines (1)
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 /
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." |
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2300 | 2000 | 0 | 1 | 12620 | 7000 | 50 | 80 | 36 | 60 | 50 | 550 | 20 | ||||||||||
2 |
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 . |
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750 | 1000 | 250 | 1 | 3808 | 600 | 80 | 65 | 33 | 48 | 44 | 360 | 20 | ||||||||||
3 |
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 . |
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850 | 1100 | 275 | 1 | 4288 | 600 | 100 | 65 | 33 | 48 | 44 | 360 | 40 | ||||||||||
4 |
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 . |
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1050 | 1200 | 300 | 1 | 4312 | 1700 | 90 | 65 | 78 | 48 | 44 | 360 | 40 | ||||||||||
5 |
Lords /
Hammer Infantry / wh_dlc08_nor_cha_throgg_0 Throgg The Troll King seeks to grind the realms of civilisation under his monstrous rule. |
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1600 | 1600 | 400 | 1 | 8008 | 4000 | 55 | 70 | 56 | 60 | 50 | 495 | 50 | ||||||||||
6 |
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. |
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1000 | 1100 | 275 | 1 | 4840 | 1100 | 100 | 75 | 35 | 70 | 50 | 490 | 50 | ||||||||||
7 |
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. |
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1200 | 1200 | 300 | 1 | 5152 | 1100 | 100 | 75 | 35 | 70 | 50 | 490 | 65 | ||||||||||
8 |
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. |
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1400 | 1400 | 350 | 1 | 5808 | 2200 | 100 | 75 | 78 | 48 | 30 | 420 | 90 | ||||||||||
9 |
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. |
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700 | 700 | 200 | 1 | 4268 | 600 | 50 | 70 | 35 | 60 | 40 | 450 | 55 | ||||||||||
10 |
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. |
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900 | 900 | 220 | 1 | 4668 | 800 | 50 | 70 | 34 | 60 | 40 | 450 | 65 | ||||||||||
11 |
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. |
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1100 | 1100 | 275 | 1 | 4980 | 1900 | 90 | 70 | 78 | 38 | 20 | 420 | 90 | ||||||||||
|
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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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12 |
Heroes /
Melee Specialist / wh3_main_ie_nor_cha_exalted_hero_mkho_killgore_slaymaim Killgore Slaymaim "KILL!" |
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1400 | 1400 | 0 | 1 | 7508 | 600 | 130 | 75 | 33 | 60 | 35 | 425 | 65 | ||||||||||
13 |
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. |
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550 | 1000 | 188 | 1 | 5040 | 1500 | 65 | 70 | 54 | 27 | 35 | 400 | 25 | ||||||||||
14 |
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. |
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550 | 1000 | 188 | 1 | 5040 | 1500 | 65 | 70 | 54 | 27 | 35 | 400 | 25 | ||||||||||
15 |
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. |
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275 | 1000 | 275 | 1 | 3360 | 300 | 30 | 60 | 35 | 30 | 30 | 315 | 15 | ||||||||||
16 |
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. |
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475 | 1100 | 337 | 1 | 3740 | 300 | 30 | 60 | 35 | 30 | 30 | 315 | 35 | ||||||||||
17 |
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. |
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775 | 1350 | 300 | 1 | 4140 | 1700 | 90 | 60 | 78 | 30 | 24 | 300 | 52 | ||||||||||
18 |
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. |
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275 | 1000 | 275 | 1 | 3360 | 300 | 30 | 60 | 35 | 30 | 30 | 315 | 15 | ||||||||||
19 |
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. |
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475 | 1100 | 337 | 1 | 3740 | 300 | 30 | 60 | 35 | 30 | 30 | 315 | 35 | ||||||||||
20 |
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. |
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775 | 1350 | 300 | 1 | 4140 | 1700 | 90 | 60 | 78 | 30 | 24 | 300 | 52 | ||||||||||
21 |
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. |
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275 | 1000 | 275 | 1 | 3360 | 300 | 30 | 60 | 35 | 30 | 30 | 315 | 15 | ||||||||||
22 |
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. |
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475 | 1100 | 337 | 1 | 3740 | 300 | 30 | 60 | 35 | 30 | 30 | 315 | 35 | ||||||||||
23 |
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. |
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775 | 1350 | 300 | 1 | 4140 | 1700 | 90 | 60 | 78 | 30 | 24 | 300 | 52 | ||||||||||
24 |
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. |
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1150 | 1150 | 288 | 1 | 5040 | 1500 | 70 | 70 | 75 | 45 | 32 | 420 | 40 | ||||||||||
25 |
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. |
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450 | 1000 | 250 | 1 | 3360 | 600 | 80 | 60 | 33 | 38 | 26 | 300 | 20 | ||||||||||
26 |
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. |
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550 | 1100 | 275 | 1 | 3740 | 600 | 90 | 60 | 33 | 42 | 40 | 315 | 40 | ||||||||||
27 |
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. |
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650 | 1200 | 300 | 1 | 4140 | 1700 | 90 | 60 | 78 | 26 | 16 | 300 | 60 | ||||||||||
|
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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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28 |
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. |
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400 | 400 | 100 | 120 | 9360 | 100 | 15 | 60 | 35 | 34 | 28 | 28 | 18 | ||||||||||
29 |
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. |
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450 | 450 | 113 | 120 | 9360 | 100 | 15 | 60 | 35 | 25 | 37 | 25 | 6 | ||||||||||
30 |
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. |
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500 | 500 | 125 | 120 | 9360 | 100 | 15 | 60 | 35 | 34 | 20 | 30 | 22 | ||||||||||
31 |
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. |
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750 | 750 | 188 | 100 | 10200 | 180 | 15 | 80 | 37 | 40 | 24 | 52 | 33 | ||||||||||
32 |
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. |
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1000 | 1000 | 250 | 100 | 9600 | 160 | 80 | 75 | 35 | 35 | 53 | 46 | 20 | ||||||||||
33 |
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. |
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1100 | 1100 | 275 | 100 | 9600 | 160 | 80 | 75 | 35 | 35 | 40 | 50 | 30 | ||||||||||
34 |
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. |
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600 | 600 | 150 | 120 | 9360 | 100 | 15 | 70 | 35 | 43 | 36 | 28 | 18 | ||||||||||
35 |
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. |
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1050 | 1050 | 263 | 100 | 10200 | 180 | 15 | 100 | 37 | 50 | 31 | 52 | 33 | ||||||||||
|
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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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36 |
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. |
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550 | 500 | 138 | 90 | 6030 | 100 | 15 | 50 | 35 | 26 | 22 | 28 | 8 | 12 | 90 | 31 | |||||||
37 |
Missile Infantry /
Close-Quarters Infantry / wh_dlc08_nor_inf_marauder_hunters_0 Marauder Hunters The harshest of wildernesses creates the most brutal of hunters. |
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550 | 550 | 138 | 90 | 6030 | 100 | 15 | 50 | 35 | 36 | 20 | 28 | 12 | 12 | 80 | 35 | |||||||
|
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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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38 |
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. |
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750 | 750 | 188 | 4 | 5568 | 1200 | 90 | 70 | 78 | 22 | 28 | 40 | 76 | ||||||||||
39 |
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. |
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900 | 900 | 225 | 4 | 6048 | 1200 | 90 | 70 | 95 | 32 | 28 | 53 | 76 | 12 | 70 | 52 | |||||||
|
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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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40 |
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. |
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550 | 525 | 131 | 60 | 4980 | 100 | 15 | 48 | 33 | 22 | 20 | 24 | 24 | 16 | 80 | 24 | |||||||
41 |
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. |
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625 | 625 | 156 | 60 | 4980 | 100 | 15 | 48 | 33 | 22 | 26 | 24 | 24 | 12 | 70 | 27 | |||||||
42 |
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. |
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800 | 750 | 188 | 60 | 5400 | 100 | 50 | 54 | 33 | 26 | 26 | 28 | 30 | 18 | 90 | 33 | |||||||
|
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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. |
|||||
43 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 | ||||||||||
|
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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 |
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 | |||||||
|