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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 Balthasar Gelt
Lords / Wizard / wh_main_emp_cha_balthasar_gelt_0
Balthasar Gelt
The way of fire is nothing compared to the fluid power of metal!
350 1000 250 1 3688 800 20 65 34 34 38 300 30
2
1 Balthasar Gelt (Quicksilver)
Lords / Wizard / wh_main_emp_cha_balthasar_gelt_1
Balthasar Gelt (Quicksilver)
The way of fire is nothing compared to the fluid power of metal!
750 1400 350 1 4456 800 50 65 34 34 38 300 70
3
1 General of the Empire
Lords / Sword Infantry / wh_main_emp_cha_general_0
General of the Empire
The Lord commander wades into battle, cutting foes apart and setting an example for the rest of the army.
600 1000 250 1 4068 600 85 70 34 55 45 430 40
4
1 General of the Empire (Barded Warhorse)
Lords / Cavalry / wh_main_emp_cha_general_1
General of the Empire (Barded Warhorse)
The Lord commander wades into battle, cutting foes apart and setting an example for the rest of the army.
850 1200 300 1 4672 600 105 70 34 55 45 430 65
5
1 General of the Empire (Imperial Pegasus)
Lords / Flying Cavalry / wh_main_emp_cha_general_2
General of the Empire (Imperial Pegasus)
The Lord commander wades into battle, cutting foes apart and setting an example for the rest of the army.
1150 1350 337 1 4972 600 85 70 34 55 45 430 80
6
1 General of the Empire (Imperial Griffon)
Lords / Flying Monstrous Cavalry / wh_main_emp_cha_general_3
General of the Empire (Imperial Griffon)
The Lord commander wades into battle, cutting foes apart and setting an example for the rest of the army.
1400 1400 375 1 5376 600 85 70 34 47 30 450 70
7
1 General of the Empire (Warhorse)
Lords / Cavalry / wh_main_emp_cha_general_4
General of the Empire (Warhorse)
The Lord commander wades into battle, cutting foes apart and setting an example for the rest of the army.
800 1100 275 1 4672 600 85 70 34 55 45 430 65
8
1 Karl Franz
Lords / Hammer Infantry / wh_main_emp_cha_karl_franz_0
Karl Franz
For the Empire! For Sigmar! For GLORY!
1100 1100 275 1 4288 800 100 80 34 65 45 470 65
9
1 Karl Franz (Deathclaw)
Lords / Flying Monstrous Cavalry / wh_main_emp_cha_karl_franz_1
Karl Franz (Deathclaw)
For the Empire! For Sigmar! For GLORY!
1900 1900 475 1 5828 800 100 80 34 56 38 490 90
10
1 Karl Franz (Imperial Pegasus)
Lords / Flying Cavalry / wh_main_emp_cha_karl_franz_2
Karl Franz (Imperial Pegasus)
For the Empire! For Sigmar! For GLORY!
1650 1500 375 1 5208 800 100 80 34 65 45 470 90
11
1 Karl Franz (Warhorse)
Lords / Cavalry / wh_main_emp_cha_karl_franz_3
Karl Franz (Warhorse)
For the Empire! For Sigmar! For GLORY!
1300 1300 325 1 4892 800 100 80 34 65 45 470 90
12
1 Karl Franz (Barded Warhorse)
Lords / Cavalry / wh_main_emp_cha_karl_franz_4
Karl Franz (Barded Warhorse)
For the Empire! For Sigmar! For GLORY!
1350 1350 337 1 4892 800 120 80 34 65 45 470 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.
13
1 Hertwig van Hal
Heroes / Missile Specialist / wh2_dlc13_emp_cha_hunter_doctor_hertwig_van_hal_0
Hertwig van Hal
A physician by choice but a Witch Hunter by bloodline, Doctor van Hal both preserves natural life and destroys unnatural evil.
600 1000 0 1 3988 500 40 70 34 40 38 330 30 50 90 375
14
1 Jorek Grimm
Heroes / Missile Specialist / wh2_dlc13_emp_cha_hunter_jorek_grimm_0
Jorek Grimm
Jorek Grimm is a master inventor unlike any other of his kin – a bold, radical risk-taker.
750 1000 0 1 4188 1100 120 75 32 40 35 280 14 50 180 300
15
1 Kalara
Heroes / Hybrid Weapon Specialist / wh2_dlc13_emp_cha_hunter_kalara_of_wydrioth_0
Kalara
A solemn and sorrowful Waystalker, Kalara possesses a demeanour that belies her furious lethality.
700 1000 0 1 3988 400 50 70 42 58 48 325 28 40 190 350
16
1 Rodrik L'Anguille
Heroes / Melee Specialist / wh2_dlc13_emp_cha_hunter_rodrik_l_anguille_0
Rodrik L'Anguille
No mere soldier of fortune, Rodrik’s resilience and swordsmanship make him a valuable asset in any theatre of war.
475 1000 0 1 4088 800 95 70 34 50 45 390 45
17
1 Waystalker
Heroes / Hybrid Weapon Specialist / wh_dlc05_wef_cha_waystalker_0
Waystalker
Never missing the mark, one alone is a deadly, formidable opponent.
600 1000 250 1 3688 400 40 60 42 55 45 325 28 30 190 350
18
1 Thane
Heroes / Melee Specialist / wh_main_dwf_cha_thane
Thane
The Thane leads Dwarfs to battle with a cry of vengeance and an unstoppable rage.
500 1000 250 1 4168 1100 120 70 32 50 55 400 30
19
1 Empire Captain
Heroes / Melee Specialist / wh_main_emp_cha_captain_0
Empire Captain
A Captain of the Empire is a Hero, a specialist in melee who leads by his courageous example.
350 1000 250 1 3688 800 85 65 34 50 40 375 40
20
1 Empire Captain (Warhorse)
Heroes / Melee Specialist / wh_main_emp_cha_captain_1
Empire Captain (Warhorse)
A Captain of the Empire is a Hero, a specialist in melee who leads by his courageous example.
550 1100 275 1 4168 800 85 65 34 50 40 375 70
21
1 Empire Captain (Barded Warhorse)
Heroes / Melee Specialist / wh_main_emp_cha_captain_2
Empire Captain (Barded Warhorse)
A Captain of the Empire is a Hero, a specialist in melee who leads by his courageous example.
600 1200 300 1 4168 800 105 65 34 50 40 375 70
22
1 Empire Captain (Imperial Pegasus)
Heroes / Melee Specialist / wh_main_emp_cha_captain_3
Empire Captain (Imperial Pegasus)
A Captain of the Empire is a Hero, a specialist in melee who leads by his courageous example.
825 1350 337 1 4456 800 85 65 34 50 40 375 85
23
1 Warrior Priest
Heroes / Support Specialist / wh_main_emp_cha_warrior_priest_0
Warrior Priest
These men wade into battle with conventional weapons, but can also call powerful magical forces to decimate their enemies.
350 1000 250 1 3688 600 85 70 34 45 30 360 30
24
1 Warrior Priest (Warhorse)
Heroes / Support Specialist / wh_main_emp_cha_warrior_priest_1
Warrior Priest (Warhorse)
These men wade into battle with conventional weapons, but can also call powerful magical forces to decimate their enemies.
550 1100 275 1 4168 600 85 70 34 45 30 360 50
25
1 Warrior Priest (Barded Warhorse)
Heroes / Support Specialist / wh_main_emp_cha_warrior_priest_2
Warrior Priest (Barded Warhorse)
These men wade into battle with conventional weapons, but can also call powerful magical forces to decimate their enemies.
600 1200 300 1 4168 600 105 70 34 45 30 360 50
26
1 Witch Hunter
Heroes / Missile Specialist / wh_main_emp_cha_witch_hunter
Witch Hunter
With pistol in hand and a furious desire to root out heresy, the Witch Hunter is a formidable fighter.
500 1000 250 1 3688 500 45 65 34 36 34 330 30 50 90 375
27
1 Bright Wizard
Heroes / Wizard / wh_main_emp_cha_wizard_fire_0
Bright Wizard
The Lore of Fire imbues Bright Wizards with the power to call searing fire and burning death upon those who oppose them.
250 1000 250 1 3420 300 20 55 35 25 30 300 15
28
1 Bright Wizard (Warhorse)
Heroes / Wizard / wh_main_emp_cha_wizard_fire_1
Bright Wizard (Warhorse)
The Lore of Fire imbues Bright Wizards with the power to call searing fire and burning death upon those who oppose them.
450 1100 275 1 3840 300 20 55 33 25 30 300 35
29
1 Bright Wizard (Imperial Pegasus)
Heroes / Wizard / wh_main_emp_cha_wizard_fire_2
Bright Wizard (Imperial Pegasus)
The Lore of Fire imbues Bright Wizards with the power to call searing fire and burning death upon those who oppose them.
650 1350 337 1 4008 300 50 55 33 25 30 300 35
30
1 Bright Wizard (Barded Warhorse)
Heroes / Wizard / wh_main_emp_cha_wizard_fire_3
Bright Wizard (Barded Warhorse)
The Lore of Fire imbues Bright Wizards with the power to call searing fire and burning death upon those who oppose them.
500 1200 300 1 3840 300 50 55 33 25 30 300 35
31
1 Celestial Wizard
Heroes / Wizard / wh_main_emp_cha_wizard_heavens_0
Celestial Wizard
Celestial Wizards draw strength from the Comet of Power, calling devastating heavenly magic to rend enemies asunder.
250 1000 250 1 3420 300 20 55 35 25 30 300 15
32
1 Celestial Wizard (Warhorse)
Heroes / Wizard / wh_main_emp_cha_wizard_heavens_1
Celestial Wizard (Warhorse)
Celestial Wizards draw strength from the Comet of Power, calling devastating heavenly magic to rend enemies asunder.
450 1100 275 1 3840 300 20 55 33 25 30 300 35
33
1 Celestial Wizard (Imperial Pegasus)
Heroes / Wizard / wh_main_emp_cha_wizard_heavens_2
Celestial Wizard (Imperial Pegasus)
Celestial Wizards draw strength from the Comet of Power, calling devastating heavenly magic to rend enemies asunder.
650 1500 325 1 4008 300 50 55 33 25 30 300 35
34
1 Celestial Wizard (Barded Warhorse)
Heroes / Wizard / wh_main_emp_cha_wizard_heavens_4
Celestial Wizard (Barded Warhorse)
Celestial Wizards draw strength from the Comet of Power, calling devastating heavenly magic to rend enemies asunder.
500 1200 300 1 3840 300 50 55 33 25 30 300 35
35
1 Light Wizard
Heroes / Wizard / wh_main_emp_cha_wizard_light_0
Light Wizard
Light Wizards illuminate their foes with magic drawn from the Lore of Light, blazing and binding enemies with purifying brightness.
250 1000 250 1 3420 300 20 55 35 25 30 300 15
36
1 Light Wizard (Warhorse)
Heroes / Wizard / wh_main_emp_cha_wizard_light_1
Light Wizard (Warhorse)
Light Wizards illuminate their foes with magic drawn from the Lore of Light, blazing and binding enemies with purifying brightness.
450 1100 275 1 3840 300 20 55 33 25 30 300 35
37
1 Light Wizard (Imperial Pegasus)
Heroes / Wizard / wh_main_emp_cha_wizard_light_2
Light Wizard (Imperial Pegasus)
Light Wizards illuminate their foes with magic drawn from the Lore of Light, blazing and binding enemies with purifying brightness.
650 1500 325 1 4008 300 50 55 33 25 30 300 35
38
1 Light Wizard (Barded Warhorse)
Heroes / Wizard / wh_main_emp_cha_wizard_light_4
Light Wizard (Barded Warhorse)
Light Wizards illuminate their foes with magic drawn from the Lore of Light, blazing and binding enemies with purifying brightness.
500 1300 325 1 3840 300 50 55 33 25 30 300 35
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.
39
120 Spearmen
Infantry / Spear Infantry / wh_main_emp_inf_spearmen_0
Spearmen
Spearmen provide the backbone of the Empire's battle line, a defensive row of spears against the enemy charge.
300 300 81 120 8280 100 30 60 30 20 34 25 4
40
120 Spearmen (Shields)
Infantry / Spear Infantry / wh_main_emp_inf_spearmen_1
Spearmen (Shields)
Spearmen provide the backbone of the Empire's battle line, a defensive row of spears against the enemy charge.
350 350 94 120 8280 100 30 60 30 20 42 25 4
41
120 Swordsmen
Infantry / Sword Infantry / wh_main_emp_inf_swordsmen
Swordsmen
The Swordsmen form a resolute battle line. Blades in hand, they thrive in melee, at the heart of battle.
375 375 100 120 8280 100 30 60 30 32 32 28 14
42
120 Halberdiers
Infantry / Halberd Infantry / wh_main_emp_inf_halberdiers
Halberdiers
Halberdiers are stalwart defenders, able to hold the line behind a wall of Halberds, cutting enemies to ribbons.
550 550 138 120 8760 100 30 70 30 26 42 28 8
43
120 Flagellants
Infantry / Mace Infantry / wh_dlc04_emp_inf_flagellants_0
Flagellants
Wading into battle, crazed and unable to be broken, facing their doom with furious acceptance.
600 600 150 120 8760 100 0 100 36 32 12 33 24
44
120 Sigmar's Sons (Swordsmen)
Infantry / Sword Infantry / wh_dlc04_emp_inf_sigmars_sons_0
Sigmar's Sons (Swordsmen)
The heart of any battle and the embodiment of Sigmar's will as they heroically engage the foe.
700 700 175 120 8880 100 30 100 30 41 41 30 20
45
120 Greatswords
Infantry / Greatsword Infantry / wh_main_emp_inf_greatswords
Greatswords
Wielding double-handed swords and wearing heavy plate, Greatswords are a potent elite unit with an impressive melee strength.
850 850 225 120 9120 120 95 75 28 32 30 32 18
46
120 Carroburg Greatswords (Greatswords)
Infantry / Greatsword Infantry / wh2_dlc13_emp_inf_greatswords_ror_0
Carroburg Greatswords (Greatswords)
Among the Empire's most-storied regiments, the Carroburg Greatswords have earned their bloody reputation by slaying all comers in defence of their home city.
1100 1100 275 120 9120 120 95 100 28 32 30 32 18
47
120 Nordland Mariners (Halberdiers)
Infantry / Halberd Infantry / wh2_dlc13_emp_inf_halberdiers_ror_0
Nordland Mariners (Halberdiers)
Elite marines trained by the Imperial Navy to fight both above deck, battered by adverse weather and raked by missile fire, and below, where melee skill is key.
700 700 175 120 8760 100 30 70 36 26 42 28 8
48
120 Eldred's Guard (Spearmen - Shields)
Infantry / Spear Infantry / wh2_dlc13_emp_inf_spearmen_ror_0
Eldred's Guard (Spearmen - Shields)
Only the most-disciplined and highly-trained are suitable for service with Solland's elite guard regiment.
600 600 150 120 8280 100 70 60 30 20 42 25 4
49
120 Swords of Ulric (Swordsmen)
Infantry / Sword Infantry / wh2_dlc13_emp_inf_swordsmen_ror_0
Swords of Ulric (Swordsmen)
Funded by the Church, Ulric's 'sons' are schooled against Beastmen, ensuring they always fight with zeal and vigour – for the alternative is to be torn apart whilst still living!
550 550 138 120 8280 100 30 60 30 34 32 31 18
50
160 The Tattersouls (Flagellants)
Infantry / Mace Infantry / wh_dlc04_emp_inf_tattersouls_0
The Tattersouls (Flagellants)
They thrive in melee, with the unbreakable spirit that comes from accepting death.
875 875 219 160 11680 100 0 100 36 40 17 33 24
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.
51
90 Archers
Missile Infantry / Missile Infantry / wh2_dlc13_emp_inf_archers_0
Archers
The ability to shoot several arrows per minute means that Archers are still far more efficient than more technically-advanced skirmish troops.
350 350 88 90 6210 90 20 50 33 14 17 24 4 20 120 19
52
120 Free Company Militia
Missile Infantry / Close-Quarters Infantry / wh_dlc04_emp_inf_free_company_militia_0
Free Company Militia
These men did not ask for war, yet it has come all the same. With sword in hand, they fight because they must.
450 450 113 120 7320 90 25 55 36 28 25 28 14 18 90 16
53
90 Crossbowmen
Missile Infantry / Missile Infantry / wh_main_emp_inf_crossbowmen
Crossbowmen
The thudding crossbow bolts pack a punch that can bring down most foes.
475 475 119 90 6210 90 20 50 33 14 17 24 4 22 160 18
54
90 Handgunners
Missile Infantry / Missile Infantry / wh_main_emp_inf_handgunners
Handgunners
Volleys of withering fire reduce any would-be army to a riddled, desperate band.
600 600 150 90 6210 90 20 50 33 16 17 24 4 22 145 17
55
90 Huntsmen
Missile Infantry / Missile Infantry / wh2_dlc13_emp_inf_huntsmen_0
Huntsmen
The ultimate irregular warriors, Huntsmen appear suddenly, throwing the enemy into disarray before melting away again just as swiftly.
650 650 163 90 6210 90 25 55 36 16 17 24 4 22 160 18
56
90 Deathjacks (Archers)
Missile Infantry / Missile Infantry / wh2_dlc13_emp_inf_archers_ror_0
Deathjacks (Archers)
One can rely on the Deathjacks to silently track the foe to their location... but also snaffle the baggage train and the last of the mead!
550 550 138 90 6210 90 20 60 33 19 23 24 4 20 120 23
57
90 Stir River Patrol (Crossbowmen)
Missile Infantry / Missile Infantry / wh2_dlc13_emp_inf_crossbowmen_ror_0
Stir River Patrol (Crossbowmen)
Merchant barges laden with valuable trade goods must be protected from anything lurking close to, and swimming beneath, the waterways.
675 675 169 90 6210 90 20 50 33 14 17 24 4 22 160 20
58
90 Gunderman's Surefires (Handgunners)
Missile Infantry / Missile Infantry / wh2_dlc13_emp_inf_handgunners_ror_0
Gunderman's Surefires (Handgunners)
A veteran patroller and fearless warrior who knows the Drakwald – and the tactics of irregular warfare – inside out, Durz Gunderman leads from the very front.
800 800 200 90 6210 90 25 55 36 28 25 28 14 22 160 17
59
90 The White Wolves (Huntsmen)
Missile Infantry / Missile Infantry / wh2_dlc13_emp_inf_huntsmen_ror_0
The White Wolves (Huntsmen)
The white wolf is a fitting symbol for Ulric, God of Battle and patron deity of these versatile infantrymen of Middenheim.
900 900 225 90 6210 90 25 65 36 36 32 28 14 22 160 22
60
90 The Silver Bullets (Handgunners)
Missile Infantry / Missile Infantry / wh_dlc04_emp_inf_silver_bullets_0
The Silver Bullets (Handgunners)
With a thunderous roll, a volley of devastating, armour-piercing fire is loosed.
850 850 213 90 6210 90 20 60 33 22 23 24 4 22 150 21
61
120 Stirland's Revenge (Free Company Militia)
Missile Infantry / Close-Quarters Infantry / wh_dlc04_emp_inf_stirlands_revenge_0
Stirland's Revenge (Free Company Militia)
Some are drawn to war by the need for vengeance, fighting fiercely to sate their bloodlust.
800 800 200 120 7320 90 25 65 36 36 32 28 14 18 90 22
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.
62
60 Empire Knights
Cavalry & Chariots / Shock Cavalry / wh_main_emp_cav_empire_knights
Empire Knights
The noble-born warriors of the Empire fight in Knightly Orders, heroic brotherhoods who ride into battle atop mighty barded warhorses.
850 850 213 60 6000 100 110 70 33 26 30 30 48
63
60 Reiksguard
Cavalry & Chariots / Shock Cavalry / wh_main_emp_cav_reiksguard
Reiksguard
Equipped with the best armour and weapons, Reiksguard deliver a powerful charge, then remain amongst the throng to continue fighting.
1150 1150 288 60 6480 100 120 75 33 34 31 40 62
64
60 Knights of the Blazing Sun
Cavalry & Chariots / Shock Cavalry / wh_dlc04_emp_cav_knights_blazing_sun_0
Knights of the Blazing Sun
Well-armoured and resplendent, the Knights deliver a fierce and destructive charge.
1200 1200 300 60 6480 100 100 70 33 40 26 42 78
65
32 Demigryph Knights
Cavalry & Chariots / Monstrous Shock Cavalry / wh_main_emp_cav_demigryph_knights_0
Demigryph Knights
More stalwart and powerful than even the riders atop them, demigryphs deliver a monstrous charge into enemy battle lines.
1400 1400 350 32 6720 100 125 75 33 40 38 60 60
66
32 Demigryph Knights (Halberds)
Cavalry & Chariots / Monstrous Shock Cavalry / wh_main_emp_cav_demigryph_knights_1
Demigryph Knights (Halberds)
More stalwart and powerful than even the riders atop them, demigryphs deliver a monstrous charge into enemy battle lines.
1500 1500 375 32 6720 100 125 75 33 34 32 54 48
67
60 Knights of the Everlasting Light (Empire Knights)
Cavalry & Chariots / Shock Cavalry / wh2_dlc13_emp_cav_empire_knights_ror_0
Knights of the Everlasting Light (Empire Knights)
The fire will always burn, just as the courage of this elite band of men will never be extinguished.
1000 1000 250 60 6000 800 110 70 31 26 30 30 48
68
60 Knights of Morr (Empire Knights)
Cavalry & Chariots / Shock Cavalry / wh2_dlc13_emp_cav_empire_knights_ror_1
Knights of Morr (Empire Knights)
The God of the Dead's chosen Knights provide a steady supply of settlers to populate His ethereal realm.
1100 1100 275 60 6000 100 110 70 33 26 30 30 48
69
60 The Stubborn Bulls (Empire Knights - Greatswords)
Cavalry & Chariots / Cavalry / wh2_dlc13_emp_cav_empire_knights_ror_2
The Stubborn Bulls (Empire Knights - Greatswords)
Fortunately, Ostland's dank, forest-clothed terrain produces elite warriors able to withstand the continual Ruinous incursions threatening the province.
1000 1000 250 60 6000 120 110 80 28 32 32 48 34
70
32 The Royal Altdorf Gryphites (Demigryph Knights)
Cavalry & Chariots / Monstrous Shock Cavalry / wh_dlc04_emp_cav_royal_altdorf_gryphites_0
The Royal Altdorf Gryphites (Demigryph Knights)
Majesty and power personified, their devastating charge exemplifying their regal brilliance.
1850 1850 463 32 6720 100 125 85 33 43 41 54 48
71
60 Zintler's Reiksguard (Reiksguard)
Cavalry & Chariots / Shock Cavalry / wh_dlc04_emp_cav_zintlers_reiksguard_0
Zintler's Reiksguard (Reiksguard)
Above their peers, Zintler's men charge down enemy lines with a destructive fury that makes the earth shake.
1350 1350 338 60 6480 100 120 85 33 43 39 40 62
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.
72
60 Pistoliers
Missile Cavalry & Chariots / Missile Cavalry / wh_main_emp_cav_pistoliers_1
Pistoliers
The Pistoliers are standard ranged cavalry, their pistols packing an effective punch whilst maintaining mobility.
500 500 125 60 4080 100 30 50 33 20 14 24 20 12 80 33
73
60 Outriders
Missile Cavalry & Chariots / Missile Cavalry / wh_main_emp_cav_outriders_0
Outriders
Fast and dependable, an Outrider can be in one place to fire, then be in another to fire again moments later.
700 700 175 60 4860 100 30 50 33 18 14 24 12 20 130 30
74
48 Outriders (Grenade Launcher)
Missile Cavalry & Chariots / Missile Cavalry / wh_main_emp_cav_outriders_1
Outriders (Grenade Launcher)
Fast and dependable, an Outrider can be in one place to fire, then be in another to fire again moments later.
800 800 200 48 3984 100 30 50 33 18 14 24 12 18 100 61
75
4 War Wagons
Missile Cavalry & Chariots / Missile Chariot / wh2_dlc13_emp_veh_war_wagon_0
War Wagons
Although gradually becoming obsolete due to considerable advances in technology, there's still something inherently reliable about a horse-drawn chariot literally brimming with death.
875 875 213 4 4736 1300 90 65 66 18 12 26 29 35 130 300
76
4 War Wagons (Mortars)
Missile Cavalry & Chariots / Missile Chariot / wh2_dlc13_emp_veh_war_wagon_1
War Wagons (Mortars)
Mounting a deadly mortar atop that bulwark of the battlefield, the War Wagon, can only improve your chances of victory.
950 950 238 4 4608 1300 90 65 66 18 12 26 29 22 380 108
77
48 The Bordermen (Outriders - Grenade Launcher)
Missile Cavalry & Chariots / Missile Cavalry / wh2_dlc13_emp_cav_outriders_ror_0
The Bordermen (Outriders - Grenade Launcher)
The challenging topography of the borderlands breeds a special kind of horseman.
1000 1000 250 48 3984 100 30 50 33 18 14 24 12 18 100 52
78
60 The Noble Sons Abroad (Pistoliers)
Missile Cavalry & Chariots / Missile Cavalry / wh2_dlc13_emp_cav_pistoliers_ror_0
The Noble Sons Abroad (Pistoliers)
The progeny of the great and the good of Imperial society, steeled and ready for the long fight.
700 700 175 60 4080 100 50 50 33 26 24 24 30 12 80 42
79
4 The Black Lions (War Wagons - Helblasters)
Missile Cavalry & Chariots / Missile Chariot / wh2_dlc13_emp_veh_war_wagon_ror_0
The Black Lions (War Wagons - Helblasters)
Do not be deceived, for the rampant lion's bite is immeasurably worse than its fearsome roar.
1900 1900 475 4 4608 1300 90 75 66 24 17 26 29 16.666666666667 250 823
Flying 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.
80
4 Obsinite Gyrocopter
Flying War Machines / Flying War Machine / wh2_dlc13_huntmarshall_veh_obsinite_gyrocopter_0
Obsinite Gyrocopter
The skilled Gyrocopter pilot unleashes jets of steam upon unprepared battle lines.
1000 0 250 4 3984 700 120 70 70 30 15 66 25 18 100 79
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.
81
4 Mortars
Artillery & War Machines / Siege Artillery / wh_main_emp_art_mortar
Mortars
What a Mortar may lack in sheer stopping power compared to cannons, it makes up with pure vicious, explosive destruction.
650 650 163 4 4356 3100 20 50 20 10 6 24 5 22 380 108
82
4 Great Cannons
Artillery & War Machines / Siege Artillery / wh_main_emp_art_great_cannon
Great Cannons
The Empire's standard, effective cannonry sends armour-piercing iron balls ploughing through enemy ranks with devastating aplomb.
800 800 200 4 4356 3100 20 50 20 10 6 24 5 22 450 200
83
4 Helblaster Volley Guns
Artillery & War Machines / Field Gun / wh_main_emp_art_helblaster_volley_gun
Helblaster Volley Guns
Helblaster Guns eviscerate opposition from a distance with a ceaseless shower of black powder fire.
1000 1050 263 4 4356 3100 20 50 20 10 6 24 5 22 290 675
84
4 Helstorm Rocket Battery
Artillery & War Machines / Rocket Battery / wh_main_emp_art_helstorm_rocket_battery
Helstorm Rocket Battery
An erratic flurry of explosive airborne destruction - Helstorm rockets are extremely powerful, if extremely unreliable, weapons from the Empire's arsenal.
1050 1050 263 4 4356 3100 20 50 20 10 6 24 5 22 480 305
85
1 Luminark of Hysh
Artillery & War Machines / Magic Chariot / wh_main_emp_veh_luminark_of_hysh_0
Luminark of Hysh
A weapon from the College of Light, vaporising their enemies by channelling the Wind of Hysh.
1700 1700 425 1 4632 1700 60 60 50 12 8 26 18 14 320 2045
86
1 Steam Tank
Artillery & War Machines / War Machine / wh_main_emp_veh_steam_tank
Steam Tank
From great range, a Steam Tank launches powerful shots of armour-piercing cannon fire with tremendous stopping power.
2100 2200 550 1 9068 10000 160 100 48 36 10 200 80 40 380 400
87
4 Sootson's Guns (Mortars)
Artillery & War Machines / Siege Artillery / wh2_dlc13_emp_art_mortar_ror_0
Sootson's Guns (Mortars)
An expert in putting down the living and the dead, Bennec Sootson's guns always fire sure and true.
800 800 200 4 4356 3100 20 50 20 10 6 24 5 22 380 114
88
1 The Emperor's Wrath (Steam Tank)
Artillery & War Machines / War Machine / wh2_dlc13_emp_veh_steam_tank_ror_0
The Emperor's Wrath (Steam Tank)
Just like the Emperor's boundless anger at those who would threaten his lands, this lurching mechanical beast steamrollers the opposition.
2300 2400 600 1 9068 10000 160 100 48 36 10 200 80 40 380 455
89
4 Hammer of the Witches (Great Cannons)
Artillery & War Machines / Siege Artillery / wh_dlc04_emp_art_hammer_of_the_witches_0
Hammer of the Witches (Great Cannons)
The Hammer of the Witches, fired with righteous purpose, smites evil with thunderous, armour-shattering blasts.
1100 1100 275 4 4356 3100 20 60 20 13 10 24 5 30 450 322
90
4 The Sunmaker (Helstorm Rocket Battery)
Artillery & War Machines / Rocket Battery / wh_dlc04_emp_art_sunmaker_0
The Sunmaker (Helstorm Rocket Battery)
Its destructive power cannot be overstated, the world illuminated by a turbulent battery of missile fire.
1800 1800 450 4 4356 3100 20 60 20 14 9 24 5 8 480 760
91
1 Templehof Luminark (Luminark of Hysh)
Artillery & War Machines / Magic Chariot / wh_dlc04_emp_veh_templehof_luminark_0
Templehof Luminark (Luminark of Hysh)
The Wind is stored and harnessed, resulting in the bursting forth of a lethal energy.
1900 1900 475 1 4632 1700 60 70 50 17 12 26 18 14 320 2494