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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 Goblin Great Shaman
Lords / Wizard / wh_main_grn_cha_goblin_great_shaman_0
Goblin Great Shaman
A Great Shaman summons the power of Gork and Mork, ravaging any in his way.
450 1000 250 1 3651 300 25 55 33 24 26 280 20
2
1 Goblin Great Shaman (Giant Wolf)
Lords / Wizard / wh_main_grn_cha_goblin_great_shaman_1
Goblin Great Shaman (Giant Wolf)
A Great Shaman summons the power of Gork and Mork, ravaging any in his way.
650 1100 275 1 4027 300 25 55 33 24 26 280 50
3
1 Goblin Great Shaman
Lords / Wizard / wh_main_grn_cha_goblin_great_shaman_2
Goblin Great Shaman
A Great Shaman summons the power of Gork and Mork, ravaging any in his way.
850 1200 300 1 4230 1050 45 55 90 14 10 250 70
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.
4
1 Black Orc Big Boss
Heroes / Melee Specialist / wh2_pro09_grn_cha_black_orc_big_boss_0
Black Orc Big Boss
Black Orcs don’t often fight solo, but their obsession with killing things means some willingly end up as one-Orc armies.
825 1000 250 1 4178 1200 110 72 33 55 55 390 45
5
1 Black Orc Big Boss (War Boar)
Heroes / Melee Specialist / wh2_pro09_grn_cha_black_orc_big_boss_1
Black Orc Big Boss (War Boar)
Black Orcs don’t often fight solo, but their obsession with killing things means some willingly end up as one-Orc armies.
1125 1100 275 1 4673 1200 110 72 36 55 55 390 65
6
1 Goblin Big Boss
Heroes / Melee Specialist / wh_main_grn_cha_goblin_big_boss_0
Goblin Big Boss
Though powerful enough in battle, a Goblin Boss can also employ all manner of trickery to ensure victory.
250 500 125 1 3485 350 35 55 35 40 48 360 30
7
1 Goblin Big Boss (Giant Wolf)
Heroes / Melee Specialist / wh_main_grn_cha_goblin_big_boss_1
Goblin Big Boss (Giant Wolf)
Though powerful enough in battle, a Goblin Boss can also employ all manner of trickery to ensure victory.
400 600 150 1 3928 350 35 55 35 40 48 360 50
8
1 Goblin Big Boss (Giant Spider)
Heroes / Melee Specialist / wh_main_grn_cha_goblin_big_boss_2
Goblin Big Boss (Giant Spider)
Though powerful enough in battle, a Goblin Boss can also employ all manner of trickery to ensure victory.
500 700 175 1 4087 350 45 55 35 40 48 360 60
9
1 Goblin Big Boss
Heroes / Melee Specialist / wh_main_grn_cha_goblin_big_boss_4
Goblin Big Boss
Though powerful enough in battle, a Goblin Boss can also employ all manner of trickery to ensure victory.
600 800 200 1 4357 1100 45 55 90 30 20 250 80
10
1 Night Goblin Shaman
Heroes / Wizard / wh_main_grn_cha_night_goblin_shaman
Night Goblin Shaman
Maddened by dank mould and mushrooms, a Goblin Shaman hurls debilitating spells into the enemy's ranks with chaotic abandon.
250 1000 250 1 3386 300 15 50 35 24 26 280 20
11
1 Orc Shaman
Heroes / Wizard / wh_main_grn_cha_orc_shaman_0
Orc Shaman
Shamans practise the art of annoyance - peppering their enemies with frustrating, painful and distracting spells.
300 1000 250 1 3869 900 30 55 33 38 20 310 40
12
1 Orc Shaman (War Boar)
Heroes / Wizard / wh_main_grn_cha_orc_shaman_1
Orc Shaman (War Boar)
Shamans practise the art of annoyance - peppering their enemies with frustrating, painful and distracting spells.
600 1100 275 1 4412 1200 55 55 36 38 20 310 70
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.
13
160 Goblins
Infantry / Spear Infantry / wh_main_grn_inf_goblin_spearmen
Goblins
The spear is a solid weapon; piercing and defensive. Goblins, however…
300 300 75 160 8960 90 25 50 33 20 26 25 8
14
160 Night Goblins
Infantry / Sword Infantry / wh_main_grn_inf_night_goblins
Night Goblins
Night Goblins raid with efficiency; they swarm and ambush, cutting their foes apart.
400 400 100 160 8960 90 15 44 35 26 24 27 12
15
120 Orc Boyz
Infantry / Sword Infantry / wh_main_grn_inf_orc_boyz
Orc Boyz
Orc Boyz lack the strength of Big 'Uns, but their tenacity and endurance in battle is well respected.
430 430 107 120 9720 130 30 60 31 28 25 34 20
16
160 Nasty Skulkers
Infantry / Sneaky Infantry / wh_dlc06_grn_inf_nasty_skulkers_0
Nasty Skulkers
Even the most heinous green-skinned scumbags look upon these Goblins' swift skulduggery with reverent horror.
500 500 125 160 8320 90 15 40 37 26 16 24 20
17
160 Night Goblins (Fanatics)
Infantry / Sword Infantry / wh_main_grn_inf_night_goblin_fanatics
Night Goblins (Fanatics)
Night Goblins Fanatics are highly efficient killers – the ball and chain they wield sees to that!
525 525 131 160 8960 90 15 44 35 26 24 27 12
18
120 Savage Orcs
Infantry / Axe Infantry / wh_main_grn_inf_savage_orcs
Savage Orcs
Savage Orcs lay into their enemies with clubs, axes or whatever is needed to cause as much damage as possible.
550 550 138 120 9720 140 0 60 37 30 20 35 26
19
100 Orc Big 'Uns
Infantry / Sword Infantry / wh_main_grn_inf_orc_big_uns
Orc Big 'Uns
The hardest-hitting mobs in a tribe, Big 'Uns are well placed in melee, where they happily smash their enemies apart.
800 800 200 100 10800 210 50 68 31 38 28 42 27
20
100 Savage Orc Big 'Uns
Infantry / Axe Infantry / wh_main_grn_inf_savage_orc_big_uns
Savage Orc Big 'Uns
Savage Orcs alone are a terrifying prospect to face. Add Big 'Uns to the mix and things get really nasty very quickly.
900 900 225 100 10800 180 0 68 37 40 25 42 34
21
80 Black Orcs
Infantry / Great Axe Infantry / wh_main_grn_inf_black_orcs
Black Orcs
Black Orcs are more disciplined, armoured and deadly than other Orcs, ripping through enemies with their heavy weapons for fun.
1150 1150 288 80 10800 190 110 72 29 36 31 50 29
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.
22
120 Goblin Archers
Missile Infantry / Missile Infantry / wh_main_grn_inf_goblin_archers
Goblin Archers
Goblin Archers can pepper the enemy from afar, with varying success.
375 375 94 120 6120 90 25 40 33 10 15 24 5 24 115 14
23
120 Night Goblin Archers
Missile Infantry / Missile Infantry / wh_main_grn_inf_night_goblin_archers
Night Goblin Archers
Raining arrows from a distance is the preferred Greenskin tactic.
475 475 119 120 6480 90 15 40 35 15 20 27 7 24 115 14
24
90 Orc Arrer Boyz
Missile Infantry / Missile Infantry / wh_main_grn_inf_orc_arrer_boyz
Orc Arrer Boyz
From afar, Arrer Boyz rain down arrows upon their enemies. Accuracy be damned, quantity is all.
500 500 125 90 6930 130 30 55 31 23 14 34 10 22 140 18
25
90 Savage Orc Arrer Boyz
Missile Infantry / Missile Infantry / wh_main_grn_inf_savage_orc_arrer_boyz
Savage Orc Arrer Boyz
Savage Orc Arrer Boyz aren't always precise but remain deadly. Precisely deadly, you might say.
550 550 138 90 6930 140 0 55 37 24 10 35 12 22 140 18
26
120 Night Goblin Archers (Fanatics)
Missile Infantry / Missile Infantry / wh_main_grn_inf_night_goblin_fanatics_1
Night Goblin Archers (Fanatics)
Between bow shots, the Night Goblin Archers send their Fanatic hostages forth to cause mayhem.
600 600 151 120 6480 90 15 40 35 15 20 27 7 24 115 14
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.
27
80 Goblin Wolf Riders
Cavalry & Chariots / Cavalry / wh_main_grn_cav_goblin_wolf_riders_0
Goblin Wolf Riders
A pack of Wolf Riders can appear from nowhere, strike with precision, and be away before the enemy knows what has happened.
300 300 75 80 4080 90 25 44 33 22 22 24 20
28
60 Forest Goblin Spider Riders
Cavalry & Chariots / Cavalry / wh_main_grn_cav_forest_goblin_spider_riders_0
Forest Goblin Spider Riders
Atop their venomous mounts, Goblin Riders can run down enemies with surprising precision.
425 425 106 60 5160 90 45 50 33 22 32 27 22
29
60 Orc Boar Boyz
Cavalry & Chariots / Shock Cavalry / wh_main_grn_cav_orc_boar_boyz
Orc Boar Boyz
Prideful - and all the more deadly for it - the Boar Boyz deal grizzly death from atop their mounts.
650 650 163 60 6360 130 65 60 33 22 24 30 48
30
60 Night Goblin Squig Hoppers
Cavalry & Chariots / Cavalry / wh_dlc06_grn_cav_squig_hoppers_0
Night Goblin Squig Hoppers
It takes a certain kind of insanity to ride a rage-frothed Squig and bounce into the fray.
650 650 163 60 5400 90 25 60 33 28 20 32 32
31
60 Savage Orc Boar Boyz
Cavalry & Chariots / Shock Cavalry / wh_main_grn_cav_savage_orc_boar_boyz
Savage Orc Boar Boyz
A Savage Orc, atop his boar, delivers a powerful charge then remains a mighty, fearful presence at the heart of the battle.
700 700 188 60 6360 130 35 60 33 26 20 30 56
32
4 Orc Boar Chariots
Cavalry & Chariots / Chariot / wh_main_grn_cav_orc_boar_chariot
Orc Boar Chariots
When these Chariots ride to war, there is little that can stand in the way of their terrific charge.
750 750 188 4 5672 1330 80 60 70 30 26 42 72
33
60 Orc Boar Boy Big 'Uns
Cavalry & Chariots / Shock Cavalry / wh_main_grn_cav_orc_boar_boy_big_uns
Orc Boar Boy Big 'Uns
Bigger than normal Orcs, and stronger too, the Orc Boar Big 'Uns ride their beasts into enemy lines, devastating all who face them.
850 850 214 60 7440 130 85 68 33 22 26 32 50
34
60 Savage Orc Boar Boy Big 'Uns
Cavalry & Chariots / Shock Cavalry / wh_main_grn_cav_savage_orc_boar_boy_big_uns
Savage Orc Boar Boy Big 'Uns
A boar-mounted Savage Orc Big ‘Un has a powerful charge and a really unpleasant line in melee skills.
1000 1000 275 60 7440 130 35 68 33 28 22 36 58
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.
35
80 Goblin Wolf Rider Archers
Missile Cavalry & Chariots / Missile Cavalry / wh_main_grn_cav_goblin_wolf_riders_1
Goblin Wolf Rider Archers
A pack of Wolf Riders can appear from nowhere, strike with precision, and be away before the enemy knows what has happened.
400 400 100 80 3920 90 25 38 33 15 14 24 12 18 100 14
36
60 Forest Goblin Spider Rider Archers
Missile Cavalry & Chariots / Missile Cavalry / wh_main_grn_cav_forest_goblin_spider_riders_1
Forest Goblin Spider Rider Archers
Atop their venomous mounts, Goblin Riders can run down enemies with surprising precision.
475 475 119 60 4620 90 45 44 33 15 22 26 14 20 100 14
37
8 Goblin Wolf Chariots
Missile Cavalry & Chariots / Missile Chariot / wh_main_grn_cav_goblin_wolf_chariot
Goblin Wolf Chariots
Chariots deliver devastating charges to the front lines; the wolf steeds that draw them are ferocious in battle.
500 500 125 8 6304 840 45 45 90 16 20 24 38 23 115 73
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.
38
40 Squig Herd
Monsters & Beasts / War Beasts / wh_dlc06_grn_inf_squig_herd_0
Squig Herd
One incensed Squig is enough trouble. For whosoever attracts their ire, an entire herd conjures a nightmare!
350 300 75 40 5320 800 50 36 58 26 20 33 40
39
60 Spider Hatchlings
Monsters & Beasts / Spider / wh_dlc06_grn_mon_spider_hatchlings_0
Spider Hatchlings
Although a fraction of the size of their fully-grown sisters, newly-hatched Arachnaroks are every bit as deadly.
150 450 38 60 4380 90 45 50 76 22 20 23 19
40
16 Trolls
Monsters & Beasts / Monstrous Infantry / wh_main_grn_mon_trolls
Trolls
Up close, a Troll will batter foes into submission or vomit disgusting and potently corrosive bile across the field.
800 800 200 16 7904 1500 40 45 54 34 32 100 24
41
16 River Trolls
Monsters & Beasts / Monstrous Infantry / wh2_dlc15_grn_mon_river_trolls_0
River Trolls
Beware the most polluted lakes and waterways, where folk are pulled right out of their boats and down to their doom!
900 900 225 16 7904 1500 40 45 54 34 40 105 30
42
16 Stone Trolls
Monsters & Beasts / Monstrous Infantry / wh2_dlc15_grn_mon_stone_trolls_0
Stone Trolls
As proven by the stone-eating, mountain-dwelling variety, a Troll’s natural resilience is boosted by a ravenous diet of rocks, pebbles, and dirt.
1100 1100 275 16 7904 1300 70 45 54 36 32 120 34
43
1 Giant
Monsters & Beasts / Monster / wh_main_grn_mon_giant
Giant
A lumbering Giant is the terror of the battlefield, smashing entire ranks of men aside and feasting on the less fortunate ones.
1400 1500 375 1 12620 6500 50 100 39 65 30 700 40
44
8 Arachnarok Spider
Monsters & Beasts / Gigantic Spider / wh_main_grn_mon_arachnarok_spider_0
Arachnarok Spider
With a team of Goblins upon its back, the Arachnarok's sheer enormity strikes fear into the hearts of all who face it.
1900 1900 475 8 79720 100 120 65 33 58 30 420 40
45
1 Rogue Idol
Monsters & Beasts / Monster / wh2_dlc15_grn_mon_rogue_idol_0
Rogue Idol
The power of the God of Brutal Cunning (or Cunning Brutality) manifest, bound in excrement and shamanic magic.
2300 2300 575 1 16000 12000 150 75 31 60 24 600 30
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.
46
12 Snotling Pump Wagons
Artillery & War Machines / War Machine / wh2_dlc15_grn_veh_snotling_pump_wagon_0
Snotling Pump Wagons
No two Pump Wagons are ever built the same, but all crash into the foe with the same devastating, bone-breaking crunch!
500 500 125 12 5088 1200 50 50 60 20 22 25 35
47
4 Goblin Rock Lobbers
Artillery & War Machines / Catapult / wh_main_grn_art_goblin_rock_lobber
Goblin Rock Lobbers
Greenskins love chucking fings at the enemy; the rock lobber allows them to throw bigger fings further.
600 600 150 4 4212 3090 15 40 20 10 6 24 5 22 400 147
48
12 Snotling Pump Wagons (Flappas)
Artillery & War Machines / War Machine / wh2_dlc15_grn_veh_snotling_pump_wagon_flappas_0
Snotling Pump Wagons (Flappas)
With the aid of rudimentary ‘flappas’, Pump Wagons use their bouncing momentum to collide into enemy battle lines with greater bone-shattering speed.
650 650 163 12 5088 1200 50 55 70 26 24 25 60
49
12 Snotling Pump Wagons (Spiky Rollers)
Artillery & War Machines / War Machine / wh2_dlc15_grn_veh_snotling_pump_wagon_roller_0
Snotling Pump Wagons (Spiky Rollers)
The murderous simplicity of 'da rollas with lotsa spikes' make them a familiar sight in many a Greenskin Waaagh!
900 900 225 12 6288 1600 60 60 60 30 22 30 35
50
4 Doom Diver Catapults
Artillery & War Machines / Catapult / wh_main_grn_art_doom_diver_catapult
Doom Diver Catapults
Fired from a catapult with crude wings strapped to his arms, the cackling Goblin pilot guides himself to a messy, pointy-hatted impact.
1000 1000 250 4 4212 3090 15 40 20 10 6 24 5 22 400 164