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HomeHome / Total War: WARHAMMER III / Estalia Rebels / Units
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 General
Lords / Sword Infantry / wh_main_teb_cha_general_0
General
The Lord commander wades into battle, cutting foes apart and setting an example for the rest of the army.
800 1000 250 1 4068 600 85 70 34 55 45 430 50
2
1 General (Warhorse)
Lords / Cavalry / wh_main_teb_cha_general_1
General (Warhorse)
The Lord commander wades into battle, cutting foes apart and setting an example for the rest of the army.
900 1100 275 1 4672 600 85 70 34 55 45 430 70
3
1 General (Barded Warhorse)
Lords / Cavalry / wh_main_teb_cha_general_2
General (Barded Warhorse)
The Lord commander wades into battle, cutting foes apart and setting an example for the rest of the army.
1000 1200 300 1 4672 600 105 70 34 55 45 430 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 Captain
Heroes / Melee Specialist / wh_main_teb_cha_captain_0
Captain
A Captain of the Empire is a Hero, a specialist in melee who leads by his courageous example.
800 1000 250 1 3688 600 85 65 34 50 40 375 40
5
1 Captain (Warhorse)
Heroes / Melee Specialist / wh_main_teb_cha_captain_1
Captain (Warhorse)
A Captain of the Empire is a Hero, a specialist in melee who leads by his courageous example.
900 1100 275 1 4168 600 85 65 34 50 40 375 70
6
1 Captain (Barded Warhorse)
Heroes / Melee Specialist / wh_main_teb_cha_captain_2
Captain (Barded Warhorse)
A Captain of the Empire is a Hero, a specialist in melee who leads by his courageous example.
1000 1200 300 1 4168 600 105 65 34 50 40 375 70
7
1 Bright Wizard
Heroes / Wizard / wh_main_teb_cha_wizard_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 15 55 35 25 30 300 15
8
1 Bright Wizard (Warhorse)
Heroes / Wizard / wh_main_teb_cha_wizard_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 15 55 33 25 30 300 30
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.
9
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
10
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
11
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
12
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
13
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
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.
14
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
15
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
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.
16
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
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.
17
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
18
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
19
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
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.
20
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