Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)

How we verify

Every number comes from the game's own database tables for patch 9.0.4. Shazbot's WH3-Dump — thank you — publishes them as TSV, exported with RPFM (the community's pack-file tool), but it skips hotfixes and has no 9.0.4 commit; so patch 9.0.4 is read from the game's own files in an installed copy (Steam build 25961564) with our own reader and RPFM's table schemas, into the dump's layout, on top of its last commit (8a4f7e64). We pin one commit per patch (current: 099796e8, that local one) and rebuild from it, so a page never mixes patches.

Values are shown the way the in-game unit card shows them at Ultra unit size, rank 0, with no skills, items, techs or buffs. Some card values are straight table cells (melee attack, leadership, charge bonus); others combine several tables. Those formulas:

  • Health

    (soldier hit points + mount hit points + bonus hit points) × models. When one monster carries a crew (a Stegadon), the bonus goes to the monster once and the crew is added: (mount + bonus) × mounts + crew hit points × crew.

  • Health of artillery

    Every crewman and every gun gets the bonus: (crew + guns) × bonus + crew × soldier hit points + guns × gun hit points. The card counts the guns.

  • Health of chariots and vehicles

    The engine carries the bonus together with its draught animals, and each drawn engine has a driver: (crew + drawn engines) × soldier hit points + engines × (engine + bonus + animals × animal hit points). The card counts the engines.

  • Speed

    The run speed (or fly speed, if higher) of the mount, war machine or soldier, × 10.

  • Weapon strength

    Base damage + armour-piercing damage of the unit's melee weapon; bonus vs infantry / vs large shown next to it.

  • Ammunition

    The unit's ammunition divided by shots per volley — the card counts volleys.

  • Missile damage

    Base + armour-piercing damage per projectile, plus explosion damage where the projectile explodes.

  • Damage per 10 s (computed)

    Missile damage × projectiles per shot (number × volley × burst) × 10 ÷ reload time. This one is our calculation, not a number the game prints. Where the projectile table gives no reload time (base_reload_time 0: the Goblin Hewers' axes), neither the reload nor this is listed.

Known-answer tests. Before a build ships, the formulas must reproduce the card values of 42 reference units (Ultra size, rank 0), read from twwstats.com's Units Grid at patch 9.0 on 29 Sep 2026 (Phoenix Guard since updated by hand from the patch notes), and they still match at patch 9.0.4. 22 of them (8 melee infantry, 2 missile infantry, 2 melee cavalry, 1 monstrous cavalry, 1 missile cavalry, 3 monsters, 1 war beast, 2 monstrous infantry, 1 chariot, 1 lord) are checked on every card stat: models, health, armour, leadership, speed, melee attack and defence, weapon strength, charge bonus, costs and upkeep, plus range, ammunition and damage per 10 s for the 5 shooters — Grave Guard, Grave Guard (Halberds), Grave Guard (Great Weapons), The Sternsmen (Grave Guard), Hammerers, Chaos Warriors, Clanrats, Phoenix Guard, Irondrakes, Handgunners, Grail Knights, Demigryph Knights, Blood Knights, Pistoliers, Terrorgheist, Varghulf, Stegadon, Fell Bats, Crypt Horrors, Kroxigor, Steam Tank, Thorgrim Grudgebearer. The other 20 — artillery, drawn chariots, war machines and lords riding them — are checked on models and health only; their armour, speed, range, ammunition and missile damage have no known answer yet: Great Cannons, Organ Guns, Mortars, War Wagons (Mortars), Warp Lightning Cannons, Helblaster Volley Guns, Hellcannon, Dreadquake Mortar, Skeleton Chariots, Tiranoc Chariots, Tuskgor Chariots, Doomwheel, Casket of Souls, Coven Throne, Mortis Engine, Black Coach, Corpse Cart, Arkhan the Black, High Queen Khalida, Master Engineer. A formula that fails is not published.

Computed extras — the bars under each stat and damage per 10 seconds — are labelled as ours. We don't publish opinion tier lists.

Found a number that doesn't match your game? Tell us which unit, which stat, and what the card shows at Ultra size.

Machine-readable data

The same numbers as the pages, as whole JSON files — for tools, mods and answer engines. Free to read and quote with a link. Field names: /raw/index.json; a plain-text guide to the site: /llms.txt.

  • /raw/units.json

    Every unit players can field in Total War: Warhammer III custom battles (each version), with the unit card's base values at Ultra size, rank 0, patch 9.0.4.

  • /raw/lords.json

    Legendary lords with the faction they lead at the start, the DLC that brings them, the trait for defeating them and their quest items (rank the quest opens at), patch 9.0.4.

  • /raw/factions.json

    Playable factions with race, leader, Immortal Empires capital and starting regions, Realm of Chaos availability, DLC and faction key, patch 9.0.4.

  • /raw/items.json

    Every magic item, banner, rune, follower and mount item with rarity, races (onlyFactions: the factions an item is limited to), quest rank and effect lines in the game's words, patch 9.0.4.

  • /raw/spells.json

    Every lore of magic and lord's spell set with its spells: winds cost, overcast cost, cooldown, range and damage, patch 9.0.4.

  • /raw/dlc.json

    What each DLC brings to Warhammer III (lords and heroes, units, factions), by the game's ownership tables, patch 9.0.4.

  • /raw/economy.json

    Every race's buildings that make flat income: cost, build turns, income per turn and payback (cost ÷ income), computed from the game's building tables, patch 9.0.4.

  • /raw/patch-9-0-4.json

    Every unit stat that changed from the previous patch to 9.0.4, and the units added, by diffing the game's tables; strongerWeaker: each changed unit against its old version at equal gold, and income buildings' new payback (computed).