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

Total War: Warhammer III · The Empire

The Empire units

The Empire field 109 units in Total War: Warhammer III, with 6 legendary lords and 6 playable factions. Patch 9.0.4, from the game's data tables.

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Lords (12)

Heroes (22)

Melee infantry (13)

Missile infantry (10)

Melee cavalry (10)

Missile cavalry (5)

Monstrous cavalry (2)

Chariots (9)

War beasts (1)

War machines & artillery (7)

Regiments of Renown (18)

Lords (12)

UnitModelsHPArmourLead.SpeedMAMDWSRangeDmg/10sCostUpkeep
14,2879580346253430——900225
14,2879580346253430——900225
14,0689575313555380——1,000225
Balthasar GeltvsWizard Lord
13,6882065343438300——1,000250
13,6882075353844320——1,000250
14,0688570345545430——1,000250
13,90845703643403601805001,000250
14,26850753658453601804131,000250
13,85450753434323201153401,000250
14,28810080346545470——1,100275
14,2889572345044470——1,100275
14,6725080345545380——1,100300

Heroes (22)

UnitModelsHPArmourLead.SpeedMAMDWSRangeDmg/10sCostUpkeep
Priest of UlricvsSupport Specialist
14,0688570314138360——450112
Emil ValgeirvsSupport Specialist
14,2689085314846380——700—
Theodore BrucknervsMelee Specialist
14,66010080356050460————
FelixvsMelee Specialist
14,1687070345055380——800—
13,4202055353025300——1,000250
13,4202055352530300——1,000250
13,4202055352530300——1,000250
13,4202055352530300——1,000250
Empire CaptainvsMelee Specialist
13,6888565345040375——1,000250
EngineervsSupport Specialist
13,54850703434323201354911,000250
13,4202055352530300——1,000250
13,4202055352530300——1,000250
Hertwig van HalvsMissile Specialist · extended roster
13,9884570344038330903751,000—
13,4202055352530300——1,000250
Jorek GrimmvsMissile Specialist · extended roster
14,188120753240352801803001,000—
KalaravsHybrid Weapon Specialist · extended roster
13,98850704258483251903501,000—
13,4202055352530300——1,000250
Rodrik L'AnguillevsMelee Specialist · extended roster
14,0889570345045390——1,000—
Ulrika MagdovavsHybrid Weapon Wizard
13,96850804050464501802971,000—
Warrior PriestvsSupport Specialist
13,6888570344535360——1,000250
Witch HuntervsMissile Specialist
13,6884565343634330903751,000250
GotrekvsMelee Specialist
15,9020100427050470——1,100—

Melee infantry (13)

UnitTierModelsHPArmourLead.SpeedMAMDWSCostUpkeep
SpearmenvsSpear Infantry
11208,28030603020342530081
Spearmen (Shields)vsSpear Infantry
11208,28030603020422535094
SwordsmenvsSword Infantry
11208,280306030323228375100
Warriors of UlricvsDual Sword Infantry
11207,920306036342130450113
HalberdiersvsHalberd Infantry
21208,760307030264228550138
Swords of Ulric (Swordsmen)vsSword Infantry · extended roster
21208,280306030343231550138
Eldred's Guard (Spearmen – Shields)vsSpear Infantry · extended roster
21208,280706030204225600150
FlagellantsvsMace Infantry
21208,760010036321233600150
Nordland Mariners (Halberdiers)vsHalberd Infantry · extended roster
21208,760307036304628700175
Wolf-kinvsGreat Axe Infantry
21208,760307536392839700175
GreatswordsvsGreatsword Infantry
31209,120957528323035850225
Carroburg Greatswords (Greatswords)vsGreatsword Infantry · extended roster
31209,12095100283230351,000250
Teutogen GuardvsHammer Infantry
3809,8409580284346471,150287

Missile infantry (10)

UnitTierModelsHPArmourLead.SpeedMAMDWSRangeDmg/10sCostUpkeep
ArchersvsMissile Infantry
1906,2102050331417241301935088
Free Company MilitiavsClose-Quarters Infantry
11207,3202555362825289016450113
CrossbowmenvsMissile Infantry
2906,21020503314172416018475119
HandgunnersvsMissile Infantry
2906,21020503316172414517600150
Stir River Patrol (Crossbowmen)vsMissile Infantry · extended roster
2906,21020503314172416020675169
Gunderman's Surefires (Handgunners)vsMissile Infantry · extended roster
2906,21020503328252416017800200
HuntsmenvsMissile Infantry
3906,21025553616172416018650163
Nuln IronsidesvsMissile Infantry
3606,24060653332262814531875218
Hochland Long RiflesvsSpecialist Missile Infantry
3323,84020603318202426028900225
Amethyst IronsidesvsMissile Infantry · extended roster
3606,240907033323228145311,150288

Melee cavalry (10)

UnitTierModelsHPArmourLead.SpeedMAMDWSRangeDmg/10sCostUpkeep
Empire KnightsvsShock Cavalry
2606,4801107078263030——850213
Amethyst OutridersvsMissile Cavalry · extended roster
3485,6641107584263024100611,000250
3606,4801107078263430——1,000250
3606,4801108078323252——1,000250
Knights of Morr (Empire Knights)vsShock Cavalry · extended roster
3606,4801207078303030——1,100275
ReiksguardvsShock Cavalry
3606,9601207578343140——1,100275
3606,9601007078402642——1,200300
3606,9601007578394053——1,200300
3607,5601207578365040——1,250312
Knights PanthervsShock Cavalry
3607,2001107578424440——1,250312

Missile cavalry (5)

UnitTierModelsHPArmourLead.SpeedMAMDWSRangeDmg/10sCostUpkeep
PistoliersvsMissile Cavalry
1604,5603050902014248033500125
OutridersvsMissile Cavalry
2605,34030508418142411537700175
The Noble Sons Abroad (Pistoliers)vsMissile Cavalry · extended roster
2604,5605050902624248042700175
3484,36830508418142410061900225
The Bordermen (Outriders – Grenade Launchers)vsMissile Cavalry · extended roster
3484,464305084181424100611,000250

Monstrous cavalry (2)

UnitTierModelsHPArmourLead.SpeedMAMDWSCostUpkeep
Demigryph KnightsvsMonstrous Shock Cavalry
4327,45612580754038601,400350
4327,45612580753436561,450363

Chariots (9)

UnitTierModelsHPArmourLead.SpeedMAMDWSRangeDmg/10sCostUpkeep
War WagonsvsMissile Chariot
244,800806560181226130300875213
War Wagons (Mortars)vsSiege Artillery Chariot
344,672806560181226380108950238
Land ShipvsWar Machine
4110,210901005024182103404051,800450
Steam TankvsWar Machine
419,1021601004036202503804652,100525
419,1021601004036202502509402,100525
516,4685570503025210——1,550387
Luminark of HyshvsMagic Chariot
514,648606050128263202,0451,700425
Amethyst Land ShipvsWar Machine · extended roster
5110,210901005024182103404052,000500
The Emperor's Wrath (Steam Tank)vsWar Machine · extended roster
519,1021601004036202503804552,400600

War beasts (1)

UnitTierModelsHPArmourLead.SpeedMAMDWSCostUpkeep
1806,000154295282020400100

War machines & artillery (7)

UnitTierModelsHPArmourLead.SpeedMAMDWSRangeDmg/10sCostUpkeep
MortarsvsSiege Artillery
244,35620502010624380108650163
Sootson's Guns (Mortars)vsSiege Artillery · extended roster
244,35620502010624380114800200
Great CannonsvsSiege Artillery
344,35620502010624450200800200
Obsinite GyrocoptersvsFlying War Machine · extended roster
3124,4881207010030155010045—250
Amethyst Helstorm Rocket BatteryvsRocket Battery · extended roster
344,356205020106244801521,050387
444,356205020106242906751,050263
444,356205020106244803051,050263

Regiments of Renown (18)

UnitTierModelsHPArmourLead.SpeedMAMDWSRangeDmg/10sCostUpkeep
Deathjacks (Archers)vsMissile Infantry · Renown
2906,21020603319232413019550138
3606,9601008578495053——1,450362
21208,280307030275225——550138
344,3562060201310244502641,100275
1806,000155295362720——550137
Order of the Axe (Teutogen Guard)vsGreat Axe Infantry · Renown
4809,840959028535847——1,450362
Sigmar's Sons (Swordsmen)vsSword Infantry · Renown
21208,8803010030414130——700175
Stirland's Revenge (Free Company Militia)vsClose-Quarters Infantry · Renown
21207,3202565363632289018800200
414,6486070501712263202,0451,900475
444,6728075602417262506751,900475
The Hergig Jaegerkorps (Hochland Long Rifles)vsSpecialist Missile Infantry · Renown
3323,840607033242724260281,200300
4327,4561259075434556——1,850463
The Silver Bullets (Handgunners)vsMissile Infantry · Renown
2906,21020603322232415017850213
444,356206020149244806231,800450
The Tattersouls (Flagellants)vsMace Infantry · Renown
216011,680010036411733——800200
The White Wolves (Huntsmen)vsMissile Infantry · Renown
2906,21025653636322816018900225
5110,202901005031242103404052,200500
3606,9601208578433940——1,350338

Extended roster: 22 of these units the race fields only through campaign_exclusive rows (units_custom_battle_permissions) — Custom Battle with Unit caps off, never in ranked battles. The race's rankings and best-unit lists leave them out.

Best The Empire units by the numbers — the most health, damage, armour or range per kind of unit, and per 1,000 gold

Legendary lords (6)

Markus Wulfhart

Markus Wulfhart

The Huntsmarshal's Expedition

Making camp in the Temple of Kara, Markus Wulfhart answers the Emperor’s call to reaffirm the Empire’s foothold in Lustria.

Huntsmarshal of the Empire
  • Hostile actions will result in retaliation from local factions, but will also empower your own armies
  • Lord recruit rank: +3 for Huntsman Generals
  • Reinforcements from the Empire bring powerful units to bolster your armies
  • Limited Roster: Only basic units are immediately recruitable
  • Diplomatic relations: -40 with Lizardmen
Read more ▾

"Civilisation shall triumph over the wilderness. Man shall triumph over beast." For two and a half millennia, the Empire has formed a bulwark against the encroaching forces of Destruction. Lying at the heart of the Old World, it is the greatest and most powerful of all the nations forged by men. Yet across its lands, evil always lurks in its shadiest corners and darkest depths. Mutant monsters prowl its dark forests, malevolent ratmen plot beneath its cities, and the living dead rise from its graveyards. Monstrous enemies gaze belligerently across its borders, with the threat of invasion from any number of murderous abominations an ever-present danger. Yet it endures, for mankind has a steely determination not merely to live, but to thrive. Ever since the legendary warrior Sigmar first united the primitive man-tribes against their common enemies, the longevity of the Empire has been assured by great men hailing from across its provinces. Out of the forests of Middenland emerged Markus Wulfhart, who rose to prominence to become the finest scout in all the Empire. Once a lowly huntsman, his life was irrevocably shattered when a one-eyed Bonegrinder Giant razed his hometown of Drakenburg to the ground, slaughtering its inhabitants. Burning with the desire for revenge, the young hunter tracked the monster to its lair and skilfully blinded it with a single shot from his bow, before severing its rope-like hamstrings with his blade. Closing in on the crippled giant, he hacked at its neck repeatedly with manic determination and decapitated it. Markus had slain the beast that had murdered his kin, but in suffering the tragedy of losing his entire village he had been set on a new, death-strewn path. He swore that as long as he still lived, no other settlement would suffer the fate of Drakenburg, and he set out to hunt the various monsters that preyed on the Empire. Only when every last one of them was slain would he rest. In recognition of his deeds, Markus was offered a knighthood and a nobleman’s estate by Karl Franz himself. Wulfhart declined, wishing only to be allowed to continue with his self-imposed quest. Impressed with his grim fortitude, the Emperor bestowed unto Markus the title of Huntsmarshal – the Emperor’s Captain of Scouts. Answering only to the Emperor himself, Markus leads an elite, hand-picked regiment of scouts and hunters from across the land – a disparate group in which city-born men rub shoulders with those raised in rural backwaters. One thing is certain, however – Wulfhart’s hunters are the most accomplished group of monster-slayers in the Empire.

Elspeth von Draken

Elspeth von Draken

Wissenland & Nuln

Power of Nuln
  • Double experience gain for Artillery and Gunnery units (all armies)
  • Upkeep: -15% for Gunnery units (all armies)
  • Has access to the Imperial Gunnery School, enabling access to unique unit upgrades and special units
  • Research rate: +10
Boris Todbringer

Boris Todbringer

Middenland

Overseeing grim Middenland from Ulric’s sacred city, Boris Todbringer stands defiant against the Empire’s encroaching enemies.

Followers of the White Wolf
  • Upkeep: -15% for Cult of Ulric units (all armies)
  • Has access to the Great Temple of Ulric
  • Starts the campaign with control of Emil Valgeir
Read more ▾

Boris Todbringer is Elector Count of Middenland, the Wolf of Middenheim, and the stern guardian of the Empire's northern frontier where the Drakwald presses close and the world grows colder and crueller by the day. A devout champion of Ulric—god of winter, battle, and wolves—he lives by a hard creed: courage in the cold, resolve against Chaos, and scorn for weakness.

Volkmar the Grim

Volkmar the Grim

Cult of Sigmar

Volkmar’s zeal has taken him to Sudenburg on the very border of the Great Desert of Araby, where he aims to cleanse the world of corruption, heresy and Undeath.

Cult of Sigmar
  • Cooldown: -33% to battle prayers and "Accusation"
  • Hero recruit rank: +4 for Witch Hunters and Warrior Priests
  • Bonus vs Infantry: +8 for Flagellants, Empire Knights and Free Company Militia units
  • Volkmar is able to collect and seal the Books of Nagash, increasing his military prowess and preventing them from being exploited by others
Read more ▾

Volkmar the Grim is both leader and spiritual head of the Cult of Sigmar. He is a pious and foreboding man dedicated to the destruction of evil, whether it takes the form of Chaos or the rotting darkness of Unlife. He is no cleric hiding away from what he decries, nor a priest more content with the wealth and status such a position brings - an accusation that has been justifiably levied at Grand Theogonists in the past. Sigmar was a warrior in life and a god to fighters upon his ascension, so His clergy follow their Lord’s example - none more so than Volkmar the Grim. He has fought in countless battles, both on and off the War Altar of Sigmar - a mobile shrine of divine power. When Volkmar fights, the men of the Empire are encouraged by the sight that Sigmar’s holy representative smiting His foes in their midst. As well as a warrior and pious Cult leader, Volkmar is a strong ally of Karl Franz. In fact it was their alliance that gave Franz the three votes he needed to beat Boris Todbringer’s candidacy, thus suggesting that amidst the fire and wrath there is a shrewdness to Volkmar - something that many in the courts of Altdorf and Middenheim do not give him credit for. However, this has agitated relations between the Cult of Sigmar and Middenland, especially with the Ar-Ulric, the religious leader of Ulric’s cult. Hence, there is a need for a strong Emperor on the throne, someone with a powerful congregation of Sigmar’s chosen at his side.

Balthasar Gelt

Balthasar Gelt

The Golden Order

Balthasar Gelt voyages to the Far East to discover new arcane secrets and face down the dangers of Cathay’s hinterlands.

The Wheel of Magic
  • Has access to the Colleges of Magic, enabling the recruitment of Wizards and special campaign actions
  • Winds of Magic power reserve capacity: +5 for each Wizard Lord or Hero in an army (all armies)
  • Hero recruit rank: +2 for Battle Wizards (factionwide)
Read more ▾

Balthasar Gelt came to Altdorf from the city of Marienburg, having bought passage on a merchant ship with gold that he had transmuted from lead ingots. He left the seaport for the Colleges of Magic before the effects wore off, and now rumours abound that the swindled sea captain has placed a rich bounty on Balthasar’s head – though few would dare attempt to collect it. The transmutation of common artefacts into precious metal has always fascinated Balthasar. Driven by his obsession, he spent many years combining his knowledge of alchemy, learnt in far-off lands, with the magical Lore of Metal. Balthasar’s fierce intelligence lent him a greater understanding of this branch of magic than any of his fellow students or tutors, and he rose quickly through the ranks of the Gold Order. Within a mere decade, Balthasar had become the Patriarch of the Golden College, the youngest wizard to ever hold the title. Balthasar’s research into new formulations of black powder even made him popular with the Imperial Engineers School, an organisation that often dismisses magic as superstitious nonsense. However, during these studies, a freak explosion almost ended Balthasar’s quest for knowledge forever. Somehow he survived, and from that day on he has only ever been seen swathed in shimmering, metallic robes and wearing a golden face mask. Some say that beneath his mask his skin has turned to pure gold, while others whisper that he is horribly disfigured, though the truth of the matter is known only to Balthasar. One thing is certain: the accident only furthered his will to succeed, and this determination increased his powers to new heights. With a single gesture, Balthasar Gelt can transform his enemies into lifeless golden statues or turn their bones into molten iron. With such power at his command, Balthasar has secured victory for the Empire on numerous occasions.

Emperor Karl Franz

Emperor Karl Franz

Reikland

Karl Franz retains his high seat in Altdorf at the heart of the Empire as threats new and old close in on all sides.

Heir of Sigmar
  • Growth: +5 per allied faction
  • Immune to diplomatic penalties from trespassing in Empire regions
  • Has access to the Elector Counts, enabling access to powerful State Troop units and ancillaries
  • Allegiance points gained: +25%
  • Campaign movement range: +10% (all armies)
Read more ▾

The Emperor is Karl Franz, Prince of Altdorf and Elector Count of Reikland. Karl Franz is said to be the greatest statesman the Old World has ever seen. He is also a military genius and a valiant general. The Emperor frequently takes personal command of his soldiers, like Sigmar, the Warrior-God of old, smiting enemies of the Empire with every blow. There is little doubt that Karl Franz is one of the greatest generals of his age. He stands at the forefront of the battles against those that would see his beloved realm torn asunder, and it is a responsibility that weighs heavily upon his shoulders.

Factions (6)

The Empire starting positions on the map

Where each The Empire lord starts the Immortal Empires campaign, on one picture of the map with the The Empire land at the start. Drawn from the game's own map, patch 9.0.4; open a picture for the full size with every name.

The Empire starting positions in Immortal Empires, Total War: Warhammer III patch 9.0.4: Volkmar the Grim, Boris Todbringer, Emperor Karl Franz, Balthasar Gelt, Markus Wulfhart, Elspeth von Draken on the campaign map
The Empire starting positions

Where each of the 6 Empire lords starts the Immortal Empires campaign, with their factions' names, the Empire land on turn one in colour (35 settlements named) and the other factions' leaders around them. 3,000×1,629 pixels.

The Empire mechanics

In-game description ▾

Lying at the heart of the Old World, the Empire is the greatest and most powerful of all the kingdoms forged by men. But it is a realm in constant turmoil, both from enemies without and strife from within as rival Elector Counts vie for the throne. Whether fighting between themselves or the many exterior invaders, the greatest nation of man can muster a formidable army of disciplined warriors, magic, steam-powered wonders and menageries of fantastical beasts.

Now, the Twin-Tailed Comet blazes across the sky once again and a new Emperor has been crowned – surely an omen that the time has come to unite the Empire, secure its borders and bring prosperity to its beleaguered citizens.

Campaign

Each faction acts as its own autonomous feudal state, some focusing on uniting the Elector Provinces through acts of Fealty and Imperial Authority, whilst others have their own agendas far from home, pursuing unique goals in service to The Empire.

Battle

The Empire has access to a wide variety of units and employs this flexibility to out-fight their enemies on the field. Having somewhat mediocre unit quality, the Empire relies upon a combined-arms approach to win.

The game's own playstyle notes for this race.

Climate

Suitable

  • Desert
  • Jungle
  • Savannah
  • Temperate

Unpleasant

  • Temperate Island
  • Magical Forest
  • Mountain
  • Ocean

Uninhabitable

  • Chaotic Wasteland
  • Frozen
  • Undead Wasteland
  • Wasteland

How settling The Empire fares in each climate (campaign_group_racial_suitability_effects and its member criteria). What each level does, for every race.