Total War: MEDIEVAL II - Definitive Edition

Total War: MEDIEVAL II - Definitive Edition

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A List of Land Units Across All Factions (TATW 3.2 Base)
By EoNightcore
Literally what the title says.

This guide pertains only to the 3.2 version, no sub-mods.

Divide and Conquer will have its own separate guide.
   
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Want to head back to the Vanilla Medieval 2 Guides? Click here:
A List of Land Units Across All Factions (Grand Campaign)

Units will be ordered based upon the following, from most priority to least:
  • Recruitable?
  • Unit Type
    • Spearmen
    • Light infantry/cavalry
    • Missile cavalry
    • Heavy infantry/cavalry
    • Throwers/Javelineers
    • Archers
    • Firearms
    • Elephants/others
  • Tech Level

Example of the format used in the guide:
Unit Descriptive Name
unit's internal name if applicable
unit model, mounted/artillery model
 



Unit Icon
number of units with small unit size, unit class, unit mount, mass, speed, hitpoints
ammo (if applicable), primary weapon, (unit animation), attack, charge, range (if applicable), weapon traits
secondary weapon, (unit animation), attack, charge, weapon traits
armor, defense skill, shield, total defense
campaign and custom battle cost, upkeep cost
morale, discipline level, training level
special traits/abilities
stamina buffs/debuffs in heat
smith armor upgrades*
Unit attack buffs/debuffs in certain environments
Unit attack buffs/debuffs against mounted cavalry types
Any special requirements for recruitment

*Smith Levels
1 - Leather Tanner
2 - Blacksmith
3 - Armourer
4 - Heavy Armourer
5 - Master Armourer
6 - Armour Factory
Arnorian Cavalry
Arnor Sergeants
arnor_segeants, northern heavy horse
 
30 heavy cavalry, horses, 3.25 mass
Spear, attack 6, charge 8
Sword, attack 8, charge 4
Armor 5, skill 3, shield 5; total defense 13
850 cost, 320 upkeep
14 morale, disciplined, trained
Hardy, can form a charge, knight, free upkeep unit
6 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: -1
Sand: -1
Forest: -4
Snow: -2
-4 vs elephants, -4 vs camels
Requires Arnor Union acceptance
Requires settlement culture to be 33% Dunedain
Arnor Knights
arnor_knights, northern heavy horse
 
30 heavy cavalry, horses, 3.25 mass
Spear, attack 7, charge 9
Sword, attack 9, charge 4
Armor 8, skill 4, shield 5; total defense 17
950 cost, 350 upkeep
15 morale, disciplined, highly trained
Can form a charge, knight, free upkeep unit
8 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: -1
Sand: -2
Forest: -3
Snow: -2
-4 vs elephants, -4 vs camels
Requires Arnor Union acceptance
Requires settlement culture to be 75% Dunedain
Knights of Annuminas
Dunedain Knights2
dunedain_knights2, barded horse3
 
24 heavy cavalry, horses, 3.75 mass
Spear, attack 8, charge 10
Sword, attack 11, charge 4
Armor 11, skill 6, shield 5; total defense 22
1100 cost, 380 upkeep
16 morale, disciplined, highly trained
Hardy, can form a charge, knight, free upkeep unit, can form wedge
6 extra fatigue in heat
No armor upgrades
Scrub: -1
Sand: -2
Forest: -3
Snow: -2
-4 vs elephants, -4 vs camels
Requires Arnor Union acceptance
Requires House of Kings
Only recruitable in Annuminas
AI RECRUITMENT ONLY: Can recruit in barracks of Annuminas as well
Bodyguards
Arnor Bodyguard
arnor_knights, northern heavy horse
 
12 heavy cavalry, horses, 3.25 mass
Spear, attack 7, charge 8
Sword, attack 9, charge 5
Armor 8, skill 4, shield 5; total defense 17
880 cost, 260 upkeep
16 morale, disciplined, highly trained
Hardy, can form a charge, knight, general unit, free upkeep unit
8 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: -1
Sand: -2
Forest: -3
Snow: -2
-4 vs elephants, -4 vs camels
Base bodyguard unit for Arnor Generals
Arnorian Ranged
Arnorian Archers
arnorian_archers
 
60 missile infantry
35 arrows, attack 7, charge 2, range 170, fire arrows
Sword, attack 6, charge 2
Armor 3, skill 2, shield 1; total defense 6
420 cost, 200 upkeep
10 morale, disciplined, trained
Hardy, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: -1
Forest: -1
Snow: -2
+3 vs elephants
Requires Arnor Union acceptance
Requires settlement culture to be 25% Dunedain
Arnorian Heavy Archers
arnorian_heavy_archers
 
60 missile infantry
35 arrows, attack 8, charge 2, range 170, fire arrows
Sword, attack 7, charge 2
Armor 5, skill 4, shield 0; total defense 9
580 cost, 260 upkeep
12 morale, disciplined, trained
Hard, can deploy stakes, free upkeep unit
6 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -1
Forest: -1
Snow: -2
+3 vs elephants
Requires Arnor Union acceptance
Requires settlement culture to be 50% Dunedain
Dunedain Rangers
dunedain_rangers2
 
48 missile infantry
35 elven arrows, attack 10, charge 2, range 190, fire arrows
Sword, attack 8, charge 3
Armor 3, skill 5, shield 0; total defense 8
570 cost, 230 upkeep
13 morale, disciplined, highly trained
Very hardy, can deploy stakes, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
+3 vs elephants
NOT RECRUITABLE
Arnorian Infantry
Arnor Militia
Armored_Sergeants
 
60 spear infantry, 1.2 mass
Spear, attack 7, charge 4, light spear, +4 vs cavalry
No secondary
Armor 3, skill 2, shield 3; total defense 8
420 cost, 200 upkeep
11 morale, disciplined, trained
Hardy, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
Requires Arnor Union acceptance
Requires settlement culture to be 33% Dunedain
Arnor Pikemen
noble_pikemen
 
60 spear infantry, 1.2 mass, 0.7 speed
Spear, attack 3, charge 3, spear, long pike, +8 vs cavalry
No secondary
Armor 5, skill 1, shield 0; total defense 6
650 cost, 260 upkeep
14 morale, disciplined, trained
Free upkeep unit
6 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -2
Forest: -1
Snow: -2
-1 vs elephants
Requires Arnor Union acceptance
Requires settlement culture to be 66% Dunedain
Arnor Men at Arms
Dismounted Arnor MAA
Norse_Swordsmen
 
60 heavy infantry, 1.2 mass
Sword, attack 9, charge 4
No secondary
Armor 5, skill 3, shield 5; total defense 13
580 cost, 260 upkeep
15 morale, disciplined, trained
Hardy, free upkeep unit
6 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -1
Forest: -2
Snow: 0
+2 vs elephants
Requires Arnor Union acceptance
Requires settlement culture to be 50% Dunedain
Dismounted Dunedain Knights
Norse_Swordsmen
 
48 heavy infantry
Sword, attack 12, charge 5
No secondary
Armor 11, skill 6, shield 5; total defense 22
900 cost, 320 upkeep
17 morale, disciplined, highly trained
Hardy, free upkeep unit
6 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -2
Forest: 0
Snow: -2
+2 vs elephants
Requires Arnor Union acceptance
Requires House of Kings
Only recruitable in Annuminas
AI RECRUITMENT ONLY: Can recruit in barracks of Annuminas as well
Battle Ready Dunedain
BR Dunedain
br_dunedain
 
48 heavy infantry
Sword, attack 15, charge 8
No secondary
Armor 6, skill 7, shield 0; total defense 13
750 cost, 280 upkeep
16 morale, disciplined, highly trained
Very hardy, free upkeep unit
6 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: +1
Sand: 0
Forest: +2
Snow: -1
+2 vs elephants
NOT RECRUITABLE
Dalish Cavalry
Yeomen
Dale Yeomen
dale_yeomen, merchant horse
 
30 light cavalry, horses, 3.25 mass
Spear, attack 4, charge 6
Mace, attack 4, charge 3, armor-piercing
Armor 2, skill 2, shield 3; total defense 7
560 cost, 220 upkeep
10 morale, normal discipline, trained
Free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: -1
Sand: -1
Forest: -3
Snow: -2
-4 vs elephants, -4 vs camels
Requires settlement culture to be 25% Northmen
Dale Cavalry
Dale_Cavalry, northern heavy horse
 
30 light cavalry, horses, 3.25 mass
Spear, attack 5, charge 7
Sword, attack 6, charge 4
Armor 4, skill 3, shield 4; total defense 11
740 cost, 270 upkeep
12 morale, normal discipline, trained
Can form a charge
4 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: -1
Sand: -1
Forest: -3
Snow: -2
-4 vs elephants, -4 vs camels
Requires settlement culture to be 50% Northmen
Aihwothiuda Horseguards
Horseguards
horseguards, mailed horse2
 
30 heavy cavalry, horses, 4 mass
Spear, attack 6, charge 9
Sword, attack 8, charge 4
Armor 8, skill 2, shield 4; total defense 14
880 cost, 310 upkeep
15 morale, disciplined, trained
Can form a charge, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: -1
Sand: -2
Forest: -3
Snow: -2
-4 vs elephants, -4 vs camels
Only recruitable in Dorwinion, Rhovanost, Araw, and Uldonavan
Earls
earls, barded horse2
 
30 heavy cavalry, horses, 3.5 mass
Sword, attack 9, charge 5
No secondary
Armor 9, skill 3, shield 5; total defense 17
980 cost, 350 upkeep
16 morale, normal discipline, trained
Can form a charge
8 extra fatigue in heat
No armor upgrades
Scrub: -1
Sand: -2
Forest: -3
Snow: -2
-4 vs elephants, -4 vs camels
Only recruitable in Dale and Esgaroth
Dalish Ranged
Rivermen
Dale Woodsmen
Afghan_Javelinmen
 
60 missile infantry
3 javelins, attack 8, charge 3, range 55, armor-piercing
Mace, attack 4, charge 3, armor-piercing
Armor 2, skill 2, shield 3; total defense 7
430 cost, 170 upkeep
10 morale, normal discipline, trained
Hardy, free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
-10 vs elephants
Only recruitable in Dale, Riverrun, Grasgard, Esgaroth, Beorn's Halls, Rhosgobel, Framsburg, Wrakyaburg, Dorwinion, and Araw
Woodsmen
Rivermen
dale_woodsmen
 
60 missile infantry
35 arrows, attack 7, charge 2, range 150
Sword, attack 5, charge 4
Armor 2, skill 2, shield 0; total defense 4
370 cost, 160 upkeep
8 morale, normal discipline, trained
Hardy, free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
+3 vs elephants
Requires settlement culture to be 25% Northmen
Longbowmen
Dale Longbowmen
dale_longbowmen
 
60 missile infantry
35 arrows, attack 8, charge 2, range 35
Mace, attack 4, charge 3, armor-piercing
Armor 2, skill 2, shield 0; total defense 4
440 cost, 190 upkeep
9 morale, normal discipline, trained
Hardy, free upkeep unit, armor+1 via smith lv.1
2 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: -1
Forest: -1
Snow: -2
+3 vs elephants
Requires settlement culture to be 50% Northmen
Bardian Marksmen
Bardian Archers2
bardian_archers
 
60 missile infantry, 1.2 mass
35 elven arrows, attack 10, charge 2, range 190
Sword, attack 8, charge 4
Armor 7, skill 3, shield 1; total defense 11
620 cost, 240 upkeep
12 morale, disciplined, trained
Hardy, free upkeep unit
6 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -1
Forest: -1
Snow: -2
+3 vs elephants
Requires settlement culture to be 75% Northmen
Athala Rangers
athala_rangers
 
60 missile infantry
35 elven arrows, attack 9, charge 2, range 190
Sword, attack 7, charge 4
Armor 5, skill 3, shield 0; total defense 8
530 cost, 220 upkeep
12 morale, normal discipline, highly trained
Very hardy, can deploy stakes, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
+3 vs elephants
Only recruitable in Dale, Riverrun, Grasgard, Esgaroth, Beorn's Halls, Rhosgobel, Framsburg, Wrakyaburg, Dorwinion, and Araw
Bardian Marksmen
Bardian Archers
bardian_archers
 
48 missile infantry, 1.2 mass
35 elven arrows, attack 10, charge 2, range 190
Sword, attack 8, charge 4
Armor 7, skill 3, shield 1; total defense 11
860 cost, 250 upkeep
13 morale, disciplined, trained
Hardy, general unit, free upkeep unit, not available in custom
6 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -1
Forest: -1
Snow: -2
+3 vs elephants
Bodyguard unit for Dalish Generals
Dalish Infantry
Hearth Watchmen
Watchmen
watchmen
 
60 spear infantry
Spear, attack 6, charge 4, light spear, +4 vs cavalry
No secondary
Armor 2, skill 2, shield 3; total defense 7
380 cost, 160 upkeep
10 morale, normal discipline, trained
Free upkeep unit, can form schiltrom
2 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
Requires settlement culture to be at least 25% Northmen
Dalesmen
dalesmen
 
60 heavy infantry
Axe, attack 7, charge 6, armor-piercing
No secondary
Armor 3, skill 3, shield 0; total defense 6
450 cost, 180 upkeep
13 morale, normal discipline, trained
Hardy, free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: -1
Forest: -1
Snow: -2
+1 vs horses, +1 vs camels, -4 vs elephants
Requires settlement culture to be at least 33% Northmen
Swordsmen
swordsmen
 
60 heavy infantry
Sword, attack 9, charge 4
No secondary
Armor 5, skill 3, shield 3; total defense 11
520 cost, 210 upkeep
13 morale, disciplined, trained
Hardy, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
+2 vs elephants
Requires settlement culture to be at least 50% Northmen
Rhovanion Gadrauhts
Rhovanion
watchmen
 
60 spear infantry
Spear, attack 8, charge 4, light spear, +4 vs cavalry
No secondary
Armor 6, skill 3, shield 4; total defense 13
550 cost, 230 upkeep
15 morale, disciplined, trained
Hardy, free upkeep unit, can form schiltrom
4 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
Only recruitable in Dorwinion, Rhovanost, Araw, and Uldonavan
Barding Hird
barding hird
 
60 heavy infantry, 1.2 mass, 0.7 speed
Bardiche, attack 7, charge 3, armor-piercing, +4 vs cavalry
No secondary
Armor 10, skill 4, shield 1; total defense 15
710 cost, 260 upkeep
16 morale, disciplined, highly trained
Hardy, free upkeep unit, can form phalanx
6 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -2
Forest: -1
Snow: -2
-3 vs elephants
Requires settlement culture to be at least 75% Northmen
Dale Swordmasters
dale_swordsmasters
 
60 heavy infantry, 1.2 mass, 1.1 speed
Sword, attack 13, charge 8
No secondary
Armor 7, skill 5, shield 0; total defense 12
680 cost, 280 upkeep
16 morale, disciplined, highly trained
Very hardy, free upkeep unit
6 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
+2 vs elephants
Requires settlement culture to be at least 75% Northmen
Dismounted Earls
Norse_Swordsmen
 
60 heavy infantry
Sword, attack 9, charge 4
No secondary
Armor 9, skill 3, shield 5; total defense 17
720 cost, 300 upkeep
16 morale, normal discipline, trained
No special attributes
8 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -2
Forest: 0
Snow: -2
+2 vs elephants
Only recruitable in Dale and Esgaroth
Spearmen
watchmen
 
60 spear infantry
Spear, attack 6, charge 4, light spear, +4 vs cavalry
No secondary
Armor 5, skill 2, shield 3; total defense 10
520 cost, 210 upkeep
12 morale, normal discipline, trained
Free upkeep unit, not available in custom, can form schiltrom
4 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
NOT RECRUITABLE
Axemen
axemen
 
60 heavy infantry
Mace, attack 6, charge 4, armor-piercing
No secondary
Armor 6, skill 3, shield 3; total defense 12
740 cost, 300 upkeep
14 morale, disciplined, trained
Free upkeep unit, not available in custom
4 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
-4 vs elephants
NOT RECRUITABLE
Dwarven Ranged
Axethrowers
axethrowers
 
60 missile infantry, 1.8 mass
4 throwing axes, attack 9, charge 3, range 50, armor-piercing
Mace, attack 5, charge 3, armor-piercing
Armor 9, skill 2, shield 0; total defense 11
450 cost, 190 upkeep
10 morale, normal discipline, trained
Very hardy, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: +1
Sand: +1
Forest: 0
Snow: -1
-10 vs elephants
Requires settlement culture to be 25% Dwarvish
Iron Crossbowmen
dwarven_crossbowmen
 
60 missile infantry, 1.5 mass
15 steel bolts, attack 8, charge 2, range 140, armor-piercing
Mace, attack 4, charge 3, armor-piercing
Armor 8, skill 2, shield 2; total defense 12
600 cost, 220 upkeep
11 morale, normal discipline, trained
Very hardy, can deploy stakes, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: -1
Forest: -1
Snow: 0
-20 vs elephants
Requires settlement culture to be 50% Dwarvish
Dwarven Infantry
Vault Wardens
Dwarven Pikemen
dwarven_pikemen
 
60 spear infantry, 2 mass, 0.7 speed
Pike, attack 3, charge 4, spear, long pike, +8 vs cavalry
No secondary
Armor 6, skill 2, shield 0; total defense 8
670 cost, 250 upkeep
13 morale, disciplined, trained
Hardy, free upkeep unit, can form phalanx
4 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -2
Forest: -1
Snow: 0
-1 vs elephants
Settlement culture must be 75% Dwarvish
Dwarven Miners
Miners
dwarven_warriors
 
60 light infantry, 1.5 mass
Mace, attack 5, charge 4, armor-piercing
No secondary
Armor 7, skill 2, shield 0; total defense 9
420 cost, 170 upkeep
11 morale, normal discipline, trained
Very hardy, free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: -1
Forest: 0
Snow: 0
-4 vs elephants
Settlement culture must be 25% Dwarvish
Dwarven Warriors
dwarven_warriors
 
60 heavy infantry, 1.5 mass
Mace, attack 6, charge 4, armor-piercing
No secondary
Armor 9, skill 3, shield 4; total defense 16
550 cost, 220 upkeep
13 morale, normal discipline, trained
Very hardy, free upkeep unit, can form shield wall
4 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: -1
Forest: 0
Snow: 0
-4 vs elephants
Settlement culture must be 33% Dwarvish
Dwarven Halberdmen
dwarven_halberdmen
 
60 heavy infantry, 1.8 mass, 1.2 speed
Halberd, attack 6, charge 3, armor-piercing, +4 vs cavalry
No secondary
Armor 8, skill 3, shield 0; total defense 11
540 cost, 220 upkeep
12 morale, normal discipline, trained
Very hardy, free upkeep unit, can form phalanx
4 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: -1
Forest: -1
Snow: 0
-3 vs elephants
Settlement culture must be 50% Dwarvish
Dwarven Axemen
Clan Warriors
warriors
 
60 heavy infantry, 1.5 mass
2h axe, attack 8, skill 6, armor-piercing
No secondary
Armor 10, skill 4, shield 0; total defense 14
640 cost, 230 upkeep
14 morale, normal discipline, trained
Very hardy, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: -1
Forest: 0
Snow: 0
+1 vs horses, +1 vs camels, -4 vs elephants
Settlement culture must be 50% Dwarvish
Iron Guard
dwarven_warriors
 
60 heavy infantry, 2 mass
Sword, attack 11, charge 5
No secondary
Armor 15, skill 3, shield 5; total defense 23
850 cost, 350 upkeep
18 morale, disciplined, trained, locked morale
Hardy, free upkeep unit, can form shield wall
8 extra fatigue in heat
Armor+1 via smith lv.5
Scrub: 0
Sand: -2
Forest: 0
Snow: 0
+2 vs elephants
Settlement culture must be 75% Dwarvish
Axemen of Erebor
warriors
 
60 heavy infantry, 2 mass
2h axe, attack 9, charge 6, armor-piercing
No secondary
Armor 13, skill 3, shield 0; total defense 16
720 cost, 260 upkeep
14 morale, disciplined, trained
Very hardy, free upkeep unit
8 extra fatigue in heat
Armor+1 via smith lv.5
Scrub: 0
Sand: -2
Forest: 0
Snow: 0
+1 vs horses, +1 vs camels, -4 vs elephants
Only recruitable in Erebor
Dragonslayers of Ered-Mithrin
Dragonslayers
dwarven_warriors
 
60 heavy infantry, 2 mass
Mace, attack 8, charge 5, armor-piercing
No secondary
Armor 12, skill 2, shield 6; total defense 20
790 cost, 320 upkeep
16 morale, impetuous, trained
Very hardy, free upkeep unit, can form shield wall
6 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -2
Forest: 0
Snow: 0
-4 vs elephants
Only recruitable in Dain's Halls and Wormcove
Settlement culture must be 50% Dwarvish
Guards of Khazad-dum
Khazad Guard
khazad_guard
 
60 heavy infantry, 2 mass
Mace, attack 7, charge 5, armor-piercing
No secondary
Armor 18, skill 3, shield 5; total defense 26
1200 cost, 360 upkeep
19 morale, disciplined, trained, locked morale
Hardy, free upkeep unit, can form shield wall
6 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -2
Forest: 0
Snow: 0
-4 vs elephants
Only recruitable in Moria
Settlement culture must be 50% Dwarvish
Dwarven Noblemen
Noble Bodyguards
bodyguard
 
30 heavy infantry, 2 mass
Mace, attack 7, charge 4, armor-piercing
No secondary
Armor 13, skill 3, shield 5; total defense 21
860 cost, 250 upkeep
16 morale, disciplined, trained
Very hardy, general unit, free upkeep unit, can form shield wall
4 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -2
Forest: 0
Snow: 0
-4 vs elephants
Base bodyguard unit for Dwarven Generals
Eriadorian Cavalry
Greenway Guards
greenway_guards, northern heavy horse
 
30 heavy cavalry, horses, 3.25 mass
Spear, attack 6, charge 8
Sword, attack 7, charge 4
Armor 6, skill 2, shield 4; total defense 2
830 cost, 300 upkeep
14 morale, disciplined, trained
Hardy, free upkeep unit
8 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: -1
Sand: -1
Forest: -3
Snow: -2
-4 vs elephants, -4 vs camels
Only recruitable in Bree, Fornost Erain, Staddle, North Tharbad, and South Tharbad
Merchants
merchants, merchant horse
 
24 heavy cavalry, horses, 3.25 mass
Sword, attack 8, charge 5
No secondary
Armor 7, skill 2, shield 5; total defense 14
780 cost, 290 upkeep
12 morale, normal discipline, trained
Can form a charge
8 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: -1
Sand: -2
Forest: -3
Snow: -2
-4 vs elephants, -4 vs camels
Requires settlement culture to be 50% Northmen
Mounted Battle Ready Dunedain
Mounted Dunedain
mounted_br, northern heavy horse
 
24 heavy cavalry, horses, 3.25 mass
Spear, attack 7, charge 9
Sword, attack 11, charge 4
Armor 6, skill 6, shield 4; total defense 16
980 cost, 360 upkeep
16 morale, disciplined, highly trained
Hardy, can form a charge, free upkeep unit, can form wedge
8 extra fatigue in heat
Armor+1 via smith lv.
Scrub: -1
Sand: -1
Forest: -3
Snow: -2
-4 vs elephants, -4 vs camels
Only recruitable in Bree, Amon Sul, Fornost Erain, and Annuminas

Mounted Dunedain BG
Mounted Dunedain BG
mounted_br, northern heavy horse
 
10 heavy cavalry, horses, 3.25 mass
Spear, attack 8, charge 9
Sword, attack 11, charge 5
Armor 6, skill 7, shield 4; total defense 17
950 cost, 320 upkeep
16 morale, disciplined, highly trained
Hardy, can form a charge, general unit, free upkeep unit
8 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: -1
Sand: -1
Forest: -3
Snow: -2
-4 vs elephants, -4 vs camels
Base bodyguard unit for Eriadorian Generals
Grey Company
grey_company2, northern heavy horse
 
30 missile cavalry, horses, 3.25 mass
30 composite arrows, attack 10, charge 2, range 150
Sword, attack 9, charge 3
Armor 3, skill 7, shield 0; total defense 10
680 cost, 0 upkeep
16 morale, disciplined, highly trained
Very hardy, general unit, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: 0
Forest: -3
Snow: -1
-4 vs elephants, -4 vs camels
Special bodyguard unit for Aragorn
Eriadorian Infantry
Breeland Militia
Armored_Sergeants
 
60 spear infantry
Spear, attack 6, charge 4, light spear, +4 vs cavalry
No secondary
Armor 3, skill 2, shield 3; total defense 8
380 cost, 180 upkeep
10 morale, normal discipline, trained
Hardy, free upkeep unit
6 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
Requires settlement culture to be 25% Northmen
Greenway Guards
Greenway Sentries
greenway_sentries
 
60 spear infantry, 1.2 mass
Spear, attack 8, charge 4, light spear, +4 vs cavalry
No secondary
Armor 6, skill 2, shield 4; total defense 12
560 cost, 220 upkeep
14 morale, disciplined, trained
Hardy, free upkeep unit
6 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
Only recruitable in Bree, Fornost Erain, Staddle, North Tharbad, and South Tharbad
Merchant Militia
Norse_Swordsmen
 
48 heavy infantry, 1.2 mass
Sword, attack 8, charge 4
No secondary
Armor 7, skill 2, shield 5; total defense 14
530 cost, 210 upkeep
12 morale, normal discipline, trained
Free upkeep unit
8 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -2
Forest: 0
Snow: -2
+2 vs elephants
Requires settlement culture to be 50% Northmen
Battle Ready Dunedain
BR Dunedain
br_dunedain
 
48 heavy infantry, 1.2 mass
Sword, attack 15, charge 8
No secondary
Armor 6, skill 7, shield 0; total defense 13
750 cost, 280 upkeep
16 morale, disciplined, highly trained
Very hardy, free upkeep unit
6 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: +1
Sand: 0
Forest: +2
Snow: -1
-2 vs elephants
Only recruitable in Bree, Amon Sul, Fornost Erain, and Annuminas
Lumbermen
dalesmen
 
60 heavy infantry
2h axe, attack 7, charge 6, armor-piercing
No secondary
Armor 2, skill 3, shield 0; total defense 5
420 cost, 190 upkeep
11 morale, normal discipline, untrained
Hardy, free upkeep unit, armor+1 via smith lv.1
2 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: -1
Forest: +1
Snow: -2
+1 vs horses, +1 vs camels, -4 vs elephants
Requires Lumber Camp
Only buildable in grassland and forest regions
Requires settlement culture to be 10% Northmen
Bandits
 
60 heavy infantry
Sword, attack 8, charge 4
No secondary
Armor 2, skill 2, shield 2; total defense 6
100 cost, 220 upkeep
10 morale, normal discipline, untrained
Hardy
2 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: +2
Snow: -2
+2 vs elephants
NOT RECRUITABLE
Eriadorian Ranged
Archer Militia
Bree Archer Militia
bree_archers
 
60 missile infantry
35 arrows, attack 6, charge 2
Sword, attack 4, charge 2
Armor 3, skill 3, shield 0; total defense 6
350 cost, 160 upkeep
8 morale, normal discipline, trained
Hardy, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: -1
Forest: -1
Snow: -2
+3 vs elephants
Requires settlement culture to be 25% Northmen
Dunedain Rangers
dunedain_rangers2
 
48 missile infantry
35 elven arrows, attack 10, charge 2, range 190
Sword, attack 8, charge 3
Armor 3, skill 5, shield 0; total defense 8
570 cost, 230 upkeep
13 morale, disciplined, highly trained
Very hardy, can deploy stakes, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
+3 vs elephants
Only recruitable in Bree, Amon Sul, Fornost Erain, and Annuminas
Woodland Hunters
woodland_hunters
 
60 missile infantry
30 arrows, attack 7, charge 2, range 170
Sword, attack 4, charge 2
Armor 2, skill 3, shield 0; total defense 5
400 cost, 190 upkeep
8 morale, normal discipline, untrained
Hardy, free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
Requires Hunting Camp
Only buildable in grassland and forest regions
Requires settlement culture to be 10% Northmen
Gondorian Cavalry
Cavalry Militia
Dol Amroth Knights
kofm, northern heavy horse
 
30 heavy cavalry, horses, 3.25 mass
Spear, attack 5, charge 7
Sword, attack 5, charge 4
Armor 4, skill 2, shield 3; total defense 9
670 cost, 260 upkeep
10 morale, normal discipline, trained
Can form a charge, free upkeep unit
4 extra fatigue in heat
Armor +1 via smith lv.3
Scrub: -1
Sand: -1
Forest: -3
Snow: -2
-4 vs elephants, -4 vs camels
Requires settlement culture to be 25% Dunedain
Gondor Cavalry
gondor_cavalry, gondor horse
 
30 heavy cavalry, horses, 3.25 mass
Lance, attack 6, charge 9
Sword, attack 8, charge 4
Armor 8, skill 4, shield 0; total defense 12
890 cost, 320 upkeep
14 morale, disciplined, trained
Can form a charge, knight, free upkeep unit
6 extra fatigue in heat
Armor+2 via smith lv.4 and 5
Scrub: -1
Sand: -2
Forest: -3
Snow: -2
-4 vs elephants, -4 vs camels
Requires settlement culture to be 75% Dunedain
Swan Knights
swan_knights, barded horse
 
30 heavy cavalry, horses, 3.75 mass
Lance, attack 7, charge 10
Sword, attack 10, charge 4
Armor 9, skill 4, shield 5; total defense 18
1200 cost, 420 upkeep
16 morale, disciplined, highly trained
Hardy, can form a charge, knight, free upkeep unit, can form wedge
8 extra fatigue in heat
Armor+1 via smith lv.5
Scrub: -1
Sand: -2
Forest: -3
Snow: -2
-4 vs elephants, -4 vs camels
Only recruitable in Dol Amroth
General's Bodyguard
Gondor Bodyguard
Gondor_Bodyguard, gondor horse
 
12 heavy cavalry, horses, 3.25 mass
Lance, attack 7, charge 9
Sword, attack 9, charge 4
Armor 8, skill 4, shield 5; total defense 17
860 cost, 250 upkeep
16 morale, disciplined, trained
Hardy, can form a charge, knight, general unit, free upkeep unit
6 extra fatigue in heat
Armor+1 via smith lv.5
Scrub: -1
Sand: -2
Forest: -3
Snow: -2
-4 vs elephants, -4 vs camels
The base bodyguard unit for Gondorian Generals
Gondorian Ranged
Archer Militia
Militia Archers
militia_archers
 
60 missile infantry
30 arrows, attack 6, charge 2, range 150, fire arrows
Sword, attack 4, charge 2
Armor 4, skill 2, shield 0; total defense 6
410 cost, 180 upkeep
8 morale, normal discipline, trained
Free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: -1
Forest: -1
Snow: -2
+3 vs elephants
Requires settlement culture to be 25% Dunedain
Black Vale Archers
Blackroot Archers
blackroot_archers
 
60 missile infantry
35 arrows, attack 8, charge 2, range 180, fire arrows
Sword, attack 6, charge 2
Armor 5, skill 4, shield 0; total defense 9
520 cost, 210 upkeep
11 morale, normal discipline, trained
Hardy, free upkeep unit
4 extra fatigue in heat
Armor +1 via smith lv.3
Scrub: 0
Sand: -1
Forest: -1
Snow: -2
+3 vs elephants
Only recruitable in Lamedon and Erech
Gondor Archers
gondor_archers
 
60 missile infantry
35 arrows, attack 7, charge 2, range 170, fire arrows
Sword, attack 6, charge 2
Armor 8, skill 4, shield 0; total defense 12
580 cost, 240 upkeep
11 morale, disciplined, trained
Can deploy stakes, free upkeep unit, cannot skirmish
6 extra fatigue in heat
Armor+2 via smith lv.4 and 5
Scrub: 0
Sand: -2
Forest: -1
Snow: -2
+3 vs elephants
Requires settlement culture to be 66% Dunedain
Ithilien Rangers
rangers
 
60 missile infantry
35 arrows, attack 9, charge 2, range 190, fire arrows
Sword, attack 8, charge 2
Armor 2, skill 4, shield 0; total defense 6
540 cost, 220 upkeep
12 morale, normal discipline, trained
Very hardy, can deploy stakes, free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: -1
Forest: +1
Snow: -2
+3 vs elephants
Only recruitable in Cair-Andros, Emyn Arnen, Tir Ethraid, and Henneth Annun
Ithilien Rangers
Ithilien Rangers_BG
rangers
 
60 missile infantry
35 arrows, attack 9, charge 2, range 200
Sword, attack 8, charge 2
Armor 5, skill 3, shield 0; total defense 8
540 cost, 250 upkeep
16 morale, normal discipline, trained
Very hardy, can deploy stakes, free upkeep unit, general unit
2 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: -1
Forest: +1
Snow: -2
+3 vs elephants
Special bodyguard unit for Faramir
Not available in custom battles
Gondorian Infantry
Gondor Spearmen
Armored_Sergeants
 
60 spear infantry, 1.2 mass
Spear, attack 7, charge 4, light spear, +4 vs cavalry
No secondary
Armor 8, skill 2, shield 6; total defense 16
620 cost, 260 upkeep
14 morale, disciplined, trained
Can form schiltrom, free upkeep unit
6 extra fatigue in heat
Armor+2 via smith lv.4 and 5
Scrub: 0
Sand: -2
Forest: 0
Snow: -2
Requires settlement culture to be 66% Dunedain
Citadel Guard
Kingsguard
Armored_Sergeants
 
60 spear infantry, 1.2 mass
Spear, attack 9, charge 4, light spear, +4 vs cavalry
No secondary
Armor 8, skill 4, shield 6; total defense 18
720 cost, 300 upkeep
18 morale, disciplined, highly trained
Hardy, can form shield wall, free upkeep unit
6 extra fatigue in heat
Armor+1 via smith lv.5
Scrub: 0
Sand: -2
Forest: 0
Snow: -2
Requires settlement culture to be 75% Dunedain
Fountain Guard
fountain_guard
 
60 spear infantry, 1.8 mass
Spear, attack 8, charge 4, light spear, armor-piercing, +4 vs cavalry
No secondary
Armor 11, skill 7, shield 0; total defense 18
920 cost, 340 upkeep
18 morale, disciplined, highly trained, locked morale
Very hardy, can form phalanx, free upkeep unit
6 extra fatigue in heat
Armor+1 via smith lv.5
Scrub: 0
Sand: -2
Forest: -1
Snow: -2
-4 vs elephants
Only recruitable in Minas Tirith
Guards of Osgiliath
Osgiliath Pikemen
noble_pikemen
 
60 spear infantry, 1.2 mass, 0.7 speed
Pike, attack 4, charge 3, spear, long pike, +8 vs cavalry
No secondary
Armor 5, skill 1, shield 0; total defense 6
950 cost, 350 upkeep
18 morale, disciplined, highly trained, locked morale
Very hardy, can form phalanx, free upkeep unit
6 extra fatigue in heat
Armor+1 via smith lv.5
Scrub: 0
Sand: -2
Forest: -1
Snow: -2
-1 vs elephants
Only recruitable in West Osgiliath
Osgiliath must be rebuilt
Axemen of Lossarnach
Varangian_Guard
 
60 heavy infantry
2h axe, attack 8, charge 6, armor-piercing
No secondary
Armor 6, skill 4, shield 0; total defense 10
470 cost, 200 upkeep
13 morale, normal discipline, trained
Hardy, free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
+1 vs horses, +1 vs camels, -4 vs elephants
Only recruitable in Lossarnach
Gondor Militia
Dismounted Kofm
Norse_Swordsmen
 
60 heavy infantry
Sword, attack 7, charge 3
No secondary
Armor 4, skill 2, shield 3; total defense 9
430 cost, 180 upkeep
10 morale, normal discipline, trained
Free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
+2 vs elephants
Requires settlement culture to be 25% Dunedain
Pelargir Marines
Marines
marines
 
60 heavy infantry
2 javelins, attack 8, charge 3, range 55, armor-piercing
Sword, attack 7, charge 3
Armor 5, skill 3, shield 4; total defense 12
540 cost, 220 upkeep
13 morale, normal discipline, trained
Hardy, free upkeep unit, cannot skirmish
4 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
-10 vs elephants
Only recruitable in Linhir
Gondor Infantry
Norse_Swordsmen
 
60 heavy infantry
Sword, attack 9, charge 4
No secondary
Armor 8, skill 2, shield 6; total defense 16
650 cost, 270 upkeep
14 morale, disciplined, trained
Free upkeep unit
6 extra fatigue in heat
Armor+2 via smith lv.4 and 5
Scrub: 0
Sand: -2
Forest: 0
Snow: -2
+2 vs elephants
Requires settlement culture to be 66% Dunedain
Dismounted Swan Knights
Norse_Swordsmen
 
60 heavy infantry
Sword, attack 10, charg e5
No secondary
Armor 9, skill 4, shield 6; total defense 19
790 cost, 320 upkeep
16 morale, disciplined, highly trained
Hardy, free upkeep unit
8 extra fatigue in heat
Armor +1 via smith lv.5
Scrub: 0
Sand: -2
Forest: 0
Snow: -2
+2 vs elephants
Only recruitable in Dol Amroth
Citadel Guard
Kingsguard_BG
Armored_Sergeants
 
60 spear infantry
Spear, attack 9, charge 4, light spear, +4 vs cavalry
No secondary
Armor 8, skill 4, charge 6; total defense 18
720 cost, 300 upkeep
18 morale, disciplined, highly trained
Hardy, can form shield wall, free upkeep unit
6 extra fatigue in heat
Armor+1 via smith lv.5
Scrub: 0
Sand: -2
Forest: 0
Snow: -2
Special bodyguard unit for Boromir
Gundabad Cavalry
Warg Riders
Goblin Wargs
Warg_riders, warg_camel*
 
24 heavy cavalry, horses*, 4.5 mass, 1.1 speed
Axe, attack 4, charge 10, armor-piercing
No secondary
Armor 6, skill 6, shield 0; total defense 12
690 cost, 250 upkeep
13 morale, normal discipline, trained
Frightens infantry, frightens cavalry
Armor +1 via smith lv.3
4 extra fatigue in heat
Scrub: -1
Sand: -1
Forest: -3
Snow: -2
-4 vs elephants, +2 vs horses
Settlement culture must be 25% Melkor
*This isn't a mistake, though wargs are supposed to have the camel class, in the 3.2 release, they're given the horse class.
Rhudaur Scouts
rhudaur_scouts, northern heavy horse
 
24 light cavalry, horses, 3.25 mass
Spear, attack 5, charge 7
Mace, attack 4, charge 3, armor-piercing
Armor 3, skill 2, shield 3; total defense 8
580 cost, 240 upkeep
10 morale, normal discipline, trained
Hardy, free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: -1
Sand: -1
Forest: -3
Snow: -2
-4 vs elephants, -4 vs camels
NOT RECRUITABLE
Gundabad Ranged
Snaga Skirmishers
snaga_skirmishers
 
100 missile infantry, 0.8 mass, 1.1 speed
2 javelins, attack 6, charge 3, range 50
Sword, attack 4, charge 3
Armor 2, skill 2, shield 0; total defense 4
320 cost, 150 upkeep
8 morale, low discipline, trained
Free upkeep unit
1 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: 0
Forest: -1
Snow: -1
-12 vs elephants
Settlement culture must be 25% Melkor
Snaga Archers
 
60 missile infantry, 1.1 move speed, 0.8 mass
25 arrows, attack 4, charge 2, fire arrows
Sword, attack 4, charge 2
Armor 2, skill 2, shield 0; total defense 4
340 cost, 150 upkeep
7 morale, low discipline, trained
Free upkeep unit
1 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: 0
Forest: -1
Snow: -1
+3 vs elephants
Settlement culture must be 25% Melkor
Goblin Trackers
 
60 missile infantry
25 arrows, attack 5, charge 2, fire arrows
Sword, attack 5, charge 2
Armor 4, skill 2, shield 0; total defense 6
390 cost, 170 upkeep
8 morale, normal discipline, trained
Free upkeep unit
1 extra faitgue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: 0
Forest: -1
Snow: -1
+3 vs elephants
Settlement culture must be 33% Melkor
Gundabad Spear Infantry
Goblin Band
Goblin Spears
goblin_spear
 
100 spear infantry
Spear, attack 5, charge 3, light spear, +4 vs cavalry
No secondary
Armor 3, skill 2, shield 2; total defense 7
410 cost, 160 upkeep
10 morale, low discipline, trained
Free upkeep unit, can form schiltrom
2 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: 0
Forest: 0
Snow: -1
-3 vs elephants
Settlement culture must be 33% Melkor
Hillmen
Armored_Sergeants
 
60 spear infantry
Spear, attack 8, charge 3, light spear, +4 vs cavalry
No secondary
Armor 3, skill 2, shield 3
490 cost, 190 upkeep
12 morale, normal discipline, trained
Free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
ONLY RECRUITABLE AS MERCENARIES
AI ONLY:
Spawns as a single unit in Ettemoors
Gundabad Light and Heavy Infantry
Snaga Stalkers
Snaga Band
snaga_band
 
100 light infantry, 1.1 move speed, 0.8 mass
Sword, attack 5, charge 3
No secondary
Armor 1, skill 2, shield 2; total defense 5
370 cost, 160 upkeep
9 morale, low discipline, trained
Free upkeep unit
1 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: 0
Forest: 0
Snow: -1
Settlement culture must be 25% Melkor
Orc Fellers
varangian_guard
 
100 heavy infantry
2h axe, attack 5, charge 5, armor-piercing
No secondary
Armor 3, skill 2, shield 0; total defense 5
470 cost, 190 upkeep
11 morale, normal disciplined, trained
Free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: 0
Forest: 0
Snow: -1
+1 vs horses, +1 vs camels, -4 vs elephants
Settlement culture must be 50% Melkor
Orc Halberdiers
Orc Halberd
orc_halberd
 
100 heavy infantry, 0.7 speed
Halberd, attack 5, charge 3
No secondary
Armor 5, skill 2, shield 0; total defense 7
520 cost, 200 upkeep
11 morale, normal discipline, trained
Free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: 0
Forest: -1
Snow: -1
-3 vs elephants
Settlement culture must be 50% Melkor
Orc Marauders
Heavy Orcs
heavy_orcs
 
100 heavy infantry
Sword, attack 6, charge 3
No secondary
Armor 5, skill 2, shield 3; total defense 10
540 cost, 220 upkeep
12 morale, normal discipline, trained
Free upkeep unit
3 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: -1
Forest: 0
Snow: -1
+2 vs elephants
Settlement culture must be 50% Melkor
Mountain Trolls
 
5 heavy infantry, 60 mass, 0.9 speed, 5 hp
Mace, attack 30, charge 10, area of effect, launching
No secondary
Armor 6, skill 23, shield 0; total defense 29
1200 cost, 500 upkeep
18 morale, impetuous, trained, locked morale
Cannot hide in forests, hardy, frightens infantry
1 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: 0
Forest: -2
Snow: -2
-2 vs elephants
Requires Troll Cage
Only recruitable in Azanulimbar-Dum, Imladris, Barand-dur, Nargroth, Orc Encampment (West and East Gorgoroth), Nurnen, Black Gate, Minas Morgul, Dol Guldur, Durthang, Cirith Ungol, Isengard, Goblin town, Moria, Mountain Fort, Orc Outpost, Dain's Halls, Carn-Dum, Gram, Gundabad, Litash, and Wormcove
Snow Trolls
 
5 heavy infantry, 0.8 move speed, 80 mass, 5 hitpoints
Mace, attack 35, charge 13, area of effect, launching
No secondary
Armor 8, skill 22, shield 0; total defense 30
1450 cost, 600 upkeep
18 morale, impetuous, untrained, locked morale
Hardy, frightens infantry, free upkeep unit
2 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -1
-2 vs elephants
Requires Troll Cage
Only recruitable in Azanulimbar-Dum, Imladris, Barand-dur, Nargroth, Orc Encampment (West and East Gorgoroth), Nurnen, Black Gate, Minas Morgul, Dol Guldur, Durthang, Cirith Ungol, Isengard, Goblin town, Moria, Mountain Fort, Orc Outpost, Dain's Halls, Carn-Dum, Gram, Gundabad, Litash, and Wormcove
Orc Bodyguards
Moria Bodyguards
 
30 heavy infantry
Sword, attack 9, charge 4
No secondary
Armor 8, skill 4, shield 4; total defense 16
840 cost, 240 upkeep
15 morale, normal discipline, trained
Hardy, general unit, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: 0
Forest: 0
Snow: -1
+2 vs elephants
Base bodyguard unit for Gundabad Generals
Cave Trolls
mountain_trolls
 
5 heavy infantry, 70 mass, 0.9 speed, 5 hitpoints
Mace, attack 32, charge 12, area of effect, launching
No secondary
Armor 7, skill 24, shield 0; total defense 31
1300 cost, 550 upkeep
18 morale, impetuous, trained, locked morale
Hardy, frightens infantry, free upkeep unit
2 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -1
-2 vs elephants
NOT RECRUITABLE
Rhudaur Axemen
rhudaur_axemen
 
60 heavy infantry
2 javelins, attack 7, charge 3, armor-piercing
Mace, attack 6, charge 3, armor-piercing
Armor 5, skill 3, shield 3; total defense 11
560 cost, 230 upkeep
13 morale, normal discipline, trained
Hardy, cannot skirmish, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
-10 vs elephants
NOT RECRUITABLE
Haradrim Cavalry
Southron Lancer
southron_lancers, eastern horse
 
30 heavy cavalry, horse, 3.5 mass
Spear, attack 5, charge 7
Sword, attack 6, charge 3
Armor 3, skill 3, shield 3; total defense 9
620 cost, 250 upkeep
12 morale, normal discipline, trained
Hardy, can form a charge, free upkeep unit
0 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: -1
Sand: +1
Forest: -3
Snow: -2
-4 vs elephants, -4 vs camels
Requires settlement culture to be 33% Melkor followers
Haradrim Raiders
Raiders Cavalry
raiders_cavalry, simple horse
 
30 missile cavalry, horses, 3.25 mass
25 composite arrows, attack 6, charge 2, range 140
Sword, attack 5, charge 2
Armor 4, skill 3, shield 0; total defense 7
680 cost, 270 upkeep
12 morale, normal discipline, trained
Hardy, can form cantabrian circle, free upkeep unit
0 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: -1
Sand: +1
Forest: -3
Snow: -2
-4 vs elephants, -4 vs camels
Requires settlement culture to be 33% Melkor followers
Muhad Beastmasters
Beastmaster Cav
beastmaster_cav, camel
 
30 missile cavalry, camels, 2.5 mass
6 javelins, attack 8, charge 3, range 55, armor-piercing
Mace, attack 3, charge 3, armor-piercing
Armor 3, skill 3, shield 4; total defense 10
720 cost, 260 upkeep
13 morale, normal discipline, trained
Hardy, can form a charge, can form a cantabrian circle, free upkeep unit
0 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: -1
Sand: +1
Forest: -3
Snow: -2
-4 vs elephants, -4 vs camels
Only recruitable in desert regions
Serpent Guard
haradrim_heavy_cav, eastern horse
 
30 heavy cavalry, horses, 3.5 mass
Spear, attack 7, charge 9
Sword, attack 9, charge 4
Armor 7, skill 4, shield 5; total defense 16
1000 cost, 320 upkeep
17 morale, disciplined, highly trained
Hardy, can form a charge, free upkeep unit
0 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: -1
Sand: +1
Forest: -3
Snow: -2
-4 vs elephants, -4 vs camels
Requires settlement culture to be 75% Melkor followers
Mumakil
Turkish_Archers, elephant_cannon
 
30 heavy cavalry, 2 elephants, 100 mass, 0.7 speed, 6 hp
50 mumakil arrows, attack 10, charge 2, range 200
Mumakil, attack 36, charge 20, armor-piercing, area-of-effect, launches unit
Armor 27, skill 21; total defense 48
4200 cost, 1280 upkeep
30 morale, disciplined, trained
Hardy, can run amok, frightens infantry, frightens cavalry, has powerful charge
0 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: +2
Forest: -4
Snow: -2
+4 vs horses, +2 vs camels
Only recruitable in Hyarman, Umbar, Urabhaya, Hamen, Amrun, Gobel Ancalimon, and Ammu Khand
Serpent Bodyguards
Serpent Bodyguard
haradrim_heavy_cav, eastern horse
 
12 heavy cavalry, eastern horse
Spear, attack 7, charge 9
Sword, attack 9, charge 4
Armor 8, skill 4, shield 5; total defense 17
860 cost, 250 upkeep
16 morale, disciplined, trained
Hardy, can form a charge, general unit, free upkeep unit, not available in custom
0 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: -1
Sand: +1
Forest: -3
Snow: -2
-4 vs elephants, -4 vs camels
The base bodyguard unit for Haradrim Generals
Haradrim Ranged
Muhad Tribesmen
Beastmaster
Afghan_Javelinmen
 
60 missile infantry, 1.2 mass
4 javelins, attack 9, charge 3, range 60, armor-piercing
Mace, attack 4, charge 3, armor-piercing
Armor 3, skill 3, shield 4; total defense 10
490 cost, 200 upkeep
13 morale, normal discipline, trained
Very hardy, free upkeep unit
0 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: +1
Sand: +1
Forest: 0
Snow: -1
-10 vs elephants
Requires settlement culture to be 66% Melkor followers
Haradrim Archers
Harad Archers
Lithunaian_Archers
 
60 missile infantry
30 arrows, attack 6, charge 2, range 150
Sword, attack 4, charge 2
Armor 2, skill 2, shield 0; total defense 4
340 cost, 150 upkeep
8 morale, normal discipline, trained
Hardy, free upkeep unit
0 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: +1
Forest: -1
Snow: -2
+3 vs elephants
Requires settlement culture to be 25% Melkor follower
Corsair Archers
Lithuanian_Archers
 
60 missile infantry
30 arrows, attack 7, charge 2, range 180
Sword, attack 6, charge 2
Armor 2, skill 4, shield 0; total defense 6
450 cost, 190 upkeep
12 morale, impetuous, trained
Hardy, free upkeep unit
0 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: +1
Forest: -1
Snow: -2
+3 vs elephants
Only recruitable in coastal regions
Southron Archers
Lithuanian_Archers
 
60 missile infantry
35 arrows, attack 8, charge 2, range 170
Sword, attack 6, charge 2
Armor 5, skill 4, shield 0; total defense 9
560 cost, 230 upkeep
10 morale, normal discipline, trained
Hardy, free upkeep unit, can deploy stakes
0 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: +1
Forest: -1
Snow: -2
+3 vs elephants
Requires settlement culture to be 33% Melkor follower
Haradrim Infantry
Haradrim Spearmen
Desert Spearmen
Armored_Sergeants
 
60 spear infantry
Spear, attack 7, charge 3, light spear, +4 vs cavalry
No secondary
Armor 2, skill 2, shield 3; total defense 7
350 cost, 160 upkeep
9 morale, normal discipline, trained
Hardy, free upkeep unit, can form schiltrom
0 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: +1
Forest: 0
Snow: -2
Requires settlement culture to be 25% Melkor followers
Corsairs
 
60 light infantry
Sword, attack 9, charge 4
No secondary
Armor 2, skill 5, shield 0; total defense 7
450 cost, 180 upkeep
14 morale, impetuous, trained
Hardy, free upkeep unit
0 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: +1
Forest: 0
Snow: -2
+2 vs elephants
Only recruitable in coastal regions
Southron Warband
Southron Spearmen
Armored_Sergeants
 
60 spear infantry, 1.2 mass
Spear, attack 8, charge 4, light spear, +4 vs cavalry
No secondary
Armor 5, skill 3, shield 4; total defense 12
470 cost, 200 upkeep
12 morale, normal discipline, trained
Hardy, free upkeep unit, can form schiltrom
0 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: +1
Forest: 0
Snow: -2
Requires settlement culture to be 33% Melkor followers
Southron Pikemen
Heavy_Pike_Militia
 
60 spear infantry, 1.2 mass, 0.7 speed
Pike, attack 3, charge 4, spear, long pike, +8 vs cavalry
No secondary
Armor 3, skill 1, shield 0; total defense 4
560 cost, 230 upkeep
13 morale, normal discipline, trained
Hardy, free upkeep unit, can form phalanx
0 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: +1
Forest: -1
Snow: -2
-1 vs elephants
Requires settlement culture to be 50% Melkor followers
Hasharii
 
60 heavy infantry, 1.2 mass
Sword, attack 11, charge 5
No secondary
Armor 4, skill 5, shield 2; total defense 11
570 cost, 250 upkeep
17 morale, normal discipline, trained
Very hardy, free upkeep unit
0 extra fatigue
Armor+1 via smith lv.2
Scrub: +2
Sand: +3
Forest: +2
Snow: 0
+2 vs elephants
Requires settlement culture to be 75% Melkor followers
Troll-men of Harad
Half Men
half_men
 
48 heavy infantry, 5 mass, 2 hp
Mace, attack 10, charge 7, armor-piercing
No secondary
Armor 2, skill 3, shield 5; total defense 10
590 cost, 240 upkeep
16 morale, impetuous, untrained
Very hardy, frightens infantry, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: +2
Forest: +2
Snow: -2
-4 vs elephants
Only recruitable in desert regions
Dismounted Serpent Guard
Dismounted_Feudal_Knights
 
60 heavy infantry, 1.2 mass
Sword, attack 9, charge 4
No secondary
Armor 7, skill 4, shield 5; total defense 16
730 cost, 290 upkeep
17 morale, disciplined, highly trained
Hardy, free upkeep unit
0 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: +1
Forest: 0
Snow: -2
+2 vs elephants
Requires settlement culture to be 75% Melkor followers
High Elven Cavalry
Imladris Riders
imladris_riders, simple horse
 
24 missile cavalry, horses, 3.25 mass
25 composite arrows, attack 9, charge 2, range 150
Sword, attack 8, charge 2
Armor 3, skill 6, shield 0; total defense 9
780 cost, 290 upkeep
13 morale, normal discipline, highly trained
Hardy, can form cantabrian circle, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: -1
Sand: -1
Forest: -2
Snow: -2
-4 vs elephants, -4 vs camels
Only hirable in Imladris
Noretirno Cavalry
Homeguard Cavalry
homeguard_cav, simple horse
 
24 heavy cavalry, horses, 3.25 mass
Spear, attack 7, charge 8
Sword, attack 9, charge 4
Armor 4, skill 8, shield 0; total defense 12
750 cost, 260 upkeep
13 morale, normal discipline, trained
Can form a charge, free upkeep unit
0 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: -1
Sand: -1
Forest: -2
Snow: -2
-4 vs elephants, -4 vs camels
Requires settlement culture to be 75% Elvish
Eldarinwe Lancers
Eldar Cavalry
elf_lance, simple horse
 
24 heavy cavalry, simple horse
Spear, attack 8, charge 9
Sword, attack 11, charge 4
Armor 8, skill 5, shield 5; total defense 18
1060 cost, 350 upkeep
15 morale, disciplined, highly trained
Hardy, can form a charge, knight, free upkeep unit
6 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: -1
Sand: -2
Forest: -2
Snow: -2
-4 vs elephants, -4 vs camels
Requires settlement culture to be 75% Elvish
Eldarinwe Nobles
Elf Nobel Mount
Elf_Nobel_Mount, elven horse
 
10 heavy cavalry, horses, 4 mass
Spear, attack 8, charge 9
Sword, attack 11, charge 4
Armor 12, skill 6, shield 0; total defense 18
860 cost, 250 upkeep
16 morale, disciplined, highly trained
Hardy, can form a charge, general unit, free upkeep unit
6 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: -1
Sand: -2
Forest: -2
Snow: -2
-4 vs elephants, -4 vs camels
Base bodyguard unit for High Elven Generals
High Elven Ranged
Bow Quendi
Elf Archer2
quendi_bow
 
48 missile infantry, 1.1 speed
35 elven arrows, attack 9, charge 2, range 170, fire arrows
Sword, attack 7, charge 2
Armor 1, skill 6, shield 0; total defense 7
480 cost, 200 upkeep
11 morale, normal discipline, highly trained
Very hardy, free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: -1
Forest: 0
Snow: -1
+3 vs elephants
Requires settlement culture to be 33% Elvish
Noretirno Warriors
Homeguard Warriors
homeguard_bow
 
48 missile infantry, 1.1 speed
35 elven arrows, attack 8, charge 2, range 190, fire arrows
Sword, attack 8, charge 2
Armor 2, skill 7, shield 0; total defense 9
590 cost, 240 upkeep
12 morale, normal discipline, highly trained
Very hardy, free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: -1
Forest: 0
Snow: -1
+3 vs elephants
Requires settlement culture to be 50% Elvish
Eldarinwe Archers
Elf Archer3
elf_archer_noldor
 
48 missile infantry, 1.2 mass, 1.1 speed
35 elven arrows, attack 12, charge 2, range 210, fire arrows
Sword, attack 12, charge 4
Armor 9, skill 6, shield 0; total defense 15
840 cost, 330 upkeep
14 morale, disciplined, highly trained
Very hardy, free upkeep unit
5 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -2
Forest: 0
Snow: -1
+3 vs elephants
Requires settlement culture to be 75% Elvish
High Elven Infantry
Sword Quendi
High Sword
quendi_sword
 
48 light infantry, 1.1 speed
Sword, attack 10, charge 4
No secondary
Armor 4, skill 6, shield 4; total defense 14
500 cost, 210 upkeep
13 morale, normal discipline, highly trained
Very hardy, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: -1
Forest: +1
Snow: -1
+2 vs elephants
Requires settlement culture to be 33% Elvish
Lindon Longspear
barding_hird
 
48 heavy infantry, 1.2 mass
Halberd, attack 9, charge 5, armor-piercing, +4 vs cavalry
No secondary
Armor 4, skill 8, shield 0; total defense 12
620 cost, 240 upkeep
14 morale, normal discipline, highly trained
Free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: -1
Forest: +1
Snow: -1
+6 vs horses, +6 vs camels, -3 vs elephants
Only recruitable in Forlond and Harlond
Eldarinwe Spearmen
Elf Spear
Elf_Spear
 
48 spear infantry, 1.2 mass, 1.1 speed
Spear, attack 10, charge 5, light spear, +4 vs cavalry
No secondary
Armor 9, skill 6, shield 6; total defense 21
780 cost, 310 upkeep
16 morale, disciplined, highly trained
Very hardy, free upkeep unit, can form shield wall
6 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -2
Forest: +1
Snow: -1
Requires settlement culture to be 75% Elvish
Eldarinwe Swordsmen
Elf Sword
Elf_Sword
 
48 heavy infantry, 1.2 mass, 1.1 speed
Sword, attack 15, charge 8
No secondary
Armor 9, skill 7, shield 0; total defense 16
820 cost, 310 upkeep
16 morale, disciplined, highly trained
Very hardy, free upkeep unit
6 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -2
Forest: +1
Snow: -1
+2 vs elephants
Requires settlement culture to be 75% Elvish
Mithlond Nobles
Elf Nobel
mithlond_sword
 
48 heavy infantry, 1.2 mass, 1.1 speed
Sword, attack 12, charge 5
No secondary
Armor 10, skill 6, shield 6; total defense 22
950 cost, 340 upkeep
18 morale, disciplined, highly trained
Very hardy, free upkeep unit
6 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -2
Forest: +1
Snow: -1
+2 vs elephants
Only recruitable in Mithlond
Smiths of Eregion
Elven Smiths
Dismounted_Huscarls
 
40 heavy infantry, 1.2 mass, 1.1 speed
Mace, attack 7, charge 5, armor-piercing
No secondary
Armor 12, skill 5, shield 6; total defense 23
1250 cost, 350 upkeep
17 morale, disciplined, trained
Very hardy, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -2
Forest: +1
Snow: -1
-4 vs elephants
Only recruitable in Ost-in-Edhil
Requires settlement culture to be 80% Elvish
Eldarinwe Spearmen
Elf Spear_BG
Elf_Spear
 
36 spear infantry, 1.5 mass, 1.1 speed
Spear, attack 12, charge 6, light spear, +4 vs cavalry
No secondary
Armor 10, skill 9, shield 6; total defense 25
780 cost, 310 upkeep
17 morale, disciplined, highly trained
Very hardy, general unit, free upkeep unit, can form shield wall, not available in custom
6 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -2
Forest: +1
Snow: -1
Special bodyguard unit for Elrond
Hobbit Infantry
Hobbitry-in-Arms
Hobbit Infantry
hobbit_infantry
 
60 heavy infantry, 0.8 mass
2h axe, attack 6, charge 4
No secondary
Armor 2, skill 4, shield 0; total defense 6
340 cost, 150 upkeep
12 morale, normal discipline, trained
Free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: +1
Sand: -1
Forest: +2
Snow: +1
+6 vs horses, +6 vs camels, +2 vs elephants
Part of the Eriador/Arnor unit roster
Only recruitable in Michel Delving, Hobbiton, and Longbottom
RECRUITABLE ONLY BY AI
Hobbit Ranged
Hobbit Archers
new_hobbit_archers
 
60 missile infantry, 0.8 mass
30 arrows, attack 7, charge 2, range 150, fire arrows
Sword, attack 5, charge 2
Armor 2, skill 3, shield 0; total defense 5
370 cost, 160 upkeep
10 morale, normal discipline, trained
Free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: -1
Forest: -1
Snow: -2
+3 vs elephants
Part of the Eriador/Arnor unit roster
Only recruitable in Michel Delving, Hobbiton, and Longbottom
RECRUITABLE ONLY BY AI
Bandobras Archers
new_hobbit_archers
 
60 missile infantry, 0.8 mass
30 arrows, attack 8, charge 2, range 170
Sword, attack 5, charge 2
Armor 4, skill 3, shield 0; total defense 7
450 cost, 190 upkeep
11 morale, normal discipline, trained
Hardy, free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: -1
Forest: -1
Snow: -2
+3 vs elephants
Part of the Eriador/Arnor unit roster
Only recruitable in Michel Delving, Hobbiton, and Longbottom
RECRUITABLE ONLY BY AI
Isengard Cavalry
Warg Riders
Wargs
Warg_riders, warg_camel*
 
24 heavy cavalry, horses*, 4.5 mass, 1.1 speed
Axe, attack 7, charge 10
No secondary
Armor 6, skill 6, shield 0; total defense 12
720 cost, 270 upkeep
13 morale, normal discipline, trained
Frightens infantry, frightens cavalry
4 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: -1
Sand: -1
Forest: -3
Snow: -2
-4 vs elephants, +2 vs horses
Settlement culture must be 33% Melkor
*This isn't a mistake, though wargs are supposed to have the camel class, in the 3.2 release, they're given the horse class.
Isengard Ranged
Snaga Skirmishers
snaga_skirmishers
 
100 missile infantry, 10% faster
2 javelins, attack 6, charge 3, range 50
Sword, attack 4, charge 3
Armor 2, skill 2, shield 0; total defense 4
320 gold to train, 150 gold upkeep
8 morale, low discipline, trained
Free upkeep unit
1 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: 0
Forest: -1
Snow: -1
-12 vs elephants
Settlement culture must be 25% Melkor
Snaga Archers
snaga_archers
 
60 missile infantry, 10% faster
25 arrows, attack 4, charge 2
Sword, attack 4, charge 2
Armor 2, skill 2, shield 0; total defense 4
340 gold to train, 150 gold upkeep
7 morale, low discipline, trained
Free upkeep unit
1 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: 0
Forest: -1
Snow: -1
+3 vs elephants
Settlement culture must be 25% Melkor
Uruk-Hai Archers
Scout_Uruk_Archers
 
60 missile infantry
25 arrows, attack 5, charge 2, range 140, fire arrows
Sword, attack 5, charge 2
Armor 3, skill 3, shield 0; total defense 6
370 cost, 160 upkeep
9 morale, normal discipline, trained
Free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: 0
Forest: -1
Snow: -2
+3 vs elephants
Settlement culture must be 33% Melkor

Uruk-Hai Crossbow
Uruk_Crossbow
 
60 missile infantry, 1.2 mass
15 steel bolts, attack 8, charge 2, range 150, armor-piercing
Mace, attack 6, charge 3
Armor 8, skill 4, shield 0; total defense 12
650 cost, 260 upkeep
12 morale, normal discipline, trained
Very hardy, cannot skirmish, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: 0
Forest: -1
Snow: -2
-20 vs elephants
Settlement culture must be 50% Melkor
Isengard Spear Infantry
Dunlending Clansmen
Dunlendings
Armored_Sergeants
 
100 spear infantry
Spear, attack 6, charge 4, light spear, +4 vs cavalry
No secondary
Armor 3, skill 3, shield 1; total defense 7
440 cost, 180 upkeep
11 morale, impetuous, trained
Hardy, free upkeep unit, can form schiltrom
2 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
Only recruitable in Duneard and Byrig
Uruk-Hai Pikemen
noble_pikemen
 
80 spear infantry, 1.2 mass, 0.7 speed
Spear, attack 3, charge 3, spear, long pike, +8 vs cavalry
No secondary
Armor 5, skill 1, shield 0; total defense 6
700 cost, 280 upkeep
14 morale, disciplined, trained
Hardy, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -1
Forest: -1
Snow: -2
-1 vs elephants
Settlement culture must be 50% Melkor
Guards of the Orthanc
Orthanc Guard
Armored_Sergeants
 
60 spear infantry, 1.2 mass
Spear, attack 8, charge 5, light spear, +4 vs cavalry
No secondary
Armor 9, skill 4, shield 6; total defense 19
750 cost, 310 upkeep
16 morale, disciplined, trained
Hardy, free upkeep unit
6 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
Only recruitable in Isengard
Guards of the Orthanc
Orthanc Guard BG
Armored_Sergeants
 
48 spear infantry, 1.2 mass
Spear, attack 8, charge 6, light spear, +4 vs cavalry
No secondary
Armor 9, skill 5, shield 6; total defense 20
750 cost, 310 upkeep
17 morale, disciplined, highly trained
Hardy, general unit, not available in custom, free upkeep unit
6 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
Special bodyguard unit for Saruman
Isengard Heavy Infantry
Dunlending Veterans
Dunlending Axemen
Dismounted_Huscarls
 
60 heavy infantry
Mace, attack 6, charge 3, armor-piercing
No secondary
Armor 5, skill 4, shield 3; total defense 12
600 cost, 250 upkeep
12 morale, impetuous, trained
Hardy, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
-4 vs elephants
Only recruitable in Duneard and Byrig
Uruk-Hai Raiders
Uruk_Scout_Sword
 
100 heavy infantry
Sword, attack 6, charge 3
No secondary
Armor 2, skill 2, shield 4; total defense 8
520 cost, 210 upkeep
10 morale, normal discipline, trained
Hardy, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: 0
Forest: 0
Snow: -2
+2 vs elephants
Settlement culture must be 33% Melkor
Uruk Reavers
Uruk Cleavers
Varangian_Guard
 
100 heavy infantry
2h axe, attack 6, charge 5, armor-piercing
No secondary
Armor 2, skill 3, shield 0; total defense 5
560 cost, 230 upkeep
12 morale, normal discipline, trained
Hardy, free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: 0
Forest: 0
Snow: -2
+1 vs horses, +1 vs camels, -4 vs elephants
Settlement culture must be 50% Melkor
Uruk-Hai Infantry
Heavy_uruk_sword
 
80 heavy infantry, 1.2 mass
Sword, attack 8, charge 4
No secondary
Armor 8, skill 3, shield 4; total defense 15
730 cost, 280 upkeep
14 morale, disciplined, trained
Very hardy, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: 0
Forest: 0
Snow: -2
+2 vs elephants
Settlement culture must be 50% Melkor
Berserkers
Uruk_Berserkers
 
30 heavy infantry, 8 mass, 3 hp
Sword, attack 15, charge 12
No secondary
Armor 6, skill 4, shield 0; total defense 10
640 cost, 250 upkeep
16 morale, normal discipline, trained, locked morale
Very hardy, frightens infantry, free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: 0
Forest: 0
Snow: -2
+2 vs elephants
Settlement culture must be 50% Melkor
Uruk-Hai Bodyguards
Heavy_uruk_sword
 
30 heavy infantry, 1.2 mass
Sword, attack 9, charge 4
No secondary
Armor 8, skill 4, shield 5; total defense 17
860 cost, 250 upkeep
15 morale, disciplined, trained
Very hardy, general unit, not available in custom, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: 0
Forest: 0
Snow: -2
+2 vs elephants
The base bodyguard unit for Isengard Generals
Dunelending Bodyguards
Dunlending Axemen BG
Dismounted_Huscarls
 
60 heavy infantry
Mace, attack 6, charge 4, armor-piercing
No secondary
Armor 5, skill 4, shield 3; total defense 12
600 cost, 250 upkeep
15 morale, impetuous, trained
Hardy, general unit, not available in custom, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
Special bodyguard unit for Yagthak
Mordor Cavalry
Black Numenoreans
Black Numenorians
Huscarls, nazgul horse
 
15 heavy cavalry, horse, 3.25 mass
Axe, attack 11, charge 6
No secondary
Armor 10, skill 8, shield 0; total defense 18
1500 cost, 420 upkeep
18 morale, disciplined, highly trained
Very hardy, frightens infantry, frightens cavalry, can form a charge, free upkeep unit, armor+1 via smith lv.4
-1 vs in scrub, -1 vs in sand, -3 vs in forests, -2 vs in snow, -4 vs elephants, -4 vs camels
0 extra fatigue in heat
Special bodyguard unit for Nazgul generals
Mounted Nazgul
Huscarls, nazgul horse
 
24 heavy cavalry, horses, 3.25 mass
Sword, attack 11, charge 4
No secondary
Armor 7, skill 8, shield 0; total defense 15
1200 cost, 350 upkeep
18 morale, impetuous, highly trained
Very hardy, can form a charge, free upkeep unit, not available in custom
0 extra fatigue in heat
No armor upgrades
Scrub: -1
Sand: -1
Forest: -3
Snow: -2
-4 vs elephants, -4 vs camels
NOT RECRUITABLE
Mordor Ranged
Scouts
Mordor Scouts
 
60 missile infantry
25 arrows, attack 4, charge 2, range 140
Sword, attack 4, charge 2
Armor 2, skill 2, shield 0; total defense 4
350 cost, 150 upkeep
8 morale, low discipline, trained
Free upkeep unit
0 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: 0
Forest: -1
Snow: -2
+3 vs elephants
Requires settlement culture to be 25% Melkor
Orc Archers
Mordor Archers
 
60 missile infantry
25 arrows, attack 5, charge 2, range 160
Sword, attack 5, charge 2
Armor 4, skill 3, shield 0; total defense 7
400 cost, 170 upkeep
8 morale, normal discipline, trained
Can deploy stakes, free upkeep unit
0 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: 0
Forest: -1
Snow: -2
Requires settlement culture to be 33% Melkor
Uruk Archers
 
60 missile infantry, 1.2 mass
25 arrows, attack 6, charge 2, range 170
Sword, attack 5, charge 2
Armor 8, skill 3, shield 0; total defense 11
520 cost, 210 upkeep
12 morale, normal discipline, trained
Hardy, can deploy stakes, free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: 0
Forest: -1
Snow: -2
+3 vs elephants
Requires settlement culture to be 50% Melkor
Mordor Spear Infantry
Orc Band
Morannon_Guard
 
100 spear infantry
Spear, attack 6, charge 3, light spear, +4 vs cavalry
No secondary
Armor 2, skill 2, shield 2; total defense 6
380 cost, 170 upkeep
10 morale, low discipline, trained
Free upkeep unit
0 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: 0
Forest: 0
Snow: -2
Requires settlement culture to be 25% Melkor
Morannon Guard
Morannon_Guard
 
100 spear infantry
Spear, attack 7, charge 4, light spear, +4 vs cavalry
No secondary
Armor 5, skill 3, shield 4; total defense 12
530 cost, 220 upkeep
12 morale, normal discipline, trained
Hardy, free upkeep unit
1 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: 0
Forest: 0
Snow: -2
Requires settlement culture to be 50% Melkor
Mordor Heavy Infantry
Orc Raiders
Mordor Orcs
Norse_Swordsmen
 
100 heavy infantry
Sword, attack 6, charge 3
No secondary
Armor 4, skill 2, shield 2; total defense 8
460 cost, 190 upkeep
10 morale, normal discipline, trained
Free upkeep unit, can form schiltrom
0 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: 0
Forest: 0
Snow: -2
+2 vs elephant
Requires settlement culture to be 33% Melkor

Orc Maulers
2handed Orcs
Varangian_Guard
 
100 heavy infantry
2h sword (2h axe), attack 5, charge 5, armor-piercing
No secondary
Armor 5, skill 2, shield 0; total defense 0
500 cost, 210 upkeep
10 morale, normal discipline, trained
Free upkeep unit
Armor+1 via smith lv.3
1 extra fatigue in heat
Scrub: 0
Sand: 0
Forest: 0
Snow: -2
+1 vs horses, +1 vs camels, -4 vs elephants
Requires settlement culture to be 50% Melkor
Uruks
Mordor Uruks
Norse_Swordsmen
 
80 heavy infantry, 1.2 mass
Sword, attack 8, charge 4
No secondary
Armor 8, skill 2, shield 4; total defense 14
690 cost, 280 upkeep
14 morale, normal discipline, trained
Hardy, free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: 0
Forest: 0
Snow: -2
+2 vs elephants
Requires settlement culture to be 66% Melkor
Uruk Halberds
Mordor Halberd
mordor_halberd
 
80 heavy infantry, 1.2 mass
Halberd, attack 6, charge 3, armor-piercing, +4 vs cavalry
No secondary
Armor 8, skill 4, shield 0; total defense 12
630 cost, 250 upkeep
14 morale, normal discipline, trained
Hardy, free upkeep unit, can form phalanx
2 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: 0
Forest: -1
Snow: -2
-3 vs elephants
Requires settlement culture to be 66% Melkor
Mountain Trolls
mountain_trolls
 
5 heavy infantry, 60 mass, 0.9 speed, 5 hp
Mace, attack 30, charge 10, area of effect, launching
No secondary
Armor 6, skill 23, shield 0; total defense 29
1200 cost, 500 upkeep
18 morale, impetuous, trained, locked morale
Cannot hide in forests, hardy, frightens infantry
1 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: 0
Forest: -2
Snow: -1
-2 vs elephants
Requires Troll Cage
Only recruitable in Azanulimbar-Dum, Imladris, Barand-dur, Nargroth, Orc Encampment (West and East Gorgoroth), Nurnen, Black Gate, Minas Morgul, Dol Guldur, Durthang, Cirith Ungol, Isengard, Goblin town, Moria, Mountain Fort, Orc Outpost, Dain's Halls, Carn-Dum, Gram, Gundabad, Litash, and Wormcove
Olog-Hai
Battle Trolls
battle_trolls
 
5 heavy infantry, 80 mass, 0.9 speed, 6 hp
Mace, attack 34, charge 12, area of effect, launching
No secondary
Armor 9, skill 27, shield 0; total defense 36
1520 cost, 650 upkeep
21 morale, impetuous, trained, locked morale
Cannot hide in forests, frightens infantry
2 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: 0
Forest: -2
Snow: -1
-2 vs elephants
Requires Troll Training Ground
Only recruitable in Azanulimbar-Dum, Imladris, Barand-dur, Nargroth, Orc Encampment (West and East Gorgoroth), Nurnen, Black Gate, Minas Morgul, Dol Guldur, Durthang, Cirith Ungol, Isengard, Goblin town, Moria, Mountain Fort, Orc Outpost, Dain's Halls, Carn-Dum, Gram, Gundabad, Litash, and Wormcove
Uruk Bodyguard
Uruk Bodyguards
Norse_Swordsmen
 
30 heavy infantry, 1.2 mass
Sword, attack 9, charge 4
No secondary
Armor 8, skill 4, shield 5; total defense 17
860 cost, 250 upkeep
15 morale, normal discipline, trained
Hardy, general unit, not available in custom, free upkeep unit
2 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: 0
Forest: 0
Snow: -2
+2 vs elephants
Nazgul
Dismounted Nazgul
Dismounted_Gothic_Knights
 
4 heavy infantry, 1.8 mass, 1.1 speed, 8 hp
Sword, attack 34, charge 12
No secondary
Armor 8, skill 18, shield 0; total defense 26
1200 cost, 350 upkeep
18 morale, impetuous, highly trained, locked morale
Very hardy, free upkeep unit
0 extra fatigue in heat
No armor upgrades
Scrub: +1
Sand: -2
Forest: +3
Snow: +4
NOT RECRUITABLE
Dismounted Black Numenoreans
Dismounted Numenorians
Dismounted Gothic Knights
 
24 heavy infantry, 1.2 mass, 5 hp
Sword, attack 18, charge 7
No secondary
Armor 7, skill 8, shield 0; total defense 15
1200 cost, 350 upkeep
18 morale, disciplined, highly trained, locked morale
Very hardy, frightens infantry, frightens cavalry, free upkeep unit, not available in custom
0 extra fatigue in heat
No armor upgrades
Scrub: +1
Sand: -2
Forest: +3
Snow: +4
+2 vs elephants
NOT RECRUITABLE
Morian Cavalry
Warg Riders
Goblin Wargs
Warg_riders, warg_camel*
 
24 heavy cavalry, horse*, 4.5 mass, 1.1 speed
Axe, attack 4, charge 10, armor-piercing
No secondary
Armor 6, skill 6, shield 0; total defense 12
690 cost, 250 upkeep
13 morale, normal discipline, trained
Frightens infantry, frightens cavalry
Armor +1 via smith lv.3
4 extra fatigue in heat
Scrub: -1
Sand: -1
Forest: -3
Snow: -2
-4 vs elephants, +2 vs horses
Settlement culture must be 25% Melkor
*This isn't a mistake, though wargs are supposed to have the camel class, in the 3.2 release, they're given the horse class.
Morian Ranged
Snaga Skirmishers
snaga_skirmishers
 
100 missile infantry, 0.8 mass, 1.1 speed
2 javelins, attack 6, charge 3, range 50
Sword, attack 4, charge 3
Armor 2, skill 2, shield 0; total defense 4
320 cost, 150 upkeep
8 morale, low discipline, trained
Free upkeep unit
1 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: 0
Forest: -1
Snow: -1
-12 vs elephants
Settlement culture must be 25% Melkor
Snaga Archers
snaga_archers
 
60 missile infantry, 0.8 mass, 1.1 speed
25 arrows, attack 4, charge 2
Sword, attack 4, charge 2
Armor 2, skill 2, shield 0; total defense 4
340 cost, 150 upkeep
7 morale, low discipline, trained
Free upkeep unit
1 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: 0
Forest: -1
Snow: -1
+3 vs elephants
Settlement culture must be 25% Melkor
Goblin Archers
goblin_archers
 
60 missile infantry
25 arrows, attack 5, charge 2, range 150
Sword, attack 5, charge 2
Armor 4, skill 2, shield 0; total defense 6
390 cost, 170 upkeep
8 morale, normal discipline, trained
Free upkeep unit
1 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: 0
Forest: -1
Snow: -1
+3 vs elephants
Settlement culture must be 33% Melkor
Heavy Goblin Archers
Moria Archers
moria_archers
 
60 missile infantry, 1.2 mass
25 arrows, attack 6, charge 2, range 160
Sword, attack 5, charge 2
Armor 7, skill 3, shield 0; total defense 10
500 cost, 200 upkeep
10 morale, normal discipline, trained
Free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -2
Forest: -1
Snow: -1
+3 vs elephants
Settlement culture must be 50% Melkor
Morian Infantry
Goblin Infantry
Goblin Orcs
goblic_orcs
 
100 heavy infantry
Sword, attack 6, charge 3
No secondary
Armor 3, skill 2, shield 2; total defense 7
420 cost, 180 upkeep
10 morale, low morale, trained
Free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: -1
Forest: 0
Snow: 0
+2 vs elephants
Settlement culture must be 33% Melkor
Heavy Goblin Infantry
Moria Orcs
moria_orcs
 
80 heavy infantry
Sword, attack 8, charge 4
No secondary
Armor 6, skill 3, shield 4; total defense 13
640 cost, 260 upkeep
12 morale, normal discipline, trained
Free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -2
Forest: 0
Snow: -1
+2 vs elephants
Settlement culture must be 50% Melkor
Heavy Goblin Halberd
Moria Halberd
moria halberd
 
80 heavy infantry, 20% slower
Halberd, attack 6, charge 3, armor-piercing, +4 vs cavalry
No secondary
Armor 7, skill 3, shield 0; total defense 10
580 cost, 230 upkeep
12 morale, normal discipline, trained
Free upkeep unit, can form phalanx
4 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -2
Forest: -1
Snow: -1
-3 vs elephants
Settlement culture must be 50% Melkor
Cave Trolls
mountain_trolls
 
5 heavy infantry, 70 mass, 0.9 speed, 5 hitpoints
Mace, attack 32, charge 12, area of effect, launching
No secondary
Armor 7, skill 24, shield 0; total defense 31
1300 cost, 550 upkeep
18 morale, impetuous, trained, locked morale
Hardy, frightens infantry, free upkeep unit
2 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -1
-2 vs elephants
Requires Troll Cage:
Only recruitable in Azanulimbar-Dum, Imladris, Barand-dur, Nargroth, Orc Encampment (West and East Gorgoroth), Nurnen, Black Gate, Minas Morgul, Dol Guldur, Durthang, Cirith Ungol, Isengard, Goblin town, Moria, Mountain Fort, Orc Outpost, Dain's Halls, Carn-Dum, Gram, Gundabad, Litash, and Wormcove
Orc Bodyguards
Moria Bodyguards
moria_orcs
 
30 heavy infantry, 1.2 mass
Sword, attack 9, charge 4
No secondary
Armor 8, skill 4, shield 4; total defense 16
840 cost, 240 upkeep
15 morale, normal discipline, trained
Hardy, general unit, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: 0
Forest: 0
Snow: -1
+2 vs elephants
Base bodyguard unit for Morian Generals
Rhunnic Cavalry
Variag Raiders
rhunbr, simple horse
 
30 missile cavalry, horses, 3.25 mass
25 composite arrows, attack 6, charge 2, range 140
Sword, attack 4, charge 2
Armor 4, skill 2, shield 2; total defense 8
630 cost, 250 upkeep
11 morale, normal discipline, trained
Hardy, can form cantabrian circle, free upkeep unit
0 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: -1
Sand: +1
Forest: -3
Snow: -2
-4 vs elephants, -4 vs camels
Requires settlement culture to be 25% Melkor followers
Horse Guard
Mounted Clanguard
rhunmg, simple horse
 
30 heavy cavalry, horses, 3.25 mass
Spear, attack 6, charge 7
Sword, attack 7, charge 4
Armor 6, skill 4, shield 1; total defense 11
800 cost, 290 upkeep
13 morale, normal discipline, trained
Can form a charge, free upkeep unit
0 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: -1
Sand: +1
Forest: -3
Snow: -2
-4 vs elephants, -4 vs camels
Requires settlement culture to be 50% Melkor followers
Loke-Innas Rim
Kataphracts
rhunka, eastern armoured horse
 
30 heavy cavalry, horses, 4 mass
Spear, attack 7, charge 9
Sword, attack 9, charge 4
Armor 10, skill 5, shield 0; total defense 15
1250 cost, 390 upkeep
16 morale, disciplined, highly trained
Can form a charge, free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: -1
Sand: 0
Forest: -3
Snow: -2
-4 vs elephants, -4 vs camels
Requires settlement culture to be 75% Melkor followers
Bodyguard
Kataphracts Bodyguard
rhunka, eastern armoured horse
 
30 heavy cavalry, horses, 4 mass
Spear, attack 7, charge 9
Sword, attack 9, charge 4
Armor 10, skill 6, shield 0; total defense 16
1200 cost, 280 upkeep
16 morale, disciplined, trained
Can form a charge, general unit, free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: -1
Sand: 0
Forest: -3
Snow: -2
-4 vs elephants, -4 vs camels
The base bodyguard unit for Rhunnic Generals
Rhunnic Infantry
Loke-Gamp Rim
Rhunnic Pikemen
rhunpi
 
60 spear infantry, 1.2 mass, 0.7 speed
Pike, attack 3, charge 4, spear, long pike, +8 vs cavalry
No secondary
Armor 5, skill 2, shield 0; total defense 7
700 cost, 280 upkeep
16 morale, normal discipline, trained
Free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: +1
Forest: -1
Snow: -2
-1 vs elephants
Requires settlement culture to be 75% Melkor
Clansmen
Easterling Clansmen
Dismounted_Feudal_Knights
 
60 light infantry
Sword, attack 7, charge 4
No secondary
Armor 2, skill 3, shield 3; total defense 8
420 cost, 180 upkeep
12 morale, normal discipline, trained
Hardy, free upkeep unit
0 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: +1
Forest: 0
Snow: -2
+2 vs elephants
Requires settlement culture to be 33% Melkor
Clan Warriors
Rhunnic Swordsmen
Dismounted_Feudal_Knights
 
60 heavy infantry
Sword, attack 8, charge 4
No secondary
Armor 6, skill 4, shield 1; total defense 11
540 cost, 220 upkeep
13 morale, normal discipline, trained
Free upkeep unit
0 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: +1
Forest: 0
Snow: -2
+2 vs elephants
Requires settlement culture to be 50% Melkor
Clan Guard
Halberdiers
Janissary_Heavy_Inf
 
60 heavy infantry, 1.2 mass
Halberd, attack 5, charge 6, armor-piercing
No secondary
Armor 7, skill 5, shield 0; total defense 12
620 cost, 250 upkeep
14 morale, normal discipline, trained
Free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: +1
Forest: 0
Snow: -2
+6 vs horses, +6 vs camels, -3 vs elephants
Requires settlement culture to be 50% Melkor
Loke-Flag Rim
Rhunnic Elite Infantry
Dismounted_Huscarls
 
60 heavy infantry
Axe, attack 6, charge 4, armor-piercing
No secondary
Armor 8, skill 5, shield 4; total defense 17
740 cost, 300 upkeep
16 morale, disciplined, highly trained
Free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: +1
Forest: 0
Snow: -2
-4 vs elephants
Requires settlement culture to be 75% Melkor
Rhunnic Ranged
Balchoth Tribesmen
Balchoth Horde
Afghan_Javelinmen
 
60 missile infantry
3 javelins, attack 7, charge 3, range 55, armor-piercing
Mace, attack 5, charge 3
Armor 1, skill 2, shield 3; total defense 6
390 cost, 170 upkeep
10 morale, normal discipline, trained
Hardy, free upkeep unit
0 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: +1
Forest: 0
Snow: -2
-10 vs elephants
Requires settlement culture to be 25% Melkor
Clan Hunters
Easterling Archers
 
60 missile infantry
30 arrows, attack 6, charge 2, range 150
Sword, attack 3, charge 3
Armor 2, skill 3, shield 0; total defense 5
370 cost, 160 upkeep
8 morale, normal discipline, trained
Hardy, free upkeep unit
0 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: +1
Forest: -1
Snow: -2
+3 vs elephants
Requires settlement culture to be 25% Melkor
Clan Crossbowmen
Rhunnic Crossbowmen
crossbowmen
 
60 missile infantry
15 steel crossbow bolts, attack 7, charge 2, range 140, armor-piercing
Sword, attack 5, charge 2
Armor 5, skill 3, shield 0; total defense 8
470 cost, 200 upkeep
9 morale, normal discipline, trained
Crossbow, free upkeep unit
0 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: +1
Forest: -1
Snow: -2
-20 vs elephants
Requires settlement culture to be 33% Melkor
Dismounted Variags
 
60 missile infantry
30 arrows, attack 7, charge 2, range 170
Mace, attack 5, charge 2, armor-piercing
Armor 5, skill 3, shield 2; total defense 10
550 cost, 220 upkeep
11 morale, normal discipline, trained
Hardy, free upkeep unit
0 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: +1
Forest: -1
Snow: -2
+3 vs elephants
Requires settlement culture to be 50% Melkor
Loke-Nar Rim
Rhunnic Elite Archers
rhunel
 
60 missile infantry
35 arrows, attack 8, charge 2, range 180
Sword, attack 6, charge 2
Armor 8, skill 4, shield 0; total defense 12
630 cost, 250 upkeep
13 morale, disciplined, highly trained
Hardy, free upkeep unit, can deploy stakes, armor+1 via smith lv.4
+1 vs in sand, -1 vs in forest, -2 vs in snow, +3 vs elephants
2 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: +1
Forest: -1
Snow: -2
+3 vs elephants
Requires settlement culture to be 75% Melkor followers
Rohirrim Cavalry
Scouts
rohan scouts
rohan_scouts, northern heavy horse
 
30 light cavalry, horses, 3.25 mass
Spear, attack 4, charge 6
Mace, attack 3, charge 3, armor-piercing
Armor 3, skill 3, shield 0; total defense 6
580 cost, 210 upkeep
10 morale, normal discipline, trained
Very hardy, free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: 0
Forest: -2
Snow: -1
-4 vs elephants, -4 vs camels
Requires settlement culture to be 25% Northmen
Rohan Riders
rohan rider
rohan_rider, eorlingas horse
 
36 heavy cavalry, horses, 3.5 mass
Spear, attack 6, charge 8
Mace, attack 4, charge 3, armor-piercing
Armor 4, skill 3, shield 3; total defense 10
780 cost, 280 upkeep
13 morale, normal discipline, trained
Very hardy, can form a charge, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: 0
Forest: -2
Snow: -1
-4 vs elephants, -4 vs camels
Requires settlement culture to be 50% Northmen
Eored Horsearchers
Rohan Horsearchers
rohan_mounted_archers, eorlingas horse
 
30 missile cavalry, horses, 3.5 mass
25 composite arrows - bow, attack 6, charge 2, range 140
Mace, attack 4, charge 2, armor-piercing
Armor 5, skill 3, shield 1; total defense 9
750 cost, 270 upkeep
12 morale, normal discipline, trained
Very hardy, can form cantabrian circle, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: 0
Forest: -3
Snow: -1
-4 vs elephants, -4 vs camels
Requires settlement culture to be 50% Northmen
Riders of the Fold
Rohan Heavy Horsearchers
rohan_mounted_heavy_archers, eorlingas horse
 
30 missile cavalry, horses, 3.5 mass
25 composite arrows - bow, attack 7, charge 22
Mace, attack 5, charge 2, armor-piercing
Armor 6, skill 4, shield 2; total defense 12
950 cost, 310 upkeep
14 morale, normal discipline, trained
Hardy, can form cantabrian circle, free upkeep unit
6 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: 0
Forest: -3
Snow: -1
-4 vs elephants, -4 vs camels
Only recruitable in Aldburg and Foldburg
Riddermark Skirmishers
rohirrim
rohirrim_riders, eorlingas horse
 
30 missile cavalry, horse, 3.5 mass
5 javelins, attack 8, charge 3, armor-piercing
Mace, attack 4, charge 3, armor-piercing
Armor 5, skill 4, shield 4; total defense 13
800 cost, 290 upkeep
14 morale, normal discipline, trained
Hardy, can form a charge, can form cantabrian circle, free upkeep unit
6 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: 0
Forest: -2
Snow: -1
+2 vs horses, -10 vs elephants
Only recruitable in Edoras, Woldberg, Entwade, Aldburg, Foldburg, Adorn, Gineard, Dunharrow, and Allimir
Eored Heavy Lancers
eorlingas
eorlingas, eorlingas horse
 
30 heavy cavalry, horses, 3.5 mass
Spear, attack 7, charge 9
Mace, attack 5, charge 5, armor-piercing
Armor 6, skill 4, shield 4; total defense 14
950 cost, 330 upkeep
15 morale, normal discipline, trained
Hardy, can form a charge, knight, free upkeep unit
6 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: 0
Forest: -2
Snow: -1
-4 vs elephants, -4 vs camels
Requires settlement culture to be 75% Northmen
Royal Guard
royal_guard, eorlingas horse
 
30 heavy cavalry, horses, 3.5 mass
Spear, attack 7, charge 10
Sword, attack 9, charge 4
Armor 8, skill 4, shield 4; total defense 16
1120 cost, 380 upkeep
16 morale, disciplined, highly trained
Hardy, can form a charge, knight
6 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: 0
Forest: -2
Snow: -1
-4 vs elephants, -4 vs camels
Only recruitable in Edoras
Rohan Bodyguards
rohan bodyguards
rohan_bodyguards, eorlingas horse
 
15 heavy cavalry, horses, 3.5 mass
Spear, attack 7, charge 9
Mace, attack 5, charge 4, armor-piercing
Armor 7, skill 4, shield 4; total defense 15
890 cost, 250 upkeep
16 morale, disciplined, trained
Hardy, can form a charge, knight, general unit, free upkeep unit
6 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: 0
Forest: -2
Snow: -1
-4 vs elephants, -4 vs camels
Base bodyguard unit for Rohirrim Generals
Rohirrim Ranged
Eorling Archers
archers
rohan_archers
 
60 missile infantry
30 bow, attack 6, charge 2, range 150, fire arrows
Sword, attack 4, charge 2
Armor 5, skill 2, shield 0
390 cost, 170 upkeep
8 morale, normal discipline, trained
Free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: -1
Forest: -1
Snow: -2
+3 vs elephants
Requires settlement culture to be 25% Northmen
Helmingas
rohirrim archers
rohirrim_archers
 
60 missile infantry
30 bow, attack 7, charge 2, range 170, fire arrows
Mace, attack 5, charge 2, armor-piercing
Armor 6, skill 3, shield 2; total defense 11
550 cost, 220 upkeep
12 morale, normal discipline, trained
Hardy, free upkeep unit
6 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -1
Forest: -1
Snow: -2
+3 vs elephants
Only recruitable in Hornburg
Rohirrim Infantry
Eoring Militia
militia
Armored_Sergeants
 
60 spear infantry
Spear, attack 6, charge 3, light spear, +4 vs cavalry
No secondary
Armor 3, skill 2, shield 3; total defense 8
390 cost, 170 upkeep
10 morale, normal discipline, trained
Free upkeep unit, can form schiltrom
2 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
Requires settlement culture to be 25% Northmen
Dismounted Royal Guard
Armored_Sergeants
 
60 spear infantry, 1.2 mass
Spear, attack 8, charge 4, light spear, +4 vs cavalry
No secondary
Armor 8, skill 4, shield 4; total defense 16
640 cost, 250 upkeep
16 morale, disciplined, highly trained
Hardy, free upkeep unit, can form shield wall
6 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
Only recruitable in Edoras
Eorling Axemen
Rohan Axemen
Dismounted_Huscarls
 
60 heavy infantry
Axe (mace), attack 5, charge 3, armor-piercing
No secondary
Armor 5, skill 3, shield 3; total defense 11
510 cost, 200 upkeep
13 morale, normal discipline, trained
Free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
-4 vs elephants
Requires settlement culture to be 33% Northmen
Eorling Swordsmen
Dismounted Eored Lancers
Dismounted_Feudal_Knights
 
60 heavy infantry
Sword, attack 8, charge 4
No secondary
Armor 6, skill 3, shield 4; total defense 13
540 cost, 220 upkeep
14 morale, normal discipline, trained
Free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
+2 vs elephants
Requires settlement culture to be 50% Northmen
Riddermark Axemen
Special Axemen
Varangian_Guard
 
60 heavy infantry, 1.2 mass
2h axe, attack 8, charge 6, armor-piercing
No secondary
Armor 7, skill 3, shield 1; total defense 11
530 cost, 220 upkeep
14 morale, normal discipline, trained
Free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
+1 vs horses, +1 vs camels, -4 vs elephants
Only recruitable in Edoras, Woldberg, Entwade, Aldburg, Foldburg, Adorn, Gineard, Dunharrow, and Allimir
Dismounted Eored Lancers
warriors
Armored_Sergeants
 
60 heavy infantry, 1.2 mass
Spear, attack 7, charge 3, light spear, +4 vs cavalry
No secondary
Armor 6, skill 4, shield 4; total defense 14
580 cost, 230 upkeep
14 morale, normal discipline, trained
Free upkeep unit, can form schiltrom
4 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
Requires settlement culture to be 50% Northmen
Rohan Spearmen
spearmens
Armored_Sergeants
 
60 spear infantry
Spear, attack 7, charge 4, light spear, +4 vs cavalry
No secondary
Armor 5, skill 3, shield 3; total defense 11
530 cost, 220 upkeep
13 morale, normal, discipline, trained
Free upkeep unit, can form schiltrom
4 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
NOT RECRUITABLE
Silvan Cavalry
Silvan Horse Archers
Silvan Horsearchers
silvan_mounted_archers, simple horse
 
24 missile cavalry, horses, 3.25 mass
25 composite arrows, attack 9, charge 2, range 150
Sword, attack 8, charge 2
Armor 3, skill 6, shield 0; total defense 9
780 cost, 290 upkeep
13 morale, normal discipline, highly trained
Hardy, can form cantabrian circle, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.2
Scrub: -1
Sand: -1
Forest: -2
Snow: -2
-4 vs elephants, -4 vs camels
Requires settlement culture to be 50% Elven
Silvan Ranged
Light Elven Archers
Elf Archer
Elf_Archer
 
48 missile infantry, 1.1 speed
35 elven arrows, attack 9, charge 2, range 170, fire arrows
Sword, attack 7, charge 2
Armor 2, skill 6, shield 0; total defense 8
500 cost, 210 upkeep
11 morale, normal discipline, highly trained
Very hardy, free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: -1
Forest: 0
Snow: -1
+3 vs elephants
Requires settlement culture to be 33% Elven
Sentinels of the Woodland Realms
Silvan Archer
Silvan_Archer
 
48 missile infantry, 1.1 speed
35 elven arrows, attack 11, charge 2, range 200, fire arrows
Sword, attack 9, charge 3
Armor 3, skill 6, shield 0; total defense 9
620 cost, 250 upkeep
12 morale, normal discipline, highly trained
Very hardy, can deploy stakes, free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: -1
Forest: 0
Snow: -1
+3 vs elephants
Requires settlement culture to be 50% Elven
Silvan Heavy Archers
Elf Guard
Elf_Guard
 
48 missile infantry, 1.2 mass, 1.1 speed
35 elven arrows, attack 12, charge 2, range 210, fire arrows
Sword, attack 12, charge 7
Armor 8, skill 5, shield 0; total defense 13
780 cost, 300 upkeep
14 morale, disciplined, highly trained
Very hardy, free upkeep unit
6 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -2
Forest: 0
Snow: -1
+3 vs elephants
Requires settlement culture to be 75% Elven
Sindar Archers
Elf Bodyguard
 
30 missile infantry, 1.2 mass, 1.1 speed
35 elven arrows, attack 13, charge 2, range 210, fire arrows
Sword, attack 12, charge 7
Armor 8, skill 7, shield 0; total defense 15
860 cost, 250 upkeep
16 morale, disciplined, highly trained
Very hardy, general unit, free upkeep unit
6 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -2
Forest: 0
Snow: -1
+3 vs elephants
The base bodyguard unit for Silvan Generals
Silvan Infantry
Silvan Spearmen
Silvan Spear
Silvan_Spear
 
48 spear infantry, 1.1 speed
Spear, attack 9, charge 4, light spear, +4 vs cavalry
No secondary
Armor 3, skill 6, shield 4; total defense 13
480 cost, 200 upkeep
12 morale, normal discipline, highly trained
Very hardy, free upkeep unit, can form schiltrom
2 extra fatigue in heat
Armor+1 via smith lv.1
Scrub: 0
Sand: -1
Forest: +1
Snow: -1
Requires settlement culture to be 33% Elvish
Silvan Heavy Spearmen
 
48 spear infantry, 10% faster
Spear, attack 10, charge 5, light spear, +4 vs cavalry
No secondary
Armor 8, skill 6, shield 6; total defense 20
750 cost, 300 upkeep
15 morale, disciplined, highly trained
Very hardy, free upkeep unit, can form shield wall
6 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -2
Forest: +1
Snow: -1
Requires settlement culture to be 75% Elvish
Forest Wardens
Silvan Sword
Norse_Swordsmen
 
48 heavy infantry, 1.1 speed
Sword, attack 12, charge 4
No secondary
Armor 3, skill 5, shield 5; total defense 13
560 cost, 220 upkeep
12 morale, normal discipline, highly trained
Very hardy, free upkeep unit
4 extra fatigue in heat
Armor+1 via smith lv.3
Scrub: 0
Sand: -1
Forest: +1
Snow: -1
+2 vs elephants
Requires settlement culture to be 50% Elvish
Woodland Warriors
Silvan Axemen
 
48 heavy infantry, 10% faster
2h Axe, attack 9, charge 6, armor-piercing
No secondary
Armor 7, skill 7, shield 0; total defense 14
620 cost, 250 upkeep
15 morale, disciplined, highly trained
Very hardy, free upkeep unit
2 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -1
Forest: +1
Snow: -1
+1 vs horses, +1 vs camels, -4 vs elephants
Requires settlement culture to be 66% Elvish
Silvan Heavy Swordsmen
 
48 heavy infantry, 10% faster
Sword, attack 14, charge 8
No secondary
Armor 8, skill 7, shield 0; total defense 15
790 cost, 300 upkeep
16 morale, disciplined, highly trained
Very hardy, free upkeep unit
6 extra fatigue in heat
Armor+1 via smith lv.4
Scrub: 0
Sand: -2
Forest: +1
Snow: -1
+2 vs elephants
Requires settlement culture to be 75% Elvish
Orcish Siege Engines
NOTE REGARDING SIEGE ENGINES
Siege engine units who do not share the same models for their siege engines cannot use each other's siege engines.

This means Eriardorian Ballista crews can use Dalish Ballistas, since both share the northern_ballista model, but not Mordorian Ballistas, since Mordor uses the eastern_ballista model.
Ballista
Isengard Ballista
NE_Ballista_Crew, eastern_ballista
 
36 missile siege, 3 ballista engines
Sword, attack 6, charge 3
40 ballista bolts, attack 55, charge 3, range 230, armor-piercing, body-piercing, launching
Armor 2, skill 2, shield 0; total defense 4
480 cost, 180 upkeep
10 morale, normal discipline, trained
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
-20 vs elephants
Ballista
Orcs Ballista
Orcs_Ballista_Crew, eastern_ballista
 
36 missile siege, 3 ballista engines, 0.8 mass
Sword, attack 6, charge 3
40 ballista bolts, attack 55, charge 3, range 210, armor-piercing, body-piercing, launching
Armor 3, skill 2, shield 0; total defense 5
480 cost, 180 upkeep
10 morale, normal discipline, trained
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
-20 vs elephants
This unit is part of the Morian and Gundabad unit rosters
Ballista
Mordor Ballista
NE_Ballista_Crew, eastern_ballista
 
36 missile siege, 3 ballista engines
Sword, attack 6, charge 3
40 ballista bolts, attack 55, charge 3, range 210, armor-piercing, body-piercing, launching
Armor 4, skill 2, shield 0; total defense 6
480 cost, 180 upkeep
10 morale, normal discipline, trained
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
-20 vs elephants
Catapult
Isengard Catapult
NE_Catapult_Crew, eastern_catapult
 
36 missile siege, 2 catapult engines
Sword, attack 6, charge 3
25 catapult rocks, attack 60, charge 3, range 250, armor-piercing, body-piercing, area of effect, launching
Armor 2, skill 2, shield 0; total defense 4
650 cost, 200 upkeep
10 morale, normal discipline, trained
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
Catapult
Orcs Catapult
orcs_Catapult_Crew, eastern_catapult
 
36 missile siege, 2 catapult engines, 0.8 mass
Sword, attack 6, charge 3
25 catapult rocks, attack 60, charge 3, range 250, armor-piercing, body-piercing, area of effect, launching
Armor 3, skill 2, shield 0; total defense 5
650 cost, 200 upkeep
10 morale, low discipline, trained
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
This unit is part of the Morian and Gundabad unit rosters
Catapult
Mordor Catapult
Mordor_Catapult_Crew, eastern_catapult
 
4 missile siege, 2 catapult engines, 20 mass, 5 hitpoints
Mace, attack 28, charge 10, area of effect, launching
25 catapult rocks, attack 80, charge 3, range 280, armor-piercing, body-piercing, area of effect, launching
Armor 6, skill 20, shield 0; total defense 26
950 cost, 270 upkeep
18 morale, impetuous, trained, locked morale
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
Mine
NE Culverin
isengard_monster_ribault_crew, culverin
 
8 missile siege, 1 mine
Sword, attack 15, charge 12
2 mines, attack 99, charge 3, range 8, armor-piercing, body-piercing, area of effect, launching
Armor 6, skill 4, shield 0; total defense 10
500 cost, 120 upkeep
16 morale, normal discipline, trained, locked_morale
Hardy, not available in custom
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
NOT RECRUITABLE
Dwarven Siege Engines
Ballista
Dwarf Ballista
Dwarf_Ballista_Crew, southern_ballista
 
24 missile siege, 3 ballista engines
Sword, attack 6, charge 4
40 ballista bolts, attack 65, charge 3, range 280, armor-piercing, body-piercing, launching
Armor 9, skill 3, shield 0; total defense 12
550 cost, 180 upkeep
10 morale, normal discipline, trained
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
-20 vs elephants
Catapult
Dwarf Catapult
Dwarf_Catapult_Crew, southern_catapult
 
24 missile siege, 2 catapult engines
Sword, attack 7, charge 3
25 catapult rocks, attack 60, charge 3, range 250, armor-piercing, body-piercing, area of effect, launching
Armor 4, skill 2, shield 0; total defense 6
720 cost, 200 upkeep
10 morale, normal discipline, trained
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
Gondorian Siege Engines
Ballista
Gondor Ballista
NE_Ballista_Crew, gondor_ballista
 
24 missile siege, 3 ballista engines
Sword, attack 7, charge 3
40 ballista bolts, attack 55, charge 3, range 230, armor-piercing, body-piercing, launching
Armor 4, skill 2, shield 0; total defense 6
480 cost, 180 upkeep
10 morale, normal discipline, trained
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
-20 vs elephants
Catapult
Gondor Catapult
NE_Catapult_Crew, gondor_catapult
 
24 missile siege, 2 catapult engines
Sword, attack 7, charge 3
25 catapult rocks, attack 60, charge 3, range 250, armor-piercing, body-piercing, area of effect, launching
Armor 4, skill 2, shield 0; total defense 6
650 cost, 200 upkeep
10 morale, normal discipline, trained
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
Trebuchet
Gondor Trebuchet
NE_Trebuchet_Crew, gondor_trebuchet
 
24 missile siege, 2 trebuchet engines
Sword, attack 9, charge 4
25 trebuchet rocks, attack 60, charge 3, range 330, armor-piercing, body-piercing, area of effect, launching
Armor 8, skill 2, shield 0; total defense 10
850 cost, 250 upkeep
13 morale, disciplined, trained
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
Easterner Siege Engines
Ballista
Harad Ballista
NE_Ballista_Crew, middle_eastern_ballista
 
24 missile siege, 3 ballista engines
Sword, attack 5, charge 4
40 ballista bolts, attack 55, charge 3, range 230, armor-piercing, body-piercing, launching
Armor 2, skill 2, shield 0; total defense 4
480 cost, 180 upkeep
10 morale, normal discipline, trained
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
-20 vs elephants
Ballista
Rhun Ballista
NE_Ballista_Crew, middle_eastern_ballista
 
24 missile siege, 3 ballista engines
Sword, attack 7, charge 4
40 ballista bolts, attack 55, charge 3, range 230, armor-piercing, body-piercing, launching
Armor 2, skill 3, shield 0; total defense 5
480 cost, 180 upkeep
10 morale, normal discipline, trained
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
-20 vs elephants
Catapult
Harad Catapult
NE_Catapult_Crew, middle_eastern_catapult
 
24 missile siege, 2 catapult engines
Sword, attack 7, charge 3
25 catapult rocks, attack 60, charge 3, range 250, armor-piercing, body-piercing, area of effect, launching
Armor 2, skill 2, shield 0; total defense 4
650 cost, 200 upkeep
10 morale, normal discipline, trained
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
Catapult
Rhun Catapult
NE_Catapult_Crew, middle_eastern_catapult
 
24 missile siege, 2 catapult engines
Sword, attack 7, charge 3
25 catapult rocks, attack 60, charge 3, range 250, armor-piercing, body-piercing, area of effect, launching
Armor 2, skill 3, shield 0; total defense 5
650 cost, 200 upkeep
10 morale, normal discipline, trained
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
Elven Siege Engines
Ballista
Elves Ballista
NE_Ballista_Crew, greek_ballista
 
18 missile siege, 3 ballista engines
Sword, attack 5, charge 4
40 ballista bolts, attack 55, charge 3, range 230, armor-piercing, body-piercing, launching
Armor 2, skill 6, shield 0; total defense 8
520 cost, 180 upkeep
10 morale, normal discipline, highly trained
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
-20 vs elephants
Ballista
High Elves Ballista
NE_Ballista_Crew, greek_ballista
 
18 missile siege, 3 ballista engines
Sword, attack 8, charge 3
40 ballista bolts, attack 55, charge 3, range 230, armor-piercing, body-piercing, launching
Armor 2, skill 6, shield 0; total defense 8
520 cost, 180 upkeep
10 morale, normal discipline, highly trained
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
-20 vs elephants
Catapult
Elves Catapult
NE_Catapult_Crew, greek_catapult
 
18 missile siege, 2 catapult engines
Sword, attack 8, charge 3
25 catapult rocks, attack 60, charge 3, range 250, armor-piercing, body-piercing, area of effect, launching
Armor 2, skill 6, shield 0; total defense 8
650 cost, 200 upkeep
10 morale, normal discipline, highly trained
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
Catapult
High Elves Catapult
NE_Catapult_Crew, greek_catapult
 
18 missile siege, 2 catapult engines
Sword, attack 8, charge 3
25 catapult rocks, attack 60, charge 3, range 250, armor-piercing, body-piercing, area of effect, launching
Armor 2, skill 6, shield 0; total defense 8
650 cost, 200 upkeep
10 morale, normal discipline, highly trained
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
Northerner Siege Engines
Ballista
Dale Ballista
NE_Ballista_Crew, northern_ballista
 
24 missile siege, 3 ballista engines
Sword, attack 4, charge 2
40 ballista bolts, attack 55, charge 3, range 230, armor-piercing, body-piercing, launching
Armor 3, skill 3, shield 0; total defense 6
480 cost, 180 upkeep
10 morale, normal discipline, trained
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
-20 vs elephants
Ballista
Eriador Ballista
NE_Ballista_Crew, northern_ballista
 
24 missile siege, 3 ballista engines
Sword, attack 5, charge 2
40 ballista bolts, attack 55, charge 3, range 230, armor-piercing, body-piercing, launching
Armor 3, skill 2, shield 0; total defense 5
480 cost, 180 upkeep
10 morale, normal discipline, trained
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
-20 vs elephants
Ballista
Arnor Ballista
NE_Ballista_Crew, northern_ballista
 
24 missile siege, 3 ballista engines
Sword, attack 6, charge 2
40 ballista bolts, attack 55, charge 3, range 230, armor-piercing, body-piercing, launching
Armor 3, skill 2, shield 0; total defense 5
480 cost, 180 upkeep
10 morale, disciplined, trained
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
-20 vs elephants
Ballista
Rohan Ballista
NE_Ballista_Crew, northern_ballista
 
24 missile siege, 3 ballista engines
Sword, attack 5, charge 3
40 ballista bolts, attack 55, charge 3, range 230, armor-piercing, body-piercing, launching
Armor 3, skill 2, shield 0; total defense 5
480 cost, 180 upkeep
10 morale, normal discipline, trained
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
-20 vs elephants
Catapult
Dale Catapult
NE_Catapult_Crew, northern_catapult
 
24 missile siege, 2 catapult engines
Sword, attack 4, charge 2
25 catapult rocks, attack 60, charge 3, range 250, armor-piercing, body-piercing, area of effect, launching
Armor 3, skill 3, shield 0; total defense 6
650 cost, 200 upkeep
10 morale, normal discipline, trained
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
Catapult
Eriador Catapult
NE_Catapult_Crew, northern_catapult
 
24 missile siege, 2 catapult engines
Sword, attack 5, charge 2
25 catapult rocks, attack 60, charge 3, range 250, armor-piercing, body-piercing, area of effect, launching
Armor 3, skill 2, shield 0; total defense 5
650 cost, 200 upkeep
10 morale, normal discipline, trained
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
Catapult
Arnor Catapult
NE_Catapult_Crew, northern_catapult
 
24 missile siege, 2 catapult engines
Sword, attack 6, charge 3
25 catapult rocks, attack 60, charge 3, range 250, armor-piercing, body-piercing, area of effect, launching
Armor 3, skill 2, shield 0; total defense 5
650 cost, 200 upkeep
10 morale, normal discipline, trained
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
Catapult
Rohan Catapult
NE_Catapult_Crew, northern_catapult
 
24 missile siege, 2 catapult engines
Sword, attack 5, charge 3
25 catapult rocks, attack 60, charge 3, range 250, armor-piercing, body-piercing, area of effect, launching
Armor 3, skill 2, shield 0; total defense 5
650 cost, 200 upkeep
10 morale, normal discipline, trained
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
Trebuchet
Arnor Trebuchet
NE_Trebuchet_Crew, northern_trebuchet
 
24 missile siege, 2 trebuchet engines
Sword, attack 9, charge 4
25 trebuchet rocks, attack 60, charge 3, range 330, armor-piercing, body-piercing, area of effect, launching
Armor 5, skill 3, shield 0; total defense 8
850 cost, 250 upkeep
13 morale, disciplined, trained
Hardy
1 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: -2
Snow: -2
Native Ranged
Huntsmen
Huntsmen
huntsmen
 
60 missile infantry
4 javelins, attack 6, charge 3, armor-piercing
Knife, attack 3, charge 1
Armor 1, skill 3, shield 3; total defense 7
380 cost, 170 upkeep
10 morale, normal discipline, untrained
Very hardy
0 extra fatigue in heat
No armor upgrades
Scrub: +1
Sand: 0
Forest: +2
Snow: -2
Hunters
Peasant_Archers
 
48 missile infantry
30 arrows, attack 5, charge 2, range 150, fire arrows
Sword, attack 4, charge 2
Armor 2, skill 3, shield 0; total defense 5
340 cost, 150 upkeep
9 morale, normal discipline, trained
No special attributes
0 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
Peasant Archers
Norse Archers
norse_huntsmen
 
60 missile infantry
30 arrows, attack 6, charge 2, range 150, fire arrows
Sword, attack 4, charge 2
Armor 2, skill 2, shield 1; total defense 5
400 cost, 160 upkeep
10 morale, normal discipline, untrained
No special attributes
4 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
Variag Archers
Variag Archer Militia
variag_archer
 
60 missile infantry
30 arrows, attack 7, charge 2, range 170, fire arrows
Sword, attack 5, charge 2
Armor 3, skill 3, shield 2; total defense 8
480 cost, 200 upkeep
11 morale, normal discipline, trained
Hardy, free upkeep unit
0 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: +1
Forest: -1
Snow: -2
Native Infantry
Fyrd Spearmen
Peasant Spearmen
fyrd_spearmen
 
60 spear infantry
Spear, attack 6, charge 3, light spear, +4 vs cavalry
No secondary
Armor 2, skill 1, shield 3; total defense 6
350 cost, 160 upkeep
11 morale, normal discipline, untrained
No special attributes
0 extra fatigue in heat
No armor upgrade
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
Peasant Axemen
Fyrd Axemen
fyrd_axemen
 
60 light infantry
Mace, attack 4, charge 4, armor-piercing
No secondary
Armor 2, skill 1, shield 3; total defense 6
370 cost, 160 upkeep
11 morale, normal discipline, untrained
Can form schiltrom
4 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
Spear Militia
Thane Spearmen
thane_spearmen
 
60 spear infantry
Spear, attack 6, charge 4, light spear, +4 vs cavalry
No secondary
Armor 4, skill 2, shield 4; total defense 10
480 cost, 200 upkeep
12 morale, disciplined, trained
Can form schiltrom
6 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
Sword Militia
Thane Swordsmen
thane_swordsmen
 
60 light infantry
Sword, attack 7, charge 4
No secondary
Armor 4, skill 2, shield 4; total defense 10
500 cost, 200 upkeep
12 morale, disciplined, trained
Hardy
6 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
Variag Tribesmen
Variag Spearmen Militia
Dismounted _Arab_Cavalry
 
60 spear infantry
Spear, attack 7, charge 4, light spear, +4 vs cavalry
No secondary
Armor 3, skill 3, shield 2; total defense 8
400 cost, 180 upkeep
12 morale, normal discipline, untrained
Hardy, free upkeep unit, can form schiltrom
0 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: +1
Forest: 0
Snow: -2
Freemen
Viking Mercenaries
Dismounted_Huscarls
 
60 light infantry
Mace, attack 4, charge 4, armor-piercing
No secondary
Armor 6, skill 2, shield 4; total defense 12
520 cost, 210 upkeep
12 morale, normal discipline, trained
Hardy, can form shield wall
4 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
-4 vs elephants
Tribal Spearmen
Persian Spearmen
Dismounted_Arab_Cavalry
 
60 spear infantry
Spear, attack 5, charge 3, light spear, +4 vs cavalry
No secondary
Armor 4, skill 3, shield 4; total defense 11
480 cost, 230 upkeep
13 morale, normal discipline, trained
Can form schiltrom
1 extra fatigue in heat
No armor upgrades
Scrub: +1
Sand: +1
Forest: 0
Snow: -1
Heavy Axemen
english huscarls
Varangian_Guard
 
60 heavy infantry, 1.2 mass
2h axe, attack 8, charge 5, armor-piercing
No secondary
Armor 4, skill 4, shield 2; total defense 10
500 cost, 210 upkeep
13 morale, normal discipline, trained
Hardy
2 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
-4 vs elephants
Dorwinion Retainers
english kings huscarls
Varangian_Guard
 
60 heavy infantry, 1.2 mass
2h axe, attack 8, charge 5, armor-piercing
No secondary
Armor 5, skill 5, shield 2; total defense 12
500 cost, 210 upkeep
15 morale, normal discipline, trained
Hardy
2 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
-4 vs elephants
Bodyguards of the Fellowship
Dunedain Rangers
Aragorn Bodyguards
dunedain_rangers2
 
6 missile infantry, 1.2 mass, 5 hp
50 elven arrows, attack 10, charge 2, range 220
Sword, attack 9, charge 4
Armor 5, skill 4, shield 0; total defense 9
540 cost, 0 upkeep
18 morale, disciplined, trained, locked morale
Very hardy, can deploy stakes, general unit
2 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
Special bodyguard for Aragorn, Boromir, and Gandalf the Gray in the fellowship campaign
Gimli's Bodyguard
Gimli Bodyguards
dwarven_warriors
 
12 heavy infantry, 20 mass, 6 hp
Sword, attack 11, charge 5
No secondary
Armor 15, skill 3, shield 5; total defense 23
850 cost, 0 upkeep
18 morale, disciplined, trained, locked morale
Very hardy, general unit
8 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
Special bodyguard unit for Gimli in the fellowship campaign
Legolas' Bodyguard
Legolas Bodyguards
Silvan_Archer
 
4 missile infantry, 1.1 speed, 5 hp
50 elven arrows, attack 11, charge 2, range 220
Sword, attack 8, charge 3
Armor 4, skill 5, shield 0; total defense 9
580 cost, 0 upkeep
18 morale, disciplined, trained, locked morale
Very hardy, can deploy stakes, general unit
2 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: -1
Forest: 0
Snow: -2
Special bodyguard unit for Legolas in the fellowship campaign
Gandalf's Bodyguard
Gandalf Bodyguards
eorlingas, eorlingas horse
 
4 heavy cavalry, horses, 3.5 mass
Spear, attack 7, charge 10
Sword, attack 9, charge 4
Armor 8, skill 4, shield 4; total defense 16
1120 cost, 0 upkeep
16 morale, disciplined, highly trained
Hardy, can form a charge, knight, general unit
6 extra fatigue in heat
No armor upgrades
Scrub: -1
Sand: -1
Forest: -3
Snow: -2
-4 vs elephants, -4 vs camels
Special bodyguard unit for Gandalf the White in the fellowship campaign
Hobbitry-in-Arms
Hobbit Bodyguards
hobbit_infantry
 
4 heavy infantry, 0.8 mass, 2 hp
2h axe, attack 7, charge 5
No secondary
Armor 3, skill 4, shield 0; total defense 7
360 cost, 0 upkeep
12 morale, normal discipline, trained
Free upkeep unit, general unit
4 extra fatigue in heat
No armor upgrades
Scrub: +1
Sand: -1
Forest: +2
Snow: +1
+6 vs horses, +6 vs camels, +2 vs elephants
Special bodyguard unit for Frodo and Samwise in the fellowship campaign
Special Units
Oathbreakers
Oathbreakers2
oathbreakers2
 
80 light infantry, 12 hp
Sword, attack 50, charge 10
No secondary
Armor 150, skill 150, shield 150; total defense 450
400 cost, 0 upkeep
20 morale, disciplined, trained
Frightens infantry, frightens cavalry, not available in custom
6 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: 0
Forest: 0
Snow: 0
NOT RECRUITABLE
Balrogs
Balrog
Elephant_Crew3, balrog
 
100 heavy cavalry, 1 elephant, 80 mass, 10 hp
No primary
Sword, attack 45, charge 22
Armor 28, skill 22; total defense 50
3000 cost, 900 upkeep
18 morale, impetuous, highly trained, locked morale
Very hardy, frightens infantry, frightens cavalry
0 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: 0
Forest: -1
Snow: -1
[/tr]
AI ONLY: Spawns in Moria if it is sieged
PLAYER ONLY: Spawns near Moria after 90 turns has passed, and if Mithril Mines have been constructed there
Ents
Ents Elephants
Elephant_Crew3, ents
 
8 heavy cavalry, 4 elephants, 80 mass, 6 hp, 0.6 speed
Sword, attack 45, charge 15, area of effect, launching
Sword, attack 45, charge 15, area of effect, launching
Armor 28, skill 14; total defense 42
2400 cost, 500 upkeep
21 morale, low discipline, untrained
Very hardy, frightens infantry, frightens cavalry
4 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: +1
Forest: -6
Snow: -1
Spawns as rebel near Fangorn if Fangorn is controlled by Mordor, Moria, or Isengard
SAURON
Sauron
Sauron Elephants
Elehant_Crew4, sauron
 
100 heavy cavalry, 1 elephant, 120 mass, 12 hp
No Primary
Sword, attack 50, charge 25, launching, body-piercing, armor-piercing, area of effect
Armor 25, skill 25; total defense 50
3500 cost, 1000 upkeep
18 morale, impetuous, highly trained, locked morale
Very hardy, frightens infantry, frightens cavalry
0 extra fatigue in heat
No armor upgrades
Scrub: 0
Sand: 0
Forest: -1
Snow: -1
Spawns once certain conditions are met:
Everytime The One Ring spawns on the map, a ring_jumped counter is added. When this counter reaches 7, while The One Ring is not currently on the map, and as long as Mordor controls Barad-Dur, a timer will be activated. As long as these conditions remain active, then in 5 turns, The One Ring will be delivered to Barad-Dur, upon which in 2 turns, Sauron will spawn and Mordor will declare war upon all Good-aligned factions.

Alternatively, if an Melkor-aligned faction managed to gain control of The One Ring and keeps it for 6 turns, then as long as Mordor exists, the faction controlling The One Ring will be commanded to deliver it to the Black Gate. As long as Mordor controls the Black Gate and Barad-Dur, The One Ring can be delivered, whichupon Sauron will spawn, Mordor will ally with the faction whom delivered The One Ring, and afterwards declare war upon all Good-aligned factions.

Should it instead be Mordor who controls The One Ring, they can deliver it to Barad-Dur to spawn Sauron and declare war on all Good-aligned factinos.
Afterword
Pictures taken from TATW mod.
.tga files were converted into .jpg.

The Guide Image is Sauron.

Please inform me if there are any issues or mistakes you've managed to find within the list.

Many a thanks to the Third Age Total War team for creating such a wonderful mod, and to all the sub-modders who continue to work in making more content for the mod.