NOTICE: Requires the base game
Total War: WARHAMMER II in order to play.
Total War: WARHAMMER II – The Hunter and the
The Hunter & The Beast is the latest Lords Pack for Total War:
WARHAMMER II. Introducing two rival Legendary Lords from the world
of Warhammer Fantasy Battles, each with their own objectives,
mechanics, units and playstyle, for use in both the Eye of the
Vortex and Mortal Empires campaigns, and custom/multiplayer
Fearless, charismatic, daring: these are but a few of the
epithets bestowed upon Markus Wulfhart, the Hunstmarshal of Emperor
Karl Franz. With his band of ruthless trackers, scouts, hunters and
sharpshooters, who better to dispatch to the steaming jungles of
Lustria, in order to plant the flag and further Imperial interests?
And if some Big Game should wander into the crosshairs, why, all
But the jungle does not sleep. Nakai The Wanderer, revered
Kroxigor of the first-spawning, is a living legend among the
Lizardmen. Wandering the jungles of Lustria since the destruction
of his home-city of Tlanxla during the Great Catastrophe, he
follows where the Great Plan wills him. Now Lustria is at
threat from usurpers once more. Nakai will rally the Sacred
Kroxigors, and rouse the Dread Saurians from their ageless slumber
– the Old Ones demand it!
Markus Wulfhart (The Huntsmarshal’s
Unique faction mechanics
As Markus Wulfhart expands Imperial interests in Lustria, his
stature in the eyes of the Emperor grows. As a result, he receives
a broadening range of increasingly advanced Empire units to aid in
his expedition. As new territory is captured, his building options
also diversify. In the Eye of the Vortex campaign, Markus will
ultimately face the Spirit of the Jungle himself, Nakai the
Wanderer, to decide who holds dominion over the jungles of
Wulfhart’s campaign progress is measured by how effectively he
fulfils the Emperor’s Mandate. Expansion, successful military
operations and other campaign activities increase his acclaim,
which is tracked on the Emperor’s Mandate bar.
The Emperor’s Mandate also dictates the quality of units
available to Wulfhart via the Imperial Supplies system, which
dispatches better units for him to recruit from time to time. As
the Mandate bar fills, he will also unlock bonuses to further
improve these units, plus new recruitment buildings.
In the Eye of the Vortex campaign, filling the Emperor’s Mandate
bar will cause Nakai the Wanderer to issue a final, do-or-die
challenge to Markus Wulfhart – a call to battle that will become
the stuff of legend!
The lands beyond the Empire are inimical to man, and Wulfhart’s
actions will not go unnoticed. While defeating the local
inhabitants improves Wulfhart’s Imperial standing and increases his
supply of fresh troops, it also enrages Lustria’s native
Wulfhart’s Hostility rating reflects the current level of
Lustria’s retaliation against his military activities. Aggressive
activities, such as military actions and raiding, can raise
Hostility through five levels. Conversely, a more passive approach
to the campaign will cause Hostility to fall.
Each Hostility level has a negative effect on Wulfhart’s
campaign, but is also a measure of his aggression against the
Lizardmen. As he ascends through the Hostility levels,
reinforcements are dispatched more frequently via the Imperial
Supplies system. The strength of these reinforcements is still
dictated by the Emperor’s Mandate bar.
When peak Hostility is reached, a Lizardmen task-force is
dispatched with the aim of defeating Wulfhart. He will instantly
receive an Imperial Supplies drop and will need to survive
sustained assault for a number of turns before the hostility bar
Scattered throughout Lustria are four of the finest Hunters that
ever lived. Wulfhart may attempt to track them down and
acquire their services to aid in the expedition’s success, and
subsequently developing each Hunter’s unique attributes and
learning the tales of their past deeds.
Wulfhart can search for the four Hunters in the Jungles of
Lustria by completing special missions. The Hunters each have
bespoke stories which are uncovered through unique missions.
Completing these missions will reward them with new traits and
The Hunters are not required to complete Wulfhart’s narrative
Vortex campaign, but bring major benefits to the Huntsmarshal’s
Kalara of Wydrioth, the eminent Waystalker, has
traded the forests of Avelorn for the jungles of Lustria in pursuit
New units and characters
In battle, Wulfhart is a ranged combatant with a powerful
armour-piercing bow which deals bonus damage to large targets.
Coupled with Vanguard Deployment, Stalk, a 360-degree fire-arc and
immune to psychology, he has a well-deserved reputation as the
ultimate monster hunter.
In keeping with his reputation, Markus Wulfhart has a
significant ambush defence and ambush success chance, and a large
upkeep reduction to Huntsmen and Archers in his army.
Huntsman General (Lord)
Following Wulfhart’s example, his Huntsman Generals have
Vanguard Deployment, Stalk, a 360-degree fire-arc are immune to
psychology, and deal bonus damage against large targets. Their Fire
Arrow capabilities mean they synergise well with Bright Wizards,
and they grant reload-rate bonuses to other Imperial missile
The backbone of Wulfhart’s hunting-parties, these Imperial
archers are inexpensive, plentiful, quick to fire, and are great at
soaking enemy formations with ranged damage. Their loose formation
enables them to trade fire with other ranged units at a profit.
Deathjacks (Archers – Regiments of Renown)
These elite archers also have Stalk, Snipe and Vanguard
Deployment, enabling them to strike fast, strike first, and remain
hidden from view. If well-screened, they can continue to fire
without fear of discovery or ranged retaliation.
Only the finest archers ascend to the rank of Huntsmen.
Well-drilled and versatile, they have Vanguard Deployment and
Stalk, can fire while moving, have a greater range than standard
Archers, enjoy a good degree of accuracy, and deal bonus damage to
White Wolves (Hunstmen – Regiment of
Few face the White Wolves and live to tell of it. These elite
Huntsmen match their bow-skills with ruthless melee capabilities,
granting them a useful hybrid role. Alongside their Hunter
attributes, they also Encourage nearby friendlies and are Immune to
These mobile armoured wagons are packed with six riflemen, each
armed with an armour-piercing Outrider rifle. Slower than standard
missile cavalry but far more resilient, they can fire while moving
and in all directions, and reposition to place their fusillades
precisely where required. In a pinch, they can also be used as
chariots and charged into lighter or weakened enemy units.
War Wagon (Mortar)
These mobile artillery pieces may carry less ammo than standard
mortars, but more than make up for it by being able to stay one
step ahead of melee combatants, repositioning when threatened to
set up a new base-of-fire and bombard the foe afresh.
The Black Lions (War Wagon – Helblaster Volley Gun –
Regiment of Renown)
The ultimate unit in The Expedition’s armoury, The Black Lion is
a devastating mobile light artillery piece. While shorter ranged
than a standard Helblaster Volley Gun, it can pump rounds into
approaching troops until the last second, then reposition to avoid
getting caught in melee.
Nakai the Wanderer (Spirit of the Jungle)
Unique faction mechanics
New Horde mechanics
Nakai’s faction, the Spirit of the Jungle, offers a unique
variation on Horde gameplay. Each army in his faction, when placed
in the Encampment stance, may develop its settlement infrastructure
much as a standard settlement would. That infrastructure is
preserved when the horde moves off, and may be further developed
during future periods of Encampment. If a horde is destroyed in
battle, all its infrastructure is lost along with the army.
However, only Nakai’s personal horde can unlock units for
recruitment. Other hordes in his faction may then recruit unit
types Nakai has unlocked using the Global Recruitment option. These
‘minor’ hordes still have their own infrastructure and building
trees, though some of these are focused on reducing Global
Recruitment times rather than unlocking units.
Defence of the Great Plan
The Great Plan of the Old Ones lies in a delicate balance. Many
look to disrupt it, but none defend it as devoutly as Nakai the
Nakai begins play with a vassal faction called the Defenders of
the Great Plan – the caretakers of the great Temple Cities. When
one of Nakai’s armies captures a region, it may be gifted to the
Defenders. When a region is gifted thus, Nakai must choose which
Old One that region’s temple should be dedicated to.
As more temples are dedicated to a specific Old One, the more
powerful the rewards bestowed upon Nakai and his faction.
These temples generate a unique resource called Old Ones’
Favour. Nakai may expend this Favour to access Blessed Spawnings
units, or to recruit Lords at much higher ranks.
The avaricious warmbloods look to pillage the temple cities of
Lustria for profit. These invaders lurk throughout the jungles;
they must be tracked and confronted with cold-blooded ferocity for
the Great Plan to remain intact and unimpaired!
In the Eye of the Vortex campaign, Nakai must fight to keep
Lustria in the rightful hands of the Lizardmen. Several Empire
colonies have been established, and each is encroaching on the
jungle. They must be dealt with!
Four extremely dangerous Hunters co-ordinate the efforts of the
warmbloods. Hunt them down to draw out their leader, then defeat
them all in a final, epic confrontation!
Nakai has a selection of new Rites focused around his units,
faction mechanics and campaign focus.
New units and characters
Nakai the Wanderer
With high armour, health, melee attack and weapon strength,
Nakai is a powerful brawler, well-suited to extended melee. He also
grants bonus melee defence to, and reduces the recruitment and
upkeep costs, of Kroxigors and Sacred Kroxigors in his army. Nakai
also has a number of new support abilities in battle, further
cementing his role as the centrepiece of battle:
These well-armoured, hard hitting, anti-infantry specialists are
cast in the mould of Nakai himself, and well-suited to extended
Feral Dread Saurian
If you thought Carnosaurs the apex-predators of Lustria, think
again. With breathtaking weapon-damage and high armour, these
towering walls of teeth and fury are versatile, elite-killing,
melee behemoths, and are subject to Rampage.
Dread Saurian (Howdah)
Somewhat tamer than their feral cousins, though no less capable,
these titanic beasts are ridden into battle by Skink skirmishers,
and do not rampage. Combining their terrifying melee power with
four giant blowpipes and eight skinks hurling poisoned javelins, it
is the ultimate multirole unit.
Shredder of Lustria (Dread Saurian Howdah – Regiment of
With rank nine stats, Encourage, and a passive hex aura reducing
nearby enemy leadership, The Shredder of Lustria is truly a
one-unit army – and comes with a pricetag to match.
These versatile and hard-hitting monstrous infantry are great
all-rounders. With high weapon-strength and magical attacks, they
can plough through against a greater variety of foes than standard
Cohort of Huatl (Sacred Kroxigors –
Regiment of Renown)
The Cohort of Huatl is a top-tier monstrous infantry unit.
Building on the Sacred Kroxigors’ capabilities with additional
armour-sundering attacks and bonus physical resistance, they
synergise well in the field with Skinks and Saurus Warriors.
Razordon Hunting Pack
Filling the air with deadly grapeshot-style volleys of
armour-piercing fire, Razordon Hunting Packs are potent – and
mobile – armoured infantry hunters.
Amaxon Barbs (Razordons – Regiment of
Dealing poison damage, and heavily scaled for enhanced missile
resistance, these Razordons are pinpoint shooters and make