Khorne buildings
48 building chains Khorne can build, patch 9.0.4. Tap one for each level's cost, build time, effects and units.
Recruitment

Creatures
5 levels · unlocks Chaos Warhounds of Khorne, Khorngors, Forsaken of Khorne, Bloodbeasts of Khorne, Spawn of Khorne, Minotaurs of Khorne (Great Weapons), Minotaurs of Khorne, Slaughterbrute
Creatures
5 levels · unlocks Chaos Warhounds of Khorne, Khorngors, Forsaken of Khorne, Bloodbeasts of Khorne, Spawn of Khorne, Minotaurs of Khorne (Great Weapons), Minotaurs of Khorne, Slaughterbrute

Kennels
Level 1 · 750 gold · 1 turn · pays back in 9.4 turns
Income generated: 80
Unlocks

Baleful Lair
Level 2 · 1,500 gold · 2 turns · pays back in 18.8 turns
Income generated: 80
Unlocks

Abattoir
Level 3 · 2,500 gold · 3 turns · pays back in 31.3 turns
Income generated: 80
Unlocks

Blood-Drenched Herdstones
Level 4 · 4,500 gold · 4 turns · pays back in 56.3 turns
Income generated: 80
Unlocks

Domain of Slaughter
Level 5 · 7,000 gold · 6 turns · pays back in 87.5 turns
Income generated: 80
Unlocks

Daemonic Mounts
3 levels · unlocks Blood Shrine of Khorne, Skullcannon, Bloodcrushers of Khorne
Daemonic Mounts
3 levels · unlocks Blood Shrine of Khorne, Skullcannon, Bloodcrushers of Khorne

Foundry of Scythes
Level 1 · 2,500 gold · 2 turns · pays back in 20.8 turns
Prevents construction of Mortal Mounts building
Winds of Magic power reserve: +2 per turn [PH]
(armies in local province)
Income generated: 120
Unlocks

Foundry of Blood
Level 2 · 3,500 gold · 3 turns · pays back in 29.2 turns
Prevents construction of Mortal Mounts building
Winds of Magic power reserve: +4 per turn [PH]
(armies in local province)
Income generated: 120
Unlocks

Foundry of Skulls
Level 3 · 5,500 gold · 4 turns · pays back in 45.8 turns
Prevents construction of Mortal Mounts building
Winds of Magic power reserve: +8 per turn [PH]
(armies in local province)
Income generated: 120
Unlocks

Daemonic Servants
2 levels · unlocks Chaos Furies (Khorne), Flesh Hounds of Khorne, Exalted Bloodletters of Khorne
Daemonic Servants
2 levels · unlocks Chaos Furies (Khorne), Flesh Hounds of Khorne, Exalted Bloodletters of Khorne

Khornate Calefactor
Level 1 · 1,500 gold · 2 turns · pays back in 18.8 turns
Prevents construction of Mortal Servants building
Unlocks Hero recruitment: Bloodreaper
Income generated: 80
Unlocks

Khornate Furnace
Level 2 · 2,500 gold · 3 turns · pays back in 31.3 turns
Prevents construction of Mortal Servants building
Hero capacity: +1 for Bloodreapers
Unlocks Hero recruitment: Bloodreaper
Income generated: 80
Unlocks

Greater Daemonic Servants
2 levels · unlocks Soul Grinder of Khorne, Bloodthirster
Greater Daemonic Servants
2 levels · unlocks Soul Grinder of Khorne, Bloodthirster

Hunting Fields
Level 1 · 5,500 gold · 4 turns · pays back in 45.8 turns
Prevents construction of Mortal Champions building
Income generated: 120
Local recruitment capacity: +1
Unlocks

The Battlefields
Level 2 · 8,000 gold · 6 turns · pays back in 66.7 turns
Prevents construction of Mortal Champions building
Income generated: 120
Global recruitment capacity: +1
Local recruitment capacity: +2
Unlocks

Mortal Champions
3 levels · unlocks Skullreapers, Chosen of Khorne, Chosen of Khorne (Dual Weapons), Wrathmongers
Mortal Champions
3 levels · unlocks Skullreapers, Chosen of Khorne, Chosen of Khorne (Dual Weapons), Wrathmongers

Khornate Tribute
Level 1 · 3,500 gold · 3 turns · pays back in 29.2 turns
Hero and Lord recruit rank: +1
Prevents construction of Greater Daemonic Servants building
Income generated: 120
Recruit rank: +1 for all units
Unlocks

Khornate Totem
Level 2 · 5,500 gold · 4 turns · pays back in 45.8 turns
Hero and Lord recruit rank: +2
Prevents construction of Greater Daemonic Servants building
Income generated: 120
Recruit rank: +2 for all units
Unlocks

Khornate Cathedra
Level 3 · 99,999 gold · 99 turns
Prevents construction of Greater Daemonic Servants building

Mortal Mounts
4 levels · unlocks Marauder Horsemen of Khorne (Throwing Axes), Chaos Chariots of Khorne, Chaos Knights of Khorne, Gorebeast Chariots of Khorne, Chaos Knights of Khorne (Lances), Skullcrushers of Khorne
Mortal Mounts
4 levels · unlocks Marauder Horsemen of Khorne (Throwing Axes), Chaos Chariots of Khorne, Chaos Knights of Khorne, Gorebeast Chariots of Khorne, Chaos Knights of Khorne (Lances), Skullcrushers of Khorne

Skull Harvester
Level 1 · 2,500 gold · 2 turns · pays back in 20.8 turns
Unlocks Hero recruitment: Exalted Hero of Khorne
Prevents construction of Daemonic Mounts building
Construction cost: -3% for all buildings (local province)
Income generated: 120
Unlocks

Juggerplant
Level 2 · 3,500 gold · 3 turns · pays back in 29.2 turns
Hero capacity: +1 for Exalted Heroes of Khorne
Unlocks Hero recruitment: Exalted Hero of Khorne
Prevents construction of Daemonic Mounts building
Construction cost: -6% for all buildings (local province)
Income generated: 120
Unlocks

Juggerplex
Level 3 · 5,500 gold · 4 turns · pays back in 45.8 turns
Hero capacity: +1 for Exalted Heroes of Khorne
Unlocks Hero recruitment: Exalted Hero of Khorne
Prevents construction of Daemonic Mounts building
Construction cost: -10% for all buildings (local province)
Income generated: 120
Unlocks

Brass Ziggurat
Level 4 · 8,000 gold · 6 turns · pays back in 66.7 turns
Hero capacity: +1 for Exalted Heroes of Khorne
Unlocks Hero recruitment: Exalted Hero of Khorne
Prevents construction of Daemonic Mounts building
Construction cost: -15% for all buildings (local province)
Income generated: 120
Unlocks

Mortal Servants
3 levels · unlocks Marauders of Khorne, Marauders of Khorne (Dual Weapons), Chaos Warriors of Khorne (Halberds), Chaos Warshrine of Khorne, Chaos Warriors of Khorne (Dual Weapons)
Mortal Servants
3 levels · unlocks Marauders of Khorne, Marauders of Khorne (Dual Weapons), Chaos Warriors of Khorne (Halberds), Chaos Warshrine of Khorne, Chaos Warriors of Khorne (Dual Weapons)

The Forge
Level 1 · 750 gold · 1 turn · pays back in 9.4 turns
Prevents construction of Daemonic Servants building
Income generated: 80
Unlocks

The Armoury
Level 2 · 1,500 gold · 2 turns · pays back in 18.8 turns
Prevents construction of Daemonic Servants building
Unlocks Hero recruitment: Cultist of Khorne
Income generated: 80
Unlocks

The Arsenal
Level 3 · 2,500 gold · 3 turns · pays back in 31.3 turns
Prevents construction of Daemonic Servants building
Hero capacity: +1 for Cultists
Unlocks Hero recruitment: Cultist of Khorne
Income generated: 80
Unlocks

Flame of Ulric
1 level
Flame of Ulric
1 level

Stolen Flame of Ulric
Level 1 · 10,000 gold · 4 turns
Melee attack: +5 when fighting against Empire (all armies)
Leadership: +5 when fighting against Empire (all armies)
Hero recruit rank: +3 (factionwide)
Income generated: 500
Income from post-battle loot: +10% (factionwide)
Local recruitment capacity: +2

Garrison
3 levels
Garrison
3 levels

Daemonic Lurkers
Level 1 · 2,500 gold · 3 turns
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Shells
Enemy Hero action success chance: -10%
Attrition: -5% when under siege
Leadership: +2 when under siege (armies in region)

Daemonic Gathering
Level 2 · 3,500 gold · 5 turns
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Moderately increases the health of settlement Walls, Towers and Gatehouses in battle
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Skulls
Enemy Hero action success chance: -15%
Attrition: -10% when under siege
Leadership: +4 when under siege (armies in region)

Daemonic Locus
Level 3 · 5,000 gold · 6 turns
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Greatly increases the health of settlement Walls, Towers and Gatehouses in battle
Outside Altdorf, Lothern, Hexoatl and 17 other settlements: Improved tower projectiles: Greater Skulls
Enemy Hero action success chance: -20%
Attrition: -15% when under siege
Leadership: +6 when under siege (armies in region)

Garrison
2 levels
Garrison
2 levels

Three-Headed Scenthounds
Level 1 · 2,000 gold · 3 turns
Defensive supplies: +1000
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Enemy Hero action success chance: -10%

Brass Fortifications
Level 2 · 4,000 gold · 5 turns
Defensive supplies: +2000
Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Enemy Hero action success chance: -15%

Outpost
3 levels
Outpost
3 levels

Khornate Outpost
Level 1 · 2,000 gold · 3 turns
Provides allied recruitment of a selection of units from the faction's local recruitment
Allied recruitment is expensive outside of friendly territory- In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
Casualty replenishment rate: +2% (own and enemy armies in region)

Khornate District
Level 2 · 4,000 gold · 4 turns
Provides allied recruitment of a selection of units from the faction's global recruitment
Allied recruitment is expensive outside of friendly territory- In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
Casualty replenishment rate: +3% (armies in region)

Khornate Colony
Level 3 · 6,000 gold · 5 turns
Provides allied recruitment of a selection of units from the faction's global recruitment
Allied recruitment cost outside friendly territory: -50%- In a region owned by Tomb Kings: Hidden unit cap bonus used on TK outposts so that their units can be recruited by non-TK
Casualty replenishment rate: +4% (armies in region)
Economy

Cult Machinations
1 level · unlocks Marauders of Khorne, Chaos Warriors of Khorne, Bloodletters of Khorne
Cult Machinations
1 level · unlocks Marauders of Khorne, Chaos Warriors of Khorne, Bloodletters of Khorne

Halls of Challenge
Level 1 · 2,000 gold · 2 turns
When Khorne corruption is 50 or more: Skulls: 30 per turn
When Khorne corruption is 50 or more: Income generated: 200
Casualty replenishment rate: +20% (local characters)
Unlocks

Exotic Animals
3 levels · unlocks Chaos Warhounds of Khorne, Forsaken of Khorne, Khorngors, Spawn of Khorne, Bloodbeasts of Khorne, Minotaurs of Khorne, Minotaurs of Khorne (Great Weapons), Slaughterbrute
Exotic Animals
3 levels · unlocks Chaos Warhounds of Khorne, Forsaken of Khorne, Khorngors, Spawn of Khorne, Bloodbeasts of Khorne, Minotaurs of Khorne, Minotaurs of Khorne (Great Weapons), Slaughterbrute

Cultist Camp (Animals)
Level 1 · 750 gold · 1 turn · pays back in 18.8 turns
Speed: +1% for Chaos Warhounds, Flesh Hounds, Forsaken, Khorngors, Chaos Spawn, Bloodbeasts, Minotaurs and Slaughterbrute units (all armies)
Recruitment cost: -10% for Chaos Warhounds, Flesh Hounds, Forsaken, Khorngors, Chaos Spawn, Bloodbeasts, Minotaurs and Slaughterbrute units (local province)
Recruit rank: +1 for Chaos Warhounds, Flesh Hounds, Forsaken, Khorngors, Chaos Spawn, Bloodbeasts, Minotaurs and Slaughterbrute units (local province)
Income generated: 40
Unlocks

Cultist Outpost (Animals)
Level 2 · 1,500 gold · 2 turns · pays back in 18.8 turns
Speed: +1% for Chaos Warhounds, Flesh Hounds, Forsaken, Khorngors, Chaos Spawn, Bloodbeasts, Minotaurs and Slaughterbrute units (all armies)
Recruitment cost: -20% for Chaos Warhounds, Flesh Hounds, Forsaken, Khorngors, Chaos Spawn, Bloodbeasts, Minotaurs and Slaughterbrute units (local province)
Recruit rank: +1 for Chaos Warhounds, Flesh Hounds, Forsaken, Khorngors, Chaos Spawn, Bloodbeasts, Minotaurs and Slaughterbrute units (local province)
Income generated: 80
Unlocks

Cultist Enclave (Animals)
Level 3 · 2,500 gold · 3 turns · pays back in 20.8 turns
Speed: +2% for Chaos Warhounds, Flesh Hounds, Forsaken, Khorngors, Chaos Spawn, Bloodbeasts, Minotaurs and Slaughterbrute units (all armies)
Recruitment cost: -30% for Chaos Warhounds, Flesh Hounds, Forsaken, Khorngors, Chaos Spawn, Bloodbeasts, Minotaurs and Slaughterbrute units (local province)
Recruit rank: +2 for Chaos Warhounds, Flesh Hounds, Forsaken, Khorngors, Chaos Spawn, Bloodbeasts, Minotaurs and Slaughterbrute units (local province)
Income generated: 120
Unlocks

Minor Settlement
6 levels · unlocks Chaos Warriors of Khorne, Bloodletters of Khorne
Minor Settlement
6 levels · unlocks Chaos Warriors of Khorne, Bloodletters of Khorne

Ruined City
Ruin
Khorne corruption: +1

Soul Keep
Level 1 · 1,000 gold · 2 turns
Allows construction of Mortal recruitment buildings
Defensive supplies: +1000
Khorne corruption: +1
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 1 construction slot in the settlement
Upkeep: -20% (armies in region)
Growth: +20
Unlocks

Dimensional Tear
Level 1 · 1,000 gold · 2 turns
Allows construction of Daemonic recruitment buildings
Defensive supplies: +1000
Khorne corruption: +1
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 1 construction slot in the settlement
Upkeep: -20% (armies in region)
Growth: +20
Unlocks

Dark Bastion
Level 2 · 2,500 gold · 3 turns
Allows construction of Mortal recruitment buildings
Defensive supplies: +1000
Khorne corruption: +2
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 2 construction slots in the settlement
Upkeep: -20% (armies in region)
Growth: +30

Dimensional Breach
Level 2 · 2,500 gold · 3 turns
Allows construction of Daemonic recruitment buildings
Defensive supplies: +1000
Khorne corruption: +2
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 2 construction slots in the settlement
Upkeep: -20% (armies in region)
Growth: +30

Infernal Citadel
Level 3 · 5,000 gold · 4 turns
Allows construction of Mortal recruitment buildings
Defensive supplies: +1500
Khorne corruption: +3
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 3 construction slots in the settlement
Upkeep: -20% (armies in region)
Growth: +40

Dimensional Rift
Level 3 · 5,000 gold · 4 turns
Allows construction of Daemonic recruitment buildings
Defensive supplies: +1500
Khorne corruption: +3
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 3 construction slots in the settlement
Upkeep: -20% (armies in region)
Growth: +40

Province Capital
10 levels · unlocks Bloodletters of Khorne, Chaos Warriors of Khorne
Province Capital
10 levels · unlocks Bloodletters of Khorne, Chaos Warriors of Khorne

Ruined City
Ruin
Khorne corruption: +2

Dimensional Tear
Level 1 · 1,000 gold · 2 turns
Allows construction of Daemonic recruitment buildings
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Khorne corruption: +2
Can be converted into a Bastion
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 1 construction slot in the settlement
Upkeep: -20% (armies in region)
Growth: +20
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Unlocks

Soul Keep
Level 1 · 1,000 gold · 2 turns
Allows construction of Mortal recruitment buildings
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Khorne corruption: +2
Can be converted into a Portal
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 1 construction slot in the settlement
Upkeep: -20% (armies in region)
Growth: +20
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
Unlocks

Dimensional Breach
Level 2 · 2,500 gold · 3 turns
Allows construction of Daemonic recruitment buildings
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Khorne corruption: +3
Can be converted into a Bastion
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 2 construction slots in the settlement
Upkeep: -20% (armies in region)
Growth: +30
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Dark Bastion
Level 2 · 2,500 gold · 3 turns
Allows construction of Mortal recruitment buildings
Defensive supplies: +1000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Khorne corruption: +3
Can be converted into a Portal
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 2 construction slots in the settlement
Upkeep: -20% (armies in region)
Growth: +30
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Dimensional Rift
Level 3 · 5,000 gold · 4 turns
Allows construction of Daemonic recruitment buildings
Defensive supplies: +1500
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Khorne corruption: +4
Can be converted into a Bastion
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 3 construction slots in the settlement
Upkeep: -20% (armies in region)
Growth: +40
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Infernal Citadel
Level 3 · 5,000 gold · 4 turns
Allows construction of Mortal recruitment buildings
Defensive supplies: +1500
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Khorne corruption: +4
Can be converted into a Portal
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 3 construction slots in the settlement
Upkeep: -20% (armies in region)
Growth: +40
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Dimensional Nexus
Level 4 · 8,000 gold · 6 turns
Allows construction of Daemonic recruitment buildings
Defensive supplies: +1500
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Khorne corruption: +5
Can be converted into a Bastion
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 5 construction slots in the settlement
Upkeep: -20% (armies in region)
Growth: +50
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Daemonic Fortress
Level 4 · 8,000 gold · 6 turns
Allows construction of Mortal recruitment buildings
Defensive supplies: +1500
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Khorne corruption: +5
Can be converted into a Portal
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 5 construction slots in the settlement
Upkeep: -20% (armies in region)
Growth: +50
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Dimensional Cascade
Level 5 · 12,000 gold · 8 turns
Allows construction of Daemonic recruitment buildings
Defensive supplies: +2000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Khorne corruption: +6
Can be converted into a Bastion
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 7 construction slots in the settlement
Upkeep: -20% (armies in region)
Growth: +60
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Chaos Dreadhold
Level 5 · 12,000 gold · 8 turns
Allows construction of Mortal recruitment buildings
Defensive supplies: +2000
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Khorne corruption: +6
Can be converted into a Portal
Chance to automatically colonise ruins at turn start: +5% (local province)
Grants 7 construction slots in the settlement
Upkeep: -20% (armies in region)
Growth: +60
When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Wild Game
3 levels · unlocks Marauders of Khorne (Dual Weapons), Marauder Horsemen of Khorne (Throwing Axes), Marauders of Khorne
Wild Game
3 levels · unlocks Marauders of Khorne (Dual Weapons), Marauder Horsemen of Khorne (Throwing Axes), Marauders of Khorne

Cultist Camp (Furs)
Level 1 · 750 gold · 1 turn · pays back in 18.8 turns
Recruitment cost: -10% for Marauders of Khorne and Marauder Horsemen of Khorne units (local province)
Recruit rank: +1 for Marauders of Khorne and Marauder Horsemen of Khorne units (local province)
Income generated: 40
Missile resistance: 1% (all armies)
Unlocks

Cultist Outpost (Furs)
Level 2 · 1,500 gold · 2 turns · pays back in 18.8 turns
Recruitment cost: -20% for Marauders of Khorne and Marauder Horsemen of Khorne units (local province)
Recruit rank: +1 for Marauders of Khorne and Marauder Horsemen of Khorne units (local province)
Income generated: 80
Missile resistance: 1% (all armies)

Cultist Enclave (Furs)
Level 3 · 2,500 gold · 3 turns · pays back in 20.8 turns
Recruitment cost: -30% for Marauders of Khorne and Marauder Horsemen of Khorne units (local province)
Recruit rank: +2 for Marauders of Khorne and Marauder Horsemen of Khorne units (local province)
Income generated: 120
Missile resistance: 2% (all armies)

Anti-Vermintide
4 levels
Anti-Vermintide
4 levels

Rat Catchers
Level 1 · 200 gold · 1 turn · upkeep 200
Prevents the Vermintide Under-Empire from spreading to this region
(while this building is present)
Income from all buildings: -5% (local province)
Control: -2

Well-Placed Explosives
Level 2 · 500 gold · 1 turn
Any Under-Cities present within this province will be destroyed
Prevents the Vermintide Under-Empire from spreading to any region in this province for 20 turns
This settlement will be razed and then cannot be occupied again for 20 turns

Raid the Under-City
Level 2 · 500 gold · 1 turn
Any Under-Cities present within this province will be destroyed
Prevents the Vermintide Under-Empire from spreading to any region in this province for 13 turns
Building will be removed upon completion
A Vermintide army will assault this settlement

Sewer Patrols
Level 2 · 500 gold · 2 turns · upkeep 500
Prevents the Vermintide Under-Empire from spreading to any region in this province
(while this building is present)
Income from all buildings: -10% (local province)
Control: -5

Corruption
3 levels
Corruption
3 levels

Cruor Geyser
Level 1 · 1,500 gold · 2 turns
Khorne corruption: +2
Skulls: 10 per turn

Crimson Lake
Level 2 · 2,500 gold · 3 turns
Khorne corruption in adjacent provinces: +1
Khorne corruption: +4
Skulls: 20 per turn

Sea of Blood
Level 3 · 4,000 gold · 4 turns
Khorne corruption in adjacent provinces: +2
Khorne corruption: +6
Skulls: 40 per turn

Cult Corruption
1 level
Cult Corruption
1 level

Call of Khorne
Level 1 · 1,000 gold · 2 turns
Khorne corruption: +5 (local region)
When own Hero is present: Khorne corruption: +10 (local region)

Cult Corruption
1 level
Cult Corruption
1 level

Battle Howls
Level 1 · 1,500 gold · 2 turns
Khorne corruption: +5 (local region)
When Khorne corruption is 50 or more: Khorne corruption: +3 (all adjacent provinces)
When Khorne corruption is 50 or more: Unit experience gain per turn: +20 (factionwide)
When Khorne corruption is 50 or more: Charge bonus: +2 (factionwide)

Cult Machinations
1 level
Cult Machinations
1 level

Pledge of Blood
Level 1 · 1 turn
Enemy melee attack: +10 (enemy armies in province)
Enemy melee defence: +10 (enemy armies in province)
Skulls: 100 each time a battle is fought in this province
Income from post-battle loot: +200% (local province)
When Khorne corruption is 50 or more: Income from post-battle loot: +100% (local province)
Enemy leadership: +10 (enemy armies in province)

Cult Machinations
1 level
Cult Machinations
1 level

Cries of Havoc
Level 1 · 2 turns
When Khorne corruption is 50 or more: Blood Hosts: +1 turns to initial Bloodthirst attrition immunity
When Khorne corruption is 50 or more: Melee attack: +2% for all units in Blood Hosts (all armies)
When Control is positive: Control: -1 (all provinces)

Cult Magus
2 levels
Cult Magus
2 levels

Acolyte Trials
Level 1 · 500 gold · 1 turn · upkeep 300
Khorne corruption: +5

The Dark God's Choice
Level 2 · 3,000 gold · 10 turns
Building is destroyed upon building completion
Instantly recruit a Khorne Cult Magus at this location

Cult Magus
1 level
Cult Magus
1 level

Cult Magus Chambers
Level 1 · 500 gold · 1 turn
Income gained based on the local settlement's income: 10%
When Khorne corruption is 50 or more: Hero and Lord recruit rank: +1 (factionwide)
When Khorne corruption is 50 or more: Hero capacity: +1 for Cultists
Khorne corruption: +3 (local region)
When Khorne corruption is 75 or more: Khorne corruption: +5 (local region)
Income generated: 50

Cult Ritual
1 level
Cult Ritual
1 level

Ritual of Blood
Level 1 · 1 turn
Cult is destroyed upon building completion
Instantly replenish all units (factionwide)
Prevents other rituals from being started in this Cult
War will be declared on a random faction!

Cult Ritual
1 level
Cult Ritual
1 level

Ritual of Skulls
Level 1 · 2 turns
Cult is destroyed upon building completion
Instantly gain 1000 Skulls
Instantly gain 5000 income
Prevents other rituals from being started in this Cult
War will be declared on a random faction!

Cult Ritual
1 level
Cult Ritual
1 level

Ritual of Summoning
Level 1 · 1 turn
Cult is destroyed upon building completion
Instantly transports your faction leader to this settlement
Prevents other rituals from being started in this Cult
This ritual can only begin in one Cult at a time

Dominance
3 levels
Dominance
3 levels

Simmering Anger
Level 1 · 750 gold · 1 turn
Enables attrition in this region (enemy armies in region)
Upkeep: -15% (armies in region)
Control: +2

Growing Rage
Level 2 · 2,500 gold · 3 turns
Enables attrition in this region (enemy armies in region)
Upkeep: -25% (armies in region)
Control: +4

Apocalyptic Fury
Level 3 · 99,999 gold · 99 turns

Dye Production
3 levels
Dye Production
3 levels

Cultist Camp (Dyes)
Level 1 · 750 gold · 1 turn · pays back in 18.8 turns
Leadership aura size: +3% (all characters)
Income generated: 40
Recruitment cost: -10% (local province)

Cultist Outpost (Dyes)
Level 2 · 1,500 gold · 2 turns · pays back in 18.8 turns
Leadership aura size: +6% (all characters)
Income generated: 80
Recruitment cost: -15% (local province)
Local recruitment capacity: +1

Cultist Enclave (Dyes)
Level 3 · 2,500 gold · 3 turns · pays back in 20.8 turns
Leadership aura size: +10% (all characters)
Income generated: 120
Recruitment cost: -20% (local province)
Local recruitment capacity: +2

Favoured Income
3 levels
Favoured Income
3 levels

Trophy Racks
Level 1 · 1,500 gold · 1 turn
Income from sacking and looting settlements: +1% (all characters)
Income from post-battle loot: +2% (factionwide)
Income from raiding: +1% (all armies)

Trophy Chamber
Level 2 · 2,500 gold · 2 turns
Income from sacking and looting settlements: +2% (all characters)
Income from post-battle loot: +4% (factionwide)
Income from raiding: +2% (all armies)

Trophy Hall
Level 3 · 4,000 gold · 4 turns
Income from sacking and looting settlements: +4% (all characters)
Income from post-battle loot: +8% (factionwide)
Income from raiding: +4% (all armies)

Gem Mining
3 levels
Gem Mining
3 levels

Cultist Camp (Gems)
Level 1 · 750 gold · 1 turn · pays back in 7.5 turns
Unlocks Hero recruitment: Exalted Hero of Khorne
Unlocks Hero recruitment: Bloodreaper
Unlocks Hero recruitment: Cultist of Khorne
Hero recruit rank: +1
Income generated: 100
Control: +2

Cultist Outpost (Gems)
Level 2 · 1,500 gold · 2 turns · pays back in 7.5 turns
Unlocks Hero recruitment: Exalted Hero of Khorne
Unlocks Hero recruitment: Bloodreaper
Unlocks Hero recruitment: Cultist of Khorne
Hero recruit rank: +2
Income generated: 200
Control: +4

Cultist Enclave (Gems)
Level 3 · 2,500 gold · 3 turns · pays back in 6.3 turns
Unlocks Hero recruitment: Exalted Hero of Khorne
Unlocks Hero recruitment: Bloodreaper
Unlocks Hero recruitment: Cultist of Khorne
Hero recruit rank: +3
Income generated: 400
Control: +6

Gold Mining
3 levels
Gold Mining
3 levels

Cultist Camp (Gold)
Level 1 · 750 gold · 1 turn · pays back in 7.5 turns
Income generated: 100
Upkeep: -1% (all armies)
Control: +2

Cultist Outpost (Gold)
Level 2 · 1,500 gold · 2 turns · pays back in 7.5 turns
Income generated: 200
Upkeep: -2% (all armies)
Control: +4

Cultist Enclave (Gold)
Level 3 · 2,500 gold · 3 turns · pays back in 6.3 turns
Income generated: 400
Upkeep: -3% (all armies)
Control: +6

Iron Mining
3 levels
Iron Mining
3 levels

Cultist Camp (Iron)
Level 1 · 750 gold · 1 turn · pays back in 18.8 turns
Recruitment cost: -10% for Marauders, Chaos Warriors, Chosen, Skullreapers, Wrathmongers, Chaos Knights, Chaos Chariots, Gorebeast Chariots, Skullcrushers and Chaos Warshrine units (local province)
Recruit rank: +1 for Marauders, Chaos Warriors, Chosen, Skullreapers, Wrathmongers, Chaos Knights, Chaos Chariots, Gorebeast Chariots, Skullcrushers and Chaos Warshrine units (local province)
Income generated: 40
Armour: +2 (all armies)

Cultist Outpost (Iron)
Level 2 · 1,500 gold · 2 turns · pays back in 18.8 turns
Recruitment cost: -20% for Marauders, Chaos Warriors, Chosen, Skullreapers, Wrathmongers, Chaos Knights, Chaos Chariots, Gorebeast Chariots, Skullcrushers and Chaos Warshrine units (local province)
Recruit rank: +1 for Marauders, Chaos Warriors, Chosen, Skullreapers, Wrathmongers, Chaos Knights, Chaos Chariots, Gorebeast Chariots, Skullcrushers and Chaos Warshrine units (local province)
Income generated: 80
Armour: +3 (all armies)

Cultist Enclave (Iron)
Level 3 · 2,500 gold · 3 turns · pays back in 20.8 turns
Recruitment cost: -30% for Marauders, Chaos Warriors, Chosen, Skullreapers, Wrathmongers, Chaos Knights, Chaos Chariots, Gorebeast Chariots, Skullcrushers and Chaos Warshrine units (local province)
Recruit rank: +2 for Marauders, Chaos Warriors, Chosen, Skullreapers, Wrathmongers, Chaos Knights, Chaos Chariots, Gorebeast Chariots, Skullcrushers and Chaos Warshrine units (local province)
Income generated: 120
Armour: +5 (all armies)

Marble Quarry
3 levels
Marble Quarry
3 levels

Cultist Camp (Marble)
Level 1 · 750 gold · 1 turn · pays back in 18.8 turns
Khorne corruption: +2
Construction cost: -10% for all buildings (local province)
Income generated: 40

Cultist Outpost (Marble)
Level 2 · 1,500 gold · 2 turns · pays back in 18.8 turns
Khorne corruption in adjacent provinces: +1
Khorne corruption: +4
Construction cost: -20% for all buildings (local province)
Income generated: 80

Cultist Enclave (Marble)
Level 3 · 2,500 gold · 3 turns · pays back in 20.8 turns
Khorne corruption in adjacent provinces: +2
Khorne corruption: +6
Construction cost: -30% for all buildings (local province)
Income generated: 120

Medicine Production
3 levels
Medicine Production
3 levels

Cultist Camp (Medicine)
Level 1 · 750 gold · 1 turn · pays back in 18.8 turns
Casualty replenishment rate: +1% (all armies)
Income generated: 40
Casualty replenishment rate: +3% (armies in local province)

Cultist Outpost (Medicine)
Level 2 · 1,500 gold · 2 turns · pays back in 18.8 turns
Casualty replenishment rate: +1% (all armies)
Hit points: +1% (all characters factionwide)
Income generated: 80
Casualty replenishment rate: +6% (armies in local province)

Cultist Enclave (Medicine)
Level 3 · 2,500 gold · 3 turns · pays back in 20.8 turns
Casualty replenishment rate: +2% (all armies)
Hit points: +2% (all characters factionwide)
Income generated: 120
Casualty replenishment rate: +9% (armies in local province)

Oak of Ages
1 level
Oak of Ages
1 level

Oak of Ages (Ruined)
Ruin

Oak of Ages (Pacified)
Level 1 · 1,200 gold · 1 turn
Immune to Athel Loren attrition (all armies)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Income from all buildings: +5% (factionwide)
Outside regions owned by Chaos Dwarfs: Growth: +5 (all provinces)
Timber resource production: 100 logs

Obsidian Quarry
3 levels
Obsidian Quarry
3 levels

Cultist Camp (Obsidian)
Level 1 · 750 gold · 1 turn · pays back in 18.8 turns
Recruit rank: +1 for all Daemonic units (local province)
Recruitment cost: -10% for all Daemonic units (local province)
Income generated: 40
Spell resistance: 2% (factionwide)

Cultist Outpost (Obsidian)
Level 2 · 1,500 gold · 2 turns · pays back in 18.8 turns
Recruit rank: +1 for all Daemonic units (local province)
Recruitment cost: -15% for all Daemonic units (local province)
Income generated: 80
Spell resistance: 3% (factionwide)

Cultist Enclave (Obsidian)
Level 3 · 2,500 gold · 3 turns · pays back in 20.8 turns
Recruit rank: +2 for all Daemonic units (local province)
Recruitment cost: -20% for all Daemonic units (local province)
Income generated: 120
Spell resistance: 5% (factionwide)

Orchards
3 levels
Orchards
3 levels

Cultist Camp (Wine)
Level 1 · 750 gold · 1 turn · pays back in 18.8 turns
Khorne corruption: +2
Income generated: 40
Upkeep: -5% (armies in region)
Control: +8

Cultist Outpost (Wine)
Level 2 · 1,500 gold · 2 turns · pays back in 18.8 turns
Khorne corruption in adjacent provinces: +1
Khorne corruption: +4
Income generated: 80
Upkeep: -10% (armies in region)
Control: +8

Cultist Enclave (Wine)
Level 3 · 2,500 gold · 3 turns · pays back in 20.8 turns
Khorne corruption in adjacent provinces: +2
Khorne corruption: +6
Income generated: 120
Upkeep: -20% (armies in region)
Control: +8

Pastures
3 levels
Pastures
3 levels

Cultist Camp (Pasture)
Level 1 · 750 gold · 1 turn · pays back in 18.8 turns
Growth: +2 (all provinces)
Income generated: 40
Growth: +30

Cultist Outpost (Pasture)
Level 2 · 1,500 gold · 2 turns · pays back in 18.8 turns
Growth: +3 (all provinces)
Income generated: 80
Growth: +45

Cultist Enclave (Pasture)
Level 3 · 2,500 gold · 3 turns · pays back in 20.8 turns
Growth: +5 (all provinces)
Income generated: 120
Growth: +60

Port
3 levels
Port
3 levels

Ruined Docks
Ruin

Infernal Harbour
Level 1 · 1,000 gold · 2 turns
Casualty replenishment rate: +3% (all armies in local province)
Upkeep: -10% (armies in region)
Growth: +20

Hell Port
Level 2 · 3,000 gold · 4 turns
Casualty replenishment rate: +6% (all armies in local province)
Upkeep: -20% (armies in region)
Growth: +40

Eye of Terror
Level 3 · 5,000 gold · 6 turns
Casualty replenishment rate: +10% (all armies in local province)
Upkeep: -30% (armies in region)
Growth: +60

Pottery Production
3 levels
Pottery Production
3 levels

Cultist Camp (Pottery)
Level 1 · 750 gold · 1 turn · pays back in 18.8 turns
Defensive supplies: +250
Income generated: 40
Attrition: -5% when under siege (armies in region)

Cultist Outpost (Pottery)
Level 2 · 1,500 gold · 2 turns · pays back in 18.8 turns
Defensive supplies: +500
Income generated: 80
Attrition: -10% when under siege (armies in region)
Leadership: +3 when under siege (armies in region)

Cultist Enclave (Pottery)
Level 3 · 2,500 gold · 3 turns · pays back in 20.8 turns
Defensive supplies: +1000
Income generated: 120
Attrition: -15% when under siege (armies in region)
Leadership: +5 when under siege (armies in region)

Protection
3 levels
Protection
3 levels

Warpstone Locus
Level 1 · 2,000 gold · 2 turns
Chance of a plague spreading: -50%
Plague duration: -1 turns
Hidden armies will be visible (armies in region)
Plague immunity duration: 1 turns
Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Khorne corruption: +3

Warpstone Traps
Level 2 · 3,000 gold · 4 turns
Chance of a plague spreading: -50%
Plague duration: -1 turns
Hidden armies will be visible (armies in region)
Plague immunity duration: 2 turns
Chaos Rifts will not appear in this province (local province) (Realm of Chaos campaign only)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Khorne corruption: +4

Guarded Warpstone
Level 3 · 4,000 gold · 5 turns
Chance of a plague spreading: -50%
Plague duration: -1 turns
Hidden armies will be visible (armies in region)
Plague immunity duration: 3 turns
Chaos Rifts will not appear in this province (local province) (Realm of Chaos campaign only)
Chance of removing a trait gained from visiting the Realms of Chaos: +50%
(garrisoned Lords) (Realm of Chaos campaign only)
Khorne corruption in adjacent provinces: +2
Khorne corruption: +5

Replenishment
3 levels
Replenishment
3 levels

War Amphitheatre
Level 1 · 750 gold · 1 turn
Casualty replenishment rate: +3% (armies in region)
Growth: +20

War Arena
Level 2 · 1,500 gold · 2 turns
Casualty replenishment rate: +6% (armies in region)
Growth: +30

War Crucible
Level 3 · 2,500 gold · 3 turns
Casualty replenishment rate: +9% (armies in region)
Growth: +40

Saltmaking
3 levels
Saltmaking
3 levels

Cultist Camp (Salt)
Level 1 · 750 gold · 1 turn · pays back in 18.8 turns
Income from sacking and looting settlements: +2% (all characters)
Income generated: 40
Income from post-battle loot: +3% (factionwide)
Income from raiding: +2% (all armies)

Cultist Outpost (Salt)
Level 2 · 1,500 gold · 2 turns · pays back in 18.8 turns
Income from sacking and looting settlements: +3% (all characters)
Income generated: 80
Income from post-battle loot: +6% (factionwide)
Income from raiding: +3% (all armies)

Cultist Enclave (Salt)
Level 3 · 2,500 gold · 3 turns · pays back in 20.8 turns
Income from sacking and looting settlements: +5% (all characters)
Income generated: 120
Income from post-battle loot: +10% (factionwide)
Income from raiding: +5% (all armies)

Special Port
3 levels
Special Port
3 levels

Ruined Bordeleaux Docks
Ruin

Bordeleaux Port
Level 1 · 1,500 gold · 2 turns
Income generated: 200
Income from trade tariffs: +10%
Outside regions owned by Chaos Dwarfs: Growth: +10

Bordeleaux Harbour
Level 2 · 3,000 gold · 4 turns
Income generated: 400
Income from trade tariffs: +20%
Outside regions owned by Chaos Dwarfs: Growth: +20

Manann’s Dry Docks
Level 3 · 6,000 gold · 6 turns
Income generated: 800
Income from trade tariffs: +30%
Outside regions owned by Chaos Dwarfs: Growth: +30

Spice Trading
3 levels
Spice Trading
3 levels

Cultist Camp (Spices)
Level 1 · 750 gold · 1 turn · pays back in 18.8 turns
Passive ability: "Berserk" for Marauders, Chaos Warriors, Chosen, Skullreapers, Wrathmongers, Chaos Knights, Chaos Chariots, Gorebeast Chariots, Skullcrushers and Chaos Warshrine units (armies in province)
Income generated: 40
Enemy leadership: -4 (enemy armies in province)

Cultist Outpost (Spices)
Level 2 · 1,500 gold · 2 turns · pays back in 18.8 turns
Passive ability: "Berserk" for Marauders, Chaos Warriors, Chosen, Skullreapers, Wrathmongers, Chaos Knights, Chaos Chariots, Gorebeast Chariots, Skullcrushers and Chaos Warshrine units (armies in province)
Income generated: 80
Enemy leadership: -6 (enemy armies in province)

Cultist Enclave (Spices)
Level 3 · 2,500 gold · 3 turns · pays back in 20.8 turns
Passive ability: "Berserk" for Marauders, Chaos Warriors, Chosen, Skullreapers, Wrathmongers, Chaos Knights, Chaos Chariots, Gorebeast Chariots, Skullcrushers and Chaos Warshrine units (armies in province)
Income generated: 120
Enemy leadership: -8 (enemy armies in province)
Melee attack: +1 (all armies)

Tusks
3 levels
Tusks
3 levels

Cultist Camp (Tusks)
Level 1 · 750 gold · 1 turn · pays back in 18.8 turns
Skulls: 15 per turn
Income generated: 40

Cultist Outpost (Tusks)
Level 2 · 1,500 gold · 2 turns · pays back in 18.8 turns
Skulls: 30 per turn
Income generated: 80

Cultist Enclave (Tusks)
Level 3 · 2,500 gold · 3 turns · pays back in 20.8 turns
Skulls: 50 per turn
Income generated: 120

Woodlands
3 levels
Woodlands
3 levels

Cultist Camp (Wood)
Level 1 · 750 gold · 1 turn · pays back in 18.8 turns
Defensive supplies: +250
Construction cost: -10% for all buildings (local province)
Income generated: 40

Cultist Outpost (Wood)
Level 2 · 1,500 gold · 2 turns · pays back in 18.8 turns
Defensive supplies: +500
Construction cost: -20% for all buildings (local province)
Income generated: 80

Cultist Enclave (Wood)
Level 3 · 2,500 gold · 3 turns · pays back in 20.8 turns
Construction time: -1 for all buildings (minimum of 1 turn) (local province)
Defensive supplies: +1000
Construction cost: -30% for all buildings (local province)
Income generated: 120
Landmarks
Where each landmark stands — every Immortal Empires landmark by settlement, with each race's version
Show 39 landmark buildings (unique buildings in particular settlements) ▾
Landmark
Ruined Ogham Stones Level 1 · 2,000 gold · 3 turns
Winds of Magic power reserve capacity: +5 (factionwide) · Income from all buildings: +2% (local province) · Control: +1
Ogham Stones Level 2 · 6,000 gold · 4 turns
Winds of Magic power reserve capacity: +10 (factionwide) · Income from all buildings: +5% (local province) · Control: +2
Unlocks: Fimir Warriors, Giant, Norscan Giant, Bone Giant, Fimir Warriors (Great Weapons)
Empowered Ogham Stones Level 3 · 10,000 gold · 5 turns
Winds of Magic power reserve capacity: +20 (factionwide) · Income from all buildings: +10% (local province) · Control: +9
Lothern Port
Ruined Harbour of Lothern Ruin
Straits of Lothern Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Outside regions owned by Chaos Dwarfs: Growth: +20
Unlocks: Bloated Corpse, Animated Hulks
Harbour of Lothern Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Outside regions owned by Chaos Dwarfs: Growth: +40
Gates of Lothern Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Outside regions owned by Chaos Dwarfs: Growth: +40
Natural Landmark Port
The Sea Dragon's Teeth (Ruined) Ruin
The Sea Dragon's Teeth Level 1 · 2,000 gold · 1 turn
Outside regions owned by Tomb Kings: Income generated: 200 · In a region owned by Tomb Kings: Income generated: 75 · Outside regions owned by Chaos Dwarfs: Growth: +20 · Control: +3
The Sea Dragon's Teeth (Wharf) Level 2 · 4,000 gold · 3 turns
Outside regions owned by Tomb Kings: Income generated: 400 · In a region owned by Tomb Kings: Income generated: 150 · Outside regions owned by Chaos Dwarfs: Growth: +40 · Control: +3
Unlocks: Bloated Corpse, Animated Hulks
The Sea Dragon's Teeth (Great Landing) Level 3 · 6,000 gold · 5 turns
Outside regions owned by Tomb Kings: Income generated: 800 · In a region owned by Tomb Kings: Income generated: 300 · Outside regions owned by Chaos Dwarfs: Growth: +60 · Control: +4
Special Port
Ruined Copher Harbour Ruin
Copher Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Casualty replenishment rate: +5% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +10
Unlocks: Black Ark Corsairs (Handbows), Bloated Corpse, Animated Hulks
Copher Harbour Level 2 · 6,000 gold · 3 turns
Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +20
Special Port
Ruined Great Dragon Fleet Docks Ruin
Great Dragon Fleet Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Outside regions owned by Chaos Dwarfs: Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Great Dragon Fleet Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Outside regions owned by Chaos Dwarfs: Growth: +40
Great Dragon Fleet Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Outside regions owned by Chaos Dwarfs: Growth: +40
Special Port
Ruined Erengrad Harbour Ruin
Erengrad Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Outside regions owned by Chaos Dwarfs: Growth: +10
Unlocks: Bloated Corpse, Animated Hulks
Erengrad Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Outside regions owned by Chaos Dwarfs: Growth: +20
Erengrad Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Outside regions owned by Chaos Dwarfs: Growth: +30
Special Port
Ruined Marienburg Harbour Ruin
Marienburg Docks Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Outside regions owned by Chaos Dwarfs: Growth: +20
Unlocks: Animated Hulks, Bloated Corpse
Marienburg Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 400 · Outside regions owned by Chaos Dwarfs: Growth: +40
Marienburg Port Level 3 · 10,000 gold · 6 turns
Income generated: 800 · Outside regions owned by Chaos Dwarfs: Growth: +40
Ancient Ruins
Ancient Boneyard Level 1 · 6,000 gold · 3 turns
Hero capacity: +1 for Bloodreapers · Unlocks Hero recruitment: Bloodreaper · Skulls gained from kills: +10% (all armies) · Skulls: 100 per turn · Income generated: 250
Asuryan Worship
Flame of Asuryan Level 1 · 2,000 gold · 3 turns
Control: +5 · Lord recruit rank: +1 (factionwide)
Bastion
Ruined Bastion Ruin
Occupied Bastion Gatehouse Level 1 · 1,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Bastion Tower Level 2 · 2,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Bastion Citadel Level 3 · 4,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Bastion Stronghold Level 4 · 8,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Bastion Fortress Level 5 · 16,000 gold · 7 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +80
Court of the Covenant
Court of the Covenant Level 1 · 10,000 gold · 8 turns
Allegiance points gained: +25% · Diplomatic relations: +25 with Daemons of Chaos · Control: +3
Cursed Ruins
Tower of the Bloodytooth Level 1 · 6,000 gold · 4 turns
Vampiric corruption: +1 · Construction cost: -15% for all buildings (local province) · Income generated: 300
Daemon's Stump Landmark
Bloodthirster Prison Level 1 · 6,000 gold · 4 turns
Physical resistance: 10% for Bloodletters and Exalted Bloodletters units (factionwide) · Upkeep: -5% for Bloodthirster units (factionwide)
Fallen Gates Landmark
Plateau of the Fallen Gates Level 1 · 6,000 gold · 3 turns
Hero capacity: +2 for Bloodreapers · Hero recruit rank: +2 for Bloodreapers (all provinces) · Upkeep: -5% for Bloodletters of Khorne and Exalted Bloodletters of Khorne units (all armies)
Forbidden Halls
Great Halls of Nagashizzar Level 1 · 10,000 gold · 10 turns
Leadership: +10 when fighting against Undead factions (all armies) · Double experience gain for units when fighting against Undead factions (all armies) · Immune to Vampiric attrition (all armies) · Vampiric corruption: +50 (local region) · Income generated: 200
Fort
Ruined Fort Ruin
Occupied Fortress (Small Fort) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Fortress (Fort) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Fortress (Grand Fort) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Fortress (Imposing Fort) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Fortress (Impregnable Fort) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +80
Fortress Gate
Ruined Fortress Gate Ruin
Occupied Gate (Small Fortress) Level 1 · 1,000 gold · 2 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +40
Occupied Gate (Fortress) Level 2 · 2,000 gold · 3 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +50
Occupied Gate (Grand Fortress) Level 3 · 4,000 gold · 4 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +1800 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +60
Occupied Gate (Imposing Fortress) Level 4 · 8,000 gold · 5 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2200 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +70
Occupied Gate (Impregnable Fortress) Level 5 · 16,000 gold · 6 turns
In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Adds walls to the settlement · Growth: +80
Hidden Oasis
Secluded Oasis Level 1 · 2,000 gold · 2 turns
Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Growth: +30
Buried Caravanserai Level 2 · 6,000 gold · 2 turns
Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Income generated: 200 · Growth: +30
Itza Landmark
The Emerald Pools (Corrupted) Level 1 · 8,000 gold · 5 turns
Daemons Reforged: +5% chance for destroyed Daemons of Khorne units to be restored after battle (all armies) · Casualty replenishment rate: +5% (all armies) · Growth: +10 (all provinces)
Khaine Worship
Abandoned Shrine of Widowmaker Level 1 · 2,000 gold · 2 turns
Corruption: -5 · Income from post-battle loot: +5% (factionwide)
Shrine of Widowmaker Level 2 · 4,000 gold · 10 turns
Khorne corruption: +15 · Recruit rank: +1 for all units (factionwide) · Income from post-battle loot: +15% (factionwide)
Landmark
The Altar of Ultimate Darkness Level 1 · 6,000 gold · 7 turns
Winds of Magic power reserve capacity: +3 (all armies) · Income from all buildings: +5% (local province) · Lord recruit rank: +1 (factionwide)
Landmark
The Chamber of Visions Level 1 · 6,000 gold · 6 turns
Hero action success chance: +3% (all characters) · Magic item drop chance from battle: +5% (factionwide) · Ambush defence chance: +5% (all armies) · Lord recruit rank: +1 (factionwide)
Landmark
Golden Tower of the Gods Level 1 · 4,000 gold · 3 turns
Income generated: 450 · Control: +5 · Research rate: +8
Landmark
Catacombs of Quintex Level 1 · 2,000 gold · 3 turns
Income generated: 100 · Income from all buildings: +2% (local province) · Growth: +20 (all provinces)
Vaults of Quintex Level 2 · 6,000 gold · 6 turns
Income generated: 200 · Income from all buildings: +5% (local province) · Growth: +30 (all provinces) · Research rate: +5
Sanctum of Quintex Level 3 · 10,000 gold · 12 turns
Income generated: 400 · Income from all buildings: +10% (local province) · Growth: +40 (all provinces) · Control: +3 · Research rate: +10
Landmark
Occupied Celestial Palace Level 1 · 10,000 gold · 6 turns
Weapon strength: +10% for Infantry units (factionwide) · Diplomatic relations: -30 with Grand Cathay · Income from all buildings: +5% (factionwide) · Lord recruit rank: +2 (factionwide)
Landmark
Pillar of Bone Level 1 · 4,500 gold · 5 turns
Passive ability: "Blood Shield" for Blood Shrine of Khorne units (factionwide) · When enemy Lord is present: Winds of Magic power reserve: +10 per turn [PH] (armies in local province) · When enemy Lord is present: Enemy Winds of Magic power reserve: -10 per turn (enemy armies in region) · Income generated: 200
Landmark
Shrine of Birds (Corrupted) Level 1 · 6,000 gold · 4 turns
Melee attack: +4 for Chaos Furies (Khorne) and Bloodthirster units (all armies) · Recruit rank: +2 for Chaos Furies (Khorne) and Bloodthirster units (all armies) · Upkeep: -5% for Chaos Furies (Khorne) and Bloodthirster units (all armies)
Landmark
Temple of Mists (Corrupted) Level 1 · 8,000 gold · 5 turns
Campaign movement range: -20% for enemy armies starting their turn in this region (enemy armies in province) · Khorne corruption: +4 · Income generated: 300 · Leadership: -10 when laying siege or encircling (enemy armies in province) · Melee defence: +5 when under siege (armies in province)
Machina Daemonium
Machina Daemonium Level 1 · 6,000 gold · 7 turns
Khorne corruption in adjacent provinces: +3 · Recruitment cost: -25% for Bloodletters of Khorne and Exalted Bloodletters of Khorne units (factionwide) · Upkeep: -30% for Bloodletters of Khorne and Exalted Bloodletters of Khorne units (factionwide)
Pyramid
Vault of Nagash Level 1 · 6,000 gold · 20 turns
In a region owned by Vampire Coast: Vampiric corruption: +20 (local region) · Outside regions owned by Vampire Coast: Vampiric corruption: +20 (local region) · Winds of Magic power reserve capacity: +15 (all armies) · Hero recruit rank: +3 (all provinces) · Spell resistance: 10% (all armies) · Lord recruit rank: +3 (factionwide)
Special Port
Ruined Dawn's Harbour Ruin
Dawn's Harbour Level 1 · 2,000 gold · 2 turns
Income generated: 200 · Growth: +20
Dawn's Harbour Level 2 · 6,000 gold · 4 turns
Income generated: 300 · Growth: +30
Dawn's Harbour Level 3 · 10,000 gold · 8 turns
Immune to Storm and Reef attrition (factionwide) · Income generated: 500 · Growth: +40
The Galleon's Graveyard
The Maelstrom (Inert) Ruin
Khorne corruption: +2
The Maelstrom Level 1 · 100 gold · 1 turn
Immune to Reef attrition (all armies) · Defensive supplies: +1000 · Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only) · Khorne corruption: +2 · Income generated: 100 · Control: +20
The Great Temple of Hashut
The Great Temple of Hashut (Desecrated) Level 1 · 10,000 gold · 8 turns
Diplomatic relations: -50 with Chaos Dwarfs · Character experience gain: +5% (all characters) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 500 · Research rate: +10
The Khadeium Paradox
The Khadeium Paradox Level 1 · 4,000 gold · 5 turns
Khorne corruption in adjacent provinces: +3 · Khorne corruption: +10 · Miscast base chance: +50% for all enemy spellcasters (local characters)
The Throne of Chaos
The Throne of Chaos Level 1 · 8,000 gold · 4 turns
Diplomatic relations: +15 with Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Beastmen and Norsca (factionwide) · Income generated: 750 · Control: +3 (factionwide)
The Wrathgate
The Wrathgate Level 1 · 6,000 gold · 6 turns
Allied recruitment cost: -25% · Khorne corruption: +6
In the game's own words, from the tables building_levels, building_effects_junction and building_units_allowed (patch 9.0.4). Where the game ties an effect to a condition (context_requirement), the line carries the game's words for it; an effect only some Khorne factions get names them, one none of them gets is left out, and “Realm of Chaos campaign only” effects don't apply in Immortal Empires. Settlement and port chains start from a ruin, which has no number, and count their buildings from 1, as main building levels do.
What each unit costs to unlock — 33 units (computed) ▾
Gold and build turns of every level of the recruitment chain up to the one that allows the unit (create_cost, create_time, one after another), and the main building level that level needs (primary_slot_building_building_level_requirement) with what upgrading a province capital from level 1 costs. Before skills, technologies and other cost reductions.
| # | |||||||
|---|---|---|---|---|---|---|---|
| 1 | Chaos Warhounds of Khorne | Kennels | 750 | 1 | 1 | — | — |
| 2 | Marauders of Khorne (Dual Weapons) | Cultist Camp (Furs) | 750 | 1 | 1 | — | — |
| 3 | Chaos Furies (Khorne) | Khornate Calefactor | 1,500 | 2 | 2 | 2,500 | 1 |
| 4 | Flesh Hounds of Khorne | Khornate Calefactor | 1,500 | 2 | 2 | 2,500 | 1 |
| 5 | Bloodletters of Khorne | Halls of Challenge | 2,000 | 2 | 1 | — | — |
| 6 | Chaos Warriors of Khorne | Halls of Challenge | 2,000 | 2 | 1 | — | — |
| 7 | Marauders of Khorne | Halls of Challenge | 2,000 | 2 | 1 | — | — |
| 8 | Chaos Warriors of Khorne (Halberds) | The Armoury | 2,250 | 3 | 2 | 2,500 | 1 |
| 9 | Forsaken of Khorne | Baleful Lair | 2,250 | 3 | 2 | 2,500 | 1 |
| 10 | Khorngors | Baleful Lair | 2,250 | 3 | 2 | 2,500 | 1 |
| 11 | Blood Shrine of Khorne | Foundry of Scythes | 2,500 | 2 | 3 | 7,500 | 3 |
| 12 | Chaos Chariots of Khorne | Skull Harvester | 2,500 | 2 | 2 | 2,500 | 1 |
| 13 | Marauder Horsemen of Khorne (Throwing Axes) | Skull Harvester | 2,500 | 2 | 2 | 2,500 | 1 |
| 14 | Chosen of Khorne | Khornate Tribute | 3,500 | 3 | 3 | 7,500 | 3 |
| 15 | Skullreapers | Khornate Tribute | 3,500 | 3 | 3 | 7,500 | 3 |
| 16 | Exalted Bloodletters of Khorne | Khornate Furnace | 4,000 | 5 | 3 | 7,500 | 3 |
| 17 | Bloodbeasts of Khorne | Abattoir | 4,750 | 6 | 3 | 7,500 | 3 |
| 18 | Chaos Warriors of Khorne (Dual Weapons) | The Arsenal | 4,750 | 6 | 3 | 7,500 | 3 |
| 19 | Chaos Warshrine of Khorne | The Arsenal | 4,750 | 6 | 3 | 7,500 | 3 |
| 20 | Spawn of Khorne | Abattoir | 4,750 | 6 | 3 | 7,500 | 3 |
| 21 | Soul Grinder of Khorne | Hunting Fields (capital) | 5,500 | 4 | 4 | 15,500 | 7 |
| 22 | Chaos Knights of Khorne | Juggerplant | 6,000 | 5 | 3 | 7,500 | 3 |
| 23 | Gorebeast Chariots of Khorne | Juggerplant | 6,000 | 5 | 3 | 7,500 | 3 |
| 24 | Skullcannon | Foundry of Blood (capital) | 6,000 | 5 | 4 | 15,500 | 7 |
| 25 | Chosen of Khorne (Dual Weapons) | Khornate Totem (capital) | 9,000 | 7 | 4 | 15,500 | 7 |
| 26 | Wrathmongers | Khornate Totem (capital) | 9,000 | 7 | 4 | 15,500 | 7 |
| 27 | Minotaurs of Khorne | Blood-Drenched Herdstones (capital) | 9,250 | 10 | 4 | 15,500 | 7 |
| 28 | Minotaurs of Khorne (Great Weapons) | Blood-Drenched Herdstones (capital) | 9,250 | 10 | 4 | 15,500 | 7 |
| 29 | Bloodcrushers of Khorne | Foundry of Skulls (capital) | 11,500 | 9 | 5 | 27,500 | 12 |
| 30 | Chaos Knights of Khorne (Lances) | Juggerplex (capital) | 11,500 | 9 | 4 | 15,500 | 7 |
| 31 | Bloodthirster | The Battlefields (capital) | 13,500 | 10 | 5 | 27,500 | 12 |
| 32 | Slaughterbrute | Domain of Slaughter (capital) | 16,250 | 16 | 5 | 27,500 | 12 |
| 33 | Skullcrushers of Khorne | Brass Ziggurat (capital) | 19,500 | 15 | 5 | 27,500 | 12 |