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

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

  1. Kennels

    Level 1 · 750 gold · 1 turn · pays back in 9.4 turns

    • Income generated: 80

    Unlocks

  2. Baleful Lair

    Level 2 · 1,500 gold · 2 turns · pays back in 18.8 turns

    • Income generated: 80

    Unlocks

  3. Abattoir

    Level 3 · 2,500 gold · 3 turns · pays back in 31.3 turns

    • Income generated: 80

    Unlocks

  4. Blood-Drenched Herdstones

    Level 4 · 4,500 gold · 4 turns · pays back in 56.3 turns

    • Income generated: 80

    Unlocks

  5. 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

  1. 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

  2. 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

  3. 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

  1. 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

  2. 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

  1. 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

  2. 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

  1. 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

  2. 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

  3. 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

  1. 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

  2. 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

  3. 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

  4. 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)

  1. The Forge

    Level 1 · 750 gold · 1 turn · pays back in 9.4 turns

    • Prevents construction of Daemonic Servants building
    • Income generated: 80

    Unlocks

  2. 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

  3. 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

  1. 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

  1. 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)
  2. 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)
  3. 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

  1. 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%
  2. 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

  1. 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)
  2. 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)
  3. 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

  1. 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

  1. 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

  2. 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

  3. 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

  1. Ruined City

    Ruin

    • Khorne corruption: +1
  2. 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

  3. 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

  4. 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
  5. 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
  6. 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
  7. 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

  1. Ruined City

    Ruin

    • Khorne corruption: +2
  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

  3. 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

  4. 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
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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

  1. 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

  2. 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)
  3. 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

  1. 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
  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
  3. 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
  4. 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

  1. Cruor Geyser

    Level 1 · 1,500 gold · 2 turns

    • Khorne corruption: +2
    • Skulls: 10 per turn
  2. Crimson Lake

    Level 2 · 2,500 gold · 3 turns

    • Khorne corruption in adjacent provinces: +1
    • Khorne corruption: +4
    • Skulls: 20 per turn
  3. 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

  1. 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

  1. 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

  1. 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

  1. 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

  1. Acolyte Trials

    Level 1 · 500 gold · 1 turn · upkeep 300

    • Khorne corruption: +5
  2. 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

  1. 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

  1. 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

  1. 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

  1. 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

  1. Simmering Anger

    Level 1 · 750 gold · 1 turn

    • Enables attrition in this region (enemy armies in region)
    • Upkeep: -15% (armies in region)
    • Control: +2
  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
  3. Apocalyptic Fury

    Level 3 · 99,999 gold · 99 turns

Dye Production

3 levels

  1. 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)
  2. 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
  3. 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

  1. 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)
  2. 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)
  3. 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

  1. 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
  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
  3. 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

  1. Cultist Camp (Gold)

    Level 1 · 750 gold · 1 turn · pays back in 7.5 turns

    • Income generated: 100
    • Upkeep: -1% (all armies)
    • Control: +2
  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
  3. 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

  1. 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)
  2. 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)
  3. 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

  1. 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
  2. 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
  3. 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

  1. 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)
  2. 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)
  3. 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

  1. Oak of Ages (Ruined)

    Ruin

  2. 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

  1. 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)
  2. 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)
  3. 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

  1. 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
  2. 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
  3. 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

  1. Cultist Camp (Pasture)

    Level 1 · 750 gold · 1 turn · pays back in 18.8 turns

    • Growth: +2 (all provinces)
    • Income generated: 40
    • Growth: +30
  2. 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
  3. 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

  1. Ruined Docks

    Ruin

  2. 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
  3. 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
  4. 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

  1. 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)
  2. 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)
  3. 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

  1. 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
  2. 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
  3. 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

  1. War Amphitheatre

    Level 1 · 750 gold · 1 turn

    • Casualty replenishment rate: +3% (armies in region)
    • Growth: +20
  2. War Arena

    Level 2 · 1,500 gold · 2 turns

    • Casualty replenishment rate: +6% (armies in region)
    • Growth: +30
  3. War Crucible

    Level 3 · 2,500 gold · 3 turns

    • Casualty replenishment rate: +9% (armies in region)
    • Growth: +40

Saltmaking

3 levels

  1. 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)
  2. 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)
  3. 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

  1. Ruined Bordeleaux Docks

    Ruin

  2. 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
  3. 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
  4. 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

  1. 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)
  2. 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)
  3. 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

  1. Cultist Camp (Tusks)

    Level 1 · 750 gold · 1 turn · pays back in 18.8 turns

    • Skulls: 15 per turn
    • Income generated: 40
  2. Cultist Outpost (Tusks)

    Level 2 · 1,500 gold · 2 turns · pays back in 18.8 turns

    • Skulls: 30 per turn
    • Income generated: 80
  3. 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

  1. 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
  2. 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
  3. 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.

#
1Chaos Warhounds of KhorneKennels75011——
2Marauders of Khorne (Dual Weapons)Cultist Camp (Furs)75011——
3Chaos Furies (Khorne)Khornate Calefactor1,500222,5001
4Flesh Hounds of KhorneKhornate Calefactor1,500222,5001
5Bloodletters of KhorneHalls of Challenge2,00021——
6Chaos Warriors of KhorneHalls of Challenge2,00021——
7Marauders of KhorneHalls of Challenge2,00021——
8Chaos Warriors of Khorne (Halberds)The Armoury2,250322,5001
9Forsaken of KhorneBaleful Lair2,250322,5001
10KhorngorsBaleful Lair2,250322,5001
11Blood Shrine of KhorneFoundry of Scythes2,500237,5003
12Chaos Chariots of KhorneSkull Harvester2,500222,5001
13Marauder Horsemen of Khorne (Throwing Axes)Skull Harvester2,500222,5001
14Chosen of KhorneKhornate Tribute3,500337,5003
15SkullreapersKhornate Tribute3,500337,5003
16Exalted Bloodletters of KhorneKhornate Furnace4,000537,5003
17Bloodbeasts of KhorneAbattoir4,750637,5003
18Chaos Warriors of Khorne (Dual Weapons)The Arsenal4,750637,5003
19Chaos Warshrine of KhorneThe Arsenal4,750637,5003
20Spawn of KhorneAbattoir4,750637,5003
21Soul Grinder of KhorneHunting Fields (capital)5,5004415,5007
22Chaos Knights of KhorneJuggerplant6,000537,5003
23Gorebeast Chariots of KhorneJuggerplant6,000537,5003
24SkullcannonFoundry of Blood (capital)6,0005415,5007
25Chosen of Khorne (Dual Weapons)Khornate Totem (capital)9,0007415,5007
26WrathmongersKhornate Totem (capital)9,0007415,5007
27Minotaurs of KhorneBlood-Drenched Herdstones (capital)9,25010415,5007
28Minotaurs of Khorne (Great Weapons)Blood-Drenched Herdstones (capital)9,25010415,5007
29Bloodcrushers of KhorneFoundry of Skulls (capital)11,5009527,50012
30Chaos Knights of Khorne (Lances)Juggerplex (capital)11,5009415,5007
31BloodthirsterThe Battlefields (capital)13,50010527,50012
32SlaughterbruteDomain of Slaughter (capital)16,25016527,50012
33Skullcrushers of KhorneBrass Ziggurat (capital)19,50015527,50012