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

Radious Beastmen units

86 Beastmen units Radious Total War Mod changes against patch 9.0.4, 31 it adds, and 31 skills, 163 buildings and 14 technologies. Vanilla → Radious: green makes the unit stronger or cheaper, red weaker or dearer.

Units

UnitMen / HPArmourMelee atk / defWeapon (base + AP)Cost (campaign / MP)Other changes
Tuskgor Chariotswh2_dlc17_bst_cav_tuskgor_chariot_04 → 65,736 → 12,60080 → 9428 → 2924 → 2910 → 12320750 → 800Speed 70 → 75; Bonus vs infantry 18 → 14; Charge bonus 64 → 80
Beastlordwh2_dlc17_bst_cha_beastlord_215,556 → 6,03080 → 9432 → 4026 → 35120 → 140250 → 2700950 → 1,300Speed 70 → 75; Bonus vs infantry 20 → 22; Charge bonus 74 → 82
Bray-Shaman (Beasts)wh2_dlc17_bst_cha_bray_shaman_beasts_214,472 → 4,88080 → 942824 → 25100 → 115180 → 1950700 → 1,050Speed 70 → 75; Charge bonus 64 → 70
Bray-Shaman (Death)wh2_dlc17_bst_cha_bray_shaman_death_214,472 → 4,88080 → 942824 → 25100 → 115180 → 1950700 → 1,050Speed 70 → 75; Charge bonus 64 → 70
Bray-Shaman (Shadows)wh2_dlc17_bst_cha_bray_shaman_shadows_214,472 → 4,88080 → 942824 → 25100 → 115180 → 1950700 → 1,050Speed 70 → 75; Charge bonus 64 → 70
Bray-Shaman (Wild)wh2_dlc17_bst_cha_bray_shaman_wild_214,472 → 4,88080 → 942824 → 25100 → 115180 → 1950700 → 1,050Speed 70 → 75; Charge bonus 64 → 70
Doombullwh2_dlc17_bst_cha_doombull_016,668 → 7,240100 → 11447 → 5038 → 48120 → 170340 → 38001,250 → 1,300Speed 64 → 65; Charge bonus 45 → 70
Khazrak the One-Eyewh2_dlc17_bst_cha_khazrak_one_eye_215,788 → 6,090100 → 11434 → 4428 → 38120 → 140270 → 29001,100 → 1,500Speed 70 → 75; Bonus vs infantry 25 → 26; Charge bonus 84 → 92; Mass 4,400 → 4,500
Taurox the Brass Bullwh2_dlc17_bst_cha_taurox_the_brass_bull_017,368 → 7,980130 → 13853 → 5447 → 50125 → 180375 → 41001,500 → 1,600Speed 64 → 65; Charge bonus 54 → 72
Wargorwh2_dlc17_bst_cha_wargor_014,056 → 5,14080 → 9450 → 5140 → 45220 → 265180 → 2150600 → 900Missile block 55% → 65%; Bonus vs infantry 20 → 24; Charge bonus 50 → 60
Wargorwh2_dlc17_bst_cha_wargor_115,148 → 5,810100 → 11038 → 4632 → 40120 → 150280 → 31001,100 → 1,200Speed 70 → 75; Bonus vs infantry 25 → 26; Charge bonus 90 → 92
Wargorwh2_dlc17_bst_cha_wargor_214,956 → 5,51080 → 9432 → 3726 → 32120 → 140250 → 2700900 → 1,000Speed 70 → 75; Bonus vs infantry 20 → 22; Charge bonus 74 → 80
Groghooves of Wolf's Run (Centigors – Throwing Axes)wh2_dlc17_bst_inf_centigors_ror_1605,880 → 11,40035 → 7429 → 3527 → 3725 → 277 → 901,125 → 1,150Speed 84 → 85; Charge bonus 30 → 60; Mass 950 → 1,100; Range 70 m → 80 m; Ammunition 14 → 26; Missile base damage 6 → 8; Missile AP damage 22 → 26; Upkeep 275 → 0; Spell resistance 0% → 15%; Fire resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 2
Ghorgonwh2_dlc17_bst_mon_ghorgon_0110,888 → 13,35050 → 6657 → 6334 → 42100 → 115420 → 43502,000 → 1,900Speed 64 → 65; Charge bonus 46 → 56; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 2
The Bloodbrute Behemoth (Ghorgon)wh2_dlc17_bst_mon_ghorgon_ror_0110,888 → 13,95070 → 846938 → 46100 → 125420 → 44502,550 → 2,500Leadership 90 → 85; Speed 64 → 65; Bonus vs large 30 → 35; Charge bonus 46 → 62; Upkeep 638 → 0; Missile resistance 0% → 10%; Spell resistance 35% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 2; Removed: Mark of Khorne
Jabberslythewh2_dlc17_bst_mon_jabberslythe_019,220 → 11,65060 → 8836 → 5042 → 50135 → 160315 → 33501,700 → 1,800Charge bonus 30 → 46; Quest battle cap (main_units.multiplayer_qb_cap) 3 → 6
The Vorbergland Broodmother (Jabberslythe)wh2_dlc17_bst_mon_jabberslythe_ror_019,220 → 12,05060 → 9245 → 5452 → 58135 → 165315 → 34002,100Leadership 85 → 80; Bonus vs infantry 25 → 30; Charge bonus 30 → 50; Upkeep 525 → 0; Spell resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 2
Great Bray-Shaman (Beasts)wh2_twa04_bst_cha_great_bray_shaman_beasts_014,568 → 4,93015 → 3430 → 3528 → 3521595 → 850600 → 1,000Charge bonus 38 → 45
Great Bray-Shaman (Beasts)wh2_twa04_bst_cha_great_bray_shaman_beasts_115,064 → 5,710100 → 1103430 → 31100 → 125210 → 22501,100 → 1,200Speed 70 → 75; Bonus vs infantry 25 → 26; Charge bonus 80 → 85
Great Bray-Shaman (Beasts)wh2_twa04_bst_cha_great_bray_shaman_beasts_214,872 → 5,30080 → 9428 → 3024 → 28100 → 115180 → 1950900 → 1,100Speed 70 → 75; Charge bonus 64 → 72
Great Bray-Shaman (Death)wh2_twa04_bst_cha_great_bray_shaman_death_014,568 → 4,93015 → 3430 → 3528 → 3521595 → 850600 → 1,000Charge bonus 38 → 45
Great Bray-Shaman (Death)wh2_twa04_bst_cha_great_bray_shaman_death_115,064 → 5,710100 → 1103430 → 31100 → 125210 → 22501,100 → 1,200Speed 70 → 75; Bonus vs infantry 25 → 26; Charge bonus 80 → 85
Great Bray-Shaman (Death)wh2_twa04_bst_cha_great_bray_shaman_death_214,872 → 5,30080 → 9428 → 3024 → 28100 → 115180 → 1950900 → 1,100Speed 70 → 75; Charge bonus 64 → 72
Great Bray-Shaman (Shadows)wh2_twa04_bst_cha_great_bray_shaman_shadows_014,568 → 4,93015 → 3430 → 3528 → 3521595 → 850600 → 1,000Charge bonus 38 → 45
Great Bray-Shaman (Shadows)wh2_twa04_bst_cha_great_bray_shaman_shadows_115,064 → 5,710100 → 1103430 → 31100 → 125210 → 22501,100 → 1,200Speed 70 → 75; Bonus vs infantry 25 → 26; Charge bonus 80 → 85
Great Bray-Shaman (Shadows)wh2_twa04_bst_cha_great_bray_shaman_shadows_214,872 → 5,30080 → 9428 → 3024 → 28100 → 115180 → 1950900 → 1,100Speed 70 → 75; Charge bonus 64 → 72
Great Bray-Shaman (Wild)wh2_twa04_bst_cha_great_bray_shaman_wild_014,568 → 4,93015 → 3430 → 3528 → 3521595 → 850600 → 1,000Charge bonus 38 → 45
Great Bray-Shaman (Wild)wh2_twa04_bst_cha_great_bray_shaman_wild_115,064 → 5,710100 → 1103430 → 31100 → 125210 → 22501,100 → 1,200Speed 70 → 75; Bonus vs infantry 25 → 26; Charge bonus 80 → 85
Great Bray-Shaman (Wild)wh2_twa04_bst_cha_great_bray_shaman_wild_214,872 → 5,30080 → 9428 → 3024 → 28100 → 115180 → 1950900 → 1,100Speed 70 → 75; Charge bonus 64 → 72
Centigors of Tzeentchwh3_dlc24_bst_inf_centigors_great_weapons_mtze606,720 → 11,40035 → 5822 → 4022 → 397 → 1127 → 2901,200 → 1,050Leadership 60 → 65; Speed 84 → 85; Charge bonus 42 → 60; Mass 950 → 1,200
Tzaangorswh3_dlc24_bst_inf_tzaangors120 → 1009,600 → 18,50050 → 10426 → 4538 → 43219 → 230650 → 1,425Missile block 55% → 50%; Leadership 62 → 75; Speed 38 → 36; Charge bonus 26 → 46; Mass 130 → 160; Spell resistance 0% → 20%; New: Expert Charge Defence, Encourage; Removed: Mark of Tzeentch
Incarnate Elemental of Beastswh3_dlc24_bst_mon_incarnate_elemental_of_beasts19,008 → 10,90050 → 7462 → 6830 → 43250 → 275400 → 41501,900 → 2,000Bonus vs infantry 10 → 20; Charge bonus 64 → 73; Physical resistance 20% → 25%; Spell resistance 20% → 25%
Razorgor Chariotswh_dlc03_bst_cav_razorgor_chariot_04 → 66,144 → 15,240100 → 9034 → 3230 → 3526 → 1544 → 3501,150 → 1,100Leadership 70 → 65; Speed 70 → 75; Bonus vs infantry 25 → 15; Charge bonus 80 → 102
Beastlordwh_dlc03_bst_cha_beastlord_014,656 → 5,50070 → 1126040 → 48310 → 350160 → 1850650 → 1,200—
Beastlordwh_dlc03_bst_cha_beastlord_115,748 → 6,130100 → 9038 → 5032 → 44120 → 150280 → 31001,150 → 1,500Speed 70 → 75; Bonus vs infantry 25 → 28; Charge bonus 90 → 95
Bray-Shaman (Beasts)wh_dlc03_bst_cha_bray_shaman_beasts_014,168 → 4,62015 → 3230 → 3428 → 3321595 → 850400 → 1,000Charge bonus 38 → 42; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Bray-Shaman (Beasts)wh_dlc03_bst_cha_bray_shaman_beasts_114,664 → 5,180100 → 9034 → 3030 → 27100 → 125210 → 2250900 → 1,100Speed 70 → 75; Bonus vs infantry 25 → 26; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Bray-Shaman (Death)wh_dlc03_bst_cha_bray_shaman_death_014,168 → 4,62015 → 3230 → 3428 → 3321595 → 850400 → 1,000Charge bonus 38 → 42; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Bray-Shaman (Death)wh_dlc03_bst_cha_bray_shaman_death_114,664 → 5,180100 → 9034 → 3030 → 27100 → 125210 → 2250900 → 1,100Speed 70 → 75; Bonus vs infantry 25 → 26; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Bray-Shaman (Shadows)wh_dlc03_bst_cha_bray_shaman_shadows_014,168 → 4,62015 → 3230 → 3428 → 3321595 → 850400 → 1,000Charge bonus 38 → 42; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Bray-Shaman (Shadows)wh_dlc03_bst_cha_bray_shaman_shadows_114,664 → 5,180100 → 9034 → 3030 → 27100 → 125210 → 2250900 → 1,350Speed 70 → 75; Bonus vs infantry 25 → 26; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Bray-Shaman (Wild)wh_dlc03_bst_cha_bray_shaman_wild_014,168 → 4,62015 → 3230 → 3428 → 3321595 → 850400 → 1,000Charge bonus 38 → 40; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Bray-Shaman (Wild)wh_dlc03_bst_cha_bray_shaman_wild_114,664 → 5,180100 → 9034 → 3030 → 27100 → 125210 → 2250900 → 1,100Speed 70 → 75; Bonus vs infantry 25 → 26; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Gorebullwh_dlc03_bst_cha_gorebull_015,868 → 6,770100 → 11234 → 4832 → 46140 → 195320 → 33001,050 → 1,200Leadership 75 → 60; Speed 64 → 65; Bonus vs large 30 → 32; Charge bonus 46 → 68; Mass 2,500 → 2,600; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Khazrak the One-Eyewh_dlc03_bst_cha_khazrak_one_eye_014,972 → 5,720100 → 11260 → 6452 → 53320 → 345170 → 2000800 → 1,400Mass 1,400 → 1,500
Khazrak the One-Eyewh_dlc03_bst_cha_khazrak_one_eye_115,980 → 6,290100 → 11240 → 5434 → 48120 → 160300 → 33001,300 → 1,700Speed 70 → 75; Bonus vs infantry 30 → 32; Charge bonus 100 → 105; Mass 5,400 → 5,500
Malagor the Dark Omenwh_dlc03_bst_cha_malagor_the_dark_omen_014,972 → 5,30015 → 3250 → 3845 → 40265 → 260135 → 13001,100 → 1,300Mass 1,200 → 1,300
Feral Manticorewh_dlc03_bst_feral_manticore15,103 → 11,35045 → 7040 → 5134 → 50290 → 350155 → 1800800 → 1,100Leadership 56 → 60; Charge bonus 50 → 80; Missile resistance 15% → 30%
Bestigor Herdwh_dlc03_bst_inf_bestigor_herd_010010,000 → 18,00095 → 11235 → 4330 → 4412 → 1532 → 3001,050 → 1,100Speed 38 → 36; Charge bonus 36 → 39; New: Vanguard Deployment
Centigorswh_dlc03_bst_inf_centigors_0606,720 → 11,10035 → 5424 → 3228 → 4125 → 267 → 80800Missile block 30% → 35%; Leadership 60 → 65; Speed 84 → 85; Charge bonus 42 → 60; Mass 950 → 1,200
Centigors (Throwing Axes)wh_dlc03_bst_inf_centigors_1605,880 → 10,20035 → 5422 → 2920 → 3425 → 267 → 80825 → 850Leadership 60 → 65; Speed 84 → 85; Charge bonus 30 → 56; Mass 950 → 1,200; Range 70 m → 60 m; Ammunition 14 → 25; Missile base damage 6 → 5; Missile AP damage 22 → 21
Centigors (Great Weapons)wh_dlc03_bst_inf_centigors_2606,720 → 11,10035 → 5422 → 3622 → 377 → 92701,000 → 950Leadership 60 → 65; Speed 84 → 85; Charge bonus 42 → 57; Mass 950 → 1,200
Chaos Warhoundswh_dlc03_bst_inf_chaos_warhounds_0806,080 → 10,80015 → 3026 → 2817 → 2519 → 233 → 20400 → 550Leadership 38 → 40; Speed 95 → 100; Charge bonus 20 → 34
Chaos Warhounds (Poison)wh_dlc03_bst_inf_chaos_warhounds_1806,080 → 10,80015 → 3026 → 3017 → 2819 → 243 → 20450 → 600Leadership 38 → 42; Speed 95 → 100; Charge bonus 20 → 36
Cygorwh_dlc03_bst_inf_cygor_019,800 → 11,35050 → 6244 → 5325 → 32135335 → 32501,550 → 1,600Leadership 75 → 80; Speed 39 → 50; Charge bonus 28 → 54; Ammunition 25 → 30; Missile base damage 90 → 70; Missile AP damage 360 → 290; New: Wallbreaker; Removed: Woodsman
Gor Herdwh_dlc03_bst_inf_gor_herd_01209,600 → 15,00015 → 5836 → 3425 → 353010 → 60650 → 720Leadership 62 → 60; Bonus vs infantry 5 → 8; Charge bonus 30 → 31
Gor Herd (Shields)wh_dlc03_bst_inf_gor_herd_11209,600 → 15,00015 → 5826 → 3135 → 3921 → 269 → 80550 → 695Missile block 35% → 45%; Leadership 62 → 60; Charge bonus 26 → 27
Minotaurswh_dlc03_bst_inf_minotaurs_0168,704 → 14,00035 → 4834 → 4232 → 4433 → 3077 → 7501,250 → 1,400Leadership 75 → 65; Bonus vs infantry 18 → 20; Charge bonus 34 → 56; Mass 1,600 → 1,700
Minotaurs (Shields)wh_dlc03_bst_inf_minotaurs_1168,704 → 14,00045 → 5634 → 3545 → 5033 → 3077 → 7501,250 → 1,500Missile block 55% → 60%; Leadership 75 → 65; Charge bonus 32 → 52; Mass 1,600 → 1,700
Minotaurs (Great Weapons)wh_dlc03_bst_inf_minotaurs_2168,704 → 14,00035 → 4834 → 3832 → 4633 → 2577 → 7501,250 → 1,600Leadership 75 → 65; Bonus vs large 25 → 24; Charge bonus 40 → 62; Mass 1,600 → 1,700
Razorgor Herdwh_dlc03_bst_inf_razorgor_herd_0326,176 → 12,16045 → 6224 → 3218 → 2816 → 1536 → 450600 → 820Speed 70 → 75; Charge bonus 46 → 65; Mass 1,500 → 1,600
Ungor Herdwh_dlc03_bst_inf_ungor_herd_11608,960 → 18,40015 → 2822 → 2624 → 3120 → 2370375 → 550Missile block 35% → 45%; Leadership 54 → 44; Charge bonus 15 → 22
Ungor Raiderswh_dlc03_bst_inf_ungor_raiders_01206,360 → 12,00015 → 2820 → 2318 → 2620 → 2260425 → 600Leadership 45 → 40; Charge bonus 6 → 17; Range 115 m → 130 m; Ammunition 22 → 34; Missile base damage 12 → 14; Missile AP damage 1 → 2; Reload time 9 s → 8 s
Ungor Spearmen Herdwh_dlc03_bst_inf_ungor_spearmen_01608,960 → 17,60015 → 2820 → 2522 → 2917 → 2050325 → 450Leadership 54 → 40; Bonus vs large 12 → 16; Charge bonus 6 → 20
Ungor Spearmen Herd (Shields)wh_dlc03_bst_inf_ungor_spearmen_11608,960 → 18,40015 → 2820 → 2730 → 3417 → 2050375 → 500Missile block 35% → 45%; Leadership 54 → 44; Bonus vs large 12 → 16; Charge bonus 6 → 21
Chaos Spawnwh_dlc03_bst_mon_chaos_spawn_0168,768 → 15,84010 → 3036 → 3528 → 37102 → 9548 → 550950 → 1,000Speed 42 → 45; Charge bonus 35 → 52; Mass 1,500 → 1,600; Physical resistance 0% → 10%
Giantwh_dlc03_bst_mon_giant_0112,620 → 15,75050 → 5865 → 7730 → 48200 → 210500 → 43001,400 → 1,700Speed 39 → 50; Charge bonus 40 → 76; Removed: Woodsman
Morghur the Shadowgavewh_dlc05_bst_cha_morghur_016,092 → 6,56015 → 3255 → 5745 → 47300 → 335100 → 15501,200 → 1,450Charge bonus 56 → 72; Mass 1,200 → 1,300; Spell resistance 25% → 30%
Harpieswh_dlc05_bst_mon_harpies_0605,220 → 8,40015 → 3422 → 2838 → 4432 → 3412 → 130500 → 710Leadership 52 → 55; Charge bonus 20 → 33
Khorrok's Manrippers (Bestigor Herd)wh_pro04_bst_inf_bestigor_herd_ror_010010,000 → 18,50095 → 1164442 → 4412 → 1430 → 2801,250 → 1,300Leadership 80 → 75; Speed 38 → 36; Bonus vs large 20 → 16; Charge bonus 26 → 40; Upkeep 325 → 0; Spell resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Sons of Ghorros (Centigors – Great Weapons)wh_pro04_bst_inf_centigors_ror_0606,720 → 11,40070 → 7429 → 3829 → 407 → 1027 → 2801,250 → 1,100Speed 84 → 85; Charge bonus 42 → 58; Mass 950 → 1,200; Upkeep 300 → 0; Missile resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
The Eye of Morrslieb (Cygor)wh_pro04_bst_inf_cygor_ror_019,800 → 13,45050 → 6854 → 5932 → 36135 → 140335 → 35001,900 → 1,850Speed 39 → 50; Charge bonus 28 → 60; Ammunition 25 → 36; Missile base damage 90 → 95; Missile AP damage 360 → 355; Upkeep 475 → 0; Spell resistance 25% → 30%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; New: Wallbreaker; Removed: Woodsman
Black-Horn's Ravagers (Gor Herd – Shields)wh_pro04_bst_inf_gor_herd_ror_01209,600 → 15,60035 → 6434 → 3544 → 5021 → 2790750 → 820Missile block 35% → 50%; Leadership 72 → 65; Charge bonus 26 → 32; Melee attack interval 4.4 s → 4.5 s; Upkeep 188 → 0; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Butchers of Kalkengard (Minotaurs – Shields)wh_pro04_bst_inf_minotaurs_ror_0168,704 → 14,24045 → 5843 → 4456 → 5833 → 3577 → 8001,600 → 1,750Missile block 55% → 65%; Leadership 85 → 70; Charge bonus 32 → 66; Melee attack interval 4 s → 4.1 s; Mass 1,600 → 1,700; Upkeep 400 → 0; Physical resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Destroyers of the Drakwald (Ungor Spearmen Herd – Shields)wh_pro04_bst_inf_ungor_spearmen_ror_01608,960 → 19,20015 → 3427 → 2947 → 5017 → 215 → 60575 → 600Missile block 35% → 50%; Leadership 64 → 60; Bonus vs large 12 → 18; Charge bonus 6 → 22; Upkeep 144 → 0; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Pestigorswh3_dlc25_bst_inf_pestigors120 → 10010,560 → 19,00025 → 11024 → 4725 → 5112 → 1320 → 370675 → 1,350Leadership 62 → 80; Speed 38 → 36; Charge bonus 28 → 47; Mass 130 → 160; Physical resistance 0% → 10%; Missile resistance 25% → 0%; New: Swarm of Flies, Causes Fear, Immune to Psychology; Removed: Vanguard Deployment, Mark of Nurgle
Khorngorswh3_dlc26_bst_inf_khorngors120 → 1009,600 → 18,50060 → 10418 → 4626 → 498 → 2220 → 270725 → 1,380Leadership 62 → 75; Speed 38 → 36; Charge bonus 16 → 47; Mass 130 → 160; Spell resistance 35% → 25%; Fire resistance 0% → 25%; New: Perfect Vigour, Causes Fear; Removed: Vanguard Deployment, Mark of Khorne
Cockatricewh3_dlc24_bst_mon_cockatrice16,120 → 9,15035 → 5646 → 5338 → 46125 → 130295 → 30001,050 → 1,400Charge bonus 40 → 47; Mass 1,600 → 1,700
Slaangorswh3_dlc27_bst_inf_slaangors120 → 1009,000 → 18,50030 → 11034 → 4426 → 5028 → 328 → 150700 → 1,475Leadership 62 → 75; Speed 50 → 45; Bonus vs infantry 8 → 10; Charge bonus 26 → 44; Mass 130 → 160; Physical resistance 5% → 0%; Missile resistance 0% → 10%; Spell resistance 0% → 10%; New: Charge Defence vs. Large, Encourage; Removed: Immune to Psychology, Mark of Slaanesh, Strider
Chimerawh3_dlc27_bst_mon_chimera16,390 → 8,40080 → 9652 → 5538 → 50240 → 260280 → 29001,500 → 1,650Leadership 60 → 65; Charge bonus 45 → 52
Bloodshriek Chimera (Chimera)wh3_dlc27_bst_mon_chimera_ror16,390 → 8,80080 → 10464 → 6248 → 54240 → 265280 → 30001,900Leadership 70 → 75; Bonus vs infantry 0 → 15; Charge bonus 45 → 56; Physical resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Preytonwh3_dlc27_bst_mon_preyton17,289 → 9,35060 → 8450 → 5428 → 40120 → 135365 → 38001,600 → 1,750Charge bonus 40 → 46
Scourge of Arden (Preyton)wh3_dlc27_bst_mon_preyton_ror17,289 → 9,65060 → 8861 → 6036 → 44145 → 150385 → 39001,850 → 1,950Charge bonus 40 → 52; Mass 2,800 → 3,000; Fire resistance 0% → 45%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Basiliskwh3_dlc29_bst_mon_basiliskNo custom-battle faction with Radious17,80070 → 84424416032001,600Removed: Causes Fear, Causes Terror, Hide (forest), Strider
Giant Spined Chaos Beastwh3_dlc29_bst_mon_giant_spined_chaos_beastNo custom-battle faction with Radious16,78060 → 74492715029001,350Removed: Causes Fear, Causes Terror, Hide (forest), Strider
Bane of Wittengast (Giant Spined Chaos Beast)wh3_dlc29_bst_mon_giant_spined_chaos_beast_rorNo custom-battle faction with Radious16,78060 → 74603515029001,700Removed: Causes Fear, Causes Terror, Hide (forest), Strider

Not in custom battle with Radious

3 Beastmen units of the game no faction can field in custom battle with Radious on: no custom-battle roster row names them — Radious ships its own units_custom_battle_permissions, which replaces the game's whole table.

Bane of Wittengast (Giant Spined Chaos Beast), Basilisk, Giant Spined Chaos Beast

New units in Radious

  • Shaggothop3_main_unit_bst_shaggoth1 modelHealth7,350Armour76Leadership70Speed80Melee attack56Melee defence55Weapon strength (base + AP)580Charge bonus76Missile resistance %15Multiplayer cost1,650
  • Exalted Shaman (Tzeentch)rad_wh3_part3_main_unit_bst_exalted_shaman_tzeentch1 modelHealth4,800Armour28Leadership65Speed38Melee attack30Melee defence28Weapon strength (base + AP)300Charge bonus38Missile resistance %15Multiplayer cost1,300
  • Exalted Shaman (Tzeentch) (Razorgor Chariot)rad_wh3_part3_main_unit_bst_exalted_shaman_tzeentch_razorgor_chariot1 modelHealth5,330Armour110Leadership65Speed75Melee attack34Melee defence30Weapon strength (base + AP)350Charge bonus80Missile resistance %15Multiplayer cost1,600
  • Exalted Shaman (Tzeentch) (Tuskgor Chariot)rad_wh3_part3_main_unit_bst_exalted_shaman_tzeentch_tuskgor_chariot1 modelHealth5,130Armour94Leadership65Speed75Melee attack28Melee defence24Weapon strength (base + AP)310Charge bonus64Missile resistance %15Multiplayer cost1,600
  • Exalted Shaman (Slaanesh)rad_wh3_part3_main_unit_bst_exalted_shaman_slaanesh1 modelHealth4,800Armour28Leadership65Speed38Melee attack30Melee defence28Weapon strength (base + AP)300Charge bonus38Missile resistance %15Multiplayer cost1,300
  • Exalted Shaman (Slaanesh) (Razorgor Chariot)rad_wh3_part3_main_unit_bst_exalted_shaman_slaanesh_razorgor_chariot1 modelHealth5,330Armour110Leadership65Speed75Melee attack34Melee defence30Weapon strength (base + AP)350Charge bonus80Missile resistance %15Multiplayer cost1,600
  • Exalted Shaman (Slaanesh) (Tuskgor Chariot)rad_wh3_part3_main_unit_bst_exalted_shaman_slaanesh_tuskgor_chariot1 modelHealth5,130Armour94Leadership65Speed75Melee attack28Melee defence24Weapon strength (base + AP)310Charge bonus64Missile resistance %15Multiplayer cost1,600
  • Exalted Shaman (Nurgle)rad_wh3_part3_main_unit_bst_exalted_shaman_nurgle1 modelHealth4,800Armour28Leadership65Speed38Melee attack30Melee defence28Weapon strength (base + AP)300Charge bonus38Missile resistance %15Multiplayer cost1,300
  • Exalted Shaman (Nurgle) (Razorgor Chariot)rad_wh3_part3_main_unit_bst_exalted_shaman_nurgle_razorgor_chariot1 modelHealth5,330Armour110Leadership65Speed75Melee attack34Melee defence30Weapon strength (base + AP)350Charge bonus80Missile resistance %15Multiplayer cost1,600
  • Exalted Shaman (Nurgle) (Tuskgor Chariot)rad_wh3_part3_main_unit_bst_exalted_shaman_nurgle_tuskgor_chariot1 modelHealth5,130Armour94Leadership65Speed75Melee attack28Melee defence24Weapon strength (base + AP)310Charge bonus64Missile resistance %15Multiplayer cost1,600
  • Bestigor Herd (Dual Wield)wh_bst_best_dual100 modelsHealth18,000Armour112Leadership70Speed36Melee attack41Melee defence43Weapon strength (base + AP)43Charge bonus41Multiplayer cost1,070
  • Bestigor Herd (Shields)wh_bst_best_shield100 modelsHealth18,000Armour112Leadership70Speed36Melee attack39Melee defence43Weapon strength (base + AP)44Charge bonus36Multiplayer cost1,000
  • Bestigor Herd (Spears)wh_bst_best_spear100 modelsHealth18,000Armour112Leadership70Speed36Melee attack37Melee defence45Weapon strength (base + AP)41Charge bonus37Multiplayer cost1,050
  • Centigors (Axes)wh_bst_cen_cav60 modelsHealth11,100Armour54Leadership65Speed85Melee attack34Melee defence43Weapon strength (base + AP)35Charge bonus62Multiplayer cost900
  • Gor Herd (Great Weapons)wh_bst_gor_great120 modelsHealth15,000Armour58Leadership60Speed38Melee attack35Melee defence37Weapon strength (base + AP)38Charge bonus33Multiplayer cost740
  • Gor Herd (Halberds)wh_bst_gor_halb120 modelsHealth15,000Armour58Leadership60Speed38Melee attack32Melee defence35Weapon strength (base + AP)32Charge bonus30Multiplayer cost700
  • Khorngors (Dual Wield)wh_bst_khorngor100 modelsHealth18,500Armour120Leadership80Speed36Melee attack49Melee defence47Weapon strength (base + AP)51Charge bonus49Magic resistance %25Fire resistance %25Multiplayer cost1,360
  • Khorngors (Shields)wh_bst_khorngor_shield100 modelsHealth18,500Armour120Leadership80Speed36Melee attack47Melee defence44Weapon strength (base + AP)49Charge bonus45Magic resistance %25Fire resistance %25Multiplayer cost1,400
  • Khornbullswh_bst_mino_kho12 modelsHealth11,760Armour68Leadership70Speed62Melee attack41Melee defence54Weapon strength (base + AP)115Charge bonus60Magic resistance %15Fire resistance %20Multiplayer cost1,800
  • Plaguebullswh_bst_mino_nurg12 modelsHealth11,820Armour68Leadership70Speed62Melee attack42Melee defence48Weapon strength (base + AP)110Charge bonus65Magic resistance %15Multiplayer cost1,825
  • Slaanbullswh_bst_mino_sla12 modelsHealth11,760Armour68Leadership70Speed62Melee attack44Melee defence49Weapon strength (base + AP)115Charge bonus70Magic resistance %15Multiplayer cost1,850
  • Tzaanbullswh_bst_mino_tza12 modelsHealth11,760Armour68Leadership70Speed62Melee attack46Melee defence52Weapon strength (base + AP)120Charge bonus72Magic resistance %15Multiplayer cost1,900
  • Pestigors (Shields)wh_bst_pestigor100 modelsHealth19,000Armour110Leadership80Speed36Melee attack44Melee defence48Weapon strength (base + AP)48Charge bonus42Physical resistance %10Multiplayer cost1,320
  • Pestigors (Dual Weapons)wh_bst_pestigor_heavy100 modelsHealth19,000Armour110Leadership80Speed36Melee attack46Melee defence51Weapon strength (base + AP)49Charge bonus46Physical resistance %10Multiplayer cost1,380
  • Gorehoofswh_bst_prime_cen60 modelsHealth11,100Armour78Leadership70Speed85Melee attack39Melee defence46Weapon strength (base + AP)41Charge bonus70Magic resistance %15Multiplayer cost1,200
  • Slaangors (Halberds)wh_bst_slaangor100 modelsHealth18,500Armour120Leadership80Speed45Melee attack45Melee defence49Weapon strength (base + AP)48Charge bonus42Missile resistance %10Magic resistance %10Multiplayer cost1,450
  • Slaangors (Spears)wh_bst_slaangor_jav100 modelsHealth18,500Armour120Leadership80Speed45Melee attack43Melee defence44Weapon strength (base + AP)46Charge bonus40Missile resistance %10Magic resistance %10Multiplayer cost1,500
  • Gor Herd (Spears)wh_bst_tus_char120 modelsHealth15,000Armour58Leadership60Speed38Melee attack30Melee defence40Weapon strength (base + AP)33Charge bonus28Multiplayer cost725
  • Tzaangors (Shields)wh_bst_tzangor100 modelsHealth18,500Armour120Leadership80Speed36Melee attack43Melee defence45Weapon strength (base + AP)50Charge bonus44Magic resistance %20Multiplayer cost1,400
  • Tzaangors (Great Weapons)wh_bst_tzangor_heavy100 modelsHealth18,500Armour120Leadership80Speed36Melee attack48Melee defence48Weapon strength (base + AP)52Charge bonus48Magic resistance %20Multiplayer cost1,450
  • Ungor Poison Hunterswh_bst_ungor_bow120 modelsHealth13,800Armour32Leadership50Speed36Melee attack26Melee defence32Weapon strength (base + AP)28Charge bonus21Missile damage (base + AP)19Range145Multiplayer cost730

Skills

Creatures of the Herd
  • −Missile resistance: 15% for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Razorgor Herd, Razorgor Chariot, Tuskgor Chariot, Chaos Warhounds, Feral Manticore, Harpies, Chimera and Preyton units (Rank 7 and above) (Lord's army)
  • +Missile resistance: 10% for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Razorgor Herd, Razorgor Chariot, Tuskgor Chariot, Chaos Warhounds, Feral Manticore, Harpies, Chimera and Preyton units (Rank 7 and above) (Lord's army)
Bestial Butchers
  • −Weapon strength: +12% for Chaos Spawn, Minotaurs, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Rank 7 and above) (Lord's army)
  • −Missile resistance: 15% for Chaos Spawn, Minotaurs, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Rank 7 and above) (Lord's army)
  • +Weapon strength: +8% for Chaos Spawn, Minotaurs, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Rank 7 and above) (Lord's army)
  • +Missile resistance: 10% for Chaos Spawn, Minotaurs, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Rank 7 and above) (Lord's army)
Mage Hunter
  • −Missile strength: +12% for Ungor Raiders, Centigors (Throwing Axes) and Cygor units (Rank 7 and above) (Lord's army)
  • +Missile strength: +10% for Ungor Raiders, Centigors (Throwing Axes) and Cygor units (Rank 7 and above) (Lord's army)
Feasting Upon Man
  • −Level 2: Income from razing settlements: +3% (Lord's army)
  • −Level 3: Income from razing settlements: +8% (Lord's army)
  • +Level 2: Income from razing settlements: +5% (Lord's army)
  • +Level 3: Income from razing settlements: +10% (Lord's army)
Unholy Resilience
  • +Casualty replenishment rate: +8% (Lord's army)
Gathering of Beasts
  • +Level 1: Campaign movement range: +5%
  • +Level 2: Campaign movement range: +10%
  • +Level 3: Campaign movement range: +15%
Foul Premonitions
  • −Level 1: Ambush success chance: +3% (Lord's army)
  • −Level 1: Ambush defence chance: +3% (Lord's army)
  • −Level 2: Ambush success chance: +6% (Lord's army)
  • −Level 2: Ambush defence chance: +8% (Lord's army)
  • −Level 3: Ambush success chance: +10% (Lord's army)
  • +Level 1: Ambush success chance: +5% (Lord's army)
  • +Level 1: Ambush defence chance: +5% (Lord's army)
  • +Level 2: Ambush success chance: +10% (Lord's army)
  • +Level 2: Ambush defence chance: +10% (Lord's army)
  • +Level 3: Ambush success chance: +15% (Lord's army)
Children of Chaos
  • +Horde growth: +3 (Lord's army)
Hardened Pelts
  • −Armour: +15 for Chaos Warhounds, Harpies, Razorgor Herd, Chaos Spawn, Giant, Jabberslythe, Cockatrice, Incarnate Elemental of Beasts, Ghorgon, Cygor, and Manticore units (all units in army)
  • +Armour: +8 for Chaos Warhounds, Harpies, Razorgor Herd, Chaos Spawn, Giant, Jabberslythe, Cockatrice, Incarnate Elemental of Beasts, Ghorgon, Cygor, and Manticore units (all units in army)
Bellows of the Discordant
  • −Weapon strength: +15% for Chaos Warhounds, Harpies, Razorgor Herd, Chaos Spawn, Giant, Jabberslythe, Cockatrice, Incarnate Elemental of Beasts, Ghorgon, Cygor and Manticore units (all units in army)
  • +Weapon strength: +6% for Chaos Warhounds, Harpies, Razorgor Herd, Chaos Spawn, Giant, Jabberslythe, Cockatrice, Incarnate Elemental of Beasts, Ghorgon, Cygor and Manticore units (all units in army)
Savage Beast
  • −Level 2: Weapon strength: +30%
  • +Level 2: Weapon strength: +25%
Fury of the Herd
  • −Level 2: Melee defence: +4 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Lord's army)
  • −Level 3: Melee defence: +6 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Lord's army)
  • +Level 2: Melee defence: +6 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Lord's army)
  • +Level 3: Melee defence: +8 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Lord's army)
Leader of the Raucous Host
  • −Level 2: Weapon strength: +6% for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Tuskgor Chariots and Razorgor Chariot units (Lord's army)
  • −Level 3: Weapon strength: +12% for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Tuskgor Chariots and Razorgor Chariot units (Lord's army)
  • +Level 2: Weapon strength: +5% for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Tuskgor Chariots and Razorgor Chariot units (Lord's army)
  • +Level 3: Weapon strength: +10% for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Tuskgor Chariots and Razorgor Chariot units (Lord's army)
Hoofed Heavyweights
  • −Level 2: Melee defence: +4 for Minotaurs units (Lord's army)
  • −Level 3: Melee defence: +6 for Minotaurs units (Lord's army)
  • +Level 2: Melee defence: +6 for Minotaurs units (Lord's army)
  • +Level 3: Melee defence: +8 for Minotaurs units (Lord's army)
Freakish Mutations
  • −Level 1: Weapon strength: +6% for Chaos Spawn, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Lord's army)
  • −Level 2: Weapon strength: +6% for Chaos Spawn, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Lord's army)
  • +Level 1: Weapon strength: +5% for Chaos Spawn, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Lord's army)
  • +Level 2: Weapon strength: +7% for Chaos Spawn, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Lord's army)
Titans of the Deep Forest
  • −Unit capacity: +1 Ghorgon
  • +Unit capacity: +2 Ghorgon
Instrument of Chaos
  • −Replenish Troops action: Replenishment rate is increased by an additional 5%
  • +Replenish Troops action: Replenishment rate is increased by an additional 4%
Razorgor Chariot
  • +Passive Ability: "Unleash the Beast", while this Mount is equipped, for Chariot and Razorgor units (all units in army)
Crown of Horns
  • −Weapon strength: +10% (Lord's army)
  • +Weapon strength: +8% (Lord's army)
Razorgor Chariot
  • +Passive Ability: "Unleash the Beast", while this Mount is equipped, for Chariot and Razorgor units (all units in army)
Bestial Cunning
  • −Ambush success chance: +8% (Lord's army)
  • +Ambush success chance: +25% (Lord's army)
  • +Ambush defence chance: +25% (Lord's army)
Abstraction of Tzeentch
  • −Melee defence: +8 for Centigors, Chaos Spawn, Tzaangors, Jabberslythe and Cockatrice units (Lord's army)
  • −Weapon strength: +15% for Centigors, Chaos Spawn, Tzaangors, Jabberslythe and Cockatrice units (Lord's army)
  • +Melee defence: +10 for Centigors, Chaos Spawn, Tzaangors, Jabberslythe and Cockatrice units (Lord's army)
  • +Weapon strength: +8% for Centigors, Chaos Spawn, Tzaangors, Jabberslythe and Cockatrice units (Lord's army)
Tuskgor Chariot (Mount)new
    Razorgor Chariot (Mount)new
      Tuskgor Chariot (Mount)new
        Razorgor Chariot (Mount)new
          Tuskgor Chariot (Mount)new
            Razorgor Chariot (Mount)new
              One with the Wildernessnew
              • +Ambush success chance: +20% (Lord's army)
              Relentless Pursuernew
              • +Campaign movement range: +10%
              • +Charge Bonus: +5 when Attacking (Lord's army)
              Blood Sacrificesnew
              • +Casualty replenishment rate: +8% (Lord's army)
              • +Horde growth: +6 (Lord's army)

              Buildings

              HerdstoneBeastmen
              • −Horde recruitment capacity +2 (armies in region)
              • +Horde recruitment capacity +1 (armies in region)
              • +Income generated: 100
              • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
              • +Income generated: 150
              • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
              • +Income generated: 200
              • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
              • Units: 8 → 6
              • −Horde recruitment capacity +3 (armies in region)
              • +Horde recruitment capacity +4 (armies in region)
              • +Income generated: 250
              • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
              • Units: 10 → 9
              • −Horde recruitment capacity +4 (armies in region)
              • +Horde recruitment capacity +5 (armies in region)
              • +Income generated: 300
              • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
              • Units: 11 → 9
              • Cost: 2000 → 1500
              • Cost: 4000 → 2500
              • Cost: 6000 → 4000
              • −Winds of Magic power reserve capacity: +5 (all Blood-ground regions)
              • +Winds of Magic power reserve capacity: +20 (all Blood-ground regions)
              • Cost: 2000 → 1500
              • −Winds of Magic power reserve capacity: +10 (all Blood-ground regions)
              • +Winds of Magic power reserve capacity: +20 (all Blood-ground regions)
              • Cost: 4000 → 2500
              • −Winds of Magic power reserve capacity: +15 (all Blood-ground regions)
              • +Winds of Magic power reserve capacity: +20 (all Blood-ground regions)
              • Cost: 6000 → 4000
              Rucking PitsBeastmen
              • −Reload time increase: +30% for enemy towers in siege battles (all Blood-ground regions)
              • +Reload time increase: +20% for enemy towers in siege battles (all Blood-ground regions)
              • Cost: 2000 → 1500
              • −Reload time increase: +40% for enemy towers in siege battles (all Blood-ground regions)
              • +Reload time increase: +30% for enemy towers in siege battles (all Blood-ground regions)
              • Cost: 4000 → 2500
              • −Reload time increase: +50% for enemy towers in siege battles (all Blood-ground regions)
              • +Reload time increase: +40% for enemy towers in siege battles (all Blood-ground regions)
              • Cost: 6000 → 4000
              • Cost: 2000 → 1500
              Miasmic RainBeastmen
              • Cost: 4000 → 2500
              • Cost: 6000 → 4000
              • −Horde recruitment capacity +2 (armies in region)
              • +Horde recruitment capacity +1 (armies in region)
              • +Income generated: 150
              • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
              • +Income generated: 200
              • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
              • +Income generated: 250
              • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
              • Units: 8 → 6
              • −Horde recruitment capacity +3 (armies in region)
              • +Horde recruitment capacity +4 (armies in region)
              • +Income generated: 300
              • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
              • Units: 10 → 9
              Fall of ManBeastmen
              • −Horde recruitment capacity +4 (armies in region)
              • +Horde recruitment capacity +5 (armies in region)
              • +Income generated: 350
              • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
              • Units: 11 → 9
              • −Horde recruitment capacity +2 (armies in region)
              • +Horde recruitment capacity +1 (armies in region)
              • +Income generated: 150
              • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
              • +Income generated: 200
              • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
              • +Income generated: 250
              • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
              • Units: 8 → 6
              • −Horde recruitment capacity +3 (armies in region)
              • +Horde recruitment capacity +4 (armies in region)
              • +Income generated: 300
              • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
              • Units: 10 → 9
              • −Horde recruitment capacity +4 (armies in region)
              • +Horde recruitment capacity +5 (armies in region)
              • +Income generated: 350
              • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
              • Units: 11 → 9
              • −Horde recruitment capacity +2 (armies in region)
              • +Horde recruitment capacity +1 (armies in region)
              • +Income generated: 150
              • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
              • +Income generated: 200
              • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
              • +Income generated: 250
              • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
              • Units: 8 → 6
              • −Horde recruitment capacity +3 (armies in region)
              • +Horde recruitment capacity +4 (armies in region)
              • +Income generated: 300
              • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
              • Units: 10 → 9
              • −Horde recruitment capacity +4 (armies in region)
              • +Horde recruitment capacity +5 (armies in region)
              • +Income generated: 350
              • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
              • Units: 11 → 9
              • −Horde recruitment capacity +2 (armies in region)
              • +Horde recruitment capacity +1 (armies in region)
              • +Income generated: 150
              • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
              • +Income generated: 200
              • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
              • +Income generated: 250
              • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
              • Units: 8 → 6
              • −Horde recruitment capacity +3 (armies in region)
              • +Horde recruitment capacity +4 (armies in region)
              • +Income generated: 300
              • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
              • Units: 10 → 9
              • −Horde recruitment capacity +4 (armies in region)
              • +Horde recruitment capacity +5 (armies in region)
              • +Income generated: 350
              • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
              • Units: 11 → 9
              • −Horde recruitment capacity +2 (armies in region)
              • +Horde recruitment capacity +1 (armies in region)
              • +Income generated: 150
              • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
              • +Income generated: 200
              • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
              • +Income generated: 250
              • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
              • Units: 8 → 6
              • −Horde recruitment capacity +3 (armies in region)
              • +Horde recruitment capacity +4 (armies in region)
              • +Income generated: 300
              • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
              • Units: 10 → 9
              • −Horde recruitment capacity +4 (armies in region)
              • +Horde recruitment capacity +5 (armies in region)
              • +Income generated: 350
              • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
              • Units: 11 → 9
              • −Horde recruitment capacity +2 (armies in region)
              • +Horde recruitment capacity +1 (armies in region)
              • +Income generated: 150
              • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
              • +Income generated: 200
              • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
              • +Income generated: 250
              • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
              • Units: 8 → 6
              • −Horde recruitment capacity +3 (armies in region)
              • +Horde recruitment capacity +4 (armies in region)
              • +Income generated: 300
              • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
              • Units: 10 → 9
              • −Horde recruitment capacity +4 (armies in region)
              • +Horde recruitment capacity +5 (armies in region)
              • +Income generated: 350
              • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
              • Units: 11 → 9
              • −Chaos Undivided corruption: +2
              • +Chaos Undivided corruption: +3
              • −Chaos Undivided corruption: +2
              • +Chaos Undivided corruption: +4
              • −Chaos Undivided corruption: +2
              • +Chaos Undivided corruption: +5
              • −Chaos Undivided corruption: +2
              • +Chaos Undivided corruption: +6
              • −Horde recruitment capacity +2 (armies in region)
              • +Horde recruitment capacity +1 (armies in region)
              • +Income generated: 150
              • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
              • +Income generated: 200
              • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
              • +Income generated: 250
              • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
              • Units: 8 → 6
              • −Horde recruitment capacity +3 (armies in region)
              • +Horde recruitment capacity +4 (armies in region)
              • +Income generated: 300
              • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
              • Units: 10 → 9
              • −Horde recruitment capacity +4 (armies in region)
              • +Horde recruitment capacity +5 (armies in region)
              • +Income generated: 350
              • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
              • Units: 11 → 9
              • −Horde recruitment capacity +2 (armies in region)
              • +Horde recruitment capacity +1 (armies in region)
              • +Income generated: 150
              • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
              • +Income generated: 200
              • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
              • +Income generated: 250
              • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
              • Units: 8 → 6
              • −Horde recruitment capacity +3 (armies in region)
              • +Horde recruitment capacity +4 (armies in region)
              • +Income generated: 300
              • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
              • Units: 10 → 9
              • −Horde recruitment capacity +4 (armies in region)
              • +Horde recruitment capacity +5 (armies in region)
              • +Income generated: 350
              • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
              • Units: 11 → 9
              • −Horde recruitment capacity +2 (armies in region)
              • +Horde recruitment capacity +1 (armies in region)
              • +Income generated: 150
              • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
              • +Income generated: 200
              • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
              • +Income generated: 250
              • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
              • Units: 8 → 6
              • −Horde recruitment capacity +3 (armies in region)
              • +Horde recruitment capacity +4 (armies in region)
              • +Income generated: 300
              • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
              • Units: 10 → 9
              Scorched OakBeastmen
              • −Horde recruitment capacity +4 (armies in region)
              • +Horde recruitment capacity +5 (armies in region)
              • +Income generated: 400
              • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
              • Units: 11 → 9
              • −Chaos Undivided corruption: +2
              • +Chaos Undivided corruption: +3
              • −Chaos Undivided corruption: +2
              • +Chaos Undivided corruption: +4
              • −Chaos Undivided corruption: +2
              • +Chaos Undivided corruption: +5
              • −Chaos Undivided corruption: +2
              • +Chaos Undivided corruption: +6
              • −Chaos Undivided corruption: +2
              • +Chaos Undivided corruption: +3
              • −Chaos Undivided corruption: +2
              • +Chaos Undivided corruption: +4
              • −Chaos Undivided corruption: +2
              • +Chaos Undivided corruption: +5
              • −Chaos Undivided corruption: +2
              • +Chaos Undivided corruption: +6
              • Cost: 6000 → 7000
              • Cost: 8000 → 9000
              • Units: 1 → 0
              • Cost: 10000 → 11000
              • Units: 1 → 0
              • −Dread gained: +20 per turn
              • +Dread gained: +30 per turn
              • Cost: 4000 → 5000
              • −Dread gained: +50 per turn
              • +Dread gained: +60 per turn
              • Cost: 6000 → 7000
              • −Dread gained: +100 per turn
              • +Dread gained: +90 per turn
              • +Unit capacity: +2 Marked Bestigor units
              • Cost: 8000 → 9000
              • Units: 0 → 12
              • Cost: 3000 → 4000
              • Cost: 4000 → 5000
              • Cost: 5000 → 6000
              • +Control: +2
              • +Horde growth: +1
              • +Unit capacity: +2 Centigor units
              • +Unit capacity: +2 Razorgor Chariot Tuskgor Chariot Razorgor Herd
              • Cost: 6000 → 5000
              • +Horde growth: +2
              • +Unit capacity: +2 Centigor units
              • +Unit capacity: +2 Razorgor Chariot Tuskgor Chariot Razorgor Herd
              • Cost: 8000 → 7000
              DenBeastmen
              • +Unit capacity: +3 Warhound Harpy
              • +Casualty replenishment rate: +2%
              • +Unit capacity: +3 Warhound Harpy
              • +Unit capacity: +2 Manticore Chaos Spawn Cockatrice
              • Cost: 6000 → 5500
              • +Casualty replenishment rate: +3%
              • +Unit capacity: +3 Warhound Harpy
              • +Unit capacity: +2 Manticore Chaos Spawn Cockatrice
              • +Unit capacity: +1 Jabberslythe Ghorgon Incarnate Elemental of Beasts Preyton Chimera
              • Cost: 10000 → 9000
              • Units: 10 → 9
              Giant's LairBeastmen
              • +Unit capacity: +1 Cygor Giant
              • Cost: 6000 → 5500
              • Units: 1 → 2
              • +Unit capacity: +1 Cygor Giant
              • +Unit capacity: +1 Jabberslythe Ghorgon Incarnate Elemental of Beasts Preyton Chimera
              • Cost: 10000 → 11000
              Dug-OutBeastmen
              • +Income generated: 40
              • +Unit capacity: +3 Gor units
              • Cost: 4000 → 3000
              Pit-HovelBeastmen
              • +Income generated: 80
              • +Unit capacity: +3 Gor units
              • Cost: 6000 → 4500
              Pelt TotemBeastmen
              • +Income generated: 120
              • +Unit capacity: +3 Gor units
              • +Unit capacity: +2 Bestigor units
              • Cost: 8000 → 7000
              • Units: 9 → 10
              • −Horde recruitment capacity +2
              • −Horde growth: +1
              • +Horde recruitment capacity +3
              • +Horde growth: +3
              • +Income generated: 80
              • +Unit capacity: +3 Ungor units
              • −Horde recruitment capacity +2
              • −Horde growth: +1
              • +Horde recruitment capacity +4
              • +Horde growth: +4
              • +Income generated: 120
              • +Unit capacity: +3 Ungor units
              • Cost: 5000 → 3500
              • −Horde recruitment capacity +2
              • −Horde growth: +1 (all armies)
              • +Horde recruitment capacity +5
              • +Horde growth: +5
              • +Income generated: 160
              • +Unit capacity: +3 Ungor units
              • −Horde recruitment capacity +2
              • −Horde growth: +2 (all armies)
              • +Horde recruitment capacity +6
              • +Horde growth: +6 (all armies)
              • +Income generated: 200
              • +Unit capacity: +3 Ungor units
              • Cost: 9000 → 11000
              • Units: 3 → 1
              • −Horde recruitment capacity +2
              • −Horde growth: +3 (all armies)
              • +Horde recruitment capacity +7
              • +Horde growth: +7 (all armies)
              • +Income generated: 240
              • +Unit capacity: +3 Ungor units
              • Cost: 12000 → 14000
              • Units: 3 → 0
              Fire PitBeastmen
              • +Unit capacity: +1 Minotaur units
              Meat LarderBeastmen
              • +Unit capacity: +2 Minotaur units
              • Cost: 10000 → 8000
              • +Research rate: +6
              • +Research rate: +8
              • −Magic item drop chance from battle: +10%
              • −Income from post-battle loot: +10%
              • +Magic item drop chance from battle: +15%
              • +Income from post-battle loot: +15%
              • Cost: 8000 → 9000
              • −Magic item drop chance from battle: +20%
              • −Income from post-battle loot: +20%
              • +Magic item drop chance from battle: +25%
              • +Income from post-battle loot: +25%
              • +Recruit rank: +1 for all units
              • Cost: 10000 → 12000
              Chaos ObeliskBeastmennew
              • +Recruit rank: +1 for all units
              • +Unit capacity: +1 Cygor Giant
              • +Unit capacity: +1 Jabberslythe Ghorgon Incarnate Elemental of Beasts Preyton Chimera
              • +Lord recruit rank: +1
              • +Recruit rank: +1 for all units
              • +Unit capacity: +1 Jabberslythe Ghorgon Incarnate Elemental of Beasts Preyton Chimera
              • +Unit capacity: +1 Cygor Giant
              • +Lord recruit rank: +2
              • +Unit capacity: +1 Gor units
              • +Unit capacity: +1 Warhound Harpy
              • +Unit capacity: +2 Ungor units
              • +Local recruitment capacity: +1
              • +Unit capacity: +3 Ungor units
              • +Unit capacity: +2 Gor units
              • +Unit capacity: +2 Warhound Harpy
              • +Local recruitment capacity: +1
              • +Unit capacity: +4 Ungor units
              • +Unit capacity: +3 Gor units
              • +Unit capacity: +3 Warhound Harpy
              • +Local recruitment capacity: +1
              • +Unlocks Hero recruitment: Wargor
              Minotaur DenBeastmennew
              • +Unit capacity: +1 Minotaur units
              • +Chaos Undivided corruption: +2
              • +Unlocks Hero recruitment: Gorebull
              • +Unit capacity: +2 Minotaur units
              • +Unit capacity: +1 Marked Minotaur units
              • +Chaos Undivided corruption: +4
              • +Unlocks Hero recruitment: Gorebull
              • +Unit capacity: +1 Manticore Chaos Spawn Cockatrice
              • +Income from sacking settlements: +10% (all your armies in adjacent provinces)
              Mutation PitBeastmennew
              • +Unit capacity: +2 Manticore Chaos Spawn Cockatrice
              • +Unit capacity: +1 Bestigor units
              • +Income from sacking settlements: +15% (all your armies in adjacent provinces)
              • +Unit capacity: +3 Manticore Chaos Spawn Cockatrice
              • +Unit capacity: +2 Bestigor units
              • +Unit capacity: +1 Marked Bestigor units
              • +Income from sacking settlements: +20% (all your armies in adjacent provinces)
              • +Unit capacity: +1 Centigor units
              • +Unit capacity: +1 Razorgor Chariot Tuskgor Chariot Razorgor Herd
              • +Campaign movement range: +3% for own armies starting their turn in this province (armies in province)
              Proving GroundsBeastmennew
              • +Unit capacity: +2 Centigor units
              • +Unit capacity: +2 Razorgor Chariot Tuskgor Chariot Razorgor Herd
              • +Campaign movement range: +6% for own armies starting their turn in this province (armies in province)
              • +Unit capacity: +3 Centigor units
              • +Unit capacity: +3 Razorgor Chariot Tuskgor Chariot Razorgor Herd
              • +Campaign movement range: +9% for own armies starting their turn in this province (armies in province)
              • +Research rate: +2 (factionwide)
              • +Income generated: 200
              Bestial EffigyBeastmennew
              • +Research rate: +3 (factionwide)
              • +Income generated: 250
              • +Research rate: +4 (factionwide)
              • +Income generated: 300
              • +Unlocks Hero recruitment: Bray-Shaman
              SlaughterhouseBeastmennew
              • +Income generated: 350
              • +Casualty replenishment rate: +20%
              • +Income generated: 700
              • +Casualty replenishment rate: +20%
              TanneryBeastmennew
              • +Income generated: 450
              • +Casualty replenishment rate: +20%
              Large TanneryBeastmennew
              • +Income generated: 700
              • +Casualty replenishment rate: +20%
              Gem MineBeastmennew
              • +Income generated: 600
              Large Gem MineBeastmennew
              • +Income generated: 800
              Gold MineBeastmennew
              • +Income generated: 1000
              Large Gold MineBeastmennew
              • +Income generated: 1400
              Iron MineBeastmennew
              • +Income generated: 350
              • +Casualty replenishment rate: +20%
              Large Iron MineBeastmennew
              • +Income generated: 550
              • +Casualty replenishment rate: +20%
              Drug DenBeastmennew
              • +Income generated: 350
              • +Casualty replenishment rate: +20%
              Large Drug DenBeastmennew
              • +Income generated: 600
              • +Casualty replenishment rate: +20%
              Obsidian MineBeastmennew
              • +Income generated: 300
              • +Research rate: +10 (factionwide)
              • +Income generated: 600
              • +Research rate: +10 (factionwide)
              Pottery SmelterBeastmennew
              • +Income generated: 300
              • +Casualty replenishment rate: +20%
              • +Income generated: 600
              • +Casualty replenishment rate: +20%
              Salt MineBeastmennew
              • +Income generated: 300
              • +Casualty replenishment rate: +20%
              Large Salt MineBeastmennew
              • +Income generated: 600
              • +Casualty replenishment rate: +20%
              SawmillBeastmennew
              • +Income generated: 300
              • +Casualty replenishment rate: +20%
              Large SawmillBeastmennew
              • +Income generated: 600
              • +Casualty replenishment rate: +20%
              • +Chaos Undivided corruption: +10
              • +Dread gained: +50 per turn (factionwide)
              • +Leadership: +10 (factionwide)
              • +Spell resistance: 5% (all armies)
              • +Armour-piercing weapon damage: +5 (factionwide)
              • +Armour: +5 (all armies)
              • +Immune to Reef attrition (all armies)
              • +Income generated: 500
              • +Immune to High Seas attrition (all armies)
              • +Chaos Undivided corruption: +10
              • +Weapon Strength: +10% when fighting against Elves (factionwide)
              • +Leadership: +10 when fighting against Elves (factionwide)
              • +Winds of Magic power reserve capacity: +10 (factionwide)
              • +Spell resistance: 10% (all armies)
              • +Casualty replenishment rate: +5% (factionwide)
              • +Winds of Magic power reserve capacity: +10 (factionwide)
              • +Immunity to Vampire Corruption (factionwide)
              • +Hero recruit rank: +2 (factionwide)
              • +Lord recruit rank: +2 (factionwide)
              • +Winds of Magic power reserve capacity: +5 (factionwide)
              • +Chaos Undivided corruption: +15
              • +Dread gained: +50 per turn (factionwide)
              • +Magic Resistance: 10% for Monster units (factionwide)
              • +Melee attack: +10 for Non-Monster units (factionwide)
              • +Spell resistance: 10% (factionwide)
              • +Income from razing settlements: +2% (all characters)
              • +Income from razing settlements: +3% (all characters)
              • +Income from razing settlements: +4% (all characters)
              • +Income from sacking settlements: +2% (factionwide)
              • +Construction cost: -2% for all buildings (factionwide)
              • +Income from sacking settlements: +3% (factionwide)
              • +Construction cost: -3% for all buildings (factionwide)
              • +Income from sacking settlements: +4% (factionwide)
              • +Construction cost: -4% for all buildings (factionwide)
              • +Campaign movement range: +4% (factionwide)
              • +Income from post-battle loot: +2% (all characters)
              • +Campaign movement range: +2% (all characters)
              • +Dread gained: +10 per turn (factionwide)
              • +Income from post-battle loot: +3% (all characters)
              • +Campaign movement range: +3% (all characters)
              • +Dread gained: +20 per turn (factionwide)
              • +Income from post-battle loot: +4% (all characters)
              • +Campaign movement range: +4% (all characters)
              • +Dread gained: +30 per turn (factionwide)
              • +Horde growth: +1 (all armies)
              • +Vigour loss reduction: -2% (all armies)
              • +Casualty replenishment rate: +2% (armies in local province)
              • +Horde growth: +2 (all armies)
              • +Vigour loss reduction: -4% (all armies)
              • +Casualty replenishment rate: +3% (armies in local province)
              • +Horde growth: +3 (all armies)
              • +Vigour loss reduction: -6% (all armies)
              • +Casualty replenishment rate: +4% (armies in local province)
              Rocky ShelterBeastmennew
              • +Horde growth: +3
              • +Unit capacity: +3 Centigor units
              • +Unit capacity: +3 Razorgor Chariot Tuskgor Chariot Razorgor Herd
              • +Unlocks Hero recruitment: Wargor
              • +Income generated: 160
              • +Unit capacity: +3 Gor units
              • +Unit capacity: +2 Bestigor units
              Raging PyreBeastmennew
              • +Unit capacity: +2 Minotaur units
              • +Unit capacity: +1 Marked Minotaur units

              Technologies

              • −Melee attack: +3 for Ungor Herd and Ungor Spearmen Herd units
              • +Melee attack: +4 for Ungor Herd and Ungor Spearmen Herd units
              • +Hero recruit rank: +1
              • +Lord recruit rank: +1
              • +Hero recruit rank: +1
              • +Lord recruit rank: +1
              • +Hero recruit rank: +1
              • +Lord recruit rank: +1
              • +Hero recruit rank: +1
              • +Lord recruit rank: +1
              Rampage!Beastmen
              • −Weapon strength: +10% for Minotaur, Cygors, Giants, Incarnate Elemental of Beasts, Chimera, Preyton, Basilisk, Giant Spined Chaos Beast and Ghorgons units
              • +Weapon strength: +8% for Minotaur, Cygors, Giants, Incarnate Elemental of Beasts, Chimera, Preyton, Basilisk, Giant Spined Chaos Beast and Ghorgons units
              WorldbaneBeastmen
              • −Weapon strength: +10% when fighting against Dwarfs, High Elves, Wood Elves, Dark Elves and Humans (all armies)
              • +Weapon strength: +8% when fighting against Dwarfs, High Elves, Wood Elves, Dark Elves and Humans (all armies)
              • −Ambush success chance: +10% (all armies)
              • +Ambush success chance: +15% (all armies)
              • −Melee attack: +5 for Centigors units
              • −Melee defence: +5 for Centigors units
              • +Melee attack: +6 for Centigors units
              • +Melee defence: +6 for Centigors units
              Man-CleaversBeastmen
              • −Armour-piercing weapon damage: +3 for Chaos Warhounds and Harpies units
              • −Weapon strength: +10% for Razorgor Herd units
              • +Armour-piercing weapon damage: +6 for Chaos Warhounds and Harpies units
              • +Weapon strength: +8% for Razorgor Herd units
              • −Reload time reduction: +10% for Cygor units
              • +Reload time reduction: +15% for Cygor units
              Horns of WarBeastmen
              • +Army capacity: +1
              • −Dread gained from battles: +20%
              • +Dread gained from battles: +25%
              • +Army capacity: +1
              Primal FuryBeastmen
              • +Army capacity: +1
              • −Winds of Magic power reserve capacity: +10 (all armies)
              • +Winds of Magic power reserve capacity: +20 (all armies)