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

Radious Chaos Dwarfs units

87 Chaos Dwarfs units Radious Total War Mod changes against patch 9.0.4, 28 it adds, and 47 skills, 175 buildings and 51 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
Bull Centaur Renderswh3_dlc23_chd_cav_bull_centaurs_axe169,856 → 12,64050 → 7432 → 3848 → 5434 → 40801,500 → 1,4501,500 → 1,450Missile block 35% → 65%; Charge bonus 40 → 50; Mass 1,700 → 1,800; Upkeep 375 → 140
Bull Centaur Renders (Dual Axes)wh3_dlc23_chd_cav_bull_centaurs_dual_axe169,856 → 12,64050 → 7436 → 4242 → 4834 → 4280 → 821,550 → 1,5001,550 → 1,500Bonus vs infantry 18 → 16; Charge bonus 52 → 58; Mass 1,700 → 1,800; Upkeep 387 → 145
Hashut's Dark Ravagers (Bull Centaur Renders – Dual Axes)wh3_dlc23_chd_cav_bull_centaurs_dual_axe_ror169,856 → 12,88050 → 8446 → 4752 → 5834 → 4380 → 831,850 → 1,7001,800 → 1,700Leadership 85 → 80; Charge bonus 52 → 62; Mass 1,700 → 1,800; Range 80 m → 90 m; Ammunition 10 → 15; Missile base damage 20 → 30; Missile AP damage 100 → 105; Reload time 10 s → 9 s; Upkeep 462 → 170; Missile resistance 25% → 30%; Fire resistance 15% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Bull Centaur Renders (Great Weapons)wh3_dlc23_chd_cav_bull_centaurs_greatweapons169,856 → 12,64050 → 7434 → 4036 → 4434 → 4080 → 841,550 → 1,5001,550 → 1,500Bonus vs large 25 → 24; Charge bonus 46 → 56; Mass 1,700 → 1,800; Upkeep 387 → 145
Hobgoblin Wolf Raiders (Bows)wh3_dlc23_chd_cav_hobgoblin_wolf_raiders_bows604,140 → 5,70045 → 6418 → 2018 → 2221 → 223575 → 700575 → 700Speed 92 → 95; Charge bonus 20 → 25; Mass 490 → 540; Range 140 m → 135 m; Ammunition 20 → 25; Missile base damage 14 → 15; Upkeep 143 → 115
Oglah Khan's Wolfboyzwh3_dlc23_chd_cav_hobgoblin_wolf_raiders_ror604,260 → 6,60060 → 7434 → 3334 → 3821 → 247 → 9875 → 1,000875 → 1,000Missile block 35% → 50%; Leadership 65 → 55; Speed 92 → 95; Bonus vs large 0 → 8; Charge bonus 40 → 50; Mass 490 → 540; Ammunition 20 → 30; Missile base damage 14 → 16; Missile AP damage 3 → 4; Reload time 10 s → 9 s; Upkeep 218 → 125; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Hobgoblin Wolf Raiders (Spears)wh3_dlc23_chd_cav_hobgoblin_wolf_raiders_spears604,260 → 6,30045 → 6426 → 2826 → 3021 → 237 → 8500 → 650500 → 650Missile block 35% → 50%; Speed 92 → 95; Bonus vs large 0 → 6; Charge bonus 40 → 45; Mass 490 → 540; Upkeep 125 → 110
Astragoth Ironhandwh3_dlc23_chd_cha_astragoth_ironhand16,824 → 8,000130 → 14060 → 5850 → 55170 → 220310 → 3501,000 → 1,5001,500Bonus vs infantry 0 → 20; Charge bonus 50 → 70; Upkeep 250 → 150
Bull Centaur Taur'rukwh3_dlc23_chd_cha_bull_centaur_taurruk16,280 → 7,00070 → 8848 → 4942 → 47140 → 190320 → 3601,000 → 1,3501,100 → 1,350Charge bonus 50 → 60; Upkeep 250 → 140; Physical resistance 0% → 10%
Daemonsmith Sorcerer (Death)wh3_dlc23_chd_cha_daemonsmith_sorcerer_death13,748 → 4,200120 → 13238 → 3636 → 40220 → 26090 → 1101,000550 → 1,100Charge bonus 16 → 20; Mass 1,100 → 1,200; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 130
Daemonsmith Sorcerer (Death)wh3_dlc23_chd_cha_daemonsmith_sorcerer_death_bale_taurus18,266 → 8,71070 → 8456 → 5540 → 44140 → 1604001,0002,000Charge bonus 80 → 85; Mass 5,100 → 5,200; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 200
Daemonsmith Sorcerer (Death)wh3_dlc23_chd_cha_daemonsmith_sorcerer_death_great_taurus16,676 → 7,21060 → 7446 → 4528 → 34130 → 150320 → 3501,0001,200 → 1,450Mass 3,400 → 3,600; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 140
Daemonsmith Sorcerer (Death)wh3_dlc23_chd_cha_daemonsmith_sorcerer_death_lammasu16,056 → 6,26060 → 744048 → 52270 → 300180 → 2301,0001,300 → 1,700Charge bonus 40 → 50; Mass 3,400 → 3,600; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 170; Spell resistance 25% → 0%
Daemonsmith Sorcerer (Fire)wh3_dlc23_chd_cha_daemonsmith_sorcerer_fire13,748 → 4,200120 → 13238 → 3636 → 40220 → 26090 → 1101,000550 → 1,100Charge bonus 16 → 20; Mass 1,100 → 1,200; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 130
Daemonsmith Sorcerer (Fire)wh3_dlc23_chd_cha_daemonsmith_sorcerer_fire_bale_taurus18,266 → 8,71070 → 8456 → 5540 → 44140 → 1604001,0002,000Charge bonus 80 → 85; Mass 5,100 → 5,200; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 200
Daemonsmith Sorcerer (Fire)wh3_dlc23_chd_cha_daemonsmith_sorcerer_fire_great_taurus16,676 → 7,21060 → 7446 → 4528 → 34130 → 150320 → 3501,0001,200 → 1,450Mass 3,400 → 3,600; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 140
Daemonsmith Sorcerer (Fire)wh3_dlc23_chd_cha_daemonsmith_sorcerer_fire_lammasu16,056 → 6,26060 → 744048 → 52270 → 300180 → 2301,0001,300 → 1,700Charge bonus 40 → 50; Mass 3,400 → 3,600; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 170; Spell resistance 25% → 0%
Daemonsmith Sorcerer (Hashut)wh3_dlc23_chd_cha_daemonsmith_sorcerer_hashut13,748 → 4,200120 → 13238 → 3636 → 40220 → 26090 → 1101,000550 → 1,100Charge bonus 16 → 20; Mass 1,100 → 1,200; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 130
Daemonsmith Sorcerer (Hashut)wh3_dlc23_chd_cha_daemonsmith_sorcerer_hashut_bale_taurus18,266 → 8,71070 → 8456 → 5540 → 44140 → 1604001,0002,000Charge bonus 80 → 85; Mass 5,100 → 5,200; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 200
Daemonsmith Sorcerer (Hashut)wh3_dlc23_chd_cha_daemonsmith_sorcerer_hashut_great_taurus16,676 → 7,21060 → 7446 → 4528 → 34130 → 150320 → 3501,0001,200 → 1,450Mass 3,400 → 3,600; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 140
Daemonsmith Sorcerer (Hashut)wh3_dlc23_chd_cha_daemonsmith_sorcerer_hashut_lammasu16,056 → 6,26060 → 744048 → 52270 → 300180 → 2301,0001,300 → 1,700Charge bonus 40 → 50; Mass 3,400 → 3,600; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 170; Spell resistance 25% → 0%
Daemonsmith Sorcerer (Metal)wh3_dlc23_chd_cha_daemonsmith_sorcerer_metal13,748 → 4,200120 → 13238 → 3636 → 40220 → 26090 → 1101,000550 → 1,100Charge bonus 16 → 20; Mass 1,100 → 1,200; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 130
Daemonsmith Sorcerer (Metal)wh3_dlc23_chd_cha_daemonsmith_sorcerer_metal_bale_taurus18,266 → 8,71070 → 8456 → 5540 → 44140 → 1604001,0002,000Charge bonus 80 → 85; Mass 5,100 → 5,200; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 200
Daemonsmith Sorcerer (Metal)wh3_dlc23_chd_cha_daemonsmith_sorcerer_metal_great_taurus16,676 → 7,21060 → 7446 → 4528 → 34130 → 150320 → 3501,0001,200 → 1,450Mass 3,400 → 3,600; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 140
Daemonsmith Sorcerer (Metal)wh3_dlc23_chd_cha_daemonsmith_sorcerer_metal_lammasu16,056 → 6,26060 → 744048 → 52270 → 300180 → 2301,0001,300 → 1,700Charge bonus 40 → 50; Mass 3,400 → 3,600; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 170; Spell resistance 25% → 0%
Drazhoath the Ashenwh3_dlc23_chd_cha_drazhoath_the_ashen15,520 → 6,300125 → 13545 → 4765 → 68300 → 370130 → 1801,000 → 1,200900 → 1,200Bonus vs infantry 20 → 22; Charge bonus 30 → 40; Mass 1,100 → 1,200; Upkeep 250 → 135
Drazhoath the Ashenwh3_dlc23_chd_cha_drazhoath_the_ashen_bale_taurus_cinderbreath18,664 → 9,21080 → 9464 → 6246 → 52140 → 1654251,000 → 2,2002,300 → 2,200Charge bonus 80 → 85; Mass 5,500 → 5,600; Upkeep 250 → 210
Gorduz Backstabberwh3_dlc23_chd_cha_gorduz_backstabber13,864 → 4,40045 → 565058 → 60280 → 300160 → 2001,000 → 1,100500 → 1,100Missile block 35% → 50%; Bonus vs infantry 0 → 15; Charge bonus 30 → 35; Mass 700 → 400
Gorduz Backstabberwh3_dlc23_chd_cha_gorduz_backstabber_giant_wolf14,276 → 5,01045 → 5650 → 5258 → 62280 → 300160 → 2001,000 → 1,300650 → 1,300Missile block 35% → 50%; Bonus vs infantry 0 → 15; Charge bonus 50 → 55; Mass 1,100 → 850
Infernal Castellanwh3_dlc23_chd_cha_infernal_castellan13,908 → 4,400120 → 13245 → 4442 → 4890 → 125250 → 2751,000 → 1,050650 → 1,050Bonus vs large 15 → 8; Charge bonus 20 → 25; Mass 1,100 → 1,200; Range 180 m → 185 m; Ammunition 45 → 60; Missile base damage 60 → 80; Missile AP damage 240 → 260; Reload time 8 s → 7 s; Upkeep 250 → 120
Overseerwh3_dlc23_chd_cha_overseer14,958 → 5,500120 → 13255 → 5455 → 58260 → 300170 → 2001,000 → 1,250700 → 1,250Missile block 55% → 65%; Charge bonus 30 → 35; Mass 1,100 → 1,200; Upkeep 250 → 135
Overseerwh3_dlc23_chd_cha_overseer_great_taurus16,676 → 7,21060 → 7446 → 4828 → 35130 → 150320 → 3501,000 → 1,8001,300 → 1,800Charge bonus 80 → 85; Mass 3,400 → 3,600; Upkeep 250 → 180
Overseerwh3_dlc23_chd_cha_overseer_lammasu16,056 → 6,36060 → 7454 → 5234 → 40270 → 300180 → 2301,000 → 1,9501,400 → 1,950Mass 3,400 → 3,600; Upkeep 250 → 190; Spell resistance 25% → 0%
Sorcerer-Prophet (Death)wh3_dlc23_chd_cha_sorcerer_prophet_death14,048 → 4,800120 → 1324442 → 48230 → 255100 → 1151,000900 → 1,000Charge bonus 16 → 20; Mass 1,100 → 1,200; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 120
Sorcerer-Prophet (Death)wh3_dlc23_chd_cha_sorcerer_prophet_death_bale_taurus18,266 → 8,91070 → 8456 → 5440 → 46140 → 1604001,0002,200 → 2,300Charge bonus 80 → 85; Mass 5,100 → 5,200; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 215
Sorcerer-Prophet (Death)wh3_dlc23_chd_cha_sorcerer_prophet_death_great_taurus16,676 → 7,21060 → 744628 → 34130 → 150320 → 3501,0001,500 → 1,700Mass 3,400 → 3,600; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 170
Sorcerer-Prophet (Death)wh3_dlc23_chd_cha_sorcerer_prophet_death_lammasu16,056 → 6,36060 → 7440 → 4248 → 54270 → 300180 → 2301,0001,600 → 1,850Charge bonus 40 → 50; Mass 3,400 → 3,600; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 180; Spell resistance 25% → 0%
Sorcerer-Prophet (Fire)wh3_dlc23_chd_cha_sorcerer_prophet_fire14,048 → 4,800120 → 1324442 → 48230 → 255100 → 1151,000900 → 1,000Charge bonus 16 → 20; Mass 1,100 → 1,200; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 120
Sorcerer-Prophet (Fire)wh3_dlc23_chd_cha_sorcerer_prophet_fire_bale_taurus18,266 → 8,91070 → 8456 → 5440 → 46140 → 1604001,0002,200 → 2,300Charge bonus 80 → 85; Mass 5,100 → 5,200; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 215
Sorcerer-Prophet (Fire)wh3_dlc23_chd_cha_sorcerer_prophet_fire_great_taurus16,676 → 7,21060 → 744628 → 34130 → 150320 → 3501,0001,500 → 1,700Mass 3,400 → 3,600; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 170
Sorcerer-Prophet (Fire)wh3_dlc23_chd_cha_sorcerer_prophet_fire_lammasu16,056 → 6,36060 → 7440 → 4248 → 54270 → 300180 → 2301,0001,600 → 1,850Charge bonus 40 → 50; Mass 3,400 → 3,600; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 180; Spell resistance 25% → 0%
Sorcerer-Prophet (Hashut)wh3_dlc23_chd_cha_sorcerer_prophet_hashut14,048 → 4,800120 → 1324442 → 48230 → 255100 → 1151,000900 → 1,000Charge bonus 16 → 20; Mass 1,100 → 1,200; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 120
Sorcerer-Prophet (Hashut)wh3_dlc23_chd_cha_sorcerer_prophet_hashut_bale_taurus18,266 → 8,91070 → 8456 → 5440 → 46140 → 1604001,0002,200 → 2,300Charge bonus 80 → 85; Mass 5,100 → 5,200; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 215
Sorcerer-Prophet (Hashut)wh3_dlc23_chd_cha_sorcerer_prophet_hashut_great_taurus16,676 → 7,21060 → 744628 → 34130 → 150320 → 3501,0001,500 → 1,700Mass 3,400 → 3,600; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 170
Sorcerer-Prophet (Hashut)wh3_dlc23_chd_cha_sorcerer_prophet_hashut_lammasu16,056 → 6,36060 → 7440 → 4248 → 54270 → 300180 → 2301,0001,600 → 1,850Charge bonus 40 → 50; Mass 3,400 → 3,600; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 180; Spell resistance 25% → 0%
Sorcerer-Prophet (Metal)wh3_dlc23_chd_cha_sorcerer_prophet_metal14,048 → 4,800120 → 1324442 → 48230 → 255100 → 1151,000900 → 1,000Charge bonus 16 → 20; Mass 1,100 → 1,200; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 120
Sorcerer-Prophet (Metal)wh3_dlc23_chd_cha_sorcerer_prophet_metal_bale_taurus18,266 → 8,91070 → 8456 → 5440 → 46140 → 1604001,0002,200 → 2,300Charge bonus 80 → 85; Mass 5,100 → 5,200; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 215
Sorcerer-Prophet (Metal)wh3_dlc23_chd_cha_sorcerer_prophet_metal_great_taurus16,676 → 7,21060 → 744628 → 34130 → 150320 → 3501,0001,500 → 1,700Mass 3,400 → 3,600; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 170
Sorcerer-Prophet (Metal)wh3_dlc23_chd_cha_sorcerer_prophet_metal_lammasu16,056 → 6,36060 → 7440 → 4248 → 54270 → 300180 → 2301,0001,600 → 1,850Charge bonus 40 → 50; Mass 3,400 → 3,600; Range 110 m → 115 m; Ammunition 45 → 60; Missile base damage 22 → 30; Missile AP damage 64 → 70; Reload time 10 s → 7 s; Upkeep 250 → 180; Spell resistance 25% → 0%
Zhatan the Blackwh3_dlc23_chd_cha_zhatan_the_black15,820 → 6,700125 → 13562 → 6055 → 60280 → 330180 → 2301,000 → 1,400850 → 1,400Missile block 55% → 65%; Bonus vs infantry 0 → 18; Charge bonus 30 → 35; Mass 1,100 → 1,200; Upkeep 250 → 135
Zhatan the Blackwh3_dlc23_chd_cha_zhatan_the_black_great_taurus16,676 → 7,31060 → 7446 → 4828 → 38130 → 150320 → 3501,000 → 1,8001,450 → 1,800Charge bonus 80 → 85; Mass 3,400 → 3,600; Upkeep 250 → 175
Zhatan the Blackwh3_dlc23_chd_cha_zhatan_the_black_lammasu16,856 → 7,31060 → 7444 → 4652 → 58270 → 300180 → 2301,000 → 2,0001,550 → 2,000Charge bonus 40 → 55; Mass 3,400 → 3,600; Upkeep 250 → 195; Spell resistance 25% → 0%
Chaos Dwarf Blunderbusseswh3_dlc23_chd_inf_chaos_dwarf_blunderbusses806,160 → 9,60085 → 9428 → 2932 → 3725 → 249 → 8900 → 1,000900 → 1,000Missile block 55% → 65%; Charge bonus 6 → 10; Range 90 m → 100 m; Ammunition 30 → 40; Reload time 11 s → 10 s; Upkeep 225 → 115
The Granite Guard (Chaos Dwarf Blunderbusses)wh3_dlc23_chd_inf_chaos_dwarf_blunderbusses_ror806,800 → 10,000100 → 10438 → 3346 → 4412 → 1034 → 311,200 → 1,3001,200 → 1,300Leadership 75 → 70; Charge bonus 18 → 20; Range 90 m → 105 m; Ammunition 30 → 40; Missile base damage 5 → 6; Missile AP damage 13 → 14; Reload time 9 s → 10 s; Upkeep 300 → 130; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Chaos Dwarf Warriorswh3_dlc23_chd_inf_chaos_dwarf_warriors1008,200 → 12,50085 → 9630 → 3344 → 4025 → 249 → 8600600Missile block 55% → 65%; Charge bonus 12 → 15; Upkeep 150 → 100
Chaos Dwarf Warriors (Great Weapons)wh3_dlc23_chd_inf_chaos_dwarf_warriors_great_weapons1008,200 → 12,50085 → 9630 → 3534 → 4210 → 928 → 25650650Charge bonus 18 → 20; Upkeep 162 → 100
The Blazing Beards of Bazherak (Chaos Dwarf Warriors)wh3_dlc23_chd_inf_chaos_dwarf_warriors_ror1008,200 → 13,00085 → 10438 → 3654 → 45259950 → 1,000950 → 1,000Missile block 55% → 65%; Leadership 80 → 75; Charge bonus 12 → 18; Range 70 m → 75 m; Ammunition 2 → 3; Missile base damage 1 → 3; Missile AP damage 0 → 6; Upkeep 238 → 115; Spell resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Goblin Labourerswh3_dlc23_chd_inf_goblin_labourers1809,000 → 15,3000 → 1012 → 1416 → 20164150 → 200150 → 200Leadership 32 → 30; Charge bonus 6 → 10; Upkeep 37 → 25
Hobgoblin Archerswh3_dlc23_chd_inf_hobgoblin_archers120 → 906,960 → 8,55025 → 3618 → 1924 → 3021 → 237500500Charge bonus 10 → 12; Range 140 m → 135 m; Ammunition 24 → 30; Missile base damage 11 → 13; Missile AP damage 2 → 3; Upkeep 125 → 85
Hobgoblin Cutthroatswh3_dlc23_chd_inf_hobgoblin_cutthroats1408,120 → 14,00025 → 4432 → 2928 → 3321 → 237400 → 450400 → 450Missile block 35% → 50%; Charge bonus 15 → 18; Upkeep 100 → 80
Hobgoblin Sneaky Gitswh3_dlc23_chd_inf_hobgoblin_sneaky_gits1206,960 → 12,00025 → 4632 → 3120 → 2821 → 227 → 8575 → 550500 → 550Leadership 45 → 40; Bonus vs infantry 7 → 6; Charge bonus 22 → 25; Range 70 m → 75 m; Missile base damage 12 → 15; Missile AP damage 3 → 5; Upkeep 144 → 90
Infernal Guardwh3_dlc23_chd_inf_infernal_guard1009,000 → 13,500100 → 11432 → 3656 → 5431 → 2911 → 10950950Missile block 55% → 65%; Charge bonus 12 → 18; Upkeep 237 → 115; New: Immune to Psychology
Infernal Guard (Fireglaives)wh3_dlc23_chd_inf_infernal_guard_fireglaives806,800 → 10,400100 → 10830 → 3242 → 48925 → 231,200 → 1,1001,200 → 1,100Leadership 75 → 80; Bonus vs large 5 → 6; Charge bonus 8 → 12; Range 145 m → 160 m; Ammunition 30 → 40; Missile base damage 6 → 7; Missile AP damage 24 → 26; Upkeep 300 → 120; New: Immune to Psychology
Infernal Guard (Great Weapons)wh3_dlc23_chd_inf_infernal_guard_great_weapons1009,000 → 13,500100 → 11432 → 3846 → 5412 → 1034 → 311,0001,000Charge bonus 18 → 24; Upkeep 250 → 115; New: Immune to Psychology
Infernal Ironswornwh3_dlc23_chd_inf_infernal_ironsworn10010,600 → 14,000125 → 1224264 → 6032 → 3110 → 121,400 → 1,3501,400 → 1,350Missile block 55% → 60%; Charge bonus 12 → 20; Range 70 m → 75 m; Ammunition 2 → 3; Missile base damage 1 → 3; Missile AP damage 0 → 6; Upkeep 350 → 135; New: Causes Fear
The Immortals (Infernal Ironsworn)wh3_dlc23_chd_inf_infernal_ironsworn_ror10010,600 → 15,000125 → 12852 → 4660 → 5936 → 3518 → 161,650 → 1,5001,650 → 1,500Leadership 95 → 90; Bonus vs infantry 14 → 10; Charge bonus 26 → 32; Upkeep 412 → 155; Missile resistance 0% → 15%; Fire resistance 25% → 30%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; New: Causes Fear
Orc Labourerswh3_dlc23_chd_inf_orc_labourers14010,640 → 16,1000 → 1022 → 2412 → 206 → 518 → 20300 → 350250 → 350Leadership 36 → 35; Charge bonus 18 → 22; Upkeep 75 → 50
Bale Tauruswh3_dlc23_chd_mon_bale_taurus18,258 → 10,50060 → 8456 → 6340 → 49140 → 1604001,700 → 2,0001,700 → 2,000Leadership 60 → 65; Charge bonus 80 → 90; Upkeep 425 → 200; Fire resistance 35% → 45%
Great Tauruswh3_dlc23_chd_mon_great_taurus16,668 → 8,80050 → 6646 → 4928 → 40130 → 150320 → 3501,100 → 1,4001,100 → 1,400Charge bonus 80 → 86; Mass 2,000 → 2,100; Upkeep 275 → 140
K'daai Destroyerwh3_dlc23_chd_mon_kdaai_destroyer110,240 → 12,800120 → 10456 → 6038 → 46180 → 1905002,200 → 2,4002,000 → 2,400Leadership 70 → 65; Bonus vs large 0 → 20; Charge bonus 45 → 48; Upkeep 550 → 240; Missile resistance 15% → 10%; Fire resistance 35% → 50%
K'daai Firebornwh3_dlc23_chd_mon_kdaai_fireborn167,872 → 11,84080 → 8432 → 3540 → 4836 → 4084 → 861,400 → 1,7001,325 → 1,700Leadership 60 → 50; Charge bonus 40 → 50; Mass 1,500 → 1,600; Upkeep 350 → 170; Fire resistance 35% → 50%
Lammasuwh3_dlc23_chd_mon_lammasu16,048 → 8,40045 → 7436 → 5144 → 50270 → 300180 → 2301,200 → 1,5501,200 → 1,550Charge bonus 40 → 60; Mass 2,000 → 2,100; Upkeep 300 → 155; Missile resistance 15% → 20%; Spell resistance 25% → 0%; Fire resistance 25% → 30%
Deathshrieker Rocket Launcherwh3_dlc23_chd_veh_deathshrieker_rocket_launcher15,010 → 5,38070 → 842010 → 15130 → 14040 → 601,3001,300 → 1,200Leadership 55 → 50; Charge bonus 5 → 10; Ammunition 25 → 30; Missile base damage 36 → 50; Missile AP damage 96 → 110; Reload time 12 s → 11 s; Upkeep 325 → 135
Dreadquake Mortarwh3_dlc23_chd_veh_dreadquake_mortar15,540 → 5,72570 → 842010 → 15130 → 14040 → 602,000 → 2,5001,800 → 2,500Leadership 55 → 100; Charge bonus 5 → 10; Range 450 m → 400 m; Ammunition 15 → 20; Missile base damage 72 → 65; Missile AP damage 262 → 255; Upkeep 500 → 245
Iron Daemonwh3_dlc23_chd_veh_iron_daemon17,570 → 7,765120 → 11430 → 362570180 → 1501,1001,150 → 1,000Bonus vs infantry 20 → 18; Range 120 m → 130 m; Ammunition 20 → 25; Missile AP damage 52 → 55; Reload time 11 s → 10 s; Upkeep 275 → 120
Iron Daemon – Dreadquake Mortarwh3_dlc23_chd_veh_iron_daemon_1dreadquake17,600 → 7,795120 → 11430 → 362570180 → 1503,100 → 3,3002,750 → 3,300Bonus vs infantry 20 → 18; Range 450 m → 400 m; Ammunition 15 → 20; Missile base damage 72 → 65; Missile AP damage 262 → 255; Upkeep 775 → 330
Supply Trainwh3_dlc23_chd_veh_iron_daemon_3payload_qb18,580 → 8,720120 → 11430 → 362570180 → 1501,000 → 8,0001,050 → 8,000Bonus vs infantry 20 → 18; Upkeep 0 → 800
The Daemon's Tongue (Iron Daemon)wh3_dlc23_chd_veh_iron_daemon_ror17,570 → 7,775120 → 11438 → 4032 → 2870 → 75180 → 1551,700 → 1,8001,750 → 1,800Charge bonus 50 → 60; Range 80 m → 90 m; Ammunition 23 → 25; Missile base damage 30 → 40; Upkeep 425 → 180; Missile resistance 0% → 10%
The Daemon's Tongue – Dreadquake Mortarwh3_dlc23_chd_veh_iron_daemon_ror_1dreadquake17,600 → 7,805120 → 11438 → 4032 → 2870 → 75180 → 1553,700 → 3,4003,350 → 3,400Charge bonus 50 → 60; Range 450 m → 400 m; Ammunition 15 → 20; Missile base damage 72 → 65; Missile AP damage 262 → 255; Upkeep 925 → 340; Missile resistance 0% → 10%
Magma Cannonwh3_dlc23_chd_veh_magma_cannon15,010 → 5,38070 → 842010 → 15130 → 14040 → 601,050 → 1,0001,000 → 900Leadership 55 → 65; Charge bonus 5 → 10; Range 380 m → 450 m; Ammunition 25 → 35; Missile base damage 140 → 265; Missile AP damage 260 → 145; Upkeep 262 → 115
Skullcrackerwh3_dlc23_chd_veh_skullcracker17,530 → 7,725120 → 11440 → 3625110 → 100240 → 2001,200 → 1,3001,150 → 1,200Bonus vs infantry 20 → 18; Charge bonus 50 → 55; Upkeep 300 → 130
Skullcracker – Dreadquake Mortarwh3_dlc23_chd_veh_skullcracker_1dreadquake17,560 → 7,755120 → 11440 → 3625110 → 100240 → 2003,200 → 3,4002,750 → 3,400Bonus vs infantry 20 → 18; Charge bonus 50 → 55; Range 450 m → 400 m; Ammunition 15 → 20; Missile base damage 72 → 65; Missile AP damage 262 → 255; Upkeep 800 → 340
The Ice-Forged Legion (Hellcannons)wh_dlc08_nor_art_hellcannon_battery415,828 → 19,98030 → 4618 → 2014 → 1721 → 257 → 63,200 → 1,5003,200 → 1,400Charge bonus 5 → 8; Range 420 m → 430 m; Ammunition 40 → 60; Missile base damage 72 → 80; Missile AP damage 262 → 270; Upkeep 800 → 0; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Hellcannonwh_main_chs_art_hellcannon13,957 → 4,67030 → 421814 → 1521 → 257 → 61,200 → 1,4001,200 → 1,300Charge bonus 5 → 6; Range 420 m → 425 m; Ammunition 25 → 52; Missile base damage 72 → 80; Missile AP damage 262 → 260; Reload time 12 s → 14 s; Upkeep 300 → 155
The Soul of Damnation (Hellcannon)wh_pro04_chs_art_hellcannon_ror_013,957 → 4,86530 → 4624 → 2519 → 2621 → 257 → 61,5501,550Charge bonus 5 → 9; Range 420 m → 430 m; Ammunition 40 → 60; Missile base damage 72 → 80; Missile AP damage 262 → 270; Upkeep 388 → 165; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Hobgoblin Bolt Throwerwh3_main_chd_art_hobgob_bolt_thrower85,456 → 7,04025 → 3610 → 126 → 821 → 237650 → 680650 → 680Range 320 m → 325 m; Ammunition 22 → 32; Missile AP damage 70 → 80; Reload time 12 s → 11 s; Upkeep 162 → 90
Chaos Siege Giantwh3_dlc29_chd_mon_chaos_siege_giantNo custom-battle faction with Radious112,620110 → 12270342005002,0002,000Missile block 60% → 65%; Removed: Directional Shield, Causes Fear, Causes Terror, Wallbreaker

Not in custom battle with Radious

1 Chaos Dwarfs unit 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.

Chaos Siege Giant

New units in Radious

  • Herald of the Conclaverad_wh3_part3_main_unit_chd_herald_of_the_conclave1 modelHealth7,800Armour96Leadership80Speed70Melee attack55Melee defence54Weapon strength (base + AP)595Charge bonus70Physical resistance %10Missile resistance %25Fire resistance %40Multiplayer cost1,400
  • Scions of Hashut (Dual Weapons)wh3_chsdawi_centa_dual16 modelsHealth13,040Armour94Leadership80Speed62Melee attack50Melee defence59Weapon strength (base + AP)130Charge bonus67Missile resistance %25Fire resistance %25Multiplayer cost1,850
  • Scions of Hashut (Great Weapons)wh3_chsdawi_centa_heavy16 modelsHealth13,040Armour94Leadership80Speed62Melee attack48Melee defence60Weapon strength (base + AP)131Charge bonus65Missile resistance %25Fire resistance %25Multiplayer cost1,900
  • Scions of Hashutwh3_chsdawi_centa_shield16 modelsHealth13,040Armour94Leadership80Speed62Melee attack45Melee defence62Weapon strength (base + AP)129Charge bonus60Missile resistance %25Fire resistance %25Multiplayer cost1,800
  • Dark Lands Watchers (Infernal Crossbows)wh3_chsdawi_dark_cross80 modelsHealth10,400Armour110Leadership80Speed26Melee attack34Melee defence45Weapon strength (base + AP)35Charge bonus17Missile damage (base + AP)26Range170Physical resistance %5Missile resistance %5Fire resistance %10Multiplayer cost1,250
  • Dark Lands Watchers (Dual Weapons)wh3_chsdawi_dark_dual100 modelsHealth13,500Armour112Leadership80Speed26Melee attack39Melee defence58Weapon strength (base + AP)43Charge bonus28Physical resistance %5Missile resistance %5Fire resistance %10Multiplayer cost1,200
  • Dark Lands Watchers (Rifles)wh3_chsdawi_dark_rifle80 modelsHealth10,400Armour110Leadership80Speed26Melee attack35Melee defence46Weapon strength (base + AP)37Charge bonus19Missile damage (base + AP)26Range165Physical resistance %5Missile resistance %5Fire resistance %10Multiplayer cost1,300
  • Dark Lands Watcherswh3_chsdawi_dark_shield100 modelsHealth13,500Armour112Leadership80Speed26Melee attack38Melee defence55Weapon strength (base + AP)42Charge bonus20Physical resistance %5Missile resistance %5Fire resistance %10Multiplayer cost1,150
  • Chaos Dwarf Grenadiers (Cluster Bombs)wh3_chsdawi_grena_clust80 modelsHealth11,200Armour104Leadership80Speed26Melee attack35Melee defence50Weapon strength (base + AP)37Charge bonus10Missile damage (base + AP)3Range80Fire resistance %50Multiplayer cost1,450
  • Chaos Dwarf Grenadiers (Naphta Bombs)wh3_chsdawi_grena_naph80 modelsHealth11,200Armour104Leadership80Speed26Melee attack34Melee defence51Weapon strength (base + AP)37Charge bonus10Missile damage (base + AP)12Range80Fire resistance %50Multiplayer cost1,400
  • Hobgoblin Mercenarieswh3_chsdawi_hobgo140 modelsHealth15,400Armour56Leadership50Speed35Melee attack35Melee defence39Weapon strength (base + AP)35Charge bonus24Physical resistance %5Fire resistance %10Multiplayer cost700
  • Hobgoblin Mercenaries (Bows)wh3_chsdawi_hobgo_archer90 modelsHealth9,450Armour52Leadership50Speed35Melee attack25Melee defence35Weapon strength (base + AP)33Charge bonus16Missile damage (base + AP)19Range140Physical resistance %5Fire resistance %10Multiplayer cost750
  • Mercenary Wolf Raiderswh3_chsdawi_hobgo_wolf60 modelsHealth6,900Armour66Leadership50Speed95Melee attack34Melee defence37Weapon strength (base + AP)35Charge bonus53Physical resistance %5Fire resistance %10Multiplayer cost900
  • The Burning Host (Blunderbusses)wh3_chsdawi_host_blund80 modelsHealth11,200Armour128Leadership90Speed26Melee attack41Melee defence55Weapon strength (base + AP)40Charge bonus16Missile damage (base + AP)21Range115Magic resistance %30Fire resistance %50Multiplayer cost1,800
  • The Burning Host (Dual Weapons)wh3_chsdawi_host_dual100 modelsHealth15,000Armour132Leadership90Speed26Melee attack50Melee defence63Weapon strength (base + AP)54Charge bonus35Magic resistance %30Fire resistance %50Multiplayer cost1,800
  • The Burning Host (Magma Guns)wh3_chsdawi_host_flame28 modelsHealth5,040Armour128Leadership90Speed26Melee attack28Melee defence40Weapon strength (base + AP)38Charge bonus10Missile damage (base + AP)11Range110Magic resistance %30Fire resistance %75Multiplayer cost1,900
  • The Burning Hostwh3_chsdawi_host_great100 modelsHealth15,000Armour132Leadership90Speed26Melee attack49Melee defence64Weapon strength (base + AP)52Charge bonus33Magic resistance %30Fire resistance %50Multiplayer cost1,750
  • Infernal Guard (Dual Weapons)wh3_chsdawi_infernal_dual100 modelsHealth13,500Armour114Leadership80Speed26Melee attack37Melee defence56Weapon strength (base + AP)41Charge bonus26Fire resistance %25Multiplayer cost1,050
  • Infernal Guard Blunderbusseswh3_chsdawi_infernal_rifle80 modelsHealth10,400Armour108Leadership80Speed26Melee attack30Melee defence50Weapon strength (base + AP)36Charge bonus10Missile damage (base + AP)20Range110Fire resistance %25Multiplayer cost1,150
  • Infernal Ironsworn (Great Weapons)wh3_chsdawi_iron_great100 modelsHealth14,000Armour122Leadership85Speed26Melee attack44Melee defence58Weapon strength (base + AP)46Charge bonus25Missile damage (base + AP)9Range75Fire resistance %25Multiplayer cost1,400
  • Savage Orc Slaveswh3_chsdawi_sav_dual140 modelsHealth18,200Armour15Leadership45Speed31Melee attack30Melee defence29Weapon strength (base + AP)34Charge bonus31Physical resistance %30Missile resistance %10Multiplayer cost560
  • Savage Orc Slaves (Great Weapons)wh3_chsdawi_sav_great140 modelsHealth18,200Armour15Leadership45Speed31Melee attack31Melee defence28Weapon strength (base + AP)35Charge bonus30Physical resistance %30Missile resistance %10Multiplayer cost580
  • Sentinels of Uzkulak (Dual Weapons)wh3_chsdawi_senti_dual100 modelsHealth14,000Armour128Leadership85Speed26Melee attack48Melee defence61Weapon strength (base + AP)52Charge bonus31Missile resistance %10Fire resistance %35Multiplayer cost1,600
  • Sentinels of Uzkulak (Fireglaives)wh3_chsdawi_senti_fire80 modelsHealth10,800Armour122Leadership85Speed26Melee attack39Melee defence53Weapon strength (base + AP)39Charge bonus20Missile damage (base + AP)37Range175Missile resistance %10Fire resistance %35Multiplayer cost1,600
  • Sentinels of Uzkulak (Great Weapons)wh3_chsdawi_senti_great100 modelsHealth14,000Armour128Leadership85Speed26Melee attack47Melee defence62Weapon strength (base + AP)50Charge bonus29Missile resistance %10Fire resistance %35Multiplayer cost1,650
  • Sentinels of Uzkulakwh3_chsdawi_senti_shield100 modelsHealth14,000Armour128Leadership85Speed26Melee attack45Melee defence63Weapon strength (base + AP)47Charge bonus23Missile resistance %10Fire resistance %35Multiplayer cost1,550
  • Chaos Dwarf Warriors (Dual Weapons)wh3_chsdawi_warrior100 modelsHealth12,500Armour96Leadership70Speed28Melee attack34Melee defence44Weapon strength (base + AP)34Charge bonus22Fire resistance %15Multiplayer cost670
  • Chaos Dwarf Blunderbusses (Great Weapons)wh3_chsdawi_warrior_rifle80 modelsHealth9,600Armour94Leadership65Speed28Melee attack31Melee defence36Weapon strength (base + AP)32Charge bonus12Missile damage (base + AP)18Range100Fire resistance %15Multiplayer cost1,050

Skills

Lucky Lackeys
  • −Missile strength: +12% for Hobgoblins and Hobgoblin Wolf Raiders units (Rank 7 and above) (Lord's army)
  • +Missile strength: +8% for Hobgoblins and Hobgoblin Wolf Raiders units (Rank 7 and above) (Lord's army)
Bloodied Bombardment
  • −Explosive missile damage: +12% for Iron Daemon and Artillery units (Rank 7 and above) (Lord's army)
  • −Missile resistance: 15% for Iron Daemon and Artillery, Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units (Rank 7 and above) (Lord's army)
  • −Missile strength: +12% for Iron Daemon, Artillery, Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units (Rank 7 and above) (Lord's army)
  • +Explosive missile damage: +8% for Iron Daemon and Artillery units (Rank 7 and above) (Lord's army)
  • +Missile strength: +8% for Iron Daemon, Artillery, Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units (Rank 7 and above) (Lord's army)
  • +Missile resistance: 10% for Iron Daemon and Artillery, Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units (Rank 7 and above) (Lord's army)
Wretched Warhost
  • −Charge bonus: +12 for Bull Centaur Renders, Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Rank 7 and above) (Lord's army)
  • −Weapon strength: +12% for Bull Centaur Renders, Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Rank 7 and above) (Lord's army)
  • +Charge bonus: +10 for Bull Centaur Renders, Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Rank 7 and above) (Lord's army)
  • +Weapon strength: +8% for Bull Centaur Renders, Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Rank 7 and above) (Lord's army)
Logistician
  • −Level 1: Casualty replenishment rate: +2% (Lord's army)
  • −Level 2: Casualty replenishment rate: +4% (Lord's army)
  • −Level 3: Casualty replenishment rate: +6% (Lord's army)
  • +Level 1: Casualty replenishment rate: +3% (Lord's army)
  • +Level 2: Casualty replenishment rate: +5% (Lord's army)
  • +Level 3: Casualty replenishment rate: +7% (Lord's army)
Tyrant
  • −Level 1: Labour gained post-battle: +5%
  • −Level 2: Labour gained post-battle: +10%
  • −Level 3: Labour gained post-battle: +15%
  • +Level 1: Labour gained post-battle: +10%
  • +Level 2: Labour gained post-battle: +15%
  • +Level 3: Labour gained post-battle: +20%
Serve or Die
  • −Level 1: Recruitment cost: -5% (Lord's army)
  • −Level 2: Recruitment cost: -10% (Lord's army)
  • −Level 3: Recruit rank: +2 for all units (Lord's army)
  • −Level 3: Recruitment cost: -15% (Lord's army)
  • +Level 1: Recruitment cost: -4% (Lord's army)
  • +Level 2: Recruitment cost: -8% (Lord's army)
  • +Level 3: Recruitment cost: -12% (Lord's army)
  • +Level 3: Recruit rank: +1 for all units (Lord's army)
Unbridled Cruelty
  • −Upkeep: -10% (Lord's army)
  • +Upkeep: -7% (Lord's army)
Architect of Evil
  • −Armament cost: -25% for increasing capacity of Bull Centaur units
  • −Armour-piercing weapon damage: +10 for Bull Centaurs Renders units (own army)
  • −Upkeep: -20% for Bull Centaur Renders units (own army)
  • +Armament cost: -20% for increasing capacity of Bull Centaur units
  • +Armour-piercing weapon damage: +8 for Bull Centaurs Renders units (own army)
  • +Upkeep: -10% for Bull Centaur Renders units (own army)
Dark Sacrifice
  • −Winds of Magic cost: -6 for "Hell Hammer"
  • −Winds of Magic cost: -9 for "Hell Hammer Upgraded"
  • +Winds of Magic cost: -4 for "Hell Hammer"
  • +Winds of Magic cost: -6 for "Hell Hammer Upgraded"
Blackshard Bulwark
  • −Level 1: Armour: +4 for Chaos Dwarf Melee Infantry units (Lord's army)
  • −Level 2: Melee attack: +3 for Chaos Dwarf Melee Infantry units (Lord's army)
  • −Level 3: Armour: +12 for Chaos Dwarf Melee Infantry units (Lord's army)
  • +Level 1: Armour: +6 for Chaos Dwarf Melee Infantry units (Lord's army)
  • +Level 2: Melee attack: +4 for Chaos Dwarf Melee Infantry units (Lord's army)
  • +Level 3: Armour: +10 for Chaos Dwarf Melee Infantry units (Lord's army)
Firing Drills
  • −Level 1: Missile strength: +4% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)
  • −Level 2: Missile strength: +8% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)
  • −Level 3: Missile strength: +12% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)
  • +Level 1: Missile strength: +3% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)
  • +Level 2: Missile strength: +6% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)
  • +Level 3: Missile strength: +9% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (Lord's army)
Crushing Charge
  • −Level 1: Weapon strength: +4% for Bull Centaur Renders units (Lord's army)
  • −Level 2: Weapon strength: +8% for Bull Centaur Renders units (Lord's army)
  • −Level 3: Charge bonus: +9 for Bull Centaur Renders units (Lord's army)
  • −Level 3: Weapon strength: +12% for Bull Centaur Renders units (Lord's army)
  • +Level 1: Weapon strength: +3% for Bull Centaur Renders units (Lord's army)
  • +Level 2: Weapon strength: +6% for Bull Centaur Renders units (Lord's army)
  • +Level 3: Charge bonus: +8 for Bull Centaur Renders units (Lord's army)
  • +Level 3: Weapon strength: +9% for Bull Centaur Renders units (Lord's army)
Hellish Blows
  • −Level 1: Weapon strength: +4% for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
  • −Level 2: Melee attack: +3 for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
  • −Level 2: Weapon strength: +8% for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
  • −Level 3: Weapon strength: +12% for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
  • +Level 1: Weapon strength: +3% for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
  • +Level 2: Melee attack: +4 for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
  • +Level 2: Weapon strength: +6% for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
  • +Level 3: Weapon strength: +9% for Great Taurus, Lammasu, Bale Taurus, Chaos Siege Giant, K'daai and Skullcracker units (Lord's army)
Piercing Shots
  • −Level 1: Explosive missile damage: +5%
  • −Level 2: Explosive missile damage: +10%
  • −Level 3: Explosive missile damage: +15%
  • +Level 1: Explosive missile damage: +10%
  • +Level 2: Explosive missile damage: +15%
  • +Level 3: Explosive missile damage: +20%
Towering Heights
  • −Construction cost: -15% for all buildings (local province)
  • +Construction cost: -10% for all buildings (local province)
We Are Legion
  • −Armament cost: -25% for increasing capacity of Infernal Guard and Infernal Ironsworn units
  • −Bonus vs infantry: +15 for Infernal Guard and Infernal Ironsworn units (Lord's army)
  • −Upkeep: -15% for Infernal Guard and Infernal Ironsworn units (Lord's army)
  • +Armament cost: -20% for increasing capacity of Infernal Guard and Infernal Ironsworn units
  • +Bonus vs infantry: +10 for Infernal Guard and Infernal Ironsworn units (Lord's army)
  • +Upkeep: -10% for Infernal Guard and Infernal Ironsworn units (Lord's army)
Greed of Azgorh
  • −Raw Materials output: +10% (factionwide)
  • −Income from Cities: +10% (factionwide)
  • +Raw Materials output: +15% (factionwide)
  • +Income from Cities: +8% (factionwide)
Master of Hell
  • −Armament cost: -25% for increasing capacity of K'daai units
  • −Weapon strength: +15% for K'daai units (Lord's army)
  • +Armament cost: -20% for increasing capacity of K'daai units
  • +Weapon strength: +10% for K'daai units (Lord's army)
Long Years of Exile
  • −Winds of Magic cost: -6 for "Flames of Azgorh"
  • −Winds of Magic cost: -9 for "Flames of Azgorh Upgraded"
  • +Winds of Magic cost: -4 for "Flames of Azgorh"
  • +Winds of Magic cost: -6 for "Flames of Azgorh Upgraded"
The Stabbiest
  • −Upkeep: -20% for Hobgoblin units (all units in army)
  • +Upkeep: -10% for Hobgoblin units (all units in army)
Stick 'Em!
  • −Level 1: Melee attack: +3 for Hobgoblins and Hobgoblin Wolf Raiders units (all units in army)
  • −Level 1: Weapon strength: +10% for Hobgoblin and Hobgoblin Wolf Raider units (all units in army)
  • −Level 2: Weapon strength: +15% for Hobgoblin and Hobgoblin Wolf Raider units (all units in army)
  • −Level 3: Melee attack: +9 for Hobgoblins and Hobgoblin Wolf Raiders units (all units in army)
  • −Level 3: Weapon strength: +20% for Hobgoblin and Hobgoblin Wolf Raider units (all units in army)
  • +Level 1: Melee attack: +4 for Hobgoblins and Hobgoblin Wolf Raiders units (all units in army)
  • +Level 1: Weapon strength: +8% for Hobgoblin and Hobgoblin Wolf Raider units (all units in army)
  • +Level 2: Weapon strength: +12% for Hobgoblin and Hobgoblin Wolf Raider units (all units in army)
  • +Level 3: Melee attack: +8 for Hobgoblins and Hobgoblin Wolf Raiders units (all units in army)
  • +Level 3: Weapon strength: +16% for Hobgoblin and Hobgoblin Wolf Raider units (all units in army)
Shoot 'Em!
  • −Level 1: Missile strength: +10% for Hobgoblin and Hobgoblin Wolf Raider units (all units in army)
  • −Level 2: Missile strength: +15% for Hobgoblin and Hobgoblin Wolf Raider units (all units in army)
  • −Level 3: Missile strength: +20% for Hobgoblin and Hobgoblin Wolf Raider units (all units in army)
  • +Level 1: Missile strength: +8% for Hobgoblin and Hobgoblin Wolf Raider units (all units in army)
  • +Level 2: Missile strength: +12% for Hobgoblin and Hobgoblin Wolf Raider units (all units in army)
  • +Level 3: Missile strength: +15% for Hobgoblin and Hobgoblin Wolf Raider units (all units in army)
Dodge 'Em!
  • −Level 3: Missile resistance: 25% for Hobgoblins and Hobgoblin Wolf Raiders units (all units in army)
  • +Level 3: Missile resistance: 20% for Hobgoblins and Hobgoblin Wolf Raiders units (all units in army)
Piercing Shots
  • +Level 1: Explosive missile damage: +10%
  • +Level 2: Explosive missile damage: +15%
  • +Level 3: Explosive missile damage: +20%
In Your Face
  • −Explosive missile damage: +100%
  • +Explosive missile damage: +50%
Skirmish Tactics
  • −Armour: -20
  • +Armour: -15
Sorcerer's Thrall
  • −Casualty replenishment rate: +5% (Lord's army)
  • −Spell resistance: 20% (Lord's army)
  • +Spell resistance: 15% (Lord's army)
  • +Casualty replenishment rate: +4% (Lord's army)
Adjutant
  • −Recruitment cost: -15% (Lord's army)
  • −Upkeep: -5% (Lord's army)
  • +Recruitment cost: -8% (Lord's army)
  • +Upkeep: -4% (Lord's army)
Armourer
  • −Armour: +20 for Chaos Dwarf Infantry (Lord's army)
  • +Armour: +15 for Chaos Dwarf Infantry (Lord's army)
Brutal Disciplinarian
  • −Labour gained post-battle: +10%
  • +Labour gained post-battle: +15%
Harsh Master
  • −Leadership: +6 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Lord's army)
  • −Upkeep: -15% for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Lord's army)
  • +Upkeep: -8% for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Lord's army)
  • +Leadership: +5 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Lord's army)
Thirst for Magic
  • −Cooldown: -10% to all spells
  • +Cooldown: -5% to all spells
Voice of Hashut
  • −Recruit rank: +3 for centaurs and monsters (Lord's army)
  • −Casualty replenishment rate: +5% (Lord's army)
  • +Casualty replenishment rate: +4% (Lord's army)
  • +Recruit rank: +1 for centaurs and monsters (Lord's army)
Piercing Shots
  • −Level 1: Explosive missile damage: +7%
  • +Level 1: Explosive missile damage: +10%
Subjugator
  • −Labour gained post-battle: +15%
  • +Labour gained post-battle: +20%
General of Zharr
  • −Casualty replenishment rate: +10% (Lord's army)
  • −Upkeep: -10% (Lord's army)
  • +Casualty replenishment rate: +8% (Lord's army)
  • +Upkeep: -7% (Lord's army)
Haughty Resilience
  • −Armour: +15 (Lord's army)
  • +Armour: +10 (Lord's army)
Laughing Killer
  • −Enemy leadership: -10 (local region)
  • +Enemy leadership: -8 (local region)
Implaccable Taskmasternew
  • +Vigour loss reduction: -20% (Lord's army)
  • +Leadership: +8 when attacking (Lord's army)
Lord of Ironnew
  • +Level 1: Missile Resistance: +3% for all Artillery and Flying Monster units (Lord's army)
  • +Level 1: Armour: +4 for Chaos Dwarf and Bull Centaur units (Lord's army)
  • +Level 1: Physical Resistance: +3% for K'Daai Fireborn, K'Daai Destroyer, Skullcracker units (Lord's army)
  • +Level 2: Missile Resistance: +7% for all Artillery and Flying Monster units (Lord's army)
  • +Level 2: Armour: +6 for Chaos Dwarf and Bull Centaur units (Lord's army)
  • +Level 2: Physical Resistance: +7% for K'Daai Fireborn, K'Daai Destroyer, Skullcracker units (Lord's army)
  • +Level 3: Missile Resistance: +10% for all Artillery and Flying Monster units (Lord's army)
  • +Level 3: Armour: +8 for Chaos Dwarf and Bull Centaur units (Lord's army)
  • +Level 3: Physical Resistance: +10% for K'Daai Fireborn, K'Daai Destroyer, Skullcracker units (Lord's army)
Architect of Destructionnew
  • +Ammunition: +10% (Lord's army)
  • +Leadership: +8 (Lord's army)
Cannon Foddernew
  • +Level 1: Melee Attack: +4 for all Labourer and Hobgoblin melee units (Lord's army)
  • +Level 1: Reload Time Reduction: +3% for all Labourer and Hobgoblin ranged units (Lord's army)
  • +Level 1: Melee Defence: +4 for all Labourer and Hobgoblin melee units (Lord's army)
  • +Level 2: Melee Attack: +8 for all Labourer and Hobgoblin melee units (Lord's army)
  • +Level 2: Reload Time Reduction: +6% for all Labourer and Hobgoblin ranged units (Lord's army)
  • +Level 2: Melee Defence: +8 for all Labourer and Hobgoblin melee units (Lord's army)
  • +Level 3: Melee Attack: +10 for all Labourer and Hobgoblin melee units (Lord's army)
  • +Level 3: Reload Time Reduction: +8% for all Labourer and Hobgoblin ranged units (Lord's army)
  • +Level 3: Melee Defence: +10 for all Labourer and Hobgoblin melee units (Lord's army)
Dour Dutynew
  • +Level 1: Melee Defence: +4 for Chaos Dwarf melee infantry units (Lord's army)
  • +Level 1: Weapon Strength: +4 for Chaos Dwarf melee infantry units (Lord's army)
  • +Level 2: Melee Defence: +6 for Chaos Dwarf melee infantry units (Lord's army)
  • +Level 2: Weapon Strength: +6 for Chaos Dwarf melee infantry units (Lord's army)
  • +Level 3: Melee Defence: +8 for Chaos Dwarf melee infantry units (Lord's army)
  • +Level 3: Weapon Strength: +8 for Chaos Dwarf melee infantry units (Lord's army)
Methodical Annihilationnew
  • +Level 1: Range: +4% for all Fireglaive, Crossbow or Rifle units (Lord's army)
  • +Level 1: Missile Damage: +4% for all Blunderbuss, Magma Guns, and Bomb units (Lord's army)
  • +Level 2: Range: +7% for all Fireglaive, Crossbow or Rifle units (Lord's army)
  • +Level 2: Missile Damage: +6% for all Blunderbuss, Magma Guns, and Bomb units (Lord's army)
  • +Level 3: Range: +10% for all Fireglaive, Crossbow or Rifle units (Lord's army)
  • +Level 3: Missile Damage: +8% for all Blunderbuss, Magma Guns, and Bomb units (Lord's army)
Touched by Hashutnew
  • +Level 1: Speed: +3% for Bull Centaur, Lammasu, and Bale Taurus units (Lord's army)
  • +Level 1: Weapon Strength: +3% for Bull Centaur, Lammasu, and Bale Taurus units (Lord's army)
  • +Level 2: Speed: +6% for Bull Centaur, Lammasu, and Bale Taurus units (Lord's army)
  • +Level 2: Weapon Strength: +6% for Bull Centaur, Lammasu, and Bale Taurus units (Lord's army)
  • +Level 3: Speed: +9% for Bull Centaur, Lammasu, and Bale Taurus units (Lord's army)
  • +Level 3: Weapon Strength: +9% for Bull Centaur, Lammasu, and Bale Taurus units (Lord's army)
Disciple of the Conclavenew
  • +Level 1: Reload Time Reduction: +4% for Iron Daemons, Hellcannons, Magma Cannons, Rocket Launchers and Mortars units (Lord's army)
  • +Level 1: Missile Damage: +4% for Iron Daemons, Hellcannons, Magma Cannons, Rocket Launchers and Mortars units (Lord's army)
  • +Level 2: Reload Time Reduction: +6% for Iron Daemons, Hellcannons, Magma Cannons, Rocket Launchers and Mortars units (Lord's army)
  • +Level 2: Missile Damage: +6% for Iron Daemons, Hellcannons, Magma Cannons, Rocket Launchers and Mortars units (Lord's army)
  • +Level 3: Reload Time Reduction: +8% for Iron Daemons, Hellcannons, Magma Cannons, Rocket Launchers and Mortars units (Lord's army)
  • +Level 3: Missile Damage: +8% for Iron Daemons, Hellcannons, Magma Cannons, Rocket Launchers and Mortars units (Lord's army)
Unholy Vigournew
  • +Level 1: Melee Defence: +3 for K'Daai Fireborn, K'Daai Destroyer, Skullcracker units (Lord's army)
  • +Level 1: Armour: +3 for K'Daai Fireborn, K'Daai Destroyer, Skullcracker units (Lord's army)
  • +Level 2: Melee Defence: +6 for K'Daai Fireborn, K'Daai Destroyer, Skullcracker units (Lord's army)
  • +Level 2: Armour: +6 for K'Daai Fireborn, K'Daai Destroyer, Skullcracker units (Lord's army)
  • +Level 3: Melee Defence: +10 for K'Daai Fireborn, K'Daai Destroyer, Skullcracker units (Lord's army)
  • +Level 3: Armour: +10 for K'Daai Fireborn, K'Daai Destroyer, Skullcracker units (Lord's army)

Buildings

  • −Weapon strength: +10% for Infantry units (factionwide)
  • +Weapon strength: +5% for Infantry units (factionwide)
Pillar of BoneChaos Dwarfs
  • −Empower 2 Sigils within the Black Pyramid (Undead Legions only)
  • −When enemy Lord is present: Winds of Magic power reserve: +10 per turn [PH] (armies in local province)
  • −Income generated: 200
  • −Research rate: +5 (not for Undead Legions)
  • +When enemy Lord is present: Winds of Magic power reserve: +10 per turn (armies in local province)
  • +Income generated: 250
  • +Research rate: +5
  • −Outside regions owned by Chaos Dwarfs: Growth: +20 (not for Undead Legions)
  • −Control: +3
  • +Outside regions owned by Chaos Dwarfs: Growth: +20
  • +Control: +4
  • Cost: 2000 → 500
  • −Outside regions owned by Chaos Dwarfs: Growth: +30 (not for Undead Legions)
  • −Control: +4
  • +Outside regions owned by Chaos Dwarfs: Growth: +30
  • +Control: +5
  • Cost: 4000 → 1000
  • −Outside regions owned by Chaos Dwarfs: Growth: +40 (not for Undead Legions)
  • −Control: +5
  • +Outside regions owned by Chaos Dwarfs: Growth: +40
  • +Control: +6
  • Cost: 6000 → 2000
  • Units: 0 → 2
  • −Outside regions owned by Chaos Dwarfs: Growth: +50 (not for Undead Legions)
  • +Outside regions owned by Chaos Dwarfs: Growth: +50
  • Cost: 8000 → 4500
  • Units: 0 → 2
Miners' WorkshopChaos Dwarfs
  • −Raw Materials output: +10% (local province)
  • +Raw Materials output: +20% (local province)
  • +Armaments: 15 per turn
Tools ManufactoryChaos Dwarfs
  • −Raw Materials output: +30% (local province)
  • +Raw Materials output: +40% (local province)
  • +Armaments: 20 per turn
Factory GuardhouseChaos Dwarfs
  • +Control: +1
  • Cost: 1500 → 2000
Factory WallsChaos Dwarfs
  • +Control: +2
  • Cost: 2500 → 3500
Factory CompoundChaos Dwarfs
  • +Control: +3
  • Cost: 5000 → 7000
  • Units: 0 → 4
Redirected RiverChaos Dwarfs
  • −Income from Refinery buildings: +5% (local region)
  • −Armaments output: +5% (local region)
  • +Income from Refinery buildings: +6% (local region)
  • +Armaments output: +6% (local region)
Sluice GateChaos Dwarfs
  • −Income from Refinery buildings: +10% (local region)
  • −Armaments output: +10% (local region)
  • +Income from Refinery buildings: +12% (local region)
  • +Armaments output: +12% (local region)
  • −Income from Refinery buildings: +15% (local region)
  • −Armaments output: +15% (local region)
  • +Income from Refinery buildings: +18% (local region)
  • +Armaments output: +18% (local region)
Lava FieldsChaos Dwarfs
  • −Chaos Undivided corruption: +3
  • +Chaos Undivided corruption: +4
Monster PensChaos Dwarfs
  • −Chaos Undivided corruption: +4
  • +Chaos Undivided corruption: +5
  • +Unit capacity: +1 for Bull Centaur Renders units
  • +Unit capacity: +1 for Great Taurus units
  • +Unit capacity: +1 for Lammasu units
Fire EnclaveChaos Dwarfs
  • −Chaos Undivided corruption: +5
  • +Chaos Undivided corruption: +6
  • +Local recruitment capacity: +1
  • +Unit capacity: +2 for Bull Centaur Renders units
  • +Unit capacity: +2 for Bale Taurus units
  • +Unit capacity: +2 for Great Taurus units
  • +Unit capacity: +2 for Lammasu units
  • −Hero capacity: +2 for Bull Centaur Taur'ruk
  • −Unlocks Hero recruitment: Bull Centaur Taur'ruk
  • −Chaos Undivided corruption in adjacent provinces: +4
  • −Chaos Undivided corruption: +7
  • Units: 7 → 0
Ash LevelChaos Dwarfs
  • Cost: 2500 → 3000
  • Units: 3 → 5
Ore LevelChaos Dwarfs
  • +Unit capacity: +1 for Chaos Dwarf Blunderbusses units
  • +Unit capacity: +1 for Chaos Dwarf Warriors units
  • +Unit capacity: +1 for Infernal Guard units
  • +Unit capacity: +1 for Infernal Guard (Fireglaives) units
  • Cost: 5000 → 6000
  • Units: 5 → 10
Iron LevelChaos Dwarfs
  • +Local recruitment capacity: +1
  • +Unit capacity: +2 for Chaos Dwarf Blunderbusses units
  • +Unit capacity: +2 for Chaos Dwarf Warriors units
  • +Unit capacity: +2 for Infernal Guard units
  • +Unit capacity: +2 for Infernal Guard (Fireglaives) units
  • +Unit capacity: +2 for Infernal Ironsworn units
  • Cost: 7500 → 8000
  • Units: 7 → 12
  • Cost: 750 → 1000
Hobgoblin BivouacsChaos Dwarfs
  • Cost: 1500 → 2500
DaemonsmithyChaos Dwarfs
  • −Research rate: +2
  • +Research rate: +4
Altar of FireChaos Dwarfs
  • −Research rate: +5
  • +Research rate: +8
  • +Unit capacity: +1 for K'daai Fireborn units
  • −Research rate: +10
  • +Research rate: +12
  • +Unit capacity: +2 for K'daai Destroyer units
  • +Unit capacity: +2 for K'daai Fireborn units
Grand ManufactoryChaos Dwarfs
  • +Unit capacity: +1 for War Machine units
  • +Unit capacity: +1 for Hellcannon units
  • +Unit capacity: +2 for War Machine units
  • +Unit capacity: +2 for Hellcannon units
Strip MineChaos Dwarfs
  • −Raw Materials: 200 per turn (when Workload requirements are met)
  • +Raw Materials: 300 per turn (when Workload requirements are met)
  • Cost: 1500 → 2000
MineshaftChaos Dwarfs
  • −Raw Materials: 300 per turn (when Workload requirements are met)
  • +Raw Materials: 450 per turn (when Workload requirements are met)
  • Cost: 3000 → 4000
  • −Raw Materials: 400 per turn (when Workload requirements are met)
  • +Raw Materials: 600 per turn (when Workload requirements are met)
  • Cost: 5000 → 6000
Garrison OutpostChaos Dwarfs
  • +Control: +1
  • +Recruitment cost: -3% for Hobgoblin units (armies in province)
  • Cost: 750 → 1000
Garrison BaseChaos Dwarfs
  • +Control: +2
  • +Recruitment cost: -6% for Hobgoblin units (armies in province)
  • Cost: 1500 → 2500
  • +Control: +3
  • +Recruit rank: +1 for Hobgoblin units
  • +Recruitment cost: -9% for Hobgoblin units (armies in province)
  • Cost: 2500 → 4000
  • Units: 0 → 4
Irrigation CanalsChaos Dwarfs
  • −Casualty replenishment rate: +3% (armies in region)
  • −Control: +1
  • +Casualty replenishment rate: +4% (armies in region)
  • +Control: +2
  • Cost: 1000 → 1500
QanatChaos Dwarfs
  • −Control: +2
  • +Control: +3
  • Cost: 1500 → 2500
YakhchalChaos Dwarfs
  • −Casualty replenishment rate: +9% (armies in region)
  • −Control: +3
  • +Casualty replenishment rate: +8% (armies in region)
  • +Control: +4
  • Cost: 2500 → 3500
  • Units: 0 → 3
Money PitChaos Dwarfs
  • −Income generated: 150
  • −When technology "Extended Shifts" researched: Income generated: 50
  • +Income generated: 200
  • +When technology "Extended Shifts" researched: Income generated: 60
  • Cost: 750 → 1000
Locked StoresChaos Dwarfs
  • −Income generated: 200
  • −When technology "Extended Shifts" researched: Income generated: 50
  • +Income generated: 250
  • +When technology "Extended Shifts" researched: Income generated: 60
  • Cost: 1500 → 2500
Treasure TroveChaos Dwarfs
  • −Income generated: 250
  • −When technology "Extended Shifts" researched: Income generated: 50
  • +Income generated: 300
  • +When technology "Extended Shifts" researched: Income generated: 60
  • Cost: 2500 → 4000
Guard TowerChaos Dwarfs
  • −Control: +2
  • +Control: +3
  • Cost: 1500 → 2000
WatchtowerChaos Dwarfs
  • −Control: +3
  • +Control: +4
  • Cost: 2500 → 4000
  • Units: 0 → 3
Wolf TamerChaos Dwarfs
  • −Exotic Animals resource production: 20 cages
  • +Exotic Animals resource production: 30 cages
Wolf Taming PensChaos Dwarfs
  • −Recruit rank: +3 for Hobgoblin Wolf Raiders (local province)
  • −Exotic Animals resource production: 30 cages
  • +Recruit rank: +2 for Hobgoblin Wolf Raiders (local province)
  • +Exotic Animals resource production: 40 cages
Giant Wolf StablesChaos Dwarfs
  • −Recruit rank: +5 for Hobgoblin Wolf Raiders (local province)
  • −Exotic Animals resource production: 45 cages
  • +Recruit rank: +3 for Hobgoblin Wolf Raiders (local province)
  • +Exotic Animals resource production: 50 cages
  • −Income generated: 100
  • −Dyes resource production: 20 ounces
  • +Income generated: 150
  • +Dyes resource production: 30 ounces
Cinnabar MineChaos Dwarfs
  • −Income generated: 150
  • −Dyes resource production: 30 ounces
  • +Income generated: 200
  • +Dyes resource production: 40 ounces
Dye-MakerChaos Dwarfs
  • −Income generated: 200
  • −Dyes resource production: 45 ounces
  • +Income generated: 250
  • +Dyes resource production: 50 ounces
TanneryChaos Dwarfs
  • −Recruitment cost: -10% for Chaos Dwarf Infantry units (armies in region)
  • −Furs resource production: 20 bundles
  • +Recruitment cost: -5% for Chaos Dwarf Infantry units (armies in region)
  • +Furs resource production: 30 bundles
HatmakersChaos Dwarfs
  • −Recruitment cost: -20% for Chaos Dwarf Infantry units (armies in region)
  • −Furs resource production: 30 bundles
  • +Recruitment cost: -10% for Chaos Dwarf Infantry units (armies in region)
  • +Furs resource production: 40 bundles
HatteryChaos Dwarfs
  • −Recruitment cost: -30% for Chaos Dwarf Infantry units (armies in region)
  • −Furs resource production: 45 bundles
  • +Recruitment cost: -15% for Chaos Dwarf Infantry units (armies in region)
  • +Furs resource production: 50 bundles
Gold MineChaos Dwarfs
  • −Income generated: 150
  • +Income generated: 250
Gold SmelterChaos Dwarfs
  • −Income generated: 300
  • +Income generated: 400
  • −Income generated: 500
  • +Income generated: 600
  • −When technology "Stockpiling" researched: Armaments output: +15% (local province)
  • +When technology "Stockpiling" researched: Armaments output: +30% (local province)
Animal StoreChaos Dwarfs
  • −Ivory resource production: 20 tusks
  • −Income generated: 100
  • +Ivory resource production: 30 tusks
  • +Income generated: 150
Tusk MarketChaos Dwarfs
  • −Ivory resource production: 30 tusks
  • −Income generated: 150
  • +Ivory resource production: 40 tusks
  • +Income generated: 200
Tusk CompoundChaos Dwarfs
  • −Ivory resource production: 45 tusks
  • −Income generated: 200
  • +Ivory resource production: 50 tusks
  • +Income generated: 250
Marble QuarryChaos Dwarfs
  • −When technology "Wagon Engineering" researched: Raw Materials output: +15% (local province)
  • −Raw Materials: 500 per turn (when Workload requirements are met)
  • −Workload: +400 (You will need to maintain this much Labour in the province)
  • −Chaos Undivided corruption: +1
  • +When technology "Wagon Engineering" researched: Raw Materials output: +30% (local province)
  • +Raw Materials: 700 per turn (when Workload requirements are met)
  • +Workload: +500 (You will need to maintain this much Labour in the province)
  • +Chaos Undivided corruption: +2
Herbalist's CampChaos Dwarfs
  • −Casualty replenishment rate: +1% (factionwide)
  • −Medicinal Plants resource production: 20 bundles
  • +Casualty replenishment rate: +2% (factionwide)
  • +Medicinal Plants resource production: 30 bundles
  • −Casualty replenishment rate: +2% (factionwide)
  • −Medicinal Plants resource production: 30 bundles
  • +Casualty replenishment rate: +3% (factionwide)
  • +Medicinal Plants resource production: 40 bundles
  • −Casualty replenishment rate: +3% (factionwide)
  • −Medicinal Plants resource production: 45 bundles
  • +Casualty replenishment rate: +4% (factionwide)
  • +Medicinal Plants resource production: 50 bundles
Obsidian QuarryChaos Dwarfs
  • −When technology "Wagon Engineering" researched: Raw Materials output: +15% (local province)
  • −Raw Materials: 500 per turn (when Workload requirements are met)
  • −Workload: +400 (You will need to maintain this much Labour in the province)
  • −Chaos Undivided corruption: +1
  • +When technology "Wagon Engineering" researched: Raw Materials output: +30% (local province)
  • +Raw Materials: 700 per turn (when Workload requirements are met)
  • +Workload: +500 (You will need to maintain this much Labour in the province)
  • +Chaos Undivided corruption: +2
Goat PasturesChaos Dwarfs
  • −Recruitment cost: -5% for Lammasu, Great Taurus and Bale Taurus units (armies in province)
  • +Recruitment cost: -4% for Lammasu, Great Taurus and Bale Taurus units (armies in province)
Goat HerdChaos Dwarfs
  • −Recruitment cost: -15% for Lammasu, Great Taurus and Bale Taurus units (armies in province)
  • +Recruitment cost: -8% for Lammasu, Great Taurus and Bale Taurus units (armies in province)
Goat FarmChaos Dwarfs
  • −Recruitment cost: -25% for Lammasu, Great Taurus and Bale Taurus units (armies in province)
  • −Upkeep: -3% for Lammasu, Great Taurus and Bale Taurus units (factionwide)
  • +Recruitment cost: -12% for Lammasu, Great Taurus and Bale Taurus units (armies in province)
  • +Upkeep: -2% for Lammasu, Great Taurus and Bale Taurus units (factionwide)
Clay PitChaos Dwarfs
  • −Pottery resource production: 20 kilnful
  • +Pottery resource production: 30 kilnful
PotterChaos Dwarfs
  • −Construction cost: -15% for all buildings (local province)
  • −Pottery resource production: 30 kilnful
  • +Construction cost: -10% for all buildings (local province)
  • +Pottery resource production: 40 kilnful
KilnsChaos Dwarfs
  • −Construction cost: -25% for all buildings (local province)
  • −Pottery resource production: 45 kilnful
  • +Construction cost: -15% for all buildings (local province)
  • +Pottery resource production: 50 kilnful
Brine WellChaos Dwarfs
  • −Salt resource production: 20 barrels
  • +Salt resource production: 30 barrels
Brine MineChaos Dwarfs
  • −Recruitment cost: -5% for Deathshrieker units (all armies)
  • −Salt resource production: 30 barrels
  • +Recruitment cost: -3% for Deathshrieker units (all armies)
  • +Salt resource production: 40 barrels
SaltworksChaos Dwarfs
  • −Recruitment cost: -10% for Deathshrieker units (all armies)
  • −Upkeep: -5% for Deathshrieker units (all armies)
  • −Salt resource production: 45 barrels
  • +Recruitment cost: -5% for Deathshrieker units (all armies)
  • +Upkeep: -4% for Deathshrieker units (all armies)
  • +Salt resource production: 50 barrels
Spice Trading PostChaos Dwarfs
  • −Income generated: 100
  • −Spices resource production: 20 sacks
  • +Income generated: 150
  • +Spices resource production: 30 sacks
Spice MarketChaos Dwarfs
  • −Income generated: 150
  • −Spices resource production: 30 sacks
  • +Income generated: 200
  • +Spices resource production: 40 sacks
Eastern BazaarChaos Dwarfs
  • −Income generated: 200
  • −Spices resource production: 45 sacks
  • +Income generated: 250
  • +Spices resource production: 50 sacks
Charcoal ForgeChaos Dwarfs
  • −When technology "Stockpiling" researched: Armaments output: +15% (local province)
  • +When technology "Stockpiling" researched: Armaments output: +30% (local province)
OrchardsChaos Dwarfs
  • −Wine resource production: 20 barrels
  • +Wine resource production: 30 barrels
VineyardChaos Dwarfs
  • −Recruitment cost: -15% for Hobgoblin units (armies in province)
  • −Wine resource production: 30 barrels
  • +Recruitment cost: -10% for Hobgoblin units (armies in province)
  • +Wine resource production: 40 barrels
DistilleryChaos Dwarfs
  • −Recruitment cost: -25% for Hobgoblin units (armies in province)
  • −Upkeep: -3% for Hobgoblin units (factionwide)
  • −Wine resource production: 45 barrels
  • +Recruitment cost: -15% for Hobgoblin units (armies in province)
  • +Upkeep: -2% for Hobgoblin units (factionwide)
  • +Wine resource production: 50 barrels
WorkshopChaos Dwarfs
  • −While "Expounder General" is not active: Conclave Influence gained: +1 per turn
  • −While "Expounder General" is active: Conclave Influence gained: +2 per turn
  • −Income generated: 50
  • +While "Expounder General" is not active: Conclave Influence gained: +2 per turn
  • +While "Expounder General" is active: Conclave Influence gained: +3 per turn
  • +Income generated: 100
FactoryChaos Dwarfs
  • −While "Expounder General" is not active: Conclave Influence gained: +1 per turn
  • −While "Expounder General" is active: Conclave Influence gained: +2 per turn
  • −Defensive supplies: +500 (local province)
  • −Chaos Undivided corruption: +1
  • −Income generated: 100
  • +While "Expounder General" is not active: Conclave Influence gained: +2 per turn
  • +While "Expounder General" is active: Conclave Influence gained: +3 per turn
  • +Defensive supplies: +1250 (local province)
  • +Chaos Undivided corruption: +2
  • +Income generated: 150
  • Units: 2 → 4
Production PlantChaos Dwarfs
  • −While "Expounder General" is not active: Conclave Influence gained: +1 per turn
  • −While "Expounder General" is active: Conclave Influence gained: +2 per turn
  • −Defensive supplies: +1000 (local province)
  • −Chaos Undivided corruption: +1
  • −Income generated: 150
  • +While "Expounder General" is not active: Conclave Influence gained: +4 per turn
  • +While "Expounder General" is active: Conclave Influence gained: +5 per turn
  • +Defensive supplies: +1500 (local province)
  • +Chaos Undivided corruption: +3
  • +Income generated: 200
OutpostChaos Dwarfs
  • −Conclave Influence gained: +1 per turn
  • −Income generated: 50
  • +Conclave Influence gained: +2 per turn
  • +Income generated: 100
  • Cost: 1500 → 2000
Overseers' CampChaos Dwarfs
  • −Conclave Influence gained: +1 per turn
  • −Chaos Undivided corruption: +1
  • −Income generated: 100
  • +Conclave Influence gained: +2 per turn
  • +Chaos Undivided corruption: +2
  • +Income generated: 150
  • Cost: 4000 → 5000
  • Units: 2 → 4
Overseers' TowerChaos Dwarfs
  • −Conclave Influence gained: +1 per turn
  • −Chaos Undivided corruption: +1
  • −Income generated: 150
  • +Conclave Influence gained: +3 per turn
  • +Chaos Undivided corruption: +3
  • +Income generated: 200
  • Cost: 7500 → 8000
FoundationsChaos Dwarfs
  • −Conclave Influence gained: +2 per turn
  • −When technology "Conclave Dominance" researched: Conclave Influence gained: +2 per turn
  • −Chaos Undivided corruption: +2
  • −Income generated: 100
  • −Control: +1
  • +Conclave Influence gained: +3 per turn
  • +When technology "Conclave Dominance" researched: Conclave Influence gained: +3 per turn
  • +Chaos Undivided corruption: +3
  • +Income generated: 150
  • +Control: +2
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
RampartsChaos Dwarfs
  • −Conclave Influence gained: +3 per turn
  • −When technology "Conclave Dominance" researched: Conclave Influence gained: +2 per turn
  • −Defensive supplies: +1000
  • −Chaos Undivided corruption: +2
  • −Grants 3 construction slots in the settlement
  • −Income generated: 150
  • −Control: +1
  • +Conclave Influence gained: +4 per turn
  • +When technology "Conclave Dominance" researched: Conclave Influence gained: +3 per turn
  • +Defensive supplies: +1250
  • +Chaos Undivided corruption: +3
  • +Income generated: 200
  • +Control: +2
  • +Grants 4 construction slots in the settlement
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Units: 2 → 4
BattlementsChaos Dwarfs
  • −Conclave Influence gained: +4 per turn
  • −When technology "Conclave Dominance" researched: Conclave Influence gained: +2 per turn
  • −Defensive supplies: +1250
  • −Grants 4 construction slots in the settlement
  • −Income generated: 200
  • −Control: +2
  • +Conclave Influence gained: +5 per turn
  • +When technology "Conclave Dominance" researched: Conclave Influence gained: +3 per turn
  • +Defensive supplies: +1500
  • +Income generated: 250
  • +Control: +3
  • +Grants 5 construction slots in the settlement
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
Gun TurretsChaos Dwarfs
  • −Conclave Influence gained: +5 per turn
  • −When technology "Conclave Dominance" researched: Conclave Influence gained: +2 per turn
  • −Defensive supplies: +1500
  • −Chaos Undivided corruption: +2
  • −Grants 5 construction slots in the settlement
  • −Income generated: 250
  • −Control: +2
  • +Conclave Influence gained: +6 per turn
  • +When technology "Conclave Dominance" researched: Conclave Influence gained: +3 per turn
  • +Defensive supplies: +1750
  • +Chaos Undivided corruption: +3
  • +Grants 7 construction slots in the settlement
  • +Income generated: 300
  • +Control: +3
  • +Unit capacity: +1 for all units
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Units: 2 → 4
Tower of HashutChaos Dwarfs
  • −Conclave Influence gained: +6 per turn
  • −When technology "Conclave Dominance" researched: Conclave Influence gained: +2 per turn
  • −Defensive supplies: +1500
  • −Chaos Undivided corruption: +2
  • −Grants 7 construction slots in the settlement
  • −Income generated: 300
  • −Control: +3
  • +Grants 9 construction slots in the settlement
  • +Conclave Influence gained: +8 per turn
  • +When technology "Conclave Dominance" researched: Conclave Influence gained: +4 per turn
  • +Defensive supplies: +2000
  • +Chaos Undivided corruption: +3
  • +Income generated: 350
  • +Control: +4
  • +Unit capacity: +2 for all units
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Units: 2 → 8
FoundationsChaos Dwarfs
  • −Conclave Influence gained: +2 per turn
  • −When technology "Conclave Dominance" researched: Conclave Influence gained: +2 per turn
  • −Chaos Undivided corruption: +2
  • −Income generated: 200
  • −Control: +1
  • +Conclave Influence gained: +3 per turn
  • +When technology "Conclave Dominance" researched: Conclave Influence gained: +3 per turn
  • +Chaos Undivided corruption: +3
  • +Income generated: 300
  • +Control: +2
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
RampartsChaos Dwarfs
  • −Conclave Influence gained: +3 per turn
  • −When technology "Conclave Dominance" researched: Conclave Influence gained: +2 per turn
  • −Defensive supplies: +1000
  • −Chaos Undivided corruption: +2
  • −Income generated: 300
  • −Control: +1
  • +Conclave Influence gained: +4 per turn
  • +When technology "Conclave Dominance" researched: Conclave Influence gained: +3 per turn
  • +Defensive supplies: +1250
  • +Chaos Undivided corruption: +3
  • +Income generated: 400
  • +Control: +2
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Units: 2 → 4
BattlementsChaos Dwarfs
  • −Conclave Influence gained: +4 per turn
  • −When technology "Conclave Dominance" researched: Conclave Influence gained: +2 per turn
  • −Defensive supplies: +1250
  • −Chaos Undivided corruption: +2
  • −Income generated: 400
  • −Control: +2
  • +Conclave Influence gained: +5 per turn
  • +When technology "Conclave Dominance" researched: Conclave Influence gained: +3 per turn
  • +Defensive supplies: +1500
  • +Chaos Undivided corruption: +3
  • +Income generated: 500
  • +Control: +3
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
Gun TurretsChaos Dwarfs
  • −Conclave Influence gained: +5 per turn
  • −When technology "Conclave Dominance" researched: Conclave Influence gained: +2 per turn
  • −Defensive supplies: +1500
  • −Chaos Undivided corruption: +2
  • −Income generated: 500
  • −Control: +2
  • +Conclave Influence gained: +6 per turn
  • +When technology "Conclave Dominance" researched: Conclave Influence gained: +3 per turn
  • +Defensive supplies: +1750
  • +Chaos Undivided corruption: +3
  • +Income generated: 600
  • +Control: +3
  • +Unit capacity: +1 for all units
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Units: 2 → 4
Tower of HashutChaos Dwarfs
  • −Conclave Influence gained: +6 per turn
  • −When technology "Conclave Dominance" researched: Conclave Influence gained: +2 per turn
  • −Defensive supplies: +1500
  • −Chaos Undivided corruption: +2
  • −Income generated: 600
  • −Control: +3
  • +Conclave Influence gained: +8 per turn
  • +When technology "Conclave Dominance" researched: Conclave Influence gained: +4 per turn
  • +Defensive supplies: +2000
  • +Chaos Undivided corruption: +3
  • +Income generated: 700
  • +Control: +4
  • +Unit capacity: +2 for all units
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Units: 2 → 8
  • Cost: 4000 → 5000
  • Cost: 6500 → 7000
  • Units: 0 → 2
CineratorChaos Dwarfs
  • −Raw Materials consumed per turn by buildings: -5% (local province)
  • +Raw Materials consumed per turn by buildings: -10% (local province)
  • +Raw Materials output: +5%
  • +Workload requirement for Raw Materials: -5%
Grand FurnaceChaos Dwarfs
  • +Raw Materials output: +10%
  • +Workload requirement for Raw Materials: -10%
Ziggurat TenementsChaos Dwarfs
  • −Casualty replenishment rate: +4% (armies in local province)
  • +Casualty replenishment rate: +3% (armies in local province)
  • −Casualty replenishment rate: +6% (armies in local province)
  • +Casualty replenishment rate: +5% (armies in local province)
  • −Hero recruit rank: +2 (factionwide)
  • −Casualty replenishment rate: +8% (armies in local province)
  • −Lord recruit rank: +2 (local province)
  • +Hero recruit rank: +3 (local province)
  • +Casualty replenishment rate: +7% (armies in local province)
  • +Lord recruit rank: +3 (local province)
  • −Hero recruit rank: +2 (factionwide)
  • −Casualty replenishment rate: +10% (armies in local province)
  • −Lord recruit rank: +2 (factionwide)
  • +Hero recruit rank: +3 (local province)
  • +Casualty replenishment rate: +9% (armies in local province)
  • +Lord recruit rank: +4 (local province)
  • +Chaos Undivided corruption: +2
  • Units: 0 → 3
Patrol RoutesChaos Dwarfs
  • −When technology "Industrial Security" researched: Upkeep: -5% (all armies in local province)
  • −Control: +1
  • +When technology "Industrial Security" researched: Upkeep: -2% (all armies in local province)
  • +Control: +2
Tower RoadsChaos Dwarfs
  • −When technology "Industrial Security" researched: Upkeep: -5% (all armies in local province)
  • −Control: +3
  • +When technology "Industrial Security" researched: Upkeep: -2% (all armies in local province)
  • +Control: +4
  • Units: 0 → 3
Rail NetworkChaos Dwarfs
  • −When technology "Industrial Security" researched: Upkeep: -5% (all armies in local province)
  • −Control: +5
  • +When technology "Industrial Security" researched: Upkeep: -2% (all armies in local province)
  • +Control: +6
  • Units: 0 → 3
Trade LandingChaos Dwarfs
  • −Income generated: 200
  • +Income generated: 300
  • +Research rate: +5
Trade WharfChaos Dwarfs
  • −Income generated: 350
  • −Income from trade tariffs: +5%
  • +Income generated: 450
  • +Income from trade tariffs: +4%
  • +Research rate: +10
Trading HubChaos Dwarfs
  • −Income generated: 500
  • −Income from trade tariffs: +10%
  • +Income generated: 600
  • +Income from trade tariffs: +8%
  • +Research rate: +15
Fane GuardhouseChaos Dwarfs
  • −Defensive supplies: +20 per turn when under siege
  • +Defensive supplies: +40 per turn when under siege
  • Cost: 3000 → 3500
Fane BarracksChaos Dwarfs
  • −Defensive supplies: +30 per turn when under siege
  • +Defensive supplies: +60 per turn when under siege
  • Cost: 4500 → 5000
  • Units: 0 → 4
Temple GuardChaos Dwarfs
  • −Defensive supplies: +40 per turn when under siege
  • +Defensive supplies: +80 per turn when under siege
  • Cost: 6500 → 7000
  • Units: 0 → 4
Temple GuardhouseChaos Dwarfs
  • −Defensive supplies: +50 per turn when under siege
  • +Defensive supplies: +100 per turn when under siege
  • Units: 0 → 4
Temple of HashutChaos Dwarfs
  • −Recruit rank: +3 for Bull Centaurs (all armies in local province)
  • −Conclave Influence gained: +10 per turn
  • −When technology "Hashut Reverence" researched: Conclave Influence gained: +5 per turn
  • +Recruit rank: +1 for Bull Centaurs (all armies in local province)
  • +Conclave Influence gained: +15 per turn
  • +When technology "Hashut Reverence" researched: Conclave Influence gained: +7 per turn
  • Units: 0 → 4
Donation BarrelChaos Dwarfs
  • −Income generated: 250
  • +Income generated: 300
Tribute CollectorsChaos Dwarfs
  • −Income generated: 350
  • +Income generated: 400
Tribute ShrineChaos Dwarfs
  • −Income generated: 450
  • +Income generated: 500
Tithe ChamberChaos Dwarfs
  • −Income generated: 600
  • +Income generated: 650
  • Units: 0 → 4
Treasure HallChaos Dwarfs
  • −Income generated: 750
  • +Income generated: 800
  • Units: 0 → 4
Signal FiresChaos Dwarfs
  • −Chaos Undivided corruption: +3
  • +Chaos Undivided corruption: +4
  • +Control: +2
Anurell's TombChaos Dwarfs
  • −Raw Materials: 50 per turn (when Workload requirements are met)
  • +Raw Materials: 200 per turn (when Workload requirements are met)
  • +Unit capacity: +1 for Infernal Guard (Fireglaives) units
  • +Unit capacity: +1 for Infernal Ironsworn units
  • +Unit capacity: +1 for Infernal Guard units
  • +Unit capacity: +1 for Chaos Dwarf Blunderbusses units
  • Cost: 6000 → 7000
  • Units: 0 → 4
Infernal BarracksChaos Dwarfs
  • −Upkeep: -10% for Infernal Guard units (all armies)
  • +Upkeep: -5% for Infernal Guard units (all armies)
  • Units: 0 → 7
  • +Unit capacity: +1 for Infernal Guard (Fireglaives) units
  • +Unit capacity: +1 for Infernal Guard units
  • Cost: 6000 → 7000
  • Units: 0 → 5
  • −Attrition: -10% when under siege (armies in region)
  • +Attrition: -15% when under siege (armies in region)
  • +Income generated: 100
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • −Defensive supplies: +1200
  • −Chaos Undivided corruption: +2
  • −Attrition: -10% when under siege (armies in region)
  • +Chaos Undivided corruption: +3
  • +Attrition: -15% when under siege (armies in region)
  • +Defensive supplies: +1300
  • +Income generated: 150
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • −Chaos Undivided corruption: +2
  • −Attrition: -10% when under siege (armies in region)
  • +Chaos Undivided corruption: +4
  • +Attrition: -15% when under siege (armies in region)
  • +Income generated: 200
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • −Chaos Undivided corruption: +2
  • −Attrition: -10% when under siege (armies in region)
  • +Chaos Undivided corruption: +5
  • +Attrition: -15% when under siege (armies in region)
  • +Income generated: 250
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • −Chaos Undivided corruption: +2
  • −Attrition: -10% when under siege (armies in region)
  • +Chaos Undivided corruption: +6
  • +Attrition: -15% when under siege (armies in region)
  • +Income generated: 300
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
Flayed TowerChaos Dwarfs
  • +Chaos Undivided corruption: +2 (local province)
  • +Armaments: 30 per turn
  • +Unit capacity: +1 for Bull Centaur Renders units
  • Cost: 6000 → 7000
  • Units: 0 → 3
  • +Income generated: 100
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • −Chaos Undivided corruption: +2
  • +Chaos Undivided corruption: +3
  • +Income generated: 150
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • −Chaos Undivided corruption: +2
  • +Chaos Undivided corruption: +3
  • +Income generated: 200
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • −Chaos Undivided corruption: +2
  • +Chaos Undivided corruption: +4
  • +Income generated: 250
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • −Chaos Undivided corruption: +2
  • +Chaos Undivided corruption: +4
  • +Income generated: 300
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • +Income generated: 100
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • −Chaos Undivided corruption: +2
  • +Chaos Undivided corruption: +3
  • +Income generated: 150
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • −Chaos Undivided corruption: +2
  • +Chaos Undivided corruption: +3
  • +Income generated: 200
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • −Chaos Undivided corruption: +2
  • +Chaos Undivided corruption: +4
  • +Income generated: 250
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • −Chaos Undivided corruption: +2
  • +Chaos Undivided corruption: +4
  • +Income generated: 300
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • +Income generated: 100
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • −Chaos Undivided corruption: +2
  • +Chaos Undivided corruption: +3
  • +Income generated: 150
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • −Chaos Undivided corruption: +2
  • +Chaos Undivided corruption: +3
  • +Income generated: 200
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • −Chaos Undivided corruption: +2
  • +Chaos Undivided corruption: +4
  • +Income generated: 250
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • −Chaos Undivided corruption: +2
  • +Chaos Undivided corruption: +4
  • +Income generated: 300
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • +Income generated: 100
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • −Chaos Undivided corruption: +2
  • +Chaos Undivided corruption: +3
  • +Income generated: 150
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • −Chaos Undivided corruption: +2
  • +Chaos Undivided corruption: +3
  • +Income generated: 200
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • −Chaos Undivided corruption: +2
  • +Chaos Undivided corruption: +4
  • +Income generated: 250
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • −Chaos Undivided corruption: +2
  • +Chaos Undivided corruption: +4
  • +Income generated: 300
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
Dawn's HarbourChaos Dwarfs
  • −Labour gained post-battle: +1% (factionwide)
  • −Income generated: 200
  • +Labour gained post-battle: +3% (factionwide)
  • +Income generated: 300
  • Cost: 2000 → 3000
Dawn's HarbourChaos Dwarfs
  • −Labour gained post-battle: +3% (factionwide)
  • −Income generated: 300
  • +Labour gained post-battle: +6% (factionwide)
  • +Income generated: 400
Dawn's HarbourChaos Dwarfs
  • −Labour gained post-battle: +5% (factionwide)
  • −Income generated: 500
  • +Labour gained post-battle: +9% (factionwide)
  • +Income generated: 600
  • −Upkeep: -5% for Lammasu, Great Taurus and Bale Taurus units (factionwide)
  • +Upkeep: -2% for Lammasu, Great Taurus and Bale Taurus units (factionwide)
  • +Unit capacity: +1 for Bale Taurus units
  • +Unit capacity: +1 for Great Taurus units
  • +Unit capacity: +1 for Lammasu units
  • Cost: 6000 → 7000
  • Units: 0 → 2
Secluded OasisChaos Dwarfs
  • −Maximum Caravan cargo capacity: +5%
  • −Income generated: 100
  • −Casualty replenishment rate: +5%
  • −Control: +3
  • +Maximum Caravan cargo capacity: +15%
  • +Income generated: 150
  • +Casualty replenishment rate: +4%
  • +Control: +4
  • Cost: 2000 → 3500
Secluded OasisChaos Dwarfs
  • −Maximum Caravan cargo capacity: +10%
  • −Income generated: 200
  • −Casualty replenishment rate: +10%
  • −Control: +5
  • +Maximum Caravan cargo capacity: +20%
  • +Income generated: 250
  • +Casualty replenishment rate: +8%
  • +Control: +6
  • Cost: 6000 → 7000
  • Units: 0 → 3
  • −Conclave Influence gained: +25 per turn
  • −Income generated: 500
  • −Research rate: +10
  • +Conclave Influence gained: +30 per turn
  • +Income generated: 600
  • +Research rate: +15
  • Units: 0 → 4
  • −Upkeep: -5% for Artillery and War Machine units (all armies)
  • −Armaments: 50 per turn
  • +Upkeep: -2% for Artillery and War Machine units (all armies)
  • +Armaments: 80 per turn
  • +Unit capacity: +1 for War Machine units
  • Cost: 6000 → 7000
  • Units: 0 → 3
Defaced ShrineChaos Dwarfs
  • −Chaos Undivided corruption: +5
  • +Chaos Undivided corruption: +6
  • Units: 0 → 5
Labourer PensChaos Dwarfs
  • −Labour gained post-battle: +15% (factionwide)
  • −Rush Construction Labour cost: -10% (factionwide)
  • +Labour gained post-battle: +20% (factionwide)
  • +Rush Construction Labour cost: -8% (factionwide)
  • +Unit capacity: +1 for Infernal Guard (Fireglaives) units
  • +Unit capacity: +1 for Infernal Ironsworn units
  • +Unit capacity: +1 for Infernal Guard units
  • +Unit capacity: +1 for Chaos Dwarf Blunderbusses units
  • Cost: 6000 → 7000
  • Units: 0 → 4
Repurposed ForgesChaos Dwarfs
  • −Recruit rank: +2 for all Chaos Dwarf gun units (factionwide)
  • −Upkeep: -10% for Chaos Dwarf Gun units (factionwide)
  • −Armaments: 100 per turn (local province)
  • +Recruit rank: +1 for all Chaos Dwarf gun units (factionwide)
  • +Upkeep: -4% for Chaos Dwarf Gun units (factionwide)
  • +Armaments: 160 per turn (local province)
  • +Unit capacity: +1 for War Machine units
  • +Unit capacity: +1 for Hellcannon units
  • Units: 0 → 5
Cannon FoundryChaos Dwarfs
  • −Recruitment cost: -25% for Artillery and War Machine units (factionwide)
  • −Recruit rank: +2 for Artillery and War Machine units (factionwide)
  • −Armaments: 100 per turn (local province)
  • +Recruitment cost: -10% for Artillery and War Machine units (factionwide)
  • +Recruit rank: +1 for Artillery and War Machine units (factionwide)
  • +Armaments: 160 per turn (local province)
  • +Unit capacity: +1 for War Machine units
  • +Unit capacity: +1 for Hellcannon units
  • Units: 0 → 5
KarumChaos Dwarfs
  • −Maximum cargo capacity: +10% for convoys
  • +Maximum cargo capacity: +15% for convoys
  • +Unit capacity: +1 for Infernal Guard (Fireglaives) units
  • +Unit capacity: +1 for Infernal Guard units
  • Cost: 6000 → 7000
  • Units: 0 → 5
  • +Income generated: 100
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • −Chaos Undivided corruption: +2
  • +Chaos Undivided corruption: +3
  • +Income generated: 150
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • −Chaos Undivided corruption: +2
  • +Chaos Undivided corruption: +3
  • +Income generated: 200
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • −Chaos Undivided corruption: +2
  • +Chaos Undivided corruption: +4
  • +Income generated: 250
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • −Chaos Undivided corruption: +2
  • +Chaos Undivided corruption: +4
  • +Income generated: 300
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
WarpforgesChaos Dwarfs
  • −Recruitment cost: -50% for Artillery and War Machine units
  • −Upkeep: -10% for Artillery and War Machine units (factionwide)
  • −Armaments: 100 per turn
  • +Recruitment cost: -25% for Artillery and War Machine units
  • +Upkeep: -5% for Artillery and War Machine units (factionwide)
  • +Armaments: 160 per turn
  • +Unit capacity: +1 for War Machine units
  • +Unit capacity: +1 for Hellcannon units
  • Cost: 6000 → 7000
  • −Recruitment cost: -30% for Hobgoblin units (factionwide)
  • −Recruit rank: +3 for Hobgoblin units (factionwide)
  • −Upkeep: -15% for Hobgoblin units (all armies)
  • +Recruitment cost: -15% for Hobgoblin units (factionwide)
  • +Recruit rank: +2 for Hobgoblin units (factionwide)
  • +Upkeep: -5% for Hobgoblin units (all armies)
  • +Hero capacity: +1 for Bull Centaur Taur'ruk
  • +Unlocks Hero recruitment: Bull Centaur Taur'ruk
  • Cost: 6000 → 7000
  • Units: 0 → 6
Volcanic DepositsChaos Dwarfs
  • −Raw Materials: 400 per turn (when Workload requirements are met)
  • −Workload: +250 (You will need to maintain this much Labour in the province)
  • −Income generated: 300
  • +Raw Materials: 700 per turn (when Workload requirements are met)
  • +Workload: +300 (You will need to maintain this much Labour in the province)
  • +Income generated: 400
  • +Unit capacity: +1 for Infernal Guard (Fireglaives) units
  • +Unit capacity: +1 for Infernal Ironsworn units
  • +Unit capacity: +1 for Infernal Guard units
  • +Unit capacity: +1 for Chaos Dwarf Blunderbusses units
  • Cost: 6000 → 7000
  • Units: 0 → 5
Ancient Inner-CityChaos Dwarfs
  • −Upkeep: -10% for Bull Centaur Renders units (factionwide)
  • +Upkeep: -5% for Bull Centaur Renders units (factionwide)
  • +Unit capacity: +1 for Bull Centaur Renders units
  • Units: 0 → 3
  • +Raw Materials: +50 per turn
  • +Labour gained post-battle: +10% (factionwide)
Hall of the ConclaveChaos Dwarfsnew
  • +Chaos Undivided corruption: +3 (all regions)
  • +Control: +3 (factionwide)
  • +Leadership: +8 for Characters (factionwide)
  • +Hero recruit rank: +1 (factionwide)
  • +Lord recruit rank: +1 (factionwide)
  • +Diplomatic relations: +10 with Norsca, Warriors of Chaos, and Nurgle factions
  • +Winds of Magic power reserve: +5 per turn (factionwide)
  • +Diplomatic relations: +10 with Norsca, Warriors of Chaos, and Nurgle factions
  • +Recruit rank: +1 for Chaos Dwarfs and Bull Centaur units (all armies)
  • +Labour gained post-battle: +10% (factionwide)
  • +Maximum number of active Convoys: +1 (factionwide)
  • +Sale value of cargo: +20% (all characters factionwide)
  • +Raw Materials output: +10% (factionwide)

Technologies

Beasts of ZharrChaos Dwarfs
  • −Weapon strength: +10% for all Lammasu, Great Taurus, Bale Taurus and Chaos Siege Giant units
  • +Weapon strength: +8% for all Lammasu, Great Taurus, Bale Taurus and Chaos Siege Giant units
  • +Unit capacity: +2 for Bale Taurus units
  • +Unit capacity: +2 for Great Taurus units
  • +Unit capacity: +2 for Lammasu units
Total War!Chaos Dwarfs
  • −Maximum active Hell-Forge Forgecraft Options: +2
  • +Maximum active Hell-Forge Forgecraft Options: +3
  • +Unit capacity: +1 for all units
Weapons of WarChaos Dwarfs
  • +Unit capacity: +2 for Hellcannon units
Mass SacrificesChaos Dwarfs
  • +Unit capacity: +1 for all units
  • +Unit capacity: +1 for all units
  • −Labour gained post-battle: +10% (all armies)
  • +Labour gained post-battle: +15% (all armies)
  • +Unit capacity: +1 for all units
  • +Unit capacity: +1 for all units
Mighty MonstersChaos Dwarfs
  • +Unit capacity: +2 for Bale Taurus units
  • +Unit capacity: +2 for Great Taurus units
  • +Unit capacity: +2 for Lammasu units
Weapons DepotsChaos Dwarfs
  • −Recruit rank: +2 for all units
  • +Recruit rank: +1 for all Missile Infantry units
  • Cost: 500 Armaments → 400 Armaments
  • −Explosive missile damage: +10% for Iron Daemon and Artillery units
  • −Missile strength: +10% for Iron Daemon and Artillery units
  • +Explosive missile damage: +6% for Iron Daemon and Artillery units
  • +Missile strength: +6% for Iron Daemon and Artillery units
  • +Unit capacity: +2 for War Machine units
  • −Construction cost: -15% for Tower settlement buildings
  • +Construction cost: -10% for Tower settlement buildings
Arms MonopolyChaos Dwarfs
  • −Maximum Caravan cargo capacity: +15%
  • −Sale value of cargo: +15%
  • +Maximum Caravan cargo capacity: +25%
  • +Sale value of cargo: +25%
Communing AltarChaos Dwarfs
  • −Conclave Influence gained from all sources: +10%
  • −Research rate: +10
  • +Conclave Influence gained from all sources: +15%
  • +Research rate: +15
  • +Hero recruit rank: +2
  • +Lord recruit rank: +4 for Convoy Overseer (factionwide)
  • +Lord recruit rank: +2
StockpilingChaos Dwarfs
  • −Iron and Timber provides +15% Armaments output for province
  • +Iron and Timber provides +20% Armaments output for province
Temple TrainingChaos Dwarfs
  • +Unit capacity: +3 for Bull Centaur Renders units
  • +Unit capacity: +2 for Infernal Ironsworn units
Daemon ForgesChaos Dwarfs
  • +Unit capacity: +2 for K'daai Destroyer units
  • +Unit capacity: +3 for K'daai Fireborn units
  • −Construction cost: -15% for Factory settlement buildings
  • +Construction cost: -10% for Factory settlement buildings
  • −Upkeep from Tower Patrols buildings : -5%
  • +Upkeep from Tower Patrols buildings : -2%
Living MetalChaos Dwarfs
  • −Armour: +15 for Bull Centaur Renders units
  • +Armour: +10 for Bull Centaur Renders units
  • +Unit capacity: +3 for Bull Centaur Renders units
  • Cost: 500 Armaments → 400 Armaments
Reduced RationsChaos Dwarfs
  • −Upkeep: -5% (all armies)
  • +Upkeep: -3% (all armies)
  • +Unit capacity: +2 for Infernal Ironsworn units
  • Cost: 500 Armaments → 400 Armaments
  • −Melee defence: +5 for K'daai Fireborn units
  • −Weapon strength: +10% for K'daai Destroyer units
  • +Melee defence: +7 for K'daai Fireborn units
  • +Weapon strength: +7% for K'daai Destroyer units
  • +Unit capacity: +2 for K'daai Destroyer units
  • +Unit capacity: +3 for K'daai Fireborn units
  • Cost: 500 Armaments → 400 Armaments
  • −Chaos Undivided corruption: +1 (all provinces)
  • −Diplomatic relations: +20 with Warriors of Chaos, Beastmen and Norsca
  • +Chaos Undivided corruption: +2 (all provinces)
  • +Diplomatic relations: +15 with Warriors of Chaos, Beastmen and Norsca
  • −Leadership: +6 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units
  • −Melee defence: +4 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units
  • +Leadership: +5 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units
  • +Melee defence: +5 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units
Varied TrainingChaos Dwarfs
  • −Recruitment cost: -10% for Chaos Dwarf Infantry units
  • +Recruitment cost: -5% for Chaos Dwarf Infantry units
  • +Unit capacity: +3 for Chaos Dwarf Warriors units
  • +Unit capacity: +3 for Chaos Dwarf Blunderbusses units
  • −Control: +2 (all provinces)
  • +Control: +3 (all provinces)
Extended ShiftsChaos Dwarfs
  • −Raw Materials output: +10%
  • +Raw Materials output: +15%
Hotter FurnacesChaos Dwarfs
  • −Income from Refinery buildings: +10%
  • −Armaments output: +10%
  • +Income from Refinery buildings: +5%
  • +Armaments output: +15%
  • −Maximum Caravan cargo capacity: +15%
  • +Maximum Caravan cargo capacity: +25%
Mass ProductionChaos Dwarfs
  • +Unit capacity: +2 for Infernal Guard units
  • +Unit capacity: +2 for Infernal Guard (Fireglaives) units
Ceaseless MarchChaos Dwarfs
  • +Unit capacity: +2 for Infernal Guard units
  • +Unit capacity: +2 for Infernal Guard (Fireglaives) units
Finest LeadersChaos Dwarfs
  • −Lord recruit rank: +2
  • +Lord recruit rank: +3
  • −Diplomatic relations: +20 with Chaos Dwarfs
  • +Diplomatic relations: +15 with Chaos Dwarfs
Mandatory ServiceChaos Dwarfs
  • −Recruitment cost: -10%
  • +Recruitment cost: -5%
  • Cost: 250 Armaments → 300 Armaments
Smog ShroudChaos Dwarfs
  • −Ambush success chance: +10%
  • +Ambush success chance: +15%
Martial TrainingChaos Dwarfs
  • −Recruit rank: +1 for all units
  • +Recruit rank: +1 for centaurs and monsters
  • Cost: 250 Armaments → 300 Armaments
  • −Magic item drop chance from battle: +15%
  • +Magic item drop chance from battle: +20%
Brazen BodyguardChaos Dwarfs
  • −Hero action cost: -20%
  • +Hero action cost: -15%
Wagon EngineeringChaos Dwarfs
  • −Obsidian and Marble provides +15% Raw Materials output for province
  • +Obsidian and Marble provides +20% Raw Materials output for province
Harbour GuildsChaos Dwarfs
  • −Construction cost: -15% for Ports
  • +Construction cost: -10% for Ports
  • −Chance of a plague spreading: -15% (all armies)
  • +Chance of a plague spreading: -25% (all armies)
  • −Melee attack: +4 for Labourers and Hobgoblin Infantry units
  • −Upkeep: -10% for Labourers and Hobgoblin Infantry units
  • +Melee attack: +5 for Labourers and Hobgoblin Infantry units
  • +Upkeep: -5% for Labourers and Hobgoblin Infantry units
The Call to WarChaos Dwarfs
  • −Leadership: +6 for Chaos Dwarf Melee Infantry units
  • −Melee defence: +4 for Chaos Dwarf Melee Infantry units
  • +Leadership: +5 for Chaos Dwarf Melee Infantry units
  • +Melee defence: +5 for Chaos Dwarf Melee Infantry units
  • +Unit capacity: +4 for Chaos Dwarf Warriors units
Hollow RoundsChaos Dwarfs
  • −Missile strength: +8% for Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units
  • +Missile strength: +6% for Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units
  • +Unit capacity: +4 for Chaos Dwarf Blunderbusses units
Tallest TowersChaos Dwarfs
  • −Control: +1 (all provinces)
  • +Control: +2 (all provinces)
  • −Rush Construction Labour cost: -10%
  • +Rush Construction Labour cost: -5%
  • −Construction cost: -15% for Outpost settlement buildings
  • +Construction cost: -10% for Outpost settlement buildings
Labour QuotasChaos Dwarfs
  • −Labour gained post-battle: +5% (all armies)
  • +Labour gained post-battle: +10% (all armies)
Merchant GuildsChaos Dwarfs
  • −Tradable resources produced: +10%
  • −Income from trade tariffs: +10%
  • +Tradable resources produced: +5%
  • +Income from trade tariffs: +5%
Wartime EconomyChaos Dwarfs
  • −Construction cost: -15% for Basic and Advanced Military buildings
  • +Construction cost: -10% for Basic and Advanced Military buildings
  • −Construction cost: -15% for Defence buildings
  • +Construction cost: -10% for Defence buildings