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
| Unit | Men / HP | Armour | Melee atk / def | Weapon (base + AP) | Cost (campaign / MP) | Other changes |
|---|---|---|---|---|---|---|
| 169,856 → 12,640 | 50 → 74 | 32 → 3848 → 54 | 34 → 4080 | 1,500 → 1,4501,500 → 1,450 | Missile block 35% → 65%; Charge bonus 40 → 50; Mass 1,700 → 1,800; Upkeep 375 → 140 | |
| 169,856 → 12,640 | 50 → 74 | 36 → 4242 → 48 | 34 → 4280 → 82 | 1,550 → 1,5001,550 → 1,500 | Bonus vs infantry 18 → 16; Charge bonus 52 → 58; Mass 1,700 → 1,800; Upkeep 387 → 145 | |
| 169,856 → 12,880 | 50 → 84 | 46 → 4752 → 58 | 34 → 4380 → 83 | 1,850 → 1,7001,800 → 1,700 | Leadership 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 | |
| 169,856 → 12,640 | 50 → 74 | 34 → 4036 → 44 | 34 → 4080 → 84 | 1,550 → 1,5001,550 → 1,500 | Bonus vs large 25 → 24; Charge bonus 46 → 56; Mass 1,700 → 1,800; Upkeep 387 → 145 | |
| 604,140 → 5,700 | 45 → 64 | 18 → 2018 → 22 | 21 → 223 | 575 → 700575 → 700 | Speed 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 | |
| 604,260 → 6,600 | 60 → 74 | 34 → 3334 → 38 | 21 → 247 → 9 | 875 → 1,000875 → 1,000 | Missile 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 | |
| 604,260 → 6,300 | 45 → 64 | 26 → 2826 → 30 | 21 → 237 → 8 | 500 → 650500 → 650 | Missile block 35% → 50%; Speed 92 → 95; Bonus vs large 0 → 6; Charge bonus 40 → 45; Mass 490 → 540; Upkeep 125 → 110 | |
| 16,824 → 8,000 | 130 → 140 | 60 → 5850 → 55 | 170 → 220310 → 350 | 1,000 → 1,5001,500 | Bonus vs infantry 0 → 20; Charge bonus 50 → 70; Upkeep 250 → 150 | |
| 16,280 → 7,000 | 70 → 88 | 48 → 4942 → 47 | 140 → 190320 → 360 | 1,000 → 1,3501,100 → 1,350 | Charge bonus 50 → 60; Upkeep 250 → 140; Physical resistance 0% → 10% | |
| 13,748 → 4,200 | 120 → 132 | 38 → 3636 → 40 | 220 → 26090 → 110 | 1,000550 → 1,100 | Charge 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 | |
| 18,266 → 8,710 | 70 → 84 | 56 → 5540 → 44 | 140 → 160400 | 1,0002,000 | Charge 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 | |
| 16,676 → 7,210 | 60 → 74 | 46 → 4528 → 34 | 130 → 150320 → 350 | 1,0001,200 → 1,450 | 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 → 140 | |
| 16,056 → 6,260 | 60 → 74 | 4048 → 52 | 270 → 300180 → 230 | 1,0001,300 → 1,700 | Charge 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% | |
| 13,748 → 4,200 | 120 → 132 | 38 → 3636 → 40 | 220 → 26090 → 110 | 1,000550 → 1,100 | Charge 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 | |
| 18,266 → 8,710 | 70 → 84 | 56 → 5540 → 44 | 140 → 160400 | 1,0002,000 | Charge 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 | |
| 16,676 → 7,210 | 60 → 74 | 46 → 4528 → 34 | 130 → 150320 → 350 | 1,0001,200 → 1,450 | 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 → 140 | |
| 16,056 → 6,260 | 60 → 74 | 4048 → 52 | 270 → 300180 → 230 | 1,0001,300 → 1,700 | Charge 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% | |
| 13,748 → 4,200 | 120 → 132 | 38 → 3636 → 40 | 220 → 26090 → 110 | 1,000550 → 1,100 | Charge 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 | |
| 18,266 → 8,710 | 70 → 84 | 56 → 5540 → 44 | 140 → 160400 | 1,0002,000 | Charge 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 | |
| 16,676 → 7,210 | 60 → 74 | 46 → 4528 → 34 | 130 → 150320 → 350 | 1,0001,200 → 1,450 | 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 → 140 | |
| 16,056 → 6,260 | 60 → 74 | 4048 → 52 | 270 → 300180 → 230 | 1,0001,300 → 1,700 | Charge 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% | |
| 13,748 → 4,200 | 120 → 132 | 38 → 3636 → 40 | 220 → 26090 → 110 | 1,000550 → 1,100 | Charge 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 | |
| 18,266 → 8,710 | 70 → 84 | 56 → 5540 → 44 | 140 → 160400 | 1,0002,000 | Charge 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 | |
| 16,676 → 7,210 | 60 → 74 | 46 → 4528 → 34 | 130 → 150320 → 350 | 1,0001,200 → 1,450 | 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 → 140 | |
| 16,056 → 6,260 | 60 → 74 | 4048 → 52 | 270 → 300180 → 230 | 1,0001,300 → 1,700 | Charge 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% | |
| 15,520 → 6,300 | 125 → 135 | 45 → 4765 → 68 | 300 → 370130 → 180 | 1,000 → 1,200900 → 1,200 | Bonus vs infantry 20 → 22; Charge bonus 30 → 40; Mass 1,100 → 1,200; Upkeep 250 → 135 | |
| 18,664 → 9,210 | 80 → 94 | 64 → 6246 → 52 | 140 → 165425 | 1,000 → 2,2002,300 → 2,200 | Charge bonus 80 → 85; Mass 5,500 → 5,600; Upkeep 250 → 210 | |
| 13,864 → 4,400 | 45 → 56 | 5058 → 60 | 280 → 300160 → 200 | 1,000 → 1,100500 → 1,100 | Missile block 35% → 50%; Bonus vs infantry 0 → 15; Charge bonus 30 → 35; Mass 700 → 400 | |
| 14,276 → 5,010 | 45 → 56 | 50 → 5258 → 62 | 280 → 300160 → 200 | 1,000 → 1,300650 → 1,300 | Missile block 35% → 50%; Bonus vs infantry 0 → 15; Charge bonus 50 → 55; Mass 1,100 → 850 | |
| 13,908 → 4,400 | 120 → 132 | 45 → 4442 → 48 | 90 → 125250 → 275 | 1,000 → 1,050650 → 1,050 | Bonus 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 | |
| 14,958 → 5,500 | 120 → 132 | 55 → 5455 → 58 | 260 → 300170 → 200 | 1,000 → 1,250700 → 1,250 | Missile block 55% → 65%; Charge bonus 30 → 35; Mass 1,100 → 1,200; Upkeep 250 → 135 | |
| 16,676 → 7,210 | 60 → 74 | 46 → 4828 → 35 | 130 → 150320 → 350 | 1,000 → 1,8001,300 → 1,800 | Charge bonus 80 → 85; Mass 3,400 → 3,600; Upkeep 250 → 180 | |
| 16,056 → 6,360 | 60 → 74 | 54 → 5234 → 40 | 270 → 300180 → 230 | 1,000 → 1,9501,400 → 1,950 | Mass 3,400 → 3,600; Upkeep 250 → 190; Spell resistance 25% → 0% | |
| 14,048 → 4,800 | 120 → 132 | 4442 → 48 | 230 → 255100 → 115 | 1,000900 → 1,000 | Charge 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 | |
| 18,266 → 8,910 | 70 → 84 | 56 → 5440 → 46 | 140 → 160400 | 1,0002,200 → 2,300 | Charge 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 | |
| 16,676 → 7,210 | 60 → 74 | 4628 → 34 | 130 → 150320 → 350 | 1,0001,500 → 1,700 | 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 | |
| 16,056 → 6,360 | 60 → 74 | 40 → 4248 → 54 | 270 → 300180 → 230 | 1,0001,600 → 1,850 | Charge 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% | |
| 14,048 → 4,800 | 120 → 132 | 4442 → 48 | 230 → 255100 → 115 | 1,000900 → 1,000 | Charge 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 | |
| 18,266 → 8,910 | 70 → 84 | 56 → 5440 → 46 | 140 → 160400 | 1,0002,200 → 2,300 | Charge 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 | |
| 16,676 → 7,210 | 60 → 74 | 4628 → 34 | 130 → 150320 → 350 | 1,0001,500 → 1,700 | 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 | |
| 16,056 → 6,360 | 60 → 74 | 40 → 4248 → 54 | 270 → 300180 → 230 | 1,0001,600 → 1,850 | Charge 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% | |
| 14,048 → 4,800 | 120 → 132 | 4442 → 48 | 230 → 255100 → 115 | 1,000900 → 1,000 | Charge 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 | |
| 18,266 → 8,910 | 70 → 84 | 56 → 5440 → 46 | 140 → 160400 | 1,0002,200 → 2,300 | Charge 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 | |
| 16,676 → 7,210 | 60 → 74 | 4628 → 34 | 130 → 150320 → 350 | 1,0001,500 → 1,700 | 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 | |
| 16,056 → 6,360 | 60 → 74 | 40 → 4248 → 54 | 270 → 300180 → 230 | 1,0001,600 → 1,850 | Charge 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% | |
| 14,048 → 4,800 | 120 → 132 | 4442 → 48 | 230 → 255100 → 115 | 1,000900 → 1,000 | Charge 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 | |
| 18,266 → 8,910 | 70 → 84 | 56 → 5440 → 46 | 140 → 160400 | 1,0002,200 → 2,300 | Charge 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 | |
| 16,676 → 7,210 | 60 → 74 | 4628 → 34 | 130 → 150320 → 350 | 1,0001,500 → 1,700 | 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 | |
| 16,056 → 6,360 | 60 → 74 | 40 → 4248 → 54 | 270 → 300180 → 230 | 1,0001,600 → 1,850 | Charge 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% | |
| 15,820 → 6,700 | 125 → 135 | 62 → 6055 → 60 | 280 → 330180 → 230 | 1,000 → 1,400850 → 1,400 | Missile block 55% → 65%; Bonus vs infantry 0 → 18; Charge bonus 30 → 35; Mass 1,100 → 1,200; Upkeep 250 → 135 | |
| 16,676 → 7,310 | 60 → 74 | 46 → 4828 → 38 | 130 → 150320 → 350 | 1,000 → 1,8001,450 → 1,800 | Charge bonus 80 → 85; Mass 3,400 → 3,600; Upkeep 250 → 175 | |
| 16,856 → 7,310 | 60 → 74 | 44 → 4652 → 58 | 270 → 300180 → 230 | 1,000 → 2,0001,550 → 2,000 | Charge bonus 40 → 55; Mass 3,400 → 3,600; Upkeep 250 → 195; Spell resistance 25% → 0% | |
| 806,160 → 9,600 | 85 → 94 | 28 → 2932 → 37 | 25 → 249 → 8 | 900 → 1,000900 → 1,000 | Missile block 55% → 65%; Charge bonus 6 → 10; Range 90 m → 100 m; Ammunition 30 → 40; Reload time 11 s → 10 s; Upkeep 225 → 115 | |
| 806,800 → 10,000 | 100 → 104 | 38 → 3346 → 44 | 12 → 1034 → 31 | 1,200 → 1,3001,200 → 1,300 | Leadership 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 | |
| 1008,200 → 12,500 | 85 → 96 | 30 → 3344 → 40 | 25 → 249 → 8 | 600600 | Missile block 55% → 65%; Charge bonus 12 → 15; Upkeep 150 → 100 | |
| 1008,200 → 12,500 | 85 → 96 | 30 → 3534 → 42 | 10 → 928 → 25 | 650650 | Charge bonus 18 → 20; Upkeep 162 → 100 | |
| 1008,200 → 13,000 | 85 → 104 | 38 → 3654 → 45 | 259 | 950 → 1,000950 → 1,000 | Missile 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 | |
| 1809,000 → 15,300 | 0 → 10 | 12 → 1416 → 20 | 164 | 150 → 200150 → 200 | Leadership 32 → 30; Charge bonus 6 → 10; Upkeep 37 → 25 | |
| 120 → 906,960 → 8,550 | 25 → 36 | 18 → 1924 → 30 | 21 → 237 | 500500 | Charge bonus 10 → 12; Range 140 m → 135 m; Ammunition 24 → 30; Missile base damage 11 → 13; Missile AP damage 2 → 3; Upkeep 125 → 85 | |
| 1408,120 → 14,000 | 25 → 44 | 32 → 2928 → 33 | 21 → 237 | 400 → 450400 → 450 | Missile block 35% → 50%; Charge bonus 15 → 18; Upkeep 100 → 80 | |
| 1206,960 → 12,000 | 25 → 46 | 32 → 3120 → 28 | 21 → 227 → 8 | 575 → 550500 → 550 | Leadership 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 | |
| 1009,000 → 13,500 | 100 → 114 | 32 → 3656 → 54 | 31 → 2911 → 10 | 950950 | Missile block 55% → 65%; Charge bonus 12 → 18; Upkeep 237 → 115; New: Immune to Psychology | |
| 806,800 → 10,400 | 100 → 108 | 30 → 3242 → 48 | 925 → 23 | 1,200 → 1,1001,200 → 1,100 | Leadership 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 | |
| 1009,000 → 13,500 | 100 → 114 | 32 → 3846 → 54 | 12 → 1034 → 31 | 1,0001,000 | Charge bonus 18 → 24; Upkeep 250 → 115; New: Immune to Psychology | |
| 10010,600 → 14,000 | 125 → 122 | 4264 → 60 | 32 → 3110 → 12 | 1,400 → 1,3501,400 → 1,350 | Missile 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 | |
| 10010,600 → 15,000 | 125 → 128 | 52 → 4660 → 59 | 36 → 3518 → 16 | 1,650 → 1,5001,650 → 1,500 | Leadership 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 | |
| 14010,640 → 16,100 | 0 → 10 | 22 → 2412 → 20 | 6 → 518 → 20 | 300 → 350250 → 350 | Leadership 36 → 35; Charge bonus 18 → 22; Upkeep 75 → 50 | |
| 18,258 → 10,500 | 60 → 84 | 56 → 6340 → 49 | 140 → 160400 | 1,700 → 2,0001,700 → 2,000 | Leadership 60 → 65; Charge bonus 80 → 90; Upkeep 425 → 200; Fire resistance 35% → 45% | |
| 16,668 → 8,800 | 50 → 66 | 46 → 4928 → 40 | 130 → 150320 → 350 | 1,100 → 1,4001,100 → 1,400 | Charge bonus 80 → 86; Mass 2,000 → 2,100; Upkeep 275 → 140 | |
| 110,240 → 12,800 | 120 → 104 | 56 → 6038 → 46 | 180 → 190500 | 2,200 → 2,4002,000 → 2,400 | Leadership 70 → 65; Bonus vs large 0 → 20; Charge bonus 45 → 48; Upkeep 550 → 240; Missile resistance 15% → 10%; Fire resistance 35% → 50% | |
| 167,872 → 11,840 | 80 → 84 | 32 → 3540 → 48 | 36 → 4084 → 86 | 1,400 → 1,7001,325 → 1,700 | Leadership 60 → 50; Charge bonus 40 → 50; Mass 1,500 → 1,600; Upkeep 350 → 170; Fire resistance 35% → 50% | |
| 16,048 → 8,400 | 45 → 74 | 36 → 5144 → 50 | 270 → 300180 → 230 | 1,200 → 1,5501,200 → 1,550 | Charge bonus 40 → 60; Mass 2,000 → 2,100; Upkeep 300 → 155; Missile resistance 15% → 20%; Spell resistance 25% → 0%; Fire resistance 25% → 30% | |
| 15,010 → 5,380 | 70 → 84 | 2010 → 15 | 130 → 14040 → 60 | 1,3001,300 → 1,200 | Leadership 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 | |
| 15,540 → 5,725 | 70 → 84 | 2010 → 15 | 130 → 14040 → 60 | 2,000 → 2,5001,800 → 2,500 | Leadership 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 | |
| 17,570 → 7,765 | 120 → 114 | 30 → 3625 | 70180 → 150 | 1,1001,150 → 1,000 | Bonus 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 | |
| 17,600 → 7,795 | 120 → 114 | 30 → 3625 | 70180 → 150 | 3,100 → 3,3002,750 → 3,300 | Bonus 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 | |
| 18,580 → 8,720 | 120 → 114 | 30 → 3625 | 70180 → 150 | 1,000 → 8,0001,050 → 8,000 | Bonus vs infantry 20 → 18; Upkeep 0 → 800 | |
| 17,570 → 7,775 | 120 → 114 | 38 → 4032 → 28 | 70 → 75180 → 155 | 1,700 → 1,8001,750 → 1,800 | Charge bonus 50 → 60; Range 80 m → 90 m; Ammunition 23 → 25; Missile base damage 30 → 40; Upkeep 425 → 180; Missile resistance 0% → 10% | |
| 17,600 → 7,805 | 120 → 114 | 38 → 4032 → 28 | 70 → 75180 → 155 | 3,700 → 3,4003,350 → 3,400 | Charge 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% | |
| 15,010 → 5,380 | 70 → 84 | 2010 → 15 | 130 → 14040 → 60 | 1,050 → 1,0001,000 → 900 | Leadership 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 | |
| 17,530 → 7,725 | 120 → 114 | 40 → 3625 | 110 → 100240 → 200 | 1,200 → 1,3001,150 → 1,200 | Bonus vs infantry 20 → 18; Charge bonus 50 → 55; Upkeep 300 → 130 | |
| 17,560 → 7,755 | 120 → 114 | 40 → 3625 | 110 → 100240 → 200 | 3,200 → 3,4002,750 → 3,400 | Bonus 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 | |
| 415,828 → 19,980 | 30 → 46 | 18 → 2014 → 17 | 21 → 257 → 6 | 3,200 → 1,5003,200 → 1,400 | Charge 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 | |
| 13,957 → 4,670 | 30 → 42 | 1814 → 15 | 21 → 257 → 6 | 1,200 → 1,4001,200 → 1,300 | Charge 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 | |
| 13,957 → 4,865 | 30 → 46 | 24 → 2519 → 26 | 21 → 257 → 6 | 1,5501,550 | Charge 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 | |
| 85,456 → 7,040 | 25 → 36 | 10 → 126 → 8 | 21 → 237 | 650 → 680650 → 680 | Range 320 m → 325 m; Ammunition 22 → 32; Missile AP damage 70 → 80; Reload time 12 s → 11 s; Upkeep 162 → 90 | |
| 112,620 | 110 → 122 | 7034 | 200500 | 2,0002,000 | Missile 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.
New units in Radious
Herald of the Conclaverad_wh3_part3_main_unit_chd_herald_of_the_conclave1 model
7,800
96
80
70
55
54
595
70
10
25
40
1,400
Scions of Hashut (Dual Weapons)wh3_chsdawi_centa_dual16 models
13,040
94
80
62
50
59
130
67
25
25
1,850
Scions of Hashut (Great Weapons)wh3_chsdawi_centa_heavy16 models
13,040
94
80
62
48
60
131
65
25
25
1,900
Scions of Hashutwh3_chsdawi_centa_shield16 models
13,040
94
80
62
45
62
129
60
25
25
1,800
Dark Lands Watchers (Infernal Crossbows)wh3_chsdawi_dark_cross80 models
10,400
110
80
26
34
45
35
17
26
170
5
5
10
1,250
Dark Lands Watchers (Dual Weapons)wh3_chsdawi_dark_dual100 models
13,500
112
80
26
39
58
43
28
5
5
10
1,200
Dark Lands Watchers (Rifles)wh3_chsdawi_dark_rifle80 models
10,400
110
80
26
35
46
37
19
26
165
5
5
10
1,300
Dark Lands Watcherswh3_chsdawi_dark_shield100 models
13,500
112
80
26
38
55
42
20
5
5
10
1,150
Chaos Dwarf Grenadiers (Cluster Bombs)wh3_chsdawi_grena_clust80 models
11,200
104
80
26
35
50
37
10
3
80
50
1,450
Chaos Dwarf Grenadiers (Naphta Bombs)wh3_chsdawi_grena_naph80 models
11,200
104
80
26
34
51
37
10
12
80
50
1,400
Hobgoblin Mercenarieswh3_chsdawi_hobgo140 models
15,400
56
50
35
35
39
35
24
5
10
700
Hobgoblin Mercenaries (Bows)wh3_chsdawi_hobgo_archer90 models
9,450
52
50
35
25
35
33
16
19
140
5
10
750
Mercenary Wolf Raiderswh3_chsdawi_hobgo_wolf60 models
6,900
66
50
95
34
37
35
53
5
10
900
The Burning Host (Blunderbusses)wh3_chsdawi_host_blund80 models
11,200
128
90
26
41
55
40
16
21
115
30
50
1,800
The Burning Host (Dual Weapons)wh3_chsdawi_host_dual100 models
15,000
132
90
26
50
63
54
35
30
50
1,800
The Burning Host (Magma Guns)wh3_chsdawi_host_flame28 models
5,040
128
90
26
28
40
38
10
11
110
30
75
1,900
The Burning Hostwh3_chsdawi_host_great100 models
15,000
132
90
26
49
64
52
33
30
50
1,750
Infernal Guard (Dual Weapons)wh3_chsdawi_infernal_dual100 models
13,500
114
80
26
37
56
41
26
25
1,050
Infernal Guard Blunderbusseswh3_chsdawi_infernal_rifle80 models
10,400
108
80
26
30
50
36
10
20
110
25
1,150
Infernal Ironsworn (Great Weapons)wh3_chsdawi_iron_great100 models
14,000
122
85
26
44
58
46
25
9
75
25
1,400
Savage Orc Slaveswh3_chsdawi_sav_dual140 models
18,200
15
45
31
30
29
34
31
30
10
560
Savage Orc Slaves (Great Weapons)wh3_chsdawi_sav_great140 models
18,200
15
45
31
31
28
35
30
30
10
580
Sentinels of Uzkulak (Dual Weapons)wh3_chsdawi_senti_dual100 models
14,000
128
85
26
48
61
52
31
10
35
1,600
Sentinels of Uzkulak (Fireglaives)wh3_chsdawi_senti_fire80 models
10,800
122
85
26
39
53
39
20
37
175
10
35
1,600
Sentinels of Uzkulak (Great Weapons)wh3_chsdawi_senti_great100 models
14,000
128
85
26
47
62
50
29
10
35
1,650
Sentinels of Uzkulakwh3_chsdawi_senti_shield100 models
14,000
128
85
26
45
63
47
23
10
35
1,550
Chaos Dwarf Warriors (Dual Weapons)wh3_chsdawi_warrior100 models
12,500
96
70
28
34
44
34
22
15
670
Chaos Dwarf Blunderbusses (Great Weapons)wh3_chsdawi_warrior_rifle80 models
9,600
94
65
28
31
36
32
12
18
100
15
1,050
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
Occupied Celestial PalaceChaos Dwarfs
- −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
Morceaux Valley OrchardsChaos Dwarfs
- −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
Morceaux Valley VineyardsChaos Dwarfs
- −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
Morceaux Valley VintnersChaos Dwarfs
- −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
Bordeleaux Wine MarketChaos Dwarfs
- −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)
Black Water Sluice GatesChaos Dwarfs
- −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
Experimental AtelierChaos Dwarfs
- −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
Hobgoblin Mustering CampChaos Dwarfs
- 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
Great Kiln of HashutChaos Dwarfs
- −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
Manufactory ComplexChaos Dwarfs
- +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
Underground CavernsChaos Dwarfs
- −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
Garrison HeadquartersChaos Dwarfs
- +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
Blood Rock Strip MineChaos Dwarfs
- −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
Goldsmiths' Guild HallChaos Dwarfs
- −Income generated: 500
- +Income generated: 600
High-Quality Assembly LineChaos Dwarfs
- −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
Alchemist's WorkshopChaos Dwarfs
- −Casualty replenishment rate: +2% (factionwide)
- −Medicinal Plants resource production: 30 bundles
- +Casualty replenishment rate: +3% (factionwide)
- +Medicinal Plants resource production: 40 bundles
Alchemists' Guild HallChaos Dwarfs
- −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
Prototype MegamortarChaos Dwarfs
- Cost: 4000 → 5000
Dreadquake MegamortarChaos Dwarfs
- 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)
Overseers' QuartersChaos Dwarfs
- −Casualty replenishment rate: +6% (armies in local province)
- +Casualty replenishment rate: +5% (armies in local province)
Sorcerer-Prophet's TowerChaos Dwarfs
- −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)
Sorcerer-Prophet's EstateChaos Dwarfs
- −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
Bloodthirster PrisonChaos Dwarfs
- +Unit capacity: +1 for Infernal Guard (Fireglaives) units
- +Unit capacity: +1 for Infernal Guard units
- Cost: 6000 → 7000
- Units: 0 → 5
Occupied Fortress (Small Fort)Chaos Dwarfs
- −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)
Occupied Fortress (Fort)Chaos Dwarfs
- −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)
Occupied Fortress (Grand Fort)Chaos Dwarfs
- −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)
Occupied Fortress (Imposing Fort)Chaos Dwarfs
- −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)
Occupied Fortress (Impregnable Fort)Chaos Dwarfs
- −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
Occupied Gate (Small Fortress)Chaos Dwarfs
- +Income generated: 100
- +Attrition: -15% when under siege (armies in region)
- +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
Occupied Gate (Fortress)Chaos Dwarfs
- −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)
Occupied Gate (Grand Fortress)Chaos Dwarfs
- −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)
Occupied Gate (Imposing Fortress)Chaos Dwarfs
- −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)
Occupied Gate (Impregnable Fortress)Chaos Dwarfs
- −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)
Occupied Gate (Small Fortress)Chaos Dwarfs
- +Income generated: 100
- +Attrition: -15% when under siege (armies in region)
- +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
Occupied Gate (Fortress)Chaos Dwarfs
- −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)
Occupied Gate (Grand Fortress)Chaos Dwarfs
- −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)
Occupied Gate (Imposing Fortress)Chaos Dwarfs
- −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)
Occupied Gate (Impregnable Fortress)Chaos Dwarfs
- −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)
Occupied Gate (Small Fortress)Chaos Dwarfs
- +Income generated: 100
- +Attrition: -15% when under siege (armies in region)
- +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
Occupied Gate (Fortress)Chaos Dwarfs
- −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)
Occupied Gate (Grand Fortress)Chaos Dwarfs
- −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)
Occupied Gate (Imposing Fortress)Chaos Dwarfs
- −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)
Occupied Gate (Impregnable Fortress)Chaos Dwarfs
- −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)
Occupied Gate (Small Fortress)Chaos Dwarfs
- +Income generated: 100
- +Attrition: -15% when under siege (armies in region)
- +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
Occupied Gate (Fortress)Chaos Dwarfs
- −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)
Occupied Gate (Grand Fortress)Chaos Dwarfs
- −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)
Occupied Gate (Imposing Fortress)Chaos Dwarfs
- −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)
Occupied Gate (Impregnable Fortress)Chaos Dwarfs
- −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
Graves of the DragonsChaos Dwarfs
- −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
The Great Temple of HashutChaos Dwarfs
- −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
War Machine GraveyardChaos Dwarfs
- −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
Occupied Bastion GatehouseChaos Dwarfs
- +Income generated: 100
- +Attrition: -15% when under siege (armies in region)
- +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
Occupied Bastion TowerChaos Dwarfs
- −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)
Occupied Bastion CitadelChaos Dwarfs
- −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)
Occupied Bastion StrongholdChaos Dwarfs
- −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)
Occupied Bastion FortressChaos Dwarfs
- −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
Tomb of Khengai KhanChaos Dwarfs
- −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)
- +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
Powers of the ConclaveChaos Dwarfs
- +Unit capacity: +1 for all units
Labour OrganisationChaos Dwarfs
- −Labour gained post-battle: +10% (all armies)
- +Labour gained post-battle: +15% (all armies)
- +Unit capacity: +1 for all units
Unilateral AgreementsChaos Dwarfs
- +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
Continuous BombardmentChaos Dwarfs
- −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
Increased Resource AllocationChaos Dwarfs
- −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
Alchemical RemediesChaos Dwarfs
- +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
Industrial RevolutionChaos Dwarfs
- −Construction cost: -15% for Factory settlement buildings
- +Construction cost: -10% for Factory settlement buildings
Industrial SecurityChaos Dwarfs
- −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
Boiling Blood SacrificesChaos Dwarfs
- −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
Ruinous NegotiationsChaos Dwarfs
- −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
Hobgoblin QuartermastersChaos Dwarfs
- −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
Malicious ComplianceChaos Dwarfs
- −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%
Overseer OrganisationChaos Dwarfs
- −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
Envoys to the ConclaveChaos Dwarfs
- −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
Future of the Dawi-ZharrChaos Dwarfs
- −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
Pandemic PreparationsChaos Dwarfs
- −Chance of a plague spreading: -15% (all armies)
- +Chance of a plague spreading: -25% (all armies)
Stronghold SyndromeChaos Dwarfs
- −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)
Applied AssignmentsChaos Dwarfs
- −Rush Construction Labour cost: -10%
- +Rush Construction Labour cost: -5%
Live to Work, Work to LiveChaos Dwarfs
- −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
Territorial ConsignmentsChaos Dwarfs
- −Construction cost: -15% for Defence buildings
- +Construction cost: -10% for Defence buildings