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

Radious The Empire units

158 The Empire units Radious Total War Mod changes against patch 9.0.4, 32 it adds, and 76 skills, 178 buildings and 32 technologies. Vanilla → Radious: green makes the unit stronger or cheaper, red weaker or dearer.

Units

UnitMen / HPArmourMelee atk / defWeapon (base + AP)Cost (campaign / MP)Other changes
Sootson's Guns (Mortars)wh2_dlc13_emp_art_mortar_ror_044,356 → 5,74020 → 3410 → 146 → 1121 → 223 → 2800 → 1,250750 → 1,250Leadership 50 → 55; Charge bonus 5 → 11; Mass 2,100 → 2,600; Range 380 m → 400 m; Ammunition 22 → 42; Missile base damage 105 → 110; Upkeep 200 → 130; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Knights of the Everlasting Light (Empire Knights)wh2_dlc13_emp_cav_empire_knights_ror_0606,480 → 11,700110 → 13226 → 3934 → 4321 → 239 → 101,000 → 1,2001,000 → 1,200Missile block 55% → 65%; Leadership 70 → 80; Speed 78 → 70; Charge bonus 48 → 76; Mass 1,800 → 2,000; Upkeep 250 → 150; Fire resistance 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3; New: Strider
Knights of Morr (Empire Knights)wh2_dlc13_emp_cav_empire_knights_ror_1606,480 → 12,000120 → 13230 → 4130 → 4721 → 249 → 141,100 → 1,3001,100 → 1,300Missile block 55% → 50%; Leadership 70 → 80; Speed 78 → 70; Bonus vs large 0 → 15; Charge bonus 48 → 78; Mass 1,100 → 1,200; Upkeep 275 → 160; Spell resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
The Stubborn Bulls (Empire Knights – Greatswords)wh2_dlc13_emp_cav_empire_knights_ror_2606,480 → 12,000110 → 13232 → 4432 → 4114 → 1238 → 341,000 → 1,2501,000 → 1,250Leadership 80 → 85; Speed 78 → 70; Charge bonus 34 → 70; Mass 1,120 → 1,220; Upkeep 250 → 155; Missile resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3; New: Perfect Vigour
The Bordermen (Outriders – Grenade Launchers)wh2_dlc13_emp_cav_outriders_ror_048 → 604,464 → 8,70030 → 4618 → 2014 → 2021 → 253 → 51,000 → 1,1001,000 → 1,100Leadership 50 → 55; Speed 84 → 85; Charge bonus 12 → 32; Mass 800 → 850; Range 100 m → 115 m; Ammunition 18 → 36; Missile base damage 4 → 6; Upkeep 250 → 140; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3; New: Immune to Psychology
The Noble Sons Abroad (Pistoliers)wh2_dlc13_emp_cav_pistoliers_ror_0604,560 → 7,50050 → 6426 → 2524 → 2721 → 253 → 5700 → 850700 → 850Leadership 50 → 55; Speed 90 → 95; Charge bonus 30 → 45; Mass 600 → 650; Range 80 m → 100 m; Ammunition 12 → 21; Missile base damage 15 → 16; Missile AP damage 4 → 5; Upkeep 175 → 115; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3; New: Strider
Hertwig van Halwh2_dlc13_emp_cha_hunter_doctor_hertwig_van_hal_013,988 → 5,00045 → 6440 → 4538 → 46230 → 280100 → 1251,000600 → 800Leadership 70 → 75; Bonus vs infantry 0 → 22; Charge bonus 30 → 42; Range 90 m → 115 m; Ammunition 50 → 65; Missile base damage 33 → 60; Missile AP damage 117 → 150
Jorek Grimmwh2_dlc13_emp_cha_hunter_jorek_grimm_014,188 → 5,000120 → 13240 → 4535 → 4460 → 115220 → 2601,000750 → 800Charge bonus 14 → 28; Mass 1,100 → 1,200; Range 180 m → 165 m; Ammunition 50 → 65; Missile base damage 60 → 115; Missile AP damage 180 → 215; Reload time 8 s → 6 s; Spell resistance 35% → 25%
Kalarawh2_dlc13_emp_cha_hunter_kalara_of_wydrioth_013,988 → 4,90050 → 645848 → 52235 → 27590 → 1151,000700 → 800Leadership 70 → 75; Charge bonus 28 → 35; Range 190 m → 175 m; Ammunition 40 → 50; Missile base damage 196 → 250; Missile AP damage 84 → 105; Reload time 8 s → 7 s
Rodrik L'Anguillewh2_dlc13_emp_cha_hunter_rodrik_l_anguille_014,088 → 5,00095 → 10850 → 5245 → 52255 → 310135 → 1801,000475 → 700Missile block 35% → 50%; Leadership 70 → 75; Bonus vs infantry 0 → 22; Bonus vs large 20 → 0; Charge bonus 45 → 52
Huntsman Generalwh2_dlc13_emp_cha_huntsmarshal_013,908 → 4,80045 → 6043 → 4540 → 45270 → 33590 → 1401,000750 → 1,000Bonus vs large 0 → 18; Charge bonus 30 → 40; Range 180 m → 190 m; Ammunition 45 → 55; Missile base damage 240 → 285; Missile AP damage 160 → 190; Reload time 8 s → 7 s; Upkeep 250 → 130
Markus Wulfhartwh2_dlc13_emp_cha_markus_wulfhart_014,268 → 5,10050 → 6458 → 6045 → 57270 → 33590 → 1401,000 → 1,2001,000 → 1,200Bonus vs large 0 → 18; Charge bonus 30 → 42; Range 180 m → 195 m; Ammunition 45 → 55; Missile base damage 100 → 180; Missile AP damage 230 → 300; Reload time 8 s → 7 s; Upkeep 250 → 135
Archerswh2_dlc13_emp_inf_archers_0906,210 → 10,35020 → 3414 → 1517 → 2221 → 223 → 2350 → 440350 → 440Leadership 50 → 44; Charge bonus 4 → 6; Range 130 m → 140 m; Ammunition 20 → 36; Missile base damage 17 → 18; Missile AP damage 2 → 3; Upkeep 88 → 80
Deathjacks (Archers)wh2_dlc13_emp_inf_archers_ror_0906,210 → 10,80020 → 3619 → 2023 → 2721 → 243 → 6550 → 620550 → 620Leadership 60 → 55; Charge bonus 4 → 8; Range 130 m → 150 m; Ammunition 20 → 42; Missile base damage 17 → 19; Missile AP damage 2 → 4; Upkeep 138 → 100; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Stir River Patrol (Crossbowmen)wh2_dlc13_emp_inf_crossbowmen_ror_0906,210 → 10,80020 → 4014 → 1717 → 2421 → 243 → 6675 → 760675 → 760Leadership 50 → 55; Charge bonus 4 → 10; Range 160 m → 170 m; Ammunition 22 → 42; Missile base damage 20 → 21; Upkeep 169 → 105; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Carroburg Greatswords (Greatswords)wh2_dlc13_emp_inf_greatswords_ror_01209,120 → 16,20095 → 11632 → 4330 → 4210 → 1525 → 291,000 → 1,1501,000 → 1,150Bonus vs infantry 14 → 12; Charge bonus 18 → 30; Upkeep 250 → 135; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Nordland Mariners (Halberdiers)wh2_dlc13_emp_inf_halberdiers_ror_01208,760 → 15,60030 → 6430 → 3446 → 488 → 1220 → 22700 → 880700 → 880Leadership 70 → 75; Bonus vs large 16 → 20; Charge bonus 8 → 16; Upkeep 175 → 115; Spell resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3; New: Causes Fear
Gunderman's Surefires (Handgunners)wh2_dlc13_emp_inf_handgunners_ror_0906,210 → 10,80020 → 522825 → 3021 → 243 → 7800 → 900800 → 900Leadership 50 → 55; Charge bonus 4 → 17; Melee attack interval 4.3 s → 4.2 s; Range 160 m → 185 m; Ammunition 22 → 42; Missile base damage 5 → 7; Missile AP damage 17 → 18; Reload time 13 s → 12 s; Upkeep 200 → 115; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3; New: Woodsman
Huntsmenwh2_dlc13_emp_inf_huntsmen_0906,210 → 11,25025 → 3816 → 2017 → 3021 → 223 → 7650 → 920650 → 920Leadership 55 → 60; Charge bonus 4 → 11; Range 160 m → 175 m; Ammunition 22 → 38; Missile base damage 16 → 12; Missile AP damage 4 → 11; Upkeep 163 → 140; New: Hide (forest); Removed: Fire Whilst Moving
The White Wolves (Huntsmen)wh2_dlc13_emp_inf_huntsmen_ror_0906,210 → 11,70025 → 4436 → 3532 → 3921 → 247900 → 1,100900 → 1,100Charge bonus 14 → 17; Range 160 m → 185 m; Ammunition 22 → 42; Missile base damage 16 → 13; Missile AP damage 4 → 12; Upkeep 225 → 150; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Eldred's Guard (Spearmen – Shields)wh2_dlc13_emp_inf_spearmen_ror_01208,280 → 15,00070 → 8420 → 3042 → 4919 → 236 → 7600 → 770600 → 770Missile block 60% → 65%; Leadership 60 → 65; Bonus vs large 15 → 18; Charge bonus 4 → 14; Upkeep 150 → 105; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Swords of Ulric (Swordsmen)wh2_dlc13_emp_inf_swordsmen_ror_01208,280 → 15,00030 → 5834 → 3632 → 4023 → 258550 → 750550 → 750Missile block 35% → 50%; Leadership 60 → 65; Bonus vs infantry 0 → 6; Charge bonus 18 → 22; Upkeep 138 → 105; Physical resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
The Emperor's Wrath (Steam Tank)wh2_dlc13_emp_veh_steam_tank_ror_019,102 → 11,300160 → 16836 → 4020 → 2570180 → 2002,400 → 2,4502,600 → 2,450Missile block 70% → 75%; Charge bonus 80 → 100; Range 380 m → 390 m; Ammunition 40 → 60; Upkeep 600 → 295; Physical resistance 0% → 15%; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
War Wagonswh2_dlc13_emp_veh_war_wagon_04 → 64,800 → 13,14080 → 10418 → 2312 → 2220 → 226 → 10875 → 1,000875 → 1,000Speed 60 → 70; Charge bonus 29 → 50; Mass 3,300 → 3,400; Range 130 m → 160 m; Ammunition 35 → 43; Missile AP damage 25 → 23; Upkeep 213 → 130; Missile resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 4
War Wagons (Mortars)wh2_dlc13_emp_veh_war_wagon_14 → 64,672 → 12,30080 → 10418 → 2312 → 2220 → 226 → 10950 → 1,200950 → 1,100Speed 60 → 70; Charge bonus 29 → 50; Mass 3,300 → 3,400; Range 380 m → 350 m; Ammunition 22 → 26; Missile base damage 100 → 105; Upkeep 238 → 135; Missile resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 4
The Black Lions (War Wagons – Helblasters)wh2_dlc13_emp_veh_war_wagon_ror_04 → 64,672 → 13,80080 → 10824 → 2617 → 2720 → 246 → 121,900 → 1,8001,900 → 1,800Leadership 75 → 70; Speed 60 → 70; Bonus vs infantry 0 → 8; Charge bonus 29 → 55; Mass 3,300 → 3,400; Range 250 m → 260 m; Ammunition 17 → 22; Missile base damage 18 → 22; Missile AP damage 57 → 62; Reload time 10 s → 9 s; Upkeep 475 → 220; Missile resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Obsinite Gyrocopterswh2_dlc13_huntmarshall_veh_obsinite_gyrocopter_0124,488 → 5,820120 → 13230 → 3215 → 2638 → 5012 → 1601,000 → 1,050Charge bonus 25 → 32; Mass 700 → 750; Range 100 m → 120 m; Ammunition 25 → 30; Missile base damage 10 → 12; Missile AP damage 20 → 22; Upkeep 250 → 130; Missile resistance 0% → 10%
Amethyst Wizardwh2_pro07_emp_cha_wizard_death_013,420 → 3,90020 → 3225 → 2630 → 32210 → 23090 → 1051,000250 → 800Charge bonus 15 → 22; Upkeep 250 → 130
Amethyst Wizardwh2_pro07_emp_cha_wizard_death_214,016 → 4,46050 → 6225 → 2830 → 34210 → 23090 → 1051,350650 → 1,300Charge bonus 35 → 55; Upkeep 337 → 175
Amethyst Wizardwh2_pro07_emp_cha_wizard_death_313,848 → 4,46050 → 6225 → 3030 → 35210 → 23090 → 1051,200500 → 1,100Speed 78 → 70; Charge bonus 35 → 50; Mass 1,800 → 1,900; Upkeep 300 → 155
Felixwh2_pro08_neu_cha_felix14,168 → 5,46070 → 9050 → 5955 → 66115 → 170265 → 315800800Bonus vs infantry 20 → 30; Charge bonus 35 → 52
Gotrekwh2_pro08_neu_cha_gotrek15,902 → 6,8200 → 347050 → 56120 → 165350 → 3951,1001,150 → 1,100Bonus vs large 35 → 40; Charge bonus 65 → 70; Mass 1,500 → 1,600; Spell resistance 35% → 30%
Ulrika Magdovawh3_dlc23_neu_cha_ulrika13,968 → 4,70050 → 645046 → 52250 → 275200 → 2251,000 → 1,150900 → 1,150Charge bonus 25 → 35; Ammunition 30 → 55; Missile base damage 124 → 175; Missile AP damage 84 → 110
Ulrika Magdovawh3_dlc23_neu_cha_ulrika_warhorse14,580 → 5,31080 → 845046 → 52250 → 275200 → 2251,150 → 1,2501,100 → 1,250Speed 78 → 80; Charge bonus 50 → 60; Mass 2,100 → 2,200; Ammunition 30 → 75; Missile base damage 124 → 175; Missile AP damage 84 → 110
Boris Todbringerwh_dlc03_emp_cha_boris_todbringer_014,287 → 5,30095 → 9862 → 5553 → 51290 → 340140 → 195900 → 1,100900 → 1,100Missile block 55% → 60%; Leadership 80 → 70; Bonus vs infantry 0 → 22; Charge bonus 55 → 45; Upkeep 225 → 130
Boris Todbringerwh_dlc03_emp_cha_boris_todbringer_114,900 → 5,760115 → 11262 → 5753 → 52290 → 340140 → 1951,150 → 1,2001,150 → 1,200Missile block 35% → 45%; Leadership 80 → 70; Speed 78 → 70; Bonus vs infantry 0 → 22; Charge bonus 80 → 75; Mass 2,300 → 2,400; Upkeep 287 → 145
Boris Todbringerwh_dlc03_emp_cha_boris_todbringer_215,200 → 5,860100 → 10462 → 6053290 → 340140 → 1951,450 → 1,3001,450 → 1,300Missile block 35% → 50%; Leadership 80 → 70; Bonus vs infantry 0 → 22; Charge bonus 80 → 90; Mass 2,300 → 2,100; Upkeep 362 → 155
Boris Todbringerwh_dlc03_emp_cha_boris_todbringer_316,835 → 6,160100 → 10445 → 5246 → 47160 → 205290 → 3301,700 → 1,5001,700 → 1,500Missile block 35% → 0%; Leadership 80 → 70; Charge bonus 80 → 95; Mass 3,100 → 3,000; Upkeep 425 → 160; Missile resistance 15% → 20%
Amber Wizardwh_dlc03_emp_cha_wizard_beasts_013,420 → 3,90020 → 3230 → 3725 → 22210 → 23090 → 1051,000250 → 400Charge bonus 15 → 20; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Amber Wizardwh_dlc03_emp_cha_wizard_beasts_213,848 → 4,46050 → 6230 → 3925 → 24210 → 23090 → 1051,200500 → 600Speed 78 → 70; Charge bonus 35 → 40; Mass 1,800 → 1,900; Upkeep 300 → 145; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Amber Wizardwh_dlc03_emp_cha_wizard_beasts_315,736 → 4,76050 → 624030 → 35160 → 205290 → 3301,6001,300 → 1,000Mass 2,600 → 2,700; Upkeep 375 → 175; Missile resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Amber Wizardwh_dlc03_emp_cha_wizard_beasts_414,016 → 4,51050 → 6230 → 4225210 → 23090 → 1051,500 → 1,350650 → 750Charge bonus 30 → 50; Upkeep 325 → 155; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Hammer of the Witches (Great Cannons)wh_dlc04_emp_art_hammer_of_the_witches_044,356 → 5,74020 → 3213 → 1710 → 1621 → 223 → 21,100 → 1,4001,100 → 1,400Leadership 60 → 55; Charge bonus 5 → 6; Mass 2,100 → 2,600; Range 450 m → 475 m; Ammunition 30 → 42; Missile base damage 145 → 150; Missile AP damage 435 → 375; Reload time 22 s → 21 s; Upkeep 275 → 125; Per-unit cap (main_units.multiplayer_cap) 1 → 3
The Sunmaker (Helstorm Rocket Battery)wh_dlc04_emp_art_sunmaker_044,356 → 5,74020 → 3214 → 179 → 1621 → 223 → 21,800 → 2,0001,800 → 2,000Leadership 60 → 55; Charge bonus 5 → 6; Mass 2,100 → 2,600; Ammunition 8 → 11; Missile base damage 30 → 25; Missile AP damage 70 → 65; Upkeep 450 → 190; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Knights of the Blazing Sunwh_dlc04_emp_cav_knights_blazing_sun_0606,960 → 12,000100 → 13040 → 4426 → 4629 → 2013 → 221,200 → 1,6001,200 → 1,600Missile block 30% → 50%; Leadership 70 → 90; Speed 78 → 75; Bonus vs large 0 → 12; Charge bonus 78 → 98; Mass 1,300 → 1,400; Upkeep 300 → 170; Spell resistance 25% → 15%; Fire resistance 0% → 30%; New: Lance, Encourage, Devastating Flanker
The Royal Altdorf Gryphites (Demigryph Knights)wh_dlc04_emp_cav_royal_altdorf_gryphites_032 → 307,456 → 12,150125 → 14043 → 4745 → 471838 → 441,850 → 1,8001,850 → 1,800Leadership 90 → 85; Speed 75 → 80; Bonus vs large 25 → 35; Charge bonus 60 → 70; Melee attack interval 4.8 s → 4.9 s; Mass 1,600 → 1,700; Upkeep 463 → 205; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Zintler's Reiksguard (Reiksguard)wh_dlc04_emp_cav_zintlers_reiksguard_0606,960 → 11,700120 → 13043 → 4239 → 4228 → 3212 → 111,350 → 1,3001,300Missile block 30% → 50%; Leadership 85 → 80; Speed 78 → 70; Charge bonus 62 → 78; Mass 1,100 → 1,200; Upkeep 338 → 150; Per-unit cap (main_units.multiplayer_cap) 1 → 3; New: Lance, Glorious Charge
Arch Lectorwh_dlc04_emp_cha_arch_lector_014,068 → 6,45095 → 11035 → 4155 → 57266 → 310114 → 1401,000 → 1,200550 → 1,200Bonus vs infantry 10 → 20; Charge bonus 26 → 38; Upkeep 225 → 155; Missile resistance 15% → 25%; Spell resistance 0% → 15%
Arch Lectorwh_dlc04_emp_cha_arch_lector_214,680 → 7,110120 → 13435 → 4555 → 60266 → 310114 → 1401,350800 → 1,350Speed 78 → 70; Bonus vs infantry 10 → 20; Charge bonus 46 → 64; Mass 2,100 → 2,200; Upkeep 275 → 180; Missile resistance 15% → 25%; Spell resistance 0% → 15%
Volkmar the Grimwh_dlc04_emp_cha_volkmar_the_grim_014,672 → 5,90050 → 6255 → 5245 → 42230 → 310150 → 2001,100 → 1,200750 → 1,200Bonus vs infantry 0 → 22; Charge bonus 30 → 40; Upkeep 300 → 155
Volkmar the Grimwh_dlc04_emp_cha_volkmar_the_grim_116,648 → 6,750100 → 11230 → 5525 → 44240 → 260160 → 1501,550 → 1,5001,550 → 1,500Speed 50 → 55; Bonus vs infantry 25 → 16; Charge bonus 50 → 58; Upkeep 387 → 165; Spell resistance 40% → 25%
Volkmar the Grimwh_dlc04_emp_cha_volkmar_the_grim_315,316 → 6,51080 → 9055 → 5845 → 46230 → 310150 → 2001,100 → 1,4001,000 → 1,400Speed 78 → 70; Bonus vs infantry 0 → 22; Charge bonus 50 → 67; Mass 2,300 → 2,400; Upkeep 350 → 180
Flagellantswh_dlc04_emp_inf_flagellants_01208,760 → 14,400032 → 3512 → 2325 → 288 → 16600 → 650600 → 650Charge bonus 28 → 38; Upkeep 150 → 95
Free Company Militiawh_dlc04_emp_inf_free_company_militia_01207,320 → 13,20025 → 3828 → 3025 → 3021 → 227 → 6450 → 620450 → 620Charge bonus 14 → 18; Ammunition 18 → 30; Missile base damage 12 → 13; Missile AP damage 2 → 3; Upkeep 113 → 85
Sigmar's Sons (Swordsmen)wh_dlc04_emp_inf_sigmars_sons_01208,880 → 15,00030 → 4841 → 4041 → 4823 → 257700 → 770700 → 770Charge bonus 20 → 24; Upkeep 175 → 110; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
The Silver Bullets (Handgunners)wh_dlc04_emp_inf_silver_bullets_0906,210 → 10,80020 → 3822 → 2423 → 2621 → 223 → 2850 → 770850 → 770Charge bonus 4 → 9; Range 150 m → 155 m; Ammunition 22 → 42; Missile AP damage 18 → 20; Upkeep 213 → 115; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Stirland's Revenge (Free Company Militia)wh_dlc04_emp_inf_stirlands_revenge_01207,320 → 13,80025 → 3836 → 3732 → 4021 → 247800 → 930800 → 930Leadership 65 → 70; Charge bonus 14 → 22; Range 90 m → 100 m; Ammunition 18 → 36; Missile base damage 2 → 3; Missile AP damage 14 → 15; Upkeep 200 → 125; Per-unit cap (main_units.multiplayer_cap) 1 → 3
The Tattersouls (Flagellants)wh_dlc04_emp_inf_tattersouls_016011,680 → 20,000041 → 4517 → 2925 → 298 → 17800 → 940800 → 940Charge bonus 28 → 41; Upkeep 200 → 125; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Templehof Luminark (Luminark of Hysh)wh_dlc04_emp_veh_templehof_luminark_014,648 → 5,95060 → 5017 → 1612 → 202061,900 → 2,4001,900 → 2,400Leadership 70 → 75; Speed 50 → 55; Charge bonus 18 → 36; Ammunition 14 → 25; Missile base damage 495 → 625; Missile AP damage 855 → 725; Reload time 11 s → 13 s; Upkeep 475 → 260; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Jade Wizardwh_dlc05_emp_cha_wizard_life_013,420 → 3,90020 → 3225 → 2630 → 32210 → 23090 → 1051,000250 → 400Charge bonus 15 → 20; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Jade Wizardwh_dlc05_emp_cha_wizard_life_213,848 → 4,46050 → 6225 → 2830 → 34210 → 23090 → 1051,200500 → 600Speed 78 → 70; Charge bonus 35 → 40; Mass 1,800 → 1,900; Upkeep 300 → 140; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Jade Wizardwh_dlc05_emp_cha_wizard_life_314,016 → 4,51050 → 6225 → 3030 → 35210 → 23090 → 1051,500650 → 800Charge bonus 35 → 50; Upkeep 325 → 150; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Grey Wizardwh_dlc05_emp_cha_wizard_shadows_013,420 → 3,90020 → 3225 → 2630 → 32210 → 23090 → 1051,000250 → 400Charge bonus 15 → 20; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Grey Wizardwh_dlc05_emp_cha_wizard_shadows_213,848 → 4,46050 → 6225 → 2830 → 34210 → 23090 → 1051,200500 → 600Speed 78 → 70; Charge bonus 35 → 40; Mass 1,800 → 1,900; Upkeep 300 → 140; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Grey Wizardwh_dlc05_emp_cha_wizard_shadows_314,016 → 4,51050 → 6225 → 3030 → 35210 → 23090 → 1051,500 → 1,350650 → 800Charge bonus 35 → 50; Upkeep 325 → 150; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Great Cannonswh_main_emp_art_great_cannon44,356 → 5,50020 → 3210621 → 223 → 2800 → 1,000800 → 900Charge bonus 5 → 6; Mass 2,100 → 2,600; Ammunition 22 → 36; Missile base damage 88 → 100; Missile AP damage 352 → 325; Reload time 22 s → 21 s; Upkeep 200 → 105
Helblaster Volley Gunswh_main_emp_art_helblaster_volley_gun44,356 → 5,50020 → 3210621 → 223 → 21,050 → 1,7501,000 → 1,650Charge bonus 5 → 6; Mass 2,100 → 2,600; Range 290 m → 320 m; Ammunition 22 → 19; Missile base damage 18 → 10; Missile AP damage 57 → 12; Reload time 10 s → 8 s; Upkeep 263 → 200
Helstorm Rocket Batterywh_main_emp_art_helstorm_rocket_battery44,356 → 5,50020 → 3410621 → 223 → 21,050 → 1,6001,050 → 1,500Charge bonus 5 → 6; Mass 2,100 → 2,600; Range 480 m → 470 m; Ammunition 22 → 30; Missile base damage 30 → 25; Missile AP damage 70 → 60; Upkeep 263 → 175
Mortarswh_main_emp_art_mortar44,356 → 5,50020 → 3210621 → 223 → 2650 → 900600 → 800Charge bonus 5 → 6; Mass 2,100 → 2,600; Ammunition 22 → 36; Reload time 19 s → 20 s; Upkeep 163 → 115
Demigryph Knightswh_main_emp_cav_demigryph_knights_032 → 307,456 → 11,850125 → 14040 → 4438 → 4220 → 1840 → 481,400 → 1,5001,400 → 1,500Missile block 30% → 50%; Leadership 80 → 75; Speed 75 → 80; Charge bonus 60 → 75; Mass 1,600 → 1,700; Upkeep 350 → 180
Demigryph Knights (Halberds)wh_main_emp_cav_demigryph_knights_132 → 307,456 → 11,850125 → 14034 → 3936 → 3918 → 1538 → 451,450 → 1,5001,450 → 1,500Leadership 80 → 75; Speed 75 → 80; Bonus vs large 25 → 32; Charge bonus 48 → 65; Mass 1,600 → 1,700; Upkeep 363 → 180
Empire Knightswh_main_emp_cav_empire_knights606,480 → 9,600110 → 11226 → 3030 → 34219850 → 900850 → 900Missile block 30% → 45%; Leadership 70 → 75; Speed 78 → 70; Charge bonus 48 → 62; Mass 1,100 → 1,200; Upkeep 213 → 105; New: Lance
Outriderswh_main_emp_cav_outriders_0605,340 → 8,40030 → 4018 → 1614 → 1521 → 223 → 2700700Speed 84 → 85; Charge bonus 12 → 22; Mass 800 → 850; Range 115 m → 120 m; Ammunition 19 → 22; Missile base damage 2 → 5; Reload time 13 s → 12 s; Upkeep 175 → 105
Outriders (Grenade Launchers)wh_main_emp_cav_outriders_1484,368 → 6,72030 → 4018 → 1614 → 1521 → 223 → 2900 → 800900 → 800Speed 84 → 85; Charge bonus 12 → 22; Mass 800 → 850; Range 100 m → 80 m; Ammunition 18 → 30; Missile base damage 10 → 4; Reload time 10 s → 11 s; Upkeep 225 → 110
Pistolierswh_main_emp_cav_pistoliers_1604,560 → 7,20030 → 4020 → 1214 → 1321 → 223 → 2500 → 600500 → 600Speed 90 → 95; Charge bonus 20 → 22; Mass 600 → 650; Range 80 m → 65 m; Ammunition 12 → 18; Missile base damage 13 → 15; Missile AP damage 2 → 1; Upkeep 125 → 105
Reiksguardwh_main_emp_cav_reiksguard606,960 → 11,400120 → 13034 → 3531 → 3628 → 3012 → 101,100 → 1,2001,100 → 1,200Missile block 30% → 45%; Speed 78 → 70; Charge bonus 62 → 75; Mass 1,100 → 1,200; Upkeep 275 → 155; New: Lance, Glorious Charge
Balthasar Geltwh_main_emp_cha_balthasar_gelt_013,688 → 4,50020 → 3234 → 3538 → 41210 → 23090 → 1051,000 → 1,300350 → 1,300Leadership 65 → 70; Charge bonus 30 → 35; Upkeep 250 → 155
Balthasar Geltwh_main_emp_cha_balthasar_gelt_114,464 → 5,01050 → 6234 → 3838 → 44210 → 23090 → 1051,400 → 1,450750 → 1,450Leadership 65 → 70; Charge bonus 70 → 75; Upkeep 350 → 180
Balthasar Geltwh_main_emp_cha_balthasar_gelt_313,796 → 4,91050 → 6434 → 3838 → 44210 → 23090 → 1051,350 → 1,420600 → 1,425Leadership 65 → 70; Speed 78 → 70; Charge bonus 55 → 70; Mass 2,400 → 2,500; Upkeep 330 → 180
Empire Captainwh_main_emp_cha_captain_013,688 → 4,60085 → 985040 → 45250 → 315125 → 1701,000350 → 800Missile block 35% → 45%; Leadership 65 → 70; Bonus vs infantry 0 → 20; Charge bonus 40 → 46; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Empire Captainwh_main_emp_cha_captain_214,176 → 5,110105 → 11250 → 5440 → 46250 → 315125 → 1701,200600 → 1,000Missile block 35% → 45%; Leadership 65 → 70; Speed 78 → 70; Bonus vs infantry 0 → 20; Charge bonus 70 → 85; Mass 2,300 → 2,400; Upkeep 300 → 155; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Empire Captainwh_main_emp_cha_captain_314,464 → 5,21085 → 10250 → 5540 → 47250 → 315125 → 1701,350825 → 1,100Missile block 35% → 45%; Leadership 65 → 70; Bonus vs infantry 0 → 20; Charge bonus 85 → 90; Upkeep 337 → 175; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
General of the Empirewh_main_emp_cha_general_014,068 → 4,80085 → 985545 → 48290 → 340140 → 1951,000600 → 1,000Missile block 55% → 65%; Leadership 70 → 75; Bonus vs infantry 0 → 22; Charge bonus 40 → 50; Upkeep 250 → 130
General of the Empirewh_main_emp_cha_general_114,680 → 5,410105 → 11255 → 5745 → 49290 → 340140 → 1951,200850 → 1,200Missile block 55% → 65%; Leadership 70 → 75; Speed 78 → 70; Bonus vs infantry 0 → 22; Charge bonus 65 → 80; Mass 2,100 → 2,200; Upkeep 300 → 155
General of the Empirewh_main_emp_cha_general_214,980 → 5,61085 → 10255 → 5845 → 50290 → 340140 → 1951,3501,150 → 1,350Missile block 55% → 65%; Leadership 70 → 75; Bonus vs infantry 0 → 22; Charge bonus 80 → 90; Upkeep 337 → 175
General of the Empirewh_main_emp_cha_general_316,384 → 6,06090 → 10247 → 4830 → 42160 → 205290 → 3301,400 → 1,5001,400 → 1,500Leadership 70 → 75; Charge bonus 70 → 95; Mass 2,900 → 3,000; Upkeep 375 → 185; Missile resistance 15% → 20%
Emperor Karl Franzwh_main_emp_cha_karl_franz_014,288 → 5,150100 → 1106545 → 44140 → 205330 → 3351,100 → 1,2001,100 → 1,500Leadership 80 → 85; Bonus vs infantry 0 → 22; Upkeep 275 → 155
Emperor Karl Franzwh_main_emp_cha_karl_franz_116,836 → 6,260100 → 11456 → 5038 → 47145 → 2153451,900 → 1,7001,900 → 1,950Leadership 80 → 85; Bonus vs large 0 → 24; Charge bonus 90 → 100; Mass 3,300 → 3,400; Upkeep 475 → 215; Missile resistance 15% → 20%
Emperor Karl Franzwh_main_emp_cha_karl_franz_215,216 → 5,910100 → 11465 → 6845 → 46140 → 2103301,5001,650 → 1,800Leadership 80 → 85; Bonus vs large 0 → 20; Charge bonus 90 → 95; Upkeep 375 → 185
Emperor Karl Franzwh_main_emp_cha_karl_franz_414,900 → 5,710120 → 13065 → 6745140 → 205330 → 3351,350 → 1,4001,350 → 1,700Leadership 80 → 85; Speed 78 → 70; Bonus vs infantry 0 → 22; Mass 2,300 → 2,400; Upkeep 337 → 180
Warrior Priestwh_main_emp_cha_warrior_priest_013,688 → 5,20085 → 8445 → 4935 → 41240 → 320120 → 1901,000350 → 850Leadership 70 → 75; Bonus vs infantry 0 → 22; Charge bonus 30 → 42; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3; New: Army of the Faithful
Warrior Priestwh_main_emp_cha_warrior_priest_214,176 → 5,810105 → 9645 → 5135 → 45240 → 320120 → 1901,200600 → 1,050Leadership 70 → 75; Speed 78 → 70; Bonus vs infantry 0 → 22; Charge bonus 50 → 70; Mass 2,100 → 2,200; Upkeep 300 → 155; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3; New: Army of the Faithful
Witch Hunterwh_main_emp_cha_witch_hunter13,688 → 4,60045 → 4836 → 4034 → 40230 → 280100 → 1251,000500 → 900Leadership 65 → 70; Bonus vs infantry 0 → 22; Charge bonus 30 → 39; Range 90 m → 115 m; Ammunition 50 → 85; Missile base damage 33 → 60; Missile AP damage 117 → 150; Upkeep 250 → 130; Spell resistance 25% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3; New: To the Exclusion of All Else, The Heldenfammer Protects
Bright Wizardwh_main_emp_cha_wizard_fire_013,420 → 3,90020 → 3225 → 2630 → 32210 → 22090 → 1001,000250 → 800Charge bonus 15 → 22; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Bright Wizardwh_main_emp_cha_wizard_fire_214,016 → 4,46050 → 6225 → 2830 → 34210 → 22090 → 1001,350650 → 1,300Charge bonus 35 → 45; Upkeep 337 → 145; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Bright Wizardwh_main_emp_cha_wizard_fire_313,848 → 4,46050 → 6225 → 3030 → 35210 → 22090 → 1001,200500 → 1,100Speed 78 → 70; Charge bonus 35 → 40; Mass 1,800 → 1,900; Upkeep 300 → 155; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Celestial Wizardwh_main_emp_cha_wizard_heavens_013,420 → 3,90020 → 3225 → 2630 → 32210 → 23090 → 1051,000250 → 800Charge bonus 15 → 22; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Celestial Wizardwh_main_emp_cha_wizard_heavens_214,016 → 4,46050 → 6225 → 2830 → 34210 → 23090 → 1051,500 → 1,350650 → 1,300Charge bonus 35 → 45; Upkeep 325 → 175; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Celestial Wizardwh_main_emp_cha_wizard_heavens_413,848 → 4,46050 → 6225 → 3030 → 35210 → 23090 → 1051,200500 → 1,100Speed 78 → 70; Charge bonus 35 → 40; Mass 1,800 → 1,900; Upkeep 300 → 155; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Light Wizardwh_main_emp_cha_wizard_light_013,420 → 3,90020 → 3225 → 2630 → 32210 → 23090 → 1051,000250 → 800Charge bonus 15 → 22; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Light Wizardwh_main_emp_cha_wizard_light_214,016 → 4,46050 → 6225 → 2830 → 34210 → 23090 → 1051,500 → 1,350650 → 1,300Charge bonus 35 → 45; Upkeep 325 → 175; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Light Wizardwh_main_emp_cha_wizard_light_413,848 → 4,46050 → 6225 → 3030 → 35210 → 23090 → 1051,300500 → 1,100Speed 78 → 70; Charge bonus 35 → 40; Mass 1,800 → 1,900; Upkeep 325 → 165; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Crossbowmenwh_main_emp_inf_crossbowmen906,210 → 10,35020 → 321417 → 2021 → 223 → 2475 → 525475 → 525Leadership 50 → 48; Charge bonus 4 → 6; Range 160 m → 165 m; Ammunition 22 → 36; Missile base damage 18 → 16; Reload time 13 s → 11 s; Upkeep 119 → 95
Greatswordswh_main_emp_inf_greatswords1209,120 → 15,60095 → 10232 → 4030 → 3810 → 1225 → 27850 → 900850 → 900Bonus vs infantry 14 → 10; Charge bonus 18 → 27; Upkeep 225 → 120
Halberdierswh_main_emp_inf_halberdiers1208,760 → 15,00030 → 4426 → 3042 → 438 → 1020550 → 650550 → 650Bonus vs large 16 → 18; Charge bonus 8 → 10; Upkeep 138 → 105
Handgunnerswh_main_emp_inf_handgunners906,210 → 10,35020 → 321617 → 2021 → 223 → 2600600Charge bonus 4 → 6; Range 145 m → 150 m; Ammunition 22 → 36; Missile AP damage 17 → 15; Reload time 13 s → 12 s; Upkeep 150 → 105
Spearmenwh_main_emp_inf_spearmen_01208,280 → 13,80030 → 4020 → 2434 → 3719 → 206 → 5300300Leadership 60 → 50; Charge bonus 4 → 8; Upkeep 81 → 65
Spearmen (Shields)wh_main_emp_inf_spearmen_11208,280 → 14,40030 → 4020 → 2642 → 4319 → 216 → 5350 → 400350 → 400Missile block 35% → 45%; Leadership 60 → 55; Charge bonus 4 → 11; Upkeep 94 → 85
Swordsmenwh_main_emp_inf_swordsmen1208,280 → 14,40030 → 4032 → 3332 → 3521 → 227375 → 400375 → 400Missile block 35% → 45%; Leadership 60 → 55; Charge bonus 14 → 18; Upkeep 100 → 85
Luminark of Hyshwh_main_emp_veh_luminark_of_hysh_014,648 → 5,55060 → 5012 → 138 → 152061,700 → 2,2001,700 → 2,200Leadership 60 → 65; Speed 50 → 55; Charge bonus 18 → 32; Range 320 m → 300 m; Ammunition 14 → 18; Missile base damage 495 → 600; Missile AP damage 855 → 700; Reload time 11 s → 15 s; Upkeep 425 → 280
Steam Tankwh_main_emp_veh_steam_tank19,102 → 9,700160 → 16236 → 3820 → 2370180 → 2002,100 → 2,2502,400 → 2,250Missile block 70% → 75%; Charge bonus 80 → 95; Ammunition 40 → 55; Missile base damage 95 → 100; Missile AP damage 370 → 350; Upkeep 525 → 285; Physical resistance 0% → 10%; Missile resistance 0% → 10%
Amethyst Helstorm Rocket Batterywh3_dlc25_emp_art_helstorm_rocket_battery_morr44,356 → 5,74020 → 3610 → 126 → 821 → 223 → 21,050 → 1,7001,050 → 1,700Leadership 50 → 55; Charge bonus 5 → 8; Mass 2,100 → 2,600; Ammunition 22 → 32; Missile base damage 15 → 18; Missile AP damage 35 → 38; Upkeep 387 → 180
Knights of the Black Rosewh3_dlc25_emp_cav_knights_of_the_black_rose607,560 → 12,000120 → 1303650 → 5228 → 30121,250 → 1,2251,250 → 1,225Missile block 30% → 45%; Leadership 75 → 80; Speed 78 → 70; Charge bonus 34 → 48; Mass 1,100 → 1,200; Upkeep 312 → 150; New: Causes Fear, Encourage, Strider
Amethyst Outriderswh3_dlc25_emp_cav_outriders_morr48 → 605,664 → 9,000110 → 122263021 → 223 → 21,000 → 1,1501,000 → 1,150Leadership 75 → 70; Speed 84 → 85; Mass 800 → 850; Range 100 m → 115 m; Ammunition 25 → 35; Missile base damage 10 → 12; Missile AP damage 2 → 4; Upkeep 250 → 145; Missile resistance 0% → 10%
Elspeth von Drakenwh3_dlc25_emp_cha_elspeth_von_draken13,688 → 4,10020 → 3838 → 3944 → 45100 → 110220 → 2301,000 → 1,200550 → 1,200Charge bonus 20 → 24; Upkeep 250 → 120
Elspeth von Drakenwh3_dlc25_emp_cha_elspeth_von_draken_carmine_dragon18,230 → 8,61070 → 845044 → 49150 → 165350 → 3652,300 → 2,4002,550 → 2,400Charge bonus 55 → 58; Upkeep 575 → 240
Elspeth von Drakenwh3_dlc25_emp_cha_elspeth_von_draken_warhorse13,796 → 4,31050 → 6438 → 4044 → 47100 → 110220 → 2301,200 → 1,500800 → 1,500Speed 78 → 70; Charge bonus 50 → 54; Mass 2,000 → 2,100; Upkeep 300 → 150
Engineerwh3_dlc25_emp_cha_engineer13,548 → 4,00050 → 6434 → 3532 → 36220 → 230100 → 1101,000700 → 1,000Charge bonus 15 → 20; Range 135 m → 145 m; Ammunition 40 → 50; Missile base damage 18 → 35; Missile AP damage 72 → 95; Reload time 11 s → 8 s; Upkeep 250 → 100
Engineerwh3_dlc25_emp_cha_engineer_mechanical_steed14,556 → 5,01090 → 10438 → 3936220 → 235100 → 1151,000 → 1,2001,000 → 1,200Charge bonus 70 → 75; Range 135 m → 145 m; Ammunition 40 → 50; Missile base damage 18 → 35; Missile AP damage 72 → 95; Reload time 11 s → 8 s; Upkeep 250 → 120
Engineerwh3_dlc25_emp_cha_engineer_warhorse13,986 → 4,41070 → 8434 → 3532 → 36220 → 230100 → 1101,000 → 1,100900 → 1,100Speed 78 → 70; Charge bonus 50 → 55; Mass 1,600 → 1,700; Range 135 m → 145 m; Ammunition 40 → 50; Missile base damage 18 → 35; Missile AP damage 72 → 95; Reload time 11 s → 8 s; Upkeep 250 → 110
Master Engineerwh3_dlc25_emp_cha_master_engineer13,854 → 4,50050 → 6434 → 3532 → 36220 → 230100 → 1101,000 → 1,100900 → 1,100Charge bonus 15 → 20; Range 115 m → 125 m; Ammunition 35 → 55; Missile base damage 40 → 55; Missile AP damage 40 → 55; Reload time 10 s → 8 s; Upkeep 250 → 110
Master Engineerwh3_dlc25_emp_cha_master_engineer_mechanical_steed14,862 → 5,31090 → 10438 → 3936 → 40220 → 235100 → 1151,200 → 1,3001,200 → 1,300Charge bonus 70 → 75; Range 115 m → 125 m; Ammunition 35 → 55; Missile base damage 40 → 55; Missile AP damage 40 → 55; Reload time 10 s → 8 s; Upkeep 300 → 130
Master Engineerwh3_dlc25_emp_cha_master_engineer_steam_tank19,102 → 9,550160 → 16236 → 4020 → 2670180 → 2002,100 → 2,5002,700 → 2,500Missile block 70% → 75%; Charge bonus 80 → 100; Ammunition 40 → 65; Missile base damage 95 → 100; Missile AP damage 370 → 350; Upkeep 525 → 250
Master Engineerwh3_dlc25_emp_cha_master_engineer_warhorse14,300 → 4,71070 → 8434 → 3532 → 36220 → 230100 → 1101,100 → 1,2001,100 → 1,200Speed 78 → 70; Charge bonus 50 → 55; Mass 1,600 → 1,700; Range 115 m → 125 m; Ammunition 35 → 55; Missile base damage 40 → 55; Missile AP damage 40 → 55; Reload time 10 s → 8 s; Upkeep 275 → 120
Theodore Brucknerwh3_dlc25_emp_cha_theodore_bruckner14,660 → 5,200100 → 11460 → 6150 → 55300 → 315160 → 1700700 → 1,300Bonus vs infantry 0 → 15; Charge bonus 40 → 45; Mass 1,100 → 1,200; Physical resistance 0% → 10%
Theodore Brucknerwh3_dlc25_emp_cha_theodore_bruckner_demigryph_reaper15,680 → 6,210110 → 12255 → 5640 → 48160 → 175300 → 31001,100 → 1,500Bonus vs large 0 → 15; Charge bonus 60 → 65; Physical resistance 0% → 10%
Gold Wizardwh3_dlc25_emp_cha_wizard_metal13,420 → 3,90020 → 3425 → 2730 → 34210 → 23090 → 1051,000250 → 1,000Charge bonus 15 → 20; Upkeep 250 → 100
Gold Wizardwh3_dlc25_emp_cha_wizard_metal_pegasus14,016 → 4,41050 → 6425 → 2830 → 34210 → 23090 → 1051,500 → 1,400650 → 1,400Charge bonus 35 → 40; Upkeep 325 → 140
Gold Wizardwh3_dlc25_emp_cha_wizard_metal_warhorse13,848 → 4,21050 → 6425 → 2930 → 33210 → 23090 → 1051,200500 → 1,200Speed 78 → 70; Charge bonus 35 → 44; Mass 1,800 → 1,900; Upkeep 300 → 120
Hochland Long Rifleswh3_dlc25_emp_inf_hochland_long_rifles32 → 453,840 → 8,10020 → 6418 → 2420 → 3321 → 223 → 2900 → 1,150900 → 1,150Leadership 60 → 70; Charge bonus 4 → 10; Ammunition 24 → 40; Missile base damage 7 → 12; Missile AP damage 30 → 31; Reload time 13 s → 12 s; Upkeep 225 → 135
The Hergig Jaegerkorps (Hochland Long Rifles)wh3_dlc25_emp_inf_hochland_long_rifles_ror32 → 453,840 → 8,32560 → 6624 → 2827 → 3721 → 223 → 21,200 → 1,4001,200 → 1,400Leadership 70 → 75; Charge bonus 4 → 15; Range 260 m → 265 m; Ammunition 24 → 45; Missile base damage 7 → 13; Missile AP damage 30 → 32; Reload time 13 s → 12 s; Upkeep 300 → 145; Missile resistance 0% → 10%
Nuln Ironsideswh3_dlc25_emp_inf_nuln_ironsides60 → 906,240 → 12,15060 → 8432 → 3026 → 2921 → 227875 → 1,275825 → 1,275Leadership 65 → 70; Charge bonus 12 → 16; Mass 100 → 120; Range 145 m → 160 m; Ammunition 30 → 40; Missile base damage 5 → 7; Upkeep 218 → 145
Amethyst Ironsideswh3_dlc25_emp_inf_nuln_ironsides_morr60 → 906,240 → 12,60090 → 1043232 → 3321 → 2271,150 → 1,4501,025 → 1,450Leadership 70 → 75; Charge bonus 14 → 18; Mass 110 → 120; Range 145 m → 165 m; Ammunition 30 → 45; Missile base damage 5 → 8; Missile AP damage 17 → 18; Upkeep 288 → 150; Spell resistance 0% → 10%
Grundel's Defenders (Spearmen – Shields)wh3_dlc25_emp_inf_spearmen_shields_ror1208,280 → 15,00030 → 6427 → 3152 → 5319 → 236 → 7550 → 800550 → 800Missile block 35% → 50%; Bonus vs large 15 → 18; Charge bonus 4 → 15; Upkeep 138 → 110; Spell resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Land Shipwh3_dlc25_emp_veh_marienburg_land_ship110,210 → 14,30090 → 10424 → 2618 → 2350 → 80160 → 1801,800 → 2,0002,100 → 2,000Ammunition 30 → 60; Missile base damage 75 → 80; Missile AP damage 330 → 340; Upkeep 450 → 200
Amethyst Land Shipwh3_dlc25_emp_veh_marienburg_land_ship_morr110,210 → 14,85090 → 10824 → 2818 → 2650 → 85160 → 1852,000 → 2,2002,300 → 2,200Bonus vs infantry 10 → 15; Charge bonus 80 → 85; Ammunition 30 → 65; Missile base damage 75 → 80; Missile AP damage 330 → 340; Upkeep 500 → 220
The Wonder of the Age (Land Ship)wh3_dlc25_emp_veh_marienburg_land_ship_ror110,202 → 15,14090 → 10831 → 3224 → 2950 → 90160 → 1902,200 → 2,4002,500 → 2,400Bonus vs infantry 10 → 12; Charge bonus 80 → 90; Ammunition 30 → 70; Missile base damage 75 → 80; Missile AP damage 330 → 340; Upkeep 500 → 240; Fire resistance 0% → 25%
Steam Tank (Volley Gun)wh3_dlc25_emp_veh_steam_tank_volley_gun19,102 → 9,700160 → 16236 → 3820 → 2370180 → 2002,100 → 2,3002,400 → 2,300Missile block 70% → 75%; Charge bonus 80 → 95; Range 250 m → 260 m; Ammunition 40 → 50; Missile base damage 45 → 55; Missile AP damage 143 → 160; Upkeep 525 → 290; Physical resistance 0% → 10%; Missile resistance 0% → 10%
Knights of the White Wolfwh3_dlc29_emp_cav_knights_of_the_white_wolfNo custom-battle faction with Radious606,960 → 7,080100 → 114394018351,2001,200Speed 78 → 70; Mass 1,120 → 1,220; Removed: Hide (forest), Immune to Psychology
Fellwolf Brotherhood (Knights of the White Wolf)wh3_dlc29_emp_cav_knights_of_the_white_wolf_rorNo custom-battle faction with Radious606,960 → 7,080100 → 114495018351,4501,450Speed 78 → 70; Mass 1,120 → 1,220; Removed: Hide (forest), Immune to Psychology, Unyielding Assault
Knights Pantherwh3_dlc29_emp_cav_knights_pantherNo custom-battle faction with Radious607,200 → 7,320110 → 122424430101,2501,250Missile block 30% → 45%; Speed 78 → 70; Mass 1,100 → 1,200; Removed: Hide (forest), Immune to Psychology
Boris Todbringer (Custom VO)wh3_dlc29_emp_cha_boris_todbringer_toddy_0No custom-battle faction with Radious14,28795 → 1086253290 → 340140 → 195900900Missile block 55% → 65%; Bonus vs infantry 0 → 22
Boris Todbringer (Custom VO)wh3_dlc29_emp_cha_boris_todbringer_toddy_1No custom-battle faction with Radious14,900 → 4,902115 → 1286253290 → 340140 → 1951,1501,150Missile block 35% → 50%; Speed 78 → 70; Bonus vs infantry 0 → 22; Mass 2,300 → 2,400
Boris Todbringer (Custom VO)wh3_dlc29_emp_cha_boris_todbringer_toddy_2No custom-battle faction with Radious15,200 → 5,202100 → 1146253290 → 340140 → 1951,4501,450Missile block 35% → 50%; Bonus vs infantry 0 → 22
Boris Todbringer (Custom VO)wh3_dlc29_emp_cha_boris_todbringer_toddy_3No custom-battle faction with Radious16,835 → 6,837100 → 1144546160 → 205290 → 3301,7001,700Missile block 35% → 50%; Mass 3,100 → 3,200
Emil Valgeirwh3_dlc29_emp_cha_emil_valgeirNo custom-battle faction with Radious14,26890 → 1044846140240700700Removed: Encourage, Hide (forest), Immune to Psychology
Emil Valgeirwh3_dlc29_emp_cha_emil_valgeir_warhorseNo custom-battle faction with Radious14,876 → 4,878110 → 1224846140240950950Speed 78 → 70; Mass 2,300 → 2,400; Removed: Encourage, Hide (forest), Immune to Psychology
Priest of Ulricwh3_dlc29_emp_cha_priest_of_ulricNo custom-battle faction with Radious14,06885 → 964138140220450450Removed: Encourage, Hide (forest)
Priest of Ulricwh3_dlc29_emp_cha_priest_of_ulric_warhorseNo custom-battle faction with Radious14,556 → 4,558105 → 1184138140220700700Speed 78 → 70; Mass 2,100 → 2,200; Removed: Encourage, Hide (forest)
Seneschal of the White Wolfwh3_dlc29_emp_cha_seneschal_of_the_white_wolfNo custom-battle faction with Radious14,28895 → 10850441403301,100650Removed: Encourage, Hide (forest)
Seneschal of the White Wolfwh3_dlc29_emp_cha_seneschal_of_the_white_wolf_warhorseNo custom-battle faction with Radious14,906 → 4,908115 → 12850441403301,350900Speed 78 → 70; Mass 2,500 → 2,600; Removed: Encourage, Hide (forest)
Hunting Houndswh3_dlc29_emp_inf_hunting_houndsNo custom-battle faction with Radious806,00015 → 282820164400400Removed: Vanguard Deployment, Hide (forest), Strider
Hounds of Ulricsberg (Hunting Hounds)wh3_dlc29_emp_inf_hunting_hounds_rorNo custom-battle faction with Radious806,00015 → 283627164550550Removed: Causes Fear, Encourage, Vanguard Deployment, Hide (forest), Strider
Teutogen Guardwh3_dlc29_emp_inf_teutogen_guardNo custom-battle faction with Radious809,84095 → 108434615321,1501,150Removed: Expert Charge Defence, Hide (forest), Immune to Psychology
Order of the Axe (Teutogen Guard)wh3_dlc29_emp_inf_teutogen_guard_rorNo custom-battle faction with Radious809,84095 → 108535815321,4501,450Removed: Expert Charge Defence, Hide (forest), Immune to Psychology
Warriors of Ulricwh3_dlc29_emp_inf_warriors_of_ulricNo custom-battle faction with Radious1207,920 → 8,16030 → 443421237450450Removed: Hide (forest)
Wolf-kinwh3_dlc29_emp_inf_wolf_kinNo custom-battle faction with Radious1208,76030 → 4439281227700700Removed: Hide (forest)
Celestial Hurricanumwh3_dlc29_emp_veh_celestial_hurricanum_0No custom-battle faction with Radious16,468 → 6,47455 → 663025140701,5501,550Removed: Encourage

Not in custom battle with Radious

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

Boris Todbringer (Custom VO), Celestial Hurricanum, Emil Valgeir, Fellwolf Brotherhood (Knights of the White Wolf), Hounds of Ulricsberg (Hunting Hounds), Hunting Hounds, Knights of the White Wolf, Knights Panther, Order of the Axe (Teutogen Guard), Priest of Ulric, Seneschal of the White Wolf, Teutogen Guard, Warriors of Ulric, Wolf-kin

New units in Radious

  • Empire Captain (Demigryph)op3_main_unit_emp_empire_captain_demigryph1 modelHealth5,570Armour122Leadership70Speed80Melee attack57Melee defence48Weapon strength (base + AP)500Charge bonus96Missile resistance %15Multiplayer cost1,350
  • Death's Heads Handgunnersagu_deathsguns90 modelsHealth11,700Armour46Leadership60Speed33Melee attack19Melee defence24Weapon strength (base + AP)28Charge bonus8Missile damage (base + AP)24Range160Multiplayer cost805
  • Leopold's Leopard Archersagu_leopard_archers90 modelsHealth11,250Armour40Leadership60Speed33Melee attack17Melee defence22Weapon strength (base + AP)26Charge bonus7Missile damage (base + AP)25Range175Multiplayer cost750
  • Leopold's Leopard Companyagu_leopard_spearmen120 modelsHealth15,000Armour52Leadership70Speed30Melee attack31Melee defence41Weapon strength (base + AP)32Charge bonus13Multiplayer cost700
  • Knights of the Black Rose (Great Swords)emp_black_guard_cav60 modelsHealth12,000Armour130Leadership80Speed70Melee attack38Melee defence54Weapon strength (base + AP)44Charge bonus55Multiplayer cost1,250
  • Knights of the Black Rose (Halberds)emp_black_guard_inf120 modelsHealth16,200Armour112Leadership80Speed30Melee attack37Melee defence52Weapon strength (base + AP)39Charge bonus21Multiplayer cost1,200
  • Knights of the Black Rose (Shields)emp_black_knights120 modelsHealth16,200Armour112Leadership80Speed30Melee attack41Melee defence51Weapon strength (base + AP)42Charge bonus27Multiplayer cost1,250
  • Altdorf Company of Honourwh_emp_aldorf100 modelsHealth14,000Armour116Leadership85Speed30Melee attack41Melee defence52Weapon strength (base + AP)41Charge bonus25Magic resistance %15Multiplayer cost1,300
  • Armored Spearmenwh_emp_arm_spears120 modelsHealth15,600Armour70Leadership65Speed30Melee attack36Melee defence40Weapon strength (base + AP)34Charge bonus16Multiplayer cost840
  • Armored Swordsmenwh_emp_arm_swords120 modelsHealth15,600Armour70Leadership65Speed30Melee attack38Melee defence38Weapon strength (base + AP)35Charge bonus17Multiplayer cost850
  • Averland Halberdierswh_emp_aver_halb120 modelsHealth16,200Armour98Leadership75Speed30Melee attack39Melee defence50Weapon strength (base + AP)38Charge bonus22Missile resistance %10Multiplayer cost1,050
  • Dismounted Knights of the Blazing Sun (Swords)wh_emp_blazing100 modelsHealth15,000Armour130Leadership90Speed30Melee attack48Melee defence51Weapon strength (base + AP)47Charge bonus31Fire resistance %30Multiplayer cost1,600
  • Knights of the Blazing Sun (Swords)wh_emp_blazing_cav60 modelsHealth12,300Armour130Leadership90Speed75Melee attack46Melee defence51Weapon strength (base + AP)47Charge bonus75Fire resistance %30Multiplayer cost1,550
  • Dismounted Knights of the Blazing Sun (Halberds)wh_emp_blazing_halb100 modelsHealth15,000Armour130Leadership90Speed30Melee attack46Melee defence50Weapon strength (base + AP)45Charge bonus29Fire resistance %30Multiplayer cost1,550
  • Drakwald Patrol Cavalrywh_emp_drak_cav60 modelsHealth9,600Armour64Leadership70Speed80Melee attack29Melee defence32Weapon strength (base + AP)33Charge bonus56Missile resistance %10Multiplayer cost770
  • Hammers of Sigmarwh_emp_hammers100 modelsHealth14,000Armour120Leadership85Speed30Melee attack46Melee defence53Weapon strength (base + AP)45Charge bonus29Missile resistance %15Multiplayer cost1,350
  • Knights of the Hammers of Sigmarwh_emp_hammers_cav60 modelsHealth12,300Armour120Leadership85Speed70Melee attack45Melee defence53Weapon strength (base + AP)45Charge bonus62Missile resistance %15Multiplayer cost1,350
  • Von Blucher's Sharpshooterswh_emp_hoch_long45 modelsHealth8,100Armour66Leadership70Speed33Melee attack25Melee defence32Weapon strength (base + AP)32Charge bonus14Missile damage (base + AP)45Range255Missile resistance %10Multiplayer cost1,200
  • Wulfhart´s Hunterswh_emp_huntsmen90 modelsHealth11,700Armour40Leadership65Speed33Melee attack21Melee defence29Weapon strength (base + AP)32Charge bonus12Missile damage (base + AP)24Range180Multiplayer cost950
  • Imperial Footwh_emp_imp_foot120 modelsHealth16,200Armour108Leadership75Speed28Melee attack40Melee defence48Weapon strength (base + AP)39Charge bonus24Multiplayer cost1,100
  • Imperial Foot (Great Swords)wh_emp_imp_sw120 modelsHealth16,200Armour108Leadership75Speed28Melee attack44Melee defence49Weapon strength (base + AP)40Charge bonus26Multiplayer cost1,150
  • Imperial Engineers (Grenade Launchers)wh_emp_nuln_gre90 modelsHealth12,600Armour74Leadership70Speed33Melee attack26Melee defence31Weapon strength (base + AP)31Charge bonus13Missile damage (base + AP)8Range105Fire resistance %20Multiplayer cost1,300
  • Imperial Engineers (Repeating Rifles)wh_emp_nuln_rep90 modelsHealth12,600Armour74Leadership70Speed33Melee attack25Melee defence30Weapon strength (base + AP)31Charge bonus13Missile damage (base + AP)13Range155Fire resistance %20Multiplayer cost1,350
  • Warrior Priests of Ulricwh_emp_priests100 modelsHealth14,000Armour120Leadership85Speed30Melee attack50Melee defence59Weapon strength (base + AP)48Charge bonus34Physical resistance %5Magic resistance %15Multiplayer cost1,400
  • Warrior Priests of Sigmarwh_emp_priests_sigmar100 modelsHealth14,000Armour120Leadership85Speed30Melee attack48Melee defence56Weapon strength (base + AP)47Charge bonus35Physical resistance %5Magic resistance %15Multiplayer cost1,380
  • Patrollers of the Old Forest Roadwh_emp_surefire90 modelsHealth12,150Armour58Leadership70Speed33Melee attack23Melee defence30Weapon strength (base + AP)30Charge bonus12Missile damage (base + AP)26Range165Missile resistance %10Multiplayer cost900
  • Veteran Halberdierswh_emp_vet_halb120 modelsHealth16,200Armour70Leadership75Speed30Melee attack38Melee defence48Weapon strength (base + AP)37Charge bonus19Physical resistance %10Multiplayer cost910
  • Drakwald Gruncapswh_main_agu_drakwald_halb120 modelsHealth15,000Armour64Leadership70Speed30Melee attack34Melee defence40Weapon strength (base + AP)35Charge bonus19Missile resistance %10Multiplayer cost770
  • Drakwald Crimson Defiantswh_main_agu_drakwald_sword120 modelsHealth15,000Armour64Leadership70Speed30Melee attack37Melee defence38Weapon strength (base + AP)35Charge bonus20Missile resistance %10Multiplayer cost800
  • Veteran Crossbowmenwh_main_agu_ranger_cross90 modelsHealth11,700Armour48Leadership70Speed33Melee attack19Melee defence29Weapon strength (base + AP)29Charge bonus10Missile damage (base + AP)25Range170Physical resistance %10Multiplayer cost850
  • Veteran Swordsmenwh_main_agu_veteran_swords120 modelsHealth16,200Armour70Leadership75Speed30Melee attack40Melee defence42Weapon strength (base + AP)38Charge bonus22Physical resistance %10Multiplayer cost920
  • Death's Headswh_main_emp_deathsheads120 modelsHealth15,600Armour64Leadership75Speed30Melee attack32Melee defence47Weapon strength (base + AP)33Charge bonus15Multiplayer cost750

Skills

Quartermaster
  • −Level 2: Upkeep: -6% (Lord's army)
  • −Level 3: Upkeep: -10% (Lord's army)
  • +Level 2: Upkeep: -5% (Lord's army)
  • +Level 3: Upkeep: -7% (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: +4% (Lord's army)
  • +Level 2: Casualty replenishment rate: +6% (Lord's army)
  • +Level 3: Casualty replenishment rate: +8% (Lord's army)
Destroy the Heart
  • +Level 1: Explosive missile damage: +10%
  • +Level 2: Explosive missile damage: +15%
Emperor's Finest
  • −Level 2: Melee defence: +4 for Melee Infantry units (Lord's army)
  • −Level 3: Melee defence: +6 for Melee Infantry units (Lord's army)
  • +Level 2: Melee defence: +6 for Melee Infantry units (Lord's army)
  • +Level 3: Melee defence: +8 for Melee Infantry units (Lord's army)
Pistolkorps
  • −Level 1: Missile strength: +4% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)
  • −Level 2: Missile strength: +6% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)
  • −Level 3: Missile strength: +8% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)
  • +Level 1: Missile strength: +2% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)
  • +Level 2: Missile strength: +4% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)
  • +Level 3: Missile strength: +6% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)
Imperial Gunnery
  • −Level 1: Missile strength: +4% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)
  • −Level 2: Missile strength: +6% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)
  • −Level 3: Missile strength: +8% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)
  • +Level 1: Missile strength: +3% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)
  • +Level 2: Missile strength: +5% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)
  • +Level 3: Missile strength: +7% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)
Sharpshooter
  • −Missile strength: +12% for Missile, Missile Cavalry and Missile Chariot units (Rank 7 and above) (Lord's army)
  • −Missile resistance: 15% for Missile, Missile Cavalry and Missile Chariot units (Rank 7 and above) (Lord's army)
  • +Missile strength: +8% for Missile, Missile Cavalry and Missile Chariot units (Rank 7 and above) (Lord's army)
  • +Missile resistance: 10% for Missile, Missile Cavalry and Missile Chariot units (Rank 7 and above) (Lord's army)
Artillery Master
  • −Missile strength: +12% for Mortar, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Marienburg Land Ship, Celestial Hurricanum, Luminark of Hysh and Steam Tank units (Rank 7 and above) (Lord's army)
  • +Missile strength: +8% for Mortar, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Marienburg Land Ship, Celestial Hurricanum, Luminark of Hysh and Steam Tank units (Rank 7 and above) (Lord's army)
Headhunter
  • −Recruit rank: +2 for all units (Lord's army)
  • +Recruit rank: +1 for all units (Lord's army)
Best of the Best
  • −Recruit rank: +2 for all units
  • +Recruit rank: +1 for all units
Irregular Elite
  • −Missile strength: +10% for Huntsmen and Archers units (Lord's army)
  • +Missile strength: +7% for Huntsmen and Archers units (Lord's army)
Shadowy Servant
  • +Explosive missile damage: +10%
Silver Bullets
  • +Level 1: Explosive missile damage: +10%
  • +Level 2: Explosive missile damage: +15%
  • +Level 3: Explosive missile damage: +20%
Barded Warhorse
  • Rank: 7 → 11
Imperial Pegasus
  • Rank: 16 → 18
Advisor of Nuln
  • −Recruitment cost: -25% for Gunnery units (all armies)
  • −Upkeep: -10% for Gunnery units (Lord's army)
  • +Recruitment cost: -15% for Gunnery units (all armies)
  • +Upkeep: -5% for Gunnery units (Lord's army)
Repair & Maintain
  • −Upkeep: -10% for Empire Artillery and War Machine units (Lord's army)
  • +Upkeep: -5% for Empire Artillery and War Machine units (Lord's army)
Unknown Origins
  • −Ward save: +15%
  • +Ward save: +10%
Alpha Gryph
  • −Weapon strength: +10% for Demigryph units (own army)
  • +Weapon strength: +8% for Demigryph units (own army)
Barded Warhorse
  • Rank: 7 → 11
Imperial Griffon
  • Rank: 22 → 24
Barded Warhorse
  • +Passive Ability: "Onwards, Sons of the Empire", while this Mount is equipped, for Melee Cavalry units (all units in army)
Imperial Pegasus
  • +Passive Ability: "No Pity, No Remorse", while this Mount is equipped, for Outrider, Pistolier, War Wagon, and Demigryph units (all units in army)
Imperial Griffon
  • Rank: 16 → 18
Barded Warhorse
  • +Passive Ability: "Onwards, Sons of the Empire", while this Mount is equipped, for Melee Cavalry units (all units in army)
  • Rank: 4 → 7
Grand Hammer of Sigmar
  • +Splash attack power: +25%
Grand Shield of Faith
  • +Splash attack power: +25%
Grand Soulfire
  • +Splash attack power: +25%
Barded Warhorse
  • +Passive Ability: "Onwards, Sons of the Empire", while this Mount is equipped, for Melee Cavalry units (all units in army)
  • Rank: 4 → 7
War Eternal
  • −Speed: +20% for Flagellants, Empire Knights and Free Company Militia units (Lord's army)
  • +Speed: +15% for Flagellants, Empire Knights and Free Company Militia units (Lord's army)
Barded Warhorse
  • Rank: 7 → 11
Imperial Pegasus
  • Rank: 16 → 18
Barded Warhorse
  • Rank: 7 → 11
Imperial Pegasus
  • Rank: 16 → 18
Barded Warhorse
  • +Passive Ability: "Onwards, Sons of the Empire", while this Mount is equipped, for Melee Cavalry units (all units in army)
  • Rank: 7 → 11
Quicksilver
  • +Passive Ability: "No Pity, No Remorse", while this Mount is equipped, for Outrider, Pistolier, War Wagon, and Demigryph units (all units in army)
Hardened Shot
  • −Missile strength: +10% for Gunnery Infantry units (Lord's army)
  • +Missile strength: +8% for Gunnery Infantry units (Lord's army)
Hardened Blades
  • −Weapon strength: +10% for Melee Infantry units (Lord's army)
  • +Weapon strength: +8% for Melee Infantry units (Lord's army)
Barded Warhorse
  • Rank: 7 → 11
Imperial Pegasus
  • Rank: 16 → 18
Barded Warhorse
  • +Passive Ability: "Onwards, Sons of the Empire", while this Mount is equipped, for Melee Cavalry units (all units in army)
  • Rank: 4 → 7
Imperial Pegasus
  • +Passive Ability: "No Pity, No Remorse", while this Mount is equipped, for Outrider, Pistolier, War Wagon, and Demigryph units (all units in army)
  • Rank: 12 → 15
Admired Man-at-Arms
  • −Upkeep: -5% for Melee Cavalry (Hero's army)
  • +Upkeep: -4% for Melee Cavalry (Hero's army)
Admired Infantryman
  • −Upkeep: -5% for Melee Infantry (Hero's army)
  • +Upkeep: -4% for Melee Infantry (Hero's army)
Barded Warhorse
  • Rank: 7 → 11
Imperial Pegasus
  • Rank: 16 → 18
Barded Warhorse
  • +Passive Ability: "Onwards, Sons of the Empire", while this Mount is equipped, for Melee Cavalry units (all units in army)
  • Rank: 4 → 7
Imperial Pegasus
  • +Passive Ability: "No Pity, No Remorse", while this Mount is equipped, for Outrider, Pistolier, War Wagon, and Demigryph units (all units in army)
  • Rank: 12 → 14
Deathclaw
  • Rank: 16 → 18
Imperial Special Forces
  • −Bonus vs Infantry: +10 for Greatswords units (Lord's army)
  • −Bonus vs Large: +10 for Reiksguard units (Lord's army)
  • +Bonus vs Infantry: +8 for Greatswords units (Lord's army)
  • +Bonus vs Large: +8 for Reiksguard units (Lord's army)
The Emperor's Men
  • −Armour: +10 for all Elector Count State Troop units (all armies)
  • +Armour: +8 for all Elector Count State Troop units (all armies)
Heroic Knightly Band
  • −Upkeep: -15% for Empire Knights, Knights of the Blazing Sun, Knights of the Black Rose and Reiksguard units (Lord's army)
  • +Upkeep: -8% for Empire Knights, Knights of the Blazing Sun, Knights of the Black Rose and Reiksguard units (Lord's army)
Barded Warhorse
  • Rank: 7 → 11
Imperial Pegasus
  • Rank: 16 → 18
Barded Warhorse
  • +Passive Ability: "Onwards, Sons of the Empire", while this Mount is equipped, for Melee Cavalry units (all units in army)
  • Rank: 4 → 7
Imperial Pegasus
  • +Passive Ability: "No Pity, No Remorse", while this Mount is equipped, for Outrider, Pistolier, War Wagon, and Demigryph units (all units in army)
  • Rank: 12 → 14
Imperial Griffon
  • Rank: 16 → 18
Statesman
  • −Recruitment cost: -10%
  • +Recruitment cost: -5%
Leader of Men
  • −Upkeep: -5% (Lord's army)
  • +Upkeep: -4% (Lord's army)
Barded Warhorse
  • +Passive Ability: "Onwards, Sons of the Empire", while this Mount is equipped, for Melee Cavalry units (all units in army)
  • Rank: 4 → 7
Hammer of Sigmar
  • +Splash attack power: +25%
Shield of Faith
  • +Splash attack power: +25%
Soulfire
  • +Splash attack power: +25%
Honest Steel
  • −Level 1: Melee defence: +4 for Spearmen, Swordsmen, Free Company Militia, Halberdiers and Greatswords units (Lord's army)
  • −Level 2: Melee defence: +6 for Spearmen, Swordsmen, Free Company Militia, Halberdiers and Greatswords units (Lord's army)
  • −Level 3: Melee defence: +8 for Spearmen, Swordsmen, Free Company Militia, Halberdiers and Greatswords units (Lord's army)
  • +Level 1: Melee defence: +5 for Spearmen, Swordsmen, Free Company Militia, Halberdiers and Greatswords units (Lord's army)
  • +Level 2: Melee defence: +7 for Spearmen, Swordsmen, Free Company Militia, Halberdiers and Greatswords units (Lord's army)
  • +Level 3: Melee defence: +9 for Spearmen, Swordsmen, Free Company Militia, Halberdiers and Greatswords units (Lord's army)
Pistolkorps
  • −Level 2: Missile strength: +7% for Missile Infantry units (Lord's army)
  • −Level 3: Missile strength: +12% for Missile Infantry units (Lord's army)
  • +Level 2: Missile strength: +6% for Missile Infantry units (Lord's army)
  • +Level 3: Missile strength: +8% for Missile Infantry units (Lord's army)
Emperor's Finest
  • −Level 2: Weapon strength: +7% for Empire Knights, Knights of the Blazing Sun, and Reiksguard units (Lord's army)
  • −Level 3: Weapon strength: +12% for Empire Knights, Knights of the Blazing Sun, and Reiksguard units (Lord's army)
  • +Level 2: Weapon strength: +6% for Empire Knights, Knights of the Blazing Sun, and Reiksguard units (Lord's army)
  • +Level 3: Weapon strength: +8% for Empire Knights, Knights of the Blazing Sun, and Reiksguard units (Lord's army)
Imperial Gunnery
  • −Level 2: Missile strength: +7% for Artillery units (Lord's army)
  • −Level 3: Missile strength: +12% for Artillery units (Lord's army)
  • +Level 2: Missile strength: +6% for Artillery units (Lord's army)
  • +Level 3: Missile strength: +9% for Artillery units (Lord's army)
Monster Hunternew
  • +Level 1: Bonus vs Large: +5
  • +Level 2: Bonus vs Large: +8
  • +Level 3: Bonus vs Large: +15
The Work of Godnew
  • +Passive ability: "Strength of the Penitent" (Lord's army)
  • +Casualty replenishment rate: +15% (Lord's army)
Demigryphnew
  • +Mount: Demigryph
The Pride of the Empirenew
  • +Melee Defence: +5 for Melee Infantry units (Shields) (Lord's army)
  • +Melee Attack +5 for Melee Infantry units (No Shields) (Lord's army)
  • +Reload Time Reduction: +5% for All Ranged units (Including Artillery) (Lord's army)
  • +Charge Bonus: +8 for Melee Cavalry units (Lord's army)
Offerings to the Godsnew
  • +Attrition: -15% casualties suffered from Vampire and Chaos attrition (Lord's army)
  • +Corruption: -3 (local province)
  • +Spell resistance: 10% (Lord's army)
Protectors of the Empirenew
  • +Income From All Buildings: +8% (Regionwide) (local region)
  • +Control: +4 (local province)
  • +Growth: +10 (local province)
Army of the Faithfulnew
  • +Enables "Army of the Faithful" Ability
To the Exclusion of All Elsenew
  • +Enables "To the Exclusion of All Else" Ability
The Heldenhammer Protectsnew
  • +Enables "The Heldenhammer Protects" Ability

Buildings

Paved RoadsThe Empire
  • −Campaign movement range: +10% for own armies starting their turn in this province (armies in province)
  • +Campaign movement range: +5% for own armies starting their turn in this province (armies in province)
  • +Growth: +5
Toll GatesThe Empire
  • −Campaign movement range: +15% for own armies starting their turn in this province (armies in province)
  • +Campaign movement range: +10% for own armies starting their turn in this province (armies in province)
  • +Growth: +8
  • Cost: 4500 → 5000
Gem MineshaftThe Empire
  • −Income generated: 200
  • +Income generated: 400
  • Cost: 500 → 1000
  • Turns: 2 → 3
Gem MineThe Empire
  • −Income generated: 400
  • +Income generated: 550
  • Cost: 1000 → 2500
  • Turns: 3 → 4
  • −Income generated: 600
  • +Income generated: 700
  • Cost: 2000 → 5000
  • Turns: 4 → 5
  • Cost: 2000 → 1500
  • −Recruitment cost: -20% for Demigryph units (local province)
  • −Income generated: 100
  • +Recruitment cost: -10% for Demigryph units (local province)
  • +Income generated: 150
  • Cost: 500 → 750
  • Turns: 1 → 2
  • −Recruitment cost: -25% for Demigryph units (local province)
  • −Income generated: 150
  • +Recruitment cost: -15% for Demigryph units (local province)
  • +Income generated: 200
  • Cost: 1000 → 2000
  • Turns: 2 → 3
  • −Recruitment cost: -30% for Demigryph units (local province)
  • −Recruit rank: +2 for Demigryph units (local province)
  • −Income generated: 200
  • +Recruitment cost: -20% for Demigryph units (local province)
  • +Recruit rank: +1 for Demigryph units (local province)
  • +Income generated: 280
  • Cost: 2000 → 3000
  • Turns: 3 → 4
  • −Income generated: 100
  • +Income generated: 150
  • Cost: 500 → 750
  • Turns: 1 → 2
Exotic HothouseThe Empire
  • −Income generated: 150
  • +Income generated: 200
  • Cost: 1000 → 2000
  • Turns: 2 → 3
  • −Income generated: 200
  • +Income generated: 280
  • Cost: 2000 → 3000
  • Turns: 3 → 4
Obsidian QuarryThe Empire
  • −Income generated: 100
  • +Income generated: 150
  • Cost: 500 → 750
  • Turns: 1 → 2
  • −Income generated: 150
  • +Income generated: 200
  • Cost: 1000 → 2000
  • Turns: 2 → 3
  • −Income generated: 200
  • +Income generated: 280
  • Cost: 2000 → 3000
  • Turns: 3 → 4
Spice MarketThe Empire
  • −Income generated: 100
  • +Income generated: 150
  • Cost: 500 → 600
  • Turns: 1 → 2
  • −Income generated: 150
  • +Income generated: 200
  • Cost: 1000 → 1800
  • Turns: 2 → 3
Eastern BazaarThe Empire
  • −Income generated: 200
  • +Income generated: 280
  • Cost: 2000 → 2500
  • Turns: 3 → 4
Night WatchThe Empire
  • Cost: 1500 → 2000
  • Cost: 2000 → 3000
Elite WatchersThe Empire
  • Cost: 3000 → 4000
  • −Recruitment cost: -15% for Reiksguard units
  • +Recruitment cost: -10% for Reiksguard units
  • −Recruitment cost: -35% for Reiksguard units
  • −Local Recruitment duration: -1 turn for Reiksguard units (minimum 1) in this province (local province)
  • −Recruit rank: +3 for Reiksguard units (factionwide)
  • +Recruitment cost: -15% for Reiksguard units
  • +Recruit rank: +1 for Reiksguard units (factionwide)
  • Cost: 8000 → 7000
  • Units: 1 → 3
Imperial PalaceThe Empire
  • +Elector Count State Troop pool capacity: +1
  • +Mercenary replenishment time: -10% for all Elector Count State Troop units
  • Cost: 10000 → 16000
  • −Upkeep: -25% for Demigryph units (all armies)
  • +Upkeep: -15% for Demigryph units (all armies)
Small FortThe Empire
  • −Attrition: -10% when under siege (armies in region)
  • −Growth: +40
  • +Attrition: -15% when under siege (armies in region)
  • +Growth: +50
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Turns: 3 → 2
  • Units: 2 → 0
FortThe Empire
  • −Defensive supplies: +1000
  • −Attrition: -10% when under siege (armies in region)
  • −Growth: +50
  • +Growth: +65
  • +Defensive supplies: +1300
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Turns: 4 → 3
  • Units: 2 → 0
Grand FortThe Empire
  • −Defensive supplies: +1000
  • −Attrition: -10% when under siege (armies in region)
  • −Growth: +60
  • +Growth: +85
  • +Defensive supplies: +1800
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Turns: 5 → 4
  • Units: 2 → 0
Imposing FortThe Empire
  • −Defensive supplies: +1000
  • −Attrition: -10% when under siege (armies in region)
  • −Growth: +70
  • +Growth: +100
  • +Defensive supplies: +2200
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 8000 → 6000
  • Units: 2 → 0
  • −Defensive supplies: +1000
  • −Attrition: -10% when under siege (armies in region)
  • −Growth: +80
  • +Growth: +120
  • +Defensive supplies: +2500
  • +Attrition: -15% when under siege (armies in region)
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 16000 → 8500
  • Units: 2 → 0
  • −Research rate: +6
  • +Research rate: +8
  • Cost: 8000 → 12000
  • −Research rate: +12
  • +Research rate: +15
  • Cost: 10000 → 15000
  • Units: 2 → 1
  • −Income generated: 60
  • −Growth: +10
  • +Income generated: 120
  • +Growth: +30
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 1000 → 800
  • Turns: 3 → 2
  • Units: 2 → 0
  • −Defensive supplies: +1000
  • −Income generated: 90
  • −Growth: +20
  • +Defensive supplies: +1250
  • +Income generated: 200
  • +Growth: +40
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Units: 2 → 0
  • −Defensive supplies: +1000
  • −Grants 6 construction slots in the settlement
  • −Income generated: 120
  • −Growth: +30
  • +Grants 5 construction slots in the settlement
  • +Defensive supplies: +1500
  • +Income generated: 280
  • +Growth: +60
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Units: 2 → 1
  • −Defensive supplies: +1000
  • −Grants 8 construction slots in the settlement
  • −Income generated: 150
  • −Growth: +40
  • +Grants 7 construction slots in the settlement
  • +Defensive supplies: +1750
  • +Income generated: 360
  • +Growth: +70
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 8000 → 7000
  • Units: 2 → 3
  • −Prestige gained: +3 per turn (Reikland only)
  • −Defensive supplies: +1000
  • −Grants 9 construction slots in the settlement
  • −Income generated: 180
  • −Growth: +50
  • +Grants 11 construction slots in the settlement
  • +Prestige gained: +4 per turn (Reikland only)
  • +Defensive supplies: +2000
  • +Income generated: 450
  • +Growth: +80
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 16000 → 8500
  • Units: 2 → 3
  • −Income from all buildings: +10% (local province)
  • −Income generated: 300
  • −Wine resource production: 40 barrels
  • +Income from all buildings: +15% (local province)
  • +Income generated: 400
  • +Wine resource production: 50 barrels
  • −Research rate: +6
  • +Research rate: +8
  • −Hero recruit rank: +5 for Battle Wizards
  • −Research rate: +12
  • +Hero recruit rank: +4 for Battle Wizards
  • +Research rate: +16
  • Cost: 10000 → 15000
  • Units: 2 → 1
  • Cost: 1500 → 2000
  • Units: 4 → 5
Gunnery SchoolThe Empire
  • +Hero recruit rank: +3 for Witch Hunters
  • Cost: 2500 → 4000
  • Turns: 3 → 4
  • Units: 7 → 8
  • −Recruitment cost: -15% for Knights of the Black Rose units
  • +Recruitment cost: -10% for Knights of the Black Rose units
  • Cost: 4000 → 4500
  • Units: 1 → 2
  • −Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies)
  • −Recruitment cost: -35% for Knights of the Black Rose units
  • −Recruit rank: +3 for Knights of the Black Rose units (factionwide)
  • −Local Recruitment duration: -1 turn for Knights of the Black Rose units (minimum 1) in this province (local province)
  • +Upkeep: -4% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies)
  • +Recruitment cost: -15% for Knights of the Black Rose units
  • +Recruit rank: +1 for Knights of the Black Rose units (factionwide)
  • Cost: 8000 → 9000
  • Units: 1 → 4
  • −Arcane Essays: 20 per turn (The Golden Order only)
  • +Arcane Essays: 30 per turn (The Golden Order only)
  • Units: 0 → 4
Shrine of UlricThe Empire
  • −Hall of Eternal Flame provides: Fervour: 5 per turn
  • −Hall of Eternal Flame provides: Fervour: 10 per turn
  • −Hall of Eternal Flame provides: Fervour: 15 per turn
  • −Unlocks Hero recruitment: Priest of Ulric
  • −Income from post-battle loot: +15% (all your armies in adjacent regions)
  • −Hall of Eternal Flame provides: Melee attack: +4 (all armies in local province)
  • −Hall of Eternal Flame provides: Melee attack: +6 (all armies in local province)
  • −Hall of Eternal Flame provides: Melee attack: +8 (all armies in local province)
  • −Hall of Eternal Flame provides: Melee attack: +10 (all armies in local province)
  • −Hall of Eternal Flame provides: Physical resistance: 5% (all armies in local province)
  • −Hall of Eternal Flame provides: Physical resistance: 10% (all armies in local province)
  • Units: 2 → 0
Chapel of UlricThe Empire
  • −Hall of Eternal Flame provides: Fervour: 5 per turn
  • −Hall of Eternal Flame provides: Fervour: 10 per turn
  • −Hall of Eternal Flame provides: Fervour: 15 per turn
  • −Unlocks Hero recruitment: Priest of Ulric
  • −Hero recruit rank: +1 for Priests of Ulric
  • −Income from post-battle loot: +30% (all your armies in adjacent regions)
  • −Hall of Eternal Flame provides: Melee attack: +4 (all armies in local province)
  • −Hall of Eternal Flame provides: Melee attack: +6 (all armies in local province)
  • −Hall of Eternal Flame provides: Melee attack: +8 (all armies in local province)
  • −Hall of Eternal Flame provides: Melee attack: +10 (all armies in local province)
  • −Hall of Eternal Flame provides: Physical resistance: 5% (all armies in local province)
  • −Hall of Eternal Flame provides: Physical resistance: 10% (all armies in local province)
  • Units: 4 → 0
  • −Income from post-battle loot: +2% (factionwide)
  • −Hall of Eternal Flame provides: Fervour: 5 per turn
  • −Hall of Eternal Flame provides: Fervour: 10 per turn
  • −Hall of Eternal Flame provides: Fervour: 15 per turn
  • −Hero capacity: +1 for Priests
  • −Unlocks Hero recruitment: Priest of Ulric
  • −Hero recruit rank: +2 for Priests of Ulric
  • −Income from post-battle loot: +50% (all your armies in adjacent regions)
  • −Hall of Eternal Flame provides: Melee attack: +4 (all armies in local province)
  • −Hall of Eternal Flame provides: Melee attack: +6 (all armies in local province)
  • −Hall of Eternal Flame provides: Melee attack: +8 (all armies in local province)
  • −Hall of Eternal Flame provides: Melee attack: +10 (all armies in local province)
  • −Hall of Eternal Flame provides: Physical resistance: 5% (all armies in local province)
  • −Hall of Eternal Flame provides: Physical resistance: 10% (all armies in local province)
  • Units: 5 → 0
EckzahnehausThe Empire
  • −Upkeep: -10% for Hunting Hounds units (all armies)
  • −Recruit rank: +2 for Hunting Hounds units
  • −Melee attack: +5 for Hunting Hound units (all armies)
  • −Armour-piercing weapon damage: +2 for Hunting Hounds units (all armies)
  • Units: 1 → 0
Ruined CityThe Empire
  • −Corruption: -2
  • −Prestige gained: +1 per turn (Reikland only)
  • −Defensive supplies: +1000
  • −Corruption: -2
  • −Grants 2 construction slot in the settlement
  • −Income generated: 40
  • −Growth: +10
  • −When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  • Units: 2 → 0
  • −Prestige gained: +1 per turn (Reikland only)
  • −Defensive supplies: +1000
  • −Corruption: -2
  • −Grants 4 construction slots in the settlement
  • −Income generated: 60
  • −Growth: +20
  • −Control: +1
  • −When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  • Units: 2 → 0
  • −Prestige gained: +2 per turn (Reikland only)
  • −Defensive supplies: +1000
  • −Corruption: -2
  • −Grants 6 construction slots in the settlement
  • −Income generated: 80
  • −Growth: +30
  • −Control: +2
  • −When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  • Units: 2 → 0
  • −Prestige gained: +2 per turn (Reikland only)
  • −Defensive supplies: +1000
  • −Corruption: -2
  • −Grants 8 construction slots in the settlement
  • −Income generated: 100
  • −Growth: +40
  • −Control: +2
  • −When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  • Units: 2 → 0
  • −Prestige gained: +3 per turn (Reikland only)
  • −Defensive supplies: +1000
  • −Corruption: -2
  • −Grants 9 construction slots in the settlement
  • −Income generated: 120
  • −Growth: +50
  • −Control: +3
  • −When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
  • Units: 2 → 0
  • −Upkeep: -10% for Knights of the White Wolf (all armies)
  • −Recruit rank: +2 for Knights of the White Wolf
  • Units: 1 → 0
Empire OutpostThe Empire
  • Cost: 2000 → 4000
Empire DistrictThe Empire
  • Cost: 4000 → 5000
Animal StoreThe Empire
  • −Income generated: 100
  • +Income generated: 150
  • Cost: 500 → 600
  • Turns: 1 → 2
Tusk MarketThe Empire
  • −Income generated: 150
  • +Income generated: 200
  • Cost: 1000 → 2000
  • Turns: 2 → 3
Tusk CompoundThe Empire
  • −Income generated: 200
  • +Income generated: 250
  • Cost: 2000 → 3000
  • Turns: 3 → 4
Training FieldThe Empire
  • Cost: 750 → 1000
  • Units: 2 → 3
Rally FieldThe Empire
  • Cost: 1500 → 2500
  • Units: 4 → 7
BarracksThe Empire
  • Cost: 2500 → 5000
  • Turns: 3 → 4
  • Units: 7 → 13
FieldsThe Empire
  • Cost: 750 → 500
FarmThe Empire
  • −Casualty replenishment rate: +4% (armies in province)
  • +Casualty replenishment rate: +3% (armies in province)
  • Cost: 1500 → 1000
Landed EstateThe Empire
  • −Casualty replenishment rate: +6% (armies in province)
  • +Casualty replenishment rate: +5% (armies in province)
  • Cost: 2250 → 2000
GunsmithThe Empire
  • −Research rate: +3
  • +Research rate: +5
  • Cost: 1500 → 2000
FoundryThe Empire
  • −Research rate: +5
  • +Research rate: +8
  • Cost: 2500 → 4000
  • −Research rate: +7
  • +Research rate: +12
  • Cost: 4000 → 6000
  • −Hero recruit rank: +2 for Engineer (factionwide)
  • −Research rate: +10
  • +Hero recruit rank: +4 for Engineer
  • +Research rate: +15
  • Cost: 8000 → 10000
  • Units: 9 → 11
Guard HouseThe Empire
  • −Enemy Hero action success chance: -10%
  • +Enemy Hero action success chance: -12%
City WatchThe Empire
  • −Enemy Hero action success chance: -15%
  • +Enemy Hero action success chance: -18%
  • +Control: +1
  • Units: 0 → 3
Weaving HouseThe Empire
  • −Income generated: 250
  • +Income generated: 300
  • Cost: 1000 → 750
  • Turns: 1 → 2
ClothierThe Empire
  • −Income generated: 375
  • +Income generated: 420
  • Cost: 1750 → 1500
  • Turns: 2 → 3
Tailors' GuildThe Empire
  • −Income generated: 500
  • +Income generated: 540
  • Turns: 3 → 4
Imperial WharfThe Empire
  • −Income generated: 100
  • +Income generated: 250
  • Cost: 1500 → 1000
  • Turns: 2 → 1
  • −Income generated: 300
  • +Income generated: 400
  • Cost: 3000 → 4000
  • Turns: 4 → 3
Imperial PortThe Empire
  • −Income generated: 500
  • +Income generated: 800
  • +Control: +2
  • Cost: 6000 → 10000
  • Turns: 6 → 5
HamletThe Empire
  • −Grants 1 construction slot in the settlement
  • −Income generated: 40
  • −Growth: +10
  • +Grants 2 construction slots in the settlement
  • +Income generated: 150
  • +Growth: +15
  • +Schematics gained: 15 per turn (Wissenland & Nuln only)
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 1000 → 800
  • Turns: 3 → 2
  • Units: 2 → 0
VillageThe Empire
  • −Prestige gained: +1 per turn (Reikland only)
  • −Defensive supplies: +1000
  • −Grants 2 construction slots in the settlement
  • −Income generated: 60
  • −Growth: +20
  • +Grants 4 construction slots in the settlement
  • +Defensive supplies: +1250
  • +Income generated: 200
  • +Growth: +25
  • +Prestige gained: +2 per turn (Reikland only)
  • +Schematics gained: 20 per turn (Wissenland & Nuln only)
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Cost: 2000 → 1600
TownThe Empire
  • −Defensive supplies: +1000
  • −Grants 3 construction slots in the settlement
  • −Income generated: 80
  • −Growth: +30
  • +Grants 5 construction slots in the settlement
  • +Defensive supplies: +1500
  • +Income generated: 250
  • +Growth: +35
  • +Schematics gained: 25 per turn (Wissenland & Nuln only)
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Units: 2 → 5
CityThe Empire
  • −Prestige gained: +2 per turn (Reikland only)
  • −Defensive supplies: +1000
  • −Grants 5 construction slots in the settlement
  • −Income generated: 100
  • −Growth: +40
  • −Control: +2
  • +Grants 7 construction slots in the settlement
  • +Prestige gained: +3 per turn (Reikland only)
  • +Defensive supplies: +1750
  • +Income generated: 300
  • +Growth: +45
  • +Control: +3
  • +Schematics gained: 35 per turn (Wissenland & Nuln only)
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 8000 → 7000
  • Units: 2 → 8
City-StateThe Empire
  • −Prestige gained: +3 per turn (Reikland only)
  • −Defensive supplies: +1000
  • −Grants 7 construction slots in the settlement
  • −Income generated: 120
  • −Growth: +50
  • −Control: +3
  • +Grants 9 construction slots in the settlement
  • +Prestige gained: +4 per turn (Reikland only)
  • +Defensive supplies: +2000
  • +Income generated: 350
  • +Growth: +55
  • +Control: +4
  • +Schematics gained: 50 per turn (Wissenland & Nuln only)
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 16000 → 9500
  • Units: 2 → 9
HamletThe Empire
  • −Income generated: 40
  • −Growth: +10
  • +Income generated: 150
  • +Growth: +15
  • Cost: 1000 → 800
  • Turns: 3 → 2
  • Units: 2 → 0
VillageThe Empire
  • −Prestige gained: +1 per turn (Reikland only)
  • −Defensive supplies: +1000
  • −Income generated: 60
  • −Growth: +20
  • +Prestige gained: +2 per turn (Reikland only)
  • +Defensive supplies: +1250
  • +Income generated: 200
  • +Growth: +25
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • Cost: 2000 → 1600
  • Units: 2 → 0
TownThe Empire
  • −Defensive supplies: +1000
  • −Income generated: 80
  • −Growth: +30
  • +Defensive supplies: +1500
  • +Income generated: 250
  • +Growth: +35
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • Units: 2 → 4
StablesThe Empire
  • Cost: 1500 → 2500
LiveryThe Empire
  • +Lord recruit rank: +1
  • Cost: 2500 → 5000
  • Units: 5 → 3
MenagerieThe Empire
  • +Lord recruit rank: +3
  • +Hero recruit rank: +3 for Empire Captains
  • Cost: 4000 → 7500
Tap RoomThe Empire
  • −Upkeep: -5% (armies in region)
  • −Control: +4
  • +Control: +5
  • +Upkeep: -3% (armies in region)
  • +Research rate: +3
  • Units: 0 → 2
TavernThe Empire
  • −Upkeep: -10% (armies in region)
  • −Control: +6
  • +Upkeep: -5% (armies in region)
  • +Control: +7
  • +Research rate: +5
  • Cost: 2500 → 3000
  • Units: 0 → 9
Coaching InnThe Empire
  • −Recruitment cost: -15% (armies in region)
  • −Upkeep: -15% (armies in region)
  • −Control: +10
  • +Recruitment cost: -8% (armies in region)
  • +Upkeep: -8% (armies in region)
  • +Control: +9
  • +Research rate: +7
  • Cost: 4000 → 6000
  • Units: 0 → 10
Basic WallsThe Empire
  • −Enemy Hero action success chance: -10%
  • −Attrition: -5% when under siege (armies in region)
  • +Enemy Hero action success chance: -12%
  • +Attrition: -10% when under siege (armies in region)
  • Cost: 2000 → 2500
  • Turns: 4 → 3
Tall WallsThe Empire
  • −Enemy Hero action success chance: -15%
  • −Attrition: -10% when under siege (armies in region)
  • +Enemy Hero action success chance: -18%
  • +Attrition: -15% when under siege (armies in region)
  • +Control: +1
  • Cost: 4000 → 5000
  • Turns: 5 → 4
  • Units: 0 → 3
  • −Enemy Hero action success chance: -20%
  • −Attrition: -15% when under siege (armies in region)
  • +Enemy Hero action success chance: -25%
  • +Attrition: -20% when under siege (armies in region)
  • +Control: +2
  • Cost: 6000 → 7500
  • Turns: 6 → 5
  • Units: 0 → 5
  • −Arcane Essays: 2 per turn (The Golden Order only)
  • −Winds of Magic power reserve: +5 per turn [PH] (armies in local province)
  • +Arcane Essays: 3 per turn (The Golden Order only)
  • +Winds of Magic power reserve: +5 per turn (armies in local province)
  • Cost: 2500 → 7500
Wizard's CampusThe Empire
  • −Arcane Essays: 3 per turn (The Golden Order only)
  • −Winds of Magic power reserve: +10 per turn [PH] (armies in local province)
  • +Arcane Essays: 4 per turn (The Golden Order only)
  • +Winds of Magic power reserve: +10 per turn (armies in local province)
  • Cost: 5000 → 9000
Wizard's TowerThe Empire
  • −Arcane Essays: 5 per turn (The Golden Order only)
  • −Winds of Magic power reserve: +15 per turn [PH] (armies in local province)
  • −Hero recruit rank: +2 for Battle Wizards (factionwide)
  • +Arcane Essays: 6 per turn (The Golden Order only)
  • +Winds of Magic power reserve: +15 per turn (armies in local province)
  • +Hero recruit rank: +4 for Battle Wizards
  • Cost: 10000 → 12000
  • Units: 2 → 1
  • −Corruption: -5
  • +Corruption: -4
  • Cost: 1750 → 5000
  • −Corruption: -10
  • −Hero capacity: +1 for Priests
  • −Hero recruit rank: +2 for Warrior Priests
  • +Corruption: -8
  • Cost: 3000 → 7000
  • Units: 1 → 5
  • −Income generated: 100
  • −Dyes resource production: 20 ounces
  • +Income generated: 150
  • +Dyes resource production: 28 ounces
  • Cost: 500 → 750
  • Turns: 1 → 2
Cinnabar MineThe Empire
  • −Income generated: 150
  • −Dyes resource production: 30 ounces
  • +Income generated: 200
  • +Dyes resource production: 42 ounces
  • Cost: 1000 → 1500
  • Turns: 2 → 3
DyemakerThe Empire
  • −Income generated: 200
  • −Dyes resource production: 45 ounces
  • +Income generated: 250
  • +Dyes resource production: 64 ounces
  • Cost: 2000 → 2500
  • Turns: 3 → 4
Hunting CampThe Empire
  • −Growth: +5
  • −Furs resource production: 20 bundles
  • +Growth: +6
  • +Furs resource production: 28 bundles
Hunting LodgeThe Empire
  • −Growth: +8
  • −Furs resource production: 30 bundles
  • +Growth: +10
  • +Furs resource production: 42 bundles
TanneryThe Empire
  • −Growth: +10
  • −Furs resource production: 45 bundles
  • +Growth: +12
  • +Furs resource production: 64 bundles
Gold Mining PitThe Empire
  • −Recruitment cost: -20% for Free Company Militia units (local province)
  • −Income generated: 200
  • +Recruitment cost: -5% for Free Company Militia units (local province)
  • +Income generated: 600
  • Cost: 500 → 1000
  • Turns: 2 → 3
Gold MineThe Empire
  • −Recruitment cost: -25% for Free Company Militia units (local province)
  • −Income generated: 400
  • +Recruitment cost: -10% for Free Company Militia units (local province)
  • +Income generated: 900
  • Cost: 1000 → 2000
  • Turns: 3 → 4
Gold SmelterThe Empire
  • −Recruitment cost: -30% for Free Company Militia units (local province)
  • −Upkeep: -3% for Free Company Militia units (all armies)
  • −Income generated: 600
  • +Recruitment cost: -15% for Free Company Militia units (local province)
  • +Upkeep: -2% for Free Company Militia units (all armies)
  • +Income generated: 1200
  • Cost: 2000 → 4000
  • Turns: 4 → 5
Iron Mining PitThe Empire
  • −Income generated: 100
  • −Iron resource production: 20 ingots
  • −Recruitment cost: -20% for Swordsmen, Greatswords and Knight units (local province)
  • +Income generated: 150
  • +Iron resource production: 28 ingots
  • +Recruitment cost: -5% for Swordsmen, Greatswords and Knight units (local province)
  • Cost: 500 → 750
Iron MineThe Empire
  • −Income generated: 150
  • −Iron resource production: 30 ingots
  • −Recruitment cost: -25% for Swordsmen, Greatswords and Knight units (local province)
  • +Income generated: 200
  • +Iron resource production: 42 ingots
  • +Recruitment cost: -10% for Swordsmen, Greatswords and Knight units (local province)
  • Cost: 1000 → 1500
Iron SmelterThe Empire
  • −Upkeep: -3% for Swordsmen, Greatswords and Knight units (all armies)
  • −Income generated: 200
  • −Iron resource production: 45 ingots
  • −Recruitment cost: -30% for Swordsmen, Greatswords and Knight units (local province)
  • −Recruit rank: +2 for Swordsmen, Greatsword and Knights units (local province)
  • +Upkeep: -2% for Swordsmen, Greatswords and Knight units (all armies)
  • +Income generated: 250
  • +Iron resource production: 64 ingots
  • +Recruitment cost: -15% for Swordsmen, Greatswords and Knight units (local province)
  • +Recruit rank: +1 for Swordsmen, Greatsword and Knights units (local province)
  • Cost: 2000 → 2500
  • Units: 0 → 3
Stone CutterThe Empire
  • −Income generated: 100
  • −Marble resource production: 20 slabs
  • +Income generated: 150
  • +Marble resource production: 28 slabs
  • Cost: 500 → 750
  • Turns: 1 → 2
Marble QuarryThe Empire
  • −Income generated: 150
  • −Marble resource production: 30 slabs
  • +Income generated: 200
  • +Marble resource production: 42 slabs
  • Cost: 1000 → 1500
  • Turns: 2 → 3
MasonThe Empire
  • −Income generated: 200
  • −Marble resource production: 45 slabs
  • +Income generated: 250
  • +Marble resource production: 64 slabs
  • Cost: 2000 → 2500
  • Turns: 3 → 4
  • −Income generated: 100
  • −Recruitment cost: -20% for Pistoliers and Outriders units (local province)
  • +Income generated: 150
  • +Recruitment cost: -5% for Pistoliers and Outriders units (local province)
Livestock PensThe Empire
  • −Income generated: 150
  • −Recruitment cost: -25% for Pistoliers and Outriders units (local province)
  • +Income generated: 200
  • +Recruitment cost: -10% for Pistoliers and Outriders units (local province)
Cattle RanchThe Empire
  • −Income generated: 200
  • −Recruitment cost: -30% for Pistoliers and Outriders units (local province)
  • −Upkeep: -3% for Pistoliers and Outriders units (all armies)
  • +Income generated: 250
  • +Recruitment cost: -20% for Pistoliers and Outriders units (local province)
  • +Upkeep: -2% for Pistoliers and Outriders units (all armies)
Clay PitThe Empire
  • −Income generated: 100
  • −Pottery resource production: 20 kilnful
  • +Income generated: 150
  • +Pottery resource production: 28 kilnful
  • Cost: 500 → 750
  • Turns: 1 → 2
Pottery MakerThe Empire
  • −Income generated: 150
  • −Pottery resource production: 30 kilnful
  • +Income generated: 200
  • +Pottery resource production: 42 kilnful
  • Cost: 1000 → 1500
  • Turns: 2 → 3
KilnsThe Empire
  • −Income generated: 200
  • −Pottery resource production: 45 kilnful
  • +Income generated: 250
  • +Pottery resource production: 64 kilnful
  • Cost: 2000 → 2500
  • Turns: 3 → 4
  • −Income generated: 100
  • −Salt resource production: 20 barrels
  • +Income generated: 150
  • +Salt resource production: 28 barrels
  • Cost: 500 → 750
  • Turns: 1 → 2
Brine MineThe Empire
  • −Income generated: 150
  • −Salt resource production: 30 barrels
  • +Income generated: 200
  • +Salt resource production: 42 barrels
  • Cost: 1000 → 1500
  • Turns: 2 → 3
SaltworksThe Empire
  • −Income generated: 200
  • −Salt resource production: 45 barrels
  • +Income generated: 250
  • +Salt resource production: 64 barrels
  • Cost: 2000 → 2500
  • Turns: 3 → 4
Woodman's HutThe Empire
  • −Timber resource production: 20 logs
  • −Recruitment cost: -20% for Crossbowmen and Spearmen units (local province)
  • +Timber resource production: 28 logs
  • +Recruitment cost: -5% for Crossbowmen and Spearmen units (local province)
  • Cost: 500 → 750
  • Turns: 1 → 2
Timber MillThe Empire
  • −Income generated: 150
  • −Timber resource production: 30 logs
  • −Recruitment cost: -25% for Crossbowmen and Spearmen units (local province)
  • +Income generated: 200
  • +Timber resource production: 42 logs
  • +Recruitment cost: -10% for Crossbowmen and Spearmen units (local province)
  • Cost: 1000 → 1500
  • Turns: 2 → 3
  • Units: 0 → 2
LumberyardThe Empire
  • −Upkeep: -3% for Crossbowmen and Spearmen units (all armies)
  • −Income generated: 200
  • −Timber resource production: 45 logs
  • −Recruitment cost: -30% for Crossbowmen and Spearmen units (local province)
  • −Recruit rank: +2 for Crossbowmen and Spearmen units (local province)
  • +Upkeep: -2% for Crossbowmen and Spearmen units (all armies)
  • +Income generated: 250
  • +Timber resource production: 64 logs
  • +Recruitment cost: -20% for Crossbowmen and Spearmen units (local province)
  • +Recruit rank: +1 for Crossbowmen and Spearmen units (local province)
  • Cost: 2000 → 2500
  • Turns: 3 → 4
  • Units: 0 → 6
OrchardsThe Empire
  • −Income generated: 100
  • −Control: +3
  • −Wine resource production: 20 barrels
  • +Income generated: 150
  • +Control: +4
  • +Wine resource production: 28 barrels
  • Cost: 500 → 750
  • Turns: 1 → 2
VineyardThe Empire
  • −Income generated: 150
  • −Control: +4
  • −Wine resource production: 30 barrels
  • +Income generated: 200
  • +Control: +5
  • +Wine resource production: 42 barrels
  • Cost: 1000 → 1500
  • Turns: 2 → 3
VintnerThe Empire
  • −Income generated: 200
  • −Control: +5
  • −Wine resource production: 45 barrels
  • +Income generated: 250
  • +Control: +6
  • +Wine resource production: 64 barrels
  • Cost: 2000 → 2500
  • Turns: 3 → 4
  • −Control: +4
  • −Spices resource production: 24 sacks
  • −Wine resource production: 24 barrels
  • +Control: +5
  • +Spices resource production: 30 sacks
  • +Wine resource production: 30 barrels
  • Cost: 4000 → 6000
Sigmar's RockThe Empire
  • Cost: 6000 → 15000
  • Units: 0 → 3
  • −Recruit rank: +3 for Knights of the Blazing Sun units (factionwide)
  • −Control: +8
  • +Recruit rank: +1 for Knights of the Blazing Sun units (factionwide)
  • +Control: +6
  • Cost: 10000 → 16000
  • Units: 1 → 4
  • −Recruitment cost: -15% for Knights of the Blazing Sun units
  • +Recruitment cost: -5% for Knights of the Blazing Sun units
  • Cost: 4000 → 5000
  • Turns: 3 → 4
  • Units: 1 → 2
  • −Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies)
  • −Recruit rank: +3 for Knights of the Blazing Sun units (factionwide)
  • −Recruitment cost: -35% for Knights of the Blazing Sun units
  • −Local Recruitment duration: -1 turn for Knights of the Blazing Sun units (minimum 1) in this province (local province)
  • +Upkeep: -3% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies)
  • +Recruit rank: +1 for Knights of the Blazing Sun units (factionwide)
  • +Recruitment cost: -15% for Knights of the Blazing Sun units
  • Cost: 8000 → 9000
  • Turns: 4 → 5
  • Units: 1 → 4
  • −Winds of Magic power reserve: +10 per turn [PH] (armies in local province)
  • +Winds of Magic power reserve: +10 per turn (armies in local province)
  • Cost: 3000 → 10000
  • Turns: 5 → 4
  • −Arcane Essays: 50 per turn (The Golden Order only)
  • −Winds of Magic power reserve: +20 per turn [PH] (armies in local province)
  • +Arcane Essays: 60 per turn (The Golden Order only)
  • +Winds of Magic power reserve: +20 per turn (armies in local province)
  • Cost: 10000 → 15000
  • Units: 2 → 1
  • −Fervour: 10 per turn (Middenland only)
  • −Corruption: -2 (local province)
  • −Local recruitment capacity: +1
  • Units: 1 → 0
  • −Fervour: 15 per turn (Middenland only)
  • −Unlocks recruitment of Swords of Ulric Elector Count State Troops (Middenland only)
  • −Corruption: -4 (local province)
  • −Unlocks Hero recruitment: Priest of Ulric
  • −Recruit rank: +1 for all units (local province)
  • −Local recruitment capacity: +1
  • Units: 2 → 0
  • −Fervour: 25 per turn (Middenland only)
  • −Mercenary replenishment time: -20% for Swords of Ulric Elector Count State Troops
  • −Unlocks recruitment of Swords of Ulric Elector Count State Troops (Middenland only)
  • −Corruption: -6
  • −Hero capacity: +1 for Priests
  • −Unlocks Hero recruitment: Priest of Ulric
  • −Hero recruit rank: +3 for Priests of Ulric
  • −Recruit rank: +1 for all units (local province)
  • −Local recruitment capacity: +2
  • Units: 4 → 0
  • −Fervour: 50 per turn (Middenland only)
  • −Mercenary replenishment time: -50% for Swords of Ulric Elector Count State Troops
  • −Unlocks recruitment of Swords of Ulric Elector Count State Troops (Middenland only)
  • −Corruption in adjacent provinces: -2
  • −Corruption: -8
  • −Hero capacity: +2 for Priests
  • −Unlocks Hero recruitment: Priest of Ulric
  • −Hero recruit rank: +6 for Priests of Ulric
  • −Recruit rank: +2 for all units (local province)
  • −Local recruitment capacity: +2
  • Units: 4 → 0
  • −Recruitment cost: -15% for Knights Panther units
  • −Recruit rank: +1 for Knights Panther units (factionwide)
  • +Recruit rank: +1 for Empire Knights units (factionwide)
  • +Recruitment cost: -10% for Empire Knights units
  • Cost: 2500 → 3000
  • Turns: 2 → 3
  • −Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies)
  • −Recruitment cost: -35% for Knights Panther units
  • −Recruit rank: +3 for Knights Panther units (factionwide)
  • +Upkeep: -4% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies)
  • +Recruitment cost: -15% for Empire Knights units
  • +Recruit rank: +1 for Empire Knights units (factionwide)
  • Cost: 6000 → 7000
  • Turns: 3 → 4
  • Units: 1 → 3
  • −Recruit rank: +2 for Artillery and Gun units (all characters)
  • −Recruitment cost: -10% for Artillery and Gun units (all armies)
  • −Upkeep: -5% for Artillery and Gun units (all armies)
  • −Unlocks recruitment of Emperor's Wrath Elector Count State Troops (Wissenland & Nuln only)
  • −Schematics gained: 50 per turn (Wissenland & Nuln only)
  • +Recruit rank: +1 for Artillery and Gun units (all characters)
  • +Recruitment cost: -5% for Artillery and Gun units (all armies)
  • +Upkeep: -4% for Artillery and Gun units (all armies)
  • +Unlocks recruitment of Emperor's Wrath Elector Count State Troops
  • +Schematics gained: 60 per turn (Wissenland & Nuln only)
  • Cost: 6000 → 3000
  • Units: 0 → 4
  • −Recruit rank: +3 for Artillery and Gun units (all characters)
  • −Recruitment cost: -15% for Artillery and Gun units (all armies)
  • −Upkeep: -5% for Artillery and Gun units (all armies)
  • −Unlocks recruitment of Emperor's Wrath Elector Count State Troops (Wissenland & Nuln only)
  • −Schematics gained: 100 per turn (Wissenland & Nuln only)
  • +Recruit rank: +1 for Artillery and Gun units (all characters)
  • +Recruitment cost: -10% for Artillery and Gun units (all armies)
  • +Unlocks recruitment of Emperor's Wrath Elector Count State Troops
  • +Schematics gained: 120 per turn (Wissenland & Nuln only)
  • +Upkeep: -6% for Artillery and Gun units (all armies)
  • Units: 0 → 6
  • −Income generated: 100
  • −Growth: +10
  • +Income generated: 150
  • +Growth: +15
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 1000 → 800
  • Units: 2 → 0
  • −Prestige gained: +1 per turn (Reikland only)
  • −Defensive supplies: +1000
  • −Income generated: 150
  • −Growth: +20
  • +Defensive supplies: +1250
  • +Income generated: 250
  • +Growth: +25
  • +Prestige gained: +2 per turn (Reikland only)
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Cost: 2000 → 1600
  • Turns: 3 → 4
Altdorf (Town)The Empire
  • −Defensive supplies: +1000
  • −Grants 6 construction slots in the settlement
  • −Income generated: 200
  • −Growth: +30
  • +Grants 5 construction slots in the settlement
  • +Defensive supplies: +1500
  • +Income generated: 320
  • +Growth: +35
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Turns: 4 → 5
  • Units: 2 → 3
Altdorf (City)The Empire
  • −Prestige gained: +2 per turn (Reikland only)
  • −Defensive supplies: +1000
  • −Grants 8 construction slots in the settlement
  • −Income generated: 250
  • −Growth: +40
  • +Grants 7 construction slots in the settlement
  • +Defensive supplies: +1750
  • +Income generated: 400
  • +Growth: +45
  • +Prestige gained: +3 per turn (Reikland only)
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 8000 → 7000
  • Turns: 5 → 6
  • Units: 2 → 6
  • −Prestige gained: +3 per turn (Reikland only)
  • −Defensive supplies: +1000
  • −Income generated: 300
  • −Growth: +50
  • +Defensive supplies: +2000
  • +Income generated: 500
  • +Growth: +55
  • +Prestige gained: +4 per turn (Reikland only)
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 16000 → 9500
  • Turns: 6 → 7
  • Units: 2 → 6
  • −Income generated: 40
  • −Growth: +10
  • +Income generated: 120
  • +Growth: +20
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 1000 → 800
  • Units: 2 → 0
  • −Prestige gained: +1 per turn (Reikland only)
  • −Defensive supplies: +1000
  • −Income generated: 60
  • −Growth: +20
  • +Defensive supplies: +1250
  • +Income generated: 200
  • +Growth: +35
  • +Prestige gained: +2 per turn (Reikland only)
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Cost: 2000 → 1600
  • Turns: 3 → 4
  • −Defensive supplies: +1000
  • −Grants 6 construction slots in the settlement
  • −Income generated: 80
  • −Growth: +30
  • +Grants 5 construction slots in the settlement
  • +Defensive supplies: +1500
  • +Income generated: 280
  • +Growth: +55
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Turns: 4 → 5
  • Units: 2 → 3
  • −Prestige gained: +2 per turn (Reikland only)
  • −Defensive supplies: +1000
  • −Grants 8 construction slots in the settlement
  • −Income generated: 100
  • −Growth: +40
  • +Grants 7 construction slots in the settlement
  • +Defensive supplies: +1750
  • +Income generated: 360
  • +Growth: +75
  • +Prestige gained: +3 per turn (Reikland only)
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 8000 → 7000
  • Turns: 5 → 6
  • Units: 2 → 6
  • −Prestige gained: +3 per turn (Reikland only)
  • −Defensive supplies: +1000
  • −Income generated: 120
  • −Growth: +50
  • +Defensive supplies: +2000
  • +Income generated: 450
  • +Growth: +90
  • +Prestige gained: +4 per turn (Reikland only)
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 16000 → 9500
  • Turns: 6 → 7
  • Units: 2 → 6
  • −Income generated: 40
  • −Growth: +10
  • +Income generated: 120
  • +Growth: +20
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 1000 → 800
  • Units: 2 → 0
  • −Prestige gained: +1 per turn (Reikland only)
  • −Defensive supplies: +1000
  • −Income generated: 60
  • −Growth: +20
  • +Defensive supplies: +1250
  • +Income generated: 200
  • +Growth: +35
  • +Prestige gained: +2 per turn (Reikland only)
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Cost: 2000 → 1600
  • Turns: 3 → 4
  • −Defensive supplies: +1000
  • −Grants 6 construction slots in the settlement
  • −Income generated: 80
  • −Growth: +30
  • +Grants 5 construction slots in the settlement
  • +Defensive supplies: +1500
  • +Income generated: 280
  • +Growth: +55
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Turns: 4 → 5
  • Units: 2 → 3
  • −Prestige gained: +2 per turn (Reikland only)
  • −Defensive supplies: +1000
  • −Grants 8 construction slots in the settlement
  • −Income generated: 100
  • −Growth: +40
  • +Grants 7 construction slots in the settlement
  • +Defensive supplies: +1750
  • +Income generated: 360
  • +Growth: +75
  • +Prestige gained: +3 per turn (Reikland only)
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 8000 → 7000
  • Turns: 5 → 6
  • Units: 2 → 6
  • −Prestige gained: +3 per turn (Reikland only)
  • −Defensive supplies: +1000
  • −Income generated: 120
  • −Growth: +50
  • +Defensive supplies: +2000
  • +Income generated: 450
  • +Growth: +90
  • +Prestige gained: +4 per turn (Reikland only)
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 16000 → 9500
  • Turns: 6 → 7
  • Units: 2 → 6
  • −Income generated: 40
  • −Growth: +10
  • +Income generated: 120
  • +Growth: +20
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 1000 → 800
  • Units: 2 → 0
  • −Prestige gained: +1 per turn (Reikland only)
  • −Defensive supplies: +1000
  • −Income generated: 60
  • −Growth: +20
  • +Defensive supplies: +1250
  • +Income generated: 200
  • +Growth: +35
  • +Prestige gained: +2 per turn (Reikland only)
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Cost: 2000 → 1600
  • Turns: 3 → 4
  • −Defensive supplies: +1000
  • −Grants 6 construction slots in the settlement
  • −Income generated: 80
  • −Growth: +30
  • +Grants 5 construction slots in the settlement
  • +Defensive supplies: +1500
  • +Income generated: 280
  • +Growth: +50
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Turns: 4 → 5
  • Units: 2 → 3
  • −Prestige gained: +2 per turn (Reikland only)
  • −Defensive supplies: +1000
  • −Grants 8 construction slots in the settlement
  • −Income generated: 100
  • −Growth: +40
  • +Grants 7 construction slots in the settlement
  • +Defensive supplies: +1750
  • +Income generated: 350
  • +Growth: +70
  • +Prestige gained: +3 per turn (Reikland only)
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 8000 → 7000
  • Turns: 5 → 6
  • Units: 2 → 6
  • −Prestige gained: +3 per turn (Reikland only)
  • −Defensive supplies: +1000
  • −Income generated: 120
  • −Growth: +50
  • +Defensive supplies: +2000
  • +Income generated: 500
  • +Growth: +90
  • +Prestige gained: +4 per turn (Reikland only)
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 16000 → 9500
  • Turns: 6 → 7
  • Units: 2 → 6
  • −Income generated: 50
  • −Control: +2
  • +Income generated: 150
  • +Control: +3
  • Cost: 4000 → 1500
Estalian DocksThe Empire
  • −Income generated: 100
  • +Income generated: 300
  • −Income generated: 300
  • +Income generated: 500
  • Cost: 2000 → 3000
  • −Income generated: 500
  • +Income generated: 900
  • +Control: +2
  • Cost: 4000 → 6000
Basic WallsThe Empire
  • −Enemy Hero action success chance: -10%
  • −Attrition: -5% when under siege (armies in region)
  • +Enemy Hero action success chance: -12%
  • +Attrition: -10% when under siege (armies in region)
Tall WallsThe Empire
  • −Enemy Hero action success chance: -15%
  • −Attrition: -10% when under siege (armies in region)
  • +Enemy Hero action success chance: -18%
  • +Attrition: -15% when under siege (armies in region)
  • +Control: +1
  • −Enemy Hero action success chance: -20%
  • −Attrition: -15% when under siege (armies in region)
  • +Enemy Hero action success chance: -25%
  • +Attrition: -20% when under siege (armies in region)
  • +Control: +2
  • −Growth: +10
  • +Growth: +20
  • +Income generated: 150
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 1000 → 800
  • −Defensive supplies: +1000
  • −Growth: +20
  • +Defensive supplies: +1250
  • +Growth: +35
  • +Income generated: 200
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Cost: 2000 → 1600
  • Turns: 3 → 4
  • −Defensive supplies: +1000
  • −Grants 6 construction slots in the settlement
  • −Growth: +30
  • +Grants 5 construction slots in the settlement
  • +Defensive supplies: +1500
  • +Growth: +50
  • +Income generated: 250
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Turns: 4 → 5
  • −Defensive supplies: +1000
  • −Grants 8 construction slots in the settlement
  • −Growth: +40
  • +Grants 7 construction slots in the settlement
  • +Defensive supplies: +1750
  • +Growth: +70
  • +Income generated: 300
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 8000 → 7000
  • Turns: 5 → 6
  • −Defensive supplies: +1000
  • −Growth: +50
  • +Defensive supplies: +2000
  • +Growth: +90
  • +Income generated: 350
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 16000 → 9500
  • Turns: 6 → 7

Technologies

  • −Recruit rank: +2 for Infantry units
  • +Recruit rank: +1 for Infantry units
  • −Armour: +15 for Infantry units
  • +Armour: +10 for Infantry units
  • −Recruitment cost: -15% for Missile units
  • +Recruitment cost: -8% for Missile units
  • −Missile strength: +10% for Pistoliers and Outriders units
  • +Missile strength: +8% for Pistoliers and Outriders units
  • −Armour: +15 for Cavalry units
  • +Armour: +10 for Cavalry units
  • −Speed: +10% for Cavalry and Hunting Hounds units
  • −Vigour loss reduction: -15% for Cavalry and Hunting Hounds units
  • +Speed: +10% for Cavalry units
  • +Vigour loss reduction: -15% for Cavalry units
  • −Recruitment cost: -5% for Artillery units
  • +Recruitment cost: -4% for Artillery units
  • −Upkeep: -5% for Artillery units
  • −Missile strength: +10% for Artillery units
  • +Upkeep: -4% for Artillery units
  • +Missile strength: +5% for Artillery units
  • −Weapon strength: +10% for Melee Infantry units
  • +Weapon strength: +5% for Melee Infantry units
  • −Missile strength: +10% for Missile Infantry units
  • +Missile strength: +5% for Missile Infantry units
BlinkersThe Empire
  • −Charge bonus: +10 for Cavalry and Hunting Hounds units
  • −Leadership: +8 for Cavalry and Hunting Hounds units
  • +Charge bonus: +10 for Cavalry units
  • +Leadership: +8 for Cavalry units
Firing DrillsThe Empire
  • −Recruit rank: +2 for artillery units
  • +Recruit rank: +1 for artillery units
  • −Local Recruitment duration: -2 turn for Steam Tank, Celestial Hurricanum, Luminark and Land Ship units (minimum 1)
  • +Local Recruitment duration: -1 turn for Steam Tank, Celestial Hurricanum, Luminark and Land Ship units (minimum 1)
Supply WagonsThe Empire
  • −Tradable resources produced: +10%
  • +Tradable resources produced: +5%
  • −Income from Iron, Gem and Gold Mines: +15%
  • −Income from trade tariffs: +20%
  • +Income from Iron, Gem and Gold Mines: +10%
  • +Income from trade tariffs: +10%
  • −Construction cost: -25% for resource-producing buildings
  • +Construction cost: -15% for resource-producing buildings
  • −Income from Ports: +10%
  • +Income from Ports: +5%
ManorialismThe Empire
  • −Diplomatic relations: +20 with Empire
  • +Diplomatic relations: +15 with Empire
  • −Hero action cost: -15%
  • +Hero action cost: -10%
Hall of DuelsThe Empire
  • +Lord recruit rank: +3
  • −Construction cost: -10% for all buildings
  • +Construction cost: -5% for all buildings
Assembly LineThe Empire
  • −Income from Industry: +15%
  • +Income from Industry: +8%
  • −Income from Province Capital/Settlement buildings: +10%
  • +Income from Province Capital/Settlement buildings: +5%
  • −Hero recruit rank: +3 for Priests
  • −Corruption: -2 (all provinces)
  • −Hero capacity: +1 for Priests
  • −Tradable resources produced: +10%
  • +Tradable resources produced: +8%
  • −Melee defence: +5 when fighting against Greenskins, Skaven, Ogres and Lizardmen
  • +Melee defence: +6 when fighting against Greenskins, Skaven, Ogres and Lizardmen
  • −Melee attack: +5 when fighting against Undead factions
  • +Melee attack: +6 when fighting against Undead factions
  • −Recruitment cost: -5% for Cavalry units
  • +Recruitment cost: -4% for Cavalry units
  • −Income from trade tariffs: +20%
  • +Income from trade tariffs: +10%
  • −Allied recruitment cost: -10%
  • +Allied recruitment cost: -5%
  • −Missile resistance: 5% when fighting against Elves
  • +Missile resistance: 10% when fighting against Elves
  • −Weapon strength: +5% for all units when fighting against Norsca, Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos and Beastmen
  • +Weapon strength: +4% for all units when fighting against Norsca, Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos and Beastmen