Radious Greenskins units
105 Greenskins units Radious Total War Mod changes against patch 9.0.4, 32 it adds, and 64 skills, 141 buildings and 27 technologies. Vanilla → Radious: green makes the unit stronger or cheaper, red weaker or dearer.
Units
| Unit | Men / HP | Armour | Melee atk / def | Weapon (base + AP) | Cost (campaign / MP) | Other changes |
|---|---|---|---|---|---|---|
| 605,100 → 8,700 | 45 → 64 | 15 → 2322 → 33 | 13 → 1514 → 17 | 475 → 620475 → 620 | Speed 78 → 80; Charge bonus 14 → 34; Mass 790 → 840; Range 100 m → 125 m; Ammunition 20 → 34; Missile base damage 5 → 7; Missile AP damage 6 → 8; Upkeep 119 → 105; Fire resistance 40% → 75% | |
| 40 → 604,080 → 10,200 | 55 → 56 | 28 → 3730 → 37 | 10 → 2622 → 10 | 650 → 740650 → 740 | Leadership 60 → 55; Speed 82 → 85; Charge bonus 30 → 57; Mass 840 → 940; Upkeep 163 → 110; Physical resistance 0% → 5%; Fire resistance 0% → 70% | |
| 15,764 → 6,250 | 100 → 114 | 40 → 4430 → 42 | 150 → 180320 → 345 | 1,250 → 1,5501,250 → 1,550 | Speed 84 → 85; Bonus vs infantry 30 → 32; Charge bonus 90 → 105; Mass 5,300 → 5,400; Upkeep 312 → 180 | |
| 15,619 → 6,250 | 50 → 64 | 25 → 2932 → 37 | 135 → 175225 → 255 | 1,000700 → 850 | Speed 54 → 55; Charge bonus 24 → 33; Upkeep 175 → 130 | |
| 110,400 → 11,950 | 60 → 74 | 52 → 5732 → 39 | 140 → 155300 → 315 | 1,600 → 1,7501,550 → 1,750 | Bonus vs infantry 0 → 15; Charge bonus 45 → 60; Upkeep 400 → 180 | |
| 167,904 → 14,960 | 40 → 58 | 34 → 4040 | 35 → 4570 → 60 | 900 → 950900 → 950 | Leadership 45 → 44; Bonus vs infantry 0 → 8; Charge bonus 30 → 62; Mass 1,500 → 1,600; Upkeep 225 → 125; New: From the Mist | |
| 167,904 → 15,600 | 40 → 64 | 43 → 4250 | 35 → 5070 → 60 | 1,200 → 1,3501,200 → 1,350 | Leadership 55 → 50; Bonus vs infantry 0 → 10; Charge bonus 30 → 68; Mass 1,500 → 1,600; Upkeep 300 → 150; Spell resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; New: From the Mist | |
| 116,000 → 20,600 | 150 → 152 | 60 → 6724 → 32 | 150 → 175450 → 465 | 2,000 → 2,4002,000 → 2,400 | Bonus vs infantry 25 → 24; Charge bonus 30 → 52; Upkeep 500 → 280; New: Wallbreaker | |
| 116,000 → 21,200 | 150 → 152 | 73 → 7231 → 35 | 150 → 180450 → 475 | 2,600 → 2,8002,600 → 2,800 | Leadership 85 → 80; Bonus vs infantry 25 → 28; Charge bonus 30 → 56; Ammunition 10 → 18; Missile AP damage 360 → 345; Upkeep 650 → 300; Spell resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; New: Wallbreaker | |
| 167,904 → 15,440 | 70 → 84 | 36 → 4332 → 38 | 4080 → 85 | 1,100 → 1,2001,100 → 1,200 | Leadership 45 → 44; Speed 54 → 55; Charge bonus 34 → 64; Upkeep 275 → 140; Missile resistance 25% → 30% | |
| 16,640 → 7,450 | 60 → 74 | 44 → 5228 → 44 | 150 → 210300 → 325 | 1,300 → 1,6001,200 → 1,600 | Leadership 60 → 55; Bonus vs infantry 0 → 18; Charge bonus 80 → 90; Upkeep 325 → 170; Fire resistance 0% → 25% | |
| 125,088 → 12,240 | 50 → 58 | 20 → 2422 → 25 | 10 → 1615 → 26 | 500500 | Leadership 50 → 48; Speed 60 → 65; Charge bonus 30 → 65; Mass 2,000 → 2,200; Upkeep 125 → 80 | |
| 125,088 → 12,240 | 50 → 58 | 26 → 3024 → 27 | 10 → 1615 → 26 | 650 → 700700 | Speed 70 → 75; Charge bonus 45 → 90; Mass 2,000 → 2,200; Upkeep 163 → 95 | |
| 126,288 → 14,640 | 60 → 66 | 30 → 3422 → 25 | 12 → 1823 → 40 | 900850 → 900 | Speed 60 → 65; Bonus vs infantry 15 → 20; Charge bonus 35 → 55; Mass 2,000 → 2,200; Upkeep 225 → 110 | |
| 125,088 → 13,440 | 50 → 66 | 27 → 3129 → 31 | 10 → 1815 → 28 | 700 → 1,000700 → 1,000 | Speed 60 → 65; Bonus vs infantry 15 → 18; Charge bonus 30 → 70; Mass 2,000 → 2,200; Upkeep 175 → 115; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3 | |
| 14,178 → 5,550 | 110 → 122 | 55 → 6455 → 54 | 120 → 240270 → 310 | 1,000 → 1,350750 → 1,350 | Missile block 55% → 65%; Leadership 72 → 75; Bonus vs infantry 0 → 20; Charge bonus 45 → 55; Mass 1,200 → 1,300; Upkeep 250 → 150 | |
| 14,681 → 6,010 | 110 → 122 | 55 → 6555 | 120 → 240270 → 310 | 1,100 → 1,450950 → 1,450 | Missile block 55% → 65%; Leadership 72 → 75; Speed 70 → 77; Bonus vs infantry 0 → 20; Charge bonus 65 → 85; Mass 3,000 → 3,200; Upkeep 275 → 155 | |
| 110,029 → 10,730 | 120 → 126 | 58 → 5530 → 40 | 140 → 115360 → 310 | 1,850 → 1,9001,850 → 2,050 | Leadership 65 → 55; Speed 57 → 60; Bonus vs infantry 0 → 15; Bonus vs large 20 → 0; Charge bonus 40 → 55; Upkeep 462 → 200 | |
| 16,640 → 7,450 | 60 → 74 | 44 → 5228 → 44 | 150 → 210300 → 325 | 1,300 → 1,5001,200 → 1,500 | Leadership 60 → 55; Bonus vs infantry 0 → 18; Charge bonus 80 → 90; Upkeep 325 → 160; Fire resistance 0% → 25% | |
| 44,212 → 5,740 | 15 → 30 | 14 → 179 → 14 | 21 → 223 → 2 | 800 → 930800 → 900 | Charge bonus 5 → 6; Mass 2,090 → 2,590; Ammunition 22 → 42; Missile base damage 35 → 45; Missile AP damage 135 → 140; Upkeep 200 → 125; Per-unit cap (main_units.multiplayer_cap) 1 → 3 | |
| 607,920 → 13,200 | 100 | 30 → 3635 | 9 → 1023 → 28 | 1,0501,050 | Missile block 0% → 55%; Leadership 78 → 75; Speed 70 → 77; Bonus vs large 12 → 15; Charge bonus 50 → 73; Mass 1,630 → 1,730; Upkeep 263 → 130; Fire resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → 3 | |
| 605,100 → 9,000 | 45 → 68 | 20 → 2729 → 38 | 20 → 246 → 7 | 625 → 720625 → 720 | Leadership 54 → 55; Speed 78 → 80; Charge bonus 14 → 36; Mass 790 → 840; Range 100 m → 125 m; Ammunition 20 → 36; Missile base damage 9 → 13; Upkeep 156 → 110; Spell resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3 | |
| 40 → 604,080 → 10,500 | 25 → 58 | 36 → 3928 → 40 | 10 → 2722 → 11 | 750 → 790750 → 790 | Leadership 70 → 60; Speed 82 → 85; Bonus vs infantry 10 → 12; Charge bonus 35 → 60; Mass 840 → 940; Upkeep 188 → 115; Physical resistance 0% → 5%; Per-unit cap (main_units.multiplayer_cap) 1 → 3 | |
| 804,560 → 9,600 | 25 → 40 | 20 → 2619 → 35 | 21 → 223 → 2 | 600 → 610600 → 610 | Leadership 48 → 50; Speed 92 → 95; Charge bonus 18 → 32; Mass 440 → 490; Range 100 m → 150 m; Ammunition 18 → 30; Missile base damage 1 → 5; Upkeep 150 → 95; Per-unit cap (main_units.multiplayer_cap) 1 → 3 | |
| 804,720 → 10,000 | 25 → 48 | 29 → 3229 → 35 | 19 → 225 → 7 | 425 → 580425 → 580 | Missile block 30% → 55%; Leadership 54 → 55; Speed 92 → 95; Charge bonus 23 → 42; Melee attack interval 4.5 s → 4.3 s; Mass 440 → 490; Upkeep 106 → 90; Per-unit cap (main_units.multiplayer_cap) 1 → 3 | |
| 40 → 604,080 → 9,900 | 25 → 48 | 28 → 3520 → 34 | 10 → 2522 → 9 | 650 → 680650 → 680 | Leadership 60 → 50; Speed 82 → 85; Charge bonus 32 → 55; Mass 840 → 940; Upkeep 163 → 105; Physical resistance 0% → 5% | |
| 126,816 → 15,120 | 45 → 40 | 22 → 2527 → 28 | 18 → 206 → 5 | 650 → 800650 → 800 | Bonus vs infantry 12 → 10; Charge bonus 38 → 58; Mass 2,090 → 2,290; Range 115 m → 125 m; Ammunition 46 → 70; Missile base damage 26 → 28; Missile AP damage 4 → 5; Upkeep 163 → 115; Per-unit cap (main_units.multiplayer_cap) 1 → 3 | |
| 13,869 → 4,800 | 25 → 62 | 45 → 4653 → 54 | 260 → 310140 → 185 | 500 → 700550 → 700 | Missile block 35% → 65%; Charge bonus 35 → 42; Upkeep 125 → 105 | |
| 14,420 → 5,310 | 55 → 64 | 45 → 4853 → 56 | 140 → 200260 → 300 | 850850 | Missile block 35% → 65%; Speed 82 → 85; Bonus vs infantry 20 → 0; Bonus vs large 0 → 26; Charge bonus 65 → 75; Mass 1,850 → 1,950; Upkeep 213 → 125 | |
| 16,601 → 6,250 | 50 → 60 | 48 → 5055 | 110 → 170300 → 330 | 1,050 → 1,2001,200 | Bonus vs large 30 → 32; Charge bonus 52 → 58; Upkeep 300 → 155 | |
| 14,903 → 5,150 | 30 → 40 | 43 → 4425 → 33 | 245 → 33095 → 155 | 1,000700 → 1,000 | Charge bonus 55 → 60; Upkeep 250 → 135; Physical resistance 25% → 15%; Missile resistance 0% → 15% | |
| 15,556 → 5,460 | 55 → 68 | 43 → 4725 → 34 | 245 → 17595 → 280 | 1,300 → 1,200950 → 1,200 | Speed 70 → 77; Charge bonus 80 → 90; Mass 2,600 → 2,700; Upkeep 325 → 145; Physical resistance 25% → 15%; Missile resistance 0% → 15% | |
| 1608,960 → 19,200 | 15 → 46 | 34 → 3631 → 38 | 20 → 237 → 5 | 725 → 770725 → 770 | Missile block 35% → 65%; Charge bonus 14 → 19; Upkeep 181 → 115; Per-unit cap (main_units.multiplayer_cap) 1 → 3 | |
| 1206,480 → 13,200 | 15 → 32 | 20 → 2427 → 32 | 20 → 237 → 5 | 600 → 630600 → 630 | Charge bonus 9 → 12; Range 115 m → 150 m; Ammunition 24 → 38; Missile base damage 11 → 13; Missile AP damage 1 → 3; Upkeep 150 → 95; Per-unit cap (main_units.multiplayer_cap) 1 → 3 | |
| 1608,960 → 19,200 | 15 → 46 | 34 → 3731 → 37 | 21 → 256 | 550 → 710550 → 710 | Missile block 35% → 65%; Leadership 54 → 55; Charge bonus 14 → 20; Upkeep 138 → 110; Per-unit cap (main_units.multiplayer_cap) 1 → 3 | |
| 8010,800 → 16,800 | 110 → 124 | 43 → 4546 → 43 | 51 → 1421 → 31 | 1,350 → 1,1751,350 → 1,175 | Leadership 82 → 80; Bonus vs infantry 8 → 0; Charge bonus 42 → 41; Upkeep 337 → 140; Fire resistance 0% → 30%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; New: Charge Defence vs. Large, Charge Reflection | |
| 1608,320 → 17,600 | 15 → 32 | 26 → 2916 → 27 | 6 → 918 → 19 | 500 → 600500 → 600 | Leadership 40 → 50; Charge bonus 20 → 24; Upkeep 125 → 85 | |
| 1668 → 860 | 50 → 64 | 26 → 2720 → 30 | 9 → 824 → 26 | 425 → 540425 → 540 | Leadership 36 → 40; Speed 58 → 60; Bonus vs infantry 11 → 12; Charge bonus 40 → 45; Mass 700 → 750; Upkeep 106 → 80 | |
| 40 → 505,320 → 9,750 | 50 → 62 | 26 → 3220 → 28 | 9 → 824 → 26 | 300 → 540400 → 540 | Leadership 36 → 40; Speed 58 → 60; Bonus vs infantry 11 → 12; Charge bonus 40 → 60; Mass 800 → 850; Upkeep 75 → 80 | |
| 604,380 → 7,500 | 45 → 58 | 22 → 2520 → 27 | 18 → 205 | 250 → 490250 → 490 | Leadership 50 → 42; Speed 76 → 80; Charge bonus 19 → 28; Upkeep 60 → 75 | |
| 110,029 → 11,930 | 120 → 158 | 70 → 6738 → 46 | 140 → 130360 → 325 | 2,100 → 2,6002,100 → 2,600 | Leadership 75 → 65; Speed 57 → 60; Bonus vs infantry 0 → 20; Bonus vs large 20 → 0; Charge bonus 40 → 65; Upkeep 525 → 300; Missile resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3 | |
| 110,029 → 11,730 | 120 → 152 | 70 → 6438 → 44 | 140 → 100360 → 340 | 1,900 → 2,2001,900 → 2,200 | Leadership 75 → 65; Speed 57 → 60; Charge bonus 40 → 62; Upkeep 475 → 260; Fire resistance 40% → 70% | |
| 44,212 → 5,500 | 15 → 30 | 106 | 21 → 223 → 2 | 1,0001,000 → 900 | Leadership 40 → 30; Charge bonus 5 → 6; Mass 2,090 → 2,590; Ammunition 22 → 38; Missile base damage 70 → 140; Missile AP damage 170 → 50; Reload time 18 s → 17 s; Upkeep 250 → 105 | |
| 44,212 → 5,500 | 15 → 30 | 106 | 21 → 223 → 2 | 600 → 800550 → 700 | Leadership 40 → 35; Charge bonus 5 → 6; Mass 2,090 → 2,590; Range 400 m → 380 m; Ammunition 22 → 36; Missile base damage 35 → 40; Upkeep 150 → 105 | |
| 605,640 → 9,000 | 45 → 58 | 22 → 2832 → 38 | 21 → 226 → 7 | 425 → 450425 → 450 | Missile block 30% → 45%; Leadership 50 → 55; Speed 78 → 80; Charge bonus 22 → 43; Mass 790 → 840; Upkeep 106 → 85 | |
| 605,100 → 8,400 | 45 → 58 | 15 → 2022 → 29 | 20 → 226 | 475 → 500475 → 500 | Leadership 44 → 50; Speed 78 → 80; Charge bonus 14 → 30; Mass 790 → 840; Range 100 m → 125 m; Ammunition 20 → 30; Missile base damage 9 → 13; Upkeep 119 → 95 | |
| 126,816 → 13,920 | 45 → 38 | 16 → 1820 → 22 | 18 → 206 → 5 | 500 → 600500 → 600 | Bonus vs infantry 12 → 10; Charge bonus 38 → 52; Mass 2,090 → 2,290; Range 115 m → 125 m; Ammunition 46 → 60; Missile base damage 26 → 28; Missile AP damage 4 → 5; Upkeep 125 → 105; Removed: Fire Whilst Moving | |
| 804,720 → 9,600 | 25 → 38 | 22 → 2622 → 28 | 19 → 235 → 4 | 300300 | Missile block 30% → 45%; Leadership 44 → 45; Speed 92 → 95; Charge bonus 20 → 37; Mass 440 → 490; Upkeep 75 → 65 | |
| 804,560 → 8,800 | 25 → 38 | 15 → 1714 → 20 | 21 → 223 → 2 | 400 → 350400 → 350 | Leadership 38 → 42; Speed 92 → 95; Charge bonus 12 → 26; Mass 440 → 490; Range 100 m → 125 m; Ammunition 18 → 28; Missile base damage 10 → 11; Upkeep 100 → 80 | |
| 607,920 → 12,000 | 85 → 74 | 22 → 3326 → 33 | 9 → 823 → 24 | 850 → 900900 | Missile block 0% → 45%; Leadership 68 → 70; Speed 70 → 77; Bonus vs large 12 → 13; Charge bonus 50 → 67; Mass 1,630 → 1,730; Upkeep 214 → 105; New: Causes Fear | |
| 606,840 → 11,400 | 65 → 74 | 22 → 3024 → 32 | 10 → 1320 → 19 | 650 → 750650 → 750 | Missile block 30% → 45%; Speed 70 → 75; Charge bonus 48 → 61; Mass 1,330 → 1,430; Upkeep 163 → 115 | |
| 4 → 65,736 → 15,000 | 80 → 68 | 30 → 2826 → 30 | 10 → 1232 → 30 | 750 → 1,000750 → 1,000 | Leadership 60 → 64; Speed 70 → 75; Charge bonus 72 → 96; Mass 2,830 → 2,930; Upkeep 188 → 130 | |
| 607,920 → 12,900 | 35 → 38 | 28 → 3622 → 28 | 12 → 1624 | 1,0001,000 | Leadership 68 → 70; Speed 70 → 77; Bonus vs large 5 → 0; Charge bonus 58 → 72; Mass 1,630 → 1,730; Upkeep 275 → 130; Physical resistance 25% → 30%; Missile resistance 0% → 10%; New: Causes Fear | |
| 606,840 → 12,000 | 35 → 38 | 26 → 3320 → 26 | 10 → 1320 → 19 | 700 → 850700 → 850 | Leadership 60 → 64; Speed 70 → 75; Charge bonus 56 → 68; Mass 1,330 → 1,430; Upkeep 188 → 115; Physical resistance 25% → 30%; Missile resistance 0% → 10% | |
| 15,221 → 5,500 | 70 → 82 | 60 → 6436 → 42 | 125 → 245295 → 315 | 1,200 → 1,400950 → 1,400 | Leadership 72 → 75; Charge bonus 50 → 55; Upkeep 300 → 155 | |
| 17,008 → 6,760 | 70 → 80 | 50 → 5232 → 36 | 175 → 220305 → 345 | 1,600 → 1,8001,600 → 1,800 | Leadership 72 → 75; Bonus vs infantry 0 → 28; Charge bonus 80 → 90; Upkeep 400 → 180; Missile resistance 25% → 30% | |
| 13,485 → 4,450 | 35 → 62 | 50 → 4245 → 49 | 250 → 290125 → 170 | 300 → 1,000300 → 850 | Missile block 35% → 60%; Leadership 55 → 60; Bonus vs infantry 0 → 18; Charge bonus 30 → 38; Upkeep 75 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3; New: Run Gitz Run, Squash Em' Ladz | |
| 13,936 → 4,810 | 35 → 64 | 50 → 4445 → 51 | 250 → 290125 → 170 | 450 → 1,100450 → 900 | Missile block 35% → 50%; Leadership 55 → 60; Speed 92 → 95; Bonus vs infantry 0 → 18; Charge bonus 40 → 62; Mass 750 → 800; Upkeep 113 → 145; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3; New: Run Gitz Run, Squash Em' Ladz | |
| 14,095 → 4,910 | 45 → 64 | 48 → 4644 → 52 | 250 → 295125 → 170 | 550 → 1,200550 → 1,000 | Missile block 35% → 50%; Leadership 55 → 60; Speed 78 → 80; Bonus vs infantry 0 → 20; Charge bonus 40 → 70; Upkeep 138 → 155; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3; New: Run Gitz Run, Squash Em' Ladz | |
| 14,373 → 5,050 | 45 → 56 | 30 → 4020 → 44 | 180 → 20570 → 85 | 550 → 1,300550 → 1,300 | Missile block 35% → 50%; Leadership 55 → 60; Bonus vs infantry 30 → 26; Charge bonus 80 → 75; Mass 2,350 → 2,550; Upkeep 138 → 165 | |
| 13,651 → 4,100 | 25 → 38 | 2426 → 30 | 200 → 23080 → 105 | 1,000 → 1,100450 → 1,100 | Leadership 55 → 60; Charge bonus 20 → 25; Upkeep 250 → 130 | |
| 14,035 → 4,560 | 25 → 38 | 24 → 2526 → 32 | 200 → 23080 → 105 | 1,100 → 1,150650 → 1,150 | Leadership 55 → 60; Speed 92 → 95; Charge bonus 50 → 60; Mass 700 → 750; Upkeep 275 → 145 | |
| 14,246 → 4,700 | 45 → 56 | 14 → 2010 → 28 | 180 → 20570 → 85 | 1,200 → 1,250850 → 1,250 | Leadership 55 → 60; Bonus vs infantry 30 → 26; Charge bonus 70 → 65; Mass 2,300 → 2,500; Upkeep 300 → 150 | |
| 17,123 → 6,850 | 120 | 7045 → 42 | 150 → 225350 → 355 | 1,250 → 1,7001,350 → 1,700 | Leadership 75 → 80; Bonus vs infantry 0 → 16; Upkeep 300 → 155 | |
| 13,386 → 4,000 | 15 → 30 | 24 → 2626 → 33 | 200 → 23580 → 105 | 1,000250 → 800 | Charge bonus 20 → 24; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 13,869 → 4,450 | 30 → 40 | 3820 → 25 | 215 → 26095 → 115 | 1,000300 → 900 | Leadership 55 → 60; Charge bonus 40 → 45; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 14,420 → 4,960 | 55 → 68 | 38 → 3920 → 26 | 215 → 11595 → 195 | 1,100500 → 1,200 | Leadership 55 → 60; Speed 70 → 77; Charge bonus 70 → 80; Mass 3,000 → 3,200; Upkeep 275 → 145; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 14,376 → 5,100 | 70 → 82 | 58 → 6246 → 48 | 120 → 225280 → 305 | 1,000 → 1,300850 → 1,300 | Missile block 55% → 60%; Leadership 70 → 75; Charge bonus 60 → 70; Mass 1,200 → 1,300; Upkeep 250 → 130 | |
| 16,648 → 6,310 | 70 → 80 | 45 → 5232 → 45 | 150 → 210300 → 325 | 1,500 → 1,8001,500 → 1,800 | Missile block 0% → 45%; Leadership 70 → 75; Bonus vs infantry 0 → 18; Charge bonus 80 → 105; Mass 4,200 → 4,300; Upkeep 375 → 180; Missile resistance 25% → 30% | |
| 15,006 → 5,760 | 70 → 84 | 58 → 6446 → 50 | 120 → 230280 → 315 | 1,100 → 1,4001,050 → 1,400 | Missile block 55% → 60%; Leadership 70 → 75; Speed 70 → 77; Charge bonus 80 → 95; Mass 3,000 → 3,200; Upkeep 275 → 145 | |
| 15,244 → 5,900 | 80 → 94 | 42 → 4526 → 40 | 140 → 165230 → 245 | 1,200 → 1,5001,200 → 1,500 | Missile block 55% → 65%; Leadership 70 → 75; Speed 70 → 75; Bonus vs infantry 30 → 32; Charge bonus 80 → 140; Mass 3,900 → 4,100; Upkeep 300 → 155 | |
| 80 → 10010,800 → 18,500 | 110 → 120 | 38 → 4232 → 42 | 14 → 1736 → 27 | 1,100 → 1,0001,100 → 1,000 | Leadership 72 → 75; Charge bonus 36 → 38; Upkeep 275 → 130 | |
| 1206,120 → 11,400 | 25 → 38 | 1015 → 18 | 21 → 223 → 2 | 375375 | Leadership 40 → 30; Charge bonus 5 → 7; Range 115 m → 140 m; Ammunition 24 → 36; Missile base damage 10 → 11; Upkeep 94 → 80 | |
| 1608,960 → 17,600 | 25 → 38 | 18 → 2028 → 29 | 17 → 216 → 7 | 325 → 300325 → 300 | Missile block 35% → 50%; Leadership 50 → 30; Bonus vs large 9 → 10; Charge bonus 8 → 10; Upkeep 81 → 65 | |
| 1206,480 → 12,000 | 15 → 40 | 1520 → 25 | 20 → 237 → 5 | 450 → 530450 → 530 | Range 115 m → 145 m; Ammunition 24 → 36; Missile base damage 11 → 12; Missile AP damage 1 → 2; Upkeep 112 → 95; New: Snare-Net | |
| 1608,960 → 18,400 | 15 → 38 | 26 → 2924 → 28 | 20 → 257 → 5 | 525 → 550525 → 550 | Missile block 35% → 60%; Charge bonus 14 → 17; Upkeep 131 → 95 | |
| 1206,480 → 12,000 | 15 → 38 | 15 → 1720 → 23 | 20 → 257 → 5 | 600 → 550600 → 550 | Leadership 40 → 42; Charge bonus 9 → 11; Range 115 m → 145 m; Ammunition 24 → 36; Missile base damage 11 → 12; Missile AP damage 1 → 2; Upkeep 151 → 95 | |
| 1608,960 → 18,400 | 15 → 40 | 26 → 2724 → 31 | 20 → 237 → 5 | 400 → 500400 → 500 | Missile block 35% → 65%; Charge bonus 14 → 15; Upkeep 100 → 90; New: Snare-Net | |
| 906,930 → 11,250 | 30 → 40 | 2314 → 17 | 268 | 500500 | Leadership 55 → 58; Charge bonus 10 → 12; Range 140 m → 150 m; Ammunition 22 → 34; Missile base damage 14 → 16; Missile AP damage 6 → 5; Upkeep 125 → 95 | |
| 10010,800 → 15,500 | 50 → 62 | 3828 → 36 | 29 → 3013 → 12 | 750 → 700750 → 700 | Leadership 68 → 70; Bonus vs large 8 → 10; Charge bonus 27 → 39; Upkeep 187 → 115 | |
| 1209,720 → 15,600 | 30 → 40 | 28 → 2925 → 29 | 268 | 425 → 450425 → 450 | Missile block 35% → 50%; Leadership 60 → 58; Charge bonus 20 → 26; Upkeep 106 → 85 | |
| 906,930 → 12,150 | 0 | 2410 → 15 | 269 → 10 | 550 → 500550 → 500 | Leadership 55 → 58; Bonus vs infantry 0 → 4; Charge bonus 12 → 16; Range 140 m → 150 m; Ammunition 22 → 34; Missile base damage 14 → 16; Missile AP damage 6 → 5; Upkeep 138 → 90; Physical resistance 25% → 30%; Missile resistance 0% → 10% | |
| 10010,800 → 18,500 | 0 | 40 → 4325 → 27 | 29 → 3013 → 12 | 850850 | Leadership 68 → 70; Bonus vs large 8 → 10; Charge bonus 34 → 42; Upkeep 212 → 105; Physical resistance 25% → 30%; Missile resistance 0% → 10% | |
| 1209,720 → 18,000 | 0 | 30 → 3220 → 26 | 269 → 10 | 550 → 490550 → 490 | Leadership 60 → 64; Bonus vs infantry 0 → 4; Charge bonus 26 → 35; Upkeep 138 → 90; Physical resistance 25% → 30%; Missile resistance 0% → 10% | |
| 110,029 → 11,730 | 120 → 158 | 58 → 6130 → 42 | 140 → 115360 → 310 | 1,700 → 2,0001,700 → 2,000 | Leadership 65 → 60; Speed 57 → 60; Bonus vs infantry 0 → 15; Bonus vs large 20 → 0; Charge bonus 40 → 60; Upkeep 425 → 255; Missile resistance 0% → 10% | |
| 112,620 → 16,400 | 50 → 58 | 65 → 7430 → 54 | 200 → 210500 → 430 | 1,500 → 1,7501,400 → 1,750 | Speed 39 → 50; Charge bonus 40 → 70; Upkeep 375 → 210 | |
| 167,904 → 14,480 | 40 → 42 | 34 → 3932 → 35 | 3070 | 800750 → 800 | Leadership 45 → 44; Charge bonus 24 → 58; Mass 1,500 → 1,600; Upkeep 200 → 105 | |
| 1608,960 → 17,600 | 25 → 38 | 2424 → 27 | 20 → 246 | 300 → 310300 → 310 | Missile block 35% → 50%; Leadership 50 → 30; Upkeep 75 → 65 | |
| 1209,720 → 15,600 | 30 → 40 | 20 → 2628 → 32 | 23 → 246 → 8 | 450 → 460450 → 460 | Missile block 35% → 50%; Leadership 60 → 58; Charge bonus 12 → 18; Upkeep 112 → 85 | |
| 85,328 → 7,040 | 15 → 28 | 106 | 21 → 223 → 2 | 600 → 650600 → 650 | Leadership 45 → 35; Charge bonus 5 → 6; Ammunition 22 → 32; Missile base damage 30 → 35; Missile AP damage 70 → 75; Reload time 12 s → 11 s; Upkeep 150 → 85 | |
| 85,328 → 7,360 | 15 → 34 | 14 → 159 → 10 | 21 → 223 → 2 | 800 → 850800 → 850 | Leadership 55 → 50; Charge bonus 5 → 7; Range 320 m → 330 m; Ammunition 22 → 38; Missile base damage 30 → 40; Missile AP damage 70 → 80; Upkeep 175 → 105 | |
| 46,152 → 10,600 | 40 → 64 | 4022 → 40 | 40100 → 90 | 950 → 1,100950 → 1,100 | Bonus vs infantry 20 → 18; Charge bonus 65 → 70; Upkeep 238 → 140 | |
| 15,648 → 6,500 | 100 → 114 | 65 → 6450 | 100 → 160380 | 1,100 → 1,5001,100 → 1,500 | Charge bonus 60 → 65; Upkeep 275 → 155 | |
| 16,256 → 7,910 | 100 → 114 | 65 → 6650 → 52 | 100 → 160380 | 1,300 → 1,6001,300 → 1,600 | Charge bonus 80 → 85; Upkeep 325 → 160 | |
| 13,485 → 4,100 | 25 → 46 | 35 → 3645 → 46 | 200 → 225140 → 150 | 400 → 550325 → 550 | Leadership 45 → 55; Charge bonus 15 → 20; Upkeep 100 → 80 | |
| 14,052 → 4,510 | 55 → 72 | 35 → 3845 → 49 | 140 → 150200 → 225 | 600 → 700525 → 700 | Leadership 45 → 55; Speed 82 → 85; Charge bonus 35 → 40; Mass 1,850 → 1,950; Upkeep 150 → 95 | |
| 14,186 → 5,000 | 0 → 10 | 42 → 4325 → 33 | 235 → 255115 → 125 | 1,000 → 1,050650 → 1,050 | Upkeep 250 → 125; Physical resistance 25% → 30% | |
| 14,796 → 5,510 | 25 → 48 | 42 → 4425 → 36 | 235 → 255115 → 125 | 1,100 → 1,150900 → 1,150 | Speed 70 → 75; Charge bonus 80 → 85; Upkeep 275 → 135; Physical resistance 25% → 30% | |
| 16,648 → 7,210 | 60 → 84 | 4532 → 39 | 150 → 210300 → 325 | 1,600 → 1,7501,600 → 1,750 | Bonus vs infantry 0 → 18; Charge bonus 80 → 85; Upkeep 400 → 155; Physical resistance 25% → 30% | |
| 14,508 → 5,410 | 55 → 76 | 52 → 5354 → 55 | 280 → 300140 → 160 | 0700 → 850 | Missile block 35% → 50%; Leadership 60 → 65; Speed 78 → 80; Bonus vs infantry 0 → 15; Charge bonus 40 → 55 | |
| 80 → 10010,800 → 18,500 | 110 → 120 | 34 → 3942 → 45 | 34 → 2814 → 15 | 1,000 → 1,0501,000 → 1,050 | Missile block 55% → 65%; Leadership 72 → 75; Charge bonus 30 → 33; Upkeep 250 → 130 | |
| 907,380 → 14,850 | 70 → 94 | 3632 → 39 | 26 → 288 → 12 | 725 → 1,100750 → 1,100 | Missile block 35% → 50%; Leadership 70 → 75; Charge bonus 20 → 25; Range 160 m → 165 m; Ammunition 22 → 40; Missile base damage 18 → 10; Missile AP damage 6 → 15; Upkeep 180 → 140; Spell resistance 0% → 25% | |
| 19,997 → 11,690 | 120 → 158 | 5830 → 40 | 140 → 115360 → 310 | 1,950 → 2,1001,950 → 2,100 | Leadership 65 → 60; Speed 57 → 60; Bonus vs infantry 0 → 15; Bonus vs large 20 → 0; Charge bonus 40 → 50; Ammunition 22 → 30; Missile base damage 90 → 100; Missile AP damage 325 → 330; Reload time 18 s → 17 s; Upkeep 488 → 260 | |
| 18,654 → 10,200 | 60 → 74 | 5228 → 37 | 120 → 125340 → 350 | 1,500 → 1,7001,500 → 1,700 | Charge bonus 75 → 80; Upkeep 330 → 175 | |
| 18,654 → 10,600 | 60 → 84 | 64 → 6036 → 43 | 120 → 130340 → 360 | 1,850 → 1,9001,850 → 1,900 | Bonus vs infantry 20 → 22; Charge bonus 75 → 85; Upkeep 350 → 190; Missile resistance 15% → 20%; Fire resistance 0% → 20% |
New units in Radious
Savage Orc Warbosssm_rws_main_unit_grn_savage_orc_warboss_base1 model
5,770
0
70
36
65
46
520
78
50
50
50
1,400
Grimgor´s Ardboyzwh_grn_ard_nobz80 models
17,600
124
85
29
47
44
47
45
10
10
1,500
Broken Toof Armored Boyzwh_grn_armored_boyz100 models
16,000
62
70
31
36
37
39
36
10
750
Snow Trollswh_grn_blue_troll16 models
14,880
68
50
54
46
37
110
65
25
1,100
Drillaz Killazwh_grn_boss_guard100 models
19,000
120
80
29
44
43
44
42
10
1,200
Orc Boyz (Great Weapons)wh_grn_boys_heavy120 models
15,600
40
58
31
32
29
36
29
490
Orc Egg Hunta’swh_grn_egg100 models
17,000
70
70
31
40
36
43
40
50
830
Forest Goblins (Swords)wh_grn_elite_goblins160 models
19,200
58
50
33
30
34
34
21
680
Fire Koboldswh_grn_fire_kob160 models
19,200
64
55
33
37
37
36
23
50
810
Forest Goblins (Spears)wh_grn_for_gob160 models
19,200
52
60
33
36
38
35
22
910
Forest Goblin Archerswh_grn_forest_goblin_archers120 models
13,800
38
44
33
17
21
28
12
17
150
720
Crooked Arrerzwh_grn_gob_bow120 models
14,400
62
70
33
20
26
32
15
19
160
980
Crooked Slashaswh_grn_gob_dual120 models
15,600
90
75
37
40
47
42
37
1,350
Hill Goblinswh_grn_gob_nobz120 models
15,600
90
75
33
38
44
40
32
10
1,275
Crooked Choppaswh_grn_gob_shield120 models
15,600
82
65
33
35
39
37
26
1,090
Black Orc Boar Riderswh_grn_heavy_boar_orcs60 models
13,200
84
75
77
39
37
46
76
10
1,100
Bloody Sun Boyzwh_grn_heavy_boyz100 models
17,000
62
75
31
38
34
40
34
10
800
Big Uns (Bowa)wh_grn_missile_black80 models
14,800
82
75
29
30
28
34
24
26
165
1,000
Bloody Boar Boyzwh_grn_missile_boar_orcs60 models
12,900
74
70
77
35
35
43
66
860
Night Goblin Spearmenwh_grn_night_goblin_spearmen160 models
18,400
40
44
33
26
32
29
14
520
Night Goblin Wolf Riderswh_grn_night_goblin_wolfs80 models
10,800
58
55
95
30
33
32
40
600
Grimgor´s Ardboyz (Dual Wield)wh_grn_nobz_dual80 models
17,600
124
85
29
50
47
48
47
10
10
1,400
Grimgor´s Ardboyz (Great Weapons)wh_grn_nobz_great80 models
17,600
124
85
29
49
48
49
48
10
10
1,450
Snakeskinz Savage Orc Boyz (Dual Weapons)wh_grn_sav_dual100 models
19,000
0
70
37
46
37
46
48
30
10
1,020
Boneklubbers Savage Orc Boyz (Shields)wh_grn_sav_shield100 models
19,000
0
70
37
43
31
41
42
30
10
970
Snakeskinz Savage Orc Boyz (Shields)wh_grn_savage_poison_orcs120 models
18,600
0
65
37
35
26
38
36
30
10
780
Big Stabba Savage Orcswh_grn_savage_spear_orcs100 models
18,500
0
70
37
40
28
36
38
30
10
900
Boneklubbers Savage Orc Boyz (Great Weapons)wh_grn_savage_twohanded_orcs100 models
18,500
0
70
37
45
30
45
44
30
10
930
Black Orcs (Dual Wield)wh_grn_shield_black100 models
18,500
120
75
29
43
40
42
40
1,050
Savage Spear Boyzwh_grn_spear_boyz120 models
18,000
0
64
37
28
30
32
31
30
10
470
Dark Forest Spiderswh_grn_spider_forest_goblins60 models
10,200
68
55
80
32
40
36
48
10
700
Ironclaw Orcswh_grn_twohanded_orcs100 models
16,000
78
70
31
36
38
40
38
770
Skills
Sneaky Stabberz
- −Weapon strength: +12% for all Goblin, Pump Wagon, Night Goblin and Squig Herd units (Rank 7 and above) (Lord's army)
- +Weapon strength: +8% for all Goblin, Pump Wagon, Night Goblin and Squig Herd units (Rank 7 and above) (Lord's army)
Biggest ‘n' Strongest
- −Missile resistance: 15% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Rank 7 and above) (Lord's army)
- −Weapon strength: +12% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Rank 7 and above) (Lord's army)
- +Weapon strength: +8% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Rank 7 and above) (Lord's army)
- +Missile resistance: 10% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Rank 7 and above) (Lord's army)
Savage Smartz
- −Missile strength: +12% for Goblin Rock Lobber and Doom Diver Catapult units (Rank 7 and above) (Lord's army)
- +Missile strength: +8% for Goblin Rock Lobber and Doom Diver Catapult units (Rank 7 and above) (Lord's army)
Raider
- +Level 1: Attrition: -5% casualties suffered from all attrition (Lord's army)
- +Level 2: Attrition: -10% casualties suffered from all attrition (Lord's army)
- +Level 3: Attrition: -15% casualties suffered from all attrition (Lord's army)
Looter
- +Level 1: Post battle chance of stealing a magic item: +4%
- +Level 2: Post battle chance of stealing a magic item: +8%
- +Level 3: Post battle chance of stealing a magic item: +12%
Ravager
- +Level 1: Attrition suffered by defender: +5% when laying siege or encircling (local region)
- +Level 2: Attrition suffered by defender: +10% when laying siege or encircling (local region)
- +Level 3: Attrition suffered by defender: +15% when laying siege or encircling (local region)
Speaks With Spiders
- −Recruitment cost: -15% for Spider and Spider Rider units (Lord's army)
- +Recruitment cost: -10% for Spider and Spider Rider units (Lord's army)
Cunning Influencer
- −Upkeep: -5% (Lord's army)
- +Upkeep: -4% (Lord's army)
Da Gobbos
- −Level 2: Melee defence: +4 for Goblin and Night Goblin Infantry units (Lord's army)
- −Level 2: Missile strength: +6% for Goblin and Night Goblin Missile Infantry units (Lord's army)
- −Level 3: Melee defence: +6 for Goblin and Night Goblin Infantry units (Lord's army)
- −Level 3: Missile strength: +8% for Goblin and Night Goblin Missile Infantry units (Lord's army)
- +Level 2: Missile strength: +5% for Goblin and Night Goblin Missile Infantry units (Lord's army)
- +Level 2: Melee defence: +6 for Goblin and Night Goblin Infantry units (Lord's army)
- +Level 3: Missile strength: +7% for Goblin and Night Goblin Missile Infantry units (Lord's army)
- +Level 3: Melee defence: +8 for Goblin and Night Goblin Infantry units (Lord's army)
Da Boyz
- −Level 1: Weapon strength: +6% for Orc Infantry units (Lord's army)
- −Level 1: Base missile damage: +4% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
- −Level 2: Weapon strength: +9% for Orc Infantry units (Lord's army)
- −Level 2: Base missile damage: +6% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
- −Level 3: Weapon strength: +12% for Orc Infantry units (Lord's army)
- −Level 3: Base missile damage: +8% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
- +Level 1: Weapon strength: +4% for Orc Infantry units (Lord's army)
- +Level 1: Base missile damage: +3% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
- +Level 2: Weapon strength: +6% for Orc Infantry units (Lord's army)
- +Level 2: Base missile damage: +5% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
- +Level 3: Weapon strength: +8% for Orc Infantry units (Lord's army)
- +Level 3: Base missile damage: +7% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
‘Ard as Nailz
- −Level 1: Missile strength: +4% for Missile Cavalry and Chariot units (Lord's army)
- −Level 2: Missile strength: +6% for Missile Cavalry and Chariot units (Lord's army)
- −Level 3: Missile strength: +8% for Missile Cavalry and Chariot units (Lord's army)
- +Level 1: Missile strength: +3% for Missile Cavalry and Chariot units (Lord's army)
- +Level 2: Missile strength: +5% for Missile Cavalry and Chariot units (Lord's army)
- +Level 2: Weapon strength: +4% for Pump Wagon units (Lord's army)
- +Level 3: Missile strength: +7% for Missile Cavalry and Chariot units (Lord's army)
- +Level 3: Weapon strength: +6% for Pump Wagon units (Lord's army)
Da Big Ladz
- −Level 2: Weapon strength: +9% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
- −Level 3: Weapon strength: +12% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
- +Level 2: Weapon strength: +8% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
- +Level 3: Weapon strength: +10% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
Deff From Abuv
- −Level 2: Missile strength: +6% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
- −Level 3: Missile strength: +8% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
- +Level 2: Missile strength: +5% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
- +Level 3: Missile strength: +7% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
His Great Immensity
- −Leadership: +9 for Goblin units (Lord's army)
- +Leadership: +7 for Goblin units (Lord's army)
War Boar
- +Passive Ability: "Da Lazt Un Iz a Sfinkin Rut!", while this Mount is equipped, for Orc Boar Rider and Chariot units (all units in army)
- Rank: 6 → 4
Wyvern
- Rank: 15 → 20
Get da Boyz
- −Recruitment cost: -20% (Lord's army)
- +Recruitment cost: -10% (Lord's army)
War Boar
- +Passive Ability: "Da Lazt Un Iz a Sfinkin Rut!", while this Mount is equipped, for Orc Boar Rider and Chariot units (all units in army)
Armed to da Teef!
- −Armour-piercing weapon damage: +60
- +Armour-piercing weapon damage: +50
Boyz to da Front!
- −Melee attack: +3 for Melee Infantry units (all armies factionwide)
- −Melee defence: +3 for Melee Infantry units (all armies factionwide)
- −Weapon strength: +10% for Melee Infantry units (all armies factionwide)
- +Melee attack: +4 for Melee Infantry units (all armies factionwide)
- +Melee defence: +4 for Melee Infantry units (all armies factionwide)
- +Weapon strength: +8% for Melee Infantry units (all armies factionwide)
Shootaz to da Back!
- −Missile strength: +10% (Lord's army)
- +Missile strength: +8% (Lord's army)
Let's go to Waaagh!
- −Upkeep: -50% for Waaagh! Mobs units (Lord's army)
- +Upkeep: -35% for Waaagh! Mobs units (Lord's army)
Dark Deeds
- −Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20% (accompanying Lord)
- +Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +25% (accompanying Lord)
Herder
- −Upkeep: -5% for Squig units (Hero's army)
- +Upkeep: -4% for Squig units (Hero's army)
Paint da Boyz
- −Leadership: +6 for Orc infantry units (Lord's army)
- +Leadership: +5 for Orc infantry units (Lord's army)
Paint da Beasts
- −Spell resistance: 15% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
- +Spell resistance: 10% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
Low Blow
- −Base weapon damage: +30
- +Base weapon damage: +25
Undulating Cry
- −Recruitment cost: -25% for Spider and Spider Rider units (Hero's army)
- −Recruit rank: +3 for Spider and Spider Rider units (Hero's army)
- +Recruitment cost: -15% for Spider and Spider Rider units (Hero's army)
- +Recruit rank: +1 for Spider and Spider Rider units (Hero's army)
Venom Drinker
- −Ward save: +10%
- +Ward save: +5%
Grim Trophies
- −Level 3: Melee defence: +10 for Spider and Spider Rider units (Hero's army)
- +Level 3: Melee defence: +9 for Spider and Spider Rider units (Hero's army)
Bubblin' Venom
- −Level 1: Weapon strength: +5% for Spider and Spider Rider units (Hero's army)
- −Level 2: Weapon strength: +10% for Spider and Spider Rider units (Hero's army)
- −Level 3: Melee attack: +10 for Spider and Spider Rider units (Hero's army)
- −Level 3: Weapon strength: +15% for Spider and Spider Rider units (Hero's army)
- +Level 1: Weapon strength: +4% for Spider and Spider Rider units (Hero's army)
- +Level 2: Weapon strength: +8% for Spider and Spider Rider units (Hero's army)
- +Level 3: Melee attack: +9 for Spider and Spider Rider units (Hero's army)
- +Level 3: Weapon strength: +12% for Spider and Spider Rider units (Hero's army)
Great Cave Squig
- +Passive Ability: "Da Ladz Have a Kunnin Plan!", while this Mount is equipped, for Goblin Wolf Rider, Spider Raider, Squig Rider, and Goblin Chariot units (all units in army)
Top Loonz
- −Weapon strength: +15% for Night Goblin (Fanatics) units (Lord's army)
- +Weapon strength: +10% for Night Goblin (Fanatics) units (Lord's army)
Backstairs Tactics
- −Leadership: +10 during ambushes (Lord's army)
- +Leadership: +8 during ambushes (Lord's army)
Skullmuncha
- Rank: 14 → 18
Earthshaking Orders
- −Base missile damage: +15% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
- +Base missile damage: +10% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
Giant Wolf
- +Passive Ability: "Da Ladz Have a Kunnin Plan!", while this Mount is equipped, for Goblin Wolf Rider, Spider Raider, Squig Rider, and Goblin Chariot units (all units in army)
Giant Spider
- +Passive Ability: "Da Ladz Have a Kunnin Plan!", while this Mount is equipped, for Goblin Wolf Rider, Spider Raider, Squig Rider, and Goblin Chariot units (all units in army)
Black Orc Wrecking Ball
- −Armour-piercing weapon damage: +9 for Black Orc units (Lord's army)
- −Charge bonus: +12 for Black Orc units (Lord's army)
- +Armour-piercing weapon damage: +8 for Black Orc units (Lord's army)
- +Charge bonus: +10 for Black Orc units (Lord's army)
Bigger 'n' 'Arder
- −Weapon strength: +10% for Orc Big 'Uns and Savage Orc Big 'Uns units (Lord's army)
- −Leadership: +8 for Orc Big 'Uns and Savage Orc Big 'Uns units (Lord's army)
- +Weapon strength: +8% for Orc Big 'Uns and Savage Orc Big 'Uns units (Lord's army)
- +Leadership: +6 for Orc Big 'Uns and Savage Orc Big 'Uns units (Lord's army)
Extra Sneaky Stabber
- −Spell intensity: +33% for "Sneaky Stabbin'"
- +Spell intensity: +25% for "Sneaky Stabbin'"
Spore Bath
- −Spell intensity: +33% for "'Itchy Nuisance"
- +Spell intensity: +25% for "'Itchy Nuisance"
Instrument of Gork
- −Spell intensity: +33% for "Gork'll Fix It"
- +Spell intensity: +25% for "Gork'll Fix It"
War Boar
- Rank: 6 → 11
Brutal Blows
- −Spell intensity: +33% for "Fists of Gork"
- +Spell intensity: +25% for "Fists of Gork"
Thick Skull
- −Spell intensity: +33% for "'Eadbutt"
- −Spell intensity: +33% for "'Eadbutt Upgraded"
- +Spell intensity: +25% for "'Eadbutt"
- +Spell intensity: +25% for "'Eadbutt Upgraded"
Big Ideas
- −Spell intensity: +33% for "Brain Bursta"
- −Spell intensity: +33% for "Brain Bursta Upgraded"
- +Spell intensity: +25% for "Brain Bursta"
- +Spell intensity: +25% for "Brain Bursta Upgraded"
War Boar (Mount)new
- +Mount: War Boar
- +Passive Ability: "Da Lazt Un Iz a Sfinkin Rut!", while this Mount is equipped, for Orc Boar Rider and Chariot units (all units in army)
Wyvern (Mount)new
- +Mount: Wyvern
A True Orcnew
- +Level 1: Hit points: +10%
- +Level 1: Physical resistance: 10%
- +Level 2: Hit points: +20%
- +Level 2: Physical resistance: 20%
Da Old Wayznew
- +Level 1: Leadership: +5 for Savage Orc, Forest Goblin, Troll and Monster (excluding Squig) units (Lord's army)
- +Level 1: Replenishment Bonus: +5% for Savage Orc, Troll and Monster (excluding Squig) units (Lord's army)
- +Level 2: Leadership: +10 for Savage Orc, Forest Goblin, Troll and Monster (excluding Squig) units (Lord's army)
- +Level 2: Replenishment Bonus: +10% for Savage Orc, Troll and Monster (excluding Squig) units (Lord's army)
Letz Show'em oos Da Bossnew
- +Leadership: +10 (Lord's army)
- +Charge bonus: +10 (Lord's army)
Bigga iz Bettanew
- +Level 1: Weapon Strength: +10% for melee infantry Savage Orc units (Lord's army)
- +Level 1: Physical Resistance: +10% for melee infantry Savage Orc units (Lord's army)
- +Level 2: Weapon Strength: +12% for melee infantry Savage Orc units (Lord's army)
- +Level 2: Physical Resistance: +15% for melee infantry Savage Orc units (Lord's army)
- +Level 3: Weapon Strength: +14% for melee infantry Savage Orc units (Lord's army)
- +Level 3: Physical Resistance: +20% for melee infantry Savage Orc units (Lord's army)
Sniky iz Beztnew
- +Level 1: Armour: +3 for melee Forest Goblin units (Lord's army)
- +Level 1: Melee Attack: +3 for melee Forest Goblin units (Lord's army)
- +Level 2: Armour: +6 for melee Forest Goblin units (Lord's army)
- +Level 2: Melee Attack: +6 for melee Forest Goblin units (Lord's army)
- +Level 3: Armour: +10 for melee Forest Goblin units (Lord's army)
- +Level 3: Melee Attack: +10 for melee Forest Goblin units (Lord's army)
A Kunnin Plannew
- +Level 1: Charge Bonus: +5 for Spider (excluding Arachnorok) units (Lord's army)
- +Level 1: Weapon Strength: +6% for Spider (excluding Arachnorok) units (Lord's army)
- +Level 1: Melee Attack: +5 for Spider (excluding Arachnorok) units (Lord's army)
- +Level 2: Charge Bonus: +10 for Spider (excluding Arachnorok) units (Lord's army)
- +Level 2: Weapon Strength: +8% for Spider (excluding Arachnorok) units (Lord's army)
- +Level 2: Melee Attack: +10 for Spider (excluding Arachnorok) units (Lord's army)
- +Level 3: Charge Bonus: +15 for Spider (excluding Arachnorok) units (Lord's army)
- +Level 3: Weapon Strength: +10% for Spider (excluding Arachnorok) units (Lord's army)
- +Level 3: Melee Attack: +15 for Spider (excluding Arachnorok) units (Lord's army)
Betta Huntaznew
- +Level 1: Ammunition: +10% for ranged Savage Orc and Forest Goblin units (Lord's army)
- +Level 1: Missile Damage: +6% for ranged Savage Orc and Forest Goblin units (Lord's army)
- +Level 1: Reload Time Reduction: +5% for ranged Savage Orc and Forest Goblin units (Lord's army)
- +Level 2: Ammunition: +15% for ranged Savage Orc and Forest Goblin units (Lord's army)
- +Level 2: Missile Damage: +8% for ranged Savage Orc and Forest Goblin units (Lord's army)
- +Level 2: Reload Time Reduction: +10% for ranged Savage Orc and Forest Goblin units (Lord's army)
- +Level 3: Ammunition: +20% for ranged Savage Orc and Forest Goblin units (Lord's army)
- +Level 3: Missile Damage: +10% for ranged Savage Orc and Forest Goblin units (Lord's army)
- +Level 3: Reload Time Reduction: +15% for ranged Savage Orc and Forest Goblin units (Lord's army)
Wild Boarz go Fastanew
- +Level 1: Charge Bonus: +10 for Savage Orc Boar units (Lord's army)
- +Level 1: Weapon Strength: +6 for Savage Orc Boar units (Lord's army)
- +Level 1: Physical Resistance: +10% for Savage Orc Boar units (Lord's army)
- +Level 2: Charge Bonus: +15 for Savage Orc Boar units (Lord's army)
- +Level 2: Weapon Strength: +8 for Savage Orc Boar units (Lord's army)
- +Level 2: Physical Resistance: +15% for Savage Orc Boar units (Lord's army)
- +Level 3: Charge Bonus: +20 for Savage Orc Boar units (Lord's army)
- +Level 3: Weapon Strength: +10 for Savage Orc Boar units (Lord's army)
- +Level 3: Physical Resistance: +20% for Savage Orc Boar units (Lord's army)
Da Godz az wiv usnew
- +Level 1: Charge Bonus: +10% for Monster and Rogue Idol units (Lord's army)
- +Level 1: Weapon Strength: +6% for Monster and Rogue Idol units (Lord's army)
- +Level 1: Melee Attack: +5 for Monster and Rogue Idol units (Lord's army)
- +Level 2: Charge Bonus: +15% for Monster and Rogue Idol units (Lord's army)
- +Level 2: Weapon Strength: +8% for Monster and Rogue Idol units (Lord's army)
- +Level 2: Melee Attack: +10 for Monster and Rogue Idol units (Lord's army)
- +Level 3: Charge Bonus: +20% for Monster and Rogue Idol units (Lord's army)
- +Level 3: Weapon Strength: +10% for Monster and Rogue Idol units (Lord's army)
- +Level 3: Melee Attack: +15 for Monster and Rogue Idol units (Lord's army)
Grom's Chariotnew
- +Mount: Grom's Chariot
- +Passive Ability: "Da Ladz Have a Kunnin Plan!" for Goblin Wolf Rider, Spider Raider, Squig Rider, and Goblin Chariot units (all units in army)
Run Gitz Runnew
- +Enables "Run Gitz Run" Ability
Squash Em' Ladznew
- +Enables "Squash Em' Ladz" Ability
Green Iz Bestnew
- +Weapon Strength: +7% for Orc Melee Infantry units (Lord's army)
- +Missile Strength: +7% for Orc Missile Infantry units (Lord's army)
Orc Bulliesnew
- +Range: +5% for Artillery units (Lord's army)
- +Morale: +5 for Artillery units (Lord's army)
Da Bigga We Ar…new
- +Charge Bonus: +10 for Boar Cavalry units (Lord's army)
- +Melee Attack: +8 for Boar Cavalry units (Lord's army)
Buildings
Pig Jousting ArenaGreenskins
- −Recruit rank: +3 for Orc Boar units
- −Income generated: 100
- +Recruit rank: +1 for Orc Boar units
- +Income generated: 250
- Cost: 8000 → 4000
- Turns: 5 → 2
- Units: 2 → 4
Da Biggest BonezGreenskins
- Turns: 3 → 4
- Units: 0 → 6
Street Racing CircuitGreenskins
- −Income generated: 100
- −Control: +4
- +Income generated: 200
- +Control: +5
- Cost: 6000 → 5000
- Units: 0 → 6
Statue of GromGreenskins
- −Control: +10
- +Control: +12
- Cost: 4000 → 7000
- Turns: 5 → 6
Stone Troll QuarryGreenskins
- −Income generated: 300
- +Income generated: 400
- Units: 1 → 2
Lair of the Broodmother (Dormant)Greenskins
- −Income generated: 50
- +Income generated: 100
- Cost: 2000 → 3000
Lair of the Broodmother (Stirring)Greenskins
- −Income generated: 100
- +Income generated: 200
- Cost: 4000 → 5000
Lair of the Broodmother (Awakened)Greenskins
- −Armour-piercing weapon damage: +3 for Spider Hatchlings units (all armies)
- −Income generated: 150
- +Armour-piercing weapon damage: +4 for Spider Hatchlings units (all armies)
- +Income generated: 250
- Cost: 6000 → 7000
- Turns: 4 → 5
- Units: 1 → 4
Greenskin Massif Orcal (Ruin)Greenskins
- Name: Ruined Massif Orcal → Greenskin Massif Orcal (Ruin)
Massif Orcal (Greenskin Hideout)Greenskins
- −Income generated: 80
- −Attrition: -10% when under siege (armies in region)
- −Growth: +20
- +Income generated: 170
- +Attrition: -15% when under siege (armies in region)
- +Growth: +30
- +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
- Cost: 1000 → 1500
- Units: 2 → 3
Massif Orcal (Greenskin Camp)Greenskins
- −Defensive supplies: +1000
- −Income generated: 120
- −Attrition: -10% when under siege (armies in region)
- −Growth: +40
- +Defensive supplies: +1250
- +Income generated: 220
- +Attrition: -15% when under siege (armies in region)
- +Growth: +50
- +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
- Cost: 2500 → 3000
- Turns: 3 → 4
- Units: 3 → 7
Massif Orcal (Greenskin Encampment)Greenskins
- −Defensive supplies: +1000
- −Grants 6 construction slots in the settlement
- −Income generated: 160
- −Attrition: -10% when under siege (armies in region)
- −Growth: +60
- +Grants 5 construction slots in the settlement
- +Defensive supplies: +1500
- +Income generated: 340
- +Attrition: -15% when under siege (armies in region)
- +Growth: +70
- +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
- Cost: 4000 → 4500
- Turns: 4 → 5
- Units: 2 → 4
Massif Orcal (Greenskin Fort)Greenskins
- −Defensive supplies: +1000
- −Grants 8 construction slots in the settlement
- −Income generated: 200
- −Attrition: -10% when under siege (armies in region)
- −Growth: +80
- +Grants 7 construction slots in the settlement
- +Defensive supplies: +1750
- +Income generated: 440
- +Attrition: -15% when under siege (armies in region)
- +Growth: +90
- +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
- Cost: 6000 → 7000
- Turns: 5 → 6
- Units: 3 → 5
Massif Orcal (Greenskin Stronghold)Greenskins
- −Defensive supplies: +1000
- −Grants 9 construction slots in the settlement
- −Income generated: 240
- −Attrition: -10% when under siege (armies in region)
- +Grants 11 construction slots in the settlement
- +Defensive supplies: +2000
- +Income generated: 550
- +Attrition: -15% when under siege (armies in region)
- +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
- Turns: 6 → 7
- Units: 3 → 4
Rat TrapperzGreenskins
- Cost: 1500 → 2000
Gobbo TrackerzGreenskins
- Cost: 2000 → 3000
Trapperz ShackGreenskins
- Cost: 2500 → 4000
Outpost GarrisonGreenskins
- Cost: 2000 → 1500
Raidin' StashesGreenskins
- +Campaign movement range: +5% for own armies starting their turn in this province (armies in province)
- +Ambush success chance: +10% (armies in province)
- Cost: 1000 → 1500
Raidin' HideoutGreenskins
- −Income from post-battle loot: +4% (factionwide)
- +Income from post-battle loot: +3% (factionwide)
- +Campaign movement range: +10% for own armies starting their turn in this province (armies in province)
- +Ambush success chance: +15% (armies in province)
Lairs of Clar KarondGreenskins
- −Upkeep: -25% for Giant units (all armies)
- +Upkeep: -20% for Giant units (all armies)
Oathgold MineGreenskins
- −Income generated: 800
- −Control: +5
- +Income generated: 1000
- +Control: +6
- Cost: 6000 → 10000
- Units: 0 → 3
Chaos Troll LairGreenskins
- −Recruitment cost: -50% for Trolls, River Trolls and Stone Trolls units
- −Recruit rank: +5 for Trolls, River Trolls and Stone Trolls units
- +Recruitment cost: -30% for Trolls, River Trolls and Stone Trolls units
- +Recruit rank: +2 for Trolls, River Trolls and Stone Trolls units
- Cost: 6000 → 8000
- Units: 2 → 4
Tomb of Khengai KhanGreenskins
- −Upkeep: -15% for Goblin units (factionwide)
- +Upkeep: -5% for Goblin units (factionwide)
- Cost: 6000 → 7000
- Units: 0 → 3
The Valley of Many EyesGreenskins
- −Recruitment cost: -25% for Arachnarok Spider units (all armies)
- −Income generated: 200
- +Recruitment cost: -15% for Arachnarok Spider units (all armies)
- +Income generated: 250
- Units: 0 → 6
The Grand CauldronGreenskins
- −Income generated: 300
- −Control: +4
- +Income generated: 400
- +Control: +5
- Cost: 4000 → 5000
Brightstone MineGreenskins
- −Recruit rank: +4 for Squig units
- −Income generated: 400
- +Recruit rank: +2 for Squig units
- +Income generated: 500
- Cost: 6000 → 7000
Greenskin OutpostGreenskins
- Cost: 2000 → 4000
Greenskin DistrictGreenskins
- Cost: 4000 → 5000
Squig NestGreenskins
- −Recruitment cost: -20% for Squig units (local province)
- −Recruit rank: +3 for Squig units (local province)
- −Upkeep: -3% for Squig units (all armies)
- +Recruitment cost: -10% for Squig units (local province)
- +Recruit rank: +2 for Squig units (local province)
- +Upkeep: -2% for Squig units (all armies)
- Cost: 2000 → 3000
- Units: 1 → 2
Cave of ShiniesGreenskins
- −Income generated: 350
- +Income generated: 700
- +Research rate: +3
- Turns: 1 → 2
Shiny PitGreenskins
- −Income generated: 525
- +Income generated: 1000
- +Research rate: +5
- Turns: 2 → 3
Stunty MineGreenskins
- −Income generated: 700
- +Income generated: 1300
- +Research rate: +7
- Cost: 3000 → 4000
- Turns: 3 → 4
Cave of ShiniesGreenskins
- −Income generated: 350
- +Income generated: 600
- +Research rate: +3
- Turns: 1 → 2
Shiny PitGreenskins
- −Income generated: 525
- +Income generated: 850
- +Research rate: +5
- Turns: 2 → 3
Stunty MineGreenskins
- −Income generated: 700
- +Income generated: 1200
- +Research rate: +7
- Cost: 3000 → 4000
- Turns: 3 → 4
Black Orc ForgeGreenskins
- −Recruitment cost: -10% for Big 'Uns and Black Orc units (local province)
- −Upkeep: -3% for Black Orcs and Big 'Uns units (all armies)
- +Recruitment cost: -5% for Big 'Uns and Black Orc units (local province)
- +Upkeep: -2% for Black Orcs and Big 'Uns units (all armies)
- +Income generated: 300
- Cost: 3000 → 4000
Beast LairzGreenskins
- −Upkeep: -3% for Boar, Wolf and Spider Rider units (all armies)
- −Recruitment cost: -20% for Boar, Wolf and Spider Rider units (local province)
- −Recruit rank: +1 for Boar, Wolf and Spider Rider units (local province)
- +Upkeep: -2% for Boar, Wolf and Spider Rider units (all armies)
- +Recruitment cost: -10% for Boar, Wolf and Spider Rider units (local province)
- +Recruit rank: +2 for Boar, Wolf and Spider Rider units (local province)
- +Income generated: 300
- Cost: 3000 → 4000
Goblin SawmillzGreenskins
- −Upkeep: -3% for Greenskin Spear Infantry, Bow Infantry, Chariot and Pump Wagon units (all armies)
- −Recruitment cost: -20% for Greenskin Spear Infantry, Bow Infantry, Chariot and Pump Wagon units (local province)
- +Upkeep: -2% for Greenskin Spear Infantry, Bow Infantry, Chariot and Pump Wagon units (all armies)
- +Recruitment cost: -10% for Greenskin Spear Infantry, Bow Infantry, Chariot and Pump Wagon units (local province)
- +Income generated: 300
- Cost: 3000 → 4000
Greenskin WharfGreenskins
- −Income generated: 200
- +Income generated: 250
Greenskin DocksGreenskins
- −Income generated: 400
- −Growth: +30
- +Income generated: 450
- +Growth: +25
- Cost: 2500 → 3000
Greenskin ShipyardGreenskins
- −Income generated: 600
- −Growth: +45
- +Income generated: 850
- +Growth: +35
- +Control: +2
- Cost: 4500 → 6000
Black Crag (Greenskin Hideout)Greenskins
- −Income generated: 150
- −Growth: +10
- +Income generated: 170
- +Growth: +15
- +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
- Cost: 1000 → 800
- Units: 2 → 0
Black Crag (Greenskin Camp)Greenskins
- −Defensive supplies: +1000
- −Income generated: 225
- −Growth: +20
- +Defensive supplies: +1250
- +Income generated: 280
- +Growth: +25
- +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
- Cost: 2500 → 1600
- Turns: 3 → 4
- Units: 3 → 0
Black Crag (Greenskin Encampment)Greenskins
- −Defensive supplies: +1000
- −Grants 6 construction slots in the settlement
- −Income generated: 300
- −Growth: +30
- +Grants 5 construction slots in the settlement
- +Defensive supplies: +1500
- +Income generated: 380
- +Growth: +35
- +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
- Turns: 4 → 5
- Units: 3 → 0
Black Crag (Greenskin Fort)Greenskins
- −Defensive supplies: +1000
- −Grants 8 construction slots in the settlement
- −Income generated: 375
- −Growth: +40
- +Grants 7 construction slots in the settlement
- +Defensive supplies: +1750
- +Income generated: 480
- +Growth: +45
- +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
- Cost: 6000 → 7000
- Turns: 5 → 6
- Units: 3 → 4
Black Crag (Greenskin Stronghold)Greenskins
- −Defensive supplies: +1000
- −Income generated: 450
- −Growth: +50
- +Defensive supplies: +2000
- +Income generated: 600
- +Growth: +55
- +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
- Cost: 10000 → 9500
- Turns: 6 → 7
- Units: 3 → 4
Ruined Karak Eight PeaksGreenskins
- −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn)
Karak Eight Peaks (Greenskin Hideout)Greenskins
- −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn)
- −Income generated: 80
- −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
Karak Eight Peaks (Greenskin Camp)Greenskins
- −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn)
- −Defensive supplies: +1000
- −Income generated: 120
- −Growth: +20
- +Defensive supplies: +1250
- +Income generated: 260
- +Growth: +25
- +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
- Cost: 2500 → 1600
- Turns: 3 → 4
- Units: 3 → 0
Karak Eight Peaks (Greenskin Encampment)Greenskins
- −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn)
- −Defensive supplies: +1000
- −Grants 6 construction slots in the settlement
- −Income generated: 160
- −Growth: +30
- +Grants 5 construction slots in the settlement
- +Defensive supplies: +1500
- +Income generated: 340
- +Growth: +35
- +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
- Turns: 4 → 5
- Units: 3 → 0
Karak Eight Peaks (Greenskin Fort)Greenskins
- −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn)
- −Defensive supplies: +1000
- −Grants 8 construction slots in the settlement
- −Income generated: 200
- −Growth: +40
- +Grants 7 construction slots in the settlement
- +Defensive supplies: +1750
- +Income generated: 420
- +Growth: +45
- +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
- Cost: 6000 → 7000
- Turns: 5 → 6
- Units: 3 → 4
Karak Eight Peaks (Greenskin Stronghold)Greenskins
- −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn)
- −Defensive supplies: +1000
- −Income generated: 240
- −Growth: +50
- +Defensive supplies: +2000
- +Income generated: 500
- +Growth: +55
- +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
- Cost: 10000 → 9500
- Turns: 6 → 7
- Units: 3 → 4
Big FortGreenskins
- −Local Recruitment duration: -1 turn for Black Orc units (minimum 1) (local province)
- −Recruitment cost: -15% for Black Orc units
- −Recruit rank: +2 for Black Orc units (factionwide)
- −Recruit rank: +3 for Black Orc units
- +Recruitment cost: -10% for Black Orc units
- +Recruit rank: +1 for Black Orc units (factionwide)
- +Recruit rank: +1 for Black Orc units
- Cost: 8000 → 7000
- Units: 2 → 3
Dork's RockGreenskins
- −Income from post-battle loot: +20% (factionwide)
- −Income from raiding: +50% (all armies)
- −Diplomatic relations: +20 with Greenskins
- +Income from raiding: +25% (all armies)
- +Income from post-battle loot: +15% (factionwide)
- +Diplomatic relations: +10 with Greenskins
- Cost: 10000 → 14000
- Units: 0 → 3
Goblin CampGreenskins
- Units: 2 → 3
Night Goblin HovelsGreenskins
- Cost: 1000 → 2000
- Units: 5 → 4
Mushroom DistilleryGreenskins
- Cost: 2500 → 4000
- Units: 7 → 6
Bone Nose IdolsGreenskins
- Cost: 8000 → 9000
Bonewood TotemsGreenskins
- Cost: 6000 → 7000
Effigies of Gork & MorkGreenskins
- Cost: 5000 → 6000
Iron PenzGreenskins
- Cost: 4000 → 5000
Wolf DenGreenskins
- Cost: 500 → 2000
- Turns: 1 → 2
Boar StyGreenskins
- Cost: 1500 → 3000
- Turns: 2 → 3
- Units: 4 → 5
Boar PenzGreenskins
- Cost: 3000 → 4500
- Turns: 3 → 4
- Units: 6 → 9
IdolzGreenskins
- Cost: 750 → 500
Boss PoleGreenskins
- −Casualty replenishment rate: +4% (armies in province)
- +Casualty replenishment rate: +5% (armies in province)
Goblin Watch TowerGreenskins
- −Enemy Hero action success chance: -10%
- +Enemy Hero action success chance: -12%
- Turns: 3 → 2
Orc Guard HouseGreenskins
- −Enemy Hero action success chance: -15%
- +Enemy Hero action success chance: -18%
- +Control: +1
- Turns: 4 → 3
- Units: 0 → 1
Pile of Shiny StuffGreenskins
- −Income generated: 250
- +Income generated: 320
- +Scrap gained: +2
Heap of Shiny StuffGreenskins
- −Income generated: 375
- +Income generated: 440
- +Scrap gained: +3
Da HoardGreenskins
- −Income generated: 500
- +Income generated: 560
- +Scrap gained: +4
Musta FieldzGreenskins
- Cost: 750 → 1000
- Units: 2 → 4
Fightin' PitGreenskins
- Cost: 1250 → 2000
- Units: 4 → 8
Black Orc BarracksGreenskins
- Cost: 6000 → 5000
- Turns: 6 → 4
- Units: 6 → 9
Troll CaveGreenskins
- −Construction cost: -5% for all buildings (local province)
- +Construction cost: -4% for all buildings (local province)
- Cost: 2000 → 3500
Stompin' GroundzGreenskins
- −Construction cost: -10% for all buildings (local province)
- +Construction cost: -8% for all buildings (local province)
- Cost: 3500 → 5000
Rock MoundsGreenskins
- −Construction cost: -15% for all buildings (local province)
- +Construction cost: -12% for all buildings (local province)
- Cost: 6500 → 7500
- Turns: 6 → 5
Greenskin HideoutGreenskins
- −Grants 1 construction slot in the settlement
- −Income generated: 80
- −Growth: +10
- +Grants 2 construction slots in the settlement
- +Income generated: 150
- +Growth: +15
- +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
- Cost: 1000 → 800
- Units: 2 → 3
Greenskin CampGreenskins
- −Defensive supplies: +1000
- −Grants 2 construction slots in the settlement
- −Income generated: 120
- −Growth: +20
- +Grants 4 construction slots in the settlement
- +Defensive supplies: +1250
- +Income generated: 200
- +Growth: +25
- +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
- Cost: 2500 → 1600
- Turns: 3 → 4
- Units: 3 → 7
Greenskin EncampmentGreenskins
- −Defensive supplies: +1000
- −Grants 3 construction slots in the settlement
- −Income generated: 160
- −Growth: +30
- +Grants 5 construction slots in the settlement
- +Defensive supplies: +1500
- +Income generated: 250
- +Growth: +35
- +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
- Turns: 4 → 5
- Units: 3 → 4
Greenskin FortGreenskins
- −Defensive supplies: +1000
- −Grants 5 construction slots in the settlement
- −Income generated: 200
- −Growth: +40
- +Grants 7 construction slots in the settlement
- +Defensive supplies: +1750
- +Income generated: 320
- +Growth: +45
- +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
- Cost: 6000 → 7000
- Turns: 5 → 6
- Units: 3 → 5
Greenskin StrongholdGreenskins
- −Defensive supplies: +1000
- −Grants 7 construction slots in the settlement
- −Income generated: 240
- −Growth: +50
- +Grants 9 construction slots in the settlement
- +Defensive supplies: +2000
- +Income generated: 380
- +Growth: +55
- +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
- Cost: 10000 → 9500
- Turns: 6 → 7
- Units: 3 → 4
Greenskin HideoutGreenskins
- −Income generated: 80
- −Growth: +10
- +Income generated: 150
- +Growth: +15
- +Local recruitment capacity: +1
- Cost: 1000 → 800
- Units: 2 → 3
Greenskin CampGreenskins
- −Defensive supplies: +1000
- −Income generated: 120
- −Growth: +20
- +Defensive supplies: +1250
- +Income generated: 200
- +Growth: +25
- +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
- +Local recruitment capacity: +1
- Cost: 2500 → 1600
- Units: 3 → 7
Greenskin BurrowsGreenskins
- −Defensive supplies: +1000
- −Income generated: 160
- −Growth: +30
- +Defensive supplies: +1500
- +Income generated: 250
- +Growth: +35
- +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
- +Local recruitment capacity: +1
- Units: 3 → 5
Shaman's HutGreenskins
- −Winds of Magic power reserve: +5 per turn [PH] (armies in local province)
- +Winds of Magic power reserve: +5 per turn (armies in local province)
- Cost: 1500 → 3000
- Units: 0 → 6
Shaman's HovelGreenskins
- −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: 4000 → 6000
- Units: 0 → 9
Shamanic TepeeGreenskins
- −Corruption: -8
- −Winds of Magic power reserve: +15 per turn [PH] (armies in local province)
- −Hero recruit rank: +4 for Shamans
- +Corruption: -6
- +Winds of Magic power reserve: +15 per turn (armies in local province)
- +Hero recruit rank: +3 for Shamans
- Cost: 5000 → 9000
- Units: 0 → 10
DitchesGreenskins
- −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)
StakesGreenskins
- −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: 3500 → 5000
- Units: 0 → 1
Big WallsGreenskins
- −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: 5000 → 7500
- Units: 0 → 3
Goblin ToolboxGreenskins
- −Scrap gained: +1
- −Research rate: +3
- +Scrap gained: +2
- +Research rate: +4
- Cost: 2000 → 3000
- Units: 3 → 2
Goblin Tinkerer BenchGreenskins
- −Scrap gained: +2
- −Research rate: +5
- +Scrap gained: +4
- +Research rate: +6
- Cost: 3500 → 5000
- Units: 4 → 5
Goblin WorkshopGreenskins
- −Scrap gained: +5
- −Research rate: +10
- +Scrap gained: +6
- +Research rate: +8
- Cost: 5000 → 7000
- Units: 5 → 6
Savage Orc GatheringGreenskins
- Cost: 750 → 1500
- Turns: 1 → 2
- Units: 1 → 2
Savage Orc CampGreenskins
- Cost: 1250 → 3000
- Turns: 2 → 3
- Units: 3 → 5
Savage Orc HostGreenskins
- Cost: 3000 → 6000
- Turns: 3 → 4
- Units: 5 → 9
- −Growth: +10
- +Growth: +15
- +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
- Cost: 1000 → 800
- Units: 2 → 0
Occupied Karaz-a-Karak (Greenskin Camp)Greenskins
- −Defensive supplies: +1000
- −Income generated: 225
- −Growth: +20
- +Defensive supplies: +1250
- +Income generated: 250
- +Growth: +25
- +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
- Cost: 2500 → 1600
- Turns: 3 → 4
- Units: 3 → 0
- −Defensive supplies: +1000
- −Grants 6 construction slots in the settlement
- −Income generated: 300
- −Growth: +30
- +Grants 5 construction slots in the settlement
- +Defensive supplies: +1500
- +Income generated: 350
- +Growth: +35
- +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
- Turns: 4 → 5
- Units: 3 → 0
Occupied Karaz-a-Karak (Greenskin Fort)Greenskins
- −Defensive supplies: +1000
- −Grants 8 construction slots in the settlement
- −Income generated: 375
- −Growth: +40
- +Grants 7 construction slots in the settlement
- +Defensive supplies: +1750
- +Income generated: 450
- +Growth: +45
- +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
- Cost: 6000 → 7000
- Turns: 5 → 6
- Units: 3 → 4
- −Defensive supplies: +1000
- −Income generated: 450
- −Growth: +50
- +Defensive supplies: +2000
- +Income generated: 550
- +Growth: +55
- +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
- Cost: 10000 → 9500
- Turns: 6 → 7
- Units: 3 → 4
Squig CagesGreenskins
- Cost: 1500 → 3000
- Turns: 2 → 3
- Units: 2 → 3
Squig ChasmGreenskins
- Cost: 4000 → 4500
Sacred Spider GroundzGreenskins
- Turns: 5 → 4
- Units: 3 → 6
Deep Spider LairzGreenskins
- Turns: 6 → 5
- Units: 4 → 10
Occupied Massif Orcal (Level 1)Greenskins
- −Income generated: 200
- −Attrition: -10% when under siege (armies in region)
- −Growth: +10
- +Income generated: 250
- +Attrition: -15% when under siege (armies in region)
- +Growth: +30
- Cost: 750 → 1500
Occupied Massif Orcal (Level 2)Greenskins
- −Defensive supplies: +1000
- −Income generated: 300
- −Attrition: -10% when under siege (armies in region)
- −Growth: +20
- +Defensive supplies: +1250
- +Income generated: 400
- +Attrition: -15% when under siege (armies in region)
- +Growth: +40
- Cost: 1500 → 3000
Occupied Massif Orcal (Level 3)Greenskins
- −Defensive supplies: +1000
- −Grants 6 construction slots in the settlement
- −Income generated: 400
- −Attrition: -10% when under siege (armies in region)
- −Growth: +30
- +Grants 5 construction slots in the settlement
- +Defensive supplies: +1500
- +Income generated: 500
- +Attrition: -15% when under siege (armies in region)
- +Growth: +50
- Cost: 3000 → 5000
Boss' ShackGreenskins
- +Lord and Hero recruit rank: +1
Musta FieldzGreenskins
- Units: 1 → 2
Brawlin' GroundzGreenskins
- Units: 3 → 5
Fightin' PitGreenskins
- Cost: 4000 → 4500
- Units: 3 → 9
Savage Orc GatheringGreenskins
- −Grants 1 construction slot in the settlement
- −Income generated: 200
- −Growth: +10
- +Grants 2 construction slots in the settlement
- +Income generated: 320
- +Growth: +15
- Cost: 750 → 800
- Turns: 1 → 2
Savage Orc CampGreenskins
- −Defensive supplies: +1000
- −Grants 2 construction slots in the settlement
- −Income generated: 300
- −Growth: +20
- +Grants 4 construction slots in the settlement
- +Defensive supplies: +1250
- +Income generated: 420
- +Growth: +25
- Cost: 1500 → 1600
Savage Orc HostGreenskins
- −Defensive supplies: +1000
- −Grants 3 construction slots in the settlement
- −Income generated: 400
- −Growth: +30
- +Grants 5 construction slots in the settlement
- +Defensive supplies: +1500
- +Income generated: 520
- +Growth: +35
- Cost: 3000 → 4000
Savage Orc GatheringGreenskins
- −Income generated: 200
- −Growth: +10
- +Income generated: 320
- +Growth: +15
- Cost: 750 → 800
Savage Orc CampGreenskins
- −Defensive supplies: +1000
- −Income generated: 300
- −Growth: +20
- +Defensive supplies: +1250
- +Income generated: 420
- +Growth: +25
- +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
- Cost: 1500 → 1600
Savage Orc HostGreenskins
- −Defensive supplies: +1000
- −Income generated: 400
- −Growth: +30
- +Defensive supplies: +1500
- +Income generated: 520
- +Growth: +35
- +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
- Cost: 3000 → 4000
Tribal MarkersGreenskins
- −Casualty replenishment rate: +2%
- −Horde growth: +2
- +Casualty replenishment rate: +3%
- +Horde growth: +4
Totem PoleGreenskins
- −Casualty replenishment rate: +3%
- −Horde growth: +3
- +Casualty replenishment rate: +4%
- +Horde growth: +5
Boss PoleGreenskins
- −Casualty replenishment rate: +4%
- −Horde growth: +4
- +Casualty replenishment rate: +5%
- +Horde growth: +6
Bone CarverGreenskins
- −Income generated: 300
- +Income generated: 350
- +Research rate: +3
Bone CrafterGreenskins
- −Income generated: 450
- +Income generated: 500
- +Research rate: +5
Hut of BonesGreenskins
- −Income generated: 600
- +Income generated: 650
- +Research rate: +7
Musta FieldzGreenskins
- Units: 1 → 2
Brawlin' GroundzGreenskins
- Cost: 2000 → 1500
- Units: 2 → 6
Fightin' PitGreenskins
- Cost: 4000 → 4500
- Units: 3 → 11
Savage Orc GatheringGreenskins
- −Income generated: 250
- −Horde growth: +1
- +Income generated: 360
- +Horde growth: +5
- Cost: 750 → 800
Savage Orc CampGreenskins
- −Income generated: 375
- −Horde growth: +2
- +Income generated: 520
- +Horde growth: +6
- Units: 0 → 3
Savage Orc HostGreenskins
- −Income generated: 500
- −Horde growth: +3
- +Income generated: 660
- +Horde growth: +7
- Cost: 3000 → 4000
- Units: 0 → 6
Black Crag (Savage Orc Gathering)Greenskins
- −Income generated: 200
- −Growth: +10
- +Income generated: 420
- +Growth: +15
- Cost: 750 → 800
Black Crag (Savage Orc Camp)Greenskins
- −Defensive supplies: +1000
- −Income generated: 300
- −Growth: +20
- +Defensive supplies: +1250
- +Income generated: 520
- +Growth: +25
- Cost: 1500 → 1600
Black Crag (Savage Orc Host)Greenskins
- −Defensive supplies: +1000
- −Grants 6 construction slots in the settlement
- −Income generated: 400
- −Growth: +30
- +Grants 5 construction slots in the settlement
- +Defensive supplies: +1500
- +Income generated: 620
- +Growth: +35
- Cost: 3000 → 4000
Karak Eight Peaks (Savage Orc Gathering)Greenskins
- Cost: 750 → 800
Karak Eight Peaks (Savage Orc Camp)Greenskins
- −Defensive supplies: +1000
- +Defensive supplies: +1250
- Cost: 1500 → 1600
Karak Eight Peaks (Savage Orc Host)Greenskins
- −Defensive supplies: +1000
- +Defensive supplies: +1500
- Cost: 3000 → 4000
- −Income generated: 200
- −Growth: +10
- +Income generated: 400
- +Growth: +15
- Cost: 750 → 1000
Occupied Karaz-a-Karak (Savage Orc Camp)Greenskins
- −Defensive supplies: +1000
- −Income generated: 300
- −Growth: +20
- +Defensive supplies: +1250
- +Income generated: 500
- +Growth: +25
- Cost: 1500 → 1600
Occupied Karaz-a-Karak (Savage Orc Host)Greenskins
- −Defensive supplies: +1000
- −Grants 6 construction slots in the settlement
- −Income generated: 400
- −Growth: +30
- +Grants 5 construction slots in the settlement
- +Defensive supplies: +1500
- +Income generated: 600
- +Growth: +35
- Cost: 3000 → 4000
Technologies
More GrubGreenskins
- −Upkeep: -5% for Goblin units
- +Upkeep: -4% for Goblin units
Bouncin'Greenskins
- −Charge bonus: +25% for Night Goblin Squig Hoppers and Wolf Rider units
- +Charge bonus: +20% for Night Goblin Squig Hoppers and Wolf Rider units
Spider WorshipGreenskins
- −Melee attack: +4 for Spider Riders units
- +Melee attack: +5 for Spider Riders units
Big CreepGreenskins
- −Weapon strength: +15% for Arachnarok Spider units
- +Weapon strength: +10% for Arachnarok Spider units
Tuff FoddaGreenskins
- −Melee defence: +3 for Goblin and Night Goblin Infantry units
- +Melee defence: +4 for Goblin and Night Goblin Infantry units
Wolf Paddin'Greenskins
- −Physical resistance: 5% for Wolf Rider units
- +Physical resistance: 10% for Wolf Rider units
Creature ComfortsGreenskins
- −Construction cost: -15% for Spider buildings
- −Construction cost: -15% for Squig buildings
- −Recruit rank: +2 for Squig and Spider units
- +Construction cost: -10% for Spider buildings
- +Construction cost: -10% for Squig buildings
- +Recruit rank: +1 for Squig and Spider units
Betta Arrer 'EadsGreenskins
- −Missile strength: +10% for Missile Infantry units
- +Missile strength: +8% for Missile Infantry units
Healy MushroomsGreenskins
- −Hero recruit rank: +2 for Giant River Troll Hags
- −Casualty replenishment rate: +5%
- +Hero recruit rank: +4 for Giant River Troll Hags
- +Casualty replenishment rate: +6%
Sneakin'Greenskins
- −Hero recruit rank: +2 for Night Goblin Big Bosses
- +Hero recruit rank: +4 for Night Goblin Big Bosses
Big Boss BusinessGreenskins
- −Hero action cost: -20%
- +Hero action cost: -15%
Gork n' MorkGreenskins
- −Diplomatic relations: +20 with Greenskins
- +Diplomatic relations: +15 with Greenskins
Warbossin'Greenskins
- −Hero recruitment cost: -15%
- −Recruitment cost: -10%
- +Hero recruitment cost: -10%
- +Recruitment cost: -5%
- +Lord recruit rank: +2
Bigga 'n' Betta BossesGreenskins
- −Lord recruit rank: +5
- +Lord recruit rank: +4
Less Eatin', More Buildin'Greenskins
- −Construction cost: -10% for all buildings
- +Construction cost: -5% for all buildings
Scrap CompactorGreenskins
- −Scrap: +10 per turn
- +Scrap: +15 per turn
Ladz, Ladz, LadzGreenskins
- −Upkeep: -5%
- +Upkeep: -4%
No Infightin'!Greenskins
- −Income from post-battle loot: +5%
- +Income from post-battle loot: +10%
Shiny Magic FingsGreenskins
- −Hero recruit rank: +2 for Shamans
- +Hero recruit rank: +4 for Shamans
Big 'Un BulliesGreenskins
- −Enables discouraging attacks for Big 'Uns units, reducing enemy leadership
- −Recruit rank: +2 for Big 'Uns units
- +Melee defence: +5 for all Orc Boyz, Big 'Uns and Savage Orc infantry and cavalry units
- +Recruit rank: +1 for Big 'Uns units
Bigga Loot CartGreenskins
- −Hero recruit rank: +2 for Black Orc Big Bosses and Goblin Big Bosses
- −Income from raiding: +30%
- −Income from sacking settlements: +20%
- +Hero recruit rank: +4 for Black Orc Big Bosses and Goblin Big Bosses
- +Income from raiding: +25%
- +Income from sacking settlements: +15%
Eaga ta Fight!Greenskins
- −Melee attack: +3 for Orc Boyz, Savage Orcs, Orc Boar Boyz and Savage Orc Boar Boyz units
- +Melee attack: +4 for Orc Boyz, Savage Orcs, Orc Boar Boyz and Savage Orc Boar Boyz units
Pointy TusksGreenskins
- −Armour-piercing weapon damage: +4 for Orc Boar units
- +Armour-piercing weapon damage: +5 for Orc Boar units
Sunderin' BladesGreenskins
- −Enables sundering attacks for Black Orc units, reducing enemy armour
- +Armour-piercing weapon damage: +4 for Black Orc units
'Eavy MetalGreenskins
- −Weapon strength: +5% for Orc Infantry units
- +Weapon strength: +4% for Orc Infantry units
Fatta PigsGreenskins
- −Physical resistance: 5% for Orc Boar units
- +Physical resistance: 10% for Orc Boar units
Clubbin'Greenskins
- −Melee attack: +5 for Giant units
- −Weapon strength: +10% for Giant units
- +Melee attack: +6 for Giant units
- +Weapon strength: +8% for Giant units