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

Radious Skaven units

107 Skaven units Radious Total War Mod changes against patch 9.0.4, 16 it adds, and 28 skills, 182 buildings and 46 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
Tretch Craventailwh2_dlc09_skv_cha_tretch_craventail14,288 → 5,15090 → 1044070280 → 330120 → 165900700 → 900Bonus vs large 25 → 36; Charge bonus 40 → 45; Mass 450 → 500; Upkeep 225 → 100
Ikit's Zzzzap-Zzzzap! (Warp Lightning Cannons)wh2_dlc12_skv_art_warp_lightning_cannon_ror_044,848 → 7,06030 → 4622 → 2022 → 2714 → 1541,200 → 1,3501,200 → 1,350Charge bonus 2 → 5; Mass 2,100 → 2,600; Ammunition 22 → 42; Missile base damage 80 → 90; Upkeep 300 → 155; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Eye-Takers (Warplock Jezzails)wh2_dlc12_skv_art_warplock_jezzails_ror_tech_lab_0323,936 → 5,76070 → 542222 → 4020 → 216 → 71,400 → 1,6001,400 → 1,600Missile block 55% → 65%; Leadership 60 → 55; Charge bonus 2 → 10; Range 275 m → 295 m; Ammunition 22 → 36; Missile base damage 6 → 12; Missile AP damage 30 → 38; Upkeep 350 → 170; Spell resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Ikit Clawwh2_dlc12_skv_cha_ikit_claw_014,288 → 5,250110 → 12245 → 4856 → 60120 → 155250 → 2801,000 → 1,1001,000 → 1,100Leadership 65 → 70; Bonus vs large 22 → 26; Charge bonus 30 → 40; Range 80 m → 85 m; Ammunition 20 → 35; Missile base damage 48 → 65; Missile AP damage 16 → 30; Reload time 12 s → 10 s; Upkeep 250 → 130
Ikit Clawwh2_dlc12_skv_cha_ikit_claw_115,296 → 6,310110 → 12240 → 4436 → 4095 → 115175 → 2051,100 → 1,2501,150 → 1,250Leadership 65 → 70; Speed 72 → 75; Bonus vs infantry 35 → 28; Charge bonus 55 → 70; Upkeep 250 → 145
Ikit Clawwh2_dlc12_skv_cha_ikit_claw_216,528 → 7,500110 → 12228 → 4036 → 45160 → 140265 → 2401,300 → 1,5501,750 → 1,550Leadership 65 → 70; Speed 72 → 75; Bonus vs infantry 30 → 32; Charge bonus 50 → 75; Upkeep 250 → 170
Warlock Masterwh2_dlc12_skv_cha_warlock_master_013,920 → 4,80090 → 10440 → 4252 → 55105 → 145245 → 2901,000 → 750700 → 750Bonus vs infantry 25 → 26; Charge bonus 18 → 25; Upkeep 250 → 100
Warlock Masterwh2_dlc12_skv_cha_warlock_master_114,928 → 5,860100 → 11435 → 3832 → 3695 → 115175 → 2001,100 → 1,2001,100 → 1,200Speed 72 → 75; Bonus vs infantry 35 → 28; Charge bonus 55 → 65; Upkeep 250 → 140
Warlock Masterwh2_dlc12_skv_cha_warlock_master_216,420 → 7,300100 → 11426 → 3437 → 41150 → 130250 → 2151,300 → 1,5001,500Leadership 60 → 65; Speed 72 → 75; Bonus vs infantry 30 → 32; Charge bonus 50 → 70; Upkeep 250 → 165
Clan Vulkn Tailslashers (Clanrats – Shields)wh2_dlc12_skv_inf_clanrats_ror_01609,600 → 20,00025 → 443129 → 37259 → 10500 → 600500 → 600Missile block 35% → 50%; Leadership 55 → 50; Charge bonus 10 → 18; Upkeep 125 → 85; Fire resistance 20% → 70%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3; New: Immune to Psychology
Blightscab's Plaguepack (Plague Monk Censer Bearers)wh2_dlc12_skv_inf_plague_monk_censer_bearer_ror_01209,600 → 16,80010 → 4443 → 3838 → 4213 → 1231 → 321,250 → 1,3501,250 → 1,400Leadership 82 → 80; Charge bonus 34 → 40; Upkeep 313 → 155; Physical resistance 15% → 25%; Spell resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3; New: Strider
Ratling Gunswh2_dlc12_skv_inf_ratling_gun_0323,936 → 5,92070 → 5416 → 1716 → 2420 → 216 → 7800 → 900800 → 900Leadership 50 → 48; Charge bonus 2 → 6; Range 145 m → 150 m; Ammunition 15 → 20; Missile base damage 2 → 3; Upkeep 200 → 110
Teeth-Breakers (Ratling Guns)wh2_dlc12_skv_inf_ratling_gun_ror_0323,936 → 6,08070 → 5422 → 2022 → 3020 → 216 → 71,050 → 1,2001,050 → 1,200Leadership 60 → 55; Charge bonus 2 → 7; Range 145 m → 160 m; Ammunition 15 → 21; Missile base damage 2 → 3; Missile AP damage 6 → 7; Upkeep 263 → 140; Spell resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Death Dealers (Ratling Guns)wh2_dlc12_skv_inf_ratling_gun_ror_tech_lab_0323,936 → 6,08070 → 5422 → 2022 → 3020 → 216 → 71,250 → 1,4501,250 → 1,450Leadership 60 → 55; Charge bonus 2 → 7; Ammunition 23 → 27; Missile base damage 2 → 4; Upkeep 313 → 160; Spell resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Council Guard (Stormvermin – Halberds)wh2_dlc12_skv_inf_stormvermin_ror_01609,920 → 20,00090 → 10841 → 3443 → 499 → 1223 → 241,400 → 1,3501,400 → 1,350Bonus vs large 17 → 18; Charge bonus 10 → 22; Upkeep 350 → 155; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
The Doombringers (Warpfire Throwers)wh2_dlc12_skv_inf_warpfire_thrower_ror_tech_lab_0485,904 → 8,16070 → 5432 → 3034 → 3814 → 154700 → 1,100700 → 1,100Leadership 50 → 55; Charge bonus 2 → 10; Range 80 m → 90 m; Ammunition 72 → 110; Missile base damage 8 → 10; Reload time 13 s → 14 s; Upkeep 175 → 120; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Warplock Jezzailswh2_dlc12_skv_inf_warplock_jezzails_0323,936 → 5,44070 → 5416 → 1816 → 3220 → 216 → 71,200 → 9501,000 → 950Missile block 55% → 65%; Leadership 50 → 48; Charge bonus 2 → 8; Range 275 m → 285 m; Ammunition 22 → 30; Missile base damage 6 → 8; Missile AP damage 30 → 37; Upkeep 300 → 115
Natty Buboe's Sharpshooters (Warplock Jezzails)wh2_dlc12_skv_inf_warplock_jezzails_ror_0323,936 → 5,76070 → 542222 → 3820 → 216 → 71,300 → 1,2501,300 → 1,250Missile block 55% → 65%; Leadership 60 → 55; Charge bonus 2 → 10; Range 275 m → 295 m; Ammunition 22 → 36; Missile base damage 6 → 10; Missile AP damage 30 → 38; Upkeep 325 → 145; Spell resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Doom-Flayerswh2_dlc12_skv_veh_doom_flayer_086,128 → 8,88090 → 10425 → 3126 → 3315 → 3545 → 801,100 → 1,2501,050 → 1,250Speed 72 → 75; Bonus vs infantry 35 → 26; Charge bonus 40 → 70; Upkeep 300 → 145
Dwarf-Thing Menace (Doom-Flayers)wh2_dlc12_skv_veh_doom_flayer_ror_086,128 → 9,68090 → 11432 → 3534 → 3815 → 4045 → 851,250 → 1,4501,250 → 1,450Leadership 70 → 65; Speed 72 → 75; Bonus vs infantry 35 → 28; Charge bonus 40 → 75; Upkeep 313 → 160; Fire resistance 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Blackhole Flayers (Doom-Flayers)wh2_dlc12_skv_veh_doom_flayer_ror_tech_lab_086,128 → 10,48090 → 11432 → 3634 → 4015 → 4045 → 851,250 → 1,5001,250 → 1,500Speed 72 → 75; Bonus vs infantry 35 → 28; Charge bonus 40 → 78; Upkeep 313 → 160; Fire resistance 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Wheelz of Dooom (Doomwheel)wh2_dlc12_skv_veh_doomwheel_ror_016,420 → 8,350100 → 12234 → 4146 → 47150 → 110250 → 2201,600 → 1,7001,600 → 1,700Leadership 75 → 70; Speed 72 → 75; Bonus vs infantry 30 → 25; Charge bonus 50 → 75; Upkeep 400 → 185; Spell resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Warpfire's Wheel (Doomwheel)wh2_dlc12_skv_veh_doomwheel_ror_tech_lab_017,488 → 8,850100 → 12234 → 4246 → 50150 → 110250 → 2201,600 → 1,7501,600 → 1,750Leadership 75 → 70; Speed 72 → 75; Bonus vs infantry 30 → 25; Charge bonus 50 → 78; Upkeep 400 → 185; Spell resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3
Deathmaster Snikchwh2_dlc14_skv_cha_deathmaster_snikch_013,920 → 4,90030 → 5470 → 6850 → 55160 → 210300 → 3401,050 → 1,1001,050 → 1,100Bonus vs infantry 0 → 18; Charge bonus 60 → 75; Upkeep 263 → 135
Eshin Sorcererwh2_dlc14_skv_cha_eshin_sorcerer_013,600 → 4,15020 → 3435 → 3640 → 44217 → 24093 → 1201,000300 → 500Charge bonus 15 → 25; Upkeep 250 → 130
Master Assassinwh2_dlc14_skv_cha_master_assassin_013,688 → 4,45030 → 4860 → 5945 → 49150 → 200230 → 285900 → 1,000900 → 1,000Bonus vs infantry 20 → 26; Charge bonus 60 → 70; Range 125 m → 140 m; Missile base damage 50 → 75; Missile AP damage 25 → 55; Upkeep 225 → 130; New: Too late, prey-quarry!, Master of Martial Arts
Visktrin's Death Squad (Death Runners)wh2_dlc14_skv_inf_death_runners_ror_072 → 1005,760 → 13,50020 → 4441 → 4036 → 468 → 1422 → 261,150 → 1,2501,150 → 1,250Leadership 78 → 75; Bonus vs infantry 10 → 8; Charge bonus 22 → 30; Upkeep 288 → 150; Physical resistance 30% → 35%; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Eshin Triadswh2_dlc14_skv_inf_eshin_triads_072 → 865,760 → 11,61020 → 4430 → 3228 → 378 → 1022 → 24750 → 820700 → 820Leadership 64 → 65; Charge bonus 10 → 20; Upkeep 188 → 120; Per-unit cap (main_units.multiplayer_cap) 1 → —
Iksha's Triads (Eshin Triads)wh2_dlc14_skv_inf_eshin_triads_ror_072 → 865,760 → 12,04020 → 4838 → 4036 → 448 → 1222 → 26900 → 1,050900 → 1,050Leadership 74 → 70; Bonus vs large 15 → 18; Charge bonus 10 → 26; Upkeep 225 → 135; Physical resistance 30% → 35%; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Poisoned Wind Mortarswh2_dlc14_skv_inf_poison_wind_mortar_0123,936 → 5,64070 → 8414 → 1616 → 2414 → 154 → 51,1001,050 → 1,100Leadership 50 → 48; Charge bonus 2 → 8; Range 250 m → 255 m; Ammunition 14 → 25; Missile base damage 8 → 10; Missile AP damage 46 → 50; Upkeep 275 → 135
The Avalanche Mortars (Death Globe Mortars)wh2_dlc14_skv_inf_poison_wind_mortar_ror_0123,936 → 5,82070 → 9219 → 2222 → 3014 → 184 → 61,500 → 1,6001,600Leadership 60 → 55; Charge bonus 2 → 14; Range 250 m → 260 m; Ammunition 14 → 30; Missile AP damage 80 → 100; Upkeep 375 → 175; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; New: Immune to Psychology
Warp-Grinderswh2_dlc14_skv_inf_warp_grinder_0244,416 → 6,60070 → 842018 → 2718 → 2078 → 85600 → 700600 → 700Leadership 45 → 48; Charge bonus 8 → 14; Mass 600 → 650; Upkeep 150 → 95
Chieftainwh2_dlc16_skv_cha_chieftain_013,783 → 4,80090 → 10440 → 4345 → 48100 → 160260 → 3001,000 → 1,200550 → 1,200Leadership 50 → 55; Bonus vs large 25 → 30; Charge bonus 15 → 22; Upkeep 250 → 125
Chieftainwh2_dlc16_skv_cha_chieftain_116,099 → 6,91070 → 8450 → 5240 → 44120 → 160290 → 3551,000 → 1,3001,000 → 1,300Charge bonus 50 → 65; Mass 2,200 → 2,300; Upkeep 250 → 130
Ghoritchwh2_dlc16_skv_cha_ghoritch_017,708 → 8,50070 → 846030 → 36155 → 200365 → 4101,600 → 1,7001,450 → 1,700Bonus vs infantry 30 → 32; Charge bonus 70 → 75; Mass 2,700 → 2,800
Packmasterwh2_dlc16_skv_cha_packmaster_013,572 → 4,60020 → 3635 → 3840 → 45240 → 295120 → 1701,000 → 1,100500 → 1,100Bonus vs large 20 → 26; Charge bonus 20 → 26; Upkeep 250 → 120
Packmasterwh2_dlc16_skv_cha_packmaster_216,011 → 6,86040 → 5840 → 4230 → 45125 → 185250 → 3201,2001,200Charge bonus 65 → 75; Upkeep 300 → 125
Throt the Uncleanwh2_dlc16_skv_cha_throt_the_unclean_015,107 → 5,90045 → 5850 → 5255 → 60110 → 170260 → 310800 → 1,400800 → 1,400Bonus vs large 25 → 28; Charge bonus 25 → 30; Upkeep 200 → 135
Throt the Uncleanwh2_dlc16_skv_cha_throt_the_unclean_216,617 → 7,56045 → 5850 → 5445 → 60135 → 175275 → 3551,300 → 1,8001,300 → 1,800Charge bonus 65 → 75; Upkeep 325 → 190
Warlordwh2_dlc16_skv_cha_warlord_216,024 → 6,91060 → 745040 → 55125 → 185250 → 3201,250 → 1,3001,225 → 1,300Charge bonus 65 → 72; Upkeep 313 → 150
Brood Horrorwh2_dlc16_skv_mon_brood_horror_016,009 → 8,40040 → 5840 → 4630 → 44125 → 160250 → 2951,100 → 1,1501,050 → 1,150Charge bonus 65 → 76; Upkeep 300 → 140; Missile resistance 0% → 15%
The Thing-Thing (Hell Pit Abomination)wh2_dlc16_skv_mon_hell_pit_abomination_ror_0112,100 → 16,25050 → 7452 → 6038 → 45120 → 180400 → 3852,200 → 2,3502,200 → 2,350Leadership 100 → 95; Speed 58 → 60; Charge bonus 25 → 60; Upkeep 550 → 225; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Mutant Rat Ogrewh2_dlc16_skv_mon_rat_ogre_mutant16,508 → 8,70030 → 5452 → 5938 → 46100 → 125320 → 3651,200 → 1,4001,200 → 1,400Bonus vs infantry 0 → 15; Charge bonus 60 → 70; Upkeep 325 → 150; Physical resistance 20% → 25%
Morskittar's Hellion (Mutant Rat Ogre)wh2_dlc16_skv_mon_rat_ogre_mutant_ror_016,508 → 8,70030 → 5863 → 6748 → 54100 → 130320 → 3751,650 → 1,7001,650 → 1,700Leadership 70 → 65; Bonus vs infantry 0 → 20; Charge bonus 60 → 75; Upkeep 413 → 170; Physical resistance 20% → 25%; Missile resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Pit Fighters of Hell’s Deep (Rat Ogres)wh2_dlc16_skv_mon_rat_ogres_ror_0167,728 → 12,88030 → 5434 → 3734 → 4220 → 3455 → 681,050 → 1,2001,050 → 1,200Leadership 66 → 65; Charge bonus 46 → 80; Mass 1,500 → 1,600; Upkeep 263 → 135; Missile resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3
Wolf Ratswh2_dlc16_skv_mon_wolf_rats_0806,640 → 10,40015 → 282819 → 276 → 1010 → 12550550Leadership 34 → 38; Speed 95 → 100; Upkeep 138 → 65
Wolf Rats (Poison)wh2_dlc16_skv_mon_wolf_rats_1806,640 → 10,40015 → 2828 → 2919 → 2524 → 252 → 3550 → 600550 → 600Leadership 34 → 40; Speed 95 → 100; Charge bonus 30 → 32; Upkeep 138 → 70
Plagueclaw Catapultswh2_main_skv_art_plagueclaw_catapult45,028 → 6,76030 → 4415 → 1417 → 1920 → 216 → 7900 → 1,000900 → 850Leadership 54 → 55; Charge bonus 2 → 3; Mass 2,100 → 2,600; Ammunition 22 → 36; Missile base damage 45 → 50; Missile AP damage 105 → 110; Upkeep 225 → 125
Warp Lightning Cannonswh2_main_skv_art_warp_lightning_cannon44,848 → 6,76030 → 4416 → 1516 → 1914 → 154950 → 1,100950 → 1,000Leadership 50 → 55; Charge bonus 2 → 3; Mass 2,100 → 2,600; Ammunition 22 → 36; Missile base damage 80 → 85; Missile AP damage 260 → 265; Upkeep 238 → 135
Assassinwh2_main_skv_cha_assassin13,572 → 4,80020 → 3860 → 5835 → 45225 → 280150 → 190800 → 900500 → 750Bonus vs infantry 0 → 20; Charge bonus 40 → 50; Upkeep 200 → 115; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3; New: Too late, prey-quarry!, Master of Martial Arts
Grey Seer (Plague)wh2_main_skv_cha_grey_seer_plague_013,688 → 4,55020 → 343034 → 41217 → 24093 → 1201,000350 → 550Charge bonus 15 → 24; Upkeep 250 → 125
Grey Seer (Plague)wh2_main_skv_cha_grey_seer_plague_116,284 → 7,370100 → 11430 → 3134 → 4260 → 90140 → 1601,150 → 1,2001,150 → 1,200Speed 44 → 45; Charge bonus 15 → 24; Mass 2,100 → 2,200; Upkeep 287 → 140
Grey Seer (Ruin)wh2_main_skv_cha_grey_seer_ruin_013,688 → 4,55020 → 343034 → 41217 → 24093 → 1201,000350 → 550Charge bonus 15 → 22; Upkeep 250 → 125
Grey Seer (Ruin)wh2_main_skv_cha_grey_seer_ruin_116,284 → 7,370100 → 11430 → 3134 → 4260 → 90140 → 1601,150 → 1,2001,150 → 1,200Speed 44 → 45; Charge bonus 15 → 24; Mass 2,100 → 2,200; Upkeep 287 → 140
Lord Skrolkwh2_main_skv_cha_lord_skrolk14,672 → 5,85030 → 4454 → 5545 → 55280 → 335120 → 1601,000 → 1,050850 → 1,050Charge bonus 30 → 42; Upkeep 250 → 130
Plague Priestwh2_main_skv_cha_plague_priest_013,840 → 4,75020 → 3440 → 3932 → 4284 → 125196 → 2251,000450 → 750Charge bonus 20 → 28; Upkeep 250 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Plague Priestwh2_main_skv_cha_plague_priest_215,876 → 6,96090 → 11430 → 3226 → 3860 → 90140 → 1601,400 → 1,3001,350 → 1,300Speed 42 → 45; Charge bonus 20 → 26; Mass 1,950 → 2,050; Upkeep 325 → 150; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Queek Headtakerwh2_main_skv_cha_queek_headtaker14,672 → 5,500110 → 12266 → 6446 → 5180 → 140340 → 3851,100 → 1,300850 → 1,300Bonus vs infantry 35 → 20; Charge bonus 50 → 62; Upkeep 275 → 150
Warlock Engineerwh2_main_skv_cha_warlock_engineer13,420 → 4,30045 → 5625 → 2632 → 4084 → 115196 → 2251,000400 → 600Charge bonus 10 → 20; Upkeep 250 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Warlordwh2_main_skv_cha_warlord_014,068 → 5,10090 → 10450 → 4855 → 60280 → 340120 → 160700 → 800525 → 800Missile block 35% → 50%; Charge bonus 35 → 44; Upkeep 300 → 105
Warlordwh2_main_skv_cha_warlord_116,384 → 6,56070 → 9450 → 5255 → 63140 → 175320 → 3651,150 → 1,200975 → 1,200Charge bonus 55 → 66; Mass 2,200 → 2,300; Upkeep 300 → 140; Missile resistance 15% → 20%
Clanrat Spearswh2_main_skv_inf_clanrat_spearmen_01609,600 → 19,20025 → 3618 → 2124 → 3418 → 195 → 6325 → 450325 → 450Leadership 45 → 35; Bonus vs large 9 → 10; Charge bonus 6 → 10; Upkeep 81 → 65
Clanrat Spears (Shields)wh2_main_skv_inf_clanrat_spearmen_11609,600 → 19,20025 → 3618 → 2228 → 3618 → 195 → 6375 → 500375 → 500Missile block 35% → 50%; Leadership 45 → 38; Bonus vs large 9 → 10; Charge bonus 6 → 12; Upkeep 94 → 70
Clanratswh2_main_skv_inf_clanrats_01609,600 → 19,20025 → 3624 → 2718 → 2920 → 216 → 7300 → 430300 → 430Leadership 45 → 35; Charge bonus 10 → 14; Upkeep 75 → 65
Clanrats (Shields)wh2_main_skv_inf_clanrats_11609,600 → 19,20025 → 3624 → 2822 → 3320 → 216 → 7350 → 480350 → 480Missile block 35% → 50%; Leadership 45 → 38; Charge bonus 10 → 15; Upkeep 88 → 70
Death Globe Bombardierswh2_main_skv_inf_death_globe_bombardiers483,648 → 6,240100 → 11418 → 2216 → 2520 → 216 → 7900 → 1,100900 → 1,100Charge bonus 6 → 10; Range 85 m → 90 m; Ammunition 18 → 25; Missile AP damage 16 → 15; Upkeep 225 → 135
Death Runnerswh2_main_skv_inf_death_runners_072 → 1005,760 → 12,00020 → 3432 → 3728 → 388 → 1022 → 24850 → 1,050850 → 1,050Leadership 68 → 70; Bonus vs infantry 10 → 0; Charge bonus 22 → 26; Upkeep 213 → 130
Gutter Runner Slingerswh2_main_skv_inf_gutter_runner_slingers_01206,960 → 13,80020 → 3826 → 2820 → 3421 → 237 → 9700 → 800700 → 800Leadership 54 → 58; Charge bonus 10 → 18; Range 140 m → 150 m; Ammunition 24 → 36; Missile base damage 12 → 11; Missile AP damage 2 → 3; Upkeep 175 → 105
Gutter Runner Slingers (Poison)wh2_main_skv_inf_gutter_runner_slingers_11206,960 → 13,80020 → 4426 → 2920 → 3521 → 247 → 9750 → 900750 → 900Leadership 54 → 58; Charge bonus 10 → 19; Range 140 m → 155 m; Ammunition 24 → 36; Missile AP damage 2 → 3; Upkeep 187 → 115
Gutter Runnerswh2_main_skv_inf_gutter_runners_01206,960 → 13,80020 → 3826 → 2920 → 3321 → 237 → 9700 → 820700 → 820Leadership 54 → 58; Charge bonus 14 → 21; Range 70 m → 80 m; Ammunition 12 → 25; Missile base damage 11 → 13; Upkeep 175 → 110
Gutter Runners (Poison)wh2_main_skv_inf_gutter_runners_11206,960 → 13,80020 → 4426 → 3020 → 3421 → 247 → 9750 → 900750 → 900Leadership 54 → 58; Charge bonus 14 → 22; Range 70 m → 85 m; Ammunition 12 → 25; Missile base damage 11 → 12; Missile AP damage 3 → 5; Upkeep 187 → 115
Night Runnerswh2_main_skv_inf_night_runners_01206,720 → 13,20010 → 2824 → 2814 → 2820 → 226 → 8500 → 600450 → 600Charge bonus 12 → 19; Range 70 m → 75 m; Ammunition 10 → 20; Missile base damage 10 → 12; Upkeep 125 → 85
Night Runners (Slings)wh2_main_skv_inf_night_runners_11206,720 → 13,20010 → 2824 → 2714 → 2720 → 226 → 8500 → 650450 → 650Charge bonus 10 → 17; Range 140 m → 145 m; Ammunition 22 → 30; Missile AP damage 1 → 2; Upkeep 125 → 90
Plague Monk Censer Bearerswh2_main_skv_inf_plague_monk_censer_bearer1209,600 → 16,20010 → 3834 → 3530 → 3913 → 1131 → 301,000 → 1,2001,000 → 1,200Leadership 72 → 75; Charge bonus 34 → 37; Upkeep 250 → 140; Physical resistance 15% → 20%
Plague Monkswh2_main_skv_inf_plague_monks1209,120 → 15,60010 → 3428 → 3225 → 3824 → 278 → 9650 → 850650 → 850Leadership 68 → 70; Bonus vs infantry 7 → 6; Charge bonus 22 → 30; Upkeep 163 → 110; Physical resistance 15% → 20%
Poisoned Wind Globadierswh2_main_skv_inf_poison_wind_globadiers483,648 → 5,760100 → 11418 → 2316 → 2420 → 216 → 7650 → 770650 → 770Leadership 58 → 52; Charge bonus 6 → 10; Range 85 m → 90 m; Ammunition 18 → 20; Missile base damage 4 → 6; Missile AP damage 12 → 20; Reload time 12 s → 11 s; Upkeep 138 → 100
Skavenslave Slingerswh2_main_skv_inf_skavenslave_slingers_01406,720 → 13,3000 → 106 → 87 → 1014 → 154225 → 250200 → 250Leadership 33 → 30; Charge bonus 4 → 8; Range 120 m → 130 m; Ammunition 22 → 30; Missile base damage 7 → 9; Upkeep 56 → 20
Skavenslave Spearswh2_main_skv_inf_skavenslave_spearmen_01809,000 → 18,0000 → 109 → 1216 → 2312 → 134150 → 250150 → 250Leadership 35 → 30; Charge bonus 3 → 6; Upkeep 37 → 20
Skavenslaveswh2_main_skv_inf_skavenslaves_01809,000 → 18,0000 → 1012 → 1410 → 2114 → 154125 → 240125 → 240Leadership 35 → 30; Charge bonus 5 → 8; Upkeep 31 → 15
Stormvermin (Halberds)wh2_main_skv_inf_stormvermin_01609,920 → 19,20090 → 10432 → 3134 → 449 → 1023 → 22950 → 1,100950 → 1,100Leadership 70 → 65; Bonus vs large 17 → 15; Charge bonus 10 → 21; Upkeep 238 → 135
Stormvermin (Swords & Shields)wh2_main_skv_inf_stormvermin_11609,920 → 19,20090 → 10438 → 3636 → 4625 → 279 → 10850 → 1,140850 → 1,140Missile block 35% → 50%; Leadership 70 → 65; Bonus vs infantry 0 → 5; Charge bonus 18 → 25; Upkeep 213 → 140
Warpfire Throwerswh2_main_skv_inf_warpfire_thrower323,936 → 5,12070 → 5416 → 2016 → 2314 → 154550 → 850550 → 850Charge bonus 2 → 7; Range 80 m → 90 m; Ammunition 72 → 100; Missile base damage 8 → 10; Reload time 13 s → 14 s; Upkeep 138 → 110
Hell Pit Abominationwh2_main_skv_mon_hell_pit_abomination112,100 → 15,85050 → 6442 → 4630 → 41120 → 175400 → 3751,800 → 1,9001,800 → 1,900Speed 58 → 60; Bonus vs large 20 → 15; Charge bonus 25 → 50; Upkeep 450 → 195; Missile resistance 15% → 20%
Rat Ogreswh2_main_skv_mon_rat_ogres167,728 → 12,64030 → 4826 → 3526 → 3920 → 3055 → 65800 → 900700 → 900Leadership 56 → 60; Charge bonus 46 → 65; Mass 1,500 → 1,600; Upkeep 200 → 115; Per-unit cap (main_units.multiplayer_cap) 3 → —
Doomwheelwh2_main_skv_veh_doomwheel16,420 → 8,000100 → 11426 → 3937 → 39150 → 110250 → 2201,350 → 1,5001,350 → 1,500Speed 72 → 75; Bonus vs infantry 30 → 20; Charge bonus 50 → 72; Upkeep 338 → 170; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3
Virulent Batteries (Plagueclaw Catapults)wh3_dlc29_skv_art_plagueclaw_catapult_rorNo custom-battle faction with Radious45,028 → 5,14030 → 44202320 → 216 → 71,2001,200Removed: Cannot Run
Warp-Doom Magma-Cannonwh3_dlc29_skv_art_warp_doom_magma_cannonNo custom-battle faction with Radious14,84430 → 44161614 → 1541,7501,750Removed: Cannot Run
Lord Skrolkwh3_dlc29_skv_cha_lord_skrolk_cauldronNo custom-battle faction with Radious16,876 → 6,87860 → 742535150501,0001,500Removed: Causes Fear, Encourage, Immune to Psychology
Plague Priestwh3_dlc29_skv_cha_plague_priest_cauldronNo custom-battle faction with Radious15,876 → 5,87860 → 742535150501,0001,500Removed: Causes Fear, Encourage, Immune to Psychology
Skreech Verminkingwh3_dlc29_skv_cha_skreech_verminkingNo custom-battle faction with Radious19,24855 → 6662672004002,1002,500Removed: Causes Fear, Causes Terror, Daemonic, Encourage
Thanquolwh3_dlc29_skv_cha_thanquolNo custom-battle faction with Radious14,22020 → 3434382501201,000500Removed: Encourage, Hide (forest)
Thanquolwh3_dlc29_skv_cha_thanquol_boneripper_warpfire_braziersNo custom-battle faction with Radious18,20890 → 10460401104401,3001,300Removed: Causes Fear, Causes Terror, Encourage
Thanquolwh3_dlc29_skv_cha_thanquol_boneripper_warpfire_projectorsNo custom-battle faction with Radious18,20870 → 8445401922881,4001,400Removed: Causes Fear, Causes Terror, Encourage
Verminlord Corruptorwh3_dlc29_skv_cha_verminlord_corruptorNo custom-battle faction with Radious18,18830 → 4455502123182,1002,100Removed: Causes Fear, Causes Terror, Daemonic, Encourage
Verminlord Deceiverwh3_dlc29_skv_cha_verminlord_deceiverNo custom-battle faction with Radious18,18830 → 4460502004002,1002,100Removed: Causes Fear, Causes Terror, Daemonic, Encourage, Vanguard Deployment, Hide (forest), Fire Whilst Moving
Verminlord Warbringerwh3_dlc29_skv_cha_verminlord_warbringerNo custom-battle faction with Radious19,24850 → 6455652403602,1002,100Removed: Causes Fear, Causes Terror, Daemonic, Encourage
Verminlord Warpseerwh3_dlc29_skv_cha_verminlord_warpseerNo custom-battle faction with Radious18,18830 → 4450502123182,1002,100Removed: Causes Fear, Causes Terror, Daemonic, Encourage
Deathvermin (Stormvermin – Halberds & Shields)wh3_dlc29_skv_inf_deathvermin_rorNo custom-battle faction with Radious1609,92090 → 10441459201,4001,400Missile block 55% → 65%; Removed: Charge Defence vs. Large, Charge Reflection, Hide (forest)
Pusbagswh3_dlc29_skv_inf_pusbagsNo custom-battle faction with Radious1807,7400 → 10125144200200Removed: Expendable, Hide (forest)
Stormfiends (Doom-flayer Gauntlets)wh3_dlc29_skv_mon_stormfiend_doomflayer_gauntletsNo custom-battle faction with Radious128,77290 → 104453150901,3001,300Removed: Causes Fear, Hide (forest), Moulder Monster
Stormfiends (Grinderfists)wh3_dlc29_skv_mon_stormfiend_grinderfistsNo custom-battle faction with Radious128,77290 → 104383125801,2001,200Removed: Causes Fear, Vanguard Deployment, Hide (forest), Moulder Monster, Wallbreaker
Stormfiends (Ratling Cannons)wh3_dlc29_skv_mon_stormfiend_ratling_cannonsNo custom-battle faction with Radious128,77270 → 84302630701,3501,350Removed: Causes Fear, Hide (forest), Moulder Monster
Stormfiends (Shock Gauntlets)wh3_dlc29_skv_mon_stormfiend_shock_gauntletsNo custom-battle faction with Radious128,77290 → 104483130951,4001,400Removed: Causes Fear, Hide (forest), Moulder Monster
Stormfiends (Warpfire Projectors)wh3_dlc29_skv_mon_stormfiend_warpfire_projectorsNo custom-battle faction with Radious128,77270 → 84302630701,3001,300Removed: Causes Fear, Hide (forest), Moulder Monster
Stormfiends (Windlaunchers)wh3_dlc29_skv_mon_stormfiend_windlaunchersNo custom-battle faction with Radious128,77270 → 84302630701,4001,400Removed: Causes Fear, Hide (forest), Moulder Monster
Scratterfire Team (Stormfiends – Ratling Cannons)wh3_dlc29_skv_mon_stormfiends_ratling_cannons_rorNo custom-battle faction with Radious128,77270 → 84383430701,8001,800Removed: Causes Fear, Hide (forest), Moulder Monster
Cauldron of a Thousand Poxeswh3_dlc29_skv_veh_cauldron_of_a_thousand_poxesNo custom-battle faction with Radious15,40860 → 742535150501,3001,300Removed: Causes Fear, Encourage, Immune to Psychology

Not in custom battle with Radious

20 Skaven 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.

Cauldron of a Thousand Poxes, Deathvermin (Stormvermin – Halberds & Shields), Lord Skrolk, Plague Priest, Pusbags, Scratterfire Team (Stormfiends – Ratling Cannons), Skreech Verminking, Stormfiends (Doom-flayer Gauntlets), Stormfiends (Grinderfists), Stormfiends (Ratling Cannons), Stormfiends (Shock Gauntlets), Stormfiends (Warpfire Projectors), Stormfiends (Windlaunchers), Thanquol, Verminlord Corruptor, Verminlord Deceiver, Verminlord Warbringer, Verminlord Warpseer, Virulent Batteries (Plagueclaw Catapults), Warp-Doom Magma-Cannon

New units in Radious

  • Deathvermin (Censers)wh2_ska_black_cense120 modelsHealth16,200Armour108Leadership75Speed38Melee attack42Melee defence56Weapon strength (base + AP)44Charge bonus35Multiplayer cost1,350
  • Deathvermin (Dual Wield)wh2_ska_black_dual120 modelsHealth16,200Armour108Leadership75Speed38Melee attack40Melee defence57Weapon strength (base + AP)42Charge bonus39Multiplayer cost1,250
  • Black-Rage Rat Ogreswh2_ska_black_ogre16 modelsHealth13,040Armour64Leadership65Speed60Melee attack39Melee defence45Weapon strength (base + AP)105Charge bonus70Fire resistance %25Multiplayer cost1,100
  • Deathvermin (Spears)wh2_ska_black_spear120 modelsHealth16,200Armour108Leadership75Speed38Melee attack38Melee defence52Weapon strength (base + AP)40Charge bonus30Multiplayer cost1,300
  • Rat Ogre Bonebreakerswh2_ska_bone12 modelsHealth10,440Armour80Leadership70Speed60Melee attack44Melee defence54Weapon strength (base + AP)125Charge bonus75Missile resistance %15Multiplayer cost1,500
  • Blackclaws (Slings)wh2_ska_claw_sling120 modelsHealth15,000Armour48Leadership65Speed54Melee attack32Melee defence39Weapon strength (base + AP)35Charge bonus22Missile damage (base + AP)17Range160Physical resistance %25Missile resistance %15Multiplayer cost1,020
  • Blackclaws (Throwing Stars)wh2_ska_claw_star120 modelsHealth15,000Armour48Leadership65Speed54Melee attack33Melee defence38Weapon strength (base + AP)35Charge bonus25Missile damage (base + AP)20Range90Physical resistance %25Missile resistance %15Multiplayer cost1,000
  • Death Runners (Spears)wh2_ska_gut100 modelsHealth12,000Armour34Leadership70Speed54Melee attack35Melee defence40Weapon strength (base + AP)32Charge bonus25Physical resistance %30Multiplayer cost1,000
  • Warpstone Hell Pit Abominationwh2_ska_hell1 modelHealth16,700Armour80Leadership90Speed60Melee attack49Melee defence47Weapon strength (base + AP)580Charge bonus55Missile resistance %25Magic resistance %25Multiplayer cost2,200
  • Plague Monks (Shields)wh2_ska_monk120 modelsHealth15,600Armour34Leadership70Speed42Melee attack33Melee defence38Weapon strength (base + AP)35Charge bonus26Physical resistance %20Multiplayer cost900
  • Red Guard (Censers)wh2_ska_red_cense120 modelsHealth16,800Armour118Leadership80Speed38Melee attack45Melee defence61Weapon strength (base + AP)46Charge bonus41Fire resistance %40Multiplayer cost1,500
  • Red Guard (Halberds)wh2_ska_red_halb120 modelsHealth16,800Armour118Leadership80Speed38Melee attack41Melee defence58Weapon strength (base + AP)41Charge bonus31Fire resistance %40Multiplayer cost1,460
  • Red Guard (Swords)wh2_ska_red_sword120 modelsHealth16,800Armour118Leadership80Speed38Melee attack42Melee defence54Weapon strength (base + AP)44Charge bonus33Fire resistance %40Multiplayer cost1,420
  • Stormvermin (Dual Wield)wh2_ska_strom160 modelsHealth19,200Armour104Leadership65Speed38Melee attack37Melee defence50Weapon strength (base + AP)38Charge bonus28Multiplayer cost1,170
  • Clanrat Warriors (Halberds)wh2_ska_war_hal160 modelsHealth20,000Armour52Leadership45Speed42Melee attack29Melee defence41Weapon strength (base + AP)29Charge bonus15Multiplayer cost700
  • Clanrat Warriors (Swords)wh2_ska_war_swo160 modelsHealth20,000Armour52Leadership45Speed42Melee attack32Melee defence37Weapon strength (base + AP)31Charge bonus18Multiplayer cost650

Skills

Vanished!
  • −Level 2: Missile resistance: 20% for Clanrats and Stormvermin units (Lord's army)
  • +Level 2: Missile resistance: 15% for Clanrats and Stormvermin units (Lord's army)
Respected & Feared
  • −Level 1: Weapon strength: +6% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
  • −Level 2: Weapon strength: +6% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
  • −Level 3: Weapon strength: +9% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
  • +Level 1: Weapon strength: +3% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
  • +Level 2: Weapon strength: +5% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
  • +Level 3: Weapon strength: +7% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
Whip-Smart
  • −Missile resistance: 15% for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)
  • +Missile resistance: 10% for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)
Warp-Smart
  • −Missile strength: +12% for Weapon Team, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)
  • +Missile strength: +8% for Weapon Team, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)
The Very Latest Thing
  • +Explosive missile damage: +10%
Optimised Production
  • −Recruit rank: +2 for Doomflayer and Doomwheel units (Lord's army)
  • +Recruit rank: +1 for Doomflayer and Doomwheel units (Lord's army)
Specimen Collector
  • −Casualty replenishment rate: +9% (Lord's army)
  • −Control: -2 (local enemy province)
  • +Control: -3 (local enemy province)
  • +Casualty replenishment rate: +8% (Lord's army)
Weapons Engineer
  • −Upkeep: -15% for Warplock Jezzails, Ratling Gun and Warpfire Thrower Weapons Team units (Lord's army)
  • +Upkeep: -10% for Warplock Jezzails, Ratling Gun and Warpfire Thrower Weapons Team units (Lord's army)
Construction Engineer
  • −Construction cost: -15% for all buildings (local region)
  • +Construction cost: -10% for all buildings (local region)
Jump-Scare
  • −Leadership: +8 during ambushes (Lord's army)
  • +Leadership: +6 during ambushes (Lord's army)
Sabotage & Unrest
  • −Control: -8 (local enemy province)
  • +Control: -6 (local enemy province)
Stab in the Back
  • +Explosive missile damage: +10%
Shuriken-Jitsu
  • −Missile strength: +10% for Night Runners and Gutter Runners units (Lord's army)
  • +Missile strength: +8% for Night Runners and Gutter Runners units (Lord's army)
Brood Horror
  • Rank: 14 → 15
Brood Horror
  • Rank: 14 → 15
Specimen Collector
  • −Casualty replenishment rate: +10% (Lord's army)
  • +Casualty replenishment rate: +8% (Lord's army)
Master of the Mutated
  • −Weapon strength: +12% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination and Stormfiend units (Lord's army)
  • +Weapon strength: +10% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination and Stormfiend units (Lord's army)
Plaguelord
  • −Level 1: Recruit rank: +2 for Plague Monks, Plague Claw Catapult, Cauldron of a Thousand Poxes and Pusbag units (Lord's army)
  • −Level 2: Recruit rank: +4 for Plague Monks, Plague Claw Catapult, Cauldron of a Thousand Poxes and Pusbag units (Lord's army)
  • +Level 1: Recruit rank: +1 for Plague Monks, Plague Claw Catapult, Cauldron of a Thousand Poxes and Pusbag units (Lord's army)
  • +Level 2: Recruit rank: +2 for Plague Monks, Plague Claw Catapult, Cauldron of a Thousand Poxes and Pusbag units (Lord's army)
Extremely Distrustful
  • −Leadership: +8 (Lord's army)
  • +Leadership: +6 (Lord's army)
Make Examples!
  • −Loyalty: -2 for Grey Seer recruits (factionwide)
  • +Loyalty: -1 for Grey Seer recruits (factionwide)
Life is Very Cheap
  • −Level 2: Recruit rank: +4 for Skavenslaves and Clanrats units (Lord's army)
  • +Level 2: Recruit rank: +3 for Skavenslaves and Clanrats units (Lord's army)
Crimson Guard
  • −Level 1: Recruit rank: +2 for Stormvermin units (Lord's army)
  • −Level 2: Recruit rank: +4 for Stormvermin units (Lord's army)
  • +Level 1: Recruit rank: +1 for Stormvermin units (Lord's army)
  • +Level 2: Recruit rank: +1 for Stormvermin units (Lord's army)
Bonebreaker
  • Rank: 12 → 14
Brood Horror
  • Rank: 14 → 15
Life is Cheapnew
  • +Level 1: Armour: +5 for Skavenslave and Clanrat units (Lord's army)
  • +Level 1: Upkeep: -33% for Skavenslave and Clanrat units (Lord's army)
  • +Level 1: Casualty replenishment rate: +10% (Lord's army)
  • +Level 2: Armour: +10 for Skavenslave and Clanrat units (Lord's army)
  • +Level 2: Upkeep: -50% for Skavenslave and Clanrat units (Lord's army)
  • +Level 2: Casualty replenishment rate: +20% (Lord's army)
Too late, prey-quarry!new
  • +Enables "Too Late, Prey-Quarry" Ability
Master of Martial Artsnew
  • +Enables "Master of Martial Arts" Ability
Life is Cheapnew
  • +Level 1: Armour: +5 for Skavenslave and Clanrat units (Lord's army)
  • +Level 1: Upkeep: -33% for Skavenslave and Clanrat units (Lord's army)
  • +Level 1: Casualty replenishment rate: +10% (Lord's army)
  • +Level 2: Armour: +10 for Skavenslave and Clanrat units (Lord's army)
  • +Level 2: Upkeep: -50% for Skavenslave and Clanrat units (Lord's army)
  • +Level 2: Casualty replenishment rate: +20% (Lord's army)

Buildings

  • −Research rate: +6
  • +Research rate: +8
  • Cost: 8000 → 12000
  • −Research rate: +12
  • +Research rate: +15
  • Cost: 10000 → 15000
  • −Construction cost: -5% for all buildings (factionwide)
  • −Research rate: +6
  • +Construction cost: -4% for all buildings (factionwide)
  • +Research rate: +8
  • −Construction cost: -10% for all buildings (factionwide)
  • −Research rate: +12
  • +Construction cost: -8% for all buildings (factionwide)
  • +Research rate: +16
  • Cost: 10000 → 15000
  • Cost: 4000 → 3500
  • −Income generated: 100
  • +Income generated: 450
  • Cost: 2000 → 1000
  • −Income generated: 200
  • +Income generated: 650
  • Cost: 4000 → 3000
  • −Income generated: 400
  • +Income generated: 1000
  • Cost: 6000 → 5000
  • −Income generated: 600
  • +Income generated: 1400
  • Cost: 8000 → 7000
  • Cost: 6000 → 5000
  • Units: 0 → 7
  • Units: 0 → 4
  • Cost: 4000 → 5000
  • Cost: 1500 → 1000
  • Upkeep: 100 → 150
  • Cost: 3500 → 4000
  • Upkeep: 200 → 300
  • Cost: 2000 → 2500
  • −Food generated: 1
  • +Food generated: 3
  • −Food generated: 3
  • +Food generated: 5
  • Cost: 3000 → 4000
  • −Food generated: 2
  • +Food generated: 5
  • Cost: 4000 → 5000
  • −Warpstone generated: +20 (Clan Scruten only)
  • −Income generated: 200
  • +Income generated: 240
  • −Warpstone generated: +40 (Clan Scruten only)
  • −Income generated: 400
  • +Income generated: 460
  • Cost: 3000 → 4000
  • −Food consumed: -2
  • +Food consumed: -1
  • Cost: 3000 → 4000
  • Cost: 4000 → 5500
UnderpassSkaven
  • −Campaign movement range: +10% for own armies starting their turn in this region (armies in region)
  • +Campaign movement range: +10% for own armies starting their turn in this province (armies in region)
  • −Campaign movement range: +20% for own armies starting their turn in this region (armies in region)
  • +Campaign movement range: +20% for own armies starting their turn in this province (armies in region)
  • Cost: 2000 → 2500
  • −Campaign movement range: +30% for own armies starting their turn in this region (armies in region)
  • +Campaign movement range: +30% for own armies starting their turn in this province (armies in region)
  • Cost: 3000 → 4000
  • −Campaign movement range: +40% for own armies starting their turn in this region (armies in region)
  • +Campaign movement range: +40% for own armies starting their turn in this province (armies in region)
  • Cost: 4000 → 5500
  • −Campaign movement range: +50% for own armies starting their turn in this region (armies in region)
  • +Campaign movement range: +50% for own armies starting their turn in this province (armies in region)
  • Cost: 5000 → 7000
BurrowsSkaven
  • −Campaign movement range: +10% for own armies starting their turn in this region (armies in region)
  • +Campaign movement range: +10% for own armies starting their turn in this province (armies in region)
DensSkaven
  • −Campaign movement range: +20% for own armies starting their turn in this region (armies in region)
  • +Campaign movement range: +20% for own armies starting their turn in this province (armies in region)
  • Cost: 2000 → 2500
LairsSkaven
  • −Campaign movement range: +30% for own armies starting their turn in this region (armies in region)
  • +Campaign movement range: +30% for own armies starting their turn in this province (armies in region)
  • Cost: 3000 → 4000
  • −Campaign movement range: +40% for own armies starting their turn in this region (armies in region)
  • +Campaign movement range: +40% for own armies starting their turn in this province (armies in region)
  • Cost: 4000 → 5500
  • −Campaign movement range: +50% for own armies starting their turn in this region (armies in region)
  • +Campaign movement range: +50% for own armies starting their turn in this province (armies in region)
  • Cost: 5000 → 7000
  • −Food consumed: -2
  • +Food consumed: -1
  • Upkeep: 50 → 0
  • −Food consumed: -3
  • +Food consumed: -2
  • Cost: 4000 → 5000
  • Upkeep: 100 → 0
  • −Warpstone generated: +40 (Clan Scruten only)
  • Cost: 3000 → 4000
  • Upkeep: 100 → 50
  • −Warpstone generated: +60 (Clan Scruten only)
  • −Construction cost: -3% for all buildings (factionwide)
  • −Income generated: 100
  • −Income from razing settlements: +300% (local characters)
  • +Construction cost: -2% for all buildings (factionwide)
  • +Income generated: 120
  • +Income from razing settlements: +200% (local characters)
  • Cost: 4000 → 4500
  • −Recruitment cost: -20% for Stormvermin units
  • −Recruit rank: +2 for Stormvermin units
  • −Food generated: 3
  • −Income generated: 500
  • +Recruitment cost: -15% for Stormvermin units
  • +Recruit rank: +1 for Stormvermin units
  • +Food generated: 4
  • +Income generated: 400
  • Cost: 4000 → 6500
  • Units: 0 → 2
  • −Food generated: 3
  • −Income generated: 400
  • −Growth: +13
  • −Control: +4
  • +Food generated: 4
  • +Income generated: 500
  • +Growth: +14
  • +Control: +5
  • +Lord recruit rank: +1
  • Cost: 4000 → 6500
  • Units: 2 → 4
  • −Income generated: 60
  • +Income generated: 80
Spy NestsSkaven
  • −Income generated: 60
  • +Income generated: 100
  • −Income generated: 60
  • +Income generated: 100
  • Cost: 1000 → 2000
  • −Income generated: 70
  • +Income generated: 150
  • +Hero recruit rank: +1 for Assassins
  • Cost: 2000 → 5000
  • Units: 6 → 8
  • −Income generated: 80
  • +Income generated: 200
  • Cost: 3000 → 7000
  • Units: 8 → 14
Clan PitSkaven
  • −Income generated: 60
  • +Income generated: 90
  • Cost: 500 → 1000
  • Units: 3 → 2
  • −Income generated: 70
  • +Income generated: 150
  • Cost: 1000 → 2000
  • Units: 5 → 2
  • −Income generated: 80
  • +Income generated: 220
  • +Hero recruit rank: +1 for Chieftains
  • Cost: 2000 → 5000
  • Turns: 3 → 4
  • Units: 7 → 5
  • +Attrition: -5% when under siege (armies in region)
  • Cost: 2000 → 2500
  • Units: 0 → 3
  • −Income generated: 110
  • +Income generated: 120
  • +Attrition: -10% when under siege (armies in region)
  • Cost: 4000 → 6000
  • Units: 0 → 3
  • −Income generated: 120
  • +Income generated: 140
  • +Attrition: -15% when under siege (armies in region)
  • Cost: 6000 → 8000
  • Units: 0 → 3
  • −Income generated: 90
  • +Income generated: 100
  • Cost: 2000 → 1500
  • −Income generated: 100
  • +Income generated: 120
  • Units: 0 → 3
  • Cost: 2000 → 1500
  • −Income from all buildings: +30% (local province)
  • +Income from all buildings: +50% (local province)
  • Cost: 1500 → 2000
  • −Income from all buildings: +40% (local province)
  • +Income from all buildings: +60% (local province)
  • Cost: 2000 → 3000
  • −Income from all buildings: +50% (local province)
  • +Income from all buildings: +70% (local province)
  • Cost: 3000 → 4000
  • Cost: 2500 → 5000
  • −Income generated: 90
  • −Research rate: +4
  • +Income generated: 120
  • +Research rate: +6
  • +Hero recruit rank: +1 for Warlock Engineers
  • Cost: 4000 → 8000
  • −Income generated: 100
  • −Research rate: +8
  • +Income generated: 160
  • +Research rate: +9
  • Cost: 8000 → 12000
  • −Income generated: 80
  • +Income generated: 100
  • Cost: 250 → 500
  • Units: 0 → 3
  • Cost: 500 → 1000
  • Units: 0 → 3
  • −Income generated: 160
  • −Casualty replenishment rate: +4% (armies in province)
  • +Income generated: 140
  • +Casualty replenishment rate: +5% (armies in province)
  • Cost: 1000 → 3000
  • −Income generated: 80
  • −Recruitment cost: -5% (armies in province)
  • +Income generated: 100
  • +Recruitment cost: -4% (armies in province)
  • Cost: 250 → 500
  • Turns: 1 → 2
  • −Income generated: 120
  • −Recruitment cost: -8% (armies in province)
  • +Income generated: 125
  • +Recruitment cost: -6% (armies in province)
  • Cost: 500 → 1000
  • Turns: 2 → 3
  • −Income generated: 160
  • −Recruitment cost: -10% (armies in province)
  • +Income generated: 150
  • +Recruitment cost: -8% (armies in province)
  • Cost: 1000 → 2000
  • Turns: 3 → 4
  • −Income generated: 70
  • +Income generated: 60
  • Cost: 1500 → 5000
  • Turns: 2 → 3
  • Cost: 2500 → 7000
  • Turns: 3 → 4
  • −Income generated: 90
  • +Income generated: 100
  • +Hero recruit rank: +1 for Packmasters
  • Cost: 4000 → 10000
  • Turns: 4 → 5
  • −Income generated: 100
  • +Income generated: 120
  • +Hero recruit rank: +4 for Packmasters
  • Cost: 8000 → 14000
  • Turns: 5 → 6
  • Units: 6 → 5
  • −Income generated: 90
  • +Income generated: 80
  • Cost: 1000 → 1500
  • −Income generated: 100
  • +Income generated: 120
  • +Lord recruit rank: +1
  • Cost: 1500 → 3500
  • −Income generated: 110
  • −Control: +9
  • +Income generated: 190
  • +Control: +10
  • +Hero recruit rank: +1
  • +Lord recruit rank: +2
  • Cost: 2000 → 5000
  • −Income generated: 120
  • −Control: +13
  • −Lord recruit rank: +1 (factionwide)
  • +Income generated: 220
  • +Control: +12
  • +Lord recruit rank: +3
  • Cost: 3000 → 10000
  • Units: 0 → 3
  • −Income generated: 80
  • −Control: +1
  • +Income generated: 70
  • +Control: +2
  • Cost: 2500 → 4000
  • Units: 1 → 2
  • −Control: +2
  • +Control: +3
  • +Hero recruit rank: +1 for Plague Priests
  • Cost: 4000 → 7000
  • Units: 2 → 4
  • Cost: 8000 → 10000
  • Units: 3 → 4
  • −Income generated: 75
  • −Growth: +20
  • +Income generated: 180
  • +Growth: +10
  • Cost: 500 → 800
  • −Income generated: 150
  • −Growth: +30
  • +Income generated: 350
  • +Growth: +20
  • Cost: 1000 → 4000
Nest-PortSkaven
  • −Income generated: 300
  • −Growth: +40
  • +Income generated: 700
  • +Growth: +30
  • +Control: +2
  • Cost: 2000 → 8000
  • −Income generated: 80
  • +Income generated: 100
  • +Food generated: 1
  • Cost: 250 → 800
  • Turns: 1 → 2
  • −Food generated: 1
  • −Income generated: 90
  • +Food generated: 2
  • +Income generated: 120
  • Cost: 500 → 2000
  • Turns: 2 → 3
  • −Food generated: 2
  • −Income generated: 100
  • +Food generated: 3
  • +Income generated: 140
  • Cost: 1000 → 4000
  • Turns: 3 → 4
  • −Income generated: 80
  • +Income generated: 100
  • Cost: 250 → 800
  • Turns: 1 → 2
  • −Income generated: 90
  • +Income generated: 120
  • Cost: 500 → 2000
  • Turns: 2 → 3
DyemakerSkaven
  • −Income generated: 100
  • +Income generated: 140
  • Cost: 1000 → 4000
  • Turns: 3 → 4
  • −Income generated: 80
  • +Income generated: 100
  • +Food generated: 1
  • Cost: 250 → 800
  • Turns: 1 → 2
  • −Income generated: 90
  • +Income generated: 120
  • +Food generated: 2
  • Cost: 500 → 2000
  • Turns: 2 → 3
TannerySkaven
  • −Income generated: 100
  • +Income generated: 140
  • +Food generated: 3
  • Cost: 1000 → 4000
  • Turns: 3 → 4
  • −Income generated: 100
  • +Income generated: 200
  • Cost: 250 → 800
Gem MineSkaven
  • −Income generated: 200
  • +Income generated: 240
  • Cost: 500 → 2000
  • −Income generated: 300
  • +Income generated: 280
  • Cost: 1000 → 4000
  • −Income generated: 300
  • +Income generated: 400
  • Cost: 250 → 1000
  • Turns: 2 → 3
Gold MineSkaven
  • −Income generated: 450
  • +Income generated: 550
  • Cost: 500 → 3000
  • Turns: 3 → 4
  • −Income generated: 600
  • +Income generated: 700
  • Cost: 1000 → 5000
  • Turns: 4 → 5
  • −Income generated: 80
  • +Income generated: 100
  • Cost: 250 → 800
  • −Income generated: 90
  • +Income generated: 120
  • Cost: 500 → 2000
  • −Income generated: 100
  • +Income generated: 140
  • Cost: 1000 → 4000
SawyerSkaven
  • −Income generated: 80
  • +Income generated: 100
  • Cost: 250 → 800
  • Turns: 1 → 2
  • −Income generated: 90
  • +Income generated: 120
  • Cost: 500 → 2000
  • Turns: 2 → 3
  • −Income generated: 100
  • +Income generated: 140
  • Cost: 1000 → 4000
  • Turns: 3 → 4
  • −Income generated: 80
  • +Income generated: 100
  • Cost: 250 → 800
  • Turns: 1 → 2
  • −Income generated: 90
  • +Income generated: 120
  • Cost: 500 → 2000
  • Turns: 2 → 3
  • −Income generated: 100
  • +Income generated: 140
  • Cost: 1000 → 4000
  • Turns: 3 → 4
  • −Income generated: 80
  • +Income generated: 100
  • Cost: 250 → 800
  • Turns: 1 → 2
  • −Income generated: 90
  • +Income generated: 120
  • Cost: 500 → 2000
  • Turns: 2 → 3
  • −Income generated: 100
  • +Income generated: 140
  • Cost: 1000 → 4000
  • Turns: 3 → 4
  • −Food generated: 4
  • −Casualty replenishment rate: +4% (armies in province)
  • +Food generated: 5
  • +Casualty replenishment rate: +5% (armies in province)
  • Cost: 250 → 800
  • Turns: 1 → 2
  • −Food generated: 5
  • +Food generated: 6
  • Cost: 500 → 2000
  • Turns: 2 → 3
  • −Food generated: 6
  • +Food generated: 7
  • Cost: 1000 → 4000
  • Turns: 3 → 4
Clay PitSkaven
  • −Income generated: 80
  • +Income generated: 100
  • Cost: 250 → 800
  • Turns: 1 → 2
  • −Income generated: 90
  • +Income generated: 120
  • Cost: 500 → 2000
  • Turns: 2 → 3
KilnsSkaven
  • −Income generated: 100
  • +Income generated: 140
  • Cost: 1000 → 4000
  • Turns: 3 → 4
  • −Income generated: 80
  • +Income generated: 100
  • +Food generated: 1
  • Cost: 250 → 800
  • Turns: 1 → 2
  • −Income generated: 90
  • +Income generated: 120
  • +Food generated: 2
  • Cost: 500 → 2000
  • Turns: 2 → 3
SaltworksSkaven
  • −Income generated: 100
  • +Income generated: 140
  • +Food generated: 3
  • Cost: 1000 → 4000
  • Turns: 3 → 4
  • −Income generated: 80
  • +Income generated: 100
  • +Food generated: 1
  • Cost: 250 → 800
  • Turns: 1 → 2
  • −Income generated: 90
  • +Income generated: 120
  • +Food generated: 2
  • Cost: 500 → 2000
  • Turns: 2 → 3
  • −Income generated: 100
  • +Income generated: 140
  • +Food generated: 3
  • Cost: 1000 → 4000
  • Turns: 3 → 4
  • −Income generated: 80
  • +Income generated: 100
  • Cost: 250 → 800
  • Turns: 1 → 2
  • −Income generated: 90
  • +Income generated: 120
  • Cost: 500 → 2000
  • Turns: 2 → 3
  • −Income generated: 100
  • +Income generated: 140
  • Cost: 1000 → 4000
  • Turns: 3 → 4
  • −Income generated: 80
  • +Income generated: 100
  • Cost: 250 → 800
  • Turns: 1 → 2
  • −Income generated: 90
  • +Income generated: 120
  • Cost: 500 → 2000
  • Turns: 2 → 3
  • −Income generated: 100
  • +Income generated: 140
  • Cost: 1000 → 4000
  • Turns: 3 → 4
NestSkaven
  • −Food capacity: +5
  • −Grants 1 construction slot in the settlement
  • −Income generated: 80
  • +Grants 2 construction slots in the settlement
  • +Food capacity: +6
  • +Income generated: 60
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 750 → 800
  • Units: 3 → 2
Nest-LairSkaven
  • −Food capacity: +5
  • −Defensive supplies: +1000
  • −Grants 2 construction slots in the settlement
  • −Income generated: 90
  • +Grants 4 construction slots in the settlement
  • +Food capacity: +6
  • +Defensive supplies: +1250
  • +Income generated: 80
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Cost: 1500 → 1600
  • Turns: 3 → 4
  • Units: 3 → 5
WarrenSkaven
  • −Food capacity: +5
  • −Defensive supplies: +1000
  • −Grants 3 construction slots in the settlement
  • −Income generated: 100
  • +Grants 5 construction slots in the settlement
  • +Food capacity: +6
  • +Defensive supplies: +1500
  • +Income generated: 110
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Cost: 3000 → 4000
  • Turns: 4 → 5
  • Units: 3 → 4
  • −Food capacity: +5
  • −Defensive supplies: +1000
  • −Grants 5 construction slots in the settlement
  • −Income generated: 110
  • +Grants 7 construction slots in the settlement
  • +Food capacity: +6
  • +Defensive supplies: +1750
  • +Income generated: 150
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 6000 → 7000
  • Turns: 5 → 6
  • Units: 3 → 7
  • −Food capacity: +5
  • −Defensive supplies: +1000
  • −Grants 7 construction slots in the settlement
  • −Income generated: 120
  • +Grants 9 construction slots in the settlement
  • +Food capacity: +6
  • +Defensive supplies: +2000
  • +Income generated: 170
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 12000 → 9500
  • Turns: 6 → 7
  • Units: 3 → 7
NestSkaven
  • −Food capacity: +5
  • −Income generated: 80
  • +Food capacity: +4
  • +Income generated: 60
  • Cost: 750 → 800
  • Units: 3 → 2
Nest-LairSkaven
  • −Food capacity: +5
  • −Defensive supplies: +1000
  • −Income generated: 90
  • +Food capacity: +4
  • +Defensive supplies: +1250
  • +Income generated: 80
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • Cost: 1500 → 1600
  • Turns: 3 → 4
  • Units: 3 → 5
WarrenSkaven
  • −Food capacity: +5
  • −Defensive supplies: +1000
  • −Income generated: 100
  • +Food capacity: +4
  • +Defensive supplies: +1500
  • +Income generated: 110
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • Cost: 3000 → 4000
  • Turns: 4 → 5
  • Units: 3 → 2
  • −Income generated: 60
  • +Income generated: 75
  • Cost: 1000 → 2500
  • Turns: 2 → 3
  • Units: 2 → 3
  • −Income generated: 70
  • +Income generated: 75
  • +Hero recruit rank: +1 for Chieftains
  • Cost: 2000 → 5000
  • Turns: 3 → 4
  • Units: 4 → 6
ArsenalSkaven
  • −Income generated: 80
  • +Income generated: 90
  • +Hero recruit rank: +3 for Chieftains
  • Cost: 3000 → 7000
  • Turns: 4 → 5
  • −Upkeep: -25% for Rat Ogres and Hell Pit Abomination units (all armies)
  • +Upkeep: -15% for Rat Ogres and Hell Pit Abomination units (all armies)
  • −Recruit rank: +3 for Warpfire Thrower, Ratling Gun, Warplock Jezzails, Poisoned Wind Globadiers, Poisoned Wind Mortars and Death Globe Bombardiers units (factionwide)
  • −Upkeep: -5% for Warpfire Thrower, Ratling Gun, Warplock Jezzails, Poisoned Wind Globadiers, Poisoned Wind Mortars and Death Globe Bombardiers units (all armies)
  • −Income generated: 150
  • +Recruit rank: +1 for Warpfire Thrower, Ratling Gun, Warplock Jezzails, Poisoned Wind Globadiers, Poisoned Wind Mortars and Death Globe Bombardiers units (factionwide)
  • +Upkeep: -4% for Warpfire Thrower, Ratling Gun, Warplock Jezzails, Poisoned Wind Globadiers, Poisoned Wind Mortars and Death Globe Bombardiers units (all armies)
  • +Income generated: 200
  • Cost: 4000 → 3200
  • Units: 0 → 2
  • −Food generated: 5
  • −Income generated: 300
  • −Income from all buildings: +10% (local province)
  • +Food generated: 6
  • +Income generated: 400
  • +Income from all buildings: +70% (local province)
  • Cost: 2000 → 1000
  • −Income generated: 200
  • +Income generated: 500
  • −Upkeep: -5% for Skavenslaves, Clanrats, Night Runners, Gutter Runners, and Weapon Team units (all armies)
  • −Income generated: 400
  • +Upkeep: -4% for Skavenslaves, Clanrats, Night Runners, Gutter Runners, and Weapon Team units (all armies)
  • +Income generated: 700
  • Cost: 6000 → 8000
  • Units: 0 → 2
  • −Upkeep: -10% for Skavenslaves, Clanrats, Night Runners, Gutter Runners, and Weapon Team units (all armies)
  • −Income generated: 800
  • +Upkeep: -8% for Skavenslaves, Clanrats, Night Runners, Gutter Runners, and Weapon Team units (all armies)
  • +Income generated: 900
  • Cost: 10000 → 15000
  • Units: 0 → 3
Bog MineSkaven
  • −Income generated: 300
  • −Control: +5
  • +Income generated: 400
  • +Control: +6
  • Cost: 6000 → 10000
  • Units: 0 → 4
  • −Recruitment cost: -15% for Rat Ogres and Hell Pit Abomination units
  • −Upkeep: -5% for Rat Ogres and Hell Pit Abomination units (all armies)
  • −Food generated: 3
  • −Control: +3
  • +Recruitment cost: -10% for Rat Ogres and Hell Pit Abomination units
  • +Upkeep: -4% for Rat Ogres and Hell Pit Abomination units (all armies)
  • +Food generated: 4
  • +Control: +4
  • Cost: 4000 → 800
  • −Recruitment cost: -30% for Rat Ogres and Hell Pit Abomination units
  • −Recruit rank: +3 for Rat Ogres, Mutant Rat Ogre and Hell Pit Abomination units
  • −Recruit rank: +2 for Rat Ogres, Mutant Rat Ogre and Hell Pit Abomination units (factionwide)
  • −Upkeep: -5% for Rat Ogres and Hell Pit Abomination units (all armies)
  • −Food generated: 5
  • −Control: +5
  • +Recruitment cost: -20% for Rat Ogres and Hell Pit Abomination units
  • +Recruit rank: +1 for Rat Ogres, Mutant Rat Ogre and Hell Pit Abomination units
  • +Recruit rank: +1 for Rat Ogres, Mutant Rat Ogre and Hell Pit Abomination units (factionwide)
  • +Upkeep: -4% for Rat Ogres and Hell Pit Abomination units (all armies)
  • +Food generated: 6
  • +Control: +6
  • Cost: 10000 → 6500
  • Units: 0 → 4
  • −Recruitment cost: -15% for Rat Ogres and Hell Pit Abomination units
  • −Upkeep: -5% for Rat Ogres and Hell Pit Abomination units (all armies)
  • −Food generated: 3
  • −Control: +3
  • +Recruitment cost: -10% for Rat Ogres and Hell Pit Abomination units
  • +Upkeep: -4% for Rat Ogres and Hell Pit Abomination units (all armies)
  • +Food generated: 4
  • +Control: +4
  • Cost: 10000 → 800
  • Turns: 7 → 5
  • −Recruitment cost: -30% for Skavenslaves, Pusbags and Clanrats units (armies in region)
  • −Food generated: 3
  • −Income generated: 300
  • +Recruitment cost: -15% for Skavenslaves, Pusbags and Clanrats units (armies in region)
  • +Food generated: 4
  • +Income generated: 400
  • Cost: 2000 → 1000
  • Units: 1 → 2
  • −Food capacity: +5
  • −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Mors only)
  • −Has Achieved Short Victory: Skaven corruption: +5 (Clan Mors only)
  • −Income generated: 80
  • −Growth: +12
  • +Food capacity: +6
  • +Income generated: 110
  • +Growth: +15
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 750 → 800
  • −Food capacity: +5
  • −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Mors only)
  • −Defensive supplies: +1000
  • −Has Achieved Short Victory: Skaven corruption: +5 (Clan Mors only)
  • −Income generated: 90
  • −Growth: +24
  • +Food capacity: +6
  • +Defensive supplies: +1250
  • +Income generated: 130
  • +Growth: +25
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Cost: 1500 → 2000
  • Turns: 3 → 4
  • −Food capacity: +5
  • −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Mors only)
  • −Defensive supplies: +1000
  • −Has Achieved Short Victory: Skaven corruption: +5 (Clan Mors only)
  • −Grants 6 construction slots in the settlement
  • −Income generated: 100
  • −Growth: +36
  • +Grants 5 construction slots in the settlement
  • +Food capacity: +6
  • +Defensive supplies: +1500
  • +Income generated: 170
  • +Growth: +35
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Cost: 3000 → 4000
  • Turns: 4 → 5
  • Units: 3 → 2
  • −Food capacity: +5
  • −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Mors only)
  • −Defensive supplies: +1000
  • −Has Achieved Short Victory: Skaven corruption: +5 (Clan Mors only)
  • −Grants 8 construction slots in the settlement
  • −Income generated: 110
  • −Growth: +48
  • +Grants 7 construction slots in the settlement
  • +Food capacity: +6
  • +Defensive supplies: +1750
  • +Income generated: 220
  • +Growth: +45
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 6000 → 7000
  • Turns: 5 → 6
  • Units: 3 → 7
  • −Food capacity: +5
  • −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Mors only)
  • −Defensive supplies: +1000
  • −Has Achieved Short Victory: Skaven corruption: +5 (Clan Mors only)
  • −Income generated: 120
  • −Growth: +60
  • +Food capacity: +6
  • +Defensive supplies: +2000
  • +Income generated: 270
  • +Growth: +55
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 12000 → 8500
  • Turns: 6 → 7
  • Units: 3 → 7
  • −Food capacity: +5
  • −Income generated: 250
  • −Growth: +12
  • +Food capacity: +6
  • +Income generated: 320
  • +Growth: +30
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 750 → 1000
  • Units: 3 → 2
  • −Food capacity: +5
  • −Defensive supplies: +1000
  • −Income generated: 375
  • −Growth: +24
  • +Food capacity: +6
  • +Defensive supplies: +1250
  • +Income generated: 440
  • +Growth: +40
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Cost: 1500 → 2000
  • Turns: 3 → 4
  • Units: 3 → 5
  • −Food capacity: +5
  • −Defensive supplies: +1000
  • −Grants 6 construction slots in the settlement
  • −Income generated: 500
  • −Growth: +36
  • +Grants 5 construction slots in the settlement
  • +Food capacity: +6
  • +Defensive supplies: +1500
  • +Income generated: 540
  • +Growth: +55
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Cost: 3000 → 5000
  • Turns: 4 → 5
  • Units: 3 → 4
  • −Food capacity: +5
  • −Defensive supplies: +1000
  • −Grants 8 construction slots in the settlement
  • −Income generated: 625
  • −Growth: +48
  • +Grants 7 construction slots in the settlement
  • +Food capacity: +6
  • +Defensive supplies: +1750
  • +Income generated: 700
  • +Growth: +65
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 6000 → 7500
  • Turns: 5 → 6
  • Units: 3 → 7
  • −Food capacity: +5
  • −Defensive supplies: +1000
  • −Grants 9 construction slots in the settlement
  • −Income generated: 750
  • −Growth: +60
  • +Grants 11 construction slots in the settlement
  • +Food capacity: +6
  • +Defensive supplies: +2000
  • +Income generated: 800
  • +Growth: +75
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 12000 → 10000
  • Turns: 6 → 7
  • Units: 3 → 7
  • −Food capacity: +5
  • −Income generated: 80
  • −Growth: +12
  • +Food capacity: +6
  • +Income generated: 110
  • +Growth: +15
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 750 → 800
  • −Food capacity: +5
  • −Defensive supplies: +1000
  • −Income generated: 90
  • −Growth: +24
  • +Food capacity: +6
  • +Defensive supplies: +1250
  • +Income generated: 130
  • +Growth: +25
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Cost: 1500 → 2000
  • Turns: 3 → 4
  • −Food capacity: +5
  • −Defensive supplies: +1000
  • −Grants 6 construction slots in the settlement
  • −Income generated: 100
  • −Growth: +36
  • +Grants 5 construction slots in the settlement
  • +Food capacity: +6
  • +Defensive supplies: +1500
  • +Income generated: 170
  • +Growth: +35
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Cost: 3000 → 4000
  • Turns: 4 → 5
  • Units: 3 → 2
  • −Food capacity: +5
  • −Defensive supplies: +1000
  • −Grants 8 construction slots in the settlement
  • −Income generated: 110
  • −Growth: +48
  • +Grants 7 construction slots in the settlement
  • +Food capacity: +6
  • +Defensive supplies: +1750
  • +Income generated: 220
  • +Growth: +45
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 6000 → 7000
  • Turns: 5 → 6
  • Units: 3 → 7
  • −Food capacity: +5
  • −Defensive supplies: +1000
  • −Income generated: 120
  • −Growth: +60
  • +Food capacity: +6
  • +Defensive supplies: +2000
  • +Income generated: 270
  • +Growth: +55
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 12000 → 8500
  • Turns: 6 → 7
  • Units: 3 → 7
  • −Campaign movement range: +30% for own armies starting their turn in this region (armies in region)
  • −Food capacity: +5
  • −Income generated: 250
  • −Growth: +12
  • +Campaign movement range: +30% for own armies starting their turn in this province (armies in region)
  • +Food capacity: +6
  • +Income generated: 320
  • +Growth: +30
  • +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
  • Cost: 750 → 1000
  • Units: 3 → 2
  • −Campaign movement range: +35% for own armies starting their turn in this region (armies in region)
  • −Food capacity: +5
  • −Defensive supplies: +1000
  • −Income generated: 375
  • −Growth: +24
  • +Campaign movement range: +35% for own armies starting their turn in this province (armies in region)
  • +Food capacity: +6
  • +Defensive supplies: +1250
  • +Income generated: 440
  • +Growth: +40
  • +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
  • Cost: 1500 → 2000
  • Turns: 3 → 4
  • Units: 3 → 5
  • −Campaign movement range: +40% for own armies starting their turn in this region (armies in region)
  • −Food capacity: +5
  • −Defensive supplies: +1000
  • −Grants 6 construction slots in the settlement
  • −Income generated: 500
  • −Growth: +36
  • +Grants 5 construction slots in the settlement
  • +Campaign movement range: +40% for own armies starting their turn in this province (armies in region)
  • +Food capacity: +6
  • +Defensive supplies: +1500
  • +Income generated: 580
  • +Growth: +55
  • +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
  • Cost: 3000 → 5000
  • Turns: 4 → 5
  • Units: 3 → 4
  • −Campaign movement range: +45% for own armies starting their turn in this region (armies in region)
  • −Food capacity: +5
  • −Defensive supplies: +1000
  • −Grants 9 construction slots in the settlement
  • −Income generated: 625
  • −Growth: +48
  • +Grants 7 construction slots in the settlement
  • +Campaign movement range: +45% for own armies starting their turn in this province (armies in region)
  • +Food capacity: +6
  • +Defensive supplies: +1750
  • +Income generated: 700
  • +Growth: +65
  • +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
  • Cost: 6000 → 7500
  • Turns: 5 → 6
  • Units: 3 → 7
  • −Campaign movement range: +50% for own armies starting their turn in this region (armies in region)
  • −Food capacity: +5
  • −Defensive supplies: +1000
  • −Grants 12 construction slots in the settlement
  • −Income generated: 750
  • −Growth: +60
  • +Grants 11 construction slots in the settlement
  • +Campaign movement range: +50% for own armies starting their turn in this province (armies in region)
  • +Food capacity: +6
  • +Defensive supplies: +2000
  • +Income generated: 800
  • +Growth: +75
  • +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
  • Cost: 12000 → 10000
  • Turns: 6 → 7
  • Units: 3 → 7
  • Cost: 10000 → 14000
  • Units: 0 → 6
  • Cost: 10000 → 14000
  • Units: 0 → 6
  • −Campaign movement range: +20% for own armies starting their turn in this region
  • −Food generated: 3
  • −Income generated: 200
  • −Casualty replenishment rate: +15% (armies in province)
  • +Campaign movement range: +15% for own armies starting their turn in this province
  • +Food generated: 4
  • +Income generated: 250
  • +Casualty replenishment rate: +14% (armies in province)
  • Cost: 6000 → 5000
  • Units: 0 → 4
  • Cost: 6000 → 4000
  • Units: 0 → 4
  • −Skaven corruption: +1
  • −Income generated: 90
  • Units: 3 → 0
  • −Skaven corruption: +1
  • −Income generated: 100
  • Units: 6 → 0
  • −Diplomatic relations: +10 with Skaven
  • −Winds of Magic power reserve capacity: +10 (all armies)
  • −Lord recruit rank: +1 (factionwide)
  • −Food generated: 3
  • −Skaven corruption in adjacent provinces: +4
  • −Skaven corruption: +8
  • −Casualty replenishment rate: +5% (all armies)
  • −Growth: +10 (all provinces)
  • −Loyalty: +1 for Grey Seer recruits (factionwide)
  • −Food generated: 3
  • −Warpstone generated: +25 (Clan Scruten only)
  • −Income generated: 300
  • −Growth: +13
  • Units: 2 → 0
  • −Loyalty: +2 for Grey Seer recruits (factionwide)
  • −Food generated: 4
  • −Lord recruit rank: +3 for Grey Seers (factionwide)
  • −Warpstone generated: +50 (Clan Scruten only)
  • −Income generated: 400
  • −Growth: +13
  • Units: 4 → 0
  • −Loyalty: +5 for Grey Seer recruits (factionwide)
  • −Food generated: 5
  • −Lord recruit rank: +5 for Grey Seers (factionwide)
  • −Warpstone generated: +100 (Clan Scruten only)
  • −Income generated: 500
  • −Growth: +13
  • Units: 6 → 0
  • Cost: 2000 → 4000
  • Cost: 4000 → 5000
  • −Income generated: 80
  • +Income generated: 100
  • Cost: 250 → 800
  • Turns: 1 → 2
  • −Income generated: 90
  • +Income generated: 120
  • Cost: 500 → 2000
  • Turns: 2 → 3
  • −Income generated: 100
  • +Income generated: 140
  • Cost: 1000 → 4000
  • Turns: 3 → 4
  • −Recruit rank: +6 for Plague Claw Catapult, Warp Lightning Cannon and Doomwheel units
  • −Upkeep: -5% for Plague Claw Catapult, Warp Lightning Cannon and Doomwheel units (all armies)
  • +Recruit rank: +3 for Plague Claw Catapult, Warp Lightning Cannon and Doomwheel units
  • +Upkeep: -3% for Plague Claw Catapult, Warp Lightning Cannon and Doomwheel units (all armies)
  • Cost: 6000 → 9000
  • Units: 0 → 5

Technologies

  • −Hero recruit rank: +2 for Chieftains
  • +Hero recruit rank: +3 for Chieftains
  • −Food generated: 1
  • +Food generated: 2
  • −Charge bonus: +15 for Rat Ogres, Mutant Rat Ogre and Stormfiend units
  • −Weapon strength: +5% for Rat Ogres, Mutant Rat Ogre and Stormfiend units
  • +Charge bonus: +15 for Rat Ogres and Mutant Rat Ogre units
  • +Weapon strength: +4% for Rat Ogres and Mutant Rat Ogre units
  • −Melee attack: +5 for Hell Pit Abomination units
  • −Weapon strength: +10% for Hell Pit Abomination units
  • +Melee attack: +4 for Hell Pit Abomination units
  • +Weapon strength: +5% for Hell Pit Abomination units
  • −Recruit rank: +2 for Rat Ogres, Mutant Rat Ogre, Hell Pit Abomination and Stormfiend units
  • +Recruit rank: +1 for Rat Ogres, Mutant Rat Ogre and Hell Pit Abomination units
  • −Recruit rank: +2 for Clanrats units
  • −Income from post-battle loot: +5%
  • +Recruit rank: +1 for Clanrats units
  • +Income from post-battle loot: +10%
  • −Melee attack: +5 for Clanrats units
  • +Melee attack: +4 for Clanrats units
  • −Magic item drop chance from battle: +3%
  • +Magic item drop chance from battle: +5%
  • +Loyalty: +2 for new recruits
  • −Leadership: +10 when laying siege or encircling
  • +Leadership: +5 when laying siege or encircling
  • −Hero recruit rank: +2 for Packmasters
  • −Leadership: +5 for Rat Ogre and Stormfiend units
  • +Hero recruit rank: +3 for Packmasters
  • +Leadership: +5 for Rat Ogre units
  • −Weapon strength: +10% for Wolf Rat and Brood Horror units
  • +Weapon strength: +5% for Wolf Rat and Brood Horror units
  • −Upkeep: -5% for Wolf Rats and Brood Horror units
  • +Upkeep: -4% for Wolf Rats and Brood Horror units
  • −Hero recruit rank: +2 for Warlock Engineers
  • −Ammunition: +20% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units
  • −Lord recruit rank: +2
  • +Hero recruit rank: +3 for Warlock Engineers
  • +Ammunition: +25% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units
  • +Lord recruit rank: +3
  • −Weapon strength: +10% for Doomwheel and Doom-Flayers units
  • +Weapon strength: +5% for Doomwheel and Doom-Flayers units
  • −Charge bonus: +5 for Skavenslaves and Pusbags units
  • −Melee defence: +5 for Skavenslaves and Pusbags units
  • −Upkeep: -20% for Skavenslaves and Pusbags units
  • +Charge bonus: +5 for Skavenslaves units
  • +Melee defence: +6 for Skavenslaves units
  • +Upkeep: -15% for Skavenslaves units
  • −Food generated: 1
  • +Food generated: 2
  • −Missile strength: +10% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units
  • +Missile strength: +5% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units
  • −Food generated: 1
  • +Food generated: 2
  • −Armour: +5 for Stormvermin and Stormfiend units
  • +Armour: +5 for Stormvermin units
  • −Upkeep: -5% for Warpfire Thrower, Ratling Gun, Warplock Jezzails, Poisoned Wind Globadiers, Poisoned Wind Mortars and Death Globe Bombardiers units
  • −Ammunition: +25% for Missile Infantry units
  • +Upkeep: -3% for Warpfire Thrower, Ratling Gun, Warplock Jezzails, Poisoned Wind Globadiers, Poisoned Wind Mortars and Death Globe Bombardiers units
  • −Recruit rank: +2 for Warpfire Thrower, Ratling Gun, Warplock Jezzails, Poisoned Wind Globadiers, Poisoned Wind Mortars and Death Globe Bombardiers units
  • +Recruit rank: +1 for Warpfire Thrower, Ratling Gun, Warplock Jezzails, Poisoned Wind Globadiers, Poisoned Wind Mortars and Death Globe Bombardiers units
  • −Recruitment cost: -5% for Skavenslaves, Pusbags and Clanrats units
  • +Recruitment cost: -4% for Skavenslaves, Pusbags and Clanrats units
  • +Lord recruit rank: +3
  • −After using the Dominating Scheme rite, a Verminlord will become available for recruitment
  • −Campaign movement range: +10% for Verminlords
  • −Experience gain: +25% for Verminlords
  • −Hero recruit rank: +2 for Plague Priests
  • +Hero recruit rank: +3 for Plague Priests
  • −Food generated: 1
  • +Food generated: 2
  • −Income from all buildings: +5%
  • −Growth: +25
  • +Income from all buildings: +4%
  • +Growth: +20
  • −Leadership: +10 for Plague Monk units
  • +Leadership: +6 for Plague Monk units
  • −Casualty replenishment rate: +10%
  • +Casualty replenishment rate: +8%
  • −Ambush success chance: +5%
  • +Ambush success chance: +10%
  • +Loyalty: +2 for new recruits
  • −Food generated: 1
  • +Food generated: 2
  • −Weapon strength: +10% for Plague Monks units
  • +Weapon strength: +5% for Plague Monks units
  • −Skaven corruption in adjacent provinces: +1 (all provinces)
  • +Skaven corruption in adjacent provinces: +2 (all provinces)
  • −Recruit rank: +2 for Stormvermin and Death Runners units
  • +Recruit rank: +1 for Stormvermin and Death Runners units
  • −Missile resistance: +10% for Stormfiend (Grinderfist, Doomflayer Gauntlets, Shock Gauntlets) units
  • −Weapon strength: +10% for Stormfiend (Grinderfist, Doomflayer Gauntlets, Shock Gauntlets) units
  • −Upkeep: -13% for Skavenslaves units
  • −Recruitment cost: -5%
  • +Upkeep: -8% for Skavenslaves units
  • +Recruitment cost: -3%
  • −Missile strength: +10% for Night Runners and Gutter Runners units
  • −Weapon strength: +10% for Night Runners and Gutter Runners units
  • +Missile strength: +6% for Night Runners and Gutter Runners units
  • +Weapon strength: +5% for Night Runners and Gutter Runners units
  • −Recruitment cost: -5% for Night Runners and Gutter Runners units
  • −Upkeep: -5% for Night Runners and Gutter Runners units
  • +Recruitment cost: -4% for Night Runners and Gutter Runners units
  • +Upkeep: -3% for Night Runners and Gutter Runners units
  • −Food generated: 1
  • +Food generated: 2
  • −Leadership: +10 for Death Runners units
  • −Weapon strength: +10% for Death Runners units
  • +Leadership: +6 for Death Runners units
  • +Weapon strength: +5% for Death Runners units
  • −Missile strength: +10% for Stormfiend (Ratling Cannons, Warpfire Projectors, Windlaunchers) units
  • −Range: +10% for Stormfiend (Ratling Cannons, Warpfire Projectors, Windlaunchers) units
  • −Recruit rank: +2 for Night Runners and Gutter Runners units
  • +Recruit rank: +1 for Night Runners and Gutter Runners units
  • −Hero recruit rank: +2 for Assassins
  • +Hero recruit rank: +3 for Assassins
  • −Hero action cost: -20%
  • −Hero recruitment cost: -33%
  • +Hero action cost: -15%
  • +Hero recruitment cost: -20%
  • −Melee attack: +5 for Stormvermin units
  • −Melee defence: +5 for Stormvermin units
  • +Melee attack: +4 for Stormvermin units
  • +Melee defence: +6 for Stormvermin units