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
| Unit | Men / HP | Armour | Melee atk / def | Weapon (base + AP) | Cost (campaign / MP) | Other changes |
|---|---|---|---|---|---|---|
| 14,288 → 5,150 | 90 → 104 | 4070 | 280 → 330120 → 165 | 900700 → 900 | Bonus vs large 25 → 36; Charge bonus 40 → 45; Mass 450 → 500; Upkeep 225 → 100 | |
| 44,848 → 7,060 | 30 → 46 | 22 → 2022 → 27 | 14 → 154 | 1,200 → 1,3501,200 → 1,350 | Charge 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 | |
| 323,936 → 5,760 | 70 → 54 | 2222 → 40 | 20 → 216 → 7 | 1,400 → 1,6001,400 → 1,600 | Missile 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 | |
| 14,288 → 5,250 | 110 → 122 | 45 → 4856 → 60 | 120 → 155250 → 280 | 1,000 → 1,1001,000 → 1,100 | Leadership 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 | |
| 15,296 → 6,310 | 110 → 122 | 40 → 4436 → 40 | 95 → 115175 → 205 | 1,100 → 1,2501,150 → 1,250 | Leadership 65 → 70; Speed 72 → 75; Bonus vs infantry 35 → 28; Charge bonus 55 → 70; Upkeep 250 → 145 | |
| 16,528 → 7,500 | 110 → 122 | 28 → 4036 → 45 | 160 → 140265 → 240 | 1,300 → 1,5501,750 → 1,550 | Leadership 65 → 70; Speed 72 → 75; Bonus vs infantry 30 → 32; Charge bonus 50 → 75; Upkeep 250 → 170 | |
| 13,920 → 4,800 | 90 → 104 | 40 → 4252 → 55 | 105 → 145245 → 290 | 1,000 → 750700 → 750 | Bonus vs infantry 25 → 26; Charge bonus 18 → 25; Upkeep 250 → 100 | |
| 14,928 → 5,860 | 100 → 114 | 35 → 3832 → 36 | 95 → 115175 → 200 | 1,100 → 1,2001,100 → 1,200 | Speed 72 → 75; Bonus vs infantry 35 → 28; Charge bonus 55 → 65; Upkeep 250 → 140 | |
| 16,420 → 7,300 | 100 → 114 | 26 → 3437 → 41 | 150 → 130250 → 215 | 1,300 → 1,5001,500 | Leadership 60 → 65; Speed 72 → 75; Bonus vs infantry 30 → 32; Charge bonus 50 → 70; Upkeep 250 → 165 | |
| 1609,600 → 20,000 | 25 → 44 | 3129 → 37 | 259 → 10 | 500 → 600500 → 600 | Missile 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 | |
| 1209,600 → 16,800 | 10 → 44 | 43 → 3838 → 42 | 13 → 1231 → 32 | 1,250 → 1,3501,250 → 1,400 | Leadership 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 | |
| 323,936 → 5,920 | 70 → 54 | 16 → 1716 → 24 | 20 → 216 → 7 | 800 → 900800 → 900 | Leadership 50 → 48; Charge bonus 2 → 6; Range 145 m → 150 m; Ammunition 15 → 20; Missile base damage 2 → 3; Upkeep 200 → 110 | |
| 323,936 → 6,080 | 70 → 54 | 22 → 2022 → 30 | 20 → 216 → 7 | 1,050 → 1,2001,050 → 1,200 | Leadership 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 | |
| 323,936 → 6,080 | 70 → 54 | 22 → 2022 → 30 | 20 → 216 → 7 | 1,250 → 1,4501,250 → 1,450 | Leadership 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 | |
| 1609,920 → 20,000 | 90 → 108 | 41 → 3443 → 49 | 9 → 1223 → 24 | 1,400 → 1,3501,400 → 1,350 | Bonus 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 | |
| 485,904 → 8,160 | 70 → 54 | 32 → 3034 → 38 | 14 → 154 | 700 → 1,100700 → 1,100 | Leadership 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 | |
| 323,936 → 5,440 | 70 → 54 | 16 → 1816 → 32 | 20 → 216 → 7 | 1,200 → 9501,000 → 950 | Missile 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 | |
| 323,936 → 5,760 | 70 → 54 | 2222 → 38 | 20 → 216 → 7 | 1,300 → 1,2501,300 → 1,250 | Missile 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 | |
| 86,128 → 8,880 | 90 → 104 | 25 → 3126 → 33 | 15 → 3545 → 80 | 1,100 → 1,2501,050 → 1,250 | Speed 72 → 75; Bonus vs infantry 35 → 26; Charge bonus 40 → 70; Upkeep 300 → 145 | |
| 86,128 → 9,680 | 90 → 114 | 32 → 3534 → 38 | 15 → 4045 → 85 | 1,250 → 1,4501,250 → 1,450 | Leadership 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 | |
| 86,128 → 10,480 | 90 → 114 | 32 → 3634 → 40 | 15 → 4045 → 85 | 1,250 → 1,5001,250 → 1,500 | Speed 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 | |
| 16,420 → 8,350 | 100 → 122 | 34 → 4146 → 47 | 150 → 110250 → 220 | 1,600 → 1,7001,600 → 1,700 | Leadership 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 | |
| 17,488 → 8,850 | 100 → 122 | 34 → 4246 → 50 | 150 → 110250 → 220 | 1,600 → 1,7501,600 → 1,750 | Leadership 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 | |
| 13,920 → 4,900 | 30 → 54 | 70 → 6850 → 55 | 160 → 210300 → 340 | 1,050 → 1,1001,050 → 1,100 | Bonus vs infantry 0 → 18; Charge bonus 60 → 75; Upkeep 263 → 135 | |
| 13,600 → 4,150 | 20 → 34 | 35 → 3640 → 44 | 217 → 24093 → 120 | 1,000300 → 500 | Charge bonus 15 → 25; Upkeep 250 → 130 | |
| 13,688 → 4,450 | 30 → 48 | 60 → 5945 → 49 | 150 → 200230 → 285 | 900 → 1,000900 → 1,000 | Bonus 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 | |
| 72 → 1005,760 → 13,500 | 20 → 44 | 41 → 4036 → 46 | 8 → 1422 → 26 | 1,150 → 1,2501,150 → 1,250 | Leadership 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 | |
| 72 → 865,760 → 11,610 | 20 → 44 | 30 → 3228 → 37 | 8 → 1022 → 24 | 750 → 820700 → 820 | Leadership 64 → 65; Charge bonus 10 → 20; Upkeep 188 → 120; Per-unit cap (main_units.multiplayer_cap) 1 → — | |
| 72 → 865,760 → 12,040 | 20 → 48 | 38 → 4036 → 44 | 8 → 1222 → 26 | 900 → 1,050900 → 1,050 | Leadership 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 | |
| 123,936 → 5,640 | 70 → 84 | 14 → 1616 → 24 | 14 → 154 → 5 | 1,1001,050 → 1,100 | Leadership 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 | |
| 123,936 → 5,820 | 70 → 92 | 19 → 2222 → 30 | 14 → 184 → 6 | 1,500 → 1,6001,600 | Leadership 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 | |
| 244,416 → 6,600 | 70 → 84 | 2018 → 27 | 18 → 2078 → 85 | 600 → 700600 → 700 | Leadership 45 → 48; Charge bonus 8 → 14; Mass 600 → 650; Upkeep 150 → 95 | |
| 13,783 → 4,800 | 90 → 104 | 40 → 4345 → 48 | 100 → 160260 → 300 | 1,000 → 1,200550 → 1,200 | Leadership 50 → 55; Bonus vs large 25 → 30; Charge bonus 15 → 22; Upkeep 250 → 125 | |
| 16,099 → 6,910 | 70 → 84 | 50 → 5240 → 44 | 120 → 160290 → 355 | 1,000 → 1,3001,000 → 1,300 | Charge bonus 50 → 65; Mass 2,200 → 2,300; Upkeep 250 → 130 | |
| 17,708 → 8,500 | 70 → 84 | 6030 → 36 | 155 → 200365 → 410 | 1,600 → 1,7001,450 → 1,700 | Bonus vs infantry 30 → 32; Charge bonus 70 → 75; Mass 2,700 → 2,800 | |
| 13,572 → 4,600 | 20 → 36 | 35 → 3840 → 45 | 240 → 295120 → 170 | 1,000 → 1,100500 → 1,100 | Bonus vs large 20 → 26; Charge bonus 20 → 26; Upkeep 250 → 120 | |
| 16,011 → 6,860 | 40 → 58 | 40 → 4230 → 45 | 125 → 185250 → 320 | 1,2001,200 | Charge bonus 65 → 75; Upkeep 300 → 125 | |
| 15,107 → 5,900 | 45 → 58 | 50 → 5255 → 60 | 110 → 170260 → 310 | 800 → 1,400800 → 1,400 | Bonus vs large 25 → 28; Charge bonus 25 → 30; Upkeep 200 → 135 | |
| 16,617 → 7,560 | 45 → 58 | 50 → 5445 → 60 | 135 → 175275 → 355 | 1,300 → 1,8001,300 → 1,800 | Charge bonus 65 → 75; Upkeep 325 → 190 | |
| 16,024 → 6,910 | 60 → 74 | 5040 → 55 | 125 → 185250 → 320 | 1,250 → 1,3001,225 → 1,300 | Charge bonus 65 → 72; Upkeep 313 → 150 | |
| 16,009 → 8,400 | 40 → 58 | 40 → 4630 → 44 | 125 → 160250 → 295 | 1,100 → 1,1501,050 → 1,150 | Charge bonus 65 → 76; Upkeep 300 → 140; Missile resistance 0% → 15% | |
| 112,100 → 16,250 | 50 → 74 | 52 → 6038 → 45 | 120 → 180400 → 385 | 2,200 → 2,3502,200 → 2,350 | Leadership 100 → 95; Speed 58 → 60; Charge bonus 25 → 60; Upkeep 550 → 225; Per-unit cap (main_units.multiplayer_cap) 1 → 3 | |
| 16,508 → 8,700 | 30 → 54 | 52 → 5938 → 46 | 100 → 125320 → 365 | 1,200 → 1,4001,200 → 1,400 | Bonus vs infantry 0 → 15; Charge bonus 60 → 70; Upkeep 325 → 150; Physical resistance 20% → 25% | |
| 16,508 → 8,700 | 30 → 58 | 63 → 6748 → 54 | 100 → 130320 → 375 | 1,650 → 1,7001,650 → 1,700 | Leadership 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 | |
| 167,728 → 12,880 | 30 → 54 | 34 → 3734 → 42 | 20 → 3455 → 68 | 1,050 → 1,2001,050 → 1,200 | Leadership 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 | |
| 806,640 → 10,400 | 15 → 28 | 2819 → 27 | 6 → 1010 → 12 | 550550 | Leadership 34 → 38; Speed 95 → 100; Upkeep 138 → 65 | |
| 806,640 → 10,400 | 15 → 28 | 28 → 2919 → 25 | 24 → 252 → 3 | 550 → 600550 → 600 | Leadership 34 → 40; Speed 95 → 100; Charge bonus 30 → 32; Upkeep 138 → 70 | |
| 45,028 → 6,760 | 30 → 44 | 15 → 1417 → 19 | 20 → 216 → 7 | 900 → 1,000900 → 850 | Leadership 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 | |
| 44,848 → 6,760 | 30 → 44 | 16 → 1516 → 19 | 14 → 154 | 950 → 1,100950 → 1,000 | Leadership 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 | |
| 13,572 → 4,800 | 20 → 38 | 60 → 5835 → 45 | 225 → 280150 → 190 | 800 → 900500 → 750 | Bonus 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 | |
| 13,688 → 4,550 | 20 → 34 | 3034 → 41 | 217 → 24093 → 120 | 1,000350 → 550 | Charge bonus 15 → 24; Upkeep 250 → 125 | |
| 16,284 → 7,370 | 100 → 114 | 30 → 3134 → 42 | 60 → 90140 → 160 | 1,150 → 1,2001,150 → 1,200 | Speed 44 → 45; Charge bonus 15 → 24; Mass 2,100 → 2,200; Upkeep 287 → 140 | |
| 13,688 → 4,550 | 20 → 34 | 3034 → 41 | 217 → 24093 → 120 | 1,000350 → 550 | Charge bonus 15 → 22; Upkeep 250 → 125 | |
| 16,284 → 7,370 | 100 → 114 | 30 → 3134 → 42 | 60 → 90140 → 160 | 1,150 → 1,2001,150 → 1,200 | Speed 44 → 45; Charge bonus 15 → 24; Mass 2,100 → 2,200; Upkeep 287 → 140 | |
| 14,672 → 5,850 | 30 → 44 | 54 → 5545 → 55 | 280 → 335120 → 160 | 1,000 → 1,050850 → 1,050 | Charge bonus 30 → 42; Upkeep 250 → 130 | |
| 13,840 → 4,750 | 20 → 34 | 40 → 3932 → 42 | 84 → 125196 → 225 | 1,000450 → 750 | Charge bonus 20 → 28; Upkeep 250 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 15,876 → 6,960 | 90 → 114 | 30 → 3226 → 38 | 60 → 90140 → 160 | 1,400 → 1,3001,350 → 1,300 | Speed 42 → 45; Charge bonus 20 → 26; Mass 1,950 → 2,050; Upkeep 325 → 150; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 14,672 → 5,500 | 110 → 122 | 66 → 6446 → 51 | 80 → 140340 → 385 | 1,100 → 1,300850 → 1,300 | Bonus vs infantry 35 → 20; Charge bonus 50 → 62; Upkeep 275 → 150 | |
| 13,420 → 4,300 | 45 → 56 | 25 → 2632 → 40 | 84 → 115196 → 225 | 1,000400 → 600 | Charge bonus 10 → 20; Upkeep 250 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 14,068 → 5,100 | 90 → 104 | 50 → 4855 → 60 | 280 → 340120 → 160 | 700 → 800525 → 800 | Missile block 35% → 50%; Charge bonus 35 → 44; Upkeep 300 → 105 | |
| 16,384 → 6,560 | 70 → 94 | 50 → 5255 → 63 | 140 → 175320 → 365 | 1,150 → 1,200975 → 1,200 | Charge bonus 55 → 66; Mass 2,200 → 2,300; Upkeep 300 → 140; Missile resistance 15% → 20% | |
| 1609,600 → 19,200 | 25 → 36 | 18 → 2124 → 34 | 18 → 195 → 6 | 325 → 450325 → 450 | Leadership 45 → 35; Bonus vs large 9 → 10; Charge bonus 6 → 10; Upkeep 81 → 65 | |
| 1609,600 → 19,200 | 25 → 36 | 18 → 2228 → 36 | 18 → 195 → 6 | 375 → 500375 → 500 | Missile block 35% → 50%; Leadership 45 → 38; Bonus vs large 9 → 10; Charge bonus 6 → 12; Upkeep 94 → 70 | |
| 1609,600 → 19,200 | 25 → 36 | 24 → 2718 → 29 | 20 → 216 → 7 | 300 → 430300 → 430 | Leadership 45 → 35; Charge bonus 10 → 14; Upkeep 75 → 65 | |
| 1609,600 → 19,200 | 25 → 36 | 24 → 2822 → 33 | 20 → 216 → 7 | 350 → 480350 → 480 | Missile block 35% → 50%; Leadership 45 → 38; Charge bonus 10 → 15; Upkeep 88 → 70 | |
| 483,648 → 6,240 | 100 → 114 | 18 → 2216 → 25 | 20 → 216 → 7 | 900 → 1,100900 → 1,100 | Charge bonus 6 → 10; Range 85 m → 90 m; Ammunition 18 → 25; Missile AP damage 16 → 15; Upkeep 225 → 135 | |
| 72 → 1005,760 → 12,000 | 20 → 34 | 32 → 3728 → 38 | 8 → 1022 → 24 | 850 → 1,050850 → 1,050 | Leadership 68 → 70; Bonus vs infantry 10 → 0; Charge bonus 22 → 26; Upkeep 213 → 130 | |
| 1206,960 → 13,800 | 20 → 38 | 26 → 2820 → 34 | 21 → 237 → 9 | 700 → 800700 → 800 | Leadership 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 | |
| 1206,960 → 13,800 | 20 → 44 | 26 → 2920 → 35 | 21 → 247 → 9 | 750 → 900750 → 900 | Leadership 54 → 58; Charge bonus 10 → 19; Range 140 m → 155 m; Ammunition 24 → 36; Missile AP damage 2 → 3; Upkeep 187 → 115 | |
| 1206,960 → 13,800 | 20 → 38 | 26 → 2920 → 33 | 21 → 237 → 9 | 700 → 820700 → 820 | Leadership 54 → 58; Charge bonus 14 → 21; Range 70 m → 80 m; Ammunition 12 → 25; Missile base damage 11 → 13; Upkeep 175 → 110 | |
| 1206,960 → 13,800 | 20 → 44 | 26 → 3020 → 34 | 21 → 247 → 9 | 750 → 900750 → 900 | Leadership 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 | |
| 1206,720 → 13,200 | 10 → 28 | 24 → 2814 → 28 | 20 → 226 → 8 | 500 → 600450 → 600 | Charge bonus 12 → 19; Range 70 m → 75 m; Ammunition 10 → 20; Missile base damage 10 → 12; Upkeep 125 → 85 | |
| 1206,720 → 13,200 | 10 → 28 | 24 → 2714 → 27 | 20 → 226 → 8 | 500 → 650450 → 650 | Charge bonus 10 → 17; Range 140 m → 145 m; Ammunition 22 → 30; Missile AP damage 1 → 2; Upkeep 125 → 90 | |
| 1209,600 → 16,200 | 10 → 38 | 34 → 3530 → 39 | 13 → 1131 → 30 | 1,000 → 1,2001,000 → 1,200 | Leadership 72 → 75; Charge bonus 34 → 37; Upkeep 250 → 140; Physical resistance 15% → 20% | |
| 1209,120 → 15,600 | 10 → 34 | 28 → 3225 → 38 | 24 → 278 → 9 | 650 → 850650 → 850 | Leadership 68 → 70; Bonus vs infantry 7 → 6; Charge bonus 22 → 30; Upkeep 163 → 110; Physical resistance 15% → 20% | |
| 483,648 → 5,760 | 100 → 114 | 18 → 2316 → 24 | 20 → 216 → 7 | 650 → 770650 → 770 | Leadership 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 | |
| 1406,720 → 13,300 | 0 → 10 | 6 → 87 → 10 | 14 → 154 | 225 → 250200 → 250 | Leadership 33 → 30; Charge bonus 4 → 8; Range 120 m → 130 m; Ammunition 22 → 30; Missile base damage 7 → 9; Upkeep 56 → 20 | |
| 1809,000 → 18,000 | 0 → 10 | 9 → 1216 → 23 | 12 → 134 | 150 → 250150 → 250 | Leadership 35 → 30; Charge bonus 3 → 6; Upkeep 37 → 20 | |
| 1809,000 → 18,000 | 0 → 10 | 12 → 1410 → 21 | 14 → 154 | 125 → 240125 → 240 | Leadership 35 → 30; Charge bonus 5 → 8; Upkeep 31 → 15 | |
| 1609,920 → 19,200 | 90 → 104 | 32 → 3134 → 44 | 9 → 1023 → 22 | 950 → 1,100950 → 1,100 | Leadership 70 → 65; Bonus vs large 17 → 15; Charge bonus 10 → 21; Upkeep 238 → 135 | |
| 1609,920 → 19,200 | 90 → 104 | 38 → 3636 → 46 | 25 → 279 → 10 | 850 → 1,140850 → 1,140 | Missile block 35% → 50%; Leadership 70 → 65; Bonus vs infantry 0 → 5; Charge bonus 18 → 25; Upkeep 213 → 140 | |
| 323,936 → 5,120 | 70 → 54 | 16 → 2016 → 23 | 14 → 154 | 550 → 850550 → 850 | Charge 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 | |
| 112,100 → 15,850 | 50 → 64 | 42 → 4630 → 41 | 120 → 175400 → 375 | 1,800 → 1,9001,800 → 1,900 | Speed 58 → 60; Bonus vs large 20 → 15; Charge bonus 25 → 50; Upkeep 450 → 195; Missile resistance 15% → 20% | |
| 167,728 → 12,640 | 30 → 48 | 26 → 3526 → 39 | 20 → 3055 → 65 | 800 → 900700 → 900 | Leadership 56 → 60; Charge bonus 46 → 65; Mass 1,500 → 1,600; Upkeep 200 → 115; Per-unit cap (main_units.multiplayer_cap) 3 → — | |
| 16,420 → 8,000 | 100 → 114 | 26 → 3937 → 39 | 150 → 110250 → 220 | 1,350 → 1,5001,350 → 1,500 | Speed 72 → 75; Bonus vs infantry 30 → 20; Charge bonus 50 → 72; Upkeep 338 → 170; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 45,028 → 5,140 | 30 → 44 | 2023 | 20 → 216 → 7 | 1,2001,200 | Removed: Cannot Run | |
| 14,844 | 30 → 44 | 1616 | 14 → 154 | 1,7501,750 | Removed: Cannot Run | |
| 16,876 → 6,878 | 60 → 74 | 2535 | 15050 | 1,0001,500 | Removed: Causes Fear, Encourage, Immune to Psychology | |
| 15,876 → 5,878 | 60 → 74 | 2535 | 15050 | 1,0001,500 | Removed: Causes Fear, Encourage, Immune to Psychology | |
| 19,248 | 55 → 66 | 6267 | 200400 | 2,1002,500 | Removed: Causes Fear, Causes Terror, Daemonic, Encourage | |
| 14,220 | 20 → 34 | 3438 | 250120 | 1,000500 | Removed: Encourage, Hide (forest) | |
| 18,208 | 90 → 104 | 6040 | 110440 | 1,3001,300 | Removed: Causes Fear, Causes Terror, Encourage | |
| 18,208 | 70 → 84 | 4540 | 192288 | 1,4001,400 | Removed: Causes Fear, Causes Terror, Encourage | |
| 18,188 | 30 → 44 | 5550 | 212318 | 2,1002,100 | Removed: Causes Fear, Causes Terror, Daemonic, Encourage | |
| 18,188 | 30 → 44 | 6050 | 200400 | 2,1002,100 | Removed: Causes Fear, Causes Terror, Daemonic, Encourage, Vanguard Deployment, Hide (forest), Fire Whilst Moving | |
| 19,248 | 50 → 64 | 5565 | 240360 | 2,1002,100 | Removed: Causes Fear, Causes Terror, Daemonic, Encourage | |
| 18,188 | 30 → 44 | 5050 | 212318 | 2,1002,100 | Removed: Causes Fear, Causes Terror, Daemonic, Encourage | |
| 1609,920 | 90 → 104 | 4145 | 920 | 1,4001,400 | Missile block 55% → 65%; Removed: Charge Defence vs. Large, Charge Reflection, Hide (forest) | |
| 1807,740 | 0 → 10 | 125 | 144 | 200200 | Removed: Expendable, Hide (forest) | |
| 128,772 | 90 → 104 | 4531 | 5090 | 1,3001,300 | Removed: Causes Fear, Hide (forest), Moulder Monster | |
| 128,772 | 90 → 104 | 3831 | 2580 | 1,2001,200 | Removed: Causes Fear, Vanguard Deployment, Hide (forest), Moulder Monster, Wallbreaker | |
| 128,772 | 70 → 84 | 3026 | 3070 | 1,3501,350 | Removed: Causes Fear, Hide (forest), Moulder Monster | |
| 128,772 | 90 → 104 | 4831 | 3095 | 1,4001,400 | Removed: Causes Fear, Hide (forest), Moulder Monster | |
| 128,772 | 70 → 84 | 3026 | 3070 | 1,3001,300 | Removed: Causes Fear, Hide (forest), Moulder Monster | |
| 128,772 | 70 → 84 | 3026 | 3070 | 1,4001,400 | Removed: Causes Fear, Hide (forest), Moulder Monster | |
| 128,772 | 70 → 84 | 3834 | 3070 | 1,8001,800 | Removed: Causes Fear, Hide (forest), Moulder Monster | |
| 15,408 | 60 → 74 | 2535 | 15050 | 1,3001,300 | Removed: 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 models
16,200
108
75
38
42
56
44
35
1,350
Deathvermin (Dual Wield)wh2_ska_black_dual120 models
16,200
108
75
38
40
57
42
39
1,250
Black-Rage Rat Ogreswh2_ska_black_ogre16 models
13,040
64
65
60
39
45
105
70
25
1,100
Deathvermin (Spears)wh2_ska_black_spear120 models
16,200
108
75
38
38
52
40
30
1,300
Rat Ogre Bonebreakerswh2_ska_bone12 models
10,440
80
70
60
44
54
125
75
15
1,500
Blackclaws (Slings)wh2_ska_claw_sling120 models
15,000
48
65
54
32
39
35
22
17
160
25
15
1,020
Blackclaws (Throwing Stars)wh2_ska_claw_star120 models
15,000
48
65
54
33
38
35
25
20
90
25
15
1,000
Death Runners (Spears)wh2_ska_gut100 models
12,000
34
70
54
35
40
32
25
30
1,000
Warpstone Hell Pit Abominationwh2_ska_hell1 model
16,700
80
90
60
49
47
580
55
25
25
2,200
Plague Monks (Shields)wh2_ska_monk120 models
15,600
34
70
42
33
38
35
26
20
900
Red Guard (Censers)wh2_ska_red_cense120 models
16,800
118
80
38
45
61
46
41
40
1,500
Red Guard (Halberds)wh2_ska_red_halb120 models
16,800
118
80
38
41
58
41
31
40
1,460
Red Guard (Swords)wh2_ska_red_sword120 models
16,800
118
80
38
42
54
44
33
40
1,420
Stormvermin (Dual Wield)wh2_ska_strom160 models
19,200
104
65
38
37
50
38
28
1,170
Clanrat Warriors (Halberds)wh2_ska_war_hal160 models
20,000
52
45
42
29
41
29
15
700
Clanrat Warriors (Swords)wh2_ska_war_swo160 models
20,000
52
45
42
32
37
31
18
650
Skills
- −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)
- −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)
- −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)
- −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)
- +Explosive missile damage: +10%
- −Recruit rank: +2 for Doomflayer and Doomwheel units (Lord's army)
- +Recruit rank: +1 for Doomflayer and Doomwheel units (Lord's army)
- −Casualty replenishment rate: +9% (Lord's army)
- −Control: -2 (local enemy province)
- +Control: -3 (local enemy province)
- +Casualty replenishment rate: +8% (Lord's army)
- −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 cost: -15% for all buildings (local region)
- +Construction cost: -10% for all buildings (local region)
- −Leadership: +8 during ambushes (Lord's army)
- +Leadership: +6 during ambushes (Lord's army)
- −Control: -8 (local enemy province)
- +Control: -6 (local enemy province)
- +Explosive missile damage: +10%
- −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)
- Rank: 14 → 15
- Rank: 14 → 15
- −Casualty replenishment rate: +10% (Lord's army)
- +Casualty replenishment rate: +8% (Lord's army)
- −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)
- −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)
- −Leadership: +8 (Lord's army)
- +Leadership: +6 (Lord's army)
- −Loyalty: -2 for Grey Seer recruits (factionwide)
- +Loyalty: -1 for Grey Seer recruits (factionwide)
- −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)
- −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)
- Rank: 12 → 14
- Rank: 14 → 15
- +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)
- +Enables "Too Late, Prey-Quarry" Ability
- +Enables "Master of Martial Arts" Ability
- +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
- −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
- −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
- −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
- −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
- −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
- −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
- −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
- −Income generated: 100
- +Income generated: 140
- +Food generated: 3
- Cost: 1000 → 4000
- Turns: 3 → 4
- −Income generated: 100
- +Income generated: 200
- Cost: 250 → 800
- −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
- −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
- −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
- −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
- +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
- +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
- −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
- −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
- −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
- −Food capacity: +5
- −Income generated: 80
- +Food capacity: +4
- +Income generated: 60
- Cost: 750 → 800
- Units: 3 → 2
- −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
- −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
- −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
- −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