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

SFO Beastmen units

86 Beastmen units SFO: Grimhammer III changes against patch 9.0.4, 6 it adds, and 42 skills, 110 buildings and 52 technologies. Vanilla → SFO: green makes the unit stronger or cheaper, red weaker or dearer.

Units

UnitMen / HPArmourMelee atk / defWeapon (base + AP)Cost (campaign / MP)Other changes
Beastlordwh_dlc03_bst_cha_beastlord_014,656 → 5,75070 → 9060 → 6540 → 45310 → 275160 → 1750650 → 900Speed 38 → 50; Charge bonus 60 → 40; Mass 800 → 1,250; Physical resistance 0% → 10%; New: Beastmen Roar, Deadly Onslaught, Vanguard Deployment, Strider; Removed: Woodsman
Beastlordwh_dlc03_bst_cha_beastlord_115,748 → 6,750100 → 8038 → 5532 → 2512028001,150 → 1,400Bonus vs infantry 25 → 28; Charge bonus 90 → 125; Mass 4,800 → 5,250; Physical resistance 0% → 10%; New: Beastmen Roar, Deadly Onslaught, Strider; Removed: Woodsman
Bray-Shaman (Beasts)wh_dlc03_bst_cha_bray_shaman_beasts_014,168 → 5,0001530 → 5028 → 40215 → 25095 → 1000400 → 500Speed 38 → 40; Charge bonus 38 → 40; Mass 800 → 1,000; Physical resistance 0% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Arcane Conduit, Vanguard Deployment, Strider; Removed: Woodsman
Bray-Shaman (Beasts)wh_dlc03_bst_cha_bray_shaman_beasts_114,664 → 6,000100 → 8034 → 3030100 → 125210 → 2000900 → 1,000Charge bonus 80 → 125; Mass 4,800 → 5,000; Physical resistance 0% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Arcane Conduit, Strider; Removed: Woodsman
Bray-Shaman (Death)wh_dlc03_bst_cha_bray_shaman_death_014,168 → 5,0001530 → 5028 → 40215 → 25095 → 1000400 → 500Speed 38 → 40; Charge bonus 38 → 40; Mass 800 → 1,000; Physical resistance 0% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Arcane Conduit, Vanguard Deployment, Strider; Removed: Woodsman
Bray-Shaman (Death)wh_dlc03_bst_cha_bray_shaman_death_114,664 → 6,000100 → 8034 → 3030100 → 125210 → 2000900 → 1,000Charge bonus 80 → 125; Mass 4,800 → 5,000; Physical resistance 0% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Arcane Conduit, Strider; Removed: Woodsman
Bray-Shaman (Shadows)wh_dlc03_bst_cha_bray_shaman_shadows_014,168 → 5,0001530 → 5028 → 40215 → 25095 → 1000400 → 500Speed 38 → 40; Charge bonus 38 → 40; Mass 800 → 1,000; Physical resistance 0% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Arcane Conduit, Vanguard Deployment, Strider; Removed: Woodsman
Bray-Shaman (Shadows)wh_dlc03_bst_cha_bray_shaman_shadows_114,664 → 6,000100 → 8034 → 3030100 → 125210 → 2000900 → 1,000Charge bonus 80 → 125; Mass 4,800 → 5,000; Physical resistance 0% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Arcane Conduit, Strider; Removed: Woodsman
Bray-Shaman (Wild)wh_dlc03_bst_cha_bray_shaman_wild_014,168 → 5,0001530 → 5028 → 40215 → 25095 → 1000400 → 500Speed 38 → 40; Charge bonus 38 → 40; Mass 800 → 1,000; Physical resistance 0% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Arcane Conduit, Vanguard Deployment, Strider; Removed: Woodsman
Bray-Shaman (Wild)wh_dlc03_bst_cha_bray_shaman_wild_114,664 → 6,000100 → 8034 → 3030100 → 125210 → 2000900 → 1,000Charge bonus 80 → 125; Mass 4,800 → 5,000; Physical resistance 0% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Arcane Conduit, Strider; Removed: Woodsman
Gorebullwh_dlc03_bst_cha_gorebull_015,868 → 6,750100 → 8034 → 5532 → 35140 → 175320 → 27501,050 → 1,200Leadership 75 → 65; Speed 64 → 60; Bonus vs large 30 → 40; Charge bonus 46 → 60; Mass 2,500 → 3,000; Physical resistance 0% → 10%; Missile resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Deadly Onslaught, Strider; Removed: Heroic Killing Blow, Woodsman
Khazrak the One-Eyewh_dlc03_bst_cha_khazrak_one_eye_014,972 → 6,50010060 → 6552 → 50320 → 250170 → 2250800 → 1,300Speed 42 → 55; Charge bonus 70 → 50; Mass 1,400 → 1,750; Physical resistance 0% → 10%; New: Mighty Roar, Houndmaster, Strider; Removed: Woodsman
Khazrak the One-Eyewh_dlc03_bst_cha_khazrak_one_eye_115,980 → 7,50010040 → 5534 → 30120 → 125300 → 25001,300 → 1,800Bonus vs infantry 30 → 25; Charge bonus 100 → 125; Mass 5,400 → 5,750; Physical resistance 0% → 10%; New: Mighty Roar, Houndmaster, Strider; Removed: Woodsman
Malagor the Dark Omenwh_dlc03_bst_cha_malagor_the_dark_omen_014,972 → 5,50015 → 2050 → 5545 → 40265 → 300135 → 15001,100 → 1,000Leadership 65 → 70; Charge bonus 50 → 45; Mass 1,200 → 1,000; Physical resistance 0% → 10%; Spell resistance 0% → 10%; New: Arcane Mastery, Beastmen Roar, Crowfather, Take Off, Vanguard Deployment, Hide (forest), Strider; Removed: Woodsman
Morghur the Shadowgavewh_dlc05_bst_cha_morghur_016,092 → 8,00015 → 3055 → 5045 → 50300 → 225100 → 27501,200 → 1,500Speed 39 → 40; Charge bonus 56 → 50; Mass 1,200 → 2,000; Physical resistance 0% → 10%; Missile resistance 75% → 50%; New: Beastmen Roar, Shadowgave, Vigorous, Apocalyptic Vision, Primal Fury, Aura of Vile Transmutation, Causes Fear, Strider; Removed: Call of Violence, Woodsman
Beastlordwh2_dlc17_bst_cha_beastlord_215,556 → 6,2508032 → 5526 → 25120 → 100250 → 2250950 → 1,200Bonus vs infantry 20 → 25; Charge bonus 74 → 100; Mass 3,800 → 4,750; Physical resistance 0% → 10%; New: Deadly Onslaught, Strider; Removed: Woodsman
Bray-Shaman (Beasts)wh2_dlc17_bst_cha_bray_shaman_beasts_214,472 → 5,5008028 → 3024 → 30100180 → 1750700 → 800Bonus vs infantry 20 → 25; Charge bonus 64 → 100; Mass 3,800 → 4,500; Physical resistance 0% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Strider; Removed: Woodsman
Bray-Shaman (Death)wh2_dlc17_bst_cha_bray_shaman_death_214,472 → 5,5008028 → 3024 → 30100180 → 1750700 → 800Bonus vs infantry 20 → 25; Charge bonus 64 → 100; Mass 3,800 → 4,500; Physical resistance 0% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Strider; Removed: Woodsman
Bray-Shaman (Shadows)wh2_dlc17_bst_cha_bray_shaman_shadows_214,472 → 5,5008028 → 3024 → 30100180 → 1750700 → 800Bonus vs infantry 20 → 25; Charge bonus 64 → 100; Mass 3,800 → 4,500; Physical resistance 0% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Strider; Removed: Woodsman
Bray-Shaman (Wild)wh2_dlc17_bst_cha_bray_shaman_wild_214,472 → 5,5008028 → 3024 → 30100180 → 1750700 → 800Bonus vs infantry 20 → 25; Charge bonus 64 → 100; Mass 3,800 → 4,500; Physical resistance 0% → 10%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Strider; Removed: Woodsman
Doombullwh2_dlc17_bst_cha_doombull_016,668 → 7,25010047 → 6038 → 35120 → 250340 → 30001,250 → 1,400Leadership 80 → 70; Speed 64 → 65; Charge bonus 45 → 60; Mass 3,500 → 4,000; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Beastmen Roar, Strider, Charge Defence vs. Large; Removed: Woodsman
Khazrak the One-Eyewh2_dlc17_bst_cha_khazrak_one_eye_215,788 → 7,00010034 → 4528 → 30120 → 100270 → 22501,100 → 1,600Charge bonus 84 → 100; Mass 4,400 → 5,250; Physical resistance 0% → 10%; New: Mighty Roar, Houndmaster, Strider; Removed: Woodsman
Taurox the Brass Bullwh2_dlc17_bst_cha_taurox_the_brass_bull_017,368 → 9,25013053 → 7047 → 35125 → 200375 → 40001,500 → 1,700Leadership 80 → 75; Speed 64 → 65; Charge bonus 54 → 60; Mass 4,500 → 5,000; Physical resistance 0% → 10%; New: Beastmen Roar, Bullrage, Strider, Charge Defence vs. Large, Vanguard Deployment; Removed: Woodsman
Wargorwh2_dlc17_bst_cha_wargor_014,056 → 5,25080 → 905040 → 50220 → 275180 → 1500600 → 700Speed 38 → 50; Bonus vs infantry 20 → 0; Charge bonus 50 → 40; Mass 800 → 1,250; Physical resistance 0% → 10%; New: Totem of the Victims, Totem of the Herd, Vanguard Deployment, Strider, Immune to Flanking; Removed: Woodsman
Wargorwh2_dlc17_bst_cha_wargor_115,148 → 6,250100 → 8038 → 4532 → 35120 → 125280 → 25001,100 → 1,200Charge bonus 90 → 125; Mass 4,800 → 5,250; Physical resistance 0% → 10%; New: Totem of the Herd, Totem of the Victims, Strider, Immune to Flanking; Removed: Woodsman
Wargorwh2_dlc17_bst_cha_wargor_214,956 → 5,7508032 → 4526 → 35120 → 100250 → 2250900 → 1,000Bonus vs infantry 20 → 25; Charge bonus 74 → 100; Mass 3,800 → 4,750; Physical resistance 0% → 10%; New: Totem of the Herd, Totem of the Victims, Strider, Immune to Flanking; Removed: Woodsman
Great Bray-Shaman (Beasts)wh2_twa04_bst_cha_great_bray_shaman_beasts_014,568 → 5,25015 → 2030 → 5528 → 40215 → 25095 → 1000600Speed 38 → 40; Charge bonus 38 → 40; Mass 800 → 1,000; Physical resistance 0% → 10%; Spell resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Beastmen Roar, Totem of Morrslieb, Strider; Removed: Woodsman
Great Bray-Shaman (Beasts)wh2_twa04_bst_cha_great_bray_shaman_beasts_115,064 → 6,250100 → 8034 → 3530100 → 125210 → 20001,100Charge bonus 80 → 125; Mass 4,800 → 5,000; Physical resistance 0% → 10%; Spell resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Beastmen Roar, Totem of Morrslieb, Strider; Removed: Woodsman
Great Bray-Shaman (Beasts)wh2_twa04_bst_cha_great_bray_shaman_beasts_214,872 → 5,7508028 → 3524 → 30100180 → 1750900Bonus vs infantry 20 → 25; Charge bonus 64 → 100; Mass 3,800 → 4,500; Physical resistance 0% → 10%; Spell resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Beastmen Roar, Totem of Morrslieb, Strider; Removed: Woodsman
Great Bray-Shaman (Death)wh2_twa04_bst_cha_great_bray_shaman_death_014,568 → 5,25015 → 2030 → 5528 → 40215 → 25095 → 1000600Speed 38 → 40; Charge bonus 38 → 40; Mass 800 → 1,000; Physical resistance 0% → 10%; Spell resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Beastmen Roar, Totem of Morrslieb, Strider; Removed: Woodsman
Great Bray-Shaman (Death)wh2_twa04_bst_cha_great_bray_shaman_death_115,064 → 6,250100 → 8034 → 3530100 → 125210 → 20001,100Charge bonus 80 → 125; Mass 4,800 → 5,000; Physical resistance 0% → 10%; Spell resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Beastmen Roar, Totem of Morrslieb, Strider; Removed: Woodsman
Great Bray-Shaman (Death)wh2_twa04_bst_cha_great_bray_shaman_death_214,872 → 5,7508028 → 3524 → 30100180 → 1750900Bonus vs infantry 20 → 25; Charge bonus 64 → 100; Mass 3,800 → 4,500; Physical resistance 0% → 10%; Spell resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Beastmen Roar, Totem of Morrslieb, Strider; Removed: Woodsman
Great Bray-Shaman (Shadows)wh2_twa04_bst_cha_great_bray_shaman_shadows_014,568 → 5,25015 → 2030 → 5528 → 40215 → 25095 → 1000600Speed 38 → 40; Charge bonus 38 → 40; Mass 800 → 1,000; Physical resistance 0% → 10%; Spell resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Beastmen Roar, Totem of Morrslieb, Strider; Removed: Woodsman
Great Bray-Shaman (Shadows)wh2_twa04_bst_cha_great_bray_shaman_shadows_115,064 → 6,250100 → 8034 → 3530100 → 125210 → 20001,100Charge bonus 80 → 125; Mass 4,800 → 5,000; Physical resistance 0% → 10%; Spell resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Beastmen Roar, Totem of Morrslieb, Strider; Removed: Woodsman
Great Bray-Shaman (Shadows)wh2_twa04_bst_cha_great_bray_shaman_shadows_214,872 → 5,7508028 → 3524 → 30100180 → 1750900Bonus vs infantry 20 → 25; Charge bonus 64 → 100; Mass 3,800 → 4,500; Physical resistance 0% → 10%; Spell resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Beastmen Roar, Totem of Morrslieb, Strider; Removed: Woodsman
Great Bray-Shaman (Wild)wh2_twa04_bst_cha_great_bray_shaman_wild_014,568 → 5,25015 → 2030 → 5528 → 40215 → 25095 → 1000600Speed 38 → 40; Charge bonus 38 → 40; Mass 800 → 1,000; Physical resistance 0% → 10%; Spell resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Beastmen Roar, Totem of Morrslieb, Strider; Removed: Woodsman
Great Bray-Shaman (Wild)wh2_twa04_bst_cha_great_bray_shaman_wild_115,064 → 6,250100 → 8034 → 3530100 → 125210 → 20001,100Charge bonus 80 → 125; Mass 4,800 → 5,000; Physical resistance 0% → 10%; Spell resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Beastmen Roar, Totem of Morrslieb, Strider; Removed: Woodsman
Great Bray-Shaman (Wild)wh2_twa04_bst_cha_great_bray_shaman_wild_214,872 → 5,7508028 → 3524 → 30100180 → 1750900Bonus vs infantry 20 → 25; Charge bonus 64 → 100; Mass 3,800 → 4,500; Physical resistance 0% → 10%; Spell resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Beastmen Roar, Totem of Morrslieb, Strider; Removed: Woodsman
Beastmen Warhoundswh_dlc03_bst_inf_chaos_warhounds_0806,080 → 8,80015 → 3026 → 3017 → 2019 → 303 → 50400 → 425Leadership 38 → 55; Speed 95 → 100; Charge bonus 20 → 25; Melee attack interval 4.3 s → 3.5 s; Mass 150 → 250; Physical resistance 0% → 10%; Missile resistance 15% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Bestial Pack Tactics, Vigorous
Ungor Spearmen Herdwh_dlc03_bst_inf_ungor_spearmen_0160 → 2008,960 → 16,0001520 → 2522 → 2017 → 155 → 100325 → 425Leadership 54 → 45; Speed 36 → 45; Bonus vs large 12 → 15; Charge bonus 6 → 10; Melee attack interval 4.6 s → 4 s; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Bestial Rusty Armament, Strider; Removed: Woodsman
Hounds of Pestilencewh_dlc03_bst_inf_chaos_warhounds_180 → 326,080 → 11,20015 → 3026 → 4017 → 2019 → 403 → 100450 → 800Leadership 38 → 60; Speed 95 → 80; Bonus vs large 0 → 15; Charge bonus 20 → 35; Melee attack interval 4.3 s → 3.5 s; Mass 150 → 750; Physical resistance 0% → 10%; Missile resistance 15% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Monster Presence, Vigorous, Regeneration
Ungor Raiderswh_dlc03_bst_inf_ungor_raiders_0120 → 1406,360 → 11,2001520 → 2518 → 2020 → 156 → 50425Speed 36 → 45; Bonus vs infantry 0 → 5; Charge bonus 6 → 5; Melee attack interval 4.3 s → 4 s; Range 115 m → 150 m; Ammunition 22 → 26; Missile base damage 12 → 10; Missile AP damage 1 → 3; Reload time 9 s → 6 s; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Bestial Rusty Armament, Strider; Removed: Woodsman
Ungor Spearmen Herd (Shields)wh_dlc03_bst_inf_ungor_spearmen_1160 → 2008,960 → 16,0001520 → 2530 → 2517 → 1550375 → 425Missile block 35% → 30%; Leadership 54 → 45; Speed 36 → 45; Bonus vs large 12 → 15; Charge bonus 6 → 10; Melee attack interval 4.2 s → 4 s; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Bestial Rusty Armament, Strider; Removed: Woodsman
Centigorswh_dlc03_bst_inf_centigors_060 → 806,720 → 12,8003524 → 3028 → 3025 → 307 → 150800 → 900Speed 84 → 85; Charge bonus 42 → 50; Melee attack interval 4.6 s → 4 s; Mass 950 → 1,250; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Bestial Pack Tactics, Strider; Removed: Woodsman
Gor Herdwh_dlc03_bst_inf_gor_herd_0120 → 1609,600 → 18,40015 → 2036 → 4025 → 2030100650Leadership 62 → 60; Speed 38 → 50; Bonus vs infantry 5 → 0; Melee attack interval 4.4 s → 3.5 s; Mass 130 → 150; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Bestial Reckless Hate, Strider; Removed: Woodsman
Gor Herd (Shields)wh_dlc03_bst_inf_gor_herd_1120 → 1609,600 → 18,40015 → 2026 → 3535 → 3021 → 309 → 50550 → 650Missile block 35% → 40%; Leadership 62 → 60; Speed 38 → 50; Charge bonus 26 → 25; Melee attack interval 4.4 s → 3.5 s; Mass 130 → 150; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Bestial Reckless Hate, Strider; Removed: Woodsman
Ungor Herdwh_dlc03_bst_inf_ungor_herd_1160 → 2008,960 → 16,0001522 → 3024 → 2520 → 157 → 50375 → 425Missile block 35% → 30%; Leadership 54 → 45; Speed 36 → 45; Bonus vs infantry 0 → 5; Charge bonus 15 → 10; Melee attack interval 4.3 s → 4 s; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Bestial Rusty Armament, Strider; Removed: Woodsman
Razorgor Chariotswh_dlc03_bst_cav_razorgor_chariot_046,144 → 11,000100 → 8034 → 3530 → 2026 → 3044 → 4001,150 → 1,100Leadership 70 → 60; Bonus vs infantry 25 → 20; Charge bonus 80 → 125; Mass 4,130 → 4,150; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Bestial Pack Tactics, Strider; Removed: Woodsman
Giant Feral Manticorewh_dlc03_bst_feral_manticore15,103 → 7,50045 → 7040 → 6534 → 40290 → 300155 → 2000800 → 1,400Leadership 56 → 65; Speed 85 → 95; Charge bonus 50 → 60; Melee attack interval 3.6 s → 4 s; Mass 2,000 → 3,500; Physical resistance 0% → 10%; Missile resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —; New: Monster Presence, Bestial Monster Dominance, Vigorous, Hide (forest), Strider
Bestigor Herdwh_dlc03_bst_inf_bestigor_herd_0100 → 12010,000 → 16,80095 → 9035 → 453012 → 1532 → 3001,050 → 1,150Leadership 70 → 65; Speed 38 → 50; Charge bonus 36 → 35; Mass 160 → 200; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Bestial Reckless Hate, Immune to Psychology, Strider; Removed: Woodsman
Centigors (Throwing Axes)wh_dlc03_bst_inf_centigors_160 → 805,880 → 12,8003522 → 252025 → 307 → 150825 → 900Speed 84 → 85; Charge bonus 30 → 40; Melee attack interval 4.6 s → 4 s; Mass 950 → 1,250; Ammunition 14 → 20; Missile base damage 6 → 20; Missile AP damage 22 → 25; Reload time 10 s → 9 s; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → —; New: Bestial Pack Tactics, Strider; Removed: Woodsman
Centigors (Great Weapons)wh_dlc03_bst_inf_centigors_260 → 806,720 → 12,8003522 → 3022 → 257 → 1527 → 3001,000Speed 84 → 85; Charge bonus 42 → 60; Melee attack interval 4.6 s → 4 s; Mass 950 → 1,250; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Bestial Pack Tactics, Strider; Removed: Woodsman
Minotaurswh_dlc03_bst_inf_minotaurs_016 → 128,704 → 14,40035 → 5034 → 5032 → 4033 → 5577 → 6501,250 → 1,450Leadership 75 → 60; Speed 62 → 60; Bonus vs infantry 18 → 20; Charge bonus 34 → 55; Mass 1,600 → 2,000; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Strider; Removed: Woodsman
Minotaurs (Shields)wh_dlc03_bst_inf_minotaurs_116 → 128,704 → 14,40045 → 5034 → 454533 → 5577 → 6501,250 → 1,450Missile block 55% → 50%; Leadership 75 → 60; Speed 62 → 60; Charge bonus 32 → 50; Mass 1,600 → 2,000; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Strider; Removed: Woodsman
Razorgor Herdwh_dlc03_bst_inf_razorgor_herd_032 → 126,176 → 14,40045 → 5024 → 4018 → 2016 → 3036 → 350600 → 1,000Leadership 55 → 50; Speed 70 → 75; Bonus vs infantry 0 → 10; Charge bonus 46 → 70; Melee attack interval 4 s → 3.5 s; Mass 1,500 → 2,000; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Monster Presence, Bestial Pack Tactics
Chaos Spawnwh_dlc03_bst_mon_chaos_spawn_016 → 128,768 → 13,20010 → 2036 → 5028 → 20102 → 17548 → 500950 → 900Speed 42 → 60; Charge bonus 35 → 55; Melee attack interval 3.8 s → 4 s; Mass 1,500 → 2,000; Physical resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Monster Presence, Bestial Monster Dominance, Regeneration, Feral Rage II, Feral Rage I, Causes Terror, Strider; Removed: Hide (forest), Woodsman
Harpieswh_dlc05_bst_mon_harpies_060 → 805,220 → 9,2001522 → 4038 → 3032 → 4012 → 50500 → 550Leadership 52 → 50; Speed 82 → 125; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Bestial Pack Tactics, Vigorous, Primal Fury
Tuskgor Chariotswh2_dlc17_bst_cav_tuskgor_chariot_045,736 → 6,0008028 → 3024 → 251032 → 300750Bonus vs infantry 18 → 25; Charge bonus 64 → 80; Mass 3,130 → 3,650; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Bestial Pack Tactics
Groghooves of Wolf's Run (Centigors – Throwing Axes)wh2_dlc17_bst_inf_centigors_ror_160 → 805,880 → 12,8003529 → 3527 → 2025 → 307 → 1501,125 → 1,150Speed 84 → 100; Charge bonus 30 → 40; Melee attack interval 4.6 s → 4 s; Mass 950 → 1,250; Ammunition 14 → 20; Missile base damage 6 → 20; Missile AP damage 22 → 25; Reload time 10 s → 7 s; Upkeep 275 → 0; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Bestial Pack Tactics, Strider; Removed: Woodsman
Cygorwh_dlc03_bst_inf_cygor_019,800 → 12,00050 → 3544 → 5025135 → 200335 → 30001,550 → 1,200Leadership 75 → 65; Speed 39 → 40; Charge bonus 28 → 40; Mass 6,500 → 7,500; Range 400 m → 350 m; Missile base damage 90 → 150; Missile AP damage 360 → 200; Reload time 15 s → 11 s; Physical resistance 0% → 10%; Missile resistance 0% → 20%; Spell resistance 25% → 50%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Bestial Monster Dominance, Strider, Wallbreaker; Removed: Woodsman
Bullgorswh_dlc03_bst_inf_minotaurs_216 → 88,704 → 16,00035 → 7034 → 5032 → 4033 → 7077 → 8001,250 → 1,900Leadership 75 → 65; Speed 62 → 60; Bonus vs large 25 → 30; Charge bonus 40 → 60; Mass 1,600 → 2,000; Physical resistance 0% → 20%; Missile resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Mark of Khorne, Strider; Removed: Woodsman
Beastmen Giantwh_dlc03_bst_mon_giant_0112,620 → 14,00050 → 4565 → 7530200 → 225500 → 35001,400 → 1,600Leadership 100 → 80; Speed 39 → 45; Charge bonus 40 → 55; Mass 6,500 → 7,500; Physical resistance 0% → 10%; Missile resistance 15% → 50%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Wild Roar, Trample, Bestial Monster Dominance, Strider; Removed: Woodsman
Khorrok's Manrippers (Bestigor Herd)wh_pro04_bst_inf_bestigor_herd_ror_0100 → 12010,000 → 16,80095 → 10044 → 4542 → 4012 → 3030 → 1501,250 → 1,300Leadership 80 → 75; Speed 38 → 50; Charge bonus 26 → 25; Mass 160 → 200; Upkeep 325 → 0; Physical resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Bestial Reckless Hate, Expert Charge Defence, Strider, Immune to Psychology, Vanguard Deployment; Removed: Charge Defence vs. Large, Woodsman
Sons of Ghorros (Centigors – Great Weapons)wh_pro04_bst_inf_centigors_ror_060 → 326,720 → 11,2007029 → 4029 → 307 → 3027 → 5001,250 → 1,750Speed 84 → 85; Bonus vs large 0 → 20; Charge bonus 42 → 75; Melee attack interval 4.6 s → 4 s; Mass 950 → 1,250; Upkeep 300 → 0; Physical resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Coordinated Carnage, Bestial Pack Tactics, Strider; Removed: Guardian, Woodsman
The Eye of Morrslieb (Cygor)wh_pro04_bst_inf_cygor_ror_019,800 → 12,0005054 → 6032 → 25135 → 200335 → 40001,900 → 1,600Speed 39 → 40; Charge bonus 28 → 40; Mass 6,500 → 7,500; Ammunition 25 → 30; Missile base damage 90 → 150; Missile AP damage 360 → 300; Reload time 15 s → 8 s; Upkeep 475 → 0; Physical resistance 0% → 10%; Missile resistance 0% → 20%; Spell resistance 25% → 50%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Bestial Monster Dominance, Strider, Wallbreaker; Removed: Woodsman
Black-Horn's Ravagers (Gor Herd)wh_pro04_bst_inf_gor_herd_ror_0120 → 1609,600 → 18,4003534 → 4044 → 3521 → 309 → 100750 → 900Missile block 35% → 0%; Leadership 72 → 70; Speed 38 → 50; Charge bonus 26 → 30; Melee attack interval 4.4 s → 3.5 s; Mass 130 → 150; Upkeep 188 → 0; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Bestial Reckless Hate, Strider; Removed: Hide (forest), Woodsman
Butchers of Kalkengard (Minotaurs – Shields)wh_pro04_bst_inf_minotaurs_ror_016 → 88,704 → 14,40045 → 6043 → 4556 → 4533 → 7077 → 8001,600 → 1,900Missile block 55% → 50%; Leadership 85 → 70; Speed 62 → 60; Charge bonus 32 → 50; Mass 1,600 → 2,000; Upkeep 400 → 0; Physical resistance 0% → 20%; Missile resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Ravenous Hunger, Strider; Removed: Woodsman
Destroyers of the Drakwald (Ungor Spearmen Herd – Shields)wh_pro04_bst_inf_ungor_spearmen_ror_0160 → 2008,960 → 16,00015 → 2527 → 2547 → 3017 → 2050575 → 600Leadership 64 → 100; Speed 36 → 45; Bonus vs large 12 → 15; Charge bonus 6 → 10; Melee attack interval 4.2 s → 4 s; Upkeep 144 → 0; Physical resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Bestial Rusty Armament, Unbreakable, Strider; Removed: Woodsman
Ghorgonwh2_dlc17_bst_mon_ghorgon_0110,888 → 13,0005057 → 5534 → 35100 → 150420 → 45002,000Speed 64 → 65; Bonus vs large 30 → 50; Charge bonus 46 → 50; Mass 6,500 → 7,500; Physical resistance 0% → 10%; Missile resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Bestial Monster Dominance, Strider, Wallbreaker; Removed: Woodsman
The Bloodbrute Behemoth (Ghorgon)wh2_dlc17_bst_mon_ghorgon_ror_0110,888 → 13,0007069 → 6538 → 35100 → 150420 → 45002,550Speed 64 → 65; Bonus vs large 30 → 50; Charge bonus 46 → 50; Mass 6,500 → 7,500; Upkeep 638 → 0; Physical resistance 0% → 10%; Missile resistance 0% → 20%; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Bestial Monster Dominance, Strider, Wallbreaker; Removed: Woodsman
Jabberslythewh2_dlc17_bst_mon_jabberslythe_019,220 → 11,5006036 → 3542 → 45135 → 150315 → 35001,700Melee attack interval 3.8 s → 4 s; Mass 5,500 → 7,500; Physical resistance 0% → 10%; Missile resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —; New: Monster Presence, Bestial Monster Dominance, Strider; Removed: Woodsman
The Vorbergland Broodmother (Jabberslythe)wh2_dlc17_bst_mon_jabberslythe_ror_019,220 → 11,500604552 → 55135 → 150315 → 35002,100Melee attack interval 3.8 s → 4 s; Mass 5,500 → 7,500; Upkeep 525 → 0; Physical resistance 0% → 10%; Missile resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Monster Presence, Bestial Monster Dominance, Strider; Removed: Woodsman
Tzaangorswh3_dlc24_bst_inf_tzaangors120 → 1609,600 → 18,40050 → 7026 → 3038 → 3021 → 259 → 50650 → 750Leadership 62 → 65; Speed 38 → 50; Charge bonus 26 → 25; Melee attack interval 4.4 s → 4 s; Mass 130 → 200; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Strider; Removed: Woodsman
Incarnate Elemental of Beastswh3_dlc24_bst_mon_incarnate_elemental_of_beasts19,008 → 10,0005062 → 653025040001,900 → 1,800Bonus vs infantry 10 → 0; Bonus vs large 0 → 50; Charge bonus 64 → 65; Missile resistance 0% → 20%; Spell resistance 20% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Ravenous Hunger, Woodsman; Removed: Strider
Centigors of Tzeentchwh3_dlc24_bst_inf_centigors_great_weapons_mtze60 → 806,720 → 12,8003522 → 2522 → 257 → 1527 → 3001,200 → 1,100Speed 84 → 85; Charge bonus 42 → 40; Melee attack interval 4.6 s → 4 s; Mass 950 → 1,250; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Strider; Removed: Woodsman
Pestigorswh3_dlc25_bst_inf_pestigors120 → 16010,560 → 20,80025 → 2024 → 3025 → 3012 → 10200675 → 750Leadership 62 → 65; Speed 38 → 50; Bonus vs large 0 → 10; Charge bonus 28 → 30; Mass 130 → 150; Missile resistance 25% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Khorngorswh3_dlc26_bst_inf_khorngors120 → 1609,600 → 18,4006018 → 3026 → 358 → 1520 → 250725 → 750Leadership 62 → 65; Speed 38 → 50; Bonus vs large 18 → 0; Charge bonus 16 → 20; Mass 130 → 150; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; Removed: Charge Defence vs. Large
Slaangorswh3_dlc27_bst_inf_slaangors120 → 1609,000 → 18,4003034 → 3526 → 2528 → 308 → 100700 → 750Leadership 62 → 60; Bonus vs infantry 8 → 10; Charge bonus 26 → 30; Melee attack interval 4.8 s → 4 s; Mass 130 → 150; Physical resistance 5% → 10%; New: Vigorous
Chimerawh3_dlc27_bst_mon_chimera16,390 → 8,0008052 → 5038 → 40240 → 250280 → 30001,500Leadership 60 → 70; Charge bonus 45 → 50; Melee attack interval 3.6 s → 4 s; Mass 2,000 → 3,000; Missile resistance 15% → 20%
Bloodshriek Chimera (Chimera)wh3_dlc27_bst_mon_chimera_ror16,390 → 8,0008064 → 6048 → 50240 → 250280 → 30001,900 → 1,850Leadership 70 → 80; Charge bonus 45 → 50; Melee attack interval 3.6 s → 4 s; Mass 2,000 → 3,000; Missile resistance 15% → 20%
Preytonwh3_dlc27_bst_mon_preyton17,289 → 9,000605028 → 30120 → 150365 → 35001,600 → 1,700Bonus vs large 20 → 50; Mass 2,800 → 3,500; Missile resistance 45% → 40%; New: Strider; Removed: Frenzy
Scourge of Arden (Preyton)wh3_dlc27_bst_mon_preyton_ror17,289 → 9,0006061 → 7036 → 30145 → 150385 → 35001,850 → 2,000Leadership 80 → 100; Bonus vs large 25 → 0; Mass 2,800 → 3,500; Missile resistance 45% → 40%; New: Unbreakable, Unyielding Assault; Removed: Frenzy, Hide (forest)
Cockatricewh3_dlc24_bst_mon_cockatrice16,120 → 9,0003546 → 5038 → 35125 → 100295 → 25001,050Mass 1,600 → 2,500
Basiliskwh3_dlc29_bst_mon_basilisk17,80070424416032001,600Removed: Maleficient Gaze, Aura of Vitriol, Wounds
Giant Spined Chaos Beastwh3_dlc29_bst_mon_giant_spined_chaos_beast16,78060492715029001,350Removed: Spiky, Wounds, Frenzy, Regeneration
Bane of Wittengast (Giant Spined Chaos Beast)wh3_dlc29_bst_mon_giant_spined_chaos_beast_ror16,78060603515029001,700Removed: Warp-Fueled Rampage, Spiky, Wounds, Frenzy, Regeneration

New units in SFO

  • Chosen Khorngorsbst_khorngor100 modelsHealth15,500Armour100Leadership70Speed45Melee attack45Melee defence30Weapon strength (base + AP)50Charge bonus40Physical resistance %15Magic resistance %25Multiplayer cost1,400
  • Chosen Pestigorsbst_pestigor100 modelsHealth20,000Armour75Leadership70Speed45Melee attack35Melee defence45Weapon strength (base + AP)40Charge bonus25Physical resistance %20Multiplayer cost1,400
  • Chosen Slaangorsbst_slaangor100 modelsHealth13,000Armour60Leadership70Speed60Melee attack45Melee defence30Weapon strength (base + AP)55Charge bonus55Physical resistance %10Missile resistance %25Multiplayer cost1,400
  • Chosen Tzaangorsbst_tzaangor100 modelsHealth13,000Armour50Leadership70Speed50Melee attack40Melee defence30Weapon strength (base + AP)40Charge bonus30Missile damage (base + AP)20Range175Physical resistance %20Missile resistance %10Fire resistance %25Multiplayer cost1,400
  • Spirit of Ghorokbst_ghorok1 modelHealth7,500Armour100Leadership100Speed50Melee attack100Melee defence0Weapon strength (base + AP)1,000Charge bonus100Ward save %50Multiplayer cost2,000
  • Mutated Warhoundbst_warhound1 modelHealth7,000Armour50Leadership70Speed100Melee attack70Melee defence30Weapon strength (base + AP)400Charge bonus75Physical resistance %15Missile resistance %20Multiplayer cost1,450

Skills

Gouge-Tusks
  • −Armour-piercing weapon damage: +15
  • +Level 1: Armour-piercing weapon damage: +25
  • +Level 1: Unit mass: +10%
  • +Level 2: Armour-piercing weapon damage: +50
  • +Level 2: Unit mass: +20%
Uncanny Senses
  • −Spell resistance: 15%
  • +Spell resistance: 20%
Fury of the Herd
  • −Level 1: Melee defence: +4 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Lord's army)
  • −Level 2: Leadership: +4 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Lord's army)
  • −Level 2: Melee defence: +4 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Lord's army)
  • −Level 3: Leadership: +6 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Lord's army)
  • −Level 3: Melee defence: +6 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Lord's army)
  • +Level 1: Melee defence: +4 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, God Gors and Bestigor Herd units (Lord's army)
  • +Level 2: Leadership: +4 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, God Gors and Bestigor Herd units (Lord's army)
  • +Level 2: Melee defence: +4 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, God Gors and Bestigor Herd units (Lord's army)
  • +Level 3: Leadership: +6 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, God Gors and Bestigor Herd units (Lord's army)
  • +Level 3: Melee defence: +6 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, God Gors and Bestigor Herd units (Lord's army)
Unrelenting Savagery
  • −Melee attack: +5 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Rank 7 and above) (Lord's army)
  • −Melee defence: +5 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Rank 7 and above) (Lord's army)
  • −Physical resistance: 10% for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Rank 7 and above) (Lord's army)
  • +Melee attack: +5 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, God Gors and Bestigor Herd units (Rank 7 and above) (Lord's army)
  • +Melee defence: +5 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, God Gors and Bestigor Herd units (Rank 7 and above) (Lord's army)
  • +Physical resistance: 10% for Ungor Spearmen Herd, Ungor Herd, Gor Herd, God Gors and Bestigor Herd units (Rank 7 and above) (Lord's army)
Corruption
  • −Level 1: Chaos Undivided corruption: +1 (local province)
  • −Level 2: Chaos Undivided corruption: +2 (local province)
  • −Level 3: Chaos Undivided corruption: +4 (local province)
  • +Level 1: Chaos Undivided corruption: +2 (local province)
  • +Level 1: All other types of corruption: -1 (local province)
  • +Level 2: Chaos Undivided corruption: +4 (local province)
  • +Level 2: All other types of corruption: -2 (local province)
  • +Level 3: Chaos Undivided corruption: +6 (local province)
  • +Level 3: All other types of corruption: -3 (local province)
Favoured of the Skull Throne
  • −Spell resistance: 25% (Lord's army)
  • +Spell resistance: 20% (Lord's army)
Juggernaut
  • −Enables "Dazed" contact effect (reduced Speed and Melee Defence)
  • −Charge bonus: +20%
  • −Weapon strength: +10%
  • +Level 1: Enables "Dazed" contact effect (reduced Speed and Melee Defence)
  • +Level 1: Charge bonus: +20%
  • +Level 1: Weapon strength: +10%
  • +Level 2: Enables "Dazed" contact effect (reduced Speed and Melee Defence)
  • +Level 2: Charge bonus: +40%
  • +Level 2: Weapon strength: +20%
Drenched in Blood
  • −Gain an additional stack of "River of Blood" region effects for winning battles
  • −Bestial rage: +1 (Lord's army)
  • +Level 1: Gain an additional stack of "River of Blood" region effects for winning battles
  • +Level 1: Bestial rage: +1 (Lord's army)
  • +Level 2: Replenishes 10% campaign movement range after winning a battle
  • +Level 2: Gain an additional stack of "River of Blood" region effects for winning battles
  • +Level 2: Bestial rage: +2 (Lord's army)
Titans of the Deep Forest
  • −Armour: +10 for Ghorgon, Giant, Jabberslythe, Cockatrice, Cygor and Incarnate Elemental of Beasts units (Lord's army)
  • −Unit capacity: +1 Ghorgon
  • +Level 1: Armour: +10 for Ghorgon, Giant, Jabberslythe, Cockatrice, Cygor and Incarnate Elemental of Beasts units (Lord's army)
  • +Level 1: Unit capacity: +1 Ghorgon
  • +Level 2: Armour: +20 for Ghorgon, Giant, Jabberslythe, Cockatrice, Cygor and Incarnate Elemental of Beasts units (Lord's army)
  • +Level 2: Unit capacity: +2 Ghorgon
Gorefeast
  • −Passive ability: "Goregreed" for Minotaur units (replaces Bloodgreed) (Lord's army)
  • −Passive ability: "Gorefeast"
  • +Level 1: Passive ability: "Goregreed" for Minotaur units (replaces Bloodgreed) (Lord's army)
  • +Level 1: Passive ability: "Gorefeast"
  • +Level 2: Passive ability: "Goregreed" for Minotaur units (replaces Bloodgreed) (Lord's army)
  • +Level 2: Passive ability: "Gorefeast"
  • +Level 2: Armour: -2 per rank achieved (enemy armies in region)
Daemonic Vigour
  • +Passive ability: "Banner of Eternal Flame"
  • Ability icon: — → ui/battle ui/ability_icons/wh_main_banner_passive_banner_of_eternal_flame
Forerunner
  • −Attribute: Encourage for Bestigors units (Hero's army)
  • −Attribute: Vanguard Deployment for Bestigors units (Hero's army)
  • +Attribute: Encourage for God Gors and Bestigors units (Hero's army)
  • +Attribute: Vanguard Deployment for God Gors and Bestigors units (Hero's army)
Speaker of Darkling Counsel
  • −Winds of Magic cost: +15% for all enemy spells (enemy armies in local province)
  • +Winds of Magic cost: +15% for all enemy spells (enemy armies in province)
Underhoof
  • −Reinforcement range: +50% (all characters)
  • −Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20%
  • +Level 1: Reinforcement range: +25% (all characters factionwide)
  • +Level 1: Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
  • +Level 2: Reinforcement range: +50% (all characters factionwide)
  • +Level 2: Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20%
Hordes of the Drakwald
  • −Charge bonus: +6 for Ungor, Gor and Bestigor units (Lord's army)
  • −Melee attack: +6 for Ungor, Gor and Bestigor units (Lord's army)
  • −Missile strength: +15% for Ungor Raiders units (Lord's army)
  • +Level 1: Charge bonus: +5 for Ungor, Gor, God Gors and Bestigor units (Lord's army)
  • +Level 1: Melee attack: +4 for Ungor, Gor, God Gors and Bestigor units (Lord's army)
  • +Level 1: Casualty replenishment rate: +5% for Bestigor units (Lord's army)
  • +Level 1: Missile strength: +10% for Ungor Raiders units (Lord's army)
  • +Level 2: Charge bonus: +10 for Ungor, Gor, God Gors and Bestigor units (Lord's army)
  • +Level 2: Melee attack: +8 for Ungor, Gor, God Gors and Bestigor units (Lord's army)
  • +Level 2: Casualty replenishment rate: +10% for Bestigor units (Lord's army)
  • +Level 2: Missile strength: +20% for Ungor Raiders units (Lord's army)
Houndmaster
  • −Charge bonus: +10 for Chaos Warhounds, Razorgor Herd, Feral Manticore, Harpies, Chimera and Preyton units (Lord's army)
  • −Bonus vs Infantry: +10 for Chaos Warhounds, Razorgor Herd, Feral Manticore and Harpies units (Lord's army)
  • +Level 1: Charge bonus: +10 for Chaos Warhounds, Razorgor Herd, Feral Manticore, Harpies, Chimera and Preyton units (Lord's army)
  • +Level 1: Bonus vs Infantry: +10 for Chaos Warhounds, Razorgor Herd, Feral Manticore and Harpies units (Lord's army)
  • +Level 2: Passive ability: "Houndmaster"
  • +Level 2: Charge bonus: +10 for Chaos Warhounds, Razorgor Herd, Feral Manticore, Harpies, Chimera and Preyton units (Lord's army)
  • +Level 2: Bonus vs Infantry: +10 for Chaos Warhounds, Razorgor Herd, Feral Manticore and Harpies units (Lord's army)
  • Ability icon: — → ui/battle ui/ability_icons/bst_passive_khazrak_hound
Manslayer
  • −Attribute: Causes Fear when fighting against Humans (Lord's army)
  • −Attribute: Causes Terror when fighting against Empire
  • −Magic item drop chance from battle: +15%
  • −Post battle chance of stealing a magic item: +15%
  • +Level 1: Attribute: Causes Fear when fighting against Humans (Lord's army)
  • +Level 1: Attribute: Causes Terror when fighting against Empire
  • +Level 1: Magic item drop chance from battle: +10%
  • +Level 1: Post battle chance of stealing a magic item: +10%
  • +Level 2: Passive ability: "Banner of the Fallen Kings"
  • +Level 2: Attribute: Causes Fear when fighting against Humans (Lord's army)
  • +Level 2: Attribute: Causes Terror when fighting against Empire
  • +Level 2: Magic item drop chance from battle: +10%
  • +Level 2: Post battle chance of stealing a magic item: +10%
  • Ability icon: — → ui/battle ui/ability_icons/wh_dlc03_anc_magic_standard_banner_of_the_fallen_kings
Feral Fervour
  • −Attribute: Stalk for Gors, Bestigors, Chaos Warhounds, Razorgor Herd and Harpies units (Lord's army)
  • −Vigour loss reduction: -33% (Lord's army)
  • +Attribute: Stalk for Gors, God Gors, Bestigors, Chaos Warhounds, Razorgor Herd and Harpies units (Lord's army)
  • +Vigour loss reduction: -25% (Lord's army)
  • +Speed: +25% (Lord's army)
Portents of Doom
  • −Attribute: Causes Terror
  • −Control: -10 (local enemy province)
  • +Level 1: Attribute: Causes Terror
  • +Level 1: Control: -10 (enemy local province)
  • +Level 2: Attribute: Causes Terror
  • +Level 2: Control: -20 (enemy local province)
Nightmarish Cabal
  • −Hero action cost: -25% for Bray-Shamans (all characters)
  • −Hero action success chance: +10% for Bray-Shamans (all characters)
  • +Level 1: Hero action cost: -25% for Bray-Shamans (all characters factionwide)
  • +Level 1: Hero action success chance: +5% for Bray-Shamans (all characters factionwide)
  • +Level 2: Hero action cost: -50% for Bray-Shamans (all characters factionwide)
  • +Level 2: Hero action success chance: +10% for Bray-Shamans (all characters factionwide)
Mantle of Crows
  • +Ability: "Crowfather"
  • +Campaign line of sight: +100%
  • Ability icon: ui/battle ui/ability_icons/wh_dlc03_spell_beasts_flock_of_doom → ui/battle ui/ability_icons/bst_active_malagor_crows
Doom of Mankind
  • −Winds of Magic cost: -10% for all spells
  • +Level 1: Winds of Magic cost: -10% for all spells
  • +Level 2: Winds of Magic cost: -20% for all spells
Ardour of Fury
  • +Experience gain: +10% for Chaos Spawn units (own armies factionwide)
  • +Weapon strength: +10% for Chaos Spawn units (own armies factionwide)
Abstraction of Tzeentch
  • −Passive ability: "Horrible Regeneration" for Chaos Spawn units (Lord's army)
  • −Upgrades "Aura of Madness" ability for Jabberslythe units with increased damage over time (Lord's army)
  • −Melee defence: +8 for Centigors, Chaos Spawn, Tzaangors, Jabberslythe and Cockatrice units (Lord's army)
  • −Weapon strength: +15% for Centigors, Chaos Spawn, Tzaangors, Jabberslythe and Cockatrice units (Lord's army)
  • +Level 1: Passive ability: "Horrible Regeneration" for Chaos Spawn units (Lord's army)
  • +Level 1: Upgrades "Aura of Madness" ability for Jabberslythe units with increased damage over time (Lord's army)
  • +Level 1: Melee defence: +4 for Centigors, Chaos Spawn, Tzaangors, Jabberslythe and Cockatrice units (Lord's army)
  • +Level 1: Weapon strength: +5% for Centigors, Chaos Spawn, Tzaangors, Jabberslythe and Cockatrice units (Lord's army)
  • +Level 2: Upgrades "Aura of Madness" ability for Jabberslythe units with increased damage over time (Lord's army)
  • +Level 2: Passive ability: "Horrible Regeneration" for Chaos Spawn units (Lord's army)
  • +Level 2: Melee defence: +8 for Centigors, Chaos Spawn, Tzaangors, Jabberslythe and Cockatrice units (Lord's army)
  • +Level 2: Weapon strength: +15% for Centigors, Chaos Spawn, Tzaangors, Jabberslythe and Cockatrice units (Lord's army)
Force for Change
  • −Attrition: +33% casualties suffered from Despoiler raiding attrition (enemy armies in local province)
  • −Income from raiding: +20% (Lord's army)
  • +Level 1: Attrition: +25% casualties suffered from Despoiler raiding attrition (enemy armies in province)
  • +Level 1: Income from raiding: +25% (Lord's army)
  • +Level 2: Attrition: +50% casualties suffered from Despoiler raiding attrition (enemy armies in province)
  • +Level 2: Income from raiding: +50% (Lord's army)
Herald of Corruption
  • −Chaos Undivided corruption in adjacent provinces: +3
  • −Campaign movement range: +15%
  • +Level 1: Chaos Undivided corruption in adjacent provinces: +4 (local province)
  • +Level 1: Campaign movement range: +10% for armies
  • +Level 2: Chaos Undivided corruption in adjacent provinces: +8 (local province)
  • +Level 2: Campaign movement range: +20% for armies
Touch of Corruption
  • +Enemy physical resistance: -10% (enemy armies in region)
  • +Income from post-battle loot: +10% against Wood Elves
  • +Passive ability: "Shadowgave"
  • +Missile resistance: 10% when fighting against Wood Elves (Lord's army)
  • Ability icon: — → ui/battle ui/ability_icons/wh_dlc08_quest_passive_exploding_fart
Corroded Willnew
  • +Enemy Hero action success chance: -5%
Thrashingnew
  • +Level 1: Campaign line of sight: +25%
  • +Level 2: Campaign line of sight: +50%
  • +Level 3: Campaign line of sight: +75%
Eerie Insightnew
  • +Level 1: Research rate: +3
  • +Level 2: Research rate: +7
  • +Level 3: Research rate: +15
Vigorousnew
  • +Level 1: Wound recovery time: -2 turns
  • +Level 2: Wound recovery time: -4 turns
  • +Level 3: Wound recovery time: -6 turns
Mastery of Darknessnew
  • +Level 1: Ambush defence chance: +5% (Hero's army)
  • +Level 2: Ambush defence chance: +10% (Hero's army)
  • +Level 3: Ambush defence chance: +15% (Hero's army)
Blood on the Windnew
  • +Level 1: Campaign movement range: +3% (accompanying Lord)
  • +Level 2: Campaign movement range: +7% (accompanying Lord)
  • +Level 3: Campaign movement range: +15% (accompanying Lord)
Totem of the Herdnew
  • +Ability: "Totem of the Herd"
Totem of the Victimsnew
  • +Ability: "Totem of the Victims"
Morrslieb Giftnew
  • +Ability: "Totem of Morrslieb"
Corruptionnew
  • +Attrition: +10% casualties suffered from Chaos Undivided corruption and Chaos Wastes attrition (enemy armies in province)
  • +Winds of Magic cost: -10% for all spells
Defiled Artefactnew
  • +Level 1: Miscast base chance: -2%
  • +Level 1: Post battle chance of stealing a magic item: +5% (accompanying Lord)
  • +Level 2: Miscast base chance: -4%
  • +Level 2: Post battle chance of stealing a magic item: +10% (accompanying Lord)
  • +Level 3: Miscast base chance: -6%
  • +Level 3: Post battle chance of stealing a magic item: +20% (accompanying Lord)
Blessing of Khornenew
  • +Passive ability: "Blood Sacrifice"
  • +Spell resistance: 10% for Chosen Khorngors units (Lord's army)
  • +Khorne corruption: +5 (local province)
Blessing of Slaaneshnew
  • +Passive ability: "Unseen Beasts"
  • +Speed: +20% for Chosen Slaangors units (Lord's army)
  • +Slaanesh corruption: +5 (local province)
Blessing of Tzeentchnew
  • +Passive ability: "Hunger for Magic"
  • +Ward save: 5% for Chosen Tzaangors units (Lord's army)
  • +Tzeentch corruption: +5 (local province)
Blessing of Nurglenew
  • +Passive ability: "Rotten Regeneration"
  • +Fire resistance: 10% for Chosen Pestigors units (Lord's army)
  • +Nurgle corruption: +5 (local province)

Buildings

HerdstoneBeastmen
  • −Grants 1 construction slot in the settlement
  • −Horde recruitment capacity +2 (armies in region)
  • −Ambush success chance: +5% (armies in region)
  • +Horde recruitment capacity +2 (own armies in region)
  • +Ambush success chance: +5% (own armies in province)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • −Grants 1 construction slot in the settlement
  • −Campaign movement range: +5% (armies in region)
  • −Horde recruitment capacity +2 (armies in region)
  • −Ambush success chance: +10% (armies in region)
  • +Campaign movement range: +5% for armies (own armies in province)
  • +Horde recruitment capacity +2 (own armies in region)
  • +Ambush success chance: +10% (own armies in province)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +10% (armies in region)
  • −Horde recruitment capacity +3 (armies in region)
  • −Ambush success chance: +15% (armies in region)
  • +Campaign movement range: +10% for armies (own armies in province)
  • +Horde recruitment capacity +3 (own armies in region)
  • +Ambush success chance: +15% (own armies in province)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • −Campaign movement range: -5% for enemy armies starting their turn in this region (enemy armies in region)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +10% (armies in region)
  • −Horde recruitment capacity +3 (armies in region)
  • −Ambush success chance: +20% (armies in region)
  • +Campaign movement range: -5% for enemy armies starting their turn in this province (enemy armies in province)
  • +Campaign movement range: +15% for armies (own armies in province)
  • +Horde recruitment capacity +3 (own armies in region)
  • +Ambush success chance: +20% (own armies in province)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • −Campaign movement range: -10% for enemy armies starting their turn in this region (enemy armies in region)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +15% (armies in region)
  • −Horde recruitment capacity +4 (armies in region)
  • −Ambush success chance: +25% (armies in region)
  • +Campaign movement range: -10% for enemy armies starting their turn in this province (enemy armies in province)
  • +Campaign movement range: +20% for armies (own armies in province)
  • +Horde recruitment capacity +4 (own armies in region)
  • +Ambush success chance: +25% (own armies in province)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • −Chaos Undivided corruption: +3
  • −Casualty replenishment rate: +5% (local region)
  • −Horde recruitment capacity +1 (armies in region)
  • +Chaos Undivided corruption: +2
  • +Constant casualty replenishment rate: +2% (own armies in province)
  • +Horde recruitment capacity +1 (own armies in region)
  • +Research rate: +2
  • −Casualty replenishment rate: +10% (local region)
  • −Horde recruitment capacity +2 (armies in region)
  • +Constant casualty replenishment rate: +4% (own armies in province)
  • +Horde recruitment capacity +2 (own armies in region)
  • +Research rate: +4
  • −Chaos Undivided corruption: +5
  • −Casualty replenishment rate: +15% (local region)
  • −Horde recruitment capacity +3 (armies in region)
  • +Chaos Undivided corruption: +6
  • +Constant casualty replenishment rate: +8% (own armies in province)
  • +Horde recruitment capacity +3 (own armies in region)
  • +Research rate: +8
  • +Gods Gors capacity is increased with every high tier horde
  • Units: 0 → 1
  • −Winds of Magic power reserve capacity: +5 (all Blood-ground regions)
  • +Winds of Magic power reserve capacity: +10 (all Blood-ground regions)
  • +Dread gained from battles: +5% (factionwide)
  • −Dread gained from battles: +10% (factionwide)
  • −Winds of Magic power reserve capacity: +10 (all Blood-ground regions)
  • +Dread gained from battles: +10% (own armies factionwide)
  • +Winds of Magic power reserve capacity: +20 (all Blood-ground regions)
  • −Dread gained from battles: +20% (factionwide)
  • −Winds of Magic power reserve capacity: +15 (all Blood-ground regions)
  • +Dread gained from battles: +20% (own armies factionwide)
  • +Winds of Magic power reserve capacity: +30 (all Blood-ground regions)
  • +Gods Gors capacity is increased with every high tier horde
  • Units: 0 → 1
Rucking PitsBeastmen
  • −Reload time increase: +30% for enemy towers in siege battles (all Blood-ground regions)
  • +Reload time increase: -30% for enemy towers in siege battles (all Blood-ground regions)
  • +Siege towers: +1 per siege item constructed (all Blood-ground regions)
  • +Income from post-battle loot: +1% (factionwide)
  • −Reload time increase: +40% for enemy towers in siege battles (all Blood-ground regions)
  • +Reload time increase: -40% for enemy towers in siege battles (all Blood-ground regions)
  • +Siege towers: +2 per siege item constructed (all Blood-ground regions)
  • +Income from post-battle loot: +2% (factionwide)
  • −Reload time increase: +50% for enemy towers in siege battles (all Blood-ground regions)
  • +Reload time increase: -50% for enemy towers in siege battles (all Blood-ground regions)
  • +Siege towers: +3 per siege item constructed (all Blood-ground regions)
  • +Income from post-battle loot: +4% (factionwide)
  • +Gods Gors capacity is increased with every high tier horde
  • Units: 0 → 1
  • −Campaign movement range: -10% for enemy armies starting their turn in this region (enemy armies in region)
  • +Campaign movement range: -10% for enemy armies starting their turn in this province (enemy armies in province)
  • +Income from razing settlements: +2% (own armies factionwide)
Miasmic RainBeastmen
  • −Campaign movement range: -20% for enemy armies starting their turn in this region (enemy armies in region)
  • +Campaign movement range: -20% for enemy armies starting their turn in this province (enemy armies in province)
  • +Income from razing settlements: +4% (own armies factionwide)
  • −Campaign movement range: -30% for enemy armies starting their turn in this region (enemy armies in region)
  • +Campaign movement range: -30% for enemy armies starting their turn in this province (enemy armies in province)
  • +Income from razing settlements: +8% (own armies factionwide)
  • +Gods Gors capacity is increased with every high tier horde
  • Units: 0 → 1
  • −Melee attack: +1 when fighting against Humans (factionwide)
  • −Hero recruit rank: +1 for Bray-Shamans (factionwide)
  • −Grants 2 construction slots in the settlement
  • −Horde recruitment capacity +2 (armies in region)
  • −Ambush success chance: +5% (armies in region)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Melee attack: +1 when fighting against Humans (own armies factionwide)
  • +Hero recruit rank: +1 for Bray-Shamans (own armies factionwide)
  • +Horde recruitment capacity +2 (own armies in region)
  • +Ambush success chance: +5% (own armies in province)
  • −Melee attack: +2 when fighting against Humans (factionwide)
  • −Hero recruit rank: +2 for Bray-Shamans (factionwide)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +5% (armies in region)
  • −Horde recruitment capacity +2 (armies in region)
  • −Ambush success chance: +10% (armies in region)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Melee attack: +2 when fighting against Humans (own armies factionwide)
  • +Hero recruit rank: +2 for Bray-Shamans (own armies factionwide)
  • +Campaign movement range: +5% for armies (own armies in province)
  • +Horde recruitment capacity +2 (own armies in region)
  • +Ambush success chance: +10% (own armies in province)
  • −Melee attack: +3 when fighting against Humans (factionwide)
  • −Hero recruit rank: +3 for Bray-Shamans (factionwide)
  • −Grants 3 construction slots in the settlement
  • −Campaign movement range: +10% (armies in region)
  • −Horde recruitment capacity +3 (armies in region)
  • −Ambush success chance: +15% (armies in region)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Melee attack: +3 when fighting against Humans (own armies factionwide)
  • +Hero recruit rank: +3 for Bray-Shamans (own armies factionwide)
  • +Campaign movement range: +10% for armies (own armies in province)
  • +Horde recruitment capacity +3 (own armies in region)
  • +Ambush success chance: +15% (own armies in province)
  • −Campaign movement range: -5% for enemy armies starting their turn in this region (enemy armies in region)
  • −Melee attack: +4 when fighting against Humans (factionwide)
  • −Hero recruit rank: +4 for Bray-Shamans (factionwide)
  • −Grants 3 construction slots in the settlement
  • −Campaign movement range: +10% (armies in region)
  • −Horde recruitment capacity +3 (armies in region)
  • −Ambush success chance: +20% (armies in region)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Campaign movement range: -5% for enemy armies starting their turn in this province (enemy armies in province)
  • +Melee attack: +4 when fighting against Humans (own armies factionwide)
  • +Hero recruit rank: +4 for Bray-Shamans (own armies factionwide)
  • +Campaign movement range: +15% for armies (own armies in province)
  • +Horde recruitment capacity +3 (own armies in region)
  • +Ambush success chance: +20% (own armies in province)
Fall of ManBeastmen
  • −Campaign movement range: -10% for enemy armies starting their turn in this region (enemy armies in region)
  • −Melee attack: +5 when fighting against Humans (factionwide)
  • −Hero recruit rank: +5 for Bray-Shamans (factionwide)
  • −Grants 3 construction slots in the settlement
  • −Campaign movement range: +15% (armies in region)
  • −Horde recruitment capacity +4 (armies in region)
  • −Ambush success chance: +25% (armies in region)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Campaign movement range: -10% for enemy armies starting their turn in this province (enemy armies in province)
  • +Melee attack: +5 when fighting against Humans (own armies factionwide)
  • +Hero recruit rank: +5 for Bray-Shamans (own armies factionwide)
  • +Campaign movement range: +20% for armies (own armies in province)
  • +Horde recruitment capacity +4 (own armies in region)
  • +Ambush success chance: +25% (own armies in province)
  • −Grants 1 construction slot in the settlement
  • −Horde recruitment capacity +2 (armies in region)
  • −Ambush success chance: +5% (armies in region)
  • −Melee attack: +1 when fighting against Greenskins (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Horde recruitment capacity +2 (own armies in region)
  • +Ambush success chance: +5% (own armies in province)
  • +Melee attack: +1 when fighting against Greenskins (own armies factionwide)
  • −Grants 1 construction slot in the settlement
  • −Campaign movement range: +5% (armies in region)
  • −Horde recruitment capacity +2 (armies in region)
  • −Ambush success chance: +10% (armies in region)
  • −Melee attack: +2 when fighting against Greenskins (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Campaign movement range: +5% for armies (own armies in province)
  • +Horde recruitment capacity +2 (own armies in region)
  • +Ambush success chance: +10% (own armies in province)
  • +Melee attack: +2 when fighting against Greenskins (own armies factionwide)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +10% (armies in region)
  • −Horde recruitment capacity +3 (armies in region)
  • −Ambush success chance: +15% (armies in region)
  • −Melee attack: +3 when fighting against Greenskins (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Campaign movement range: +10% for armies (own armies in province)
  • +Horde recruitment capacity +3 (own armies in region)
  • +Ambush success chance: +15% (own armies in province)
  • +Melee attack: +3 when fighting against Greenskins (own armies factionwide)
  • −Campaign movement range: -5% for enemy armies starting their turn in this region (enemy armies in region)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +10% (armies in region)
  • −Horde recruitment capacity +3 (armies in region)
  • −Ambush success chance: +20% (armies in region)
  • −Melee attack: +4 when fighting against Greenskins (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Campaign movement range: -5% for enemy armies starting their turn in this province (enemy armies in province)
  • +Campaign movement range: +15% for armies (own armies in province)
  • +Horde recruitment capacity +3 (own armies in region)
  • +Ambush success chance: +20% (own armies in province)
  • +Melee attack: +4 when fighting against Greenskins (own armies factionwide)
  • −Campaign movement range: -10% for enemy armies starting their turn in this region (enemy armies in region)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +15% (armies in region)
  • −Horde recruitment capacity +4 (armies in region)
  • −Ambush success chance: +25% (armies in region)
  • −Melee attack: +5 when fighting against Greenskins (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Campaign movement range: -10% for enemy armies starting their turn in this province (enemy armies in province)
  • +Campaign movement range: +20% for armies (own armies in province)
  • +Horde recruitment capacity +4 (own armies in region)
  • +Ambush success chance: +25% (own armies in province)
  • +Melee attack: +5 when fighting against Greenskins (own armies factionwide)
  • −Melee attack: +1 when fighting against Undead factions (factionwide)
  • −Grants 1 construction slot in the settlement
  • −Horde recruitment capacity +2 (armies in region)
  • −Ambush success chance: +5% (armies in region)
  • −Spell resistance: 1% (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Melee attack: +1 when fighting against Undead (own armies factionwide)
  • +Horde recruitment capacity +2 (own armies in region)
  • +Ambush success chance: +5% (own armies in province)
  • +Spell resistance: 1% (own armies factionwide)
  • −Melee attack: +2 when fighting against Undead factions (factionwide)
  • −Grants 1 construction slot in the settlement
  • −Campaign movement range: +5% (armies in region)
  • −Horde recruitment capacity +2 (armies in region)
  • −Ambush success chance: +10% (armies in region)
  • −Spell resistance: 2% (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Melee attack: +2 when fighting against Undead (own armies factionwide)
  • +Campaign movement range: +5% for armies (own armies in province)
  • +Horde recruitment capacity +2 (own armies in region)
  • +Ambush success chance: +10% (own armies in province)
  • +Spell resistance: 2% (own armies factionwide)
  • −Melee attack: +3 when fighting against Undead factions (factionwide)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +10% (armies in region)
  • −Horde recruitment capacity +3 (armies in region)
  • −Ambush success chance: +15% (armies in region)
  • −Spell resistance: 3% (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Melee attack: +3 when fighting against Undead (own armies factionwide)
  • +Campaign movement range: +10% for armies (own armies in province)
  • +Horde recruitment capacity +3 (own armies in region)
  • +Ambush success chance: +15% (own armies in province)
  • +Spell resistance: 3% (own armies factionwide)
  • −Melee attack: +4 when fighting against Undead factions (factionwide)
  • −Campaign movement range: -5% for enemy armies starting their turn in this region (enemy armies in region)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +10% (armies in region)
  • −Horde recruitment capacity +3 (armies in region)
  • −Ambush success chance: +20% (armies in region)
  • −Spell resistance: 4% (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Melee attack: +4 when fighting against Undead (own armies factionwide)
  • +Campaign movement range: -5% for enemy armies starting their turn in this province (enemy armies in province)
  • +Campaign movement range: +15% for armies (own armies in province)
  • +Horde recruitment capacity +3 (own armies in region)
  • +Ambush success chance: +20% (own armies in province)
  • +Spell resistance: 4% (own armies factionwide)
  • −Melee attack: +5 when fighting against Undead factions (factionwide)
  • −Campaign movement range: -10% for enemy armies starting their turn in this region (enemy armies in region)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +15% (armies in region)
  • −Horde recruitment capacity +4 (armies in region)
  • −Ambush success chance: +25% (armies in region)
  • −Spell resistance: 5% (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Melee attack: +5 when fighting against Undead (own armies factionwide)
  • +Campaign movement range: -10% for enemy armies starting their turn in this province (enemy armies in province)
  • +Campaign movement range: +20% for armies (own armies in province)
  • +Horde recruitment capacity +4 (own armies in region)
  • +Ambush success chance: +25% (own armies in province)
  • +Spell resistance: 5% (own armies factionwide)
  • −Melee attack: +1 when fighting against Bretonnia (factionwide)
  • −Charge bonus: +1 (factionwide)
  • −Grants 1 construction slot in the settlement
  • −Horde recruitment capacity +2 (armies in region)
  • −Ambush success chance: +5% (armies in region)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Melee attack: +1 when fighting against Bretonnia (own armies factionwide)
  • +Charge bonus: +1 (own armies factionwide)
  • +Horde recruitment capacity +2 (own armies in region)
  • +Ambush success chance: +5% (own armies in province)
  • −Melee attack: +2 when fighting against Bretonnia (factionwide)
  • −Charge bonus: +2 (factionwide)
  • −Grants 1 construction slot in the settlement
  • −Campaign movement range: +5% (armies in region)
  • −Horde recruitment capacity +2 (armies in region)
  • −Ambush success chance: +10% (armies in region)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Melee attack: +2 when fighting against Bretonnia (own armies factionwide)
  • +Charge bonus: +2 (own armies factionwide)
  • +Campaign movement range: +5% for armies (own armies in province)
  • +Horde recruitment capacity +2 (own armies in region)
  • +Ambush success chance: +10% (own armies in province)
  • −Melee attack: +3 when fighting against Bretonnia (factionwide)
  • −Charge bonus: +3 (factionwide)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +10% (armies in region)
  • −Horde recruitment capacity +3 (armies in region)
  • −Ambush success chance: +15% (armies in region)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Melee attack: +3 when fighting against Bretonnia (own armies factionwide)
  • +Charge bonus: +3 (own armies factionwide)
  • +Campaign movement range: +10% for armies (own armies in province)
  • +Horde recruitment capacity +3 (own armies in region)
  • +Ambush success chance: +15% (own armies in province)
  • −Melee attack: +4 when fighting against Bretonnia (factionwide)
  • −Campaign movement range: -5% for enemy armies starting their turn in this region (enemy armies in region)
  • −Charge bonus: +4 (factionwide)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +10% (armies in region)
  • −Horde recruitment capacity +3 (armies in region)
  • −Ambush success chance: +20% (armies in region)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Melee attack: +4 when fighting against Bretonnia (own armies factionwide)
  • +Campaign movement range: -5% for enemy armies starting their turn in this province (enemy armies in province)
  • +Charge bonus: +4 (own armies factionwide)
  • +Campaign movement range: +15% for armies (own armies in province)
  • +Horde recruitment capacity +3 (own armies in region)
  • +Ambush success chance: +20% (own armies in province)
  • −Melee attack: +5 when fighting against Bretonnia (factionwide)
  • −Campaign movement range: -10% for enemy armies starting their turn in this region (enemy armies in region)
  • −Charge bonus: +5 (factionwide)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +15% (armies in region)
  • −Horde recruitment capacity +4 (armies in region)
  • −Ambush success chance: +25% (armies in region)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Melee attack: +5 when fighting against Bretonnia (own armies factionwide)
  • +Campaign movement range: -10% for enemy armies starting their turn in this province (enemy armies in province)
  • +Charge bonus: +5 (own armies factionwide)
  • +Campaign movement range: +20% for armies (own armies in province)
  • +Horde recruitment capacity +4 (own armies in region)
  • +Ambush success chance: +25% (own armies in province)
  • −Winds of Magic power reserve capacity: +1 (factionwide)
  • −Melee attack: +1 when fighting against Lizardmen (factionwide)
  • −Grants 1 construction slot in the settlement
  • −Horde recruitment capacity +2 (armies in region)
  • −Ambush success chance: +5% (armies in region)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Winds of Magic power reserve capacity: +1 (own armies factionwide)
  • +Melee attack: +1 when fighting against Lizardmen (own armies factionwide)
  • +Horde recruitment capacity +2 (own armies in region)
  • +Ambush success chance: +5% (own armies in province)
  • −Winds of Magic power reserve capacity: +2 (factionwide)
  • −Melee attack: +2 when fighting against Lizardmen (factionwide)
  • −Grants 1 construction slot in the settlement
  • −Campaign movement range: +5% (armies in region)
  • −Horde recruitment capacity +2 (armies in region)
  • −Ambush success chance: +10% (armies in region)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Winds of Magic power reserve capacity: +2 (own armies factionwide)
  • +Melee attack: +2 when fighting against Lizardmen (own armies factionwide)
  • +Campaign movement range: +5% for armies (own armies in province)
  • +Horde recruitment capacity +2 (own armies in region)
  • +Ambush success chance: +10% (own armies in province)
  • −Winds of Magic power reserve capacity: +3 (factionwide)
  • −Melee attack: +3 when fighting against Lizardmen (factionwide)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +10% (armies in region)
  • −Horde recruitment capacity +3 (armies in region)
  • −Ambush success chance: +15% (armies in region)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Winds of Magic power reserve capacity: +3 (own armies factionwide)
  • +Melee attack: +3 when fighting against Lizardmen (own armies factionwide)
  • +Campaign movement range: +10% for armies (own armies in province)
  • +Horde recruitment capacity +3 (own armies in region)
  • +Ambush success chance: +15% (own armies in province)
  • −Campaign movement range: -5% for enemy armies starting their turn in this region (enemy armies in region)
  • −Winds of Magic power reserve capacity: +4 (factionwide)
  • −Melee attack: +4 when fighting against Lizardmen (factionwide)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +10% (armies in region)
  • −Horde recruitment capacity +3 (armies in region)
  • −Ambush success chance: +20% (armies in region)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Campaign movement range: -5% for enemy armies starting their turn in this province (enemy armies in province)
  • +Winds of Magic power reserve capacity: +4 (own armies factionwide)
  • +Melee attack: +4 when fighting against Lizardmen (own armies factionwide)
  • +Campaign movement range: +15% for armies (own armies in province)
  • +Horde recruitment capacity +3 (own armies in region)
  • +Ambush success chance: +20% (own armies in province)
  • −Campaign movement range: -10% for enemy armies starting their turn in this region (enemy armies in region)
  • −Winds of Magic power reserve capacity: +5 (factionwide)
  • −Melee attack: +5 when fighting against Lizardmen (factionwide)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +15% (armies in region)
  • −Horde recruitment capacity +4 (armies in region)
  • −Ambush success chance: +25% (armies in region)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Campaign movement range: -10% for enemy armies starting their turn in this province (enemy armies in province)
  • +Winds of Magic power reserve capacity: +5 (own armies factionwide)
  • +Melee attack: +5 when fighting against Lizardmen (own armies factionwide)
  • +Campaign movement range: +20% for armies (own armies in province)
  • +Horde recruitment capacity +4 (own armies in region)
  • +Ambush success chance: +25% (own armies in province)
  • −Melee attack: +1 when fighting against Dwarfs (factionwide)
  • −Grants 1 construction slot in the settlement
  • −Horde recruitment capacity +2 (armies in region)
  • −Ambush success chance: +5% (armies in region)
  • −Armour-piercing weapon damage: +1 (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Melee attack: +1 when fighting against Dwarfs (own armies factionwide)
  • +Horde recruitment capacity +2 (own armies in region)
  • +Ambush success chance: +5% (own armies in province)
  • +Armour-piercing weapon damage: +1 (own armies factionwide)
  • −Melee attack: +2 when fighting against Dwarfs (factionwide)
  • −Grants 1 construction slot in the settlement
  • −Campaign movement range: +5% (armies in region)
  • −Horde recruitment capacity +2 (armies in region)
  • −Ambush success chance: +10% (armies in region)
  • −Armour-piercing weapon damage: +2 (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Melee attack: +2 when fighting against Dwarfs (own armies factionwide)
  • +Campaign movement range: +5% for armies (own armies in province)
  • +Horde recruitment capacity +2 (own armies in region)
  • +Ambush success chance: +10% (own armies in province)
  • +Armour-piercing weapon damage: +2 (own armies factionwide)
  • −Melee attack: +3 when fighting against Dwarfs (factionwide)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +10% (armies in region)
  • −Horde recruitment capacity +3 (armies in region)
  • −Ambush success chance: +15% (armies in region)
  • −Armour-piercing weapon damage: +3 (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Melee attack: +3 when fighting against Dwarfs (own armies factionwide)
  • +Campaign movement range: +10% for armies (own armies in province)
  • +Horde recruitment capacity +3 (own armies in region)
  • +Ambush success chance: +15% (own armies in province)
  • +Armour-piercing weapon damage: +3 (own armies factionwide)
  • −Campaign movement range: -5% for enemy armies starting their turn in this region (enemy armies in region)
  • −Melee attack: +4 when fighting against Dwarfs (factionwide)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +10% (armies in region)
  • −Horde recruitment capacity +3 (armies in region)
  • −Ambush success chance: +20% (armies in region)
  • −Armour-piercing weapon damage: +4 (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Campaign movement range: -5% for enemy armies starting their turn in this province (enemy armies in province)
  • +Melee attack: +4 when fighting against Dwarfs (own armies factionwide)
  • +Campaign movement range: +15% for armies (own armies in province)
  • +Horde recruitment capacity +3 (own armies in region)
  • +Ambush success chance: +20% (own armies in province)
  • +Armour-piercing weapon damage: +4 (own armies factionwide)
  • −Campaign movement range: -10% for enemy armies starting their turn in this region (enemy armies in region)
  • −Melee attack: +5 when fighting against Dwarfs (factionwide)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +15% (armies in region)
  • −Horde recruitment capacity +4 (armies in region)
  • −Ambush success chance: +25% (armies in region)
  • −Armour-piercing weapon damage: +5 (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Campaign movement range: -10% for enemy armies starting their turn in this province (enemy armies in province)
  • +Melee attack: +5 when fighting against Dwarfs (own armies factionwide)
  • +Campaign movement range: +20% for armies (own armies in province)
  • +Horde recruitment capacity +4 (own armies in region)
  • +Ambush success chance: +25% (own armies in province)
  • +Armour-piercing weapon damage: +5 (own armies factionwide)
  • −Winds of Magic cost: -2% for all spells (factionwide)
  • −Melee attack: +1 when fighting against Humans (factionwide)
  • −Horde recruitment capacity +2 (armies in region)
  • −Ambush success chance: +5% (armies in region)
  • +Winds of Magic cost: -2% for all spells (own armies factionwide)
  • +Melee attack: +1 when fighting against Humans (own armies factionwide)
  • +Horde recruitment capacity +2 (own armies in region)
  • +Ambush success chance: +5% (own armies in region)
  • −Winds of Magic cost: -4% for all spells (factionwide)
  • −Melee attack: +2 when fighting against Humans (factionwide)
  • −Campaign movement range: +5% (armies in region)
  • −Horde recruitment capacity +2 (armies in region)
  • −Ambush success chance: +10% (armies in region)
  • +Winds of Magic cost: -4% for all spells (own armies factionwide)
  • +Melee attack: +2 when fighting against Humans (own armies factionwide)
  • +Campaign movement range: +5% for armies (own armies in region)
  • +Horde recruitment capacity +2 (own armies in region)
  • +Ambush success chance: +10% (own armies in region)
  • −Winds of Magic cost: -6% for all spells (factionwide)
  • −Melee attack: +3 when fighting against Humans (factionwide)
  • −Campaign movement range: +10% (armies in region)
  • −Horde recruitment capacity +3 (armies in region)
  • −Ambush success chance: +15% (armies in region)
  • +Winds of Magic cost: -6% for all spells (own armies factionwide)
  • +Melee attack: +3 when fighting against Humans (own armies factionwide)
  • +Campaign movement range: +10% for armies (own armies in region)
  • +Horde recruitment capacity +3 (own armies in region)
  • +Ambush success chance: +15% (own armies in region)
  • −Winds of Magic cost: -8% for all spells (factionwide)
  • −Campaign movement range: -5% for enemy armies starting their turn in this region (enemy armies in region)
  • −Melee attack: +4 when fighting against Humans (factionwide)
  • −Campaign movement range: +10% (armies in region)
  • −Horde recruitment capacity +3 (armies in region)
  • −Ambush success chance: +20% (armies in region)
  • +Winds of Magic cost: -8% for all spells (own armies factionwide)
  • +Campaign movement range: -5% for enemy armies starting their turn in this province (enemy armies in region)
  • +Melee attack: +4 when fighting against Humans (own armies factionwide)
  • +Campaign movement range: +10% for armies (own armies in region)
  • +Horde recruitment capacity +3 (own armies in region)
  • +Ambush success chance: +20% (own armies in region)
  • −Winds of Magic cost: -10% for all spells (factionwide)
  • −Campaign movement range: -10% for enemy armies starting their turn in this region (enemy armies in region)
  • −Melee attack: +5 when fighting against Humans (factionwide)
  • −Campaign movement range: +15% (armies in region)
  • −Horde recruitment capacity +4 (armies in region)
  • −Ambush success chance: +25% (armies in region)
  • +Winds of Magic cost: -10% for all spells (own armies factionwide)
  • +Campaign movement range: -10% for enemy armies starting their turn in this province (enemy armies in region)
  • +Melee attack: +5 when fighting against Humans (own armies factionwide)
  • +Campaign movement range: +15% for armies (own armies in region)
  • +Horde recruitment capacity +4 (own armies in region)
  • +Ambush success chance: +25% (own armies in region)
  • −Chaos Undivided corruption: +2
  • −Cooldown: -2% to spells (factionwide)
  • −Melee attack: +1 when fighting against High Elves (factionwide)
  • −Chaos Undivided corruption: +2
  • −Grants 2 construction slots in the settlement
  • −Horde recruitment capacity +2 (armies in region)
  • −Ambush success chance: +5% (armies in region)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Cooldown: -2% to spells (own armies factionwide)
  • +Melee attack: +1 when fighting against High Elves (own armies factionwide)
  • +Horde recruitment capacity +2 (own armies in region)
  • +Ambush success chance: +5% (own armies in province)
  • −Cooldown: -4% to spells (factionwide)
  • −Melee attack: +2 when fighting against High Elves (factionwide)
  • −Chaos Undivided corruption: +2
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +5% (armies in region)
  • −Horde recruitment capacity +2 (armies in region)
  • −Ambush success chance: +10% (armies in region)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Cooldown: -4% to spells (own armies factionwide)
  • +Melee attack: +2 when fighting against High Elves (own armies factionwide)
  • +Campaign movement range: +5% for armies (own armies in province)
  • +Horde recruitment capacity +2 (own armies in region)
  • +Ambush success chance: +10% (own armies in province)
  • −Cooldown: -6% to spells (factionwide)
  • −Melee attack: +3 when fighting against High Elves (factionwide)
  • −Chaos Undivided corruption: +2
  • −Grants 3 construction slots in the settlement
  • −Campaign movement range: +10% (armies in region)
  • −Horde recruitment capacity +3 (armies in region)
  • −Ambush success chance: +15% (armies in region)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Cooldown: -6% to spells (own armies factionwide)
  • +Melee attack: +3 when fighting against High Elves (own armies factionwide)
  • +Campaign movement range: +10% for armies (own armies in province)
  • +Horde recruitment capacity +3 (own armies in region)
  • +Ambush success chance: +15% (own armies in province)
  • −Cooldown: -8% to spells (factionwide)
  • −Campaign movement range: -5% for enemy armies starting their turn in this region (enemy armies in region)
  • −Melee attack: +4 when fighting against High Elves (factionwide)
  • −Chaos Undivided corruption: +2
  • −Grants 3 construction slots in the settlement
  • −Campaign movement range: +10% (armies in region)
  • −Horde recruitment capacity +3 (armies in region)
  • −Ambush success chance: +20% (armies in region)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Cooldown: -8% to spells (own armies factionwide)
  • +Campaign movement range: -5% for enemy armies starting their turn in this province (enemy armies in province)
  • +Melee attack: +4 when fighting against High Elves (own armies factionwide)
  • +Campaign movement range: +15% for armies (own armies in province)
  • +Horde recruitment capacity +3 (own armies in region)
  • +Ambush success chance: +20% (own armies in province)
  • −Cooldown: -10% to spells (factionwide)
  • −Campaign movement range: -10% for enemy armies starting their turn in this region (enemy armies in region)
  • −Melee attack: +5 when fighting against High Elves (factionwide)
  • −Chaos Undivided corruption: +2
  • −Grants 3 construction slots in the settlement
  • −Campaign movement range: +15% (armies in region)
  • −Horde recruitment capacity +4 (armies in region)
  • −Ambush success chance: +25% (armies in region)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Cooldown: -10% to spells (own armies factionwide)
  • +Campaign movement range: -10% for enemy armies starting their turn in this province (enemy armies in province)
  • +Melee attack: +5 when fighting against High Elves (own armies factionwide)
  • +Campaign movement range: +20% for armies (own armies in province)
  • +Horde recruitment capacity +4 (own armies in region)
  • +Ambush success chance: +25% (own armies in province)
  • −Melee attack: +1 when fighting against Dark Elves (factionwide)
  • −Grants 2 construction slots in the settlement
  • −Horde recruitment capacity +2 (armies in region)
  • −Ambush success chance: +5% (armies in region)
  • −Armour: +1 (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Melee attack: +1 when fighting against Dark Elves (own armies factionwide)
  • +Horde recruitment capacity +2 (own armies in region)
  • +Ambush success chance: +5% (own armies in province)
  • +Armour: +1 (own armies factionwide)
  • −Melee attack: +2 when fighting against Dark Elves (factionwide)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +5% (armies in region)
  • −Horde recruitment capacity +2 (armies in region)
  • −Ambush success chance: +10% (armies in region)
  • −Armour: +2 (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Melee attack: +2 when fighting against Dark Elves (own armies factionwide)
  • +Campaign movement range: +5% for armies (own armies in province)
  • +Horde recruitment capacity +2 (own armies in region)
  • +Ambush success chance: +10% (own armies in province)
  • +Armour: +2 (own armies factionwide)
  • −Melee attack: +3 when fighting against Dark Elves (factionwide)
  • −Grants 3 construction slots in the settlement
  • −Campaign movement range: +10% (armies in region)
  • −Horde recruitment capacity +3 (armies in region)
  • −Ambush success chance: +15% (armies in region)
  • −Armour: +3 (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Melee attack: +3 when fighting against Dark Elves (own armies factionwide)
  • +Campaign movement range: +10% for armies (own armies in province)
  • +Horde recruitment capacity +3 (own armies in region)
  • +Ambush success chance: +15% (own armies in province)
  • +Armour: +3 (own armies factionwide)
  • −Campaign movement range: -5% for enemy armies starting their turn in this region (enemy armies in region)
  • −Melee attack: +4 when fighting against Dark Elves (factionwide)
  • −Grants 3 construction slots in the settlement
  • −Campaign movement range: +10% (armies in region)
  • −Horde recruitment capacity +3 (armies in region)
  • −Ambush success chance: +20% (armies in region)
  • −Armour: +4 (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Campaign movement range: -5% for enemy armies starting their turn in this province (enemy armies in province)
  • +Melee attack: +4 when fighting against Dark Elves (own armies factionwide)
  • +Campaign movement range: +15% for armies (own armies in province)
  • +Horde recruitment capacity +3 (own armies in region)
  • +Ambush success chance: +20% (own armies in province)
  • +Armour: +4 (own armies factionwide)
  • −Campaign movement range: -10% for enemy armies starting their turn in this region (enemy armies in region)
  • −Melee attack: +5 when fighting against Dark Elves (factionwide)
  • −Grants 3 construction slots in the settlement
  • −Campaign movement range: +15% (armies in region)
  • −Horde recruitment capacity +4 (armies in region)
  • −Ambush success chance: +25% (armies in region)
  • −Armour: +5 (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Campaign movement range: -10% for enemy armies starting their turn in this province (enemy armies in province)
  • +Melee attack: +5 when fighting against Dark Elves (own armies factionwide)
  • +Campaign movement range: +20% for armies (own armies in province)
  • +Horde recruitment capacity +4 (own armies in region)
  • +Ambush success chance: +25% (own armies in province)
  • +Armour: +5 (own armies factionwide)
  • −Missile resistance: 1% for all units (factionwide)
  • −Chaos Undivided corruption: +2
  • −Melee attack: +1 when fighting against Wood Elves (factionwide)
  • −Grants 1 construction slot in the settlement
  • −Horde recruitment capacity +2 (armies in region)
  • −Ambush success chance: +5% (armies in region)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Missile resistance: 1% for all units (own armies factionwide)
  • +Melee attack: +1 when fighting against Wood Elves (own armies factionwide)
  • +Horde recruitment capacity +2 (own armies in region)
  • +Ambush success chance: +5% (own armies in province)
  • −Missile resistance: 2% for all units (factionwide)
  • −Chaos Undivided corruption: +2
  • −Melee attack: +2 when fighting against Wood Elves (factionwide)
  • −Grants 1 construction slot in the settlement
  • −Campaign movement range: +5% (armies in region)
  • −Horde recruitment capacity +2 (armies in region)
  • −Ambush success chance: +10% (armies in region)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Missile resistance: 2% for all units (own armies factionwide)
  • +Melee attack: +2 when fighting against Wood Elves (own armies factionwide)
  • +Campaign movement range: +5% for armies (own armies in province)
  • +Horde recruitment capacity +2 (own armies in region)
  • +Ambush success chance: +10% (own armies in province)
  • −Missile resistance: 3% for all units (factionwide)
  • −Chaos Undivided corruption: +2
  • −Melee attack: +3 when fighting against Wood Elves (factionwide)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +10% (armies in region)
  • −Horde recruitment capacity +3 (armies in region)
  • −Ambush success chance: +15% (armies in region)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Missile resistance: 3% for all units (own armies factionwide)
  • +Melee attack: +3 when fighting against Wood Elves (own armies factionwide)
  • +Campaign movement range: +10% for armies (own armies in province)
  • +Horde recruitment capacity +3 (own armies in region)
  • +Ambush success chance: +15% (own armies in province)
  • −Missile resistance: 4% for all units (factionwide)
  • −Campaign movement range: -5% for enemy armies starting their turn in this region (enemy armies in region)
  • −Chaos Undivided corruption: +2
  • −Melee attack: +4 when fighting against Wood Elves (factionwide)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +10% (armies in region)
  • −Horde recruitment capacity +3 (armies in region)
  • −Ambush success chance: +20% (armies in region)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Missile resistance: 4% for all units (own armies factionwide)
  • +Campaign movement range: -5% for enemy armies starting their turn in this province (enemy armies in province)
  • +Melee attack: +4 when fighting against Wood Elves (own armies factionwide)
  • +Campaign movement range: +15% for armies (own armies in province)
  • +Horde recruitment capacity +3 (own armies in region)
  • +Ambush success chance: +20% (own armies in province)
Scorched OakBeastmen
  • −Missile resistance: 5% for all units (factionwide)
  • −Campaign movement range: -10% for enemy armies starting their turn in this region (enemy armies in region)
  • −Chaos Undivided corruption: +2
  • −Melee attack: +5 when fighting against Wood Elves (factionwide)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +15% (armies in region)
  • −Horde recruitment capacity +4 (armies in region)
  • −Ambush success chance: +25% (armies in region)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Missile resistance: 5% for all units (own armies factionwide)
  • +Campaign movement range: -10% for enemy armies starting their turn in this province (enemy armies in province)
  • +Melee attack: +5 when fighting against Wood Elves (own armies factionwide)
  • +Campaign movement range: +20% for armies (own armies in province)
  • +Horde recruitment capacity +4 (own armies in region)
  • +Ambush success chance: +25% (own armies in province)
  • −Melee attack: +1 when fighting against Humans (factionwide)
  • −Grants 1 construction slot in the settlement
  • −Horde recruitment capacity +2 (armies in region)
  • −Ambush success chance: +5% (armies in region)
  • −Speed: +2% (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Melee attack: +1 when fighting against Humans (own armies factionwide)
  • +Horde recruitment capacity +2 (own armies in region)
  • +Ambush success chance: +5% (own armies in region)
  • +Speed: +2% (own armies factionwide)
  • −Melee attack: +2 when fighting against Humans (factionwide)
  • −Grants 1 construction slot in the settlement
  • −Campaign movement range: +5% (armies in region)
  • −Horde recruitment capacity +2 (armies in region)
  • −Ambush success chance: +10% (armies in region)
  • −Speed: +4% (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Melee attack: +2 when fighting against Humans (own armies factionwide)
  • +Campaign movement range: +5% for armies (own armies in region)
  • +Horde recruitment capacity +2 (own armies in region)
  • +Ambush success chance: +10% (own armies in region)
  • +Speed: +4% (own armies factionwide)
  • −Melee attack: +3 when fighting against Humans (factionwide)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +10% (armies in region)
  • −Horde recruitment capacity +3 (armies in region)
  • −Ambush success chance: +15% (armies in region)
  • −Speed: +6% (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Melee attack: +3 when fighting against Humans (own armies factionwide)
  • +Campaign movement range: +10% for armies (own armies in region)
  • +Horde recruitment capacity +3 (own armies in region)
  • +Ambush success chance: +15% (own armies in region)
  • +Speed: +6% (own armies factionwide)
  • −Campaign movement range: -5% for enemy armies starting their turn in this region (enemy armies in region)
  • −Melee attack: +4 when fighting against Humans (factionwide)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +10% (armies in region)
  • −Horde recruitment capacity +3 (armies in region)
  • −Ambush success chance: +20% (armies in region)
  • −Speed: +8% (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Campaign movement range: -5% for enemy armies starting their turn in this province (enemy armies in region)
  • +Melee attack: +4 when fighting against Humans (own armies factionwide)
  • +Campaign movement range: +10% for armies (own armies in region)
  • +Horde recruitment capacity +3 (own armies in region)
  • +Ambush success chance: +20% (own armies in region)
  • +Speed: +8% (own armies factionwide)
  • −Campaign movement range: -10% for enemy armies starting their turn in this region (enemy armies in region)
  • −Melee attack: +5 when fighting against Humans (factionwide)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +15% (armies in region)
  • −Horde recruitment capacity +4 (armies in region)
  • −Ambush success chance: +25% (armies in region)
  • −Speed: +10% (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Campaign movement range: -10% for enemy armies starting their turn in this province (enemy armies in region)
  • +Melee attack: +5 when fighting against Humans (own armies factionwide)
  • +Campaign movement range: +15% for armies (own armies in region)
  • +Horde recruitment capacity +4 (own armies in region)
  • +Ambush success chance: +25% (own armies in region)
  • +Speed: +10% (own armies factionwide)
  • −Melee attack: +1 when fighting against Chaos Dwarfs (factionwide)
  • −Grants 1 construction slot in the settlement
  • −Horde recruitment capacity +2 (armies in region)
  • −Ambush success chance: +5% (armies in region)
  • −Missile strength: +2% (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Melee attack: +1 when fighting against Chaos Dwarfs (own armies factionwide)
  • +Horde recruitment capacity +2 (own armies in region)
  • +Ambush success chance: +5% (own armies in region)
  • +Missile strength: +2% (own armies factionwide)
  • −Melee attack: +2 when fighting against Chaos Dwarfs (factionwide)
  • −Grants 1 construction slot in the settlement
  • −Campaign movement range: +5% (armies in region)
  • −Horde recruitment capacity +2 (armies in region)
  • −Ambush success chance: +10% (armies in region)
  • −Missile strength: +4% (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Melee attack: +2 when fighting against Chaos Dwarfs (own armies factionwide)
  • +Campaign movement range: +5% for armies (own armies in region)
  • +Horde recruitment capacity +2 (own armies in region)
  • +Ambush success chance: +10% (own armies in region)
  • +Missile strength: +4% (own armies factionwide)
  • −Melee attack: +3 when fighting against Chaos Dwarfs (factionwide)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +10% (armies in region)
  • −Horde recruitment capacity +3 (armies in region)
  • −Ambush success chance: +15% (armies in region)
  • −Missile strength: +6% (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Melee attack: +3 when fighting against Chaos Dwarfs (own armies factionwide)
  • +Campaign movement range: +10% for armies (own armies in region)
  • +Horde recruitment capacity +3 (own armies in region)
  • +Ambush success chance: +15% (own armies in region)
  • +Missile strength: +6% (own armies factionwide)
  • −Campaign movement range: -5% for enemy armies starting their turn in this region (enemy armies in region)
  • −Melee attack: +4 when fighting against Chaos Dwarfs (factionwide)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +10% (armies in region)
  • −Horde recruitment capacity +3 (armies in region)
  • −Ambush success chance: +20% (armies in region)
  • −Missile strength: +8% (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Campaign movement range: -5% for enemy armies starting their turn in this province (enemy armies in region)
  • +Melee attack: +4 when fighting against Chaos Dwarfs (own armies factionwide)
  • +Campaign movement range: +10% for armies (own armies in region)
  • +Horde recruitment capacity +3 (own armies in region)
  • +Ambush success chance: +20% (own armies in region)
  • +Missile strength: +8% (own armies factionwide)
  • −Campaign movement range: -10% for enemy armies starting their turn in this region (enemy armies in region)
  • −Melee attack: +5 when fighting against Chaos Dwarfs (factionwide)
  • −Grants 2 construction slots in the settlement
  • −Campaign movement range: +15% (armies in region)
  • −Horde recruitment capacity +4 (armies in region)
  • −Ambush success chance: +25% (armies in region)
  • −Missile strength: +10% (factionwide)
  • +Casualty replenishment rate: +4% for Chaos Spawn and Jabberslythe units (own armies factionwide) (Warherd of the Shadowgave only)
  • +Defensive supplies: +1000
  • +Campaign movement range: -10% for enemy armies starting their turn in this province (enemy armies in region)
  • +Melee attack: +5 when fighting against Chaos Dwarfs (own armies factionwide)
  • +Campaign movement range: +15% for armies (own armies in region)
  • +Horde recruitment capacity +4 (own armies in region)
  • +Ambush success chance: +25% (own armies in region)
  • +Missile strength: +10% (own armies factionwide)
  • −Winds of Magic power reserve capacity: +10
  • +Winds of Magic power reserve capacity: +5
  • +Winds of Magic power reserve: +1 per turn
  • −Army ability: "Shatterstone" during siege battles
  • −Winds of Magic power reserve capacity: +15
  • +Army Ability: "Shatterstone" during siege battles destroying walls and gates
  • +Winds of Magic power reserve capacity: +10
  • +Winds of Magic power reserve: +2 per turn
  • −Army ability: "Shatterstone" during siege battles
  • −Winds of Magic power reserve capacity: +20
  • +Army Ability: "Shatterstone" during siege battles destroying walls and gates
  • +Winds of Magic power reserve capacity: +15
  • +Winds of Magic power reserve: +3 per turn
  • −Dread gained: +20 per turn
  • +Dread gained: +25 per turn
  • −Cacophonous Assault: When attacking, applies temporary penalties to the enemy army's Leadership and Melee Defence at start of battle
  • +Cacophonous Assault: When attacking, applies temporary penalties to the enemy army's Leadership (-10) and Melee Defence (-8) at start of battle
  • −Casualty replenishment rate: +20% (armies in region)
  • +Attrition: -20% casualties suffered from all attrition (own armies in province)
  • +Research rate: +10
  • +Casualty replenishment rate: +10% (own armies in province)
  • −Casualty replenishment rate: +2% (own and enemy armies in region)
  • +Casualty replenishment rate: +2% (any armies in region)
  • −Casualty replenishment rate: +3% (armies in region)
  • +Casualty replenishment rate: +3% (any armies in region)
  • −Casualty replenishment rate: +4% (armies in region)
  • +Casualty replenishment rate: +4% (any armies in region)
  • −Casualty replenishment rate: +10% (armies in province)
  • +Casualty replenishment rate: +5% (own armies in province)
  • +Research rate: +5
  • +Attrition: -10% casualties suffered from all attrition (own armies in province)
  • Units: 10 → 15
  • −Horde growth: +1
  • +Constant casualty replenishment rate: +1%
  • +Campaign movement range: +2% for armies
  • +Character experience gain per turn: +100
  • −Chaos Undivided corruption: +1 (local province)
  • −Horde growth: +1
  • +Chaos Undivided corruption: +2 (local province)
  • +Constant casualty replenishment rate: +2%
  • +Campaign movement range: +4% for armies
  • +Character experience gain per turn: +200
  • −Chaos Undivided corruption: +2 (local province)
  • −Horde recruitment capacity +2
  • −Horde growth: +1 (all armies)
  • +Chaos Undivided corruption: +3 (local province)
  • +Horde recruitment capacity +3
  • +Constant casualty replenishment rate: +3%
  • +Campaign movement range: +6% for armies
  • +Character experience gain per turn: +300
  • −Chaos Undivided corruption: +3 (local province)
  • −Horde recruitment capacity +2
  • −Horde growth: +2 (all armies)
  • +Chaos Undivided corruption: +4 (local province)
  • +Horde recruitment capacity +3
  • +Constant casualty replenishment rate: +4%
  • +Campaign movement range: +8% for armies
  • +Unit capacity: +1 Gods Gors
  • +Character experience gain per turn: +400
  • −Chaos Undivided corruption: +4 (local province)
  • −Horde recruitment capacity +2
  • −Horde growth: +3 (all armies)
  • +Chaos Undivided corruption: +5 (local province)
  • +Horde recruitment capacity +4
  • +Constant casualty replenishment rate: +5%
  • +Campaign movement range: +10% for armies
  • +Unit capacity: +2 Gods Gors
  • +Character experience gain per turn: +500
Fire PitBeastmen
  • Cost: 6000 → 8000
  • Units: 1 → 2
  • −Army ability: "Vile Entropy"
  • +Army Ability: "Vile Entropy" lowering enemy missile weapon range and depletes ammunition
  • +Constant casualty replenishment rate: +2%
  • −Army ability: "Vile Entropy"
  • +Army Ability: "Vile Entropy" lowering enemy missile weapon range and depletes ammunition
  • +Constant casualty replenishment rate: +5%
  • −Army ability: "Touched by the Moon"
  • −Magic item drop chance from battle: +10%
  • −Income from post-battle loot: +10%
  • +Army Ability: "Touched by the Moon" increasing units melee capabilities but dealing damage when effect expires
  • +Magic item drop chance from battle: +25%
  • +Unit experience gain per turn: +250
  • −Army ability: "Touched by the Moon"
  • −Magic item drop chance from battle: +20%
  • −Income from post-battle loot: +20%
  • +Army Ability: "Touched by the Moon" increasing units melee capabilities but dealing damage when effect expires
  • +Magic item drop chance from battle: +50%
  • +Unit experience gain per turn: +500
Raiding PartyBeastmennew
  • +Campaign movement range: +1% for armies (own armies factionwide)
  • +Income from raiding: +20%
Raiding ClassBeastmennew
  • +Campaign movement range: +2% for armies (own armies factionwide)
  • +Income from raiding: +40%
Raiding GroupBeastmennew
  • +Campaign movement range: +3% for armies (own armies factionwide)
  • +Income from raiding: +60%
Raiding CampBeastmennew
  • +Campaign movement range: +4% for armies (own armies factionwide)
  • +Income from raiding: +80%
Raiding HordeBeastmennew
  • +Campaign movement range: +5% for armies (own armies factionwide)
  • +Income from raiding: +100%
Dark IdolBeastmennew
  • +Campaign movement range: -15% for enemy armies starting their turn in this province (enemy armies in province)
  • +Attrition: +15% casualties suffered from Chaos Undivided corruption and Chaos Wastes attrition (enemy armies in province)
  • +Attrition suffered by defender: +5% when laying siege or encircling (enemy armies in province)
  • +Chaos Undivided corruption: +2 (local province)
Blasted MonolithBeastmennew
  • +Campaign movement range: -30% for enemy armies starting their turn in this province (enemy armies in province)
  • +Attrition: +30% casualties suffered from Chaos Undivided corruption and Chaos Wastes attrition (enemy armies in province)
  • +Attrition suffered by defender: +10% when laying siege or encircling (enemy armies in province)
  • +Chaos Undivided corruption: +4 (local province)
Breeding PensBeastmennew
  • +Income generated: 50
  • +Income from post-battle loot: +10%
Breeding StockBeastmennew
  • +Income generated: 100
  • +Income from post-battle loot: +20%
Metallic RemainsBeastmennew
  • +Chance of a plague spreading: -15%
  • +Plague duration: -15%
  • +Horde growth: +1 (all armies)
  • +Research rate: +10
Totem of BonesBeastmennew
  • +Chance of a plague spreading: -30%
  • +Plague duration: -30%
  • +Horde growth: +2 (all armies)
  • +Research rate: +20

Technologies

  • −Melee attack: +3 for Ungor Herd and Ungor Spearmen Herd units
  • −Leadership: +4 for Ungor Herd and Ungor Spearmen Herd units
  • +Vigour loss reduction: -10% when attacking
  • Research points: 200 → 1000
  • −Ammunition: +15% for Ungor Raiders units
  • +Only one technology can be researched from this group, second will be locked!
  • +Ammunition: +10% for Ungor Raiders units
  • +Melee attack: +4 for Ungor Herd and Ungor Spearmen Herd units
  • Research points: 400 → 100
  • Cost: — → 1 Technology Points
  • −Charge bonus: +10% for Gor, Tzaangors, Pestigors, Khorngors, Slaangors and Centigor units
  • +Hero self-defence: +10% chance of wounding aggressors
  • +Weapon strength: +10% (all characters factionwide)
  • Research points: 200 → 1000
  • −Armour: +10 for Gor, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor units
  • +Only one technology can be researched from this group, second will be locked!
  • +Bonus vs infantry: +4 for Gor units
  • +Armour: +10 for Gor units
  • Research points: 400 → 100
  • Cost: — → 1 Technology Points
  • −Missile resistance: 10% during siege battles (all armies)
  • −Vigour loss reduction: -15% during siege battles
  • +Missile resistance: 10% during siege battles
  • +Vigour loss reduction: -10% during siege battles
  • Research points: 200 → 1000
  • −Physical resistance: 10% for Chaos Warhounds, Harpies, Razorgor Herd and Manticore units
  • +Only one technology can be researched from this group, second will be locked!
  • +Armour: +10 for Manticore units
  • +Ability: "Regeneration" for Manticore units
  • +Fire resistance: 25% for Manticore units
  • Research points: 400 → 100
  • Cost: — → 1 Technology Points
  • −Armour: +10 for Minotaur units
  • +Horde growth: +4
  • Research points: 200 → 1000
Rampage!Beastmen
  • −Weapon strength: +10% for Minotaur, Cygors, Giants, Incarnate Elemental of Beasts, Chimera, Preyton, Basilisk, Giant Spined Chaos Beast and Ghorgons units
  • +Passive ability: "Feral Rage" for Bestigor units
  • +Weapon strength: +15% for Bestigor units
  • +Attribute: Unbreakable for Bestigor units
  • +Only one technology can be researched from this group, second will be locked!
  • Research points: 400 → 100
  • Cost: — → 1 Technology Points
WorldbaneBeastmen
  • −Weapon strength: +10% when fighting against Dwarfs, High Elves, Wood Elves, Dark Elves and Humans (all armies)
  • +Only one technology can be researched from this group, second will be locked!
  • +Charge bonus: +20% when attacking
  • Research points: 500 → 100
  • Cost: — → 1 Technology Points
  • −Ambush success chance: +10% (all armies)
  • +Only one technology can be researched from this group, second will be locked!
  • +Ambush success chance: +10%
  • Research points: 500 → 100
  • Cost: — → 1 Technology Points
  • −Bonus vs Infantry: +5 for Razorgor Chariot, Razorgor Herd and Tuskgor Chariot units
  • −Melee defence: +5 for Razorgor Chariots, Razorgor Herd and Tuskgor Chariots units
  • +Bonus vs Infantry: +8 for Razorgor Chariot, Razorgor Herd and Tuskgor Chariot units
  • +Only one technology can be researched from this group, second will be locked!
  • Research points: 500 → 100
  • Cost: — → 1 Technology Points
  • −Missile resistance: 10% for Ghorgon, Incarnate Elemental of Beasts, Chimera, Preyton, Giant Spined Chaos Beast and Giant units
  • +Physical resistance: 10% for Ghorgon, Incarnate Elemental of the Beasts, Chimera, Preyton and Giant units
  • +Speed: +10% for Ghorgon, Incarnate Elemental of the Beasts, Chimera, Preyton and Giant units
  • +Only one technology can be researched from this group, second will be locked!
  • Research points: 500 → 100
  • Cost: — → 1 Technology Points
Born to LeadBeastmen
  • −Character's aura leadership effect: +3 (all characters)
  • −Leadership aura size: +15% (all characters)
  • +Character's aura leadership effect: +5
  • +Only one technology can be researched from this group, second will be locked!
  • +Leadership aura size: +25%
  • Research points: 600 → 100
  • Cost: — → 1 Technology Points
  • −Melee attack: +5 for Centigors units
  • −Melee defence: +5 for Centigors units
  • +Reload and ammunition: +10% for Centigor units
  • +Weapon strength: +10% for Centigor units
  • +Only one technology can be researched from this group, second will be locked!
  • Research points: 600 → 100
  • Cost: — → 1 Technology Points
Man-CleaversBeastmen
  • −Armour-piercing weapon damage: +3 for Chaos Warhounds and Harpies units
  • −Weapon strength: +10% for Razorgor Herd units
  • +Armour-piercing weapon damage: +5 for Chaos Warhounds and Harpies units
  • +Only one technology can be researched from this group, second will be locked!
  • +Vigour loss reduction: -10% for Warhounds units
  • +Melee defence: +4 for Harpies units
  • Research points: 600 → 100
  • Cost: — → 1 Technology Points
  • −Ammunition: +15% for Cygor units
  • +Ammunition: +10% for Cygor units
  • +Weapon strength: +10% for Cygor units
  • +Only one technology can be researched from this group, second will be locked!
  • Research points: 600 → 100
  • Cost: — → 1 Technology Points
  • −Speed: +5% for all units
  • +Only one technology can be researched from this group, second will be locked!
  • +Speed: +10% for all units
  • +Reinforcement range: +25%
  • Research points: 700 → 100
  • Cost: — → 1 Technology Points
  • −Attribute: Causes Fear when ambushing (all armies)
  • +Only one technology can be researched from this group, second will be locked!
  • +Attribute: Causes Fear when ambushing
  • +Leadership: +4 during ambushes
  • Research points: 700 → 100
  • Cost: — → 1 Technology Points
  • −Passive ability: "Regeneration" for Chaos Spawn, Jabberslythe, Basilisk and Cockatrice units
  • +Only one technology can be researched from this group, second will be locked!
  • +Passive ability: "Regeneration" for Jabberslythe units
  • +Casualty replenishment rate: +10% for Chaos Spawn units
  • +Spell resistance: 25% for Chaos Spawn units
  • Research points: 700 → 100
  • Cost: — → 1 Technology Points
  • −Attribute: Vanguard Deployment for Minotaur units
  • −Charge bonus: +10 for Minotaur units
  • +Ability: "Bolstered Attack" for Minotaur units
  • +Only one technology can be researched from this group, second will be locked!
  • Research points: 700 → 100
  • Cost: — → 1 Technology Points
Horns of WarBeastmen
  • +Character experience gain: +10%
  • Research points: 200 → 1000
  • −Dread gained from battles: +20%
  • +Dread gained from battles: +25%
  • Research points: 200 → 1000
  • −Campaign line of sight: +15% (all characters)
  • +Campaign line of sight: +25%
  • Research points: 200 → 1000
Primal FuryBeastmen
  • Research points: 200 → 1000
  • −Campaign movement range: +10% (all characters)
  • +Campaign movement range: +10%
  • +Replenishes 10% campaign movement range after razing a settlement
  • +Replenishes 5% campaign movement range after winning a battle
  • Research points: 200 → 1000
  • −Spell number of uses: +2 for "Transformation of Kadon"
  • +Spell number of uses: +1 for "Transformation of Kadon"
  • +Attrition: -10% casualties suffered from all attrition
  • +Chance of a plague spreading: -25%
  • Research points: 200 → 1000
  • −Winds of Magic power reserve capacity: +10 (all armies)
  • −Miscast base chance: -25% (all characters)
  • +Winds of Magic power reserve capacity: +10
  • +Winds of Magic power reserve: +2 per turn
  • +Miscast base chance: -20%
  • Research points: 200 → 1000
  • −Cooldown: -10% to Lores of Beasts, Wild, Shadows and Death spells (all characters)
  • −Winds of Magic cost: -10% for Lores of Beasts, Wild, Shadows and Death spells (all characters)
  • +Cooldown: -20% to Lores of Beasts, Wild, Shadows and Death spells
  • +Winds of Magic cost: -20% for Lores of Beasts, Wild, Shadows and Death spells
  • Research points: 200 → 1000
  • +Casualty replenishment rate: +10% for Ungor units
  • +Leadership: +10 for Ungor units
  • +Only one technology can be researched from this group, second will be locked!
Tenets of SlaaBeastmennew
  • +Attribute: Stalk for Gor units
  • +Charge bonus: +20 for Gor units
  • +Only one technology can be researched from this group, second will be locked!
  • +Speed: +25% for Manticore units
  • +Melee attack: +10 for Manticore units
  • +Only one technology can be researched from this group, second will be locked!
Discipline!Beastmennew
  • +Casualty replenishment rate: +10% for Bestigor units
  • +Speed: +10% for Bestigor units
  • +Melee defence: +4 for Bestigor units
  • +Only one technology can be researched from this group, second will be locked!
ShamanismBeastmennew
  • +Constant casualty replenishment rate: +5%
  • +Only one technology can be researched from this group, second will be locked!
Cornered BeastsBeastmennew
  • +Armour-piercing weapon damage: +8 when defending
  • +Only one technology can be researched from this group, second will be locked!
Vicious SpinesBeastmennew
  • +Melee defence: +8 for Razorgor Chariots, Razorgor Herd and Tuskgor Chariots units
  • +Only one technology can be researched from this group, second will be locked!
Pure PowerBeastmennew
  • +Missile resistance: 10% for Ghorgon, Incarnate Elemental of Beasts, Chimera, Preyton, Giant Spined Chaos Beast and Giant units
  • +Weapon strength: +10% for Ghorgon, Incarnate Elemental of the Beasts, Chimera, Preyton and Giant units
  • +Only one technology can be researched from this group, second will be locked!
Born to DestroyBeastmennew
  • +Character experience gain per turn: +250
  • +Only one technology can be researched from this group, second will be locked!
Barrels of DrinkBeastmennew
  • +Charge bonus: +20% for Centigor units
  • +Speed: +20% for Centigor units
  • +Only one technology can be researched from this group, second will be locked!
Pack TacticsBeastmennew
  • +Missile resistance: 25% for Harpies units
  • +Physical resistance: 10% for Warhounds units
  • +Bonus vs large: +5 for Warhounds units
  • +Only one technology can be researched from this group, second will be locked!
  • +Missile resistance: 20% for Cygor units
  • +Melee defence: +8 for Cygor units
  • +Only one technology can be researched from this group, second will be locked!
Eagle EyesBeastmennew
  • +Missile resistance: 10%
  • +Only one technology can be researched from this group, second will be locked!
  • +Hero action success chance: +15%
  • +Only one technology can be researched from this group, second will be locked!
  • +Vigour loss reduction: -33% for Jabberslythe units
  • +Ability: "Pursuit of Battle" for Chaos Spawn units
  • +Only one technology can be researched from this group, second will be locked!
Ravenous BellowsBeastmennew
  • +Ability: "Bolstered Defence" for Minotaur units
  • +Only one technology can be researched from this group, second will be locked!
Bloody HerdstoneBeastmennew
  • +Enable recruitment: Chosen Khorngors units in Herdstones settlements
Khorne's CallBeastmennew
  • +Spell resistance: 25% for Chosen Khorngors units
  • +Research rate: -25
  • +Bonus vs infantry: +10 for Chosen Khorngors units
  • +Enable recruitment: Chosen Pestigors units in Herdstones settlements
Nurgle's GiftBeastmennew
  • +Melee defence: +10 for Chosen Pestigors units
  • +Research rate: -25
  • +Fire resistance: 25% for Chosen Pestigors units
  • +Enable recruitment: Chosen Slaangors units in Herdstones settlements
Slaanesh's TouchBeastmennew
  • +Bonus vs large: +15 for Chosen Slaangors units
  • +Research rate: -25
  • +Speed: +15% for Chosen Slaangors units
  • +Enable recruitment: Chosen Tzaangors units in Herdstones settlements
  • +Ward save: 10% for Chosen Tzaangors units
  • +Research rate: -25
  • +Missile damage: +25% for Chosen Tzaangors units