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
| Unit | Men / HP | Armour | Melee atk / def | Weapon (base + AP) | Cost (campaign / MP) | Other changes |
|---|---|---|---|---|---|---|
| 14,656 → 5,750 | 70 → 90 | 60 → 6540 → 45 | 310 → 275160 → 175 | 0650 → 900 | Speed 38 → 50; Charge bonus 60 → 40; Mass 800 → 1,250; Physical resistance 0% → 10%; New: Beastmen Roar, Deadly Onslaught, Vanguard Deployment, Strider; Removed: Woodsman | |
| 15,748 → 6,750 | 100 → 80 | 38 → 5532 → 25 | 120280 | 01,150 → 1,400 | Bonus 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 | |
| 14,168 → 5,000 | 15 | 30 → 5028 → 40 | 215 → 25095 → 100 | 0400 → 500 | Speed 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 | |
| 14,664 → 6,000 | 100 → 80 | 34 → 3030 | 100 → 125210 → 200 | 0900 → 1,000 | Charge 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 | |
| 14,168 → 5,000 | 15 | 30 → 5028 → 40 | 215 → 25095 → 100 | 0400 → 500 | Speed 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 | |
| 14,664 → 6,000 | 100 → 80 | 34 → 3030 | 100 → 125210 → 200 | 0900 → 1,000 | Charge 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 | |
| 14,168 → 5,000 | 15 | 30 → 5028 → 40 | 215 → 25095 → 100 | 0400 → 500 | Speed 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 | |
| 14,664 → 6,000 | 100 → 80 | 34 → 3030 | 100 → 125210 → 200 | 0900 → 1,000 | Charge 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 | |
| 14,168 → 5,000 | 15 | 30 → 5028 → 40 | 215 → 25095 → 100 | 0400 → 500 | Speed 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 | |
| 14,664 → 6,000 | 100 → 80 | 34 → 3030 | 100 → 125210 → 200 | 0900 → 1,000 | Charge 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 | |
| 15,868 → 6,750 | 100 → 80 | 34 → 5532 → 35 | 140 → 175320 → 275 | 01,050 → 1,200 | Leadership 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 | |
| 14,972 → 6,500 | 100 | 60 → 6552 → 50 | 320 → 250170 → 225 | 0800 → 1,300 | Speed 42 → 55; Charge bonus 70 → 50; Mass 1,400 → 1,750; Physical resistance 0% → 10%; New: Mighty Roar, Houndmaster, Strider; Removed: Woodsman | |
| 15,980 → 7,500 | 100 | 40 → 5534 → 30 | 120 → 125300 → 250 | 01,300 → 1,800 | Bonus vs infantry 30 → 25; Charge bonus 100 → 125; Mass 5,400 → 5,750; Physical resistance 0% → 10%; New: Mighty Roar, Houndmaster, Strider; Removed: Woodsman | |
| 14,972 → 5,500 | 15 → 20 | 50 → 5545 → 40 | 265 → 300135 → 150 | 01,100 → 1,000 | Leadership 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 | |
| 16,092 → 8,000 | 15 → 30 | 55 → 5045 → 50 | 300 → 225100 → 275 | 01,200 → 1,500 | Speed 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 | |
| 15,556 → 6,250 | 80 | 32 → 5526 → 25 | 120 → 100250 → 225 | 0950 → 1,200 | Bonus vs infantry 20 → 25; Charge bonus 74 → 100; Mass 3,800 → 4,750; Physical resistance 0% → 10%; New: Deadly Onslaught, Strider; Removed: Woodsman | |
| 14,472 → 5,500 | 80 | 28 → 3024 → 30 | 100180 → 175 | 0700 → 800 | Bonus 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 | |
| 14,472 → 5,500 | 80 | 28 → 3024 → 30 | 100180 → 175 | 0700 → 800 | Bonus 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 | |
| 14,472 → 5,500 | 80 | 28 → 3024 → 30 | 100180 → 175 | 0700 → 800 | Bonus 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 | |
| 14,472 → 5,500 | 80 | 28 → 3024 → 30 | 100180 → 175 | 0700 → 800 | Bonus 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 | |
| 16,668 → 7,250 | 100 | 47 → 6038 → 35 | 120 → 250340 → 300 | 01,250 → 1,400 | Leadership 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 | |
| 15,788 → 7,000 | 100 | 34 → 4528 → 30 | 120 → 100270 → 225 | 01,100 → 1,600 | Charge bonus 84 → 100; Mass 4,400 → 5,250; Physical resistance 0% → 10%; New: Mighty Roar, Houndmaster, Strider; Removed: Woodsman | |
| 17,368 → 9,250 | 130 | 53 → 7047 → 35 | 125 → 200375 → 400 | 01,500 → 1,700 | Leadership 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 | |
| 14,056 → 5,250 | 80 → 90 | 5040 → 50 | 220 → 275180 → 150 | 0600 → 700 | Speed 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 | |
| 15,148 → 6,250 | 100 → 80 | 38 → 4532 → 35 | 120 → 125280 → 250 | 01,100 → 1,200 | Charge 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 | |
| 14,956 → 5,750 | 80 | 32 → 4526 → 35 | 120 → 100250 → 225 | 0900 → 1,000 | Bonus 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 | |
| 14,568 → 5,250 | 15 → 20 | 30 → 5528 → 40 | 215 → 25095 → 100 | 0600 | Speed 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 | |
| 15,064 → 6,250 | 100 → 80 | 34 → 3530 | 100 → 125210 → 200 | 01,100 | Charge 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 | |
| 14,872 → 5,750 | 80 | 28 → 3524 → 30 | 100180 → 175 | 0900 | Bonus 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 | |
| 14,568 → 5,250 | 15 → 20 | 30 → 5528 → 40 | 215 → 25095 → 100 | 0600 | Speed 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 | |
| 15,064 → 6,250 | 100 → 80 | 34 → 3530 | 100 → 125210 → 200 | 01,100 | Charge 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 | |
| 14,872 → 5,750 | 80 | 28 → 3524 → 30 | 100180 → 175 | 0900 | Bonus 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 | |
| 14,568 → 5,250 | 15 → 20 | 30 → 5528 → 40 | 215 → 25095 → 100 | 0600 | Speed 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 | |
| 15,064 → 6,250 | 100 → 80 | 34 → 3530 | 100 → 125210 → 200 | 01,100 | Charge 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 | |
| 14,872 → 5,750 | 80 | 28 → 3524 → 30 | 100180 → 175 | 0900 | Bonus 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 | |
| 14,568 → 5,250 | 15 → 20 | 30 → 5528 → 40 | 215 → 25095 → 100 | 0600 | Speed 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 | |
| 15,064 → 6,250 | 100 → 80 | 34 → 3530 | 100 → 125210 → 200 | 01,100 | Charge 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 | |
| 14,872 → 5,750 | 80 | 28 → 3524 → 30 | 100180 → 175 | 0900 | Bonus 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 | |
| 806,080 → 8,800 | 15 → 30 | 26 → 3017 → 20 | 19 → 303 → 5 | 0400 → 425 | Leadership 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 | |
| 160 → 2008,960 → 16,000 | 15 | 20 → 2522 → 20 | 17 → 155 → 10 | 0325 → 425 | Leadership 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 | |
| 80 → 326,080 → 11,200 | 15 → 30 | 26 → 4017 → 20 | 19 → 403 → 10 | 0450 → 800 | Leadership 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 | |
| 120 → 1406,360 → 11,200 | 15 | 20 → 2518 → 20 | 20 → 156 → 5 | 0425 | Speed 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 | |
| 160 → 2008,960 → 16,000 | 15 | 20 → 2530 → 25 | 17 → 155 | 0375 → 425 | Missile 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 | |
| 60 → 806,720 → 12,800 | 35 | 24 → 3028 → 30 | 25 → 307 → 15 | 0800 → 900 | Speed 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 | |
| 120 → 1609,600 → 18,400 | 15 → 20 | 36 → 4025 → 20 | 3010 | 0650 | Leadership 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 | |
| 120 → 1609,600 → 18,400 | 15 → 20 | 26 → 3535 → 30 | 21 → 309 → 5 | 0550 → 650 | Missile 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 | |
| 160 → 2008,960 → 16,000 | 15 | 22 → 3024 → 25 | 20 → 157 → 5 | 0375 → 425 | Missile 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 | |
| 46,144 → 11,000 | 100 → 80 | 34 → 3530 → 20 | 26 → 3044 → 40 | 01,150 → 1,100 | Leadership 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 | |
| 15,103 → 7,500 | 45 → 70 | 40 → 6534 → 40 | 290 → 300155 → 200 | 0800 → 1,400 | Leadership 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 | |
| 100 → 12010,000 → 16,800 | 95 → 90 | 35 → 4530 | 12 → 1532 → 30 | 01,050 → 1,150 | Leadership 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 | |
| 60 → 805,880 → 12,800 | 35 | 22 → 2520 | 25 → 307 → 15 | 0825 → 900 | Speed 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 | |
| 60 → 806,720 → 12,800 | 35 | 22 → 3022 → 25 | 7 → 1527 → 30 | 01,000 | Speed 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 | |
| 16 → 128,704 → 14,400 | 35 → 50 | 34 → 5032 → 40 | 33 → 5577 → 65 | 01,250 → 1,450 | Leadership 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 | |
| 16 → 128,704 → 14,400 | 45 → 50 | 34 → 4545 | 33 → 5577 → 65 | 01,250 → 1,450 | Missile 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 | |
| 32 → 126,176 → 14,400 | 45 → 50 | 24 → 4018 → 20 | 16 → 3036 → 35 | 0600 → 1,000 | Leadership 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 | |
| 16 → 128,768 → 13,200 | 10 → 20 | 36 → 5028 → 20 | 102 → 17548 → 50 | 0950 → 900 | Speed 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 | |
| 60 → 805,220 → 9,200 | 15 | 22 → 4038 → 30 | 32 → 4012 → 5 | 0500 → 550 | Leadership 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 | |
| 45,736 → 6,000 | 80 | 28 → 3024 → 25 | 1032 → 30 | 0750 | Bonus 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 | |
| 60 → 805,880 → 12,800 | 35 | 29 → 3527 → 20 | 25 → 307 → 15 | 01,125 → 1,150 | Speed 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 | |
| 19,800 → 12,000 | 50 → 35 | 44 → 5025 | 135 → 200335 → 300 | 01,550 → 1,200 | Leadership 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 | |
| 16 → 88,704 → 16,000 | 35 → 70 | 34 → 5032 → 40 | 33 → 7077 → 80 | 01,250 → 1,900 | Leadership 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 | |
| 112,620 → 14,000 | 50 → 45 | 65 → 7530 | 200 → 225500 → 350 | 01,400 → 1,600 | Leadership 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 | |
| 100 → 12010,000 → 16,800 | 95 → 100 | 44 → 4542 → 40 | 12 → 3030 → 15 | 01,250 → 1,300 | Leadership 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 | |
| 60 → 326,720 → 11,200 | 70 | 29 → 4029 → 30 | 7 → 3027 → 50 | 01,250 → 1,750 | Speed 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 | |
| 19,800 → 12,000 | 50 | 54 → 6032 → 25 | 135 → 200335 → 400 | 01,900 → 1,600 | Speed 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 | |
| 120 → 1609,600 → 18,400 | 35 | 34 → 4044 → 35 | 21 → 309 → 10 | 0750 → 900 | Missile 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 | |
| 16 → 88,704 → 14,400 | 45 → 60 | 43 → 4556 → 45 | 33 → 7077 → 80 | 01,600 → 1,900 | Missile 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 | |
| 160 → 2008,960 → 16,000 | 15 → 25 | 27 → 2547 → 30 | 17 → 205 | 0575 → 600 | Leadership 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 | |
| 110,888 → 13,000 | 50 | 57 → 5534 → 35 | 100 → 150420 → 450 | 02,000 | Speed 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 | |
| 110,888 → 13,000 | 70 | 69 → 6538 → 35 | 100 → 150420 → 450 | 02,550 | Speed 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 | |
| 19,220 → 11,500 | 60 | 36 → 3542 → 45 | 135 → 150315 → 350 | 01,700 | Melee 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 | |
| 19,220 → 11,500 | 60 | 4552 → 55 | 135 → 150315 → 350 | 02,100 | Melee 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 | |
| 120 → 1609,600 → 18,400 | 50 → 70 | 26 → 3038 → 30 | 21 → 259 → 5 | 0650 → 750 | Leadership 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 | |
| 19,008 → 10,000 | 50 | 62 → 6530 | 250400 | 01,900 → 1,800 | Bonus 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 | |
| 60 → 806,720 → 12,800 | 35 | 22 → 2522 → 25 | 7 → 1527 → 30 | 01,200 → 1,100 | Speed 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 | |
| 120 → 16010,560 → 20,800 | 25 → 20 | 24 → 3025 → 30 | 12 → 1020 | 0675 → 750 | Leadership 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 → — | |
| 120 → 1609,600 → 18,400 | 60 | 18 → 3026 → 35 | 8 → 1520 → 25 | 0725 → 750 | Leadership 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 | |
| 120 → 1609,000 → 18,400 | 30 | 34 → 3526 → 25 | 28 → 308 → 10 | 0700 → 750 | Leadership 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 | |
| 16,390 → 8,000 | 80 | 52 → 5038 → 40 | 240 → 250280 → 300 | 01,500 | Leadership 60 → 70; Charge bonus 45 → 50; Melee attack interval 3.6 s → 4 s; Mass 2,000 → 3,000; Missile resistance 15% → 20% | |
| 16,390 → 8,000 | 80 | 64 → 6048 → 50 | 240 → 250280 → 300 | 01,900 → 1,850 | Leadership 70 → 80; Charge bonus 45 → 50; Melee attack interval 3.6 s → 4 s; Mass 2,000 → 3,000; Missile resistance 15% → 20% | |
| 17,289 → 9,000 | 60 | 5028 → 30 | 120 → 150365 → 350 | 01,600 → 1,700 | Bonus vs large 20 → 50; Mass 2,800 → 3,500; Missile resistance 45% → 40%; New: Strider; Removed: Frenzy | |
| 17,289 → 9,000 | 60 | 61 → 7036 → 30 | 145 → 150385 → 350 | 01,850 → 2,000 | Leadership 80 → 100; Bonus vs large 25 → 0; Mass 2,800 → 3,500; Missile resistance 45% → 40%; New: Unbreakable, Unyielding Assault; Removed: Frenzy, Hide (forest) | |
| 16,120 → 9,000 | 35 | 46 → 5038 → 35 | 125 → 100295 → 250 | 01,050 | Mass 1,600 → 2,500 | |
| 17,800 | 70 | 4244 | 160320 | 01,600 | Removed: Maleficient Gaze, Aura of Vitriol, Wounds | |
| 16,780 | 60 | 4927 | 150290 | 01,350 | Removed: Spiky, Wounds, Frenzy, Regeneration | |
| 16,780 | 60 | 6035 | 150290 | 01,700 | Removed: Warp-Fueled Rampage, Spiky, Wounds, Frenzy, Regeneration |
New units in SFO
Chosen Khorngorsbst_khorngor100 models
15,500
100
70
45
45
30
50
40
15
25
1,400
Chosen Pestigorsbst_pestigor100 models
20,000
75
70
45
35
45
40
25
20
1,400
Chosen Slaangorsbst_slaangor100 models
13,000
60
70
60
45
30
55
55
10
25
1,400
Chosen Tzaangorsbst_tzaangor100 models
13,000
50
70
50
40
30
40
30
20
175
20
10
25
1,400
Spirit of Ghorokbst_ghorok1 model
7,500
100
100
50
100
0
1,000
100
50
2,000
Mutated Warhoundbst_warhound1 model
7,000
50
70
100
70
30
400
75
15
20
1,450
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
Rune-Covered HerdstoneBeastmen
- −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
Bone-Strewn HerdstoneBeastmen
- −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
Spired HerdstoneBeastmen
- −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
Great HerdstoneBeastmen
- −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
Carrion OfferingsBeastmen
- −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
Viscera-Bound CaptivesBeastmen
- −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
Shroud of DiscordBeastmen
- −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
Shamanic ChallengesBeastmen
- −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)
Ruinous SeancesBeastmen
- −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)
Dreadful Shamanic RitualsBeastmen
- −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)
Rancorous BrayingBeastmen
- −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)
Beastly PandemoniumBeastmen
- −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
Winds of MaladyBeastmen
- −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)
Storm of SufferingBeastmen
- −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
Chosen HerdstoneBeastmen
- −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)
Blasphemous ClearingBeastmen
- −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)
Nexus of DepravityBeastmen
- −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)
Heart of DoomBeastmen
- −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)
Chosen HerdstoneBeastmen
- −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)
Blasphemous ClearingBeastmen
- −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)
Nexus of DepravityBeastmen
- −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)
Heart of DoomBeastmen
- −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)
Crag of the ClovenBeastmen
- −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)
Chosen HerdstoneBeastmen
- −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)
Blasphemous ClearingBeastmen
- −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)
Nexus of DepravityBeastmen
- −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)
Heart of DoomBeastmen
- −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)
Bloodfeasters’ RuinBeastmen
- −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)
Chosen HerdstoneBeastmen
- −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)
Blasphemous ClearingBeastmen
- −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)
Nexus of DepravityBeastmen
- −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)
Heart of DoomBeastmen
- −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)
Defiled Tournament GroundsBeastmen
- −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)
Chosen HerdstoneBeastmen
- −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)
Blasphemous ClearingBeastmen
- −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)
Nexus of DepravityBeastmen
- −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)
Heart of DoomBeastmen
- −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)
Morrslieb’s EclipseBeastmen
- −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)
Chosen HerdstoneBeastmen
- −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)
Blasphemous ClearingBeastmen
- −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)
Nexus of DepravityBeastmen
- −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)
Heart of DoomBeastmen
- −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)
Age of DesecrationBeastmen
- −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)
Chosen HerdstoneBeastmen
- −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)
Blasphemous ClearingBeastmen
- −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)
Nexus of DepravityBeastmen
- −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)
Heart of DoomBeastmen
- −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)
Ruins of UrskoyBeastmen
- −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)
Ruined HerdstoneBeastmen
- −Chaos Undivided corruption: +2
Chosen HerdstoneBeastmen
- −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)
Blasphemous ClearingBeastmen
- −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)
Nexus of DepravityBeastmen
- −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)
Heart of DoomBeastmen
- −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)
Sepulchral GateBeastmen
- −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)
Chosen HerdstoneBeastmen
- −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)
Blasphemous ClearingBeastmen
- −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)
Nexus of DepravityBeastmen
- −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)
Heart of DoomBeastmen
- −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)
Great Herdstone of ColdBeastmen
- −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)
Chosen HerdstoneBeastmen
- −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)
Blasphemous ClearingBeastmen
- −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)
Nexus of DepravityBeastmen
- −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)
Heart of DoomBeastmen
- −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)
Chosen HerdstoneBeastmen
- −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)
Blasphemous ClearingBeastmen
- −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)
Nexus of DepravityBeastmen
- −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)
Heart of DoomBeastmen
- −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)
Splintered CompassBeastmen
- −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)
Chosen HerdstoneBeastmen
- −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)
Blasphemous ClearingBeastmen
- −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)
Nexus of DepravityBeastmen
- −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)
Heart of DoomBeastmen
- −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)
Wasteland of HashutBeastmen
- −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)
Shaman's Flame PitBeastmen
- −Winds of Magic power reserve capacity: +10
- +Winds of Magic power reserve capacity: +5
- +Winds of Magic power reserve: +1 per turn
Shaman's PyreBeastmen
- −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
Immolation GroundsBeastmen
- −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
Heads on SpikesBeastmen
- −Dread gained: +20 per turn
- +Dread gained: +25 per turn
Impaled CorpsesBeastmen
- −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
Bestial LandingsBeastmen
- −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)
Beastmen OutpostBeastmen
- −Casualty replenishment rate: +2% (own and enemy armies in region)
- +Casualty replenishment rate: +2% (any armies in region)
Beastmen DistrictBeastmen
- −Casualty replenishment rate: +3% (armies in region)
- +Casualty replenishment rate: +3% (any armies in region)
Beastmen ColonyBeastmen
- −Casualty replenishment rate: +4% (armies in region)
- +Casualty replenishment rate: +4% (any armies in region)
Bestial LandingsBeastmen
- −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)
Toxic GroundsBeastmen
- Units: 10 → 15
Pyre ClearingBeastmen
- −Horde growth: +1
- +Constant casualty replenishment rate: +1%
- +Campaign movement range: +2% for armies
- +Character experience gain per turn: +100
Hag Tree CopseBeastmen
- −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
Squalid EncampmentBeastmen
- −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
Bloodied LairBeastmen
- −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
Cursed LabyrinthBeastmen
- −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
Pile of FleshBeastmen
- −Army ability: "Vile Entropy"
- +Army Ability: "Vile Entropy" lowering enemy missile weapon range and depletes ammunition
- +Constant casualty replenishment rate: +2%
Desecrated AltarBeastmen
- −Army ability: "Vile Entropy"
- +Army Ability: "Vile Entropy" lowering enemy missile weapon range and depletes ammunition
- +Constant casualty replenishment rate: +5%
Mound of BladesBeastmen
- −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
Totem of HornsBeastmen
- −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
- +Campaign movement range: +1% for armies (own armies factionwide)
- +Income from raiding: +20%
- +Campaign movement range: +2% for armies (own armies factionwide)
- +Income from raiding: +40%
- +Campaign movement range: +3% for armies (own armies factionwide)
- +Income from raiding: +60%
- +Campaign movement range: +4% for armies (own armies factionwide)
- +Income from raiding: +80%
- +Campaign movement range: +5% for armies (own armies factionwide)
- +Income from raiding: +100%
- +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)
- +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)
- +Income generated: 50
- +Income from post-battle loot: +10%
- +Income generated: 100
- +Income from post-battle loot: +20%
- +Chance of a plague spreading: -15%
- +Plague duration: -15%
- +Horde growth: +1 (all armies)
- +Research rate: +10
- +Chance of a plague spreading: -30%
- +Plague duration: -30%
- +Horde growth: +2 (all armies)
- +Research rate: +20
Technologies
Plight of the No-HornsBeastmen
- −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
Raining BloodBeastmen
- −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
The Unnatural OrderBeastmen
- −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
Savage MantleBeastmen
- −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
Empire of BeastsBeastmen
- −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
Bestial ResilienceBeastmen
- −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
Days of WrathBeastmen
- −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
Death from the ShadowsBeastmen
- −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
Rolling DeathBeastmen
- −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
The Rewards of RuinBeastmen
- −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
Vitriolic TemperamentBeastmen
- −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
Roaming TormentBeastmen
- −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
On Cloven Hoof & Twisted ClawBeastmen
- −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
Smell Their FearBeastmen
- −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
Gaze of the Dark GodsBeastmen
- −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
The Kalkengard LarderBeastmen
- −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
The Strong SurviveBeastmen
- −Dread gained from battles: +20%
- +Dread gained from battles: +25%
- Research points: 200 → 1000
Messenger of the BrayBeastmen
- −Campaign line of sight: +15% (all characters)
- +Campaign line of sight: +25%
- Research points: 200 → 1000
Primal FuryBeastmen
- Research points: 200 → 1000
The Warherd RavagesBeastmen
- −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
Kadon UnleashedBeastmen
- −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
Dominate the WorldBeastmen
- −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
Consume OrderBeastmen
- −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!
- +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!
- +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!
- +Constant casualty replenishment rate: +5%
- +Only one technology can be researched from this group, second will be locked!
- +Armour-piercing weapon damage: +8 when defending
- +Only one technology can be researched from this group, second will be locked!
- +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!
- +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!
- +Character experience gain per turn: +250
- +Only one technology can be researched from this group, second will be locked!
- +Charge bonus: +20% for Centigor units
- +Speed: +20% for Centigor units
- +Only one technology can be researched from this group, second will be locked!
- +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!
- +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!
- +Ability: "Bolstered Defence" for Minotaur units
- +Only one technology can be researched from this group, second will be locked!
- +Enable recruitment: Chosen Khorngors units in Herdstones settlements
- +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
- +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
- +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