SFO Chaos Dwarfs units
87 Chaos Dwarfs units SFO: Grimhammer III changes against patch 9.0.4, and 28 skills, 169 buildings and 70 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 |
|---|---|---|---|---|---|---|
| 13,957 → 9,625 | 30 → 60 | 18 → 2514 → 25 | 21 → 307 → 15 | 1,200 → 1,6001,200 → 800 | Charge bonus 5 → 10; Melee attack interval 4.3 s → 4 s; Mass 2,120 → 5,150; Range 420 m → 425 m; Ammunition 25 → 45; Missile base damage 72 → 150; Missile AP damage 262 → 250; Reload time 12 s → 9 s; Upkeep 300 → 200; Spell resistance 0% → 25%; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; Removed: Unbreakable | |
| 415,828 → 19,750 | 30 → 60 | 18 → 2514 → 25 | 21 → 257 → 10 | 3,200 → 4,0003,200 → 2,000 | Leadership 70 → 100; Charge bonus 5 → 10; Melee attack interval 4.3 s → 4 s; Mass 2,120 → 750; Range 420 m → 425 m; Ammunition 40 → 45; Missile base damage 72 → 150; Missile AP damage 262 → 250; Upkeep 800 → 500; Spell resistance 0% → 25%; Fire resistance 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → —; New: Blooood!, Boom! | |
| 13,957 → 9,625 | 30 → 60 | 24 → 2519 → 25 | 21 → 307 → 15 | 1,550 → 3,0001,550 → 1,500 | Leadership 80 → 100; Charge bonus 5 → 10; Melee attack interval 4.3 s → 4 s; Mass 2,120 → 750; Range 420 m → 475 m; Ammunition 40 → 45; Missile base damage 72 → 150; Missile AP damage 262 → 500; Reload time 12 s → 20 s; Upkeep 388 → 375; Spell resistance 0% → 25%; Fire resistance 0% → 25%; Ward save 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → — | |
| 16 → 329,856 → 19,200 | 50 | 46 → 5052 → 35 | 34 → 2080 → 55 | 1,850 → 3,6001,800 | Speed 62 → 70; Bonus vs infantry 18 → 10; Charge bonus 52 → 60; Mass 1,700 → 2,000; Missile base damage 20 → 25; Missile AP damage 100 → 75; Upkeep 462 → 450; Fire resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 60 → 804,260 → 10,000 | 60 → 70 | 34 → 3034 → 35 | 21 → 257 → 10 | 875 → 1,900875 → 950 | Missile block 35% → 45%; Leadership 65 → 55; Speed 92 → 100; Bonus vs large 0 → 5; Mass 490 → 825; Range 140 m → 130 m; Ammunition 20 → 26; Missile base damage 14 → 15; Missile AP damage 3 → 5; Reload time 10 s → 7 s; Upkeep 218 → 238; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Contempt | |
| 806,800 → 16,000 | 100 | 38 → 4046 → 35 | 12 → 2034 → 35 | 1,200 → 2,4001,200 | Leadership 75 → 80; Speed 26 → 30; Charge bonus 18 → 15; Melee attack interval 4.3 s → 4 s; Ammunition 30 → 26; Missile base damage 5 → 10; Missile AP damage 13 → 15; Reload time 9 s → 14 s; Fire resistance 25% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 100 → 808,200 → 20,000 | 85 | 38 → 4554 → 50 | 259 → 15 | 950 → 2,400950 → 1,200 | Speed 28 → 30; Charge bonus 12 → 10; Melee attack interval 4.3 s → 4 s; Mass 150 → 200; Ammunition 2 → 3; Missile base damage 1 → 0; Missile AP damage 0 → 5; Upkeep 238 → 300; Fire resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; Removed: Frenzy | |
| 100 → 8010,600 → 20,000 | 125 | 52 → 5560 → 50 | 36 → 3018 → 20 | 1,650 → 4,0001,650 → 2,000 | Leadership 95 → 100; Speed 26 → 30; Bonus vs infantry 14 → 20; Charge bonus 26 → 30; Melee attack interval 4.3 s → 4 s; Upkeep 412 → 500; Fire resistance 25% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Unbreakable, Causes Fear | |
| 17,570 → 8,000 | 120 | 38 → 3532 → 20 | 70 → 100180 → 200 | 1,700 → 3,0001,750 → 1,500 | Mass 10,001 → 12,501; Missile base damage 30 → 50; Missile AP damage 15 → 25; Reload time 9 s → 8 s; Upkeep 425 → 375; Fire resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Overzealous Speed, Glorious Charge | |
| 17,600 → 8,000 | 120 | 38 → 3532 → 20 | 70 → 100180 → 200 | 3,700 → 6,4003,350 → 3,200 | Mass 10,001 → 12,501; Range 450 m → 375 m; Ammunition 15 → 20; Missile base damage 72 → 100; Missile AP damage 262 → 300; Reload time 24 s → 25 s; Upkeep 925 → 800; Fire resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Glorious Charge | |
| 16 → 329,856 → 19,200 | 50 | 32 → 3548 → 45 | 34 → 080 → 75 | 1,500 → 3,0001,500 | Missile block 35% → 55%; Speed 62 → 70; Mass 1,700 → 2,000; Fire resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 16 → 329,856 → 19,200 | 50 | 36 → 4042 → 35 | 34 → 2080 → 55 | 1,550 → 3,0001,550 → 1,500 | Speed 62 → 70; Bonus vs infantry 18 → 10; Charge bonus 52 → 60; Mass 1,700 → 2,000; Upkeep 387 → 375; Fire resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 16 → 329,856 → 19,200 | 50 | 34 → 3536 → 35 | 34 → 2080 → 55 | 1,550 → 3,0001,550 → 1,500 | Speed 62 → 70; Bonus vs large 25 → 20; Charge bonus 46 → 50; Mass 1,700 → 2,000; Upkeep 387 → 375; Fire resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 60 → 804,140 → 10,000 | 45 → 60 | 18 → 2018 → 25 | 21 → 253 → 10 | 575 → 1,300575 → 650 | Leadership 40 → 45; Speed 92 → 100; Charge bonus 20 → 30; Mass 490 → 825; Range 140 m → 130 m; Ammunition 20 → 26; Missile base damage 14 → 15; Missile AP damage 3 → 5; Reload time 10 s → 7 s; Upkeep 143 → 163; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 60 → 804,260 → 10,000 | 45 → 60 | 26 → 2526 → 30 | 21 → 257 → 10 | 500 → 1,300500 → 650 | Missile block 35% → 45%; Speed 92 → 100; Bonus vs large 0 → 5; Mass 490 → 825; Upkeep 125 → 163; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 16,824 → 9,000 | 130 | 6050 | 170 → 200310 → 300 | 1,000 → 2,6001,500 → 1,300 | Charge bonus 50 → 60; Melee attack interval 3 s → 4 s; Mass 2,500 → 5,000; Upkeep 250 → 0; Fire resistance 35% → 40%; New: Vigorous, Reforge, Vanguard Deployment | |
| 16,280 → 9,000 | 70 | 48 → 5042 → 40 | 140 → 100320 → 400 | 1,000 → 2,4001,100 → 1,200 | Speed 70 → 75; Mass 3,600 → 4,000; Upkeep 250 → 300; Fire resistance 25% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Flow of Battle, Bolstered Defence, Unyielding Assault; Removed: Guardian | |
| 13,748 → 4,500 | 120 | 38 → 4036 → 40 | 220 → 22590 → 100 | 1,000 → 1,200550 → 600 | Charge bonus 16 → 15; Mass 1,100 → 1,250; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 300; Fire resistance 25% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 18,266 → 7,500 | 70 | 56 → 3540 → 20 | 140 → 200400 | 1,000 → 3,6002,000 → 1,800 | Melee attack interval 3.8 s → 4 s; Mass 5,100 → 5,250; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 600; Fire resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 16,676 → 6,500 | 60 | 46 → 3528 → 20 | 130 → 150320 → 350 | 1,000 → 2,4001,200 | Melee attack interval 3.8 s → 4 s; Mass 3,400 → 5,250; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 450; Fire resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 16,056 → 5,500 | 60 | 40 → 3548 → 30 | 270 → 300180 → 200 | 1,000 → 2,7001,300 → 1,350 | Melee attack interval 3.6 s → 4 s; Mass 3,400 → 3,750; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 488; Spell resistance 25% → 0%; Fire resistance 25% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 13,748 → 4,500 | 120 | 38 → 4036 → 40 | 220 → 22590 → 100 | 1,000 → 1,200550 → 600 | Charge bonus 16 → 15; Mass 1,100 → 1,250; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 300; Fire resistance 25% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 18,266 → 7,500 | 70 | 56 → 3540 → 20 | 140 → 200400 | 1,000 → 3,6002,000 → 1,800 | Melee attack interval 3.8 s → 4 s; Mass 5,100 → 5,250; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 600; Fire resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 16,676 → 6,500 | 60 | 46 → 3528 → 20 | 130 → 150320 → 350 | 1,000 → 2,4001,200 | Melee attack interval 3.8 s → 4 s; Mass 3,400 → 5,250; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 450; Fire resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 16,056 → 5,500 | 60 | 40 → 3548 → 30 | 270 → 300180 → 200 | 1,000 → 2,7001,300 → 1,350 | Melee attack interval 3.6 s → 4 s; Mass 3,400 → 3,750; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 488; Spell resistance 25% → 0%; Fire resistance 25% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 13,748 → 4,500 | 120 | 38 → 4036 → 40 | 220 → 22590 → 100 | 1,000 → 1,200550 → 600 | Charge bonus 16 → 15; Mass 1,100 → 1,250; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 300; Fire resistance 25% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; Removed: Hide (forest) | |
| 18,266 → 7,500 | 70 | 56 → 3540 → 20 | 140 → 200400 | 1,000 → 3,6002,000 → 1,800 | Melee attack interval 3.8 s → 4 s; Mass 5,100 → 5,250; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 600; Fire resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 16,676 → 6,500 | 60 | 46 → 3528 → 20 | 130 → 150320 → 350 | 1,000 → 2,4001,200 | Melee attack interval 3.8 s → 4 s; Mass 3,400 → 5,250; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 450; Fire resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 16,056 → 5,500 | 60 | 40 → 3548 → 30 | 270 → 300180 → 200 | 1,000 → 2,7001,300 → 1,350 | Melee attack interval 3.6 s → 4 s; Mass 3,400 → 3,750; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 488; Spell resistance 25% → 0%; Fire resistance 25% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 13,748 → 4,500 | 120 | 38 → 4036 → 40 | 220 → 22590 → 100 | 1,000 → 1,200550 → 600 | Charge bonus 16 → 15; Mass 1,100 → 1,250; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 300; Fire resistance 25% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 18,266 → 7,500 | 70 | 56 → 3540 → 20 | 140 → 200400 | 1,000 → 3,6002,000 → 1,800 | Melee attack interval 3.8 s → 4 s; Mass 5,100 → 5,250; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 600; Fire resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 16,676 → 6,500 | 60 | 46 → 3528 → 20 | 130 → 150320 → 350 | 1,000 → 2,4001,200 | Melee attack interval 3.8 s → 4 s; Mass 3,400 → 5,250; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 450; Fire resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 16,056 → 5,500 | 60 | 40 → 3548 → 30 | 270 → 300180 → 200 | 1,000 → 2,7001,300 → 1,350 | Melee attack interval 3.6 s → 4 s; Mass 3,400 → 3,750; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 488; Spell resistance 25% → 0%; Fire resistance 25% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 15,520 → 6,500 | 125 | 4565 | 300130 → 150 | 1,000 → 1,800900 | Mass 1,100 → 1,250; Upkeep 250 → 0; Fire resistance 35% → 40%; New: Reforge | |
| 18,664 → 9,500 | 80 | 64 → 6546 → 45 | 140 → 200425 → 500 | 1,000 → 4,2002,300 → 2,100 | Melee attack interval 3.8 s → 4 s; Mass 5,500 → 5,250; Upkeep 250 → 0; Fire resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Infernal Engineer, Reforge | |
| 13,864 → 4,500 | 45 → 60 | 5058 → 60 | 280 → 300160 → 150 | 1,000 → 700500 → 350 | Melee attack interval 3.8 s → 4 s; Mass 700 → 750; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 14,276 → 4,750 | 45 → 60 | 5058 → 50 | 280 → 300160 → 150 | 1,000650 → 500 | Speed 92 → 100; Melee attack interval 3.8 s → 4 s; Mass 1,100 → 1,250; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 13,908 → 5,000 | 120 | 4542 → 45 | 90 → 100250 | 1,000 → 1,600650 → 800 | Bonus vs large 15 → 10; Melee attack interval 3.8 s → 4 s; Mass 1,100 → 1,250; Ammunition 45 → 50; Missile base damage 60 → 200; Missile AP damage 240 → 300; Upkeep 250 → 200; Fire resistance 25% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 14,958 → 6,000 | 120 | 5555 | 260 → 200170 → 250 | 1,000 → 2,000700 → 1,000 | Mass 1,100 → 1,250; Fire resistance 25% → 20% | |
| 16,676 → 8,000 | 60 | 46 → 5028 → 35 | 130 → 150320 → 350 | 1,000 → 3,2001,300 → 1,600 | Melee attack interval 3.8 s → 4 s; Mass 3,400 → 5,250; Upkeep 250 → 400; Fire resistance 35% → 40% | |
| 16,056 → 7,000 | 60 | 54 → 5034 → 45 | 270 → 300180 → 200 | 1,000 → 3,5001,400 → 1,750 | Melee attack interval 3.6 s → 4 s; Mass 3,400 → 3,750; Upkeep 250 → 438; Spell resistance 25% → 0%; Fire resistance 25% → 20% | |
| 14,048 → 5,000 | 120 | 44 → 4542 → 45 | 230 → 250100 | 1,000 → 1,800900 | Charge bonus 16 → 15; Mass 1,100 → 1,250; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 375; Fire resistance 25% → 20% | |
| 18,266 → 8,000 | 70 | 56 → 4040 → 25 | 140 → 200400 | 1,000 → 4,2002,200 → 2,100 | Melee attack interval 3.8 s → 4 s; Mass 5,100 → 5,250; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 675; Fire resistance 35% → 40% | |
| 16,676 → 7,000 | 60 | 46 → 4028 → 25 | 130 → 150320 → 350 | 1,000 → 3,0001,500 | Melee attack interval 3.8 s → 4 s; Mass 3,400 → 5,250; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 525; Fire resistance 35% → 40% | |
| 16,056 → 6,000 | 60 | 4048 → 35 | 270 → 300180 → 200 | 1,000 → 3,3001,600 → 1,650 | Melee attack interval 3.6 s → 4 s; Mass 3,400 → 3,750; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 563; Spell resistance 25% → 0%; Fire resistance 25% → 20% | |
| 14,048 → 5,000 | 120 | 44 → 4542 → 45 | 230 → 250100 | 1,000 → 1,800900 | Charge bonus 16 → 15; Mass 1,100 → 1,250; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 375; Fire resistance 25% → 20% | |
| 18,266 → 8,000 | 70 | 56 → 4040 → 25 | 140 → 200400 | 1,000 → 4,2002,200 → 2,100 | Melee attack interval 3.8 s → 4 s; Mass 5,100 → 5,250; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 675; Fire resistance 35% → 40% | |
| 16,676 → 7,000 | 60 | 46 → 4028 → 25 | 130 → 150320 → 350 | 1,000 → 3,0001,500 | Melee attack interval 3.8 s → 4 s; Mass 3,400 → 5,250; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 525; Fire resistance 35% → 40% | |
| 16,056 → 6,000 | 60 | 4048 → 35 | 270 → 300180 → 200 | 1,000 → 3,3001,600 → 1,650 | Melee attack interval 3.6 s → 4 s; Mass 3,400 → 3,750; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 563; Spell resistance 25% → 0%; Fire resistance 25% → 20% | |
| 14,048 → 5,000 | 120 | 44 → 4542 → 45 | 230 → 250100 | 1,000 → 1,800900 | Charge bonus 16 → 15; Mass 1,100 → 1,250; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 375; Fire resistance 25% → 20% | |
| 18,266 → 8,000 | 70 | 56 → 4040 → 25 | 140 → 200400 | 1,000 → 4,2002,200 → 2,100 | Melee attack interval 3.8 s → 4 s; Mass 5,100 → 5,250; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 675; Fire resistance 35% → 40% | |
| 16,676 → 7,000 | 60 | 46 → 4028 → 25 | 130 → 150320 → 350 | 1,000 → 3,0001,500 | Melee attack interval 3.8 s → 4 s; Mass 3,400 → 5,250; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 525; Fire resistance 35% → 40% | |
| 16,056 → 6,000 | 60 | 4048 → 35 | 270 → 300180 → 200 | 1,000 → 3,3001,600 → 1,650 | Melee attack interval 3.6 s → 4 s; Mass 3,400 → 3,750; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 563; Spell resistance 25% → 0%; Fire resistance 25% → 20% | |
| 14,048 → 5,000 | 120 | 44 → 4542 → 45 | 230 → 250100 | 1,000 → 1,800900 | Charge bonus 16 → 15; Mass 1,100 → 1,250; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 375; Fire resistance 25% → 20% | |
| 18,266 → 8,000 | 70 | 56 → 4040 → 25 | 140 → 200400 | 1,000 → 4,2002,200 → 2,100 | Melee attack interval 3.8 s → 4 s; Mass 5,100 → 5,250; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 675; Fire resistance 35% → 40% | |
| 16,676 → 7,000 | 60 | 46 → 4028 → 25 | 130 → 150320 → 350 | 1,000 → 3,0001,500 | Melee attack interval 3.8 s → 4 s; Mass 3,400 → 5,250; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 525; Fire resistance 35% → 40% | |
| 16,056 → 6,000 | 60 | 4048 → 35 | 270 → 300180 → 200 | 1,000 → 3,3001,600 → 1,650 | Melee attack interval 3.6 s → 4 s; Mass 3,400 → 3,750; Ammunition 45 → 50; Missile base damage 22 → 50; Missile AP damage 64 → 75; Upkeep 250 → 563; Spell resistance 25% → 0%; Fire resistance 25% → 20% | |
| 15,820 → 7,000 | 125 | 62 → 6555 | 280 → 200180 → 300 | 1,000 → 2,200850 → 1,100 | Melee attack interval 3.75 s → 4 s; Mass 1,100 → 1,250; Upkeep 250 → 0; Fire resistance 25% → 20%; New: Bolstered Command, Immune to Psychology, Immune to Flanking, Causes Fear | |
| 16,676 → 9,000 | 60 | 46 → 6028 → 35 | 130 → 150320 → 350 | 1,000 → 3,4001,450 → 1,700 | Melee attack interval 3.8 s → 4 s; Mass 3,400 → 5,250; Upkeep 250 → 0; Fire resistance 35% → 40%; New: Immune to Flanking | |
| 16,856 → 8,000 | 60 | 44 → 6052 → 45 | 270 → 300180 → 200 | 1,000 → 3,7001,550 → 1,850 | Melee attack interval 3.6 s → 4 s; Mass 3,400 → 3,750; Upkeep 250 → 0; Spell resistance 25% → 0%; Fire resistance 25% → 20%; New: Immune to Flanking | |
| 806,160 → 16,000 | 85 | 28 → 3032 → 35 | 259 → 15 | 900 → 1,800900 | Leadership 65 → 70; Speed 28 → 30; Charge bonus 6 → 5; Melee attack interval 4.3 s → 4 s; Mass 150 → 200; Ammunition 30 → 26; Missile base damage 5 → 10; Missile AP damage 13 → 15; Reload time 11 s → 14 s; Fire resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 100 → 808,200 → 20,000 | 85 | 30 → 4044 → 45 | 259 → 15 | 600 → 1,800600 → 900 | Speed 28 → 30; Charge bonus 12 → 10; Melee attack interval 4.3 s → 4 s; Mass 150 → 200; Upkeep 150 → 225; Fire resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Expert Charge Defence; Removed: Charge Defence vs. Large | |
| 100 → 808,200 → 20,000 | 85 | 30 → 4534 → 40 | 10 → 1528 → 30 | 650 → 1,800650 → 900 | Speed 28 → 30; Charge bonus 18 → 20; Melee attack interval 4.3 s → 4 s; Mass 150 → 200; Upkeep 162 → 225; Fire resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Charge Defence vs. Large | |
| 180 → 2609,000 → 18,200 | 0 | 12 → 1016 → 25 | 16 → 204 → 0 | 150 → 300150 | Leadership 32 → 35; Speed 33 → 35; Charge bonus 6 → 5; Melee attack interval 4.3 s → 4 s; Mass 90 → 75; Upkeep 37 → 38; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 120 → 1406,960 → 9,800 | 25 → 30 | 18 → 2524 → 20 | 21 → 257 → 10 | 500 → 950500 → 475 | Leadership 40 → 50; Mass 90 → 75; Range 140 m → 130 m; Ammunition 24 → 30; Missile base damage 11 → 10; Missile AP damage 2 → 4; Reload time 10 s → 7 s; Upkeep 125 → 119; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 140 → 2008,120 → 14,000 | 25 → 30 | 32 → 3028 → 35 | 21 → 257 → 10 | 400 → 950400 → 475 | Missile block 35% → 45%; Leadership 45 → 50; Bonus vs infantry 0 → 5; Mass 90 → 75; Upkeep 100 → 119; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 120 → 2006,960 → 14,000 | 25 → 30 | 32 → 3020 → 25 | 21 → 257 → 10 | 575 → 950500 → 475 | Leadership 45 → 50; Bonus vs infantry 7 → 5; Charge bonus 22 → 25; Melee attack interval 4.6 s → 3.5 s; Mass 90 → 75; Ammunition 3 → 2; Missile base damage 12 → 20; Missile AP damage 3 → 5; Reload time 7 s → 5 s; Upkeep 144 → 119; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 100 → 809,000 → 20,000 | 100 → 110 | 32 → 4556 → 45 | 31 → 3011 → 20 | 950 → 2,800950 → 1,400 | Missile block 55% → 65%; Leadership 80 → 75; Speed 26 → 30; Charge bonus 12 → 10; Melee attack interval 4.3 s → 4 s; Upkeep 237 → 350; Fire resistance 25% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Expert Charge Defence, Immune to Psychology, Causes Fear; Removed: Charge Defence vs. Large | |
| 806,800 → 16,000 | 100 → 110 | 30 → 4042 → 35 | 9 → 1025 → 30 | 1,200 → 2,8001,200 → 1,400 | Speed 26 → 30; Bonus vs large 5 → 10; Charge bonus 8 → 10; Range 145 m → 175 m; Ammunition 30 → 26; Missile base damage 6 → 20; Missile AP damage 24 → 30; Reload time 9 s → 12 s; Upkeep 300 → 350; Fire resistance 25% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Causes Fear, Immune to Psychology | |
| 100 → 809,000 → 20,000 | 100 → 110 | 32 → 5046 → 40 | 12 → 2034 → 35 | 1,000 → 2,8001,000 → 1,400 | Leadership 80 → 75; Speed 26 → 30; Charge bonus 18 → 20; Melee attack interval 4.3 s → 4 s; Upkeep 250 → 350; Fire resistance 25% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Immune to Psychology, Causes Fear | |
| 100 → 8010,600 → 20,000 | 125 | 42 → 4564 → 60 | 32 → 3010 → 20 | 1,400 → 3,5001,400 → 1,750 | Missile block 55% → 65%; Speed 26 → 30; Charge bonus 12 → 10; Melee attack interval 4.3 s → 4 s; Missile base damage 1 → 0; Missile AP damage 0 → 5; Upkeep 350 → 438; Fire resistance 25% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Enfeeble Attack, Immune to Psychology, Causes Fear | |
| 140 → 16010,640 → 19,200 | 0 | 22 → 2512 → 10 | 6 → 518 → 20 | 300 → 600250 → 300 | Leadership 36 → 40; Speed 31 → 32; Charge bonus 18 → 20; Melee attack interval 3.9 s → 4 s; Mass 130 → 175; Quest battle cap (main_units.multiplayer_qb_cap) 6 → — | |
| 18,258 → 10,000 | 60 | 56 → 5540 | 140 → 200400 | 1,700 → 3,6001,700 → 1,800 | Melee attack interval 3.8 s → 4 s; Mass 3,500 → 4,000; Upkeep 425 → 450; Fire resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → — | |
| 16,668 → 8,500 | 50 | 46 → 4528 → 30 | 130 → 150320 → 350 | 1,100 → 2,4001,100 → 1,200 | Melee attack interval 3.8 s → 4 s; Mass 2,000 → 4,000; Upkeep 275 → 300; Missile resistance 15% → 25%; Fire resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → — | |
| 110,240 → 12,500 | 120 → 90 | 56 → 6038 → 35 | 180 → 250500 | 2,200 → 4,8002,000 → 2,400 | Leadership 70 → 60; Charge bonus 45 → 30; Mass 9,000 → 10,000; Upkeep 550 → 600; Physical resistance 10% → 20%; Missile resistance 15% → 20%; Fire resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Wallbreaker | |
| 167,872 → 12,800 | 80 → 30 | 32 → 4540 | 36 → 5084 → 75 | 1,400 → 3,0001,325 → 1,500 | Missile block 0% → 50%; Leadership 60 → 50; Speed 54 → 55; Bonus vs infantry 20 → 25; Upkeep 350 → 375; Physical resistance 10% → 20%; Fire resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: 360° Block; Removed: Hide (forest) | |
| 16,048 → 6,500 | 45 | 36 → 4044 → 50 | 270 → 300180 → 200 | 1,200 → 2,7001,200 → 1,350 | Melee attack interval 3.6 s → 4 s; Mass 2,000 → 2,500; Upkeep 300 → 338; Missile resistance 15% → 25%; Spell resistance 25% → 0%; Fire resistance 25% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → — | |
| 1 → 45,010 → 10,000 | 70 | 20 → 1510 | 130 → 10040 → 200 | 1,300 → 2,4001,300 → 1,200 | Leadership 55 → 50; Bonus vs infantry 0 → 20; Mass 2,501 → 1,501; Range 420 m → 400 m; Ammunition 25 → 20; Missile base damage 36 → 25; Missile AP damage 96 → 0; Upkeep 325 → 300; Fire resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; Removed: Wounds | |
| 15,540 → 8,000 | 70 | 20 → 1510 | 130 → 10040 → 200 | 2,000 → 4,4001,800 → 2,200 | Leadership 55 → 100; Bonus vs infantry 0 → 20; Mass 10,001 → 7,001; Range 450 m → 375 m; Ammunition 15 → 10; Missile base damage 72 → 100; Missile AP damage 262 → 300; Reload time 24 s → 25 s; Upkeep 500 → 550; Fire resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 17,570 → 8,000 | 120 | 30 → 3525 → 20 | 70 → 100180 → 200 | 1,100 → 2,0001,150 → 1,000 | Mass 10,001 → 12,501; Ammunition 20 → 10; Missile base damage 20 → 50; Missile AP damage 52 → 75; Upkeep 275 → 250; Fire resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Overzealous Speed, Glorious Charge | |
| 17,600 → 8,000 | 120 | 30 → 3525 → 20 | 70 → 100180 → 200 | 3,100 → 6,4002,750 → 3,200 | Mass 10,001 → 12,501; Range 450 m → 375 m; Ammunition 15 → 20; Missile base damage 72 → 100; Missile AP damage 262 → 300; Reload time 24 s → 25 s; Upkeep 775 → 800; Fire resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Glorious Charge | |
| 18,580 → 9,000 | 120 | 30 → 3525 → 20 | 70 → 100180 → 200 | 1,000 → 15,2001,050 → 7,600 | Mass 10,001 → 12,501; Upkeep 0 → 1,900; Fire resistance 15% → 20%; Ward save 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Glorious Charge | |
| 1 → 45,010 → 10,000 | 70 | 20 → 1510 | 130 → 10040 → 200 | 1,050 → 2,4001,000 → 1,200 | Leadership 55 → 60; Bonus vs infantry 0 → 20; Mass 2,501 → 1,501; Range 380 m → 400 m; Missile base damage 140 → 100; Missile AP damage 260 → 50; Upkeep 262 → 300; Fire resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; Removed: Wounds | |
| 17,530 → 8,000 | 120 | 40 → 4525 → 20 | 110 → 100240 → 300 | 1,200 → 2,2001,150 → 1,100 | Charge bonus 50 → 75; Mass 10,001 → 12,501; Upkeep 300 → 275; Fire resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Overzealous Speed, Glorious Charge | |
| 17,560 → 8,000 | 120 | 40 → 4525 → 20 | 110 → 100240 → 300 | 3,200 → 6,4002,750 → 3,200 | Mass 10,001 → 12,501; Range 450 m → 375 m; Ammunition 15 → 20; Missile base damage 72 → 100; Missile AP damage 262 → 300; Reload time 24 s → 25 s; Fire resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 85,456 → 8,600 | 25 | 106 → 5 | 21 → 257 → 10 | 650 → 1,300650 | Speed 22 → 40; Bonus vs infantry 0 → 5; Mass 2,090 → 2,075; Range 320 m → 325 m; Ammunition 22 → 30; Missile base damage 30 → 25; Missile AP damage 70 → 100; Reload time 12 s → 10 s; Upkeep 162 → 163; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Expendable | |
| 112,620 | 110 | 7034 | 200500 | 2,0002,000 | Removed: Disembowelling Sweep, Yell and Brawl, Wounds |
Skills
Hashut's Scales
- −Spell resistance: 10%
- +Level 1: Spell resistance: 10%
- +Level 1: Hero self-defence: +5% chance of wounding aggressors
- +Level 2: Spell resistance: 20%
- +Level 2: Hero self-defence: +10% chance of wounding aggressors
Basalt Body
- −Winds of Magic power reserve: +3 per turn
- +Winds of Magic power reserve: +5 per turn
Master of the Conclave
- −Diplomatic relations: +15 with Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Ogre Kingdoms, Beastmen and Norsca
- −Allied recruitment cost: -25% (factionwide)
- +Level 1: Diplomatic relations: +20 with Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Ogre Kingdoms, Beastmen and Norsca
- +Level 1: Allied recruitment cost: -20% (factionwide)
- +Level 2: Diplomatic relations: +40 with Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Ogre Kingdoms, Beastmen and Norsca
- +Level 2: Allied recruitment cost: -40% (factionwide)
Architect of Evil
- −Armament cost: -25% for increasing capacity of Bull Centaur units
- −Armour-piercing weapon damage: +10 for Bull Centaurs Renders units (own army)
- −Upkeep: -20% for Bull Centaur Renders units (own army)
- +Level 1: Armament cost: -10% for increasing capacity of Bull Centaur units
- +Level 1: Armour-piercing weapon damage: +10 for Bull Centaurs Renders units (own army)
- +Level 1: Upkeep: -5% for Bull Centaur Renders units (own army)
- +Level 2: Armament cost: -20% for increasing capacity of Bull Centaur units
- +Level 2: Armour-piercing weapon damage: +20 for Bull Centaurs Renders units (own army)
- +Level 2: Upkeep: -10% for Bull Centaur Renders units (own army)
Piercing Intellect
- −Bound spell: "Burning Wrath"
- −Enemy Winds of Magic power reserve capacity: -15 (local region)
- +Level 1: Bound spell: "Burning Wrath"
- +Level 1: Enemy Winds of Magic power reserve capacity: -15 (enemy armies in region)
- +Level 2: Bound spell: "Burning Wrath"
- +Level 2: Miscast base chance: -10%
- +Level 2: Enemy Winds of Magic power reserve capacity: -30 (enemy armies in region)
Infernal Lord
- −Hero capacity: +2 for all Heroes
- −Hero and Lord recruit rank: +3 (factionwide)
- +Level 1: Hero capacity: +1 for all Heroes
- +Level 1: Hero and Lord recruit rank: +2 (all provinces)
- +Level 2: Hero capacity: +2 for all Heroes
- +Level 2: Hero and Lord recruit rank: +4 (all provinces)
Dark Sacrifice
- −Winds of Magic cost: -6 for "Hell Hammer"
- −Winds of Magic cost: -9 for "Hell Hammer Upgraded"
- +Winds of Magic cost: -5 for "Hell Hammer"
- +Construction time: -2 for Province Capital/Settlement buildings (all regions factionwide)
- +Winds of Magic cost: -5 for "Hell Hammer Upgraded"
- +Ability: "Reforge"
- Ability icon: — → ui/battle ui/ability_icons/wh3_dlc23_character_abilities_reforge
Ruthless Disciplinarian
- −Level 1: Control: +1 (local province)
- −Level 2: Chaos Undivided corruption: +1 (local province)
- −Level 2: Control: +2 (local province)
- −Level 3: Chaos Undivided corruption: +2 (local province)
- −Level 3: Control: +3 (local province)
- +Level 1: Chaos Undivided corruption: +2 (local province)
- +Level 1: Control: +1 (own local province)
- +Level 2: Chaos Undivided corruption: +4 (local province)
- +Level 2: Control: +2 (own local province)
- +Level 3: Chaos Undivided corruption: +6 (local province)
- +Level 3: Control: +3 (own local province)
Serve or Die
- −Level 1: Recruitment cost: -5% (Lord's army)
- −Level 2: Recruitment cost: -10% (Lord's army)
- −Level 3: Recruitment cost: -15% (Lord's army)
- +Level 1: Recruitment cost: -5% for all units (Lord's army)
- +Level 2: Recruitment cost: -10% for all units (Lord's army)
- +Level 3: Recruitment cost: -15% for all units (Lord's army)
Unbridled Cruelty
- −Chaos Undivided corruption: +1 (local province)
- −Upkeep: -10% (Lord's army)
- +Chaos Undivided corruption: +2 (local province)
- +Upkeep: -8% (Lord's army)
- +Enemy Hero action success chance: -10%
Towering Heights
- −Construction cost: -15% for all buildings (local province)
- +Construction cost: -10% for all buildings (local province)
We Are Legion
- −Armament cost: -25% for increasing capacity of Infernal Guard and Infernal Ironsworn units
- −Bonus vs infantry: +15 for Infernal Guard and Infernal Ironsworn units (Lord's army)
- −Upkeep: -15% for Infernal Guard and Infernal Ironsworn units (Lord's army)
- +Level 1: Armament cost: -10% for increasing capacity of Infernal Guard and Infernal Ironsworn units
- +Level 1: Bonus vs infantry: +5 for Infernal Guard and Infernal Ironsworn units (Lord's army)
- +Level 1: Upkeep: -5% for Infernal Guard and Infernal Ironsworn units (Lord's army)
- +Level 2: Armament cost: -20% for increasing capacity of Infernal Guard and Infernal Ironsworn units
- +Level 2: Bonus vs infantry: +10 for Infernal Guard and Infernal Ironsworn units (Lord's army)
- +Level 2: Upkeep: -10% for Infernal Guard and Infernal Ironsworn units (Lord's army)
Greed of Azgorh
- −Raw Materials output: +10% (factionwide)
- −Income from Cities: +10% (factionwide)
- +Level 1: Raw Materials output: +10% (factionwide)
- +Level 1: Income from Cities: +5% (all regions factionwide)
- +Level 2: Raw Materials output: +20% (factionwide)
- +Level 2: Income from Cities: +10% (all regions factionwide)
Master of Hell
- −Armament cost: -25% for increasing capacity of K'daai units
- −Weapon strength: +15% for K'daai units (Lord's army)
- −Physical resistance: 15% for all K'daai units (Lord's army)
- +Level 1: Armament cost: -10% for increasing capacity of K'daai units
- +Level 1: Weapon strength: +10% for K'daai units (Lord's army)
- +Level 1: Physical resistance: 10% for all K'daai units (Lord's army)
- +Level 2: Armament cost: -20% for increasing capacity of K'daai units
- +Level 2: Ability: "Reforge"
- +Level 2: Weapon strength: +10% for K'daai units (Lord's army)
- +Level 2: Physical resistance: 10% for all K'daai units (Lord's army)
- Ability icon: — → ui/battle ui/ability_icons/wh3_dlc23_character_abilities_reforge
Ashen
- −Barrier hit points: +600
- −Hit points: +10%
- −Wound recovery time: -1 turns
- +Level 1: Barrier hit points: +500
- +Level 1: Hit points: +5%
- +Level 1: Wound recovery time: -1 turns
- +Level 2: Barrier hit points: +1000
- +Level 2: Hit points: +10%
- +Level 2: Wound recovery time: -2 turns
Long Years of Exile
- −Winds of Magic cost: -6 for "Flames of Azgorh"
- −Winds of Magic cost: -9 for "Flames of Azgorh Upgraded"
- +Enemy melee defence: -5 (enemy armies in region)
- +Winds of Magic cost: -5 for "Flames of Azgorh"
- +Weakness to Fire Damage: -10% (enemy armies in region)
- +Winds of Magic cost: -5 for "Flames of Azgorh Upgraded"
Inspiring Inferno
- +Attribute: Immune to Psychology for Infernal units (own army)
- +Upkeep: -4% for Infernal Guard and Infernal Ironsworn units (own army)
Molten Cores
- +Attribute: Snipe
Dark Pact
- −Hit points: +5%
- −Wound recovery time: -1 turns
- +Level 1: Weapon strength: +5%
- +Level 1: Hit points: +5%
- +Level 1: Wound recovery time: -1 turns
- +Level 2: Hit points: +10%
- +Level 2: Weapon strength: +10%
- +Level 2: Wound recovery time: -2 turns
- +Level 3: Hit points: +15%
- +Level 3: Weapon strength: +15%
- +Level 3: Wound recovery time: -3 turns
Adjutant
- −Recruitment cost: -15% (Lord's army)
- +Recruitment cost: -15% for all units (Lord's army)
Armourer
- −Armour: +20 for Chaos Dwarf Infantry (Lord's army)
- −Ammunition: +10% (Lord's army)
- +Level 1: Armour: +5 for Chaos Dwarf Infantry (Lord's army)
- +Level 1: Ammunition: +5% (Lord's army)
- +Level 2: Armour: +10 for Chaos Dwarf Infantry (Lord's army)
- +Level 2: Ammunition: +10% (Lord's army)
- +Level 3: Armour: +15 for Chaos Dwarf Infantry (Lord's army)
- +Level 3: Ammunition: +15% (Lord's army)
Brutal Disciplinarian
- −Campaign movement range: +5%
- +Campaign movement range: +5% for armies
Harsh Master
- −Leadership: +6 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Lord's army)
- −Upkeep: -15% for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Lord's army)
- +Level 1: Leadership: +2 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Lord's army)
- +Level 1: Upkeep: -10% for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Lord's army)
- +Level 2: Leadership: +4 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Lord's army)
- +Level 2: Upkeep: -20% for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Lord's army)
- +Level 3: Leadership: +6 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Lord's army)
- +Level 3: Upkeep: -30% for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units (Lord's army)
Subjugator
- −Labour gained post-battle: +15%
- −Casualties captured post-battle: +10%
- −Income from post-battle loot: +15%
- +Level 1: Labour gained post-battle: +10%
- +Level 1: Casualties captured post-battle: +10%
- +Level 1: Income from post-battle loot: +10%
- +Level 2: Labour gained post-battle: +20%
- +Level 2: Casualties captured post-battle: +20%
- +Level 2: Income from post-battle loot: +20%
The Black
- −Passive ability: "Regeneration"
- −Ward save: +5%
- +Level 1: Passive ability: "Regeneration"
- +Level 1: Ward save: +5%
- +Level 2: Passive ability: "Regeneration"
- +Level 2: Unit mass: +25%
- +Level 2: Leadership: +10
- +Level 2: Ward save: +10%
General of Zharr
- −Recruit rank: +1 for all units (Lord's army)
- −Casualty replenishment rate: +10% (Lord's army)
- −Upkeep: -10% (Lord's army)
- +Level 1: Recruit rank: +1 for all units (Lord's army)
- +Level 1: Casualty replenishment rate: +5% (Lord's army)
- +Level 1: Upkeep: -5% (Lord's army)
- +Level 2: Recruit rank: +2 for all units (Lord's army)
- +Level 2: Casualty replenishment rate: +10% (Lord's army)
- +Level 2: Upkeep: -10% (Lord's army)
Haughty Resilience
- −Armour: +15 (Lord's army)
- −Leadership: +5 (all units in army)
- −Melee defence: +5 (Lord's army)
- +Level 1: Armour: +5 (Lord's army)
- +Level 1: Leadership: +2 (all units in army)
- +Level 1: Melee defence: +2 (Lord's army)
- +Level 2: Armour: +10 (Lord's army)
- +Level 2: Leadership: +4 (all units in army)
- +Level 2: Melee defence: +4 (Lord's army)
Laughing Killer
- −Armour-piercing weapon damage: +50
- −Enemy leadership: -10 (local region)
- +Armour-piercing weapon damage: +100
- +Enemy leadership: -10 (enemy armies in region)
Buildings
Occupied Celestial PalaceChaos Dwarfs
- −Weapon strength: +10% for Infantry units (factionwide)
- −Diplomatic relations: -30 with Grand Cathay
- −Income from all buildings: +5% (factionwide)
- −Lord recruit rank: +2 (factionwide)
- +Weapon strength: +10% when fighting against Cathay (own armies factionwide)
- +Diplomatic relations: -50 with Grand Cathay
- +Income from all buildings: +10% (all regions in province)
- +Character experience gain: +10% (all characters factionwide)
Pillar of BoneChaos Dwarfs
- −Empower 2 Sigils within the Black Pyramid (Undead Legions only)
- −When enemy Lord is present: Winds of Magic power reserve: +10 per turn [PH] (armies in local province)
- −Research rate: +5 (not for Undead Legions)
- +When enemy Lord is present: Winds of Magic power reserve: +10 per turn (armies in local province)
- +Research rate: +5
Morceaux Valley OrchardsChaos Dwarfs
- −Outside regions owned by Chaos Dwarfs: Growth: +20 (not for Undead Legions)
- −Control: +3
- −Wine resource production: 42 barrels
- +Growth: +20
- +Control: +4
- +Wine resource production: 50 barrels
Morceaux Valley VineyardsChaos Dwarfs
- −Outside regions owned by Chaos Dwarfs: Growth: +30 (not for Undead Legions)
- −Control: +4
- −Wine resource production: 64 barrels
- +Growth: +30
- +Control: +6
- +Wine resource production: 75 barrels
Morceaux Valley VintnersChaos Dwarfs
- −Outside regions owned by Chaos Dwarfs: Growth: +40 (not for Undead Legions)
- −Control: +5
- −Wine resource production: 96 barrels
- +Growth: +40
- +Control: +8
- +Wine resource production: 100 barrels
Bordeleaux Wine MarketChaos Dwarfs
- −Outside regions owned by Chaos Dwarfs: Growth: +50 (not for Undead Legions)
- −Control: +8
- −Wine resource production: 144 barrels
- +Growth: +50
- +Control: +10
- +Wine resource production: 150 barrels
Chaos Dwarf OutpostChaos Dwarfs
- −Casualty replenishment rate: +2% (own and enemy armies in region)
- +Casualty replenishment rate: +2% (any armies in region)
Chaos Dwarf DistrictChaos Dwarfs
- −Casualty replenishment rate: +3% (armies in region)
- +Casualty replenishment rate: +3% (any armies in region)
Chaos Dwarf ColonyChaos Dwarfs
- −Casualty replenishment rate: +4% (armies in region)
- +Casualty replenishment rate: +4% (any armies in region)
Tools ManufactoryChaos Dwarfs
- +Construction time: -1 for all buildings (minimum of 1 turn) (all regions in province)
Factory GuardhouseChaos Dwarfs
- −Enemy Hero action success chance: -5%
- +Defensive supplies: +200
- +Enemy Hero action success chance: -5% (enemy characters in region)
- +Income from all buildings: -10% (all regions in province)
- +Chance of a plague spreading: -25%
Factory WallsChaos Dwarfs
- −Enemy Hero action success chance: -10%
- +Defensive supplies: +400
- +Enemy Hero action success chance: -10% (enemy characters in region)
- +Control: +1
- +Income from all buildings: -10% (all regions in province)
- +Chance of a plague spreading: -25%
Factory CompoundChaos Dwarfs
- −Enemy Hero action success chance: -15%
- +Defensive supplies: +600
- +Enemy Hero action success chance: -15% (enemy characters in region)
- +Control: +2
- +Income from all buildings: -10% (all regions in province)
- +Chance of a plague spreading: -25%
- +Hidden armies will be visible (any armies in region)
Black Water Sluice GatesChaos Dwarfs
- −Income from Refinery buildings: +15% (local region)
- −Armaments output: +15% (local region)
- +Income from Refinery buildings: +20% (local region)
- +Armaments output: +20% (local region)
Lava FieldsChaos Dwarfs
- −Unlocks Hero recruitment: Bull Centaur Taur'ruk
- −Chaos Undivided corruption: +3
- +Unlocks Hero recruitment: Bull Centaur Taur'ruk (local province)
- +Chaos Undivided corruption: +2
- +Weapon strength: +5% when under siege (own armies in province)
Monster PensChaos Dwarfs
- −Unlocks Hero recruitment: Bull Centaur Taur'ruk
- −Chaos Undivided corruption in adjacent provinces: +2
- +Unlocks Hero recruitment: Bull Centaur Taur'ruk (local province)
- +Chaos Undivided corruption in adjacent provinces: +2 (local province)
- +Weapon strength: +10% when under siege (own armies in province)
Fire EnclaveChaos Dwarfs
- −Unlocks Hero recruitment: Bull Centaur Taur'ruk
- −Chaos Undivided corruption in adjacent provinces: +3
- −Chaos Undivided corruption: +5
- +Unlocks Hero recruitment: Bull Centaur Taur'ruk (local province)
- +Chaos Undivided corruption in adjacent provinces: +3 (local province)
- +Chaos Undivided corruption: +6
- +Weapon strength: +20% when under siege (own armies in province)
Experimental AtelierChaos Dwarfs
- −Unlocks Hero recruitment: Bull Centaur Taur'ruk
- −Chaos Undivided corruption in adjacent provinces: +4
- −Chaos Undivided corruption: +7
- +Unlocks Hero recruitment: Bull Centaur Taur'ruk (local province)
- +Chaos Undivided corruption in adjacent provinces: +3 (local province)
- +Chaos Undivided corruption: +6
- +Weapon strength: +20% when under siege (own armies in province)
- +Armament cost: -10% for increasing capacity of Bull Centaur units
- +Upkeep: -4% for Bull Centaur Renders units (own armies factionwide)
- Turns: 9 → 1
Ash LevelChaos Dwarfs
- −Unlocks Hero recruitment: Infernal Castellan
- +Unlocks Hero recruitment: Infernal Castellan (local province)
- +Melee defence: +2 when under siege (own armies in province)
Ore LevelChaos Dwarfs
- −Unlocks Hero recruitment: Infernal Castellan
- +Unlocks Hero recruitment: Infernal Castellan (local province)
- +Melee defence: +3 when under siege (own armies in province)
Iron LevelChaos Dwarfs
- −Unlocks Hero recruitment: Infernal Castellan
- +Unlocks Hero recruitment: Infernal Castellan (local province)
- +Melee defence: +5 when under siege (own armies in province)
Hobgoblin Mustering CampChaos Dwarfs
- +Vigour loss reduction: -5% when under siege (own armies in province)
Hobgoblin BivouacsChaos Dwarfs
- +Vigour loss reduction: -10% when under siege (own armies in province)
DaemonsmithyChaos Dwarfs
- −Unlocks Hero recruitment: Daemonsmith Sorcerer
- +Unlocks Hero recruitment: Daemonsmith Sorcerer (local province)
- +Melee attack: +2 when under siege (own armies in province)
- +Casualty replenishment rate: +1% for K'daai units factionwide (10% for province) (The Legion of Azgorh only)
- +Speed: +2% for K'daai units (own armies factionwide) (The Legion of Azgorh only)
Altar of FireChaos Dwarfs
- −Unlocks Hero recruitment: Daemonsmith Sorcerer
- −Research rate: +5
- +Unlocks Hero recruitment: Daemonsmith Sorcerer (local province)
- +Research rate: +4
- +Melee attack: +3 when under siege (own armies in province)
- +Casualty replenishment rate: +1% for K'daai units factionwide (10% for province) (The Legion of Azgorh only)
- +Speed: +2% for K'daai units (own armies factionwide) (The Legion of Azgorh only)
Great Kiln of HashutChaos Dwarfs
- −Unlocks Hero recruitment: Daemonsmith Sorcerer
- −Research rate: +10
- +Unlocks Hero recruitment: Daemonsmith Sorcerer (local province)
- +Research rate: +8
- +Melee attack: +5 when under siege (own armies in province)
- +Casualty replenishment rate: +1% for K'daai units factionwide (10% for province) (The Legion of Azgorh only)
- +Speed: +2% for K'daai units (own armies factionwide) (The Legion of Azgorh only)
IronworksChaos Dwarfs
- −Global recruitment duration: -1 turn for all units (armies in region)
- +Global recruitment duration: -1 turn for all units (own armies in region)
- +Ammunition: +10% when under siege (own armies in province)
Grand ManufactoryChaos Dwarfs
- −Global recruitment duration: -2 turn for all units (armies in region)
- +Global recruitment duration: -2 turn for all units (own armies in region)
- +Ammunition: +20% when under siege (own armies in province)
Manufactory ComplexChaos Dwarfs
- −Global recruitment duration: -3 turn for all units (armies in region)
- +Global recruitment duration: -3 turn for all units (own armies in region)
- +Ammunition: +40% when under siege (own armies in province)
Strip MineChaos Dwarfs
- −Raw Materials: 200 per turn (when Workload requirements are met)
- +Raw Materials: 200 per turn (when Workload requirements are met) (local province)
MineshaftChaos Dwarfs
- −Raw Materials: 300 per turn (when Workload requirements are met)
- +Raw Materials: 300 per turn (when Workload requirements are met) (local province)
Underground CavernsChaos Dwarfs
- −Raw Materials: 400 per turn (when Workload requirements are met)
- +Raw Materials: 400 per turn (when Workload requirements are met) (local province)
Garrison OutpostChaos Dwarfs
- −Enemy Hero action success chance: -5%
- +Defensive supplies: +200
- +Enemy Hero action success chance: -5% (enemy characters in region)
- +Chance of a plague spreading: -25%
Garrison BaseChaos Dwarfs
- −Enemy Hero action success chance: -10%
- +Defensive supplies: +400
- +Enemy Hero action success chance: -10% (enemy characters in region)
- +Control: +1
- +Chance of a plague spreading: -25%
Garrison HeadquartersChaos Dwarfs
- −Enemy Hero action success chance: -15%
- +Defensive supplies: +600
- +Enemy Hero action success chance: -15% (enemy characters in region)
- +Control: +2
- +Chance of a plague spreading: -25%
Irrigation CanalsChaos Dwarfs
- −Casualty replenishment rate: +3% (armies in region)
- +Casualty replenishment rate: +1% (own armies in province)
QanatChaos Dwarfs
- −Casualty replenishment rate: +6% (armies in region)
- +Casualty replenishment rate: +2% (own armies in province)
YakhchalChaos Dwarfs
- −Casualty replenishment rate: +9% (armies in region)
- −Control: +3
- +Casualty replenishment rate: +4% (own armies in province)
- +Control: +4
Money PitChaos Dwarfs
- −Income generated: 150
- +Income generated: 50
Locked StoresChaos Dwarfs
- −Income generated: 200
- +Income generated: 100
Treasure TroveChaos Dwarfs
- −Income generated: 250
- +Income generated: 150
Guard TowerChaos Dwarfs
- −Campaign line of sight: +25% for settlements
- +Campaign line of sight: +25% for settlements (own characters in region)
- +Campaign movement range: +5% for own armies starting their turn in this province (own armies in province)
- +Allows settlements to perform a Garrison Sally Attack with +250 range
WatchtowerChaos Dwarfs
- −Campaign line of sight: +50% for settlements
- −Control: +3
- +Campaign line of sight: +50% for settlements (own characters in region)
- +Campaign movement range: +10% for own armies starting their turn in this province (own armies in province)
- +Hidden armies will be visible (any armies in region)
- +Control: +4
- +Allows settlements to perform a Garrison Sally Attack with +500 range
Wolf TamerChaos Dwarfs
- −Recruit rank: +1 for Hobgoblin Wolf Raiders (local province)
- −Exotic Animals resource production: 20 cages
- +Recruit rank: +1 for Hobgoblin Wolf Raiders (own armies in province)
- +Exotic Animals resource production: 15 cages
- +Control: +1
Wolf Taming PensChaos Dwarfs
- −Recruit rank: +3 for Hobgoblin Wolf Raiders (local province)
- +Recruit rank: +3 for Hobgoblin Wolf Raiders (own armies in province)
- +Control: +2
Giant Wolf StablesChaos Dwarfs
- −Recruit rank: +5 for Hobgoblin Wolf Raiders (local province)
- +Recruit rank: +5 for Hobgoblin Wolf Raiders (own armies in province)
- +Control: +4
- +Maximum Caravan cargo capacity: +4% (all characters factionwide)
Blood Rock Strip MineChaos Dwarfs
- −Income generated: 100
- −Dyes resource production: 20 ounces
- +Income generated: 50
- +Dyes resource production: 15 ounces
- +Control: +1
Cinnabar MineChaos Dwarfs
- −Income generated: 150
- +Income generated: 100
- +Control: +2
Dye-MakerChaos Dwarfs
- +Control: +4
- +Maximum Caravan cargo capacity: +4% (all characters factionwide)
TanneryChaos Dwarfs
- −Recruitment cost: -10% for Chaos Dwarf Infantry units (armies in region)
- −Furs resource production: 20 bundles
- +Recruitment cost: -10% for Chaos Dwarf Infantry units (own armies in region)
- +Furs resource production: 15 bundles
- +Control: +1
HatmakersChaos Dwarfs
- −Recruitment cost: -20% for Chaos Dwarf Infantry units (armies in region)
- +Recruitment cost: -20% for Chaos Dwarf Infantry units (own armies in region)
- +Control: +2
HatteryChaos Dwarfs
- −Recruitment cost: -30% for Chaos Dwarf Infantry units (armies in region)
- +Recruitment cost: -30% for Chaos Dwarf Infantry units (own armies in region)
- +Control: +4
- +Maximum Caravan cargo capacity: +4% (all characters factionwide)
Gem RefineryChaos Dwarfs
- +Control: +4
Gold MineChaos Dwarfs
- −Income generated: 150
- +Income generated: 100
Gold SmelterChaos Dwarfs
- −Income generated: 300
- +Income generated: 200
Goldsmiths' Guild HallChaos Dwarfs
- −Income generated: 500
- +Income generated: 400
- +Maximum Caravan cargo capacity: +4% (all characters factionwide)
High-Quality Assembly LineChaos Dwarfs
- −When technology "Stockpiling" researched: Armaments output: +15% (local province)
- +When technology "Stockpiling" researched: Armaments output: +15%
- +Control: +4
Animal StoreChaos Dwarfs
- −Income generated: 100
- +Income generated: 50
- +Control: +1
Tusk MarketChaos Dwarfs
- −Income generated: 150
- +Income generated: 100
- +Control: +2
Tusk CompoundChaos Dwarfs
- +Control: +4
- +Maximum Caravan cargo capacity: +4% (all characters factionwide)
Marble QuarryChaos Dwarfs
- −When technology "Wagon Engineering" researched: Raw Materials output: +15% (local province)
- −Raw Materials: 500 per turn (when Workload requirements are met)
- +When technology "Wagon Engineering" researched: Raw Materials output: +15%
- +Raw Materials: 500 per turn (when Workload requirements are met) (local province)
- +Control: +4
Herbalist's CampChaos Dwarfs
- −Casualty replenishment rate: +1% (factionwide)
- −Medicinal Plants resource production: 20 bundles
- +Casualty replenishment rate: +1% (own armies in province)
- +Medicinal Plants resource production: 15 bundles
- +Control: +1
Alchemist's WorkshopChaos Dwarfs
- −Casualty replenishment rate: +2% (factionwide)
- +Casualty replenishment rate: +2% (own armies in province)
- +Control: +2
Alchemists' Guild HallChaos Dwarfs
- −Casualty replenishment rate: +3% (factionwide)
- +Casualty replenishment rate: +4% (own armies in province)
- +Control: +4
- +Maximum Caravan cargo capacity: +4% (all characters factionwide)
Obsidian QuarryChaos Dwarfs
- −When technology "Wagon Engineering" researched: Raw Materials output: +15% (local province)
- −Raw Materials: 500 per turn (when Workload requirements are met)
- +When technology "Wagon Engineering" researched: Raw Materials output: +15%
- +Raw Materials: 500 per turn (when Workload requirements are met) (local province)
- +Control: +4
Goat PasturesChaos Dwarfs
- −Recruitment cost: -5% for Lammasu, Great Taurus and Bale Taurus units (armies in province)
- +Recruitment cost: -10% for Lammasu, Great Taurus and Bale Taurus units (own armies in province)
- +Control: +1
Goat HerdChaos Dwarfs
- −Recruitment cost: -15% for Lammasu, Great Taurus and Bale Taurus units (armies in province)
- +Recruitment cost: -20% for Lammasu, Great Taurus and Bale Taurus units (own armies in province)
- +Control: +2
Goat FarmChaos Dwarfs
- −Recruitment cost: -25% for Lammasu, Great Taurus and Bale Taurus units (armies in province)
- −Upkeep: -3% for Lammasu, Great Taurus and Bale Taurus units (factionwide)
- +Recruitment cost: -30% for Lammasu, Great Taurus and Bale Taurus units (own armies in province)
- +Upkeep: -1% for Lammasu, Great Taurus and Bale Taurus units (own armies factionwide)
- +Control: +4
- +Maximum Caravan cargo capacity: +4% (all characters factionwide)
Clay PitChaos Dwarfs
- −Construction cost: -5% for all buildings (local province)
- −Pottery resource production: 20 kilnful
- +Construction cost: -10% for all buildings (all regions in province)
- +Pottery resource production: 15 kilnful
- +Control: +1
PotterChaos Dwarfs
- −Construction cost: -15% for all buildings (local province)
- +Construction cost: -20% for all buildings (all regions in province)
- +Control: +2
KilnsChaos Dwarfs
- −Construction cost: -25% for all buildings (local province)
- +Construction cost: -30% for all buildings (all regions in province)
- +Control: +4
- +Maximum Caravan cargo capacity: +4% (all characters factionwide)
Brine WellChaos Dwarfs
- −Recruitment cost: -2% for Deathshrieker units (all armies)
- −Upkeep: -1% for Deathshrieker units (all armies)
- −Salt resource production: 20 barrels
- +Recruitment cost: -10% for Deathshrieker units (own armies factionwide)
- +Salt resource production: 15 barrels
- +Control: +1
Brine MineChaos Dwarfs
- −Recruitment cost: -5% for Deathshrieker units (all armies)
- −Upkeep: -3% for Deathshrieker units (all armies)
- +Recruitment cost: -20% for Deathshrieker units (own armies factionwide)
- +Control: +2
SaltworksChaos Dwarfs
- −Recruitment cost: -10% for Deathshrieker units (all armies)
- −Upkeep: -5% for Deathshrieker units (all armies)
- +Recruitment cost: -30% for Deathshrieker units (own armies factionwide)
- +Upkeep: -1% for Deathshrieker units (own armies factionwide)
- +Control: +4
- +Maximum Caravan cargo capacity: +4% (all characters factionwide)
Spice Trading PostChaos Dwarfs
- −Income generated: 100
- −Spices resource production: 20 sacks
- +Income generated: 50
- +Spices resource production: 15 sacks
- +Control: +1
Spice MarketChaos Dwarfs
- −Income generated: 150
- +Income generated: 100
- +Control: +2
Eastern BazaarChaos Dwarfs
- +Control: +4
- +Maximum Caravan cargo capacity: +4% (all characters factionwide)
Charcoal ForgeChaos Dwarfs
- −When technology "Stockpiling" researched: Armaments output: +15% (local province)
- +When technology "Stockpiling" researched: Armaments output: +15%
- +Control: +4
OrchardsChaos Dwarfs
- −Recruitment cost: -5% for Hobgoblin units (armies in province)
- −Wine resource production: 20 barrels
- +Recruitment cost: -10% for Hobgoblin units (own armies in province)
- +Wine resource production: 15 barrels
- +Control: +1
VineyardChaos Dwarfs
- −Recruitment cost: -15% for Hobgoblin units (armies in province)
- +Recruitment cost: -20% for Hobgoblin units (own armies in province)
- +Control: +2
DistilleryChaos Dwarfs
- −Recruitment cost: -25% for Hobgoblin units (armies in province)
- −Upkeep: -3% for Hobgoblin units (factionwide)
- +Recruitment cost: -30% for Hobgoblin units (own armies in province)
- +Upkeep: -1% for Hobgoblin units (own armies factionwide)
- +Control: +4
- +Maximum Caravan cargo capacity: +4% (all characters factionwide)
WorkshopChaos Dwarfs
- −Grants 1 construction slots in the settlement
- −Income generated: 50
- +Defensive supplies: +600 (local province)
FactoryChaos Dwarfs
- −Defensive supplies: +500 (local province)
- −Chaos Undivided corruption: +1
- −Grants 2 construction slots in the settlement
- −Income generated: 100
- +Defensive supplies: +600 (local province)
- +Chaos Undivided corruption: +2
Production PlantChaos Dwarfs
- −Defensive supplies: +1000 (local province)
- −Chaos Undivided corruption: +1
- −Grants 3 construction slots in the settlement
- −Income generated: 150
- +Defensive supplies: +600 (local province)
- +Chaos Undivided corruption: +3
OutpostChaos Dwarfs
- −Conclave Influence gained: +1 per turn
- −Grants 1 construction slots in the settlement
- −Income generated: 50
- +Income generated: 100
Overseers' CampChaos Dwarfs
- −Conclave Influence gained: +1 per turn
- −Grants 2 construction slots in the settlement
- −Income generated: 100
- +Income generated: 200
Overseers' TowerChaos Dwarfs
- −Conclave Influence gained: +1 per turn
- −Grants 3 construction slots in the settlement
- −Income generated: 150
- +Income generated: 300
FoundationsChaos Dwarfs
- −Conclave Influence gained: +2 per turn
- −Grants 2 construction slots in the settlement
- −Income generated: 100
- −Local recruitment capacity: +1
- +Conclave Influence gained: +5 per turn
- +Income generated: 50
- +Casualty replenishment rate: +1% (own armies factionwide in owned territory) (The Warhost of Zharr only)
- +Research rate: +5 (The Legion of Azgorh only)
- +Diplomatic relations: +5 with Warriors of Chaos, Daemons of Chaos, Beastmen and Norsca (Disciples of Hashut only)
- +When technology "Pandemic Preparations" researched: All other types of corruption: -2
RampartsChaos Dwarfs
- −Conclave Influence gained: +3 per turn
- −Grants 3 construction slots in the settlement
- −Income generated: 150
- −Control: +1
- −Local recruitment capacity: +1
- +Conclave Influence gained: +5 per turn
- +Income generated: 100
- +Casualty replenishment rate: +1% (own armies factionwide in owned territory) (The Warhost of Zharr only)
- +Control: +2
- +Research rate: +5 (The Legion of Azgorh only)
- +Diplomatic relations: +5 with Warriors of Chaos, Daemons of Chaos, Beastmen and Norsca (Disciples of Hashut only)
- +When technology "Pandemic Preparations" researched: All other types of corruption: -2
BattlementsChaos Dwarfs
- −Conclave Influence gained: +4 per turn
- −Defensive supplies: +1250
- −Grants 4 construction slots in the settlement
- −Income generated: 200
- −Control: +2
- −Local recruitment capacity: +2
- +Conclave Influence gained: +5 per turn
- +Defensive supplies: +1000
- +Income generated: 150
- +Casualty replenishment rate: +1% (own armies factionwide in owned territory) (The Warhost of Zharr only)
- +Control: +3
- +Research rate: +5 (The Legion of Azgorh only)
- +Diplomatic relations: +5 with Warriors of Chaos, Daemons of Chaos, Beastmen and Norsca (Disciples of Hashut only)
- +When technology "Pandemic Preparations" researched: All other types of corruption: -2
Gun TurretsChaos Dwarfs
- −Defensive supplies: +1500
- −Grants 5 construction slots in the settlement
- −Income generated: 250
- −Control: +2
- −Local recruitment capacity: +2
- +Defensive supplies: +1000
- +Income generated: 200
- +Casualty replenishment rate: +1% (own armies factionwide in owned territory) (The Warhost of Zharr only)
- +Control: +4
- +Research rate: +5 (The Legion of Azgorh only)
- +Diplomatic relations: +5 with Warriors of Chaos, Daemons of Chaos, Beastmen and Norsca (Disciples of Hashut only)
- +When technology "Pandemic Preparations" researched: All other types of corruption: -2
- +Unit capacity: +1 for K'daai Fireborn units (The Legion of Azgorh only)
- +Unit capacity: +4 for Chaos Dwarf Warriors units (The Warhost of Zharr only)
- +Unit capacity: +1 for Bull Centaur Renders units (Disciples of Hashut only)
Tower of HashutChaos Dwarfs
- −Conclave Influence gained: +6 per turn
- −Defensive supplies: +1500
- −Grants 7 construction slots in the settlement
- −Income generated: 300
- −Control: +3
- −Local recruitment capacity: +3
- +Conclave Influence gained: +5 per turn
- +Defensive supplies: +1000
- +Income generated: 250
- +Casualty replenishment rate: +1% (own armies factionwide in owned territory) (The Warhost of Zharr only)
- +Control: +5
- +Research rate: +5 (The Legion of Azgorh only)
- +Local recruitment capacity: +1
- +Diplomatic relations: +5 with Warriors of Chaos, Daemons of Chaos, Beastmen and Norsca (Disciples of Hashut only)
- +When technology "Pandemic Preparations" researched: All other types of corruption: -2
- +Unit capacity: +1 for K'daai Fireborn units (The Legion of Azgorh only)
- +Unit capacity: +4 for Chaos Dwarf Warriors units (The Warhost of Zharr only)
- +Unit capacity: +1 for Bull Centaur Renders units (Disciples of Hashut only)
- +Campaign movement range: +1% for armies (own armies factionwide in owned territory)
FoundationsChaos Dwarfs
- −Conclave Influence gained: +2 per turn
- −Income generated: 200
- −Local recruitment capacity: +1
- +Conclave Influence gained: +5 per turn
- +Income generated: 100
- +Casualty replenishment rate: +1% (own armies factionwide in owned territory) (The Warhost of Zharr only)
- +Research rate: +5 (The Legion of Azgorh only)
- +Diplomatic relations: +5 with Warriors of Chaos, Daemons of Chaos, Beastmen and Norsca (Disciples of Hashut only)
- +When technology "Pandemic Preparations" researched: All other types of corruption: -2
RampartsChaos Dwarfs
- −Conclave Influence gained: +3 per turn
- −Income generated: 300
- −Control: +1
- −Local recruitment capacity: +1
- +Conclave Influence gained: +5 per turn
- +Income generated: 200
- +Casualty replenishment rate: +1% (own armies factionwide in owned territory) (The Warhost of Zharr only)
- +Control: +2
- +Research rate: +5 (The Legion of Azgorh only)
- +Diplomatic relations: +5 with Warriors of Chaos, Daemons of Chaos, Beastmen and Norsca (Disciples of Hashut only)
- +When technology "Pandemic Preparations" researched: All other types of corruption: -2
BattlementsChaos Dwarfs
- −Conclave Influence gained: +4 per turn
- −Defensive supplies: +1250
- −Income generated: 400
- −Control: +2
- −Local recruitment capacity: +2
- +Conclave Influence gained: +5 per turn
- +Defensive supplies: +1000
- +Income generated: 300
- +Casualty replenishment rate: +1% (own armies factionwide in owned territory) (The Warhost of Zharr only)
- +Control: +3
- +Research rate: +5 (The Legion of Azgorh only)
- +Diplomatic relations: +5 with Warriors of Chaos, Daemons of Chaos, Beastmen and Norsca (Disciples of Hashut only)
- +When technology "Pandemic Preparations" researched: All other types of corruption: -2
Gun TurretsChaos Dwarfs
- −Defensive supplies: +1500
- −Income generated: 500
- −Control: +2
- −Local recruitment capacity: +2
- +Defensive supplies: +1000
- +Income generated: 400
- +Casualty replenishment rate: +1% (own armies factionwide in owned territory) (The Warhost of Zharr only)
- +Control: +4
- +Research rate: +5 (The Legion of Azgorh only)
- +Diplomatic relations: +5 with Warriors of Chaos, Daemons of Chaos, Beastmen and Norsca (Disciples of Hashut only)
- +When technology "Pandemic Preparations" researched: All other types of corruption: -2
- +Unit capacity: +1 for K'daai Fireborn units (The Legion of Azgorh only)
- +Unit capacity: +4 for Chaos Dwarf Warriors units (The Warhost of Zharr only)
- +Unit capacity: +1 for Bull Centaur Renders units (Disciples of Hashut only)
Tower of HashutChaos Dwarfs
- −Conclave Influence gained: +6 per turn
- −Defensive supplies: +1500
- −Income generated: 600
- −Control: +3
- −Local recruitment capacity: +3
- +Conclave Influence gained: +5 per turn
- +Defensive supplies: +1000
- +Income generated: 500
- +Casualty replenishment rate: +1% (own armies factionwide in owned territory) (The Warhost of Zharr only)
- +Control: +5
- +Research rate: +5 (The Legion of Azgorh only)
- +Local recruitment capacity: +1
- +Diplomatic relations: +5 with Warriors of Chaos, Daemons of Chaos, Beastmen and Norsca (Disciples of Hashut only)
- +When technology "Pandemic Preparations" researched: All other types of corruption: -2
- +Unit capacity: +1 for K'daai Fireborn units (The Legion of Azgorh only)
- +Unit capacity: +4 for Chaos Dwarf Warriors units (The Warhost of Zharr only)
- +Unit capacity: +1 for Bull Centaur Renders units (Disciples of Hashut only)
- +Campaign movement range: +1% for armies (own armies factionwide in owned territory)
Prototype MegamortarChaos Dwarfs
- −Campaign movement range: -15% 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)
Dreadquake MegamortarChaos Dwarfs
- −Campaign movement range: -25% for enemy armies starting their turn in this region (enemy armies in region)
- −Army ability: "Dreadquake Battery Upgraded" (all armies in local and adjacent regions)
- −Army ability number of uses: +2 for "Dreadquake Battery" (all armies in local and adjacent regions)
- +Campaign movement range: -40% for enemy armies starting their turn in this province (enemy armies in province)
- +Army ability: "Dreadquake Battery Upgraded" (all armies in local and adjacent provinces)
- +Army ability number of uses: +1 for "Dreadquake Battery" (all armies in local and adjacent provinces)
CineratorChaos Dwarfs
- −Raw Materials consumed per turn by buildings: -5% (local province)
- +Raw Materials consumed per turn by buildings: -5%
- +Recruit rank: +1 for all units (own armies in province)
- +Armour: +4 (own armies in province)
- +Rush Construction Labour cost: -1% (factionwide)
Grand FurnaceChaos Dwarfs
- −Raw Materials consumed per turn by buildings: -15% (local province)
- +Raw Materials consumed per turn by buildings: -15%
- +Recruit rank: +2 for all units (own armies in province)
- +Armour: +8 (own armies in province)
- +Rush Construction Labour cost: -2% (factionwide)
Ziggurat TenementsChaos Dwarfs
- −Hero recruit rank: +1 (local province)
- −Casualty replenishment rate: +4% (armies in local province)
- −Lord recruit rank: +1 (local province)
- +Hero and Lord recruit rank: +1 (local province)
- +Casualty replenishment rate: +2% (own armies in province)
- +Character experience gain: +1% (all characters factionwide)
- +Local recruitment capacity: +1
Overseers' QuartersChaos Dwarfs
- −Hero recruit rank: +2 (local province)
- −Casualty replenishment rate: +6% (armies in local province)
- −Lord recruit rank: +2 (local province)
- +Hero and Lord recruit rank: +2 (local province)
- +Casualty replenishment rate: +4% (own armies in province)
- +Character experience gain: +2% (all characters factionwide)
- +Local recruitment capacity: +1
Sorcerer-Prophet's TowerChaos Dwarfs
- −Hero recruit rank: +2 (factionwide)
- −Casualty replenishment rate: +8% (armies in local province)
- −Lord recruit rank: +2 (local province)
- +Hero and Lord recruit rank: +3 (local province)
- +Casualty replenishment rate: +6% (own armies in province)
- +Character experience gain: +3% (all characters factionwide)
- +Local recruitment capacity: +2
Sorcerer-Prophet's EstateChaos Dwarfs
- −Hero recruit rank: +2 (factionwide)
- −Casualty replenishment rate: +10% (armies in local province)
- −Lord recruit rank: +2 (factionwide)
- +Hero and Lord recruit rank: +4 (local province)
- +Casualty replenishment rate: +8% (own armies in province)
- +Character experience gain: +4% (all characters factionwide)
- +Local recruitment capacity: +2
Patrol RoutesChaos Dwarfs
- −Campaign movement range: +10% (all armies in local province)
- −When technology "Industrial Security" researched: Campaign movement range: +10% (all armies in local province)
- −When technology "Industrial Security" researched: Upkeep: -5% (all armies in local province)
- −Control: +1
- +Campaign movement range: +10% for own armies starting their turn in this province (own armies in province)
- +When technology "Industrial Security" researched: Campaign movement range: +10% for own armies starting their turn in this province (own armies in province)
- +When technology "Industrial Security" researched: Upkeep: -5% (own armies in province)
- +Control: +2
- +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
Tower RoadsChaos Dwarfs
- −Campaign movement range: +15% (all armies in local province)
- −When technology "Industrial Security" researched: Campaign movement range: +10% (all armies in local province)
- −When technology "Industrial Security" researched: Upkeep: -5% (all armies in local province)
- −Control: +3
- −Control: +1 (all adjacent provinces)
- +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
- +When technology "Industrial Security" researched: Campaign movement range: +10% for own armies starting their turn in this province (own armies in province)
- +When technology "Industrial Security" researched: Upkeep: -5% (own armies in province)
- +Control: +4
- +Control: +1 in adjacent provinces
- +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
Rail NetworkChaos Dwarfs
- −Campaign movement range: +20% (all armies in local province)
- −When technology "Industrial Security" researched: Campaign movement range: +10% (all armies in local province)
- −When technology "Industrial Security" researched: Upkeep: -5% (all armies in local province)
- −Control: +5
- −Control: +2 (all adjacent provinces)
- +Campaign movement range: +30% for own armies starting their turn in this province (own armies in province)
- +When technology "Industrial Security" researched: Campaign movement range: +10% for own armies starting their turn in this province (own armies in province)
- +When technology "Industrial Security" researched: Upkeep: -5% (own armies in province)
- +Control: +8
- +Control: +2 in adjacent provinces
- +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
Trade LandingChaos Dwarfs
- −Income generated: 200
- +Income generated: 100
- +Salt resource production: 2 barrels
Trade WharfChaos Dwarfs
- −Income generated: 350
- +Income generated: 200
- +Salt resource production: 4 barrels
Trading HubChaos Dwarfs
- −Income generated: 500
- +Income generated: 400
- +Salt resource production: 8 barrels
Fane GuardChaos Dwarfs
- +Attrition: -5% when under siege (own armies in region)
- +Defensive supplies: +200
- +Enemy Hero action success chance: -5% (enemy characters in region)
- +Income from all buildings: -10% (all regions in province)
- +Army ability: "Armour of Contempt" (own armies in region)
- +Chance of a plague spreading: -25%
- +Hidden armies will be visible (any armies in region)
Fane GuardhouseChaos Dwarfs
- −Defensive supplies: +20 per turn when under siege
- −Attrition: -10% when under siege
- +Defensive supplies: +400
- +Enemy Hero action success chance: -10% (enemy characters in region)
- +Income from all buildings: -10% (all regions in province)
- +Attrition: -10% when under siege (own armies in region)
- +Army ability: "Armour of Contempt" (own armies in region)
- +Chance of a plague spreading: -25%
- +Hidden armies will be visible (any armies in region)
Fane BarracksChaos Dwarfs
- −Defensive supplies: +30 per turn when under siege
- −Attrition: -15% when under siege
- +Defensive supplies: +600
- +Enemy Hero action success chance: -15% (enemy characters in region)
- +Income from all buildings: -10% (all regions in province)
- +Attrition: -15% when under siege (own armies in region)
- +Army ability: "Armour of Contempt" (own armies in region)
- +Chance of a plague spreading: -25%
- +Hidden armies will be visible (any armies in region)
Temple GuardChaos Dwarfs
- −Defensive supplies: +40 per turn when under siege
- −Attrition: -20% when under siege
- +Defensive supplies: +800
- +Enemy Hero action success chance: -20% (enemy characters in region)
- +Income from all buildings: -10% (all regions in province)
- +Attrition: -20% when under siege (own armies in region)
- +Army ability: "Armour of Contempt" (own armies in region)
- +Chance of a plague spreading: -25%
- +Hidden armies will be visible (any armies in region)
Temple GuardhouseChaos Dwarfs
- −Defensive supplies: +50 per turn when under siege
- −Attrition: -25% when under siege
- +Defensive supplies: +1000
- +Enemy Hero action success chance: -25% (enemy characters in region)
- +Income from all buildings: -10% (all regions in province)
- +Attrition: -25% when under siege (own armies in region)
- +Army ability: "Armour of Contempt" (own armies in region)
- +Chance of a plague spreading: -25%
- +Hidden armies will be visible (any armies in region)
Temple of HashutChaos Dwarfs
- −Recruit rank: +3 for Bull Centaurs (all armies in local province)
- −Winds of Magic power reserve capacity: +3 (all armies)
- +Recruit rank: +2 for Bull Centaurs (own armies in province)
- +Miscast base chance: -2% (all characters factionwide)
- +Winds of Magic power reserve capacity: +2 (own armies factionwide)
Donation BarrelChaos Dwarfs
- −Income generated: 250
- +Income generated: 100
- +Leadership: +1 (own armies in province)
Tribute CollectorsChaos Dwarfs
- −Income generated: 350
- +Income generated: 200
- +Leadership: +2 (own armies in province)
Tribute ShrineChaos Dwarfs
- −Income generated: 450
- +Income generated: 300
- +Leadership: +3 (own armies in province)
Tithe ChamberChaos Dwarfs
- −Income generated: 600
- +Income generated: 400
- +Leadership: +4 (own armies in province)
Treasure HallChaos Dwarfs
- −Income generated: 750
- +Income generated: 600
- +Leadership: +5 (own armies in province)
Signal FiresChaos Dwarfs
- −Plague duration: -1 turns
- −Hidden armies will be visible (armies in region)
- −Plague immunity duration: 2 turns
- −Chaos Undivided corruption: +3
- +All other types of corruption: -2
- +Chaos Undivided corruption: +4
- +Attrition: -10% casualties suffered from all attrition (own armies in province)
- +Control: +2
Anurell's TombChaos Dwarfs
- −Raw Materials: 50 per turn (when Workload requirements are met)
- −Campaign movement range: +5% (all armies)
- −Attrition: -50% casualties suffered from high seas attrition (factionwide)
- +Raw Materials: 100 per turn (when Workload requirements are met) (local province)
- +Campaign movement range: +5% for armies (all armies)
- +Attrition: -50% casualties suffered from high seas attrition (own armies factionwide)
Infernal BarracksChaos Dwarfs
- −Hero recruit rank: +2 for Infernal Castellan (factionwide)
- −Upkeep: -10% for Infernal Guard units (all armies)
- +Hero recruit rank: +4 for Infernal Castellan (all provinces)
- +Upkeep: -8% for Infernal Guard units (own armies factionwide)
- +Weapon strength: +20% (own armies in province)
Bloodthirster PrisonChaos Dwarfs
- −Hero recruit rank: +2 for Daemonsmith Sorcerers (factionwide)
- −Winds of Magic power reserve capacity: +5 (factionwide)
- +Hero recruit rank: +4 for Daemonsmith Sorcerers (all provinces)
- +Winds of Magic power reserve capacity: +10 (own armies factionwide)
- +Armour: +20 (own armies in province)
Occupied Fortress (Small Fort)Chaos Dwarfs
- −Defensive supplies: +1000
- −Chaos Undivided corruption: +2
- −Attrition: -10% when under siege (armies in region)
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- +Corruption: -2
- +Defensive supplies: +600
- +Leadership: +2 when under siege (own armies in region)
- +Attrition: -10% when under siege (own armies in region)
Occupied Fortress (Fort)Chaos Dwarfs
- −Chaos Undivided corruption: +2
- −Attrition: -10% when under siege (armies in region)
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- +Corruption: -4
- +Leadership: +4 when under siege (own armies in region)
- +Attrition: -20% when under siege (own armies in region)
Occupied Fortress (Grand Fort)Chaos Dwarfs
- −Chaos Undivided corruption: +2
- −Attrition: -10% when under siege (armies in region)
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- +Corruption: -6
- +Leadership: +6 when under siege (own armies in region)
- +Attrition: -30% when under siege (own armies in region)
Occupied Fortress (Imposing Fort)Chaos Dwarfs
- −Defensive supplies: +2200
- −Chaos Undivided corruption: +2
- −Attrition: -10% when under siege (armies in region)
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- +Corruption: -8
- +Defensive supplies: +2400
- +Leadership: +8 when under siege (own armies in region)
- +Attrition: -40% when under siege (own armies in region)
Occupied Fortress (Impregnable Fort)Chaos Dwarfs
- −Defensive supplies: +2500
- −Chaos Undivided corruption: +2
- −Attrition: -10% when under siege (armies in region)
- +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
- +Corruption: -10
- +Growth: +10 (all adjacent provinces)
- +Defensive supplies: +3000
- +Leadership: +10 when under siege (own armies in region)
- +Attrition: -50% when under siege (own armies in region)
Flayed TowerChaos Dwarfs
- −Control: +1 (factionwide)
- −Control: +2 in adjacent provinces (all adjacent provinces)
- +Control: +4 (all provinces)
- +Control: +8 in adjacent provinces (all adjacent provinces)
- +Income generated: 100
Occupied Gate (Small Fortress)Chaos Dwarfs
- −Defensive supplies: +1000
- +Defensive supplies: +600
- +Leadership: +2 when under siege (own armies in region)
- +Attrition: -10% when under siege (own armies in region)
Occupied Gate (Fortress)Chaos Dwarfs
- +Leadership: +4 when under siege (own armies in region)
- +Attrition: -20% when under siege (own armies in region)
Occupied Gate (Grand Fortress)Chaos Dwarfs
- +Leadership: +6 when under siege (own armies in region)
- +Attrition: -30% when under siege (own armies in region)
Occupied Gate (Imposing Fortress)Chaos Dwarfs
- −Defensive supplies: +2200
- +Defensive supplies: +2400
- +Leadership: +8 when under siege (own armies in region)
- +Attrition: -40% when under siege (own armies in region)
Occupied Gate (Impregnable Fortress)Chaos Dwarfs
- −Defensive supplies: +2500
- +Defensive supplies: +3000
- +Leadership: +10 when under siege (own armies in region)
- +Attrition: -50% when under siege (own armies in region)
Occupied Gate (Small Fortress)Chaos Dwarfs
- −Defensive supplies: +1000
- +Defensive supplies: +600
- +Leadership: +2 when under siege (own armies in region)
- +Attrition: -10% when under siege (own armies in region)
Occupied Gate (Fortress)Chaos Dwarfs
- +Leadership: +4 when under siege (own armies in region)
- +Attrition: -20% when under siege (own armies in region)
Occupied Gate (Grand Fortress)Chaos Dwarfs
- +Leadership: +6 when under siege (own armies in region)
- +Attrition: -30% when under siege (own armies in region)
Occupied Gate (Imposing Fortress)Chaos Dwarfs
- −Defensive supplies: +2200
- +Defensive supplies: +2400
- +Leadership: +8 when under siege (own armies in region)
- +Attrition: -40% when under siege (own armies in region)
Occupied Gate (Impregnable Fortress)Chaos Dwarfs
- −Defensive supplies: +2500
- +Defensive supplies: +3000
- +Leadership: +10 when under siege (own armies in region)
- +Attrition: -50% when under siege (own armies in region)
Occupied Gate (Small Fortress)Chaos Dwarfs
- −Defensive supplies: +1000
- +Defensive supplies: +600
- +Leadership: +2 when under siege (own armies in region)
- +Attrition: -10% when under siege (own armies in region)
Occupied Gate (Fortress)Chaos Dwarfs
- +Leadership: +4 when under siege (own armies in region)
- +Attrition: -20% when under siege (own armies in region)
Occupied Gate (Grand Fortress)Chaos Dwarfs
- +Leadership: +6 when under siege (own armies in region)
- +Attrition: -30% when under siege (own armies in region)
Occupied Gate (Imposing Fortress)Chaos Dwarfs
- −Defensive supplies: +2200
- +Defensive supplies: +2400
- +Leadership: +8 when under siege (own armies in region)
- +Attrition: -40% when under siege (own armies in region)
Occupied Gate (Impregnable Fortress)Chaos Dwarfs
- −Defensive supplies: +2500
- +Defensive supplies: +3000
- +Leadership: +10 when under siege (own armies in region)
- +Attrition: -50% when under siege (own armies in region)
Occupied Gate (Small Fortress)Chaos Dwarfs
- −Defensive supplies: +1000
- +Defensive supplies: +600
- +Leadership: +2 when under siege (own armies in region)
- +Attrition: -10% when under siege (own armies in region)
Occupied Gate (Fortress)Chaos Dwarfs
- +Leadership: +4 when under siege (own armies in region)
- +Attrition: -20% when under siege (own armies in region)
Occupied Gate (Grand Fortress)Chaos Dwarfs
- +Leadership: +6 when under siege (own armies in region)
- +Attrition: -30% when under siege (own armies in region)
Occupied Gate (Imposing Fortress)Chaos Dwarfs
- −Defensive supplies: +2200
- +Defensive supplies: +2400
- +Leadership: +8 when under siege (own armies in region)
- +Attrition: -40% when under siege (own armies in region)
Occupied Gate (Impregnable Fortress)Chaos Dwarfs
- −Defensive supplies: +2500
- +Defensive supplies: +3000
- +Leadership: +10 when under siege (own armies in region)
- +Attrition: -50% when under siege (own armies in region)
Dawn's HarbourChaos Dwarfs
- −Labour gained post-battle: +1% (factionwide)
- +Labour gained post-battle: +1% (own armies factionwide)
Dawn's HarbourChaos Dwarfs
- −Labour gained post-battle: +3% (factionwide)
- +Labour gained post-battle: +3% (own armies factionwide)
Dawn's HarbourChaos Dwarfs
- −Immune to Storm and Reef attrition (factionwide)
- −Labour gained post-battle: +5% (factionwide)
- +Immune to Storm and Reef attrition (own armies factionwide)
- +Labour gained post-battle: +5% (own armies factionwide)
Graves of the DragonsChaos Dwarfs
- −Ability number of uses: +2 for all Bale Taurus attacks (factionwide)
- −Physical resistance: 10% for Taurus units (factionwide)
- −Upkeep: -5% for Lammasu, Great Taurus and Bale Taurus units (factionwide)
- +Ability number of uses: +2 for all Bale Taurus attacks (own armies factionwide)
- +Physical resistance: 10% for Taurus units (own armies factionwide)
- +Upkeep: -4% for Lammasu, Great Taurus and Bale Taurus units (own armies factionwide)
- +Income generated: 100
Secluded OasisChaos Dwarfs
- −Maximum Caravan cargo capacity: +5%
- −Casualty replenishment rate: +5%
- −Control: +3
- +Maximum Caravan cargo capacity: +10%
- +Casualty replenishment rate: +4% (own armies in province)
- +Control: +3 (local province)
Secluded OasisChaos Dwarfs
- −Maximum Caravan cargo capacity: +10%
- −Casualty replenishment rate: +10%
- −Control: +5
- +Maximum Caravan cargo capacity: +20%
- +Casualty replenishment rate: +8% (own armies in province)
- +Control: +5 (local province)
The Great Temple of HashutChaos Dwarfs
- −Character experience gain: +5% (all characters)
- −Chaos Undivided corruption: +5 (local province)
- −Winds of Magic power reserve capacity: +5 (all armies)
- +Character experience gain: +10% (all characters factionwide)
- +Chaos Undivided corruption: +5
- +Winds of Magic power reserve capacity: +5 (own armies factionwide)
War Machine GraveyardChaos Dwarfs
- −Battle healing cap: +50% for Warmachine units (all armies)
- −Upkeep: -5% for Artillery and War Machine units (all armies)
- −Armaments: 50 per turn
- +Battle healing cap: +50% for Warmachine units (own armies factionwide)
- +Upkeep: -4% for Artillery and War Machine units (own armies factionwide)
- +Speed: +10% for Artillery units (own armies factionwide)
- +Armaments: 50 per turn (local province)
Defaced ShrineChaos Dwarfs
- −Passive ability: "Deathblow" for Infernal Guard and Infernal Ironsworn units (all armies)
- −Chaos Undivided corruption: +5
- −Diplomatic relations: -20 with Dwarfs
- +Unit experience gain: +10% for Infernal Guard (own armies factionwide)
- +Armour: +10 for Infernal Guard units (own armies factionwide)
- +Passive ability: "Deathblow" for Infernal Guard and Infernal Ironsworn units (own armies factionwide)
- +Chaos Undivided corruption: +8
- +Diplomatic relations: -25 with Dwarfs
Labourer PensChaos Dwarfs
- −Labour gained post-battle: +15% (factionwide)
- −Casualties captured post-battle: +10% (factionwide)
- +Labour gained post-battle: +10% (own armies factionwide)
- +Casualties captured post-battle: +10% (own armies factionwide)
- +Income generated: 100
Repurposed ForgesChaos Dwarfs
- −Recruit rank: +2 for all Chaos Dwarf gun units (factionwide)
- −Upkeep: -10% for Chaos Dwarf Gun units (factionwide)
- +Recruit rank: +2 for all Chaos Dwarf gun units (own armies factionwide)
- +Upkeep: -8% for Chaos Dwarf Gun units (own armies factionwide)
- +Ammunition: +10% for Hobgoblin Archers, Chaos Dwarf Blunderbusses, Infernal Guard (Fireglaives) and Hobgoblin Wolf Raiders (Bows) units (own armies factionwide)
Cannon FoundryChaos Dwarfs
- −Recruitment cost: -25% for Artillery and War Machine units (factionwide)
- −Recruit rank: +2 for Artillery and War Machine units (factionwide)
- +Range: +10% for Artillery units (own armies factionwide)
- +Recruitment cost: -20% for Artillery and War Machine units (own armies factionwide)
- +Recruit rank: +2 for Artillery and War Machine units (own armies factionwide)
KarumChaos Dwarfs
- +Campaign movement range: +40% for own armies starting their turn in this province (own armies in province)
WarpforgesChaos Dwarfs
- −Upkeep: -10% for Artillery and War Machine units (factionwide)
- −Armaments: 100 per turn
- +Casualty replenishment rate: +5% for Artillery units (own armies factionwide)
- +Upkeep: -8% for Artillery and War Machine units (own armies factionwide)
- +Armaments: 100 per turn (local province)
Tomb of Khengai KhanChaos Dwarfs
- −Recruitment cost: -30% for Hobgoblin units (factionwide)
- −Recruit rank: +3 for Hobgoblin units (factionwide)
- −Upkeep: -15% for Hobgoblin units (all armies)
- +Recruitment cost: -25% for Hobgoblin units (own armies factionwide)
- +Recruit rank: +4 for Hobgoblin units (own armies factionwide)
- +Upkeep: -25% for Hobgoblin units (own armies factionwide)
Volcanic DepositsChaos Dwarfs
- −Raw Materials: 400 per turn (when Workload requirements are met)
- +Raw Materials: 400 per turn (when Workload requirements are met) (local province)
Ancient Inner-CityChaos Dwarfs
- −Hero recruit rank: +2 for Bull Centaur Taur'ruks (factionwide)
- −Upkeep: -10% for Bull Centaur Renders units (factionwide)
- +Hero recruit rank: +4 for Bull Centaur Taur'ruks (factionwide)
- +Upkeep: -8% for Bull Centaur Renders units (own armies factionwide)
- +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
Technologies
Beasts of ZharrChaos Dwarfs
- Research points: 500 → 600
Total War!Chaos Dwarfs
- Research points: 500 → 600
Weapons of WarChaos Dwarfs
- −Range: +5% for Iron Daemon and Artillery units
- +Range: +10% for Iron Daemon and Artillery units
- Research points: 500 → 600
Mass SacrificesChaos Dwarfs
- −Chance of Winds of Magic increasing in strength when changing: +10% (factionwide)
- −Winds of Magic power reserve capacity: +20 (all armies)
- +Chance of Winds of Magic increasing in strength when changing: +10%
- +Winds of Magic power reserve capacity: +20
- Research points: 500 → 600
Powers of the ConclaveChaos Dwarfs
- Research points: 500 → 600
Labour OrganisationChaos Dwarfs
- −Labour gained post-battle: +10% (all armies)
- −Workload requirement for Raw Materials: -10% (all provinces)
- +Labour gained post-battle: +10%
- +Workload requirement for Raw Materials: -10%
- Research points: 500 → 600
Unilateral AgreementsChaos Dwarfs
- Research points: 500 → 600
Mighty MonstersChaos Dwarfs
- Research points: 400 → 500
Medical SuppliesChaos Dwarfs
- −Ward save: +5% (all characters)
- −Wound recovery time: -2 turns (all characters)
- +Ward save: +5% (all characters factionwide)
- +Wound recovery time: -2 turns
- Research points: 500 → 600
Weapons DepotsChaos Dwarfs
- −Local recruitment capacity: +1 (all provinces)
- +Local recruitment capacity: +1
Chosen by the FatherChaos Dwarfs
- −Hit points: +5% (all characters)
- −Weapon strength: +10% (all characters)
- +Hit points: +5% (all characters factionwide)
- +Weapon strength: +10% (all characters factionwide)
- Research points: 500 → 600
Continuous BombardmentChaos Dwarfs
- Research points: 400 → 500
Shyish BoundChaos Dwarfs
- −Winds of Magic cost: -10% for Lore of Death spells (all armies)
- −Cooldown: -10% to Lore of Death spells (all armies)
- +Winds of Magic cost: -10% for Lore of Death spells
- +Cooldown: -10% to Lore of Death spells
- Research points: 500 → 600
Imperishability RitualsChaos Dwarfs
- −Immune to Desert attrition (all armies)
- −Immune to Swamp attrition (all armies)
- +Immune to Desert attrition
- +Immune to Swamp attrition
- Research points: 500 → 600
Conclave DominanceChaos Dwarfs
- −Winds of Magic power reserve: +3 per turn (all armies)
- +Winds of Magic power reserve: +1 per turn
- Research points: 500 → 600
Aqshy BoundChaos Dwarfs
- −Cooldown: -10% to Lore of Fire spells (all armies)
- −Winds of Magic cost: -10% for Lore of Fire spells (all armies)
- +Cooldown: -10% to Lore of Fire spells
- +Winds of Magic cost: -10% for Lore of Fire spells
- Research points: 500 → 600
Workforce DiktatsChaos Dwarfs
- Research points: 500 → 600
Arms MonopolyChaos Dwarfs
- −Maximum Caravan cargo capacity: +15%
- −Sale value of cargo: +15%
- +Maximum Caravan cargo capacity: +20%
- +Sale value of cargo: +20%
Convoy CartographersChaos Dwarfs
- Research points: 500 → 600
Ammunition CachesChaos Dwarfs
- −Ammunition: +10% (all armies)
- +Ammunition: +10%
- Research points: 400 → 500
Sacrificial VatsChaos Dwarfs
- Research points: 400 → 500
Hashut BoundChaos Dwarfs
- −Cooldown: -10% to Lore of Hashut spells (all armies)
- −Winds of Magic cost: -10% for Lore of Hashut spells (all armies)
- +Cooldown: -10% to Lore of Hashut spells
- +Winds of Magic cost: -10% for Lore of Hashut spells
MetallurgyChaos Dwarfs
- −Winds of Magic cost: -10% for Lore of Metal spells (all armies)
- −Cooldown: -10% to Lore of Metal spells (all armies)
- +Winds of Magic cost: -10% for Lore of Metal spells
- +Cooldown: -10% to Lore of Metal spells
Hashut ReverenceChaos Dwarfs
- Research points: 400 → 500
StockpilingChaos Dwarfs
- Research points: 400 → 500
Resource ExtractorsChaos Dwarfs
- Research points: 400 → 500
Temple TrainingChaos Dwarfs
- −Melee attack: +5 for all Bull Centaur Renders units
- +Melee attack: +4 for all Bull Centaur Renders units
- Research points: 400 → 500
Alchemical RemediesChaos Dwarfs
- +Melee defence: +20% for convoys
- Research points: 400 → 500
Daemon ForgesChaos Dwarfs
- Research points: 400 → 500
Architects’ DecreesChaos Dwarfs
- Research points: 400 → 500
Tyrannical DecreesChaos Dwarfs
- −The Higher Quotas commandment: additional +5% Armaments output
- −The Higher Quotas commandment: additional +5% income from Refinery buildings
- +The Higher Quotas commandment: additional +10% Armaments output
- +The Higher Quotas commandment: additional +10% income from Refinery buildings
- Research points: 400 → 500
Living MetalChaos Dwarfs
- −Melee defence: +5 for Bull Centaur Renders units
- +Melee defence: +4 for Bull Centaur Renders units
Reduced RationsChaos Dwarfs
- −Upkeep: -5% (all armies)
- +Leadership: +10 for Labourer units
- +Upkeep: -5%
Boiling Blood SacrificesChaos Dwarfs
- −Melee defence: +5 for K'daai Fireborn units
- +Melee defence: +4 for K'daai Fireborn units
Mutual BenefitsChaos Dwarfs
- −Allied recruitment cost: -15%
- −Diplomatic relations: +20 with Daemons of Chaos
- +Allied recruitment cost: -25%
- +Diplomatic relations: +25 with Daemons of Chaos
- Research points: 400 → 500
Ruinous NegotiationsChaos Dwarfs
- −Chaos Undivided corruption: +1 (all provinces)
- −Diplomatic relations: +20 with Warriors of Chaos, Beastmen and Norsca
- +Chaos Undivided corruption: +1
- +Diplomatic relations: +25 with Warriors of Chaos, Beastmen and Norsca
- Research points: 400 → 500
Hobgoblin QuartermastersChaos Dwarfs
- −Leadership: +6 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units
- +Leadership: +10 for Labourers, Hobgoblins and Hobgoblin Wolf Raiders units
- Research points: 300 → 400
Varied TrainingChaos Dwarfs
- Research points: 300 → 400
Signature SpellcastingChaos Dwarfs
- −Miscast base chance: -15% (all characters)
- +Miscast base chance: -15%
Malicious ComplianceChaos Dwarfs
- −Control: +2 (all provinces)
- +Control: +2
Extended ShiftsChaos Dwarfs
- Research points: 400 → 500
Hotter FurnacesChaos Dwarfs
- Research points: 300 → 400
Overseer OrganisationChaos Dwarfs
- −Maximum Caravan cargo capacity: +15%
- +Maximum Caravan cargo capacity: +20%
- Research points: 300 → 400
Siege SuppliesChaos Dwarfs
- −Defensive supplies: +500
- −Attrition: -20% when under siege
- +Defensive supplies: +1000
- +Attrition: -10% when under siege
- Research points: 400 → 500
Mass ProductionChaos Dwarfs
- +Melee defence: +4 for units recruited via allied recruitment (excluding Chaos Dwarfs units)
- +Reload time reduction: +10% for units recruited via allied recruitment (excluding Chaos Dwarfs units)
- Research points: 400 → 500
Ceaseless MarchChaos Dwarfs
- −Campaign movement range: +5%
- +Campaign movement range: +5% for armies
- +Melee attack: +4 for units recruited via allied recruitment (excluding Chaos Dwarfs units)
- +Reload time reduction: +10% for units recruited via allied recruitment (excluding Chaos Dwarfs units)
- Research points: 400 → 500
Finest LeadersChaos Dwarfs
- Research points: 300 → 400
Envoys to the ConclaveChaos Dwarfs
- −Diplomatic relations: +20 with Chaos Dwarfs
- −Allegiance points gained: +15%
- +Diplomatic relations: +25 with Chaos Dwarfs
- +Allegiance points gained: +50%
- Research points: 300 → 400
Scorched EarthChaos Dwarfs
- +Upkeep: -10% for units recruited via allied recruitment (excluding Chaos Dwarfs units)
- Research points: 400 → 500
Mandatory ServiceChaos Dwarfs
- −Recruitment cost: -10%
- +Recruitment cost: -10% for all units
Roaming Round-upsChaos Dwarfs
- Research points: 400 → 500
Smog ShroudChaos Dwarfs
- Research points: 400 → 500
Martial TrainingChaos Dwarfs
- −Recruit rank: +1 for all units
Tactical ReviewChaos Dwarfs
- −Battle reinforcement time: -25% (all armies)
- −Reinforcement range: +25% (all armies)
- +Battle reinforcement time: -25%
- +Upkeep: -10% for units recruited via allied recruitment (excluding Chaos Dwarfs units)
- +Reinforcement range: +25%
- Research points: 400 → 500
Future of the Dawi-ZharrChaos Dwarfs
- Research points: 300 → 400
Brazen BodyguardChaos Dwarfs
- Research points: 300 → 400
Wagon EngineeringChaos Dwarfs
- Research points: 300 → 400
Harbour GuildsChaos Dwarfs
- Research points: 300 → 400
Veteran Convoy MasterChaos Dwarfs
- −Experience per turn: +100 for Convoy Overseers
- −Lord recruit rank: +3 for Convoy Overseer (factionwide)
- +Experience per turn: +250 for Convoy Overseers
- +Lord recruit rank: +2 for Convoy Overseer
- Research points: 300 → 400
Siege LogisticsChaos Dwarfs
- Research points: 300 → 400
Pandemic PreparationsChaos Dwarfs
- −Chance of a plague spreading: -15% (all armies)
- +Chance of a plague spreading: -25%
- Research points: 200 → 300
Starved WolvesChaos Dwarfs
- Research points: 300 → 400
Stronghold SyndromeChaos Dwarfs
- +Siege towers: +1 per siege item constructed
- Research points: 200 → 300
The Call to WarChaos Dwarfs
- −Leadership: +6 for Chaos Dwarf Melee Infantry units
- +Leadership: +4 for Chaos Dwarf Melee Infantry units
- +Siege towers: +1 per siege item constructed
- Research points: 200 → 300
Hollow RoundsChaos Dwarfs
- −Missile strength: +8% for Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units
- −Reload time reduction: +6% for Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units
- +Missile strength: +10% for Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units
- +Reload time reduction: +5% for Chaos Dwarf Blunderbusses and Infernal Guard (Fireglaives) units
- Research points: 300 → 400
Tallest TowersChaos Dwarfs
- −Campaign line of sight: +15% for settlements
- −Control: +1 (all provinces)
- +Campaign line of sight: +10% for settlements
- +Control: +1
- Research points: 200 → 300
Applied AssignmentsChaos Dwarfs
- Research points: 300 → 400
Labour QuotasChaos Dwarfs
- −Labour gained post-battle: +5% (all armies)
- +Labour gained post-battle: +5%
- Research points: 200 → 300
Merchant GuildsChaos Dwarfs
- Research points: 200 → 300
Territorial ConsignmentsChaos Dwarfs
- Research points: 300 → 400