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

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

UnitMen / HPArmourMelee atk / defWeapon (base + AP)Cost (campaign / MP)Other changes
Hellcannonwh_main_chs_art_hellcannon13,957 → 9,62530 → 6018 → 2514 → 2521 → 307 → 151,200 → 1,6001,200 → 800Charge 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
The Ice-Forged Legion (Hellcannons)wh_dlc08_nor_art_hellcannon_battery415,828 → 19,75030 → 6018 → 2514 → 2521 → 257 → 103,200 → 4,0003,200 → 2,000Leadership 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!
The Soul of Damnation (Hellcannon)wh_pro04_chs_art_hellcannon_ror_013,957 → 9,62530 → 6024 → 2519 → 2521 → 307 → 151,550 → 3,0001,550 → 1,500Leadership 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 → —
Hashut's Dark Ravagers (Bull Centaur Renders – Dual Axes)wh3_dlc23_chd_cav_bull_centaurs_dual_axe_ror16 → 329,856 → 19,2005046 → 5052 → 3534 → 2080 → 551,850 → 3,6001,800Speed 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 → —
Oglah Khan's Wolfboyzwh3_dlc23_chd_cav_hobgoblin_wolf_raiders_ror60 → 804,260 → 10,00060 → 7034 → 3034 → 3521 → 257 → 10875 → 1,900875 → 950Missile 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
The Granite Guard (Chaos Dwarf Blunderbusses)wh3_dlc23_chd_inf_chaos_dwarf_blunderbusses_ror806,800 → 16,00010038 → 4046 → 3512 → 2034 → 351,200 → 2,4001,200Leadership 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 → —
The Blazing Beards of Bazherak (Chaos Dwarf Warriors)wh3_dlc23_chd_inf_chaos_dwarf_warriors_ror100 → 808,200 → 20,0008538 → 4554 → 50259 → 15950 → 2,400950 → 1,200Speed 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
The Immortals (Infernal Ironsworn)wh3_dlc23_chd_inf_infernal_ironsworn_ror100 → 8010,600 → 20,00012552 → 5560 → 5036 → 3018 → 201,650 → 4,0001,650 → 2,000Leadership 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
The Daemon's Tongue (Iron Daemon)wh3_dlc23_chd_veh_iron_daemon_ror17,570 → 8,00012038 → 3532 → 2070 → 100180 → 2001,700 → 3,0001,750 → 1,500Mass 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
The Daemon's Tongue – Dreadquake Mortarwh3_dlc23_chd_veh_iron_daemon_ror_1dreadquake17,600 → 8,00012038 → 3532 → 2070 → 100180 → 2003,700 → 6,4003,350 → 3,200Mass 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
Bull Centaur Renderswh3_dlc23_chd_cav_bull_centaurs_axe16 → 329,856 → 19,2005032 → 3548 → 4534 → 080 → 751,500 → 3,0001,500Missile block 35% → 55%; Speed 62 → 70; Mass 1,700 → 2,000; Fire resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Bull Centaur Renders (Dual Axes)wh3_dlc23_chd_cav_bull_centaurs_dual_axe16 → 329,856 → 19,2005036 → 4042 → 3534 → 2080 → 551,550 → 3,0001,550 → 1,500Speed 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 → —
Bull Centaur Renders (Great Weapons)wh3_dlc23_chd_cav_bull_centaurs_greatweapons16 → 329,856 → 19,2005034 → 3536 → 3534 → 2080 → 551,550 → 3,0001,550 → 1,500Speed 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 → —
Hobgoblin Wolf Raiders (Bows)wh3_dlc23_chd_cav_hobgoblin_wolf_raiders_bows60 → 804,140 → 10,00045 → 6018 → 2018 → 2521 → 253 → 10575 → 1,300575 → 650Leadership 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 → —
Hobgoblin Wolf Raiders (Spears)wh3_dlc23_chd_cav_hobgoblin_wolf_raiders_spears60 → 804,260 → 10,00045 → 6026 → 2526 → 3021 → 257 → 10500 → 1,300500 → 650Missile 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 → —
Astragoth Ironhandwh3_dlc23_chd_cha_astragoth_ironhand16,824 → 9,0001306050170 → 200310 → 3001,000 → 2,6001,500 → 1,300Charge 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
Bull Centaur Taur'rukwh3_dlc23_chd_cha_bull_centaur_taurruk16,280 → 9,0007048 → 5042 → 40140 → 100320 → 4001,000 → 2,4001,100 → 1,200Speed 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
Daemonsmith Sorcerer (Death)wh3_dlc23_chd_cha_daemonsmith_sorcerer_death13,748 → 4,50012038 → 4036 → 40220 → 22590 → 1001,000 → 1,200550 → 600Charge 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 → —
Daemonsmith Sorcerer (Death)wh3_dlc23_chd_cha_daemonsmith_sorcerer_death_bale_taurus18,266 → 7,5007056 → 3540 → 20140 → 2004001,000 → 3,6002,000 → 1,800Melee 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 → —
Daemonsmith Sorcerer (Death)wh3_dlc23_chd_cha_daemonsmith_sorcerer_death_great_taurus16,676 → 6,5006046 → 3528 → 20130 → 150320 → 3501,000 → 2,4001,200Melee 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 → —
Daemonsmith Sorcerer (Death)wh3_dlc23_chd_cha_daemonsmith_sorcerer_death_lammasu16,056 → 5,5006040 → 3548 → 30270 → 300180 → 2001,000 → 2,7001,300 → 1,350Melee 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 → —
Daemonsmith Sorcerer (Fire)wh3_dlc23_chd_cha_daemonsmith_sorcerer_fire13,748 → 4,50012038 → 4036 → 40220 → 22590 → 1001,000 → 1,200550 → 600Charge 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 → —
Daemonsmith Sorcerer (Fire)wh3_dlc23_chd_cha_daemonsmith_sorcerer_fire_bale_taurus18,266 → 7,5007056 → 3540 → 20140 → 2004001,000 → 3,6002,000 → 1,800Melee 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 → —
Daemonsmith Sorcerer (Fire)wh3_dlc23_chd_cha_daemonsmith_sorcerer_fire_great_taurus16,676 → 6,5006046 → 3528 → 20130 → 150320 → 3501,000 → 2,4001,200Melee 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 → —
Daemonsmith Sorcerer (Fire)wh3_dlc23_chd_cha_daemonsmith_sorcerer_fire_lammasu16,056 → 5,5006040 → 3548 → 30270 → 300180 → 2001,000 → 2,7001,300 → 1,350Melee 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 → —
Daemonsmith Sorcerer (Hashut)wh3_dlc23_chd_cha_daemonsmith_sorcerer_hashut13,748 → 4,50012038 → 4036 → 40220 → 22590 → 1001,000 → 1,200550 → 600Charge 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)
Daemonsmith Sorcerer (Hashut)wh3_dlc23_chd_cha_daemonsmith_sorcerer_hashut_bale_taurus18,266 → 7,5007056 → 3540 → 20140 → 2004001,000 → 3,6002,000 → 1,800Melee 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 → —
Daemonsmith Sorcerer (Hashut)wh3_dlc23_chd_cha_daemonsmith_sorcerer_hashut_great_taurus16,676 → 6,5006046 → 3528 → 20130 → 150320 → 3501,000 → 2,4001,200Melee 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 → —
Daemonsmith Sorcerer (Hashut)wh3_dlc23_chd_cha_daemonsmith_sorcerer_hashut_lammasu16,056 → 5,5006040 → 3548 → 30270 → 300180 → 2001,000 → 2,7001,300 → 1,350Melee 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 → —
Daemonsmith Sorcerer (Metal)wh3_dlc23_chd_cha_daemonsmith_sorcerer_metal13,748 → 4,50012038 → 4036 → 40220 → 22590 → 1001,000 → 1,200550 → 600Charge 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 → —
Daemonsmith Sorcerer (Metal)wh3_dlc23_chd_cha_daemonsmith_sorcerer_metal_bale_taurus18,266 → 7,5007056 → 3540 → 20140 → 2004001,000 → 3,6002,000 → 1,800Melee 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 → —
Daemonsmith Sorcerer (Metal)wh3_dlc23_chd_cha_daemonsmith_sorcerer_metal_great_taurus16,676 → 6,5006046 → 3528 → 20130 → 150320 → 3501,000 → 2,4001,200Melee 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 → —
Daemonsmith Sorcerer (Metal)wh3_dlc23_chd_cha_daemonsmith_sorcerer_metal_lammasu16,056 → 5,5006040 → 3548 → 30270 → 300180 → 2001,000 → 2,7001,300 → 1,350Melee 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 → —
Drazhoath the Ashenwh3_dlc23_chd_cha_drazhoath_the_ashen15,520 → 6,5001254565300130 → 1501,000 → 1,800900Mass 1,100 → 1,250; Upkeep 250 → 0; Fire resistance 35% → 40%; New: Reforge
Drazhoath the Ashenwh3_dlc23_chd_cha_drazhoath_the_ashen_bale_taurus_cinderbreath18,664 → 9,5008064 → 6546 → 45140 → 200425 → 5001,000 → 4,2002,300 → 2,100Melee 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
Gorduz Backstabberwh3_dlc23_chd_cha_gorduz_backstabber13,864 → 4,50045 → 605058 → 60280 → 300160 → 1501,000 → 700500 → 350Melee attack interval 3.8 s → 4 s; Mass 700 → 750; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Gorduz Backstabberwh3_dlc23_chd_cha_gorduz_backstabber_giant_wolf14,276 → 4,75045 → 605058 → 50280 → 300160 → 1501,000650 → 500Speed 92 → 100; Melee attack interval 3.8 s → 4 s; Mass 1,100 → 1,250; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Infernal Castellanwh3_dlc23_chd_cha_infernal_castellan13,908 → 5,0001204542 → 4590 → 1002501,000 → 1,600650 → 800Bonus 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 → —
Overseerwh3_dlc23_chd_cha_overseer14,958 → 6,0001205555260 → 200170 → 2501,000 → 2,000700 → 1,000Mass 1,100 → 1,250; Fire resistance 25% → 20%
Overseerwh3_dlc23_chd_cha_overseer_great_taurus16,676 → 8,0006046 → 5028 → 35130 → 150320 → 3501,000 → 3,2001,300 → 1,600Melee attack interval 3.8 s → 4 s; Mass 3,400 → 5,250; Upkeep 250 → 400; Fire resistance 35% → 40%
Overseerwh3_dlc23_chd_cha_overseer_lammasu16,056 → 7,0006054 → 5034 → 45270 → 300180 → 2001,000 → 3,5001,400 → 1,750Melee attack interval 3.6 s → 4 s; Mass 3,400 → 3,750; Upkeep 250 → 438; Spell resistance 25% → 0%; Fire resistance 25% → 20%
Sorcerer-Prophet (Death)wh3_dlc23_chd_cha_sorcerer_prophet_death14,048 → 5,00012044 → 4542 → 45230 → 2501001,000 → 1,800900Charge 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%
Sorcerer-Prophet (Death)wh3_dlc23_chd_cha_sorcerer_prophet_death_bale_taurus18,266 → 8,0007056 → 4040 → 25140 → 2004001,000 → 4,2002,200 → 2,100Melee 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%
Sorcerer-Prophet (Death)wh3_dlc23_chd_cha_sorcerer_prophet_death_great_taurus16,676 → 7,0006046 → 4028 → 25130 → 150320 → 3501,000 → 3,0001,500Melee 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%
Sorcerer-Prophet (Death)wh3_dlc23_chd_cha_sorcerer_prophet_death_lammasu16,056 → 6,000604048 → 35270 → 300180 → 2001,000 → 3,3001,600 → 1,650Melee 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%
Sorcerer-Prophet (Fire)wh3_dlc23_chd_cha_sorcerer_prophet_fire14,048 → 5,00012044 → 4542 → 45230 → 2501001,000 → 1,800900Charge 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%
Sorcerer-Prophet (Fire)wh3_dlc23_chd_cha_sorcerer_prophet_fire_bale_taurus18,266 → 8,0007056 → 4040 → 25140 → 2004001,000 → 4,2002,200 → 2,100Melee 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%
Sorcerer-Prophet (Fire)wh3_dlc23_chd_cha_sorcerer_prophet_fire_great_taurus16,676 → 7,0006046 → 4028 → 25130 → 150320 → 3501,000 → 3,0001,500Melee 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%
Sorcerer-Prophet (Fire)wh3_dlc23_chd_cha_sorcerer_prophet_fire_lammasu16,056 → 6,000604048 → 35270 → 300180 → 2001,000 → 3,3001,600 → 1,650Melee 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%
Sorcerer-Prophet (Hashut)wh3_dlc23_chd_cha_sorcerer_prophet_hashut14,048 → 5,00012044 → 4542 → 45230 → 2501001,000 → 1,800900Charge 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%
Sorcerer-Prophet (Hashut)wh3_dlc23_chd_cha_sorcerer_prophet_hashut_bale_taurus18,266 → 8,0007056 → 4040 → 25140 → 2004001,000 → 4,2002,200 → 2,100Melee 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%
Sorcerer-Prophet (Hashut)wh3_dlc23_chd_cha_sorcerer_prophet_hashut_great_taurus16,676 → 7,0006046 → 4028 → 25130 → 150320 → 3501,000 → 3,0001,500Melee 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%
Sorcerer-Prophet (Hashut)wh3_dlc23_chd_cha_sorcerer_prophet_hashut_lammasu16,056 → 6,000604048 → 35270 → 300180 → 2001,000 → 3,3001,600 → 1,650Melee 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%
Sorcerer-Prophet (Metal)wh3_dlc23_chd_cha_sorcerer_prophet_metal14,048 → 5,00012044 → 4542 → 45230 → 2501001,000 → 1,800900Charge 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%
Sorcerer-Prophet (Metal)wh3_dlc23_chd_cha_sorcerer_prophet_metal_bale_taurus18,266 → 8,0007056 → 4040 → 25140 → 2004001,000 → 4,2002,200 → 2,100Melee 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%
Sorcerer-Prophet (Metal)wh3_dlc23_chd_cha_sorcerer_prophet_metal_great_taurus16,676 → 7,0006046 → 4028 → 25130 → 150320 → 3501,000 → 3,0001,500Melee 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%
Sorcerer-Prophet (Metal)wh3_dlc23_chd_cha_sorcerer_prophet_metal_lammasu16,056 → 6,000604048 → 35270 → 300180 → 2001,000 → 3,3001,600 → 1,650Melee 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%
Zhatan the Blackwh3_dlc23_chd_cha_zhatan_the_black15,820 → 7,00012562 → 6555280 → 200180 → 3001,000 → 2,200850 → 1,100Melee 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
Zhatan the Blackwh3_dlc23_chd_cha_zhatan_the_black_great_taurus16,676 → 9,0006046 → 6028 → 35130 → 150320 → 3501,000 → 3,4001,450 → 1,700Melee attack interval 3.8 s → 4 s; Mass 3,400 → 5,250; Upkeep 250 → 0; Fire resistance 35% → 40%; New: Immune to Flanking
Zhatan the Blackwh3_dlc23_chd_cha_zhatan_the_black_lammasu16,856 → 8,0006044 → 6052 → 45270 → 300180 → 2001,000 → 3,7001,550 → 1,850Melee 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
Chaos Dwarf Blunderbusseswh3_dlc23_chd_inf_chaos_dwarf_blunderbusses806,160 → 16,0008528 → 3032 → 35259 → 15900 → 1,800900Leadership 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 → —
Chaos Dwarf Warriorswh3_dlc23_chd_inf_chaos_dwarf_warriors100 → 808,200 → 20,0008530 → 4044 → 45259 → 15600 → 1,800600 → 900Speed 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
Chaos Dwarf Warriors (Great Weapons)wh3_dlc23_chd_inf_chaos_dwarf_warriors_great_weapons100 → 808,200 → 20,0008530 → 4534 → 4010 → 1528 → 30650 → 1,800650 → 900Speed 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
Goblin Labourerswh3_dlc23_chd_inf_goblin_labourers180 → 2609,000 → 18,200012 → 1016 → 2516 → 204 → 0150 → 300150Leadership 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 → —
Hobgoblin Archerswh3_dlc23_chd_inf_hobgoblin_archers120 → 1406,960 → 9,80025 → 3018 → 2524 → 2021 → 257 → 10500 → 950500 → 475Leadership 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 → —
Hobgoblin Cutthroatswh3_dlc23_chd_inf_hobgoblin_cutthroats140 → 2008,120 → 14,00025 → 3032 → 3028 → 3521 → 257 → 10400 → 950400 → 475Missile 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 → —
Hobgoblin Sneaky Gitswh3_dlc23_chd_inf_hobgoblin_sneaky_gits120 → 2006,960 → 14,00025 → 3032 → 3020 → 2521 → 257 → 10575 → 950500 → 475Leadership 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 → —
Infernal Guardwh3_dlc23_chd_inf_infernal_guard100 → 809,000 → 20,000100 → 11032 → 4556 → 4531 → 3011 → 20950 → 2,800950 → 1,400Missile 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
Infernal Guard (Fireglaives)wh3_dlc23_chd_inf_infernal_guard_fireglaives806,800 → 16,000100 → 11030 → 4042 → 359 → 1025 → 301,200 → 2,8001,200 → 1,400Speed 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
Infernal Guard (Great Weapons)wh3_dlc23_chd_inf_infernal_guard_great_weapons100 → 809,000 → 20,000100 → 11032 → 5046 → 4012 → 2034 → 351,000 → 2,8001,000 → 1,400Leadership 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
Infernal Ironswornwh3_dlc23_chd_inf_infernal_ironsworn100 → 8010,600 → 20,00012542 → 4564 → 6032 → 3010 → 201,400 → 3,5001,400 → 1,750Missile 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
Orc Labourerswh3_dlc23_chd_inf_orc_labourers140 → 16010,640 → 19,200022 → 2512 → 106 → 518 → 20300 → 600250 → 300Leadership 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 → —
Bale Tauruswh3_dlc23_chd_mon_bale_taurus18,258 → 10,0006056 → 5540140 → 2004001,700 → 3,6001,700 → 1,800Melee 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 → —
Great Tauruswh3_dlc23_chd_mon_great_taurus16,668 → 8,5005046 → 4528 → 30130 → 150320 → 3501,100 → 2,4001,100 → 1,200Melee 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 → —
K'daai Destroyerwh3_dlc23_chd_mon_kdaai_destroyer110,240 → 12,500120 → 9056 → 6038 → 35180 → 2505002,200 → 4,8002,000 → 2,400Leadership 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
K'daai Firebornwh3_dlc23_chd_mon_kdaai_fireborn167,872 → 12,80080 → 3032 → 454036 → 5084 → 751,400 → 3,0001,325 → 1,500Missile 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)
Lammasuwh3_dlc23_chd_mon_lammasu16,048 → 6,5004536 → 4044 → 50270 → 300180 → 2001,200 → 2,7001,200 → 1,350Melee 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 → —
Deathshrieker Rocket Launcherwh3_dlc23_chd_veh_deathshrieker_rocket_launcher1 → 45,010 → 10,0007020 → 1510130 → 10040 → 2001,300 → 2,4001,300 → 1,200Leadership 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
Dreadquake Mortarwh3_dlc23_chd_veh_dreadquake_mortar15,540 → 8,0007020 → 1510130 → 10040 → 2002,000 → 4,4001,800 → 2,200Leadership 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 → —
Iron Daemonwh3_dlc23_chd_veh_iron_daemon17,570 → 8,00012030 → 3525 → 2070 → 100180 → 2001,100 → 2,0001,150 → 1,000Mass 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
Iron Daemon – Dreadquake Mortarwh3_dlc23_chd_veh_iron_daemon_1dreadquake17,600 → 8,00012030 → 3525 → 2070 → 100180 → 2003,100 → 6,4002,750 → 3,200Mass 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
Supply Trainwh3_dlc23_chd_veh_iron_daemon_3payload_qb18,580 → 9,00012030 → 3525 → 2070 → 100180 → 2001,000 → 15,2001,050 → 7,600Mass 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
Magma Cannonwh3_dlc23_chd_veh_magma_cannon1 → 45,010 → 10,0007020 → 1510130 → 10040 → 2001,050 → 2,4001,000 → 1,200Leadership 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
Skullcrackerwh3_dlc23_chd_veh_skullcracker17,530 → 8,00012040 → 4525 → 20110 → 100240 → 3001,200 → 2,2001,150 → 1,100Charge 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
Skullcracker – Dreadquake Mortarwh3_dlc23_chd_veh_skullcracker_1dreadquake17,560 → 8,00012040 → 4525 → 20110 → 100240 → 3003,200 → 6,4002,750 → 3,200Mass 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 → —
Hobgoblin Bolt Throwerwh3_main_chd_art_hobgob_bolt_thrower85,456 → 8,60025106 → 521 → 257 → 10650 → 1,300650Speed 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
Chaos Siege Giantwh3_dlc29_chd_mon_chaos_siege_giant112,62011070342005002,0002,000Removed: 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

  • −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
  • −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
  • −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
  • −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
  • −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
  • −Casualty replenishment rate: +2% (own and enemy armies in region)
  • +Casualty replenishment rate: +2% (any armies in region)
  • −Casualty replenishment rate: +3% (armies in region)
  • +Casualty replenishment rate: +3% (any armies in region)
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)
  • −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)
  • −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)
  • +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)
  • −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)
  • −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)
  • −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%
  • −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)
  • −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
  • −Income generated: 500
  • +Income generated: 400
  • +Maximum Caravan cargo capacity: +4% (all characters factionwide)
  • −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
  • −Casualty replenishment rate: +2% (factionwide)
  • +Casualty replenishment rate: +2% (own armies in province)
  • +Control: +2
  • −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)
  • −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)
  • −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
  • −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
  • −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
  • −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)
  • −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)
  • −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)
  • −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)
  • −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)
  • −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)
  • −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
  • −Defensive supplies: +1000
  • +Defensive supplies: +600
  • +Leadership: +2 when under siege (own armies in region)
  • +Attrition: -10% when under siege (own armies in region)
  • +Leadership: +4 when under siege (own armies in region)
  • +Attrition: -20% when under siege (own armies in region)
  • +Leadership: +6 when under siege (own armies in region)
  • +Attrition: -30% when under siege (own armies in region)
  • −Defensive supplies: +2200
  • +Defensive supplies: +2400
  • +Leadership: +8 when under siege (own armies in region)
  • +Attrition: -40% when under siege (own armies in region)
  • −Defensive supplies: +2500
  • +Defensive supplies: +3000
  • +Leadership: +10 when under siege (own armies in region)
  • +Attrition: -50% when under siege (own armies in region)
  • −Defensive supplies: +1000
  • +Defensive supplies: +600
  • +Leadership: +2 when under siege (own armies in region)
  • +Attrition: -10% when under siege (own armies in region)
  • +Leadership: +4 when under siege (own armies in region)
  • +Attrition: -20% when under siege (own armies in region)
  • +Leadership: +6 when under siege (own armies in region)
  • +Attrition: -30% when under siege (own armies in region)
  • −Defensive supplies: +2200
  • +Defensive supplies: +2400
  • +Leadership: +8 when under siege (own armies in region)
  • +Attrition: -40% when under siege (own armies in region)
  • −Defensive supplies: +2500
  • +Defensive supplies: +3000
  • +Leadership: +10 when under siege (own armies in region)
  • +Attrition: -50% when under siege (own armies in region)
  • −Defensive supplies: +1000
  • +Defensive supplies: +600
  • +Leadership: +2 when under siege (own armies in region)
  • +Attrition: -10% when under siege (own armies in region)
  • +Leadership: +4 when under siege (own armies in region)
  • +Attrition: -20% when under siege (own armies in region)
  • +Leadership: +6 when under siege (own armies in region)
  • +Attrition: -30% when under siege (own armies in region)
  • −Defensive supplies: +2200
  • +Defensive supplies: +2400
  • +Leadership: +8 when under siege (own armies in region)
  • +Attrition: -40% when under siege (own armies in region)
  • −Defensive supplies: +2500
  • +Defensive supplies: +3000
  • +Leadership: +10 when under siege (own armies in region)
  • +Attrition: -50% when under siege (own armies in region)
  • −Defensive supplies: +1000
  • +Defensive supplies: +600
  • +Leadership: +2 when under siege (own armies in region)
  • +Attrition: -10% when under siege (own armies in region)
  • +Leadership: +4 when under siege (own armies in region)
  • +Attrition: -20% when under siege (own armies in region)
  • +Leadership: +6 when under siege (own armies in region)
  • +Attrition: -30% when under siege (own armies in region)
  • −Defensive supplies: +2200
  • +Defensive supplies: +2400
  • +Leadership: +8 when under siege (own armies in region)
  • +Attrition: -40% when under siege (own armies in region)
  • −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)
  • −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)
  • −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)
  • −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)
  • −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
  • Research points: 500 → 600
  • −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
  • 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
  • −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
  • 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
  • −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%
  • 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
  • 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
  • +Melee defence: +20% for convoys
  • Research points: 400 → 500
Daemon ForgesChaos Dwarfs
  • Research points: 400 → 500
  • 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%
  • −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
  • −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
  • −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
  • −Miscast base chance: -15% (all characters)
  • +Miscast base chance: -15%
  • −Control: +2 (all provinces)
  • +Control: +2
Extended ShiftsChaos Dwarfs
  • Research points: 400 → 500
Hotter FurnacesChaos Dwarfs
  • Research points: 300 → 400
  • −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
  • −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
  • 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
  • −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
  • −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
  • +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
  • 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
  • Research points: 300 → 400