SFO Greenskins units
105 Greenskins units SFO: Grimhammer III changes against patch 9.0.4, 8 it adds, and 100 skills, 157 buildings and 70 technologies. Vanilla → SFO: green makes the unit stronger or cheaper, red weaker or dearer.
Units
| Unit | Men / HP | Armour | Melee atk / def | Weapon (base + AP) | Cost (campaign / MP) | Other changes |
|---|---|---|---|---|---|---|
| 13,869 → 4,750 | 25 → 50 | 45 → 5053 → 50 | 260 → 275140 → 175 | 500 → 900550 → 450 | Missile block 35% → 55%; Leadership 60 → 50; Melee attack interval 4 s → 3.5 s; Mass 350 → 500; Upkeep 125 → 112; New: Larger Proppa Smash!, Frenzy; Removed: Get Back 'Ere!, Vanguard Deployment, Hide (forest) | |
| 14,420 → 5,500 | 55 → 70 | 45 → 5053 → 45 | 140 → 150260 → 275 | 850 → 1,500850 → 750 | Missile block 35% → 55%; Leadership 60 → 50; Speed 82 → 75; Bonus vs infantry 20 → 40; Charge bonus 65 → 70; Melee attack interval 4 s → 3.5 s; Mass 1,850 → 2,000; Upkeep 213 → 187; New: Larger Proppa Smash!, Frenzy, Stalk; Removed: Get Back 'Ere!, Vanguard Deployment, Hide (forest), Immune to Psychology | |
| 16,601 → 6,250 | 50 | 48 → 5555 | 110 → 200300 | 1,050 → 2,4501,200 → 1,225 | Leadership 75 → 60; Bonus vs large 30 → 0; Charge bonus 52 → 60; Melee attack interval 4 s → 3.5 s; Mass 2,000 → 1,000; Upkeep 300 → 0; New: Larger Proppa Smash!, Doom Diver Strike, Frenzy, Stalk; Removed: Hide (forest) | |
| 14,903 → 5,750 | 30 → 35 | 43 → 5025 → 30 | 245 → 30095 → 150 | 1,000 → 2,200700 → 1,100 | Leadership 65 → 75; Speed 36 → 40; Charge bonus 55 → 50; Mass 800 → 2,000; Upkeep 250 → 0; New: Larger Proppa Smash!, Arcane Mastery | |
| 15,556 → 6,750 | 55 → 60 | 43 → 5025 → 20 | 245 → 15095 → 250 | 1,300 → 3,000950 → 1,500 | Leadership 65 → 75; Speed 70 → 60; Bonus vs infantry 0 → 10; Mass 2,600 → 4,000; Upkeep 325 → 0; New: Larger Proppa Smash!, Arcane Mastery | |
| 1668 → 500 | 50 | 26 → 3020 | 9 → 1024 → 20 | 425 → 1,000425 → 500 | Leadership 36 → 100; Speed 58 → 40; Bonus vs infantry 11 → 5; Charge bonus 40 → 30; Melee attack interval 4.3 s → 3.5 s; Mass 700 → 750; Upkeep 106 → 125; Missile resistance 0% → 50%; New: Causes Fear; Removed: Wounds | |
| 15,221 → 6,750 | 70 → 120 | 60 → 7036 → 40 | 125 → 225295 → 250 | 1,200 → 2,400950 → 1,200 | Leadership 72 → 70; Speed 36 → 35; Charge bonus 50 → 65; Mass 800 → 2,000; Upkeep 300 → 0; New: Larger Proppa Smash!, Flow of Battle | |
| 17,008 → 8,250 | 70 → 80 | 50 → 7032 → 30 | 175 → 300305 → 250 | 1,600 → 3,6001,600 → 1,800 | Leadership 72 → 70; Speed 110 → 100; Bonus vs large 0 → 10; Charge bonus 80 → 85; Upkeep 400 → 0; New: Larger Proppa Smash!, Flow of Battle | |
| 13,485 → 4,500 | 35 → 60 | 50 → 4545 → 50 | 250 → 275125 | 300 → 800300 → 400 | Missile block 35% → 50%; Leadership 55 → 50; Charge bonus 30 → 35; Melee attack interval 4 s → 3.5 s; Mass 350 → 500; Upkeep 75 → 100; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Proppa Smash!, Squigs go Boom!, Immune to Flanking | |
| 13,936 → 4,750 | 35 → 60 | 50 → 4545 → 40 | 250 → 275125 | 450 → 1,200450 → 600 | Missile block 35% → 50%; Leadership 55 → 50; Speed 92 → 100; Charge bonus 40 → 50; Melee attack interval 4 s → 3.5 s; Mass 750 → 1,250; Upkeep 113 → 150; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Proppa Smash!, Squigs go Boom!, Vanguard Deployment, Immune to Flanking | |
| 14,095 → 5,000 | 45 → 70 | 48 → 4544 → 40 | 250 → 175125 → 200 | 550 → 1,400550 → 700 | Missile block 35% → 50%; Leadership 55 → 50; Speed 78 → 80; Charge bonus 40 → 60; Melee attack interval 4 s → 3.5 s; Mass 1,750 → 1,500; Upkeep 138 → 175; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Proppa Smash!, Squigs go Boom!, Vanguard Deployment, Stalk, Immune to Flanking; Removed: Hide (forest) | |
| 13,651 → 4,750 | 25 → 35 | 24 → 3526 → 30 | 200 → 30080 → 100 | 1,000 → 800450 → 400 | Leadership 55 → 50; Speed 33 → 35; Melee attack interval 4 s → 3.5 s; Mass 300 → 500; Spell resistance 0% → 10%; New: Larger Proppa Smash!; Removed: Evasion | |
| 14,035 → 5,000 | 25 → 35 | 24 → 3026 → 25 | 200 → 30080 → 100 | 1,100 → 1,200650 → 600 | Leadership 55 → 50; Speed 92 → 100; Melee attack interval 4 s → 3.5 s; Mass 700 → 1,250; Upkeep 275 → 300; Spell resistance 0% → 10%; New: Larger Proppa Smash!; Removed: Evasion | |
| 17,123 → 10,000 | 120 | 70 → 7545 → 35 | 150 → 200350 → 400 | 1,250 → 3,6001,350 → 1,800 | Leadership 75 → 80; Speed 38 → 34; Charge bonus 70 → 60; Melee attack interval 3.8 s → 4 s; Mass 2,000 → 5,000; Upkeep 300 → 0; Missile resistance 15% → 25%; New: Larger Proppa Smash!, Prop'pa Smashin!, Unstoppable Charge, Glorious Charge, Expert Charge Defence; Removed: You're Next!, Foe-Seeker, Stand Your Ground! | |
| 13,386 → 4,500 | 15 | 24 → 3526 → 32 | 200 → 22580 → 50 | 1,000 → 500250 | Melee attack interval 4 s → 3.5 s; Mass 300 → 500; Upkeep 250 → 212; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Proppa Smash! | |
| 13,869 → 5,250 | 30 → 25 | 38 → 4520 → 35 | 215 → 20095 → 100 | 1,000 → 800300 → 400 | Leadership 55 → 60; Speed 33 → 34; Mass 900 → 1,250; Physical resistance 0% → 30%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Proppa Smash!, Frenzy; Removed: Evasion | |
| 14,420 → 5,750 | 55 → 30 | 38 → 4020 → 30 | 215 → 10095 → 175 | 1,100 → 1,400500 → 700 | Leadership 55 → 60; Speed 70 → 60; Mass 3,000 → 3,250; Upkeep 275 → 325; Physical resistance 0% → 30%; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Proppa Smash!, Frenzy; Removed: Evasion | |
| 14,376 → 6,250 | 70 → 100 | 58 → 6546 → 45 | 120 → 275280 → 200 | 1,000 → 2,000850 → 1,000 | Missile block 55% → 50%; Speed 36 → 35; Charge bonus 60 → 50; Mass 1,200 → 1,250; New: Larger Proppa Smash! | |
| 16,648 → 7,250 | 70 → 80 | 45 → 6532 → 35 | 150 → 200300 → 250 | 1,500 → 3,2001,500 → 1,600 | Missile block 0% → 50%; Speed 110 → 100; Bonus vs large 0 → 10; Mass 4,200 → 3,050; Upkeep 375 → 400; Missile resistance 25% → 15%; New: Larger Proppa Smash! | |
| 15,006 → 7,000 | 70 → 100 | 58 → 6546 → 35 | 120 → 175280 → 275 | 1,100 → 2,8001,050 → 1,400 | Missile block 55% → 50%; Speed 70 → 60; Charge bonus 80 → 70; Mass 3,000 → 3,250; Upkeep 275 → 350; New: Larger Proppa Smash! | |
| 15,764 → 7,500 | 100 | 4030 → 25 | 150 → 300320 → 150 | 1,250 → 3,0001,250 → 1,500 | Speed 84 → 85; Charge bonus 90 → 100; Mass 5,300 → 6,000; Upkeep 312 → 0; New: Larger Proppa Smash! | |
| 14,178 → 5,500 | 110 | 55 → 5055 → 45 | 120 → 150270 → 250 | 1,000 → 1,400750 → 700 | Leadership 72 → 70; Speed 33 → 34; Charge bonus 45 → 25; Mass 1,200 → 1,500; Upkeep 250 → 175; New: Larger Proppa Smash!, Get ‘em boyz!, Hold da line yoo gitz!, Bolstered Armour, Expert Charge Defence; Removed: Rabble-Rouse | |
| 14,681 → 6,250 | 110 | 55 → 5055 → 35 | 120 → 150270 → 250 | 1,100 → 2,200950 → 1,100 | Leadership 72 → 70; Speed 70 → 60; Charge bonus 65 → 50; Mass 3,000 → 3,250; New: Larger Proppa Smash!, Get ‘em boyz!, Hold da line yoo gitz!, Bolstered Armour, Expert Charge Defence; Removed: Rabble-Rouse | |
| 110,029 → 10,750 | 120 → 150 | 58 → 5530 → 40 | 140 → 125360 → 325 | 1,850 → 4,1001,850 → 2,050 | Leadership 65 → 50; Speed 57 → 55; Bonus vs large 20 → 60; Melee attack interval 3.2 s → 4 s; Mass 4,300 → 5,500; Upkeep 462 → 662 | |
| 14,373 → 5,500 | 45 | 30 → 3520 → 30 | 180 → 17570 → 75 | 550 → 1,600550 → 800 | Mass 2,350 → 2,500; Upkeep 138 → 200; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Proppa Smash!, Immune to Flanking; Removed: They Needs Stabbin’, Wounds, Slippery | |
| 14,246 → 5,750 | 45 | 14 → 2510 | 180 → 17570 → 75 | 1,200 → 1,600850 → 800 | Mass 2,300 → 2,500; Upkeep 300 → 350; New: Larger Proppa Smash!; Removed: Don't Even Try It, Wounds, Arcane Conduit, Evasion | |
| 15,244 → 7,750 | 80 | 42 → 5526 → 25 | 140 → 150230 → 175 | 1,200 → 3,0001,200 → 1,500 | Missile block 55% → 50%; Speed 70 → 60; Charge bonus 80 → 150; Mass 3,900 → 4,250; Upkeep 300 → 375; New: Larger Proppa Smash!; Removed: Smash 'Em Faster, Wounds, Foe-Seeker | |
| 604,380 → 6,600 | 45 | 22 → 3020 → 25 | 18 → 105 → 20 | 250 → 700250 → 350 | Speed 76 → 80; Charge bonus 19 → 25; Melee attack interval 4.3 s → 3.5 s; Mass 90 → 175; Upkeep 60 → 87; Missile resistance 0% → 10%; New: Vanguard Deployment, Stalk; Removed: Hide (forest) | |
| 160 → 2608,960 → 18,200 | 25 → 30 | 18 → 2528 → 25 | 17 → 206 → 0 | 325 → 650325 | Missile block 35% → 45%; Leadership 50 → 40; Speed 33 → 35; Bonus vs large 9 → 5; Charge bonus 8 → 10; Melee attack interval 4.6 s → 3.5 s; Mass 90 → 75; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash!; Removed: Charge Defence vs. Large, Charge Reflection | |
| 120 → 1609,720 → 19,200 | 30 → 35 | 28 → 3025 → 30 | 26 → 258 → 10 | 425 → 1,000425 → 500 | Missile block 35% → 30%; Speed 31 → 32; Bonus vs infantry 0 → 5; Charge bonus 20 → 25; Melee attack interval 3.9 s → 4 s; Mass 130 → 175; Upkeep 106 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash! | |
| 120 → 1609,720 → 19,200 | 0 | 3020 | 26 → 309 → 10 | 550 → 1,000550 → 500 | Speed 37 → 40; Charge bonus 26 → 30; Melee attack interval 4.3 s → 4 s; Mass 140 → 125; Upkeep 138 → 125; Physical resistance 25% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash! | |
| 160 → 2008,320 → 13,000 | 15 | 26 → 3016 → 20 | 6 → 518 → 20 | 500 → 1,000500 | Speed 37 → 40; Charge bonus 20 → 25; Melee attack interval 4.6 s → 3.5 s; Mass 90 → 75; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash!, Expendable | |
| 4 → 64,212 → 9,890 | 15 → 30 | 10 → 156 → 10 | 21 → 253 → 0 | 600 → 1,200550 → 600 | Leadership 40 → 45; Charge bonus 5 → 10; Melee attack interval 4.3 s → 4 s; Mass 2,090 → 2,575; Range 400 m → 350 m; Ammunition 22 → 30; Missile base damage 35 → 60; Missile AP damage 135 → 90; Reload time 18 s → 10 s; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash! | |
| 80 → 1004,720 → 12,500 | 25 → 35 | 22 → 2522 → 25 | 19 → 255 | 300 → 650300 → 325 | Missile block 30% → 45%; Leadership 44 → 50; Speed 92 → 100; Charge bonus 20 → 40; Melee attack interval 4.5 s → 3.5 s; Mass 440 → 575; Upkeep 75 → 81; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash!; Removed: Expendable | |
| 80 → 1004,560 → 12,500 | 25 → 35 | 15 → 2014 → 20 | 21 → 253 → 0 | 400 → 650400 → 325 | Leadership 38 → 50; Speed 92 → 100; Charge bonus 12 → 30; Melee attack interval 4.3 s → 4 s; Mass 440 → 575; Range 100 m → 130 m; Ammunition 18 → 26; Missile base damage 10 → 13; Missile AP damage 1 → 2; Reload time 8 s → 7 s; Upkeep 100 → 81; Quest battle cap (main_units.multiplayer_qb_cap) 5 → —; New: Proppa Smash!; Removed: Expendable | |
| 120 → 2006,120 → 14,000 | 25 → 30 | 10 → 1515 | 21 → 203 → 0 | 375 → 650375 → 325 | Speed 33 → 35; Bonus vs infantry 0 → 5; Charge bonus 5 → 10; Melee attack interval 4.3 s → 3.5 s; Mass 90 → 75; Range 115 m → 130 m; Ammunition 24 → 30; Missile base damage 10 → 9; Reload time 8 s → 7 s; Upkeep 94 → 81; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash! | |
| 90 → 1206,930 → 14,400 | 30 → 35 | 23 → 3014 → 15 | 26 → 258 → 10 | 500 → 1,050500 → 525 | Leadership 55 → 60; Speed 31 → 32; Bonus vs infantry 0 → 5; Charge bonus 10 → 20; Melee attack interval 3.9 s → 4 s; Mass 130 → 175; Range 140 m → 155 m; Ammunition 22 → 26; Missile base damage 14 → 12; Missile AP damage 6 → 8; Reload time 11 s → 10 s; Upkeep 125 → 131; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash! | |
| 90 → 1206,930 → 14,400 | 0 | 24 → 2510 → 15 | 26 → 309 → 10 | 550 → 1,050550 → 525 | Leadership 55 → 60; Speed 37 → 40; Charge bonus 12 → 25; Melee attack interval 4.3 s → 4 s; Mass 140 → 125; Range 140 m → 145 m; Ammunition 22 → 26; Missile AP damage 6 → 4; Reload time 11 s → 9 s; Upkeep 138 → 131; Physical resistance 25% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash! | |
| 12 → 85,088 → 8,000 | 50 | 2022 → 25 | 10 → 1515 → 25 | 500 → 950500 → 475 | Charge bonus 30 → 50; Upkeep 125 → 118; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —; New: Proppa Smash! | |
| 40 → 1004,080 → 16,500 | 25 → 35 | 28 → 2520 → 25 | 10 → 1522 → 20 | 650 → 1,200650 → 600 | Leadership 60 → 45; Speed 82 → 75; Bonus vs infantry 10 → 5; Charge bonus 32 → 40; Melee attack interval 4 s → 3.5 s; Mass 840 → 825; Upkeep 163 → 150; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash!, Causes Fear | |
| 40 → 1005,320 → 13,000 | 50 | 26 → 3020 | 9 → 1024 → 20 | 300 → 900400 → 450 | Leadership 36 → 40; Speed 58 → 75; Bonus vs infantry 11 → 5; Melee attack interval 4.3 s → 3.5 s; Mass 800 → 750; Upkeep 75 → 112; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Causes Fear | |
| 4 → 64,212 → 12,490 | 15 → 30 | 10 → 156 → 10 | 21 → 253 → 0 | 1,000 → 1,4001,000 → 700 | Leadership 40 → 45; Charge bonus 5 → 10; Melee attack interval 4.3 s → 4 s; Mass 2,090 → 2,575; Ammunition 22 → 30; Missile base damage 70 → 140; Missile AP damage 170 → 60; Reload time 18 s → 16 s; Upkeep 250 → 175; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash!, Expendable | |
| 60 → 805,640 → 13,200 | 45 | 22 → 2532 → 30 | 21 → 256 → 20 | 425 → 900425 → 450 | Missile block 30% → 45%; Speed 78 → 80; Bonus vs large 0 → 10; Charge bonus 22 → 25; Melee attack interval 4.3 s → 3.5 s; Mass 790 → 775; Upkeep 106 → 112; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash!, Stalk; Removed: Hide (forest) | |
| 60 → 805,100 → 13,200 | 45 | 15 → 2022 → 25 | 20 → 156 → 20 | 475 → 1,000475 → 500 | Leadership 44 → 50; Speed 78 → 80; Charge bonus 14 → 25; Melee attack interval 4 s → 3.5 s; Mass 790 → 775; Range 100 m → 130 m; Ammunition 20 → 26; Missile base damage 9 → 12; Missile AP damage 2 → 3; Upkeep 119 → 125; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → —; New: Proppa Smash!, Stalk; Removed: Hide (forest) | |
| 12 → 86,816 → 7,000 | 45 → 35 | 16 → 2520 | 18 → 356 → 5 | 500 → 1,050500 → 525 | Leadership 45 → 50; Bonus vs infantry 12 → 10; Charge bonus 38 → 75; Mass 2,090 → 2,075; Range 115 m → 145 m; Ammunition 46 → 50; Missile base damage 26 → 32; Missile AP damage 4 → 8; Reload time 6 s → 3 s; Upkeep 125 → 131; Quest battle cap (main_units.multiplayer_qb_cap) 5 → —; New: Proppa Smash!, Vanguard Deployment | |
| 60 → 806,840 → 19,200 | 65 → 60 | 22 → 3024 → 40 | 10 → 2020 → 25 | 650 → 1,500650 → 750 | Speed 70 → 60; Bonus vs infantry 0 → 5; Charge bonus 48 → 55; Melee attack interval 4.6 s → 4 s; Mass 1,330 → 1,375; Upkeep 163 → 187; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash! | |
| 60 → 806,840 → 19,200 | 35 → 25 | 26 → 3520 → 10 | 10 → 4020 → 15 | 700 → 1,500700 → 750 | Bonus vs large 0 → 15; Charge bonus 56 → 60; Melee attack interval 4.6 s → 4 s; Mass 1,330 → 1,375; Upkeep 188 → 187; Physical resistance 25% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash! | |
| 120 → 1606,480 → 11,200 | 15 | 15 → 2020 → 15 | 20 → 257 → 5 | 450 → 800450 → 400 | Leadership 40 → 45; Charge bonus 9 → 10; Mass 90 → 75; Range 115 m → 130 m; Ammunition 24 → 30; Missile base damage 11 → 10; Missile AP damage 1 → 2; Reload time 8 s → 7 s; Upkeep 112 → 100; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash!, Gobbo Net | |
| 160 → 2208,960 → 15,400 | 15 | 26 → 2524 → 25 | 20 → 257 → 5 | 400 → 800400 | Missile block 35% → 45%; Leadership 44 → 45; Charge bonus 14 → 15; Mass 90 → 75; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash!, Gobbo Net | |
| 100 → 12010,800 → 20,400 | 50 → 65 | 38 → 4028 → 30 | 29 → 2013 → 30 | 750 → 1,900750 → 950 | Leadership 68 → 65; Speed 31 → 32; Bonus vs large 8 → 0; Charge bonus 27 → 35; Melee attack interval 3.9 s → 4 s; Mass 210 → 200; Upkeep 187 → 237; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash! | |
| 100 → 12010,800 → 20,400 | 0 | 40 → 3525 | 29 → 3513 → 15 | 850 → 1,900850 → 950 | Leadership 68 → 70; Speed 37 → 40; Bonus vs large 8 → 20; Charge bonus 34 → 40; Melee attack interval 3.9 s → 4 s; Mass 180 → 175; Upkeep 212 → 237; Physical resistance 25% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash! | |
| 16 → 127,904 → 12,000 | 40 → 70 | 34 → 4032 → 30 | 30 → 7570 → 50 | 800 → 2,200750 → 1,100 | Leadership 45 → 40; Speed 54 → 55; Charge bonus 24 → 50; Melee attack interval 3.8 s → 5 s; Mass 1,500 → 2,000; Upkeep 200 → 275; Missile resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Troll Metabolism, Stupidity; Removed: Regeneration | |
| 60 → 805,100 → 13,200 | 45 | 15 → 2022 → 25 | 13 → 1514 → 20 | 475 → 1,000475 → 500 | Speed 78 → 80; Charge bonus 14 → 25; Mass 790 → 775; Range 100 m → 130 m; Ammunition 20 → 26; Missile base damage 5 → 12; Missile AP damage 6 → 3; Upkeep 119 → 125; Missile resistance 0% → 10%; Fire resistance 40% → 75%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → —; New: Proppa Smash!, Stalk; Removed: Hide (forest) | |
| 40 → 1004,080 → 16,500 | 55 | 28 → 2530 → 35 | 10 → 1522 → 20 | 650 → 1,500650 → 750 | Leadership 60 → 55; Speed 82 → 75; Bonus vs infantry 10 → 5; Charge bonus 30 → 40; Melee attack interval 4 s → 3.5 s; Mass 840 → 825; Upkeep 163 → 187; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash!, Causes Fear | |
| 15,619 → 7,000 | 50 → 30 | 2532 → 35 | 135 → 125225 → 250 | 1,000 → 1,400700 | Speed 54 → 55; Charge bonus 24 → 25; Melee attack interval 4 s → 4.5 s; Mass 3,000 → 4,000; Upkeep 175 → 325; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash!, Troll Metabolism; Removed: Regeneration | |
| 16 → 127,904 → 12,000 | 40 → 30 | 34 → 5040 → 30 | 35 → 7570 → 50 | 900 → 2,800900 → 1,400 | Speed 54 → 55; Charge bonus 30 → 50; Melee attack interval 3.8 s → 4.5 s; Mass 1,500 → 2,000; Upkeep 225 → 350; Missile resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Stupidity, Troll Metabolism; Removed: Regeneration | |
| 16 → 127,904 → 12,000 | 70 → 100 | 36 → 4032 → 40 | 40 → 2580 → 100 | 1,100 → 3,0001,100 → 1,500 | Speed 54 → 45; Charge bonus 34 → 40; Melee attack interval 4 s → 5 s; Mass 1,500 → 3,000; Upkeep 275 → 375; Missile resistance 25% → 20%; Spell resistance 25% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Stupidity, Troll Metabolism; Removed: Regeneration | |
| 12 → 85,088 → 8,000 | 50 | 26 → 2524 → 25 | 10 → 1515 → 25 | 650 → 1,250700 → 625 | Charge bonus 45 → 80; Upkeep 163 → 156; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —; New: Proppa Smash! | |
| 12 → 86,288 → 10,800 | 60 | 3022 → 25 | 12 → 1523 → 40 | 900 → 1,750850 → 875 | Bonus vs infantry 15 → 20; Charge bonus 35 → 40; Mass 2,000 → 2,500; Upkeep 225 → 218; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —; New: Proppa Smash! | |
| 60 → 807,920 → 21,200 | 85 → 65 | 22 → 4026 → 35 | 9 → 2023 → 25 | 850 → 2,100900 → 1,050 | Leadership 68 → 65; Speed 70 → 60; Bonus vs infantry 0 → 10; Bonus vs large 12 → 0; Charge bonus 50 → 65; Melee attack interval 5.1 s → 4 s; Mass 1,630 → 1,625; Upkeep 214 → 262; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash! | |
| 45,736 → 11,000 | 80 → 75 | 30 → 3526 → 25 | 10 → 3032 → 40 | 750 → 1,850750 → 925 | Speed 70 → 60; Bonus vs infantry 18 → 20; Charge bonus 72 → 120; Mass 2,830 → 3,125; Upkeep 188 → 231; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash!, Causes Fear | |
| 60 → 807,920 → 21,200 | 35 → 25 | 28 → 4522 → 15 | 12 → 4024 → 15 | 1,000 → 2,1001,000 → 1,050 | Leadership 68 → 70; Bonus vs large 5 → 25; Charge bonus 58 → 70; Melee attack interval 4.5 s → 4 s; Mass 1,630 → 1,625; Upkeep 275 → 262; Physical resistance 25% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash! | |
| 80 → 10010,800 → 19,000 | 110 → 120 | 38 → 4532 → 35 | 14 → 2536 → 35 | 1,100 → 2,9001,100 → 1,450 | Leadership 72 → 75; Speed 29 → 32; Charge bonus 36 → 35; Melee attack interval 3.7 s → 4 s; Mass 190 → 300; Upkeep 275 → 362; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Larger Proppa Smash!, Encourage; Removed: Unstoppable Choppas | |
| 160 → 2208,960 → 15,400 | 15 | 26 → 2524 → 25 | 20 → 257 → 5 | 525 → 950525 → 475 | Missile block 35% → 45%; Leadership 44 → 50; Charge bonus 14 → 15; Melee attack interval 4 s → 3.5 s; Mass 90 → 75; Upkeep 131 → 118; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash!, Frenzy | |
| 120 → 1606,480 → 11,200 | 15 | 15 → 2020 → 15 | 20 → 257 → 5 | 600 → 950600 → 475 | Leadership 40 → 50; Charge bonus 9 → 10; Melee attack interval 4 s → 3.5 s; Mass 90 → 75; Range 115 m → 130 m; Ammunition 24 → 30; Missile base damage 11 → 10; Missile AP damage 1 → 2; Reload time 8 s → 7 s; Upkeep 151 → 118; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash!, Frenzy | |
| 110,029 → 12,000 | 120 → 150 | 58 → 5530 → 40 | 140 → 125360 → 325 | 1,700 → 4,2001,700 → 2,100 | Leadership 65 → 55; Speed 57 → 55; Bonus vs large 20 → 60; Charge bonus 40 → 55; Melee attack interval 3.2 s → 4 s; Mass 4,100 → 5,100; Upkeep 425 → 525; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Vigorous | |
| 4 → 64,212 → 11,190 | 15 → 30 | 14 → 159 → 30 | 21 → 253 → 0 | 800 → 1,800800 → 900 | Charge bonus 5 → 10; Melee attack interval 4.3 s → 4 s; Mass 2,090 → 2,575; Range 400 m → 375 m; Ammunition 22 → 30; Missile base damage 35 → 75; Missile AP damage 135 → 145; Reload time 18 s → 10 s; Upkeep 200 → 225; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Proppa Smash!, Expendable | |
| 60 → 807,920 → 21,200 | 100 → 90 | 30 → 4035 → 45 | 9 → 2023 → 35 | 1,050 → 2,7001,050 → 1,350 | Leadership 78 → 75; Speed 70 → 60; Bonus vs large 12 → 0; Charge bonus 50 → 65; Melee attack interval 5.1 s → 4 s; Mass 1,630 → 1,625; Upkeep 263 → 337; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Larger Proppa Smash!, Bolstered Command, Immune to Psychology; Removed: Encourage | |
| 60 → 805,100 → 13,200 | 45 | 20 → 3029 → 25 | 206 → 25 | 625 → 1,400625 → 700 | Leadership 54 → 55; Speed 78 → 80; Bonus vs large 0 → 10; Charge bonus 14 → 30; Melee attack interval 4 s → 3.5 s; Mass 790 → 775; Range 100 m → 130 m; Ammunition 20 → 26; Missile base damage 9 → 12; Missile AP damage 2 → 3; Upkeep 156 → 175; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Proppa Smash!; Removed: Hide (forest) | |
| 40 → 1004,080 → 16,500 | 25 → 35 | 36 → 2528 → 35 | 10 → 1522 → 20 | 750 → 1,500750 | Leadership 70 → 55; Speed 82 → 75; Bonus vs infantry 10 → 5; Charge bonus 35 → 50; Melee attack interval 4 s → 3.5 s; Mass 840 → 825; Upkeep 188 → 187; Missile resistance 25% → 50%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Proppa Smash!, Gobbo Net, Causes Fear | |
| 80 → 1004,560 → 12,500 | 25 → 35 | 20 → 2519 → 25 | 21 → 253 → 0 | 600 → 1,100600 → 550 | Leadership 48 → 55; Speed 92 → 100; Charge bonus 18 → 30; Melee attack interval 4.3 s → 4 s; Mass 440 → 575; Range 100 m → 130 m; Ammunition 18 → 26; Missile base damage 1 → 2; Missile AP damage 10 → 13; Reload time 8 s → 9 s; Upkeep 150 → 137; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Proppa Smash!; Removed: Expendable | |
| 80 → 1004,720 → 12,500 | 25 → 35 | 29 → 3529 → 30 | 19 → 255 | 425 → 1,050425 → 525 | Missile block 30% → 55%; Leadership 54 → 50; Speed 92 → 100; Charge bonus 23 → 35; Melee attack interval 4.5 s → 3.5 s; Mass 440 → 575; Upkeep 106 → 131; Physical resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Proppa Smash!; Removed: Expendable | |
| 12 → 86,816 → 8,000 | 45 → 35 | 22 → 2527 → 30 | 18 → 356 → 5 | 650 → 1,400650 → 700 | Bonus vs infantry 12 → 10; Charge bonus 38 → 75; Mass 2,090 → 2,075; Range 115 m → 145 m; Ammunition 46 → 50; Missile base damage 26 → 40; Missile AP damage 4 → 10; Reload time 6 s → 3 s; Upkeep 163 → 175; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Proppa Smash!; Removed: Strider | |
| 160 → 2208,960 → 15,400 | 15 | 34 → 3031 → 25 | 20 → 257 → 5 | 725 → 1,350725 → 675 | Missile block 35% → 0%; Bonus vs infantry 0 → 5; Charge bonus 14 → 35; Melee attack interval 4 s → 3 s; Mass 90 → 75; Upkeep 181 → 168; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Proppa Smash!, Frenzy, Expendable | |
| 120 → 1606,480 → 11,200 | 15 | 2027 → 25 | 20 → 257 → 5 | 600 → 1,150600 → 575 | Charge bonus 9 → 10; Mass 90 → 75; Range 115 m → 150 m; Ammunition 24 → 30; Missile base damage 11 → 10; Missile AP damage 1 → 2; Reload time 8 s → 7 s; Upkeep 150 → 143; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Proppa Smash!, Gobbo Net, Expendable | |
| 160 → 2208,960 → 15,400 | 15 → 25 | 34 → 2531 → 35 | 21 → 306 → 5 | 550 → 1,200550 → 600 | Missile block 35% → 55%; Leadership 54 → 50; Charge bonus 14 → 15; Melee attack interval 4.3 s → 3.5 s; Mass 90 → 75; Upkeep 138 → 150; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Proppa Smash!, Gobbo Net, Guardian, Expendable | |
| 80 → 10010,800 → 19,000 | 110 → 120 | 43 → 5546 → 35 | 51 → 2521 → 35 | 1,350 → 3,5001,350 → 1,750 | Leadership 82 → 85; Speed 29 → 32; Bonus vs infantry 8 → 20; Charge bonus 42 → 35; Mass 190 → 300; Upkeep 337 → 438; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Larger Proppa Smash!, Dauntless Fury, Causes Fear, Encourage; Removed: Immovable Bulwark, Unstoppable Choppas | |
| 110,029 → 15,000 | 120 → 150 | 70 → 6538 → 45 | 140 → 100360 → 375 | 2,100 → 5,2002,100 → 2,600 | Leadership 75 → 60; Speed 57 → 55; Bonus vs large 20 → 75; Charge bonus 40 → 75; Melee attack interval 3.2 s → 4 s; Mass 4,100 → 5,100; Upkeep 525 → 650; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Vigorous | |
| 112,620 → 15,500 | 50 → 35 | 65 → 7030 → 35 | 200500 → 325 | 1,500 → 3,2001,400 → 1,600 | Leadership 100 → 80; Speed 39 → 40; Charge bonus 40 → 45; Mass 6,500 → 7,500; Upkeep 375 → 400; Physical resistance 0% → 10%; Missile resistance 15% → 50%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Savage Roar, Bolstered Leadership, Trample | |
| 110,400 → 11,000 | 60 → 50 | 52 → 5532 → 25 | 140 → 550300 → 200 | 1,600 → 3,6001,550 → 1,800 | Leadership 65 → 60; Speed 46 → 45; Charge bonus 45 → 40; Melee attack interval 3.6 s → 3.5 s; Upkeep 400 → 450; Missile resistance 35% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Hydra Regeneration; Removed: Regeneration | |
| 16 → 127,904 → 12,000 | 40 → 30 | 43 → 6050 → 30 | 35 → 7570 → 50 | 1,200 → 3,3001,200 → 1,650 | Speed 54 → 55; Charge bonus 30 → 50; Melee attack interval 3.8 s → 4.5 s; Mass 1,500 → 2,000; Upkeep 300 → 412; Missile resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Stupidity, Troll Metabolism, Fatal Flatulence; Removed: Regeneration | |
| 116,000 → 20,000 | 150 | 6024 → 25 | 150 → 200450 → 500 | 2,000 → 4,4002,000 → 2,200 | Speed 31 → 30; Upkeep 500 → 550; Missile resistance 15% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Rubble, Wallbreaker, Unstoppable Charge, Immune to Contact Effects; Removed: Crumbling, Disintegrating | |
| 116,000 → 20,000 | 150 | 73 → 7031 → 35 | 150 → 200450 → 500 | 2,600 → 5,4002,600 → 2,700 | Speed 31 → 30; Missile base damage 90 → 100; Missile AP damage 360 → 300; Upkeep 650 → 675; Missile resistance 15% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Rubble, Wallbreaker, Unstoppable Charge, Immune to Contact Effects; Removed: Crumbling, Disintegrating | |
| 16,640 → 6,500 | 60 → 70 | 44 → 5028 → 30 | 150 → 200300 → 250 | 1,300 → 2,0001,200 → 1,000 | Speed 110 → 100; Bonus vs large 0 → 10; Mass 3,000 → 1,800; Upkeep 325 → 250 | |
| 12 → 85,088 → 8,000 | 50 | 27 → 2529 → 30 | 10 → 1515 → 25 | 700 → 1,350700 → 675 | Charge bonus 30 → 50; Mass 2,000 → 2,250; Upkeep 175 → 168; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Proppa Smash! | |
| 110,029 → 12,000 | 120 → 150 | 70 → 5538 → 40 | 140 → 125360 → 325 | 1,900 → 4,8001,900 → 2,400 | Leadership 75 → 55; Speed 57 → 55; Bonus vs large 20 → 60; Charge bonus 40 → 55; Melee attack interval 3.2 s → 3.5 s; Mass 4,100 → 5,100; Upkeep 475 → 600; Missile resistance 0% → 10%; Fire resistance 40% → 75%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Vigorous; Removed: Wounds | |
| 16,640 → 6,500 | 60 → 70 | 44 → 5028 → 30 | 150 → 200300 → 250 | 1,300 → 2,0001,200 → 1,000 | Speed 110 → 100; Bonus vs large 0 → 10; Mass 3,000 → 1,800; Upkeep 325 → 250 | |
| 160 → 2608,960 → 18,200 | 25 → 30 | 24 → 2524 → 20 | 206 → 0 | 300 → 650300 → 325 | Missile block 35% → 45%; Leadership 50 → 40; Speed 33 → 35; Bonus vs infantry 0 → 5; Charge bonus 12 → 10; Melee attack interval 4.3 s → 3.5 s; Mass 90 → 75; Upkeep 75 → 81; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash! | |
| 120 → 1609,720 → 19,200 | 30 → 35 | 20 → 3028 → 30 | 23 → 206 → 10 | 450 → 1,000450 → 500 | Missile block 35% → 30%; Speed 31 → 32; Bonus vs large 14 → 10; Charge bonus 12 → 25; Melee attack interval 3.9 s → 4 s; Mass 130 → 175; Upkeep 112 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash! | |
| 85,328 → 8,160 | 15 | 106 → 5 | 21 → 253 → 0 | 600 → 1,300600 → 650 | Speed 22 → 40; Melee attack interval 4.3 s → 4 s; Mass 2,090 → 2,075; Range 320 m → 400 m; Ammunition 22 → 30; Missile base damage 30 → 25; Missile AP damage 70 → 100; Reload time 12 s → 10 s; Upkeep 150 → 163; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Proppa Smash! | |
| 85,328 → 8,160 | 15 | 14 → 159 → 10 | 21 → 253 → 0 | 800 → 1,700800 → 850 | Speed 22 → 40; Melee attack interval 4.3 s → 4 s; Mass 2,090 → 2,075; Range 320 m → 400 m; Ammunition 22 → 30; Missile base damage 30 → 25; Missile AP damage 70 → 100; Reload time 10 s → 8 s; Upkeep 175 → 213; New: Proppa Smash! | |
| 46,152 → 8,000 | 40 | 4022 → 25 | 40100 → 80 | 950 → 1,900950 | Speed 82 → 80; Bonus vs infantry 20 → 15; Melee attack interval 3.2 s → 3 s; Missile resistance 15% → 10%; New: Proppa Smash!, Causes Fear; Removed: Immune to Psychology | |
| 15,648 → 7,000 | 100 | 6550 | 100380 → 400 | 1,100 → 2,0001,100 → 1,000 | Speed 36 → 35; Melee attack interval 4.2 s → 4 s; Mass 1,200 → 1,250; Upkeep 275 → 0; New: Larger Proppa Smash!, Immune to Psychology | |
| 16,256 → 8,000 | 100 | 6550 | 100380 → 400 | 1,300 → 2,8001,300 → 1,400 | Melee attack interval 4.2 s → 4 s; Mass 3,200 → 3,750; Upkeep 325 → 0; New: Larger Proppa Smash!, Immune to Psychology | |
| 13,485 → 4,250 | 25 | 3545 | 200140 → 150 | 400 → 800325 → 400 | Mass 350 → 500; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Proppa Smash!, Opportunist Murderer, Unspottable; Removed: Hide (forest) | |
| 14,052 → 4,750 | 55 | 3545 → 35 | 140 → 150200 | 600 → 1,200525 → 600 | Speed 82 → 75; Melee attack interval 4 s → 3.5 s; Mass 1,850 → 2,000; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Proppa Smash!, Opportunist Murderer, Stalk, Unspottable; Removed: Hide (forest), Immune to Psychology | |
| 14,186 → 5,500 | 0 | 42 → 5025 | 235 → 250115 → 125 | 1,000 → 1,400650 → 700 | Upkeep 250 → 325; Physical resistance 25% → 30%; New: Larger Proppa Smash! | |
| 14,796 → 6,000 | 25 | 42 → 5025 → 15 | 235 → 250115 → 125 | 1,100 → 2,200900 → 1,100 | Mass 3,000 → 2,700; Upkeep 275 → 425; Physical resistance 25% → 30%; New: Larger Proppa Smash! | |
| 16,648 → 6,500 | 60 | 45 → 5032 → 15 | 150 → 200300 → 250 | 1,600 → 3,4001,600 → 1,700 | Speed 110 → 100; Bonus vs large 0 → 10; Mass 4,200 → 3,000; Upkeep 400 → 575; Physical resistance 25% → 30%; New: Larger Proppa Smash! | |
| 14,508 → 5,750 | 55 | 52 → 5554 → 55 | 280 → 300140 → 150 | 0 → 1,500700 → 750 | Speed 78 → 80; Mass 1,700 → 1,500; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Larger Proppa Smash!, Immune to Flanking | |
| 80 → 10010,800 → 19,000 | 110 → 120 | 34 → 4042 → 50 | 34 → 2514 → 20 | 1,000 → 2,9001,000 → 1,450 | Missile block 55% → 60%; Leadership 72 → 75; Speed 29 → 32; Mass 190 → 300; Upkeep 250 → 362; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Larger Proppa Smash!, Encourage, Expert Charge Defence; Removed: Immovable Bulwark | |
| 90 → 1207,380 → 14,400 | 70 | 36 → 4032 → 30 | 26 → 258 → 10 | 725 → 2,000750 → 1,000 | Speed 31 → 32; Bonus vs infantry 0 → 5; Melee attack interval 3.9 s → 4 s; Mass 130 → 175; Ammunition 22 → 26; Missile base damage 18 → 20; Missile AP damage 6 → 10; Reload time 11 s → 12 s; Upkeep 180 → 250; New: Proppa Smash!, Bolstered Armour, Expert Charge Defence | |
| 19,997 → 12,000 | 120 | 58 → 5530 → 40 | 140 → 125360 → 325 | 1,950 → 4,2001,950 → 2,100 | Leadership 65 → 55; Speed 57 → 55; Bonus vs large 20 → 0; Melee attack interval 3.2 s → 4 s; Mass 4,100 → 5,100; Range 400 m → 300 m; Ammunition 22 → 26; Missile base damage 90 → 100; Missile AP damage 325 → 400; Upkeep 488 → 525; Quest battle cap (main_units.multiplayer_qb_cap) 2 → — | |
| 18,654 → 10,000 | 60 | 52 → 6028 → 30 | 120 → 150340 → 350 | 1,500 → 3,0001,500 | Melee attack interval 3.2 s → 3 s; Mass 4,000 → 5,000; Upkeep 330 → 375; Missile resistance 15% → 10% | |
| 18,654 → 10,000 | 60 | 64 → 6036 → 30 | 120 → 150340 → 350 | 1,850 → 3,7001,850 | Speed 90 → 110; Melee attack interval 3.2 s → 3 s; Mass 4,000 → 5,000; Upkeep 350 → 463; Missile resistance 15% → 10% |
New units in SFO
Savage Orc Warbossgrn_cha_savageboss1 model
6,000
35
70
40
50
25
400
55
30
1,000
Da Immortulz (Black Orcs)grn_black_orc_immortulz60 models
18,900
120
80
34
50
40
60
35
20
20
2,000
Taktikul Boyzgrn_poor_crossbow120 models
14,400
50
65
32
35
25
35
20
30
160
750
Forest Goblinsgrn_forest_spear200 models
17,000
15
45
40
30
15
30
15
450
Squig Big Burstagrn_giant_squig40 models
13,000
50
60
80
40
25
60
40
10
1,400
Boneklubber Tribe Savage Orcsgrn_savage_big_great100 models
19,000
0
75
45
45
30
65
50
40
40
1,400
Savage Rogue Idolgrn_savage_idol_61 model
22,500
150
100
25
70
35
775
30
30
3,250
Bony Boyzgrn_zombie_boyz160 models
19,200
10
50
28
30
10
35
25
250
Skills
Sneaky Stabberz
- −Leadership: +5 for all Goblin, Pump Wagon, Night Goblin and Squig Herd units (Rank 7 and above) (Lord's army)
- +Leadership: +5 for all Goblin, Pump Wagon, Night Goblin, Squig Herd and Colossal Squig units (Rank 7 and above) (Lord's army)
Out-Clevering
- +Level 1: Ambush defence chance: +3% (Lord's army)
- +Level 2: Ambush defence chance: +7% (Lord's army)
- +Level 3: Ambush defence chance: +15% (Lord's army)
Mob Boss
- −Level 1: Upkeep: -3% (Lord's army)
- −Level 2: Upkeep: -6% (Lord's army)
- −Level 3: Upkeep: -9% (Lord's army)
- +Level 1: Upkeep: -2% (Lord's army)
- +Level 2: Upkeep: -4% (Lord's army)
- +Level 3: Upkeep: -8% (Lord's army)
Really Green
- −Level 1: Corruption: -1 (local province)
- −Level 2: Corruption: -2 (local province)
- −Level 3: Corruption: -3 (local province)
- +Level 1: Corruption: -2 (local province)
- +Level 2: Corruption: -4 (local province)
- +Level 3: Corruption: -6 (local province)
Dust Wanderer
- −Campaign movement range: +5%
- +Campaign movement range: +5% for armies
His Great Immensity
- −Leadership: +9 for Goblin units (Lord's army)
- +Leadership: +8 for Goblin units (Lord's army)
Culinary Curmudgeon
- −Growth: +15 (all provinces)
- −Casualty replenishment rate: +5% (Lord's army)
- +Level 1: Growth: +20 (all provinces)
- +Level 1: Casualty replenishment rate: +5% (Lord's army)
- +Level 2: Growth: +40 (all provinces)
- +Level 2: Casualty replenishment rate: +10% (Lord's army)
Gargantuan Glutton
- −Physical resistance: 8%
- −Hit points: +8%
- +Level 1: Physical resistance: 5%
- +Level 1: Unit mass: +5%
- +Level 1: Hit points: +5%
- +Level 2: Physical resistance: 10%
- +Level 2: Unit mass: +10%
- +Level 2: Hit points: +10%
Chariot Races
- −Attribute: Perfect Vigour for Chariots and Pump Wagon units (Lord's army)
- −Armour: +10 for Chariots and Pump Wagon units (Lord's army)
- −Speed: +12% for Chariot and Pump Wagon units (Lord's army)
- +Level 1: Attribute: Perfect Vigour for Chariots and Pump Wagon units (Lord's army)
- +Level 1: Armour: +10 for Chariots and Pump Wagon units (Lord's army)
- +Level 1: Speed: +10% for Chariot and Pump Wagon units (Lord's army)
- +Level 2: Attribute: Perfect Vigour for Chariots and Pump Wagon units (Lord's army)
- +Level 2: Armour: +20 for Chariots and Pump Wagon units (Lord's army)
- +Level 2: Speed: +20% for Chariot and Pump Wagon units (Lord's army)
Boisterous Shakedown
- −Magic item drop chance from battle: +15%
- −Income from post-battle loot: +20%
- −Income from sacking settlements: +15%
- +Level 1: Magic item drop chance from battle: +5%
- +Level 1: Income from post-battle loot: +5%
- +Level 1: Experience gain: +5% for units (Lord's army)
- +Level 1: Income from sacking settlements: +5%
- +Level 2: Magic item drop chance from battle: +10%
- +Level 2: Income from post-battle loot: +10%
- +Level 2: Experience gain: +10% for units (Lord's army)
- +Level 2: Income from sacking settlements: +10%
Down to Size
- −Bonus vs Large: +10 for Goblin units (Lord's army)
- −Melee attack: +6 for Goblin units (Lord's army)
- +Level 1: Bonus vs Large: +5 for Goblin units (Lord's army)
- +Level 1: Melee attack: +5 for Goblin units (Lord's army)
- +Level 2: Bonus vs Large: +10 for Goblin units (Lord's army)
- +Level 2: Melee attack: +10 for Goblin units (Lord's army)
Comin' Back!
- −Enemy leadership: -7 for Elven units (local region)
- −Wound recovery time: -1 turns
- +Level 1: Enemy leadership: -5 for Elven units (enemy armies in region)
- +Level 1: Wound recovery time: -2 turns
- +Level 2: Enemy leadership: -10 for Elven units (enemy armies in region)
- +Level 2: Wound recovery time: -4 turns
Big 'Ead Trophies
- −Bonus vs Large: +15
- +Bonus vs Large: +30
Boss of da Field
- −Cooldown: -30% to "Get Back 'Ere!" and "Smash 'Em Faster"
- +Cooldown: -20% to "Get Back 'Ere!" and "Smash 'Em Faster"
Foul Diet
- −Cooldown: -50% to "Swamp Breath"
- −Ability number of uses: +3 for "Swamp Breath"
- +Cooldown: -25% to "Swamp Breath"
- +Ability number of uses: +2 for "Swamp Breath"
Fetid Regeneration
- −Battle healing cap: +50%
- +Battle healing cap: +25%
Miasma
- −Spell intensity: +50% for "Doom & Darkness" and "Soulblight"
- +Spell intensity: +25% for "Doom & Darkness" and "Soulblight"
Runt Choppa
- −Bonus vs Infantry: +30
- +Bonus vs Infantry: +20
Boyz to da Front!
- −Melee attack: +3 for Melee Infantry units (all armies factionwide)
- −Melee defence: +3 for Melee Infantry units (all armies factionwide)
- −Weapon strength: +10% for Melee Infantry units (all armies factionwide)
- +Level 1: Melee attack: +1 for Melee Infantry units (all armies factionwide)
- +Level 1: Melee defence: +1 for Melee Infantry units (all armies factionwide)
- +Level 1: Weapon strength: +4% for Melee Infantry units (all armies factionwide)
- +Level 2: Melee attack: +2 for Melee Infantry units (all armies factionwide)
- +Level 2: Melee defence: +2 for Melee Infantry units (all armies factionwide)
- +Level 2: Weapon strength: +8% for Melee Infantry units (all armies factionwide)
Shootaz to da Back!
- −Passive ability: "Dig In!" for ranged units (Rank 7 and above) (Lord's army)
- −Missile strength: +10% (Lord's army)
- −Ammunition: +10% (Lord's army)
- +Level 1: Passive ability: "Dig In!" for ranged units (Rank 7 and above) (Lord's army)
- +Level 1: Missile strength: +5% (Lord's army)
- +Level 1: Ammunition: +5% (Lord's army)
- +Level 2: Passive ability: "Dig In!" for ranged units (Rank 7 and above) (Lord's army)
- +Level 2: Missile strength: +20% (Lord's army)
- +Level 2: Ammunition: +20% (Lord's army)
Riderz on da Flankz!
- −Attribute: Strider for cavalry units (Rank 7 and above) (Lord's army)
- −Charge bonus: +15% for Cavalry units (Lord's army)
- −Speed: +10% for Cavalry units (Lord's army)
- +Level 1: Attribute: Strider for cavalry units (Rank 7 and above) (Lord's army)
- +Level 1: Charge bonus: +5% for Cavalry units (Lord's army)
- +Level 1: Speed: +5% for Cavalry units (Lord's army)
- +Level 2: Attribute: Strider for cavalry units (Rank 7 and above) (Lord's army)
- +Level 2: Charge bonus: +20% for Cavalry units (Lord's army)
- +Level 2: Speed: +20% for Cavalry units (Lord's army)
I'll Lead da Charge!
- −Passive ability: "Da Great Leader"
- −Attribute: Glorious Charge
- −Charge bonus: +20
- +Level 1: Passive ability: "Da Great Leader"
- +Level 1: Attribute: Glorious Charge
- +Level 1: Charge bonus: +20
- +Level 2: Passive ability: "Da Great Leader"
- +Level 2: Attribute: Glorious Charge
- +Level 2: Charge bonus: +60
Let's go to Waaagh!
- −Upkeep: -50% for Waaagh! Mobs units (Lord's army)
- −Vigour loss reduction: -33% (Lord's army)
- +Upkeep: -40% for Waaagh! Mobs units (Lord's army)
- +Vigour loss reduction: -40% (Lord's army)
Release da Squigs!
- −Passive ability: "Loner" for Squig Herd and Colossal Squig units (Hero's army)
- −Attribute: Vanguard Deployment for Squig Herd and Colossal Squig units (Hero's army)
- +Level 1: Passive ability: "Loner" for Squig Herd and Colossal Squig units (Hero's army)
- +Level 1: Attribute: Vanguard Deployment for Squig Herd and Colossal Squig units (Hero's army)
- +Level 2: Passive ability: "Loner" for Squig Herd and Colossal Squig units (Hero's army)
- +Level 2: Attribute: Vanguard Deployment for Squig Herd and Colossal Squig units (Hero's army)
- +Level 2: Character experience gain: +25%
- +Level 3: Passive ability: "Loner" for Squig Herd and Colossal Squig units (Hero's army)
- +Level 3: Attribute: Vanguard Deployment for Squig Herd and Colossal Squig units (Hero's army)
- +Level 3: Character experience gain: +50%
Craziest Squigs
- −Passive ability: "Frenzy" for Squig Hoppers and Mangler Squigs units (Hero's army)
- −Attribute: Causes Fear for Squig Hoppers and Mangler Squigs units (Hero's army)
- +Level 1: Passive ability: "Frenzy" for Squig Hoppers and Mangler Squigs units (Hero's army)
- +Level 1: Attribute: Causes Fear for Squig Hoppers and Mangler Squigs units (Hero's army)
- +Level 1: Unit mass: +25%
- +Level 2: Passive ability: "Frenzy" for Squig Hoppers and Mangler Squigs units (Hero's army)
- +Level 2: Attribute: Causes Fear for Squig Hoppers and Mangler Squigs units (Hero's army)
- +Level 2: Unit mass: +50%
- +Level 3: Passive ability: "Frenzy" for Squig Hoppers and Mangler Squigs units (Hero's army)
- +Level 3: Attribute: Causes Fear for Squig Hoppers and Mangler Squigs units (Hero's army)
- +Level 3: Unit mass: +100%
Herder
- −Recruit rank: +1 for Squig units (Hero's army)
- −Upkeep: -5% for Squig units (Hero's army)
- +Level 1: Recruit rank: +1 for Squig units (Hero's army)
- +Level 1: Upkeep: -3% for Squig units (Hero's army)
- +Level 1: Recruitment cost: -3% for Squig units (Hero's army)
- +Level 2: Recruit rank: +1 for Squig units (Hero's army)
- +Level 2: Upkeep: -6% for Squig units (Hero's army)
- +Level 2: Recruitment cost: -6% for Squig units (Hero's army)
- +Level 3: Recruit rank: +1 for Squig units (Hero's army)
- +Level 3: Upkeep: -12% for Squig units (Hero's army)
- +Level 3: Recruitment cost: -12% for Squig units (Hero's army)
Manstabba
- −Armour-piercing weapon damage: +45
- −Bonus vs Infantry: +15
- +Armour-piercing weapon damage: +25
- +Bonus vs Infantry: +10
You'z All Dyin' First!
- −Ward save: +10%
- +Ward save: +5%
Smart Hidin'
- −Attribute: Stalk
- −Physical resistance: 15%
- −Speed: +15%
- +Level 1: Attribute: Stalk
- +Level 1: Physical resistance: 10%
- +Level 1: Speed: +10%
- +Level 2: Attribute: Stalk
- +Level 2: Physical resistance: 25%
- +Level 2: Speed: +25%
Underbosses
- −Steal +25% of the experience earned by other Lords
- −Unlocks Hero recruitment: Goblin Big Boss (all provinces)
- −Unlocks Hero recruitment: Night Goblin Shaman (all provinces)
- +Level 1: Steal +25% of the experience earned by other Lords
- +Level 1: Unlocks Hero recruitment: Goblin Big Boss (all provinces)
- +Level 1: Unlocks Hero recruitment: Night Goblin Shaman (all provinces)
- +Level 2: Character experience gain per turn: +400
- +Level 2: Steal +25% of the experience earned by other Lords
- +Level 2: Unlocks Hero recruitment: Goblin Big Boss (all provinces)
- +Level 2: Unlocks Hero recruitment: Night Goblin Shaman (all provinces)
Cough 'em up!
- −Magic item drop chance from battle: +30%
- −Post battle chance of stealing a magic item: +30%
- +Level 1: Magic item drop chance from battle: +30%
- +Level 1: Post battle chance of stealing a magic item: +30%
- +Level 2: Magic item drop chance from battle: +60%
- +Level 2: Post battle chance of stealing a magic item: +60%
Backstairs Tactics
- −Armour-piercing weapon damage: +6 during ambushes (Lord's army)
- −Leadership: +10 during ambushes (Lord's army)
- +Armour-piercing weapon damage: +8 during ambushes (Lord's army)
- +Ambush defence chance: +25% (Lord's army)
- +Leadership: +8 during ambushes (Lord's army)
Real Savage Boyz
- −Charge bonus: +12 for Savage Orc and Savage Orc Cavalry units (Lord's army)
- −Melee attack: +8 for Savage Orc and Savage Orc Cavalry units (Lord's army)
- +Melee attack: +5 for Savage Orc and Savage Orc Cavalry units (Lord's army)
- +Charge bonus: +10 for Savage Orc and Savage Orc Cavalry units (Lord's army)
Gork an' Mork
- −Cooldown: -10% to Big Waaagh! spells (all characters)
- −Cooldown: -10% to Little Waaagh! spells (all characters)
- +Level 1: Cooldown: -10% to Little Waaagh! spells (all characters factionwide)
- +Level 1: Cooldown: -10% to Big Waaagh! spells (all characters factionwide)
- +Level 2: Physical resistance: 10% (Lord's army)
- +Level 2: Cooldown: -10% to Little Waaagh! spells (all characters factionwide)
- +Level 2: Cooldown: -10% to Big Waaagh! spells (all characters factionwide)
Fury of Da Prophet!
- −Strips enemies of any Spell Resistance they may have! (enemy armies in region)
- −Enables magical attacks (Lord's army)
- +Level 1: Strips enemies of any Spell Resistance they may have! (enemy armies in region)
- +Level 1: Enables magical attacks (Lord's army)
- +Level 2: Strips enemies of any Spell Resistance they may have! (enemy armies in region)
- +Level 2: Enables magical attacks (Lord's army)
- +Level 2: Speed: +20% (Lord's army)
Wild Feet!
- −Attribute: Perfect Vigour
- −Melee defence: +15
- −Speed: +25%
- +Level 1: Attribute: Perfect Vigour
- +Level 1: Melee defence: +5
- +Level 1: Speed: +10%
- +Level 2: Enemy vigour loss reduction: +10% (enemy armies in local region)
- +Level 2: Attribute: Perfect Vigour
- +Level 2: Melee defence: +10
- +Level 2: Speed: +20%
Titanic Beat!
- −Winds of Magic cost: -6 for "Foot of Gork"
- −Winds of Magic cost: -9 for "Foot of Gork Upgraded"
- +Winds of Magic cost: -5 for "Foot of Gork"
- +Ward save: +10% for Giant units (Lord's army)
- +Ability: "Eat da Runts!" for Giant units (Lord's army)
- +Global recruitment duration: -1 turn for Savage Orcs, Trolls, Rogue Idols, Wyverns and Giants units (minimum 1) (factionwide)
- +Winds of Magic cost: -5 for "Foot of Gork Upgraded"
Imbued by Madness
- −Upkeep: -25% for all Orc Boyz, Big 'Uns and Savage Orc infantry and cavalry units (Lord's army)
- +Upkeep: -10% for all Orc Boyz, Big 'Uns and Savage Orc infantry and cavalry units (Lord's army)
Earthshaking Orders
- −Melee defence: +8 for all Orc Boyz, Big 'Uns and Savage Orc infantry and cavalry units (Lord's army)
- −Speed: +12% for all Orc Boyz, Big 'Uns and Savage Orc infantry and cavalry units (Lord's army)
- −Base missile damage: +15% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
- +Level 1: Melee defence: +4 for all Orc Boyz, Big 'Uns and Savage Orc infantry and cavalry units (Lord's army)
- +Level 1: Speed: +10% for all Orc Boyz, Big 'Uns and Savage Orc infantry and cavalry units (Lord's army)
- +Level 1: Base missile damage: +10% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
- +Level 2: Melee defence: +8 for all Orc Boyz, Big 'Uns and Savage Orc infantry and cavalry units (Lord's army)
- +Level 2: Speed: +20% for all Orc Boyz, Big 'Uns and Savage Orc infantry and cavalry units (Lord's army)
- +Level 2: Base missile damage: +20% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
Insane Visions
- −Hero capacity: +1 for Shamans
- −Hero recruit rank: +4 for Shamans (all provinces)
- +Level 1: Hero capacity: +1 for Shamans
- +Level 1: Hero recruit rank: +4 for Shamans (own local province)
- +Level 2: Hero capacity: +2 for Shamans
- +Level 2: Hero recruit rank: +8 for Shamans (own local province)
Not Orcy Enuff!
- −Attribute: Vanguard Deployment for all Orc Boyz, Big 'Uns and Savage Orc infantry and cavalry units (Lord's army)
- −Attrition: +15% when under siege (enemy armies in local region)
- −Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +24%
- +Level 1: Attribute: Vanguard Deployment for all Orc Boyz, Big 'Uns and Savage Orc infantry and cavalry units (Lord's army)
- +Level 1: Attrition: +15% when under siege (enemy armies in local region)
- +Level 1: Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +15%
- +Level 2: Attribute: Vanguard Deployment for all Orc Boyz, Big 'Uns and Savage Orc infantry and cavalry units (Lord's army)
- +Level 2: Attrition: +30% when under siege (enemy armies in local region)
- +Level 2: Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +30%
Wild Abandon
- −Charge bonus: +20
- −Melee attack: +8
- +Level 1: Charge bonus: +20
- +Level 1: Melee attack: +5
- +Level 2: Charge bonus: +40
- +Level 2: Melee attack: +10
Darkest Nimbus
- −Winds of Magic power reserve capacity: +15 (own army)
- +Passive ability: "Feral Rage" removed for Feral Wyvern units (own armies in province)
- +Winds of Magic power reserve capacity: +10
Hatred
- −Weapon strength: +15%
- +Weapon strength: +10% when attacking
- +Weapon strength: +10%
Black Orc Wrecking Ball
- −Armour-piercing weapon damage: +9 for Black Orc units (Lord's army)
- −Charge bonus: +12 for Black Orc units (Lord's army)
- +Level 1: Armour-piercing weapon damage: +5 for Black Orc units (Lord's army)
- +Level 1: Charge bonus: +15 for Black Orc units (Lord's army)
- +Level 2: Armour-piercing weapon damage: +10 for Black Orc units (Lord's army)
- +Level 2: Charge bonus: +30 for Black Orc units (Lord's army)
Bigger 'n' 'Arder
- −Weapon strength: +10% for Orc Big 'Uns and Savage Orc Big 'Uns units (Lord's army)
- −Leadership: +8 for Orc Big 'Uns and Savage Orc Big 'Uns units (Lord's army)
- +Level 1: Bonus vs Large: +4 for Orc Big 'Uns, Boneklubber Tribe Savage Orcs and Savage Orc Big 'Uns units (Lord's army)
- +Level 1: Leadership: +4 for Orc Big 'Uns, Boneklubber Tribe Savage Orcs and Savage Orc Big 'Uns units (Lord's army)
- +Level 1: Weapon strength: +5% for Orc Big 'Uns and Savage Orc Big 'Uns units (Lord's army)
- +Level 2: Bonus vs Large: +8 for Orc Big 'Uns, Boneklubber Tribe Savage Orcs and Savage Orc Big 'Uns units (Lord's army)
- +Level 2: Leadership: +8 for Orc Big 'Uns, Boneklubber Tribe Savage Orcs and Savage Orc Big 'Uns units (Lord's army)
- +Level 2: Weapon strength: +10% for Orc Big 'Uns and Savage Orc Big 'Uns units (Lord's army)
Imposing Presence
- −Attribute: Causes Fear
- −Attribute: Causes Terror
- +Level 1: Attribute: Causes Fear
- +Level 1: Attribute: Causes Terror
- +Level 2: Leadership: -10 for enemy Lords and embedded Heroes (enemy armies in region)
- +Level 2: Attribute: Causes Fear
- +Level 2: Attribute: Causes Terror
From the Front
- −Passive ability: "Frenzy"
- −Speed: +10%
- −Hit points: +15%
- +Level 1: Passive ability: "Frenzy"
- +Level 1: Speed: +5%
- +Level 1: Hit points: +5%
- +Level 2: Passive ability: "Frenzy"
- +Level 2: Speed: +15%
- +Level 2: Hit points: +15%
Thirst for Battle
- −Replenishes 15% campaign movement range after winning a battle
- +Replenishes 10% campaign movement range after winning a battle
- +Removes Cause Fear from all enemies
- +Control: -4 (enemy local province)
- +Control: +4 (own local province)
- Ability icon: — → ui/battle ui/ability_icons/causes_fear
Unbreakable
- +Attrition: -10% casualties suffered from all attrition (Lord's army)
War Boarnew
- +Mount: War Boar
Fancy Charmsnew
- +Physical resistance: 10% for Savage Orc units (Lord's army)
- +Armour-piercing weapon damage: +5 for Savage Orc Cavalry units (Lord's army)
- +Character experience gain per turn: +100
- +Recruitment cost: +100% for Savage Orc Warboss (all provinces)
Get a Move on!new
- +Speed: +2% for Savage Orcs, Trolls, Rogue Idols, Wyverns and Giants units (all armies factionwide)
- +Charge bonus: +2% for Savage Orcs, Trolls, Rogue Idols, Wyverns and Giants units (all armies factionwide)
Bonkers Warbossnew
- +Upkeep: -2% for Savage Orcs, Trolls, Rogue Idols, Wyverns and Giants units (all armies factionwide)
Orcy Avatarnew
- +Melee attack: +2 for Savage Orcs, Trolls, Rogue Idols, Wyverns and Giants units (all armies factionwide)
Eyes on da Prizenew
- +Income from post-battle loot: -25%
- +Growth: +20 (all provinces)
‘urry up!new
- +Campaign movement range: +25%
- +Melee defence: -5 (Lord's army)
Goblin Tinkerer Retinuenew
- +Research rate: +5
- +Construction time: +20% for all buildings (local province)
- +Scrap: +1 per turn
Slapped on Scrapnew
- +Melee attack: -5 (Lord's army)
- +Armour: +10 (Lord's army)
- +Physical resistance: 5% (Lord's army)
Green is Bestnew
- +Recruitment cost: +10% for all units (Lord's army)
- +Local recruitment capacity: +2 (local province)
Adorned by Teefnew
- +Upkeep: +25% for Lords and Heroes (Lord's army)
- +Character's aura leadership effect: +10 (Lord's army)
Furious WAAAGHnew
- +Upkeep: +5% (Lord's army)
- +Armour: +5 when in foreign territory (Lord's army)
- +Constant casualty replenishment rate: +5% (Lord's army)
Waaagh! Pathnew
- +Enemy leadership: -10 (enemy armies in region)
Measured Ragenew
- +Vigour loss reduction: -20%
Sharpened Choppasnew
- +Level 1: Weapon strength: +7% when attacking
- +Level 2: Weapon strength: +15% when attacking
- +Level 3: Weapon strength: +25% when attacking
Leading From the Frontnew
- +Level 1: Charge bonus: +10
- +Level 2: Charge bonus: +20
- +Level 3: Charge bonus: +30
Bring it Downnew
- +Level 1: Bonus vs Large: +5
- +Level 2: Bonus vs Large: +10
- +Level 3: Bonus vs Large: +20
Battle Leadernew
- +Passive ability: "Get ‘em boyz!"
Battle Drillsnew
- +Melee defence: +2 when defending (Hero's army)
Necklace of Teefnew
- +Level 1: Enemy Hero action success chance: -5%
- +Level 2: Enemy Hero action success chance: -10%
- +Level 3: Enemy Hero action success chance: -15%
Motivational Leadershipnew
- +Level 1: Attrition: -10% casualties suffered from all attrition (Hero's army)
- +Level 2: Attrition: -20% casualties suffered from all attrition (Hero's army)
- +Level 3: Attrition: -30% casualties suffered from all attrition (Hero's army)
Green Constitutionnew
- +Level 1: Physical resistance: 3%
- +Level 1: Wound recovery time: -1 turns
- +Level 2: Physical resistance: 6%
- +Level 2: Wound recovery time: -2 turns
- +Level 3: Wound recovery time: -3 turns
- +Level 3: Physical resistance: 10%
Respect Da Bossnew
- +Passive ability: "Hold da line yoo gitz!"
Fermented Funginew
- +Level 1: Ability: "Fermented Fungi"
- +Level 2: Ability: "Fermented Fungi"
- +Level 2: Passive ability: "Shot in da Dark" for Night Goblin Shamans (own armies in region)
- +Level 2: Attribute: Unspottable for Night Goblin Archer units (Lord's army)
Bone Dagganew
- +Bonus vs Infantry: +8
Trickstanew
- +Level 1: Speed: +2%
- +Level 1: Melee attack: +2
- +Level 2: Speed: +4%
- +Level 2: Melee attack: +4
- +Level 3: Speed: +8%
- +Level 3: Melee attack: +8
Stunty Scrapnew
- +Level 1: Speed: +2%
- +Level 1: Armour-piercing weapon damage: +10
- +Level 2: Speed: +4%
- +Level 2: Armour-piercing weapon damage: +20
- +Level 3: Speed: +8%
- +Level 3: Armour-piercing weapon damage: +40
Crazednew
- +Level 1: Charge bonus: +5%
- +Level 1: Speed: +2%
- +Level 2: Charge bonus: +10%
- +Level 2: Speed: +4%
- +Level 3: Charge bonus: +20%
- +Level 3: Speed: +8%
Shroomsin'new
- +Vigour loss reduction: -25%
- +Armour-Piercing Melee Damage: +1 for all Goblins, Squigs, Artillery and Spiders units (Hero's army)
Hollerin'new
- +Charge bonus: +5% (Hero's army)
Stick 'em Boyz!new
- +Level 1: Melee attack: +1 for Infantry units (Hero's army)
- +Level 2: Melee attack: +2 for Infantry units (Hero's army)
- +Level 3: Melee attack: +3 for Infantry units (Hero's army)
Troll Pissnew
- +Level 1: Melee attack: -1 for War Beast, Monstrous Infantry and Giant units (enemy armies in region)
- +Level 2: Melee attack: -2 for War Beast, Monstrous Infantry and Giant units (enemy armies in region)
- +Level 3: Melee attack: -3 for War Beast, Monstrous Infantry and Giant units (enemy armies in region)
Pillars of Poonew
- +Level 1: Enemy casualty replenishment rate: -1% (enemy armies in province)
- +Level 2: Enemy casualty replenishment rate: -2% (enemy armies in province)
- +Level 3: Enemy casualty replenishment rate: -4% (enemy armies in province)
Da Biggest Teefnew
- +Bonus vs Large: +2 (Hero's army)
- +Armour-Piercing Melee Damage: +1 for all Goblins, Squigs, Artillery and Spiders units (Hero's army)
Big 'Eadnew
- +Hero action success chance: +10%
- +Hero action cost: +25%
Release Spidersnew
- +Enemy reload time reduction: -4% (enemy armies in region)
Howl to the Moonnew
- +Speed: +4% (Hero's army)
Vindictive and Cunningnew
- +Winds of Magic power reserve capacity: +5
- +Control: -1 (own local province)
Ritual Magicsnew
- +Cooldown: -5% to all spells
- +Magic item drop chance from battle: -4% (accompanying Lord)
Whispers of Morknew
- +Post battle chance of stealing a magic item: +10% (accompanying Lord)
Mini Shroomsnew
- +Level 1: Miscast base chance: +2%
- +Level 1: Winds of Magic cost: -5% for all spells
- +Level 2: Miscast base chance: +4%
- +Level 2: Winds of Magic cost: -10% for all spells
- +Level 3: Miscast base chance: +6%
- +Level 3: Winds of Magic cost: -15% for all spells
Shiftynew
- +Level 1: Melee defence: +5
- +Level 1: Melee attack: -2
- +Level 2: Melee defence: +10
- +Level 2: Melee attack: -4
- +Level 3: Melee defence: +20
- +Level 3: Melee attack: -8
Mork's Sabotagenew
- +Level 1: Ammunition: -2% for Artillery units (enemy armies in region)
- +Level 2: Ammunition: -4% for Artillery units (enemy armies in region)
- +Level 3: Ammunition: -6% for Artillery units (enemy armies in region)
Breath of Gorknew
- +Level 1: Reload time reduction: -2% for Artillery units (enemy armies in region)
- +Level 2: Reload time reduction: -4% for Artillery units (enemy armies in region)
- +Level 3: Reload time reduction: -6% for Artillery units (enemy armies in region)
Shadow Shamannew
- +Attribute: Strider
- +Attribute: Unspottable
- +Melee attack: +2 for Squig units (Hero's army)
Gork's Favornew
- +Hit points: +8%
War Paintnew
- +Level 1: Physical resistance: 4%
- +Level 2: Physical resistance: 8%
- +Level 3: Physical resistance: 12%
Mumbo Jumbonew
- +Leadership aura size: -25%
- +Speed: +10%
- +Upkeep: -4% for Savage Orcs, Trolls, Rogue Idols, Wyverns and Giants units (Hero's army)
Whispers of Gorknew
- +Level 1: Melee attack: +2 when in foreign territory
- +Level 1: Armour: +2 when in foreign territory
- +Level 2: Melee attack: +4 when in foreign territory
- +Level 2: Armour: +4 when in foreign territory
- +Level 3: Melee attack: +8 when in foreign territory
- +Level 3: Armour: +8 when in foreign territory
Green Bloodnew
- +Enable contact effect: "Banish"
- +Miscast base chance: -5%
- +Charge bonus: +20% for Savage Orcs, Trolls, Rogue Idols, Wyverns and Giants units (Hero's army)
Buildings
Pig Jousting ArenaGreenskins
- −Enables Dazed attacks for Orc Boar Riders (factionwide)
- −Recruit rank: +3 for Orc Boar units
- −Income generated: 100
- +Enables Dazed attacks for Orc Boar Riders (own armies factionwide)
- +Recruit rank: +4 for Orc Boar units (own armies in province)
- +Income generated: 250
- +Income from raiding: +10% (own armies factionwide)
Da Biggest BonezGreenskins
- −Winds of Magic power reserve capacity: +10 (all armies)
- +Cooldown: -5% to spells (own armies factionwide)
- +Winds of Magic power reserve capacity: +10 (own armies factionwide)
- +Recruit rank: +1 for all units (own armies in province)
Street Racing CircuitGreenskins
- −Recruit rank: +3 for Chariots and Pump Wagon units
- +Recruit rank: +3 for Chariots and Pump Wagon units (local province)
Statue of GromGreenskins
- −Leadership: +5 for Goblin and Night Goblin units (all armies)
- +Leadership: +4 for Goblin and Night Goblin units (own armies factionwide)
- +Army ability: "Doom Diver Strike" (own armies in province)
- +Character experience gain: +10% (all characters factionwide)
- +Upkeep: -10% (own armies in province)
Stone Troll QuarryGreenskins
- −Growth: +40
- −Recruit rank: +2 for Trolls, River Trolls and Stone Trolls units
- +Construction cost: -10% for all buildings (all regions in province)
- +Recruit rank: +2 for Trolls, River Trolls and Stone Trolls units (own armies in province)
- +Unit capacity: +4 Trolls
- +Unit capacity: +4 River and Stone Trolls
- Cost: 6000 → 4000
- Turns: 4 → 3
Lair of the Broodmother (Dormant)Greenskins
- −Income generated: 50
- +Income generated: 100
Lair of the Broodmother (Stirring)Greenskins
- −Armour: +10 for Spider Hatchlings units (all armies)
- −Melee attack: +4 for Spider Hatchlings units (all armies)
- −Melee defence: +4 for Spider Hatchlings units (all armies)
- +Armour: +5 for Spider Hatchlings units (own armies factionwide)
- +Melee attack: +4 for Spider Hatchlings units (own armies factionwide)
- +Melee defence: +4 for Spider Hatchlings units (own armies factionwide)
Lair of the Broodmother (Awakened)Greenskins
- −Armour: +15 for Spider Hatchlings units (all armies)
- −Melee attack: +8 for Spider Hatchlings units (all armies)
- −Melee defence: +8 for Spider Hatchlings units (all armies)
- −Armour-piercing weapon damage: +3 for Spider Hatchlings units (all armies)
- −Income generated: 150
- +Armour: +10 for Spider Hatchlings units (own armies factionwide)
- +Melee attack: +8 for Spider Hatchlings units (own armies factionwide)
- +Melee defence: +8 for Spider Hatchlings units (own armies factionwide)
- +Armour-piercing weapon damage: +10 for Spider Hatchlings units (own armies factionwide)
- +Income generated: 100
- +Unit capacity: +2 Night Goblin Fanatics
Massif Orcal (Greenskin Hideout)Greenskins
- −Defensive supplies: +1000
- −Income generated: 80
- −Attrition: -10% when under siege (armies in region)
- −Growth: +20
- +Defensive supplies: +1200
- +Income generated: 50
- +Attrition: -10% when under siege (own armies in region)
- +Growth: +80
- Units: 2 → 3
Massif Orcal (Greenskin Camp)Greenskins
- −Defensive supplies: +1000
- −Income generated: 120
- −Attrition: -10% when under siege (armies in region)
- −Growth: +40
- −Improved tower projectiles: Arrows
- +Defensive supplies: +1200
- +Income generated: 100
- +Attrition: -10% when under siege (own armies in region)
- +Growth: +80
- Units: 3 → 4
Massif Orcal (Greenskin Encampment)Greenskins
- −Defensive supplies: +1000
- −Income generated: 160
- −Attrition: -10% when under siege (armies in region)
- −Growth: +60
- −Improved tower projectiles: Giant Dungballs
- +Defensive supplies: +1200
- +Income generated: 150
- +Attrition: -10% when under siege (own armies in region)
- +Growth: +80
- Units: 2 → 3
Massif Orcal (Greenskin Fort)Greenskins
- −Defensive supplies: +1000
- −Attrition: -10% when under siege (armies in region)
- −Improved tower projectiles: Rock Idols
- +Defensive supplies: +1200
- +Attrition: -10% when under siege (own armies in region)
- Units: 3 → 4
Massif Orcal (Greenskin Stronghold)Greenskins
- −Defensive supplies: +1000
- −Income generated: 240
- −Attrition: -10% when under siege (armies in region)
- −Growth: +100
- −Improved tower projectiles: Rock Idols
- +Defensive supplies: +1200
- +Income generated: 250
- +Attrition: -10% when under siege (own armies in region)
- Units: 3 → 4
Rat TrapperzGreenskins
- −Plague duration: -1 turns
- −Hidden armies will be visible (armies in region)
- −Plague immunity duration: 1 turns
- −Corruption: -3
- −Control: +3
- +Corruption: -2
- +Attrition: -10% casualties suffered from all attrition (own armies in province)
- +Control: +2
Gobbo TrackerzGreenskins
- −Plague duration: -1 turns
- −Hidden armies will be visible (armies in region)
- −Plague immunity duration: 2 turns
- −Chaos Rifts will not appear in this province (local province) (Realm of Chaos campaign only)
- −Control: +3
- +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
- +Attrition: -10% casualties suffered from all attrition (own armies in province)
- +Control: +2
Trapperz ShackGreenskins
- −Plague duration: -1 turns
- −Hidden armies will be visible (armies in region)
- −Plague immunity duration: 3 turns
- −Chaos Rifts will not appear in this province (local province) (Realm of Chaos campaign only)
- −Corruption: -5
- −Control: +3
- +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
- +Corruption: -6
- +Attrition: -20% casualties suffered from all attrition (own armies in province)
- +Control: +2
Raidin' StashesGreenskins
- −Income from sacking and looting settlements: +1% (all characters)
- −Prevents construction of Industry building chain
- −Income from post-battle loot: +2% (factionwide)
- −Income from raiding: +1% (all armies)
- +Income from sacking and looting settlements: +1% (all characters factionwide)
- +Campaign movement range: +10% for own armies starting their turn in this province
- +Income from post-battle loot: +1% (factionwide)
- +Ambush defence chance: +10% (own armies in province)
- +Income generated: 50
Raidin' HideoutGreenskins
- −Income from sacking and looting settlements: +2% (all characters)
- −Prevents construction of Industry building chain
- −Income from post-battle loot: +4% (factionwide)
- −Income from raiding: +2% (all armies)
- +Income from sacking and looting settlements: +2% (all characters factionwide)
- +Campaign movement range: +20% for own armies starting their turn in this province
- +Income from post-battle loot: +2% (factionwide)
- +Ambush defence chance: +20% (own armies in province)
- +Income generated: 100
- Cost: 3000 → 2000
Lairs of Clar KarondGreenskins
- −Upkeep: -25% for Giant units (all armies)
- +Upkeep: -20% for Giant units (own armies factionwide)
- +Unit capacity: +4 Savage Giant
Chaos Troll LairGreenskins
- −Recruitment cost: -50% for Trolls, River Trolls and Stone Trolls units
- −Recruit rank: +5 for Trolls, River Trolls and Stone Trolls units
- +Recruitment cost: -50% for Trolls, River Trolls and Stone Trolls units (own armies in province)
- +Recruit rank: +5 for Trolls, River Trolls and Stone Trolls units (own armies in province)
Tomb of Khengai KhanGreenskins
- −Armour-piercing weapon damage: +5 when fighting against Chaos Dwarfs (factionwide)
- −Upkeep: -15% for Goblin units (factionwide)
- +Armour-piercing weapon damage: +5 when fighting against Chaos Dwarfs (own armies factionwide)
- +Upkeep: -10% for Goblin units (own armies factionwide)
- +Income from raiding: +25% (own armies factionwide)
The Valley of Many EyesGreenskins
- −Recruitment cost: -25% for Arachnarok Spider units (all armies)
- −Unit experience gain: +100% for Spider units (all armies)
- +Recruitment cost: -25% for Arachnarok Spider units (own armies factionwide)
- +Unit experience gain: +100% for Spider units (own armies factionwide)
The Grand CauldronGreenskins
- −Income from sacking and looting settlements: +10% (all characters)
- −Growth: +10 (all provinces)
- +Income from sacking and looting settlements: +10% (all characters factionwide)
- +Growth: +40
- +Growth: +20 (all provinces)
Brightstone MineGreenskins
- −Unit mass: +25% for Squig units (all armies)
- −Upkeep: -5% for Squig units (all armies)
- +Unit mass: +25% for Squig units (own armies factionwide)
- +Upkeep: -4% for Squig units (own armies factionwide)
Greenskin OutpostGreenskins
- −Casualty replenishment rate: +2% (own and enemy armies in region)
- +Casualty replenishment rate: +2% (any armies in region)
Greenskin DistrictGreenskins
- −Casualty replenishment rate: +3% (armies in region)
- +Casualty replenishment rate: +3% (any armies in region)
Greenskin ColonyGreenskins
- −Casualty replenishment rate: +4% (armies in region)
- +Casualty replenishment rate: +4% (any armies in region)
Squig NestGreenskins
- −Recruitment cost: -20% for Squig units (local province)
- −Recruit rank: +3 for Squig units (local province)
- −Upkeep: -3% for Squig units (all armies)
- +Recruitment cost: -20% for Squig units
- +Upkeep: -2% for Squig units (own armies factionwide)
- +Growth: +100
Cave of ShiniesGreenskins
- −Income generated: 350
- +Leadership: +2 (own armies in province)
- +Income generated: 100
Shiny PitGreenskins
- −Income generated: 525
- +Leadership: +4 (own armies in province)
- +Income generated: 200
Stunty MineGreenskins
- −Income generated: 700
- +Leadership: +6 (own armies in province)
- +Income generated: 300
Cave of ShiniesGreenskins
- −Income generated: 350
- +Income from post-battle loot: +10% (all your armies in adjacent regions)
- +Income generated: 100
Shiny PitGreenskins
- −Income generated: 525
- +Income from post-battle loot: +20% (all your armies in adjacent regions)
- +Income generated: 200
Stunty MineGreenskins
- −Income generated: 700
- +Income from post-battle loot: +30% (all your armies in adjacent regions)
- +Income generated: 400
Black Orc ForgeGreenskins
- −Recruitment cost: -10% for Big 'Uns and Black Orc units (local province)
- −Recruit rank: +1 for Big 'Uns and Black Orc units (local province)
- −Upkeep: -3% for Black Orcs and Big 'Uns units (all armies)
- +Recruitment cost: -20% for Big 'Uns and Black Orc units
- +Recruit rank: +2 for Big 'Uns and Black Orc units (own armies in province)
- +Upkeep: -2% for Black Orcs and Big 'Uns units (own armies factionwide)
Beast LairzGreenskins
- −Upkeep: -3% for Boar, Wolf and Spider Rider units (all armies)
- −Recruitment cost: -20% for Boar, Wolf and Spider Rider units (local province)
- −Recruit rank: +1 for Boar, Wolf and Spider Rider units (local province)
- +Upkeep: -2% for Boar, Wolf and Spider Rider units (own armies factionwide)
- +Recruitment cost: -20% for Boar, Wolf and Spider Rider units
- +Recruit rank: +2 for Boar, Wolf and Spider Rider units (own armies in province)
Goblin SawmillzGreenskins
- −Upkeep: -3% for Greenskin Spear Infantry, Bow Infantry, Chariot and Pump Wagon units (all armies)
- −Recruitment cost: -20% for Greenskin Spear Infantry, Bow Infantry, Chariot and Pump Wagon units (local province)
- −Recruit rank: +1 for Greenskin Spear Infantry, Bow Infantry, Chariot and Pump Wagon units (local province)
- +Upkeep: -2% for Greenskin Spear Infantry, Bow Infantry, Chariot and Pump Wagon units (own armies factionwide)
- +Recruitment cost: -20% for Greenskin Spear Infantry, Bow Infantry, Chariot and Pump Wagon units
- +Recruit rank: +2 for Greenskin Spear Infantry, Bow Infantry, Chariot and Pump Wagon units (own armies in province)
Greenskin WharfGreenskins
- −Income generated: 200
- −Growth: +15
- +Income generated: 50
- +Growth: +10
- +Unit experience gain per turn: +50 (own armies in province)
Greenskin DocksGreenskins
- −Income generated: 400
- −Growth: +30
- +Income generated: 100
- +Growth: +20
- +Unit experience gain per turn: +100 (own armies in province)
Greenskin ShipyardGreenskins
- −Income generated: 600
- −Growth: +45
- +Income generated: 200
- +Growth: +30
- +Unit experience gain per turn: +150 (own armies in province)
Black Crag (Greenskin Hideout)Greenskins
- −Defensive supplies: +1000
- −Income generated: 150
- +Defensive supplies: +1200
- +Income generated: 100
- Units: 2 → 3
Black Crag (Greenskin Camp)Greenskins
- −Defensive supplies: +1000
- −Income generated: 225
- +Defensive supplies: +1200
- +Income generated: 200
- Units: 3 → 4
Black Crag (Greenskin Encampment)Greenskins
- −Defensive supplies: +1000
- +Defensive supplies: +1200
- Units: 3 → 4
Black Crag (Greenskin Fort)Greenskins
- −Defensive supplies: +1000
- −Income generated: 375
- +Defensive supplies: +1200
- +Income generated: 400
- Units: 3 → 4
Black Crag (Greenskin Stronghold)Greenskins
- −Defensive supplies: +1000
- −Income generated: 450
- +Defensive supplies: +1200
- +Income generated: 500
- Units: 3 → 4
Ruined Karak Eight PeaksGreenskins
- −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn)
Karak Eight Peaks (Greenskin Hideout)Greenskins
- −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn)
- −Defensive supplies: +1000
- −Grants 2 construction slots in the settlement
- −Income generated: 80
- +Leadership: +2 (own armies in province)
- +Defensive supplies: +1200
- +Grants 1 construction slot in the settlement
- +Income generated: 50
- Units: 2 → 3
Karak Eight Peaks (Greenskin Camp)Greenskins
- −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn)
- −Defensive supplies: +1000
- −Grants 4 construction slots in the settlement
- −Income generated: 120
- −Improved tower projectiles: Arrows
- +Leadership: +4 (own armies in province)
- +Defensive supplies: +1200
- +Grants 2 construction slots in the settlement
- +Income generated: 100
- Units: 3 → 4
Karak Eight Peaks (Greenskin Encampment)Greenskins
- −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn)
- −Defensive supplies: +1000
- −Grants 6 construction slots in the settlement
- −Income generated: 160
- −Improved tower projectiles: Giant Dungballs
- +Leadership: +6 (own armies in province)
- +Defensive supplies: +1200
- +Grants 3 construction slots in the settlement
- +Income generated: 150
- Units: 3 → 4
Karak Eight Peaks (Greenskin Fort)Greenskins
- −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn)
- −Defensive supplies: +1000
- −Grants 8 construction slots in the settlement
- −Improved tower projectiles: Rock Idols
- +Leadership: +8 (own armies in province)
- +Defensive supplies: +1200
- +Grants 5 construction slots in the settlement
- Units: 3 → 4
Karak Eight Peaks (Greenskin Stronghold)Greenskins
- −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn)
- −Defensive supplies: +1000
- −Grants 9 construction slots in the settlement
- −Income generated: 240
- −Improved tower projectiles: Rock Idols
- +Leadership: +10 (own armies in province)
- +Defensive supplies: +1200
- +Grants 7 construction slots in the settlement
- +Income generated: 250
- Units: 3 → 4
Big FortGreenskins
- −Local Recruitment duration: -1 turn for Black Orc units (minimum 1) (local province)
- −Recruitment cost: -15% for Black Orc units
- −Recruit rank: +2 for Black Orc units (factionwide)
- −Recruit rank: +3 for Black Orc units
- −Upkeep: -5% for Black Orcs and Big 'Uns units (all armies)
- +Local Recruitment duration: -1 turn for Black Orc units (minimum 1)
- +Recruitment cost: -25% for Black Orc units (own armies in province)
- +Recruit rank: +2 for Black Orc units (own armies factionwide)
- +Recruit rank: +2 for Black Orc units (own armies in province)
- +Upkeep: -4% for Black Orcs and Big 'Uns units (own armies factionwide)
- +Unit capacity: +4 Black Orcs
Dork's RockGreenskins
- −Income from post-battle loot: +20% (factionwide)
- −Income from raiding: +50% (all armies)
- −Local recruitment capacity: +1 (factionwide)
- −Diplomatic relations: +20 with Greenskins
- +Control: +10
- +Diplomatic relations: +50 with Greenskins
- +Income from post-battle loot: +10% (factionwide)
Goblin CampGreenskins
- +Income generated: 25
Night Goblin HovelsGreenskins
- +Income generated: 50
- Units: 5 → 4
Mushroom DistilleryGreenskins
- +Unit capacity: +4 Night Goblin Fanatics
- +Income generated: 75
- Cost: 2500 → 1500
Bone Nose IdolsGreenskins
- +Unit capacity: +1 Rogue Idol
Bonewood TotemsGreenskins
- −Winds of Magic power reserve: +3 per turn (all armies)
- −Winds of Magic power reserve capacity: +5 (factionwide)
- +Winds of Magic power reserve: +3 per turn (own armies factionwide)
- +Winds of Magic power reserve capacity: +5 (own armies factionwide)
Effigies of Gork & MorkGreenskins
- −Winds of Magic power reserve capacity: +5 (faction leader's army)
- +Winds of Magic power reserve capacity: +10 (faction leader's army)
- +Unit capacity: +1 Rogue Idol
Iron PenzGreenskins
- −Unit mass: +10% for Orc Boar units (all armies)
- −Armour: +5 for Orc Boar units (all armies)
- −Charge bonus: +5% for Orc Boar units (all armies)
- +Unit mass: +10% for Orc Boar units (own armies factionwide)
- +Armour: +5 for Orc Boar units (own armies factionwide)
- +Charge bonus: +5% for Orc Boar units (own armies factionwide)
Wolf DenGreenskins
- +Income generated: 25
Boar StyGreenskins
- +Income generated: 50
- Cost: 1500 → 2000
Boar PenzGreenskins
- +Income generated: 75
- +Unit capacity: +3 Big Uns and Boar Boy Big Uns
IdolzGreenskins
- −Casualty replenishment rate: +2% (armies in province)
- +Corruption: -1
- +Growth: +5 (all adjacent provinces)
- Cost: 750 → 250
Totem PoleGreenskins
- −Casualty replenishment rate: +3% (armies in province)
- −Growth: +30
- +Corruption: -2
- +Growth: +40
- +Growth: +10 (all adjacent provinces)
- Cost: 1500 → 500
Boss PoleGreenskins
- −Casualty replenishment rate: +4% (armies in province)
- −Growth: +40
- +Corruption: -3
- +Growth: +60
- +Growth: +15 (all adjacent provinces)
- Cost: 2500 → 1000
Goblin Watch TowerGreenskins
- −Defensive supplies: +1000
- −Enemy Hero action success chance: -10%
- +Defensive supplies: +400
- +Enemy Hero action success chance: -10% (enemy characters in region)
- +Income from all buildings: -10% (all regions in province)
- +Control: +1 (local province)
- +Green Reinforcement: summon unit of Orc Big 'Uns (own armies in region)
- Turns: 3 → 2
Orc Guard HouseGreenskins
- −Defensive supplies: +2000
- −Enemy Hero action success chance: -15%
- +Defensive supplies: +600
- +Enemy Hero action success chance: -15% (enemy characters in region)
- +Income from all buildings: -10% (all regions in province)
- +Control: +2 (local province)
- +Green Reinforcement: summon unit of Orc Big 'Uns (own armies in region)
- +Number of uses: +1 for "Green Reinforcement" (own armies in region)
- +Hidden armies will be visible (any armies in region)
- Turns: 4 → 3
Pile of Shiny StuffGreenskins
- −Prevents construction of Raiding building chain
- −Income generated: 250
- +Growth: +10
- +Income from all buildings: +10% (all regions in province)
- Cost: 1000 → 250
Heap of Shiny StuffGreenskins
- −Prevents construction of Raiding building chain
- −Income generated: 375
- +Growth: +20
- +Control: -1
- +Income from all buildings: +20% (all regions in province)
- Cost: 2000 → 500
Da HoardGreenskins
- −Prevents construction of Raiding building chain
- −Income generated: 500
- +Growth: +30
- +Control: -2
- +Income from all buildings: +30% (all regions in province)
- Cost: 3000 → 1000
Musta FieldzGreenskins
- +Income generated: 25
- Cost: 750 → 1000
Fightin' PitGreenskins
- −Unlocks Hero recruitment: Black Orc Big Boss
- +Unit capacity: +2 Big Uns and Boar Boy Big Uns
- +Income generated: 50
- Cost: 1250 → 2000
Black Orc BarracksGreenskins
- +Income generated: 75
- +Unit capacity: +3 Big Uns and Boar Boy Big Uns
- +Unit capacity: +2 Black Orcs
- Cost: 6000 → 4000
- Turns: 6 → 5
Troll CaveGreenskins
- −Construction cost: -5% for all buildings (local province)
- +Unit capacity: +2 Trolls
- +Attrition: -10% casualties suffered from all attrition (own armies in province)
- +Hero capacity: +1 for Giant River Troll Hags
- Cost: 2000 → 3000
Stompin' GroundzGreenskins
- −Construction cost: -10% for all buildings (local province)
- +Local Recruitment duration: -1 turn for standard Trolls (minimum 1)
- +Recruit rank: +1 for all units (own armies in province)
- +Unit capacity: +2 Savage Giant
- +Unit capacity: +3 Trolls
- +Unit capacity: +2 River and Stone Trolls
- +Attrition: -20% casualties suffered from all attrition (own armies in province)
- Cost: 3500 → 4000
Rock MoundsGreenskins
- −Construction cost: -15% for all buildings (local province)
- +Local Recruitment duration: -1 turn for standard Trolls (minimum 1)
- +Recruit rank: +2 for all units (own armies in province)
- +Unit capacity: +4 Savage Giant and all Trolls
- +Unit capacity: +2 Rogue Idol
- +Attrition: -40% casualties suffered from all attrition (own armies in province)
- Cost: 6500 → 5000
Greenskin HideoutGreenskins
- −Income generated: 80
- +Income generated: 50
- Units: 2 → 3
Greenskin CampGreenskins
- −Income generated: 120
- +Income generated: 100
- Units: 3 → 4
Greenskin EncampmentGreenskins
- −Income generated: 160
- +Income generated: 150
- Units: 3 → 4
Greenskin FortGreenskins
- Units: 3 → 4
Greenskin StrongholdGreenskins
- −Income generated: 240
- +Income generated: 250
- +Campaign movement range: +1% for armies (own armies factionwide in owned territory)
- Units: 3 → 5
Greenskin HideoutGreenskins
- −Income generated: 80
- +Income generated: 50
- +Local recruitment capacity: +1
- Units: 2 → 3
Greenskin CampGreenskins
- −Income generated: 120
- +Income generated: 100
- +Local recruitment capacity: +1
- Units: 3 → 4
Greenskin BurrowsGreenskins
- −Income generated: 160
- +Income generated: 150
- +Local recruitment capacity: +1
- Units: 3 → 4
Shaman's HutGreenskins
- −Corruption: -4
- −Winds of Magic power reserve: +5 per turn [PH] (armies in local province)
- +Corruption: -2
- +Chance of a plague spreading: -25%
- Cost: 1500 → 1000
Shaman's HovelGreenskins
- −Corruption: -6
- −Winds of Magic power reserve: +10 per turn [PH] (armies in local province)
- −Hero recruit rank: +2 for Shamans
- +Spell resistance: 10% when under siege (own armies in province)
- +Corruption: -4
- +Chance of a plague spreading: -25%
- Cost: 4000 → 1500
- Turns: 4 → 3
Shamanic TepeeGreenskins
- −Winds of Magic power reserve: +15 per turn [PH] (armies in local province)
- −Hero capacity: +2 for Shamans
- −Hero recruit rank: +4 for Shamans
- +Hero capacity: +1 for Shamans
- +Global recruitment capacity: +1
- +Global recruitment duration: -1 turn for all units (own armies in province)
- +Spell resistance: 20% when under siege (own armies in province)
- +Chance of a plague spreading: -25%
- Cost: 5000 → 2000
- Turns: 5 → 4
DitchesGreenskins
- −Enemy Hero action success chance: -10%
- −Attrition: -5% when under siege (armies in region)
- −Leadership: +2 when under siege (armies in region)
- +Enemy Hero action success chance: -10% (enemy characters in region)
- +Attrition: -5% when under siege (own armies in region)
- +Green Reinforcement: summon unit of Orc Big 'Uns (own armies in region)
- +Number of uses: +1 for "Green Reinforcement" (own armies in region)
- +Control: +1 (local province)
- +Income from all buildings: -10% (all regions in province)
- +Defensive supplies: +400
- +Hidden armies will be visible (any armies in region)
- Cost: 2500 → 2000
StakesGreenskins
- −Enemy Hero action success chance: -15%
- −Attrition: -10% when under siege (armies in region)
- −Leadership: +4 when under siege (armies in region)
- +Enemy Hero action success chance: -15% (enemy characters in region)
- +Attrition: -10% when under siege (own armies in region)
- +Green Reinforcement: summon unit of Orc Big 'Uns (own armies in region)
- +Number of uses: +2 for "Green Reinforcement" (own armies in region)
- +Control: +2 (local province)
- +Income from all buildings: -10% (all regions in province)
- +Defensive supplies: +600
- +Hidden armies will be visible (any armies in region)
- Cost: 3500 → 4000
Big WallsGreenskins
- −Enemy Hero action success chance: -20%
- −Attrition: -15% when under siege (armies in region)
- −Leadership: +6 when under siege (armies in region)
- +Enemy Hero action success chance: -20% (enemy characters in region)
- +Attrition: -15% when under siege (own armies in region)
- +Green Reinforcement: summon unit of Orc Big 'Uns (own armies in region)
- +Number of uses: +3 for "Green Reinforcement" (own armies in region)
- +Control: +3 (local province)
- +Income from all buildings: -10% (all regions in province)
- +Defensive supplies: +800
- +Hidden armies will be visible (any armies in region)
- Cost: 5000 → 6000
Goblin ToolboxGreenskins
- −Research rate: +3
- +Control: -1
- +Ammunition: +5% when under siege (own armies in province)
- Cost: 2000 → 1000
Goblin Tinkerer BenchGreenskins
- −Research rate: +5
- +Control: -2
- +Unit capacity: +2 Doom Diver Catapult
- +Ammunition: +10% when under siege (own armies in province)
- Cost: 3500 → 2000
Goblin WorkshopGreenskins
- −Research rate: +10
- +Control: -3
- +Unit capacity: +4 Doom Diver Catapult
- +Ammunition: +20% when under siege (own armies in province)
- Cost: 5000 → 4000
Savage Orc GatheringGreenskins
- +Growth: +10
- Cost: 750 → 2000
- Turns: 1 → 2
Savage Orc CampGreenskins
- +Growth: +20
- Cost: 1250 → 4000
- Turns: 2 → 3
Savage Orc HostGreenskins
- +Growth: +30
- Cost: 3000 → 6000
- Turns: 3 → 4
- Units: 5 → 6
- −Defensive supplies: +1000
- −Income generated: 150
- +Defensive supplies: +1200
- +Income generated: 100
- Units: 2 → 3
Occupied Karaz-a-Karak (Greenskin Camp)Greenskins
- −Defensive supplies: +1000
- −Income generated: 225
- −Improved tower projectiles: Arrows
- +Defensive supplies: +1200
- +Income generated: 200
- Units: 3 → 4
- −Defensive supplies: +1000
- −Improved tower projectiles: Giant Dungballs
- +Defensive supplies: +1200
- Units: 3 → 4
Occupied Karaz-a-Karak (Greenskin Fort)Greenskins
- −Defensive supplies: +1000
- −Income generated: 375
- −Improved tower projectiles: Rock Idols
- +Defensive supplies: +1200
- +Income generated: 400
- Units: 3 → 4
- −Defensive supplies: +1000
- −Income generated: 450
- −Improved tower projectiles: Rock Idols
- +Defensive supplies: +1200
- +Income generated: 500
- Units: 3 → 4
Squig CagesGreenskins
- +Income generated: 50
- Cost: 1500 → 2000
Squig ChasmGreenskins
- +Unit capacity: +2 Colossal Squig
- +Unit capacity: +2 Squig Big Bursta (Crooked Moon only)
- +Income generated: 75
- Cost: 4000 → 3000
- Turns: 4 → 5
- Units: 3 → 4
Gloomy HollowzGreenskins
- −Campaign movement range: -5% for enemy armies starting their turn in this region (enemy armies in region)
- −Ambush success chance: +5% (armies in province)
- +Campaign movement range: -5% for enemy armies starting their turn in this province (enemy armies in province)
- Cost: 2000 → 500
- Turns: 3 → 1
- Units: 2 → 1
Sacred Spider GroundzGreenskins
- −Campaign movement range: -10% for enemy armies starting their turn in this region (enemy armies in region)
- −Ambush success chance: +10% (armies in province)
- +Campaign movement range: -10% for enemy armies starting their turn in this province (enemy armies in province)
- Cost: 5000 → 1000
- Turns: 5 → 2
Deep Spider LairzGreenskins
- −Campaign movement range: -15% for enemy armies starting their turn in this region (enemy armies in region)
- −Ambush success chance: +15% (armies in province)
- +Enemy speed: -20% (enemy armies in province)
- +Campaign movement range: -20% for enemy armies starting their turn in this province (enemy armies in province)
- +Unit capacity: +2 Arachnarok Spider
- Cost: 6500 → 5000
- Units: 4 → 5
Occupied Massif Orcal (Level 1)Greenskins
- −Defensive supplies: +1000
- −Attrition: -10% when under siege (armies in region)
- −Growth: +10
- +Defensive supplies: +1200
- +Attrition: -10% when under siege (own armies in region)
- +Growth: +80
Occupied Massif Orcal (Level 2)Greenskins
- −Defensive supplies: +1000
- −Attrition: -10% when under siege (armies in region)
- −Growth: +20
- +Defensive supplies: +1200
- +Attrition: -10% when under siege (own armies in region)
- +Growth: +80
Occupied Massif Orcal (Level 3)Greenskins
- −Defensive supplies: +1000
- −Attrition: -10% when under siege (armies in region)
- −Growth: +30
- +Defensive supplies: +1200
- +Attrition: -10% when under siege (own armies in region)
- +Growth: +80
Boar StyGreenskins
- +Income generated: 30
- +Unit capacity: +3 Big Uns and Boar Boy Big Uns
Boss' TentGreenskins
- −Corruption: -1
- +Corruption: -2
Boss' ShackGreenskins
- −Corruption: -1
- −Control: +6
- +Corruption: -4
- +Control: +8
Savage Watch TowerGreenskins
- −Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Savage Guard PostGreenskins
- −Adds defences to the settlement (battles fought here will be unwalled settlement battles)
Fightin' PitGreenskins
- +Unit capacity: +3 Big Uns and Boar Boy Big Uns
- +Unit capacity: +4 Boneklubber Tribe Savage Orcs
- Units: 3 → 4
Tribal MarkersGreenskins
- −Casualty replenishment rate: +2%
- −Horde growth: +2
- +Casualty replenishment rate: +2% (army)
- +Horde growth: +2 (army)
Totem PoleGreenskins
- −Casualty replenishment rate: +3%
- −Horde growth: +3
- +Casualty replenishment rate: +3% (army)
- +Horde growth: +3 (army)
Boss PoleGreenskins
- −Casualty replenishment rate: +4%
- −Horde growth: +4
- +Casualty replenishment rate: +4% (army)
- +Horde growth: +4 (army)
Savage Orc GatheringGreenskins
- −Horde growth: +1
- −Local recruitment capacity: +3
- +Horde growth: +1 (army)
- +Local recruitment capacity: +3 (army)
Savage Orc CampGreenskins
- −Horde growth: +2
- −Local recruitment capacity: +4
- +Horde growth: +2 (army)
- +Local recruitment capacity: +4 (army)
Savage Orc HostGreenskins
- −Horde growth: +3
- −Local recruitment capacity: +5
- +Horde growth: +3 (army)
- +Local recruitment capacity: +5 (army)
Black Crag (Savage Orc Gathering)Greenskins
- −Defensive supplies: +1000
- +Defensive supplies: +1200
Black Crag (Savage Orc Camp)Greenskins
- −Defensive supplies: +1000
- +Defensive supplies: +1200
Black Crag (Savage Orc Host)Greenskins
- −Defensive supplies: +1000
- +Defensive supplies: +1200
Karak Eight Peaks (Savage Orc Gathering)Greenskins
- −Defensive supplies: +1000
- +Defensive supplies: +1200
Karak Eight Peaks (Savage Orc Camp)Greenskins
- −Defensive supplies: +1000
- +Defensive supplies: +1200
Karak Eight Peaks (Savage Orc Host)Greenskins
- −Defensive supplies: +1000
- +Defensive supplies: +1200
- −Defensive supplies: +1000
- +Defensive supplies: +1200
Occupied Karaz-a-Karak (Savage Orc Camp)Greenskins
- −Defensive supplies: +1000
- +Defensive supplies: +1200
Occupied Karaz-a-Karak (Savage Orc Host)Greenskins
- −Defensive supplies: +1000
- +Defensive supplies: +1200
- +Recruitment cost: -1% for all units (own armies factionwide)
- +Income from raiding: +1% (own armies factionwide)
- +Recruitment cost: -2% for all units (own armies factionwide)
- +Income from raiding: +2% (own armies factionwide)
- +Recruitment cost: -3% for all units (own armies factionwide)
- +Income from raiding: +3% (own armies factionwide)
- +Local recruitment capacity: +1
- +Recruitment cost: -4% for all units (own armies factionwide)
- +Income from raiding: +4% (own armies factionwide)
- +Campaign movement range: +1% for armies (own armies factionwide)
- +Local recruitment capacity: +2
- +Recruitment cost: -5% for all units (own armies factionwide)
- +Income from raiding: +5% (own armies factionwide)
- +Campaign movement range: +2% for armies (own armies factionwide)
- +Scrap: +2 per turn
- +Reputation: +1 per turn
- +Local recruitment capacity: +3
- +Construction cost: -2% for all buildings (all regions in province)
- +Income from all buildings: +2% (all adjacent provinces)
- +Research rate: +1
- +Construction cost: -4% for all buildings (all regions in province)
- +Income from all buildings: +4% (all adjacent provinces)
- +Research rate: +2
- +Construction cost: -6% for all buildings (all regions in province)
- +Income from all buildings: +6% (all adjacent provinces)
- +Research rate: +3
- +Construction cost: -8% for all buildings (all regions in province)
- +Construction cost: -1% for all buildings (all regions factionwide)
- +Effect unlocked when technology "Scrap Compactor" researched: Upkeep: -1% for all Goblins, Squigs, Artillery and Spiders units (own armies factionwide)
- +Income from all buildings: +8% (all adjacent provinces)
- +Research rate: +5
- +Construction cost: -10% for all buildings (all regions in province)
- +Construction cost: -2% for all buildings (all regions factionwide)
- +Effect unlocked when technology "Scrap Compactor" researched: Upkeep: -2% for all Goblins, Squigs, Artillery and Spiders units (own armies factionwide)
- +Income from all buildings: +10% (all adjacent provinces)
- +Research rate: +10
- +Campaign movement range: -3% for enemy armies starting their turn in this province (enemy armies in province)
- +Attrition: -2% when under siege (own armies in province)
- +Weapon strength: +4% (own armies in province)
- +Campaign movement range: -6% for enemy armies starting their turn in this province (enemy armies in province)
- +Attrition: -4% when under siege (own armies in province)
- +Weapon strength: +8% (own armies in province)
- +Campaign movement range: -9% for enemy armies starting their turn in this province (enemy armies in province)
- +Attrition: -6% when under siege (own armies in province)
- +Weapon strength: +12% (own armies in province)
- +Campaign movement range: -12% for enemy armies starting their turn in this province (enemy armies in province)
- +Effect unlocked when technology "Scrap Compactor" researched: Upkeep: -1% for Boyz, Big 'Uns and Black Orcs units (own armies factionwide)
- +Attrition: -8% when under siege (own armies in province)
- +Weapon strength: +16% (own armies in province)
- +Campaign movement range: -15% for enemy armies starting their turn in this province (enemy armies in province)
- +Effect unlocked when technology "Scrap Compactor" researched: Upkeep: -2% for Boyz, Big 'Uns and Black Orcs units (own armies factionwide)
- +Attrition: -10% when under siege (own armies in province)
- +Weapon strength: +20% (own armies in province)
- +Melee attack: +1% (own armies factionwide)
- +Campaign movement range: +5% for own armies starting their turn in this province (own armies in province)
- +Vigour loss reduction: -2% (own armies in province)
- +Corruption: -1
- +Control: +1 (local province)
- +Campaign movement range: +10% for own armies starting their turn in this province (own armies in province)
- +Vigour loss reduction: -4% (own armies in province)
- +Corruption: -2
- +Control: +2 (local province)
- +Campaign movement range: +15% for own armies starting their turn in this province (own armies in province)
- +Unit capacity: +1 Boneklubber Tribe Savage Orcs
- +Vigour loss reduction: -6% (own armies in province)
- +Corruption: -3
- +Control: +3 (local province)
- +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
- +Effect unlocked when technology "Scrap Compactor" researched: Upkeep: -1% for Savage Orcs, Trolls, Rogue Idols, Wyverns and Giants units (own armies factionwide)
- +Unit capacity: +2 Boneklubber Tribe Savage Orcs
- +Vigour loss reduction: -8% (own armies in province)
- +Corruption: -4
- +Corruption in adjacent provinces: -1
- +Control: +4 (local province)
- +Campaign movement range: +25% for own armies starting their turn in this province (own armies in province)
- +Leadership: +1% (own armies factionwide)
- +Effect unlocked when technology "Scrap Compactor" researched: Upkeep: -2% for Savage Orcs, Trolls, Rogue Idols, Wyverns and Giants units (own armies factionwide)
- +Unit capacity: +3 Boneklubber Tribe Savage Orcs
- +Charge bonus: +1 (own armies factionwide)
- +Vigour loss reduction: -10% (own armies in province)
- +Corruption: -5
- +Corruption in adjacent provinces: -2
- +Control: +5 (local province)
- +Control: +1
- +Growth: +2 (all provinces)
- +Casualties captured post-battle: +1% (own armies factionwide)
- +Diplomatic relations: -1 with all factions except Greenskins
- +Diplomatic relations: +1 with Greenskins
- +Control: +2
- +Growth: +4 (all provinces)
- +Casualties captured post-battle: +2% (own armies factionwide)
- +Control: +3
- +Diplomatic relations: -2 with all factions except Greenskins
- +Diplomatic relations: +2 with Greenskins
- +Growth: +8 (all provinces)
- +Casualties captured post-battle: +3% (own armies factionwide)
- +Casualty replenishment rate: +1% (own armies in province)
- +Upkeep: -0.5% (own armies in province)
- +Growth: +20
- +Casualty replenishment rate: +2% (own armies in province)
- +Upkeep: -1% (own armies in province)
- +Growth: +40
- +Casualty replenishment rate: +4% (own armies in province)
- +Upkeep: -2% (own armies in province)
- +Growth: +60
Technologies
Bouncin'Greenskins
- Research points: 400 → 600
Spider WorshipGreenskins
- Research points: 400 → 600
Quicka Loadin'Greenskins
- Research points: 400 → 600
Big CreepGreenskins
- −Weapon strength: +15% for Arachnarok Spider units
- +Weapon strength: +20% for Arachnarok Spider units
Tuff FoddaGreenskins
- −Melee defence: +3 for Goblin and Night Goblin Infantry units
- +Melee defence: +4 for Goblin and Night Goblin Infantry units
- Research points: 200 → 400
Wolf Paddin'Greenskins
- −Physical resistance: 5% for Wolf Rider units
- +Physical resistance: 10% for Wolf Rider units
- Research points: 300 → 600
Creature ComfortsGreenskins
- Research points: 300 → 600
Betta Arrer 'EadsGreenskins
- −Range: +5% for Missile Infantry units
- +Range: +10% for Missile Infantry units
- Research points: 300 → 600
Raknik SpiderclawGreenskins
- +Chance of a plague spreading: -25%
Levvery SkinGreenskins
- Research points: 700 → 800
Go Bigga!Greenskins
- −Growth: +10
- +Growth: +20
No Complainin'Greenskins
- −Corruption: -1 (all provinces)
- −Control: +3
- +Corruption: -2
- +Control: +2
- Research points: 400 → 600
Healy MushroomsGreenskins
- Research points: 500 → 800
Night Raidin'Greenskins
- Research points: 600 → 800
Sneakin'Greenskins
- Research points: 500 → 1000
Da Longest Waaagh!Greenskins
- −Attribute: Unbreakable for Waaagh! Mobs units (all armies)
- −Upkeep: -10% for Waaagh! Mobs units (all armies)
- +Attribute: Unbreakable for Waaagh! Mobs units
- +Upkeep: -10% for Waaagh! Mobs units
Waaagh!!!Greenskins
- +Constant casualty replenishment rate: +5%
- +Local recruitment capacity: +1
- +Global recruitment capacity: -1
- Research points: — → 100
Big Boss BusinessGreenskins
- Research points: 200 → 400
Gork n' MorkGreenskins
- −Winds of Magic power reserve capacity: +5 (all armies)
- −Diplomatic relations: +20 with Greenskins
- +Winds of Magic power reserve capacity: +5
- +Diplomatic relations: +25 with Greenskins
- Research points: 300 → 600
Warbossin'Greenskins
- −Hero recruitment cost: -15%
- +Hero recruitment cost: -20%
- Research points: 300 → 600
Bigga 'n' Betta BossesGreenskins
- −Recruit rank: +1 for all units
- Research points: 500 → 600
Less Eatin', More Buildin'Greenskins
- Research points: 700 → 800
Beyond Countin'Greenskins
- Research points: 700 → 800
Scrap CompactorGreenskins
- Research points: 700 → 1000
Ladz, Ladz, LadzGreenskins
- −Upkeep: -5%
- +Upkeep: -10% (own armies factionwide in enemy territory)
- Research points: 900 → 1000
Da Biggest Waaagh!!!Greenskins
- +Campaign movement range: +10% for armies
- +Control: -2 in enemy provinces where an army is present
- +Experience gain: +25% for units
- Research points: 1000 → 1200
Go Fasta!Greenskins
- +Campaign line of sight: +10%
No Infightin'!Greenskins
- Research points: 400 → 600
Shiny Magic FingsGreenskins
- −Winds of Magic power reserve capacity: +10 (all armies)
- +Winds of Magic power reserve capacity: +10
- Research points: 500 → 800
Big 'Un BulliesGreenskins
- −Enables discouraging attacks for Big 'Uns units, reducing enemy leadership
- +Weapon strength: +10% for Orc Big 'Uns and Savage Orc Big 'Uns units
- Research points: 600 → 800
Bigga Loot CartGreenskins
- Research points: 500 → 1000
Da Strongest Waaagh!Greenskins
- −Passive ability: "Primal Rage" for Waaagh! Mobs units (all armies)
- −Ward save: +5% for Waaagh! Mobs units (all armies)
- +Passive ability: "Primal Rage" for Waaagh! Mobs units
- +Ward save: +5% for Waaagh! Mobs units
Eaga ta Fight!Greenskins
- −Melee attack: +3 for Orc Boyz, Savage Orcs, Orc Boar Boyz and Savage Orc Boar Boyz units
- +Melee attack: +4 for Orc Boyz, Savage Orcs, Orc Boar Boyz and Savage Orc Boar Boyz units
- Research points: 200 → 400
Bigga WagonzGreenskins
- Research points: 300 → 600
Pointy TusksGreenskins
- −Armour-piercing weapon damage: +4 for Orc Boar units
- −Charge bonus: +5 for Orc Boar units
- +Armour-piercing weapon damage: +5 for Orc Boar units
- +Charge bonus: +10 for Orc Boar units
- Research points: 300 → 600
Trollin'Greenskins
- +Weapon strength: +10% for Trolls, River Trolls and Stone Trolls units
- Research points: 300 → 600
Oglok the 'OrribleGreenskins
- +Ambush success chance: +10%
- +Ambush defence chance: +10%
Sunderin' BladesGreenskins
- Research points: 700 → 800
Paint It Red!Greenskins
- Research points: 400 → 600
Fatta PigsGreenskins
- −Unit mass: +15% for Orc Boar units
- +Unit mass: +20% for Orc Boar units
- Research points: 400 → 600
Clubbin'Greenskins
- −Melee attack: +5 for Giant units
- +Ward save: +10% for Giant units
- Research points: 400 → 600
Avalanche SmashGreenskins
- −Enables "Dazed" contact effect (reduced Speed and Melee Defence) for Rogue Idol and Goblin Rock Lobber units
- −Weapon strength: +10% for Rogue Idol units
- +Weapon strength: +20% for Rogue Idol units
- +Physical resistance: 10% for Rogue Idol units
- +Weapon strength: +10% when under siege
- +Attribute: Charge Defence vs. Large for Boyz, Big 'Uns and Black Orcs units
- +Recruit rank: +1 for Boyz, Big 'Uns and Black Orcs units
- +Ability: "Squigs go Boom! for Goblin Big Bosses"
- +Attribute: Immune to Psychology for all Goblins, Squigs, Artillery and Spiders units
- +Cooldown: -10% to all spells
- +Miscast base chance: -5%
- +Vigour loss reduction: -20% for Savage Orcs, Trolls, Rogue Idols, Wyverns and Giants units
- +Weapon strength: +10% (all characters factionwide)
- +Character's aura leadership effect: +5
- +Leadership aura size: +25%
- +Recruitment cost: -40% for all Goblins, Squigs, Artillery and Spiders units
- +Weapon strength: +15% for Savage Orcs, Trolls, Rogue Idols, Wyverns and Giants units
- +Melee defence: +4 for Boyz, Big 'Uns and Black Orcs units
- +Spell resistance: 20% for all Goblins, Squigs, Artillery and Spiders units
- +Charge bonus: +40% for Savage Orcs, Trolls, Rogue Idols, Wyverns and Giants units
- +Missile resistance: 10% for Boyz, Big 'Uns and Black Orcs units
- +Armour-Piercing Melee Damage: +4 for all Goblins, Squigs, Artillery and Spiders units
- +Reload time reduction: +10% for all Goblins, Squigs, Artillery and Spiders units
- +Upkeep: -10% for Savage Orcs, Trolls, Rogue Idols, Wyverns and Giants units
- +Speed: +10% for Savage Orcs, Trolls, Rogue Idols, Wyverns and Giants units
- +Control: +4 in own provinces where an army is present
- +Experience gain for units: +25% when fighting against Rebels
- +Siege towers: +1 per siege item constructed
- +Income from raiding: +25%
- +Constant casualty replenishment rate: +2%
- +Hero recruit rank: +2
- +Diplomatic relations: +25 with Greenskins
- +Growth: +30
- +Melee attack: +4 when laying siege
- +Enemy Hero action success chance: +5%
- +Income from raiding: +50%
- +Speed: -10%
- +Constant casualty replenishment rate: +4%
- +Recruitment cost: +10% for all units
- +Hero recruit rank: +4
- +Research rate: -25
- +Diplomatic relations: +50 with Greenskins
- +Magic item drop chance from battle: -25%
- +Growth: +60
- +Construction cost: +10% for all buildings