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

SFO Norsca units

104 Norsca units SFO: Grimhammer III changes against patch 9.0.4, 8 it adds, and 70 skills, 193 buildings and 64 technologies. Vanilla → SFO: green makes the unit stronger or cheaper, red weaker or dearer.

Units

UnitMen / HPArmourMelee atk / defWeapon (base + AP)Cost (campaign / MP)Other changes
Azrik the Maze Keeperwh_dlc08_nor_cha_arzik_018,176 → 10,00030 → 406040 → 30145 → 300325 → 250200 → 01,650 → 1,750Charge bonus 40 → 60; Physical resistance 20% → 0%; Per-unit cap (main_units.multiplayer_cap) 1 → —; New: Arcane Mastery, Unholy Pact with the Changer, Soul Leech of Tzeentch; Removed: Prismatic Plurality, Unbreakable
Fimir Balefiend (Fire)wh_dlc08_nor_cha_fimir_balefiend_fire_015,040 → 6,0006535 → 403580 → 100320 → 3251,000550 → 500Leadership 70 → 60; Speed 54 → 55; Upkeep 188 → 275; Missile resistance 25% → 15%; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Vigorous
Fimir Balefiend (Shadows)wh_dlc08_nor_cha_fimir_balefiend_shadow_015,040 → 6,0006535 → 403580 → 100320 → 3251,000550 → 500Leadership 70 → 60; Speed 54 → 55; Upkeep 188 → 275; Missile resistance 25% → 15%; Spell resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Vigorous
Kihar the Tormentorwh_dlc08_nor_cha_kihar_016,900 → 10,00070 → 10042 → 5040 → 50140 → 300380 → 300200 → 02,100 → 2,000Leadership 60 → 100; Speed 95 → 100; Charge bonus 60 → 75; Mass 6,000 → 5,000; Missile resistance 25% → 0%; Ward save 0% → 10%; New: Arcane Mastery, Greater Magic Bond, Bloodroar
Shaman-Sorcerer (Death)wh_dlc08_nor_cha_shaman_sorcerer_death_013,360 → 3,7503030 → 4030220 → 25095 → 1001,000 → 500275 → 250Speed 35 → 34; Mass 300 → 750; Upkeep 275 → 212; Missile resistance 15% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Weather the Storm
Shaman-Sorcerer (Death)wh_dlc08_nor_cha_shaman_sorcerer_death_113,748 → 4,000303030220 → 25095 → 1001,100 → 900475 → 450Speed 78 → 80; Charge bonus 35 → 30; Mass 1,300 → 1,500; Upkeep 337 → 262; Missile resistance 15% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Weather the Storm
Shaman-Sorcerer (Death)wh_dlc08_nor_cha_shaman_sorcerer_death_214,156 → 4,75090 → 853024 → 25100 → 225200 → 1001,350 → 1,500775 → 750Speed 78 → 75; Bonus vs infantry 26 → 20; Charge bonus 52 → 50; Mass 3,600 → 4,000; Upkeep 300 → 337; Missile resistance 15% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Weather the Storm, Arcane Conduit
Shaman-Sorcerer (Fire)wh_dlc08_nor_cha_shaman_sorcerer_fire_013,360 → 3,7503030 → 4030220 → 25095 → 1001,000 → 500275 → 250Speed 35 → 34; Mass 300 → 750; Upkeep 275 → 212; Missile resistance 15% → 0%; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Weather the Storm
Shaman-Sorcerer (Fire)wh_dlc08_nor_cha_shaman_sorcerer_fire_113,748 → 4,000303030220 → 25095 → 1001,100 → 900475 → 450Speed 78 → 80; Charge bonus 35 → 30; Mass 1,300 → 1,500; Upkeep 337 → 262; Missile resistance 15% → 0%; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Weather the Storm, Arcane Conduit
Shaman-Sorcerer (Fire)wh_dlc08_nor_cha_shaman_sorcerer_fire_214,156 → 4,75090 → 853024 → 25100 → 225200 → 1001,350 → 1,500775 → 750Speed 78 → 75; Bonus vs infantry 26 → 20; Charge bonus 52 → 50; Mass 3,600 → 4,000; Upkeep 300 → 337; Missile resistance 15% → 0%; Fire resistance 0% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Weather the Storm
Shaman-Sorcerer (Metal)wh_dlc08_nor_cha_shaman_sorcerer_metal_013,360 → 3,7503030 → 4030220 → 25095 → 1001,000 → 500275 → 250Speed 35 → 34; Mass 300 → 750; Upkeep 275 → 212; Missile resistance 15% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Weather the Storm
Shaman-Sorcerer (Metal)wh_dlc08_nor_cha_shaman_sorcerer_metal_113,748 → 4,000303030220 → 25095 → 1001,100 → 900475 → 450Speed 78 → 80; Charge bonus 35 → 30; Mass 1,300 → 1,500; Upkeep 337 → 262; Missile resistance 15% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Weather the Storm, Arcane Conduit
Shaman-Sorcerer (Metal)wh_dlc08_nor_cha_shaman_sorcerer_metal_214,156 → 4,75090 → 853024 → 25100 → 225200 → 1001,350 → 1,500775 → 750Speed 78 → 75; Bonus vs infantry 26 → 20; Charge bonus 52 → 50; Mass 3,600 → 4,000; Upkeep 300 → 337; Missile resistance 15% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Weather the Storm
Skin Wolf Werekinwh_dlc08_nor_cha_skin_wolf_werekin_015,040 → 4,5007045 → 5532 → 30140 → 125280 → 3001,100 → 1,8001,100 → 900Speed 75 → 70; Bonus vs large 36 → 50; Charge bonus 40 → 50; Mass 1,500 → 2,000; Upkeep 275 → 225; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Wolfen Vigour, Deadly Onslaught, Devastating Flanker, Immune to Flanking; Removed: Colossal Strike, Regeneration
Throggwh_dlc08_nor_cha_throgg_018,008 → 11,0005560 → 6550 → 40123 → 150372 → 4001,550 → 3,2001,550 → 1,600Speed 56 → 55; Bonus vs infantry 0 → 30; Bonus vs large 28 → 0; Melee attack interval 4 s → 5 s; Mass 4,000 → 5,000; Upkeep 400 → 0; Missile resistance 15% → 10%; New: Troll Metabolism, Flow of Battle; Removed: Colossal Strike, Foe-Seeker, Regeneration
Wulfrik the Wandererwh_dlc08_nor_cha_wulfrik_014,840 → 6,00010070 → 7550 → 55320 → 350170 → 2001,100 → 2,2001,000 → 1,100Missile block 55% → 60%; Bonus vs large 0 → 20; Mass 1,100 → 1,500; Upkeep 275 → 0; Missile resistance 15% → 0%; New: Challenge Me!, Weather the Storm, Immune to Psychology, Immune to Flanking
Wulfrik the Wandererwh_dlc08_nor_cha_wulfrik_115,160 → 6,2501007050320 → 350170 → 2001,200 → 2,6001,200 → 1,300Missile block 35% → 60%; Bonus vs large 0 → 20; Mass 2,400 → 3,000; Upkeep 300 → 0; Missile resistance 15% → 0%; New: Challenge Me!, Weather the Storm, Immune to Psychology
Wulfrik the Wandererwh_dlc08_nor_cha_wulfrik_215,824 → 6,750100 → 12048 → 6530 → 45170 → 250320 → 1501,400 → 3,2001,400 → 1,600Missile block 35% → 60%; Speed 78 → 75; Bonus vs infantry 20 → 30; Mass 4,100 → 4,500; Upkeep 350 → 0; Missile resistance 15% → 0%; New: Challenge Me!, Weather the Storm, Immune to Psychology
Wulfrik the Wandererwh_dlc08_nor_cha_wulfrik_3114,104 → 15,00080 → 7038 → 6534 → 40155 → 150370 → 4002,050 → 4,2002,000 → 2,100Speed 56 → 55; Bonus vs infantry 34 → 30; Charge bonus 68 → 100; Mass 7,000 → 11,500; Upkeep 550 → 0; Missile resistance 15% → 10%; New: Challenge Me!, Weather the Storm, Wallbreaker
Marauder Chieftainwh_main_nor_cha_marauder_chieftan_014,268 → 5,50050 → 706040 → 55300 → 150150 → 250700 → 1,600700 → 800Missile block 35% → 60%; Charge bonus 55 → 45; Mass 600 → 1,000; Missile resistance 15% → 0%; New: Weather the Storm
Marauder Chieftainwh_main_nor_cha_marauder_chieftan_114,676 → 5,75050 → 706040 → 45300 → 150150 → 250900 → 2,000900 → 1,000Missile block 35% → 60%; Charge bonus 65 → 60; Mass 2,100 → 2,500; Upkeep 220 → 250; Missile resistance 15% → 0%; New: Weather the Storm
Marauder Chieftainwh_main_nor_cha_marauder_chieftan_214,996 → 6,25090 → 10038 → 5020 → 45145 → 250275 → 1501,100 → 2,6001,100 → 1,300Missile block 35% → 60%; Speed 78 → 75; Bonus vs infantry 20 → 30; Mass 3,800 → 4,000; Upkeep 275 → 325; Missile resistance 15% → 0%; New: Weather the Storm
Marauder Chieftainwh_main_nor_cha_marauder_chieftan_3114,104 → 14,50080 → 7034 → 5030 → 45155 → 150370 → 4001,900 → 3,6001,900 → 1,800Speed 56 → 55; Bonus vs infantry 34 → 30; Charge bonus 68 → 100; Mass 7,300 → 11,000; Upkeep 475 → 450; Missile resistance 15% → 10%; New: Weather the Storm, Wallbreaker
Marauder Horsemasterswh_dlc08_nor_cav_marauder_horsemasters_060 → 805,880 → 14,0005026 → 3526 → 3521 → 307 → 15850 → 2,000850 → 1,000Leadership 54 → 65; Bonus vs infantry 0 → 10; Charge bonus 30 → 50; Melee attack interval 5 s → 4 s; Mass 850 → 1,125; Range 90 m → 100 m; Ammunition 18 → 20; Missile base damage 18 → 25; Missile AP damage 8 → 15; Upkeep 213 → 250; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → —; New: Weather the Storm
Marauder Hunterswh_dlc08_nor_inf_marauder_hunters_090 → 1006,030 → 12,00015 → 4036 → 402021 → 307 → 10550 → 1,200550 → 600Leadership 50 → 60; Speed 35 → 40; Charge bonus 12 → 20; Melee attack interval 4.2 s → 4 s; Range 80 m → 70 m; Ammunition 12 → 15; Missile base damage 6 → 10; Missile AP damage 22 → 30; Reload time 8 s → 10 s; Upkeep 138 → 150; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Weather the Storm
Marauder Spearmenwh_dlc08_nor_inf_marauder_spearman_0120 → 1409,360 → 16,80015 → 4025 → 3037 → 3520 → 255 → 10425 → 1,000425 → 500Speed 35 → 40; Charge bonus 6 → 20; Melee attack interval 5.7 s → 4 s; Upkeep 113 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Weather the Storm
Marauder Horsemenwh_main_nor_cav_marauder_horsemen_060 → 805,460 → 12,00015 → 4522 → 3020 → 2519 → 305 → 10600 → 1,400600 → 700Leadership 48 → 60; Bonus vs large 0 → 10; Charge bonus 24 → 40; Melee attack interval 5 s → 4 s; Mass 600 → 1,100; Range 80 m → 100 m; Ammunition 16 → 20; Missile base damage 15 → 20; Missile AP damage 7 → 10; Reload time 9 s → 12 s; Upkeep 150 → 175; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → —; New: Weather the Storm
Marauderswh_main_nor_inf_chaos_marauders_0120 → 1409,360 → 16,80015 → 4034 → 3528 → 3521 → 307 → 10400 → 1,000400 → 500Missile block 35% → 40%; Speed 35 → 40; Charge bonus 18 → 20; Melee attack interval 4.2 s → 4 s; Upkeep 100 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Weather the Storm
Norscan Warhoundswh_main_nor_mon_chaos_warhounds_0806,080 → 8,80015 → 2526 → 2517 → 2019 → 253 → 5400 → 700400 → 350Leadership 38 → 55; Speed 95 → 100; Charge bonus 20 → 25; Melee attack interval 4.3 s → 3.5 s; Mass 150 → 250; Upkeep 100 → 87; Missile resistance 15% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Vigorous
Beasts of Tashnar (Norscan Warhounds)wh_pro04_nor_mon_marauder_warwolves_ror_0806,080 → 8,80015 → 2536 → 3023 → 2520 → 352 → 5600 → 1,300600 → 650Leadership 48 → 60; Speed 95 → 100; Bonus vs large 14 → 15; Charge bonus 18 → 30; Melee attack interval 4 s → 3.5 s; Mass 175 → 250; Upkeep 150 → 162; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Vigorous
Marauder Berserkerswh_dlc08_nor_inf_marauder_berserkers_0100 → 14010,200 → 16,80015 → 204024 → 2539 → 4013 → 15750 → 1,600750 → 800Speed 40 → 42; Charge bonus 42 → 30; Mass 180 → 175; Upkeep 188 → 200; Physical resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Weather the Storm
Marauder Hunters (Javelins)wh_dlc08_nor_inf_marauder_hunters_190 → 1006,030 → 12,00015 → 4026 → 3022 → 2021 → 257 → 10500 → 1,000550 → 500Leadership 50 → 60; Speed 35 → 40; Bonus vs large 0 → 15; Charge bonus 8 → 15; Melee attack interval 4.2 s → 4 s; Range 90 m → 100 m; Ammunition 12 → 20; Missile base damage 18 → 10; Missile AP damage 7 → 15; Upkeep 138 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Weather the Storm
Marauders (Great Weapons)wh_main_nor_inf_chaos_marauders_1120 → 1409,360 → 16,80015 → 4034 → 3520 → 307 → 1523 → 25475 → 1,000475 → 500Speed 35 → 40; Charge bonus 22 → 25; Melee attack interval 4.6 s → 4 s; Upkeep 119 → 125; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Weather the Storm
Hounds of Pestiliencewh_main_nor_mon_chaos_warhounds_180 → 326,080 → 11,20015 → 3026 → 4017 → 2019 → 403 → 10450 → 1,600450 → 800Leadership 38 → 60; Speed 95 → 80; Bonus vs large 0 → 15; Charge bonus 20 → 40; Melee attack interval 4.3 s → 3.5 s; Mass 150 → 750; Upkeep 113 → 200; Physical resistance 0% → 10%; Missile resistance 15% → 25%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Vigorous, Regeneration
Marauder Championswh_dlc08_nor_inf_marauder_champions_01009,600 → 17,0008035 → 4053 → 5032 → 2514 → 151,000 → 2,0001,000Missile block 35% → 50%; Mass 160 → 200; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Weather the Storm, Immune to Psychology, Disciplined
Marauder Champions (Great Weapons)wh_dlc08_nor_inf_marauder_champions_11009,600 → 17,0008035 → 5040 → 3515 → 2035 → 301,100 → 2,0001,000Melee attack interval 4.3 s → 4 s; Mass 160 → 200; Upkeep 275 → 250; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Weather the Storm, Immune to Psychology, Disciplined
Norscan Ice Trollswh_dlc08_nor_mon_norscan_ice_trolls_016 → 127,904 → 12,00060 → 7038 → 5032 → 2040 → 10080 → 75950 → 3,000950 → 1,500Leadership 45 → 50; Speed 54 → 50; Charge bonus 34 → 60; Melee attack interval 4 s → 5 s; Mass 1,500 → 2,000; Upkeep 238 → 375; Missile resistance 0% → 20%; Fire resistance -25% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Troll Metabolism, Stupidity, The Chilling Aura; Removed: Regeneration
Skin Wolveswh_dlc08_nor_mon_skinwolves_0247,416 → 12,0001532 → 4528 → 3540 → 3520 → 25950 → 2,300950 → 1,150Speed 75 → 80; Bonus vs large 30 → 40; Charge bonus 32 → 50; Melee attack interval 4 s → 3.5 s; Mass 1,300 → 1,000; Upkeep 238 → 287; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Wolfen Vigour, Devastating Flanker, Vanguard Deployment, Immune to Flanking; Removed: Regeneration
Norscan Ice Wolveswh_dlc08_nor_mon_warwolves_048 → 606,864 → 10,500153021 → 2032 → 3016 → 15625 → 1,300625 → 650Leadership 45 → 60; Speed 95 → 100; Charge bonus 38 → 40; Mass 700 → 250; Upkeep 156 → 162; Missile resistance 15% → 25%; Fire resistance -25% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Vigorous, Vanguard Deployment
Marauder Ice Wolf Chariotswh_dlc08_nor_veh_marauder_warwolves_chariot_046,112 → 9,60090 → 8534 → 4032 → 2550 → 4525 → 201,050 → 2,2001,050 → 1,100Bonus vs infantry 18 → 20; Charge bonus 76 → 100; Mass 4,100 → 3,100; Range 70 m → 80 m; Ammunition 12 → 20; Missile base damage 24 → 40; Reload time 10 s → 6 s; Upkeep 263 → 275; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Weather the Storm, Vigorous, Fire Whilst Moving
Marauder Chariotswh_main_nor_cav_chaos_chariot45,736 → 8,8009022 → 3528 → 3029 → 5011 → 30750 → 2,000750 → 1,000Speed 78 → 75; Bonus vs infantry 18 → 20; Charge bonus 76 → 115; Mass 3,100 → 3,125; Upkeep 188 → 250; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Weather the Storm, Causes Fear, Vanguard Deployment
Marauder Horsemen (Throwing Axes)wh_main_nor_cav_marauder_horsemen_160 → 805,460 → 12,00015 → 4522 → 3026 → 4019 → 305 → 10625 → 1,400600 → 700Missile block 30% → 40%; Leadership 48 → 60; Bonus vs large 0 → 10; Charge bonus 24 → 30; Melee attack interval 5 s → 4 s; Mass 600 → 1,100; Ammunition 12 → 20; Missile base damage 6 → 10; Missile AP damage 21 → 20; Upkeep 156 → 175; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 5 → —; New: Weather the Storm
Norscan Trollswh_main_nor_mon_chaos_trolls16 → 127,904 → 12,0004034 → 5032 → 2030 → 5070 → 75800 → 2,200750 → 1,100Leadership 45 → 40; Speed 54 → 55; Charge bonus 24 → 45; 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
Feral Manticorewh_dlc08_nor_feral_manticore15,103 → 6,0004540 → 6034 → 30290 → 300155 → 200800 → 1,800800 → 900Leadership 56 → 60; Speed 85 → 95; Charge bonus 50 → 60; Melee attack interval 3.6 s → 4 s; Mass 2,000 → 2,500; Upkeep 200 → 225; Physical resistance 0% → 10%; Missile resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —; New: Vigorous, Strider, Hide (forest)
Fimir Warriorswh_dlc08_nor_mon_fimir_0168,224 → 13,60011030 → 4542 → 4032 → 2568 → 501,200 → 2,6001,150 → 1,300Leadership 70 → 65; Bonus vs infantry 15 → 10; Charge bonus 30 → 40; Melee attack interval 3.8 s → 3.5 s; Mass 1,500 → 2,000; Upkeep 300 → 325; Missile resistance 25% → 15%; Spell resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Vigorous
Skin Wolves (Armoured)wh_dlc08_nor_mon_skinwolves_1247,416 → 12,0007032 → 3528 → 4040 → 3520 → 251,100 → 2,3001,100 → 1,150Bonus vs large 30 → 40; Charge bonus 32 → 30; Melee attack interval 4 s → 3.5 s; Mass 1,400 → 1,500; Upkeep 275 → 287; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Wolfen Vigour, Devastating Flanker, Vanguard Deployment, Immune to Flanking; Removed: Regeneration
Feral Mammothwh_dlc08_nor_mon_war_mammoth_0112,988 → 15,00050 → 3030 → 5028 → 30155 → 150370 → 4001,350 → 3,2001,300 → 1,600Speed 56 → 60; Bonus vs infantry 34 → 0; Bonus vs large 0 → 30; Charge bonus 68 → 100; Mass 6,000 → 10,000; Upkeep 362 → 400; Physical resistance 0% → 20%; Missile resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —; New: Wallbreaker, Glorious Charge
War Mammothwh_dlc08_nor_mon_war_mammoth_1114,144 → 18,00080 → 7034 → 5530155 → 150370 → 4001,900 → 4,6001,800 → 2,300Leadership 65 → 75; Speed 56 → 55; Bonus vs infantry 34 → 30; Charge bonus 68 → 100; Mass 6,600 → 20,000; Upkeep 475 → 575; Physical resistance 0% → 25%; Missile resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Wallbreaker, Glorious Charge
The Great Mawherd of Bloodfjord (Feral Mammoths)wh_dlc08_nor_mon_war_mammoth_ror_1513,460 → 17,50050 → 3034 → 6020 → 3030 → 75100 → 1252,000 → 3,6002,000 → 1,800Leadership 50 → 60; Speed 56 → 70; Bonus vs infantry 17 → 0; Bonus vs large 0 → 10; Charge bonus 73 → 100; Melee attack interval 3.2 s → 3 s; Mass 6,500 → 7,500; Upkeep 500 → 450; Physical resistance 0% → 20%; Missile resistance 30% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Frenzy, Feral Rage II, Feral Rage I, Unstoppable Charge, Glorious Charge, Wallbreaker; Removed: Enrage
The Ice-Forged Legion (Hellcannons)wh_dlc08_nor_art_hellcannon_battery415,828 → 19,75030 → 6018 → 2514 → 2521 → 257 → 103,200 → 4,0003,200 → 2,000Leadership 70 → 100; Charge bonus 5 → 10; Melee attack interval 4.3 s → 4 s; Mass 2,120 → 750; Range 420 m → 425 m; Ammunition 40 → 45; Missile base damage 72 → 150; Missile AP damage 262 → 250; Upkeep 800 → 500; Spell resistance 0% → 25%; Fire resistance 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → —; New: Blooood!, Boom!
Fimir Warriors (Great Weapons)wh_dlc08_nor_mon_fimir_1168,224 → 13,60011030 → 4032 → 4532 → 6068 → 401,300 → 2,6001,300Leadership 70 → 65; Bonus vs large 25 → 20; Mass 1,500 → 2,000; Missile resistance 25% → 15%; Spell resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Vigorous
Chaos Frost Dragonwh_dlc08_nor_mon_frost_wyrm_017,120 → 9,00070 → 804541 → 40155 → 200340 → 3001,500 → 3,5001,500 → 1,750Leadership 70 → 60; Speed 90 → 100; Charge bonus 57 → 60; Melee attack interval 3.8 s → 4 s; Mass 3,800 → 3,500; Upkeep 375 → 437; Physical resistance 0% → 15%; Missile resistance 25% → 15%; Spell resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
The Cold-Voider (Chaos Frost Dragon)wh_dlc08_nor_mon_frost_wyrm_ror_017,120 → 9,00070 → 8056 → 5551 → 40155 → 200340 → 3001,800 → 4,3001,800 → 2,150Leadership 80 → 70; Speed 90 → 100; Charge bonus 57 → 60; Melee attack interval 3.8 s → 4 s; Mass 3,800 → 3,500; Upkeep 450 → 537; Physical resistance 0% → 15%; Missile resistance 25% → 15%; Spell resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Howling Winter; Removed: Frenzy, Immune to Contact Effects
Norscan Giantwh_dlc08_nor_mon_norscan_giant_0112,620 → 14,0005065 → 7030 → 40200500 → 3251,500 → 3,2001,400 → 1,600Leadership 100 → 80; Speed 39 → 40; Charge bonus 40 → 35; 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: Northern Roar, Bolstered Defence, Trample
War Mammoth (Warshrine)wh_dlc08_nor_mon_war_mammoth_2114,144 → 16,00080 → 7034 → 5530155 → 150370 → 4001,900 → 5,0002,000 → 2,500Leadership 65 → 75; Speed 56 → 40; Bonus vs infantry 34 → 30; Charge bonus 68 → 100; Mass 6,600 → 20,000; Upkeep 475 → 625; Physical resistance 0% → 25%; Missile resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Wallbreaker, Glorious Charge; Removed: Favour of the Ruinous Powers, Encourage
Icehorn Marauders (Marauders)wh_pro04_nor_inf_chaos_marauders_ror_0120 → 609,360 → 16,80015 → 10043 → 4036 → 5521 → 257 → 30575 → 2,500575 → 1,250Missile block 35% → 60%; Leadership 70 → 80; Speed 35 → 32; Charge bonus 18 → 20; Melee attack interval 4.2 s → 4 s; Mass 100 → 250; Upkeep 150 → 312; Physical resistance 0% → 10%; Spell resistance 0% → 40%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Bolstered Command, Weather the Storm, Expert Charge Defence, Disciplined; Removed: Perfect Vigour
Brutes of the Hound (Marauder Berserkers)wh_pro04_nor_inf_marauder_berserkers_ror_0100 → 14010,200 → 16,80035 → 205026 → 2539 → 4013 → 251,000 → 2,2001,000 → 1,100Speed 40 → 42; Bonus vs infantry 5 → 10; Charge bonus 42 → 30; Mass 180 → 175; Upkeep 250 → 275; Physical resistance 0% → 20%; Spell resistance 35% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Weather the Storm, Sacrifice; Removed: Causes Fear
Mist Stalkers (Fimir Warriors)wh_pro04_nor_mon_fimir_ror_0168,224 → 13,60011038 → 5052 → 4032 → 2568 → 501,450 → 3,2001,400 → 1,600Leadership 80 → 70; Speed 45 → 50; Bonus vs infantry 15 → 10; Charge bonus 30 → 60; Melee attack interval 3.8 s → 3.5 s; Mass 1,500 → 2,000; Upkeep 362 → 400; Missile resistance 25% → 15%; Spell resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Vigorous, Perfect Vigour
Maws of Savagery (Skin Wolves – Armoured)wh_pro04_nor_mon_skinwolves_ror_024 → 127,416 → 12,0007041 → 4536 → 4520 → 4040 → 601,500 → 3,0001,500Bonus vs infantry 0 → 30; Bonus vs large 30 → 0; Charge bonus 32 → 30; Melee attack interval 4 s → 3.5 s; Mass 1,400 → 1,500; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Wolfen Vigour, Causes Terror, Devastating Flanker, Stalk, Immune to Flanking; Removed: Regeneration
Soulcrusher (War Mammoth)wh_pro04_nor_mon_war_mammoth_ror_0114,144 → 18,00080 → 7043 → 6538 → 40155 → 150370 → 4002,150 → 5,2002,150 → 2,600Leadership 75 → 85; Speed 56 → 55; Bonus vs infantry 34 → 30; Charge bonus 68 → 100; Mass 6,600 → 20,000; Upkeep 575 → 650; Physical resistance 0% → 25%; Missile resistance 15% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Wallbreaker, Glorious Charge
Burplesmirk Spewpitwh3_main_ie_nor_cha_exalted_great_unclean_one_burplesmirk_spewpit113,620 → 17,500506050165 → 175385 → 4002,000 → 4,6002,200 → 2,300Mass 7,000 → 7,500; New: Stench Lord, Greater Stench Lord; Removed: Blight Swarm, Foetid Stench, Pestilent Decay, Cloud of Flies, Wounds, Arcane Conduit
Killgore Slaymaimwh3_main_ie_nor_cha_exalted_hero_mkho_killgore_slaymaim17,516 → 7,50013065 → 6045 → 351253001,400 → 2,8001,400Speed 70 → 65; Charge bonus 70 → 65; Mass 2,800 → 4,250; Spell resistance 35% → 40%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Chosen of Khorne, Blessing of Khorne, Unstoppable Charge; Removed: Frenzy
Scyla Anfingrimmwh3_dlc26_kho_cha_scyla_anfingrimm17,270 → 10,0005052 → 5530 → 40265 → 275285 → 3000 → 2,6001,225 → 1,300Melee attack interval 3.8 s → 4 s; Mass 1,800 → 2,000; Spell resistance 35% → 40%; Removed: Encourage
Followers of the Great Eagle (Marauder Chariots)wh3_dlc27_nor_cav_chaos_chariot_ror45,632 → 8,8809029 → 4536 → 4011 → 5029 → 301,000 → 2,8001,000 → 1,400Speed 78 → 75; Bonus vs infantry 18 → 20; Charge bonus 76 → 115; Mass 3,100 → 3,125; Upkeep 250 → 350; New: Apex Magic, Weather the Storm, Greater Magic Bond, Causes Fear, Vanguard Deployment
Kurgan Horsemenwh3_dlc27_nor_cav_kurgan_horsemen_dualweapons60 → 805,880 → 12,0001529 → 4029 → 3026 → 2011 → 10700 → 1,500700 → 750Leadership 55 → 60; Speed 90 → 95; Melee attack interval 4 s → 3.5 s; Mass 600 → 1,100; Upkeep 175 → 188; Missile resistance 0% → 10%; New: Weather the Storm; Removed: Frenzy
Kurgan Horsemen Championswh3_dlc27_nor_cav_kurgan_horsemen_greatweapons605,880 → 13,50015 → 3029 → 5024 → 4013 → 2029 → 40750 → 3,000750 → 1,500Leadership 55 → 70; Speed 90 → 95; Charge bonus 44 → 40; Melee attack interval 4 s → 3.5 s; Mass 600 → 1,100; Upkeep 187 → 375; Missile resistance 0% → 10%; New: Weather the Storm, Pillage, Rend, Glorious Charge, Causes Fear; Removed: Frenzy
Riders of the Mighty Serpent (Marauder Horsemen)wh3_dlc27_nor_cav_marauder_horsemen_ror60 → 805,460 → 12,00015 → 4529 → 4027 → 2519 → 305 → 10900 → 1,900900 → 950Leadership 58 → 70; Speed 95 → 100; Bonus vs large 0 → 10; Charge bonus 24 → 50; Melee attack interval 5 s → 4 s; Mass 600 → 1,100; Range 80 m → 100 m; Ammunition 16 → 20; Missile base damage 15 → 20; Missile AP damage 7 → 10; Reload time 9 s → 12 s; Upkeep 225 → 238; Physical resistance 5% → 0%; Missile resistance 0% → 10%; New: Weather the Storm
Beorg Bearstruckwh3_dlc27_nor_cha_beorg_bearstruck16,170 → 7,500904053 → 55220 → 225230 → 2501,300 → 2,6001,300Speed 56 → 55; Removed: Colossal Strike, Preyton Horns
Fimir Noblewh3_dlc27_nor_cha_fimir_noble15,440 → 6,75011052 → 5030100350900 → 2,000900 → 1,000Upkeep 237 → 250; Missile resistance 25% → 30%; New: Vigorous
Great Shaman-Sorcerer (Death)wh3_dlc27_nor_cha_great_shaman_sorcerer_death13,660 → 4,500353535240 → 275105 → 1001,000 → 800400Speed 35 → 34; Mass 300 → 750; New: Weather the Storm
Great Shaman-Sorcerer (Death)wh3_dlc27_nor_cha_great_shaman_sorcerer_death_chariot14,456 → 5,250903529 → 35100 → 225200 → 1001,600 → 1,800900Speed 78 → 75; Bonus vs infantry 26 → 20; Charge bonus 52 → 50; Upkeep 400 → 375; New: Weather the Storm
Great Shaman-Sorcerer (Death)wh3_dlc27_nor_cha_great_shaman_sorcerer_death_mammoth113,604 → 12,5008034 → 3530 → 35155 → 150370 → 4002,250 → 2,8002,250 → 1,400Speed 56 → 40; Bonus vs infantry 34 → 30; Charge bonus 68 → 70; Mass 7,300 → 11,000; Upkeep 563 → 500; Missile resistance 15% → 10%; New: Weather the Storm
Great Shaman-Sorcerer (Death)wh3_dlc27_nor_cha_great_shaman_sorcerer_death_warhorse14,048 → 4,750353535240 → 275105 → 1001,200600Speed 78 → 80; Mass 1,300 → 1,500; New: Weather the Storm
Great Shaman-Sorcerer (Fire)wh3_dlc27_nor_cha_great_shaman_sorcerer_fire13,660 → 4,500353535240 → 275105 → 1001,000 → 800400Speed 35 → 34; Mass 300 → 750; New: Weather the Storm
Great Shaman-Sorcerer (Fire)wh3_dlc27_nor_cha_great_shaman_sorcerer_fire_chariot14,456 → 5,250903529 → 35100 → 225200 → 1001,600 → 1,800900Speed 78 → 75; Bonus vs infantry 26 → 20; Charge bonus 52 → 50; Upkeep 400 → 375; New: Weather the Storm
Great Shaman-Sorcerer (Fire)wh3_dlc27_nor_cha_great_shaman_sorcerer_fire_mammoth113,604 → 12,5008034 → 3530 → 35155 → 150370 → 4002,250 → 2,8002,250 → 1,400Speed 56 → 40; Bonus vs infantry 34 → 30; Charge bonus 68 → 70; Mass 7,300 → 11,000; Upkeep 563 → 500; New: Weather the Storm
Great Shaman-Sorcerer (Fire)wh3_dlc27_nor_cha_great_shaman_sorcerer_fire_warhorse14,048 → 4,750353535240 → 275105 → 1001,200600Speed 78 → 80; Mass 1,300 → 1,500; New: Weather the Storm
Great Shaman-Sorcerer (Metal)wh3_dlc27_nor_cha_great_shaman_sorcerer_metal13,660 → 4,500353535240 → 275105 → 1001,000 → 800400Speed 35 → 34; Mass 300 → 750; New: Weather the Storm
Great Shaman-Sorcerer (Metal)wh3_dlc27_nor_cha_great_shaman_sorcerer_metal_chariot14,456 → 5,250903529 → 35100 → 225200 → 1001,600 → 1,800900Speed 78 → 75; Bonus vs infantry 26 → 20; Charge bonus 52 → 50; Upkeep 400 → 375; New: Weather the Storm
Great Shaman-Sorcerer (Metal)wh3_dlc27_nor_cha_great_shaman_sorcerer_metal_mammoth113,604 → 12,5008034 → 3530 → 35155 → 150370 → 4002,250 → 2,8002,250 → 1,400Speed 56 → 40; Bonus vs infantry 34 → 30; Charge bonus 68 → 70; Mass 7,300 → 11,000; Upkeep 563 → 500; New: Weather the Storm
Great Shaman-Sorcerer (Metal)wh3_dlc27_nor_cha_great_shaman_sorcerer_metal_warhorse14,048 → 4,750353535240 → 275105 → 1001,200600Speed 78 → 80; Mass 1,300 → 1,500; New: Weather the Storm
Sayl the Faithlesswh3_dlc27_nor_cha_sayl_the_faithless14,030 → 5,0003043 → 4536 → 35270 → 275110 → 1251,000 → 1,500450 → 750Speed 33 → 35; Upkeep 250 → 0; New: Weather the Storm
Sayl the Faithlesswh3_dlc27_nor_cha_sayl_the_faithless_chariot14,730 → 5,7509043 → 3528 → 25120 → 125220 → 2251,600 → 2,500900 → 1,250Speed 78 → 75; Bonus vs infantry 26 → 25; Upkeep 400 → 0; New: Weather the Storm
Sayl the Faithlesswh3_dlc27_nor_cha_sayl_the_faithless_mammoth113,774 → 13,0008034 → 3530 → 25155 → 150370 → 4002,300 → 3,5002,300 → 1,750Speed 56 → 40; Bonus vs infantry 34 → 0; Bonus vs large 0 → 30; Charge bonus 68 → 70; Mass 7,500 → 11,000; Upkeep 575 → 0; New: Weather the Storm
Sayl the Faithlesswh3_dlc27_nor_cha_sayl_the_faithless_warhorse14,398 → 5,2503043 → 4536 → 25270 → 275110 → 1251,200 → 1,900650 → 950Mass 2,300 → 2,500; Upkeep 300 → 0; New: Weather the Storm
Worshippers of the Crow (Marauders – Great Weapons)wh3_dlc27_nor_inf_chaos_marauders_great_weapons_ror120 → 14010,200 → 16,80015 → 4038 → 3532 → 407 → 1523 → 25650 → 1,400650 → 700Speed 35 → 40; Charge bonus 22 → 25; Melee attack interval 4.6 s → 4 s; Mass 100 → 200; Upkeep 163 → 175; New: Weather the Storm, Damage Reflection
Marauder Bearmenwh3_dlc27_nor_inf_marauder_bearmen100 → 8011,200 → 16,00045 → 5032 → 4035 → 5022 → 258 → 15575 → 2,800575 → 1,400Missile block 35% → 40%; Leadership 65 → 75; Speed 31 → 35; Bonus vs infantry 0 → 10; Charge bonus 18 → 30; Melee attack interval 4.2 s → 4 s; Mass 120 → 200; Upkeep 144 → 350; Physical resistance 0% → 10%; New: Weather the Storm, Vigorous, Mark of Urslo
Marauder Bearmen (Great Weapons)wh3_dlc27_nor_inf_marauder_bearmen_greatweapons100 → 8011,200 → 16,00045 → 5032 → 5529 → 408 → 2525 → 15650 → 2,800650 → 1,400Leadership 65 → 75; Speed 31 → 35; Bonus vs large 0 → 20; Charge bonus 24 → 30; Melee attack interval 4.6 s → 4 s; Mass 120 → 200; Upkeep 163 → 350; Physical resistance 0% → 10%; New: Weather the Storm, Vigorous, Mark of Urslo
Chimerawh3_dlc27_nor_mon_chimera16,390 → 8,0008052 → 5038 → 40240 → 250280 → 3001,500 → 3,0001,500Leadership 60 → 70; Charge bonus 45 → 50; Melee attack interval 3.6 s → 4 s; Mass 2,000 → 3,000; Missile resistance 15% → 20%
Bloodshriek Chimera (Chimera)wh3_dlc27_nor_mon_chimera_ror16,390 → 8,0008064 → 6048 → 50240 → 250280 → 3001,900 → 3,7001,900 → 1,850Leadership 70 → 80; Charge bonus 45 → 50; Melee attack interval 3.6 s → 4 s; Mass 2,000 → 3,000; Upkeep 475 → 463; Missile resistance 15% → 20%
Curs'd Ettinwh3_dlc27_nor_mon_cursd_ettin114,320 → 17,5003565403003501,500 → 3,2001,500 → 1,600Speed 39 → 40; Mass 7,500 → 8,500; Upkeep 375 → 400; Missile resistance 15% → 20%; Spell resistance 25% → 40%
Curs'd Ettin (Runecaller)wh3_dlc27_nor_mon_cursd_ettin_runecaller111,820 → 15,0003560353002501,600 → 3,2001,600Speed 39 → 40; Mass 6,500 → 8,500; Missile resistance 15% → 20%; Spell resistance 25% → 40%
Dread Mawwh3_dlc27_nor_mon_dread_maw_underground19,640 → 11,5008065 → 7033 → 30120 → 150280 → 3001,200 → 2,0001,200 → 1,000Leadership 65 → 70; Melee attack interval 4.5 s → 4 s; Missile base damage 30 → 25; Missile AP damage 60 → 75; Upkeep 300 → 250; Missile resistance 25% → 40%
Styrkaar of the Sortsvinaerwh3_dlc27_sla_cha_styrkaar_the_sortsvinaer14,688 → 6,000804560360 → 350140 → 150333 → 2,0001,000Speed 42 → 45; Mass 1,000 → 1,500; Physical resistance 5% → 20%; Missile resistance 15% → 0%; New: Bolstered Armour, Directional Shield
Styrkaar of the Sortsvinaerwh3_dlc27_sla_cha_styrkaar_the_sortsvinaer_daemonic_steed15,760 → 7,0008045 → 4060 → 55140 → 150360 → 350333 → 2,8001,450 → 1,400Mass 2,300 → 2,500; Physical resistance 20% → 0%; New: Bolstered Armour, Directional Shield
Styrkaar of the Sortsvinaerwh3_dlc27_sla_cha_styrkaar_the_sortsvinaer_steed_of_slaanesh14,876 → 6,2508045 → 4055360 → 350140 → 150333 → 2,4001,200Speed 75 → 100; Mass 1,500 → 2,250; Physical resistance 20% → 0%; New: Bolstered Armour, Directional Shield; Removed: Causes Fear
Bile Trollswh3_dlc27_throgg_mon_bile_trolls16 → 88,672 → 16,00060 → 5029 → 304545 → 5070 → 1001,050 → 3,0001,050 → 1,500Leadership 50 → 45; Speed 54 → 50; Charge bonus 24 → 40; Melee attack interval 3.8 s → 5 s; Mass 1,500 → 3,000; Upkeep 250 → 375; Physical resistance 0% → 20%; Fire resistance 0% → -10%; New: Stupidity
Chaos Trollswh3_dlc27_throgg_mon_chs_trolls_016 → 127,904 → 12,0004034 → 4032 → 3030 → 5070 → 75800 → 2,200800 → 1,100Leadership 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%; New: Troll Metabolism, Stupidity; Removed: Regeneration
Chaos Trolls (Armoured)wh3_dlc27_throgg_mon_chs_trolls_116 → 87,904 → 12,000110 → 9034 → 5032 → 2530 → 5070 → 100950 → 3,000900 → 1,500Speed 54 → 50; Bonus vs infantry 0 → 25; Charge bonus 24 → 50; Melee attack interval 3.8 s → 5 s; Mass 1,500 → 3,000; Upkeep 238 → 375; Missile resistance 0% → 20%; New: Troll Metabolism, Stupidity; Removed: Regeneration
River Trollswh3_dlc27_throgg_mon_river_trolls_016 → 127,904 → 12,00040 → 3034 → 5040 → 3035 → 7570 → 50900 → 2,800900 → 1,400Speed 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%; New: Stupidity, Troll Metabolism; Removed: Regeneration
Stone Trollswh3_dlc27_throgg_mon_stone_trolls_016 → 127,904 → 12,00070 → 10036 → 4032 → 4040 → 2580 → 1001,100 → 3,0001,100 → 1,500Speed 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%; New: Stupidity, Troll Metabolism; Removed: Regeneration
Gutrot Spumewh3_dlc29_chs_cha_gutrot_spume15,9709050481402901,2001,200Removed: Colossal Strike, Tendrils of the Sea, Impetuous Courage, Kraken Hunter, Wounds, Stand or Die!
Gutrot Spumewh3_dlc29_chs_cha_gutrot_spume_warshrine112,790 → 12,7826040481602501,6501,650Speed 38 → 30; Removed: Giver of Abundant Glory, Colossal Strike, Tendrils of the Sea, Impetuous Courage, Kraken Hunter, Wounds, Favour of the Ruinous Powers, Stand or Die!
Flayerkinwh3_dlc29_chs_inf_flayerkin908,4601535282814625625Removed: Mutant Rush, Rage

New units in SFO

  • Marauder Pathfindernor_cha_hunter_11 modelHealth5,000Armour60Leadership70Speed40Melee attack50Melee defence40Weapon strength (base + AP)350Charge bonus25Missile damage (base + AP)500Range100Missile resistance %10Multiplayer cost800
  • Fimir Mearghnor_cha_fimir1 modelHealth6,500Armour110Leadership70Speed55Melee attack50Melee defence45Weapon strength (base + AP)425Charge bonus35Missile resistance %15Magic resistance %25Multiplayer cost1,000
  • Blessed Marauder Champions (Berserkers)nor_blessed40 modelsHealth14,000Armour80Leadership75Speed45Melee attack50Melee defence25Weapon strength (base + AP)70Charge bonus40Ward save %10Multiplayer cost1,800
  • Norscan Whalersnor_whaler80 modelsHealth11,600Armour60Leadership70Speed35Melee attack35Melee defence30Weapon strength (base + AP)40Charge bonus15Missile damage (base + AP)35Range100Physical resistance %10Multiplayer cost1,000
  • Fimir Stalkersnor_fimir_pack60 modelsHealth14,400Armour80Leadership60Speed45Melee attack40Melee defence30Weapon strength (base + AP)50Charge bonus30Missile resistance %10Magic resistance %10Multiplayer cost800
  • Norscan Huscarlsnor_huscarls100 modelsHealth17,000Armour100Leadership80Speed35Melee attack35Melee defence55Weapon strength (base + AP)45Charge bonus30Physical resistance %10Multiplayer cost1,350
  • Norscan Ulfhednarnor_ulf100 modelsHealth17,000Armour40Leadership80Speed42Melee attack40Melee defence25Weapon strength (base + AP)55Charge bonus30Missile damage (base + AP)80Range70Physical resistance %10Multiplayer cost1,350
  • Bile Troll Heraldnor_bile_troll1 modelHealth12,500Armour50Leadership65Speed55Melee attack55Melee defence30Weapon strength (base + AP)550Charge bonus50Missile resistance %20Fire resistance %-10Multiplayer cost1,500

Skills

Unnatural Healing
  • −Casualty replenishment rate: +4% (Lord's army)
  • +Casualty replenishment rate: +5% (Lord's army)
Fuelled by War
  • −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)
Spawn of Chaos
  • +Hero self-defence: +25% chance of wounding aggressors
  • +Local recruitment capacity: +1 (local province)
Eye of the Balefiend
  • −Level 1: Spell resistance: 15%
  • +Level 1: Spell resistance: 10%
Swamp Totems
  • −Spell resistance: -10% (enemy armies in local province)
  • −Missile resistance: -10% (enemy armies in local province)
  • +Spell resistance: -5% (enemy armies in province)
  • +Missile resistance: -5% (enemy armies in province)
Persuasion Tactics
  • −Recruitment cost: -20% (Lord's army)
  • +Recruitment cost: -20% for all units (Lord's army)
Swelling of Doom
  • −Level 1: Growth: +8 (local province)
  • −Level 2: Growth: +20 (local province)
  • −Level 3: Growth: +36 (local province)
  • +Level 1: Growth: +8 (own local province)
  • +Level 2: Growth: +20 (own local province)
  • +Level 3: Growth: +36 (own local province)
Backstabbing Sorcery
  • −Enemy Winds of Magic power reserve capacity: -10 (enemy armies in local province)
  • −Spell resistance: -20% (enemy armies in local province)
  • +Enemy Winds of Magic power reserve capacity: -10 (enemy armies in province)
  • +Spell resistance: -10% (enemy armies in province)
Imbued Durability
  • −Passive ability: "Regeneration"
  • −Ward save: +10%
  • +Level 1: Passive ability: "Regeneration"
  • +Level 1: Ward save: +5%
  • +Level 2: Passive ability: "Regeneration"
  • +Level 2: Ward save: +10%
  • +Level 2: Battle healing cap: +50%
Fused with Dark Magic
  • −Ability number of uses: +1 for "Nightmaw"
  • −Enables magical attacks (Lord's army)
  • −Spell resistance: 20% (Lord's army)
  • −Weapon strength: +10% (Lord's army)
  • +Level 1: Ability number of uses: +1 for "Nightmaw"
  • +Level 1: Enables magical attacks (Lord's army)
  • +Level 1: Spell resistance: 5% (Lord's army)
  • +Level 1: Weapon strength: +5% (Lord's army)
  • +Level 2: Ability number of uses: +1 for "Nightmaw"
  • +Level 2: Enables magical attacks (Lord's army)
  • +Level 2: Spell resistance: 20% (Lord's army)
  • +Level 2: Weapon strength: +20% (Lord's army)
Empower & Exploit
  • −Winds of Magic power reserve capacity: +10 (all armies factionwide)
  • −Winds of Magic power reserve minimum: +10 (all armies factionwide)
  • −Hero capacity: +2 for Shaman-Sorcerers
  • +Level 1: Winds of Magic power reserve capacity: +10 (all armies factionwide)
  • +Level 1: Winds of Magic power reserve minimum: +10 (all armies factionwide)
  • +Level 1: Hero capacity: +1 for Shaman-Sorcerers
  • +Level 2: Winds of Magic power reserve capacity: +20 (all armies factionwide)
  • +Level 2: Winds of Magic power reserve minimum: +20 (all armies factionwide)
  • +Level 2: Hero capacity: +2 for Shaman-Sorcerers
Motivation Through Fear
  • −Campaign movement range: +10%
  • −Upkeep: -10% (Lord's army)
  • −Leadership: +8 (Lord's army)
  • +Level 1: Campaign movement range: +5%
  • +Level 1: Upkeep: -5% (Lord's army)
  • +Level 1: Leadership: +4 (Lord's army)
  • +Level 2: Campaign movement range: +10%
  • +Level 2: Upkeep: -10% (Lord's army)
  • +Level 2: Leadership: +8 (Lord's army)
Incitation to Slaughter
  • −Campaign movement range: +10% (Hero's army)
  • +Campaign movement range: +10% for armies (Hero's army)
Devious Flames
  • −Weakness to Fire Damage: -20% for all units (enemy armies in local province)
  • +Enemy fire resistance: -20% (enemy armies in province)
Mournful Howls
  • −Enemy leadership: -3 (enemy armies in local province)
  • +Enemy leadership: -3 (enemy armies in province)
Lord of Beasts
  • −Leadership: +12 for all Trolls, Fimir and Skin Wolves units (Lord's army)
  • −Upkeep: -10% for all Trolls, Fimir and Skin Wolves units (Lord's army)
  • +Leadership: +5 for all Trolls, Fimir and Skin Wolves units (Lord's army)
  • +Upkeep: -5% for all Trolls, Fimir and Skin Wolves units (Lord's army)
Primordial Might
  • −Ability number of uses: +3 for "Copious Vomit"
  • −Cooldown: -50% for "Copious Vomit"
  • −Weapon strength: +20%
  • +Level 1: Ability number of uses: +1 for "Copious Vomit"
  • +Level 1: Cooldown: -25% for "Copious Vomit"
  • +Level 1: Weapon strength: +10%
  • +Level 2: Ability number of uses: +2 for "Copious Vomit"
  • +Level 2: Cooldown: -50% for "Copious Vomit"
  • +Level 2: Weapon strength: +20%
Mutant Regeneration
  • −Passive ability: "Horrible Regeneration" for all Trolls and Skin Wolves units (Lord's army)
  • −Passive ability: "Regeneration" for all Fimir units (Lord's army)
  • −Missile resistance: 20% for all Trolls and Skin Wolves units (Lord's army)
  • +Level 1: Passive ability: "Horrible Regeneration" for all Trolls and Skin Wolves units (Lord's army)
  • +Level 1: Passive ability: "Regeneration" for all Fimir units (Lord's army)
  • +Level 1: Missile resistance: 10% for all Trolls and Skin Wolves units (Lord's army)
  • +Level 2: Passive ability: "Horrible Regeneration" for all Trolls and Skin Wolves units (Lord's army)
  • +Level 2: Passive ability: "Regeneration" for all Fimir units (Lord's army)
  • +Level 2: Missile resistance: 30% for all Trolls and Skin Wolves units (Lord's army)
Monstrous Fiends
  • −Passive ability: "Frenzy" for Troll and Fimir units (Lord's army)
  • −Melee defence: +8 for all Trolls, Fimir and Skin Wolves units (Lord's army)
  • +Level 1: Passive ability: "Frenzy" for Troll and Fimir units (Lord's army)
  • +Level 1: Melee defence: +4 for all Trolls, Fimir and Skin Wolves units (Lord's army)
  • +Level 2: Passive ability: "Frenzy" for Troll and Fimir units (Lord's army)
  • +Level 2: Melee defence: +8 for all Trolls, Fimir and Skin Wolves units (Lord's army)
  • +Level 2: Charge bonus: +10 for all Trolls, Fimir and Skin Wolves units (Lord's army)
Juggernauts of the Sarl
  • −"Wyrmpiercer" ammunition (improved anti-large) for all javelin units (Lord's army)
  • −Bonus vs Large: +12 for all Marauder units (Lord's army)
  • +Level 1: "Wyrmpiercer" ammunition (improved anti-large) for all javelin units (Lord's army)
  • +Level 1: Bonus vs Large: +10 for all Marauder units (Lord's army)
  • +Level 2: "Wyrmpiercer" ammunition (improved anti-large) for all javelin units (Lord's army)
  • +Level 2: Ammunition: +10% for Marauder Hunter units (Lord's army)
  • +Level 2: Speed: +10% for Marauder Hunter units (Lord's army)
  • +Level 2: Bonus vs Large: +10 for all Marauder units (Lord's army)
The Eternal Challenger
  • −Upgrades ability: "Hunter of Champions" (affected targets cannot move)
  • −Attribute: Executioner
  • −Physical resistance: 10%
  • +Level 1: Upgrades ability: "Hunter of Champions" (affected targets cannot move)
  • +Level 1: Attribute: Executioner
  • +Level 1: Physical resistance: 5%
  • +Level 2: Upgrades ability: "Hunter of Champions" (affected targets cannot move)
  • +Level 2: Attribute: Executioner
  • +Level 2: Physical resistance: 10%
  • +Level 2: Passive ability: "Challenge Me!"
Gift of Tongues
  • −Attacks cause "Discouraged" effect, reducing leadership
  • −Enemy leadership: -5 (local region)
  • +Level 1: Attacks cause "Discouraged" effect, reducing leadership
  • +Level 1: Enemy leadership: -4 (enemy armies in region)
  • +Level 2: Attacks cause "Discouraged" effect, reducing leadership
  • +Level 2: Enemy melee defence: -4 (enemy armies in region)
  • +Level 2: Enemy leadership: -4 (enemy armies in region)
Echoes of Ambition
  • −Construction cost: -10% for Province Capital/Settlement buildings (all provinces)
  • −Construction time: -1 for Province Capital/Settlement buildings (all provinces)
  • −Upkeep: -15% (Lord's army)
  • +Level 1: Construction cost: -5% for Province Capital/Settlement buildings (all provinces)
  • +Level 1: Construction time: -1 for Province Capital/Settlement buildings (all provinces)
  • +Level 1: Upkeep: -5% (own armies in province)
  • +Level 2: Construction cost: -10% for Province Capital/Settlement buildings (all provinces)
  • +Level 2: Construction time: -2 for Province Capital/Settlement buildings (all provinces)
  • +Level 2: Upkeep: -10% (own armies in province)
Fervent Creatures
  • −Charge bonus: +15 for Skin Wolves units (Lord's army)
  • −Melee defence: +15 for Skin Wolves units (Lord's army)
  • +Charge bonus: +10 for Skin Wolves units (Lord's army)
  • +Melee defence: +10 for Skin Wolves units (Lord's army)
Mammoth Tamer
  • −Recruit rank: +3 for Mammoth units (Lord's army)
  • +Recruit rank: +2 for Mammoth units (Lord's army)
Warhorsenew
  • +Mount: Norscan Warhorse
Marauder Chariot (Ice Wolves)new
  • +Mount: Marauder Chariot
Storied Whalernew
  • +Level 1: Missile strength: +5% for Marauder Hunter units (Lord's army)
  • +Level 1: Range: +5% for Marauder Hunter units (Lord's army)
  • +Level 1: Speed: +5% for Marauder Hunter units (Lord's army)
  • +Level 1: Ammunition: +5% for Marauder Hunter units (Lord's army)
  • +Level 2: Missile strength: +10% for Marauder Hunter units (Lord's army)
  • +Level 2: Range: +10% for Marauder Hunter units (Lord's army)
  • +Level 2: Speed: +10% for Marauder Hunter units (Lord's army)
  • +Level 2: Ammunition: +10% for Marauder Hunter units (Lord's army)
Acclaimed Hunternew
  • +Level 1: Weapon strength: +10% for Norscan Warhounds and Norsca Ice Wolves units (Lord's army)
  • +Level 1: Speed: +5% for Norscan Warhounds and Norsca Ice Wolves units (Lord's army)
  • +Level 1: Physical resistance: 5% for Norscan Warhounds and Norsca Ice Wolves units (Lord's army)
  • +Level 2: Weapon strength: +20% for Norscan Warhounds and Norsca Ice Wolves units (Lord's army)
  • +Level 2: Speed: +10% for Norscan Warhounds and Norsca Ice Wolves units (Lord's army)
  • +Level 2: Physical resistance: 10% for Norscan Warhounds and Norsca Ice Wolves units (Lord's army)
Skaldnew
  • +Level 1: Control: +1 (own local province)
  • +Level 1: Recruitment cost: -5% for all units (Lord's army)
  • +Level 2: Control: +2 (own local province)
  • +Level 2: Recruitment cost: -10% for all units (Lord's army)
Legendary Trackernew
  • +Speed: -10% for War Beasts and Monsters (enemy armies in region)
  • +Weapon strength: -5% for War Beasts and Monsters (enemy armies in region)
  • +"Wyrmpiercer" ammunition (improved anti-large) for all javelin units (Lord's army)
Trophiesnew
  • +Passive ability: "Hunted"
Champion's Demandnew
  • +Level 1: Campaign movement range: +5%
  • +Level 1: Enemy Hero action success chance: -4%
  • +Level 1: Campaign line of sight: +5%
  • +Level 2: Campaign movement range: +10%
  • +Level 2: Enemy Hero action success chance: -8%
  • +Level 2: Campaign line of sight: +10%
Lying in Waitnew
  • +Level 1: Missile resistance: 4%
  • +Level 1: Melee attack: +2 during ambushes (Lord's army)
  • +Level 1: Ambush success chance: +4% (Lord's army)
  • +Level 2: Missile resistance: 8%
  • +Level 2: Melee attack: +4 during ambushes (Lord's army)
  • +Level 2: Ambush success chance: +8% (Lord's army)
Thrill of the Huntnew
  • +Ability: "Hunt is On!"
Dark Offeringsnew
  • +Level 1: Income from post-battle loot: +10%
  • +Level 2: Income from post-battle loot: +10%
  • +Level 2: Attribute: Strider
Breath of the Wildnew
  • +Level 1: Vigour loss reduction: -10% (Lord's army)
  • +Level 2: Vigour loss reduction: -20% (Lord's army)
The Bloodthirstnew
  • +Passive ability: "Frenzy"
  • +Attribute: Charge Defence vs Large
Clan-Mothernew
  • +Level 1: Melee attack: +2 for Fimir units (Lord's army)
  • +Level 1: Upkeep: -5% for Fimir units (Lord's army)
  • +Level 1: Speed: +5% for Fimir units (Lord's army)
  • +Level 1: Leadership: +2 for Fimir Warrior units (Lord's army)
  • +Level 1: Melee defence: +2 for Fimir Warrior units (Lord's army)
  • +Level 2: Melee attack: +4 for Fimir units (Lord's army)
  • +Level 2: Upkeep: -10% for Fimir units (Lord's army)
  • +Level 2: Speed: +10% for Fimir units (Lord's army)
  • +Level 2: Leadership: +4 for Fimir Warrior units (Lord's army)
  • +Level 2: Melee defence: +4 for Fimir Warrior units (Lord's army)
Dirachnew
  • +Level 1: Recruit rank: +1 for Fimir units (Lord's army)
  • +Level 1: Hero recruit rank: +1 for Fimir Balefiends (own local province)
  • +Level 1: Winds of Magic power reserve capacity: +2 (Lord's army)
  • +Level 2: Recruit rank: +2 for Fimir units (Lord's army)
  • +Level 2: Hero recruit rank: +2 for Fimir Balefiends (own local province)
  • +Level 2: Winds of Magic power reserve capacity: +4 (Lord's army)
Fimir Talismansnew
  • +Level 1: Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
  • +Level 1: Enemy Hero action success chance: -2% (own characters in province)
  • +Level 1: Enemy casualty replenishment rate: -2% (enemy armies in province)
  • +Level 2: Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20%
  • +Level 2: Enemy Hero action success chance: -4% (own characters in province)
  • +Level 2: Enemy casualty replenishment rate: -4% (enemy armies in province)
Miasmanew
  • +Casualty replenishment rate: +10% for this Lord (Lord's army)
  • +Income from sacking settlements: +10%
  • +Income from looting settlements: +10%
Honoured Ancientsnew
  • +Leadership: +1 for Fimir Warrior units (all armies factionwide)
  • +Melee attack: +1 for Norscan Giant and Curs'd Ettin units (all armies factionwide)
Defiantnew
  • +Level 1: Wound recovery time: -1 turns
  • +Level 1: Enemy Hero action success chance: -5%
  • +Level 2: Wound recovery time: -2 turns
  • +Level 2: Enemy Hero action success chance: -10%
Infamous Maraudernew
  • +Campaign line of sight: +25%
  • +Control: -2 (enemy local province)
Lightweight Skinsnew
  • +Missile resistance: 5%
  • +Speed: +5%
Eye of Chaosnew
  • +Level 1: Enemy ward save: -1% (enemy armies in region)
  • +Level 1: Winds of Magic power reserve capacity: +2
  • +Level 2: Enemy ward save: -2% (enemy armies in region)
  • +Level 2: Winds of Magic power reserve capacity: +4
  • +Level 3: Enemy ward save: -3% (enemy armies in region)
  • +Level 3: Winds of Magic power reserve capacity: +8
Beast Tamernew
  • +Winds of Magic power reserve minimum: +5 (own armies in province)
  • +Upkeep: -4% (Hero's army)
Feral and Honourednew
  • +Level 1: Charge bonus: +4% (Hero's army)
  • +Level 2: Charge bonus: +8% (Hero's army)
Terrifying Howlnew
  • +Enemy weapon strength: -5% (enemy characters in region)
  • +Enemy missile strength: -5% (enemy characters in region)
Unnatural Vigournew
  • +Level 1: Speed: +3%
  • +Level 1: Casualty replenishment rate: +3%
  • +Level 2: Speed: +6%
  • +Level 2: Casualty replenishment rate: +6%
  • +Level 3: Speed: +10%
  • +Level 3: Casualty replenishment rate: +10%
Savage Hungernew
  • +Level 1: Melee attack: +3
  • +Level 1: Casualty replenishment rate: +3%
  • +Level 2: Melee attack: +6
  • +Level 2: Casualty replenishment rate: +6%
  • +Level 3: Melee attack: +10
  • +Level 3: Casualty replenishment rate: +10%
Favoured by Khornenew
  • +Enemy melee defence: -2 (enemy characters in region)
  • +Enable contact effect: "Bonecrusher"
Horrid Blessingnew
  • +Missile resistance: 2% (Hero's army)
Alpha Wolfnew
  • +Level 1: Charge bonus: +2 for Skin Wolves units (Hero's army)
  • +Level 1: Melee defence: +1 for Skin Wolves units (Hero's army)
  • +Level 2: Charge bonus: +4 for Skin Wolves units (Hero's army)
  • +Level 2: Melee defence: +2 for Skin Wolves units (Hero's army)
  • +Level 3: Charge bonus: +8 for Skin Wolves units (Hero's army)
  • +Level 3: Melee defence: +3 for Skin Wolves units (Hero's army)
Fetid Stenchnew
  • +Level 1: Speed: +3% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Hero's army)
  • +Level 1: Vigour loss reduction: +2% for cavalry units (enemy armies in region)
  • +Level 2: Speed: +6% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Hero's army)
  • +Level 2: Vigour loss reduction: +4% for cavalry units (enemy armies in region)
  • +Level 3: Speed: +10% for Norscan Warhounds, Norscan Ice Wolves, Marauder Chariot and Kurgan Horsemen units (Hero's army)
  • +Level 3: Vigour loss reduction: +6% for cavalry units (enemy armies in region)
Sharpened Clawsnew
  • +Bonus vs Large: -2 (enemy armies in region)
  • +Enable contact effect: "Bleed"
Bog Blessednew
  • +Level 1: Weapon strength: +2%
  • +Level 1: Hit points: +2%
  • +Level 2: Weapon strength: +4%
  • +Level 2: Hit points: +4%
  • +Level 3: Weapon strength: +8%
  • +Level 3: Hit points: +6%
Ancient Pathfindernew
  • +Level 1: Attrition: -5% casualties suffered from all attrition (Hero's army)
  • +Level 1: Hit points: +2%
  • +Level 2: Attrition: -10% casualties suffered from all attrition (Hero's army)
  • +Level 2: Hit points: +4%
  • +Level 3: Attrition: -15% casualties suffered from all attrition (Hero's army)
  • +Level 3: Hit points: +6%
Friend of the Warrior Castenew
  • +Level 1: Bonus vs Large: +2
  • +Level 1: Hit points: +2%
  • +Level 2: Bonus vs Large: +4
  • +Level 2: Hit points: +4%
  • +Level 3: Bonus vs Large: +8
  • +Level 3: Hit points: +6%
Mist Walkernew
  • +Passive ability: "Pursuit of Battle"
Taint the Soilnew
  • +Attrition: +10% casualties suffered from Chaos Undivided corruption and Chaos Wastes attrition (enemy armies in province)
Drain the Landnew
  • +Level 1: Winds of Magic power reserve capacity: +3
  • +Level 1: Growth: -5 (enemy local province)
  • +Level 2: Winds of Magic power reserve capacity: +6
  • +Level 2: Growth: -10 (enemy local province)
  • +Level 3: Winds of Magic power reserve capacity: +10
  • +Level 3: Growth: -15 (enemy local province)
Divinernew
  • +Level 1: Leadership: +1 when laying siege or encircling (Hero's army)
  • +Level 2: Leadership: +2 when laying siege or encircling (Hero's army)
  • +Level 3: Leadership: +3 when laying siege or encircling (Hero's army)
Tradition of the Viktinew
  • +Control: +2 (own local province)
Revered by the Tribenew
  • +Melee attack: +1 for Marauder units (Hero's army)
  • +Melee defence: +1 for Marauder units (Hero's army)
Legendary Raidernew
  • +Level 1: Casualties captured post-battle: +10%
  • +Level 1: Income from raiding: +10% (Lord's army)
  • +Level 2: Casualties captured post-battle: +20%
  • +Level 2: Income from raiding: +20% (Lord's army)
Bringer of Ruinnew
  • +Level 1: Leadership: +2 when in foreign territory (Lord's army)
  • +Level 1: Chaos Undivided corruption: +1 (local province)
  • +Level 2: Leadership: +4 when in foreign territory (Lord's army)
  • +Level 2: Chaos Undivided corruption: +2 (local province)
Hound Scoutsnew
  • +Level 1: Unit experience gain per turn: +50 (Lord's army)
  • +Level 1: Reinforcement range: +25% (Lord's army)
  • +Level 2: Unit experience gain per turn: +100 (Lord's army)
  • +Level 2: Reinforcement range: +50% (Lord's army)
Mammoth Wrestlernew
  • +Bonus vs Large: +20
  • +Attrition: -20% casualties suffered from all attrition (Lord's army)

Buildings

Removed (4): Raiders' Bazaar, Chieftain’s Hold, Ice Troll Lair, Frozen Cairn Field

  • −Construction cost: -20% for all buildings (factionwide)
  • +Construction cost: -20% for all buildings (all regions factionwide)
  • −Plague duration: -1 turns
  • −Hidden armies will be visible (armies in region)
  • −Plague immunity duration: 1 turns
  • −Chaos Undivided corruption: +3
  • −Control: +3
  • +Chaos Undivided corruption: +2
  • +Control: +2
  • +Attrition: -10% casualties suffered from all attrition (own armies in province)
  • +All other types of corruption: -1
  • −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)
  • +Control: +2
  • +Attrition: -10% casualties suffered from all attrition (own armies in province)
  • +All other types of corruption: -2
  • −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)
  • −Chaos Undivided corruption: +5
  • −Control: +3
  • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
  • +Chaos Undivided corruption: +6
  • +Control: +2
  • +Attrition: -20% casualties suffered from all attrition (own armies in province)
  • +All other types of corruption: -3
  • Units: 2 → 0
  • −Casualty replenishment rate: +5% (armies in province)
  • +Casualty replenishment rate: +5% (own armies in province)
  • Units: 4 → 0
  • −Casualty replenishment rate: +10% (armies in province)
  • +Casualty replenishment rate: +10% (own armies in province)
  • Units: 6 → 0
  • −Passive ability: "Guardian" for Marauder Champion units (factionwide)
  • +Passive ability: "Guardian" for Marauder Champion units (own armies factionwide)
  • +Melee attack: +4 when under siege (own armies in region)
  • −When Chaos Undivided corruption is 75 or more: Income from buildings: +5% (adjacent regions)
  • +When Chaos Undivided corruption is 75 or more: Income from all buildings: +5% (adjacent regions)
Mock-GodNorsca
  • −Maximum Level (Allegiance to the Hound): Upkeep: -4% for Chaos Warriors of Khorne (Dual Weapons) and Spawn of Khorne units (factionwide)
  • −Maximum Level (Allegiance to the Hound): Unit experience gain: +10% for Chaos Warriors of Khorne (Dual Weapons) and Spawn of Khorne units (factionwide)
  • +Maximum Level (Allegiance to the Hound): Upkeep: -4% for Chaos Warriors of Khorne (Dual Weapons) and Spawn of Khorne units (own armies factionwide)
  • +Maximum Level (Allegiance to the Hound): Unit experience gain: +10% for Chaos Warriors of Khorne (Dual Weapons) and Spawn of Khorne units (own armies factionwide)
  • −When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% (armies in region)
  • +When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% for all units (own armies in region)
  • +Unit capacity: +1 Skin Wolves
  • −Campaign movement range: +5% (all armies in local province)
  • +Campaign movement range: +5% for armies (all armies in local province)
  • −Campaign movement range: +10% (all armies in local province)
  • −Recruitment cost: -5% (all your armies in adjacent regions)
  • +Campaign movement range: +10% for armies (all armies in local province)
  • +Recruitment cost: -5% for all units (all your armies in adjacent regions)
GorepitNorsca
  • −Campaign movement range: +10% (all armies in local province)
  • +Campaign movement range: +10% for armies (all armies in local province)
  • −When Chaos Undivided corruption is 75 or more: Income from buildings: +5% (adjacent regions)
  • +When Chaos Undivided corruption is 75 or more: Income from all buildings: +5% (adjacent regions)
Mock-GodNorsca
  • −Maximum Level (Allegiance to the Crow): Upkeep: -4% for Chaos Warriors of Nurgle (Great Weapons) and Spawn of Nurgle units (factionwide)
  • −Maximum Level (Allegiance to the Crow): Unit experience gain: +10% for Chaos Warriors of Nurgle (Great Weapons) and Spawn of Nurgle units (factionwide)
  • +Maximum Level (Allegiance to the Crow): Upkeep: -4% for Chaos Warriors of Nurgle (Great Weapons) and Spawn of Nurgle units (own armies factionwide)
  • +Maximum Level (Allegiance to the Crow): Unit experience gain: +10% for Chaos Warriors of Nurgle (Great Weapons) and Spawn of Nurgle units (own armies factionwide)
  • −When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% (armies in region)
  • +When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% for all units (own armies in region)
  • +Unit capacity: +1 Skin Wolves
  • −Campaign movement range: +5% (all armies in local province)
  • +Campaign movement range: +5% for armies (all armies in local province)
  • −Campaign movement range: +10% (all armies in local province)
  • −Recruitment cost: -5% (all your armies in adjacent regions)
  • +Campaign movement range: +10% for armies (all armies in local province)
  • +Recruitment cost: -5% for all units (all your armies in adjacent regions)
  • −Campaign movement range: +10% (all armies in local province)
  • +Campaign movement range: +10% for armies (all armies in local province)
  • −When Chaos Undivided corruption is 75 or more: Income from buildings: +5% (adjacent regions)
  • +When Chaos Undivided corruption is 75 or more: Income from all buildings: +5% (adjacent regions)
Mock-GodNorsca
  • −Maxumum Level (Allegiance to the Serpent): Upkeep: -4% for Chaos Warriors of Slaanesh (Hellscourges) and Spawn of Slaanesh units (factionwide)
  • −Maxumum Level (Allegiance to the Serpent): Unit experience gain: +10% for Chaos Warriors of Slaanesh (Hellscourges) and Spawn of Slaanesh units (factionwide)
  • +Maxumum Level (Allegiance to the Serpent): Upkeep: -4% for Chaos Warriors of Slaanesh (Hellscourges) and Spawn of Slaanesh units (own armies factionwide)
  • +Maxumum Level (Allegiance to the Serpent): Unit experience gain: +10% for Chaos Warriors of Slaanesh (Hellscourges) and Spawn of Slaanesh units (own armies factionwide)
  • −When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% (armies in region)
  • +When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% for all units (own armies in region)
  • +Unit capacity: +1 Skin Wolves
  • −Campaign movement range: +5% (all armies in local province)
  • +Campaign movement range: +5% for armies (all armies in local province)
  • −Campaign movement range: +10% (all armies in local province)
  • −Recruitment cost: -5% (all your armies in adjacent regions)
  • +Campaign movement range: +10% for armies (all armies in local province)
  • +Recruitment cost: -5% for all units (all your armies in adjacent regions)
  • −Campaign movement range: +10% (all armies in local province)
  • +Campaign movement range: +10% for armies (all armies in local province)
  • +Melee attack: +4 when under siege (own armies in region)
  • +Attrition: -10% when under siege (own armies in region)
  • +Melee attack: +8 when under siege (own armies in region)
  • +Attrition: -20% when under siege (own armies in region)
  • +Melee attack: +12 when under siege (own armies in region)
  • +Attrition: -30% when under siege (own armies in region)
  • −When Chaos Undivided corruption is 75 or more: Income from buildings: +5% (adjacent regions)
  • +When Chaos Undivided corruption is 75 or more: Income from all buildings: +5% (adjacent regions)
Mock-GodNorsca
  • −Maximum Level (Allegiance to the Eagle): Upkeep: -4% for Chaos Warriors of Tzeentch (Halberds) and Spawn of Tzeentch units (factionwide)
  • −Maximum Level (Allegiance to the Eagle): Unit experience gain: +10% for Chaos Warriors of Tzeentch (Halberds) and Spawn of Tzeentch units (factionwide)
  • +Maximum Level (Allegiance to the Eagle): Upkeep: -4% for Chaos Warriors of Tzeentch (Halberds) and Spawn of Tzeentch units (own armies factionwide)
  • +Maximum Level (Allegiance to the Eagle): Unit experience gain: +10% for Chaos Warriors of Tzeentch (Halberds) and Spawn of Tzeentch units (own armies factionwide)
  • −When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% (armies in region)
  • +When Chaos Undivided corruption is 50 or more: Recruitment cost: -20% for all units (own armies in region)
  • +Unit capacity: +1 Skin Wolves
  • −Campaign movement range: +5% (all armies in local province)
  • +Campaign movement range: +5% for armies (all armies in local province)
  • −Campaign movement range: +10% (all armies in local province)
  • −Recruitment cost: -5% (all your armies in adjacent regions)
  • +Campaign movement range: +10% for armies (all armies in local province)
  • +Recruitment cost: -5% for all units (all your armies in adjacent regions)
  • −Campaign movement range: +10% (all armies in local province)
  • +Campaign movement range: +10% for armies (all armies in local province)
  • −When Chaos Undivided corruption is 75 or more: Income from buildings: +5% (adjacent regions)
  • +When Chaos Undivided corruption is 75 or more: Income from all buildings: +5% (adjacent regions)
  • −Campaign movement range: +5% (all armies in local province)
  • +Campaign movement range: +5% for armies (all armies in local province)
  • −Campaign movement range: +10% (all armies in local province)
  • −Recruitment cost: -5% (all your armies in adjacent regions)
  • −When Chaos Undivided corruption is 50 or more: Local recruitment capacity: +1 (local province)
  • +Campaign movement range: +10% for armies (all armies in local province)
  • +Recruitment cost: -5% for all units (all your armies in adjacent regions)
  • +When Chaos Undivided corruption is 50 or more: Local recruitment capacity: +1 (all your armies in adjacent regions)
  • −Campaign movement range: +10% (all armies in local province)
  • +Campaign movement range: +10% for armies (all armies in local province)
  • −Upkeep: -5% for Marauder units (all armies)
  • −Income from raiding: +10% (all armies)
  • −Recruitment cost: -10% for Marauder units (all armies)
  • +Upkeep: -4% for Marauder units (own armies factionwide)
  • +Income from raiding: +10% (own armies factionwide)
  • +Recruitment cost: -10% for Marauder units (own armies factionwide)
  • −Passive ability: "Frenzy" for all units in the settlement garrison. (settlement garrison)
  • +Passive ability: "Frenzy" for all units in the settlement garrison. (armies in region)
  • −Campaign movement range: +25% whilst at sea (all armies)
  • −Armour: +3 for Marauder units when fighting against Humans (all armies)
  • −Leadership: +5 for Marauder units when fighting against Humans (all armies)
  • +Campaign movement range: +25% whilst at sea (own armies factionwide)
  • +Armour: +3 for Marauder units when fighting against Humans (own armies factionwide)
  • +Leadership: +5 for Marauder units when fighting against Humans (own armies factionwide)
  • −Melee attack: +5 when fighting against Dwarfs (all armies)
  • −Attribute: Unyielding Assault for all units when fighting against Dwarfs (all armies)
  • −Armour: +5 for all Marauder units (all armies)
  • +Melee attack: +5 when fighting against Dwarfs (own armies factionwide)
  • +Attribute: Unyielding Assault for all units when fighting against Dwarfs (own armies factionwide)
  • +Armour: +5 for all Marauder units (own armies factionwide)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Spoils: +2 per turn
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Spoils: +1 per turn
  • −Melee attack: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide)
  • −Melee defence: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Spoils: +3 per turn
  • +Melee attack: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (own armies factionwide)
  • +Melee defence: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (own armies factionwide)
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Spoils: +2 per turn
  • −Spoils can be transferred from Pillaging forces here to the faction
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Spoils: +2 per turn
  • −Casualty replenishment rate: +1% (armies in region)
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Spoils: +1 per turn
  • +Casualty replenishment rate: +1% (own armies in region)
  • −Melee attack: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide)
  • −Melee defence: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Casualty replenishment rate: +2% (armies in region)
  • +Melee attack: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (own armies factionwide)
  • +Melee defence: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (own armies factionwide)
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Casualty replenishment rate: +2% (own armies in region)
  • −Melee attack: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide)
  • −Melee defence: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Casualty replenishment rate: +3% (armies in region)
  • +Melee attack: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (own armies factionwide)
  • +Melee defence: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (own armies factionwide)
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Casualty replenishment rate: +3% (own armies in region)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Spoils: +2 per turn
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Spoils: +1 per turn
  • −Melee attack: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide)
  • −Melee defence: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (factionwide)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Spoils: +3 per turn
  • +Melee attack: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (own armies factionwide)
  • +Melee defence: +1 for Chaos Warriors of Khorne and Spawn of Khorne units (own armies factionwide)
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Spoils: +2 per turn
  • −Spoils can be transferred from Pillaging forces here to the faction
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Spoils: +2 per turn
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Spoils: +1 per turn
  • −Melee attack: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide)
  • −Melee defence: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Spoils: +3 per turn
  • +Melee attack: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (own armies factionwide)
  • +Melee defence: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (own armies factionwide)
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Spoils: +2 per turn
  • −Spoils can be transferred from Pillaging forces here to the faction
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Spoils: +2 per turn
  • −Casualty replenishment rate: +1% (armies in region)
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Spoils: +1 per turn
  • +Casualty replenishment rate: +1% (own armies in region)
  • −Melee attack: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide)
  • −Melee defence: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Casualty replenishment rate: +2% (armies in region)
  • +Melee attack: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (own armies factionwide)
  • +Melee defence: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (own armies factionwide)
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Casualty replenishment rate: +2% (own armies in region)
  • −Melee attack: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide)
  • −Melee defence: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Casualty replenishment rate: +3% (armies in region)
  • +Melee attack: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (own armies factionwide)
  • +Melee defence: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (own armies factionwide)
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Casualty replenishment rate: +3% (own armies in region)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Spoils: +2 per turn
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Spoils: +1 per turn
  • −Melee attack: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide)
  • −Melee defence: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (factionwide)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Spoils: +3 per turn
  • +Melee attack: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (own armies factionwide)
  • +Melee defence: +1 for Chaos Warriors of Nurgle and Spawn of Nurgle units (own armies factionwide)
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Spoils: +2 per turn
  • −Spoils can be transferred from Pillaging forces here to the faction
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Spoils: +2 per turn
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Spoils: +1 per turn
  • −Melee attack: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide)
  • −Melee defence: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Spoils: +3 per turn
  • +Melee attack: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (own armies factionwide)
  • +Melee defence: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (own armies factionwide)
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Spoils: +2 per turn
  • −Spoils can be transferred from Pillaging forces here to the faction
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Spoils: +2 per turn
  • −Casualty replenishment rate: +1% (armies in region)
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Spoils: +1 per turn
  • +Casualty replenishment rate: +1% (own armies in region)
  • −Melee attack: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide)
  • −Melee defence: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Casualty replenishment rate: +2% (armies in region)
  • +Melee attack: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (own armies factionwide)
  • +Melee defence: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (own armies factionwide)
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Casualty replenishment rate: +2% (own armies in region)
  • −Melee attack: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide)
  • −Melee defence: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Casualty replenishment rate: +3% (armies in region)
  • +Melee attack: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (own armies factionwide)
  • +Melee defence: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (own armies factionwide)
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Casualty replenishment rate: +3% (own armies in region)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Spoils: +2 per turn
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Spoils: +1 per turn
  • −Melee attack: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide)
  • −Melee defence: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (factionwide)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Spoils: +3 per turn
  • +Melee attack: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (own armies factionwide)
  • +Melee defence: +1 for Chaos Warriors of Slaanesh and Spawn of Slaanesh units (own armies factionwide)
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Spoils: +2 per turn
  • −Spoils can be transferred from Pillaging forces here to the faction
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Spoils: +2 per turn
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Spoils: +1 per turn
  • −Melee attack: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide)
  • −Melee defence: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Spoils: +3 per turn
  • +Melee attack: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (own armies factionwide)
  • +Melee defence: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (own armies factionwide)
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Spoils: +2 per turn
  • −Spoils can be transferred from Pillaging forces here to the faction
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Spoils: +2 per turn
  • −Casualty replenishment rate: +1% (armies in region)
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Spoils: +1 per turn
  • +Casualty replenishment rate: +1% (own armies in region)
  • −Melee attack: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide)
  • −Melee defence: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Casualty replenishment rate: +2% (armies in region)
  • +Melee attack: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (own armies factionwide)
  • +Melee defence: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (own armies factionwide)
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Casualty replenishment rate: +2% (own armies in region)
  • −Melee attack: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide)
  • −Melee defence: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Casualty replenishment rate: +3% (armies in region)
  • +Melee attack: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (own armies factionwide)
  • +Melee defence: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (own armies factionwide)
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Casualty replenishment rate: +3% (own armies in region)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Spoils: +2 per turn
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Spoils: +1 per turn
  • −Melee attack: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide)
  • −Melee defence: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (factionwide)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Spoils: +3 per turn
  • +Melee attack: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (own armies factionwide)
  • +Melee defence: +1 for Chaos Warriors of Tzeentch and Spawn of Tzeentch units (own armies factionwide)
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Spoils: +2 per turn
  • −When at Tier 3/4/5 Arcane Power: Hero recruit rank: +2/+3/+4 for Shaman-Sorcerers (local province)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Spoils: +3 per turn
  • −Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (factionwide)
  • +When at Tier 3/4/5 Arcane Power: Hero recruit rank: +2/+3/+4 for Shaman-Sorcerers
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Spoils: +2 per turn
  • +Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (own armies factionwide)
  • −When at Tier 3/4/5 Arcane Power: Hero recruit rank: +3/+4/+5 for Shaman-Sorcerers (local province)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Spoils: +6 per turn
  • −Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (factionwide)
  • +When at Tier 3/4/5 Arcane Power: Hero recruit rank: +3/+4/+5 for Shaman-Sorcerers
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Spoils: +4 per turn
  • +Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (own armies factionwide)
  • −When at Tier 3/4/5 Arcane Power: Hero recruit rank: +4/+5/+6 for Shaman-Sorcerers (local province)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Spoils: +10 per turn
  • −Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (factionwide)
  • +When at Tier 3/4/5 Arcane Power: Hero recruit rank: +4/+5/+6 for Shaman-Sorcerers
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Spoils: +6 per turn
  • +Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (own armies factionwide)
  • −Spoils: +3 per turn
  • −Global recruitment duration: -1 turn for all units (armies in region)
  • +Spoils: +2 per turn
  • +Global recruitment duration: -1 turn for all units (own armies in region)
  • −Melee attack: +1 for Chaos Warriors and Chaos Spawn units (factionwide)
  • −Melee defence: +1 for Chaos Warriors and Chaos Spawn units (factionwide)
  • −Spoils: +6 per turn
  • −Global recruitment duration: -1 turn for all units (armies in region)
  • +Melee attack: +1 for Chaos Warriors and Chaos Spawn units (own armies factionwide)
  • +Melee defence: +1 for Chaos Warriors and Chaos Spawn units (own armies factionwide)
  • +Spoils: +4 per turn
  • +Global recruitment duration: -1 turn for all units (own armies in region)
  • −Melee attack: +1 for Chaos Warriors and Chaos Spawn units (factionwide)
  • −Melee defence: +1 for Chaos Warriors and Chaos Spawn units (factionwide)
  • −Spoils: +10 per turn
  • −Global recruitment duration: -2 turn for all units (armies in region)
  • +Melee attack: +1 for Chaos Warriors and Chaos Spawn units (own armies factionwide)
  • +Melee defence: +1 for Chaos Warriors and Chaos Spawn units (own armies factionwide)
  • +Spoils: +6 per turn
  • +Global recruitment duration: -2 turn for all units (own armies in region)
  • −When at Tier 3/4/5 Arcane Power: Hero recruit rank: +2/+3/+4 for Shaman-Sorcerers (local province)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Spoils: +2 per turn
  • −Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (factionwide)
  • +When at Tier 3/4/5 Arcane Power: Hero recruit rank: +2/+3/+4 for Shaman-Sorcerers
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Spoils: +1 per turn
  • +Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (own armies factionwide)
  • −When at Tier 3/4/5 Arcane Power: Hero recruit rank: +3/+4/+5 for Shaman-Sorcerers (local province)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Spoils: +3 per turn
  • −Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (factionwide)
  • +When at Tier 3/4/5 Arcane Power: Hero recruit rank: +3/+4/+5 for Shaman-Sorcerers
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Spoils: +2 per turn
  • +Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (own armies factionwide)
  • −When at Tier 3/4/5 Arcane Power: Hero recruit rank: +4/+5/+6 for Shaman-Sorcerers (local province)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (factionwide)
  • +When at Tier 3/4/5 Arcane Power: Hero recruit rank: +4/+5/+6 for Shaman-Sorcerers
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • +Dark Ritual battle completed: The Night of Revelation: Winds of Magic power reserve capacity: +1 (own armies factionwide)
  • −Income generated: 100
  • −Speed: +5% for Marauder units (all armies)
  • −Control: +2
  • −Dyes resource production: 32 ounces
  • +Income generated: 50
  • +Speed: +5% for Marauder units (own armies factionwide)
  • +Control: +4
  • +Dyes resource production: 30 ounces
  • +Plunder generated: +2 per turn (World Walkers only)
  • +Spoils: +1 per turn
  • Cost: 750 → 500
  • −Recruitment cost: -10% for Norscan Monster and Beast units (all armies)
  • −Income generated: 100
  • −Exotic Animals resource production: 32 cages
  • +Income generated: 50
  • +Exotic Animals resource production: 30 cages
  • +Control: +4
  • +Plunder generated: +2 per turn (World Walkers only)
  • +Recruitment cost: -10% for Norscan Monster and Beast units (own armies factionwide)
  • +Spoils: +1 per turn
  • Cost: 750 → 500
  • −Melee attack: +2 for Marauder Berserker units (all armies)
  • −Weapon strength: +5% for Marauder Berserker units (all armies)
  • −Income generated: 100
  • −Furs resource production: 32 bundles
  • +Melee attack: +2 for Marauder Berserker units (own armies factionwide)
  • +Weapon strength: +5% for Marauder Berserker units (own armies factionwide)
  • +Income generated: 50
  • +Furs resource production: 30 bundles
  • +Control: +4
  • +Plunder generated: +2 per turn (World Walkers only)
  • +Spoils: +1 per turn
  • Cost: 750 → 500
  • −Income generated: 100
  • −Gemstones resource production: 32 sacks
  • −Diplomatic relations: +10 with Norsca
  • +Income generated: 50
  • +Gemstones resource production: 30 sacks
  • +Diplomatic relations: +20 with Norsca
  • +Control: +4
  • +Plunder generated: +2 per turn (World Walkers only)
  • +Spoils: +1 per turn
  • Cost: 750 → 500
  • −Income generated: 300
  • +Income generated: 200
  • +Control: +4
  • +Plunder generated: +2 per turn (World Walkers only)
  • +Spoils: +1 per turn
  • Cost: 750 → 500
  • −Ivory resource production: 32 tusks
  • −Recruit rank: +3 for Mammoth units
  • −Income generated: 100
  • +Ivory resource production: 30 tusks
  • +Recruit rank: +1 for Mammoth units (own armies factionwide)
  • +Income generated: 50
  • +Control: +4
  • +Plunder generated: +2 per turn (World Walkers only)
  • +Spoils: +1 per turn
  • Cost: 750 → 500
  • −Income generated: 100
  • −Casualty replenishment rate: +8% (armies in province)
  • −Medicinal Plants resource production: 32 bundles
  • +Income generated: 50
  • +Casualty replenishment rate: +8% (own armies in province)
  • +Medicinal Plants resource production: 30 bundles
  • +Control: +4
  • +Plunder generated: +2 per turn (World Walkers only)
  • +Spoils: +1 per turn
  • Cost: 750 → 500
  • −Income generated: 100
  • +Income generated: 50
  • +Control: +4
  • +Bonus vs Large: +2 for Marauder Hunters, Marauder Spearmen and all Marauder Cavalry units (own armies factionwide)
  • +Plunder generated: +2 per turn (World Walkers only)
  • +Spoils: +1 per turn
  • Cost: 750 → 500
  • −Defensive supplies: +200 (factionwide)
  • −Income generated: 100
  • −Pottery resource production: 32 kilnful
  • +Defensive supplies: +400 (all regions factionwide)
  • +Income generated: 50
  • +Pottery resource production: 30 kilnful
  • +Control: +4
  • +Plunder generated: +2 per turn (World Walkers only)
  • +Spoils: +1 per turn
  • Cost: 750 → 500
  • −Attrition: -15% casualties suffered from high seas, reef and storm attrition (factionwide)
  • −Income generated: 100
  • −Salt resource production: 32 barrels
  • +Attrition: -25% casualties suffered from high seas, reef and storm attrition (own armies factionwide)
  • +Income generated: 50
  • +Salt resource production: 30 barrels
  • +Control: +4
  • +Plunder generated: +2 per turn (World Walkers only)
  • +Spoils: +1 per turn
  • Cost: 750 → 500
  • −Income generated: 100
  • −Control: +5
  • −Spices resource production: 32 sacks
  • +Weapon strength: +10% for Fimir Warrior units (own armies factionwide)
  • +Income generated: 50
  • +Spices resource production: 30 sacks
  • +Control: +4
  • +Plunder generated: +2 per turn (World Walkers only)
  • +Spoils: +1 per turn
  • Cost: 750 → 500
  • −Construction cost: -25% for all buildings (local province)
  • −Income generated: 100
  • −Timber resource production: 32 logs
  • +Construction cost: -25% for all buildings (all regions in province)
  • +Income generated: 50
  • +Timber resource production: 30 logs
  • +Control: +4
  • +Plunder generated: +2 per turn (World Walkers only)
  • +Spoils: +1 per turn
  • Cost: 750 → 500
  • −Income generated: 100
  • −Wine resource production: 32 barrels
  • +Income generated: 50
  • +Wine resource production: 30 barrels
  • +Control: +4
  • +Plunder generated: +2 per turn (World Walkers only)
  • +Spoils: +1 per turn
  • Cost: 750 → 500
  • −Casualty replenishment rate: +2% (own and enemy armies in region)
  • +Casualty replenishment rate: +2% (any armies in region)
  • −Casualty replenishment rate: +3% (armies in region)
  • +Casualty replenishment rate: +3% (any armies in region)
  • −Casualty replenishment rate: +4% (armies in region)
  • +Casualty replenishment rate: +4% (any armies in region)
  • +Ambush success chance: +5% (own armies in province)
  • +Ambush defence chance: +5% (own armies in province)
  • Units: 2 → 1
  • +Ambush success chance: +10% (own armies in province)
  • +Ambush defence chance: +10% (own armies in province)
  • Units: 4 → 3
  • +Unit capacity: +3 Skin Wolves
  • +Ambush success chance: +20% (own armies in province)
  • +Ambush defence chance: +20% (own armies in province)
  • Units: 6 → 5
  • +Hero capacity: +1 for Shaman-Sorcerers
  • +Spell resistance: 5% when under siege (own armies in province)
  • −Winds of Magic power reserve: +3 per turn (all armies in local province)
  • −Research rate: +3
  • +Winds of Magic power reserve: +4 per turn (all armies in local province)
  • +Research rate: +4
  • +Spell resistance: 10% when under siege (own armies in province)
  • +Unit capacity: +2 Feral Mammoth
  • −Winds of Magic power reserve: +10 per turn (all armies in local province)
  • −Hero capacity: +2 for Shaman-Sorcerers
  • −Weapon strength: +1% (all armies)
  • −Research rate: +10
  • +Winds of Magic power reserve: +8 per turn (all armies in local province)
  • +Hero capacity: +1 for Shaman-Sorcerers
  • +Weapon strength: +1% (own armies factionwide)
  • +Research rate: +8
  • +Spell resistance: 20% when under siege (own armies in province)
  • +Unit capacity: +4 Feral Mammoth
  • +Unit capacity: +2 War Mammoths
  • −Winds of Magic power reserve: +5 per turn (all armies in local province)
  • −Research rate: +5
  • +Winds of Magic power reserve: +8 per turn (all armies in local province)
  • +Research rate: +8
  • +Spell resistance: 20% when under siege (own armies in province)
  • +Unit capacity: +2 War Mammoths
  • +Unit capacity: +4 Feral Mammoth
  • −Enables Hero recruitment: Fimir Noble
  • +Local recruitment capacity: +1
  • Units: 0 → 1
WyrmchasmNorsca
  • +Hero capacity: +1 for Fimir Balefiends
  • +Enables Hero recruitment: Fimir Balefiend
  • +Unit capacity: +2 Feral Manticore and Dread Maw
  • −Local recruitment capacity: +2
  • +Local recruitment capacity: +1
  • +Unit capacity: +2 Fimir
  • +Unit capacity: +1 Chaos Frost Dragon and Chimera
  • +Unit capacity: +3 Feral Manticore and Dread Maw
  • Units: 5 → 6
  • −Hero capacity: +2 for Fimir Nobles
  • −Local recruitment duration: -1 turns for all Norscan Monsters (minimum 1) (armies in province)
  • −Hero capacity: +2 for Fimir Balefiends
  • −Missile resistance: 1% (all armies)
  • −Local recruitment capacity: +3
  • +Hero capacity: +1 for Fimir Nobles
  • +Missile resistance: 1% (own armies factionwide)
  • +Local recruitment capacity: +2
  • +Unit capacity: +4 Fimir
  • +Hero capacity: +1 for Fimir Balefiends
  • +Unit capacity: +2 Chaos Frost Dragon and Chimera
  • +Unit capacity: +4 Feral Manticore and Dread Maw
  • Units: 6 → 7
  • −Hero capacity: +2 for Fimir Nobles
  • −Hero capacity: +2 for Fimir Balefiends
  • +Unit capacity: +4 Fimir
  • +Hero capacity: +1 for Fimir Nobles
  • +Hero capacity: +1 for Fimir Balefiends
  • +Unit capacity: +2 Chaos Frost Dragon and Chimera
  • +Unit capacity: +4 Feral Manticore and Dread Maw
  • Units: 6 → 7
  • −Defensive supplies: +250
  • +Income from all buildings: -10% (all regions in province)
  • +Enemy Hero action success chance: -5% (enemy characters in region)
  • −Defensive supplies: +500
  • −Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Enemy Hero action success chance: -10% (enemy characters in region)
  • +Control: +1 (local province)
  • +Income from all buildings: -10% (all regions in province)
  • +Army ability: "Lesser Norscan Spear Barrage" (own armies in region)
  • +Defensive supplies: +400
  • −Defensive supplies: +750
  • −Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Enemy Hero action success chance: -15% (enemy characters in region)
  • +Army ability: "Norscan Spear Barrage" (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)
  • −Defensive supplies: +1000
  • −Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • +Enemy Hero action success chance: -15% (enemy characters in region)
  • +Army ability: "Norscan Spear Barrage" (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)
Loot PileNorsca
  • +Income from raiding: +1% (own armies factionwide)
  • −Income and Spoils from pillaging settlements: +1% (all characters)
  • −Income from raiding: +2% (all armies)
  • −Income from sacking settlements: +1% (factionwide)
  • +Income and Spoils from pillaging settlements: +2% (all characters factionwide)
  • +Income from sacking settlements: +2% (factionwide)
Hoard PitNorsca
  • −Income from post-battle loot: +1% (factionwide)
  • −Income from sacking settlements: +1% (factionwide)
  • +Income from sacking settlements: +2% (factionwide)
  • +Income from raiding: +1% (own armies factionwide)
  • +Upkeep: -10% (own armies in province)
  • −Income and Spoils from pillaging settlements: +3% (all characters)
  • −Income from raiding: +5% (all armies)
  • −Income from sacking settlements: +2% (factionwide)
  • +Income and Spoils from pillaging settlements: +4% (all characters factionwide)
  • +Income from sacking settlements: +3% (factionwide)
  • −Income from post-battle loot: +3% (factionwide)
  • −Income from sacking settlements: +2% (factionwide)
  • +Income from raiding: +3% (own armies factionwide)
  • +Income from sacking settlements: +3% (factionwide)
  • +Upkeep: -20% (own armies in province)
  • +Hero and Lord recruit rank: +1 (local province)
  • +Melee defence: +1 (own armies in province)
  • +Construction cost: +10% for military support buildings (all regions factionwide)
  • +Casualty replenishment rate: +1% (own armies in province)
  • Cost: 250 → 500
  • Units: 2 → 0
  • +Hero and Lord recruit rank: +2 (local province)
  • +Melee defence: +2 (own armies in province)
  • +Construction cost: +10% for military support buildings (all regions factionwide)
  • +Casualty replenishment rate: +2% (own armies in province)
  • Cost: 750 → 1000
  • Units: 4 → 0
  • +Hero and Lord recruit rank: +3 (local province)
  • +Melee defence: +4 (own armies in province)
  • +Construction cost: +10% for military support buildings (all regions factionwide)
  • +Physical resistance: 1% when attacking (own armies factionwide)
  • +Casualty replenishment rate: +4% (own armies in province)
  • Cost: 1500 → 2000
  • Units: 7 → 1
  • −Campaign movement range: -10% for enemy armies starting their turn in this region (all enemy armies in adjacent provinces)
  • −Income from raiding: +3% (all armies)
  • +Campaign movement range: -15% for enemy armies starting their turn in this province (all enemy armies in adjacent provinces)
  • +Income from all buildings: +20% (all adjacent provinces)
  • +Chance of a plague spreading: -25%
  • +Unit capacity: +6 Norscan Trolls
  • +Unit capacity: +2 Norscan Giant and Curs'd Ettins
  • +Unit capacity: +4 Norscan Ice Trolls
  • −Campaign movement range: -10% for enemy armies starting their turn in this region (all enemy armies in adjacent provinces)
  • −Income from raiding: +3% (all armies)
  • +Campaign movement range: -15% for enemy armies starting their turn in this province (all enemy armies in adjacent provinces)
  • +Income from all buildings: +20% (all adjacent provinces)
  • +Chance of a plague spreading: -25%
  • +Unit capacity: +6 Norscan Trolls
  • +Unit capacity: +2 Norscan Giant and Curs'd Ettins
  • +Unit capacity: +4 Norscan Ice Trolls
TattooistNorsca
  • −Recruit rank: +1 for all units
  • +Global recruitment duration: -1 turn for all units (own armies in province)
  • +Chaos Undivided corruption: +1
  • +Recruitment cost: -5% for all units (own armies in region)
  • −Recruit rank: +2 for all units
  • +Global recruitment duration: -1 turn for all units (own armies in province)
  • +Chaos Undivided corruption: +2
  • +Recruitment cost: -10% for all units (own armies in region)
  • −Recruit rank: +3 for all units
  • +Global recruitment duration: -1 turn for all units (own armies in province)
  • +Chaos Undivided corruption: +3
  • +Recruitment cost: -20% for all units (own armies in region)
  • −Leadership: +2 when under siege (armies in region)
  • −Melee defence: +4 when under siege (armies in region)
  • +Defensive supplies: +400
  • +Enemy Hero action success chance: -5% (enemy characters in region)
  • −Leadership: +4 when under siege (armies in region)
  • −Melee defence: +7 when under siege (armies in region)
  • +Control: +1 (local province)
  • +Army ability: "Lesser Norscan Spear Barrage" (own armies in region)
  • +Defensive supplies: +600
  • +Enemy Hero action success chance: -10% (enemy characters in region)
  • −Leadership: +6 when under siege (armies in region)
  • −Melee defence: +10 when under siege (armies in region)
  • +Control: +2 (local province)
  • +Army ability: "Norscan Spear Barrage" (own armies in region)
  • +Defensive supplies: +800
  • +Enemy Hero action success chance: -15% (enemy characters in region)
  • +Hidden armies will be visible (any armies in region)
  • −Recruitment cost: -5% (armies in region)
  • −Growth: +20
  • −Control: +3
  • +Attrition: -3% casualties suffered from all attrition (own armies in province)
  • +Growth: +10
  • +Control: +4
  • −Recruitment cost: -10% (armies in region)
  • −Growth: +30
  • +Attrition: -6% casualties suffered from all attrition (own armies in province)
  • +Growth: +20
  • +Control: +1 in adjacent provinces
  • −Recruitment cost: -20% (armies in region)
  • −Growth: +40
  • −Control: +5
  • +Attrition: -10% casualties suffered from all attrition (own armies in province)
  • +Growth: +30
  • +Growth: +1 (all provinces)
  • +Control: +4
  • +Income from post-battle loot: +1% (all your armies in adjacent regions)
  • −Chaos Undivided corruption: +3
  • +Chaos Undivided corruption: +2
  • +Plunder generated: +1 per turn (World Walkers only)
  • +Income from post-battle loot: +3% (all your armies in adjacent regions)
  • +Spoils: +1 per turn
  • −Chaos Undivided corruption: +5
  • +Chaos Undivided corruption: +3
  • +Plunder generated: +2 per turn (World Walkers only)
  • +Income from post-battle loot: +5% (all your armies in adjacent regions)
  • +Spoils: +1 per turn
  • +Casualty replenishment rate: +2% (own armies in province)
  • +Melee attack: +1 (own armies in province)
  • +Melee attack: +1 when under siege (own armies in region)
  • Units: 1 → 0
  • −Casualty replenishment rate: +5% (armies in province)
  • +Casualty replenishment rate: +4% (own armies in province)
  • +Melee attack: +2 (own armies in province)
  • +Melee attack: +2 when under siege (own armies in region)
  • Units: 4 → 0
  • −Casualty replenishment rate: +10% (armies in province)
  • +Casualty replenishment rate: +8% (own armies in province)
  • +Melee attack: +3 (own armies in province)
  • +Melee attack: +3 when under siege (own armies in region)
  • Units: 6 → 0
  • −Control: +2
  • Units: 1 → 0
  • −Control: +3
  • Units: 1 → 0
  • −Chaos Undivided corruption: +2
  • −Control: +4
  • +Chaos Undivided corruption: +1
  • +Defensive supplies: +1000
  • +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
  • Units: 1 → 0
ShielingNorsca
  • −Recruitment cost: -5% (armies in region)
  • −Local recruitment capacity: +1
  • +Campaign movement range: +5% for own armies starting their turn in this province (own armies in province)
  • +Charge bonus: +5% (own armies in province)
  • +Charge bonus: +5% when under siege (own armies in region)
  • Units: 2 → 0
CorralNorsca
  • −Recruitment cost: -10% (armies in region)
  • −Casualty replenishment rate: +5% (armies in province)
  • −Local recruitment capacity: +2
  • +Campaign movement range: +10% for own armies starting their turn in this province (own armies in province)
  • +Charge bonus: +10% (own armies in province)
  • +Charge bonus: +10% when under siege (own armies in region)
  • Units: 3 → 0
  • −Recruitment cost: -15% (armies in region)
  • −Casualty replenishment rate: +10% (armies in province)
  • −Global recruitment capacity: +1
  • −Local recruitment capacity: +2
  • +Campaign movement range: +15% for own armies starting their turn in this province (own armies in province)
  • +Charge bonus: +15% (own armies in province)
  • +Charge bonus: +15% when under siege (own armies in region)
  • Units: 5 → 0
  • −Income generated: 100
  • −Casualty replenishment rate: +5% (armies in province)
  • −Growth: +15
  • −Local recruitment capacity: +1
  • +Income generated: 50
  • +Casualty replenishment rate: +1% (own armies in province)
  • +Growth: +10
  • +Campaign movement range: +10% for own armies starting their turn in this province (own armies in province)
  • +Upkeep: -5% (own armies in province)
  • −Income generated: 250
  • −Casualty replenishment rate: +10% (armies in province)
  • −Growth: +30
  • −Local recruitment capacity: +1
  • +Income generated: 100
  • +Casualty replenishment rate: +2% (own armies in province)
  • +Growth: +20
  • +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
  • +Upkeep: -5% (own armies in province)
  • −Income from trade-good producing buildings: +5% (all regions)
  • −Income generated: 600
  • −Tradable resources produced: +6% (factionwide)
  • −Casualty replenishment rate: +15% (armies in province)
  • −Growth: +60
  • −Local recruitment capacity: +2
  • +Income generated: 200
  • +Casualty replenishment rate: +4% (own armies in province)
  • +Growth: +30
  • +Campaign movement range: +30% for own armies starting their turn in this province (own armies in province)
  • +Upkeep: -5% (own armies in province)
Iron MineNorsca
  • −Income generated: 100
  • −Iron resource production: 32 ingots
  • −Recruitment cost: -10% for Marauder units (all armies)
  • +Income generated: 50
  • +Iron resource production: 30 ingots
  • +Recruitment cost: -10% for Marauder units (own armies factionwide)
  • +Control: +4
  • +Plunder generated: +2 per turn (World Walkers only)
  • +Spoils: +1 per turn
  • Cost: 750 → 500
  • −Income generated: 100
  • −Marble resource production: 32 slabs
  • +Income generated: 50
  • +Income from all buildings: +25% (all regions in province)
  • +Marble resource production: 30 slabs
  • +Control: +4
  • +Plunder generated: +2 per turn (World Walkers only)
  • +Spoils: +1 per turn
  • Cost: 750 → 500
  • −Chaos Undivided corruption in adjacent provinces: +3
  • −Income generated: 100
  • −Carved Obsidian resource production: 32 chests
  • +Chaos Undivided corruption in adjacent provinces: +5 (local province)
  • +Income generated: 50
  • +Carved Obsidian resource production: 30 chests
  • +Control: +4
  • +Plunder generated: +2 per turn (World Walkers only)
  • +Spoils: +1 per turn
  • Cost: 750 → 500
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Chaos Undivided corruption: +2
  • +Chaos Undivided corruption: +4
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Chaos Undivided corruption: +2
  • −Income generated: 30
  • −Control: +1
  • +Chaos Undivided corruption: +1
  • +Income generated: 25
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • Units: 1 → 3
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Income generated: 60
  • −Control: +1
  • +Income generated: 50
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • Units: 2 → 7
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Defensive supplies: +1500
  • −Income generated: 90
  • −Control: +2
  • +Defensive supplies: +1000
  • +Income generated: 75
  • +Unit capacity: +2 Marauder Champions, Norscan Whalers, Marauder Horsemasters and Kurgan Horsmen Champions
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • Units: 2 → 11
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Defensive supplies: +1500
  • −Chaos Undivided corruption: +3
  • −Grants 5 construction slots in the settlement
  • −Income generated: 120
  • −Control: +2
  • +Defensive supplies: +1000
  • +Chaos Undivided corruption: +4
  • +Grants 4 construction slots in the settlement
  • +Income generated: 100
  • +Unit capacity: +3 Marauder Champions, Norscan Whalers, Marauder Horsemasters and Kurgan Horsmen Champions
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • Units: 2 → 15
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Defensive supplies: +2000
  • −Chaos Undivided corruption: +4
  • −Grants 7 construction slots in the settlement
  • −Income generated: 150
  • −Control: +3
  • +Campaign movement range: +1% for armies (own armies factionwide in owned territory)
  • +Defensive supplies: +1000
  • +Chaos Undivided corruption: +5
  • +Grants 5 construction slots in the settlement
  • +Income generated: 125
  • +Unit capacity: +4 Marauder Champions, Norscan Whalers, Marauder Horsemasters and Kurgan Horsmen Champions
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • Units: 2 → 20
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Chaos Undivided corruption: +1
  • +Chaos Undivided corruption: +2
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Income generated: 30
  • −Control: +1
  • +Income generated: 25
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • Units: 1 → 3
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Income generated: 60
  • −Control: +1
  • +Income generated: 50
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • Units: 2 → 7
  • −Spoils can be transferred from Pillaging forces here to the faction
  • −Defensive supplies: +1500
  • −Chaos Undivided corruption: +2
  • −Income generated: 90
  • −Control: +2
  • +Defensive supplies: +1000
  • +Chaos Undivided corruption: +1
  • +Income generated: 75
  • +Unit capacity: +1 Marauder Champions, Norscan Whalers, Marauder Horsemasters and Kurgan Horsmen Champions
  • +Spoils can be transferred from Pillaging forces here to the faction (own characters in region)
  • Units: 2 → 11
Fur StashNorsca
  • −Income generated: 80
  • +Income generated: 50
  • −Income generated: 160
  • +Income generated: 100
  • −Income generated: 240
  • +Income generated: 150
  • −Construction cost: -1% for all buildings (factionwide)
  • −Income generated: 400
  • +Growth: +1 (all provinces)
  • +Construction cost: -1% for all buildings (all regions factionwide)
  • +Income generated: 200
SmithyNorsca
  • −Recruit rank: +1 for all units (local province)
  • −Recruitment cost: -10% (armies in province)
  • +Local recruitment capacity: +1
  • +Recruitment cost: -5% for all units (own armies in province)
  • +Recruit rank: +1 for all units (own armies in province)
  • −Recruit rank: +2 for all units (local province)
  • −Recruitment cost: -15% (armies in province)
  • +Local recruitment capacity: +2
  • +Recruitment cost: -10% for all units (own armies in province)
  • +Recruit rank: +2 for all units (own armies in province)
  • −Local Recruitment duration: -1 turn for Marauder Champions units (minimum 1) (armies in province)
  • −Recruit rank: +3 for all units (local province)
  • −Recruitment cost: -25% (armies in province)
  • −Global recruitment capacity: +1 (factionwide)
  • +Global recruitment capacity: +1
  • +Local recruitment capacity: +3
  • +Recruit rank: +3 for all units (own armies in province)
  • +Global recruitment duration: -1 turn for all units (armies in province)
  • +Recruitment cost: -20% for all units (own armies in province)
ShielingNorsca
  • +Campaign movement range: +5% for own armies starting their turn in this province (own armies in province)
  • +Construction cost: +10% for military support buildings (all regions factionwide)
  • +Melee attack: +1 (own armies in province)
  • +Vigour loss reduction: -5% (own armies in province)
  • Units: 1 → 0
CorralNorsca
  • +Campaign movement range: +10% for own armies starting their turn in this province (own armies in province)
  • +Construction cost: +10% for military support buildings (all regions factionwide)
  • +Melee attack: +2 (own armies in province)
  • +Vigour loss reduction: -10% (own armies in province)
  • Units: 3 → 0
  • +Campaign movement range: +15% for own armies starting their turn in this province (own armies in province)
  • +Construction cost: +10% for military support buildings (all regions factionwide)
  • +Melee attack: +4 (own armies in province)
  • +Weapon strength: +2% when attacking (own armies factionwide)
  • +Vigour loss reduction: -20% (own armies in province)
  • +Campaign movement range: +1% for armies (own armies factionwide)
  • Units: 6 → 0
  • −Defensive supplies: +500
  • −Leadership: +2 when under siege (armies in region)
  • −Melee defence: +4 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)
  • +Army ability: "Lesser Norscan Spear Barrage" (own armies in region)
  • +Income from all buildings: -10% (all regions in province)
  • +Control: +1 (local province)
  • +Defensive supplies: +400
  • +Hidden armies will be visible (any armies in region)
  • −Defensive supplies: +750
  • −Leadership: +4 when under siege (armies in region)
  • −Melee defence: +7 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)
  • +Army ability: "Norscan Spear Barrage" (own armies in region)
  • +Income from all buildings: -10% (all regions in province)
  • +Control: +2 (local province)
  • +Defensive supplies: +600
  • +Hidden armies will be visible (any armies in region)
  • −Defensive supplies: +1000
  • −Leadership: +6 when under siege (armies in region)
  • −Melee defence: +10 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)
  • +Army ability: "Greater Norscan Spear Barrage" (own armies in region)
  • +Income from all buildings: -10% (all regions in province)
  • +Control: +3 (local province)
  • +Defensive supplies: +800
  • +Hidden armies will be visible (any armies in region)
  • −Defensive supplies: +1250
  • −Leadership: +8 when under siege (armies in region)
  • −Melee defence: +14 when under siege (armies in region)
  • +Enemy Hero action success chance: -25% (enemy characters in region)
  • +Attrition: -20% when under siege (own armies in region)
  • +Army ability: "Greater Norscan Spear Barrage" (own armies in region)
  • +Income from all buildings: -10% (all regions in province)
  • +Control: +4 (local province)
  • +Defensive supplies: +1000
  • +Hidden armies will be visible (any armies in region)
  • −Income generated: 25
  • −Control: +1
  • +Control: +4
  • +Control: +1 for every concurrent war with a neighbouring faction
  • +Control: +1 in adjacent provinces
  • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
  • +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Hero and Lord recruit rank: +1 (local province)
  • −Income generated: 75
  • −Control: +2
  • +Control: +4
  • +Control: +2 for every concurrent war with a neighbouring faction
  • +Control: +2 in adjacent provinces
  • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
  • +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • −Hero and Lord recruit rank: +1 (factionwide)
  • −Income generated: 100
  • +Control: +3 for every concurrent war with a neighbouring faction
  • +Control: +3 in adjacent provinces
  • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
  • +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
  • Units: 0 → 1

Technologies

  • Research points: 500 → 600
  • −Lord recruit rank: +5
  • +Character experience gain per turn: +500
  • −Spell intensity: +10% (all characters)
  • −Winds of Magic power reserve capacity: +10 (all armies)
  • +Spell intensity: +10%
  • +Winds of Magic power reserve capacity: +10
  • −Leadership: +4 for Marauder units
  • +Leadership: +2 for Marauder units
  • −Ammunition: +15% for Marauder Hunter units
  • +Ammunition: +10% for Marauder Hunter units
  • Research points: 500 → 600
  • Research points: 600 → 800
  • Research points: 600 → 800
  • −Defensive supplies: +500
  • +Defensive supplies: +1000
  • Research points: 500 → 600
  • Research points: 500 → 600
  • −Income from Ports: +15%
  • +Income from Ports: +10%
  • Research points: 600 → 800
  • −Fire resistance: 50% for Norscan Ice Trolls, Chaos Frost Dragon, Norscan Ice Wolves units
  • −Weapon strength: +15% for Norscan Ice Trolls, Chaos Frost Dragon, Norscan Ice Wolves units
  • +Fire resistance: 40% for Norscan Ice Trolls, Chaos Frost Dragon, Norscan Ice Wolves units
  • +Weapon strength: +10% for Norscan Ice Trolls, Chaos Frost Dragon, Norscan Ice Wolves units
  • Research points: 700 → 1000
  • −Campaign line of sight: +15% for settlements
  • +Campaign line of sight: +20% for settlements
  • −Diplomatic relations: +15 with Chaos Dwarfs, Warriors of Chaos, Beastmen and Norsca
  • −Allegiance points gained: +20%
  • −Allied recruitment cost: -20%
  • +Diplomatic relations: +25 with Chaos Dwarfs, Warriors of Chaos, Beastmen and Norsca
  • +Allegiance points gained: +10%
  • +Allied recruitment cost: -10%
  • Research points: 500 → 600
  • Research points: 500 → 600
  • −Chaos Undivided corruption: +2 (all provinces)
  • −Diplomatic relations: +15 with Daemons of Chaos
  • +Chaos Undivided corruption: +2
  • +Diplomatic relations: +25 with Daemons of Chaos
  • Research points: 500 → 600
  • Research points: 600 → 800
  • Research points: 700 → 1000
  • −Winds of Magic cost: -10% for Lore of Fire spells (all armies)
  • −Winds of Magic cost: -10% for Lore of Shadows spells (all armies)
  • −Spell intensity: +5% (all characters)
  • +Winds of Magic cost: -10% for Lore of Fire spells
  • +Winds of Magic cost: -10% for Lore of Shadows spells
  • +Spell intensity: +5%
  • Research points: 600 → 800
  • −Chance of a plague spreading: -25% (all armies)
  • −Plague duration: -1 turns (all armies)
  • −Growth: +15
  • +Chance of a plague spreading: -25%
  • +Plague duration: -1 turns
  • +Growth: +10
  • −Venerate the Four commandment: additional +3 Control
  • +Venerate the Four commandment: additional +2 Control
  • Research points: 500 → 600
War ToolsNorsca
  • Research points: 500 → 600
  • Research points: 600 → 800
  • −Armour-piercing missile damage: +4 (all armies)
  • +Armour-piercing missile damage: +4
  • −Chaos Undivided corruption in adjacent provinces: +1 (all provinces)
  • +Chaos Undivided corruption in adjacent provinces: +1
  • −Vigour loss reduction: -50% for Skin Wolves units
  • +Vigour loss reduction: -25% for Skin Wolves units
  • Research points: 500 → 600
  • Research points: 600 → 800
  • −Winds of Magic power reserve: +2 per turn (all armies)
  • +Winds of Magic power reserve: +2 per turn
  • −Speed: +10% when fighting against Wood Elves
  • −Reload time reduction: +15% (all armies)
  • +Speed: +20% when fighting against Wood Elves
  • +Reload time reduction: +10%
  • −Battle healing cap: +25% (all armies)
  • −Vigour loss reduction: -50% when fighting against Vampire Counts
  • +Battle healing cap: +25%
  • +Vigour loss reduction: -25% when fighting against Vampire Counts
  • −Leadership: +4 for Trolls, Fimir Warriors, Skin Wolf, Ice Wolf and Warhound units
  • +Leadership: +2 for Trolls, Fimir Warriors, Skin Wolf, Ice Wolf and Warhound units
  • Research points: 500 → 600
  • −Missile resistance: 15% for Trolls, Fimir Warriors, Skin Wolf, Ice Wolf and Warhound units (Rank 7 and above)
  • +Missile resistance: 10% for Trolls, Fimir Warriors, Skin Wolf, Ice Wolf and Warhound units (Rank 7 and above)
  • Research points: 600 → 800
  • −Recruitment cost: -25%
  • −Local recruitment capacity: +1 (all provinces)
  • +Recruitment cost: -10%
  • +Local recruitment capacity: +1
  • Research points: 600 → 800
  • −Character experience gain: +15% (all characters)
  • −Unit mass: +15% (all armies)
  • −Ward save: +5% (all characters)
  • +Character experience gain: +15%
  • +Unit mass: +15%
  • +Ward save: +5% (all characters factionwide)
  • Research points: 700 → 1000
  • −Vigour loss reduction: -50% when defending
  • +Vigour loss reduction: -25% when defending
  • −Magic item drop chance from battle: +15%
  • −Post battle chance of stealing a magic item: +15%
  • +Magic item drop chance from battle: +10%
  • +Post battle chance of stealing a magic item: +10%
  • Research points: 500 → 600
  • Research points: 500 → 600
  • Research points: 600 → 800
  • Research points: 600 → 800
  • −Campaign line of sight: +15% (all characters)
  • +Campaign line of sight: +20%
  • −Battle reinforcement time: -25% (all armies)
  • −Reinforcement range: +25% (all armies)
  • +Battle reinforcement time: -25%
  • +Reinforcement range: +25%
  • Research points: 500 → 600
  • Research points: 500 → 600
  • Research points: 500 → 600
  • −Melee attack: +5 for embedded Heroes
  • −Melee defence: +5 for embedded Heroes
  • +Melee attack: +4 for embedded Heroes
  • +Melee defence: +4 for embedded Heroes
  • Research points: 600 → 800
  • −Hit points: +10% (all characters)
  • −Wound recovery time: -2 turns (all characters)
  • +Hit points: +10% (all characters factionwide)
  • +Wound recovery time: -2 turns
  • Research points: 700 → 1000
  • −Immune to High Seas, Reef and Storm attrition (all armies)
  • +Immune to High Seas, Reef and Storm attrition
  • −Winds of Magic cost: -10% for Lore of Metal spells (all armies)
  • −Winds of Magic cost: -10% for Lore of Death spells (all armies)
  • −Spell intensity: +5% (all characters)
  • +Winds of Magic cost: -10% for Lore of Metal spells
  • +Winds of Magic cost: -10% for Lore of Death spells
  • +Spell intensity: +5%
  • Research points: 600 → 800
  • −Ambush success chance: +15%
  • −Ambush defence chance: +25%
  • +Ambush success chance: +20%
  • +Ambush defence chance: +20%
  • −Hero action success chance: +10%
  • −Enemy Hero action success chance: -10%
  • +Hero action success chance: +5%
  • +Enemy Hero action success chance: -5%
  • Research points: 500 → 600
  • −Winds of Magic power reserve capacity: +10 (all armies)
  • −Winds of Magic power reserve: +2 per turn (all armies)
  • +Winds of Magic power reserve capacity: +10
  • +Winds of Magic power reserve: +2 per turn
  • Research points: 500 → 600
  • −Miscast base chance: -25% (all characters)
  • +Miscast base chance: -10%
  • Research points: 600 → 800
  • −Cooldown: -10% to all spells (all characters)
  • +Cooldown: -10% to all spells
  • −Income from post-battle loot: +15%
  • +Income from post-battle loot: +10%
  • −Missile resistance: 15% for Dread Maw & Feral Manticore units
  • +Missile resistance: 10% for Dread Maw & Feral Manticore units
  • Research points: 500 → 600
  • −Battle healing cap: +50% for Norscan Trolls, Skin Wolf and Curs'd Ettin units
  • +Battle healing cap: +25% for Norscan Trolls, Skin Wolf and Curs'd Ettin units
  • Research points: 700 → 1000
  • −Leadership: +4 for Norscan Monster units
  • +Leadership: +2 for Norscan Monster units
  • Research points: 500 → 600
  • Research points: 600 → 800
  • Research points: 600 → 800