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

SFO Skaven units

107 Skaven units SFO: Grimhammer III changes against patch 9.0.4, 9 it adds, and 109 skills, 185 buildings and 102 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
Tretch Craventailwh2_dlc09_skv_cha_tretch_craventail14,288 → 5,5009040 → 4570280 → 275120 → 125900 → 1,700700 → 850Mass 450 → 750; Upkeep 225 → 0; New: Fast-Fast!; Removed: Verminous Valour, Scurry Away!, Stand or Die!
Assassinwh2_main_skv_cha_assassin13,572 → 4,50020 → 3060 → 6535225 → 150150 → 300800 → 1,200500 → 600Leadership 60 → 65; Speed 54 → 55; Melee attack interval 3.8 s → 4 s; Mass 400 → 500; Upkeep 200 → 150; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Grey Seer (Plague)wh2_main_skv_cha_grey_seer_plague_013,688 → 4,5002030 → 3534 → 35217 → 22593 → 1001,000350 → 500Mass 300 → 500; Upkeep 250 → 275
Grey Seer (Plague)wh2_main_skv_cha_grey_seer_plague_116,284 → 7,5001003034 → 3060 → 50140 → 1501,150 → 2,6001,150 → 1,300Speed 44 → 42; Melee attack interval 5.2 s → 5.5 s; Mass 2,100 → 2,500; Upkeep 287 → 475
Grey Seer (Ruin)wh2_main_skv_cha_grey_seer_ruin_013,688 → 4,5002030 → 3534 → 35217 → 22593 → 1001,000350 → 500Mass 300 → 500; Upkeep 250 → 275
Grey Seer (Ruin)wh2_main_skv_cha_grey_seer_ruin_116,284 → 7,5001003034 → 3060 → 50140 → 1501,150 → 2,6001,150 → 1,300Speed 44 → 42; Melee attack interval 5.2 s → 5.5 s; Mass 2,100 → 2,500; Upkeep 287 → 475
Lord Skrolkwh2_main_skv_cha_lord_skrolk14,672 → 5,0003054 → 5545 → 40280 → 150120 → 2501,000 → 1,800850 → 900Mass 400 → 1,000; Upkeep 250 → 0; New: Aura of Rot, Regeneration, Immune to Contact Effects
Plague Priestwh2_main_skv_cha_plague_priest_013,840 → 4,5002040 → 4532 → 3084 → 75196 → 2001,000 → 1,500450 → 750Mass 250 → 500; Upkeep 250 → 337; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Aura of Rot, Immune to Contact Effects
Plague Priestwh2_main_skv_cha_plague_priest_215,876 → 7,00090 → 10030 → 4026 → 2560 → 50140 → 1501,400 → 2,9001,350 → 1,450Speed 42 → 40; Melee attack interval 5.2 s → 5.5 s; Mass 1,950 → 2,500; Upkeep 325 → 512; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Aura of Rot, Immune to Contact Effects
Queek Headtakerwh2_main_skv_cha_queek_headtaker14,672 → 5,50011066 → 7546 → 4580 → 100340 → 3501,100 → 2,400850 → 1,200Bonus vs infantry 35 → 30; Melee attack interval 4 s → 3.5 s; Mass 650 → 1,250; Upkeep 275 → 0; New: Lord of Clan Mors, Your Head is Next!, Stand or Die!, Immune to Psychology; Removed: Stand Your Ground!
Warlock Engineerwh2_main_skv_cha_warlock_engineer13,420 → 4,50045 → 10025 → 3532 → 3584 → 75196 → 2001,000400 → 500Speed 42 → 38; Mass 250 → 500; Range — → 175 m; Ammunition — → 20; Missile base damage — → 100; Missile AP damage — → 50; Reload time — → 25 s; Upkeep 250 → 275; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Warlordwh2_main_skv_cha_warlord_014,068 → 5,250905055 → 60280 → 275120 → 125700 → 1,300525 → 650Mass 650 → 750; Upkeep 300 → 162
Warlordwh2_main_skv_cha_warlord_116,384 → 8,250705055 → 50140 → 150320 → 3251,150 → 2,400975 → 1,200Charge bonus 55 → 50; Mass 2,200 → 3,750
Ikit Clawwh2_dlc12_skv_cha_ikit_claw_014,288 → 5,250110 → 12045 → 5056 → 55120 → 1502501,000 → 2,2001,000 → 1,100Bonus vs large 22 → 30; Melee attack interval 4.8 s → 4 s; Mass 650 → 750; Ammunition 20 → 24; Missile base damage 48 → 50; Missile AP damage 16 → 15; Upkeep 250 → 0; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Arcane Mastery
Ikit Clawwh2_dlc12_skv_cha_ikit_claw_115,296 → 6,000110 → 1204036 → 3595 → 1001751,100 → 2,8001,150 → 1,400Speed 72 → 80; Bonus vs infantry 35 → 25; Mass 2,150 → 2,000; Upkeep 250 → 0; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Arcane Mastery, Causes Fear, Strider, Hide (forest)
Ikit Clawwh2_dlc12_skv_cha_ikit_claw_216,528 → 6,750110 → 12028 → 3036 → 40160 → 100265 → 1751,300 → 3,4001,750 → 1,700Speed 72 → 70; Bonus vs infantry 30 → 25; Melee attack interval 4.3 s → 5 s; Mass 2,100 → 4,100; Upkeep 250 → 0; Spell resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Arcane Mastery, Hide (forest)
Warlock Masterwh2_dlc12_skv_cha_warlock_master_013,920 → 4,50090 → 10040 → 4552 → 50105 → 125245 → 2501,000 → 1,500700 → 750Charge bonus 18 → 20; Mass 250 → 500; Upkeep 250 → 337; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —
Warlock Masterwh2_dlc12_skv_cha_warlock_master_114,928 → 5,2501003532 → 3095 → 100175 → 1501,100 → 2,1001,100 → 1,050Speed 72 → 80; Bonus vs infantry 35 → 25; Upkeep 250 → 412; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Causes Fear, Strider, Hide (forest)
Warlock Masterwh2_dlc12_skv_cha_warlock_master_216,420 → 6,00010026 → 2537 → 35150 → 100250 → 1751,300 → 2,7001,500 → 1,350Speed 72 → 70; Bonus vs infantry 30 → 25; Melee attack interval 4.3 s → 5 s; Mass 2,250 → 4,500; Upkeep 250 → 487; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Hide (forest)
Deathmaster Snikchwh2_dlc14_skv_cha_deathmaster_snikch_013,920 → 4,750307050 → 55160 → 200300 → 4001,050 → 2,1001,050Speed 54 → 55; Melee attack interval 3.8 s → 3.5 s; Mass 550 → 1,000; Upkeep 263 → 0; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Smoke Out, Vigorous, Immune to Psychology, Immune to Flanking; Removed: Strider
Eshin Sorcererwh2_dlc14_skv_cha_eshin_sorcerer_013,600 → 4,000203540217 → 22593 → 1001,000 → 700300 → 350Mass 300 → 500; Upkeep 250 → 87; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Master Assassinwh2_dlc14_skv_cha_master_assassin_013,688 → 4,500306045150230 → 275900 → 1,700900 → 850Speed 54 → 55; Melee attack interval 3.8 s → 4 s; Upkeep 225 → 212; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Cracklebomb
Chieftainwh2_dlc16_skv_cha_chieftain_013,783 → 5,000904045100 → 150260 → 3001,000 → 1,100550Leadership 50 → 55; Mass 650 → 750; Upkeep 250 → 137; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Chieftainwh2_dlc16_skv_cha_chieftain_116,099 → 8,000705040 → 45120 → 150290 → 3251,000 → 2,2001,000 → 1,100Leadership 60 → 55; Charge bonus 50 → 30; Mass 2,200 → 3,750; Upkeep 250 → 275; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —
Ghoritchwh2_dlc16_skv_cha_ghoritch_017,708 → 10,000706030155 → 150365 → 3501,600 → 3,2001,450 → 1,600Melee attack interval 3.8 s → 4 s; Mass 2,700 → 3,000; New: Chaotic Blessing
Skavenslave Slingerswh2_main_skv_inf_skavenslave_slingers_0140 → 2006,720 → 11,00006 → 57 → 514 → 204 → 0225 → 0200Leadership 33 → 35; Charge bonus 4 → 5; Melee attack interval 4.3 s → 4 s; Mass 90 → 75; Ammunition 22 → 20; Missile base damage 7 → 9; Upkeep 56 → 50; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Skavenslave Spearswh2_main_skv_inf_skavenslave_spearmen_0180 → 2809,000 → 16,80009 → 1016 → 1512 → 104 → 5150 → 0150 → 125Bonus vs large 6 → 10; Charge bonus 3 → 5; Melee attack interval 4.6 s → 4 s; Mass 90 → 75; Upkeep 37 → 31; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Skavenslaveswh2_main_skv_inf_skavenslaves_0180 → 2809,000 → 16,800012 → 151014 → 204 → 0125 → 0125Melee attack interval 4.3 s → 4 s; Mass 90 → 75; Fire resistance 0% → -10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Wolf Ratswh2_dlc16_skv_mon_wolf_rats_080 → 1206,640 → 10,8001528 → 3519 → 206 → 1010 → 15550 → 1,100550Leadership 34 → 50; Speed 95 → 100; Melee attack interval 4.3 s → 4 s; Mass 150 → 200; Upkeep 138 → 137; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 6 → —
Wolf Rats (Poison)wh2_dlc16_skv_mon_wolf_rats_180 → 1206,640 → 10,8001528 → 3019 → 2524 → 202 → 5550 → 1,100550Leadership 34 → 50; Speed 95 → 100; Melee attack interval 4.3 s → 4 s; Mass 150 → 200; Upkeep 138 → 137; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 6 → —
Plagueclaw Catapultswh2_main_skv_art_plagueclaw_catapult4 → 85,028 → 8,480301517 → 15206 → 5900 → 1,400900 → 700Leadership 54 → 50; Bonus vs infantry 0 → 5; Charge bonus 2 → 5; Melee attack interval 4.3 s → 4 s; Mass 2,100 → 3,100; Ammunition 22 → 35; Missile base damage 45 → 25; Missile AP damage 105 → 50; Reload time 18 s → 20 s; Upkeep 225 → 175; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Immune to Contact Effects
Clanrat Spearswh2_main_skv_inf_clanrat_spearmen_0160 → 2009,600 → 18,0002518 → 2024 → 2518 → 205325 → 650325Bonus vs large 9 → 15; Charge bonus 6 → 10; Melee attack interval 4.3 s → 4 s; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Clanratswh2_main_skv_inf_clanrats_0160 → 2009,600 → 18,0002524 → 2518 → 20206 → 5300 → 650300 → 325Bonus vs infantry 0 → 5; Charge bonus 10 → 15; Melee attack interval 4.3 s → 4 s; Upkeep 75 → 81; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Night Runnerswh2_main_skv_inf_night_runners_0120 → 1406,720 → 11,2001024 → 3514 → 15206 → 5500 → 1,000450 → 500Leadership 48 → 45; Speed 54 → 55; Bonus vs infantry 0 → 5; Charge bonus 12 → 15; Melee attack interval 4.3 s → 4 s; Mass 90 → 75; Ammunition 10 → 6; Missile base damage 10 → 15; Missile AP damage 2 → 4; Physical resistance 20% → 0%; Missile resistance 0% → 30%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Stalk, Strider; Removed: Hide (forest)
Night Runners (Slings)wh2_main_skv_inf_night_runners_1120 → 1406,720 → 11,2001024 → 2514 → 15206 → 5500 → 1,000450 → 500Leadership 48 → 45; Speed 54 → 55; Bonus vs infantry 0 → 5; Melee attack interval 4.3 s → 4 s; Mass 90 → 75; Ammunition 22 → 24; Missile base damage 10 → 13; Missile AP damage 1 → 2; Reload time 8 s → 7 s; Physical resistance 20% → 0%; Missile resistance 0% → 30%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Stalk, Strider; Removed: Hide (forest)
Warp-Grinderswh2_dlc14_skv_inf_warp_grinder_024 → 324,416 → 5,60070 → 10020 → 3518 → 2018 → 078 → 100600 → 1,600600 → 800Charge bonus 8 → 10; Melee attack interval 5.7 s → 5 s; Mass 600 → 750; Upkeep 150 → 200; Missile resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Warp Overcharge
Packmasterwh2_dlc16_skv_cha_packmaster_013,572 → 4,000203540240 → 250120 → 1251,000 → 900500 → 450Bonus vs large 20 → 25; Mass 400 → 500; Upkeep 250 → 112; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Tide of Death
Clanrat Spears (Shields)wh2_main_skv_inf_clanrat_spearmen_1160 → 2009,600 → 18,0002518 → 1528 → 3018 → 205375 → 700375 → 350Bonus vs large 9 → 15; Charge bonus 6 → 5; Melee attack interval 4.3 s → 4 s; Upkeep 94 → 87; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Clanrats (Shields)wh2_main_skv_inf_clanrats_1160 → 2009,600 → 18,0002524 → 2022 → 25206 → 5350 → 700350Bonus vs infantry 0 → 5; Melee attack interval 4.3 s → 4 s; Upkeep 88 → 87; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Gutter Runner Slingerswh2_main_skv_inf_gutter_runner_slingers_0120 → 1406,960 → 11,2002026 → 2520 → 2521 → 207 → 10700 → 1,500700 → 750Leadership 54 → 50; Speed 54 → 55; Melee attack interval 4.3 s → 4 s; Mass 90 → 75; Range 140 m → 160 m; Ammunition 24 → 26; Missile base damage 12 → 15; Missile AP damage 2 → 4; Reload time 8 s → 7 s; Upkeep 175 → 187; Physical resistance 20% → 0%; Missile resistance 0% → 30%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Strider
Gutter Runnerswh2_main_skv_inf_gutter_runners_0120 → 1406,960 → 11,2002026 → 4020 → 2521 → 207 → 10700 → 1,500700 → 750Leadership 54 → 50; Speed 54 → 55; Charge bonus 14 → 15; Melee attack interval 4.3 s → 4 s; Mass 90 → 75; Range 70 m → 80 m; Ammunition 12 → 8; Missile base damage 11 → 18; Missile AP damage 3 → 7; Upkeep 175 → 187; Physical resistance 20% → 0%; Missile resistance 0% → 30%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Strider
Plague Monkswh2_main_skv_inf_plague_monks120 → 1409,120 → 13,30010 → 028 → 5025 → 2024 → 308 → 10650 → 1,500650 → 750Leadership 68 → 100; Speed 42 → 45; Bonus vs infantry 7 → 10; Charge bonus 22 → 45; Melee attack interval 4.5 s → 3.5 s; Upkeep 163 → 187; Physical resistance 15% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Unbreakable, Immune to Contact Effects; Removed: Frenzy
Warpfire Throwerswh2_main_skv_inf_warpfire_thrower323,936 → 5,60070 → 10016 → 1516 → 2014 → 204 → 0550 → 2,300550 → 1,150Leadership 50 → 55; Speed 38 → 30; Charge bonus 2 → 5; Melee attack interval 4.3 s → 4 s; Range 80 m → 100 m; Ammunition 72 → 88; Missile base damage 8 → 15; Missile AP damage 3 → 10; Reload time 13 s → 14 s; Upkeep 138 → 287; Missile resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Warp Overcharge
Rat Ogreswh2_main_skv_mon_rat_ogres167,728 → 16,0003026 → 4026 → 2020 → 3055 → 70800 → 2,000700 → 1,000Leadership 56 → 50; Bonus vs infantry 0 → 10; Charge bonus 46 → 50; Melee attack interval 3.8 s → 4 s; Mass 1,500 → 2,000; Upkeep 200 → 250; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 3 → —; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Eye-Takers (Warplock Jezzails)wh2_dlc12_skv_art_warplock_jezzails_ror_tech_lab_032 → 163,936 → 5,6007022 → 1522 → 35206 → 51,400 → 3,0001,400 → 1,500Missile block 55% → 70%; Speed 42 → 40; Bonus vs infantry 0 → 5; Charge bonus 2 → 5; Melee attack interval 4.3 s → 4 s; Range 275 m → 300 m; Ammunition 22 → 26; Missile base damage 6 → 25; Missile AP damage 30 → 75; Reload time 12 s → 10 s; Upkeep 350 → 375; Missile resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Warp Overcharge
Clan Vulkn Tailslashers (Clanrats – Shields)wh2_dlc12_skv_inf_clanrats_ror_0160 → 2009,600 → 18,0002531 → 2529 → 2525 → 59 → 20500 → 1,000500Leadership 55 → 50; Bonus vs infantry 0 → 5; Melee attack interval 4.3 s → 4 s; Fire resistance 20% → 50%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —
Ratling Gunswh2_dlc12_skv_inf_ratling_gun_0323,936 → 5,60070 → 5016 → 1516 → 20206 → 5800 → 2,300800 → 1,150Leadership 50 → 55; Bonus vs infantry 0 → 5; Charge bonus 2 → 5; Melee attack interval 4.3 s → 4 s; Range 145 m → 150 m; Ammunition 15 → 22; Missile base damage 2 → 6; Missile AP damage 6 → 8; Upkeep 200 → 287; Missile resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Warp Overcharge
Teeth-Breakers (Ratling Guns)wh2_dlc12_skv_inf_ratling_gun_ror_0323,936 → 5,60070 → 5022 → 2522 → 20206 → 51,050 → 2,8001,050 → 1,400Speed 38 → 50; Bonus vs infantry 0 → 10; Charge bonus 2 → 5; Melee attack interval 4.3 s → 4 s; Range 145 m → 125 m; Ammunition 15 → 22; Missile base damage 2 → 12; Missile AP damage 6 → 2; Upkeep 263 → 350; Missile resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Warp Overcharge, Smoke Bomb; Removed: Concealment Bombs
Death Dealers (Ratling Guns)wh2_dlc12_skv_inf_ratling_gun_ror_tech_lab_0323,936 → 5,60070 → 5022 → 1522 → 30206 → 51,250 → 3,0001,250 → 1,500Bonus vs infantry 0 → 5; Charge bonus 2 → 5; Melee attack interval 4.3 s → 4 s; Range 175 m → 150 m; Ammunition 23 → 28; Missile base damage 2 → 6; Missile AP damage 7 → 8; Upkeep 313 → 375; Missile resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Warp Overcharge, Bolstered Marksmanship, Endless Drum
The Doombringers (Warpfire Throwers)wh2_dlc12_skv_inf_warpfire_thrower_ror_tech_lab_0485,904 → 8,40070 → 10032 → 1534 → 2014 → 204 → 0700 → 3,200700 → 1,600Leadership 50 → 100; Speed 38 → 30; Charge bonus 2 → 5; Melee attack interval 4.3 s → 4 s; Range 80 m → 100 m; Ammunition 72 → 88; Missile base damage 8 → 15; Missile AP damage 3 → 10; Reload time 13 s → 14 s; Upkeep 175 → 400; Missile resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Warp Overcharge
Warplock Jezzailswh2_dlc12_skv_inf_warplock_jezzails_0323,936 → 5,60070 → 5016 → 1516 → 35206 → 51,200 → 2,3001,000 → 1,150Missile block 55% → 50%; Leadership 50 → 55; Speed 42 → 40; Bonus vs infantry 0 → 5; Charge bonus 2 → 5; Melee attack interval 4.3 s → 4 s; Range 275 m → 300 m; Ammunition 22 → 26; Missile base damage 6 → 15; Missile AP damage 30 → 50; Reload time 12 s → 14 s; Upkeep 300 → 287; Missile resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Warp Overcharge
Natty Buboe's Sharpshooters (Warplock Jezzails)wh2_dlc12_skv_inf_warplock_jezzails_ror_0323,936 → 5,60070 → 5022 → 1522 → 35206 → 51,300 → 2,8001,300 → 1,400Missile block 55% → 50%; Speed 42 → 40; Bonus vs infantry 0 → 5; Charge bonus 2 → 5; Melee attack interval 4.3 s → 4 s; Range 275 m → 400 m; Ammunition 22 → 26; Missile base damage 6 → 15; Missile AP damage 30 → 50; Reload time 12 s → 14 s; Upkeep 325 → 350; Missile resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Warp Overcharge
Eshin Triadswh2_dlc14_skv_inf_eshin_triads_072 → 605,760 → 10,8002030 → 4028 → 458 → 1522 → 20750 → 2,000700 → 1,000Leadership 64 → 60; Speed 54 → 55; Bonus vs large 15 → 10; Melee attack interval 4.6 s → 4 s; Mass 90 → 75; Upkeep 188 → 250; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Smoke Out
Iksha's Triads (Eshin Triads)wh2_dlc14_skv_inf_eshin_triads_ror_072 → 605,760 → 10,8002038 → 4036 → 558 → 1522 → 20900 → 2,600900 → 1,300Leadership 74 → 65; Speed 54 → 55; Bonus vs large 15 → 10; Charge bonus 10 → 20; Melee attack interval 4.6 s → 4 s; Mass 90 → 75; Upkeep 225 → 325; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Smoke Out
Brood Horrorwh2_dlc16_skv_mon_brood_horror_016,009 → 8,000404030 → 35125 → 1002501,100 → 2,2001,050 → 1,100Speed 95 → 100; Charge bonus 65 → 75; Mass 2,500 → 3,500; Upkeep 300 → 275; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 6 → —; New: Alpha
Mutant Rat Ogrewh2_dlc16_skv_mon_rat_ogre_mutant16,508 → 8,5003052 → 5538 → 40100 → 150320 → 3501,200 → 2,6001,200 → 1,300Melee attack interval 3.8 s → 4 s; Mass 3,000 → 2,500; Physical resistance 20% → 10%; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 3 → —; Quest battle cap (main_units.multiplayer_qb_cap) 3 → —
Morskittar's Hellion (Mutant Rat Ogre)wh2_dlc16_skv_mon_rat_ogre_mutant_ror_016,508 → 8,5003063 → 6548 → 40100 → 150320 → 3501,650 → 3,3001,650Melee attack interval 3.8 s → 4 s; Mass 3,000 → 2,500; Upkeep 413 → 412; Physical resistance 20% → 10%; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —
Pit Fighters of Hell’s Deep (Rat Ogres)wh2_dlc16_skv_mon_rat_ogres_ror_0167,728 → 16,0003034 → 4034 → 2020 → 3055 → 701,050 → 2,6001,050 → 1,300Leadership 66 → 60; Bonus vs infantry 0 → 10; Charge bonus 46 → 100; Melee attack interval 3.8 s → 4 s; Mass 1,500 → 2,000; Upkeep 263 → 325; Physical resistance 0% → 10%; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —
Warp Lightning Cannonswh2_main_skv_art_warp_lightning_cannon44,848 → 6,3403016 → 1516 → 1514 → 204 → 0950 → 2,600950 → 1,300Charge bonus 2 → 5; Melee attack interval 4.3 s → 4 s; Mass 2,100 → 3,100; Range 430 m → 500 m; Ammunition 22 → 30; Missile base damage 80 → 200; Missile AP damage 260 → 400; Upkeep 238 → 325; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Warp Overcharge
Gutter Runner Slingers (Poison)wh2_main_skv_inf_gutter_runner_slingers_1120 → 1406,960 → 11,2002026 → 2520 → 2521 → 207 → 10750 → 1,700750 → 850Leadership 54 → 50; Speed 54 → 55; Melee attack interval 4.3 s → 4 s; Mass 90 → 75; Ammunition 24 → 26; Missile base damage 12 → 14; Missile AP damage 2 → 3; Reload time 8 s → 7 s; Upkeep 187 → 212; Physical resistance 20% → 0%; Missile resistance 0% → 30%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Strider
Gutter Runners (Poison)wh2_main_skv_inf_gutter_runners_1120 → 1406,960 → 11,2002026 → 4020 → 2521 → 207 → 10750 → 1,700750 → 850Leadership 54 → 50; Speed 54 → 55; Charge bonus 14 → 15; Melee attack interval 4.3 s → 4 s; Mass 90 → 75; Range 70 m → 80 m; Ammunition 12 → 8; Missile base damage 11 → 16; Missile AP damage 3 → 5; Upkeep 187 → 212; Physical resistance 20% → 0%; Missile resistance 0% → 30%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Strider
Plague Monk Censer Bearerswh2_main_skv_inf_plague_monk_censer_bearer120 → 1409,600 → 15,4001034 → 4530 → 2513 → 1531 → 451,000 → 2,2001,000 → 1,100Leadership 72 → 100; Speed 42 → 40; Charge bonus 34 → 35; Melee attack interval 4.4 s → 4 s; Mass 120 → 125; Upkeep 250 → 275; Physical resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Aura of Rot, Unbreakable, Immune to Contact Effects; Removed: Frenzy
Stormvermin (Halberds)wh2_main_skv_inf_stormvermin_0160 → 1209,920 → 19,2009032 → 4034 → 309 → 1523 → 20950 → 2,200950 → 1,100Leadership 70 → 60; Bonus vs large 17 → 25; Charge bonus 10 → 20; Melee attack interval 4.6 s → 4 s; Upkeep 238 → 275; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Immune to Psychology
Doomwheelwh2_main_skv_veh_doomwheel16,420 → 6,00010026 → 3037 → 30150 → 100250 → 2001,350 → 2,8001,350 → 1,400Speed 72 → 70; Charge bonus 50 → 40; Melee attack interval 4.3 s → 5 s; Mass 2,100 → 4,100; Upkeep 338 → 350; Missile resistance 0% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Warp Overcharge, Unstoppable Charge
Ikit's Zzzzap-Zzzzap! (Warp Lightning Cannons)wh2_dlc12_skv_art_warp_lightning_cannon_ror_044,848 → 7,7403022 → 1522 → 1514 → 204 → 01,200 → 3,2001,200 → 1,600Charge bonus 2 → 5; Melee attack interval 4.3 s → 4 s; Mass 2,100 → 3,100; Range 430 m → 500 m; Ammunition 22 → 30; Missile base damage 80 → 200; Missile AP damage 260 → 600; Reload time 21 s → 28 s; Upkeep 300 → 400; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Warp Overcharge, Encourage
Blightscab's Plaguepack (Plague Monk Censer Bearers)wh2_dlc12_skv_inf_plague_monk_censer_bearer_ror_0120 → 1809,600 → 19,8001043 → 4538 → 2513 → 1531 → 451,250 → 2,8001,250 → 1,400Leadership 82 → 100; Speed 42 → 40; Charge bonus 34 → 35; Melee attack interval 4.4 s → 4 s; Mass 120 → 125; Upkeep 313 → 350; Physical resistance 15% → 10%; Spell resistance 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Aura of Rot, Unbreakable, Immune to Contact Effects; Removed: Frenzy
Council Guard (Stormvermin – Halberds)wh2_dlc12_skv_inf_stormvermin_ror_0160 → 1009,920 → 20,0009041 → 4043 → 509 → 1523 → 201,400 → 3,0001,400 → 1,500Bonus vs large 17 → 25; Charge bonus 10 → 20; Melee attack interval 4.6 s → 4 s; Upkeep 350 → 375; Physical resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Coordinated Carnage
Doom-Flayerswh2_dlc12_skv_veh_doom_flayer_086,128 → 10,00090 → 10025 → 3026 → 2515 → 2045 → 601,100 → 2,4001,050 → 1,200Speed 72 → 80; Bonus vs infantry 35 → 25; Mass 1,600 → 1,350; Missile resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Warp Overcharge, Strider, Glorious Charge; Removed: Causes Fear
Dwarf-Thing Menace (Doom-Flayers)wh2_dlc12_skv_veh_doom_flayer_ror_086,128 → 10,00090 → 10032 → 3034 → 3515 → 2045 → 601,250 → 2,9001,250 → 1,450Speed 72 → 80; Bonus vs infantry 35 → 25; Mass 1,600 → 1,350; Upkeep 313 → 362; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Warp Overcharge, Warpstone Detonation, Strider, Glorious Charge
Blackhole Flayers (Doom-Flayers)wh2_dlc12_skv_veh_doom_flayer_ror_tech_lab_086,128 → 10,00090 → 10032 → 4034 → 2515 → 2045 → 601,250 → 3,1001,250 → 1,550Speed 72 → 80; Bonus vs infantry 35 → 25; Charge bonus 40 → 50; Mass 1,600 → 1,350; Upkeep 313 → 387; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Warp Overcharge, Strider, Vanguard Deployment, Glorious Charge; Removed: Causes Fear
Wheelz of Dooom (Doomwheel)wh2_dlc12_skv_veh_doomwheel_ror_01 → 36,420 → 7,50010034 → 3046 → 30150 → 50250 → 1001,600 → 3,4001,600 → 1,700Speed 72 → 70; Bonus vs infantry 30 → 15; Charge bonus 50 → 40; Melee attack interval 4.3 s → 5 s; Mass 2,100 → 4,100; Upkeep 400 → 425; Missile resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Warp Overcharge, Unstoppable Charge; Removed: Wounds
Warpfire's Wheel (Doomwheel)wh2_dlc12_skv_veh_doomwheel_ror_tech_lab_017,488 → 6,00010034 → 3046 → 30150 → 100250 → 2001,600 → 3,6001,600 → 1,800Speed 72 → 70; Charge bonus 50 → 40; Melee attack interval 4.3 s → 5 s; Mass 2,100 → 4,100; Upkeep 400 → 450; Missile resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Pursuit of Battle, Warp Overcharge, Trample, Repair Team, Unstoppable Charge; Removed: Regeneration
Poisoned Wind Mortarswh2_dlc14_skv_inf_poison_wind_mortar_012 → 163,936 → 5,60070 → 3014 → 1516 → 1514 → 154 → 51,100 → 2,3001,050 → 1,150Charge bonus 2 → 5; Melee attack interval 4.3 s → 4 s; Ammunition 14 → 16; Missile base damage 8 → 5; Missile AP damage 46 → 50; Upkeep 275 → 287; Missile resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
The Avalanche Mortars (Death Globe Mortars)wh2_dlc14_skv_inf_poison_wind_mortar_ror_012 → 163,936 → 5,60070 → 3019 → 2022 → 2014 → 154 → 51,500 → 3,3001,600 → 1,650Charge bonus 2 → 5; Melee attack interval 4.3 s → 4 s; Ammunition 14 → 16; Missile AP damage 80 → 100; Reload time 14 s → 10 s; Upkeep 375 → 412; Missile resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —
Packmasterwh2_dlc16_skv_cha_packmaster_216,011 → 6,0004040 → 3030 → 35125 → 1002501,200 → 2,1001,200 → 1,050Speed 95 → 100; Charge bonus 65 → 60; Mass 2,900 → 4,000; Upkeep 300 → 262; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Alpha, Tide of Death
Throt the Uncleanwh2_dlc16_skv_cha_throt_the_unclean_015,107 → 6,750455055110 → 100260 → 300800 → 2,000800 → 1,000Charge bonus 25 → 30; Melee attack interval 4.3 s → 4 s; Mass 850 → 1,250; Upkeep 200 → 0; Physical resistance 10% → 0%; Per-unit cap (main_units.multiplayer_cap) 1 → —
Throt the Uncleanwh2_dlc16_skv_cha_throt_the_unclean_216,617 → 8,7504550 → 4545 → 50135 → 1252751,300 → 3,2001,300 → 1,600Speed 95 → 100; Charge bonus 65 → 70; Mass 3,350 → 4,750; Upkeep 325 → 0; Physical resistance 10% → 0%; New: Alpha
Warlordwh2_dlc16_skv_cha_warlord_216,024 → 7,2506050 → 4540 → 55125 → 1002501,250 → 2,4001,225 → 1,200Speed 95 → 100; Mass 2,900 → 4,250; Upkeep 313 → 300; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Alpha
Death Globe Bombardierswh2_main_skv_inf_death_globe_bombardiers48 → 323,648 → 5,600100 → 3018 → 2016 → 20206 → 5900 → 1,800900Leadership 58 → 55; Bonus vs infantry 0 → 5; Charge bonus 6 → 5; Melee attack interval 4.3 s → 4 s; Range 85 m → 100 m; Ammunition 18 → 22; Missile base damage 6 → 20; Missile AP damage 16 → 40; Missile resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Death Runnerswh2_main_skv_inf_death_runners_072 → 1205,760 → 10,8002032 → 4028 → 308 → 1522 → 30850 → 2,000850 → 1,000Leadership 68 → 60; Speed 54 → 55; Bonus vs infantry 10 → 0; Charge bonus 22 → 30; Melee attack interval 4.3 s → 3.5 s; Mass 90 → 75; Upkeep 213 → 250; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Fast-Fast!, Vigorous
Poisoned Wind Globadierswh2_main_skv_inf_poison_wind_globadiers48 → 323,648 → 5,600100 → 3018 → 2016 → 20206 → 5650 → 1,800650 → 900Leadership 58 → 55; Charge bonus 6 → 5; Melee attack interval 4.3 s → 4 s; Range 85 m → 100 m; Ammunition 18 → 22; Missile base damage 4 → 50; Missile AP damage 12 → 10; Reload time 12 s → 10 s; Upkeep 138 → 225; Missile resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —
Stormvermin (Swords & Shields)wh2_main_skv_inf_stormvermin_1160 → 1209,920 → 19,2009038 → 4036 → 4025 → 309 → 10850 → 2,200850 → 1,100Leadership 70 → 60; Bonus vs infantry 0 → 5; Charge bonus 18 → 10; Melee attack interval 4.6 s → 4 s; Upkeep 213 → 275; Physical resistance 0% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 6 → —; New: Immune to Psychology
Hell Pit Abominationwh2_main_skv_mon_hell_pit_abomination112,100 → 13,0005042 → 6030120 → 200400 → 4501,800 → 3,4001,800 → 1,700Leadership 90 → 100; Speed 58 → 40; Bonus vs large 20 → 50; Melee attack interval 3.2 s → 3.5 s; Mass 5,000 → 7,500; Upkeep 450 → 425; Physical resistance 0% → 10%; Missile resistance 15% → 10%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → —; New: Unbreakable
Visktrin's Death Squad (Death Runners)wh2_dlc14_skv_inf_death_runners_ror_072 → 1205,760 → 10,80020 → 4041 → 4036 → 308 → 1522 → 301,150 → 2,6001,150 → 1,300Leadership 78 → 70; Speed 54 → 55; Bonus vs infantry 10 → 0; Charge bonus 22 → 30; Melee attack interval 4.3 s → 3.5 s; Mass 90 → 75; Upkeep 288 → 325; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Fast-Fast!, Vigorous
The Thing-Thing (Hell Pit Abomination)wh2_dlc16_skv_mon_hell_pit_abomination_ror_0112,100 → 13,0005052 → 6038 → 40120 → 200400 → 4502,200 → 4,5002,200 → 2,250Speed 58 → 40; Bonus vs large 20 → 50; Melee attack interval 3.2 s → 3.5 s; Mass 5,000 → 7,500; Upkeep 550 → 562; Physical resistance 0% → 10%; Missile resistance 15% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → —; Quest battle cap (main_units.multiplayer_qb_cap) 1 → —; New: Swarm of Flies, Unbreakable
Virulent Batteries (Plagueclaw Catapults)wh3_dlc29_skv_art_plagueclaw_catapult_ror45,028302023206 → 51,2001,200Bonus vs infantry 0 → 5; Melee attack interval 4.3 s → 4 s
Warp-Doom Magma-Cannonwh3_dlc29_skv_art_warp_doom_magma_cannon14,84430161614 → 204 → 01,7501,750Melee attack interval 4.3 s → 4 s; Removed: Of Warp and Ruin
Lord Skrolkwh3_dlc29_skv_cha_lord_skrolk_cauldron16,876 → 6,868602535150501,0001,500Mass 2,400 → 3,000; Removed: Aura of Pestilence, Scurry Away!, Decadent Miasma, Unholiest Relic, Irresistible Plague!, Pestilent Breath, Wounds, Stand Your Ground!, Frenzy
Plague Priestwh3_dlc29_skv_cha_plague_priest_cauldron15,876 → 5,868602535150501,0001,500Mass 2,250 → 2,500; Removed: Scurry Away!, Decadent Miasma, Unholiest Relic, Irresistible Plague!, Pestilent Breath, Wounds, Frenzy
Skreech Verminkingwh3_dlc29_skv_cha_skreech_verminking19,2485562672004002,1002,500Removed: Scurry Away!, Shadowstrider, Will of the Verminking, Protection of the Horned Rat, The Dreaded Thirteenth Spell, Daemonic Instability, Banished!, Wounds, Arcane Conduit
Thanquolwh3_dlc29_skv_cha_thanquol14,2202034382501201,000500Removed: Scurry Away!, Warpstone Addiction, Wounds, Arcane Conduit
Thanquolwh3_dlc29_skv_cha_thanquol_boneripper_warpfire_braziers18,2089060401104401,3001,300Removed: Scurry Away!, Warpstone Addiction, Wounds, Arcane Conduit, Frenzy
Thanquolwh3_dlc29_skv_cha_thanquol_boneripper_warpfire_projectors18,2087045401922881,4001,400Removed: Scurry Away!, Warpstone Addiction, Wounds, Arcane Conduit, Frenzy
Verminlord Corruptorwh3_dlc29_skv_cha_verminlord_corruptor18,1883055502123182,1002,100Removed: Scurry Away!, Otherworldly Pestilence, Protection of the Horned Rat, Plaguemaster, Daemonic Instability, Banished!, Wounds, Arcane Conduit
Verminlord Deceiverwh3_dlc29_skv_cha_verminlord_deceiver18,1883060502004002,1002,100Removed: Scurry Away!, Protection of the Horned Rat, Shrouded in Darkness, Skitterleap, Daemonic Instability, Banished!, Wounds, Arcane Conduit
Verminlord Warbringerwh3_dlc29_skv_cha_verminlord_warbringer19,2485055652403602,1002,100Removed: Scurry Away!, In the Name of War, Verminous Fury, Protection of the Horned Rat, Warmongering Murmur, Daemonic Instability, Banished!, Wounds, Arcane Conduit
Verminlord Warpseerwh3_dlc29_skv_cha_verminlord_warpseer18,1883050502123182,1002,100Removed: Greater Arcane Conduit, Scurry Away!, Warp Junction, Protection of the Horned Rat, Master of Lightning, Daemonic Instability, Banished!, Wounds
Deathvermin (Stormvermin – Halberds & Shields)wh3_dlc29_skv_inf_deathvermin_ror1609,9209041459201,4001,400Removed: Scurry Away!, Strength in Numbers, Power Grab, Frenzy
Pusbagswh3_dlc29_skv_inf_pusbags1807,7400125144200200Removed: Scurry Away!, Strength in Numbers, Pestilent Perfection, Unshakable Pathogen
Stormfiends (Doom-flayer Gauntlets)wh3_dlc29_skv_mon_stormfiend_doomflayer_gauntlets128,77290453150901,3001,300Removed: Scurry Away!, Frenzy
Stormfiends (Grinderfists)wh3_dlc29_skv_mon_stormfiend_grinderfists128,77290383125801,2001,200Removed: Scurry Away!, Seismic Snare, Frenzy
Stormfiends (Ratling Cannons)wh3_dlc29_skv_mon_stormfiend_ratling_cannons128,77270302630701,3501,350Removed: Scurry Away!, Frenzy
Stormfiends (Shock Gauntlets)wh3_dlc29_skv_mon_stormfiend_shock_gauntlets128,77290483130951,4001,400Removed: Scurry Away!, Frenzy
Stormfiends (Warpfire Projectors)wh3_dlc29_skv_mon_stormfiend_warpfire_projectors128,77270302630701,3001,300Removed: Scurry Away!, Frenzy
Stormfiends (Windlaunchers)wh3_dlc29_skv_mon_stormfiend_windlaunchers128,77270302630701,4001,400Removed: Scurry Away!, Frenzy
Scratterfire Team (Stormfiends – Ratling Cannons)wh3_dlc29_skv_mon_stormfiends_ratling_cannons_ror128,77270383430701,8001,800Removed: Scurry Away!, Doom of Many, Frenzy
Cauldron of a Thousand Poxeswh3_dlc29_skv_veh_cauldron_of_a_thousand_poxes15,408602535150501,3001,300Removed: Decadent Miasma, Unholiest Relic, Irresistible Plague!, Pestilent Breath, Wounds, Frenzy

New units in SFO

  • Rikcruk Slicebladeskv_cha_rik1 modelHealth5,500Armour110Leadership70Speed40Melee attack55Melee defence50Weapon strength (base + AP)400Charge bonus40Missile resistance %15Multiplayer cost850
  • Ska Bloodtailskv_cha_bloodtail1 modelHealth6,000Armour90Leadership70Speed40Melee attack45Melee defence55Weapon strength (base + AP)450Charge bonus50Missile resistance %15Multiplayer cost850
  • Black 13 (Deathrunners)skv_black1313 modelsHealth7,150Armour50Leadership70Speed55Melee attack60Melee defence25Weapon strength (base + AP)250Charge bonus30Physical resistance %30Missile resistance %20Multiplayer cost1,800
  • Rictus Stormvermin (Halberds)skv_rictus_stormvermin_0150 modelsHealth24,000Armour90Leadership65Speed38Melee attack45Melee defence30Weapon strength (base + AP)35Charge bonus20Physical resistance %10Multiplayer cost1,400
  • Rictus Stormvermin (Sword & Shield)skv_rictus_stormvermin_1150 modelsHealth24,000Armour90Leadership65Speed38Melee attack45Melee defence40Weapon strength (base + AP)40Charge bonus10Physical resistance %10Multiplayer cost1,400
  • Red Guard (Stormvermin)skv_redguard120 modelsHealth19,200Armour90Leadership65Speed42Melee attack50Melee defence35Weapon strength (base + AP)40Charge bonus30Physical resistance %10Multiplayer cost1,500
  • Mors Clanrats (Shields)skv_mors_clanrats_shield200 modelsHealth18,000Armour25Leadership50Speed42Melee attack25Melee defence25Weapon strength (base + AP)25Charge bonus10Multiplayer cost450
  • Mors Clanrats (Maces)skv_mors_clanrats_mace200 modelsHealth18,000Armour25Leadership50Speed42Melee attack30Melee defence20Weapon strength (base + AP)25Charge bonus15Multiplayer cost450
  • Anointed Plague Monksskv_plague_champion140 modelsHealth15,400Armour20Leadership100Speed40Melee attack45Melee defence25Weapon strength (base + AP)45Charge bonus35Physical resistance %10Multiplayer cost1,400

Skills

Tricksy
  • −Spell resistance: 10%
  • +Spell resistance: 20%
Ravenous Expansion
  • −Level 1: Income from Province Capital/Settlement buildings: +2% (factionwide)
  • −Level 2: Income from Province Capital/Settlement buildings: +4% (factionwide)
  • +Level 1: Income from Province Capital/Settlement buildings: +2% (all regions factionwide)
  • +Level 2: Income from Province Capital/Settlement buildings: +4% (all regions factionwide)
Ruin & Decay
  • −Level 1: Weapon strength: +2%
  • −Level 2: Weapon strength: +5%
  • +Level 1: Weapon strength: +5%
  • +Level 2: Weapon strength: +10%
Dictatorial
  • −Level 1: Corruption: -1 (when in own province)
  • −Level 2: Corruption: -2 (when in own province)
  • −Level 3: Corruption: -3 (when in own province)
  • +Level 1: Corruption: -2 (when in own province)
  • +Level 2: Corruption: -4 (when in own province)
  • +Level 3: Corruption: -6 (when in own province)
Corruptive
  • −Level 1: Skaven corruption: +1 (local enemy province)
  • −Level 2: Skaven corruption: +2 (local enemy province)
  • −Level 3: Skaven corruption: +3 (local enemy province)
  • +Level 1: Skaven corruption: +2 (enemy local province)
  • +Level 2: Skaven corruption: +4 (enemy local province)
  • +Level 3: Skaven corruption: +6 (enemy local province)
Life is Cheap
  • −Level 1: Upkeep: -33% for Skavenslaves units (Lord's army)
  • +Level 1: Upkeep: -25% for Skavenslaves units (Lord's army)
Tretch's Raiders
  • −Income from raiding: +30% (Lord's army)
  • +Income from raiding: +25% (Lord's army)
Vanished!
  • −Level 2: Replenishes 15% campaign movement range after winning a battle
  • +Level 2: Replenishes 20% campaign movement range after winning a battle
"Stay Here, I'll Get Help!"
  • −Level 1: Cooldown: -33% to "Stay Here, I'll Get Help!"
  • −Level 2: Ability number of uses: +3 for "Stay Here, I'll Get Help!"
  • +Level 1: Cooldown: -25% to "Stay Here, I'll Get Help!"
  • +Level 2: Ability number of uses: +4 for "Stay Here, I'll Get Help!"
Coming Back
  • −Wound recovery time: -1 turns
  • −Casualty replenishment rate: +6% (Lord's army)
  • +Wound recovery time: -2 turns
  • +Casualty replenishment rate: +10% (Lord's army)
  • +Hero self-defence: +25% chance of wounding aggressors
  • +Rictus "Bravery" gain: +1 per turn
Warptech Academy
  • −Loyalty: +3 for Warlock Masters (factionwide)
  • +Loyalty: +4 for Warlock Masters (factionwide)
The Very Latest Thing
  • −Missile strength: +12%
  • +Missile strength: +20%
Retractable Armblade
  • −Melee attack: +8
  • +Melee attack: +10
Jet Pack
  • −Charge bonus: +12
  • +Charge bonus: +20
Biometric Interface
  • −Hit points: +8%
  • +Hit points: +15%
Specimen Collector
  • −Control: -2 (local enemy province)
  • +Control: -2 (enemy local province)
Expert Thief
  • −Post battle chance of stealing a magic item: +25%
  • +Level 1: Campaign line of sight: +10%
  • +Level 1: Post battle chance of stealing a magic item: +50%
  • +Level 2: Campaign line of sight: +20%
  • +Level 2: Post battle chance of stealing a magic item: +100%
Rat-Fu
  • −Enemy Hero action success chance: -15% (enemy characters in region)
  • −Hero self-defence: +15% chance of wounding aggressors
  • +Level 1: Enemy Hero action success chance: -15% (enemy characters in region)
  • +Level 1: Hero self-defence: +15% chance of wounding aggressors
  • +Level 2: Enemy Hero action success chance: -30% (enemy characters in region)
  • +Level 2: Hero self-defence: +30% chance of wounding aggressors
Jump-Scare
  • −Melee attack: +6 during ambushes (Lord's army)
  • −Ambush success chance: +20% (Lord's army)
  • −Ambush defence chance: +20% (Lord's army)
  • −Leadership: +8 during ambushes (Lord's army)
  • −Enemy leadership: -5 (local region)
  • +Melee attack: +2 during ambushes (Lord's army)
  • +Ambush success chance: +10% (Lord's army)
  • +Ambush defence chance: +10% (Lord's army)
  • +Leadership: +2 during ambushes (Lord's army)
  • +Enemy leadership: -2 (enemy armies in region)
Scurry Fast-Quick
  • −Charge bonus: +8 (Lord's army)
  • −Campaign movement range: +5%
  • −Attribute: Strider (Lord's army)
  • +Level 1: Charge bonus: +10 (Lord's army)
  • +Level 1: Campaign movement range: +10%
  • +Level 1: Attribute: Strider (Lord's army)
  • +Level 2: Character experience gain per turn: +500 (own characters in province)
  • +Level 2: Charge bonus: +10 (Lord's army)
  • +Level 2: Campaign movement range: +10%
  • +Level 2: Attribute: Strider (Lord's army)
Conceal-Hide Them
  • −Ability: "Concealment Bombs" for Night Runners and Gutter Runners units (Lord's army)
  • −Speed: +10% for Infantry units (Lord's army)
  • +Level 1: Ability: "Concealment Bombs" for Night Runners and Gutter Runners units (Lord's army)
  • +Level 1: Speed: +10% for Infantry units (Lord's army)
  • +Level 2: Speed: +20%
  • +Level 2: Missile resistance: 20%
  • +Level 2: Ability: "Concealment Bombs" for Night Runners and Gutter Runners units (Lord's army)
  • +Level 2: Speed: +10% for Infantry units (Lord's army)
Contract Loopholes
  • −Hero and Lord recruit rank: +3 (factionwide)
  • −Upkeep: -10% (Lord's army)
  • +Level 1: Hero and Lord recruit rank: +1 (all provinces)
  • +Level 1: Upkeep: -5% (Lord's army)
  • +Level 1: Income from post-battle loot: +5%
  • +Level 2: Hero and Lord recruit rank: +2 (all provinces)
  • +Level 2: Upkeep: -10% (Lord's army)
  • +Level 2: Income from post-battle loot: +10%
Just Dodge It
  • −Melee defence: +5
  • −Physical resistance: 15%
  • +Level 1: Melee defence: +10
  • +Level 1: Physical resistance: 10%
  • +Level 2: Melee defence: +20
  • +Level 2: Physical resistance: 20%
Sabotage & Unrest
  • −Attrition suffered by defender: +15% when laying siege or encircling (local region)
  • −Enemy leadership: -8 when enemy lays siege or encircles (local region)
  • −Control: -8 (local enemy province)
  • +Attrition suffered by defender: +25% when laying siege or encircling (enemy armies in region)
  • +Enemy leadership: -8 when enemy lays siege or encircles (enemy armies in region)
  • +Weapon strength: +25% when attacking
  • +Control: -8 (enemy local province)
Cathayan Training
  • −Unit experience gain per turn: +40 (armies in local province)
  • +Unit experience gain per turn: +100 (own armies in province)
Spread Corruption
  • −Level 1: Spread Corruption action: Skaven corruption is increased by an additional 1
  • −Level 2: Spread Corruption action: Skaven corruption is increased by an additional 2
  • −Level 3: Spread Corruption action: Skaven corruption is increased by an additional 3
  • +Level 1: Spread Corruption action: Skaven corruption is increased by an additional 2
  • +Level 2: Spread Corruption action: Skaven corruption is increased by an additional 4
  • +Level 3: Spread Corruption action: Skaven corruption is increased by an additional 6
Intact Mind
  • −Control: +3 (local province)
  • +Control: +3 (own local province)
Carrot & Stick
  • −Recruit rank: +1 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror and Hell Pit Abomination units (local province)
  • +Recruit rank: +1 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror and Hell Pit Abomination units (own local province)
Flesh Snatcher
  • −Level 1: Enemy casualty replenishment rate: -5% (enemy armies in local province)
  • −Level 2: Enemy casualty replenishment rate: -10% (enemy armies in local province)
  • +Level 1: Enemy casualty replenishment rate: -5% (enemy armies in province)
  • +Level 2: Enemy casualty replenishment rate: -10% (enemy armies in province)
Monster Throttler
  • −Growth Juice gained from recycled units: +10% (factionwide)
  • −Armour-piercing weapon damage: +50
  • −Bonus vs Large: +10
  • +Level 1: Growth Juice gained from recycled units: +10% (factionwide)
  • +Level 1: Armour-piercing weapon damage: +25
  • +Level 1: Bonus vs Large: +10
  • +Level 2: Growth Juice gained from recycled units: +20% (factionwide)
  • +Level 2: Armour-piercing weapon damage: +50
  • +Level 2: Bonus vs Large: +20
Specimen Collector
  • −Growth Juice gained from battles: +10% (factionwide)
  • −Income from post-battle loot: +10%
  • −Casualty replenishment rate: +10% (Lord's army)
  • +Level 1: Growth Juice gained from battles: +5% (factionwide)
  • +Level 1: Income from post-battle loot: +5%
  • +Level 1: Casualty replenishment rate: +5% (Lord's army)
  • +Level 2: Growth Juice gained from battles: +10% (factionwide)
  • +Level 2: Income from post-battle loot: +10%
  • +Level 2: Casualty replenishment rate: +10% (Lord's army)
Ravening Hunger
  • −Attribute: Perfect Vigour
  • −Leadership: +5
  • +Level 1: Attribute: Perfect Vigour
  • +Level 1: Leadership: +2 (Lord's army)
  • +Level 2: Attribute: Perfect Vigour
  • +Level 2: Enemy melee defence: -5 (enemy characters in region)
  • +Level 2: Leadership: +4 (own armies in province)
Master of the Mutated
  • −Weapon strength: +12% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination and Stormfiend units (Lord's army)
  • −Melee defence: +8 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination and Stormfiend units (Lord's army)
  • −Missile resistance: 10% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination and Stormfiend units (Lord's army)
  • +Level 1: Weapon strength: +5% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination and Stormfiend units (Lord's army)
  • +Level 1: Melee defence: +5 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination and Stormfiend units (Lord's army)
  • +Level 1: Missile resistance: 5% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination and Stormfiend units (Lord's army)
  • +Level 2: Weapon strength: +10% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination and Stormfiend units (Lord's army)
  • +Level 2: Melee defence: +10 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination and Stormfiend units (Lord's army)
  • +Level 2: Missile resistance: 10% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination and Stormfiend units (Lord's army)
The Unclean One
  • −Hit points: +5%
  • +Hit points: +10%
Envoy of the Council
  • −Diplomatic relations: +10 with Skaven
  • +Diplomatic relations: +13 with Skaven
  • +Skaven corruption: +2 (local province)
Loathsome Appearance
  • −Attribute: Causes Terror
  • +Level 1: Enemy armour: -5 (enemy armies in region)
  • +Level 1: Attribute: Causes Terror
  • +Level 2: Attribute: Causes Terror
  • +Level 2: Enemy armour: -15 (enemy armies in region)
Plaguelord
  • −Level 2: Hero recruit rank: +3 for Plague Priests (factionwide)
  • −Level 2: Upkeep: -10% for Plague Monk, Plagueclaw Catapult, Cauldron of a Thousand Poxes and Pusbag units (all armies)
  • +Level 2: Hero recruit rank: +2 for Plague Priests (factionwide)
  • +Level 2: Upkeep: -10% for Plague Monk, Plagueclaw Catapult, Cauldron of a Thousand Poxes and Pusbag units (own armies factionwide)
Herald of Decay
  • −Skaven corruption: +5 (local province)
  • −Control: -5 (local enemy province)
  • +Level 1: Skaven corruption: +4 (local province)
  • +Level 1: Hit points: +5%
  • +Level 1: Control: -4 (enemy local province)
  • +Level 2: Skaven corruption: +8 (local province)
  • +Level 2: Hit points: +10%
  • +Level 2: Control: -8 (enemy local province)
Aura of Pestilence
  • +Number of uses: +1 for "Festering Pool" (Lord's army)
  • +Number of uses: +1 for "Filth Regeneration" (Lord's army)
Extremely Distrustful
  • −Hero self-defence: +15% chance of wounding aggressors
  • −Leadership: +8 (Lord's army)
  • +Hero self-defence: +25% chance of wounding aggressors
  • +Leadership: +5 (Lord's army)
Rend & Slaughter
  • −Leadership: +8
  • +Leadership: +10
  • +Speed: +10%
Make Examples!
  • −Leadership aura size: +20%
  • +Leadership aura size: +25%
Life is Very Cheap
  • −Level 1: Casualty replenishment rate: +4% (Lord's army)
  • −Level 2: Upkeep: -10% for Clanrats units (all armies)
  • −Level 2: Casualty replenishment rate: +8% (Lord's army)
  • +Level 1: Casualty replenishment rate: +5% (Lord's army)
  • +Level 2: Upkeep: -10% for Clanrats units (own armies factionwide)
  • +Level 2: Casualty replenishment rate: +10% (Lord's army)
Crimson Guard
  • −Level 1: Local Recruitment duration: -1 turn for Stormvermin units (minimum 1) (local province)
  • +Level 1: Local Recruitment duration: -1 turn for Stormvermin units (minimum 1) (own local province)
  • +Level 2: Vigour loss reduction: -10% for Stormvermin units (Lord's army)
Violent Rise to Power
  • −Level 1: Hero action success chance: +8% (local characters)
  • −Level 1: Ambush success chance: +15% (Lord's army)
  • −Level 2: Hero action success chance: +12% (local characters)
  • −Level 2: Wound recovery time: -1 turns
  • −Level 2: Ambush success chance: +25% (Lord's army)
  • +Level 1: Hero action success chance: +10% (own characters in region)
  • +Level 1: Ambush success chance: +10% (Lord's army)
  • +Level 1: Wound recovery time: -1 turns
  • +Level 2: Hero action success chance: +20% (own characters in region)
  • +Level 2: Wound recovery time: -2 turns
  • +Level 2: Ambush success chance: +20% (Lord's army)
Dastardly & Devious
  • −Level 1: Assassinate action: Additional 8% success chance (Heroes in local region)
  • −Level 1: Hero action cost: -33% (Heroes in local region)
  • −Level 2: Hero action cost: -50% (Heroes in local region)
  • −Level 2: Hero action success chance: +12% (Heroes in local region)
  • +Level 1: Assassinate action: Additional 8% success chance (own characters in region)
  • +Level 1: Hero action cost: -33% (own characters in region)
  • +Level 2: Hero action cost: -50% (own characters in region)
  • +Level 2: Hero action success chance: +12% (own characters in region)
Black-Clad Killers
  • −Hero action success chance: +10% (factionwide)
  • +Hero action success chance: +10% (all characters factionwide)
Imposing Commanders
  • −Income from post-battle loot: +5% (factionwide)
  • +Income from post-battle loot: +5% (all characters factionwide)
Tiny Parasites
  • −Enemy casualty replenishment rate: -100% (enemy armies in local province)
  • +Enemy casualty replenishment rate: -100% (enemy armies in province)
Cullers of Civilisation
  • −Unlocks Hero recruitment: Plague Priest (local province)
  • +Unlocks Hero recruitment: Plague Priest (own local province)
Lord of Assassins
  • −Unlocks Hero recruitment: Assassin (local province)
  • +Unlocks Hero recruitment: Assassin (own local province)
In the Name of War
  • −Campaign movement range: -50% for enemy armies starting their turn in this region (enemy armies in region)
  • −Enemy leadership: -10 (local region)
  • +Campaign movement range: -50% for enemy armies starting their turn in this province (enemy armies in region)
  • +Enemy leadership: -10 (enemy armies in region)
Tyrant of Battle
  • −Unlocks Hero recruitment: Chieftain (local province)
  • +Unlocks Hero recruitment: Chieftain (own local province)
Purest Warpstone
  • −Recruit rank: +2 for Skryre units (local province)
  • +Recruit rank: +2 for Skryre units (own local province)
Great Manipulators
  • −Control: +5 (local province)
  • −Income from all buildings: +15% (provincewide)
  • +Control: +5 (own local province)
  • +Income from all buildings: +15% (all regions in province)
Great Arcane Power
  • −Enemy Winds of Magic power reserve: -5 per turn (local region)
  • +Enemy Winds of Magic power reserve: -5 per turn (enemy armies in region)
Inscrutable Genius
  • −Unlocks Hero recruitment: Warlock Engineer (local province)
  • +Unlocks Hero recruitment: Warlock Engineer (own local province)
Warpstone Slicebladenew
    Extensive Clan Drillsnew
    • +Level 1: Leadership aura size: +25% (Lord's army)
    • +Level 1: Vigour loss reduction: -10% (own armies in province)
    • +Level 2: Leadership aura size: +50% (Lord's army)
    • +Level 2: Vigour loss reduction: -20% (own armies in province)
    Black-Furred One's Willnew
    • +Control: +2 (own local province)
    • +Leadership: +10 when in foreign territory (Lord's army)
    Knowledge of the Dark Landsnew
    • +Level 1: Campaign movement range: +5%
    • +Level 1: Reinforcement range: +25% (Lord's army)
    • +Level 1: Food generated: 5
    • +Level 2: Campaign movement range: +10%
    • +Level 2: Reinforcement range: +50% (Lord's army)
    • +Level 2: Food generated: 10
    Slave Attendantsnew
    • +Level 1: Leadership: +4 for Stormvermin units (own armies in province)
    • +Level 1: Melee attack: +2 for Stormvermin units (own armies in province)
    • +Level 1: Armour: +5 for Stormvermin units (own armies in province)
    • +Level 2: Leadership: +8 for Stormvermin units (own armies in province)
    • +Level 2: Melee attack: +4 for Stormvermin units (own armies in province)
    • +Level 2: Armour: +10 for Stormvermin units (own armies in province)
    Unbridled Ambitionnew
    • +Level 1: On turn start, Lords in this character's region have a chance to gain -1 loyalty (own characters in region)
    • +Level 1: Speed: +6% (Lord's army)
    • +Level 1: Charge bonus: +10 (Lord's army)
    • +Level 2: On turn start, Lords in this character's region have a chance to gain -2 loyalty (own characters in region)
    • +Level 2: Speed: +13% (Lord's army)
    • +Level 2: Charge bonus: +20 (Lord's army)
    Fierce Warlordnew
    • +Income from raiding: +100% (Lord's army)
    • +Armour-piercing weapon damage: +100
    • +Attribute: Encourage for Stormvermin units (own armies factionwide)
    • +Attribute: Disciplined (Lord's army)
    • +Rictus "Bravery" gain: +1 per turn
    Eyes on Masternew
    • +Character experience gain: +10% (own characters in province)
    • +Melee defence: +10 for Queek Headtaker (own characters in province)
    Loyal Clawpacknew
    • +Bonus vs infantry: +10 for Red Guard unit (own armies in province)
    • +Speed: +20% for Red Guard unit (own armies in province)
    Un-Rat Vigournew
    • +Vigour loss reduction: -10%
    Massive Ratnew
    • +Assault Unit action: Additional 10% damage caused
    • +Attribute: Causes Fear
    Queek's Commandnew
    • +Level 1: Campaign movement range: +5% (when not embedded)
    • +Level 1: Assault Garrison action: Additional 5% casualties inflicted
    • +Level 1: Enemy Hero action success chance: -3%
    • +Level 2: Campaign movement range: +10% (when not embedded)
    • +Level 2: Assault Garrison action: Additional 10% casualties inflicted
    • +Level 2: Enemy Hero action success chance: -6%
    • +Level 3: Campaign movement range: +15% (when not embedded)
    • +Level 3: Assault Garrison action: Additional 15% casualties inflicted
    • +Level 3: Enemy Hero action success chance: -10%
    The War for Eight Peaksnew
    • +Level 1: Melee attack: +5 when fighting against Dwarfs and Greenskins
    • +Level 1: Weapon strength: +10% when fighting against Dwarfs and Greenskins
    • +Level 2: Melee attack: +10 when fighting against Dwarfs and Greenskins
    • +Level 2: Weapon strength: +20% when fighting against Dwarfs and Greenskins
    • +Level 3: Melee attack: +15 when fighting against Dwarfs and Greenskins
    • +Level 3: Weapon strength: +30% when fighting against Dwarfs and Greenskins
    Breeding Rightsnew
    • +Level 1: Growth: +10 (own local province)
    • +Level 1: Lord recruit rank: +1 (all provinces)
    • +Level 2: Growth: +20 (own local province)
    • +Level 2: Lord recruit rank: +2 (all provinces)
    • +Level 3: Growth: +30 (own local province)
    • +Level 3: Lord recruit rank: +3 (all provinces)
    Murdered Subordinatesnew
    • +Level 1: Unit experience gain per turn: +100 (Hero's army)
    • +Level 1: Ward save: +3%
    • +Level 2: Unit experience gain per turn: +200 (Hero's army)
    • +Level 2: Ward save: +6%
    • +Level 3: Unit experience gain per turn: +300 (Hero's army)
    • +Level 3: Ward save: +10%
    Ratzkriegnew
    • +Ability: "Invigorate"
    Red Guard Fangleadernew
    • +Hero action success chance: +25%
    Brutal and Ferociousnew
    • +Armour-piercing weapon damage: +100
    • +Melee attack: +10
    • +Melee defence: -10
    • +Hit points: +10%
    Watch Your Back-Tailnew
    • +Attribute: Immune to Psychology
    • +Upkeep: -2% for Lords and Heroes (Hero's army)
    Gland Controlnew
    • +Level 1: Leadership: +1 for Clanrats units (Hero's army)
    • +Level 1: Upkeep: -1% for Clanrats units (Hero's army)
    • +Level 2: Leadership: +2 for Clanrats units (Hero's army)
    • +Level 2: Upkeep: -2% for Clanrats units (Hero's army)
    • +Level 3: Leadership: +4 for Clanrats units (Hero's army)
    • +Level 3: Upkeep: -4% for Clanrats units (Hero's army)
    Seasoned Ratnew
    • +Level 1: Hit points: +2%
    • +Level 1: Hero action success chance: +1%
    • +Level 2: Hit points: +4%
    • +Level 2: Hero action success chance: +3%
    • +Level 3: Hit points: +8%
    • +Level 3: Hero action success chance: +6%
    Familiar Groundnew
    • +Level 1: Melee defence: +1 when defending
    • +Level 1: Leadership: +1 when in own territory
    • +Level 2: Melee defence: +3 when defending
    • +Level 2: Leadership: +3 when in own territory
    • +Level 3: Melee defence: +6 when defending
    • +Level 3: Leadership: +6 when in own territory
    Future Warlordnew
    • +Control: -2 (enemy local province)
    • +Attrition: -10% casualties suffered from all attrition (Hero's army)
    • +Income from raiding: +5% (Hero's army)
    Favorable Windsnew
    • +Level 1: Enemy range: -2% (enemy armies in region)
    • +Level 2: Enemy range: -4% (enemy armies in region)
    • +Level 3: Enemy range: -8% (enemy armies in region)
    Eshin Mystiquenew
    • +Level 1: Enemy missile strength: -1% (enemy armies in region)
    • +Level 2: Enemy missile strength: -2% (enemy armies in region)
    • +Level 3: Enemy missile strength: -4% (enemy armies in region)
    Master of Yinnew
    • +Level 1: Enemy armour: -1 (enemy armies in region)
    • +Level 2: Enemy armour: -2 (enemy armies in region)
    • +Level 3: Enemy armour: -4 (enemy armies in region)
    Creature Musknew
    • +Level 1: Speed: -3% for War Beasts and Monsters (enemy armies in region)
    • +Level 1: Weapon strength: -3% for War Beasts and Monsters (enemy armies in region)
    • +Level 2: Speed: -6% for War Beasts and Monsters (enemy armies in region)
    • +Level 2: Weapon strength: -6% for War Beasts and Monsters (enemy armies in region)
    • +Level 3: Speed: -10% for War Beasts and Monsters (enemy armies in region)
    • +Level 3: Weapon strength: -10% for War Beasts and Monsters (enemy armies in region)
    Savage Ratnew
    • +Level 1: Bonus vs Large: -2 (enemy characters in region)
    • +Level 1: Character's aura leadership effect: -1 (enemy characters in region)
    • +Level 2: Bonus vs Large: -4 (enemy characters in region)
    • +Level 2: Character's aura leadership effect: -2 (enemy characters in region)
    • +Level 3: Bonus vs Large: -6 (enemy characters in region)
    • +Level 3: Character's aura leadership effect: -3 (enemy characters in region)
    Ratketeeringnew
    • +Level 1: Income from trade tariffs: +2%
    • +Level 1: Post battle chance of stealing a magic item: +2% (accompanying Lord)
    • +Level 1: Tradable resources produced: +2%
    • +Level 2: Income from trade tariffs: +4%
    • +Level 2: Post battle chance of stealing a magic item: +4% (accompanying Lord)
    • +Level 2: Tradable resources produced: +4%
    • +Level 3: Income from trade tariffs: +8%
    • +Level 3: Post battle chance of stealing a magic item: +8% (accompanying Lord)
    • +Level 3: Tradable resources produced: +8%
    Blur of Motionnew
    • +Speed: +10% for Death Runners and Eshin Triads units (Rank 7 and above) (Hero's army)
    Spottingnew
    • +Level 1: Missile strength: +2% for Night Runners and Gutter Runners units (Hero's army)
    • +Level 2: Missile strength: +4% for Night Runners and Gutter Runners units (Hero's army)
    • +Level 3: Missile strength: +8% for Night Runners and Gutter Runners units (Hero's army)
    Stolen Suppliesnew
    • +Level 1: Ammunition: +2% to Gutter Runners and Night Runners units (Hero's army)
    • +Level 2: Ammunition: +4% to Gutter Runners and Night Runners units (Hero's army)
    • +Level 3: Ammunition: +8% to Gutter Runners and Night Runners units (Hero's army)
    Master-Instructornew
    • +Level 1: Weapon strength: +2% for Death Runners units (Hero's army)
    • +Level 2: Weapon strength: +4% for Death Runners units (Hero's army)
    • +Level 3: Weapon strength: +8% for Death Runners units (Hero's army)
    Infamousnew
    • +Level 1: Leadership: +1 for Death Runners units (Hero's army)
    • +Level 2: Leadership: +2 for Death Runners units (Hero's army)
    • +Level 3: Leadership: +4 for Death Runners units (Hero's army)
    Distractionsnew
    • +Enable contact effect: "Overwhelm"
    • +Armour-piercing weapon damage: +25 (accompanying Lord)
    New Ordersnew
    • +Hero action success chance: +5%
    Veiled in Shadownew
    • +Level 1: Physical resistance: 1%
    • +Level 1: Hero self-defence: +3% chance of wounding aggressors
    • +Level 2: Physical resistance: 3%
    • +Level 2: Hero self-defence: +6% chance of wounding aggressors
    • +Level 3: Physical resistance: 5%
    • +Level 3: Hero self-defence: +10% chance of wounding aggressors
    Concealed Weaponsnew
    • +Level 1: Hero action cost: -5%
    • +Level 1: Armour-piercing weapon damage: +10
    • +Level 2: Hero action cost: -10%
    • +Level 2: Armour-piercing weapon damage: +20
    • +Level 3: Hero action cost: -20%
    • +Level 3: Armour-piercing weapon damage: +30
    Impatientnew
    • +Level 1: Campaign movement range: +3% (accompanying Lord)
    • +Level 1: Charge bonus: +5
    • +Level 2: Campaign movement range: +6% (accompanying Lord)
    • +Level 2: Charge bonus: +10
    • +Level 3: Campaign movement range: +10% (accompanying Lord)
    • +Level 3: Charge bonus: +20
    Ka-Rat'enew
    • +Level 1: Campaign line of sight: +10%
    • +Level 1: Bonus vs Infantry: +4
    • +Level 2: Campaign line of sight: +20%
    • +Level 2: Bonus vs Infantry: +8
    • +Level 3: Campaign line of sight: +30%
    • +Level 3: Bonus vs Infantry: +12
    Heads on Spikesnew
    • +Cooldown: -25% to "Assassin's Trophy"
    • +Enemy Hero action success chance: -5% (own characters in region)
    Arch-Plaguelord's Touchnew
    • +Level 1: Passive ability: "Plague of Nurglich"
    • +Level 2: Physical resistance: 10%
    • +Level 2: Melee defence: +10
    • +Level 2: Passive ability: "Plague of Nurglich"
    Children of the Plaguenew
    • +Weapon strength: +5% for Plague Monks units (all units in army)
    Your Head is Next!new
    • +Passive ability: "Your Head is Next!"
    Warpstone Rocketsnew
    • +Level 1: Missile explosion radius: +10%
    • +Level 1: Reload time reduction: +10%
    • +Level 1: Winds of Magic power reserve capacity: -3
    • +Level 2: Missile explosion radius: +20%
    • +Level 2: Reload time reduction: +20%
    • +Level 2: Winds of Magic power reserve capacity: -6
    • +Level 3: Missile explosion radius: +30%
    • +Level 3: Reload time reduction: +30%
    • +Level 3: Winds of Magic power reserve capacity: -10
    Warpstone Ammunitionnew
    • +Level 1: Ammunition: +10%
    • +Level 1: Miscast base chance: +3%
    • +Level 2: Ammunition: +20%
    • +Level 2: Miscast base chance: +6%
    • +Level 3: Ammunition: +30%
    • +Level 3: Miscast base chance: +10%
    Warpstone Calibrationnew
    • +Level 1: Range: +10%
    • +Level 1: Cooldown: +3% to all spells
    • +Level 2: Range: +20%
    • +Level 2: Cooldown: +6% to all spells
    • +Level 3: Range: +30%
    • +Level 3: Cooldown: +10% to all spells
    Dried Mushroomsnew
    • +Food generated: 1
    Quick Pawsnew
    • +Level 1: Income from raiding: +10% (Lord's army)
    • +Level 1: Post battle chance of stealing a magic item: +5%
    • +Level 2: Income from raiding: +20% (Lord's army)
    • +Level 2: Post battle chance of stealing a magic item: +10%
    Gutter Runner Scoutsnew
    • +Level 1: Income from post-battle loot: +5%
    • +Level 1: Campaign line of sight: +10%
    • +Level 2: Income from post-battle loot: +10%
    • +Level 2: Campaign line of sight: +20%
    Slave Taskmastersnew
    • +Level 1: Campaign movement range: +5%
    • +Level 1: Construction cost: -5% for all buildings (local province)
    • +Level 2: Campaign movement range: +10%
    • +Level 2: Construction cost: -10% for all buildings (local province)
    Fresh Meatnew
    • +Food generated: 1
    • +Casualties captured post-battle: +10%

    Buildings

    • −Golden Idols resource production: 3 chests
    • −Exotic Animals resource production: 2 cages
    • −Dwarf beer resource production: 2 kegs
    • −Spices resource production: 2 sacks
    • −Elven Trinkets resource production: 3 chests
    • +Golden Idols resource production: 10 chests
    • +Exotic Animals resource production: 10 cages
    • +Dwarf beer resource production: 10 kegs
    • +Spices resource production: 10 sacks
    • +Reload time reduction: +2% per rank achieved for all Sartosan and Maneaters units (own armies factionwide) (Pirates of Sartosa only)
    • +Elven Trinkets resource production: 10 chests
    • +Upkeep: -10% (own armies in province)
    • −Winds of Magic power reserve capacity: +3 (all armies)
    • −Income from all buildings: +3% (factionwide)
    • +Winds of Magic power reserve capacity: +5 (own armies factionwide)
    • +Income from all buildings: +3% (all regions factionwide)
    • −Winds of Magic power reserve capacity: +6 (all armies)
    • −Income from all buildings: +6% (factionwide)
    • +Winds of Magic power reserve capacity: +10 (own armies factionwide)
    • +Income from all buildings: +6% (all regions factionwide)
    • −Winds of Magic power reserve capacity: +3 (all armies)
    • −Construction cost: -5% for all buildings (factionwide)
    • +Winds of Magic power reserve capacity: +5 (own armies factionwide)
    • +Construction cost: -5% for all buildings (all regions factionwide)
    • −Winds of Magic power reserve capacity: +6 (all armies)
    • −Construction cost: -10% for all buildings (factionwide)
    • +Winds of Magic power reserve capacity: +10 (own armies factionwide)
    • +Construction cost: -10% for all buildings (all regions factionwide)
    Rat KingSkaven
    • +Skaven corruption: +10
    • +Experience gain: +10% for units (own armies factionwide)
    • +Character experience gain: +10% (all characters factionwide)
    • +Effect unlocked when technology "Wargrinder" researched: Income from post-battle loot: +50% (own characters in province)
    • +Effect unlocked when technology "Scary Nature" researched: Assassinate action: Additional 25% success chance (own characters in province)
    • +Effect unlocked when technology "Scary Nature" researched: Assassinate action: Additional 50% success chance (own characters in province)
    • +Effect unlocked when technology "Vermin See Vermin Do" researched: Immediately causes wall breaches when besieging (own characters in province)
    • −Food generated: 1
    • +Food generated: 4
    • +Effect unlocked when technology "Taken" researched: Ambush success chance: +10% (own armies in province)
    • −Food generated: 3
    • +Food generated: 8
    • +Effect unlocked when technology "Taken" researched: Ambush success chance: +20% (own armies in province)
    • −Income gained based on the local settlement's income: 10%
    • −Food generated: 2
    • −Income generated: 100
    • +Income from all buildings: -40% (local region owner)
    • +Food generated: 4
    • +Income generated: 150
    • +Effect unlocked when technology "Proxy Warfare" researched: Experience gain: +5% for units (own armies factionwide)
    • +Effect unlocked when technology "Proxy Warfare" researched: Magic item drop chance from battle: +5% (all characters factionwide)
    • −Food consumed: -1
    • −Warpstone generated: +20 (Clan Scruten only)
    • −Income generated: 200
    • +Food consumed: -2
    • +Income generated: 125
    • +Effect unlocked when technology "We're Sorry" researched: Income from faction capital settlement: +2%
    • +Effect unlocked when technology "We're Sorry" researched: Construction time: -2% for all buildings (all regions factionwide)
    • −Food consumed: -2
    • −Warpstone generated: +40 (Clan Scruten only)
    • −Income generated: 400
    • +Food consumed: -4
    • +Income generated: 250
    • +Effect unlocked when technology "We're Sorry" researched: Income from faction capital settlement: +5%
    • +Effect unlocked when technology "We're Sorry" researched: Construction time: -5% for all buildings (all regions factionwide)
    • −Food consumed: -1
    • +Food consumed: -2
    • +Effect unlocked when technology "Black Market" researched: Income from all buildings: +40% (local region owner)
    • −Income gained based on the local settlement's income: 30%
    • −Food consumed: -2
    • +Income gained based on the local settlement's income: 40%
    • +Food consumed: -4
    • +Effect unlocked when technology "Black Market" researched: Income from all buildings: +40% (local region owner)
    • −Income gained based on the local settlement's income: 50%
    • −Food consumed: -2
    • +Income gained based on the local settlement's income: 80%
    • +Food consumed: -8
    • +Effect unlocked when technology "Black Market" researched: Income from all buildings: +40% (local region owner)
    UnderpassSkaven
    • −Campaign movement range: +10% for own armies starting their turn in this region (armies in region)
    • −Hero action success chance: +10% (local characters)
    • −Attribute: Vanguard Deployment (armies in region)
    • +Campaign movement range: +10% for own armies starting their turn in this province (own armies in province)
    • +Hero action success chance: +10% (own characters in province)
    • +Attribute: Vanguard Deployment (own armies in province)
    • +Effect unlocked when technology "Expedited" researched: Upkeep: -5% (own armies in province)
    • −Campaign movement range: +20% for own armies starting their turn in this region (armies in region)
    • −Hero action success chance: +20% (local characters)
    • −Attribute: Vanguard Deployment (armies in region)
    • +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
    • +Hero action success chance: +20% (own characters in province)
    • +Attribute: Vanguard Deployment (own armies in province)
    • +Effect unlocked when technology "Expedited" researched: Upkeep: -10% (own armies in province)
    • −Campaign movement range: +30% for own armies starting their turn in this region (armies in region)
    • −Hero action success chance: +20% (local characters)
    • −Attribute: Vanguard Deployment (armies in region)
    • −Enables lightning strike battles when reinforcements are present (local characters)
    • +Campaign movement range: +30% for own armies starting their turn in this province (own armies in province)
    • +Hero action success chance: +20% (own characters in province)
    • +Attribute: Vanguard Deployment (own armies in province)
    • +Enables lightning strike battles when reinforcements are present (own characters in province)
    • +Effect unlocked when technology "Expedited" researched: Upkeep: -15% (own armies in province)
    • −Campaign movement range: +40% for own armies starting their turn in this region (armies in region)
    • −Hero action success chance: +30% (local characters)
    • −Attribute: Vanguard Deployment (armies in region)
    • −Enables lightning strike battles when reinforcements are present (local characters)
    • +Campaign movement range: +40% for own armies starting their turn in this province (own armies in province)
    • +Hero action success chance: +30% (own characters in province)
    • +Attribute: Vanguard Deployment (own armies in province)
    • +Enables lightning strike battles when reinforcements are present (own characters in province)
    • +Effect unlocked when technology "Expedited" researched: Upkeep: -20% (own armies in province)
    • −Campaign movement range: +50% for own armies starting their turn in this region (armies in region)
    • −Hero action success chance: +30% (local characters)
    • −Attribute: Vanguard Deployment (armies in region)
    • −Enables lightning strike battles when reinforcements are present (local characters)
    • −Income from sacking settlements: +200% (local characters)
    • +Campaign movement range: +50% for own armies starting their turn in this province (own armies in province)
    • +Hero action success chance: +30% (own characters in province)
    • +Attribute: Vanguard Deployment (own armies in province)
    • +Enables lightning strike battles when reinforcements are present (own characters in province)
    • +Income from sacking settlements: +200% (armies in region)
    • +Effect unlocked when technology "Expedited" researched: Upkeep: -25% (own armies in province)
    BurrowsSkaven
    • −Army ability number of uses: +2 for "The Menace Below" (armies in region)
    • −Campaign movement range: +10% for own armies starting their turn in this region (armies in region)
    • −Casualty replenishment rate: +10% (local characters)
    • −Leadership: +2 when attacking (armies in region)
    • +Army ability number of uses: +2 for "The Menace Below" (own armies in province)
    • +Campaign movement range: +10% for own armies starting their turn in this province (own armies in province)
    • +Constant casualty replenishment rate: +10% (own characters in province)
    • +Leadership: +2 when attacking (own armies in province)
    • +Effect unlocked when technology "Domesticated Warfare" researched: Character experience gain: +10% (own characters in province)
    DensSkaven
    • −Army ability number of uses: +3 for "The Menace Below" (armies in region)
    • −Campaign movement range: +20% for own armies starting their turn in this region (armies in region)
    • −Casualty replenishment rate: +15% (local characters)
    • −Leadership: +4 when attacking (armies in region)
    • +Army ability number of uses: +3 for "The Menace Below" (own armies in province)
    • +Campaign movement range: +20% for own armies starting their turn in this province (own armies in province)
    • +Constant casualty replenishment rate: +15% (own characters in province)
    • +Leadership: +4 when attacking (own armies in province)
    • +Effect unlocked when technology "Domesticated Warfare" researched: Character experience gain: +20% (own characters in province)
    LairsSkaven
    • −Army ability number of uses: +4 for "The Menace Below" (armies in region)
    • −Campaign movement range: +30% for own armies starting their turn in this region (armies in region)
    • −Casualty replenishment rate: +20% (local characters)
    • −Leadership: +6 when attacking (armies in region)
    • +Army ability number of uses: +4 for "The Menace Below" (own armies in province)
    • +Campaign movement range: +30% for own armies starting their turn in this province (own armies in province)
    • +Constant casualty replenishment rate: +20% (own characters in province)
    • +Leadership: +6 when attacking (own armies in province)
    • +Effect unlocked when technology "Domesticated Warfare" researched: Character experience gain: +30% (own characters in province)
    • −Army ability number of uses: +5 for "The Menace Below" (armies in region)
    • −Campaign movement range: +40% for own armies starting their turn in this region (armies in region)
    • −Casualty replenishment rate: +25% (local characters)
    • −Leadership: +8 when attacking (armies in region)
    • +Army ability number of uses: +5 for "The Menace Below" (own armies in province)
    • +Campaign movement range: +40% for own armies starting their turn in this province (own armies in province)
    • +Constant casualty replenishment rate: +25% (own characters in province)
    • +Leadership: +8 when attacking (own armies in province)
    • +Effect unlocked when technology "Domesticated Warfare" researched: Character experience gain: +40% (own characters in province)
    • −Army ability number of uses: +6 for "The Menace Below" (armies in region)
    • −Campaign movement range: +50% for own armies starting their turn in this region (armies in region)
    • −Casualty replenishment rate: +30% (local characters)
    • −Leadership: +10 when attacking (armies in region)
    • +Army ability number of uses: +6 for "The Menace Below" (own armies in province)
    • +Campaign movement range: +50% for own armies starting their turn in this province (own armies in province)
    • +Constant casualty replenishment rate: +30% (own characters in province)
    • +Leadership: +10 when attacking (own armies in province)
    • +Effect unlocked when technology "Domesticated Warfare" researched: Character experience gain: +50% (own characters in province)
    • +Effect unlocked when technology "Can't See See" researched: Income generated: 75
    • −Food consumed: -3
    • +Food consumed: -4
    • +Effect unlocked when technology "Can't See See" researched: Income generated: 150
    • −Food consumed: -2
    • −Upkeep: -3% for Warpfire Thrower, Warp Lightning Cannon and Doomwheel units (all armies)
    • −Recruit rank: +1 for Warpfire Thrower, Ratling Gun, Warplock Jezzails, Poisoned Wind Globadiers, Poisoned Wind Mortars and Death Globe Bombardiers units (all provinces)
    • −Warpstone generated: +40 (Clan Scruten only)
    • −Winds of Magic power reserve capacity: +3 (all armies)
    • +Food consumed: -4
    • +Missile strength: +4% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (own armies factionwide)
    • +Winds of Magic power reserve capacity: +2 (own armies factionwide)
    • +Effect unlocked when technology "Warpstone" researched: Cooldown: -2% to spells (own armies factionwide)
    • −Food consumed: -2
    • −Army ability: "Skaven Warpbomb" (armies in region)
    • −Warpstone generated: +60 (Clan Scruten only)
    • −Construction cost: -3% for all buildings (factionwide)
    • −Income generated: 100
    • −Income from trade tariffs: +8%
    • −Income from razing settlements: +300% (local characters)
    • +Food consumed: -5
    • +Army ability: "Skaven Warpbomb" (own armies in province)
    • +Construction cost: -5% for all buildings (factionwide)
    • +Income generated: 50
    • +Income from trade tariffs: +5%
    • +Income from razing settlements: +500% (own characters in province)
    • +Effect unlocked when technology "We're Sorry" researched: Tradable resources produced: +25% (factionwide)
    • +Effect unlocked when technology "We're Sorry" researched: Diplomatic relations with settlement owner : -1 per turn
    • −Recruitment cost: -20% for Stormvermin units
    • −Attribute: Immune to Psychology for Stormvermin units (all armies)
    • −Recruit rank: +2 for Stormvermin units
    • −Food generated: 3
    • −Tradable resources produced: +10% (factionwide)
    • −Income from trade tariffs: +15%
    • +Recruitment cost: -30% for Stormvermin units (own armies in province)
    • +Recruit rank: +2 for Stormvermin units (own armies in province)
    • +Food generated: 10
    • +Tradable resources produced: +10%
    • +Income from trade tariffs: +10%
    • +Melee and missile weapon damage: +13% when under siege (own armies in province)
    • +Armour: +10 for Stormvermin units (own armies factionwide)
    • +Control: +6
    • Cost: 4000 → 2000
    • Turns: 3 → 2
    • −Food generated: 3
    • −Income generated: 400
    • −Growth: +13
    • −Control: +4
    • +Food generated: 10
    • +Income generated: 500
    • +Melee and missile weapon damage: +13% when under siege (own armies in province)
    • +Control: +6
    • +Campaign movement range: -20% for enemy armies starting their turn in this province (enemy armies in province)
    • +Campaign movement range: +40% for own armies starting their turn in this province (own armies in province)
    • +Experience gain: +10% for units (own armies factionwide)
    • Cost: 4000 → 2000
    • Turns: 3 → 2
    • −Chance of a plague spreading: -50%
    • −Plague duration: -1 turns
    • −Hidden armies will be visible (armies in region)
    • −Plague immunity duration: 1 turns
    • −Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
    • −Corruption: -3 (excluding Skaven corruption)
    • −Skaven corruption: +1
    • −Income generated: 60
    • −Control: +3
    • +Corruption: -2 (excluding Skaven corruption)
    • +Skaven corruption: +2
    • +Vigour loss reduction: -10% (own armies in province)
    • +Attrition: -10% casualties suffered from all attrition (own armies in province)
    • +Effect unlocked when technology "Card Trick" researched: Evasion chance when using Tunnelling: +10% (own characters in province)
    • Cost: 2000 → 1000
    • Turns: 2 → 1
    • −Chance of a plague spreading: -50%
    • −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)
    • −Skaven corruption: +1
    • −Income generated: 60
    • −Control: +3
    • +Skaven corruption: +4
    • +Vigour loss reduction: -20% (own armies in province)
    • +Attrition: -20% casualties suffered from all attrition (own armies in province)
    • +Effect unlocked when technology "Card Trick" researched: Evasion chance when using Tunnelling: +20% (own characters in province)
    • Cost: 3000 → 2000
    • Turns: 4 → 2
    Spy NestsSkaven
    • −Chance of a plague spreading: -50%
    • −Plague duration: -1 turns
    • −Hidden armies will be visible (armies in region)
    • −Plague immunity duration: 3 turns
    • −Chaos Rifts will not appear in this province (local province) (Realm of Chaos campaign only)
    • −Corruption: -5 (excluding Skaven corruption)
    • −Skaven corruption: +1
    • −Income generated: 60
    • −Control: +3
    • +Corruption: -6 (excluding Skaven corruption)
    • +Skaven corruption: +6
    • +Vigour loss reduction: -30% (own armies in province)
    • +Attrition: -30% casualties suffered from all attrition (own armies in province)
    • +Effect unlocked when technology "Card Trick" researched: Evasion chance when using Tunnelling: +30% (own characters in province)
    • Cost: 4000 → 3000
    • Turns: 5 → 3
    • −Income generated: 60
    • +Income generated: 20
    • +When growth per turn is more than 200 or with 5 population surplus: Reload time reduction: +5% when under siege (own armies in province)
    • −Income generated: 70
    • +Income generated: 30
    • +When growth per turn is more than 200 or with 5 population surplus: Reload time reduction: +10% when under siege (own armies in province)
    • +Unit capacity: +4 Death Runners and Eshin Triads units
    • −Hero recruit rank: +4 for Assassins
    • −Income generated: 80
    • +Income generated: 40
    • +When growth per turn is more than 200 or with 5 population surplus: Reload time reduction: +15% when under siege (own armies in province)
    • +Unit capacity: +6 Death Runners and Eshin Triads units
    Clan PitSkaven
    • −Income generated: 60
    • +Income generated: 10
    • +When growth per turn is more than 200 or with 5 population surplus: Melee defence: +1 when under siege (own armies in province)
    • −Income generated: 70
    • +Income generated: 20
    • +When growth per turn is more than 200 or with 5 population surplus: Melee defence: +2 when under siege (own armies in province)
    • −Income generated: 80
    • +Income generated: 30
    • +Mors Clanrats can be unlocked in Trophies of Clan Mors (Clan Mors only)
    • +When growth per turn is more than 200 or with 5 population surplus: Melee defence: +3 when under siege (own armies in province)
    • +Unit capacity: +4 Stormvermins
    • Units: 7 → 9
    • −Army ability: "Skaven Warpbomb" (armies in region)
    • −Cannot be constructed in minor settlements
    • −Income generated: 100
    • +Army ability: "Skaven Warpbomb" (own armies in region)
    • +Food consumption: -1
    • +Defensive supplies: +400
    • +Enemy Hero action success chance: -10% (enemy characters in region)
    • +Attrition: -5% when under siege (own armies in region)
    • +Control: +1
    • +Income generated: 20
    • +Hidden armies will be visible (any armies in region)
    • −Army ability: "Skaven Warpbomb" (armies in region)
    • −Ability number of uses: +1 for "Skaven Warpbomb" (armies in region)
    • −Income generated: 110
    • +Army ability: "Skaven Warpbomb" (own armies in region)
    • +Ability number of uses: +1 for "Skaven Warpbomb" (own armies in region)
    • +Food consumption: -1
    • +Defensive supplies: +600
    • +Enemy Hero action success chance: -15% (enemy characters in region)
    • +Attrition: -10% when under siege (own armies in region)
    • +Control: +2
    • +Income generated: 30
    • +Hidden armies will be visible (any armies in region)
    • −Army ability: "Skaven Warpbomb" (armies in region)
    • −Ability number of uses: +2 for "Skaven Warpbomb" (armies in region)
    • −Income generated: 120
    • +Army ability: "Skaven Warpbomb" (own armies in region)
    • +Ability number of uses: +2 for "Skaven Warpbomb" (own armies in region)
    • +Food consumption: -1
    • +Defensive supplies: +800
    • +Enemy Hero action success chance: -20% (enemy characters in region)
    • +Attrition: -15% when under siege (own armies in region)
    • +Control: +3
    • +Income generated: 40
    • +Hidden armies will be visible (any armies in region)
    • −Cannot be constructed in major settlements
    • −Defensive supplies: +50 per turn when under siege
    • −Income generated: 90
    • +Defensive supplies: +400
    • +Income generated: 20
    • +Food consumption: -1
    • +Enemy Hero action success chance: -10% (enemy characters in region)
    • +Control: +1
    • −Army ability: "Skaven Warpbomb" (armies in region)
    • −Cannot be constructed in major settlements
    • −Defensive supplies: +100 per turn when under siege
    • −Income generated: 100
    • +Army ability: "Skaven Warpbomb" (own armies in region)
    • +Defensive supplies: +600
    • +Income generated: 30
    • +Food consumption: -1
    • +Enemy Hero action success chance: -15% (enemy characters in region)
    • +Control: +2
    • +Hidden armies will be visible (any armies in region)
    • −Income from all buildings: +30% (local province)
    • +Income from all buildings: +20% (all regions in province)
    • +Income from all buildings: +2% (all adjacent provinces)
    • +Food consumption: -3
    • −Food generated: 1
    • −Income from all buildings: +40% (local province)
    • +Income from all buildings: +40% (all regions in province)
    • +Income from all buildings: +4% (all adjacent provinces)
    • +Food consumption: -4
    • −Food generated: 1
    • −Income from all buildings: +50% (local province)
    • +Income from all buildings: +80% (all regions in province)
    • +Income from all buildings: +8% (all adjacent provinces)
    • +Food consumption: -5
    • −Income generated: 80
    • +Income generated: 30
    • +Research rate: +2
    • +Hero capacity: +1 for Warlock Engineers
    • +When growth per turn is more than 200 or with 5 population surplus: Spell resistance: 5% when under siege (own armies in province)
    • −Income generated: 90
    • +Income generated: 40
    • +Hero capacity: +1 for Warlock Engineers
    • +Unit capacity: +4 Doom-Flayers
    • +Unit capacity: +2 Warp Lightning Cannon
    • +When growth per turn is more than 200 or with 5 population surplus: Spell resistance: 10% when under siege (own armies in province)
    • −Hero recruit rank: +4 for Warlock Engineers
    • −Income generated: 100
    • +Income generated: 50
    • +Unit capacity: +3 Doomwheel
    • +Unit capacity: +6 Doom-Flayers
    • +Unit capacity: +4 Warp Lightning Cannon
    • +When growth per turn is more than 200 or with 5 population surplus: Spell resistance: 20% when under siege (own armies in province)
    • −Income generated: 80
    • −Casualty replenishment rate: +2% (armies in province)
    • +Income generated: 20
    • +Campaign movement range: +5% for own armies starting their turn in this province (own armies in province)
    • +Unit capacity: +1 Skavenslaves, Spears, Slingers
    • −Income generated: 120
    • −Casualty replenishment rate: +3% (armies in province)
    • −Growth: +30
    • +Income generated: 40
    • +Growth: +40
    • +Campaign movement range: +10% for own armies starting their turn in this province (own armies in province)
    • +Unit capacity: +2 Skavenslaves, Spears, Slingers
    • −Income generated: 160
    • −Casualty replenishment rate: +4% (armies in province)
    • −Growth: +40
    • +Income generated: 60
    • +Growth: +60
    • +Campaign movement range: +15% for own armies starting their turn in this province (own armies in province)
    • +Growth: +1 (all provinces)
    • +Unit capacity: +3 Skavenslaves, Spears, Slingers
    • −All other types of corruption: -1
    • −Income generated: 80
    • −Recruitment cost: -5% (armies in province)
    • +Corruption: -1
    • +Income generated: 20
    • +Recruitment cost: -2% for all units (own armies in province)
    • +Unit capacity: +1 Skavenslaves, Spears, Slingers
    • −All other types of corruption: -2
    • −Income generated: 120
    • −Recruitment cost: -8% (armies in province)
    • +Corruption: -2
    • +Income generated: 40
    • +Recruitment cost: -4% for all units (own armies in province)
    • +Unit capacity: +2 Skavenslaves, Spears, Slingers
    • +Local recruitment capacity: +1
    • −All other types of corruption: -3
    • −Income generated: 160
    • −Recruitment cost: -10% (armies in province)
    • +Corruption: -3
    • +Income generated: 60
    • +Recruitment cost: -8% for all units (own armies in province)
    • +Unit capacity: +3 Skavenslaves, Spears, Slingers
    • +Local recruitment capacity: +1
    • −Income generated: 70
    • +Income generated: 20
    • +When growth per turn is more than 200 or with 5 population surplus: Physical resistance: 2% when under siege (own armies in province)
    • −Income generated: 80
    • +Income generated: 30
    • +Unit capacity: +4 Rat Ogres
    • +When growth per turn is more than 200 or with 5 population surplus: Physical resistance: 4% when under siege (own armies in province)
    • −Income generated: 90
    • +Income generated: 40
    • +Unit capacity: +2 Brood Horror and Mutant Rat Ogre
    • +Unit capacity: +5 Rat Ogres
    • +When growth per turn is more than 200 or with 5 population surplus: Physical resistance: 6% when under siege (own armies in province)
    • −Income generated: 100
    • +Income generated: 50
    • +Unit capacity: +3 Hell Pit Abomination
    • +Unit capacity: +4 Brood Horror and Mutant Rat Ogre
    • +Unit capacity: +6 Rat Ogres
    • +When growth per turn is more than 200 or with 5 population surplus: Physical resistance: 8% when under siege (own armies in province)
    • −Income generated: 90
    • −Control: +4
    • +Income generated: 60
    • +Control: +6
    • +Defensive supplies: +200
    • +When growth per turn is more than 200 or with 5 population surplus: Leadership: +2 when under siege (own armies in province)
    • −Income generated: 100
    • −Control: +6
    • +Income generated: 80
    • +Control: +8
    • +Defensive supplies: +400
    • +When growth per turn is more than 200 or with 5 population surplus: Leadership: +3 when under siege (own armies in province)
    • +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)
    • −Income generated: 110
    • −Control: +9
    • +Income generated: 100
    • +Control: +10
    • +Defensive supplies: +600
    • +When growth per turn is more than 200 or with 5 population surplus: Leadership: +4 when under siege (own armies in province)
    • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
    • +Recruit rank: +1 for all units (own armies in province)
    • +Hero recruit rank: +1 (local province)
    • +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • −Hero recruit rank: +2
    • −Recruit rank: +1 for all units
    • −Lord recruit rank: +1 (factionwide)
    • +Hero recruit rank: +2 (local province)
    • +Recruit rank: +2 for all units (own armies in province)
    • +Defensive supplies: +800
    • +When growth per turn is more than 200 or with 5 population surplus: Leadership: +5 when under siege (own armies in province)
    • +Chance of removing a trait gained from visiting the Realms of Chaos: +50% (garrisoned Lords) (Realm of Chaos campaign only)
    • +Chaos Rifts will not appear in this province (Realm of Chaos campaign only)
    • −Income generated: 80
    • +Income generated: 30
    • +Hero capacity: +1 for Plague Priests and Eshin Sorcerers
    • +When growth per turn is more than 200 or with 5 population surplus: Melee attack: +3 when under siege (own armies in province)
    • +Unit capacity: +4 Plague Monk Censer Bearer and Anointed Plague Monks
    • +Infections: 3 per turn (Clan Pestilens only)
    • −Income generated: 90
    • +Income generated: 40
    • +When growth per turn is more than 200 or with 5 population surplus: Melee attack: +4 when under siege (own armies in province)
    • +Unit capacity: +6 Plague Monk Censer Bearer and Anointed Plague Monks
    • +Infections: 7 per turn (Clan Pestilens only)
    • −Hero recruit rank: +4 for Plague Priests
    • −Income generated: 100
    • +Income generated: 50
    • +When growth per turn is more than 200 or with 5 population surplus: Melee attack: +5 when under siege (own armies in province)
    • +Unit capacity: +8 Plague Monk Censer Bearer and Anointed Plague Monks
    • +Infections: 13 per turn (Clan Pestilens only)
    • Units: 3 → 4
    • −Income generated: 75
    • −Growth: +20
    • +Income generated: 50
    • +Growth: +10
    • +Campaign movement range: +5% for own armies starting their turn in this province (own armies in province)
    • −Income generated: 150
    • −Growth: +30
    • +Income generated: 100
    • +Growth: +20
    • +Campaign movement range: +10% for own armies starting their turn in this province (own armies in province)
    Nest-PortSkaven
    • −Income generated: 300
    • −Growth: +40
    • +Income generated: 200
    • +Growth: +30
    • +Campaign movement range: +15% for own armies starting their turn in this province (own armies in province)
    • −Income generated: 80
    • −Exotic Animals resource production: 20 cages
    • +Income generated: 25
    • +Exotic Animals resource production: 15 cages
    • +Food generated: 1
    • +Infections: 3 per turn (Clan Pestilens only)
    • −Food generated: 1
    • −Corruption: -1
    • −Income generated: 90
    • +Food generated: 2
    • +Corruption: -2
    • +Income generated: 50
    • +Infections: 7 per turn (Clan Pestilens only)
    • −Food generated: 2
    • −Corruption: -2
    • +Food generated: 3
    • +Corruption: -3
    • +Vigour loss reduction: -10% (own armies in province)
    • +Infections: 13 per turn (Clan Pestilens only)
    • −Income generated: 80
    • −Dyes resource production: 20 ounces
    • +Income generated: 25
    • +Dyes resource production: 15 ounces
    • −Corruption: -1
    • −Income generated: 90
    • +Corruption: -2
    • +Income generated: 50
    DyemakerSkaven
    • −Corruption: -2
    • +Corruption: -3
    • +Vigour loss reduction: -10% (own armies in province)
    • −Income generated: 80
    • −Furs resource production: 20 bundles
    • +Income generated: 25
    • +Furs resource production: 15 bundles
    • +Infections: 3 per turn (Clan Pestilens only)
    • −Corruption: -1
    • −Income generated: 90
    • +Corruption: -2
    • +Income generated: 50
    • +Infections: 7 per turn (Clan Pestilens only)
    TannerySkaven
    • −Corruption: -2
    • +Corruption: -3
    • +Vigour loss reduction: -10% (own armies in province)
    • +Infections: 13 per turn (Clan Pestilens only)
    • −Gemstones resource production: 20 sacks
    • +Gemstones resource production: 15 sacks
    Gem MineSkaven
    • −Corruption: -1
    • +Corruption: -2
    • −Corruption: -2
    • +Corruption: -3
    • +Vigour loss reduction: -10% (own armies in province)
    • −Income generated: 300
    • +Income generated: 100
    Gold MineSkaven
    • −Corruption: -1
    • −Income generated: 450
    • +Corruption: -2
    • +Income generated: 200
    • −Corruption: -2
    • −Income generated: 600
    • +Corruption: -3
    • +Income generated: 400
    • +Vigour loss reduction: -10% (own armies in province)
    • −Income generated: 80
    • −Iron resource production: 20 ingots
    • +Income generated: 25
    • +Iron resource production: 15 ingots
    • −Corruption: -1
    • −Income generated: 90
    • +Corruption: -2
    • +Income generated: 50
    • −Corruption: -2
    • +Corruption: -3
    • +Vigour loss reduction: -10% (own armies in province)
    SawyerSkaven
    • −Income generated: 80
    • −Marble resource production: 20 slabs
    • +Income generated: 25
    • +Marble resource production: 15 slabs
    • −Corruption: -1
    • −Income generated: 90
    • +Corruption: -2
    • +Income generated: 50
    • −Corruption: -2
    • +Corruption: -3
    • +Vigour loss reduction: -10% (own armies in province)
    • −Income generated: 80
    • −Medicinal Plants resource production: 20 bundles
    • +Income generated: 25
    • +Medicinal Plants resource production: 15 bundles
    • −Corruption: -1
    • −Income generated: 90
    • +Corruption: -2
    • +Income generated: 50
    • −Corruption: -2
    • +Corruption: -3
    • +Vigour loss reduction: -10% (own armies in province)
    • −Income generated: 80
    • −Carved Obsidian resource production: 20 chests
    • +Income generated: 25
    • +Carved Obsidian resource production: 15 chests
    • −Corruption: -1
    • −Income generated: 90
    • +Corruption: -2
    • +Income generated: 50
    • −Corruption: -2
    • +Corruption: -3
    • +Vigour loss reduction: -10% (own armies in province)
    • −Food generated: 4
    • −Corruption: -2
    • −Casualty replenishment rate: +4% (armies in province)
    • −Growth: +30
    • +Food generated: 2
    • +Corruption: -1
    • +Casualty replenishment rate: +2% (own armies in province)
    • +Growth: +50
    • −Food generated: 5
    • −Casualty replenishment rate: +6% (armies in province)
    • −Growth: +40
    • +Food generated: 4
    • +Casualty replenishment rate: +4% (own armies in province)
    • +Growth: +75
    • −Corruption: -2
    • −Casualty replenishment rate: +8% (armies in province)
    • −Growth: +50
    • +Corruption: -3
    • +Casualty replenishment rate: +8% (own armies in province)
    • +Growth: +100
    • +Vigour loss reduction: -10% (own armies in province)
    Clay PitSkaven
    • −Income generated: 80
    • −Pottery resource production: 20 kilnful
    • +Income generated: 25
    • +Pottery resource production: 15 kilnful
    • −Corruption: -1
    • −Income generated: 90
    • +Corruption: -2
    • +Income generated: 50
    KilnsSkaven
    • −Corruption: -2
    • +Corruption: -3
    • +Vigour loss reduction: -10% (own armies in province)
    • −Income generated: 80
    • −Salt resource production: 20 barrels
    • +Income generated: 25
    • +Salt resource production: 15 barrels
    • −Corruption: -1
    • −Income generated: 90
    • +Corruption: -2
    • +Income generated: 50
    SaltworksSkaven
    • −Corruption: -2
    • +Corruption: -3
    • +Vigour loss reduction: -10% (own armies in province)
    • −Income generated: 80
    • −Spices resource production: 20 sacks
    • +Income generated: 25
    • +Spices resource production: 15 sacks
    • −Corruption: -1
    • −Income generated: 90
    • +Corruption: -2
    • +Income generated: 50
    • −Corruption: -2
    • +Corruption: -3
    • +Vigour loss reduction: -10% (own armies in province)
    • −Income generated: 80
    • −Wine resource production: 20 barrels
    • +Income generated: 25
    • +Wine resource production: 15 barrels
    • −Corruption: -1
    • −Income generated: 90
    • +Corruption: -2
    • +Income generated: 50
    • −Corruption: -2
    • +Corruption: -3
    • +Vigour loss reduction: -10% (own armies in province)
    • −Income generated: 80
    • −Timber resource production: 20 logs
    • +Income generated: 25
    • +Timber resource production: 15 logs
    • −Corruption: -1
    • −Income generated: 90
    • +Corruption: -2
    • +Income generated: 50
    • −Corruption: -2
    • +Corruption: -3
    • +Vigour loss reduction: -10% (own armies in province)
    RuinsSkaven
    • +Income generated: 40
    NestSkaven
    • −Food capacity: +5
    • −Income generated: 80
    • −Growth: +12
    • +Food capacity: +1
    • +Income generated: 20
    • +Growth: +20
    Nest-LairSkaven
    • −Food capacity: +5
    • −Income generated: 90
    • −Growth: +24
    • +Food capacity: +2
    • +Income generated: 40
    • +Growth: +30
    WarrenSkaven
    • −Food capacity: +5
    • −Income generated: 100
    • −Growth: +36
    • +Food capacity: +3
    • +Income generated: 60
    • +Growth: +40
    • −Food capacity: +5
    • −Income generated: 110
    • −Growth: +48
    • +Food capacity: +4
    • +Income generated: 80
    • +Growth: +50
    • −Income generated: 120
    • +Campaign movement range: +1% for armies (own armies factionwide in owned territory)
    • +Income generated: 100
    RuinsSkaven
    • +Income generated: 40
    NestSkaven
    • −Food capacity: +5
    • −Income generated: 80
    • −Growth: +12
    • +Food capacity: +1
    • +Income generated: 20
    • +Growth: +20
    Nest-LairSkaven
    • −Food capacity: +5
    • −Income generated: 90
    • −Growth: +24
    • +Food capacity: +2
    • +Income generated: 40
    • +Growth: +30
    WarrenSkaven
    • −Food capacity: +5
    • −Income generated: 100
    • −Growth: +36
    • +Food capacity: +3
    • +Income generated: 60
    • +Growth: +40
    • −Income generated: 60
    • +Income generated: 20
    • +When growth per turn is more than 200 or with 5 population surplus: Ammunition: +5% when under siege (own armies in province)
    • +Unit capacity: +1 Death Globe Bombardiers and Poison Wind Globadiers
    • +Unit capacity: +1 Weapon Teams
    • Units: 2 → 1
    • −Income generated: 70
    • +Income generated: 30
    • +When growth per turn is more than 200 or with 5 population surplus: Ammunition: +10% when under siege (own armies in province)
    • +Unit capacity: +2 Death Globe Bombardiers and Poison Wind Globadiers
    • +Unit capacity: +2 Weapon Teams
    ArsenalSkaven
    • −Income generated: 80
    • +Income generated: 40
    • +When growth per turn is more than 200 or with 5 population surplus: Ammunition: +20% when under siege (own armies in province)
    • +Unit capacity: +4 Death Globe Bombardiers and Poison Wind Globadiers
    • +Unit capacity: +3 Weapon Teams
    • −Upkeep: -25% for Rat Ogres and Hell Pit Abomination units (all armies)
    • −Food generated: 5
    • +Upkeep: -15% for Rat Ogres and Hell Pit Abomination units (own armies factionwide)
    • +Food generated: 10
    • −Recruit rank: +3 for Warpfire Thrower, Ratling Gun, Warplock Jezzails, Poisoned Wind Globadiers, Poisoned Wind Mortars and Death Globe Bombardiers units (factionwide)
    • −Upkeep: -5% for Warpfire Thrower, Ratling Gun, Warplock Jezzails, Poisoned Wind Globadiers, Poisoned Wind Mortars and Death Globe Bombardiers units (all armies)
    • +Recruit rank: +3 for Warpfire Thrower, Ratling Gun, Warplock Jezzails, Poisoned Wind Globadiers, Poisoned Wind Mortars and Death Globe Bombardiers units (own armies factionwide)
    • +Upkeep: -4% for Warpfire Thrower, Ratling Gun, Warplock Jezzails, Poisoned Wind Globadiers, Poisoned Wind Mortars and Death Globe Bombardiers units (own armies factionwide)
    • −Food generated: 5
    • −Income generated: 300
    • −Income from all buildings: +10% (local province)
    • −Growth: +13
    • +Food generated: 10
    • +Income generated: 500
    • +Control: +6
    • +Melee and missile weapon damage: +13% when under siege (own armies in province)
    • +Construction time: -50% for all buildings (all regions in province)
    • +Recruitment cost: -30% for Plague Monks and Plagueclaw Catapult units (own armies in province)
    • +Attrition: -25% casualties suffered from all attrition (own armies in province)
    • +Local recruitment capacity: +1 (all provinces)
    • +Infections: 13 per turn (Clan Pestilens only)
    • Turns: 1 → 2
    • −Income from sacking and looting settlements: +5% (all characters)
    • −Diplomatic relations: +5 with Skaven
    • −Corruption: -1
    • −Income generated: 200
    • +Food generated: 1 (own armies factionwide)
    • +Diplomatic relations: +10 with Skaven
    • +Corruption: -2
    • +Upkeep: -2% for Skavenslaves, Clanrats, Night Runners, Gutter Runners, and Weapon Team units (own armies factionwide)
    • +Control: +10
    • +Control: +2 in adjacent provinces
    • +Hero and Lord recruit rank: +1 (all provinces)
    • +Attrition: -25% when under siege (own armies in region)
    • +Unit capacity: +1 for all units
    • Turns: 3 → 2
    • Units: 0 → 4
    • −Income from sacking and looting settlements: +10% (all characters)
    • −Upkeep: -5% for Skavenslaves, Clanrats, Night Runners, Gutter Runners, and Weapon Team units (all armies)
    • −Diplomatic relations: +10 with Skaven
    • −Corruption: -2
    • −Income generated: 400
    • +Food generated: 2 (own armies factionwide)
    • +Upkeep: -4% for Skavenslaves, Clanrats, Night Runners, Gutter Runners, and Weapon Team units (own armies factionwide)
    • +Diplomatic relations: +20 with Skaven
    • +Corruption: -4
    • +Control: +10
    • +Control: +4 in adjacent provinces
    • +Hero and Lord recruit rank: +2 (all provinces)
    • +Attrition: -50% when under siege (own armies in region)
    • +Unit capacity: +2 for all units
    • Cost: 6000 → 4000
    • Turns: 5 → 4
    • Units: 0 → 8
    • −Income from sacking and looting settlements: +15% (all characters)
    • −Upkeep: -10% for Skavenslaves, Clanrats, Night Runners, Gutter Runners, and Weapon Team units (all armies)
    • −Diplomatic relations: +15 with Skaven
    • −Corruption: -3
    • −Income generated: 800
    • +Food generated: 3 (own armies factionwide)
    • +Upkeep: -6% for Skavenslaves, Clanrats, Night Runners, Gutter Runners, and Weapon Team units (own armies factionwide)
    • +Diplomatic relations: +30 with Skaven
    • +Corruption: -6
    • +Control: +10
    • +Control: +6 in adjacent provinces
    • +Hero and Lord recruit rank: +3 (all provinces)
    • +Attrition: -75% when under siege (own armies in region)
    • +Unit capacity: +3 for all units
    • Cost: 10000 → 8000
    • Turns: 7 → 8
    • Units: 0 → 8
    Bog MineSkaven
    • −Income generated: 300
    • +Income generated: 400
    • −Recruitment cost: -15% for Rat Ogres and Hell Pit Abomination units
    • −Recruit rank: +1 for Rat Ogres, Mutant Rat Ogre and Hell Pit Abomination units
    • −Upkeep: -5% for Rat Ogres and Hell Pit Abomination units (all armies)
    • +Growth Juice: +10 per turn
    • +Recruitment cost: -15% for Rat Ogres and Hell Pit Abomination units (own armies in province)
    • +Recruit rank: +1 for Rat Ogres, Mutant Rat Ogre and Hell Pit Abomination units (own armies in province)
    • +Upkeep: -4% for Rat Ogres and Hell Pit Abomination units (own armies factionwide)
    • −Local Recruitment duration: -1 turn for Hell-pit Abomination units (minimum 1) (local province)
    • −Recruitment cost: -30% for Rat Ogres and Hell Pit Abomination units
    • −Recruit rank: +3 for Rat Ogres, Mutant Rat Ogre and Hell Pit Abomination units
    • −Recruit rank: +2 for Rat Ogres, Mutant Rat Ogre and Hell Pit Abomination units (factionwide)
    • −Upkeep: -5% for Rat Ogres and Hell Pit Abomination units (all armies)
    • +Growth Juice: +20 per turn
    • +Local Recruitment duration: -1 turn for Hell-pit Abomination units (minimum 1)
    • +Recruitment cost: -30% for Rat Ogres and Hell Pit Abomination units (own armies in province)
    • +Recruit rank: +3 for Rat Ogres, Mutant Rat Ogre and Hell Pit Abomination units (own armies in province)
    • +Recruit rank: +2 for Rat Ogres, Mutant Rat Ogre and Hell Pit Abomination units (own armies factionwide)
    • +Upkeep: -4% for Rat Ogres and Hell Pit Abomination units (own armies factionwide)
    • −Recruitment cost: -15% for Rat Ogres and Hell Pit Abomination units
    • −Recruit rank: +1 for Rat Ogres, Mutant Rat Ogre and Hell Pit Abomination units
    • −Upkeep: -5% for Rat Ogres and Hell Pit Abomination units (all armies)
    • +Recruitment cost: -15% for Rat Ogres and Hell Pit Abomination units (own armies in province)
    • +Recruit rank: +1 for Rat Ogres, Mutant Rat Ogre and Hell Pit Abomination units (own armies in province)
    • +Upkeep: -4% for Rat Ogres and Hell Pit Abomination units (own armies factionwide)
    • −Recruitment cost: -30% for Skavenslaves, Pusbags and Clanrats units (armies in region)
    • −Recruit rank: +1 for Clanrats units
    • −Food generated: 3
    • −Income generated: 300
    • −Growth: +13
    • +Control: +6
    • +Hero capacity: +1 for Chieftains
    • +Recruitment cost: -30% for Skavenslaves, Pusbags and Clanrats units (own armies in province)
    • +Recruit rank: +2 for Clanrats units (own armies in province)
    • +Food generated: 10
    • +Income generated: 500
    • +Melee and missile weapon damage: +13% when under siege (own armies in province)
    • +Hero recruit rank: +2 for Chieftains (all provinces) (Clan Mors only)
    • +Red Guard can be unlocked in Queek's skill tree and Mors Clanrats in Trophy panel Warcries (Clan Mors only)
    • Turns: 1 → 2
    • Units: 1 → 4
    • −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Mors only)
    • −Defensive supplies: +1000
    • −Has Achieved Short Victory: Skaven corruption: +5 (Clan Mors only)
    • −Grants 2 construction slots in the settlement
    • +Leadership: +2 (own armies in province)
    • +Defensive supplies: +1200
    • +Grants 1 construction slot in the settlement
    • −Improved tower projectiles: Sniper Nests
    • −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Mors only)
    • −Defensive supplies: +1000
    • −Has Achieved Short Victory: Skaven corruption: +5 (Clan Mors only)
    • −Grants 4 construction slots in the settlement
    • +Leadership: +4 (own armies in province)
    • +Defensive supplies: +1200
    • +Grants 2 construction slots in the settlement
    • −Improved tower projectiles: Warp Lightning
    • −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Mors only)
    • −Defensive supplies: +1000
    • −Has Achieved Short Victory: Skaven corruption: +5 (Clan Mors only)
    • −Grants 6 construction slots in the settlement
    • +Leadership: +6 (own armies in province)
    • +Defensive supplies: +1200
    • +Grants 3 construction slots in the settlement
    • −Improved tower projectiles: Doom Rockets
    • −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Mors only)
    • −Defensive supplies: +1000
    • −Has Achieved Short Victory: Skaven corruption: +5 (Clan Mors only)
    • −Grants 8 construction slots in the settlement
    • +Leadership: +8 (own armies in province)
    • +Defensive supplies: +1200
    • +Grants 5 construction slots in the settlement
    • −Improved tower projectiles: Doom Rockets
    • −Has Achieved Short Victory: Construction time: -1 for all buildings (minimum of 1 turn) (local region) (Clan Mors only)
    • −Defensive supplies: +1000
    • −Has Achieved Short Victory: Skaven corruption: +5 (Clan Mors only)
    • −Grants 9 construction slots in the settlement
    • +Leadership: +10 (own armies in province)
    • +Defensive supplies: +1200
    • +Grants 7 construction slots in the settlement
    • −Food capacity: +5
    • −Defensive supplies: +1000
    • −Income generated: 250
    • −Growth: +12
    • +Food capacity: +13
    • +Defensive supplies: +1200
    • +Income generated: 100
    • +Growth: +80
    • −Improved tower projectiles: Sniper Nests
    • −Food capacity: +5
    • −Defensive supplies: +1000
    • −Income generated: 375
    • −Growth: +24
    • +Food capacity: +13
    • +Defensive supplies: +1200
    • +Income generated: 200
    • +Growth: +80
    • −Improved tower projectiles: Warp Lightning
    • −Food capacity: +5
    • −Defensive supplies: +1000
    • −Income generated: 500
    • −Growth: +36
    • +Food capacity: +13
    • +Defensive supplies: +1200
    • +Income generated: 300
    • +Growth: +80
    • −Improved tower projectiles: Doom Rockets
    • −Food capacity: +5
    • −Defensive supplies: +1000
    • −Income generated: 625
    • −Growth: +48
    • +Food capacity: +13
    • +Defensive supplies: +1200
    • +Income generated: 400
    • +Growth: +80
    • −Improved tower projectiles: Doom Rockets
    • −Food capacity: +5
    • −Defensive supplies: +1000
    • −Income generated: 750
    • −Growth: +60
    • +Food capacity: +13
    • +Defensive supplies: +1200
    • +Income generated: 500
    • +Growth: +10 (all adjacent provinces)
    • −Defensive supplies: +1000
    • +Defensive supplies: +1200
    • −Improved tower projectiles: Sniper Nests
    • −Defensive supplies: +1000
    • +Defensive supplies: +1200
    • −Improved tower projectiles: Warp Lightning
    • −Defensive supplies: +1000
    • +Defensive supplies: +1200
    • −Improved tower projectiles: Doom Rockets
    • −Defensive supplies: +1000
    • +Defensive supplies: +1200
    • −Improved tower projectiles: Doom Rockets
    • −Defensive supplies: +1000
    • +Defensive supplies: +1200
    • −Campaign movement range: +30% for own armies starting their turn in this region (armies in region)
    • −Food capacity: +5
    • −Defensive supplies: +1000
    • −Income generated: 250
    • −Growth: +12
    • +Campaign movement range: +30% for own armies starting their turn in this province (own armies in region)
    • +Food capacity: +13
    • +Defensive supplies: +1200
    • +Income generated: 100
    • +Growth: +80
    • +Leadership: +13 (own armies in province)
    • −Campaign movement range: +35% for own armies starting their turn in this region (armies in region)
    • −Improved tower projectiles: Sniper Nests
    • −Food capacity: +5
    • −Defensive supplies: +1000
    • −Income generated: 375
    • −Growth: +24
    • +Campaign movement range: +35% for own armies starting their turn in this province (own armies in region)
    • +Food capacity: +13
    • +Defensive supplies: +1200
    • +Income generated: 200
    • +Growth: +80
    • +Leadership: +13 (own armies in province)
    • −Campaign movement range: +40% for own armies starting their turn in this region (armies in region)
    • −Improved tower projectiles: Warp Lightning
    • −Food capacity: +5
    • −Defensive supplies: +1000
    • −Income generated: 500
    • −Growth: +36
    • +Campaign movement range: +40% for own armies starting their turn in this province (own armies in region)
    • +Food capacity: +13
    • +Defensive supplies: +1200
    • +Income generated: 300
    • +Growth: +80
    • +Leadership: +13 (own armies in province)
    • −Campaign movement range: +45% for own armies starting their turn in this region (armies in region)
    • −Improved tower projectiles: Doom Rockets
    • −Food capacity: +5
    • −Defensive supplies: +1000
    • −Income generated: 625
    • −Growth: +48
    • +Campaign movement range: +45% for own armies starting their turn in this province (own armies in region)
    • +Food capacity: +13
    • +Defensive supplies: +1200
    • +Income generated: 400
    • +Growth: +80
    • +Leadership: +13 (own armies in province)
    • −Campaign movement range: +50% for own armies starting their turn in this region (armies in region)
    • −Improved tower projectiles: Doom Rockets
    • −Food capacity: +5
    • −Defensive supplies: +1000
    • −Income generated: 750
    • −Growth: +60
    • +Campaign movement range: +50% for own armies starting their turn in this province (own armies in region)
    • +Food capacity: +13
    • +Defensive supplies: +1200
    • +Income generated: 500
    • +Growth: +10 (all adjacent provinces)
    • +Leadership: +13 (own armies in province)
    • −Corruption: -1 (all provinces)
    • −Income from all buildings: +6% (local province)
    • −Control: +1 (factionwide)
    • +Corruption: -1 (all regions factionwide)
    • +Income from all buildings: +13% (all regions in province)
    • +Control: +2 (factionwide)
    • +Construction cost: -10% for all buildings (all regions in province)
    • +Character experience gain per turn: +500 (own characters in province)
    • −Campaign movement range: +20% for own armies starting their turn in this region
    • −Casualty replenishment rate: +15% (armies in province)
    • −Growth: +5 (all provinces)
    • +Campaign movement range: +20% for own armies starting their turn in this province
    • +Casualty replenishment rate: +15% (own armies in province)
    • +Growth: +10 (all provinces)
    • −Unit experience gain per turn: +200 (armies in province)
    • −Recruit rank: +1 for all units
    • +Unit experience gain per turn: +1000 (own armies in province)
    • +Upkeep: -10% (own armies in province)
    • +Campaign line of sight: +50% (local province)
    • −Skaven corruption: +1
    • −Income generated: 90
    • −Skaven corruption: +1
    • −Income generated: 100
    • −Diplomatic relations: +10 with Skaven
    • −Winds of Magic power reserve capacity: +10 (all armies)
    • −Lord recruit rank: +1 (factionwide)
    • −Food generated: 3
    • −Skaven corruption in adjacent provinces: +4
    • −Skaven corruption: +8
    • −Casualty replenishment rate: +5% (all armies)
    • −Growth: +10 (all provinces)
    • −Loyalty: +1 for Grey Seer recruits (factionwide)
    • −Food generated: 3
    • −Warpstone generated: +25 (Clan Scruten only)
    • −Income generated: 300
    • −Growth: +13
    • −Loyalty: +2 for Grey Seer recruits (factionwide)
    • −Food generated: 4
    • −Lord recruit rank: +3 for Grey Seers (factionwide)
    • −Warpstone generated: +50 (Clan Scruten only)
    • −Income generated: 400
    • −Growth: +13
    • −Loyalty: +5 for Grey Seer recruits (factionwide)
    • −Food generated: 5
    • −Lord recruit rank: +5 for Grey Seers (factionwide)
    • −Warpstone generated: +100 (Clan Scruten only)
    • −Income generated: 500
    • −Growth: +13
    • −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)
    • −Ivory resource production: 20 tusks
    • −Income generated: 80
    • +Ivory resource production: 15 tusks
    • +Income generated: 25
    • −Corruption: -1
    • −Income generated: 90
    • +Corruption: -2
    • +Income generated: 50
    • −Corruption: -2
    • +Corruption: -3
    • +Vigour loss reduction: -10% (own armies in province)
    • −Recruit rank: +6 for Plague Claw Catapult, Warp Lightning Cannon and Doomwheel units
    • −Upkeep: -5% for Plague Claw Catapult, Warp Lightning Cannon and Doomwheel units (all armies)
    • +Recruit rank: +6 for Plague Claw Catapult, Warp Lightning Cannon and Doomwheel units (own armies in province)
    • +Upkeep: -4% for Plague Claw Catapult, Warp Lightning Cannon and Doomwheel units (own armies factionwide)
    Clan SummitSkavennew
    • +Upkeep: -1% for Clanrats units (own armies factionwide)
    • +Campaign movement range: +2% for armies (own armies factionwide)
    • +Skaven corruption: +1
    • +Income generated: 40
    • +Growth: +5 (all provinces)
    • +Upkeep: -2% for Clanrats units (own armies factionwide)
    • +Campaign movement range: +4% for armies (own armies factionwide)
    • +Skaven corruption: +1
    • +Income generated: 50
    • +Global recruitment capacity: +1
    • +Growth: +10 (all provinces)
    • +Global recruitment duration: -1 turn for all units (own armies in province)
    • +Recruit rank: +1 for Warlords (all provinces)
    Storage CavesSkavennew
    • +Casualty replenishment rate: +1% (own armies in province)
    • +Control: -1
    • +Food generated: 1
    • +Skaven corruption: +1
    • +Income generated: 20
    • +Unit capacity: +1 Skavenslaves, Spears, Slingers
    • +Casualty replenishment rate: +2% (own armies in province)
    • +Control: -2
    • +Food generated: 2
    • +Skaven corruption: +1
    • +Income generated: 40
    • +Unit capacity: +2 Skavenslaves, Spears, Slingers
    • +Casualty replenishment rate: +4% (own armies in province)
    • +Control: -3
    • +Food generated: 3
    • +Skaven corruption: +1
    • +Income generated: 60
    • +Unit capacity: +3 Skavenslaves, Spears, Slingers
    • +Food capacity: +1

    Technologies

    • −Hero recruit rank: +2 for Chieftains
    • −Leadership: +5 for Clanrats units
    • +Leadership: +8 for Clanrats units
    • +Attribute: Expendable for Clanrats units
    • Research points: 400 → 600
    • −Food capacity: +30
    • −Food generated: 1
    • +Vigour loss reduction: -5% (own armies factionwide in owned territory)
    • −Charge bonus: +15 for Rat Ogres, Mutant Rat Ogre and Stormfiend units
    • −Weapon strength: +5% for Rat Ogres, Mutant Rat Ogre and Stormfiend units
    • +Charge bonus: +10 for Rat Ogres and Mutant Rat Ogre units
    • +Weapon strength: +10% for Rat Ogres and Mutant Rat Ogre units
    • −Melee attack: +5 for Hell Pit Abomination units
    • +Melee attack: +4 for Hell Pit Abomination units
    • −Recruit rank: +2 for Rat Ogres, Mutant Rat Ogre, Hell Pit Abomination and Stormfiend units
    • +Speed: +10% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units
    • +Recruit rank: +2 for Rat Ogres, Mutant Rat Ogre and Hell Pit Abomination units
    • Research points: 800 → 1000
    • −Local recruitment capacity: +1 (all provinces)
    • +Experience gain for units: +25% when fighting against Rebels
    • −Income from post-battle loot: +5%
    • −Attribute: Expendable for Clanrats units
    • −Melee attack: +5 for Clanrats units
    • +Melee attack: +4 for Clanrats units
    • −Magic item drop chance from battle: +3%
    • −Income from sacking settlements: +5%
    • +Character experience gain: +5%
    • +Hero recruit rank: +2 for Chieftains
    • Research points: 400 → 600
    • −Missile resistance: 10% during siege battles (all armies)
    • +Missile resistance: 10% during siege battles
    • Research points: 400 → 600
    • −Leadership: +5 for Rat Ogre and Stormfiend units
    • +Character experience gain: +5%
    • Research points: 400 → 800
    • −Bonus vs Infantry: +5 for Wolf Rat and Brood Horror units
    • +Bonus vs Infantry: +4 for Wolf Rat and Brood Horror units
    • Research points: 400 → 800
    • Research points: 400 → 1000
    • −Hero recruit rank: +2 for Warlock Engineers
    • −Lord recruit rank: +2
    • Research points: 1200 → 1000
    • −Casualty replenishment rate: +5%
    • +Battle reinforcement time: -25%
    • −Charge bonus: +5 for Skavenslaves and Pusbags units
    • −Melee defence: +5 for Skavenslaves and Pusbags units
    • −Upkeep: -20% for Skavenslaves and Pusbags units
    • +Charge bonus: +8 for Skavenslaves units
    • +Melee defence: +4 for Skavenslaves units
    • −Food capacity: +30
    • −Food generated: 1
    • +Vigour loss reduction: -5% (own armies factionwide in owned territory)
    • Research points: 1200 → 1000
    • −Food capacity: +30
    • −Food generated: 1
    • +Vigour loss reduction: -5% (own armies factionwide in owned territory)
    • −Armour: +5 for Stormvermin and Stormfiend units
    • +Armour: +5 for Stormvermin units
    • −Control: +1
    • +Ammunition: +10% (all characters factionwide)
    • +Melee attack: +4 (all characters factionwide)
    • Research points: 400 → 600
    • −Upkeep: -5% for Warpfire Thrower, Ratling Gun, Warplock Jezzails, Poisoned Wind Globadiers, Poisoned Wind Mortars and Death Globe Bombardiers units
    • −Ammunition: +25% for Missile Infantry units
    • Research points: 1200 → 800
    • +Reload time reduction: +10% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units
    • Research points: 1200 → 1000
    • −Food generated: 1
    • +Reinforcement range: +25%
    • −Recruitment cost: -5% for Skavenslaves, Pusbags and Clanrats units
    • −Growth: +10
    • +Upkeep: -13% for Clanrats units
    • +Recruit rank: +2 for Skavenslaves units
    • −Leadership: +3
    • +Leadership: +2
    • Research points: 400 → 600
    • −After using the Dominating Scheme rite, a Verminlord will become available for recruitment
    • −Campaign movement range: +10%
    • +Recruitment cost: -10% for all units
    • Research points: 400 → 600
    • −Campaign movement range: +10% for Verminlords
    • −Experience gain: +25% for Verminlords
    • +Character experience gain: +5%
    • Research points: 1200 → 800
    • −Food capacity: +30
    • −Food generated: 1
    • +Vigour loss reduction: -5% (own armies factionwide in owned territory)
    • −Income from all buildings: +5%
    • −Growth: +25
    • +Experience gain: +100% for units (own armies factionwide in enemy territory)
    • Research points: 1600 → 1200
    • Research points: 400 → 600
    • −Leadership: +10 for Plague Monk units
    • −Melee attack: +5 for Plague Monks units
    • +Melee attack: +8 for Plague Monks units
    • Research points: 1200 → 800
    • −Diplomatic relations: +10 with all factions
    • +On turn start, Lords have a chance to gain 1 loyalty
    • +Loyalty: +2 for new recruits
    • Research points: 1600 → 1000
    • −Casualty replenishment rate: +10%
    • −Local recruitment capacity: +1 (all provinces)
    • +Hero recruit rank: +2 for Warlock Engineers
    • +Character experience gain: +5%
    • Research points: 1600 → 1000
    Hit & RunSkaven
    • Research points: 800 → 400
    • −Ambush success chance: +5%
    • +Melee defence: +4 (all characters factionwide)
    • Research points: 800 → 400
    • −Food capacity: +30
    • −Food generated: 1
    • +Vigour loss reduction: -5% (own armies factionwide in owned territory)
    • +Speed: +10% for Plague Monks and Plague Claw Catapult units
    • Research points: 1200 → 600
    • −Skaven corruption in adjacent provinces: +1 (all provinces)
    • +Physical resistance: 5% for Plague Monks and Plague Claw Catapult units
    • +Skaven corruption in adjacent provinces: +1
    • Research points: 1200 → 800
    • +Recruitment cost: -10% for Stormvermin units
    • Research points: 1600 → 1000
    • −Missile resistance: +10% for Stormfiend (Grinderfist, Doomflayer Gauntlets, Shock Gauntlets) units
    • −Weapon strength: +10% for Stormfiend (Grinderfist, Doomflayer Gauntlets, Shock Gauntlets) units
    • −Recruitment cost: -5%
    • +Casualty replenishment rate: +10% for Skavenslaves units
    • Research points: 800 → 400
    • −Recruitment cost: -5% for Night Runners and Gutter Runners units
    • −Upkeep: -5% for Night Runners and Gutter Runners units
    • +Recruitment cost: -10% for Night Runners and Gutter Runners units
    • +Ammunition: +10% to Gutter Runners and Night Runners units
    • Research points: 800 → 400
    • −Food capacity: +30
    • −Food generated: 1
    • +Vigour loss reduction: -5% (own armies factionwide in owned territory)
    • Research points: 1600 → 1000
    • −Missile strength: +10% for Stormfiend (Ratling Cannons, Warpfire Projectors, Windlaunchers) units
    • −Range: +10% for Stormfiend (Ratling Cannons, Warpfire Projectors, Windlaunchers) units
    • Research points: 800 → 400
    • +Character experience gain: +5%
    • Research points: 800 → 400
    • −Hero action cost: -20%
    • −Hero recruitment cost: -33%
    • +Hero action cost: -25%
    • +Hero recruitment cost: -25%
    • Research points: 800 → 600
    • −Assassinate action: Additional 5% success chance (all Heroes)
    • +Assassinate action: Additional 10% success chance (all heroes factionwide)
    • Research points: 1600 → 800
    • −Melee attack: +5 for Stormvermin units
    • −Melee defence: +5 for Stormvermin units
    • −Control: +1
    • +Melee attack: +4 for Stormvermin units
    • +Melee defence: +4 for Stormvermin units
    • Research points: 1600 → 1000
    Can't See SeeSkavennew
    • +Attribute: Stalk when defending (own armies factionwide in enemy territory)
    • +Upkeep: -5% (own armies factionwide in enemy territory)
    • +Additional effects unlocked for Excavation Under-Empire chain
    WarpstoneSkavennew
    • +Steal Technology action: Research rate is increased by an additional 10
    • +Winds of Magic cost: -25% for overcast spells
    • +Additional effects unlocked for Warpstone Refinery Under-Empire chain
    We're SorrySkavennew
    • +All regions owned by factions that you have trade agreements with are visible
    • +Diplomatic relations: +25 with Chaos Dwarfs, Warriors of Chaos and Norsca
    • +Additional effects unlocked for Subterranean Strip Mine Under-Empire chain
    TakenSkavennew
    • +Casualties captured post-battle: +25%
    • +Food generated: 1 (own armies factionwide)
    • +Additional effects unlocked for Kidnapping Under-Empire chain
    EndSkavennew
    • +Chance to colonize ruins all around the world each turn (chance is based on Skaven corruption)
    Proxy WarfareSkavennew
    • +Income from raiding: +25%
    • +Control: +4 for every concurrent war with a neighbouring faction
    • +Additional effects unlocked for Raiding Refinery Under-Empire chain
    Black MarketSkavennew
    • +Income from trade: +10% for every ally
    • +Diplomatic relations: +25 with all factions
    • +Additional effects unlocked for Thieving Under-Empire chain
    • +Campaign movement range: +2% for armies (own armies factionwide in owned territory)
    • +Campaign movement range: +4% for armies (own armies factionwide in owned territory)
    • +Campaign movement range: +6% for armies (own armies factionwide in owned territory)
    • +Campaign movement range: +8% for armies (own armies factionwide in owned territory)
    EntranceSkavennew
    • +Ratforce generated: +4 per turn
    • +Food generated: -5
    Scary NatureSkavennew
    • +Immune to diplomatic penalties from trespassing
    • +Additional effects unlocked for Assassination Under-Empire chain
    • +Campaign movement range: +10% for armies
    • +Campaign line of sight: +25%
    • +Additional effects unlocked for Deep Tunnels Under-Empire chain
    • +Campaign movement range: +2% for armies (own armies factionwide in owned territory)
    • +Campaign movement range: +4% for armies (own armies factionwide in owned territory)
    • +Campaign movement range: +6% for armies (own armies factionwide in owned territory)
    • +Campaign movement range: +8% for armies (own armies factionwide in owned territory)
    ExpeditedSkavennew
    • +Lord recruit rank: +2
    • +Lord recruitment cost: +10%
    • +Additional effects unlocked for Stronghold Under-Empire chain
    • +Steal +10% of the experience earned by other Lords (faction leader)
    • +Additional effects unlocked for Warren Under-Empire chain
    BeginningSkavennew
    • +Newly-colonised ruins have greatly reduced construction costs and duration for 1 turn(s)
    FleshcraftingSkavennew
    • +Casualty replenishment rate: +5%
    Order!Skavennew
    • +Control: +2
    • +Hero actions have a 10% chance to grant an Ancillary
    • +Magic item drop chance from battle: +10%
    • +Post battle chance of stealing a magic item: +10%
    • +Evasion chance when using Tunnelling: +25%
    Herding WhipsSkavennew
    • +Construction cost: -10% for all buildings
    • +Construction time: -1 for all buildings (minimum of 1 turn)
    • +Unit Rank: +2 for all units after colonising a ruin
    • +Upkeep: -13% (own armies factionwide in owned territory)
    Saboteur WebSkavennew
    • +Hero action success chance: +13%
    WargrinderSkavennew
    • +Construction time: -1 for Basic Military buildings
    • +Additional effects unlocked for War Camp Under-Empire chain
    Card TrickSkavennew
    • +Siege towers: +1 per siege item constructed
    • +Battle reinforcement time: -25%
    • +Additional effects unlocked for Protection Under-Empire chain
    • +Local recruitment capacity: +2
    • +Food capacity: +15
    • +Food generated: 2
    • +Ambush success chance: +10%
    • +Ambush defence chance: +10%
    • +Food capacity: +30
    • +Food generated: 4
    • +No colonisation cost
    • +Global recruitment capacity: +1
    • +Food capacity: +45
    • +Food generated: 6
    Clan ButcherSkavennew
    • +Constant casualty replenishment rate: +5%
    • +Growth: +10 (armies in own region)
    • +Growth: -20 (armies in enemy region)
    • +Food capacity: +60
    • +Food generated: 8
    Slave Force ISkavennew
    • +Ratforce generated: +4 per turn
    • +Ratforce generated: +4 per turn
    • +Ratforce generated: +4 per turn
    • +Ratforce generated: +4 per turn
    • +Ratforce generated: +4 per turn
    • +Ratforce generated: +4 per turn
    Food Force ISkavennew
    • +Food generated: -5
    • +Ratforce generated: +4 per turn
    Food Force IISkavennew
    • +Food generated: -5
    • +Ratforce generated: +4 per turn
    • +Food generated: -5
    • +Ratforce generated: +4 per turn