Total War: WARHAMMER II Guide

[ME] List of Legendary Lords, their effects and starting units for Total War: WARHAMMER II

[ME] List of Legendary Lords, their effects and starting units

Overview

This is a simple list of Legendary Lords available in the Mortal Empires campaign, along with their campaign and lord effects, starting units, starting position, preferred climates and required DLC if any.

High Elves

Race Attributes:

  • Intrigue: Influence can be spent on superior Lords, or used to affect diplomacy between factions.
  • Espionage: Trade agreements allow line of sight to assets controlled by the trade partner.
  • Martial Prowess: Superior coordination in melee combat when High Elves enter battle at full strength.

Legendary Lords:

Tyrion

Lord Effects:

  • Upkeep: -50% for Spearmen, Silverin Guard, Rangers, Archers and Silver Helms units (Lord’s army)
  • Recruit rank: +3 for Lothern Sea Guard units (Lord’s army)

Faction: Lothern
Initial challenge: Normal
Faction effects:

  • Diplomatic relations: +20 with High Elves
  • Construction time: -50% for Shrine of Khaine building
  • Recruitment duration: -1 turn for infantry and cavalry units (minimum 1)

Climates:

  1. Suitable: Frozen, Savannah, Temperate Island
  2. Unpleasant: Temperate, Mountain, Magical Forest, Jungle
  3. Uninhabitable: Wasteland, Chaotic Wasteland, Desert

Starting Units:

  • Noble [Hero]
  • White Lions of Chrace [Great Axe Infantry]
  • Spearmen [Spear Infantry]
  • 2 Archers [Missile Infantry]
  • Ithilmar Chariot [Chariot]
  • Silver Helms (Shields) [Shock Cavalry]

Teclis

Lord Effects:

  • Winds of Magic power reserve: +30
  • Bound spell: “Fireball”

Faction: Order of Loremasters
Initial challenge: Hard
Faction effects:

  • Diplomatic relations: +10 with Men, High Elves, Wood Elves, Lizardmen and Dwarfs
  • Construction cost: -25% for Mage buildings
  • Recruit rank: +5 for Loremasters of Hoeth, Mages and Archmages
  • Recruitment cost: -25% for Swordmasters of Hoeth and Phoenix units

Climates:

  1. Suitable: Savannah, Jungle, Temperate Island
  2. Unpleasant: Temperate, Frozen, Mountain, Magical Forest
  3. Uninhabitable: Wasteland, Chaotic Wasteland, Desert

Starting Units:

  • Mage (Life) [Hero]
  • Swordmasters of Hoeth [Greatsword Infantry]
  • Spearmen [Spear Infantry]
  • 2 Archers [Missile Infantry]
  • Great Eagle [Monstrous Beast]
  • Eagle Claw Bolt Thrower [Field Artillery]

Alarielle the Radiant

Requires The Queen & The Crone
Lord Effects:

  • Alarielle leaves lingering bonuses on regions she visits
  • Alarielle weakens as Chaos grows stronger
  • Missile damage: +15% for Sisters of Avelorn and Handmaiden units (Lord’s army)

Faction: Avelorn
Initial challenge: Hard
Faction effects:

  • Influence Cost: -25% for Intrigue at Court actions
  • Gains bonuses when all of Ulthuan is held by High Elves
  • Receives penalties when regions within Ulthuan are not held by High Elves
  • Hero capacity: +2 for Handmaidens
  • Invocation of Lileath: Improves casting and magic item drop chance
  • Greater of Invocation of Isha: Additional bonuses for Tree Spirits units

Climates:

  1. Suitable: Frozen, Savannah, Magical Forest, Temperate Island
  2. Unpleasant: Temperate, Wasteland, Mountain, Jungle
  3. Uninhabitable: Chaotic Wasteland, Desert

Starting Units:

  • Handmaiden [Hero]
  • Dryads [Creature Infantry]
  • 2 Spearmen [Spear Infantry]
  • Sisters of Avelorn [Missile Infantry]
  • Ellyrian Reavers [Shock Cavalry]
  • Tree Kin [Monstrous Infantry]

Alith Anar

Requires Alith Anar
Lord Effects:

  • Ambush success chance: +25% (Lord’s army)
  • Upkeep: -50% for Shadow-walkers and Shadow Warriors units (Lord’s army)

Faction: Nagarythe
Initial challenge: Hard
Faction effects:

  • Suitable Climate: Wasteland
  • Eliminating characters that are Marked for Death grants various rewards
  • Invocation of Morai-Heg: Summons unique Hero Hand of the Shadow Crown
  • Global recruitment duration: -1 turn for all units
  • Campaign movement range: +10% for armies (all armies)

Climates:

  1. Suitable: Wasteland, Frozen
  2. Unpleasant: Temperate, Savannah, Mountain, Magical Forest, Jungle, Temperate Island
  3. Uninhabitable: Chaotic Wasteland, Desert

Starting Units:

  • 2 Spearmen [Spear Infantry]
  • Shadow-walkers [Missile Infantry]
  • Spearmen [Spear Infantry]
  • Archers [Missile Infantry]
  • Great Eagle [Monstrous Beast]

Eltharion

Requires The Warden & The Paunch
Lord Effects:

  • Immune to Barren Wasteland attrition (Lord’s army)
  • Leadership: +8 for Spear Infantry and Ranger units (Lord’s army)
  • Melee Defence: +8 for Spear Infantry and Ranger units (Lord’s army)
  • Attribute: Causes Fear when fighting against Greenskins (Lord’s army)

Faction: Yvresse
Initial challenge: Hard
Faction effects:

  • Has access to the Dungeon of Athel Tamarha
  • Can spread the Mists of Yvresse, cloaking Eltharion and his allies’ lands in a defensive shroud
  • Diplomatic relations: -80 with Greenskins
  • Recruit rank: +3 for Spear Infantry and Ranger units

Climates:

  1. Suitable: Frozen, Wasteland, Temperate Island, Savannah
  2. Unpleasant: Magical Forest, Mountain, Temperate, Jungle
  3. Uninhabitable: Ocean, Chaotic Wasteland, Desert

Starting Units:
Eltharion’s Army:

  • Athel Tamarha Faithbearers [Mistwalker Sword Infantry]
  • Silverin Guard [Spear Infantry]
  • Archers [Missile Infantry]
  • Arcane Phoenix [Monstrous Beast]
  • War Lions of Chrace [War Beasts]

Lorna’s Army

  • Spearmen [Spear Infantry]
  • Spire Guard of Tor Yvresse [Mistwalker Hybrid Infantry]
  • Archers [Missile Infantry]
  • Ellyrian Reaver Archers [Missile Cavalry]
  • Loremaster of Hoeth [Hero]

High Elves

Imrik

Requires Imrik
Lord Effects:

  • Campaign movement range: +15%
  • Draconic Resilience: Immune to Mountain and Desert attrition (Lord’s army)
  • Upkeep: -25% for Dragons and Dragon Princes (Lord’s army)

Faction: Knights of Caledor
Initial challenge: Hard
Faction effects:

  • Dragon Taming: Seek out the secrets of mighty Dragons or defeat them for their allegiance
  • Suitable Climate: Mountain
  • Greater Invocation of Vaul: Additional bonuses for Dragon units
  • Invocation of Eldrazor: Improves and grants experience to Dragon Princes, Lords and Heroes
  • Recruitment duration: -1 turn for Dragon and Dragon Prince units

Climates:

  1. Suitable: Frozen, Mountain, Temperate Island, Savannah, Desert
  2. Unpleasant: Magical Forest, Temperate, Jungle
  3. Uninhabitable: Wasteland, Ocean, Chaotic Ocean

Starting Units:

  • White Lions of Chrace [Great Axe Infantry]
  • Spearmen [Spear Infantry]
  • 2 Archers [Missile Infantry]
  • Dragon Princes [Shock Cavalry]
  • Sun Dragon [Flying Monster]
  • Mage (Fire) [Hero]

Lizardmen

Race Attributes:

  • Geomantic Web: settlements are linked by a network which boosts the power of commandments.
  • Special Spawnings: Periodic missions allow access to powerful Blessed variants of certain units.
  • Beasts suitable for every task, though some are so ferocious they may lose control and charge ahead.

Climates:

  1. Suitable: Savannah, Desert, Jungle
  2. Unpleasant: Temperate, Mountain, Magical Forest, Temperate Island
  3. Uninhabitable: Wasteland, Frozen, Chaotic Wasteland

Legendary Lords:

Lord Mazdamundi

Lord Effects:

  • Miscast base chance: -50%
  • Unit experience gain per turn: +50 (Lord’s army)
  • Winds of Magic power reserve: +40
  • Upkeep: -50% for Temple Guards units (Lord’s army)

Faction: Hexoatl
Initial challenge: Normal
Faction effects:

  • Diplomatic relations: -10 with most factions
  • Construction cost: -50% for Star Chamber buildings
  • Rite cost: -30%
  • Slann Mage-Priest capacity: +1

Starting Units:

  • Saurus Scar-Veteran [Hero]
  • Temple Guards [Halberd Infantry]
  • Saurus Warriors [Mace Infantry]
  • 2 Skink Cohort (Javelins) [Missile Infantry]
  • Feral Bastiladon [Monster]
  • Kroxigors [Monstrous Infantry]

Kroq-Gar

Lord Effects:

  • Upkeep: -50% for Saurus and Cold One units (Lord’s army)
  • Ambush success chance: +25% (Lord’s army)
  • Armour: +20 for Stegadon, Bastiladon, Terradon, Ripperdactyl, Carnosaur and Dread Saurian (Lord’s army)
  • Leadership: +10 for Stegadon, Bastiladon, Terradon, Ripperdactyl, Carnosaur and Dread Saurian units (Lord’s army)
  • Leadership: +10 (Lord’s army)

Faction: Last Defenders
Initial challenge: Hard
Faction effects:

  • Upkeep: -10% for all units

Starting Units:

  • Skink Priest (Heavens) [Hero]
  • Saurus Spears (Shields) [Spear Infantry]
  • Saurus Warriors [Mace Infantry]
  • 2 Skink Cohort (Javelins) [Missile Infantry]
  • Cold One Spear-Riders [Cold One Spear Cavalry]
  • Feral Stegadon [Monster]

Tehenhauin

Requires The Prophet & The Warlock
Lord Effects:

  • Physical resistance: 10% for Skinks units (Lord’s army)
  • Leadership: +10 when fighting against Skaven (Lord’s army)
  • Untainted: +3 (local province)

Faction: Cult of Sotek
Initial challenge: Very Hard
Faction effects:

  • Sacrifical offerings gained from winning battles can be offered to Sotek to receive a variety of powerful rewards.
  • Upkeep: +200% for Saurus Infantry and Temple Guard units until completing Stage 1 of the Prophecy of Sotek
  • Rite cost: -75% for Rite of Sotek

Starting Units:

  • Red Crested Skinks [Great Axe Infantry]
  • Skink Cohort (Javelins) [Missile Infantry]
  • Skink Skirmishers [Missile Infantry]
  • Salamander Hunting Pack [Hunting Packs]
  • Bastiladon (Ark of Sotek) [Support Monster]

Tiqtaq’To

Requires Tiktaq’to
Lord Effects:

  • Upkeep: -50% for Terradon Riders and Ripperdactyl Riders units (Lord’s army)
  • Melee attack: +10 when in foreign territory (Lord’s army)

Faction: Tlaqua
Initial challenge: Normal
Faction effects:

  • Skink Heroes start with a Terradon mount
  • Rite of Tzunki: Resets the campaign movement range of all armies and characters when performed
  • Campaign line of sight: +25% (all characters)
  • Terradons gain a unique battle ability

Starting Units:

  • Skink Cohort [Cudgel Infantry]
  • 2 Skink Skirmishers [Missile Infantry]
  • Cold One Riders [Cold One Cavalry]
  • Terradon Riders (Fireleech Bolas) [Flying Missile Cavalry]

Nakai the Wanderer

Requires The Hunter & The Beast
Lord Effects:

  • Melee defence: +5 for Kroxigor and Sacred Kroxigor units (Lord’s army)
  • Recruitment cost: -10% for Kroxigor and Sacred Kroxigor units (Lord’s army)

Faction: Spirit of the Jungle
Initial challenge: Normal
Unique Race Attributes:

  • Jungle Nexus: Shared recruitment access, using the primary horde as focal point from which to recruit via global pool.
  • Spawnings of the Ancients: Restricted from settlement capture, ownership can instead be transferred to the Defenders of the Great Plan faction for notable benefits.

Faction effects:

  • Nakai’s horde unlocks units, while other hordes use global recruitment to get access to them
  • Nakai’s vassals occupy the settlements conquered. More settlements controlled come with increasing rewards
  • Recruit rank: +3 for Kroxigor Ancients

Starting Units:

  • Skink Priest (Heavens) [Hero]
  • Saurus Spears (Shields) [Spear Infantry]
  • Saurus Warriors (Shields) [Mace Infantry]
  • Skink Cohort (Javelins) [Missile Infantry]
  • Sacred Kroxigor [Monstrous Infantry]
  • Kroxigors [Monstrous Infantry]

Gor-Rok

Requires Gor-Rok
Lord Effects:

  • Melee defence: +5 when in own or friendly territory (Lord’s army)
  • Physical resistance: 20% when defending sieges (Lord’s army)

Faction: Itza
Initial challenge: Easy
Faction effects:

  • Rite of Resilience: Unbreakable and defence bonuses for Saurus
  • Starts the campaign with control of Lord Kroak
  • Recruit rank: +3 for Saurus Scar-Veterans
  • Upkeep: -20% for Saurus units

Starting Units:

  • Lord Kroak [Legendary Slann Hero]
  • 2 Saurus Speaks (Shields) [Spear Infantry]
  • 2 Saurus Warriors (Shields) [Mace Infantry]
  • Skink Cohort (Javelins)

Dark Elves

Race Attributes:

  • Black Arks: Powerful naval units that can replenish forces, recruit new units and forces, and bombard battles within range.
  • Slaves: Provide a bonus to provincial economies at the cost of reduces public order.
  • Murderous Prowess: Dark Elves receive the favour of Khaine in the form of increased combat performance should they kill enough enemies in battle.

Climates:

  1. Suitable: Frozen, Chaotic Wasteland, Temperate Island
  2. Unpleasant: Temperate, Savannah, Mountain, Jungle
  3. Uninhabitable: Wasteland, Desert, Magical Forest

Legendary Lords:

Malekith

Lord Effects:

  • Upkeep: -50% for Black Guard of Naggarond, Dreadspears, Bleakswords and Darkshards units (Lord’s army)

Faction: Naggarond
Initial challenge: Hard
Faction effects:

  • Malekith gives a percentage of XP earned to other Lords
  • Diplomatic relations: +30 with Cult of Pleasure
  • Loyalty: +2 for new recruits
  • Increased chance of loyalty loss for Lords of a higher rank than Malekith

Starting Units:

  • Sorceress (Fire) [Hero]
  • Black Guard of Naggarond [Halberd Infantry]
  • 2 Dreadspears [Spear Infantry]
  • 2 Darkshards [Missile Infantry]
  • Cold One Chariot [Missile Chariot]
  • Reaper Bolt Thrower [Field Artillery]

Morathi

Lord Effects:

  • On turn start, Lords in this character’s region have a chance to gain 2 loyalty (local region)

Faction: Cult of Pleasure
Initial challenge: Hard
Faction effects:

  • Speads Chaos corruption
  • Diplomatic relations: -40 with the faction of Exiles of Nehek
  • Diplomatic relations: +20 with Dark Elves
  • Construction cost: -25% for Sorcery buildings
  • Hero action cost: -50%
  • Chaos corruption: +1 (all characters)
  • Upkeep: -50% for Heroes

Starting Units:

  • Khainite Assassin [Hero]
  • Witch Elves [Dual Dagger Infantry]
  • 2 Dreadspears [Spear Infantry]
  • 2 Darkshards [Missile Infantry]
  • Dark Riders (Repeater Crossbow) [Missile Cavalry]
  • War Hydra [Monster]

Crone Hellebron

Requires The Queen & The Crone
Lord Effects:

  • Upkeep: -50% for Witch Elves, Sisters of Slaughter and Har Ganeth Executioners (Lord’s army)

Faction: Har Ganeth
Initial challenge: Hard
Faction effects:

  • Can sacrifice slaves to trigger a Death Night
  • Death Night spawns an allied Blood Voyage army
  • Failure to hold a Death Night causes penalites
  • Hero capacity: +2 for Death Hags
  • Casualties captured post-battle: +25%
  • Sacrifice to Drakira: Improves Death Hags and Witch Elves, plus bonuses for all armies versus High Elves

Starting Units:

  • Death Hag [Hero]
  • Har Ganeth Executioners [Greatsword Infantry]
  • Sisters of Slaughter [Whip Infantry]
  • Bleakswords [Sword Infantry]
  • 2 Dreadspears [Spear Infantry]
  • Darkshards [Missile Infantry]

Lokhir Fellheart

Requires Lokhir Fellheart
Lord Effects:

  • Upkeep: -50% for Black Ark Corsairs units (Lord’s army)

Faction: The Blessed Dread
Initial challenge: Hard
Faction effects:

  • Suitable Climate: Jungle
  • Suitable Climate: Savannah
  • Sacrifice to Anath Raema: Improves Corsair and Kharibdyss units
  • Income from Slave Pens and Slave Markets: +50%
  • Every owned Major Port will allow the recruitment of a Black Ark

Starting Units:
Lokhir’s army:

  • Bleakswords [Sword Infantry]
  • Dreadspears [Spear Infantry]
  • 2 Black Ark Corsairs (Handbows) [Handbow Infantry]
  • Darkshards (Shields) [Missile Infantry]
  • Feral Manticore [Flying Monster]

Admiral’s Black Ark:

  • 2 Black Ark Corsairs [Dual Sword Infantry]

Malus Darkblade

Requires The Shadow & The Blade
Lord Effects:

  • Recruitment cost: -20% for Cold One Dread Knights, Cold One Knights and Cold One Chariot units (Lord’s army)
  • Chance of intercepting an army using the Underway, beast-paths or Worldroots: +10%
  • Upkeep: -50% for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (Lord’s army)

Faction: Hag Graef
Initial challenge: Hard
Faction effects:

  • Suitable Climate: Mountain
  • Suitable Climate: Jungle
  • Malus is possessed by the Daemon Tz’arkan, who is controlled with the use of elixirs
  • Tz’arkan’s Whispers: The Daemon influences Malus to commit acts of slaughter and cruelty
  • Military alliance with Naggarond
  • Income from Iron Mines, Gold Mines and Marble Quarries: +30% (all regions)

Starting Units:
Malus’s Army:

  • Master [Hero]
  • Bleakswords [Sword Infantry]
  • 2 Dreadspears [Spear Infantry]
  • 2 Darkshards [Missile Infantry]
  • Cold One Knights [Cold One Spear Cavalry]
  • Scourgerunner Chariot [Missile Chariot]
  • Bloodwrack Medusa

High Beastmaster’s Army (in Hag Graef):

  • 2 Bleakswords [Sword Infantry]
  • Dreadspears [Spear Infantry]
  • Darkshards [Missile Infantry]
  • Cold One Knights [Cold One Spear Cavalry]

Black Ark:

  • 2 Black Ark Corsairs [Dual Sword Infantry]

Skaven

Race Attributes:

  • Skaven Under-Empire: Estabilish warrens in any settlement, undermining your enemies progress, or hide in plain sight while growing your own empire.
  • Food: Maintain food supplies to gain growth and other bonuses, and to avoid starvation penalties.
  • Skaven corruption is a detriment to local public order, but allows you to spawn additional units of Clanrats to fight in local battles.

Legendary Lords:

Queek Headtaker

Lord Effects:

  • Melee attack: +10 when fighting against Dwarfs and Greenskins
  • Weapon strength: +10% when fighting against Dwarfs and Greenskins
  • Upkeep: -50% for Stormvermin and Clanrats units (Lord’s army)
  • Army ability number of uses: +2 for “The Menace Below”

Faction: Clan Mors
Initial challenge: Very Hard
Faction effects:

  • Queek Headtaker steals a percentage of XP earned by other Lords
  • Loyalty: -2 for Grey Seer recruits

Climates:

  1. Suitable: Temperate, Wasteland, Savannah, Mountain, Desert, Jungle
  2. Unpleasant: Frozen, Chaotic Wasteland
  3. Uninhabitable: Magical Forest, Temperate Island

Starting Units:

  • 2 Stormvermin (Sword & Shield) [Sword Infantry]
  • 3 Clanrats [Sword Infantry]
  • Gutter Runner Slingers [Missile Infantry]
  • Warp Lightning Cannon [Siege Artillery]

Lord Skrolk

Lord Effects:

  • Upkeep: -50% for Plague Monks, Plague Monk Censer Bearers, Plagueclaw Catapult and Plague Priest units (Lord’s army)
  • Skaven corruption: +3 (local province)

Faction: Clan Pestilens
Initial challenge: Normal
Faction effects:

  • Chance of a plague spreading: +100%
  • Plagues bolster your forces and nurture your settlements
  • Construction cost: -50% for Pox Cauldron, Pestilent Nave and Plague Bailey buildings
  • Rite cooldown: -15 turns for “The Pestilent Scheme”

Climates:

  1. Suitable: Temperate, Wasteland, Savannah, Mountain, Desert, Jungle
  2. Unpleasant: Frozen, Chaotic Wasteland
  3. Uninhabitable: Magical Forest, Temperate Island

Starting Units:

  • Plague Priest [Hero]
  • 2 Plague Monks [Dual Sword Infantry]
  • 3 Skavenslave Slingers [Missile Infantry]
  • Rat Ogres [Monstrous Infantry]
  • Plagueclaw Catapult [Catapult]

Tretch Craventail

Requires Tretch Craventail
Lord Effects:

  • Melee attack: +13 during ambushes (Lord’s army)
  • Melee attack: +13 after retreating when attacked (Lord’s army)
  • Attribute: Vanguard Deployment (all units in army)

Faction: Clan Rictus
Initial challenge: Normal
Faction effects:

  • Scurry Away has improved effect and grants a minor ward save while active
  • Public order: +4 whenever a diplomatic treaty is broken
  • Attribute: Encouragefor Stormvermin units
  • Recruit rank: +3 for Stormvermin units

Climates:

  1. Suitable: Temperate, Wasteland, Frozen, Savannah, Mountain, Desert
  2. Unpleasant: Chaotic Wasteland, Jungle
  3. Uninhabitable: Magical Forest, Temperate Island

Starting Units:

  • 2 Stormvermin (Sword & Shield) [Sword Infantry]
  • Skavenslave Spears [Spear Infantry]
  • Death Runners [Dual Sword Infantry]
  • 2 Skavenslave Slingers [Missile Infantry]
  • Doomwheel [War Machine]

Ikit Claw

Requires The Prophet & The Warlock
Lord Effects:

  • Starts the campaign with a Warpstorm Doomrocket
  • Upkeep: -50% for Warplock Jezzails, Ratling Gun and Warpfire Thrower Weapons Team units (Lord’s army)
  • Recruit rank: +2 for all Skaven Weapons Team units

Faction: Clan Skryre
Initial challenge: Hard
Faction effects:

  • Gain access to the Clan Skryre Forbidden Workshop
  • Reserach rate: +20%
  • Loyalty: +2 for new recruits
  • Construction cost: -40% for Engineering buildings

Climates:

  1. Suitable: Temperate, Wasteland, Savannah, Mountain, Desert, Jungle
  2. Unpleasant: Frozen, Chaotic Wasteland
  3. Uninhabitable: Ocean, Magical Forest, Temperate Island

Starting Units:

  • Warlock Engineer [Hero]
  • Clanrats [Sword Infantry]
  • 3 Skavenslaves [Sword Infantry]
  • Warplock Jezzails [Weapon Team]
  • Ratling Guns [Weapon Team]
  • Doom-Flayers [War Machine]

Deathmaster Snikch

Requires The Shadow & The Blade
Lord Effects:

  • Ambush success chance: +25% (Lord’s army)
  • Melee attack: +8 for embedded Heroes (Lord’s army)
  • Ability: “Concealment Bombs”

Faction: Clan Eshin
Initial challenge: Normal
Faction effects:

  • Has access to Clan Eshin Shadowy Dealings actions
  • Recruitment cost: +200% for all non-Eshin units (all armies)
  • Clan Loyalty: Eshin Lords never defect
  • Night Runners and Gutter Runners units use armour-piercing Warp-infused projectiles

Starting Units:

  • Eshin Sorcerer [Hero]
  • Eshin Triads [Guandao Infantry]
  • Clanrats (Shields) [Sword Infantry]
  • 2 Clanrat Spears [Spear Infantry]
  • Warp-Grinders [Weapon Team]
  • Gutter Runners [Missile Infantry]
  • Night Runners [Missile Infantry]
  • 2 Night Runners (Slings) [Missile Infantry]

Throt the Unclean

Requires The Twisted & The Twilight
Lord Effects:

  • Upkeep: -20% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror and Hell Pit Abomination (Lord’s army)
  • Passive ability: “Regeneration”
  • Armour: +10 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror and Hell Pit Abomination units (Lord’s army)

Faction: Clan Moulder
Faction effects:

  • Suitable Climate: Frozen
  • Has access to the Clan Moulder Flesh Laboratory
  • Hit points: +10% (all characters)
  • Immune to Mountain attrition
  • Construction cost: +50% for Breeding Stock, Pits of the Packmasters, Force-Feeding Chambers and Laboratory buildings

Starting Units:

  • Packmaster [Hero]
  • Stormvermin [Sword Infantry]
  • 2 Clanrats (Shields) [Sword Infantry]
  • 2 Skavenslaves [Sword Infantry]
  • Mutant Rat Ogre [Monster]
  • Wolf Rats [War Beasts] – unstable
  • Wolf Rats [War Beasts]
  • Rat Ogres [Monstrous Infantry]

Vampire Coast

Requires Curse of the Vampire Coast
Race Attributes:

  • Infamy & Loyalty: Destroy, sack and raid to build a reputation at sea, whilst keeping ambitious commanders loyal and trustworthy by imparting riches and wealth to them.
  • Pirate Coves: Gain Infamy and leech wealth from unsuspecting settlement owners where these hideouts have been formed.
  • Extra Powder: Boosts the firepower missile units can output in battle while they have high levels of ammunition at their disposal.

Climates:

  1. Suitable: Temperate, Wasteland, Frozen, Ocean, Savannah, Desert, Jungle, Temperate Island
  2. Unpleasant: Mountain
  3. Uninhabitable: Chaotic Wasteland, Magical Forest

Legendary Lords:

Luthor Harkon

Lord Effects:

  • Luthor Harkon’s mind is fractured – any one of his myriad different personalities may seize control!
  • Magic resistance: 25% for all units (Lord’s army)
  • Leadership: +8 when fighting against Lizarmen (Lord’s army)
  • Vampiric corruption: +3 (local province)

Faction: The Awakened
Initial challenge: Normal
Faction effects:

  • Diplomatic relations: -60 with Lizardmen
  • Melee defence: +6 for Lords and Heroes (all armies)

Starting Units:

  • 2 Zombie Pirate Deckhands Mob [Dual Sword Infantry]
  • 2 Zombie Pirate Gunnery Mob [Pistol Missile Infantry]
  • Bloated Corpse [Exploding Monster]
  • Mournguls [Monstrous Infantry]
  • Deck Droppers [Flying Pistol Cavalry]

Count Noctilus

Lord Effects:

  • Upkeep: -20% for Necrofex Colossus units (Lord’s army)
  • Weapon strength: +15% for large units (Lord’s army)

Faction: The Dreadfleet
Initial challenge: Easy
Faction effects:

  • Gain war-declaration missions with unique rewards
  • Pirate crew recruitment capacity +2
  • Recruitment duration: -1 turn for Necrofex Colossus units (minimum 1)

Starting Units:

  • Depth Guard [Berserker Axe Infantry]
  • 2 Zombie Pirate Deckhands Mob [Dual Sword Infantry]
  • 2 Zombie Pirate Gunnery Mob [Pistol Missile Infantry]
  • Necrofex Colossus [Missile Monster]

Aranessa Saltspite

Lord Effects:

  • Character’s aura leadership effect: +12
  • Weapon strength: +20% for all Sartosan units (Lord’s army)
  • Melee attact: +8 for all Sartosan units (Lord’s army)

Faction: Pirates of Sartosa
Initial challenge: Normal
Faction effects:

  • Diplomatic relations: -100 with Norscan Tribes
  • Chance of finding Treasure Maps: +25%
  • Income from raiding: +50%
  • Income from sacking settlements: +20%

Starting Units:

  • Gunnery Wight [Hero]
  • 2 Sartosa Free Company [Dual Sword Infantry]
  • 2 Deck Gunners [Specialist Missile Infantry]
  • Zombie Pirate Gunnery Mob (Bombers) [Explosives Infantry]
  • Scurvy Dogs [War Beasts]
  • Rotting Prometheans [Monstrous Beast]

Cylostra Direfin

Lord Effects:

  • Physical resistance: 5% for all units (Lord’s army)
  • Enables magical attacks (Lord’s army)

Faction: The Drowned
Initial challenge: Hard
Faction effects:

  • Loyalty: +2 for new recruits
  • Upkeep: -20% for Syreen and Mourngul units
  • Recruitment cost: -20% for Syreen and Mourngul units

Starting Units:

  • Damned Paladin [Hero]
  • Syreens [Melee Infantry]
  • Zombie Pirate Deckhands Mob [Dual Sword Infantry]
  • 2 Zombie Pirate Gunnery Mob [Pistol Missile Infantry]
  • Mournguls [Monstrous Infantry]
  • Carronade [Siege Artillery]

Tomb Kings

Requires Rise of the Tomb Kings
Race Attributes:

  • Mortuary Cult: Collect valuable trading goods and combine them with Canopic Jars to craft magic items and Legions of Legends
  • Dynasties: Learn from the dynasties of the past to awaken ancient Tomb Kings, unlocking new armeies and Heroes to command.
  • Realm of Souls: Tomb Kings use incantations in the forms of replenishment and summoning: bringing the dead back to life should enough souls of their own be lost in battle.

Legendary Lords:

Settra the Imperishable

Lord Effects:

  • Leadership aura size: +100%
  • Casualty replenishment rate: +10% for Tomb Guard and Skeleton Chariot units (Lord’s army)

Faction: Khemri
Initial challenge: Easy
Faction effects:

  • Public order: +2 (all provinces)
  • Growth: +10 (all provinces)
  • Construction time: -1 for Province Capital/Settlement buildings

Climates:

  1. Suitable: Wasteland, Savannah, Desert
  2. Unpleasant: Temperate, Mountain, Jungle, Temperate Island
  3. Uninhabitable: Frozen, Chaotic Wasteland, Magical Forest

Starting Units:

  • 2 Skeleton Warriors [Sword Infantry]
  • Skeleton Chariot [Chariot]
  • Khemrian Warsphinx [Monster]
  • Tomb Guard (Halberds) [Halberd Infantry]

Grand Hierophant Khatep

Lord Effects:

  • Hero capacity: +2 for Liche Priests
  • Hero recruit rank: +3 for Liche Priests

Faction: Exiles of Nehek
Initial challenge: Hard
Faction effects:

  • Suitable Climate: Mountain
  • Canopic Jars generated: 2 per turn
  • Diplomatic relations: -40 with Dark Elves
  • Campaign movement range: +5% (all armies)
  • Casualty replenishment rate: +10% (all armies)

Climates:

  1. Suitable: Wasteland, Savannah, Mountain, Desert
  2. Unpleasant: Temperate, Frozen, Jungle, Temperate Island
  3. Uninhabitable: Chaotic Wasteland, Magical Forest

Starting Units:

  • Liche Priest (Light) [Hero]
  • Nehekhara Warriors [Sword Infantry]
  • 2 Skeleton Spearmen [Spear Infantry]
  • Carrion [Flying War Beasts]
  • Hierotitan [Magical Monster]

High Queen Khalida

Lord Effects:

  • Enables poison attacks (Lord’s army)
  • Attrition: -50% casualties suffered from all attrition (Lord’s army)
  • Untainted: +3 (local province)

Faction: Court of Lybaras
Initial challenge: Normal
Faction effects:

  • Suitable Climate: Jungle
  • Diplomatic relations: +20 with Tomb Kings
  • Ammunition: +20% (all armies)

Climates:

  1. Suitable: Wasteland, Savannah, Desert, Jungle
  2. Unpleasant: Temperate, Mountain, Temperate Island
  3. Uninhabitable: Frozen, Chaotic Wasteland, Magical Forest

Starting Units:

  • Skeleton Spearmen [Spear Infantry]
  • 2 Skeleton Archers [Missile Infantry]
  • Necropolis Knights [Monstrous Cavalry]
  • Sepulchral Stalkers [Monstrous Infantry]

Arkhan the Black

Lord Effects:

  • Melee attack: +5 for embedded Heroes (Lord’s army)
  • Melee defence: +5 for embedded Heroes (Lord’s army)

Faction: Followers of Nagash
Initial challenge: Hard
Faction effects:

  • Enables recruitment of certain Vampire Count units
  • Diplomatic relations: -50 with Tomb Kings
  • Diplomatic relations: +20 with Vampire Counts
  • Winds of Magic power reserve: +10 (all armies)
  • Vampiric corruption does not affect Public order

Climates:

  1. Suitable: Wasteland, Savannah, Desert
  2. Unpleasant: Temperate, Mountain, Jungle, Temperate Island
  3. Uninhabitable: Frozen, Chaotic Wasteland, Magical Forest

Starting Units:

  • Liche Priest (Nehekhara) [Hero]
  • Fell Bats [Flying War Beasts]
  • 2 Crypt Ghouls [Cudgel Infantry]
  • Skeleton Spearmen [Spear Infantry]
  • 2 Skeleton Archers
  • Tomb Scorpion [Monster]

The Empire

Race Attributes:

  • Imperial Authority: Develop authority within the Empire by engaging in internal politics and quelling problems to enforce confederation, vassalage or war.
  • Summon the Elector Counts: Secure the fealty of the Empire’s Lords to govern or take over by force, assigning new, more loyal Elector Counts.
  • Well-rounded unit roster with a wide range of magical lores and war machines.

Climates:

  1. Suitable: Temperate, Savannah, Desert
  2. Unpleasant: Mountain, Magical Forest, Jungle, Temperate Island
  3. Uninhabitable: Wasteland, Frozen, Chaotic Wasteland

Legendary Lords:

Emperor Karl Franz

Lord Effects:

  • Leadership: +8 (Lord’s army)

Faction: Reikland
Initial challenge: Easy
Faction effects:

  • Diplomatic relations: +10 with Empire Provinces
  • Lord recruit rank: +2
  • Campaign movement range: +10% (all characters)
  • Upkeep: -15% for Reiksguard and Greatswords units

Starting Units:

  • Halberdiers [Halberd Infantry]
  • Swordsmen [Sword Infantry]
  • Spearmen [Spear Infantry]
  • Handgunners [Missile Infantry]
  • Crossbowmen [Missile Infantry]
  • Reiksguard [Shock Cavalry]

Volkmar the Grim

Requires The Grim and the Grave
Lord Effects:

  • Casualty replenishment rate: +30% for Flagellants units (Lord’s army)
  • Melee defence: +14 for Flagellands units (Lord’s army)
  • Physical resistance: 12% for Flagellants units (Lord’s army)

Faction: Reikland
Initial challenge: Easy
Faction effects:

  • Magic item drop chance: +20%
  • Weapon strength: +30% for Flagellants units
  • Hero recruit rank: +2 for Warrior Priests
  • Upkeep: -30% for Flagellant units

Starting Units:

  • The Tattersouls (Flagellants) [Mace Infantry – RoR]
  • Flagellants [Mace Infantry]
  • Swordsmen [Sword Infantry]
  • Spearmen [Spear Infantry]
  • Crossbowmen [Missile Infantry]
  • Knights of the Blazing Sun [Shock Cavalry]

Balthasar Gelt

Lord Effects:

  • Winds of Magic cost: -20% for Lore of Metal
  • Missile damage: +10% for artillery units (Lord’s army)
  • Hero recruit rank: +2 for Battle Wizards (factionwide)

Faction: The Golden Order
Initial challenge: Normal
Faction effects:

  • Suitable Climate: Mountain
  • Armour: +10 for all units
  • Hero Capacity: +2 for Battle Wizards
  • Upkeep: -50% for Battle Wizard Heroes

Starting Units:

  • Greatswords [Greatsword Infantry]
  • Swordsmen [Sword Infantry]
  • Spearmen [Spear Infantry]
  • Crossbowmen [Missile Infantry]
  • Outriders [Missile Cavalry]
  • Mortar [Siege Artillery]

Markus Wulfhart

Requires The Hunter & The Beast
Lord Effects:

  • Ambush defence chance: +50% (Lord’s army)
  • Ambush success chance: +50% (Lord’s army)
  • Upkeep: -50% for Archers and Hutsmen units (Lord’s army)
  • Diplomatic relations: -40 with Lizardmen
  • Attribute: Woodsman (Lord’s army)

Faction: Huntsmarshal’s Expedition
Initial challenge: Hard
Unique Race Attributes:

  • Emperor’s Mandate: Receive the Emperor’s acclaim by advancing the Empire’s cause in Lustria, leading to the provision of better-quality units to reinforce the expedition.
  • Wulfhart’s Hunters: Attain the services of some of the finest hunters to have ever lived.

Faction effects:

  • Limited roster: Only basic units are immediately recruitable
  • Reinforcements from the Empire bring powerful units to bolster your armies
  • Hostile actions will result in retaliation from local factions, but will also empower your own armies
  • Recruit rank: +3 for Huntsman Generals

Starting Units:

  • Spearmen (Shields) [Spear Infantry]
  • 2 Swordsmen [Sword Infantry]
  • Huntsmen [Missile Infantry]
  • Archers [Missile Infantry]
  • War Wagon [Missile Chariot]

Dwarfs

Race Attributes:

  • Grudges: Scores against the Dwarfs must be settled by any and all means necessary to keep order.
  • The Underway: Dwarfs can use underground tunnels to avoid impassable terrain and enemy forces.
  • Roster of heavily-armoured units with strong leadership and a variety of deadly war machines.

Legendary Lords:

Thorgrim Grudgebearer

Lord Effects:

  • Leadership aura size: +75%
  • Character’s aura leadership effect: +8

Faction: Karaz-a-Karak
Initial challenge: Easy
Faction effects:

  • Diplomatic relations: +20 with Dwarfs
  • Construction cost: -25% for Military Recruitment buildings
  • Upkeep: -15% for Longbeards and Hammerers units
  • Recruit rank: +3 for Hammerers units

Climates:

  1. Suitable: Wasteland, Savannah, Mountain
  2. Unpleasant: Temperate, Frozen, Desert
  3. Uninhabitable: Chaotic Wasteland, Magical Forest, Jungle, Temperate Island

Starting Units:

  • Hammerers [Hammer Infantry]
  • Dwarf Warriors [Axe Infantry]
  • Miners [Pickaxe Infantry]
  • 2 Quarrellers [Missile Infantry]
  • Grudge Thrower [Catapult]

Grombrindal – The White Dwarf

Requires Grombrindal The White Dwarf
Lord Effects:

  • Reinforcement range: +50% (Lord’s army)
  • Leadership: +10 (Lord’s army)

Faction: Karaz-a-Karak
Initial challenge: Easy
Faction effects:

  • Evasion chance when using the Underway: +60% (all characters)
  • Weapon strength: +20% when fighting against Elves (all armies)
  • Can call upon the power of the Ancestor Gods

Climates:

  1. Suitable: Wasteland, Savannah, Mountain
  2. Unpleasant: Temperate, Frozen, Desert
  3. Uninhabitable: Chaotic Wasteland, Magical Forest, Jungle, Temperate Island

Starting Units:

  • Dwarf Warriors [Axe Infantry]
  • Miners [Pickaxe Infantry]
  • Miners (Blasting Charges) [Pickaxe Infantry]
  • Irondrakes [Flamethrower Infantry]
  • Quarrellers [Missile Infantry]
  • Gyrocopter (Brimstone Gun) [Flying War Machine]

Belegar Ironhammer

Requires The King and the Warlord
Lord Effects:

  • Attribute: Siege Attacker
  • Attribute: Vanguard Deployment during Underway battles (all armies factionwide)
  • Leadership: +10 when fighting against Greenskins and Skaven (Lord’s army)

Faction: Clan Angrund
Initial challenge: Hard
Additional Race Attribute: Angrund Ancestors: Powerful, ghostly Ancestor Heroes to assist Belegar in reclaiming Karak Eight Peaks.
Faction effects:

  • Upkeep: +50% until Karak Eight Peaks is recaptured
  • Leadership: +10 when laying siege
  • Starts with four Clan Angrund ancestor Heroes
  • Unique building chain available at Karak Eight Peaks

Climates:

  1. Suitable: Wasteland, Savannah, Mountain
  2. Unpleasant: Temperate, Frozen, Desert
  3. Uninhabitable: Chaotic Wasteland, Magical Forest, Jungle, Temperate Island

Starting Units:

  • 2 Thane [Ghostly Heroes]
  • Master Engineer [Ghostly Hero]
  • Runesmith [Ghostly Hero]
  • Hammerers [Hammer Infantry]
  • 2 Dwarf Warriors [Axe Infantry]
  • Miners [Pickaxe Infantry]
  • 2 Rangers [Missile Infantry]

Ungrim Ironfist

Lord Effects:

  • Upkeep: -25% for Slayer units (Lord’s army)
  • Melee attack: +5 for Slayer units (Lord’s army)
  • Passive ability: “Journey’s End” for Slayer units (Lord’s army)

Faction: Karak Kadrin
Initial challenge: Normal
Faction effects:

  • Suitable Climate: Frozen
  • Construction cost: -75% for Slayer buildings
  • Recruitment cost: -50% for Slayer units
  • Speed: +10% for infantry units

Climates:

  1. Suitable: Wasteland, Frozen, Mountain
  2. Unpleasant: Temperate, Chaotic Wasteland, Savannah, Desert
  3. Uninhabitable: Magical Forest, Jungle, Temperate Island

Starting Units:

  • Runesmith [Hero]
  • Giant Slayers [Great Axe Infantry]
  • Slayers [Axe Infantry]
  • 2 Dwarf Warriors [Axe Infantry]
  • Thunderers [Missile Infantry]
  • Quarrellers [Missile Infantry]

Greenskins

Race Attributes:

  • The Underway: Greenskins can use underground tunnels to avoid impassable terrain and enemy forces.

Climates:

  1. Suitable: Wasteland, Savannah, Mountain
  2. Unpleasant: Temperate, Frozen, Desert, Jungle
  3. Uninhabitable: Chaotic Wasteland, Magical Forest, Temperate Island

Legendary Lords:

Grimgor Ironhide

Lord Effects:

  • Leadership: +12 for Black Orc units (Lord’s army)
  • Armour: +10 for Black Orcs units (Lord’s army)
  • Income from post-battle loot: +30%
  • Ability: “You’re Next!”
  • Army ability: “Grimgor’s Waaagh!” (replaces: “Waaagh!”)

Faction: Grimgor’s ‘Ardboyz
Initial challenge: Normal
Race Attributes:

  • Waaagh!: Call upon additional Orc & Goblin armies to field against enemy forces.
  • Extensive unit roster with aggressive infantry, fast cavalry and monsters.

Faction effects:

  • Unlocks Hero recruitment: Black Orc Big Boss (all provinces)
  • Waaagh! has a chacne to contain Black Orcs (all armies)
  • Campaign movement range: +10% (all characters)
  • Upkeep: -15% for Black Orcs and Big ‘Uns units

Starting Units:

  • Black Orcs [Great Axe Infantry]
  • Orc Boyz [Sword Infantry]
  • Goblins [Spear Infantry]
  • Goblin Archers [Missile Infantry]
  • Orc Boar Boyz [Shock Cavalry]
  • Doom Diver Catapult [Catapult]

Skarsnik

Requires The King and the Warlord
Lord Effects:

  • Enables lightning strike battles when reinforcements are present
  • Charge bonus: +14 for Night Goblin Squig Hoppers units (Lord’s army)
  • Army ability: “Skarsnik’s Waaagh! (replaces: “Waaagh!”)

Faction: Crooked Moon
Initial challenge: Hard
Race Attributes:

  • Karak Eight Peaks: Reoccupy the fables settlement to construct unique powerful buildings inside.
  • Waaagh!: Call upon additional Goblin armies to field against enemy forces.
  • Goblin-focused unit roster with poisonous infantry, fast cavalry and monsters.

Faction effects:

  • Can only recruit Orc units from Karak Eight Peaks
  • Hero action cost: -50% and receive +100% experience
  • Upkeep and recruitment cost: -40% for Goblin and Night Goblin units
  • Waaagh! has a chance to contain Doom Divers (all armies)
  • Unique building chain available at Karak Eight Peaks

Starting Units:

  • Goblin Big Boss [Hero]
  • Night Goblins (Fanatics) [Sword Infantry]
  • Goblins [Spear Infantry]
  • Goblin Archers [Missile Infantry]
  • Night Goblin Squig Hoppers [Cavalry]
  • Arachnorok Spider [Gigantic Spider]

Wurrzag Da Great Green Prophet

Requires Wurrzag
Lord Effects:

  • Physical resistance: 15% for Savage Orc units (Lord’s army)
  • Upkeep: -50% for Savage Orc units (Lord’s army)
  • Recruitment cost: -50% for Savage Orc units (Lord’s army)
  • Army ability: “Wurrzag’s Waaagh!” (replaces: “Waaagh!”)

Faction: The Bloody Handz
Initial challenge: Normal
Race Attributes:

  • Savage Ways: Can recruit the powerful Badlands Savage Orc units anywhere in the Old World.
  • Waaagh!: Call upon additional Savage Orc armies to field against enemy forces.
  • Savage Orc-focused unit roster with highly aggressive infantry, fast cavalry and monsters.

Faction effects:

  • Uninhabitable Climate: Frozen
  • Suitable Climate: Jungle and Desert
  • Waaagh! has a chance to contain Savage Orcs (all armies)
  • Enemy Hero action success chance: -50%
  • Charge bonus: +25 for Savage Orc units

Starting Units:

  • Night Goblin Shaman [Hero]
  • 2 Savage Orcs [Axe Infantry]
  • 2 Savage Orc Arrer Boyz [Missile Infantry]
  • Savage Orc Boar Boyz [Shock Cavalry]
  • Giant [Monster]

Grom the Paunch

Requires The Warden & The Paunch
Lord Effects:

  • Leadership: +10 when fighting against Elves (Lord’s army)
  • Physical resistance: 10% for Goblin units (Lord’s army)
  • Upkeep: -50% for Chariot and Pump Wagon units (Lord’s army)
  • Passive ability: “Regeneration”
  • Army ability: “Grom’s Waaagh!” (replaces: “Waaagh!”)

Faction: Broken Axe
Initial challenge: Hard
Race Attributes:

  • Waaagh!: Call upon additional Orc & Goblins to field against enemy forces.
  • Extensive unit roster with aggressive infantry, fast cavalry and monsters.

Faction effects:

  • Has access to Grom’s Cauldron
  • Suitable Climate: Temperate Island
  • Diplomatic relations: -80 with High Elves
  • Waaagh! has a chance to contain Pump Wagons (all armies)
  • Global recruitment duration: -1 turn for Goblin units

Starting Units:

  • 3 Goblins [Spear Infantry]
  • 2 Goblin Archers [Missile Infantry]
  • Stone Trolls [Monstrous Infantry]
  • River Trolls [Monstrous Infantry]
  • Snotling Pump Wagons (Spiky Rollers) [War Machine]
  • Giant River Troll Hag [Hero]

Azhag the Slaughterer

Lord Effects:

  • Leadership aura size: +75%
  • Character’s aura leadership effect: +8
  • Army ability: “Azhag’s Waaagh!” (Replaces: “Waaagh!”)

Faction: Bonerattlaz
Initial challenge: Normal
Race Attributes:

  • Waaagh!: Call upon additional Orc & Goblins to field against enemy forces.
  • Extensive unit roster with aggressive infantry, fast cavalry and monsters.

Faction effects:

  • Suitable Climate: Temperate
  • Diplomatic relations: +40 with Vampire Counts and Arkhan the Black
  • Waaagh! has a chance to contain Wyverns (all armies)
  • Research rate: +20%
  • Income from sacking settlements: +25%

Starting Units:

  • Orc Big ‘Uns [Sword Infantry]
  • 2 Orc Boys [Sword Infantry]
  • Forest Goblin Spider Rider Archers [Missile Cavalry]
  • Trolls [Monstrous Infantry]
  • Goblin Rock Lobbers [Catapult]
  • Orc Shaman [Hero]

Vampire Counts

Race Attributes:

  • Raise Dead: New units can be raised from among the dead; famous battle sites improve the quality and quantity of the troops available.
  • Vampiric Corruption: The taint of Undeath can be spread within enemy territory, leading to public order issues and Vampiric rebellions.
  • Varied unit roster with flying units, monsters and expendable Undead troops.

Climates:

  1. Suitable: Temperate, Wasteland, Desert, Jungle
  2. Unpleasant: Frozen, Savannah, Mountain, Temperate Island
  3. Uninhabitable: Chaotic Wasteland, Magical Forest

Legendary Lords:

Mannfred von Carstein

Lord Effects:

  • Winds of Magic power reserve: +30
  • Leadership: +10 when fighting against Men (Lord’s army)

Faction: Sylvania
Initial challenge: Easy
Faction effects:

  • Start with 1 Blood Kiss
  • Campaign movement range: +10% (all characters)
  • Upkeep: -15% for Grave Guard and Black Knights units
  • Recruit rank: +2 for Grave Guard and Black Knight units

Starting Units:

  • Crypt Ghouls [Cudgel Infantry]
  • 2 Skeleton Warriors [Sword Infantry]
  • 2 Zombies [Sword Infantry]
  • Fell Bats [Flying War Beasts]
  • Varghulf [Monster]

Helman Ghorst

Requires The Grim and the Grave
Lord Effects:

  • All units in Helman Ghorst’s army receive poison attacks
  • Armour: +15 for Zombies units (Lord’s army)

Faction: Sylvania
Initial challenge: Easy
Faction effects:

  • Bound spell: “Lesser Raise Dead” for Corpse Car and Mortis Engine units
  • Casualty replenishment rate: +20%
  • Recruit rank: +3 for Corpse Cart units
  • Research rate: +20%

Starting Units:

  • Grave Guard [Sword Infantry]
  • 2 Skeleton Warriors [Sword Infantry]
  • 2 Zombies [Sword Infantry]
  • The Direpack (Dire Wolves) [War Beasts – RoR]
  • Corpse Cart [Magic Chariot]

Vlad von Carstein

Lord Effects:

  • Attribute: Siege Attacker
  • Undying Love: +15 to Melee Attack and Melee Defence when Vlad and Isabella are reinforcing each other
  • All units in Vlad von Carstein’s army receive Vanguard Deployment (Lord’s army)

Faction: Von Carstein
Initial challenge: Easy
Race Attributes:

  • Beloved in Death: Vlad & Isabella have improved battle prowess when reinforcing each other.

Faction effects:

  • Start with 1 Blood Kiss
  • Access to unique building in Castle Drakenhof
  • Campaign movement range: +10% (all characters)

Starting Units:

  • Vampire (Death) [Hero]
  • Vampire (Shadows) [Hero]
  • Blood Knights [Shock Cavalry]
  • 5 Fell Bats [Flying War Beasts]
  • 3 Vargheists [Flying Monstrous Infantry]

    Isabella von Carstein

    Requires Isabella von Carstein
    Lord Effects:

    • Undying Love: +15 to Melee Attack and Melee Defence when Vlad and Isabella are reinforcing each other
    • Melee attack: +10 for embedded Vampire Heroes (Lord’s army)
    • Melee defence: +10 for embedded Vampire Heroes (Lord’s army)

    Faction: Von Carstein
    Initial challenge: Easy
    Race Attributes:

    • Beloved in Death: Vlad & Isabella have improved battle prowess when reinforcing each other.

    Faction effects:

    • Start with 1 Blood Kiss
    • Access to unique building in Castle Drakenhof
    • Hero capacity: +3 for Vampires
    • Weapon damage: +25% for embedded Vampire Heroes

    Starting Units:

    • Vampire (Death) [Hero]
    • Vampire (Shadow)[Hero]
    • Crypt Ghouls [Cudgel Infantry]
    • Black Knights [Cavalry]
    • 4 Fell Bats [Flying War Beasts]
    • 2 Vargheists [Flying Monstrous Infantry]

    Heinrich Kemmler

    Lord Effects:

    • All units in Heinrich Kemmler’s army are immune to non-Vampire Count territory attrition
    • Hero recruit rank: +2 for Necromancers (local province)
    • In battle, Heinrich Kemmler can summon Krell, a powerful Hero

    Faction: The Barrow Legion
    Initial challenge: Normal
    Faction effects:

    • Suitable Climate: Mountain
    • Diplomatic relations: +30 with worshippers of Chaos
    • Upkeep: -50% for Necromancer Heroes

    Starting Units:

    • Cairn Wraiths [Scythe Infantry]
    • 2 Skeleton Spearmen [Spear Infantry]
    • Zombies [Sword Infantry]
    • Hexwraiths [Cavalry]
    • Dire Wolves [War Beasts]

Norsca

Requires Norsca
Race Attributes:

  • Allegiance to the Gods: Provides significant bonuses to Norscan armies, through pledging allegiance to a specific god.
  • Monster Hunts: Norscan Lords can track, battle and acquire the services of the most fearsome monsters of the Old World.
  • Aggressive infantry based roster with a variety of cavalry and monstrous units.

Climates:

  1. Suitable: Temperate, Wasteland, Frozen, Chaotic Wasteland, Savannah, Mountain, Jungle, Temperate Island
  2. Unpleasant: Desert, Magical Forest
  • Note: this race can only occupy Norscan, port, and major faction capital settlements.

Legendary Lords:

Wulfrik the Wanderer

Lord Effects:

  • Attribute: Siege Attacker
  • Reinforcement range: +30% (Lord’s army)
  • Attribute: Causes Fear (Lord’s army)

Faction: World Walkers
Initial challenge: Normal
Faction effects:

  • Melee attack: +15 for all Mammoth units
  • Upkeep: -15% for Marauder units

Starting Units:

  • Marauder Berserkers [Berserker Axe Infantry]
  • 3 Marauders [Axe Infantry]
  • Marauder Ice Wolves Chariot [Chariot]
  • Skin Wolves [Skin Wolf]

Throgg

Lord Effects:

  • Attribute: Siege Attacker
  • Public order: +1 (local province)
  • All units in Throgg’s army are immune to all attrition
  • Chaos corruption: +2 (local province)

Faction: Wintertooth
Initial challenge: Hard
Faction effects:

  • Physical resistance: 15% for all Norscan Troll & Norscan Ice Troll units
  • Upkeep: -20% for all Norscan Troll & Norscan Ice Troll units

Starting Units:

  • 2 Marauders [Axe Infantry]
  • Norscan Ice Wolves [War Beasts]
  • Norscan Warhounds [War Beasts]
  • Norscan Ice Trolls [Monstrous Infantry]
  • Norscan Trolls [Monstrous Infantry]

Bretonnia

Requires Bretonnia
Race Attributes:

  • Chivalry: Through their noble actions, the Bretonnian dukes will benefit from powerful bonuses.
  • Peasant Economy: Farm or fight? Peasants form Bretonnia’s financial and military backbone.
  • Equestrian-based unit roster with a host of fast-moving skirmish cavalry and heavily-armoured shock cavalry.

Climates:

  1. Suitable: Temperate, Savannah, Desert
  2. Unpleasant: Mountain, Magical Forest, Jungle, Temperate Island
  3. Uninhabitable: Wasteland, Frozen, Chaotic Wasteland

Legendary Lords:

Louen Leoncoeur

Lord Effects:

  • Chivalry: +10
  • Louen starts with all Knightly Vows unlocked
  • Melee attack: +8 when fighting against Undead, Greenskins and all forces of Chaos (Lord’s army)
  • Leadership: +12 when fighting Undead, Greenskins and all forces of Chaos (Lord’s army)
  • Passive ability: “The Blessing of the Lady”

Faction: Couronne
Initial challenge: Normal
Faction effects:

  • Campaign movement range: +10% (all characters)
  • Leadership aura size: +50% for all Lords (when attacking)

Starting Units:

  • Damsel (Heavens) [Hero]
  • 3 Spearmen-at-Arms [Spear Infantry]
  • 2 Peasant Bowmen [Missile Infantry]
  • 2 Knights of the Realm [Shock Cavalry]
  • 2 Pegasus Knights [Flying Cavalry]
  • 2 Field Trebuchet [Catapult]

Alberic de Bordeleaux

Lord Effects:

  • Alberic starts with the Knight’s Vow unlocked
  • Chivalry: +10
  • Melee defence: +10 for Knights of the Realm units (Lord’s army)

Faction: Bordeleaux
Initial challenge: Hard
Faction effects:

  • Income from trade: +25%
  • Recruit rank: +2 for Bretonnian Knight units
  • Recruitment duration: -1 turn for Bretonnian Knight units (minimum 1)

Starting Units:

  • Paladin [Hero]
  • Foot Squires [Greatsword Infantry]
  • 2 Spearmen-at-Arms [Spear Infantry]
  • 2 Peasant Mob [Axe Infantry]
  • 2 Peasant Bowmen [Missile Infantry]
  • 4 Knights of the Realm [Shock Cavalry]
  • Knights Errant [Shock Cavalry]

The Fay Enchantress

Lord Effects:

  • Upkeep greatly reduced for Grail Guardian units
  • Chivalry: +10
  • Passive ability: “The Blessing of the Lady”
  • Attribute: Causes Fear

Faction: Carcassonne
Initial challenge: Normal
Faction effects:

  • Image of the Lady: +5 peasants available to the faction
  • Casualty replenishment rate: +15%

Starting Units:

  • Damsel (Beasts) [Hero]
  • Battle Pilgrims [Sword Infantry]
  • 2 Men-at-Arms [Sword Infantry]
  • 2 Spearmen-at-Arms [Spear Infantry]
  • 3 Peasant Mob [Axe Infantry]
  • 2 Peasant Bowmen [Missile Infantry]
  • Grail Guardians [Cavalry]
  • Blessed Field Trebuchet [Catapult]

Repanse de Lyonesse

Requires Repanse de Lyonesse
Lord Effects:

  • Repanse starts with the Knight’s Vow and Questing Vow unlocked
  • Chivalry: +10
  • Physical resistance: 5% for all Peasant units
  • Leadership: +5 for all Peasant units
  • Ability: “Halo of Maidenly Wrath”

Faction: Chevaliers de Lyonesse
Initial challenge: Normal
Faction effects:

  • Control: +3 (all provinces)
  • Upkeep: -50% for all Heroes
  • Melee defence: +8 for Questing Knights
  • Diplomatic relations: -80 with Vampire Counts, Vampire Coast and Tomb Kings

Starting Units:

  • Henri le Massif [Legendary Paladin Hero]
  • Foot Squires [Greatsword Infantry]
  • Men-at-Arms (Polearm) [Halberd Infantry]
  • 2 Spearmen-at-Arms (Shields) [Spear Infantry]
  • 2 Peasant Bowmen [Missile Infantry]
  • Questing Knights [Cavalry]
  • Knights of the Realm [Shock Cavalry]
  • Field Trebuchet [Catapult]

Wood Elves

Race Attributes:

  • Forest Healing: Heal the world’s forests in return for powerful factionwide bonuses.
  • Worldroots & Deeproots: Wood Elves armies can use the network of ancient tree roots to avoid impassable terrain and travel vast distances between forests.

Climates:

  1. Suitable: Temperate, Wasteland, Frozen, Chaotic Wasteland, Savannah, Mountain, Desert, Magical Forest, Jungle, Temperate Island
  • Note: All climates are suitable for the Wood Elves, but they can only build proper cities in Magical Forests. Outside of them they can only build outposts.

Legendary Lords:

Orion

Requires Realm of The Wood Elves
Lord Effects:

  • Weapon strength: +20% for Wild Riders units (Lord’s army)
  • Charge bonus: +8 for Wild Riders units (Lord’s army)

Faction: Talsyn
Initial challenge: Hard
Race Attributes:

  • Missile-focused Elven unit roster with a variety of enchanted arrows and fast-moving cavalry.

Faction effects:

  • Enables the unique Wild Hunt event
  • Leadership: +10 during forest battles
  • Upkeep: -15% for all cavalry units

Starting Units:

  • Waystalker [Hero]
  • Eternal Guard (Shields) [Spear Infantry]
  • Eternal Guard [Spear Infantry]
  • Waywatchers [Missile Infantry]
  • Deepwood Scouts [Missile Infantry]
  • Wild Riders [Shock Cavalry]
  • Hawk Riders [Flying Missile Cavalry]

Durthu

Requires Realm of The Wood Elves
Lord Effects:

  • All units in Durthu’s army are immune to all attrition
  • Upkeep: -30% for forest spirit units (Lord’s army)
  • Charge bonus: +10 for Dryads, Tree Kin and Treemen units (Lord’s army)

Faction: Argwylon
Initial challenge: Hard
Race Attributes:

  • Tree-spirit focused roster that can be enhanced and adapted using Aspect upgrades.

Faction effects:

  • Hero recruitment cost: -50% for Branchwraiths
  • Melee attack: +10 during forest battles

Starting Units:

  • Branchwraith [Hero]
  • 3 Dryads [Creature Infantry]
  • Waywatchers [Missile Infantry]
  • Wild Riders [Shock Cavalry]
  • Tree Kin [Monstrous Infantry]

Sisters of Twilight

Require The Twisted & The Twilight
Lord Effects:

  • Upkeep: -15% for missile units (Lord’s army)
  • Melee attack: +10 for flying units (Lord’s army)
  • Charge bonus: +15% for flying units (Lord’s army)

Faction: Heralds of Ariel
Race Attributes:

  • Missile-focused Elven unit roster with a variety of enchanted arrows and fast-moving cavalry.

Faction effects:

  • Forge of Daith: Craft and upgrade unique weapons, armour and items offered by the master smith Lord Daith
  • Ammunition: +10% (all armies)
  • Ability: “Volley of Kurnous” for Hawk Riders units

Starting Units:

  • Spellsinger (Beasts) [Hero]
  • 2 Eternal Guard (Shields) [Spear Infantry]
  • Glade Guard (Starfire Shafts) [Missile Infantry]
  • Glade Guard [Missile Infantry]
  • Great Stag Knights [Monstrous Shock Cavalry]
  • Hawk Riders [Flying Missile Cavalry]
  • Great Eagle [Flying Monster]

Drycha

Requires Realm of The Wood Elves
Lord Effects:

  • Public order: -5 (local enemy province)
  • Weapon strength: +10% for Dryads units (Lord’s army)
  • Melee attact: +5 for Dryads units (Lord’s army)

Faction: Wargrove of Woe
Race Attributes:

  • Forest Spirit focused unit roster with a variety of instantly recruitable wild spirits and beasts.

Faction effects:

  • Upkeep: -10% for all Dryad, Tree Kin and Treeman units (all armies)
  • Upkeep: +10% for all Elf units (all armies)
  • Starts with 1 Amber
  • All Elf units are Glamoured, reducing their combat power and making them Expendable

Starting Units:

  • Waystalker [Hero]
  • 4 Malevolent Dryads [Creature Infantry]
  • Deepwood Scouts [Missile Infantry]
  • Malevolent Treeman [Monster]
  • Giant Wolves [War Beasts]

Beastmen Warherds

Requires Call of the Beastmen
Race Attributes:

  • The Dark Moon: A powerful recurring event that provides significant bonuses to Beastmen armies.
  • Beastpaths: Beastmen armies can choose to use the network of hidden forest pathways to avoid impassable terrain and enemy forces.
  • Aggressive unit roster with a variety of fast-moving beasts and monsters.
  • This is a horde faction, so climates do not matter to them.

Legendary Lords:

Khazrak the One-Eye

Lord Effects:

  • Upkeep: -30% for Bestigor units (Lord’s army)
  • Recruitment cost: -50% for Bestigor units (Lord’s army)
  • Recruit rank: +3 for Bestigor units
  • Recruitment duration: -1 turn for Bestigor units (Lord’s army)

Faction: Beastmen
Initial challenge: Normal
Faction effects:

  • Leadership: +10 when fighting against Men
  • Income from raiding: +40%
  • Charge bonus: +10 for Bestigor Herd units

Starting Units:
Khazrak’s army:

  • 2 Gor Herd [Axe Infantry]
  • Ungor Herd [Axe Infantry]
  • 2 Ungor Spearmen Herd [Spear Infantry]
  • Ungor Raiders [Missile Infantry]
  • Minotaurs [Monstrous Infantry]

Beastlord’s army:

  • 2 Ungor Herd [Axe Infantry]
  • Ungor Spearmen Herd [Spear Infantry]
  • 2 Ungor Raiders [Missile Infantry]

Malagor the Dark Omen

Lord Effects:

  • Enemy leadership: -8 (local enemy armies)
  • Enemy casualty replenishment rate: -8% (local enemy armies)
  • Hero recruit rank: +3 for Bray-Shamans (Lord’s army)

Faction: Beastmen
Initial challenge: Normal
Faction effects:

  • Campaign movement range: +10%
  • Hero capacity: +2 for Bray-Shamans
  • Horde growth: +2 (all armies)
  • Diplomatic relations: +30 with Beastmen Warherds

Starting Units:
Malagor’s army:

  • Ungor Herd [Axe Infantry]
  • Ungor Spearmen Herd (Shields) [Spear Infantry]
  • 2 Ungor Spearmen Herd [Spear Infantry]
  • Ungor Raiders [Missile Infantry]
  • Chaos Warhounds (Poison) [War Beasts]
  • Giant [Monster]

Beastlord’s army:

  • 2 Ungor Herd [Axe Infantry]
  • Ungor Spearmen Herd [Spear Infantry]
  • 2 Ungor Raiders [Missile Infantry]

Morghur the Shadowgave

Lord Effects:

  • Attrition: +12% casualties suffered from Chaos territory attrition (local enemy armies)
  • Missile resistance: 20% for Chaos Spawn units (Lord’s army)
  • Morghur will always remain wounded for no more than 1 turn
  • Melee defence: +8 for Chaos Spawn units (Lord’s army)

Faction: Beastmen
Initial challenge: Normal
Faction effects:

  • Chaos corruption: +3 (all characters)
  • Upkeep: +30% for Minotaur units
  • Upkeep: -30% for Chaos Spawn units

Starting Units:
Morghur’s army:

  • Ungor Herd [Axe Infantry]
  • 2 Ungor Spearmen Herd [Spear Infantry]
  • Ungor Raiders [Missile Infantry]
  • Chaos Warhounds (Poison) [War Beasts]
  • Chaos Spawn [Monstrous Infantry]
  • Harpies [Flying Melee Infantry]

Beastlord’s army:

  • 2 Ungor Herd [Axe Infantry]
  • Ungor Spearmen Herd [Spear Infantry]
  • 2 Ungor Raiders [Missile Infantry]

Chaos

Requires Chaos Warriors
Race Attributes:

  • Awaken the Tribes: Restores fallen Norscan tribes to life as the pets of the Lords of Chaos.
  • Chaos Corruption: Creeping, insidious, Ruin that can be spread within enemy territory, leading to public order issues and Chaos rebellions.
  • Powerful unit roster with armoured infantry and monsters.
  • This is a horde faction, so climates do not matter to them.

Legendary Lords:

Archaon the Everchosen

Lord Effects:

  • Ward save: 5% for all units (Lord’s army)
  • Income from razing settlements: +50%

Faction: Warriors of Chaos
Initial challenge: Hard
Faction effects:

  • Units gain +3% weapon and missile strength per rank achieved
  • Recruitment cost: -30% for Chaos Warrior units
  • Diplomatic relations: -30 with all factions

Starting Units:

  • Chosen (Great Weapons) [Great Axe Infantry]
  • Chaos Warriors (Halberds) [Halberd Infantry]
  • 3 Chaos Warriors [Axe Infantry]
  • 2 Chaos Marauders [Axe Infantry]
  • 2 Marauder Horsemen [Missile Cavalry]
  • 2 Chaos Warhounds [War Beasts]
  • Chaos Spawn [Monstrous Infantry]

Kholek Suneater

Lord Effects:

  • Upkeep: -30% for Dragon Ogre units (Lord’s army)
  • Melee attack: +10 for Dragon Ogre Shaggoth units (Lord’s army)

Faction: Warriors of Chaos
Initial challenge: Hard
Faction effects:

  • Chaos corruption: +4 (all characters)
  • Recruitment cost: -60% for Dragon Ogre units
  • Ambush defence chance: -20%

Starting Units:

  • Chaos Warriors (Halberds) [Halberd Infantry]
  • 3 Chaos Warriors [Axe Infantry]
  • 2 Chaos Marauders [Axe Infantry]
  • 2 Marauder Horsemen [Missile Cavalry]
  • 2 Chaos Warhounds [War Beasts]
  • Dragon Ogres [Dragon Ogres]
  • Chaos Spawn [Monstrous Infantry]

Prince Sigvald the Magnificent

Lord Effects:

  • Horde growth: +3 (Lord’s army)
  • Upkeep: -60% for Chaos Marauder units (Lord’s army)
  • Attribute: Strider (Lord’s army)

Faction: Warriors of Chaos
Initial challenge: Hard
Faction effects:

  • Marauder units the “Rage” passive ability, which further upgradees to “Berserk” at (Rank 7 and above)
  • Diplomatic relations: +20 with Norsca
  • Leadership: +15 when fighting against Men

Starting Units:

  • Chosen (Halberds) [Halberd Infantry]
  • Chosen [Axe Infantry]
  • 2 Chaos Warriors [Axe Infantry]
  • 2 Chaos Marauders [Axe Infantry]
  • 2 Marauder Horsemen [Missile Cavalry]
  • 2 Chaos Warhounds [War Beasts]
  • Chaos Spawn [Monstrous Infantry]
  • Hellcannon [Siege Artillery]

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