Steel Faith Overhaul II - STILL BEING UPDATED PDF
Steel Faith Overhaul II - STILL BEING UPDATED PDF
Lizardmen Changes
Theme
Units
Edicts/Geomantic Web
Buildings
Economy
Army Stances
Skaven Changes
Theme
Units
Edicts
Economy
Army Stances
Empire Changes
Theme
Units
Edicts
Economy
Army Stances
Dwarf Changes
Units
Edicts
Buildings
Economy
Army Stances
Greenskin Changes
Units
Faction Mechanics
Edicts
Economy
Army Stances
Chaos Changes
Razing
Units
Skill Trees
Economy
Army Stances
Beastmen Changes
Units
Faction Mechanics
Skill Trees
Economy
Army Stances
Bretonnia Changes
Units
Economy
Army Stances
Magic Changes
Difficulty Changes
Overall Changes
Overall Unit Changes
Overall Economy/Buildings
AI Changes
New Skills
Autoresolve
Lords and Skill Points
Multiplayer
Miscellaneous
Mod integration
Capacity Systems
Tomb King
Changes
Theme
- Expensive buildings and low income, but free military
- Military, although undead, has very high leadership. This is due to the Tomb Kings
being sentient, yet unfeeling. Their strength isn’t tied to their lord, unlike Vampire
Counts
- Decent basic infantry, but not very elite, focused on defence
- Very specialized and powerful monster units
Units
Be aware, SFO makes thousands of stats changes, and
changes almost every stat for every unit in the game.
Not every single change will be covered here, only the
most significant.
General Unit Changes:
- Large leadership buffs on all units
- All constructs given Vigour Resistance
- Magic Attacks added to all hero casters
- Crumbling no more deal damage over time but lowers melee defence and attack by
10 and also fire rate by 25%
- Disintegrating deal only small damage over time with lowered speed by 25% and
damage resistance by 50%
Existing Unit Changes:
- Settra
- Chariot of the Gods charge bonus increased to 120, along with increased HP
- Added “Searing Flame” effect to Chariot of the Gods, reduces enemy Melee
attack and armour in an AOE
- Skeleton Warriors/Spearmen/Archers:
- Changed to be more skilled than Vampire Count counterparts
- Higher Leadership, Melee attack and Defence
- Still retain low armor and weapon strength (their equipment is old)
- Archers have increased missile damage, however
- Nehekhara Warriors
- Much higher Melee Attack
- Lower numbers and HP than normal skeletons, to make them more of
damage dealers than a frontline
- Tomb Guard
- Made into a more elite, 100-skele unit.
- Much higher Melee Defence, made to be line-holders
- Higher weapon strength for Halberd versions, was too low in vanilla
- The Kephra Guard (Tomb King RoR)
- Made into very elite, strong damage dealers
- Lower numbers
- Much higher Melee Attack and Damage
- Magic Attacks removed, replaced with anti-infantry
- Attacks now reduce enemy leadership
- Carrion+ROR
- Doubled the charge bonus
- Ushabti
- Melee Attack buffed, and more differences added between Ranged and
Melee variants
- Ranged variant fire speed reduced, but damage increased
- Slower attack but more deadly
- Tomb Scorpion
- Attack speed increased
- Anti-infantry bonus increased
- All about fast attacks
- Sepulchral Stalkers
- Given Stalk
- Given Fire on the Move
- Speed Increased
- Ranged Damage increased
- Eyes of the Desert (Sepulchral Stalkers RoR)
- Given much higher speed
- Now have normal poison melee attacks
- Ranged attacks changed to lethal poison
- Storm Riders of Khsar
- LUDICROUS SPEED (100)
- Given strider
- Necropolis Knights
- Melee Attack and Defence stats buffed to be more effective as melee cav
- Shield bonus buffed
- Normal versions given bonus vs infantry to make them more effective at their
role
- Both units have had their speed moderately increased
- Both have had their Melee stats increased to 40
- Venom Knights of Asaph (Necropolis Knights RoR)
- Speed increased, now fast snakes
- Shield bonus buffed
- Skeleton Chariots
- Given better charge bonus and Melee Attack/Defence to differentiate them
from ranged chariots.
- Mass increased
- Ranged Chariot damage increased
- Khemrian Warsphinx
- Damage increase for the archers on its back
- Hierotitan
- Damage changed to 100% armor piercing
- Speed lowered, one of the slowest monsters in the game now
- HP increased
- Given Mighty Knockback
- Necrosphinx
- Anti-large buffed
- HP lowered to compensate
- Given Charge Defence against Large
- Buffed Melee Attack
- Is now one of the best anti-large killers
- Not so good against infantry
- Artillery
- Both artillery pieces damage buffed
- Catapult crew size increased
- Splash radius of artillery increased
- Casket of Souls range increased
Edicts
Edicts:
- Worship of Phakth
- -10% construction cost on buildings
- +5% tax rate
- Economy focused edict
-
Buildings
Overall Changes:
-
New SFO Buildings:
-
Economy
Vanilla values are 100%. 0% means that faction cant do this action.
Buildings: 75%
Raid: 50%
Sack: 100%
Loot: 100%
Raze: 100%
Post battle loot: 100%
Events/special: 100%
Army Stances
-
Lizardmen Changes
Theme
- Balanced Economy, focused on spreading untainted
- Army is centered around powerful Saurus and Heavy Dinos, with Cavalry and
Skinks serving as auxiliaries
- All units have low-medium armor, but very high physical resistance to reflect their
scaly skin
- Some of the best monsters in the game
- Some of the most powerful mages/caster lords in the game in the form of Slann
- Held back by high upkeep costs on core units like Saurus
- Public order affects research rate and tax rate
Units
Be aware, SFO makes thousands of stats changes, and
changes almost every stat for every unit in the game.
Not every single change will be covered here, only the
most significant.
Existing Unit Changes:
- The entire Lizardmen roster has been given lower armor, but very high health and
physical resistance
- This is to simulate the lack of physical armor on many Lizardmen units, but
their high natural resistance from their scaly skin
- Primal Instinct, the Lizardmen Infantry Rampage mechanic, now gives higher Melee
Attack but lower Melee Defence while active
- This means that when your units rampage, they now do more damage but
also take much more
- Mazdamundi
- Great Rumination ability that buffs magic regeneration and pool
- Slann
- Given a new ability, “Power of the Old Ones” which reduces miscast chance
by 25%
- Also affects Mazdamund
- Campaign version of Slann Lord added into custom battles
- Saurus Warriors
- Given increased stats to make them some of the best core-infantry in the
game.
- Only rivaled by Chaos Warriors
- Very large differences between unshielded and shielded variants now
- Temple Guard
- Made into Elite, 50 model unit
- Given the Disciplined Trait
- Feral Cold Ones
- Given more HP to make them more durable
- Given Bonus vs Large, now serve as effective anti-large warbeasts
- Horned Ones
- Changed into High-tier elite cav
- Low armor and moderate Defence, but very good Melee stats and Weapon
Strength
- Bastiladon (Solar Engine)
- Added new aura, Solar Vigour, which gives additional Vigour and Melee
Attack in an aura
Edicts/Geomantic Web
Edicts:
- Alignment of Crafting
- + 10/20/30/40/50 Growth
- + 3/6/9/12/15 % Income from all buildings
- Alignment of Monuments
- + 1/2/3/4/5 WoM Reserve
- + 2/4/6/8/10 % Research Rate
- Alignment of Order
- + 1/2/3/4/5 Uses of Holy Stella
- - 10/20/30/40/50 % Chance of plague spreading
- - 10/20/30/40/50 % Plague Duration
- - 5/10/15/20/25 % Enemy Hero Success Chance
- + 1/2/3/4/5 Public Order
- + 1/2/3/4/5 Untainted
- Alignment of War
- Provides 1 Local Recruitment Capacity (all levels)
- Provides 1 Global Recruitment Capacity Factionwide (Max level)
- + 1/1/1/2/2 Recruitment Rank
- + 2/4/6/8/10 Leadership
- - 4/8/12/16/20 % Recruitment Cost
- + 1/2/3/4/5 Siege Holdout Time
- + 2/4/6/8/10 % Weapon Strength
Buildings
Overall Changes:
- Various buildings now have negative effects
- Military buildings now reduce provincial income
- Walls reduce provincial income
- Income buildings lower public order
- More focus on untainted, with heavy untainted bonuses on Cult of Sotek and
Temple building chains
- Small amounts of income added to Cult of Sotek and Temple building chains
New SFO Buildings:
- Cold One Nests
- A tier 1 recruitment building for Feral Cold Ones
- Healing Chain
- A tier 4/5 building chain that reduces upkeep for local units, gives additional
replenishment for local units, and at tier 5 provides experience every turn for
armies factionwide
Economy
Vanilla values are 100%. 0% means that faction cant do this action.
Buildings: 150%
Raid: 0%
Sack: 20%
Loot: 20%
Raze: 20%
Post battle loot: 50%
Events/special: 100%
- Public Order now affects research rate
Army Stances
- Channeling
- Now costs 0 movement (Can be used in-place of normal movement stance)
- Winds of Magic Power Reserve +20
- Melee Attack -2 (Own Army)
- Ambush
- Movement Cost: 25%
- Chance of spotting nearby foreign armies: +50%
- Melee Attack: +5
- Encamp
- Movement Cost: 50%
- Enables Replenishment and Global Recruitment
- Immune to Attrition
- Leadership +5
- Casualty Replenishment Rate: +12%
- Melee Defence: +5
- Forced March
- Adopt Movement Cost: 25%
- Campaign movement range: +60%
- Upkeep +3% for all units
- Vigour in battle: Tired
- Astromancy
- Movement Cost: 25%
- Campaign Movement Range: -25%
- Gives Vanguard Deployment to certain units
- Chance of Intercepting Underway armies: +50%
- Ambush Defence Chance: +50%
- Campaign Line of Sight: +150%
- Garrisoned
- Army Upkeep: -10%
- +5 Melee Defence
- +5 Leadership
- Siege
- 4% Replenishment added
High Elf Changes
Theme
- Heavy trade focus
- Self-sufficient economy
- Very strong Rites
- Low numbers
- Each unit with specific role on battlefield
- Most powerful dragon units in game
- All about initial strike
- Low replenishment values
- Public Order affects most of campaign aspects like growth, recruitment cost,
recruitment slots and tax rate
Units
Be aware, SFO makes thousands of stats changes, and
changes almost every stat for every unit in the game.
Not every single change will be covered here, only the
most significant.
Existing Unit Changes:
- Tyrion
- Higher AP damage
- Given Martial Mastery
- Has fire attacks
- Teclis
- Potion buffed, now heals for longer and for more HP
- Alastair the White Lion
- Added as a lord into custom battles
- Loremaster of Hoeth
- Given Magic Attacks
- Given Martial Mastery
- Mages
- Given Magic Attacks
- Spearmen
- Made tankier, and given better melee stats
- Basic defense unit
- White Lions of Chrace
- Given armor sundering
- More focused on glass cannon AP damage
- Lower numbers but more elite
- Swordmasters of Hoeth
- Given Martial Mastery
- Strong anti-infantry
- Phoenix Guard
- Given Ward Save and immunity to psychology to make them closer to
lore/TT
- Unit size reduced to make them elite
- New Ability, Hour of Death
- Lowers Melee stats of enemies around them
- Archers (Light Armor)
- Renamed to Archers (Heavy Arrowheads)
- Given much lower range, but much higher AP damage
- Lothern Sea Guard
- Given high Melee Attack and Speed to compensate for lack of shields
- Gate Guard
- Added into custom battles
- Role changed into elite tank unit for High Elves, very low damage however
- Given disciplined trait
- Benefit from technology and skill upgrades that affect Lothern Sea Guard
- Ellyrian Reavers
- Given Anti-large, now serve the role of light anti-large cavalry
- Silver Helms
- Increased differences between shields and no shields
- Anti-infantry focused
- Dragon Princes
- Given higher charge bonus and heavier armor
- Lower number and higher damage
- Have new ability called “Dragon Prowess”, only activates in melee and gives
additional Leadership and Ward Save
- Ellyrian Reaver Archers
- Given missile anti-large
- Great Eagle
- Given better AP damage
- Duelist
- Flamespyre Phoenix
- Attuned to Magic now grants +20% weapon damage and +20% resistance
- Increased difference in stats compared to Frostheart Phoenix, Flamespyre is
now much less tanky but much more aggressive
- Wake of Fire spell damage increased
- Frostheart Phoenix
- Attuned to Magic now grants +20% weapon damage and +20% resistance
- Made tankier, but with lower damage output
- Sun Dragon
- More offensive option compared to the Moon Dragon
- Has higher damage, charge, and Melee Attack in comparison
- Breath attack changed to be very high damage and AOE, but low AP
- Moon Dragon
- Tankier option compared to the Sun Dragon
- Has more HP, higher armor, higher Melee Defence
- Breath attack changed to be a moderate amount of AOE and AP
- Star Dragon
- Best Dragon in game
- Has dramatically better stats than both the Sun and Moon dragons
- Given armor sundering
- Breath attack is very focused, but has both incredibly high damage and AP
New SFO Units:
- Talons of Tor Caleda
- New SFO Unit
- Mid-game hybrid ranged unit
- Short range bows with dual swords
- Martial Prowess
- Benefits from Spearmen skills/tech
- Maiden Guard
- New Legendary SFO Unit
- Can only be recruited in Averlorn, Court of Everqueen
- Powerful 100-woman unit for spear warriors
- Martial Mastery
- Benefits from Handmaiden and Sisters of Avelorn skills/tech
Edicts
Edict Changes:
- Banish Corruption
- Growth +10
- Untainted +3
- Rally Citizen Militia
- Unit Experience: +2 for all unit recruits
- Lorde Recruit rank: +2
- Rebuild Lost Splendour
- Construction cost for all buildings: -20%
- Tribute to the Phoenix King
- Income from trade: +10% Factionwide
- Reaver Patrols
- Campaign movement range: -20% for enemy armies starting in this region
- Public Order +2
Buildings
Overall Changes:
- Income added to most buildings
- Negative replenishment values added to some buildings
- Recruitment buildings buff stats of defenders
- Income buildings buff campaign movement
- Ports as main source of income
- Trade bonuses added to ports
New SFO Buildings:
- Gate Guard Garrison
- New building that allows recruitment of Gate Guard
- Buffs stats of all armies in province
- Hunters building upgrade added
- Allows recruitment of Sisters of Avelorn
- Increase untained
- Lowers attrition penalties when under siege
Economy
Vanilla values are 100%, 0% means that faction cant do this action.
Buildings: 150%
Raid: 0%
Sack: 50%
Loot: 50%
Raze: 20%
Post battle loot: 20%
Events/special: 100%
Army Stances
- Ambush
- Movement Cost: 25%
- Chance of spotting nearby foreign armies: +50%
- Melee Attack: +5
- Encamp
- Movement Cost: 50%
- Enables Replenishment and Global Recruitment
- Immune to Attrition
- Leadership +5
- Casualty Replenishment Rate: +12%
- Melee Defence: +5
- Forced March
- Adopt Movement Cost: 25%
- Campaign movement range: +60%
- Upkeep +5% for all units
- Vigour in battle: Tired
- Lileath’s Blessing
- Movement Cost: None
- XP Gain: +25% for spellcasters
- Winds of Magic Power Reserve: +25
- Speed +15% for all Spellcasters
- Melee Defence: -2
- Garrisoned
- Army upkeep: -10%
- +5 Melee Defence
- +5 Leadership
- Siege
- 4% Constat Replenishment
Dark Elf Changes
Theme
- Economy centered around slaves, even more-so than Vanilla
- Requires careful management of slave populations and building locations to power
economy
- Military is very aggressive and high in damage
- Units like Repeater Crossbows fire very quickly, can put out large amounts of
damage in short period of time
- Combinations of aggressive charges, powerful ranged fire, magic and stealth will
give you the upperhand
- May have issues with slaves, public order, and Chaos Corruption later on
- Public order affects slave decline rate and recruitment cost
Units
Be aware, SFO makes thousands of stats changes, and
changes almost every stat for every unit in the game.
Not every single change will be covered here, only the
most significant.
Existing Unit Changes:
- All Dark Elf Shields given 70% block chance
- Most Dark Elf units do not have any resistances, unlike the other SFO units.
- This is to reflect their aggressive nature, and compensate for their high
damage output
- Dark Elf units now dish out large amounts of damage, however they take a
lot of damage too.
- Black Guard of Naggarond
- Model count lowered to 60
- Given Murderous Mastery
- Har Ganeth Executioners
- Made much more elite, now better than Black Guard
- Model count lowered to 60
- Have new ability “Killing Blow”
- Witch Elves
- Madness of Khaine now decreases Melee Defense by an additional 5
- Now have less numbers, but are more deadly
- Darkshards
- Damage reduced, but firing speed greatly increased (Damage output
increased overall)
- Greater difference between unshieled and shielded versions
- Black Ark Corsairs (Handbows)
- Lower AP, damage reduced and firing speed increased
- Shades
- Given best Melee Defence
- Lower range than Darkshards
- Much higher ranged damage and AP
- Shades (Dual Weapons)
- Worst Melee attack and defence stats of all Shades
- Focused on flanking and killing unarmored inf
- Shades (Greatswords)
- Have high AP, but no Bonus vs Inf
- Made for killing armored enemy elites
- Dark Riders
- Differences between shielded and unshielded units increased
- Cold One Dread Knights
- Made into semi-elite heavy cav
- Tankier than in Vanilla, however still vulnerable to ranged AP fire
- Have a new ability, “Glory for the Witch King” which gives Melee Defence
and extra Charge Bonus to nearby units.
- War Hydra
- Given a new ability to replace Regeneration, called Hydra Regeneration
- Has higher regen than default Regeneration ability
- Black Dragon
- Given a “Contaminated” effect on Melee Attacks, which reduces enemy
leadership by 10
Edicts
Edict Changes:
- Demand Highborn Hostages
- Income from Slaves -5%
- Public Order +4
- Read Dark Portents
- Enemy action success chance: -15%
- Ambush success chance: +10%
- Campaign movement range +20%
- Increase Slave Production Quota
- Income from slaves: +10%
- Recruitment cost: +5%
- Growth: +20
- Sacrifices for Khaine
- Slave decline rate: +100%
- Unit Experience: +1 for all unit recruits
- Income from post-battle loot: +5% (Factionwide)
- Untainted +1
- Enforce Tribute Payments
- Tax rate +6%
- Local recruitment capacity: -1
Buildings
Overall Changes:
- Extra slave decline rate added to most buildings, such as military and income
- Slave market buildings made much more powerful and impactful, however they
lower diplomatic relations with every non Dark-elf faction
- Many new effects added to military buildings that help with sieges, campaign effects
Economy
Vanilla values are 100%, 0% means that faction cant do this action.
Buildings: 50%
Raid: 200%
Sack: 100%
Loot: 100%
Raze: 20%
Post battle loot: 100%
Events/special: 125%
- Public Order now affects slave decline rate and recruitment cost
Army Stances
- Channeling
- Now costs 0 movement (Can be used in-place of normal movement stance)
- Enables Replenishment
- Winds of Magic Power Reserve +20
- Leadership -3 (Own Army)
- Casualty Replenishment +8%
- Ambush
- Movement Cost: 25%
- Chance of spotting nearby foreign armies: +50%
- Melee Attack: +5
- Raiding
- Movement Cost: 50%
- Public Order -15 (When raiding own province)
- Campaign Movement Range: -25%
- Public Order -3 (Enemy Province)
- Growth: -10 (Enemy Province)
- Generate Slaves
- Immune to Attrition
- Vigour in Battle: Winded
- Tax Rate: -100% (When raiding own province)
- Forced March
- Adopt Movement Cost: 25%
- Campaign movement range: +60%
- Upkeep +3% for all units
- Vigour in battle: Tired
- Garrisoned
- Army upkeep: -10%
- +5 Melee Defence
- +5 Leadership
- Siege
- 4% Replenishment added
Skaven Changes
Theme
- Very unique economy, every building has small amounts of income
- Focus on food supply, with new SFO buildings that can generate food for you
- Military is best horde faction in the game, with huge unit sizes and giant health
pools
- Late game, have powerful ranged weaponry and unique monsters
- Use horde units to pin enemies, and ranged firepower to blast both friend and foe
-
Units
Be aware, SFO makes thousands of stats changes, and
changes almost every stat for every unit in the game.
Not every single change will be covered here, only the
most significant.
Existing Unit Changes:
- All Lord and hero Stats tweaked and brought up to SFO standard
- Strength in Numbers now gives Melee Attack, as well as Melee Defence
- Most Skaven unit sizes heavily increased
- Examples:
- Skavenslaves: 280
- Clanrats: 200
- Plague Monks: 140
- Plague Priest
- Given 10% Physical Resistance
- Plague Furnace (Mount)
- Damage Aura strengthened
- Screaming Bell (Mount)
- Leadership Aura strengthened
- Bonebreaker (Mount)
- Now has Armor Sundering
- Skavenslaves
- Increased numbers to make them more effective at tarpitting and for
absorbing enemy fire
- Clanrats
- Have much higher HP now
- Differences increased between shielded and unshielded variants
- Poison Wind Globadiers
- Given Lethal Poison on ranged and melee attacks
- Warpfire Thrower
- Have heavily increased damage compared to Vanilla
- Hell Pit Abomination
- Now has unbreakable
- Plagueclaw Catapult
- Now have crews of 100 models
- Warplightning cannon
- Now have crews of 100 models
- Has higher damage output
- New ability: Warp Overcharge
- Increases damage, but also has a 45% chance to explode and deal
damage to the Cannon itself
- Doomwheel
- Given Strong Vigour
Edicts
Edict Changes:
- Efficient Planning
- Public order +3
- Untainted +3
- Recruitment cost: +10%
- Exploitative Planning
- Food generated: 4
- Tax rate: -20%
- Skaven Corruption: +2
- Martial Planning
- Food generated: -2
- Local recruitment capacity: +4
- Expansionist Planning
- Growth: +40
- Public order: -2
Economy
Vanilla values are 100%. 0% means that faction cant do this action.
Buildings: 100%
Raid: 125%
Sack: 125%
Loot: 125%
Raze: 125%
Post battle loot: 125%
Events/special: 100%
Army Stances
- Stalking (Default Movement)
- Chance of ambushing any enemy force this army attacks
- Ambush
- Movement Cost: 25%
- Chance of spotting nearby foreign armies: +50%
- Melee Attack: +5
- Hidden Encamp
- Movement Cost: 50%
- Enables Replenishment and Global Recruitment
- Immune to Attrition
- Hidden
- Casualty Replenishment Rate: +12%
- Melee Defence: -5
- Food Generated: +1
- Forced March
- Adopt Movement Cost: 25%
- Campaign movement range: +60%
- Upkeep +3% for all units
- Vigour in battle: Tired
- Raiding
- Movement Cost: 25%
- Food Generated: +4
- Public Order -15 (When raiding own province)
- Campaign Movement Range: -25%
- Public Order -6 (Enemy Province)
- Growth: -10 (Enemy Province)
- Immune to Attrition
- Vigour in Battle: Winded
- Tax Rate: -100% (When raiding own province)
- Use Underway
- Movement Cost: 100%
- Immune to Attrition
- Melee Attack -5
- Garrisoned
- Army upkeep: -10%
- +5 Melee Defence
- +5 Leadership
- Siege
- 4% Replenishment added
Empire Changes
Theme
- Strong economy with many ways to create income and reduce upkeep for troops
- Focused on keeping together the Empire’s lands, supporting other elector counts and
defending from outside threats
- Military is the most versatile in the game, unit for almost every role
- Combined arms tactics and picking the right army comp for the right job will win
you the day
Campaign Mechanics
- Empire management.
- State of the Empire. When Empire factions hold all (or most) of the 25
Empire regions, the Empire gets a bonus to growth and public order. When
regions fall out of Empire control, the bonus turns into an increasing penalty
depending on how many regions have fallen, while diplomatic relations with
the surviving Elector Counts rises. Seize the opportunity to confederate the
frightened Elector Counts and restore the Empire to glory!
- The Emperor’s Decisions. At regular intervals, you will be presented with
opportunities to decide how to allocate the Empire’s tax income to provide
various bonuses to diplomatic relations, as well as internal policies.
- Tax rate management. Raise taxes at the cost of public order and growth,
leave them unchanged, or lower them for increased public order and growth.
- Dilemmas and Incidents. Many new events have been added. Will you tell
your people the truth about the Skaven, or will the Witch Hunters continue
to hunt down the heretics spreading these vile rumors?
- AI improvements. When not playing the Empire, you decide if the Empire
will unite as a whole, or if the Elector Counts will bicker and war with each
other. A unified Empire will declare war on factions that take too much of its
territory. Should the Empire begin to fall, it will make a final stand and
summon a powerful Imperial army.
- Public Order now affects untainted and chaos corruption.
- Should public order fall to -50 or below, chaos corruption will begin to
spread.
- When above 50, the province gains a bonus to untainted.
- New Factionwide skill added: Imperial Tactics
- Available only on Lords and Heroes that don’t use magic
- Grants +15% Charge Bonus, +15% AP Damage and +15 Reload Skill in a
50m AOE
- Disabled if Leadership is lower than 50%
- Doesn’t affect Lords and Heroes
Units
Be aware, SFO makes thousands of stats changes, and
changes almost every stat for every unit in the game.
Not every single change will be covered here, only the
most significant.
Existing Unit Changes:
- Nuln Ironsides given new look thanks to Willemsen
- Nuln Ironsides given new unit card thanks to Dryrain
- Sigmarite Disciples given new look thanks to Dryrain
- Karl Franz
- Given Sunder Armor
- Volkmar the Grim
- War Altar of Sigmar mount speed nerfed, no longer capable of outrunning
everything and spam-casting
- Given Magical Attacks
- Empire General
- Now has a pistol in the offand, capable of doing strong short-range fire, in
place of its sword and shield combo
- Ranged attack has very high AP damage, can fire on the move
- Given more AP damage
- More of a focus on supporting the line in SFO
- Does not carry pistol when mounted
- Arch Lector
- Given Magical Attacks and much higher AP damage
- Witch Hunter
- Can now fire on the move in 360 degrees and has very powerful magic
ranged attacks
- Has magical, anti-large melee attacks
- Is now immune to psychology
- Empire Captain
- Shield block chance increased to silver
- Warrior Priest
- Given magical attacks
- Given higher AP damage
- All wizards
- Given magical attacks, and blinding/searing flame attacks for light/bright
wizards
- Pikemen (formerly known as Spearmen)
- Changed in SFO to be a new option from Spearmen Shields
- Less defensive, more focused on hunting down and killing large monsters
- Spearmen (Shields)
- Anti-large bonus decreased (to make them more of a frontline defender)
- Flagellants
- Unit size increased to 160, along with a large health bonus to make them last
longer in combat
- Halberdiers
- Given much higher AP damage and lowered anti-large
- Now the Empire’s main choice for AP inf
- The Tattersouls (Flagellants RoR)
- Given flaming attacks and much higher AP damage
- Greatswords
- Melee stats and Weapon Strength increased
- Numbers lowered to 90, now a more elite unit
- Sigmar’s Sons (Swordsmen RoR)
- Now made into a much more heavily armored unit with 110 armor, 10k HP,
and silver shield block chance
- Also have magical attacks
- Free Company Militia
- Can now fire on the move
- Have less range, less ammo, and do less missile damage to compensate
- No longer have vanguard (role was taken by Huntsmen)
- Have better melee stats, now more of a hybrid unit
- Crossbowmen
- Range increased over vanilla
- Damage also increased
- Sitrland’s Revenge (Free Company Militia RoR)
- Have slightly worse melee stats, but now have anti-infantry and higher
melee damage
- Handgunners
- Reload time massively increased, now have a much longer reload than
crossbows and bows
- Damage and range increased
- The Silver Bullets (Handgunner RoR)
- Given magic attacks
- Empire Knights
- Given 2k more HP in SFO
- Knights of the Blazing Sun
- Armor and HP both increased moderately
- Shield block chance increased to silver
- Given immune to psyche, vanguard deployment, and Wedge formation
- Reiksguard
- Given silver shield block chance
- Immune to Psyche
- Zintlers Reiksguard (Reiksguard RoR)
- Given anti-large, now a good option for anti-cav
- Charge bonus increased by 14
- Demigryph Knights
- Shield block chance upgraded to silver
- Given strider, strong vigour, and immune to psyche
- HP massively buffed, along with Melee stats
- Now have bonus vs infantry, but lower change bonus. Are now meant to be
super strong melee cav
- Numbers lowered to 22 to make them more elite
- Demigryph Knights (Halberds)
- Similar changes to Demigryph Knights
- Now much better as Melee cav than as shock
- The Royal Altdorf Gryphites (Demigryph Knight RoR)
- Made into super-elite unit, only 16 models
- More than double the HP of vanilla
- Much higher weapon strength, from 52 to 122
- Pistoliers
- Speed and damage increased to make skirmish cav more effective
- Outriders
- Only damage increased, speed staying the same
- Mortar
- Damage increased by around 400
- Hellblaster Volley Gun
- Has much higher AP damage output now, fires very fast with very high
damage. More than triple of vanilla
- Range increased to 335
- Great Cannon
- Anti-large bonus added along with increased damage, is now an anti-large
killer
- Hellstorm Rocket Battery
- Damage moderately increase
- Luminark of Hysh
- Given magical melee attacks
- Can now hide in forests
- Steam Tank
- Given very high amounts of Physical, Missile, and Magic resist
- HP increased by about 3k
- Missile damage now has anti-large bonus
- Weapon strength nearly doubled
- Now has strong vigour
- Limited to 1 unit as base
- Each level 3 Foundry increases that limit by +1
New SFO Units:
- Sigmarite Disciples
- New unit meant to be more elite Flagellants
- Decent armor, with unbreakable and high damage output
- Magical AP attacks
- Shield of Faith aura that adds physical resistance to nearby units, as well as
making them immune to psychology
- Benefits from Flagellants skills/tech
- Altdorf Company of Honour (formally The Imperial Foot)
- Legendary Unit
- Only recruitable in Altdrof
- Very high armor and HP
- Charge defence against all makes them an amazing frontline defender
- AP and Anti-large bonus attacks
- Benefits from Halberds skills/tech
- Huntsmen
- Low tier forester bowmen
- Life in the woods has made them sneaky and fast, Stalk, Strider, Vigour
Resistance
- Anti-large projectile from lifetime of hunting forest beasts
- Benefits from Crossbowmen skills/tech
- Nuln Ironsides
- Elite repeating-handgunner inf only recruitable in Nuln
- Fire extremely fast with very high damage
- Break enemy shields, lowering their missile block chance
- Heavily armored and can hold their own in melee
- Benefits from Handgunners skills/tech
- Witch Hunter Retinue
- Top-tier ranged infantry for Empire
- Very small, elite unit
- Magical and AL melee attacks and ranged attacks
- Very versatile unit thats sneaky, fast, good in melee and strong in ranged
- Have a unique ability that lowers an enemies speed and damage resist
- Benefits from Crossbowmen skills/tech
- Knights Panther
- New unit meant to be the Empires mid-tier melee cav
- Only recruitable from the Knights Panther chapterhouse in Middenland
- Anti-inf and AP attacks, meant to be put in melee
- Aoe attacks
- Benefits from Knights skills/tech
- Wolf Kin
- New unit, the Ulric version of Flagellants
- Have frenzy, and are Unbreakable
- Have Bleeding Attacks
- Benefits from Flagellants skills/tech
- Teutogen Guard
- New Ulric cult unit, meant to be higher-tier elite infantry
- High armor, extremely high AP
- White Wolfs Howl passive, which buffs infantry around them
- Benefits from Flagellants skills/tech
- Carroburg Greatswords
- Legendary Unit
- Only recruitable in Carroburg
- Are upgraded Greatswords with both anti-infantry and anti-large
- Benefits from Greatswords skills/tech
- Knights of the White Wolf
- New Ulric Cult cavalry
- Mid-tier Empire cav, between Reiksguard and Empire Knights
- Have large amounts of armor and HP
- Huge amount of AP damage
- Frenzy and Immune to Psyche
- Only recruitable in Middenheim
- Benefits from Knights skills/tech
Edicts
Buildings
Overall Changes:
- Income Buildings reduce public order when upgraded, but provide a small amount
of tradable resources.
- Hostelry Buildings (Public Order buildings) provide a small upkeep reduction for
units in the province.
- Military buildings provide buffs to units in the province, but incur a small growth
penalty.
- Religious buildings buff hero actions but provide a small reduction to building
income.
- Defensive buildings add public order, but reduce building income.
New SFO Buildings:
- Ulric Worship Building chain:
- Parallel to Sigmar Worship buildings
- Add public order and untainted, at the cost of some building income
- Buffs unit attack in the province
- Unlocks Wolf Kin and Teutogen Guard unit recruitment
- Training Grounds Building chain:
- Provides experience every turn to units in province
- Reduces recruitment cost and adds unit veterancy
Economy
Vanilla values are 100%. 0% means that faction can’t do this action.
Buildings: 125%
Raid: 100%
Sack: 40%
Loot: 40%
Raze: 20%
Post battle loot: 25%
Events/special: 125%
Army Stances
- Ambush
- Movement Cost: 25%
- Chance of spotting nearby foreign armies: +50%
- Melee Attack: +5
- Raiding
- Movement Cost: 50%
- Campaign movement range: -25%
- Raiding income
- -5 public order to raided province
- -10 growth to raided province
- Immune to attrition (army)
- Winded Vigour in battle (army)
- Encamp
- Movement Cost: 50%
- Enables Replenishment and Global Recruitment
- Immune to Attrition
- Leadership +5
- Casualty Replenishment Rate: +12%
- Melee Defence: +5
- Forced March
- Adopt Movement Cost: 25%
- Campaign movement range: +60%
- Upkeep +5% for all units
- Vigour in battle: Tired
- Channeling
- Miscast chance -10%
- Winds of Magic reserve +25
- Melee attack -3 (army)
- Trenches
- Movement Cost: 50%
- Campaign movement range: -25%
- Missile Resistance +10% infantry units (army)
- Missile Weapons Damage +5% (army)
- Ammunition +10% (army)
- Garrisoned
- Army upkeep: -10%
- +5 Melee Defence
- +5 Leadership
- Siege
- 4% Replenishment added
Technologies
The Ulric worship building chain unlocks technologies unique to SFO. The Empire
has also received a fourth technology under each research section, and many
technologies have new effects or have had their effects moved. To balance the
increased number of technologies, the Empire can get significant research bonuses
from high-tier buildings.
Dwarf Changes
Theme
- Strong economy based on mining valuable resources and industry, with good trade
options.
- Durable, cost-effective core units.
- Their elite infantry is some of the finest in the Warhammer universe, but very
expensive to recruit and maintain.
- Stubborn armies which are very difficult to wipe and excel at fighting when
damaged.
- Public Order affects recruitment points.
- Manage their grudges, and master effective unit formations to succeed.
Campaign Mechanics
- Grudges reworked.
- Tax rate management. Raise taxes at the cost of public order and growth, leave them
unchanged, or lower them for increased public order and growth.
- 2 new factionwide Skills added.
- Unyielding Oath
- Available on all non-elite units and heroes
- Grants +5 Melee Defence, +5% Physical Resist, and +5% Missile
Resist
- Disabled if HP is greater than 50%
- Undying Oath
- Available on all elite units and lords
- Grants +7 Melee Defence, +7% Physical Resist, +7% Missile Resist,
and Disciplined in a 20m AOE
- Disabled if HP is greater than 50%
- Doesn’t affect self
Units
Existing Unit Changes:
Thorgrim Grudgebearer
- Added 15% Ward Save
Dwarf Warriors
- Now have Charge Defence Against Large
- Allows them to hold the frontline and be much tankier than other factions
Ekrund Miners (Miners RoR)
- Now have Frenzy
Warriors of Dragonfire Pass (Dwarf Warriors RoR)
- Now have very high armor, are a much tankier unit
Longbeards
- Lowered number to 80
- Given charge defence against all
Longbeards (Great Weapons)
- Lowered number to 80
- Given charge defence against all
Slayers
- Increased Anti-large bonus
Dragonback Slayers
- Number count reduced to 12
- Now a very elite unit
- Large amounts of AP and anti-large
Ironbreakers
- Numbers lowered to 80
- Now have Charge Defence against all
- More elite, frontline unit
Gyrocopter
- Change cannon to be general purpose with higher damage, still not that amazing
- Can now fire on the move
- Bomb damage increased
Gyrocopter (Brimstone gun)
- Added anti-large bonus to gun, now an anti-large killer
- Can now fire on the move
- Bomb damage increased
Gyrobomber
- Gun damage heavily increased, now a very effective killer
- Bomb damage increased
Quarellers
- Damage increase, now do more AP
Thunderers
- Heavy damage increase, tons of AP now
- Long reload due to firing rifles
Irondrakes
- Damage heavily increased
- Are decent melee fighters now
Bolt Thrower
- Anti large increased by a large amount, should be much more effective at its role
now
Cannon
- AP increased to separate it more from the Bolt Thrower
Organ Gun
- Damage increased to help out its effectiveness
Flame Cannon
- Damage much better than vanilla, now a very dangerous artillery piece
New SFO Units:
- Daemon Slayers
- Legendary Unit
- Only recruitable in Slayers Shrine in Karak Kadrin
- Low armor, but very high AP and Magic attack damage unbreakable unit of
12 slayers
- Good at killing everything
- Benefits from Slayers skills/tech
- Giant Slayers
- Elite unit of slayers focused on single anti-large
- Have great weapons, a lot of AP
- 24 man unit
- Benefits from Slayers skills/tech
- Shieldbearers
- Elite high-tier Dwarf hero infantry
- Small unit count, only 12
- Very elite and good at tanking charges/holding the line
- Benefits from Hammerers skills/tech
- Dwarf Engineers
- High tier specialist range unit
- Have hand-held grenade launchers
- Can decimate enemy infantry
- Buffs range units around
- Benefits from Thunderers skills/tech
Edicts
No changes
Buildings
Overall Changes:
- Dwarf Warriors and Quarrellers no longer require a building to be recruited.
- Industry Buildings reduce public order when upgraded.
- Farms produce a small amount of income.
- Hostelry (Brewery) Buildings provide a small amount of very valuable Dwarven
Beer for trade, as well as some income when upgraded.
- Marketplace building chain provides faction-wide growth.
- Military buildings provide buffs to units, but incur a small reduction to building
income.
New SFO Buildings:
- Construction Building Chain:
- Increases building income.
- Reduces construction time.
- Reduces attrition from sieges.
Economy
Vanilla values are 100%. 0% means that faction can’t do this action.
Buildings: 175%
Raid: 100%
Sack: 10%
Loot: 20%
Raze: 0%
Post battle loot: 10%
Events/special: 125%
Army Stances
- Ambush
- Movement Cost: 25%
- Chance of spotting nearby foreign armies: +50%
- Melee Attack: +5
- Mining Camp
- Movement Cost: 50%
- Campaign movement range: -50%
- Raiding income
- +100 unit experience per turn (army)
- +5% additional tradable resources (factionwide)
- Immune to attrition (army)
- Winded Vigour in battle (army)
- +5% tax rate (own province)
- Encamp
- Movement Cost: 50%
- Enables Replenishment and Global Recruitment
- Immune to Attrition
- Leadership +5
- Casualty Replenishment Rate: +12%
- Melee Defence: +5
- Valaya’s Will
- Movement Cost: 50%
- Campaign movement range: -25%
- +3 public order (own province)
- +15 growth (own province)
- +2 untainted
- -5% tax rate (own province)
- Forced March
- Adopt Movement Cost: 25%
- Campaign movement range: +60%
- Upkeep +5% (army)
- Vigour in battle: Tired
- Use Underway
- Only one movement which can bypass terrain
- Immune to attrition (army)
- Can be intercepted by enemy armies-Army will be wiped out on a loss
- -5 attack (army)
- Garrisoned
- Army upkeep: -10%
- +5 Melee Defence
- +5 Leadership
- Siege
- 4% Replenishment added
Technologies
Some small changes were made to keep the Dwarven economy in check.
Vampire Counts
Changes
Theme
- Public Order now affects replenishment
Units
Be aware, SFO makes thousands of stats changes, and
changes almost every stat for every unit in the game.
Not every single change will be covered here, only the
most significant.
Existing Unit Changes:
- New Factionwide Skill Added: “Binding Winds of Blood”
- Available on all magic-using VC heroes and lords.
- Grants +5 Leadership and +10 Melee Attack to all units in a 50m radius
around the lord.
- Disabled if mana pool falls under 50%
- Doesn’t affect Lords and Heroes
- New unit cards for custom units thanks to Dryrain
- Zombies
- Skeletons
- Skeletons (spears)
- Dire Wolves
- Fell Bats
- Crypt Ghouls
- Crypt Horrors
- Grave Guard
- Grave Guard (great weapons)
- Corpse Cart
- Corpse Cart (Balefire)
- Corpse Cart (Unholy Lodestone)
- Black Coach
- Mortis Engine
- Black Knights
- Black Knights (lances and barding)
- Cairn Wraiths
- Hexwraiths
- Vargheists
- Vargulf
- Added hunger
- Blood Knights
- Terrorgheist
New SFO Units:
- Black Grail Knights
- Legendary Unit
- Can only be recruited from Mousillon with VC landmark building
- Small number, elite Cavalry unit.
- Attacks lower enemy leadership
- Blood Dragon Warriors
- Zombie Dragon
Buildings
Overall Changes:
- Military buildings reduce public order, but decrease raise dead cost.
- Forest recruitment chain has a new tier building.
- Terrorgheist building upgrades to allow recruitment of zombie dragons.
- Most infrastructure buildings add a small amount of public order.
- Garrison buildings add public order, but decrease building income.
- The highest tier military support buildings provide slightly less income, but also add
a small amount of public order.
New SFO Buildings:
- Blood Tax Building chain:
- Provides moderate income at the cost of a small amount of growth.
- Provides a small amount of replenishment.
Edicts
Economy
Vanilla values are 100%. 0% means that faction can’t do this action.
Buildings: 75%
Raid: 200%
Sack: 65%
Loot: 75%
Raze: 20%
Post battle loot: 75%
Events/special: 100%
Army Stances
- Ambush
- Movement Cost: 25%
- Chance of spotting nearby foreign armies: +50%
- Melee Attack: +5
- Raiding
- Movement Cost: 50%
- Campaign movement range: -25%
- Raiding income
- -5 public order to raided province
- -10 growth to raided province
- Immune to attrition (army)
- Winded Vigour in battle (army)
- Forced March
- Adopt Movement Cost: 25%
- Campaign movement range: +60%
- Upkeep +5% for all units
- Vigour in battle: Tired
- Channeling
- Miscast chance -10%
- Winds of Magic reserve +25
- Leadership -5 (army)
- Replenishment +8% (army)
- Vampiric Corruption +3 (local province)
- Necromantic Ritual
- Movement Cost: 75%
- Movement disabled
- Leadership +5 (army)
- +1 experience to unit recruits (army)
- -10% raise dead cost (army)
- Garrisoned
- Army upkeep: -10%
- +5 Melee Defence
- +5 Leadership
- Siege
- 4% Replenishment added
Technologies
Some small rebalances to existing technologies. A new technology tree has been
added: the Genesis of the Vampire Counts.
Greenskin Changes
Theme
- Oi, lissen up you gits! Here’s da plan: we’s gonna take da boys an’ march into dem
hummie lands and smash up d’ere cities. We’s gonna take everyfing shiny, and bring
it back to da shiny piles. Den we’s goin’ to da stunties in da mountains, and we’s
gonna do da same to dem.
- The Greenskin economy is relatively weak; most of their income comes from
fighting, raiding, and sacking cities.
- New research options allow the Greenskins to get powerful bonuses at the cost of
some detriments; choose wisely!
- The Greenskin army is very diverse, with a variety of infantry, cavalry, and monster
units to choose from.
- Find an army composition that works, and get out there and fight!
Campaign Mechanics
- War economy. Mining gold is for stunties, taxes are for hummies. While the
Greenskins do extort some money from their people (mostly the gobbos), their main
source of income comes from doing battle. There are several buildings which
provide faction-wide bonuses to combat income, as well as some research options.
- Fightiness. Not only do the Greenskins rely on fighting for their income, but da boys
get bored if left idle for too long. Your armies will spend most of their time in
foreign territory fighting and raiding.
- 2 new factionwide skills added
- WAAAGH!
- Available on non-elite units and heroes
- Three Stages, each lasting 30 seconds
- 1: +10% Melee Attack, -5% Melee Defence
- 2: +20% Melee Attack, -10% Melee Defence
- 3: +30% Melee Attack, -15% Melee Defemce
- Disabled when HP is lower than 50%
- WAAAAAAGH!!
- Available on elite units and lords
- Grants +5 Melee attack and gives all units extra Knockback when
attacking in a 40m AOE
- Only active in Melee
- Black Orc Bellow Ability changed
- Renamed to Immortulz Cloak
- Works only on Lords
- Public Order affects charge for all units in the province.
- On low public order, units will take a charge penalty, but get a small bonus to
attack.
- On high public order, units get a charge bonus.
- Legendary Lords no longer appear in WAAAGGH armies.
- While controlled by the AI, Greenskin armies have a bonus to Fightiness in enemy
territory to prevent the AI dying to attrition.
Units
Be aware, SFO makes thousands of stats changes, and
changes almost every stat for every unit in the game.
Not every single change will be covered here, only the
most significant.
Existing Unit Changes:
- Goblins
- Orc Boyz
- Night goblins
- Night goblins (spears)
- Night goblins (fanatics)
- Nasty Skulkers
- Savage Orcs
- Orc Big ‘Uns
- Savage Orc Big ‘Uns
- Black Orcs
- Goblin Archers
- Night Goblin Archers
- Night Goblin Archers (Fanatics)
- Orc Arrer Boyz
- Savage Orc Arrer Boyz
- Goblin Wolf Riders
- Goblin Wolf Rider Archers
- Goblin Spider Riders
- Goblin Spider Rider Archers
- Night Goblin Squig Hoppers
- Orc Boar Boyz
- Savage Orc Boar Boyz
- Goblin Wolf Chariot
- Orc Boar Chariot
- Orc Boar Boy Big ‘Uns
- Savage Orc Boar Boy Big ‘Uns
- Squig Herd
- Trolls
- Goblin Rock Lobber
- Doom Diver Catapult
- Giant
- Arachnarok
-
Edicts
Some minor changes to edicts to make them more interesting and balanced.
Buildings
Overall Changes:
- Barracks building chain provides a small amount of income and a small penalty to
growth, while the Forest Beast chain and Boar chain provide penalties to enemy
armies in the province.
- All income building chains have an increasing public order penalty as they are
leveled.
New SFO Buildings:
- Da Tow’err Building Chain
- Increasing factionwide raiding income per level.
- Unlockable miscellaneous factionwide bonuses per level.
Economy
Vanilla values are 100%. 0% means that faction can’t do this action. Greenskins do not
trade.
Buildings: 100%
Raid: 200%
Sack: 125%
Loot: 125%
Raze: 20%
Post battle loot: 100%
Events/special: 100%
Army Stances
- Ambush
- Movement Cost: 25%
- Chance of spotting nearby foreign armies: +50%
- Melee Attack: +5
- Forced March
- Adopt Movement Cost: 25%
- Campaign movement range: +60%
- Upkeep +5% (army)
- Vigour in battle: Tired
- Waaagh Begins
- Adopt Movement Cost: 50%
- Upkeep +5% (army)
- +7 fightiness (army)
- Raidin’ Camp
- Adopt Movement Cost: 25%
- Raiding income
- +12% replenishment, access to global recruitment pool
- +3 Fightiness (army)
- +10 charge (army)
- +5 leadership (army)
- -10 growth (local province)
- -5 public order (local province)
- Immune to attrition (army)
- Use Underway
- Only one movement which can bypass terrain
- Can be intercepted by enemy armies-Army will be wiped out on a loss
- -5 attack (army)
- Garrisoned
- Army upkeep: -10%
- +5 Melee Defence
- +5 Leadership
- Siege
- 4% Replenishment added
- +3 Fightiness (army)
Chaos Changes
Theme
- The end times approach! New SFO shrine buildings allow you to build themed
armies for Khorne, Nurgle, Slaanesh, or Tzeentch.
- Horde buildings now provide significant income, but most no longer provide unit
upkeep reduction. This alleviates the problems of stacking upkeep reduction and
allows the player more flexibility with their army compositions. New SFO buildings
also allow for static hordes designed to support the invasion.
- The most elite chaos units are now more powerful, but have unit caps. Researches
will increase these caps.
- Field some of the most powerful units in all of Warhammer- both the new world
and the old are ripe for conquest.
Campaign Mechanics
- Now have 4 options when razing, with effects based off of the different Chaos gods,
with graphics made by [HN]
- All effects last for 5 turns and give +10 Chaos Corruption locally
- Raze for Khorne
- Grants +10% Weapon strength
- Raze for Slaanesh
- Grants +15% movement range
- Raze for Nurgle
- Grants +5 Horde Growth
- Raze for Tzeentch
- Grants +10% Casualty Replenishment
- Chaos can also now vassalize liberated Norscan factions again
- Chaos gets -10% upkeep reduction for all armies after defeating Sarthoreal
- 2 new factionwide skills added
- Chaotic Crusade
- Available on non-elite Chaos Units
- Grants +10% Weapon Damage, +10% AP Damage, and +10%
Vigour
- Disabled when HP is lower than 50%
- Chaotic Blessing
- Available on elite Chaos Units and Lords
- Grants +20% Weapon Damage, +20% AP damage, and +20%
Vigour
- Disabled when HP is lower than 50% Based
- Chaos Gods Marks skill added to all lords
Units
Be aware, SFO makes thousands of stats changes, and
changes almost every stat for every unit in the game.
Not every single change will be covered here, only the
most significant.
Existing Unit Changes:
- New Unit cards for custom units thanks to Dryrain
- Chaos Marauders
- Chaos Marauders (great weapons)
- Forsaken
- Chaos Warriors
- Chaos Warriors (halberds)
- Chaos Warriors (great weapons)
- Chosen
- Chosen (halberds)
- Chosen (great weapons)
- Aspiring Champions
- Chaos Chariot
- Gorebeast Chariot
- Chaos Knights
- Chaos Knights (lances)
- Marauder Horsemen
- Marauder Horsemen (throwing axes)
- Marauder Horsemasters
- Chaos Warhounds
- Hounds of Pestilence
- Chaos Spawn
- Chaos Trolls
- Chaos Trolls (armored)
- Dragon Ogres
- Hellcannon
- Chaos Feral Manticore
- Chaos Giant
- Dragon Ogre Shaggoth
New SFO Units:
- Chaos Marauder Champions
- Low unit count
- Elite unit recruited from level 3 marauder building
- Chaos Zealots (Undivided)
- Very low unit count
- Support infantry
- Great Chaos Dragon
- Dragon
Buildings
Overall Changes:
- Significant income added to all horde buildings, however most buildings no longer
provide upkeep reduction.
New SFO Buildings:
- Chaos Shrines
- Choose to devote an army to Khorne, Nurgle, Slaanesh, or Tzeentch.
- Each shrine provides themed bonuses, and a penalty, to the army.
- Warshrine of Cultists
- Provides income at the cost of campaign movement
- Provides a small amount of horde growth
- Fortress of Chaos
- Disables campaign movement for this horde
- Significant decrease to unit upkeep (horde)
- Large increase to horde growth
- Bonus horde income (hordes in region)
- Bonus income from vassals (factionwide)
Economy
Vanilla values are 100%. 0% means that faction can’t do this action.
Buildings: 200%
Raid: 250%
Sack: 50%
Loot: 50%
Raze: 50%
Post battle loot: 100%
Events/special: 100%
Army Stances
- Chaos now has constant replenishment
- Forced March
- Adopt Movement Cost: 25%
- Campaign movement range: +60%
- Upkeep +5% (horde)
- Vigour in battle: Tired
- Channeling
- Miscast chance -10% (horde)
- Winds of magic power reserve +25 (horde)
- Melee attack -3 (horde)
- Raiding
- Raiding income
- Winded Vigour in battle (horde)
- Immune to attrition (except horde infighting)
- -5 public order (local province)
- -10 growth (local province)
- Summoning
- Research rate +15%
- Upkeep +5% (horde)
- Chaos Corruption +3 (local province)
- Encamp
- Movement Cost: 25%
- Enables Replenishment and Global Recruitment
- Immune to Attrition (except horde infighting)
- Casualty Replenishment Rate: +15%
- Weapon Strength +10% (horde)
- Income from horde buildings +10% (horde)
- Siege
- 4% Replenishment added
Technologies
- Several existing researches have added marauder upkeep reduction.
- Several existing researches have added small elite unit upkeep reduction.
- New researches added to increase elite unit caps.
Beastmen Changes
Theme
- Beastly murder
Campaign Mechanics
- New Factionwide Skill added: Primal Rage
- Only Available on Khazrak and Elite Units
- Grants +12% Speed, +8 Melee Attack, +20% Charge Bonus, +10% Weapon
Damage, and Immune to Psychology
- Disabled if Leadership is lower than 50%
- While controlled by the AI, Beastmen armies have a bonus to Bloodlust in enemy
territory
- Will prevent the AI armies from dying due to attrition
- Chaos Gods Marks skills added to lords
Units
Be aware, SFO makes thousands of stats changes, and
changes almost every stat for every unit in the game.
Not every single change will be covered here, only the
most significant.
Existing Unit Changes:
- Manticore added to Beastmen roster
- Ungor Spearmen Herd
- Ungor Spearmen Herd (shields)
- Ungor Herd
- Gor Herd
- Gor Herd (shields)
- Bestigor Herd
- Ungor Raiders
- Centigors
- Centigors (great weapons)
- Razorgor Chariot
- Centigors (throwing axes)
- Chaos warhounds
- Hounds of Pestilence
- Harpies
- Razorgor Herd
- Chaos Spawn
- Minotaurs
- Minotaurs (shields)
- Minotaurs (great weapons)
- Feral Manticore
- Cygor
- Giant
New SFO Units:
- Khorngors
- Slaangors
- Pestigors
- Tzaangors
- Wargors
Buildings
Overall Changes:
- Basic military buildings provide penalties to enemy armies in the region
- Arcane and Giants buildings provide bonuses to the horde
- Warherd building chain provides increasing casualty replenishment
New SFO Buildings:
- Gathering Warherd Building Chain
- Provides a bonus to lord recruitment rank and horde growth faction-wide
- Tier 5 provides increased research speed
- Unlocks recruitment of Khorngors, Slaangors, Pestigors, and Tzaangors
- Raiding Building Chain
- Provides increasing bonuses to raiding income per level (horde)
Economy
Vanilla values are 100%. 0% means that faction cant do this action.
Buildings: 100%
Raid: 250%
Sack: 175%
Loot: 175%
Raze: 175%
Post battle loot: 100%
Events/special: 150%
Army Stances
- Constant replenishment added
- Raiding
- Movement Cost: 25%
- Raiding income
- Bestial rage +2 (horde)
- Horde Growth +3 (horde)
- -5 public order (local province)
- -10 growth (local province)
- Immune to attrition (horde)
- Casualty Replenishment Rate: +10%
- Winded Vigour in battle (horde)
- Hidden Encampment
- Movement Cost: 25%
- Bestial Rage -1 (horde)
- Immune to attrition (horde)
- Leadership -5 (horde)
- Upkeep -5% (horde)
- Casualty Replenishment Rate: +15%
- Hidden until discovered
- Movement disabled (horde)
- Gathering Hordes
- Movement Cost: 50%
- Experience per turn +100 (horde)
- Upkeep -10% (horde)
- Melee defense -5 (horde)
- Use Underway
- Only one movement which can bypass terrain
- Can be intercepted by enemy armies-Army will be wiped out on a loss
- - 10 charge (horde)
- Siege
- 4% Replenishment added
Technologies
Two new research chains. Gathering horde chain increases research rate, horde
growth factionwide, provides a small leadership bonus against Wood Elves, and a
small increase to income from razing settlements. Chaos chain increases research
rate, small upkeep reduction factionwide, raiding income increase factionwide, and
+1 chaos corruption to hordes factionwide.
Wood Elf Changes
Theme
- Enigmatic and inscrutable, the Asrai seek to restore the Oak of Ages to glory. To that
end, the Wood Elves seek to capture special Amber deposits scattered around the
map.
- The Asrai will have other opportunities to acquire Amber through completing
special missions and tasks in addition to Legendary Lord quests and military
alliances.
- 4 seasons have been added; forest spirits receive bonuses in Spring and Summer
and penalties in Autumn and Winter. Orion will be wounded at the start of every
Winter as he is symbolically burned on his pyre, and will return at start of Spring
with bonus experience.
- The Wood Elves are more focused on completing missions and successful wild hunts
than expanding all over the world. Focus your expansions on key settlements and
important outposts to support your armies.
Campaign Mechanics
- 4 seasons. Spring and Summer provides buffs to forest spirits and animal units,
while Autumn and Winter provide penalties. Orion is wounded at the start of every
Winter season, so make sure to keep a lord as backup to lead the army during his
absence.
- 4 small Amber deposits, 4 large Amber deposits. Scattered around the entire Mortal
Empires map, these regions provide significant Amber to the Asrai when captured,
incentivizing them to send forces to all corners of the world.
- 2 New factionwide skills added
- Gifts of the Forest
- Available on all “Elven” units, lords and heroes (Including Orion)
- Grants +10% Weapon Damage, +15% Speed, and +10 Reload Skill
- Disabled if HP is less than 50%
- Protectors of the Wood
- Available on all “Forest Spirit” units, lords, and heroes (Including
Orion)
- Grants +10 Armour and +10% Physical Resist
- Disabled if HP is less than 50%
- Public Order now affects movement range
- Having a low amount of Amber now incurs higher penalties
- Reduced upkeep for armies within Athel Loren (-20% upkeep)
Units
Be aware, SFO makes thousands of stats changes, and
changes almost every stat for every unit in the game.
Not every single change will be covered here, only the
most significant.
Existing Unit Changes:
- Dryads
- The only low-tier “tanky” unit for the Wood Elves
- Have very high resistance and armor compared to Elf infantry, along with
much more health
- With 70 leadership, Immune to Psychology and strong Vigour, they are very
good at holding up weak points in your lines and tying down the enemy
- Low melee stats, but magical attacks do give them an edge.
- Very fast with 42 movespeed, can get into combat very fast
- Eternal Guard
- Semi-elite infantry, but available as a Tier 1 unit
- Glass cannons. Very squishy with low HP and medium armor, but also a
very strong unit with high melee stats and weapon strength
- Increased melee stats and weapon strength compared to their shielded
brothers
- Eternal Guard (shields)
- Semi-elite infantry, but available as a Tier 1 unit
- Glass cannons. Very squishy with low HP and medium armor, but also a
very strong unit with high melee stats and weapon strength
- More Melee Defence and armor than their unshielded variant
- Wildwood Rangers
- Versatile stealth unit
- Glass cannon, very few defensive strengths but very powerful as a surprise
attacker
- Can be used effectively against both infantry and large units, although it
shines the most against heavily-armored cavalry.
- Fights most effectively in forests, where it gains extra charge defence against
large
- Wardancers
- The glassiest of the glass cannons
- Almost no armor, their only saving grace is their ward save and physical
resist
- Incredibly strong fighters however. High melee stats, insane weapon
damage, strong vigour, and bonus vs Inf means that these ladies shred
anyone them come in contact with
- Best used on the enemy flanks, where they can attack without worry of being
attacked themselves
- Can use The Shadow’s Coil active skill to increase their missile resist, at a
cost of melee stats. Perfect for closing the distance to the enemy under
missile fire
- At 50 speed, they are an incredibly quick and agile unit
- Wardancers (Asrai spear)
- An anti-armor variant of the Wardancers, not anti-large
- Just as squishy as their other sisters
- However, they have armor sundering AND armor piercing attacks, making
them INSANE against armored targets.
- Also have charge defence against large, so they can hold back enemy cav.
However, its best to use Wardens, Rangers, or Eternal Guard to finish them
off
- Glade Guard
- Your basic, tier-1 archer unit
- Comparable to tier 2, or even tier 3 archers from other factions
- Insanely high range, good missile damage, firing speed, and plenty of ammo
- Strider, strong vigour, and 42 move speed mean that they make excellent
skirmishers
- Only downside is lack of AP damage, only 5 per arrow
- Glade Guard (hagbane tips)
- Glade Guard, but with poisoned ranged attacks
- Even better at skirmishing, but lower damage output overall
- Lower range and ammo than standard variant
- Glade Guard (starfire shafts)
- Glade Guard, but with magical flaming AP attacks
- The best damage dealing out of all 3 variants, and with the highest range
- Be careful using these against units with high fire resistance
- Deepwood Scouts
- Your tier-2 ranged unit. Very strong, comparable to other factions top-tier
ranged
- With Stalk, 360 firing arc, and firing while moving, these units are insanely
good skirmishers and ambushers
- Range is extremely high at 190, and they have plenty of ammunition with 30
- Decent AP damage, but still not the perfect AP counter
- Deepwood Scouts (swiftshiver shards)
- A high-magic damage variant of the Deepwood Scouts
- Magical attacks, along with the ability to fire two projectiles per shot instead
of one
- These are an insanely high damage unit, but be careful against anything with
high magic resistance
- Waywatchers
- Possibly the best archer unit in the entire game
- Highest range out of almost any other archer unit with 200, only equal to
the Sisters of Averlorn
- Absurd damage output, with a 14 normal 15 AP damage split, and firing
every 5.3 seconds. Their ability buffs increase their damage and reload speed
to even more ludicrous values
- Everything a skirmisher could ever want, including snipe, an ability that
allows them to fire without being detected.
- Can hold their own in melee, with fairly good stats and poison weapon
attacks. However, still squishy.
- Wild Riders
- High-tier elite cavalry
- One of the fastest cavalry units in the game with 110 movespeed, strider, and
strong vigour
- Great melee stats, damage, and charge bonus
- Excell against infantry, with a 30 bonus vs infantry on their attacks
- Only downside is that they are very squishy with low HP and almost no
armor. Only thing that can save them is their 30% ward save
- Wild Riders (shields)
- The anti-large version of the Wild Riders
- Are granted gold shields, and trade their 30 bonus vs inf for high AP and
30 bonus vs Large
- Great for taking out enemy Cavalry, just be careful about head-on
engagements as Wild Riders are still a very squishy unit. Flank and rear
charges are they way to win with these guys.
- Glade Riders
- Low tier skirmishing cavlary
- Excellent at skirmishing, with 100 movespeed, strider, and strong vigour
- However, can easily be killed by enemy ranged fire, with only 7000 hp and
15 armor
- Can actually fight in melee, but only against the most basic of units. Can be
used to run down enemy ranged units or routing units
- Glade Riders (hagbane tips)
- Glade Riders, but with poison ranged attacks
- Better at debuffing the enemy lines, but worse damage overall
- Hawk Riders
- Unique flying ranged skirmishers
- Can be used to great effect due to their high flying speed, and ability to not
be tied down due to land units
- Can control the skies with their high melee stats and AP melee weapon
damage
- Low unit count, but very high missile damage at 132. Best used to take down
strong enemy targets, not hordes
- Sisters of the Thorn
- Unique magical ranged skirmish cavalry
- Have two bound spells, Shield of Thorns with 3 casts, and Curse of Anraheir
with 2 casts
- Can also skirmish very well with 52 AP Posion ranged attacks, along with
high move speed
- Surprisingly tanky, thanks to their 20% ward save and 15% phys resist
- Great Eagle
- Flying monster tailor-made for lord/elite sniping
- Great maneuverability, with high AP damage and bleed attacks make this
unit great for sniping out lords, especially non-melee ones.
- Can also go toe-to-toe with other flying units, its bleed attacks giving it the
edge against other aerial opponents
- Vulnerable to enemy ranged fire, even with 25% missile resist
- Treekin
- Mid tier monstrous unit
- Differs from the rest of the roster in that they’re extremely tanky, but with
lower damage output (compared to other monsters)
- 85 armor, 15K HP, physical and missile resist plus charge defence against
large make these guys very tanky and hard to take down
- High leadership and immune to psychology make them unlikely to run from
battle
- Not the best offensively, but do have magical attacks and AP damage
- Their one weakness is to fire attacks, which will do an extra 40% damage to
them
- Treeman
- A larger, single model, more offensively focused monster unit compared to
Treekin
- Tankiest unit in the entire roster, comparable only to the forest Dragon. 14K
HP, 95 Armor, and high resistance all combine to make the Treeman very
hard to take down
- Again, one weakness is to fire attacks.
- Higher melee attack, damage, AOE, and magical attacks make Treemen great
on the offensive. Still less effective than other factions large monsters
- Forest Dragon
- The most powerful, highest tier unit in the Wood Elves roster
- With 100 armor, 10K hp, and 15% ward save, and the ability to fly, this guy
is not going to be easy for anyone to kill
- Poison attacks, poison breathe, and 600 mostly-AP damage make them one
of the strongest offensive units in the roster
- Can control the skies for the Wood Elves, however does not do well against
flying spam or other dragons
New SFO Units:
- Shadow Dancers
- Legendary Unit
- Only recruitable from Shadow Dancers building
- Small, elite support unit
- Has spells that debuff enemies
- Eternal Wardens
- Elite anti-infantry unit
- Low numbers, but insanely good stats
- High armor, gold tier shields, high resistances, and charge defence against
large makes them very hard to take down
- They shred through infantry with AP bonus vs infantry attacks.
- Buff wood elves around them with +4 leadership and +4 melee defence.
- The perfect keystone unit for your defensive frontline, can hold, buff, and
dish out damage to advancing enemies all at once.
- Wildwood Wardens
- An even more elite version of Wildwood Rangers
- Perfect for sniping enemy high-tier cavalry, monsters, or large-sized lords.
- Due to their low numbers (24 models) they are much less effective against
hordes and larger unit sizes. Can still hold their own against most cavalry.
Buildings
Overall Changes:
- Level 3 Income building re-added
- Was removed by CA
- Military buildings now lower upkeep for local armies or provide small bonuses
- Outpost effects adjusted
- Outposts can be upgraded to level 2
New SFO Buildings:
- Amber building chain
- In Athel Loren, can be upgraded up to tier 5, providing an extra Amber and a
small amount of income per tier.
- In outposts, can be built at tier 1 to provide a single Amber
Economy
Vanilla values are 100%. 0% means that faction can’t do this action.
Buildings: 100%
Raid: 200%
Sack: 50%
Loot: 75%
Raze: 50%
Post battle loot: 200%
Events/special: 100%
Army Stances
- Athel Loren (stacks with any stance)
- Active anytime an army is within Athel Loren
- Provides -20% upkeep (army)
- Ambush
- Movement Cost: 25%
- Chance of spotting nearby foreign armies: +50%
- Melee Attack: +5
- Raiding
- Movement Cost: 50%
- Campaign movement range: -25%
- Raiding income
- -5 public order to raided province
- -10 growth to raided province
- Immune to attrition (army)
- Winded Vigour in battle (army)
- Encamp
- Movement Cost: 50%
- Enables Replenishment and Global Recruitment
- Immune to Attrition
- Leadership +5
- Casualty Replenishment Rate: +12%
- Melee Defence: +5
- Forced March
- Adopt Movement Cost: 25%
- Campaign movement range: +60%
- Upkeep +5% for all units
- Vigour in battle: Tired
- Forest Calls
- Movement Cost: 50%
- Reload Time Reduction +10% (missile units in army)
- Speed +10% (army)
- Melee Defense -5 (army)
- Use Worldroots
- Only one movement which can bypass terrain
- Immune to attrition (army)
- Can be intercepted by enemy armies-Army will be wiped out on a loss
- -5 attack (army)
- Garrisoned
- Army upkeep: -10%
- +5 Melee Defence
- +5 Leadership
- Siege
- 4% Replenishment added
Technologies
Additional technologies to provide more options to the player.
Bretonnia Changes
Theme
- Roses are red, violets are blue, their infantry sucks, but the Knights will trample you.
Campaign Mechanics
- Peasant economy.
- Chivalry.
- Public Order now affects leadership during siege battles
- 2 New factionwide skills added
- Peasants Duty
- Available on all non-knightly units
- Grants +15% Melee Attack and +5% Physical Resist
- Disabled if Leadership is lower than 50%
- Knights Duty
- Available on all Knightly units, lords, and heroes
- Grants +25% Charge Speed, +15% Melee Attack, and +25% Charge
Bonus
- Disabled if Leadership is lower than 50%
Edicts
No changes.
Buildings
Overall Changes:
- Peasant barracks building reduces growth. The Knight barracks building incurs a
minor increase to peasant upkeep per level.
- Medicine building provides a small amount of tradable resources.
- Carpentry building provides a bonus to defense to local armies in the province,
while the Armory provides a small stacking bonus to defense to all units factionwide.
- Industry buildings provide more income than farms, but incur a public order
penalty.
New SFO Buildings:
- Chapel of the Lady
- Small bonus to chivalry
- Small increase to untainted
- Small increase to movement speed for armies in the province
Units
Be aware, SFO makes thousands of stats changes, and
changes almost every stat for every unit in the game.
Not every single change will be covered here, only the
most significant.
Existing Unit Changes:
- Peasant Mob
- Men-at-arms
- Spearmen-at-arms
- Men-at-arms (shields)
- Spearmen-at-arms (shields)
- Men-at-arms (polearms)
- Battle Pilgrims
- Foot Squires
- Grail Reliquae
- Peasant Bowman
- Peasant Bowman (fire arrows)
- Peasant Bowman (pox arrows)
- Mounted Yeomen
- Mounted Yeomen archers
- Knights Errant
- Knights of the Realm
- Questing Knights
- Grail Knights
- Grail Guardians
- Pegasus Knights
- Royal Pegasus Knights
- Royal Hippogryph Knights
- Field Trebuchet
- Blessed Field Trebuchet
New SFO Units:
- Grail Companions
- Legendary Unit
- Can be recruited from the Grail Companions Abbey in Couronne
- 13 Legendary Foot Grail Knights
- Men-at-arms (maces)
- Men-at-arms (longbows)
Economy
Vanilla values are 100%. 0% means that faction can’t do this action.
Buildings: 125%
Raid: 100%
Sack: 25%
Loot: 20%
Raze: 100%
Post battle loot: 20%
Events/special: 125%
Army Stances
- Ambush
- -2 chivalry per turn
- Movement Cost: 25%
- Chance of spotting nearby foreign armies: +50%
- Melee Attack: +5
- Forced March
- Adopt Movement Cost: 25%
- Campaign movement range: +60%
- Upkeep +5% (army)
- Vigour in battle: Tired
- Encamp
- Movement Cost: 50%
- Enables Replenishment and Global Recruitment
- Immune to Attrition
- Leadership +5
- Casualty Replenishment Rate: +12%
- Melee Defence: +5
- Spread the Word!
- -2 chivalry per turn
- Movement Cost: 50%
- Campaign movement range: -50%
- Raiding income
- +3 untainted (local province)
- Immune to attrition (army)
- +2 control (own province)
- +5% tax rate (own province)
- The Crusade
- Movement Cost: 100%
- Campaign movement range: +25%
- -5 defense for melee infantry (army)
- +5 attack for cavalry (army)
- Garrisoned
- Army upkeep: -10%
- +5 Melee Defence
- +5 Leadership
- Siege
- 4% Replenishment added
Technologies
No changes
-
Magic Changes
- Overall, all Magic Damage increased. Damage spells now do much more damage than
vanilla to compensate for higher HP values in SFO, and to make magic more impactful
- Various cost changes to different spells, most spells had Winds of Magic cost increases
- Winds of Magic max pool increased to 50
- Breath Spells have been made stronger, but now have a much longer cooldown
- All level 1 (non-overcasted) spells now have 25% miscast chance
- All mages now have different attack types based on their race
- For example, HE mages have magic attacks, Dark Elf mages have blinding attacks
- All net spells have had duration lowered by 25%
Difficulty Changes
Player
- Easy
- Building construction cost -20%
- Technology research rate +20%
- Additional army upkeep per new lord +1%
- Public Order +1
- Normal
- Building construction cost -10%
- Technology research rate +10%
- Additional army upkeep per new lord +2%
- Public Order +0
- Hard
- Building construction cost +0%
- Technology research rate +0%
- Additional army upkeep per new lord +4%
- Public Order -1
- Very Hard
- Building construction cost +0%
- Technology research rate +0%
- Additional army upkeep per new lord +6%
- Public Order -2
- Legendary
- Building construction cost +0%
- Technology research rate +0%
- Additional army upkeep per new lord +8%
- Public Order -4
AI
- Easy
- Building construction cost -10%
- Technology research rate +0%
- Tax rate +5%
- Experience for new units +0
- Experience for new lords +2
- Units upkeep -5%
- Units recruitment cost -5%
- Growth bonus +15
- Horde growth +2
- Public Order +6
- Normal
- Building construction cost -20%
- Technology research rate +10%
- Tax rate +10%
- Experience for new units +0
- Experience for new lords +3
- Units upkeep -10%
- Units recruitment cost -10%
- Growth bonus +30
- Horde growth +4
- Public Order +6
- Hard
- Building construction cost -30%
- Technology research rate +20%
- Tax rate +15%
- Experience for new units +1
- Experience for new lords +4
- Units upkeep -15%
- Units recruitment cost -15%
- Growth bonus +45
- Horde growth +6
- Public Order +6
- Very Hard
- Building construction cost -40%
- Technology research rate +30%
- Tax rate +20%
- Experience for new units +2
- Experience for new lords +5
- Units upkeep -20%
- Units recruitment cost -20%
- Growth bonus +60
- Horde growth +8
- Public Order +6
- Legendary
- Building construction cost -60%
- Technology research rate +40%
- Tax rate +30%
- Experience for new units +4
- Experience for new lords +6
- Units upkeep -30%
- Units recruitment cost -30%
- Growth bonus +75
- Horde growth +10
- Public Order +8
Overall Changes
Overall Unit Changes
- About a 15% health increase
- Increased Mass for most units
- Charge distance increased by 25%
- Fatigue loss lowered by 25%
- Special attacks added for mages, depending on faction
- Rebel factions no longer have access to elite units (no more turn 10 rebellions with
late-game stuff)
- Regiments of Renown units gan exp in campaign (its not visible on card but they
gain ne chevrons)
Overall Economy/Buildings
- Public Order now influences tax rate for all factions, from -15% taxes at -100 PO, to
+15% taxes at 100 PO (see specific faction effects in factions sections)
- Public Order debuff from being taxed increased from -4 to -6
- all main factions capitals now start on tier 2
- All Garrisons now provide Public Order
- Garrisons now lower income in their local province, with Skaven having less of a debuff
- Upkeep penalty removed from all difficulty levels for the player
- Numerous changes to sieges
- All siege equipment cost lowered by 50%
- Gates health increased by 100%
- Defence towers now do more damage overall
- Siege towers health increased by 100%
- Defense tower range reduced overall
- Each faction has unique tower ranges and damage
- Defense tower damage increased
- Defense towers now have a wider firing arc
- More regions now give income from trade
- All Garrisons have been expanded
- All buildings now have garrisons, and if you have more than 20 garrison units,
best ones will be selected
- All road effects are now provincial, not local
- This means that you only have to build 1 road building per province
- All walls will now have recruitment options
- Great Power penalty now gives small diplomacy bonus instead of big penalty
AI Changes
- AI will now make better army compositions for all factions
- AI armies should have more elite units in the late-game
- Changes to the AI to make them more aggressive on the campaign map
- Changes to the AI to make them colonise razed cities more often
- AI Lord’s and Heroes changed so that they will no longer randomly pick skills.
- They will now focus on specific skills crucial to their lord/hero, for example
grabbing Deathclaw on Karl Franz
- AI will confederate less often
- AI will build walls slightly more often than vanilla
- AI no longer pays more attention to the player, will now treat them the same as other AI
- Beastmen and Greenskin AI have bonus to Fightiness/Bloodlust while in enemy territory
- Will prevent these armies from killing themselves due to attrition
- Ai will defend their allies territory more often
- AI now takes 40% more damage from attrition
- Elite units removed from all rebels
New Skills
Name: Black Orc Bellow
Description: Black Orcs can’t stand the cowardice rife in other greenskins, should they
witness it they bellow out threats to keep others in line.
Effects: Augment Area, Constant, Self and Allies in 45m area, disabled if leadership is
broken, +1 charge resist, +5 leadership
Units: Black Orc Big ‘Uns
Name: Berserk
Description: When in combat this unit can lose control and go berserk, attacking random
enemies around it
Effects: This unit can go berserk during the battle. This makes them uncontrollable, they
will automatically attack nearby enemies
Units: Chaos Spawn, The Daemonspew, Forsaken, Squig Herd
Name: Dawi Engineering
Description: With their experience and support, the presence of a dawi engineer crew can
turn an artillery battery into a nightmare for enemies on the receiving end
Effects: Augment Area, Constant, Affects Self and Allies in 40m range, Disabled if
Leadership is broken, +1 Accuracy, +15 Reload Skill
Units: Dwarf Engineers
Name: Disciplined
Description: This unit does not suffer a Leadership penalty when the Lord dies. It can also
rally more often.
Effects: This unit does not suffer a Leadership penalty when the Lord dies. It can also rally
more often.
Units: Blood Dragon Warriors, Eternal Guard, Eternal Wardens, Greatswords,
Hammerers, Norgrimlings Ironbreakers, Nuln Ironsides, Peak Gate Guard, The Imperial
Foot, Ironbreakers, Irondrakes, Irondrakes (Trollhammer Torpedo), The Skoulder Guard,
Sigmirate Disciples, Winterheart Guards
Name: Durak Karin
Description: Sworn to defend their lord until their death, Dawi Shield Bearers stand
against the enemy, like mountains stand against a ravaging storm
Effects: Augment Area, Constant, effects Self and Allies in 25m range, 10% missile resist,
10% physical resist
Units: Shieldearers
Name: Hunger for Magic
Description: Tzaangors hunger for magic and power, and feed on its essence, weakening
the souls of enemies who are near
Effects: Hex (Area), Target around self, Affects enemies in 40m range, -4 Leadership,
-15% magic resist
Units: Tzaangors
Name: Juggernaut
Description: This unit has high resistance to hit reactions and knockback resistance,
allowing them to attack unimpeded.
Effects: Knockback and Hit Reaction Resistance
Units: Aspiring Champions, Black Orcs, Black Orc Big ‘Uns, Chaos knights, Chaos
Warriors, Chosen, Grimgor Ironhide, Khornagors, Khorocks Ravagers, Mirror Guard,
Swords of Chaos
Name: Last Stand
Description: Having fought and endured a lifetime of battles and hardship, these warriors
have prepared for the inevitable, and face their end with a resolve of steel
Effects: 25 seconds, Augment self, Disabled if Hit Points Greater that 50%. 10% Physical
Resist, 10% Missile Resist, Unbreakable
Units: The Imperial Foot, Karl Franz
Name: Lethal Poison
Description: Those that take even the slightest scratch from this creature can die from
unnaturally potent infections that spread through the victim’s body.
Effects: 16 second duration, deals damage over time, -12% weapon strength, -18% speed.
-8% armor piercing damage
Units: The Arachnarok Queen, Crypt Ghouls, Crypt Horrors, Deff Creepers, The Feasters
in the Dusk, Hounds of Pestilence, Khazrak The One-Eye, Wardens of Cythral, Zombie
Dragon,
Name: Mark of Khorne
Description: Those who bear the Mark of Khorne are consumed with a violent rage and the
constant need to shed the blood of foes
Effects: Augment Self, Constant, Disabled if Leadership broken, +8% charge bonus, +8
melee attack, +12% weapon strength, Immune to Psychology
Units: Bullgors
Name: Prayer of Binding
Description: Reciting a prayer of domination, the power of Sigmar binds the evil ones in
place, allowing the hunters of the damned to strike a killing blow against them.
Effects: Hex, 115s Cooldown, 20s Duration, 140m Range, -42% Speed, -10% Missile
Resistance
Units: Witch Hunter Retinue
Name: Resilience
Description: This unit is highly resilient to taking damage, particularly against the weapons
of ranged missile units.
Effects: Confers units with physical and missile resistance. Differs from unit to unit.
Units: Black Knights, Grave Guards, Pestigors, Wight King, Zombies
Name: Seat of the Apocalypse
Description: Such is the fell sorcery coursing through Dorghar’s blood that the foes he
consumes never truly die - instead, their souls are trapped within his body, feeding off the
life essence of the slain
Effects: Augment self, Constand, Only active while Archaeon has Dorghar selected as a
mount, Active if in melee, Replenish hit points of combatants
Units: Archaon The Everchosen
Name: Shadow Bond
Description: Shadowdancers maintain a strong connection and devotion to their god Loec.
This gives them a strong, if not dangerous, affinity to the Winds of Magic
Effects: Increase power recharge rate
Units: Shadowdancers
Name: Shadow of the Lichmaster
Description: An aura of death surrounds the Lichmaster: weakening the defenses of his
foes, and draining them of their life essence.
Effects: Hex around self affecting enemies in 40m range, Constant, Disabled if leadership
is broken, Causes damage to combatants, -14% speed, -5 melee defense, -5 melee attack.
Units: Heinrich Kemmler
Name: Shield of Faith
Description: Without ceasing, Sigmarite Disciples continually recite prayers of their order
to demonstrate their loyalty and faith to Sigmar. In battle, these prayers bestow a blessing
to the men of The Empire, and help protect them from the evil of the enemy
Effects: Augment area, Constant, Self and Allies in 35m range, disabled if leadership is
broken, 10% physical resistance, immune to psychology
Units: Sigmarite Disciples
Name: Soul Leach
Description: Those who dare stand before the power of Chaos will be devoured by the Dark
Gods, both body and soul!
Effects: Direct Damage, 60 second cooldown, 25 second direction, Target Ground/Enemy
in 125 range, Causes damage, -15% speed, -12% Magic Resist
Units: Chaos Zealots
Name: Superhuman Vigor
Description: This unit has tremendous endurance, allowing it to resist fatigue from
movement and combat and throughout a battle
Effects: Vigor has less effect on this unit
Units: Black Grail Knights, Blood Dragon Warriors, Cairn Wraith, Chaos Knights, Chosen
(All Variants), Fay Enchantress, Grail Guardians, Grail Knights, The Green Knight,
Khorngors, Mirror Guard, Royal Pegasus Knights, Selangor's, Swords of Chaos,
Tzaangors
and dr
Name: Transformation of Chaos
Description: All you once knew is nothing. This world is meaningless. Leave all behind, and
be transformed in the image of the Dark Gods!
Effects: Augment self, Constand, Disabled if Leadership is Wavering, 10% Magic
Resistance, 10% Physical Resistance, 10% Fire Resistance
Units: Chaos Marauder Champions
Name: Troll Metabolism
Description: Trolls are infamous for their ability to quickly heal severe damage, and even
grow back severed limbs. a troll can endure immense damage, but it's one great weakness is
fire
Effects: Self, Regeneration, +20% physical resistance, -30% fire resistance
Units: Armored Chaos Trolls, Chaos Trolls, Ice Trolls, Norsca Trolls, Trolls, Throgg
Name: Unholy Pact
Description: “We will serve you...and in return….grant us the power of the Dark Gods!”
Effects: Augment allies in area, 60 second cooldown, 15 second duration, 160m range,
30m radius, Replenish hitpoints of combatants, +10% magic resistance, Immunity to
Psychology
Units: Chaos Zealots
Name: Withering Shadow
Description: Shadowdancers destroy their foe from within, corroding their minds with
doubt and crisis
Effects: Hex Ground/Enemy, 200m range, 25m radius, 25 second cooldown, 40 second
duration, Costs 3 Winds of Magic, -9 Leadership, -35 Armor
Units: Shadowdancers
Name: Terrorgheist Shreik
Description: The Terrorgheist is feared for it’s devastating shriek, which debilitates its prey
with foul eldritch power, making it ready to be slaughtered with both diseased tooth and
claw.
Effect: Hex (Area), 25m range, 70 second cooldown, 10 second duration, causes damage to
enemy combatants, -8 Leadership, -75% speed, -10 Melee Defence
Autoresolve
- Heroes and Ranged units now have lower values in autoresolve
- They’ll count for less when auto-resolving, as well as take up less kills
- AI got less bonuses against Player on all difficulty levels
- Player bonus to Naval Autoresolve increased
- Player bonus to Siege Defense increased
Multiplayer
- Empire, Dwarfs, Bretonnia, Chaos, Vampire Counts, and Greenskins unlocked for custom
and multiplayer battles
- Gate Guard unlocked for custom and multiplayer battles
Miscellaneous
- All Game 1 Faction changes from SFO ported over to Warhammer 2
- Ranged units now have a wider firing arc
- Leadership debuffs and effects have been changed
- For example, debuffs for being charged from behind, being surrounded by
allies, etc have been tweaked.
- Regen cap removed
- All RoR units gain XP in campaign
- However due to a visual bug, always appear to be rank 9
- Battle should be longer by about 30%
- All factions now have different kill captive effects
- Forced March now has a 25% movement cost to adopt
- Ethereal units now have 10% lower physical resist
- Rebalance of hit chance and resistance stats
- minimum hit chance increased to 12% from 8% (vanilla)
- thanks to this even low tier units will be able to hit high tier ones
much more often
- maximum resistance threshold lowered to 75% from 90% (vanilla)
- no more unkillable lords and heroes
- all items that give resistances like physical, magical, wardsave or missile were
nerfed so it wont be that easy to make OP Lords and Heroes in campaign
anymore
- Public Order icon now shows at what levels it will give different effects
Mod integration
Better Camera mod by kam2150 integrated
http://steamcommunity.com/sharedfiles/filedetails/?id=1143181517
The Empire mod by Zarkis integrated
http://steamcommunity.com/sharedfiles/filedetails/?id=1183115633
Better Auto Resolve by Zarkis
https://steamcommunity.com/sharedfiles/filedetails/?id=1158795305
Total Unit Resize II by Daelin
https://steamcommunity.com/sharedfiles/filedetails/?id=1202257019
The Skaven by Zarkis
https://steamcommunity.com/sharedfiles/filedetails/?id=1199699451
Capacity Systems
Steel Faith Overhaul II lets you decide how your campaign will play thanks to the Units
Caps System. You can decide which Caps System you want to use.
FACTIONWIDE CAPS enables a system similar to the Tomb Kings where unit types are
limited, and you must build buildings to extend the cap. Each faction also has unique
mechanics to extend their unit caps.
ARMY CAPS enables a system which limits how many unit types you can have in a single
army; for example, you could only have X number of Swordmasters of Hoeth and Y
number of Phoenix Guard per army. ‘Factionwide and Army Caps’ is, you guessed it, a
combination of both systems.
BOTH you can use both systems at once.
NO CAPS no caps will be added to your game.
NOTE: Enabling the Caps system may make your game harder. The AI will also have the
same limitations.
Factionwide Caps
- High Elves: recruitment buildings and lords/heroes traits
- Dark Elves: recruitment buildings and Black Arks
- Empire: recruitment buildings, not only recruit buildings, tech and offices
- Chaos: recruitment buildings, not only recruit buildings
- Vampire Counts: recruitment buildings, SFO lords skills, army stance
- Skaven: recruitment buildings, technology
- Beastmen: recruitment buildings, lords skills, Gods events
- Wood Elves: recruitment buildings, Oak of Ages, 100 Public Order in Province
- Norsca: recruitment buildings, outposts on level 3
- Lizardmen: recruitment buildings, geomantic web level 4 and 5
- Dwarfs: recruitment buildings, runic forge items
- Greenskins: recruitment buildings, Legendary Lords traits
How to read:
- Grail Guardians 2/1 (first number is base, second per building on maxed level)
Bretonnia:
- Grail Guardians 2/1
- Hippogryph Knights 2/1
- Grail Knights 2/1
- Pegasus Knights 2/2
- Royal Pegasus Knights 2/1
- Questing Knights 2/2
- Knights of the Realm 2/2
High Elves
- Star Dragon 1/1
- Dragon Princes 2/1
- Moon Dragon 1/1
- Sun Dragon 1/1
- Swordmasters of Hoeth 2/2
- Phoenix Guard 2/2
- Sisters of Avelorn 2/3
- White Lions of Chrace 2/3
- Phoenixes 2/1
Dark Elves:
- Kharibdyss 1/1
- Black Dragon 1/1
- Hydra 1/1
- Black Guard 2/2
- Executioners 2/2
- Dread Knights 2/1
- Witch Elves 2/3
- Sisters of Slaughter 2/3
- Cold One Knights 2/2
Chaos:
- Chosen (3 types) 1/1
Empire:
- Steam Tanks 1/1
- Demis 2/1
- Sigmarite Disciples 2/2
- Teutogen Guard 2/2
- Witch Hunter Retinue 2/2
- Luminark of Hysh 1/1
- Greatswords 2/3
- Order Knights (4 types) 2/2
Vampire Counts:
- Blood Knights 2/1
- Blood Dragons 2/1
- Zombie Dragon 1/1
- Vargulf 2/2
- Vargheists 2/2
- Terrorgheist 2/1
- Mortis Engine 2/1
- Crypt Horrors 2/3
Skaven:
- Hellpit Abomination 2/2
- Doomwheel 2/2
- Warp Lightning Cannon 2/2
- Slaves 4/2
- Stormvermin 2/2
- Death Runners 2/2
- Censer Bearers 2/3
- Weapon specialists (4 types) 2/2
Beastmen:
- Bestigor 2/4
- Minotaurs (3 types) 2/2
- God Gors 1/2
- Giant 2/2
- Cygor 2/2
Wood Elves:
- Forest Dragon 0/1
- Treeman 0/2
- Treekin 0/3
- Wild Riders (2 types) 0/1
- Waywatchers 1/2
- Eternal Wardens 1/2
- Wildwood Wardens 1/2
Norsca:
- Fimir 2/2
- Skin Wolves 2/2
- Frost Wyrm 1/2
- Feral Mammoths 2/2
- Big Mammoths 1/2
- Ice Trolls 1/3
- Giant 1/2
- Champion, Whaler 2/2
Lizardmen:
- Temple Guard 2/3
- Kroxigors 2/2
- Bastiladon healing 2/2
- Bastiladon solar 2/2
- Stegadon 2/2
- Ancient Stegadon 2/1
- Horned Ones 2/2
- Carnosaur 2/1
Dwarfs:
- Hammerers 2/2
- Ironbreakers 2/2
- Giant Slayers 2/2
- Irondrakes (2 types) 2/2
- Dwarf Engineers 2/2
- Bugmans Rangers 2/2
Greenskins:
- Black Orcs 2/2
- Arachnarok 2/1
- Giant 2/2
- Savage Orc Morboyz 2/2
- Big Uns 2/4
- Savage Big Uns 2/4
- Boar Big Uns 2/4
- Boar Savage Big Uns 2/4
- Night Goblin Fanatics 4/4
Army Caps
There are 3 groups of units that have caps in this system. Only certain number of units of
each group can be in one army.
Special - limit of 6 units
Elite - limit of 4 units
Rare - limit of 2 units
Empire:
- Special
- Greatswords
- Order Knights
- Sigmarite Disciples
- Elite
- Teutogen Guard
- Witch Hunter Retinue
- Nuln Ironsides
- Demigryph Knights
- Rare
- Steam Tank
- Luminark of Hysh
Vampire Counts:
- Special
- Grave Guards
- Crypt Horrors
- Cairn Wraiths
- Elite
- Terrorgheist
- Vargulf
- Vargheists
- Black Coach
- Hexwraiths
- Rare
- Blood Knights
- Blood Dragons
- Zombie Dragon
- Mortis Engine
Greenskins:
- Special
- Big Uns
- Savage Big Uns
- Boar Boys Big Uns
- Boar Boys Savage Big Uns
- Trolls
- Elite
- Giant
- Black Orcs
- Savage Morboyz
- Rare
- Arachnarok Spider
Dwarfs:
- Special
- Longbeards
- Slayers
- Bugmans Rangers
- Elite
- Hammerers
- Ironbreakers
- Dwarf Engineers
- Irondrakes
- Rare
- Giant Slayers
Wood Elves:
- Special
- Wardancers
- Wildwood Rangers
- Hawk Riders
- Sisters of Thorn
- Great Eagle
- Elite
- Wild Riders
- Waywatchers
- Treekin
- Eternal Warden
- Wildwood Wardens
- Rare
- Treeman
- Forest Dragon
Warriors of Chaos:
- Special
- Chaos Warriors
- Forsaken
- Trolls
- Elite
- Chosen
- Armoured Trolls
- Dragon Ogres
- Giant
- Gods Chosen
- Knights
- Rare
- Great Chaos Dragon
- Dragon Ogre Shaggoth
Bretonnia:
- Special
- Questing Knights
- Knights of the Realm
- Pegasus Knights
- Elite
- Royal Pegasus Knights
- Grail Reliquae
- Grail Knights
- Rare
- Grail Guardians
- Royal Hippogryph Knights
Norsca:
- Special
- Feral Manticore
- Fimir
- Skin Wolves
- Trolls
- Marauder Champions
- Elite
- Norscan Giant
- Ice Trolls
- Feral Mammoth
- War Mammoth
- Rare
- War Mammoth Warshrine
- Frost Wyrm
Beastmen:
- Special
- Feral Manticore
- Bestigors
- Razogor Herd
- Centigors with Great Weapons
- Elite
- Minotaurs
- God Gors
- Rare
- Giant
- Cygor
Dark Elves:
- Special
- Feral Manticore
- Sisters of Slaughter
- Witch Elves
- Cold One Knights
- Elite
- Cold One Dread Knights
- Black Guard
- Har Ganeth Executioners
- Specialized Shades
- Rare
- Kharibdyss
- Black Dragon
- War Hydra
High Elves:
- Special
- Silver Helms
- Gate Guard
- White Lions
- Shadow Warriors
- Shadow Walkers
- Elite
- Phoenixes
- Sisters of Avelorn
- Swordmasters of Hoeth
- Phoenix Guard
- Rare
- Dragon Princess
- Dragons
Skaven:
- Special
- Stormvermin
- Rat Ogres
- Plague Monk Censer Bearer
- Elite
- Death Globe Bombardiers
- Poison Wind Globadiers
- Warpfire Thrower
- Technox Warlocks
- Rare
- Hell Pit Abomination
- Doomwheel
Lizardmen:
- Special
- Saurus all foot variants
- Elite
- Horned Ones
- Temple Guards
- Bastiladon (Revivification Crystal)
- Stegadon
- Rare
- Feral Carnosaur
- Ancient Stegadon
Tomb Kings:
- Special
- Tomb Guard
- Elite
- Necropolis Knights
- Ushabti
- Hexwraiths (Arkhan the Black)
- Tomb Skorpion
- Bone Giant
- Rare
- Heirotitan
- Necrosphinx
- Khemrian Warsphinx