Chaos Dwarfs

Explore the special buildings available to Chaos Dwarfs. This comprehensive list details landmarks, special ports, and notable settlements.

All: (31) Landmarks: (24) Ports: (7) Special Deck: (0) Settlements: (0)

Great Halls of Nagashizzar
Forbidden Halls
In his dark halls sits the husk of Nagash himself. Careful study may reveal new methods for combatting the Undead scourge.
Income generated: +200
Immune to Vampiric attrition (all armies)
Leadership: +10 when fighting against Vampire Counts, Vampire Coast and Tomb Kings (all armies)
Vampiric corruption: +50 (local region)
Double experience gain for units when fighting against Vampire Counts, Vampire Coast and Tomb Kings (all armies)
Anurell's Tomb
Anurell's Tomb Landmark
The monolith beneath which the fabled Elven explorer Anurell is said to be entombed also contains a Navigation Stone of untold value.
Campaign movement range: +5% (all armies)
Raw Materials: +50 per turn (when Workload requirements are met)
Attrition: -50% casualties suffered from high seas attrition (factionwide)
Gromril-Tipped Drill Assembly Line
Drill Forgecraft
Drill bits made from the hardest material in the known world will further improve the Chaos Dwarfs' mining capabilities in this province.
Income generated: +500
Raw Materials: +500 per turn (when Workload requirements are met)
Workload: +300 (You will need to maintain this much Labour in the province)
Armaments: +50 per turn
High-Powered Drill Assembly Line
Drill Forgecraft
This is where the finest drilling technology the world has yet seen is developed, improving the Chaos Dwarfs' mining operations manyfold.
Constructing this building unlocks the next stage towards campaign victory
Income generated: +500
Raw Materials: +200 per turn (when Workload requirements are met)
Workload: +150 (You will need to maintain this much Labour in the province)
Armaments: +20 per turn
Giant Conveyor
Drill Forgecraft
A massive lumbering belt bears the weight of arcane macro-engineering projects unimaginable in scale and sinister in intent.
Upgrading this building unlocks the next stage towards campaign victory
Income generated: +500
Raw Materials: +100 per turn (when Workload requirements are met)
Workload: +100 (You will need to maintain this much Labour in the province)
Armaments: +10 per turn
Unlocks recruitment of:
Chaos Dwarf Warriors
Chaos Dwarf Warriors (Great Weapons)
Infernal Barracks
Black Fortress Landmark
This is where the Legion of Azgorh eat, sleep and await the call to war.
Unlocks Hero recruitment: Infernal Castellan (all provinces)
Hero recruit rank: +2 for Infernal Castellan (factionwide)
Upkeep: -10% for Infernal Guard units (all armies)
Bloodthirster Prison
Daemon's Stump Landmark
On the right bank of the River Ruin, an immense pillar of rock juts forth, holding captive the Bloodthirster Baaltor and preventing his escape.
Unlocks Hero recruitment: Daemonsmith Sorcerers (all provinces)
Hero recruit rank: +2 for Daemonsmith Sorcerers (factionwide)
Winds of Magic power reserve capacity: +5 (factionwide)
Gromril-Tipped Drill Assembly Line
Drill Forgecraft
Drill bits made from the hardest material in the known world will further improve the Chaos Dwarfs' mining capabilities in this province.
Income generated: +500
Raw Materials: +500 per turn (when Workload requirements are met)
Workload: +300 (You will need to maintain this much Labour in the province)
Armaments: +50 per turn
High-Powered Drill Assembly Line
Drill Forgecraft
This is where the finest drilling technology the world has yet seen is developed, improving the Chaos Dwarfs' mining operations manyfold.
Constructing this building unlocks the next stage towards campaign victory
Income generated: +500
Raw Materials: +200 per turn (when Workload requirements are met)
Workload: +150 (You will need to maintain this much Labour in the province)
Armaments: +20 per turn
Giant Conveyor
Drill Forgecraft
A massive lumbering belt bears the weight of arcane macro-engineering projects unimaginable in scale and sinister in intent.
Upgrading this building unlocks the next stage towards campaign victory
Income generated: +500
Raw Materials: +100 per turn (when Workload requirements are met)
Workload: +100 (You will need to maintain this much Labour in the province)
Armaments: +10 per turn
Unlocks recruitment of:
Chaos Dwarf Warriors
Chaos Dwarf Warriors (Great Weapons)
Flayed Tower
Flayed Rock Landmark
The tower at Flayed Rock has seen many, many, MANY awful things, as its name suggests…
Control: +1 (factionwide)
Control: +2 in adjacent provinces (all adjacent provinces)
Graves of the Dragons
Dragon Graveyard
This abundance of mounds from which giant bones protrude is evidence that many great Dragons met their end in this desert-bound burial ground.
Upkeep: -5% for Lammasu, Great Taurus and Bale Taurus units (factionwide)
Physical resistance: +10% for Taurus units (factionwide)
Ability number of uses: +2 for all Bale Taurus attacks (factionwide)
Secluded Oasis
The Great Desert Landmark
This oasis – a shining star in the scorching, endless desert night – is off the beaten track, and therefore a perfect spot for Convoys to rest and drink.
Income generated: +200
Maximum Caravan cargo capacity: +10%
Control: +5
Immune to Sandstorm attrition (all your armies in adjacent provinces)
Casualty replenishment rate: +10%
Secluded Oasis
The Great Desert Landmark
This leafy, fertile watering hole is the ideal place for the Chaos Dwarfs' Convoys to break their long journeys.
Income generated: +100
Maximum Caravan cargo capacity: +5%
Control: +3
Casualty replenishment rate: +5%
The Great Temple of Hashut
The Great Temple of Hashut
Atop the great tower Mingol-Zharr-Naggrund sits the Great Temple of Hashut, into which is poured all of the Chaos Dwarfs' ingenuity, cruelty and devotion. To them, no location is more sacred.
Conclave Influence gained: +25 per turn
Income generated: +500
Diplomatic relations: +10 with Chaos Dwarfs
Character experience gain: +5% (all characters)
Research rate: +10
Chaos Undivided corruption: +5 (local province)
Winds of Magic power reserve capacity: +5 (all armies)
War Machine Graveyard
Iron Storm Landmark
Where old Iron Daemons, Hellcannons, and their like finally come to die.
Battle healing cap: +50% for Warmachine units (all armies)
Upkeep: -5% for Artillery and War Machine units (all armies)
Armaments: +50 per turn
Defaced Shrine
Karak Kadrin Landmark
"Ha! The place where Grimnir abandoned us… I shall give him something to remember me by, the traitorous swine!"
Diplomatic relations: -20 with Dwarfs
Chaos Undivided corruption: +5
Passive ability: "Deathblow" for Infernal Guard and Infernal Ironsworn units (all armies)
Labourer Pens
Karond Kar Landmark
It's important to keep the disgusting green gits away from the rest of us.
Rush Construction Labour cost: -10% (factionwide)
Casualties captured post-battle: +10% (factionwide)
Labour gained post-battle: +15% (factionwide)
Repurposed Forges
Nan-Gau Landmark
Where once the mighty Sentinels of Cathay were built and raised, far more nefarious deeds now take place.
Recruit rank: +2 for all Chaos Dwarf gun units (factionwide)
Upkeep: -10% for Chaos Dwarf Gun units (factionwide)
Armaments: +100 per turn (local province)
Cannon Foundry
Special Forges
This is the largest foundry this side of Nuln, where the Empire casts the mightiest of its many big guns. The manlings' work is poor and meaningless in comparison, of course.
Recruitment cost: -25% for Artillery and War Machine units (factionwide)
Recruit rank: +2 for Artillery and War Machine units (factionwide)
Armaments: +100 per turn (local province)
Karum
The Sentinels Landmark
Many foreign merchants have a permanent warehouse base here, enabling the locals to easily source a wide range of trade goods from nearby regions.
Maximum cargo capacity: +10% for convoys
Income from trade tariffs: +50%
Warpforges
Skavenblight Landmark
Mixing powdered Warpstone with steel during the forging process creates weapons of wicked cutting prowess.
Recruitment cost: -50% for Artillery and War Machine units
Upkeep: -10% for Artillery and War Machine units (factionwide)
Armaments: +100 per turn
Tomb of Khengai Khan
The Volary Landmark
This is where the near-mythical founder of the Hobgoblin Empire is buried, and where a multitude of pilgrims flock each year, braving the perilous journey.
Upkeep: -15% for Hobgoblin units (all armies)
Recruitment cost: -30% for Hobgoblin units (factionwide)
Recruit rank: +3 for Hobgoblin units (factionwide)
Volcanic Deposits
Tower of Gorgoth Landmark
The mining colony set up around the imposing Tower of Gorgoth harvests mineral deposits found both above and below its ash-blasted surface.
Income generated: +300
Raw Materials: +400 per turn (when Workload requirements are met)
Workload: +250 (You will need to maintain this much Labour in the province)
Ancient Inner-City
Uzkulak Landmark
Uzkulak, the ancient seat of the Eastern Dwarfs, is a strange, secretive place, yet little more than a heavily-garrisoned tomb.
Unlocks Hero recruitment: Bull Centaur Taur'ruks (all provinces)
Hero recruit rank: +2 for Bull Centaur Taur'ruks (factionwide)
Upkeep: -10% for Bull Centaur Renders units (factionwide)
Provides garrison:
2Bull Centaur Renders (Great Weapons)
Gromril-Tipped Drill Assembly Line
Drill Forgecraft
Drill bits made from the hardest material in the known world will further improve the Chaos Dwarfs' mining capabilities in this province.
Income generated: +500
Raw Materials: +500 per turn (when Workload requirements are met)
Workload: +300 (You will need to maintain this much Labour in the province)
Armaments: +50 per turn
High-Powered Drill Assembly Line
Drill Forgecraft
This is where the finest drilling technology the world has yet seen is developed, improving the Chaos Dwarfs' mining operations manyfold.
Constructing this building unlocks the next stage towards campaign victory
Income generated: +500
Raw Materials: +200 per turn (when Workload requirements are met)
Workload: +150 (You will need to maintain this much Labour in the province)
Armaments: +20 per turn
Giant Conveyor
Drill Forgecraft
A massive lumbering belt bears the weight of arcane macro-engineering projects unimaginable in scale and sinister in intent.
Upgrading this building unlocks the next stage towards campaign victory
Income generated: +500
Raw Materials: +100 per turn (when Workload requirements are met)
Workload: +100 (You will need to maintain this much Labour in the province)
Armaments: +10 per turn
Unlocks recruitment of:
Chaos Dwarf Warriors
Chaos Dwarf Warriors (Great Weapons)
Occupied Celestial Palace
Landmark
For the first time in history, the flag of an invading power flies over the residence of the Dragon Emperor. Cathay will not forget this insult any time soon.
Diplomatic relations: -30 with Grand Cathay
Lord recruit rank: +2 (factionwide)
Income from all buildings: +5% (factionwide)
Weapon strength: +5% when fighting against Cathay (factionwide)
Pillar of Bone
Landmark
The Pillar of Bone is a mighty arcane fulcrum, one which your mages are ready to harness to its full extent.
Income generated: +200
Hero recruit rank: +2 (factionwide)
Research rate: +5
When enemy Lord is present:
Winds of Magic power reserve: +10 per turn (armies in local province)
Enemy Winds of Magic power reserve: -10 per turn (enemy armies in province)
Bordeleaux Wine Market
Bordeleaux Winemaking
The wine market is a bustling and often dangerous place, as casks and bottles of the best vintages are sold for many gold coins.
Wine resource production: +144 barrels
Control: +8
Morceaux Valley Vintners
Bordeleaux Winemaking
Vintners gather the grapes blessed by the Lady, turning them into wine for future generations.
Wine resource production: +96 barrels
Control: +5
Morceaux Valley Vineyards
Bordeleaux Winemaking
The finest Bretonnian wines can be found in the Bordeleaux dukedom and the finest grapes in the Morceaux Valley.
Wine resource production: +64 barrels
Control: +4
Morceaux Valley Orchards
Bordeleaux Winemaking
The Lady herself blessed the Morceaux Valley, washing the land with crystal water from the Grail.
Wine resource production: +42 barrels
Control: +3
Copher Harbour
Special Port
The blood-stained history of repeated errantry wars centres around the docks of Copher, where countless invasions into these lands have begun.
Income generated: +400
Casualty replenishment rate: +10%
Copher Docks
Special Port
The blood-stained history of repeated errantry wars centres around the docks of Copher, where countless invasions into these lands have begun.
Income generated: +200
Casualty replenishment rate: +5%
The Sea Dragon's Teeth (Great Landing)
Natural Landmark Port
The sheen of great slabs of polished stone form the facsimile of a dock, where many treasure-seeking expeditions have landed in ages past.
Income generated: +800
Gemstones resource production: +60 sacks
Control: +4
The Sea Dragon's Teeth (Wharf)
Natural Landmark Port
The sheen of great slabs of polished stone form the facsimile of a dock, where many treasure-seeking expeditions have landed in ages past.
Income generated: +400
Gemstones resource production: +40 sacks
Control: +3
The Sea Dragon's Teeth
Natural Landmark Port
The sheen of great slabs of polished stone form the facsimile of a dock, where many treasure-seeking expeditions have landed in ages past.
Income generated: +200
Gemstones resource production: +20 sacks
Control: +3
Gates of Lothern
Lothern Port
These towering gates bar passage to anyone harbouring ill designs about Ulthuan.
Income generated: +800
Income from trade tariffs: +30%
Tradable resources produced: +20% (factionwide)
Harbour of Lothern
Lothern Port
"Safety, friend. Come ashore; you're in the greatest city in the world, now."
Income generated: +400
Income from trade tariffs: +20%
Tradable resources produced: +10% (factionwide)
Straits of Lothern
Lothern Port
A treacherous path, to be sure, but safety lies beyond to those who can navigate it.
Income generated: +200
Income from trade tariffs: +10%
Tradable resources produced: +5% (factionwide)
Dawn's Harbour
Special Port
Now that the Dawi-Zharr control the Fortress of Dawn, they command the ships that once prevented them from spreading their evil even further across the world.
Income generated: +500
Immune to Storm and Reef attrition (factionwide)
Labour gained post-battle: +5% (factionwide)
Dawn's Harbour
Special Port
These waterfront landing stages allow goods and Labourers to be more easily shipped around the Dhrath-Zharr's burgeoning empire.
Income generated: +300
Labour gained post-battle: +3% (factionwide)
Dawn's Harbour
Special Port
This basic pier is now used by the Chaos Dwarfs to load their armaments and Labourers for shipping abroad.
Income generated: +200
Labour gained post-battle: +1% (factionwide)
Great Dragon Fleet Port
Special Port
Beside a grand fleet of merchant ships, bustling crowds make their way into the city, marvelling at the fulcrum of international trade before them.
Income generated: +800
Income from trade tariffs: +30%
Tradable resources produced: +20% (factionwide)
Great Dragon Fleet Harbour
Special Port
Alive with activity, the harbour groans beneath the common throngs, greeting sea-worn faces from all across the known world.
Income generated: +400
Income from trade tariffs: +20%
Tradable resources produced: +10% (factionwide)
Great Dragon Fleet Docks
Special Port
Sitting at the mouth of the Jade River, the docks welcome all to the thriving city of Fu-Chow.
Income generated: +200
Income from trade tariffs: +10%
Tradable resources produced: +5% (factionwide)
Erengrad Port
Special Port
The port encompasses the harbour and docks, from the bay to the mouth of the Lynsk.
Income generated: +800
Income from trade tariffs: +30%
Tradable resources produced: +20% (factionwide)
Erengrad Harbour
Special Port
Known simply as "the harbour", Erengrad is one of the largest ports, despite being under the control of its infamous Guilds.
Income generated: +400
Income from trade tariffs: +20%
Tradable resources produced: +10% (factionwide)
Erengrad Docks
Special Port
There are many docks in Erengrad - the 'Doorway to Kislev' - goods arrive here from Bretonnia, Marienburg and even Norsca.
Income generated: +200
Income from trade tariffs: +10%
Tradable resources produced: +5% (factionwide)
Marienburg Port
Special Port
Marienburg's infamous port, the Rijkspoort, is where the majority of the 'legitimate' goods arrive.
Income generated: +800
Income from trade tariffs: +30%
Tradable resources produced: +20% (factionwide)
Marienburg Harbour
Special Port
The greater harbour of Marienburg lies past the Manannspoort Sea, just beyond Rijker's Isle.
Income generated: +400
Income from trade tariffs: +20%
Tradable resources produced: +10% (factionwide)
Marienburg Docks
Special Port
Marienburg is not a safe place in which to loiter, although the riches that pass through make it worth the risk.
Income generated: +200
Income from trade tariffs: +10%
Tradable resources produced: +5% (factionwide)