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Update 6.0 is an update for Total War: Warhammer III, released on December 12, 2024. The previous update was Patch 5.3. A hotfix for this update, Hotfix 6.0.1, was released on 16 December 2024. A second hotfix, Hotfix 6.0.2, was released on 20 December 2024. A third hotfix for this update, Hotfix 6.0.3, was released on 14 January 2025. A fourth hotifix, Hotfix 6.0.4, was released on 28 January 2025. A fifth hotifix, Hotfix 6.0.5, was released on 18 February 2025.

This update was released alongside the Omens of Destruction DLC and Arbaal the Undefeated FLC.

Changes not in the patch notes

Immortal Empires

Release Spotlight

Total War: WARHAMMER III – Omens of Destruction

Embark on campaigns of hero-slaying, mercenary conflict, and brutal tactics in the OMENS OF DESTRUCTION DLC for Total War: WARHAMMER III. Introducing three hellraising Legendary Lords for Khorne, Orcs & Goblins and the Ogre Kingdoms, as well as a host of new battle units and gameplay features to be experienced in the immense Immortal Empires campaign.

SKULLTAKER, THE HERO SLAYER (KHORNE)

Khorne’s immortal champion and the greatest of all Bloodletters, Skulltaker is ever seeking worthy skulls for his master. Scanning the battlefield for the enemy’s greatest champion, he bellows his challenge before moving in to end yet another storied life.

GOLGFAG MANEATER, THE MERCENARY (OGRE KINGDOMS)

One of the most successful Ogre mercenaries of all time, Golgfag Maneater forged a reputation for the Ogres as fearsome killers for hire long before they became a relatively common sight in the mercenary armies around the world.

GORBAD IRONCLAW, THE BRUTAL TACTICIAN (ORCS & GOBLINS)

One of the most infamous of all Orc Warbosses, Gorbad Ironclaw knows but one language and that is war. Unique amongst his race due to his rare mix of brain and brawn, he has become an inspiration amongst his kind for "invasions done propa".

NEW CONTENT OVERVIEW

  • 3 Legendary Lords
  • 4 Legendary Heroes
  • 5 Lords & Heroes
  • 15 Battle Units
  • 9 Regiments of Renown
  • New Gameplay Mechanics and Features

ARBAAL – FREELC

Arbaal stands as one of Khorne’s most loyal champions, wielding the formidable one-handed axe known as the Destroyer - a reward for his steadfast devotion. This honor is reserved only for those who have earned great acclaim and favour under the Blood God’s fierce, watchful gaze.

Available tomorrow as a free addition, alongside the launch of Update 6.0 and Omens of Destruction DLC.

Patch Notes

Improvements and Adjustments

CAMPAIGN - GENERAL

Note: The following provides a summary and highlights of these improvements. Detailed descriptions and the rationale behind most of them are available in the linked blogs at the top of this document.

Content availability

As with some of our previous DLC releases some units and characters from our DLC are also available to other in-game factions. Below is a breakdown of Khorne units/characters and the factions that can access them.

Immortal Empires - Campaign Map Updates

A new province, the Cathayan Hinterlands, has been added south of Cathay, occupied by a new minor Orcs & Goblins faction, the Cluster-Eye Tribe.

The four regions in this province are: Gateway to Khuresh, Mountain Pass, Southern Outpost, and Hidden Landing (a port settlement). This new province provides our factions with more space in this corner of the map.

Dev Note: This addition isn't indicative of future content; we just wanted to take the opportunity to create some extra playspace on the map. Have fun!

Additionally, Wurrzag has been relocated to the Southlands, now starting in the region of Cuexotl within the Central Jungle province. More details can be found in the Campaign - Orcs & Goblins section!

Daemonic Reforging

Over the lifetime of the game, Daemons have generally seen lower uptake than mortal units, as the campaign favours longevity over explosive action. Heavily armoured mortals can fight more battles back-to-back while the more aggressive Daemons tend to run out of steam due to battle casualties caused by daemonic instability and banishment.

To help bridge this gap, Daemon units with the Daemonic attribute can now be 'Reforged' after dying in battle, similar to "The Dead Rise Again" for the undead. Reforging chances and restored health depend on unit value, local corruption (favouring Daemonic or Undivided), Winds of Magic levels, and modifiers from skills, tech, and Daniel's devotion. This feature is available for all Daemonic factions and the Warriors of Chaos.

Dev Note: This doesn’t apply to the Bound Fire Daemons on the Chaos Dwarfs roster - that’s a smith’s job!

Landmarks
  • Added 4 Khornate versions of existing landmarks in Lustria.
  • Added 2 Orcs & Goblins versions of existing landmarks in the Old World.
  • Introduced 3 new Orcs & Goblins landmarks inspired by Wurrzag's 8th edition journey to the Badlands.
Victory Condition Changes

The number of settlements required to Occupy, Sack, Loot, or Raze has been reduced to 30 for Short Victory conditions and 60 for Long Victory conditions. Please note that players will need to start a new campaign to see these changes reflected.

This adjustment addresses the overly long requirements, ensuring they align better with thematic goals and preventing campaigns from dragging on unnecessarily.

Campaign – Khorne

Skull Throne

Redesigned with 10 unique actions and tiered rewards, offering bonuses like army boosts, growth, corruption stats and control. Spend skulls to progress and unlock higher-tier benefits.

Unholy Manifestations Update

Godly powers now offer improved rewards and a streamlined UI. Eternal War: Spawns an army. Upgrade: Adds +25% campaign movement after battle. Khorne’s Glare: Claims unoccupied ruins. Upgrade: Occupied ruins become tier 2. Slaughter Incarnate: +150% character XP gain (3 turns). Upgrade: +300% XP gain. Call of Battle: Razes settlements. Upgrade: Fully corrupts the province with Khorne.

Economy Adjustments

Passive income now comes only from recruitment buildings, landmarks, and resources. Economy focuses on boosting global sacking and looting gains. Blood Hosts no longer have upkeep costs. Upkeep reduction buildings and Bloodletting improvements simplify management. Previously, Khorne’s recruitment costs were set at twice the baseline values (e.g., Exalted Bloodletters cost 2400 for Khorne but only 1200 for Daniel). Following a review of the economy, Khorne now pays the standard baseline cost for its units.

Blood Hosts Update

Blood Hosts now cost skulls to spawn but have no upkeep, encouraging more diverse army recruitment.

Bloodletting Update

Rewards are now tied to specific forces, offering bonuses for replenishment, upkeep, and recruitment. Thresholds have been adjusted to help new forces build momentum more easily.

Buildings Update

New infrastructure effects added. Mortal units can only be recruited in Mortal settlements, and Daemonic units in Daemonic ones. Resource buildings now have unique effects, replacing standard Skulls and income bonuses.

Technology Tree Update

The Khorne tech tree now has two tabs: Pillars (campaign bonuses, unlocked by battle victories) and Armoury (battle bonuses for specific units). Blood Host upgrades are grouped for clarity, with new and improved effects throughout.

Skill Tree Updates

Skarbrand’s skill tree updated. New unique skills added for: Bloodreaper Cultist of Khorne Exalted Herald of Khorne Exalted Bloodthirster of Khorne

Re-Occupation Immunity

Regions razed by Khornate factions now have a three-turn re-occupation immunity, preventing any faction from recolonising them during this period.

While Khorne cannot settle these ruined settlements directly, they remain valid targets for Khorne’s ruin-spreading mechanic.

Additionally, Beastmen faction ruins that cannot be colonised now display a distinct flaming ruin icon for improved clarity.

Campaign – Ogres

Meat Resource Update

The Meat resource has been enhanced to play a greater role in Ogre identity, with increased gains from all sources for more frequent use.

A new Hunger mechanic replaces attrition at zero Meat, scaling army abilities and mass based on Meat levels. Pre-battle Meat purchases are now integrated into the Hunger bar. Meat can be transferred from forces to Camps for construction, spent on Offers to the Great Maw, or hoarded to empower armies. It cannot be transferred between Camps or directly between forces.

Ogre Camps Update

Ogre Camps now better reflect the nomadic Ogre lifestyle, where camps can be packed up and redeployed in new locations at a Meat cost.

Camps no longer rely on Horde Growth; buildings require Meat to construct, offering more flexibility.

Meat can be transferred to Camps from forces, which sack and raid to gather Meat for building upgrades and unlocking powerful units. Camps can’t exchange units with armies, but Camp lords now have skill trees, enhancing their role.

This rework shifts focus to Sacking and Razing rather than Occupying settlements. Settlements are now strategic assets - key strongholds or disposable outposts - based on player goals.

Technology Tree Update

The reworked Ogre technology tree now features two tabs: Tribes, which enhances nomadic Camps or settled gameplay, and Hordes, which provides a variety of force improvements.

Skills Update

All Ogre Kingdoms character skill trees have been updated. Some received minor rebalancing, while others underwent larger overhauls. Additionally, a new skill tree has been added for Camp Tyrants, who previously had no skills.

Additional Spell Lores

The Heavens and Death spell lores from the Ogre Kingdoms tabletop have been added to the Slaughtermaster and Butcher characters.

Ogre Big Names

Ogre Big Names now apply to all Ogre Lords & Heroes, not just Legendary Lords, with multiple Big Names active at once. We've also made minor balance adjustments to their effects and how they are earned.

Offerings to the Great Maw

We’ve revamped Offerings to the Great Maw to be more interactive. Instead of a single 10-turn effect, Offerings now provide a passive bonus that increases Meat upkeep. These can be toggled on and off with a cooldown, allowing multiple Offerings to be active or disabled if upkeep becomes too challenging.

Tyrant's Demands

Greasus Goldtooth now has new campaign actions reflecting his wealth and greed. These actions, powered by Treasury, include blocking enemy movement, disbanding enemy units, ranking up his forces, replenishing action points, dealing attrition damage and others. This feature encourages players to amass and spend gold, offering a distinct playstyle that reinforces Greasus as a powerful Legendary Lord alongside Golgfag and Skrag.

Path of the Butcher

Skrag the Slaughterer now gains scaling bonuses based on active Offerings to the Great Maw. These bonuses reduce Winds of Magic and camp construction costs, increase post-battle captives, and grant unique abilities. This feature encourages a distinct playstyle focused on gathering Meat and maintaining Offerings, setting Skrag apart from Golgfag and Greasus.

Confederation on Faction Leader Defeat

Ogre Kingdoms factions can now confederate after defeating another Ogre Kingdoms faction leader, similar to Orcs & Goblins and Norsca.

Campaign – Orcs & Goblins

Skarsnik Changes

Skarsnik’s recruitment now aligns with other Orcs & Goblins factions but keeps Orc recruitment buildings locked until Karak Eight Peaks is captured.

    • Before Karak Eight Peaks: Orc recruitment buildings are unavailable and will be demolished if built, including in settlements that are captured with these buildings already completed.
    • After Capturing Karak Eight Peaks: Orc recruitment buildings unlock across all settlements, enabling local Orc recruitment. Losing Karak Eight Peaks demolishes these buildings again.
    • Landmark Rebalance: The Karak Eight Peaks landmark no longer provides exclusive recruitment but has enhanced effects across its three levels.
Wurrzag Da Great Green Prophet
  • Wurrzag starting position – relocated to the Southland Jungles
  • A new tier 2 building, Effigies of Gork and Mork, is now exclusive to Wurrzag and can be built in Savage Orc locations such as Darkhold, *Galbaraz, and Pahuax. It provides:
  • Effects:
    • -5% cooldown for Lore of Big Waaagh spells (all characters).
    • +5 Diplomacy with Orcs & Goblins (faction-wide).
    • +2 Savage Orc recruit rank (local province).
    • -3 Corruption (local province).
  • Additional Effect:
    • If Wurrzag has the Da Tru Prophet effect, it also increases Winds of Magic capacity by +5.
  • Garrison Units:
    • Savage Orc Big 'Uns x2.
    • Savage Arrer Boyz x2.

Wurrzag also gains three unique landmarks in his campaign: Bone Nose Idols (Cuexotl), Bonewood Totems (Springs of Eternal Life), and Iron Penz (Stormhenge).

Technology Tree

The Orcs & Goblins tech tree had a solid foundation but lacked clear focus, with some techs affecting mixed unit types. We've restructured and reviewed it to ensure a more cohesive and thematic design.

Skills

Most Orcs & Goblins skill trees have been reworked, adding unique skills to characters and unifying themes across similar lords and heroes while preserving their individuality.

Scrap

Scrap upgrades have been rebalanced, allowing units to have multiple upgrades at increasing costs. Scrap income has been adjusted to support this, and the system UI has been overhauled for improved usability.

WAAAGH!

WAAAGH! improvements offer more choices and rewards. Completing a WAAAGH! grants a dilemma to choose units or alternative benefits like treasure or scrap. Stronger WAAAGH! targets yield better rewards, with elite options unlockable via the tech tree. WAAAGH! units now have a dedicated recruitment pool, separate from Regiments of Renown.

Buildings

Recruitment tiers for Orcs & Goblins units have been adjusted to better align with their tiers. Goblins and Orcs now have separate building chains for clearer progression.

BATTLE

VFX
Spell Lore Visuals

The Lore of Little and Big Waaagh! spells have received new and updated VFX and audio, including refreshed effects for Curse of da Bad Moon and Foot of Gork.

UI
Lord Unit Categories

Lord unit categories have been streamlined for better clarity. Previously, Lords shared icons with other infantry types, but now their categories are more distinct. When multiple Lords are present in skirmishes or reinforcing another army, extra Lords are marked with a 4-pointed star, while the main Lord retains the 8-pointed star.

In the example below, Skarsnik is the main Lord, and the Warbosses + Grimgor are the extra Lords, denoted by a 4-pointed star. There's also a Goblin Great Shaman using the Little Waaagh Spell icon, clearly identifying him as a wizard.

This is how the units now appear when selected from the unit browser.

Vigour & Terrain Effect Display

Stats affected by Vigour and Terrain type are now displayed when hovering over the stats in the unit info panel.

These mechanics are now more visible, allowing players to easily see the factors currently influencing a unit's performance.

Display of Kills Needed for Max Intensity

Abilities that are based on intensity and require kills now display the number of kills needed to max out their benefits.

MULTIPLAYER BATTLES

Unit Caps

The "Units with a Mark of Chaos" MP cap has been increased from 4 to 5 on the Warriors of Chaos roster (the Beastmen roster remains at 4).

Conquest Mode

The Default Ticket Limit in ranked battles has been reduced from 650 to 600.

RACES & BALANCE

Complex Stat Changes
Splash Attack Targets

To provide more consistency and shift the meta, splash attack values for all units have been recalibrated using a 100:1 ratio.

For every 100 weapon strength a unit has, they gain an additional splash attack target, rounded to the nearest whole number (but no less than 1).

For example, a unit with 500 weapon strength will have 5 splash attack targets, distributing damage evenly across them.

This change optimises splash attacks to ensure that units are operating at peak performance with a measure of gameplay consistency. For example, when you send a large monster into a line of infantry, the engagement will be a little more consistent.

Chariot Collision Attacks

The collision attack profiles of multi-entity chariot units have been improved from 1/1 to 2/2. This means that chariots will now divide their total weapon strength across two targets when making a collision attack.

This change has the most impact on higher-tier chariots and should enhance the performance difference between chariots with multiple entities across all tiers.

MODDING

With Omens of Destruction (and the accompanying free updates), we would like to take a moment to thank those in the modding community who have, in some way, attempted to implement ideas that we are exploring with this next update.

Thanks again for the awesome work! We've tried to compile a list of names to give a shoutout to - apologies if we didn’t catch everyone!

  • General Ogrehaul including moving camps: ADP
  • Bolt Throwa: Decomposed | Lost2Insanity & the Wez Special Team
  • Colossal Squig: Decomposed | Lost2Insanity & the Wez Special Team
  • Savage Orc Great Shaman: Lost2Insanity & the Wez Special Team
  • Night Goblin Big Boss: Lost2Insanity & the Wez Special Team
  • Black Orc Shields: Lost2Instanity & the Wez Special Team
  • Bragg the Gutsman: Mixu | Lost2Insanity | Calm&NormalTime | Dead Baron
  • Pigback Riders: Mixu | Lost2Insanity | Calm&NormalTime | Dead Baron
  • Yhetees: Lost2Insanity
  • Skulltaker: Xoudad | Poljanan | X-T | Stratovarius
  • Scyla: Deadbaron | Stratovarius
  • Skarr Bloodwrath: Shawmuscle | Kysarao | Stratovarius
  • Gorbad Ironclaw: Frob | Moon | Parte | HKrul
  • Khornegors: The Beasts Most Foul Team
  • Blood Vultures: The_Inquisitor.
  • Bruiser: Calm&NormalTime
  • Thundertusks: Nemmy Wemmy | Dilaguna
  • Slaughterbrute: Pwner1
  • Arbaal the Undeafeated: The SCM LCCP team.
Modding Tech
Negative ability intensity

Scaling intensity abilities now support negative intensities, allowing abilities to start negative and go positive

  • For example
  • Your ability phase says +10 Melee Attack.
  • It has scaling intensity based on number of kills, with minimum value of -100 and maximum of 100
  • The ability will initially provide -10 Melee Attack and after 200 kills go up to +10 Melee Attack.
Initiative changes
  • Initiatives now support cooldowns on the initiatives themselves, previously the only cooldown was from the initiative_set they were linked to
  • Initiatives can now also support unit set requirements, meaning an initiative is only valid if the units in the linked unit sets are available to the linked force
Recruitment from camp source in script

You can now get origin character of a recruitment when the recruitment source is provided by a character instead of a region/global recruitment source.

This is particularly useful for identifying which character facilitated the recruitment of a unit - for instance, when camps or black arks provide recruitment to other forces.

The function is called origin_character() and is accessed via the unit script interface. It returns a character script interface

Note: Do not use if the recruitment source is a region or global (will return null and likely cause script error).

Stance BV unlocking

We've deprecated the old campaign_stances_factions_junctions table and replaced it with bonus-value-driven stance unlocks. Currently most of these are found in the faction group effect bundles.

Worth noticing here is that if a force given a disable value of 0<, the stance will show in the stance holder but remain in a disabled state.

This allows greater flexibility in assigning stances within a faction. For example, it enables lord-specific stances or skill-driven stance unlocks - such as those seen with Skarsnik!

BUG FIXES

Dev Note: Below, we've listed all of the key fixes that are coming with Update 6.0, however, this is not a complete list of all game fixes featuring as part of this update. There are some additional fixes which aren't listed here due to our teams working at a rapid rate and focusing on making the build as good as it can be in time for release. If you have previously reported an issue over on our Bug Forums, it may be that you see it acknowledged as fixed before you see it detailed here on the patch notes. We want to thank everyone right across our commuity for helping us to squash as many bugs as we have this year. If you encounter any issues with this update, please do help us to fix them by reporting them on our Official Bug Forums here.

PERFORMANCE
  • Fixed a crash related to completing Ice Court recruitment after loading a save from an older version.
  • Fixed an issue where, when running the game in windowed mode, minimizing and reopening the game would cause the game window to reset to the centre of the screen.
CAMPAIGN
GENERAL/GAMEPLAY
  • Fixed several issues with the objective in Malakai's 'The Skaven Scheme,' which required the player to use the Spirit of Grungni ability five times.
  • Fixed an issue where Dwarfs would receive certain post-battle captive bonuses when capturing a settlement.
  • Fixed an issue where Balthasar Gelt's armies would still receive Arcane Essays when fighting battles without any wizards in the army.
  • All Ogre Kingdom factions are now immune to trespassing penalties.
  • Fixed a bug that disbanded the entire Waaagh army when the player disbanded the first unit.
  • The -10 aversion between Khorne factions in diplomacy has been removed to better align with the intended design.
  • Fixed an issue where Gold Wizards would not apply the extra Winds of Magic capacity when embedded in an army while playing as Balthasar Gelt.
  • Fixed an issue where Ungrim Ironfist would receive two missions to capture an enemy settlement at the start of the game.
  • When entering a settlement, Repanse de Lyonesse's armies will no longer receive the Water Supplies effect if they are already immune to desert attrition (e.g., from a building's effect).
UNITS
  • Fixed an issue where Ikit Claw appeared to be missing a leg in his Character Details view.
  • Updated the 'Orrible trait for Oglok the 'Orrible to affect more specific unit groups.
SKILL TREE
  • Fixed an issue where the Elven Steeds in the Wood Elf character skill trees had incorrect names.
  • The Nurgle Lord skill 'Renowned & Feared' now provides the recruit rank bonus only to the Lord's army, rather than faction-wide.
  • The Feral Wyvern and Feral Hydra units now receive bonuses from the Orcs & Goblins Lord skill trees.
ANCILLARIES/MAGIC ITEMS
  • Unique items (those gained from standard battles) can now be destroyed and will no longer be automatically equipped to characters when gained.
  • Fixed an issue where Malakai would not receive magic items from completing adventures when under AI control.
TECHNOLOGY TREE
  • Fixed an issue where the Vampire Coast technology 'The Pirate Code' would not reduce the Lord recruitment cost when replacing Lords.
UI/UX
  • Fixed an issue where Louen Leoncoeur could be renamed in campaign.
  • Fixed an issue where Empire politics dilemmas using male pronouns would incorrectly assign female characters as possible targets.
  • Renamed the Kislev 'Walls' building to 'Stanitsa Defences' to avoid confusion, as it does not actually provide walls to the settlement.

Trivia

  • The image used on the outdated roadmap for 6.0 was a Slaanesh-themed map which hinted that Slaanesh was initially planned to be part of the DLC. With the announcement in June 2024 however, it was shown that Slaanesh was pushed back to make room for the Omens of Destruction races.
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