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Total War: Warhammer III: Skaven Immortal Empires Campaign Guide

The Skaven are pretty well-known for being an unstoppable race and is fully capable of snowballing the entire campaign in Immortal Empires with ease.




If you are still unsure of which race to start for your campaign in the Immortal Empires expansion, then look no further than the Skaven. For starters, you can easily snowball the entire campaign and finish it as quickly as possible. Not only that, but it also has an insanely fast growth which makes expanding your empire a piece of cake.

Needless to say, Skaven is one of the most powerful races in the game. Of course, it has its downsides, such as the presence of corruption as well as playing it being too overwhelming for most.

That said, if you want to play Skaven for the campaign, this guide is for you.

Skaven Immortal Empires Campaign Guide in Total War: Warhammer III

First off, let’s have a look at the various factions in the Skaven race. They’re as follows:

  • Clan Mors – This faction grants you +2 hero capacity for Chieftains, and the leader, Queek Headtaker, can steal a portion of XP from other Lords.
  • Clan Pestilens – Led by Lord Skrolk, this faction features a 100% chance of spreading plague and a -15 turn for “The Pestilent Scheme”. Not only that, but your forces and settlements can benefit from the plague as well.
  • Clan Rictus – This faction grants 4 control each time a diplomatic treaty gets broken. Aside from that, it also enhances the effect of Scurry Away and even grants a minor ward save throughout its duration.
  • Clan Skryre – This faction benefits from a 20% increase in Research Rate, a 40% cost reduction for constructing Engineering buildings, and +2 Loyalty for new recruits. Most importantly, it has access to the Clan Skryre Forbidden Workshop which is no doubt a truly broken mechanic.
  • Clan Eshin – For starters, this faction allows Night Runners and Gutter Runners to use armor-piercing projectiles. Apart from that, it also has access to the Shadowy Dealings action.
  • Clan Moulder – This faction has access to the Flesh Laboratory that lets you augment units with various effects to make them stronger.

Now that we’ve got that out of the way, let’s now move on to the Skaven’s mechanics.

Skaven-Specific Mechanics

Food is one of the most important resources that the Skaven have. It’s important to keep it on a high level as much as possible, as once it reaches a low level, the entire empire will start to feel negative effects. There are five tiers of food in Skaven, with each tier granting different effects to the entire empire.

Needless to say, the higher tier grants major bonuses to your empire’s overall growth while the lower tiers grant the opposite. This forces you to maintain it on a high level at all times unless you want to suffer the consequences.

The next Skaven-exclusive mechanic is undercities. Undercities are tiny settlements that can contain up to four buildings with a variety of effects. You can also perform various military tactics in them such as improving your armies or attacking enemies from below.

However, undercities must remain hidden at all times, and this is where the Discoverability feature comes in. Almost all actions can build up its meter, and once it reaches a certain threshold, enemy factions will be able to destroy them.

Luckily, there are buildings you can construct to reduce the meter, but that would involve spending food or gold.

Rites and their Effects

As with the other base factions in the game, the Skaven have access to four rites granting a wide variety of effects. Let’s have a brief look at what these are:

  • The Dominating Scheme – Grants major bonuses to settlement and army development for a duration of 5 turns.
  • The Thirteenth Scheme – Grants bonuses to characters and Skaven relations for 5 turns.
  • The Pestilent Scheme – Grants a Plague Priest hero that can spread the plague to an enemy settlement.
  • The Scheme of DOOOM! – Grants a Warlock Engineer hero that can inflict an earthquake on an enemy settlement or establish an Undercity.

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