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HomeHome / Total War: WARHAMMER II / Grimgor's 'Ardboyz (Mortal Empires) / Buildings / Boss' Camp
Boss' Camp Grimgor's 'Ardboyz (Mortal Empires)Grimgor's 'Ardboyz (Mortal Empires) Leadership Level 3

Boss' Camp

A Boss with his own camp to keep his boyz close is to be feared.

A Boss that can mark out his own camp within a Greenskin settlement is powerful. The Greenskins have a crude political system compared to the partisan games played at the courts of Altdorf and Ulthuan, yet even the simplest Orc knows that a camp guarded by its own Big ‘Uns is led by a Boss that should be respected.

Leadership

Boss' Tent
Boss' Tent
(wh_main_grn_boss_1)
Leadership Level 0
Boss' Shack
Boss' Shack
(wh_main_grn_boss_2)
Leadership Level 1
Boss' Camp
Boss' Camp
(wh_main_grn_boss_3)
Leadership Level 2
Boss' Camp

Building Name

Boss' Camp

Level Name

wh_main_grn_boss_3

Building Chain

Leadership

Building Level

3

Create Time

4

Create Cost

4500

Effects

Hero capacity: +1 for Goblin Big Bosses (faction_to_faction_own_unseen)
Unlocks [[img:icon_hero]][[/img]]Hero recruitment: Goblin Big Boss (province_to_province_own_unseen)
Hero recruit rank: +4 for Goblin Big Bosses (province_to_province_own_unseen)
{{tr:public_order_effect}}: +10 (province_to_province_own_unseen)
Untainted: +3 (region_to_region_own)
Lord recruit rank: +1 (factionwide)
[HIDDEN - do not translate] Used to increase lord rank when replacing a lord (target the effect at forces factionwide) - use in conjunction with a shown effect that targets provinces factionwide (all armies)

Provides Garrison Army

No Garrison Units

Recruitable Units

No Recruitable Units