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HomeHome / Total War: WARHAMMER II / The Bloody Handz (Mortal Empires) / Buildings / Outpost Buildings
The Bloody Handz (Mortal Empires) The Bloody Handz (Mortal Empires) Buildings

Outpost Buildings




Outpost

Ruined Dwarfhold Wurrzag
Ruined Dwarfhold Wurrzag
(wh_main_grn_outpostnorsca_ruin_major_coast_wurrzag)
Level 0
Wurrzag's Hideout
Wurrzag's Hideout
(wh_main_grn_outpostnorsca_major_1_coast_wurrzag)
Level 1
Wurrzag's Camp
Wurrzag's Camp
(wh_main_grn_outpostnorsca_major_2_coast_wurrzag)
Level 2
Wurrzag's Encampment
Wurrzag's Encampment
(wh_main_grn_outpostnorsca_major_3_coast_wurrzag)
Level 3
Wurrzag's Fort
Wurrzag's Fort
(wh_main_grn_outpostnorsca_major_4_coast_wurrzag)
Level 4
Wurrzag's Stronghold
Wurrzag's Stronghold
(wh_main_grn_outpostnorsca_major_5_coast_wurrzag)
Level 5
Outpost
No. Building Create Time Create Cost Effects Garrison Units Recruitable Units
1 Ruined Dwarfhold Wurrzag Outpost Level 1
Ruined Dwarfhold Wurrzag
Another ruined Karak now lies dormant, a vestige of some upstart's attempt to dominate Dwarf lands.
1 0
2 Wurrzag's Hideout Outpost Level 2
Wurrzag's Hideout
Smaller Greenskin tribes and gatherings rarely stay put, although they will seek out caves when they wish to keep "outta da way".
2 800 Grants 1 construction slot in the settlement (this_building)
Income generated: 40 (building_to_building_own)
[HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own)
Growth: +10 (region_to_province_own)
3 Wurrzag's Camp Outpost Level 3
Wurrzag's Camp
Orc and Goblin tribes are, in the main, nomadic, but will set up a large camp when the Boss wants to stop for a bit.
3 1600 Grants 2 construction slots in the settlement (this_building)
Income generated: 60 (building_to_building_own)
[HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own)
Growth: +20 (region_to_province_own)
4 Wurrzag's Encampment Outpost Level 4
Wurrzag's Encampment
When the crap-pile gets too big and the horde of shiny stuff too large to shovel on a cart, it’s "time ta stop moving".
4 3200 Grants 3 construction slots in the settlement (this_building)
Income generated: 80 (building_to_building_own)
[HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own)
Leadership: +1 when fighting against Greenskins (factionwide)
Growth: +30 (region_to_province_own)
Local recruitment capacity: +1 (province_to_province_own_unseen)
5 Wurrzag's Fort Outpost Level 5
Wurrzag's Fort
Greenskins like a good fort, it makes them feel important when they can shout and fling excrement from the walls.
5 4800 Grants 4 construction slots in the settlement (this_building)
Income generated: 100 (building_to_building_own)
[HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own)
Leadership: +2 when fighting against Greenskins (factionwide)
Growth: +40 (region_to_province_own)
Local recruitment capacity: +1 (province_to_province_own_unseen)
6 Wurrzag's Stronghold Outpost Level 6
Wurrzag's Stronghold
The biggest and bestest Warbosses rule from formidable strongholds - the shattered Karaks of the Dwarfs.
6 7200 Grants 5 construction slots in the settlement (this_building)
Income generated: 120 (building_to_building_own)
[HIDDEN] Adds 2 turns of siege holdout time to province capitals (region_to_region_own)
Leadership: +3 when fighting against Greenskins (factionwide)
Growth: +50 (region_to_province_own)
Local recruitment capacity: +1 (province_to_province_own_unseen)