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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_minor_coast_wurrzag)
Level 0
Wurrzag's Hideout
Wurrzag's Hideout
(wh_main_grn_outpostnorsca_minor_1_coast_wurrzag)
Level 1
Wurrzag's Camp
Wurrzag's Camp
(wh_main_grn_outpostnorsca_minor_2_coast_wurrzag)
Level 2
Wurrzag's Burrows
Wurrzag's Burrows
(wh_main_grn_outpostnorsca_minor_3_coast_wurrzag)
Level 3
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)
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 Casualty replenishment rate: +1% for Savage Orc units (factionwide)
Grants 2 construction slots in the settlement (this_building)
Income generated: 60 (building_to_building_own)
Growth: +20 (region_to_province_own)
4 Wurrzag's Burrows Outpost Level 4
Wurrzag's Burrows
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 Casualty replenishment rate: +2% for Savage Orc units (factionwide)
Grants 3 construction slots in the settlement (this_building)
Income generated: 80 (building_to_building_own)
Growth: +30 (region_to_province_own)
Local recruitment capacity: +1 (province_to_province_own_unseen)