
Greenskins · Immortal Empires
The Bloody Handz
wh_main_grn_orcs_of_the_bloody_handComes with Wurrzagfree(Warhammer I)
Faction leader

Wurrzag
The Bloody Handz
Wurrzag brings his prophetic influence to the Central Jungles to guide the Savage Orcs towards their next mighty Waaagh!
Can construct Savage Orc recruitment buildings in any settlement
Winds of Magic power reserve capacity: +15 (all armies)
Campaign movement range: +10% (all armies)
Upkeep: -15% for Savage Orc units (all armies)
Can construct Savage Orc recruitment buildings in any settlement
Winds of Magic power reserve capacity: +15 (all armies)
Campaign movement range: +10% (all armies)
Upkeep: -15% for Savage Orc units (all armies)
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Ever since Wurrzag Ud Ura Zahubu dragged the Bone Nose tribe up to greatness - after accidently turning their original Shaman into a Squiggly Beast - he has claimed to speak directly for Gork and Mork, da Great Green Godz. The Savage Orc Shaman has crossed the Southlands and headed deep into the Badlands, joining tribes and rekindling the spark of the Waaagh! in them that they may have lost. His words and presence can lift a tribe to greater things in the name of Gork (or perhaps Mork). In the Land of the Dead, Wurrzag joined the Spotted Skullz tribe, leading them to victory against the Undead legions and their animated statuary. There are many other examples of Wurrzag's interventions, and so his reputation has spread far and wide. Among most tribes, his arrival is seen as a blessing that Mork (or Gork, maybe) has chosen them for some special mission. Not all Warbosses are so welcoming, however. Some view Wurrzag with suspicion, reckoning he comes always on the eve of events set in motion already, taking the credit even though it was the Bosses that did all the zoggin’ work in the first place! They argue that a Waaagh! can happen and countless do without Wurrzag present to trigger them. Whatever the truth, Wurrzag certainly believes he was put on this mortal plane as a tool of the Green Godz, and when Orcs believe something, then fate has a habit of making it true...
Faction effects
Stance
Income from looting settlements: +100%
Income from raiding: +100%
Income from sacking settlements: +100%
Battering rams: +1 per siege item constructed (all armies)
Siege towers: +2 per siege item constructed (all armies)
Source: factions, start_pos_factions and start_pos_regions (campaigns wh3_main_combi and wh3_main_chaos), frontend_faction_leaders and faction_groups, patch 9.0.