
Greenskins · Immortal Empires
The Bloody Handz
wh_main_grn_orcs_of_the_bloody_handComes with Wurrzagfree(Warhammer I)
The Bloody Handz is a playable Greenskins faction in Total War: Warhammer III, led by Wurrzag. In Immortal Empires it starts in Cuexotl with 1 region. It comes with Wurrzag. Faction key wh_main_grn_orcs_of_the_bloody_hand. Patch 9.0.4, from the game's data tables.
Start here
Immortal Empires, patch 9.0.4: facts from the game's data, each linking to the full section.
Start and neighbours

Starts at Cuexotl (Central Jungles)
- 1.Last Defenders — The Golden Tower · near (3.6%)
- 2.Bowmen of Oreon — Oreon's Camp · near (3.8%) · minor faction
- 3.Zlatlan — Zlatlan · medium (4.2%) · minor faction
- 4.Ironbrow's Expedition — Karak Zorn · medium (5.1%)
- 5.Leaf-Cutterz Tribe — Nahuontl · medium (5.7%) · minor faction
Nearest starting capitals, measured on the game's minimap as a share of its width: near ≤ 4%, medium ≤ 10%, far beyond. See it on the full map
Climate at a glance
5 suitable · 1 unpleasant · 6 uninhabitable · 3 climates differ from the race
Victory at a glance
Short victory: 6 objectives · long victory: 4
- Destroy the following faction(s): Tlaqua, Last Defenders
- Spend 500 Scrap upgrading unit equipment
- Construct landmark: Bone Nose Idols
Leader's quests
- Baleful Mask — opens at rank 7
- Squiggly Beast — opens at rank 12
- Bonewood Staff — opens at rank 17
Key units and where they are recruited
COMPUTED — per role, the Greenskins unit that tops the role's cost list on best units by the numbers (base stats, multiplayer cost; the race's standard roster — units it has only with Unit caps off, the extended roster, are left out). Recruitment: the first building level that unlocks it (building_units_allowed).
GoblinsMelee infantry · Health per 1,000 gold: 29,867
Recruited from Greenskin Hideout (Major Settlement, level 1)
Goblin ArchersMissile infantry · Missile damage per 1,000 gold: 4,400
Recruited from Goblin Camp (Goblin Recruitment, level 1)
Goblin Wolf RidersMelee cavalry · Health per 1,000 gold: 15,733
Recruited from Wolf Den (Cavalry, level 1)
TrollsMonstrous infantry · Health per 1,000 gold: 10,539
Recruited from Troll Cave (Monsters, level 1)

Goblin Bolt ThrowaWar machines & artillery · Missile damage per 1,000 gold: 1,111
Recruited from Goblin Toolbox (Tinkerer, level 1)
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)
Read more ▾
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
- Income from looting settlements: +100%
- Income from raiding: +100%
- Income from sacking settlements: +100%
Victory conditions
Immortal Empires, from the campaign script (victory_objectives_config.lua) in the game's own words. All factions
Short Campaign Victory
- Destroy the following faction(s): Tlaqua, Last Defenders
- Spend 500 Scrap upgrading unit equipment
- Construct landmark: Bone Nose Idols
- Get 10 Savage Orcs units and increase their rank to rank 9.
- Win any of Wurrzag’s quest battles (Baleful Mask, Squiggly Beast, or Bonewood Staff)
- Construct 3 of each of the following buildings: Effigies of Gork & Mork
REWARDS
- Waaagh! reputation gained post battle: +100%
- Waaagh! reputation gained post battle: +100%
- Gain a unique Goblin Great Shaman
Long Campaign Victory
- Achieve the Short Victory conditions.
- Confederate 4 Greenskins factions.
- Construct 6 of each of the following buildings: Effigies of Gork & Mork
- Construct landmarks: Bonewood Totems and Iron Penz
REWARDS
- Global recruitment duration: -1 turn for all units (all armies)
- Global recruitment capacity: +2
- Global recruitment duration: -1 turn for all units (all armies)
- Global recruitment capacity: +2
Scrap: +1,000
Plan a co-op campaign with The Bloody Handz — partners by start distance, climate and victory conditions. Its start next to the race's other factions: best Greenskin factions.
Climate
Suitable
Desert(race: Unpleasant)
Jungle(race: Unpleasant)
Mountain
Savannah
Wasteland
Unpleasant
Temperate
Uninhabitable
Chaotic Wasteland
Frozen(race: Unpleasant)
Temperate Island
Magical Forest
Ocean
Undead Wasteland
How settling The Bloody Handz fares in each climate (campaign_group_racial_suitability_effects and its member criteria). What each level does, for every race.
Source: factions, start_pos_factions and start_pos_regions (campaigns wh3_main_combi and wh3_main_chaos), frontend_faction_leaders and faction_groups, patch 9.0.4.