Greenskins

Explore the special buildings available to Greenskins. This comprehensive list details landmarks, special ports, and notable settlements.

All: (48) Landmarks: (41) Ports: (7) Special Deck: (0) Settlements: (0)

Great Halls of Nagashizzar
Forbidden Halls
In his dark halls sits the husk of Nagash himself. Careful study may reveal new methods for combatting the Undead scourge.
Income generated: +200
Immune to Vampiric attrition (all armies)
Leadership: +10 when fighting against Vampire Counts, Vampire Coast and Tomb Kings (all armies)
Vampiric corruption: +50 (local region)
Double experience gain for units when fighting against Vampire Counts, Vampire Coast and Tomb Kings (all armies)
Pig Jousting Arena
Pig Jousting Arena
The local sport of pig jousting draws many spectators, keeping the vendors' and bookies' pockets flush with fresh coin.
Income generated: +100
Enables Dazed attacks for Orc Boar Riders (factionwide)
Recruit rank: +3 for Orc Boar units
Unlocks recruitment of:
Orc Boar Boyz
Orc Boar Boy Big 'Uns
Tower of the Bloodytooth
Cursed Ruins
These bleak, distant ruins contain plentiful – if somewhat tainted – treasures and building materials. Just try to ignore the gnawed-upon bones...
Income generated: +300
Construction cost: -15% for all buildings (local province)
Vampiric corruption: +1
Da Biggest Bonez
Ancient Ruins
"Blimey, dats one massive pile of bonez!"
Unlocks Hero recruitment: Orc Shaman
Hero capacity: +1 for Shamans
Winds of Magic power reserve capacity: +10 (all armies)
Street Racing Circuit
Racetrack
Nuln has once again become host to roving and spontaneous chariot racing. Greenskins thunder between streets and buildings in haphazard contraptions!
Income generated: +100
Control: +4
Diplomatic relations: -25 with Empire
Recruit rank: +3 for Chariots and Pump Wagon units
Nuln Grom Prix
Racetrack
When in Nuln, Grom loves combining his favourite pastimes of eating and lolling about on his spoil-heaps with a bit of chariot race spectating!
Income generated: +100
Control: +4
Diplomatic relations: -25 with Empire
Recruit rank: +3 for Chariots and Pump Wagon units
Statue of Grom
Art
Where a great statue of the Dwarf God Grungni once stood, there is now a greater – and much fatter – statue of Grom the Paunch!
Control: +10
Leadership: +5 for Goblin and Night Goblin units (all armies)
City of Bronze
Ancient Foundries
Ancient forges and sand-clogged furnaces can be reignited and turned again to the cause of war.
Income generated: +300
Local Recruitment duration: -1 turn for all units (minimum 1)
Recruitment cost: -10% (armies in region)
Stone Troll Quarry
Special Quarry
This quarry was formed entirely due to the voracious appetite of a local population of Stone Trolls. Perhaps there really is something to this whole 'eating rocks' thing after all?!
Income generated: +300
Growth: +40
Recruit rank: +2 for Trolls, River Trolls and Stone Trolls units
Unlocks recruitment of:
Stone Trolls
Lair of the Broodmother (Awakened)
Lair
In the dark, a giant skittering figure lurks, where Forest Goblins often throw themselves in their mad search for spider mounts.
Income generated: +150
Armour-piercing weapon damage: +3 for Spider Hatchlings units (all armies)
Melee attack: +8 for Spider Hatchlings units (all armies)
Melee defence: +8 for Spider Hatchlings units (all armies)
Armour: +15 for Spider Hatchlings units (all armies)
Lair of the Broodmother (Stirring)
Lair
In the dark, a giant skittering figure lurks, where Forest Goblins often throw themselves in their mad search for spider mounts.
Income generated: +100
Melee attack: +4 for Spider Hatchlings units (all armies)
Melee defence: +4 for Spider Hatchlings units (all armies)
Armour: +10 for Spider Hatchlings units (all armies)
Lair of the Broodmother (Dormant)
Lair
In the dark, a giant skittering figure lurks, where Forest Goblins often throw themselves in their mad search for spider mounts.
Income generated: +50
Unlocks recruitment of:
Spider Hatchlings
Great Halls of Nagashizzar
Forbidden Halls
"Alright, Iron Hat, we'z 'ere. Now what?"
Income generated: +450
Diplomatic relations: +50 with Vampire Counts and Arkhan the Black
Control: +3
Immune to Vampiric attrition (all armies)
Vampiric corruption: +50
Cooldown: -20% to Lore of Death spells (all armies)
The Chamber of Visions
Landmark
Those who visit the Chamber of Visions shall see what the Old Ones see: the many threads of the future.
Lord recruit rank: +1 (factionwide)
Hero action success chance: +3% (all characters)
Magic item drop chance from battle: +5% (factionwide)
Ambush defence chance: +5% (all armies)
Lairs of Clar Karond
Clar Karond Landmark
Deep below the Tower of Doom, all manner of beasts are kept and … investigated, in the name of greater power.
Exotic Animals resource production: +100 cages
Upkeep: -25% for Giant units (all armies)
Provides garrison:
3Giant
Unlocks recruitment of:
Giant
Oathgold Mine
Galbaraz Landmark
Oathgold or 'Galbaraz' is the purest gold, mined from the deepest of deeps. Only small deposits exist, usually in remote locations.
Income generated: +800
Unlocks Hero recruitment: Goblin Big Boss
Control: +5
Hero capacity: +1 for Goblin Big Bosses
Hero recruit rank: +1 for Goblin Big Bosses (factionwide)
Provides garrison:
2Night Goblin Archers
Ransacked Convent of Sorcery
Ghrond Landmark
The dark tomes that are studied herein, and the vicious incantations practised can shake the very foundations of the world.
Research rate: +12
Income from all buildings: +6% (factionwide)
Winds of Magic power reserve capacity: +6 (all armies)
Ransacked Tower of Prophecy
Ghrond Landmark
The Dark Cultists studying within say they can see the future. To this end, they study tirelessly and without cease.
Research rate: +6
Income from all buildings: +3% (factionwide)
Winds of Magic power reserve capacity: +3 (all armies)
Golden Tower of the Gods
Landmark
An ancient tower clad in pure gold, constructed by the Lizardmen at the order of the Old Ones in an age long past.
Income generated: +450
Control: +5
Research rate: +8
The Dark Crag
Landmark
Nowhere in Naggaroth is less safe. One could lose much and more along the treacherous crags.
Income generated: +600
Iron resource production: +96 ingots
Marble resource production: +96 slabs
Mines of Hag Graef
Landmark
The mines stretch on, seemingly endless, with every shaft and seam another hazardous tunnel of possibility.
Income generated: +400
Iron resource production: +64 ingots
Marble resource production: +64 slabs
Eye of Hag Graef
Landmark
The precious minerals, so desired by the Druchii, are prized from the rock by bloodied, blackened hands.
Income generated: +200
Iron resource production: +42 ingots
Marble resource production: +42 slabs
Face of Hag Graef
Landmark
Far, far below Hag Graef, slaves toil in darkness for their masters' wealth.
Income generated: +100
Iron resource production: +28 ingots
Marble resource production: +28 slabs
Stellar Pyramids of the Southern Skies
Hexoatl Landmark
Upon the southern horizon of Hexoatl, on the eve of the equinox, stellar pyramids will rise above the jungle canopy.
Lord recruit rank: +1 (factionwide)
Research rate: +12
Winds of Magic power reserve capacity: +10 (all armies)
The Emerald Pools
Itza Landmark
The shimmering, healing Emerald Pools of Itza are truly a sight to behold; even cold-blooded eyes appreciate their beauty.
Medicinal Plants resource production: +100 bundles
Growth: +10 (all provinces)
Casualty replenishment rate: +5% (all armies)
Vault of Nagash
Pyramid
Deep inside the Pyramid of Nagash is said to be a vault, cursed with Undead magic by the fabled Necromancer himself. Only very few know what secrets it truly holds.
Lord recruit rank: +3 (factionwide)
Hero recruit rank: +3 (all provinces)
Vampiric corruption: +20
Winds of Magic power reserve capacity: +15 (all armies)
Spell resistance: +10% (all armies)
Sanctum of Quintex
Landmark
The deepest chancels within Quintex may very well hold treasures and learnings that unlock the past, and foretell the future.
Income generated: +400
Control: +3
Growth: +40
Research rate: +10
Income from all buildings: +10% (local province)
Vaults of Quintex
Landmark
Quintex has stood since before the dawn of recorded history. Within its vaults lie treasures beyond comprehension.
Income generated: +200
Growth: +30
Research rate: +5
Income from all buildings: +5% (local province)
Catacombs of Quintex
Landmark
The catacombs of this impossibly ancient city conceal treasures that are not of this realm.
Income generated: +100
Growth: +20
Income from all buildings: +2% (local province)
Flame of Asuryan
Asuryan Worship
Here the High Elves may give praise to the ruler of the Elven pantheon, Asuryan.
Control: +5
Lord recruit rank: +1 (factionwide)
Shrine of Widowmaker
Khaine Worship
Give praise to the Lord of War, and hope he answers with righteous fury.
Income from post-battle loot: +15% (factionwide)
Corruption: -15
Recruit rank: +1 (factionwide)
Abandoned Shrine of Widowmaker
Khaine Worship
What was once a place of worship, reduced now to so much cinder.
Income from post-battle loot: +5% (factionwide)
Corruption: -5
Despoiled White Tower of Hoeth
Saphery Landmark
Visible from many miles, the White Tower is the greatest sanctuary of knowledge in the known world.
Research rate: +12
Construction cost: -10% for all buildings (factionwide)
Winds of Magic power reserve capacity: +6 (all armies)
Sacked Library of Hoeth
Saphery Landmark
The Loremasters of the High Elves take great pride in their vast scroll collections.
Research rate: +6
Construction cost: -5% for all buildings (factionwide)
Winds of Magic power reserve capacity: +3 (all armies)
Chaos Troll Lair
Monsters
The lairs of Trolls are foetid and disgusting; the further north they are, the more disturbing they become.
Chaos Undivided corruption: +2
Recruitment cost: -50% for Trolls, River Trolls and Stone Trolls units
Recruit rank: +5 for Trolls, River Trolls and Stone Trolls units
Provides garrison:
3Trolls
Unlocks recruitment of:
Trolls
Beacon of Dawn
Landmark
By dawn's early light… does it call to the bosom of the Old Ones for their protection and illumination.
Unit experience gain per turn: +200 (armies in province)
Corruption: -10
Recruit rank: +1
Empowered Ogham Stones
Landmark
Cleansed and restored at last, the once-derelict Ogham Stones channel their considerable powers to serve your cause.
Control: +9
Income from all buildings: +10% (local province)
Winds of Magic power reserve capacity: +20 (factionwide)
Provides garrison:
2Giant
Ogham Stones
Landmark
These rune-bound Waystones of unknown origin have received a patchwork of venerations from Albion’s long history of inhabitants.
Control: +2
Income from all buildings: +5% (local province)
Winds of Magic power reserve capacity: +10 (factionwide)
Provides garrison:
2Giant
Unlocks recruitment of:
Giant
Ruined Ogham Stones
Landmark
An odd assortment of standing stones have long held watch over Albion, enacting an ancient purpose that has long been forgotten.
Control: +1
Income from all buildings: +2% (local province)
Winds of Magic power reserve capacity: +5 (factionwide)
Provides garrison:
1Giant
The Great Temple of Hashut (Desecrated)
The Great Temple of Hashut
Atop the great tower Mingol-Zharr-Naggrund sits the Great Temple of Hashut, into which is poured all of the Chaos Dwarfs' ingenuity, cruelty and devotion. To them, no location is more sacred.
Income generated: +500
Diplomatic relations: -50 with Chaos Dwarfs
Character experience gain: +5% (all characters)
Research rate: +10
Winds of Magic power reserve capacity: +5 (all armies)
Tomb of Khengai Khan
The Volary Landmark
This is where the near-mythical founder of the Hobgoblin Empire is buried, and where a multitude of pilgrims flock each year, braving the perilous journey.
Upkeep: -15% for Goblin units (factionwide)
Armour-piercing weapon damage: +5 when fighting against Chaos Dwarfs (factionwide)
Occupied Celestial Palace
Landmark
For the first time in history, the flag of an invading power flies over the residence of the Dragon Emperor. Cathay will not forget this insult any time soon.
Diplomatic relations: -30 with Grand Cathay
Lord recruit rank: +2 (factionwide)
Income from all buildings: +5% (factionwide)
Weapon strength: +5% when fighting against Cathay (factionwide)
Pillar of Bone
Landmark
The Pillar of Bone is a mighty arcane fulcrum, one which your mages are ready to harness to its full extent.
Income generated: +200
Hero recruit rank: +2 (factionwide)
Research rate: +5
When enemy Lord is present:
Winds of Magic power reserve: +10 per turn (armies in local province)
Enemy Winds of Magic power reserve: -10 per turn (enemy armies in province)
The Valley of Many Eyes
Landmark
Deep within the Black Pit, in a valley where sunlight never shines, is the breeding ground of the fearsome, deadly Arachnarok Spiders.
Income generated: +200
Recruitment cost: -25% for Arachnarok Spider units (all armies)
Unit experience gain: +100% for Spider units (all armies)
Provides garrison:
1Arachnarok Spider
The Grand Cauldron
Special Mine
The Halflings’ diminutive stature allows them to fit into their own cauldrons - a hearty snack for any Orc about to Waaagh!
Income generated: +300
Control: +4
Growth: +10 (all provinces)
Income from sacking and looting settlements: +10% (all characters)
Passive ability: "Rowdy" (armies in local province)
Provides garrison:
1Giant
Brightstone Mine
Landmark
Brightstone is highly valuable. It's therefore a pity that the mines at Mount Gunbad are infested with Night Goblins.
Income generated: +400
Recruit rank: +4 for Squig units
Upkeep: -5% for Squig units (all armies)
Unit mass: +25% for Squig units (all armies)
Unlocks recruitment of:
Night Goblin Squig Hoppers
Mangler Squigs
Colossal Squig
Corrupted Standing Stones
Standing Stones
The corruption of such stones reveals a source of great strength, as well as great evil.
Growth: +20
Research rate: +10
Melee attack: +4 when fighting against Dwarfs, Elves and men (factionwide)
Buried Caravanserai
Hidden Oasis
Given time, even the harshest route can be turned to the pursuit of profit.
Income generated: +200
Growth: +30
Immune to Desert attrition (all armies)
Immune to Sandstorm attrition (all your armies in adjacent provinces)
Secluded Oasis
Hidden Oasis
When traversing the vast stretches of the Khemrian desert, water is as valuable as gold.
Growth: +30
Immune to Desert attrition (all armies)
Immune to Sandstorm attrition (all your armies in adjacent provinces)
Copher Harbour
Special Port
The blood-stained history of repeated errantry wars centres around the docks of Copher, where countless invasions into these lands have begun.
Income generated: +400
Growth: +20
Casualty replenishment rate: +10%
Copher Docks
Special Port
The blood-stained history of repeated errantry wars centres around the docks of Copher, where countless invasions into these lands have begun.
Income generated: +200
Growth: +10
Casualty replenishment rate: +5%
The Sea Dragon's Teeth (Great Landing)
Natural Landmark Port
The sheen of great slabs of polished stone form the facsimile of a dock, where many treasure-seeking expeditions have landed in ages past.
Income generated: +800
Control: +4
Growth: +60
The Sea Dragon's Teeth (Wharf)
Natural Landmark Port
The sheen of great slabs of polished stone form the facsimile of a dock, where many treasure-seeking expeditions have landed in ages past.
Income generated: +400
Control: +3
Growth: +40
The Sea Dragon's Teeth
Natural Landmark Port
The sheen of great slabs of polished stone form the facsimile of a dock, where many treasure-seeking expeditions have landed in ages past.
Income generated: +200
Control: +3
Growth: +20
Gates of Lothern
Lothern Port
These towering gates bar passage to anyone harbouring ill designs about Ulthuan.
Income generated: +800
Growth: +40
Harbour of Lothern
Lothern Port
"Safety, friend. Come ashore; you're in the greatest city in the world, now."
Income generated: +400
Growth: +40
Straits of Lothern
Lothern Port
A treacherous path, to be sure, but safety lies beyond to those who can navigate it.
Income generated: +200
Growth: +20
Dawn's Harbour
Special Port
These bustling docks are where the largest trade ships from across the world dock to unload and be repaired.
Income generated: +500
Growth: +40
Immune to Storm and Reef attrition (factionwide)
Dawn's Harbour
Special Port
These quayside berths allow trade vessels to load and unload their wares before heading back to the exotic east.
Income generated: +300
Growth: +30
Dawn's Harbour
Special Port
This simple landing area gives access to the great city-port, the Fortress of Dawn, and its owners ingress to Cathay and beyond.
Income generated: +200
Growth: +20
Great Dragon Fleet Port
Special Port
Beside a grand fleet of merchant ships, bustling crowds make their way into the city, marvelling at the fulcrum of international trade before them.
Income generated: +800
Growth: +40
Great Dragon Fleet Harbour
Special Port
Alive with activity, the harbour groans beneath the common throngs, greeting sea-worn faces from all across the known world.
Income generated: +400
Growth: +40
Great Dragon Fleet Docks
Special Port
Sitting at the mouth of the Jade River, the docks welcome all to the thriving city of Fu-Chow.
Income generated: +200
Growth: +20
Erengrad Port
Special Port
The port encompasses the harbour and docks, from the bay to the mouth of the Lynsk.
Income generated: +800
Growth: +30
Erengrad Harbour
Special Port
Known simply as "the harbour", Erengrad is one of the largest ports, despite being under the control of its infamous Guilds.
Income generated: +400
Growth: +20
Erengrad Docks
Special Port
There are many docks in Erengrad - the 'Doorway to Kislev' - goods arrive here from Bretonnia, Marienburg and even Norsca.
Income generated: +200
Growth: +10
Marienburg Port
Special Port
Marienburg's infamous port, the Rijkspoort, is where the majority of the 'legitimate' goods arrive.
Income generated: +800
Growth: +40
Marienburg Harbour
Special Port
The greater harbour of Marienburg lies past the Manannspoort Sea, just beyond Rijker's Isle.
Income generated: +400
Growth: +40
Marienburg Docks
Special Port
Marienburg is not a safe place in which to loiter, although the riches that pass through make it worth the risk.
Income generated: +200
Growth: +20
Big Fort
Black Orc Headquarters
Greenskins like a good fort, it makes them feel important when they can shout and fling excrement from the walls.
Unlocks Hero recruitment: Black Orc Big Boss
Hero capacity: +1 for Black Orc Big Bosses
Upkeep: -5% for Black Orcs and Big 'Uns units (all armies)
Recruitment cost: -15% for Black Orc units
Recruit rank: +2 for Black Orc units (factionwide)
Recruit rank: +3 for Black Orc units
Local Recruitment duration: -1 turn for Black Orc units (minimum 1)
Unlocks recruitment of:
Black Orcs
Black Orcs (Great Weapons)
Dork's Rock
Landmark
All the best places are ones you've nicked from other races and then made your own by leaving piles of poo and shiny stuff everywhere.
Control: +2 (factionwide)
Diplomatic relations: +20 with Greenskins
Lord recruit rank: +2 (factionwide)
Income from post-battle loot: +20% (factionwide)
Income from raiding: +50% (all armies)
Global recruitment capacity: +1 (factionwide)
Local recruitment capacity: +1 (factionwide)
Bone Nose Idols
Bone Nose Idols
Built from the ruins of the cold-blooded ones' city pyramid, these idols watch over the Bone Nose tribe and guard its fortunes with silent malice.
Unlocks Hero recruitment: Night Goblin Shaman
Unlocks Hero recruitment: Orc Shaman
Lord recruit rank: +3 (factionwide)
Hero capacity: +2 for Shamans
Hero recruit rank: +3 for Shamans (factionwide)
Provides garrison:
2Rogue Idol
Unlocks recruitment of:
Rogue Idol
Bonewood Totems
Bonewood Totems
The Spotted Skulls tribe carved many sigils into the totems that protect their tribe from corruption of death tainting their lands.
adds the ability that grants the spell intensity (faction leader)
Spell intensity: +10% (faction leader)
Corruption in adjacent provinces: -2
Corruption: -5
Winds of Magic power reserve capacity: +5 (factionwide)
Winds of Magic power reserve: +3 per turn (all armies)
Iron Penz
Iron Penz
If you want da biggest and meanest Boars, you go to da Iron Pig Tribe!
Recruit rank: +2 for Orc Boar units
Armour: +5 for Orc Boar units (all armies)
Unit mass: +10% for Orc Boar units (all armies)
Charge bonus: +5% for Orc Boar units (all armies)
Provides garrison:
2Orc Boar Boy Big 'Uns
Unlocks recruitment of:
Orc Boar Chariots
Orc Boar Boyz
Orc Boar Boy Big 'Uns