“ | Wurrzag is beholden to no tribe nor lord, only the whisperings of the Greenskin gods in his addled mind. | „ |
Wurrzag da Great Green Prophet is a Greenskins Legendary Lord introduced in Total War: Warhammer with Update 4 as FLC. In the campaign, he leads The Bloody Handz faction.
Description[ | ]
Wurrzag Ud Ura Zahubu is a Savage Orc Shaman of mighty mystical powers. Known as "Da Great Green Prophet", he is guided along his path by the Greenskin gods. He leads tribes to greatness before wandering off to pursue yet another mad plan to advance Orc-kind. Wurrzag's green crusade began in the Southlands when, with the magical energy that arched uncontrollably out of his eyes, he transformed the former Shaman of the Bone Nose tribe into a Squiggly Beast. As the tribe prepared to ritually eat Wurrzag for this deed, the marinated Orc entered a trance and spouted a tale of long ago, when the now-sorry Bone Nose tribe ruled the lands. The cold-blooded ones came and built great pyramids, driving the tribe away and destroying their idols. Since those shameful days, the tribe has lived under a curse. Wurrzag rekindled their spirit of conquest and, filling in for their transformed Shaman, led the Bone Nose warriors to level the nearest Lizardmen-city. Using the rubble of the wrecked pyramid, Wurrzag ordered the Greenskins to erect two edifices. To this day these same stone-faced idols watch over the Bone Noses, and the tribe's fortune has grown.
Attributes[ | ]
- Wizard
- ▲ Spellcaster: This unit can cast spells.
- ▲ Frenzy: Units with frenzy cause more damage while their leadership is high.
Spells[ | ]
Character Abilities[ | ]
Active Abilities[ | ]
Campaign Only[ | ]
Passive Abilities[ | ]
Campaign Only[ | ]
Item Abilities[ | ]
Campaign Only[ | ]
WAAAGH![ | ]
Unique Items[ | ]
Campaign Only[ | ]
Mounts[ | ]
Campaign starting units[ | ]
The Old World[ | ]
Mortal Empires[ | ]
Immortal Empires[ | ]
Lord Effects[ | ]
- Recruitment cost: -50% for Savage Orc units (Lord's army)
- Charge bonus: +20 for Savage Orc units (Lord's army)
- Physical resistance: 15% for Savage Orc units (Lord's army)
- Army ability: "Wurrzag's Waaagh" (replaces: "Waaagh!")
WH2[ | ]
- Physical resistance: 15% for Savage Orc units (Lord's army)
- Upkeep: -50% for Savage Orc units (Lord's army)
- Recruitment cost: -50% for Savage Orc units (Lord's army)
- Army ability: "Wurrzag's Waaagh" (replaces: "Waaagh!")
WH1[ | ]
- Charge bonus: +25% for Savage Orc units
- Upkeep: -50% for Savage Orc units in Wurrzag's army
- Enemy Hero action success chance: -50%
Character Traits[ | ]
Personal Trait[ | ]
Da Great Green Prophet: “Da Godz speak ta me. Listen, and I’ll tell ya.”
- Recruitment cost: -50% for Savage Orc units (Lord's army)
- Charge bonus: +20 for Savage Orc units (Lord's army)
- Physical resistance: 15% for Savage Orc units (Lord's army)
- Army ability: "Wurrzag's Waaagh" (replaces: "Waaagh!")
Defeat Trait[ | ]
Great Green Killer: When you take a swing at Da Prophet, you smite Gork (and Mork) as well!
Talent Tree[ | ]
Chapter Objectives[ | ]
Campaign objectives for Wurrzag da Great Green Prophet (Click "expand" on the right to see them).
Chapter 1[ | ]
Rank | Name | Objective(s) | Reward(s) | In-game description |
---|---|---|---|---|
Primary objective | In the West | Wurrzag does not call any one place home, yet wherever he decides to roam is his dominion. He inspires otherwise wretched and useless gangs of Greenskins to greatness in all corners of the earth, and charges them with achieving greatness across the Badlands and beyond. Or else. | ||
Bonus objective I | Choppas Out, Lads! | Bring bloodshed and misery to those that stand against the Greenskins. Wurrzag does not only expect victory, he has foreseen it. Such prophecies do not tolerate failure. Gottit, you git? Good. | ||
Bonus objective II | Boss Fight | The gobbos are revolting, in many ways, but they need bringing to heel, or Wurrzag will just turn the lot of 'em into Squigs. Pick a Boss from their disgusting ranks and make him a 'Big Boss'; maybe then they'll behave? | ||
Bonus objective III | Yer Sacked! | Time to rampage - winning in battle is one thing but a Greenskin's career is all about the lootin' too. Sack and raze enemy settlements - let the foe know that Wurrzag and his boyz are coming! | ||
Bonus objective IV | Mishon Impozzable | Nothing pleases an Orc than being part of a big green mob, mindlessly charging into the enemy. But war is rarely that simple, even the Greenskins know this; sometimes though, somewhat annoyingly, a more strategic approach is needed. | ||
Bonus objective V | Find da Shiny Stuff | The boyz need more than just prophecies and promises - they need loot! Even Wurrzag needs loot - every git needs loot! So they better find it; a good few raids should sort out the cash flow. |
Chapter 2[ | ]
Rank | Name | Objective(s) | Reward(s) | In-game description |
---|---|---|---|---|
Primary objective | Get da Gits in Order | If the Greenskins are going to fear Wurrzag - and they should - then he must use his influence and build up a great green horde to launch an invasion to crush all enemies in the name of Gork (or Mork). The local tribes must fall into line or get a proper bootin'! | ||
Bonus objective I | Mob-Up! | Wurrzag has always travelled alone, inspiring tribes and then moving on after a time. But now is not the time to be a loner - the world needs dominating, and if he wants to be part of it, he needs to start mobbing-up! | ||
Bonus objective II | Get Me a Spell Flinga! | Magic is tricky thing. A few of the enemy wizards are quite good at it! Fortunately, Mork and Gork can provide; Wurrzag has been gifted with such magical abilities, and some other gobbos and Orcs can fling a good spell too! Find a Goblin Shaman - they're usually cheaper and easier to bully. | ||
Bonus objective III | Sackin' for Pleasure | If their enemies do not fear the Greenskins, then how can they be dominated? Dish out some serious damage. Start sacking and looting in the name of Gork (or Mork)! | ||
Bonus objective IV | More Mishons | Wurrzag is eager to enact the prophecies he has seen, yet there are things that need doing in preparation for the big charge. Get 'em done, and keep Wurrzag happy. | ||
Bonus objective V | 'Ero Quest | Orcs will travel leagues to join a burgeoning Waaagh!, but they won't come for just any Warboss. They are attracted to those favoured by the Gods, by those whose legends are created by the quests they undertake. |
Chapter 3[ | ]
Rank | Name | Objective(s) | Reward(s) | In-game description |
---|---|---|---|---|
Primary objective | Put da Boot In | It's time to stop messing around and put the boot in! The Badlands, the World's Edge, the Empire - all of it belongs to the Greenskins! Destroy the trespassers, take their lands and get the Waaagh! started. | ||
Bonus objective I | Mob Rule | As much as Wurrzag would revel in turning all his enemies to dust by himself, even he knows he needs da boyz behind him to destroy them all in short order. The call has gone out, and the mobs are coming. | ||
Bonus objective II | Mork's Gaze | While spells of da Little Waaagh! are already at our disposal, it's time to get some of the bigga spellz" in play. Maybe a foot or fist of Gork to really wind the enemy up? Go and find an Orc Shaman. | ||
Bonus objective III | Sackin' Time! | More ravaging is needed, our foes still have hope, some even think they can beat us! That needs taking from them - see to it! | ||
Bonus objective IV | Yer Mishon, Should Ya Decide Ta Accept It! | To bring about the largest Waaagh! this pitiful world has ever seen we need to target that Greenskin aggression. Achieve some key objectives and the green tide will flow! | ||
Bonus objective V | Raiderz ov da Last Orc | It ain't cheap keeping all these armies - Orcs are greedy gits that are always after loot and shiny stuff. It might be best to replenish da cofferz" - a few raids should do the job." |
Chapter 4[ | ]
Rank | Name | Objective(s) | Reward(s) | In-game description |
---|---|---|---|---|
Primary objective | The Green Tide | The momentum shifts as the Orc realms expand. The Dwarfs quail, the Empire shudders, even the forces of Chaos stutter as the Green Tide rises. Now is the time to bring outlying territories into the clutches of 'Da Great Green Prophet'. | ||
Bonus objective I | Da Great Ruckus | The Waaagh! gathers pace! The enemies of the Greenskins - that's everyone without green skin (well, even a few Greenskins to be honest) - will witness a mob like never before. Da Great Ruckus begins! | ||
Bonus objective II | Be More Orc! | The true horror of the Greenskin menace is not always seen on the battlefield but in the devastation left in the wake of the Orc ravagers. They are merciless, and often hungry as they scourge enemy ruins. Be merciless, be more Orc! | ||
Bonus objective III | Brute Power | Wurrzag has no mates, save for Gork (or Mork) of course. He tolerates those around him as he elevates them to greatness. Yet for the Waaagh! to be successful, Wurrzag must give the brutes below him more power, as he cannot do everything himself. | ||
Bonus objective IV | We Don't Need Anovver 'Ero | Wurrzag is in the business of empowering the Greenskins to do Gork's (or Mork's) dark work, and he knows that he needs the Bosses and Shamans around him to enact their will. Give them yet more power so that they may serve da Great Green Godz. | ||
Bonus objective V | Da Special Shiny Stuff | The best and shiniest stuff, the loot that can make the eyes of the hardiest Warboss water, is rarely in the neighbouring location. The boyz are going to have to loot deep into enemy territory to get the good stuff! |
Chapter 5[ | ]
Rank | Name | Objective(s) | Reward(s) | In-game description |
---|---|---|---|---|
Primary objective | Waaagh! Wurrzag | A Waaagh! is upon us. The Orcs gather in great numbers and so as many regions as possible must be brought under the Greenskins' control - such an act will appease Gork and Mork and ensure that da Great Green Godz are revered for all time! | ||
Bonus objective I | The Mightiest Waaagh! Dat Eva Woz | An unending tide of green - a mass mob of Orcs and Goblins that would make Gork and Mork swell with pride and send Sigmar and his cronies cowering into the Realm of Chaos! That is the goal, now it's time to bring it! | ||
Bonus objective II | Da Scourge | Destroy! We must unleash the beast that lies within every Greenskin. The Orc Gods want this world to tremble, and so our Savage Lord must be Da Scourge and burn a scar across the lands that not even time will forget! | ||
Bonus objective III | I Got Da Power! | Grant the most able Warbosses and magic-users in the Greenskin ranks the power and status they need to bring about a slaughter. It is what Gork demands, and Wurrzag knows it is necessary! | ||
Bonus objective IV | It Comez in Threes! | Wurrzag's most feared subjects need not only his backing so they can go about unimpeded, but if they are to spread the word of Da Great Green Prophet's Waaagh! then they must be granted the power such a message demands! | ||
Bonus objective V | Ragnarork Costs | Even for Orcs, the lure of shiny stuff is as strong as the thrill of murder - the richest Bosses are always the most successful. If Wurrzag is to bring about Ragnarork, then he must become the wealthiest Greenskin as well. |
Strategy[ | ]
Gallery[ | ]
Links[ | ]
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