Leadership

ID: wh_main_GREENSKIN_boss

Building Chain

Leadership

Building Levels

Level 1 - Boss' Tent

Goblin Big Bosses have a big tent, bigga than the lads’ tents with more skulls on it.

As befits their elevated status, Big Bosses get big tents. They usually get them by taking over the tent of the previous Big Boss. The reason why the previous Big Boss is not in the tent may be because he died in battle, but more likely he’s dead in a ditch, probably near "da drops", with a rather large knife wound in his back.

Unlocks Hero recruitment: Goblin Big Boss
(tr:public_order_effect): +4
Untainted: +1

Level 2 - Boss' Shack

A status symbol, a show of the Boss’ rising power and a place he can "ang me boots".

As Bosses grow in power, they gain more followers, add more to the tribe’s pile of shiny stuff, and get more privileges - such as their own shack. By the standards of other races, this is still barely a building, but for the Greenskins, it is an impressive sight and one that marks the owner as "goin’ places".

Unlocks Hero recruitment: Goblin Big Boss
(tr:public_order_effect): +6
Untainted: +2

Level 3 - Boss' Camp

A Boss with his own camp to keep his boyz close is to be feared.

A Boss that can mark out his own camp within a Greenskin settlement is powerful. The Greenskins have a crude political system compared to the partisan games played at the courts of Altdorf and Ulthuan, yet even the simplest Orc knows that a camp guarded by its own Big ‘Uns is led by a Boss that should be respected.

Hero capacity: +1 for Goblin Big Bosses
Unlocks Hero recruitment: Goblin Big Boss
Hero recruit rank: +4 for Goblin Big Bosses
(tr:public_order_effect): +10
Untainted: +3
Lord recruit rank: +1
[HIDDEN - do not translate] Used to increase lord rank when replacing a lord (target the effect at forces factionwide) - use in conjunction with a shown effect that targets provinces factionwide