A seething flood of tooth, blade and brazen green flesh, the Greenskins make up the most barbaric and prolific raiding force in the Old World. Rather than a single race, they are a conglomeration of smaller sub-races, banded together by their like-minded brutality, lack of intelligence and lust for carnage. Mobs of savage Orcs roam the Badlands' plains while Night Goblins move unseen in the deep tunnels of the Underway. Whenever the feeling takes them they pour out in earth-shaking numbers to plunder other races' settlements, invaders to the end. After slaughtering the occupants, they daub the walls in crude graffiti, settling amongst the corpses until restless green fingers start itching for bloodshed once more.
Greenskins lack any form of government, subscribing instead to a might-makes-right ideology that sets the nastiest and sneakiest firmly at the top of the pecking order. Orcs, brutish and aggressive, make up the ruling class. Goblins, malevolent and cunning, are subjugated by the Orcs in exchange for their begrudging protection. Trolls, Giants and other fell creatures are easily coerced to join their cause with the promise of battle, loot and a few of the weaker goblins thrown their way as a tasty snack. The variety and versatility of Greenskin armies and the brute strength of their warriors more than makes up for what they lack in intelligence and diplomacy.
Endlessly seeking out conflict both within and without, Greenskin hordes roam from the Old World in search of worthy opponents to stomp into the ground. At the head of each is a Warboss, a rank earned only by the murder of the previous Warboss. As such it is a title earned by only the biggest and nastiest Orcs of the lot. Greenskins live to fight, and if their Warboss cannot sate their appetite for battle, their numbers will dwindle as infighting takes hold. When word spreads of a truly mighty Warboss, however, momentum builds quickly. With each successive victory, more and more Greenskin mobs join the horde. Eventually, these patchwork armies merge to become a WAAAGH! — an unstoppable green tide that leaves nothing but ruin in its wake.
The polar opposite of the Dwarfs, the Greenskins units come in large sizes and have mercifully cheap upkeep. As a melting pot of different races united by love of war, the Greenskins are a versatile force: brutish Orcs form the backbone of the force, cowardly Goblins fill out the numbers and fulfil the fast-strike role, while Trolls and Giants provide the Greenskins some extra muscle. The force hits hard up close and if somehow brute force fails, there's always another horde ready for another go. However the Greenskins have very limited technology and economical options and their forces are sustained primarily by raiding and warring with their neighbours rather than trading with them, though of course, as they'd say, "trade's jus' a load of muckin' about anyway".
Introduced in Total War: Warhammer, the Greenskins are playable in custom games, the Grand Campaign, and Mortal Empires.
- Achilles' Heel: Their low leadership. Thought not as bad as that of the Skaven, anything that is not a Big 'Un, Savage Orc or Black Orc has a tendency to run away once things goes south, leaving the slower heavy troops without any sort of quicker and proper ambushers or rangers. Even some of their monsters are prone to fleeing earlier than the elite units.
- A Commander Is You:
- A Spammer/Brute faction. Their Orc units are built for straightforward head-bashing and head-on collisions, their Goblin units being more numerous but also more fragile and designed to be used in sneaky ways to get the most out of them. A Morale Mechanic allows the player to summon an AI-controlled army as reinforcements, but will cause armies to suffer attrition if they fail to win battles regularly. The Greenskins also possess a weak economy and cannot trade, and so depend largely on raiding and sacking enemy settlements for dependable income.
- The Crooked Moon place more emphasis on Spammer: They cannot recruit orc units outside of a special settlement they must capture, and so are dependent on cheap-but-brittle goblin units. However, the Crooked Moon enjoy 40%-off upkeep for all goblin-type units they recruit, allowing them to sustain huge armies more easily, and their Heroes level up twice as quickly from performing campaign actions (which are also 50% cheaper to perform).
- All Trolls Are Different: A type of monstrous infantry. Large humanoid creatures which vomit acid bile on their enemies. In the lore, trolls come in various subspecies, and are very dimwitted simpletons that follow the Greenskins around for food.
- Amazing Technicolor Population: While all Orcs and Goblins are green (it's in the name after all), the exact shade depends on a number of factors including environment and sub-species. The smaller species of Greenskin, such as Goblinsnote and Snotlings, tend to have a lighter shade to their skin, while their larger Orc cousins have darker shades with the mighty Black Orcs having skin so dark it could pass off as being black. Some background material also mentions other sub-species that have stranger skin tones, such as the Fire Kobolds of the Red Cloud Mountains who are said to have red and orange tinged skin, although some scholars believe that this could just be war paint.
- Arch-Enemy: They view the "stunties", as this, though the hatred of the Night Goblins trumps all the rest, having a longstanding history of war against Dwarfs, either being exterminated preemptively or mounting assaults on their Karaks and other strongholds
- Archer Archetype: Their ranged units aside from artillery generally use bows and arrows to sell them as a lower-tech, barbaric race since unlike the Wood Elves they generally lack the intelligence to use Trick Arrows. Orc ranged infantry are called Arrer Boyz, and are inaccurate but still decent in melee, while Goblin units make up the most of the factions ranged units and are more accurate but squishier and do less damage per arrow.
- Armless Biped: The squigs, which the Greenskins get as both a monster unit and as cavalry, are essentially giant round heads mounted on a pair of strong, taloned legs, which are also their only limbs.
- Attack! Attack! Attack!: Whatever it may be, from disciplined regiment of Empire Halberds, to massive Chaos Giant, a proper Greenskin's first instincts will be to charge.
- An Axe to Grind: Orcs commonly use jagged axes, alongside rusty blades, and savage clubs.
- A-Team Firing: Orc Arrer Boyz are Orc Boys who fire arrows, but they are not particularly good shots. They know this, and do not particularly care, they just try to fill the air with as many pointy shafts as possible. To make up for their lack of marksmenship, they are actually decent melee combatants, but a lack of appropriate equipment and discipline means they are Masters of None when it comes to trading off between ranged and melee combat.
- Authority Equals Asskicking: Goes both ways. The most powerful orcs tends to become the leaders, but they also absorb more Waaagh! energy because they are the leaders, and grow bigger because of it. So the stronger the Orc is, the more authority he gets, and in turn, the more authority he gets, the bigger and physically stronger he becomes. Regardless, Greenskin society ensures the strongest grow strongest, and only the strong rule.
- Ax-Crazy: Both Goblins and Orcs live only to kill, and greatly enjoy it, taking immense pleasure in destruction and mayhem, seeing not much else in life worth doing. They're also both off their rockers and mentally unstable. Although both races show it in different ways, Orcs being loud-mouthed brutes that will smash you to pieces; Goblins, conniving, sneaky "gits" that always plan to stab you in the back. Most of their units dialogue reflect this mindset well.
- Bald of Evil: The vast majority of Greenskins are bald, although the reason is unclear. The occasional model will bear a top-knot, especially if they are Savage Orcs.
- Battlecry: "WAAAAAGH!". In-game, Greenskin units will be constantly shouting it.
- As of Mortal Empires it has actually become a unique battlefield mechanic. Greenskin commanders can activate a powerful "WAAAAAAGH" ability, which is now global and gives the entire horde of Greenskins a very powerful buff to their stats!
- Battle Trophy: Orcs adorn themselves in stuff belonging to fallen foes, like Human skulls, Greenskin tusks, and Dwarf beards.
- The Berserker: While all Greenskins are this to varying degrees, the Night Goblin Fanatics are this to the extreme, getting high on various mushroom concoctions to do as much damage on the battlefield as possible.
- Beast of Battle: Squigs, vicious fungoid beasts that resemble nothing so much as hopping balls of flesh with large, taloned legs and gaping mouths full of fangs, which the Greenskins send out in herds against the enemy.
- Blood Knight: An entire race of them. The Greenskins live for war and fighting; if they don't have any other foes to fight, they'll start fighting each other. Fittingly, most Greenskin units on the battlefield will be cruelly smiling, and laughing.
- Beneath the Earth: The Underway, a massive system of underground trade highways created by the dwarfs during the golden age of their civilization. As the dwarf empire has fallen into decay, huge swaths of the Underway have been abandoned and populated by Greenskins and other monsters. In-game, Dwarf and Greenskin armies can use the Underway to effectively teleport short distances across the campaign map, allowing them to bypass enemy armies and terrain obstacles and overcome terrain or corruption-based attrition.
- Beware the Silly Ones: Greenskins are over-dramatic, not very bright, dress in whimsical and colorful outfits and are very Laughably Evil overall. None of those traits are good reasons to underestimate the unthinkable devastation the Greenskins are capable of, nor makes them funny to the people caught in the path of their rampages.
- Bizarre Alien Reproduction: Greenskins are fungal creatures that reproduce via spores. This serves to explain why the Greenskins outnumber every race in the Old World save the Skaven and why they're nigh-incapable of being eradicated despite constant efforts to do so.
- Bread, Eggs, Breaded Eggs: Most factions have a Raiding stance and an Encamp stance; the former limits an army's movement and vigour to take money from a province and reduce public order, the latter allows the army to replenish, ignore attrition and have access to global recruitment even in foreign territory at the expense of requiring the army to stand still. The Greenskins have the Raidin' Camp stance, which effectively combines the functions of the two.
- Call a Human a "Meatbag": Greenskins refer to every other race by nicknames, either as a deliberate insult, as a reference to some obvious characteristic or as a result of translating their names into their own rough tongue. Humans are "humies", Dwarfs are "stunties", Warriors of Chaos are "spiky boyz" and Skaven are "ratmen", to name but a few.
- Cannon Fodder: Low tier Greenskin units, especially Goblins, are not that much good at anything, besides using in hordes to overwhelm one's foe.
- Chaotic Stupid: Greenskins often employ questionable strategies. Their general lack of intelligence is represented by their rather pitiful technology tree and primitive building chains, although these also emphasise how war-focused their society is.
- Combat Pragmatist: Highly encouraged. While a well-buffed Greenskin line may be able to beat down the opposition through sheer strength, a more generally successful strategy is to use surprise and numbers to ruthless effect. In particular this is generally the best way to use Goblin units.
- Conlang: Greenskin language is a newspeak variant of the troops, Orcs using variants of human words but orcified to accommodate their heavy accents. Swords become Choppas, men become Boyz or more famously, war is turned into WAAAGH!, the screaming part being obligatory.
- Dirty Coward: Most Goblin units are this due to having really low leadership. Though they are plenty in number and eager to pull off cheap and dirty tricks for the sake of victory, they are just as eager to run away screaming from battle once things don't go their way. Really, despite being a race of mad Blood Knight, when things go south, Greenskins are almost always the first to leave the field in a disoragnised withdrawal.
- Dumb Muscle: Orcs are very strong and bulky but not very smart as a rule. Averted by Black Orcs.
- Elite Mooks: The Greenskins' Black Orcs avert the Stupid Evil tendencies of their brethren and are terrifyingly intelligent heavy infantry that can destroy enemy formations in seconds, wielding massive great axes and wearing armor of black iron. And that's not even getting into their Regiment of Renown, the Krimson Killaz, a pack of even bigger Black Orcs who dual-wield great axes!
- Enemy Civil War: The orcs are in a constant state of this. Which is often stated to be the sole reason they haven't conquered the world... yet. Greenskins are one of the least likely factions to form confederations with each other as a result.
- Epic Flail: Night Goblin Fanatics have a special ability wherein several of their number hurl themselves into the enemy ranks swinging a massive ball and chain, spinning about in a bloody circle of destruction. The Eight Peek Loonies go a step further and use captured dwarfs as their flails.
- Evil Has a Bad Sense of Humor: The other races really can't understand or empathize with the Greenskins' idea of "fun", since it involves unprovoked attacks and invasions on anyone nearby.
- Even Evil Has Standards: Even the Common Goblins, who will cheerfully eat each other when the chips are down, think the Hobgoblins (another Greenskin sub species, who have an Empire of their own near Cathay) are treacherous bastards and will shoot them on sight.
- Fantastic Caste System: Greenskin society is divided according to who is the killiest. At the top reign Bosses, Big Bosses and Warbosses who are the toughest and strongest of their species. Under them are the Boyz who, depending on what unit they are in, benefit from varying standing in the tribe. Beneath the Orcs come the Goblins or Gobbos, and then the Snotlings who are pretty much pets or slaves depending on the mood.
- Fantasy Counterpart Culture: A pastiche of 80's-era British Football Hooligans with some Scottish Highlanders traits. Savage Orcs also draw heavily from Stone Age Africa.
- Fantasy Pantheon: The Greenskins worship some number of gods, but none so fervently as their two Top Gods, Gork and Mork, who represent the ideal all Orcs aspire to be. While Gork is brutal but kunning, Mork is kunning but brutal (or is it the other way around?).
- Fighter, Mage, Thief: The three Legendary Lords faction leaders fulfil this dynamic.
- Grimgor is the Fighter. Choosing him as your starting lord grants a slight boost to all your armies' Fightiness in foreign territory, gives a slight movement range boost to all characters and reduces upkeep for Orc Big 'Uns and Black Orcs. His own personal trait grants bonuses to Black Orc units in his army. Grimgor's stats also include large Armor, Melee Attack and Weapon Strength scores, and his unique skills largely focus on improving his own status as a close-quarters beatstick, plus even more bonuses for Big 'Uns and Black Orcs.
- Wurrzag is the Mage. Literally because he's a Great Shaman who casts spells from the Big Waaagh! magical lore and as such is built as a Squishy Wizard, but also figuratively because his unique traits are focused on passively empowering the rest of his army through giving them Magical Attacks, buffing Savage Orc units' Physical Resistance, charge bonuses and major reductions to recruitment cost and upkeep. His magical lore is also not much of a major damaging lore, being primarily disruption and buffing spells with a high-end spell that deals a lot of damage if deployed right.
- Skarsnik is the Thief. He has good close-quarters stats like Grimgor, but his real unique selling point lies in his ability to make himself and any units near him invisible to the enemy until they get right up close, making him an excellent trickster and strategist since he can do this with everything from odinary Goblins to a massive Giant Spider. Picking him as your starting Lord also limits your selection of units to Goblin units in whatever form they take for most of his campaign, as he can only recruit Orc units by retaking Karak Eight Peaks and building a unique building chain there. As a trade-off he can recruit available Goblin units more cheaply and more affordably long-term, and increases the success chance of Hero actions by half and doubles the XP granted thereby. Overall he relies a lot on trickery and sabotage to get him back to Karak Eight Peaks, a lot moreso than Grimgor ever could.
- Full-Boar Action: The Orcs' cavalry units come mounted on boars, as can, optionally, their Warbosses and Shamans. Wild Boars have a bad temperament and it is not rare for a rider to be gored by his own mount.
- Funetik Aksent: Orcs and Goblin speak like this, and their Flavor Text is usually written this way.
- Genius Bruiser: Black Orcs avert the Stupid Evil tendencies of their kinfolk, and are instead terrifyingly disciplined, fiendishly intelligent, and surprisingly regimental. They're are also physically bigger, tougher then all of their cousins, and clad in thick, black plate armour, armed with heavy great axes that make mincemeat of everything. They're also decent metalworkers as well — they make their own weapons and armor from scavenged battle loot, something no other Greenskin can do. They're the result of special breeding experiments and dark magic done by the Chaos Dwarfs to create the perfect soldier and they succeeded. Fortunately for the rest of the world, they're far rarer than regular orcs.
- Giant Foot of Stomping: The Foot of Gork spell of Da Big WAAAGH! summons a manifestation of the Orc god Gork to stomp his foot on the battlefield. It's devastating when used against enemy cavalry, or tighter formations of infantry.
- Giant Spider: Forest Goblins ride Giant Spiders for cavalry and Goblin Bosses sometimes ride a Gigantic Spider for a mount. They are generally very fast, and always have the poison special rule, making them especially annoying when they are used as Skirmishers. There's also the Arachnarok Spider, an absolutely massive variant of this trope, quite possibly the third biggest monster in the game just after the Mammoth and Dread Saurian. Unsuprisingly, Forest Goblins worship these nightmarish horrors as living gods, and form primitive societies around their tribal worship, capturing sacrifices, and even offering themselves to them. A symbiotic relationship has emerged between the two races. In return, the Arachnarok's give them some of it's young to be used as mounts, and occasionally even go into battle with their tribal leaders, with large platforms accommodating archers being built around the Arachnarok.
- Glass Cannon: Many units in the Greenskin army have very melee attack and will shred an enemy unit in short order, especially when buffed with WAAAGH! magic. However only the Black Orcs go into battle wearing any real armour, and they also lack melee defence across the board: even Grimgor Ironhide has a Melee Defence rating of only 35, paltry for a Legendary Lord. If you shoot at Greenskins they will mostly drop like flies, and they won't stick around in a protracted melee either.
- Savage Orcs are even more, as they have boosted attack ratings over their normal Orc equivalents but no armour whatsoever, just a loincloth and some funky-smelling warpaint.
- Grievous Harm with a Body:
- Goblin Doom Divers. They fire goblins. With catapults. Then they use wings to steer themselves right to their enemies' doom... and their own, for that matter.
- The Eight Peek Loonies use chained-up dwarfs as the business end of an Epic Flail.
- Heavily Armored Mook: Black Orcs and their Regiment of Renown wear blackened, painted heavy plate armour they made themselves and are the only unit in the Greenskins' roster with a decent Armour rating.
- The Horde: The Greenskins take to this trope more than any other faction. Rampaging hordes of bloodthirsty savages are the only "societies" they ever form, and they make a living off of pillaging.
- Horns of Villainy: Orcs commonly wear horned, viking-esque helmets. The regular boyzs have scrapemail ones, looking junky and very worn. In contrast Black Orcs have thick iron full-faced helmets, with massive horns sprouting out of their sides.
- Horse of a Different Color: Greenskin cavalry and mounts come in many flavors.
- Orcs make use of Warboars, foul-tempered and brutal beasts who naturally appeal to reckless and battle-loving people like the orcs. This is most prominently represented by their cavalry units, Boar Boyz and Boar Boy Big 'Uns, but Warboars are also used for Orc Boar Chariots and as Power Up Mounts for Orc Warbosses and Orc Shamans. Savage Orc variants with tribal warpaint also exist. Warbosses can also ride Wyverns as an upper end unit.
- Goblins make use of more size-appropriate mounts. Regular Goblins ride giant wolves, Night Goblins ride Cave Squigs and Forest Goblins ride Giant Spiders. Again these are represented through cavalry units — Goblin Wolf Riders and Forest Goblin Spider Riders, both with missile variants with Archers in the name, Night Goblin Squig Hoppers and Goblin Wolf Chariots — each with their own strengths; Wolf Riders are very fast, Spider Riders have Poisonous Attacks and the Strider trait that lets them ignore disadvantageous terrain effects, and Squig Hoppers are Immune to Psychology. All also have Vanguard Deployment. These also serve as mounts in various capacities for Goblin Great Shamans, Goblin Big Bosses and Night Goblin Warbosses.
- Humans Through Alien Eyes: A breakdown of Greenskin relations with every other faction:
- Empire: Weak gitz dat deserve ta get stomped. Sometimes dey can be a gud fight, like if deyz got lotz of boomy barrels an' magic an' Stunty-made choppas or what 'ave ya, but usually dey don't.
- Dwarfs (or Stunties): Gud fights, even better loot. Boyz been fightin' da Stunties a long time an' so dey wanna fight us more than anyfink else in da world.
- Bretonnia: Like da Empire but less loot. If you see da fancy gits on da horses, ignore da runtier gitz and go fer them coz deyz da best fights.
- High Elves: Great loot an' great fights, but watch out coz boyz don't come back if da fancy gitz win fer some reason. Gobboz get scared of dem so ya need ta be even scarier ta keep 'em in da fight!
- Dark Elves: Great fights but watch out cos deyz sneaky gits. Sometimes dey don't wanta fight and dey pay us ta fight for 'em, but dey always fight us sooner or later, which don't matter ta us.
- Wood Elves: Super sneaky elf gits who sit in da trees and shoot arrers, not gud fights. Sometimes da trees fight too, deyz gud fights and da wood is gud fer chariots and rock chukkas an' what have ya.
- Lizardmen: Da scaly boyz iz dead killy, brilliant fights. Shame dey never have any gud loot unless you attack da rare cities wif lotz of gold in 'em. If yaz take da gold off them dey get real mad and keep coming fer ya, which suits us jus' fine.
- Vampire Counts: Bludd-drinkaz is really great fights like scaly boyz and Ogres. Da dead-uns, not so much, dey keep gettin' back up and dey never have any gud loot. Sometimes da bludd-drinkaz gotz gud loot but dat loot iz weird and tries ta whisper ta ya so I dunno any boyz hang on ta it fer long.
- Skaven: Not gud fights at all, dey are weaker gitz than even da humies. Dey gotz great loot though, and coz deyz so many, you never want fer food when you win.
- Warriors of Chaos: DA BEST FIGHTS OF ALL! Da spiky boyz are dead 'ard, more dan da bludd-drinkaz and da scaly boyz and da Stunties, and like fighting almost as much as da boyz do! Great loot too!
- Junkie Prophet: Goblin and Orc shamans take this appearance, wearing decrepit clothing and animal furs. Some even receive visions of Gork and Mork (usually after imbibing certain "special" mushrooms)!
- Large and in Charge: The way Greenskins distinguish their superiors. Orcs are essentially immortal, and part of their biology is that the more they fight and survive battles, the larger they grow. Some will find themselves leading orc warbands while others will lead entire hordes of greenskins.
- Lower-Class Lout: As is typical of Warhammer games, Greenskins all speak cockney.
- Might Makes Right: The entire mindset of Greenskins when it comes to relationships between each other. The strong decide everything and runty weaklings have no say on the matter.
- Names to Run Away from Really Fast: Orcs tend to have threatening last names. Such names like "Throatcrusha" and "Neckbreaka" adorn orcs and usually tell their preferred method of killing people.
- Not So Stoic: Depending on the Writer, but, some sources state that greenskins are capable of forming genuine emotional attachments, despite their rather stunted sense of empathy. This results in their actually being upset when that favored individual inevitably gets killed. The strongest example of this in canon is the Night Goblin Skarsnik, who displays a most un-goblinoid affection for his monstrous cave squig pet, Gobbla. And is absolutely heartbroken when Gobbla got killed in The End Times.
- One-Man Army: Or "one unit army". The Krimson Killerz, an insanely expensive regiment of renown, duel wield greataxes, and despite their rather small unit size, can fight two or three units of imperial Greatswords and win!
- Our Giants Are Bigger: A giant monstrous unit in the Greenskins roster. Lore-wise, the Giants are the inbred, drunken descendants of a long-fallen race who roam the world and fight for whoever will provide them with enough battle to sate their bloodlust and money to indulge their alcoholism, with the Orcs being one of the likeliest factions to actually hire them.
- Our Goblins Are Different: Small, green, devious, and shamanistic; most get pushed around by Orcs. Forest Goblins ride spiders, Night Goblins live underground and enter a berserker rage by drinking mushroom brew. They're generally more intelligent than their bigger relatives, but are usually bullied, and thus develop a real nasty streak, being viciously cruel to anything, and anyone, "weaker" and smaller then themselves. They rely on ruthless cunning, and sneakiness to survive.
- Our Orcs Are Different: Big, green, tusked, dumb, mono-gendered Proud Warrior Race Guys who leave the thinking to the goblins. Black Orcs, meanwhile, are smarter, more focused, more organized, and generally pretty brainy in comparison. Fortunately, they're also rarer, so they tend to be tribe leaders rather than hordes of their own. Orcs are universally, barring a few exceptions, stupid, so they rely on the goblins to handle their already limited infrastructure and barbaric technology.
- Our Mages Are Different: Greenskin wizards are called Shamans, and channel the Greenskin gods Gork and Mork into both physically violent spells, fearsome buffing spells and even sneaky dirty fighting spells through their unique magical lores. Orc Shamans, including Wurrzag, use the Lore of da Big Waaagh!, while Goblin Shamans use the Lore of da Little Waaagh!.
- Our Wyverns Are Different: Orc Warbosses can use Wyverns as flying mounts. These large flying reptiles are speculated to be lesser relatives of dragons, though they are little more than vicious beasts who lack the wisdom, power and majesty of true dragons. For their part dragons typically regard the notion of being related to such base creatures as a grave insult.
- Paper Tiger: Despite their enthusiasm for battle, Greenskin units generally suffer from bad leadership, meaning they'll usually be quick to run if things don't go well for them. This is because they enjoy fighting, but not losing, and generally lack much in the way of military training or discipline unlike most other armies. Warbosses can fix this by keeping close to their units and activating their leadership-boosting abilities to keep their heads in the game during tight spots.
- Predecessor Villain: Gorbad Ironclaw and Grom da Paunch, two legendary Greenskin warbosses who, respectively, burned half the Empire to the ground and killed the Emperor and being the first Greenskin to invade Ulthuan. Both disappeared/got killed centuries before the game start but are held as platonic ideals of what an orc or goblin can accomplish.
- Psychopathic Man Child: A race-wide trait. Greenskins will behave very childishly at any defeat or setback. That's not even going into the fact they view "fighting" as basically just having a good time, and the entire Old World as their "playground".
- Rape, Pillage, and Burn: The standard greenskin motivation, skipping the rape.note Most of the income you'll get playing the Greenskins is loot from sacked towns. This is actually represented in-game by the ability to set up raiding camps, razing and pillaging the countryside while increasing Fightyness and burning off your troop's frustration at not having anything to fight, as well as increasing your income. You can do this in your own provinces, giving you the above benefits, but immense public order penalties.
- Road Apples: As if having a settlement sacked by the Greenskins was not bad enough, they will occasionally leave an "Enormous Pillar of Poo" behind to pile the humiliation on their foes. Understandably it decreases public order and income in the region it is "built" until it can be removed.
- Right Makes Might: Greenskins follow the command of whoever is the largest and strongest among them. Greenskins who are in command tend to physically grow in size and power as they are empowered by the support of their underlings. Because the Greenskins believe that Might Is Right, that makes this trope applicable From a Certain Point of View.
- Savage Wolves: Goblins ride wolves into battle. Two variants are equipped with spears or bow and arrows, and other wolves pull chariots.
- Siege Engines: Greenskins make use of crude engines such as the Rock lobbers, catapults launching rocks at the enemy troop, usually manned by Goblins overseen by a crippled Orc.
- Screaming Warrior: All they'll be doing on the battlefield besides fighting, is yelling warcries.
- Shorter Means Smarter: Downplayed. Goblins are generally more intelligent than Orcs. Goblins operate all the artillery units, and Goblin Tinkerers are responsible for any and all technological advancements. However, while Goblins are more clever than Orcs, in many ways their minds are much weaker, reflected in the game partly by their woeful leadership and partly by their lack of psychic strengthnote Inverted with Black Orcs, who are bigger and smarter than regular orcs.
- The Social Darwinist: Greenskins have this mindset. The weak are there to provide entertainment for the "da biggest and the strongest".
- Spit Out a Shoe: One of the animations of the Arachnarok Spider is to eat an enemy and then spit out its weapons.
- Stealth Expert: Nasty Skulkerz, elite goblin infantry, are excellent at ambushes, especially with their stalk ability, and smoke bombs, which significantly lower the speed of enemies around them.
- Suicide Attack: One of the weapons the Goblins constructed is called the Doom Diver. When using it, goblins load themselves onto a catapult and launch themselves at their enemies. Naturally, the goblin dies upon impact, but he takes a few enemies with him.
- Turn Red: Or in this case turn...green-er. When their WAAAGH! mechanic activates, the Greenskins themselves are surrounded into a swirling green Battle Aura.
- The Usual Adversaries: The Dwarfs and the Greenskins have been fighting each other longer than either species can remember, and are ''the most common" factions to clash with each other on the campaign map.
- Villain Respect: For the Norscan tribes, who alone among all the races of the world match their own mindless lust for battle.
- Villainous Valour: Black Orcs seem to have it. They have decent Leadership values by Greenskin standards and the special trait Immune to Psychology, meaning Fear and Terror units don't intimidate them.
- We ARE Struggling Together: All the orc factions start out at war with each other. A Greenskins player will first want to bash some heads together (metaphorically and occasionally literally) to unite the scattered tribes under one banner, and then look for bigger and better fighting elsewhere.
- We Have Reserves: Greenskins have a Lack of Empathy, a love of fighting, and the only care they have about taking casualties is whether waiting for the reinforcements afterwards will slow them down. Given how their reproductive biology works, the sheer amount of Orcs there usually is, and that the harder the fighting gets the more orcs will come rushing to refill the ranks, replacing losses is rarely a major concern for them.
- Worthy Opponent: If you give them a good fight, they'll consider you this. Infact, in-game, unlike every other faction, waging war against them increases their disposition towards you.
- Zerg Rush: Orcs usually do not bother with tactics and prefer to form a big wave of infantry that crashes against the enemy ranks, counting on their numbers and natural strength to prevail. These strengths already make the Greenskin tribes quite dangerous, and when the occasional Warboss decides to learn about the basics of this "tactics" thing humies keep shouting about, he risks taking enemy commanders by surprise and can actually threaten to topple whole empires from the sheer shock value. The standard Greenskin strategy boils down to overwhelming the enemy with sheer numbers and brute force in-game.
Warboss Grimgor Ironhide
No one knows much about Grimgor before he staggered out of the Blasted Wastes with the Immortulz, his bloody-minded bodyguard. Even for a Black Orc, Grimgors thirst for war was exceptional. If a single day went without battle, Grimgor was known to start camp-decimating arguments, his one good eye blazing with eagerness to find fault and start a good scrap. Two days without battle and Grimgor would smite anything he could reach, save (perhaps) his fellow Black Orcs. No one knows for sure what would happen if three days without a battle occurred, but even unquenchable thirst for battle is a sign that marks out a Warboss for leadership, a sign that that the Orc is favoured by Gork.
Grimgor maintains a tough, elite retinue of Black Orc warriors around him. This is the hard-as-nails mob known as da Immortulz, a moniker earned due to their habit of surviving almost impossible battles. On the whole Grimgor much prefers Black Orcs to any other kind of Greenskin, but plenty of weedier types have snuck into his camp when the steely gaze of his single eye is fixed elsewhere. So long as things are going well (which means there are lots of other things to fight against), Grimgor tolerates the company of other Orcs and Goblins, at least as long as they stay out of his sight.
Grimgor has slaughtered his way across the Blasted Wastes to the centre of the Empire and back. Yet after winning many victories, Grimgor returned to Red Eye Mountain. Deep underground, beyond where the Red Eye Night Goblins dwell, the endless hordes of Skaven can be found. Here, for a time, Grimgor can appease his need for daily butchery — for the ratmen feed uncountable numbers into the fray solely to occupy Grimgors fury.
- An Axe to Grind: Gitsnik, an enchanted double-headed battle-axe created in the daemon-forges of the Chaos Dwarf capital city, Zharr-Nagrund. Despite its constant use, the axe's blade has never grown dull.
- Asskicking Equals Authority: As is traditional for Orcs, Grimgor ascended to his position simply by being the biggest and toughest around.
- Ass Shove: Part of a death threat during one of his Quest Battles, issued in case any of his boyz think about nicking Gitsnik for themselves:Grimgor: My axe, Gitsnik, is somewhere in dat pass. A bag'a teef to da orc that finds it and 'ands it over. Any'a you think yer gonna keep it instead, well, you'll find my boot so far up yer arse, you'll be tastin' squig leather until yoo die! Which'll be straight afta'!
- Ax-Crazy: Even by Orcish standards. He's willing to incite a whole camp to self-destructive brawls if a single day goes by without him getting into a fight, and to just straight-up start swinging his weapon at anything in sight if two days go by. His boys don't want to know what'll happen if three days go by without Grimgor getting some action, which has never happened mostly because the world of Warhammer is that kind of world where someone is always fighting someone else. It goes even further if you go down his unique skill tree, culminating in Grimgor gaining Frenzy.
- Badass Boast: The above quote.
- Bad Boss: He is incredibly foul-tempered and has a tendency to kill his own warriors when he can't find any other foe to kill. His troops are terrified of him as a result. In his trailer, he demonstrates this quite well by casually snapping an annoying goblin underling's neck.Grimgor: If you wanna come an' kill some stunties too, den come; but don't be gettin' in my, or da' Immortulz', way. I don't care who's under me choppa! If it's your skull instead'a some stupid stunty's, I'll laugh just as hard!
- The Berserker: He wields a massive runeaxe, and uses it with reckless abandonment.
- Big Bad: From the Dwarf's perspective, being a mighty Warboss that threatens to unite the Greenskin tribes into a massive Waaagh!. Defeating Grimgor and destroying his faction is necessary to complete a campaign as the Dwarfs.
- Blood Knight: The most extreme of a whole race of them.
- The Chosen One: What many believe him to be. This is probably the reason Grimgor still has a large number of followers despite his inability to deal with boredom well and team-killing tendencies.
- Continuity Nod: One of Grimgor's Quest Battle speeches has him making reference to "Ratmen". In another, he points out that the forces of Chaos got their goods from the "Big-Hatted Stunties." These refer to the Skaven and the Chaos Dwarfs, respectively, neither of whom are present in-game. The Skaven are playable in Total War: Warhammer II, making this a case of Early-Bird Cameo.
- Demoted to Dragon: This can happen to Grimgor if the main Greenskin faction is confederated by the Crooked Moon/Bloody Handz subfactions.
- The Dreaded: Grimgor is one of the most feared Warbosses in the entire Old World. One of his unique skills (aptly titled "Imposing Presence") grants him the Fear property and can be upgraded to Terror.
- Drugs Are Bad: Grimgor is a consumer of magical 'shrooms (according to his skill tree), which heavily increase his health pool.
- Disproportionate Retribution: An orc boss called Gorfang Rotgut unwisely decides to mock Grimgor. Grimgor's response is to march his entire army down the length of the World's Edge Mountains and attack Rotgut's fortress at Black Crag, in the Badlands. This serves as the Greenskins' battle tutorial; and if the player so wishes, this can be followed up with the complete eradication of Rotgut's tribe, the Red Fangs.
- Elite Army: He buffs Black Orcs, encouraging players to recruit more of them into his army.
- Eye Scream: No word on what actually caused it.
- Fantastic Racism: Grimgor holds goblins in utter contempt even by orcish standards, considering them worthless, pathetic weaklings who actively hinder his horde.
- Genius Bruiser: Downplayed, in that he's far more of a doer than a thinker, but Grimgor is still a Black Orc, which gives him 1.5 times the brains of any given foot soldier in his army and makes him lucid enough to use proper strategy in dealing with enemies and allies. In one quest battle speech, he tells his men to deal with Dwarfen artillery so they can better enjoy a fight with the infantry and warns them not to underestimate their enemy, for example.
- Large and in Charge: Befitting his status, Grimgor is one of the largest Orcs alive.
- Mighty Glacier: Grimgor's a combat powerhouse, but he's also the only Greenskin Lord who cannot ride a mount, forcing him to run around on foot with his Mooks.
- And then again, his Melee Defence rating (35) is fairly mediocre for a Legendary Lord. Grimgor is tasty in a scrap but he has to be careful to not tank too much at once, or he'll go down shockingly quickly.
- Mysterious Past: As previously stated no one really knows anything about Grimgor before he came to the old world. All that can be inferred with any degree of surety is that he had some manner of run in with the Chaos Dwarfs at some point. Whether or not this means he was one of the original black orcs created in Zharr-Nagrund is unknown.
- Neck Snap: During his campaign trailer, he does this to a Goblin who kept bugging him to give to his horde the order to strike at their next foe.
- The Power of Hate: One of his perks gives him bonus damage against other races, simply because he hates the sight of them and wants them dead.
- Praetorian Guard: His personal bodyguards are a pack of Black Orcs known as Da Immortulz. Of course, Grimgor can handle himself well enough in battle alone. In-game, they are represented by a unique Banner in Grimgor's possession which can only be assigned to a Black Orcs unit in his army.
- Pretender Diss: Towards Gorfang Rotgut, who challenged his superiority."I'm 'da Greatest', not some stinking goblin-lovin' git called Rotgut!"
- Super Fly Reflexes: In the Greenskins trailer, a fly makes the mistake of buzzing too close to Grimgor's face, visibly annoying him. He catches it in his hand and crushes it.
- There's No Kill Like Overkill: That quote at the top of the page? That's from him. And that's when he's in a good mood.
- Tin Tyrant: He's decked out in a giant suit of master-crafted plate armor he looted, and modified with bits and Orcish war paint. It just makes him look bigger.
- Victory Is Boring: He could have become the very first person to properly invade Skavenblight and possibly even destroy it. The only thing that spared the deepest parts of the city, as well as The Council of Thirteen, was the mere fact that Grimgor was getting sick of easily butchering endless hordes of ratmen for days without rest and wanted to fight something else.
- World's Best Warrior: As far as the Greenskins are concerned, Grimgor is the toughest if not the most inspired Orc Warboss of all time, he's manage to hold his own against Archaeon, beating him in Storm of Chaos, but losing in a brutal dual during the End Times.
Azhag the Slaughterer
Azhag is unusual amongst Orcs, and all the more terrifying because of it. Whereas most Orcs rely only on their brutish strength to achieve their ends, Azhag can grasp far-seeing strategy, utilising it to gain the edge on his enemies. To have such a tactical mind as Azhag possesses is entirely peculiar to most Greenskins. Though plenty are more than happy to follow a Warboss who wins the battles he picks so consistently and with such flair, something about him seems unnatural. He talks with words other Greenskins do not understand.
At times, his eyes glow with a dark aura. Occasionally he can be found in a trancelike state, mumbling or even arguing with himself incoherently. Rumours abound that the iron crown sitting atop his brow is actually an age-old relic, possessed of an ancient and powerful evil. Through this artefact Azhag has achieved a dark communion, augmenting his simple mind with the notably un-Orcish gifts of foresight and guile, earning him his fearsome reputation and grizzly title.
- Ax-Crazy: Whilst Azhag was never the sanest Orc, the Crown of Sorcery pays a heavy toll on his mind, not only being subjected to arguments with the spirit of Nagash, he's plagued by horrible dreams, which his unique skills Flavor Text talks about.
- Artifact of Doom: The Crown of Sorcery contains at least a fragment of Nagash's soul, which constantly speaks to Azhag and manipulates his actions.
- Big Bad Duumvirate: One of Azhag's campaign bonuses, if you chose him as your starting Lord, is a permanent +10 boost to diplomatic relations with all undead factions on the map, which is helpful if you decide to forge an alliance with the Vampire Counts.
- Blessed with Suck: Grimgor's faction bonuses (which you get if you make him your starting Legendary Lord) gives you a flat +10% movement speed to all your armies and upkeep bonuses to the powerful Black Orcs unit. Azhag... Gets a +10 relations bonus with the Vampire Counts, a faction outside your diplomatic range who has exactly zero ability to help in your crucial opening battles against the Dwarfs. In Mortal Empires this was replaced by a +10% research speed... Which would be moderately useful if Greenskins could do any research at all from turn 1, which they can't (they need a tier 3 building to start researching).
- Bunny-Ears Lawyer: Considered this by other Orcs. Despite his tendency to argue with himself and use of downright non-Orcy tactics, he's considered one of the greatest Greenskin Warbosses since Gorbad.
- Cursed with Awesome: Yes the crown of Nagash pays a heavy toll on his sanity, but it grants him mastery of death magic, and a host of other supernatural abilities.
- Clingy Costume: His crown cannot be removed or replaced with other artifacts once you unlock it.
- Cool Crown: Azhag wears the Crown of Sorcery, which once belonged to Nagash, the first and most powerful necromancer in the setting, and contains a sentient chunk of Nagash's soul inside it. In the fluff, the crown influences Azhag's behavior and occasionally attempts to take the wheel by force: in-game, it allows him to cast spells from the Lore of Death. Azhag also can't remove it from the Artifact slot once he completes the quest battle for the Crown.
- Demonic Possession: Zig-Zagged. The Crown of Sorcery whispers Nagash's thoughts and commands directly into Azhag's mind, trying to make him go to Nehekhara and bash everyone so Nagash can have his revenge and pave the way for his return. However, Azhag is too strong-willed to let Nagash actually control him. At worst the crown can temporarily control Azhag's thoughts in his quest battle speeches, as seen when Azhag occasionally starts speaking with uncharacteristic sophistication, even dropping his accent, but the Orc always reasserts his will and tells Nagash to shut up.
- The Dragon: Arguably to Grimgor, seen as they're part of the same faction. As he takes orders from the Crown of Sorcery, Azhag is essentially this to Nagash as well.
- Dragon Rider: Azhag rode the wyvern Skullmuncha into battle, having tamed the mighty monster when it was fully grown rather than raising it from an egg as is usually the case.
- Dragon with an Agenda: He's not especially loyal to Grimgor; he merely followed the larger Warboss' trail of destruction down to the Badlands and joined his WAAAGH! to pursue his own goals. Meanwhile, Nagash keeps trying to order Azhag to head south to Nehekhara, but Azhag keeps dragging his feet on the matter.
- Dual Wielding: With Slagga's Slashas, a sword and axe. No-one's actually sure who "Slagga" is, though.
- Genius Bruiser: By Orc standards at least. Azhag is a decent strategist, a powerful mage (granted to him by his crown), and an all-around strong fighter, even without the raw power of Grimgor. Several of his unique skills note his tactical prowess.
- Giant Flyer: His Wyvern mount, Skullmuncha, which unlike other Wyverns, seems to have poisonous fangs, granting the Warboss poison damage.
- Glowing Eyes of Doom: A side effect of the crown.
- Hearing Voices: The Crown of Sorcery's info states that, whilst wearing it, Azhag hears a voice "as dry as the grave and old as the southern deserts".
- Healing Factor: His final unique skill, "Darkest Nimbus" grants him regeneration (alongside immense winds of magic reserves), which is caused by Black Magic from his crown.
- It Can Think: Downplayed, since everyone knows Orcs are intelligent (so to speak), but few if any expect anything more from them than brutish base cunning, and nobody expects an Orc warlord with as good a grasp of sorcery, strategy and tactics as the Crown of Sorcery grants Azhag.
- Magic Knight: Once he gains the Crown of Sorcery, Azhag can cast spells from the Lore of Death.
- Magikarp Power: Azhag's stat line is worse than a regular Warboss, his starting units are worse than Grimgor's, his access to the Lore of Death is restricted until he completes his first Quest and gains the Crown of Sorcery, and he can't ride Skullmuncha until he reaches level 21. Once he does gets his crown and Skullmuncha, he becomes much more powerful thanks to his flying mount and Death Lore spells.
- The Magnificent: Azhag the Slaughterer.
- The Plan: What weirds other Greenskins out so much about him is that not only does Azahg have these, he actually bothers to explain them to his subordinates much like a human general would. This is in direct contradiction to the usual Orcish practice of having no real plan other than charging straight at the enemy, and "explaining" orders via bellowing at the nearest underling along with a complimentary smack.
- Power Born of Madness: His unique skill "Imbued by Madness", which grants lower attrition and hefty upkeep decreases to his army, notes Ahzag's horde is made stronger by the fact Azhag is completely bonkers.
- Spared by the Adaptation: In the Warhammer canon, he died long before Grimgor Ironhide rose to power, while in this game the two co-exist as legendary lords of the Greenskins.
- Squishy Wizard: Comparatively speaking, but Azhag's combat stats are worse than Grimgor's by far and even generic orc Warbosses will defeat him one-on-one. He is still more powerful than Wurrzag.
Skarsnik (and Gobbla), Warlord of the Eight Peaks
Skarsnik is the chieftain of the Crooked Moon Tribe, and is widely acknowledged as the most powerful Night Goblin in the Worlds Edge Mountains. This reputation was earned through devious machinations, relentless spite, and a wholesale brutality rare even among his pernicious race.
A vicious melee fighter in his own right, what makes him truly formidable is his favoured pet, the Giant Cave Squig Gobbla. The beasts colossal teeth and voracious appetite make it a horrifying spectacle on the battlefield; to Gobbla, enemy units are as much a perambulating smorgasboard as a physical foe.
Skarsnik is a Legendary Lord available to those who purchase The King and the Warlord DLC. Skarsnik also leads his own unique, playable sub-faction, the Crooked Moon Clan.
- Androcles' Lion: Skarsnik first befriended Gobbla when he saved the young squig from being abused by one of his rivals. Years later, when said rival threw Skarsnik to his squigs when they were battling for leadership of Crooked Moon, the largest of the squigs turned out to be Gobbla and defended Skarsnik. Naturally, once Skarsnik won he fed his rival to Gobbla.
- Arch-Enemy: Of Belegar Ironhammer, being in competition with the old dwarf king over Karak Eight Peaks. Mortal Empires completed the canonical ensemble by adding Queek Headtaker to the race.
- Bad Boss: One of Skarnik's favorite ways of showing his love for Gobbla is by letting him eat any gobbo that even thinks about running away or disobeying his orders. It also seems to do wonders in keeping the normally cowardly goblins in line.
- The Beastmaster: He commands the dreaded Gobbla, a monster squig capable of devouring anything that ticks Skarsnik off.
- Blade on a Stick: Skarsniks Prodder, a halberd-like weapon that can launch a barrage of magical projectiles.
- The Chessmaster: As a Goblin Warboss, he has to be really cunning to stay on top of the pile as well as brutal, and Skarsnik is damn good at that. Skarsnik is infact the most devious Goblin this side of the World's Edge Mountains and his remarkable survival as the leader of the Crooked Moon tribe whilst being at war against the Dwarfs and Skaven simultaneously is a testimony of Skarsnik's talent at sniffing out rival schemes and assassination attempts
- The Chosen One: According to his life story, Skarsnik once met a giant goblin made of stars (Gork, or possibly Mork) who commanded him to be the bestest gobbo since Grom da Paunch.
- Eaten Alive: Gobbla tends to do this as a finishing move. Can reach Clown Car Base levels after a decently long fight.
- Even Evil Has Loved Ones: Really adores his squig, Gobbla. Gobbla in turns, often licks him in affection as an animation. During Warhammer: The End Times, Gobbla is killed by a Skaven packmaster and Snarsnik suffers a Villainous Breakdown, losing all will to fight and just wanders off into the distance.
- Foil: To Grimgor, at least story-wise; as a powerful Night Goblin warlord opposite a Black Orc one, but also with Grimgor being primarily a doer while Skarsnik is primarily a thinker. During Warhammer: The End Times, Wurrzag da Great Green Prophet believed they would share the place of the chosen champion of the Greenskin gods — Grimgor the Champion of Gork, Skarsnik the Champion of Mork.
- Gameplaywise, Skarsnik is heavily based around sporting massive numbers of goblins and squigs wile Grimgor is more based around using elite Black Orcs that are fewer in numbers.
- Gameplay and Story Segregation: Unlike in the tabletop lore, Skarsnik does not actually start out holding Karak Eight Peaks: a rebellion has ousted him from the hold and he needs to reclaim it.
- Genuine Human Hide: Yes, that is the flayed bearded face of a dwarf that he is wearing around his neck.
- Large and in Charge: Skarsnik is noted in the lore to be almost human-sized, and towers over his fellow Night Goblins. This is also represented in-game, though it's a trait he shares with all hero and lord characters being larger than their regular counterparts.
- Loophole Abuse: Crooked Moon's restrictions on recruiting orc units do not apply to Savage Orcs, making taking Ekrund and other Savage Orc recruitment posts very profitable for Skarsnik.
- Master Poisoner: Like all Night Goblin bosses, Skarsnik can take a skill that gives every one of his units poisoned attacks.
- Morality Pet: Skarsnik is extremely fond of his pet squig Gobbla, treating him more like a friend then an actual pet.
- Our Goblins Are Different: Skarsnik is a Night Goblin, a sub-breed of goblin that lives primarily underground. Also notable is that Skarsnik's armies are generally restricted to Goblin units only, even if they confederate with other Greenskin factions. The only way Crooked Moon Tribe armies can recruit rank and file Orc units is to retake Karak Eight Peaks and build a unique building chain there.
- Red Eyes, Take Warning: Emphasized in the announcement trailer for The King and the Warlord, in which Skarsnik's bright red eyes outright glow in the dark.
- Right-Hand Attack Dog: Gobbla, a massive Squig that accompanies Skarsnik wherever he goes.
- The Rival: To Grimgor. The uneasy alliance he had with Gorfang Rotgut has been replaced with all-out hostility between him and the new boss over who's the meanest git in town. Depending on how diplomacy is handled, one will eventually either kill the other or force him to obey.
- Surrounded by Idiots: He's smarter than most Goblins (being able to count a decent amount beyond five, for example, as well as speaking at least three languages). His commanders often don't share his intellect, leading to much frustration when they don't understand his cunning commands or don't realise that maps shouldn't be held upside down.
- Wicked Cultured: Speaks Reikspiel (Empire), Khazalid (Dwarf) and Queekish (Skaven) fluently and once captured a human playwright to write his life story.
- Zerg Rush: Skarsnik's faction bonuses reduce the hiring cost and upkeep of all goblin units, including lords and heroes, by 50% (this includes all orc artillery, which is crewed by goblins). Once Skarsnik controls the badlands he can flood the rest of the map with super cheap goblin armies.
Wurrzag, Da Great Green Prophet
Wizards are widely considered to be touched by the divine, which is unsurprising when one considers the maelstrom of forces they routinely channel. In this regard, however, the Savage Orc Shaman Wurrzag is in a league of his own.
The greatest herald of Gork and Mork, he appears in battle as a gyrating lunatic, actively seeking out the heart of the conflict where wizards normally fear to tread. Indeed, when Wurrzag is present, those gifted in the magical arts are advised to give him a wide berth, as magical mishaps are rumoured to befall those nearby.
He inspires his Savage Orc cohorts with a brutal battle-fervour, driving them to ever-greater acts of ferocity, and supporting them further with spells and incantations as he races around the field atop his fearsome War Boar Spleenrippa.
He was released as a Free DLC Legendary Lord that came alongside The King and the Warlord. He is the leader of a Savage Orc Tribe sub-faction, the Bloody Handz.
- Affably Evil: Wurrzag is a lot more friendly and personable than the other Legendary Lords, even if he is batshit insane.
- Barbarian Tribe: Leads a horde of Savage Orcs, and his skill tree, besides enhancing his magic prowess, is focused on buffing them and making them even more powerful.
- Beware the Silly Ones: Wurrzag is insane even by Greenskin standards, and unlike most of his kind he expresses his craziness by being a big joker. His idle animation is a over the top dance. That doesn't mean he can't be as dangerous as any of the other Legendary Lords, if not more.
- The Chooser of The One: He's out to find "Da Once an' Future Git", a champion of Gork and Mork who will unite all Orcs and Goblins into a single, massive WAAAGH! and lead them on a rampage throughout the world. He seems to have pegged Grimgor for this role.
- Continuity Nod: The Squiggly Beast references Wurrzag's trademark "Wurrzag's Revenge" spell from the tabletop, which let him One-Hit Kill wizards by turning them into squigs. Sadly, the spell was not added to the game and instead functions as a map-wide miscast mechanic.
- Cool Mask: Wears the vibrantly-decorated Baleful Mask over his face, which allows him to cast Magic Missiles.
- Dancing with Myself: When standing in place and not mounted, Wurrzag will stand around dancing.
- The Dragon: The only Legendary Lord among the Greenskins who is explicitly stated to be taking orders from Grimgor Ironhide. The others are either just tagging along for kicks (Azhag) or are at odds with Grimgor (Skarsnik).
- The Starscream: That said, he still needs to eliminate the main Greenskin faction to win the Grand Campaign, which means either conquering them, absorbing them through confederation, or simply hanging back and letting the Dwarfs take care of it.
- Familiar: The Squiggly Beast, which is a shaman Wurrzag transformed into a tiny squig. He now carries the creature in a small cage upon his back, as proof of his power. In-game, it allows Wurrzag to use the "Augment of the Winds" ability to boost his army's power reserve.
- Full-Boar Action: Rides a painted war-boar named Spleenrippa.
- Mad Prophet: Known as "da Great Green Prophet", Wurrzag claims to be touched by Gork and Mork and is on a quest to find someone he calls "Da Once an' Future Git". Like all orc shamans, of course, Wurrzag is totally insane, and this is only made worse by being a Savage Orc, who are a sub-race considered crazy even by orc standards.
- Magic Staff: The Bonewood Staff, which reduces Wurrzag's chance to fail at overcasting spells and allows him to bestow a map-wide attack buff on his army.
- Malevolent Masked Man: He's bad, but no moreso than any other Greenskin.
- Psychic Static: The passive trait "Wurrzag's Revenge" inflicts a +40% miscast chance on all enemy spellcasters on the battlefield, described as the orc shaman clouding their minds with confusion.
- Reassigned to Antarctica: Ostensibly the in-game reason he's in charge of his own tribe rather than being part of the main Greenskin faction. Grimgor tacitly approved of Wurrzag claiming he was chosen by Gork and Mork but was not fond of Wurrzag's "mumbo-jumbo", so he sent him off to aid the nearby Savage Orc tribe at Ekrund. Downplayed, however, in that this is still a worthwhile mission and he and Grimgor start out the Grand Campaign on relatively good terms, including a Non-Aggression Pact.
- Support Party Member: His magical lore is an excellent mix of buffs and direct-damage spells, he has a unique trait that can grant Magical Attacks to his whole army and his unique abilities make Savage Orc units more effective in battle. While he won't ever be a pure melee powerhouse like Grimgor or Skarsnik, or even a Magic Knight on the same level as Azhag, he neatly fits in with them as a Wizard Lord with a focus on making everyone else in his army more powerful.
- Voodoo Doll: One of Wurrzag's abilities, "Da Effigy of Da Git", employs one of these. It can be used in combat to damage and pin down a single unit, implying mastery of Hollywood Voodoo.
Noteworthy Minor Factions
Savage Orcs are by far the most primitive breed of greenskin. While most of the greenskin races appreciate technology for its military applications, Savage Orcs have a primal, neolithic society and shun these advances.
Savage Orcs do not wear any armour and use weapons made of wood, stone, or bone. They also daub crude warpaint upon themselves, firmly believing these wards will protect them from harm, and in battle they fight as berserkers with little regard to their own safety. This firm belief somehow generates a genuine magical protection, which indeed protects them somewhat. To the Savage Orcs, this proves the superiority of their ways over the Orcs who have embraced technology.
Savage Orcs tribes inhabit the most remote areas of the world: large forests and especially the deep jungles of the Southlands. Some live on the great plains, following the mighty herds of boars and other animals. In the Southlands, the powerful sunlight and heat has strangely affected the already brutish brains of the orcs, making the Savage Orcs single-mindedly savage and brutal.
The Bloody Handz Savage Orc Tribe is playable for players who select Wurrzag as their Legendary Lord. It operates with the Greenskin mechanics, except for a special building that produces Savage Orc units and their WAAAGH armies also contain Savage Orcs. They also have an inability to hire other Legendary Lords until the main Greenskin faction is confederated.
- Ascended Extra: As of the King and the Warlord, it is possible to play one of the Savage Orc tribes with Wurrzag at its head.
- Bad with the Bone: Savage Orc Boyz wield crude clubs, which are often made of bone.
- Barbarian Tribe: Compared to even regular Greenskins, which isn't a small feat.
- The Berserker: Savage Orcs are even more bloodthirsty and wild than regular orcs, and charge into battle clad in little more than a loincloth and warpaint.
- Darkest Africa: The Southlands are the Warhammer equivalent of Africa, and take pains to qualify for every savage native trope there is.
- Even Evil Has Standards: Even the regular Orcs thinks that these guys are totally bonkers.
- Glass Cannon: The Savage Orcs and their tribes are this, in an appropriately Orcish fashion. Every Savage unit doesn't wear armor and only gets a flat damage resistance to all damage sources. They spend time before a fight getting themselves worked up into a killing frenzy, so that they hit a lot harder than their counterparts in the "civilized" Orc army. They're all about just smashing the enemy to bits before they're shot down.
- Downplayed with playable Savage Orcs. Wurrzag's commander ability boosts the physical resistance from their tattoos, making his units almost as tough as regular Orcs (if a lot more vulnerable to missiles due to a lack of shields).
- The Horde: Zig-Zagged. The Skull Takerz tribe travels in hordes that contain all of their infrastructure, much like the Warriors of Chaos and Beastmen. The Top Knotz, meanwhile, occupy settlements in the Badlands.
- More Dakka: A decidedly primitive example: Savage Orc armies in the campaign have a distressing tendency to include as many Savage Orc Arrer Boyz as they can, which can be surprisingly devastating if you lack sufficient cavalry or shielded units to counter them.
- Ninja Pirate Zombie Robot: Due to all of their units essentially being variations of regular Greenskin units with 'Savage Orc' tacked onto the name, one of their higher-tier units is known as the Savage Orc Boar Boy Big 'Unz.
- Palette Swap: Of the main Greenskins faction, albeit with a selection of unique units.
- The Savage South: The largest gatherings of Savage Orcs are at the very bottom of the Badlands, and the settlements where they gather are marked on the Strategic Overview. If a Greenskins player captures these settlements, they'll be able to recruit Savage Orc units.
- This Means Warpaint: Savage Orcs are covered in woad-like markings, which confers their units with a passive resistance to all forms of non-magical damage. Ostensibly, this is because the Savage Orcs genuinely believe the paint is affording them magical protection.
- The Usual Adversaries: Goddamn Savage Orcs will be a presence even into the very late game, where a horde of them can occasionally appear anywhere on the world map at random, logic be damned. Early in the game this can change a player's strategic calculation, while late in the game they are simply an irritant.
- We Have Reserves: The Bloody Handz playable faction has halved upkeep for Savage Orc units, which encourages a playstyle based around spamming loads of cheap but offensively powerful infantry that die in droves.