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HomeHome / Total War: WARHAMMER II / Crooked Moon (Mortal Empires) / Buildings / Deep Passageways
Deep Passageways Crooked Moon (Mortal Empires)Crooked Moon (Mortal Empires) Karak Eight Peaks Landmark Level 1

Deep Passageways

The Greenskins used the dark, hidden passageways to conquer Karak Eight Peaks, and through them they continue to maintain their vile threat.

So, the day is won. Skarsnik, through both good, honest fightiness and – as you might expect – downright bad, dishonest, sneaky behaviour, has regained control of Karak Eight Peaks. In the process, he has put the meagre Dwarf force of Belegar Ironhammer to death or flight, and put paid to the machinations of the no-quite-sneaky-enough mutinous gits who dared to seize power whilst he was away hunting. Of course, when I say 'put paid' I mean those traitors who weren’t brutally slaughtered during the battle were roasted, slowly, over a large, open spit until they were thoroughly well done with excellent crackling. Now that these distractions are out of the way, Skarsnik can get back to what he does best, which is being the ‘Warlord of the Eight Peaks’ the only way he knows how – a sneaky, twisted, cannot-be-trusted kind of way. Naturally, this means not really clearing up after the slaughter and continuing to allow the once-proud Dwarf fortress to slide into abject decrepitude, whilst sitting atop a big pile of ‘shiny stuff’ and threatening all and sundry with death between the jaws of his beloved pet Squig, Gobbla.

Karak Eight Peaks Landmark

Deep Passageways
Deep Passageways
(wh_dlc06_grn_eight_peaks_1)
Karak Eight Peaks Landmark Level 0
Looted Treasure Halls
Looted Treasure Halls
(wh_dlc06_grn_eight_peaks_2)
Karak Eight Peaks Landmark Level 1
Defiled Ancestor Tombs
Defiled Ancestor Tombs
(wh_dlc06_grn_eight_peaks_3)
Karak Eight Peaks Landmark Level 2
Deep Passageways

Building Name

Deep Passageways

Level Name

wh_dlc06_grn_eight_peaks_1

Building Chain

Karak Eight Peaks Landmark

Building Level

1

Create Time

10

Create Cost

5000

Effects

Attrition: -50% when under siege (local armies)
Siege holdout time: +10 (region_to_region_own)

Provides Garrison Army

160 Goblins
160 Goblins
Goblins
(wh_main_grn_inf_goblin_spearmen)
Melee Infantry

Recruitable Units

Recruitable Units Lv. 0
No. Unit Sol. Costom Cost Recru. Cost Unkeep Cost Ship HP. Ship Spd. Msl. Dmg. Rng. Sht. /min Amo. Mle. Atk. Mle. Dmg. Chg. Mle. Def. Arm. HP. Mor.
1
90 Orc Arrer Boyz
Missile Infantry / Missile Infantry / (wh_main_grn_inf_orc_arrer_boyz)
Orc Arrer Boyz
From afar, Arrer Boyz rain down arrows upon their enemies. Accuracy be damned, quantity is all.
90 500 500 20 140 6.1 22 23 34 10 14 30 77 55
2
120 Orc Boyz
Melee Infantry / Melee Infantry / (wh_main_grn_inf_orc_boyz)
Orc Boyz
Orc Boyz lack the strength of Big 'Uns, but their tenacity and endurance in battle is well respected.
120 450 450 28 34 20 25 65 81 60