Megaman ZX Fantasy Battle (Megaman ZX and Warhammer Fantasy Battle)

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A crossover between Megaman ZX and Warhammer Fantasy Battles, where the races of Warhammer are stranded in the world of Megaman.
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The Second Universe. A massive, ever-expanding mass of stars, comets and planets half the size of our Universe, but rich in life. For in every world, every moon, and in many asteroids indeed, life thrives.

Life forms, kept in isolation by light years of separation between planets, that never has the chance to interact with beings belonging to other celestial bodies. Or at least, it's supposed to be that way.

But when the creator of this widespread Universe, Mutilator, saw weakness in his creation, he sought to reinvigorate it. He created Mutilator Portals, structures that allowed different planets to be connected.

Thanks to this, planets so much different than one another became united, and the species living there met ones completely alien to them. And the union brought together planets far different from one another.

One such as one of the many planets called "Earth" by their native population. One where men and machine had become the same, and where those machinations that refuse such rule are named "Maverick", which sole purpose is the destruction of mankind. Relegated in their cities, the human population lives in fear, and it is only the Slither. Inc corporation that can stop such raids. But there seems to be many shadows in the business of said group.

And then there's the planet Mallus. Although the Maverick attacks were devastating on Earth, in comparison the humans living there lived in peace. For on planet Mallus, there is only war. From brutish green beasts to sadistic creatures dark in their soul, to foul creatures half human half beast to the horrors from other dimensions and their maddened worshippers. But there are those who stand against such horrors every day, forever on the defence.

Many are the similarities, but also many are the differences. And yet, by Mutilator's plan, these planets were united. And soon, the impacts would be felt. What the races of the world of Mallus found was a planet similar yet different. Forever on the defence, but prosperous.
Either to defend the people of this new world from the Mavericks, or simply to plunder, they established their enclaves in this new world, and a new start lie ahead of them.

It is the year 2500 of this Earth.

Welcome to the Mallus Era.



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OOC: Hey everyone! Welcome to my first Quest I've ever done, a crossover between Warhammer Fantasy Battles and Megaman ZX. It is set in the Second Universe, an universe where all fictional characters we created live. Here are some links for additional informations:
Tales of the Second Universe: The Origins
Second Universe Tales: The Raptor Empire:
So, how does this work?

In my image of the Megaman ZX world, I imagined it less Fallout apocalyptic world and more like Indochina during the Vietnam war: cities under the controll of humans and everything outside controlled by the Mavericks, with the latter attacking human settlement and cities.

You can pick whatever Warhammer Faction that was stranded in the Megaman world, and you decide its fate. You aren't forced to pick the same one, let me explain.

Every new posting will corespond to a new turn. In the previous one you can decide whenever you want to expand on the outside world, or if you want to defend, or if you want to build stuff. Every turn you can:

-Decide if you want to either expand to neighbouring regions, develop the regions you already have or do nothing.
--Military expansions will cost military forces, and to gain said forces, with the exception of the native auxiliaries, they will also cost money. You can:
---Expand near villages near your starting area. It will require little forces, but there is low if any sort of population.
---Expand near cities near your starting area. It will require a bit more forces, but you can get more population.
---Expand near bigger cities near your starting area. It will require a lot of forces and they'll be harder to supply, but there are far more people and more supplies.
---Expand near ex-capital cities near your starting area. It will require even more forces and you won't be able to do so in the first turns.
--Recruit of forces depend on how much military bases you built and it will take X turns depending on that variable.
---Native units made out of the native humans of the Megaman world can be recruited every turn if the race uses them.
---Infantry from the world of Mallus will be harder to recruit, five turns without military bases.
---Cavalry from Mallus will be even harder, ten turns without military bases.
---Warbeasts or heavy units will be even harder, 15 turns without military bases. (all the turns can be modified if it is too much)
--At the start of the campaign, every faction will start with 10.000 infantry units, 5000 cavalry and 1000 heavy units/warbeasts.
--Additionally, you can send a scouting force which will grant you additional bonuses against the enemy. Said unit can also be used to harass the enemy.
--Buildings will cost money that you can gain by taxing, looting and trading. You can build:
---Military buildings to increase recruiting
---Commercial buildings to increase trade with other races
---Civilian buildings to keep the population happy
-You will also be responsible of the fate of Alie, Vent and Giro as they also work to bring peace to the world.
-Serpent is still very much present. Slither. Inc will not help the new Warhammer races enclaves from Maverick attacks. However, too much expansion by them will cause tension which, however, will calm down after a few turns. If tension becomes to high, Serpent will intensify Maverick attacks to the enclave, and if tensions reach a maximus, he will sent an actual army leaded by a strong leader (one of the bosses of the game) against the enclave.

Now that I summarized the mechanics, in the next chapter I will introduce the various factions and their leaders. In the meantime, I hope you guys like this new update! Be sure to like(if you like it), comment(please comment so I can learn what your opinion is) and.....follow I guess.
 
Race Introduction: The Amazons
The Amazons

(Big thanks to SeanJeanquoi on the Total War site for many of the ideas)

The Amazons are an ancient civilization of Warrior-Women native of the jungle continent of Lustria in the world of Mallus. When Mutilator opened his portals in their home world, they were casted in the location of the city of La Paz, which was under the attack of the Mavericks.
In pure self-defence, as the machines also attacked the warriors, the Amazons fought back the robotic invaders alongside the local population and the arrival of the Guardians, an independent peacekeeping force created against the Maverick raids.
The Slither. Inc. Corporation, which was supposed to save the people of La Paz, did nothing to stop the onslaught. For the people of La Paz, their true heroes were the Amazon Warriors, and the constant delays of Slither. Inc squadrons in saving the city leaded to the local people to hail the Amazons as their new rulers.
Technically they hailed them as their new protectors, but the Amazons soon essentially became the rulers of the city and surrounding areas. A confederation between the Amazon tribes that were casted away on this foreign planet, leaded by the Queen of Amazonia, and was called New Gananina, the name of one of the biggest Amazonian settlements in Lustria.
Serving under her as second in command as highly autonomous subjects were Anakonda, Dekala, Mother Samatha and Penthesilea. They would fight side by side in times of need, but someone wonders if all the autonomy will cause separatism.
-Lords of the New Gananina Confederacy :
• Queen of Amazonia: To say that the life of the Queen of the Amazons is shrouded in mystery would be putting it lightly. And by the Amazon standards, she's even more mysterious than the plethora of warriors that had their name in legends. By the Amazon Warriors, she is claimed to be the descendant of Kalith, the mother of all Amazons. In her home world, she was the ruler of all Amazons on paper, but de facto her "kingdom" was a series of independent tribes and clans with their own leaders. None the less, all Amazons would obey her every word. And, as a bright side for her, it would seem like she could finally asset full control of not only her people, but the natives of this strange world, it's technology somewhat on par with the ones of the ancient Old Ones to which Rigg, the main goddess of the Amazons, belonged too. As long as she keeps her seconds in command in check, she has many chances to establish herself a powerful empire in this new world. Unlike her subjects, all is free gain for the Queen, as she has the right to expand in every single direction.
• Anakonda: Anakonda and her Amazons are warrior women of the savage, yet noble Amazonian Sisterhood. It is believed they take their names from the jungle beasts with which they share their lands. Anakonda is known as such after she wrestled a huge snake, slew it and flayed its skin to wear as a trophy and record of her deed. Other warriors in the warband have performed similar feats and are named accordingly. Anakonda's Amazons are ferocious fighters, clothed in the flayed hides of Skinks, with many bearing animal-headed masks, they are a fearsome sight. Some dye their hair in myriad colours reminiscent of the exotic birds of the jungle, and raise it with resin and sap to mimic a Skink's crest. The Amazons' skin is tanned from the tropical sun, and they wear animal tails and the long feathers of tropical birds from waist belts. Awarded for feats of valour in battle, the more magnificent the tail, the higher the status of the warrior. Amazons are adorned with all manner of gold, bangles, anklets, rings and other trinkets that they have claimed from their enemies as battle trophies. With such ferocity, her warband was granted a status of second in command by the Queen herself. As such, she will answer none but the Queen. As the one responsible for the Amazons advance to the north, she'll very likely have to cross the Cordillera Real before being able to reach the jungles of South America, but perhaps she can also target Lake Titicaca.

• Priestess Dekala: The Priestess of the Amazons are among the greatest magicians in the planet of Mallus, for they can call directly to the spells of the Old Ones, the ones who shaped the Amazon home world as it is today. And among one of the greatest is Priestess Dekala. In her home world, she fend off countless outsiders attacks to her jungle home, as a powerful instrument of her gods. In charge of the southern expansion of the Amazon empire, she has to venture in the Altiplano plateau and it's deserts, an harsh task for a warrior rase heeding from the jungles of Lustria.
• Mother Samantha: Samantha's birthplace lies somewhere in Eastern Amazonia. Born into a nomadic tribe, she eventually became a member of the Kalim and from there, joined the Devout. She rose with remarkable speed from devout to the Sisterhood and then upwards through the ranks of the Sisterhood. She is now a High Priestess, the head of the Holy Shrine of Rigg. Samantha is still surprisingly young. Because of her Nomadic Amazon background, she is an agile and able fighter as well as she is a powerful magician. She's equipped with the traditional weapons of the High Priestess of Rigg (Long bladed knife, Sunstaff and 4 throwing knives). She has been tasked to drive westward, beyond the Andes, as the natives of this world say that beyond the mighty mountains the sea reside, an important step for trading with foreign powers. While the Amazons are sceptical of collaborations with the ones outside of the jungles, the natives of La Paz are trusted by the Queen, and they have reassured that trade will only increase the Amazons power.
• Penthesilea, Mark of the Serpent is known as one of the greatest Amazon warriors and is a legend amongst her people. The Amazons were outraged by the oafish menfolk of the Norse settlement of Skeggi when they captured some Amazons in a raid planning to keep them as slaves. Penthesilea led a Warband on a night raid against the timber halls of the Norse settlement. Her silent warriors slew the guards and they liberated their captured sisters. Before she could make good her escape however, Penthesilea was set upon by the Norse Jarl Sigursen the Impaler, he who had led the raid to enslave her sisters. She slew the giant of a man in single combat and held his severed head high, causing the rest of the Norse to flee. To further quench her thirst for revenge, she kidnapped Sigursten's entire family to be used as slaves and sacrifices to the Serpent God. The battle of Skeggi was a milestone battle for the Amazons. None had accomplished what Penthesilea had. For it was her and her small band of Amazon warriors that had taken the fight straight to the supposedly invulnerable Norse stronghold and rescued their sisters, slaying many men in the process. It was her brilliant guerrilla tactics and her ruthlessness that won the day. Since then, the men of the New World settlements live in constant fear and shudder at the mention of her name. Tales have it that no man has survived an encounter with her and many a mighty warrior's head hangs from her belt; its mouth sewn shut as a sign of obedience. Once again, her services are needed in the eastward expansion of the Amazons, to the jungles of South America.
Units of the Amazons:
-Lords/Heroes
• Revered Mothers and Sisters (Sisterhood Mage Lord/hero): The Revered Mothers are some of the most well-learned Mages in the planet of Mallus considering they have access to text straight from the Old Ones themselves. Capable of performing all Lores of magic, with the sole exception of the Lore of the Serpent God Sotek, they are also powerful warriors, leading their sisters in battle with ferocity and determination.
>Cost: 1100
>Health: 3051
>Leadership: 80
>Speed: 58
>Melee attack: 70
>Melee defence: 40
>Weapon Damage: 310
>Armour-Piercing Damage: 170
>Armour: 61.15%
• Serpent Priestess: Mutch like the Revered Mothers and Sisters, they are skilled magicians and warriors, but are capable of using the Lore of the Serpent Sotek.
>Cost: 1000
>Health: 2967
>Leadership: 80
>Speed: 58
>Melee attack: 75
>Melee defence: 60
>Weapon Damage: 310
>Armour-Piercing Damage: 170
>Armour: 67.5%
• Piranha Warrior: The Piranha warriors are some of the best scouting units of the Amazons. While capable in melee fights, their speciality is in hitting the enemy from the distance with their bows and deadly precision, often shooting from the treetops. Equipped with conch shells, they can scout ahead of the main force and warn her sisters of incoming enemy movements, giving the Amazons an advantage in the field.
>Cost: 1000
>Health: 2931
>Leadership: 70
>Speed: 60
>Melee attack: 65
>Melee defence: 60
>Weapon Damage: 260
>Armour-Piercing Damage: 100
>Armour: 37.5%
>Missile damage: 196
>Armour-piercing missile damage: 84
>Range: 190
• Amazon Champion: The bodyguards of the Revered Mothers and Sisters of the Amazons, capable of surviving devastating attacks and best any warrior. Unlike most other Amazon warriors, they are slower than their sisters, but compensate by being among the strongest of their kind
>Cost: 1000
>Health: 4160
>Leadership: 75
>Speed: 40
>Melee attack: 78
>Melee defence: 78
>Weapon Damage: 260
>Armour: 67,75%
• Eagle Warrior: The lightning shadows of the Amazons. Although technically speaking they are somewhat weaker than their sisters, they more than compensate with sheer speed and agility. They are among the fastest of their kind, and are often used as assassins by the Queen and the Amazon clans.
>Cost: 800
>Health: 2679
>Leadership: 60
>Speed: 64
>Melee attack: 60
>Melee defence: 35
>Weapon Damage: 225
>Armour: 15%
-Infantry: The Amazons specialize in very mobile infantry to outflank the enemy and surrounding it. Their tactics work very well in their jungle homes, but with a few upgrades it could even be of great use in more open areas.
• Bodyguard: The bodyguards are some of the standard military force of the Amazons. Equipped with long Sarissa's that they can hold with two hands and a shield fixed to their arm, they can both hold the line as a tight formation or, more likely, use hit and run tactics against the opponents, charging in, disorganizing enemy lines and going in for the kill. They are particularly good against larger opponents.
>Cost: 950
>Health: 68
>Leadership: 70
>Speed: 64
>Melee attack: 30
>Melee defence: 49
>Weapon Damage: 12
>Armour: 11.25%
• Amazon Nobles: While the Bodyguard job is to attack the enemy restlessly with hit and run tactics and hold the line, it is the Nobles job to man the flank from incoming attacks. Their job is also to protect the line between the cavalry and the frontlines.
>Cost: 990
>Health: 88
>Leadership: 70
>Speed: 64
>Melee attack: 40
>Melee defence: 59
>Weapon Damage: 20
>Armour: 15.40%
• Spear + Sword Warriors: Equipped with spears to fight larger enemies and with swords to cut down the infantry, these units are less specialized than their sisters, allowing them to be able to adapt to all situations.
>Cost: 800
>Health: 68
>Leadership: 70
>Speed: 46
>Melee attack: 44
>Melee defence: 34
>Weapon Damage: 26
>Armour: 11.25%
• Tetsubo Warriors: If the ones who dare to enter the jungle home of the Amazons so happens to be heavily armoured, the Tetsubo warriors are the ones to call. Equipped with two clubs, they charge with no fear at the enemy and break whatever sort of armour they wield, allowing their sisters to finish the fight.
>Cost: 800
>Health: 68
>Leadership: 70
>Speed: 46
>Melee attack: 55
>Melee defence: 40
>Weapon Damage: 36
>Armour: 11.25%
• Berserkers: Despite their long history of battles with the inhabitants of the Norsca peninsula, many Norscan women, disgusted by the weakness of their husbands, decided to venture on their own in the jungles of Lustria, with many being killed off by all that lies in that hellish jungle. But the ones who survive are welcomed along the Amazon ranks, having proved their worth and, more often than not, their loyalty to the Queen.
>Cost: 850
<Health: 78
>Leadership: 70
>Speed: 37
>Melee attack: 40
>Melee defence: 18
>Weapon Damage: 30
>Armour: 11.25%
• Jaguar Warriors: Just like the feline they bear their name to, the Jaguar Warriors are powerful shadows leaping from the darkness and killing in a swift, powerful blow. Their main prey, the Saurus and Skins of the Lizardmen, know only one fear, and it is them.
>Cost: 920
>Health: 84
>Leadership: 60
>Speed: 45
>Melee attack: 34
>Melee defence: 38
>Weapon Damage: 30
>Armour: 18.25%
• Sisterhood Novice: The path to become Revered Mothers and Sisters is long and arduous. It is even said that battle is far easier than the struggle of priesthood. But in the process, the Amazons got in their control a fanatical force which will not bow down to the enemy and that will aid their sisters in battle at all costs, for death for some novices is a release.
>Cost: 900
>Health: 65
>Leadership: 55
>Speed: 35
>Melee attack: 25
>Melee defence: 30
>Weapon Damage: 40
>Armour: 15%
• Totem Warriors: Totem Warriors wield Macuahuitl's, which is often described as a "Saw Sword". While lacking the elegance of many breeds of swords, they more than compensate with deadliness, being able to cut down the opposition. However, it's a double cutting sword: on one side it is capable of decapitating an horse, but it is known to shatter against other weapons.
>Cost: 750
>Health: 94
>Leadership: 75
>Speed: 31
>Melee attack: 29
>Melee defence: 28
>Weapon Damage: 40
>Armour: 45%
-Hybrid Melee-Ranged units: While less precise than ranged units, these warriors are far more versatile in the field of battle: when their ammunition is finished, they charge straight in into the battle, not wasting a single moment.
• Koka-Kalim: A normal Amazon warrior will not stand down easily from a fight and can terrorize entire formations. Now imagine what a finely trained Amazon warrior, it's veins pumped with drugs to ignore pain, is capable of. For those foolish enough to intrude the homes of the Amazons, more often than not they don't have to, all thanks to the Kola-Kalim and their throwing knives.
>Cost: 575
>Health: 59
>Leadership: 62
>Speed: 46
>Melee attack: 30
>Melee defence: 29
>Weapon Damage: 5
>Armour: 42%
• Amazon Queens Bodyguard: While the Queen of Amazonia is one of the greatest fighters in her people, it is no doubt that sometimes she cannot fight her battles alone. It is here that her personal bodyguards, trained since a young age, come into action. No matter the enemy, no matter their numbers, they swore to their goddess Kalim that they will die to the death to protect their beloved Queen.
>Cost: 500
>Health: 49
>Leadership: 50
>Speed: 35
>Melee attack: 26
>Melee defence: 22
>Weapon Damage: 21
>Armour: 22.5 %
>Missile damage: 18
>Armour-piercing missile damage: 7
>Range: 90
• Javelin Warriors: In the tight formation of the Amazon Bodyguards, sometimes to induce an enemy to charge, there is need of a little persuasion. In the Amazon formation this is expressed with the Javelin Warriors, trained to throw Javelins at their foes to blunt them.
>Cost: 400
>Health: 42
>Leadership: 55
>Speed: 46
>Melee attack: 20
>Melee defence: 24
>Weapon Damage: 20
>Armour: 11.25%
>Missile damage: 12
>Armour-piercing missile damage: 4
>Range: 80
-Range units: While the Amazons are ferocious hand-to-hand combatants, they are also among the sharpest shots in the world of Mallus. Using the jungle as cover, they can shoot undetected, causing massive casualties to the enemies before even being discovered.
• Tribeswomen: Tribeswomen aren't exactly part of the Amazon military. But, in times of need, they are as deadly as any other warrior. While their sisters trained in the art of war in camps, they trained in the jungles hunting the deadliest beasts their home world had to offer.
>Cost: 450
>Health: 42
>Leadership: 70
>Speed: 46
>Melee attack: 20
>Melee defence: 24
>Weapon Damage: 20
>Armour: 11.25%
>Missile damage: 12
>Armour-piercing missile damage: 8
>Range: 165
• Slingers: Compared to other warriors of the Amazons, the slingers are far less impressive. While still a powerful fighting force, capable of dodging incoming shots, they are poor melee fighters and in close range they are an easy target.
>Cost: 445
>Health: 42
>Leadership: 50
>Speed: 33
>Melee attack: 14
>Melee defence: 17
>Weapon Damage: 21
>Armour: 15%
>Missile damage: 16
>Armour-piercing missile damage: 4
>Range: 160
• Blowpipe Skirmishers: One would look at these warriors and be perplexed by their weapons, a long stick with two holes, one on each side. But the deadliest part is not the stick itself, a blowpipe, but rather the projectile: by carefully using the toxin present in several jungle frogs, they are capable of using a silent bullet, often killing entire squadrons without gaining suspicion, even from the targets.
>Cost: 400
>Health: 42
>Leadership: 50
>Speed: 48
>Melee attack: 16
>Melee defence: 14
>Weapon Damage: 20
>Armour: 22.5%
>Missile damage: 20
>Armour-piercing missile damage: 5
>Range: 70
• Scouts: The secret of the Amazon guerrilla warfare is knowing the movements of the enemies ahead of an engagement. This is the job of the Amazon scouts, and they are extremely good at it. Scouts also often engage against the enemy, and while they cannot wipe out enemy formation, they can make sure that by the time they fight against the main Amazon force, they are already considerably weakened.
>Cost: 700
>Health: 66
>Leadership: 68
>Speed: 58
>Melee attack: 18
>Melee defence: 22
>Weapon Damage: 23
>Armour: 11.25%
>Missile damage: 14
>Armour-piercing missile damage: 4
>Range: 180
-Cavalry, Monsters and Beasts: The jungles of Lustria are home to many deadly creatures. While the risk of taming them is high, the reward of using them in battle if also elevated, as they can easily cause hell in the enemy formations.
• Feral Cold Ones: Cold Ones are a race of predatory, bipedal lizards that roam the jungles of Lustria and the Southlands. They are known for their thick, scaly skin, granting them a natural resistance against damage and pain and making them perfect for a usage as beasts of war. Untamed Cold Ones are far too unpredictable to be ridden into battle; as such, the ones who used them to battle simply set them to the enemy and makes sure that they are out of the way of the jaws and claws of these ravenous beasts.
>Cost: 450
>Health: 102
>Leadership: 55
>Speed: 70
>Melee attack: 25
>Melee defence: 22
>Weapon Damage: 10
>Armour: 67.5%
• Feral Culchans: The Culchan is a huge, flightless, carnivorous bird that lives on the pampa's grasslands of southern Lustria. It is prized by Pygmies, Amazons and Lizardmen for its multi-coloured plumes and for its flesh, which is considered a delicacy by both races. These unusual birds have strong legs and necks, whilst their head is similar to that of a parrot. Their beaks are exceptionally strong, and can easily crack a man's skull. The plumage is usually brown, but males in good condition grow a completely new set of colourful red and blue plumage, as well as long tails and crests. They reach 8 to 9 feet in height. These creatures are extremely fierce, but can be used as riding beasts if hand-reared. Consequently, eggs or hatchlings are very valuable.
>Cost: 450
>Health: 100
>Leadership: 55
>Speed: 80
>Melee attack: 20
>Melee defence: 19
>Weapon Damage: 10
>Armour: 45.5%
• Cold Ones Riders: Amazon warriors are formidable fighters, but when mounted atop a Cold One they become a shock force capable of delivering an absolute mauling. Those foes who can muster the courage to stand before the sight of oncoming Cold One cavalry find themselves beset by a whirlwind of biting jaws, slashing talons and jabbing spear thrusts.
>Cost: 850
>Health: 130
>Leadership: 75
>Speed: 66
>Melee attack: 31
>Melee defence: 26
>Weapon Damage: 10
>Armour: 67.5%
• Culchan Riders: While less powerful than the deadly Cold Ones, the Culchan compensate with speed and agility, being able to outrun most of their targets, mostly enemy infantry positions.
>Cost: 850
>Health: 130
>Leadership: 75
>Speed: 85
>Melee attack: 21
>Melee defence: 20
>Weapon Damage: 10
>Armour: 47.5%
• Jaguar Hunting Packs: The Jaguar is one of Lustria's big-cats (others include animals such as Cougars and Saber-Toothed Tigers). The Lustrian Jaguar is a large animal, larger than any living big cat in the Old World. They cannot be ridden, but if captured when young and carefully reared, they can be kept as pets, guards or animals of war. The Amazons are particularly skilled at this and the Jaguar has become the companion animal to many Amazonian High Priestesses.
>Cost: 400
>Health: 76
>Leadership: 38
>Speed: 95
>Melee attack: 26
>Melee defence: 17
>Weapon Damage: 19
>Armour: 11.25%
• Engine of the Gods: The Engine of the Gods has mysterious powers that can protect nearby Amazons or send rays to smite their foes. Even the Winds of Magic can be better siphoned to aid the casting of spells in the presence of such a potent apparatus.
>Cost: 2050
>Health: 7421
>Leadership: 75
>Speed: 50
>Melee attack: 26
>Melee defence: 32
>Weapon Damage: 140
>Armour: 93.57%
>Missile damage: 18
>Armour-piercing missile damage: 8
>Range: 90
• Sabretooth Cavalry/Hunting Pack: The Sabretooth tiger, the sole mammal that can stand against the savage reptiles of Lustria. A ferocious apex predator, some are captured as cubs and tamed by the Amazons as mounts and hunting packs.
>Cost: 800
>Health: 96
>Leadership: 38
>Speed: 95
>Melee attack: 56
>Melee defence: 37
>Weapon Damage: 30
>Armour: 15%
• Great Amazon Constrictors: Although the Amazons are disgusted by all Old Ones with the exception of Reggi, the mother of their creator, there is one exception in the form of the Serpent God Sotek. And while the Great Constrictor of Lustria is often killed as a rite of passage, more often than not the Priestess of Sotek are capable of commanding them into battle as powerful beasts.
>Cost: 1850
>Health: 5715
>Leadership: 80
>Speed: 80
>Melee attack: 40
>Melee defence: 48
>Weapon Damage: 115
>Armour: 52.5%
-Weapons of the Old Ones: When the Old Ones fled when the Daemons flooded Mallus, they left many of their technological wonders in the jungles of Lustria. Surprisingly, only the Amazons seems to be able to use such tools of war, but they are scarce in nature, and while devastating in battle, more often than not they play too little of an impact compared to the other weapons of the Amazons.
• Bolt pistols: A weapon shaped like a pistol that can fire explosive rounds at the cost of a long reload time. The Amazons also created their own poison bullets that have various horrible effects on anyone who is unlucky enough to survive a shot from them.
>Cost: 1700
>Health: 66
>Leadership: 68
>Speed: 58
>Melee attack: 28
>Melee defence: 22
>Weapon Damage: 33
>Armour: 11.25%
>Missile damage: 80
>Armour-piercing missile damage: 14
>Range: 180
• Bolt Rifles: Fire explosive rounds and have to reload like crossbows
>Cost: 1700
>Health: 66
>Speed: 58
>Melee attack: 28
>Melee defence: 22
>Weapon Damage: 33
>Armour: 11.25%
>Missile damage: 90
>Armour-piercing missile damage: 18
>Range: 180
• Needlers: A silent rifle capable of firing poisonous rounds reloaded like muskets.
>Cost: 1900
>Health: 66
>Leadership: 68
>Speed: 58
>Melee attack: 28
>Melee defence: 22
>Weapon Damage: 33
>Armour: 11.25%
>Missile damage: 100
>Armour-piercing missile damage: 20
>Range: 250
• Claw of the Old Ones: A weapon resembling a sword that has a limited charge and can be activated periodically to do very high damage for a short time.
>Cost: 1850
>Health: 66
>Leadership: 68
>Speed: 80
>Melee attack: 40
>Melee defence: 48
>Weapon Damage: 115
>Armour: 11.25%
• Sun Gauntlets: While the great Saurus Warrior Kroq-Gar is equipped with one such weapons, it is the Amazons that mastered the use of this gauntlet with devastating effect, erasing all who stands in their way.
>Cost: 1700
>Health: 66
>Leadership: 68
>Speed: 34
>Melee attack: 57
>Melee defence: 44
>Weapon Damage: 130
>Armour: 11.25%
-Amazon attributes:
• The memory of the invaders: the Amazons and the Norscans clashed since the arrival of these Chaos worshippers to Lustria. Since then, the sole interaction between the two has been constant warfare. If the Queen is to even concede with one concession with these barbarians, it's very likely all support for her would collapse. (Gives -50 out of -100 relations with Norscans. Trading/non-aggression pacts with Norscans cause +60 out of +100 instability to Queen of Amazonia)
• Distrust of strangers: The Amazons have never been an inviting race, always preferring to remain closed off to the world. (-10 out of -100 to all non-Amazon races)
• Independent clans: On paper the Queen of Amazonia controls all the lands under the Amazons, but more often than not her control is limited solely to her capital city. While here the Amazons are a far more united people centralized in the region of La Paz, her authority is yet to be absolute. (-5 out of -100 centralized government)
• The scaled enemy: The slaves of the Old Ones had caused much trouble to the Amazons. It does not help that the Lizardmen are often prey to the warrior women, who often wear their skin as a sign of power. None the less, if the taint of Chaos was to reach South America, or if the Norscans were to set foot on South America, the Amazons are more then willing to compromise. (-5 out of -100 relations with Lizardmen. Goes up to +90 out of +100 if Beastmen/Chaos/Norsca has a settlement in South America)
• Not so different from ours: When the Guardians arrived to confirm whenever the Amazons were a new threat to the civilians of La Paz, they were surprised to see that these tribal warriors were more than familiar with the tech of Earth. They explained that it was the technology of 2500 is not much different from the one of the Old Ones, who terraformed the planet Mallus many eons ago. Out of all races of Mallus, they seem to be the ones that will adapt first to the new technology of Earth. (+70 out of +100 in Research)
• A society of warrior women: Since the dawn of time, the Amazon have always been a solely woman society. while they can procreate with other humans, they are known to reproduce asexually thanks to the help of the priestess. But in this new world, many of their subjects are males. Many in the top of Amazon society wonder if they could be of any use in the military. None the less, the Queen has ordered that they are to be treated as equals to avoid civil disorder. However, they will not be allowed in the military…unless the Queen has a change of mind. (-50 out of -100 manpower)
-Additional stats: 766.468 natives + 10.000 Amazon infantry units, 5000 cavalry units and 1000 heavy units/warbeasts. Current native manpower: 386.805 (becomes 766.468 once Enlist Male Population becomes available)

If there are any things that I should modify/add, let me know.
Now that I summarized the mechanics, in the next chapter I will introduce the various factions and their leaders. In the meantime, I hope you guys like this new update! Be sure to like(if you like it), comment(please comment so I can learn what your opinion is) and.....follow I guess.
 
Last edited:
Race Introduction 2: The Pygmies
The Pygmies

(Note: 90% of the units/lords are not canon and are part of my imaginary Pygmy rooster.)

The Pygmies are the smallest of the native humans of the planet of Mallus. When Mutilator opened his portals, a sizeable portion of the tribes making the population of the Pygmies were casted in the city of Brasilia.

When the city was attacked, it was them who fend off the Maverick attack alongside the local population. Just like the Amazons, because of the lack of response by Slither. Inc., the locals hailed the Pygmies as their new protectors. The Pygmies never truly formed large kingdoms in their old world, but realizing the dangers of this new planet, they united to form a loosely allied federation formed of independent, but closely allied, Pygmy states.

These were ruled by Queen Gerana, Khonvoum, Arebati and Tore. (My creation).

-Lords of the New Pygmy Territories:

  • Queen Gerana: Unlike many Pygmy tribes, this tribe was leaded by a woman. Her tribe was attacked several times by ferocious cranes. One day, her tribe decided to counterattack, with her husband leading the charge. Unfortunately, he was slaid in battle, but before the Pygmies could rout, Gerana rallied them to a final charge, driving the cranes out of her territory. Since then, she became the ruler of her tribe, riding on top of one of the cranes she took as an hatchling.
  • Khonvoum: Before becoming the chief of his tribe, he was known as the greatest hunter of the Southlands by his brethren. Exceptionally tall for his kind, he is equipped with a powerful bow which is said to be two snakes tied together. No creature has been spared from his powerful bow, which is said to harness the power of the sun to slain his enemies.
  • Arebati: One of the greatest Witchdoctor of the Pygmies, he can engulf the battlefield in shadows in order to conceal his soldiers and slain the enemy in the darkness. Riding on top of his beloved war elephant Gor, he combines magic with the ferocity of his pachyderm friend.
  • Tore: A powerful Pygmy Chief of the Southlands who can also use magic. Gifted since a young age, he leaded his people with his magic, might and compassion. When he killed a leopard which continued to threaten his people, he decided none the less to keep her cub, raising him to become his companion and mount. Since then, he and this tribe stalk the land in search of prey….which sometimes turns out to be members of his own kin wandering too far in his territory.
Units of the Pygmies:

-Lords/Heroes:

Chieftain - Pygmy chieftains often grow enormously fat, as obesity is taken as a sign of rank amongst the tiny Pygmies.

>Cost: 700

>Health: 3051

>Leadership: 60

>Speed: 40

>Melee attack: 50

>Melee defence: 55

>Weapon damage: 280

>Armour: 67.5%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20190514181621

Witchdoctor - Pygmy shamans are tribal magicians whose powers are associated with nature and the environment.

>Cost: 1000

>Health: 3812

>Leadership: 75

>Speed: 40

>Melee attack: 39

>Melee defence: 30

>Weapon damage: 200

>Armour: 7.5%

https://static.wikia.nocookie.net/w...Pygmy02.jpg/revision/latest?cb=20190504151038

-Infantry: While Pygmies might not be the strongest fighters on planet Mallus, they are capable of surprise tactics thanks to their short stature. For even lightly tall grass can be the perfect hiding place for these quick and nimble warriors.

Braves: Many pygmy braves use the blowpipe as their principal weapon, often with poisoned darts.

>Cost: 400

>Health: 42

>Leadership: 50

>Speed: 48

>Melee attack: 16

>Melee defence: 14

>Weapon Damage: 20

>Armour: 22.5%

>Missile damage: 20

>Armour-piercing missile damage: 5

>Range: 70

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20190514181823

Scouts: Adept trackers, blowpipers and hunters, skilled in the arts of tribal raising, head-taking, ambushing and skirmishing.

>Cost: 700

>Health: 66

>Leadership: 68

>Speed: 58

>Melee attack: 18

>Melee defence: 22

>Weapon Damage: 23

>Armour: 11.25%

>Missile damage: 14

>Armour-piercing missile damage: 4

>Range: 180

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20190504150054

Warriors: Young warriors who have proven their bravery by taking the heads of enemies in battle.

>Cost: 500

>Health: 49

>Leadership: 50

>Speed: 35

>Melee attack: 26

>Melee defence: 22

>Weapon damage: 21

>Armour: 22.5%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/241?cb=20190514181812

Impis: Elite tribal elders, older and more experienced warriors who form the bodyguards of Chiefs.

>Cost: 1050

>Health: 62

>Leadership: 60

>Speed: 38

>Melee attack: 36

>Melee defence: 36

>Weapon damage: 25

>Armour: 67.5%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/212?cb=20190514181659

Apemen: These Beastmen weren't cursed by the Chaos gods, and do not worship them. They live in the jungles of the Southlands, and sometimes they are captured by the Pygmies, who train them as their personal soldiers. They are agile, smarter than they look and can easily climb trees.

>Cost: 850

>Health: 78

>Leadership: 70

>Speed: 37

>Melee attack: 40

>Melee defence: 18

>Weapon Damage: 30

>Armour: 11.25%

https://static.wikia.nocookie.net/c...est/scale-to-width-down/358?cb=20090729220000

Eloko: One of the deadliest warrior of the Pygmies. It hunts from the tree-tops, more akin of a beast than a human, and nothing can stop his bloodlust.

>Cost: 900

>Health: 108

>Leadership: 100

>Speed: 40

>Melee attack: 48

>Melee defence: 32

>Weapon Damage: 32

>Armour: 25.11%

https://static.wikia.nocookie.net/cryptidz/images/b/b5/Eloko.png/revision/latest?cb=20140514235140

-Cavalry, Monsters and Beasts: The jungles of Lustria and the Southlands are home to many deadly creatures. While the risk of taming them is high, the reward of using them in battle if also elevated, as they can easily cause hell in the enemy formations.

Cold Ones Riders: When mounted atop a Cold One, the Pygmies become a shock force capable of delivering an absolute mauling. Those foes who can muster the courage to stand before the sight of oncoming Cold One cavalry find themselves beset by a whirlwind of biting jaws, slashing talons and jabbing spear thrusts.

>Cost: 850

>Health: 130

>Leadership: 75

>Speed: 66

>Melee attack: 31

>Melee defence: 26

>Weapon Damage: 10

>Armour: 67.5%


• Feral Cold Ones: Cold Ones are a race of predatory, bipedal lizards that roam the jungles of Lustria and the Southlands. They are known for their thick, scaly skin, granting them a natural resistance against damage and pain and making them perfect for a usage as beasts of war. Untamed Cold Ones are far too unpredictable to be ridden into battle; as such, the ones who used them to battle simply set them to the enemy and makes sure that they are out of the way of the jaws and claws of these ravenous beasts.

>Cost: 450

>Health: 102

>Leadership: 55

>Speed: 70

>Melee attack: 25

>Melee defence: 22

>Weapon Damage: 10

>Armour: 67.5%

https://static.wikia.nocookie.net/w...One_Art.png/revision/latest?cb=20170518234024

War Gorilla: Deep within the jungles of the Southland, one particular ape has grown to gigantic sizes and massive strength. Killing it is considered a sign of great strength among the Pygmies, but sometimes these apes are captured as babies and used as powerful weapons of war.

>Cost: 1000

>Health: 548

>Leadership: 100

>Speed: 42

>Melee attack: 36

>Melee defence: 28

>Weapon Damage: 90

>Armour: 7.5%



Giant Snakes: The giant snakes of Lustria and the Southlands are some of the largest beasts to have ever crossed the planet of Mallus. They are greatly feared by the Pygmies, but some Witchdoctors have mastered the ability to control them in battle. None the less, their control is minimal, and it's not uncommon that they go berserk in the battle.

>Cost: 1850

>Health: 5715

>Leadership: 80

>Speed: 80

>Melee attack: 40

>Melee defence: 48

>Weapon Damage: 115

>Armour: 52.5%

https://static.wikia.nocookie.net/c...tanoboa.jpg/revision/latest?cb=20171125203606

Abada cavalry: In the open grasslands of the Southlands, large herds of Abada are often captured by the Pygmies to be butchered. However, some Pygmy clans actually use them to move quickly along the Southlands plains, with an incredible speed and agility.

>Cost: 700

>Health: 100

>Leadership: 60

>Speed: 75

>Melee attack: 26

>Melee defence: 26

>Weapon Damage: 21

>Armour: 60%



Dingonek: The shadows of the rivers, a carnivore who knows no fear. Very few animals can escape the meter long sabre teeth of this river monster, and if the pygmies get a hold on one, it is common that they use it with ambush tactics, like theirs.

>Cost: 800

>Health: 3827

>Leadership: 56

>Speed: 85

>Melee attack: 40

>Melee defence: 34

>Weapon Damage: 290

>Armour: 33,75%



Stiracodon: Many who explored the jungles of Lustria became familiar with the mighty Stegadons, powerful beasts who roam the jungles equipped with powerful hide, sharp horns and deadly tail clubs. But the mighty Stegadon has a distant cousin called the Stiracodon. While less powerful than a Stegadon, it is faster and more aggressive, and it is known to kill for sport many times.

>Cost: 1000

>Health: 6000

>Leadership: 60

>Speed: 60

>Melee attack: 20

>Melee defence: 22

>Weapon Damage: 100

>Armour: 67,86%

https://static.wikia.nocookie.net/c..._wading.jpg/revision/latest?cb=20131230015709

Giant Spiders: The darkest forests of the world are the home to the Giant Spiders. These venomous creatures grow to an enormous size, sucking the life juices out of prey and leaving behind only skin-husks and bones.

>Cost: 450

>Health: 65

>Leadership: 50

>Speed: 60

>Melee attack: 22

>Melee defence: 20

>Weapon Damage: 18

>Armour: 33,75%

https://static.wikia.nocookie.net/c...ba_Fofi.jpg/revision/latest?cb=20130326124009

Carnosaur: Carnosaurs are large apex predators that have terrorised the darkness of the primordial jungles since the dawn of this world's existence. Considered by many as the ultimate jungle hunter, with some growing nearly two stories tall, these massive reptilian beasts are powerfully built and highly aggressive creatures, with long, muscular hind limbs and a heavy tail that is used to balance their enlarged and powerful skulls. Upon scenting prey, or catching sight of even the slightest amount of movement, Carnosaurs propel themselves with enormous strides, moving with surprising speed for such large beasts. Their shortened forelimbs and sharp claws are ideal for locking hold of prey. They have massive jaws, their gaping mouths filled with dagger-like death. Their bite can hack through huge chunks of flesh on larger prey, and by twisting their thick, serpentine necks, Carnosaurs can simply rip their quarries apart piece by bloody piece. Having tasted blood, a Carnosaur is at its most deadly, for it enters a state of savage bloodlust — biting and tearing at any living creature, sometimes slaughtering its gory way through entire herds of giant reptilian without pause.

>Cost: 1600

>Health: 5658

>Leadership: 60

>Speed: 75

>Melee attack: 41

>Melee defence: 40

>Weapon Damage: 115

>Armour: 71,25%



Terradon Riders: Terradons are large flying reptiles that have haunted the skies above Lustria since for time immemorial. They are dangerous predators with sharp talons and pointed beaks that are filled with needle-like teeth. Many creatures fear to see the ominous shadow of their wide wingspan or to hear the shrill and piercing cries of their hunting packs.

>Cost: 600

>Health: 356

>Leadership: 55

>Speed: 90

>Melee attack: 26

>Melee defence: 22

>Weapon Damage: 52

>Armour: 11,25%

>Missile Damage: 27

>Armour-Piercing Missile Damage: 13

>Range: 90

https://static.wikia.nocookie.net/w...on-01-3.jpg/revision/latest?cb=20200102194637

Stegadon: Stegadons are mighty beasts that have dwelt within the primeval jungles since long before the coming of the Old Ones. They are bulky creatures whose heads are covered by armoured crests, out of which project massive horns. With bony scales and spikes shielding their bodies, there are few predators that dare challenge them. Reared by teams of Skinks who stay with them throughout their lifetimes, Stegadons grow to become very protective of those they have known since they were hatchlings.

>Cost: 1200

>Health: 6780

>Leadership: 60

>Speed: 50

>Melee attack: 30

>Melee defence: 32

>Weapon Damage: 120

>Armour: 86,67%

https://static.wikia.nocookie.net/m...131B43.jpeg/revision/latest?cb=20180801173500

Thunder lizard: Thunder Lizards are behemoths, so large they dwarf even the mighty Stegadon. Their tread shakes the earth and their deafening roar can be heard for miles. They devastate the jungle as they pass through it, a miles-long trail of broken trees and trampled vegetation marking their passage. They are omnivores, capable of consuming their own weight in a single day. Woe betide those brave or stupid enough to stand in their way.

>Cost: 2300

>Health: 11244

>Leadership: 60

>Speed: 60

>Melee attack: 52

>Melee defence: 26

>Weapon Damage: 220

>Armour: 75%

https://static.wikia.nocookie.net/c...mbe_(1).jpg/revision/latest?cb=20130930015001

Troglodon: Named after their troglodyte existence, Troglodons spends most of their lives haunting the subterranean grottos that criss-cross the length of the continent, emerging only to hunt and feast on prey. These creatures are virtually blind, but hunt using senses other than sight. Swaying sinuously, the Troglodon uses its quill-like whiskers to track motion, while its forked tongue tastes the air. Upon locating its target, the Troglodon springs and bites, savaging its quarry with jaws full of hollow teeth able to pump forth noxious venom. The predator is known to spit this toxic bile, which helps the Troglodon triangulate their victim's location, as the fluid makes a distinctive sizzling sound as it sears flesh.

>Cost: 1700

>Health: 5340

>Leadership: 60

>Speed: 75

>Melee attack: 39

>Melee defence: 46

>Weapon Damage: 115

>Armour: 71,25%

>Missile Damage: 100

>Armour-Piercing Missile Damage: 320

>Range: 120



Okapi riders: The Okapi is one of the most mysterious beasts of the Southland jungles. By many scholars it was deemed nothing but a legend. But the Pygmies knew about this beast since ancient times, and as a matter of fact some Impis had learned how to tame and ride these creatures into battle.

>Cost: 1100

>Health: 115

>Leadership: 70

>Speed: 85

>Melee attack: 34

>Melee defence: 23

>Weapon Damage: 28

>Armour: 30%

https://static.wikia.nocookie.net/c...ae557c2.jpg/revision/latest?cb=20210121002003

War Elephants: These massive, hairless versions of the Norscan Mammoth is one of the most dangerous creatures of the Southland, as more often than not it attacks unprovoked, it's massive size more than enough to crush all opposition.

>Cost: 2100

>Health: 70

>Leadership: 60

>Speed: 56

>Melee attack: 34

>Melee defence: 30

>Weapon Damage: 525

>Armour: 30%



-Pygmies attributes:

  • Cannibalism: Pygmies are not strangers to cannibalism. For them, eating their dead comrades and enemy soldiers is a sign of respect, for their flesh is not to go to waste. (Gives +50 out of +100 supplies in battle)
  • Jungle fighters: The Pygmies are among the greatest guerrilla force on their home world, as their short size allows them to remain unseen. (Gives +85 out of +100 in jungle terrain advantage)
  • Lack of unity: The Pygmies have never created large kingdoms, and so it is going to be hard for them to remain united. however, should a great feast be organized, the Pygmies will unite together to face any foe. (-60 out of -100 centralized government, goes to +100 out of +100 centralized government for 10 turns if a Great Feast is selected)
  • Servants of the Slann: Many Pygmy clans have served the Slann of the Lizardmen empire for centuries. As such, they had gained a good affinity with the children of the Old Ones. (Gives +60 out of +100 relations with the Lizardmen)
  • Primitive technology: Pygmies are a primitive human race, as such it is very unlikely that they will be able to understand the complex technology of Earth. (-70 out of -100 in Research)
-Additional Stats: 4.235.000 native inhabitants + 10.000 Amazon infantry units, 5000 cavalry units and 1000 heavy units/warbeasts. Current native manpower: 4.235.000.

If there are any things that I should modify/add, let me know.

Now that I summarized the mechanics, in the next chapter I will introduce the various factions and their leaders. In the meantime, I hope you guys like this new update! Be sure to like(if you like it), comment(please comment so I can learn what your opinion is) and.....follow I guess.
 
Race Introduction 3: The Beastmen
Beastmen

The Beastmen, sometimes known as the Beastkin, the Cloven Ones, the Horned Ones, the Beast of Chaos or even the Children of Chaos, are a race of savage mutant humanoids that bear various traits of bestial appearance, such as cloven hooves, muscular human bodies, horned bestial heads and a malign primitive intelligence. Proud of their origins, it is said that they are the descendants of ancient humans corrupted and twisted by the influence of Chaos at the dawn of Chaos's coming into the world.

When Mutilator opened his portals, he casted a grand many of Warherds to the city of Mumbai. Before Slither. Inc. could arrive, the entire city was turned into ashes by the ferocious Beastmen. For they have a deep hatred of all human life, and even though they are far from their home world, the Beastmen will rise hell for their dark gods. Let the hunt begin.

-Lords of the New Beastmen Domain

  • Khazrak the One-Eye: Khazrak has plagued the Drakwald region for several years, descending without warning and then slipping away into the shadows once more. Khazrak has a unique ability to control and harness the unruly spirit of the herd and devise simple but effective battle plans. He is unlike most Beastmen, with a patient and cunning mind at odds with the normal headstrong nature of his kind. Khazrak's warband roams the Drakwald, terrorising the townships and roads, and never before has a Beastman leader proven so elusive to retribution. No one is spared in Khazrak's attacks, his superbly trained Warhounds chasing down the few who manage to escape the warherd itself. https://static.wikia.nocookie.net/w...one_eye.jpg/revision/latest?cb=20160211021406
  • Malagor the Dark Omen: Where Malagor treads, mayhem and destruction follow. The Beastmen believe that he is the doom of Mankind personified. A powerful Bray-Shaman, it is Malagor's whisperings that steer the course of the entire Beastmen race. The sight alone of Malagor has caused stout defenders to abandon otherwise impregnable walls and the mightiest of warriors to fall to their knees in abject defeat. https://static.wikia.nocookie.net/w...Malagor.png/revision/latest?cb=20160211020004
  • Morghur the Shadowgave: Master of Skulls, the Shadowgave - Born almost three centuries ago, the creature known as Morghur was far from a human child. With tooth and horn, he ripped his mother apart in his gory entrance to the world, while her features mutated horribly. Her distraught husband reached forwards to strangle the twisted abomination, yet as his hands touched the foul creature, his body also was wracked with hideous mutation. https://static.wikia.nocookie.net/w...Morghur.png/revision/latest?cb=20160827005413
  • Taurox the Brass Bull: Known as the Brass Bull, Taurox is a monstrous engine of destruction, formed of living brass in the shape of a terrible Doombull, dedicated solely to the spilling of blood in Khorne's name. https://static.wikia.nocookie.net/w...x_TWWII.jpg/revision/latest?cb=20210603195240
  • Gorthor the Beastlord: Gorthor was the greatest Beastlord ever to have lived. With strength of arm and animal cunning, he united all the tribes of the Middle Mountains. His, the largest horde of beasts ever seen, ravaged the Empire almost beyond recovery killing millions of Men and bringing two entire provinces to their knees. Gorthor claimed that the Dark Gods had selected him as their emissary. Though he had no true magical powers, he had something of the shaman about him, often being visited by nightmare visions of the future. Such was his fervour in battle that he was sometimes cloaked by coronas of dark energy, which protected him or struck out at his foes, a sure sign to other Beastmen that the gods truly favoured him. https://static.wikia.nocookie.net/w...Gorthor.png/revision/latest?cb=20160210124051
  • Ghorros Warhoof: Ghorros Warhoof, the Sire of a Thousand Young, is a gnarled, ancient Centigor who is forever fighting, rutting or getting drunk. https://static.wikia.nocookie.net/w...Warhoof.jpg/revision/latest?cb=20160927003023
  • Moonclaw: Son of Morrslieb - An exceptionally hideous and insane Beastman born from an egg composed of warpstone from the chaos moon Morrslieb. https://static.wikia.nocookie.net/w...oonclaw.jpg/revision/latest?cb=20160927002600
  • Slugtongue: Molokh Slugtongue, the Famine-Fiend, is a potent verbal sorcerer that specializes in turning lands barren to cause mass famine. https://static.wikia.nocookie.net/w...eastmen.jpg/revision/latest?cb=20160826201020
  • Ungrol Four-Horn: Blackheart, Hornsthief, the Spurned One, Ungrol is a two-headed Ungor that stole the horns of both his tribe's chieftain and Bray-shaman after murdering them in their sleep. Now the leader of an army of Ungor, mutants and fellow outcasts, he dwells within the Labyrinth of the Spurned, a warrior who wears his stolen horns as a crown. https://static.wikia.nocookie.net/w...ur-Horn.jpg/revision/latest?cb=20160927002845
Units of the Beastmen:

-Lords/Heroes:

Beastlords: The Beastlords of the brayherds are hairy, muscle-bound brutes possessed of a raw and savage might. Upon the battlefield a Beastlord is a force of untold destruction, gouging and butchering with horn, blade and claw. Their thick, hairy skulls are crowned with magnificent sets of horns as sharp and hard as any blade, and their robust and heavily-thewed bodies are covered with scar tissue and crudely rendered tattoos.

>Health: 3492

>Leadership: 70

>Speed: 38

>Melee attack: 60

>Melee defence: 40

>Weapon damage: 310

>Armour: 52.5%

https://static.wikia.nocookie.net/w...astlord.png/revision/latest?cb=20160208201622

Bray-Shamans: Bray-Shamans are born into magic and they wield it with an instinctive ease. A miasma of fell sorcery surrounds then and, when their wrath is roused, reality itself becomes distorted and maimed.

>Health: 3082

>Leadership: 55

>Speed: 38

>Melee attack: 30

>Melee defence: 28

>Weapon damage: 215

>Armour: 11.25%

https://static.wikia.nocookie.net/w...Shamans.png/revision/latest?cb=20160206063057

Gorebulls: Gorebulls are a much lesser yet not less ferocious leader of the Minotaur tribes. They are towering figures clad in large armour and wield hefty axes from which they could carve a path through the enemy and feast upon their flesh.

>Health: 4401

>Leadership: 60

>Speed: 58

>Melee attack: 36

>Melee defence: 32

>Weapon damage: 140

>Armour: 75%

https://static.wikia.nocookie.net/w...rebulls.png/revision/latest?cb=20160528010925

Doombulls: Doombulls are the strongest and most ferocious of their kind, towering bull-headed and cloven-hoofed beasts almost as broad as they are tall. Consumed by bloodgreed, Doombulls lay waste to their prey in an orgy of slaughter, maiming everything within reach of their gargantuan axes.

>Health: 5001

>Leadership: 80

>Speed: 58

>Melee attack: 36

>Melee defence: 32

>Weapon damage: 140

>Armour: 75%

Wargor: Wargors are the leaders of the warherds, but they give no regard to the concerns of their tribe. They care not how their underlings are fed or how disputes are settled. The only thing the Wargors concern themselves with is battle. Day and night they brood and plot the myriad ways they will enact their race's hatred of Man; the violence they will wreak upon his flesh and the defilement they will heap upon his temples.

>Health: 3042

>Leadership: 65

>Speed: 38

>Melee attack: 50

>Melee defence: 40

>Weapon damage: 220

>Armour: 60%

https://static.wikia.nocookie.net/w.../Wargor.png/revision/latest?cb=20160528013633

Great Bray-Shaman: Great Bray-Shamans are the greatest practitioners of magic within a Bray-herd. When the Beastmen go to war, the Great Bray-Shamans wield their powers to wreak terrible devastation upon the foe, their coruscating magic transforming soldiers into hideous new forms, summoning the creatures of the forest, both large and small, to bite and rend, or driving enemy mounts to buck their riders to the ground, to gore and trample their masters.

>Health: 3092

>Leadership: 65

>Speed: 48

>Melee attack: 40

>Melee defence: 38

>Weapon damage: 225

>Armour: 22.25%


https://static.wikia.nocookie.net/w...1852325.jpg/revision/latest?cb=20160118134313

-Infantry: The strategy of the Beastmen is simple: more agile Ungor attack the flanks of the enemy, while the more powerful Gors attack with no mercy the enemy in the front. It's a simple strategy, but combined with their ambush tactics is extremely efficient.

Ungor Spearmen: Ungors (meaning 'no-horns' in the Beastmen tongue) are not as strong or robust of frame as the Gors, but they more than make up for it in sheer malevolence. They are physically smaller than other Beastmen and their horns, if they have any, are less impressive and numerous. While Gors may have long and spectacular horns as deadly as any sword, Ungors usually have short prongs or horn buds sprouting from their skulls, not recognisable as those of a goat or any other type of beast acknowledged by the Gors. Due to this, they are not considered to be 'proper' Beastmen. The race of men, on the other hand, does not draw such distinctions. To them the Ungors are just as horrible, horns or no, for they are twisted aberrations of nature that live to murder and despoil all that is good and wholesome. Ungors are considerably more dextrous than their fellows, their sinewy hands able to carve runes, build wooden structures, and fix and bind the weaponry of their clumsier Gor brethren. So it is that Ungors fulfil a vital role in the society of the tribe, for without them, the herd would soon be bereft of weaponry. Most Ungors take to the field in large herds, arming themselves with stout spears with which to impale their prey and carrying crude shields to protect their grotesque pot-bellied bodies. In battle, Ungors are bullied into a semblance of order by the largest of their number, known as Halfhorns, who seeks a position in the battle line from which they can inflict the most pain and suffering upon the foe.

>Health: 55

>Leadership: 54

>Speed: 36

>Melee attack: 20

>Melee defence: 22

>Weapon damage: 17

>Armour: 11.25%

https://static.wikia.nocookie.net/w...1/Ungor.png/revision/latest?cb=20160129141052

Ungor: Ungors are more dexterous than Gors and possessed of a wiry strength that makes them more than a match for humans. They live to murder and despoil all that is wholesome and are extremely cruel and spiteful creatures. Ungors take to the field in large herds, arming themselves with stout spears with which to impale their prey, and crude shields to protect their grotesque bodies.

>Health: 56

>Leadership: 54

>Speed: 36

>Melee attack: 22

>Melee defence: 24

>Weapon damage: 20

>Armour: 11.25%

https://static.wikia.nocookie.net/t..._shield.png/revision/latest?cb=20181113113502

Gors: Gors forms the great mass of the brayherds. Their appearance varies but all combine bestial features with those of a man. They have the savage fangs of a wolf and muscular bodies both well suited to enacting the violence and warfare that they crave. To face a horde of Gors is to face anarchy and mayhem. Rowdy and undisciplined, they bray, bark and bawl an unceasing cacophony that fills the hearts of Men with dread.

>Health: 80

>Leadership: 62

>Speed: 38

>Melee attack: 36

>Melee defence: 25

>Weapon damage: 25

>Armour: 11.25%

https://static.wikia.nocookie.net/w...en_Gors.png/revision/latest?cb=20160129022555

Bestigors: Bestigor are the strongest and meanest of all the brayherd footsoldiers, and are prone to acts of excessive violence. In battle Bestigors form a solid, armoured mass of muscle and iron that charges forward, huge axes levelled, ready to hew the foe limb from limb and trample his broken body beneath their unshod hooves.

>Health: 100

>Leadership: 66

>Speed: 36

>Melee attack: 35

>Melee defence: 24

>Weapon damage: 12

>Armour: 75%

https://static.wikia.nocookie.net/w...stigors.png/revision/latest?cb=20160526232234

Ungor Raiders: Ungor Raiders are those Ungors tasked with the role of hunting out enemies for the warherds to prey upon. They have knowledge of the wilderness that is unsurpassed by even the most intelligent Gor, and it is they who sow the seeds of mayhem that soon blossom into full-blown destruction as the rest of the warherd falls upon their victims.

>Health: 53

>Leadership: 45

>Speed: 36

>Melee attack: 20

>Melee defence: 18

>Weapon damage: 20

>Armour: 11.25%

>Missile Damage: 12

>Armour-Piercing Missile Damage: 1

>Range: 115

https://static.wikia.nocookie.net/w..._raider.png/revision/latest?cb=20160130205948

-Cavalry, Monsters and Beasts: Alongside the various monstruous infantry, the Beastmen bring death and destruction in a myriad of ways with their abominations, who follow them under the promise of flesh.

Centigors: Centigors are drunken, jealous creatures and carry out extreme acts of cruelty and violence on the battlefield. Each Centigor carries either a crude spear or horn, and wears limited amounts of chainmail and cloth, while their shields and decorations display both skull and chaos motifs. Rising up from clawed hooves, their muscular torsos lead to a cruel-looking head, from which protrudes large, ribbed horns.

>Health: 108

>Leadership: 60

>Speed: 84

>Melee attack: 24

>Melee defence: 26

>Weapon damage: 25

>Armour: 26.25%

https://static.wikia.nocookie.net/w...ntigors.png/revision/latest?cb=20160528004639

Razorgor Chariots: Razorgor Chariots are a much larger and far more hard-punching variant of the more common Tuskgor Chariot, but instead of having two Tuskgors pull the chariot, one massive Razorgor is instead. Such is the size of these monsters that few can truly survive a charge from even just a single of these beasts on the open battlefield.

>Health: 1536

>Leadership: 60

>Speed: 70

>Melee attack: 24

>Melee defence: 28

>Weapon damage: 14

>Armour: 75%

https://static.wikia.nocookie.net/w...azorgor.png/revision/latest?cb=20160527004348

Chaos Spawn: Chaos Spawn are creatures which have become so mutated through their servitude to Chaos they have devolved into twisted and insane abominations. Those seeking immortality and power through Daemonhood face the constant possibility of being reduced to Chaos Spawn, either by accumulating too many mutations or being cast aside by their Chaos patrons as unworthy.

>Health: 548

>Leadership: 100

>Speed: 42

>Melee attack: 36

>Melee defence: 28

>Weapon damage: 90

>Armour: 7,5%

https://static.wikia.nocookie.net/w...l_War_1.jpg/revision/latest?cb=20171201191059

Minotaurs: Minotaurs, also known as Bullgors, are massive bull-headed monstrosities that constantly hunger for blood and meat. Twice the height of a man and substantially more muscular, their horns can eviscerate with a single thrust. When called to war, Minotaurs charge with a thundering impact and hack apart their hapless victims with formidable weapons.

>Health: 514

>Leadership: 60

>Speed: 56

>Melee attack: 40

>Melee defence: 32

>Weapon damage: 33

>Armour: 26,25%

https://static.wikia.nocookie.net/w...inotaur.jpg/revision/latest?cb=20160130213337

Chaos Warhound: Brutish and bloodthirsty beasts, the Warhounds of Chaos are tireless hunters built of little more than muscle and fang. On the field of battle, the Beastmen release these feral beasts to intercept the forward elements of the enemy army. Packs of Chaos Warhounds will hunt down and pounce upon enemy skirmishers and scouts, bearing them to the ground and ripping them to pieces in their desperate desire to kill.

>Health: 76

>Leadership: 38

>Speed: 95

>Melee attack: 26

>Melee defence: 17

>Weapon damage: 19

>Armour: 11,25%

https://static.wikia.nocookie.net/w..._attack.png/revision/latest?cb=20160527231242

Razorgors: Razorgor are massive cousins of the Tuskgors, mountains of muscle and hair that are deadly in the extreme. Such is a Razorgor's appetite and fearsome metabolism that they are able to gobble down a knight in full plate mail and his barded horse in a matter of seconds.

>Health: 186

>Leadership: 55

>Speed: 70

>Melee attack: 24

>Melee defence: 16

>Weapon damage: 16

>Armour: 33,75%

https://static.wikia.nocookie.net/w...Chariot.jpg/revision/latest?cb=20160411223316

Harpies: Upon the thermals of the sacrificial pyres soar the Harpies - winged beasts with a savage beauty. They are creatures of cruel temperament, that is for sure, for flocks of Harpies delight in tormenting their victims and feast upon raw flesh.

>Health: 87

>Leadership: 52

>Speed: 82

>Melee attack: 22

>Melee defence: 38

>Weapon damage: 32

>Armour: 11,25%

https://static.wikia.nocookie.net/w..._Attack.png/revision/latest?cb=20160527000513

Manticore: Manticores are huge, leonine beasts that soar on leathery wings. They are amongst the most powerful of all the predators that live in the north's mountain ranges. The mutating power of Chaos ensures that no two Manticores are truly alike. Some have manes of writhing serpents, others pelts of iron scales, and many sprout spiked tales with a poison strong enough to boil a man's blood in his veins. However, all Manticores are berserk killers saturated with primal fury. They are so fierce that they are held by the Dark Elves to be incarnations of Khaine, God of Murder.

>Health: 3827

>Leadership: 56

>Speed: 85

>Melee attack: 40

>Melee defence: 34

>Weapon damage: 290

>Armour: 43,25%

https://static.wikia.nocookie.net/t...nticore.png/revision/latest?cb=20181113084340

Chaos Giants - Bellowing primitive warcries from maws crammed with rotten, jagged fangs, the Chaos Giant tribes lumber to war. Corrupted by the hideous powers they worship, these beings are twisted perversions of their former selves, monsters dedicated to killing for Chaos.

>Health: 9465

>Leadership: 100

>Speed: 39

>Melee attack: 65

>Melee defence: 30

>Weapon damage: 150

>Armour: 22,5%

https://static.wikia.nocookie.net/w...s_Giant.png/revision/latest?cb=20190630041740

Cygors: Cygors are distant cousins of the Minotaurs, but they have diverged significantly from their kin. Where once they could see the mortal world with two eyes, they can now only see the swirling Winds of Chaos with one.

>Health: 8166

>Leadership: 80

>Speed: 39

>Melee attack: 44

>Melee defence: 17

>Weapon damage: 135

>Armour: 37,5%

>Missile Damage: 84

>Armour-Piercing Missile Damage: 336

>Range: 400

https://static.wikia.nocookie.net/w...c/Cygor.png/revision/latest?cb=20160206064405

Tuskgor Chariot: The chariots of the Beastmen are ramshackle constructions, built from heavy pieces of lumbar scavenged from the ruins of Man's buildings. Drawn by Tuskgors, whose brute strength and ferocity far outmatch that of mere horses, a Beastmen chariot inflicts terrible damage as it charges into the foe.

>Health: 1434

>Leadership: 60

>Speed: 70

>Melee attack: 28

>Melee defence: 24

>Weapon damage: 10

>Armour: 60%

https://static.wikia.nocookie.net/w...hariots.png/revision/latest?cb=20160527002526

Jabberslythe: Jabberslythes are some of the most ancient creatures of the world, and are certainly the most vile. They are an unwholesome union of toad, sludge-drake and insect, a creature so unearthly and grotesque that even the clearest of nature's pools will never reflect that abomination. Sentient creatures fare even worse, with many humans known to die of sheer shock or madness that the appearance of this creature invariably induces.

>Health: 6915

>Leadership: 75

>Speed: 65

>Melee attack: 36

>Melee defence: 42

>Weapon damage: 135

>Armour: 45%

https://static.wikia.nocookie.net/w...slythes.png/revision/latest?cb=20160411173603

Ghorgons: Ghorgons are the huge, four-armed, ox-headed monsters used by the Beastmen herds. They have evolved from those Minotaurs, whose extreme overconsumption of tainted flesh triggered rapid growth and extreme mutation. As such, they now tower above the Gor Herds, sprouting a line of rigid spikes in the back and an extra pair of arms, ending in bone blades instead of true hands.

>Health: 8166

>Leadership: 80

>Speed: 64

>Melee attack: 57

>Melee defence: 34

>Weapon damage: 100

>Armour: 37,5%

https://static.wikia.nocookie.net/w...Gorgons.png/revision/latest?cb=20160206034239

Preytons: Preytons are a savage and hateful breed of creature that haunts the forested lands of Bretonnia. So renowned is their ferocity that sightings of Preytons will draw knights from many miles around, seeking to prove their valour by slaying the beasts.

>Health: 5804

>Leadership: 75

>Speed: 85

>Melee attack: 36

>Melee defence: 42

>Weapon damage: 125

>Armour: 45%

-Beastmen Attributes:

  • There can be only one: despite having a common foe, the Beastmen refuse to join by peaceful means. If a warherd is to include another one, he has to kill the leader of the other warherd. (-100 out of -100 centralized government)
  • Death to the enemies of Chaos: The Beastmen look in hatred all civilizations, for they remember a time when they were at the top of the food chain. (-100 out of -100 relations with Human/Elf/Dwarf nations)
  • Death to civilization: As some of the first servants of the Chaos gods, the Beastmen despise civilization, and will do all that is necessary to destroy it. (Cannot build settlements other than Herdstones/Cannot Research new Earth tech, only Beastmen tech)
  • Herdstones and Bloodground: While technically speaking Beastmen hate civilization, they still do hold territories that they protect and use to stage further incursions in the civilized world. (+90 out of +100 supplies)
  • No need for money: While Beastmen do every now and then loot from conquered territories, they do not have an economy, and do not need it as a matter of fact. (-100 out of -100 trade, units cost nothing but have a cap limit)
  • Dread: The more Beastmen expand, the more powerful they become and more abominations rise in their presence. (Use dread to increase cap limit. Gain 5 dread for small villages/towns, 10 dread for towns, bigger cities 15 dread, ex-capitals 20 dread).
If there are any things that I should modify/add, let me know.

Now that I summarized the mechanics, in the next chapter I will introduce the various factions and their leaders. In the meantime, I hope you guys like this new update! Be sure to like(if you like it), comment(please comment so I can learn what your opinion is) and.....follow I guess.
 
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Race Introduction 4: Chaos Dwarfs
Chaos Dwarfs

The Chaos Dwarfs, also known as Black Dwarfs, Uzkul-Dhrazh-Zharr or the Dawi-Zharr, which means Fire-Dwarfs, are an industrious, dark-souled and merciless warrior race of Daemonsmiths, slavers and brutal killers originating from the planet of Mallus, but stranded in the city of Almaty. Shortly after their arrival, the city has been filled with innumerable blackened factories, of hellish forges and massive armouries.

-Lords of the New Zharr Theocracy

Astragoth Ironhand: Oldest Sorcerer-Prophet of the New Zharr Theocracy, he can expand on all directions.

https://static.wikia.nocookie.net/w...niature.jpg/revision/latest?cb=20160106123246

  • Ghorth the Cruel - Current most potent Sorcerer-Prophet. Probably second in power only to Lord Astragoth, he has the right to expand north.
  • Zhatan the Black - Commander of the New Tower of Zharr, vassal to Sorcerer Astragoth, he can expand east.
https://static.wikia.nocookie.net/w...tration.jpg/revision/latest?cb=20160106152650

Drazhoath the Ashen: Sorcerer-Prophet in charge of the New Black Fortress. Leader of the Legion of Azgorh and the Infernal Guard, he can expand west.

https://static.wikia.nocookie.net/w...tration.jpg/revision/latest?cb=20160106155455

Rykarth the Unbreakable: One of the Chaos Dwarf Lords of New Zharr Theocracy. He is known for his toughness and courage, which set him apart even from other Chaos Dwarfs, and was assigned to the southern expansion.

-Lords/Heroes:

Chaos Dwarf Lord: The mightiest and most powerful of the Lords of the New Zharr Theocracy.

>Cost: 1000
>Health: 3669

>Leadership: 77

>Speed: 32

>Melee attack: 45

>Melee defence: 60

>Weapon damage: 280

>Armour: 86,67%


Sorcerer-Prophet: Sorcerer-Prophets are the greatest of the Daemonsmiths, who act not only as master artificers but also as the High Priest of Hashut. It is they who led their people from the brink of destruction during the Great Catastrophe and first built the great and blasphemous city of Zharr-Naggrund in ages past, and it is they that still command it to this very day.

>Cost: 900

>Health: 3261

>Leadership: 75

>Speed: 32

>Melee attack: 40

>Melee defence: 45

>Weapon damage: 240

>Armour: 86,67%
https://static.wikia.nocookie.net/w...nsmiths.png/revision/latest?cb=20170508071051

Bull Centaur Taur'ruk: Bull Centaur Taur'ruks, also known as Bull Centaur Lords is the title given to the largest and most powerful of the Bull Centuars, hulking and savage creatures that are just as keen-witted and intelligent as their bipedal brethren.

>Cost: 900

>Health: 3261

>Leadership: 75

>Speed: 42

>Melee attack: 50

>Melee defence: 45

>Weapon damage: 280

>Armour: 86,67%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20170508074054

Daemonsmith: Daemonsmiths, also known as Hell-Workers or simply Chaos Dwarf Sorcerers are both the priest and artificers of their society, ruling over the desolate empire of New Zharr with iron-fisted malice.

>Cost: 1000

>Health: 1905

>Leadership: 80

>Speed: 32

>Melee attack: 42

>Melee defence: 32

>Weapon damage: 60

>Armour: 86,67%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20170508070153

Infernal Castellan: The Infernal Castellan are the captains of the Infernal Guard of Azgorh. They are known to be cruel and to drill their troops ceaselessly. They wear Blackshard armour and can carry a hand or two-handed weapon, a shield, a pistol and/or a fireglaive. Sometimes, they can even carry their legions battlestandard.

>Cost: 1000

>Health: 1905

>Leadership: 80

>Speed: 32

>Melee attack: 40

>Melee defence: 38

>Weapon damage: 230

>Armour: 86,67%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/280?cb=20190530033227

-Infantry: Just like their Dwarf brethren, Chaos Dwarves infantry is composed of strong warriors which, while quite slow, can hold their ground no matter how unmatched they are.

Chaos Dwarf Warrior: Chaos Dwarf Warriors are the black-iron clad footsoldiers of New Zharr. Each of these Chaos Dwarf, in addition to being a craftsman or artificer, is also a highly trained and disciplined warrior, often with scores of years of battle to draw upon. This martial skill is matched only by their cruel desire to utterly crush anything that would dare oppose them and grind it under their heels. There are relatively few Chaos Dwarfs, and each and every one of them belongs to one of the Chaos Dwarf Sorcerers' body and soul.

>Cost: 475

>Health: 78

>Leadership: 70

>Speed: 28

>Melee attack: 22

>Melee defence: 40

>Weapon damage: 21

>Armour: 63,75%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20170505051040

Chaos Dwarf Blunderbuss: Chaos Dwarfs armed with the deadly Blunderbuss, a powerful firearm which spits out hails of lead with only a single shot.

>Cost: 700

>Health: 71

>Leadership: 66

>Speed: 28

>Melee attack: 20

>Melee defence: 28

>Weapon damage: 21

>Armour: 60%

>Missile Damage: 5

>Armour-Piercing Missile Damage: 17

>Range: 145

https://static.wikia.nocookie.net/w...est/scale-to-width-down/220?cb=20171208061114

Infernal Guard - The Infernal Guard as it is known, is amongst the most legendary warrior-cult within the Chaos Dwarf Empire, having the sworn task of defending the citadel to the death from any that would assail it, and to carry out the will of the Lord of the Black Fortress without question. The Infernal Guard's ranks are made up from Chaos Dwarfs to whom some stain of dishonour or failure has been attached, an occurrence which in their unforgiving society can result from merely being close kin to a failed battle commander, knowing defeat under the eyes of a Sorcerer-Prophet, presiding over slaves who have revolted or a furnace that has exploded through overuse.

>Cost: 900

>Health: 108

>Leadership: 100

>Speed: 40

>Melee attack: 38

>Melee defence: 32

>Weapon damage: 32

>Armour: 60%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/350?cb=20170506091058

Infernal Ironsworn - The Infernal Ironsworn are amongst the greatest of the Infernal Guard, efficient and deadly warriors tasked with the duty of safeguarding their commanders during the field of battle. Such is their prestige and prowess in battle that they are often called to serve as bodyguards for the Sorcerer-Prophets which lead the higher echelons of the Legion of Azgorath.

>Cost: 1200

>Health: 108

>Leadership: 100

>Speed: 40

>Melee attack: 50

>Melee defence: 30

>Weapon damage: 10

>Armour: 60%

https://static.wikia.nocookie.net/w...tration.png/revision/latest?cb=20210108083354

-Chaos Dwarf Cavalry/Monsters and War machines: The Chaos Dwarves have managed to combine the dark magic of the dark gods with their innate technological skills in creating some of the finest weapons of the Chaos army.

Bull Centaur Renderer: Bull Centaurs or Bull Centaur Renders as they are sometimes called are, as their name suggests, twisted amalgams of Chaos Dwarf and ferocious bull in aspect, the unnatural fusion creating hulking, monstrous beasts far larger than either and filled with cannibalistic appetites.

>Cost: 800

>Health: 108

>Leadership: 60

>Speed: 84

>Melee: attack: 24

>Melee: defence: 26

>Weapon: damage: 25

>Armour: 26.25%

https://static.wikia.nocookie.net/w...Centaur.png/revision/latest?cb=20170506091835

K'Daai Fireborn: The K'daai, known in the dark tongue of the Chaos Dwarfs as the K'daai Zharr, which means Scion of Fire or Fireborn, are mighty daemonic fire-elementals which serve the Daemonsmiths of the Chaos Dwarf Empire.

>Cost: 1000

>Health: 6920

>Leadership: 100

>Speed: 84

>Melee: attack: 70

>Melee: defence: 30

>Weapon: damage: 300

>Armour: 11.25%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/280?cb=20170506092908

Lammasu - The Lammasu has the body of a gigantic bull, a powerful mace-tipped tail and a massive, ugly head. The Chaos Dwarfs believe that the Lammasu is a rare mutation of the Great Taurus, a creature whose forbears were once Chaos Dwarfs, but which has become twisted by the powers of Chaos into a huge bull-shaped monster.

>Cost: 800

>Health: 3827

>Leadership: 56

>Speed: 85

>Melee attack: 40

>Melee defence: 34

>Weapon damage: 290

>Armour: 43,25%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20160924012838

Great Taurus: The Great Taurus are mighty winged nightmares which soar across the bleak skies of the Dark Lands, a dread realm which is a haven and birthing ground for all manner of monsters and unnatural creatures, but none are more sought after by the Chaos Dwarfs than these mighty beasts which roost high up on the Volcanic Heights.

>Cost: 1000

>Health: 5526

>Leadership: 80

>Speed: 64

>Melee attack: 53

>Melee defence: 47

>Weapon damage: 125

>Armour: 90,58%

https://static.wikia.nocookie.net/w..._Taures.png/revision/latest?cb=20170506093403

K'Daai Destroyer: K'daai Destroyers are the far larger brethren of the K'daai Fireborns, massive constructs created in the form of mighty warriors or iron beasts, such as gargantuan monstrous bulls and other nightmarish creatures, awakened by mass blood sacrifice and let loose upon the enemy.

>Cost: 1200

>Health: 7820

>Leadership: 100

>Speed: 84

>Melee: attack: 80

>Melee: defence: 30

>Weapon: damage: 400

>Armour: 28.25%

https://static.wikia.nocookie.net/w...stroyer.png/revision/latest?cb=20170506095147

Chaos Siege Giant: Chaos Siege Giants are amongst the most powerful weapons within the Chaos Dwarf arsenal, hulking behemoths that combine the strength of the Giant race with the nigh-impenetrable armour of the Chaos Dwarfs. Giants are some of the mightiest creatures to stride across the world.

>Cost: 1600

>Health: 9465

>Leadership: 100

>Speed: 39

>Melee attack: 65

>Melee defence: 30

>Weapon damage: 150

>Armour: 22,5%

https://static.wikia.nocookie.net/w...tration.jpg/revision/latest?cb=20160122165205

Hellcannon: A Hellcannon is a massive smoking construct of metal that growls and shakes with daemonic sentience. In battle, these arcane engines heave crackling blasts of raw energy that soar through the air into their targets, liquefying anything they touch and sending the survivors insane with fear. Hellcannons are guided by a team of corrupt and sadistic Chaos Dwarfs.

>Cost: 1200

>Health: 1475

>Leadership: 70

>Speed: 20

>Melee attack: 18

>Melee defence: 14

>Weapon damage: 21

>Armour: 22,5%

>Missile Damage: 72

>Armour-Piercing Missile Damage: 262

>Range: 420

https://static.wikia.nocookie.net/w..._Cannon.png/revision/latest?cb=20210110173619

Dreadquake Mortar: Dreadquake Mortars are amongst the largest and most effective of all the mighty siege weapons deployed by the Chaos Dwarfs. They rank alongside other such mighty bombards and cannon able to rend the earth and smash through layered stone fortifications as if they were kindling.

>Cost: 650

>Health: 1089

>Leadership: 50

>Speed: 20

>Melee attack: 10

>Melee defence: 6

>Weapon damage: 21

>Armour: 15%

>Missile Damage: 100

>Armour-Piercing Missile Damage: 30

>Range: 380

https://static.wikia.nocookie.net/w..._Mortar.png/revision/latest?cb=20170508063108

Deathshrieker Rocker Launcher: The Deathshrieker Rocket Launcher is one of the most diabolic and destructive weapons ever created, for bound up within its munitions are howling, malevolent fire-spirits harvested from the cinders of Hashut's sacrificial altars, and it is the hellish shrieking of these spirits when loosed that gives the weapon its name.

>Cost: 800

>Health: 1119

>Leadership: 66

>Speed: 20

>Melee attack: 16

>Melee defence: 20

>Weapon damage: 21

>Armour: 30%

>Missile Damage: 84

>Armour-Piercing Missile Damage: 336

>Range: 440

https://static.wikia.nocookie.net/w...niature.jpg/revision/latest?cb=20160118231107

Magma Cannon: The Magma Cannon is a fiendish weapon first conceived of for use against the ravening Trolls and other unwholesome and hungry monsters that spawn and multiply in the Dark Lands, the Magma Cannon being something of a cross between a field artillery piece and a furnace.

>Cost: 1400

>Health: 1119

>Leadership: 66

>Speed: 20

>Melee attack: 16

>Melee defence: 20

>Weapon damage: 21

>Armour: 30%

>Missile Damage: 160

>Armour-Piercing Missile Damage: 75

>Range: 230

https://static.wikia.nocookie.net/w..._Cannon.png/revision/latest?cb=20170508064222

Iron Daemon War Engine: The Iron Daemon War Engine is one of the latest Daemon Engine in the service of the Dawi-Zhaar. The Chaos Dwarfs possess a mastery of steam technology that far surpasses that of the engineers of the Empire.

>Cost: 2200

>Health: 6801

>Leadership: 100

>Speed: 48

>Melee attack: 32

>Melee defence: 10

>Weapon damage: 60

>Armour: 97.5%

>Missile Damage: 88

>Armour-Piercing Missile Damage: 352

>Range: 380

https://static.wikia.nocookie.net/w...tration.png/revision/latest?cb=20160118225028

-Chaos Dwarfs attribute:

  • Slave dependency: the Chaos Dwarfs are among some of the most skilled craftsmen of their home world, combining magic with science and metal. But they would not be in their current position if it wasn't for their precious slaves, which form the majority of the Chaos Dwarfs forces and population. Many millennia ago, the revolt of the Black Orcs almost caused the destruction of their empire; while humans and reploids are nowhere close to might, they are far smarter, and could easily outsmart their new overlords. (-50 out of -100 in population happiness)
  • Never back down: While the Chaos Dwarfs have become merciless and greedy, they are still at heart dwarves. They are still loyal to their lord (something uncommon from a follower of the dark gods), they hold grudges and never back down when the fight begins. (+ 90 out of +100 stability, +90 out of +100 in combat morale).
  • The Sorcerer-Priests: The New Zharr Theocracy doesn't have a High King like the dwarfs, but rather Chaos Dwarf society is ruled by an aggregation of Sorcere-Priests. As such, the New Zharr Theocracy is more akin of a confederation of Chaos Dwarves rather than a solid state. There is order, however: the older Sorcerer-Priests are often treated with the most respect, and their decisions are often taken in consideration as if they were in charge. Perhaps this could be the way, with all obeying the oldest Sorcerer….if they could only find ways to stop turning into stones after a while. (-70 out of -100 in centralized government)
  • Lovers of technology: Like their non-evil kin, the Chaos Dwarfs have a love for technology and industry, and remained fascinated by the wonderful creations of the humans of Earth, so much that they intend to recreate them with a bit of…Chaos Dwarf style. By giving them a chance of freedom and impunity, the Chaos Dwarfs have selected native engineers to understand the mechanisms of these wonderful technologies, and have heard that those Mavericks that keep attacking the New Zharr Theocracy are actually machines which will can be modified according to the Chaos Dwarfs tastes. Isn't that the perfect kind of slave? (+80 out of +100 in research)
If there are any things that I should modify/add, let me know.

Now that I summarized the mechanics, in the next chapter I will introduce the various factions and their leaders. In the meantime, I hope you guys like this new update! Be sure to like(if you like it), comment(please comment so I can learn what your opinion is) and.....follow I guess.
 
Race Introduction 5: Vampire Counts
Vampire Counts:

The Vampire Counts are amongst the most legendary factions of Vampires to have ever terrorised the civilised lands of the Old World, all of whom are members of the unholy Von Carstein bloodline. From the Imperial government and the patriotic citizenry of the Empire, the Vampire Counts are considered by many to be fiends without equal. They seek only to topple the civilisations of the living and supplant them with an Undead Empire that will reign forever as Lords of the Night. The Vampire Counts are powerful necromancers as well as warriors, given supernatural enhancements to their strength, cunning, beauty, and ambition. However, these vampires, for all their power and cunning, are ultimately base, selfish creatures driven by the same motivations as the mortals they deem themselves superior to. They are remorseless in their advance, killing without thought of mercy or compassion, and whose motives are entirely based on their own selfish desires. For all their refinement, these vampires are nothing but rotting corpses held together by Dark Magic and the horrific consumption of mortal blood.

In their new base in Cluj-Napoca, they seek to create a new Undead empire in the lands of this new world. Killing all who dared to resist and turning who submitted in glorified cattle, they seek to expand, this time not being limited by any Empire standing in their way.

-Lords of New Sylvania

Mannfred von Carstein: While Vlad von Carstein was the most physically powerful of the Vampire Counts, Mannfred was the most cunning. He travelled far and wide, seeking to deepen his knowledge of necromantic lore. He made an unholy pilgrimage to the ancient tombs of Nehekhara and the ancient city of Lahmia, where he wrested the secrets of the Liche Priests from bone dry papyrus and scrolls made from human skin.

https://static.wikia.nocookie.net/w...arstein.PNG/revision/latest?cb=20150724201838

Heinrich Kemmler: Heinrich Kemmler burns with the need for power. Having recognised the limits that mortality placed upon him in his early years, Kemmler made it his life's work to escape them. He plunged into the world of Necromancy as a young man, and by the time he had reached his fortieth year he was able to raise entire graveyards of corpses to do his bidding.

https://static.wikia.nocookie.net/w...Kemmler.png/revision/latest?cb=20151004005046

Helman Ghorst: Helman Ghorst is one of the Empire's most infamous Necromancers.

https://static.wikia.nocookie.net/w..._Ghorst.png/revision/latest?cb=20160926021256

Vlad von Carstein: Vlad von Carstein was the first and greatest of the Vampire Counts of Sylvania and the ruler of the New Sylvanian empire. A master swordsman and skilled general with no small aptitude in the magical arts, it was he who tainted the aristocracy of Sylvania with the curse of vampirism, and in so doing, created an Undead kingdom in the heart of the Empire.

https://static.wikia.nocookie.net/w...4/Vlad1.jpg/revision/latest?cb=20150111002843

Isabella von Carstein: Daughter of the mad Count Otto von Drak, Isabella was much like many of her noble counterparts. She was vain, immoral and selfish, and cared little for anything that did not affect her personal comfort and standing. Though very intelligent, she had a classical, rather than practical, education. She was considered somewhat strange for her love of some of the more male pursuits, such as hunting and falconry, over needlework and music

https://static.wikia.nocookie.net/w...arstein.png/revision/latest?cb=20160610214256

Red Duke: The Red Duke, also known as the Scourge of Aquitaine, the Northern Sword and El Syf by the Arabyans, was a former Bretonnian Duke of Aquitaine during his mortal life, who was later transformed into a mighty Blood Knight.

https://static.wikia.nocookie.net/w...9-Reddu.jpg/revision/latest?cb=20190129235352

Constant Drachenfels: Constant Drachenfels, the Great Enchanter is an infamous daemonologist and necromancer.

https://static.wikia.nocookie.net/w...henfels.jpg/revision/latest?cb=20170214235808

Dieter Helsnicht: Dieter Helsnicht, Doom Lord of the Undead, was once a great and much feared wizard who was forced to flee from the city of Middenheim when it was discovered that he was a Necromancer. He built a secret fortress in the Forest of Shadows and concealed it so well that it was never discovered by the Witch Hunters who searched for him for years. There he slowly built up his strength and plotted his revenge.

https://static.wikia.nocookie.net/w...lsnicht.jpg/revision/latest?cb=20161130194308

Konrad von Carstein: There are few things more dangerous than a violent lunatic, but one of them is an immortal violent lunatic with the strength and speed of a Vampire. Adding a literal thirst for blood to Konrad's figurative one did little for the noble's stretched sanity. The first of the von Carsteins had considered this as a potential advantage, and Konrad was one of the last of the von Carsteins to be embraced into the family.

https://static.wikia.nocookie.net/w...est/scale-to-width-down/251?cb=20150823072856

Melkhior the Ancient: Melkhior the Ancient was the first Necrarch created by W'soran. It was Melkhior himself who named W'soran's bloodline as Necrarchs, after he killed and cannibalized his progenitor.

https://static.wikia.nocookie.net/w...elkhior.png/revision/latest?cb=20160422023141

Neferata: Neferata, which translates to "Beautiful Death" in ancient Nehekharan, is the self-proclaimed Queen of Lahmia, the Queen of the Silver Pinnacle, the First of the Vampires, and the founder and head of the Lahmian Sisterhood. Queen Neferata is one of the most ancient and powerful Vampires to still exist within the world of today, owing much of her success to her own seductive beauty, a cunning demeanor and a secret network of exquisitely beautiful, female Vampire spies that has since infiltrated the aristocracy of all the Human kingdoms of the Old World.

https://static.wikia.nocookie.net/w...erata-0.PNG/revision/latest?cb=20151004033819

Ushoran: It was not enough for Neferata and her brethren to simply be the lords of the great city of Lahmia. It was not enough they had drunk the Elixir of Life and became immortal. They still had to find more ways to feel superior over others, to exclude their equals from their little cult. It was this childishness of the queen that led her to prevent her younger brother, Prince Ushoran, Lord of Masques, Celebrations, and Festivities, from drinking the Elixir and joining the True Blooded—her petty need to keep somebody out of her elite cadre. In order to teach her a lesson, and claim only what he was due, Ushoran stole her precious Elixir and entered into that same state of great un-life without her help, becoming the first of the Strigoi.

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20161004145008

Walach Harkon: Second only to Abhorash in fame is the great Walach Harkon. It was he who created the greatest order of Blood Knights, the Blood Dragons.

https://static.wikia.nocookie.net/w...Harkon.jpeg/revision/latest?cb=20200326211002

Zacharias the Everliving: Zacharias the Everliving is an immensely powerful Vampire of the Necrarch bloodline that rules over the Forest of Shadows.

-Lords/Heroes:

Blood Dragon Vampire Lord: The Blood Dragons, were a fearsome order of Blood Knights known for their peerless martial prowess in battle. They were consummate warriors, whose skill at arms was unmatched in the Old World, living only for martial combat and brutal battle. Usually fighting from horseback, the Blood Dragons sometimes fought on foot, and were masters of all forms of combat and all weapons, though they eschewed cowardly ranged weapons and magic in favour of pure physical strength and martial skills, believing only in that which was physical; however, they were not above using magic, and would sometimes use their innate (though poorly developed) abilities in Necromancy to raise undead servants.

>Cost: 1100

>Health: 3051

>Leadership: 80

>Speed: 38

>Melee attack: 70

>Melee defence: 40

>Weapon Damage: 310

>Armour-Piercing Damage: 170

>Armour: 71.25%

https://static.wikia.nocookie.net/t..._lord_0.png/revision/latest?cb=20181113115020

Lahmian Vampire Lord: The Lahmians may not have the brute strength of some of the other bloodlines, but they more than make up for this lack in cunning, deviousness, and their mastery of others. The Lahmians are secret string-pullers of the world, invisibly exerting untellable control over history. Their immortal plots are difficult for short-lived humans to see, and some that were set in motion in antiquity have yet to come to fruition.

>Cost: 1100

>Health: 2967

>Leadership: 80

>Speed: 38

>Melee attack: 55

>Melee defence: 60

>Weapon Damage: 310

>Armour-Piercing Damage: 170

>Armour: 67.5%

https://static.wikia.nocookie.net/t..._lord_0.png/revision/latest?cb=20181113114826

Necrarch Vampire Lord: The Necrarchs are the most learned of Vampires, more skilled at sorcery than with the blade. These skills have come at a price, however. The appearance of the Necrarchs has grown so hideous and unnatural that an ordinary man cannot bear to look upon them, and many run screaming at the sight. When their great library was burned to the ground by fearful mortals, many Necrarchs remained to burn with it, so strong was their devotion to knowledge.

>Cost: 800

>Health: 3051

>Leadership: 80

>Speed: 35

>Melee attack: 50

>Melee defence: 40

>Weapon Damage: 280

>Armour-Piercing Damage: 150

>Armour: 52.5%

https://static.wikia.nocookie.net/t..._lord_0.png/revision/latest?cb=20181113115124

Strigoi Vampire Lord: Large and heavy-set, Ushoran's descendants are the animalistic blunt instruments of the vampire race.

>Cost: 1000

>Health: 4332

>Leadership: 70

>Speed: 50

>Melee attack: 75

>Melee defence: 50

>Weapon Damage: 120

>Armour-Piercing Damage: 299

>Armour: 11.25%

https://static.wikia.nocookie.net/t...gn_01_0.png/revision/latest?cb=20190510133959

Von Carstein Vampire Lord: Out of all the Vampires that have ever been known to man, the cursed bloodline of the von Carsteins is by-far the most legendary. Handsome, arrogant, charismatic, prideful and ambitious, the von Carsteins are the true aristocracy of the night. It is said that the history of the von Carstein family can be traced back to the time of Sigmar Heldenhammer and the founding of the Empire. Indeed, for in a way, there is some truth to this, for it was Vlad von Carstein himself that was present during that ancient time, giving Sigmar vital instructions on how to defeat Nagash before the gates of Altdorf itself.

>Cost: 1000

>Health: 3051

>Leadership: 80

>Speed: 38

>Melee attack: 70

>Melee defence: 45

>Weapon Damage: 310

>Armour-Piercing Damage: 170

>Armour: 67.5%

https://static.wikia.nocookie.net/t..._lord_0.png/revision/latest?cb=20181113114923

Vampire Lords: Vampire Lords are amongst the most powerful Vampires within a Vampiric bloodline. To be a Vampire Lord is to obtain a position from which would've seen lesser Vampires perished, for within Vampiric hierarchy, it is well known that only the strongest individual within their numbers are given the right to rule over others of their kind.

>Cost: 1000

>Health: 3051

>Leadership: 80

>Speed: 38

>Melee attack: 70

>Melee defence: 45

>Weapon Damage: 310

>Armour-Piercing Damage: 170

>Armour: 67.5%

https://static.wikia.nocookie.net/warhammerfb/images/1/1c/Zombie-Dragon-Vampire-Counts-Warhammer-Fantasy-фэндомы-5136690_(1).jpeg/revision/latest/scale-to-width-down/300?cb=20200107182712

Master Necromancers: Master Necromancers are those few individuals who have dedicated their entire existence to the learning and practicing of Necromancy and Dark Magic. Extending their lifespan beyond their mortal limits, these evil men are truly powerful Sorcerers that have the ability to conjure up an entire army of Undead all by themselves. Ancient and malevolent beings, these Necromancers have since lost all touch with their former humanity.

>Cost: 900

>Health: 2776

>Leadership: 66

>Speed: 34

>Melee attack: 30

>Melee defence: 38

>Weapon Damage: 210

>Armour-Piercing Damage: 90

>Armour: 11.25%

https://static.wikia.nocookie.net/warhammerfb/images/9/96/Nec3.jpg/revision/latest?cb=20200919125929

Strigoi Ghoul Kings: Strigoi Ghoul Kings were once proud and mighty Vampires of the Strigoi bloodline that have since been shunned and hunted down by other Vampiric bloodlines and forced into a state of troglodyte existence. Large and highly grotesque monstrosities, these Strigoi are no less fearsome in combat than any other Vampire, for they still retain the ability to raise Undead armies of their own and match the skills of even a Vampire Lord in combat.

>Cost: 1100

>Health: 4032

>Leadership: 60

>Speed: 50

>Melee attack: 54

>Melee defence: 40

>Weapon Damage: 120

>Armour-Piercing Damage: 290

>Armour: 11.25%

https://static.wikia.nocookie.net/w...ul_King.png/revision/latest?cb=20150930034814

Necromancers: Necromancers are widely regarded as twisted and corrupt individuals who are obsessed with death and the avoidance of it at all costs. They are used by those magically inept Vampires to animate the broken corpses of their servants and return them to battle. To learn such dark magic, these desperate men will seek out a Necromancer or a Vampire to teach them, though this task is not without its own dangers and many aspirants have found themselves dying a grim death at the hands of their would-be tutor. Those that do survive invariably become powerful spell-casters, though their sanity is forever broken by the horrors they have witnessed.

>Cost: 1100

>Health: 4032

>Leadership: 60

>Speed: 50

>Melee attack: 54

>Melee defence: 40

>Weapon Damage: 120

>Armour-Piercing Damage: 290

>Armour: 11.25%

https://static.wikia.nocookie.net/w...omancer.png/revision/latest?cb=20150928004344

Tomb Banshees: Tomb Banshees are those many sorceresses, enchantresses and witches that have plagued the planet of Mallus over the centuries who have since died in a horrific and unfulfilling way. The most bitter, restless spirits of these evil-hearted women become Tomb Banshees. They constantly howl in remembrance of the pleasures of life that was theirs, and in bitterness for the peace of the grave that they cannot attain.

>Cost: 1000

>Health: 2385

>Leadership: 40

>Speed: 60

>Melee attack: 32

>Melee defence: 38

>Weapon Damage: 70

>Armour-Piercing Damage: 210

>Armour: 11.25%

https://static.wikia.nocookie.net/w...Banshee.png/revision/latest?cb=20160504053052

Vampires: Vampires are incredibly powerful Undead creatures. Unlike most of the Undead, Vampires retain all of their intelligence and will, and hence all of their ambition and desire. This makes them very dangerous indeed, for they can continue to grow and learn, spending eternity perfecting their skills and honing their plans and schemes. Vampires serve as the lieutenants of an Undead army, whose combat prowess and adequate skills in Necromancy can help determine the outcome of a battle.

>Cost: 1000

>Health: 2679

>Leadership: 60

>Speed: 38

>Melee attack: 60

>Melee defence: 35

>Weapon Damage: 300

>Armour-Piercing Damage: 130

>Armour: 67.5%

https://static.wikia.nocookie.net/w...mpCount.jpg/revision/latest?cb=20200107191032

Wight Kings: Wight Kings were once ancient and immensely powerful Human Warlords that have once occupied the lands of present-day Sylvania in the days before the founding of the Empire. When imbued with Dark Magic, these ancient warlords rise from their crypts as Wight Kings, eyes glowing with unnatural life. The merest touch of their blade can drain the life from their foes, or slice through flesh and bone with effortless ease. Clad in heavy armour, their bodies are virtually invulnerable to damage, making them a common choice amongst many Undead factions as front-line field commanders.

>Cost: 1000

>Health: 3297

>Leadership: 70

>Speed: 33

>Melee attack: 34

>Melee defence: 48

>Weapon Damage: 260

>Armour-Piercing Damage: 150

>Armour: 67.5%

https://static.wikia.nocookie.net/w...t_Kings.png/revision/latest?cb=20150927065555

-Infantry: Most of the Vampire counts infantry is nothing more than reanimated corpses in the form of zombies or skeleton. These beings main strength is to overwhelm enemy forces with numbers beyond reckoning, and while they may have no will of their own, they don't need to be resupplied in any shape or form.

Gloom: Glooms were a form of Undead spirit, raised from ancient barrows by Heinrich Kemmler.

>Cost: 650

>Health: 62

>Leadership: 48

>Speed: 48

>Melee attack: 16

>Melee defence: 10

>Weapon Damage: 6

>Armour-Piercing Damage: 18

>Armour: 57,5%

Simulacra: Simulacra were powerful Undead constructs, horrific statues possessed by foul Spirits. They were most notably used by Heinrich Kemmler during his attack on Athel Loren in 2497 IC.

>Cost: 650

>Health: 72

>Leadership: 50

>Speed: 27

>Melee attack: 24

>Melee defence: 46

>Weapon Damage: 30

>Armour-Piercing Damage: 8

>Armour: 77,5%

Zombies: Zombies are simple corpses raised by a Necromancer to be used against the enemy as simple infantry. The armaments of these unliving are extremely diverse, for any who have died on the field of battle are instantly amongst their ranks. Some might have been recently slain Imperial troopers with magnificent weapons and armour, while others may consist of simple peasants with rusted pitchforks and kitchen knives. Whatever their origins, these unliving are still used extensively by the Vampire Counts.

>Cost: 100

>Health: 63

>Leadership: 30

>Speed: 23

>Melee attack: 5

>Melee defence: 6

>Weapon Damage: 16

>Armour-Piercing Damage: 2

>Armour: 7.5%

https://static.wikia.nocookie.net/w...Zombies.jpg/revision/latest?cb=20150921043809

Skeleton Warriors: Skeletons form the mainstay of the Vampire Counts armies, and unlike Zombies, have the ability to go head-to-head against other enemy infantry. These skeletons are warriors raised from times long ago, having been slain in combat and buried with both their weapons and armour still intact. Although these warriors bare rusted swords and rotting wooden shields, these Skeletons still have a flicker of light within their sockets that indicates their spirits still linger within them, whose souls still remain trapped within the material realm.

>Cost: 300

>Health: 61

>Leadership: 30

>Speed: 31

>Melee attack: 18

>Melee defence: 22

>Weapon Damage: 20

>Armour-Piercing Damage: 6

>Armour: 15%

https://static.wikia.nocookie.net/w...Warrior.png/revision/latest?cb=20150922012038

Crypt Ghouls: Crypt Ghouls, or simply just Ghouls, are malformed humans whom have devolved themselves into a primitive existence due to the horrible consumption of dead flesh. Unlike the Undead, these still living creatures do not engage their enemy head-on and would rather attack from the shadows where they could use their adept hunting instincts and their poisonous claws to great effect.

>Cost: 500

>Health: 63

>Leadership: 44

>Speed: 38

>Melee attack: 27

>Melee defence: 25

>Weapon Damage: 36

>Armour-Piercing Damage: 4

>Armour: 7,5%

https://static.wikia.nocookie.net/w..._Ghouls.png/revision/latest?cb=20150922020246

Grave Guards: Grave Guards are, unlike simple Skeletal Warriors, heroes and powerful warriors from a long and ancient past. Equipped with some of the finest weapons and armour of their age, these Undead still have the combat abilities of their former lives still within them, allowing them to become a formidable corps of warriors, their enchanted blades cutting down the toughest of enemies.

>Cost: 750

>Health: 82

>Leadership: 50

>Speed: 27

>Melee attack: 24

>Melee defence: 36

>Weapon Damage: 30

>Armour-Piercing Damage: 8

>Armour: 67,5%

https://static.wikia.nocookie.net/w..._Guards.png/revision/latest?cb=20150922081700

Cairn Wraiths: Cairn Wraiths are amongst the most powerful of the Undead. Though they lack physical form, their touch drains the life of a mortal. Their very presence fills the air with dread, and most who face them are driven mad with fear long before they are killed. Filled with rage, these vengeful spirits fall upon their enemies, tearing them apart with great sweeps of their ancient, magical scythes. In return, those who do stand against them find their pitiful attacks merely pass straight through the Cairn Wraith, making contact with nothing but foul air and tattered robes. It doesn't take long for the Wraiths to punish them for their insolence.

>Cost: 850

>Health: 82

>Leadership: 38

>Speed: 48

>Melee attack: 28

>Melee defence: 20

>Weapon Damage: 6

>Armour-Piercing Damage: 38

>Armour: 67,5%

https://static.wikia.nocookie.net/w...Wraiths.png/revision/latest?cb=20150922084229

Neferata's handmaidens (Neferata's only): Neferata's handmaidens were like a harem of exquisite beauties from every human kingdom. In their courtly disguises they were ravishing ladies – porcelain-skinned nobles and exotic princesses from afar. This was a masquerade: each was a vampiress, a member of Neferata's get, and their beauty lasted only so long as they had fresh blood. They were cruel and sadistic, and though their true skills resided in courtside infiltration and politics of subversion, they were still deadly foes upon the battlefield. Many of Neferata's handmaidens were spread across the realms of mankind, but the following were present at the Battle of Skull Chasm: The Pallid Sisters, twins from icy Kislev; Lycindia the Cruel, the Duchess of Malstonia; Naaima, a concubine out of far Cathay; and the Red Coven, a hellish trio atop a coven throne, made up of Heterneb of ancient Lahmia, Giselle of Marienburg, and Bellatash of Tilea.

>Cost: 990

>Health: 88

>Leadership: 70

>Speed: 64

>Melee attack: 40

>Melee defence: 59

>Weapon Damage: 20

>Armour: 15.40%

https://static.wikia.nocookie.net/warhammerfb/images/c/c5/Neferata's_Handmaidens.jpg/revision/latest?cb=20161002035626

Spirit Hosts: Spirit Host are those tormented spirits of Humans who were not given rest from their graves and was forcibly summoned by Necromancers or Vampires to do their bidding. On the field of battle, these vengeful apparitions cluster together into hosts that drift slowly towards their warm-blooded victims with terrible inevitability. Even a cannonball strike will not damage a Spirit Host, for they exist only partially in this world. However, their twilight state does not render these spirits harmless. They can claw at a mortal's flesh with long, taloned hands, stopping the victim's beating heart with nothing more than a touch.

>Cost: 750

>Health: 72

>Leadership: 28

>Speed: 48

>Melee attack: 18

>Melee defence: 20

>Weapon Damage: 3

>Armour-Piercing Damage: 28

>Armour: 67,5%

https://static.wikia.nocookie.net/w...Edition.png/revision/latest?cb=20170106003632

Patchwork Men: Patchwork Men are the monstrous creations of Necromancy, stitched together from pieces of multiple corpses and then reanimated like a Zombie.

>Cost: 200

>Health: 73

>Leadership: 50

>Speed: 33

>Melee attack: 15

>Melee defence: 16

>Weapon Damage: 26

>Armour-Piercing Damage: 22

>Armour: 17.5%

https://static.wikia.nocookie.net/w...Edition.png/revision/latest?cb=20180419204136

Sylvanian Crossbowmen: The peasants of Sylvania live grim and joyless lives, in constant fear of their vampiric overlords. Thus, just as the human rulers of other nations press their peasants into service, so do the Vampire Counts of Sylvania.

>Cost: 475

>Health: 69

>Leadership: 50

>Speed: 33

>Melee attack: 14

>Melee defence: 17

>Weapon Damage: 21

>Armour: 15 %

>Missile damage: 16

>Armour-piercing missile damage: 4

>Range: 160

https://static.wikia.nocookie.net/t...test/scale-to-width-down/70?cb=20171003155148

Sylvanian Handgunners: Although the armies of the Vampire Counts consist predominantly of undead raised through Necromancy, in some cases units of Sylvanian Peasant Levies have followed their von Carstein masters into battle.

>Cost: 600

>Health: 69

>Leadership: 50

>Speed: 33

>Melee attack: 16

>Melee defence: 17

>Weapon Damage: 21

>Armour: 15 %

>Missile damage: 5

>Armour-piercing missile damage: 17

>Range: 145

https://static.wikia.nocookie.net/t...gunners.png/revision/latest?cb=20190510182310

Cavalry, Monsters and Beasts: Many of the beasts and cavalries of the Vampire Counts are among some of the most hideous beasts the world of Mallus has ever witnessed. Many of them undead or amalgamations of different corpses, they strike fear in the heart of the enemy, becoming an efficient shock force on the battlefield.

Black Knights: Black Knights come from a time many centuries ago, when barbarian tribes roamed what is now the Empire. Upon their death they were buried with their most prized possessions - their blade, their armour, and their steed. However, without the blessing of Morr, these corpses are susceptible to the corrupting influence of a Necromancer. Many centuries afterwards, it is common for Necromancers to raise these unblessed corpses from the grave to do his bidding as his most elite warriors.

>Cost: 700

>Health: 114

>Leadership: 50

>Speed: 78

>Melee attack: 26

>Melee defence: 26

>Weapon Damage: 29

>Armour: 60 %

https://static.wikia.nocookie.net/w...Knights.png/revision/latest?cb=20150924015911

Hexwraiths: Hexwraiths are born in the very depths of the Underworld, their only goal in the afterlife is to hunt down those evil men who have cheated death. Tearing from the Underworld and into the material world, these Hexwraiths ride from one end of the Old World to another in order to hunt down those that would defy the Death Gods wishes, whether it would be amateur Necromancers or powerful Vampires. Ironically, however, these spirits would often be lured and trapped by the bindings of a Necromancer, and forced to do their bidding.

>Cost: 1400

>Health: 96

>Leadership: 38

>Speed: 94

>Melee attack: 24

>Melee defence: 20

>Weapon Damage: 4

>Armour: 60 %

https://static.wikia.nocookie.net/w...xwraith.png/revision/latest?cb=20150925032216

Blood Knights: The first Blood Knights were once an honourable brotherhood of Imperial Knights that protected the lands just west of the Imperial province of Wissenland. However, after their horrific transformation into Vampries, these once noble Knights have since become the bearers of the unholy blood of the Blood Dragon bloodline. Their once shining armour is now encrusted with the blood and gore of countless battles, their monstrous steeds ragged and ruined from years of warfare, yet held together by potent necromantic spells. The Blood Knights are nigh indestructible and their thirst for blood makes them ferocious and implacable. Since the creation of the Blood Dragons, many more Blood Knight orders have been founded, from many different families.

>Cost: 1700

>Health: 116

>Leadership: 65

>Speed: 70

>Melee attack: 32

>Melee defence: 40

>Weapon Damage: 25

>Armour: 81,59 %

https://static.wikia.nocookie.net/w...ragon_4.jpg/revision/latest?cb=20170918042019

Black Grail Knights: The Black Grail Knights were the resurrected corpses of twelve long-dead Grail Knights of Bretonnia. Greater and more infamous than even the Blood Dragons of the time, they were among the mightiest Undead to have ever walked the Old World.

>Cost: 1800

>Health: 126

>Leadership: 75

>Speed: 80

>Melee attack: 42

>Melee defence: 50

>Weapon Damage: 35

>Armour: 90 %

https://static.wikia.nocookie.net/w..._17-42.jpeg/revision/latest?cb=20170918034612

Corpse Carts: Corpse Carts are large rotting carts that are used to attract a large influx of Dark Magic from the surrounding land. When Dark Magic becomes thick within the air, the Corpse Cart is used to send shockwaves of Dark Magic that would ripple across the battlefield, allowing the recently slain to be drawn back together and once more fight at their side.

>Cost: 350

>Health: 3705

>Leadership: 55

>Speed: 23

>Melee attack: 10

>Melee defence: 22

>Weapon Damage: 20

>Armour: 33,75 %

https://static.wikia.nocookie.net/w...se_Cart.png/revision/latest?cb=20150927051514

Black Coaches: Black Coaches are, as their name suggests, coaches that are painted jet-black and driven by the servants of the Undead. Driven forward by a pair of Nightmares and a scythe-wielding Wraith, these coaches serve as a way of transporting a Vampire anywhere he wishes, protecting him from the baneful sun and plowing through any opposition that would dare to stand in his way.

>Cost: 1200

>Health: 4485

>Leadership: 40

>Speed: 78

>Melee attack: 24

>Melee defence: 10

>Weapon Damage: 30

>Armour: 45 %

https://static.wikia.nocookie.net/w...k_Coach.png/revision/latest?cb=20150927055613

Mortis Engines: Mortis Engines are large horrific reliquary's that are borne afloat by a host of spirits and used by many Undead factions as a way to help bolster the combat abilities of those Undead that are close by as well as to suck the courage and life essence of the opposing army.

>Cost: 1400

>Health: 5427

>Leadership: 60

>Speed: 48

>Melee attack: 30

>Melee defence: 13

>Weapon Damage: 50

>Armour: 30 %

https://static.wikia.nocookie.net/w..._Engine.png/revision/latest?cb=20150926231813

Coven Thrones: The Coven Throne is a huge and unnecessarily decorative throne whose purpose is to borne afloat a Vampire Lord across the battlefield, borne aloft by the departed spirits of those slain by the Vampire. Ghostly, and occasionally armoured tendrils stretch upward at the bottom of the throne, at the head of which are skeletal riders on armoured horses. At the centre, it features the seductive Vampire and her handmaidens looming over a cauldron of blood.

>Cost: 1300

>Health: 4585

>Leadership: 50

>Speed: 88

>Melee attack: 34

>Melee defence: 20

>Weapon Damage: 40

>Armour: 55 %

https://static.wikia.nocookie.net/w..._Throne.png/revision/latest?cb=20161015043104

Fell Bats: Fell Bats are among one of the largest variants of Bats living within the Old World, so large that their wingspan can grow to the height of a tall man, and whose numbers can literally devour the inhabitants of an entire village.

>Cost: 350

>Health: 70

>Leadership: 30

>Speed: 110

>Melee attack: 14

>Melee defence: 44

>Weapon Damage: 20

>Armour: 55 %

https://static.wikia.nocookie.net/w...ll_Bats.jpg/revision/latest?cb=20161003053650

Dire Wolves: Dire Wolves are the arisen corpses of Giants Wolves that were brought back to serve the will of a Necromancer. Like in their former life, these Dire Wolves serve as horrific pack animals that hunt the enemies of his master like the hounds of the living.

>Cost: 500

>Health: 76

>Leadership: 30

>Speed: 95

>Melee attack: 26

>Melee defence: 14

>Weapon Damage: 19

>Armour: 55 %

https://static.wikia.nocookie.net/w..._Wolves.png/revision/latest?cb=20161015035717

Crypt Horrors: Crypt Horrors are a larger form of Ghouls that have managed to consume the blood of a Vampire, granting the beast incredible size and physical strength. With these benefits, these Crypt Horrors are used extensively by the Vampires Counts as a form of heavy shock infantry, able to burst through the ranks of the enemy and endure great punishment.

>Cost: 800

>Health: 560

>Leadership: 44

>Speed: 50

>Melee attack: 31

>Melee defence: 25

>Weapon Damage: 15

>Armour: 11,25 %

https://static.wikia.nocookie.net/w...Horrors.png/revision/latest?cb=20150922042649

Vargheists: Vargheists are the darkness in a Vampire's soul made manifest after consuming a horrid amount of Warpstone taint. They are towering winged humanoids, each several times the size of a man. Though the Vargheists were once noble Vampires, they have since devolved into ravening predators desperate for the taste of blood.

>Cost: 1000

>Health: 395

>Leadership: 62

>Speed: 92

>Melee attack: 40

>Melee defence: 24

>Weapon Damage: 72

>Armour: 7,5 %

https://static.wikia.nocookie.net/w...rghiest.png/revision/latest?cb=20150922085922

Varghulfs: Varghulfs are those devolved Vampires that have given themselves up to their primal urges, and willingly transform themselves into monsters that are far stronger than any typical Vampire, but at the price of the creature's former thoughts and personality.

>Cost: 1400

>Health: 5286

>Leadership: 40

>Speed: 80

>Melee attack: 50

>Melee defence: 42

>Weapon Damage: 85

>Armour: 30 %

https://static.wikia.nocookie.net/w...rghulfs.png/revision/latest?cb=20150926225201

Terrorgheists: Terrorgheists are the largest and most powerful Bat species to have ever existed, so large and terrifying that they've grown to the size of Dragons. These monstrous Bats are rare yet extremely dangerous, so much so that they've become a favoured mount for many Vampiric bloodlines, the most prominent of which are the Strigoi.

>Cost: 2000

>Health: 5658

>Leadership: 40

>Speed: 90

>Melee attack: 26

>Melee defence: 42

>Weapon Damage: 125

>Armour: 60 %

https://static.wikia.nocookie.net/w...oghiest.png/revision/latest?cb=20151003005137

Morghasts: The origins of the Morghasts, the Heralds of the Accursed One, lie deep in the past, long before the time of Sigmar.

>Cost: 900

>Health: 570

>Leadership: 54

>Speed: 50

>Melee attack: 41

>Melee defence: 35

>Weapon Damage: 25

>Armour: 22,25 %

https://static.wikia.nocookie.net/w..._Archai.jpg/revision/latest?cb=20160925234347

-Vampire Counts attributes:

  • Undead army: The grand majority of the Vampire Counts military is composed of undead. The few mortals that are enlisted in the Undead kingdom are often more afraid of their masters than their foes, and are generally a minority within the Vampire military. These hordes know no fear and can charge at the foe not caring of the losses, and a vampire lord can either resuscitate the enemy dead, or use a necromancer to do the dirty work. But there is a seatback in all this: if the Vampire lord or necromancer is slain in battle, the entire army will collapse with it. (Undead units don't rout. Vampire/necromancer can reanimate slaid enemies as long as they are living. If the necromancer/vampire dies, undead units HP drops to 0. Undead armies are completely dependent on Vampire/necromancer.)
  • Vampire aristocracy: Vlad von Carstein is de jure the ruler of new Sylvania, but de facto his power is extremely limited to the wishes of the other vampire counts, who rule their territories in complete autonomy. (-80 out of -100 centralized government)
  • Unstable successions: Should a leader of the territories of the Vampire Counts be killed in battle, the various lords of that vampire territory will squabble between themselves to become the rulers of the new land. (-100 out of -100 stability if legendary lord is killed.)
  • The blood tax: The sole taxation of New Sylvania is the Blood Tax, which is essentially giving one family member to the vampire counts for them to feed. On top of not bringing any sort of money to the Vampire Counts through taxation, this causes unrest among the populum, who haven't had the time to be broken like the people of Sylvania were by the vampire. (Vampire Counts do not get tax money from their provinces, +70 out of +100 civil unrest)
  • The dead walking: Vampires are capable of resurrecting the dead to do their bidding, but they don't need to be in Sylvania to do the job. They can summon the dead in any region of this new world, and so they can easily cause devastation in enemy territory without sending an actual army. (Gives -50 out of -100 stability in any region a vampire/necromancer infiltrates)
If there are any things that I should modify/add, let me know.

I hope you guys like this new update! Be sure to like(if you like it), comment(please comment so I can learn what your opinion is) and.....follow I guess.
 
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Race Introduction 6: Vampire Coast
Vampire Coast:

While the greatest vampires known by mankind are said to live in Sylvania, in Lustria there is a vampiric realm under the rule of the mad Vampire Pirate King Luthor Harkon.

But when Mutilator casted him to Earth, he and his realm ended in the Peruvian capital of Lima, which he took by surprise and subjugated to his new Vampire empire. But he has little time to waste, for his madness can only be cured by the artifacts of the Slanns. And as it turns out, they have been scattered all over the world when Mutilator opened his portal.

-Lords of the New Vampire Coast

Lythor Harkon: Luthor Harkon, born Lutr of the Lahmian Harkoni tribe, was the self-styled Arch-Grand Commodore and Pirate King of the Vampire Coast, leader of the Zombie Pirates and one the Dark Lords of Nagash, feared as the Mortarch of the Abyss. As the "king" of the Vampire coast, all lands are free for his expansion.

https://static.wikia.nocookie.net/w...68x2224.png/revision/latest?cb=20201015112818

Vangheist: Every mariner that sails that Great Ocean has heard the tale of Vangheist and his turncoat crew, for it is a tale of bitter treachery and greed. Lured by promises of immortality, Vangheist slew his wizard master in cold blood, not wishing to share that which he sought. And immortality he received on reaching journey's end, though it was not in the manner that Vangheist expected. When the warship returned to the mortal plane, both crew and vessel had long since rotted away, leaving nothing but a ghost ship. It had become the Shadewraith, doomed to spread the misery of its eternal curse to all who look upon it.


Skretch: The Skaven rat-lord known as Skretch, Warlord of Clan Skurvy, was once a prosperous piratical mastermind. But his luck ran out when his flagship was swallowed up by an Orb Leviathan, having mistaken its bioluminescent lure for a haul of warpstone. With verminous desperation to survive, the trapped Skaven ate the giant beast from the inside out, but were asphyxiated before they could escape the sea monster's husk. Discovering its drifting cadaver, Count Noctilus cast a mighty Necromantic ritual to raise the Orb Leviathan, but also inadvertently brought Skretch and his crew back to life too!

https://static.wikia.nocookie.net/w...Skretch.jpg/revision/latest?cb=20170417182519
Tordrek Hackhart: Before his descent into bitterness and jealousy, Tordrek Hackhart was once one of the most gifted Dwarf Engineers in Barak Varr and the undisputed master of building submersible ironcraft. Ultimately, his intense rivalry with Red Brokk Gunnarsson was to be his downfall, and he was banished in ignominy for his failed attempt on Gunnarsson's life. Hackhart managed to escape in his latest creation, a strange tentacled warship, the Black Kraken, that he had built after a series of troubled fever-dreams.

https://static.wikia.nocookie.net/w...ackhart.jpg/revision/latest?cb=20170416230712

Noctilus: Captain of the Bloody Reaver and Admiral of the Dreadfleet, Count Noctilus is behind the events that have led to Jaego Roth's crusade of vengeance at the head of the Grand Alliance fleet. Noctilus was once known by another name - Nyklaus von Carstein, whose own home was the distant land of Sylvania. He is in charge of the Southern expeditions of the Vampire Coast.

https://static.wikia.nocookie.net/w...octilus.jpg/revision/latest?cb=20170418191426

Cylostra Direfin: Cylostra Direfin, feared as the Siren of the Storm, is the ghostly, self-obsessed madame-captain of the ghost galleon Lamprey, and a powerful sea witch. She is in charge of the Northern expeditions of the Vampire Coast

https://static.wikia.nocookie.net/w...ammer_2.png/revision/latest?cb=20181012175601

-Lords/Heroes:

Vampire Fleet Admiral: The Vampires that lead the ranks of Undead mariners typically have centuries of experience. As long-living admirals, they can become a warship's heart and soul – being Undead, however, those are two things they themselves lack.

>Cost: 1000

>Health: 3051

> Leadership: 75

>Speed: 40

> Melee Attack: 65

> Melee Defence: 45

>Weapon Damage: 310

> Armour-Piercing Damage: 170

>Missile Damage: 30

>Armour-Piercing Missile Damage: 120

> Range: 90

>Armor: 52.5%

https://static.wikia.nocookie.net/w...al-post.jpg/revision/latest?cb=20190913212149

Gunnery Wight: Some men are so adept in the use of their weaponry during their lifetimes, however, that the Winds of Magic imprint those skills upon them so they may also manifest after death. The rifle-wielding Gunnery Wights are examples of this phenomenon, carefully animated from the corpses of high-ranking marksmen and artillerymen to be as obsessed with gunpowder in death as they were in life.

>Cost: 1000

>Health: 2979

> Leadership: 60

>Speed: 38

> Melee Attack: 34

> Melee Defence: 38

>Weapon Damage: 260

> Armour-Piercing Damage: 140

>Missile Damage: 60

>Armour-Piercing Missile Damage: 180

> Range: 180

>Armor: 22.5%

https://static.wikia.nocookie.net/warhammerfb/images/5/5a/Creative-assembly-cst-vampire-fleet-gunnery-wight_(3).jpg/revision/latest?cb=20190122191005

Mourngul Haunter: When bodily death overtakes the stranded and desperate, such is their anguish and malice that it lingers on, and the most destructive Winds of Magic are drawn to coil around their spirits to taint and saturate them. With their cadavers becoming warped and twisted into inhuman proportions, they transform into something neither ghost nor revenant – a monstrous, razor-thin shadow of cold, dead flesh and frostbite-cracked bone, with a gaping maw of needle-teeth and a cavernous stomach that hangs open like a dreadful wound.

>Cost: 1450

>Health: 4926

> Leadership: 60

>Speed: 54

> Melee Attack: 48

> Melee Defence: 38

>Weapon Damage: 140

> Armour-Piercing Damage: 280

>Armor: 30%

https://static.wikia.nocookie.net/w...ender_1.jpg/revision/latest?cb=20190419201842

Vampire Fleet Captain: Harkon's captains or "shipwights" are all carefully animated from the mariners that he captures. Given the Arch Grand Commodore's whimsical nature, they tend to be bloodthirsty souls whose grasp on rational thought is a little less than solid.

>Cost: 1000

>Health: 2679

> Leadership: 60

>Speed: 38

> Melee Attack: 60

> Melee Defence: 40

>Weapon Damage: 300

> Armour-Piercing Damage: 130

>Armor: 22,5 %

https://static.wikia.nocookie.net/w...t_Art_1.jpg/revision/latest?cb=20190419183803

-Infantry: Much like the Vampire Couts, Luthor counts on hordes of undead soldiers to overwhelm his opponents, but most of his army is specialized in range, with guns and cannons to back him up.

Zombie Pirate Deckhands Mob: Festooned with all manner of rusty and corroded weaponry, Zombie Pirates make up the bulk of Harkon's damned followers. Unlike most reanimated vassals, some vicious spark of personality resides deep within the rotten souls of the Deckhands, making them all the more formidable in combat.

>Cost: 300

>Health: 72

> Leadership: 35

>Speed: 23

> Melee Attack: 17

> Melee Defence: 15

>Weapon Damage: 22

> Armour-Piercing Damage: 7

>Armor: 11,25 %

https://static.wikia.nocookie.net/w...ckhands.png/revision/latest?cb=20190114101405

Syreens: Tales speak of the Syreens that lure mariners to their doom on the rocks along the Vampire Coast. These wretched creatures are much akin to the Banshees of the Old World and are as feared on dry land as they are on the seas.

>Cost: 850

>Health: 82

> Leadership: 38

>Speed: 48

> Melee Attack: 23

> Melee Defence: 32

>Weapon Damage: 7

> Armour-Piercing Damage: 23

>Armor: 11,25 %

https://static.wikia.nocookie.net/w...syreens.png/revision/latest?cb=20190114100922

Depth Guard: The Depth Guard are the elite vampiric infantry of the Vampire Coast. Blood Knight warriors one and all, they are hand-picked by their masters and given the Blood Kiss, rather than being simply raised from the drowned rabble. Clad in eldritch armour, they are an unstoppable force on the field of battle, unrelenting in their advance.

>Cost: 1200

>Health: 105

> Leadership: 60

>Speed: 36

> Melee Attack: 49

> Melee Defence: 31

>Weapon Damage: 46

> Armour-Piercing Damage: 18

>Armor: 67,5 %

https://static.wikia.nocookie.net/w...h_guard.png/revision/latest?cb=20181208233412

Zombie Pirate Gunnery Mob: Though their weapons are rusted and sodden, many of Harkon's Undead Pirates cling to the guns they held so dearly in life. Wielding a shabby collection of black powder weapons long past their best, the Zombies of the Gunnery Mob still gain a small spark of the satisfaction they enjoyed in life through the random discharge of noisy, indiscriminate firepower.

>Cost: 300

>Health: 54

> Leadership: 30

>Speed: 23

> Melee Attack: 12

> Melee Defence: 6

>Weapon Damage: 13

> Armour-Piercing Damage: 2

>Missile Damage: 10

>Armour-Piercing Missile Damage: 2

> Range: 90

>Armor: 11.25%

https://static.wikia.nocookie.net/w...ery_mob.png/revision/latest?cb=20190114093142

Deck Gunners: Dead or alive, all pirates love guns, and the bigger they are, the better. Though the barrels be corroded and the aim of the gunners be poor (arrr!), the sheer power and range of Harkon's swivel gunners command respect from his foes.

>Cost: 700

>Health: 108

> Leadership: 30

>Speed: 23

> Melee Attack: 5

> Melee Defence: 10

>Weapon Damage: 16

> Armour-Piercing Damage: 2

>Missile Damage: 7

>Armour-Piercing Missile Damage: 37

> Range: 245

>Armor: 11.25%

https://static.wikia.nocookie.net/w...gunners.png/revision/latest?cb=20190114093831

Animated Hulks: Not all mariners are of human stature and girth. Indeed, many Ogres take passage aboard ocean-going vessels in search of money or food. Thus, not all of Harkon's eternal indentured servants are man-sized, though for some reason the reanimation process often yields more unpredictable results.

>Cost: 750

>Health: 602

> Leadership: 40

>Speed: 38

> Melee Attack: 30

> Melee Defence: 24

>Weapon Damage: 33

>Armor: 26.25%

https://static.wikia.nocookie.net/w...d_hulks.png/revision/latest?cb=20190426181553

Mournguls: Considered neither living nor dead, it is notoriously difficult to subjugate these ghastly spectres, but some who undergo the twisted transformation are forced into enslavement by those with the right necromantic knowledge. When the Winds surge and arcane storms scream across the world, powerful binding scrolls can be fashioned to exert control over the walking nightmares, making it possible to create small bands of lesser Mournguls to do one's bidding.

>Cost: 1000

>Health: 560

> Leadership: 50

>Speed: 45

> Melee Attack: 36

> Melee Defence: 24

>Weapon Damage: 30

>Armor: 22.5%

https://static.wikia.nocookie.net/w...urnghul.jpg/revision/latest?cb=20170721000800

Rotting Prometheans: Rotting Prometheans are the Undead husks of Prometheans, a monstrous crab-like species native to Lustria.

>Cost: 1100

>Health: 660

> Leadership: 44

>Speed: 45

> Melee Attack: 38

> Melee Defence: 48

>Weapon Damage: 22

>Armor: 86,67%

https://static.wikia.nocookie.net/w...etheans.png/revision/latest?cb=20190114095419

Rotting Prometheans Gunnery Mob: There are many wondrous and dangerous creatures that dwell beneath the world's waves. From fire-breathing Sea Dragons to the ravaging Kraken of the Great Ocean, the sea's bounty is truly as varied as that of land-going life. Once dead, however, even the most belligerent creatures become infinitely more controllable to the seafaring Necromancers that terrorise the oceans. The Lustrian coastline is home to many such useful sea monsters, including the crab-like Prometheans which scuttle across the more shallower regions of the continent's surrounding ocean floors. Standing as tall as fully-grown men, and with pincers that can dismember a man like giant scissors, they are distant cousins of the much larger and rarer Leviathans. Being relatively common in their known habitats, Prometheans are often targeted by Undead Pirate fleets to be killed, reanimated, and brought into their fighting ranks, either as mounts or as monstrous combatants in their own right.

>Cost: 1350

>Health: 676

> Leadership: 44

>Speed: 45

> Melee Attack: 38

> Melee Defence: 48

>Weapon Damage: 22

> Armour-Piercing Damage: 55

>Missile Damage: 3

>Armour-Piercing Missile Damage: 8

> Range: 90

>Armor: 86,67%

https://static.wikia.nocookie.net/t...ery_mob.png/revision/latest?cb=20181111080505

Deck Droppers: Fell Bats hang from the topmost spars high in the rigging of Harkon's pirate fleet and lie dormant until the coppery tang of blood fills the air. When battle rages, the bats dive among the combatants and carry a vicious (though somewhat disoriented) Zombie Pirate in their sharp talons.

>Cost: 450

>Health: 188

> Leadership: 40

>Speed: 80

> Melee Attack: 26

> Melee Defence: 22

>Weapon Damage: 20

> Armour-Piercing Damage: 2

>Missile Damage: 24

>Armour-Piercing Missile Damage: 6

> Range: 80

>Armor: 11,25 %

https://static.wikia.nocookie.net/w...roppers.png/revision/latest?cb=20190112131737

Mortar: Mortars are short, heavy weapons, designed to lob a hollow, explosive shell high into the air so that it drops onto its target. While a solid cannonball may plough through several victims, a Mortar shell explodes with tremendous force, scattering razor-sharp shrapnel over a wide area and scything through whole ranks of enemy warriors.

>Cost: 600

>Health: 1089

> Leadership: 30

>Speed: 20

> Melee Attack: 10

> Melee Defence: 6

>Weapon Damage: 16

> Armour-Piercing Damage: 2

>Missile Damage: 100

>Armour-Piercing Missile Damage: 30

> Range: 380

>Armor: 15 %

https://static.wikia.nocookie.net/w..._mortar.png/revision/latest?cb=20190430145415

Carronade: Many of the ships in the Vampire fleet carry small-bore, short-barreled cannons, known as carronades or smashers. Though their power pales by comparison to that of Imperial Great Cannon, it can still wipe out whole files of foes in a single shot.

>Cost: 700

>Health: 1089

> Leadership: 30

>Speed: 20

> Melee Attack: 10

> Melee Defence: 6

>Weapon Damage: 16

> Armour-Piercing Damage: 2

>Missile Damage: 88

>Armour-Piercing Missile Damage: 352

> Range: 450

>Armor: 15 %

https://static.wikia.nocookie.net/w...rronade.png/revision/latest?cb=20190430144640

Queen Bess: This enormous and oft-repaired monstrosity is Harkon's pride and joy. The exact heritage of Queen Bess is uncertain but, from the reports that have reached the Colleges of Nuln, it is likely to have begun life as nothing less than a Hell-Hammer Cannon! It has since been much "refined" and "improved" by Harkon (in one of his more than usually lucid moments) and reduced in size somewhat. Even so, the Queen Bess remains one of the most powerful pieces of black powder artillery ever to grace the shores of Lustria.

>Health: 7057

> Leadership: 30

>Speed: 20

> Melee Attack: 12

> Melee Defence: 10

>Weapon Damage: 22

> Armour-Piercing Damage: 7

>Missile Damage: 75

>Armour-Piercing Missile Damage: 262

> Range: 450

>Armor: 11,25 %

https://static.wikia.nocookie.net/w...en_bess.png/revision/latest?cb=20190722215718

Fell Bats: Fell Bats are among one of the largest variants of Bats living within the Old World, so large that their wingspan can grow to the height of a tall man, and whose numbers can literally devour the inhabitants of an entire village.

>Cost: 350

>Health: 70

>Leadership: 30

>Speed: 110

>Melee attack: 14

>Melee defence: 44

>Weapon Damage: 20

>Armour: 55 %

https://static.wikia.nocookie.net/w...ll_Bats.jpg/revision/latest?cb=20161003053650

Scurvy Dogs: Many Pirate settlements are filthy dives of scum and villainy, infested with all manner of vermin and wild dogs, many of which are pitied by drunken pirates and brought aboard ship as affectionate, if somewhat noisome pets. Many such dogs serve their masters beyond the death of both. These dogs are less affectionate and much more noisome.

>Cost: 450

>Health: 76

>Leadership: 30

>Speed: 95

>Melee attack: 26

>Melee defence: 12

>Weapon Damage: 19

>Armour: 55 %

https://static.wikia.nocookie.net/w...vy_dogs.png/revision/latest?cb=20190114095829

Bloated Corpse: Some cadavers lurch from the sea swollen with noxious gases and liquefying tissues seeping from rotten and tattered skin. It is preferable by far to fight such a creature at a distance, for when slain, their tortured forms disintegrate in a poisonous shower of decomposing internal organs and diseased fluids.

>Cost: 300

>Health: 1026

>Leadership: 100

>Speed: 38

>Melee attack: 50

>Melee defence: 40

>Weapon Damage: 140

>Armour: 55 %

https://static.wikia.nocookie.net/w..._corpse.png/revision/latest?cb=20190112132359

Necrofex Colossus: The unhallowed form of the Necrofex Colossus is one of the most terrifying anathemas known to arcane lore. Varying in composition, they always hold true to the same basic form – a monstrous humanoid shape akin to a giant, fashioned upon a frame of galley-torn timber, iron, or bone, onto which the 'flesh' and musculature of the dead has been bound and shaped, with scores of corpses used in their creation.

>Cost: 1900

>Health: 7131

> Leadership: 50

>Speed: 45

> Melee Attack: 42

> Melee Defence: 30

>Weapon Damage: 103

> Armour-Piercing Damage: 309

>Missile Damage: 33

>Armour-Piercing Missile Damage: 137

> Range: 330

>Armor: 56,25 %

https://static.wikia.nocookie.net/w...olossus.png/revision/latest?cb=20170720092936

Rotting Leviathan: There are many great and wondrous creatures in the seas of the Old World. From the Sea Dragons and Kraken of the Great Ocean, to the crab-like Prometheans of the Lustrian coastline, the sea's bounty is truly as varied as that of land-going life. Not that Harkon cares much about either. He waits until they're dead and infinitely more controllable.

>Cost: 2000

>Health: 7421

> Leadership: 55

>Speed: 50

> Melee Attack: 52

> Melee Defence: 42

>Weapon Damage: 100

> Armour-Piercing Damage: 280

>Missile Damage: 4

>Armour-Piercing Missile Damage: 13

> Range: 145

>Armor: 95,83 %

https://static.wikia.nocookie.net/w...viathan.png/revision/latest?cb=20190114094533

Death Shriek Terrorgheist: Death Shriek Terrorgheists are the Undead corpses of a coastal-dwelling species of Terrorgheist, raised by the Zombie Pirates of the Vampire Coast.

>Cost: 2000

>Health: 5658

> Leadership: 40

>Speed: 90

> Melee Attack: 38

> Melee Defence: 42

>Weapon Damage: 135

> Armour-Piercing Damage: 325

>Armor: 60 %

https://static.wikia.nocookie.net/w...ogheist.png/revision/latest?cb=20190114100343

-Vampire Coast Attributes:

  • Undead army: The grand majority of the Vampire Counts military is composed of undead. These hordes know no fear and can charge at the foe not caring of the losses, and a vampire lord can either resuscitate the enemy dead. But there is a seatback in all this: if the Vampire lord is slain in battle, the entire army will collapse with it. (Undead units don't rout. Vampire can reanimate slaid enemies as long as they are living. If the vampire dies, undead units HP drops to 0. Undead armies are completely dependent on Vampire.)
  • Infamy: To show you are the strongest Vampire pirate, you need to show a lot of infamy. Vampire pirates, as such, must rob, pillage, sack nearby coasts, isles and boats to grow their reputation, and even Luthor must respect this aspect of…pirate politics. (-80 out of -100 centralized government. Goes up whenever Luthor successfully raids coasts/boats. Decreased whenever other Vampire Pirates successfully raid coasts/boats)
  • The dead walking: Vampires are capable of resurrecting the dead to do their bidding. They can summon the dead in any region of this new world, and so they can easily cause devastation in enemy territory without sending an actual army. (Gives -50 out of -100 stability in any region a vampire infiltrates)
  • Pirate Coves: Vampire Pirates are able to create hidden bases in every location of the world, even enemy ports. This allows them to hit their opponents behind enemy lines, and it is extremely favourable in naval raids.
If there are any things that I should modify/add, let me know.

I hope you guys like this new update! Be sure to like(if you like it), comment(please comment so I can learn what your opinion is) and.....follow I guess.
 
Last edited:
Race Introduction 7: Warriors of Chaos
Warriors of Chaos

The Warriors of Chaos, also known as the Hordes of Chaos, the Followers of Chaos, Chaos Undivided, the Northern Barbarians or simply just the Northmen, are the names given to a race of savage, warlike tribes of Human Barbarians that occupy the harsh and unforgiving lands of the uppermost North, known in the lands of the Old World as the dreaded Northern Waste.

Casted by the one God Mutilator to Reykjavik, Iceland, "leaded" by Archaeon the Everchosen, they have been robbed their chance to bring the End Times to the Southerners. But this new world open many new opportunities: none in this planet knew of the blessings of Chaos, and none seems to know how to counter it. And it seems that they can open portals to the realm of Chaos itself to create a great wave against the forces of order, so long as they prove worthy.

This might not be the planet of Mallus, but the End Times will come none the less. On this Archaeon promises.

-Lords of the New Chaos Domain

Archaon: Archaon is the Everchosen, the Three-Eyed King, the Lord of the End Times and the self-proclaimed supreme champion of the four Gods of Chaos who was sent to command the last, and greatest Chaos Invasion during the apocalyptic age known simply as the End Times. Out of all the Everchosen of Chaos who have assailed the world over the ages, Archaon is by far the most ruthless and perhaps the most powerful. He is an individual that shall decide the fate of entire nations, whose sword can lay waste to heroes and armies and whose unbreakable will can break and dominate those of Gods. Archaon is truly the Herald of the Apocalypse, blessed with dreadful artifacts of ancient evil, each one bestowed as a reward for accomplishing impossible trials.

https://static.wikia.nocookie.net/w...rchosen.png/revision/latest?cb=20150426070936

Kholek Suneater: A giant Dragon Ogre who is believed to be the second eldest of his kind. He is considered a god by some and was once frozen in an ice glacier by Teclis until he was freed. It is known that during the Great War of Chaos, he was in Kul's army and was the one who destroyed Kislev's wall at the battle of Kislev's Gates.

https://static.wikia.nocookie.net/w...b/Kolek.png/revision/latest?cb=20160623213433

Prince Sigvald: A Chaos Lord of Slaanesh who was the son of a powerful warlord and his sister. He was born beautiful at birth, save for a horned birthmark on the back of his neck, and was spoiled by his father. He was eventually disowned by his father and expelled from his tribe after his father discovered his fondness for human flesh. Sigvald then killed his father in his sleep and departed for the Chaos Wastes where Slaanesh became his patron. Now, Sigvald marches at the head of an army devoted to himself and Slaanesh. He eradicates anyone he deems to be ugly, crude or irritating and burns down cities on a whim. One story suggests that he destroyed the town of Chamburg because the wine there was not to his taste. He is spoiled by Slaanesh and is described as being extremely self-centred. In fact, he and his elite bodyguard bear mirrored shields so that each may look at himself in the midst of battle. His gifts from Slaanesh have left him beautiful on the outside, but rotten inside. The ground literally reshapes itself for him and his feet float an inch above the world's surface. He wears an armour of ensorcelled gold that never rusts or gets dirty and fights with Silverslash, a rapier of silver forged from the sword of Slaanesh.

https://static.wikia.nocookie.net/w...ent_(2).jpg/revision/latest?cb=20190902124303

Sarthorael: Sarthorael the Ever-Watcher is a Greater Daemon of Chaos. Spoken of for many ages, this Lord of Change is favoured by Tzeentch himself, and fulfils his dark, malicious purpose.

https://static.wikia.nocookie.net/w...tration.png/revision/latest?cb=20160610155837

Sayl the Faithless: Sayl the Faithless, Twisted Seer of the Wastes, infamous arch-sorcerer of the Dolgan tribe, is an utterly self-serving egotist and practiced murderer. His road to power lies in his total mastery of betrayal, guile and treachery which has seen him rise supreme over other rivals whose arcane powers were greater than he is and powerful champions who have enjoyed the favour of the Dark Gods. Such is Sayl's paranoia and hubris that he has never himself sworn allegiance to any single Ruinous Power, but rather paid lip service to many, and pursued pacts and bargains with many petty Chaos godlings and daemons, betraying each in turn when expedient, earning him the epithet of 'the Faithless'.

https://static.wikia.nocookie.net/w...ithless.png/revision/latest?cb=20170807083931

Be'lakor: Be'lakor the Dark Master is the first Daemon Prince of Chaos and Father-in-Shadow to the current Everchosen, Archaon. He is known by many names: the First Damned, the Harbinger, the Lord of Torment, the Messenger of the Great Undivided, the One Who Heralds the Conquerors, the Foretoken and the Bearer are a just a number of examples.

https://static.wikia.nocookie.net/w...'lakor1.png/revision/latest?cb=20160823200758

Galrauch: Galrauch, the Great Drake, is an ancient Dragon possessed by the will of the Lord of Change Fateclaw, becoming the first of the Chaos Dragons.

https://static.wikia.nocookie.net/w...alrauch.png/revision/latest?cb=20160623012830

Scyla Anfingrimm: A Chaos Spawn that was once a Chaos Lord of Khorne. Scyla is still favoured by Khorne, so is greater than a normal Spawn. Many warriors wish to challenge him so, in battle, characters may challenge Scyla to a duel. He carries the brass collar of Khorne.

https://static.wikia.nocookie.net/w...0/Scyla.png/revision/latest?cb=20140405074629

Vilitch the Curseling: A Chaos Sorcerer of Tzeentch who was born a twin. He was born wretched and tiny while his twin brother was strong and so Thomin, his brother, was more favoured by his family while Vilitch did the chores around the home and worked as an apprentice to the village shaman. After praying to Tzeentch one night, Vilitch was fused to his brother, who became mindless. Vilitch then destroyed the village, killed everyone, and is now the leader of a mighty army of Tzeentch. In battle, his brother counts as a magical item that can store magical power for his army and steals the other army's power.

https://static.wikia.nocookie.net/w...ursling.jpg/revision/latest?cb=20160622215737

Arbaal the Undefeated: Arbaal the Undefeated, also known as the Destroyer of Khorne, was an ancient and powerful Champion of Khorne who wrought many woes upon the world during the time of the Great War, and it is said that he still lives to this very day, a Champion who has remained undefeated for countless centuries. Thousands have felt his axe blade at their necks and now their white skulls lie at the feet of Khorne.

https://static.wikia.nocookie.net/w..._15-02.jpeg/revision/latest?cb=20181216030522

Vardek Crom, Herald of Archaon: Also known as Crom the Conqueror. A powerful warlord of the Kul tribe, Crom is allied with Archeon. During the Storm of Chaos, Crom led his army to attack the Empire from the east while Archeon attacked from the north. Crom also defeated Waaagh! Grimgor in the beginning of the campaign, thus earning the honour of being the first mortal to fight Grimgor to a draw in single combat.

https://static.wikia.nocookie.net/w...s_crom3.jpg/revision/latest?cb=20140807074329

Styrkaar of the Sortsvinaer: Styrkaar of the Sortsvinaer was a young champion of Slaanesh, leader of his tribe of the Norse, killer of his own father and one of Archaon's Lieutenants.

https://static.wikia.nocookie.net/w...FEEFE0.jpeg/revision/latest?cb=20201003163338

Festus the Leechlord: A Chaos Sorcerer of Nurgle. Festus was a once-famous doctor of Nordland who sold his soul to Nurgle in exchange for knowing how to cure all disease. The knowledge made him mad, and now he spreads pestilence. He now travels the roads with his army of Nurgle. He has been known to take captives to test his experiments - that also is an effect in battle. His potions are magical items that give him and the unit he is in a regeneration save.

https://static.wikia.nocookie.net/w...echlord.png/revision/latest?cb=20160622220857

Valkia the Bloody: A Daemon Princess of Khorne who is said to be the consort of Khorne. Valkia was once the queen of a great tribe. She gained the attention of Khorne when she slew anyone in her tribe to question her right to rule. She then moved on to killing other Chaos lords and mighty followers of the other gods. One such was Locephax, a daemon prince of Slaanesh who was attracted to her and asked her to be a slave girl for him. This angered her and she killed him in a duel then placed his head on her shield. Khorne was from then on her patron God and she made a pact to fight her way north to the Realm of Chaos and place her shield on the throne of Khorne. But on her journey north she was killed in battle. Khorne raged over her passing, brought her from the dead and turned her into a Daemon Princess. She has the legs of a Bloodletter of Khorne and the wings of a bat. Valkia carries the Spear of Slaupir, the Scarlet Armour, and her Daemonshield.

https://static.wikia.nocookie.net/w.../Valkia.jpg/revision/latest?cb=20150612112445

-Lords/Heroes:

Chaos Lord: A Chaos Lord's indomitable will is forged in the fires of war, his skills are tempered and honed in the crucible of battle, and his blade is eternally quenched in blood.

>Cost: 1000

>Health: 3480

>Leadership: 70

>Speed: 33

>Melee attack: 65

>Melee defence: 55

>Weapon Damage: 320

>Armour-Piercing Damage: 170

>Armour: 75%

https://static.wikia.nocookie.net/w...Warlord.PNG/revision/latest?cb=20140405103014

Chaos Sorcerer Lord: Chaos Sorcerer Lords are the very pinnacle of magical might. These mighty sorcerers have learned all the many secrets that Chaos has to offer, and in exchange for his own soul and humanity, he has become a living conduit of dark magic.

>Cost: 1000

>Health: 2856

>Leadership: 65

>Speed: 33

>Melee attack: 48

>Melee defence: 44

>Weapon Damage: 240

>Armour-Piercing Damage: 120

>Armour: 75%

https://static.wikia.nocookie.net/w...rcerers.png/revision/latest?cb=20200729110029

Exalted Heroes: An Exalted hero striding to war in full battle armour is a sight to strike fear into the hearts of even the most embittered veteran, for they are living engines of destruction, a warrior that is but a few steps away from becoming a truly destructive instrument of the dark gods.

>Cost: 1000

>Health: 3051

>Leadership: 70

>Speed: 33

>Melee attack: 65

>Melee defence: 40

>Weapon Damage: 275

>Armour-Piercing Damage: 145

>Armour: 75%

https://static.wikia.nocookie.net/w...f_Chaos.PNG/revision/latest?cb=20151030085338

Chaos Sorcerers: Chaos Sorcerers wield the wild energies of entropy itself, reshaping reality to better serve their whims and those of their dark masters. A word and a gesture from a Chaos Sorcerer can strip a man's flesh from his bones, force a lover to murder his beloved, or cause a regiment of soldiers to burst into flame.

>Cost: 1000

>Health: 2640

>Leadership: 60

>Speed: 33

>Melee attack: 42

>Melee defence: 40

>Weapon Damage: 220

>Armour-Piercing Damage: 95

>Armour: 75%

https://static.wikia.nocookie.net/w...zeentch.jpg/revision/latest?cb=20160217135247

Daemon Princes: Should a Champion of Chaos survive the endless battles and the ravaging mutations granted by their fickle masters whilst still finding favour in their eyes, he may attain the ultimate reward. The patron of the champion will elevate him to his side as a Daemon Prince, a being of godlike power, forever bound to darkness and destruction.

>Cost: 1500

>Health: 3590

>Leadership: 80

>Speed: 43

>Melee attack: 75

>Melee defence: 65

>Weapon Damage: 430

>Armour-Piercing Damage: 280

>Armour: 85%

https://static.wikia.nocookie.net/w..._Prince.png/revision/latest?cb=20150614095833

Exalted Daemons: Exalted Daemons are mortals, most often Chaos Warriors, who have given their soul to a Lesser Daemon of Chaos. Whilst not as powerful as the mighty Daemon Princes, they display similarities in abilities and appearance, often acting as terrifying warleaders and lieutenants.

>Cost: 1500

>Health: 3051

>Leadership: 80

>Speed: 43

>Melee attack: 75

>Melee defence: 50

>Weapon Damage: 378

>Armour-Piercing Damage: 245

>Armour: 65%

https://static.wikia.nocookie.net/w...2678DB.jpeg/revision/latest?cb=20200119104444

Infantry: Chaos Infantry is based on Nordmen warriors, fast and fearsome warriors who charges with no fear at the enemy.

Chaos Marauder: Chaos Marauders are tribal warriors hailing from the harsh lands of the North, fighting on behalf of the Gods and their Tribe. They fight alongside the Chaos Warriors, eager to earn the attention of the Dark Gods and join their esteemed ranks. These warriors are barbaric to the extreme, wearing almost nothing but fur garments, crude war-axes and wrought metal shields. Nevertheless, these Marauders are feared rightfully so for their unnatural savagery and brutality in combat.

>Cost: 375

>Health: 78

>Leadership: 60

>Speed: 35

>Melee attack: 34

>Melee defence: 28

>Weapon Damage: 21

>Armour-Piercing Damage: 7

>Armour: 11,25 %

https://static.wikia.nocookie.net/w...orscans.PNG/revision/latest?cb=20130909075337

Aspiring Champion: Aspiring Champions are often the best any Chaos Warrior can hope to achieve, since most rarely progress further than this high position.

>Cost: 550

>Health: 198

>Leadership: 80

>Speed: 32

>Melee attack: 46

>Melee defence: 62

>Weapon Damage: 32

>Armour-Piercing Damage: 12

>Armour: 86,67 %

https://static.wikia.nocookie.net/w...ampions.png/revision/latest?cb=20190321170133

Forsaken: The Forsaken are warriors that have since lost the favour of the Gods and yet still possess the horrific mutations or "gifts" they received from them. Driven to insanity by the pain and torment of these gifts, these warriors were considered too powerful to devolve into mere Chaos Spawn, and yet too weak to bear the brunt of their mutations and find their minds breaking under the weight. Lacking their former personality, they are now driven only by an unnatural hunger and madness.

>Cost: 750

>Health: 92

>Leadership: 70

>Speed: 46

>Melee attack: 32

>Melee defence: 20

>Weapon Damage: 44

>Armour-Piercing Damage: 14

>Armour: 56,25 %

https://static.wikia.nocookie.net/w...oloured.jpg/revision/latest?cb=20131213174322

Chaos Warrior: Chaos Warriors are considered by many to be the true Warriors of Chaos. Clad in thick Chaos Plate Armour, these Warriors have done a great many deeds to be blessed with wearing such a sacred armour in battle. Standing taller and broader than any southern warrior, these hulking behemoths form the core elite of all Chaos armies.

>Cost: 800

>Health: 90

>Leadership: 75

>Speed: 28

>Melee attack: 36

>Melee defence: 44

>Weapon Damage: 26

>Armour-Piercing Damage: 10

>Armour: 75 %

https://static.wikia.nocookie.net/w...Warrior.png/revision/latest?cb=20151107092931

Chaos Chosen: The Chosen are those amongst the ranks of the Chaos Warriors who bear the favour of the Dark Gods more so than their fellows. Known amongst their kind as Chosen, they possess supernatural abilities to aid them in their constant war against those that would dare to stand in their way.

>Cost: 1300

>Health: 131

>Leadership: 85

>Speed: 28

>Melee attack: 46

>Melee defence: 60

>Weapon Damage: 32

>Armour-Piercing Damage: 12

>Armour: 86,67 %

https://static.wikia.nocookie.net/w...u_Chaos.jpg/revision/latest?cb=20200721123841

-Cavalry, Monsters, Beasts and War Machines: The hordes of Chaos rely on monstruous, hard hitting units as far as either cavalry or monsters to terrorize the enemy and create a gap in the formation.

Chaos Trolls: Chaos Trolls are those few trolls that have been mutated by the influence of Chaos far more greatly than their other brethren. They sport all manner of mutations, making them even more hideous than their common cousins, and the power of the Winds of Magic stokes their natural aggression and strength, turning them from mere monsters into some of the most terrible beasts within the armies of the Dark Gods.

>Cost: 800

>Health: 494

>Leadership: 40

>Speed: 54

>Melee attack: 34

>Melee defence: 32

>Weapon Damage: 30

>Armour-Piercing Damage: 70

>Armour: 30 %

https://static.wikia.nocookie.net/w...s_Troll.png/revision/latest?cb=20190630042609

Chaos Spawn: Chaos Spawn are creatures which have become so mutated through their servitude to Chaos they have devolved into twisted and insane abominations. Those seeking immortality and power through Daemonhood face the constant possibility of being reduced to Chaos Spawn, either by accumulating too many mutations or being cast aside by their Chaos patrons as unworthy.

>Cost: 1000

>Health: 548

>Leadership: 100

>Speed: 42

>Melee attack: 36

>Melee defence: 28

>Weapon damage: 90

>Armour-Piercing Damage: 42

>Armour: 7,5%

https://static.wikia.nocookie.net/w...l_War_1.jpg/revision/latest?cb=20171201191059

Dragon Ogres: Dragon Ogres are amongst the most ancient of the world's living creatures. Their incredible longevity, as with almost all things supernatural, is the work of the Chaos Gods.

>Cost: 1650

>Health: 616

>Leadership: 72

>Speed: 64

>Melee attack: 32

>Melee defence: 40

>Weapon damage: 33

>Armour-Piercing Damage: 77

>Armour: 7,5%

https://static.wikia.nocookie.net/w...n_Ogres.png/revision/latest?cb=20160529214430

Chaos Knights: Chaos Knights are towering brutes clad in the thickest plate armour, and whose reputation is known throughout as the world's most feared horsemen. Riding atop daemonic steeds that were gifted by the Gods, even the frightful reputation of the Chaos Knights is a weapon in its own right, crippling those who would stand against them with a single thunderous charge.

>Cost: 1450

>Health: 130

>Leadership: 74

>Speed: 66

>Melee attack: 44

>Melee defence: 50

>Weapon damage: 28

>Armour-Piercing Damage: 10

>Armour: 86,67%

https://static.wikia.nocookie.net/w...aos_(3).png/revision/latest?cb=20200117015847

Marauder Horsemen: Marauder Horsemen are those tribal warriors that have a strong affiliation with horseback, such as the tribal warriors of the Kurgan and Hung. Riding on fast steeds, these warriors range ahead of the main columns, galloping around the enemy battle line and cutting off any chance of escape. Expert hunters and trackers, Marauder Horsemen are as swift as the wind and merciless as an ice storm.

>Cost: 500

>Health: 91

>Leadership: 48

>Speed: 90

>Melee attack: 22

>Melee defence: 20

>Weapon damage: 19

>Armour-Piercing Damage: 5

>Missile Damage: 15

>Armour-Piercing Missile Damage: 7

>Range: 80

>Armour: 11,25 %

https://static.wikia.nocookie.net/w...orsemen.png/revision/latest?cb=20151120024851

Marauder Horsemasters: Marauder Horsemasters are the veteran elite of the Marauder Horsemen.

>Cost: 750

>Health: 98

>Leadership: 54

>Speed: 90

>Melee attack: 26

>Melee defence: 26

>Weapon damage: 20

>Armour-Piercing Damage: 6

>Missile Damage: 18

>Armour-Piercing Missile Damage: 8

>Range: 90

>Armour: 37,5%

https://static.wikia.nocookie.net/t...test/scale-to-width-down/70?cb=20181113082934

Chaos Chariots: Chaos Chariots are more than just machines of war; they are symbols of status and power. They are drawn by a pair of huge destriers swollen to unnatural size by the corrupting energies of Chaos. They are bound by chains and iron rigging to a broad timber frame chariot, which sits atop massive metal wheels. From it seat lies a favoured Chaos Warrior equipped with flails or powerful polearm weaponry.

>Cost: 950

>Health: 1434

>Leadership: 70

>Speed: 78

>Melee attack: 22

>Melee defence: 28

>Weapon damage: 29

>Armour-Piercing Damage: 11

>Armour: 67,5%

https://static.wikia.nocookie.net/w...hariots.png/revision/latest?cb=20160510032146

Gorebeast Chariot: Gorebeast Chariots are an even heavier and sturdier version of the common Chaos Chariots. No normal beast would have the strength to pull such a massive instrument of war, and they are therefore pulled into battle by a Gorebeast – a muscular creature renowned for its violent temperament.

>Cost: 1300

>Health: 1640

>Leadership: 70

>Speed: 66

>Melee attack: 30

>Melee defence: 32

>Weapon damage: 16

>Armour-Piercing Damage: 34

>Armour: 86, 67%

https://static.wikia.nocookie.net/w...Chariot.png/revision/latest?cb=20151120052811

Hellcannon: A Hellcannon is a massive smoking construct of metal that growls and shakes with daemonic sentience. In battle, these arcane engines heave crackling blasts of raw energy that soar through the air into their targets, liquefying anything they touch and sending the survivors insane with fear. Hellcannons are guided by a team of corrupt and sadistic Chaos Dwarfs.

>Cost: 1200

>Health: 1475

>Leadership: 70

>Speed: 20

>Melee attack: 18

>Melee defence: 14

>Weapon damage: 21

>Armour: 22,5%

>Missile Damage: 72

>Armour-Piercing Missile Damage: 262

>Range: 420

https://static.wikia.nocookie.net/w..._Cannon.png/revision/latest?cb=20210110173619

Chaos Warhound: Brutish and bloodthirsty beasts, the Warhounds of Chaos are tireless hunters built of little more than muscle and fang. On the field of battle, the Beastmen release these feral beasts to intercept the forward elements of the enemy army. Packs of Chaos Warhounds will hunt down and pounce upon enemy skirmishers and scouts, bearing them to the ground and ripping them to pieces in their desperate desire to kill.

>Cost: 400

>Health: 76

>Leadership: 38

>Speed: 95

>Melee attack: 26

>Melee defence: 17

>Weapon damage: 19

>Armour Piercing Damage: 3

>Armour: 11,25%

https://static.wikia.nocookie.net/w..._attack.png/revision/latest?cb=20160527231242

Manticore: Manticores are huge, leonine beasts that soar on leathery wings. They are amongst the most powerful of all the predators that live in the north's mountain ranges. The mutating power of Chaos ensures that no two Manticores are truly alike. Some have manes of writhing serpents, others pelts of iron scales, and many sprout spiked tales with a poison strong enough to boil a man's blood in his veins. However, all Manticores are berserk killers saturated with primal fury. They are so fierce that they are held by the Dark Elves to be incarnations of Khaine, God of Murder.

>Cost:800

>Health: 3827

>Leadership: 56

>Speed: 85

>Melee attack: 40

>Melee defence: 34

>Weapon damage: 290

>Armour Piercing Damage: 155

>Armour: 43,25%

https://static.wikia.nocookie.net/t...nticore.png/revision/latest?cb=20181113084340

Chaos Giants - Bellowing primitive warcries from maws crammed with rotten, jagged fangs, the Chaos Giant tribes lumber to war. Corrupted by the hideous powers they worship, these beings are twisted perversions of their former selves, monsters dedicated to killing for Chaos.

>Cost:1600

>Health: 9465

>Leadership: 100

>Speed: 39

>Melee attack: 65

>Melee defence: 30

>Weapon damage: 150

>Armour Piercing Damage: 450

>Armour: 22,5%

https://static.wikia.nocookie.net/w...s_Giant.png/revision/latest?cb=20190630041740

Dragon Ogre Shaggoths: Dragon Ogre Shaggoths are living legends of carnage and devastation. As a Dragon Ogre ages, it becomes ever larger, growing stronger and more powerful. As long as it can find lightning to refresh its body and revitalise its mind, there is no limit to the size one can reach.

>Cost:2000

>Health: 6441

>Leadership: 75

>Speed: 76

>Melee attack: 52

>Melee defence: 50

>Weapon damage: 140

>Armour Piercing Damage: 320

>Armour: 22,5%

https://static.wikia.nocookie.net/w...aggoths.jpg/revision/latest?cb=20160529215606

Chaos Ogres: Chaos Ogres are those insane Ogres that have willingly given themselves up to the Forces of Chaos and was rewarded with the horrific gifts of mutation. Used extensively as powerful shock troops, these heavily-armed Chaos Ogres would cleave a hefty toll of those warriors foolish enough to stand in their way.

>Cost:500

>Health: 641

>Leadership: 75

>Speed: 46

>Melee attack: 52

>Melee defence: 50

>Weapon damage: 40

>Armour Piercing Damage: 20

>Armour: 22,5%

https://static.wikia.nocookie.net/w...s_Ogres.png/revision/latest?cb=20190630042329

Chimera: The three-headed Chimera is one of the most fearsome of all the children of Chaos, a beast whose progenitors were so warped that it is now impossible to say what manner of creatures they once might have been. Regardless of their exact form, all Chimerae share a savage and unpredictable nature that makes them easily the worst of all chance encounters.

>Cost:400

>Health: 827

>Leadership: 56

>Speed: 85

>Melee attack: 20

>Melee defence: 24

>Weapon damage: 90

>Armour Piercing Damage: 55

>Armour: 34,25%

https://static.wikia.nocookie.net/w...Chimera.png/revision/latest?cb=20160522021703

Chaos Warshrine: Chaos Warshrines can vary wildly in design. Some are mere wagons, piled high with skulls, weapons and other offerings pleasing to their god. Others are vast altars mounted atop iron platforms and borne aloft by mutant beasts that roam the Chaos Wastes, creatures whose misshapen, over-muscled bodies are evidence of the Dark Gods' favour.

>Cost: 1200

>Health: 1475

>Leadership: 70

>Speed: 20

>Melee attack: 72

>Melee defence: 41

>Weapon damage: 262

>Armour: 22,5%

>Armour-Piercing Damage: 420

https://static.wikia.nocookie.net/w...rshrine.png/revision/latest?cb=20160529220724

Hellstriders: Hellstriders are devotees of torment who hunt from the back of impossibly swift daemonic steeds. They fight to inflict pain and despair, landing mortal blows upon their victims where they are most likely to prolong the agonising moment of death.

>Cost: 1550

>Health: 130

>Leadership: 74

>Speed: 87

>Melee attack: 44

>Melee defence: 50

>Weapon damage: 38

>Armour-Piercing Damage: 20

>Armour: 68,67%

https://static.wikia.nocookie.net/w...strider.png/revision/latest?cb=20160510033034

Skullcrushers: Skullcrushers are blood-mad berserkers that have earned the greatest favour within the Blood God's service, and whose deeds have since earned them the honour of riding Khorne's Juggernauts into battle. On top of such a monstrous metal-clad daemon-beast, Skullcrushers are an unstoppable force to behold.

>Cost: 1300

>Health: 1640

>Leadership: 70

>Speed: 86

>Melee attack: 30

>Melee defence: 32

>Weapon damage: 16

>Armour-Piercing Damage: 34

>Armour: 68, 67%

https://static.wikia.nocookie.net/w..._Khorne.png/revision/latest?cb=20151117020005

Slaughterbrute: The Slaughterbrute is the epitome of violence and bloodshed kept tamed through means of ritual daggers and powerful magic. It possesses four front arms of differing sizes, a muscular body, a triplex tongue, and a massive head that contains a cluster of eyes and multiple rows of teeth. It possesses skin that is chitinous, creased and spiked, and the creature stands on hoofed feet.

>Cost: 1600

>Health: 1750

>Leadership: 70

>Speed: 56

>Melee attack: 60

>Melee defence: 62

>Weapon damage: 46

>Armour-Piercing Damage: 54

>Armour: 86, 67%

https://static.wikia.nocookie.net/w...erbrute.png/revision/latest?cb=20160529210650

Mutalith Vortex Beast: A Mutalith Vortex Beast is an utter abomination of nature. It is a terrifying fusion of monster and magic, a creature mutated beyond all reason by the power of Tzeentch. The Mutalith Vortex Beast differs in a striking manner: a vortex of raw Chaos echoing the shape of the 8-pointed star looms up from its back. Nine huge tentacles extend out of its mouth, each of which is dripping with ichor. Finally, it possesses two tails that end in mouths, tongues and claws. The creature has no head, but instead has a gaping maw that can consume almost anything.

>Cost: 1800

>Health: 2050

>Leadership: 70

>Speed: 56

>Melee attack: 80

>Melee defence: 82

>Weapon damage: 76

>Armour-Piercing Damage: 64

>Armour: 86, 67%

https://static.wikia.nocookie.net/w...x_Beast.png/revision/latest?cb=20160529213311

-Daemons of Chaos: The gods of Chaos are mostly uncaring of the suffering of the mortals, but they can be…persuaded to assist their worshippers with their own personal warriors. By offering sacrifices and destroying for one of the four gods of Chaos, a Chaos Chosen can receive the support from them.

The four gods of Chaos are:

  • Khorne: Khorne, also known as Kharneth, the Blood God, the Lord of Murder and the Hunter of Souls, is the Chaos God of War, Honour, Courage, Rage, Strength and Hate. His domain of power encompasses the most basic and brutal of sentient emotion and every act of killing is said to empower Him, the more vicious and bloodthirsty the better. He is said to smile upon feats of valour, strength and blood-drenched warrior skill, and is the patron of proud warriors who set themselves against the odds and emerge triumphant through strength and skill. Khorne is said to exalt the brave of both sides of the battle, while at the same time laying his terrible vengeance upon the cowardly and craven.
  • Tzeentch, also known as Tchar, The Wind-lord, The Raven God, the Changer of Ways and the Great Conspirator is the Chaos God of Magic, Change, Evolution, Destiny, Lies and Trickery. He is flux embodied, a daemon-god who alone truly embodies the terrible energies and momentum of Chaos. He bears a strong claim to all who profess to worship the Northern Gods, for without transformation, a warrior cannot ascend to greatness, the gods cannot grant their blessings, and the living cannot die.
  • Nurgle, also known as the Plague Lord, the Lord of Pestilence, the Fly Lord, and the Urfather is the Chaos God of Disease, Decay, Destruction, and Death by Rebirth. He is the eldest of the four Chaos Gods and is the most directly involved with the plight of mortals, particularly Humans who suffer so acutely from a fear of death. Indeed, Nurgle is undoubtedly the oldest of the Chaos Gods, for the process of death and decay is as old as Life itself. When the first forms of life had lived upon the universe, they've lived and then would inevitably die, and from this death came the primordial Nurgle.
  • Slaanesh, also known as the Dark Prince, the Prince of Pleasure, the Lord of Excess, the Perfect Prince and even the Prince of Chaos, is the Chaos God of Pleasure, Passion, Excess and Decadence.
-Khorne Daemons:

Bloodletters: Bloodletters, known also as Khorne's Chosen, the Teeth of Death, Naked Slayers, Takers of Skulls, or Horned Ones are the foot soldiers in Khorne's legions, deadly warriors believed to have been foremost amongst the Blood God's followers in mortal life and whose will is as implacable and blood-hungry as Khorne himself.

>Health: 98

>Leadership: 60

>Speed: 45

>Melee attack: 54

>Melee defence: 48

>Weapon Damage: 51

>Armour-Piercing Damage: 37

>Armour: 21,25 %


Bloodcrushers of Khorne: The Bloodcrushers of Khorne, known also as Soulcrushers, the Feet of Khorne, or even Juggers, are the most favoured of all Bloodletters. Bloodcrushers are Khorne's shock cavalry, a deadly combination of battle-frenzied Bloodletter and the unstoppable crushing mass of a Juggernaut of Khorne.

>Health: 1740

>Leadership: 70

>Speed: 86

>Melee attack: 50

>Melee defence: 52

>Weapon damage: 36

>Armour-Piercing Damage: 54

>Armour: 68, 67%

https://static.wikia.nocookie.net/w..._Khorne.png/revision/latest?cb=20170225064314

Blood Thrones of Khorne: The Blood Thrones of Khorne, known also as the Clanking Boneshredders, the Blood-soaked Spires or the Dreadskull Totems is a mighty Daemon Engine, armoured in brass and driven into battle by iron-shod wheels that crush and mangle all who stand in its path.

>Health: 1434

>Leadership: 70

>Speed: 88

>Melee attack: 42

>Melee defence: 48

>Weapon damage: 49

>Armour-Piercing Damage: 31

>Armour: 67,5%

https://static.wikia.nocookie.net/w..._Khorne.png/revision/latest?cb=20170225065038

Skull Cannons of Khorne: The Skull Cannons of Khorne, known also Hellforged Bellowers, the Bonegrinders or the Clinkerfiends, are massive Daemon Engines of Khorne. Legend tells that the Skull Cannons of Khorne were forged in the furnaces at the foot of the Blood God's throne and beaten into shape upon his mighty anvil.

>Health: 5801

>Leadership: 100

>Speed: 68

>Melee attack: 32

>Melee defence: 10

>Weapon damage: 60

>Armour Piercing Damage: 80

>Armour: 87.5%

>Missile Damage: 88

>Armour-Piercing Missile Damage: 352

>Range: 380

https://static.wikia.nocookie.net/w..._Khorne.png/revision/latest?cb=20170225071758

Flesh Hounds: Flesh Hounds, known also as Blood Trackers, the Inevitable Ones or the Hounds of Wrath are rapacious wolf-like Daemons, both reptilian and savagely canine in aspect. They are Khorne's blood-hunters, lithe yet powerful, able to dart aside from a swordsman's strike and pull a knight from the saddle as part of the same fluid motion.

>Health: 96

>Leadership: 68

>Speed: 95

>Melee attack: 46

>Melee defence: 37

>Weapon damage: 39

>Armour Piercing Damage: 13

>Armour: 22,25%


-Tzeentch

Pink Horrors: Pink Horrors, known also as Whirling Destroyers, Squealers or Spinning Sourguts are the footsoldiers of Tzeentch, identified by their luminescent pink skin and their squeals of high-pitched laughter. Spellcasting fills Pink Horrors with joy, and they emit especial merriment as eldritch energy screeches from their upraised hands.

>Health: 88

>Leadership: 70

>Speed: 45

>Melee attack: 44

>Melee defence: 41

>Weapon Damage: 51

>Armour-Piercing Damage: 37

>Armour: 11,25 %

https://static.wikia.nocookie.net/w...Horrors.png/revision/latest?cb=20170225030526

Flamers: Flamers, known also as Burning Horrors, Flame Spouters, Flaming Whirlwinds or simply Fire Daemons are powerful daemonic entities of Tzeentch best known for their ability to conjure daemonic fire. Capable of a fair turn of speed, expelling gaseous ichor through the fungoid 'skirt' at their base to bound and leap across the ground with considerable mischievous gusto.

>Health: 78

>Leadership: 70

>Speed: 25

>Melee attack: 34

>Melee defence: 41

>Weapon Damage: 51

>Armour-Piercing Damage: 37

>Armour: 11,25 %

>Missile Damage: 82

>Armour-Piercing Missile Damage: 92

>Range: 94

https://static.wikia.nocookie.net/w...Flamers.png/revision/latest?cb=20170225031335

Burning Chariot of Tzeentch: Burning Chariots of Tzeentch are large Deamon Engines of Tzeentch which hurtle across the Realm of Chaos like incandescent meteors, bringing the Great Sorcerer's chosen emissaries to every corner of existence. As they blaze through the heavens of the mortal world, Chariots of Tzeentch are commonly mistaken for comets, which are in turn interpreted as omens of great events and terrible wars.

>Health: 1434

>Leadership: 70

>Speed: 88

>Melee attack: 42

>Melee defence: 48

>Weapon damage: 49

>Armour-Piercing Damage: 31

>Armour: 67,5%

https://static.wikia.nocookie.net/w...zeentch.png/revision/latest?cb=20170225072223

Screamers: Screamers, known also as Sky-Sharks, Swoopers or Shrieking Skyrays are glimmering daemonic entities that ride upon the Winds of Magic as a bird glides upon the breeze. They roam the tides of magic, preying upon the shadow-souls of mortal creatures, lone Chaos Furies and other unfortunate magical ephemera.

>Health: 500

>Leadership: 75

>Speed: 90

>Melee attack: 44

>Melee defence: 48

>Weapon damage: 42

>Armour-Piercing Damage: 98

>Armour: 67,5%

https://static.wikia.nocookie.net/w...reamers.png/revision/latest?cb=20170225221349

-Nurgle:

Nurglings: Nurglings are the very image of Father Nurgle himself, having friendly, mischievous faces and bloated, green bodies fitted with disproportionate limbs. The only difference is their size. A Nurgling is no taller than a foot high. These foul things inhabit the bodies of larger Daemons, preferably the Great Unclean Ones who spawn them.

>Health: 43

>Leadership: 36

>Speed: 58

>Melee attack: 26

>Melee defence: 18

>Weapon Damage: 8

>Armour-Piercing Damage: 23

>Armour: 11,25 %

https://static.wikia.nocookie.net/w...urgling.png/revision/latest?cb=20170225031948

Plaguebearers: Plaguebearers, known also as the Tainted Ones, the One-Eyed Rotters, Horned Rotbags, Maggotkin, Rotbearers and the Tallymen of Plagues, are the rank and file of Nurgle's legions, crafted from the soul-stuff of mortals who have been slain by Nurgle's Rot.

>Health: 88

>Leadership: 70

>Speed: 35

>Melee attack: 44

>Melee defence: 61

>Weapon Damage: 51

>Armour-Piercing Damage: 37

>Armour: 31,25 %

https://static.wikia.nocookie.net/w...ebearer.jpg/revision/latest?cb=20170225033303

Plague Drones of Nurgle: The Plague Drones of Nurgle, known also as Blighted Swarmers, Festerwings and Bubonic Buzzers are the high-ranking Plaguebearers of Nurgle. These stewards of Nurgle's Garden ride into the mortal realm mounted upon Rot Flies — colossal Daemon-insects whose appearance is so repugnant it leaves festering scars upon the mind.

>Health: 1495

>Leadership: 65

>Speed: 90

>Melee attack: 44

>Melee defence: 61

>Weapon Damage: 51

>Armour-Piercing Damage: 98

>Armour: 33,75 %

https://static.wikia.nocookie.net/w..._Nurgle.png/revision/latest?cb=20170225072748

Beasts of Nurgle: Beasts of Nurgle, known also as Slime Hounds, Putrid Bouncers or even Tentacled Plaguehounds are massive lumbering fiends that are as stupid as they are ugly—and they are hideously ugly.

>Health: 648

>Leadership: 100

>Speed: 32

>Melee attack: 46

>Melee defence: 48

>Weapon damage: 100

>Armour-Piercing Damage: 42

>Armour: 77,5%


-Slaanesh:

Daemonettes: Daemonettes, known also as the Children of Slaanesh, the Debauched Ones, the Bringers of Joyous Degradation and the Decadent Seekers are the most numerous of all Slaanesh's servants. They are shrouded in a hypnotic glamour, seditious magics that bestow their repulsive features with perverse beauty.

>Health: 88

>Leadership: 70

>Speed: 65

>Melee attack: 44

>Melee defence: 31

>Weapon Damage: 51

>Armour-Piercing Damage: 37

>Armour: 11,25 %

https://static.wikia.nocookie.net/w...onettes.png/revision/latest?cb=20170225043427

Seekers of Slaanesh: The Seekers of Slaanesh known also as the Riders of Slaanesh, Disciples of Decadence or Darkling Delighters are the Prince of Chaos' outriders, darkling Daemonettes mounted on swift daemonic Steeds. Malign of intent and with the predatory swiftness of a striking cobra, Seekers dart across the endless battlefields of the Realm of Chaos, springing ambushes on vulnerable prey.

>Health: 230

>Leadership: 74

>Speed: 97

>Melee attack: 54

>Melee defence: 60

>Weapon damage: 48

>Armour-Piercing Damage: 30

>Armour: 68,67%

https://static.wikia.nocookie.net/w...laanesh.png/revision/latest?cb=20170225073156

Seeker Chariots of Slaanesh: Seeker Chariots, known also as Shrieking Shandredhans, Glorious Doomriders or Pallid Vanguards are fast moving Daemonic Engines of Slaanesh. As the straining steeds urge the chariot to full speed, swirling shapes sear the air with unholy hues and the metal axles screech in a disharmony akin to the wailing of tormented souls.

>Health: 1434

>Leadership: 70

>Speed: 98

>Melee attack: 32

>Melee defence: 38

>Weapon damage: 49

>Armour-Piercing Damage: 31

>Armour: 57,5%

https://static.wikia.nocookie.net/w...laanesh.png/revision/latest?cb=20170225073653

Hellflayers of Slaanesh: The Hellflayers of Slaanesh, known also as Scented Harvesters, the Decadent Reavers or the Shred-Chain Sisters, are swift-moving Daemon Engines that ride hither and yon across the alabaster plains, their reaping blades cutting and slicing the distaff flesh into small pieces that Slaanesh's otherworldly flora can easily devour.

>Health: 1434

>Leadership: 70

>Speed: 100

>Melee attack: 52

>Melee defence: 38

>Weapon damage: 50

>Armour-Piercing Damage: 41

>Armour: 57,5%

https://static.wikia.nocookie.net/w...laanesh.png/revision/latest?cb=20170225074112

Steeds of Slaanesh: Steeds of Slaanesh go by many names; Flesh Lickers, Tongue Flayers, Degraded Ones, Whips of Slaanesh. They are strange, disturbing creatures that roam in herds along the borders of the Realm of Chaos.

>Health: 202

>Leadership: 55

>Speed: 90

>Melee attack: 30

>Melee defence: 22

>Weapon Damage: 30

>Armour Piercing: 40

>Armour: 67.5%

https://static.wikia.nocookie.net/w...laanesh.png/revision/latest?cb=20170226035228

Fiends of Slaanesh: The Hunting Beasts of Slaanesh are a foul race of Daemonic creatures. Spawned from the mad mind of the Serpent, these creatures combine several traits of scorpion, human and reptile to become some unholy abomination.

>Health: 6732

>Leadership: 55

>Speed: 50

>Melee attack: 40

>Melee defence: 35

>Weapon Damage: 110

>Armour Piercing: 270

>Armour: 75%

https://warhammerfantasy.fandom.com/wiki/Fiends_of_Slaanesh?file=200px-Fiend_of_Slaanesh.jpg

-Warriors of Chaos attributes:

  • The enemy of civilization: Since the dawn of time, Chaos has been the enemy of all civilization. Worshipping Chaos is essentially asking to be the enemy of the entire world except some individuals. (-100 out of -100 relations with all non-Chaos races)
  • Rival tribes: While Archaeon technically controls all tribes that worship Chaos, his control is highly theoretical. Many seek ways to escape his grip by trying to gain warriors and the favours of the gods (-50 out of -100 centralized government)
  • Chaos Corruption: Whenever the followers of Chaos go, they corrupt the land in hideous ways. This allow them to weaken opponents and to attack more easily. (causes -70 out of -100 stability in all territories Chaos infiltrates unless region is owned by Chaos faction)
  • The favours of the Gods: In order to continue their expansion, the Warriors of Chaos can conquer and occupy many regions in this world, gaining an income. But if they chose to destroy a settlement, they can offer the destruction and the people living there as sacrifices to their gods. In turn, the gods of Chaos reward the Warriors of Chaos with their legions. These demonic beasts need no payment, but can only be recruited from destroyed settlements. On top of that, they cannot live in this pure world for long. But as the warriors of Chaos expand, so does Chaos corruption, rending this world ideal for the daemons of the Dark Gods realm. (Can occupy settlement. If settlement is razed it is possible to recruit Demons. Demons can stay an extended period of time depending on Chaos corruption. If Chaos corruption reaches 100%, Chaos demons can stay in that region indefinitely. Depending on percentage of Corruption, Chaos demons can stay for 1 or more turns. Es: 2% Chaos corruption: Chaos demons can stay for 2 turns. 37% Chaos corruption: Chaos demons can stay for 37 turns.)
If there are any things that I should modify/add, let me know.

I hope you guys like this new update! Be sure to like(if you like it), comment(please comment so I can learn what your opinion is) and.....follow I guess.
 
Race Introduction 8: Dark Elves
The Dark Elves


The Dark Elves, or the Druchii as they call themselves in their own tongue, also known as the Naggarothi or the "Dark Ones", are one of the most ancient, powerful, and certainly the most sadistic of the three Elven civilisations of Mallus.

Casted away from their cold continent of Naggaroth, and transported in milder lands in Toronto, their Witch King Malekith has enslaved the native population to its bidding, and plans to expand even more. For he perhaps will never be able to become the next phoenix king, but perhaps he can do something more. Perhaps he can surpass the kingdoms of Ulthuan on this planet.

Lords of New Naggaroth

Malekith: Malekith, the Witch King of Naggaroth, is the ruler of the Dark Elves or Druchii as they refer to themselves, and the son of the Phoenix King Aenarion, the greatest Elven hero to have ever lived. Malekith is ancient and powerful beyond mortal reckoning, a being who has lived for thousands upon thousands of years, gathering great trove of magical power that few can rival within the world. Long ago, this mighty Lord of the Elven race sought to claim the Isles of Ulthuan by force of will, cruelty and bloodshed, but the Flames of Asuryan denied his right to rule and left him scarred by fire and twisted with hatred.

https://static.wikia.nocookie.net/w...ith_Art.jpg/revision/latest?cb=20170331024112

Morathi: Morathi the Hag Sorceress of Ghrond and First of the Hag Queens is the mother of Malekith and one-time consort of Aenarion, who rescued her from a warband of Slaanesh in the days of the first Chaos invasion before the Sundering. She is not only the lone Witch Elf allowed to use Dark Magic but is also one of the most powerful magic-users in Mallus, rivaling perhaps even Nagash, the Lords of Change, and Teclis of Ulthuan. She has struck daemonic pacts with many vile and disturbing forces, and can unleash the terrible power of Chaos.

https://static.wikia.nocookie.net/w...Morathi.png/revision/latest?cb=20170331232219

Hellebron: Crone Hellebron the Blood Queen of Har Ganeth is one of the most ancient of the Hag Queens and second only to Morathi in Khaine's sight. However, while the youth and beauty of Morathi never fades, that of Hellebron is now almost expended, for the Hag Sorceress deliberately withheld from her the deepest secrets of using the Cauldrons of Blood. Therefore, ever more sacrifices are needed to fill Hellebron's cauldron each year, and yet the rejuvenating effects last for less and less time. Once beautiful beyond measure, the Blood Queen must now endure many dark months with the visage of an old and ugly crone for each stolen day of vibrant youth. It is chiefly for this reason that Hellebron hates Morathi, and her wrath at the deception is only deepened by the knowledge that she would have performed the exact same betrayal had their positions been reversed.

https://static.wikia.nocookie.net/w...llebron.png/revision/latest?cb=20150221223901

Lokhir Fellheart: Lokhir Fellheart, the Krakenlord, is a Dark Elf corsair of noble birth. He comes from a long line of raiders and naval generals. He is a relative of Laithkikir Hellheart, a raider and cartographer active 1103 IC whose maps allowed other Dark Elves to raid the rich coasts of Ind and Cathay.

https://static.wikia.nocookie.net/w...okhir_2.jpg/revision/latest?cb=20160912132508

Malus Darkblade: Malus Darkblade, the Tyrant of Hag Graef was always ambitious, even by the lofty standards of Hag Graef's warring families. For long years, he played the deadly game of politics an assassination and played it well, but finally his thirst for power led Darkblade into the clutches of a being darker even than he. Rumours of a great power hidden in the distant north set Darkblade on a quest that led him deep into the Realm of Chaos.

https://static.wikia.nocookie.net/w...ade_Art.png/revision/latest?cb=20170331231827

Rakarth: Beastlord Rakarth is the most accomplished Beastmaster in Naggaroth. Even as a child Rakarth had an almost supernatural ability to subdue wild creatures. When Rakarth was only eight years old his father had been gifted with a particularly fine Dark Steed called Bracchus; it was faster and stronger than any other in the Rakarth stables, but it had a vicious temperament and would buck and rear uncontrollably if anybody tried to ride it. After a failed attempt to break Bracchus Rakarth's farther ordered the beast destroyed, but Rakarth asked for a chance to try to break it. Fixing the beast with his stare, Bracchus instinctively recognised that Rakarth was a being that out-matched it's cruelty and ability to inflict pain and allowed him to ride on his back.

https://static.wikia.nocookie.net/w...arth_CA.jpg/revision/latest?cb=20160126020129

Kouran Darkhand: Kouran Darkhand, Captain of the Black Guard is the longest-serving member of Malekith's Black Guard, having fought at the Witch King's side for nearly a thousand years. Kouran's wits are sharp, but his battle-skills are infinitely keener. One does not rise to his rank — nor survive the constant stream of challengers who would claim the title as their own — without possessing such ability. He has extensively studied the use of both sword and halberd from the finest weapon masters in Naggaroth, many of whom perished during the tutelage.

https://static.wikia.nocookie.net/w...and_Art.png/revision/latest?cb=20170511064001

Shadowblade: Shadowblade, known as the Death that Walks Unseen is the Chief Khainite Assassin of Crone Hellebron. Shadowblade is still relatively young, having known less than two centuries of Malekith's rule. His reputation, however, is legendary, and his arrogance is as bottomless as the sea. Fables of his grisly adventures are already used as stories to scare Dark Elf children, a litany of murder and terror that grows longer and bloodier with each passing day. Shadowblade's most famous exploit was the slaughter of the entire crew of a High Elf Hawkship, one by one, over a period of several days. Only the horribly mutilated captain was left alive, so that he could tell of the mounting horror on the ship as the crew desperately attempted to corner Shadowblade — to no avail.

https://static.wikia.nocookie.net/w...owblade.jpg/revision/latest?cb=20160121204122

Tullaris Dreadbringer - Tullaris Dreadbringer is the Chosen of Khaine, Captain of the Har Ganeth Executioners and one of the most murderous war-leaders in the world. So notorious has Tullaris become within the city of Har Ganeth and beyond that the rumour of his presence sets an unassailable fear in his enemies' quivering flesh, and the merest glimpse of his blood-encrusted armour has been known to rout foes from the battlefield.

https://static.wikia.nocookie.net/w...ger_Art.png/revision/latest?cb=20170511063102

-Lords/Heroes:

Dreadlord: Dreadlords are the so-called noble-born rulers of Naggaroth. They range from sycophantic schemers to masterful strategists who have waged war across a hundred battlefields. Though all such nobles pursue their own unique enthusiasms and ambitions, they are without exception selfish individuals, possessed of an arrogance matched only by their martial prowess, honed over centuries of unceasing war.

>Cost: 1500

>Health: 4964

>Leadership: 80

>Speed: 30

>Melee attack: 60

>Melee defence: 45

>Weapon damage: 260

>Armour Piercing Damage: 140

>Armour: 67.5%

>Missile Damage: 40

>Armour-Piercing Missile Damage: 140

>Range: 125

https://static.wikia.nocookie.net/w...eadlord.png/revision/latest?cb=20160623162518

High Beastmaster: These cruel elves are the ones responsible for taming and training the warbeasts the Dark Elves use in their armies. It matters not whether the beast is a raging Manticore, a cunning Harpy or the wisest of Caledor's ancient Dragons: eventually, all submit to the Beastmaster's will, or perish under his lash.

>Cost: 1200

>Health: 2946

>Leadership: 80

>Speed: 30

>Melee attack: 50

>Melee defence: 55

>Weapon damage: 310

>Armour Piercing Damage: 130

>Armour: 37.5%

https://static.wikia.nocookie.net/w...Art_WAR.jpg/revision/latest?cb=20160428003902

Supreme Sorceress: Most Dark Convents of Sorceresses centre around a single powerful Sorceress; these despots may have apprentice spellcasters and captains, but their rule is absolute. Such is the supernatural charisma of the mistress of a Dark Covent that almost anyone might fall under her spell.

>Cost: 1000

>Health: 3812

>Leadership: 75

>Speed: 30

>Melee attack: 39

>Melee defence: 30

>Weapon damage: 200

>Armour Piercing Damage: 85

>Armour: 7.5%

https://static.wikia.nocookie.net/w...rceress.png/revision/latest?cb=20170331013011

Black Ark Fleetmasters: It takes decades of hard-bitten villainy to earn (or usurp) command of a mighty Black Ark and its attendant fleet. Little wonder is it that Black Ark Fleetmasters are among the most intemperate and ruthless of their race, and must always have one eye on their 'loyal' warriors.

>Cost: 1200

>Health: 4812

>Leadership: 75

>Speed: 30

>Melee attack: 40

>Melee defence: 40

>Weapon damage: 200

>Armour Piercing Damage: 100

>Armour: 17.5%

https://static.wikia.nocookie.net/w...tmaster.jpg/revision/latest?cb=20170325085126

Death Hag: The Death Hags are the priestesses of the Witch Elves, the guardians of Khaine's mysteries. It is they who mix the noxious potions that drive the Witch Elves into their battle-rage and they who craft the poisons with which they taint their blades. They know also how to wield the secret names of their god as obscene weapons that can befuddle their foes or strike them down with madness.

>Cost: 700

>Health: 3680

>Leadership: 75

>Speed: 30

>Melee attack: 62

>Melee defence: 35

>Weapon damage: 280

>Armour Piercing Damage: 120

>Armour: 7.5%

https://static.wikia.nocookie.net/w...ath_Hag.png/revision/latest?cb=20170331012246

Khainite Assassins: Khainite Assassins are masters of a subtle and murderous magic, trained from infancy to be the chosen warriors of Khaine. They move silently and with a precision that surpasses even the standards of other Elves. Blindfolded, an Assassin can walk sure-footedly across the spears of an embattled phalanx, or strike a precise flurry of blows so that each cut exploits a different weakness of armour or flesh.

>Cost: 1000

>Health: 3680

>Leadership: 65

>Speed: 30

>Melee attack: 70

>Melee defence: 42

>Weapon damage: 230

>Armour Piercing Damage: 120

>Armour: 67.5%

>Missile Damage: 140

>Armour-Piercing Missile Damage: 40

>Range: 70

https://static.wikia.nocookie.net/w...ssassin.png/revision/latest?cb=20170331013444

Dark Elf Master: Dark Elf Masters are the nobles of Dark Elven society, sustained by the misery they inflict upon others. Those that manage to survive to adulthood are sent on a year-long raiding expedition. Dark Elves abhor weakness of any sort, so those youths that fail to make their mark during this time do not endure long thereafter.

>Cost: 1200

>Health: 2275

>Leadership: 75

>Speed: 30

>Melee attack: 36

>Melee defence: 50

>Weapon damage: 145

>Armour Piercing Damage: 215

>Armour: 67.5%

https://static.wikia.nocookie.net/w...eadlord.png/revision/latest?cb=20170331010518

Sorceresses - Sorceresses are the most prominent magic-users of Naggaroth. Elves have a natural affinity for the shifting Winds of Magic. In the ancient days, they learnt the secrets of manipulating this mystical power from the Slann, the most powerful servants of the Old Ones. Yet for all their expertise, there was always a limit to the amount of power the Elves could harness - the risk of madness and spiritual corruption prevented them from delving deeper into the power of Chaos. It was Morathi who first ventured into this forbidden territory. Through dark rituals and bloody sacrifices, she moulded the energies of Chaos to her bidding.

>Cost: 1000

>Health: 3412

>Leadership: 60

>Speed: 30

>Melee attack: 39

>Melee defence: 30

>Weapon damage: 200

>Armour Piercing Damage: 85

>Armour: 7.5%

https://static.wikia.nocookie.net/w...rceress.png/revision/latest?cb=20170331013011

-Infantry: Just like their Ulthuanian cousins, Druchii discipline is unmatched in battle, and combined with their cruel and sadistic natures, it makes these warriors some of the deadliest in Mallus.

Bleakswords: Bleakswords are swordsmen renowned for their arrogance. To them the Dreadspears are peasants and the Darkshards craven, they alone are the greatest.

>Cost: 450

>Health: 55

>Leadership: 66

>Speed: 30

>Melee attack: 34

>Melee defence: 30

>Weapon damage: 21

>Armour Piercing Damage: 7

>Armour: 22.5%

https://static.wikia.nocookie.net/w...aksword.jpg/revision/latest?cb=20170325035752

Dreadspears: Dreadspears are spearmen -- each is armed with a Drannach or Sky-Piercer. They are more disciplined than the Bleakswords whom they consider arrogant. They best serve a defensive function through the use of their shield and spear walls.

>Cost: 450

>Health: 55

>Leadership: 66

>Speed: 30

>Melee attack: 25

>Melee defence: 40

>Weapon damage: 19

>Armour Piercing Damage: 6

>Armour: 22.5%

https://static.wikia.nocookie.net/w...adspear.jpg/revision/latest?cb=20170325034137

Black Ark Corsairs: Black Ark Corsairs are notorious reavers, having spent their entire lives pillaging distant lands. They are the lionised darlings of Naggarothi society, embodying as they do the drive to earn riches and glory. It is a hard, dangerous life in the raiding fleets, but a successful voyage can see a captain and crew return laden down with wealth beyond the dreams of most city-dwellers. It is not uncommon for a Corsair fleet to spend years ransacking foreign lands, returning home only when their holds are bursting with slaves and plunder.

>Cost: 600

>Health: 62

>Leadership: 66

>Speed: 30

>Melee attack: 36

>Melee defence: 28

>Weapon damage: 21

>Armour Piercing Damage: 7

>Armour: 60%

https://static.wikia.nocookie.net/w...Corsair.png/revision/latest?cb=20170325084745

Witch Elves: Witch Elves, known also as the Brides of Khaine are the cruelest of all their heartless race, for they live only to serve Khaine's malevolent demands for bloody, agonising sacrifice. Their observances to the Lord of Murder are blood-slicked affairs. Still-beating hearts are ripped from victims' chests and hurled into fires, writhing flesh is daubed with gore-red runes and altars are decorated with the entrails of dying captives.

>Cost: 800

>Health: 57

>Leadership: 75

>Speed: 30

>Melee attack: 38

>Melee defence: 26

>Weapon damage: 23

>Armour Piercing Damage: 9

>Armour: 3,75 %

https://static.wikia.nocookie.net/w...h_Elves.png/revision/latest?cb=20170327025831

Sisters of Slaughter: The Sisters of Slaughter are first amongst the gladiatorial guilds, the undisputed queens of the arena. Once they numbered merely a dozen -- the outcast daughters of a disgraced house who pledged their lives to Eldrazor, the Lord of Blades, so that he might look favourably upon their quest for revenge. Now, with their vengeance long ago carved into the bones of their family's betrayers, the Sisters have thousands of experienced fighters spread amongst enclaves in all the great cities, and a legend that has reached even the shores of distant lands.

>Cost: 1100

>Health: 67

>Leadership: 82

>Speed: 30

>Melee attack: 37

>Melee defence: 59

>Weapon damage: 27

>Armour Piercing Damage: 11

>Armour: 3,75 %

https://static.wikia.nocookie.net/w...ghter-0.jpg/revision/latest?cb=20160502232716

Executioners: The Executioners are some of the deadliest fighters within Har Ganeth, the City of Executioners. Har Ganeth is the spiritual centre of Khaine's worship, with many shrines to the Lord of Murder, dominated by the towering edifice of the great temple. It is from Har Ganeth that Hellebron rules over the Witch Elves, and countless victims are brought here to be sacrificed upon Khaine's altars.

>Cost: 1200

>Health: 72

>Leadership: 82

>Speed: 30

>Melee attack: 38

>Melee defence: 36

>Weapon damage: 13

>Armour Piercing Damage: 29

>Armour: 81,59 %

https://static.wikia.nocookie.net/w...tioners.png/revision/latest?cb=20170327025418

Black Guard: The Black Guard of Naggarond, or simply the Black Guard are Malekith's personal army, answerable no other save he. They are recruited from the offspring of families high in the Witch King's favour, taken at birth from mothers who are soon thereafter put to the sword. With no family ties to distract them, these children are raised within the barracks of the Black Guard and taught the myriad skills of death and destruction that are required of Malekith's foremost elite.

>Cost: 1300

>Health: 78

>Leadership: 90

>Speed: 30

>Melee attack: 36

>Melee defence: 48

>Weapon damage: 14

>Armour Piercing Damage: 30

>Armour: 81,59 %

https://static.wikia.nocookie.net/w...ept_art.jpg/revision/latest?cb=20160422204356

Darkshards: Darkshards are crossbowmen, theirs is the mastery of the Uraithen, the Deathrain. Many were stationed at the northern Watchtowers of Naggaroth as lightly armoured Chaos Marauders were vulnerable to their bolts.

>Cost: 600

>Health: 55

>Leadership: 54

>Speed: 30

>Melee attack: 18

>Melee defence: 16

>Weapon damage: 19

>Armour Piercing Damage: 5

>Armour: 22.5%

>Missile Damage: 3

>Armour-Piercing Missile Damage: 11

>Range: 125

https://static.wikia.nocookie.net/w...kshards.png/revision/latest?cb=20190426142626

Shades: Shades, or Dark Elf Scouts as they are often called, are a group of Dark Elves who eschew life in the cities of Naggaroth and instead lead a savage existence in the grim Blackspine Mountains. They are scouts without compare, able to move as swiftly and silently as ghosts through thick forest, across razor-sharp rocks and along the twisting caverns of the Underworld Sea. Companies of Shades disembark from the fleet under cover of darkness, before moving inland to locate targets for the Dark Elves' raids.

>Cost: 900

>Health: 74

>Leadership: 68

>Speed: 30

>Melee attack: 40

>Melee defence: 32

>Weapon damage: 21

>Armour Piercing Damage: 9

>Armour: 22.5%

>Missile Damage: 3

>Armour-Piercing Missile Damage: 12

>Range: 130

https://static.wikia.nocookie.net/w...tration.jpg/revision/latest?cb=20160426114421

-Cavalry, Monsters, Beasts and War Machines: Many hellish beasts are found within Naggaroth, the home of the Druchii. Broken by skilled Beastmasters, they form a deadly and organized shock force against all who oppose their dark masters.

Dark Riders: Dark Riders are the eyes and ears of Malekith's army, acting as lightning fast scouts that can outrun even the fastest horsemen. In the grim days when armies of Daemons besieged Ulthuan, keen-eyed messengers from Nagarythe kept guard for any signs of a daemonic intrusion.

>Cost: 450

>Health: 73

>Leadership: 55

>Speed: 30

>Melee attack: 24

>Melee defence: 22

>Weapon damage: 20

>Armour Piercing Damage: 6

>Armour: 22.5%

https://static.wikia.nocookie.net/w...k_Rider.jpg/revision/latest?cb=20160502191214

Cold One Knights: Cold One Knights count themselves amongst the finest warriors in Naggaroth. They are nobles of great wealth and ambition, whose warrior instincts elevate them far beyond the upstart cavalrymen of lesser races. The knights' weapons are the finest that can be bought in the great cities: long swords enchanted in such a manner as to never lose their edge, and tall lances sharp enough to pierce the hide of a Dragon.

>Cost: 1000

>Health: 120

>Leadership: 75

>Speed: 30

>Melee attack: 29

>Melee defence: 26

>Weapon damage: 12

>Armour Piercing Damage: 30

>Armour: 67.5%

https://static.wikia.nocookie.net/w...e_rider.jpg/revision/latest?cb=20160428152803

Doomfire Warlocks: Doomfire Warlocks feel the Dark Prince's grasp on their souls grow with every passing day. As the grip tightens, dark runes blaze into life on their flesh, an unholy fire that creeps slowly across the skin. If this process is not arrested before the Warlock's entire body is swathed in flame, his soul is snuffed out and consumed by the Dark Prince. This fate cannot be thwarted, for no mortal can long deny rapacious Slaanesh. It can, however, be stalled if the Warlock sacrifices others in his stead -- the purer or mightier the soul, the better.

>Cost: 1100

>Health: 74

>Leadership: 65

>Speed: 30

>Melee attack: 32

>Melee defence: 22

>Weapon damage: 32

>Armour Piercing Damage: 13

>Armour: 11.25%

https://static.wikia.nocookie.net/w...arlocks.png/revision/latest?cb=20190426143029

Cold One Dread Knights: Cold One Knights count themselves amongst the finest warriors in Naggaroth. They are nobles of great wealth and ambition, whose warrior instincts elevate them far beyond the upstart cavalrymen of lesser races. Their weapons are the finest that can be bought in the great cities: long swords enchanted in such a manner as to never lose their edge, and tall lances sharp enough to pierce the hide of a Dragon. Their mounts, too, are superior to those of other lands; no horse, no matter how well-trained or carefully bred, could ever hope to match the savagery of a Naggarothi Cold One.

>Cost: 1300

>Health: 120

>Leadership: 75

>Speed: 30

>Melee attack: 39

>Melee defence: 42

>Weapon damage: 14

>Armour Piercing Damage: 34

>Armour: 86, 67%

https://static.wikia.nocookie.net/t...test/scale-to-width-down/70?cb=20171003155649

Cold One Chariots: Cold One Chariots are sometimes given as gifts to those rare knights who have pleased Lord Malekith with their devotion and prowess in battle. To possess such a machine is a symbol of great prestige, and is ranked amongst the highest stations in battle, even though the Cold Ones' truculent nature can often bring the chariot to a jarring halt at the most inopportune moments.

>Cost: 1000

>Health: 1545

>Leadership: 65

>Speed: 30

>Melee attack: 24

>Melee defence: 23

>Weapon damage: 12

>Armour Piercing Damage: 32

>Armour: 81, 59%

>Missile Damage: 8

>Armour-Piercing Missile Damage: 24

>Range: 125

https://static.wikia.nocookie.net/w...Chariot.png/revision/latest?cb=20170330205150

Scourgerunner Chariots: Beastmasters are always eager to find fresh subjects, for the many perils of battlefield, gladiatorial arena and neglect ensure that stables suffer a high rate of attrition. Small bands of Beastmasters roam the wilds in Scourgerunner Chariots, searching fen, crag and cave for suitable prizes. Armed with barbed nets and harpoons attached to strong chains, they snare and immobilise their prey.

>Cost: 950

>Health: 1222

>Leadership: 65

>Speed: 30

>Melee attack: 24

>Melee defence: 23

>Weapon damage: 25

>Armour Piercing Damage: 15

>Armour: 60 %

>Missile Damage: 12

>Armour-Piercing Missile Damage: 40

>Range: 150



Bloodwrack Shrines: The Bloodwrack Shrines bear the terrifying Bloodwrack Medusa into battle. Should an enemy meet her gaze, they will die a horrifying and painful death as their blood flows from every pore.

>Cost: 1200

>Health: 5337

>Leadership: 80

>Speed: 30

>Melee attack: 22

>Melee defence: 26

>Weapon damage: 120

>Armour Piercing Damage: 80

>Armour: 60 %

>Missile Damage: 30

>Armour-Piercing Missile Damage: 60

>Range: 125

https://static.wikia.nocookie.net/w...tration.jpg/revision/latest?cb=20160430162707

Reaper Bolt Throwers: A deviation of the normal Elven Repeater Bolt Thrower, Reaper Bolt Throwers are used at sea to clear the decks of enemy vessels, and on land to scythe down ranks of enemy warriors. A mechanism of counterweights and cords allows the Reaper to shoot a hail of bolts, or a single missile with force enough to pierce a Dragon's hide. A Reaper's bolts are barbed and difficult to remove from the wounds they inflict.

>Cost: 700

>Health: 55

>Leadership: 70

>Speed: 30

>Melee attack: 10

>Melee defence: 15

>Weapon damage: 19

>Armour Piercing Damage: 5

>Armour: 22,5 %

>Missile Damage: 30

>Armour-Piercing Missile Damage: 60

>Range: 125

https://static.wikia.nocookie.net/w...Thrower.jpg/revision/latest?cb=20160424001402

Harpies: Harpy or Harpies are rare winged predators almost entirely unknown in the Old World. They make their lairs in the mountains and cliffs of the Land of Chill, the Northern Waste and the lands of Troll Country but always near the sea, where prey is more readily available. Their wings are leathery, resembling those of a bat, though their forms often sprout black feathers. Their lower bodies end in scale-covered bird's legs and jagged talons.

Harpies: Upon the thermals of the sacrificial pyres soar the Harpies - winged beasts with a savage beauty. They are creatures of cruel temperament, that is for sure, for flocks of Harpies delight in tormenting their victims and feast upon raw flesh.

>Cost: 600

>Health: 87

>Leadership: 52

>Speed: 82

>Melee attack: 22

>Melee defence: 38

>Weapon damage: 32

>Armour Piercing Damage: 12

>Armour: 11,25%

https://static.wikia.nocookie.net/w..._Attack.png/revision/latest?cb=20160527000513

Manticore: Manticores are huge, leonine beasts that soar on leathery wings. They are amongst the most powerful of all the predators that live in the north's mountain ranges. The mutating power of Chaos ensures that no two Manticores are truly alike. Some have manes of writhing serpents, others pelts of iron scales, and many sprout spiked tales with a poison strong enough to boil a man's blood in his veins. However, all Manticores are berserk killers saturated with primal fury. They are so fierce that they are held by the Dark Elves to be incarnations of Khaine, God of Murder.

>Cost:800

>Health: 3827

>Leadership: 56

>Speed: 85

>Melee attack: 40

>Melee defence: 34

>Weapon damage: 290

>Armour Piercing Damage: 155

>Armour: 43,25%

https://static.wikia.nocookie.net/t...nticore.png/revision/latest?cb=20181113084340

Kharibdyss: The Kharibdyss is a loathsome beast of the uncharted depths, its kind seldom seen on land save when the Dark Elves goad one to war. Untold numbers of these primeval horrors churn the murky deep off Naggaroth's western coastline, sating their hunger on any creature foolish enough to cross their path. Occasionally, a Kharibdyss can be sighted upon the broken isles of Naggaroth's western coast, tentacles writhing with slime and sea-spray as the beast hunts for tasty morsels.

>Cost: 1800

>Health: 9450

>Leadership: 66

>Speed: 85

>Melee attack: 55

>Melee defence: 30

>Weapon damage: 150

>Armour Piercing Damage: 350

>Armour: 60 %

https://static.wikia.nocookie.net/w...ribdyss.jpg/revision/latest?cb=20160501003355

War Hydra: The Hydra is a titanic beast of the mountains, whose ill-tempered and ravenous nature has proven the doom of many an unsuspecting morsel. Indeed, so ferocious is the Hydra that campaigning armies often make wide detours to avoid intruding on such a beast's bone-strewn lair. Those that march on regardless do so either out of confidence in their battle-prowess or ignorance of the Hydra's savagery.

>Cost: 1800

>Health: 9350

>Leadership: 65

>Speed: 85

>Melee attack: 52

>Melee defence: 26

>Weapon damage: 140

>Armour Piercing Damage: 300

>Armour: 37,5 %

https://static.wikia.nocookie.net/w..._Hydras.png/revision/latest?cb=20170331010930

Black Dragon: Black Dragons are a corrupted variant of the Dragon race currently living within the cold frigid lands of Naggaroth. Like all intelligent creatures, Dragons are prone to acts of good or ill depending upon their nature and upbringing. When Prince Malekith began his schemes to usurp the Phoenix Throne for himself, his agents stole Dragon eggs from the Kingdom of Caledor and used them to create a new breed of Dragons.

>Cost: 2100

>Health: 7316

>Leadership: 70

>Speed: 85

>Melee attack: 46

>Melee defence: 48

>Weapon damage: 520

>Armour Piercing Damage: 380

>Armour: 60 %

>Missile Damage: 77

>Armour-Piercing Missile Damage: 32

>Range: 90

https://static.wikia.nocookie.net/w..._Dragon.png/revision/latest?cb=20150612024853

Bloodwrack Medusae: Bloodwrack Medusae are horrid half-snake creatures that have serve the whim and desires of Morathi, the Hag Queen of Naggaroth for many thousands of years. It is said that the Bloodwrack Medusae were Sorceresses of Ghrond who used their magics and blood-feasting rituals to become more beautiful than even the gods.

>Cost: 1300

>Health: 4815

>Leadership: 65

>Speed: 85

>Melee attack: 34

>Melee defence: 34

>Weapon damage: 130

>Armour Piercing Damage: 260

>Armour: 22,5 %

>Missile Damage: 30

>Armour-Piercing Missile Damage: 60

>Range: 125

https://static.wikia.nocookie.net/w...ender_1.jpg/revision/latest?cb=20200524015620

Spellthirster: Spellthirsters are a rare breed of War Hydras, first created by Morathi, that are physically weaker but have an innate magic resistance.

>Cost: 1700

>Health: 8350

>Leadership: 55

>Speed: 75

>Melee attack: 42

>Melee defence: 16

>Weapon damage: 130

>Armour Piercing Damage: 200

>Armour: 27,5 %

https://static.wikia.nocookie.net/w...version.jpg/revision/latest?cb=20200415113200

Sea Dragon: The Sea Dragons are the largest of the Dark Elves' sea-going monsters.

>Cost: 3100

>Health: 8316

>Leadership: 80

>Speed: 85

>Melee attack: 56

>Melee defence: 58

>Weapon damage: 620

>Armour Piercing Damage: 480

>Armour: 70 %

https://static.wikia.nocookie.net/w..._Dragon.jpg/revision/latest?cb=20161022184314

-Dark Elves traits:

  • Death to the Asur: The Druchii and the Asur have been at war for centuries, and the Dark Elves have developed a particular hatred for their cousins. (-100 out of -100 relations with High Elves)
  • Slave Dependency: The Dark Elves are warriors, but because of this they cannot do menial works. This is what slaves are for, alongside constant sacrifices for their gods and entertainment. Something that the inhabitants of Toronto aren't that fond of, especially when there are the Mavericks around that could do the dirty work for them. (-50 out of -100 in population happiness, -50 out of -100 civil manpower spending, if slaves are sacrificed to Khaine, troops gain bonuses in all stats. Es: sacrifice of 27 slaves equals to 27% bonus to all Dark Elves units stats)
  • Seafarer raiders: To support the constant need for slaves and gain riches, many Druchii have turned into cruel corsairs, raiding the coasts and defenceless ships for plunder. They have become masters of the sea, and with a few modifications, they will become the rulers of these seas as well. (+80 out of +100 supply near coasts, can call bombardment on coastal areas, can raid enemy positions, require access to the sea)
  • Loyalty: While Malekith rules above all Dark Elves, and few would be brave enough, powerful enough, desperate enough, OR stupid enough to question his world….there are those who have either one or all of this traits. Again, these fools are little in numbers, but if any of Malekith subordinate heads were to get to big….the Witch King would have to put them back in place. (+80 out of +100 centralized government, decreases if other Dark Elves lords gain more prestige. To reduce Dark Elves prestige, Malekith can either battle the Dark Elf lord or increase his prestige)
If there are any things that I should modify/add, let me know.

I hope you guys like this new update! Be sure to like (if you like it), comment (please comment so I can learn what your opinion is) and..... follow I guess.
 
Race Introduction 9: Norsca
Norsca

The Norsca peninsula from planet Mallus was inhabited by a race of savage and ferocious Men known variously as Norscans, Norsemen or the Norse. Fur-clad warriors and berserkers of hairy brawn, these wrathful barbarians sail the seas in fearsome longships and unleash their devastating fury upon the south. The brutality of Norse raids has been felt as far abroad as the Witch King's baleful domain of Naggaroth, as well as the mysterious realm of mighty Cathay, for the men of Norsca are reckoned to be perhaps the most adept sailors and navigators in all the world; unequaled by any in their courage and reckless thirst for conquest.

Now stranded in this new world, they are not afraid of it. rather, they believe that this is nothing more than a test by their Dark Gods, to show that they are worthy of being called the Chosen of Chaos.

-Lords of the New Norsca Confederation:

Wulfrik the Wanderer: A great warrior who drank too much beer one night and boasted that he was the greatest warrior alive. Chaos Gods sought to punish him and he is cursed to hunt other great warriors until he dies. The gods gave him the gift of speaking any language and he must declare challenges on the battlefield. He has a flying ship called Seafang that allows him and a unit of marauders to deploy anywhere on the battlefield. The Chaos Gods have declared him as the leader of the Norscan expedition in this new world.

https://static.wikia.nocookie.net/w...Wulfrik.png/revision/latest?cb=20150612112246

Throgg, King of Trolls: A Troll who was given by the Chaos Gods the gift of intelligence. He was then named King of Trolls and one day decided to conquer everything. He now plans to lead an army of trolls and other monsters of Chaos to destroy the lands of men.

https://static.wikia.nocookie.net/w.../Throgg.png/revision/latest?cb=20160623010820

Beorg Bearstruck: Beorg Bearstruck, known also as Beorg, Son of Bran, is a mighty Champion of Chaos and chieftain of the Ursfjordings, also known as the Tribe of the Bear, or the Bearmen of Urslo by those they kill.

https://static.wikia.nocookie.net/w...rstruck.png/revision/latest?cb=20131004133538

Valnir the Reaper: Valnir the Reaper, also known as the Scion of Nurgle and the Reaper of Souls, is a great, semi-daemonic Champion of Nurgle, the Chaos God of Decay and Pestilence. According to the sagas of the Crow tribe of Norsca, Valnir was once a great Chieftain and warrior. His strength of sinew and skill at arms such that he was the equal of the mightiest warriors of the numerous Khornate Norse tribes. Yet despite his power and glory, despite the multitudes of victories he garnered for his tribe, the chieftain is said to have felt no pleasure. He took no pride in his strength or appearance, nor did he partake of the luxuries his small empire of conquered lands could bestow. Why this may have been, none of the legends recall, but all agree that Valnir was ever a man of grim visage and heavy heart. Indeed, it was often said amongst the Norsemen that were Valnir's misery to flow as a river, it would have enveloped all the North in its bitter waters.

https://static.wikia.nocookie.net/w.../Valnir.jpg/revision/latest?cb=20140429055602

Haargroth the Blooded: Haargroth the Blooded is a mighty and infamous Champion of Khorne and the Jarl of the Graeling tribe of northern Norsca. Though formerly a goatherd, he proved his mettle in combat when he butchered a Beastkin warlord with his own axe. By chance, the weapon was blessed by Khorne, and set Haargroth on the path to glory. Soon enough, his frame began to swell with muscle and he towered over his fellow Norsemen, thus establishing his power over the tribe. When the chieftain, himself a powerful champion of Chaos, returned to his hall and found Haargroth seated on his throne, the incensed warlord challenged the warrior to battle. That night, the Graelings had a new leader.

https://static.wikia.nocookie.net/w...Blooded.jpg/revision/latest?cb=20130731111002

Mortkin: Lord Mortkin, also known as the Black-Iron Reaver, was a mighty King of the Norscans and the commander of a fearsome army of Norse warriors known as the Fell Legion. He is primarily notable for his long and devastating campaign against Ostland and Nordland in 2515 IC, where he slaughtered the entire province in an orgy of bloody revenge in retribution for the destruction of countless Norse villages along the coastlands of Norsca by Elector Count Valmir von Raukov. During the war, Mortkin destroyed the ancestral seat of the von Raukov line, razed the cities of Kludburgh, Volganof and Saltraken, and personally slew the heir of the von Raukov house, Oleg von Raukov, in single combat.

https://static.wikia.nocookie.net/w...f/Chaos.png/revision/latest?cb=20140621050220

Egil Styrbjorn: Egil Styrbjorn of the Skaelings, also known as the Slayer of Souls and the Butcher of Immortals, was a Norscan High Jarl, and one of the greatest champions of the Blood God Khorne to ever walk the land.

https://static.wikia.nocookie.net/w...ing3fin.jpg/revision/latest?cb=20150206153232

Morkar: Morkar the Uniter was the first Everchosen of Chaos. A tribal chieftain of Norsca, Morkar received the blessings of the Gods of Chaos and launched an invasion of the early Empire of Man but was ultimately defeated by Sigmar. Resurrected by the Chaos Gods to bring the End Times to the other races of Mallus, he will have to make do with the races of Earth

https://static.wikia.nocookie.net/w...ar23_03.jpg/revision/latest?cb=20130815220801

Engra Deathsword: Engra Deathsword, also known as the Butcher of Praag, was a mighty Champion of Chaos and lieutenant of the Everchosen Asavar Kul.

https://static.wikia.nocookie.net/w...os_Lord.jpg/revision/latest?cb=20160529224618

-Lords/Heroes:

Marauder Chieftain: Marauder Chieftains are the mighty leaders of the Northmen Marauders, fearsome warriors who are greatly favoured by the Dark Gods.

>Cost: 1000

>Health: 4412

>Leadership: 70

>Speed: 58

>Melee attack: 65

>Melee defence: 55

>Weapon Damage: 275

>Armour-Piercing Damage: 145

>Armour: 22,5%

https://static.wikia.nocookie.net/w...arauder.png/revision/latest?cb=20151106043446

Skin Wolf Werekin: Werekin are the most fearsome and deadly of the Skin Wolves.

>Cost: 1200

>Health: 5032

>Leadership: 70

>Speed: 58

>Melee attack: 45

>Melee defence: 32

>Weapon Damage: 140

>Armour-Piercing Damage: 280

>Armour: 52,5%

https://static.wikia.nocookie.net/w...kin_(3).jpg/revision/latest?cb=20190222014433

Fimir Balefiends: Fimir Balefiends, also known as Dirachs, are the sorcerers of the Fimir race.

>Cost: 1000

>Health: 5032

>Leadership: 60

>Speed: 58

>Melee attack: 27

>Melee defence: 35

>Weapon Damage: 80

>Armour-Piercing Damage: 320

>Armour: 48,75%

https://static.wikia.nocookie.net/w...r_Fimir.png/revision/latest?cb=20170518233307

Shaman-Sorcerer: Shaman-Sorcerers are the Shamans native to the harsh North. They worship the Chaos Gods, whether by their real names or not, and live among the Chaos-worshiping Marauder tribes.

>Cost: 1000

>Health: 3352

>Leadership: 60

>Speed: 58

>Melee attack: 30

>Melee defence: 30

>Weapon Damage: 220

>Armour-Piercing Damage: 95

>Armour: 22,5%

https://static.wikia.nocookie.net/w...ept_Art.png/revision/latest?cb=20190722224101

Vikti: The Vikti are the healers and local shamans for most Norscan tribes. Admittedly, most Norseman spellcasters are Sorcerers, Witches, and Warlocks.

>Cost: 900

>Health: 2342

>Leadership: 50

>Speed: 58

>Melee attack: 20

>Melee defence: 20

>Weapon Damage: 120

>Armour-Piercing Damage: 95

>Armour: 22,5%

https://static.wikia.nocookie.net/w...r_Vikti.png/revision/latest?cb=20170623084321

Infantry: Norscan infantry counts on speed, resilience and strength to defeat its foe.

Chaos Marauder: Chaos Marauders are tribal warriors hailing from the harsh lands of the North, fighting on behalf of the Gods and their Tribe. They fight alongside the Chaos Warriors, eager to earn the attention of the Dark Gods and join their esteemed ranks. These warriors are barbaric to the extreme, wearing almost nothing but fur garments, crude war-axes and wrought metal shields. Nevertheless, these Marauders are feared rightfully so for their unnatural savagery and brutality in combat.

>Cost: 375

>Health: 78

>Leadership: 60

>Speed: 35

>Melee attack: 34

>Melee defence: 28

>Weapon Damage: 21

>Armour-Piercing Damage: 7

>Armour: 11,25 %

https://static.wikia.nocookie.net/w...orscans.PNG/revision/latest?cb=20130909075337

Marauder Berserkers: Marauder Berserkers, also known as Savages, are a brutal sect of Northmen warriors, known chiefly for being subject to terrifying battle-frenzies.

>Cost: 850

>Health: 78

>Leadership: 70

>Speed: 35

>Melee attack: 40

>Melee defence: 18

>Weapon Damage: 39

>Armour-Piercing Damage: 13

>Armour: 11,25 %

https://static.wikia.nocookie.net/w...serkers.png/revision/latest?cb=20180805230903

Marauder Champions: Marauder Champions are an elite, veteran, warrior class of the barbarous Northmen. They are the mightiest warriors of a tribe, besides the hulking Chieftains themselves.

>Cost: 1000

>Health: 70

>Leadership: 75

>Speed: 35

>Melee attack: 36

>Melee defence: 49

>Weapon Damage: 30

>Armour-Piercing Damage: 9

>Armour: 60 %

https://static.wikia.nocookie.net/w...ampions.png/revision/latest?cb=20180805224417

Marauder Hunters: Marauder Hunters are those among the Northern Marauder tribes who, facing exile in the cold and barren North, have become adept at hunting the monstrous beasts of the North to sustain themselves.

>Cost: 550

>Health: 49

>Leadership: 50

>Speed: 35

>Melee attack: 28

>Melee defence: 20

>Weapon Damage: 21

>Armour-Piercing Damage: 7

>Missile Damage: 6

>Armour Piercing Damage: 21

>Armour: 11,25 %

https://static.wikia.nocookie.net/w...javelin.png/revision/latest?cb=20190724215309

Flayerkin: Flayerkin are horrific followers of the Chaos Gods, usually sent to be modified by the fell Skaven into living weapons, or choosing to do so themselves due to mutation or sheer insanity.

>Cost: 1000

>Health: 80

>Leadership: 75

>Speed: 35

>Melee attack: 46

>Melee defence: 49

>Weapon Damage: 50

>Armour-Piercing Damage: 29

>Armour: 60 %

https://static.wikia.nocookie.net/w...420533.jpeg/revision/latest?cb=20190224000213

Bondsman: The Bondsman is a warrior in service to a particular Jarl. He is expected to live in the Jarl's Hall, share the Jarl's food, and be steadfastly loyal.

>Cost: 480

>Health: 87

>Leadership: 70

>Speed: 45

>Melee attack: 43

>Melee defence: 30

>Weapon Damage: 31

>Armour-Piercing Damage: 17

>Armour: 21,25 %

https://static.wikia.nocookie.net/w...erserks.PNG/revision/latest?cb=20140222092119

-Cavalry, Monsters, Beasts and War Machines: The harsh land of Norsca holds many monstrosities often hunter by the Norscans, but sometimes they are also employed in battle against the Southerners.

Chaos Chariots: Chaos Chariots are more than just machines of war; they are symbols of status and power. They are drawn by a pair of huge destriers swollen to unnatural size by the corrupting energies of Chaos. They are bound by chains and iron rigging to a broad timber frame chariot, which sits atop massive metal wheels. From it seat lies a favoured Chaos Warrior equipped with flails or powerful polearm weaponry.

>Cost: 950

>Health: 1434

>Leadership: 70

>Speed: 78

>Melee attack: 22

>Melee defence: 28

>Weapon damage: 29

>Armour-Piercing Damage: 11

>Armour: 67,5%

https://static.wikia.nocookie.net/w...hariots.png/revision/latest?cb=20160510032146

Marauder Ice Wolf Chariot: Marauder Ice Wolf Chariots are a variant of the Chaos Chariot pulled by Ice Wolves and used by the Marauder tribes in warfare.

>Cost: 900

>Health: 1480

>Leadership: 70

>Speed: 78

>Melee attack: 32

>Melee defence: 28

>Weapon damage: 40

>Armour-Piercing Damage: 13

>Armour: 63,75%

https://static.wikia.nocookie.net/w...chariot.png/revision/latest?cb=20190724215557

Marauder Horsemen: Marauder Horsemen are those tribal warriors that have a strong affiliation with horseback, such as the tribal warriors of the Kurgan and Hung. Riding on fast steeds, these warriors range ahead of the main columns, galloping around the enemy battle line and cutting off any chance of escape. Expert hunters and trackers, Marauder Horsemen are as swift as the wind and merciless as an ice storm.

>Cost: 500

>Health: 91

>Leadership: 48

>Speed: 90

>Melee attack: 22

>Melee defence: 20

>Weapon damage: 19

>Armour-Piercing Damage: 5

>Missile Damage: 15

>Armour-Piercing Missile Damage: 7

>Range: 80

>Armour: 11,25 %

https://static.wikia.nocookie.net/w...orsemen.png/revision/latest?cb=20151120024851

Marauder Horsemasters: Marauder Horsemasters are the veteran elite of the Marauder Horsemen.

>Cost: 750

>Health: 98

>Leadership: 54

>Speed: 90

>Melee attack: 26

>Melee defence: 26

>Weapon damage: 20

>Armour-Piercing Damage: 6

>Missile Damage: 18

>Armour-Piercing Missile Damage: 8

>Range: 90

>Armour: 37,5%

https://static.wikia.nocookie.net/w...masters.png/revision/latest?cb=20190722213556

Chaos Warhound: Brutish and bloodthirsty beasts, the Warhounds of Chaos are tireless hunters built of little more than muscle and fang. On the field of battle, the Beastmen release these feral beasts to intercept the forward elements of the enemy army. Packs of Chaos Warhounds will hunt down and pounce upon enemy skirmishers and scouts, bearing them to the ground and ripping them to pieces in their desperate desire to kill.

>Cost: 400

>Health: 76

>Leadership: 38

>Speed: 95

>Melee attack: 26

>Melee defence: 17

>Weapon damage: 19

>Armour Piercing Damage: 3

>Armour: 11,25%

https://static.wikia.nocookie.net/w..._attack.png/revision/latest?cb=20160527231242

Ice Wolf: Ice Wolves, also known as Marauder Warwolves, are Chaos Warhounds that have freezing breath as a mutation.

>Cost: 650

>Health: 120

>Leadership: 45

>Speed: 95

>Melee attack: 32

>Melee defence: 19

>Weapon damage: 29

>Armour Piercing Damage: 13

>Armour: 11,25%

https://static.wikia.nocookie.net/w..._wolves.png/revision/latest?cb=20190306142936

Troll: Trolls are large humanoid monsters, as witlessly stupid as they are bone-crushingly powerful.

>Cost: 800

>Health: 486

>Leadership: 40

>Speed: 95

>Melee attack: 34

>Melee defence: 32

>Weapon damage: 30

>Armour Piercing Damage: 70

>Armour: 30 %

https://static.wikia.nocookie.net/w...d/Troll.PNG/revision/latest?cb=20150801034659

Ice Troll: Like other trolls, Norscan Ice Trolls are strong and stupid, and have regenerative abilities. However, what sets Ice Trolls apart is that, where most trolls have acidic vomit, theirs can freeze their prey.

>Cost: 950

>Health: 549

>Leadership: 38

>Speed: 95

>Melee attack: 40

>Melee defence: 28

>Weapon damage: 33

>Armour Piercing Damage: 69

>Armour: 30 %

https://static.wikia.nocookie.net/w..._trolls.png/revision/latest?cb=20190305184244

Manticore: Manticores are huge, leonine beasts that soar on leathery wings. They are amongst the most powerful of all the predators that live in the north's mountain ranges. The mutating power of Chaos ensures that no two Manticores are truly alike. Some have manes of writhing serpents, others pelts of iron scales, and many sprout spiked tales with a poison strong enough to boil a man's blood in his veins. However, all Manticores are berserk killers saturated with primal fury. They are so fierce that they are held by the Dark Elves to be incarnations of Khaine, God of Murder.

>Cost:800

>Health: 3827

>Leadership: 56

>Speed: 85

>Melee attack: 40

>Melee defence: 34

>Weapon damage: 290

>Armour Piercing Damage: 155

>Armour: 43,25%

https://static.wikia.nocookie.net/w...nticore.png/revision/latest?cb=20160522022723

Skin Wolves: Skin Wolves are Werecreatures of Chaos that turn into lycanthropes.

>Cost: 1000

>Health: 274

>Leadership: 60

>Speed: 85

>Melee attack: 32

>Melee defence: 28

>Weapon damage: 39

>Armour Piercing Damage: 21

>Armour: 11,25%

https://static.wikia.nocookie.net/w...in_Wolf.jpg/revision/latest?cb=20170118141223

Fimir: The Fimir are cyclopean amphibious humanoid monsters that haunt bogs, fens and desolate moorlands throughout the northern and western Old World. Their strongholds take the form of forbidding, craggy piles of rock, crudely built in the semblance of the castles of more civilised races. Outsiders seldom stumble upon these settlements, for they are wreathed in thick mist, a miasma which is magically generated by the Fimir to shield their fortresses from prying eyes, and themselves from the harsh glare of the sun.

https://static.wikia.nocookie.net/w...mir_4th.png/revision/latest?cb=20190304203034

Chaos Giants - Bellowing primitive warcries from maws crammed with rotten, jagged fangs, the Chaos Giant tribes lumber to war. Corrupted by the hideous powers they worship, these beings are twisted perversions of their former selves, monsters dedicated to killing for Chaos.

>Cost:1600

>Health: 9465

>Leadership: 100

>Speed: 39

>Melee attack: 65

>Melee defence: 30

>Weapon damage: 150

>Armour Piercing Damage: 450

>Armour: 22,5%

https://static.wikia.nocookie.net/w...s_Giant.png/revision/latest?cb=20190630041740

Frost Wyrm: Thought to be malign variants of the Ice Dragon, Frost Wyrms can lie motionless for long periods of time, waiting for their unsuspecting prey to come to them.

>Cost:1700

>Health: 6112

>Leadership: 60

>Speed: 39

>Melee attack: 44

>Melee defence: 40

>Weapon damage: 140

>Armour Piercing Damage: 310

>Armour: 52,2%

https://static.wikia.nocookie.net/w...st_wyrm.png/revision/latest?cb=20190306144109

Feral Mammoths: Mammoths are animals very much like elephants, although larger and somewhat hairy.

>Cost: 1700

>Health: 11799

>Leadership: 55

>Speed: 39

>Melee attack: 25

>Melee defence: 30

>Weapon damage: 125

>Armour Piercing Damage: 400

>Armour: 22,5%

https://static.wikia.nocookie.net/w...tration.jpg/revision/latest?cb=20180508140310

Chaos War Mammoths: The Chaos War Mammoth is like unto a living mountain, a wolly colossus bedecked with an elephantine trunk and great curved tusks. Of all the terrible beasts that roam the wastes of the uttermost north, few are as dangerous as the great primeval creatures tainted by Chaos and known to the scholars of the Old World as Mammoths.

>Cost: 2200

>Health: 13418

>Leadership: 60

>Speed: 39

>Melee attack: 30

>Melee defence: 30

>Weapon damage: 125

>Armour Piercing Damage: 400

>Armour: 52,5%

https://static.wikia.nocookie.net/w...ammoths.jpg/revision/latest?cb=20161003053947

Ice Bear: In the far north live the enormous Ice Bears. These creatures use their white fur to hunt invisibly on the tundra. They are frequently man-eaters and can smell such prey from miles away.

>Cost: 800

>Health: 210

>Leadership: 45

>Speed: 75

>Melee attack: 52

>Melee defence: 39

>Weapon damage: 40

>Armour Piercing Damage: 30

>Armour: 32,25%

https://static.wikia.nocookie.net/warhammerfb/images/a/a4/Bear.png/revision/latest?cb=20190304184036

Curs'd Ettin: The Curs'd Ettins are fell creatures renowned in the dreaded sagas of the Norsemen. Even in that barbarous, Chaos-touched land, few are as feared or reviled as they. Twin-headed abominations born of Chaos, they are the terror of the high moorlands and mountains of the North, dwelling in lonely caverns and the once-proud ruins of Chaos Citadels. Hulking and twisted creatures, they greatly resemble the more commonplace Giants in size and strength, as well as in hunger for flesh and blood. Yet they are also easily distinguished from those already brutal creatures by their horrific deformities and cruel intellects.

>Cost: 1000

>Health: 548

>Leadership: 100

>Speed: 42

>Melee attack: 36

>Melee defence: 28

>Weapon damage: 90

>Armour-Piercing Damage: 42

>Armour: 7,5%

https://static.wikia.nocookie.net/w...drsKith.PNG/revision/latest?cb=20130930134626

Boar Centaur: The warping influence of Chaos has thrown forth many malformities and horrific mutations. Some of these unnatural blends of unlikely creatures defy the comprehension and descriptive abilities of a merely sane author. Such foul creatures flourish like a canker in the Chaos Wastes, even entering the Old World, where they take up with other servants of the Chaos Gods. The Boar Centaur is a creature of this kind, spawned upon some unfathomable Chaotic whim and nurtured by helpmates themselves enslaved to the ever-changing will of Chaos.

>Cost: 800

>Health: 108

>Leadership: 60

>Speed: 84

>Melee: attack: 24

>Melee: defence: 26

>Weapon: damage: 25

>Armour-Piercing Damage: 42

>Armour: 26.25%

https://static.wikia.nocookie.net/w...tration.png/revision/latest?cb=20160519203143

-Norscans attribute:

  • Life is an illusion: In the mind of the Norscans, life is nothing but a dream, and in order to wake up, you must fight in bloody slaughter and die in battle. As such, for them, death isn't that scary, for as long as they die in combat, they will go in a better place. (Gives +80 out of +100 morale in all battles)
  • Khorne's beloved: Every time the Norscans go to battle, they do it in the name of the Blood God, who grants them blessing for the blood that is spilled in his name. (Battle attributes increase after every successful battle. If Legendary Lord/Hero is to die in battle, stats return to original values)
  • The Greatest sailors: Looking for plunder and resources, the Norscans have always been skilled navigators, on par with the elves. This allows them to traverse vast spaces of water with little effort, and to colonize faraway places easily. (+50 out of +100 additional supplies and movement speed with Longships, +50 out of +100 coastal colonization)
  • Decentralized government: While technically speaking Wulfrik is the ruler of the New Norsca Confederation, many seek to challenge his position, and many more are stubborn to his command. It is safe to say that his is not a centralized government. (-60 out of -100 centralized government)
  • Death to the Southerners: The Norscans have not forgotten the humiliation and losses they suffered in the early days against Sigmar, and they have since sworn revenge against the weaklings of the South. Now that the Imperials have also been transported here, things aren't so different. (Immediately enters at war with forces of order once contact with them is established. Cannot trade with forces of order.)
If there are any things that I should modify/add, let me know.

I hope you guys like this new update! Be sure to like (if you like it), comment (please comment so I can learn what your opinion is) and..... follow I guess.
 
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