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I kinda want to make an Orc merc group
Not for us to use obviously
Not for us to use obviously
I don't think Blackout is going to complain if people post more ideas.I kinda want to make an Orc merc group
Not for us to use obviously
Orcs only accept teeth as payment for their mercenary work though.I kinda want to make an Orc merc group
Not for us to use obviously
Orc mercenary groups do exist, so whether they've figured out currency, or their employers just pay them in decapitated heads, someone must have figured out a way.
Teeth as currency is more of a 40K thing.Orcs only accept teeth as payment for their mercenary work though.
Yeah, I imagine the difference between a horse-drawn and a bear-drawn sled is the difference between a Light War Sled and a Heavy War Sled.So while bear cavalry and bear-drawn sleds are a thing, they are relatively rare and exclusively use brown bears
No cavalry though, which is a cardinal sin for elven nobility, who do their military service as mounted knights.Now that I think of it, the plan really shows Fanriel's Asur military background. She choose a smaller well-trained and disciplined force, with no artillery but magical support, which is more or less how the Asurs fight.
Approved. Although unless you want me to make them up myself, I'll need to know what kind of runes Duz-Ghal bears.The Shipwrecked
Formerly pirates out of Sartosa, the Shipwrecked had luck both great-and-terrible when they surprised a trading ship crewed by Dwarfs in the Sea of Claws, and were able to seize the chest of gold the ship had accrued from spice trading through Araby and Tilea. While still entangled with the trading ship, a sudden storm came on them that separated the ships and smashed the pirates on the shore. With no ship and no way to return to Sartosa, the pirates reasoned that they already had a pay-chest, so becoming Dogs of War seemed a natural next step.
They'd taken a few jobs before they discovered that they had pursuers they've needed to keep a step ahead of ever since- the Dwarfs they'd stolen from had rallied the whole Clan in pursuit.
Led by Capitana Montoya, wielding the 3-barreled handgun 'Perrito'
50 ex-pirates wielding cutlass-and-pistols.
Clan Grim-Beard
Clan Grim-Beard had fallen on hard times when they made their way to Marienburg centuries ago with little more than the gear on their backs. Dedicated service as ship guards and in the Black Caps had seen the family get together enough funds to purchase their own trading ship, after a few loans, and go into business for themselves. Their misfortunes continued when their ship's maiden voyage saw them robbed and wrecked.
Narrowly escaping debtors prison in Marienburg, the Clan has rallied in pursuit of the pirates. Elder Gormli has vowed to restore the Clan's fortunes by taking the paychest of the Shipwrecked, and he'll do it by hook, crook, or offering the Clan's services to whomever the Shipwrecked have been hired to fight and taking it on the field of battle, though the Clan is not opposed to a few other contracts on the way if the pay is good.
Led by Elder Gormli, wielding the Clan runed az Duz-Ghal.
50 Dwarf Warriors
20 'Camp Followers', with assorted ranged weaponry
5 light cannons, pulled by donkeys (recovered from the wrecked ship)
Feel free to, like I said these are mercenary groups for Fanriel to encounter, those encounters don't have to be friendly.I kinda want to make an Orc merc group
Not for us to use obviously
I'm afraid I'm going to have to say no to this one. 20 magitech handguns is far beyond what an apprentice mage would be able to output in any reasonable timeframe, if at all. The original Fireclaws were created by the Smith-Priests of Vaul, some of the finest creators of magical artefacts on Mallus outside of the Runelords of the Dawi. Plus it screws with how common I want magical items to be, even the Swordmasters of Hoeth only have a very simple "this blade will never dull"-enchantment on their swords.Yeah, I imagine the difference between a horse-drawn and a bear-drawn sled is the difference between a Light War Sled and a Heavy War Sled.
Speaking of Merc companies, I've had an idea for a while ever since I saw the Fireclaw. That being an Asur Smith (first leaned towards Caelorian but I've decided on Cothiquan) with a Fireclaw.
Name: The Fireclaws of Vaul
Description: Valahuir started out as smith from Cothique who came from a small noble house of traders. He was content with just making blades, spears and arrow heads, but during his time in the army he and his unit fought alongside Nordlanders to keep a Waystone near a town safe from a Beastherd and was intrigued by the humans' guns in how they ripped through armor and their cannons shredded formations. Primitive and crude with none of the grace of the bow, yes, but there was something there that he believed had promise if they were refined and improved upon. When his eldest brother got married and the bride's family sent a Fireclaw as part of a wedding gift. While they saw it as an interesting antique to display on the wall, Valahuir saw all the proof he wanted that guns could vastly improved upon, and that if it's promise was shown could lead to the Asur becoming much all the more powerful.
So after spending a few decades studying magic (mostly just Aqshy, Chamon and Azyr), doing his own research on making guns and winning his ownership of the Fireclaw in a duel, Valahuir set out with some other adventurous elves for the Old World to get more "practical experience" in how his weapons would work in a battle. And with the slaves to Chaos acting up in the north, no better time than the present to get some live target practice in.
His present goal is trying to find a way to replicate the Fireclaw, but progress is slow, especially with the infinitely self-replicating bullets part and making something as both small and powerful as it without it exploding. While some of the elves that came with him were initially reluctant to use guns, he managed to convince them to do so and trained for a few years before they left in how to use them and quickly switch to their spear and shield if need be, acting as basically diet Lothern Sea Guard with Handguns. As for for the Handguns themselves, they have a slight bit more oomph and accuracy and quicker to reload since you don't have to worry about loading it with gunpowder. Plus the Elven marksmen using it can shoot targets from much further away than most humans could. Of course, it was an eventuality that Valahuir would have to hire humans for extra help, but even with him making sure their gear is up to his standards, the ingrates have the audacity to complain behind his back that he's an "obnoxious asshole" and "only has us here as meat shields". But nonetheless, while he was initially reluctant in equipping the human help with his guns since the main reason was to see how they'd fair in elven hands, if he wants to continue on to test them out in more than the equivalent of skirmishes and minor battles and still see the effects of them he may need to start branching out more, and maybe get to work on those cannons he's been thinking of…
Numbers:
20 Elven Marksmen/Spearmen
50 Human Spearmen with Masterwork (for a human) equipment
1 Apprentice level Elven Mage with a Fireclaw
Please tell me what you think, how viable the idea itself is, and if anything needs to change.
That looks good to me, approved.Name: Slizgank's Squiggyboyz
Description: Slizgank was once the greatest squig herder his tribe had ever seen, and was able to tame even the most stubborn and violent of squigs, however one day one of Slizgank's squigs escaped and bit off the warboss's foot. Wanting to avoid the warboss's ire, Slizgank quickly fled the camp with as many squigs he could especially he most prized one Besty a Colossal Squig easily capable of eating an orc whole. During his escape he left a massive trail of destruction and teeth and fled to part unknown.
Now Slizgank is a notorious goblin squig herder leading a small band of fellow squig herders and their large menagerie of fleshy balls of violence and death for whomever has the shiny bitz to pay them. This chaotic hopping horde spare nothing in its wake even the fiercest knights have eventually been overcome the wave of insatiable hunger. While Slizgank riding atop Besty has defeated and then devoured even the fearsom of monsters in the Old World.
Numbers:
300 squigs
20 armored squig riders
1 Besty( Colossal Squig) + Slizgank (Goblin Boss)
------------
Not sure how balanced the numbers are since they are squigs and goblins so I'll leave it up to @Blackout if he thinks they need more or less
This is less a mercenary company and more of a combined-arms mercenary army composed of several smaller mercenary companies.Name: Von Meindorf's Repentants.
Description: A mercenary company born of a chance meeting between Hans Feldswig a Warrior priest of Sigmar, shunned by the official cult due to his fiery denounciation of the ongoing Civil war and the Cult of Sigmar's part in it as well as the Empire's failure to uphold their oaths of friendship with Karaz Ankor and Friedrich von Meidorf, minor noble and an officer in the army of Ostermark, disillusioned with Imperial politics after witnessing the devastation caused by civil war and unchecked attacks by orcs and beastmen.
The two men decided that they would have no part in the war of the Three Emperors and instead do what little they could to regain their nation's honour by fighting not their fellow men, but the Undead, Orcs and Slaves of the Dark Gods. To their surprise, von Meidorf's unit in it's entirety and quite a few men from other units nearby and many a civillian chose to join them.
The newly created force moved to Karak Kadrin and for several years served with distinction in the forces of the Slayer king. Recently however, father Feldswig claimed to have a Vision of the great darkness rising in the North, so the Company moved into Kislev to face this new threat head-on.
Composition: the Repentants can be broadly split into 4 groups:
1. 88th Ostermark Halberdiers: Captain Von Meindorf's original unit serves as the backbone of the company. These veterans are equipped with dwarven plate armor, a legacy of their service in Karak Kadrin and are kept at exactly 300 men, their casualties replenished with the best of other fighters available to the company.
2. other Imperial infantry: a mix of troopers from other units, ex-civillians trained by the 88th and new recuiruts from after the defection, these troops are a mix of ranged and melee troops fighting in the style of the state troopers of the Empire. On the battlefield they are predominately serving as detachments, fire support and smaller melee support units for the halberds of the 88th.
3. Feldswig's flaggelants: many warrior priests are accompanied by flaggelants, whether they want it or not and Hans Feldswig is no exception. Although he is not within the empire proper, his fiery preaching, proven ability to call upon Sigmar's power and a holy mission mean that no matter how many of them fall, there are always more flaggelants willing to join.
4. "Non-combatants": every military unit is accompanied by various civillians, merchants, blacksmiths, cobblers, camp wives, wagon drivers and others. While they are not soldiers, they can fight and will be pushed into service if needed, most commonly protecting the wagenburg.
Numbers:
1 captain Friedrich von Meidorf (armed with von Meidorf family runesword* ), 1 Hans Feldswig Anointed** Warrior Priest of Sigmar, 300 vetran halberdiers with full plate armor (Ostermark 88th Halberdiers), ~150 melee State trooprs(exact weapons and numbers vary), ~200 ranged state troopers (exact weapons and numbers vary), ~ 100 flaggelants (exact numbers vary greatly), supply train and camp followers,
* low-mid tier weapon.
** Spellcasting
Apologies, wasn't entirely sure on what would be the more significant innovation and I may have gotten a little too fixated on the whole "making its own ammo" thing. And I may have overestimated how easy it is to make magic weapons due to from what I skimmed from Rags to Ithilmar. Though I'm not the most knowledgeable on Warhammer alchemy, I am willing to change Valahuir to that since it does sound more for what I'm going for.I'm afraid I'm going to have to say no to this one. 20 magitech handguns is far beyond what an apprentice mage would be able to output in any reasonable timeframe, if at all. The original Fireclaws were created by the Smith-Priests of Vaul, some of the finest creators of magical artefacts on Mallus outside of the Runelords of the Dawi. Plus it screws with how common I want magical items to be, even the Swordmasters of Hoeth only have a very simple "this blade will never dull"-enchantment on their swords.
If you really want to explore the "elves with guns" idea, you could have Valahuir be an alchemist, out to prove that elves can make more reliable gunpowder than humans or dawi, trying out experimental mixtures. Or have them use a magical spark to ignite the gunpowder rather than a matchlock mechanism.
But I'm not willing to permit entire units of elven handgunners with what is frankly the more revolutionary part of the Fireclaw's enchantment (replacing gunpowder altogether with magic) just out of the blue.
The classic elven military trifecta is Spearmen hold the enemy in place, Archers wear them down and Silver Helms deliver the finishing blow.
Ah, but remember, the twins haven't made their legend yet, so Ulthuan is still using the old model.I thought the classic elven military trifecta was Tyrion smashes into the enemy centre with his sword, Teclis magic-blasts whichever part of the enemy forces that aren't currently being engaged with Tyrion at the moment, and then one of their retainers picks through the ashes for notable trophies after the enemy forces have fled the field.
Well, treating him as a Thane, so 75 points worth of Runic gear, and going by the 8th edition Dwarfs book...Approved. Although unless you want me to make them up myself, I'll need to know what kind of runes Duz-Ghal bears.
Thanks for the heads up.They're on the larger side, especially for this early into the game, and 200 mounted knights is a pretty massive force. However, as mentioned I will adjust the numbers if it becomes an issue, with the in-universe justification of casualties or new recruitment. The main point of the numbers is to give an idea of their unit composition, like the Shamed being a mix of mounted and foot knights.
Again, thanks. I considered adding Organ Guns, but I wasn't sure if it would be too exotic to be easily used.I like the idea, approved.
The only Dwarfhold between Kadrin and Kislev is Karak Raziak, so I suppose Vidur would be from there?
Approved. Hero units are fine too, although an engineer and a hunter would struggle to affect the battlefield in the same way as a wizard could.Name: The Hornstones
Description: Thaddeus and Brekka Hornstones are a brother and sister pair of dwarves Thaddeus is a renowned engineer and gunsmith who maintains the pair's signature weapons, two long-barreled hunting rifles of extraordinary power and sophistication, with customized ammunition for different prey, while Brekka is a huntress and tracker who identifies prey. The two use the battlefields of the Old World as hunting grounds and testing grounds to further refine Thaddeus's designs. The pair regularly attract younger dwarves as hangers-on and apprentices, who tend to wield less sophisticated weapons but are still useful - beardlings turn into real dwarves eventually, after all, against all expectations of their elders.
Numbers: Thaddeus and Brekka, plus a handful of younger dwarves.
Was thinking along the lines of hero units, something more like the Prophet than a full company.
Well, Luthien is perhaps not the best benchmark for how easily magical items can be churned out, any more than Fanriel represents how many fields of study the average elf can master.Apologies, wasn't entirely sure on what would be the more significant innovation and I may have gotten a little too fixated on the whole "making its own ammo" thing. And I may have overestimated how easy it is to make magic weapons due to from what I skimmed from Rags to Ithilmar. Though I'm not the most knowledgeable on Warhammer alchemy, I am willing to change Valahuir to that since it does sound more for what I'm going for.
Ok, what about his biggest thing so far being a more reliable powder that's resistant to the elements and the rifles he has made just have a tiny mote of Aqshy in where the matchlock mechanism would be with his main goal in the present is trying to find out how he could make a gun that doesn't need powder. Maaaybe he could have 2 or 3 minor magical guns that are for a more specialist sniper role? Like maybe an Azyr enchantment for homing shots or Ulgu to suppress sound? Or would that be too powerful?
I mean, I'm fine with coming up with them myself, just something I wanted to note if you had something in mind for them.Well, treating him as a Thane, so 75 points worth of Runic gear, and going by the 8th edition Dwarfs book...
Master Rune of Swiftness + Rune of Fury + Grudge Rune?
I'm not going to lie, I was fine leaving it up to you just because I expect you'd be better at finding something fitting, I don't really know much about how it all comes together.
Now that is an interesting idea. They probably wouldn't be able to openly advertise the fact that they're Druchii, since the Asur blacklist anyone who deals with the Druchii and trade with Ulthuan is much more lucrative than with Naggaroth. Druchii are able to operate openly mainly in inland areas where the influence of the Asur isn't so strong, or where they wouldn't go anyway such as Norsca, Sartosa and Uzkulak.Name: Khirathai's Chillblades
Description: A warband of elven marines, deathly pale and consummate professionals. They're old hands at the mercenary business, veteran skirmishers skilled in night raids, boarding actions, and occasional bodyguard duty, sharp elven eyes never failing to spot an assassin's plot, before resolving the matter with their fine sabres of distinctive blue steel, light crossbows of foreign make, or a seemingly endless array of knives. They're an insular bunch, and dealing with Khirathai is like talking to a glacier, but he's professional to a fault. He doesn't make small talk, he doesn't answer questions about his character, his background, or why he took up the mercenary life, and he never, ever shows his back, but he's eager about his business, hasn't failed a contract in twenty years of work, and seems so well accustomed to Kislev's icy clime he might as well have been born to it.
Just one thing: don't get too close, every one of them are prepared to enforce their personal space with naked steel at a moment's notice.
Numbers: Khirathai and a baker's dozen of veteran elven (but I repeat myself) light infantry.
Yes, this is patently obviously a bunch of druchii bombing around as mercenaries, probably exiled corsairs. I'm throwing them into the mix for the flavour note of Fanriel having to deal with a bunch of obvious druchii who are only too happy to needle a disgraced Asur noble, while hiding behind a spotless reputation as sellswords and a veneer of rock-solid professionalism. "Why, our cousins from across the sea, would you like some advice settling into your new station? What with our having been in this trade so much longer, after all "
That's pretty much where Karak Raziak and Khazid Irkulaz (a smaller dwarven settlement) are located. There's not anything in canon about them besides the names and location.Again, thanks. I considered adding Organ Guns, but I wasn't sure if it would be too exotic to be easily used.
I kept it vague because I didn't know of any canon Holds that fit the necessary description, but sure. Maybe he's used to operating in an outpost close to where the World's Edge Mountains end and Kislev begins?
I imagine that it's the ancestral relic of the Clan from long before they fell on hard times.But that works, even if three runes including a Master one is on the higher end for some random clan elder wandering the Old World as mercenaries.
Some are already priests of the Firemouth.I don't think a Ogre can be the priest of another god
The Great Maw has a stranglehold on their entire race they can't escape
Firemouth seems to be Maw adjacent. An aspect of it, not a separate deity.