ShyPersons Warhammer Home-brew

Which faction do you want to see covered next?

  • Bretonnia

    Votes: 5 25.0%
  • Dwarfs

    Votes: 8 40.0%
  • Beastmen

    Votes: 0 0.0%
  • High Elves

    Votes: 6 30.0%
  • Warriors of Chaos

    Votes: 1 5.0%
  • Dark Elves

    Votes: 0 0.0%

  • Total voters
    20
  • Poll closed .
Created
Status
Ongoing
Watchers
35
Recent readers
0

As someone who greatly enjoys Warhammer Fantasy, particularly quests by some of the sites top talent, I have been inspired to do my own thing with the setting.

This is partly motivated by the fact that as a setting that has had multiple writers over its existence, there is little sense of cohesiveness across the setting as a whole, particularly in regards to the units described in the army books. Those entries in particular were something that my younger self thought were the coolest thing ever, but now i find myself dissatisfied.

As someone greatly interested in the sociological aspect of world building, I have decided to remedy this by writing essential my own entries, emphesising the units place in the setting beyond simply hyping them with overwrought description of how cool it is.

I may also use this thread in the future for other concepts I might think up, and expand to writing up named characters that i think have potential, but are let down by the books constantly emphasising their super specialness.
Empire State Troops

ShyPerson

Guardian of the dead’s final rest.
Location
Sweden
Pronouns
Him/He
Seems only right that we start the thread off with the baseline everything else is measured by.

Imperial State Troops


"Mama! Papa! When I grow up, I want to be a soldier, like cousin Hanz, and go on adventures, and get rich, and fight monsters, and…"
- Gerhardt, enthusiastic son of Averland farmers.

"Dey is puny, but gutsy. Got's some shots from humie arrer boys roight 'ere, and some others' got me good here wiff dere pointy choppas. Before I krumpt dem real good, dat is."
- Big boss Borgu 'Ard head.

"Cowards, the lot of them. Their "discipline" is naught more than cowardice masquerading as virtue. True warriors fight for themselves the enemy is upon them, they don't huddle together like frightened children."
- Thora the Mariner, Aspiring Champion of the Dark Gods.


The foundations of any imperial military response, the State Troops are the foundation around which all armies of the Empire are formed. Through the empires history, it has ever been the humble infantryman who formed the bulk of every defense and offence. Raised and maintained by all the Empires constituent provinces, the regiments are as varied as the lands and people that encompass Sigmars realm.

The State Troops origin can be traced to the early centuries of the Empires founding. As wealth grew and mankind's eternal enemies began to reemerge in the centuries following Sigmars ascension, townships and nobles saw the need for fulltime warriors beyond the nobility's retinues. The predecessors of the regiments were organized and based out of the major townships to protect the surrounding lands from incursions, the term for such soldiers being dietsmen. The Era of the Three Emperors saw a transition of control over the regiments fully into the hands of the elector counts under the justification to more effectively protect their lands from both their fellow man and the ever-present ancestral enemies.

While overall control over each provinces regiments is in the Elector counts hands, each regiment is still a distinct entity whose identity is formed from the region it is quartered and its history. It may be raised and funded by a city or noble family for it's own, on the condition that it be placed under the Elector Counts disposal when asked, funded directly by the counts themselves. Prestigious regiments like Aldorfs Company of Hounor, the Middenheim 3rd​ halberdiers "Fangs of Ulric" and the Taalbastion Guard are generously funded. A fact displayed by bright uniforms, banners and richly furnished barracks reserved exclusively for the regiment. In contrast the poorly funded regiments, such as Rhedens 1st​ "Cutters", the Langweise Spears and Varrels Spear regiment all suffer from barely sufficient funding. Often taking extra work when not mobilized, marching with muted or even uncolored uniforms, and quartered in whatever housing can be arranged with the township, usually to the local tavern keepers annoyance.

Regardless of a unit's prestige, even the most ill disciplined will stand their ground when faced with the greenskin, the beast or the evil from the north, because running will mean death by foes who know no quarter.


Spearmen

"Don't get me wrong, a sword would be nice, but would rather have my spear in my hand if I se an ork coming my way"
- Abert, soldier of Hergigs 3rd​ Spear Regiment.

In the teachings of the Cult of Taal, the spear is spoken of along side fire as mankind's first weapon against the darkness. Its ease of training and production has made the spear the most widespread weapon of State Troops even into the reign of Karl Franz. A wall of shields protruding with spears has long been the default formation for infantry to hold at bay the brutish Ork and Gor, and the swarming Goblin and Skaven. Even against monstrous foes like Minotaur's and Trolls, many stories abound of the spears reach making the difference between a heroic slaying and a tragic end.

The spearman is the true workhorse of the provincial armies, often outshone by their peers. It is behind the shield wall that archers and gunners retreat behind when the enemy approaches, who clashes with the enemy to give swordsmen and knights the chance to strike the flank and who must make way on the march when the Greatswords move up. All this and more belay the truth that it is most often the humble spearmen who enable the deeds of others, frequently portrayed in plays and romances as simple men who do whatever is asked without question. Despite the introduction of pikes and halberds into the Empires arsenal during the Reign of the Three Emperors, the spear still remains the weapon of choice.


Notable Regiments

The Sigfriedhof 1st​

Founded after the First Vampire War to guard the lands surrounding Sigfriedhof, their command transferred officially to the Grand High Seeker of the Raven when Count Martin of Stierland granted the town and the surrounding region to the Knights Raven. The regiment has since the Sigfriedhof Grant served alongside the Raven knights and their allies in containing the undead influence that radiate from Sylvania, having passed down the methods of combating the walking dead the most regiments elsewhere have forgotten. Its association with the Knights Raven has led to most of the regiment's membership to worship Morr as their patron.

The Obelheim 2nd​ "Shepherd's Boys"

Based in Obelheim, Talabecland, the regiments primary charge when not called away by the Count is patrolling keeping the stretch of the Great Forrest Road that passes by and branches towards Obelheim clear of greenskins and beastmen. The regiment gets its moniker from its membership being largely made up from young shepherd's sons from the region seduced by the allure of adventure and pay. Said sons familiarity with the landscape means the regiment moves faster and coordinates more efficiently in the nearby Farlic Hills then newly arrived beastmen and greenskin tribes expect.


Archers

"A good bow will never fail you. Made this one myself, and its never failed me once. I've sent 5 goblins, 6 beastmen and a really big beastman since I mede this one."
-Ella Ernsdotter, trooper in the Kutenholz archery regiment

Whilst the Empires south have largely abandoned the bow as a State Troop armament in favor of the crossbow and handgun, it is still retained as a mainstay in the north. The strictures of Ulric and Taal and ancient martial (some claimed to predate the ur-emperor) tradition are obvious ideological motivators to retain archer regiments, the near monopoly on black powder weaponry held by Nuln also hinders widespread adoption of the newest weapons. And even Middenland employs such weaponry in its armies despite stigma and logistical troubles.

While detractors decry the time it takes to fully train a skilled bowman and its alleged primitiveness, there is still much that makes the bow viable well into the 2500s. A skilled bowman can loose 10-12 arrows in one minute to the handguns 2-3; better to fight swarming goblins in the words of the bows proponents. It relies not expensive powder that fowls so easily when wet, when a string can be easily stored, and arrows can be recovered when the battle ends (and allows competitive soldiers to know what they killed). Archer regiments also pride themselves of arcing volleys, a feat difficult of crossbows and impossible for handguns.

Debates continue between the bows supporters and detractors, but wise generals know to value the bows strengths as a ranged weapon and that an arrow to the eye can kill a Warboss or Beastlord as well as a bolt or shot can.


Notable regiments

The Streissen Skirmishers

One of the last holdouts of Averland archery traditions, the regiments bows are fashioned from yew harvested from the Averwald, whose outskirts border the town the regiment is based in. The Averwald houses the last yew groves in the province, making them fiercely protected by the Cult of Taal, who also harvest the wood used for the regiments bows. Amongst a ranged contingent usually known for crossbows and handguns, the Streissen Skirmishers made a standout sight in Averlands order of battle.


Bergendorfs 4th​ "Howlers"

A wolfs howl that woke much of the regiments just in time to save them from a massacre by a goblin night attack after the regiments founding during the Reign of the Three Emperors has defined the Howlers character to the present day. Ulric has been the regiments patron ever since, which the men honour with long hair and beards and strict observance of the Winter Kings rites. The regiment gets its moniker from its tradition of howling like wolves when facing the enemy, a sound that has been known to echo through the thick Hochland forests.


Crossbowmen

"Sure, we might not be making them ourselves, but I don't see the White Wolves smithing their own armor. And we are using our own strength to pull the strings. You have any idea how heavy those are?"
-Holst, Crossbowman in Salzenmunds 3rd​ archery regiment

An early edition to the imperial armory after its unification, its history and usage has remained divisive for almost the entire length of the Empires history. Among scholars concerned with such matters there is no agreement to its source, weather it was emulated from the dwarves own crossbows or if it was imported from Tilea. Since its introduction somewhere between the Empires founding and the reign of Sigismund the Conqueror the crossbow has been the staple of the ranged State Troops of the south.

Controversy however rages in the north about the weapons compatibility with Ulrican and Taalite principals. Whilst debates among the faithful continue, it has not prevented Ulrican dominated Middenland or Taalite dominated Taalabecland from raising crossbow regiments of their own. The debate has largely shifted to decrying the handgun, and most of the old gods adherents find the crossbow far more palatable.

Its supporters laud the crossbow as a weapon that delivers powerful shots that don't require the extended training required of an archer. Its opponents decry its slow reload rate. The engineers of Altdorf have long sought a solution to this problem through various mechanisms, none of which have been viable for even province wide proliferation.


Notable regiments

Vandengarts Shootists

The pride of Vandengart, the men of the regiment prides themselves in maintaining good accuracy even after downing two glasses of kvas. The alcohol consumption stereotypically associated with Ostlanders has led to outrageous hazing rituals for new membership and frequent complaints of rowdiness when encamped near foreign regiments. These issues persist despite efforts by new officers to enforce discipline. Proximity to Kislev means many members have Kislevite heritage, explaining the regiments taste in kvas.


Kreutzhofens Hounor Company

Perhaps the southernmost city of the Empire, Kreutzhof sits on the crossroad of major trade routes that reach into Brettonia, Tilea, the Boarder Princes and the dwarf holds of the Vaults. It is through contact with the latter that the city claims to have been the site where mankind first mastered the crossbow, to the consternation of their Tilean neighbors, who claim the honor inventing the first manmade crossbow. The Dwarfs refuse to comment. The company allows only the best to join its ranks in honor of its perceived history.


Pikemen

"Loosen up you sheep! Get too tight and there will be no room when you need to maneuver. TOO LOOSE! Now the piccole merde verdi can run straight through and Fuck the whole thing up!"
-Iolanda Caponera, veteran tilean trainer of Nulner pikemen.

Little known by mankind, the pike was first utilized by the throngs of the Everlasting Realm. Its use ceased during the Age of Woe, as the pike was unsuited for underground warfare. The first humans known to have utilized the pike were the soldiers of the future goddess Myrmidia. Myrmidian texts proclaim that the master tactician lengthened the spears of her soldiers to gain an advantage over rival phalanxes common in Tilea at the time.

While the Pike remains the undisputed soldiers weapon in Tilea, in the Empire the pikes usage is largely relegated to Averland, Wissenland and Reikland. Attempts to raise pike regiments in the north are often short lived, with only a few currently active in areas conductive to their tactics.

In the open terrain of Averland and Wissenland make the most ideal battlefields for pikemen. When deployed in favorable circumstances, the phalanx provides a spiked hedge that can ward off infantry and monsters alike. Even opponents' berserk enough to push through is forced to endure debilitating injuries from three layers of spear tips before they can strike the men of the phalanx. Where its strengths shine the most has been in the defense of mountain passes, particularly in the Gray Mountains against the Brettonians and the Black Mountains against the Greenskins.

The less open and more forested terrain in the north in contrast to the south severely inhibits the phalanx. Hard won experience show that in rough terrain the formation breaks up, enabling nimble opponents such as goblins, beast hounds and Ungors to breach the formation through the gaps. The phalanx is also criticized for being slow to maneuver, making it more vulnerable then most formations to flanking.


Notable Regiments

The Grimminhagen Long Fangs

Whilst Middenland by and large looks down on the pike as an unwieldy weapon, its usage is not unknown amidst its state forces. Based in a region relatively clear of the otherwise all-encompassing Drakwald, the hills situated between the Long Fangs home city and the neighboring settlements leave more room the large deployments required for the pike wall to be used to its full potential. Its employment of shorter pikes to enable fighting in denser terrain has some calling its designation as pike men into question.

The Averland Stripes

Named after the yellow and black striped pikes, this name refers to pike units part of the counts main army, being barracked in Averheim itself. This and other regiments of its kind represent the extent of Tilean influence on the provinces military development.


Halberdiers

"See, we have a game we like to play. If you can hook beastmans horn on your halberds beak, drag a goblin off his spider or make one of those armored pagans from the north trip over with witnesses, you get a drink on the regiment"
-Jurgen, soldier in the 1st​ Halberdiers of the Talabheim army.

Another import from Tilea, the halberd was of marginal interest to soldiers and generals of the Empire, before the Reign of The Three Emperors. When armies of the former Empire were pitched against each other, a new weapon that could counter armored infantry and knights each prospective emperor fielded. The halberds usage as a result rapidly proliferated among all belligerents, making regiments armed with such a staple into Karl Franz's reign.

The halberd would also prove its worth against the Empires external enemies, particularly in the Great War against Chaos. Out of the Empires melee focused foot troops it was the halberdiers who proved the most effective in combating the dark metal-clad core of Asavar's host. By collaborating to drag or trip one of the armored brutes to the ground multiple men can then prod their opponent for a gap, similar to tactics used against Grave Guard and Black Knights in the Vampire Wars.


Notable regiments

Hochland Blueblods

A unit barracked in Hergig and funded directly from the Grand Barons coffers, the regiment takes its name from the fact that command is almost always given to a scion of Hochlands reigning Count. This has at times led the unit to near ruin due to poor leadership, such as the time when Bartolt Ludenhof led the men in an il-advised stand in the way of the Brass Bull in IC 2423. The regiment's current captain, Margelein Ludenhof, has fortunately for this generation, proven a shrewd and steadfast leader in her 10 years in command.


Swordsmen

"Come men! Into the breach we go! DEATH OR GLORY!
-Franziska von Schoenauer, Captain of the Bogenhafen swords detachment.

Of the State Troops, swordsmen enjoy an elevated status among their peers. The training required to become truly proficient with a sword makes its usage makes the sword a mark of prestige across the Old World. Regiments consisting wholly of swordsmen are as a rule smaller than others, further enforced by requiring new prospective members to pay an entry fee for their equipment.

The entry requirements mean that the Swordsmen's ranks are constituted primarily of impoverished nobility, children of burghers and others who find themselves with enough wealth and daring to sign on. Without the reach of pole arms swordsmen must rely on the speed of their sword arms to strike at gaps in the defense of Orks, Gors and marauders with the courage to close with the Empiers enemies. This courage is further bolstered by the fact that members of sword wielding units are the most commonly scouted for recruitment into the vaunted Greatswords.

This leads to swordsmen across the Empire to carry a reputation for reckless courage and valor. The courage it takes to face mankind's many inhuman foes has cultivated an aura of dashing heroism among the common people, and one of foolhardy arrogance among other soldiers. In the battle line the swordsmen serve as true assault troops, surpassed in foot only by the Greatswords. They will impatiently wait for the command to leap on the enemies flank, and will be the first to volunteer to take a breach in enemy defenses.


Notable regiments

Manannsheims Swirling Swords

Based in the island bound city of Manannsheim, this unit is often known for frequent service as marines for the Nordland fleet when not marching at the Grand Barons call. The regiments crowning moment took place in IC 2385 in the destruction of a hidden druchi anchorage off Nordlands coast. Alongside the Sons of Manann the swordsmen led the surprise amphibious assault on the harbor, matching blades with the feared corsairs. The helmet and skull of the pirates lead captain crowns the regiments standard to this day.


Handgunners

"As much as I would wish it, we can't afford more than a few detachments. We can barely afford powder for those we have and the cannons."
-Siverdt von Humel, Marshal of the Fennonhugel March, based in Fort Bracher.


The ever since its introduction during the Reign of Three Emperors, the handheld black powder guns have remained contentious despite its proven effectiveness. A single volley from a line of handgunners can stop a charge dead in its track, with all but the toughest or magically forged armor proven useless against explosion driven shot. Despite devastating results widespread adoption has proven difficult to implement.

Whilst the southern empire enthusiastically adopted the new weapon, only the Empire black powder capital Nuln is capable of fully outfitting its ranged contingent with handguns, as even its massive gun smiting output cant provide for all the south, much less the whole Empires demand. Even as independent gunsmiths have been established over the centuries the handgun is still a relatively rare weapon, often giving regiments and detachments armed with them standing above others due to being entrusted with them.

In the north both the ideological objections of the cults of Taal and Ulric weigh heavier then objections to the crossbow. Despite this and economical hindrances the counts and generals of the north recognize the handguns usefulness. Even the Ulrican heartland of Middenland and its capitol employs handgunners raised in detachments, primarily manned by non-Ulricans and non-devout.


Notable Regiments

The Bechafaen Gunnery Company

One of the few fully manned handgunner regiments of Ostermark, this unit is the latest edition to the provinces Chancellery Army. Despite issues with acquiring black powder, the unit has proven effective against the myriad threats that assail the province.

Middenheims Powder Barks

One would not expect the center of Ulrics faithful to raise units with a weapon declared incompatible with their tenants. Despite this resistance the Graf's of Middenland has long realized their usefulness and the need to remain militarily competitive with the south. The handgunners of Middenheim largely recruits amoung Sigmarites, Myrmidians and others with no compunctions about wielding black powder weaponry.


And that is the first post. I wanted to emphasis how different parts of the Empire takes to different weapons, based on cultural, religious and economical factors. The exclusive use of the sword on the battle field being something in particular I thought would make sense as a status thing, considering more training is needed to use it effectively compared to a spear. Feel free to speak of if anything is unclear, if you notice somethings off, or if there is anything in particular you like to see covered in the future.

And some extras:
The term "Dietsman" for infantry around Sigismunds era is one i took from Gaius Marius' excellent Knightly Order Quest on SpaceBattles.
The Elector count of Stirland being Martin around the Battle of Hel Fen is something I took from the Empire at War book. Excellent book, thou it does have some continuity errors and often omits the magical stuff.
Every town I mentioned is one you can find on the settings map, depending on what map you are using.
 
Last edited:
Greatswords
Greatswords


"Do not underestimate the chattel. My second cousin did that, and one of those Empires… Blademasters or Executioners or something, caught his shield with its crossguard. When I next could see them, the human was beating Colauc to death with its pommel."
-Halvarne, corsair of the Black Ark 'Mathlans Maw".

"The man-filths Beastigors are no easy prey. They never cower, not even for Minotaur's, and always fight to the death. They always take many Gors with them".
-Thukzer, Beastigor of the Iron Claw tribe.

"I know what I am getting into. I have seen it with my own eyes, and I accept it. That pay could set me for life after all. If I don't make it, then the captain has promised deliver it all to my sisters, and my those dowries find them good men."
-Wolfram, prospective member of the Ostland Blackswords.


The wielding of Greatswords, known in the Empire as zweihanders, has been practiced long before the institution of forces dedicated in their use. Findings in ancient burials and its appearance in the hands of Grave Guard have proven that the massive swords were in use even before the Ur-Emperor. The most famous sword of this kind to be wielded after Sigmars reign was the Rechtstahl, commissioned by the third emperor Fulk for his champion. Its most famed wielder in the late 400s being Scharfan von Rissen, champion to Emperor Sigismund the Conqueror.

The existence of a formation of dedicated Zweihander wielders is attested to in the perilous years of the Skaven Wars of the 1120s. The future emperor and Graf of Middenland, Mandred Skavenslayer, handpicked the strongest and bravest men and women under his command to form the spearhead of his infantry. The unit that would become known as 'Mandreds Rat-Cleavers' settled for the Zweihander for multiple reasons. The rapid and wide swings made possible by the weapons reach in the hand of a skilled wielder proved an effective counter to the swarms of skittish slaves and clanrats. Advanced techniques such as half-swording, pommel strikes and murder-strokes also proved effective against the heavily armored elite of the rat-men. Outfitted with armor made by his dwarf allies and the Rat-Cleavers became an part essential of Mandreds army.

Whilst the Rat-Cleavers would be disbanded after the Skaven Wars, their example would set a template that would be imitated and refined by their successors. The first proper Greatsword units were by the Ottilian and Wolf emperors as a counter to southern pike regiments and mercenaries. The Zweihanders reach and weight enables wielders to also strike larger enemies such as orcs with strong blows while simultaneously maintaining distance. Its near polearm length gives wielders and an advantage over swordsmen when facing larger beasts and cavalry. All this meant that by the first century of the Era of Three Emperors, all the constituent provinces of the former Empire had its own regiments of Zweihander wielders.

The employment of Greatsword units remains well and alive in the reign of Karl Franz. The role of such men on the battlefield has been, as it was in their foundation, to lead attacks in foot. This duty will naturally put them extreme danger during battle, and from the Rat-Cleavers example it's become customary to armor the men in dwarf-forged plate to make up not carrying shields. Many privileges are also reserved in order draw the brave and able into the ranks. The members of Greatsword units receive double the pay of average State Troops, are quartered in the best-furnished barracks and hold the Right of Way, where all other regiments of the provinces army must clear the way then the Greatswords march. Other privileges include a place near the general while encamped on campaign, place of pride during parades and camp followers assigned on the counts coin to see to their needs. The ultimate reward for members of humble origin, and who prove themselves enough to earn the Counts attention, is the bestowal noble status, and all rights and privileges thereof. Many imperial knights owe their status to men and women who won their nobility by Greatsword service.

In exchange for such privileges, strict requirements for entry are instituted to ensure no weakness infects the unit's character. The exact strictures vary between regiments, but they commonly demand around 15-20 years of service before being given consideration. Other common stipulations demand top physical condition, unquestionable loyalty and displays of unfaltering courage in the face of the enemy. No less is required for soldiers to charge head first against the largest orcs, untiring Grave Guard and infamous Chosen pagans of the Polar Hells.

Because of both the expense of equipment and increased pay Greatsword regiments are few, with Reikland and Middenland having at most three each, while impoverished provinces such as Ostland can only raise a single regiment. When not part of the muster the regiment will either be barracked in the provincial capital, or garrisoning vital forts or towns.

The prestige and courage of the Greatswords makes them figures of admiration among the common citizenry and soldiery. Many fiery youth have taken up service in the state troops in the hope of one day making it into the Greatswords. Such an occasion is of such significance that family will often celebrate when they hear one of their own being inducted. In a society with few routes for the common man to move beyond their station, the soldiers wielding the Zweihander had become a symbol of aspiration for many.


Notable regiments


Middenheims Blades of Ulric

While this unit origin can be traced to the early centuries of the Era of Three Emperors, the Ar-Ulrics relocation to Talabheim and subsequent tensions with Middenlands Graf saw the units disbanding. When the Ar-Ulrics seat returned to the city of the Wolf the Blades were re-founded, with the previously only implicit requirement worshiping Ulric now being made explicit. The Blades of Ulric are famed for fighting with a combination of discipline expected of elite soldiers and ferocity expected of Ulrics faithful. Members are distinguished with extensive tattoos done in old Teutogen styles, and some chosing to fight with a great axe.


The Stirland Todhauers

While formed to fight against their fellow man in Era of Three Emperors, this regiment would truly earn it renown in the Vampire Wars. The Todhauers laurels are built foremost on the remains of the many monstrosities of Sylvanias vampire masters. Its become tradition of the regiments captain to wield a silver blade enchanted by priests of Morr during the Second Vampire War when they march against the undead. And as a privilege bestowed alongside an IC 2205 edict forbidding complaints among Stirlands soldiery, the Todhauers are exempt from this rule.


Authors notes:
didn't expect the next post to come so soon did you? No promises it will always be the case, because though not every entry will be a big as the first one, I still want each to give a good amount to chew on.

So here you may notice a major departure from the source material. Whilst Greatswords are portrayed as the body guards of the Elector Counts, that characterisation does not really make sense to me, in regards to how the Zweihander was used historically.

When thinking of an origin for the unit, I thought about the wide swings I have seen HEMA practitioners use with it. And when i thought about which army depended primarily on swarming infantry those kind of swing could be useful against, then it clicked: It would fit right in the Skaven Wars. There is also a Black Library novel series set during that era, but i stopped reading early in the omnibus because I found it un-engaging.

For references: the terms 'ur-emperor' and 'Polar Hell' are terms I pulled from Gaius Marius' Knightly Order quest. Scharfan von Risen is also a major supporting character from the same quest.

The dating of the Rechtstahls creation to the time of the emperor Fulk is a reference to torroars Dynasty of Dynastic Alcoholism quest. I don't know if that is canon, but thats what i took that bit from. Its the same weapon wielded by Karl Franz's own Sword of Justice Ludwig Schwartzhelm.
 
Last edited:
Outriders
Outriders

"A respectable profession for commoners I grant, same as the Yeomanry at home. Yet like anything in imperial hands they taint it by the proliferation of their vile powder weapons."
-Cardin de Langre, Knight of Bretonnia.

"The riding man-swine ride like COWARDS! Not like the.... metal clad riders. Those ride, and shoot. Then ride away and shoot. And they. Keep. Riding and SHOOTING!"
-Shargrash, Centaurgor of the Iron-Hoof tribe.

"You use whichever weapon you want. Bow, crossbow, pistol or karabiner. As long as you can shoot it while riding. But you got to bring your own."
-Emil of Vandergrat, recruiting for the Chancellors Chosen.

While certain provinces have in recent centuries formalized permanent formations, for most of the Reik Basins history the soldiers known as Outriders have long been an ad hoc affair. Assembled from road wardens, caravan guards and mounted foresters, these informal formations were, like their modern counterparts, the eyes and ears of the Empires armies on campaign. For most regions the ad hoc muster of such units is still the norm. In the regiments proper Outriders are selected from veteran pistoliers and state troop officers with riding experience, as the regimented Outriders also bear the duty to train and lead the Pistolcorps.

In the last century the Outrider regiments of Wissenland and Reikland have drawn widespread notoriety across the Empire for its use of the latest black powder weaponry from Nuln and Altdorfs most innovative engineers. The repeater handgun, while proving unfeasible to arm regiments en masse, have proven ideal for the unit's preferred mobile skirmish tactics. Though frequent reliability issues have lead members to still keep a more conventional weapon on hand. A rare have under the patronage of a master engineer gained a hand mortar; though reliability issues mean secret prayers to Ranald abound in squadron's blessed/cursed with such a weapon.

For Outrider formations without wealthy patronage, traditional armaments remain the norm. The ad hoc nature of most Outrider formations mean that the members use whichever weaponry they can bring. Crossbows, bows, pistols and shortened handguns called Karabiner are all used in such forces.

The Outriders serve first and foremost as fighting reconnaissance. They will ride ahead of the armies leading elements to locate the enemy and engage in attacks of opportunity to disrupt enemy action. In battle they often tasked with skirmishing with the enemies leading forces, using mobility and firepower to disrupt enemy movement and occupy hostile skirmishers. In contrast to the brash and glory seeking Pistolcorps the veteran Outriders carefully chose their battles, using experience to judge when a decisive advance or a withdrawal is needed.


Notable regiments


The Chancellors Chosen

Founded in IC 2448 by Chancellor Miltrud Hertwig, the regiment represents the first formalized Outrider formation in Ostermarks history. With less funding than their southern peers and distance from Nuln, only a few carry Karabiners that comes from the gunsmiths of Wolfenburg. Many of the regiment's membership is composed of Ungol mercenaries, as many of the skills needed to make a good Outrider are learned through steppe life.


Stirlands Death Hunters

Comprising not a single formal unit, but the many squadrons of mounted huntsmen who patrol the Sylvanian border, these are first to notice when the dead are moving west in force. The Knights Raven scouts the most dedicated of these hunters of the undead for prospective membership.


Authors Notes:
The mention of Ostlands capitol Wolfenburg has gunsmiths is a reference to Dynasty of Dynamic Alcoholism, though for anyone who follows it, no, its nowhere close to the engineering and gunnery school of that quest. Its really just a few state sponsored smiths who's niche is filling a demand far from the Empires black powder capitol.

The pistoliers are next.
 
Last edited:
Pistoliers
Pistoliers


"Is this madness truly what the Empire has come to? Letting their noble youth strut about like vain peacocks, with such dishonorable weaponry".
-Cardin de Langre, Knight of Bretonnia.

"Getting the brats to do what they are supposed to is like herding a pack of angry wolves. Its like they are trying to get themselves killed".
-Reinhild Bitterlich, Outrider of the Altdorf Pistolcorps.

"See them humies prancin' likez dey own tha' place? We iz gonna show em whats a wolf can do. Pounce em boyz!"
-Skirr, boss of the wolf riding Horsemuncha mob.

Founded in the reign of Magnus the Pious, the original Pistolcorps of Nuln was founded as an initiation into military life for Wissenlands nobility. As most aristocratic youth would be insulted at the notion of serving among the "common rabble" while also being to young to join a knightly order, the Pistolcorps serve as an acceptable medium. The concept has since caught on in the Empires south, but has struggled to make inroads in the north.

As the corps membership is both young and of aristocratic there is a pervasive culture of one-upmanship, flaunting of wealth and disputes over honor carried from their families. As befitting their station, pistoliers separate themselves from other units by colorful plumes fastened to their helmets, intricate engravings and gold filigree on their breastplates and weapons, and the finest clothes to stand out. Their Outrider officers, fortunately, curb any fashions that put their charges at risk, such as dangerously hanging sleeves or Wizard Chic. The extravagant display has led to being called "riding peacocks" by the common soldiery.

The game of one-upmanship and completion also extends to how pistoliers act on the battlefield. The inexperience and thirst for glory makes controlling the men difficult, leading to reckless charges and breaking ranks to get to grips with the enemy. It is often said that closing with the enemy to lose pistol shot from horseback requires either courage or folly, but pistoliers often make a game of riding as close as possible before firing as a show of courage. Particularly when facing fearsome opponents such as trolls or Minotaur's. Another popular game involves wearing bandolier loaded with pistols, to then fire until out. How many bullets hit decides the winner.

As troublesome as the impulsive youths can be on campaign, the Pistolcorps represent their provinces future leadership. Service is perceived as a means of preparing them for future service, be it as knights or in command. Shared service also a means for its members to build connections vital for the future, as interpersonal relationships is still one of the pillars of the Empires politics. Such connections make it difficult for common born superiors to enforce discipline. Leading is often more a matter guiding roughly to a desired result, whilst a respected officer can make their charges follow more closely, but such respect requires time to build.


Notable regiments


The Wolfenburg Pistoliers

An attempt to ad a permanent light cavalry force into Ostlands army. As many of the provinces noble families are traditionalist Ulricans, recruitment for the corps is primarily done in the Sigmarite majority regions around Wulfenburg. Ther primary operating area when to mustered for the State Army is the Northern March, patrolling for raids from Norscans and Druchii.


Authors notes:
The Pistolcorp being a place where the nobility build connections is based on a criticism I have read on the big US universities like Harvard: that its main purpose is for the brats of the rich build connections for their future careers. When I thought of that while writing,it just made sense to make it part of the unit.

Wizard Chic for those not in the know is a reference to BoneyM's Divided Loyalties quest. It is the great nemesis of the early game, where noble brats nab all the wizards stuff for their fashion, leaving nothing for a journeyman needing research supplies.

Also, am I getting the way the green skins speak right?
 
Last edited:
Imperial Knights
Knights of the Empire

"I promised my father I would join an order. But there are so many to choose between. I haven't decided between Templar or secular yet."
-Ludicke Tapphart, noble.

"Imperials have a queer conception of knighthood. Sons are not obligated, but might chose wether or not to take up the lance and spur. Such happens near exclusively under the auspices of one of many "orders", whom each is a fiefdom with obscured customs and uniform heraldry. Most scandalous of all, many orders chose to induct women. This land confounds me."
-Journal of Renout, Questing Knight of Bretonnia.

The history of imperial knights is one tightly interwoven with history of Empire. In the era before Sigmar the Unifier, cavalry was primarily for scouting and skirmishing. For the tribe's nobility and household warriors the horse was first and foremost a means of transport and symbol of prestige. Only the Brigundians and Asoborn had truly taken to mounted warfare. Both people's warrior nobles took to war on scythed chariots strafe the enemy with weapons while riders on horseback fought with ranged weapons. Horsemen avoided Head on charges, as the impact charges practiced by their descendants would risk unhorsing the rider. After the Empires formation the usage of cavalry would spread to the other tribes as contact grew, but mounted combat remained the same as it was before Sigmar.

A shift in the use of cavalry would not happen until centuries after the Ur-Emperor walked east. The peoples of the Eastern Steppes had at an unknown time invented the stirrup. This invention would eventually spread to the Ungols and latter to the Roppsmen, until it found it's way into the Empire in the 200s. By the 300s IC the proliferation of stirrups and the development of saddles with high pommels and cantles made charges viable and the favored way for the aristocracy to wage war.

Though this is oft forgotten and dismissed for political reasons, the first true knightly order founded in the Empire, before knighthood was fully defined were the order of the White Wolf. The orders founding was joint effort by Sigmar and the Ar-Ulric to create a pan-imperial warrior fraternity in order to provide military aid across the land. As Ulric was considered the new realms patron, it was thought that a retinue sworn his service would serve as unifying factor for its members and politically agreeable to most of the electors. In this early period the order still fought on foot while mounting up for transport. Halls built to permanently house a White Wolf detachment would be the predecessors to the future Chapter Houses. Wooden halls would evolve into stone keeps, known as Company Keeps, and like their successors would be built in the future cities as an elite garrison and for easy contact with the local nobility.

The days of a single order serving the whole Empire would eventually end, as the deification of Sigmar would polarize every level of imperial politics. As the Order of the White Wolf was a foundationally Ulrican organization, it would lead to resentment in Sigmarite lands, causing most southern company keeps to be abandoned in the face of local hostility and initiations plummeting. In their place new martial orders based on the White Wolfs example would be founded, often appropriating the keeps their Ulrican predecessors left behind. The new orders took many different characteristics, either founded as Sigmarite answers to the White Wolf, or as religiously secular. New orders were often founded on the patronage of local nobility or the provinces elector count, redirecting resources previously obligated to the local White Wolf Company to orders more pliant to their command. This also coincided with the change in cavalry introduced by the stirrup. The White Wolf knights would change to mounted combat while retaining the use of war hammers and axes, while many of the new orders would take to the lance and shield as their main armaments.

Since those ancient days orders have come and gone. Being destroyed and re-founded as history has progressed. In theory any noble with the training, equipment, resources and friends willing to join could found their own knightly order, and various orders through imperial history started as bands of glory seeking nobles with Ranalds fortune on their side. However, gaining the official rights and privileges of a proper order requires the recognition of the Emperor, a count of one of the provinces or of one of the Empires recognized cults. Often they are founded to serve as a standing force that can quickly respond to greenskin or Beastmen incursions. When Sigismund conquered a large region of the lands that would latter be called the Border Princes, he founded multiple new orders as a means to pacify the land, protect his new subjects and settlers, and in some cases serve as the de facto imperial government.

However an order is founded, while most orders are autonomous, all are still bound by obligations to its sponsors. While a few have the fortune of land grants, most depend financially on wealthy patrons, who expect their interests to be guarded when needed. Reliability ensures continued endowments and new recruits. Those duties often mean protecting the estates of donors, answering the call to muster or stationing detachments in vital locations. Certain orders like the Reiksguard of Reikland, the Black Rose of Talabbecland and the Red Bull of Ostland were not founded as autonomous forces. These were founded with the intention of serving as their counts bodyguard and elite cavalry, in essence being an extension of their liege's military power.

Besides being a military force, the orders also serve as an outlet for spare nobility. For scions with little to inherit, being a knight is viewed as a noble profession, one that prevents youths from decadence and idleness. Shared service also creates connections and friendships, the bread and butter of imperial politics. Bonds between members is also strengthened my participation in the orders culture and customs, hidden from outsiders. Over its existence an order will accrue a history, rituals and customs that will be practiced by all members. The rituals only increase in secrecy and mystique the higher one ascends, with the greatest (and most gossiped about) known only to the orders Inner Circle, the most trusted members who comprise the orders leadership.

Whatever is reserved to the chapterhouses, most will only see the knights when they ride for glory. Even after two millennia the knight's charge remains one of the key tools in hands of imperial commanders. A couched lance delivered at full gallop will cause even a champion of the Dark Powers to flinch. Many battles in the Empires history have turned the knights charge, as few enemies can stand their ground in its face and walk unscathed.


Authors notes:
So there you have an actual origin story for the institution of the Knightly Orders. I don't believe there is any in the official material, so I made up my own, with the maybe controversial choice to make the White Wolf Order the origin of it all. I also wanted to tie them closer to the Empires power structure. Because as is, they seem disconnected from the rest of Imperial society, and there is no way elite private militaries would go about without funding, and the strings that funding comes with.

Also, the Order of the Red Bull is my invention. Look up Valmir von Raukov, the Grand Prince of Ostland, and the image has knights with the red bull head emblem. And so I decide to them their own thing.
 
Last edited:
Imperial Artillery
Imperial Artillery


"At this point, I would say the umgi crews operations are adequate, by apprentice standard. The problem is that the training is condensed to not burn away the hopefuls best years when they get out there".
-Gurni Hazelson, Master Engineer and instructor of the Nuln Gunnery School.

"Dreadful devices. They are inaccurate yet destructive, and spread such a foul odor over the field, and yet the chattel insist on their usage despite their penchant for killing their masters".
-Halvarne, corsair of the Black Ark 'Mathlans Maw".

"Another sign of the uncloven ones decadence. They show how little faith they have in their own strength by trusting flimsy toys to protect them from our might".
-Malagor, The Black Omen.


The history of long-range siege weaponry and fire support long predates the empire wide adoption canons. The centuries following Sigmars departure from the mortal realm saw the first rudimentary bolt and rock throwing mechanisms. The origins of these first artillery pieces have never been clearly determined, with scholars in Nuln and Altdorf divided between the classical Tilean and dwarf origin. Ballistae, catapults and later counterweight trebuchets were placed on defensive fortifications or in siege lines, as each is difficult to move on the march when assembled.

The artillery train would see its makeup revolutionized and overhauled in the midst of the Reign of the Three Emperors. The Karaz Ankors Engineering Guild would be the first in the Old World to develop viable powder based projectile weaponry in the 900s IC, though the powder mixes and barrel manufacturing would protected from outside eyes as Guild Secrets. Such protections did little to deter covetous lords, as canons employed by dwarven allies in the Empire during the Skaven Wars immediately inspired imitations. The key that truly made canons possible was a Cathyran black powder formula, stolen from the Most Exalted Alchemists Guild and smuggled into the Old World by the Reman merchant Leucina de Albano. The proliferation of the formula in the 1300s were aided by consistent warfare in Estallia and Tilea, rising tensions in Araby that would set conditions for Jaffar to rise, and the growing tensions in the Empire that would culminate in the Reign of Three Emperors.

The first "true" cannons, as known by modern gunners would be seen in the mid 1450s IC, during Crusades attached to the Arabian armies that landed on Tilean and Estallian shores. Known as Bombards by northern forces, these new weapons were expected to ensure a rapid victory by destroying Estallian and Tilean city walls. Some were so massive that northern imperial witnesses allege that "hairless mammoths" drew their wagons. Arabyan defeats in both fronts led to multiple bombards being captured by allied forces, despite best attempts by the artillerymen to destroy their weapons when capture seemed eminent.

Despite protests from the Brettonians the captured artillery would be studied and with assistance from captured Arabyan gunners, would lead to Tilean and Estallian made bombards eventually joining the Crusading armies in sieging Jaffarist strongholds. Simultaneously, word of the new artillery would reach the fragmenting Empire. Then reigning Elected Empress Constance I, seeking an advantage for the civil war she suspected would come, expended a great amount of treasure to gather Tilean, Estallian and Arabyan experts left adrift following the Crusades conclusion. From this would rise the Empires greatest cannon foundries and gunsmiths, whose output would in the following centuries define Nuln as a city as much as her cultural, trade and academic importance.

The new industry also took a crucial leap forwards when the Empress managed to convince Dwarf engineers to work I the foundries and new Artillerist School. The concern of what was acceptable to contribute was resolved at the Engineers Conclave of 1462 IC. The guild resolved that no Guild Secrets were used, and its engineers were allowed to prevent egregious fault, but could not imparts developments the Guild itself still held. Dwarf engineers were also vital to ensuring the industries survival after Waaagh Gorbad sacked Nuln in the early 1700s IC.

The Electionists would retain the artillery advantage thought the realms fragmentation, but the other claimants would eventually acquire their own, pragmatism supper ceding religious stigma. The Wolf and Ottilian factions would source cannons from Tilean and Estallian foundries at great expense, added to with occasional smuggling of Nulner work. This rarity made cannons valued war prizes for northern claimants, as no attempts at starting rivals to Nuln would hope to match the original. Though following Gorbads sack of Nuln, The Wolf Emperors could briefly boast of possessing the most cannons for a few decades after.

While artillery for field battles were being developed thought the era, their entry in the imperial arsenal would come during the Vampire Wars. As the predecessors of the modern Great Cannons and Mortars were difficult to direct at more nimble opponents, the undead hordes of the von Carsteins proved ideal targets. Having no immediate answer to such range and destructive force, latter battles often forced Carstein forces to advance into unfavorable engagements otherwise winnable though waiting, as several subordinate necromancers and vampires met their ends by large iron spheres.

In the reign of Karl Franz the cannon is emblematic of the Empires might, solidified in the zeitgeist through Magnus the Pius's famously quoted saying: "Three things make the Empire great; faith, steel and gunpowder". All the constituent provinces maintain batteries as part of their armies, fortifications and fleets. The cessation of hostilities opened up markets for the Nulns foundries, for even as competition remains from before Magnus, none can boast having dwarf engineers overseeing production. To prevent a overwhelming discrepancy in artillery access over the newly united realm, Magnus enacted what's colloquially called "The Powder Tribute". It was a tax requiring Nulns collective artillery foundries to provide a portion of its best manufacture for the emperor's disposal, in exchange for a legitimate charter recognizing their institutions as the supreme authority in all things cannon related in the Empire. Following the unifiers rule this tax was used as a means to supply the emperor's own forces, and as a tool for political influence. The gift of the Empires finest artillery has become a means for emperors to exert influence and a boon for the counts to jockey for.

Those who transport, maintain and operate the artillery are known variously as Powder Rats, Iron Loggers, Scrubbers and more. Crews hold a valued position in operating such valued weapons and enjoy a greater payday than most state troops. Despite complaints to the contrary among soldiers, a gunner's life can be in as much peril as a spearmen, for the Empires enemies hold them in particular contempt. But the greatest danger is often the crew's own weapons, as improper maintenance can put all surrounding the cannon in danger. The seeming randomness that may cause one to explode, and the chance involved in making a projectile actually hit what the crew wants has made courting Ranald a widespread phenomenon among artillery trains. Incidentally they often seem to produce the most daring gamblers of the camp. Crews also develop bond with their charges, often seen talking with them and conducting funerals when one is retired, to the bewilderment of the regular soldiery.

The artillerists across the Empire have a wide variety of origins. The best are those who have attended Nulns Gunnery School. Graduates will have endured a grueling curriculum under pitiless instructors to master every aspect of operation. Dwarf engineers and human colleagues following their example relentlessly drill students, with graduates able to work like clockwork in battle. While such crews are greatly prized, the unyielding standards of the schools keeps graduates few in relation to the number of cannons spread over the Empire, their numbers thinning the farther a battery is quartered from The Master of Ordinance who cant afford a complete Nuln-trained crew must often suffice with a few or even a single graduate, around which a battery is built with volunteers promised extra pay. In some cases batteries may have had one in the past, but retirement or death means that knowledge is imparted second hand through impromptu apprenticeships, with Ostermarks Wailer detachment continuing pass knowledge down 70 years after its last Nuln graduate died. Another source for new gunners comes from the armies camp-following. Children and youths are near always present in an imperial baggage train, and some who endear themselves to the artillerists become adopted as "The Cannons Children". Under the artillery trains protection they as apprentices in other professions, often cleaning g the cannons and premeasuring powder charges while being taught in the craft.

While older counterweight and torsion based artillery is maintained in some corners, they have long been surpassed and superseded by cannons as the imperial generals artillery of choice. New refinements and models are constantly being conceived of and developed, if slowly by the dwarf influenced Gunnery and Artillery institute. The power of the cannon ball has made military minds across the Empire willing to overlook the logistical difficulties of the weapon, as few in the imperial arsenal has such a proven record of felling great beasts, shattering lines and breaking strongholds.


Great Cannons


"This is Magnificent Malthus. There are many in the Empire like him, but he is ours, cracks and all".
-Adolph, gunner of the Averheim artillery detachment.

The signature piece of the imperial battery, the Great Cannon makes up the core of the Empires artillery. Being first fielded in the Vampire Wars, it was fielded to great effect by shattering large numbers of marching skeletons and lumbering zombies. The success of the model saw its tactics widely adopted by all claimant forces. The same tactics have with more mobile successors proven itself effective against all enemies of the Empire, assuming a good position can be located to fire from.

While the solid shot remains the default ammunition, experiments for new types of ammunition have been ongoing, the most promising being canisters loaded with lead balls referred to as grapeshot. The infamously conservative dwarf engineers of Nulns School of Gunnery refuse to sanction its production in the city. But foundries outside their reach ignore such decrees, and grapeshot has been used to great effect against formations.


Notable Batteries


The Witch Hammer Battery

Forged in the midst of the First Vampire War, the living were desperate to find means to combat the cancerous magic's of Vlad von Carsteins servants. The Witch Hammers were cast under rituals performed by Sigmars clergy overseen Nulns arch lector Molatok, who contributed his own blood to the molten metal. The resultant thirty cannons, their exteriors covered in sigmarite iconography, would prove devastating against the vampire armies. Not just in physical destruction, but their projectiles proved able to banish fleshless sprits and dissolve necromantic sorcery, glowing with Sigmars baleful light as they sailed to their targets.

Beyond the Vampire Wars the cannons collective contempt for sorcery was proven to extend beyond the necromantic, as the characteristic glow of its iron balls have appeared when fired on greenskin Shamans and the works of Chaos. This quirk has seen the pieces reserved for when severe magical opposition is expected. The masterwork cannons has seen major battles from Hel Fen to the Great War against Chaos and after. In the present time the original thirty has been reduced to twelve, by enemy defilement and fatal misfires both. They are now housed in the Wurtbad arsenal, reserved for the time that the Carsteins might rise again.



Mortars

"If there is one thing the umgi here can be credited for, it's that they understand the mortars potential. The Guild still insists ours are not ready to use outside the Karaks yet, but you know how the elders can be. The "shell" needs at least another century at least, cant trust flimsy fuses".
-Gurni Hazelson, Master Engineer and instructor of the Nuln Gunnery School.

Many would consider the mortar cannon the preeminent example of human ingenuity outpacing the dwarfs. A dwarf engineer would reply that a cannon that launches arching projectiles is old news, though seldom seen beyond the Karaks fortifications. Like the Great Cannon, the mortars saw their first vide usage in the First Vampire Wars, its arching projectiles being able to fly over obstacles while placed out of sight confounding the technologically ignorant von Carsteins.

Like its cousin a controversy has risen over the implementation of new ammunition. The invention of hollow "shells" filled with powder, which explodes, has stirred consternation from the masters in Nuln. While more devastating on impact then the iron ball, without a reliable means of detonation on striking the ground the Nuln school argues such an innovation is not ready for use. Crews disregarding such sentiments experiment constantly with finding new ignition methods. The most common being fuses, whose issue is measuring it right, accounting for travel length in battle being difficult. While working frequently enough remain in use, shells are often known to explode prematurely, or not at all when the fuse extinguishes at impact.


Notable batteries

The Taalbastion Artillerist Corps

The arsenal is the name of the artillery attached to the Taalbation Guards, the protectors of Taalabheim. Due to the sheer height of the craters lips, it makes the limit of direct fire cannons downwards fire difficult. For this the arching fire of the mortar has been greatly favored by the Guard, particularly when Nulns output was made available. Whilst the corps largely garrisons the crater lip wall, detachments have often been seconded for actions outside of it, to great acclaim. The crews famously boast, "When you can strike a Beast Herd from the Bastions highest point, then aiming from ground level is child's play".


Authors notes:
I have returned! Take this as a gift for the wait, as once again i think up an entire history motivating the development of a unit.

The Children of Cannons thing is inspired from real history. In the 1500s, children were indeed present in Landsknecht camps, and some would end up being adopted by the cannon crews, being called "The Sons of the Guns".
 
Flagellants
Flagellants


"
Repent! Repent! For the hour has come! Repent! Repent! For our souls to be cleansed! Repent! Repent! For the Helden hammer watches!"
-Excerpt from a chant common among Floggers.

"Their misplaced faith is amusing, and almost tragic. I am not sure how being severed in two by my blade is supposed to cleanse this "sin" business, but it was fun while it lasted"
-Hrolf, Warrior of Chaos.

"Don't you dare compare those Wazoks to the Slayers. A Slayer seeks a true end without inconveniencing those around him. Those madmen just muddle about bothering everyone with "Repent this" and "The end is now" that. Cant even be gone and die properly, umgak is what it is."
-Vaitrak, imperial dwarf resident of Schilderheim.


Giving ones life as an offering to the gods is an ideal with ancient roots in the Reik Basin. In eras past warriors devoted beyond all reason would shun all familial connections in exchange with one exclusive with the gods. The warriors known as berserkers are often identified as an example, being famously the first to come to grips with the greenskins during the First Battle of Blackfire Pass. While the original practices were phased away, due to practitioners being disruptive to the new order.

In its place rose what imperials widely refer to as flagellants. Men and women with nothing to their names but their lives, seeking to offer them to the gods through brutal penance. How many such zealots wander the land is impossible to measure, but their number tend be few in times of peace and prosperity, limited to the fringes. Calamitous eras tend to see large numbers openly rove the land, as loss of hope and means sees more desperate masses as fertile grounds for flagellant ideology. While all the gods of the Empire have flagellants sworn to their names, the two largest groups are the Wolf-kin sworn to Ulric, and the Floggers sworn to Sigmar. They may be praised from a distance as exemplars of piety by those distant, but to those must suffer their passing such zealots are a pestering inconvenience at best.

The choice to take up the life of a flagellant may seem to the average person as insanity, but this commitment is often motivated by shame and despair. When one has nothing, then the desperate will grasp at any purpose or redemption, and traveling flagellants will rapidly indoctrinate such lost souls. Every flagellant internalizes that his or her life is worthless, and will only gain value through sacrifice in the destruction of evil. The specifics vary between bands, but the ultimate end result is the same, pain and death is the path to salvation. Such lost souls have often been favored pawns by the unscrupulous, as sigmarite Monodominants have long utilized Flogger mobs as proxies in religious strife, while zealous Which Hunters use them as attack hounds.

For the Wolf-kin, this penance takes the form of gathering what equipment is within their means and traveling to the dangerous frontiers of the Empire face the evils within. Most will disappear in the deep woods, never to seen again. When word is spread that the Cult of Ulric is mobilizing, then the kin will instead be drawn to the cults muster ground. While often standoffish and loud when attached to an army, the Wolf-kin will mostly keep to themselves, though its not unusual for tensions to occur. In battle they fight with a fervor likened to berserkers of old through inhaling hallucinogens like ancient warriors are alleged to have done in rituals before battle. They will fearlessly charge towards the most fearsome opponents they can find in the hopes of being judged worthy by Ulric.

The Sigmar aligned Floggers take their name and primary tool self-inflicted punishment from cult tradition. The pain of flagellation is long been a means of penetrance, as in the cults theology pain purges the spiritual impurities as physical form is hurt. The Floggers take this belief to its extreme performing penance daily, by flogging, exposure and fasting. Floggers are recognizable by their uncovered emaciated frames, poor hygiene and skin branded by needles or iron with Sigmars iconography. Their assembly in settlements are often cause for consternation, as droning prayers, poor odor and bellicose demeanors cause tension wherever settle in. Forced recruitment and unwanted preaching at "dens of debauchery" have frequently caused violence between Floggers and their unwilling hosts.

For imperial generals the inclusion of flagellants is a boon for the pious and a curse for the practical. Flagellants will never rout, their zealotry ensures they will fight the worst that world offers without hesitation. But their often-abysmal hygiene and poor armament means they do little against well-armored opponents and monsters. Due to the friction Floggers often cause in the camp, generals prefer to position them where the most danger is expected in order dispose of them quickly. The zealous mobs are easily persuaded for such duties, as death in the war against evil is seen as the paramount cleanser of the soul.


Authors Notes:

Not flattering i admit, but there is little flattering about bands of destructive cults wandering about being nuisances at best, and religious strife causes at worst.

The big change was giving the sigmate flagellants their own specific name. I know what the flagellant refers to historically but in this setting it seems to be a catch all term for religious self-harm groups of any alignment. There are others but i decided to focus on what would be the largest two groups.
 
Demigryph Knights
Demigryph Knights


"Having seen them for myself, I will never doubt the courage and valor of the men and women who are able to ride the Demygryphs, whatever my misgivings of imperial knighthood be".
-Journal of Renout, Questing Knight of Bretonnia.

"I escaped, just. We thought we were safe in the cliff, but the man-swine had riders on those cursed half-birds. All the others with me were torn to pieces after they climbed up".
-Lursk, Ungor of the Man Bleeder tribe.

"Would love to catch-trap land-griffins. So rare-few, hard to find near Under-Empire routes, and have killed every team-pack to retrieve specimens".
- Thon, Packmaster of Clan Moulder.


The winged griffon has held symbolic and spiritual significance to the people of the Reik basin since time immemorial, even if only a relative few men and women have been able to ride one through history. A significantly larger number of brave souls have instead been more consistently successful in breaking in the smaller, if no less prideful landlocked cousin. Prized for their ferocity and strength, even a small number of knights less then a dozen strong can slaughter infantry and challenge monstrous creatures. Ranging in size from a large draft-horse at their smallest to a rare few equaling an adult griffon at their largest, a prospective rider must have considerable endurance, strength and will to not be bucked and maimed by the proud creatures.

The taming of the Demigryph is made possible by the species social nature. In contrast to their flying cousins, the Demigryph live in packs that average between a dozen to one hundred individuals, led by the senior mated male and female, with a hierarchy based on the familial distance from the lead couple. As the species has proven impossible to domesticate they are allowed to roam free in reserves guarded by the order. The taming and riding of the beasts is an exclusive right fiercely guarded by orders who poses them. It can be accomplished either by a prospective rider hand raising a chick, or by approaching an adult, who will allow the rider to mount them without issue if they approve, or force them to prove their worthiness by doing their best to throw them of. At worst a Demigryph will show their disapproval by outright attacking an unworthy rider.

The first that have succeeded in this feat is a hotly contested matter. Pre-Empire iconography prominently features the Demigryph as the embodiment of Taal's wrath. Most mentions of the creatures in runic inscriptions relate to a champion successfully hunting one, a feat of great prestige and renown. But a small number of inscriptions and images imply a few were able to tame one. Scholars argue relentlessly over the veracity of these interpretations, and whether the creatures were ridden or not. The absence of tamed Demigryphs, mounted or not, in the oldest surviving depictions and stories about Sigmars rise to power is taken as evidence that such a thing only occurred after.

The wider scale employment of Demigryphs as a beast of war would begin in the 200s IC. As the Demigryph was still viewed with reverence by imperials not effort was made exterminate the species, a sentiment driven strongly by the Cult of Taal. Organized attempts were instead made to harness them for mankind's benefit, as even left to wander, a pack can still ward of encroachment by Beastmen, Greenskins and other vile inhabitants of the forests. However it was near impossible to stay mounted on a Demigryph running at full speed until the stirrup was introduced and specialized saddles were developed alongside the cavalry revolution in the 300s IC. The new orders that took the place of the White Wolves took advantage of this to include Demigryph riders in their ranks, giving them an equivalent to the Winter Wolves some of their Ulrican counterparts were simultaneously beginning to mount.

Demigryph mounted knights would remain highly sought after through the entirety of the Empires existence. Their numbers would however decline in the Reign of Three Emperors, as opposing forces would often target the Demigryphs reserve lands when marching through enemy lands to deny such powerful creatures to the enemy. The stability brought by the reign of Magnus the Pious would see populations begin to increase, though numbers will remain short of pre-civil war numbers for centuries as the orders refuse to stay dormant. Demygryph-only orders in particular have regained prominence on the cessation of hostilities between the former claimants.

The Demigryphs habitats range from the southern Empire to the Great Forest, of which four separate breeds have been identified. The Waldpirscher of the Great Forest of Talabecland and Hochland are known for being the smallest and most agreeable temperament, averaging around the size of a draft horse. The Schöne Federn of the Reikwald are recognizable for their beauteous plumage and fur, making their feathers a much sought after accessory. The Hugeljäger of Wissenland and lands formerly of Solland is notable for as a peerless hunter in the southernmost empires hills. The Averland Flachlandläufer is the largest, with some recorded to reach the size of a true griffon, and infamous for being the most temperamental and stubborn of all breeds.

For many Knightly Orders the riders of Demigryphs are often sorted into a specialized formation, like the Talon squadron of the Reiksguard and the Vengeful Sun formation of the Blazing Sun. In other instances the riding of one is a privilege reserved for the Inner Circle, such as the Knights Griffin and Fiery Hearth. When such a privilege is in play the final rite often involves the aspirant breaking in an adult creature. Orders consisting exclusively of Demigryph mounted knights are truly rare. Such orders can number as few as a dozen, due to the shortage mounts. The largest of this category is the Order of Taals Fury, whose membership has been recorded to reach as high as 200 thank to possessing the largest Demigryph reserve in the Empire. Demigryph only orders primarily tame their mounts by having prospective members raise their mounts as chicks.

The bond between rider and mount is a powerful one, as Demigryphs have been known to enter rampages on their rider's death, and will zealously protect their remains. The bond they share with the rest of the squadron translates into the tactical flexibility of the formation. The Demigryphs outclasses the horse in its ability to climb obstacles and run over terrain that no imperial destrier could hope to surmount, leading to fatal ambushes against unaware opponents. Their riders when facing monstrous beasts will also utilize the tactic the wild gryphs use. Surrounding the opponent and sticking when its back is turned, their mounts being trained to give their riders opportunities to hit with lance or halberd. The sheer strength and terror the knights inspire also make them unparalleled at breaking enemy infantry, as a Demigryph will only leap over a shield wall when presented with one before laying waste.



Notable orders


Order of the Horn

Based near Dunstigfurt, this Hochland order rarely numbers more then a few dozen strong though remains a pride of the province. The order takes its name from its founding story, where its first members are alleged to have the horns of several Beastmen Chieftains, and by fastening them to the heads of their mounts and helmets frightened and routed the remaining Brey-Herd. This deed remains enshrined as a tradition of the order.


Order of the Flashing Talon

Located in the former territory of Solland, the original order was annihilated the provinces destruction by Waaagh Gorbad. Upon the discovery of the descendants of the orders Demigryphs roaming wild in the reign Magnus saw the nobility of the former Solland agitate for the orders restoration. With the emperors and nobilities patronage, the re-founded orders membership, consisting of old Solland families, champion themselves as the candle bearers of the lost province, advocating its restoration. The order holds a particular animosity towards Greenskins, with rumors claiming their mounts have a taste for orc blood.



Authors notes:
And another unit that I had to invent a whole history for, though its more forgivable as they were introduced in the final edition of the tabletop games run. And yes, i introduced different breeds of Demigryphs, considering the variety of breeds among domestic and tamed species in real life. Their names mean Forest Stalker, Fine or Fair Plume, Hill Hunter and Plain or Flatland Runner. If you know about Theodore Bruckner, consider his mount Reaper to be a Flachlandläufer.

Did you know that Indian kings largely did not breed their elephants in captivity? how they got them was by keeping reserves and taking from the population to tame when needed, as I imagine the food cost for raising calfs would be ruinous. I imagine a similar system would be the best to keep a Demigryph population around, considering the meat tonnage needed.

Also as there are two posts before we are finished with the Empire and it being time to move on. Keep an eye open as a will prepare a poll to decide which faction we do next. Until then.
 
Works of the Altdorf School of Engineering
The works of the Altdorf Imperial School of Engineering


"I am not setting foot in that place. Their School of "Engineering" is a madhouse with no regard for redundancy, safety or consideration for practical application".
-Gruna Steelwright, Master Engineer of Karak Izor.

"Man-thing engineseers too careful-slow. Innovation comes through sacrifice and risk, and man-things to weak-cautions to make pay the necessary price for supremacy".
-Sleekit, Warlock-engineseer of Clan Skyre.

"The imperials always try to claim they are the masters of the sciences. Do they not understand that all their achievements are built from the work of a Tilean? Their school has not even a proper divine patron like our wise lady Myrmidia. Must be why it is such a fount of mad machines".
-Niccolo Cagliostro, lecturer of the Remas Academy.

Resting on the East End quarter of Altdorf, the Imperial School of Machinists, Weaponry, Clockworks is held by its members as being the Old Worlds foremost center of innovation. Within the enclosed (and reinforced) confines of the Collages walls toil masters of esoteric sciences in the pursuit of the next world-changing innovation. A pursuit that frequently results in injury, death and the destabilization of the facilities structural integrity. Bright minds from across the Old World come in the hopes that their ideas will be awarded the patronage needed to realize their visions.

The schools origins date to the later half of the Reign of Three Emperors, during the First Vampire War. As the undying hordes of Vlad von Carstein ravaged the lands of his rivals the Elected Emperor and Prince of Altdorf, Sigismund V searched desperately for any new advantage when the undead would march in his direction. Whilst the first pieces of the predecessors to the Empires modern field artillery were being molded, a Tilean inventor who until then entertained the court technological novelties proposed a new weapon unlike anything the Empire had seen before. Leonardo da Miraglliano had traveled Tilea and the Empire in search of patrons for his eclectic array inventions. When the first Steam Tanks proved themselves expensive yet formidable weapons he would bargain for the creation of more in exchange for the patronage to found the future Engineering School.

The institutions continued operation is maintained by a generous stipend guarantied by a charter signed by Sigismund V, which also grants it the status of the authority of engineering maters in the Empire. Though the legitimacy of the "Imperial" title only gained significance from the second charter, signed by Magnus the Pious, which also granted it an additional stipend from the imperial treasury for its contributions in The Great War Against Chaos. Once the maintenance and repair costs are deduced, the remainder of the funds is allocated to grants, allocated as determined by the Headmasters Council. The Council can always trust each new semester to bring dozens of new hopefuls proposing each a new project that will revolutionize this and that. Most of the grants end up being granted to the Master Engineers of the school, on the basis of seniority and familiarity with the faculty, with some token grants to new up and comers to prevent another 2264 Apprentice Riot. Most of the membership who do not belong to either group will either work under one of the Masters, learning as they assist, seek funding through commissions to Altdorf's wealthy, or attempt to seek wealthy patrons elsewhere. Entrance fees also ensure that only those with wealth or a kind sponsor can enter the halls, making the institutions membership largely consist of minor nobility and wealthy burghers. Its lax attitude towards testing prototyping means it has never been endorsed by the Karaz Ankors Engineering Guild, and only the most radical of the expelled deign to so much as set foot on its grounds.

The expenses of the Schools operation are tolerated as despite its tendency to explode and research to wind up moot, it occasionally produces something brilliant. Its focus on experimentation have led to the creation of formidable war machines for imperial service unlike anything the reliability and iteration focused Masters in Nuln could ever hope to produce. The works of Altdorf's engineers in contrast can almost never be easily disseminated, as most depend highly specialized parts and processes. Crews also need to train in each devices specific operation, and are often chosen from the student body, as little of its output is intuitive to outsiders.
The logistical hurdles make the appearance of the schools work in imperial armies sporadic, as the high costs may bring nothing in return should the device fail to live up to its inventors promises. Many may only be fielded once and never again despite years of work failing to satisfy. Only a handful have entered into what may be called regular use, relative to their rarity, and its those success that keeps the stipends and hopeful inventor coming.


Helblaster Volley Cannon

"Those with the blood-hunger were going for the southerners cannons, and would have made it even through one volley. But then some of those cannons spun something and fired again. And when they did again, the charge was pulp in the mud. Are we sure the cannon men are not sorcerers"?
-Einar, Marauder from Skarrling lands.

Officially named "Von Meinkopts Relentlessly Rotating Ribauldiquin for Unceasing Proliferation of Shot" by its infamous inventor, Malthus von Mainkopt, the piece is his crowning achievement, having inspired the repeater guns in the following centuries. This unique piece of artillery came about when Mainkopt sought to create a more rapid firing cannon in late 2200s IC, using his combined expertise in rotation and canonry. The dwarfs had already achieved this through the Organ Cannon, from which Tilean, Estalian and Imperial foundries attempted to replicate, resulting in a class of multi-barreled artillery known most widely as Ribauldiquin.

When he failed to secure a grant from the Headmasters Council, he turned to selling his families properties, saving his own estate for use as a testing ground and workshop. Whilst he would never solve the issue of the Ribauldiquins slow reload, he would find a partial workaround by dividing the barrels into rows that fired one after another. By placing each row on a rotating frame driven by a crank and gears, they can each be rotated in turn to the top position, aligning the triple ignition system that Meinkopt devised to fire all three at once. The mechanisms for rotating the frame drawn frequent criticism, as its unshielded insides is easily subject to debris, which under an unwatchful crew frequently causes the frame to jam and halt during rotation.

Resentful of the Grandmasters Council for denying him grants, in 2297 IC Meinkopt decided to present his final prototype to the then reigning Otillian Empires Otillia VI, who financed the creation of a small battery when the field tests impressed her. The batteries future would be jeopardized when its Meinkopt died to an accident when iterating in his design, but it would be saved when Magnus chose to base his army in Talabheim. The batteries interim leader Gune Vilingen convinced the future emperor to bring them to Kislev, where their performance would earn admission to the Engineering School in exchange for securing the blueprints.

Despite the issues of its rotation mechanism and reload rate, it remains one of the most employed of Altdorf's output due to its ability to fire a large amount of shot in each volley. Wider deployment has also been enabled by the creation of a six and three barrel version, which trades shots per volley for reload speed, though the development of a twelve barrel type ceased when the prototype proved to unwieldy in every way.


Faulkstein's Rocket Battery

"This is not innovation. This Faulkstein has merely retrace the steps that alchemists of the Middle Kingdom have long taken before. What you have is but toys compared the fine works our engineers and alchemists have accomplished"
-Hunlin Xia, emissary from Grand Cathay.

Despite the long and perilous routes that must be traveled to make the journey, contact between the Empire and Grand Cathay has occurred since the 300s IC, if sporadically over the millennia. The distance between the two mean that official diplomatic efforts are limited to sending embassies. The latest Cathayan embassy arrived in the Empire in 2379 IC and was granted a residence in Altdorf, where in 2396 a fireworks display for both and enraptured and terrified audience. This display would inspire the up and coming engineer Herman Faulkstein to find a way to weaponize the spectacle.

As the embassy refused to provide blueprints for their rockets, Faulkstein had to develop his own from the ground up. He would eventually obtain a grant when he proved to the Grandmasters Council that he could replicate the ones that had been shown of by the embassy in 2416 IC. It would take decades for Faulkstein to perfect his artillery rockets, having to find means if stabilizing trajectory, a detonation system and a method to aim projectiles that no imperial artillerist had experience with before.

The year 2425 IC saw the public reveal and demonstration of "Faulksteins Rocket Propelled Deliverance of Unceasing Saturation of the Field", to great acclaim. The rockets and launcher frame saw adoption due to the far lower maintenance operational difficulties of other Altdorf developed pieces, however new crews, particularly those used to conventional artillery must be carefully educated in measuring trajectories and accounting for wing for the much lighter projectiles. Generally inaccurate and unpredictable, it is able to shower a wide area in explosive projectiles, able to wipe out whole formations in seconds. It is however near impossible to fire in rain, as any method that would prof the rockets has weight them too much for any crews taste. Since its unveiling eager apprentices have sought to create new rocket types, with phosphorus loaded warheads being viewed as the most promising.



Author's notes:
We are nearing the end of our stay in the Empire, so I urge anyone reading to vote in the poll on the top of the thread for where we go next.

The Engineering School has the same problem I had with the Knightly Orders, its seems extremely divorced from the social and political systems of the Empire for something that would need considerable funding for its activities. And I added something of an internal structure to its operation. One of its Grandmasters is head of the department dedicated entirely to the Steam Tanks.

You may also note that I changed the backstory of the Volley Cannon considerably as von Meinkopt, whose first name is my invention, invented both the repeater gun and pistol in the official material.

I also changed the name of the Rocket Battery to distinguish it from the cannon, so both did not start with Hel.
 
Steam Tanks
Steam Tanks


"I have never seen such an irresponsible assemblage of parts in my entire life. Even apprentices with a single decade behind their beards would never make such basic errors in design".
-Thungrum Hargrimson, Master Engineer of Zhufbar.

"Ari! full power to engines! Helmut! Keep it rolling straight ahead! Turn left at my command! Pedro! Start charging the cannon! Fire when ready! Shulbert! Rotate turret one eighth to right and charge the projector!"
-Viktor of Schilderheim, Commander of the Steam Tank Conqueror.


In the Old World there is no dispute that the Karaz Ankors Engineering Guild created the first steam-powered machines. This technology remained largely out of human sight in the first centuries of its existence until early Tileans and Arabyans saw Barak Varrs Steam Monitors. Steam devices of human make are attested to on both sides of the Southern Sea, but drew little interest from the powerful, as none were able to replicate the effectiveness of the dwarven original. Even as princes and kings would pass over patronage for the man-made devices for patronage, ambitious machinists made slow progress and gradual improvements over the centuries. This progression would culminate in the crowning achievement of the most reputed and infamous engineer in the Old Worlds history.

Leonardo da Miragglianos foremost inspiration were the Ironclads of Barak Varr, which by the 2000s IC had been observed by men of the Southern Sea with awe, fear and envy. Amongst his many interests, the paramount was the creation of a steam driven craft. But no ruler in his homeland, Estallia or Araby would patronize his ambition out of fear that such an act would antagonize Barak Varr. Leonardo eventually revised the project to a craft that moved on land, referred to as a "Land-Ship" in his early proposals. While better received than the sea craft proposal, he would not find a donor for this project until the misfortune of the wider Empire would resolve to his benefit. Prompted by Vlad von Carsteins stunning success against his rival claimants in Talabheim and Middenheim, The Elected Emperor Sigismund V cast about for any new means to combat the undead menace when it would inevitably turn on him.

After having no fortune in selling his passion project in either northern Tilea or Nuln, Leonardo moved to try his luck in Altdorfs imperial court in 2005 IC. After six years of entertaining the court with technological novelties and funding himself through mechanical and architectural commissions, imperial claimant would finally approach him. Though an expensive endeavor, Leonardo was able to negotiate the commissioning of three Land Ships and would begin his work in 2012 IC in a compound where that the Imperial School of Engineering would be constructed. Even as Leonardo had to hurry the project as the Ottilian and Wolf claimants lands were conquered, it would take years as theory had to give way to practice and pats had to frequently be overhauled. Development continued even as Vlad would besiege Altdorf in 2020 IC.

Their first action and first test would be during the vampire's final attempt to storm the city. When the westwards facing Grey Mountain Gate was breached, the sight of three upturned prows speeding in their direction surprised the vampires and necromancers in control of the breach, in particular their assigned commander Manfred. Sigmars Hammer, the last built through a rushed construction and baring no armaments on her hull, would ram through the center, crushing zombies, skeletons and Grave Guard under her bulk, along with Blood Dragon knight Kruger Rotthänd. Her sisters, The Conqueror and The Miragliano took up the flanks, both configured with the iconic Steam Projector turret and steam powered main cannon. The Conqueror would boil a necromancer alive with its turret before ramming her Corpse Cart to splinters; while The Miragliano would critically injure a Varghulf with her cannon. This onslaught caused Manfred and his retainers to panic and rout, leaving and opening for the tanks to lead a brief sally into Manfred's area of the siege encampments.

Leonardo's masterworks would continue to face the Carsteins as imperial forces drove the vampires back to Sylvania in the wake of Vlad's and Issabella's deaths. Leonardo would leverage the success of his new war machines to found the School of Engineering in Altdorf, even being able to secure a sizable stipend for the institution in the midst of the cities restoration. In these early years he would use most of the stipends with income from commissions and loans to build nine more tanks, patterned after The Conqueror and The Miragliano. While a blackpowder cannon was initially considered the dangers and space required to store the powder was deemed to detrimental. The creation of a main cannon powered by steam was developed from the steam projector prototype, which was conceived as a means of using the excess power of the engine as a weapon. The steam projectors turret was derived from those on Barak Varrs ironclads and dreadnoughts, and a great deal of the projects difficulty involved making a functional rotation mechanism.
After Leonardo left Altdorf to pursue new projects the twelve tanks would remain the pride of the Imperial School of Engineering, with a department organized specifically for their care whose grandmaster holds a permanent chair in on the schools council. The new weapons would se use in both the wars against Conrad and Manfred von Carstein, Brey-herds, Whaaaghs and rival claimants to Sigmars Empire. Magnus the Pious march into Kislev would see an unprecedented five of the vehicles sent to fight the servants of the polar hell.

However the tanks would deploy less as years went by due to growing concerns of the Grandmasters Council. Each was impossible to replace, as scattered blueprints and notes their creator left behind proved impossible to interpret. The first tank was lost during the Third Vampire War to Sylvanias marshlands; one was gifted to the Moot as a political favor. Two other were lost in battle, The Stalwart being famously destroyed beyond repair by Galrauch, Patriarch of the Chaos Dragons. Even when a tanks hull and engine can be repaired, then damage to the main cannon and steam projector may be beyond recovery. Repairing them have proven more feasible than constructing a new tank, but only if enough parts remain intact. When neither weapon can be repaired then the department takes the liberty of adding new armaments to the old hull. Out of the remaining seven armed in The Conquerors and The Miraglianos fashion, only four retain both their original armaments in Karl Franz's reign.

The hesitancy in sending the tanks forth is not only due to concerns due to loss in battle. The engines are demanding, requiring large amounts of fuel to run even for a few hours when accounting for weapon usage, making them expensive to upkeep on campaign. For this the tanks must be transported by wagon, and activated only when a major battle is certain to save fuel. They furthermore can run only on firm ground, as their weight makes traversing mud impossible, and will struggle to ford rivers or traverse up steep inclines and rough ground. Furthermore, original armaments or not, every remaining tank has required extensive repairs over the course of their service. These repairs have overtime drastically altered the internal valves, pipelines and interface mechanisms to be virtually unrecognizable to their creator. The loss of most documents of the changes in the schools many accidents means that learning to operate one of the vehicles requires either tutelage from a veteran or a dangerous process of trial and error should a previous crew be lost. Flawed repairs and replacement parts are at risk of rupturing and endangering the crew with scalding leaks. Only through experience can a crew know how much pressure the pipes can take, and crucially find the correct amount to propel the projectiles of the main cannon. Command also crucially requires a keen awareness of his surroundings, as visibility from within is poor and can only be improved by exposing himself from the turrets cupola. Awareness is crucial to avoid running over allies and leaving the tank surrounded by the enemy, as even goblins in large numbers climb on top and force the cupola hatch open.

Deployment of the eight remaining vehicles is a tightly controlled affair. In the whole of the Empire, only three individuals have the authority to permit their leave; the Grandmaster of the Steam Tanks Department, who can only be overruled by the Prince of Altdorf thanks to the first stipend. Who in turn only the Emperor, thanks to the imperial stipend granted by Magnus, can overrule. As both the Prince and Emperor Karl Franz holds final command over the tanks, and their leasing is a formidable card in the game of imperial politics.



Authors Notes:
And here is the last imperial unit. If you look at dates given for the tanks christening and the First Vampire War, you will notice that they coincide, which goes to show how the separate parts of the universe are so divorced from one another. So I decided to intertwine their creation into the wider history.

If a Steam Tank going to the Halflings confuses you, that is something taken from Dynamic Alcoholism, where they modified it into a Soup Tank named Kathleen. It's exactly like what you would imagine with that name. She played significant part in the quests first major event, and would have major significance much later.

Also breach loading is the only way it made sense to me to load the cannons from inside the tanks. Breach loaded cannons have been around since the 1400s, but mold casted muzzle loaded cannons were easier to make and more powerfull.

And because the vote seems to be running close, I have decided to remove the Beastmen, Warriors of Chaos and the Dark Elves from the running. If you vote for any of those, please change it to one of the others. I will leave the vote open for one day after this post goes live.
 
Back
Top