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Thread: The Warhammer Campaign

  1. #181

    Default Re: The Warhammer Campaign

    No, no, no NO.

    YOU GOT ME WRONG.

    This ARE EVENTS BASED ON REAL CONTENT, NOT IMAGINARY ONES

    -The skaves do have that prophecy

    -About Valten... of course I know, I have read that history about a docen times, but sigmarites and the whole Empire are waiting for one of two things, the return of Valten (he disappeared) or a new reencarnation of sigmar (anyway, the thing that this reencarnation is the most powerful character in the campaign doesn't mean he is unkillable, after all he's a unit).

    -Hobgobla Khan (sorry I spelled incorrectly last time) does exist:
    Warhammer Fantasy Reglament/History of the Old World/page 167 - Kingdom of Catai
    and he's the fearesome leader between the old world and the east (Catai).



    And Albion should be the first one, indeed it must happen just a few turns after start playing.
    Last edited by Revan-Shan; 12-12-2007 at 22:50.
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  2. #182

    Default Re: The Warhammer Campaign

    New event concerning the Vampire Counts

    The Return of Melkhior

    Long time ago Melkhior was the greatest necromancer of them all but he had an error. He passed all his knowledge to his aprentice, Zakarias. Zakarias betrayed his master and ruled for long years in the Forest of Shadows. But Melkhior wasn't dead, just wounded and hidden. Waiting to recover and take over everything which was of his property.
    Now he is back and he wants vengance.


    In this event two big armies should appear, Zakarias' army (Vampire Counts) and Melkhior's army (VC Rebels).
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  3. #183
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: The Warhammer Campaign

    not having Hobgoblin Mongolian rip offs suddenly appear
    Don't be silly, the whole of the Warhammer world is one massive rip-off, of everything, that's what makes it so great

  4. #184

    Default Re: The Warhammer Campaign

    There is something to be said for not having wide-ranging official canon events in a new mod. Actual, gameplay events such as those suggested I think would detract from the basic feel of the mod. If they will be used at all then they are best saved for an updated version. The philosophy being to keep people interested with new stuff over time and don't make WHTW-Hobgoblin Invasion right off the bat, not to mention cutting down production time for the release and making the modders lives that much simpler by them not having to write the equivalent of War and Peace uneccesarily.

    Anyone would think you'd like them to cram in the whole 25 years of WH development into a few months making this mod, sheesh ;)

    As for events that occur as pop-ups, well, there is nothing more irrelevant than seeing a card about how, for example, France and England go to war when France is lying in ruins, obliterated 30 game years ago. Or whatever, be it introduced in a mod or by the original game itself, it's as valuable as spam.

  5. #185

    Default Re: The Warhammer Campaign

    I'm making (the names, its phrases and points) something very special, it's not official but I do it so that Bwian can usen whenever he wants.

    RELICS, HABILITIES AND HELPERS

    This are the special things that go with the generals, things they have, special habilities... I'll make it so that it gives the game the warhammer look.
    Last edited by Revan-Shan; 12-13-2007 at 19:33.
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  6. #186

    Default Re: The Warhammer Campaign

    But before... a new phrase for the loading screen

    "Three things make The Empire great – faith, steel and gunpowder!"

    - Magnus the Pious
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  7. #187

    Default Re: The Warhammer Campaign

    I errased this post, (I'm making this so everything is toguether now that I have everything done and nice).
    Last edited by Revan-Shan; 12-26-2007 at 11:57.
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  8. #188

    Default Re: The Warhammer Campaign

    I errased this post, (I'm making this so everything is toguether now that I have everything done and nice).
    Last edited by Revan-Shan; 12-26-2007 at 11:57.
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  9. #189

    Default Re: The Warhammer Campaign

    I errased this post, (I'm making this so everything is toguether now that I have everything done and nice).
    Last edited by Revan-Shan; 12-26-2007 at 11:56.
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  10. #190

    Default Re: The Warhammer Campaign

    I errased this post, (I'm making this so everything is toguether now that I have everything done and nice).
    Last edited by Revan-Shan; 12-26-2007 at 11:55.
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  11. #191

    Default Re: The Warhammer Campaign

    I errased this post, (I'm making this so everything is toguether now that I have everything done and nice).
    Last edited by Revan-Shan; 12-26-2007 at 11:55.
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  12. #192
    Bringer of the End Times Member alexader's Avatar
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    Default Re: The Warhammer Campaign

    ohhh God,please make one post for all these,my head hurts,never mind but it's better to make one post even if you want to make different ideas(it just not good in the eye)whatever
    "VAE VICTUS"

  13. #193

    Default Re: The Warhammer Campaign

    I errased this post, (I'm making this so everything is toguether now that I have everything done and nice).
    Last edited by Revan-Shan; 12-26-2007 at 11:55.
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  14. #194

    Default Re: The Warhammer Campaign

    I errased this post, (I'm making this so everything is toguether now that I have everything done and nice).
    Last edited by Revan-Shan; 12-26-2007 at 11:55.
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  15. #195

    Default Re: The Warhammer Campaign

    I errased this post, (I'm making this so everything is toguether now that I have everything done and nice).
    Last edited by Revan-Shan; 12-26-2007 at 11:54.
    Revan Shan / Mayorcete / Teuton Arrasador

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  16. #196

    Default Re: The Warhammer Campaign

    I appreciate your efforts, but your traits and retinues contain a good deal of faults, I think that perhaps individuals with more extensive knowledge of the factions should do a more complete list of the traits.

  17. #197

    Default Re: The Warhammer Campaign

    ahh what the hell spam!

    next time make a txt documanet rar it and upload it

    plus shouldent this be inthe statistics bit
    For Middenheim & The Empire!

  18. #198

    Default Re: The Warhammer Campaign

    I errased this post, (I'm making this so everything is toguether now that I have everything done and nice).
    Last edited by Revan-Shan; 12-26-2007 at 11:52.
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  19. #199
    Warhammer: Total War Team Member Alletun's Avatar
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    Default Re: The Warhammer Campaign

    Quote Originally Posted by Revan-Shan
    (PLEASE DON'T POST UNTIL I'M FINISH, I WANT TO HAVE IT ALL TOGETHER ).
    If you want it all together use the edit button on one of your old posts, thats what it's there for. Other members can post if the want to.

    I think what Norseman referrers to as being faults is that your spelling orc with a k (ork). Now, im not the great warhammer nerd, but as far as i know Orcs are spelled with a c in warhammer fantasy and a k in warhammer 40.000.
    A shaman is spelled with an s instead of a c.
    and so on.

  20. #200
    Member Member lanky316's Avatar
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    Default Re: The Warhammer Campaign

    Quote Originally Posted by messenger
    Don't you see you just destroyed your own argument?
    You said yourself the only reason people didn't know that Albion was there was because of the mist, well in game Albion appears when the mist goes!
    See?
    Clever?
    Hmm? Hmm?
    Don't you see you've shown an inability to answer any questions at all? How would you possibly explain a big black splodge slap bang in the middle of the map? Albion is not quite dead centre but just off the old world, if you're having Albion appear everything West of it can not be on the map from the beginning

    See?
    Clever?
    Hmmm? Hmmmmm?!?!?

    Since I think you're misunderstanindg the point whilst destroying what logic you had... http://uk.games-workshop.com/warhamm...6-1024x768.jpg Take a look at the map and see where Albion is and how you intend to suggest that is done.
    Last edited by lanky316; 12-14-2007 at 20:07.

  21. #201
    Bringer of the End Times Member alexader's Avatar
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    Default Re: The Warhammer Campaign

    "I've been playing since I was a kid and now I'm reading lots about other factions.
    Unleast there's no one here who knows more than me about the Empire and the Vampire Counts"

    oohhh,don't you SEE how much selfish YOU ARE,you think that you know more than us,ooohhhgggg.i think we know better than you and i also think that i know EVEN more than you for empire as does krazysigmarite.ok you know something,if you would know more than me for the empire you would use for a frase in the intro of the game something better than that.so don't tell me that you know more,it's not polite(it's a way to insult people)and you defenetly don't know better than us even for the whole warhammer.believe it,it true.try to be more usefull than that
    "VAE VICTUS"

  22. #202
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: The Warhammer Campaign

    I think it is time to quote the great TosaInu:

    Topic is tired and needs a nap.

    I will reopen this topic after a cool-down period, perhaps a week. In the meantime, please, curb your enthusiasm, relax and contemplate all the time you'll have to discuss everything in detail before the release.

    Remember that we're all here because we like Total War games, and Warhammer.
    Last edited by Myrddraal; 12-14-2007 at 20:58.

  23. #203

    Default Re: The Warhammer Campaign

    OBJECTS, RELICS, SKILLS AND RETINUES


    Here it is, the list I made for the objects and so that go with the characters. Please feel free to comment and give ideas if anything is missing, that way I edit the list and we end up with the final list for the Warhammer Total War (of course, if Bwian likes it). Here we go:


    1-All FACTIONS

    Apart from the typical night fighter, mercenary cpt and so I've here some new objects for generals of all factions.

    -Magic weapon +1 Attack
    This general's sword is better than others.

    -Magic shield +1 Defence
    This general uses a shield that protects him from a great number of impacts.

    -Magic book +1 Hitpoints
    In this book powerful spells await to recover its owner's powers.

    -Magic flag +1 Army morale
    This general owns a flag which makes everyone fight till the end.

    I suggest to take a look at the skills of Stainless Steel such as Severely Wounded, Master of the Horse, Rebel!, You are not my King!...


    2-THE EMPIRE

    -Mark of Sigmar +2 Command +1 Authority + 2 Army morale
    This man has a scar with the shape of a comet of two tails, ¿is he the reencarnation of Sigmar?

    -Runefang +4 Attack
    This man is lucky to have one of these 12 unic swords.

    -Ghal Maraz (only one in the whole game and is Franz's, I know it's too powerful but it must be so and I've made the other factions' objects and habilities so that they are equal) +8 Attack + 2 Command when fighting orcs + 2 Hitpoints +1 Army morale
    This hammer is the best weapon ever known and was used by Sigmar himself.

    -Imperial seal +1 Command +1 Authority +1 Loyalty
    This man shows everyone his importance in the Empire.

    -Mandred's helmet (just 1 avaliable in all the world) +1 Defence + 3 Command when fighting skavens
    This helmet was made using the head of a skaven warlord.

    -Sigmar priest +1 Command +1 Dread +1 Loyalty +1 Hitpoints +1 Chivalry +1 Army morale
    This priest carries two things with him, his faith in Sigmar, and a big hammer to crash his enemies.

    -Reiksguard veteran +2 Command +1 Attack + 1 Defence +1 Chivalry +1 Personal security
    This man is followed by a great knight.

    -Imperial battlemage +1 Command +2 Attack
    Beware, this man has special company, a Imperial mage.

    -Master Engineer +1 Command when assaulting settlements
    This specialist will enhance every weapon or machine before assaulting a castle.

    -Commander +1 Command +1 Authority
    This man is a commander.

    -Imperial Count +2 Command +1 Authority +1 Personal security
    This man is very important for the Empire, he is a Imperial Count.

    -Alcoholic -1 Command -1 Popularity
    Not a good thing for a general.


    3-VAMPIRE COUNTS

    -Vampire (all vampire counts) +1 Attack +1 Defence +1 Hitpoints +5 Dread + Night fighter
    He can appear to be a man at simple sight but he is a fearesome vampire.

    -Chivalrous vampire +2 Chivalry +2 Piety
    Not all vampires kill everyone they see. Some even show to be fair fighters.

    -Extremely bloody vampire +2 Attack -2 Chivalry -2 Piety +2 Dread
    Stay away from him or he'll kill you!

    -Old Sylvanian noble +2 Authority
    Sylvanian men still think he is their lord.

    -Member of the Von Carstein Clan +2 Attack +2 Command +3 Hitpoints
    He is suposed to be a old noble of Sylvania and a very experienced warrior.

    -Member of the Necrarc Clan +2 Attack +2 Command +1 Dread +2 Hitpoints
    He is suposed to be a great sorcerer.

    -Member of the Bloody Drangon Clan +1 Attack +1 Defence +2 Command +3 Hitpoints
    He is suposed to be a sword master

    -Member of the Strigoi Clan +2 Attack +1 Command +1 Dread +3 Hitpoints
    He is suposed to be brutal and ugly above anything else.

    -Member of the Lahmia Clan +1 Command +3 Defence +3 Hitpoints
    This commander has been bewitched by a beautiful vampiress. He is in love with her and will do whatever he must to protect her.

    -Necromancer +2 Command +1 Dread +1 Attack +1 Personal security
    This commander is being helped by someone who rises the dead.

    -Veteran skeletal warrior +2 Defence +1 Personal Security +1 Dread
    This undead will give its 'life' in order to save his master.

    -Phantom +1 Defence +1 Personal security +1 Dread
    This commander is being helped by a spirit.

    -Vampiress +1 Command +1 Attack +1 Dread +1 Personal Security
    This commander is 'married'.

    -Fool -1 Popularity
    This vampire talks to his undead servants!

    -Rebel! -3 Loyalty
    A good vampire never betrays his clan! Except when he does.


    4-DWARVES

    -Dwarf -20% Movement +1 Hitpoint
    He is a dwarf, and like all dwarves he doesn't run very fast and dies hard.

    -Dwarf Lider +1 Attack +1 Defence +1 Command +1 Hitpoint +1 Piety
    This is a great dwarf leader.

    -Dwarf King +1 Attack + 1 Defence +1 Command + 1 Hitpoint +1 Piety
    Couldn't be more important, he is the king of the dwarves!

    -Ancient dwarf book +1 Command +1 Attack -2 Piety
    Old tales tell about dwarf's past grievances. After reading them the general can learn about them or seek revenge.

    -Ancient dwarf weapon +4 Attack
    Weapons like this are no longer made.

    -Hates orcs +2 Command when fighting orcs
    Orcs and dwarves have always fought the one another and this general doesn't forget that.

    -Hates high elves +2 Command when fighting high elves
    High elves and dwarves once fought for the control of the whole world and this general doesn't forget it.

    -Master of the mine +5% tax collection +1 Authority +1 Hitpoint + 1 Command
    This dwarf knows everythig about ruling.

    -Dwarf rune of bravery +1 Attack
    This rune makes this dwarf more deadly.

    -Dwarf Rune of Protection +1 Defence
    This rune protects his owner from impacts and magic.

    -Great drinker -1 Command + 1 Popularity
    Quite usual between dwarves.

    -Fat -20% Movement
    No one's perfect.


    5-BRETONNIA

    -Knight +1 Command +1 Chivalry
    This man is a knight.

    -Questing knight +1 Command +2 Piety +2 Chivalry +25% Movement +1 Attack +1 Popularity
    This man searches for the Grail.

    -Great knight +1 Command +2 Chivalry +1 Attack
    This man is a great knight.

    -Leyendary knight +2 Commans +2 Chivalry +1 Attack +1 Hitpoint
    This man is a myth.

    -Grail +1 Command + 2 Army morale +1 Popularity
    This man has a grial, original or fake, doesn't matter, makes his troops fight harder.

    -Overtrained horse +25% Movement
    His horse is faster than the rest.

    -Non chivalrous knight -1 Command -2 Chivalry -1 Piety -1 Popularity
    This man lacks chivalry! A great handicap for a Bretonnian commander.

    -Doesn't talk about the Grail -1 Popularity
    This man doesn't care about the Grail!

    -Bretonnian damsel +1 Command +1 Army's Moral + 1 Chivalry +2 Defence
    Innocent cute woman with terrible mystical powers.

    -Ex-Questing Knight +1 Command +1 Chivalry +1 Piety
    This commander is being helped by someone who has already searched for the Grail and knows lots of things about travel and war.

    -Veteran knight +2 Command +1 Attack +1 Defence +1 Chivalry
    His experience and sword serves his commander well.

    -Veteran man at arms +1 Command +1 Attack +1 Personal security
    This soldier has fought in many battles and know server this commander.

    6-CHAOS

    -Mark of Chaos +1 Command +1 Authority +1 Dread +1 Popularity
    This man has a strange scar.

    -Mark of Nurgle +2 Command +1 Dread
    This man is putrid.

    -Mark of Slaanesh +2 Command +1 Personal security
    He has an extra limb.

    -Mark of Khorne +2 Command +1 Attack
    This man is very bloody!

    -Mark of Tzeentch +3 Command
    He knows some magic.

    -Champion +1 Attack +1 Defence +1 Personal security
    This great worrior protects his master.

    -Deamonic gift +2 Attack +1 Hitpoint
    This man has an object of great power.

    -Lord of Chaos +2 Command +1 Attack +1 Hitpoint +2 Dread
    This man is a very important leader of Chaos.

    -Great lord of Chaos +5 Command +5 Attack +2 Hitpoints +3 Dread
    Fear him, he is the death itself!

    -Chaos sorcerer +1 Command +1 Popularity
    He entertains his master during festivals and does what he can in the battlefield.

    -Great chaos sorcerer +2 Command +2 Attack +1 Dread
    This powerful man is to be feared, he can unleash the power of the gods of Chaos!


    7-ORCS

    -Big orc +1 Attack +1 Command +1 Hitpoint +1 Dread
    This ork is very big.

    -Very big orc +1 Attack +2 Hitpoints +2 Dread
    This orc's size is awesome.

    -Extremely agressive orc +2 Attack +2 Dread -2 Piety
    Better not to mess up with him.

    -Big weapons +2 Attack
    His weapons could kill several enemies with just one movement!

    -Big armour +2 Defence +1 Personal security
    Can anyone wound him?!

    -Great orc leader +1 Command +1 Attack +1 Dread +1 Hitpoint +1 Personal Security
    With just a Waagh he could call thousands of orcs into battle.

    -Goblin shaman +1 Command +1 Attack +1 Defence +1 Personal security
    Is good for his commander to have him at his side, even if he is not needing him.

    -Orc veteran +1 Command +1 Defence +1 Attack
    A dangerous and expert soldier.

    -Night goblin veteran +1 Personal security + Night Fighter
    This goblin know perfectly how to fight during the night.

    -Wise savage orc +1 Command +1 Chivalry +1 Piety
    Some savage orcs are quite philosofic, talk with humans and even avoid war. This orc makes his commander think things twice.

    -Kamikaze! -1 Command +1 Attack +1 Dread
    He is willing to die for fighting!

    -Cannibal! +2 Dread
    He eats his own soldiers!

    -Crazy orc -1 Command +1 Attack +1 Dread
    This orc would throw himself with a catapult just to charge faster!

    -Lazy leader -2 Command -1 Authority
    Loves eating and celebrating but he's not keen on fighting.


    8-TOMB KINGS

    -Mummy +1 Attack +1 Defence + 1 Hitpoint +5 Dread + Night fighter
    He is a terrifying nondead creature of Khemri.

    -Tomb King +3 Command +2 Attack +2 Authority
    This commander once was a Nehekharan king.

    -Great Tomb King +5 Command +1 Attack +1 Defence +2 Authority +1 Hitpoint
    This commander once was a great Nehekharan king.

    -Funerary weapons +2 Attack +1 Hitpoint +1 Dread
    Strange magic weapons of Khemri.

    -Ancient knowledge +3 Command
    This commander has a lot of experience.

    -Liche Priest +1 Command
    This commander is served by an expert in rising the dead.

    -Icon bearer +1 Command +1 Authority
    A nondead bears the icon of his commander.

    -Khalida Neferher's knowledge +2 Command +2 Chivalry +1 Piety +1 Authority +1 Popularity
    This commander has the same knowledge than this ancient female lider.

    -Power of Nehekhara +1 Command +2 Attack +1 Authority +2 Dread
    This Nehekharan commander is a leyend.

    -Vengeful commander +1 Command +1 Attack -2 Chivalry -2 Piety +2 Dread
    A very common thing between the Nehekharan commanders.

    -Tomb Guard veteran +2 Defence +1 Personal security
    This undead soldier protects his commander.

    -Powerful mage +2 Attack +2 Defence +1 Command
    This commander couldn't be more terrible.

    -Hates every living thing -2 Chivalry -2 Piety + 2 Dread
    Hates everything that moves which is not his.


    9-LIZARDMEN

    -Big lizardman +2 Attack +2 Hitpoints +1 Dread
    This commander is really big.

    -Strong lizardman +2 Attack +1 Popularity
    He has incredible muscles.

    -Resistent lizardman +1 Defence +1 Personal security
    This lizardman's skin is very thick.

    -Saurus Scar Veteran +1 Attack +1 Defence +1 Hitpoint
    This Saurus has seen battle for countless centuries. He has become more cunning and strong, a superb killing machine.

    -Blessing of Quet'Zl +1 Defence +1 Hitpoint +1 Personal security
    This Saurus was seen as important in the eyes of Quet'zl, and therefor is protected by bony spikes and heavier scales.

    -Blessing of Sotek: +2 Command when fighting Skaven
    The fury of Sotek is quite evident within this Saurus. He fights against the cursed rat-men with unseen ferocity.

    -Slann magic object +1 Defence +1 Personal security
    This object protects his owner from hits and magic.

    -Skinks' master +25% Movement
    This lizardman knows how to lead skinks.

    -Kroxigors' master +1 Attack +1 Hitpoint
    This lizardman knows how to lead kroxigors.

    -Saurus veteran +1 Attack +1 Personal security
    This expert saurus warrior has taken part in many battles and knows what to do in each situation.

    -Skink veteran +1 Attack +1 Command
    This expert skink warrior knows many tactics and strategies.

    -Temple Guard veteran +1 Defence +1 Authority +2 Personal security
    This expert saurus warrior is respected by every lizardman and protects his commander from any danger.

    -Hates strangers +2 Command +2 Attack
    It's quite common between lizardmen to have xenofobia.

    -Magic bronce weapon +2 Attack
    This lizardman's weapon is excellent.

    -Poisoned weapons +2 Attack +1 Dread
    If you touch his weapon you are dead.

    -Ancient Slann treasure +1 Defence +2 Army morale +2 Authority +1 Popularity +1 Personal security
    Lizardmen would die in order to protect it.


    10-SKAVEN

    -Big skaven +1 Command +1 Dread +1 Authority
    Being big makes him earn more respect.

    -Skaven leader +1 Command +1 Attack +1 Dread
    Every skaven shows him respect and serves him.

    -Skaven warlord +2 Command +1 Attack +2 Dread
    This is a very important lider for the skaven.

    -Skirmisher +1 Command +2 Attack + Night fighter
    This commander prefers to fight in little battles.

    -Rat ogres' master +1 Attack +1 Defence +1 Hitpoint
    Knows how to lead rat ogres.

    -Prophetic book +2 Command +2 Dread +1 Authority +2 Army morale
    This book tells the future of the skaven raze.

    -Poison +1 Attack +1 Dread
    This commander carries dangerous substances.

    -Poisoned weapons +2 Attack +1 Dread
    If you touch his weapon you are dead.

    -Veteran skaven warrior +1 Command +1 Attack +1 Personal security
    This commander is served by this brave and expert skaven warrior.

    -Skaven assassin +1 Command +1 Attack +1 Dread +1 Personal security
    This battle assassin is an expert in killing and helps his commander any way he can.

    -Skaven master assassin +1 Command +2 Attack +2 Dread +1 Personal security
    This master battle assassin carries strange weapons and has a great experience in anything that involves killing.

    -Extend the plague! +1 Command +1 Dread +1 Authority
    His only objective is to extend the plague.

    -Grey Seers' minor prophet +1 Attack +1 Authority +1 Army morale
    This intermediary of the Horned Rat helps this commander.

    -He's clean! -1 Command -1 Dread -1 Authority +1 Chivalry
    This is an insult to his raze.

    -A different clan! -4 Loyalty
    This skaven has betrayed his lord by founding a new clan!

    -He's a heretic! -2 Authority -1 loyalty
    This skaven disagrees with the Grey Seers.


    11-DARK ELVES

    -Elf +2 Attack
    He is an elf, and like every elf he is a skilled warrior, graced with phenomenal precision and dexterity upon the battlefield.

    -Dark elf +1 Dread
    He is a dark elf, and like every dark elf he marches forth to enslave the free peoples of the Old World and makes sacrifices of blood.

    -Pirate +1 Command in sea battles
    This elf knows how to assault ships.

    -Expert pirate +2 Command in sea battles
    Everynoe should fear him if he's in command of a fleet.

    -Assassin +2 Attack +1 dread -2 Piety
    This elf loves killing.

    -Raider +1 Command when assaulting a city.
    This dark elf seeks treasure above all and will attack any city if he has the possibility.

    -Long experience +2 Command +1 Attack +1 Defence +1 Authority
    This elf has lived long enough to know what to do in each situation.

    -Knows the job +1 Personal security
    This commander was a professional assassin in the past and avoids being killed.

    -Crazy for blood +1 Attack +1 dread -1 Piety
    He is bloody even for a dark elf.

    -Great dark elf leader +2 Command +2 Attack +2 Dread
    If someone declares war to the dark elves he is in serious trouble.

    -Dark elf witch +1 Command +2 Attack +1 Dread -1 Piety
    This powerful elf has no remorse when killing his commander's enemies.

    -Hates peace -2 Chivalry
    Quite common between dark elves.

    -Somehow chivalrous +1 Chivalry
    This dark elf shows some respect to other leaders.

    -Hates high elves +2 Command when fighting high elves
    High elves and dark elves have always been sworn enemies and this commander doesn't forget it.

    -Poison +1 Attack +1 Dread
    This commander carries dangerous substances.

    -Dark elf assassin +1 Command +2 Attack +1 Dread +1 Personal security
    This dangerous assassin serves his commander with his knowledge, experience and mere presence.


    12-HIGH ELVES

    -Elf +2 Attack
    He is an elf, and like every elf he is a skilled warrior, graced with phenomenal precision and dexterity upon the battlefield.

    -High elf +1 Chivalry
    This commander is a high elf, and like every high elf show at least some chivalry.

    -High elf hero +2 Command +2 Attack +1 Chivalry +1 Popularity
    This high elf is a leyend and took part in many important battles.

    -Long experience +2 Command +1 Attack +1 Defence +1 Authority
    This elf has lived long enough to know what to do in each situation.

    -For Ulthuan! +2 Command +1 Defence +1 Authority
    This commander remembers the great empire the high elves once had and wants it back.

    -Seeks vengance +1 Attack -2 Chivalry -2 Piety
    Not all high elves are peaceful ones.

    -Hates Chaos +2 Command when fighting Chaos
    He will try to destroy scum and villany.

    -Hates dwarves +2 Command when fighting dwarves
    Some high elves still don't forget that dwarves and high elves once fought the one another in a great war.

    -Hates dark elves +2 Command when fighting dark elves
    Dark elves and high elves have always been sworn enemies and this commander doesn't forget it.

    -Experienced captain +2 Command in sea battles
    This high elf knows how to lead fleets.

    -Sword master of Hoeth +3 Attack +1 Defence
    It's very diffcult to find someone who fights with sword better than how this elf does.

    -High elf mage +2 Command +1 Attack +1 Defence +1 Chivalry
    A high elf mage helps this man, and both experience and power go with him.

    -High elf veteran +2 Command +1 Attack +1 Defence +1 Personal security
    High elf veterans are magnificent soldiers that have battled entire centuries and know everything that has to do with war.

    -Elf magic armour +5 Defence
    This armour is made of elf gold and protects his owner from most of the attacks.
    Last edited by Revan-Shan; 12-28-2007 at 18:07.
    Revan Shan / Mayorcete / Teuton Arrasador

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  24. #204

    Default Re: The Warhammer Campaign

    Well, I've been bussy all this time doing this things, here I have faction descriptions (all of them):

    Enything missing, lacks something? Just comment.


    EMPIRE

    Since its founding by the warrior-god Sigmar, The Empire has endured terrible invasions, devastating plagues and civil war. For two and a half thousand years it has survived amidst bloodshed and turmoil thanks to the bravery and discipline of its armies.


    To fight for the Empire is to fight in the name of faith, honour, and the Emperor Karl Franz. Of all the Old World nations, only the Empire has a professional standing army. Discipline is the watchword of the knights and soldiers of this mighty realm, all of whom are driven by their love of homeland and their duty to Sigmar, the warrior-god who founded the Empire millennia ago. The Cult of Sigmar demands that its followers must fight all forms of evil with sword as well as faith. There is ample opportunity for the faithful to engage in this duty to Sigmar, as the Empire is beset on all sides by enemies and by those within who have fallen to the whispers of Chaos.

    Of course, the Empire's military might comes from more than just its ranks and ranks of State Troops, Knights, and Militia. Centuries ago, it acquired bizarre technology from Dwarfs who sought refuge in the Empire; the Engineers School of Altdorf and the Gunnery School of Nuln carried on these crafts. Today, the Empire has some of the most advanced artillery in the Old World (next to the Dwarfs) and their cannon and mortars have turned the tides of many battles.

    Last but not least among the weapons in the arsenals of the Empire are the Colleges of Magic. Thanks to the Emperor's careful patronage and the help of the high elves, the colleges provide the Empire with potent Battle Wizards. These potent spellcasters are trained in the traditions handed down from the great Elven Mage Teclis, who taught the first human wizards to control and channel their dangerous powers. Those sorcerers who dare stray from the narrow path of the colleges are hunted down by the Witch Hunters, servants of Sigmar who punish this heinous crime with death most painful. Execution of these faithless villains is trivial next to the danger they pose to Sigmar's people.



    BRETONNIA

    A feudal, traditional land of knights and peasants.


    The Bretonnian army relies on the devastating charge of the knights, who are supported by units of peasant men-at-arms. The knights of Bretonnia live by a series of vows – these vows uphold the virtues of honour and chivalry. To lose these virtues is just about the worst thing imaginable to a knight of Bretonnia, who would rather die with honour than live without it. The entire society of the Bretonnian nobility is based around upholding the renown of the self, the King, and the Lady of the Lake (who is worshipped as a goddess by the Bretonnians). Individual heroism is very important to the Bretonnian knight, and tales of paladins fighting dragons and of heroes facing off against countless foes are the kind of things the people of Bretonnia dream of.

    Bretonnia is a feudal society. The peasants serve the knights in return for protection, while the knights are obligated to provide military assistance to their lords in return for certain rights (to own land, to levy taxes, and to receive aid and command military forces in times of war). At the top of this hierarchy is the king. Beneath the king are the dukes. Beneath them is another layer of nobility – earls and barons. The king, dukes, earls, and barons are also each the lord of a number of knights, who are the lesser nobles. Each knight (including the higher nobles) has a force of men-at-arms, chosen from the most physically able of the peasantry. In return for serving a knight’s standing military force, peasants are given a small tract of land for their family. In theory, all commoners can be called upon by a knight to serve him in battle. However, since many who do not already serve as men-at-arms are either simple-minded or physically impaired in some fashion, these types of peasants usually serve only as bowmen levies. In addition to this earthly hierarchy, the lands of Bretonnia are also ruled over by spiritual and mystical leaders – the Fay Enchantress, her Damsels, and the Grail Knights – who are all devoted to the Lady of the Lake.



    DARK ELVES

    They constitute an army of hidden strengths and subtle power. Although a Chaos or Orc army will usually send all of its troops forward in a brutal, mindless attack, and a cowardly Wood Elf army will generally hang back and shoot at its opponents, Dark Elves are a more versatile force that excels in all aspects of warfare.


    The Dark Elf army has many specialised troops as well as many elite regiments. They are fast moving and have good morale - all the hallmarks of a classic elite force. Like most elf armies, the Dark Elves are both fragile and expensive in terms of their point cost. Thus, they will not win wars of attrition and must be played with subtlety and precision in order to win the day.

    In spite of these limitations, the Dark Elf army is a flexible one. Spearmen and Crossbowmen backed by the dreaded repeater bolt throwers can be made into a fearsome defensive force, but many Dark Elf commanders prefer to use the Druchii, as they call themselves, more aggressively. A well-led Dark Host on the offensive is a frightening thing. Frenzied witch elves are more than a match for any enemy infantry, while the charge of the Cold One Knights can shatter even the most determined enemy lines. Thus, the typical Dark Elf army is fast, well equipped, and extremely skilful in both mele and shooting.

    In addition to the troop types mentioned above, Dark Elf commanders may choose from highborns, nobles, sorceresses, and beastmasters to lead their armies. Deadly assassins, war hydras, manticores, dark pegasi, black dragons, corsairs, cold one chariots, halberd-wielding Black Guard, and executioners with great weapons are devastating hand-to-hand combat troops. The skirmishing shades, flying harpies, and fast cavalry in the form of Dark Riders increase the army’s tactical options.

    All of these troops, when working in concert under a cunning general, make the Dark Host a dangerous and devastating foe for any army to face and a pleasure for any general to command.



    HIGH ELVES

    The High Elves armies are glittering hosts of steadfast spearmen, deadly archers and proud cavalry. But with all their power, they could not prevent their island home of Ulthuan being devastated by natural disaster, or the bitter betrayal that left their civilisation greviously weakened. The Children of Ulthuan are now a race in their twilight, battling against extinction.


    Proud, haughty, and graceful, the High Elf army is well organised and marches to war in perfect unity, armoured in their strong scale coats, and wielding fine weapons of the highest quality.

    The High Elves were once the greatest and most powerful race in the whole world and their actions shaped history. Now the High Elves are a race in its twilight; long and bitter wars have ravaged their once-great empire, and the High Elf race has begun to dwindle. The beautiful cities of Ulthuan become quieter each year, no longer bustling with vibrancy and life but shells of their former glory. Facing this steady decline, the High Elves remain resolute and unbowed.

    For their diminishing race to survive, the High Elves must possess an army of unequaled skill to fend off their many enemies. To this end, all High Elves are taught the arts of war from an early age and swiftly master the sword, spear and bow. This strict policy of service means that Ulthuan can boast armies far larger than her diminished population would suggest. These citizen soldiers form the core of Ulthuan's armies — expertly trained warriors, resplendent in white robes and shining armour. Those of noble birth are taught to bear the arms of the Silver Helms, the magnificent Elven knights who fight in the vanguard of the High Elf army. Cavalrymen almost without peer, they are renowned for crashing through enemy shield walls, their sharp lances striking down their foes. High Elf generals must take great care with the lives of their warriors though, for the population of Ulthuan diminishes each year, and every loss is hard to bear.

    The High Elves have developed sorcery far beyond the accomplishments of any other race. They were the first to study magic and remain the greatest masters of it in the known world. Through magic, the High Elves protect their island home of Ulthuan, for without the conjurations of the High Elf mages, the entire island would sink beneath the waves forever. High Elf mages are mighty spell casters whose fiery blasts and awesome energies have won many a battle. It is the Elves who in years past taught magic to Men, although the Elf mages far surpass the human wizards of the Old World in both skill and knowledge.



    DWARVES

    In their strongholds throughout the mountainous regions of the Old World, the short, bearded, and sturdy Dwarfs cling tenaciously to a way of life that may soon become extinct.


    The Dwarfs are one of the most ancient races of the Warhammer world. From the beginning of time, their traditional homeland has been the Worlds Edge Mountains – it is a vast, forbidding mountain chain that marks the eastern boundary of the Old World. Here, in ages past, the Dwarfs built their massive underground strongholds among the high peaks and tumbling chasms. At its height, their realm spread from the far north to the distant south, while their mines stretched far beneath the earth itself. These days of glory are now long gone; many strongholds lie in ruins or are occupied by evil creatures. The great achievements of the past are now nothing more than memories – ancient sagas sung in the half-empty halls of the few surviving Dwarf strongholds.

    Dwarfs are a grim and exceptionally proud people. They are sparing with their praise and often disparaging about the achievements of other races. Dwarfs respect three things above all others: age, wealth, and skill. Of course, a Dwarf will always carefully explain how his race is the oldest of all, how his ancestors earned unimaginable wealth, and how the Dwarfs are the most skilled builders and smiths in the world. This is not boasting, it is just setting the record straight.

    Dwarfs are the greatest miners and tunnellers in the world, and they delve deep beneath their mountain homes for metals, precious stones, and other mineral wealth buried there. From this raw material, they make all kinds of precious objects, including weapons, armour, marvelous vessels, and jewels worked with incredible skill. Beneath each Dwarf stronghold there exists a labyrinth of caverns and tunnels created and enlarged over centuries as the Dwarfs dug ever deeper in search of new riches.

    Dwarfs are supremely skilled craftsmen and take great pride in everything they do. It is almost impossible for a Dwarf to hurry his work, and no Dwarf could ever bring himself to produce something slipshod or cheap. Whether it be forging weapons and armour, the construction of fortifications, or the mechanical inventions of the famed Engineers Guild, the ingenuity and technical ability of Dwarfs is unsurpassed anywhere in the Old World. No other race – not even the great craftsmen of the High Elves – can rival the care and skill of the Dwarfs.

    Dwarfs have little knowledge of magic as it is practiced by Elves and Humans, and they have no wizards as such. The magical lore of the Dwarfs is closely linked to their craftsmanship in weaponry, armour, and other artefacts. Dwarf Runesmiths make many magical devices, including the finest weapons and armour. They are masters of rune lore, the art of using runes to entrap magic and imbue artefacts with arcane power. Their knowledge has been passed down by word of mouth from the days of the ancestors, although knowledge of the most potent runes is a very powerful secret known to only a few of the most adept Runelords.



    CHAOS

    From the magic-swept lands of the far north come the conquering hordes of Chaos, led by the Champions of Chaos and the immortal Chaos Daemons. Raised in battle, these great warriors fight for glory and the favour of their mighty gods. Immortality and everlasting power are the rewards for those who are strong, mutation and madness await the weak-willed and foolish.


    Chaos is a fickle mistress. Some who follow the dark powers are blessed with great strength and unimaginable power. Others are cursed with debilitating mutations and eventually devolve into mindless, gibbering Chaos Spawn. Chaos is a constant threat to the civilized lands of Men, Elves, and Dwarfs, and constant vigilance is required to battle the frequent incursions of the forces of Chaos.

    Some of the followers of Chaos dedicate their worship to one of the particular Dark Gods: Khorne, the Blood God and the Lord of Skulls; Tzeentch, the Changer of the Ways and the God of magic; Nurgle, Lord of Decay and Pestilence; and Slaanesh, the Dark Prince and God of decadence and pleasure. Other Chaos worshipers follow Chaos Undivided and don't devote themselves to any one particular deity. Each Chaos power bestows a particular type of gift upon its chosen followers; thus, Chaos are highly adaptable and can be customised in many different ways.

    A Chaos army is really two armies in one. If the army is led by a mortal General, then mortal troops are the normal selections, and Daemonic troops are special choices. Similarly, in armies led by a Daemonic General, Daemons are basic troops, and mortals are special ones.

    Anyway any Chaos army contains a wide variety of troop types. Mortal units include the mighty warriors of Chaos as both infantry and cavalry, the rank-and-file Chaos marauder infantry and cavalry, chariots of Chaos, and warhounds of Chaos. Daemon units are as varied as the Gods they serve. Followers of Khorne usually include bloodletters and flesh hounds. Nurgle's children include plaguebearers and swarms of nurglings. Slaaneshi armies often field daemonette infantry and cavalry. The armies of the inscrutable Tzeentch can include the flying sky sharks known as screamers as well as the spell-casting daemons known as horrors. Any Chaos army can also include the high-flying furies and mindless Spawn of Chaos to bolster its ranks.

    Hordes of Chaos armies tend to be smaller than the ones of other facions. However, they pack an enormous punch in hand-to-hand combat, and few troops can stand up to a Chaos warrior in melee. Though the army is a powerful one and much feared throughout the Old World, it has no troops armed with missile weapons. Thus, it is possible to weaken a Chaos army by thinning its numbers before it gets into close combat. However, opponents of Chaos should be advised – losing to the hordes of Chaos can often mean losing your mortal soul.



    LIZARDMEN

    Long before the rise of the Elves, Dwarfs or Men, the Lizardmen existed in the oppressive depths of the steaming jungles. Coldly alien and enigmatic, their civilisation seeks to restore the order in the world that their Old One creators envisaged before their mysterious disappearance. They are a dangerous and powerful civilisation, and any who enter their lands do so at their own peril.


    The Lizardmen are an ancient race created by the god-like beings known as the Old Ones to be the guardians of the world. Their age-old civilization is based deep within the steaming jungles of Lustria, the continent far across the Great Ocean from the lands of Bretonnia and the Empire. A smaller Lizardmen settlement can also be found in the lands far south of the Old World.

    The mighty temple-cities of the Lizardmen rise above the humid jungles in these tropical lands. There, the bloated Slann Mage-Priests, who have mastered the art of magic, attempt to divine the intentions of the long-departed Old Ones. Though the Great Plan is only revealed in omens and portents, the Mage-Priests do their best to interpret the signs and guide the Lizardmen to do the Old Ones' bidding.

    The bulk of the Lizardmen army consists of Saurus, a warrior species slightly larger than Men, and Skinks, a smaller, more intelligent species of skirmishing warriors. These troops are bolstered by jungle swarms of lizards and snakes, the giant kroxigor warriors, the flying terradons, the mighty stegadons, and salamanders, the living artillery of the Lizardmen army. Together, these troops constitute a powerful force that is much feared by most Old Worlders, who know little of this strange and alien race.

    As the Lizardmen are cold-blooded, they are sometimes slow to react to battlefield conditions. Terrifying monsters, huge outnumbering forces, and the deaths of their brothers-in-arms – things that would cause other troops to panic and flee – have little effect on the Lizardmen. It is only the will of the Mage-Priests and the Great Plan of the Old Ones that motivates the Lizardmen, and they tend to fight on, regardless of consequences.



    ORCS AND GOBLINS

    Orcs & Goblins are the scourge of the Old World, an unending tide of ferocious raiders. For every greenskin Waaagh! defeated on the field of battle, another arises to trample a swathe of destruction across the land. Orcs and Goblins live to fight!


    Orcs live to fight. For an Orc, there is no greater joy than to be in the thick of battle, where the biggest and meanest warrior carries the day. Such belligerence is both a strength and a weakness, as it means that Orcs expend much of their energy fighting among themselves rather than against a slightly more distant foe. Smaller and more nimble than their Orcish cousins, Goblins have a more developed sense of self-preservation. They are cunning rather than strong, and tend to leave the serious business of fighting to the Orcs. Goblins prefer to guard the rear of an army, though in desperate circumstances they'll finish off an enemy so long as it has been given a clobbering by a mob of Orcs.

    There are many varied subspecies of greenskin. Night goblins live in the deepest caves, venturing out into the light of the sun only when suitably fortified by fungus beer. Forest goblins prowl the gloomy forests of the Empire, and southland jungle canopies reverberate to the steady pounding of savage Orc drums. Most notable and fearsome of all, black Orcs are 'ard as nails and inevitably take over any tribe they join, where they leave a trail of butchered and dismembered rivals in their wake.

    An Orcs & Goblins army will often contain a vast array of different troop types, from the wide variety of greenskins themselves to monstrous beasts such as trolls, giants, and giant spiders. While Orcs prefer to hurl themselves into close combat as swiftly as possible, Goblins bring a lethal array of sneakiness, such a foolhardy doom diver catapults and mushroom-fuelled night Goblin fanatics.

    Commonly, an Orc & Goblin warband will sweep into a village, slaughter the inhabitants, and charge on, pausing just long enough for the warlord to make a really big pile of severed heads and sit upon it while declaring his dominance. Terrifying and brutal as this is, it is when a Waaagh! is called that the Orcs become a truly dangerous force.

    A Waaagh! is akin to a migrating invasion, when some successful Warboss throws everything he's got against his chosen enemy, and all the other Orcs and Goblins flock to join him. A Waaagh! is truly a sight to freeze the blood – an unstoppable sea of green-skinned monsters swarming across the horizon, whooping, jeering, and yelling their barbarous war cries. Few things can stand against such a force.



    SKAVEN

    The Skaven are a race of evil rat-men who inhabit the underground. They gnaw at the roots of civilisation, eternally scheming and preparing for the day when their uncountable hordes will overrun the surface world. The only thing that keeps them in check is the constant internal strife between the clans making up their society, but one day the Grey Seers, who speak for the Horned Rat himself, will unify them and lead them to inevitable victory.


    The Skaven are a race of malevolent rat-men that inhabit the underground. The tunnels of their vast Under-Empire reach from the steaming jungles of the Southlands to the snow-covered steppes of Kislev, from the western borders of Estalia and Bretonnia to the lost realms of the Far East.

    Their capital is the mysterious city of Skavenblight, hidden in the center of the foul marshes lying on the western borders of Tilea. There, the mighty Lords of Decay, ruthless rulers of all Skaven, sit on the Council of Thirteen, scheming and preparing for the time when their armies will emerge from the subterranean realm to raze the entire surface of the world. Such is the ultimate ambition of the Skaven race, a destiny preached by the Grey Seers, who are powerful wizards and prophets of the Horned Rat, the malevolent Skaven deity.

    Skaven society is structured into a number of clans (Pestilens, Eshin, Moulder and Skryre) that constantly vie with each other for dominance, and their political system is dominated by endless treachery.

    Every army is led to battle by Grey Seers, who sometimes bring screaming bells, giant magical bells pushed forward by the Skaven horde, and by Skaven warlords who are the most powerful fighters in the Skaven army. These leaders have many different types of weapons and troops at their disposal and must coordinate them in well timed attacks. Though the Skaven are numerous and almost always outnumber their foes in battle, they are, by and large, weak and undisciplined. Only when they have sufficient numbers do they have the nerve to enter into protracted combats, and only when they can bring their huge numbers to bear can they bring down the enemy. However, as many a commander who has watched his men fall to the teeming numbers of the Skaven horde can attest, the rat-men are formidable foes and can destroy even the most battle-hardened veterans by sheer weight of numbers.



    TOMB KINGS

    For thousands of years they have lain within their mighty burial monuments. Called from their sleep of death, the ancient Kings of Nehekhara march forth from their tombs to seek vengeance on those who would disturb their slumber. Loyal even in death, the armies of the Tomb Kings march at the side of their lords, seeking to reclaim the kingdoms that were once their own.


    The armies of the Tomb Kings hail from the desert lands of Khemri. Reanimated by the undying Liche Priests, the skeletal warriors of the Tomb Kings march forth to reclaim the lands they once defended in life.

    Long before the Old World was civilised, an ancient civilisation known as Nehekhara came to power. The land was divided into city-states, each ruled by its own King and defended by its own army. Over the centuries, the power-hungry Kings, frustrated by their short mortal lifespans, sought ways to prolong their lives. Although true immortality eluded them, the rulers of Nehekhara came to believe that if they preserved their bodies after death, powerful magic could one day revive them and they could return to power. Elaborate tombs and pyramids were constructed to protect the remains of these dead monarchs and to house the many treasures and warriors that were buried with the Kings to serve them when they were reborn.

    The plans of the Nehekharan monarchs would one day be twisted by an ambitious Priest-King of Nehekhara known as Nagash. Nagash raised an army of long-dead warriors to expand his lands and increase his power. It was the first time the dead were ever made to walk. Although Nagash's mighty army was eventually defeated by a coalition of other Nehekharan kings, the mighty priest escaped to plot his revenge. Nagash released a powerful magic spell that turned the civilisation of Nehekhara into a dead land. To this day, the land once known as Nehekhara is a barren, sun-blasted desert where only the dead stir.

    There was one unforeseen result of Nagash's great spell. The magicks he had unleashed animated the Kings in their tombs and pyramids. The vast armies that had been buried with these rulers came to life once again, ready to defend their King in undeath. However, the Tomb Kings and their armies were not reborn as flesh and blood as they had expected. Instead, they were returned to life as skeletal, mummified parodies of men.

    The Tomb Kings and Princes, assisted by the magically adept Liche Priests, lead a variety of troops into battle. Skeletal infantry, cavalry, and charioteers constitute the bulk of the Tomb King forces. More specialised forces include Tomb swarms of undead scarab beetles, the enormous living statues known as ushabti, great undead birds called carrion, giant tomb scorpions, catapults that can hurl skulls at the enemy, and the terrifying and destructive bone giants. The Tomb Kings are a relentless, magically potent army that is resplendent on the field of battle.



    VAMPIRE COUNTS

    From their castles and towers the Vampire Counts, immortal rulers of the evil undead, raise vast legions of zombies and skeletons. Summoning dark creatures and ethereal beings from beyond the grave they march against each and every race of the Old World.


    When the forces of the Vampires march to war, the world trembles. The Undead are among the most dangerous creatures in the Known World. Bound by the will of one of the Lords of Undeath, the walking dead are a fell and mighty foe. They cannot be reasoned with, bribed, or coerced. They know neither fear nor mercy. They need no sleep or warmth, neither drink nor wholesome sustenance. As they march onward, their ranks swell with the corpses of the fallen. The legions of the living dead are terrible to behold. Hordes of corpses walk resolutely forward with dry flesh creaking, decaying innards exposed, and corroded wargear scraping and clanking. Only a fearless commander and the most stout-hearted troops can stand against the army of a Vampire Count and hope to win the day.

    There are five major types of Vampires known in the Old World. The Lahmians, the first to discover the secret of immortality; the von Carstein, the most powerful and important of all; the Blood Dragon Vampires, that descend from one of the greatest warriors in the ancient Nehekharan kingdom of Lahmia; the Necrarch, masters of Necromancy; and the Strigoi, bestial creatures feared all over the world over.

    All Vampires have the ability to raise the dead from their slumber and lead a number of different troops into battle. Wights, wraiths, skeletons, zombies, ghouls, bat swarms, and dire wolves all flock to the Vampire's banner. Elite units also join the Vampire's ranks and provide troops such as the dead warriors of the Grave Guard, the undying and once noble Black Knights, giant fell bats, ghostly spirit hosts, howling banshees, and the Black Coach, which conveys the body of a Vampire Count while he slumbers.

    The Vampire Count armies have many strengths, not the least of which is the fear or terror they inspire in the enemy. While Vampires themselves as well as some of their troops are fierce fighters in close combat, many of the core rank-and-file are poor, slow warriors and must rely on strength of numbers and their own unnerving presence to win the day. Although a vampire count army has no troops with missile weapons, it retains a degree of versatility and can be constructed as a huge host of troops, a largely skirmishing force, or a fast, hard-hitting force of cavalry, dire wolves, and ghouls.
    Last edited by Revan-Shan; 12-26-2007 at 12:14.
    Revan Shan / Mayorcete / Teuton Arrasador

    Miguelito Productions' views:
    The best vids in YOUTUBE!
    Miguelito Productions supports:
    SWGEmu / Warhammer Total War / MERP (Middle-Earth Role Playing for oblivion (The Elder Scrolls IV) / Shattered Lineage, for Oblivion

  25. #205
    RnJ PR Officer Member Eufarius's Avatar
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    Default Re: The Warhammer Campaign

    Very good job if I may say so.


  26. #206

    Default Re: The Warhammer Campaign

    Nice work, but I do have some remarks:

    Traits:
    -Empire: Mandred's helm is to powerfull, change that to a +2 or maybe a +3 command bonus. Also, A high elf mage will never join an empire general, the only mage that ventures towards the lands of men is teclis (only two times if I recall correct) and he would never serve a men.

    -Vampire counts: There are no chivalrous vampires.

    -Dwarfs: No comments here.

    -Bretonnia: Just a small thing, A grail knight has already found the grail, a questing knight is the one that is still looking.

    -Chaos: Not sure if you intended this; is the lord of chaos/great lord of chaos a trait-line such as the good commander line?

    -Orcs:All orcs are cannibals, it is simply part of being orc. All orcs are also willing to die for fighting. And a wise savage orc is simply impossible. Savage orcs are orcs with shrunken brains, so them being wise is impossible (they are frenzied after all)

    -Tomb Kings: +5 dread for being a mummy is simply to much, the ugly trait should be removed. The bonus for a mummy being ugly is already included in the mummy trait. and also: A MAGE FOR A TOMB KING, if there is one thing they hate, then it are mages.

    -Lizardmen: The last trait, they would die to protect their treasures, so they wouldn't bring them to battle, would they? Better give them some bonus when defending a city.

    -Skaven: Just remove the he's clean and he's a heretic trait. They are unfluffy at best.

    -Dark Elfs: No chivalrous dark elfs. The bonus in sea battles for commanders? I don't put a valuable commander on a ship just to get a command bonus. A suggestion for another trait: Raider; +1 command when attacking a city. They should also have the experienced trait the dark elfs have.

    -High elfs: Maybe add some province related traits: Caledorian etc. Some for the sea battle bonus as for the dark elfs.

    THe faction descriptions: Did you wrote them all yourself, or were you inspired by the games workshop site?

    for instance:
    A Chaos army is really two armies in one. If the army is led by a mortal General, then mortal troops are the normal selections, and Daemonic troops are special choices. Similarly, in armies led by a Daemonic General, Daemons are basic troops, and mortals are special ones
    This has absolutely nothing to do with the mod, so shouldn't be in there.
    Can't be bothered to go through them all by now.

    Fireblade

  27. #207

    Default Re: The Warhammer Campaign

    Traits:
    -Empire: Mandred's helm is to powerfull, change that to a +2 or maybe a +3 command bonus.

    OK

    Also, A high elf mage will never join an empire general, the only mage that ventures towards the lands of men is teclis (only two times if I recall correct) and he would never serve a men.

    In Mark of Chaos they do and Teclis is a very important one, I need thoughts of other people, comment please!
    -Vampire counts: There are no chivalrous vampires.

    It's strange but it happens, specially when they face Bretonnians. (Read the VC's army book).

    -Bretonnia: Just a small thing, A grail knight has already found the grail, a questing knight is the one that is still looking.

    I'll read more about it.

    -Chaos: Not sure if you intended this; is the lord of chaos/great lord of chaos a trait-line such as the good commander line?

    Yes

    -Orcs:All orcs are cannibals, it is simply part of being orc. All orcs are also willing to die for fighting.

    Well, those skills and so, if all of them are cannibals all should have that skill, there's no problem.

    And a wise savage orc is simply impossible. Savage orcs are orcs with shrunken brains, so them being wise is impossible (they are frenzied after all)

    And about wise savage orcs, I once read that a Imperial Emperor talked to a tribe of these, and he said they were wise. (not my fault, warhammer's)

    -Tomb Kings: +5 dread for being a mummy is simply to much, the ugly trait should be removed. The bonus for a mummy being ugly is already included in the mummy trait. and also: A MAGE FOR A TOMB KING, if there is one thing they hate, then it are mages.

    I'll see how can I change it.

    -Lizardmen: The last trait, they would die to protect their treasures, so they wouldn't bring them to battle, would they? Better give them some bonus when defending a city.

    Mmmmm, Don't know... more opinions!

    -Skaven: Just remove the he's clean and he's a heretic trait. They are unfluffy at best.

    To remove He's clean... Ok

    Heretic... sorry but I can't, they are many heretic commanders, those that don't like the Grey Sheers, this is needed to make a 'civil war' between skaven, they are always fighting each other.


    -Dark Elfs: No chivalrous dark elfs.

    Maybe... But thats a trait/skill for a strange dark elf commander, it won't be easy to find a dark elf commander who has this.

    Raider; +1 command when attacking a city. They should also have the experienced trait the dark elfs have.

    Ok.

    -High elfs: Maybe add some province related traits: Caledorian etc. Some for the sea battle bonus as for the dark elfs.

    Caledorian? Be more precise.

    THe faction descriptions: Did you wrote them all yourself, or were you inspired by the games workshop site?

    Most of it is from real WH but I have revised it, I took out some things, I've ordered it and wrote somthing of my own.

    for instance:


    This has absolutely nothing to do with the mod, so shouldn't be in there.
    Can't be bothered to go through them all by now.

    No? Of course it has to do, the descriptions are needed for the campaign, as well as the objects, traits and stuff for the commanders, open the info window of a Commander in Medieval 2 Total War and you'll see this is needed (and even more in WHTW)

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  28. #208

    Default Re: The Warhammer Campaign

    Quote Originally Posted by Revan-Shan
    No? Of course it has to do, the descriptions are needed for the campaign, as well as the objects, traits and stuff for the commanders, open the info window of a Commander in Medieval 2 Total War and you'll see this is needed (and even more in WHTW)
    I don't think there is going to be something like special or rare choices. Off course there will be units that are rarer, more expensive etc. But I don't think there is a way to limit the number of a certain unit type you can field in a single army.

    Concluding from your reply you seem to think that I said the descriptions are useless. If that is the case, I apologise, that was not my intention. I think they are very valuable, but I don't see the point of talking about special/rare choices, point costs and demonic vs. Mortal when there is not going to be a real difference between them in the mod. My lay-out was maybe not clear enough, my apologies.

    Some more high elf traits: They all have the same effect, but they add some flavour to the army.
    Effect: +1 command, +1 chivalry
    Names: Prince of Caledor, Prince of Chrace, Warden of Yvresse, Prince of Avelorn.

    About the high elf mage, isn't this mod based on the army books,? In the army books there is no reference whatsoever of high elf mages joining human armies.

    Fireblade

  29. #209

    Default Re: The Warhammer Campaign

    I don't have time to go over the trtis right now, but Revn whether it is a good thing or not the majority of you faction descriptions are Games Workshop intellectual property, and therefore unuseable.
    Mod leader of Warhammer; Total War


  30. #210

    Default Re: The Warhammer Campaign

    9-LIZARDMEN

    -Big lizardman +2 Attack +2 Hitpoints +1 Dread
    This commander is really big.

    -Strong lizardman +2 Attack +1 Popularity
    He has incredible muscles.

    -Resistent lizardman +1 Defence +1 Hitpoint +1 Personal security
    This lizardman's skin is very thick.

    -Slann magic object +1 Defence +1 Personal security
    This object protects his owner from hits and magic.

    -Skinks' master +25% Movement
    This lizardman knows how to lead skinks.

    -Kroxigors' master +1 Attack +1 Hitpoint
    This lizardman knows how to lead kroxigors.

    -Saurus veteran +1 Attack +1 Personal security
    This expert saurus warrior has taken part in many battles and knows what to do in each situation.

    -Skink veteran +1 Attack +1 Command
    This expert skink warrior knows many tactics and strategies.

    -Temple Guard veteran +1 Defence +1 Authority +2 Personal security
    This expert saurus warrior is respected by every lizardman and protects his commander from any danger.

    -Hates strangers +2 Command +2 Attack
    It's quite common between lizardmen to have xenofobia.

    -Magic bronce weapon +2 Attack
    This lizardman's weapon is excellent.

    -Poisoned weapons +2 Attack +1 Dread
    If you touch his weapon you are dead.

    -Ancient Slann treasure +1 Defence +2 Army morale +2 Authority +1 Popularity +1 Personal security
    Lizardmen would die in order to protect it.




    Nice job guy! Love the Lizardmen Stuff!

    Now I don't know whether or not it's because you know of GW's protection of it's material, but your stuff is a little off. Some changes i'd make:

    Change:
    Poisoned Weapons ---> Venom of the Firefly Frog
    The oils of this exotic creature can burn make any flesh wound horrible for it's recipient.

    Skink Veteran ---> Skink Chief
    Skinks Chiefs are braver than their brethren, and are valuable to have for quick decisions.

    Resistant Lizardmen ---> Blessing of Quet'Zl
    This Saurus was seen as important in the eyes of Quet'zl, and therefor is protected by bony spikes and heavier scales.

    Big Lizardmen ---> Saurus Scar Veteran
    This Saurus has seen battle for countless centuries. He has become more cunning and strong, a superb killing machine.
    The same trait can be made and just changed to Saurus Old Blood, which can replace (hopefully) The Scar-Veteran Trait (After A certain amount of battles)


    ANd there is maybe one thing I'd add:

    Blessing of Sotek: +Attack, +Fighting against Skaven
    The fury of Sotek is quite evident within this Saurus. He fights against the cursed rat-men with unseen ferocity.


    Also: Slann are known to bring treasures that can assist in battle with them. They don't leave them within the city.

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