Results 1 to 5 of 5

Thread: Information Thread for Potential Rogue Armies

  1. #1

    Default Information Thread for Potential Rogue Armies

    Information Thread for Potential Rogue Armies

    One of the new features of Total Warhammer 2 is the introduction of Rogue Armies, new unusual factions taken from the deepest areas of the lore. This thread shall be laid out in a different way to any of my other lists, the idea is to show the leaders of these rogue armies and to suggest the kind of units that could fight at their side. I will have to take some liberties with choosing the units that they might use, but as ever, I will stick as close as humanly possible to what we know, but I'll admit this is new ground for me.

    Be'lakor's Dark Coven
    Spoiler Alert, click show to read: 
    "An evil presence has awoken and seeks to enslave each and every race to its malicious will. Dark Emissaries stalk the land, offering their services to any who would join their cause. They whisper rewards of untold power and wealth to those who will fight for the Dark Master. Of this mysterious lord, little is known but these Emissaries have allied themselves with the forces of Chaos and Darkness. They rouse all those with malice-filled hearts to march unto war. Few have dared to challenge these sorcerers, and those who did have perished before they had a chance to regret their folly."
    Warhammer Fantasy: Dark Shadow Campaign


    Dark Emissary = During the Dark Shadows tabletop campaign Be'lakor send his dark emissaries across the world, attempting to muster dark forces to his banner. We already see one of these emissaries ingame with one of the Empire RP decisions. To represent this, my thoughts are that the dark emissaries would spread across the map as heroes. With every task they complete, every hero action they attempt, every piece of successful diplomacy, influence is collected. This can be spent on building alliances or forcing factions to war, or when a certain amount is reached, they can summon Be'lakor and his conquest will begin as a horde.

    Hidden Master = Be'lakor is hidden away on Albion, gathering his strength so that he can fulfil his many plots. My suggestion is to have Be'lakor spawning in an inaccessible location, but eventually being teleported to somewhere on the map once certain objectives have been reached.

    The Everchosen = Be'lakor aims to amass enough power to break free of his curse and become the Everchosen rather than being bound by fate to crown each one. As such, once he appears on the main campaign map, his aim is to defeat Archaon. Should he do so, he will overthrow the Warriors of Chaos and become the Everchosen, leading the End Times in the Old World. If he fails, Archaon binds him to his faction and he is forced to be a vassal to him.

    Faction Leader
    Spoiler Alert, click show to read: 
    Be’lakor, the Dark Master = At the dawn of time, Be'lakor was blessed by all Chaos Gods. In the time before the rise of the Elves against Chaos, Be'lakor held the world in an iron fist, commanding hordes of daemons in the name of Chaos.
    http://warhammerfantasy.wikia.com/wiki/Be'lakor


    Special Characters
    Spoiler Alert, click show to read: 
    Kheciss of the Dark Coven = ”Now it has been rumoured that a sorcerer of immense power has joined his force. This infamous Dark Emissary is known as Kheciss, and even the Truthsayers quiet at the mention of his name. Kheciss, once considered great amongst the Truthsayers, is said to be a leader of the dark coven and his powers are beyond measure. He is servant only to the greater evil that is the Dark Master.”
    http://web.archive.org/web/200303062...fdamnation.htm

    Gjakar, Servant of the Dark Master = ”The stranger introduced himself as Gjakar, a servant of the Dark Master and questioned Kaleth on his intent. Pleased to discover a heart as cruel and malicious as his own Gjakar accompanied Kaleth back to the Ark.”
    http://web.archive.org/web/200212270...lordkaleth.htm

    Knight of Damnation = ”His name and origins remain shrouded in mystery. Some believe him to be the Champion of Archaon, others believe he has in fact a Daemon Prince in the guise of a mortal. The brave explorers on Albion know only of him as the Knight of Damnation. Whatever the truth behind this menacing warrior one thing is certain. To meet him is to meet death. No army has faced him and lived. The only survivors of battles against this formidable warrior are those who fled from the battlefield in shameful terror.”
    http://web.archive.org/web/200303062...fdamnation.htm


    Unique Faction Units
    Spoiler Alert, click show to read: 
    Harbingers of Doom = "Legends of Dark Emissaries have abounded as long as there has been a language to convey the tales. They are traditionally portrayed as harbingers of doom who appear before lords on the eve of battle, offering service in exchange for petty tokens or trinkets." Due to Dark Emissaries acting as aides to Lords, I feel it is necessary to add a Lord version for them to use. This is not a named unit, but using a description of the Dark Emissaries, it works as a Lord version of the unit. Feel free to disregard this idea if you wish.
    http://warhammerfantasy.wikia.com/wiki/Dark_Emissary

    Barrow Wights of Albion = ”The barrows themselves each house an ancient, long dead warrior of high standing and his elite bodyguard, entombed within to serve their lord for eternity. Adorned in decaying armour of bronze, these ancient warriors lie unmoving for hundreds of years, until such a time when a living being is sensed nearby.”
    http://web.archive.org/web/200212270...leofwights.htm

    Albion Spectral Apparitions = ”It is said that spirits crowd the Isle of Wights, their ghostly wailing filling the night. Spectral apparitions stalk through the mist, refusing to give up their link to the physical realm, seeking the warmth of living bodies.”
    http://web.archive.org/web/200212270...leofwights.htm


    Lords

    Harbinger of Doom
    Chaos Lord
    Meargh
    Fimir Warlord


    Heroes

    Dark Emissary
    Exalted Hero
    Fimir Noble
    Fimir Noble (Great Weapons)


    Mortal Infantry

    Barbarians
    Barbarians (Great Weapons)
    Slingers
    Javelin Throwers
    Chaos Warriors
    Chaos Warriors (Great Weapons)
    Chaos Warriors (Halberds)
    Darksouls
    Mutants
    Ungor Raiders
    Ungor Spearmen Herd
    Ungor Spearmen Herd (Shields)
    Gor Herd
    Gor Head (Shields)


    Mortal Cavalry

    Centigors
    Centigors (Throwing Axes)
    Centigors (Great Weapons)
    Chaos Knights
    Chaos Knights (Lances)


    Albion Undead

    Barrow Wights of Albion
    Albion Spectral Apparitions


    Fimir

    Boglars
    Shearls
    Fimm Warriors
    Fimm Warriors (Shields)
    Fimm Warriors (Armour)
    Fimm Warriors (Armour & Shields)
    Fimir Warriors
    Fimir Warriors (Great Weapons)
    Fimir Balefiend
    Dirach
    Fianna Fimm


    Daemonic Infantry

    Imps
    Soulstealers
    Furies


    Regiments of Renown

    Hellmounts
    Siege Breakers
    The Reavers of Nightfaith
    Simius Gantt, the Crow Master
    The Dark Warriors' Mutants
    Toxote's Hellmounts
    Toxote's Kylists
    Jaek & Helwud, the Chaos Brothers
    Flying Gargoyles of Barda


    War Machines

    Chariots
    Mangonel


    Monsters

    Giants of Albion
    Fenbeasts
    Harpies
    Jabberwock
    Chaos Warhounds
    Chaos Warhounds (Poison)
    Chimerae
    Cockatrice
    Warp Dragons
    Chaos Spawn


    Bloodaxe Chaos Goblins
    Spoiler Alert, click show to read: 
    “The Great War. Some greenskins fight alongside the forces of Chaos, others attack warbands as they pass into the Empire, giving rise to rumours of vile, mutated Chaos Goblins."
    https://drive.google.com/drive/folde...ndhNlRqemd3d0k
    https://www.scribd.com/document/1281...s-3-Death-Rock
    https://i.imgur.com/EFYwpLU.png White Dwarf 57


    Note:- There are many small references to greenskins corrupted by Chaos, it is not a common occurrence, but its referenced enough and is unique enough to give rise to an interesting Chaos idea.

    Cowards No Longer = Chaos Goblins, either due to their mutation or their newfound fanaticism have higher leadership than other greenskins.

    Forsaken = These chaos goblins have forsaken the worship of Gork and Mork for the Ruinous powers, this doesn't sit well with other greenskins who are incapable of allying with them. There will also be a number of ill-effects to their fightiness and campaign events regarding their betrayal of the greenskin gods.

    Gifts of the Ruinous Powers = The mutations suffered by these chaos goblins have affected them in a number of ways, everything from regeneration to multi-coloured skin to flaming breath. As such, the chaos goblins get a similar mechanic to the Lizardmen's blessed spawnings, except in this case they can get random mutations. They also spread chaos corruption.

    Laughter of the Gods = The chaos goblins are nothing but a joke to the Ruinous Gods, their attempts to worship them by building shrines (like the Norse) are pitiful. It takes a vast amount of effort to raise the worship of a god high enough to earn any rewards, but when they do, the rewards are suitably themed to the Chaos Goblins and powerful.

    The EverWAAAGH!! = Razdog is not interested in becoming the Everchosen, but he does like a good WAAAGH! like all other greenskins. He will fight alongside the Everchosen and can ally with other chaos factions, but he is also able to call WAAAGH's and settle provinces like other greenskins can.

    Faction Leader
    Spoiler Alert, click show to read: 
    Crazy Radzog = “Meanwhile back in the Dark Lands, there was a young shaman by the name of Radzog. Radzog was determined to stay alive, and began experimenting with all manner of vile Chaotic rituals designed to give him eternal youth. Now over a century old, Radzog is regarded with awe and fear by the goblins under his command. But the price was high - Radzog’s body has become hideously deformed by the magics he used.”
    https://www.scribd.com/document/1281...s-3-Death-Rock


    Special Characters
    Spoiler Alert, click show to read: 
    Zygor Snake Arms = Compendium One contained an article on The Mark of Chaos that featured Zygor Snake Arms.
    http://www.solegends.com/citle/citle1980/c1chaos/


    Regiments of Renown
    Spoiler Alert, click show to read: 
    Brigands of Shargan = Goblin brigands in a chaos corrupt region in the comic.
    https://drive.google.com/file/d/0BwD...g5NHMxY2M/view The Quest of Kaleb Daark


    Faction Leader

    Crazy Radzog

    Legendary Lords

    Zygor Snake Arms

    Lords

    Warboss
    Great Shaman (Fire)
    Great Shaman (Death)
    Great Shaman (Shadow)


    Heroes

    Little Big Boss
    Shaman (Fire)
    Shaman (Death)
    Shaman (Shadow)


    Character Mounts

    Chaos Warhound (replaces Giant Wolf)
    Chaos Warhound Chariot (replaces Wolf Chariot)
    Manticore
    Mutant Squig
    Wyvern


    Infantry

    Chaos Goblins (Spears)
    Chaos Goblins (Spears & Shields)
    Chaos Goblins (Great Axes)
    Chaos Goblins (Axe & Shield)
    Chaos Goblin Archers
    Chosen Goblins of Khorne (Spears & Shields)
    Chosen Goblins of Khorne (Great Axes)
    Chosen Goblins of Khorne (Axe & Shield)
    Chosen Goblins of Nurgle (Spears & Shields)
    Chosen Goblins of Nurgle (Great Axes)
    Chosen Goblins of Nurgle (Axe & Shield)
    Chosen Goblins of Slaanesh (Spears & Shields)
    Chosen Goblins of Slaanesh (Great Axes)
    Chosen Goblins of Slaanesh (Axe & Shield)
    Chosen Goblins of Tzeentch (Bows)
    Chosen Goblins of Tzeentch (Great Axes)
    Chosen Goblins of Tzeentch (Axe & Shield)
    Mutants
    Nasty Skulkers


    Cavalry

    Chaos Warhound Riders (Axe and Shield)
    Chaos Warhound Riders (Great Weapons)
    Chaos Warhound Rider Archers
    Goblin Chaos Warhound Chariot
    Mutant Squig Hoppers


    War Machines

    Doom Diver Catapult
    Rocklobber


    Monsters

    Chaos Warhounds
    Chaos Warhounds (Poison)
    Chaos Giant
    Chaos Spawn
    Chaos Trolls
    Colossal Squig
    Feral Manticore
    Feral Wyvern
    Harpies
    Mutant Flying Squigs
    Mutant Squig Herd


    Bloodline of Harakhte
    Spoiler Alert, click show to read: 
    "“All the Vampires of the Old World are descendants of the First Children, the original Vampires who drank the Elixir of Life; Neferata, Vashanesh, W’soran, Ushoran, and Abhorash. Each passed on their strengths and beliefs to their children-in-darkness, in their blood and in their teachings, and they in turn passed it to their own get. In the thousands of years that followed, the bloodlines have mingled, been polluted, and bred countless variations on the pure forms of the original scions. Whilst some scholars of Vampirism claim that there are five distinct species, or families, there are a great many more varieties that transcend such convenient limits.

    History records two other members of the First Children; Maatmeses, the very fat and very corrupt chief justice and Harakhte, the brilliant and sinister court vizier. After the betrayal of Nagash, however, they were not heard of again. Most believe they were killed by Nagash, but it is also possible they journeyed elsewhere and created their own lines. Marco Polare’s writings of Cathay include legends of immortal eunuch sorcerers that drink the souls of men, and there are tales from the jungles of Ind and the Southlands about mad priests who tear out men’s hearts to feed to their dark Gods. Perhaps these are the children of Maatmeses and Harakhte; perhaps one day they may pay a visit to their cousins.”"

    http://i.imgur.com/JPYqYvY.png


    Note:- Due to the fact that so little is known about the vampiric armies of Harakhte I will have to take some liberties from this. Units shall be taken from Vampire Counts & Cathayan lists, and potentially some from the Dark Lands to show their forces growing as they travel west. As with all the rogue lists, take that how you will, but I will try to get them to make sense.

    Faction Leader
    Spoiler Alert, click show to read: 
    Harakhte, Eunuch Sorcerer = ”History records other members of the First Children; Harakhte, the brilliant and sinister court vizier. Marco Polare’s writings of Cathay include legends of immortal eunuch sorcerers that drink the souls of men. Perhaps these are the children of Harakhte; perhaps one day they may pay a visit to their cousins.”
    http://i.imgur.com/JPYqYvY.png


    Unique Faction Units
    Spoiler Alert, click show to read: 
    Bannermen (Spear and Shield) = They are known to wield long blades of thousand-folded iron, wickedly curved polearms. They also carry lacquered "tiger-shields", probably named after a tiger stripes pattern painted on their surface. In this case they are skeletons or zombies raised by Harakhte, fulfilling a Grave Guard role.
    https://forums.totalwar.com/discussi...-nippon#latest
    http://warhammerfantasy.wikia.com/wi...ayan_Bannermen

    Bannermen (Greatswords) = Oath-sworn and stalwart warriors that wear emerald green back banners, wield long curved swords, wicked polearms and crossbows, and are famous for standing their ground however badly outnumbered. In this case they are skeletons or zombies raised by Harakhte, fulfilling a Grave Guard role.
    http://vignette4.wikia.nocookie.net/...20160531201250

    Bannermen (Crossbows) = Cathayans using crossbows are mentioned in Captain Yin-Tuan’s story. In this case they are skeletons or zombies raised by Harakhte, fulfilling a Grave Guard role.
    http://warhammerfantasy.wikia.com/wiki/Yin-Tuan
    http://warhammerfantasy.wikia.com/wi...ayan_Bannermen


    Legendary Lords

    Harakhte, Eunuch Sorcerer

    Lords

    Vampire Lord (Harakhtian)
    Master Necromancer


    Heroes

    Vampire (Harakhtian)
    Necromancer
    Banshee


    Animated Infantry

    Zombies
    Skeleton Warriors
    Skeleton Spearmen
    Skeleton Archers
    Bannermen (Spear and Shield)
    Bannermen (Great Weapons)
    Bannermen (Crossbows)
    Terracotta Automatons
    Unholy Blades
    Mummies


    Animated Cavalry

    Black Knights
    Black Knights (Lances)
    Death Riders (Spears)
    Death Riders (Bows)


    Ethereals

    Cairn Wraiths
    Hexwraiths
    Spirit Hosts
    Spectres


    War Machines

    Cannons

    Monsters

    Zombie Dragon
    Fell Bats
    Temple Dogs
    Crow-Men
    Dire Wolves
    Mourngul
    Carrion Birds
    Bone Giant
    Incarnate Elemental of Death
    Death Elemental


    Duninsane Forest
    Spoiler Alert, click show to read: 
    "After years of constant abuse, the treemen of Reikland Forest have risen up against their aggressors. Now the humans are being harvested so the treemen can use them for fertiliser. Will the humans cut more than enough wood for winter or will they become part of the treemen's garden?"
    https://imgur.com/y7RWr76


    Authors Note:- This may have just been a bit of flavour to create a fun gaming night at a Games Workshop store, but it still has potential.

    Hates Reikland = The entire reason for Duninsane Forest rising up is due to Reiklanders cutting down too many trees. Naturally they despise the Reikland and Reikland Rebels.

    Human Fertiliser = When conquering a settlement, the forest spirits of Duninsane Forest will cull the population of a city to feed and restore their armies. Each successful conquest leads to a period of bolstered casualty replacement.

    Patient = It has taken a long time for the forest to rise up, as such this faction will not dive into wars with other factions.

    Faction Leader
    Spoiler Alert, click show to read: 
    Heart of the Forest = An Ancient Treeman representing the anger of the forest.
    https://imgur.com/y7RWr76


    Faction Leader

    Heart of the Forest

    Lords

    Ancient Treeman

    Heroes

    Branchwraith

    Infantry

    Dryads (Birch Aspect)
    Dryads (Oak Aspect)
    Dryads (War Form)
    Dryads (Willow Aspect)
    Forest Spirit (Birch Aspect)
    Forest Spirit (Oak Aspect)
    Forest Spirit (War Form)
    Forest Spirit (Willow Aspect)


    Monstrous Infantry

    Treekin
    Treeman Striplings
    Life Elemental


    Monsters

    Demigryphs
    Guardian Trees (Abyssal Wood)
    Guardian Trees (Blood Forest)
    Guardian Trees (Venom Thicket)
    Guardian Trees (Wildwood)
    Host of the Forest Canopy
    Host of the Forest Floor
    Treemen


    Fimir of Grootscher Marsh
    Spoiler Alert, click show to read: 
    [SIZE=2]"The Fimir are amphibious humanoid monsters that haunt bogs, fens and desolate moorlands throughout the northern and western Old World. Their strongholds take the form of forbidding, craggy piles of rock, crudely built in the semblance of the castles of more civilised races. Such dwellings are seldom seen by outsiders, for they are wreathed in thick mist, a miasma which is magically generated by the Fimir to shield their fortresses from prying eyes, and themselves from the harsh glare of the sun.

    Long before the rise of Man, the Fimir worshipped the Chaos Gods, and for a time enjoyed their favour. Alas, the Eye of the Gods was swiftly drawn to the more vibrant and amusing race of Man, and the Fimir were abandoned, reduced to seeking boons from bound Daemons where once they had enjoyed the blessings of gods. Nowadays, the Fimir are a dwindling and reclusive race, little given to leaving their swampy fastnesses, save for the occasional raid for food and slaves. Only the Fimir sorcerers, known as Dirach, spend prolonged periods in the lands beyond the mists. Such creatures have but one goal —to destabilise the barrier between the mortal world and the Realm of Chaos, thus aiding the Chaos Gods to their ultimate victory, and so regaining their favour.

    A Dirach's sorceries seem crude and ritualistic compared to the magic of Elves or even Men, but they are no less potent, for they are woven with power stolen from Daemons. A Balefiend's cyclopean eye can see the ebb and flow of the Winds of Magic in the same way a Man's perceives light and shade, which allows them to make the best use of whatever magical power is available."


    Author Note: The Fimir are a reclusive, little known race who haven't had a faction list of units since the 3rd edition of Warhammer, but did return during the 8th with a couple of units. These are a somewhat controversial species, so the likelihood of them ever being added to the game is very slim, but I felt it was worth attempting to add them regardless. Of course, this doesn't stop modders from trying their hand at creating them. The units are taken from the Beastmen, Chaos and Gnoblar unit lists.

    Bound Daemons = Fimir lost the favour of the dark gods thousands of years earlier to the humans and now they seek boons from bound daemons. To represent this I think it makes sense to give the Fimir a mechanic where they can destroy a settlement like the Warriors of Chaos can, only when they do, they get given a random mission to complete such as sacking a settlement or killing a character in battle. Should they complete that mission they get either a campaign bonus (such as increased population growth, reduced recruitment costs, etc) or a bound daemonic unit to field. With this being the only way they can field daemonic units.

    Dislike Sunlight = Fimir dislike bright sunlight. In the tabletop, if fimir are deprived of their covering mist they become confused and subject to stupidity. Implementing a method of removing the mist would not be easy, and is possibly impossible to do, so I think it makes more sense if the Fimir load into maps that use the gloomy appearance that Vampire armies use. This is then a visual clue to their distaste for sunlight

    Dying Species = Lorefully the Fimir are gradually dying out, they are no longer favoured by their dark gods and their females are no longer fertile, meaning that procreation happens in a rather horrific way. To represent their small population it might be worth having Fimir units as small, strong and expensive and with 0 population growth on the campaign map. Population growth could be increased by sacking settlements, perhaps, though that is somewhat of a grim way of representing it. It would probably be best to give them very minimal population growth without the sacking element.

    Fimir Mist = Every fimir unit will generate its own covering mist. This could be an ability that they all have, or it could instead be a permanent fog that envelops them. Either way, I think that the mist should reduce the accuracy of missiles fired at them as it is more difficult to target a specific fimm in the warband. If that is not possible, they perhaps it could be used as moving cover.

    Isolationist = The fimir do not deal with other species in a polite manner, but they worship daemonic entities and fight alongside the forces of Chaos. To represent this, they should be incapable of dealing with any factions beyond those that directly pledge allegiance to Chaos. At the moment that includes both Beastmen and the Warriors of Chaos.

    Faction Leader
    Spoiler Alert, click show to read: 
    Meargh Skattach = Rules over Rancor Hold in the marshes. The only female fimir are the Meargh or ‘witch-hags’. They are revered as powerful spellcasters and rule the fimir clans.
    https://us.v-cdn.net/5022456/uploads...2gkorix0sy.jpg

    Gobniu = A female was born recently, and was to have been destroyed since Mother Skattach is still young and strong, and the colony is as yet too small to start budding off colonies. But among the Dirach of the hold is one named Gobniu, who saw the birth as an oportunity. He plotted to assassinate the Meargh and replace her with the new young female.
    https://www.scribd.com/document/9681...-and-WHFRP-Adv


    Special Characters
    Spoiler Alert, click show to read: 
    Dirarch Derghe = Leads the Killing Eye Death-Quest. The Dirach or daemon-friends usually accompany any fimir raiding force. They also associate with daemons and worship them.
    https://us.v-cdn.net/5022456/uploads...2gkorix0sy.jpg

    Warlord Murdaich = Leads the Swamp Scorpion Death-Quest.
    https://us.v-cdn.net/5022456/uploads...2gkorix0sy.jpg

    Bryz = Apparently a prince of the Fimir under Skattach.
    https://www.scribd.com/document/9681...-and-WHFRP-Adv


    Unique Factional Units
    Spoiler Alert, click show to read: 
    Fimm Death-Quest = ”If the Meargh should die without a successor, the clan will disperse, with the various retinues of Fimm warriors setting out on a death-quest as they seek a new Meargh or their ultimate annhiliation. Sometimes a Meargh will banish a noble from the clan, who will then take his following with him. It is such restless and disturbed bands of Fimir which may make common cause with other evil races as allies.”
    https://www.scribd.com/doc/59162764/...sy-Armies-Book


    Unique Factional RoR's
    Spoiler Alert, click show to read: 
    Killing Eye Death-Quest = A named Fimir Death-Quest regiment.
    https://us.v-cdn.net/5022456/uploads...2gkorix0sy.jpg

    Hell-Gate Death-Quest = A named Fimir Death-Quest regiment.
    https://us.v-cdn.net/5022456/uploads...2gkorix0sy.jpg

    Chulann’s Marsh Hornets = A named Fianna Fimm Death-Quest regiment.
    https://us.v-cdn.net/5022456/uploads...2gkorix0sy.jpg

    Froidach’s Mist-Dragons = A named Fimir Death-Quest regiment.
    https://us.v-cdn.net/5022456/uploads...2gkorix0sy.jpg

    Swamp Scorpion Death-Quest = A named Fimir Death-Quest regiment.
    https://us.v-cdn.net/5022456/uploads...2gkorix0sy.jpg

    Gharnu’s Demon-Friends = A named Fianna Fimm regiment.
    https://us.v-cdn.net/5022456/uploads...2gkorix0sy.jpg


    Lords

    Meargh (Lore of Death)
    Meargh (Lore of Shadow)
    Meargh (Lore of Khorne)
    Meargh (Lore of Nurgle)
    Meargh (Lore of Slaanesh)
    Meargh (Lore of Tzeentch)
    Fimm Warlord (Hand Weapon & Shield)
    Fimm Warlord (Great Weapon)


    Heroes

    Dirach/Balefiend (Lore of Shadow)
    Dirach/Balefiend (Lore of Khorne)
    Dirach/Balefiend (Lore of Nurgle)
    Dirach/Balefiend (Lore of Slaanesh)
    Dirach/Balefiend (Lore of Tzeentch)
    Fimm Noble (Hand Weapon & Shield)
    Fimm Noble (Great Weapon)
    Boglar Honcho
    Fian
    Finmor
    Flaith
    Flaithmor
    Mistmor


    Slaves

    Boglar Fighters
    Boglar Flingers
    Boglar Skullflingers
    Boglar Manbiters
    Boglar Bullies
    Shearls


    Fimir

    Fimm Warriors (Hand Weapon)
    Fimm Warrors (Hand Weapon & Shield)
    Fimm Warriors (Great Weapons)
    Armoured Fimm Warriors (Hand Weapon)
    Armoured Fimm Warrors (Hand Weapon & Shield)
    Armoured Fimm Warriors (Great Weapon)
    Fianna Fimm (Heavy Armour, Hand Weapon)
    Fianna Fimm (Heavy Armour, Hand Weapon, Shield)
    Fimm Death-Quest


    Bound-Daemons

    Furies (Undivided)
    Daemonettes of Slaanesh
    Bloodletters of Khorne
    Plaguebearers of Nurgle
    Flamers of Tzeentch
    Lesser Daemon of Malal
    Lesser Daemon of Kweethul
    Lesser Daemon of Zuvassin
    Lesser Daemon of Necoho


    Regiments of Renown

    Killing Eye Death-Quest
    Hell-Gate Death-Quest
    Chulann’s Marsh Hornets
    Froidach’s Mist-Dragons
    Swamp Scorpion Death-Quest
    Gharnu’s Demon-Friends


    Monsters

    Bog Octopus
    Chaos Trolls
    River Trolls
    Fenbeast
    Cockatrice
    Chimaera


    Lore
    Spoiler Alert, click show to read: 
    - Rumoured to be part human and part demon.
    - The fimir haunt bogs, fens and desolate moorlands.
    - Their strongholds are forbidding, craggy piles of rock, crudely built in the semblance of a human castle and constantly wreathed in mist.
    - Some legends tell of a fimir capital, a vast castle of obsidian rising from a craggy island surrounded by treacherous rocks and reefs.
    - The location of this legendary capital is not known, but some claim it vanishes from time to time to appear somewhere else.
    - Fimir communities are divided into four castes.
    - The lowest caste is that of the Shearl or thralls, a caste of servitors and menials.
    - Next are the Fimm or wariors, to which the Fimir nobility belongs and from which the race takes its name.
    - The Dirach or demonfriends are a small but powerful caste of magicians.
    - The Meargh or hags are the witch-queens that rule over the Fimir strongholds. They are the only female fimir.
    - The caste of the young fimir is evident from birth and female are very rare, being born perhaps once a century in any stronghold.
    - When a female is born, it is usually killed, unless the Meargh in charge of the stronghold is old and near death. In these cases it will be raised by the Meargh as daughter and successor.
    - If a settlement is overcrowded a Meargh will raise another meargh and send her out with a number of followers to settle elsewhere.
    - If a Meargh dies without a successor, the stronghold will disband. Each noble will take the Fimm and Shearl of his retinue and set out on a death-quest.
    - While on a death-quest, Fimir will fight for or against any race, with no thought for the odds or for their personal safety. It is very rare for a death-quest to result in anything but the eventually annhilation of the fimir involved.
    - Little is known of the religion and deities of the Fimir; it might be that they worship great daemons to whom they are allied.
    - At least some groups of fimir worship a deity called Balor, of whom little is known except that he is of immense size and has one eye.
    - It is said that several fimir are needed to lift Balor’s eyelid, but when the eye is open it has the power to kill everything it looks upon.
    - Thick mists always surround Fimir strongholds. This weird mist is generated by the fimir themselves to screen them from the sun.
    - Fimir loathe the sun.
    - The Fimm raiders are the scourge of many human settlements along the coasts or the fenland margins. They seek human captives who have a foul and hideous fate awaiting them.
    - Restless and disturbed bands of fimir become allies of evil races such as orcs, goblins and dark elves.
    - If the Fimir are deprived of their mists then they become dazed and confused.
    - Fimir associate with Daemons and may even worship them.
    - Fimir wizards are masters of daemonic magic and the Meargh of a clan will often make pacts with daemons sealed by blood-thirsty sacrifices.
    - Capturing victims for sacrifice is frequently a motive for Fimir raids on human settlements.
    - Fimir are known for using daemonic, illusionist and necromantic spells.
    - Fimir Dirach’s can use the spell Summon Steed to summon a daemonic servant with whom he has a long standing pact.

    Warhammer Fantasy Roleplay


    Fimir of the Ghost Fells
    Spoiler Alert, click show to read: 
    [SIZE=2]”The Ghost Fells themselves proved no small obstacle to pass, for these were too the remains of empires and dark realms gone asunder in ages past; here the dead rested only fitfully in their graves and the palely glowing murder-grass that rose to bloom in the night was unnatural poison to all life that it cut with its ghostly fronds. Worse still the presence of the great horde thundering and ravaging its way across the hills seemed to awake every peril and malign will that slumbered there, and it was as if the very earth beneath their feet rebelled against them.

    For the first time was the horde truly slowed, and was forced by the terrain to break up into hundreds of smaller channels like the tributaries of a great river. Their passage was plagued by phantoms and baleful fires upon the road, sucking pits of corpse-strewn bog that seemed to snap around men and horses like waiting beasts and splintered, crag-strewn paths that turned back upon themselves without warning. Strange cloying mists of maddening thickness rose up and faded again without rhyme or reason and entire warbands and hunting parties, hundreds strong went missing without trace in the mazes of rock.

    A more mundane but no less threatening danger also soon presented itself, and no meat or water could be found that proved safe to consume in this malign wilderness - even for the disease-churned stomachs of Nurgle’s followers - threatening starvation for the horde. Soon dissent whispered that Tamurkhan had brought them into a place of evil sorcery he did not comprehend, and ancient Chaos lore found echoes in the stories of hulking shapes lurking in the mist, their misshapen forms crowned each with a single burning eye. Against the rising discord in the host Tamurkhan and his chieftains instilled order by the lash and bloody reprisal, the dissenters and the weak providing welcome provisions for the horde’s many hungry bellies.

    Unwavering, Tamurkhan pressed them on relentlessly, refusing to be baulked to stay to give battle to a foe he could neither see nor grasp, until the Ghost Fells were at their backs and the mountains loomed vast and snow-capped before them.”

    https://drive.google.com/drive/folde...FktWlFnTkNnZ28 Tamurkhan: The Throne of Chaos

    Author Note: The Fimir are a reclusive, little known race who haven't had a faction list of units since the 3rd edition of Warhammer, but did return during the 8th with a couple of units. These are a somewhat controversial species, so the likelihood of them ever being added to the game is very slim, but I felt it was worth attempting to add them regardless. Of course, this doesn't stop modders from trying their hand at creating them. The units are taken from the Beastmen, Chaos and Vampire Count unit lists.

    Bound Daemons = Fimir lost the favour of the dark gods thousands of years earlier to the humans and now they seek boons from bound daemons. To represent this I think it makes sense to give the Fimir a mechanic where they can destroy a settlement like the Warriors of Chaos can, only when they do, they get given a random mission to complete such as sacking a settlement or killing a character in battle. Should they complete that mission they get either a campaign bonus (such as increased population growth, reduced recruitment costs, etc) or a bound daemonic unit to field. With this being the only way they can field daemonic units.

    Dislike Sunlight = Fimir dislike bright sunlight. In the tabletop, if fimir are deprived of their covering mist they become confused and subject to stupidity. Implementing a method of removing the mist would not be easy, and is possibly impossible to do, so I think it makes more sense if the Fimir load into maps that use the gloomy appearance that Vampire armies use. This is then a visual clue to their distaste for sunlight

    Dying Species = Lorefully the Fimir are gradually dying out, they are no longer favoured by their dark gods and their females are no longer fertile, meaning that procreation happens in a rather horrific way. To represent their small population it might be worth having Fimir units as small, strong and expensive and with 0 population growth on the campaign map. Population growth could be increased by sacking settlements, perhaps, though that is somewhat of a grim way of representing it. It would probably be best to give them very minimal population growth without the sacking element.

    Fimir Mist = Every fimir unit will generate its own covering mist. This could be an ability that they all have, or it could instead be a permanent fog that envelops them. Either way, I think that the mist should reduce the accuracy of missiles fired at them as it is more difficult to target a specific fimm in the warband. If that is not possible, they perhaps it could be used as moving cover.

    Murder-Grass = When they conquer a settlement murder-grass begins to grow, this causes attrition to all living armies in their lands except their own.

    Isolationist = The fimir do not deal with other species in a polite manner, but they worship daemonic entities and fight alongside the forces of Chaos. To represent this, they should be incapable of dealing with any factions beyond those that directly pledge allegiance to Chaos. At the moment that includes both Beastmen and the Warriors of Chaos.

    Unique Factional Units
    Spoiler Alert, click show to read: 
    Fimm Death-Quest = ”If the Meargh should die without a successor, the clan will disperse, with the various retinues of Fimm warriors setting out on a death-quest as they seek a new Meargh or their ultimate annhiliation. Sometimes a Meargh will banish a noble from the clan, who will then take his following with him. It is such restless and disturbed bands of Fimir which may make common cause with other evil races as allies.”
    https://www.scribd.com/doc/59162764/...sy-Armies-Book


    Unique Factional RoR's
    Spoiler Alert, click show to read: 
    Killing Eye Death-Quest = A named Fimir Death-Quest regiment.
    https://us.v-cdn.net/5022456/uploads...2gkorix0sy.jpg

    Hell-Gate Death-Quest = A named Fimir Death-Quest regiment.
    https://us.v-cdn.net/5022456/uploads...2gkorix0sy.jpg

    Chulann’s Marsh Hornets = A named Fianna Fimm Death-Quest regiment.
    https://us.v-cdn.net/5022456/uploads...2gkorix0sy.jpg

    Froidach’s Mist-Dragons = A named Fimir Death-Quest regiment.
    https://us.v-cdn.net/5022456/uploads...2gkorix0sy.jpg

    Swamp Scorpion Death-Quest = A named Fimir Death-Quest regiment.
    https://us.v-cdn.net/5022456/uploads...2gkorix0sy.jpg

    Gharnu’s Demon-Friends = A named Fianna Fimm regiment.
    https://us.v-cdn.net/5022456/uploads...2gkorix0sy.jpg


    Lords

    Fimm Warlord (Great Weapon)
    Fimm Warlord (Hand Weapon & Shield)
    Meargh (Lore of Death)
    Meargh (Lore of Shadow)
    Meargh (Lore of Khorne)
    Meargh (Lore of Nurgle)
    Meargh (Lore of Slaanesh)
    Meargh (Lore of Tzeentch)
    Wraithrider Lord


    Heroes

    Banshee
    Dirach/Balefiend (Lore of Shadow)
    Dirach/Balefiend (Lore of Khorne)
    Dirach/Balefiend (Lore of Nurgle)
    Dirach/Balefiend (Lore of Slaanesh)
    Dirach/Balefiend (Lore of Tzeentch)
    Fimm Noble (Hand Weapon & Shield)
    Fimm Noble (Great Weapon)
    Fian
    Finmor
    Flaith
    Flaithmor
    Hellraisers
    Mistmor


    Ethereal Infantry

    Ethereal Host
    Ghosts
    Marshlights
    Poltergeists
    Residues
    Sacrificed
    Spectres
    Spirit Host
    Wraithwisps


    Ethereal Flyers

    Battlespirit
    Minor Deaths
    Skyghoul
    Voidghast


    Fimir

    Armoured Fimm Warriors (Great Weapon)
    Armoured Fimm Warriors (Hand Weapon)
    Armoured Fimm Warrors (Hand Weapon & Shield)
    Fianna Fimm (Heavy Armour, Hand Weapon)
    Fianna Fimm (Heavy Armour, Hand Weapon, Shield)
    Fimm Death-Quest
    Fimm Warriors (Great Weapons)
    Fimm Warriors (Hand Weapon)
    Fimm Warrors (Hand Weapon & Shield)
    Shearls


    Bound-Daemons

    Furies (Undivided)
    Daemonettes of Slaanesh
    Bloodletters of Khorne
    Plaguebearers of Nurgle
    Flamers of Tzeentch
    Lesser Daemon of Malal
    Lesser Daemon of Kweethul
    Lesser Daemon of Zuvassin
    Lesser Daemon of Necoho


    Regiments of Renown

    Killing Eye Death-Quest
    Hell-Gate Death-Quest
    Chulann’s Marsh Hornets
    Froidach’s Mist-Dragons
    Swamp Scorpion Death-Quest
    Gharnu’s Demon-Friends


    Monsters

    River Trolls
    Fenbeast
    Cockatrice
    Chimaera
    Mourngul


    Lore
    Spoiler Alert, click show to read: 
    - Rumoured to be part human and part demon.
    - The fimir haunt bogs, fens and desolate moorlands.
    - Their strongholds are forbidding, craggy piles of rock, crudely built in the semblance of a human castle and constantly wreathed in mist.
    - Some legends tell of a fimir capital, a vast castle of obsidian rising from a craggy island surrounded by treacherous rocks and reefs.
    - The location of this legendary capital is not known, but some claim it vanishes from time to time to appear somewhere else.
    - Fimir communities are divided into four castes.
    - The lowest caste is that of the Shearl or thralls, a caste of servitors and menials.
    - Next are the Fimm or wariors, to which the Fimir nobility belongs and from which the race takes its name.
    - The Dirach or demonfriends are a small but powerful caste of magicians.
    - The Meargh or hags are the witch-queens that rule over the Fimir strongholds. They are the only female fimir.
    - The caste of the young fimir is evident from birth and female are very rare, being born perhaps once a century in any stronghold.
    - When a female is born, it is usually killed, unless the Meargh in charge of the stronghold is old and near death. In these cases it will be raised by the Meargh as daughter and successor.
    - If a settlement is overcrowded a Meargh will raise another meargh and send her out with a number of followers to settle elsewhere.
    - If a Meargh dies without a successor, the stronghold will disband. Each noble will take the Fimm and Shearl of his retinue and set out on a death-quest.
    - While on a death-quest, Fimir will fight for or against any race, with no thought for the odds or for their personal safety. It is very rare for a death-quest to result in anything but the eventually annhilation of the fimir involved.
    - Little is known of the religion and deities of the Fimir; it might be that they worship great daemons to whom they are allied.
    - At least some groups of fimir worship a deity called Balor, of whom little is known except that he is of immense size and has one eye.
    - It is said that several fimir are needed to lift Balor’s eyelid, but when the eye is open it has the power to kill everything it looks upon.
    - Thick mists always surround Fimir strongholds. This weird mist is generated by the fimir themselves to screen them from the sun.
    - Fimir loathe the sun.
    - The Fimm raiders are the scourge of many human settlements along the coasts or the fenland margins. They seek human captives who have a foul and hideous fate awaiting them.
    - Restless and disturbed bands of fimir become allies of evil races such as orcs, goblins and dark elves.
    - If the Fimir are deprived of their mists then they become dazed and confused.
    - Fimir associate with Daemons and may even worship them.
    - Fimir wizards are masters of daemonic magic and the Meargh of a clan will often make pacts with daemons sealed by blood-thirsty sacrifices.
    - Capturing victims for sacrifice is frequently a motive for Fimir raids on human settlements.
    - Fimir are known for using daemonic, illusionist and necromantic spells.
    - Fimir Dirach’s can use the spell Summon Steed to summon a daemonic servant with whom he has a long standing pact.

    Warhammer Fantasy Roleplay


    Garbag's Cunnin' Alliance
    Spoiler Alert, click show to read: 
    "The Goblin forces have mustered in such numbers that they can make a direct assault on the gates of Karak Eight Peaks in an attempt to wrest it from the Dwarfs. Due to the fact that the mountain fortress is so well-defended, with Dwarf artillery ranged upon its many miles of buttresses, the taking of the ancient Dwarf hold will be nigh on impossible regardless of the assailants' numbers. However, the Goblins have allied with the Skaven, and when two such enemies scheme together, great evils indeed can be achieved.

    Although the majority of the fighting is focused at the East Gate, where Warlord Skarsnik himself leads the assault, this battle report focuses on the diversionary attack on the massive Grimni's Gate. Throughout the lower levels of the fortress, the Skaven have pumped fast-spreading and poisonous warpstone gas from their burrows in the disused mines under the mountains. This gas has filtered up through the Dwarf halls, forcing the Dwarfs to open the gates and fight in the open rather than bombard the enemy from the safety of their ancestral home. As a result, the thousands of Goblins gathered in the valleys can bring the crushing weight of their numbers to bear, and for the first time in centuries, the walls of Karak Eight Peaks stand a good chance of being breached by the Dwarf's most ancient and hated foes."

    https://i.imgur.com/kk0Mpmv.png White Dwarf 254

    Author's Note: These would be a perfect replacement for the Crooked Moon rebels.


    TBD = TBD

    TBD = TBD

    TBD = TBD

    TBD = TBD

    Faction Leader
    Spoiler Alert, click show to read: 
    Garbag = Night Goblin Great Shaman. Wields the Staff of Sneaky Stealin' and Guzzla's Backbone Brew.
    https://i.imgur.com/kk0Mpmv.png White Dwarf 254


    Special Characters
    Spoiler Alert, click show to read: 
    Nagrat = Night Goblin Great Shaman. Wields Dangly Wotnots, Ditto's Double Doin' Doo-Dabs, and Nibbla's Itty Ring.
    https://i.imgur.com/kk0Mpmv.png White Dwarf 254

    Rotbelly = Night Goblin Shaman. Uses Madcap Mushrooms.
    https://i.imgur.com/kk0Mpmv.png White Dwarf 254

    Slikkenstab = Skaven Assassin. Carries Weeping Blade and an additional weapon.
    https://i.imgur.com/kk0Mpmv.png White Dwarf 254

    Spite = Skaven Chieftain. Heavy Armour, Sacred Banner of the Horned Rat.
    https://i.imgur.com/kk0Mpmv.png White Dwarf 254

    Vasilis Pusclaw = Skaven Plague Priest. Heavy Armour, Great Weapon, Skavenbrew.
    https://i.imgur.com/kk0Mpmv.png White Dwarf 254


    Faction Leader

    Garbag

    Legendary Lords

    Nagrat, Night Goblin Great Shaman
    Spite, Skaven Chieftain


    Lords

    Night Goblin Great Shaman
    Skaven Warlord


    Legendary Heroes

    Rotbelly, Night Goblin Shaman
    Slikkenstab, Skaven Assassin
    Vasilis Pusclaw, Skaven Plague Priest


    Heroes

    Night Goblin Shaman
    Skaven Assassin
    Skaven Plague Priest


    Character Mounts

    Rat Ogre (Skaven-Only)
    Squigs (Night Goblins-Only)


    Infantry

    Clanrats
    Clanrats (Spears)
    Clanrats (Spears & Shields)
    Clanrats (Sword & Shield)
    Gutter Runners
    Nasty Skulkers
    Night Goblin Archers
    Night Goblin Archers (Fanatics)
    Night Goblins
    Night Goblins (Fanatics)
    Poison Wind Globadiers
    Skavenslaves
    Skavenslaves (Spears)
    Stormvermin (Halberds)


    Cavalry

    Night Goblin Squig Hoppers

    War Machines

    Goblin Doom Diver Catapult
    Goblin Spear Chukkas
    Goblin Wolf Chariots
    Plagueclaw Catapult
    Snotling Pump Wagon
    Warpfire Thrower


    Monsters

    Rat Ogres
    Squig Herd
    Stone Trolls


    Ghoul Swarms of Averland
    Spoiler Alert, click show to read: 
    “Even in the enlightened era of Emperor Karl Franz, there are tales of cannibalism within the borders of the Empire. During times of harsh pestilence and famine, the desperate and the depraved take to eating human flesh to stay alive. The stories tell that isolated farms, and sometimes even whole villages, have devolved into this vile state after consuming both raw and decaying flesh after a particularly long enough time. Some even claim the practice has become customary rather than necessary.

    During the Ghoul Swarms of 2512, when the crops failed for the third year running, the Knightly Orders of Stirland were employed en masse to scour the borders of their barren realm. The full-scale battle between the brightly-clad soldiery of the Elector Count and the ravenous, blotch-skinned hordes of the afflicted villagers has not been easily forgotten. Their fields and shabby hamlets were burned to the ground, but the memory of their foulness lingers on.”

    http://warhammerfantasy.wikia.com/wiki/Crypt_Ghouls

    Author's Note: This Rogue Army comes from a page in the Vampire Counts 8th Edition Army Book. I’ve found no reference to who led this army of ghouls across Averland, and no reference to a leader of this swarm so if I name a character it is just to give them a leader.

    Barren Fields = The Ghoul Swarm will not appear until an ingame event references a shortage of food, a famine, or a poor crop yield. In the turns following that event the Ghouls will appear in Averland.

    Cannibalistic = Ghoul Swarm armies are a horde faction that can never release captives after a battle. Instead they devour all captives, which regenerates their numbers and also grants them some currency to put towards other units.

    Dark Feast = An option when conquering a city is to force the inhabitants to take part in the Dark Feast where they are force-fed the tainted human meat that turns people into Ghouls. This immediately summons a new army for the Ghoul Swarm faction and is their easiest method of growing as a faction.

    Gory Rituals = The Ghouls are a horde faction that are incapable of settling any location and instead when they conquer a settlement they have the option of devouring the inhabitants in a massive orgy of depraved cannibalism. This restores their health by a massive amount, gives all units in that army regeneration for the next 3 turns and a ward save for 3 as well. This also boosts their leadership by 33% for 5 turns.

    Poisoned Attacks = All units in the army are considered to have poisonous attacks.

    Faction Leader
    Spoiler Alert, click show to read: 
    Bonifatius Groenwoud = ”Groenewoud is an insane cultist who seeks to spread his murderous master's worship by creating a nest of a ghouls in Marienburg. By feeding Human (and more rarely Elf, Dwarf and Halfling) meat to his unsuspecting clients, Bonifatius hopes to spontaneously trigger some innate tendency towards ghoulishness in Humans.”
    http://warhammerfantasy.wikia.com/wi...ius_Groenewoud


    Faction Leader

    Bonifatius Groenwoud

    Lords

    Ghoul King

    Heroes

    Crypt Ghast

    Infantry

    Charnel Guard
    Crypt Ghouls
    Crypt Ghouls (Armoured)
    Frenzied Mob
    Gypsies
    Rabble


    Monstrous Infantry

    Crypt Horrors

    Monsters

    Varghulf
    Terrorgheist


    Regiments of Renown

    Ghouls of La Fontaine
    Graveclaws
    The Hungry



    Iron Orcs of Carcassonne
    Spoiler Alert, click show to read: 
    "Iron Orcs are real enough, though it is unclear why only Carcassonnian natives have so far encountered them. At first sight they look like Black Orcs in plate armour but without a helmet, but closer encounters reveal the armour is set into their skin. They are faster, stronger, and better armoured than Black Orcs, but Iron Orcs are less intelligent and more savage. They normally serve under Black Orc leaders, and some accounts suggest that their numbers are increasing.

    In recent years, Carcassonnian knights have begun talking of the Iron Orcs of the mountains, obvious servants of Chaos who reinforce the normal Orc hordes and who are stronger even than the Black Orcs. So far, only natives of Carcassonne claim to have seen them. This worries Duke Huebald a great deal."

    http://warhammerfantasy.wikia.com/wiki/Iron_Orc


    Author's Note: The Iron Orcs of Carcassonne have an exceptionally small amount of lore known for them, in fact the above paragraph is the full extent of their lore. This means that we have nothing else to go by, so there can be no suggested faction leader or other special characters, sadly. What is known is that there is believed to be a connection between the Iron Orcs and Chaos, and so it is my intention to run with that theme while sticking to lore such as having Black Orc leaders.

    Chaos-Touched = Though they are greenskins, Iron Orcs appear to be products of chaos influences. This means that they are unaffected by Chaos Corruption and are capable of diplomacy with chaos factions. This does not minimise their ability to do diplomacy with other factions.

    War with Carcassonne = Unusually the Iron Orcs have only been seen in Carcassonne and they haven't spread south to Estalia or Tilea as of yet. To represent their northward spread, they should start off at war with Carcassonne. This should push them north to attack the enemy that they have from the beginning, and potentially push further north from there, keeping them focused on Bretonnians.

    Lords

    Black Orc Warboss

    Heroes

    Black Orc Big Boss
    Iron Orc Big Boss
    Goblin Shaman (Little Waaagh!!)


    Orc Infantry

    Iron Orc Boyz (Axe)
    Iron Orc Boyz (Axe & Shield)
    Iron Orc Boyz (Spears)
    Iron Orc Big'uns (Axe)
    Iron Orc Big'uns (Axe & Shield)
    Iron Orc Big'uns (Spears)


    Orc Cavalry

    Iron Orc Boar Boyz (Hand Weapon)
    Iron Orc Boar Boyz (Hand Weapon & Shield)
    Iron Orc Boar Boyz (Spears)
    Iron Orc Boar Boy Big'uns (Hand Weapon)
    Iron Orc Boar Boy Big'uns (Hand Weapon & Shield)
    Iron Orc Boar Boy Big'uns (Spears)


    Black Orcs

    Black Orc Boyz (Choppa & Shield)
    Black Orc Boyz (Great Weapons)
    Black Orc Big 'uns (Choppa & Shield)
    Black Orc Big 'uns (Great Weapons)


    Goblins

    Goblins (Axe & Shield)
    Goblins (Spear & Shield)
    Goblin Archers
    Goblin Little Big'uns (Great Axes)


    War Machines

    Rock Lobber
    Spear Chukka
    Squig Katapult


    Monsters

    Stone Trolls
    Cave Squigs
    Giant
    Wyvern
    Warpfire Dragon
    Chimerae
    Cockatrice
    Artois Boars
    Cave Spiders
    Forest-Shamblers


    Koros-dar Nael
    Spoiler Alert, click show to read: 
    Koros-dar Nael, an Elf liche of considerable power, has now claimed this place as his own. His once good heart has been consumed by the fell energies he controls, stoking the flames of hatred to make him commit terrible atrocities in the name of vengeance. He and his lackeys—a Wraith named Volkin and Grimald, a devious necromancer—work to raise a shambling army of Undead to wrest control of Karak Azgal from the Dwarfs and use the place to stage an invasion of the remaining Dwarf holds. He is a megalomaniac, taking great pleasure from raising the Dwarfs to serve him in undeath.
    Warhammer Fantasy Roleplay 2nd Edition; Karak Azgal


    Hates Dwarfs = His lifes work for thousands of years has been the destruction of the dwarfs. It makes sense that he would have a very low opinion of them on the diplomacy screen. I would suggest either the inability to do diplomacy with the dwarfs, or a very very low diplomacy score that is difficult for dwarf factions to overcome.

    Mountain Attrition Immunity = Considering how he works in the mountains, it makes sense that his forces are immune to this attrition type.

    Mountain Occupation = Koros-dar Nael might be an elven liche but his goal is vengeance against the dwarfs for deaths during the War of the Beard. To represent his quest for revenge, and that he uses an undead dwarf army, it makes sense for this rogue army to have an affinity for Mountain settlements just like the Dwarfs do. In the case of TWW1, this would mean he can only settle those settlements, but for TWW2, it would mean he is at his strongest in mountain cities.

    Underway = If Koros spends his days forming a massive army of undead dwarfs he is going to have to delve down into the underway and learn some of its secrets. It makes sense that he is capable of entering them, much like greenskins and dwarfs can.

    Vampiric Attrition Immunity = Considering that he is one of the undead, it makes sense that his forces are immune to this attrition type.

    Faction Leader
    Spoiler Alert, click show to read: 
    Koros-dar Nael, Elven Liche = ”Koros is a megalomaniac, taking great pleasure from raising the Dwarfs to serve him in undeath. He refuses to ally with any of the other powers in the ruin; his ego will not permit it. He is six feet tall with wiry grey hair and red glowing eyes. Although he wears ne clothing his body is shrivelled and sallow, as he is kept alive only by his magic. He wears a golden crown and wields a gromril staff studded with gems.”
    http://khorne.ru/2nd/wfrp_web/Karak_Azgal.pdf


    Special Characters
    Spoiler Alert, click show to read: 
    Aluthra, Cultist of Slaanesh = ”Aluthra’s plan is to use the Liche to wipe out the hold, to give her free rein to locate the source of Slaanesh’s power there. She doesn’t know what exactly the power is, but she senses it exists somewhere in the tunnels beneath Karak Azgal. For now, though, she’s content to watch as Koros and his minions assemble their army.
    http://khorne.ru/2nd/wfrp_web/Karak_Azgal.pdf

    Grimald, Necromancer = ”He knew he was near the end of his power, and so he conscripted Grimald, an apprentice who would continue his work. Though Grimald spent much of his time in the catacombs beneath an abandoned rural graveyard with his dark master, he frequently left the tombs to indulge his habit, drinking.”
    http://khorne.ru/2nd/wfrp_web/Karak_Azgal.pdf

    Volkin the Wraith = One of Koros' henchmen, has a chilling attack and wields a great scythe.
    http://khorne.ru/2nd/wfrp_web/Karak_Azgal.pdf


    Unique Faction Units
    Spoiler Alert, click show to read: 
    Screaming Skulls = "Koros has another surprise for intruders: a little something he calls Screaming Skulls. Koros created these Undead abominations by imbuing Dwarf skulls with necromantic energy. They fly through the air and emit a terrible scream as they do. They use a bone-chilling scream and flyby attacks to bite their opponents."
    http://khorne.ru/2nd/wfrp_web/Karak_Azgal.pdf

    Fallen Kings of Karak Azgal = These are the many dwarf kings who once ruled Karak Azgal. They have been risen into undeath as wights, wielding Wight Blades of Wight Great Hammers.
    http://khorne.ru/2nd/wfrp_web/Karak_Azgal.pdf

    Wights of the Karmirson Clan = "Unwilling to flee the invaders, Karmir and his two sons Damin and Drongli took their wives to a secure place and vowed to fight until death before surrendering to the Skaven or Orcs. They slew scores of Greenskins and Ratmen that day and when they finally died their spirits did not pass on into death. Instead, Karmir and his sons became Wights and continue to defend their family’s remains to this day."
    http://khorne.ru/2nd/wfrp_web/Karak_Azgal.pdf


    Lords

    Master Necromancer

    Heroes

    Dwarf Wight King
    Necromancer
    Banshee


    Animated Infantry

    Dwarf Zombies
    Dwarf Skeletons (Axes)
    Dwarf Wights (Hammer and Shield)
    Dwarf Wights (Great Axes)
    Dwarf Wights (Great Hammer and Shield)
    Dwarf Ghouls (Poisoned Attacks)
    Fallen Kings of Karak Azgal
    Knockers
    Screaming Skulls
    Unholy Blades


    Ethereals

    Cairn Wraiths
    Dwarf Spectres
    Hexwraiths


    Regiments of Renown

    Baron Sovoth and the Spectral Hunt
    The Nightmare Legion
    Flying Gargoyles of Barda
    Ferocious Familiars
    Last Remnants of Tribe Unberogen
    The Hungry
    Wights of the Karmirson Clan


    War Machines

    Screaming Skull Catapult
    Bone Thrower


    Monsters

    Fell Bats
    Mourngul
    Zombie Dragon
    Cave Spiders
    Giant Spiders


    Knights of Origo
    Spoiler Alert, click show to read: 
    "The island outpost of Fyrus seemed a good place for the monks of the holy order of Saint Origo to build a monastery. True - Fyrus did lie but a dozen miles from the coasts of Araby, it was the birth place of the revered Mullah Aklan'd and its harbours did control the main east-west trade route; but the Brothers of the Holy Order of Saint Origo decided Fyrus would make an ideal place to rest and meditate. They started by kicking out all of the natives and building a huge fortress. This they decided to call the 'Holy Monastery of the Divine Origo.'

    When the good brothers found their prayer disturbed by Arabian pirates and the continued complaints of the disinherited they reacted in the only way they knew how. They built fleets, wiped the waterways clean of eastern ships, and fired every Arabian port within a hundred miles. For the purposes of the crusade the Grand Master of the Order designed the special uniform and banner which is illustrated here.

    The Knights returned to a life of peace and contemplation, disturbed only by annual excursions burning, looting and destroying all along the coasts of heathendom. After a few years they were shaken from their solitude by vast armies of Easterners, who lay seige to, and eventually destroyed, the monastery. Many of the Knights were slain in this unprevoked attack but a large company escaped. Unde their new Grand Master, Sir John Tyrweld, and aided by the Order's Champion Donna Don Domingio, the Order reformed in the West.

    From then on the company crusaded extensively against the enemies of all right thinking folk and gained a considerable reputation from their enemies. Amongst the Goblins they became renowned as 'The Frothers', whilst the Easterners dubbed Sir John 'The Foaming One'."


    Author Note: There is very little known about the Knights of Origo so I'm having to speculate as to the kinds of units they would have. I'd imagine it would be a blend of Bretonnian and Empire factions, which is where I am bringing most of the units from.

    Burn the Heathens = The Knights of Origo particularly hate the Arabians and routinely burn their coastline. It is likely that this extends to other factions that they consider to be heathens such as Beastmen, Norsemen, Greenskins, Vampire Counts and Warriors of Chaos. The Knights of Origo can burn a city belonging to heathen factions, raising their Piety rating, which is used to purchase technology and faction-wide buffs.

    Hate Non-Old Worlder's = One of the special rules was that they hated non-westerners, but it makes sense to translate that to Old Worlder's for the purposes of the game. This would mean that they get diplomatic penalties and combat bonuses against pretty much anyone that isn't Bretonnian, Estalian, Imperial, and Tilean in origin.

    Religious Zeal = The religious zeal of the Order of Origo was represented on the tabletop by all units having frenzy. I'd imagine that they would have this would be represented by some kind of Rite or perhaps a stance that gives them a "frenzy" buff on the battlefield and some other buffs/debuffs on the campaign map.

    The Sword Purifies = The Knights of Origo can call a Crusade to purify a settlement, this allows them to recruit a number of cheap or unique units for a crusading army. A crusade can only be called by having enough Piety, and the army gains a number of buffs to help it to conquer the settlement. If it fails on its first attempt then it suffers terrible debuffs as a consequence of failing in their task.

    Faction Leader
    Spoiler Alert, click show to read: 
    Sir John Tyrweld, Grand Master of the Order = "Under their new Grand Master, Sir John Tyrweld, and aided by the Order's Champion Donna Don Domingio, the Order reformed in the West. From then on the company crusaded extensively against the enemies of all right thinking folk and gained a considerable reputation from their enemies. Amongst the Goblins they became renowned as 'The Frothers', whilst the Easterners dubbed Sir John 'The Foaming One'."
    http://www.solegends.com/citrr/1rr02origo/index.htm
    http://www.sodemons.com/rhror/1rr02origo/index.htm


    Special Characters
    Spoiler Alert, click show to read: 
    Donna Don Domingio, Champion of the Order = "Under their new Grand Master, Sir John Tyrweld, and aided by the Order's Champion Donna Don Domingio, the Order reformed in the West.
    http://www.solegends.com/citrr/1rr02origo/index.htm
    http://www.sodemons.com/rhror/1rr02origo/index.htm


    Unique Factional Units
    Spoiler Alert, click show to read: 
    Brother Knights = "When the good brothers found their prayer disturbed by Arabian pirates and the continued complaints of the disinherited they reacted in the only way they knew how. They built fleets, wiped the waterways clean of eastern ships, and fired every Arabian port within a hundred miles. "
    http://www.solegends.com/citrr/1rr02origo/index.htm
    http://www.sodemons.com/rhror/1rr02origo/index.htm

    Crusaders = Though not strictly linking to the time of the game, I thought that perhaps it would be interesting to suggest a regiment of veteran knights who fight down in the southern desert of Araby, trying to cleanse the evil from those lands. Crusade Unit Only.
    https://www.scribd.com/doc/59162764/...sy-Armies-Book

    Dismounted Crusaders = Same as the Crusaders but on foot. Crusade Unit Only.
    https://www.scribd.com/doc/59162764/...sy-Armies-Book


    Unique Factional RoR's
    Spoiler Alert, click show to read: 
    The Frothers = "Amongst the Goblins they became renowned as 'The Frothers', whilst the Easterners dubbed Sir John 'The Foaming One'.""
    http://www.solegends.com/citrr/1rr02origo/index.htm
    http://www.sodemons.com/rhror/1rr02origo/index.htm

    Knights of Origo = "The Knights returned to a life of peace and contemplation, disturbed only by annual excursions burning, looting and destroying all along the coasts of heathendom."
    http://www.solegends.com/citrr/1rr02origo/index.htm
    http://www.sodemons.com/rhror/1rr02origo/index.htm


    Lords

    Champion of the Order
    Wizard Lord (Bright)
    Wizard Lord (Gold)


    Heroes

    Hermit Knight
    Warrior Priest (Crusade)
    Witch Hunter
    Wizard (Bright)
    Wizard (Gold)


    Infantry

    Archers
    Corsairs
    Crossbowmen
    Dismounted Brother Knights
    Dismounted Freelance Knights
    Dismounted Knights of Origo
    Dismounted Knights Templar
    Halberd-at-arms
    Men-at-arms
    Rabble
    Sword-at-arms
    Squires (Bows & Spears)


    Cavalry

    Brother Knights
    Freelance Knights
    Knights of Origo
    Knights Templar
    Mounted Yeomen


    War Machines

    Bolt Throwers
    Broadside Cannons
    Catapults
    Trebuchet


    Crusade Units

    Crusaders (Great Weapons)
    Crusaders (Lances)
    Crusaders (Swords and Shields)
    Dismounted Crusaders (Great Weapons)
    Dismounted Crusaders (Lances)
    Dismounted Crusaders (Swords and Shields)
    Flagellants
    Pilgrims


    Regiments of Renown

    Knights of Origo
    The Frothers


    Mounts

    Barded Warhorse
    Hippogriffs
    Pegasus
    Warhore


    Lore
    Spoiler Alert, click show to read: 
    - The island outpost of Fyrus seemed a good place for the monks of the holy order of Saint Origo to build a monastery.
    - It was the birth place of the revered Mullah Aklan'd and its harbours did control the main east-west trade route; but the Brothers of the Holy Order of Saint Origo decided Fyrus would make an ideal place to rest and meditate.
    - They built fleets, wiped the waterways clean of eastern ships, and fired every Arabian port within a hundred miles.
    - The Knights returned to a life of peace and contemplation, disturbed only by annual excursions burning, looting and destroying all along the coasts of heathendom.
    - The surcoat of this particular order is red, which symbolises the blood that was shed that others might go on - specifically the blood of their enemies.
    - The badge of the order is placed upon the 'heater' shield.
    - Peace and Justice. Sir John Tyreweld's family motto is "only the Sword Purifies".

    http://www.solegends.com/citrr/1rr02origo/index.htm
    http://www.sodemons.com/rhror/1rr02origo/index.htm


    Knights of the Flame
    Spoiler Alert, click show to read: 
    "'From the ashes of the old are born the new, and the fire shall have cleansed them, and they shall be free of evil.' Chronus Goodheart at the funeral pyre of the Brotherhood.

    Chronus Goodheart was a member of a singular band of crusaders in the holy war against the Arabians. He was one of the Brotherhood. Chronus came from a deeply religious family and firmly believed in the ways of the West. He abhorred the swarthy, outlandish men of Araby and their insidiously evil culture. Now he was confronted by the most hideous scene he could possibly have envisaged.

    Before him was a sight that turned his stomach, and a stench that spelled both his nostrils and his soul. It was human carrion, carrion that had once been friend and fellow crusader. Chronus and his three companions were puzzled arid horrified at the sickening carnage that had fallen upon their fellows. It was the work of no man, or no sane man at least, they reasoned.

    They built a great funeral pyre to consume what remained of the Knights of the Brotherhood. As the flames bellowed and roared one of Chronus's Knights made a strange discovery amongst the ruins where the massacre had taken place. Returning to Chronus he told of his find, and Chronus at once investigated. What the young Knight had chanced upon was an underground sanctuary -originally part of a temple, but now hidden amongst the ruins. Entering inside Chronus saw the blood stained frescoes, frescoes that depicted scenes of horror and perversion of an altogether abhuman nature. Worst of all, upon the floor lay the discarded uniform and equipment of a Knight of The Brotherhood.

    'Eroneus', he gasped, as he recognised the clothing of one of the company, Eroneus Balbadron, his own cousin.

    Chronus's mind was thrown Into chaos. Clearly his cousin had been murdered, and in a manner both foul and inhuman. The whole thing stank of some perverse religious ritual, of a terrible sacrifice to who knows what hellish god.

    But it was Garland, the standard bearer who glimpsed the truth, for in his youth he had seen the secret woodland temples of the Gods of Chaos, and had heard rumours of their deeds. He came from the forests of the Empire, lands deep enough, and dark enough to hide the minions of chaos and their victims. In the ruins of the temple he recognised the signs.

    Chronus was struck dumb at what Garland told him. To find that his own cousin was the monster that had undoubtedly precipitated, if not actually accomplished, the deaths of so many good Knights, was a considerable blow.

    The Knights packed the sanctuary with straw, and around the whole circuit of the hill they spread such flammable materials as lay to hand. Within an hour the whole hilltop was on fire, and what little remained of the Knights of The brotherhood, and of the strange temple, was utterly destroyed. As the flames burned each Knight swore a great and binding oath.

    'This shall be our call to arms and symbol, the flame of our burning brothers. We must keep the flame burning until such time as our oath is fulfilled and the world cleansed of the evil of Chaos. Only then can our souls rest in peace. And the flame we shall bear as our device, and -the minions of Chaos will come to fear us, and we shall be known as the Avenging Knights of the Cleansing Flame.

    So it was that the four Knights travelled abroad in search of Eroneus. They encountered much evidence of his passing, and many men joined them in their quest, for many were the unspeakable acts committed by the defilers of Chaos."


    Author Note: There is very little known about the Knights of the Flame so I'm having to speculate as to the kinds of units they would have. I'd imagine it would be a blend of Bretonnian and Empire factions, which is where I am bringing most of the units from.

    Abhor Arabians = The Knights of the Cleansing Flame are perpetually at war with Araby.

    A Binding Oath = The Knights of the Cleansing Flame have an oath to destroy chaos in its many forms, they can declare a crusade to hunt down chaos aligned armies and provinces.

    Great Deeds = The Knights of the Cleansing Flame can undertake quests to hunt down very powerful chaos warlords and monsters, akin to norsca's Monstrous Arcanum, earning them powerful items and access to certain knightly orders associated with the Crusades and anti-Chaos orders.

    Hate Chaos = The Knights of the Cleansing Flame have a binding oath to hunt down Chaos in all its forms. As such, they have a bonus to their stats and their morale for every fight against chaos forces including; all Beastmen, Chaos Rebels, Norsca, and Warriors of Chaos.

    Faction Leader
    Spoiler Alert, click show to read: 
    Chronus Goodheart, Grandmaster of the Cleansing Flame = "Chronus Goodheart was a member of a singular band of crusaders in the holy war against the Arabians. He was one of the Brotherhood. Chronus came from a deeply religious family and firmly believed in the ways of the West. He abhorred the swarthy, outlandish men of Araby and their insidiously evil culture. Now he was confronted by the most hideous scene he could possibly have envisaged."
    http://www.solegends.com/citrr/1rr17flame/index.htm
    http://www.sodemons.com/rhror/1rr17flame/index.htm


    Special Characters
    Spoiler Alert, click show to read: 
    Roland, Regimental Champion = "Roland's sword has a flame attack (Warhammer Magic volume page 27.)"
    http://www.solegends.com/citrr/1rr17flame/index.htm
    http://www.sodemons.com/rhror/1rr17flame/index.htm

    Garland, Bearer of the Standard and Holy Brazier = "But it was Garland, the standard bearer who glimpsed the truth, for in his youth he had seen the secret woodland temples of the Gods of Chaos, and had heard rumours of their deeds. He came from the forests of the Empire, lands deep enough, and dark enough to hide the minions of chaos and their victims. In the ruins of the temple he recognised the signs."
    http://www.solegends.com/citrr/1rr17flame/index.htm
    http://www.sodemons.com/rhror/1rr17flame/index.htm


    Unique Factional Units
    Spoiler Alert, click show to read: 
    Brother Knights = "When the good brothers found their prayer disturbed by Arabian pirates and the continued complaints of the disinherited they reacted in the only way they knew how. They built fleets, wiped the waterways clean of eastern ships, and fired every Arabian port within a hundred miles. "
    http://www.solegends.com/citrr/1rr17flame/index.htm
    http://www.sodemons.com/rhror/1rr17flame/index.htm

    Crusaders = Though not strictly linking to the time of the game, I thought that perhaps it would be interesting to suggest a regiment of veteran knights who fight down in the southern desert of Araby, trying to cleanse the evil from those lands. Crusade Unit Only.
    https://www.scribd.com/doc/59162764/...sy-Armies-Book

    Dismounted Crusaders = Same as the Crusaders but on foot. Crusade Unit Only.
    https://www.scribd.com/doc/59162764/...sy-Armies-Book


    Unique Factional RoR's
    Spoiler Alert, click show to read: 
    Avenging Knights of the Cleansing Flame = "'This shall be our call to arms and symbol, the flame of our burning brothers. We must keep the flame burning until such time as our oath is fulfilled and the world cleansed of the evil of Chaos. Only then can our souls rest in peace. And the flame we shall bear as our device, and -the minions of Chaos will come to fear us, and we shall be known as the Avenging Knights of the Cleansing Flame."
    http://www.solegends.com/citrr/1rr17flame/index.htm
    http://www.sodemons.com/rhror/1rr17flame/index.htm


    Lords

    Grandmaster
    Wizard Lord (Bright)


    Heroes

    Hermit Knight
    Warrior Priest (Crusade)
    Witch Hunter
    Wizard (Bright)


    Infantry

    Archers
    Crossbowmen
    Dismounted Brother Knights
    Dismounted Freelance Knights
    Dismounted Knights of the Cleansing Flame
    Dismounted Knights Templar
    Halberd-at-arms
    Men-at-arms
    Rabble
    Sword-at-arms
    Squires (Bows & Spears)


    Cavalry

    Brother Knights
    Freelance Knights
    Knights of the Cleansing Flame
    Knights Templar
    Mounted Yeomen


    War Machines

    Bolt Throwers
    Cannons
    Catapults
    Mortar
    Trebuchet


    Crusade Units

    Crusaders (Great Weapons)
    Crusaders (Lances)
    Crusaders (Swords and Shields)
    Dismounted Crusaders (Great Weapons)
    Dismounted Crusaders (Lances)
    Dismounted Crusaders (Swords and Shields)
    Flagellants
    Pilgrims


    Deed Reward Units

    Knights Jaguar
    Knights Panther
    Knights of the Blazing Sun
    Knights of the Gold Lion


    Regiments of Renown

    Avenging Knights of the Cleansing Flame

    Mounts

    Barded Warhorse
    Griffon
    Pegasus
    Warhore


    Lore
    Spoiler Alert, click show to read: 
    - Their battlecry is "Cleanse them - and they shall be free of evil."
    - Chronus came from a deeply religious family and firmly believed in the ways of the West. He abhorred the swarthy, outlandish men of Araby and their insidiously evil culture.
    - Many men joined them in their quest, for many were the unspeakable acts committed by the defilers of Chaos.
    - The shield, banners and the robes of the Knights all carry the symbol of the flame.
    - The shields of the Knights are red with yellow flames. Armour and equipment is black, or a very dark green or blue. Spear-staffs are natural wood. The banner is red with the yellow flame device.

    http://www.solegends.com/citrr/1rr17flame/index.htm


    Lakemen of Lyonesse
    Spoiler Alert, click show to read: 
    "Lakemen are a variety of Beastmen found primarily in the Lyonen region of the Forest of Arden, though they swim out to plague the rest of southern Lyonesse with depressing frequency. They all have a vaguely amphibian appearance, often with faces resembling frogs, pincers in place of hands, and gills allowing them to breathe underwater. However, they are more variable than normal Beastmen, and all Lakemen have at least one other mutation.

    Lakemen prefer to attack from the water, as this gives them the advantage of surprise in most cases, but they are no more adept in water than any other skilled swimmer. Whilst they are as violent and bloodthirsty as Beastmen, the two groups have never been observed to cooperate and have even been known to fight each other for no readily apparent reason."

    http://warhammerfantasy.wikia.com/wiki/Lakemen
    Warhammer Fantasy RPG 2nd ED -- Knights of the Grail


    Aquatic = Unlike the Beastmen they don't use the Beast Paths, instead it makes sense that they have an increased rate of movement on the water.

    Severely Mutated = The Lakemen of Lyonesse appear to be more heavily mutated than the majority of Beastmen tribes. This would be presented physically on the actual units, but it makes sense that they would have a larger amount of Chaos Spawn in their armies. This could be achieved by reducing the upkeep and recruitment costs of the spawn, or by adjusting the AI to favour their recruitment more. On top of this their pincer hands limit the armaments they can make use of.

    Water Battles = Though they are not adept in the water, water is their home turf so I think it makes sense to give them some advantage when they are fighting when beside a water source on the campaign map. An increase to their Leadership when they fight there would make sense, as would an increase to their attack power when attacking.

    Unique Faction Units
    Spoiler Alert, click show to read: 
    The standard names for Beastmen units, lords and heroes do not feel wholly apt for the Lakemen. I won't suggest replacement names, but I'm sure that anyone who considers this potential faction would have their own names for them. However, instead of Ungor, I wanted to suggest using Turnskins but with the same


    Lords

    Beastlord (Lakemen)

    Heroes

    Wargor (Lakemen)
    Bray-Shaman (Lakemen, Beasts)
    Bray-Shaman (Lakemen, Death)
    Bray-Shaman (Lakemen, Wild)


    Infantry

    Ungor Herd (Lakemen, Shields)
    Gor Herd (Lakemen)
    Gor Herd (Lakemen, Shields)
    Bestigor Herd (Lakemen)
    Khorngor (Lakemen)
    Pestigor (Lakemen)
    Slaangor (Lakemen)
    Tzaangor (Lakemen)
    Gaves


    Regiments of Renown

    Black River Trolls
    Da Bog Trotta Bruvers


    Trolls

    Giant River Troll Hag
    River Trolls
    Swamp Trolls


    Monsters

    Artois Boars
    Bog Octopus
    Chaos Spawn
    Chaos Spawn (Khorne)
    Chaos Spawn (Nurgle)
    Chaos Spawn (Slaanesh)
    Chaos Spawn (Tzeentch)
    Cygor (Lakemen)
    Forest-Shamblers
    Ghorgon (Lakemen)
    Harpies
    Incarnate Elemental of Beasts
    Plague Toads of Nurgle
    Preytons
    Water Elementals


    Lord Daverion's Expeditionary Army
    Spoiler Alert, click show to read: 
    "The High Elves are great sailors and explorers. At any one time there are expeditions searching the Old (and New) World for lost Elven relics, new trade routes, mythical treasure hordes and even new lands to conquer.

    These expeditions often explore hostile lands and the high elf explorers must be prepared to defend themselves. Many expeditionary forces are really small armies. Lord Daverion's expedition is no exception. For magical protection he has brought along Avour the Mage. Accompanying Avour are a contingent of Swordmasters of Hoeth. These mystical warriors are so highly skilled that they are able to knock arrows out of the sky with their long swords.

    Also volunteering to join Lord Daverion's army are a number of noble Silver Helm knights, led by the noble Captain Arien. The rest of his army is made up of versatile citizen-soldiers of Ulthuan and the expedition's ships' crews. And in case Lord Daverion needs some long ranged support, he has ordered one of the ships' repeater bolt throwers to be made transportable.

    Although the High Elves don't traditionally hire Dogs of War to supplement their own armies, there are many times when an Elven Lord has to be practical. Through unknown diseases and battle casualties, expeditionary forces' numbers do dwindle. So Lord Daverion has chosen to hire a Regiment of Renown to strengthen his army.

    Expeditionary forces can find themselves facing large, dangerous monsters. While Lord Daverion's army is not lacking in martial skill, it can find itself out-classed in terms of raw strength. So he has hired the fearsome Giants of Albion to help him deal with this sort of problem and to add some serious power to his battleline."

    https://i.imgur.com/tkZBlxW.png White Dwarf 233
    https://i.imgur.com/DLwEfA5.png White Dwarf 233


    Expeditionary Force = Lord Daverion's armies are relatively self-sufficient and act as a Horde faction, but if they conquer other areas they can only turn them into Outposts. These outposts contain garrisons but are only able to construct 1 building. However, if they conquer a settlement on Ulthuan they can use it as normal.

    Mercenaries = Expeditionary forces often rely on mercenaries to bolster their forces. These make use of the "Raise Dead" mechanic when travelling through regions where they can recruit certain types of mercenaries.

    Mythical Relics = The goal of Lord Daverion's expeditionary army is to recover very powerful artefacts from across the world. The mythical items from various information lists serve as rewards for completing certain tasks, either as a kind of "Monstrous Arcanum" mechanic or as the result of completing quests.

    Treasure Hunter = The pursuit of wealth drives these expeditionary armies and as such Lord Daverion's faction gets a bonus towards the sacking value when defeating a settlement. Not only that, but they receive an increase in wealth from winning battles and naval treasure.

    Faction Leader
    Spoiler Alert, click show to read: 
    Lord Daverion = The High Elves are great sailors and explorers. At any one time there are expeditions searching the Old (and New) World for lost Elven relics, new trade routes, mythical treasure hordes and even new lands to conquer. These expeditions often explore hostile lands and the high elf explorers must be prepared to defend themselves. Lord Daverion's expedition is no exception." Wields the Blade of Sea Gold.
    https://i.imgur.com/uJu3xmc.png White Dwarf 233
    https://i.imgur.com/61h2NaJ.png White Dwarf 233


    Special Characters
    Spoiler Alert, click show to read: 
    Avour of Hoeth = "For magical protection he has brought along Avour the Mage. Accompanying Avour are a contingent of Swordmasters of Hoeth. These mystical warriors are so highly skilled that they are able to knock arrows out of the sky with their long swords." Avour uses High and Battle Magic.
    https://i.imgur.com/uJu3xmc.png White Dwarf 233
    https://i.imgur.com/61h2NaJ.png White Dwarf 233


    Regiments of Renown
    Spoiler Alert, click show to read: 
    Silver Arrows = A named Archer regiment.
    https://i.imgur.com/61h2NaJ.png White Dwarf 233

    Silver Lancers = A named Silver Helm regiment led by Captain Arien.
    https://i.imgur.com/61h2NaJ.png White Dwarf 233

    Silver Spears = A named Spearmen regiment led by Captain Ma'Rick.
    https://i.imgur.com/61h2NaJ.png White Dwarf 233


    Faction Leader

    Lord Daverion

    Legendary Lords

    Avour of Hoeth

    Lords

    Prince
    Princess


    Heroes

    Loremaster of Hoeth
    Mage (Beasts)
    Mage (Death)
    Mage (Fire)
    Mage (Heavens)
    Mage (High)
    Mage (Life)
    Mage (Light)
    Mage (Metal)
    Mage (Shadow)
    Noble


    Infantry

    Archers
    Archers (Light Armour)
    Lothern Sea Guard
    Lothern Sea Guard (Shields)
    Lothern Sea Rangers
    Ship Company (Great Weapons & Long Bows)
    Spearmen
    Spearmen (Shields)
    Swordsmasters of Hoeth
    Swordsmasters of Hoeth (Way of the Breaking Storm)
    Swordsmasters of Hoeth (Way of the Swooping Eagle)
    Swordsmasters of Hoeth (Way of the Willow Branch)
    Swordsmasters of Hoeth (Way of the Winter Breeze)
    Wardancers


    Cavalry

    Silver Helms
    Silver Helms (Shields)


    War Machines

    Marine Bolt Battery
    Repeater Bolt Thrower


    Regiments of Renown

    Eladrial and the Company of Light
    Elwing’s Cavalry
    Gate Crasha
    Giants of Albion
    Silver Arrows
    Silver Lancers
    Silver Spears
    Skarloc’s Archers
    Thansortor's Charioteers
    The Bowmen of Oreon
    The Spindlelimbs
    The Wayfoots
    Thiakhaine, the “Dispossessed”
    Whisprensk Giant Gymnastic Team and their Pyramid of Deat


    Mercenaries

    Mercenary Crossbowmen
    Mercenary Heavy Cavalry
    Mercenary Light Cavalry
    Mercenary Pikemen
    Mercenary Pikemen (Heavy Armour)
    Ogre Man-Eaters


    Monsters

    Giants
    Merwyrm
    Sea Elemental


    Lore
    Spoiler Alert, click show to read: 
    - The high elves are great sailors and explorers.
    - At any one time there are expeditions searching the world for lost elven relics, new trade routes, mythical treasure hoards and new lands to conquer.
    - Many expeditionary forces are small and need to rely on mercenary support.
    - Swordsmasters are so skilled they can knock arrows out of the sky with their swords.
    - Expeditionary forces can find themselves fighting large, dangerous monsters.

    https://i.imgur.com/IOrQCjw.png White Dwarf 233
    Last edited by PaulH; April 19, 2021 at 10:00 AM.

  2. #2

    Default Re: Information Thread for Potential Rogue Armies

    Masters of the Mountains
    Spoiler Alert, click show to read: 
    [SIZE=2]”The horde, a few thousand dark-sworn souls fewer than before it had stepped into the accursed Ghost Fells, entered the high valleys of the mountains, battling through sudden rock falls and freezing gales, and cut into the Ivory Road, deep in the high country. Following the road it turned south and west into a great rift valley that held the ruins of one of the fabled cities of the Sky-Titans. Here cyclopean pillars of granite soared as high as the mountains about them, once the foundation-stones of cities that towered in the skies above. Wild and lush growth had long since overcome the cracked paving and broken rubble that had tumbled down from the fallen skycastles, and game, huge and primal - rhinoxen, razortusk, stonehorn and dire elk - were abundant as was fresh water, and the horde soon flooded out to despoil all before it and dispel the shadow of hunger and thirst it had endured.

    The arrival of so great a horde, still tens of thousands strong in this savage and half-forgotten land had not gone unnoticed. Giants dwelled here still in an abundance not seen elsewhere; man-like creatures, Bonegrinders and Foecrushers, colossal in stature, steeple-tall, slow-witted but bellicose and with a hunger to match their size. Now on the fringes of the horde the Giants gave battle, each the match of a hundred men, bellowing and smashing marauder and spawn-beast alike to bloody ruin with chunks of ancient masonry hurled down from the high crags, or rampaging through them like a maddened boar through a sheep fold. Legend had it that it had been the Giant’s forebears - mightier in both strength and mind - that had built the now fallen cities and prospered here long ago when the world was young and fought with ancient empires now gone to dust, fading first into an isolated echo of their past glories before the Ogres came from the east and sundered their once unconquered realm forever.”

    https://drive.google.com/drive/folde...FktWlFnTkNnZ28 Tamurkhan: The Throne of Chaos

    Author Note: The Giants are a dying race that is now inbred and stupid as a consequence, but the Mountains of Mourn were once their home and it appears that they are still here in some force. This is pretty much to represent those giants that attacked Tamurkhan, but with the potential to restore their fallen realm. Units taken from Greenskins, Dogs of War, Norsca, Chaos, Ogre Kingdoms, and Beastmen lists.

    Big Legs = Giant armies do not have a March Stance, but instead move as far as march stance while in their usual movement stance. They have no penalties for moving long distance.

    Drunkards = If the Giants attack Dwarf, Greenskin or Ogre Kingdom territories they get an additional option to plunder their alcohol. For the following 8 turns, a Giant army is considered to be drunk, and as such, is given a leadership buff at the expense of a slight movement speed debuff.

    Gluttons = Giants require an incredible amount of food to sustain themselves. They must raid provinces to replenish their food supply otherwise they suffer attrition. Sky Titans always eat captives after a battle, replenishing health and giving them food.

    Megalithic Builders = Giants build immense structures, as such, these huge buildings take a great deal of time to construct. This increased build time is balanced by smaller construction costs for all buildings.

    Mountainous = Only mountainous regions are perfect for giants to settle, all other areas are considered poor quality settlement sites.

    Sky Titan = In the event that the Masters of the Mountains prove themselves worthy, a Sky-Titan will come out of hiding to be a Lord for one of their armies. These are immense and highly-intelligent, and their presence leads to a faction-wide buff to Giant Leadership values and access to higher research tiers and Tier 5 in their settlements. Tier 5 allows them to construct immense fortifications in their cities, finally giving them walls. The Sky Titan appears at level 20, and it can become an Immortal Lord. If killed before becoming immortal then the Leadership buff is gone, as is access to those high building/research tiers.

    Faction Leader
    Spoiler Alert, click show to read: 
    Glune = ”The mountain valleys filled up with snow to such a depth that even Glune, the largest and most powerful of all the giants, found himself up to his nose in the drifts. This was not to be borne. What made matters worse was that the Giant’s natural food, people, refused to budge from their cosy and well-provisioned firesides in the south. All this made Glune extremely angry, and he did what he always did when he was angry. He got mindlessly drunk.”
    https://docviewer.yandex.com/view/0/...%3D%3D&page=10


    Unique Factional Units
    Spoiler Alert, click show to read: 
    Bonecrusher = Essentially a Lord version of the Bonegrinder Giant.
    https://drive.google.com/drive/folde...FktWlFnTkNnZ28 Tamurkhan: The Throne of Chaos

    Foecrusher = A Giant Hero.
    https://drive.google.com/drive/folde...FktWlFnTkNnZ28 Tamurkhan: The Throne of Chaos

    Sky Titan = ”Hermitic by nature, the Skytitans had long ago forgotten about the other races of the world, for they were content in their reclusive realm, hidden from others by the sheer inaccessible nature of the peaks and their shrouding cover of cloud. The Skytitans rarely descended below the treeline, save only to tend their herds of cave-beasts and enormous mammoths.”
    http://warhammerfantasy.wikia.com/wiki/Skytitans


    Faction Leader

    Glune

    Lords

    Bonegrinder
    Sky Titan


    Heroes

    Foecrusher

    Giants

    Chaos Giant
    Chaos Siege Giant
    Cygor
    Ghorgon
    Giant
    Savage Giant
    Slavegiant
    Storm Giant


    Monsters

    Cockatrice
    Ice Wyrms
    Mammoths
    Manticores
    Rhinoxen Herd
    Sabretusk Pack
    Stonehorn Herd
    Thundertusks


    War Machines

    Ironblaster

    Regiments of Renown

    Big Krunk
    Bologs
    Cachtorr
    Gate Crasha
    Giant Pygmies of Lemuria
    Giants of Albion
    Little Gork
    The Spindlelimbs
    The Wayfoots
    Tiny Spindlelimb
    Whisprensk Giant Gymnastic Team and their Pyramid of Death


    Mengil's Manflayers
    Spoiler Alert, click show to read: 
    "Throughout the lands of the Old World, Mengil has plied his trade, and the band of Dark Elf warriors who follow him, known as the Manflayers, are rightly feared. They are employed as assassins and murderers, and are often used to eliminate rivals. He is often used by those who wish to make an example of the target, for Mengil takes savage pleasure in skinning his foes, often leaving the skinless bodies of his victims hanging from the trees or impaled on spikes in the ground. Mengil has even returned to Naggaroth several times, where Dark Elf lords readily employ him to eliminate their rivals. On one such occasion, Mengil repaid the Citadel of Spite's captain for abandoning him, the tale a warning to all who heard it against double-crossing the Manflayer. On occasion, Mengil's Manflayers will take to the battlefield, employed to infiltrate deep into enemy territory to spread terror and confusion."
    http://warhammerfantasy.wikia.com/wi...27s_Manflayers


    Eternal Hatred = They Hate anyone that they face in battle. They utterly despise High Elves, in battle their hatred will give them an intense morale boost, possibly even making them unbreakable.

    Manflayers = This army inspires fear in humans that face them in battle.

    Pleasure In Killing = Mengil Manhide's Manflayers are cannibalistic and sadistic, after battle they can eat and flay their captives which provides them with positive boosts to their morale and increases casualty replacement for a number of turns but makes them incapable of moving for one turn if they take it.

    Poisoned Weapons = All weapons used by Mengils Manflayers are poisoned in the tabletop. This affects all units surrounding Mengil Manhide, giving any unit nearby poisoned attacks either ranged or melee.

    Faction Leader
    Spoiler Alert, click show to read: 
    Mengil Manhide, the Manflayer = "The youngest son of Kraal the Hearteater, a powerful and cruel lord from Clar Karond, Mengil, in one of the grueling tests his father set his sons to test their worthiness, was sent to hunt down an escaped slave, a powerful young Norseman, through the forests around the city, and only once he returned with evidence of the kill would he be allowed back into the city. Mengil tracked down and killed his quarry, and when he overcame his foe, rejoicing in the thrill of the kill, smeared blood across his face and drank deeply from the powerful heart of his fallen enemy, before skinning the Norseman and eating his flesh. Mengil wore the bloodied skin as a cloak as he walked back into Clar Karond, earning him the respect of his father and the honorific title 'Manhide'."
    http://warhammerfantasy.wikia.com/wi...27s_Manflayers


    Special Characters
    Spoiler Alert, click show to read: 
    Addelcore, Mercenary Sorcerer = A named dark elf from 3rd edition. He is a dark elf sorcerer, as those are utterly illegal in Naggarond it makes sense that he would be out and about as a mercenary rather than staying to die. He rides a cold one.
    http://www.collecting-citadel-miniat...le:C21s-03.jpg

    Dijin Katal, the Renegade Assassin = Known by many names, the dark elf Dijin Katal is greatly feared and loathed and that’s just by his own people. The covens of the Druchii have a price on Katal’s head and demand that he be captured alive for the Hag Queen’s pleasure.
    http://www.lustria-online.com/thread...-issues.15973/ Town Cryer Issue 15

    Ean Hawkbane, Captain of the Manflayers = "The first slottabased version of Mengil Manhide's Manflayers includes a Command group of four: Mengil, Ean Hawkbane (called Hawklord in some material) as unit Champion, and a male Standard Bearer & Musician."
    http://www.collecting-citadel-miniat...llectors_Guide
    http://www.collecting-citadel-miniat...File:RR112.jpg

    Kernethar, Renegade Sorcerer = A named dark elf from 3rd edition. He is a dark elf sorcerer, as those are utterly illegal in Naggarond it makes sense that he would be out and about as a mercenary rather than staying to die.
    http://www.collecting-citadel-miniat...le:C09s-21.jpg

    Syrillia, Outcast of Feiss Mabdon = ”The elf-woman was Syrillia, an outcast from the dark city of Feiss Mabdom who had travelled widely in search of knowledge and adventure.” She’s a dark elf necromancer.
    https://www.scribd.com/document/2479...hite-Dwarf-132


    Faction Leader

    Mengil Manhide, the Manflayer

    Legendary Lords

    Addelcore, Mercenary Sorcerer
    Dijin Katal, the Renegade Assassin
    Ean Hawkbane, Captain of the Manflayers
    Kernethar, Renegade Sorcerer
    Syrillia, Outcast of Feiss Mabdon


    Lords

    Dreadlord (Sword and Crossbow)
    Dreadlord (Sword and Shield)


    Heroes

    Assassins
    Doomreaver Beast-Handlers
    Sorcerers


    Infantry

    Black Ark Corsairs
    Black Ark Corsairs (Hand Bows)
    Black Ark Reavers
    Black Ark Witch Coven
    Fellblades
    Shades
    Shades (Dual Weapons)
    Shades (Great Weapon)
    Shadows (Repeater Crossbows)
    Shadows (Sword and Shield)


    Cavalry

    Dark Riders
    Dark Riders (Repeater Crossbows)
    Dark Riders (Shields)
    War Eagle Riders


    War Machines

    Reaper Bolt Thrower
    Sky-Reaper Bolt Thrower
    True-Seeker Reaper Bolt Thrower


    Regiments of Renown

    Gorganash's Blood Drinkers
    Gosforherrixx Gosforherrixx
    Mengil Manhide's Manflayers


    Monsters

    Helldrake Clutch
    Hydra
    Manticore Riders


    Morcar's Black Host
    Spoiler Alert, click show to read: 
    “Heed well my words, for I am Mentor, Guardian of Loretome. I will tell you of times past, of darker days when the Empire was saved against all hope. For I fear the darkness is about to return…

    The sinister forces of Morcar, the Evil Sorcerer, had swept all before them. At the sight of the Black Banner and the massed hordes of Chaos, even the bravest warriors of the Emperor had fled, the land was laid to waste and all men despaired.

    There then came a mighty warrior Prince from the Borderlands - Rogar the Barbarian. He bore a glittering diamond on his brow - the Star of the West. Hope returned and men flocked to his standard, leaving their hiding places in the hills and forests. Other great Heroes joined him; Durgin, the fearless Dwarven warrior from the World’s Edge Mountains, Ladril the Elven fighter mage from distant Athelorn, and Telor the Wizard whose sorcery was to save Rogar on many occasions.

    For many years Rogar trained his army, being careful to avoid open battle with Morcar’s general until all was ready. He ever harried the Chaos supply lines and wiped out countless Orcs and Goblins.

    Then came the day for which Rogar had waited. His army had grown strong and was well practiced. Camping in the high passes, Ladril saw the Black Hosts from afar and bade Durgin blow the call to arms on his mighty horn. Rogar’s army poured down upon the enemy from two sides and battle was joined. Many foul creatures and good men perished that day. Yet, as the light of day faded, it was Darkness that fled the field. But the victory was not absolute. Morcar and his general escaped beyond the Sea of Claws, and even now they plot their revenge.”

    https://www.hasbro.com/common/instruct/HeroQuest.PDF

    Author's Note: This Rogue Army comes from one of the HeroQuest expansions. Some would say it isn't loreful and perhaps it isn't, it's very old afterall, but there are frequent references in HeroQuest to the Empire, to certain dwarf holds, to the Sea of Claws and Chaos. There are enough ties, I feel, for it to be on the list.

    Chaos Aligned = They have an affinity with other Chaos factions, they are capable of diplomacy with them and are able to ally with them.

    Incarnate Elementals = If Morcar gets powerful enough he can attempt to summon an Incarnate Elemental of Beasts, Death or Ice; these are extremely powerful units that will tear through the armies that oppose it. These spells to do this are one-off, and requires conquering a large store of settlements.

    Settled = Unlike other chaos armies Morcar's Black Host can settle provinces. These are merely fortresses (outposts) for his horde that generate wealth, chaos corruption and each fortress adds to the total needed to summon the Incarnate Elementals.

    The Everchosen = Morcar is an immensely powerful Dark Lord and like most Champions of Chaos, he desires the chance to become the Everchosen. Once on the campaign map, his aim is to defeat Archaon in combat. Should he do so, he will overthrow the Warriors of Chaos and become the Everchosen, leading the End Times in the Old World. If he fails, Archaon binds him to his faction and he is forced to be a vassal to him.

    Vassals = Morcar has many who pledge allegiance to his black banner, among these are Sinestra's Servants, The Forgotten Legion of the Witch Lord and The Frozen Horror of Ice Mountain. These disparate rogue armies are all bound to him as vassals and will not turn against him.

    Faction Leader
    Spoiler Alert, click show to read: 
    Dark Lord Morcar = ”The sinister forces of Morcar, the Evil Sorcerer, had swept all before them. At the sight of the Black Banner and the massed hordes of Chaos, even the bravest warriors of the Emperor had fled, the land was laid to waste and all men despaired.”
    https://www.hasbro.com/common/instruct/HeroQuest.PDF


    Special Characters
    Spoiler Alert, click show to read: 
    Balur, the Fire Mage = ”The Orcs of the Black Mountains have been using fire magic in their raids. Balur, the Fire Mage, is thought to be responsible for helping them. No fire magic can harm Balur and the Emperor’s wizards are unable to counter his spells.”
    https://www.hasbro.com/common/instru...Quest_Book.PDF

    Borokk, Warlock of Chaos = ”Place Borokk, an evil Chaos Warlock, on the square marked with his name. Borokk has the same stats as a Chaos Warrior, but he also has a very special and deadly magical power. On each of his turns, he attacks the ‘mind’ of any Hero in the same room or corridor.”
    https://www.hasbro.com/common/instru...pQuestBook.pdf

    Boroush the Storm Master = ”Now you are here you must move quickly, for Boroush commands great elemental forces with which he can easily overcome unwary intruders.”
    http://heroquestbyphoenix.yeoldeinn.com/quests/WoZ.pdf

    Fanrax the Malicious = ”He dwells in an ancient crypt that lies in the vast and nameless graveyard swamp beyond the Shuddering Forests.” He is a necromancer.
    http://heroquestbyphoenix.yeoldeinn.com/quests/WoZ.pdf

    Gragor the Evil Magician = ”The Great Citadel lies at the center of the Halls of Belorn. This is where most of the Orcs now dwell. You will find them here in great numbers, as they amass for their attack on the Empire. They are led by Gragor, an evil magician.”
    https://www.hasbro.com/common/instru...pQuestBook.pdf

    Grak = ”He is an extra tough-looking Orc who is holding a staff.”
    https://www.hasbro.com/common/instru...Quest_Book.PDF

    Gulthor, Chaos Warlord = ”The thieves are a well-known band of Orcs whose lair is in the Black Mountains. They are led by Gulthor, a Chaos Warrior.”
    https://www.hasbro.com/common/instru...Quest_Book.PDF

    Tograk = ”This is the chamber of Tograk, the commander of the Ogre forces. He is an Ogre Chieftain.”
    http://heroquestbyphoenix.yeoldeinn.com/quests/AtOH.pdf

    Ulag, the Orc Warlord = ”Prince Magnus has ordered that the Orc Warlord, Ulag, who was responsible for the imprisonment of Sir Ragnar, be sought out and destroyed.”
    https://www.hasbro.com/common/instru...Quest_Book.PDF

    Zanrath, High Mage of Sarako = ”The first of Morcar’s sorcerous Lieutenants you must defeat is Zanrath, High Mage of Sarako. He lives in a magical tower, high in the Tarak Mountains where he is guarded by his elite army of Chaos Warriors.”
    http://heroquestbyphoenix.yeoldeinn.com/quests/WoZ.pdf


    Unique Faction Units
    Spoiler Alert, click show to read: 
    Enchanted Armour = ”Morcar, you may tell the Heroes that these 4 Chaos Warriors are actually enchanted suits of armour. They were used centuries ago to test the fighting skills of Dwarven Warriors.”
    https://www.hasbro.com/common/instru...pQuestBook.pdf


    Unique Faction RoR's
    Spoiler Alert, click show to read: 
    Doomguard = ”The came the Doomguard - Morcar’s elite force of Chaos Knights. Our army broke and ran. Only the Emperor’s personal guard held their ground and many sacrificed themselves to ensure his self retreat.”
    https://www.hasbro.com/common/instru...Quest_Book.PDF

    Guardians of Fellmarg’s Tomb = ”This mummy is the Guardian of Fellmarg’s Tomb and was once a mighty warrior.”
    https://www.hasbro.com/common/instru...Quest_Book.PDF

    Guardian of Grin’s Crag = ”This cliff corridor is Grin’s Crag. The first player who moves onto the square marked ‘C’ will activate the Guardian of Grin’s Crag. Place the Gargoyle on the square marked ‘X.’”
    https://www.hasbro.com/common/instru...pQuestBook.pdf

    Gulthor’s Warband = ”The thieves are a well-known band of Orcs whose lair is in the Black Mountains. They are led by Gulthor, a Chaos Warrior.”
    https://www.hasbro.com/common/instru...Quest_Book.PDF

    Ograk’s Evil Marauders = ”The leader of these Orcs is Ograk, the infamous Orc Captain who led his evil marauders into the border provinces of the Empire.”
    https://www.hasbro.com/common/instru...pQuestBook.pdf

    Verag = ”You have learned well, my friends. Now has come the time of your first trial. You must first enter the catacombs which contain Fellmarg’s Tomb. You must seek out and destroy Verag, a foul gargoyle who hides in the catacombs.”
    https://www.hasbro.com/common/instru...Quest_Book.PDF


    Faction Leader

    Dark Lord Morcar

    Legendary Lords

    Balur, the Fire Mage
    Borokk, Warlock of Chaos
    Boroush the Storm Master
    Fanrax the Malicious
    Gragor the Evil Magician
    Grak
    Gulthor, Chaos Warlord
    Tograk
    Ulag, the Orc Warlord
    Zanrath, High Mage of Sarako


    Lords

    Chaos Lord
    Chaos Sorcerer Lord (Death)
    Chaos Sorcerer Lord (Fire)
    Chaos Sorcerer Lord (Metal)
    Master Necromancer
    Orc Warboss


    Heroes

    Chaos Sorcerer (Death)
    Chaos Sorcerer (Fire)
    Chaos Sorcerer (Metal)
    Fimir Balefiend
    Necromancer
    Orc Big Boss
    Wight King


    Mortal Infantry

    Orc Boyz
    Orc Big Boyz
    Goblins (Swords/Axes)
    Goblins (Short Bows)
    Chaos Warriors (Great Weapons)
    Chaos Warriors (Halberds)
    Chaos Warriors (Sword and Shields)
    Chosen Warriors (Great Weapons)
    Chosen Warriors (Halberds)
    Chosen Warriors (Sword and Shield)


    Animated Infantry

    Enchanted Armour
    Skeletons of Chaos
    Skeletons of Chaos (Bows)
    Skeletons of Chaos (Scythes)
    Skeletons of Chaos (Shields)
    Skeletons of Chaos (Spears)
    Skeletons of Chaos (Spears and Shields)
    Mummies of Chaos
    Zombies


    Monstrous Infantry

    Fimir Warriors
    Harpies
    Ogres


    Cavalry

    Chaos Knights
    Chosen Knights
    Skeletal Horsemen of Chaos


    War Machines

    Stone Thrower (Orc)

    Regiments of Renown

    Bellthor
    Doomguard
    Guardians of Fellmarg’s Tomb
    Guardian of Grin’s Crag
    Gulthor’s Warband
    Ograk’s Evil Marauders
    Spirit Riders
    The Forgotten Legion
    Verag


    Monsters

    Chaos Dragon
    Chaos Spawn
    Chaos Warhounds
    Fell Bats
    Gargoyle
    Hydra



    Morcar's Black Host: Sinestra's Servants
    Spoiler Alert, click show to read: 
    “The Elven Kingdom is in turmoil, as you may have heard. Queen Terrellia’s five-year old daughter, Millandriell, has been kidnapped. The Queen has secretly informed me that she has received a ransom note from her evil sister, the Archmage Sinestra. Sinestra has always been vain and proud, paying more attention to her mirrors than to the advice of the wise. Her vanity has led her to a diabolical plan. As a willing servant of Zargon, she may call upon the forces of Chaos to thwart your mission.”
    http://heroquestbyphoenix.yeoldeinn.com/quests/EQP.pdf

    Author's Note: This Rogue Army comes from one of the HeroQuest expansions. Some would say it isn't loreful and perhaps it isn't, it's very old afterall, but there are frequent references in HeroQuest to the Empire, to certain dwarf holds, to the Sea of Claws and Chaos. There are enough ties, I feel, for it to be on the list.

    Chaos Aligned = They have an affinity with other Chaos factions, they are capable of diplomacy with them and are able to ally with them and join the Everchosen -if- Morcar is defeated.

    Incarnate Elemental = If Sinestra gets powerful enough she can attempt to summon an Incarnate Elemental of Beasts; an extremely powerful unit that will tear through the armies that oppose it. The spell to do this is a one-off, and requires conquering a large store of settlements in forest regions.

    Minion of Morcar = Sinestra and her legion are loyal to the Dark Lord Morcar and are one part of his many armies. Sinestra's Servants are vassals to Morcar's Black Host, this is only broken once Morcar's host is wiped out.

    Faction Leader
    Spoiler Alert, click show to read: 
    Archmage Sinestra = ”Sinestra has always been vain and proud, paying more attention to her mirrors than to the advice of the wise. Her vanity has led her to a diabolical plan. As a willing servant of Zargon, she may call upon the forces of Chaos to thwart your mission.”
    http://heroquestbyphoenix.yeoldeinn.com/quests/EQP.pdf


    Special Characters
    Spoiler Alert, click show to read: 
    Tormuk the Necromancer = ”One of her servants, Tormuk the Necromancer, cast a spell upon two of Queen Terrellia’s bodyguards, the finest Elven Archers in the Kingdom. The Archers now fight alongside Tormuk.”
    http://heroquestbyphoenix.yeoldeinn.com/quests/EQP.pdf


    Faction Leader

    Archmage Sinestra

    Legendary Lords

    Tormuk the Necromancer

    Lords

    Prince
    Princess


    Heroes

    Chaos Sorcerer (Death)
    Chaos Sorcerer (Fire)
    Chaos Sorcerer (Metal)
    Fimir Balefiend


    Infantry

    Archers
    Chaos Warriors (Great Weapons)
    Chosen (Halberds)
    Spearmen
    Spearmen (Shields)
    Zombies


    Cavalry

    Chaos Knights

    Monsters

    Fell Bats
    Feral Manticore
    Fimir
    Gargoyle
    Skin Wolves



    Morcar's Black Host: The Forgotten Legions of the Witch Lord
    Spoiler Alert, click show to read: 
    “Worthy companions, we must act fast. The Witch Lord is not dead! He managed to escape to the fallen city of Kalos. Many yearsago, this beautiful city was destroyed by Zargon and given to the Witch Lord to rule. Beneath the ruins, he built a great stronghold, for the light of day was too pure for his foul creatures to endure. Once the Witch Lord’s strength has fully returned, he will gather his army of undead and attack the Empire. Only Heroes with great courage dare stand against the Witch Lord. His vile warriors know no fear and will fight relentlessly until they are destroyed.

    Many days of travel have brought you across the parched Plains of Death. The journey has been hard, for the land here is scorched and barren. Finally, you have reached the great ruins of Kalos. Throughout your trek, you have felt an uneasy presence. The Witch Lord has been watching your progress, awaiting your arrival. As he sits upon the High Throne of Kalos, he can see all who approach. No one can escape his gaze.”

    http://heroquestbyphoenix.yeoldeinn....ests/RotWL.pdf

    Author's Note: This Rogue Army comes from one of the HeroQuest expansions. Some would say it isn't loreful and perhaps it isn't, it's very old afterall, but there are frequent references in HeroQuest to the Empire, to certain dwarf holds, to the Sea of Claws and Chaos. There are enough ties, I feel, for it to be on the list.

    Chaos Aligned = They have an affinity with other Chaos factions, they are capable of diplomacy with them and are able to ally with them and join the Everchosen -if- Morcar is defeated. Also spreads Chaos and Vampiric Corruption.

    Incarnate Elemental = If the Witch Lord gets powerful enough she can attempt to summon an Incarnate Elemental of Death; an extremely powerful unit that will tear through the armies that oppose it. The spell to do this is a one-off, and requires conquering a large store of settlements in regions.

    Minion of Morcar = Sinestra and her legion are loyal to the Dark Lord Morcar and are one part of his many armies. The Forgotten Legion are vassals to Morcar's Black Host, this is only broken once Morcar's host is wiped out.

    Faction Leader
    Spoiler Alert, click show to read: 
    The Witch Lord = ”The Star of the West lies in Barak Tor, the resting place of the evil Witch Lord. Finally, you have reached the great ruins of Kalos. Throughout your trek, you have felt an uneasy presence. The Witch Lord has been watching your progress, awaiting your arrival. As he sits upon the High Throne of Kalos, he can see all who approach. No one can escape his gaze.”
    http://heroquestbyphoenix.yeoldeinn....ests/RotWL.pdf


    Special Characters
    Spoiler Alert, click show to read: 
    Kessandria, the Witch Queen = ”This is the chamber of Kessandria, the Witch Queen. She is immune to all spells except Fire spells.”
    http://heroquestbyphoenix.yeoldeinn....ests/RotWL.pdf

    Skulmar, Lord of the Forgotten Legion = ”The halls through which you now pass are guarded by the Forgotten Legion, the elite of the Witch Lord’s army. They are led by Skulmar. In combat they are to be feared, for they bear the scars of a thousand battles, each one a victory for Chaos.”
    http://heroquestbyphoenix.yeoldeinn....ests/RotWL.pdf


    Unique Faction RoR's
    Spoiler Alert, click show to read: 
    Bellthor = ”Here begins the true domain of the Witch Lord. In these dark caverns, he has created his own subterranean fortress from which he plans the destruction of the Empire. Loretome has told me of a terrible guardian, Bellthor, who watches over the gate.”
    http://heroquestbyphoenix.yeoldeinn....ests/RotWL.pdf

    Spirit Riders = ”These icy passages are the resting place of the dread Spirit Riders who once led the Witch Lord’s skeletal cavalry into battle. They no lie dreaming of past glories, waiting to be summoned to the Black Banner once more.”
    http://heroquestbyphoenix.yeoldeinn....ests/RotWL.pdf

    The Forgotten Legion = ”The halls through which you now pass are guarded by the Forgotten Legion, the elite of the Witch Lord’s army. They are led by Skulmar. In combat they are to be feared, for they bear the scars of a thousand battles, each one a victory for Chaos.”
    http://heroquestbyphoenix.yeoldeinn....ests/RotWL.pdf


    Faction Leader

    The Witch Lord

    Legendary Lords

    Kessandria, the Witch Queen
    Skulmar, Lord of the Forgotten Legion


    Lords

    Master Necromancer

    Heroes

    Mummy of Chaos
    Necromancer
    Wight King


    Infantry

    Ethereals
    Chaos Warriors (Great Weapons)
    Chaos Warriors (Halberds)
    Chaos Warriors (Sword and Shield)
    Skeletons of Chaos
    Skeletons of Chaos (Bows)
    Skeletons of Chaos (Scythes)
    Skeletons of Chaos (Shields)
    Skeletons of Chaos (Spears)
    Skeletons of Chaos (Spears and Shields)
    Zombies


    Cavalry

    Skeletal Horsemen of Chaos
    Chaos Knights


    Regiments of Renown

    Bellthor
    Doomguard
    Spirit Riders
    The Forgotten Legion


    Monsters

    Fell Bats
    Fimir Warriors
    Gargoyle
    Zombie Dragon



    Morcar's Black Host: The Frozen Horror of Ice Mountain
    Spoiler Alert, click show to read: 
    “An ancient evil, long thought banished, has arisen to threaten the Northlands once more. The Frozen Horror has burst forth from the icy tomb where it has rested these last centuries, recovering its strength and awaiting Morcar’s signal. At last, its master has called it, and the Frozen Horror has returned to its ancient Seat of Power deep within Ice Mountain. It has regained the Scepter of Glacial Magesty, an evil artifact of vast power. As we speak, the Frozen Horror is reviving its minions and enacting its plans to cover the Northlands and the Empire in a shroud of deadly ice.”
    http://heroquestbyphoenix.yeoldeinn.com/quests/BQP.pdf

    Author's Note: This Rogue Army comes from one of the HeroQuest expansions. Some would say it isn't loreful and perhaps it isn't, it's very old afterall, but there are frequent references in HeroQuest to the Empire, to certain dwarf holds, to the Sea of Claws and Chaos. There are enough ties, I feel, for it to be on the list.

    Chaos Aligned = They have an affinity with other Chaos factions, they are capable of diplomacy with them and are able to ally with them and join the Everchosen -if- Morcar is defeated.

    Incarnate Elemental = If the Frozen Horror gets powerful enough he can attempt to summon an Incarnate Elemental of Ice; an extremely powerful unit that will tear through the armies that oppose it. The spell to do this is a one-off, and requires conquering a large store of settlements in Norsca.

    Minion of Morcar = The Frozen Horror and his legion are loyal to the Dark Lord Morcar and are one part of his many armies. The Frozen Horror of Ice Mountain are vassals to Morcar's Black Host, this is only broken once Morcar's host is wiped out.

    The Frozen North = The Frozen Horror commands the very ice of the north, all other armies in his lands suffer attrition from the severity of the cold weather. If the Frozen Horror is defeated by Wulfrik or Throgg then it is possible that they can join them. Earning the wrath of Morcar who'll be perpetually at war with the faction that takes the frozen army from him.

    Faction Leader
    Spoiler Alert, click show to read: 
    Frozen Horror = ”An ancient evil, long thought banished, has arisen to threaten the Northlands once more. The Frozen Horror has burst forth from the icy tomb where it has rested these last centuries, recovering its strength and awaiting Morcar’s signal. As we speak, the Frozen Horror is reviving its minions and enacting its plans to cover the Northlands and the Empire in a shroud of deadly ice.”
    http://heroquestbyphoenix.yeoldeinn.com/quests/BQP.pdf


    Special Characters
    Spoiler Alert, click show to read: 
    Kelvinos, Servant of Chaos = ”Know Mighty Heroes, that Kelvinos was a Barbarian of great power and fame. Centuries ago, he drove the Frozen Horror from Ice Mountain, ending the reign of terror. Sadly, Kelvinos did not return from that final battle; his body was never found. Some say that he walks again, but as an undead servant of Chaos.”
    http://heroquestbyphoenix.yeoldeinn.com/quests/BQP.pdf

    Krag, Warrior of Xanon Pass = ”You must enter the outpost and slay one of the Frozen Horror’s lieutenants, a Chaos Warrior named Krag.”
    http://heroquestbyphoenix.yeoldeinn.com/quests/BQP.pdf

    Vilor, Chaos Warlock = ”Throughout Ice Mountain, alarms are sounding and the evil servants of the Frozen Horror are awakening. Your way into the stronghold becomes harder after this. The Chaos Warlock known as Vilor awaits you in this quest.”
    http://heroquestbyphoenix.yeoldeinn.com/quests/BQP.pdf


    Unique Faction Units
    Spoiler Alert, click show to read: 
    Ice Gremlins = ”Ice Gremlins steal anything they can get their cold hands on. Their booty is all stored in this room.”
    http://heroquestbyphoenix.yeoldeinn.com/quests/BQP.pdf

    Ice Gremlins Wolf Riders = ”Ice Gremlins steal anything they can get their cold hands on. Their booty is all stored in this room.” I’d put them on those Norscan Ice Wolves.
    http://heroquestbyphoenix.yeoldeinn.com/quests/BQP.pdf

    Polar Warbear = A unit that is part of this HeroQuest expansion.
    http://heroquestbyphoenix.yeoldeinn.com/quests/BQP.pdf

    Yeti = A unit that is part of this HeroQuest expansion.
    http://heroquestbyphoenix.yeoldeinn.com/quests/BQP.pdf


    Faction Leader

    The Frozen Horror

    Legendary Lords

    Kelvinos, Servant of Chaos
    Krag, Warrior of Xanon Pass
    Vilar, Chaos Warlock


    Lords

    Marauder Chieftain

    Heroes

    Shaman-Sorcerer (Death)
    Shaman-Sorcerer (Ice)
    Shaman-Sorcerer (Metal)


    Infantry

    Marauders
    Marauders (Great Weapons)
    Chaos Warriors
    Chosen (Halberds)
    Ice Gremlins (Spears)
    Ice Gremlins (Bows)
    Skeletons of Chaos
    Ymir


    Cavalry

    Ice Gremlin Wolf-Riders
    Ice Gremlin Wolf-Riders (Bows)
    Norscan Ice Wolves


    Monsters

    Feral Mammoths
    Frost-Wyrm
    Hronjir
    Norscan Ice Trolls
    Polar Warbear
    Yeti



    Omdra the Dread
    Spoiler Alert, click show to read: 
    “As preparations were made for the journey west, and in honour of the bargain struck, Tamurkhan and his warriors joined in battle alongside the Legion of Azgoth against one of the most terrible and ancient foes, the Dragon Omdra the Dread. This monster of legend had stirred once more and soon its dominion carried across the northern Plain of Bones and its colossal black-winged shadow scattered all before it in nightmare and terror. No mere beast - however great its size - was Omdra, but an ancient and wicked creature with dark magics to match even the vaunted Sayl, and at whose inhuman will gargantuan Maw Wyrms rose up from the black sands to give battle alongside packs of wanton and hungry Crypt Ghouls, to whom the dragon was no less than a god, and threw themselves with savage piety against the Kurgan. In this battle were thousands slain, both Kurgan and Chaos Dwarf together, and here did the Great Chaos Spawn Garth’grak fall, and even mighty Bubebolos suffered grievous wounds as the Nightmare Dragon and its servants ambushed the horde’s main column in the dead of night. At great cost in blood and sorcery was the Dragon-god herself gravely injured and driven away to slumber beneath the bones of her dead kin, her threat to the Desolation of Azgorh broken - at least for a time.”
    https://drive.google.com/drive/folde...FktWlFnTkNnZ28 Tamurkhan: The Throne of Chaos

    Author's Note: This Rogue Army comes from one of the Forgeworld expansions.

    Ancient Foes = Omdra the Dread is an ancient foe of the Chaos Dwarfs. They’ve been at war for many years, and are incapable of making peace with one another.

    Avatar of Death = Omdra the Dread protects her worshippers from the ravages of Amethyst magic, all enemy spells of that variety are dealt at half-strength while all Amethyst magic cast by her faction are 50% stronger than other factions.

    Dragon-God = They do not start immediately with Omdra the Dread and instead must spend turns enacting a Ritual to wake her so she can spread her shadowy dominion across the map. This Ritual takes 10 turns. When she wakes she becomes the faction leader.

    Nightmare and Terror = Omdra has an army ability that instills sheer terror on a small area of the players choice, sapping their will to fight at an accelerated rate but boosting the leadership of her allies. This can make units scatter immediately but can only be used once.

    Faction Leader
    Spoiler Alert, click show to read: 
    Omdra the Dread = ”This monster of legend had stirred once more and soon its dominion carried across the northern Plain of Bones and its colossal black-winged shadow scattered all before it in nightmare and terror. No mere beast - however great its size - was Omdra, but an ancient and wicked creature with dark magics to match even the vaunted Sayl, and at whose inhuman will gargantuan Maw Wyrms rose up from the black sands to give battle alongside packs of wanton and hungry Crypt Ghouls, to whom the dragon was no less than a god, and threw themselves with savage piety against the Kurgan.”
    https://drive.google.com/drive/folde...FktWlFnTkNnZ28 Tamurkhan: The Throne of Chaos


    Faction Leader

    Omdra the Dread (Lore of Death)

    Lords

    Emperor Dragon (Lore of Death)
    Ghoul King


    Heroes

    Nightmare Dragon (Lore of Death)

    Infantry

    Charnel Guard
    Crypt Ghouls
    Crypt Ghouls (Armoured)
    Crypt Horrors


    Monstrous Infantry

    Lava Trolls
    Night Trolls
    Stone Trolls


    Monsters

    Death Elemental
    Dragon
    Dragon Hatchlings
    Dread Maw
    Incarnate Elemental of Death
    Maw Wyrms



    Orcs of the Withered Eye
    Spoiler Alert, click show to read: 
    “Hard by the north-eastern edge of the Shardback Mountains, where the rust-red hills rose for many leagues the horde of Tamurkhan faced its first true battle. Here the feared Orcs of the Withered Eye, frenzied and primitive, tainted by warpstone dust and shunned even by their own kind for their wanton savagery, stood before the horde. Unafraid although vastly outnumbered, the hulking greenskins streamed from the hills, their obsidian axes held high, braying and howling in their battle-lust, their malformed boars grunting and snarling in bloodlust while their shaman spat curses from behind crude copper masks. The Orc tribe and Tamurkhan’s Marauder vanguard met in a single great annihiliating clash and all was butchery and bloodshed. Barbed black-iron spears pierced Orc-hide, clouds of crude-fletched arrows felled rank after rank of snarling warriors and screaming horses as fury was met with fury.

    Torn from the air, Gul Grog, the Orc warboss that was master over the Withered Eye tribe and his ravaged wyvern mount fell like a tattered comet to the ground, streaming a trail of ichor, rent asunder by the iron claws of Corrasun, the Chaos Dragon of Orhbal Vipergut, and as their leader was smashed apart on the rocks, the Orcs wavered and faltered, just as Tamurkhan led the warriors of the main column into the fray. Like a storm-tide, the horde washed over the Orcs and ground them into the stony dust, and they were but the first of many armies to be destroyed by the horde of the Maggot Lord.”

    https://drive.google.com/drive/folde...FktWlFnTkNnZ28 Tamurkhan: The Throne of Chaos

    Author's Note: This Rogue Army comes from one of the Forgeworld expansions. Some would say it isn't loreful but they’re wrong. Though there are no specific references to Chaotic forces as part of this tribe, their warped nature means that adding some of chaos monsters would make some thematic sense.

    Battle-Lust = Beyond even other Greenskins, the Withered Eye tribe live for slaughter, their primitive minds capable of intense savagery. As the Tainted Orc units fight in melee their attack strength is steadily buffed while their defences drop at a similar level. On top of that, they have quite strong leadership for a greenskin unit, making them more likely to fight until they’ve suffered heavy casualties. This is a unit-by-unit basis.

    Hulking = These greenskins are larger than their untainted kin.

    Primitive = The Withered Eye do not use armour and their tactics are simplistic, typically involving just charging at the enemy while their Arrer Boyz shoot over the top. Their AI should focus on quickly closing with the enemy.

    Shunned = Other Greenskin tribes shun the Withered Eye Tribe due to their mutations and their savagery which was far beyond even their own. Greenskins will not deal with this faction. To compensate, Chaotic factions will be capable of aligning with them. They can be cowed into submission by the Everchosen, forming part of his Storm of Chaos.

    Warpstone Dust = The Withered Eye come from an area heavy in Warpstone that has corrupted them. They mine this Warpstone, and will collect it to trade with the Skaven for captured monsters of many varieties, such as Hydras and Rat Ogres. Warpstone is collected by conquering certain provinces, and is a secondary resource that you receive every turn if you own one.

    Faction Leader
    Spoiler Alert, click show to read: 
    Gul Grog = ”Torn from the air, Gul Grog, the Orc warboss that was master over the Withered Eye tribe and his ravaged wyvern mount fell like a tattered comet to the ground, streaming a trail of ichor.”
    https://drive.google.com/drive/folde...FktWlFnTkNnZ28 Tamurkhan: The Throne of Chaos


    Unique Faction Units
    Spoiler Alert, click show to read: 
    The Orcs of the Withered Eye are a Savage Orc tribe that is severely mutated. All typical Savage Orc units have the prefix “Tainted” to make it clear that they’re warped. Here are some other units.

    Frenzied Orcs = ”Here the feared Orcs of the Withered Eye, frenzied and primitive, tainted by warpstone dust and shunned even by their own kind for their wanton savagery, stood before the horde.” Almost like Berserker versions of Savage Orcs.
    https://drive.google.com/drive/folde...FktWlFnTkNnZ28 Tamurkhan: The Throne of Chaos

    Frenzied Orc Big’uns = Almost like Berserker versions of Savage Orc Big’uns.
    https://drive.google.com/drive/folde...FktWlFnTkNnZ28 Tamurkhan: The Throne of Chaos


    Faction Leader

    Gul Grog, Warboss of the Withered Eye

    Lords

    Tainted Savage Orc Warboss
    Tainted Savage Orc Great Shaman (Big Waaagh!)
    Chaos Goblin Warboss
    Chaos Goblin Great Shaman (Little Waaagh!)


    Heroes

    Tainted Savage Orc Big Boss
    Tainted Savage Orc Shaman (Big Waaagh!)
    Chaos Goblin Big Boss
    Chaos Goblin Shaman (Little Waaagh!)


    Mounts

    Cave Squig (Goblins)
    Chaos Warhounds (Goblins)
    Chaos Warhound Chariot (Goblins)
    Manticore (Orc & Goblin)
    Tainted Warboar (Orc)
    Tainted Warboar Chariot (Orc)
    Razorgor (Orc)
    Wyvern (Orc & Goblin)


    Infantry

    Chaos Goblin Archers
    Chaos Goblins (Axes)
    Chaos Goblins (Great Weapons)
    Chaos Goblins (Spears)
    Chaos Goblins (Spears and Shields)
    Chaos Snotlings
    Frenzied Orcs
    Frenzied Orc Big’uns
    Tainted Savage Orcs (Great Weapons)
    Tainted Savage Orcs (Hand Weapons)
    Tainted Savage Orcs (Spear and Shield)
    Tainted Savage Orc Arrer Boyz
    Tainted Savage Orc Big’uns (Great Weapons)
    Tainted Savage Orc Big’uns (Hand Weapons)
    Tainted Savage Orc Big’uns (Spear and Shield)
    Tainted Savage Orc Big’un Arrer Boyz


    Cavalry

    Chaos Warhound Riders (Axes)
    Chaos Warhound Riders (Bows)
    Chaos Warhound Riders (Great Axes)
    Tainted Savage Orc Boar Boyz (Great Weapons)
    Tainted Savage Orc Boar Boyz (Spear and Shield)
    Tainted Savage Orc Boar Boyz (Two Hand Weapons)
    Tainted Savage Orc Big’un Boar Boyz (Great Weapons)
    Tainted Savage Orc Big’un Boar Boyz (Spear and Shield)
    Tainted Savage Orc Big’un Boar Boyz (Two Hand Weapons)


    Monstrous Infantry

    Cave Squig Herd (Blood Lust)
    Cave Squig Herd (Horrific Appearance)
    Cave Squig Herd (Metallic Skin)
    Cave Squig Herd (Regeneration)
    Cave Squig Herd (Wings)
    Chaos Giant
    Chaos Ogres
    Chaos Trolls
    Chaos Trolls (Armoured)
    Harpies


    War Machines

    Chaos Warhound Chariot
    Razorgor Chariot
    Rock Lobber
    Spear Chukka
    Tainted Warboar Chariot


    Monsters

    Chaos Hydra
    Chaos Spawn
    Chimerae
    Cockatrice
    Cygor
    Ghorgons
    Great Idol of Gork/Mork
    Hell-Pit Abomination
    Jabberslythe
    Rat Ogres
    Rat Wolves
    Rock Pile of Gork/Mork
    Rogue Idol of Gork/Mork
    Wooden Effigy of Gork/Mork
    Wyverns



    Queendom of Serpents
    Spoiler Alert, click show to read: 
    "The jungles of the Southlands were never silent for the woman called Nitocris. The trees vibrated with the music of death, from the highest branches to the lowest roots. The air was perfumed with the heady musk of slaughter, and the wind carried the roar of hungry beasts to serenade her as she drowsed.

    She lay unmoving on a stone bier, her dusky flesh soaking up the moon-light that streamed down through the gaping hole in the roof of the ziggurat that she had claimed a hundred years before, in a single night of blood and fire.

    Her bier occupied the topmost chamber of the ziggurat. The chamber reeked of blood and fear, even now, a century of more since she had claimed it as her citadel. Men and women had gone screaming to their deaths on the bier which she slumbered, their ribcages burst and their hearts plucked, still pulsing, from their gaping chests. The ghosts of a thousand sacrifices still clung to the vine-strangled stones of the chamber, and they crept through the shadows, hollow-eyed and mutely screaming still as they stalked the quivering phantoms of their slayers in a never-ending chase that provided Nitocris with unceasing amusement."

    https://www.scribd.com/document/3230...Josh-Reynolds#
    Gotrek & Felix: The Serpent Queen


    Enslaved Tribes = Nitocris has enslaved many local tribes and forces them to arm her troops for war. As such, her units tend to have better defence than other undead of the same type.

    Temple of Skulls = Her base at the Temple of Skulls was once an Old One (or Slaan) city. The Lizardmen would not be particularly pleased by the desecration of one of their sacred sites and will do all they can to stop her. Severe penalties with all Lizardmen factions, but as a consequence, if she defeats an army of theirs in battle she gains access to Dead Saurians to use for her armies. These are deadly shock troops much as they were in life, but now zombified.

    Sisterhood of Lahmia = Nitocris, and her handmaidens, are part of the Lahmian Sisterhood. This means that she would be on strong relations with other Lahmian factions, and would be able to use influence on her enemies.

    The Sacrificial Knife = Nitocris has access to a sacrificial blade that was used to blood Khalida when she was still alive. Using this weapon, she believes it is possible to bind her to her will, securing her Tomb Legions in the process. To represent this in game terms, if the Queendom of Serpents conquers Lybaras (and the faction dies with it, or is already dead), then they can perform a ritual or rite to gain access to Khalida as a Lord. Sacrifices can also be performed to improve the Winds of Magic and provide campaign and battle bonuses.

    Faction Leader
    Spoiler Alert, click show to read: 
    Nitocris, Serpent Queen of the Southlands = She is a Lahmian Vampiress, loyal to Neferata but who controls a region in the Southlands. She managed to see portents and possibilities by using the blood of a Lizardman for a ritual, and is attempting to bind the Tomb Kings of Lybaras to her will. She rides a terrorgheist into battle.
    https://www.scribd.com/document/3230...Josh-Reynolds# Gotrek & Felix: The Serpent Queen


    Special Characters
    Spoiler Alert, click show to read: 
    Andraste, Handmaiden of Nicotris = She is a Lahmian vampire that was once a concubine in a nomadic tribe before her undeath. She is now Nicotris’ captain.
    https://www.scribd.com/document/3230...Josh-Reynolds# Gotrek & Felix: The Serpent Queen

    Octavia, Master Necromancer = A necromancer in the employ of Nicotris. She was originally from Altdorf and has a skull-faced tattoo on her face. She binds the undead by befriending them, and is secretly a traitor to Nicotris with her brother Sigmund Steyr. She became a banshee when she died.
    https://www.scribd.com/document/3230...Josh-Reynolds# Gotrek & Felix: The Serpent Queen

    Sigmund Steyr = An archer in Nitocris’ legions, a captain and also a vampire. He had been building a fleet for her.
    https://www.scribd.com/document/3230...Josh-Reynolds# Gotrek & Felix: The Serpent Queen


    Unique Faction Units
    Spoiler Alert, click show to read: 
    Dead Saurians = ”Dead saurians roared hollowly as they trudged forward.” Could be undead Saurus.
    https://www.scribd.com/document/3230...Josh-Reynolds# Gotrek & Felix: The Serpent Queen

    Enslaved Tribesmen (Bows) = Nicotris has bound local tribes to her, caging them and blooding them.
    https://www.scribd.com/document/3230...Josh-Reynolds# Gotrek & Felix: The Serpent Queen

    Fallen Knights of Bretonnia = ”Horsemen, culled from the nomad tribes of the Great Desert as well as from the sunken fleets of Cathayans and Bretonnians, trotted on the flanks.”
    https://www.scribd.com/document/3230...Josh-Reynolds# Gotrek & Felix: The Serpent Queen

    Fallen Knights of Cathay = ”Horsemen, culled from the nomad tribes of the Great Desert as well as from the sunken fleets of Cathayans and Bretonnians, trotted on the flanks.”
    https://www.scribd.com/document/3230...Josh-Reynolds# Gotrek & Felix: The Serpent Queen

    Ghouls (Armoured) = ”Felix looked down. Ghouls padded through the jungle below, in ones and twos. Some wore primitive armour, but all carried weapons. Their worm-pale flesh was daubed in ash and war paint, and they barked and growled softly to one another as they moved.”
    https://www.scribd.com/document/3230...Josh-Reynolds# Gotrek & Felix: The Serpent Queen

    Great Lizard Carcasses = ”There were siege towers as well, mounted on the slumped, staggering carcasses of great lizards.”
    https://www.scribd.com/document/3230...Josh-Reynolds# Gotrek & Felix: The Serpent Queen

    ”Lumbering Giant Reptiles” = ”even worse, the lumbering shapes of giant reptiles, their scales sloughing from them as they plodded mindlessly forwards.” it is unclear what reptiles they are, but it is highly likely they are animals like Carnosaurs.
    https://www.scribd.com/document/3230...Josh-Reynolds# Gotrek & Felix: The Serpent Queen

    Rotting Leopards = There were a number of animals that had been risen up for battle in Nicotris’ armies. Leopards were among them.
    https://www.scribd.com/document/3230...Josh-Reynolds# Gotrek & Felix: The Serpent Queen

    Skeletal Serpents = ”battering rams made from the skeletons of immense serpents, entwined about the trunks of trees.”
    https://www.scribd.com/document/3230...Josh-Reynolds# Gotrek & Felix: The Serpent Queen

    Undead Sea-Beasts = ”Undead sea-beasts came with them, things with scales, fins and too many legs, dredged from the mud and silt of the ocean’s bottom and brought to the surface by the dark magics of the beseigers.”
    https://www.scribd.com/document/3230...Josh-Reynolds# Gotrek & Felix: The Serpent Queen

    Zombified Carnosaur = ”A carnosaur, long dead and with its bones shot through with broken roots and dried moss, loped alongside them. A vampire crouched on its back, a javelin in one hand and a shield in the other.”
    https://www.scribd.com/document/3230...Josh-Reynolds# Gotrek & Felix: The Serpent Queen

    Zombified Terradons = ”Overhead, bats and worse things - undead flying reptiles.”
    https://www.scribd.com/document/3230...Josh-Reynolds# Gotrek & Felix: The Serpent Queen


    Unique Regiments of Renown
    Spoiler Alert, click show to read: 
    Handmaidens of Nicotris = ”She glanced over her shoulder and saw the other giant bats that were following the terrorgheist in loose formation. They weren’t as large as her mount, but they were large enough to carry a number of her handmaidens. They were the bravest of her sisters, those who sought to emulate her in her abandon and battle-lust; the ones who had been the champions of their tribes.”
    https://www.scribd.com/document/3230...Josh-Reynolds# Gotrek & Felix: The Serpent Queen

    Wights of the Temple of Skulls = ”Wights, clad in crude armour and ragged leopard skins. The wights were armed as they had been in life, with their clawed gauntlets and their war clubs and blocky shields.” They were once part of a leopard cult.
    https://www.scribd.com/document/3230...Josh-Reynolds# Gotrek & Felix: The Serpent Queen


    Faction Leader

    Nitocris, Serpent Queen of the Southlands

    Legendary Lords

    Andraste, Handmaiden of Nicotris
    Octavia, Master Necromancer
    Sigmund Steyr


    Lords

    Lahmian Vampire Lord
    Master Necromancer


    Heroes

    Banshee
    Lahmian Vampire
    Lahmian Sorceresses
    Wight King


    Mortal Infantry

    Enslaved Tribesmen (Bows)

    Raised Infantry

    Dead Saurians
    Ghouls
    Ghouls (Armoured)
    Skeletons (Axes)
    Skeletons (Axe and Shields)
    Skeletons (Spears)
    Skeletons (Spear and Shields)
    Wights (Two Handed Sword)
    Wights (Spear and Shield)
    Wights (Sword and Shield)
    Zombies


    Raised Cavalry

    Fallen Knights of Bretonnia
    Fallen Knights of Cathay


    Ethereals

    Ghosts
    Sacrificed
    Spectres
    Spirit Host


    Vampiric Regiments

    Asaph

    Regiments of Renown

    Handmaidens of Nicotris
    Lahmian Guard
    The Wretches
    Wights of the Temple of Skulls


    War Machines

    Coven Throne
    Screaming Skull Catapult


    Monsters

    Bat Swarm
    Fell Bats
    Great Lizard Carcasses
    Rotting Leopards
    ”Lumbering Giant Reptiles”
    Skeletal Serpents
    Terrorgheist
    Undead Sea-Beasts
    Zombified Carnosaur
    Zombified Terradons


    Lore
    Spoiler Alert, click show to read: 
    - Lizardmen are known to be attacking her and spying on her.
    - They rule from the Temple of Skulls.
    - She dominated Mangrove Port, an imperial settlement on the Southlands coast until it was destroyed.
    - Lybaras despise Nicotris and all she, and her sisterhood, stand for.
    - She’d battled lizardmen, greenskins and human tribes of the jungles for the Temple of Skulls.
    - Her task was to bind the desert undead to her bidding, crushing the Tomb Kings before marching north.
    - There are ghoul-tribes in her army.
    - Spirits and ghosts are in her army.
    - Bloated dead were pulled from the ocean for her forces.
    - She raised the dead from whole expeditions of arabyans, cathayans, estalians, nehekharans and more. Whole armies that had died here were broad back.
    - The Temple of Skulls is an edifice stained in the blood of a thousand generations, and is haunted by spirits who died screaming on its black altars.
    - The Lybaran’s claim to have heard their drums in the jungles.
    - The dead of mud and marsh mass near the Temple of Skulls.
    - There is a sacrificial sword in the Temple of Skulls that could allow someone to break the bindings of certain - Tomb Kings who were blooded by it in life, binding them under their control.
    - Nitocris is a savage whose concept of war aren’t much better than a greenskin, she’ll throw her full weight behind an assault.
    - Many of Nitocris’ handmaidens appear to be vampires made from tribeswomen near to the Temple of Skulls.
    - There are ancient Wights in her army that act as bodyguards.
    - A hundred ghoul-tribes owe her fealty, many of these tribes were descendants of those normal tribes she had driven from the jungles and hills. They are considered large for Ghouls.
    - She had broken the tribes of the Southlands enslaving many. They worked to arm her armies, served as food. Many of her undead come from these tribes.
    - There are bats, fell-bats and terrorgheists in her armies. These appear to have joined Octavia willingly rather than by command.
    - The Temple of Skulls was made by a power more ancient than the elves and dwarfs. Presumably the Old Ones.

    https://www.scribd.com/document/3230...Josh-Reynolds#
    Gotrek & Felix: The Serpent Queen



    The Carnival of Change
    Spoiler Alert, click show to read: 
    Last edited by PaulH; April 19, 2021 at 10:00 AM.

  3. #3

    Default Re: Information Thread for Potential Rogue Armies

    The Carnival of Chaos
    Spoiler Alert, click show to read: 
    “ No one knows from whence it came, the dreaded Carnival of Chaos. Some have rumoured that it was once a gypsy caravan from the east of the Empire, wandering folk that brought their colourful fare from village to village entertaining the poor rural folk of the Empire with their lavish shows and stage plays. If this past is the truth then what it has become in the present is far more sinister and deadly. Still it wanders the rural backwaters of the Empire, in a colourful cavalcade of wagons, its folk dressed in the colourful finery of travelling players, bringing sonnet and son to excitable villages and peasants.

    It is only when the show reaches its blasphemous climax, as the sun begins to set, that the truth of the Carnival of Chaos is revealed in all its putrid, festering glory. For these are no mere wandering thespians and entertainers. When the players perform their final act, known as the ‘Dance of Death’, the enchantments covering their true visages slowly slip away revealing them to their blissfully ignorant audience for they are cavorting, cyclopean daemons with rotting flesh hanging from their yellowing bones. What were originally considered intricately decorated masks and cleverly applied make-up is soon revealed as the players’ true horribly mutated faces, covered in pustules and pox-ridden lesions.”

    https://drive.google.com/drive/folde...Eg2dHIxbGpaMlk Town Cryer 27 & 29


    Author's Note: This is a very small rogue army list, it is difficult to flesh them out too much but I feel they work best as a menace on the campaign map rather than an army to fear in battle. They lack cavalry and have access to few monsters, although this can be changed if people feel they would show off monsters as part of their act. Their power resides in the campaign map through plagues, but if you can catch their armies then they shouldn't be too difficult to put down as long as your army hasn't suffered too many turns under their influence. That's the idea, anyway.

    Black Death = The Carnival of Chaos cannot recruit armies like most Hordes. Instead a Tainted One must journey to a settlement and use an agent action against it. If successful, another Carnival of Chaos is born in the region and it will spread plague as the original carnival of chaos would. This force may bolster their forces with rotting 'zombies', or rather villagers affected with intense plague.

    Dance of Death = The default stance of the Carnival is Dance of Death. This leads generates their funds for buying more troops, and spreads disease at its strongest level. Any other stance reduces the power of their ambient ability by 60%.

    Durable = As nurgle worshippers they do not struggle with the hardships of other races as they suffer every second of their lives. As such, they do not take attrition nor do they lose movement points due to difficult terrain. In battle this translates as having increased health and defence rates.

    Nurgle's Breath = The Carnival of Chaos is dedicated to spreading nurgles foul breath across the face of the Old World. Any territory they are in suffer the intense effects of plague; reducing provincial population, increasing build/training times, and debilitating all neighbouring armies with plague that will reduce the size of your units quickly.

    The Old World = The Carnival is based exclusively in the Old World, as such their focus is on spreading the plague across the many human realms here, as their techniques would only work in this region. As such, they will roam across the territories of Kislev, the Empire, Bretonnia, Tilea, Estalia and the Border Princes.

    Faction Leader
    Spoiler Alert, click show to read: 
    The Carnival Master = "These lead the diabolical Carnivals of Chaos. They are the chosen of Nurgle and wield sorcerous powers gifted to them by their pestilential god. The Master is a power-crazed individual that leads his coven of daemonic entertainers throughout the backwaters of the Empire, tainting villages and settlements with disease. To the backward peasantry of the Empire’s rural settlements, the Master comes across as an exotic and charismatic showman bringing outlandish entertainment into their otherwise dreary lives. It is the Carnival Master’s cunning and clever enchantments that help keep his minions one step ahead of the patrols of the many Witch Hunter bands that rove the land."
    https://drive.google.com/drive/folde...Eg2dHIxbGpaMlk Town Cryer 27


    Unique RoR's
    Spoiler Alert, click show to read: 
    Papa Noigul's Carnival = A named carnival of chaos.
    https://drive.google.com/drive/folde...Eg2dHIxbGpaMlk Town Cryer 27


    Lords

    Carnival Master

    Heroes

    Brutes
    Tainted Ones
    Chaos Sorcerer (Nurgle)


    Infantry

    Brethren (Great Weapons)
    Brethren (Spears)
    Brethren (Bows)
    Chaos Ogres
    Darksouls
    Doppelgangers
    Frenzied Mob
    Mutants


    War Machines

    Plague Cart

    Daemonic Infantry

    Bubo Imps
    Exalted Plaguebearers
    Nurglings
    Plaguebearers


    Elementals

    Death Elemental
    Plague Elemental


    Regiments of Renown

    Papa Noigul's Carnival

    Monsters

    Chaos Warhounds (Poison)
    Cockatrice
    Jabberwock
    Manticore


    The Cult of the Broken Wheel
    Spoiler Alert, click show to read: 
    “Working secretly from the shadows for many years, the disciples of The Cult of the Broken Wheel have long sought the downfall of the Imperial Colleges of Magic. Worshippers of Tzeentch, the god of magic and forbidden lore, the cultists of The Broken Wheel view the practises of the eight Colleges as a betrayal of the art of sorcery, structuring and controlling the Winds of Magic instead of revelling in the chaotic, untamed nature of their dark arts.

    The cult’s rumoured founder and magister, a disgruntled wizard by the name of Matthias Volker, was expelled from the Colleges for using a forbidden spell and killing a rival in a magical contest. It was this ignominious humiliation that stirred in him a need to seek retribution against those that had shamed him. Seeing an opportunity to foster a useful new asset in the heart of the Empire, Tzeentch spoke to Volker in dreams and visions, nurturing his hatred and feeding his lust for knowledge of the dark arts.

    Cultists of Tzeentch are the most cunning and secretive of all, and members of The Cult of the Broken Wheel are no exception. This is with good reason, for Tzeentch often blesses his followers with the boon of mutation, and his minions must go to great lengths to avoid these blatant signs of heresy from being discovered. Cult members appear to be harmless shopkeepers or household servants by day, but in secret, when amongst their fellow brethren, their mutations are revealed and worn openly as a sign of their God’s favour.[1a]

    Warpstone is highly sought after by the cult’s members, and regularly used to achieve their aims, either to poison those they seek to destroy, or as part of their arcane rituals. Regular proximity to this deadly substance can also lead to mutation and change, though as far as The Cult of the Broken Wheel are concerned, these too are blessings from Tzeentch, and the end more than justifies the means.”

    http://warhammerfantasy.wikia.com/wi...e_Broken_Wheel


    Author's Note: This Cult is one that focuses on dominance over magic, with their dominance providing them with ever more powerful spells and units as a result. Their limited roster can only be considered weak to begin with, but they are not to be trifled with. Like the Carnival of Chaos, they are a faction to destroy as quickly as you can before they ascend and become a power rivalling those of the rest of Chaos.

    Broken Wheel = The aim of the Cult is to destroy the Colleges of Magic in Altdorf. It is their singular mission, and as such could be considered their victory condition. If they capture Altdorf they will forever deprive Imperial factions from being able to use the original Colleges of Magic and they will have to build the normal version of that building rather than the special one there now. Destroying Altdorf the first time (and only the first time) also gives them a massive boost of the Winds of Magic, allowing them to dedicate fully to a second Wind of Magic as a reward.

    Changer of Ways = Cult Acolytes are capable of luring enemy (human) spellcasters to their side by corrupting them through the use of Warpstone. Doing so provides a severe negative penalty for diplomacy with any faction they steal a spellcaster from. This only applies to factions relating to the Empire, Bretonnia, Tilea, Border Princes, Kislev, Norsca and Warriors of Chaos.

    Insidious = The most dangerous aspect of the Cult of the Broken Wheel is that they remain completely hidden until the first time they attack another faction with an army. This means that their illicit activities using heroes on the campaign map go wholly unnoticed until the moment they choose to rear their head to the other factions. If used correctly, they can cause severe damage to their enemies before deciding to strike.

    Warpstone = They seek out warpstone for its power and corrupting influence. By collecting it from certain regions on the map they are able to open up new researches for their mutants that heavily bolster their stats.

    Winds of Magic = The Cult can choose to dedicate themselves to a certain Lores, acquiring points in a specific colour boosts the power of that wind's spells and provides other benefits such as the ability to Incarnate Elementals and Coloured Fiends dedicated to that wind, as well as other benefits such as specific researches and a unique, very powerful spell that can be unlocked for Cult Acolytes of a certain level range. This is a double-edge sword, as dedicating deeply to one Wind will reduce the strength of the other winds.

    Faction Leader
    Spoiler Alert, click show to read: 
    Matthias Volker = "The cult’s rumoured founder and magister, a disgruntled wizard by the name of Matthias Volker, was expelled from the Colleges for using a forbidden spell and killing a rival in a magical contest. It was this ignominious humiliation that stirred in him a need to seek retribution against those that had shamed him. Seeing an opportunity to foster a useful new asset in the heart of the Empire, Tzeentch spoke to Volker in dreams and visions, nurturing his hatred and feeding his lust for knowledge of the dark arts."
    http://warhammerfantasy.wikia.com/wi...e_Broken_Wheel


    Faction-Specific Units
    Spoiler Alert, click show to read: 
    Corrupt Initiates = These initiates of the eight Colleges of Magic have been corrupted and now fight for the glory of the Changer of Ways. They act as an artillery unit with each lore providing a different kind of attack, but their total ammo is very low. This makes them very powerful, but only if they are used at the right moment.

    Corrupt Novices = These novices of the eight Colleges of Magic have been corrupted and now fight for the glory of the Changer of Ways. They act as an ranged unit with each lore providing a different kind of magical attack, but their total ammo is very low, at most 3 attacks. This makes them powerful, but only if they are used at the right moment.


    Wind of Magic-Specific Units
    Spoiler Alert, click show to read: 
    Amber Coloured Fiends = ”They appear as a huge, hairy man-like beast, seemingly dressed in ragged furs. Its eyes are wild, its teeth like fangs and its fingers long claws. It attacks by pouncing upon its victims like a wild animal and tearing at its flesh in a bloody frenzy. They can use Ghur spells.”
    http://warhammerfantasy.wikia.com/wiki/Feathered_Fiend

    Blue Coloured Fiends = ”They appear as a lanky figure in long, flowing robes, covered in shimmering stars. Its body insubstantial, no flesh can be discerned. The stars float around the figure as if independent of it. They can use Azyr spells.”
    http://warhammerfantasy.wikia.com/wiki/Feathered_Fiend

    Green Coloured Fiends = ”They look like large muscular humans with ragged hair bedecked in a cloak of leaves and thorns. Where it steps the city becomes suddenly lost to nature. Cobbles and bricks crumble to sand. Weeds and shrubs grow up suddenly. They can use Ghyran spells.”
    http://warhammerfantasy.wikia.com/wiki/Feathered_Fiend

    Grey Coloured Fiends = ”The fiend is almost a living shadow, barely discernible, except for glowing red eyes. It leaves long tendrils of darkness in its wake, like a cloak. In combat, it prefers to emerge from the darkness to strangle its victims with illusory hands. They can use Ulgu spells.”
    http://warhammerfantasy.wikia.com/wiki/Feathered_Fiend

    Purple Coloured Fiends = ”They are dressed seemingly in the darkness itself, trailing an air of emptiness and even death in its wake. It floats above the ground and its empty black gaze brings terror to any who looks upon it. They can use Shyish spells.”
    http://warhammerfantasy.wikia.com/wiki/Feathered_Fiend

    Red Coloured Fiends = ”The fiend simply strolls through the city in a billow of angry smoke, setting fires wherever it steps, leaving scorched ground and embers in its wake. It takes the form of a blazing pyre in human shape, its two eyes burning even more brightly than the rest of it. They can use Aqshy spells.”
    http://warhammerfantasy.wikia.com/wiki/Feathered_Fiend

    White Coloured Fiends = ”The fiend appears as a ghostly, shining apparition, bedecked in silver and white. It floats serenely through the air just above the ground. Everywhere it casts its gaze burns under the brightest light and when it is attacked it shimmers and becomes suddenly ethereal. They can use Hysh spells.”
    http://warhammerfantasy.wikia.com/wiki/Feathered_Fiend

    Yellow Coloured Fiends = ”The yellow fiend appears as a shining statue of pure gold, brought to life. It wields a sword and shield and is bedecked in golden armour, with a long golden cloak trailing behind it. A yellow fiend can use Chamon spells.”
    http://warhammerfantasy.wikia.com/wiki/Feathered_Fiend


    Lords

    Cult Magus (Lore of Tzeentch)

    Heroes

    Cult Acolyte (Beasts)
    Cult Acolyte (Death)
    Cult Acolyte (Fire)
    Cult Acolyte (Life)
    Cult Acolyte (Light)
    Cult Acolyte (Metal)
    Cult Acolyte (Shadow)
    Cult Acolyte (Heavens)


    Infantry

    Cultists (Great Weapons)
    Cultists (Spears and Shields)
    Corrupt Novices (Beasts)
    Corrupt Novices (Fire)
    Corrupt Novices (Heavens)
    Corrupt Novices (Death)
    Corrupt Novices (Light)
    Corrupt Novices (Life)
    Corrupt Novices (Shadow)
    Corrupt Novices (Metal)
    Chosen of Tzeentch
    Darksouls
    Familiars
    Feathered Fiends
    Mutants


    Magical Artillery

    Corrupt Initiates

    Wind of Magic-Specific Units

    Amber Coloured Fiends (Beasts)
    Incarnate Elemental of Beasts (Beasts)
    Blue Coloured Fiends (Heavens)
    Incarnate Elemental of the Heavens (Heavens)
    Green Coloured Fiends (Life)
    Incarnate Elemental of Life (Life)
    Grey Coloured Fiends (Shadow)
    Incarnate Elemental of Shadow (Shadow)
    Purple Coloured Fiends (Death)
    Incarnate Elemental of Death (Death)
    Red Coloured Fiends (Fire)
    Incarnate Elemental of Fire (Fire)
    White Coloured Fiends (Light)
    Incarnate Elemental of Light (Light)
    Yellow Coloured Fiends (Metal)
    Incarnate Elemental of Metal (Metal)


    Regiments of Renown

    Abdul El Hazzarin’s Blue Archers of Fate
    The Purple Hand


    Monsters

    Chaos Spawn (Tzeentch)
    Firewyrms
    Screamers


    The Sleeper
    Spoiler Alert, click show to read: 
    "and the Sleeper's mental storm continued to batter his mind. Image piled on top of image, each more chaotic and confused than the last: Cave-coffered insect cities; towering black basalt pyramids; slave armies-hairy, heavy browed troglodyte humans, digging and building and cleaning up after their chitinous masters; earthquakes; slave rebellions; cave ins; assassinations; an insect emperor making a pact with entities more ancient even than itself, a pact that gives it new powers, brings victories, treasure, godhood; then come jealousies; betrayals; invasion by pale over-dwellers; battles; defeats; hiding itself in the temple where once the others had come to worship it; the over-dwellers locking it in with spells and wards; waiting, growing, waiting."
    Gotrek & Felix Novel: Orcslayer

    Ancient Evil = The Sleeper is a menace that has brooded on the ills committed against her for millennia. Her goal is restoring her position as a "god" to the slave armies. This means she is not capable of diplomacy, she will not barter with troglodytes and slaves.

    Dark Pacts = The insect emperor mentioned in the above quote appears to have made a pact with the Chaos Gods. As such, The Sleeper is not immediately at war with Chaos aligned factions but isn't able to negotiate with them. These pacts either give the Sleeper access to Chaos magic lores, or to sorcerers and shamans able to use them.

    Despise Lizardmen = The Saurus are well known lorefully to have culled hundreds of sentient species because they didn't fit into the design of the Old Ones. I'd imagine that this Insect would have a loathing of them, and as such, will have increased morale when fighting against them.

    It Comes From the Depths = After each battle in the Karak Hirn region there is a chance that the Sleeper will be awakened. If it is awakened, the Rogue Army can ambush the victor of the battle.

    Psychic Slaves = The Sleeper is capable of enslaving its enemies and using them in its armies. In the book it demonstrated this by ensnaring orcs, goblins and dwarfs. The Sleeper is incapable of gaining access to ranged units, but can purchase basic melee units from any faction that it claims a territory in. This means that at first the Sleeper is somewhat weak, but as time wears on, it can become very dangerous as it amasses an army.

    Worship = The Sleeper builds pyramid outposts when conquering any and all territories, this increases the flow of worship to her, allowing her to enslave more people. She is a horde, but with Outpost settlements.

    Faction Leader
    Spoiler Alert, click show to read: 
    The Sleeper = A gigantic, Chaos-twisted insectoid creature buried beneath the Dwarven city of Karak Hirn, the Sleeper escaped from its imprisonment and used its powerful psychic abilities to enslave a large number of Orcs, Goblins and Dwarves to do its bidding, in preparation for a war that would allow it to spread its corrupting influence across the world.
    http://warhammerfantasy.wikia.com/wi..._Felix#Enemies


    The following list is for when The Sleeper first emerges from its lair, showing how it dominates the greenskins and dwarfs in the Karak Hirn region. As it expands its influence, it gains access to the melee, non-cavalry units of each race it starts to conquer, but not the strongest ones. It also gains access to one of that races lord types.

    Lords

    Chaos Lord
    Orc Warboss
    Dwarf Lord


    Heroes

    Chaos Sorcerer (Lore of Fire)
    Chaos Sorcerer (Lore of Shadow)
    Chaos Sorcerer (Lore of Metal)
    Beastman Shaman (Lore of the Wild)
    Beastman Shaman (Lore of Beasts)


    Infantry

    Goblins
    Night Goblins
    Orc Boyz
    Savage Orcs
    Dwarf Warriors
    Longbeards
    Ironbreakers
    Miners




    The Snakemen of Khuresh
    Spoiler Alert, click show to read: 
    "There are many night-haunted legends emanating from the foetid jungles and deadly wastes of the far Hinterlands of Khuresh. Stories abound of the dread Snake Men and the foul and nightmarish Blood Naga queens who rule there, and it is a realm where men are no more than hunted prey, and blood and souls are the only coin in trade. The lives of the frightful serpent-Naga of dim Khuresh are said to be counted as the ages of the world, and their appetite for blood shames even the ancient queens of thrice-cursed Lahmia."
    http://warhammerfantasy.wikia.com/wi...nds_of_Khuresh

    Author's Note: We know next to nothing about the Hinterlands of Khuresh, only that the appear to be ruled by bloodthirsty Naga queens, and tiny hints that say the snakemen were chaos aligned and once held the world in a stranglehold of terror. As such, the list is going to be based purely on informed speculation and drawing from the Beastmen listing, as there appears to be a strong concentration of beastmen in the hinterlands, which suggests the snakemen are beastmen. If more information ever comes out about Khuresh, I'll be sure to update this with it.

    Blood and Souls = Blood and souls are all that counts in the Hinterlands of Khuresh and men are nothing but prey. To represent this, the Snakemen of Khuresh do not have an economy founded on gold and coin. Instead they earn power through bloodletting in battle and through the razing of cities. This currency is spent on new units, new buildings and on technology.

    Rainforest Affinity = Their home environment is the jungle, so they'd be most at ease in the Southlands and Lustria. Though they act as a horde elsewhere, they can conquer Lizardmen/jungle settlements. These places become generators of their economy as the snakemen hunt the indigenous tribes.

    The Hunt = A special raiding stance where the Snakemen hunt in the province, killing the inhabitants and providing attrition to the armies within it. This generates currency for them, but suffers similar negatives to the typical raiding stance.

    Tropical Diseases = The Snakemen dwell in foetid jungles, and the jungles in warhammer are typically plagued and diseased, at least to those that come from the world beyond them. I imagine the snakemen would be intimately acquainted with disease (especially if they are chaos-themed, nurgle is one of the Chaos gods) and likely would be able to spread tropical disease when they travel, and would be less affected by the plagues of others.

    Sacrificial Rites = The Snakemen can choose to sacrifice a town or captured army, with different bonuses applying depending on the faction they are sacrificing. This allows them to invoke the slaughter of forgotten ages.

    Unique Faction Units
    Spoiler Alert, click show to read: 
    Blood-Naga Queens = "Stories abound of the dread Snake Men and the foul and nightmarish Blood Naga queens who rule there. The lives of the frightful serpent-Naga of dim Khuresh are said to be counted as the ages of the world, and their appetite for blood shames even the ancient queens of thrice-cursed Lahmia."
    http://warhammerfantasy.wikia.com/wi...nds_of_Khuresh

    Naga Sorcerers = Naga using sorcerous abilities.
    http://warhammerfantasy.wikia.com/wi...nds_of_Khuresh

    Khureshi Snakemen = "Stories abound of the dread Snake Men and the lives of the frightful serpent-Naga of dim Khuresh are said to be counted as the ages of the world." Variant armaments include Shields, Spears, Spears and Shields.
    http://warhammerfantasy.wikia.com/wi...nds_of_Khuresh

    Khureshi Chosen = "Stories abound of the dread Snake Men and the lives of the frightful serpent-Naga of dim Khuresh are said to be counted as the ages of the world." Variant armaments include Shields, Spears, Spears and Shields.
    http://warhammerfantasy.wikia.com/wi...nds_of_Khuresh

    Prey = "it is a realm where men are no more than hunted prey, and blood and souls are the only coin in trade." This unit is unique in that it is made up of humans whose whole purpose is to be killed by the Snakemen of Khuresh, with their death, they provide intense benefits to the army but their use prevents them from fielding a full army in battle.
    http://warhammerfantasy.wikia.com/wi...nds_of_Khuresh


    Lords

    Blood-Naga Queen

    Heroes

    Naga Sorcerer (Beasts)
    Naga Sorcerer (Death)
    Naga Sorcerer (Wild)


    Infantry

    Darksouls
    Khureshi Chosen
    Khureshi Chosen (Shields)
    Khureshi Chosen (Spears)
    Khureshi Chosen (Spears and Shields)
    Khureshi Fey-killers
    Khureshi Snakemen
    Khureshi Snakemen (Shields)
    Khureshi Snakemen (Spears)
    Khureshi Snakemen (Spears and Shields)
    Night Hags
    Prey
    The Bloodcursed
    Turnskins


    Flying Infantry

    Harpies

    Monsters

    Chaos Hydra
    Chaos Spawn
    Chaos Trolls
    Giant Spiders
    Manticore
    Night Trolls
    Wyvern


    Lore
    Spoiler Alert, click show to read: 
    - The Hinterlands of Khuresh are located south of Grand Cathay, east of the Kingdoms of Ind and west of Nippon and the Lost Isles of Elithis.
    - They are separated from the Southern Chaos Wastes by the straits of the Gates of Calith.
    - There are many night-haunted legends emanating from the foetid jungles and deadly wastes of the far Hinterlands of Khuresh.
    - Stories abound of the dread Snake Men and the foul and nightmarish Blood Naga queens who rule there.
    - It is a realm where men are no more than hunted prey, and blood and souls are the only coin in trade.
    - The lives of the frightful serpent-Naga of dim Khuresh are said to be counted as the ages of the world.
    - Their appetite for blood shames even the ancient queens of thrice-cursed Lahmia.
    - Rarely do artefacts of this fell civilisation reach the Old World and all are steeped in blood and misunderstood power.
    - One such artefact is the White Sistrum, a strange ivory-graven rattle-drum shaped like an hourglass, whose discordant music brings madness and death, and evokes the terrible rites of the Naga - invoking their power and the slaughter of forgotten ages when the cold-blooded serpents of Chaos held the world in a stranglehold of terror.
    - It is unclear whether these Snake Men correspond to the three big concentrations of Beastmen located to the north, center and south of the Khuresh peninsula, or if they are in any way related to the Lost City of the Old Ones that lies in the center of the jungles, of which nothing is known except its location.
    - Though the High Elves are no longer the dominant colonial power that they once were, they still maintain two outposts on each end of the Gates of Calith.
    - No Asur trade routes go to the Hinterlands of Khuresh.
    - In Blood Bowl there is at least one Snake Men team - the Kureshi Kobras.



    The Withered Host
    Spoiler Alert, click show to read: 
    "Arboreonecromancy is a little-practiced branch of wizardry -- any mystic wizard crazed enough to attempt it normally transfers his attentions back to raising zombies and skeletons, rather than undead trees. However, legends tell of the Archmage Sycamo, 'The Daemon Carpenter of Estalia', who not only perfected a method of reanimating trees from their residual elements, but also filling them with astounding vigour."

    https://drive.google.com/drive/folde...WhndVE0VklZZDA Storm of Magic Page 55


    Blood Woods = Sycamo's Withered Host is at its strongest when fighting in forests, and are capable of moving through them at speed much like Wood Elves and Beastmen.

    Death to Athel Loren = Sycamo's goal is to conquer Athel Loren, killing the forest and raising it into a terrible host. If Sycamo conquers Athel Loren, he gains a Withered Treeman Ancient and an army of undead tree units and zombie dragons, and can settle the Oak of Ages.

    Estalian = Sycamo is estalian, meaning that their start position is somewhere in Estalia.

    Living Deadwood Staff = The Withered Host cannot raise skeletons, zombies, etc. in the territories that they enter. Instead they can raise Rotting Dryads (normal, birch, oak and willow), Withered Tree-Kin and Dire Wolves.

    Faction Leader
    Spoiler Alert, click show to read: 
    Archmage Sycamo = Also known as ‘The Daemon Carpenter of Estalia’, Sycamo is an Arboreonecromancer, meaning that he is capable of raising dead trees to unlife and having them fight at his side.
    https://drive.google.com/drive/folde...WhndVE0VklZZDA Storm of Magic Page 55


    Unique Faction Units
    Spoiler Alert, click show to read: 
    Arboreonecromancer = "Arboreonecromancy is a little-practiced branch of wizardry -- any mystic wizard crazed enough to attempt it normally transfers his attentions back to raising zombies and skeletons, rather than undead trees. However, legends tell of the Archmage Sycamo, 'The Daemon Carpenter of Estalia', who not only perfected a method of reanimating trees from their residual elements, but also filling them with astounding vigour."
    https://drive.google.com/drive/folde...WhndVE0VklZZDA Storm of Magic Page 55

    Master Arboreonecromancer = "Arboreonecromancy is a little-practiced branch of wizardry -- any mystic wizard crazed enough to attempt it normally transfers his attentions back to raising zombies and skeletons, rather than undead trees. However, legends tell of the Archmage Sycamo, 'The Daemon Carpenter of Estalia', who not only perfected a method of reanimating trees from their residual elements, but also filling them with astounding vigour."
    https://drive.google.com/drive/folde...WhndVE0VklZZDA Storm of Magic Page 55

    Rotting Branchwraiths = ”Branchwraiths are the oldest of the Dryads. Before the coming of the Elves, the Branchwraiths were so much more. In those days, it was they who ruled the forest and they who tamed the Winds of Magic to bring sustenance to bough and branch. Now the Branchwraiths watch and wait for the seasons to shift once again.” An undead version raised by the Living Deadwood Staff.
    http://warhammerfantasy.wikia.com/wiki/Branchwraiths
    https://drive.google.com/drive/folde...WhndVE0VklZZDA Storm of Magic Page 55

    Rotting Dryads = ”Dryads are spiteful creatures with hearts akin to shards of ice. In the soul of a Dryad, there is neither room nor regard for compassion or mercy.” An undead version raised by the Living Deadwood Staff.
    http://warhammerfantasy.wikia.com/wiki/Dryad
    https://drive.google.com/drive/folde...WhndVE0VklZZDA Storm of Magic Page 55

    Rotting Dryads (Birch Aspect) = ”Dryads which shape shift into their Birch aspect take on a silvery-white appearance like birch trees, with a mass of delicate yellow green or tawny yellow foliage for hair. They are extremely vicious and spiteful and lash the foe with their long fingers which cut into flesh.” An undead version raised by the Living Deadwood Staff.
    http://warhammerfantasy.wikia.com/wiki/Dryad
    https://drive.google.com/drive/folde...WhndVE0VklZZDA Storm of Magic Page 55

    Rotting Dryads (Oak Aspect) = ”When Dryads shape shift into their Oak aspect, they become more robust and resilient to wounds. They assume a green or brown skin and their limbs thicken. Their hair becomes a mass of oak leaves and acorns.” An undead version raised by the Living Deadwood Staff.
    http://warhammerfantasy.wikia.com/wiki/Dryad
    https://drive.google.com/drive/folde...WhndVE0VklZZDA Storm of Magic Page 55

    Rotting Dryads (Willow Aspect) = ”In their Willow aspect, Dryads change into creatures with green skin and extremely long yellowish green hair which hangs down around them like the leaves of the weeping willow tree. Their fingers extend into incredibly long, whip-like willow twigs. In hand-to-hand combat they entwine their fingers around the foe and grip his weapon making it difficult for him to wield it at all.” An undead version raised by the Living Deadwood Staff.
    http://warhammerfantasy.wikia.com/wiki/Dryad
    https://drive.google.com/drive/folde...WhndVE0VklZZDA Storm of Magic Page 55

    Withered Tree-Kin = ”A Tree Kin is a mighty brute, an animated hulk of deadwood formed into a twisted and monstrous parody of an Elf. It does not fight with finesse, but with gnarled fists that batter armour apart and pummel flesh to bloody ruin. The Tree Kin is implacable, fearing neither pain nor death, for its body no longer has the ability to feel sensation and the spirit that drives it is already long dead.” An undead version raised by the Living Deadwood Staff.
    https://drive.google.com/drive/folde...WhndVE0VklZZDA Storm of Magic Page 55

    Withered Treeman = ”Treemen are massive humanoid creatures that resemble upright walking trees. They are considered a legend by most Old Worlders and the few that believe in their existence think them long dead.” An undead version raised by the Living Deadwood Staff.
    https://drive.google.com/drive/folde...WhndVE0VklZZDA Storm of Magic Page 55

    Withered Treeman Ancient = ”Treeman Ancients seldom rouse themselves to war; they find the colours of the waking world less vibrant as they get older and so steadily retreat into the dreaming lands of sleep where their magics nurture and shape the forest’s growth.” An undead version raised by the Living Deadwood Staff.
    https://drive.google.com/drive/folde...WhndVE0VklZZDA Storm of Magic Page 55


    Lords

    Master Arboreonecromancer
    Withered Treeman Ancient


    Heroes

    Arboreonecromancer
    Rotting Branchwraith
    Wight King


    Infantry

    Grave Guard
    Grave Guard (Great Weapons)
    Rotting Dryad
    Rotting Dryad (Birch Aspect)
    Rotting Dryad (Oak Aspect)
    Rotting Dryad (Willow Aspect)
    Skeleton Spearmen
    Skeleton Warriors
    Zombies


    Monstrous Infantry

    Dire Wolves
    Fenbeasts
    Withered Tree-Kin
    Withered Treeman


    Monsters

    Zombie Dragon



    Troll Island
    Spoiler Alert, click show to read: 
    The Dwarfs of the Skorrun Clan discovered a small lake fed by three underground rivers. They initially used it as a source of drinking water, but the Thane decided a larger reservoir should be created for a long siege. Occasionally, creatures found their way into the reservoir, traveling along the rivers into the chamber. When the dwarfs were still in possession of the hold, there were regular patrols to deal with these nuisances, but when the hold fell, it did not take long for the reservoir to attract new residents. A tribe of River Trolls claimed the place as their lair, and they live there still. Led by Ugma, a powerful and exceptionally intelligent creature, they are dangerous enough to keep other denizens of Karak Azgal from exploring the place.

    Most Trolls are incredibly simple-minded and spend most of their time thinking about how they are going to find their next meal. Orcs know how to prey upon this stupidity, often convincing Trolls to do their bidding by bribing them with promises of food. The River Troll Chieftain realised helping the Orcs would only mean his trolls would be used as fodder by the Greenskins, so he has refused their advances.

    Warhammer Fantasy Roleplay 2nd Edition; Karak Azgal


    Faction Leader
    Spoiler Alert, click show to read: 
    Ugma, Chief of the River Trolls = ”Ugma was blessed with an abnormally high intelligence. He speculates it has something to do with his exposure to a significant amount of warpstone when he was a cub. Ugma is quite content to live here in the reservoir.”
    http://khorne.ru/2nd/wfrp_web/Karak_Azgal.pdf


    Unique Faction Units
    Spoiler Alert, click show to read: 
    Dark Reservoir River Trolls = River Trolls that use Great Weapons.
    http://khorne.ru/2nd/wfrp_web/Karak_Azgal.pdf


    Lords

    River Troll Chief
    Stone Troll Chief
    Swamp Troll Chief
    Lava Troll Chief
    Night Troll Chief
    Shugon Chief


    Heroes

    River Troll Brute
    Stone Troll Brute
    Swamp Troll Brute
    Lava Troll Brute
    Night Troll Brute
    Shugon Brute


    "Infantry"

    Trolls (Common)
    River Trolls
    Giant River Troll Hag
    Dark Reservoir River Trolls
    Stone Trolls
    Night Trolls
    Lava Trolls
    Swamp Trolls
    Shugon Trolls


    Regiments of Renown

    Badbreath's Beaters
    Black River Trolls
    Da Bog Trotta Bruvers
    Dimmy's Trolls
    Gorskull War-Trolls
    Rok Eataz
    The Greenies


    Squiggly Beasts

    Cave Squig
    Monstrous Squig


    Monsters

    Cave Spiders
    Giant Spiders
    Land Wyvern



    Volcano Gods of the Southlands
    Spoiler Alert, click show to read: 
    "Still stranger sights are to be seen in the lands even further afield. In the bone-strewn deserts of the south, living volcano-gods belch forth armies of elemental flame at the behest of silk-clad sorcerers."
    https://i.imgur.com/653OQ6L.png Warhammer 8th Edition Rulebook

    Aversion to Water = Fire Elemental's are obviously not fond of water. If they go on the ocean, they take extreme levels of attrition and generally won't last long. To compensate, they do not suffer other forms of attrition.

    Cult = They start with just cultist units at first, but once they complete a ritual to awaken a Volcano they can then get access to elemental units.

    Drain Magic = They naturally drain magic around them to empower themselves.

    Geothermal = As fire elementals they aren't particularly worried about fire. As such, fire magic does not damage them at all. If possible it boosts their health.

    Great Fires = Loot and Raze are merged together for these, generating a lot of money as they burn down cities. On top of that, by burning a city in the next turn you can use the Raise Dead mechanic to hire fire elementals to bolster your forces. The higher the settlement level, the more powerful the fire elementals on offer.

    Mountain Homes = Mountainous terrain is where they can build their 'cities', which on the campaign map makes the mountains look like flowing volcanoes. In other areas they can only create outposts (like Wood Elves) that farm money for them (by burning the landscape) and hire cultists.

    Unique Faction Units
    Spoiler Alert, click show to read: 
    Sorcerer Lord = Silk-clad sorcerers are those who encourage the volcano gods to spew forth their armies.
    https://i.imgur.com/653OQ6L.png Warhammer 8th Edition Rulebook

    Sorcerer = Silk-clad sorcerers are those who encourage the volcano gods to spew forth their armies.
    https://i.imgur.com/653OQ6L.png Warhammer 8th Edition Rulebook

    Elemental Lord of Fire = Powerful Elementals that can lead armies.
    https://i.imgur.com/653OQ6L.png Warhammer 8th Edition Rulebook
    http://warhammerfantasy.wikia.com/wiki/Elementals

    Great Elemental of Fire = A heroic elemental.
    https://i.imgur.com/653OQ6L.png Warhammer 8th Edition Rulebook
    http://warhammerfantasy.wikia.com/wiki/Elementals

    Fire Sprites = Fire Elementals that have split into multiple smaller forms.
    https://i.imgur.com/653OQ6L.png Warhammer 8th Edition Rulebook
    http://warhammerfantasy.wikia.com/wiki/Elementals


    Lords

    Elemental Lord of Fire (Fire)
    Sorcerer Lord (Fire)
    Sorcerer Lord (Metal)
    Sorcerer Lord (Shadow)


    Heroes

    Great Elemental of Fire (Fire)
    Sorcerer (Fire)
    Sorcerer (Metal)
    Sorcerer (Shadow)


    Mortal Infantry

    Cultists
    Fire Kobolds
    Flagellants


    Elementals

    Earth Elementals
    Fire Elementals
    Fire Sprites
    Incarnate Elemental of Earth
    Incarnate Elemental of Fire
    K'daai Fireborn
    K'daai Manburners
    K'daai Destroyers
    K'daai Firebulls
    Metal Elementals (limited)
    Shadow Elementals (limited)



    Warweald of the Wildwood
    Spoiler Alert, click show to read: 
    "Long ago, Drycha held court amongst the roots of Addaivoch, the once-glorious creature known in recent times as the Tree of Woe. Most believe that Drycha lost her mind when Morghur’s death tainted that ground forever, but in truth, she was capricious and malevolent for many long years before that tragedy. Drycha remembers well the days before the coming of the Elves, and has ever rued the folly that shackled the forest to mortal whim and fate. She rarely converses with others, even the Dryads who serve her as handmaidens, but instead chants a mantra of the names of all those fellow spirits whom she believes have been failed by the Elves. As old as Drycha is, she still possess a crystal-clear memory, and it is doubtful that she will ever reach the end of her tally; new names are added with every battle between Athel Loren and the outside world.

    In the early years of the alliance between the Elves and forest, Drycha was ever in evidence about the glades and groves, watching the Elves and examining their every action for any sign of betrayal. She has been seen little in the years since Morghur’s blood was spilt upon her glade, though she is known to commune with Coeddil, a Treeman of great age and power, and serves as his herald while the great being lies shackled in the depths of the Wildwood. Such a thing cannot help but provoke unease, for Coeddil’s distrustful attitude of the Wood Elves is legend. He is so incredibly ancient that it is difficult to ascertain his motivation, for Coeddil has forgotten more than many younger beings — the Elves included — will ever know. If these two embittered spirits have found common cause, as it appears, it can only be a matter of time before the balance of Loren forest is thrown into disarray.

    In recent years, strange tales have come to Athel Loren, worrying rumours of Drycha’s activities. On the fringe of the great Drakwald Forest in the Empire, the peasants tell stories of the trees that come alive, hungry for blood. On the edge of the Forest of Arden in Bretonnia, villagers gather only deadwood for their purposes, citing tales of other settlements found ruined and torn, the inhabitants left as scraps of tattered meat by the vengeance of the trees. To many, these events seem as senseless as they are apparently random, but if they are indeed the work of Drycha and her handmaidens, there must surely be a greater goal behind them than mere slaughter — though what that goal is remains to be seen. Alas, even Naieth the Prophetess cannot see the destination for which Drycha strives, for the road leading there is hidden by blood and horror."

    http://warhammerfantasy.wikia.com/wiki/Drycha
    http://warhammerfantasy.wikia.com/wiki/Coeddil


    Cleanse Athel Loren = Drycha, and the forest spirits of the Wildwood, despise the Wood Elves and view them as a blight on the forest. She has long mistrusted them and wishes to drive them out for weakening the forest with their mortal whims. As such, the Warweald of the Wildwood are anti-Wood Elves, and either have severe penalties when doing diplomacy with all wood elven factions, or are perpetually at war with them. I side more with severe penalties, as that can mean that there could be a watchful 'peace'. This is in addition to a leadership bonus when fighting Wood Elves.

    Hates Mortals = Drycha and her ilk are not particularly fond of mortals and there are many instances of them senselessly slaying people in Bretonnia and in Drakwald Forest. To represent this, she has penalties to diplomacy with human, dwarf, and greenskin factions, but has severe penalties to any that use gunpowder, or are beastmen or chaos-aligned.

    Forest Spirits = As they are a forest spirit faction they have a bonus to diplomacy with other forest spirit factions (if there are any).

    Release Coeddil = Coeddil is trapped within the Wildwood, but there are many times when forest spirits manage to escape through small breaches in the protective barrier. My suggestion is that this faction should start off with Coeddil as an immoveable horde to demonstrate that he is trapped within the forest. All following Lords that are recruited are able to expand as they normally would with no movement penalties. When those factions manage to conquer a certain settlement or two, Coeddil is then released and is capable of moving as per usual. This could be tied to a series of quests instead.

    Waken the Woods = When this Warweald conquers a settlement they can awaken the local forests to fight on their side, the mechanic running very similar to the way that Warriors of Chaos can claim Norse tribes.

    Faction Leader
    Spoiler Alert, click show to read: 
    Coeddil = ”Coeddil is one of the three Treeman Elders remaining within the realms of Athel Loren. It was Coeddil who, at the Battle of Anguish, scattered Morghur the Corruptor’s forces and seized the beast himself. But Coeddil’s distrustful attitude of the Wood Elves is legend. He is so incredibly ancient that it is difficult to ascertain his motivation, for Coeddil has forgotten more than many younger beings — the Elves included — will ever know.”
    http://warhammerfantasy.wikia.com/wiki/Coeddil


    Special Characters
    Spoiler Alert, click show to read: 
    Drycha, the Briarmaven of Woe = ” Drycha is a powerful spirit of Athel Loren. Long ago, Drycha held court amongst the roots of Addaivoch, the once-glorious creature known in recent times as the Tree of Woe. Most believe that Drycha lost her mind when Morghur’s death tainted that ground forever, but in truth, she was capricious and malevolent for many long years before that tragedy. Drycha remembers well the days before the coming of the Elves, and has ever rued the folly that shackled the forest to mortal whim and fate.”
    http://warhammerfantasy.wikia.com/wiki/Drycha


    Lords

    Ancient Treeman

    Heroes

    Branchwraith

    Spite Swarms

    Luminescents
    Malevolents
    Mischiefs
    Netlings
    Radiants
    Shrikes
    Terrors


    Spirits

    Deepwood Fetchlings
    Mischievous Naiads
    Possessed Interlopers
    Shadow-Naiads
    Spiteful Kelpies
    Summerspirits of Arranoc
    Treeman Striplings
    Treemen
    Treekin
    Dryads
    Dryads (Birch Aspect)
    Dryads (Oak Aspect)
    Dryads (Willow Aspect)
    Guardian Trees (Abyssal Wood)
    Guardian Trees (Blood Forest)
    Guardian Trees (Fungus Forest)
    Guardian Trees (Venom Thicket)
    Guardian Trees (Wildwood)


    Regiments of Renown

    Daernidd
    Daernidd’s Handmaidens
    Dryads of the Sacred Grove
    Dryads of the Willowgroves
    Knarlroot
    Sceolan’s Resplendents
    The Awakened
    The Despairs
    Wildkin


    Monsters

    Host of the Forest Canopy
    Host of the Forest Floor
    Warhawks
    Great Eagles
    Forest Dragons
    Incarnate Elemental of Beasts
    Fenbeast


    Zoats
    Spoiler Alert, click show to read: 
    “There are few races in the world so mysterious as Zoats. No one knows how they arrived in the forests of the Old World, why they did so or even what their goals are. Are the Zoats a race unto themselves, or some splinter of the Lizardmen? Perhaps the Slann Mage-Priests known, but on this topic, as on many others, they remain enigmatically silent.

    Zoats are powerful wizards, able to tap into the Winds of Magic in an instinctive manner, rather than through study and ritual. Whilst this means that a Zoat will never prove as versatile a wizard as an Elf, or even a Man, their innate control over the lifewind, Ghyran, surpasses all but the most learned High Elf Mages. Indeed, many a Wood Elf Spellsinger will seek out a Zoat in order to learn from it, but as the Elves of Athel Loren find Zoats no less elusive than do other beings, very few succeed in their search.

    In the ordinary run of things, Zoats are seldom encountered outside their woodland homes. Indeed, even within such places, it is rare to catch sight of one. When intruders close or danger threatens, Zoats will rouse the trees and undergrowth to crush and strangle interlopers, rather than take direct action themselves. In this way, Zoats can avoid detection, and even a single such creature can imbue a forest with a reputation so dreadful that even marauding Orcs and rampaging warherds will give the area a wide berth. Where sorcery alone is not sufficient, the Zoat will leave the shadows to enter the fray personally, knocking the invaders to the ground with sweeping blows. Once prone, the enemy becomes easy prey for creeping roots and vines, which swiftly entangle and throttle them. When eldritch storms erupt upon the world, it is possible to bind Zoats into service and only then will the creatures leave their reclusive forest homes.”

    https://us.v-cdn.net/5022456/uploads...81s57va506.png


    Author's Note: The Zoat's are exceptionally rare and elusive, and it is clear that they make use of forests to attack those that disturb their homes. To me it makes sense to have forest spirits as their forces, with some limited monsters alongside them. It is my belief that they should not be a marauding faction, but a hidden, stationary horde that exists as an obstacle on the world map. Their isolationist attitude does not mesh well with extended diplomacy, but they do appear to have some contact with Wood Elves, so perhaps they would be capable of diplomacy with them.

    Affinity with Nature = The Zoats are reclusive and tend to remain hidden within their woodland homes, but there has been lore that the Zoats and Wood Elves sometimes come into contact in a relatively peaceful manner. Combining this with their innate ability to control the wind of life magic, I think it makes sense for them to have an affinity with natural forces. This would mean they have bonus diplomacy when dealing with the Wood Elves and forest spirit factions.

    Dislike Industrialisation = Their affinity with the natural world puts them at odds with industrialisation. Any faction that uses gunpowder weaponry has a minor penalty on the diplomacy screen when dealing with the Zoat.

    Hate Corruption = The corruption of Chaos and Necromancy are an affront to nature and to the Zoat. Those factions of this type (if capable of diplomacy) will have extraordinary negative ratings on the diplomacy screen.

    Reclusive Forest Homes = It is very difficult to get the Zoats to leave their forest homes, they tend to just fight intruders and then return to their woods. To represent this, a modder could initially turn them into a movement-less horde, so that their faction leader will only remain in their forest spawn location and will fortify it with a full stack. Then any future lords could have limited movement on the campaign screen, to vaguely represent how they are a reluctant force. As they appear to ambush intruders, they could always be in ambush stance. Another way of doing this would perhaps be to have them as a standard horde that will 'settle' once they build a new building, and from then on they do not move but just fortify their chosen location.

    Woodland Battles = I think it makes sense to give them a type of map like the Beast Paths (perhaps use a less corrupt set of beast path maps made by the modder), to represent the way they use nature as a weapon.

    Faction Leader
    Spoiler Alert, click show to read: 
    The Warden of the Woods = ”A humanoid torso rose from the fore of the creature’s lower body, muscular arms descending from broad shoulders, a lizard-like head perched atop the merest stump of a neck. In the creature’s hands, a bladed staff of silver and white shone with the brilliance of starfire. Even from a distance, he could tell it was no natural denizen of Athel Loren, nor yet some strange manifestation of the fey. He was reminded of Ywain’s words, her insistence that the Warden of the Wood was not a creature of the forest but rather something far older.”
    Storm of Magic: The Hour of Shadows novel by C. L. Werner


    Unique Factional Units
    Spoiler Alert, click show to read: 
    Baby Zoats = Seems that even the baby zoats fight.
    http://www.collecting-citadel-miniat...y_Zoat_Ptd.jpg

    Zoat Wizard Lord = ”Zoat leaders are warriors of mysticism as well as battle, intermingling their guttural battle cries with frightening philosophical truths.”
    https://us.v-cdn.net/5022456/uploads...x2b6yp3gnk.png
    https://i.imgur.com/s3GnpW6.jpg 3rd Ed. Armies Book

    Zoat Wizard = ”Zoat leaders are warriors of mysticism as well as battle, intermingling their guttural battle cries with frightening philosophical truths.”
    https://us.v-cdn.net/5022456/uploads...x2b6yp3gnk.png
    https://i.imgur.com/s3GnpW6.jpg 3rd Ed. Armies Book

    Zoat Warriors = ”Zoats are large, rough-skinned creatures whose massive physical presence and superficial ugliness shields a cunning intelligence and deep-seated passion for arcane lore.”
    https://us.v-cdn.net/5022456/uploads...x2b6yp3gnk.png
    https://i.imgur.com/s3GnpW6.jpg 3rd Ed. Armies Book

    Zoat Warriors (Great Weapons) = ”Zoats are large, rough-skinned creatures whose massive physical presence and superficial ugliness shields a cunning intelligence and deep-seated passion for arcane lore.”
    https://us.v-cdn.net/5022456/uploads...x2b6yp3gnk.png
    https://i.imgur.com/s3GnpW6.jpg 3rd Ed. Armies Book


    Lords

    Zoat Wizard Lord (Life)
    Zoat Wizard Lord (Beasts)


    Heroes

    Zoat Wizard (Life)
    Zoat Wizard (Beasts)


    Spite Swarms

    Luminescents
    Malevolents
    Mischiefs
    Netlings
    Radiants
    Shrikes
    Terrors


    Forest Spirits

    Deepwood Fetchlings
    Dryads
    Shadow-Naiads
    Treekin
    Treeman Striplings
    Treemen


    Elementals

    Life Elementals
    Earth Elementals
    Water Elementals
    Air Elementals


    Regiments of Renown

    Daernidd
    Daernidd’s Handmaidens
    Dryads of the Sacred Grove
    Dryads of the Willowgroves
    Knarlroot
    Sceolan’s Resplendents
    The Awakened
    The Despairs
    Wildkin


    Zoats

    Baby Zoats
    Zoat Warriors
    Zoat Warriors (Great Weapons)


    Monsters

    Host of the Forest Canopy
    Host of the Forest Floor
    Fenbeast


    Zoat Lore
    Spoiler Alert, click show to read: 
    - Zoats are mysterious creatures which are so rarely seen that for many in the Old World they are the subject of fable and myth
    - They seldom stray from their woodland habitat, and usually only do to associate with the wood elves
    - Zoat leaders are warriors of mysticism as well as battle, intermingling their guttural battle cries with frightening philosophical truths
    - Zoats are large, rough-skinned creatures whose massive physical presence and superficial ugliness shields a cunning intelligence and deep-seated passion for arcane lore[

    https://i.imgur.com/s3GnpW6.jpg 3rd Ed. Armies Book


    Future Rogue Armies
    Spoiler Alert, click show to read: 
    Cannibals of the Vampire Coast
    Jagged Spear Tribe
    Knights of Antoch
    Malteeras Blood Crusaders
    Morgheim
    Morthael's Host https://i.imgur.com/NKptuqI.png White Dwarf 244
    Pygmies of Lustria
    Sneaky Gits of Gash Kadrak
    The Cold Ones from the Dank Caverns of Gruellock https://i.imgur.com/B8BIKzf.png White Dwarf 50
    The Council of Nine
    The Dark Elves of the Evil Forests of Dreddogre https://i.imgur.com/B8BIKzf.png White Dwarf 50
    The Dispossessed
    The Dwarfs of Thurkin Bay
    The Fabled City of Xhezeuotzit
    The Witch Coven of Blood Hollow https://i.imgur.com/B8BIKzf.png White Dwarf 50
    Uff's Slave Rebellion
    Wighthallow Malus Darkblade: The Daemon Curse by Dan Abnett - Chapter 12
    Last edited by PaulH; April 19, 2021 at 10:03 AM.

  4. #4

    Default Re: Information Thread for Potential Rogue Armies

    Thanks for the (as usual) meticulous research work Paul. Great read as we still have a bit of time to wait before TW:Warhammer II comes out

  5. #5

    Default Re: Information Thread for Potential Rogue Armies

    First of all mega thanks for the in depth research; all these threads are phenomenal. Secondly - these Rogue armies are badass and we need a mod asap to have them introduced

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •