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Re: Warhammer Nations
Empire is sort of like an medieval version of the Space Marines, with the same sort of inquisition styled religion and reverence to the Emperor, but without the fancy high-tech guns and lasers http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: Warhammer Nations
The Empire, like the Dwarfs, lose some of their units because I'm not putting gunpowder into the game. However they do get some replacements. The Steam Tank loses the gunpowder cannon, but will keep a steam based missile weapon it can fire off before trampling - it will be very hard to kill of course.
Generally the Empire are a bit like Marignon - some solid infantry, great knightly cavalry and the capability to have huge missile firepower (they get shortbows, crossbows and longbows). |
Re: Warhammer Nations
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Re: Warhammer Nations
The forces of chaos might make for a VERY interesting mod.
Marauders- hp 12 Att 11 Def 10 Str 11 Mr 9 Mor 10 Move 2, Pillage Bonus, flail/axe/morningstar. Furs and leather. --Domsummoned maybe by powerful lords? Horsemen with axe+throwing axes and a better pillage bonus. Warriors- Hp 14 Att 13 Def 12 Str 13 MR 11 Mor 12 Move 1. Greataxe/Axe+shield/Axe+Sword. Full Chain. Knights- Hp 14 Att 14 Def 13 Str 14 Mr 11 Mor 13 Move 2. Sword+Shield. Full Chain. Chosen, warriors or knights. Hp 14 Att 14 Def 13 Str 14 Mr 12 Mor 14. Replace full chain with chaos armor (or full plate, for purists) Sacred. _______________ Sorceror- 210% FDSN Randoms. Otherwise as warrior Exalted Sorceror- F2 D1 110% FDSN, As Chosen warrior. Aspiring Champ.- Good leader 25% chance of B or S Exalted Champ.-great leader, decent thug 25% chance of BB or SS Lord.-Brutal combatant, great leader. 25% chance of BB or SS --BB/SS randoms represent possiblities of khorne or Tzeentch champions arising. Same deal with the sorcs randoms. LOTS of national magic- Blood 0 -Mark of Khorne AOE 5 Beserk +2 Blood 2 -Hounds of Khorne ritual Hp 12 Size 3 STR 14 Att/Def 10 MR 16 Move 3 Berserk +2 hunting hounds. Blood 4 -Bloodletters of Khorne ritual Hp 20 Size 3 Str 15 Att/Def 15 Mr 15 Berserk +2 hellblade wielding combat beasts. Blood 8 Bloodthirster of Khorne Ultratough monster. Extremely hard to summon, given the lack of blood magic- as it should be. Evo-- Red/Yellow/Green/Blue fires of Tzeentch. (SS or FS) Mark of Tzeentch at Evo 0, giving MR and twist fate. Thaum-- Pestilence, Affliction, Buboes. Mark of Nurgle at 0, Giving regen. Ench-- Lash of torment, siren call, delicious excruciation. Mark of Slaanesh at 0, gives (?) Conj. Screamers, Horrors, Flamers, Lord of Change. Nurlings (en masse), Plaguebearers, Great Unclean One. Daemonettes, Mounted Daemonettes, Keeper of secrets. Furies. Maybe a Daemon prince. Maybe Helcannons. Maybe the daemon cavalries. And Of course the Chaos Powers mod. |
Re: Warhammer Nations
As of right about now, I am seriously considerein doing this mod. Mostly to try my hand at drawing some daemons in GIMP (Which is a great program.)
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Re: Warhammer Nations
Go for it. You can do it on your own if you want, or we can collaborate. I wasn't planning on doing Chaos Hordes anytime soon personally.
As for the above - I'm not sure about nature magic. I'd probably have gone something like this: Khorne = BF Slaanesh = WS Nurgle = D (with extra diseasey spells) Tzeentch = SAF Chaos is pretty demanding graphically, but there's also an opportunity for some awesome looking armies. |
Re: Warhammer Nations
I'm a chaos player, myself.
The nature was there because, well, because I had no idea what to do for slaaneshi magics. Water is a good idea though. I consider myself an artist, though GIMP isn't exactly my field. I would, of course, be happy to collaborate, and I'm going to start a thread tomorrow anyways. Feel free to assist. Oh, any opinions on the powers would be nice too- I've only finished a warrior of either khorne or undivided, and a sorc. who could be anything except Khorne, so I'm open. Thanks! |
Re: Warhammer Nations
Nurgle could be death and nature. And the mark of Tzeench could be insanity or something like that.
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Re: Warhammer Nations
I don't think Nurgle should have nature. I know instinctively it seems like DN is the right picks for them, but if you look at the nature magic in Dom3 it just doesn't fit them. D is the closest - with some national spells added of course.
I have the same problem with Skaven from the Moulder clan - they should be BN for crossbreedin, but the nature magic doesn't actually fit them, so I'm making a couple of new national spells for them to use. |
Re: Warhammer Nations
I suppose, if you look at it that way.. But still, its all about the corruption and mutation of nature.
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