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				 Warhammer MA: Empire 
 I was going to do Dwarfs, Chaos Dwarfs or Dogs of War as my next project, but I've decided to start off the Warhammer Empire nation instead, mainly because I need a break from doing non human sprites for a while and Dogs of War is such an eclectic nation that it would require more in the way of graphics.
 So anyway, Empire it is, at least for now.
 
 
 THE EMPIRE
 
 
 THE NATION SHOULD
 
 Be tactically flexible
 Make full use of resources and production
 Have strong religion
 Be restricted by its humanity
 Represent the incredible diversity of the Colleges
 Have very useful and cost effective PD
 Be split evenly between North and South creating two interesting balanced nations
 
 
 WEAPONS
 
 Crankbow - 3 crossbow bolts per turn, not that much ammo, bit innacurate.
 Hand Crossbow (ranged) - A single shot medium/close range missile weapon.
 Hand Crossbow (melee) - A single shot AP melee weapon.
 White Wolf Hammer - Solid two handed hammer with charge bonus.
 
 
 ARMOUR
 
 Empire Full Plate - High quality full plate.
 
 
 
 ------ EMPIRE SOUTH ------
 
 
 RECRUITS
 
 State Spearman - Spear, Shield, Iron Cap, Plate Cuirass.
 State Halberdier - Halberd, Iron Cap, Plate Cuirass.
 State Swordsman - Broadsword, Shield, Iron Cap, Plate Cuirass (improved skills, higher cost)
 State Crossbowman - Crossbow, Dagger, Leather Cap, Plate Cuirass.
 Greatsword - Greatsword, Empire Full Plate, Iron Cap.
 Greatsword - Greatsword, Empire Full Plate, Iron Cap.
 Nobleborn - Horse, Plate Hauberk, Iron Cap, Hand Crossbow (melee/ranged), Broadsword.
 Free Infantry - Shortsword, Dagger, Studded Leather, Reinforced Leather Cap.
 Archer - Shortbow, Leather Cap, Leather Armour, Dagger.
 Reiksguard Foot - Broadsword, Shield, Empire Full Plate, Full Helmet.
 Inner Circle Reiksguard Knight - Warhorse, Lance, Broadsword, Shield, Empire Full Plate,
 
 Full Helmet.
 Order Knight (generic) - Warhorse, Lance, Broadsword, Shield, Empire Full Plate, Full
 
 Helmet.
 Flagellant - Sacred, Flail.
 War Wagon - High rcost. Various ranged and melee weapons, trample.
 Steam Tank - V. High rcost. No cannon, but tramples and uses steam weapons + 'fire' shield, extreme prot.
 Marksman - Carries a crankbow.
 Outrider - Horse, Arbalest, Short Sword, light armour.
 
 
 COMMANDERS
 
 Scout
 State Captain
 State General
 Elector Count - Expensive, summons state troops, not a bad general
 Reik Captain - As knight, standard, 80 ldr.
 Grand Masters - One per Southern order, they are unique summons who in turn can use 'summon allies' to gather Inner Circle knights of their order. Probably require house
 rules. The Reiksmarshal Kurt Helborg is particularly powerful.
 Initiate of Sigmar - H1
 Battle-Priest of Sigmar - H2, 40 ldr, extra holy spell or two
 Theoganist - H3, old, not a leader
 Witch Hunter - H1, stealthy, inquisitor, increase unrest
 College Adept - 1 Random pick, used to summon College Wizards
 
 
 
 ------ EMPIRE NORTH ------
 
 
 RECRUITS
 
 State Spearman - Spear, Shield, Iron Cap, Plate Cuirass.
 State Halberdier - Halberd, Iron Cap, Plate Cuirass.
 State Swordsman - Broadsword, Shield, Iron Cap, Plate Cuirass (improved skills, higher cost)
 Greatsword - Greatsword, Empire Full Plate, Iron Cap.
 Free Infantry - Shortsword, Dagger, Studded Leather, Reinforced Leather Cap.
 Archer - Shortbow, Leather Cap, Leather Armour, Dagger.
 Huntsman - Longbow, Leather Cap, Leather Armour, Axe, stealthy.
 Hunting Hound - Summoned by Huntsmaster, stealthy flanker.
 Kossar - Ringmail, Reinforced Leather Cap, Axe, Composite Bow.
 Ungol Horse Archer - Ungol Horse, Furs, Composite Bow, Falchion.
 Winged Lancer - Ungol Horse, Lance, Shield, Falchion, Plate Hauberk.
 Teutogen Guard - Empire Full Plate, White Wolf Hammer, Half Helmet.
 Inner Circle White Wolf - Warhorse, Empire Full Plate, White Wolf Hammer.
 Order Knight - Warhorse, Lance, Broadsword, Shield, Empire Full Plate, Full Helmet.
 Warrior of Ulric - Sacred, Greatsword, Ringmail, Iron Cap.
 Wolfkin - Sacred, Furs, Axe, Broadsword, stealthy.
 
 
 
 COMMANDERS
 
 Scout
 State Captain
 General
 Elector Count - Expensive, summons state troops, not a bad general
 Hunt Master - Horse, light lance, spawns hunting hounds
 Boyar - Ungol Horse, Plate Hauberk, Composite Bow, Falchion
 Ice Mage - Water and possibly air magic from Kislev
 White Wolf Seneschal - As White Wolf Knight, standard, 80 ldr.
 Grand Masters - One per Northern order, they are unique summons who in turn can use 'summon allies' to gather Inner Circle knights of their order. Probably require house rules.
 Initiate of Ulric - H1
 Battle-Priest of Ulric - H2, 40 ldr, extra holy spell or two
 High Priest of Ulric - H3
 College Adept - 1 Random pick, used to summon College Wizards
 
 
 
 SPECIFIC KNIGHT ORDERS
 
 
 SOUTH
 
 Reiksguard (Special polished armour gives +1 def)
 Blazing Sun (Morning star rather than broadsword, partial fire res)
 Griffon (Higher morale and mapmove 3)
 Hunters of Sigmar (Forest survival, axe, slightly worse armour, supplybonus)
 Black Bear (+1 str)
 Sigmar's Blood (Sacred)
 Gold Lion (Wasteland survival)
 Encarmine (No lance, no shield, two swords, very skilled, high upkeep)
 Hammers of Sigmar (Sacred, no lance, holy hammer, shield, no helmet)
 
 
 NORTH:
 
 White Wolf (No lance, no shield, no helmet, use white wolf hammers, +1mr, berserk 0)
 Panther (Falchion rather than broadsword, wasteland survival, animal awe)
 Templars of Everlasting Light (Standard effect)
 Sacred Scythe (No lance, anti undead scythe)
 Knights of Morr (Increase unrest, fear 0, no lance)
 Broken Sword (No lances, better sword skill)
 Wolves of Ulric (Sacred, similar to white wolf)
 Gryphon Legion (Not really a knight order, but the Kislev equivalent, upgraded winged lancers)
 
 
 MAGIC COLLEGES
 
 Schools
 
 Fire - Bright - F+ - Evocation
 Wizard - Higher precision, lower research
 Lord - Strong fire shield, starts at higher leadership
 
 
 Metal - Gold - E (F) - Alteration and construction
 Wizard - Alchemy (?), higher upkeep
 Lord - Forgebonus
 
 
 Shadow - Grey - AD - Enchantment, alteration
 Wizard - Stealthy
 Lord - Flight, spy
 
 
 Beasts - Amber - N+ - Conjuration
 Wizard - Forest survival, shapechange to wolf
 Lord - Shapechange to giant bear, useful summon allies ability in this form
 
 
 Heavens - Celestial - Equal AS - Evocation and thaum
 Wizard - Research bonus, prevent bad events
 Lord - Better bonuses
 
 
 Light - Light - FS - Alteration and Evocation
 Wizard - Heal, Auto communion (pythium copystats)
 Lord - Better heal?
 
 
 Life - Jade - N EWA - Alteration, Evocation
 Wizard - Decrease unrest? Heal?
 Lord - If possible, increase growth scale (lord of fertility)
 
 
 Death - Amethyst - D (W) - Alteration, Enchantment
 Wizard - Drain life attack
 Lord - Armed with Soul Slaying scythe weapon
 
 
 Each school will have 2 summons available - one for a standard Wizard such as "Bright Wizard" and one for a college lord, "Bright Wizard Lord". The standard wizards will basically be 2 in one path then have some kind of secondary path, or a chance at lvl3 in their main path if from a focused school like Bright.
 
 The Wizard Lords will be lvl 3 average, but some lvl 4. They will kick ***, but they will all be old.
 
 The whole thing will be started off by the College Acolyte recruitable which has lvl 1 random in NEFADS.
 
 N1 summons Amber, Jade
 F1 summons Bright, Light
 A1 summons Grey,
 D1 summons Amethyst
 S1 summons Celestial
 E1 summons Gold
 
 The summons will have to be researched and will be found with one version in each of the schools favoured by the mages, at level 3 and 6 perhaps?
 
                 Last edited by lch; August 25th, 2008 at 06:14 PM..
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