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	<title>2d4chan - User contributions [en]</title>
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	<updated>2026-05-10T08:20:11Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>http://2d4chan.org/mediawiki/index.php?title=Bloodcrushers_of_Khorne&amp;diff=99860</id>
		<title>Bloodcrushers of Khorne</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Bloodcrushers_of_Khorne&amp;diff=99860"/>
		<updated>2023-05-07T13:38:31Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:D145:6D8F:F393:33EC: &lt;/p&gt;
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&lt;div&gt;[[File:Bloodcrusher6.jpg|230px|right|thumb|&amp;lt;span style=&#039;color:red;font-size:100%&#039;&amp;gt;CHARGING THROUGH MOTHERFUCKERS!&amp;lt;/span&amp;gt;]]&lt;br /&gt;
Bloodcrushers, more commonly known as the cavalry of [[Anal circumference]], are the mainstay daemonic cavalry of [[Khorne]]. Bloodcrushers are [[Bloodletter|Bloodletters]] who have earned a field day promotion, earning the privilege to ride upon a [[Juggernaut]]. Bloodletters do not claim a particular steed through any conscious choice, but by instinct. Perhaps only Khorne himself knows exactly who chooses whom. Honored Bloodletters are simply beckoned forth into the dark labyrinthine pens, armed only with runic chains.&lt;br /&gt;
&lt;br /&gt;
Of course such an undertaking is not for the weak, for a Bloodletter must drag forth its chosen mount from the Blood God&#039;s stockade and survive long enough to break the homicidal steed. [[FATAL|Many an aspiring daemon has leapt upon the back of an enraged Juggernaut, only to be thrown and crushed into an unrecognizable smear.]] Imagine a bucking bull challenge, except the bucking bull not only throws you off his mount but also tears you [[Anal circumference|a new asshole.]] &lt;br /&gt;
&lt;br /&gt;
Bloodcrushers are feared for their almost unstoppable charges. They rush headlong into the thickest part of a battle, scattering opposition as pounding hooves pulverize those not quick enough to avoid the charge.&lt;br /&gt;
&lt;br /&gt;
In the end, Bloodcrushers are a cruel symbiosis. In legions, Bloodcrushers form the first murderous punch from a wave of Daemons. Juggernauts act as brutal battering rams, plunging deep into enemy ranks. While the Juggernauts gore and pound defenders, turning their lines into a bloody quagmire, their Bloodletter riders use their Hellblades to harvest a grisly bounty of skulls for Khorne.&lt;br /&gt;
&lt;br /&gt;
A sub-type of Bloodcrushers exist known as &#039;&#039;&#039;Blood Stalkers&#039;&#039;&#039;, whereas most Bloodcrushers make blistering charges at their foes, [[Reasonable Marines|Blood Stalkers will carefully hunt around the permieter of enemy defenses.]] These creatures are famed for mauling isolated sentries and annihilating clusters of scouts. They gained infamy assaulting the world of Daya. Indeed it is unwise to underestimate the forces of Khorne as [[Crull|blithering idiots who blindly charge at their enemies.]] Khorne is not only the god of murder but a god of war and strategy and will take full advantage against those he deems as arrogant.&lt;br /&gt;
&lt;br /&gt;
{{Template:Chaos-Daemons}}&lt;br /&gt;
{{World Eaters}}&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;br /&gt;
[[Category: Blades of Khorne]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Blood_Throne&amp;diff=99666</id>
		<title>Blood Throne</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Blood_Throne&amp;diff=99666"/>
		<updated>2023-05-07T13:38:07Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:D145:6D8F:F393:33EC: &lt;/p&gt;
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&lt;div&gt;[[File:BloodThrone.jpg|280px|right|thumb|&amp;lt;span style=&#039;color:red;font-size:100%&#039;&amp;gt;MOVE! I NEED TO PIMP OUT MY KHORNATE MOTORCYCLE!&amp;lt;/span&amp;gt;]]&lt;br /&gt;
The &#039;&#039;&#039;Blood Throne&#039;&#039;&#039;, sometimes called [[Khorne|Khorne&#039;s]] pimp mobile, is the cousin of the much [[Lulz|lulzier]] [[Skull Cannon]]; instead of shooting raging skulls that chomps on enemies like skeletal Pac-Man, the Blood Throne instead acts more like a command unit.&lt;br /&gt;
==Overview==&lt;br /&gt;
An echo of the mighty dais upon which Khorne himself resides, these Daemonic chariots are able to mangle all those who stand in its path. Blood Thrones are manned by Bloodletters, and upon its throne sits a mighty Herald of Khorne.&lt;br /&gt;
&lt;br /&gt;
The Blood Throne is a mark of status, a manifestation of Khorne&#039;s own favor among his minions. Should the Herald manning the chariot stand high enough in the Blood God&#039;s favor, his blessing ripples outward from the throne and with it a portion of Khorne&#039;s wrath. Its appearance can dramatically enhance the morale and killing power of a legion of Khornate daemons or mortal servants of the Blood God like some kind of psychic blood-infused [[Drug|bath salts.]] This sensation becomes infused within the veins of nearby Daemons, driving them into a [[Rage|maddening frenzy.]]&lt;br /&gt;
&lt;br /&gt;
With that said, whilst all blood is equal in Khorne&#039;s eyes, the skulls of the slain are not. [[FATAL|Those of cowards are fed into the Blood Throne&#039;s baleful workings, consumed in fire to bring the Daemon Engine fresh vigour.]] Those taken from the truly valiant are claimed by the Herald and fused with the throne itself, eternal monuments to the futility of opposing the will of Khorne. In this way, the oldest Blood Thrones bear the skulls of [[Space Marine]] [[Chapter Master|Chapter Masters]], the [[Dark Eldar]] [[Archon_(Warhammer_40,000)|Archons]] of Commorragh, and the [[Warboss|Warbosses]] of the [[Ork]] race stacked side-by-side.&lt;br /&gt;
&lt;br /&gt;
{{Template:Chaos-Daemons}}&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;br /&gt;
[[Category: Blades of Khorne]]&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Old/Warscrolls_Compendium/Orcs_%26_Goblins&amp;diff=32540</id>
		<title>Age of Sigmar/Tactics/Old/Warscrolls Compendium/Orcs &amp; Goblins</title>
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		<updated>2023-05-07T13:37:36Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:D145:6D8F:F393:33EC: &lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;This compendium is no longer available from the AOS downloads page. Everything here has been moved into the other destruction tomes, or has been squatted forever.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For your [[Orc|Orcs]], as well as your [[Goblins]] and [[Trolls#Fantasy|Trolls]]&lt;br /&gt;
&lt;br /&gt;
==Orruks Summary==&lt;br /&gt;
Orruks do one thing, and one thing well: Mobs.&lt;br /&gt;
Okay, now that that&#039;s been mentioned, the other big thing to know about these guys is synergy. Obviously, the matching of Orruk and Grot (Orc &amp;amp; Goblin) units count, but also the mixing between Black Orcs and Savages with the original Greenskinz is something to focus on, as while the units are still usable, their effectiveness only maximizes when placed with their hero alongside them. The only universal Orruk Hero is the Warboss, so ALWAYS take one.&lt;br /&gt;
&lt;br /&gt;
==Orruks Warscrolls==&lt;br /&gt;
Similar to Skaven, there&#039;s a bunch of subcategories here for different sects. They&#039;re going to be grouped together as close as possible.&lt;br /&gt;
&lt;br /&gt;
==Greenskinz==&lt;br /&gt;
===Heroes===&lt;br /&gt;
*&#039;&#039;&#039;Gorbad Ironclaw:&#039;&#039;&#039; That big bad Boarboss is still pretty frightening in AOS. Sure, he only has a 4+, but with 7 wounds and a 9&amp;quot; moving range, he&#039;s still pretty survivable. His badass axe deals 5 3+/3+/-2/d3 attacks, which can easily mulch up anything sub-Stormcast, and even give them a run for their money too. In addition, all Greenskinz models within 6&amp;quot; of him get re-roll wound rolls of 1, so he&#039;s worth plonking with a good mob of boyz. His Command Ability makes all Greenskinz within 16&amp;quot; of him add 2+ Bravery and expand his wound re-rolling ability to 16&amp;quot;, making him even better for a big Waaagh-charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Azhag the Slaughterer:&#039;&#039;&#039; Big guy. Really big, like 12 Wounds 8 Bravery flying 12-4&amp;quot; movement monster big. His attacks are plentiful, from his 6 3+ (With re-rolls)/3+/-1/1 sure-striking weapons to his Wyvern&#039;s 4+/3+/-1/2 attacks (Though the volume decreases as he gets more hurt) or the even deadlier 2 4+/2+ (Though this drops with injuries)/-1/3 attack which can, if it hits but doesn&#039;t kill a model, chucks another mortal wound on a 4+. His unique spell (Value 5) makes an enemy within 24&amp;quot; test Bravery on 2d6, with failing inflicting d3 Mortal Wounds, while rolling a result double their bravery forces d6 Mortal Wounds. Meh. His Command Ability&#039;s pretty neat though, as he gives an Orruk unit within 18&amp;quot; +1 to all Hit, Run, and Charge rolls for the rest of the turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orc Warboss:&#039;&#039;&#039; The base proppa Orruk hero, with plenty of loadouts: Choppa/Shield (Which can re-roll saves), Double Choppas (Inflicting 8 3+/3+/-1/1 hits instead of the usual 6), a Massive Choppa (Adding to the Rend and d3 damage at the cost of half your attacks and a weaker hit roll), or a Waaagh! Banner (Which is a joke as a weapon, hitting as hard as most humies. Don&#039;t.). He also can ride a boar, giving him better range, though and a spare weapon of average usefulness. Either way, he gets his Command Ability: WAAAGH! This gives all Orruks within 12&amp;quot; of him another attack. No matter what your primary composition of Orruks, always bring this guy if you plan on being a respectable Orruk player.&lt;br /&gt;
**The Banner makes the boss a &#039;&#039;&#039;Totem&#039;&#039;&#039;, and enables all Orruks within 16&amp;quot; of it to re-roll wound rolls of 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orc Warboss on Wyvern:&#039;&#039;&#039; Pretty much Azhag, though you lose out on his weapons and get 10 Wounds. However, you&#039;re a bit more survivable as you get a shield to re-roll saves. Also, you can still issue Waaaghs as a Command Ability, so he&#039;s definitely better for support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orc Great Shaman:&#039;&#039;&#039; A Warboss who&#039;s slightly worse in every way (And only has a middling weapon), but becomes a wizard. When placed near a mob of 20 or more, he gets +1 to cast and he has one pretty sweet spell: 3 visible units within 20&amp;quot; of him have to roll d6: On a 2+, they take a mortal wound, on a 6, they eat d3 mortal wounds. He can take a Boar to make him mobile, which is a good idea because he&#039;s not someone to throw into a fight and expect to win.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orc Bully:&#039;&#039;&#039; Statwise similar to the Shaman but loses a wound and the option for a mount. The only reason you take him is to keep the Grot Crews of nearby warmachines from having to eat Battleshock.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Orcs:&#039;&#039;&#039; Da boyz. Really, their weapons are almost identical (The choppa gives -1 rending, but that&#039;s all) and a re-rollable save. Doubling up on the Choppas is pretty weak, as they only let you re-roll hit rolls of 1 and lose out on the re-roll. Buying 20+ for a mob is recommended, as they all gain a bonus attack (So boyz get 2 and the boss gets 3).&lt;br /&gt;
**&#039;&#039;&#039;Waaagh Drummer:&#039;&#039;&#039; [JOKE RULE INCOMING] You can only add +2 to Charge if you shout &amp;quot;WAAAGH!&amp;quot;[/JOKE RULE] Disruptive, but it&#039;s at least in line for Orcs.&lt;br /&gt;
**&#039;&#039;&#039;Standard Bearer:&#039;&#039;&#039; Boyz get two options for banners: The Orc Banner adds +2 Bravery (Making them Bravery 7) to a unit if there are nearby enemies, which should be always. The Skull Icon gives a mob the ability to prevent a unit from breaking on a 6. Either one&#039;s okay, really.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orc Arrer Boyz:&#039;&#039;&#039; Still kinda lacking in small numbers. The Arrers are worse to hit, their Cuttas are worse to wound. IF they sit still and find an enemy further than melee range, then they can add +1 ot their hit rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ruglud&#039;s Armoured Orcs:&#039;&#039;&#039; A curiously special clan or Arrer Boyz with a better save and Crossbows that actually have a good chance of wounding someone. Their cuttas are still kinda meh, though their 3-wound boss Ruglud can make sure the hit sticks with a Wound value of 3+. They come with Maggot, who adds +1 Bravery and can negate mortal wounds he takes on a 4+. if Ruglud&#039;s alive and they don&#039;t move, they now get to shoot twice, making them even better. Oh, and the Drummer, but you really should be focusing on shootan.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orc Boar Boyz:&#039;&#039;&#039; Orcs with better movement and a bonus wound, the boar makes a big boost for them as they become mobile, retain the re-roll save provided by their shields, and their Boar&#039;s tusks, while no better than their normal weapons, have double attacks and re-roll to-wound if they charged into battle. When buffed by a Warboss or Gorbad, they get to be even more dangerous.&lt;br /&gt;
**&#039;&#039;&#039;Waaagh Horns:&#039;&#039;&#039; [JOKE RULE INCOMING] You can only add +2 to Charge if you shout &amp;quot;WAAAGH!&amp;quot;[/JOKE RULE] Disruptive, but it&#039;s at least in line for Orcs.&lt;br /&gt;
**&#039;&#039;&#039;Glyph Bearer:&#039;&#039;&#039; This glyph adds +2 Bravery (Making them Bravery 7) to a unit if there are nearby enemies, which should be always. Not bad, and it&#039;ll make sure that these gitz stick even when the charge doesn&#039;t end well.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orc Boar Chariots:&#039;&#039;&#039; It&#039;s not as powerful as before, as it&#039;s stuck with the spears and the Boars themselves for attacks (Though they do get the re-rolls if they charge). Charging is pretty much the big thing you should be using it for; Not only do the boars re-roll to wound when they charge, but the chariot also has a chance to inflict d3 additional mortal wounds, capable of wiping through base squads with some playing and support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rogue Idol of Gork (Or Possible Mork) (Forge World):&#039;&#039;&#039; The Orkiest Totem that ever walked the Earth. It halves all wounds it takes (mortal or no) and must always charge an enemy without exception (even if it ran), and with firsts that initially hit on a 2+ with -2 Rending and truckloads of stomping attacks with -3 Rending, there isn&#039;t much reason to refuse. Additionally, all Greenskinz within range gain +1 Bravery for seeing it (with Wizards re-rolling casting rolls of 1), but killing it instead subtracts Bravery by 1, as well as inflicting Mortal Wounds on anyone nearby it when it dies. Just be sure it actually gets to a fight, as it can possibly inflict a wound on any nearby model at the end of each turn.&lt;br /&gt;
&lt;br /&gt;
==Ironjaws==&lt;br /&gt;
===Heroes===&lt;br /&gt;
*&#039;&#039;&#039;Gordrakk the Fist of Gork:&#039;&#039;&#039; Da BIGGEST boss (Megaboss to be more precise) of the AOS setting. And first NEW named character warscroll (Celestant prime and Archaon don&#039;t count). To start off with Gordrakk&#039;s stat wheel. First of all Bigteef can FLY meaning Gordrakk has a 12&amp;quot; unobstructed movement range when at full health. Stat-wise, Bigteef is pretty impressive, sporting more Wounds, more claw-swings and a consistent 3 tail-swipes over a run-of-the-mill Maw-Krusha. Gordrakk keeps up with the big boys of AOS with two powerful weapons, one that gets stronger against Heroes and one that gets stronger against Wizards. His Command Ability is incredibly powerful but requires you to build your army around it: You can only use it once per game. You pick one Destruction unit (so Ogres can be picked as well). The unit gets to roll 3D6 for charges, discarding none, and gets +2 attacks with all their melee weapons. Now this sounds powerful, but not single-use named character &amp;quot;THE VOICE OF GORK&amp;quot; powerful. Until you notice the little remark that if the unit you picked was from a Battalion, the entire Battalion gets the boost. Holy Shit. Can you spell &amp;quot;Beastclaw Avalanche&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Grimgor Ironhide]]:&#039;&#039;&#039; Once the biggest and baddest warboss there was, then Incarnate of Beasts, now a lethal force multiplier. Sure, he can fight by himself, with Gitsnik having -2 rending and his Almighty &#039;Eadbutt issuing d3 wounds, but he just provides so much more than just killing. Put him within 10&amp;quot; of another Orruk hero and he adds +1 to hit. Stack him with a unit of Black Orcs and they become Immortulz and re-roll 1s to-hit. His Command Ability is also deadly, as all Orruk units within 10&amp;quot; now add +1 to hit, which could be devastating with the proper army backing him up. If you make him the general, always bring another boss (namely a Black Orc one) with him.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Megaboss on Maw-Krusha:&#039;&#039;&#039; If you don&#039;t want the flashy yellow special character git, you can just take the garden variety. This here guy still flies, has lots of wounds with a 3+ save, powerful attacks, a dangerous not-a-breath-attack and the Destructive Bulk ability that shoves tiny little roadblocks out of the way. Oh, and unlike most monster-riding Heroes, this one&#039;s Command Ability is actually better than the footslogger&#039;s, as it&#039;s pretty much the same ability but with higher range.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Megaboss:&#039;&#039;&#039; The big&#039;un. The Megaboss is an extremely powerful centerpiece even without a flying bulldog to accompany him. With two very powerful melee weapons that get stronger as he kills Heroes and a buff to Brutes and a Command Ability, the Megaboss can keep up with the best of them. In fact, there are some Heroes riding monsters who are hilariously out-gunned by this guy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Black Orc Big Boss:&#039;&#039;&#039; Similar to the Greenskinz warboss, he&#039;s got three setups: Choppa/Shield (with save re-roll), Double Choppas (Which inflict a bonus attack if they make a hit roll of 6), and the big choppa with -2 Rending. Unlike the Greenskinz version, he lacks options for a mount or a banner, but they have little need of that. What they need is another Orruk hero (like Grimgor) within 10&amp;quot; so they can add +1 to their hit rolls. In addition, if he uses his Command Ability, he can inflict a mortal wound to an Ironjaw unit within 5&amp;quot; that will undo a failed battleshock test, making sure the line holds...somewhat. All in all, don&#039;t make him general unless you bring tons of Black Orcs. If his ability worked with other Greenskinz, maybe it&#039;d be better to take him, but as it is, don&#039;t.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weird-Nob Shaman:&#039;&#039;&#039; THE most dangerous Wizard in melee as he has just about the same melee profile as all the other wizards, but with D3 attacks instead of 1. He also gains a bonus to his casting rolls depending on how many other Ironjaws are around him. And he so needs that boost, because his unique spells, while powerful, have unreasonably high casting values. Foot of Gork in particular can potentially grind entire units to paste, but has a casting value of 10. Remember, average of 2D6 is 7, so this spell is improbable even with the +2 bonus. And more often than not, it will do 1-2 Mortal Wounds and then just flat stop. But when it works, boy does it hurt.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warchanter:&#039;&#039;&#039; This guy is hilarious. He drums out a beat with his Gorkstikk and Morkstikk. And he drums it on foes&#039; skulls, preferably still kinda living. And while he&#039;s utter crap in melee no matter what his special rule wants you to believe, he dishes out a sweet, sweet buff to help your other guys. Also, despite having no banner, he&#039;s a TOTEM, which is important for some missions (and Bestigors. Holy crap, keep this guy away from Bestigors).&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
*&#039;&#039;&#039;Ardboyz:&#039;&#039;&#039; Orcs+1. They&#039;re armed with better stats (2 wounds like chaos warriors and 4+ save) , Their choppas give 2 attacks and they add +1 to hit if a Black Orc Boss is within 6&amp;quot; of them. Without a Big Boss...they&#039;re better off used sparingly, as they won&#039;t benefit from any Greenskinz buffs.&lt;br /&gt;
**&#039;&#039;&#039;Waaagh Drummer:&#039;&#039;&#039; You can add +2 to Charge if you have one in the unit.&lt;br /&gt;
**&#039;&#039;&#039;Standard Bearer:&#039;&#039;&#039; Ironjaws get two options for banners: The Orc Banner adds +2 Bravery (Making them Bravery 7) to a unit if there are nearby enemies, which should be always. The Icon of Mork (of Probably Gork) allows the unit a chance to negate a unit fleeing on a roll of a 6.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brutes:&#039;&#039;&#039;: Orcs on steroids(More steroids).NOTE:This is just first impressions from the warscroll. First up the stat wheel. Brutes have three wounds each making them even tougher than a stormcast (Quite right too) with a better than average 4+ save. They are however as slow as a dwarf and have a Meh bravery of 6. This unit comes with three weapon loadout options PLUS another three for the units Boss. All their attacks deal rend and range from 4 attacks on a close 1&amp;quot; range weapon or 3 attacks on a 2&amp;quot; range weapon that deals D3 DAMAGE EACH!. They also come with a couple of decent looking abilities. First up they can re roll hits when facing anything with 4 or more wounds (Sucks to be you Heros and Monsters). To make this lot even more adept at Crumpin high wound units if a boss carries a Boss Klaw and succesfully HITS then the Brute smasha weapon automatically hits (Providing you attacked with the Klaw first).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gore-Gruntas:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Bonesplittas==&lt;br /&gt;
===Heroes===&lt;br /&gt;
*&#039;&#039;&#039;Wurrzag Da Great Green Prophet:&#039;&#039;&#039; He&#039;s like a Great Shaman, but with a worse save (With an additional 6+ to save any wound he takes, mortal or no). His staff is decent, but his missile is the savage equivalent dakka. Of course, he&#039;s also a wizard that adds +1 to casting two of his three spells; his third spell has a value and can potentially harm another wizard, and if he kills one, they&#039;re turned into a Cave Squig.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Orc Warboss:&#039;&#039;&#039; Whereas Greenskinz Warbosses are for utility and Black Orc Bosses are for holding the line, the Savage Warboss is for making wild charges. He has the same loadout choices as the other bosses (including the Boar), but with a bonus attack in exchange for less accuracy. On top of that, he&#039;s got a 5+ (re-rollable if you took Choppa/Shield) and a pseudo-6+ that negates Mortal Wounds that can&#039;t be re-rolled. Considering this, it might be okay to grab dual Choppas, the benefit for this being the ability to re-roll all missed hits, which is deadly. His Command Ability gives another Bonesplitta within 14&amp;quot; the ability to give another hit if he rolls a 6 to-hit, which is neat. Like the other Heroes, don&#039;t use unless you plan on using plenty of Bonesplittas.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Orc Shaman:&#039;&#039;&#039; An Orc Shaman with a weaker save and that other save that can resist Mortal Wounds. His special spell inflicts d3 Mortal Wounds on an enemy unit (with the chance for another strike as well), which is kinda fun.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Savage Orcs:&#039;&#039;&#039; These guys get strapped to da TEEF. They got the options for Choppas, Spears, shivs (A total joke, they suck even more than Choppas) and shields for re-rolls on their saves (And they still have the Warpaint to act as a super 6+ Save). Yeah, they can get two different weapons if you take the Shiv. The alternative is to make them all take bows so they can be Arrer Boys with either Choppas or Shivs for up-close fightan or extra arrers to boost their hit rolls by +1 if they don&#039;t move for the turn. In either case, bring mobs. 20+ Boyz give re-rolls to hit, which while bleh, the Boss does add +1 to hit. On top of that, any unit of ten can get 2 Big Stabbas, who get 2 Wounds and a weapon more approaching a Black Orc&#039;s weapons. (*Edit: the warscroll says: &amp;quot;For every ten Savage Orcs in the unit, two may carry a Big Stabba BETWEEN THEM. This essentially means that you only get 1 big stabba per 10).&lt;br /&gt;
**&#039;&#039;&#039;Skull Basher:&#039;&#039;&#039; [JOKE RULE INCOMING] You can only add +2 to Charge if you shout &amp;quot;WAAAGH!&amp;quot;[/JOKE RULE] Disruptive, but it&#039;s at least in line for Orcs.&lt;br /&gt;
**&#039;&#039;&#039;Icon Bearer:&#039;&#039;&#039; This adds +2 Bravery (Making them Bravery 7) to a unit if there are nearby enemies, which should be always. This is a must considering how easily these guys will drop.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Orc Boar Boyz:&#039;&#039;&#039; The Bonesplittas get the same weapons as their Greenskinz equivalents; they can opt to lose that re-rollable save and instead double down on their Choppas (Allowing them to re-roll a hit roll of 1). The Boss does add +1 to hit. They have both the Tuska Charge and Warpaint rules as fitting, but are just the same as the others.&lt;br /&gt;
**&#039;&#039;&#039;Tribal Drummer:&#039;&#039;&#039; [JOKE RULE INCOMING] You can only add +2 to Charge if you shout &amp;quot;WAAAGH!&amp;quot;[/JOKE RULE] Disruptive, but it&#039;s at least in line for Orcs.&lt;br /&gt;
**&#039;&#039;&#039;Icon Bearer:&#039;&#039;&#039; This adds +2 Bravery (Making them Bravery 7) to a unit if there are nearby enemies, which should be always. This is a must considering how easily these guys will drop.&lt;br /&gt;
&lt;br /&gt;
==Gitmob==&lt;br /&gt;
===Heroes===&lt;br /&gt;
*&#039;&#039;&#039;[[Grom the Paunch]]:&#039;&#039;&#039; Is he alive? Is he dead? Who cares! He&#039;s here with his Wolf Chariot! He&#039;s got a weapon that hits as good as a Warboss and the ability to regenerate wounds on a 4+, his Niblet has the ability to resist any wounds like Bonesplittas while having a joke weapon just to bog the enemy down and the Wolves attack about as well as Boars. Taking Grom is about the same as grabbing a Grot Warboss, as his Command Ability gives all Gitmob units within 10&amp;quot; a re-roll to hit. Take him to make sure those Gobbos hold.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Goblin Warboss:&#039;&#039;&#039; Gobbo Bosses get three different loadouts (Not accounting for their Wolves, which make them far faster than Orruks): Cutta/Shield (For the re-roll on the save), Double Cuttas (For a re-roll on 1 to hit, not too bad), or a Slica (A bigger Cutta like the Greenskin Boss has the &#039;Uge Choppa). Their way of negating hits is by throwing it at other Grots: If he takes a wound, mortal or otherwise, he can save it and throw a Mortal Wound to a nearby unit. The fun thing with this is that it&#039;s not limited to just other Gobbos, so you can give yourself a retinue of Orcs just to suck it up and then smash some faces. The reason you take him is because their Command Ability allows them to give a Gitmob Unit +1 Bravery and Attack in combat, which is...something to consider, but if you don&#039;t grab so many, you can still benefit from bringing him as a distraction.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Goblin Shaman:&#039;&#039;&#039; A Gobbo Boss with a weaker weapon, but he&#039;s just as decent a distraction. On top of that, he has a spell that lets a Gitmob unit within 16&amp;quot; a bonus -1 Rending on their weapons, just so they can hold up a bit better against bigger and badder foes.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Goblins:&#039;&#039;&#039; Gobbos go two ways: Spears and Shields or Slashas and Bows. Grab Shields and you need to buy mobs so they can get a 5+ save for bringing 10+. Actually, buy mobs anyway. All Gobbos get bonuses to hit the bigger they get (+1 for 20, 2 for 30). Play these guys in mobs of 40, with bows and Sneaky Stabbin, they are actually pretty terrifying.&lt;br /&gt;
**&#039;&#039;&#039;Horn Blower:&#039;&#039;&#039; They add +2 to Run.&lt;br /&gt;
**&#039;&#039;&#039;Flag Waver:&#039;&#039;&#039; Unlike Orruks, Grots gain +2 Bravery for NOT being nearby an enemy unit. &#039;Cuz they&#039;z cowardly.&lt;br /&gt;
**&#039;&#039;&#039;Nasty Skulkers:&#039;&#039;&#039; You can also set up Skulkers within a mob of Gobbos. That way, when you attack, you can spring another 2 attacks with better rending and the chance to inflict a mortal wound on a 6. Not a total must-take, but grabbing one can definitely help deal that killing blow.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Goblin Wolf Riders:&#039;&#039;&#039; They ride wolves that can pile in from 6&amp;quot; and can either stab with spears (With a +1 to-wound if they charged) or shoot with Bows and Slittas. Unlike their bigger brethren, they can grab shields for any loadout, though they&#039;re only useful if you bring 5+ of them, where you gain a 4+ save.&lt;br /&gt;
**&#039;&#039;&#039;Horn Blower:&#039;&#039;&#039; They add +2 to Run.&lt;br /&gt;
**&#039;&#039;&#039;Standard Bearer:&#039;&#039;&#039; Unlike Orruks, Grots gain +2 Bravery for NOT being nearby an enemy unit. &#039;Cuz they&#039;z cowardly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Goblin Wolf Chariot:&#039;&#039;&#039; All the tools of the Wolf Riders slapped together. The best way to use it is to be mobile with it, as it can shoot even if it ran, and it can re-roll its run distance (While also transferring that second gift to all Wolf Riders and Grot Heroes on Wolves within 8&amp;quot;). You really should take this if you are planning on running Cavalry-heavy with your gobbos.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Snotlings:&#039;&#039;&#039; Shit combat units, but they&#039;re not for that. They&#039;re for pissing people off when they don&#039;t break because BRAVERY 10 BITCHES! These guys are good for running distractions for a pack of Orcs as they gain +1 to hit in combat if they&#039;re within 6&amp;quot; of the big greenies, but their wounding power&#039;s still crap.&lt;br /&gt;
&lt;br /&gt;
===War Machines===&lt;br /&gt;
*&#039;&#039;&#039;Goblin Spear Chukka:&#039;&#039;&#039; This Warmachine needs to be tended to by its 3-grot crew, but you can lose one git and at least fire at max capacity, though you lose out on about an inch of movement. On the flipside, the Crew gets cover from being behind the war machine. The weapon itself is decent, good -2 rend, d3 damage and gets +1 to hit when targeting a Hero while having a Bully next to it gives re-rolls to hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Goblin Rock Lobber:&#039;&#039;&#039; This needs its 4 crewmen to work optimally, as losing one forces it to not only lose an inch of mobility, but also makes it hit on a 4+. That can be compensated, however, depending on the unit you aim as hitting a 10+ mob gives you +1 to hit (Which makes it a bigger priority to do so earlier on, when you still have the full crew to hit on a 2+). Get a Bully with them and roll a 6+ to hit and you get to fire a second shot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Doom Diver Catapult:&#039;&#039;&#039; The big reason to keep the crew here? Range. Every grot with it adds 10&amp;quot; to its range (20&amp;quot;-50&amp;quot;). While the thrown gobbo isn&#039;t too shabby a weapon (3+/3+/-1/d3 or d6 depending on if the Bully&#039;s there or not), its deviousness lies in its ability to aim. The weapon needs no line of sight to fire its payload, and even if it misses its intended target, it has a 50/50 chance to still hit another target within 10&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Snotling Pump Wagon:&#039;&#039;&#039; A bunch of Snotlings on a ramshackle thing with random movement. They&#039;re armed with the same Snotling weapons with the melee being boosted by bringing an Orruk within 6&amp;quot;, while they also gain Scything blades, which is at least a decent weapon instead of being shit. Roll a double on movement or charging, and you get d6 wagon attacks.&lt;br /&gt;
&lt;br /&gt;
==Moonclan==&lt;br /&gt;
===Heroes===&lt;br /&gt;
*&#039;&#039;&#039;[[Skarsnik]], Warlord of the Eight Peaks:&#039;&#039;&#039; Skarsnik&#039;s combat potential is...modest. His weapon has d6 potential for dakka, Gobbla has the ability to inflict d3 damage (d6 if he rolls a 6 to wound). His big pull, though, is making the natural cowardice of his Moonclan Gobbos into opportunities - if he or any Moonclan unit within 10&amp;quot; retreats, they have a chance of inflicting d3 wounds against a unit within combat range (usually the guy who broke them if it was in combat), while his Command Ability does the opposite by making them immune to Battleshock and goads them into attacking and piling in twice in a mob of little green fury.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Night Goblin Warboss:&#039;&#039;&#039; Pretty much identical to the plain Gobbo warboss, but with two key differences: Any hit rolls of 6 against the boss&#039; unit count instead as a roll of 1. His Command Ability makes a Moonclan unit within 20&amp;quot; of him do double damage on a wound roll of 6. Whereas Skarsnik makes Night Goblins an anvil with contingencies, the base boss makes them a swarm of pain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Night Goblin Warboss on Giant Squig:&#039;&#039;&#039; Taking this is for the mobile Night Goblins. His Command Ability makes all Moonclan units within 10&amp;quot; move and run another inch while any other Squig Hoppers instead get to re-roll their run and charge moves. In combat, he&#039;s just about as good as on foot, though he gets another 4 hits on 3+/4+/-1/1 that doubles damage if its charge roll is a double (Don&#039;t rely on this.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Night Goblin Shaman:&#039;&#039;&#039; A Shaman with the potential to either add +2 to cast or be completely dumbstruck until next Hero Phase. His spell is pretty good also, it&#039;s Value 8, but the mushrooms help with that - It inflicts d3 mortal wounds on an enemy, but then can spread out and hit other units within 6&amp;quot; of that first target. Spread that Bad Moon pain on a mob of Chaos Warriors and see the entire setup get shuddered.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Night Goblins:&#039;&#039;&#039; Like Savage Orcs, these guys get quite a few setups: Spear/Stabba and Shield (Making 10+ mobs gain a 5+ save), Arrows and Slittas, or Nets (Which give good volume of attack while also reducing any hit rolls made on them in combat by 1). Mobbing up&#039;s also advised here, as they get the same size bonuses as standard Gobbos, but To Wound and not To Hit. This also means that the Warboss&#039; Command is insanely powerful on them in melee, as they&#039;ll Wound on 2+ or 3+ and any Wound roll of 4+ inflicts double damage.&lt;br /&gt;
**&#039;&#039;&#039;Gong Basher:&#039;&#039;&#039; They add +2 to Run.&lt;br /&gt;
**&#039;&#039;&#039;Standard Bearer:&#039;&#039;&#039; Night Goblins get two options for standards: The Bad Moon Icon gives them +1 to their Save during shooting while the Goblin Flag adds +2 to their Bravery if there are no enemies nearby. Either is pretty god, though the Flag is better for melee.&lt;br /&gt;
**&#039;&#039;&#039;Night Goblin Fanatics:&#039;&#039;&#039; During ANY Charge Phase (Yours or theirs), you can unleash a Fanatic in your unit and have them charge the enemy in a counter-charge/double charge, though his movement is limited to 2d6. If he rolls doubles on his movement, then he&#039;s dead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Night Goblin Squig Hoppers:&#039;&#039;&#039; These guys have a mixed blessing in their random movement. However, their only difference from the normal Night Goblins is that and a special wound. Oh, and a rule that if they roll doubles for the charge, they get 4 Squig attacks instead of 4.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Night Goblin Squig Herders:&#039;&#039;&#039; These guys are pointless without a Giant Cave Squig or two to help out. All they get from the squig is cover.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mangler Squigs:&#039;&#039;&#039; These are menacing. Massive 3d6&amp;quot; movement, reliable fangs, massive volume of fire from the shit strapped onto it, and some spare gobbo weapons that don&#039;t get weakened by damage. If you roll doubles when charging, you get even more +1 to ball-and-chain hits. Even killing this thing can be a risk, as any units within 6&amp;quot; risk take d3 mortal wounds. Wound-per-Wound, no monster in the game is as outright damaging as the Mangler Squigs. None. However, your opponent will realize that as well, so either use them as a distraction or bring enough distractions to make sure your Mangler Squigs reach the enemy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cave Squigs:&#039;&#039;&#039; Nowhere near as dangerous, but with some Herders on their side, they get some decency. Herders within 5&amp;quot; give them +1 to hit and re-rolls on run and charge distances while providing cover for the runtz. The other downside to these are that if they flee, they can risk eating anything aside from Moonclan units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Colossal Squig (Forge World):&#039;&#039;&#039; A REAL big&#039;un. 16 Wounds and 10 Bravery make sure it stays alive as it gets sent wherever it wants, and with 4d6&amp;quot; movement (at first, before the wounds set in), that&#039;s gonna be far away, where it can&#039;t possibly eat any of your units because there&#039;s nobody to fight. Rolling doubles when charging lets it re-roll 1&#039;s to hit with its feet and if it rolls a 6 to-wound with its jaws, it deals d3 Mortal Wounds. Also, if it dies, everyone nearby has a chance of eating d3 Mortal Wounds from its violent explosion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Squig Gobba (Forge World):&#039;&#039;&#039; A War Machine without being a War Machine. It can move, but it can&#039;t charge or pile in, and it needs to sit still in order to fire it&#039;s variable-range Squigs. At the very least, it can trip up people expecting to kill it with anti-War Machine weaponry. It&#039;s still pretty weak, with only the Goblins protecting it with stikks. Frankly this thing is shit. Entertaining shit, but shit. D3 shots that hit on 5+ AND have to deal with variable range bullshit? Skip.&lt;br /&gt;
&lt;br /&gt;
==Spiderfang==&lt;br /&gt;
===Heroes===&lt;br /&gt;
*&#039;&#039;&#039;Goblin Big Boss on Gigantic Spider:&#039;&#039;&#039; A bit more mobile and better protected than any other Gobbo boss with a re-rollable 4+ and the ability to move over terrain. His weapons are almost identical except for the part where a hit roll of 6 with the spider fangs makes a mortal wound. His Command Ability is vital to making Spiderfangs deadlier as those within 8&amp;quot; now deal mortal wounds with their spiders on a hit roll of 5+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arachnarok Spider:&#039;&#039;&#039; There&#039;s three varieties to this monstrosity, but all three versions get to use its fangs (Which can deal d3 Mortal Wounds on a 6+ hit roll) its multitudinous legs for stomping. The stock version only gets this, which makes it...just a giant monster that can be boosted by the addition of a Boss.&lt;br /&gt;
**One version gives it Gobbos with spears and bows as well as a flinger, a rather nice catapult with d3 damage.&lt;br /&gt;
**The other version still has spears and bows, but it now adds a Goblin Shaman who can cast two spells, with his unique spell giving a Spiderfang unit within 8&amp;quot; double damage if he triggers his venom. Stack this with the Boss&#039; Command ability and that lucky pack just might be the biggest threat. Just make sure you remember to guard your setup.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Forest Goblin Spider Riders:&#039;&#039;&#039; These guys lay between foot gobbos and Wolf Riders in terms of effectiveness: Not quite as mobile in the same way a wolf can, but a bit more survivable thanks to having shields (So a 5+ unit gets a 5+ save) as well as bows and spears and can ignore terrain and deal a Mortal Wound with spider hit rolls of 6...the spiders get 2 attacks each.&lt;br /&gt;
**&#039;&#039;&#039;Bone Drummer:&#039;&#039;&#039; They add +2 to Run.&lt;br /&gt;
**&#039;&#039;&#039;Icon Bearer:&#039;&#039;&#039; Unlike Orruks, Grots gain +2 Bravery for NOT being nearby an enemy unit. &#039;Cuz they&#039;z cowardly.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
*&#039;&#039;&#039;Trolls:&#039;&#039;&#039; Each variety of troll is pretty intimidating with a shooting weapon with -2 Rending and d3 damage and deadly melee weapons as well as the ability to regenerate wounds. The trolls can also opt to be plain sorts, who can literally IGNORE DEATH on a 4+ and keep a wound.&lt;br /&gt;
**&#039;&#039;&#039;Stone Trolls:&#039;&#039;&#039; Instead of not dying, these ones get a 6+ save against magic and a better save.&lt;br /&gt;
**&#039;&#039;&#039;River Trolls:&#039;&#039;&#039; These guys are the ones you want in the front to shield, as their stench makes all combat against them take -1 to hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Troll Hag (Forge World):&#039;&#039;&#039; It&#039;s a big meaty wall with tig ol&#039; bitties. Combat-wise, it&#039;s okay, but if it unbinds an offensive spell like Arcane Bolt, it instead deals d3 Mortal Wounds on the unfortunate wizard and it has a special spell that makes an unlucky unit subtract 1 from hit and save rolls. It can also heal each turn and anyone fighting it has to take -1 to hit it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Giant:&#039;&#039;&#039; Big, strong, clumsy, that&#039;s a giant. If they die or roll doubles on the charge, they&#039;ll collapse and deal d3 mortal wounds on whoever they fall on. If there&#039;s an enemy model right next to it, then it can roll 2d6 and kill it instantly if it rolls double that model&#039;s wounds stat.&lt;br /&gt;
&lt;br /&gt;
==Formations==&lt;br /&gt;
*&#039;&#039;&#039;Ironjaws Big Mob:&#039;&#039;&#039; A Black Orc Boss takes a Giant and three gangs of Black Orcs. Everyone here gets +1 to wound, which is killer. [JOKE RULE INCOMING] The boss also gets to re-roll hits against Heroes or Monsters if you shout some challenges or boasts.[/JOKE RULE]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greenskinz Big Mob:&#039;&#039;&#039; Grab A Warboss (on foot or Wyvern), a Great Shaman, a unit of Boar Boyz/Boar Chariot, and 3 units of a mix between Boyz and Arrer Boys. This setup does wonders for mobility, as they can run and shoot or run and charge in the same turn at any time. Once per game ,the Boss can also call a super-Waaagh! that gives a spare attack to anyone within 8&amp;quot; (Or 2 attacks if your boss is the general, which he seriously should). The only thing to remember is that the Warboss can&#039;t call Waaagh and Super-Waaagh on the same turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bonesplittas Big Mob:&#039;&#039;&#039; All Bonesplittas units, with 3 Savage Orc packs. They all get to resist mortal wounds or normal wounds on a 5+ and the first time each unit charges, they get a bonus attack for each weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;Great Gitmob:&#039;&#039;&#039; Warboss, Shaman, Wolf Riders/Wolf Chariot, 3 packs of Gobbos and 1-3 Skulkers. If your gobbos outnumber an enemy, they get +1 to hit, with a +1 to wound if they outnumber by 2:1. Also, if the boss murders a hero or monster, great! Your formation&#039;s now immune to battleshock!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Great Moonclan:&#039;&#039;&#039; Night Gobbo boss (On foot or on Squig), a pack of either Squig Hoppers, Manglers, or Cave Squigs with Herders, and 3 packs of Night Goblins with 1-3 Fanatics. Everyone here gets +1 Bravery and gain a second attack if their weapons roll a 6 to-hit. [JOKE RULE INCOMING] Your boss can also re-roll any hits if you&#039;re wearing a hood or beat the opponent in a staring contest before rolling.[/spoiler]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiderfang Venom Mob:&#039;&#039;&#039; A boss on a spider, 3 Arachnaroks and 3 Spider Riders. All spiders get +1 to wound and anyone within 8&amp;quot; of an Arachnarok is immune to Battleshock.&lt;br /&gt;
&lt;br /&gt;
Rules are here [http://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-orcs-and-goblins-en.pdf]&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics/Old]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Old/Order/Wanderers&amp;diff=32296</id>
		<title>Age of Sigmar/Tactics/Old/Order/Wanderers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Old/Order/Wanderers&amp;diff=32296"/>
		<updated>2023-05-07T13:36:16Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:D145:6D8F:F393:33EC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;These rules have been succeeded by the [[Age of Sigmar/Tactics/Order/Cities of Sigmar|Cities of Sigmar]] Battletome.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Oh well, they&#039;re the type of elves who will never settle down&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Where pretty girls are, well you know that they&#039;re around&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;They kiss &#039;em and them love &#039;em cause to them they&#039;re all the same&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;they hug &#039;em and they squeeze &#039;em; they don&#039;t even know their names&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;They call them the Wanderers&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Yeah, the Wanderers&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;They roam around, around, around&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These guys are the elf part of the old Wood Elf range, the dryads and treemen becoming their own army as the Sylvaneth. They now also include the Sisters of Averlorn for some reason, now re-branded as Sisters of the Watch. The Wanderers are one of the more tactically interesting armies in Age of Sigmar, especially with the Waystone Pathfinders battalion (highly recommended despite its cost). A variety of ranged options and some flexible heroes combine with the encirclement to make this army a cut above the usual &amp;quot;always be charging&amp;quot; approach that many other AoS armies encourage.&lt;br /&gt;
&lt;br /&gt;
==Why play Wanderers?==&lt;br /&gt;
===Pros===&lt;br /&gt;
*Shooting is their forte; only a handful of armies can put out more damage than them at a distance.&lt;br /&gt;
*They have a decent range of heroes that can fill particular niches.&lt;br /&gt;
*Melt-and-Strike tactics will have your opponent chasing you around while you pull him into bad situations.&lt;br /&gt;
*The ability to redeploy to keep your troops away from harm, or outflank your opponent.&lt;br /&gt;
*They have healers who can restore lost models, very few armies can do that inherently.&lt;br /&gt;
*Their battalion battlescroll gives them massive out-of-phase shooting.&lt;br /&gt;
*They are one of the legacy WHFB collections that still has a good range of units: cheap/elite/ranged/melee/casting/cavalry units are all covered &#039;&#039;(sometimes in combination)&#039;&#039; so you don&#039;t especially need a lot outside of the list in terms of filling gaps&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*While you do have a couple choices for Wizards, they aren&#039;t all powerful, so you&#039;ll never dominate in terms of magic.&lt;br /&gt;
*For the most part your units are fragile, expect casualties.&lt;br /&gt;
*No behemoths or heavy hitters, you&#039;ll have to look elsewhere if you want someone winning duels.&lt;br /&gt;
*Very few ways to churn out Mortal Wounds.&lt;br /&gt;
*Many of the models are on the chopping block when the Cities of Sigmar battletome releases.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
There isn&#039;t currently a Battletome for Wanderers.&lt;br /&gt;
*The &#039;&#039;Grand Alliance Order&#039;&#039; book has all the Warscrolls and Battalions.&lt;br /&gt;
*This should be supplemented with the Grand Alliance Order &#039;&#039;Errata&#039;&#039; and &#039;&#039;Designers&#039; Commentary&#039;&#039; from the [https://www.warhammer-community.com/faqs/ FAQs].&lt;br /&gt;
*Allegiance Abilities are in the &#039;&#039;General&#039;s Handbook 2018&#039;&#039;.&lt;br /&gt;
*Matched play points are in the &#039;&#039;General&#039;s Handbook 2018&#039;&#039;.&lt;br /&gt;
*Alternatively up to date Warscrolls can be found in the &#039;&#039;WH AoS&#039;&#039; app.&lt;br /&gt;
&lt;br /&gt;
As with all factions you&#039;ll want:&lt;br /&gt;
*The core rules are either [https://www.games-workshop.com/en-GB/Warhammer-Age-of-Sigmar-Rules downloadable] or in the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*Games taking place in a Realm need the Realm of Battle rules from the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*In you want to take advantage of realm specific artefacts you&#039;ll need the Artefacts Of The Realms section from the &#039;&#039;Malign Sorcery&#039;&#039; book.&lt;br /&gt;
*Matched play battleplans are split across the &#039;&#039;Core Book&#039;&#039; and &#039;&#039;General&#039;s handbook 2018&#039;&#039;.&lt;br /&gt;
*&#039;&#039;All&#039;&#039; books should be supplemented with any updates from the [https://www.warhammer-community.com/faqs/ FAQs].&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
Armies with the &#039;&#039;&#039;WANDERERS&#039;&#039;&#039; allegiance have the following abilities:&lt;br /&gt;
*&#039;&#039;&#039;Defiant Hunters:&#039;&#039;&#039; You may reroll battleshock tests for &#039;&#039;&#039;WANDERER&#039;&#039;&#039; units. This is literally the &#039;&#039;&#039;ORDER&#039;&#039;&#039; allegiance ability repackaged in a way that only works on Wanderer units. Your best abilities are the next two:&lt;br /&gt;
*&#039;&#039;&#039;Realm Wanderers:&#039;&#039;&#039; at the start of your movement phase, one of your &#039;&#039;&#039;WANDERER&#039;&#039;&#039; units that are within 6&amp;quot; of a table edge can be removed from the table and be set up at anywhere wholly within 6&amp;quot; of the same table edge that is more than 9&amp;quot; from the enemy. This counts as their movement.&lt;br /&gt;
CORE RULES Designers’ Commentary, July 2019: &#039;&#039;&#039;(Very important)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Q: Some abilities allow you to remove a unit from the battlefield&lt;br /&gt;
and set it up again, and say that this ‘counts as their move for&lt;br /&gt;
the movement phase’ (or words to that effect). Do these units&lt;br /&gt;
count as having made a move for the purposes of any other&lt;br /&gt;
rules or abilities?&lt;br /&gt;
A: No, it simply restricts them from making a move&lt;br /&gt;
later on.&#039;&#039;&lt;br /&gt;
**When used correctly, this ability will have your opponent howling with neckbeard rage at his inability to corner and overwhelm your units. You can comfortably hug the board edges with your ranged units and take him out at your leisure knowing that if he approaches too close you can simply redeploy somewhere else and continue raining arrows on him. If used on the wide board edges &#039;&#039;(or in conjunction with the Stalker of the Hidden Paths trait)&#039;&#039; you can even outflank your enemy and strike him in the vulnerable rear if he leaves himself open.&lt;br /&gt;
**As of the 2018 Compendium Realm Wanderers has been Restricted to being used once per turn, nerfing Arrow spams and Keep away tactics. A way around this would be to bring max size units, you will have a harder time giving the hero support&lt;br /&gt;
***Waystone Pathfinders Battalion is still valid so you still can do first turn flanking, but latter relocation will be harder&lt;br /&gt;
*&#039;&#039;&#039;Melt Away:&#039;&#039;&#039; Any &#039;&#039;&#039;WANDERER&#039;&#039;&#039; unit can [[Ultramarines|shoot in same turn it retreats]].&lt;br /&gt;
**This ability goes some way in making up for the overall poor melee quality of your ranged units. Don&#039;t do well in combat? Just back off and keep shooting, possibly even kiting enemies into better positions for yourself to shoot or countercharge them. Sisters of the Thorn and Glade Guard will thank you for this.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
A general of an army with a &#039;&#039;&#039;WANDERERS&#039;&#039;&#039; allegiance and has chosen to take the &#039;&#039;&#039;WANDERERS&#039;&#039;&#039; allegiance abilities can choose one of the following Command Traits:&lt;br /&gt;
*&#039;&#039;&#039;1: Stalker of the Hidden Paths:&#039;&#039;&#039; If a friendly &#039;&#039;&#039;WANDERER&#039;&#039;&#039; unit that is wholly within 12&amp;quot; of the general leaves the battlefield using the &#039;&#039;Realm Wanderers&#039;&#039; ability, then it can return wholly within 6&amp;quot; of &amp;lt;u&amp;gt;any&amp;lt;/u&amp;gt; table edge.&lt;br /&gt;
**If you are uncertain about which trait to take, then take this one, all the other traits make your general better, this one makes your &#039;&#039;&#039;army&#039;&#039;&#039; better. If you bunch your army together at deployment, you can easily take a first turn redeployment right behind your enemy&#039;s line and screw his weaker/ranged units over from the get go. Even throughout the course of the game your army should be hugging the board edges in order to quickly escape, having your hero nearby then allows you move them pretty much anywhere you want.&lt;br /&gt;
*&#039;&#039;&#039;2: Myst Walker:&#039;&#039;&#039; Enemy units can only attack the general &#039;&#039;(ranged and melee)&#039;&#039; if he is the closest target.&lt;br /&gt;
*&#039;&#039;&#039;3: Masterful Hunter:&#039;&#039;&#039; Add 1 to the general&#039;s hit rolls for attacks he makes with a missile weapon. If he does not have one then they receive a hunting hawk just like the Nomad Prince gets.&lt;br /&gt;
*&#039;&#039;&#039;4: Eagle-Eyed:&#039;&#039;&#039; Add 10&amp;quot; to the range of any missile weapon the general has. If they do not have one then they receive a hunting hawk just like the Nomad Prince gets.&lt;br /&gt;
*&#039;&#039;&#039;5: Lord of Blades:&#039;&#039;&#039; Your general may re-roll hit rolls of 1 for melee attacks.&lt;br /&gt;
*&#039;&#039;&#039;6: Singer of Spells:&#039;&#039;&#039; If the general is a Wizard, they add 1 to their casting and unbinding rolls. If they are not a wizard, they gain the &#039;&#039;&#039;WIZARD&#039;&#039;&#039; keyword and can attempt to unbind one spell in each enemy hero phase &#039;&#039;(but cannot cast their own spells)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Wanderers Artefacts&amp;lt;/span&amp;gt;===&lt;br /&gt;
*&#039;&#039;&#039;1: Falcon of Holthaven:&#039;&#039;&#039; Any time an enemy unit ends its normal movement within 12&amp;quot; of this unit roll a die, on a 4+&amp;lt;sup&amp;gt;GHB2018&amp;lt;/sup&amp;gt; that unit takes a mortal wound. Opponents who run lots of MSU will suffer the most against this. Though it largely depends on the general you take, since it works best when you are surrounded by lots of units, which means putting your hero somewhere uncomfortable, so be sure to hug that board edge ready to redeploy when things get hot.&lt;br /&gt;
*&#039;&#039;&#039;2: Starcaster Longbow:&#039;&#039;&#039; In your shooting phase, pick a unit within 20&amp;quot; of this model and roll a die. On a 2+ that unit takes a mortal wound, on a 6+ the unit instead takes D3 wounds. Not game breaking, but a perfectly reliable way of ensuring you cause wounds every turn.&lt;br /&gt;
*&#039;&#039;&#039;3: Splinterbirch Blade:&#039;&#039;&#039; an upgrade for one of your melee weapons. As of the General&#039;s Handbook 2018, this now simply improves the Rend value of a weapon by 1. This is arguably more useful than its earlier incarnation, in that it is more likely to hurt an opponent, though the other relics are probably better.&lt;br /&gt;
*&#039;&#039;&#039;4: Wending Wand:&#039;&#039;&#039; Once per game, any unit returning to the table using the &#039;&#039;Realm Wanderers&#039;&#039; rule can instead arrive within 18&amp;quot; of this character that is along &#039;&#039;any&#039;&#039; board edge.&lt;br /&gt;
**Operates like the inverse of the Stalker of the Hidden Paths command trait, bringing a unit to your character rather than spreading units away from them. Not helped by the fact that it can only be used once per game. Best use of this ability requires your character to get across the board before it really becomes useful where he can bring a unit to them if they get stuck in a jam. For it to really do its job you&#039;ll want a powerful unit like Rangers or a massive unit of Glade Guard to hang back ready for redeployment, though if you&#039;re keeping units away from battle your opponent may see right through this and screw you first.&lt;br /&gt;
*&#039;&#039;&#039;5: Viridescent Shawl:&#039;&#039;&#039; Adds +1 to the casting rolls of &#039;&#039;&#039;WANDERER WIZARDS&#039;&#039;&#039; within 9&amp;quot; of this model. In addition, enemies must subtract 1 from hit rolls when targeting this model in the shooting phase. Great to combine with a Waywatcher for a -2 to get hit in the shooting phase, or for creating a support hero if you play lots of casters.&lt;br /&gt;
*&#039;&#039;&#039;6: Forget-me-Knot:&#039;&#039;&#039; Once per battle, in any combat phase, pick an enemy &#039;&#039;&#039;HERO&#039;&#039;&#039; within 3&amp;quot; of this model. That hero may not pile in, attack or use any abilities this phase. Fantastic for shutting down enemy generals for a turn; this artefact is particularly useful on your melee heroes like the Nomad Prince or the Waystrider because they are the only ones you really want to get that close.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
Common keywords in these warscrolls are &#039;&#039;&#039;ORDER&#039;&#039;&#039;, &#039;&#039;&#039;AELF&#039;&#039;&#039;, and &#039;&#039;&#039;WANDERER&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
*[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-nomad-prince-en.pdf &#039;&#039;&#039;Nomad Prince:&#039;&#039;&#039;] Araloth as a generic character. In his original Legacy Warscroll, Araloth was a pretty meh guy all in all, but after switching Commands with the Glade Lords and getting a few buffs here and there, the Nomad Prince is actually a very powerful leader. Armed with a very powerful melee profile that&#039;s arguably better than a Vampire Lord&#039;s and an awesome shield on top, the Prince can hold his own in combat perfectly well and his Command is a godsend, as it lets you reroll 1s To Hit for Wanderers around him, not specifying melee or range. Therefore, the Prince feels at home wherever you put him. Advancing along with Glade Guard and Wildwood Rangers? Sure. Castling up with Eternal Guard and Sisters of the Watch? Sure. His hawk is unlikely to wound most models, but if you do wound something with it the model takes a -1 to hit penalty. For best results, use this on a monster with multiple scary attacks as an indirect way to boost your army&#039;s mediocre survivability.&lt;br /&gt;
&lt;br /&gt;
*[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-spellweaver-en.pdf &#039;&#039;&#039;Spellweaver:&#039;&#039;&#039;] At face value a very simple spellcaster. However, this model has a couple of tricks that can prove very useful. Has all the stats you would expect from such a unit &#039;&#039;(meh)&#039;&#039; so keep it out of combat at all costs. This unit does however come in handy to remedy those usually below average saves that the Wanderers all seem to have by throwing a &#039;&#039;Mystic Shield&#039;&#039; on key units. The unique spell, however, has quite a bit of potential allowing you to respawn D3 dead models from a unit as long as they are &#039;&#039;&#039;WANDERERS&#039;&#039;&#039;. Though if your Glade Guard are in a position to get hurt you are likely to lose more than three models a turn, so don&#039;t expect to recover all of your losses this way, however, it can be helpful for trying to keep unit numbers high to gain massed unit buffs. Most interestingly, however, is that the only criteria for this spell is &#039;&#039;&#039;WANDERER&#039;&#039;&#039; meaning that you can restore D3 models from any Wanderer unit such as Wild Riders. Yes, now we are getting somewhere. restoring a potential D3 Wild Riders or Sisters of the Thorn if you happen to have some can be quite a major inconvenience for your opponent. To cap it all off this Spellweaver also has the ability to automatically unbind one spell &#039;&#039;(within range)&#039;&#039; once per battle. A useful trick in the right circumstances.&lt;br /&gt;
&lt;br /&gt;
*[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-wayfinder-en.pdf &#039;&#039;&#039;Wayfinder:&#039;&#039;&#039;] Somewhat overshadowed by the Waywatcher, but still a fun Hero. Basically, he has a bow that&#039;s a bit weaker than the Waywatcher&#039;s, but with the ability to once per game fire 3D6 instead of 3 shots. This is, of course, best used to alpha strike something you really want down a peg. Remember, using it early is always better than the Wayfinder dying before you used it. Other than that, he&#039;s a shooty Hero. Good at range, shit in melee.&lt;br /&gt;
**His inherent Command ability is a ranged version of the Warstrider&#039;s ability. Wanderer units within 18&amp;quot; of him can use his bravery stat, and in addition, whenever they roll a 1 on battleshock tests they may immediately make a free shooting attack. Which with the Wanderer/Order trait that lets you get a battleshock reroll means about 31% of the time. Which is pretty useful if you have Command points to burn.&lt;br /&gt;
&lt;br /&gt;
*[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-waywatcher-en.pdf &#039;&#039;&#039;Waywatcher:&#039;&#039;&#039;] Has the same name as the now retired troop choice subordinates. This guy is a great marksman by himself and is quite effective and whittling away at enemy Heroes. with a decent shooting statline, including rend the hit of which is improved if this guy stands still. His save isn&#039;t bad for an archer which will be improved while in cover, which consequently will debuff all hits made against him by 1. Now the defining trait of this guy is his ability to choose between which type of shots he fires Fast or Precise. Fast grants him twice the shots with 6+ To Hit generating additional shots (the standing-still bonus stacks on this and lets you generate new shots on 5+) while Precise doubles your shots&#039; damage and 6+ To Wound grant you better Rend. All in all, the Waywatcher has a tool for every job so long as the job is done at range.&lt;br /&gt;
**Don&#039;t forget about the Waywatcher&#039;s pretty cool command ability, &#039;&#039;&#039;See, But Do Not Be Seen&#039;&#039;&#039;, which applies the Waywatcher&#039;s &#039;&#039;&#039;Invisible Hunter&#039;&#039;&#039; ability to ALL &#039;&#039;&#039;Wanderers&#039;&#039;&#039; within 18 inches of him, giving all affected units a buff that subtracts 1 from any hit rolls that enemies target them with. This is pretty fucking awesome.&lt;br /&gt;
** Fast Shots doesn&#039;t specify the newly generated shots cannot themselves generate further shots, making Fast a more effective option than Precise in literally every scenario, 6 dice hitting on 2s if he hasn&#039;t moved, generating extra attacks on as low as 4s (with a command trait), with those extra attacks able to generate additional extra attacks, he&#039;s able to stack up an absurd amount of shots surprisingly fast.&lt;br /&gt;
&lt;br /&gt;
*[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-waystrider-en.pdf &#039;&#039;&#039;Waystrider:&#039;&#039;&#039;] could be considered a &amp;quot;normal&amp;quot; commander choice as he benefits from a very well rounded stat profile. fast like an Aelf with a regularly standard stat wheel. Upon setup this guy gets to take a pot shot at your enemy&#039;s general providing they are within view and deal a mortal wound (On a roll of 5+) before you even hear the starting gun. The Starlight Greatblade makes him decently killy in combat with 3 attacks at 3+/3+/-1/D3 meaning he&#039;s almost as good as a Vampire Lord, THE gold standard for killy footsloggers. He also has a bow so he can add his own arrows to the swarm that you are likely to unleash during your shooting phase. If you are playing typical Wanderers which is to say &#039;Shoot alot&#039; then its a good idea to keep this guy out the way and have him shoot along with the rest of your archers until the enemy come close and he can do his thing. However do not make the mistake of using him as a shooter first and melee Hero second. That&#039;s what Waywatcher and Wayfinder are for. THIS guy is your hand-to-hand expert, the bow is just proforma. Have some Wildwood Rangers around him and send them into the thick of it.&lt;br /&gt;
**His command ability is fairly interesting. First of all any units within 18&amp;quot; take his bravery instead of theirs. On top of that if you should roll any 1s during your battleshock tests for these units they can immediately pile in and attack like its the combat phase. However this is simply not as good as the Wayfinder&#039;s ability. If you use mostly Eternal Guard and Wildwood Rangers then go for it, otherwise most of your army have better shooting attacks than melee and are less likely to benefit since they aren&#039;t going to want to be engaged.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-glade-guard-en.pdf &#039;&#039;&#039;Glade Guard:&#039;&#039;&#039;] &#039;&#039;Counts as BATTLELINE.&#039;&#039; At first glance the legendary archers of the Wood Elves don&#039;t seem to have quite remembered how to fire a bow properly during their transition to AOS. They are more or less Pink Horrors with better range but worse armor, having only one shot at 4+/4+/-/1 with a bonus To Hit at 20+ models but only if they&#039;re not in melee. Considering the basic tenor for aelves has been to get rid of all the mass infantry to make them look more elite, these guys stick out like a sore thumb. Is there value to them, though? Why of course there is, as they make amazing alpha strikers. Once per game, they can shoot special arrows with a Rend of -3. Yikes. It&#039;s not uncommon for a big enough unit of these guys to wipe the enemy General off the board turn 1. Of course, this MUST be done as soon as possible obviously because otherwise your opponent will decimate them before they can mow down anything. After that, every volley of shots they get off is just a bonus. Additionally, unlike Sisters of the Watch, Glade Guard gain no bonuses for standing still, so you can comfortably make use of their 6&amp;quot; Move and still shoot at full efficiency-. Couple this with the your ability to phase on and off the table from the edges there is almost no where that you can reach with your bows, and a 20-30 strong unit appearing out of nowhere to gun down an important gunline or frag an enemy general before ghosting away is nothing to scuff at. Also note that while not keeping up with the standard of quality over quantity that defines Aelfs these guys are still better than average archers especially when making full use of their buffs and synergy.&lt;br /&gt;
&lt;br /&gt;
*[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-eternal-guard-en.pdf &#039;&#039;&#039;Eternal Guard:&#039;&#039;&#039;] &#039;&#039;Count as BATTLELINE if your army has the WANDERERS allegiance.&#039;&#039; The rank and file spearmen of the Wanderers? Close but not quite. These guys are all about the defense. When on the attack they are basic foot troops with a less than encouraging armor save and melee weapon. However on the defense they can reroll saves of 1s (which is upgraded to 1s and 2s when they are in cover). Most importantly however is the Fortress of Boughs ability which states that if used the unit cannot move (At all) they do however gain a +1 to their hit, wound AND save rolls. These guys can be an absolute pain when used as a road block particularly if kept in cover and become easily one of the best anvils of any Aelf faction. And they also have 2&amp;quot; range on their weapons so they can comfortably attack in two rows while your opponent struggles to find ways to kill them. Keep them away from Mortal Wounds though.&lt;br /&gt;
&lt;br /&gt;
*[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-sisters-of-the-watch-en.pdf &#039;&#039;&#039;Sisters of the Watch:&#039;&#039;&#039;] &#039;&#039;Counts as BATTLELINE if your army has the WANDERER allegiance and your general is a Waywatcher.&#039;&#039; The ladies with the flaming bows are now Wanderers? Well okay. They REPLACE Waywatchers? Not okay. But survivable, as rules-wise, they fit incredibly well into the Wanderers. In fact, Sisters of the Watch are pretty much married to Eternal Guard. Sisters get to shoot twice if they did not move, Eternal Guard get tougher and stronger if they did not move and Age of Sigmar lets you shoot into combat. Do the math these two units were made for eachother.&lt;br /&gt;
**Don&#039;t forget that the High Sister already fires two shots with her bow, doubling to four if she doesn&#039;t move.&lt;br /&gt;
**Also of considerable note is that Sisters of the Watch are one of the few units that have access to any kind of overwatch fire when an enemy charges at them. Once per turn if an enemy unit finishes its charge move within 1/2&amp;quot; of the Sisters then they immediately take a free round of shooting without penalty. This is also subject to most aura bonuses which do not state a phase such as the one which comes from the Nomad Prince, though they cannot use their Quicksilver Shot to fire twice, since it does explicitly say in the Shooting Phase only. Either way, charging a full squad of Sisters without somehow neutering them first is a surefire way for your opponent to lose models.&lt;br /&gt;
&lt;br /&gt;
*[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-wildwood-rangers-en.pdf &#039;&#039;&#039;Wildwood Rangers:&#039;&#039;&#039;] &#039;&#039;Counts as BATTLELINE if your army has the WANDERER allegiance and your general is a Wayfinder.&#039;&#039; Now these guys are amazing. Like lots of Elite infantry (Saurus Guard, Stormvermin, Hammerers) they have two attacks at 3+/3+/-1/1 each and with a 2&amp;quot; range they can cheerfully fight in two rows. Unlike most such elite infantry they don&#039;t have shields to improve their saves (Wood Elves, go figure) but instead their damage becomes D3 when attacking monsters. Hoo boy. Yes, your opponent will try to kill them as soon as possible before they can tear his favorite monster a dozen new assholes, but if he doesn&#039;t succeed, they sure can do that. Do not rely on these guys as they are fragile, but do use them and use them against the stuff they like to kill (basically any and all high-save infantry and big monsters crashing down the board).&lt;br /&gt;
&lt;br /&gt;
*[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-wild-riders-en.pdf &#039;&#039;&#039;Wild Riders:&#039;&#039;&#039;] Very fast, smashy cavalry, but not as much oomph as you&#039;d hope. Actually kind of a disappointment to be honest as they have tons of attacks, but tons of meh attacks. Their spears don&#039;t even get damage boosts on the charge (though unlike other cavalry, they always swing their spears twice). Their one redeeming quality is their ability to run and charge in the same turn, which is something you want this unit to do as they are actually not bad on the charge and are actually pretty fast in getting in your opponents face, though don&#039;t start thinking these guys can wreck anything on the charge (they can&#039;t) but can make some effective harassers to tie up enemy shooting to prevent your army from getting decimated from enemy shooting (your guys DO NOT like getting hit). And thanks to your ability to deploy along board edges it will be just that much easier to get stuck in.&lt;br /&gt;
**The faq has given them an elven shield to reroll saves of 1, but at the cost of 2” movement. While definitely a trade off, being Wanderers your guys allegiance abilities allow you to compensate for the lack of movement but what is lacking from this army is durability. While only a small re-roll, anything that can help melee cavalry in defense should not be dismissed out of hand.&lt;br /&gt;
&lt;br /&gt;
*[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-sisters-of-the-thorn-en.pdf &#039;&#039;&#039;Sisters of the Thorn:&#039;&#039;&#039;] These ladies have the works. High Move? Check. Lots of attacks? Check, though they&#039;re meh attacks so don&#039;t go getting ideas. 9&amp;quot; Javelins with a -1 Rend for even more attacks? Check. This combination of melee + range probably makes them better value than Wild Riders as they can at least make up for their poor combat skills with shooting; but that&#039;s not all they do. The unit has the &#039;&#039;&#039;WIZARD&#039;&#039;&#039; keyword and together they can collectively cast and unbind one spell per turn, adding +1 to the roll if the unit numbers more than 10 models &#039;&#039;(max size 20)&#039;&#039; so it pays dividends to have a lot of these ladies to keep the spell boost up. They have an amazing unique spell which allows a unit to re-rolled failed saves until the next hero phase, and in addition if the protected unit rolls a 6 to save in the combat phase it returns 1 mortal wound to its attacker, which is pretty awesome. There are few to no reasons to ever use Wild Riders instead. Unless of course the reason is cost, as these ladies can get mighty expensive when taken in bulk and Wild Riders are almost half the cost while being better in combat. If all you want is combat cavalry save the points, but a fast-moving spellcaster in your army is never something to underestimate. Especailly with the changes to casting and unbinding (a fast moving wizard squad combined with the new 30&#039; range unbind can be essential to shutting down enemy wizards).&lt;br /&gt;
**Interestingly, their spell can target any friendly unit. Doesn&#039;t need the &#039;&#039;&#039;WANDERERS&#039;&#039;&#039; keyword. Worth knowing if you&#039;re using allies or doing a Grand Alliance Order army.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
===Waystone Pathfinders===&lt;br /&gt;
You need 1 Nomad Prince, 1 Spellweaver, 3 of any other the other brands of HERO &#039;&#039;(in any combination)&#039;&#039;, 4 units of any Glade Guard, Eternal Guard, Sisters of the Watch or Wildwood Rangers &#039;&#039;(also in any combination)&#039;&#039; and finally any two units of Sisters of the Thorn or Wild Riders.&lt;br /&gt;
&lt;br /&gt;
The battalion provides two benefits: the first is &#039;&#039;&#039;Realm Wanderers&#039;&#039;&#039; which is unlike the Allegiance ability of the same name because it allows you to hold your units back from deployment and set your units up along &#039;&#039;any&#039;&#039; table edge more than 9&amp;quot; from the enemy in the first movement phase, giving you the edge on your opponent already since he won&#039;t know where to deploy. The danger is that on the first turn, a lot of enemy troops will be quite densely packed, and 9&amp;quot; is quite a short distance to move and charge when it gets to their turn so you might get overwhelmed immediately if you deploy &#039;&#039;too&#039;&#039; close. Though if your allegiance is still to WANDERERS &#039;&#039;(and not simply ORDER)&#039;&#039; you can always redeploy your units again in later turns when the enemy has to turn around and face you.&lt;br /&gt;
&lt;br /&gt;
The second &#039;&#039;(and probably main)&#039;&#039; benefit is &#039;&#039;&#039;Protective Volley&#039;&#039;&#039; which allows your Nomad Prince to point at something 12&amp;quot; away in &#039;&#039;&#039;each&#039;&#039;&#039; Hero phase and allow [[Rape|EVERY unit in the battalion]] to get a free out-of-phase shooting attack at that unit, virtually guaranteeing a kill if you have enough arrows to throw at it, especially since it&#039;s still your turn and you will be able to shoot again a few phases later. For this reason, if you happen to have more units in your collection than the battalion requires, then you should probably leave your Eternal Guard and Wildwood Rangers out and stack up on as many Glade Guard and Watch Sisters as you can possibly get, they won&#039;t want to deploy as close as 9&amp;quot; in the first turn anyway so are less likely to get mulched when your opponent moves to ROFLSTOMP them.&lt;br /&gt;
&lt;br /&gt;
The use of this battalion therefore requires you to protect your Nomad Prince at all costs, and makes him a great candidate for the &amp;lt;u&amp;gt;Myst-Walker&amp;lt;/u&amp;gt; command trait that makes him unselectable as a target unless he&#039;s the closest target, so keep him out of the way and have everyone else can do the shooting for him.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
In pitched battle games, you can generally take about 20% of your points allowance in certain allies without screwing up your allegiance abilities. WANDERERS can take the following allies with no penalty:&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Council:&#039;&#039;&#039; Makes for an interesting choice that gives you a few options from a mixture of units that go well with any army. A Loremaster can buff your heroes into the stratosphere with Hand of Glory, while an Archmage on Dragon can outright dispel enemy buffs while providing a beatstick model that Wanderers don&#039;t have access to. A regular Archmage does provide you some protection, but your own Spellweavers are probably going to keep your numbers up more reliably, so measure up whether you need it. Swordmasters are ranged resistant and are more aggressive than Eternal Guard, but are decent for charging up the middle and creating an anchor point while you outflank with everyone else, but you are probably better off with Phoenix Guard if boots on the ground is all you want; use Eldritch Council for more variety in casters rather than looking for more squads.&lt;br /&gt;
*&#039;&#039;&#039;Lion Rangers:&#039;&#039;&#039; Not a lot here. Lion Rangers themselves are like &#039;&#039;slightly&#039;&#039; inferior Eldritch Swordmasters, so you&#039;ll probably want to look there instead. The Chariot is not much to shout out about either unfortunately, as on the charge it only does 12 attacks; while that seems like a lot for one model, you&#039;ll probably get more return per point by taking Rangers or the same value of some other form of heavy infantry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Idoneth Deepkin:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Order Draconis:&#039;&#039;&#039; Unless you are outflanking, Dragon Blades are better than Wild Riders, plain and simple; they&#039;re better protected, do more damage on the charge, can charge more reliably with a Hornblower, &#039;&#039;all for the same cost&#039;&#039;. The might not be as brave as Wild Riders, but if you take a Dragon Lord that becomes a non-issue, as well as providing you a big meaty beatstick that Wanderers simply cannot get on their own. Problem is that most likely ate your allies allowance so you&#039;re not bringing much else.&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Temple:&#039;&#039;&#039; A very good ally for Wanderers; Phoenix Guard cost twice as much as Eternal Guard, but are twice as killy even when not in cover, giving you a decent melee unit that can actually move. They are also incredibly tanky, which is something that Wanderers can struggle with. Having a Frostheart Phoenix in your army also helps with protection thanks to the Blizzard Aura, coupled with some decent synergy with your spellcasters which will buff the save of the Phoenix as well, it&#039;s a win/win.&lt;br /&gt;
*&#039;&#039;&#039;Stormcast Eternals:&#039;&#039;&#039; Realistically, these are probably the best choice to take, mostly due to [[Space Marines|GW favouritism]] since they keep get new releases that allow them to do a huge range of things. It&#039;s basically a pick-and-choose free for all where you can get some great units with a lot of punch to fill in a blank that Wanderers cannot otherwise fill. Paladins do fantastically as melee beatsticks whether you need to tie up hordes or knock out high value characters/monsters, just choose the weapon that fills your niche. You can also get tough fast-moving cavalry options for smashing face while not being so fragile as yours, or one of a huge selection of characters, the world is your oyster.&lt;br /&gt;
*&#039;&#039;&#039;Swifthawk Agents:&#039;&#039;&#039; A faction that does most of the things you can do anyway, but does melee slightly better. But unless you need something to go directly up the middle of the board, you&#039;re probably not helped or hindered by taking Swifthawk Agents, they generally mesh well enough with Wanderer&#039;s playstyle but don&#039;t have access to the Allegiance abilities, so you might get caught out if you try to use them the same way.&lt;br /&gt;
*&#039;&#039;&#039;Sylvaneth:&#039;&#039;&#039; It would be one of the fluffiest of combinations, except the lore states the Wanderers are persona non grata by Alarielle due to chickening out and abandoning the Sylvaenth during the Age of Chaos (though you could just say these are elves who stayed in the fight, as elves still live in Ghyran). Unfortunately Sylvaneth tends to do better on its own using their own allegiance abilities, or when they are served by Wanderers rather than the other way around. All of the best units that you really want are going to eat your allies allowance so it becomes impossible to take very much. Good if you only need a massive beaststick like a Treeman or Kurnous Hunters to balance out your army&#039;s fragility, but you&#039;ll be paying a lot for very little. You&#039;ll also never see Alarielle in your Wanderer&#039;s army unless you are playing MASSIVE games.&lt;br /&gt;
&lt;br /&gt;
===Mercenary Companies===&lt;br /&gt;
*&#039;&#039;&#039;Blacksmoke Battery:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Greyfyrd:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grugg Brothers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gutstuffers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nimyard’s Rough-Riders:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Order of the Blood-Drenched Rose:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rampagers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Skroug’s Menagerie:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sons of the Lichemaster:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics/Old]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Old/Order&amp;diff=31509</id>
		<title>Age of Sigmar/Tactics/Old/Order</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Old/Order&amp;diff=31509"/>
		<updated>2023-05-07T13:34:37Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:D145:6D8F:F393:33EC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== THE PEOPLES OF ORDER==&lt;br /&gt;
The Mortal Realms belong to us.&lt;br /&gt;
&lt;br /&gt;
We are the people born [[Sigmar|from]] [[Tyrion|the]] [[Malekith|true]] [[Alarielle|gods]] [[Grungni|of]] [[Grimnir|the]] [[Dracothion|realms]], reborn from the people of a [[Warhammer Fantasy|forsaken and dead world]]. We rose and populated the lands given to us. But Chaos cannot leave the good and faithful alone and tried to enslave, kill and destroy everything we dearly built, almost driving us to annihilation. They failed, as we hid or sought refuge in Azyr and waited for our chance to take back what is rightfully ours and the lands we once lived on.&lt;br /&gt;
&lt;br /&gt;
Then [[Sigmar]], lord of the heavens launched his [[Stormcast Eternals|warriors]] and we followed them, claiming the realms in their wake and pushing off the enemy from the realms, be they tainted chaos creatures, deathless servants of an [[Nagash|undying god]] or the [[Orcs &amp;amp; Goblins|savage and uncivilized]] [[Ogre Kingdoms|tribes]]. But the fight is long and the enemies many, so we have to band together and show them that no more we will be slaves or prey of anyone, not in these worlds nor in [[Warhammer Fantasy|any other]].&lt;br /&gt;
&lt;br /&gt;
STAND...&#039;&#039;&#039;AS ONE!!&#039;&#039;&#039; FOR THE &amp;lt;S&amp;gt;[[Warcraft|ALLIANCE]]&amp;lt;/S&amp;gt; ORDER!&lt;br /&gt;
&lt;br /&gt;
== Why play Grand Alliance: Order? ==&lt;br /&gt;
One word: versatility. Order is the Grand Alliance with the most variety of factions out there and the most diversity of units. They have a lot of options on all categories: light infantry, cavalry, artillery, monsters, range… So basically if you have a concrete playstyle, Order will have the perfect tools for you.&lt;br /&gt;
&lt;br /&gt;
There are several “races” among Order, but a few are self contained in their factions. The three that extend on several are:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Humans&#039;&#039;: humans are the “horde” race of Order with a bit of Jack-of-All. They’re numerous, comparatively squishy and greatly versatile but not the best in any field. The synergy for them is vital, both within their factions and outside, which they can change from rather pathetic to really dangerous if you play right, with Stormcast reaching even to game breakers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Duardin&#039;&#039;: Dorfs, that’s it. Slow, hard as nails, really good in range and several of them really strong in melee. If you want to have it at your pace and fight where and when you want, look no further. However they’re not many guys and the lack of speed in almost all of them may prove a disadvantage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Aelves&#039;&#039;: The “Elite” choice. Let’s hope that you know what you’re doing here because their units usually are expensive, very strong, fast, hard, complicated, quirky, or a combination of those; usually in some flavor of elite infantry/cavalry/monster. However, well used and knowing who does best what and not, along with throwing them where they can use their talents, Aelves of all origins can be frightening. But do not lose too many, that doesn’t sit well with them.&lt;br /&gt;
&lt;br /&gt;
==Alleigance: Order== &lt;br /&gt;
&lt;br /&gt;
In Matched play, playing &#039;&#039;&#039;ORDER&#039;&#039;&#039; has its perks. Not only has access to Command and Battle Traits, but also to the artifacts. And ALL FREE. Available in the Core Book 2018&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Defiant Avengers (Battle Trait)&#039;&#039;&#039;: All friendly &#039;&#039;&#039;ORDER&#039;&#039;&#039; units reroll battleshock tests. This is great for all units with low Bravery (and Order has many) for this makes them more durable, especially with standards and the like, &#039;&#039;&#039;HERO&#039;&#039;&#039; shenanigans and other things. To form a strong and tough battle line able to withstand what the Mortal Realms launch to you, this trait is wonderful.&lt;br /&gt;
&lt;br /&gt;
===Command Traits=== &lt;br /&gt;
Your general gets to choose one of:&lt;br /&gt;
#&#039;&#039;&#039;[[Creed| Strategic Genius:]]&#039;&#039;&#039; At the start of the first battle round, you receive 1 extra command point. strong options for first turn shenanigans with 2 command points at your disposal.&lt;br /&gt;
#&#039;&#039;&#039;Inspiring:&#039;&#039;&#039; Friendly &#039;&#039;&#039;ORDER&#039;&#039;&#039; units at 6&amp;quot; doesn&#039;t roll battleshock. If you expect heavy casualties, this trait is great, as it doesn&#039;t make a potentially bad situation worse. But be wary of becoming a [[DISTRACTION CARNIFEX]] and shot to death.&lt;br /&gt;
#&#039;&#039;&#039;Dauntless:&#039;&#039;&#039; Reroll charge of the general. If you have a melee powerhouse of a general (and Order has a few candidates), go ahead&lt;br /&gt;
#&#039;&#039;&#039;Tenacious:&#039;&#039;&#039; +1 wound. Nice, but don’t get overconfident. A squishy wizard is still a squishy wizard, either with 5 or 6 wounds.&lt;br /&gt;
#&#039;&#039;&#039;Legendary Fighter:&#039;&#039;&#039; +1 attack to a chosen melee weapon each combat phase. Depending on the hero, this can be shit or awesome.&lt;br /&gt;
#&#039;&#039;&#039;Master of Defence::&#039;&#039;&#039; Ignore wound and mortal wounds on 6+. Somewhat disappointing, but an additional save always is nice, save for Phoenix Temple generals which is useless... or devastating when you realize they&#039;re worded differently and you can actually give your Phoenix Temple General a 4+, 4+, 6+, 6+ when you combine Ignax&#039;s Scales and an Allied Archmage&#039;s spell onto Witness of Destiny. Full allowed and will make even Death players rage with impotence.&lt;br /&gt;
&lt;br /&gt;
===Artifacts===&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;HERO&#039;&#039;&#039; in your army can have one of these for free, and for each Battalion, you include you can choose an additional &#039;&#039;&#039;HERO&#039;&#039;&#039; to carry another one.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Quicksilver Potion&#039;&#039;&#039;: Once per battle, you and your mount can attack before anyone, even in your opponent&#039;s turn. This can be potentially nasty in the right hands. Sure, a Freeguild General can&#039;t do much (you&#039;ll be surprised), but it&#039;s another story in a Lord Celestant on Dracoth or Stardrake or a Dreadlord. A good trick is to deliberately put them in charge distance from a nasty but manageable unit and drink it in the enemy&#039;s combat phase to take them for surprise and crush them.&lt;br /&gt;
#&#039;&#039;&#039;Obstinate Blade&#039;&#039;&#039;: -1 Rend to one of your melee weapons. Always useful. If you&#039;re not sure which artifact to take, this one is always a good option. Remember that a Rend -4 is usually overkill with the average saves out there, a -2/3 is way better if you have around 4~5 attacks with the said weapon.&lt;br /&gt;
#&#039;&#039;&#039;Relic Blade&#039;&#039;&#039;: +1 Damage to one of your melee weapons. As with the Obstinate blade, useful. Prioritize this if you know that your hero is going to face many multi-wound models, like cavalry or elite infantry.&lt;br /&gt;
#&#039;&#039;&#039;Hoarfrost&#039;&#039;&#039;: Choose one of your melee weapons, anyone who is wounded but survives, suffers -1 to Hit for the rest of the battle. This can be situational, but characters who rely on a flurry of attacks but are almost naked, like the Assasin or the Death Hag can be a lifesaver.&lt;br /&gt;
#&#039;&#039;&#039;Talisman of Blinding Light&#039;&#039;&#039;: Once per battle at the start of the combat phase, -1 to Hit to all who targets its bearer. Don&#039;t. There are better artifacts that do almost the same that last longer, like Hoarfrost, or better suited for defense, like the Phoenix Stone. And that&#039;s if you want to go defensive.&lt;br /&gt;
#&#039;&#039;&#039;Phoenix Stone&#039;&#039;&#039;: Heal 1 wound each friendly hero phase. Really good, even if somewhat underwhelming. That wound saved can be the difference between alive or dead, or a [[Rip and Tear|holy deliverer of the Pantheon&#039;s fury]] or a [[-4 Str|clawless newborn kitty]]. Combine with abilities or spells which heals like Lord Relictor&#039;s or Collegiate Life Battlemage&#039;s to great effect.&lt;br /&gt;
&lt;br /&gt;
==City Alliances==&lt;br /&gt;
Coming from the FIRESTORM Book and are usable in Matched Play (but check with your tourney/opponent). Each alliance gives an additional ability, but restricts which units you can take. Has been FAQed that Order factions that not a part of the City Alliance can be brought in as allies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Probably now invalid since the release of the Cities Of Sigmar battletome&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Hammerhal===&lt;br /&gt;
*&#039;&#039;&#039;Restrictions&#039;&#039;&#039;: Can&#039;t include &#039;&#039;&#039;Seraphon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pride of Hammerhal&#039;&#039;&#039;: add +1 bravery to all units during the Battleshock phase and make it +2 instead if the opponent currently controls twice as many models than you. If they have 3 times the number than your units auto-pass Battleshock tests.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;List Building:&#039;&#039;&#039; mostly opened ended, and useful for units with low bravery or have high casualties.&lt;br /&gt;
&lt;br /&gt;
===Anvilgard===&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; Can only take &#039;&#039;&#039;Stormcast, Free People, Dispossessed, Devoted of Sigmar, Darkling Covens, Scourge Privateers, Order Serpentis&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Implable March&#039;&#039;&#039;: during your hero phase, roll a dice for each enemy within 1&amp;quot; of your units, on a 5+, the unit must make a 6&amp;quot; non-run move and if any non-monster models end this movement within 3&amp;quot; of your units, they are slain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;List Building:&#039;&#039;&#039; Building around this, use Flagellants, Black Ark Corsairs or even Dwarf Warriors to envelope foes so they can&#039;t easily run from death. Cavalry Units also benefit from this as they don&#039;t need to Retreat to perform a Cycle Charge. This can also help get your archers get untied.&lt;br /&gt;
&lt;br /&gt;
===Tempest&#039;s Eye===&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; Can only take &#039;&#039;&#039;Stormcast, Free People, Kharadron Overlords, Swifthawk Agents, Eldritch Council, Dispossessed, Ironweld Arsenal.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Alert and Foreword:&#039;&#039;&#039; During the first battle round your units gain +3&amp;quot; movement and +1 to their save rolls&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;List Building:&#039;&#039;&#039; you are taking this to get into the opponents face with Airships of dwarfs, flying elves, and Stormcast; allowing your guns to reposition faster, or to give your army some initial protection from opponent&#039;s first round fire and flanking.&lt;br /&gt;
&lt;br /&gt;
===Hallow Heart===&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; Can only take &#039;&#039;&#039;Stormcast, Fyreslayers, Free People, Collegiate Arcane, Dispossessed, Eldritch Council, Order Draconis, Phoenix Temple&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Magical Resistance&#039;&#039;&#039; Your &#039;&#039;&#039;wizards&#039;&#039;&#039; add +1 to unbinding rolls, and once per battle one of your units within 18&amp;quot; of a successfully cast spell can unbind it like a wizard but must subtract 1 from the roll.&lt;br /&gt;
** As of Aos2 with More magic and Endless spell, the increased ability to dispell is a valuable one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;List Building:&#039;&#039;&#039; if your trying to improve your wizards unbinding attempts when taking this city so you should take some.&lt;br /&gt;
&lt;br /&gt;
===The Living City===&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; Can only take &#039;&#039;&#039;Stormcast, Free People, Sylvaneth, Wanderers, Dispossessed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hidden in Shadows:&#039;&#039;&#039; you can place a unit to the side and place them during your movement phase within 3&amp;quot; of a Sylvaneth Wyrdwoods or Table edge for their movement.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;List Building:&#039;&#039;&#039; used to put a single unit up the board, or hiding it while still having a mixed faction. Elite Dispossessed, Stormcast or DemiGryphs are a contender. You must buy the Sylvaneth Wyrdwoods if are planning to increase your deployment options.&lt;br /&gt;
&lt;br /&gt;
===Greywater Fastness===&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; Can only take &#039;&#039;&#039;Stormcast, Free People, Ironweld Arsenal, Collegiate Arcane, Dispossessed, Wanderers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Punishing Bombardment:&#039;&#039;&#039; Roll a dice for each &#039;&#039;&#039;Warmachine&#039;&#039;&#039; during the Start of your Hero Phase, you Fire a cannon when you roll a 6 for them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;List Building:&#039;&#039;&#039; Take as many guns as you can and use Dwarf Warriors and Glade Guard as cheap melee protection and battlelines. Ironweld Arsenal Engineers will grant their factions guns additional ability while the Stormcast Lord-Ordinator improves your chances to hit.&lt;br /&gt;
&lt;br /&gt;
===The Phoeniccium===&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; Can only take &#039;&#039;&#039;Stormcast, Free People, Dispossessed, Phoenix Temple&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;No Defeat Unanswered:&#039;&#039;&#039; Re-roll hit rolls of 1 for all units during the combat phase which one of your units where destroyed. They also gain +2 bravery for the turn if 2+ units were destroyed during Combat. repeat this ability only applies when one or more of your units are destroyed during competing, allowing your opponent to denied you a re-roll by destroying a unit near the end of the phase but this will also give you a chance for your units to retaliate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;List Building:&#039;&#039;&#039; best to maximize with many small units that tarpit the enemy and to have more swings in combat than the opponent.&lt;br /&gt;
&lt;br /&gt;
===Lethisian Army===&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; Can only take &#039;&#039;&#039;Stormcast Eternals, Fyreslayers, Excelsior Warpriest, Kharadron Overlords and Idoneth Deepkin&#039;&#039;&#039;. &amp;lt;s&amp;gt;can&#039;t take named characters&amp;lt;/s&amp;gt; most named characters are excluded, except the Celestant-Prime, Brokk Grungsson and Bjorgen Thundrik.&lt;br /&gt;
*&#039;&#039;&#039;Warriors of the Grand Necropolis:&#039;&#039;&#039; standard order reroll battleshock, and Human and dwarfs add +1 to hit roll against enemies that charged.&lt;br /&gt;
*&#039;&#039;&#039;Akhelian Phalanx:&#039;&#039;&#039; the Akhelian Deepkin cavalry gain +1 to their move and on charge rolls.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability- Onyx Shield wall:&#039;&#039;&#039; a Stormcast hero can give a Liberator units +1 to saves during the enemy&#039;s turn but they can&#039;t pile in that turn.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
===Humans===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Stormcast Eternals|Stormcast Eternals]]:&#039;&#039;&#039; The poster boys. These guys have almost everything you can ask for. Melee infantry, both elite, and line? Paladins and Liberators. Heavy cavalry? Dacothian guard. Monsters? Wizards? Sell your soul for the Stardrake. Range? Some heroes, as well the Judicators have it good. They’re a great choice for what you feel that your army is lacking. However, take into account that they are expensive in $$.&lt;br /&gt;
**&#039;&#039;&#039;Spotlight:&#039;&#039;&#039; Overall pretty good, in a unified &#039;&#039;&#039;ORDER&#039;&#039;&#039; army the basic Stormcast troops bring strong anvil units to batter the enemy and missle infantry. However, their elite troops, the &#039;&#039;&#039;Paladins&#039;&#039;&#039; and &#039;&#039;&#039;Dracothian guard&#039;&#039;&#039; are what you really want to get. If you need something dead, call for them, point them to their direction and bring popcorn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Free Peoples|Freeguild]]:&#039;&#039;&#039; Cheap, massed infantry, with a bit of cavalry thrown in. While not close to skavens, grots or others, the Free Guilds thrive in numbers.&lt;br /&gt;
**&#039;&#039;&#039;Spotlight:&#039;&#039;&#039; Their &#039;&#039;&#039;basic infantry&#039;&#039;&#039;, but specially &#039;&#039;&#039;Handgunners&#039;&#039;&#039; are incredible and Battleline to boot, making them a great choice for a rearguard while the heavy hitters like Paladins or Order Draconis/Serpentis cavalries go ahead. Be aware that to make the most out of them requires having a &#039;&#039;&#039;Freeguild General&#039;&#039;&#039;, especially one with Stately Banner leading the whole alliance. And the same problems with all freeguild remain, lose your general or too many models and your units become drastically worse, so be carefull.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Collegiate Arcane|Collegiate Arcane]]:&#039;&#039;&#039; Human mages and toys. Nothing much else to say.&lt;br /&gt;
**&#039;&#039;&#039;Spotlight:&#039;&#039;&#039; The humble &#039;&#039;&#039;Battlemage&#039;&#039;&#039; is a great support unit, and the &#039;&#039;&#039;Battlemage on Griffon&#039;&#039;&#039; is also good, if specialized. But the best support in the Collegiate is the &#039;&#039;&#039;Celestial Hurricanum&#039;&#039;&#039;, double with a mage on it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Devoted of Sigmar|Devoted of Sigmar]]:&#039;&#039;&#039; Human fanatics that decided that [[Black Templars|hitting faces with a hammer and fight battles are better forms of worship that temples.]]&lt;br /&gt;
**&#039;&#039;&#039;Spotlight: &#039;&#039;&#039;Flagelents are ok but the heroes are what you want. Sadly, the Priest&#039;s abilities are limited to other Devoted with one exception: the &#039;&#039;&#039;Excelsior Warpriest&#039;&#039;&#039;. He only needs the model to be &#039;&#039;&#039;Order&#039;&#039;&#039; to heal them (adventuring does that for you). The &#039;&#039;&#039;Witch Hunter&#039;&#039;&#039; is also advisable and both the priest and the hunter do better against CHAOS enemies. Alternate Opinion: Pass hard, until these guys can sort out their points and synergies you have far better options looking elsewhere. Everything they can do another army does better.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Warscrolls Compendium/The Empire|The Empire]]:&#039;&#039;&#039; Remnants of vintage empire units.&lt;br /&gt;
**&#039;&#039;&#039;Spotlight: &#039;&#039;&#039; Great Cannon, not included in the Ironweld Arsenal and is a heavy hitter against the big monsters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Warscrolls Compendium/Bretonnia|Bretonnia]]:&#039;&#039;&#039; Remnants of vintage Bretonnians.&lt;br /&gt;
**&#039;&#039;&#039;Spotlight: &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Duardin===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//ENG_Gotrek_Warscroll.pdf Gotrek Gurnisson]:&#039;&#039;&#039; Can only be taken as an ally. Go look at that statblock. No, seriously. Right now. He&#039;s a BEAST. Functionally he can deal 36 wounds, plus 72 mortals (that&#039;s a &#039;&#039;lot&#039;&#039; of sixes you&#039;d have to roll). Twelve attacks per round. 3+ attack, 3+ wound. Reroll hits and wounds. -2 Rend, Damage 3. 3+ FNP! Sounds like he has no weaknesses? Well, yes, but he can&#039;t get any allegiance abilities unless you&#039;re playing Grand Alliance; he can NEVER be in reserves; he cannot be revived if killed. 4 move, no bonus to run. If he gets in battle? He&#039;s brutal. Getting him there requires maliciously exploiting rules. (Idoneth Deepkin?)&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Dispossessed|Dispossessed]]:&#039;&#039;&#039; Dorf infantry. Great when you want to defend a site because they almost-army-wide &amp;quot;Shield Wall&amp;quot; ability.&lt;br /&gt;
**&#039;&#039;&#039;Spotlight:&#039;&#039;&#039; As said, all units with Shield Wall like &#039;&#039;&#039;Dispossesed Warriors&#039;&#039;&#039;, &#039;&#039;&#039;Longbeards&#039;&#039;&#039; or &#039;&#039;&#039;Quarrellers&#039;&#039;&#039; are good in defense. But the best in this area are the &#039;&#039;&#039;Ironbreakers&#039;&#039;&#039;. If you want some shooting &#039;&#039;&#039;Irondrakes&#039;&#039;&#039; are a good choice, if pricey.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Ironweld Arsenal|Ironweld Arsenal]]:&#039;&#039;&#039; Warmachines, Warmachines everywhere.&lt;br /&gt;
**&#039;&#039;&#039;Spotlight:&#039;&#039;&#039; The &#039;&#039;&#039;whole faction&#039;&#039;&#039; is useful, as a little artillery doesn&#039;t hurt anyone (the enemy disagree, but fuck them). If there&#039;s a unit that can be relied on their own, is the &#039;&#039;&#039;Steam tank&#039;&#039;&#039;. It&#039;s durable, shooty, choppy and a literal monster of a unit. Go ahead with him, especially if you have means to it to recover wounds. If you go to the artillery option, remember to bring a &#039;&#039;&#039;Engineer&#039;&#039;&#039; with you; &#039;&#039;&#039;Cogmaster&#039;&#039;&#039; or &#039;&#039;&#039;Gunmaster&#039;&#039;&#039;, take your pick. Especially if you already included a &#039;&#039;&#039;Lord Ordinator&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Fyreslayers|Fyreslayers]]:&#039;&#039;&#039; Determined Naked angry Dorfs and fire lizards.&lt;br /&gt;
**&#039;&#039;&#039;Spotlight:&#039;&#039;&#039; &#039;&#039;&#039;Vulkite Berzerkers&#039;&#039;&#039; is a unding melee hord and can deepstrike behind enemy lines with &#039;&#039;&#039;Auric Runesmiter&#039;&#039;&#039; with a unit of &#039;&#039;&#039;Auric Hearthguard&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Kharadron_Overlords|Kharadron Overlords]]:&#039;&#039;&#039; Steampunk flying Dorfs with airships, what&#039;s not to like? &lt;br /&gt;
**&#039;&#039;&#039;Spotlight:&#039;&#039;&#039; The Aether Khemist + Arkanaut Company with Light Skyhooks combo is always fun. Endrinriggers and Skywardens are very scary Cavalry with low survivabilty but high damage output both with ranged combat as well as in melee. They can be enhanced with Aether Khemists too. Skyvessels don&#039;t do a lot of damage, but can be used for their utility. Or pick Brokk Grungsson.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Warscrolls Compendium/Dwarfs|Dwarfs]]:&#039;&#039;&#039; Remainder of the old discontinued models.&lt;br /&gt;
&lt;br /&gt;
===Aelves===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Swifthawk Agents|Swifthawk Agents]]:&#039;&#039;&#039; Fast skirmisher elfs &amp;amp; Archers that know how to Defend them selves.&lt;br /&gt;
**&#039;&#039;&#039;Spotlight:&#039;&#039;&#039; &#039;&#039;&#039;Reavers&#039;&#039;&#039; are fast archer cavalry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Eldritch Council|Eldritch Council]]:&#039;&#039;&#039; Aelven mages went all Ministry of Magic to regulate themselves and others. With badass bodyguards.&lt;br /&gt;
**&#039;&#039;&#039;Spotlight:&#039;&#039;&#039; If you think that you&#039;ll need some extra protection, the &#039;&#039;&#039;Archmage&#039;&#039;&#039;&#039;s Elemental Shield can give another layer on 6s. The &#039;&#039;&#039;Swordmasters&#039;&#039;&#039; Are also a good elite unit which can act as vanguards and resists pretty well-ranged attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Order Draconis|Order Draconis]]:&#039;&#039;&#039; A rather badass knight order that stayed behind in the Realms.&lt;br /&gt;
**&#039;&#039;&#039;Spotlight:&#039;&#039;&#039; The &#039;&#039;&#039;Dragon Lord&#039;&#039;&#039; is a nice beatstick of a hero with decent durability. The &#039;&#039;&#039;Dragon Blades&#039;&#039;&#039; are also pretty good cavalry. But overall, it&#039;s a Draconis or Serpentis kind of choice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Phoenix Temple|Phoenix Temple]]:&#039;&#039;&#039; Servants of the so-called Ur-phoenix.&lt;br /&gt;
**&#039;&#039;&#039;Spotlight:&#039;&#039;&#039; The basic &#039;&#039;&#039;Phoenix Guard&#039;&#039;&#039; can resist wounds better than everyone in Order, and have decent offensive power to boot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Lion Rangers|Lion Rangers]]:&#039;&#039;&#039; Beasthunters who roam the realms looking for their next prey.&lt;br /&gt;
**&#039;&#039;&#039;Spotlight:&#039;&#039;&#039; With only two units there&#039;s not much to say. &#039;&#039;&#039;White Lion Chariots&#039;&#039;&#039; are good if you want a heavy hitting unit without going cavalry, while the &#039;&#039;&#039;White Lions&#039;&#039;&#039; are for those monsters with nasty ranged attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Idoneth Deepkin|Idoneth Deepkin]]:&#039;&#039;&#039; Sea elves mounted in all kinds of sea creatures and apparently related to [[Mathlann]]. Some of them doesn&#039;t have eyes. Creepy.&lt;br /&gt;
**&#039;&#039;&#039;Spotlight:&#039;&#039;&#039; Fast &#039;&#039;&#039;Akhelian cavalry&#039;&#039;&#039; and &#039;&#039;&#039;Namarti Thralls&#039;&#039;&#039; are good but pricey melee fighters that can maintain its numbers with an &#039;&#039;&#039;Isharann Soulrender&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Darkling Covens|Darkling Covens]]:&#039;&#039;&#039; Basic aelven troops with Sorceress and some elite infantry thrown in.&lt;br /&gt;
**&#039;&#039;&#039;Spotlight:&#039;&#039;&#039; If you want to cover your Battleline with aelves, &#039;&#039;&#039;Breakswords&#039;&#039;&#039; are... decent for what they give in wherever you put them, but the &#039;&#039;&#039;Executioners&#039;&#039;&#039; are great if expensive. If you bring basic Covens soldiers, and ONLY if you bring basic Coven soldiers (sacrificing elites is a bad idea) it&#039;s a good idea to bring also a &#039;&#039;&#039;Sorceress&#039;&#039;&#039; for her spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Daughters of Khaine|Daughters of Khaine]]:&#039;&#039;&#039; Naked Murder aelfs&lt;br /&gt;
**&#039;&#039;&#039;Spotlight:&#039;&#039;&#039; Fast and murderous but fragile battlelines, in addition to &#039;&#039;&#039;Khinerai&#039;&#039;&#039;, flying deepstriking harassers, and &#039;&#039;&#039;Doomfire Warlocks&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Order Serpentis|Order Serpentis]]:&#039;&#039;&#039; The ruthless counterpart of the Order Draconis. Ulgulite aelves and their scaly friends.&lt;br /&gt;
**&#039;&#039;&#039;Spotlight:&#039;&#039;&#039; If you want monsters, the &#039;&#039;&#039;War Hydra&#039;&#039;&#039; or, even better, the &#039;&#039;&#039;Dreadlord&#039;&#039;&#039; are sure hits. If you want somthing more discreet, the &#039;&#039;&#039;Drakespawn&#039;&#039;&#039; units are nice, be it &#039;&#039;&#039;Chariots&#039;&#039;&#039; or &#039;&#039;&#039;Knights&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Scourge Privateers|Scourge Privateers]]:&#039;&#039;&#039; Pirates, a missele platform, and one Sea monster&lt;br /&gt;
**&#039;&#039;&#039;Spotlight:&#039;&#039;&#039; Their &#039;&#039;&#039;Scourgerunner Chariots&#039;&#039;&#039; make fast missle platforms to harass the enemy and take pot-shots at enemy monsters. Also the &#039;&#039;&#039;Kharibdyss&#039;&#039;&#039; is a very scary melee monster that has the potential to heal itself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Shadowblades|Shadowblades]]:&#039;&#039;&#039; Aelves who murder traitors. Messily. [[Officio Assassinorum|Ask not for whom they seek, lest it be thyself.]]&lt;br /&gt;
**&#039;&#039;&#039;Spotlight: &#039;&#039;&#039;the &#039;&#039;&#039;Assasins&#039;&#039;&#039; are nasty surprises, especially if you have fast moving units that will see combat sooner or later. With careful positioning, not even screening units can save heroes on their sights. Recommended taking an artifact to make them even more killy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Wanderers|Wanderers]]:&#039;&#039;&#039; Hippy aelfs&lt;br /&gt;
**&#039;&#039;&#039;Spotlight:&#039;&#039;&#039; They have a battleline that is nearly as good as Dispossessed Warriors in the form of &#039;&#039;&#039;Eternal Guard&#039;&#039;&#039; and armor-piercing &#039;&#039;&#039;Glade Guard&#039;&#039;&#039; archers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Warscrolls Compendium/High Elves|High Elves]]:&#039;&#039;&#039; Snooty discontinued elves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Warscrolls Compendium/Wood Elves|Wood Elves]]:&#039;&#039;&#039; Discontinued Tree hugging elves.&lt;br /&gt;
&lt;br /&gt;
===Unsorted===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Sylvaneth|Sylvaneth]]:&#039;&#039;&#039; Angry tree people of all shapes and sizes.&lt;br /&gt;
**&#039;&#039;&#039;Spotlight:&#039;&#039;&#039; Have some of the best magic in the game, excellent elite infantry in &#039;&#039;&#039;Kurnoth Hunters&#039;&#039;&#039; and battlefield control with &#039;&#039;&#039;Sylvaneth Wyldwoods&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Order/Seraphon|Seraphon]]:&#039;&#039;&#039; Has Powerful Magic Frog &amp;amp; summonable Dinosaurs and Dinosaurs riding Dinosaurs.&lt;br /&gt;
**&#039;&#039;&#039;Spotlight:&#039;&#039;&#039; Possesses the best chaff battleline in the form of &#039;&#039;&#039;Skinks&#039;&#039;&#039;, preferably with ranged weapons and Star-Bucklers. Plus the Slann or Lord Kroak make for amazing spellcasting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Warscrolls Compendium/Lizardmen|Lizardmen]]:&#039;&#039;&#039; Remainder of the old discontinued Seraphon models that can&#039;t be run in a Seraphon army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Age of Sigmar/Tactics/Monstrous Arcanum#Order_Warscrolls|Monstrous Arcanum]]:&#039;&#039;&#039; Your big forgeworld monsters&lt;br /&gt;
**&#039;&#039;&#039;Spotlight:&#039;&#039;&#039; Just two large hulking behemoths, the Carmine Dragon and Dread Saurian.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
&lt;br /&gt;
If you want to build a unified &#039;&#039;&#039;ORDER&#039;&#039;&#039; army, take into account that you have NO allegiance save &#039;&#039;&#039;ORDER&#039;&#039;&#039;, and it means that if a unit isn’t battleline by default, they won’t become one. However these units have rules or combos with heroes or other units from their own faction, so is usually a good idea to cover the requirements of battleline with the same faction. Factions who have Order battleline units are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Darkling Covens&#039;&#039;&#039; (Cities Of Sigmar)&lt;br /&gt;
** Bleakswords&lt;br /&gt;
** Darkshards&lt;br /&gt;
** Dreadspears&lt;br /&gt;
* &#039;&#039;&#039;Daughters of Khaine&#039;&#039;&#039;&lt;br /&gt;
** Sisters Of Slaughter&lt;br /&gt;
** Witch Aelves&lt;br /&gt;
* &#039;&#039;&#039;Dispossessed&#039;&#039;&#039;&lt;br /&gt;
** Longbeards&lt;br /&gt;
** Ironbreakers&lt;br /&gt;
* &#039;&#039;&#039;Freeguild&#039;&#039;&#039; (Cities Of Sigmar)&lt;br /&gt;
** Freeguild Crossbowmen&lt;br /&gt;
** Freeguild Guard&lt;br /&gt;
** Freeguild Handgunners&lt;br /&gt;
* &#039;&#039;&#039;Fyreslayers&#039;&#039;&#039;&lt;br /&gt;
** Vulkite Berzerkers&lt;br /&gt;
* &#039;&#039;&#039;Kharadron Overlords&#039;&#039;&#039;&lt;br /&gt;
** Arkanaut Company&lt;br /&gt;
* &#039;&#039;&#039;Seraphon&#039;&#039;&#039;&lt;br /&gt;
** Saurus Warriors&lt;br /&gt;
** Skinks&lt;br /&gt;
* &#039;&#039;&#039;Stormcast Eternals&#039;&#039;&#039;&lt;br /&gt;
** Liberators&lt;br /&gt;
* &#039;&#039;&#039;Sylvaneth&#039;&#039;&#039;&lt;br /&gt;
** Dryads&lt;br /&gt;
* &#039;&#039;&#039;Wanderers&#039;&#039;&#039; (Cities Of Sigmar)&lt;br /&gt;
** Eternal Guard&lt;br /&gt;
&lt;br /&gt;
From the compendium rules:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bretonnian&#039;&#039;&#039;&lt;br /&gt;
** Knights Errant&lt;br /&gt;
** Knights Of The Realm&lt;br /&gt;
** Men At Arms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;High Elves&#039;&#039;&#039;&lt;br /&gt;
**Highborn Silver Helms&lt;br /&gt;
**Highborn Spearmen&lt;br /&gt;
*&#039;&#039;&#039;Wood Elves&#039;&#039;&#039;&lt;br /&gt;
**Glade Riders&lt;br /&gt;
&lt;br /&gt;
Status currently unclear, but still valid for play:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Freeguild&#039;&#039;&#039;&lt;br /&gt;
** Freeguild Archers&lt;br /&gt;
* &#039;&#039;&#039;Swifthawk Agents&#039;&#039;&#039;&lt;br /&gt;
** Reavers&lt;br /&gt;
&lt;br /&gt;
Be wary, however, as many of the units may seem redundant and the sheer volume can be overwhelming. But many pledge themselves to a certain playstyle that can be expanded and their weaknesses covered by other factions. Once the core is settled, choosing the right expansion is key. Bring a Hero and his minions to ensure that you make the most of them and synergize reasonably well with what you already have.&lt;br /&gt;
&lt;br /&gt;
But let&#039;s be honest, if you choose Order over particular factions it’s because you like many Order miniatures (or suffer from hobby ADHD) and don’t want to commit to a particular one. So be careful and enjoy.&lt;br /&gt;
&lt;br /&gt;
==Sample Tourney List==&lt;br /&gt;
&lt;br /&gt;
* Lord-Ordinator (General, Leader, Stormcast Eternal)&lt;br /&gt;
* Archmage (Leader, Eldritch Council)&lt;br /&gt;
* Loremaster (Leader, Eldritch Council)&lt;br /&gt;
* Phoenix (Leader, Behemoth)&lt;br /&gt;
&lt;br /&gt;
* 40 Skinks (Battleline, Seraphon)&lt;br /&gt;
* 10 Skinks (Battleline, Seraphon)&lt;br /&gt;
* 10 Skinks (Battleline, Seraphon)&lt;br /&gt;
&lt;br /&gt;
* 1 Celestial Hurricanum (Behemoth, Collegiate Arcane)&lt;br /&gt;
* 1 Luminark of Hysh (Behemoth, Collegiate Arcane)&lt;br /&gt;
&lt;br /&gt;
* Reaper Bolt Thrower (Artillery, Dark Elves)&lt;br /&gt;
* Reaper Bolt Thrower (Artillery, Dark Elves)&lt;br /&gt;
* Reaper Bolt Thrower (Artillery, Dark Elves)&lt;br /&gt;
* Reaper Bolt Thrower (Artillery, Dark Elves)&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar/Tactics/Old]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Old/Destruction/Spiderfang_Grots&amp;diff=31399</id>
		<title>Age of Sigmar/Tactics/Old/Destruction/Spiderfang Grots</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Old/Destruction/Spiderfang_Grots&amp;diff=31399"/>
		<updated>2023-05-07T13:32:38Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:D145:6D8F:F393:33EC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As of January 2019, these guys have been moved into [[Age of Sigmar/Tactics/Destruction/Gloomspite Gitz|Gloomspite Gitz]]. This page is for prior to then.&lt;br /&gt;
&lt;br /&gt;
==Why play Spiderfang==&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*You have one of the best mortal wounds engine on the whole of the &#039;&#039;&#039;DESTRUCTION&#039;&#039;&#039; army.&lt;br /&gt;
*A highly mobile army, with the Wall-Crawler ability and all your models moving at least 8&amp;quot;.&lt;br /&gt;
*You have the Arachnarok spider, a huge Beautiful 280pts model, making your army look rad on the table. Magnetize her legs for extra fun.&lt;br /&gt;
*FUCKING SPIDERS make a very compeling aesthetic to work with.&lt;br /&gt;
*The Arachnarok spider with Shamman is maybe the strongest wizard in the destruction army and a heavy support for anything with at least 5 legs, with the Spider God Blessing and casting two spells per turn. A bit less useful with the rule of 1 built into the magic rules of 2.0.(this is compensated if you get a bunch of permanent spells)&lt;br /&gt;
*High synergy between all your models will never make you think you have redundant or useless models.&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Your army is very squishy for a frontline. Even the gigant spider is far more squishy than one would desire.&lt;br /&gt;
*The low model count gets worsened by the poor quality of 2/3 of them. The Big Boss on Gigantic spider comes in a poor resin kit from which he falls off and the Riders are basically 2 pieces of plastic glued together, absolutly monopose.&lt;br /&gt;
*Piss poor ranged attacks. Not as horrible when you remember you are &#039;&#039;&#039;DESTRUCTION&#039;&#039;&#039;&lt;br /&gt;
*The high reliance on synergy means your heroes must keep from the frontline sometimes.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
Common keywords in these warscrolls are &#039;&#039;&#039;DESTRUCTION&#039;&#039;&#039; and &#039;&#039;&#039;SPIDERFANG&#039;&#039;&#039;. Except for the standalone Arachnarok Spider, they also have the &#039;&#039;&#039;GROT&#039;&#039;&#039; keyword.&lt;br /&gt;
&lt;br /&gt;
Every model in the faction has these abilities: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wall-crawler:&#039;&#039;&#039; Can move through scenery.&lt;br /&gt;
*&#039;&#039;&#039;Spider Venom:&#039;&#039;&#039; If you roll a 6 to hit with the spider mounts&#039; Fang attacks, a 6 to hit deals as many mortal wounds as the attack would normally do normal damage.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
&lt;br /&gt;
; Grot Big Boss on Gigantic Spider : The guy himself is okay. Pretty tough with 6 Wounds and rerollable 4+ saves, okay in melee thanks to his spider making 4 attacks with Spider Venom and his command ability makes the Spider Venom ability of every &#039;&#039;&#039;SPIDERFANG&#039;&#039;&#039; unit within 8&amp;quot; trigger on a 5+, which is incredible.&lt;br /&gt;
&lt;br /&gt;
; Spiderfang Grot Shaman on Arachnarok Spider : Glorious, simply glorious. You get all the awesome of the Arachnarok, a couple Grots with bows and spears and one of the few non-special-characters who can cast two spells a turn. And its unique spell, which doubles the Mortal Wounds caused by Spider Venom for one unit is so, so good.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
====Battleline====&lt;br /&gt;
; Grot Spider Riders : These guys are loaded to the gills with gear, carrying bows, spears and shields that flat increase your save so long as the unit size is big enough. Icon Bearer and Bone Drummer, as usual, give the unit respectively +2 Bravery as long as there are no enemies within 3&amp;quot; and +2 to runs. Other than that, they shoot, they have the unpleasant spider bites and meh spears, they move well and fast and they&#039;re pretty tough with 2 Wounds and a 5+ save so long as the shields hold. They&#039;re your bread and butter. Buff them with magic and Command and watch them tear anything in the game a new asshole.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
; Arachnarok Spider : Wound-to-damage, the Arachnarok is comparatively harmless. Though that is a very relative term, as its fangs are a Vampire Lord worth of attacks that can spontaneously morph into fuck-your-armor Mortal Wounds and up to 8 pokes with its legs, which are only 1 damage each, but with good Hit and Wound rolls and Rend. And if your opponent underestimates it because of this comparatively low damage output, keep in mind that 14 Wounds with a 4+ Save is still hardy enough to weather the retaliation.&lt;br /&gt;
&lt;br /&gt;
; Arachnarok Spider with Spiderfang Grots : Now we&#039;re talkin&#039;! As said before with the Shaman variant, it gets a bunch of Grots giving him some shooting attacks and some extra melee attacks, and it can even get the Flinger to get one extra, slightly bigger shooting attack. Don&#039;t think this makes your Arachnarok into a gun platform though. It still feels more at home literally eating peoples&#039; hearts out, especially since nothing stops you from shooting on the move.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
*&#039;&#039;&#039;Venom Mob&#039;&#039;&#039;&lt;br /&gt;
1 Chieftain, 3 Units of Riders, 3 Arachnarok (no specification, so presumably any type)&lt;br /&gt;
&lt;br /&gt;
The spiders&#039; attacks get +1 to wound and all Venom Mob units within 6&amp;quot; of any Venom Mob Arachnarok automatically pass battleshock tests.&lt;br /&gt;
Sadly no longer tournament legal because the names have changed.&lt;br /&gt;
&lt;br /&gt;
==Super-Battalions==&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
A Venom Clan box is a good start and perfects if you play them as Allies. Add a Chieftain for synergy with the Shaman, two more Venom Clan boxes if you want to play the Battalion, and a box or two of Riders to give your existing units more staying power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-grot-big-boss-gigantic-spider-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-grot-spider-riders-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-arachnarok-spider-en.pdf&lt;br /&gt;
&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;br /&gt;
[[Category: Age of Sigmar/Tactics/Old]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Old/Death/Deathlords&amp;diff=30056</id>
		<title>Age of Sigmar/Tactics/Old/Death/Deathlords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Old/Death/Deathlords&amp;diff=30056"/>
		<updated>2023-05-07T13:32:13Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:D145:6D8F:F393:33EC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;These are the rules for Deathlords prior to the release of the [[Age of Sigmar/Tactics/Death/Legions of Nagash| Legions of Nagash]] Battletome, and as such are no longer matched play valid.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Why Play Deathlords?==&lt;br /&gt;
Because aside from having some of the coolest models in the entire game, if not &#039;&#039;&#039;THE&#039;&#039;&#039; coolest, you don&#039;t feel like [[Sigmar|sucking Space Thor&#039;s golden cock]] and playing [[Stormcast_Eternals|Sigmarines]] like 85% of the rest of the Age of Sigmar community. Full disclaimer: you are opting to play one of the most overlooked and underwhelming armies in the game, don&#039;t expect to win very many&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Like stated above, you have objectively the most fucking amazing models in the game at your disposal&lt;br /&gt;
*With the release of the General&#039;s Handbook 2017, Deathlords can now ally in &#039;&#039;&#039;ANY&#039;&#039;&#039; of the other Death sub-factions and every single model will still benefit from the Deathless Minions Allegiance ability. This is unique to Deathlords, as all other sub-factions require specific keywords for their Deathless Minions to function.&lt;br /&gt;
*Your faction leader is [[Nagash]], who is probably [[Awesome|the most evil badass this side of the Space Mississipi]]&lt;br /&gt;
*Strong Magic potential from all four heroes&lt;br /&gt;
*Powerful named heroes to lead your pimp slapping express train to hell&lt;br /&gt;
*Exceptionally strong battleline units with blenders for hands&lt;br /&gt;
* &#039;&#039;&#039;FUCK TERRAIN YOUR ENTIRE ARMY CAN FLY&#039;&#039;&#039;&lt;br /&gt;
*Your slowest models still move 9&amp;quot;&lt;br /&gt;
*You are the edgiest edgelord to ever have edged&lt;br /&gt;
*General&#039;s Handbook 2 gave some much needed points reductions to your army as well as the ability to Ally in other Death units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*GW hates everything remotely resembling Death.&lt;br /&gt;
*No battletome, so you are already at a disadvantage when playing against the horde of Sigmarine players&lt;br /&gt;
*No Battalions supported in Matched Play&lt;br /&gt;
*All of your units cost more than your grand mammy&#039;s fine china, both in Points and real money&lt;br /&gt;
*All named heroes means no Warlord Traits or Artefacts can be taken by your army&lt;br /&gt;
*You have only two troop choices available to you, which are variations of eachother&lt;br /&gt;
*All of the Mortarchs&#039; models are just variations of the same mount with different riders&lt;br /&gt;
*Alot of summoning bonuses are available, but summoning took an even bigger nerf with the addition of Allies.&lt;br /&gt;
*Absolutely zero ranged attacks, minus Nagash who &#039;&#039;&#039;[[Awesome|literally murders people by staring at them a little bit in the shooting phase]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;DEATH&#039;&#039;&#039; and &#039;&#039;&#039;DEATHLORDS&#039;&#039;&#039;. As mentioned before, very nerfed. If you go head to head with any of the updated/added armies you will be swept aside uselessly. Pray to Nagash that GW starts loving you and updates your army..&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
*&#039;&#039;&#039;Nagash, Supreme Lord of the Undead:&#039;&#039;&#039; Has &#039;&#039;&#039;Behemoth&#039;&#039;&#039; status. Absolute and undeniable overkill in all but the biggest games (only ones in which he can be deployed since he costs &#039;&#039;&#039;800 FUCKING POINTS&#039;&#039;&#039;.). You want specifics? Alright. He&#039;s got 16 Wounds at a 3+ save with an additional 4+ save against Mortal Wounds. He can also cast up to 8 spells, so upping that to 2+ with Mystic Shield is really simple. He also has a huge modifier to his casting rolls in case anyone wanted to unbind his spells or when you&#039;re attempting the tough stuff and when he summons stuff, he summons twice as much (eg. 2 Zombie Dragons, 2 Banshees, 40 Zombies instead of 20). He&#039;s got a strong shooting attack and two unique spells, one that inflicts damage off of Bravery and regenerates him by what the enemy lost and one that has a 50% chance (more if you&#039;re good at stage magic) of killing anything in one strike. He also has a powerful melee profile and a great Command Ability. Simply put, you play him, you win. This jerk is why most people house-rule summoning spells. Since summoning was nerfed in competitive play and the rule of one applying to spells, Nagash really kind of sucks. Most of his powers come from being able to cast lots of spells but he can now really only cast 4 a turn (Which isn&#039;t terrible) and in melee he hits like a VLoZD, which is good. But is it all worth 800 points. Not even close. Just take a VloZD and Mannfred instead. Hits twice as hard in combat with slightly less spellcasting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mannfred, Mortarch of Night:&#039;&#039;&#039; Just like Nagash, Mannfred has &#039;&#039;&#039;Behemoth&#039;&#039;&#039; status. This beauty sits on top of the Mortarchs point pyramid at 420pt. The close combat monster of the three, because Mannfreds&#039; already powerful melee profiles get added to the powerful profiles of the Dread Abyssal. Like all Mortarchs he heals 2 Wounds whenever he kills a model in combat, can cast twice though with no modifiers (gains +1 to cast/unbind if his sword kills something) and gets a bonus to Hit and Wound with his sword if he successfully casts a spell. The Armour of Templehof also means a lot more on such a huge target like this. Also, the Vigour of Undeath ability that non-Mortarch Mannfred has gets buffed a lot by affecting ALL Death units in range instead of just one, though that range varies with his Wound count. Mannfred is an absolute combat beast. His sword (provided you cast at least one spell that turn) hits and wounds on a 2+, and if you use Mannfred&#039;s command ability (Which you should, only Nagash&#039;s is better) makes both of those 2s rerollable. This basically guarantees that he is hitting at all times with 4 -1 d3 damage attacks, not including his 2 sickle-glaive attacks, or his Dread Abyssal&#039;s attacks, or the spirits. The sheer number of rending multi-damage attacks that he puts out a turn will rip most enemies to pieces.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Neferata, Mortarch of Blood:&#039;&#039;&#039; As all of the Mortarchs are, she&#039;s classified as &#039;&#039;&#039;Behemoth&#039;&#039;&#039;. Mid ranged at 400pt. Not as powerful as Mannfred and not as casty as Arkhan but tricksier than both put together. Her Command Ability creates a huge bubble of -1 To Hit for enemy units, her personal attacks (so not the Abyssal) create new Vampire Lords if she kills Heroes with them and her dagger has a chance to auto-kill any model she wounded with it. Set her up at the head of your army for her Command Ability to affect as many enemies as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arkhan the Black, Mortarch of Sacrament:&#039;&#039;&#039; Surprise! &#039;&#039;&#039;Behemoth&#039;&#039;&#039;. The cheapest of the Mortarchs at 320pt. His staff gives him boosts when casting and unbinding spells (starting with a +2 on each when he has full health, then every 2 wounds he suffers the boosts decrease). He also regenerates 2 wounds at the end of the combat phase if he killed at least an enemy model and gets an additional +1 for casting summon spells. His Spectral Claws attacks deal mortal wounds if they roll a 6 to hit. He also gets a very ludicrous spell: you target a unit within 18&amp;quot; and roll 10d6. The unit suffers a number of mortal wounds equal to how many times you rolled a 6, then you roll a number of dice equal to the wounds you just inflicted, and this time they wound on a 5+, then again but on a 4+, and so on until you either fail every dice roll or you completely destroyed the unit, This spell can go either way but can effectivly wipe ANYTHING off the board once you have made it though the first few rolls.If it works.in an effort to avoid being &#039;That Guy&#039; you could always adhere to the rule of 1 for rolls even when playing a vanilla game. . . . He also gets the spells from every Death wizard within 18&amp;quot;, and his hero ability gives them +6&amp;quot; to the range of their spells.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
All troops here cost 220pt. and are considered &#039;&#039;&#039;Battleline&#039;&#039;&#039; if the army has &#039;&#039;&#039;DEATHLORDS&#039;&#039;&#039; allegiance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Morghast Harbingers:&#039;&#039;&#039; These things have the works. High movement, lots of wounds and five attacks with two damage each. They also grant nearby Death Wizards +1 to summoning spells and have the same 3D6&amp;quot; charge range ability the Stormcast Prosecutors have. This ability, by the way, makes it way easier for the Harbingers to charge straight after being summoned, as those 10&amp;quot; are way more reachable with 3D6. The only reason not to use them is because the Archai also exist. (whilst not a Deathlords unit, Varghiests provide much the same sort of power much cheaper. They can&#039;t be summoned, don&#039;t charge 3d6 and have a worse save. But, they have just as many of the exact same attacks per unit and can generate more by slaying enemy models, have the same amount of wounds per unit and cost around a third less points per unit. Really depends on whether or not you are taking your Morghasts for summoning because you could just as easily ally for some of these.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Morghast Archai:&#039;&#039;&#039; Basically a Harbinger, but exchanging 5 attacks at -1 Rend and 2 damage for 3 attacks at -2 Rend and 3 damage and, more importantly, instead of 3D6&amp;quot; charge, they have a 5+ bonus save against mortal wounds, giving them a lot more staying power as everyone and their mom will be gunning for your Morghasts. &lt;br /&gt;
** Both Morghast variants are Reanimants, meaning Tomb King&#039;s Liche Priest can use his spell with them, which can be useful sometimes. And remember they&#039;re neither Monsters nor Heroes, so they&#039;re good at protecting both types from these annoying anti-Monster and anti-Heroes units everybody gets.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
===Neferata&#039;s Blood-Court===&lt;br /&gt;
&#039;&#039;Found in The Balance of Power. - min. 1620pt., max. 2580pt. (still to add the vampire and the throne)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Neferata, Mortarch of Blood, a Vampire Lord on Zombie Dragon, a Coven Throne and 2 units of Morghast Archai&#039;&#039;&#039;&#039;&#039; Neferata gains a reroll of her choice per turn, and can choose for either the vampire lord or the coven throne to fight harder that game. The archai prevent enemy units within their 3&amp;quot; control range from targeting Neferata with attacks. &#039;&#039; Cannot be used in Matched Play, as there is not points profile associated with this formation.&lt;br /&gt;
&lt;br /&gt;
===Arkhan&#039;s Skeleton Guard===&lt;br /&gt;
&#039;&#039;Found in the Start Collecting! Skeleton Horde box. - This will only cost you around 600pts to field the units required and is somewhat lackluster and widely regarded as not worth the cost in a serious army. Not nearly as good as the Malignants Start Collecting! exclusive Battalion warscroll, you are better off just building entirely Deathlords or extended Allied armies. It should be noted that in Matched play, Start Collecting! exclusive warscrolls are not allowed to be used as they do not currently have point values assigned to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Arkhan the Black, Mortarch of Sacrament, 1 unit of Black Knights, 1 unit of Skeleton Warriors. &#039;&#039;&#039;&#039;&#039;All units in this battalion gain the same bonus movement rule as from the Legion of the Dead, centered on Arkhan. The formation grants bonus movement for units near Arkhan (including Arkhan himself) &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Blade of the Blood Queen===&lt;br /&gt;
&#039;&#039;Added in the new Battleforce Blade of the Blood Queen box. - min. 900pts.&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Neferata, Mortarch of Blood, 1 or more units of Morghast Archai, 1 Wight King with Baleful Tomb Blade, 1 or more units of skeleton Warriors, 1 or more units of Grave Guard&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Eyes of Nagash:&#039;&#039;&#039; If Neferata is within 6&amp;quot; of any of the Archai units in the battalion, add 1 to her personal weapon attacks (Akmet-har and Aken-seth). Not a very impressive battalion, compared to the rest of the formations released with the other Battleforce boxes, and does not currently have a Matched Play profile (noticing a theme yet?)&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
A little disclaimer: you will mostly use these models as allies. If you still want to play with one of the most elite armies in the game solo style, read on. Also If you want to have the &#039;&#039;&#039;DEATHLORDS&#039;&#039;&#039; allegiance, just forget about the spare points or use them for summoning.&lt;br /&gt;
&lt;br /&gt;
===1000 pt.===&lt;br /&gt;
At 1000 pt. forget about Nagash. Then, since you have a Battleline core tax of 440pt. forget also about using two Mortarchs. From this point on is pretty straightforward:&lt;br /&gt;
&lt;br /&gt;
*Manfred and 4 Morghasts (any kind) with 140 points left.&lt;br /&gt;
&lt;br /&gt;
*Neferata and 4 Morghasts (any kind) with 160 points left.&lt;br /&gt;
&lt;br /&gt;
*Arkhan and 4 Morghasts (any kind) with 240 points left.&lt;br /&gt;
&lt;br /&gt;
Pricewise you can have a good starting army at 156€ and 5 models. Buying the Start Collecting! Skeleton Horde box, with 3€ more you can also have 10 Skeleton Warriors and 5 Black Knights for summoning (80pt.+120pt.). Neat!&lt;br /&gt;
&lt;br /&gt;
===2000 pt.===&lt;br /&gt;
2000 pt. is the right spot for this army. The core tax raises to 720pt. for 6 Morghasts (any kind); from there you have a big choice to make: Nagash or not Nagash?&lt;br /&gt;
&lt;br /&gt;
*if you&#039;re taking it you have 380pt. left, so add Arkhan or 2 more Morghasts (any kind) and use the spare points (40 or 140) for summoning.&lt;br /&gt;
*alternatively you can add any mix of Mortarchs (even all 3 of them) and Morghasts you prefer (up to a maximum of 6 with the mandatory Mortarch).&lt;br /&gt;
&lt;br /&gt;
Here the price tag with Nagash is between 273€ and 291€. Without him is between 336€ and 347€. For the sake of completeness if you&#039;re playing at 2000pt. you can buy all the models you can possibly use at 562€ (3580pt.) with 30 Skeleton Warriors and 15 Black Knights left (600pt.).&lt;br /&gt;
&lt;br /&gt;
====Untouchable Nagash====&lt;br /&gt;
At 2000pts you can fit both Nagash and Neferata into a list together with a Morghast core cost of 660. Target Nagash with Neferata&#039;s Dark Mist spell, as well as Mystic Shield. This will give Nagash a 2+ &#039;&#039;&#039;&#039;&#039;UNRENDABLE&#039;&#039;&#039;&#039;&#039; save, and because Naggy is also your General you will also be rerolling failed save rolls of 1. Along with his 4+ save against Mortal Wounds and the 6+ Deathless Minions save, Nagash is virtually unstoppable as he floats up the board murdering everyone in front of him. You will also have an extra 140 pts at your disposal, so use that sweet new Allies system to bring in whatever you feel like to support your boney boys.&lt;br /&gt;
&lt;br /&gt;
*Nagash Supreme Lord Of The Undead (800) General&lt;br /&gt;
*Neferata Mortarch Of Blood (400)&lt;br /&gt;
*2 x Morghast Archai (220) Deathlords Battleline&lt;br /&gt;
*2 x Morghast Archai (220) Deathlords Battleline&lt;br /&gt;
*2 x Morghast Harbingers (220) Deathlords Battleline&lt;br /&gt;
&lt;br /&gt;
*Total: 1860 / 2000&lt;br /&gt;
&lt;br /&gt;
===2500 pt.===&lt;br /&gt;
Here the core tax is 880 pt. for 8 Morghast (any kind). Nagash or all the 3 Mortarchs are almost mandatory.&lt;br /&gt;
&lt;br /&gt;
*Core+Nagash is 1680pt. and you can still add 4 Morghasts (160pt. left) or a Mortarch of choice (actually if you choose Arkhan you can add also 2 Morghast)&lt;br /&gt;
*Core+3 Mortarchs is 2020pt. add another couple of Morghast and smile.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Can&#039;t Touch this(2000pts)===&lt;br /&gt;
&lt;br /&gt;
Built around the -1 to hit auras of Neferata and the Mourngul, this list is surprisingly hilarious. Anything that both Neferata and the Mourngul get near will suffer -2 to hit, and since we are an all flying fast army we can typically run fools down and keep them nerfed where they belong. Even though the Mourngul got hit ridiculously hard by the nerf bat- [[Fail|because Death was just TOO DAMN GOOD RIGHT?]] - it is still useful for its aura and as a sustainable melee beast. Keeping with the ghost theme, bring some Hexwraiths along to summon as well to tarpit/chase down Shooters and grab objectives. This list still lets you bring 8 Morghasts to blend anything and everything for maximum Deathlord fuckery, and don&#039;t forget to use Neferata&#039;s unique spell to make someone ignore rend as if they too were a spooky ghost. If you are looking to run this list at 2500pts, then bring Arkhan and another 5 Hexwraiths. Arkhan will guarantee your summons and add even more firepower to your list.&lt;br /&gt;
&lt;br /&gt;
*Neferata Mortarch Of Blood (400) (General)&lt;br /&gt;
*2 x Morghast Archai (220) Deathlords Battleline&lt;br /&gt;
*4 x Morghast Harbingers (440) Deathlords Battleline&lt;br /&gt;
*2 x Morghast Archai (220) Deathlords Battleline&lt;br /&gt;
*10 x Hexwraiths (320) Summoned/Reinforcement Points (if you cannot summon all 10 at once, then do two units of 5 over two turns)&lt;br /&gt;
*Mourngul (400) Allied into list, do not try and summon this thing.&lt;br /&gt;
&lt;br /&gt;
*Total: 2000 / 2000&lt;br /&gt;
*Allies: 400 / 400&lt;br /&gt;
&lt;br /&gt;
===I&#039;ll take &amp;quot;my friends all hate me for 1000pts&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Now that [[Nagash|Skeletor]] himself is 800pts, you can field him in as low as 1000pt matches! You will not make many friends doing this, but you play Death so you probably didn&#039;t have any to begin with. You don&#039;t have a Deathlords Allegiance with this list, but since that literally means nothing you can just enjoy an easy to manage army of skeletons following their pope around the field.&lt;br /&gt;
&lt;br /&gt;
*Nagash Supreme Lord Of The Undead (800) General&lt;br /&gt;
*10 x Skeleton Warriors (80) Battleline&lt;br /&gt;
*10 x Skeleton Warriors (80) Battleline&lt;br /&gt;
&lt;br /&gt;
*Total: 960 / 1000&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
Rules are here&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-vampire-counts-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-deathlords-nagash-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-deathlords-mannfred-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-deathlords-neferata-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-deathlords-arkhan-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-deathlords-morghastharbingers-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-deathlords-morghastarcai-en.pdf&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics/Old]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Chaos/Maggotkin_of_Nurgle/old/2ed&amp;diff=21836</id>
		<title>Age of Sigmar/Tactics/Chaos/Maggotkin of Nurgle/old/2ed</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Chaos/Maggotkin_of_Nurgle/old/2ed&amp;diff=21836"/>
		<updated>2023-05-07T13:30:25Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:D145:6D8F:F393:33EC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Why Play Maggotkin?==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Tough and survivable: if it doesn&#039;t have Disgustingly Resilient, it&#039;s usually gonna have a high wound count.&lt;br /&gt;
* Incredible variety in models and playstyles: the Maggotkin are essentially six armies in one (Nurgle Daemons, Rotbringers, Slaves to Darkness, Skaven Pestilens, Tamurkhan&#039;s Horde{however these have now been moved to legends}, Beasts of Chaos (with the required battalion)).&lt;br /&gt;
* You have the most named characters out of any army.&lt;br /&gt;
* Surprisingly fast with the right synergies and unit imports.&lt;br /&gt;
* They are 乇乂ㄒ尺卂 ㄒ卄丨匚匚﻿&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* Most units are slow and rely on support buffs to get across the board.&lt;br /&gt;
* Low rend and damage on most units: you can take a hit, but you can&#039;t exactly dish it out.&lt;br /&gt;
* With so many -1 to hit debuffs around, and no way to give +1 to your forces, your damage output can get severely hampered, but now fixed by binding some abilities to unmodified rolls&lt;br /&gt;
* Weird stuff happens in mirror matches, due to several effects (most notably the Cycle of Corruption) being based on &#039;&#039;&#039;NURGLE&#039;&#039;&#039; keywords as opposed to being allied or enemy units.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Maggotkin of Nurgle|points=[https://www.warhammer-community.com/wp-content/uploads/2018/07/494fd404.pdf Maggotkin of Nurgle Errata]}}&lt;br /&gt;
&lt;br /&gt;
Even though you can run Skaven and Slaves to Darkness units, you won&#039;t be using their allegiance abilities/spells/traits/etc. This means that the &#039;&#039;Skaventide&#039;&#039; and &#039;&#039;Slaves to Darkness&#039;&#039; Battletomes aren&#039;t necessary. All you&#039;ll need is their point costs (found in latest GHB) and their warscrolls.&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
If your army consists fully of units with the &#039;&#039;&#039;NURGLE&#039;&#039;&#039; keyword, it can choose to take the Nurgle allegiance, opening all the below battle traits, command traits, spells, artifacts, and spells.&lt;br /&gt;
Do note that besides the warscrolls presented in the Maggotkin of Nurgle battletome, any unit with the &#039;&#039;&#039;NURGLE&#039;&#039;&#039; keyword is eligible to join the army while maintaining the Nurgle allegiance. This includes many units from Slaves to Darkness (those who can gain the &#039;&#039;&#039;NURGLE&#039;&#039;&#039; Mark of Chaos), Clan Pestilens, Tamurkhan&#039;s Horde, and several others here and there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
All Nurgle allegiance armies benefit from the following rules:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cycle of Corruption:&#039;&#039;&#039; Nurgle is life, Nurgle is love, and Nurgle loves to share all his gifts. At the start of the battle - after deployment but before the first turn - the Nurgle player rolls a die to decide where the Cycle of Corruption begins. There are seven Stages of Corruption; the 7th stage being locked from the initial throw (which is good, as it is a healing one you most likely won&#039;t need yet).&lt;br /&gt;
&lt;br /&gt;
Each stage will provide you with a buff for your {{AOSKeyword|NURGLE}} units or debuff to your opponent&#039;s non- {{AOSKeyword|NURGLE}} units. At the start of each subsequent battle round the Cycle will progress by one step. For example: if your initial roll is a 3, then you will benefit from &#039;&#039;The Burgeoning&#039;&#039; during the first battle round, &#039;&#039;Plague of Misery&#039;&#039; during the second battle round, and so on. You can either let the Cycle progress or try to change it with spells or abilities. Either way, try to plan ahead because you know which benefits you will get in the following battle rounds.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Unnatural Vitality&#039;&#039;&#039;: The first stage adds 2&amp;quot; to the Move characteristic of all {{AOSKeyword|NURGLE}} units. A really good one to offset your slower units (looking at you, &#039;&#039;Blightkings&#039;&#039;) and getting them into battle quicker.&lt;br /&gt;
#&#039;&#039;&#039;Fecund Vigour&#039;&#039;&#039;: The second stage adds 1 to the wound rolls of all {{AOSKeyword|NURGLE}} units during the combat phase.&lt;br /&gt;
#&#039;&#039;&#039;The Burgeoning&#039;&#039;&#039;: The third stage is one that affects all units (yours and your opponents) as each unit within 1&amp;quot; of a terrain feature the start of your hero phase will suffer 1 mortal wound - or heal 1 if they&#039;re &#039;&#039;&#039;NURGLE&#039;&#039;&#039; - on a 5+.&lt;br /&gt;
#&#039;&#039;&#039;Plague of Misery&#039;&#039;&#039;: The fourth stage forces re-rolls of 1 for battleshock tests for your opponent, {{AOSKeyword|NURGLE}} excluded of course.&lt;br /&gt;
#&#039;&#039;&#039;Nauseous Revulsion&#039;&#039;&#039;: The fifth stage forces enemy units to re-roll wound rolls of 6 during the combat phase. Enemy {{AOSKeyword|NURGLE}} units are, once again, excluded.&lt;br /&gt;
#&#039;&#039;&#039;Rampant Disease&#039;&#039;&#039;: The sixth stage allows you to pick D3 different enemy units at the start of your hero phase (guess which units you can skip) that are within 12&amp;quot; of each other. Each unit will then suffer D3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Corrupted Regrowth&#039;&#039;&#039;: The seventh and final stage will allow all {{AOSKeyword|NURGLE}} units to heal D3 wounds at the start of their hero phase. Note that this does include your opponent&#039;s units, even if they don&#039;t field a Nurgle army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Garden of Nurgle:&#039;&#039;&#039; Mimicking the Sylvaneth, the forces of Nurgle can now plant their own terrain pieces. After setting up terrain but before choosing a territory, each Nurgle army can place one Feculant Gnarlmaw anywhere more than 1&amp;quot; from any other terrain feature. Since they allow all &#039;&#039;&#039;NURGLE&#039;&#039;&#039; units within 7&amp;quot; to both run and charge in the same turn be sure to drop it off where you would benefit from this, but as mentioned above be careful in mirror matches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summon Daemons of Nurgle:&#039;&#039;&#039; Gone are the days of any {{AOSKeyword|CHAOS WIZARD}} summoning hordes of {{AOSKeyword|NURGLE DAEMONS}} to join their ranks and instead there is a new system: collecting and spending contagion points as a Nurgle army.&lt;br /&gt;
&lt;br /&gt;
In each of your hero phases a {{AOSKeyword|NURGLE}} army collects contagion points in the following ways:&lt;br /&gt;
* Any friendly {{AOSKeyword|NURGLE}} models in your own territory nets you 3 points a turn.&lt;br /&gt;
* Any friendly {{AOSKeyword|NURGLE}} models in your opponent&#039;s territory nets you an additional 3 points a turn.&lt;br /&gt;
* Being free of enemy models in a territory nets you an addition 1 point for that territory.&lt;br /&gt;
* Each Feculant Gnarlmaw nets you an additional D3 points if there are no enemy models within 3&amp;quot; of it.&lt;br /&gt;
&lt;br /&gt;
Right off the bat, you will most likely be earning 3 or 4 +D3 contagion points for having no enemies in your territory - you are buying that Gnarlmaw, aren&#039;t you? (although if the enemy takes the first turn there&#039;s a fair chance they will be in your territory, depending on mission map). Coming as no surprise, different abilities will allow you to earn more contagion points during a turn. Some heroes (such as the Lord of Plagues or Epidemius) have been reworked to play into this.&lt;br /&gt;
&lt;br /&gt;
To summon the daemons, all you have to do is look it up in the list and deduct its cost from your total points; unlike Khorne&#039;s Blood Tithe, you will be able to keep what you don&#039;t spend. There&#039;s no cast roll required, just place the summoned unit within 12&amp;quot; of a Gnarlmaw or &#039;&#039;&#039;NURGLE HERO&#039;&#039;&#039; and more than 9&amp;quot; from any enemies. Note that this list contains units in different sizes (Plaguebearers come in 5, 10, or 20), includes nearly all of Nurgle&#039;s daemons from Nurglings to a Great Unclean One (sadly no Soulgrinder, boo), and includes new Gnarlmaws (at the cost of Nurgle&#039;s favorite number).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Lastly, don&#039;t forget that placing new units will cost reinforcement points in Matched Play, though you&#039;ll be happy to know the Gnarlmaws only cost contagion points (because you didn&#039;t already buy/converted 7, did you?).&amp;lt;/s&amp;gt; Yeah, forget that. Age of Sigmar Second Edition baby! No more reinforcement points needed for summoning. This makes contagion points (and Gnarlmaws) much more important.&lt;br /&gt;
&lt;br /&gt;
Contagion points can be used to summon Daemons of Nurgle From The List Below:&lt;br /&gt;
#&#039;&#039;&#039;1 Great Unclean One &#039;&#039;&#039;: 28 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;1 Horticulous Slimux &#039;&#039;&#039;: 21 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;3 Plague Drones &#039;&#039;&#039;: 21 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;20 Plaguebearers &#039;&#039;&#039;: 21 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;1 Poxbringer, Herald of Nurgle &#039;&#039;&#039;: 14 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;1 Sloppity Bilepiper, Herald of Nurgle &#039;&#039;&#039;: 14 Contagion points&lt;br /&gt;
#&#039;&#039;&#039;1 Spoilpox Scrivener, Herald of Nurgle &#039;&#039;&#039;: 14 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;10 Plaguebearers &#039;&#039;&#039;: 14 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;1 Beast of Nurgle&#039;&#039;&#039;: 14 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;3 Nurgling bases &#039;&#039;&#039;: 14 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;5 Plaguebearers &#039;&#039;&#039;: 7 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;1 Nurgling base &#039;&#039;&#039;: 7 Contagion points &lt;br /&gt;
#&#039;&#039;&#039;1 Feculent Gnarlmaw &#039;&#039;&#039;: 7 Contagion points&lt;br /&gt;
&lt;br /&gt;
===Subfactions===&lt;br /&gt;
Added in the Wrath of the Everchosen book, you can now choose a subfaction for your smelly boys. Two for daemons and two mortals (and whatever Tarmurkhan is doing.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;&#039;&#039;&#039;The Munificent Wanderers&#039;&#039;&#039;&amp;lt;/span&amp;gt;(&#039;&#039;Turn Nurgle Daemons wall into a poison spike wall&#039;&#039;)&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits:&#039;&#039;&#039; &#039;&#039;&#039;Locus of Corruption:&#039;&#039;&#039; Enemy units within 3&amp;quot; of a {{AOSKeyword|Munificent Wanderers Daemon}} unit reduce the rend of their weapon by 1 (minimum -). Nurgle enemies unaffected&lt;br /&gt;
**Nurgle units, especially Plaguebeares, are already fairly durable so adding more resilience really counts. And then you remember that units like Pusgoyles and Lord of Afflictions have the Daemon keyword, and would trigger off this ability as well...&lt;br /&gt;
*&#039;&#039;&#039;Command Ability - Infested with Wonders:&#039;&#039;&#039; Pick 1 {{AOSKeyword|Munificent Wanderers Daemon}} unit within 14&amp;quot; of a {{AOSKeyword|Munificent Wanderers Daemon hero}}. Until your next hero phase any enemies which charge that unit suffer D3 wounds. Situational. Possibly good with a big unit of Plaguebearers screening out the front of your army.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - One Last Gift:&#039;&#039;&#039; Any hit rolls of &#039;6&#039; on a {{AOSKeyword|Munificent Wanderers Daemon}} unit with 12&amp;quot; of the General generate a mortal wound on the attacking unit after all attacks have been resolved. This is huge. Nurgle generally doesn&#039;t have a great mortal wound output and against the right opponent, this could generate a ton. Imagine 30 Plaguebearers getting attacked by a mob of Mortek Guard, with the -1 to hit from Flies and spitting mortal wound back against their bucket of dice.&lt;br /&gt;
*&#039;&#039;&#039;Artifact - Mucktalon:&#039;&#039;&#039; 1 weapon adds 1 to hit if it targets a hero. Pretty much total rubbish. The one weak point of the subfaction really.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;&#039;&#039;&#039;The Droning Guard&#039;&#039;&#039;&amp;lt;/span&amp;gt;(&#039;&#039;Air force: Fly Wall. First turn.&#039;&#039;)&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits - Locus of Corruption:&#039;&#039;&#039; Enemy units within 3&amp;quot; of a {{AOSKeyword|Droning Guard Daemon}} unit reduce the rend of their weapon by 1 (to a minimum of -). “Nurgle” units remain unaffected.&lt;br /&gt;
*&#039;&#039;&#039;Command AbilIty - Twice Blessed Rotspawn:&#039;&#039;&#039; During combat, pick a {{AOSKeyword|Droning Guard Plague Drone}} unit wholly within 12&amp;quot; of a Daemon Hero, +1 to disgustingly resilient rolls.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - Rotwing Commander:&#039;&#039;&#039; Before the first battle round all {{AOSKeyword|Droning Guard Plague Drones}} can move 4&amp;quot;. With a Gnarlmaw, you can go 12&amp;quot; + D6&amp;quot; + 2D6&amp;quot; first turn.&lt;br /&gt;
*&#039;&#039;&#039;Artifact - Cloud of flies:&#039;&#039;&#039; -1 melee hits rolls against the bearer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;&#039;&#039;&#039;The Blessed Sons&#039;&#039;&#039;&amp;lt;/span&amp;gt;(&#039;&#039;Rotbringers charge forth to spoil all&#039;&#039;)&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits: Nurgle&#039;s Embrace:&#039;&#039;&#039; Each time a {{AOSKeyword|Blessed Sons Rotbringer}} model is slain in the combat phase, on a 2+, its attacker takes 1 MW, but if they’re {{AOSKeyword|Nurgle}} they Heal +1.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - Foul Conqueror:&#039;&#039;&#039; May use &#039;&#039;At The Double&#039;&#039; CA once per turn on a {{AOSKeyword|Blessed Sons Rotbringer}} unit for free.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability - Disregard and Defiled:&#039;&#039;&#039; Pick a {{AOSKeyword|Blessed Sons Rotbringer}} unit wholly with 12&amp;quot; of Rotbringer hero, the end of fight phase, pick an enemy unit, your unit deals total wounds/MW greater than their bravery, deal 3 MW.&lt;br /&gt;
*&#039;&#039;&#039;Artifact - Blackshell Bileplate:&#039;&#039;&#039; Reroll failed saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;&#039;&#039;&#039;The Drowned Men&#039;&#039;&#039;&amp;lt;/span&amp;gt;(&#039;&#039;Air force: Blightlords Hammer&#039;&#039;)&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits: Nurgle&#039;s Embrace:&#039;&#039;&#039; Each time a {{AOSKeyword|Drowned Men Rotbringer}} model is slain in the combat phase, on a 2+, the attacker takes 1 MW, but if they’re {{AOSKeyword|Nurgle}} they heal +1.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - Bloated Raider:&#039;&#039;&#039; Reroll charge rolls for {{AOSKeyword|Drowned Men Pusgoyle Blightlords}} wholly within 14&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Command Ability - Kneel Before The Plague:&#039;&#039;&#039; At start of the combat phase, choose a {{AOSKeyword|Drowned Men Pusgoyle Blightlords}} unit wholly within 12&amp;quot; of a {{AOSKeyword|Rotbringer}} hero, and if they roll a 6 to wound, add -1 rend to that attack. Unless FAQ&#039;ed, powerful with how many attacks Pusgoyles could gerate.&lt;br /&gt;
*&#039;&#039;&#039;Artifact - Rot-kraken Hide:&#039;&#039;&#039; +1 Wound.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Maggotkin Generals can choose their Command Trait from three different tables depending on their Keywords (&#039;&#039;&#039;ROTBRINGER&#039;&#039;&#039;, &#039;&#039;&#039;DAEMON&#039;&#039;&#039; or &#039;&#039;&#039;MORTAL&#039;&#039;&#039;). The first three traits in every table are the same.&lt;br /&gt;
#&#039;&#039;&#039;Grandfather’s Blessing&#039;&#039;&#039;: Once per battle, at the start of your Hero phase, you can move the Cycle of Corruption one stage forward or backward if your general has not been slain.&lt;br /&gt;
#&#039;&#039;&#039;Living Plague&#039;&#039;&#039;: At the start of your Hero phase, roll a dice for each enemy unit within 1&amp;quot; of your general. On a 4+ the unit being rolled for suffers 1 Mortal Wound, and you receive 1 Contagion point.&lt;br /&gt;
#&#039;&#039;&#039;Hulking Physique&#039;&#039;&#039;: Add 1 to wound rolls for your general.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ROTBRINGER:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Bloated with Corruption&#039;&#039;&#039;: On a 4+ after your general suffers an unsaved wound the attacking unit suffers 1 mortal wound. Combines wonderfully with the &#039;&#039;Bileheart&#039;&#039; below, making it all but pointless to attack your General.&lt;br /&gt;
#&#039;&#039;&#039;Avalanche of Rotten Flesh&#039;&#039;&#039;: Add 2 to run and charge rolls for your general.&lt;br /&gt;
#&#039;&#039;&#039;Resilient&#039;&#039;&#039;: Whenever you allocate a wound or mortal wound to your general, roll a dice. On a 6+ it is negated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NURGLE DAEMON:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Tainted Corruptor&#039;&#039;&#039;: At the start of your hero phase, a terrain model within 3 inches gains the Sickness Blossoms rule from Feculent Gnarlmaw warscroll along with any other rules. Interesting in theory.&lt;br /&gt;
#&#039;&#039;&#039;Nurgling Infestation&#039;&#039;&#039;: Once per battle at the start of a combat phase you inflict d3 mortal wounds on an enemy unit within 3 inches.&lt;br /&gt;
#&#039;&#039;&#039;Pestilent Breath&#039;&#039;&#039;: At the start of your shooting phase, pick an enemy unit withing 6 inches of your general. Roll a dice for each model within 6 inches of your general. The unit suffers a mortal wound for each roll of 5+. You know who can get this? A Harbinger of Decay, with his massive footprint and fast (for Nurgle) movement speed. You know who else can get this? A Verminlord Corruptor, who has an even larger footprint and moves even faster!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NURGLE MORTAL:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Hideous Visage&#039;&#039;&#039;: Subtract 2 from the bravery of enemy units within 3 inches of your general. Combine this with &#039;&#039;The Carrion Dirge&#039;&#039; below for a massive -4 to enemies foolish enough to enter combat with your general.&lt;br /&gt;
#&#039;&#039;&#039;Overpowering Stench&#039;&#039;&#039;: Re-roll hit rolls of 6+ for attacks that target your general in the combat phase.&lt;br /&gt;
#&#039;&#039;&#039;Virulent Contagion&#039;&#039;&#039;: Improve your generals rend characteristics by 1 for attacks in the combat phase.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Artefacts of Contagion&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Any &#039;&#039;&#039;ROTBRINGER HERO&#039;&#039;&#039; can be given one of these artifacts.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;The Splithorn Helm&#039;&#039;&#039;: Roll a dice each time a wound or mortal wound is allocated to the bearer, on a 6+ it is negated. Nice enough on a Lord of Plagues or Lord of Blights but pretty much wasted on Harbingers of Decay and Lords of Affliction.&lt;br /&gt;
#&#039;&#039;&#039;Muttergrub&#039;&#039;&#039;: The bearer can cast one additional spell if they are a wizard or cast Foul Regenesis every hero phase (but no unbinding) if they are not. Great if you need more casts asap but can&#039;t afford another Sorcerer.&lt;br /&gt;
#&#039;&#039;&#039;Rustfang&#039;&#039;&#039;: At the start of each combat phase, pick one unit within 3 inches of the bearer. Subtract 1 from the armor save for the rest of the battle. You can only do this once on a unit. Phenomenal, as it negates one of your Blightkings&#039; biggest weaknesses.&lt;br /&gt;
#&#039;&#039;&#039;Flesh Pealer&#039;&#039;&#039;: Roll a dice each hero phase for each unit within 6 inches of the bearer. On a 5+ the unit suffers d3 mortal wounds. Meh. Might be okay on a Lord of Affliction, giving him YET another damaging aura.&lt;br /&gt;
#&#039;&#039;&#039;The Bileheart&#039;&#039;&#039;: Roll a dice each time you allocate a wound or mortal wound in the combat phase and it is not negated. On a 4+ the unit suffers 1 mortal wound after all its attacks are made. Can turn a Lord of Affliction into a mini-Jabberslythe.&lt;br /&gt;
#&#039;&#039;&#039;The Fecund Flask&#039;&#039;&#039;: You can use this once per battle at the start of your hero phase. If done, roll a dice, on a 2+ all suffered wounds are healed. On a 1 the bearer is slain. When slain, you replace the model with a Beast of Nurgle within 1 inch of the models current position. Using this when your Hero only has one Wound left can only lead to positive outcomes. But then, how many times will a Hero survive to the start of a friendly Hero Phase with exactly one wound?&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Daemonic Boons&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Any &#039;&#039;&#039;Nurgle Daemonic Hero&#039;&#039;&#039; (including the Lord of Afflictions, the Harbinger of Decay and marked Lords of Chaos on Daemonic Mount) can be given one of the following.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Noxious Nexus&#039;&#039;&#039;: Roll a dice for each enemy unit within 7 inches of the bearer at the start of the hero phase. If the roll is equal to or less that the battle round (such as a 1,2, or 3 on the 3rd round) the unit suffers 1 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Nurgle&#039;s Nail&#039;&#039;&#039;: Pick one of the bearers melee weapons to be the nail. Roll a 2d6 for each enemy model that was allocated wounds by this weapon but not slain. If the result is 7 exactly, the model is slain. Any other result does nothing.&lt;br /&gt;
#&#039;&#039;&#039;The Bountiful Swarm&#039;&#039;&#039;: At the start of your hero phase, pick a enemy model within 3 inches of the bearer and roll a dice. If the roll is greater than the models wound characteristic the model is slain. If the model slain has a wound characteristic of 4+ then add a Beast of Nurgle to your army within 1 inch of the model slain. This allows you to snipe models out of units, like, say, that icon bearer from a Pink Horror unit. Go for reliable kills instead of betting on the Beast of Nurgle.&lt;br /&gt;
#&#039;&#039;&#039;The Witherstave&#039;&#039;&#039;: Re-roll hit rolls of 6 for enemy units within 12 inches of the bearer. This is filthy. Put this on a Great Unclean One or a Harbringer of Decay to negate a lot of exploding 6s. Works especially well with the Lord of Blight&#039;s command ability, Plaguebearers&#039; Cloud of Flies, or both if you want show your opponent what a tar pit looks like - a unit of 20 or more Plaguebearers would be -4/-2 to hit for shooting/melee, rerolling sixes, which occur before modifiers are applied.&lt;br /&gt;
#&#039;&#039;&#039;Tome of the Thousand Poxes&#039;&#039;&#039;: Add 1 to casting rolls (for Lore of Nurgle spells only - note that this does NOT include the Foul Regenesis spell) if the target is a wizard, or the bearer can cast Sumptuous Pestilence each hero phase (but no unbinding) if they are not. Putting this on a Great Unclean One with Bileblade is pretty much the most obvious thing in the world. Or is it? The Great Unclean One doesn&#039;t exactly have a phenomenal spell lore to choose from. Making a Daemon Prince cast Sumptuous Pestilence might be worth it though.&lt;br /&gt;
#&#039;&#039;&#039;The Endless Gift&#039;&#039;&#039;: At the start of the battleshock phase roll a dice for each wound allocated this turn. On a 4+ the wound is healed. Utterly filthy on a Great Unclean One as it forces your opponent to pump unreasonable amounts of damage into it to finally stop the regeneration.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Plagueridden Gifts&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Any &#039;&#039;&#039;Nurgle Mortal Hero&#039;&#039;&#039; can be given one of the following. This includes Rotbringer heroes but also marked Slaves to Darkness.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;The Virulent Blade&#039;&#039;&#039;: Pick one of the bearers melee weapons to be the blade. Add 1 to the damage characteristic if the wound roll is a 5+. Would be way better if it were just a flat +1 but if you need more damage, it&#039;s not too shabby.&lt;br /&gt;
#&#039;&#039;&#039;The Foetid Shroud&#039;&#039;&#039;: Re-roll hits rolls of 6+ for attacks against the bearer in the combat phase. Great for getting rid of exploding 6s but not that effective.&lt;br /&gt;
#&#039;&#039;&#039;Sublucus&#039; Stenchplate&#039;&#039;&#039;: Enemy units within 3 inches of the bearer at the end of their movement phase suffer d3 mortal wounds. Pretty much forces any Hero to fall back or take a significant portion of damage. Small elite units aren&#039;t going to like it either. Doesn&#039;t help against getting swarmed by hordes though.&lt;br /&gt;
#&#039;&#039;&#039;The Eye of Nurgle&#039;&#039;&#039;: Once per battle you can roll 2d6 at the start of the hero phase if there are any models within 12 inches of the bearer. If the result is a 7, the nearest enemy model is slain. 1-in-6 chance of killing anything. Interesting as a hail mary, but even better as a psychological tool. &amp;quot;Are you &#039;&#039;sure&#039;&#039; you want to keep your centerpiece this close to me?&amp;quot;&lt;br /&gt;
#&#039;&#039;&#039;The Carrion Dirge&#039;&#039;&#039;: Subtract 2 from enemy units bravery within 12 inches of the bearer. This can lead to some pretty insane anti-Bravery stacking. And a 12&amp;quot; bubble is pretty large as well. Put on a Lord of Chaos on Daemonic Mount and have him escort some Chaos Knights for a -3 to enemy Battleshock.&lt;br /&gt;
#&#039;&#039;&#039;The Shield of Growths&#039;&#039;&#039;: You can re-roll save rolls if the roll is equal to or less than the number of wounds currently allocated to the model. Risky but potentially pretty useful, especially since a lot of your Heroes have some form of regeneration.&lt;br /&gt;
&lt;br /&gt;
====Notable Artifacts of the Realms====&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;The Lore of Nurgle&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
First off, all your &#039;&#039;&#039;Nurgle&#039;&#039;&#039; Wizards get this gem:&lt;br /&gt;
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*&#039;&#039;&#039;Foul Regenesis:&#039;&#039;&#039; Relatively high casting value of 7 (go figure) but it allows you to instantly switch to the Stage of Corruption you want. A great way of using it is picking &#039;&#039;Nauseous Revulsion&#039;&#039;. You might be tempted to pick &#039;&#039;Rampant Disease&#039;&#039; for those tasty Mortal Wounds, but that only activates at the start of the Hero Phase, which has already passed by the time you cast. So you pick &#039;&#039;Nauseous Revulsion&#039;&#039; for the extra defense and then, next turn, it automatically goes to &#039;&#039;Rampant Disease,&#039;&#039; and you can spell it back to &#039;&#039;Nauseous Revulsion&#039;&#039; again after it dealt its damage. Alternatively, set the wheel to &#039;&#039;Unnatural Vitality&#039;&#039; because your army is painfully slow without it.&lt;br /&gt;
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-After, each Wizard gets one Lore spell, but which lore they have access to is determined by their Keywords.&lt;br /&gt;
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&#039;&#039;&#039;Rotbringer Wizards&#039;&#039;&#039; get to pick from these:&lt;br /&gt;
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#&#039;&#039;&#039;Blades of Putrefaction:&#039;&#039;&#039; Casts on a 7+, affects a friendly unit within 14&amp;quot;. 6+ To Hit deal a Mortal Wound in addition to other damage, not specifying melee or shooting. This, of course, is best on something with a lot of attacks and/or something with a bonus to their Hit rolls. In other words, Marauders. Or, you know, those tasty Blightkings (though remember, exploding 6&#039;s will only create 1 mortal wound each, not D6). Best used on plague drones, as they have the potential to reach up to 14 attacks per model, drown your foes in the droning swarm!&lt;br /&gt;
#&#039;&#039;&#039;Rancid Visitations:&#039;&#039;&#039; Casts on a 6+, affects 1 enemy unit within 3&amp;quot; of the caster. For each model of that unit within 3&amp;quot; of the caster, the unit suffers a Mortal Wound. Yikes. Do keep in mind though, that this requires your caster to stay alive until he can cast it and that Great Unclean Ones can&#039;t pick this. So, in other words, only use on Glottkin and Bloab. &amp;lt;s&amp;gt;So no, named character can&#039;t take additional artifacts, spells and command abilities&amp;lt;/s&amp;gt; Named characters can take spells, but not artifacts and command abilities. The tome says &amp;quot;As such, these models cannot have a command trait or artefact of power.&amp;quot; (pg. 58) says nothing about not taking a spell. Additionally warscroll builder allows you to take spells but not artifacts and abilities. (Interestingly enough the new beastgrave warband, The Wurmspat, may be a much more economic choice for using this spell. Her bodyguards make her much tankier, and she is easier to fit into massive melees because of her infantry sized base. Its worth trying out if you really want to make this spell work, but don&#039;t have room for the behemoths).&lt;br /&gt;
#&#039;&#039;&#039;Gift of Corruption:&#039;&#039;&#039; Casts on a 6+, enemy unit within 18&amp;quot; takes either -1 To Hit, -1 To Wound or -1 to Saves, rolled randomly. Not too reliable, but everything it can do is good, so go nuts.&lt;br /&gt;
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&#039;&#039;&#039;Daemon Wizards&#039;&#039;&#039; get to pick from these:&lt;br /&gt;
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#&#039;&#039;&#039;Favoured Poxes:&#039;&#039;&#039; Oh lord. Casts on a 7+, pick an enemy unit within 14&amp;quot;. It takes -1 to their Hit, Wound and Save rolls until the caster moves, casts another spell, or dies. So, that Herald you cast this with will be useless afterward, but such an utterly crippling debuff means your Herald doesn&#039;t HAVE to do anything. Just point literally any unit at the target, and the target is gone. Biggest weakness is its range, but whatever.&lt;br /&gt;
#&#039;&#039;&#039;Glorious Afflictions:&#039;&#039;&#039; Casts on 5+, affects an enemy unit within 21&amp;quot;. That unit halves its Move, the distance it runs, the distance it charges and cannot make use of the Fly rule. What? Was the enemy trying to flank you? Not anymore. Slows enemies down enough so you can get the drop on them instead.&lt;br /&gt;
#&#039;&#039;&#039;Sumptuous Pestilence:&#039;&#039;&#039; Casts on 6+, each enemy unit within 7&amp;quot; takes a Mortal Wound, unless they have more than 5 models, in which case it&#039;s D3 Mortal Wounds. MSU armies beware.&lt;br /&gt;
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&#039;&#039;&#039;Mortal Wizards&#039;&#039;&#039; get to pick from these:&lt;br /&gt;
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#&#039;&#039;&#039;Magnificent Buboes:&#039;&#039;&#039; Casts on a 7+, pick an enemy Hero. He takes D3 Mortal Wounds and gets -1 to Hit, Cast and Unbind rolls. Neuters fighters and heaps damage onto supporters and all of that from phenomenal range.&lt;br /&gt;
#&#039;&#039;&#039;Plague Squall:&#039;&#039;&#039; Casts on a 6+. If successful, roll 7D6. For each 6, pick a visible enemy unit and deal D3 Mortal Wounds to it. You can only pick each enemy unit once. You know what this one doesn&#039;t have? A range limit. Even one cast can kill certain artillery crews from the safety and comfort of your own deployment zone. And the best part is, according to the spell description, that missing range limit doesn&#039;t seem to be an oversight since it&#039;s basically a rain shower made of plague fluids.&lt;br /&gt;
#&#039;&#039;&#039;Cloying Quagmire:&#039;&#039;&#039; Casts on a 5+, pick an enemy unit within 14&amp;quot; and roll a D6. If this rolls equal to or over their Save characteristic, they suffer D6 Mortal Wounds. So, it gets more reliable on precisely the units you want to affect with it the most. Wow.&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Endless Spells&amp;lt;/span&amp;gt;===&lt;br /&gt;
Slaves to Darkness only&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Eightfold_Doom-Sigil_eng.pdf Eightfold Doom-Sigil]:&#039;&#039;&#039; (40pts) CV 5. This spell will only have use when things die around it, so you&#039;d best make sure you make at least one model go down so you can power them up. Now a bonus attack won&#039;t sound too scary for your Chaos Lord, but throw it on a band of marauders and they won&#039;t be laughing anymore.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Darkfire_Daemonrift_eng.pdf Darkfire Daemonrift]:&#039;&#039;&#039; (50pts) CV 6. This is a purely predatory spell, dealing d3 MWs to anything it goes through. It&#039;s damage potential also powered up by other Wizards and Endless spells, which is pretty trollish for, say, Tzeentch or the Sacrosanct Chamber and all their wizards.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Reamscourge_Rapture_eng.pdf Realmscourge Rapture]:&#039;&#039;&#039; (60pts) CV 7. This Predatory spell is like the Pendulum in that it can only move in straight lines (but in this case can also only go forward, making it even more reliable). Anything that this goes through (or near) suffers not only d3 MWs, but their movement will also be halved, which can positively cripple a unit just in time for your Vikings to flatten them.&lt;br /&gt;
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Beasts Of Chaos only&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Doomblast_Dirgehorn.pdf Doomblast Dirgehorn]:&#039;&#039;&#039; Subtract 1 from hit rolls for attacks made by units within 3&amp;quot; of this model. &#039;&#039;&#039;BEASTS OF CHAOS&#039;&#039;&#039; models are not affected. Grows by 3&amp;quot; at the start of each battle round. This one is pretty damn cool but comes with the problem of having a casting value of 6 and thus being fairly easy to dispell.&lt;br /&gt;
** On the other hand, it presents the opponent with the interesting dilemma of either wasting his casting attempts to dispel it or letting it get bigger and bigger.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Wildfire_Taurus.pdf Balefire Taurus]:&#039;&#039;&#039; A big horde cleaning Endless Spell. It moves 12&amp;quot; a turn and has the Fly keyword. Anything it moves over or ends within 1&amp;quot; of it takes D3 Mortal Wounds, and if the unit has more than ten models, it takes D6 Mortal Wounds instead. Furthermore, Units it damages must fight last at the end of any Combat Phase. While brutal in most situations, it really shines when cleaning up blobs of infantry.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Ravening_Direflock.pdf Ravening Direflock]:&#039;&#039;&#039;Spawns three tokens of evil Chaos murderbirds. Anything that is not a &#039;&#039;&#039;BEASTS OF CHAOS&#039;&#039;&#039; unit within 6&amp;quot; of one of these tokens has their Bravery reduced by -2. However, if any unit finishes a move within 1&amp;quot; of the tokens, they have to set the Tokens up again somewhere within 3D6&amp;quot; of the place they were previously.&lt;br /&gt;
** These are phenomenal, especially since it only requires a &#039;&#039;&#039;BEASTS OF CHAOS&#039;&#039;&#039; Wizard to cast it, but not Beasts of Chaos Allegiance. Find some nice Bravery gimmick and add these birds to increase its effectiveness exponentially.&lt;br /&gt;
** Nurgle comes to mind. Have a Nurgle General with Hideous Visage and Carrion Dirge, then a friendly bray wizard to zap in the crows. Under all 3 effects, enemy units will have -6 bravery! But keep in mind your General will certainly also be in range of the crows. However, if you ally in some Slaves to Darkness, it really becomes insane. The Mindstealer Sphiranx has another -2 Bravery Aura, Chaos Knights net you another -1, which results in -9 Bravery! So even Demons can disintegrate after 1 casualty.&lt;br /&gt;
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=Warscrolls=&lt;br /&gt;
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==&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Leaders&amp;lt;/span&amp;gt;==&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Named Characters&amp;lt;/span&amp;gt;===&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Daemon&amp;lt;/span&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-epidemius-en.pdf Epidemius]:&#039;&#039;&#039; (200pts)A Herald of Nurgle +1, with two more wounds and a Nurgling base&#039;s worth of extra attacks. It doesn&#039;t sound like much until you get to his Nurgle&#039;s Tallyman ability and realize he&#039;s the best force multiplier in the game. You keep a tally of how many models your Nurgle models killed, and as it rises, they get bonuses. How&#039;s that so great? Because it doesn&#039;t specify Nurgle Daemons, just Nurgle. So this guy buffs your Plague Monks, your Blightkings, Glottkin, the Maggoth Riders, Plague Drones, you name it. And since Nurgle has even a few fast hard hitters like Daemon Princes, those bonuses should start adding up fast.&lt;br /&gt;
*If you really want to stack up his bonus fast, bring a couple of Clan Pestilens Plague Claws. If the opponent isn&#039;t playing a super low-model count army, you&#039;ll rack up the model kills fast and apply it to your whole army before they even get to combat.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Rotigus.pdf Rotigus Rainfather]:&#039;&#039;&#039; (Behemoth, 340pts)Rotigus is the newly named version of the GUO. At 16 wounds and a 4+ save he&#039;s just as resilient as the normal GUO. He also retains the GUO&#039;s ability to deal out mortal wounds to units attacking him. Where he differs from the GUO is trading in his shooting attack for the ability &amp;quot;Streams of Brackish Filth.&amp;quot; The ability targets each enemy unit within 6&amp;quot; and on a 4+ slaps them with D3 mortal wounds. Flying units only get hit on a 6+ however. Rotigus also has the &amp;quot;Deluge of Nurgle&amp;quot; unique spell (Casting value 7) which is essentially a more damaging and far-reaching version of the GUO&#039;s plague wind spell, allowing you to hit as many as 7 enemy units as long as they are visible to the caster. Regarding melee, he is slightly less effective than a standard GUO equipped with the Sword and flail but is still more than capable of holding his own.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Horticulous-slimux.pdf Horticulous Slimux]:&#039;&#039;&#039; (220pts) The head gardener of the greatfathers very own garden. Riding into battle on a giant plowing-snail called Mulch, he lops off the heads of trespassers with his giant shears while Mulch eats the rest with his slime-encrusted jaws.&lt;br /&gt;
3+ save 5&amp;quot; move and 8 wounds. He has 3 attacks with his &#039;&#039;&#039;Lopping Shears&#039;&#039;&#039; 3+, 3+, -1 and D3 damage. Mulch has D3 attacks with his jaws. 3+, 3+, -2 and 2 damage.&lt;br /&gt;
For abilities, he, of course, has &#039;&#039;&#039;Disgustingly Resilient&#039;&#039;&#039; but also &#039;&#039;&#039;Beast Handler&#039;&#039;&#039; which lets you reroll failed charge rolls and hit rolls of 1 for friendly &#039;&#039;&#039;Beasts of Nurgle&#039;&#039;&#039; units within the holy inches. Like the Poxbringer you can heal a wound off a &#039;&#039;&#039;Nurgle Daemon&#039;&#039;&#039; within 7&amp;quot; if anyone was killed in the preceding turn. Lastly, he has the ability &#039;&#039;&#039;Acidic Slime Trail&#039;&#039;&#039; which makes enemies within 3&amp;quot; take D3 mortal wounds on a 4+ when Slimux makes a retreat. He also lets you set up 1 free gnarlmaw once per game in your hero phase.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Others&amp;lt;/span&amp;gt;====&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-theglottkin-en.pdf The Glottkin]:&#039;&#039;&#039; (380pts) This count also as &#039;&#039;&#039;Behemoth&#039;&#039;&#039;. The big bad bad guys of Nurgle are back. &amp;lt;strike&amp;gt;And this time, no bullshit Purple Suns exist that can cascade them out of the game in a single turn. And without that annoying weakness, they are absolutely devastating&amp;lt;/strike&amp;gt; With Malign Sorcery, the Purple Sun is back, but not as devastating as before. 18 freaking Wounds with an automatic Regen of D3 Wounds per friendly Hero Phase, basically Terror and the fact that enemies can take Mortal Wounds simply for being charged by the Glottkin combine with magic and very powerful attacks to make something truly nightmarish. Their unique spell is very situational but can make a bunch of Marauders into the single most immovable tarpit in the game - for a turn. They also have a really awesome Command Ability that grants one extra attack to every melee weapon of every Nurgle unit within 14&amp;quot; of them. Yes, this includes Nurgle Daemons and Clan Pestilens. Additionally, they have a shooting weapon that is easy to hit with, has a high Rend and inflicts a whole lot of damage, but unfortunately, it only Wounds on 4+, which makes it quite unreliable.&lt;br /&gt;
*Protip: in the right army, Fleshy Abundance is the best defensive spell of the game. Using it on 1-Wound models effectively means giving them a 4+ save-after-the-save (and unlike it, it doesn&#039;t depend on a dice roll, it always reduces your losses to half). And the targets aren&#039;t limited to Nurgle units, too, but it&#039;s even better if they are because then they will be affected by the Glottkin&#039;s awesome Command Ability. Plaguebeareres and Chaos Marauders become much better, but glass cannons like Plague Monks and Plague Censer Bearers become ridiculously so. This makes them a very good ally for Pestilins, if you plan on picking that up as a secondary army.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Blob-rotspawned.pdf Bloab Rotspawned]:&#039;&#039;&#039; (240pts)This count also as &#039;&#039;&#039;Behemoth&#039;&#039;&#039;. Of the Maggoth Riders, Bloab is the only Wizard, but in exchange, he has a worse save than the others, makes fewer attacks with his (still decent) weapon and projects several annoying auras. He has a fly swarm that can cause penalties To Hit enemies in a large area and his bells lower enemy casting rolls by 1. His Maggoth also has by far the best shooting attack of the three. Finally, his unique spell is potentially devastating: It affects one enemy unit. At the end of every phase in which the unit lost Wounds, roll a D6. On 2+, the unit takes another D3 Mortal Wounds. Keep in mind, this happens on a per-phase basis. Basically, if you cast this spell, you need to invest in it. Every phase you have to strip off at least one Wound off that unit. Otherwise, just use Arcane Bolt and have done. Other than that, Bloab is simply very versatile. He is strong in melee but not stellar, good at shooting but not the shootiest Hero in the game, can cast but not terribly well and can fuck with the opponent with all his auras and unbinding.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-morbidextwiceborn-en.pdf Morbidex Twiceborn]:&#039;&#039;&#039; (240pts) This count also as &#039;&#039;&#039;Behemoth&#039;&#039;&#039;. The guy who loves Nurglings, because they love him. Of the Maggoth riders, he has the worst shooting attacks, projects Nurgle&#039;s Rot and has a regeneration effect in each friendly Hero Phase. On 4-5 he heals a Wound. On 6, he heals D3 Wounds instead. He also adds 1 model to a nearby unit of Nurglings in each of your hero phases and grants a +1 To Wound for Nurglings around him. Nothing crazy, but a free 33pt bodyguard each round isn&#039;t too bad. He&#039;s pretty good in close combat, better than his boss Orghotts. Use him to lead your charges, because he&#039;s tough, powerful and really fast for Nurgle&#039;s standards.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Orghotts_daemonspew.pdf Orghotts Daemonspew]:&#039;&#039;&#039; (240pts) This count also as &#039;&#039;&#039;Behemoth&#039;&#039;&#039;. Supposedly the strongest of the Maggoth riders. He damages enemies who punch him, his Maggoth has an okay shooting attack (though with abysmal range), and his Command Ability lets a friendly Nurgle unit reroll To Wound. On the charge, he&#039;ll get D3 more attacks, and anyone his axes wound but don&#039;t kill will take a mortal wound on a 4+.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-gutrot-spume-en.pdf Gutrot Spume]:&#039;&#039;&#039; (140pts) Do you remember Wulfrik? No, not his awful joke rule, don&#039;t worry. But do you remember his awesome rule to outflank himself and a unit of Marauders? Well, Gutrot gets to do that now, except he can take a unit of Putrid Blightkings with him instead. That&#039;s right, outflanking Blightkings. He can also use his tentacles to wrench enemy weapons off them, making his 7 Wounds with a 3+ Save even tankier. Finally, his already decent attacks gain rerolls of 1s To Hit against &#039;&#039;&#039;Heroes&#039;&#039;&#039; but in exchange, he can only target Heroes if there are Heroes within 3&amp;quot; of him (so watch out as his highest ranged attack in melee is 2&amp;quot;). He lost his Command, but all his changes make him into a superb supporter and beatstick, who can not only survive but overcome a lot of powerful Heroes. Nothing quite like holding a Gryphon&#039;s beak shut while you hack away at the rider. A recommended tactic is to bring a single unit of 10 blight kings with him on turn 2 (after your opponent has likely forgotten you can deep strike him, just keep your mouth shut), and then proceed to tear the everliving fuck out of your enemy&#039;s backfield warmachines and characters. When you&#039;re done with that, use your remaining Blight King flankers (re: probably all of them) and flank his battle line from the rear. Or just sit on his objective and annoy the fuck out of him, because they will never get you off, no matter how hard they try.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-festus-the-leechlord-en.pdf Festus the Leechlord]:&#039;&#039;&#039; (140pts) Festus is a support Hero, pure and simple. He heals a Wound a turn and can either heal a friendly model for D3 Wounds or give out D3 Mortal Wounds to an enemy model, though for both he needs to be within 1&amp;quot; of whoever he wants to affect. His unique spell lowers enemy saves by 1 PERMANENTLY (Save rolls though, not saves. So Nighthaunt or anything else that ignores modifiers will ignore this). Unfortunately, with the Maggotkin Battletome, this explicitly doesn&#039;t stack anymore. However, for all this awesome, his close combat potential can be very generously described as lacking, at least compared to melee characters. Compared to most other Wizards, he&#039;s about twice as strong.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-tamurkhan.pdf Tamurkhan The Maggot Lord]:&#039;&#039;&#039; {moved to legends}(Behemoth, 420pts) The eponymous character for the army. Big, mean and perfect to destroy the heroes of the other side; send him after enemy characters where the Black Cleaver and its re-rolls can go to work. Even if he dies, he&#039;ll be dealing mortal wounds to them with a chance to Resurrect himself as a final insult. With 18(!) wounds, D3 of which are regenerated per turn, a host of attacks from Bubebolos and a command ability that re-rolls charge rolls for his Horde he&#039;s also well-suited for grinding through infantry, so plonk him into the center of your line and go to town. If you have him there&#039;s no reason not to use him; just watch out for armies with a high proportion of powerful shooting units like Aelves or Duhardin, since he&#039;s only packing a 4+ save.&lt;br /&gt;
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&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-kazyk-the-befouled.pdf Kayzk the Befouled]:&#039;&#039;&#039; {moved to ledgens} (120pts) Tamurkhan&#039;s second in command. 7&amp;quot; move, 7 HP, 7 bravery...I think I see a pattern... Best ran alongside a few units of Pox Riders or (even better) Nurgle Chaos Knights for cover - although he does have a 5+ ignore Mortal wounds. consider using him as an archer or wizard hunter. His Command Ability is a slightly buffed version of Inspiring Presence that only works on Nurgle unit, so consider making either the chap above or below your general instead.&lt;br /&gt;
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===Generic Characters===&lt;br /&gt;
====Daemon====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Great-unclean-one.pdf Great Unclean One]:&#039;&#039;&#039; (Behemoth 320pts) Your Greater Daemon and one of the best choices to evoke other units. Your standard general on bigger games. The GUO is one of the toughest fuckers around. He has the same basically-40k&#039;s-Feel-no-Pain rule of a 5+ save after his save but for him, if he rolls a 6 and is in melee, he actually inflicts Mortal Wounds. He also has a regeneration of D3 Wounds per turn, has a strong though short-ranged shooting attack and a melee profile worthy of a monster. What makes him shine is his unique spell, a 14&amp;quot; line that damages enemy units under it and heals Nurgle units under it. It can&#039;t resurrect but is perfectly able to make the obscenely tough Plague Drones even harder to remove. Also, his command ability gives a Nurgle Daemon unit within 21&amp;quot; play an extra melee attack with each of their weapons. NICE. With the new model, he can now swap his weapons for worse damaging versions with benefits. The sword can be swapped for the bell which gives any Nurgle unit a 3-inch movement increase if they start within 7 inches at the start of the movement phase and the flail can be swapped for a dagger that can give a 1 point boost to a casting or unbinding roll for a unnegatable wound, and with his regen abilities, it could be quite worth it if there&#039;s one spell you don&#039;t want to be dealing with.&lt;br /&gt;
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{{anchor|FWExalted}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/PDF/fw_warscrolls/AOS-Exalted-Daemon-of-Nurgle.pdf Exalted Greater Daemon of Nurgle]:&#039;&#039;&#039; (Behemoth 390pts) Better sword but no secondary weapon, slightly longer-ranged version of the GUO&#039;s command ability, but crucially, a different name so they can both be used on the same unit. Fancy some Plague Drones with 11 attacks each? &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Poxbringer-herald-of-nurgle.pdf Poxbringer, Herald of Nurgle]:&#039;&#039;&#039; (120pts) Your gamechanger. Compared to a Herald of Khorne, he has fewer attacks that are harder to hit and can&#039;t deal Mortal Wounds but do D3 wounds if they go through. On average they should do about the same amount of damage, but the HoN will last much longer because he&#039;s Disgustingly Resilient and can heal (himself or others nearby) a wound if anyone at all died in the preceding turn. If you play any Nurgle Daemons, at least have one of these guys in reserve so that you can summon him if need be. Beasts of Nurgle especially turn from &#039;&#039;okay&#039;&#039; to &#039;&#039;murder on no legs&#039;&#039; if a Daemon Hero of Nurgle is nearby. If relying on him for synergy, keep him away from combat(and out of range of enemy ranged units) and take advantage of his synergy bubble. Now has a unique spell that does d3 mortal wounds on a unit that&#039;s in 7 inches of a Plaguebearer unit, but it&#039;s on a higher casting roll than Arcane Bolt and same damage so it&#039;s not much of a use if you&#039;re in range for bolt, but since there&#039;s no specified range on how far the Plaguebearers can be away it can work if you need a spell shot on a unit your herald is not close enough to for bolt.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Sloppity-bilepiper-herald-of-nurgle.pdf Sloppity Bilepiper, Herald of Nurgle]:&#039;&#039;&#039; (90pts) A New Support Provides 7&amp;quot; +1 to the bravery of &#039;&#039;&#039;Nurgle Daemons&#039;&#039;&#039;(Not that useful) but subtracts 1 bravery from enemies. Also, Re-roll failed charges and hit rolls of 1 for Nurglings &amp;amp; &#039;&#039;&#039;Great Unclean Ones&#039;&#039;&#039; at 7&amp;quot;. Although his Marotter attacks may not seem useful at first, 4 Plaguesword attacks with a -1 rend and 2 damage is nothing to scoff at for a measly 100 points. Additionally, against similarly priced heroes, Bilepipers perform shockingly well. A 4+ save with a Disgustingly Resilient save after that ensure that your favorite Scottish Daemon will be whacking his foes to death turn after turn.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Spoilpox-scrivener-herald-of-nurgle.pdf Spoilpox Scrivener, Herald of Nurgle]:&#039;&#039;&#039; (90pts) Scrivener does for Plaguebearers as what Bilepiper does for Nurglings &amp;amp; &#039;&#039;&#039;Great Unclean Ones&#039;&#039;&#039; as stated above, except that you always reroll charge dice results of 1 rather than failed charges. Worse in close combat than the Bilepiper, but you can sneeze people to death with him!&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Deamon_Prince_eng.pdf Daemon Prince]&#039;&#039;&#039;: (210pts.) He’s gone through a reworking since his last outing. He no longer has the ability to taken Unmarked and the buff for killing heroes, but now he gains a unique command ability for Nurgle, make a friendly unit within 12 inches cause d3 mortal wounds each time an enemy unit rolls at least one 6 to hit them (so if they get to attack twice they may cause a further D3 MW - errata from the absurd &#039;D3 mortal wounds for each 6 rolled&#039;). His damage output is pretty solid, so use him to rack up the Epidemius points, and he&#039;s fast enough to keep up with (or outpace) Beasts and Plague Drones and activate their abilities.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Verminlord_Corruptor.pdf Verminlord Corruptor]:&#039;&#039;&#039; (Behemoth, Pestilens, 280pts)A Skaven Daemon from the Clans Pestilens. He&#039;s got 12 wounds. With his insane 10 attacks on his melee weapon, he can equip the Sword of Judgement from the shadow realm artifact list and have 10 chances to absolutely murder heroes and monsters. Has a Skaven version of Disgustingly Resilient. Cast two spells and abilities to deal mortal wounds. His COMMAND ABILITY gives Pestalence wholly within 13&amp;quot; re-roll to hit.&lt;br /&gt;
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====Mortals &amp;amp; others====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-lord-of-plagues-en.pdf Lord of Plagues]:&#039;&#039;&#039; ( MORTAL, ROTBRINGER, 140pts) Oh, dear lord, talk about overcompensating. Before, the Lord of Plagues was extremely underpowered. But now, with a price-bump and some new rules, he&#039;s pretty brilliant. First off, he gets the same &amp;quot;6+ To Hit hits D6 times&amp;quot; rule as the Blightkings, but he gets this on top of -1 Rend and D3 damage, so he is potentially murderous. Then, he lets Blightkings around him reroll 1s To Hit, making him into a proper support Hero. Then he can help you rack up contagion points, which is nice. Finally, his Command is still bad, being a very unreliable way of delivering Mortal Wounds over 21&amp;quot;. A whole 1.16 of them on average. All in all, a very nice beatstick who can support Blightkings (and only Blightkings) very well. Still slow and with a terrible Command, though.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Lord-of-blights.pdf Lord of Blights]&#039;&#039;&#039; (MORTAL, ROTBRINGER, 140pts) Sporting the same statline as the Lord of Plagues, the Lord of Blights is a new hero for the forces of Nurgle. Gets basically the same melee as the Lord of Plagues, but without the exploding 6s, so it&#039;s alright. He also gets Death&#039;s Heads he can throw - his own is pretty powerful already, but he also allows Putrid Blightkings next to him to throw a bunch. While a shooting attack over 14&amp;quot; sounds incredibly useful, keep in mind it&#039;s one shot per Blightking, so not that much shooting at all. His real meat comes from his Command, which grants one &#039;&#039;&#039;Nurgle&#039;&#039;&#039; unit the Plaguebearers&#039; &#039;&#039;Cloud of Flies&#039;&#039; rule, so -1 To Hit when shooting them or -2 To Hit while shooting and -1 To Hit in melee at 20+ models. Very powerful. He also has a shield that allows him to re-roll saves of 1 in melee, but whatever.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Lord-of-afflictions.pdf Lord of Afflictions]:&#039;&#039;&#039; (MORTAL, DAEMON, ROTBRINGER, 200pts) And all the Daemons say he&#039;s pretty fly for a blight guy. Superbly killy, combining the melee of the Lord of Plagues (sans exploding 6s, sadly) with a Rot Fly&#039;s worth of attacks and another damage 2 knock from the underslung bell. For survivability he&#039;s also golden, like the other Lords, but with an additional Wound, Disgustingly Resilient and a 1 wound per turn heal. His buff allows all &#039;&#039;&#039;Rotbringers&#039;&#039;&#039; to reroll 1s To Hit - so Blightkings, Blightlords, and all the mortal heroes. He also has a couple of abilities for dealing Mortal Wounds, one of which, the Incubatch, is so deadly it can even damage &#039;&#039;&#039;Nurgle&#039;&#039;&#039; models (even himself), albeit only on 6+. Finally, his Command doubles the Move of a Pusgoyle Blightlords unit. All in all, he&#039;s just good. He provides good support, especially to the Pusgoyles, he deals a ton of Wounds, both Mortal and otherwise, he&#039;s fast and tough and thanks to the &#039;&#039;&#039;Daemon&#039;&#039;&#039; keyword he can trigger Locus effects as well. However, when playing him, remember that for 40 points more, you could have gotten a Maggoth Lord instead (which honestly isn&#039;t flattering to the Maggoth Lords at this point).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Harbinger-of-decay.pdf Harbinger of Decay]:&#039;&#039;&#039; (MORTAL, ROTBRINGER, 160pts) Decently killy and with a one-use ability that can cause extra Mortal Wounds. However, despite the mount, his Movement is stuck at 7&amp;quot;. He makes up for that with his Command Ability, though, since he basically projects Disgustingly Resilient to all Mortal Nurgle units within 7&amp;quot;. Another thing to consider: Thanks to his Mount, he has the DAEMON keyword. His mount lets make him a useful utility hero as he can move relatively quickly to shore up Mortal Nurgle units with his command ability, while also letting him trigger Daemons&#039; Locus abilities, as those only need a &#039;&#039;&#039;NURGLE DAEMON HERO&#039;&#039;&#039; to trigger. Let him run after your Plague Drones, which he can keep up with, and suddenly your Fly Riders deal a bunch of Mortal Wounds in addition to their normal damage.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_eng.pdf Lord of Chaos]:&#039;&#039;&#039; (STD 110pts) Cheaper and more killy, with a decent command ability to boot. This has come at the cost of the amazing 2d6 damage ability and is no longer able to ascend to Daemonhood automatically on killing the enemy general (let&#039;s face it though, how often did that happen?). Don&#039;t send him alone against characters more expensive than he is, or he will die. The increased rend and attacks values will mean he&#039;s good at killing line infantry and when to send alongside another unit he won&#039;t auto-bounce against characters like he used to. Side modeling note, the option to take a flail can be achieved by taking the Chaos Chosen off of a Chaos Chariot and basing him and using his as a Chaos Lord, the jury is still out on whether this is official or not.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Demonic_Mount_eng.pdf Chaos Lord on Demonic Mount]:&#039;&#039;&#039; (STD Daemon 170pts) Your budget (for a Slaves to Darkness character) mounted Lord, and also can double dip into Daemon and Mortal equipment. With the new update, cursed Warhammer now has the potential of mortal wounds on 6s to hit, with the added bonus of healing d3 wounds for killing whelps with your big mallet. Also great for other Slaves to Darkness units as his command ability only affects the mounting options but provides a re-roll to their charge and +1 to hit.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Karkadrak_eng.pdf Chaos Lord on Karkadrak]:&#039;&#039;&#039; (STD 250pts) The new mounted lord has arrived, and he rode in style as a fully plastic kit. How does this character scream build around? Movement 9&amp;quot;, 9 wounds and the always welcomed 3+ save, this lord on battle lizard loves keeping up with his fellow cavalry and bring nothing short of utter destruction. Without any adages, this character boasts no less than 13(!) attacks across 4 profiles, has mortal wound potential both on the charge and with his sword, and can heal with his attacks with his big axe. Sporting classic mortal wound protection that Slaves to Darkness units are spoiled with, and the same command ability as his horse-riding brethren, he is an excellent pick for a Slaves focused army. Pair him with some Chaos Knights or Chariots and reap all the skulls you can.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Manticore_eng.pdf Chaos Lord on Manticore Chaos Lord on Manticore]:&#039;&#039;&#039; (Behemoth STD, 280pts) Chaos Lord on Manticore: The Lord on Manticore can have a choice between Flail and Sword, with the Sword being better in most circumstances and a choice between Runeshield, Daggerfist, and Lance. The Lance might be awesome, but since everyone and their grandma will be gunning for your Manticore, the 5+ save against Mortal Wounds might be the best choice. Ironically enough, the Manticore itself is actually less damaging than the Lord on it, but it does provide some nice special rules, such as rerolls of 1 To Hit against Monsters for its Claws and Jaws attacks and always rerolling when attacking units in your side of the field. His Command Ability allows a unit of Chaos Warriors within 15&amp;quot; to reroll charge, wound, and Battleshock rolls.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Sorcerer.pdf Sorcerer]:&#039;&#039;&#039; (MORTAL, ROTBRINGER, 120pts) Formerly &#039;&#039;&#039;Rotbringer Sorcerer&#039;&#039;&#039; Has access to the unique spells of both &#039;&#039;&#039;ROTBRIGNERS&#039;&#039;&#039; and &#039;&#039;&#039;MORTAL NURGLE&#039;&#039;&#039;. The Sorcerer fits into many of the Maggotkin battalions but the new Chaos Sorcerer Lord is now 10pts cheaper and has a better move/save/melee profile (though Chaos Sorcerer Lord warscroll abilities/spells now only affect Slaves to Darkness units).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Sorcerer_Lord_eng.pdf Chaos Sorcerer Lord]:&#039;&#039;&#039; (STD 110pts) Yes. You owe it to yourself to at least check this guy out. While he is utter crap in combat, he can be amazing at support. First, without even casting anything, he can let one Slave to Darkness unit per turn re-roll saves. Then, when he casts, he has a unique spell that provides rerolls To Hit, To Wound and to their saves for a friendly Slaves to Darkness unit in addition to STD endless spells. Just keep him away from the fighting and let Him strengthen your front line. With the new points cost reduction, he could still be a valuable tool for casting some of the Mortal Nurgle Spells.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Sorcerer_Lord_on_Manticore_eng.pdf Chaos Sorcerer Lord on Manticore]:&#039;&#039;&#039; (Behemoth STD, 260pts) Blessed with the same awesome &amp;quot;reroll saves&amp;quot; ability as the normal Lord, this here rides a Manticore, who is just as killy as the one the normal Lord gets. Additionally, the Sorcerer Lord gets the Wind of Chaos spell, which is potentially devastating.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Exalted_Hero_of_Chaos_eng.pdf Exalted Hero of Chaos]:&#039;&#039;&#039; (STD 90pts) A guy with a random flurry of axes with the ability to attack twice in the turn he charged, and when he kills a Hero or a Monster he heals. Skip, you have consistent fighters.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Plague_Priest.pdf Plague Priest]:&#039;&#039;&#039; (Pestilens 80pts) Your standard skaven hero. Gets an extra attack on the charge because of PESTILENS. no longer a buffing priest, he now only has two damage Prayers and deals more mortal wounds after combat.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscroll_card_Plague_Priest_Plague_Furnace.pdf Plague Priest on Plague Furnace]:&#039;&#039;&#039; (Behemoth Pestilens 200pts) It&#039;s 3 Plague Monks with a Plague Priest on a huge censer-thing. It can&#039;t move its 6&amp;quot; unless within 6&amp;quot; of 10 or more friendly Skaventide models and it makes 2D6 attacks with Rusty Wheels and Spikes instead of D6 when it charges. It stops battleshock for Skaventide and it damages all the non-&#039;&#039;&#039;Clans Pestilens&#039;&#039;&#039; units that approach it. The Plague Priest on it gets different prayers, boosting Pestilens units either by giving them +1 weapon attacks or by allowing them to reroll wounds. It&#039;s clearly a centerpiece. It will pack a punch thanks to the Censer, but it needs Plague Monks to push it around and pushing stuff around and not charging is something Plague Monks with their awful survivability really don&#039;t like to do. On the other hand, the Monks do very much like those tasty tasty buffs.&lt;br /&gt;
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====Beasts Of Chaos====&lt;br /&gt;
&#039;&#039;Must be used in the Pestilent Throng battalion to be included without being allies&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-beastlord-en.pdf Beastlord]:&#039;&#039;&#039; Meh, good at taking Hero challenges but to be honest your better off with a Shaman or Doombull. He has a situational Command ability that if he kills something in melee, All Brayherd units wholly within 18&amp;quot; and attack after him can re-roll all wound rolls. This upgrades to include all hit rolls if he kills a hero.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-great-bray-shaman-en.pdf Great Bray Shaman]:&#039;&#039;&#039; Magic Goat. He increases the Move of all Brayherd around him by 3&amp;quot;, which is incredible combined with their run+charge musicians. Sure, those first turn charges are still not likely (kinda, since chronomantic cogs exists), but they&#039;re possible thanks to him. His spell, Devolve, which casts on a 7 and just takes an unengaged enemy unit within 18&amp;quot; and pulls it towards your closest unit by 2D6&amp;quot;. Best used to pull the enemy away from objectives, cover, or buffers while improving your Chances for a successful charge. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doombull-en.pdf Doombull]:&#039;&#039;&#039; The murder cow has a two-handed axe (3x 3+/3+/-2/3). Overall, the Bull an absolute melee monster. His attacks are great and he shares the Bloodgreed ability with his lesser kin - on an unmodified 6 to wound, inflicts an additional mortal wound. Although it may look a bit gimmicky and definitely weaker than some of the absurd stuff that the Stormcasts have access to, it is very much relevant. his Command ability grants a +1 To Wound roll to a Warherd unit wholly within in a huge bubble. Play him, CHOP EVERYTHING IN HALF. Also, like his lesser kin, he&#039;s very fast with a Move of 7&amp;quot;.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-dragon-ogor-shaggoth-en.pdf Dragon Ogor Shaggoth]:&#039;&#039;&#039; One of the better picks by a long shot. Gee, that can&#039;t have anything to do with the Shaggoth being one of the most expensive kits in the WoC range, can it? 10 Wounds aren&#039;t all that high, but thanks to his Summon Lightning spell the problem is remedied. The Shaggoth also has an awesome special rule where, if the roll to see who goes first in a turn is a tie, every Dragon Ogre unit, including the Shaggoth, immediately heals D3 Wounds on a D6 roll of 4+. And those ties happen way more often than you expect them to. Also, the Shaggoth has some absolutely devastating attacks in close combat.&lt;br /&gt;
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===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-putridblightkings-en.pdf Putrid Blightkings]:&#039;&#039;&#039; (Mortal, Rotbringer, Min:5 max:20 140/500pts)The super-hardy infantry Glottkin gave us. Same profile as a Skullreaper but with one more Bravery and Wound (yes, 4 Wounds for each!) and an almost identical weapon. Their shtick? If they score a 6 To Hit, you don&#039;t hit once. You hit D6 times. Yes, they don&#039;t have Rend on those weapons, but with that many hits, you don&#039;t need it. Did we mention they are obscenely tough? There&#039;s not much else in the game that boasts 21 wounds with a 4+ save at the same point cost. Even more &#039;&#039;&#039;FUN*&#039;&#039;&#039;, every unit within 3&amp;quot; of them (including themselves) rolls a D6 in your Hero Phase. On a 6, they take D3 mortal wounds. Unless that is, they have the Nurgle keyword, in which case they heal D3 wounds instead. Make sure you let multi-wound Nurgle stuff hug your Blightkings and you&#039;re golden. Also remember that this affects &#039;&#039;Nurgle&#039;&#039; units, not Mortal Nurgle. Chaos Lord of Nurgle? Great Unclean One? Plague Furnace? All of them can be healed by the aura these guys have. Generally though, unless you&#039;re counting on stacking auras with Blightkings and Nurgle&#039;s Rot, this is more of a gimmick. Just use these as powerful infantry, leave the healing to Festus. If even just half of your Blightkings make it into melee, they will earn back their cost and then some, so just make sure you get them there.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-plaguebearers-of-nurgle-en.pdf Plaguebearers of Nurgle]:&#039;&#039;&#039; (Deamon Min10, Max:30 110/300pts.) Basic Nurgle troop. Really hard to kill but not so good in melee (average of 0,33 damages). Take 30 in every unit to make them harder to be hit. Reroll 1s in save rolls with Daemon Heroes of Nurgle nearby, which makes them a fantastic bubble wrap for any of the Nurgle Heroes. Keep in mind they actually got a small price bump to 120 for 10. When taking them, remember you could have gotten twice that many Marauders.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Warriors_eng.pdf Chaos Warriors]:&#039;&#039;&#039; (STD Min5, Max:30 90pts.) We can&#039;t talk about the Maggotkin without talking about Nurgle-marked Chaos Warriors. The fact that you can get five of them for a measly 100 points makes them an incredibly effective Battleline unit. Toss in two such squads followed by a big blob of Blightkings, and you had your Battleline for 2000 points over and done with. Especially with the price bump that Plaguebearers have gotten, small squads of Chaos Warriors as backfield objective campers are a perfectly viable strategy. &#039;&#039;Additionally,&#039;&#039; if ran in a 25-30 man unit (they come in denominations of 5 for some reason), these guys can be strung across a field to make a giant wall of &amp;quot;fuck you&amp;quot;. If hit by your Lord of Blight&#039;s command ability, this wall of warriors becomes significantly harder to hit (-1 to hit in CC and -2 to shoot, meaning if your enemy&#039;s gunline hits on 5&#039;s, your warriors are practically invisible to them, as they are now hitting on 7&#039;s). This is a viable tactic for bringing slower Blightkings and Maggotkin characters to your enemy&#039;s front line, as your blight kings are roughly the same height as a Warrior, and therefore most players won&#039;t argue that they can shoot between your warrior wall when also combined with the logic that the warriors are clouded by flies. However, this tactic is expensive and will cost you 620 points (30 warriors + Lord of Blights).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauders_eng.pdf Chaos Marauders]:&#039;&#039;&#039; (STD Min20, Max:40 160pts.) When marked as Nurgle, these make a great Battleline unit for your purposes that alway make an 8&amp;quot; charge. Grab a big squad of them, add &#039;&#039;Blades of Putrefaction&#039;&#039; and watch them dish out a rather obscene amount of Mortal Wounds or just buff them with &#039;&#039;Fleshy Abundance&#039;&#039; to make into a hilariously tough tarpit. And if you really hate the models, you can always convert up some Poxwalkers.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Pusgoyle-blightlords.pdf Pusgoyle Blightlords]:&#039;&#039;&#039; (Conditional Battline: Lord of Afflictions as your general, Daemon, Mortal, Rotbringer, Min:2 max:12 190pts) To be quite honest, these don&#039;t really add much to basic Plague Drones. They are more expensive and are tougher, but while killier per model, they are less damaging point-for-point than Plague Drones. Honestly, their only saving grace is their ability to become Battleline, thus providing you with a frankly obscenely tough Battleline choice that moves quite fast for Nurgle&#039;s low standards.&lt;br /&gt;
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=====Beasts Of Chaos=====&lt;br /&gt;
&#039;&#039;Must be used in the Pestilent Throng battalion to be included without being allies&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Gors.pdf Gors]:&#039;&#039;&#039; (Min:10 max:30 70/200pts)The first thing you notice is that Gors are pretty fast, pretty tough and not too killy to start out. gains +1 attack if the unit is +20 models. All in all, they&#039;re good. Either +4 melee save with shields or decently killy and still pretty survivable with two weapons. Though be advised that they painfully miss a spear-option, so while sizes of 20 to 30 are encouraged, never go beyond that, as you can never attack in two rows.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ungors-en.pdf Ungors]:&#039;&#039;&#039; (Min:10 max:40 60/200pts) Weaker Save than Gors and weaker size bonuses. The other redeeming factor to these guys is the fact that they can take spears, which let them fight in more rows.&lt;br /&gt;
**Nurgle already has good screening and objective sitters in the form of Plaguebearers, and Plague Monks fill the 2&amp;quot; range hammer horde role far better. I&#039;d suggest skipping these. If you really want a goat horde for objective sitting, go with Gors instead.&lt;br /&gt;
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===Other Units===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-bile-troggoths.pdf Bile Troggoths]:&#039;&#039;&#039; (Min:3 Max:12 180/540pts) While their vomit attack is short ranged (a fitting 7&amp;quot;) it&#039;s perfect for melting through the armor of heavy infantry and cavalry as well as monsters, and can even help thin out infantry hordes in a pinch. All in all, these can deal a lot of damage very quickly, especially when getting buffed by a Chaos Sorcerer Lord, but their overall reliance on having a babysitter along really hurts them. Also, it doesn&#039;t help that they cost a lot more points than Blightkings for a lot less oomph. But hey, at least they have Rend.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-daemon-plague-toads.pdf Daemon Plague Toads of Nurgle]:&#039;&#039;&#039; (Battleline in Tamurkhan’s Horde army Daemon Min:3 Max:12 120/400pts)) An odd little unit that&#039;s packing a weak and short-ranged shooting attack, a chance to generate more close combat attacks on the roll of a 6, 4 wounds each, and a special 4+ save against Mortal wounds. Crucially, they&#039;re also one of the faster units in the army, having a move of 7&amp;quot; as opposed to 5&amp;quot;. They have some use as a tarpit, but if you&#039;ve been reading this guide so far you know that packing a lot of wounds isn&#039;t a problem for you. They&#039;re also largely overshadowed by...&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-daemon-pox-riders.pdf Daemon Pox Riders of Nurgle]:&#039;&#039;&#039; (Daemon Min:3 Max:12 200pts)Adding a Plaguebearer to a Plague Toad leaves them with FIVE wounds each, which already makes them superior to the above. When coupled with the same saves as above, the ability to re-roll saves of a 1 if wholly within 14&amp;quot; of a Nurgle Hero (Epedimius is good for this) and an additional-1 to hit modifier against shooting attacks directed at them, you pretty much have no reason to ever take Plague Toads unless you&#039;re using the Leaping Pox formation. Something worth considering is summoning 3 for 21 Contagion Points. The same applies for Plague Toads, but you&#039;ll never bother with that either unless you have no more Pox Rider models available. though strangely they do not have disgustingly resilience like all other nurgle daemons, instead they have a 4+ against mortal wounds same as the above unmounted toads.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Chariots_eng.pdf Chaos Chariots]:&#039;&#039;&#039; (STD Min1, Max:3 120pts.) Pretty fast and uncharacteristic of Nurgle, since they always move 12&amp;quot; and once per game Run &amp;amp; Charge. Other than that, it&#039;s a chariot. They have a better chance to inflict more moral wounds the better the charge roll. No, you take these because for 120points, they give you 7 Wounds at a 4+ Save that are fast enough to tie enemy shooters up and tough enough to keep them tied up all game long. Also remember that, since they are used in units of one or more if you play them all as separate units, every Chariot gets an Exalted Charioteer.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Gorebeast_Chariots_eng.pdf GoreBeast Chariots]:&#039;&#039;&#039; (STD 150pts) a lot slower then a normal Chariot but inflicts Motal wounds to clumped up enemies and they replace the horse with a big monster that will deal more damage especially if you get an unmodified charge roll of 8+.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Gorebeast_Chariots_eng.pdf Chaos Chosen]:&#039;&#039;&#039; (STD Min5, Max:20, 140pts.) Warriors with +1 Ld and armed with Great Weapons, which is basically a Protector&#039;s Halberd without the cool special rules. What&#039;s so special about Chosen, then? If they kill at least one model in combat, all other Slaves to Darkness reroll To Wound until the end of the phase. This is pretty devastating and nowhere does it say that multiple Chosen squads can&#039;t affect each other with this. So a good way to look at Chosen is as a potential buffing unit with high damage potential. Do remember than they only buff &#039;&#039;Slaves To Darkness&#039;&#039; though, so unless you&#039;re going heavy on those and light on all other Nurgle goodies, maybe better skip them.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauder_Horsemen_eng.pdf Chaos Marauder Horsemen]:&#039;&#039;&#039; (StD Min5, Max:30 90pts.) This unit is the speed and range that your Nurlge army severely lacks. They are a cheap, fast screening unit that will either very quickly cap objectives, or will keep your enemies on their toes with a 9&amp;quot; Javelin attack that shoots &#039;&#039;twice&#039;&#039; and can be used as a 2&amp;quot; melee weapon to jab between friendly models when they&#039;re in combat. This makes them extremely lethal if used properly, as they have a 21&amp;quot; threat range, and using Feigned Flight, they can &#039;&#039;Shoot&#039;&#039; &#039;&#039;&#039;AND&#039;&#039;&#039; &#039;&#039;Charge&#039;&#039; in the same turn in which they retreat. They also add 1 to hit when 10+ strong and with the Damned Icon&#039;s -1 bravery, making them a brutally effective screener (when used competently). Just make sure that you keep them out of reach of enemy melee or cavalry.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Knights_eng.pdf Chaos Knights]:&#039;&#039;&#039; (StD Min5, Max:20, 180pts.)These boys should be kept as an intercept unit for enemy cav, or for unprotected characters. If ran together with Marauder Horsemen, they become a lot more effective, as these guys will tank damage for your actual screeners. Overall not as practical as your Marauder Horsemen, but can still stand toe-to-toe with most of your enemies cav options, even if they do suicide by doing it. Extremely recommended running these guys with their Glaive instead of Ensorcelled Weapon option, as they gain rend when they charge, whereas Ensorcelled Weapons have no rend, ever.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Varanguard_eng.pdf Varanguard]&#039;&#039;&#039;: (Min:3, Max:12, 300pts) Supper Warriors lent out by Archaon. They are giant chaos knights with 5 wounds 3+ armour and ignore magic on a 5+, able to Fight twice once per game and get +1 to hit if you have Archaon. Each model can be armour with an Ensorcelled Weapon for consistency, Fellspear to overcome bigger Armour saves, or Daemonforged Blade can more inflict Damage and MW with good RNG.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-plague-drones-of-nurgle-en.pdf Plague Drones of Nurgle]:&#039;&#039;&#039; (Daemon Min:3 Max:12 190pts) Your flyers. Their 8&amp;quot; movement sounds promising, but since they are almost the only Nurgle unit with a missile weapon, they will rarely run, so the movement evens out. The missile weapon is rather meh, but combined with the 5 (!) assured attacks per Plague Drones, it adds up. They also hold the distinction of being ridiculously tough to kill, especially with a Banner or two. Make sure to keep a Daemon Hero of Nurgle close to them for that sweet +1 attack with all weapons (yes, including the Death&#039;s Heads)). With &#039;&#039;&#039;Droning Guard&#039;&#039;&#039; these guys can be pretty crazy. With their pre-game move and proper Gnarlmaw positioning these guys can get a first turn charge with an absolute boatload of attacks (you can keep a Lord of Afflictions nearby as the Daemon hero to trigger their Locus and hit them with the GUOs command ability for another +1 attack, for 11 attacks, 3 being multi-damage, per model).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Skaven_Warscroll_card_Plague_Monks.pdf Plague Monks]:&#039;&#039;&#039; (Pestilens, Min:10 Max:40 80/280pts) The antithesis of the normal Nurgle style with a horde of suicidal Plague rats. They have barely protection but make up for it in raw damage potential dealing MWs and Generating a lot of attacks that can go further with spells and other Pestilens ability. take pared blades for smaller units of 25 while Woe-staves let most of them hit in units of 40. Plague Monks make up a cheap hammer after you get your holding Battline. They will die quickly and you have no way to raise models, so use your Plague trees and &#039;&#039;At the double&#039;&#039; to slingshot straight into combat.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Plague_Censer_Bearers.pdf Plague Censer Bearers]:&#039;&#039;&#039; (Pestilens Min:5 Max:20 60pts) Get an extra attack when charging, deal a mortal wound to every non-Clan Pestilence unit within 3&amp;quot; on a 4+ during your hero phase, and can reroll hits and Battleshocks if they&#039;re within 13&amp;quot; from a Plague Monk unit. Basically, Censer Bearers on their own are nigh useless, but with proper support, they are even deadlier wound-per-wound than Plague Monks. The best use for these is swinging over the top of a line of Plague Monks. Yes, you won&#039;t be getting that charge bonus but these are too expensive point for point to be throwing away like, well, Plague Monks.&lt;br /&gt;
**Remember, their only Clan Pestillens units are immune to their Poisonous Fumes ability, so be careful positioning them too close to your non-Skaven units.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-plague-ogors.pdf Plague Ogors]:&#039;&#039;&#039; (Battleline in Tamurkhan’s Horde army Daemon Min:3 Max:12 160/560pts) These guys want to be charging to get the most out of their abilities. They hit like a ton of bricks with their re-rolls on the charge, ability to deal out d3 Mortal Wounds enemies within 3&amp;quot;, and surprisingly high bravery of 7. They can also ignore wounds that would kill them on a 5+, decent against hit taking a few lucky hits but unlikely to protect you for long against the average the hail of metal and Magic the average player would use. Only use these for flavor. Now that Blightkings have been buffed to 4 Wounds each, they&#039;re tougher, killier and have a smaller footprint than Plague Ogors for fewer points per model.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Nurglings.pdf Nurglings]:&#039;&#039;&#039; (Daemon Min:3 Max:12 80pts) These things are interesting. Only a 6+ Save with no Disgustingly Resilient insight, but they heal every wounded model at the end of the turn. Yes, the opponent either does 4 Wounds on them, or it was for naught. They also have 5 attacks with bad Hit and Wound rolls, but if you manage to inflict a wound they&#039;re likely to do 1 mortal wound after a 2+ roll. So, you have a unit that deals very little actual damage but is amazing at making the opponent dedicate unreasonable amounts of resources to removing them because shockingly, their 5&amp;quot; move makes them rather fast for Nurgle. They can also outflank, which means they can be a thorn in the opponent&#039;s side (and deployment zone) from turn 1. What&#039;s that? You get 3 contagion points if you have models in your opponent&#039;s territory? Oh dear, EVEN more incentive for your opponent to get rid of the little bastards, lest they drown you in contagion points and thus him in Gnarlmaws.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Beasts-of-nurgle.pdf Beasts of Nurgle]:&#039;&#039;&#039; (Daemon Min:1 Max:6 70pts) Fair warning, your opponent is going to hate you for playing these. 7 Wounds and Disgustingly Resilient make for some tough buggers. Additionally, they can run and charge, so they&#039;ll be in his face, tying up his favorite units, much faster than he&#039;d like. Their Slime Trail lets them do Mortal Wounds when Falling Back and they can charge right after falling back. Yeah, you can see where this is going. They&#039;ll deal tons of damage without ever giving your opponent the chance to get away. Also, since each unit of the Beasts deals Mortal Wounds individually, a couple of lone Beasts will drive your opponent mad. Get even better with a &#039;&#039;Nurgle Daemon Hero&#039;&#039; along, as they gain a flat +1 Damage on all their attacks, which makes them absolutely tear through low-Save units.&lt;br /&gt;
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=====Beasts Of Chaos=====&lt;br /&gt;
&#039;&#039;Must be used in the Pestilent Throng battalion to be included without being allies&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bestigors-en.pdf Bestigors]:&#039;&#039;&#039; (Min:10 max:30 120/300pts) Elite Gors in heavy armour. This unit got quite the fuckin buff in the new book and can easily put out a pretty scary amount of rend -1 wounds on the charge, especially if they are infantry (that will almost always have at least 10 models, if not they are going to die anyway to them) or ORDER units. Spells and command abilities can buff them even more, to the point of being overkill.&lt;br /&gt;
**Unlike most Nurgle units, Bestigors have rend, making them a good choice against armies with good saves. While not being proper hammer units, Bestigors are great at clearing out the enemy screens and weaker infantry, so your Blightkings can focus on other enemy units. If you can handle the points, these are the guys you want to take to fill any remaining slots in the battalion. Gors and Ungors are outclassed by Plaguebearers. Best taken in units of 10 due to their base sizes.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Bullgors.pdf Bullgors]:&#039;&#039;&#039; (Min:3 max:12 140pts) Get the same Bloodgreed rule as the Doombull, а weapon choice of great axes (2x 4+/3+/-2/3) or axe(s)(3x 4+/3+/-1/2) with the option of an additional axe to reroll hit rolls of 1, or bull shields which add +1 to the save rolls against attacks from melee weapons. These options are in addition to horn attacks made by each bullgor (2x 4+/4+/-/1). But the really interesting trait is their Drummer and Banner Bearer abilities: namely, they give +1 respectively to charge rolls and Bravery for each enemy unit within 12&amp;quot; from them. If you want to go full Warherd, take one unit of each and see which ones perform best, but if you take only one unit of them and a Doombull, you&#039;re going to want great axes.&lt;br /&gt;
**Arguably the dual axes may be the better option for a higher chance of mortal wounds with the additional attack and rerolling 1&#039;s to hit. The loss of rend isn&#039;t that big of a deal as we have many ways of reducing saves already.&lt;br /&gt;
**Other than that, they&#039;re fast, have more raw, balls-out power than almost anything in the game and have lots of Wounds. The high Wound-count combined with the meh Save also means that targeting them with Mortal Wounds will almost feel like a waste to your opponent, which might keep them safe longer.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-dragon-ogors-en.pdf Dragon Ogors]:&#039;&#039;&#039; (Min:3 Max:12 140pts) Five Wounds with a 4+ save, okay Bravery and scary weapons. Each has what is basically a Chaos Knight&#039;s horse bolted to it and in addition fights with a big weapon. You get either Ancient Weapons which are three Double-Hammer Liberators in one, Glaives which exchange 2 attacks with 1 more inch of range and a Rend of -1, or Crushers which only have 3 attacks, but with 2 damage each. Re-roll hit rolls of 1 if wholly within 12&amp;quot; of a Shaggoth.&lt;br /&gt;
*Glaives have an interesting use in that you can hide your dragon ogors behind your 25mm/32mm based guys (just in case may want 2 ranks of 25mm bases to have maximum distance). Enemies with 1&amp;quot; weapons won&#039;t be able to touch your DO, while the glaives let your DO wack enemies (though you do lose your claw attacks).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Ungor_Raiders.pdf Ungor Raiders]:&#039;&#039;&#039; (Min:10 Max:40 80pts) Same as Ungors, but with bows instead of shields and a basic scouting rule. Don&#039;t think their bows are good, by the way, but the mass of shots really helps. Don&#039;t underestimate 30-40 strong ungor raider units. They can output a surprising amount of dakka (for Beasts anyways, they&#039;re not crossbow freeguild!). in a melee-centric and focused faction that can quickly get into melee, missiles will be taken out of you horde budget, can damage distant enemies while holding objectives.&lt;br /&gt;
*Keep in mind that Blades of Putrefaction can be cast onto &#039;&#039;any friendly unit&#039;&#039;. Grab a unit of 30 of these bad boys and watch the mortal wounds rain down from 18&amp;quot; away.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-centigors-en.pdf Centigors]:&#039;&#039;&#039; (Min:5 Max:20 80pts) Light Brayherd cavalry unit that can Run and Charge. Fairly useless as the other player can lay down even light fire and wipe them out. Their good to at moving across the board, harassing, tieing down or grabbing an objective but not much else. Each turn you can decide to have them get drunk on beast piss to add +1 to their hit rolls but at the cost of your opponent getting +1 on them.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tuskgor-chariot-en.pdf Tuskgor Chariots]:&#039;&#039;&#039; (Min:1 Max:4 60/200pts) It&#039;s a chariot. Aside from the fact that the model is painfully showing its age, it&#039;s actually damn good. Lots of Wounds, good Save, tons of attacks that are great on the charge and okay normally. Play three of them and make sure they have a Bray Shaman close to them in your first movement phase. Like Bestigors, its Despoiler Axe can re-roll 1s against Order units and add 1 to hit rolls if the unit has 10 or more units.&lt;br /&gt;
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===Behemoths===&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Soul_Grinder_eng.pdf Soul Grinder]:&#039;&#039;&#039; (StD, Daemon, 210pts) Ever wanted a beast that can throw ranged shots AND be great in melee? This daemon might be for you. Same price as a Daemon Prince but with less special abilities. It makes up for it by giving you a boatload of attacks for very good damage. Two ranged attack profiles, one at 20&amp;quot; and six at 16&amp;quot;, the 20&amp;quot; does flat 3 damage the rest do 1 damage. CC has six attacks for 1 damage each, 1 attack -2 Rend for D6 damage, and either: two attacks -2 Rend flat 3 damage, OR 4 attacks -1 Rend D3 damage. Big, ugly, and killy, he fills the hammer role. The biggest downside for it is the most 4+ to hit. And since it is a Daemon, it can&#039;t benefit from CSL Demonic Power spell or the Warshrine. But at 16 wounds and a 4+ save, you can probably find a spot in the army. Plague Drones and Great Unclean Ones do good damage, but this guy will run roughshod through units and put out good ranged shooting simultaneously. Bonus points if you manage to hit him with Stream of Corruption from a Great Unclean One and heal him while the opponent cries.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Warshrine_eng.pdf Chaos Warshrine]:&#039;&#039;&#039; (StD, Priest, 170pts) Yes, the Warshrine does not count as a War Machine. If you play with caps on Heroes, Monsters and War Machines, this is a huge advantage. What it does is pretty cool, too. First, it has an Aura that grants Mortal units (almost everything Chaos that isn&#039;t a Skaven or a Daemon) an additional 6+ save after their normal save. It can also pray for buffs to Mortal units. God. The favor of Nurgle allows to reroll 1s To Wound, but if the unit it&#039;s used on is Nurgle, you can instead re-roll all failed To Wound rolls. Also of note is the fact that this thing can easily hold its own in combat with a monster-like profile and a bunch of strong attacks. Awful Rend, yes, but they plow through low armor tarpits like nobody&#039;s business.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-gigantic-chaos-spawn.pdf Gigantic Chaos Spawn]:&#039;&#039;&#039; ()A strong but unreliable monster burdened with random movement, random attacks, and regeneration. He can put out a fair amount of damage with a mix of its tongues and maws, and has 12 wounds and has a good chance to regenerate and possibly gain more wounds each turn. It&#039;s worth remembering that he can be given any Chaos God as a keyword, which opens up amusing possibilities like running a Khornate Spawn alongside a Bloodsecrator.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos War Mammoth:&#039;&#039;&#039; (StD, 320pts)This monster has 22 wounds and a 4+ save! All of his attacks cause at least D3 wounds, making it an exceptional monster-killer when at full strength. Its real strength lies in supporting a Marauder charge, however - as well as imposing -2 to any Battleshock tests to any unfortunate unit that gets charged, the Mammoth can also help Marauder or Marauder Horsemen get in a little extra movement and increase their damage output in combat. Wounding and even killing this thing just makes it cause more damage. If you&#039;re playing with a big Chaos horde then there&#039;s no finer feeling than running this guy into the enemy&#039;s biggest and toughest-looking infantry blob, although expect a few dirty looks for doing so. Keep in mind that he doesn&#039;t like magic missiles or war machine fire, however.&lt;br /&gt;
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====Beasts Of Chaos====&lt;br /&gt;
&#039;&#039;Must be used in the Pestilent Throng battalion to be included without being allies&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-cygor-en.pdf Cygor]:&#039;&#039;&#039; (140pts) Can unbind two spells in each Hero Phase: If he manages to do it, he deals a mortal wound to the caster healing a wound for himself. He can also reroll hit rolls when attacking wizards, which he really really needs, having Hit rolls of 4+ across the board. Two of them can add some okay shooting, but the fact that the damage table influences his range makes him unreliable at best.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ghorgon-en.pdf Ghorgon]:&#039;&#039;&#039; (160pts) Same Blood Frenzy as Doombull and Bullgors, but deals d3 mortal wounds on an unmodified 6. Also, he can slay a specific model within 1&amp;quot; after he makes all his attack if he rolls a dice equal or greater than its wounds characteristic, do remember that it&#039;s a model so you can chomp on any leader or musician you can get your grubby hands on. This thing is your sledgehammer, with insanely strong attacks, but very slow for a monster. If you manage the charge and a Doombull is nearby, this thing can rip apart whole units, otherwise, it will stop cannonballs with its face for two turns and then die.&lt;br /&gt;
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===Warmachine===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skaven_Warscrolls_Plagueclaw.pdf Plagueclaw Catapult]:&#039;&#039;&#039; (160pts)It&#039;s an indirect firing war machine. You know those. They have a nice range and can stand waaay back. Brutal against big hordes, lame against Monster/Heroes, and subtracts 1 from the target bravery. An average war machine when used to it&#039;s fullest potential, and a terrible one when not.&lt;br /&gt;
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===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG-Feculent-gnarlmaw.pdf Feculent Gnarlmaw]:&#039;&#039;&#039; The cornerstone of your army. No, not really, this isn&#039;t Sylvaneth. While these creepy trees are useful, they are by no means mandatory. If you&#039;re within 7&amp;quot; of them in the Charge Phase, you can run and charge. This doesn&#039;t really help you get out of your territory, but if enemies are standing close to them, you can reach them very quickly. They also, in good Nurgle tradition, deal damage to non-Nurgle units around them. Keep in mind that this only activates once no matter how many Gnarlmaws the opponent is close to, so no making one big grove that melts entire units. Still, a Mortal Wound here and there, while also making you run and charge, is pretty amazing for the low cost of some of those contagion points you&#039;ll generate automatically. But they also generate corruption points, meaning it will take less time to summon in more gribbly goodness.&lt;br /&gt;
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==Battalions==&lt;br /&gt;
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;Blight Cyst (&#039;&#039;Found in Chaos Battletome&#039;&#039; - &amp;quot;Maggotkin of Nurgle&amp;quot; - 140pts min. 700pt., max. 4120pt.): &#039;&#039;A Lord of Blights takes 3 units of Blight Kings, up to 6 max. May take a Harbinger of Decay and 0 to 1 sorcerer.&#039;&#039;&lt;br /&gt;
Blight Kings gain Rend -1, &#039;&#039;all&#039;&#039; Blight Kings within 3&amp;quot; of your Lord of Blight can shoot his death heads (instead of the default single unit), and nobody benefits from being in cover from attacks made by this Battalion.&lt;br /&gt;
This is the bread and butter of a Nurgle Mortal Army. Blight Kings are fun on their own, but with the addition of rend on all of their attacks, the Blight Kings become a pretty nasty opponent for anything that likes to wear armor. Especially potent if your Lord of Blights takes the artifact &#039;&#039;&#039;Rustfang&#039;&#039;&#039; which &#039;&#039;permanently&#039;&#039; reduces a target unit&#039;s Save by -1 for &#039;&#039;the rest of the game&#039;&#039;, and it can be used &#039;&#039;twice&#039;&#039; per turn (at the beginning of YOUR and YOUR OPPONENT&#039;S combat phase). If you take a Sorcerer with Cloying Quagmire, this becomes a ferocious anti-armor battalion, and will munch the everloving shit out of Stormcast.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Plague Cyst&#039;&#039;&#039; (&#039;&#039;Found in Chaos Battletome: &amp;quot;Maggotkin of Nurgle&amp;quot;, 140pts min. 840pt., max. 4120pt.&#039;&#039;): &#039;&#039;A Lord of Plagues takes 3 Units of Blight Kings, up to 6 max. May take a Harbinger of Decay and 0 to 1 Sorcerer.&#039;&#039;&lt;br /&gt;
Units from the battalion (i.e Blightkings) reroll failed to hit rolls rather than the vanilla reroll 1s to hit from the Wanton Slaughter ability from the Lord of Plagues, they still have to be within range to use this though. In addition, they dish out D3 mortal wounds to every enemy unit within 3&amp;quot; of them on a 6+. If you plan on taking some big &#039;ol blobs of Blight Kings and making this battalion a 2000pt army on its own, it becomes the AoS Equivalent of spamming Terminators in 40k. The rerolling all failed hit rolls is kinda a big deal, as you&#039;re squeezing out every drop of effectiveness from your rendless Blight Kings who are relying purely on their bulk damage and exploding 6s. Rerolling failed hits also gives you more chances for exploding 6s. A unit of 5 Blight Kings is usually getting 20-25 attacks per turn factoring in exploding sixes. This &amp;quot;reroll all failed hits&amp;quot; ability has been able to squeeze this to 30+, which is double their base attacks value of 15. This is a very lethal tactic for facing down horde armies with very weak armor saves.&lt;br /&gt;
&lt;br /&gt;
;Affliction Cyst (&#039;&#039;Found in Chaos Battletome: &amp;quot;Maggotkin of Nurgle&amp;quot;, 140pts min. 1100pt., max. 8360pt.&#039;&#039;): &#039;&#039;A Lord of Affliction takes 3 Units of Blight Lords, up to 6 max.&lt;br /&gt;
The command ability of the Lord applies to all units in this battalion, not just one, and you can deep strike as many units you want from this battalion and have to set them up at the end of your first movement phase more than 9 inches from an enemy unit. Unless your planning on building your army around Blight Lords this really ain&#039;t worth it, since one half of the benefits require the Lord of Affliction to be your general which is only useful if you build your army around the bug knights.&lt;br /&gt;
&lt;br /&gt;
;Blightguard (&#039;&#039;Found in Grand Alliance: Chaos - -pts min. 1020pt., max. 3080pt.&#039;&#039;): &#039;&#039;A Lord of Plagues and a Rotbringers Sorcerer take 4 units of Putrid Blightkings.&#039;&#039; &lt;br /&gt;
Everyone can reroll every 1 to wound and gets a permanent -1 to hit (shooting and combat) debuff to attackers. Note that the Rotbringer Sorcerer warscroll has been renamed to Sorcerer, which arguably falls foul of the FAQ&#039;d &#039;unit name&#039; requirement for battalions. (Anyone know if this is still legal in Matched Play?)&lt;br /&gt;
&lt;br /&gt;
;Blighted Warband (&#039;&#039;Found in &amp;quot;Realmgate Wars&amp;quot; - min. 940pt., max. 3100pt.&#039;&#039; &#039;&#039;&#039;Realmgate Wars Battalions are illegal in Matched Play&#039;&#039;&#039;): &#039;&#039;A Lord of Plagues takes 4 units of Putrid Blightkings and 2 Chaos Spawn.&#039;&#039; &lt;br /&gt;
All enemies have a penalty to hit against these units, and have a chance to ignore (mortal wounds).&lt;br /&gt;
&lt;br /&gt;
;Torglug&#039;s Foulblessed (&#039;&#039;Found in &amp;quot;Balance of Power&amp;quot; - min. 640pt., max. 2260pt.&#039;&#039; &#039;&#039;&#039;Realmgate Wars Battalions are illegal in Matched Play&#039;&#039;&#039;): &#039;&#039;A Lord of Plagues 3 units of Putrid Blightkings.&#039;&#039;&lt;br /&gt;
The Lord re-rolls to wound, and gains additional damage to his weapon, and heals an additional wound. The Blightkings get a minor bonus to save rolls if they are near the Lord, and are immune to Battleshock if within LoS.&lt;br /&gt;
&lt;br /&gt;
;Bloab&#039;s Swarmbrothers (&#039;&#039;Found in &amp;quot;Godbeasts&amp;quot; - min. pt., max. pt.&#039;&#039; &#039;&#039;&#039;Realmgate Wars Battalions are illegal in Matched Play&#039;&#039;&#039;): &#039;&#039;Bloab Rotspawned takes some friends, meaning 2 units of Putrid Blightkings and 2 units of Plague Drones.&#039;&#039;&lt;br /&gt;
Bloab can choose to deflect damage onto his minions (on a 4+), and enemy units recieve a -1 to wound when near the battalion&lt;br /&gt;
&lt;br /&gt;
;Nurgle&#039;s Deluge (&#039;&#039;Found in &amp;quot;The Quest for Ghal Maraz&amp;quot; - min. 680pt., max. 1940pt.&#039;&#039; &#039;&#039;&#039;Realmgate Wars Battalions are illegal in Matched Play&#039;&#039;&#039;): &#039;&#039;Morbidex Twiceborn, a unit of Blightkings and 3 units of Nurglings.&#039;&#039; &lt;br /&gt;
The nurglings can &#039;rain&#039; onto the battlefield, and do damage in the shooting phase for each unit &#039;rained&#039; unto the battlefield.&lt;br /&gt;
&lt;br /&gt;
;Nurgle´s Menagerie (&#039;&#039;Found in Chaos Battletome - &amp;quot;Maggotkin of Nurgle&amp;quot; - 180pts min. 720pt., max. 4660pt.&#039;&#039;): &#039;&#039;Horticulous Slimux, 3 units of Beasts of Nurgle. You may also take between 0-3 units of any combination of Plague Drones, Beasts of Nurgle or Nurglings.&#039;&#039;&lt;br /&gt;
Horticulous Slimux can use his Cultivating the Garden of Nurgle ability in &#039;&#039;&#039;EACH&#039;&#039;&#039; of your hero phases instead of only once per battle. In addition, when he does so, the Feculent Gnarlmaw can be set up within 3&amp;quot; of any unit from this battalion instead of being set up within 3&amp;quot; of Horticolous Slimux. The enemy subtracts 1 from the Bravery characteristic while within 14&amp;quot; of 7 or more models from this battalion.&lt;br /&gt;
This is a serious money-grabber battalion due to the number of trees you need to buy. However, it does generate a lot of contagion points, over a couple of turns, thus forcing you to buy EVEN more Daemons and Gnarlmaws. That said, it IS effective since Beasts are plenty of scary already and the trees can practically blanket the board by the end.&lt;br /&gt;
&lt;br /&gt;
;Thricefold Befoulment (&#039;&#039;Found in Chaos Battletome - &amp;quot;Maggotkin of Nurgle&amp;quot; - 60pts min. 1140pt., max. 1320pt.&#039;&#039;): &#039;&#039;Three Great Unclean Ones of any type, including Rotigus and Exalted Great Unclean Ones.&#039;&#039;&lt;br /&gt;
Reroll hit rolls of one when within 14&amp;quot; of another unit in this battalion, and wound rolls of one when within 14&amp;quot; of two units from this battalion. In addition, Plague Wind does 2d3 wounds if cast within 7&amp;quot; of another model from this battalion, and 3d3 if cast within 7&amp;quot; of two models from this battalion.&lt;br /&gt;
Expensive but powerful. Give Bileblade and Tome of a Thousand Poxes to whoever&#039;s on Plague Wind duty, if not to guarantee it then to stop the inevitable unbinding attempts. Note that this does not increase the healing this spell does.&lt;br /&gt;
&lt;br /&gt;
;Pestilent Throng (&#039;&#039;Found in Beast of Chaos 200pts, Min 470.pt. Max -pt.)&#039;&#039;: &#039;&#039;1-4 combination of Beastlord, Dragon ogor Shaggoth, Doombull, Great Bray Shaman; 3-7 combination of Bestigors, and Gors, Ungors, Ungor raiders; 0-7 combination of Bullgors Centigors, Dragon Ogors, or Tuskgor Chariots; 0-2 combination of Cygors or Ghorgons.&#039;&#039;&lt;br /&gt;
Give all units in this Battalion the Nurgle Keyword and when one of the Battalion units are destroyed, enemy units within 7&amp;quot; take a mortal wound on a 2+. Faster than most Nurgle Choices, Letting them Rush into melee faster to make use of use of Nurglish melee buffs and mortal wound abilities. Bullgors are a faster alternative to Plague Orgors.&lt;br /&gt;
&lt;br /&gt;
;Tallyband of Nurgle &#039;&#039;(160 pts, Min 790.pt. Max 7420 pt.)&#039;&#039;: &#039;&#039;0-1 GUO,1-3 heralds of Nurgle, 4-7 units of plague bearers or Plague drones, 0-3 of beasts of Nurgle or nurglings.&#039;&#039;&lt;br /&gt;
At the start of your hero phase, you heal 1 wound to each unit on the battlefield or resurrect D3 modells to plague bearers. In Addition, if the number of plague bearers and plague drones at the start of the battle is 7 you get a contagion point in each of your hero phases.&lt;br /&gt;
&lt;br /&gt;
;The Blessed Sons (40 pts, Min. pt. Max pt.):&#039;&#039; &#039;&#039;&lt;br /&gt;
&#039;&#039;1 Plague Cyst that includes a Sorcerer, Harbinger of Decay, and at least 4 Putrid Blight Kings; 0-6 additional warscroll battalions chosen among; Plague Cyst, Blight Cyst, Affliction Cyst.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Units in this battalion do not have to take battleshock tests while they have 7 or more models.&lt;br /&gt;
&lt;br /&gt;
Reroll Save rolls of 1 for the battalion.&lt;br /&gt;
&lt;br /&gt;
;Plaguetouched Warband (&#039;&#039;Found in Slaves to Darkness&#039;&#039; 180pts, Min 900pts, Max -pts): &#039;&#039;1 Mortal STD Nurgle Hero, 7 Mortal STD units with Mark of Nurgle.&#039;&#039;&lt;br /&gt;
Unmodified wound rolls of 6 on attacks targeting units from this Battalion result in the attacker taking 1 mortal wound. Also, in your hero phase, pick an enemy target within 1&amp;quot; of any unit in the battalion. On a 3+, that enemy unit takes D3 MW.&lt;br /&gt;
This ability is great on large blocks of Chaos Marauders. Coupled with a Glottkin&#039;s unique spell to add 1 wound for a unit, and they become a defensive unit that also a tarpit and kicks back mortal wounds as they take damage.&lt;br /&gt;
&lt;br /&gt;
==Super Battalions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;The Blessed Sons (&#039;&#039;Found in Chaos Battletome - &amp;quot;Maggotkin of Nurgle&amp;quot; 40pts min. 1460pts.; Max. none.&#039;&#039;): &#039;&#039;One Plague Cyst with that includes a Sorcerer, Harbinger of Decay and at least 4 units of Blight Kings. Can include up to 6 of any of the cyst battalions and any Rotbringer unit you want on top of that, no limit.&#039;&#039;&lt;br /&gt;
While a unit has 7 or more models, it does not have to take battleshock tests and re-roll save rolls of 1 for models in this battalion. If your taking a Blight Cyst with all the fixings anyway, this can help a rather decent amount as the re-rolls can save a decent helping of wounds keep models alive to be healed by a myriad of sources. The battleshock part doesn&#039;t help at all really since you already have high bravery and most likely won&#039;t lose enough models to be able of losing anyone to it unless the unit is focused on everything the enemy has.&lt;br /&gt;
&lt;br /&gt;
;The Munificent Wanderers &#039;&#039;Found in Chaos Battletome: - &amp;quot;Maggotkin of Nurgle&amp;quot; 180pts min. 2020.; max. none.&#039;&#039;: &#039;&#039;One Great Unclean One designated Thrombolhox the Giving and 2 Tallybands of Nurgle. Can include up to 5 additional Tallybands and any other &#039;&#039;&#039;Nurgle Daemon&#039;&#039;&#039; you want on top of that, no limit.&#039;&#039;&lt;br /&gt;
During the Rampant Disease stage of the Cycle of Corruption enemy units within 14 inches of a unit from this battalion suffer d6 mortal wounds. If Thrombolhox the Giving is on the field, d6 enemy units are afflicted by the Rampant Disease that d3. If your taking This much anyway, its not too much of a price to pay and you can tack on a lot of mortal wounds, especially if you can keep yourself on the Rampant Disease stage through Foul Regenesis, but you&#039;ll need to put the stage to the one before Rampant Disease as the wounds happen then and by the time spellcasting starts its already passed.&lt;br /&gt;
&lt;br /&gt;
=Army Building=&lt;br /&gt;
==Buying tips==&lt;br /&gt;
&lt;br /&gt;
Chaos Daemons should be among the easier and cheaper armies to collect, thanks to the Start Collecting! kits. Those boxes have everything you could possibly want except for their Greater Daemons (a fair and valid business method) and surely you will never want to buy the kits that those contain ever again when you can get two or more kits with nifty discounts.&lt;br /&gt;
&lt;br /&gt;
You can also add the fact they are not extremely diverse like other factions, they have simpler color schemes (damn, just paint them green or bone and add some dark shades and you&#039;re ready to go), and are miniatures perfectly compatible with [[40K]].&lt;br /&gt;
&lt;br /&gt;
For Nurglesque Daemons, you get a unit of 10 Plaguebearers, 3 Plague Drones, 3 Nurglings, and a Herald. All of this for £55 (or your local equivalent) per box, saving £28.50 in the process. Just buy as many SC! kits as you require and the big fat heroes you want. Done.&lt;br /&gt;
&lt;br /&gt;
Maggotkin also got a pretty competent SC! kit with a Lord of Blights, two Pusgoyles and 5 Blightking. You should buy multiples of these whenever you want to expand: the three kits here are all pretty expensive on their own, so this kits is now pretty much mandatory.&lt;br /&gt;
&lt;br /&gt;
=Allied Armies=&lt;br /&gt;
*&#039;&#039;&#039;Slaves to Darkness&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Skaven - Clans Pestilens&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;One-Eyed Grunnok&#039;&#039;&#039;: A Warstomper Mega-Gargant available to all Chaos factions. Recruit a your own monstrous centerpiece at the cost of your entire allied points allowance. He’s a best used right in the heat of combat where he can throw enemies at each other and disrupt enemy formations. Re-rolls jump attacks of 1, plus enemies get -1 to hits on previous jump attacks of 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar/Tactics/Old]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Tomb_Banshee&amp;diff=500374</id>
		<title>Tomb Banshee</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tomb_Banshee&amp;diff=500374"/>
		<updated>2023-05-07T13:24:02Z</updated>

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&amp;lt;span style=&amp;quot;color:#84f2a4&amp;quot;&amp;gt;&amp;quot;Aaaaaaaaahhhhh!!&amp;quot;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Go &amp;quot;aaaaaaaahh&amp;quot; yourself!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Span style=&amp;quot;color:#84f2a4&amp;quot;&amp;gt;&amp;quot;AAAAAAAAAAAAAAAAHHHHHHH!!!&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;quot;Uh oh.&amp;quot;&amp;lt;br&amp;gt; - &amp;lt;i&amp;gt;Free City Guildsman, Samuel the Serious, encountering a tomb banshee.&amp;lt;/i&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Topquote|&amp;lt;i&amp;gt;You hear laughter, cracking through the walls&amp;lt;br&amp;gt;&lt;br /&gt;
it sends you spinning&amp;lt;br&amp;gt;&lt;br /&gt;
you have no choice&amp;lt;br&amp;gt;&lt;br /&gt;
following the footsteps&amp;lt;br&amp;gt;&lt;br /&gt;
of a ragdoll dance&amp;lt;br&amp;gt;&lt;br /&gt;
we are entranced, spellbound!&amp;lt;/i&amp;gt;|Siouxsie And The Banshees - Spellbound}}&lt;br /&gt;
[[File:Tombbanshee.webp|thumb|&amp;quot;Nag nag nag, all you do is nag, don&#039;t you have anything interesting to say?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tomb Banshees&#039;&#039;&#039; are a unit within the armies of the [[Nighthaunt]] and the legions of [[Nagash]], they are the classic stereotypical banshee, women who were at the peak of their life, suddenly killed either by someone jealous of them or someone who thought that maybe this horrible horrible person needs to die, either way, after stewing in pure bitterness and hatred enough to make a skaven queasy, these undead gals latched themselves upon Nagash&#039;s promises of mortals upon which to take out their frustrations. With a single scream a banshee can turn the ichor in even the most hot-blooded warriors veins to ice, stopping them in their tracks or outright killing them.&lt;br /&gt;
==On the Tabletop==&lt;br /&gt;
&lt;br /&gt;
{{Vampire Count Troops}}&lt;br /&gt;
{{Nighthaunt-Units}}&lt;br /&gt;
[[Category: Vampire Counts]]&lt;br /&gt;
[[Category:Legions of Nagash]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Terrorgheist&amp;diff=472514</id>
		<title>Terrorgheist</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Terrorgheist&amp;diff=472514"/>
		<updated>2023-05-07T13:23:29Z</updated>

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[[File:Terrorgheist-with-Flesheaters.jpeg|thumb|Ain&#039;t he just the cutest?]]&lt;br /&gt;
&lt;br /&gt;
Ever wonder what would happen if you took a giant bat, a dragon, a zombie, and put them all in a blender? If you ever did, then behold! The Terrorgheist (known colloquially as names like “Fluffy” to their vampiric masters) is a massive, batlike undead dragon monster ridden exclusively by [[Vampire Counts|Strigoi]]/[[Flesh-Eater Courts|Ghoul Kings]]. Their exact nature is different depending on which flavour of Warhammer; in [[Warhammer Fantasy]], they&#039;re oversized bats that have been fed vampire blood and bound to their master after death, whilst in AoS they’re all long dead monsters brought back to life via [[Shyish|Shyishian]] sorcery and viewed by their deluded masters as noble winged beasts.&lt;br /&gt;
&lt;br /&gt;
Terrorgheists attack mainly through both their piercing shriek; one of the many things you don’t want to hear as some average schmuck in an [[Empire]] or [[Cities of Sigmar|Free City]] army is the wail of a Fluffy, because hearing it can kill you similar to a banshee scream. Even if you survive the wail, that just means you are likely about to get fucking &#039;&#039;devoured&#039;&#039;. And that’s not all; if you somehow manage to bring this batty bastard down, it will explode into a swarm of much smaller bats that’ll claw out your damn eyes. Lovely.&lt;br /&gt;
&lt;br /&gt;
{{Vampire Count Troops}}&lt;br /&gt;
{{Vampire coast forces}}&lt;br /&gt;
[[Category: Vampire Counts]]&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;br /&gt;
[[Category: Flesh-Eater Courts]]&lt;br /&gt;
[[Category:Vampire Coast]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Slaves_to_Darkness&amp;diff=433852</id>
		<title>Slaves to Darkness</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Slaves_to_Darkness&amp;diff=433852"/>
		<updated>2023-05-07T13:22:30Z</updated>

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{{Age of Sigmar Faction|Faction=Slaves to Darkness|Logo=Archaon Book.jpg|Alliance=Chaos|Motto=}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|Introduce a little...anarchy. Upset the established order, and everything becomes &#039;&#039;&#039;chaos&#039;&#039;&#039;. I&#039;m an agent of chaos|The Joker, The Dark Knight}}&lt;br /&gt;
&lt;br /&gt;
It took a while but now the Age of Sigmar has its own brand of marauding [[Chaos]] worshippers. The &#039;&#039;&#039;Slaves to Darkness&#039;&#039;&#039; is a collective term used by the forces of Order to describe the myriad rabid warbands and violent tribes that fell under the influence of the Ruinous Powers following or during the Age of Chaos. Their model range is mostly that of the [[Warriors of Chaos]], with a few new units and the [[Warcry]] war bands sprinkled in.&lt;br /&gt;
&lt;br /&gt;
==Origins==&lt;br /&gt;
Generally speaking, the STD ([[FAIL|OOPS!]]) fall into two groups in regards to how they were formed.&lt;br /&gt;
&lt;br /&gt;
The first group is much in line with Fantasy‘s Norsca; primitive societies who willingly or unknowingly worship the Dark Gods. During the Age of Myth, there were many tribal cultures lay scattered about the Mortal Realms. They weren’t under the authoritarian thumb of Sigmar and thus allowed to spread out and create their own religions and beliefs. Usually these cultures had simple traditions and gods that inadvertently fell in line with Chaos (I.e. a warrior culture revering a god of war for his honor and martial prowess fuels [[Khorne]]). When the Age of Chaos rolled around, these tribes were either press ganged into servitude by the hordes of daemons, willingly followed them as loyal servants, or were slowly corrupted and fell to Chaos.&lt;br /&gt;
&lt;br /&gt;
The second group is a bit more tragic. When [[Sigmar]] closed off the gates to Azyr, he left entire continents and civilizations to fend for themselves against the swathes of Chaos. Some human worshippers of other gods were also left in a vulnerable position as their gods left them to fend for themselves. These people turned to Chaos either to spite their former gods or save their own skins. Still more turned to Chaos because they genuinely thought the Chaos Gods offered a better deal (such as several nations of Shyish preferring them to Nagash - which is almost understandable given [[That Guy|Nagash&#039;s character]]). Of course, some of these people would still remain opposed to Chaos and fight on, their descendants becoming known as the Reclaimed and having a tense rivalry with the [[Cities of Sigmar]], seeing them as privileged goody two-shoes.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Age of Myth===&lt;br /&gt;
Prior to the coming of Chaos the Mortal Realms were (especially compared to what came after) considered a paradise for a time. Sigmar and his Pantheon of other gods such as Nagash, Allarielle and Teclis all strove to uplift the mortal races and bring civilization to the lands. The dangerous beasts that competed with the free peoples for the lands like the dreaded Beastmen were pushed back and Gorkamorka and his hordes took great glee in getting rid of the many dangerous creatures that threatened these new civilations. In additon to confining the many godbeasts beneath the lands. However, these good times were not to last. The Chaos gods after many years had learned of the Mortal Realms and the gods of the world-that-was&#039; survival. Returning their attention back to the Mortal Realms they began their slow but methodical encroaching into these new realities.&lt;br /&gt;
&lt;br /&gt;
How they did so varied considerably, but all served the singular goal of seeping their influence into the mortal peoples. While civilization flourished during this time, many tribal cultures endured on the fringes of society, and were very susceptible to the whispers of the dark gods. Even in the nascent civiliations the arrogant, curious and corrupt inevitably began to grow more open to the dark gods will as well as hidden cults and seekers of forbidden lore multiplied. It was not simply the mortal races however, the gods themselves had grown arrogant and distant with one another, and this led to them missing the telltale sings of infiltration happening before them. Some of which was due to the gods own hand (such as tricking Gorkamorka into turning his back on Sigmar and returing to his old ways).&lt;br /&gt;
&lt;br /&gt;
Eventually these varied cults and tribal groups began evoking great rituals to weaken the barrier between the realms to allow their gods in. In fact many were not even fully aware of the gods intentions, with many simply believing that they were benevolent forces offering riches or power in return for worship. The first true invasion began in Aqshy were the corrupted tribal groups summoned forth a great army of Khorne deamons into the realm, generally marking the beginning of the end of the Age of the Pantheon.&lt;br /&gt;
&lt;br /&gt;
In all the other realms around this time the armies of demons poured through to attack the nascent civilizations. Nurgle’s hordes sought to claim Ghyran for themselves. Khorne’s forces ran as an unstoppable juggernaut through Aqshy. Tzeentch, through his cunning manipulations of the people of Chamon who sought to kill of a godbeast inadvertently tore open a gateway to Tzeentch’s domain. And in the lands of Hysh and Ulgu the hosts of Slaanesh pounced on the growing Aelven populations there (while also looking to find their missing diety). The gods tried to fight back, however thanks to the chaos gods manipulations they were divided and distrustful only seeking to safe guard their own realms than offer aid (though they did have invasions of their own to deal with but still), only Sigmar and Nagash could raise sufficient forces to fight the demon hordes. But this was compounded as the various mortal tribes and cults lent their forces to bolster the demon forces. Their infiltrators also working to destabilize nations for takeover. This was further worsened by the return of Archaon to lead the chaos forces. Since the destruction of the world-that-was Archaon had been preoccupied leading the chaos forces against other dimensions, but had now come to spearhead the conquest of the Mortal Realms.&lt;br /&gt;
&lt;br /&gt;
As more and more realms began to become overwhelmed and isolated from eachother a disicive blow came with Archaon siezing control of the Allpoints (renamed Eightpoints) that allowed him unrestricted access to the other realms. Sigmar knew time was running out and sought to defeat the Chaos hordes in the battle of the burning skies in Aqshy. Unfortunately a betrayal by Nagash tipped the batte in Archaon&#039;s favour. Eventually Sigmar would be forced to abandon the war effort and sealed off his realm Azyr from the Chaos hordes. The other realms and remaining gods would be on their own from that point onward.&lt;br /&gt;
&lt;br /&gt;
===Age of Chaos===&lt;br /&gt;
The Age of Chaos saw the chaos legions triumphant over the realms. The desperate groups of tribal warriors, cabalists and cultists alike referred to broadly as the Slaves to Darkness continued their ransacking of the realms themselves. In Shyish the Ravager hordes razed the various underworlds of Nagash before even Nagash himself was personally struck down by Archaon, leading to the dominion of Chaos over the lords of the dead. In Aqusy and Ghur the tribal peoples and Greenskin hordes clashed head on with the mortal champions of chaos in a bloodbath that would last the rest of the age, with Aqusy in particular getting devastated in the conflict. Allarielle did the best she could to safeguard her realm, but the forces of Nurgle and the horned Rat proved overwhelming with the aid of the other gods, forcing her and the Sylvaneth into hiding as they began a centuries long war of attrition against the great corruptors. Tzeench set his sights on claiming Chamon, with the ruling Duardin civiliations having either fled to Azyr or into the clouds to escape the chaos hordes (which would later become the [[Kharadron Overlords|Kharadron Overlords]]), while the forces of Slaanesh sought to butcher an already weakened Hysh (which had been devested by a bitter civil war of the [[Lumineth Realm-Lords|Lumineth Realm-Lords]]). Its twin Ulga was none the better as the chaos hordes used the shades and darkness to pounce on the peoples of the realm while Malerion and Morathi were forced to go into hiding during the age. Archaon for his part continued his campaigns against the empires of the Mortal Realms, while also setting his end goal of invading Azyr.&lt;br /&gt;
&lt;br /&gt;
The Mortal peoples that were left behind had only three choices; submit, flee or hide. Those that submitted openly began worshipping one or all of the pantheon of chaos (or simply a minor chaos diety or even chaos as a concept). However, the worship of the chaos gods themselves never had to be direct, as it is the actions and emotions of mortals that strengthen the gods more than anything. The various peoples of the Slaves to Darkness often had remarkably different means of venerating the gods, in fact many did not even necessarily know of the gods they truly worshipped or their ultimate intentions. The mortal populations of the Slaves to Darkness were not all universally evil, and many had simply had their local culture and belief system twisted in a way that would benefit the chaos gods, such as a warrior culture invoking battle more than previously thus empowering Khorne, or the philosopher-sorcerers of Hysh who in their quest for power and knowledge were inadvertently empowering Tzeench and Slaanesh, or tribal groups embracing the the gifts of Nurgle as coming from their gods of nature. Regardless of their intentions or knowledge they still inevitably empowered the chaos gods with their actions and direct or indirect worship. It was these disparate and divided cultures of chaos that now dominated the mortal realms almost completely.&lt;br /&gt;
&lt;br /&gt;
As for those who did not submit, these peoples were forced to hide in fortified keeps (such as the [[Fyreslayers|Fyreslayers]]) or hidden sanctuaries such as the floating cites of Battar in Aqusy or the Amethyst Princedoms in Shyish. Or become nomadic peoples, always staying just ahead of the hordes of the Slaves to Darkness. While the Slaves to Darkness had undoubtedly become the dominating force in the realms, not all was well with them however. With chaos itself inevitably looking to tear at itself the various chaos hordes began to turn on one another in the face of no true external threats. All the various champions and generals of chaos sought to gain power and prestige for themselves by gaining favor from the forces of Chaos, known collectively as the path to glory. This form of rivalry led the various champions to turn on their fellow chaos followers, which inevitably led to the chaos conquest of the realms to stall as the hordes tore at each other. While most didn&#039;t consider this a cause for concern (they had won already) this would later prove to be a grave mistake as 500 years after Azyr closed, the gates reopened and the Age of Chaos would come to an end.&lt;br /&gt;
&lt;br /&gt;
===Age of Sigmar===&lt;br /&gt;
The beginning of the this age began with the return of the forces of Sigmar, spearheaded by the newly created Stormcast Eternals. The great warriors forged by Sigmar and Grungi first made landfall in Aqusy and began claiming the strategically important Realmgates to allow the bulk of Azyr&#039;s armies to return while also createing vital spearheads. These events collectively became known as The Realmgate Wars. At the news of this, the various Hordes of the Slaves to Darkness began marshalling to meet these new foes. From Ghyran to Chamon, everywhere these new storm forged warriors appeared the vicious tides of the mortal followers of Chaos rose to meet them. However, the surprise invasion coupled with the tribes inability to stop their selfish infighting led to the forces of Order winning several major victories.&lt;br /&gt;
&lt;br /&gt;
Eventually Archaon himself was forced to personally intervene in several of these major battles, and while he and his personal army known as the Varnaguard were nigh unstoppable, unfortunately Archaon could not be everywhere at once, often leading his disoranized vassals to be beaten back by these new challengers. Unfortunately for them Archaons attention eventually turned back to his overall goal of breaching Azyr (along with already managing several existing warfronts), which led him to essentially ignore these new beacheads of Order in the Mortal Realms while he returned to his main goals. In his absence, great fortifications were erected, often encompassing realmgates that were used as staging grounds for Sigmars conquests. With these new armies returning to the realms, the other members of the former pantheon began to return from hiding to push back against the Chaos hordes, from the [[Daughters of Khaine|Daughters of Khaine]] striking out from Ulga in numbers for the first time in centuries, to the [[Sylvaneth|Sylvaneth]] in Ghyran finally having fresh allies against the chaos corruptors. Even the Fyreslayers found cause to make treaties with the newcomers. With even former empires of the Realms seeing the chaos disruption as a chance to retake their former lands (an example being the Battari empire in Aqusy), Nagash however still refused to ally with the forces of Sigmar and forbade his followers from doing so (though some still did), and insisted on retaking his realm himself. This news was not necessarily taken badly by all the followers of Chaos. Many champions of chaos were walking their variant of the Path to Glory, and these new challengers only presented new opportunities to test their mettle and gain the attention of the Dark Gods (especially after centuries of only chasing after fearful mortals). These champions rushed to battle the newcomers with glee.&lt;br /&gt;
&lt;br /&gt;
As for Archaon, he made his plan to corrupt several of the ancient godbeasts in order to smash open the gates of Azyr with these mighty beasts. A risky move, as they were powerful enough to harm even him. However, Sigmars return had only accelerated Archaons timetable, and his chance to use this gambit was closing fast. His first attempt was to corrupt the sleeping world titan Behemat in Ghyran with the help of the forces of Nurgle and the Skaven clan Pestilans. Unfortunately, this plan was thwarted by the Stormcast Eternals with the help of the Celestant Prime himself. Archaon subsequently followed up this attempt by trying to use the solar drake Ignax to bash open the gates of Azyr. Things were going well (Archaon even managing to mentally enslave the beast). However, the forces of Order had already beaten him to the punch on the godbeast, with Duardin priests implanting mystic runes onto the beast that freed her from Archaons control. The great drake subsequently abandoned Archaons venture and disappeared under the earth of Aqusy.&lt;br /&gt;
&lt;br /&gt;
Archaon following this more or less abandoned any further advances on the new Azyr settlers, instead focusing his attention of putting down challengers to his rule and continuing his quest to open the gates of Azyr (its also implied he never really considered the newcomers a real threat).&lt;br /&gt;
&lt;br /&gt;
Following this, the biggest major Chaos incursion against the forces of Order came with the attempted destruction of the Seeds of Hope in Ghyran. These were the founding of several major cities in the realm and many major Slaves to Darkness warbands attempted to destroy these new interlopers. After many great battles and great loss of life the chaos hordes were pushed back and the Seeds of Hope saved. While Sigmar had managed to establish many settlements throughout the realms the vast majority still remained in chaos hands. Sigmar continued to send out new crusades to raise new settlements and push back the chaos hordes little by little. This was helped along greatly with the mortal followers of Chaos warring amongst themselves just as much against the forces of the former pantheon. This situation with new cities being founded and some being destroyed by the chaos hordes continued for roughly a century, by which time approximately 1/10 of the pantheons former territory had been retaken. However, this was to be disrupted by the coming of Nagash&#039;s storm.&lt;br /&gt;
&lt;br /&gt;
====Soul Wars====&lt;br /&gt;
The completion of Nagash&#039;s grand ritual led to the Necroquake reverberating across the realms, though the thankful intervention of some Skaven led to the ritual not working quite as intended. It did end up raising the dead en masse across the realms begining the titled Soul Wars by Nagash. This ended up turning out quite badly for the Slaves to Darkness tribes as it led to all the dead peoples they butchered during the Age of Chaos to return with a vengeance against them. The chaos hordes spent the itital attacks of the Soul Wars getting battered by the raised dead and newly created Nighthaunt Processions. Their forces in Shyish were greatly reduced in Shish thanks to Nagash&#039;s counter assualt, though they did claim some victories, with the Chaos warlord Thur almost managing to destroy the Mortarch Olyander with a summoned Bloodthirter, though she was ultimately saved by the arrival of Arkhan and Nagash.&lt;br /&gt;
&lt;br /&gt;
With the dead rising to compound Sigmars forces, Archaon decided that he needed all the allies he could get and tasked the Gaunt Summoners with locating the missing god Slaanesh. And that they did. Archaon and his army managed to fight through to Slaanesh&#039;s prison, with Archaon finding Slaanesh imprisoned. Though he didn&#039;t appreciate the gods mocking tone he set about freeing them, even managing to destroy one of the chains holding them at bay. However, he was forced to return to the Eightpoints before completing as his home base had come under attack by the Ossairch Legions of the newly freed Mortarch Katakros and Lady Olyander (the latter even slaying the chaos lord Namon Saskarid who Archaon had left in charge), with only a few Chaos Lords such as Marakarr Blood-Sky still holding back the death legions. Knowing he would have to locate Slaanesh again as the Aelves would inevitably move the prison, he reluctantly headed back home. Though the death army had made some ground in the Eightpoints, as soon as Archaon and his main army returned the death forces were quickly routed. Even bolstered by the arrival of Be&#039;lakor and further reinforcements. Ultimately the Death army was annilated Lady Olyander was struck down by Be&#039;lakor and Kataros personally slain by Archaon in a duel.&lt;br /&gt;
&lt;br /&gt;
The Death forces retained control of the All-gate to Shyish, but Archaon ultimately didn&#039;t care all that much. He didn&#039;t consider the Death forces a threat to him in the grand scheme of things and simply let the local chaos lords keep them contained until he decided to deal with them himself. He instead turned his attention to his latest scheme to enter Azyr.&lt;br /&gt;
&lt;br /&gt;
====Broken Realms====&lt;br /&gt;
During the events of broken realms Archaon had tasked the Gaunt Summoners, among them Eater of Tomes, to begin harvesting a rare substance known as Varanite from the Eightpoints. This substance was the realmstone of the Eightpoints itself and was itself highly dangerous, its very presence warping and twisting everything around it (kinda like radioactive material in real world), so much so even demons feared it. Archaon, however, believed the substance could be used to breach the gates of Azyr by weakening the seals on the gate. Using wormlike chaos beasts, he began harvesting the substance. However, an infiltration by Morathi and Sigmars forces led to the destruction of the main mining operation (along with the theft of some of the Varanite by Morathi). Though the chaos forces did get to test some of their new anti-stormcast weapons during the raid.&lt;br /&gt;
&lt;br /&gt;
Following up on this event, Be&#039;lakor began making moves to gain further favour with the gods. He released Stormcast prisoners during the Siege of Anvalgard to stoke up civil wars in the forces of Order. Following this, he witnessed an interesting chain of events. The Seraphons destruction of a Silver Tower (it was a big huge space battle) in a battle he saw that its destruction would lead to a chain reaction of magical backlash that would cause Realmgates to explode and release chaos energy into the realms. Desiring to recreate this event he made an alliance with Lady Olyander (long story, true story) and besieged Vindicarum in Chamon. During the battle the realmgate was destroyed which caused a further set of chain reactions causing other nearby realmgates to collapse darkening the skies with chaos energy and cutting off the Stormcast from Azyr. This led to the decimation of both the city and the Stormhosts of the Celestial Vindicators and Hallowed Knights. Ultimately the siege was ended by the timely arrival of the Khardron Overlords and possibly Grungi. However the damage was already done with Be&#039;lakors storm begining to spread throughout the realms.&lt;br /&gt;
&lt;br /&gt;
Following this Be&#039;lakors star was once again on the rise with the gods and the devastation in Chamon was easily one of the biggest Chaos wins against Sigmar since the Realmgate wars. However things didn&#039;t go entirely perfect. Soon after Allarielle enancted her Rite of Life (essentially her version of the Necroquake) which led to the release of the Destruction God Kragnos and the realm of Ghur releasing vast waves of Beast magic throughout the cosmos. The forces of Destruction subsequently energized like never before.&lt;br /&gt;
&lt;br /&gt;
====Era of the Beast====&lt;br /&gt;
--under construction--&lt;br /&gt;
&lt;br /&gt;
==Types of Chaos Warbands==&lt;br /&gt;
There are four broad classifications for types of hordes, and two &#039;&#039;special&#039;&#039; cases.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravagers&#039;&#039;&#039;: These most common type of hordes are led by rival champions of the Dark Gods, always in competition with each other to earn more favor from their masters. Usually these groups are comprised of many smaller tribes and other cultures, which in turn makes them prone to fracturing and creating more warbands. This type incorporates the various individual war bands introduced in the Warcry skirmish game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cabalists&#039;&#039;&#039;: Always centered around a powerful Chaos Sorcerer or maybe a coven of them. Their warriors are little more than thralls for the magic users to draw magic from and sacrifice for their dark rituals. The number of Cabalist warbands has recently spiked when Nagash’s Necroquake completely flipped the way magic functioned in the Mortal Realms.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Despoilers&#039;&#039;&#039;: The rarest kind of warband and often regarded as the most dangerous. Each one is led by a [[Daemon Prince]] who has returned from the Realm of Chaos to his original tribe and claimed leadership. Their arrival brings many warped monsters and twisted magics to the Realms as well. On even rarer occasions, these warbands will be led by multiple Daemon Princes, but understandably, they are very likely to separate given their megalomaniacal natures.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Idolators&#039;&#039;&#039;: Introduced in Broken Realms: Morathi; Idolators are comprised of [[Word Bearers|the more zealous and devout among the worshippers of Chaos]]. Led by fiery orators riding Chaos Chariots or Gorebeast Chariots, they specialize in laying waste to non-Chaos priests and monuments, and spreading the taint of the Dark Gods wherever they tread.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Host of the Everchosen&#039;&#039;&#039;: Archaon’s personal army of lackeys and worshippers who follow the Everchosen like a god among men. His mere presence amidst the Slaves to Darkness has a magnetic effect that draws all other tribes and cults towards him. Additionally, there is a subset of this group called the &#039;&#039;Knights of the Empty Throne&#039;&#039;, who are tasked with defending the Eightpoints whilst daddy is away trying to cave in Nagash’s skull...again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legion of the First Prince&#039;&#039;&#039;: To go along with his fancy new model, [[Be&#039;lakor]] now has his own subfaction. It’s near identical to the Daemons of Chaos from Fantasy, just one big daemon soup party with Be&#039;lakor at the top.&lt;br /&gt;
&lt;br /&gt;
{{Template:Playable Factions in Warhammer: Age of Sigmar}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Orruk_Warclans&amp;diff=371896</id>
		<title>Orruk Warclans</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Orruk_Warclans&amp;diff=371896"/>
		<updated>2023-05-07T13:06:32Z</updated>

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&lt;div&gt;{{AoS-Stub}}&lt;br /&gt;
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{{Age of Sigmar Faction|Faction=Orruk Warclans|Logo=Gordrakk.jpeg|Alliance=Destruction|Motto=Waaaaaaaaaagh!!}}&lt;br /&gt;
&lt;br /&gt;
The Greenies are back! Sure, they might&#039;ve been [[Games Workshop|given a new and copyright-friendly name]], but the Boyz are back as a complete army nonetheless. The Orruks are still the endless green tide they were from the [[Warhammer Fantasy|old world]], and still have their football-hooligan voices.&lt;br /&gt;
&lt;br /&gt;
While there are still “standard Greenskinz” around (in much fewer quantities), the main bulk of the Orruk mobs are a combination of the [[Ironjawz]] (Black Orcs) and [[Bonesplitterz]] (Savage Orcs) cultures, and a new, very skinny swamp-dwelling group in third edition called the [[Kruleboyz]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===“Da Age uv Miff”===&lt;br /&gt;
Orruks have always been a part of the Mortal Realms, long before Sigmar arrived on his twin-tailed comet. Gorkamorka roamed the lands, familiarizing himself with a vast array of monsters which he promptly crushed under his club. At first, there were only the feral Bonesplitterz warclans, regularly hunting the primeval beasts of the realms and warring with the [[Beasts Of Chaos|beastmen]]. Over time, the first Ironjawz began to emerge, having grown large thanks the constant fighting of Beastmen and early human empires. The Ironjawz were considerably rarer at this point though, with only small pockets of them existsing around areas of wanton violence. The Kruleboyz, the most cunning and elusive of Orruk kind also began to stake their claims of the feral realms of this time, settling in swamps and bogs as their favourite hunting grounds.&lt;br /&gt;
When [[Kragnos]] began exploring and trouncing through the Realm of Beasts, Orruks of all sorts flocked to him to marvel at his bestial might. Bonesplitterz saw him as the spirit of Ghur made manifest, while Ironjawz were enamored by just how damn destructive he was. Their offerings and worship fed Kragnos’ ego and eventual rise to godhood, though it didn’t stop of a coalition of Dracothian and Lord Kroak from trapping the last Drogrukh underneath a mountain, much to the dismay of his Greenskin followers. Similar, Gorkamorka became ensnared too, stuck inside the living amber avalanche Drakatoa. He didn’t have to wait long to be released however as the newly arrived Sigmar freed the twin-headed god. Enraged and itching for a fight, Gorkamorka wrestled with Sigmar and fought against him for twelve days.&lt;br /&gt;
&lt;br /&gt;
Eventually both combatants had finally had enough and even had a good laugh at the truly destructive outcome of their struggle. Sigmar eventually convinced Gorkamorka to join his new pantheon as the council of gods personal champion, charged with defeating the visous monsters and eldrich horrors that still threatened the burgeoning civilizaitons Sigmar was trying to create. He and his many followers had a grand old time in this endevour, but it was not to last. &lt;br /&gt;
&lt;br /&gt;
Gorkamorka&#039;s growing impatience with the trappings of society, not to mention the slowly creeping in whispers of the chaos gods (Tzeench inparticular) led him to rally all the races of destruction and call a mighty Waaagh across all the realms. The Orruks of all cultures and breeds were more than happy to join in, as it simply meant more fighting and looting for them. This officially marked the end of Gorkamorkas and the Orruks involvement with the greater pantheon for the remainder of the age. Though this would eventually change with the coming of chaos.&lt;br /&gt;
&lt;br /&gt;
===“Da Age uv Kaos”===&lt;br /&gt;
As opposed to other races that collectively pissed the bed once the Chaos Gods arrived in the Mortal Realms, the Orruks responded to their arrival with a hardy Waaagh! and swing of their choppas. The Orruks thrived in the war torn Age of Chaos, relishing the endless violence and becoming even larger because of this. The most overt example is of course in Ghur; Archaon the Everchosen tasked one of his trusted generals, Darkorn the Devourer, with purging the orruk race from Ghur. This proved to be easier said than done, as the Chaos Lord’s constant slaughter of the Warclans only spurred more Orruks to war, hoping to join in on the scrap. This conflict was (uncreatively) dubbed the Greenskin Wars. Ironjawz mettle, Bonesplitterz savagery, and Kruleboyz tricks were all tried against hordes of the Everchosen, and they won out. Archaon eventually called the whole campaign off once he realized that it was impossible to wrest control of the Realm of Beasts away from the Orruks. So he pulled his forces back and placed the decapitated head of Darkorn the Devourer on a pike as a testament to his failure. These conflicts against Chaos saw many Ironjawz Warclans rise to prominence, having grown large and powerful thanks to the steady diet of chaos plate, daemon flesh, and ceaseless fighting.&lt;br /&gt;
&lt;br /&gt;
===“Da Age uv Da Hamma-Git”===&lt;br /&gt;
&lt;br /&gt;
The Orruks of all kinds took the return of Sigmar and his forces surprisingly well. With the Stormcast Eternals pushing back the chaos forces and the newly returned civilizations of old begining to rebuild in their old homelands, the Orruks saw great opportunities in new opponents to smash. The Ironjawz especially saw the Stormcast as the worthy opponents they had been craving for so long, as besides the occasional clash with chaos, most people left in the realms weren&#039;t really much of a challenge anymore (nor did they have any good loot), or were simply too dug in to really attack (such as the Fyreslayers and remaining human kingdoms).&lt;br /&gt;
&lt;br /&gt;
By this point Gordrakk had risen to be the most dominant leader among the various tribes of Orruks and made his presence known to Sigmar when he intervened in the Stormcasts assault on the Mawgate. The Mawgate was a realmgate inside the mouth of the colossal wormlike Godbeast Fangathrak that connected Ghur to the Eightpoints. The forces of chaos had captured it and was using its gate to send reinforcements to Ghur. Gordrakk lead a Waaagh!! into the battle as the stormcast and chaos forces were fighting. The battle became so insane from this three way battle that Fangathrak actually managed to escape from the chaos dreadhold and thus all three forces lost control of it.&lt;br /&gt;
&lt;br /&gt;
While Gordrakk was thrilled by the fighting prowess of the Stormcast he was less than pleased when he found out Sigmar wanted to build and bring peace. Gordrakk had assumed as the God who once fought with Gorkamorka he would be all about having a good scrap. Needless to say he wasn&#039;t going to just ignore this.&lt;br /&gt;
&lt;br /&gt;
The rest of the Orruks however had a grand old time at the beginning of the age. The Ironjaws and Bonesplitterz had new foes to fight and hunt. And the Kruleboyz now had whole new settlements and border colonies to raid and terrorize. So really after the forces of Order themselves, the children of Gorkamorka probably benefitted the most from Sigmars return.&lt;br /&gt;
&lt;br /&gt;
The Orruks didn&#039;t particularly enjoy the coming of the Necroquake, finding fighting the undead to be both tedious and boring (not to mention they left no meat or loot behind). Gorkamorka growing tired of the Soulwars in general sends visions to his followers to fight back against the dead. With the Drakkfoot Bonesplitterz tribe spearheading the endeavor, as the are very proficient at killing the undead.&lt;br /&gt;
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====Broken Realms====&lt;br /&gt;
Gordrakk now wanting to have a scrap with Sigmar himself knew that to do that he needed to get the gods attention. After the uncovering of the various Stormvaults Gordrakk gathers up many Orruk, Ogor, Gargant and Grots tribes and begins breaking open the vaults. Among them he finds the Skull of the Godbeast Hammergord. Using this he planned to create a massive battering ram to smash open Sigmars cities before heading too Azyr himself. He also at this point teamed up with Skragrott, the Loon King who acts as an advisor in his army. With all that done his first target will be Excelsis.&lt;br /&gt;
&lt;br /&gt;
This massive Waaagh!! gathers followers from all the forces of Destruction, from Troggoths to Grot and snowballs into a near unstoppable force. This only gets worse as right around this time Teclis manages to undue the Necroquake and Allarielle&#039;s recent rite of Life to bring back the Oak of Ages causes another wave of magic to hit the realms. This one was the final straw that freed the Earthquake god Kragnos from his confinement. This being was a destruction god from ages ago and was not happy with the state of Ghur when he awoke. Seeing his ancestral homeland in ruins he subjugates a group of Mega-Gargaunts and heads to destroy Excelcis himself for daring to build on his peoples former lands.&lt;br /&gt;
&lt;br /&gt;
This force subsequently smashes into Gordrakk&#039;s Waaagh!!! that leads to a short battle before the Bad Moon itself calls the fight a draw before Kragnos and Gordrakk tore their armies apart. Fortunately Kragnos didn&#039;t really care and offered the Orruks to join him in besieging the city.&lt;br /&gt;
&lt;br /&gt;
The siege was intense, with the ram of Hammergord destroyed thanks to the magic of Lord Kroak who had arrived to reinforce the city. However Kragnos kindly lended his hand in breaching the cities walls and allowing Gordrakks forces to get in. With Gordrakk and his forces managing to breach the outer gates and Skragrotts infiltrators having weakened the city previously it looked like the city would fall. However, the timely arrival of Morathi and reinforcements managed to halt the destruction army. With Kroak and Morathi managing to trick Kragnos into entering a portal they created to get him out of the battle before he killed everyone.&lt;br /&gt;
&lt;br /&gt;
Following this the destruction army retreated, with the main army dispersing and Skragrott abandoning the venture and Gordrakk retreating into the surrponding lands to regroup his Waaagh!!! . The city the was saved though at great cost. As for Kragnos he was telaported to the other side of Ghur where he took out his rage on a local Chaos Dreadhold. Subsequently making contact with a local tribe of Kruleboyz.&lt;br /&gt;
&lt;br /&gt;
====Era of the Beast====&lt;br /&gt;
The aforementioned Kruleboyz Warclan that made contact with Kragnos was led by the shaman Gobsprakk, who foretold of Da Boss Trampla’s coming and is able to speak his ancient dead language. Using Gobsprakk as his interpreter and advisor, Kragnos began leading hid new army of followers in a ceaseless stampede of destruction.&lt;br /&gt;
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Although, not everyone was keen on following the End of Empires. Gordrakk, still pissed about how the Siege of Excelsis turned out, looked to home of Archaon as his next Waaagh! target. The Fist of Gork personally captured and chained up the massive sand worm holding the Ghur all-gate and is now leading a massive assault on the Eightpoints.&lt;br /&gt;
&lt;br /&gt;
==Warclans==&lt;br /&gt;
===Ironjawz===&lt;br /&gt;
The Ironjawz are essentially the Black Orcs of old - extremely brutish and superb warriors without as much of a reliance on mob mentality to keep their cohesion. The main difference is that these guys are even more heavily armored and armed, making them easier to converting into Orks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ironsunz&#039;&#039;&#039;: The biggest and most recognized of Ironjawz Warclans, infamous for their garish yellow armor and surprising level of cunning. While this clan has existed since the Age of Myth, they really didn’t gain their current notoriety until the arrival of Grand Overboss Dakkbad Grotkicker. Now Dakkbad had a revelation early in his life; by actively avoiding getting shot and stabbed, he can smash and crush back even harder. Expectedly, this was a controversial opinion among his fellow Orruks. Such qualms were silenced after the ambitious Brute used this intellect to survive the ear-drum shattering roar of a Maw-Crusha that previously offed his former boss. Now Dakkbad leads the Ironsunz as a cult of personality, where every Orruk in it aspires to be just as cunnin’ as he is. Interestingly, he loathes Gordrakk (likely due to Gordrakk’s god-given rise to power contrasting with Dakkbad’s long and arduous climb to leadership) and aspires to reign control the Big Waaagh! from the Fist of Gork.&lt;br /&gt;
*&#039;&#039;&#039;Bloodtoofs&#039;&#039;&#039;: It’s the Wacky Races in the Mortal Realms! These red rough riders have an obsession for throwing themselves into realmgates at high speeds, and then repeating the process over and over. They barrel through cities and fortresses without a care in the world other than where’s the next realmgate. This initially started as a means of trying to find and meet up with thr Fist of Gork, but the Bloodtoofs quickly grew addicted to the this new high speed lifestyle. They also have a fierce rivalry with the Ironsunz, after Dakkbad Grotkicker killed their reigning Warboss.&lt;br /&gt;
*&#039;&#039;&#039;Da Choppas&#039;&#039;&#039;: The blue boys of Da Choppas focus on desecration rather than destruction. Like a rowdy gang of delinquents, they leave enemy strongholds standing, but completely graffitied and defiled with greenskin “art.” Their most infamous raid saw them defile an Everchosen Dreadhold and replace the head of an Archaon statue with a grot’s head. A subsequent raid of the fort completely destroyed it as they were supported by the [[Ogor Mawtribes|Boulderhead Mawtribe]]. They’re led by an enterprising Weirdnob Shaman who carries the skull of the previous Megaboss on his staff, claiming to speak to his boss from “da great beyond”.&lt;br /&gt;
*&#039;&#039;&#039;Fang-krushas&#039;&#039;&#039;: Swaggering blowhards who follow the Fist of Gork, claiming to be his favorite mob of Orruks.&lt;br /&gt;
*&#039;&#039;&#039;Kryptboyz&#039;&#039;&#039;: A Warclan native to Shyish, this horde of Greenskins takes particular pleasure in tearing down the necropoli of the [[Ossiarch Bonereapers]] and wearing their looted bones as trophies. Their color scheme is identical to the [[Black Orc|Black Orcs]] of Fantasy Battle.&lt;br /&gt;
&lt;br /&gt;
===Bonesplitterz===&lt;br /&gt;
The Savage Orcs of yore. Everything about them is largely the same, from the sorta-magical warpaint to the vague and primitive knowledge of archery when no other orcs could do so.&lt;br /&gt;
&lt;br /&gt;
As one of the holdovers from the old world, these orruks have somewhat suffered by utilizing some aging models that, to an extent, do not match with the rest of the army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bonegrinz&#039;&#039;&#039;: The largest of the Bonesplitterz Warclans, this rambunctious horde of beast hunters was started by Gurkak Weirdteef, a Wurrgog Prophet whose teeth “speak” to him, telling him all sorts of secrets and knowledge about the things he eats. This unique insight he possesses allowed his Warclan to become surprisingly innovative in how they conduct their hunts. Orruks of the Bonegrinz warclan will use arrow heads and choppas carved from the amber realmstone of Ghur, which drives any stabbed by it to fly into a feral charge...perfect for the Orruk hunters to run them down. Additionally, each Rukk in the Warclan devotes themselves to a particular type of beast and seek to emulate its strengths by donning it’s bones and hide and using tattoos in tribal depictions of said beast.&lt;br /&gt;
*&#039;&#039;&#039;Drakkfoot&#039;&#039;&#039;: These guys are called weird by the other Bonesplitterz, so that alone makes them unique. These Orruks are defined by pure vitriolic [[RAGE]], a hate for all that does not venerate Gorkamorka in the same dogmatic fashion that they do. Their most hated enemies though are daemons and [[Nighthaunt]]: 1) because neither entity produces bones for the Drakkfoot to collect and 2) their original home of the Ashland Gorelakes in Aqshy was devastated by both parties. Their loathing has turned the Drakkfoot into hateful specialists of fighting daemonic and ethereal forces, from performing ritualistic dances to destabilize a daemon’s connection to the physical plain to bloody tattoos to deflect spiritual magic.&lt;br /&gt;
*&#039;&#039;&#039;Icebone&#039;&#039;&#039;: Originating from the glaciers of the Skyblind Tundras in Ghur, these icy Orruks have a religious obsession with boars, seeing them as the ultimate symbol of Gorkamorka’s power. This stems from their belief in a god beast called Shattatusk, a snow white boar that Gorkamorka ‘supposedly’ fought in the Age of Myth. The fragments of its tusks fell down into the Realm of Beasts and became the glaciers that the Icebone Orruks call home. They chip away at the glaciers to create enchanted ice weapons that can never melt and freeze the insides of those they cut. The Icebone has spread surprisingly far across the Mortal Realms by following the equally frigid paths of the [[Ogor Mawtribes|Beastclaw Raiders]] and their Everwinter.&lt;br /&gt;
&lt;br /&gt;
===Kruleboyz===&lt;br /&gt;
The new Orruks introduced as of AoS third edition. Unlike the orcs/orks we&#039;ve been used to for close to forty years, these guys are practically alien; they&#039;re fairly skinny rather than being musclebound brutes, they prefer subterfuge and cunning over brute strength and they&#039;re very much at home in boggy swamps. Even more notable is that these orruks are actually capable of marksmanship, rather than the Bonesplitterz who just shoot arrows blindly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grinnin’ Blades&#039;&#039;&#039;: Posterboys who favor attacking under a shroud of swampy mist provided by their copious shamans. Said shamans like to mix in hallucinogens with their mist to maximize “skare taktiks”. Currently lead by the Mouth of Mork, [[Gobsprakk]] (after he intimidated the previous Killaboss in charge), which turned the Grinnin’ Blades into Kragnos’ most fervent supporters.&lt;br /&gt;
*&#039;&#039;&#039;Big Yellers&#039;&#039;&#039;: Loudmouth braggarts who prefer to sit back and lazily mow down enemies with their startlingly efficient ranged weapons. They live in Chamon, being very close to Skrappa Spill and the Gloomspite hordes of [[Skragrott]]. This lazy attitude and being so close to mountains of junk mean the Big Yellas are actually quite inventive, capable of crafting the best weapons and even mobile fortresses, all in the name of doing less work. Their name is also a delightful pun since not only do they yell a lot, but their skareshields are also a bright yellow.&lt;br /&gt;
*&#039;&#039;&#039;Skulbugz&#039;&#039;&#039;: Creepy and vile Shyish Orruks with an obsession with all manner of bugs. This stems from their homeland being a strange underworld themed around insects and other creepy crawlies. They prefer the company of monsters and their beloved bugs as opposed to the other Orruks. The Grots of the Spiderfang tribes see a kindred spirit with the Warclan, and though the Skulbugz don’t mind their help, they humorously maintain that “spidas ain’t propa bugz”.&lt;br /&gt;
&lt;br /&gt;
{{Playable Factions in Warhammer: Age of Sigmar}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Nurgle_Rotbringers&amp;diff=362693</id>
		<title>Nurgle Rotbringers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Nurgle_Rotbringers&amp;diff=362693"/>
		<updated>2023-05-07T13:05:52Z</updated>

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{{Age of Sigmar Faction|Faction=Maggotkin of Nurgle|Logo=Nurgle.jpg|Alliance=Chaos|Lore=Nurgle|Icon=220px-Nurgle_Symbol.png|Motto=Buboes, phlegm, blood and guts! Boils, bogeys, rot, and pus! Blisters, fevers, weeping sores! From your wounds the fester pours.}}&lt;br /&gt;
&lt;br /&gt;
The Nurgle Rotbringers are the mortal worshippers of Papa Nurgle in Age of Sigmar. They are, expectedly, a load of fat bastards that take way too much joy in spreading Nurgle&#039;s diseases. They tend to come in the form of [[Putrid Blightkings]], though other assorted Nurglites tend to get mixed up in their Warbands too.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Rotbringers first started to pop up just before the Age of Chaos, when Nurgle [[Rape|forced himself onto the Mortal Realms]], particularly [[Ghyran]] and [[Shyish]] (since his thing is life and death, and since Isha is gone [[Alarielle]] is the next best thing). Whilst they did OK in Shyish, they did disturbingly well in Ghyran, as they nearly managed to take over the entire realm (with some help from [[Clan Pestilens]]) before Siggy-Diggy unleashed the [[Stormcast Eternals]], who promptly teamed up with the Sylvaneth to beat them both back like an overly belligerent germaphobe. Since then, Papa Nurgz had decided to distribute his forces more equally across the realms deciding they all deserve his love equally.&lt;br /&gt;
&lt;br /&gt;
Among this are the &#039;&#039;Blighted Duchies&#039;&#039;, lead by the &#039;&#039;Order of the Flies&#039;&#039;. A Lady of one of their cities, Cankerwall, was tempted into Nurgle worship during the Age of Chaos, and she slowly converted the religious military order into Nurgle worship. Lady Cankerwall serves as a seer to the order and almost turned a Tzeentch champion to her slave by honeyed words alone, with only [[Mordrek]]&#039;s intervention stopping the foul smelling seductress. Despite many setbacks, the Duchies are high in the Flylord&#039;s favor and are actively hounding all of Grandfathers foes across all [[Ghyran]].&lt;br /&gt;
&lt;br /&gt;
==Famous Rotbringers==&lt;br /&gt;
* [[Glottkin|The Glottkin]]&lt;br /&gt;
* [[Maggoth Lords|The Maggoth Lords]]&lt;br /&gt;
* [[Gutrot Spume]]&lt;br /&gt;
* [[Festus the Leechlord]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Playable Factions in Warhammer: Age of Sigmar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]]&lt;br /&gt;
[[Category:Maggotkin of Nurgle]]&lt;br /&gt;
[[Category:Chaos]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Kruleboyz_Orruks&amp;diff=296580</id>
		<title>Kruleboyz Orruks</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Kruleboyz_Orruks&amp;diff=296580"/>
		<updated>2023-05-07T13:05:05Z</updated>

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{{Age of Sigmar Faction|Faction=Kruleboyz|Logo=Kruleboys.jpg|Alliance=Destruction|Motto=Goldboys vs Kruleboyz, Who wins?}}&lt;br /&gt;
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&#039;&#039;&#039;Kruleboyz&#039;&#039;&#039; are a sub-faction/sub-species of Orruk native to the many swamps and marshes of the Mortal Realms, particularly Ghur. These lean and lanky gits prioritize Mork over Gork, leading to an extremely cunning and cruel natured society, hence the name. Roused by the return of [[Kragnos]], the Kruleboyz join the greater Orruk Warclans in a Waaagh! of realm shaking proportions.&lt;br /&gt;
&lt;br /&gt;
Unlike their [[Bonesplitterz]] and [[Ironjawz]] cousins, the Kruleboyz actively utilize [[Gloomspite Gitz|Grot]]s in their forces, making them the closest thing to the oldschool Orcs and Goblins combined army. However aesthetically they draw less from the traditional Fantasy/40k redition of what an &amp;quot;Orc&amp;quot; is (a big angry overly muscled, almost gorilla-like design), and have more of a lanky, thin look, almost resembling an Uruk from [[Lord of the Rings]] more than Warhammer (although, this could be due to being influenced by the old 2nd-3rd Edition Warhammer Fantasy Greenskins appearances). Most off-putting of all, they stand &#039;&#039;upright.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Why are they so different from other Orruks?==&lt;br /&gt;
The ancestors of the Kruleboyz were Orruks who colonized the swamps of Ghur. These enviroments were extremely deadly, and in a way that couldn&#039;t be solved with traditional brute strength and ignorance. Being bulky only makes you more vulnerable to being trapped in quicksand, and the biggest choppa in the world can&#039;t save you from being dissolved by acid fog. As such, the evolutionary pressures of their enviroments forced the Kruleboyz to evolve into a new subspecies (referred to as &amp;quot;Morruks&amp;quot; by some scholars) that was far more intelligent and lightweight (though still far stronger than the average humie, think of them like chimps to the Ironjawz&#039; gorilla).&lt;br /&gt;
&lt;br /&gt;
==Kultur==&lt;br /&gt;
The Kruleboyz have since spread out of Ghur and now reside in all of the swamplands of the Mortal Realms. Their fortresses are designed to blend in with the enviroment and to be easily abandoned, ensuring that they can hide from any enemy they don&#039;t feel like fighting. Kruleboyz in general are exceptionally patient and cautious and refuse to enter any fight they haven&#039;t rigged to their favor, relying on stealth, sabotage and terror tactics to undermine their enemies before the battle even begins. This is what kept them out of the limelight until the Era of the Beast, as they only went to war against weak targets of opportunity. Only with the massive uptick of Destruction activity and the Cities of Sigmar sending out new expeditions by the day to build vulnerable new settlements have the Kruleboyz truly become confident enough to be a common threat.&lt;br /&gt;
&lt;br /&gt;
Similar to [[Skaven]] clans, each Kruleboy Orruk belongs to a tribe with a particular set of skills (which in themselves are seperate from the Warclans). Said tribes are the Badstabbaz (front-line warriors), the Beast-breakaz (animal tamers), the Deffspikerz (engineers/marksmen), and the Gitsnatchaz (slavers/corpse recyclers). The typical military formation of the Kruleboyz is the &amp;quot;Klaw&amp;quot;, which is divided into five fingers: the &#039;Thumb&#039; (Command, consisting of the boss and his shaman advisors), the &#039;Jab Finga&#039; (consisting of the strongest warriors), the &#039;Middul Finga&#039; (for insulting the enemy, consisting mostly of Deffspikerz), the &#039;Trophy Finga&#039; (for showing off, consisting mostly of the monsters of the Beast-Breakaz and Gitsnatchas) and the &#039;Light Finga&#039; (for nicking things, consisting of Hobgrots and yoofs sent off on stealth missions).&lt;br /&gt;
&lt;br /&gt;
Since his return to the Mortal Realms, [[Kragnos]] now plays an important part in the religion of the Kruleboyz, though most aren&#039;t sincere in his worship. They merely respect his capacity for mass destruction, and if pledging allegiance to him is the best way to get him to kill their enemies instead of them, that&#039;s what they&#039;ll do.&lt;br /&gt;
&lt;br /&gt;
Also, if you haven&#039;t figured out by their name they&#039;re incredibly cruel. Their use of poison, traps and psychological warfare is just as much due to their love of watching their enemies suffer as it is due to pragmatism.&lt;br /&gt;
&lt;br /&gt;
==Da Forces uv Da Kruleboyz==&lt;br /&gt;
*&#039;&#039;&#039;Killaboss&#039;&#039;&#039;: The leaders of the Kruleboyz Warclans, who are just as eager to shove a poisoned dagger into a rival as they are to lob off their head in a fight. They’re often followed by little guys called Stab Grots, “brave” minions who help their boss fight off enemies or serve as a nice meat shield. The most ambitious (or crazy) Killabosses will ride bog-hounds called Great Gnashtoofs or the colossal Corpse-rippa Vulcha, both of which are tamed by a Breaka-boss.&lt;br /&gt;
*&#039;&#039;&#039;Breaka-boss&#039;&#039;&#039;: The bosses of the Beast-breakaz tribe in charge of capturing and taming beasts for battle, these domineering Orruks ride into battle atop Mirebrute Troggoths and goad then into rampaging through enemy lines.&lt;br /&gt;
*&#039;&#039;&#039;Snatchaboss&#039;&#039;&#039;: Leaders of the Gitsnatcha tribe that naturally specialize in grabbing high value targets mid-fight. They ride atop large monsters called Sludgeraker Beasts, which look like a cross between an alligator and a sloth.&lt;br /&gt;
*&#039;&#039;&#039;Swampcalla Shaman&#039;&#039;&#039;: Considered to be disgusting even to the other Kruleboyz, these Shamans channel the copious gunk and poisons of their marsh homelands into vile magic to fling at enemies. Interestingly, they appear to wear the facial part of a Gargant skull as back-armor. They are always accompanied by a cauldron laden Pot Grot who helps the Shaman brew his potent spells.&lt;br /&gt;
*&#039;&#039;&#039;Murknob&#039;&#039;&#039;: Lieutenants and underbosses to the Killaboss. They usually carry around enchanted Belcha-Banners that repel enemy wizards and cover the area in a swampy fog.&lt;br /&gt;
*&#039;&#039;&#039;Man-Skewer Boltboyz&#039;&#039;&#039;: A step up from the Arrer-Boy of old, these Orruks wield poison coated crossbows designed to pierce through armor and shish-kabob any unfortunate soul in the line of fire. They are surprisingly very professional when it comes to their weapons, boasting a scary level of accuracy (F̶o̶r̶ ̶a̶ ̶G̶r̶e̶e̶n̶s̶k̶i̶n̶ 2+ TO HIT!) and even having a sentimental connection to their crossbows after years of tending to and upgrading them. Said sentimentality though is easily ignored should they spot a better looking weapon.&lt;br /&gt;
*&#039;&#039;&#039;Beast-Skewer Killbow&#039;&#039;&#039;: The artillery version of the Man-Skewers, and the AoS take on the Spear Chukka.&lt;br /&gt;
*&#039;&#039;&#039;Marshcrawla Sloggoth&#039;&#039;&#039;: An especially degenerate quadrupedal breed of Troggoth made to serve as mounts for a crew of grots (as no Orruk would ever want to ride such a pathetic beast). While the Sloggoth does what any dopey monster does, the grots on its back are tasked with capturing their terrified foes with nets and barbed snatcha-poles.&lt;br /&gt;
*&#039;&#039;&#039;Gutrippaz&#039;&#039;&#039;: The most common of the Kruleboyz, equipped with jagged poisonous spears and leer faced shields. They all hail from the Badstabbaz tribe and form the bedrock of any raiding party.&lt;br /&gt;
*&#039;&#039;&#039;Hobgrot Slittaz&#039;&#039;&#039;: Hobgoblins are back! Stated as diminutive middle men for the Kruleboyz and [[Chaos Dwarf|clans of chaos-worshipping duardin]] rather than actually a part of the Orruk fold, these yellow skinned backstabbers use crudely made stick grenades to blow apart enemy formations.&lt;br /&gt;
&lt;br /&gt;
==Notable Bosses==&lt;br /&gt;
*&#039;&#039;&#039;Gobsprakk, the Mouth of Mork&#039;&#039;&#039;: The most powerful Swampcalla Shaman, who is blessed with the ability to speak any language (hence the &amp;quot;mouth&amp;quot; part). This means that he can even speak the dead language of Kragnos’ people, so he can understand and be understood by Kragnos. Because of this, he is the one that interprets Kragnos words, giving him influence over other Kruleboyz to do whatever the End of Empires says… at least, whatever Gobsprakk tells them he says. He&#039;s already being billed as a pretty big badass between this and severing the hand of a [[Lord of Change]] and keeping it as a trophy despite the rest of that daemon getting banished. All of which make Gobsprakk the de facto leader of the Kruleboyz and sets him up nicely as the kunnin’ to “Fist of Gork” Gordrakk’s brutality.&lt;br /&gt;
*&#039;&#039;&#039;Swampboss Skumdrekk&#039;&#039;&#039;: A renowned and fabulously wealthy Snatchaboss with a propensity for gambling on the outcome of his fights.&lt;br /&gt;
*&#039;&#039;&#039; Killaboss Gazog &#039;&#039;&#039;: The Killaboss in the Dominion boxset. Tried to make it so an infinite Waaagh! backed up by Kragnos would happen. The plan he came up with was to brew a magic poison so toxic that when poured on a leyline in Ghur it would cause the living continent of Thondia to go into convulsions and trigger an earthquake that would destroy the last remnants of the nation of Donse, which had been the home of Kragnos people. This Gazog hoped would then send the Drogrukh-turned-god on an apocalyptic roaring rampage of revenge that would last indefinitely. Unfortunately for Gazog, his efforts were uncovered due to Yndrasta sending her old friend Lord Imperatant Tyberain Vorst and his Auric Lions (a new Thunderstrike Stormhost of the Hammers of Sigmar Stormcast Eternals) to investigate why certain villages in Ghur were suddenly going silent. This leads to the battle of Amberstone Watch in which the Orruks are ousted from the storm keep and chased back to their home in the Morruk Hills though the Greenskins haven’t given up and continue to launch assaults in an attempt to retake the fortress.&lt;br /&gt;
*&#039;&#039;&#039;Big Grikk&#039;&#039;&#039;: This deadly accurate Killbow operator had to leave his warclan after he “accidentally” shot down the boss’s vulcha mount. He left along with a posse of Boltboys to start a new mercenary life as the Kruleshots.&lt;br /&gt;
&lt;br /&gt;
==Warclans==&lt;br /&gt;
*&#039;&#039;&#039;Grinnin’ Blades&#039;&#039;&#039;: Posterboys who favor attacking under a shroud of swampy mist.&lt;br /&gt;
*&#039;&#039;&#039;Big Yellers&#039;&#039;&#039;: Loudmouth braggarts who prefer to sit back and lazily mow down enemies with their startlingly efficient ranged weapons. Their name is also a delightful pun since not only do they yell a lot, but their skareshields are also a bright yellow.&lt;br /&gt;
*&#039;&#039;&#039;Skulbugz&#039;&#039;&#039;: Creepy and vile Orruks with an obsession with all manner of bugs. They prefer the company of monsters and their beloved bugs as opposed to the other Orruks. Are native to Chitinia.&lt;br /&gt;
&lt;br /&gt;
==In Soulbound==&lt;br /&gt;
Kruleboyz were added as a playable race in the [[Age of Sigmar Roleplay]] [[splatbook]] &#039;&#039;Champions of Destruction&#039;&#039;, where they are noted for being the Destruction race &#039;&#039;least&#039;&#039; likely to end up in a mixed-faction Binding. Not because they have any philosophical or motivational objection to working alongside other races, but largely because, well, they&#039;re &#039;&#039;&#039;jerks&#039;&#039;&#039;. All the other Destruction races have some kind of endearing personality trait, whether it&#039;s the convivial boisterousness of the Ironjawz and Ogors or the hilarious eccentricity of the Bonesplitterz and Gloomspite Gitz - even Troggoths are more like big dumb pets than anything. But Kruleboyz are &#039;&#039;mean&#039;&#039;, and everybody knows it.&lt;br /&gt;
&lt;br /&gt;
Still, that doesn&#039;t mean they can&#039;t be useful, and if an Order-focused Binding can accept a Witch Aelf, then they can work with a Kruleboy. Better to have him inside the tent and pissing outside than the other way around, right? For their own part, Kruelboyz regard teaming up with Order races in a Binding as a pretty sweet deal; it gives them lots of benefits and only barely reduces the number of people they can torment. In fact, it&#039;s implied that many Soulbound Kruleboyz actually come to like being heroes deep down, though they&#039;re too proud to admit they could &#039;&#039;enjoy&#039;&#039; being a &amp;quot;goody two-shoes&amp;quot;. This especially goes double for any Hobgrot Soulbound, who are characterized as conmen and opportunists and, due to their nature as lackeys, tend to be rather cosmopolitan to the point that they can communicate with others that might have otherwise shut their doors to their allies.&lt;br /&gt;
&lt;br /&gt;
The following Kruleboyz warclans have produced Soulbound so far:&lt;br /&gt;
* &#039;&#039;&#039;Grinnin&#039; Blades:&#039;&#039;&#039; The biggest and most widespread of the warclans, these Kruleboyz are fervent believers in the prophecy of the Great Waaagh! and so are natural candidates for all-Destruction Bindings. But they also, surprisingly, show up in mixed-faction Bindings too; after all, a warclan &#039;&#039;this&#039;&#039; big produces its fair share of dissidents and defectors, and as the average Kruleboy sees it, if the other gitz have gods on their side, then it don&#039;t hurt to get some other gods on your side! THeir special trait is &amp;quot;Out of the Mists&amp;quot;, which lets them spend an action to flood their zone with scare-mist; for 1 turn, the zone is Lightly Obscured, and if the kruleboy spends 1 Mettle whilst erecting the scare-mist, all enemies in the zone must make a DN 4:2 Soul (Determination) test or become Frightened.&lt;br /&gt;
* &#039;&#039;&#039;Big Yellers:&#039;&#039;&#039; Kruleboyz of this warclan are incredibly inventive and technologically advanced for orruks, building all manner of machines and clever devices (with the help of their Grot underlings)... mostly because they are the &#039;&#039;laziest&#039;&#039; orruks to ever flop on a comfy patch of moss. They rarely become Soulbound, because to them the prospect seems too much like work, they usually need to be pestered into one by their Gloomspite allies, or threatened into it by members of other races. But despite their disgruntlement, many Big Yellers actually find they come to enjoy it; after all, it gives them plenty of opportunities to show off their new inventions! Their special trait is &amp;quot;Only Da Best&amp;quot;, which lets them forgo their move to add a one-turn-long modification to their weapon, letting them add Cleave, Penetrating, Rend, Restraining or Spread on the fly.&lt;br /&gt;
* &#039;&#039;&#039;Skulbugz:&#039;&#039;&#039; Having taken over the Shyish realm of Chitinia, an afterlife from a now-lost culture that worshipped insects, these orruks have inherited the love of all bugs big and small, bitey, stingy or toxic to nosh on. They specialize in extracting toxins from their buggy friends, though they also have experimented in using the bigger ones as warbeasts. Skulbugz most often end up Soulbound by the providence of the Spider God, snatched away by a skitterstrand arachnarok and then returning weeeks later as a Soulbound with little memory of what da zog happened in between. Skulbugz who seek out the Rite of Binding usually do it in hopes of finding, protecting or befriending a new type of insect, which in the case of a really ambitious kruleboy can lead to them joining up with a mixed-faction Binding in hopes of getting their hands on fancy foreign bugs, like Azyrite lightning bugs or even [[Sylvaneth]] spites. Their special trait is &amp;quot;Crawly Swarms&amp;quot;; every kruleboy from this warclan has a personal collection of bugs, which aside from giving them one dose of Basic Poison each rest, can also be ordered to swarm a single Close Range target as a Free Action, preventing them from applying Focus as the creepy-crawlies invade their clothing.&lt;br /&gt;
&lt;br /&gt;
Kruleboys get access to four racial Archetypes; the &#039;&#039;&#039;Gutrippa&#039;&#039;&#039;, &#039;&#039;&#039;Man-Skewer Boltboy&#039;&#039;&#039;, &#039;&#039;&#039;Murknob&#039;&#039;&#039;, and &#039;&#039;&#039;Swampcalla Shaman&#039;&#039;&#039;. Also unusual is that you also have the option of playing a [[Hobgoblin|Hobgrot]], who only have the &#039;&#039;&#039;Hobgrot Slitta&#039;&#039;&#039; archetype avialable.&lt;br /&gt;
&lt;br /&gt;
Gutrippas are the basic warriors of the Kruleboyz, fighting with spear (stikka) and shield (skareshield) in tandem. They typically become Soulbound because they can&#039;t hope to progress up the ranks and become a Killaboss, whether because they lack political support or they genuinely don&#039;t care about becoming a leader.&lt;br /&gt;
&lt;br /&gt;
Boltboyz are the ranged counterparts to Gutrippas, fighting with crude crossbows that can reach the size of small ballistas. Surprisingly adept snipers (that Morky influence shining again), Boltboyz who become Soulbound are typically doing so because they want to attain the biggest, bestest shooting gear they can imagine. No ramshackle ballista or bolted-together crossbow for them, no; these orruks ream of owning a Vanaric arcbow or an aethermatic rifle, and what better way to get one then by cosying up to the races who make it and proving themselves an ally (at least for now)?&lt;br /&gt;
&lt;br /&gt;
Murknobs are champion warriors amongst the Kruleboys who carry enchanted totems called &amp;quot;Belcha-Bannas&amp;quot;, which use harvested monster tongues to imbue these garish face-banners with the ability to unbind enemy spells. Often, a Murknob has been sent to join a Binding to represent his warclan... but some instead run away in hopes of seeking a new path to power with a different kind of horde.&lt;br /&gt;
&lt;br /&gt;
Swampcalla Shamans are the mystical branch of Kruleboy society, weaving a dark form of geomantic magic that can transmute the land around them into swamps and bogs, or draw upon swampy effects for protection in battle. Like most Destruction mystics, they take a particular interest in being Soulbound, in their case regarding it as acquiring the flashiest trophy they could ever hope to get. Mixed bindings generally tolerate them because, as crude as they are, their geomantic practices offer a different perspective, and even the foulest swamp is cleaner than a Chaos-tainted wasteland.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Killaboss on Great Gnashtoof.jpeg&lt;br /&gt;
Murknob with Belcha-banna.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Template:Playable Factions in Warhammer: Age of Sigmar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]]&lt;br /&gt;
[[Category:Orruk Warclans]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Knight_of_Shrouds&amp;diff=292807</id>
		<title>Knight of Shrouds</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Knight_of_Shrouds&amp;diff=292807"/>
		<updated>2023-05-07T13:04:15Z</updated>

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{{topquote|Et-tu, Brutus?|Caesar, Julius Caesar by Shakespeare.}}&lt;br /&gt;
{{topquote|I have learned to hate all traitors, and there is no disease I spit upon more than treachery.|Aeschylus, Greek Dramatist.}}&lt;br /&gt;
[[File:Knight of Shrouds miniature 01.jpg|thumb|&amp;quot;Oh my Nagash, look out it&#039;s Archaon!&amp;quot; &amp;quot;Nyeheheh Sucker.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
Imagine a bunch of evil Lancelots ([[Fate/Stay Night|no, not that one]]), multiply their betrayal ten-fold, and then turn them into a bunch of spooky ghosts. Congratulations, you now have the &#039;&#039;&#039;Knights of Shrouds&#039;&#039;&#039;. They are the spirits of traitors, saboteurs, and collaborators, who aided Nagash in the downfall of their nation for their own benefit. As they were usually part of the upper echelons of their respective societies in life, Knights of Shrouds are the lieutenants and overall front line leaders of the [[Nighthaunt]] processions. Indeed, their deal with Nagash granted them great power; it is through their terrifying voices that the legions of ghosts and spectres underneath them are transformed from a wailing mob into a force of ectomorphic destruction.&lt;br /&gt;
&lt;br /&gt;
But of course [[Nagash]], being [[that guy|who he is]], made sure that their job wouldn&#039;t be all fun and games. After all, they &#039;&#039;are&#039;&#039; still traitors, and even if it benefitted him, it is still a grievous sin that cannot go unpunished. At the back of the Knight&#039;s minds lies a constant, gnawing doubt. They are tormented by their actions - think Macbeth on steroids. &amp;quot;Would things had gone differently?&amp;quot;, &amp;quot;If I had stayed and faced death with honour, would I be [[Stormcast Eternals|rewarded]]?&amp;quot;, and &amp;quot;Was it all worth it?&amp;quot; are some of the many fun dilemmas that run through their ghost-brains every waking moment. The guilt is naturally maddening to them, and consequently their only release is to throw themselves against Nagash&#039;s enemies, desperate for &#039;&#039;some&#039;&#039; sort of twisted forgiveness... without knowing that Nagash doesn&#039;t forgive, [[Grimdark|he only judges accordingly.]]&lt;br /&gt;
&lt;br /&gt;
==Soulbound==&lt;br /&gt;
&lt;br /&gt;
==On the Tabletop==&lt;br /&gt;
&lt;br /&gt;
{{Nighthaunt-Units}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ironweld_Arsenal&amp;diff=278619</id>
		<title>Ironweld Arsenal</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ironweld_Arsenal&amp;diff=278619"/>
		<updated>2023-05-07T13:03:39Z</updated>

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{{topquote|Your foe is well equipped, well-trained, battle-hardened. He believes his gods are on his side. Let him believe what he will. We have the tanks on ours.|Colonel Joachim Pfeiff, Krieg 14th Armoured Regiment}}&lt;br /&gt;
&lt;br /&gt;
==What is the Ironweld Arsenal?==&lt;br /&gt;
With [[Age of Sigmar]] going more for a high fantasy vive than the original [[Warhammer Fantasy]], the attention of the forces of Order has moved from great engines of war to [[Stormcast Eternals|mystical golden warriors]]. However, that doesn&#039;t mean there is no place to good old gunpowder and steampunk weaponry. The &#039;&#039;&#039;Ironweld Arsenal&#039;&#039;&#039; aglutinate the forces of the Imperial Engineers School of Altdorf and the dwarven craftmaen that didn&#039;t go full [[Kharadron Overlords]]. This means that pretty much all old models that consisted of fantasy gunpoder weapons and some dwarf crafts are put here, probably because [[GW]] didn&#039;t think they would match well with the more magical tone of the series. Apparently they are dedicated to fortify the realms conquered by Sigmar once the Sigmarines leave the lands, alongside the dispossessed and the Free Peoples.&lt;br /&gt;
&lt;br /&gt;
==Some of the models included here==&lt;br /&gt;
&lt;br /&gt;
*Cogsmith&lt;br /&gt;
*Gunsmith&lt;br /&gt;
*Gyrobomber&lt;br /&gt;
*Gyrocopter&lt;br /&gt;
*Helblaster&lt;br /&gt;
*Helstorm&lt;br /&gt;
*[[Steam Tank]]&lt;br /&gt;
&lt;br /&gt;
{{Playable Factions in Warhammer: Age of Sigmar}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ironjawz&amp;diff=278540</id>
		<title>Ironjawz</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ironjawz&amp;diff=278540"/>
		<updated>2023-05-07T13:03:07Z</updated>

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{{Age of Sigmar Faction|Faction=Ironjawz|Logo=Gordrakk.jpeg|Alliance=Destruction|Motto=Waaaaaaaaaagh!!}}&lt;br /&gt;
The &#039;&#039;&#039;Ironjawz&#039;&#039;&#039; are a faction of [[Orcs &amp;amp; Goblins|Orruks]] found in [[Age of Sigmar]]. They, to put it simply, are the &#039;Ardest of the &#039;Ardest, consisting of Orruks who would be considered full-blown WARBOSSES in other Orruk tribes due to their sheer strength and size. To be more precise, they&#039;d be MegaNobz considering how massive and ungainly their armor is, which these models are good [[proxy|proxies]] for. Greatest amongst the Ironjawz, and the closest thing the Orruks have to a racial leader, is &#039;&#039;&#039;[[Gordrakk]], the Fist of Gork.&#039;&#039;&#039; They were the de facto posterboys for Destruction for a good long while before the [[Gloomspite Gitz]] seized it from them like the sneaky gitz they are.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The Ironjawz aren&#039;t like the traditional [[Orcs &amp;amp; Goblins|Orruk]] tribes in that EVERY different colour or warband are part of the same tribe and will actively follow [[Gordrakk|DA ONE TRUE BOSS]] if they encounter him. Yes, you heard that right. These gits all will follow one boss instead of fighting each other to be the biggest boss, due to how &#039;ard this boss is. Because of their unique way of leadership the Ironjawz have become a very feared and terrifying force of destruction, Their religion is similar; it states that Gordrakk is the Prophet of Gorkamorka and that the only way to get Gorkamorka to return to the Mortal Realms is to unleash the biggest, meanest, most bloody scrap ever fought. And it&#039;s worryingly likely. The [[Beastclaw Raiders]], [[Bonesplitterz]], and most other factions of Destruction are joining WAAAGH! Gordrakk. Currently Gordrakk has just built himself a colossal battering ram made out of the skull of a Godbeast, and has announced his plans to krump [[Sigmar]] himself, viewing him as the only worthy opponent left in the Mortal Realms.&lt;br /&gt;
&lt;br /&gt;
==Da Forces of Da Ironjawz==&lt;br /&gt;
Ironjawz have a crude but efficient method of organization. The basic unit is the Mob, which may range in size anywhere from five to five hundred. Five Mobs make a Fist, and five Fists makes a Brawl, the Ironjawz equivelant of a regiment. This fixation on fives is because most Ironjawz can&#039;t count any higher. It is said Gordrakk&#039;s Waaagh! is so big that it is counted in units of ten, which the Ironjawz see as a formidable feat due to the legend that &amp;quot;seven ate nine&amp;quot;. Myths seen as ludicrous even by the Ironjawz speak of Orruks so kunnin&#039; they can count to twenty if they take off their shoes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Black Orc#Age of Sigmar|Ardboys]]&#039;&#039;&#039;: So you ever wondered what happened to Black Orcs? Welp they became the fan boyz of the Ironjawz. Ardboyz are orcs who want to join the Ironjawz tribe, to do this they wear full-plate armour and copy whatever the ironjawz do so in short they are obsessed fanboyz. Thats not to say they aren&#039;t a hard frontline with a +4 armour save and two wounds a piece these guys will hit hard and keep smashing until either they die or the enemies dies.&lt;br /&gt;
*&#039;&#039;&#039;[[Ork Brutes#Age of Sigmar|Orruk Brutes]]&#039;&#039;&#039;: While the ardboys can be considered the grots of the Ironjaw society, Brutes can be considered the regular boyz. The Brutes are orruk Nobz in strength and size, they are clad in metal scraps smashed into shape to fit the wearer. These guys are your basic front-line infantry like the ard boyz but unlike the ard boyz, brutes are better at smashing through enemy than boyz and get to attack twice when facing an enemy that has 4 or more wounds.&lt;br /&gt;
*&#039;&#039;&#039;[[Boarboyz|Gore Gruntaz]]&#039;&#039;&#039;: Gruntas are pig-like creatures ridden by the Ironjawz, and are said to be to a boar what an ogor is to a human. The comparison to an ogor is apt, for a Grunta shares their size and hunger, to the point Ironjawz use them as siege weapons by having them literally eat enemy fortifications. The only thing Gruntas cannot eat is metal, which they crap out undigested. Ironjawz view this &amp;quot;pig-iron&amp;quot; as lucky and favor it for crafting.&lt;br /&gt;
*&#039;&#039;&#039;[[Warchanters]]&#039;&#039;&#039;: Most Ironjawz think music is pointless, and laugh at the Ardboys for their use of war-drums. However, they all respect the mystical beats of the Warchanter. These Orruks are constantly said to hear the twin heartbeats of Gork and Mork, and are compelled to recreate this rhythm, whether it be by bashing their sticks together or by bashing their enemies&#039; skulls instead. Hearing this beat intensifies the power of the Waaagh! in Ironjawz and makes them fight with even more intensity.&lt;br /&gt;
*&#039;&#039;&#039;[[Weirdboy#Age of Sigmar|Weirdnob Shaman]]&#039;&#039;&#039;: Pretty much your standard orc shaman. Have a rivalry with the Wurrgog Prophets of the Bonesplitterz; the Wurrgog view them as less in touch with the will of Gorkamorka, while the Weirdnobs counter that anybody who summons a giant fist to krump their enemies is clearly following their gods will.&lt;br /&gt;
*&#039;&#039;&#039;[[Warboss#Age of Sigmar|Megaboss]]&#039;&#039;&#039;: The biggest of the big boys, and constantly growing bigger to the point where they pretty much regenerate in combat because killing only makes them stronger.&lt;br /&gt;
*&#039;&#039;&#039;[[Warboss#Age of Sigmar|Megaboss on Maw-Krusha]]&#039;&#039;&#039;: Since most Megabosses are so big that they&#039;d break the back of any grunta, they typically use these dragon-like monsters instead. These colossal beasties look like buffed up wyverns and can let out a roar loud enough to shatter most mortal men’s heads. [[Meme|According to all known laws of aviation, there is no way a Maw-Krusha should be able to fly. Its wings are too small to get its enormous fat body off the ground. The Maw-Krusha, of course, flies anyway because Orruks don&#039;t care what humans think is impossible]] and/or [[Lulz|Maw-Krushas are so aggressive, even gravity doesn&#039;t want to get in their way]].&lt;br /&gt;
&lt;br /&gt;
==Warclans==&lt;br /&gt;
In an attempt to make the Orruks seem less single minded, recent fluff has added that not all Orruks are willing to follow Gordrakk’s Big Waaagh! Oh sure, they’ll still support him if they cross paths, but most other Orruks will usually stick to their own traditions and tribes, collectively known as Warclans.&lt;br /&gt;
*&#039;&#039;&#039;Ironsunz&#039;&#039;&#039;: The biggest and most recognized of Ironjawz Warclans, infamous for their garish yellow armor and surprising level of cunning. While this clan has existed since the Age of Myth, they really didn’t gain their current notoriety until the arrival of Grand Overboss Dakkbad Grotkicker. Now Dakkbad had a revelation early in his life; by actively avoiding getting shot and stabbed, he can smash and crush back even harder. Expectedly, this was a controversial opinion among his fellow Orruks. Such qualms were silenced after the ambitious Brute used this intellect to survive the ear-drum shattering roar of a Maw-Crusha that previously offed his former boss. Now Dakkbad leads the Ironsunz as a cult of personality, where every Orruk in it aspires to be just as cunnin’ as he is. Interestingly, he loathes Gordrakk (likely due to Gordrakk’s god-given rise to power contrasting with Dakkbad’s long and arduous climb to leadership) and aspires to reign control the Big Waaagh! from the Fist of Gork.&lt;br /&gt;
*&#039;&#039;&#039;Bloodtoofs&#039;&#039;&#039;: It’s the Wacky Races in the Mortal Realms! These red rough riders have an obsession for throwing themselves into realmgates at high speeds, and then repeating the process over and over. They barrel through cities and fortresses without a care in the world other than where’s the next realmgate. They also have a fierce rivalry with the Ironsunz, after Dakkbad Grotkicker killed their reigning Warboss.&lt;br /&gt;
*&#039;&#039;&#039;Da Choppas&#039;&#039;&#039;: The blue boys of Da Choppas focus on desecration rather than destruction. Like a rowdy gang of delinquents, they leave enemy strongholds standing, but completely graffitied and defiled with greenskin “art.” Their most infamous raid saw them defile an Everchosen Dreadhold and replace the head of an Archaon statue with a grot’s head. They’re led by an enterprising Weirdnob Shaman who carries the skull of the previous Megaboss on his staff, claiming to speak to his boss from “da great beyond”.&lt;br /&gt;
*&#039;&#039;&#039;Fang-krushas&#039;&#039;&#039;: Swaggering blowhards who follow the Fist of Gork, claiming to be his favorite mob of Orruks.&lt;br /&gt;
*&#039;&#039;&#039;Kryptboyz&#039;&#039;&#039;: A Warclan native to Shyish, this horde of Greenskins takes particular pleasure in tearing down the necropoli of the [[Ossiarch Bonereapers]] and wearing their looted bones as trophies. Their color scheme is identical to the [[Black Orc|Black Orcs]] of Fantasy Battle.&lt;br /&gt;
&lt;br /&gt;
==Soulbound==&lt;br /&gt;
Despite what you might think, Ironjawz have nothing but respect for at least the idea of becoming Soulbound. Not just for joining an all-Destruction Binding, which they naturally presume they&#039;ll become the Boss of, but a mixed-faction one too. After all, [[Gorkamorka (Deity)|Gorkamorka]] himself teamed up with [[Sigmar]] after an epic brawl because they had a great fight and found even better things to fight afterwards; why would an Ironjaw feel any different? Besides, becoming a Soulbound a) gives you &#039;&#039;&#039;lots&#039;&#039;&#039; of different monsters to fight, b) proves you must be ded &#039;ard, and c) will guarantee that every git will hear your name sooner or later - all very important considerations for an Ironjaw.&lt;br /&gt;
&lt;br /&gt;
An Ironjaw usually joins a mixed-faction Binding because it contains a champion who impressed them (usually by beating them) - whether it&#039;s because they want to have a rematch, they want to prove themselves to that champion, or they want to find even better foes to fight together depends on the orruk, and might change by the day. And it helps that Ironjawz don&#039;t really have anything against the Free Cities as a concept; they level cities, yes, but that&#039;s just because they make nice big targets, and an Ironjaw worthy of the name is happy to attack anything that looks like it might be a fun fight - and anything big enough to spot from a distance is usually going to look like a fun fight.&lt;br /&gt;
&lt;br /&gt;
One downside for mixed-faction Bindings is that Ironjawz have bad impulse control but aren&#039;t usually as amiable about being &amp;quot;handled&amp;quot; as the [[Bonesplitterz]] are. Ironjawz forced to hold back from random fights can qickly grow bored and surly, and that just spells trouble for everyone. Luckily, the forces of Order are surrounded by enemies, so a Binding usually doesn&#039;t have to look &#039;&#039;too&#039;&#039; hard to find somebody they can point their orruk at and enjoy the fisticuffs with.&lt;br /&gt;
&lt;br /&gt;
The following Ironjawz warclans have been known to produce Soulbound:&lt;br /&gt;
* &#039;&#039;&#039;Bloodtoofs:&#039;&#039;&#039; This crazed horde of grunta-riders is driven by a single goal: to repeat Gorkamorka&#039;s feat of fighting their way across the entirety of the Realms and then back again. At least, that &#039;&#039;was&#039;&#039; the mission. Now they just hurl themselves ever onward in an insatiable search for new thrills. Becoming Soulbound is seen as the key to an endless array of new thrills, and to sate ambitions to ride in the craziest, most spectacular places, like the labyrinth of [[Tzeentch]] or even the storm-wracked fields of [[Azyr]]. Heroes from the Bloodtoofs get &amp;quot;Hunt and Crush&amp;quot;; they get Loyal Companion (Grunta) as a talent to all archetypes even if not normally possible. They are guaranteed to always end up arriving unscathed when they use a reckless or self-endangering way to travel (realmgate, teleport, launched out of a catapult, etc), and they boost their Melee by one step until they complete a Rest after ending up in a new destination.&lt;br /&gt;
* &#039;&#039;&#039;Da Choppas:&#039;&#039;&#039; Vandals with a surprising artistic streak, Da Choppas believe that the concept of culture itself is criminally boring, and so they feel they have a Gorkamorka-given mission to rough up the realms, and they&#039;re not picky about who they have to work with to complete their job of tearing down all cultural works. In fact, the idea that even humies, aelves and stunties can be convinced to get in on the fun sounds great to many of these orruks. Heroes from Da Choppas gain &amp;quot;Rabble Rousers&amp;quot;, letting them double the Damage dealt to inanimate objects, and doubling Training and Focus for any Test to incite spontaneous mass violence (a riot, bar fight, Waaagh! or whatever). And hey, an Order party can happily point them at the nearest Chaos city loudly declaring their superiority to the uncivilized cretins surrounding them, just begging for a krumpin.&lt;br /&gt;
* &#039;&#039;&#039;Ironsunz:&#039;&#039;&#039; The Morkiest of all the Ironjawz, the love of showing off that these orruks have means they eagerly leap at the call to become Soulbound. Heroes from the Ironsunz get &amp;quot;Alright, Get Em!&amp;quot;, which lets them Seize the Initiative as a free action once per combat, and boosts their Speed to Fast when they charge.&lt;br /&gt;
&lt;br /&gt;
The archetypes available to Ironjawz are &#039;&#039;&#039;Brute&#039;&#039;&#039;, &#039;&#039;&#039;Warchanter&#039;&#039;&#039; and &#039;&#039;&#039;Weirdnob Shaman&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Template:Playable Factions in Warhammer: Age of Sigmar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]]&lt;br /&gt;
[[Category:Orruk Warclans]]&lt;br /&gt;
[[Category:Ironjawz]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Hysh&amp;diff=260511</id>
		<title>Hysh</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Hysh&amp;diff=260511"/>
		<updated>2023-05-07T13:02:25Z</updated>

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[[File:TenParadises.jpg|thumb|right|Perfectly balanced...as all things should be.|500px]]&lt;br /&gt;
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Greetings, illuminate, to Hysh. Land of reflection, light and wisdom. Hysh is the mortal realm of light and is conjointedly ruled by the twin gods [[Tyrion]] and [[Teclis]]. It also doubles as the mortal realms&#039; sun. The [[Lumineth Realm Lords]] come from here.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The Ten Paradises of Hysh are lands of illumination, symmetry and reason; and their inhabitants driven to the highest of their paths through meditation, asceticism and self-improvement almost to the point of obsession. It also helped that Hysh&#039;s realmstone, Aetherquartz, is mortal-made and enhances the mental and physical properties of the user even further.&lt;br /&gt;
&lt;br /&gt;
Between the Aetherquartz and the guidance of both Tyrion and Teclis, civilization in Hysh became incredibly focused in self-improvement, reason and order; each individual willing to great lengths to become more than they were, with the pinnacle of this being the Lumineth. Over time, the Lumineth became egotistical perfectionists who thought they&#039;d overcome all their flaws, each leader considering themselves the best exemplar of their race and others as inferiors or rivals who needed to learn their place by any means necessary and used a magical substance to enhance themselves... [[Skaven|wait, this mindset sounds familiar]]. Things went from bad to worse when [[Chaos|certain someones]] came knocking...&lt;br /&gt;
&lt;br /&gt;
Hysh’s radiance is so strong that it’s realmsphere is seen from all of the Mortal Realms and beyond as a blinding ball of pure light, and serves as the Realms&#039; equivalent of the sun. However, both Hysh and [[Ulgu]] share an orbit (with the orbit&#039;s center being, hilariously, [[Shadespire]]) and periodically Ulgu eclipses Hysh, bathing the realms in darkness. And that, children, is how day and night works in the mortal realms (no word on how this works on Ulgu and Hysh themselves).&lt;br /&gt;
&lt;br /&gt;
===Uhl-Ghysh===&lt;br /&gt;
Unlike the other realms, Hysh has a weird relationship with the realm of shadow, Ulgu. Not only both move in the same orbit as seen above, but also there&#039;s a subrealm where the energies of both Hysh and Ulgu intermingle, mix and become something that even the deities of both realms cannot fully comprehend. This paradoxical realm is called Uhl-Ghysh and with the weird properties found here, Teclis found the location perfect for his plan of trapping [[Slaanesh]] and make him/her/it throw up elven souls. Currently, as the cage of Slaanesh, is nearly impossible to get to Uhl-Ghysh, but between the machinations of [[Morathi|that bitch]] and the Necroquake, the illusions that conceal the paths there are unraveling. Also home to Geminids.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
The coming of the Lumineth Realm-Lords gave us a complete map for Hysh, being the first realm to do so. This tells us that either it is a much smaller Realm than the others, or that each nation has to be &#039;&#039;fucking enormous&#039;&#039;. Either way, the Ten Paradises are arranged as two perfectly symmetrical halves, with one half influenced by the teachings of Teclis and the other by Tyrion. The remaining two, Xintil and Haixiah, are presumably under the jurisdiction of neither individual god.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also the City of Nochseed, whose exact location is unmentioned, but is stated as being the home of the Chaos civilization &amp;quot;The Cypher Lords&amp;quot; from Warcry.&lt;br /&gt;
&lt;br /&gt;
===Xintil===&lt;br /&gt;
The centre of Hysh where magic is most stable and least likely to explode everywhere. It tends to be where the majority of the non-Aelven races live, such as the [[Cities of Sigmar|City of Sigmar]], Settler&#039;s Gain.&lt;br /&gt;
&lt;br /&gt;
===Syar===&lt;br /&gt;
The people of Syar are some of the greatest craftsmen in the Mortal Realms, and people travel far and wide in order to purchase their magical trinkets. They tend to dress fancy, even making them the forefront of Hyshian fashion, [[Wat|though apparently they&#039;re never gaudy or showy]]. When it comes to battle, these Lumineth actually play up their &amp;quot;perceived arrogance and sense of superiority&amp;quot; in efforts to [[Troll|bait]] opponents.&lt;br /&gt;
&lt;br /&gt;
===Iliatha===&lt;br /&gt;
A matriarchal society with a heavy emphasis on improving through generational growth, so women are revered. To get around childbirth - which was considered a messy, painful distraction, they invented magical soul-splitting cloning to replace sexual reproduction. This was abused during the Age of Myth in an unspecified way and became closely regulated. It’s the most populous of the Lumineth kingdoms as a result and twins are very common.&lt;br /&gt;
&lt;br /&gt;
===Ymetrica===&lt;br /&gt;
The Lumineth of Ymetrica are a warrior culture (kind of odd for being on the Teclis half of the map) as tough as the mountain spirits they worship, being the First Nation to buy into Teclis’ whole Aelementari scheme. It is said that there is never a time when the forces of Ymetrica aren&#039;t fighting somewhere in the Mortal Realms. A more close to home threat for this nation comes from the Stoical Vast mountains. A great [[Gloomspite Gitz|Troggherd]] called the Stoical Gobblemaws makes regular advances across its peaks in hopes of devouring all of the mountains. They and their Troggboss Gorp have been pushed back by the Alarith temples, but they just keep coming. Additionally, there are the [[Flesh-Eater Courts|flesh eaters]] of the Vertigon Court, who have settled in the Vertiginous Peaks. The Lumineth surprisingly are content to let these ghouls fester and squabble amidst the mountains, acting as an unwitting buffer zone against any chaos invasions.&lt;br /&gt;
&lt;br /&gt;
===Zaitrec===&lt;br /&gt;
They&#039;re the powerful mystics even amongst the Lumineth. They also seem to be pretty close to the Celennar. Also Teclis&#039; favoured stomping grounds.&lt;br /&gt;
&lt;br /&gt;
===Alumina===&lt;br /&gt;
Followers of Tyrionic tradition, these Lumineth are generally the outdoorsy type - mountain climbing, swimming stormy seas, that kind of thing. The kind who are first to volunteer for dangerous exploration. Weirdly &amp;quot;manly man&amp;quot; for elves.&lt;br /&gt;
&lt;br /&gt;
===Helon===&lt;br /&gt;
Tyrionic realm that&#039;s WINDY AS FUCK! Generally flat, though with a large number of floating &amp;quot;megalith&amp;quot; islands. Big shock, the people who live in these windy fields have a strong relationship with the realm&#039;s wind spirits.&lt;br /&gt;
&lt;br /&gt;
===Aurathrai===&lt;br /&gt;
Presumably Tyrionic.&lt;br /&gt;
&lt;br /&gt;
===Oultrai===&lt;br /&gt;
Presumably Tyrionic.&lt;br /&gt;
&lt;br /&gt;
===Haixiah===&lt;br /&gt;
The Realm&#039;s Edge of Hysh, described as a place of freakish perfection. The fjords themselves are rimmed with fractal patterns, and going deeper you&#039;ll find places that exist as pencil sketches (like the music video for a-ha&#039;s &amp;quot;Take on me&amp;quot;?), dots of light or waves of thought. No Lumineth lives here, as this was a place no mortal was meant to tread. When Tyrion, the literal god of Light journeyed to this place in search of Teclis, he was blinded. The God of Light &#039;&#039;&#039;was blinded&#039;&#039;&#039;. Really puts it into perspective.&lt;br /&gt;
&lt;br /&gt;
== Non-Aelven Sapient Inhabitants ==&lt;br /&gt;
Besides the Aelves of the Lumineth Realm-Lords, other beings are stated to live within Hysh. Despite their fondness for darkness, various Gloomspite Gitz enclaves can be found beneath the surface of Hysh, Grots and Troggoths alike, such as the Frazzleshun, or the Stoical Gobblemaws Troggherd. The Gitmob Grots in particular stand as the odd-ones-out among the Gloomspite Gitz, worshipping the light as Glareface Frazzlegit (the Evil Sun?) instead of hating and fearing it, and first learning to tame Snarlfangs here. There is also a mountain range infested by Flesheater Courts, and an entire city-state overtaken by a Chaos Cult featured in Warcry, the City of Nochseed ruled by the Cypher Lords. There&#039;s also a lodge of Fyreslayers within Hysh. A Necrarch-expy Vampire strain makes its home within the crystal caverns of Hysh.&lt;br /&gt;
&lt;br /&gt;
== Native Creatures ==&lt;br /&gt;
Snarlfangs are stated to have first been domesticated by Gitmob Grots in Hysh.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The realmstone native to Hysh is called Aetherquartz. While its natural form isn&#039;t something most can even capture, Teclis managed to condense it into a glass-like quartz material that can form into symmetrical patterns. Being natives to this realm, the Lumineth guard this jealously as it also has a much more vital use: those using it can feel their reflexes and intelligence heightened to incredible heights. The issue is that this also comes with the penalty of sucking out the bearer&#039;s emotions and potentially developing an addiction to these highs.&lt;br /&gt;
&lt;br /&gt;
{{AoS-Realms}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Hexwraiths&amp;diff=251316</id>
		<title>Hexwraiths</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Hexwraiths&amp;diff=251316"/>
		<updated>2023-05-07T13:01:46Z</updated>

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&lt;div&gt;{{whfb-stub}}{{AoS-Stub}}{{NeedsImages}}&lt;br /&gt;
[[Category: Warhammer Fantasy]] [[Category: Vampire Counts]]&lt;br /&gt;
[[Category:Legions of Nagash]]&lt;br /&gt;
[[File:Hexwraith Minis.jpeg|thumb|&amp;quot;We ride upon the fuckboys, rattle em good!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hexwraiths&#039;&#039;&#039; are skeletal riders of death appearing in both [[Age of Sigmar]] and [[Warhammer Fantasy]], in which they are servants of the death gods, [[Morr]] in WHFB and [[Nagash]] in AoS.&lt;br /&gt;
&lt;br /&gt;
==Warhammer Fantasy==&lt;br /&gt;
In [[WHFB]] Hexwraiths were riders of the underworld, rising from places suffused with the energies of death and going upon ghostly hunts for the souls of those who have earned their ire and or malign attention.&lt;br /&gt;
They can pass through all obstacles, from vast stretches of ocean, to seemingly impassable mountains, all to hunt down those they have marked for reaping. It is however their single mindedness in the hunt that they are sometimes trapped and dominated into service by strong willed necromancers for their undead armies. The vampire counts in particular make extensive use of them as outriders and shock cavalry, cutting vast swaths in the enemies forces with their intangible scythes, ignoring armor, cover, [[Rip and tear|people in between]] to hack and slash both soul and flesh.&lt;br /&gt;
&lt;br /&gt;
==Age of Sigmar==&lt;br /&gt;
In [[Age of Sigmar|AoS]], they are the souls of murderous [[Knight]]s, stuck in the [[Nagash]] patented, &#039;&#039;&#039;trapped in a endless torment where only the destruction of life and all things living can &#039;&#039;slightly&#039;&#039; alleviate™&#039;&#039;&#039;. They serve much of the same role as their WHFB counterparts, as shock cavalry and soul reapers, riding along side the other phantasmal horrors of the [[Nighthaunt]].&lt;br /&gt;
&lt;br /&gt;
==On the Tabletop==&lt;br /&gt;
{{Vampire Count Troops}}&lt;br /&gt;
{{Nighthaunt-Units}}&lt;br /&gt;
[[Category: Warhammer Fantasy]] [[Category: Vampire Counts]]&lt;br /&gt;
[[Category:Legions of Nagash]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Hamilcar_Bear_Eater&amp;diff=245338</id>
		<title>Hamilcar Bear Eater</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Hamilcar_Bear_Eater&amp;diff=245338"/>
		<updated>2023-05-07T13:01:28Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:D145:6D8F:F393:33EC: &lt;/p&gt;
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&lt;div&gt;[[File:Hamilcar.jpg|thumb|300px|right|&amp;quot;Lil&#039; Sigmar&amp;quot; going off into the Realms to make [[Sigmar|Papa]] proud.]]&lt;br /&gt;
{{AoS-Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|I claim the city of Jercho for Sigmar!! The fewer of its people I have to kill, the greater will be his prize!!|Hamilcar.}}&lt;br /&gt;
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{{Topquote|The Nevermarsh is another challenge again. No army of Sigmar has crossed its border, and yet......This is where our enemies seek to hide from us, so this is where we will hound them. We will run them to ground, my friends. We will kill them all, we will butcher them, and we will feed their bloody carcasses to the carniferns of the Gorwood!!|Hamilcar}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|We will either find a way, or make one.|Hannibal Barca}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hamilcar Bear Eater is a former Lord Castellant turned Knight Questor of the Astral Templars Stormhost. He is the creation of the author David Guymer, who is also well known for bringing [[Gotrek &amp;amp; Felix|Gotrek]] into the Mortal Realms in Realmslayer. &lt;br /&gt;
&lt;br /&gt;
Appearing in several short stories and two full length novels, Hamilcar is, put it mildly, a lovely braggart. A boastful warrior full of recklessness and bravado, but with enough of a bro-tier disposition to make him a character worth rooting for. Similar to the tales of [[Ciaphas Cain|Ciaphas Cain]], all of Hamilcar&#039;s stories are told in the first person, giving an insightful and humorous spin on the situations the characters are in, and often putting Hamilcar on the side of the reader, similar to how Guymer portrayed Gotrek in Realmslayer. Indeed, he also shares a few similarities to [[Fafnir Rann| Fafnir Rann]] from the Heresy era Imperial Fists.&lt;br /&gt;
&lt;br /&gt;
As fans of ancient history would have recognized, he takes the namesake of the father of the legendary Carthaginian general Hannibal, Hamilcar Barca, and in one of his stories he pulls off a feat reminiscent of the famous crossing of the Alps, except with Ogors instead of elephants.&lt;br /&gt;
&lt;br /&gt;
==Appearance and Personality==&lt;br /&gt;
As with all other Astral Templar Stormcasts, Hamilcar very much embodies the barbaric and tribal aspects of his Stormhost. Everything from his armor to his skin is adorned and tattooed with depictions of sacred spirits and great beasts, recounting the distant past lives and deeds he and possibly his people once lived. Alongside his purple armor, magic lantern and halberd, he also wears a cloak made from the fur of a giant white bear, from which the Bear-Eater namesake originated from.&lt;br /&gt;
&lt;br /&gt;
Most striking of all, however, is Hamilcar&#039;s uncanny physical resemblance to Sigmar. Hamilcar himself sees this as a point of pride, claiming that his reforging worked so well, that even the God-King himself was impressed by the results. No one is sure why exactly this has come to pass; whether it was a deliberate alteration made in secret or another random side effect during Reforging, or perhaps a mysterious clue into who Hamilcar was before he was made into a Stormcast.&lt;br /&gt;
(If he was Valten, we are reaching dangerous levels of awesomeness)&lt;br /&gt;
&lt;br /&gt;
==Force of Personality==&lt;br /&gt;
&lt;br /&gt;
In many of Hamilcar&#039;s stories, his time as a Lord Castellant is spent as a cross between an emissary and a Green Beret operative, seeking out and ingratiating himself with the isolated enclaves of humanity that survived the Age of Chaos and bringing them into the fold and rallying troops to fight off their enemies.&lt;br /&gt;
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Page Under Construction...&lt;br /&gt;
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[[File:Bear Eater Nevermarsh.jpg|300px|left]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]]&lt;br /&gt;
[[Category:Stormcast Eternals]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Grand_Alliance:_Chaos&amp;diff=236391</id>
		<title>Grand Alliance: Chaos</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Grand_Alliance:_Chaos&amp;diff=236391"/>
		<updated>2023-05-07T13:00:45Z</updated>

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{{heresy}}&lt;br /&gt;
Because leaving a job half-finished isn&#039;t his style (and to continue his streak of being more successful than some other prominent chosen of Chaos), [[Archaon]], now promoted to &amp;quot;the Destroyer of Worlds&amp;quot;, returns with a souped-up Dorghar to give the middle finger to [[Sigmar]] and bring [[Chaos]] to all the Realms.&lt;br /&gt;
&lt;br /&gt;
==Beasts of Chaos==&lt;br /&gt;
Basically the old [[Beastmen]], with your Brayherds, Warherds, Monsters of Chaos, and Dragon Ogres. They were apparently the original inhabitants of the realms before Sigmar drove them back into the woods. Whether they came from a big Alphabeast, humans, or the gods themselves is left up to speculation except for the Dragon Ogres who are the newest generation of Karakanrok the Black&#039;s descendents as he survived the End Times. Morghur is back, this time being worshipped by an Allherd as a being of primal entropy. Sticking to one of the Chaos Gods instead of Undivided is also looked down upon, as it restricts them to not being able to indulge in whatever chaos they feel like.&lt;br /&gt;
&lt;br /&gt;
==Chaos Gargants==&lt;br /&gt;
Chaos Giants. Same as normal Gargants, just a bit hornier.&lt;br /&gt;
&lt;br /&gt;
==Everchosen==&lt;br /&gt;
Archaon and his Varanguard entourage.&lt;br /&gt;
&lt;br /&gt;
==Skaven==&lt;br /&gt;
Replaced the captured [[Slaanesh]] as the fourth Chaos god, with [[Skavenblight]] moved in between the [[Warp]] and 8 realms. Each [[Skaven]] Clans became a clan type in [[Age of Sigmar]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Clans Eshin&#039;&#039;&#039; - Still sneaky and killy. They&#039;re hiding in Ulgu for an unspecified reason.&lt;br /&gt;
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&#039;&#039;&#039;The Clans Moulder&#039;&#039;&#039; - Still the creepy flesh crafter we all know and love.&lt;br /&gt;
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&#039;&#039;&#039;The Clans Pestilens&#039;&#039;&#039; - (Former) Nurglite allies. Currently butting heads with Skryre to decide who gets the most power.&lt;br /&gt;
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&#039;&#039;&#039;The Clans Skryre&#039;&#039;&#039; - Are the first ones to decide to try and use Realmstone as well as Warpstone to power their weird science things. Butting heads with Pestilens over influence.&lt;br /&gt;
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&#039;&#039;&#039;The Clans Verminus&#039;&#039;&#039; - The clanrats, stormvermin, and other footslogging troops.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Masterclan&#039;&#039;&#039; - Rat-Illuminati. They manipulate the Council of 13 behind the scenes.&lt;br /&gt;
&lt;br /&gt;
==Blades of Khorne==&lt;br /&gt;
Both the Daemons and [[Khorne Bloodbound|Mortal Worshippers]] of the Blood God. Held the majority of Aqshy hostage until the Sigmarines came down from Azyr to shoo them away.n&lt;br /&gt;
&lt;br /&gt;
==Maggotkin of Nurgle==&lt;br /&gt;
At the beginning of the Age of Chaos, Nurgle launched a ridiculously aggressive attack on the Realm of Life, as he wanted to incorporate the realm into his garden, and he wanted some of that [[Everqueen|Aelf booty]]. And he almost did it, too, if it wasn&#039;t for them meddling Sylvaneth. Consist of Nurgle&#039;s Daemons and [[Nurgle Rotbringers|mortal followers]].&lt;br /&gt;
&lt;br /&gt;
==Disciples of Tzeentch==&lt;br /&gt;
The Disciples weren&#039;t initially as aggressive as the other gods; whilst they managed to get a pretty secure grip over Chamon, they mainly excelled later on when cities began to pop up, thereby giving way to more deceit and intrigue. Daemons and [[Tzeentch Arcanite|mortals]].&lt;br /&gt;
&lt;br /&gt;
==Hedonites of Slaanesh==&lt;br /&gt;
With Slaanesh imprisoned by the Aelf Gods, no servants have divided themselves into three factions; the &#039;&#039;&#039;Godseekers&#039;&#039;&#039;, who are actively looking for their God, the &#039;&#039;&#039;Invaders&#039;&#039;&#039;, who could give less of a shit about Slaanesh being gone and just want to do drugs, and the &#039;&#039;&#039;Pretenders&#039;&#039;&#039;, who are trying to replace Slaamesh as God of excess. Presumedly once he/she escapes, they&#039;re gonna get their asses handed to them. [[RAPE|Literally]].&lt;br /&gt;
&lt;br /&gt;
==Slaves to Darkness==&lt;br /&gt;
Classic Chaos Warriors and Marauders go here, with a fair bit of room to synergise due to being able to choose their deity keyword. Still technically includes good stuff like the Chaos War Mammoth.&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Gordrakk&amp;diff=234981</id>
		<title>Gordrakk</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Gordrakk&amp;diff=234981"/>
		<updated>2023-05-07T13:00:16Z</updated>

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&lt;div&gt;{{AoS-Stub}}&lt;br /&gt;
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[[File:Gordrakk.jpeg|thumb]]&lt;br /&gt;
{{topquote|[[Sigmar|Hammer God]] never understood Gorkamorka, never saw. Gorkamorka wants to fight forever, but the Hammer God doesn’t. Hammer God wants to build walls and towers and castles... But what’s the point of that if you never knock them over? Even the Chaos-things don’t understand. They think the point is to [[End Times|kill everyone]], but then who’d be there to fight? Nobody understands but Ironjawz, because we’re the smartest and the toughest.|Gordrakk, showing everyone that da humiez and da pointy eared gits don&#039;t have a monopoly on philosophy.}}&lt;br /&gt;
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&#039;&#039;&#039;Gordrakk&#039;&#039;&#039; is the fist of [[Gork]] (no nancyin&#039; about here with [[Mork]]) and essentially the lone iconic character for the [[Orcs &amp;amp; Goblins|Orruks]] (particularly the [[Ironjawz]]). He&#039;s also the closest thing to a central leader to Grand Alliance: Destruction as a whole (at least until [[Kragnos]] came around), his army also including [[Gloomspite Gitz|Grots ,Troggoths]], [[Ogor Mawtribes|Ogors]], and [[Sons of Behemat|Gargants]].&lt;br /&gt;
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So this guy&#039;s supposed to be the equivalent of [[Ghazghkull Mag Uruk Thraka|Ghazghkull]] and [[Grimgor Ironhide]] as &amp;quot;that one super-powerful Orc who&#039;s supposed to bring about the next great big WAAAGH!&amp;quot; And sure, he&#039;s well-equipped with a super-heavy suit of armor and magical axes that were supposedly broken from a legendary axe known as &amp;quot;Worldchoppa&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Gordrakk, though, shines versus the other two on a single factor: he&#039;s an actual character. Whereas Grimgor was a borderline mindless brute (one incredibly effective, all said and done.) and Ghazghul is essentially a walking plot point, the fist of Gork has been consistently shown to have fairly deep insights, to be more than &amp;quot;da greenest of dem all!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==About Da Git==&lt;br /&gt;
&amp;quot;OIH YA FORGOT SUMFINK YA GROT!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Yes what is it?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;OWH DA BOSS BECAME DA BOSS&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Oh, yeah his &amp;quot;origin&amp;quot; story.&lt;br /&gt;
&lt;br /&gt;
=== Da Fist of Gork ===&lt;br /&gt;
So the origins of Gordrakk are unknown, but one tale told by many in the Ironjawz tribe is that, Years ago during the early age of chaos, a powerful chaos warband grew tired of the local greenskins namely the ironjaw tribe, raiding everything that wasn&#039;t nailed down, so to counteract this they made a great citadel in order to keep the orks out. When they finished the citadel they witnessed something strange, the local ork tribes started to stand around the entire citadel and do nothing, suddenly a giant green fist smashed the entire citadel flat and killed everyone inside. When the dust cleared there stood a single ork megaboss. This Megaboss being Gordrakk, and as such he also earned his title &amp;quot;The Fist of Gork&amp;quot;. At some point after that, he got control of a Maw-Krusha that he named Bigteef and made his personal mount.&lt;br /&gt;
&lt;br /&gt;
=== Age of Da Hammer God ===&lt;br /&gt;
As of late, he worked on finding the biggest siege weapon around. Why? Because he thinks [[Sigmar|Hammerboy]]’s gone soft, and wants to lay siege to [[Azyr]] itself. Gordrakk&#039;s WAAAAGH! was soon joined by Skragrott the Loonking, who had a prophecy that in order to become the ultimate champion of Gorkamorka, Gordrakk had to gather three items of arcane power: the skull of a Godbeast, the Basha Shard (a shard of Gorkamorka&#039;s club), and the &amp;quot;Golden Amulet&amp;quot; that would make him invincible.&lt;br /&gt;
&lt;br /&gt;
Gordrakk and Skragrott invaded the Tuskvault where the Basha Shard was hidden, but the Fyreslayer and Stormcast defenders of the Stormvault collapsed the roof, burying it under piles of rubble. Although Skragrott wanted to excavate the artifact, Gordrakk&#039;s impatience soon took the better of him and he decided he could take Excelsis without it. Skragrott sent the Fungoid-Cave Shaman Snazzgar Stinkmullet to convince Gordrakk otherwise, quickly leading to Snazzgar&#039;s death. He succeeded in finding that weapon, uncovering the skull of a massive bovine Godbeast and using to make an unstoppable (in theory) battering ram, one so big, it had to be carried and wielded by Gargants. He also recruited every member of the Forces of Destruction that he can.&lt;br /&gt;
&lt;br /&gt;
Showing he&#039;s smarter than the aver-age Orruk, Gordrakk resolved to attack the city of Excelsis, both to take his new battering ram for a test drive AND to draw as many humans as possible for an even better fight.&lt;br /&gt;
&lt;br /&gt;
=== Era of Da Beast ===&lt;br /&gt;
On the way, Gordrakk&#039;s army encountered the newly awoken [[Kragnos]] and his ragtag group of Mega-Gargants in the ruins of Donse. Both Gordrakk and Kragnos each resolved to kill the other, Gordrakk due to seeing Kragnos as a great foe to fight and Kragnos mad at the Greenskin army massing on his ancestral homeland. The resulting fight was fierce, with Kragnos beating Bigteef unconscious, Gordrakk climbing Kragnos&#039; body to headbutt his face and a landslide that briefly buried them both. But soon the two recognized a mutual respect and a shared foe in Excelsis.&lt;br /&gt;
&lt;br /&gt;
Gordrakk&#039;s battering ram would&#039;ve worked but for the enchantments of Lord Kroak, and it shattered upon impact with the main gate of Excelsis. Gordrakk was hurled from the top of it and knocked out for awhile. With Gordrak and Bigteef off-form from the battering ram&#039;s explosion and the fight with Kragnos respectively, the arrival of Morathi&#039;s reinforcements and Kragnos being tricked into leaving the city, Gordrakk&#039;s Waaagh! began to fall apart.&lt;br /&gt;
&lt;br /&gt;
While Gordrakk walked through Excelsis rallying what was left of his army, a grot Shroomancer claiming to be possessed by the will of Mork approached Gordrakk. He chastised Gordrakk for ruining the plan to conquer Excelsis with his impatience, claiming he was too brutal but not kunnin&#039; enough and he needed to be both if he was to become not just the Fist of Gork, but the Fist of Gorkamorka. Gordrakk replied that the grot &amp;quot;talked too zoggin&#039; much for a god&amp;quot; and killed him, revealing that he was in truth possessed by the ghost of Snazzgar. A Bonesplitter watching the altercation approached and told Gordrakk the grot was right and that he must find the &amp;quot;Mouth of Mork&amp;quot;, because &amp;quot;Two heads is better than one.&amp;quot; from personal experience. Gordrakk agreed with this suggestion, and wandered off after saying a simple &amp;quot;Thanks, Gork&amp;quot; as unlike the previous speaker, that Bonesplitter really was possessed by the will of Gork.&lt;br /&gt;
&lt;br /&gt;
Ultimately Gordrakk had a good fight at Excelsis but was eventually driven off after realizing the siege was lost. However it looks like he is on a course to meet up with the newly invigorated Kruleboyz, who have all the cunning he&#039;s been lacking. Especially since the Mouth of Mork shaman, Gobsprakk, is seeking him out too.&lt;br /&gt;
&lt;br /&gt;
Gordrakk is currently invading the Eightpoints, after hearing rumors that [[Archaon]] is close to finding a way to open the Gates of Azyr. He sees in this both a way to get to his long-awaited fight with the Hammer God and a nice warm-up before that. Shortly after securing passage to the Eightpoints, [[King Brodd]] and a stomp of over a hundred gargants met with Gordrakk and demanded to be allowed passage so he may batter his way to the Azyrite gate and flatten Sigmar. Gordrakk, displaying a bit of Morkish kunnin’, proposed an alternate strategy to the King; the Great Waaagh! will smash their way into the Eightpoints and the [[Sons of Behemat]] will head to Ghyran to stamp out the resurgent settlers who seek to colonize the realms. This would split Sigmar’s forces between trying to stop Gordrakk’s horde and defending the Everspring Swathe from King Brodd and his stomp. King Brodd agrees to this arrangement and makes way to his homeland.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Ghazghkull Mag Uruk Thraka]], his 40k equivalent.&lt;br /&gt;
* [[Grimgor Ironhide]], his fantasy equivalent.&lt;br /&gt;
&lt;br /&gt;
{{AoS-Gitz}}&lt;br /&gt;
[[Category:Ironjawz]]&lt;br /&gt;
[[Category:Orruk Warclans]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ghyran&amp;diff=230581</id>
		<title>Ghyran</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ghyran&amp;diff=230581"/>
		<updated>2023-05-07T12:59:32Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:D145:6D8F:F393:33EC: &lt;/p&gt;
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&#039;&#039;&#039;Ghyran&#039;&#039;&#039; is the Realm of Life, obviously named after the Wind of Life, one of the eight Winds of [[Magic]] of [[Warhammer Fantasy]], which revolved around a mixture of healing magic and [[elementalism|manipulation of earth, water and plants]]. This realm is ostensibly ruled over by [[Alarielle]] the Everqueen, however, Grandpappy [[Nurgle]] has his eye on the realm and its queen so he&#039;s been squatting his forces there and messing things up for quite some time. This is starting to change, however, with the Stormcast rolling through to help beat the ever loving crap out of anything even remotely diseased looking. Sometimes with [https://www.youtube.com/watch?v=11qDixiNrHk extreme prejudice].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Age of Myth===&lt;br /&gt;
&lt;br /&gt;
Alarielle the Everqueen spent this period spreading Soul Pods around the realm like a divine female version of Johnny Appleseed, which would later spawn the [[Sylvaneth]]. She also sang the Song of Life for so damn long that it indoctrinated the Sylvaneth to her ways, and it still echoes around the place in the Age of Sigmar. At one point she cut off one of her hands, gave herself a new one, and the severed limb grew into a Sylvaneth called the Lady of Vines, who was like a daughter to Alarielle and embodied the happy parts of her personality.&lt;br /&gt;
&lt;br /&gt;
At one point undead started popping up in a part of Ghyran where everything went through a cycle of life, death and rebirth and attacking everybody else nearly. Alarielle parleyed with Nagash, letting him have that part as his sovereign territory on the condition that he keep the undead contained to that realm. Nagash agreed to the terms (likely with fingers crossed behind his back).&lt;br /&gt;
&lt;br /&gt;
===Age of Chaos===&lt;br /&gt;
&lt;br /&gt;
This is when Nurgle invaded Ghyran, and the War of Life began, continuing for centuries and into the Age of Sigmar. The Sylvaneth were attacked by the forces of Nurgle and all of their warriors took up arms. The non-combatants [[Grimdark|either learned to fight or died horribly]]. During this time the Alarielle-worshiping aelves inhabiting Ghyran pussied out and fled, abandoning the realm and its people to the forces of Chaos. Enraged, Alarielle declared them exiles and the Sylvaneth have a burning hatred of these aelves, who in time came to be known as the Wanderers. Then it turned out Alarielle had intended to sacrifice all of the wood aelves because apparently only her tree babies deserve to live and the wood aelves should feel thankful to be their meatshields.&lt;br /&gt;
&lt;br /&gt;
Many other mortals that lived in the realm decided it would be better to live under Nurgle than to die from whatever he inflicted, and turned on the Everqueen. Sylvaneth from the other realms rushed in to fight in the war until there were no more reinforcements to be had. At her lowest point, Alarielle even brought back Drycha to help take the fight to Chaos, even though Drycha was a genocidal loose cannon, and even that wasn&#039;t enough. Eventually, so many places were destroyed, infested, or corrupted that Alarielle was forced back into the Aethylwyrd, where she presumably pouted about how terribly things had gone. Nurgle couldn&#039;t touch her there, so she was content to brood over how shitty a monarch she&#039;d been for the foreseeable future.&lt;br /&gt;
&lt;br /&gt;
===Age of Sigmar===&lt;br /&gt;
When Sigmar started to get the band back together, he sent the Hallowed Knights, led by Lord-Castellant Grymn, to go recruit the Everqueen because Sigmar is apparently a lazy dick. However, in doing so, [[fail|they inaadvertently led a bunch of Nurgle&#039;s forces right to her, blowing her hiding spot]]. At first she was super pissed at the Stormcast, then realised how much of a puss-bitch she&#039;d been the whole time and decided she could still fight. She also then promptly realised how long she&#039;d left things and became so depressed she basically died, turning into a Soul Pod.&lt;br /&gt;
&lt;br /&gt;
The Hallowed Knights and Alarielle&#039;s favored daughter, the Lady of Vines, took her and ran as far from Nurgle as they could manage. Turns out, that wasn&#039;t very far, as Torglug the Despised One was waiting for them at Blackstone Summit and ready to finish the job. He killed the Lady of Vines and nearly grabbed Alarielle&#039;s Soul Pod before the Stormcast pushed him back. It literally took the Celestant-Prime swooping to the beat Torglug&#039;s head in with his lantern (so hard, in fact, that it [https://1d4chan.org/wiki/Stormcast_Eternals#Notable_Stormcasts/ changed his alignment]) to put an end to things, and even then &#039;&#039;so many&#039;&#039; people/tree things had died. It was here that Alarielle&#039;s Soul Pod was finally planted and allowed to sprout. And thus Alarielle was reborn, with a cooler outfit and a giant ride-on beetle. All her past wussiness was gone and her cry of rage echoed across the realms with a promise that she was going to kick ass and chew bubblegum, and she&#039;s all out of bubblegum. She even regrew the Lady of Vines. [[Awesome|Awesome]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And then&#039;&#039; it turns out Sigmar hid some corrupted Black Seeds that grows into Black Oaks which&#039;ll ruin Ghyran in stormvaults across the realm without telling Alarielle, which - naturally - the followers of Nurgle have found and are cultivating all over Ghyran.&lt;br /&gt;
&lt;br /&gt;
===Malign Portents===&lt;br /&gt;
Alarielle figures that Nagash is planning something big. Refusing to back down like she did against Chaos, Alarielle spurs the Sylvaneth onto the offensive against the forces of death, even sending Drycha and an army to Shyish. Unfortunately, she also learned that Sigmar hid some dark magic plants in her realm, called Black Seeds, after Nurglites discovered them and started cultivating them.&lt;br /&gt;
&lt;br /&gt;
===Broken Realms===&lt;br /&gt;
Alarielle starts chatting with Teclis about Nagash&#039;s Necroquake and what to do about it and the god-lich behind it. When Teclis has his showdown with Nagash, Alarielle gives him some supernatural support that helps him beat Nagash and send him back to Shyish, tail-bone hanging between his legs.&lt;br /&gt;
&lt;br /&gt;
This is promptly followed by Alarielle enacting a life-based version of the Necroquake called the Rite of &amp;lt;s&amp;gt;Spring&amp;lt;/s&amp;gt; Rite of Life. Despite fierce opposition from the forces of Chaos, it&#039;s successful, the Oak of Ages (Past) is resurrected and regrows Athel Loren 2.0. Alarielle&#039;s own power swells and the forces of Life are finally on the offensive. There was a catch though, as the Rite of Life [[Not As Planned|unintentionally broke the prison of the Destruction-aligned earthquake god]], [[Kragnos|Kragnos]] and resurrected the living continent of Thondia. Two steps forward, one step back.&lt;br /&gt;
&lt;br /&gt;
==Factions Residing in Ghyran==&lt;br /&gt;
*&#039;&#039;&#039;[[Cities of Sigmar]]:&#039;&#039;&#039; There are many Free Cities established here due to the cordial relations between Sigmar and Alarielle, which also served as beachheads during Sigmar&#039;s early acts of reclamation. The most significant of these are Hammerhal-Ghyra (Half of the super-city of Hammerhal, with the other half being in [[Aqshy]]), The Living City (Symbol of the trust between both gods), and Greywater Fastness (Industrial capital, though its pollution infuriates nearby Sylvaneth to no end).&lt;br /&gt;
*&#039;&#039;&#039;[[Idoneth Deepkin]]:&#039;&#039;&#039; The enclave of Briomdar has set itself up in the Green Gulch after branching off from the grand enclave of Ionrach. The Green Gulch is an overgrown swamp, giving the spooky elves plenty of practice navigating its depths when not stabbing each other in all sorts of political intrigue.&lt;br /&gt;
*&#039;&#039;&#039;[[Nurgle|Maggotkin of Nurgle]]:&#039;&#039;&#039; As mentioned many times above, Granpappy Nurgle has himself a serious fascination with the realm of Life. As a god of his own perverse sort of life, he wants nothing more to corrupt the verdant life here and his forces just won&#039;t stop at anything to make him happy.&lt;br /&gt;
*&#039;&#039;&#039;[[Sylvaneth]]:&#039;&#039;&#039; The obvious natives, being children of the Everqueen herself.&lt;br /&gt;
*&#039;&#039;&#039;Root-Kings:&#039;&#039;&#039; We know &#039;&#039;very&#039;&#039; little about this faction, who have largely been mentioned in passing in various sourcebooks and novels. The Root-Kings are [[dwarf|duardin]] who settled in Ghyran and proceeded to go underground, learning to compensate for the dearth of metal by learning to shape stone and wood to their needs. They&#039;re described as reclusive and secretive, being united in clans connected to sacred &amp;quot;Hearth-Trees&amp;quot; and dwelling in underground complexes called &amp;quot;Stone-Oak Citadels&amp;quot;. They dye their beards green, wear ironwood tree bark armor and wield devourer plant seedpods for weapons. In battle, they like to surround foes and then crush them like serpents. They suffered terrible casualties during the Age of Chaos, particularly at the hands of the so-called &amp;quot;Woodsman of Nurgle&amp;quot;, Torglug the Despised. One could argue they are the Forest [[Gnome]]s of Age of Sigmar, especially since it&#039;s unknown if the Gnomes invented for [[Warhammer Fantasy Roleplay]] 4th edition will ever get absorbed back into Age of Sigmar lore.&lt;br /&gt;
*&#039;&#039;&#039;[[Fimir]]:&#039;&#039;&#039; Live on the misty, crescent shaped isle called The Peel.&lt;br /&gt;
*&#039;&#039;&#039;Jotunbergs:&#039;&#039;&#039; The Frost Giant equivalent to Aqshy&#039;s Volc-Giant take on Fire Giants, the Jotunbergs are giant nature spirits made of stone and frost, living snowy mountains in humanoid form. They are functionally immortal unless killed by an outside force, as the first one to ever die perished from Nurglite plague whilst transporting Alarielle to safety.&lt;br /&gt;
*&#039;&#039;&#039; Wandering Mountains:&#039;&#039;&#039; Literal wandering mountains, the Vostargi lodge Fyreslayers live within them, and they were recently infested by Skaven as well, tunnel battles between ratty and dorf raging within the walking mountains&#039; bodies.&lt;br /&gt;
*&#039;&#039;&#039;Mere-Gargants:&#039;&#039;&#039; A breed of gargant that lives in the swamps around Greywater Fastness.&lt;br /&gt;
*&#039;&#039;&#039;Bog Grots:&#039;&#039;&#039; A subspecies of Grot that lives in the polluted swamps surrounding Greywater Fastness and in the Sewers beneath the city. Also, they make use of Marsh Squigs.&lt;br /&gt;
*&#039;&#039;&#039;Kurnothi:&#039;&#039;&#039; The Non-Chaos Fauns and Centaurs who worship Kurnous.&lt;br /&gt;
*&#039;&#039;&#039;Crabspider Grots:&#039;&#039;&#039; A new take on the Troglagob, these aquatic grots make war on the Idoneth Deepkin in the Green Gulch and, if their name is anything to go by,ride crabspiders.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Ghyran has the most settlements of Order after Azyr, and was the place where the first major cities built after the Age of Chaos were established.&lt;br /&gt;
* Ghyran produces magical water called Aqua Ghyranis that&#039;s super nourishing to plants, one of their chief exports and is the favored currency of the mortal realms. You&#039;d think this would make Ghyran super important in the lore...but since it&#039;s not Sigmarines or [[Shyish|edgy]] [[Ghur|enough]], it didn&#039;t really have a lot happening following Alarielle awakening from her slumber and bringing the Sylvaneth back in First Edition until she enacted her Rite of Life.&lt;br /&gt;
** Now why would this be the central currency of the mortal realms? Well, Aether-Gold holds minimal value to any race that isn&#039;t the [[Kharadron Overlords]], the [[Fyreslayers]] jealously guard their Ur-Gold and would rather murder anyone who&#039;s seen carrying it rather than bargain for it and using realmstones are volatile to varying degrees and have certain superstitions surrounding them. Now you might ask do coin-based currencies still exist? The answer is yes but their value and exchange rate can vary widely throughout the realms (not helped by an incident when the Khardron Overlords flooded the market with precious-metal coinage from Chamon when a standardized coinage system was tried, leading to rapid inflation in some areas), so they don&#039;t have a standarized value throughout the realms. So most favored currencies tend to have some inherent value attached (Glimmerings from Excelcis, Spice-blood, Black Salt, Meteroic metal tokens of Azyr to name a few). Also helping is that Aqua Ghyranis serves as not only an emergency potion to heal injuries but also a purifying agent that can help the growth of crops, something that all the forces of order (or at least, those with living populations) rely upon for stability and is held by a steadfast ally of Sigmar.&lt;br /&gt;
* Like all of the Eight Realms, Ghyran is prone to bizarre and highly fantastical magical terrain and environmental effects. Mentioned in passing are &amp;quot;life-quakes&amp;quot;, which can result in spontaneous, immaculately conceived pregnancies. [[/d/|Male pregnancies, perpetual pregnancies, interspecies pregnancies, turning into a plant]] and more are also implicit things you have to worry about happening to you in this realm, especially if you&#039;re stupid enough to try and get close to the Realm&#039;s Edge. In all, Ghyran is the most [[Magical Realm|magical]] of the realms.&lt;br /&gt;
* The realmstone native to Ghyran is called Cyclestone, such named for its constant and cyclical change from solid jade-like ice to emerald liquid to green gas and back again. This change is of course representative of the cycle of life itself, and for that reason it is both fiercely guarded by Sylvaneth and coveted by various other races - chiefly being how it might be an ingredient to the ever-valuable Aqua Ghyranis. While it is capable of purifying corruption, it&#039;s also quite receptive to corruption in return and is also capable of setting off the various abovementioned unfortunate events.&lt;br /&gt;
&lt;br /&gt;
{{AoS-Realms}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ghur&amp;diff=230571</id>
		<title>Ghur</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ghur&amp;diff=230571"/>
		<updated>2023-05-07T12:58:11Z</updated>

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G’day mates. Welcome to the Australia of the Mortal Realms. Ghur is the Realm of Beasts and one of the most dead ‘ard places you’ll ever find.&lt;br /&gt;
&lt;br /&gt;
Fun note; the name Ghur likely originates from the onomatopoeia for growling, which is &amp;quot;grrrr!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
On the surface, it appears to be absolutely pristine. Clear blue skies. Wide open savannas. Clean water. And herds upon herds of creatures and other magnificent fauna. But that’s only the physical attributes. In actuality, Ghur is what you get if you throw [[Fenris]], [[Flesh Tearers|Cretacia]], [[Nocturne]], and [[Catachan]] together in a foul bowl, add a small dosage of [[Chaos]], mix it together, then eat the whole fucking thing and shit it out.&lt;br /&gt;
&lt;br /&gt;
It is a &#039;&#039;brutal, brutal&#039;&#039; realm, resulting in the creation of equally brutal inhabitants, from Humans and Orruks to creatures almost analogous to [[Tyranids]], even the land may want to get on the action. Mountains will shake to create avalanches in order to destroy a forest that took root there. Rivers slowly chip away at the land around it for more room to flow. Tectonic plates will grind against each other to produce rough and uneven terrain to prevent roaming warbands from traveling across them. Everything here is part of a giant food chain, and everything is simultaneously predator and prey.&lt;br /&gt;
&lt;br /&gt;
The (crazy) people who live in Ghur are master survivalists, typically living in nomadic societies or building small easily movable structures. The few traditional cities tend to build massive spike-traps as moats around their city in order to skewer any giant monster that tries to renact a Godzilla film. If these traps work, the city typically gets enough meat to feed itself for a month. Seers and other mystics have learned how to read the realm’s constantly shifting landscape and create charts that map out when the land will change and how much it changes. Expectedly, said charts are quite expensive and typically only city officials, military commanders, and high level merchants can afford them.&lt;br /&gt;
&lt;br /&gt;
Might makes right is the defining law of the Realm and you’d be a fool not to follow it. Expectedly, the forces of Destruction are the most prevalent here, being the birthplace of the Ironjawz Orruks, the home base for the largest [[Ogor Mawtribes]], and possessing the largest gatherings of [[Sons of Behemat|Gargants]] in any realm. Another noteworthy faction are the [[Beasts Of Chaos|Beastmen]] of the Allherd Greatfray, whose herds are spread to every corner of Ghur and beyond. On each continent of Ghur can be found herdstones or other ruinous glyphs depicting the conquests of the Beastmen, reminding everyone just how far their influence is. &lt;br /&gt;
&lt;br /&gt;
Gorkamorka is in charge of this realm, but in this case it&#039;s less because of a harmonious bond - though Gorkamorka&#039;s primal nature resonates with Ghur - but due to the fact that Gorkamorka is the strongest being native to the realm.&lt;br /&gt;
&lt;br /&gt;
Unsurprisingly, the majority of Stormcasts in the tribal and barbaric Astral Templars trace their former mortal lives to this Realm.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
While the other Realms had near existential crises over the Age of Chaos, Ghur basically looked at the incoming Chaos hordes and said “Fuck yeah! Christmas came early!” The natives of Ghur were ecstatic to have fresh bodies to fight against and new food to hunt. Over time and numerous Chaos Vanguards, the people become stronger and hardier. This is best exemplified with the Orruks, who would become so strong and big that they would eventually become the very first [[Ironjawz]].&lt;br /&gt;
&lt;br /&gt;
==Continents and Landmarks==&lt;br /&gt;
&lt;br /&gt;
===Carcass Donse===&lt;br /&gt;
A long time ago, the landmass of Donse was home to the Drogrukh, a huge race of centauroid non-Chaos beings who nevertheless had a rather bestial appearance, despite not being Beasts of Chaos. These titanic beings carved their cities into a series of Plateaus and Mesas, and were rather peaceful despite their size and strength, having worked together with their neighbors, the Draconith, to push the Thunderscorn Dragon-Ogors out from their shared territory. But the son of the Drogrukh king, Kragnos, held a deep streak of aggression in his heart, and so was exiled by his father when Kragnos beat his own brother to a pulp for claiming the beautiful Drogrukh woman who Kragnos coveted. Accepting his exile, Kragnos and a warband of his closest friends decided to become a group of Murderhobos, hunting giant monsters and destroying early Empires of Men. Kragnos eventually gained the title of Godhood when he claimed his legendary mace and shield, the latter of which had managed to chip Gorkamorka&#039;s tooth when the Great Green God tried to eat it. Unfortunately, Kragnos decided to go to war against the Draconith dragons of Thondia, and when the dragons were able to kill his non-God adventuring party, he went into a deep Barbarian Rage, and killed many Draconith, and in his fury crushed many of the eggs of the Draconith into scrambled abortion. The Draconith, with the aid of Lord Kroak, managed to trap Kragnos in a mountain, and feeling a deep fury at the death of the majority of their species&#039; unborn, decided to unleash their own genocide upon the innocents of Donse, murdering the Drogrukh race in a fiery genocide. Today, the Carcass Donse is a dead land, being slowly devoured by Thondia, the ruins of the Drogrukh civilization crumbling. Only the End of Empires, Kragnos, is left of the once-proud Drogrukh.&lt;br /&gt;
&lt;br /&gt;
===Rhondol===&lt;br /&gt;
Nearly as old as Donse, Rhondol is described as a land of rivers and rage. The abundant rivers in this continent are infamous for their unpredictability, always shifting and changing and just as likely to drag you under as they are to over flow and drown a nearby town stead. Any place that isn’t a river or a mountain top is a fenlands, marshes, and swamplands. Such is the savage nature of these waterways that a common saying among Ghur’s inhabitants is “supping of Rhondol’s waters” when describing their surliest and oldest of warriors. The most fervent of Gorkamorka’s followers believe that the water in Rhondol is empowered by the green god’s wrath.&lt;br /&gt;
====Mountains of Maraz====&lt;br /&gt;
To the north of Rhondol lays a collection of jagged peaks and cavernous maws known as the Mountains of Maraz. It was here that Gorkamorka was trapped by the living avalanche [[Godbeast|Drakatoa]] and subsequently freed by Sigmar. The two deities brawled across the plains for twelve days, creating the mountains seen today. The Mountains of Maraz became a holy sight for early Sigmarite pilgrims, who constructed many temples and shrines nearby these hallowed lands. Of course when Gorkamorka called his First Great Waaagh!, many of them were demolished and torn asunder. Those that survived the tide of destruction where subsequently reduced to rubble in the Age of Chaos.&lt;br /&gt;
&lt;br /&gt;
====The Tuskvault====&lt;br /&gt;
One of Sigmar’s many illusion hidden Stormvaults, built specifically to house the Basha Shard, a splinter of Gorkamorka’s club. No one knew of the vault’s location until the Necroquake fucked everything up. A coalition of Destruction led by [[Gordrakk]] and [[Skragrott]] assaulted the Tuskvault but were repelled by an alliance of Stormcast Eternals, Fyreslayers, and Sylvaneth. The Tuskvault was buried under a mountain’s worth of rubble and Loonstone, and the Basha Shard was lost once more.&lt;br /&gt;
====[[Warhammer Underworlds|Beastgrave]]====&lt;br /&gt;
A colossal and ominous living mountain made from the corpses of (presumably) dead god beasts. Those who gaze upon its looming visage are filled with mixed feelings of curiosity and repulsion. It’s described as a Lovecraftian nightmare; an eldritch place with a will of its own that calls to many people far and wide through dreams/visions, beckoning them to come to Beastgrave to claim fame, fortune, or whatever it is that person wants most. Those hapless few that do heed the call will find themselves wandering endlessly in its cavernous interior, either killed by other adventurers or by Beastgrave itself and consumed. It’s kind of like FB’s [[Ogre Kingdoms|Great Maw]] in a sense, the comparisons becoming more apparent when you meet the primitive tribe of Neanderthals that live at the base of Beastgrave and regularly offer live sacrifices to the mountain. Most recently, the mountain has become even more treacherous when Nagash’s Necroquake shook the Realms and caused the cursed city of Shadespire to meld with Beastgrave. Now the immortal denizens of the Shyish city stalk the mountain, rousing long dead corpses within Beastgrave and drawing more potential prey into its insatiable insides. However, the sheer amount of death magic suddenly appearing in its cavernous guts caused Beastgrave to basically vomit up pools of viscous Amber, revealing its deepest and most treacherous passages collectively called Direchasm, home to a race of Insectoids called the Silent People.&lt;br /&gt;
&lt;br /&gt;
===Thondia===&lt;br /&gt;
The largest continent in the Ghurish Heartlands and where the bulk of the current storyline takes place.&lt;br /&gt;
====The Gnarlwood====&lt;br /&gt;
A jungle of carnivorous plants created from a crashed Seraphon temple ship. The copious amounts of ancient magic and other treasures makes it a prime target for many wandering warbands.&lt;br /&gt;
====[[Ogor Mawtribes|The Great Gutfort]]====&lt;br /&gt;
The mountainous fortress of the Meatfist Mawtribe. While it’s of course a place of great reverence for the Ogors, most natives of Ghur will turn to face the gluttonous bastion in respect.&lt;br /&gt;
Warglutts and Alfrostuns regularly leave its gates on raids and then return with heaps of treasure and food. All the loot is gathered together by the Overtyrant Globb Glittermaw and then used to throw celebratory feasts to flaunt their wealth. The Gutfort itself has been targeted on numerous occasions by [[Slaves to Darkness|Chaos hordes]], [[Stormcast Eternals|Stormcast chambers]], [[Ossiarch Bonereapers|Ossirarch legions]], and even rival Mawtribes. Its defense is handled by the lesser tribes/gatherings of Ogors in the Meatfist; only the most prestigious are allowed on the mawpath alongside Globb, who is seldom actually seen at his own Gutfort since he’s constantly out raiding.&lt;br /&gt;
&lt;br /&gt;
====[[Cities of Sigmar|Excelsis]]====&lt;br /&gt;
Home base of the Knights Excelsior and one of the most zealous places of worship to the Hammer God. It is a very “black and white” morality place where no quarter is given for even the tiniest hint of infidelity, and all loyalists must constantly prove their zealotry to the point where flagellants look rational in comparison. Funnily enough, the city has been targeted by several chaos forces, from Slaanesh manipulating the Stormcast garrison to “purge the city of all heretics” to break one of the chains imprisoning him, to numerous Tzeentch cabals plotting the city’s downfall. Most recently, the city was attacked from below by a Skaven invasion, before being besieged by the Great Waaagh! of Gordrakk and the newly awakened [[Kragnos]]. And while THAT was going down, a Slaaneshi cult rose up too and attacked the city from within. It was only thanks to the surprise arrival of Lord Kroak and Morathi-Khaine that the sea of enemies was parted, though Excelsis has since been decimated.&lt;br /&gt;
&lt;br /&gt;
===Sascathran Desert===&lt;br /&gt;
A vast plain of shifting sand dotted with ruins of long past civilizations. The real point of interest though is what lies beneath, the hive-like catacombs and fortresses the Avengori Dynasty call home. From this underground kingdom, the Vengorian Lords strike out to hunt monsters and slake their thirst. Not too far out from the desert is the shattered remains of a free city called the Collonade, serving as a warning to anyone who tries to betray the Avengorii.&lt;br /&gt;
&lt;br /&gt;
==Bestiary==&lt;br /&gt;
*&#039;&#039;&#039;Aetar&#039;&#039;&#039;: A race of giant, intelligent eagles who wear jewelry and have a city atop the highest mountain in Ghur, Mount Gorkoman. Mount Gorkoman has flesh-eating trees growing around its slope and a City of Sigmar with a Stormcast Hold lower down the slope from the peak where the Aetar live.&lt;br /&gt;
*&#039;&#039;&#039;Angujakkak&#039;&#039;&#039;: Kaiju sized monsters, also called Grey Kings, that are apparently hybrids of Deepwater Troggoths and Mega-squids. One used to be the guardian of the City of Sigmar Nemisuvik in Ghur.&lt;br /&gt;
*&#039;&#039;&#039;Vulture-stings&#039;&#039;&#039;: Named by Herdchief Groth the Rootcutter, these dog-sized bees will inject venom into live prey and then follow them until the prey expires. Then the droning insects feast upon the corpse. Additionally, like real insects, they are fond of sweet nectar like substances, like the blood-sap of [[Sylvaneth]]. They have some instinctive ‘honor system’, as when a vulture-sting chooses/stings a target, no other scavenger will attempt to steal its prize.&lt;br /&gt;
*&#039;&#039;&#039;Sankrit&#039;&#039;&#039;: A species of humanoid reptilian beings with clawed knuckles. Once had an Empire at the northern edge of the Sea of Bones, but were slaughtered by [[Hamilcar Bear Eater|Hamilcar Bear Eater]], and their meat turned into rations.&lt;br /&gt;
*&#039;&#039;&#039;Snarlfangs&#039;&#039;&#039;: Large wolves with venomous saliva they use to enfeeble prey. The Gitmob Grots will steal newborn snarlfangs and use them as savage mounts. Each wolf and rider are bound together when the snarlfang pup first meets its Grot rider. However this won’t stop the snarlfangs from turning on the grots should they be provoked enough.&lt;br /&gt;
*&#039;&#039;&#039;Puffed Spinetoad&#039;&#039;&#039;: A venomous amphibian that secretes toxic slime from the row of spikes on its back. Said slime is commonly harvested for coating blades and arrow tips.&lt;br /&gt;
*&#039;&#039;&#039;Rhondholian Bamboo&#039;&#039;&#039;: The bamboo that grows in Rhondol is covered in tiny biting mouths that have taken fingers and even whole hands from many a novice woodcutter.&lt;br /&gt;
*&#039;&#039;&#039;Grox&#039;&#039;&#039;: The Imperium of Man&#039;s favorite food besides Soylens Viridians apparently also lives in Ghur. In particular, a Skaven Assassin named Flych Tattertail kept a Grox ear as a lucky charm.&lt;br /&gt;
*&#039;&#039;&#039;Thorners&#039;&#039;&#039;: A class of carnivorous tree that looks near identical to other flora…except for the spiral markings on the bark that hide their camouflaged barbs. They quickly uncoil these barbs to lash out at prey and drag them back into the tree trunk to consume.&lt;br /&gt;
*&#039;&#039;&#039;Sawrose&#039;&#039;&#039;: Man-eating flowers with long tendril like vines that act as tripwires and arms. They extend these tendrils out and wait for prey to stumble onto them, then the sawrose lifts up the flailing prey and lowers it into the fanged maw hidden in its flower bud.&lt;br /&gt;
*&#039;&#039;&#039;Merkaveth&#039;&#039;&#039;: Half aelf, half octopus. This feral race has a nasty habit of clinging to the bottom of fishing boats and boring into their wooden hulls to listen the panicked screams of drowning men. Are stated to be related to &amp;quot;The Fish Folk&amp;quot;, a predatory race native to Ghur&#039;s ocean.&lt;br /&gt;
*&#039;&#039;&#039;The Fish Folk&#039;&#039;&#039;: The Fabled Menfish from Warhammer Fantasy apparently still live on in Age of Sigmar. Probably fight with the Idoneth Deepkin often.&lt;br /&gt;
*&#039;&#039;&#039;Aelves of the Hollows&#039;&#039;&#039;: Aelves native to the valleys surrounding Beastgrave. Though most Aelves of the Hollows largely resemble other kindreds of Aelves, some possess what is known as Wild Blood. Those who have Wild Blood have horns sprouting from their heads and hooves where other Aelves would have feet.&lt;br /&gt;
*&#039;&#039;&#039;The Silent People&#039;&#039;&#039;: Insectoids who lives symbiotically within Beastgrave.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The realmstone of Ghur is called Amberbone due to its cosmetic similarity to actual bones except for its faint glow. Being a manifestation of the realm&#039;s magic, Amberbone is capable of corrupting those who touch it. At the weakest, this might just channel some innate primal aggression, but its most extreme cases involve people transforming into savage monsters. The Orruks of the Bonesplitterz Warclans make use of Amberbone as arrowheads and spear tips to force their quarries into a feral charge, right into the canny hunters’ trap.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;Gallery&amp;gt;&lt;br /&gt;
Ghurish Hinterlands.jpeg&lt;br /&gt;
Ghur map 2.jpeg&lt;br /&gt;
Ghur 01.png&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
{{AoS-Realms}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ghorgon&amp;diff=230103</id>
		<title>Ghorgon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ghorgon&amp;diff=230103"/>
		<updated>2023-05-07T12:56:51Z</updated>

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[[File:The_only_ghorgon_art_I_swear.png|300px|thumb|right|The last thing you want to see in the Drakwald forest]]&lt;br /&gt;
&#039;&#039;&#039;Ghorgons&#039;&#039;&#039; are a mutated version of a [[minotaur]] in the [[Warhammer Fantasy]] world, created as a result of minotaurs cannibalizing each other. This triggers a mutation that warps the cannibal into a giant-sized monstrosity with a second pair of arms tipped with bony blades, whilst also cursing them with an insatiable hunger for flesh. Ghorgons can devour entire tribes of beastmen in a single feeding frenzy, and are some of the most feared predators of the Old Worlds forests as a result.&lt;br /&gt;
== What Are Ghorgons? ==&lt;br /&gt;
Ghorgons are believed to start off as a Minotaur(or some strain of Bullgor for [[Age of Sigmar|AoS]]), usually the largest of their herd and with a scaled up [[Bloodgreed]] to boot. This bloodgreed causes them to eat even when they aren&#039;t hungry out of an uncontrollable desire to [[Rape| desecrate the bodies of their foes]]. This goes to the point of cannibalism where they start eating weaker members of their tribe as well as chaos-tainted flesh. This consumption is what causes them to mutate into a Ghorgon as the chaos taint causes them to physically change as well as all the meat they consume causing them to grow large to begin with (in other words they are here to [[Tyranids|NOM]]).&lt;br /&gt;
&lt;br /&gt;
Talented [[Bray Shaman|Bray-Shamans]] can control or at least influence the actions of the Ghorgon as traditional methods of control will not work with them as they are too big and strong to be physically compelled. When in battle they will [[RIP AND TEAR]] with their arm blades and use their hands to eat what they kill and they are never satisfied (Basically [[Throt the Unclean]] but with cowbell and 10 feet taller). They are essentially the beastmen equivalent of giants or gargants but with bovine features and four arms.&lt;br /&gt;
&lt;br /&gt;
== Named Ghorgons ==&lt;br /&gt;
In Age of Sigmar there are 2 named Ghorgons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vorhargh&#039;&#039;&#039;- Ghorgon of the vilehorns beastherd, he&#039;s said to be a particularly nasty ghorgon and from [[Ghur]], which doesn&#039;t help things.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daesek&#039;s Bane&#039;&#039;&#039;- Ghorgon of the vilehorns beastherd known for killing some aelven hero named Daesek.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
The_only_ghorgon_art_I_swear.png| The only art specifically of a ghorgon.&lt;br /&gt;
Ghorgon.jpeg| The model for tabletop&lt;br /&gt;
Ghorgon and oxyotl.jpg|Ghorgon and [[Oxyotl]] in Total War Warhammer 2&lt;br /&gt;
Distraction Ghorgon.jpg|Ghorgon in the background of art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[[Cygor]] - A similar Beastmen unit with one eye.&lt;br /&gt;
&lt;br /&gt;
*[[Gorgon]] - Source for the name.&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Chaos]][[Category:Beastmen]] [[Category:Beasts Of Chaos]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Gaunt_Summoner_of_Tzeentch&amp;diff=226617</id>
		<title>Gaunt Summoner of Tzeentch</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Gaunt_Summoner_of_Tzeentch&amp;diff=226617"/>
		<updated>2023-05-07T12:56:29Z</updated>

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[[File:Warhammer_silver_tower_Gaunt_Summoner.jpeg|thumbnail|The Gaunt Summoner]]&lt;br /&gt;
&lt;br /&gt;
Dwelling in the [[Silver Tower of Tzeentch|Silver Towers]] in the [[Realm of Chaos]] are the 9 Gaunt Summoners of [[Tzeentch]]. [[Daemon#Age_of_Sigmar|Daemon]] sorcerers of immense power shown favour by Tzeentch (which can either be [[Just as planned|good]] or [[Not as planned|bad]] depending on perspective). &lt;br /&gt;
&lt;br /&gt;
There can only be 9 of these sorcerers at one time due to ...something (its not specified anywhere). They are implied in the fluff to be immensely powerful, although not powerful enough as they are all enslaved by [[Archaon]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The Gaunt summoners are elite sorcerers under the control of &amp;lt;strike&amp;gt;Tzeentch&amp;lt;/strike&amp;gt; &amp;lt;strike&amp;gt;Archaon&amp;lt;/strike&amp;gt; Both if Archaon is feeling generous(Although Be&#039;lakor managed to get a Silver tower to help him out so who knows). Shrouded in mystery and deceit, little is known about them. Under Archaons command they were a force to be reckoned with in the Age of Chaos as they summoned some catastrophic magic like, giant faces that breathed mutating fire or made the rulers of a land hear negotiations as some of the most personal and deep cutting insults, causing them to kill each other in sheer force of [[Rage|butthurt]]&amp;lt;ref&amp;gt;Battletome: Everchosen, 2015 Out of print don’t know if any of its been squatted&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
They are said to be chosen by [[Kairos Fateweaver]], but like most things about the Gaunt Summoners it is difficult to tell what is true. Archaon uses them as weapons with their ability to summon [[Daemons]] and use some brutal fire attacks. The other purpose they serve for him is as scryers looking into the future as far as their gifts permit so that Archaons plans are twisted into the web of fates. Also while Archaon was chaining each to his will he would take one of their senses away.&lt;br /&gt;
&lt;br /&gt;
Assumedly they had some involvement in the events of [[Broken_Realms_Saga#Book_Three:_Be.27lakor| Broken Realms: Be&#039;lakor]] as there was a Silver tower involved in a fight with [[Seraphon]] Temple ships.&lt;br /&gt;
&lt;br /&gt;
== Known Gaunt Summoners ==&lt;br /&gt;
&lt;br /&gt;
There are 2 named Gaunt Summoners in the fluff so far.&lt;br /&gt;
[[File:Set&#039;tyra&#039;ex.jpg|thumb|150px|upright=0.4|right|Set&#039;tyra&#039;ex in all his tongueless glory]]&lt;br /&gt;
*&#039;&#039;&#039;Xer&#039;ger&#039;ael – The Tyrant of Eyes&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:Xer’ger’ael is famed for his obsession with as his name suggests, eyes he tends to like the taste of fear and takes his victims eyes and uses them to decorate his [[Magical Realm| tower]]. This is because Archaon took his favourite pair of eyes out of his head and now has an obsession.&lt;br /&gt;
&lt;br /&gt;
:In the short story; Under Chaos-tainted Skies he was the sorcerer that opened a portal to the Realm of Chaos in what is implied to be the realm of [[Chamon]] in a place called Palladhor. During this battle he was nearly stopped by a [[Slann]] under the name of Laumqa, only saved by Archaon getting too close, causing the Slann to respond and giving Xer’ger’ael enough time to finish the ritual. Opening the gate and letting daemons pour in.&amp;lt;ref&amp;gt;ageofsigmar.fandom.com/wiki/xer’ger’ael&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Set&#039;tyra&#039;ex – The Tongueless Lord&#039;&#039;&#039; &lt;br /&gt;
: Set’tyra’ex is a Guant summoner that had his ability to speak taken away by Archaon, as his thematic indicates he torments his victims by taking away their ability to vocalise anything. Archaon uses Set’tyra’ex’s power on his own men, if they start to annoy him. Turning them into a [[Chaos Spawn]] …shit -&#039;&#039;&#039;BLAROGFIJDUINNWINMIUJ&#039;&#039;&#039; Should they further displease him.&amp;lt;ref&amp;gt;ageofsigmar.fandom.com/wiki/Set’tyra’ex&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Chaos-Daemons}}&lt;br /&gt;
[[Category: Age of Sigmar]]&lt;br /&gt;
[[Category: Disciples of Tzeentch]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Chamon&amp;diff=116357</id>
		<title>Chamon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Chamon&amp;diff=116357"/>
		<updated>2023-05-07T12:55:32Z</updated>

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Chamon is the Realm of Metal. It’s the homeland of alchemy, and as such little if anything about it is permanent. It is constantly shifting, as different regions and subrealms move around, interact with each other or even appear and disappear. Unlike the other mortal realms, instead of being a flat plane Chamon consists of many continents suspended in its firmament, linked together by portals.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The earliest known thing to happen in Chamon was [[Sigmar]] finding the Duardin gods [[Grimnir]] and [[Grungni]] imprisoned and releasing them. While Grimnir went to [[Aqshy]] to fight Vulcatrix, Grungni stayed in Chamon, where he crafted various wonders for the humans and Duardin who lived there. It is said that as he labored, his breath turned into the clouds of Aether-Gold that float through the realm. Eventually he would leave Chamon to go to Azyr and fufill the debt he felt he owed to Sigmar, as he believed that if his worshippers grew too reliant on him they would become weak.&lt;br /&gt;
&lt;br /&gt;
Many great nations grew in Chamon; the [[Dwarfs (Warhammer Fantasy)|Khazalid Empire]], the city of Elixia and Metallurgica to name a few. Much of it was powered by the miraculous substance commonly called Chamonite, the Realmstone of Chamon, which became so valuable a single droplet was worth an entire chest of gold coins. The rulers and merchant-princes of Chamon became extremely rich, much to the envy of the lower class. Unfortunately, their prayers for change gained the attention of [[Tzeentch]].&lt;br /&gt;
&lt;br /&gt;
When the Godbeast known as the Lode-Griffon crashed into the Godwrought Isles, the magnetic field it generates causes widespread havoc, to the point that the perfectly geometric isles were distorted into the Spiral Crux. Eventually, a cabal of nine sorcerers came up with a scheme to slay the Lode-Griffon by casting a spell that would transmute it into gold. However, one of the sorcerers was secretly one of Tzeentch&#039;s Gaunt Summoners, who corrupted the ritual to tear a massive portal to the Realm of Tzeentch above the Griffon&#039;s Eyrie. Thus began the Age of Chaos in Chamon.&lt;br /&gt;
&lt;br /&gt;
The Age of Chaos saw the Khazalid Empire devastated by hordes of Skaven and Disciples of Tzeentch, their prayers to Grungni unanswered. Seeing no safe refuge on the earth, many of them started creating floating cities to escape the carnage. Grungni had not answered his children&#039;s prayers because he believed it would make them stronger; arguably he was successful in this regard, because those Duardin he abandoned would become the Kharadron Overlords, the most advanced civillization in the Mortal Realms. Still, permanent damage was done to both parties; the Kharadron forsook the gods who abandoned them, while Grungni was consumed by guilt for not helping his children, eventually causing him to enter voluntary exile.&lt;br /&gt;
&lt;br /&gt;
Chamon was one of the first realms along with [[Aqshy]] and [[Ghyran]] to witness the arrival of the Stormcast Eternals during the Realmgate Wars. Their most notable battle was the quest to reclaim Sigmar&#039;s lost hammer Ghal-Maraz, which had been taken by a Tzeentchian sorcerer who had a scheme to use it to power his ritual to corrupt every Realmgate in Chamon so it would lead to Tzeentch&#039;s labyrinth, [[End Times|sucking the entire realm into the Realm of Chaos]]. During the battle for the All-Gates, the forces of Chaos managed to hold onto the Chamon gate primarily because it was the one that [[Archaon]] defended in person.&lt;br /&gt;
&lt;br /&gt;
A notable event that happened in Chamon is the rise of the Gloomspite warlord Skragrott the Loonking, who not only managed to conquer the land of Ayadah but also managed to blot out the sun there, becoming the first grot to usher in the Everdank. The most recent event is that Nagash&#039;s [[Ossiarch Bonereapers|boney boys]] have set up shop on the realm&#039;s edge and started clashing with the local Seraphon there to try and get some sweet dinosaur bones.&lt;br /&gt;
&lt;br /&gt;
Then the shit hit the fan with Broken Realms. Be&#039;lakor made a master plan and destroyed every realmgate in Chamon, all but cutting the realm off from the others (no word whether this effects alternate means of transportation like Sylvaneth realmroots).&lt;br /&gt;
&lt;br /&gt;
==The Warring Factions of Chamon==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Cities of Sigmar]]/[[Stormcast Eternals]]:&#039;&#039;&#039; The greatest Free City in Chamon is &#039;&#039;Vindicarum&#039;&#039;, a mighty fortress hidden inside a dormant volcano. However, it has been frequently infiltrated by heretics and other Chaos agents who seek to sabotage the city. This is where the resident Sigmarines, the &#039;&#039;Celestial Vindicators&#039;&#039;, come into play, acting as judges, jury, and executioners as they purge those they deem impious and instill fanatical faith in the survivors.&lt;br /&gt;
**As of the [[Broken Realms Saga]], the Celestial Vindicators were nearly wiped out by the forces of [[Be&#039;lakor]]. Vindicarum barely stands, but all of the realmgates were demolished. This means that there&#039;s practically no way for reinforcements to arrive. Even worse, Be&#039;lakor set up some more shit that&#039;s cut off the Stormcast from their effective immortality as dark clouds block the way back to Azyr and reforging, leaving them exposed to get eaten by daemons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Tzeentch|Disciples of Tzeentch]]:&#039;&#039;&#039; As previously stated, the conniving cuttlefish would very much like to get his grubby little claws on the realm of metal, and his countless cabals control much of it. They even managed to hide Ghal Maraz there during the early years of the Realmgate Wars and it would’ve remained hidden...but as always the Arcanites’ own paranoia and lust for power unintentionally drew the attention of the Stormcast Eternals who promptly took back the god hammer. A “minor” victory though, as the Disciples of Tzeentch still control much of the realm. Of course, this has nothing to say of Be&#039;lakor&#039;s recent antics, shattering all the realmgates to cut off all reinforcements.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Flesh-Eater Courts#The Grand Courts|Flesh-Eater Courts]]:&#039;&#039;&#039; Chamon is home to the &#039;&#039;Hollowmourne&#039;&#039; Grand Court. They were once a group of noble crusading knights that established numerous bunkers/caches of armor and weapons across the realm, but after the Age of Chaos, they became little more than a band of roving Crypt Horrors looking for what they believe to be treasure.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Kharadron Overlords]]:&#039;&#039;&#039; The Sky-Dorfs originated from Chamon, as they are all descendants of those brave and enterprising Duardin that decided they were going to be steampunk. All the original sky-ports originated from Chamon and have since scattered and divided into new ports across the Realms.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gloomspite Gitz]]:&#039;&#039;&#039; [[Skragrott]]’s main base of power is in the Realm of Metal, specifically the region of Ayadah and the grot-city of &#039;&#039;Skrappa Spill&#039;&#039;. Although, as evidenced in the novel Gloomspite, he has enough time to piss off to [[Aqshy]] to screw over small cities. In the Age of Myth, Skrappa Spill was the birthplace of [[Gnoblar|gnoblars]], who regularly rummaged through the hills of junk and garbage for stuff to throw at each other.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Lizardmen|Seraphon]]:&#039;&#039;&#039; The &#039;&#039;Thunder Lizard&#039;&#039; Constellation (the one known for having shit tons of Stegadons) is known for hoarding and protecting some of the most valuable relics of the Old Ones. They guard the more mercurial outer edges of Chamon and are currently waging war on a certain spooky, scary super-skeleton faction.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;[[Nighthaunt]]:&#039;&#039;&#039; The 3E battletome for the Nighthaunt introduced a new faction called the &#039;&#039;Quicksilver Dead&#039;&#039;. These are the ghastly remnants of a formerly mighty forge-city, now turned into ghosts of living quicksilver. Mostly they focus upon either revenge against those who killed them or desperate to flaunt their former greatness.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ossiarch Bonereapers]]:&#039;&#039;&#039; The newest arrivals. A contingent of the &#039;&#039;Null Myriad&#039;&#039; legion set up shop on Chamon&#039;s edge to secure the realm&#039;s energy for Nagash and to take advantage of their resistance to the magic of a realm&#039;s edge. Came into contact with the Seraphon of the Thunder Lizard Constellation, which quickly resulted in an ongoing war for control of the realm&#039;s edge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Sylvaneth]]:&#039;&#039;&#039; The &#039;&#039;&#039;Ironbark Glade&#039;&#039;&#039; are the most notable Sylvaneth who occupy this realm, having absorbed enough liquid metal to turn their bark as hard as steel. This metal had also altered their disposition to be more fixed and stubborn, making them friends with the Duardin who taught them warfare and smithing. During the Age of Chaos, the Ironbark Glade fought alongside the remnants of the Khazalid empire and while the Duardin eventually went skyward, whether to become Kharadron or to Azyrheim, the Ironbark Glade stayed to fight. This allegiance with still holds, as they remain cordial towards those Duardin they meet and offer their aid in military campaigns.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gholemkind:&#039;&#039;&#039; While not outright stated, their name implies these are some form of artificial people, like Warforged from Eberron. They are said to have once lived among the Human and Duardin Clans of the Godwrought Isles, worshipping Grungni.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cog-People of Odsin:&#039;&#039;&#039; Possibly a more Steampunk Automaton version of the Gholemkind, the Cog-People of Odsin were Grungni&#039;s creations, clockwork folk. But after an event known as &amp;quot;The Winding Storm&amp;quot;, Grungni disowned them. It&#039;s possible the events leading up to The Winding Storm were the fault of [[The Iron Demiurge]].&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The realmstone of Chamon is, of course, called Chamonite. The closest material to compare it to is quicksilver, being a metal with unnaturally liquid properties. In its natural state, it prefers to form floating orbs that can only temporarily accommodate any changes to its form before shifting back to its natural form. This unpredictable and mercurial nature has plenty of practical uses, from shapeshifting weapons to even potions of shapeshifting. Some Kharadron Aether-Khemists even believe that Chamonite might even be some sort of root to the ever-coveted Aether-Gold.&lt;br /&gt;
** The major drawback from this is that its exposure can lead to turning the victim&#039;s psychology into a chaotic and anarchic mindset with a focus on greed, something that predictably led to Tzeentch&#039;s interest alongside its transformative properties.&lt;br /&gt;
&lt;br /&gt;
{{AoS-Realms}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Bullgor&amp;diff=106343</id>
		<title>Bullgor</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Bullgor&amp;diff=106343"/>
		<updated>2023-05-07T12:54:26Z</updated>

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[[File:Bullgors.jpg|thumb|The wildest fratboys you&#039;ll ever see.]]&lt;br /&gt;
&#039;&#039;&#039;Bullgor&#039;&#039;&#039; can refer to one of two things in the greater Warhammer [[multiverse]].&lt;br /&gt;
&lt;br /&gt;
In the original [[Warhammer Fantasy]], &amp;quot;bullgor&amp;quot; was a fan given nickname to [[gor]]s who have distinctly bovine features without being [[slaangor]]s or actual [[minotaur]]s - in-universe, these were known as &#039;&#039;&#039;bovigors&#039;&#039;&#039;; stated to be rarer than &amp;quot;caprigors&amp;quot;, the goat-featured &amp;quot;common&amp;quot; beastmen&amp;quot;, they often got on exceptionally well with minotaurs, but mechanically they were no different to standard gors.&lt;br /&gt;
&lt;br /&gt;
In [[Warhammer: Age of Sigmar]], the name &amp;quot;bullgor&amp;quot; has been repurposed as a unique copyright-able replacement name for [[minotaur]]s.&lt;br /&gt;
&lt;br /&gt;
==Warhammer Fantasy (Minotaurs)==&lt;br /&gt;
The Minotaurs of [[Warhammer Fantasy]] were a bovine form of beastman, not to be confused with older lore stating that [[Slaanesh|Slaangors]] often mutated to look more bovine. Mindless, bloodthirsty carnivors, a minotaur on the tabletop was a fucking rape train, half-bull half-man killing machine employed by the [[beastmen|chaos furries]]. Their generic characters the Doombull and Gorebull are Minotaur characters able to be even more fucking rapetastic shit because they&#039;re the strongest and smartest of their kind.&lt;br /&gt;
&lt;br /&gt;
Taurox was a named Minotaur character who was favored by [[Khorne]], despite being a beastman, aka the unwanted bastard children of the dark gods, meaning he was epic as shit to be noticed by the higher up. Sadly, he got shot down by Markus Wulfhart.&lt;br /&gt;
&lt;br /&gt;
The most in-depth and interesting lore about minotaurs is found in the original [[Realms of Chaos]] books - specifically, The Lost and the Damned, where all the [[beastmen]] were introduced. This even gave you rules to play as Minotaur [[Chaos Champion]]s on the [[Path to Glory]], and in this Minotaurs were luckier than their [[Centaur]] and [[Dragon Ogre]] counterparts, as they maintained the ability to be army leaders in future editions of Warhammer. Ironically, they also gained the ability to become spellcasters by devoting themselves to [[Tzeentch]] in later editions, when originally they (and [[Dragon Ogre]]s) couldn&#039;t become wizards.&lt;br /&gt;
&lt;br /&gt;
Ironically, minotaur champions are the &#039;&#039;least&#039;&#039; mutation-prone of any Chaos Champion in this edition; when generating them, the basic minotaur starts with only a 10% chance of having 1 Chaos Attribute, and this chance increases by 5% per 5 levels. Only minotaur champions generated at levels 15 (D3), 20 (D4) and 25 (D3+1) start with potentially more than 1 Chaos Attribute.&lt;br /&gt;
&lt;br /&gt;
Like [[Beastmen]] Champions, Minotaur Champions have their own unique retinue generation table, representing their unique position in the forces of Chaos, their inherent power, and their domiciles:&lt;br /&gt;
::01-01: D6 Beastmen (if the Champion has a Mark of Chaos, they share his Mark, otherwise they&#039;re generic Beastmen)&lt;br /&gt;
::11-20: D6 Beastmen&lt;br /&gt;
::21-25: Beastman Hero, potentially Chaos-marked (if the Champion has a Mark) and/or with beastmen followers.&lt;br /&gt;
::26-30: Beastman Shaman&lt;br /&gt;
::31-25: D4 [[Centaur]]s&lt;br /&gt;
::36-40: D3 [[Dragon Ogre]]s&lt;br /&gt;
::41-80: D6 Minotaurs&lt;br /&gt;
::81-90: Other Followers (Roll on the Human Champion Retinue Table)&lt;br /&gt;
::91-00: Monsters - Roll another D100 and compare to the results below.&lt;br /&gt;
:::01-04: [[Chimera]]&lt;br /&gt;
:::05-08: [[Cockatrice]]&lt;br /&gt;
:::09-11: [[Dragon]]&lt;br /&gt;
:::12-15: Giant Eagle&lt;br /&gt;
:::16-20: [[Giant]]&lt;br /&gt;
:::21-23: [[Gorgon]]&lt;br /&gt;
:::24-27: [[Griffin]]&lt;br /&gt;
:::28-31: [[Hippogriff]]&lt;br /&gt;
:::32-35: [[Hydra]]&lt;br /&gt;
:::36-39: [[Jabberwock]]&lt;br /&gt;
:::40-43: [[Manticore]]&lt;br /&gt;
:::44-48: Giant Spider&lt;br /&gt;
:::49-52: Giant Scorpion&lt;br /&gt;
:::53-55: [[Treeman]]&lt;br /&gt;
:::56-59: [[Wyvern]]&lt;br /&gt;
:::60-63: Chaos Hounds&lt;br /&gt;
:::64-68: D6 Giant Rats&lt;br /&gt;
:::69-73: D6 [[Skeletons]] plus an Undead Chaos Champion&lt;br /&gt;
:::74-78: [[Snotling]] Swarm (D4 Bases)&lt;br /&gt;
:::79-83: Warhounds&lt;br /&gt;
:::84-88: D4 [[Ogre]]s&lt;br /&gt;
:::89-92: D6 [[Fimir]]&lt;br /&gt;
:::93-97: D4 [[Zombie]]s plus an Undead Chaos Champion&lt;br /&gt;
:::09-00: Roll twice on this chart.&lt;br /&gt;
&lt;br /&gt;
==Age of Sigmar==&lt;br /&gt;
In AoS, they&#039;re back under the [[Games Workshop|more copyrightable name]] &amp;quot;Bullgors&amp;quot;. Not much has changed, only instead of them pissing and shitting everywhere in forests in the Old World, it&#039;s across all the mortal realms.&lt;br /&gt;
Mentions have been made of sightings of Shark-headed bullgors living in the water with fish-headed Gors. Perhaps the result of worship of Stromfels, Chaos God of Pirates, Storms, and Sea Monsters?&lt;br /&gt;
&lt;br /&gt;
==Doombull==&lt;br /&gt;
A &#039;&#039;&#039;Doombull&#039;&#039;&#039; is a [[Minotaur]] Lord-tier character in [[Warhammer Fantasy]], which was introduced in the original Beasts of Chaos splatbook for 6th edition. When Beasts of Chaos was supplanted by Beastmen, the Doombull gained a Hero-tier counterpart in the &#039;&#039;Gorebull&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The name is actually taken from the original [[Realms of Chaos]] duology, where a Minotaur Hero went through the titles of &amp;quot;Bloodkine&amp;quot;, &amp;quot;GoremasteR&amp;quot;, &amp;quot;Deathsteer&amp;quot;, &amp;quot;Doombull&amp;quot; and finally &amp;quot;Minotaur Lord&amp;quot; as it gained levels, starting as a lowly Minotaur and gaining a new title at every 5th level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Doombull of Khorne.jpeg&lt;br /&gt;
Doombull Minotaur Lord.jpeg&lt;br /&gt;
Doombull Minotaur Lord2.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Chaos]][[Category:Beastmen]][[Category:Beasts Of Chaos]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Bonesplitterz&amp;diff=103050</id>
		<title>Bonesplitterz</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Bonesplitterz&amp;diff=103050"/>
		<updated>2023-05-07T12:53:29Z</updated>

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{{Age of Sigmar Faction|Faction= Bonesplitterz|Logo=Savage Orruk VS Persian Technoviking.png|Alliance=Destruction|Lore=Bonesplitterz|Motto=Naked Aelves. Naked Dorfs. Now naked Orcs.}}&lt;br /&gt;
&lt;br /&gt;
Orruks are insane, that goes without saying. But these gitz are so balls-to-the-walls crazy that even other Orruks call them weird. The &#039;&#039;&#039;Bonesplitterz&#039;&#039;&#039; are Orruks possessed by the spirit of Gorkamorka, and subsequently degenerate to grunting and getting into more scraps than usual. These Orruks band together into Warclans, and hunt giant monsters to suck the spirit of Gorkamorka out of their bones. [[What|Yeah, there’s a reason other Orruks stay away from them.]]&lt;br /&gt;
&lt;br /&gt;
Whenever Orruks get into a good scrap, the power of the Waaaagh! fills them and they enter a battle frenzy. Typically after the battle is over this leaves them and they calm down. However, sometimes the Waaaagh! permanently stays inside an Orruk. This quickly drives them quite insane, and they usually end up either wandering away their original tribe or getting forcibly exiled once their former mates get annoyed with their antics. When these mad Orruks meet, they band together, forming the tribes of the Bonesplitterz. Unusually for Orruks, they aren&#039;t lead by whoever&#039;s biggest, but by their shamans. Said shamans are guided by omens given to them by Gork and Mork (read: they see some random shit which their schizophrenic minds interpret as an omen). They believe that a bit of Gorkamorka&#039;s power is in every animal, and thus their prime goal is to collect the bones of the mightiest beasts in the realms in order to claim this power for themselves. This makes them a general nuisance to every other faction, as most armies tend to rely on some kind of giant monster as support. &lt;br /&gt;
&lt;br /&gt;
Each Warclan is “organized” into a collection of hunting parties called Rukks, which all come together to form a Big Rukk (we said they were crazy, not creative). Each Rukk is lead by either some form of Shaman or a Savage Big Boss, all of which answer to the leader of the Warclan called the Wurrgog Prophet.&lt;br /&gt;
&lt;br /&gt;
==Warclans==&lt;br /&gt;
*&#039;&#039;&#039;Bonegrinz&#039;&#039;&#039;: The largest of the Bonesplitterz Warclans, this rambunctious horde of beast hunters was started by Gurkak Weirdteef, a Wurrgog Prophet whose teeth “speak” to him, telling him all sorts of secrets and knowledge about the things he eats. This unique insight he possesses allowed his Warclan to become surprisingly innovative in how they conduct their hunts. Orruks of the Bonegrinz warclan will use arrow heads and choppas carved from the amber realmstone of Ghur, which drives any stabbed by it to fly into a feral charge...perfect for the Orruk hunters to run them down. Additionally, each Rukk in the Warclan devotes themselves to a particular type of beast and seek to emulate its strengths by donning it’s bones and hide and using tattoos in tribal depictions of said beast.&lt;br /&gt;
*&#039;&#039;&#039;Drakkfoot&#039;&#039;&#039;: These guys are called weird by the other Bonesplitterz, so that alone makes them unique. These Orruks are defined by pure vitriolic [[RAGE]], a hate for all that does not venerate Gorkamorka in the same dogmatic fashion that they do. Their most hated enemies though are daemons and [[Nighthaunt]]: 1) because neither entity produces bones for the Drakkfoot to collect and 2) their original home of the Ashland Gorelakes in Aqshy was devastated by both parties. Their loathing has turned the Drakkfoot into hateful specialists of fighting daemonic and ethereal forces, from performing ritualistic dances to destabilize a daemon’s connection to the physical plane to bloody tattoos to deflect spiritual magic.&lt;br /&gt;
*&#039;&#039;&#039;Icebone&#039;&#039;&#039;: Originating from the glaciers of the Skyblind Tundras in Ghur, these icy Orruks have a religious obsession with boars, seeing them as the ultimate symbol of Gorkamorka’s power. This stems from their belief in a god beast called Shattatusk, a snow white boar that Gorkamorka ‘supposedly’ fought in the Age of Myth. The fragments of its tusks fell down into the Realm of Beasts and became the glaciers that the Icebone Orruks call home. They chip away at the glaciers to create enchanted ice weapons that can never melt and freeze the insides of those they cut. The Icebone has spread surprisingly far across the Mortal Realms by following the equally frigid paths of the [[Ogor Mawtribes|Beastclaw Raiders]] and their Everwinter.&lt;br /&gt;
&lt;br /&gt;
==Soulbound==&lt;br /&gt;
Bonesplitterz are perhaps the orruks most likely to be drawn into a Binding, simply because they&#039;re the most spiritual of their kind. In fact, the phenomenon is actually somewhat well-known to their kind; when a Bonesplitter just up and starts walking away from their Rukk without any explanation, the warclan&#039;s elders or mystics often give knowing nods and just let it happen; they know that [[Gorkamorka]] is calling that orruk. As to &#039;&#039;why&#039;&#039; they&#039;re being called? They don&#039;t really care; reasoning and puzzling are foreign concepts to Bonesplitterz, who generally live by the law &amp;quot;don&#039;t think; feel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Ironically, they are natural diplomats, in so far as the races of Destruction go! Being tough like Gork means they earn the (grudging) respect of [[Ironjawz]] and Ogors, whilst being cunning like Mork means they can get on with the [[Gloomspite Gitz]] and the [[Kruleboyz]]. In fact, they actally do surprisingly well in not only mixed-race Destruction Bindings, but in mixed-Faction Bindings! After all, a Bonesplitter already found a family once in his warclan; a Binding is no different. As for them looking different, well, so what? Gorkamorka has A Cunning Plan, and if these boyz is good enough for Gorkamorka, then they&#039;re good enuff for me!&lt;br /&gt;
&lt;br /&gt;
A side effect of this strange combination of deep spirituality, blithe acceptance, and sheer self confidence is that Bonesplitterz are relatively easy to wrangle in a mixed-faction Binding. Oh, they still need to be kept under control, and they still expect there to be some kind of Boss visibly giving orders, but the fact is that a Bonesplitter will usually excuse any length that their companions go to in order to keep them out of trouble; in the Bonesplitter&#039;z eyes, they&#039;ve all been chosen by Gorkamorka, so that means that this is just part of Da Plan.&lt;br /&gt;
&lt;br /&gt;
Adorably, the most common Bonesplitta to join an Order Binding is the Wardokk, who spends most of his time acting as the hype-man to his fellow Soulbound and trying to get them to have fun. Have fun murdering and breaking things, but still.&lt;br /&gt;
&lt;br /&gt;
Bonesplitter Soulbound can hail from the following warclans:&lt;br /&gt;
* &#039;&#039;&#039;Bonegrinz:&#039;&#039;&#039; This warclan specializes in hunting down the biggest, nastiest monsters by riddling them with arrows, and they particularly like to use arrowheads made from amberbone - the realmstone of Ghur. The warclan&#039;s ultimate ambition is to devour the spirit of Ghur itself by gathering enough amberbone to penetrate its crust, and even when a Binding isn&#039;t working towards this goal, a Bonegrin is usually motivated by the promise of collecting lots of realmstone, fighting big nasty monsters, or both. Heroes from the Bonegrinz start play with three Amber-Tipped Arrows and gain the Hail of Doom talent for all archetypes.&lt;br /&gt;
* &#039;&#039;&#039;Drakkfoot:&#039;&#039;&#039; Haling from the Ashland Gorelakes of Aqshy, the Drakkfoot have been fighting [[daemon]]s of [[Khorne]] forever, and since the Necroquake, have found themselves having to beat up processions of [[Nighthaunt]]s too. They &#039;&#039;hate&#039;&#039; daemons and spooks, and for this reason (and their incredible sense of loyalty), they make surprisingly good allies for Order. Heroes from the Drakkfoot PC gain &amp;quot;Strength of Purpose&amp;quot;, which gives their attacks Magical and Penetrating against Daemons and the Ethereal. They can also use Soul (Devotion) for any Test to stop a summoning, banish an unnatural creature, or resist the effects of a spell cast by a Daemonic or Ethereal creature.&lt;br /&gt;
* &#039;&#039;&#039;Icebone:&#039;&#039;&#039; Hailing from the Skyblind Tundras of Ghur, the Icebone worship a boar godbeast called Shattatusk as well as the icy elementals of their homeland. They have a particular reverence for the Beastclaw Raider ogors and their Everwinter as a result, and the dream of any Icebone orruk is to be Soulbound with one. But, even without that prize, being Soulbound is just a big temptation; what&#039;s not to love about roaming the Realms and slaying new monsters? Heroes of Icebone PCs gain &amp;quot;Freezing Strike&amp;quot;, where a 6 on an attack or damaging spell causes the target to be covered in magical ice that slows an enemy - even immobilizing an opponent that&#039;s already as slow as possible.&lt;br /&gt;
&lt;br /&gt;
The archetypes available to Bonesplitterz are &#039;&#039;&#039;Morboy&#039;&#039;&#039;, &#039;&#039;&#039;Wardokk&#039;&#039;&#039;, and &#039;&#039;&#039;Wurrgog Prophet&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Playable Factions in Warhammer: Age of Sigmar}}&lt;br /&gt;
[[Category:Orruk Warclans]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Bestigor&amp;diff=86080</id>
		<title>Bestigor</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Bestigor&amp;diff=86080"/>
		<updated>2023-05-07T12:52:53Z</updated>

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[[File:Beastigors.png|thumb|RESPECT THE BELLY BLADE!]]&lt;br /&gt;
&#039;&#039;&#039;Bestigors&#039;&#039;&#039; are the elite troops of the Beastmen and later Beasts Of Chaos armies. They are standard [[Gors]] with a larger than average set of horns and with some level of self-discipline. This is limited though and tends to be dropped in battle or to bully a few of their lessers.&lt;br /&gt;
&lt;br /&gt;
==Fluff History==&lt;br /&gt;
Bestigors are the Best Gors in a herd. They are bigger, stronger and marginally smarter than your average Gor which gives them more status in the headbutting order and they can normally steal, scrounge up, scare out or bodge better weapons and armor than most. Usually it&#039;s from the ranks of the Bestigors that [[Wargor]]s and [[Beastlord]]s rise. Beastmen lore is rather blunt and to the point.&lt;br /&gt;
&lt;br /&gt;
Bestigors are the most powerful and god-touched members of the Beastmen army, specifically being the elites of the Gors breed. Perhaps the easiest way to think of them is as the Beastmen version of Chaos Chosen, compared to Gors being the Beastmen version of Chaos Warriors. Introduced in the Realm of Chaos army book for 5th edition, they differed from the standard Gors and Ungors in that they fought exclusively on their own, rather than in a mixed unit - they also had +1 Weapon Skill and +1 Strength over the standard Gor. They next appeared in 6th edition&#039;s Beasts of Chaos, where they also doubled as the Chaos Undivided equivalent of Khorngors, Slaangors, Pestigors and Tzaangors, as well as being the &amp;quot;root stock&amp;quot; for featuring those units. This ability to become god-marked Gors was lost after beastmen were rewritten as the unwanted bastard children of Chaos in the first Beastmen sourcebook.&lt;br /&gt;
&lt;br /&gt;
Since 7th edition not much has really changed(nor in unit fluff/ Models).&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Being the elite troops of the Herds they are used frequently by [[Beastlord]]s and [[Bray Shaman]]s as entourages and guards. Despite the trust placed into them by their leaders most Beastlords have to be careful as Bestigors still aspire to be in his position. This means that they may challenge their leader and are well positioned in the hierarchy to do so . Due to their high status is Beastmen &amp;quot;society&amp;quot; they get first pick of the spoils, food and pride of position nearest the herdstone. In battle they typically are the first into the fight and are uncharacteristically disciplined, moving as a unit until they enter combat.&lt;br /&gt;
&lt;br /&gt;
==Warfare==&lt;br /&gt;
&lt;br /&gt;
Their equipment in battle tends to consist of looted armour and weapons from their unfortunate victims. Their signature weapons are the 2 handed Despoiler Axes they carry into combat being big and heavy enough to split most mortal men in half. The armour they equip themselves with are a mixture of plate and chainmail with hoods to protect their heads. Once in battle they enter the fray first breaking through the lines which allows the Gors and Ungors to to fill the gap left. During the course of battles Bestigors seek out elite troops due to a desire to prove their superiority and upon defeating them will dismember them and trample their body.&lt;br /&gt;
&lt;br /&gt;
==God Specific Bestigors==&lt;br /&gt;
&lt;br /&gt;
Some god-aligned Beastmen appear from the ranks of Bestigors the main 2 being.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Khorngors&#039;&#039;&#039; Khorne aligned Bestigors that tend to be more lupine in appearance than other Beastmen they tend to wear more armour and exacerbate the discipline element of other Bestigors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pestigors&#039;&#039;&#039; Nurglite Bestigors that [[Clan Pestilens| self flagellate until their wounds become infected and use this as a weapon with which to make themselves tougher and kill their enemies]]. Also they smell worse than other Beastmen.&lt;br /&gt;
&lt;br /&gt;
These next 2 are primarily just regular Gors rather than Bestigors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tzaangors&#039;&#039;&#039; Tzaangors are a larger subset of Gors that have pledged themselves to [[Tzeentch]]. These by far seem to be the most common type of aligned Beastman (as well as one of the 2 with rules for Tabletop). They have some arcane affinity that allows them to see glimpses of the future.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slaangors&#039;&#039;&#039; Slaangors are Slaaneshi Gors that worship Slaanesh as the ultimate alpha predator they adorn themselves with gold, gems and other precious materials this causes them to have some self loathing as they rely on the civilisation they wish destroyed.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
TWW_Bestigors.jpg|Bestigor concept art from Total Warhammer.&lt;br /&gt;
Bestigor.png|Grimdark bestigor.&lt;br /&gt;
99120216003_BestigorHerdNEW01.jpg|Bestigor minis from GW.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Chaos]][[Category:Beastmen]][[Category:Beasts Of Chaos]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Beastlord&amp;diff=84340</id>
		<title>Beastlord</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Beastlord&amp;diff=84340"/>
		<updated>2023-05-07T12:52:22Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:D145:6D8F:F393:33EC: &lt;/p&gt;
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&lt;div&gt;[[Image:Beastlord-Img.jpg|200px|thumb|right|Beastlord. Leader of the herds, burner of hamlets]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beastlords&#039;&#039;&#039; are the leaders of the [[Beastmen]] and later [[Beasts of Chaos]] warbands. They are the biggest, strongest beasts in the herd and they know it with an air of confidence that denotes their title and position. They are mountains of muscle with tyrannical powers over their much lesser but still brutal kin.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Beastlords, as described above are one of the leaders found in the herds of Beastmen in Fantasy and Age of Sigmar. Beastlords are commonly the biggest and strongest gors with some level of guile as is needed to be placed in such a high role in Beastmen society. They carry themselves high and show off to ensure their position stays unchallenged. This confidence they exude is enough to sway most challengers with even a shadow of a doubt in their ability to challenge the beastlord. Their heads are well adorned with large sets of horns and trophies. Some Beastlords may find themselves granted marks of the different chaos gods they please differentiating them from the rest of the herd with their dark baptisms.&lt;br /&gt;
&lt;br /&gt;
==Chain of &amp;quot;Command&amp;quot;==&lt;br /&gt;
In the case of very powerful Beastlords they may have multiple warherds under their command. To lead them the Beastlord will delegate command of each herd to a [[Wargor]] which is under his command. These Wargors will lead the smaller herds while the Beastlord will lead the main force of the beastmen surrounded by a retinue of [[Bestigor]]s which will engage enemy champions and leaders to break the spirit of the enemy and prove the superiority of the Beastlord (Beastmen can be summed up with the term &amp;quot;compensating&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Their leadership style is quite blunt, as in blunt force trauma if you don&#039;t do what he says; the sharpest it gets is trauma from sharp weapons. The might-makes-right structure of Beastmen tribes extends to how they lead with the Beastlord having to face challengers every now and then, physically compelling them to cease and accept new management.&lt;br /&gt;
&lt;br /&gt;
This works similarly in Age of Sigmar but with a slight twist. Instead of the Wargors, they are now called alpha beasts, however these alpha beasts can be any of the leaders of the herds, with Brayherds being led by Beastlords, Warherds by Doombulls and Thunderscorn being led by Dragon Ogor Shaggoths. These have to be compelled individually by challenge and the one on top gets to lead the big herd.&lt;br /&gt;
&lt;br /&gt;
==Notable Beastlords==&lt;br /&gt;
*[[Khazrak| Khazrak the One-Eye]] - Khazrak the One-Eye is the archetypical Beastlord, possessing intelligence unexpected of a beastman as well as being a real headache for Middenland to the point that [[Boris Todbringer]] the elector count has vowed to personally kill him.&lt;br /&gt;
&lt;br /&gt;
*[[Gorthor]] Gorthor is the peak of what a beastlord could be. His feats during his tenure as a beastlord include; managing to pillage most of Hochland and Ostland to the point where some areas are still uninhabited. He did however break what few rules the beastmen had by killing bray-shamans which is a big no-no in beastmen society.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Beastlord-2.jpg|Beastlord art, not much of this.&lt;br /&gt;
Image:Call of the Beastmen.jpg|Khazrak, as depicted in Total War Warhammer.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{whfb-stub}}{{AoS-Stub}}{{NeedsImages}}&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category: Age of Sigmar]][[Category:Chaos]][[Category:Beastmen]][[Category:Beasts Of Chaos]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Beasts_Of_Chaos&amp;diff=84800</id>
		<title>Beasts Of Chaos</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Beasts_Of_Chaos&amp;diff=84800"/>
		<updated>2023-05-07T12:51:32Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:D145:6D8F:F393:33EC: &lt;/p&gt;
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&lt;div&gt;{{Age of Sigmar Faction|Faction=Beasts Of Chaos|Logo=Beasts-of-chaos-art1.jpeg|Alliance=Chaos|Lore=Beasts Of Chaos|Motto=Cry havoc, and let slip the beasts of war.}}&lt;br /&gt;
&lt;br /&gt;
AoS’ take on the classic [[Beastmen]], the &#039;&#039;&#039;Beasts of Chaos&#039;&#039;&#039; are comprised of the Brayherds (Gors, Ungors, etc), Warherds (Minotaurs), Thunderscorn (Dragon Ogors), and other assorted chaos monsters all united under one faction.&lt;br /&gt;
&lt;br /&gt;
The biggest difference between Warhammer Fantasy Beastmen and Age of Sigmar Beastmen is their opinion on the Chaos Gods. The Old World Beastmen are zealously devoted to the Chaos Gods, despite said gods being relatively indifferent to the Cloven Ones. The Mortal Realms Beastmen however are staunch followers of Chaos Undivided, the &amp;quot;worship Chaos as a force seperate from the gods&amp;quot; kind. To them the Ruinous Powers are merely powerful beings who have limited themselves by only embodying a single aspect of Chaos, and outright worshipping them goes against the whole purpose of being Chaotic in the first place. Though Beastmen marked by the gods still exist (mostly forming their own seperate greatfrays because the other Beastmen ostracise them), in general the Beastmen believe that Chaos is something one should embody through their acts, not a pantheon to be followed. The Chaos Gods despite this still see them as useful pawns because of how they spread war, plague, rape and mutation.&lt;br /&gt;
&lt;br /&gt;
Ironically, despite being actively ostracised by their undivided kin, from the ones we&#039;ve seen so far marked Beastmen are highly favored by human cultists, with Slaanesh worshippers revering and pampering [[Slaangor|Slaangor Fiendbloods]] and many Tzeentch worshippers (especially the Cult of the Transient Form) actively aspiring to be transformed into [[Tzaangor|Tzaangors]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The history of the Beasts of Chaos is long and full of conjecture as they don&#039;t seem to concerned about archiving their history. Stories of the Beasts can be traced back to before the Age of Myth, this mostly appears as oral tradition or by ancient glyphs recorded on massive tusks. In the time before Sigmar awoke, the Beasts of Chaos were already an established threat to the mortal realms, during this time they thrived as all but the most organised and advanced tribes of early Human, Duardin and Aelf could hope to resist the Beasts onslaught.&lt;br /&gt;
&lt;br /&gt;
The origins of the Beasts are left up to debate by the scholars of the Mortal Realms, however there are three prevailing theories.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legend of the Alpha Progenitor:&#039;&#039;&#039; The first theory is based on the tusk-glyphs that are seen in Ghur with the creators of the glyphs believing the Beasts of Chaos were all spawned from one initial beast which later formed the first Greatfrays. The fate of this beast is no longer recorded in the glyphs, but may been in the past as there are pieces of the tusks missing and broken. This theory has some weight as some of the Beasts of Chaos worship what they have named, the Gorfather or Sire of Ruin. The Allherd Greatfray in particular revere this figure of ruinous myth.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fable of the Warping Wilds:&#039;&#039;&#039; Another belief is that the Beasts were once natural creatures and were transformed by the corruptions of chaos as it began to leak into the mortal realms. The primitive tribes of the mortal realms who sought meaning and order looked for it some found the energies of chaos and were corrupted and cast out by their communities. These tribespeople are believed to be the origin as they mutated into bestial forms and their minds dimmed to animal instinct. The corruption of the denizens of the mortal realms is believed to continue to the present.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corporeus Chaotica Postulate:&#039;&#039;&#039; The Corporeus Chaotica Postulate is a theory from Hysh based on research by ancient scholars who saw the Beasts as a reversed order of the world. They believed them to be an anathema to the order of the mortal realms as &#039;&#039;&amp;quot;for Rhinoxen produce more Rhinoxen, so too do Humans beget Humans and Duardin sire Duardin&amp;quot;&#039;&#039;(and this is where it gets a bit completely wrong). Because the Beasts do not adhere to this they are thought to have instead of being created by chaos, created chaos themselves. This theory, despite being fairly common is mainly espoused by street preachers and doomsday &#039;prophets&#039; as well as those who think segregation is a good idea and probably read the bell curve.&lt;br /&gt;
&lt;br /&gt;
===Age of Myth===&lt;br /&gt;
The Age of Myth for the Beasts of Chaos was a period of defeat. After Sigmar awoke, he instantly purged Azyr of the Thunderscorn, and when they attempted to settle in Ghur, an alliance between the Draconith and Drogrukh pushed out the Dragon Ogors as well. In this age as Sigmar began to unify the tribes and corral the gods into a pantheon of order, the Beasts would no longer be able to destroy as they wished. In Ghur the god of destruction Gorkamorka is tasked with wiping out the Greatfrays, and defeats a Beastlord named the First Son of the Gorfather and with his dying breath tells the god that he might be able to defeat the Gorfather. After this razing of the greatfrays, the Beasts of Chaos fled into the wild places and centered themselves around annals of chaotic power waiting for their opportunity to return.&lt;br /&gt;
&lt;br /&gt;
===Age of Chaos===&lt;br /&gt;
The Age of Chaos saw the Beasts have a resurgence as the forces of Chaos swept the realms. They charged from the wild places they had bade their time and unleashed their fury on the denizens of the realms. During this time they clashed with other chaotic forces, but most of their fury was directed toward the civilisations that had arisen since their defeat in the Age of Myth. The Beastman slaughtered their way across the Mortal Realms with particular mention of the Violet Kingdom in Hysh, where the Corporeus Chaotica Postulate was first codified; the city was surrounded, its leaders killed by their own people, the survivors swiftly went mad with hunger, turned to cannibalism and due to the warping energies began to mutate into Beasts themselves. Another victim of the Beasts was the Chamon fleet of Karak Ohrgaf who tried to flee to the clouds and found a Greatfray which slaughtered them bar one which returned to Barak-Zon and told of the Beasts who live in the clouds and worship a pillar made of aether gold. The Wanderers in Ghyran were slaughtered by the Darkwalker Greatfray before splitting up to try and elude the Beasts. They were also involved with the War of Life in Ghyran, helping the forces of Nurgle and the Pestilens Clans from the Skaven ending with the desecration of a large portion of the realm. Though beyond this the Greatfrays mostly provided support for the more powerful and favoured chaos forces and focused much of their efforts on claiming the wilds as their own, as they felt it was their right since the Age of Myth. Occasionally even clashing with the Slaves to Darkness for ownership of these savage lands all throughtout the age.&lt;br /&gt;
&lt;br /&gt;
===Age of Sigmar===&lt;br /&gt;
In the Age of Sigmar, the Stormcast Eternals begin to push back the forces of Chaos from the Realms. In this new enemy the Beasts find an anathema as the Stormcast embody their complete opposite, so they are seen as the ultimate prey. During the pushback the Beasts lose several battles; losing the Dirgehorn when the Stormcast and Sylvaneth attack, the loss of an entire Skullfray at the hands of the Azyrite church and the Tempest Lords (this was done with the unwitting help of Skarbrand though); and being pushed back out of Gravewild in Shyish, which also happened to be the first encounter with a famous Beastlord Ghosteater.&lt;br /&gt;
&lt;br /&gt;
===Soul Wars===&lt;br /&gt;
After the [[Necroquake]] known to the Beasts as &amp;quot;the Howl of the Dead Beast&amp;quot;. The Beasts began to flock towards Shyish at the behest of their seers and Bray-Shamans. The intention is so that they can use the Black Pyramid as a colossal herdstone and control the entire Realm of Death. Azyrite seers foresaw the potential of this as well and warned about the potential of Shyish to become another chaos infested wasteland.&lt;br /&gt;
&lt;br /&gt;
===Broken Realms===&lt;br /&gt;
Basically nothing happened. They got stomped in the prologue of Kragnos’ book so that [[Alarielle]] could revive the Oak of Ages Past in Ghyran.&lt;br /&gt;
&lt;br /&gt;
===Era of the Beast===&lt;br /&gt;
[[Kragnos]]’ awakening and the surging power of the Realm of Beasts has unwittingly sent the the Gor-kin into a frenzy. The Thunderscorn in particular loathe Kragnos as the last reminder of their golden age, before the Drogrukh and Draconith pushed them out of their mountain homes. The Beasts of Chaos use this new found vigor to launch more raids against the forces of Order, the Dawnbringer Crusades becoming a favored/loathed target. They see these great marches of civilization as the greatest of insults who dare to impose their civilization on lands they feel are theirs by conquest. Greatfrays will trail secretly behind the Crusades, using shamanistic magic and knowledge of the environment to influence where the colossal caravan goes, until they’re led straight into a slaughter. The Sylvaneth however are the enemies that the Beasts of Chaos despise above all others, as their drive to purify the lands are the complete opposite of their very being. With Allarielles Rite of Life reverberating across the realms the Sylvaneth are on the offensive like never before, clashing with the Beastman all over Ghyran and beyond to retake the wildnerness.&lt;br /&gt;
&lt;br /&gt;
Additionally, rampant energies from Ghur has caused a staggering amount of feral mutations to spring up from civilized life. Livestock going savage, giving birth to hideous hybrids or even starting to whisper curses to their sleeping masters to slaughter one another are becoming increaseingly common (in addition to disturbing rumours of these curses causing isolated outposts to slaughter themselves in anarchic violence). And of course instances of humans morphing into bestial forms alike. Even more insidiously the Beastman have also released an ancient viral curse know as the Turnskin from Ghyran that was long ago sealed away until the Cygor destroyed the wards holding it at bay. When individuals are told stories of the Beastman (which interest many within the great cities have never seen or heard of a Beastman) they run the risk of potentially being infected by the curse. Over a period of days after hearing the stories they will begin to slowly turn into a Beastman. After which they are either killed by their fellow man or run off into the wilderness to join the Greatfrays.&lt;br /&gt;
&lt;br /&gt;
The “true” Beastmen accept these new recruits, but regard them as little more than fodder, calling them “gaves” or “Turnskins”. Those however that can still pass for normal with heavy clothing are sent to infiltrate the Civilizations of their enemies to try to spread the stories and legends of the Beastman. All in the hopes that it might lead more to fall under the Turnskin curse and convert them into their own kind to use their knowledge against the civilised lands (showing that the Beastman can be surprisingly cunning when they aren&#039;t just butchering everything indiscriminately). And some particularly savage gaves have even risen to leadership positions within the Greatfrays.&lt;br /&gt;
&lt;br /&gt;
==Greatfrays==&lt;br /&gt;
Calling the Greatfrays the equivalent to Stormhosts or Warclans is a bit of a misunderstanding. A Greatfray is less of a unified subfaction and more like a particular culture that Beastmen originate from. Scholars of the Mortal Realms will notice patterns in their iconography, warfare, and herd composition and create these theories regarding how the beasts of these Greatfrays function.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Allherd:&#039;&#039;&#039; The posterboys. Arrogant and aggressive, the beasts of the Allherd believe themselves to be the true offspring of the Alpha Progenitor, the original Beastman of the Mortal Realms, ergo meaning they claim to be the only true children of Chaos. Their herds are mostly found in [[Ghur]], which when combined with the countless herdstones and glyphs bearing the Allherd’s symbols that dot every continent in the Realm of Beasts, leads many to believe that they originated from Ghur as well.&lt;br /&gt;
*&#039;&#039;&#039;Darkwalkers:&#039;&#039;&#039; Much like their ancestors in the World-That-Was, the Darkwalkers rely heavily on ambush tactics and knowing the lay of the land. They seem to have an innate knowledge of the environment around them and are easily able to traverse the most treacherous of terrain and/or lure enemies into lethal surprise attacks. It’s not uncommon for herds of Darkwalkers to be “hired” by Chaos Lords from the [[Slaves to Darkness]] for their experience in navigating the Realms. Of course, the idea of even interacting with the followers of the Chaos Gods doesn&#039;t sit well with some other Greatfrays, but the Darkwalkers don&#039;t mind, since it&#039;s only natural to use any and all means when walking the path of anarchy.&lt;br /&gt;
*&#039;&#039;&#039;Gavespawn:&#039;&#039;&#039; A somewhat heretical Greatfray who revere/worship Morghur from the original Beastman roster, who has become a symbol of rampant mutation and the warping powers of Chaos. They seek to elevate their patron to the ranks of a proper Chaos God and fight against the four brothers, which is why they are often at odds with the other Beasts of Chaos and the Slaves to Darkness. Of course with all this mutation present, Chaos SpaWAITOHGODNOFDNHKGESZYXJDS...are not only a common presence in the army, but are treated as sacred beings embodying Morghur’s power. Unique to the Gavespawn herds are the Gibbering Congregations, a trio of the most ‘blessed’ Chaos Spawn that spew corruptive bile at their enemies.&lt;br /&gt;
*&#039;&#039;&#039;Quakefray:&#039;&#039;&#039; A relatively new Greatfray that is also quite unique in that they are primarily led by unusually intelligent Cygor Priests and contain a very high number of large Beastkin. They have an obsession with seeing all civilizations of the realms crushed flat and charge out in great herds all across the realms. The Cygors of this Greatfray even using their strange powers to cause the very land to rebel and shake and crumble to rubble.&lt;br /&gt;
*&#039;&#039;&#039;Slatehorns:&#039;&#039;&#039; A Greatfray that roamed around [[Shyish]] they managed to slaughter the dragons that lived in the Betrayers Barrier in the Charnel Court before the [[Flesh-Eater Courts#The Grand Courts|Morgaunt Flesh Eater Court]] found them and wiped them out.&lt;br /&gt;
*&#039;&#039;&#039;Scorchpelt:&#039;&#039;&#039; A small Greatfray which have a particular hate-boner for the people of Tempest&#039;s Eye. They have charred fur (which might indicate a prepensity for fire which is fitting as they live in [[Aqshy]]).&lt;br /&gt;
&lt;br /&gt;
The next few Greatfrays refer to Beastmen who have chosen to follow a specific Ruinous Power and are appropriately shunned by most other Beasts of Chaos. Important note here, these names aren’t really the names of the Greatfray itself, but more like a broad classification (I.e. the Eight Horns Greatfray is a Skullfray devoted to Khorne and so on).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skullfrays&#039;&#039;&#039;: Beastmen devoted to [[Khorne]]. They are gifted a portion of the Blood God’s wrath, turning them all into [[World Eaters|unstoppable berserkers who rip and tear a gory trail through the Mortal Realms.]] Their herdstones are fittingly decorated with piles of skulls and no Bray Shamans are found in the Skullfrays, cause magic makes Khorne mad. The most prevalent skullfray is the Eighthorns who devour their enemies to become stronger, except the brain because it doesn&#039;t contain enough muscle.&lt;br /&gt;
*&#039;&#039;&#039;Twistfrays&#039;&#039;&#039;: Beastmen devoted to [[Tzeentch]]. Sometimes known as Weird Horns or Warphooves, these guys were the only god-specific Beastmen with official models still in production until the recent Slaanesh Mortals update. They are the most willing to cooperate with outside factions, usually to plot and scheme the downfall of a Free City. Their herdstones are almost living twisted creatures in their own way, changing and growing the stronger their Twistfray becomes. The most infamous Twistfray is the Ulk&#039;gnar which were nearly destroyed until Tzeentch got involved.&lt;br /&gt;
*&#039;&#039;&#039;Rotfrays&#039;&#039;&#039;: Beastmen devoted to [[Nurgle]]. Their devotion to the Plague Father has turned these Beastmen into a [[Clan Pestilens|pestilent horde of flagellants]] who willingly cut and infect each other with disease and wade into battle as martyrs to spread their poxes upon their foes. Appropriately, the Rotfray herdstones serve as nodes for Nurgle’s corruptive influence, morphing the earth around it into a vile marsh of decay and filth. The most prevalent rotfray is the Manglegut Rotfray.&lt;br /&gt;
*&#039;&#039;&#039;Slakefrays&#039;&#039;&#039;: Beastmen devoted to [[Slaanesh]]. To these beasts, Slaanesh is the apex predator, feaster, and breeder; all things that the Beastmen seek to emulate in the most obscene degree. These guys are LOUD, [[Emperor&#039;s Children|wearing garish armor and clothes and blowing colossal war horns to signal their attacks.]] They hoard anything gaudy or shiny they find in their raids, however this makes them prone to bouts of self-loathing, realizing how they value these products of civilization. This is why they seek to drown out such thoughts in more excessive pillaging and raping, creating a vicious, almost tragic, cycle.The Gravenkin are the best-known Slakefray, [[Daemonettes]] tend to follow them as they think the Gravenkin will lead them to Slaanesh.&lt;br /&gt;
&lt;br /&gt;
===“Organisation” Within the Greatfrays===&lt;br /&gt;
&lt;br /&gt;
A Greatfray may be one big group of [[Furries|beasts]] but that doesn&#039;t mean they are all in one place. They split down to smaller &#039;herds&#039; to make as much [[Rape |mischief]] as possible (also because the different species can barely tolerate each other at the best of times). The subtypes can be specialised to make them more focused on one type of tactic and method of slaughtering the inhabitants of the mortal realms. Each one of these is known as a beastherd and there are three types seen, each led by an Alphabeast. Despite how much they work together to make horrendous tragedies happen, they are still a might-makes-right society and weaker beastherds will be targeted by the strong and either subsumed into the stronger herd or killed outright.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brayherd&#039;&#039;&#039;: Ambush focused herd with a emphasis on the usage of Gors and Bestigors. This makes them the most traditional as they use the larger numbers of ungors to do the scouting and hunting as well as being used as expendible units in battle. The Gors will do most of the fighting as they are primarily the ground troops of the herds with bestigors, centigors, tuskgors and tzaangors making up the niche elite units. of course they still have their beastlords, bray shamans and great bray shamans to act as leadership.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warherd&#039;&#039;&#039;: Warherds are the nomadic warlike beastherds that have a massive emphasis on the use of Bullgors and the variants that come as a package deal. These are the herds that will make most use of units like the [[Ghorgon]] and the [[Cygor]]. The leadership of the Warherds are the responsibility of the Doombulls which are Bullgors, But bigger. An infamous warherd is the Vilehorns under the Allherd Greatfray under the command of the Doombull Krovar.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderscorn&#039;&#039;&#039;: Thunderscorns is the name of a group of &amp;lt;s&amp;gt;[[Dragon Ogres]]&amp;lt;/s&amp;gt; Dragon Ogors. They mainly tend to sit in the mountains and raze settlements who have the gall to exist nearby. The smaller Dragon ogors are led by a Dragon Ogor Shaggoth which are revered by other Beastmen and Dragon Ogors as demigods. They tend to focus themselves around mountain ranges or wastelands which they basically rule with and iron…fist? Claw? Likely both. Anyway they do this when they can be arsed to get out of bed.&lt;br /&gt;
&lt;br /&gt;
==The Beastfrays’ Menagerie==&lt;br /&gt;
&lt;br /&gt;
Beasts of Chaos units are very melee focused with a healthy dose of monsters as is to be expected. The only explicitly ranged units they have are Cygors, Ungor Raiders and Tzaangor skyfires. They&#039;re also super squishy in tabletop. BoC units are as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HQ&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beastlord&#039;&#039;&#039;: The leader of the Brayherd/Beastherd burning your small village down, His whole job is to lead his warband to something and say &amp;quot;make it disappear&amp;quot;. the other facet is to flex hard enough so the other [[Skaven|gors don&#039;t get funny ideas]]. They will challenge anyway as is the standard for the gor-kin.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Doombull&#039;&#039;&#039;: The Doombull leads the Warherds you find in a greatfray with the same rapacious hunger and wish to despoil as his underlings. He still risks getting eaten by a Ghorgon though. Basically a minotaur lord.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dragon Ogor Shaggoth&#039;&#039;&#039;: BIG. LIZARD. ASS.{{BLAM}} They are the leaders of the thunderscorn which means they basically level villages by accident and hate Sigmar for evicting them from Azyr.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tzaangor Shaman&#039;&#039;&#039;: A spellcaster lord pledged to the [[Tzeentch| big blue boy]]. They cast spells that buff their bros and cast spells that kill yours.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Great Bray Shaman&#039;&#039;&#039;: See above, but they&#039;re brown. They have it easier than other gor-kin because they are considered important and like spiritual leaders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ungors&#039;&#039;&#039;: The unwashed (literally) masses. They are the most common Beastmen soldier and are completely expendable making them suited to being thrown at the enemy. They also are the only ones that have the wherewithal to use bows and arrows.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gors&#039;&#039;&#039;: The &#039;meat and potatoes&#039; of any furry army with big horns and bigger arms. They are the main units and therefore do all the heavy lifting&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bestigors&#039;&#039;&#039;: The biggest, strongest and most violent of the gor-kin. They actually wear armour and carry bigger weapons like greataxes. Variations based on each chaos gods usually crystalize here&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tzaangors&#039;&#039;&#039;: Tzeentch aligned gors who have some arcane augmentation, they have bird heads instead of the goat or bull heads of their peers. They can also be on discs to make them move faster as well as use spells/ bows.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slaangors&#039;&#039;&#039;: (Offically called Slaangor &#039;&#039;Fiendbloods&#039;&#039;) Slaanesh aligned gors with crab claws and a gangly appearance that almost makes them as tall as the Bullgors. Often covered in the opulent loot of their raids.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bullgors&#039;&#039;&#039;: Bullgors are large beasts with the heads of cows with a rapacious bloodgreed. They make up much of the units in a warherd See also: [[Minotaur]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cavalry/Chariots&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Centigors&#039;&#039;&#039;: Centigors are essentially centaurs but they are violent and drunk all the time so they rely on other beastmen to loot booze for them in exchange for weapons or something else of value.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tuskgor Chariot&#039;&#039;&#039;: A chariot with a gor driving and a bestigor on it that are built by ungors that have a prophetic vision of slaughter after watching some of their enemies use them to great effect. They charge into battle pulled by two tuskgors and are built to be shock units that fuck up formations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monsters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dragon Ogors&#039;&#039;&#039;: Dragon Ogors are the top half of a ogor on the bottom half of a dragon they are a force of nature they would be more of one, if they could be arsed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ghorgon&#039;&#039;&#039;: The Ghorgon is a huge pile of pure murderfuck that follows warherds and brayherds around at the behest of a bray-shaman. They are really good at tearing shit up and are known for having a really extreme case of bloodgreed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cygor&#039;&#039;&#039;: A Cygor is a massive bullgor that instead of growing large off of eating his fellow gor, he munches on magic which makes them a casters worst nightmare as the Cygors one eye is particularly attuned to magic on top of nomming souls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos Warhounds&#039;&#039;&#039;: Chaos warhounds fulfil the typical dog role that you see in most armies tying up skirmishers to be dealt with accordingly(See: Hit with an axe).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos Spawn&#039;&#039;&#039;: Chaos Spawn ..damnit-EUUUUGHDSKISMNDISJNVJUNSMKRM. Are the mutated creatures that are particularly treasured by the gavespawn who believe them to be blessed by Chaos and by extension Morghur itself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cockatrice&#039;&#039;&#039;: Flying unit that petrifies those that meet its gaze and rips apart those that don&#039;t. Pretty scary in both crunch and fluff.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chimera&#039;&#039;&#039;: Chimeras are three headed monsters that have a lot of abilities; Fire Breath, Poison Claws and each head has its own personality (its also not listed on any army specific webstore, thanks GW).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jabberslythe&#039;&#039;&#039;: Jabberslythes are huge Monsters that rip their way through armies they also have acidic blood making hitting them a bad idea. The jabberslythe is also so ugly that looking at it [[Cthulhu|makes you go mad]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Razorgor&#039;&#039;&#039;: A big mutated tuskgor that looks like a massive boar they use horns and their bulging musculature to kill their enemies. Also they cant be controlled so must be lured in to battles with weaker creatures like ungors or captive humans.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos Gargant&#039;&#039;&#039;: A Chaos Gargant is a [[Sons of Behemat|Gargant]] that has been corrupted by chaos. Pretty self explanatory, they tend to be more animalistic than their destruction aligned counterparts.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Beastmen-centrigor.jpeg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Beastmen]], their fantasy counterparts.&lt;br /&gt;
&lt;br /&gt;
{{Playable Factions in Warhammer: Age of Sigmar}}&lt;br /&gt;
[[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Aqshy&amp;diff=47452</id>
		<title>Aqshy</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Aqshy&amp;diff=47452"/>
		<updated>2023-05-07T12:50:16Z</updated>

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{{NeedsImages}}&lt;br /&gt;
The realm of fire, wrath, anger, passion, love and barbecue. It&#039;s pretty much what would happen if Australia, Mordor and the realms from Conan the Barbarian were mashed together, set on fire and thrown into a volcano. It is also [[Khorne|Khornes]] favorite chew-toy and many of his most famous warriors originate here. Unlike the [[Elemental Planes]] of Fire, Aqshy isn&#039;t a perpetual firestorm. Just as the Realm of Beasts isn&#039;t a single, giant superbeast to crawl around in, the Realm of Fire is more a place where fire is encouraged to happen and grow. There are volcanoes and lava flows, but also scrublands, sulfurous swamps, and chaparrals (even though most publications focus on the nasty, burning aspect of Aqshy.) It is basically a rip-off from Magic the Gathering&#039;s color red, expanded into an entire dimension.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Back in ye olden days, Aqshy was the home of the &amp;lt;s&amp;gt;Dwarfen&amp;lt;/s&amp;gt;Duardin god [[Grimnir]], who went around killing monsters and engaging in grand scale terraforming via swinging his axe. Then he got himself shattered while trying to kill a burning salamander the size of a mountain. The most commonly-held belief is that he was turned into shards of Ur-Gold, which the [[Fyreslayers]] will slavishly hunt down and hammer onto their skin as magically-infused runes of power. It was also home to the Volc-Giants, the Fire Giant schtick equivalent to the Jotunbergs of Ghyran&#039;s Ice Giant schtick. The Volc-Giants were massive, comparable in size to the godbeast Behemat, and brutal slavers who saw mortals only fit to be slaves and used in wars against the armies of other Volc-giants, like a living game of Warhammer. Sigmar killed them all in the Age of Myth, liberating the people from their cruel rule.&lt;br /&gt;
&lt;br /&gt;
At some later point, a [[Magocracy]] called the Algoraxians came into power across the Great Parch. As with other Magocracies in fiction, these people treated non-magicians as slaves while they spent their time building all sorts of weird shit including [[Adeptus Titanicus|literal magical titans]]. Of course, they got so obsessed with their research that they&#039;d begin secluding themselves in pursuit of magical power - all perfectly placed for Tzeentch to come and corrupt them and take over their greatest tower, which would later become the Free City of Brightspear. While heavily damaged by Tzeentch&#039;s forces much of the former nation has been reconquered by the returning armies of Order, with Brightspear becoming a defacto capital of the region. Though Tzeentch&#039;s minions still contest many regions.&lt;br /&gt;
&lt;br /&gt;
At this time another great power came about in the Great Parch known as the trading empire of Bataar. This civilizaitons of traders and Bankers came to prosperity by the manufacture of a high-demand fabric know as Firesilk that was harvested from their Flamespider herds. Eventually creating their capial known as the Floating City (as it actually floats and is made from hundreds of ships that were tied/hammered together). This came in handy when their lands were ravanged by Khornes legions were they took refuge in the sky while many of their people were enslaved by the Chaos hordes. Eventually got the last laugh however as with Sigmars return they used vast stockpiles of hidden gold reserves to hire armies of Fyreslayers from Vostarg Mont to help reconquer their lands and free their surviving people. The empire of Bataar has since returned to being a major trading hub for the greater continent.&lt;br /&gt;
&lt;br /&gt;
When the Age of Chaos came, Khorne wanted to secure himself the coolest, most metal realm he could find. This was surprisingly not Chamon, which got claimed by Tzeentch, but Aqshy. The next few centuries, his followers had a grand old time slapping around local tribes, sacking cities and building giant pyramids out of skulls. Unfortunately, this happy murder-party could not go on forever, as a nice gentleman called Sigmar decided to send out his shiny new toys, the Stormcast Eternals, to kick the shit out of the skull fetishists. After the initial fighting had died down somewhat, Sigmar began building new cities in the Realm of Fire as his first step in re-stabilizing the realms and presumably pissing off Khorne.&lt;br /&gt;
&lt;br /&gt;
== Locations and People ==&lt;br /&gt;
Aqshy, like most realms, is pretty big and varied in population. One of the most detailed parts of it is [[The Great Parch]], the very centre of the realm where a lot of important stuff to the setting occurred, up to and including the first counter-attack against Chaos that heralded the so-called Age of Sigmar. It contains some of the most important [[Cities of Sigmar]] in the Setting, such as Anvilgard, Hallowheart, and the Aqshy half of Hammerhal (creatively named Hammerhal Aqsha).&lt;br /&gt;
&lt;br /&gt;
A subspecies of Troggoth lives in Aqshy known as the Sulphurbreath Troggoth.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Despite being inside a realmSPHERE, most continents are at about the same level.&lt;br /&gt;
* Most places are named after fire-related things (like the Brimstone Peninsula, for example), even though most of the Realm is not on fire.&lt;br /&gt;
* Aqshy, more than any other realm, got &#039;&#039;devastated&#039;&#039; by the Age of Chaos, with many continents getting smashed into smaller pieces. This unfortunately made travel very hard, and subsequently made realmgates or any means of rapid transportation - especially ones that involve flying - highly prized in this realm.&lt;br /&gt;
* Nurgle apparently once tried to take over Aqshy, but Skarbrand got so pissed at this, his wrath literally [[What|killed every bacteria in a thousand-mile radius]].&lt;br /&gt;
* The realmstone of Aqshy is called Emberstone, creatively enough. This stone seems to constantly emanate a heat that can be felt not only physically, but also mentally as some seem to claim that this stone can resonate and amplify certain emotions. Because of these properties, Emberstone is often used in equipment, be it in burning weapons, armor wreathed in protective flames, or more conventional and non-military uses.&lt;br /&gt;
&lt;br /&gt;
{{AoS-Realms}}&lt;br /&gt;
[[Category:Realms of Age Sigmar]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Skullvane_Manse,_Lair_Of_The_Astromancer&amp;diff=431957</id>
		<title>Skullvane Manse, Lair Of The Astromancer</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Skullvane_Manse,_Lair_Of_The_Astromancer&amp;diff=431957"/>
		<updated>2023-05-07T12:49:38Z</updated>

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&lt;div&gt;{{stub}}&lt;br /&gt;
A scenery kit for Warhammer Fantasy. Noteworthy for being difficult to actually get to sit together flush thanks to its size and large casting. That and the high cost of the piece (for WFB, comparable to the [[Forgeworld]] offerings) meant it was seen mostly on the highest end of tables. As per fucking usual it is a piece of [[The Empire (Warhammer Fantasy)|Empire]] terrain that can be used by anyone that would kick them out without destroying it, as GW continually told everyone else to fuck off by omission.&lt;br /&gt;
&lt;br /&gt;
It was previewed in Warseer and released later on in 2011, and was featured heavily in the [[Big Red Book]] of 8e.&lt;br /&gt;
&lt;br /&gt;
==Warhammer Fantasy==&lt;br /&gt;
&lt;br /&gt;
==Age Of Sigmar==&lt;br /&gt;
The kit was brought back for Age Of &amp;lt;strike&amp;gt;Sigmarines&amp;lt;/strike&amp;gt; Sigmar as the &amp;quot;Warscryer Citadel&amp;quot;, although it was squatted later. Notably it remained available although squatted as a hanger-on &amp;quot;Last Chance To Buy&amp;quot; for over a year and similarly was available on third party retail the same way, likely due to the cost increase.&lt;br /&gt;
&lt;br /&gt;
===Fluff===&lt;br /&gt;
The new fluff is as follows: &amp;quot;&#039;&#039;The towering edifices known as Warscryer Citadels are highly sought after by the masters of warfare. Not only do they offer a superb position and a commanding view of the battlefield, they are built upon glittering meteorites hurled by Sigmar himself. Rich in Azyrite celestium, these jagged structures allow those that harness their realmstone to see the future – and seize victory accordingly.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Crunch===&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]] [[Category:Age of Sigmar]] [[Category:Warhammer Fantasy Scenery]][[Category:Age of Sigmar Scenery]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Realm_of_Battle&amp;diff=398574</id>
		<title>Realm of Battle</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Realm_of_Battle&amp;diff=398574"/>
		<updated>2023-05-07T12:49:15Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:D145:6D8F:F393:33EC: &lt;/p&gt;
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&lt;div&gt;[[Image:RealmOfBattle.jpeg|thumb|550px|right|The basic 6-tile set, once painted and grass&#039;d. Costs only your firstborn child.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Realm of Battle&#039;&#039;&#039; is a [[Games Workshop]] and [[Forge World]] product line consisting of two-feet-square modular pre-molded terrain, intended to be assembled into a battlefield.&lt;br /&gt;
&lt;br /&gt;
== Games Workshop ==&lt;br /&gt;
&lt;br /&gt;
The original 2008 &amp;quot;Citadel Realm of Battle Gameboard&amp;quot; set contained six squares, four of which have quarter-hills (which can be arranged together in a large central hill, or in half-hills at the edges of the board, or quarter-hills in the corners) and two of which are flat. The set came with its own zippered carrying bag and included connecting pieces (with plenty of extras!) to hold the tiles together. The carrying bag even had a little pouch to store the connecting pieces in.&lt;br /&gt;
&lt;br /&gt;
All of the tiles were slightly textured with cracked earth in places (which can be decorated as exposed, weathered stone, or scorch marks, or whatever). GW later released an &amp;quot;expansion pack&amp;quot; consisting of two flat tiles. Anyone who buys two flat pieces of plastic is a fool -- in fact, anyone who buys two flat pieces of plastic and four flat pieces of plastic with a plastic quarter-hill in one corner is also a fool. &#039;&#039;Alternate viewpoint: these gameboards are gorgeous when fully painted up and you&#039;re just envious because you still live off your mom&#039;s allowance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Games Workshop later released two additional Realm of Battle gameboard sets. In 2015 they unveiled a set themed for Age of Sigmar called Shattered Dominion, and in 2016 they released an industrial-city-themed set called Sector Imperialis. While the quality of these subsequent sets remained high, so did the price, and they lacked the convenient connecting pieces of the OG Realm of Battle set. These sets didn&#039;t have a carrying bag either; instead, each set&#039;s own box doubled as a carrying case. These latter points may or may not be a case of [[fail]].&lt;br /&gt;
&lt;br /&gt;
All three Realm of Battle gameboards were retired around the time 9th Edition 40k was released. As of late 2022 you&#039;re about as likely to find remaining stock in the wild as you are to find an actual unicorn, so if you REALLY want these now, your best/only bet will be to cash in your children&#039;s college fund to purchase one on Ebay. As a replacement, Games Workshop is now peddling their cardboard foldout Battlezone maps that conform to the slightly smaller &amp;quot;recommended&amp;quot; table sizes. However, per the rules you can still use a larger table size &#039;&#039;if you want to&#039;&#039;, so the plastic Realm of Battle boards are still legal.&lt;br /&gt;
&lt;br /&gt;
Of course, everyone who plays 40k knows that 6&#039; by 4&#039; is the only &#039;&#039;true&#039;&#039; acceptable table size.&lt;br /&gt;
&lt;br /&gt;
While the original Realm of Battle gameboard served as a more traditional &amp;quot;rolling hills&amp;quot; type of terrain set, the Shattered Dominion and Sector Imperialis sets each formed the centerpiece of an entire accompanying line of Games Workshop plastic terrain kits that share their name. Sadly, Games Workshop rarely keeps terrain kits in their catalog for more than a few years, so as of 2022 most of these tie-in sets have also been discontinued.&lt;br /&gt;
&lt;br /&gt;
== Forge World ==&lt;br /&gt;
&lt;br /&gt;
[[Forge World]] has released some terrain tiles of their own, which are much more detailed and harder to scratch-build and thus more worthy of consideration (and also more expensive, but that should not be a surprise).&lt;br /&gt;
&lt;br /&gt;
The first is the &amp;quot;Imperial Strongpoint,&amp;quot; which is edge-compatible with the Citadel kit&#039;s quarter-hills, but is shaped on the interior like the opening to a bunker, with pillboxes, a generator, and some dragon&#039;s-teeth tank traps in front of a set of blast doors leading into a hill.&lt;br /&gt;
&lt;br /&gt;
Later, for their [[Imperial Armour]] volumes focusing on the [[Badab War]], FW released four &amp;quot;Zone Mortalis&amp;quot; tiles (designated Alpha, Beta, Gamma, and Delta), which are flat 1-foot-by-1-foot tiles with walls arranged in different patterns. The idea is that they can be assembled into mazes to represent the cramped environment of boarding missions, [[Space Hulk]]s, bunker interiors, and other such situations. Modular mazes where everything is at right angles are relatively straightforward to scratch-build, but FW did a great job on the texturing and detail ([[Imperium of Man|Imperial]] iconography only, though -- sorry, [[xenos]] and [[Chaos]] players). They later expanded the line with Epsilon, Zeta, Eta, and Theta patterns, as well as little doors, desks, and other (Imperial-looking) scenery bits to spice things up.&lt;br /&gt;
&lt;br /&gt;
As part of the first wave of [[Horus Heresy]] releases, FW produced four &amp;quot;Cityscape&amp;quot; tiles, with detailed, rubble-strewn streets, wrecked vehicles, industrial-looking bits, and slightly-raised platforms for buildings and other scenery. Again, they&#039;re expensive, but they look great (like everything else Forge World makes). They later released a crashed-[[Thunderhawk]] tile and a [[Space Marine]] fortress. As part of the lead-up to the release of [[The Horus Heresy Book 3: Extermination]], in March 2014, they announced the &amp;quot;Generatorum Nexus&amp;quot; (big ol&#039; half-exposed generator turbines and dynamos) and &amp;quot;Manufactorum Sector&amp;quot; tiles (some half-sunken industrial buildings that take up space but don&#039;t have flat tops, so models can&#039;t stand on them).&lt;br /&gt;
&lt;br /&gt;
For [[Imperial Armour Volume Twelve]], Forge World produced a [[Necron]]-themed tile, the Tomb Citadel. It depicts a [[Wikipedia:ziggurat|ziggurat]]-like structure, with layers and steps rising to a step pyramid in the corner. Said pyramid has an indentation on top that permits a [[Monolith]] to rest there.&lt;br /&gt;
&lt;br /&gt;
All Forge World products related to Realm of Battle are now OOP as of 2020/2021.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=_Wskq8qVMbM Zone Mortalis video on Youtube]&lt;br /&gt;
* [https://www.youtube.com/watch?v=FlK3ZEkeIlU Cityscape video on Youtube] Which, for some reason, has a fucking DEATH COMPANY CONTEMPTOR DREADNOUGHT on it.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Image:RoB.png|The original Realm of Battle gameboard. A $330 value! Released in 2008, OOP as of 2021.&lt;br /&gt;
&lt;br /&gt;
Image:Warhammer Design.JPG|A standard feature on any Warhammer product.&lt;br /&gt;
&lt;br /&gt;
Image:RoBBunker.jpg|The first expansion for the RoB, the bunker tile.&lt;br /&gt;
&lt;br /&gt;
Image:City-sector.jpg|The latest expansion for the RoB. Comes as a set of 4.&lt;br /&gt;
&lt;br /&gt;
Image:Realm of Battle- Shattered Dominion.png|Realm of Battle: Shattered Dominion, a Chaos-blasted wasteland. Released in 2015, OOP as of 2021.&lt;br /&gt;
&lt;br /&gt;
Image:Sector imperialis.jpg|Realm of Battle: Sector Imperialis, a battle-damaged industrial cityscape. Released in 2016, OOP as of 2021.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy Scenery]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar Scenery]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Garden_of_Morr&amp;diff=226031</id>
		<title>Garden of Morr</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Garden_of_Morr&amp;diff=226031"/>
		<updated>2023-05-07T12:48:16Z</updated>

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&lt;div&gt;[[File:Garden of Morr Art.jpg|thumb|right|400px|A Garden of Morr in concept art from [[The End Times:Vermintide]].]]&lt;br /&gt;
The Garden of Morr is a [[Games Workshop]] terrain set released in 2011. Originally retailing for $50, it became one of the more popular terrains for its usefulness and style along with its not-terrible price for what you get.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Garden&amp;quot; is a graveyard named after the secondary god of [[The Empire (Warhammer Fantasy)|The Empire]] after [[Sigmar]], a grim reaper figure called [[Morr]] who guards the afterlife from [[Chaos]]. The set is covered in his iconography such as skulls (some of which would be real, some engravings), reapers, scythes, and hourglasses. During [[End Times]] and [[Age of Sigmar]], [[Nagash]] had consumed the magical Wind of Death and become the new power of the afterlife and death in general, meaning they would now be a &amp;quot;Garden of Nagash&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Symbols of Morr are supposed to keep the [[Vampire Counts|Undead]] away and this is true of all but the strongest examples of Undeath, although living Necromancers and Ghouls are able to pass by safely and desecrate them for other Undead to access. As a result, the common haunts of them are [[Ushoran|Strigoi]] who eat corpses and [[Heinrich Kemmler|Necromancers]] who raise small armies.&lt;br /&gt;
The priests and nuns of Morr in theory maintain these emblems and keep nuisances out, but as a primarily non-militaristic faith many devotees find themselves barricading in run-down chapels for safety while the wicked claw around outside, and the only folks they can turn to, the [[Witch Hunters]], are far more likely to accuse them of Necromancy and execute the lot of them than solve the problem.&lt;br /&gt;
Stronger magics used by Morr&#039;s faith require an actual Master Vampire to break through...or Ghouls allowed to drink a Vampire&#039;s blood, hulking them out as Horrors and reducing their lifespans in exchange for becoming nearly immune to damage and stronger than any natural mortal creature.&lt;br /&gt;
&lt;br /&gt;
The Garden of Morr consists of eight fence sections combining wrought-iron and stonework with overgrown vines and skulls with one small gate, plus one large wrought-iron gate in the shape of a skull with an arch decorated with more skulls topped by a skull (there&#039;s just a lot of skulls, okay?) and iron German cross as well as hourglasses and piles of skulls. In the middle of the set is a statue of Morr holding a sword and shield with an hourglass. It also has three crypts. Two are small buildings with wrought-iron fences and stone coffins inside undisturbed while outside on the ground are three more; one missing a lid, one broken, and one intact. The final crypt contains a raised stone coffin and has arches for sides plus its wrought-iron fences, and a belfry tipped with a skull inside a cross. Outside the third crypt is five more stone coffins, two broken in half and one in pieces.&lt;br /&gt;
&lt;br /&gt;
The pieces can be used individually, or come together to form a single graveyard enclosed by a fence. As a result, multiple sets can be combined to form even larger graveyards with around three to five sets spaced evenly apart plus some extra fences (easily made out of extra sprues) being enough to make an entire battlefield one giant graveyard.&lt;br /&gt;
&lt;br /&gt;
==Warhammer Fantasy==&lt;br /&gt;
They did not have specific rules, instead being an option to represent things such as the Charnel Pit terrain or Acropolis of Heroes.&lt;br /&gt;
&lt;br /&gt;
With the 8th edition [[Battlescroll]] [[Crypt Scavangers]], players from any army could take one Garden of Morr near their deployment area, one Necromancer, one unit of Crypt Ghouls, and one unit of Crypt Horrors. Vampire Counts players taking the scroll could take two Gardens of Morr. When a VC player took one, it had its own special rules: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domain of the Dead&#039;&#039;&#039;: Grants Regeneration (6+) to all Undead or Nehekharan Undead models in 6 inches, and causes -1 Leadership to non-Undead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fresh Corpses To Eat&#039;&#039;&#039;: Crypt Ghouls/Horrors, Varghulfs, Terrorgheists, and Strigoi Ghoul Kings within 6 inches reroll failed Regeneration rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy With Death&#039;&#039;&#039;: Wizards within 6 inches who know any Death or Vampires spells add 2 dice when Channeling, each.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Garden of Morr Mini 1.jpg|A complete set.&lt;br /&gt;
Image:Garden of Morr Mini 2.jpg|An expanded set.&lt;br /&gt;
Image:Garden of Morr Mini 3.png|The base of the mausoleums.&lt;br /&gt;
Image:Garden of Morr Mini 4.jpg&lt;br /&gt;
Image:Garden of Morr Mini 5.jpg&lt;br /&gt;
Image:Garden of Morr Mini 6.png&lt;br /&gt;
Image:Garden of Morr Mini 7.png&lt;br /&gt;
Image:Garden of Morr Vermintide.png|A Garden of Morr level seen in [[Vermintide]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Age of Sigmar==&lt;br /&gt;
Gardens of Morr survived into Age of Sigmar with new rules, later renamed the . They are no longer the graveyards within the Empire, dedicated to the god Morr who protects them from the deprivations of the undead but rather are just part of the landscape in the Realm of Death and exist everywhere in it like one giant mausoleum.&lt;br /&gt;
&lt;br /&gt;
Technically the Garden Of Morr was squatted later on, being replaced by the &amp;quot;Sigmarite Mausoleum&amp;quot; which (for $40 USD more) includes an additional sprue containing the statue and the large gate, giving enough for one large graveyard with more shape options or two small ones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domain of the Dead&#039;&#039;&#039;: Each Death model heals 1 Wound during the Hero Phase within three inches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monument of Shysh&#039;&#039;&#039;: Death Wizards within 3 inches gain +1 to Casting and Unbinding rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathly Awakening&#039;&#039;&#039;: All Wizards within 3 inches from your army know the Raise Dead spell, regardless of their race. At a cast value of 6, they summon 20 Zombies within 5 inches of the Garden of Morr but 3 inches from any enemy. It doesn&#039;t get to move that turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:$40 more, this thing is fucking $90 now.png&lt;br /&gt;
Image:Does this look like $45 each to you?.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]] [[Category:Age of Sigmar]] [[Category: Warhammer Fantasy Scenery]] [[Category:Age of Sigmar Scenery]]&lt;br /&gt;
[[Category:The Empire]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Citadel_Wood&amp;diff=125903</id>
		<title>Citadel Wood</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Citadel_Wood&amp;diff=125903"/>
		<updated>2023-05-07T12:47:39Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:D145:6D8F:F393:33EC: &lt;/p&gt;
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&lt;div&gt;[[File:Warhammer Forest.jpg|thumb|400px|right|What you allegedly are getting...]]&lt;br /&gt;
The Citadel Forest, later renamed the Sylvaneth Wyldwood, is a [[Citadel Miniatures]] model made for [[Warhammer Fantasy]]. It consists of three trees on one base. Typically used to represent [[Athel Loren]] and similar grimdark Elf forests, as well as the [[The Empire (Warhammer Fantasy)|Empire]] forests like the Drakwald.&lt;br /&gt;
&lt;br /&gt;
Over the years it has been derided as one of the worst value, biggest money-grabs in the tabletop industry (outside of [[Warhammer 40,000]] products that is). This is primarily due to the fact that the buyer is spending $88 on three plastic trees on a plastic base, something that could be accomplished MUCH cheaper (and oftentimes much better) by buying aquarium trees, railroad scenery, or even just spending one hour with some papier-mâché. Regardless, Games Workshop managed to enforce purchasing it with extensive use in 8th Edition Warhammer Fantasy and [[Age of Sigmar]] by requiring it for an entire army, and in the latter for one of the primary gameplay modes. Note they are required in the plural...&lt;br /&gt;
&lt;br /&gt;
The base is an oval shape, with raised rock edges poking out of the grass and several skulls (because its Warhammer scenery after all). The trees themselves are oak with ropes around the base and branches of one. Also skulls. The leaves consist of solid chunks, giving the impression of a dying tree (or metal shrapnel stuck in branches). Due to the odd appearance of these leaves, many players completely leave them off.&lt;br /&gt;
&lt;br /&gt;
The trees fit into rounded bases to be removed for models to be placed on the terrain.&lt;br /&gt;
&lt;br /&gt;
They were squatted later in Age Of Sigmar, and replaced with a cheaper alternative called the [[Awakened Wyldwood]] - pretty much the same, but without the plastic base. Also sold as generic &amp;quot;Woods&amp;quot; for 40K.&lt;br /&gt;
&lt;br /&gt;
==Warhammer Fantasy==&lt;br /&gt;
&lt;br /&gt;
One of the wargaming staples, but one that costs so much [[Chaos Dreadhold|nobody could be bothered to buy the damn thing]]. It didn&#039;t have any special rules, it was just difficult terrain. The [[Wood Elves]] get a free one. Brilliant.&lt;br /&gt;
&lt;br /&gt;
==Age of Sigmar==&lt;br /&gt;
&lt;br /&gt;
The same as before. Although it can now kill people, so that&#039;s cool. The [[Wood Elves]] don&#039;t get a free one anymore, but the [[Sylvaneth]] do.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Citadel Forest.png&lt;br /&gt;
Image:Citadel Forest 2.jpg|Like the [[Realm of Battle]], it needs basing material to look like anything but shit.&lt;br /&gt;
Image:Citadel Forest Alternative.jpg|The oft-preferred, homemade alternative.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]] [[Category:Age of Sigmar]] [[Category: Warhammer Fantasy Scenery]] [[Category:Age of Sigmar Scenery]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Charnel_Throne&amp;diff=122776</id>
		<title>Charnel Throne</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Charnel_Throne&amp;diff=122776"/>
		<updated>2023-05-07T12:47:03Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:D145:6D8F:F393:33EC: &lt;/p&gt;
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&lt;div&gt;[[File:Boner Throner.jpg|thumb|right|400px|Nothing says luxury like sitting your bare ass on a nice hard coccyx.]]&lt;br /&gt;
The Charnel Throne is a terrain piece for [[Age of Sigmar]] belonging to the [[Flesh-Eater Courts]] army.&lt;br /&gt;
&lt;br /&gt;
==The Legend==&lt;br /&gt;
===Age Of Sigmar===&lt;br /&gt;
There&#039;s more than one of these, its a more generic kind of landmark. Any time there is enough bodies laying around the local &amp;lt;strike&amp;gt;[[Strigoi]]&amp;lt;/strike&amp;gt; Abhorrant Ghoul King may decide, in his/her madness, to start building shit out of them. The Flesh-Eater Courts are full of insane &amp;lt;strike&amp;gt;[[Vampire Counts|Vampires]]&amp;lt;/strike&amp;gt; Soulblight and mortals who think that they&#039;re lords and ladies and courtiers and other sophisticated upper class types when in reality they&#039;re deformed monsters in rags devouring corpses and snarling, so in the mind of the Ghoul King they are assembling some kind of regal throne befitting their station made from exotic wood and gilded pieces. In reality, its a fucking pile of bones stuck together with who knows what in the vague shape of a throne and heraldry, with the model in the kit sitting at the top of a ruined building of some kind belonging to &amp;lt;strike&amp;gt;[[Bretonnia|Bretonnians]]&amp;lt;/strike&amp;gt; &#039;&#039;some dead civilization&#039;&#039; given the heavy use of the fleur-de-lis, although its the kind of kit where creativity in putting the calcium chair on whatever the fuck you want is encouraged. The bottom of which lies a pile of corpses, mostly skeletal and some with some flesh still on them (possibly seen as some kind of food storeroom in the delusional mind of the Ghoul King).&lt;br /&gt;
&lt;br /&gt;
The magics exuded by the Charnel Thrones draw the [[Ghoul|Ghoulishly-inclined]] to them, acting as the most likely reason for an army to gather, and otherwise empowering them.&lt;br /&gt;
[[File:Working Lunch.jpg|thumb|left|350px|Being in upper management means lunch is whenever you say it is.]]&lt;br /&gt;
&lt;br /&gt;
===[[Warhammer Fantasy]]===&lt;br /&gt;
While not actually appearing in WFB, there&#039;s nothing particularly Age Of Sigmar about the piece. Given the use of bones in the construction of the Mortis Engine/Coven Throne, as well as the appearance of Vampire Count battering rams and siege towers in [[Total War: WARHAMMER]] its fairly in-line with what you could expect to exist in the hands of pretty much any of the Vampire Bloodlines (maybe polished up and gilded for the ass of a [[Lahmian]], maybe with some lab equipment below for a [[Necrarch]]). That said, the Strigoi didn&#039;t have the madness that makes them think they&#039;re dandy boys and gussied girls. The desperate ones would be more likely to chew any and all bones for that last bit of delicious marrow gelatin inside, and the ones who had access to means are more likely to live like they&#039;re still alive the way that [[Gashnag, The Black Prince]] does. That said, the things will probably be reused in The Old World and as stated previously there&#039;s nothing uniquely AoS about it. Just like how [[Witchfate Tor]] somehow survived into AoS, Charnel Thrones probably existed in WFB.&lt;br /&gt;
&lt;br /&gt;
==Crunch==&lt;br /&gt;
&lt;br /&gt;
==Real-life Inspiration==&lt;br /&gt;
While initially resembling one of the more creative and interesting models to come out of Age Of &amp;lt;strike&amp;gt;Sigmarines&amp;lt;/strike&amp;gt; Sigmar, the Charnel Throne is copied from a real-life location. Specifically an installation in the Sedlec Ossuary in Kutná Hora in the Czech Republic, one of the old world (not that [[The Old World|Old World]]) places where the local priests got enough bones overflowing below the church for some of the more &amp;lt;strike&amp;gt;batshit fucking insane&amp;lt;/strike&amp;gt; creatively-inclined to start moving them upstairs as artwork/interior decoration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Sedlec Heraldry.jpg|The real life piece.&lt;br /&gt;
Image:More Sedlec.JPG|More of Sedlec. Note the bone urns which &amp;quot;resemble&amp;quot; the Endless Spells of the &amp;lt;strike&amp;gt;Strigoi&amp;lt;/strike&amp;gt; Flesh-Eater army.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]][[Category:Flesh-Eater Courts]][[Category:Vampire Counts]][[Category:Age of Sigmar Scenery]][[Category:Warhammer Fantasy Scenery]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Chaos_Dreadhold&amp;diff=117990</id>
		<title>Chaos Dreadhold</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Chaos_Dreadhold&amp;diff=117990"/>
		<updated>2023-05-07T12:46:24Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:D145:6D8F:F393:33EC: &lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Its So Much Of A Joke, None Need Be Made.png|thumb|right|450px|&amp;quot;BUY ME, BITCH!&amp;quot;]]&lt;br /&gt;
The Chaos Dreadhold is a Chaos fortress, strangely putting the Chaos faction as the one with a defensive role in the narrative. Chaos Dreadholds are made up of multiple modular (sold separately) parts which can be used on their own or purchased in bulk to create a Chaos castle.&lt;br /&gt;
The full fortress, called &amp;quot;Fortress of Grim Corruption&amp;quot;, is a whopping $1,120 &#039;murrican and £680. Note that although this is supposedly a generic Chaos fortress, every single piece of advertising and fluff relating directly to the model makes an allusion to Khorne only. One can be seen painted blue for [[Tzeentch]] in artwork and apparently represents the fate of the Anvrok fortress in the Realm of Metal.&lt;br /&gt;
&lt;br /&gt;
Later squatted and also later retroactively added to [[Warhammer Fantasy]] via the (incredibly Pay To Win and exploitative) IOS game, later ported to Steam, [[Warhammer: Chaos And Conquest]] where apparently almost every fucking Warrior who gets their armor and is in charge of a warband has one. Fitting on one hand, hilariously hind-sighted in another.&lt;br /&gt;
Most amusing of all, more of the Battletome to play them were made than the things actually sold; they&#039;re still available on third party sites! &lt;br /&gt;
&lt;br /&gt;
=Models=&lt;br /&gt;
&lt;br /&gt;
*[[Malefic Gate|Malefic Gates]] are two short wall and rampart sections with a small bridge piece to form a gate if desired covered in the Chaos stars, skulls, and spikes in a lovely bronze and black rustic color scheme sure to bring in potential buyers looking for a home away from the city.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Khorne&#039;s Gated Community.png|&amp;quot;Because we own, we owe.&amp;quot;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
*[[Skull Keep]] is a lovely triangular two-story home with cozy features such as a Realmgate in the living room and a sacrificial altar on the veranda. The kids will love playing with the hatch on top leading to the roof, while the exterior will match its neighborhood with Chaos stars, skulls, and spikes in a bronze and black color palette sure to evoke memories of growing up.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Khorne Keep.png|Khorne&#039;s huge nose revealed.&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
*[[Fortress Wall|Fortress Walls]] can be used to enhance a feel of privacy for those who want to get a feel of solitude for relaxation in the courtyard. With its incredible height, you&#039;ll never even have to know who your neighbors are as you sunbathe naked with only the Chaos stars, hundreds of staring and judging skulls, and spikes in your sight. Go bold with a unique bronze and black color scheme to really say &amp;quot;I&#039;m unique, I&#039;m the edge, I&#039;m special&amp;quot;. Please be sure to check local zoning ordinances before putting up Fortress Walls.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Khorne Wall.png|Doesn&#039;t that unmatched edge and unpainted interior make you wanna run out and buy five?&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
*[[Overlord Bastion|Overlord Bastions]] can take a home from whim to whimsical as its three-story height with a welcoming brazen awaken your inner child. With a connection and single wall section, you&#039;ll easily be able to make it your entire budget by using your uniquely triangular home as a foundation for other improvements. You&#039;ll be the talk of your block with its unique Chaos star, skull, and spike aesthetic enhanced by a daring bronze and black color palette.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Khorne&#039;s Low Rent Housing.png|Because nothing says &amp;quot;Lord&#039;s Manor&amp;quot; like having the exact same tower everyone else has, but a walkway up to it.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
*[[Dreadhold Crucible|Dreadhold Crucibles]] let you show your creative side, giving you a workshop consisting of a giant heated metal bowl to throw all your unwanted furnishings into where they are converted into a gift for unexpected guests! With a balcony to look across your yard at your other eight identical sides in a stunning Chaos star, skull, and spike in bronze and black, you&#039;ll truly feel at home.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Because Chaos Knows That Dakka Is Better Than Havinng Decent Troops.jpg|Like a Mighty Max playset, with worse paint apps and no firing missiles.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
&lt;br /&gt;
==Malefic Dreadhold==&lt;br /&gt;
&lt;br /&gt;
==Ironskull Bastion==&lt;br /&gt;
&lt;br /&gt;
==Direstone Redoubt==&lt;br /&gt;
&lt;br /&gt;
==Magebane Wall==&lt;br /&gt;
&lt;br /&gt;
Literally just a fucking wall.&lt;br /&gt;
&lt;br /&gt;
==Skullcoven Forge==&lt;br /&gt;
It&#039;s not actually a forge, which is a little odd.&lt;br /&gt;
&lt;br /&gt;
==Octadic Dreadhold==&lt;br /&gt;
&lt;br /&gt;
==Summoner&#039;s Helgate==&lt;br /&gt;
&lt;br /&gt;
==Infernal Realmfort==&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Chaos Clubhouse, No Girls Allowed.jpg|Because nothing says supreme overlord of darkness and blüd like an empty wallet, a closed savings account, and microwave ramen for all three meals in the foreseeable future.&lt;br /&gt;
Image:Khorne Is A Sellout.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]]&lt;br /&gt;
[[Category:Age of Sigmar Scenery]]&lt;br /&gt;
[[Category:Chaos]]&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Warhammer Fantasy Scenery]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ynnead&amp;diff=571590</id>
		<title>Ynnead</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ynnead&amp;diff=571590"/>
		<updated>2023-05-07T12:45:43Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:D145:6D8F:F393:33EC: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
&lt;br /&gt;
[[File:Ynnead2.PNG|400px|thumb|right|Yncarne, the avatar of Ynnead about to wreck [[Slaanesh]]&#039;s shit and devour souls ([[Skub|We will leave it at that, trust us its complicated]]). Also has an uncanny resemblance to late musician David Bowie in &#039;&#039;Labyrinth&#039;&#039;.]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:1.10em;font-weight:bold;font-style:italic;font-family:MS Gothic;margin-top:1em;margin-bottom:1em&amp;quot;&amp;gt;&amp;lt;span style=&#039;color:#32C6A6;font-size:100%&#039;&amp;gt; I am Death and Resurrection born anew! - Ynnead&#039;s motto in the 41st Millennium&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{topquote|What fool would plan to defeat their enemy by dying forever themselves?|Asdrubael Vect}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Dessert, too!?|Slaanesh}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ynnead&#039;&#039;&#039; is the [[Eldar]] god of the dead and may or may not be the reincarnation of David Bowie (Ha! [[Just as planned|Bet you can&#039;t unsee that now!!!!]] ([[Cegorach|Cegorach pls]])). He was previously more of a concept than an actual being, representative of what may be the last hope of the Eldar against their eternal enemy, [[Slaanesh]] - and possibly Chaos in its entirety.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
When Slaanesh was born, she devoured most of the Eldar race, and their souls, and most of their gods, and basically caused a lot of things to get badly screwed up, making a terrible mess in the toilet afterwards that the Eldar were forced to mop up. The crap on the wall that won&#039;t scrub off was that the surviving Eldar found Slaanesh was constantly hungering for their souls, laying in wait for the moment when any member of their race died to completely consume them. In the past the Eldar believed that when they died, their soul would be reincarnated - with Slaanesh&#039;s coming, the Eldar&#039;s ability to reincarnate disappeared. To save themselves from this fate, the Craftworld Eldar use [[spiritstone]]s to trap their souls upon death. The spiritstone is then used to intern the soul within the Infinity Circuit of a Craftworld, next to a carefully placed egg timer, where the soul is free to roam around and chill with the other Eldar souls of the Craftworld.&lt;br /&gt;
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As more souls over time have been added to the infinity circuits, the Eldar [[Farseer]]s perceived something stirring from this collection of souls; this was Ynnead, a god formed from untainted Eldar souls and the power of [[Asuryan]], the king of the Eldar gods, who passed on his power to the Farseers of the Eldar before he was devoured by Slaanesh. The Farseers believed that when the last Craftworld Eldar dies, Ynnead will be fully born and will rise up to cast down Slaanesh, destroying him/her/it forever. It&#039;s unknown whether this would have been feasible or not considering Slaanesh&#039;s immense power, but Ynnead represented the Eldar race&#039;s last, best hope for a better future, and so all their efforts went toward making him as strong as possible.&lt;br /&gt;
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Worship of Ynnead was, and likely remains, pretty controversial among the Aeldari, as would be expected of xenos modeled on the &amp;quot;dying elder race&amp;quot; shtick. Death is literally his entire purpose and portfolio, and the species that alternately worships and reviles him is coming increasingly closer to extinction - about as permanent of a death as you can get in this universe. [[Grimdark|Their last and best hope is essentially a gamble involving the soul of every single Eldar, alive or dead, on the off chance that they &#039;&#039;might&#039;&#039; be rid of Slaanesh forever, and if that fails...]]&lt;br /&gt;
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Those who accept Ynnead have the following point of view: Ynnead is the [[Eldar]] god of the dead. Or at least he will be, as he is currently being created. He is in godly limbo at the moment while the Eldar try to amass enough pure souls, or at least souls that have overcome petty desires, in the various [[Craftworld]]s&#039; [[Infinity Circuit]]s which are bonded together by the Eternal Matrix that links all the Infinity circuits and World Spirits together through the Webway, to give him enough mojo to become a proper god.&lt;br /&gt;
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With the release of the Gathering Storm, it turns out that the Ynnead is [[Emprah|anathema]] to the Chaos Gods and they are actually afraid of it; that&#039;s no small aside either, since that&#039;s a distinction previously exclusive to Big-E himself, and [[Skub|arguably]] a few [[C&#039;tan]]. Slaanesh has already been put on a bus in Age of Sigmar (Never mind he&#039;s getting some new stuff already) and Ynnead is a pretty good way to put Slaanesh on a bus in 40k too. &lt;br /&gt;
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Other Aeldari see the worshipers of Ynnead as a misguided [[Heresy|heretical]] death cult who are risking the souls of the Aeldari race on a gamble. It also doesn’t help that the Yncarne bears more than a passing resemblance to Slaanesh.[https://www.warhammer-community.com/2018/09/30/24th-sept-grim-dark-corners-the-aeldari-pantheongw-homepage-post-2-gw-homepage-post-3/ 1]&lt;br /&gt;
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Basically, Ynnead is the Eldar&#039;s last hope against [[Slaanesh]]. &#039;&#039;&#039;Ynnead&#039;&#039;&#039; is the [[Eldar]] god of the dead and may or may not be the reincarnation of David Bowie. He&#039;s alive (for a given value) and active now, but this is new fluff and as always in WH40k the Eldars&#039; plan did [[Not As Planned|not survive]] contact with reality. As always, they didn’t take into account that the future is constantly changing and other factions and species have their own agendas.&lt;br /&gt;
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Slaanesh was born out of unbridled hedonism, giving them the theme of extreme pleasure. Ynnead is born out of the dead post-fall Eldar who are vengeful but still optimistic stuck-ups, so Ynnead would theoretically be born out of the Eldar&#039;s [[Khorne|vengeance]] and [[Tzeentch|hopes]] for a better tomorrow. Assuming it follows the same process as Slaanesh; Ynnead probably won&#039;t go rogue and will follow the main purpose of its creation. Probably.&lt;br /&gt;
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Could the Eldar have simply had a bunch of Farseers, Warlocks, and Exarchs of each Path commit ritual suicide to reincarnate as an Eldar-Emperor being like the ancient human shaman did in outdated fluff? Probably, but these are Eldar. Their whole schtick is being cowardly pussy-tards. They would probably be too afraid of failing and being eaten to take such a chance. Or worse, it succeeds inside Slaanesh, further strengthening the abomination. That sounds about right for 40K.&lt;br /&gt;
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Something to consider: Ynnead is a very different god than any other active entity in the setting. All of the other gods are immortal beings of perpetual nature. They are always focused on the concept of being endless, be it stagnation, warfare, evolution or excess. Only The Emperor shares a base concept with Ynnead, which is the concept of finality. Ynnead is the god of Death, and death is by its very concept a mortal thing, making it impossible for the Chaos gods to comprehend. So few daemons are truly destroyed that the ruinous powers don’t actually view the concept beyond something mortals do in their spare time, and facing mortality would be such an alien concept that it would make them fear its existence. Ynnead was able to negate the passion of Slaanesh, the disease of Nurgle, the sorceries of Tzeench and stop the senseless conflict of Khorne. Its very existence is the possibility of ending them, and so they fear what they cannot understand. Ynnead may be small now, but if it ever gains enough power the Chaos gods will have major problems. Even worse problems if Ynnead comes to terms with the Necrons; a god of death backed by an army of soulless metal doom skeletons with gauss flayers who&#039;s only motivation is to destroy chaos and then anything else that lives... fun times.&lt;br /&gt;
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=== Yncarne ===&lt;br /&gt;
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[[File:The_Yncarne.jpg|300px|right|thumb|The Yncarne, Avatar of Ynnead. Watch as it sings &amp;quot;Dance magic dance!&amp;quot;]]&lt;br /&gt;
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The Yncarne (Ha! Get it? Yncarne as in...&#039;&#039;Incarn AKA Incarnation?&#039;&#039;) is the Avatar of Ynnead. Yncarne was the first step to the Seventh Path, a method of awakening Ynnead without sacrificing the entire Eldar race. A lot like the [[Khaine#Avatar of Khaine|Avatar of Khaine]], except rather than a bajillion of them, there is only &amp;lt;u&amp;gt;ONE&amp;lt;/u&amp;gt; Yncarne. This is due to the fact that Ynnead&#039;s birth was cut prematurely during Gathering Storm, so as of now, Ynnead is now in fetus-form in the persona of the Yncarne.&lt;br /&gt;
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While not on the same humiliating scale as poor Khaine over there, the Yncarne did got his ass handed to him by [[Ahzek_Ahriman|Ahriman]]. But to be fair, the Yncarne wasn&#039;t fully formed so we don&#039;t really know his true power.&lt;br /&gt;
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In battle, The Yncarne wields the Crone Sword Vilith-zhar.&lt;br /&gt;
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Tabletop wise, this little Death God is 250 points, and what a character you get for that. With its Vilith-shar, the Sword of Souls, the Yncarne will be hitting targets with an [[Awesome]] weapon using one of two profiles: a piercing hit for walloping characters and vehicles (S+4 AP-4 D3+3 that &#039;&#039;ignores invuls&#039;&#039;), or a sweeping hit for wiping out big squads (SUser AP-4 D1 Ax2). It also has a magic flamer that auto-hits &#039;&#039;every unit&#039;&#039; within 6&amp;quot; (S7 AP-2 D1). The Yncarne is also pretty resilient, T7 with 12 Wounds, a 3+ armor and 4+ invuln and halved damage from Deathly Form.&lt;br /&gt;
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But it&#039;s not just a beatstick. It confers ignore-Combat Attrition to all friendly Ynnari infantry within 12&amp;quot;, it starts the game knowing &#039;&#039;all&#039;&#039; of the powers from the Revenant psychic discipline and can cast two of them each phase (with two deny&#039;s), it has Battle Focus and Strands of Fate, and it can fly over terrain and appear within 1&amp;quot; of a just-wiped unit whether you have it in-reserve or on the board (the caveat is it cannot appear within engagement range of an enemy nor can it charge or heroically intervene).&lt;br /&gt;
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All of this means that the Yncarne is a ridiculously strong deathstar model and character assassin with a monstrously wide threat range. Pretty much any enemy squad dies within a round of this beast getting within arms&#039; reach, and very few characters can come out on top in a fight with it.&lt;br /&gt;
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== The Gathering Storm ==&lt;br /&gt;
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Surprise! Instead of sucking up all the dead Eldar souls, Ynnead is prematurely &amp;quot;born&amp;quot; during the 13th Black Crusade following the fall of [[Cadia]]. [[Eldrad|Eldrad Ulthran]] attempts to summon him early by stealing the fossilized bodies of all the dead Farseers from all the Craftworlds, and conducting an elaborate ritual on a crystal moon. It gets fucked up by the [[Deathwatch]], and only a tiny fraction of Ynnead enters the Materium.&lt;br /&gt;
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After searching through space, this fragment discovers [[Yvraine]]. Due to her history, she was considered the ultimate expression of being Eldar because apparently the true Eldar are supposed to travel all the paths of life, even the dark ones (though this is the interpretation of an actual DEATH GOD). With her is the [[Visarch]], a former [[Exarch]] of the Dire Avengers who trained Yvraine and had his heart broken when she chose to leave rather than succeed him. He ended up sneaking into Comorragh, pretended to be an [[Incubi|Incubus]], and fought his way to Yvraine after she unlocked the power of &#039;&#039;&#039;The Sword of Sorrows&#039;&#039;&#039;, one of the severed fingers of [[Morai-Heg]] forged into a sword by [[Vaul]]. The Visarch would later get his own sweet croneblade, &#039;&#039;&#039;The Sword of Silence&#039;&#039;&#039;, when it was pulled from the heart of Craftworld Biel-Tan.&lt;br /&gt;
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Together, Yvraine and the Visarch become the prophets of Ynnead, preaching that not ALL the Eldar have to die for Ynnead to be born. This ends up fracturing Eldar society at all levels, and Biel-Tan ends up tearing itself apart over whether or not this is actually Eldar [[heresy]]. The destruction of Biel-Tan causes all kinds of Warp holes to tear themselves into existence around the ruins, and Ynnead births an Avatar through them known as the Yncarne (get the pun?), the one-horned ghost-fire model that&#039;s been making the rounds in photos of the latest White Dwarf.&lt;br /&gt;
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Yvraine, Visarch, and Yncarne are now gathering [[Ynnari|an army of all the branches of the Eldar race]] who believe they can fight Chaos without all having to hara-kiri, while those who don&#039;t believe in Ynnead are preparing to kill all the heretics for daring to alter the fate of the Eldar. Eldrad himself is imprisoned and placed on trial by the Eldar Inquisition, because he&#039;s not Eldar enough, and proposed, after his failure to birth Ynnead, allying with the [[Imperium of Man]] to defeat Chaos once and for all. Even if the other Eldar don&#039;t like the idea of becoming best buddies with the Imperium they still reluctantly agreed that they are still the best of a bad bunch, what with the other options being either the [[Orks]] or [[Tau]] both of who are either too &amp;quot;young&amp;quot; (translated as to naïve and inexperienced to face the forces of Chaos and lack the incredible power of any major faction) or simply too uncooperative and uncouth to be allied with (basically every alien that isn’t a devoted Imperial citizen ordered to cooperate), that didn&#039;t stop Yvraine from helping to resurrect [[Roboute Guilliman]], so perhaps an actual alliance may be possible.&lt;br /&gt;
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It may also be that Ynnead simply disagrees with the stupidity of not allying with the only faction which is willing, able, and actively doing something against chaos. It could also be possible that once Guilliman gets in charge the Imperium will stop killing everything that isn&#039;t human and start killing everything that is a daemon with them. And then realize they should have been rushing to wipe out the non-protectorate aliens as quickly as possible as the Imperium fights aliens for survival. Killing daemons while aliens assrape the Imperium is a bad idea and the xenos can be killed off far more quickly and easily, best to get that out of the way first.&lt;br /&gt;
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== Phoenix Rising ==&lt;br /&gt;
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The Ynnari still spend most of their efforts attempting to rally the disparate eldar factions to Ynnead&#039;s cause, but for the most part are still facing stiff resistance from most of the major Craftworlds. What remains of Biel-Tan and Ulthwe still staunchly oppose joining the Ynnari due to them being responsible for the Fracture and Eldrad stealing everyone&#039;s crystallized Farseers for his ritual to awaken Ynnead, respectively. Alaitoc, despite the massive insurgence of Chaos across the galaxy due to the Great Rift, still believe that the Necrons are the only real threat that matters and aren&#039;t interested in assisting the Ynnari while they remain. Saim-Hann remains highly skeptical of the Ynnari, with its various clans more or less deadlocked on whether or not to side with them or to keep to their own. Iyanden is the only major Craftworld to whole-heartedly ally with Yvraine and Ynnead, lead by Iyanna Arienal. Note that not joining the Ynnari is not the same as not allying with the Imperium and whether it’s Eldrad’s proposed permanent alliance or a temporary one varies regardless of Ynnari membership.&lt;br /&gt;
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Iyanna, inspired by the death and subsequent resurrection of Prince Yriel, came up with the hypothesis that perhaps all eldar could escape Slannesh&#039;s grasp by killing themselves and empowering Ynnead (as the original prophecy stated), then once Slaanesh is defeated resurrect themselves using the same methods the Drukhari Haemonculi use for any Commorragh denizen able to afford their services (basically they create a clone body from any scraps of dead flesh and put the original soul in it). This theory has kind of caught on among the Ynnari recently, though there are a number of hurdles they need to be wary of if they want to successfully pull it off (like having sufficient Wraithguard on hand to protect the Craftworld Infinity Circuits else [[Not as Planned|Slaanesh gorges on their souls instead of Ynnead]]).&lt;br /&gt;
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In the meantime, Slaanesh has been sicking his/her daemons on the Ynnari in his/her attempt to abort Ynnead before it becomes a true threat. This has been proving moderately successful, as Helbane wracked up a significant body count while trying to assassinate Yvraine and the prison-vaults contained on Agrimathea unleashed a horde of Slaaneshi daemons that slew roughly a third of the entire Ynnari army before they could re-seal the vaults. With Yncarne’s nifty resurrection ability and absorbing souls thing, this isn’t clear.&lt;br /&gt;
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== The Croneswords ==&lt;br /&gt;
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The five Croneswords are legendary shapeshifting blades said to have been formed from the five broken fingers of the severed hand of [[Morai-Heg]]. According to legend, the five blades are imbued with a connection to Ynnead, and will reveal themselves when the unborn god begins to stir, where the blades will find their way into the right hands and lead to the eventual salvation of the Eldar race.&lt;br /&gt;
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The blades are as follows:&lt;br /&gt;
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*&#039;&#039;&#039;Kha-vir, the Sword of Sorrows&#039;&#039;&#039; - The first awakened blade, appeared to [[Yvraine]] while in the fighting pits of Commoragh&lt;br /&gt;
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*&#039;&#039;&#039;Asu-var, the Sword of Silent Screams&#039;&#039;&#039; - Was pulled out of the Biel-Tan Infinity Circuit before the craftworld broke apart, is now held by the [[Visarch]]&lt;br /&gt;
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*&#039;&#039;&#039;Vilith-zhar, the Sword of Souls&#039;&#039;&#039; - Currently wielded by the [[Yncarne]], was recovered from Belial IV.&lt;br /&gt;
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*&#039;&#039;&#039;The Spear of Twilight&#039;&#039;&#039; - Relic weapon of the [[Iyanden]] [[Craftworld]], said to drain the life of its wielder. Had been wielded by Prince [[Yriel]] since the invasion of [[Hive Fleet Kraken]], its power awakened after Yriel fell to [[Nurgle]] daemons and resurrected him.&lt;br /&gt;
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*The fifth blade has since fallen into Slaanesh&#039;s possession, which he/she loves to dangle between the legs, daring Yvraine to try and claim it.&lt;br /&gt;
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== The Eternal Matrix and the Whisper of Ynnead ==&lt;br /&gt;
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Before Slaanesh, when the Eldar were at the height of their power, each Eldar soul was connected to a system Eldrad referred to as the Eternal Matrix. Upon death, an Eldar&#039;s soul would be sent to the matrix to be later reborn anew, memories and experiences of prior lives preserved within the soul for the resurrected individual to build upon in their next life. As this safety net took away any lasting consequences for the Eldar, one could well and truly argue that it only encouraged the denizens of the progressively depraved Aeldari empire to delve deeper into the vices that led to Slaanesh&#039;s birth. Speaking of, Eldrad hypothesized that the psychic shock of Slaanesh&#039;s creation usurped the &amp;quot;natural&amp;quot; link the Eldar had with the Eternal Matrix, which is why all unprotected Eldar souls are dragged kicking and screaming into Slaanesh&#039;s [[Rape|wet holes]] upon death. Eldrad further conjectures that, in the millennia since the Fall as more and more Eldar (living and dead) began placing their faith in a new Eldar god borne from the death of their race bringing them salvation, Ynnead is a literal personification of the greatly atrophied Eternal Matrix. It&#039;s also heavily hinted that &amp;quot;the Whisper&amp;quot; all inducted members of the Ynnari hear is the original connection to the Eternal Matrix.&lt;br /&gt;
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All Ynnari are psionically linked to Ynnead through a connection referred to as &amp;quot;the Whisper&amp;quot;. The primary function of the Whisper is to guide any and all Ynnari who die to Ynnead&#039;s care, though it offers several additional benefits to all the aeldari connected to it. Craftworlders no longer require Soulstones (indeed, their link to said spirit stones is actually severed once they fully join the Ynnari) while Dark Eldar are freed from the Soul Thirst that plagues the denizens of Commorragh. Additionally, after spending enough time connected to the Whisper, the atrophied psychic potential in the Dark Eldar awakens somewhat, enabling them to communicate psionically and interact with equipment and vehicles in a manner very similar to their Craftworlder kin. The Whisper extends even to Ynnari technologies. Many Ynnari ships and other vehicles using the Whisper to create a complete psychic connection with the pilot in lieu of the many buffering interfaces (like Soul Stones or more basic control systems) their more [[Eldar|traditional]] or [[Dark Eldar|psychically stunted]] kin use.&lt;br /&gt;
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It&#039;s not all sunshine and roses for the Ynnari, however. The Whisper, as a psionic connection, can be suppressed by Null Zones or similar effects. Any Ynnari cut off from the Whisper are vulnerable to having their souls stolen by Slaanesh, as they remain trapped in their deceased bodies while under the effects of the psychic suppression (fortunately, for the Ynnari, they&#039;re at least not automatically gibbed by Slaanesh, they&#039;d need to be dragged to the Warp or be pilfered by Daemons first). More recent Dark Eldar inductees also relapse a bit regarding their soul thirst.&lt;br /&gt;
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== Gallery ==&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Ynnead-rebirth.PNG|&lt;br /&gt;
File:Harlequins-ynnead.jpeg|&lt;br /&gt;
File:Craftworlders-ynnead.jpeg|&lt;br /&gt;
File:Dark eldar-ynnead.jpeg|&lt;br /&gt;
File:Warhammer-Ynnead-what we know.jpeg|&lt;br /&gt;
File:Prophecy of the hidden path.jpg|&lt;br /&gt;
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&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Ynnari]]&lt;br /&gt;
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{{Eldar-Forces}}&lt;br /&gt;
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{{Ynnari-Characters}}&lt;br /&gt;
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{{Template:Eldar-Gods}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_Fantasy_Gods&amp;diff=556975</id>
		<title>Warhammer Fantasy Gods</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_Fantasy_Gods&amp;diff=556975"/>
		<updated>2023-05-07T12:44:50Z</updated>

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{{Topquote|And then the Cataclysm came. King [[Taal]] rose from His Forest, and with Dark [[Morr]] muttering dire portents in His ear, He banished all immortals from the world. But the Cataclysm’s architects refused His order. [[Tzeentch|The Crow]], [[Khorne|the Hound]], [[Slaanesh|the Serpent]], and [[Nurgle|the Vulture]] were jealous of King Taal, and had tried to use the Great Gates to take what was His. They had failed. As the other immortals fled, the Four attacked, bitter and angry with their frustrations. Many died. After countless battles, King Taal was eventually surrounded. There were few still by his side. [[Ulric]] the Wolf. Noble [[Myrmidia|Margileo]]. Just [[Verena]]. [[Sotek]] the Snake. [[Manann]] of the Sea. And Gentle [[Shallya]], tear-stained and afraid. Even Smiling [[Ranald]] had fled, and now hid in the Places Between, fearful for the future. Then, just as the Four and their allies arrived for the Final Battle, [[Asuryan|Flaming Phoenix]], whom all had thought dead, returned from atop His Gleaming Pyramid, and He smote about Him. Thus the rebels were pushed behind the Great Gates, and were sealed there forever. But they were restless in their cage, and soon worked to escape.|Translated from the Obernarn Stone, now held in the Imperial Museum, Altdorf}}&lt;br /&gt;
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Like any other fantasy setting, Warhammer Fantasy has its own gods.&lt;br /&gt;
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Sporadically throughout the game, mainly in a few Chaos books and near [[The End Times|the end of its life]], it was stated that there are no other gods and only [[Chaos Gods]] exist. This is a typically [[Daemon|Daemonic]] twisting of the truth (although the claim was enough to make [[Archaon]] go full-[[Star Wars|Anakin Skywalker]]) and contradictive of other material. There is also some discrepancy between fans of [[Warhammer 40000]] who believe that Fantasy magic works in the same way that Psyker energy works in 40k. The final issue is [[The End Times]] and [[Age of Sigmar]] as well as their 8th edition lead-in, which changed quite a bit of existing lore as retcons disguised as &amp;quot;revealing the truth&amp;quot;.&lt;br /&gt;
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Unsurprisingly, the nature of gods in both settings is one of the more skub-filled lore topics.&lt;br /&gt;
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=The Nature Of The Divine=&lt;br /&gt;
In early Warhammer lore gods simply existed and had their own faiths. Certain Chaos supplements suggested there were no gods and that only [[Chaos]] exists with the nature of the Chaos Gods being insane beings who pretend to be other personas in order to fight each other and themselves, like a giant 1000 character game of [[Dungeons &amp;amp; Dragons]] with no DM and only four people wearing blindfolds so nobody knows who is who other than [[Tzeentch|that one asshole with an actual case of multiple personality disorder who&#039;s peeking]]. As this only appears in a few Chaos supplements and nowhere else however, its authenticity is [[skub|questionable]] at best.&lt;br /&gt;
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The nature of all the gods was explained differently over the years. In the earliest instances, when Warhammer was &#039;&#039;only&#039;&#039; Fantasy, gods didn&#039;t exist until the collapse of the Warpgates, and were more akin to extremely powerful angels and daemons than actual deities. Another one of the oldest tellings suggests there is one supremely powerful being at the center of the Warp, and that all gods, evil and good, originate from that single force. In others, the gods always existed, even before the Old Ones. As mentioned above, a few Chaos books suggested all gods were only fractions of larger Chaos gods, whose own origins were unclear. A few other explanations say the benevolent gods (Order) were made by or enserved to the Old Ones, while the malevolent gods (Chaos, Destruction) were rebels. If you take 40K as valid for both its own gods and Fantasy&#039;s, it states that gods are actually the coalesced belief and emotion of mortal beings, sort of a psychic gestalt. Whatever the source, it was always left intentionally vague and contradictive which explanation, if any provided, was valid, and there was a sense that the true nature of the divine was something beyond the understanding of the mortals &amp;quot;telling&amp;quot; the story (lore) of the world.&lt;br /&gt;
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In truth, or at least according to the last entries of the setting, all non-material plane things are made of magic. Souls are magic, the Winds of Magic are magic, Daemons are magic, and so are all the Gods. This is apparently(?) the &amp;quot;truth&amp;quot; that Archaon learned, because the teachings of his faith are that magic is [[Heresy]] and apparently gods were just shitting miracles out of scientific stardust or something.&lt;br /&gt;
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The End Times event revealed quite a bit, all of which is fairly skubby. The history of Warhammer is that the [[Old Ones]] descended from some unknown place, possibly another dimension, planet, or place in the timeline, on a primitive world full of [[Dinosaur]]s, [[Dragon]]s, and [[Neanderthal]] versions of the classic Fantasy races then created the [[Warp|Warp Gates]] to suck magic from the Warp which they used to alter the world and create a race capable of fighting Chaos (which would eventually come regardless) before the Gates collapsed causing Chaos to arrive much sooner on an unfinished world whereupon the Old Ones fucked off to who knows where or died. The new lore is that this isn&#039;t the first time this has happened; Warhammer existed in a time loop, with the Old Ones stealing magic from Chaos which causes the Chaos Gods to feel entitled to own the material plane like [[Slaanesh]] to the [[Eldar]] in 40k, where they spend the rest of their history draining magic from the local gods until a cataclysmic event where a handful of Elves survive on a world outside of existence and guide evolution until the Old Ones show up again, rinse and repeat. This cycle was broken finally by [[Be&#039;lakor]] (who&#039;s time-travel and alternate universe fuckery is apparently something new to these timelines, despite the &amp;quot;it always existed because there is no time&amp;quot; nature to Chaos because GW writers can&#039;t into consistency) who did...&#039;&#039;something&#039;&#039; to the new Elf gods in the next world which altered the cycle. The new cycle involves far more than just the Elves, as many characters survived the old setting and became gods in the new one (some didn&#039;t become gods, why isn&#039;t clear).&lt;br /&gt;
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Gods exist that aren&#039;t part of the cycle as well. Sigmar for example was a mortal man who became trapped in the magic of the Heavens Wind, greatly limiting his power to affect the mortal world but giving him godhood. Gork and Mork ([[Meme|or is it Mork and Gork?]]) have no proper origin, but are somehow able to grant godhood to members of their own pantheon such as through the Spider God who was just an ordinary spider who bit Gork (or possibly Mork). Some of the Elf gods were survivors of the old setting, some have unknown origins and others were just an existing god mistaken as a separate entity. Ranald gambled his way into divinity after tricked some goddess to give him the blessing. Ulric probably became a god after accidentally tempted with one of the old one&#039;s warp devices (the one that house the flame of Ulric) as discovered by Archaon in the end times.&lt;br /&gt;
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=Pantheons=&lt;br /&gt;
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==Elves==&lt;br /&gt;
{{Topquote|M: Do you know much about the elven gods, sir?&amp;lt;br&amp;gt;V: Only that they are degenerates, who bicker amongst themselves instead of opposing the true foe.&amp;lt;br&amp;gt;M: As with the mortals, so with the gods, is that it?&amp;lt;br&amp;gt;V: Indeed. Would that Sigmar could return and show them the error of their ways.| [[vermintide 2|Markus Kruber &amp;amp; Victor Saltzpyre]], questioning the Elven gods&#039; liability}}&lt;br /&gt;
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The Elf pantheon is divided between the Cadai (positive gods) and Cytherai (negative gods). Some of them are shared with 40k, although beyond portfolio and name they are entirely different.&lt;br /&gt;
High Elves worship the Cadai light gods and simply try not to piss off the Cytharai by being pansies (which they fail at). Wood Elves worship some, and the others they&#039;ve modified the mythos of to be more Wood Elf-y (see how they have got Isha and Kurnous bought back to their &#039;earthy roots). Dark Elves entirely ignore the light side of the pantheon, and worship the darkest aspects of the darker gods (who don&#039;t seem to care much about the twisting of the myth since the DEs are the only ones actively worshiping them, and someone getting your myths wrong is better than nobody).&lt;br /&gt;
The humans of Albion worship their own version of a few of the Elf gods as well, and it&#039;s possible some masquerade as the gods of the Old World. As revealed in the end times, the Lady is Lileath! Shock, horror.&lt;br /&gt;
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Each name-rune that represents them doubles as a picture of themselves in abstract, as well as a few hidden images (like Lileath being both the devil horned invocation of magic that early High Elf models had, the twin moons, herself seated in an elegant pose, and a few standard High Elf runes mixed throughout). Many of these emblems appear fully on High Elf shields, banners, capes, and any other flat or ripply surface really.&lt;br /&gt;
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In the [[Black Library]] series [[Defenders of Ulthuan/Sons of Ellyrion]] the Elf gods are portrayed as very real and very powerful, but outside of that series they are described as dying, faded, or outright consumed by Chaos.&lt;br /&gt;
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===Cadai===&lt;br /&gt;
* &#039;&#039;&#039;[[Asuryan|Asuryan, the Creator, Emperor of the Heavens]]&#039;&#039;&#039; Father god, survivor of the old setting. Despite always being portrayed as the creator of the Elves he was actually not their literal father and is more the creator of their culture...sort of (thanks to a retcon mess; Wood Elves are the true culture of the Elves, High Elves were what Asuryan created to fight Chaos but the Dark Elves are the result of Khaine and Chaos influence as well as what Asuryan&#039;s desired end goal for Elves to be was. Don&#039;t think too much about it, its a fucking mess). Zeus expy, although rather than fuck everything he basically [[Tzeentch|sat on his throne and plotted]]. His priesthood were warrior monks with halberds that cared for the Phoenixes of Ulthuan and maintain a chronicle of history including every single event that ever has or will happen. In a very [[Skub|skubby]] part of the lore he possessed [[Malekith]] rather than [[Tyrion]] in End Times, and faded into Malekith&#039;s being which possibly made him a nobler and less Darth Vader-like being.&lt;br /&gt;
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* &#039;&#039;&#039;[[Vaul|Vaul, the Maker]]&#039;&#039;&#039; Smith god. Saved Isha and Kurnous from Khaine after they saved the mortal Elves, forged the [[Widowmaker]]. Crippled and shackled to his anvil, just like Hephaestus/Vulcan from Greek-Roman mythology. Status as real unknown.&lt;br /&gt;
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* &#039;&#039;&#039;[[Isha|Isha, the Mother]]&#039;&#039;&#039; Mother god, survivor of the old setting. Gave birth to Lileath as well as the first mortal Elves. Lived in Avelorn in Ulthuan until an unknown point in time when she relocated to [[Athel Loren]] then thanks to the draining of Chaos lost much of her divine power and became [[Ariel]]. Due to retcons there&#039;s a snarl as to what exactly the [[Everqueen]] connection to her is; previously, she existed as an entity within the Everqueen surrounded by the souls of all other Everqueens and was able to fight Slaanesh as an equal when fully charged up. As of End Times it was revealed that Lileath actually poisoned her with a shard of eternal ice, slowly killing her until the Everqueen could consume her soul while Lileath absorbed her power.&lt;br /&gt;
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* &#039;&#039;&#039;[[Kurnous|Kurnous, the Hunter]]&#039;&#039;&#039; Father god, survivor of the old setting. The actual father of the mortal Elves. Lived with Isha in Avelorn until they traveled to Athel Loren. Became [[Orion]] with the weakening of Chaos. Due to retcon fuckery, there&#039;s an issue where he apparently also dwells in Ellyrion and selects champions from the Elves there to lead the fight against Dark Elves and Chaos even though he spends most of his time in Athel Loren killing Bretonnians and Beastmen for the lulz in the Wild Hunt.&lt;br /&gt;
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* &#039;&#039;&#039;[[Hoeth|Hoeth, Lord of Wisdom]]&#039;&#039;&#039; Scholar god. Conflicting sources tie him as part of the reason magic behaves the way it does, and attribute various things to him. Status as real unknown.&lt;br /&gt;
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* &#039;&#039;&#039;[[Lileath|Lileath, the Maiden]]&#039;&#039;&#039; Daughter of Isha and Kurnous, sister to the entire Elf race. Goddess of prophesy to a degree that her father who is omniscient can be surprised by her, somehow. Took on a villainous role in End Times for engineering events that caused massive failures and deaths across the setting while trying to protect the cycle and send her Wood Elf husband [[Araloth]] as the new Asuryan/Kurnous, the High Elf Prince(ss) [[Eldyra]] as the new Isha, and her children with Araloth to be the rest of the pantheon of the new world which was destroyed somehow by Be&#039;lakor making all of her sacrifice and sabotage for nothing. Was also The Lady of Bretonnia and using their entire race as her pawns, and had the persona of Ladrielle as well.&lt;br /&gt;
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* &#039;&#039;&#039;[[Loec|Loec, the Shadow Dancer]]&#039;&#039;&#039; Trickster god, created several magical artifacts. Status as real unknown.&lt;br /&gt;
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* &#039;&#039;&#039;[[Mathlann|Mathlann, Lord of the Deeps]]&#039;&#039;&#039; God of the sea, confirmed to be a real god in End Times although unknown if he is a survivor of the previous setting or not. Known for saving his champion [[Sea Lord Aislinn]] from death constantly, later revealed to actually be Sea Lord Aislinn. Considered a positive aspect of Ellinill in retconned lore.&lt;br /&gt;
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===Cytharai===&lt;br /&gt;
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Probably from the Welsh &#039;&#039;cythrawl&#039;&#039; meaning ‘devil; demon; evil spirit’.&lt;br /&gt;
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* &#039;&#039;&#039;[[Khaine|Khaine, the Bloody-Handed God]]&#039;&#039;&#039; Evil Asuryan. Confirmed to be real, unknown if he is a survivor god or not. [[Khorne]] but with magic, he spent most of his time fighting Asuryan for control of the Elves as well as Isha and Kurnous, and just generally being a prick who fucked everything up. Although not on the side of Chaos, he didn&#039;t focus any efforts on fighting them and instead caused Elves to fight each other and lose their ability to fight Chaos effectively. Manifested himself in the bloodline of [[Aenarion]], in a very [[Skub|skubby]] part of the lore he possessed [[Tyrion]] rather than [[Malekith]] in End Times and died when Asuryan/Malekith killed Tyrion (Tyrion got better, Khaine died).&lt;br /&gt;
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* &#039;&#039;&#039;[[Ereth Khial|Ereth Khial, the Pale Queen]]&#039;&#039;&#039; Survivor god of the old setting, fate unknown. Goddess of death for the Elves although thanks to Chaos she gets almost no Elf souls (lore contradiction as apparently the Death Wind contains the bulk of the souls of the dead, even though lore also says Slaanesh eats almost every Elf soul and apparently Ereth Khial was gone or faded by the time of End Times despite Elves that should have already been trapped in the Wind or consumed by Slaanesh appearing as ghosts; arguments can be had in any direction). Suffered in the cold darkness of the new world with Isha and chose to remain alone rather than cling together for comfort as Isha wanted until the new world began with the coming of Asuryan, desired to have him as her husband but he rejected her causing her to hate all beings and torture the Elf souls far worse than Chaos (which represents oblivion rather than suffering). Her domain is called Mirai.&lt;br /&gt;
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* &#039;&#039;&#039;[[Nethu|Nethu, Keeper of the Last Door]]&#039;&#039;&#039; Son of Ereth Khial, father unknown. Keeper of the gates of the Mirai and comparable to a Grim Reaper figure. Since Morr is described as an Elf god in a [[Warhammer Fantasy Roleplay]] supplement, this may be his true identity. Otherwise his status as real or not is unknown.&lt;br /&gt;
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* &#039;&#039;&#039;[[Anath Raema|Anath Raema, the Savage Huntress]]&#039;&#039;&#039; Evil Kurnous, whips around the savage parts of the hearts of the Elves until they go on a Great Hunt but unlike Kurnous she sees all things as game. Given that the lore surrounding Kurnous became fairly evil in regards to his hunts, Anath Raema only represents a lack of concern with preservation and balance rather than outright evil. Status as real or not unknown.&lt;br /&gt;
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* &#039;&#039;&#039;[[Morai-Heg|Morai-Heg, the Crone]]&#039;&#039;&#039; An old and wrinkled Elf goddess (yes, apparently they can age) of prophesy who&#039;s primary shrine is on an island of Elf amazons who bewitch men to come to the shores that sail too closely then kill them and pave the island with their bones. Status as real or not unknown.&lt;br /&gt;
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* &#039;&#039;&#039;[[Hekarti|Hekarti, Mistress of Magic]]&#039;&#039;&#039; Goddess of magic, evil Hoeth. Revealed to be [[Morathi]] in End Times, whether she is a survivor god or not is unknown.&lt;br /&gt;
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* &#039;&#039;&#039;[[Atharti|Atharti, Lady of Desire]]&#039;&#039;&#039; Goddess of pleasure, twin sister of Hekarti. Worship of one of them without equal worship of the other causes the less loved one to curse the favoring devotee. Created in 7th edition because Dark Elves worshiping Slaanesh was against [[Gav Thorpe]]&#039;s vision for the race, which is better is the subject of much Skub (although players of the [[Cult Of Slaanesh]] army are strongly against it). Morathi went from being Slaanesh&#039;s high priestess and favored mortal to being the biggest worshiper of both Hekarti and Atharti. With the reveal that Morathi IS Hekarti, its left unknown who exactly Atharti is and who punishes you if you prefer Hekarti. Given that in End Times Morathi went quite insane and a little senile after coming under the delusion that first her son Malekith was Aenarion, then the Khaine-possessed Tyrion was Aenarion, Morathi may have been both entities.&lt;br /&gt;
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* &#039;&#039;&#039;[[Ladrielle|Ladrielle, Lady of Mists]]&#039;&#039;&#039; A persona of Lileath, a master manipulator. Given that this is a Cytherai and thus one of the less pleasant gods, this may be a better description of Lileath.&lt;br /&gt;
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* &#039;&#039;&#039;[[Ellinill, Lord of Destruction]]&#039;&#039;&#039; God of destruction, once a very powerful god with hundreds of children who ran amok throughout the world with him. Drakira tricked Isha into asking Loec to trick him into believing his children were going to revolt, and he went about killing and eating as many as he could. His strength was greatly diminished in his battles. Unknown if real or not. His children are known as the Ellinilli and the only ones that survived are those who hid in the mortal world. Unknow if real or not.&lt;br /&gt;
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* &#039;&#039;&#039;[[Estreuth|Estreuth, Lord of Hunger]]&#039;&#039;&#039; God of famine. One of the Ellinilli. Almost no lore given.&lt;br /&gt;
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* &#039;&#039;&#039;[[Addaioth|Addaioth, Bringer of Fire]]&#039;&#039;&#039; God of fire. One of the Ellinilli. Decided to fight his father rather than hide, and was almost killed until Ladrielle (AKA Lileath) saved him and hid him in the mortal world with his siblings. Has prepared to kill his father ever since, thinking of himself as Vaul 2.0 but only creating shitty arms and armor. Unknown if real or not.&lt;br /&gt;
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* &#039;&#039;&#039;[[Hukon|Hukon, the Sunderer]]&#039;&#039;&#039; God of earthquakes. One of the Ellinilli. Almost no lore given.&lt;br /&gt;
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* &#039;&#039;&#039;[[Drakira|Drakira, Queen of Vengeance]]&#039;&#039;&#039; Goddess of revenge, one of the Ellinilli who was picked on by her siblings and neglected by her father. Manipulated Isha&#039;s sorrow at the suffering her family caused mortals into becoming hatred, and all beings have been careful not to offend her ever since. Worshiped heavily by Dark Elves, but loves all Elves equally and keeps part of them any time they make a deal with her. Unknown if real or not.&lt;br /&gt;
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* &#039;&#039;&#039;[[Eldrazor|Eldrazor, Lord of Blades]]&#039;&#039;&#039; A god of war and duels. Although he doesn&#039;t seek war, once it begins there is nothing out of bounds for him. Basically a more reserved and less aggressive Khaine. Unknown if real or not.&lt;br /&gt;
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==Dwarfs==&lt;br /&gt;
The gods of the [[Dwarfs]] are mortal Dwarfs who attained godhood, and as such are referred to as Ancestor Gods. They have only three main ones with lesser ones as their family (plus one guy who’s just kind of there) , but Dwarfs can invoke the names of their own heroes and ancestors religiously as well.&lt;br /&gt;
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* &#039;&#039;&#039;[[Valaya]]&#039;&#039;&#039; Goddess of hearth, home, brewing, healing, defending against Chaos, and basically every single other thing the other two don&#039;t do. Settled the first and greatest Dwarf Holds, ancestor of the greatest Dwarfs, invented the Dwarf written language and every other aspect of their culture. The least important god because...[[Fail|reasons]]. In End Times she was discovered to be slumbering by [[Queen Neferata]] in a long-forgotten Vault in a ritual to charge up a magic gate and create a new golden age for Dwarfkind. After a battle between Nef, [[Night Goblins]], and [[Thorek Ironbrow]] the Dwarfs were left dead and Valaya&#039;s divine power was consumed by [[Nagash]]. She didn&#039;t receive an [[Age of Sigmar]] resurrection, because [[Fail|reasons]].&lt;br /&gt;
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* &#039;&#039;&#039;[[Grungni]]&#039;&#039;&#039; Dwarf smith god. After Valaya invented runes, he figured out how to smith them into objects to give Dwarfs magic. Fought in End Times, but survived into Age of Sigmar.&lt;br /&gt;
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* &#039;&#039;&#039;[[Grimnir]]&#039;&#039;&#039; Dwarf god of war. After Valaya invented [[Book of Grudges|Grudgekeeping]] he became the patron of them. Became the first [[Slayer]], has a fortress inside of the Warp where he endlessly slaughters the forces of Chaos. Gave up his divinity to [[Gotrek &amp;amp; Felix|Gotrek]] in order to die in the final battle after Gotrek died and avenged his own sin, and in the final battle all Grudges were considered resolved. Gotrek/Grimnir survived into Age of Sigmar where he sat on Sigmar&#039;s council until he got bored and was sent to kill a giant monster, causing both to explode and spread throughout the Realms whereupon the mortal Dwarfs who are his devotees collect his parts to reassemble him. Judging by Realmslayer, the Grimnir seen in AoS was the original one with Gotrek merely acting as a vessel for his power, although it seems like Grimnir might have had further plans for Gotrek that have yet to be revealed.&lt;br /&gt;
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* &#039;&#039;&#039;[[Gazul]]&#039;&#039;&#039; The Dwarf god of Death. Lived in the time of the trinity, and created the written version of their names as well as the concept of venerating your ancestors. His faith includes the &#039;&#039;&#039;Order Of Guardians&#039;&#039;&#039;, the Dwarf equivalent of Witch Hunters. Every Hold and most settlements, any place that has a place to honorably bury dead Dwarfs in fact, has a shrine or temple to him.&lt;br /&gt;
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* &#039;&#039;&#039;[[Morgrim]]&#039;&#039;&#039; God of Engineering. Oldest child of Valaya with Grimnir, personally invented Bolt Throwers and Dwarf Catapults/Stone Throwers (which later became Grudge Throwers). Was Grimnir&#039;s companion on the way to close the Warp Gate, but Grimnir forced him to turn back and return home. All Engineers are basically priests of Morgrim, since his teachings are a code of conduct for the craft. Liberal Engineers are considered heretics (but not the kind you shoot, just the kind you shout at) by conservative Dwarfs for their loose interpretations of scripture.&lt;br /&gt;
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* &#039;&#039;&#039;[[Smednir]]&#039;&#039;&#039; God of smelting and metalworking. Middle son of Grungni and Valaya. Smednir created the tools that Thungni and Grungni inscribed their rune magic on, and among the greatest creations of the trio of laborers is [[Ghal Maraz]] itself. Smednir&#039;s shrines and temples are basically just extensions of those of Grungni&#039;s, since the two are inseparable in theme.&lt;br /&gt;
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* &#039;&#039;&#039;[[Thungni]]&#039;&#039;&#039; God of Runesmithing. Youngest son of Grungni and Valaya. During the settling of the first Holds he descended into a mystical realm called &amp;quot;Ankor Byrn (Glittering Realm)&amp;quot; where he discovered the ability to forge his mother&#039;s language with magic to create runes, although it was his father who later turned the discovery into a science and art. Only descendants of Grungni like himself were capable of learning Runesmithing. All Runesmiths are basically priests of Thungni, like Morgrim&#039;s Engineers. Unlike all the other gods who are friendly with the faiths of the allies of the Dwarf race and enemies of those who are Dwarf enemies, Thungni&#039;s cult has an additional enemy; non-Dwarfs who try to learn or succeed at making rune magic. This includes human wizards.&lt;br /&gt;
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*It should be noted that the eldest son of Valaya (with Grungni) is [[Grombrindal|Snorri Whitebeard]]. He did not get to be a god as he had the duty of ruling the Karaz Ankor after his parents departed.&lt;br /&gt;
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* &#039;&#039;&#039;[[Horned Rat|Skavor]]&#039;&#039;&#039; An ancestor god who had no talent in crafting using non-living materials but a talent for fleshcrafting and chaos magic. His use of fleshcrafting and chaos magic got him exiled by the rest of the ancestor gods so he fleshcrafted himself into a rat-like abomination and created the Skaven to wipe out the rest of the dwarves out of spite. This is the only known Ancestor God that is shunned and hated by the dwarfs.&lt;br /&gt;
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==Humans==&lt;br /&gt;
Like in all other things, Humanity is really diverse when it comes to religion, ranging from worshipping the [[Chaos Gods]] to worshipping [[Lady of the Lake|an Elf God pretending to be a goddess of chivalry]]. Although some gods are argued to be the [[Sigmar|God of Mankind]], there is no united Human pantheon, just many many different gods for many many different nations. The Old World Pantheon is the collection of Gods worshipped by humans of Old World (which is the closest thing we can get to Human Pantheon). This pantheon mainly divided into two &amp;quot;families&amp;quot;, namely &#039;&#039;&#039;Northern Gods&#039;&#039;&#039; and &#039;&#039;&#039;Southern Gods&#039;&#039;&#039;. There is also the Patron Gods of nations that don&#039;t fit these two families; Sigmar for [[the Empire (Warhammer Fantasy)|the Empire]], Lady of the Lake for [[Bretonnia]] and Ursun for [[Kislev]]. Other than them, there are also some other pantheons like [[Nehekhara|Nehekharan]] Pantheon and thousands of different local gods unrelated to any pantheon. As I said before, Humanity is diverse.&lt;br /&gt;
Note also that while the various Human nations may worship ostensibly different gods with different names and different rituals, that these may in fact be local aspects of a smaller number of universal gods. The confirmed example is that of the Old Worlder god of death: when Nehekharan god [[Usirian]] was destroyed this also destroyed the god known in the Empire under the name [[Morr]], for unbeknownst to both sets of worshippers the two gods were simply culturally-specific variants of the same deity. Similar pairings are suspected to exist among other deities (the trade god known as [[Handrich]] to Imperials, but Mercopio to Tileans), and it is thus possible that the bewildering array of human gods may in fact be reducible down to a smaller pantheon of common major deities.&lt;br /&gt;
===Empire===&lt;br /&gt;
[[the Empire (Warhammer Fantasy)|Empire of Man]] has a patron god named [[Sigmar]], the mortal founder of Empire who is believed to be ascended to godhood after he vanished. But unlike [[Imperium of Man|his space faring brother]], the Empire is a polytheistic nation, worship of other gods (except [[Chaos Gods]] and [[Khaine]]) is allowed, although the Cult of Sigmar is the state religion. So most of the Old World Pantheon is also worshipped in Empire or at least respected. The list of the Imperial Gods starting with their Patron God goes as;&lt;br /&gt;
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* &#039;&#039;&#039;[[Sigmar]]&#039;&#039;&#039;, Warrior-God of Mankind, is the founder of [[the Empire (Warhammer Fantasy)|the Empire]], its first Emperor and the most badass human ever lived. His deeds of badassery includes but not limited to; uniting human tribes of Old World, defeating biggest WAAAGH ever happened with said united army, earning the respect of the Dwarfs (by far the hardest one to do), breaking the [[Warriors of Chaos|Norsii]] siege of Middenheim and fighting a fucking [[Bloodthirster]] in there, bashing the skull of [[Nagash]] (doing that by using Nagash&#039;s own crown also counts) and destroying his undead army. After establishing a rather stabilized state in Old World, Sigmar left the Empire and never seen again, presumed dead by his people. Years after his departure, some guy named Johann Helsturm proclaimed that he saw the vision of Sigmar being crowned to godhood by [[Ulric]] and joined him among the divinity. Helsturm pretty much created the Cult of Sigmar which gained power among centuries and became the most popular and influental religion in the Empire. Today the Cult of Sigmar holds a major bureaucratic power within the Empire, for example the head of the Sigmarite Church, the Grand Theogonist, is able to cast 3 votes in Emperor&#039;s election. Sigmar is worshipped by Imperials as the God of War, Mankind, Heroism, Courage and Empire itsef. He is respected by everyone in the Empire, even the Ulricians of Northern Empire proudly call themselves the sons of Sigmar. His holy symbols are Ghal Maraz (or just a warhammer), the Twin-Tailed Comet and Gryphon. His chants are effective against Daemons and Undead. He is mainly worshipped in Reikland but his worshippers can be found everywhere in the Empire (and probably never found among non-Imperial humans). In the End Times, Sigmar&#039;s ascension to godhood is confirmed but [[Tzeentch]] trapped him inside the Winds of Heaven [[Not as planned|which actually supercharged Sigmar with magic]]. In short Sigmar is basicly Conan the Barbarian/Charlemagne/Jesus of Warhammer Fantasy and also Thor to Ulric&#039;s Odin.&lt;br /&gt;
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====Northern Gods====&lt;br /&gt;
The &#039;&#039;&#039;Northern Gods&#039;&#039;&#039; aka the &#039;&#039;&#039;Elder Gods&#039;&#039;&#039; or the &#039;&#039;&#039;Country Gods&#039;&#039;&#039; are the gods of pre-Imperial human tribes and during Sigmar&#039;s reign. They are quite old, worship of Elder Gods stratches back to several millenia. Although they are losing favor to Sigmar, their worship is still widespread, especially in the countryside. These gods are Ulric, Taal, Rhya and Manann.&lt;br /&gt;
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* &#039;&#039;&#039;[[Ulric]]&#039;&#039;&#039;, the God of Winter, Wolves and Warfare, younger brother of Taal. He is generally worshipped by non-Chaos [[Vikings]] of Warhammer Fantasy who live in Middenland, Nordland and Ostland. Ulric is the second most popular god of the Empire and was actually the most popular one during the times before Sigmar, being worshiped by all human tribes in one way or another. Actually Sigmar himself was a devout worshipper of him too, all sagas emphasise him being blessed and protected by Ulric. Today, Ulricans are still a powerful group, his worship is quite common and the Viking Pope, Al-Ulric, is able to cast one vote in Emperor&#039;s election. When it comes to Sigmar, Ulricians are divided into two. Some of them just don&#039;t believe Sigmar is a God and rejects Sigmarites all together and the others believes Sigmar is a God but venerate Ulric more as he is the traditional god of mankind but all of them respect Sigmar all the same as he definitely was Ulric&#039;s mortal champion before his ascension to godhood. Ulric is a god of martial skill, not unlike [[Khorne|his evil counter part]] (main difference is Ulric cares whose blood being spilled, preferably his enemies&#039;) he favors natural strength; gunpowder weapons and crossbows are to be shunned for they don&#039;t require any skill to use. His holy symbol is the White Wolf he manifests. In End Times, [[Teclis]] stole the Flame of Ulric in Middenheim and used it to heal [[Tyrion|his brother]] which caused Middenheim&#039;s fall and eventually killed Ulric. [[Eldrad|What a dick]]. It is also revealed that his ascension to the godhood may have to do with the old one device hosting his flame (which may or may not belonging to the ancient Elven colonist before the rise of man and the war of beard that forced the elves to abandoned the old world) as discovered by Archaon in the end times.&lt;br /&gt;
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* &#039;&#039;&#039;[[Taal]]&#039;&#039;&#039;, the God of Wilds, Nature and Beasts, older brother of Ulric and husband of Rhya. Being a Warhammer God, Taal isn&#039;t some pesky hippy, he believes in the survival of the fittest. So if you can kill it (in a fair way) all animals are willing to serve you as food and fur. Like Ulric, he favors natural strength and forbids use of gunpowder and adds it the use of metal armor too, only skin and fur of his animals is to be used for clothing. His worshippers are against anything unnatural starting with [[Chaos]] and [[Mutant|Mutants]] to even cities and money in extreme cases. Taal is, like beasts and nature itself, known for being indifferent to morality. His holy symbol is a Stag or just antlers. His worship is almost completely tied with worship of Rhya, which is together called Cult of Taal and Rhya. The two complete eachother as manifestation of Nature; Taal is the animals while Rhya is the plants, Taal is the wrathful natural disasters while Rhya is the generous and fertile soil. He is, like his wife, mainly worshipped in Talabecland. He also has a number of paralells with Kurnous, the Elven god of the hunt.&lt;br /&gt;
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* &#039;&#039;&#039;[[Rhya]]&#039;&#039;&#039;, the Earth Mother, Goddess of Plants, Farming and Hunting, wife of Taal. She domains over all things that grow, so pretty much Demeter of Warhammer Fantasy. Her worship is a part of Cult of Taal and Rhya which mainly practiced Talabecland. Her holy symbol is a sheaf of wheat and bow and arrow. As said above, worship of Rhya and Taal is tied to eachother though Ryha seems to be less important and [[-4 STR|less powerful]] of the two.&lt;br /&gt;
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* &#039;&#039;&#039;[[Manann]]&#039;&#039;&#039;, the God of Seas and Tides, son of Taal and Rhya. Worshipped by sailors and fishermen, Manann is not really different than Poseidon of our world. He is quite fickle and dickish, judging his subjects arbitrarily (like Poseidon). Manann&#039;s strictures are nothing more than generic sailor superstitions which changes based on sailor, priest and Manann&#039;s mood at the time. His holy symbols are wave patterns, albatrosses and his five tinned crown. He is mainly worshipped in Marienburg and other coastal cities although human sailors all around the Old World worship him. Also he is completely identical to [[Mathlann]], the Elven Sea God, and may in fact just be the same deity under a different name.&lt;br /&gt;
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====Southern Gods====&lt;br /&gt;
The &#039;&#039;&#039;Southern Gods&#039;&#039;&#039; aka the &#039;&#039;&#039;Classical Gods&#039;&#039;&#039; or the &#039;&#039;&#039;Town Gods&#039;&#039;&#039; are newer ones among the Old World Pantheon (still older than Sigmar) they are actually not really among the common worship in the Empire (with exception of Morr who is third most popular Imperial God). They are generally worshipped in more civilized and urban areas of South Old World like [[Tilea]] and [[Estalia]]. These gods are Morr, Verena, Myrmidia, Shallya, Ranald and Khaine.&lt;br /&gt;
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* &#039;&#039;&#039;[[Morr]]&#039;&#039;&#039;, the God of the Dead, Afterlife and Dreams, older brother of [[Khaine]], husband of Verena and father of Myrmidia and Shallya. Similar to Greek Mythology, at the beginning of time the three gods, Ulric, Taal and Morr divided the world between eachother. Ulric and Taal started fighting for the living world while Morr simply settled the realm of the dead. Then the Gods of Mortal Realm and Morr made an agreement to balance things out; Morr and his subjects, the dead, will not tresspass into Mortal Realm and in return, Ulric and Taal will ultimately send all the living to Morr. [[FAIL|Well, when you think about it you can realize this agreement actually gives no benefit to Morr,]] because while Ulric and Taal don&#039;t have to do anything for their part (because mortals, naturally, always die), Morr will both have to protect the souls of the dead from being consumed [[Chaos Gods]] and fight the necromancers and undead to do his part of the agreement. Yet again, Morr, being one of the few responsible gods who actively tries to [[gets shit done|do his job,]] maybe took this responsibility willingly. Although he is a less known god among the fans, Morr&#039;s worship is the most widespread in the Warhammer world as he is worshipped by all major races and nations even if he is known to them by different names. His symbols are ravens, hourglasses and black roses. His seat of power is in Luccini, Tilea. In End Times, his [[Nehekhara|Nehekharan]] counterpart, Usirian was devoured by [[Nagash]] which killed Morr too.&lt;br /&gt;
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* &#039;&#039;&#039;[[Verena]]&#039;&#039;&#039;, the Goddess of Knowledge, Science, Law and Justice, wife of [[Morr]], mother of Myrmidia and Shallya. We all know the Old World is a fucking mess; the civil lands are constantly under siege by the [[Orcs &amp;amp; Goblins|barbarians]] and [[Beastmen|anarchists]] while being ruled by zealots, ignorants, tyrants and decadants. Among this madness, Verena and her worshippers shine as a beacon of reason and intellectuality. Despite being literally the goddess of paperwork, Verena isn&#039;t some kind of pacifist (that&#039;s [[Shallya|her daughter]]&#039;s gimmick), she dictates her followers to take arms in the face of injustice, tyranny and of course Chaos. Her worshippers usually work as judges, lawyers, scholars, bureaucrats and prone to becoming [[Lawful Stupid]]. Her symbols are owls and scales. Verena doesn&#039;t have a seat of power but is mainly being worshipped in big bureaucratic capitals like Altdorf. Also she is probably the same god with [[Hoeth]].&lt;br /&gt;
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* &#039;&#039;&#039;[[Myrmidia]]&#039;&#039;&#039;, the Goddess of War, Strategy and Military, sister of [[Shallya]]. Yet another god of war, which is normal, considering [[Grimdark|how dominant and constant the war is]]. Myrmidia is rivals with other two Gods of War, [[Ulric]] and [[Sigmar]] but the three actually stand for different aspects of war: Ulric is the down-to-earth part of it, the actual combat, martial prowess and [[Khorne|bloodlust]], Myrmidia is the science of war, strategy and tactics are in her domain and Sigmar stands for the reason behind the war; heroism, patriotism, empire-building, zeal and even self-defence as the Empire never actually seeks for more war. Her worship spreads throught the Empire from Estalia and Tilea, there is even one knightly order that worships to her, the Order of the Blazing Sun which converted during the Crusades. She is mainly worshipped by the generals and strategists rather than the soldiers themselves. Her symbol is a spear behind a shield and an eagle. Lastly if you are retarded and haven&#039;t noticed yet, Myrmidia is a shameless ripoff of Athena with no difference other than the name.&lt;br /&gt;
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* &#039;&#039;&#039;[[Shallya]]&#039;&#039;&#039;, the Goddess of Mercy and Healing, sister of [[Myrmidia]]. Shallya is probably the most [[Noblebright]] thing in Warhammer Fantasy. She offers mercy to all the suffering; the sick, the injured, the beggar, the orphan, the whore, the prisoner, the maimed, the unclean, just all of them. They even believe mutants can be cured, Shallyites actually established a secret mutant village to protect them from the witch hunters. They are right to a some extent because actually some of the mutants are normal mutants like in our world and not corrupted by Chaos at all. [[Grimdark|So probably thousands of humans was burnt on stick just because they are sick]]. She is generally worshipped by doctors and healers or more precisely her worshippers and priests became doctors and healers. Her symbols are a white dove and a heart with a single blood drop. Also she is quite similar to the Elven god [[Isha]].&lt;br /&gt;
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* &#039;&#039;&#039;[[Ranald]]&#039;&#039;&#039;, the God of Fortune, Luck and Mischief. One of the main problems with [[The Empire (Warhammer Fantasy)|the Empire]] is, while it is still as oppressive as any feudal kingdom it lacks the organized police force to make it effectively like the [[Nazi|modern dictatorships]] did. So there is incredible amouths of criminal activity going on in the Empire. So much, there is a god of it. Although Ranald is the god that stands for freedom against that oppression, he is mainly worshipped by thieves, gamblers and charlatans. Also you may thought his name is nothing fancy, just a generic medieval name, which makes sense because actually Ranald was a mortal that convinced, or tricked, Shallya to let him drink one of her tear vials which ascended Ranald to godhood. Ranald&#039;s symbols are a hand with crossed fingers, an X, a black cat and a crow. He is mainly worshipped in big cosmopolitan cities like Marienburg.&lt;br /&gt;
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* &#039;&#039;&#039;[[Khaine]]&#039;&#039;&#039;, the God of Murder, Violance and Cruelty, younger brother of [[Morr]]. Khaine is in interesting position in the Old World pantheon, while other Elven gods are at least have different human names, Khaine is simply Khaine, the god that Dark Elves worship. Also the worship of Khaine is one of the few outlawed religions in the Empire (only worshipped secretly by cultists) because most human theologians believe Khaine is none other than [[Khorne|the Blood God]] himself. But Khainites know that there is a distinction between Khaine and Khorne; Khorne is more about senseless slaughter, the mass killings happening in the battlefields are what really pleases him. But Khaine is more about the killing of the individuals, the ritualistic art of murder and torture is what really pleases him, yet again battlefields are sacred for him too as the war is nothing more than industialized murder. Also in the End Times, Khaine and Khorne are confirmed to be separate entities but Khaine is still the god of [[murderhobos]] and it is better to outlaw his worship. Khaine is also worshipped as a God of Death, believed to be forever in conflict with his brother, Morr. Being a secret cult, Khaine don&#039;t have an openly displayed symbol but a scorpion stinger and a serpentine dagger are symbols generally associated with him. Khaine is commonly worshipped by sadists and serial killers but a few of his worshippers can be found among the soldiery.&lt;br /&gt;
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===Bretonnia===&lt;br /&gt;
[[Lady of the Lake]] is the patron goddess of the [[Bretonnia|Kingdom of Bretonnia]]. Cult of the Lady is the state-religion and holds major political power within Bretonnia and yet the Lady isn&#039;t the most widespread worshipped God in Bretonnia. Being a feudal shitland, everything in Bretonnia is divided between [[Noble|Nobility]] and [[Peasant|Peasantry]] (and almost non-existent middle class consisting scholars and merchants) this of course includes the religion too. Peasants are prohibited from the worship of Lady as they are not seen more than vermin and shouldn&#039;t bother the Lady with their petty prayers. The middle class is allowed but have to pay tithe to worship in shrines and temple. In short, the cult of the Lady is only open to the Nobility of Bretonnia. This lead the peasantry to worship the Gods of the Old World Pantheon. Bulk of the peasantry (which is also the bulk of Bretonnia&#039;s population) worship [[Shallya]] the Goddess of Mercy and Healing. Unlike the Lady of the Lake, Shallya offers comfort for everyone especially to the oppressed, suffering people like the peasants of Bretonnia. This made Shallya very popular among the peasants, some of them even believe Shallya is just another aspect of the Lady (basicly her peasant equilavent) which worshippers of the Lady [[Blam|didn&#039;t take tolerantly]]. Other than Shallya, Myrmidia is common among the men-at-arms, Taal and Rhya among the farmers, Verena among the scholars etc. Interestingly, worship of Sigmar is almost non-existent within Bretonnia which is weird as Cult of Sigmar, like Cult of Shallya, is a peoples cult, open to everyone. The reason behind this is probably the Bretonnian nobility&#039;s xenophobia towards [[the Empire (Warhammer Fantasy)|the Empire]]. Anyway about the Lady of the Lake:&lt;br /&gt;
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*&#039;&#039;&#039;[[Lady of the Lake]]&#039;&#039;&#039;, the Goddess of Chivalry, Purity and Nobility, the Patron Goddess of [[Bretonnia]]. The Lady of the Lake is basicly the [[Waifu|idealized woman]] that every Bretonnian knight loves. They love her so much many knights are willing to abdicate all their titles and go on a Waifu Quest to find her. Almost all of these Questing Knights die horribly to monsters and other shit they have to fight, before even getting close to her. But most powerful of them find her eventually and when that happens, the Lady of the Lake offers them to drink from the Holy Grail she holds which turns Questing Knights into [[Mary Sue|mary sues]] or Grail Knights as they mostly known as. The Lady of the Lake is only worshipped by the Bretonnian Nobility and her symbols are the Holy Grail and [[Sisters of Battle|Fleur-de-lis]]. In End Times, it was revealed that the Lady of the Lake is none other than the Elven God [[Lileath]], she and the [[Wood Elves (Warhammer Fantasy)|Wood Elves]] been using Bretonnians as a bulwark against [[Chaos]] and a cat&#039;s paw when they don&#039;t feel like to risk elf lives. All that holy Grail Knights and lowly peasantry shit was to eliminate the weak and create the best of humanity, worthy of being used by Elves. [[Just as Planned|So the entire culture, religion and politics of Bretonnia is just part of an Elven eugenics programme.]] Also do I have to mention that she was &amp;quot;inspired&amp;quot; from Arthurian legends, like everything else in Bretonnia?&lt;br /&gt;
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===Kislev===&lt;br /&gt;
[[Kislev]] has his own little pantheon of gods consist of three gods: &#039;&#039;&#039;Ursun&#039;&#039;&#039;, &#039;&#039;&#039;Dazh&#039;&#039;&#039; and &#039;&#039;&#039;Tor&#039;&#039;&#039;. It isn&#039;t like an established Kislevite Pantheon, more like a group of local gods unique to Kislev. While almost all of the Kislevites only worship these three, some other gods have been worshipped by Kislevites too. Northern Gods of the Old World Pantheon is relatively common, mostly [[Ulric]] and Taal mainly because of Kislev&#039;s geographical closeness to [[the Empire (Warhammer Fantasy)|Northern Empire]]. Like in the Empire, many local gods and spirits are venerated too. Interestingly, Kislev is also the only place in the Old World to worship [[Necoho|Ma]][[Zuvassin|lal]]. The Temple of the Ancient Allies in the Kislevite city of Bolgasgrad is the only known temple dedicated to Necoho and Zuvassin, and the city is home to only known worshippers of them. But, to be clear, it isn&#039;t like they are commonly worshipped in Kislev, their worshippers are probably even less than their fans in real life. So about the real gods of Kislev:&lt;br /&gt;
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*&#039;&#039;&#039;[[Ursun]]&#039;&#039;&#039;, the God of [[Bear Lore|Bears]] and Strength, Patron God of Kislev. Ursun is the most commonly worshipped god in Kislev, like Sigmar he&#039;s worsipped by everyone from wealthy cityfolk to nomads of the oblast. But in doctrine, Ursun has more common in [[Ulric]] and Taal than Sigmar. Like Ulric, Ursun is all about strenght, he prefers warriors over priests, acts over prayers. And like Taal, Ursun is more of the God of Bears than a God of man, bears are his sacred beast it is a privilege to hunt them, not a right given to humans. Like Taal dictates, bear hunts should be fair, no traps or hunting dogs allowed. One of the reasons that worship of Ursun is so common in Kislev is that Kislev is full of bears and worshipping the God of Bears makes things smoother between man and the beasts (and angering him gets you [[RIP AND TEAR|ripped apart by bears]]). His worshippers are rivals with Ulric&#039;s, but mutual respect exists between them. Ursun is practically worshipped by all of the Kislev and only in Kislev. His holy symbol is a bear or a bear&#039;s face.&lt;br /&gt;
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*&#039;&#039;&#039;[[Dazh]]&#039;&#039;&#039;, the God of Sun, Fire and Hospitality. When you live in a frozen wasteland where winters are 10 months long and full of bears, fire and Sun is just what really matters to survive. So you should worship the God of Sun in the second coldest place of the world after [[Chaos Wastes|literally frosty hell]] itself, not some [[Ulric|God of Winter]]. Actually this is why Dazhinyi (and Kislevites in general) despise Ulricans: they are like middle-class children who want winter to come because of Christmas and to play in snow while Kislevites are like homeless people who don&#039;t want to freeze to death during winter. Sure, worshipping the God of Winter would probably fix all of that for them, but this is Warhammer so common sense is still [[Heresy|not tolerated]]. Dazh is, like Ursun, widely worshipped by Kislevites but with a bit of change. In the cold harsh tundras of north, Dazh symbolizes the struggle against the nature and his worship is essential to survive Kislevite winters as every campfire and torch lights brightly because of him. In rather civilized south, he is the God of Hospitality, more about hearths and being kind to guests. Dazh&#039;s holy symbol is the Sun or a flame. Judging by the Usirian = Morr logic in the End Times, one could say that Ptra and Dazh are the same person due to being primary god of human. Just don&#039;t tell Settra about it or he is going to lit Kislev on fire (might be a good thing actually). He is based on Slavic sun god Dazhbog.&lt;br /&gt;
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*&#039;&#039;&#039;[[Tor]]&#039;&#039;&#039;, the God of Thunder and Lightning. The least inspired name ever given to a god of lightning. But at least he isn&#039;t just same with the [[Viking|Norse]] God Thor: Tor isn&#039;t a hammer wielding God of Heroism and War (that&#039;s [[Sigmar]]&#039;s job) (also Tor prefers an axe), he is more of a force of nature. He is more about saying &amp;quot;Tor is angry today&amp;quot; during a lightning storm than prayers and systematic worship. Well, also a God of Lightning has nothing to offer to humans other than &#039;&#039;not&#039;&#039; striking them with a thunder bolt. Also his stricture is single, simple but smart: &amp;quot;Never stand under a tree in a thunderstorm.&amp;quot; Tor&#039;s holy symbols are a thunderbolt and a silver axe.&lt;br /&gt;
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===Nehekhara===&lt;br /&gt;
[[Nehekhara]], being &#039;&#039;&#039;THE&#039;&#039;&#039; human civilization of the world (meaning they are the original human civilization that was created and established by the [[Old Ones]] themselves) has their own unique and sophisticated take on religion and gods. The Priest Kings of Nehekhara and [[Tomb Kings]] of &amp;lt;s&amp;gt;[[Tomb Kings#Death of an Era|old]]&amp;lt;/s&amp;gt; today worshipped the &#039;&#039;&#039;Nehekharan Pantheon&#039;&#039;&#039; also known as the Desert Gods. Nehekarans believed that in the dawn of time, the world was once dark and cold, it was their gods that enlightened the world and created humanity, which is quite a similar story to how the Old Ones created humanity and other races. Almost all of the gods [[Furry|have animal heads or are outright animals]] much like the Egyptian gods. Long ago, the Nehekharan Pantheon consisted of hundreds of different gods and hundreds of different cults dedicated to them, but after [[Nagash]] necro-nuked all of Nehekhara, killing every living thing and reanimating them as [[Undead]], only a handful of Gods remain (unknown if the other gods are dead too, or weren&#039;t real to begin with and were simply forgotten) and only the most widespread cult remains today, the Mortuary Cult, a cult dedicated to Usirian. The cult studied death and the afterlife, and also searched for immortality. First they managed to preserve a dead body with mummification (which they learned from the [[Lizardmen]] of the Southlands) then communicating with the dead souls using the [[Warhammer Magic|Wind of Death]] and lastly summoning the dead and binding them to corporal bodies. All of their study lead to Nagash&#039;s creation of Necromancy via mixing Dark Magic with the Wind of Death. Anyway about the pantheon:&lt;br /&gt;
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*&#039;&#039;&#039;Ptra&#039;&#039;&#039;, the God of Sun, Patron God of Nehekhara, husband of Neru. Although he is the most important god of Nehekharan Pantheon, there isn&#039;t much to say about him. Ptra is basicly Ra of our world, he rides his chariot in the sky from dawn till dusk, following his love, Neru the Moon Goddess. Unlike other gods of the pantheon, he doesn&#039;t have an animal form, or an animal headed form, only appearing in a human form. He is also the creator of humanity, according to Nehekharans. [[Settra the Imperishable]] is his most known (and of course greatest) worshipper because no God is worthy of being worshipped by Settra, other than the King of Gods himself.&lt;br /&gt;
*&#039;&#039;&#039;Neru&#039;&#039;&#039;, the Goddess of [[Mannslieb|Moon]] and Protection, wife of Ptra. Boring ass wife of the boring ass god up there. Again not much to say about her, she is actively running away from her husband (for some reason), creating the day and night cycle of the world.&lt;br /&gt;
*&#039;&#039;&#039;Sakhmet&#039;&#039;&#039;, the Goddess of the [[Morrslieb|Green Moon]], concubine of Ptra. Also called the Green Witch, Sakhmet envies Ptra&#039;s love of Neru, his wife, and all of humanity. During nights, Neru and Sakhmet fight for the domination of the sky, Neru wins most of the time so only Mannslieb appears in the sky but when Sakhmet wins both Mannslieb and Morrslieb appears in the sky, causing days known as Hexenstag and Geheiminstag to the [[the Empire (Warhammer Fantasy)|Imperials]]. She is seen as a malevolant god by the Nehekharans because she, as said, envies Ptra&#039;s love for humanity. While the name is almost same with the Egyptian God Sekhmet, Sakhmet isn&#039;t really similar to her other than this: the duality of Sakhmet and Neru resembles how the bloodthirsty lion-headed Goddess of War Sekhmet and the merciful cow-headed Goddess of Love Hathor is the same goddess with a split personality disorder, even so Sakhmet and Neru are certainly not the same goddess at all. Ironically, she had a beastmen follower called &#039;&#039;&#039;Moonclaw&#039;&#039;&#039; who referred to the green moon as his own mother. During the End Times, chunks of Morrslieb descend up the world after the Skaven&#039;s reckless demolition. With that, is safe to say that Sakhmet is officially about as dead as Usirian. But it&#039;s not like the moon was alive like the other gods anyway.&lt;br /&gt;
*&#039;&#039;&#039;Usirian&#039;&#039;&#039;, the God of the Underworld. Usirian&#039;s worship is as widespread as that of Ptra in Nehekhara, since the rise of the Mortuary Cult. As the lord of the Realm of Souls, Usirian judges souls of the living, particullarly the Priest Kings, upon their death; based on their lives, they may make it to the paradise filled with golden palaces to live in and their subjects to tyrannize (two things Priest Kings love the most) or if they didn&#039;t had any virtues in life (or [[Peasant|wasn&#039;t a nobleborn]]) they probably end up in the deepest pits of the Underworld, [[Grimdark|where millions of beetles will gnaw their skin and entrails forever]] (This sounds eerily similar to Abrahamic religions). Another privilege nobles get is that if they fuck up, Priests of Usirian will try to bargain with Usirian to mitigate their punishments. Khepra Beetles are said to be Usirians agents in the living realm, he monitors the mortals from the beetles&#039; eyes, seeing all sins of the men and because said beetles are everywhere in Nehekhara, [[1984|every man and woman are being watched by him 7/24]]. On the other hand this also means using a bug sprey lets you trick the God of Dead. Usirian is also never physically represented as that would be [[heresy]] (now it is really similar to one particular Abrahamic religion). His most known worshipper is the Grand Hierophant Khatep who is the High Priest of the Mortuary Cult, Prophet of the Lord of the Tomb, Master of Awakenings but most importantly Settra&#039;s advisor during his life. Lastly in the [[End Times]], Usirian was devoured by Nagash which killed [[Morr]] too, this confirms that they were indeed the same god (in fact all Gods of Dead are probably the same god).&lt;br /&gt;
*&#039;&#039;&#039;Djaf&#039;&#039;&#039;, the God of Death and War. While he is an important god, he is the god of death of undead egyptians after all and his ushabtis are one of the most common ones, not much is known about him. Considering another similar God, Usirian, is venerated much more than him and that he is also a God of War, Djaf is probably more abouth down-to-earth part of death not its concept or spiritual side. Djaf usually takes form of a jackal headed man or a large black jackal so he is basicly the Egyptian God of Death, Anubis.&lt;br /&gt;
*&#039;&#039;&#039;Asaph&#039;&#039;&#039;, the Goddess of Beauty and Asps. When to be seen, Asaph takes the form of a seductive woman or [[Furry|an asp but still looking as seductive as woman]]. Lorewisely, the most important thing she did was saving [[Queen Khalida]] from becoming a [[vampire]] which made her the greatest worshipper of Asaph. Other than that, Asaph is really similar to the Chaos God [[Slaanesh]], both being gods of beauty and has a strong association with snakes. Unknown if there is a connection or not.&lt;br /&gt;
*&#039;&#039;&#039;Geheb&#039;&#039;&#039;, the God of Earth and Strenght. As a god worshipped by warriors and soldiers, Geheb takes form of a lion or a big hunting dog in animal form and a musclar man with a thick beard in human form. Again another god with a Chaos God similarity, both [[Khorne]] and Geheb is worshipped by great warriors and has hunting dogs as their sacred animal. Also worship of Geheb involves a blood ritual which the worshippers drink the blood of a newly sacrificed ox.&lt;br /&gt;
*&#039;&#039;&#039;Tahoth&#039;&#039;&#039;, the God of Knowledge and Wisdom. Tahoth usually takes the form of an ibis headed man, or a silver colored ibis which makes him quite similar to [[Tzeentch]], the other bird headed god of knowledge. But this time this is probably because Tzeentch is inspired by the Egyptian God of Knowledge Thoth while Tahoth is just Thoth with a different name.&lt;br /&gt;
*&#039;&#039;&#039;Sokth&#039;&#039;&#039;, the God of Scorpions, Thieves and Assassins. Although he is the protector of thieves, Sokth forbids grave-robbing and his sons (scorpions) guard the royal tombs along with Usirian&#039;s beetles. It&#039;s believed that the Nehekharan scorpions will never sting a true follower of Sokth but I&#039;m sure nobody dares to test that. Sokth usually appears as a giant black scorpion or a man with pure black eyes.&lt;br /&gt;
*&#039;&#039;&#039;Phakth&#039;&#039;&#039;, the God of Sky and Justice. Phakth usually takes the form of a hawk headed man or a blue hawk with golden eyes so he is practically the same god as Horus ([[Horus Lupercal|no, not that one]]).&lt;br /&gt;
*&#039;&#039;&#039;Basth&#039;&#039;&#039;, the Goddess of Cats and Love. Usually appears as [[Furry|a cat headed woman]] or as [[Catgirl|a woman with cat-like features]]. She is the Egyptian Goddess of Cats, Bastet, of Warhammer Fantasy.&lt;br /&gt;
*&#039;&#039;&#039;[[Nagash]]&#039;&#039;&#039;, the Supreme Lord of Undeath. Before I start let me explain why I decided to add Nagash to the list: Not because Nagash ascended to godhood in [[Age of Sigmar]] but because he has been worshipped as a god before that, since his first defeat, by priest kings to vampires, by crazed cultists to great necromancers. You may argue that Nagash is clearly not a god, as he is trying to become a god, so he has no place in here and I would say half of the gods listed here probably don&#039;t even exist or are a [[Chaos God]] in disguise so listen up. While not being a part of the Nehekharan Pantheon, Nagash has been (secretly) worshipped as a God by Nehekharans for millenia. Worship of Nagash, or Nagashism as it&#039;s named in [[Total War: WARHAMMER|Total War: Warhammer]], stretchs back to his first defeat. After dying in the desert and resurrecting himself as some sort of [[Lich]], Nagash deceived some mountain tribes into worshipping him as a god. After that, said tribesmen and his undead minions built the great fortress of Nagashizzar under the command of Nagash. Even today, in the highest chamber of the fortress, [[God-Emperor of Mankind|the corpse of Nagash sits on his throne with hundreds of zealous cultists worshipping him as a God]], listening to his whispers, doing his bidding. Since then, thinking being worshipped is quite handy, Nagash disguises himself as a god to manipulate humans. It is known that he has been willingly worshipped by many necromancers and vampires (which is actually rare, as vampires generally don&#039;t accept anyone as his/her superior). Nagash may also interfere with the wizards of the Wind of Death, especially Mortuary Priests, presenting himself as Usirian, the Nehekharan God of the Dead or [[Morr]], the Imperial God of the Dead, and use them to further his schemes. But he usually does that when he doesn&#039;t have a corporeal form because when he is in the mortal realm there is no need to trick anyone into believing he is a god. As said above, in the End Times he ascended to godhood and became the only [[Tomb King]] that made it to [[Age of Sigmar]].&lt;br /&gt;
&lt;br /&gt;
===Northmen===&lt;br /&gt;
Although many Norscan tribes venerate all the gods, most tend to favour one of the Four for his blessings. Below them are various Daemon Princes, fallen ancestors and Chaos Champions, and other lesser spirits alongside the Big Four.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Khorne]]&#039;&#039;&#039; - The Hound, Kharnath, Lord of Rage, Akhar, Kjorn, the Axefather, Khorgar, the Bloodwolf, and the Wolf-Father and many more names. In such a brutal, warlike culture moulded by harsh climate and monsters, he is the most popular deity in Norsca.&lt;br /&gt;
*&#039;&#039;&#039;[[Tzeentch]]&#039;&#039;&#039; - The Eagle, Tchar, the Raven God and expy of [[Odin]]. Patron deity of the seers and &#039;&#039;vitki&#039;&#039; (sorcerers), he is distrusted by most Norscans. However, because he is also the god of the winds of Magic and physical currents, he is venerated before the Norscans board their longships.&lt;br /&gt;
*&#039;&#039;&#039;[[Nurgle]]&#039;&#039;&#039; - The Crow, Neiglen, Nurglitch, Onogal. Usually prayed to for avoiding plagues, or to spare themselves from the worst of the plagues by dedicating themselves to him.&lt;br /&gt;
*&#039;&#039;&#039;[[Slaanesh]]&#039;&#039;&#039; - The Serpent, Shornaar, Lanshor. Invoked at the feasts and marriages that occur after battles.&lt;br /&gt;
*&#039;&#039;&#039;Mermedus&#039;&#039;&#039; - a caricature of Mannan, this monstrous sea horror is invoked to avoid his wrath when Skaelings sail. Prisoners are sacrificed to Mermedus by being drowned with heavy weights, and to die at sea is to sink into Mermedus&#039; domains, deprived from the glorious halls of the Four.&lt;br /&gt;
&lt;br /&gt;
The Norscans believe that they must become strong and cruel, to win the favour of the Four Gods after they die and enter their halls for an eternity of feasting and brawling. Should they die as cowards or without their hands and weapons, they might instead be chased around in the afterlife as playthings for Daemons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some Southern and more &amp;quot;civilized&amp;quot; Norscans may worship the God of the Old world as well, such as Sigmar, but the [[blam|Lectors and Priests of the Empire would prefer not to acknowledge this]], as the savage tribes of the North have a corrupting influence and any attempt to humanize them may result in [[chaos spawn|less than favorable results]].&lt;br /&gt;
&lt;br /&gt;
===Minor Nations===&lt;br /&gt;
Even if they have never seen the light of the day, [[End Times|and never will]], there are human nations other than [[the Empire (Warhammer Fantasy)|the Empire]], [[Bretonnia]] and [[Warriors of Chaos|Northmen]]: the myst shrouded island of Albion, the Great Sultanate of Araby, Democratic City-States of [[Tilea]], Ever-warring kingdoms of [[Estalia]], Feudal Kingdom of [[Nippon]], Grand Empire of [[Cathay]], Kingdoms of Ind, the Hinterlands of Khuresh and more. While collective lore on these are less than any playable faction&#039;s, some of these factions&#039; religious practices are known and some what interesting.&lt;br /&gt;
*&#039;&#039;&#039;[[Tilea]]&#039;&#039;&#039; worships the Southern Gods of the [[Old World]] Pantheon, mainly [[Myrmidia]], the Goddess of War and Strategy. Tileans are sailors and pirates, so Manann, the God of Seas, is also worshipped by many. Other than them, local gods of city-states are among common worship. Like Luccan and Luccina, the founders of the City-State of Luccini, is the most worshipped God in said city (You know [[Roman Empire|Romulus and Remus]]?). As a cosmopolitan country, Tilea also been influenced by other cultures and even races, like in Tobaro, people living in the underground tunnels of the city commonly worship il Grungnio or Grungni, the Dwarf God of Miners as he known to the [[Dwarfs (Warhammer Fantasy)|Dwarfs]]. Even so, Tileans are said to be &amp;quot;casual&amp;quot; worshippers, not taking the religion so seriously, unlike the Imperials and Bretonnians.&lt;br /&gt;
*&#039;&#039;&#039;[[Estalia]]&#039;&#039;&#039;, being same as Tileans but with Spanish names, worships the Southern Gods of the Old World Pantheon, again mainly [[Myrmidia]]. But this didn&#039;t have a unifying effect on Estalians and Tileans, they have been fighting for centuries by now. Both sides claim that they are the real sons of Myrmidia.&lt;br /&gt;
*&#039;&#039;&#039;Araby&#039;&#039;&#039; is known to be worshipping a single god, being one of the very few monotheistic nations in the world. He chooses prophets among the people to teach his gospel to the Arabyans. A warrior-cult known as Dervishers is dedicated to that God, fan-named Ohrmazd (which is another name of Ahura Mazda, the God of Zoroastrianism) and said to be &amp;quot;too willing&amp;quot; to die for their god [[FAIL|which is a bit stupid because real life Dervishs (Islamic Monks) while very religious, were also pacifists and humanists]]. Another possibility would be that the Nehekharan gods might also be worshipped in Araby, as Araby is technically Nehekhara&#039;s living successor. Among the deities attested in canon venerated by the Arabyans include:&lt;br /&gt;
** &#039;&#039;&#039;the Djinn&#039;&#039;&#039;, which are actually Daemons.&lt;br /&gt;
** &#039;&#039;&#039;Ancient deities&#039;&#039;&#039; older than the Nehekharan gods, promoted by another prophet known as Mullah Aklan&#039;d, who was also Araby&#039;s first Great Sultan and unifier.&lt;br /&gt;
*&#039;&#039;&#039;[[Cathay]]&#039;&#039;&#039; is, surprisingly, a semi-atheist country, where the Dragon Emperor commands his people to see him just as a mighty all-knowing leader without any godhood nonsense. [[Emperor|This seems very familiar, doesn&#039;t it?]] However, Big D can&#039;t control literally everyone, so cults in his name do exist in some remote regions. [[Tzeentch]] worship is also still present, and is a major problem in this country.&lt;br /&gt;
*The Kingdoms of &#039;&#039;&#039;Ind&#039;&#039;&#039; are also called the Land of a Thousand Gods. Shit goes down in Ind because it is literally the land of a thousand gods and at least most of the gods are real and very active. They are said to be very fickle and quick to anger, judging and punishing their worshippers swiftly. So every part of the Indian life is a ritual: like if you overcook a [[Meatbread|meal]] a bit, you may be struck down by the God of Food or if you don&#039;t [[THIN YOUR PAINTS|thin your paints]], the [[Duncan Rhodes|God of Thin Paints]] may visit you at night. Leopold Riogillo, a merchant prince, notes that Indians see the tiger-headed [[beastmen]] of their land as holy spirits, yet again it is known that at least one god, the four-armed Bharmir, despises [[Chaos]].&lt;br /&gt;
** &#039;&#039;&#039;Brahmir&#039;&#039;&#039; - not-Brahman (or more like Vishnu), his holy statues can scare the Warp out of Chaos-worshippers.&lt;br /&gt;
** &#039;&#039;&#039;She&#039;ar Khawn&#039;&#039;&#039; - not-Narasimha, a popular deity whose eight-armed statues are found in almost every temple in Ind.&lt;br /&gt;
** &#039;&#039;&#039;Gilgadresh&#039;&#039;&#039; - his temple was looted by Lokhir Fellheart.&lt;br /&gt;
*&#039;&#039;&#039;Amazons&#039;&#039;&#039;, the warrior tribeswoman of [[Lustria]], worships the same pantheon of gods as the [[Lizardmen]] who are the [[Old Ones]]. Not much is known other than that.&lt;br /&gt;
** &#039;&#039;&#039;Rigg&#039;&#039;&#039;, one of the Old Ones and the mother of Kalith, she is their goddess of war.&lt;br /&gt;
** &#039;&#039;&#039;Kalith&#039;&#039;&#039;, the daughter of Rigg and the Elven sea god Amex, her functions and powers are unknown.&lt;br /&gt;
&lt;br /&gt;
==Lizardmen==&lt;br /&gt;
Lizardmen revere the [[Old Ones]] as their gods. Lizardmen are brought fully formed into the world as full fighting units from magical spawning pools, some of these units have somehow been marked by one or more of the Old Ones for some specific purpose these are known as sacred spawnings. Albino Lizardmen are said to have the mark of the Old Ones and are believed to be destined for greatness.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Sotek]]&#039;&#039;&#039; Unlike the other Old Ones Sotek was not among the original pantheon that created the Lizardmen and uplifted the humans, elves and dwarves. Sotek was brought into the world during the invasion of Lustria by the Skaven clan Pestilence. After numerous blood sacrifices [[Khorne|turning rivers red]] by the Lizardmen, a gargantuan snake appeared and chased the Skaven out of Lustria. Those marked by Sotek have a red stripe on top of their heads and sometimes running down their backs, they are fiercer than other Lizardmen. Sotek is the only Old One known to have sacred spawnings of skinks, fitting as it was these little WS 2 T 2 shits that made rivers run red with rat blood.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chotec&#039;&#039;&#039; God of the sun. Those of Chotec&#039;s sacred spawning are marked by the colour orange and are more energetic.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Huanchi&#039;&#039;&#039; Jaguar god of stealth &amp;amp; ambush. The blessed spawning of Huanchi have darker coloured scales, possibly black or brown, they are experts at hunting down prey.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Itzl&#039;&#039;&#039; God of cold-blooded beasts. Those of Itzl&#039;s sacred spawning are marked by bony crests and a distinct smell and are great beastmasters.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tepok&#039;&#039;&#039; Depicted as a feathered serpent, Tepok is the god of mystery. Those of Tepok&#039;s sacred spawning have purple scales on their backs and are protected against magic.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tzunki&#039;&#039;&#039; God of water. The blessed spawnings of Tzunki have green scales on their backs and are known to be blessed with gills and flippers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tlazcotl&#039;&#039;&#039; God of stoicism. The blessed spawning of Tlazcotl have yellow scales along the main of their headcreasts and down along the crests of their back.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Quetzl&#039;&#039;&#039; God of protection. The blessed spawning of Quetzl have thick scales.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Xhotl&#039;&#039;&#039; Possibly a God of retribution given what their blessing does. Saurus are not spawned with it since the eponymous temple city of Xhotl was destroyed in the aftermath of the collapse of the polar gates, with Kroq-gar as the last survivor of it and bearer of the spawning, which grants a magical forcefield to its bearer and strikes back at anything that gets through.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Minor Deities&#039;&#039;&#039; Many more Old Ones, like Tlanxla, are mentioned briefly in fluff but they&#039;ve had very little impact as they&#039;ve been dead or gone for ages. In rare cases a single saurus or skink will emerge alone from a spawning pool, completely albino of scale, and marked for greatness by all the Old Ones at once.&lt;br /&gt;
&lt;br /&gt;
==Greenskins==&lt;br /&gt;
The Greenskins have two universal Gods; with several others.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gork]]&#039;&#039;&#039;: He&#039;s Brutally Cunning.&lt;br /&gt;
*&#039;&#039;&#039;[[Mork]]&#039;&#039;&#039;: He&#039;s Cunningly Brutal.&lt;br /&gt;
*&#039;&#039;&#039;Bad Moon&#039;&#039;&#039;: Venerated by the Night Goblins, he causes mushrooms to grow from anywhere where he shines on, even victims unfortunate enough to be basked in it.&lt;br /&gt;
*&#039;&#039;&#039;[[Spider-God]]&#039;&#039;&#039;: a god venerated by the Forest Goblins. They use spider poisons to get high and enter a trance to commune with their god and tame spiders to ride around on in its honor.&lt;br /&gt;
&lt;br /&gt;
==Ogres==&lt;br /&gt;
*&#039;&#039;&#039;[[Great Maw]]&#039;&#039;&#039; - A &#039;&#039;something&#039;&#039; that appeared after the Dragon Emperor of Cathay called down a meteor to punish the Ogres fucking up his lands. It was possibly a warpstone meteor and POSSIBLY caused by interference from Tzeentch but whatever it was left a big fleshy mouth in the ground that cursed the Ogres with a constant hunger, which also made them worship it as a god. Is it? Well the Ogres think so, and are you gonna tell em different?&lt;br /&gt;
*&#039;&#039;&#039;[[Fire Mouth]]&#039;&#039;&#039; - A volcano worshiped by the Firebellies. They drink super hot food (if not actual lava) to venerate it and grant them spells.&lt;br /&gt;
&lt;br /&gt;
==Skaven==&lt;br /&gt;
*&#039;&#039;&#039;The (Great) [[Horned Rat]]&#039;&#039;&#039; - &amp;quot;what a minute isnt The Horned Rat a [[Chaos Gods|Chaos God]]? whats he doing here?&amp;quot; you might be asking. well the answer is &amp;quot;Because he&#039;s a.) a fantasy (and its [[Age of Sigmar|sequel]]) god and b.) the only one with its own specific race of worshipers that isnt a [[Chaos Dwarfs|spin off]] or [[Dragon Ogres|split between the other four]]&amp;quot;. The Horned Rat is not only the god of the [[Skaven]], he is the exemplar of their race as a whole! He&#039;s [[Tzeentch|sneaky and cunning]], ruthlessly [[Slaanesh|self indulgent and self interested]], [[Nurgle|plague-ridden]] and [[Khorne|murderous and power hungry]] and demands that his people follow in his image while also honoring him during. hes also one of the few gods to actually appear to his race and tell them to stop screwing around and get shit done now and again. Various origins have him as a Daemon of Nurgle that got above his raisin and made some ratmen, or a traitorous Dwarfen Ancestor god that fucked off to screw shit up, but its unknown if either of these are true. And he was probably behind The Doom of Kavzar in some way.&lt;br /&gt;
&lt;br /&gt;
==Pygmies==&lt;br /&gt;
The Pygmies worshipped 2 Brother Gods, who together decided to kill the 11 other of the original 13 Pygmy Gods when they came to Mallus, despite the 2 Brothers having almost opposite personalities.&lt;br /&gt;
*&#039;&#039;&#039;Beesbok&#039;&#039;&#039;: God of Procrastination, Food, Feasting, and Happiness&lt;br /&gt;
*&#039;&#039;&#039;Brobat&#039;&#039;&#039;: God of Work, Poison, Magic, and Dourness.&lt;br /&gt;
[[Category:40k and Fantasy Gods]]&lt;br /&gt;
&lt;br /&gt;
==Gnomes==&lt;br /&gt;
Evawn: The goddess of travel, trade and thievery.&lt;br /&gt;
&lt;br /&gt;
Ringil: The god of entertainment, trickery and merrymaking.&lt;br /&gt;
&lt;br /&gt;
Mabyn: The goddess of shadows, revenge and magic.&lt;br /&gt;
&lt;br /&gt;
==Fimir==&lt;br /&gt;
Fimúl: The Mud God, a Warp Entity which impregnated a Witch named Maris who gave birth to the first Fimir, according to older lore.&lt;br /&gt;
&lt;br /&gt;
Balor: Mighty giant Fimir Daemon Prince who has deadly laservision.&lt;br /&gt;
&lt;br /&gt;
Lisaart: A Daemon Prince unrelated to any of the Chaos Gods, but who is a pain in Nurgle&#039;s fat, festering arse. His venom burns away the rot and disease in Nurgle&#039;s Garden, and helps keep the Marshes the Fimir live in relatively disease-free so they&#039;re healthy.&lt;br /&gt;
&lt;br /&gt;
Kroll: Mother-Goddess of the [[Bog Octopus]] monster species.&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Vaul&amp;diff=522411</id>
		<title>Vaul</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Vaul&amp;diff=522411"/>
		<updated>2023-05-07T12:41:26Z</updated>

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&lt;div&gt;&lt;br /&gt;
[[File:Smith God.jpg|500px|thumb|right|A possible interpretation of Vaul before the great fuckening known as the Fall. [[Dorf|Note his majestic beard]].]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:1.10em;font-weight:bold;font-style:italic;font-family:Castellar;margin-top:1em;margin-bottom:1em&amp;quot;&amp;gt;&amp;lt;span style=&#039;color:silver;font-size:100%&#039;&amp;gt; Wait a moment...SHIT THIS IS NOT A HUNDRED! - Vaul realizing he fucked up the mail order for Khaine&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vaul, the Maker&#039;&#039;&#039; was the [[Eldar]] and [[High Elf]] god of smithing. He sucked at it, though, seeing as he failed to make a hundred swords in one year despite being a god. Also he is DEAD DEAD DEAD like most of its pantheon. Some of his [[Blackstone Fortress|deadly weapons]] are still around.&lt;br /&gt;
&lt;br /&gt;
==40k Version==&lt;br /&gt;
His name seems to be attached to other Eldar terms related to forging and production; for example, [[Mars]] (and possibly other [[Forge World]]s as well) is called &amp;quot;the Vaul-moon&amp;quot; by the Eldar. He&#039;s also a copy-pasted version of the real world Greek god Hephaestus/Roman god Vulcan with the serial numbers filed off.&lt;br /&gt;
&lt;br /&gt;
Vaul was a pretty nice guy; not only did he forge the spirit stones that allowed [[Isha]] and [[Kurnous]] to speak with the Eldar after being forcibly separated from them by [[Asuryan]] (and later allowed the Eldar to protect their souls from [[Slaanesh]]), he spoke up for them when they were imprisoned and tortured by [[Khaine]] for doing so. When Khaine demanded one hundred mighty blades in exchange for the two gods&#039; freedom, Vaul agreed right away. When Khaine got angry and started the [[War in Heaven]] because he only got ninety-nine blades by the time the deadline was up, Vaul forged the last one, made it better than the rest, and &#039;&#039;fought the Eldar God of War&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, like all nice things in the [[Warhammer 40,000]] universe, Vaul was just too good to stick around; he was ultimately defeated by Khaine, who crippled him and chained him to his anvil for his trouble. With Vaul&#039;s punishment in place, [[Asuryan]] came in and declared the matter settled.&lt;br /&gt;
&lt;br /&gt;
Like the majority of the Eldar pantheon, Vaul met his end when he got eaten by [[Slaanesh]] during the Fall of the Eldar. That said, some of his creations survive to the 41st Millennium; the spirit stones are the most numerous of these, while the &amp;quot;Talismans of Vaul,&amp;quot; otherwise known as the [[Blackstone Fortress|Blackstone Fortresses]], are the most powerful.&lt;br /&gt;
&lt;br /&gt;
==Warhammer Fantasy==&lt;br /&gt;
Elf Hephaestus. A total badass who challenged Khaine to single combat a long time ago on behalf of Lileath and Kurnous (not the War in Heaven of 40k though). During the fight he was crippled and his eyes were ripped out, and Khaine chose to spare him and thus make him his servant. Ever since then, his blessing go almost exclusively to weapons and armor of war. He doesn&#039;t challenge Khaine again or take his own life because the mortal High Elves need his badassry and gifts to continue surviving and to eventually wipe out the Dark Elves. When forging the Widowmaker for the first time, he asked Draugnir, the first dragon, to provide the heat to make it. But the sword was evil from day one, and it sucked his life away. When the sword was cast into the mortal world, it bound the destinies of dragons and mortal elves together until one race or the other is wiped out.&lt;br /&gt;
&lt;br /&gt;
In the third book of [[The End Times]], &#039;&#039;Khaine&#039;&#039;, it was revealed that Lord &#039;&#039;&#039;Daith&#039;&#039;&#039; of Torgovann was the reincarnation of Vaul, as people had long been suspecting. He participated in the battle of Whithelan which the [[Wood Elves (Warhammer Fantasy)|Wood Elves]] joined their [[High Elves (Warhammer Fantasy)|High Elves]] brethren under the command of Alarielle (then merged with Ariel) against [[Tyrion]]&#039;s force, who was then under the influence of Widowmaker. Daith was killed by an enemy whom he had thought earlier to be dead, but not before revealed to [[Araloth]] his identity.&lt;br /&gt;
&lt;br /&gt;
== Mythology ==&lt;br /&gt;
The war between Vaul and [[Khaine]] is at least mildly reminiscent of the rivalry between Greek gods Hephaestus (god of smithing and technology, among other things, and a cripple) and Ares (god of war). The story goes that Hephaestus&#039; wife Aphrodite (goddess of love -- and not always the nice kind of love, cf. [[Slaanesh]]) cheated on him with Ares, because Hephaestus had a bad leg and Ares was much better-looking, which led Hephaestus to put an unbreakable, invisible net in his bed that trapped the two the next time they met; he then showed them off to the other gods, still trapped in their &amp;quot;embrace.&amp;quot; Aphrodite didn&#039;t seem to have a problem with being the center of attention, but Ares was suitably embarrassed. Obviously, the situation was reversed in the grim, dark future (Also unlike Khaine, Ares isn&#039;t the god of victory, Nike is).&lt;br /&gt;
&lt;br /&gt;
{{Template:High Elves}}&lt;br /&gt;
{{Template:Eldar-Gods}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Valaya&amp;diff=519704</id>
		<title>Valaya</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Valaya&amp;diff=519704"/>
		<updated>2023-05-07T12:40:46Z</updated>

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&lt;div&gt;[[File:Valaya Sees Your Grudges.jpg|thumb|right|500px|Behind every two good men is a good woman.]]&lt;br /&gt;
Valaya is a [[Dwarfs|Dwarf]] goddess from [[Warhammer Fantasy]].&lt;br /&gt;
&lt;br /&gt;
==The Legend==&lt;br /&gt;
Valaya is the third (and least important, because...[[Fail|reasons]]) of the trio of ancestor gods to the Dawi race despite being the most important to their development. The other two, [[Grungni]] and [[Grimnir]] are both her husbands (polyandry is not uncommon as Dwarf females are only 10% of the Dwarf population, and marriage is more political to tie Clans and Guilds together than anything representing love; its been suggested in the fanbase that the females find love among their husband&#039;s family rather than in the husband himself).&lt;br /&gt;
&lt;br /&gt;
As a mortal in the ancient pre-[[Chaos]] era, Valaya personally founded most of the important Dwarf Holds including the Dwarf capital and later her holy city of Karaz-a-Karak and Karak Eight Peaks (although the founding is generally attributed to the kings, her sons with Grungni and Grimnir, instead). She also invented the Dwarf language including runes, although her hubby Grungni is the one that began imprinting her language into things to make magic. She also created the Dwarf culture as it is currently known, with hubby Grimnir taking over her system of control involving [[Book of Grudges|Grudgekeeping]] and Oaths. As a god she claims healing, unity, booze, home, and everything else not directly tied to Grimnir and Grungni. While she technically has a war aspect, where she trades a beer and baby for a magic axe named Kradskonti (Peacegiver) and shield, this has never been elaborated on. Her most important contribution is after Grungni predicted the collapse of the [[Warp Gates]] she created a special magic rune which repels Chaos influence as well as magic; this rune has been of extreme importance to Dwarfs ever since and provides much of their resistance to the Ruinous Powers and their strength in fighting Vampires, Chaos, Greenskins, and Elves.&lt;br /&gt;
&lt;br /&gt;
Although by default females attain a high rank in society due to their scarcity and necessity for a Clan to exist, they can never achieve the highest ranks due to those being reserved for warriors (this is because Warhammer is a wargame, and one made by a company notorious for...difficulty and unwillingness in producing non-Elf female sculpts). In fact only a single [[Slotta|post-Slotta]] female, [[Queen Helgar Longplaits]] from [[The Grudge Of Drong]], ever had a model and the lore emphasizes how rare her position was. This is reflected in Valaya&#039;s lore. Despite being the goddess of home and Holds, as well as basically everything good and important other than Smithing and War, she is usually unmentioned and her people are always referred to by connection to her husbands despite her being the mother of the entire race (for perspective, imagine if Elves were referred to as the sons of [[Asuryan]] (god of magic) and [[Kurnous]] (god of war) with [[Isha]] (god of literally every other thing) almost never getting a mention despite being the only other Elf god). For a Dwarf god of alcohol in a pantheon of three to be as neglected is somewhat remarkable, to the degree that almost all information on her comes from [[Warhammer Fantasy Roleplay]] putting her on par with &amp;quot;relevant&amp;quot; gods like [[Ranald]].&lt;br /&gt;
&lt;br /&gt;
Valaya and her priests wear purple and gold robes and gowns and usually chainmail. Symbols of brewing and harvest, the home, and children represent her. She herself appears as an attractive blond Dwarf woman who&#039;s plaits reach the ground and are as impressive as the beards of her husbands.&lt;br /&gt;
&lt;br /&gt;
Her relationships are fairly standard for Dwarfs. Beloved kin of other Dwarfs, refuse to admit that [[Chaos Dwarfs]] exist, close friends with [[The Empire (Warhammer Fantasy)|humans of the Empire]], neutral to other humans, dislike [[High Elves (Warhammer Fantasy)|Elves]] (only barely recognize there are more than one kind of Elf and attribute the actions of [[Dark Elves (Warhammer Fantasy)|evil]] and [[Wood Elves (Warhammer Fantasy)|feral]] Elves to the whole race), hate Chaos in all forms, and &#039;&#039;&#039;HATE&#039;&#039;&#039; [[Orcs &amp;amp; Goblins|Greenskins]] and [[Skaven|&amp;quot;RAT FURRIES GOING FULL NORTH KOREA]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==[[The End Times]]==&lt;br /&gt;
In End Times Valaya was revealed to have let herself go dormant like [[Arianka]], powering up Valaya&#039;s Gate which when opened would have brought about a new golden age for Dwarfs...somehow. [[Thorek Ironbrow]] blew himself up trying to protect her from [[Queen Neferata]], which failed. Neferata summoned [[Nagash]], presenting Valaya as a gift for him in order to become a Mortarch. Nagash drained the sleeping Valaya of her all magic, but left her alive.&lt;br /&gt;
&lt;br /&gt;
In the final battle the entire Dwarf race gathered for one last showdown, to die fighting the Warp itself and in doing so avenge all Grudges. Grungni and Grimnir themselves appear and participate, Valaya is unmentioned but likely appeared. Whether she survived the setting is unknown.&lt;br /&gt;
&lt;br /&gt;
==[[Age of Sigmar]]==&lt;br /&gt;
In AoS, female Dwarfs (now called &amp;quot;Duardin&amp;quot;) are entirely unmentioned and are only implied to exist by mention of marriage and fathers.&lt;br /&gt;
&lt;br /&gt;
While Grimnir (&amp;lt;s&amp;gt;now [[Gotrek &amp;amp; Felix|Gotrek]]&amp;lt;/s&amp;gt; nope, still the first Grimnir. Gotrek is his own dwarf and hates Grimnir&#039;s guts now) and Grungni survived and formed the new pantheon, no Valaya or Valaya replacement is mentioned. She HAS &amp;quot;appeared&amp;quot; because she is represented with a mighty statue in Barak Thrying, the most conservative port of the Kharadrons. So at least her legacy lives on.&lt;br /&gt;
&lt;br /&gt;
Fittingly the common Dwarf is without a home of their own, with only the [[Kharadron Overlords]] and Grimnir&#039;s Fyreslayers having Holds. The rest of the race are called Dispossessed and dwell with [[Sigmar]] or are scattered. Also fittingly, reference to alcohol in AoS is very rare and Dwarfs have apparently replaced their lust for [[alcohol]] with a far more obsessive lust for gold.&lt;br /&gt;
&lt;br /&gt;
So remember that while there&#039;s evidence of AoS becoming more gender and race inclusive, Dwarf women got [https://tvtropes.org/pmwiki/pmwiki.php/Main/WomenInRefrigerators Fridged].&lt;br /&gt;
&lt;br /&gt;
Until the Fyreslayers Battletome appeared. It reinforced the Tolkien trend that Dwarf women are much rarer than Dwarf men, so as a result while Fyerslayer women filled vital roles, these were nearly all non-combat roles and despite women being valued the Fyreslayers are patriarchal.&lt;br /&gt;
&lt;br /&gt;
Things became more equal-opportunity as the lore for the Kharadron Overlords was expanded beyond their first edition codex. As of 2020 the Kharadron are far more gender equal. Several pictures of female Duardin are shown in leadership positions in the tome. Also the Black Library Novel [https://www.blacklibrary.com/warhammer-age-of-sigmar/novels/code-of-the-skies-ebook-2019.html Code of the Skies] stars a lady Admiral as the main protagonist. Further mention of Kharadron women are made in other aeronautical novels, suggesting a more balanced gender ratio. Which makes sense, since 1/10 Duradin being female would mean that the average woman would have to have 10 children just to keep the stunty population STABLE, and that&#039;s assuming all those children live to adulthood and don&#039;t die to standard Warhammer violence.&lt;br /&gt;
&lt;br /&gt;
==Crunch==&lt;br /&gt;
Valaya has no impact on any form of gameplay in any Warhammer work outside of [[Total War: WARHAMMER|Total War: Warhammer]] where she has minor effect on the Dwarf economy in a few ways as well as the Daughter Of Valaya female Dwarf that can be a companion to any Lord character. Several Rune upgrades are tied to her, but are technically the works of Grungni (unless you count all Runes and Runesmiths as being the product of her literacy). Her name can be referenced by the Thunderer units from [[Total War: WARHAMMER|Total War: Warhammer]] where they called her out to guide their aim.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Valaya rune.jpg|Valaya&#039;s rune&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category: Warhammer Fantasy]][[Category: Dwarfs]][[Category:40k and Fantasy Gods]][[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ursun&amp;diff=519410</id>
		<title>Ursun</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ursun&amp;diff=519410"/>
		<updated>2023-05-07T12:39:52Z</updated>

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[[File:Ursun.png|thumb|MMRROOOOOOOOOOOOO!]]&lt;br /&gt;
&#039;&#039;&#039;Ursun&#039;&#039;&#039;, the God of Bears and Strength, is the patron god of [[Kislev]] and [[Gospodar]] especially. Almost always depicted as a giant brown bear, sometimes with a gold crown, claws and teeth, but is also portrayed as a large burly man with grey streaks in hair wearing a loincloth and carrying a spear sometimes. He has no temples, but instead is worshipped in special gardens or bear caves. Has a rivalry with [[Ulric]], but it&#039;s mostly friendly and is about competition for more blessings.&lt;br /&gt;
&lt;br /&gt;
He was unseen earlier, like most other Gods, but [[Total War: WARHAMMER]] revealed Ursun as a giant (much bigger than Be&#039;lakor in the cutscene) polar bear with glowing eyes.&lt;br /&gt;
&lt;br /&gt;
==Total War Warhanmer 3 (aka Ursun the Bear in Distress)==&lt;br /&gt;
&lt;br /&gt;
Turns out the dying god mentioned in TWW3 promotion campaign is Ursun, chained by [[Chaos]]. [[God-Slayer|The Kislevite prince Yuri Barkov]] rushed to the North Pole to save him, but was corrupted by the Big Four and decided to shoot him right in the heart with a demon pistol. Ursun was severely wounded, but then that asshole [[Be&#039;lakor]] stole him and chained him &#039;&#039;&#039;again&#039;&#039;&#039;, now in the Forge of Souls, so Be&#039;lakor could use the energy from the god’s death to become the chaos god of shadows and the souls of the people who try to rescue him to make an army of soulgrinders. So it seems that the mighty protector of Kislev is just a play toy for pretty much everyone (which is infinitely more embarassing than Tzeentch&#039;s imprisonment of Sigmar).&lt;br /&gt;
&lt;br /&gt;
Search for the Ursun is the main goal for every faction in the game. Cathayan Dragons are searching for him because he know where their missing sister Shen-Zoo currently is, both [[God-Slayer]] and [[Skarbrand]] want to kill him, first to eventually ascend to Godhood and the second to get forgiveness of [[Khorne]]. [[Kairos Fateweaver|Kairos]] wants Ursun&#039;s eyes to give him the ability to see the present on top of the past and future he already can, and [[Ku&#039;Gath|Ku&#039;gath]] wants his body to create plagues able to infect and kill gods. [[N&#039;Kari]] wants to experience Ursun die before him to savor the moment. The Kislevites want to rescue him in order to stop the endless winter killing their land and people, and as prophesied by a 4chaner the Ogres indeed want to eat Ursun, in order to savor god-flesh and have the greatest feast of all time and feed whatever is left of him to the Great Maw.&lt;br /&gt;
&lt;br /&gt;
And then he dies. [[Skub|In &#039;&#039;&#039;every&#039;&#039;&#039; ending]]. He is killed by Be&#039;lakor and used to regain physical form, power him up and help create even more Soul Grinders. And although in Kislevite endings Ursun is ressurected through faith, Bear-God is still very pathetic in TWW3 continuity and [[Fail|doesn&#039;t do a damn thing]].&lt;br /&gt;
&lt;br /&gt;
[[Category:40k and Fantasy Gods]]&lt;br /&gt;
[[Category:Kislev]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ulric&amp;diff=516359</id>
		<title>Ulric</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ulric&amp;diff=516359"/>
		<updated>2023-05-07T12:38:21Z</updated>

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&#039;&#039;&#039;Ulric&#039;&#039;&#039; is the god of winter, battle, and [[Leman Russ|wolves]] in the [[Warhammer Fantasy]] world. He is the second most popular god in the [[Empire]] (just behind [[Sigmar]]), and is mainly worshiped in the northern provinces of the Empire (that is, Nordland, Ostland and Middenland). He is part of the Cult of the Old Gods.&lt;br /&gt;
&lt;br /&gt;
Originally, Ulric was the most important of the gods of the pre-unification. At least every Imperial tribe worshiped Ulric in some aspect, with the Teutogens being his most ardent followers (a trend which continues to this day, as the descendants of the Teutogens now rule Middenland and the office of Ar-Ulric is open only to those of pure Teutogen ancestry). Sigmar himself was perhaps the most deeply devout of Ulric&#039;s mortal followers. Hence, it goes without saying, that if he were alive to see how the Cult of Ulric has been marginalized and ridiculed by the Sigmarites, he would likely launch into an apocalyptic blood rage that would wipe out the Old World and impress [[Khorne]] Himself. Assuming they didn&#039;t actually become the same being for the good of Order. One might say Sigmar was basically a Warrior-Priest of Ulric.&lt;br /&gt;
&lt;br /&gt;
The moment the Empire switched to Sigmar-worship, they became the punching bag of everyone else instead of doing the punching. Worship of Sigmar is great for ensuring your warriors are honorable and disciplined, but Ulric was the source of Sigmar’s strength and ass-kicking. Woops!&lt;br /&gt;
&lt;br /&gt;
==Commandments==&lt;br /&gt;
Bravery, self-reliance and strength are the greatest virtues. Underhandedness of any kind is dishonorable and at odds with Ulric&#039;s nature of directness and honor. Obey your military superiors and never refuse an order unless doing so would break another of Ulric&#039;s tenets. Never refuse a direct challenge. Modern weapons, such as gunpowder weapons, artillery, crossbows and fire-bombs, because they do not rely any physical strength are shunned. Followers of Ulric must never allow one of the fires of a shrine or temple to go out. Oppose [[Chaos]] wherever you see it. Never flee a fight unless facing overwhelming odds and the greater good would be served by such a flight.&lt;br /&gt;
&lt;br /&gt;
His portfolio is very similar to [[Sigmar]]&#039;s (though the Ulrican doctrines focus more on the physical aspects of battle than Sigmarite ideals, which tend to encompass the spiritual and mental portions of warriorhood), and so the churches do have various disputes, especially over the election of a new Emperor; the main sticking point is that the cult of Ulric only has one vote compared to the cult of Sigmar&#039;s three.&lt;br /&gt;
&lt;br /&gt;
Given the Ulrican slant towards forthrightness in battle and life and disdain for cowardice, followers of Ulric distrust the followers of Ranald, the god of thievery and luck.&lt;br /&gt;
&lt;br /&gt;
In Kislev, there exists much suspicion between the followers of the Winter Wolf and those who place their faith in the Sun God [[Dazh]]. This is primarily due to the fact that Kislev gets the worst winters in the world, second only to Norsca, and they don&#039;t need some silly southerners telling them how nice that is. FUCK. Of course, embracing Ulric would solve that problem for Kislev, but since this has &amp;quot;Warhammer&amp;quot; in the name, [[Heresy|common sense]] can go fuck itself. If anyone suggested worshipping the god of winter for protection from winter’s danger, they’d be in deep shit for not being a moron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Priests==&lt;br /&gt;
{{whfb-stub}}{{NeedsImages}}&lt;br /&gt;
==Knightly Orders==&lt;br /&gt;
{{whfb-stub}}{{NeedsImages}}&lt;br /&gt;
*[https://1d4chan.org/wiki/Knightly_Orders_of_the_Empire#Knights_of_the_White_Wolf|&#039;&#039;&#039;The Knights of the White Wolf&#039;&#039;&#039;] - The Knights of the White Wolf are the most ancient and largest of the knightly orders. Their wolfskin cloaks, coupled with their long wild hair &amp;amp; beards give them a barbaric appearance similar to those of the first worshippers of Ulric, but in truth they are a highly disciplined order who&#039;s presence inspires both courage and savagery.&lt;br /&gt;
&lt;br /&gt;
==The End Times==&lt;br /&gt;
Ulric is fighting the chaos gods during the end times, holding them back so that [[Archaon]] and his chaos forces can&#039;t take Middenheim. Unfortunately, [[Teclis]] being the typical [[Eldrad|selfish-elf-dick-archetype]] stole his flame to power up/revive his bro and thus killed Ulric (because risking Chaos winning is totally worth giving your brother a little longer to live and, by the way, risking Chaos getting said brother&#039;s soul if Chaos wins). With Ulric&#039;s absence and Boris Todbringer murdered by a bunch of stupid [[Beastmen]], whom Boris decided to take some quick vengeance on, Middenheim finally fell. Although Ulric was able to buff the new supreme patriarch Gregor Martak with the power to kill Malagor the Dark Omen, he still gets slammed and then uses his remaining power to possess a knight named Wendel Volker.&lt;br /&gt;
&lt;br /&gt;
Ulric knew Teclis was the one that stole his flame and confronts him later on with Wendel&#039;s body and the Emperor on his side, which Teclis responded &lt;br /&gt;
to by saying [[Eldrad|he would steal his flame even a thousand times if he were able to travel back in time because the age of the gods is over and it is time for the incarnate of winds to take charge.]] Well fuck you Teclis, you pointy-eared piece of shit, you are no better an elf than [[Malekith]] or your brother. It can be inferred Teclis believed Chaos would be beaten back by said incarnates instead of relying on the, y&#039;know, &#039;&#039;guarantee&#039;&#039; that the gods actually holding back Chaos would...hold back Chaos. He just wanted an excuse to resurrect his brother and use wishful thinking (spoiler: he was wrong). To say nothing of the fact he believed the incarnates would hold back Chaos after he just witnessed a city fall specifically because of his reliance on incarnates.&lt;br /&gt;
&lt;br /&gt;
Like all elves outside of Tolkien, the fucktard thought he could have his cake (his brother) and eat it (stop Chaos from full victory). And like all elves, he didn’t care how many people died or worse because of it even if he had succeeded (he failed miserably). Even though a lot of those were his own people.&lt;br /&gt;
&lt;br /&gt;
Then again, if the gods couldn’t protect themselves from a mortal...&lt;br /&gt;
&lt;br /&gt;
Interestingly, it was discovered by Archaon that the flame of Ulric was housed on top of a device of the Old Ones, and just like every Old One artifact, it is warp-related machinery that has the power to create a chaos rift if properly tended. This might have raised some interesting question about Ulric&#039;s origin.&lt;br /&gt;
&lt;br /&gt;
Even so, the weakening of Ulric with the loss of his flame makes no sense by Warhammer’s own Warp. That people spent like, forever believing him to be a god and so on, the fires should be irrelevant to his power no matter what their original purpose was. Acting as an Ulric-controlled Warp rift to more easily strengthen and and shield his faithful would make sense, but instead Games Workshop ignored how gods and the Warp have always worked. But only for Ulric and only in the End Times.&lt;br /&gt;
&lt;br /&gt;
Another notable feature about Ulric is that when he possessed people like Gregor Martak and Wendel Volker, it made their hair turn white and their eyes become the color of amber, like wolves. Both of them also gained the ability to cast ice related magic, having omnipresence to their surroundings as well as lower the surrounding temperature like a true wolf-god of winter. Also, he technically isn&#039;t really dead, otherwise he couldn&#039;t possess anyone. His body is kaput but he&#039;s a god, he can fix that or make a new one and since the gods exist in the Warp which is only as real as you believe...exactly. Teclis isn&#039;t quite smart enough to realize he pissed off the strongest gods in the setting. Or that humans might decide that killing off his species in retribution sounds fair.&lt;br /&gt;
&lt;br /&gt;
[[Age of Sigmar|Or, at least, that could have been the case if the Old World didn&#039;t suddenly get eaten by a Chaos rift, sealing the fate of everything save Sigmar and Archaon]].&lt;br /&gt;
&lt;br /&gt;
==Crossover==&lt;br /&gt;
[[Leman Russ|Does Ulric&#039;s portfolio of beliefs sound kinda familiar?]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;[[Khorne|...No, really, does it?]]&amp;lt;/s&amp;gt; {{BLAM|&#039;&#039;&#039;*BLAM!*&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ulric 1e.jpg&lt;br /&gt;
Ulric symbol.png|Symbol of the Cult of Ulric.&lt;br /&gt;
Ulric priest.png&lt;br /&gt;
Priest of Ulric.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [http://warhammerfb.wikia.com/wiki/Ulric Ulric&#039;s Warhammerfb.wiki page]&lt;br /&gt;
&lt;br /&gt;
{{Empire-Gods}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Tzeentch&amp;diff=515845</id>
		<title>Tzeentch</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tzeentch&amp;diff=515845"/>
		<updated>2023-05-07T12:37:17Z</updated>

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&lt;div&gt;[[File:934501-tzeentch mark.png|center]]&lt;br /&gt;
[[File:Tzeentch the Architect of Fate.jpg|500px|thumb|right|Tzeentch thinking to himself: [[Troll|&amp;quot;Hmmm... I wonder what plans I would foil again?&amp;quot;]]]]&lt;br /&gt;
{{awesome}}&lt;br /&gt;
{{heresy}}&lt;br /&gt;
&amp;lt;span style=&#039;color:blue;font-size:100%&#039;&amp;gt;&#039;&#039;JUST AS PLANNED... ALWAYS AS PLANNED... NEHEHEHEHEHHEHEHEHEHHE...&#039;&#039;&amp;lt;br&amp;gt;- &amp;lt;small&amp;gt;The Word of Tzeentch on just about any Misfortune you encounter&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Topquote|O Fortune, like the moon you are changeable, ever waxing and waning. Hateful life, first oppresses, and then soothes as fancy takes it; poverty, and power it melts them like ice. Fate - monstrous and empty, you whirling wheel, you are malevolent, well-being is in vain and always fades to nothing, ...|Oh Fortuna, from the Carmina Burana}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|I&#039;m a scientist; because I invent, transform, create, and destroy for a living, and when I don&#039;t like something about the world, I change it.|Rick Sanchez}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|I&#039;m beginning to think that to hope isn&#039;t the same as to expect something. To hope is to believe that life is an acceptable chaos.|Goenawan Mohamad}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|The great proof of madness is the disproportion of one&#039;s designs to one&#039;s means.|Napoleon Bonaparte.}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[Image:Tzeench_political_poster.jpg|thumb|250px|right|Tzeentch has a fetish for birds, as seen by this sorceress getting her bird mutations on in a proper Tzeentchian &amp;lt;s&amp;gt;and weirdly hot&amp;lt;/s&amp;gt; fashion. Wait, that&#039;s Slaanesh&#039;s schtick! JUST. AS. PLANNED. Tzeentch is a Cosmic Harem Nerd Protagonist confirmed.]]&lt;br /&gt;
&#039;&#039;&#039;Tzeentch&#039;&#039;&#039;, (may or may not be pronounced Zeench) also known as &#039;&#039;&#039;the Great Conspirator, the Changer of the Ways, the Architect of Fate, Tchar, Chen the Deceiver, Chi&#039;an Chi (奸奇), Tsien-Tsin, [[H.P. Lovecraft|Nyarlathotep]], the Troll Master, Cheenzh, the Raven God, the Trickster, the Archmage God, the Lord of Nerds, [[/b/]], Emperor Lollercoaster/Trollercoaster, [[If the Emperor had a Text-to-Speech Device|The Indecisive Mollusk]], Master of Madness, [[Total War: Warhammer|Chi’an Chi]], Space Obama, the Lord of Social Media, The Monarch of Operating Updates, the Terror of Tumblr and Tik Tok, [[Star Trek|Q]], The &#039;&#039;other&#039;&#039; [[/pol/|Q]], The Great Lovecraftian Geek, [[JoJo&#039;s Bizarre Adventure|Joseph Joestar]], Loki, Otto von Bismarck, Bugs Bunny, The Cuttlefish of Keikaku, The Patron God of “Well, actually...”, the King of Kek, 2020&#039;s Living Incarnation, Lelouche vi Britannia, the Champion of [[Cheese]], the Patron God of Internet Prank Videos, [[Old Man Henderson|Old Man Henderson&#039;s Avatar]], NoobMaster69, TheLegend27, Skankhunt42, the &amp;quot;[[Not as planned|Do I look like the kind of guy with a plan]]?&amp;quot; Planner, the Octopoda Occultist, Mr. &amp;quot;I Have Your IP Address&amp;quot;, [[If the Emperor had a Text-to-Speech Device|Father Number Three]], Filthy Frank&#039;&#039;&#039; and 9936 other names is or is not the [[Chaos God]] of change, curiosity, hard-to-spell names, lies, cunning, ambition, opportunity, creativity and inventiveness, mutation and evolutionary processes, [[Entropy|&#039;Pure Chaos&#039;]], Machiavellian scheming, CEOs, politics, governmental power, manipulation, trolling, the internet, everything ever posted on Twitter by anyone (except the Slaaneshi stuff anyway...), your politically obsessed uncle’s Facebook profile, all recorded information and all forgotten knowledge, leadership, any smartphone platform like Apple or Android, every OS written or yet to be written, the BSOD, supervillain geniuses, progress, knowledge, magic, [[psykers]], [[Chess]], lawyers and other high-functioning psychopaths/sociopaths, hope (despite there being [[God-Emperor of Mankind|a contender for God of Hope]]), constant article editing, poor grammar and grammar Nazis, canon and “head canon”, and massively overlong lists.&lt;br /&gt;
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In [[Warhammer Fantasy]] he may or may not have already existed before the world like the other Chaos Gods, and the [[Old Ones]] actively tried to prevent [[Daemons]] from ever successfully invading the world by creating the different races of the game in an attempt to find something that could cheese Daemons in every battle until the very Warp Gates that the Old Ones used to come to the planet in the first place collapsed forming miniature [[Eye of Terror|Eyes of Terror]] at the poles of the world (&#039;&#039;Just as planned&#039;&#039;). He is said to have a fetish for [[Blood Ravens|Ravens]] amongst the [[Warriors of Chaos|Norse]] tribes and Condors amongst [[Warriors of Chaos|Kurgan nomads]]. There&#039;s no real picture for Tzeentch since the weird bastard always and never but always changes his appearance every time he sits for his yearbook photo. Some of the more or less memorable appearances have been: an opaline serpent constantly slithering in-place; a no-neck blue greater daemon with a skin pocked with faces that each repeat what the main head just said with different emphasis or tone; a rainbow-hued cloud of mist that speaks by casting echoes off nearby structures without making the original sound; a featureless green-skinned human in an archaic grey suit with the words &amp;quot;NO PICTURE AVAILABLE&amp;quot; suspended in the air where his face would be; and perhaps the most or least prominent, a giant imp with two penises growing out of its head. No, srsly. Unless... he could be Slaane-- {{BLAM|&#039;&#039;*URGLBURGL*&#039;&#039;}}&lt;br /&gt;
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Strangely, Tzeentch was often/rarely/usually attributed to hope in the two settings, despite there being Chaos Gods of Order in Fantasy, and in 40k the [[God-Emperor of Mankind]] serving as The God of Hope in his career even if he never wanted to be worshiped as such. To be fair, there is a difference between hope and order (or is there?). The Chaos Gods embody traits that can be directed for good or evil (how can hope be evil? To invoke Godwin&#039;s Law, Hitler hoping his genocide plans would succeed was evil, or as in Pandora&#039;s Box where hope prolongs suffering). It is entirely possible or not that what Games Workshop incorrectly called Hope is more or less but more accurately called selfish Ambition, the sort that would drive people to commit Machiavellian backstabbing, because in the grim darkness of the 41st millennium [[God-Emperor of Mankind|actual selfless Hope]] is pretty much [[Nurgle|a rotting corpse]].&lt;br /&gt;
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He is or isn&#039;t typically the second strongest of the Chaos Gods, however he has advantage over Khorne when it comes to IQ, manipulation and leadership. In canon Chaos God vs Chaos God stories he has the largest number of victories and [[Just As Planned|fewest number of defeats]]. He rarely does things directly and prefers to trick one of the Chaos Gods or their servants into fighting with one another (to the point that one can assume anytime a Chaos God goes to war with another one, he&#039;s probably behind it). He got Skarbrand, the then mightiest Bloodthirster, to attack his master. Skarbrand hit with all his strength but only put a chink in Khorne&#039;s armor and Khorne got unbelievably, incomprehensibly, all-consumingly pissed and grabbed Skarbrand and threw him so hard that he went sailing in the sky for days before finally crashing into the ground so hard that his wings broke. and whenever Tzeentch gets caught into these antics (most especially by an enraged Khorne) he could simply recite the rules (Yes, Chaos have strange rules) and testify to the circumstances proving that he wasn&#039;t responsible. If everyone including the Emperor and the Chaos Gods want to find him guilty for cheating then he will just twist it back to them because he wasn&#039;t violating the rules set by the highest authorities in the tabletop: the [[Mod]]s. in other words, Tzeentch is a Cosmic Attorney.&lt;br /&gt;
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Except that millions of his followers will likely be slaughtered and his faith likely has a new enemy... but Tzeentch, like every Chaos God, is beyond our petty definition of victory and defeat. Which makes the above paragraph idiotically inaccurate, like most of our concepts of reality when the Warp gets involved.&lt;br /&gt;
[[File:Tzeentch Old.jpg|thumb|right|400px|The first depiction of Tzeentch in Warhammer art.]]&lt;br /&gt;
Once Tzeentch was the strongest of all the Chaos Gods and basically made the Warp his bitch. In 40k this was actually tied to a Materium time period now known as a Dark Age of Technology - the golden age of prosperity, &#039;&#039;&#039;hope&#039;&#039;&#039;, &#039;&#039;&#039;ambition&#039;&#039;&#039;, and &#039;&#039;&#039;progress&#039;&#039;&#039;, when Humanity and Eldar, who dominated the Galaxy defeated the diseases and poverty with their sophisticated science and sorcery and waged their wars through emotionless constructs and robots - no wonder Tzeentch was supercharged by these events and the other two gods were at their lowest of the lows. Unfortunately for him, he uncharacteristically didn&#039;t plan (or is it?) on the other two Chaos gods agreeing to team up against him and was shattered into countless fragments (it was his crystal staff in the old lore). [[Khaine|Unlike a certain other god]], he was able to put himself back together again, but he&#039;s still missing several pieces of himself. In Fantasy those pieces went on to become the first magic, and in 40k they caused a massive burst of powerful psykers being born, which combined with a robot rebellion humans experienced and pleasure cults Eldar went into brought the downfall of both civilizations, effectively ending their golden ages. Although, given the nature of gods, it&#039;s possible that the cause-consequence chain was the other way around with a war in the Warp being the representation of two great prosperous empires falling from their grace. [[The Blue Scribes]] are tasked with recollecting these fragments. Tzeentch also claims the Realm of Chamon in the [[Age of Sigmar]]. The [[Slann]] managed to create the Halosphere as a passageway to Tzeentch&#039;s lair.&lt;br /&gt;
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Basically, if Chaos wins you better hope (pun!) Tzeentch comes out on top. At least he&#039;ll just mess with you if you make convoluted plans because he likes out-smarting you but otherwise will leave you alone and pat you on the head for being smart or something. Those pats may or may not include mutations that may or may not be useful (although you can probably use sorcery to correct it anyway). This is absolutely heavenly compared to literally everyone else.&lt;br /&gt;
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If Tzeentch had a voice actor... Tzeentch would need different ones all the time (or would he?). A good candidate is Aidan “CIA” Gillan, who helpfully can&#039;t keep his accent straight for longer than a scene at a time. Q and Garak from Star Trek are also good choices. Especially Q, considering that the character himself is basically just who Tzeentch would be in the Trek universe.&lt;br /&gt;
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==Elf/Eldar Gods==&lt;br /&gt;
In 40k, he was &#039;&#039;seemingly&#039;&#039; the only Chaos God who didn&#039;t try to intervene when Slaanesh went on his/her/its &amp;quot;just-born&amp;quot; raping and killing spree as far as we know. But Tzeentch seldom works directly, so there&#039;s no way to tell for sure. For all we know he could have been involved in the survival of fellow troll-god [[Cegorach]] or something.&lt;br /&gt;
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In Warhammer Fantasy, [[Asuryan]] is something of the Road Runner to his Wile E. Coyote. While Tzeentch&#039;s flawless and infinitely intricate plans of dickery seem to culminate with the Warp enveloping the world, something always goes wrong at the last minute and usually the High Elves or an ally of the High Elves are at the center of it. That&#039;s because Asuryan also has a plan, one he actually shares with mortal [[High Elves]] who take a vow of silence and become his monks. Asuryan&#039;s plan is NOT flawless however, and culminates in one giant last battle with a 50% chance of success or fail on his behalf between &amp;quot;good&amp;quot; (Order) and &amp;quot;evil&amp;quot; (Destruction). The outcome of that battle will decide if the Chaos Gods win or lose once and for all. Apparently, dragons will go extinct either way though. It turns out that his plan [[The End Times|didn&#039;t work out]].&lt;br /&gt;
Tzeentch also has direct relations with [[Morai-Heg]] who is a goddess of prophesy who can actively change fate at her will. Morai-Heg is a True Neutral kind of being who fucks with everyone&#039;s plans in ways that end up with them indebted to her one way or another. Usually because she manipulates things in a way to force you to come to her to undo the change she already made (you don&#039;t know she did this in the first place) and make a third result, which someone else probably asked for due to a change someone else made and...well, let&#039;s just summarize it as &amp;quot;&#039;&#039;Everyone&#039;s plans are all going according to plan&#039;&#039;&amp;quot;.&lt;br /&gt;
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==[[Just as planned]]...==&lt;br /&gt;
Tzeentch will always be &#039;&#039;&#039;at least&#039;&#039;&#039; three steps ahead of you; he out-dicks [[Eldrad]], [[Cegorach|The Laughing God]], both [[Sigmar|God]] [[God-Emperor of Mankind|Emprahs]] (though just barely in regard to the second one...a fact he likes), and the [[C&#039;tan|Deceiver]] hands down. Just an example: He tricked [[Slaanesh]] into provoking [[Khorne]], a fight she promptly lost. Why did he do it? He did it for fun...and as a favor for a friend. Though considering what turns Slaanesh on, she might not have been tricked... or perhaps Tzeentch planned around Slaanesh planning to pretend to be tricked.&lt;br /&gt;
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Just [[The Game (Tzeentch)|don’t mention]] [[Creed]] around him...or Kitten.&lt;br /&gt;
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In Warhammer Fantasy, he&#039;s notable for never really doing much of anything really (except trapping [[Sigmar]] for years in the Wind of Heaven until Vortex on [[Ulthuan]] is destroyed and the Wind, under Sigmar&#039;s direction, enters the body of Emperor [[Karl Franz]] after his death.) His champions either have magical powers or limited ability to see and manipulate the future. Some just follow more charismatic champions of other Chaos Gods into battle, although when that champion inevitably falls Tzeentch&#039;s almost always survive to mutate another day. The setting&#039;s China equivalent, [[Cathay]], has wizards actively stealing Tzeentch&#039;s magic and using its effects to affect the world with greater power than normal magic can. They do this entirely without worshiping him or suffering Chaos mutations or taint (according to the fluff, they do worship Tzeentch, they just know him by another name and don&#039;t know his true nature... this is most likely a reference to Daoism and &#039;&#039;Yi Jing&#039;&#039;, the Book of Change). Clearly Tzeentch mostly just focuses on 40k while the other three Chaos Gods play two tables at once (or maybe Tzeentch is lulling the Cathayans into a false sense of security...).&lt;br /&gt;
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In AoS he seems a little more involved, but not by much, he manages to corrupt entire civilizations (one who is Greek themed appropiatly for the Lord of &amp;quot;I am very smart&amp;quot;) who loved phylosophy just as much as they loved backstabbing each other, creates the infamous &amp;quot;Silver Towers&amp;quot; in witch the first AoS Warhammer Quest game revolved around (and was subsecuently destroyed by Be&#039;lakor and his maquinations), has conquered 90% of the realm of Change and Metal, Chamon, (again until Be&#039;lakor got involved and pretty much fucked the realm with his chaos clouds and now he rules it)and probably has the most competent subject under his rule, Valium Maliti, a changeling who designed an industrial nightmare of a city in the realm of Alarielle and the Sylvaneth just so they can get into more conflict, while his machinations still have not reached his 40K levels, he is at least as engaged as Khorne, though they are both behind Nurgle, and ironically, the three of them are behind the now imprisioned Slaanesh, who is far more involved into AoS, you know with the whole getting imprisioned thing.&lt;br /&gt;
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The funny thing is, Tzeentch&#039;s plots will never come to true fruition. They just go on and on, forever and ever, twisted and tangled for the sheer joy of it with no end goal or even a purpose behind them. Tzeentch is a god of &#039;&#039;chaos&#039;&#039;, and a plan satisfied, tied up, finished, is a plan that has left his purview. There is no victory, no defeat, no end. Ends are stagnation, [[Nurgle|the opposite of all he represents]]. [[Games Workshop|There will only be the endless clatter of dice in]] [[Warhammer 40K|the mad, cruel games the gods play with the fates and souls of men]]. Rolled without end, amen. In this sense, Tzeentch truly is the Chaos God of hope because he will never allow Chaos to defeat the mortal plane if he can- at least, not if it doesn&#039;t lead to further changes. While most everyone else plays to win, Tzeentch plays for fun, for as long as he can. In older fluff, Tzeentch was also the Chaos God of magic and intellect, so if anyone wanted Tzeentch to win, they just had to make a clever plan that would further Tzeentch&#039;s goals and pull it off, increase the amount of magic in the world or become a wizard (so technically everytime a [[Storm of Magic|Storm of Magic]] happens would be a victory for Tzeentch), [[Matt Ward|though GW has downplayed that aspect of him]], or maybe he&#039;s just trying to appear more menacing, who knows.&lt;br /&gt;
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Possibly the god of &amp;quot;I meant to do that&amp;quot;, &amp;quot;I was just pretending to be retarded,&amp;quot; and &amp;quot;we can still make this work...&amp;quot;.&lt;br /&gt;
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==Followers==&lt;br /&gt;
Tzeentch&#039;s followers tend to be Librarians/wizards, Sorcerers, nerds, psykers/magical beings, unstable mutants, and red-nosed misfits, but instead of [[Nurgle]]&#039;s &amp;quot;I love you just for who you are,&amp;quot; Tzeentch encourages his followers to [[/tg/|revel in what makes them dweeb outcasts]] and go even further, constantly finding new ways to push limits and try things out just because they can. It&#039;s not enough that you&#039;ve made this former Guardsman loyal, harder and better, faster and stronger, you could also fit another three arms on the guy, and if you added a head on his pelvis he would never be surprised, and he can&#039;t talk anymore so why not replace his larynx with a flamer sac? [[Chaos Spawn|Whereas other Chaos Gods accidentally pour too much love into their subjects]] (Slaanesh quite literally), Tzeentch does it on purpose because he actually knows what he&#039;s doing when he does so.&lt;br /&gt;
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* Tzeentch Daemons are:&lt;br /&gt;
** &#039;&#039;&#039;[[Pink Horrors]]&#039;&#039;&#039;: Ever-shifting gleeful balls of psychic rape. Really powerful ones are Heralds of Tzeentch. Courtesy of sixth edition 40k, these guys are now brotherhood of sorcerers, and a blob of 16 or more horrors can cast 3 spells per turn, and since they&#039;re daemons of Tzeentch they test on Ld10. Unfortunately, all the powers they have are &#039;&#039;&#039;FUN*&#039;&#039;&#039;. 8th edition Fantasy sees them as a blob of level 1 wizards who can&#039;t miscast, which are fun due to the randomness of them but aren&#039;t really competitive. The best-known of these is a being called the Changeling, who has the ability to transform into any being it wants, usually for the purposes of wreaking havoc behind enemy lines (although it has also been known to do so for pulling pranks as well, like planting Nurglings on the Skull Throne just as Khorne is about to sit down or cutting Slaanesh&#039;s hair while he/she/it sleeps). Apparently it&#039;s changed its form so many times it doesn&#039;t even remember what it originally used to look like.&lt;br /&gt;
** &#039;&#039;&#039;[[Horror#Blue_Horror|Blue Horrors]]&#039;&#039;&#039;: When you kill a pink horror, it splits into 2 tiny, manic-depressive blue horrors. In 40k it just means your pink horrors hit back at S2 every time you kill one in close combat, which is kind of useless. Why are your horrors in close combat anyway? The Fantasy version of them are summonables that enter onto the field when the magic lore of Tzeentch sees a spell cast very well (since your Pink Horrors cannot miscast, throwing a fuckload of dice into a spell to produce more Blue Horrors is nifty). They&#039;re pretty weak though anyway, which is what keeps full Tzeentch armies from really being viable. A particularly notable pair of Blue Horrors are P&#039;tarix and Xirat&#039;p, also known as [[The_Blue_Scribes | Blue Scribes]]. Tzeentch sent them out to catalog every single magic spell in reality, knowing that they weren&#039;t smart enough to know how easily abused the power of said spells might be. Finally fixed in Age of Sigmar as they&#039;re now just weaker pink horrors that you place two when a pink horror dies.&lt;br /&gt;
*** &#039;&#039;&#039;[[Horror#Brimstone_Horrors|Brimstone Horrors]]&#039;&#039;&#039;: Also known as Yellow Horrors. Recently added in Age of Sigmar and 40k, oddly never mention until now since three is a running theme for Tzeentch. When a Blue Horror dies they turn into a pair of angry little fire daemons.&lt;br /&gt;
** &#039;&#039;&#039;[[Flamers_of_Tzeentch|Flamers]]&#039;&#039;&#039;: like Horrors but less limb-y and way more mouths to breathe fire with. Also, this fire is S4 AP4. If you inflict wounds on a unit they have to take a toughness test, and if they fail they suffer D3 wounds with no saves allowed. On the other hand, if they pass the toughness test [[FAIL|they get feel no pain (6+) which can stack if they keep passing.]]. They&#039;re the main Daemon ranged option in Warhammer Fantasy, although they&#039;re pretty close range. Best used to shotgun an enemy right in the flank while it&#039;s engaged with something from one of the other Chaos Gods in melee. &#039;&#039;Just as planned&#039;&#039;, right there in the crunch.&lt;br /&gt;
** &#039;&#039;&#039;[[Screamers of Tzeentch]]&#039;&#039;&#039;: the Tzeentchian notion of cavalry; levitating manta rays with buzzsaw fins. Also melta-teeth for some reason. In Fantasy they function as chaff by harassing units and weakening them (with great luck killing something important like a mage) or [[DISTRACTION_CARNIFEX |forcing them to devote a turn killing them and thus leaving that unit open to whatever other Daemons you brought]].&lt;br /&gt;
***&#039;&#039;&#039;Jet Screamers&#039;&#039;&#039;: screamers that are really fast, Gold colored, and capable of shooting magic missles, and can teleport limited distances...so basically space cliffracers, (though the don&#039;t make any annoying sounds, every 5 seconds). very rarely seen, (tzeentch reserves them from combating other chaos gods), and those who see them even more rarely come out intact.&lt;br /&gt;
** &#039;&#039;&#039;[[Burning Chariots of Tzeentch]]&#039;&#039;&#039;: One-man vehicles for heralds of Tzeentch or Exalted Flamers, which are like flamers but... exalted. In 40k this is where the AP2 Tzeentch Flame attack went after Flamers got a buff (but it&#039;s assault D3, for optimal &#039;&#039;&#039;FUN*&#039;&#039;&#039;, and it also has a S5 AP3 torrent attack. These both follow the same warpflame rules as flamers do, but they also won&#039;t be leaving so many survivors so it&#039;s not as big a deal. Fantasy sees them as the surprise buttsecks machine, once again tearing through an enemy that&#039;s engaged with something else. Like Tzeentch&#039;s architectural styles though it&#039;s a glass cannon that WILL break if damn near anything short of an anemic [[Bretonnia|Bretonnian]] peasant orphan with a cold attacks it.&lt;br /&gt;
** &#039;&#039;&#039;[[Lord of Change|Lords of Change]]&#039;&#039;&#039;: huge birdlike sorcerers that look like a [[Furry|werewolf&#039;s in-between state, only it&#039;s a werevulture-snake-velociraptor...thing]] (So, a Skeksis from Dark Crystal?). They have the power to predict the future at any given time so they&#039;re almost invincible, unless Tzeentch wants them to die, which going by all the times Tzeentchian Chaos Daemon and Thousand Sons armies lose, happens surprisingly often. They&#039;re the best non-named spellcaster available to Daemons in Fantasy. Chief among their number is Tzeentch&#039;s right-hand daemon [[Kairos Fateweaver]], who was gifted the ability to know everything that will ever happen (along with a second head). It&#039;s said that he knows the answers to all questions, but if you ask him, [[Troll|both heads give contradicting answers, with no way of knowing which head is telling the truth]], just [http://www.wobblymodelsyndrome.com/comic-80.html Don&#039;t ask him his name]. (Then again, there&#039;s nothing saying it&#039;s the same one lying every time.) So, ask them what your name is first so you know which one is telling the truth.&lt;br /&gt;
* Tzeentch&#039;s Chaos Marines come with an [[Thousand Sons|Egyptian motif]], and plenty of psykers and Sorcerers. Aside from that Tzeentchian marines are usually warband leaders, their advisors or prominent ambitious champions wishing to become one. Many of them hold their dedication to the Architect in secret, if only to keep their advantage of god&#039;s favor over other marines - ambition after all is the big deal for them. Fully Tzeentchian warbands do exist, but they are usually comprised of either complete madman who hear voices, see futures, hear all the lies in the world (simultaneously), can shape-shift or mutate at will or have some other mind-blowing (sometimes literally) &amp;quot;gifts&amp;quot; from the Architect, or body-less drones commanded by extremely powerfull mages, and a few elite commandos armed with psychicly reloading flame bolters (he values quality over quantity). It helps that Tzeentch is likely based on the Ancient Egyptian god Thoth. (also known as Jehuty who has been called a death god by some...)&lt;br /&gt;
** FYI, Tzeentch is always looking for [[Soul Drinkers|ways to convert more marines.]]&lt;br /&gt;
* Tzeentch&#039;s [[Warriors of Chaos|viking followers]] are usually the outcasts and elders of the tribes of the Norsemen rather than being a united group. They like to rock the &amp;quot;evil wizard&amp;quot; look with hooded cloaks and sacrificial daggers to compliment their tentacles and 3 faces on one head.&lt;br /&gt;
* He also has a presence in [[Cathay]], and is the only Chaos god who is interested in this country. Cults of Tzeentch are the royal pain in the collective asses for all members of Dragon family and is their biggest threat.&lt;br /&gt;
*In AoS, his mortal worshippers are the [[Tzeentch Arcanite]]s. They hide in the cities of Sigmar and Order, slowly amassing power and influence, before rising up in a spectacular display of both Just as Planned and fiery mutated goodness.&lt;br /&gt;
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==Total War: Warhammer 3==&lt;br /&gt;
In the game you must collect the souls of 4 daemon princes, one from each Chaos god, in order to fight Be&#039;lakor and get to Ursun. If you never were a big fan of Tzeentch before, crack your knuckles and prepare to load, load and load some more as his realm is the epitome of randomness. There are portals everywhere, and each one has a chance of taking you to the island where you fight his daemon prince; prepare for mental exhaustion as you roll the dice time and again praying you get to the right island. However, there is a small trick you can do: take pencil and paper or a notepad app and calculate and document which portals you go through and where they take you. Eventually you&#039;ll find the right portal to fight Tzeentch&#039;s prince, though it will still come down to a healthy dosage of luck. May the odds be in your favor!&lt;br /&gt;
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Unlike the other gods he doesn&#039;t appear at random during his survival battles but his (many) eyes constantly watch from above.&lt;br /&gt;
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Mechanically, Tzeentch&#039;s big gimmick is a barrier that all his mortal and daemonic followers get. It regenerates quickly, but only if the unit goes long enough without getting attacked. This encourages Tzeentch armies to be constantly cycling in and out of combat to regenerate the barrier, and his cavalry and anti calvary units are basically invincible, since getting your cav units in a protracted fight is suicide. Tzeentch also has access to a Teleport stance, which allows you to ignore terrain in the campaign map and guarantee a successful ambush if you use it to attack an enemy, which is something even the Skaven can&#039;t manage.&lt;br /&gt;
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==Facts==&lt;br /&gt;
*Sly Marbo is the only person that Tzeench cannot control. That and Creed, that sneaky fucker, who is currently holding a gun to my {{BLAM}}.&lt;br /&gt;
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* The name Tzeentch was originally going to be &amp;quot;Thence&amp;quot; of Change (which is a six letter anagram of Tzeentch) the TZ was latter added and the name reworked at the suggestion of [[John Blanche]] returning from holiday in Tanzania, where he saw a blue feathered bird performing tricks at the request of a tribal priest named Tuz Tuz.&lt;br /&gt;
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* Tzeentch is likely inspired by the Ancient Egyptian god Thoth. Thoth was the bird-headed god of writing, science and magic; remember what Tzeentch&#039;s Greater Daemons look like.&lt;br /&gt;
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* Tzeentch explained Chaos to a group of mathematicians. The ones who didn&#039;t go insane or start worshipping him came up with Chaos Theory.&lt;br /&gt;
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* Tzeentch&#039;s favorite author changes from time to time. Some of his recurring favorites are Niccolo Machiavelli, Charles Darwin and Michael Crichton.&lt;br /&gt;
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* A little-known fact: Tzeentch is anon.&lt;br /&gt;
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* Tzeentch was responsible for the Great Depression and the 2008 financial crisis. Also, the First Gulf War? That was him too.&lt;br /&gt;
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* Tzeentch does it for the lulz.&lt;br /&gt;
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* Tzeentch is surprizingly good friends with Doomguy, due to the fact that Doomguy thinks most of his plans are hilarious, and he follows him...also for the lulz. (he got bored of &amp;quot;cleaning out&amp;quot; the Citadel of Brass every day and wanted a change).&lt;br /&gt;
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* You know when your first puppy died? &amp;lt;s&amp;gt;Tzeentch did that too&amp;lt;/s&amp;gt; it might have been Slaanesh.&lt;br /&gt;
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* Tzeentch (much like [[Sly Marbo]]) knows and sees everything; thusly, he sees you masturbate and knows what fantasies you&#039;re having. And he laughs at you (again, much like [[Sly Marbo]]).&lt;br /&gt;
** Slannesh used to pay him “good money,” to tell you what you masturbate to, but an &amp;quot;agreement&amp;quot; with Khorne made him stop accepting bribes. (he only took it because Doomguy told him it would further their plans).&lt;br /&gt;
* Khorne is Tzeentch&#039;s favorite victim for hijinks because of an incident involving Doomguy’s friend Valen’s son being turned into a meat puppet for his and the C&#039;tan&#039;s [[Doom|Earth invasion plan]]. The fact that Khorne is very easy to string along is a good bonus.&lt;br /&gt;
&lt;br /&gt;
* Slaanesh is Tzeentch&#039;s second favorite victim for his hijinks, because Slaanesh&#039;s desire for a new high makes him/her/it very easy to string along, and also because it makes khorne laugh.&lt;br /&gt;
&lt;br /&gt;
* Starscream is a servant of Tzeentch; he&#039;s got a huge amount of ambition. Too bad that Tzeentch won&#039;t let him succeed until he actually forms a plan instead of just saying &amp;quot;I am the new leader!&amp;quot; if Megatron so much as sneezes.&lt;br /&gt;
&lt;br /&gt;
* Tzeentch is the god of hope among other things, yet he&#039;s a lot less friendly than the god of despair. Probably because most every being in the universe has had their fair share of despair and has learned to cope with it, while hope tends to show up just before you get ground into the dirt again. When the Despair-god comes knocking, you open a bottle and sigh, when the hope god shows up, you immediately wonder how you&#039;re going to get raped this time.&lt;br /&gt;
&lt;br /&gt;
* Tzeentch has only ever truly lost to two beings: Creed and a [[If the Emperor had a Text-to-Speech Device|little kitten wearing a silver banana armour]]. &lt;br /&gt;
&lt;br /&gt;
* Tzeentch is a very morky god due to the fact he could set in motion a string of events that could lead to a lasgun in the back of the head when you aren&#039;t looking.&lt;br /&gt;
&lt;br /&gt;
* Tzeentch is the &amp;lt;s&amp;gt;only&amp;lt;/s&amp;gt; first contestant to ever be banned from entering Deal or No Deal after winning $1,000,000 9 times in a row.&lt;br /&gt;
&lt;br /&gt;
* During their early days, Tzeentch once put on a magic show for the 3 other Chaos Gods. Among the 3, Khorne asked Tzeentch how he made Nurgle&#039;s Plaguefather disappear and reappear beside Slaanesh before their very eyes, which Tzeentch refused to tell and responded with &amp;quot;A good magician never reveals his tricks.&amp;quot;, which caused Khorne to burn with unfathomable rage. &amp;lt;s&amp;gt;To this day&amp;lt;/s&amp;gt; for over 50,000 years, Khorne had extremely low tolerance for magic users and psykers, which became evident when the [[World Eaters]] killed all their Psykers when they defected to Chaos. Like always, Tzeentch just said &amp;quot;Just as planned&amp;quot;.&lt;br /&gt;
**Khorne has accutally relaxed this tendency after watching one of Tzeentch&#039;s chosen warriors [[awesome|light his sword on fire with his psychic powers]]. the fact that said warrior was Doomguy may have helped a bit...he still hates Zaraphiston though.&lt;br /&gt;
&lt;br /&gt;
* Tzeentch is slightly pissed over the fact how his only representation in DoW are the Pink Horror daemons and the Chaos Sorcerer, unlike Khorne who gets Berzerkers, Chaos Marines chant &amp;quot;Skulls for the Skull Throne!&amp;quot; on attack and how he got an epic unit, the &amp;quot;Bloodthirster&amp;quot; and the fact that he has two Chaos Lords dedicated to him and the fact that his legion shows up in Winter Assault as one of the primary opponents, Khorne then goes on to get Bloodletters, Bloodcrushers, The Chaos Lord, who is the best damn commander in the game (though the Warboss has funnier dialogue) in DoW II, while in contrast, he&#039;s stuck with the sorcerer and his marines aren&#039;t even Rubrics. Still, better than Slaanesh, who only ever got the Emperor&#039;s Children default color scheme throughout the entire series. But now Slaanesh is getting Noise Marines in Retribution, which are sorta like SM Plasma Cannon Devastators. All Tzeentch gets are marks for certain units, which turns everyone of them into tank/infantry raping death machines, especially the generic marines.&lt;br /&gt;
&lt;br /&gt;
* However, in DOWII, Tzeentch is still reveling in the fact how he got [[Scott McNeil]] to voice the generic Chaos Sorcerers again. &#039;&#039;&#039;HOWEVER!!!&#039;&#039;&#039;, the Sorcerer&#039;s voice then became more soft, monotonous and unenthusiastic, which &#039;&#039;&#039;GREATLY&#039;&#039;&#039; angered Tzeentch.&lt;br /&gt;
&lt;br /&gt;
* Tzeentch appears to be GW&#039;s least favorite of the Chaos Gods, his units tend to be the worst out of the four Chaos Gods, his stuff gets the least amount of attention, and the least amount of fluff written for him. Hell, there&#039;s often cases where despite magic/psykic powers being his specialty, Nurgle and/or Slaanesh give a better selection than he does. (Except for Age of Sigmar, where he&#039;s really good.) Arguably not true since 8th given how often Arhiman is used in Chaos armies and Magnus being the best of the Primarchs currently out.&lt;br /&gt;
&lt;br /&gt;
* Some people play chess with reality and manipulate events and people like chess pieces, others play pool/billiards with it, moving things along like a cue ball and cue stick, others play poker with the universe, bluffing and cajoling things to receive favorable outcomes, other play roulette with the cosmos, making all the little movements needed for that lucky roll. But Tzeentch, Tzeentch does it all at once in the nightmarish game of [[Paradox poker|Paradox-Billiards-Vostroyan-Roulette-Fourth Dimensional-Hypercube-Chess-Strip Poker]], or PBVRFDHCSP a game that only a true master of dickery and the ability to perceive the past, future, and present can really play without looking like a massive tool.&lt;br /&gt;
&lt;br /&gt;
* Every Saturday night, Tzeentch gets together with the [[C&#039;tan|the Deceiver]], [[Cegorach]], and the [[Emperor]] for a rousing game of [[Paradox poker|Paradox-Billiards-Vostroyan-Roulette-Fourth Dimensional-Hypercube-Chess-Strip Poker]]. The sheer amount of dickery and [[JUST AS PLANNED]] that goes on during these games is so vast that if you were to watch one of these games, your head would &#039;asplode into a shower of [[Necrons]], [[Daemon|Daemons]], [[Eldar]], and [[Space Marine|SPESS MEHREENS!]]. Even Khorne is afraid to watch one of these games for fear of his head&#039;s un...asplodedness... Nobody ever wins though, (mainly because the Emperor take too long on his turns). Creed was banned from these tournaments after infiltrating queens into the games and somehow rigging the roulette tables beforehand one too many times.&lt;br /&gt;
&lt;br /&gt;
* Tzeentch&#039;s favorite characters in Mortal Kombat are Quan Chi, Shinnok and Shang Tsung. Though Tzeentch favors Quan Chi more than the other two due to him being (arguably) the most manipulative bastard in all of Mortal Kombat. Hell, he is mostly responsible for almost all the events that happened. In fact, Quan Chi is considered the most untrustworthy character in all of Mortal Kombat considering that he has chronic backstabbing disorder, constantly lies and never fulfills his promises.&lt;br /&gt;
&lt;br /&gt;
* Tzeentch&#039;s favorite Black Library novel is &amp;quot;A Thousand Sons&amp;quot;. This is mostly because he relishes over the fact that he is such a magnificent bastard for all the things he did in said novel.&lt;br /&gt;
&lt;br /&gt;
* Tzeentch created [[C.S. Goto|C.S. Multilazor]] to specifically troll Khorne&#039;s fluff.&lt;br /&gt;
&lt;br /&gt;
* Tzeentch has planned everything you do, even this. Who knows what this article is distracting you from? Tzeentch does because he&#039;s why you&#039;re here. Woah! Where do you think you&#039;re going? You&#039;re leaving, eh? &#039;Just as planned&#039;...&lt;br /&gt;
&lt;br /&gt;
* Tzeentch didn&#039;t write this article. But he set in motion [[Just As Planned|every single event]] that contributed to it. Yes. Even this specific author&#039;s decision to write this paragraph.&lt;br /&gt;
&lt;br /&gt;
* And this.&lt;br /&gt;
&lt;br /&gt;
* The one place Tzeentch is afraid to go is the Well of Eternity; he believes that it is the beginning and end of the universe. He was wrong, it is where Sly Marbo lives. To find out what was in there, he sent in expeditions of Lords of Change and Horrors but they never came back out. Finally he just grabbed Kairos Fateweaver, his vizier, and threw him in. Due to lots and lots of [[Just as planned]] Fateweaver survived but was horribly disfigured. Marbo slapped himself for letting that one get away and forced himself to keep doing pushups until a planet the size of Jupiter was split in half as self discipline.&lt;br /&gt;
&lt;br /&gt;
* The [[Warcraft]] and Starcraft franchises&#039; existence are both Tzeentch&#039;s doing, he is the one that caused GW to turn down Blizzard&#039;s initial offer to make an RTS game. When Fateweaver was interrogated about why Tzeentch did that, the lying head dodged the question and the truth telling one said that there was no reason. Or did it.....&lt;br /&gt;
&lt;br /&gt;
* Created Facebook....regretted it instantly but managed to troll the whole planet by making them buy Oculus Rift, no real logic just to fuck up Oculus&#039;s release schedule - It worked just as Planned!&lt;br /&gt;
&lt;br /&gt;
* Contrary to what many would assume, Tzeentch is terrible at RTS games because he can never focus on one goal for a long enough period of time to focus on winning, or least that&#039;s the reason he claims why he lost at Supreme Commander to an illiterate [[Ork]] that did nothing but hit random keys the entire game.&lt;br /&gt;
&lt;br /&gt;
* Tzeentch claims that [[Snowflame]] was his doing, arguing who else could be insane enough to create such a character. Slaanesh claims that Tzeentch is lying and that Snowflame is his/her/its doing, but Tzeentch points out that Slaanesh is also a liar, meaning that nobody knows who is lying.&lt;br /&gt;
&lt;br /&gt;
* Tzeentch&#039;s realm is guarded by a labyrinth that can only be passed by the mad. It was only defeated once, by a little girl with a small black dog, and even Tzeentch doesn&#039;t know how because the guardians refuse to discuss it. This is canon.&lt;br /&gt;
&lt;br /&gt;
* Tzeentch invented Scrappy Doo because he was bored.&lt;br /&gt;
&lt;br /&gt;
* Tzeentch was the first being to create the Death Note. Possibly the one who made the idea of it all and gifted this to the Shinigami themselves.&lt;br /&gt;
&lt;br /&gt;
* Since Tzeentch achieves his goals by having his many plans constantly foil each other and benefiting from the fallout of said foiled plans, this makes him one of the few beings who achieves [[Just As Planned]] as a direct consequence of [[Not as Planned]]. Depending on how you think about it, this means Tzeentch could technically be considered a god of both.&lt;br /&gt;
&lt;br /&gt;
* If the Deceiver and Tzeentch battle and the Deceiver wins Tzeentch actually wins in disguise. and vice versa. and this effect is cumulative. therefore an unending cycle of win or don&#039;t win is created there are currently over 9000 such cycles in existence&lt;br /&gt;
&lt;br /&gt;
* Tzeentch has a pet cat that is both [https://en.wikipedia.org/wiki/Schr%C3%B6dinger%27s_cat alive and dead].&lt;br /&gt;
&lt;br /&gt;
* Tzeentch can be or be not defeated with the following train of logic.&lt;br /&gt;
:* You: So Tzeentch, you are a god of chaos?&lt;br /&gt;
:* Tzeentch: Yes.&lt;br /&gt;
:* You: So you would say that you are completely unpredictable?&lt;br /&gt;
:* Tzeentch: Yes.&lt;br /&gt;
:* You: So that means it is predictable that you will be unpredictable?&lt;br /&gt;
:* Tzeentch: ...&lt;br /&gt;
&lt;br /&gt;
* Tzeentch is the reason the internet hyperlinks are blue.&lt;br /&gt;
&lt;br /&gt;
* Tzeentch coined the phrase &amp;quot;You activated my trap card&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Tzeentch created the bug that causes Gandhi to go nuclear in Civilization.&lt;br /&gt;
&lt;br /&gt;
* Greedo shooting first was Tzeentch&#039;s doing.&lt;br /&gt;
&lt;br /&gt;
* Tzeentch&#039;s favorite Gundam character is Char Aznable, the sheer amount of JUST AS PLANNED that the Red Comet uses put a grin on his face-for a brief moment.&lt;br /&gt;
&lt;br /&gt;
* Tzeentch is the reason the Isekai harem hero was born. He wanted nerds to show off meta knowledge to numerous harem simulations to rub in slaaneshs face that nerds have to use their smarts and wits to get pussy instead of being a rapist or a loser who Slaanesh posses women to have sex with.&lt;br /&gt;
&lt;br /&gt;
* Influenced &#039;&#039;Event Horizon&#039;&#039; to become a prequel to Warhammer 40,000.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Thousand Sons]]&lt;br /&gt;
*[[Ballad of the Thousand Sons]]&lt;br /&gt;
*[[Thousand Son and Guardswoman]]&lt;br /&gt;
*[[The Game (Tzeentch)]]&lt;br /&gt;
*[[Rubric Marines]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
{{promotions}}&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Klaher-baklaher-tzeench.jpg&lt;br /&gt;
Image:Just as planned tzeentch.jpg&lt;br /&gt;
Image:Tzeentch_lord_of_change.jpg&lt;br /&gt;
Image:Tzeentchies.JPG|Tzeentchs followers&lt;br /&gt;
File:A_Typical_Sorceror_of_Tzeentch.jpg|A typical sorcerer of Tzeentch.&lt;br /&gt;
File:Tzeentchian Cultists.jpg|Pretty much how his cultists operate.&lt;br /&gt;
File:TzeentchianDie.gif|Tzeentch&#039;s dice change a lot when rolled.&lt;br /&gt;
File:TzeentchPinup.jpg|Even your masturbatory habits are just as planned.&lt;br /&gt;
Image:Tzeentch&#039;s_True_Form.png|This is speculated to be the true appearance of Tzeentch.&lt;br /&gt;
Image:1ksons pokeymans.JPG| &amp;quot;I choose &#039;&#039;YOU;&#039;&#039; teach them all that Power demands Sacrifice!!&amp;quot;&lt;br /&gt;
File:Tzeentch servant.jpg|Different demon, same thing, or is it? Just as planned!&lt;br /&gt;
Image:Tzeentch_mark.png|His Mark. Side effects may include growing extra eyes and rambling about the plans.&lt;br /&gt;
Image:Sexualyeti_tzeentch_daemonette.png|A daemonette of Tzeentch drawn by SexualYeti.&lt;br /&gt;
Image:69e497e8f2453c415cfc4a91f9e8e20f5eb69fa9.jpg|Lord Tzeentch makes sure all his servents get laid albeit the trick each other and manipulate each other to sleep with one another.&lt;br /&gt;
File:R34 Tzeentch 1.png|Tzeentch using the power of boobs and anime.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ChaosGods}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category: Disciples of Tzeentch]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Tsara%27noga&amp;diff=512582</id>
		<title>Tsara&#039;noga</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tsara%27noga&amp;diff=512582"/>
		<updated>2023-05-07T12:35:43Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:D145:6D8F:F393:33EC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Outsider_necrodragon.jpg|350px|right|thumb|The Outsider. There are so few images that this will have to do, even if it looks a bit like what we speculated the [[Mag&#039;ladroth|Void Dragon]] to look like.]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:left;font-size:1.10em;font-weight:bold;font-style:bold;font-family:Papyrus;margin-top:1em;margin-bottom:1em&amp;quot;&amp;gt;&amp;lt;span style=&#039;color:#002366;font-size:100%&#039;&amp;gt;{{topquote|If ever you see something terrifying, remember there is always something much, much worse...|The Grave Warning of the Outsider}}&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tsara&#039;noga&#039;&#039;&#039;, more commonly known as &#039;&#039;&#039;The Outsider&#039;&#039;&#039;, is one of the C&#039;tan (along with the [[Aza&#039;Gorod|Nightbringer]]) responsible for consuming many of its brethren during the [[War in Heaven]]. In The Outsider&#039;s tragic case, it was tricked by [[Cegorach]] (instead of [[Mephet&#039;ran|the Deceiver]]) into believing that it would gain the power to rule over the material universe after cannibalizing its brethren (fuck knows why a C’tan would even listen to one of the Eldar deities at all). Additionally, C&#039;tan consciousness is apparently so potent that a fragment of each consumed deities&#039; consciousness still remained within The Outsider. For some weird reason, this apparently either only happened to, or only affected, the Outsider, as the Nightbringer ate at least as many of his fellows and nothing happened to him.&lt;br /&gt;
&lt;br /&gt;
It is not known whether The Outsider is a dude or a chick. However, of the few fan artworks we have of The Outsider, it seems that almost all of them like to imagine it with dreadlocks, like a psychotic robo-Bob Marley or even as a [[Hot Chicks|hot chick]], or some kind of immense dragon/leviathan-like creature, rather than taking on a humanoid form.&lt;br /&gt;
&lt;br /&gt;
May or may not be a slavic king (TSARa&#039;noga). More likely than not named after the Lovecraftian god Tsathoggua.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
===The Big Goof===&lt;br /&gt;
The disjointed thoughts of hunger and half-formed memories of pain constantly claws at Tsara&#039;noga&#039;s mind and eventually drove it insane with guilt and rage (it may just be all of the consumed C&#039;tan nagging it on how much of a [[Fail|dumbass]] it is for fucking them over and turning them into [[Pokemon]]). In a fit of self-loathing, The Outsider fled the known Galaxy in a self-imposed exile (much like the Silent King, actually). With its eternally tormented mind turned inward, The Outsider&#039;s body drifted inert in deep space for millennia, eventually accumulating stellar debris and various exotic minerals, forming a planetoid with The Outsider at its core. A dark planet, floating in the infinitely dark space between galaxies.&lt;br /&gt;
&lt;br /&gt;
But before everybody starts feeling sorry for this... &#039;&#039;&#039;thing&#039;&#039;&#039;, do not forget that all C&#039;tan are immense and extremely powerful entities capable of warping space-time around them, yet The Outsider was strong enough and power-hungry enough [[Tyranids|to OMNOMNOM]] all but a handful of them. Its power was so great that it had a hellish presence, and the energy bleed of all the other C&#039;tan it had consumed caused madness in all who came close to it. Many killed themselves rather than face The Outsider. [[Chaos]] &#039;&#039;wishes&#039;&#039; it could inspire this amount of madness. While it cannot match the Nightbringer for pure force, or the Deceiver for guile and cunning, The Outsider is rumored to be the most deadly and dangerous of the remaining C&#039;tan. This is probably because the rest of the C&#039;Tan gods are divided and Pokeymanned, [[Flayed Ones|or dead]], and The Outsider is the last &#039;&#039;intact&#039;&#039; C&#039;tan, especially after 9e revealed the [[Void Dragon]] has also been sharded.&lt;br /&gt;
&lt;br /&gt;
So if the Outsider ever returned from its exile, the Galaxy would promptly shit a metric fuckton of bricks. What else would happen when an [[Yog-Sothothery|extra-galactic immortal ethereal entity of overwhelming power that consumes minds and destroys sanity itself]] returns [https://youtu.be/mkKVixISUgI &#039;&#039;for more?&#039;&#039;] &#039;&#039;Be afraid. Be very afraid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Izzit Da Fukkin Buglord?!&amp;quot;===&lt;br /&gt;
There have been rumors going around the [[Inquisition]] that The Outsider is somehow involved with the whole [[Tyranid]] affair, and some even claim that it is actually the Tyranid&#039;s [[Hive Mind]]. Of course such notion is not only [[Heresy]] in the extreme but also quite stupid, as The Outsider has been pretty explicit in not being too interested in Galactic affairs after the fratriphagy incident. Plus it would make no sense for a C&#039;tan god to invest in biological engineering. For all the talk of being &amp;quot;the masters of evolution&amp;quot;, the Tyranids have been shown recently to not be so infallible as once thought (there are multiple Imperial reports of &#039;&#039;entire&#039;&#039; Tyranid Hive Fleets starving to death because they could not find suitable biomass in time). So why The Outsider would decide to create a powerful but flawed biological race when its buddies down the block were creating the sheer [[Rape|rape machines]] that are [[Necrons]] and their subsidiary rape machines (such as their tank one-shoting, armor-melting, atom-destroying, house-cleaning, homework-helping, tax-doing, blow-job-giving guns) is unknown.&lt;br /&gt;
&lt;br /&gt;
Maybe because it&#039;s crazy?&lt;br /&gt;
&lt;br /&gt;
All that &#039;&#039;is&#039;&#039; known at this time is that more speculation is needed.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ku-xlarge.jpg|The Outsider&#039;s home. Large and cozy.&lt;br /&gt;
File:245433.jpg|The Outsider in a necrodermis shell.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Necrons-Characters}}&lt;br /&gt;
[[Category:40k and Fantasy Gods]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_God-Emperor_of_Mankind&amp;diff=484832</id>
		<title>The God-Emperor of Mankind</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_God-Emperor_of_Mankind&amp;diff=484832"/>
		<updated>2023-05-07T12:34:17Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:D145:6D8F:F393:33EC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{awesome}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:left;font-size:1.10em;font-weight:normal;font-style:normal;font-family:serif;margin-top:1em;margin-bottom:1em&amp;quot;&amp;gt;&amp;lt;span style=&#039;color:#D4AF37;font-size:100%&#039;&amp;gt;{{Topquote|I have come to eradicate Religion as it is the bane of Man, warped in superstition, ignorance and fear!|The Emperor before the Treason of Horus, while dressed in gold, brandishing a giant flaming sword and calling his soldiers his &amp;quot;angels of death&amp;quot; }}&#039;&#039;&#039;&amp;lt;/span&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Lord of Mankind.jpg|400px|right|thumb|Conquering the galaxy is one thing, but He was so powerful He never once stopped looking &#039;&#039;fabulous&#039;&#039; while doing it. &amp;lt;s&amp;gt;At least until the whole &#039;Horus&#039; thing, anyway.&amp;lt;/s&amp;gt; {{BLAM}}]]&lt;br /&gt;
{{Topquote|Wars begin when you will, but they do not end when you please.|Niccoló Machiavelli}}&lt;br /&gt;
{{Topquote|The Emperor loves no one man. He cannot afford affection - that is the honest practical for the impossible task that faces the Master of Mankind. He did not love His sons, He does not love men, but He does love mankind.|[[Roboute Guilliman]]}}&lt;br /&gt;
{{Topquote|The Emperor battles daily with forces beyond understanding, yet you expect him to retain a mortal sympathy? He walks the paths of eternity; be thankful he is able to converse with you at all.|Malcador to Jaghatai Khan on why Big-E tends to be so inscrutable. Not an unreasonable point, frankly.}}&lt;br /&gt;
&lt;br /&gt;
His Imperial Majesty the &#039;&#039;&#039;Immortal &amp;lt;s&amp;gt;God&amp;lt;/s&amp;gt; [[TTS|Man]]-Emperor, Master of Mankind&#039;&#039;&#039; is the figurehead of the [[Imperium of Man]] in the [[Warhammer 40k]] universe and has been enthroned on (or rather in) a life-sustaining device known as the Golden Throne for the last ten millennia. He is nigh-on unable to communicate or influence things directly, so day-to-day ruling is done without (and too often in spite of) Him. He is the only sustaining [[Noblebright|hope]] for Humanity as faith in him is the only way humans can counter the insidious whispers of [[Chaos Gods|Ruin]], and the treacherous ways of the [[Xenos]]. Furthermore, He powers humanity&#039;s only means for safe Faster than Light Travel through the [[Astronomican]].&lt;br /&gt;
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The [[Administratum]] He ordered to be established, continues to govern the [[Imperium]] in His name, but it is generally accepted that the absence of the Emperor&#039;s [[Malcador|proper guidance]] is what has turned the Imperium into the [[/b/|hellish mess]] that it is. In the [[Imperium]], questioning whatever your superior [[Commissar|yells]] at you, is treason and [[heresy]], typically punished by [[Blam|euthanasia]] (at least in the material realm). He created the 20 [[Primarchs]], who viewed him as their father. However, this has been complicated thanks to a lot of retcons saying he saw them more as tools, referring to them by number, rather than by name (albeit usually while speaking to his [[Custodes|aloof bodyguards]] or with senior-level members of [[Adeptus Mechanicus|a faction of cog-worshipping]] [[Neckbeard|tech nerds]] who value the excision of emotion and venerate him as an aspect of their god). Yet when speaking to his [[Malcador|right-hand man]], or the chief of his bodyguards Constantine Valdor, or a handful of other confidants, he does refer to them as his sons and by name. Furthermore, more recent fluff even saw him declare this to the Chaos Gods themselves during the Siege of Terra.&lt;br /&gt;
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It goes without saying that would The Emperor be up and about in the 41st millennium, He would be very disappointed. Most fa/tg/uys expect Him to [http://www.imdb.com/name/nm0191520/bio speak in a generic deep], [https://www.youtube.com/watch?v=zGZ97TiFGGg stentorian voice]. Though [[/v/|many]] also would expect him to speak more like another [[Kane|immortal who wishes to guide humanity to the path of Ascension, who may as well be one of his past guises.]] Clearly the cult of the extragalactic alien self replicating space rock thing didn&#039;t work out in the end so he had to try [[Grimdark|another approach]]. It would explain why he&#039;s so fond of impractically large tanks, walkers, mecha, incredibly unaerodynamic VTOLs and bling though.&lt;br /&gt;
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==The Entire History of the Emprah==&lt;br /&gt;
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===Early life===&lt;br /&gt;
[[File:Emperor of mankind by esoluna-d307owr.jpg|250px|left|thumb|Big E gets all the bitches.]]&lt;br /&gt;
The Emperor is a powerful [[psyker]] and &amp;lt;strike&amp;gt;(heavily implied to be)&amp;lt;/strike&amp;gt; (Confirmed by GW) a [[Perpetual]]; an immortal with countless lifetimes&#039; worth of knowledge and power and the ambition to use it. According to the fluff, the being that would eventually become known as The Emperor was born in 8000 BC in Anatolia (modern-day Turkey) on the banks of the Sakarya river to a tribe, possibly in [[wikipedia:Göbekli Tepe|Göbekli Tepe]]. His appearance wise unassuming. From his own account, his path towards greatness was spurred on when his uncle murdered his father; so kid-Emps did the responsible thing and gave his uncle a myocardial infarction, or as it&#039;s known on the street, a &amp;quot;fucking massive heart attack&amp;quot;. Kid-Emps then realised that humans needed laws, and good laws needed to be given by good leaders (which he defined to [[Slaanesh|refer to himself specifically]]): setting him on the (xeno/geno)cidal path of self-righteousness and conquest that would continue for the next 38,000 years. Considering that the Imperium&#039;s two-headed symbol was used by Hittites, Games Workshop, for all its flaws and pricing policies, can be given credit for doing his history homework. After that, he headed to the first cities of mankind in Sumeria to guide the start of human civilization.&lt;br /&gt;
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[[File:Neoth-gigamesh-erda-siduri.jpg|250px|right|thumb|Neoth and [[Erda]] back in the ancient days of Chaldea, it all makes so much sense now.]]&lt;br /&gt;
According to Saturnine, one of the Emperor&#039;s earliest names was Neoth, in the time shortly after leaving His home and tribe. In the &amp;quot;time of the First Cities&amp;quot; Neoth had become a warlord and king. There He met [[Erda]], a perpetual like Himself, who became one of His closest companions throughout history, by His side up until she caused the Scattering of the Primarchs (so is this a retcon from the story portrayed in &amp;quot;The First Heretic&amp;quot;). Neoth and Erda, father and mother of Primarchs... which begs the question why not all Primarchs were born as perpetuals, considering that both &amp;quot;mother&amp;quot; and &amp;quot;father&amp;quot; were (perhaps it&#039;s got to do with dominant and recessive alleles? Like when two brown-eyed parents produce a blue-eyed baby?).&lt;br /&gt;
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&#039;&#039;According to 1st &amp;amp; 2nd edition fluff&#039;&#039;, his birth was the result of hundreds of human shamans committing ritual suicide to be reborn as a single individual capable of protecting humanity from the [[Chaos Gods]]. However, [[Skub|the validity of this fluff is frequently questioned]], given it hasn&#039;t been &amp;quot;official&amp;quot; since second edition. However, this theory seems unlikely, especially given that other Perpetuals are known to exist, [[Ollanius Pius|some of which]] may be even older than the Emperor, and they don&#039;t have godlike powers. On the other hand, they also wouldn&#039;t have had the memories and soul-stuff of all those shamans telling them what to do. (This theory would go a long way to explaining the seemingly contradictory behaviors of the Emperor - all those shamans have disagreements and Big E has to listen to it all. It&#039;s similar to the concept of Abominations in Dune; pre-born children with prescient powers due to being born to a melange ingesting mother - they can access all their genetic ancestors&#039; memory egos but risk being driven insane without the learned discipline of an adult unless they&#039;re like Emperor Leto Atreides or his sister.) That, and how Erda commented that while each Perpetual was immortal and had special abilities, everyone considered the Emperor&#039;s powers to be on a completely different scale. The Chaos Gods apparently view the Emperor as an equal/rival due to beating them at warp poker to steal the power he needed to create the Primarchs (so he would not need to use his own)&#039;&#039;(see below)&#039;&#039; and name him Anathema. Yet other fluff titbits (including a C&#039;Tan who dismissively described him as a &amp;quot;weapon&amp;quot; rather than a God) imply that he is some sort of flesh-construct from the Dark Age of Technology run amok and aping human affectation (similar to the Eldar&#039;s Gods originating as warp constructed weapons made by the Eldar under the guidance of the Old Ones during the War in Heaven).&lt;br /&gt;
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Lore also mentions that He guided humanity throughout history under a number of guises, and many of the probable identities of the Emperor in World History may include but are not limited to Hammurabi (the first man to invent the concept of Written Law), Alexander the Great (the most fabulous conqueror in all of History, with the philosopher Aristotle as his teacher), Julius Caesar (guess why the Imperium spoke Latin), Jesus (as demonstration of his supernatural God-like status and abilities and that He will sacrifice Himself for the progress of Humanity; which is a symbolic idea, [[Skub|as pre-retcon the lore leaned towards the Emperor being one of Jesus&#039; disciples]]), Napoleon Bonaparte (to dismantle the old stagnating monarchies of Europe and replace them with Revolutionary ideals). And, it &#039;&#039;has&#039;&#039; to be assumed, [[Conan the Barbarian]] ([[If The Emperor Had a Text-To-Speech Device|Yup, he used to be an asshole. A handsome, musclebound asshole.]] At least before he got wiser) and HE-MAN.&lt;br /&gt;
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Sometime around the 11th or 12th century, He battled a shard of the [[Void Dragon]] in modern-day Libya. He eventually defeated it and locked it on [[Mars]], allowing the [[Adeptus Mechanicus]] to control machines... eventually. Of course, it&#039;s not entirely clear whether this is true or not -- it&#039;s entirely possible that ALL of the Emperor&#039;s history is a lazily-crafted lie He throws around because no one can debunk it. Although given how [[Awesome]] it sounds, we&#039;re going to say it is. Either that, or it&#039;s just another example of how [[Games Workshop|Geedubs]] can&#039;t be bothered to keep their stories consistent even about the most important parts of the setting. Just remember to take stuff with a grain of salt, since, [[Retcon|you know]].&lt;br /&gt;
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Whatever his actual origins might have been, for the most part He more or less stayed out of the way of humanity&#039;s progress during the next 30,000 years of history, including the [[Dark Age of Technology]], though hot-off-the-press fluff indicates He might have been traversing outer space in old-style NASA rockets with the other Perpetuals, to eventually coming to find the planet [[Molech]], where he passed through a gateway that led &#039;&#039;directly&#039;&#039; to the fortresses of the four [[Chaos Gods]]. Here, he either challenged, bargained, or stole portions of power from a source claimed by the gods as their own. This would earn him the ire of the duped/defeated Ruinous Powers, who consider him as some sort of usurper or that he reneged on some kind of undisclosed deal we haven&#039;t been made aware of yet.&lt;br /&gt;
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===Unification Wars===&lt;br /&gt;
{{Topquote|‘You…’ repeated Uriah, the pain in his bones no match for the pain in his heart. ‘You are the… the… Emperor…’ ‘I am, and it is time to go, Uriah,’ said the Emperor. Uriah looked around at his now gleaming and brightly lit church. ‘Go? Go where? [[Imperial Truth|There is nowhere else for me in this godless world of yours.’]]|[[The Last Church]]}}&lt;br /&gt;
He returned to Terra at the closing years of the [[Age of Strife]]. With Terra cut off from the rest of the Human empire and Terra itself ruled by warring &amp;quot;techno-barbarians&amp;quot;, in a post-apocalyptic wasteland, E-money decided to reveal Himself, using His mastery of genetic engineering to create the [[Adeptus Custodes|Custodians]] and cheaper, easier to make [[Thunder Warriors]] &#039;&#039;(the predecessors of the (the predecessors to) Space Marines)&#039;&#039;. Using the classic &amp;quot;join-me-or-die&amp;quot; strategy, he managed to conquer the entirety of Terra during the event called Unification Wars. He also created sort of proto-primarch called the Angel with the warriors to seal the Daemon Prince Pharaa&#039;gueotla, who has been pulling strings wrecking Terra since prehistoric times. The Angel was also sealed off being an extremist. Then, He made contact with Luna and the Mechanicum of Mars. When dealing with Mars, He called Himself the [[Omnissiah]], and convinced them to build Him weapons and space-ships. Around this time, He also created a useful philosophy, the [[Imperial Truth]], which states that religion, faith, and superstition must be all banned, because they have never succeeded in unifying the human race during all of Emps&#039; lifetime. Simply put: the whole &amp;quot;Peace, Love, and Religion&amp;quot; mumbo-jumbo never worked before and now must be eradicated; ignoring or forgetting what happened to [https://en.wikipedia.org/wiki/Soviet_Union| real]-[https://en.wikipedia.org/wiki/Pol_Pot| life] [https://en.wikipedia.org/wiki/Religion_in_North_Korea| societies] that tried to throw faith and religion under the bus without molding the society towards abandoning religion willingly. He constructed this philosophy because he believed that belief in such things was feeding the Powers, [[Fail|but it turns out he had it backwards, and that such belief, being dedicated specifically to something other than said gods, was in fact starving them]]. Since Neoth is now a bona fide Warp entity in his own right, he has very likely realized his mistake. But religion isn&#039;t a universal truth, anywhere. Neither in 40k or irl. No need to go get deep, but religion is as only real as you think it is; are they gods because they call themselves gods? OR are they extradimensional consciousnesses of mind bending scope as to beyond an accurate understanding of life.&lt;br /&gt;
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Exception where&#039;s He&#039;s not a perfect badass? [[The Last Church]]. It is permissible to substitute the voice of whatever angry militant atheist appeals to you most/least for the duration of this one (short) story. Also, according to that same story, this asshole wiped out Scandinavia, &amp;lt;strike&amp;gt;[[Viking|right when Scandinavia was getting fun again]]&amp;lt;/strike&amp;gt; [[The_End_Times|well well well, considering what they did]] [[Warhammer_Fantasy_Battle|to the other setting no one here is gonna miss them any time soon]]. According to the Horus Heresy books that mention the Unification Wars, He burned down a lot of things on a partially recovering Terra.&lt;br /&gt;
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===Great Crusade===&lt;br /&gt;
Now that he was in control the Emperor had a relatively short to-do list, he wanted to: Lead and shape Mankind into a psychic race and surpass the Eldar by learning from their mistakes, unite Humanity under one aegis and allow for instant communication and travel across all human inhabited worlds, and most importantly, prevent another calamity like the [[Age of Strife]] or [[Fall of the Eldar]].&lt;br /&gt;
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In order to achieve this He had to shelter and protect humanity from the fell hand of [[Chaos]], reclaim every single human inhabited world, spacecraft or station, and eliminate anyone who threatened his vision of humanity in any way.&lt;br /&gt;
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But, before He set out to conquer the stars with the newly-formed Imperial Army (which contained both [[Imperial Guard|ground forces]] and [[Imperial Navy|space-borne fleets]]), He decided to create the twenty [[Primarch]]s, using Himself as the genetic template, while splitting the additional power He supposedly &#039;&#039;acquired&#039;&#039; from the Chaos Gods (Or so the treacherous space cancers claim. Although, since the Chaos Gods view all the energy of the Warp as their property, they&#039;re probably just pissed that Big E yoinked about 20 daemon princes worth of soul stuff without the proper rituals.) into 20 portions, infusing each piece with a fragment of His own personality, to allow them, in turn, to congeal and gestate [[Heresy|(just like how daemons are born!)]] into the indomitable souls of His future Primarchs. Then, He bound each such vessel/soul to their godlike bodies/shells as they formed in their gestation capsules. Let this sink in: each primarch is basically a unique quasi-daemonic (angelic?) soul, bound to a super awesomely tough material body.&lt;br /&gt;
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Each of these Primarchs were to have their place: Lorgar was to be the Emperor&#039;s Herald and shelter mankind from superstition through enlightenment so that if ever they heard whispers in the dark, they knew it was not natural and to be feared by it, thus denying its embrace. Magnus was to assist the Emperor in sitting on the Golden Throne of earth, thus powering the human Webway shield (somehow), becoming a key figure in Humanity&#039;s ascension. Horus was to protect Mankind from [[Tyranids|external]] [[Necrons|physical]] [[Orks|threats]] throughout the Galaxy as Humanity&#039;s general. Konrad was to be the enforcer of the Emperor&#039;s Laws. Mortarion, His watchguard of wayward deviancy etc.&lt;br /&gt;
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It was a good plan for building an intergalactic empire, But the Imperium was only one half of the Plan. The other was the Webway, allowing nigh-instantaneous travel and communication, limiting Mankind&#039;s reliance on the warp to almost nothing in the form of Warp travel and thus protecting them against the influence of Chaos. Therefore allowing Mankind to evolve in relative safety and security under the direct guidance and control of the Emperor. When Mankind would be ready, we&#039;d be protected from the warp naturally. That was the final crowning achievement that would bring all the Emperor&#039;s plans to fruition and pull all the wayward goals into one singular perfect Great Work. All the sacrifice, all the death, all the heartache, the glory, the battles, the trials and tribulation, 48,000 years of history culminating into that one Plan. And it all would&#039;ve been worth it because Mankind would&#039;ve been saved for all time. Worth any price, where the ends justified the means, or so he claimed.&lt;br /&gt;
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Unfortunately things went off to a rocky start before he even began: since the Primarch&#039;s power was &#039;&#039;apparently&#039;&#039; stolen, The Big Four would inevitably and continually be pissed at Him for using their power for His own ends, so they snatched the Primarchs away (via time-travel-as-a-vision shenanigans, don&#039;t even try to explain it here, just read &#039;&#039;The First Heretic&#039;&#039;), inside their incubator pods and all, from the secret lab underneath the Himalayas, to scatter them away across the galaxy. Conversely, most recent fluff from the novel Saturnine brings another female perpetual by the name of Erda into play in the creation of the primarchs (because like any biological being a human requires a father and a mother). She also claims to have been involved in the scattering of the primarchs. If that is a retcon from the previously canon time travel hacks described in &amp;quot;The First Heretic&amp;quot; is not entirely clear. Erda says she allowed the Chaos Gods to snatch the baby primarchs so each could forge their own destinies. As if the story was not confusing enough already. Either way, luckily for the Emperor, some genetic samples were left over from each primarch, so from that He created 20 Legions to serve as the elites of His army: The [[Space Marine|SPEHSS MEHREENS]].&lt;br /&gt;
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So, with His armies and space-ships complete (minus the Primarchs, which He hoped to find), He embarked upon the [[Great Crusade]], to restore mankind to its [[Humanity Fuck Yeah|rightful place as rulers of the galaxy.]] &lt;br /&gt;
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As He found each Primarch, He assigned them command of their respective Legions and to act as His generals, warlords and pantheon of heroes that humanity were meant to emulate, in the quest to unify humanity in the Great Crusade &#039;&#039;(although, at some point, one of them may have been executed and the other disappeared, leaving only 18 Primarchs and Legions after 100 years of the Great Crusade).&#039;&#039;&lt;br /&gt;
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A military campaign of a grand scale, this is also when the SPESS MEHREENS were most awesome and at their peak. [[just as planned|Just when things seemed to be going well]], the [[Horus Heresy]] took place, where 8.5 of the Primarchs and their respective legions rebelled against the Emprah. In the end, the Emperor fought and slew [[Horus]] (who was daddy&#039;s favourite) but at a great cost. The Emperor was mortally wounded to the point that He had to be put permanently on a life support system known as the Golden Throne. On that day, an untold amount of manly tears was shed. Something seems to have gone wrong though, as the Golden Throne didn&#039;t manage to do its job and the Emperor managed to die sometime between the Horus Heresy and M41, although whatever&#039;s left of him still sticks around his corpse (quite a feat since he is a confirmed perpetual, so no matter how dead he may look he certainly still is alive after a fashion). (Are we sure on this last point? Indomitus confirms he never died, and that’s hardly a retcon since there doesn’t seem to be evidence to the contrary).&lt;br /&gt;
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===&amp;quot;Modern&amp;quot; Day===&lt;br /&gt;
Subsequently, 10 thousand years later, without the Emperor&#039;s leadership, the Imperium eventually degraded into the theocratic, [[grimdark]] empire we all know and love today, in the 41st millennium. In the 500th year of the 41st Millennium (the exact middle of the millennium), which is a few centuries before the Time of Ending began, visions and signs reach out to all walks of life and social status to the Imperium of the Emperor crying, whether it&#039;s to lowly denizens of an underhive having dreams about it, to respected sanctioned psykers reading it from the Imperial Tarot, to shamans on feral planets instinctively knowing that the extra rain pouring down lately are tears of sadness from their &amp;quot;sky god&amp;quot;.&lt;br /&gt;
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In the last year of M41, tech-priests discovered that the Golden Throne is failing and if nothing was done... presumably the Emperor would be deader? In any case nobody wants to find out, as the Golden Throne is breaking apart the Mechanicus and certain elements at the top of the Imperium tries to contact the Dark Eldar for knowledge on how to repair the thing. &#039;&#039;The Carrion Throne&#039;&#039; reveals that a [[Haemonculus]] did make it to Terra, he is hunted down by the Inquisitor and the Custodes. The cheeky psycho doctor had absolutely no intention of repairing the thing but wanted to instead marvel upon the largest and greatest psychic pain machine ever constructed that made even a [[Haemonculus]] stand in utter awe, and look the cadaver buried within right in the eye sockets before both it and the machine ultimately died.&lt;br /&gt;
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{{Spoilers}}&lt;br /&gt;
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{{Topquote|This is a warning. The warp and the materium were once in balance. For too long, you have tipped the scales. Understand that it is not only the warp that is capable of pushing back. This realm is not real. Only will is real. And none may outmatch my will..|The Emperor is done being subtle or open to maybe-maybe-not.}}&lt;br /&gt;
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However, with the introduction of &#039;&#039;&#039;Godblight&#039;&#039;&#039;, several nuclear-sized bombshells was dropped. Turns out, the massive [[Great Rift|vaginal axe wound]] originally created as [[Chaos]]&#039; biggest victory during the fall of [[Cadia]] was [[Retcon|changed into being an Imperial victory in the end]]. With the barrier between the Warp and Realspace further weakening, it created a psychic boost for the Empra to a thousand fold. Oh yeah, and the worship of trillions being supercharged because of the Great Rift is making E-Money to actually &#039;&#039;physically move&#039;&#039;. Holy shit boys! IT&#039;S HAPPENING! We&#039;re in the endgame now!&lt;br /&gt;
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Anyways, other bombshells include Golden Big Dick Energy suggesting that the Daemon Primarchs could still be redeemed, which kind of kicks Chaos corruption in the dick. Moreover, there is also the fact that the Emperor kicked [[Nurgle|Grandpappy Nurgle]] in his STD-ridden nuts where he possessed a dying [[Roboute Guilliman|Grandpa Smurf]] during the [[Plague Wars]] on Iax and [[Awesome|set the whole fucking Garden of Nurgle on holy fire, thereby wounding Nurgle and kicking the Chaos Gods several levels down the curb.]] &lt;br /&gt;
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As you can imagine, though well-received by many, and especially by Imperium fans, this revelation [[RAGE|did not go well with fans of Chaos]], as the perceived [[Nerf|nerfing]] of Chaos being the main threat and Big-E [[Bullshit|&#039;&#039;literally&#039;&#039; giving Papa Smurf]] [[Plot armor]] [[Skub|was a tad-bit too much.]] &lt;br /&gt;
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Alternatively, rather than a nerfing of the Ruinous Powers, it could just as easily be argued to be a display of the [[Ynnead|might of the gods of the Warp]] [[Cegorach| other than those of Chaos]] which has been said to be growing of late, in this case, a demonstration of Big-E&#039;s increase in power, in particular. &lt;br /&gt;
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Furthermore, &#039;&#039;Godblight&#039;&#039; is far from the first contemporary novel to establish that the power of the Emperor has been growing, but while previously it had been only hinted at, or shown as more minor asides, this is just the first time an overt, overwhelming display was made. It therefore stands to reason that such a powerful blow would be unleashed by Big-E, as this has been building up consistently for years (in and out of universe), and has been a long time coming both thematically and narratively, so take that for what you will. Moreover, lest any Chaos fans forget, the ruinous powers regarded the Emperor as an existential threat before the Horus Heresy and feared his power and intentions even then; so much so that they even agreed to work together to fight him. Chaos, pretty much by definition HATES working together, and The Four hate each other to a ludicrous degree and typically wish for nothing more than the demise of each other. A group like that doesn&#039;t work together unless there is absolutely no other choice. That was before Big-E became a god, and it&#039;s not as though he&#039;s gotten weaker in the 10,000 years since.&lt;br /&gt;
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On top of this, it can be argued that Chaos hasn&#039;t been nerfed at all. Nurgle, who had held reign in ten thousand years of stasis, is now returning to a lower place as a great change has come. Tzeentch, Khorne and Slaanesh are certainly stronger than ever. The difference now is that The Emperor has become powerful enough to hit back at the Chaos Gods hard enough to inflict truly substantive damage. Whether or not that will actually occur remains to be seen however, especially as [[Games_Workshop|the Chief Deity would never let one side truly gain the upper hand, for fear of something interesting happening,]] but with the field levelled now, the potential to do so exists.&lt;br /&gt;
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Oh, he &#039;&#039;might&#039;&#039; be frequently psychically communicating to this random psyker on Atoma Prime that was abruptly rescued and recruited into an Inquisitor&#039;s warband as they goes on missions to fight for the world, according to [[Warhammer 40K: Darktide]]...but that psyker&#039;s probably just crazy/has demons talking to them...probably.&lt;br /&gt;
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==The Emprah Himself==&lt;br /&gt;
[[File:Climax.jpg|250px|right|thumb|A typical father-and-son chat between Empy and Horus.]]&lt;br /&gt;
{{Topquote|1=The Emperor was a brilliant scientist, a powerful warrior, and great psyker, but he was a terrible [[Venus&#039; Burn|father...]]|2=[[Roboute Guilliman]] giving a short, yet accurate, biography of the Emperor.}}&lt;br /&gt;
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After He shaved His goatee, His chin radiated [[Astronomican|a brilliant light]] through the [[Warp]]. The [[Imperial Navy]] uses this light as a beacon to guide them through that beautifully terrible place. He is sometimes referred to as the Emprah, a joke derived from the voice acting in the &#039;&#039;[[Dawn of War]]&#039;&#039; game, &#039;&#039;[[Dawn of War: Soulstorm|Soulstorm]]&#039;&#039;, specifically [[Indrick Boreale]]&#039;s final speeches.&lt;br /&gt;
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It is common knowledge that the Emperor is the most powerful psyker &amp;lt;s&amp;gt;alive&amp;lt;/s&amp;gt; around, humbling even the [[Eldar]]. The Emperor is said to be so powerful that He could [[C&#039;tan|destroy suns with ease]], though He has never actually done so (However, he &#039;&#039;made&#039;&#039; a golden sun which he put in the middle of his broken [[Webway]] gate to prevent daemons from spilling through, albeit needing to concentrate on powering it for the next ten thousand years. This would indicate that the Emperor does indeed have the power to destroy stars). The [[Chaos Gods]] are scared as fuck of the guy, calling him &amp;quot;The Anathema&amp;quot;, as in the polar opposite to [[Chaos]]. Their fear of him cannot be overstated: during a discussion between Ku&#039;Gath and Mortarion, you&#039;d think Ku&#039;Gath was referencing Morgoth. The idea his gathering strength terrified Ku&#039;Gath to the point he feels they&#039;re dead if he&#039;s active and won&#039;t even say his name; whatever Emps is, Chaos is THAT scared of him. The [[Eldar]] fear that if the Emperor were to die, a new [[Eye of Terror]] would pop out with Terra at its center and possibly a new Chaos God would be born.&lt;br /&gt;
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He was also capable of summoning what can only be called an army of human souls (including every soldier who had died for him, [[Ferrus Manus]] included) to fight for him; an ability utterly unseen in the 40k universe and suggesting that he has some fundamental connection to human souls in the afterlife - a comforting thought compared to dissolving into the Warp to be eaten by daemons and giving some credence to the 40k era theory that when the Time of Ending ...ends... the Emperor and all loyal human souls will join in one final battle against Chaos.&lt;br /&gt;
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It is also suggested that He has guided humanity in a guise of people like Julius Caesar, [[Conan the Barbarian]], [[meme|Chuck Norris]], Christopher Lee, Tommy Wiseau, Keanu Reeves, and Jesus.&lt;br /&gt;
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Overall the Emperor has always had a strong desire to protect and shepherd humanity, even if his methods are a bit... [[Blam|unorthodox]]. His desire to guide and protect humanity, in addition to his power and foresight made the Emperor as close to a Farseer as humanity was ever going to get. He declared humanity to be superior to all Xenos which was fair enough considering the collapse of the Eldar, planned to destroy every shard of religion by force of arms if needed in order to protect them from the whispers of Chaos (though at the time he got the whole thing backwards, since said religions were starving the Chaos gods), planned to reunite humanity under His rule no matter what anyone else wanted/thought of that (again by force of arms if needed), originally loved the Primarchs as his sons (and then retconned into a confusing mess suggesting he cares little for the Primarchs being His actual sons. In &amp;quot;The Outcast Dead&amp;quot; he even implies that he sacrificed Ferrus Manus because he knew he could not win the war and that the most he could hope for was a stalemate, i.e. prevent Chaos from winning. However, this theme has varied greatly from novel to novel and is hard to pin down.), carried out many unorthodox, morally questionable experiments and much much more... all because this was the only way He could foresee humanity surviving the threats to come. Also known as the &amp;quot;[[Golden Path]]&amp;quot;.&lt;br /&gt;
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His reign eventually [[Inquisition|killed more humans]] (not even counting those who were innocent) than the entire total of all of humanity&#039;s dictators in history (ironically that may have been [[A Game of Pretend|past personas]] of the Emperor). Even during the Unification Wars, several Terran cultures were wiped out completely (Orioc on Antarctica, for example, was razed to the ground for being religious, just to make a point, even after its forces were defeated and its people ready to surrender), while simultaneously being pretty terrible at incorporating non-Terran elements. Because THAT is just how damn important and dire the circumstances were. An entire galaxy spanning empire needed to be constructed in little under two centuries when the cataclysm was foreseen to occur and ain&#039;t no one got time to fart about with treating people the way they deserve if the species won&#039;t survive.&lt;br /&gt;
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Contrary to popular belief, he really did think the post-Ullanor phase through to some degree, Horus was the right choice as Warmaster for no other could command the respect of nearly all his brothers better than Lupercal the First, and Dorn as Praetorian was as correct a decision as was possible to make considering that his talents were put to good use throughout the Heresy that followed. There was no need to put a Primarch in charge of the Council of Terra for the Primarchs were not made to rule, but to serve as generals in retaking the galaxy since his goal was for humanity to be governed by humanity (as he clearly said to Lorgar in &amp;quot;The First Heretic&amp;quot;. &amp;quot;This is not my Imperium, it is humanitys&amp;quot;. Primarchs like say, Guilliman, though perfect as an administrator, were better suited and needed as generals for the Great Crusade. Stil the whole theory that the Emperor wanted to dispose of the Primarchs once they ceased being useful is utter horseshit, for why would he have created living rooms for all of his sons in the Emperor&#039;s palace. And why create 20, functionally immortal tools if he had no plans for them following the crusade. Either way, it&#039;s bewildering that no one in the military saw the need for human administration, having godlike Primarchs in charge at the top only serves to increase superstition in a secular galaxy when the idea was to rid humanity of religion and superstition in order to better protect it from warp predation (no matter how bad that idea played out in practice).&lt;br /&gt;
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After Big E was nearly killed by his favourite son / tool, He was placed upon the Golden Throne and hasn&#039;t moved for the past 10 millennia, presumably because he later died (why he hasn&#039;t come back to life despite being a perpetual is a highly debated topic). Most of the fluff maintains that His mere existence since then has been living hell (by comparison, the torture astropaths go through when becoming one would be like a trip to the dentist). It&#039;s the mother/father/uncle/2nd Cousin of all mindfucks, so bad that even an Inquisitor would likely go insane as a result (or anybody else for that matter).... and yet He carries on. Why? He may be the universe&#039;s most powerful vegetable, but that doesn&#039;t mean that he will just sit there and remain dead. Oh no, it&#039;s exactly the opposite and death&#039;s not the handicap it used to be, because it gives Him a fuckton of work to do. Along with being THE lighthouse in the Warp, guiding the Imperial Navy, he also needs to make the aforementioned astropaths, as well as keeping all the [[daemon|nasties]] of the Warp where they&#039;re supposed to be (i.e. not invading realspace to make the lives of all living things miserable). He also does it for the good of humanity (sounds kinda familiar, doesn&#039;t it?).&lt;br /&gt;
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That being said, his love of humanity doesn&#039;t exactly extend to his sons. In older lore it did, however, in the retconned lore the Emperor himself states to [[Arkhan Land]] &#039;&#039;(the guy who discovered &#039;&#039;&#039;Land&#039;s&#039;&#039;&#039; Speeders/Raiders)&#039;&#039; that he never considered the Primarchs to be his literal sons and saw them as well-crafted tools so he could get his work done. Likening himself to Geppetto &#039;&#039;(from &#039;Pinocchio&#039;)&#039;&#039; in that it is only natural for 20 wooden boys to think of their creator as &amp;quot;Father&amp;quot;. Whether He felt any kinship between all of them or only some of them is not entirely known. But it seems like He was all like, &amp;quot;Yall think I&#039;m a bad dad, but look, shit I just made these kids in a lab! I&#039;m not really their dad!&amp;quot;. Then again He puts on personas for every occasion (during the meeting, Land saw him as not as a gold armoured god, but as an utterly logical scientist and the Emperor had the whole shtick of people interpreting his words in the manner that made the most sense to them personally) who really knows when He&#039;s being genuine or not or how He feels. There must have been a reason why he prevented Vulkan from going completely batshit insane when he was killed over and over by his brother Konrad Kurze after all... but to say it in Guillimans own words (from memory) &amp;quot;our father never loved us, but he certainly does love humanity&amp;quot;. Also Guilliman reflects that Big E could not have afforded deep affection for any of his sons, so lets see how the final confrontation between Horus on roid rage and Big E will play out in the end - as in older fluff Big E held back because he couldn&#039;t bring it upon himself to snuff out his most favoured son (and it did not read like in &amp;quot;my most favoured screw driver&amp;quot; kind of way). But in the end, despite being the most powerful psyker to have ever lived he may still have been &amp;quot;human&amp;quot; after all, and every living being has emotions. So maybe his biggest &amp;quot;flaw&amp;quot; (if you want to call it such) may have been that he might not have been able to separate himself from his sons (err I mean toolbox) as he would have hoped for.&lt;br /&gt;
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*On that note, Aaron Demski-Bowden has insisted that nothing the Emperor says in Master of Mankind should be taken at face value. Moreover, the Emperor is inconsistent in how He describes the Primarchs. While He uses numbers and &amp;quot;it&amp;quot; when talking to Ra and Land, at the end of a book He&#039;s referring to Horus by name and as a &amp;quot;he&amp;quot;, not an &amp;quot;it&amp;quot;. AD-B has doggedly refused to clarify, because he enjoys watching the arguments he&#039;s kicked off. As noted in &amp;quot;Valdor: Birth of the Imperium&amp;quot; by Cris Wraight, it was noted by Valdor and Malcador that they were both surprised by the Emperor referring to the Primarchs, his planned generals, as sons. Valdor noted that the Emperor&#039;s emotions &amp;quot;are ebbing still&amp;quot; with Malcador saying all three predicted this and that victory had a price.&lt;br /&gt;
*However, in [[Laurie Goulding]]&#039;s audiobook: Malcador First Lord of the Imperium; Malcador pretty much spells out exactly the same thing, saying that the primarchs were designed to be &#039;&#039;&amp;quot;conqueror&#039;s tools and nothing more&amp;quot;&#039;&#039;, and had been manipulated into conflict with each other from the very start so that they would eventually destroy each other and pave the way for a &amp;quot;human&amp;quot; civilisation, rather than a &amp;quot;transhuman&amp;quot; one and that the Horus Heresy was always [[Just as Planned|part of the plan]]. He does later have a minor breakdown and admit that he was forced to lie though, but is not clear on what elements. As a result, it is entirely possible (and in fact more likely) that there was no such plan to have the Primarchs destroy each other and that Malcador was merely trying to hide the fact that things had gone off the rails. This is confirmed in &#039;&#039;The Board Is Set&#039;&#039; short story by [[Gav Thorpe]], which seemingly reconfirms Malcador&#039;s admission as the the Big E and His bestie play a game of cards with each Primarch represented (heavily implied). In such a game, Mal takes the role of &amp;quot;Warmaster&amp;quot; &#039;&#039;(symbolically representing [[Chaos]])&#039;&#039; whilst Big E played the position of the &amp;quot;Emperor&amp;quot;. The two play out the entire events of the Horus Heresy and even hypothetical scenarios had they played each Primarch differently against the others, though they still get caught off guard from time to time as the rules change unexpectedly. Though Malcador only belated understands that considering this was a symbolic game of &amp;quot;what if?&amp;quot; rather than simply a means of devising strategy. So, while Emps and Mal were partly responsible for the current state of everything; if Malcador&#039;s &amp;quot;lie&amp;quot; was that it was all planned and that everything was under control, then the truth would be an acknowledgement that their opponents &#039;&#039;(the Chaos Gods)&#039;&#039; actually existed which was something they had been denying for centuries. Now they were backed into a corner and desperately scrambling to find a solution that didn&#039;t fuck everything.&lt;br /&gt;
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While interred on the Golden Throne, the Emperor&#039;s psychic-essence prevents [[Daemon|daemonkind]] from directly assailing [[Terra]] through the broken remains of the Imperial Webway (in the form of a golden sun), while additionally sustaining and managing the psychic-beacon known as the [[Astronomican]], that makes warp travel within 50,000 light years around Terra possible.&lt;br /&gt;
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An interesting theory is that if Emps was born of a group of psykers combining their might and souls in one ritual act then maybe Empy has gained all human souls since he got put on that Throne {see: leveling in Dark Souls), as he &#039;&#039;is&#039;&#039; the afterlife now, provided one excludes the veritable Hell that is the Warp (and all that [[Infinity Circuit|stuff]] the Eldar get up to).&lt;br /&gt;
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A question that remained unanswered for a long time is that, is the above thing the only thing he is capable of doing these days? Or can he communicate with others? In the past few supplicants were allowed an audience with the Emperor though the fluff&#039;s always been iffy on whether or not they talked, or if it was more a spiritual visit to a shrine. The recent advance in the timeline revealed that the newly revived Guilliman had an audience with him for a whole day in which they did talk (and he still seems to have some sort of connection to the Custodes), so yes, he can. But then, what is he [[Black_Crusade| waiting for]] [[Emperor%27s_To-Do_List| before]] waking the [[Lion_El%27Jonson| sleepy beauty ]] up? It could be that he literally couldn&#039;t talk to anyone before that, considering that even Guilliman shuddered at the thought of the mental sand blasting that was speaking with the Emperor. It&#039;s possible the same communion might destroy a mortal, or kill the comatose Lion by accident. Perhaps the only thing stopping the Emperor from direct governance of the Imperium is his psychic voice delivering the equivalent of an Ordinatus blast every time he uses it, so he cannot chastise the incompetence of the High Lords for fear of killing them outright.&lt;br /&gt;
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Speaking of talking to him, when Roboute was revived from stasis and finally got to Terra to talk to dad, Roboute noted the Emperor regarded him with the interest one would regard a tool. He also reflects on how he feels that the Emperor&#039;s psychic might has grown since his death, but that his humanity has gone as well, to the point that Guilliman thinks that even if he is a god he doesn&#039;t deserve to be worshiped. However, following the Plague Wars Guilliman has considered the possibility that his ascension may have been a plan B for humanity following the failure of the Imperial Truth, and both [[Mortarion]] and [[Ku&#039;Gath]] believe the Emperor is gathering energy to create what they call an &amp;quot;Unliving Legion&amp;quot;.&lt;br /&gt;
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{{Topquote|He&#039;s been up to all sorts of things, our beloved father. Consorting with Xenos, resurrecting ancient technology. Don&#039;t believe that he is blameless in this...|Magnus the Red}}&lt;br /&gt;
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In contrast to the above quote, the Emperor (and the Imperium as a byproduct) fucking hates aliens, though not without reason. During the Age of Strife numerous Xenos races exploited humanity&#039;s trust and either raided, lollygagged, [[loot]]ed or all of the above and were generally a nuisance the entire time. Then the Emperor comes along and decides that the best way to stop all that from happening again is to wipe out all Xenos that might even think to pose a threat to the fledgling Imperium. However, those few Xenos species that did not pose an immediate threat to humanity were usually made protectorates similar to the Tau government (unless they resisted, were in the way, or &amp;lt;s&amp;gt;possessed a planet&amp;lt;/s&amp;gt; influenced human culture at all). Ever since His ascension, the Imperium mostly forgot about the part where harmless aliens could be tolerated, but on the other hand, [[Orks|the]] [[Necron|most]] [[Tyranids|common]] [[Tau|xenos]] [[Dark Eldar|are]] [[Asdrubael Vect|massive]] [[Eldrad|dicks]] and aren&#039;t exactly willing to buddy up with the Imperium themselves. Plus, at least according to &#039;&#039;Horus Rising&#039;&#039;, the idea of letting Xenos exist and then eventually grow stronger is wrong on every level to the Imperium (hence the whole mess with the [[Interex|Interex/Diasporex]]).&lt;br /&gt;
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To be even more fair (and meta), the triumvirate of Horus Heresy authors tend to have their own interpretation of the Big E. [[Graham McNeill]] generally portrays Him as competent and benevolent (if flawed), [[Dan Abnett]] portrays Him as competent but bloodthirsty, while [[Aaron Dembski-Bowden]] portrays Him as a vicious, needlessly cruel imbecile (and even this is counterbalanced by his portrayal in Master of Mankind, where he&#039;s interestingly a mixture of all the previous portrayals at once - which is kinda of appropriate really). Chris Wraight, as far as he has portrayed Him, has done so through the eyes of Jaghatai Khan, showing Him as deeply flawed and distant from His own sons, but also countering that He was working towards goals even the Primarchs couldn&#039;t fully grasp. Even in Path of Heaven, where the Khan gets close to learning the secrets of the Webway project, he&#039;s shown to not have all the cards (the Emperor&#039;s knowledge that humanity is evolving into a psychic race, for example).&lt;br /&gt;
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On another note, [[Warhammer 40,000: Rogue Trader|long before the Horus Heresy novel series]], there were hidden gems Noobs are not aware of, such as a text describing the fight between Horus and the Emperor (although it wasn&#039;t written especially well), or Conspiracy Theories. One of them was actually the possibility that the Emperor was already dead when Rogal Dorn managed to reach him; however, in the aforementioned text, [[Luther|Horus had realised that he had been wronged and deceived]] by the [[Assholetep|Chaos Gods]], who immediately ceased to possessed the Warmaster and fled before the Emperor&#039;s final Force attack [[FATAL|bring woe to both of them]]. What if the Emperor had spared him or if the Warmaster survived somehow? In Olden Fluff, all Primarchs were Psykers and originally supposed to be [[Grey Knight|shining examplars of Human free from the taint of the Empyrean]] which they failed to bear true potential due to their early contact with the Warp, via the Dark Gods abducting them pedobear style.&lt;br /&gt;
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This in turn was what caused their mutations and unique characteristics and diversity which was more of a metaphor that each Primarch was an image of humanity themselves; in fact, much of the powers of the Primarchs, like the Emperor, would have come from their psychic abilities. It is known that [[Sensei]]&#039;s powers include health, regeneration, greater athletic prowess and [[God Stat|overpowering their Strength stat]] when they try to attack something, thus it would not be surprising if it was also the case for Primarchs (baby Sanguinius was super healthy and immune to Baal&#039;s radiations, Curze crawled out of his molten drop-pod and crater while screaming in pain and fled immediately, instinctively, into the darkness, and later his body was fully healed) prior to the new fluff messing everything up, &#039;cause BL writers have trouble getting their shit together.&lt;br /&gt;
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But back to where we are; the notion that the Emperor was dead forebodes a terrible possibility, in which [[Pretend|the corpse that Rogal Dorn took back on Terra&#039;s Imperial Palace was not Big E but of Horus being passed as the Emperor... and was worshipped as such for Ten Thousand Years]]. While [[Retcon|this has become highly unlikely]], it would both be a great and GRIMDARK [[Just As Planned|plot twist]] and an immense source of [[Lulz]] especially when you mix in the events of Gathering Storm 3 with [[Roboute Guilliman]].&lt;br /&gt;
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===On His Strengths and Flaws===&lt;br /&gt;
The Emperor was a firm believer that the ends justified the means and was a hard lined utilitarian, but He was a man whose vision was so long-sighted, so singular, that literally no one else around Him could comprehend either His motives, His lack of patience, His ambition, or His lack of tolerance; even those who had stuck with Him throughout the millennia saw him as being (rather ironically) inhuman. His own son, His closest and most cared for progeny, the Primarch Horus Lupercal, ends up rebelling because of this destructive character flaw that constantly shows up.&lt;br /&gt;
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*Though his pragmatism made him a superb ruler in wartime, the ultra-militarized society He had [[First Founding|created]] was entirely dependent on the Imperium being constantly at war. Even if the Great Crusade had [[Just as Planned|proceeded exactly as the Emperor expected]], it still would have run out of enemies eventually. And when you have a few trillion newly unemployed soldiers with no other skills beyond killing on your hands and no other purpose in life beyond said killing...well, they tend to get rowdy. He may have realized this already when he had to mop up the surviving [[Thunder Warriors]]. It remains unknown how the Imperium would have continued to look after the Great Crusade was completed, how its colossal military forces would be scaled down, or how such a feat could even be achieved. Though there were signs that change was in the air as the Emperor quit the Great Crusade and the Council of Terra was formed to officially begin transition of the Imperium from its permanent war footing to a civilian government. Sure, it appears that some of the Primarchs and Legions had other skills like Guilliman&#039;s organizational talents and Dorn&#039;s talent for architecture and engineering, but what of the enormous host of veteran Imperial Auxilia? (That one&#039;s actually pretty easy; do what the Romans did and have them settle all the Imperium&#039;s new territories.) Or the conscripted or indentured taken from conquered worlds? What about the legions of super soldiers who were bred to do nothing else but war-making, such the [[World Eaters]], [[Space Wolves]], and [[Luna Wolves]]? There are hints that he might have planned to fix that by arranging the Primarchs to come to blows with each other, [[Horus Heresy|but we all know exactly how well &#039;&#039;that&#039;&#039; turned out]]- where He&#039;d sweep in (presumably utilizing the [[Webway]]) with the Custodes and mop up the leftovers. But the sheer scale of destruction that would&#039;ve caused to the galaxy and Mankind in general, not even speaking of the depth of betrayal He&#039;d have to commit against His loyal Space Marines and Primarchs, is almost unfathomable in its callousness.&lt;br /&gt;
*The Emperor&#039;s concern for humanity as a whole belied his refusal to acknowledge that humanity was not just a species, but also a group of individuals with infinite variety and whose goals are also infinitely individualized. In His mind, He alone knew what was good for humanity&#039;s survival and anything short of total submission to the Imperium was grounds for destruction. In effect, all his efforts were performed in the name of an abstraction that arguably never existed in the first place. To His credit, a great many of His predictions did come to pass, and arguably when the man set His mind to a task, He got it done no matter what, but He failed to take into account that the species He so loves cannot see the future like He sees it. So that even if He was right, assuming His foresight was impeccable (and it wasn&#039;t), He&#039;s an immortal being with infinite knowledge making plans for very flawed short-sighted mortals who each act independently and have very different ideas from him about what they actually want in life. That&#039;s always going to be an impossible task to foolproof, and even if it was possible it would end up shackling people&#039;s needs, wants, and desires to a &amp;quot;collective good&amp;quot; with little to no connection to the people it allegedly represents. &lt;br /&gt;
*He made a critical mistake in that trying to erase religion. Lacking the immortality and inhumanly grand perspective of the Emperor, it&#039;s a basic part of human nature to look for meaning and purpose in a cause greater than oneself, especially in the harsh and grimdark universe that was the [[Age of Strife|Old Night]], and when your day-to-day existence is shit then religion becomes far more appealing than any sort of secular ideology. The Imperial Truth tried to do this, but was ultimately doomed to fail because it offered no comfort to people struggling just to survive (and for all the good things the Great Crusade did, that still described the vast majority of the Imperium&#039;s inhabitants). What good are abstract concepts like &amp;quot;reason&amp;quot;, &amp;quot;logic&amp;quot;, and &amp;quot;humanism&amp;quot; when you can&#039;t feed yourself or your family, when your world is obliterated and you now live in a slum, when you&#039;re liberated from alien oppressors only to be press-ganged into manual labor, when your existence is just as tiny and insignificant as it was before you became part of the Imperium, if not even more so? What good is secularism when the super soldiers who are supposed to defend you think of you as idiotic sheep? What good was the Imperial Truth when it failed to teach about the extra-dimensional alien entities that assume the form of old superstitions and wield so much power that they might as well &#039;&#039;be&#039;&#039; gods? The fact that the Imperial Cult took off so quickly after the Emperor&#039;s interment on the Golden Throne (and is arguably the only thing keeping the Imperium a remotely unified entity in the present) is proof that the Emperor was once again either too stubborn for his own good or too divorced from the &amp;quot;normal&amp;quot; human condition to understand the value of life. The latter is more probable, as the Khan recounts scrambling to even converse with the Emperor and the Custodes have an internal school to try figure out out what &#039;&#039;exactly&#039;&#039; he meant in his orders and how it applies to the modern day. Yes, his Companions have what are basically rabbis Talmudically mulling over every syllable the Emperor ever uttered.&lt;br /&gt;
**In either case, all the Imperial Truth accomplished was giving all four of the Ruinous Powers a reason to get rid of him, while also giving them an invaluable tool to do so in the form of Lorgar. And all while he was telling the Primarchs that daemons were just another xenos race in an ill-advised attempt to dispense with their mythological appearance and obvious possession of supernatural powers, which left them and their Legions vulnerable to Chaotic corruption. Yes, He gave them incredibly vague warnings, but those were not even close to the amount of information He needed to give them. Or, for those of us who think this sounds just a little bit religious for our tastes and don&#039;t want to get into a philosophical debate over the importance of belief, imagine the trillions of citizens who had gone their whole lives worshiping a belief only to have ol&#039; Emps turn up and just say &amp;quot;No&amp;quot; without a word of explanation beyond &amp;quot;it&#039;s bad&amp;quot;. To his credit, His strength here was that He pushed Mankind to embrace secularism hoping that not only would it combat Chaos, but that it would propel us forward with greater scientific endeavors and understanding...but the way he chose to do so was still ultimately based on a lie which blew up in his face the moment it turned out that gods and daemons were very real.&lt;br /&gt;
*For a guy who says he&#039;s trying to avoid the same mistakes the Eldar made, his obsession with human supremacy and the supposed &amp;quot;purity&amp;quot; of the human form (as defined by what, his own opinion?) are almost indistinguishable from the pre-Fall Eldar&#039;s certainty that they were the rightful rulers of the galaxy. Even if humanity did become a purely psychic race, nothing would stop it from making &#039;&#039;another&#039;&#039; Chaos God by accident. It&#039;s a bit of a stretch to hypothesize that this was itself a ploy for him to use the collective psychic power of humanity to elevate himself to the status of godhood, where he could truly rule with infinite power. A stretch, but not a far-fetched one. Without a doubt, this could have been a very distant backup plan. However, it may be unlikely, as the Emperor admits to his Custodian Dio that he has no idea what to do anymore after the Webway Project fails.&lt;br /&gt;
**The only beings who knew how to create new parts of the Webway were the [[Old Ones]], and they&#039;re all dead. At best, the Webway project would&#039;ve delayed the inevitable before the fact that nobody can figure out how to keep it working became obvious. And since the Warp already bleeds into the Webway at the best of times...well, the whole thing would&#039;ve been rendered pointless if no psychic material could be replicated, produced or reinvented to fix, repair and expand the Webway. We&#039;d like to hope that the Emperor would not have undertaken the Webway&#039;s conquest without a plan to unlock its secret. Ambitious plan is an understatement, ambitious but very very fragile and dangerously lacking in any kind of backup in case something went wrong. And it went &#039;&#039;very&#039;&#039; wrong, thanks to Magnus.&lt;br /&gt;
**The so-called mistakes and subsequent &amp;quot;Fall&amp;quot; of the Eldar [[Lileath|may have been foreseen]] and [[Morai-Heg|apparently planned for]]. By the close of the 41st Millennium, the psychic gestalt of the conscious-dead Eldar have formed the new god [[Ynnead]], quite probably proving that willpower eventually counters [[Slaanesh|desire]] and completing the Eldar&#039;s psychic ascension as a species. The Emperor may not have been aware of this and humanity&#039;s own psychic awakening may not have been as tragic, but to give him credit, his own endgame is somewhat similar in wanting to nurture mankind&#039;s psychic ascension but without the catastrophe. He is possibly positioning himself to become the focus for humanity&#039;s willpower rather than needing enough souls to die before they gestalt together, becoming a guiding will rather than a collective one.&lt;br /&gt;
**The humiliation of Lorgar was the ultimate catalyst for the Horus Heresy, and is probably the most colossal failure the Emperor has ever produced. This event is what showed the future &amp;quot;heretics&amp;quot; (and us) that when the Emperor says He isn&#039;t a god, you better believe it. Lorgar was so enthralled with his father and the religious extremism he was raised amongst that he not only worshipped him as a god, but made it his life&#039;s goal to convince others to do so as well. He built gleaming monuments and cities in His name. He brain-washed an entire legion to glorify their &amp;quot;perfect and benevolent&amp;quot; father. Suddenly, the Ultramarines descend and obliterate the greatest of Lorgar&#039;s cities and the Emperor himself forces Lorgar&#039;s entire legion to kneel before the invaders. The Emperor tells his most admiring son that he, alone of all his brothers, has failed. It would be as if God descended from the heavens, set Vatican City on fire, kicked the pope over, put out the fire by covering him in dog shit, and then told him to quit being such a fucking pussy. The main thing this incident says about Lorgar is that he&#039;s such a tough motherfucker that he didn&#039;t break down completely forever or kill himself upon the revelation that the most powerful and perfect being he can even imagine hates him, personally. The Emperor took the leader of the most powerful religious organization in the galaxy, one that could have easily been one of the greatest forces for its unification, and kicked him straight into the hands of power-hungry sociopathic narcissists in his two closest &amp;quot;friends&amp;quot;. However, the biggest irony is that the Ecclesiarchy used religion to battle Chaos for several millennia using the very book that Lorgar wrote and ultimately proved to be better at it than the so-called Imperial Truth. (Unless it really WAS a test as [[Traitor_Legion_Loyalists#Known_Loyalist_Members_of_the_Traitor_Legions|the Anchorite]] believes). What might be completely inexcusable was how someone as drenched in corruption like Kor Phaeron, or someone as darkly anointed as Erebus, could have escaped the Emperor&#039;s attention on Monarchia.&lt;br /&gt;
**Angron&#039;s case is self-explanatory; honestly, if it weren&#039;t for Emps sending him into battle so often he would have rebelled sooner. Sure, he couldn&#039;t just let one of his Primarchs get himself killed in a slave revolt, but you&#039;d think he&#039;d send down some of the War Hounds or something instead of just warping him away and earning Angron&#039;s undying hatred. Instead he could have earned Angron&#039;s undying love, furious loyalty and in the worst case, a martyr Primarch who&#039;d die from the Nails and be gotten rid of. Was one fucked up dusty planet&#039;s short term compliance worth the whole shit roller coaster? We will never know. Why a &amp;lt;s&amp;gt;man&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;superman&amp;lt;/s&amp;gt; Primarch (god damn it!) who knew only killing (not even war, just murdering people because of the MURDER NAILS JAMMED IN HIS BRAIN), and is traumatized to ETERNALLY HATE HIS LORD should be controlling 100,000+ Space Marines is something only the Emperor and his divine ass can fathom. There&#039;s no strength here, the Emperor was simply a callous dick who treated the son that would&#039;ve been the most empathic with a complete lack thereof for no good reason.&lt;br /&gt;
**[[Fulgrim]]&#039;s road to damnation started because he decided to loot a Slaaneshi-possessed sword. Knowing nothing about Chaos, Fulgrim had no idea he was using an incredibly dangerous warp artifact that that would lead to untold consequences. It didn&#039;t help that his strict xenophobic teachings prevented Fulgrim from taking [[Eldrad]]&#039;s advice about the Laer Blade into account.&lt;br /&gt;
**The Emperor, being the wisest and most powerful human psyker in the galaxy, should have been able to see that [[Konrad Curze]] was an unstable psyker who was on the fast road to devolving into insanity due to his uncontrolled talents. And if he already was aware of it, then at best he was being incredibly careless. And what with the whole Night Lords being comprised of sociopaths and criminals, one must really question his quality control. Or maybe he just totally relied on his &amp;lt;s&amp;gt;large&amp;lt;/s&amp;gt; huge brain capacity to manage things, and simply dismissed things that couldn&#039;t fit in.&lt;br /&gt;
**Even with the Webway fuck-up, Magnus might have remained a loyalist if the Emperor had him stationed on Terra along with Dorn. Why not bring the most crucial piece of the building project to the construction site to keep it safe? Instead, he brings a fortress builder home with Him, whilst He secludes Himself away to work on a project that Magnus was critical to achieving, all the while He was just confronted with evidence that said son was already teetering close to the same powers he was trying to defeat. Then he sends Russ to apprehend Magnus (the one Primarch who most wanted Magnus dead). And with the door already broken, he could have simply psy-phoned Magnus to clear it all up instead of jumping to conclusions. Then again, Magnus wouldn&#039;t even comply to his demand to stop practicing sorcery...&lt;br /&gt;
**Similarly to Angron, [[Mortarion]] always resented the Emperor for not letting him get to kill his adoptive father, and when the Emperor refused to give him an answer about the obvious piece of Warp-tech that was the Golden Throne he concluded that the Emperor was a hypocrite and the Imperial Truth was bullshit. Which in all fairness, wasn&#039;t wrong- if Ollanius Pius&#039; experiences with the Emperor as his first Warmaster are any indication, it&#039;s not even the first time He&#039;s tried to pull off such a stunt.&lt;br /&gt;
**Completely ignoring that [[Perturabo]] needlessly had one in ten men in his legion killed by decimation under flimsy pretenses. Coupled with the fact that Perturabo was originally a peaceful, diplomatic soul, these two should have triggered some alarm bells about his mental stability. While it was said that the Emperor considers the Primarchs more of tools and less of his children, in retrospect it was obvious that there was plenty of [[Rogal Dorn|favoritism]] going on. Seriously, why can&#039;t the Big E act like a spiritual psychiatrist for ONE FUCKING MOMENT?&lt;br /&gt;
**Horus himself was only pushed to fall because the Chaos Gods played on his worries that he wasn&#039;t fit to be Warmaster combined with the unrealized, greater fear that the Emperor never cared for him as a person and that he, the other Primarchs, and the Astartes as a whole would have no place in the Imperium after the Great Crusade&#039;s conclusion. (Horus likely being aware of what happened to the [[Thunder Warriors]] when they outlived their usefulness at the end of the Unification Wars probably stoked that particular fire nicely.) You&#039;d have thought the Emperor&#039;s most beloved &#039;son&#039; would at least have been shown the special rooms in the Imperial Palace the Emperor made specifically for the Primarchs to live in after the Great Crusade ended, or at least discussed what he had planned for them when they weren&#039;t needed as generals any longer, but no.&lt;br /&gt;
**Perhaps the biggest kicker to this is that if we&#039;re going to take all of Black Library into account, the Emperor never truly cared for the Primarchs at all (loyalist and traitor included), viewing them as nothing more than powerful but ultimately expendable tools to further the ambitions of Humanity&#039;s survival and ascendancy. As determined by the Emperor, of course.&lt;br /&gt;
***Although one can always argue that the remaining Primarchs stayed loyal either because they believed in his vision for humanity or were too loyal to be turned, there&#039;s no telling exactly how long that might have gone on after the Great Crusade&#039;s end - some of them showed signs of disloyalty to the Emperor even during the Heresy, only staying on his side either out of loyalty to Mankind as a whole or the ideals that the Emperor represented (Guilliman and his [[Imperium Secundus]] come to mind here), by recognizing the other side as an even greater evil (like Jaghatai), or only because the Imperium is on the winning side (The Lion if Curze&#039;s trolling was true, which it probably isn&#039;t considering he stabbed him in the next paragraph and told Curze that he didn&#039;t care and that he was balls-to-the-wall loyal).&lt;br /&gt;
******To clarify the above point, after Guilliman&#039;s meeting with the Emperor following the Primarch&#039;s revival, he noted that while he loved humanity as a whole, the Emperor was practically incapable of caring about individual people, even the Primarchs. Everything and everyone was just a tool to him. While some might interpret this as the Emperor simply being a dick, you have to understand his situation; he&#039;s an immortal superhuman with a plan to uplift humanity. The fact he&#039;s immortal means he would be unable to form any meaningful relationships with mortals, because he&#039;ll always outlast them in one way or another. His plan also involved tons of sacrifices for the &amp;lt;s&amp;gt;greater good&amp;lt;/s&amp;gt; {{Blam|&#039;&#039;&#039;*BLAM!* HERESY!&#039;&#039;&#039;}}, common good, when you&#039;re forced to sacrifice anything to continue your plans; you can&#039;t afford to be too attached to someone you might have to throw into the fire in a split second. The Emprah is cursed to always look forward on the endless road of the future, so he can never live in nor understand the concept of the present. As a result, his plans failed to account for the fact others might not just meekly go along with his plans without question and became further detached from the real human condition.&lt;br /&gt;
*Overall, and quite ironically, the main reason why the Emperor&#039;s plan was doomed to fail in time was because while the Emperor understood the path on what humanity must take for a brighter future, he himself was either unable or unwilling to understand humanity. Instead, he chose to remain distant from them and act like he was above their understanding, and that they should just simply follow him because he&#039;s the Emperor and he alone knows what&#039;s best for humanity, because shut up or be on the receiving end of a boltgun.(Even more ironically, this was how the majority of the gods that humanity originally believed in acted as well, and at least they had the excuse that they really were divine. For all his efforts to remove religion and his hatred of religion, the Emperor played the part of a god hilariously well.) &lt;br /&gt;
**Lastly, maybe the Emperor understood that his Primarchs were unstable and unreliable. Given the issues with the Thunder Warriors he had to know all of this was coming eventually just from past experience. But it&#039;s possible he just didn&#039;t expect it to be in the form of a team deathmatch. For example, he probably could see Angron and Curze eventually becoming unstable enough that they and their Legions would need to be removed, but expected it to be individual Legions and Primarchs that would need censure but couldn&#039;t foresee his own flaws causing enough gulfs with each of his Primarchs that they would have a reason to band together. If that was the case, he was a poor father and a poor leader not to see his own arrogance as creator a flaw in his design. If it is true that he had always intended the Primarchs&#039; rivalries to grow to the point that they would begin fighting each other, all of the above is even more damning since it means he had made them flawed on purpose and yet failed to see how Chaos would gladly exploit said flaws at the first opportunity it got.&lt;br /&gt;
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On another note, the fact his ossified self has managed to shed tears and there was an incident where everyone across the Imperium saw statues of the Emperor weeping tears of blood due the incoming disasters of the End Times may mean that he has finally started to realize how horribly he fucked up on every possible level. Or maybe it&#039;s hurting even more than ever to stay sit at the Golden Throne.&lt;br /&gt;
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The latter is far more likely; according to Roboute Guilliman, when he met with the Emperor after his revival, He treated Guilliman as a mere tool without showing even the faintest display of affection or care for him as a person. One can only assume that 10,000 years on the Golden Throne has done absolutely nothing to make the Emperor be less of an asshole; in fact, he&#039;s described as being human in name alone, and Guilliman believes that [[HERESY|even if he is a god he doesn&#039;t deserve to be worshipped.]] Strangely, the final novel of the trilogy, &#039;&#039;Godblight&#039;&#039;, makes the whole thing even more confusing, as it&#039;s revealed Guilliman&#039;s meeting with the Emperor was what can only be described as fractally confusing in nature. You see, when referring to Guilliman, Emps uses all sort of descriptions, from &amp;quot;my son&amp;quot; &amp;quot;my last hope&amp;quot; to &amp;quot;betrayer&amp;quot; and &amp;quot;failure&amp;quot;- all in the same exchange, making it impossible to tell what, if anything, the Emperor actually feels towards him. in every single novel of the Horus Heresy we see E-Money seen differently through the eyes of different characters. To the Adeptus Mechanicus he acts like the epitome of passionless logic to the point of seeing his own offspring as disposable tools. A similar thing happens with the Custodes, where they see him as their king, with them being their favorites and above the Primarchs. On the other hand to Malcador he acts like an old friend who he can confide with, and we don&#039;t even need to begin with the Primarchs and the Space Marines, being a father-figure and patriarch to them, or the citizens of the Imperium, whenever he appears to one of them he looks like what they want him to look like, a glorious superb leader, a kind if stern master (Uriah Olathaire, Kai Zulane, etc), the incarnation of all that is good in mankind.&lt;br /&gt;
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A god you say?&lt;br /&gt;
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We may consider the following: every single human group has a tendency to see the aspects they feel more appealing in their deities, the Emperor can make people do exactly that, and unlike Belisarius Cawl who needs to upload the specific personality in his databanks for the specific situation the Emperor&#039;s glamour can make most people see what they wish from him. Simultaneously, back to Guilliman&#039;s pointing out what&#039;s going on, Emps is simply trying to be cool with everyone, even if that means falling to each specific group&#039;s personal antipathies and prejudices, since he has to be the god... like ruler of mankind of course he had to do this, he is playing the politician, the manager, the candidate, the family guy, the not-priest of the congregation and while he may still have some personal preferences and quirks TTS-style back in 30k he had to put them aside (loves no man) and by 40k it seems there is barely anything left of his original personality when occupied with his main task (loves mankind, and mankind needs him to be their god), it may be that even back during the Great Crusade this attitude is what ended up allowing the followers of the Lectitio Divinitatus to pull the miracles they did. He just provided the psychic equivalent of earthing for mankind to start creating a real god out of him and ultimately it may be he ended up running along with not really many options left. But then this leads us down the theological and philosophical debate that&#039;s raged in the Dark Imperium series, what makes a god a god? Is worship all that&#039;s required? Is power and worship? Is it just power? Is it results, power, and worship? Is it none of it? When the man says he isn&#039;t a god, is he still a god? If Mankind has forgotten that he is just a man and has worshipped him for longer than civilization has existed in real life, does that make him a god nonetheless? If he is a god, he&#039;s an incredibly flawed god, hardly benevolent, arrogant and cruel that couldn&#039;t make a divine plan to save himself. If he&#039;s not a god, then he&#039;s a tragically complicated almost unknowable person that had plans that exceeded his considerable ability, and a man of such vast power and near incalculable knowledge as to be far removed from anything remotely human. Is he a god or is he not a god? That decision is ultimately yours to decide.&lt;br /&gt;
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tl;dr He was a horribly flawed but still well-meaning OCD workaholic with a &amp;quot;The needs of the many&amp;quot; outlook on life meaning he couldn&#039;t afford to show trust, love or compassion to anything but mankind as a whole (and even that in only the most abstract sense), not even his &amp;quot;sons&amp;quot;. Ultimately his inhuman perspective prevented him from understanding the human condition, and his inhumanity was a large contributor to the Horus Heresy being as terrible as it was. If you have experience in pedagogy, he is your typical working dad who can&#039;t spare time to raise sons and makes *very* bad, fatigue influenced decisions, and after they grow up, wonders why they grow to hate him/be distant. Add the lack of a loving mother figure for the kids, and [[Horus Heresy|well...]]&lt;br /&gt;
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====Planning for the Horus Heresy====&lt;br /&gt;
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To throw a spanner into the works when considering whatever the Emperor&#039;s &amp;quot;goals&amp;quot; might have been: A very interesting claim was made by Malcador himself to his dying confidante Sibel Niasta that the Heresy was all [[Just as planned|part of the plan]], that the Primarchs were designed as &amp;quot;conquering tools and nothing more&amp;quot;, set on course to fight for dominance and eventually turn on each other and challenge the Emperor directly. This is corroborated by what we already &amp;quot;knew&amp;quot; from &#039;&#039;Master of Mankind&#039;&#039; and the Emperor&#039;s own attitudes towards the Primarchs &#039;&#039;(which admittedly has constantly been shown to be shifting. As has been frequently pointed out the final confrontation between Horus and the Emperor - as we currently know it - would not make any sense if he merely considered them to be disposable tools anyway. Why &amp;quot;hold back&amp;quot; then to start out with?)&#039;&#039;. The Primarchs were manipulated against each other with [[Rogal Dorn|unequal]] [[Perturabo|favour]], jealousies stoked in order to achieve this, and he also claims that those who [[Magnus|would not be manipulated]] [[Primarch#Two Missing Primarchs|would never reach the end game.]] What is not certain is whether he was speaking the &#039;&#039;whole&#039;&#039; truth since he does later admit privately just after the conversation that he had to lie to mortals to spare their sorrow, so what parts he &amp;quot;lied&amp;quot; about are uncertain &#039;&#039;(he could&#039;ve made the whole &amp;quot;just as planned&amp;quot; story up, it could&#039;ve all been true and he was regretting manipulating the Primarchs and their legions, it could even refer to a single sentence where he implies that the Emperor will save her soul after death)&#039;&#039;; he also admits that the outcome had been altered by the [[Chaos Gods|great enemy]] who had emboldened their champions and started the battle early so he did not know with absolute certainty how it was going to turn out. Also, if all of the above Malcadors statemenent &amp;quot;if we could have saved just one of them I wish it would have been Lorgar&amp;quot; makes even less sense.&lt;br /&gt;
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However, as shown from &#039;&#039;&amp;quot;The Board is Set&amp;quot;&#039;&#039; or the novel &amp;quot;The Outcast dead&amp;quot; Malcador and the Emperor were certainly shown to have considerable amounts of foreknowledge regarding the Horus Heresy and certainly &#039;&#039;did&#039;&#039; play the Primarchs against each other in order to attempt to counter the manipulations of Chaos. However in the Board is Set, Malcador is shown that the Primarchs&#039; destinies were not necessarily fixed and could have been played in different ways; some [[Ferrus Manus|Primarchs]] were [[Sanguinius|sacrificed]] for greater goals, like you would remove a figure from the board to give you a better edge. Whilst the Emperor had the knowledge that certain [[Roboute Guilliman|others]] were crucial to final victory. Malcador is also shown to not have been aware of the full plan or the flow of destinies; he is unaware of how certain seeming &amp;quot;winning&amp;quot; strategies are left unplayed because they have unexpected knock-on effects, or that certain moves played early or late could have had disastrous consequences.&lt;br /&gt;
*Such as why the [[Rogal Dorn|&amp;quot;Invincible Bastion&amp;quot;]] is not used to take the [[Horus|&amp;quot;Lord of Hearts&amp;quot;]] [[Battle of Phall|early on in the war]], since it would force both of the [[Alpharius|&amp;quot;Twin&amp;quot;]] pieces to switch sides to the Warmaster and be able move on the Emperor&#039;s home space and cause the game to be lost. This is also significant because it shows that whichever side the Primarch had joined could have been variable, and did not automatically mean that it was working towards the same goal as its leaders.&lt;br /&gt;
*Malcador was also surprised to find out that the game could be changed by factors they might be unaware of, such as the &amp;quot;Corruption&amp;quot; of the [[Mortarion|Lord of Clouds]] in the mid-game when they had expected him to resist like he had in their previous playthroughs. The Emperor appeared genuinely saddened by this change, hinting that he either still cared about them even when they had already turned against him, or that some Primarchs could have potentially been recovered and returned to the fold after the conflict had ended. Malcador was also shocked to think that the Emperor could be blind-sided by such an alteration; with Malcador only beginning to see the game for what it truly might have been, rather than simply a means of testing strategy.&lt;br /&gt;
*It is important to note that from the beginning of the game, the &amp;quot;Primarch&amp;quot; pieces were essentially blank slates, and only gained their unique shapes and identities as part of their first activations after the Scattering, possibly indicating that the Primarchs could have potentially switched roles with one another depending on the first few moves. &#039;&#039;(Perhaps Sanguinius could have become the Lord of Hearts? or Perturabo become the Invincible Bastion?)&#039;&#039;&lt;br /&gt;
*Before the first move takes place, the pieces were arranged &amp;lt;u&amp;gt;ten per side&amp;lt;/u&amp;gt;, which was more than available Primarchs at the time. The Emperor had his own golden piece but the &amp;quot;Lord of Hearts&amp;quot; began the game in blue and became switched in the first move &#039;&#039;(giving the Warmaster eleven pieces after the first move)&#039;&#039; while the &amp;quot;Twins&amp;quot; would not be divided until the second move, providing twenty-one pieces on the board. Ignoring the additional piece &#039;&#039;&amp;quot;the Fool&amp;quot;&#039;&#039; that Malcador had never seen before, means that there must have been one other significant player somewhere that we are not aware about. That and the division of units under the control of the &amp;quot;Emperor&amp;quot; and [[Chaos|&amp;quot;Warmaster&amp;quot;]] in the game would have been very different from the apparent division of Loyalist/Traitor Primarchs in the actual conflict, meaning that the roles they played and were expected to play &#039;&#039;&#039;did&#039;&#039;&#039; change drastically as the game progressed.&lt;br /&gt;
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Taking several factors into account, it is absolutely certain that Malcador and the Emperor had enough foreknowledge to know that the Horus Heresy was going to happen from the point of the &#039;&#039;&#039;Scattering&#039;&#039;&#039; onward. To say that it was all part of his &amp;quot;Grand Plan&amp;quot; would be a stretch, that many of the Primarchs had municipal gifts &#039;&#039;(Perturabo&#039;s architectural mastery, Fulgrim&#039;s artistry etc)&#039;&#039;, came with purposes suited to the Emperor&#039;s grand plan for a post-human society &#039;&#039;(Magnus&#039; and the Webway, Mortarion as a witchseeker)&#039;&#039; and he definitely [[Vulkan|created one of them]] [[Perpetual|&amp;quot;different&amp;quot;]] from the rest with the explicit purpose of teaching the others how to settle down after a lifetime of war shows that the Emperor probably &amp;lt;u&amp;gt;did&amp;lt;/u&amp;gt; have a plan for his Primarchs that didn&#039;t involve losing half of them and then chaining himself to the Golden Throne. Otherwise why make twenty Primarchs with gifts related to your post-battle plans in the first place if you knew you were going to lose half of them? People who claim that this outcome was all part of the Emperor&#039;s plan have either missed or forgotten the fact that his opponent in the &amp;quot;game&amp;quot; was Chaos, and not Malcador &#039;&#039;(Malcador and Emps switched places several times in their playthroughs which Malcador thought was just a means of testing strategy until it finally dawned on him that there was more to it)&#039;&#039; and that the Chaos Gods had their own plans for the Primarchs too and were fully capable of changing the rules whenever it suited them. Not to mention the [[Cabal]]s of alien psykers manipulating humanity for their own outcome, [[Perpetual|immortal humans]] that interfere with predictions of the future, and [[Watchers in the Dark|extradimensional beings]] trying to stop the primordial annihilator from manifesting all by making their own moves and causing more complications.&lt;br /&gt;
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If anything; &#039;&#039;The Board is Set&#039;&#039; goes a long way in explaining why the Emperor &amp;lt;u&amp;gt;couldn&#039;t&amp;lt;/u&amp;gt; do any more with his advanced notice of impending conflict as any wrong move he made could have immediately spelled disaster for humanity. Plus the Emperor&#039;s foresight was not perfect and it did not necessarily marry up with his practical knowledge; even though the game he played with Malcador showed the &amp;quot;[[Lion El&#039;Jonson|Double Edged Sword]], [[Roboute Guilliman|The Uncrowned Monarch]] and [[Sanguinius|The Angel]] spending most of the game off to the side, the Emperor had no idea [[Imperium Secundus|what they were &amp;lt;u&amp;gt;actually&amp;lt;/u&amp;gt; doing]] until Malcador relayed the message from [[Leman Russ]]. His psychic foresight seems to have been shrouded in allegory and symbolism, rather than concrete certainty.&lt;br /&gt;
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Also note that &amp;quot;destiny&amp;quot; is different from what the Primarchs were &amp;quot;designed&amp;quot; for &#039;&#039;(case in point: Magnus being designed to operate the Golden Throne, but also being destined to damage it)&#039;&#039;. While the Emperor had designed all of his Primarchs for specific tasks, he would not have been able to identify the destined role that each Primarch was meant to play until events had already been set into motion and pulled them onto certain paths. He might been able to guess that Magnus was &amp;quot;the Library&amp;quot; or that Dorn was the &amp;quot;Invincible Bastion&amp;quot; but could not have been certain until the first moves of the game had been made. So until then he could only treat the Primarchs according to their gifts; hailing them as heroes, building them statues and trying to steer them away from obvious sources of corruption such as [[Magnus|sorcery]] or [[Lorgar|religion]]. Even if the Emperor &#039;&#039;had&#039;&#039; suspected which ones would turn against him and tried to eliminate them before they became problems, their destinies could have unfolded in a completely different way, potentially causing a similar conflict to happen albeit with a different combination of playing pieces on the board, or alternatively sacrificing any control he might have actually had over the Primarchs and still have ended up with a disaster on his hands. Also bearing in mind that he still needed to complete the Great Crusade and his Webway project; to put those plans on hold until the issue with Primarchs had sorted themselves out would probably have done him no good either because like the Emperor himself, [[Chaos]] is capable of playing the long game.&lt;br /&gt;
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[[Lorgar]] is an interesting issue: Malcador once claimed that if he could have saved just one of the traitor Primarchs, it would have been Lorgar. However, from &#039;&#039;The Board is Set&#039;&#039;, the Emperor points out that game doesn&#039;t start with any piece other than the &amp;quot;Chosen&amp;quot;, strongly hinted to represent Lorgar with his initial swaying of Horus and thus beginning the Heresy. This implies that no matter what moves are planned for, or what Primarchs ended up on either side; Chaos will &#039;&#039;&#039;always&#039;&#039;&#039; have a &amp;quot;Chosen&amp;quot; piece to start the game with. If Horus had been protected, Lorgar might have simply started the conflict with someone else, making Chosen/Lorgar perhaps the more crucial piece. Though keep in mind that Malcador speaks with the benefit of hindsight, and as mentioned previously, the Emperor was not omniscient, it is possible that neither of them were to fully realise that Lorgar was the Chosen until the first move of the game had already been made. What is most tragic is that Lorgar &#039;&#039;really&#039;&#039; wanted the love and approval of his father and was probably the most fanatically loyal to him in the early days, so turning him into Chaos&#039; most pivotal piece is a cruel irony. If it were possible to have actually saved Lorgar before the conflict started, it would have probably unbalanced the game as Chaos would have been forced to find a different Primarch to fill the role of &amp;quot;Chosen&amp;quot;, potentially upending the game altogether.&lt;br /&gt;
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Until the end of the Heresy, Malcador was not actually aware of how the final conflict actually played out; having seen himself only as an advisor, he was ignorant of his own role. The Emperor showed him in the final days that his piece, &amp;quot;The Fool&amp;quot;, would switch places with the Emperor to snatch victory and allow the [[Roboute Guilliman|&amp;quot;Uncrowned Monarch&amp;quot;]] to play his &amp;quot;Salvation&amp;quot; strategy and win the game against Chaos by tearing the throat out of the serpent. Malcador&#039;s &amp;quot;lie&amp;quot; to his servant was most likely to provide the illusion of control; when in fact the Emperor and Malcador were desperately seeking to find an alternate solution that would not doom everyone. But pretty much like the Emperor stated in &#039;&#039;The Outcast Dead&#039;&#039;: &amp;quot;Sometimes the only victory possible is to keep [[Chaos|your opponent]] from winning.&amp;quot;.&lt;br /&gt;
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===But what does all that mean for The Duel?===&lt;br /&gt;
Yeah...about that. Regarding the Emperor&#039;s duel with Horus, we&#039;re all reasonably sure we know the old story. The Emperor faces down Horus, and had the power to roflstomp him, but his love for his favorite son prevented him from going all out, and Emps gets his ass kicked. It takes an extraordinarily callous killing by Horus, traditionally Olianius but that character has changed a couple times, to finally convince the Emperor that Horus is completely beyond saving, and Emps blasts him full power to put an end to the Horus Heresy. The rising problem here is that this version of events heavily relies on the Emperor&#039;s compassion (particularly towards his sons), compassion that the Horus Heresy books and Dark Imperium repeatedly assert that he &#039;&#039;never had&#039;&#039;, either then or in the 41st millennium. For example, the Emperor put down his Thunder Warriors as soon as they served their purpose, and he didn&#039;t even pretend to care about Angron and his Butchers nails, asserting that he would keep him as long as he had a use for him, and so on. Anyway, without compassion, the duel scene in its current form simply does not work. After all Horus had done in the years before, in a room with the maimed corpse of Sanguinius, a loyal and beloved (as far as it goes with Big E, at least) son of his, there is really no way he would have gone all fatherly love on Horus and not just blasted him, or at least tried to. (Maybe the current form is Imperial propaganda trying to conceal the fact that Horus simply kicked his shiny golden ass for some reason?) So what the hell actually happened? A very good question, at this point. [[Laurie Goulding]] has implied that when the Heresy books finally get to it, the final duel may play out &#039;&#039;very&#039;&#039; differently from how we think we know it. It certainly wouldn&#039;t be the [[Ollanius Pius|first time it&#039;s been retconned]].&lt;br /&gt;
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One possible explanation for why Emps&#039; couldn&#039;t immediately obliterate Horus is perhaps due to divided attention and strength. During the fight, Malcador was being taxed to the core and maybe the Emps was lending his power to buy Malcador some more time and thus was not able to actually unleash his full strength on Horus. However, Malcador had already received the same speech about being used as a disposable pawn by the Emperor for the sake of the overall goal, and knew he was going to die anyway as the Throne-switcharoo had been planned before the traitors had even arrived at Terra, so the Emperor would have no reason to stall just to save one man, even if they were genuinely friends. The Emperor also knew in advance that the outcome would be his entombment on the Throne; when he found out about this he claimed that it was more than he expected but went so far as to tell his Custodians that his dream for the future of humanity was pretty much dead. Without the support of Magnus &#039;&#039;(who was always intended to sit on the Throne)&#039;&#039; unless someone came around with the knowledge to fix the Throne he would be trapped there until it it failed but according to his discussions with Malcador there was room for &amp;quot;[[Roboute Guilliman|Salvation]]&amp;quot; to come later. One other possible suggestion for why the Emperor might have stalled is perhaps his prescience glimpsed some preferable alternative to simply pasting Horus then and there, but until that gets resolved it can only be speculation. The meeting between Alpharius Omegon and The Cabal in the novel &amp;quot;Legion&amp;quot; implies that if either side decisively won the Horus Heresy, then humanity would die out shortly after; either murder-fucked to extinction by Horus, or doomed to follow the Eldar&#039;s fate after a few millennia under the Emperor&#039;s rule. This reveal gives the possibility that Emps purposefully drew out the duel to clear the board for Guilliman to be able to swoop in for the win later. The scariest option might be that Horus really was a match for the Emperor after being supercharged by the Chaos gods and it was only the intervention, however small, of Ollanius or someone else to give the Emperor just enough of a lead to defeat Horus. This is implied in &#039;&#039;The First Wall&#039;&#039; and onwards with several speeches about small forces making the difference at a key moment. It&#039;s relevant to the moment at hand but could easily be foreshadowing for the final showdown.&lt;br /&gt;
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On a rather related note, one can assume E-Money knew the tragic cases of Magnus, Curze &amp;amp; Angron and all of his sons through premonitions. Given that the future can be changed (as in the case of the Lion who feared the future of Curze) though not necessarily changed for the better or come without consequences &#039;&#039;(such as knowing that Rogal Dorn could have defeated Horus early in the war, but Alpharius would have assaulted Terra and resulted in a Chaos win anyway)&#039;&#039; the only options available to E-Money were to salvage the best he could from a shit situation.&lt;br /&gt;
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Anyway, he is now stuck on the Throne guiding his subjects in the few ways available to him in his current state as an all-powerful vegetable.&lt;br /&gt;
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Perhaps, or perhaps not, to have hesitated out of love for a son, the final weakness during the last test to save mankind, that would have shown why the Emperor couldn&#039;t afford to love anyone, not even his own sons, and turned him into what he is now. Though more recent fluff shows him to have always been more pragmatic than that. While he did seemingly care for his &amp;quot;sons&amp;quot;, his foresight had shown him that half of them would turn to Chaos and move against him &#039;&#039;(whether or not you believe Malcador&#039;s statement that it was planned from the start)&#039;&#039;. Perhaps he even saw that there would always be half the Primarchs turning to Chaos and all the Emperor could do was choose which ones and try to plan for them (which would explain why he was such a massive prick to some of his sons and somewhat decent to others). Maybe the two missing Primarchs were dealt with just to try and reduce the number of Primarchs and Legions involved without crippling the Great Crusade. (As of &#039;&#039;The Chamber at the End of Memory&#039;&#039; we now know that the Two Unknown Primarchs were erased because whatever they did was somehow worse than the Heresy.) Though even with this foreknowledge, the Emperor was on the back foot and many of the actions of the Horus Heresy involved playing the Primarchs against each other to prevent an overall Chaos victory rather than achieving an Imperial win.&lt;br /&gt;
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However, recent lore has revealed that the Emperor alone would have never defeated Horus and that the intervention and sacrifice of Oll Persson/Ollanius is the only thing standing between victory or defeat. This gives a lot of credence to the speculation that Horus was indeed much more powerful that Emps by the time of the duel, oh shit.&lt;br /&gt;
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It is implied that Euphrati Keeler, Amon the Custodian, and a virus designed to kill Horus would all play a part in his defeat further cementing Ascended Horus being more powerful than the Emperor.&lt;br /&gt;
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==Worship of the Emperor==&lt;br /&gt;
[[File:646545.jpg|thumb|300px|What the Emperor looked like before Horus decided to [[Rip and tear|bitchslap]] Him so hard he ended up spending the next 10,000 years on the Golden Throne as a rotting corpse. Notice the giant skull. How did that skull get so big? Is it a plastic faux-skull, or is it an mutant or even an alien skull? &amp;lt;s&amp;gt;(What He doesn&#039;t want you to know is that The E is actually a midget, the armor is a mech and that that&#039;s a regular-sized skull)&amp;lt;/s&amp;gt; [[Blam| &#039;&#039;&#039;*BLAM!*&#039;&#039;&#039;]] Anyway, back to the topic at hand. You don&#039;t get to see the Emperor out of armor very often. But he still looks &#039;&#039;fabulous&#039;&#039; without his armor.]]&lt;br /&gt;
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{{Topquote|We believe in one Lord, the Emperor, the Almighty, ruler of heaven and earth, of all that is, seen and unseen.&amp;lt;br&amp;gt;We believe in one Lord, Emperor of Mankind, the only Lord of creation, eternally begotten of Humanity, Human from Human, Light from Light, true Lord from true Lord, begotten, not made, of one Being with Humanity; through him all things were made.&amp;lt;br&amp;gt;For us and for our salvation he came down from heaven, was incarnate of the Holy Spirit and came among us.&amp;lt;br&amp;gt;For our sake he has faced down Chaos; he withstood death and was enthroned.&amp;lt;br&amp;gt;To this day he lives on in accordance with the Scriptures; he resides upon Mother Terra and is seated upon the throne of Humanity.&amp;lt;br&amp;gt;He will come again in glory to judge the living and the dead, and his kingdom will have no end.&amp;lt;br&amp;gt;We believe in the Holy Spirit, the Emperor, the giver of life, who proceeds from Humanity and from Terra, who with Humanity and upon Terra is worshiped and glorified, who has spoken through the prophets.&amp;lt;br&amp;gt;We believe in one holy true and divinely guided Ecclesiarchy.&amp;lt;br&amp;gt;We acknowledge one path for the defense against Chaos.&amp;lt;br&amp;gt;We look for the justice for our dead, and the life of the worlds to come.&lt;br /&gt;
&amp;lt;br&amp;gt;++ Ayhmen ++|the [[Imperial Cult|Creed]] of the Mankind&#039;s Council of Nicene of Holy Terra (Most Christian elegan/tg/entlemen will recognize it as a bastardized version of The Apostle&#039;s [[Creed]])}}&lt;br /&gt;
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{{Topquote|Did Horus not say that you sought godhood? He built a [[Horus Heresy|rebellion]] upon that claim. How he would gloat, to see the Imperium now|[[Roboute Guilliman]]}}&lt;br /&gt;
&lt;br /&gt;
The Imperium advocates worship of the Emperor as the one true God through the [[Imperial Creed]]. This creed is propagated and its adherence is enforced by the [[Ecclesiarchy|Adeptus Ministorum]] and the [[Inquisition]]. All citizens and fighters of the Imperium have little-to-no say about their choice in faith (or lack thereof); they &#039;&#039;must&#039;&#039; worship the Emperor through the various Ministorum-approved faiths throughout the galaxy (due to varying cultures, many planets have their own way of worshiping the Emperor. Although these are heavily regulated by the Ministorum to weed out any heretical influences.), there is no middle road or compromise that doesn&#039;t involve the apostate being on the receiving end of a state-sponsored public lynching. Anyone who defies or deviates from the teachings of the Imperial Creed (or even is just perceived to defy it), whether willingly or unwillingly (after all, incompetence is inexcusable in the eyes of the Emperor), is condemned as a heretic and is executed (whether its going to be fast or excruciatingly slow is dependent on the person judging the condemned). Even if someone hasn&#039;t disobeyed the Imperial Creed but is deemed to have will be treated as if they broke the Creed. Forgiveness for one&#039;s sins is possible, although these cases are exorbitantly rare (at least the ones that doesn&#039;t end with the accused being condemned to a glorious death, and it usually is extremely painful.). It doesn&#039;t help that some of the members of the Ecclesiarchy and Inquisition are so batshit insane that they are killing countless innocent followers of the Imperial Creed for no reason.&lt;br /&gt;
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Now, the only reason the Imperium worships the Emperor is that after His fight with Horus and His internment into the Golden Throne, the religion that Lorgar founded on the Emperor had already begun to run amok before the Heresy had even ended. Without the Emperor to specifically demand it be rooted out, and with the unifying effect it appeared to have on the population of the galaxy who rallied behind it&#039;s banner of salvation, the Imperial Truth slowly lost it&#039;s foot hold for secularism. The Imperial Truth kept on teaching that there were no other gods (for modern Imperial citizens are forbidden from knowing of the Chaos Gods even existence) and was corrupted to espouse that there is only the God-Emperor. Ol&#039; Empy did not actually tell anyone of the Chaos Gods, withholding the information even from the Primarchs in hopes of protecting them from corruption by hoping that ignorance is bliss, unfortunately, this became part of why the Horus Heresy happened in the first place. Some saw that the Emperor [[Mortarion|lied to them by holding the truth hidden]], some did [[Magnus|not know how to handle the temptation]] the Gods conveyed, some did [[Fulgrim|not even know that they were manipulated]] all this time and by whom, some would [[Lorgar|try to seek out something to place their faith upon]], not realizing what would needed to be done to become chosen in the eyes of the Gods. Plus, it&#039;s pretty damn hard to fight against something if you don&#039;t know that it exists. The Horus Heresy novels also mentioned the [[Interex]], another atheist empire who understood that threat of Chaos, but treated that information secularly and scientifically: they told every citizen everything that was known about &amp;quot;Kaos&amp;quot;, and thus resisted the taint altogether (though this is an example of what&#039;s possible on the micro scale, unlikely to have worked on the macro scale considering Chaos was already waiting for the Emperor on Colchis in the form of Erebus and Kor Phaerom who&#039;d have found a way to fuck things up one way or another). Unfortunately this still made them targets and the Imperium was used by Chaos as a cats-paw to wipe them out.&lt;br /&gt;
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In the Emperor&#039;s long game, he knew that humanity was evolving into a psychic species with even more potential than the Eldar, and look what happened to them? E-money wanted mankind to be [[Star Trek|a utopia of science and reason]], by eliminating religion (and thus preventing the temptations of daemons), controlling psykers (and thus preventing random daemonic possessions), and eliminating warp travel by creating the Human Webway (and thus eliminating all human contact with Chaos when traveling through the Warp). He wanted to isolate humanity from the Chaos Gods, cause who gives a shit about the Ruinous Powers if they&#039;re stuck in the Warp with no way of getting out?&lt;br /&gt;
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However, He made a critical mistake in disregarding the human need to believe in something greater than oneself, and despite His best efforts, nothing was enough to fill the place of religion in human society. Ironically, left without supervision, faith has proven to be an effective shield against Chaos. After He went off being the most powerful psychic cucumber in the universe, and lost direct control of the Imperium, belief in Him sort of helped the Imperium stand together against all odds. With the Warp being what it is, the act of worshiping the Emperor supercharged His power in the Immaterium to the point of being truly godlike, even while His body shut down and died. The Imperium&#039;s faith in the Emperor is basically their biggest anchor of bravery and perseverance in a universe where humanity is constantly beset by:&lt;br /&gt;
&lt;br /&gt;
*[[Tyranids|Unimaginably massive swarms of voracious space locusts who exist only to feed and multiply their biomass]]...&lt;br /&gt;
*[[Necron|Older-than-Chaos-itself zombie-terminator robots set on culling all life from the galaxy]]...&lt;br /&gt;
*[[C&#039;Tan|Diabolical celestial beings literally as old as the stars, whose single desire is harvesting all living souls]]...&lt;br /&gt;
*[[Orks|A race of nigh-unkillable barbarians, genetically engineered to have pastimes, ambitions, job skills, and dreams only be about rip and tear]]...&lt;br /&gt;
*[[Tau|Technologically superior but naive and dangerously unaware fish people wanting to assimilate everyone into their hierarchical caste system]]...&lt;br /&gt;
*[[Kroot|Humanoid wingless bird men cannibals who absorb traits from what they eat]]&lt;br /&gt;
*[[Vespid|Humanoid insects with claws capable of ripping through the toughest armour]] &lt;br /&gt;
*[[Eldar|Snooty and uncaring space elves that can read minds and who eat, sleep, and have Heterosexual Sex in the Missionary Position in planet-sized battle cruisers]]...&lt;br /&gt;
*[[Dark Eldar|Psychotic, hedonistic space elves who routinely torture others to the point of death for sheer amusement before grinding their remains into refined cocaine and are callous enough to taunt their normal cousins over having to ally to survive]]...&lt;br /&gt;
*[[Leagues of Votann|A diverging offshoot from humanity that are now clones bio-engineered for their job and that are led by A.I.&#039;s; and while willing to negociate/cooperate at times, are just as whimsically able and not particularly shy about killing everyone present in order to harvest all the resources off a planet if it serves their interests better]]...&lt;br /&gt;
*[[Chaos|Fanatical zealots that knowingly devote themselves to all that is insane or arrogant fools who think not being devoted makes their souls safe]]...&lt;br /&gt;
*[[Daemon|Nightmare horrors made real who will rape and eat, usually simultaneously, any sentient being they get their goat-hooves on]]...&lt;br /&gt;
*[[Chaos Space Marines|Deformed, demented traitors clad in power armor and aided by the evilest forms of weaponry and sorcery ever conceived]]...&lt;br /&gt;
*[[Lost and the Damned|Traitors who turn their backs on the Imperium and try to destroy it, perhaps out of legitimate causes being coopted by the aforementioned infohazard horrors or out of shits and giggles]]...&lt;br /&gt;
*[[Rak&#039;gol|Homicidal alien, lizard, insect, cyborg type monster-pirates that horribly kill you for fun (and who may be the puppets of an older and even more malignant civilization)]]...&lt;br /&gt;
*[[Slaugth|Giant swarms of worms in cloaks who might be older than the Old Ones, are more sadistic than the Dark Eldar and more manipulative than regular Eldar, and feed on humans in the most disgusting and painful way imaginable (it involves maggots.)]]...&lt;br /&gt;
*[[Enslavers|Huge floating obese octopi that eat psykers souls and use theirbodies into warp portals]]...&lt;br /&gt;
*[[Q&#039;Orl|Massive insectoid hive mind filled to the brim with heavy firepower and has a slow but growing empire that is one of the largest in the galaxy, dwarfing the Tau several hundred times over and is seen as the next successor of galactic domination after humanity&#039;s potential fall (if the traitors don&#039;t take over, which isn&#039;t exactly better for the average human]]...&lt;br /&gt;
*[[Hrud|Humanoid rats that cause anything, living or not, to rapidly decay through touch]]...&lt;br /&gt;
*[[Khrave|Powerfully psychic humanoid bats that feed on the minds of sentient beings, that can possess people from far away, and forge weapons from slid warp matter]]...&lt;br /&gt;
*[[Games Workshop|Malignant, omnipotent intelligence from beyond the cosmos, exerting all the power at their disposal to prevent any faction from breaking the stalemate or upsetting the dreadful status quo]]...&lt;br /&gt;
*[[Sly Marbo|And fuck knows who the guy in the cardboard box is]]...&lt;br /&gt;
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Without their faith in the Emperor after His internment into the Golden Throne, the fragments of the Imperium would inevitably sought to change the mechanisms the Emperor set in place that keep the Imperium running to this day, not to mention the inevitable conflict that would&#039;ve erupted over a militant athiest empire allied to a very religious technocracy. Much like IRL religion, whilst it can give hope and courage to fight on and survive in a universe that leaves the [[grimdark]] faucet running everyday and night, it also causes as much harm to the everyday mans lot through intolerance, having atrophied any possibility for change.&lt;br /&gt;
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It&#039;s worth noting that good ol&#039; Empy wouldn&#039;t have had nearly as much of a problem with all this unwanted worship if He hadn&#039;t, just as a quick example, insisted on wearing horrifyingly ornate solid gold armour and a big glowy halo at all times. Or on carrying a flaming sword of righteousness. Or on building continent-sized monuments to His vanity. Or on decking all His personal troops and favored genetic experiments in as much bling as they could possibly carry. Or on shapeshifting being eleven fucking feet tall. Or on creating a functional pantheon of genetically engineered demigods, one of whom looked like and was referred to as a literal Angel. If you look like space-Jesus and act like space-Jesus, people are going to take those observations to their extreme conclusions, like what Lorgar did when he wrote the &#039;&#039;Lectitio Divinitatus&#039;&#039;, which can be summarized as &amp;quot;Ordinary men can&#039;t blow up suns and carry big glowy halos at all times, only a God can, therefore the Emprah is God.&amp;quot; This is made even more relevant given that the fluff very strongly implies that the Emperor &#039;&#039;&#039;was&#039;&#039;&#039; Jesus. But you could also argue that when a man says I&#039;m not a god, and I&#039;m as close to one as you&#039;ll ever meet, you gotta admit how stupid mankind has got to be to ignore his advice entirely. Because mankind is so primitive that if it looks like a duck and quacks like a duck even after being told scientifically that it is human fecal matter; he is willing to tell himself it is duck and will taste like one if he&#039;s hungry enough.&lt;br /&gt;
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That said, to Games Workshop&#039;s credit His being buttfucked by His own hubris and disregard for the humanity He claimed to be guiding in this manner was probably [[Grimdark|intentional as a classic tale of Greek Tragedy]] or in an absolute grimdark alternative him having the foresight to see there really was no other option but an eternal stalemate. If ever there was a greater example of the man being just a man and not a god, you couldn&#039;t find it anywhere else than here.&lt;br /&gt;
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==Emperor: Endgame==&lt;br /&gt;
[[File:Emperor of mankind flaming sword armor.jpg|300px|right|thumb|Son, I am disappoint.]]&lt;br /&gt;
The Emperor&#039;s body might be broken and destroyed, and while he&#039;s dead by every clinical definition of death, there is sufficiently enough of his consciousness sticking around to still be relevant and extremely powerful. This is at odds with his status as a confirmed [[Perpetual]], but his body has been dead for longer than he&#039;s been a perpetual so chalk this up to GW not bothering to account for it properly. Very few people are ever allowed to enter the Throne Room, and accounts differ on what they actually witnessed while in there.&lt;br /&gt;
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What is perhaps more important is the Golden Throne itself and what the Emperor expected to achieve by maintaining his silent vigil on it for the last ten thousand years. What is known is that the Throne started out as an important part of his Webway project and sit on a long sealed portal to the human portion of it; it also supposedly directs the beacon of the [[Astronomican]]. It might also be somehow enhancing or maintaing his psychic abilities through its connection to his desiccated body and this would be lost when it gives out. It also still requires a constant source of [[Psyker]] fuel to keep running, and that has only increased in demand more recently. What it actually does do now that the Emperor&#039;s body is dead and dessicatted is up in the air.&lt;br /&gt;
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We can only guess what would happen if it ever stopped working; the Imperium might be changed forever. With the mechanism being consistently worn out, and the Tech-priests too power-armour-on-head rebooted to do anything about it (at least until they finish studying Malcador&#039;s staff, provided GW doesn&#039;t forget that plot point), it is certainly possible that the Golden Throne may stop working entirely. It&#039;s also possible nothing would change, seeing as how parts of it keep giving out yet nothing happens.&lt;br /&gt;
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Suffice to say, no one knows exactly what might happen should the Golden Throne give out, and no one really wants to find out.&lt;br /&gt;
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===The Nuclear Option===&lt;br /&gt;
Ultimately, if the Golden Throne fails (and assuming it&#039;s actually doing something), it is possible that Holy Terra might be plunged into the Warp. This is supported by the fact that the Throne was built as a part of a portal to the Webway and was a significant part of the Emperor&#039;s ultimate plan for humanity. Unfortunately the psychic wards for the webway were later broken by [[Magnus]], causing a warp tear to open on Terra and creating a whole secret war in the Webway at the same time as the [[Horus Heresy]]. Although the portal was eventually sealed with the direct intervention of the Emperor himself, the fact remains that it still sits on top of a closed doorway with an infinite multitude of daemons on the other side, though it&#039;s not been elaborated on as being a part of keeping that door shut.&lt;br /&gt;
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According to the Old Earth novel, the Golden Throne has a Vulkan-forged device called &#039;&#039;&#039;Talisman of Seven Hammers&#039;&#039;&#039; that acts as a dead man&#039;s switch: it supposedly will destroy all of Terra if the Throne finally kicks it. The Talisman has never been referred to in previous fluff, though the fullest implications of the Throne failing have never been explored either. The effect of Vulkan&#039;s talisman is a wildcard, as it was shown to have the capability to annihilate &#039;&#039;(not merely banish)&#039;&#039; a Greater Daemon even &#039;&#039;&#039;before&#039;&#039;&#039; it was connected to the Throne, and earlier in the same section the &#039;&#039;residual&#039;&#039; energy left over in the Emperor&#039;s fulgurite was sufficient to make an army of Bloodletters simply not be there any more. Connecting the talisman to the Throne magnifies its power to the point that the Emperor believes it would not merely deny Chaos their victory on Terra, but can strike a blow against them &amp;quot;the likes of which they will never recover from&amp;quot;.&lt;br /&gt;
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Additionally, the [[Grey Knights]] have a set of instructions called the &#039;&#039;&#039;Terminus Decree&#039;&#039;&#039; with icons that match that of the Throne itself, and these instructions could either destroy the Imperium, or bring it salvation in its darkest hour, one could speculate that the two outcomes could be linked.&lt;br /&gt;
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Chaos may still get their chance to destroy Terra and bring down control of the Imperium, but may be burned &amp;lt;u&amp;gt;badly&amp;lt;/u&amp;gt; by the Emperor&#039;s final &amp;quot;fuck you&amp;quot;.&lt;br /&gt;
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===Regeneration===&lt;br /&gt;
As mentioned, the Emperor is a [[Perpetual]], just like John Grammaticus, [[Vulkan]], Oll Persson, [[Alivia Sureka]] and [[Anval Thawn]], all of who were able to survive multiple deaths that completely obliterated their bodies in the process. The question becomes why he hasn&#039;t picked himself up and dusted himself off and regenerated yet after long millennia of inactivity.&lt;br /&gt;
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In any case, if the Golden Throne fails - &#039;&#039;&#039;regardless of whether Terra gets nuked, the two outcomes are not mutually exclusive&#039;&#039;&#039; - whatever remains of the Emperor likely will have the freedom to recover and lead humanity once again.&lt;br /&gt;
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All of this is still speculation (duh). Vulkan, for instance, was driven mad by the torturous experiences he had endured thanks to Night Haunter, and they were child&#039;s play, compared to sitting in unthinkable agony, unable to move or speak for ten thousand years while feeling Himself rotting away. And don&#039;t you forget [[If the Emperor had a Text-to-Speech Device|that nose itch]]. However, a more commonly held belief is that He will get up, re-establish the [[Imperial Truth]], and [[Great Crusade|just be]] [[Commissar|a cool guy]]. Too bad the Warp rift and the Astronomican don&#039;t have time to wait for him to do so.&lt;br /&gt;
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A whole faction of the [[Inquisition]], &#039;&#039;&#039;Thorianism&#039;&#039;&#039;, exists to investigate the possibility of regeneration; looking for possible signs that the Emperor&#039;s consciousness can be transferred elsewhere, allowing Him to walk among his children once more. &#039;&#039;(They don&#039;t know about the existence of Perpetuals and would rather look for a new body to place the Emperor&#039;s soul into.)&#039;&#039; Opponents to Thorianism generally see that encouraging this is a terrible idea, as having the Emperor rise in a physical form would only cause a schism in the Imperium, as many people would not believe it to be true, having been ruled and brainwashed by the Ecclesiarchy over thousands of years, which would lead to another major [[Horus Heresy|civil war]].&lt;br /&gt;
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A final outcome might be that the Emperor is so far gone that there would be no regeneration for him. He could you know, just be &amp;quot;dead&amp;quot; the same way that Malcador died after his stint on the Throne, though Malcador didn&#039;t get to stick around. They were both perpetuals, although the Emperor&#039;s orders of magnitude more powerful, Malcador never got up after what might have only been a few hours or days when the Emperor has been sitting there for Millennia. This would also mean the Imperium is absolutely out of luck with the failure of the Astronomican AND the aforementioned warp nuke centered on Terra and their seat of government.&lt;br /&gt;
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Alternatively it could also be that his connection to the Throne might be the last thing preventing him from achieving true Godhood after ten-thousand years of worship. The destruction of the Throne might by the catalyst of everything that the traitors called him a hypocrite for desiring, ironically causing it to happen with their rebellion and his entombment.&lt;br /&gt;
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This however is just speculation, so the outcome remains unknown. However, it is confirmed that Perpetuals can still die for real and Chaos does have the ability to do so. Malcador learned this the hard way.&lt;br /&gt;
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===Beyond the Emperor===&lt;br /&gt;
As stated in &#039;&#039;The Master of Mankind&#039;&#039;, the Emperor himself considers he already lost the game to save Mankind&#039;s from consuming itself into the Warp while attempting to give the evolutionary jump, with the loss of the Webway he seems to have concluded the only thing that remains is a long decline and there is nothing else to do but to wage an ever losing war. Or is it? The Emperor himself recognized He isn&#039;t omniscient, His foresight can&#039;t reach all. When Guilliman shows up, the Emperor is amazed that humanity has still managed to survive and the Imperium is still alive.&lt;br /&gt;
&lt;br /&gt;
During recent years the writers of Games Workshop have been hinting at a few facts, let us consider the following:&lt;br /&gt;
* The future is not absolutely written, and this comes from Chaos itself; even [[Tzeentch]] can&#039;t predict everything perfectly, requiring him to ask his [[Kairos Fateweaver|insane bird-oracle to clarify on these events]].&lt;br /&gt;
* The fall of the Imperium may be inevitable, but mankind may live on. Given the sheer scope of the human exodus, it&#039;s not outside the realm of possibility that some remnant of the Dark Age of Technology has continued unchanged from its original height, though it&#039;s very unlikely. For this to be the case it would somehow have to avoid nearly all xenos, chaos influence/worshipers, have its own way of dealing with latent psykers so that they don&#039;t be used be Daemons [[Enslavers|or worse]] and never have met any of the other traders, explorators and travelers in general that make up how the current Imperium discovers new planets. &lt;br /&gt;
* The [[Cadian Pylons]], while destroyed, were developed by beings that still exist. The fact the [[Necrons]] are still around opens the possibility that they may yet be capable of building replacements, and thanks to [[Trazyn the Infinite|Trazyn]] we know they are capable of closing of warp storms. Oh, and it seems like [[Belisarius_Cawl|Uncle Cawl]] is working on that.&lt;br /&gt;
* The Akashic Records truly exist and are somehow linked to [[STC|Ark Mechanicus ships such as Speranza]], this simple fact means all already existing knowledge is never lost forever, but merely incredibly hard to acquire.&lt;br /&gt;
* Creating humans immune to Chaos is a reality, both the [[Exorcists]] and the [[Grey Knights]] are evidence to this, and while the process is excruciatingly slow, highly prone to failure and prohibitive in resources it means Mankind can achieve through artificial means a sort of new evolutionary step.&lt;br /&gt;
* Not all Eldar died during the Fall, even if we are talking about 1 percent of the race it&#039;s still a great deal of individuals, and the fact they have managed to kick-start [[Ynnead|an anti-Chaos god]] is something no one, not even the Emperor managed to foresee (assuming he did not know that is what the Infinity Circuits were for, which he no doubt did considering how old he is). [[Eldrad]] has ultimately demonstrated there are other ways to fight Chaos (by being a dick).&lt;br /&gt;
** And thanks to Eldrad waking Ynnead up early (if only barely), Roboute Guilliman was awakened from stasis. Now he is preparing a [[Primaris Marines|new generation of Super Space Marines]] along with some awesome new gear to help take down Chaos. Plus some of the other loyalist Primarchs are still out there, and there is a possibility that they could return to help lead the Imperium fight it&#039;s many enemies.&lt;br /&gt;
** And for that matter, Eldrad declared by the end of The [[War of The Beast]] that the futures of Mankind and the Eldar are irrevocably interlinked. But, he did nothing to build on that, the dumbass. Add to that the fact the necrons too have given the Imperium a hand a few times and you suddenly notice there are more parties than the Emperor interested in not letting the human race fall. Despite the Imperium&#039;s completely justified hatred of xenos, they may be mankind&#039;s best chance of survival. That said, we still do have to remember that both the Eldar and Necrons want the Imperium and each other out of the way eventually in order to rebuild their empires, and the Imperium isn&#039;t keen on relying too heavily on the entities who will turn on them in a tip of the hat. On the other hand, desperate times call for desperate measures and who knows what the future could bring? Well, at least the Eldar to have more or less accepted their empire will never return and that sticking with the Imperium is their best bet for survival and power in the universe from now on. Which broke the balance and caused plot progression.&lt;br /&gt;
*Nobody saw the Tyranids coming because they hadn&#039;t even noticed the Galaxy was inhabited until the whole mess with the Pharos device. Not the Chaos Gods, not the Emperor, not the Eldar (though [[Orikan the Diviner|Orikan]] saw them coming), and the Tyranids are both an outside context issue for the galaxy (being the only faction with galactic pull that is completely and unambiguously disconnected from the War in Heaven or the Horus Heresy that serves as everyone else&#039;s origin stories) ties and a wild card in the fate of the Galaxy.&lt;br /&gt;
* If the Emperor wasn&#039;t a god to begin with, millennia of worship and countless psyker souls empowering him means that he&#039;s almost certainly a god now- and he knows it. Even when wielded by a &amp;quot;mere&amp;quot; Primarch his sword alone is capable of permanently destroying Greater Daemons (keep in mind that during Great Crusade and before he seems not to be able to do that), and given enough time his power might eclipse that of Chaos itself. (Though one could argue that Chaos powers up much faster than the Emperor due to having more sources to feed one and possibly having more worshippers) &lt;br /&gt;
	&lt;br /&gt;
* Finally, there is humanity itself. While He failed to take into account the fact that humanity is a mass of individuals rather than an abstraction, He also underestimated how this could work for good as well as evil. For every traitor and heretic, there is an equally devoted believer in the inherent goodness of mankind willing to stand against the Ruinous Powers, and it is on the individual level that the struggle between the Ruinous Powers and humanity is ultimately fought and decided upon&lt;br /&gt;
&lt;br /&gt;
Yes, the Emperor failed to avoid mankind&#039;s inherent flaws to hinder His Great Work (ironically, because He was guilty of several of them as well), but He also failed to see a lot of the good things mankind can bring in. In yet another twist of irony, his incapability to predict us may even thwart his own prediction of humanity&#039;s doom. At the very least, humanity accomplished more and survived longer than anyone expected, even the Emperor. This ain&#039;t true, the Emperor predicted Mankind to at least endure for 10,000 years, and the Emperor set into motion an empire who mechanisms could function even without His direct assistance in such a way that it continued to function admirably (the measure of success being survival) for millennia in spite of the galaxy constantly seeking to end it.&lt;br /&gt;
&lt;br /&gt;
Indeed, this is [[Warhammer 40,000]], a cautionary tale about the End of Empires, but so was Warhammer Fantasy Battle, and, although we may not like the AoS-ification of the setting, there may still be more than [[Abaddon|just a complete failure]] for the future of Mankind and the Emperor.&lt;br /&gt;
&lt;br /&gt;
==Emperor&#039;s nicknames==&lt;br /&gt;
Like Roboute, his central status in 40k spawns a plethora of nicknames, which warrants its own section here&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Emprah&#039;&#039;&#039;, &#039;&#039;&#039;Emps&#039;&#039;&#039;, &#039;&#039;&#039;Big Daddy Emps&#039;&#039;&#039;, &#039;&#039;&#039;The Motherfucking Emperor&#039;&#039;&#039;, &#039;&#039;&#039;Big E&#039;&#039;&#039;, &#039;&#039;&#039;Mr. Xeno Destroyer&#039;&#039;&#039;, &#039;&#039;&#039;Chaos Fister&#039;&#039;&#039;, &#039;&#039;&#039;Golden Daddy&#039;&#039;&#039;, &#039;&#039;&#039;E-Money&#039;&#039;&#039;, &#039;&#039;&#039;The Chad-Emperor of Chadkind&#039;&#039;&#039;, &#039;&#039;&#039;The Bling-Emperor of Mankind&#039;&#039;&#039;, &#039;&#039;&#039;Chad Thundercock&#039;&#039;&#039;, &#039;&#039;&#039;Augustus Imperator&#039;&#039;&#039;, &#039;&#039;&#039;Deus-Imperator&#039;&#039;&#039;, &#039;&#039;&#039;Him Upon the Throne&#039;&#039;&#039;, &#039;&#039;&#039;Primogenitor&#039;&#039;&#039;, &#039;&#039;&#039;[[Salamanders|The Outlander]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Imperial Fists|Him on Earth]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Space Wolves|All-Father]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Space Sharks|Rangu]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Star Phantoms|Imperator Mortifex]]&#039;&#039;&#039;, &#039;&#039;&#039;Master of Mankind&#039;&#039;&#039;, &#039;&#039;&#039;[[The Last Church|Revelation]]&#039;&#039;&#039;, &#039;&#039;&#039;Neoth&#039;&#039;&#039;, &#039;&#039;&#039;The Immortal Emperor&#039;&#039;&#039;, &#039;&#039;&#039;The Golden King&#039;&#039;&#039;, &#039;&#039;&#039;[[Adeptus Mechanicus|The Omnissiah]]&#039;&#039;&#039;, &#039;&#039;&#039;The Cartomancer&#039;&#039;&#039;, &#039;&#039;&#039;The Empinator&#039;&#039;&#039;, &#039;&#039;&#039;[[Arkhan Land|Jimmy Space]]&#039;&#039;&#039;, &#039;&#039;&#039;The Fresh Emperor of Sacred Terra&#039;&#039;&#039;, &#039;&#039;&#039;That guy with the bigger gun than you&#039;&#039;&#039;, &#039;&#039;&#039;Golden Boy&#039;&#039;&#039;, &#039;&#039;&#039;Space Jesus&#039;&#039;&#039;, &#039;&#039;&#039;[[/tg/|/tg/]]&#039;&#039;&#039;, [[TTS|&#039;&#039;&#039;The Man-Emperor of Mankind&#039;&#039;&#039;]], &#039;&#039;&#039;Glorious Overlord&#039;&#039;&#039;, &#039;&#039;&#039;Lord of Bling&#039;&#039;&#039;, [[TTS|&#039;&#039;&#039;My Manly Man-peror&#039;&#039;&#039;]], &#039;&#039;&#039;Lord Sovereign of the Imperium&#039;&#039;&#039;, [[TTS|&#039;&#039;&#039;Starman&#039;&#039;&#039;]], &#039;&#039;&#039; Mega Dick Daddy &#039;&#039;&#039;, [[TTS|&#039;&#039;&#039;Ya Boi&#039;&#039;&#039;]], &#039;&#039;&#039; The King of Terra&#039;&#039;&#039;, &#039;&#039;&#039;Boney-Em&#039;&#039;&#039;, &#039;&#039;&#039;Carl Sagan&#039;&#039;&#039;, or if you are of [[Heresy|different inclinations]], called &#039;&#039;&#039;The Carrion Lord&#039;&#039;&#039;, &#039;&#039;&#039;The False Emperor&#039;&#039;&#039;, &#039;&#039;&#039;The Corpse Emperor&#039;&#039;&#039;, &#039;&#039;&#039;The Corpse God&#039;&#039;&#039;, &#039;&#039;&#039;Oathbreaker&#039;&#039;&#039;, &#039;&#039;&#039;That Twat with the Chair&#039;&#039;&#039;, &#039;&#039;&#039;Space Hitler&#039;&#039;&#039;, &#039;&#039;&#039;Space Stalin&#039;&#039;&#039;, &#039;&#039;&#039;[[If The Emperor Had a Text-To-Speech Device|That Loony Shaman-Chassis]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Tyranid|giant crunchy psychic sandwich]], [[Chaos|the Anathema]], [[Ork|Dat Big Shinny Git]], Professor Utonium, Doctor Fate, The Immortal, Leto Atreides, Vandal Savage, Manji, Shigeo Kageyama, Tetsuo, Conan The Cimmerian, Maximilian Zelevas, Gilad Anni-Padda, Henry Cavill, Great-Grandpapa Smurf, Connor MacLeod of the Clan MacLeod, [[Settra the Imperishable|and many more]].&lt;br /&gt;
&lt;br /&gt;
==And now for some tabletop rules...==&lt;br /&gt;
&lt;br /&gt;
These are rules I thought of. They are not meant to actually be used, and they will put the Emperor at a position where He can easily shit on any Primarch. Like, seriously. These rules will make [[Matt_Ward|the destroyer of fluff]]&#039;s rules look mega-balanced in comparison.&lt;br /&gt;
&lt;br /&gt;
The Emperor of Mankind is a single model equipped with: The Emperor&#039;s Sword, the Imperialis Bolter, psychic focusing prism. Your army can only include one The Emperor of Mankind model. If this model is part of your army, you may not take any models with the Primarch keyword.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| The Emperor of Mankind || 16&amp;quot; || 2+ || 2+ || 8 || 8 || 20 || 7 || 10 || 2+ || 1000 pts.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;:&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| The Imperialis Bolter || 36&amp;quot; || Rapid Fire 6 || 5 || -3 || D3+1 || &lt;br /&gt;
|-&lt;br /&gt;
| Psychic focusing prism || 50&amp;quot; || Assault 14 || 4 || 0 || 1 || Whenever an attack with this weapon is allocated to a Psyker unit, the Damage characteristic of that attack is changed to D3. In addition, if a Psyker unit is not destroyed by an attack from this weapon, that unit immediately suffers Perils of the Warp.&lt;br /&gt;
|-&lt;br /&gt;
| The Emperor&#039;s Sword || Melee || Melee || +2 || -4 || 3 || Any unmodified hit rolls of 6 deal d3 mortal wounds in addition to any other damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other Wargear:===&lt;br /&gt;
&#039;&#039;&#039;Aegis of the Emperor&#039;&#039;&#039;: This model has a 3+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relic Teleport Homer&#039;&#039;&#039;: This model has the Judgement has Come ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Abilities:===&lt;br /&gt;
&#039;&#039;&#039;The Master of Mankind&#039;&#039;&#039;: If your army is battle-forged, this model must be your Warlord. If this model is your Warlord, then gain 3 CP. While this model is on the battlefield, any units with the Imperium keyword gain +1 to their Move, BS, WS, and A characteristics. They also gain +5 to their Ld characteristic. Any units with the Adeptus Custodes and Anathema Psykana keywords, in addition to these benefits, can reroll all failed rolls, can ignore mortal wounds on a roll of 5+ and become Fearless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Anathema&#039;&#039;&#039;: While this model is on the battlefield, any units with the Chaos keyword get -3 to their Ld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;God of the Immaterium&#039;&#039;&#039;: Add 3 to Psychic tests and Deny the Witch tests taken by this model. This model never suffers Perils of the Warp. Whenever this model manifests &#039;&#039;Smite&#039;&#039;, it does 7 mortal wounds instead of d3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Blade&#039;&#039;&#039;: This model may make two hit rolls per attack made with the Emperor&#039;s Sword if the target has the Daemonic keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Bolter&#039;&#039;&#039;: This model may triple the number of shots it makes with the Imperialis Bolter if the target is within half range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A God made Manifest&#039;&#039;&#039;: The first time this model is slain, roll a d6. On a 1, this model releases a psychic shockwave before returning to the Imperial Palace. If this shockwave is released, then every unit within 12&amp;quot; takes d6 mortal wounds. On any other result, set this model up anywhere on the battlefield that is 10&amp;quot; away from any enemy models. The next time this model is slain, this model releases the psychic shockwave and leaves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perpetual Healing&#039;&#039;&#039;: At the beginning of each of your Command phases, this model regains d3 lost wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graceful Movement&#039;&#039;&#039;: Add 2 to armour saves taken by this model on a turn in which it moved more than 10&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Judgement has Come&#039;&#039;&#039;: This model can start the battle in a teleportarium chamber in the Inner Palace. If it does, then in any of your latter four Movement phases, this model can teleport anywhere on the battlefield that is at least 5&amp;quot; away from enemy models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychic Dome&#039;&#039;&#039;: Any units wholly within 6&amp;quot; of this model have a 5+ invulnerable save against ranged attacks.&lt;br /&gt;
&lt;br /&gt;
===Enjoy!===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thought for the day:&#039;&#039;&#039; &amp;quot;The man who has nothing can still have faith.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{SectionalPromotions}}&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Emperor-Church windows.jpg|Put this everywhere to praise him, on your windows, the neighbours, just all your hive city.&lt;br /&gt;
Image:Horus and the Emperor.jpg|&amp;lt;s&amp;gt;Son, I am disappoint.&amp;lt;/s&amp;gt; Empy&#039;s disappointment occurred well before this moment.&lt;br /&gt;
Image:E-Money_LowRes.gif|Now in animated ultra HD for your heresy needs.&lt;br /&gt;
Image:Golden Throne-Imperial Webway.jpg|The Big E upon the Golden Throne (before the decay set in)&lt;br /&gt;
Image:Emperor of Mankind Classic Portrait face.jpg|The guiding light in the Imperium of Man shines forever bright. He&#039;s also Arnold Schwarzenegger. Try unseeing that now bitches.&lt;br /&gt;
Image:1220179589932.jpg|The Emperor protects man from all.&lt;br /&gt;
Image:Wh40k-emperor.jpg| Yearbook photo.&lt;br /&gt;
Image:When you ruin his groove by Lutherniel.jpg| His groove, do not ruin it. Or you&#039;ll get schooled.&lt;br /&gt;
Image:Emperor_Decree.jpg| Emps laying down some rules, mid combat from the looks of it&lt;br /&gt;
Image:Go Ahead Make My day Emperor.jpg|That is EXACTLY the same look that&#039;s on Batman&#039;s face when he&#039;s about to put the beatdown on some little bitch!&lt;br /&gt;
Image:Emperor of Mankind model action figure.jpg|He makes for one helluva action figure&lt;br /&gt;
Image:8.jpg|The Em-purr-or of all Catkind! Nyah!&lt;br /&gt;
Image:God-Emperor_Goldlich.jpg|Death is no excuse to stop bein&#039; pimp.&lt;br /&gt;
Image:God_Emperor_Interred_On_Golden_Throne.jpg|Thinking to himself, &amp;quot;I really, REALLY hate Horus!&amp;quot; Then again he never liked Horus in the first place.&lt;br /&gt;
Image:The Immortal Emprah.jpg|The Emperor isn&#039;t looking good here.&lt;br /&gt;
Image:Emperor_miniature.jpg|Roll d6; stays on the field on seven or less&lt;br /&gt;
Image:emperor_old.jpg|A real man never dies, even when he&#039;s killed.&lt;br /&gt;
Image:emperor.png|Down but not out.&lt;br /&gt;
Image:Emperormini.jpg|In all His miniature glory&lt;br /&gt;
Image:Carrionlord.jpg|&amp;lt;strike&amp;gt;The Carrion Lord with his two left arms.&amp;lt;/strike&amp;gt; {{BLAM}} how the fuck did that heretic get past the custodes?&lt;br /&gt;
Image:Painting.jpg|This painting sold for $900, that lucky ca/tg/url...&lt;br /&gt;
Image:Emperor_model.jpg|Probably the best model of him yet&lt;br /&gt;
Image:slowemperor.jpg|Oh God-emperor, how did this get here? I am not good with computers.&lt;br /&gt;
Image:Emperor_Sagan.jpg|Search your feelings, you know it to be true.&lt;br /&gt;
Image:EmpsVSigmar.jpg| You all know you wanna see how this pans out!&lt;br /&gt;
Image:Emps&amp;amp;SigmarGenderBendBy Flick The Thief.jpg| The same situation, but improved! {{BLAM}} {{Blam|&#039;&#039;&#039;Silence Heretic!&#039;&#039;&#039;}}&lt;br /&gt;
Image:Emprasque3.jpg|How do you kill what can not die?&lt;br /&gt;
Image:Slavegirl Emperor.jpg|Emperor [[Rule 63]]! NO EXCEPTIONS! {{BLAM}} {{Blam|&#039;&#039;&#039;Heresy!&#039;&#039;&#039;}} [[Extra Heresy]]!&lt;br /&gt;
Image:Femprah.jpg|Not actually the God-Emperor; besides it is Heresy to believe that The Immortal God Emperor looks like Cher. {{BLAM}} {{Blam|&#039;&#039;&#039;HERESY!&#039;&#039;&#039;}}, no make that [[Extra Heresy|extra Hersey]] &lt;br /&gt;
Image:Femprah_by_Mr-Culexus.jpg|Oh, give it a fucking rest...&lt;br /&gt;
File:R34 R63 Emperor 1.jpg|I don&#039;t know if this is Heresy, but I don&#039;t care.&lt;br /&gt;
File:R34 R63 Emperor 2.jpeg|So, who want&#039;s to visit the Golden Throne?&lt;br /&gt;
Image:GodEmpress.jpg|On second though... this [[lovedagger|one]] is... nice. - {{BLAM}} {{Blam|&#039;&#039;&#039;Heresy!&#039;&#039;&#039;}} &lt;br /&gt;
Image:Emperor_upon_his_other_throne.jpg|Yeah. We get it. The Emperor sits upon the Golden &#039;Throne&#039;.&lt;br /&gt;
Image:1377291976783.jpg|Unbeknownst to many 40k fans, ol&#039;Emps is actually fairly amicable when he meets an elf/eldar who isn&#039;t a complete and utter failure.&lt;br /&gt;
Image:Rainbow Emperor.gif| The Emperor in Rainbow Form, and his theme tone!!! https://www.youtube.com/watch?v=HDZoyNzuWbQ&amp;amp;t=10s&lt;br /&gt;
Image:Konya.jpg|The symbol of the town Konya in Turkey. In Central Anatolia. Emprah&#039;s birthplace. CONNECTION, BITCHES!&lt;br /&gt;
Image:Hittite eagle large.jpg|The symbol of ancient (1600BC) Hittite Empire from Anatolia, which, unknown to many, is Emperor&#039;s first try at conquering the world.&lt;br /&gt;
Image:NotSureIfWant.jpg|The Emperor has just discovered [[Rule 34]].&lt;br /&gt;
Image:1393390057238.png|The Emperor is a man of simple tastes.&lt;br /&gt;
Image:Emperuh.jpg|The Emprah is watching you Masturbate!&lt;br /&gt;
Image:Emperor blackwhite.jpg|The very first image of the Emperor, dating back to Rogue Trader.&lt;br /&gt;
Image:God_Emperor_Numen_Kawai_Onii-chan.jpg|[[Drawfags|Kawaii]] [[End Times (Warhammer 40,000|Emprah teaching]] us about the evils of [[Heresy|heretics]], while displaying his mighty [[Pauldrons]].&lt;br /&gt;
Image:First_Founding_Problems.jpg|Perhaps with a better armor design (or if he actually cared about him), The Big-E might not have been late for all of [[Horus]]&#039;s after school soccer games and things might have turned out a lot differently.&lt;br /&gt;
Image:1271118030729.jpg|Just imagine what would&#039;ve happened if &amp;lt;s&amp;gt;the Chaos Gods&amp;lt;/s&amp;gt; [[HHHHHHHHHHHhhhhhhhnnnnnnngggggg-|fucking ]] [[Erda]] didn&#039;t scatter the primarchs across the galaxy and The Emperor didn&#039;t have to start the Great Crusade to go and look for them... Wait a minute, where is that little scamp Omegon? (he&#039;s just off picture, sneaking up behind Guilliman.)&lt;br /&gt;
File:Emperor of Mankind Contemplation.jpg|&amp;quot;Why IS IT that hot dogs come in packs of 8, and hot dog buns come in packs of 12? So people will have to buy 3 packs of hot dogs and 2 of hot dogs buns, hereby promoting imperial production of course! Ketchup sold separately!&amp;quot;&lt;br /&gt;
File:Strolling Emperor.jpeg|Having him look at you like this is a reliable indicator of how soon people are going to start referring to you in past-tense.&lt;br /&gt;
File:Emperor of Mankind 1.png|He is the ultimate Chad. Look at him. (He also proves that he doesn&#039;t just look good with the Talons of the Emperor by rocking that Bolter.)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* The [[Imperium]], for the empire he founded.&lt;br /&gt;
* [[Malcador the Sigillite]], the Emperors best bro.&lt;br /&gt;
* The [[Primarch|Primarchs]], the Emperors &amp;quot;sons&amp;quot;.&lt;br /&gt;
* [[Sigmar]], his [[Warhammer Fantasy Battles]] and [[Age of Sigmar]] counterpart (especially in the latter).&lt;br /&gt;
* [[Emperor&#039;s To-Do List]]&lt;br /&gt;
[http://suptg.thisisnotatrueending.com/archive/25959559/ This thread] which makes the Emperor even cooler.&lt;br /&gt;
* [[If the Emperor had a Text-to-Speech Device]]&lt;br /&gt;
* [[Heresy from the Emprah’s point of view]]&lt;br /&gt;
* [https://youtu.be/2Lc_VCGbG5E A mod in Elden Ring depicting a faithful recreation of the Emperor]&lt;br /&gt;
{{Imperium}}&lt;br /&gt;
[[Category:40k and Fantasy Gods]][[Category:Awesome]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Spider-God&amp;diff=443539</id>
		<title>Spider-God</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Spider-God&amp;diff=443539"/>
		<updated>2023-05-07T12:29:38Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:D145:6D8F:F393:33EC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Spider-god.png|thumb|center|500px|Possibly a depiction of the Spider-god, or a stylized Arachnarok Spider (which it probably looks like anyway) from the 8e Army Book.]]&lt;br /&gt;
The &#039;&#039;&#039;Spider-God&#039;&#039;&#039; (AKA the Feaster From Beyond and The Scuttling Queen) is a deity from [[Warhammer Fantasy]] and its sequel-setting [[Age of Sigmar]]. As you can probably tell from the name, it is the god of Spiders worshiped by [[Forest Goblins]] in the Old World and the [[Gloomspite Gitz|Spiderfang Grots]] of the mortal realms - although most other factions think that it&#039;s just a myth, and that they&#039;re all too high off of spider venom to know it.&lt;br /&gt;
&lt;br /&gt;
== Origins ==&lt;br /&gt;
[[Canon]] information on the Spider-God is scarce, since it was only introduced in 7th edition and the [[Forest Goblins]] had never been prominent. The Spider-God&#039;s origins in the Old World are a mystery, but it was apparently content to reside in the [[Warp]], doing who knows what and being worshiped by nobody in particular. In the Mortal Realms, its worshippers believe that the it was a spider that (as most Destruction creation myths go) bit [[Gorkamorka (Deity)|Gorkamorka]]&#039;s toe as he was rampaging through the Mortal Realms. In doing so, it became infused with the god&#039;s power, becoming an aspect of the god that the Spiderfang Grots worship. It is currently unknown if this Spider-God is even technically the same entity that existed in the World-That-Was. If it is, then the this may explain where it got its power from.&lt;br /&gt;
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== Warhammer Fantasy ==&lt;br /&gt;
In the wet, wild, and wolly days of the Warhammer World, the Greenskins migrated across the world and mostly settled in the Badlands (AKA Warhammer Eurasia). A particular bunch of Goblins entered the woodlands of the Drakwald - essentially the Black Forest of Warhammer situated in future [[The Empire (Warhammer Fantasy)|Empire]] territory. These Goblins found the forest to be mostly inhabited by giant [[Spider]]s of every size, from &#039;microscopic mite&#039; to fucking &#039;four-story castle&#039;. The two initially were at constant war, with the spiders unable to defeat the Goblins, since greenskins release spores upon their death, leading to massive population growth where they are defeated. (although they weren&#039;t really trying, just eating what came to them). The Goblins, despite these ludicrous numbers, couldn&#039;t defeat the Spiders because... well, they were massive apex predators and the Goblins were stumpy, idiotic spore-apes.&lt;br /&gt;
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As time went on natural selection took place, and the dumber Goblins gave way to those clever enough to steal the young from their enemies to raise as mounts, as well as those smart enough to figure out which small spiders to eat, and which ones to avoid. The Goblins used sacrifices stolen from [[Beastmen]] warbands their kin along with some ritual bloodletting to appease the larger, more undefeatable spiders. Mutations began to manifest amongst the Forest Goblins, resulting in extra arms, eyes, natural venom, and other spider-like traits appearing rarely among their population. Eventually, the Shamans of the Forest Goblins found a way to enter trances similar to those used to channel [[Gork]] and [[Mork]] ([[Meme|or was it Mork and Gork?]]) using poisonous spiders, which proceeded to bite and pump their tongues full of venom. This dragged the minds of the Goblins through the Warp and plopped their consciousnesses right before the Spider-god itself. The Spider-god then taught them dances which would prove kinship to the spiders of the world. Why it did so is unknown - perhaps it was simply impressed that these random Goblins tripped so hard that they threw their souls into the Warp, or perhaps it was just bored.&lt;br /&gt;
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Some Shamans attempted to use these dances to communicate with the [[Arachnarok Spiders]], the biggest and baddest spiders around, that were known for being able to wipe out life in entire swathes of the forest. Predictably, these early attempts were met with the unfortunate Shamans being wrapped up and liquified into a protein snack. But the Shamans kept trying, and continued communing with the Spider-god. They loved it so much that it eventually became the #1 deity of the Forest Goblins with Gork and Mork/Mork and Gork as subordinate gods to its greatness. Effigies of spiders created with skulls adorned the Forest Goblin settlements, which were increasingly relocated to nearby Arachnarok lairs. Given how deeply ingrained into the Greenskin culture the two Gods are, this is no small feat. Eventually the Arachnaroks began accepting the Goblins&#039; sacrifices, and with the dances of the Shamans being echoed by the tribes they eventually began to see the Forest Goblins as their own young, allowing them to crawl all over their bodies and build wooden structures held together with the Arachnarok&#039;s own web on their backs. (Note - since we&#039;re talking about spiders here, that doesn&#039;t mean they won&#039;t eat any who get too close to the fangs or ensnared on a web.)&lt;br /&gt;
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And that&#039;s about it, for the Spider-God in the Old World. Since the Forest Goblins weren&#039;t deemed important enough to even merit so much of a mention in [[End Times]], the Spider-God&#039;s participation was unknown. Stay classy, Geedubs.&lt;br /&gt;
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== Age Of Sigmar ==&lt;br /&gt;
The Spider-God survived into the Age of Sigmar, where it was confirmed that no, the Grots were &#039;&#039;not&#039;&#039; just tripping balls - it actually exists! Not only that, but it also exists alongside a pantheon of other greenskin gods that are believed to be aspects of Gorkamorka. It even has a small following amongst non-Greenskins now, with assassins and other seedy outcasts of society paying tribute to the “Scuttling Queen” as they call it. Its presence can be felt in the places the Spiderfangs have conquered - usually through an intense case of the jitters and the feeling of many eyes watching you.&lt;br /&gt;
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The Spider-God has been known to manifest its presence through the spiders that the Spiderfang Grots control, the size of which can vary from a couple of inches wide to the size of dogs and bigger. The Arachnaroks - which are somehow still around - are believed to be its earthly avatars in a way similar to Greater Daemons. This is especially so in a unique species of Arachnarok called the Skitterstrand, which are able to create literal portals to jump between the realms, pop out, and drag some poor unsuspecting soul away with them.&lt;br /&gt;
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Where do they get dragged, you ask? Well, that&#039;s the fun part. Its home is located in [[Shyish]], in an underworld known only as &amp;quot;The Evercrawl&amp;quot;. This hell for arachnophobes and heaven for Grots is a place believed to be the afterlife for the children and worshippers of the Spider-God. This is where the Skitterstrands make their home, where they bring the souls of those they kill to be drained entirely dry by their god. Entering this place if you are not a Grot or other Spider-God worshipper is more than a death sentence - it means your immortal soul will soon be digesting in the belly of Shelob&#039;s granddaddy. As to why [[Nagash]] tolerates its presence in his realm, presumably he&#039;s too afraid to go into his basement and chase it off with a skele-broom.&lt;br /&gt;
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In terms of temperament, the Spider-God is unique. It lacks the chaotic aggression or manic urgings seen [[Bad Moon|in]] [[Kragnos|other]] [[Gorkamorka|destruction]] [[Great Maw|gods]], and has a feral, savage intelligence. Like most spiders, it&#039;s a highly patient hunter, biding its time and waiting for the perfect moment to strike out at the realms more directly. How so? Well, the Spiderfangs claim that the Spider-God wishes to spread its influence throughout the realms and thus grow in power till one day, it can cover all of reality in its godly webbing, thus permanently blotting out all light and ushering in an era of perpetual twilight known as &amp;quot;The Everdank&amp;quot;. In this blissful new era, the Spiderfangs and their fellow children of the Spider-God will reign supreme over all reality, devouring everything.&lt;br /&gt;
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In the meantime, it is believed to be weaving a more short-term web of its own plots, through both its Spiderfang worshippers and even its followers among the other mortal races. Rumour has it that it has even created it’s own [[Age of Sigmar Roleplay|binding of Soulbound]]. It is yet to be confirmed whether this binding includes a [[Marvel Comics#Spider-Man|wisecracking human with a penchant for red and blue spandex]] or not.&lt;br /&gt;
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{{Destruction-Gods}}&lt;br /&gt;
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[[Category: Warhammer Fantasy]]&lt;br /&gt;
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[[Category: Orcs &amp;amp; Goblins]]&lt;br /&gt;
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[[Category: Age of Sigmar]]&lt;br /&gt;
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[[Category: Gloomspite Gitz]]&lt;br /&gt;
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[[Category: 40k and Fantasy Gods]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Sotek&amp;diff=438009</id>
		<title>Sotek</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Sotek&amp;diff=438009"/>
		<updated>2023-05-07T12:29:15Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:D145:6D8F:F393:33EC: &lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;Sotek&#039;&#039;&#039; is the Serpent God of the [[Lizardmen]] in [[Warhammer Fantasy Battles]]. He&#039;s also known as the god of the Skinks, who worship him in particularly large numbers; a small number are born with a special red crest that marks them as favoured servants of Sotek.&lt;br /&gt;
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The weird thing about Sotek is that he &#039;&#039;isn&#039;t&#039;&#039; one of the [[Old Ones]], an alien race that basically created the Warhammer World as we know it. However, after the Great Cataclysm (in which the forces of [[Chaos]] broke into the world and tried to mess it up), all of the Old Ones disappeared/left and were soon enough worshipped as sort-of gods by the Lizardmen.&lt;br /&gt;
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Sotek is different, oddly so; a god born (like those of the other races) from the collective thoughts, beliefs, and emotions of the Lizardmen and, in particular, the Skinks. The Slann can&#039;t decide if Sotek is part of the Great Plan of the Old Ones, which the Slann are trying (and mostly failing) to carry out. This has the Slann very worried indeed.&lt;br /&gt;
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However, Sotek is a fairly recent discovery. You see, the [[Skaven]] of Clan Pestilens decided to invade [[Lustria]], the home of the Lizardmen. They fouled up a couple spawning pits, decimated a temple-city, and generally made a mess of things, all in the name of the [[Chaos Gods#The Other Ones|Horned Rat]], their god of plague, warfare, and... well, rats. A crazy Skink named [[Tehenhauin]] led a mass exodus from the destroyed temple-city, with a very special (and unique) plaque in hand, prophesying that a new god would force the Skaven from Lustria. And, lo and behold, the plaques were right. Tehenhauin and his host (and a shitload of snakes that wandered from the jungle) fought back against the Skaven and pushed them back to the ocean, at which point [[Awesome|Sotek (or something the Skinks took for Sotek...) chased the Skaven into the sea.]]&lt;br /&gt;
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Since then, Sotek has been the primary patron god of the Lizardmen race and, in exchange for a few Skaven hearts here and there, grants the Lizardmen nifty powers and helps them beat up more Skaven. After driving the Skaven out of Lustria, he (allegedly) went after them in their tunnels, which is why no more mass invasions have occurred. In the End Times he did nothing except for one thing; Sotek beat up the Horned Rat so badly, the Horned Rat didn&#039;t join the Chaos Gods when they finally destroyed the world.&lt;br /&gt;
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Interestingly, the twin-tailed comet is seen by the Lizardmen as the sign of Sotek, representing his tongue. It was present at the birth of the God and is a great omen to the Lizardmen. The [[Empire]] of Men see the comet as the symbol of &#039;&#039;their&#039;&#039; god [[Sigmar]] (as one was also present on the day of &#039;&#039;his&#039;&#039; birth) and the presence of it always heralds the birth of a new powerful hero (see: [[Valten]]). What does this mean?&lt;br /&gt;
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Well, probably nothing. Oh well.&lt;br /&gt;
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It is also interesting to note that, prior to 8th edition, Sotek actually &#039;&#039;was&#039;&#039; one of the absent Old Ones, although he was seen as the most active one and the [[fluff]] about Tehenhauin was roughly the same (with the notable exception of Sotek&#039;s actual manifestation to drive the Skaven into the sea).&lt;br /&gt;
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With the coming of Age of Sigmar there have been theories about Sotek being [[Dracothion]], the Celestial Drake, and the one who helped Sigmar restart the universe, maybe, maybe not. This may actually make a lot more of sense (and awesome) to the rather sketchy story about Sigmar getting saved by a magical space dragon out of nowhere. And Dracothion helping the Lizardmen to settle in the new reality in high [[Azyr]], a place where Chaos can&#039;t reach. And why Seraphon get along with Stormcast Eternals. AND why they helped bring dragons back from extinction and gave them to the Stormcast. Not to mention how the twin-tailed comet is both the symbol of Sigmar and Sotek. Very suspicious indeed. The book Hallowed Knights: Black Pyramid has human worshippers of Sotek in it, though elaborates little on his place in the Mortal Realms.&lt;br /&gt;
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Sotek appears in [[Total War: Warhammer]], where he can be used as a battle ability once Tehenhauin fulfills the prophecy. He can only be used once per battle but destroys everything in his way. He&#039;s the hugest thing in the game, the size of a small army (which if it stayed in formation he&#039;ll utterly destroy).&lt;br /&gt;
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Sotek sounds very similar to/is an alternative spelling of &#039;&#039;&#039;Sobek&#039;&#039;&#039;, the crocodile-headed god of rivers from [[Egypt#Egyptian_Gods.2C_Mythology_and_Religion|Egyptian]] [[Mythology#Egyptian_Mythology|Mythology]], who appeared as part of the Mulhorandi ([[Egypt#Fantasy_Egypts|fantasy Egyptians]]) pantheon in the [[Forgotten Realms]] setting of [[Dungeons &amp;amp; Dragons]]. Much about Sotek is probably a blend of the Aztecs&#039; gods of Quetzalcoatl (a serpent deity) and Huitzilopochtli (an asskicker hummingbird-associated god that required his followers to perform sacrifices for him to give him the energy for more asskicking).&lt;br /&gt;
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{{Template:Lizardmen_Characters}}&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Lizardmen (Warhammer Fantasy)]][[Category:40k and Fantasy Gods]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:D145:6D8F:F393:33EC</name></author>
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