Total War: WARHAMMER II

Total War: WARHAMMER II

Tanit's Forgotten Units [ Skaven + more] (SFO)
 This topic has been pinned, so it's probably important
Tanit  [developer] 26 May, 2018 @ 12:01am
Armies of the Empire
As a teaser of some of my future plans, I will give a bit of info below about the armies of each Imperial province. This will focus on regular units special to each region, rather than Regiments of Renown, though goodness knows there are enough of those too. Also, for anyone wondering, I finally found a reference as to why the Reikland army in Total War wears the same colours as Talabheim. In a novel entitled Sword of Justice, it is stated that Red and White are the personal colours of the Emperor Karl Franz.

Altdorf: Jewel of the Empire (Colours: Blue and Red)
Despite being smelly, loud and often clouded in smog, the city of Altdorf is still a marvel to behold. It is one of several cities of the Empire that hold an independent charter, making it semi-independent of its parent province, Reikland. In times of war, the vast citizenry of this metropolis can be mustered to war. The soldiers of Altdorf prefer halberds and bows, but come equipped with a wide range of weapons, and are among the best equipped troops in the Empire, including the students of the famed Imperial Engineers School and the Colleges of Magic. When they march to war it is usually in the company of holy warriors, be they Sigmarite or Verenan, and the infantry of Altdorf hold their ground while massive blocks of heavily armoured knights swoop in to break the enemy's ranks.

Ersatzsolder (Halberds): Urban militia armed with halberds.

Shipswords: Marines of the Imperial 1st Navy, stationed in Altdorf, who specialize in boarding actions.

Riverwardens: Marines of the Imperial 1st Navy, stationed in Altdorf, who specialize in engaging the enemy at range.

Imperial Dwarfs: Altdorf boasts what is possibly the largest and most Imperialized population of Dwarfs in the Empire.

Demilancers: Young nobles who wish to one day join a Knightly Order are usually encouraged to first join the pistolkorps for experience, but may also join the ranks of a demilancer unit. The Demilancers fulfill a more medium cavalry role.

Order of Mysteries Expedition: The Order of Mysteries is a Verenan Cult dedicated to recovering lost knowledge and artifacts. They are often accompanied in their endeavours by a small Templar order of Verena, the knights of the Scroll, who guard museums and libraries in normal times. The Order even publishes papers for the public on their finds.

Knights of the Sword and Scale: A Templar order of Verena, these knights guard jails and prisoners, but have also been known to go out into the world to deliver the hand of justice to the wicked. In times of war they have also been known to go on crusade with their fellow knightly orders.

Hammers of Sigmar: Founded shortly after the destruction of Mordheim and later granted their chapter house and charter by Magnus the Pious himself, these shaven headed templars of Sigmar are few in number, but devastating on the battlefield.

Templars of the Fiery Heart: A powerful Sigmaite order with a hatred for goblinoids and a history of aiding the Dwarfs in times of need, the Order of the Fiery Heart has often found its members wrapped up in events of great significance. Many of their members are notably prejudiced against Ulricans however.

Knights Griffon (2 variants): Founded by the Emperor Magnus the Pious, these knights hava longstanding rivalry with the knights of the Fiery Heart and the Reiksguard, for they view it as their duty to protect the Emperor.

Knights of the Jade Griffon: These templars of Sigmar wield great zweihanders in battle and have a livery of green and black. They once counted amongst their number the now infamous Aekold Helbrass, champion of Tzeentch.

Knights of the Divine Sword: Noted for having ridden from Altdorf to the battle of Hel Fen under the leadership of the Grand Theogonist to help defeat Mannfred von Carstein.

Coldfire Knights: Founded by Emperor Wilhelm the Wise, these knights operate as a sort of secret service for the Emperor, ranging far and wide in search of plots against the Empire and helping to bring those plots down.

Engineers (4 Variants): Being the home of the Imperial School of Engineers, Altdorf can field a larger than usual number of Engineers in its army. Students of the School must field test a weapon of their own creation before they can earn their title of 'Master Engineer', and they will often bring their ingenuity to the field of battle, helping out artillery pieces or firing a specially crafted weapon, such as a long-rifle, at the enemy.

Regiments of Renown:
The Greygate Guard
Captain Uberst's Regiment of Foot
Steil's Swords
The Widder Men
The Noble Sons Abroad
Black Falcon Halberdiers
Altdorf Blackbolts
Westgate Halberdiers
Altdorf Museum Guards
Order of the High Helm
Altdorf Company of Honour
Countess' Guard
The Palisades
The Griffon Legion
The Conqueror (Steam Tank)
The Glory of Altdorf (Steam Tank)


The Grand County of Averland: The Mountainguard (Colours: Black and Yellow)
Although Averland is a wealthy province of farmers and cattle herds, it also sits on the borders of the Empire in the south, protecting the Black Fire Pass from greenskin invasion. Thus, while the soldiers of Averland tend to wear more fanciful clothing than any other province, it should not fool you into thinking that these soldiers are unable to handle themselves. In times of war the army of Averland focuses on presenting an unbreakable spear wall to the enemy while a variety of skilled and dedicated archer units harass the enemy.

Brigand Trash: The nobles of Averland often field disreputable gangs of cheap thugs to do their bidding, whether it is tracking their enemies, or inciting revolts in the street against their competitors.

Landesturm: Rural militia levied in times of need.

Youngbloods: Young men looking to escape the boredom of their lives, but unable to prove themselves yet as State Troopers, will often tag along with an army, helping out as cooks, attendants, and even joining the fray when absolutely necessary.

Miners: Averland has an especially good relationship with the Dwarfs and has many rights to mining in the foothills of the Black Mountains.

Household Troops of Count Leitdorf: The troops of the Leitdorf family estate wear blue and burgundy as their colours.

Mage Guards: In the Averland army, soldiers will be selected from different regiments to form a bodyguard for their spellcasters. Of course, if a mage's spells start to go awry, these soldiers will defend themselves first and foremost.

Powderjacks: Excess artillery crewmen will often be posted to guard the powder reserves, or be used as a mobile missile force, unleashing pistol volleys against enemy flankers and air units.

Averland Pikes: Like many of the southern provinces, Averland maintains units of pikemen, emulating the city-states of Tilea and Estalia. Some Empire pikemen have even been known to serve as mercenaries in the south, and mercenaries from the south are not uncommon among the Count's soldiers.

Mountain Guard (4 Variants): These soldiers are veterans of the army that have served at least a few years in the forts in Black Fire Pass. Trained in the use of Halberds, Swords, Bows and Crossbows, these are among the most respected and sought after soldiers in Averland.

Averland Marksmen: Marksmanship is prized in Averland, and the best archers in an army are often grouped together, or, after their tour of duty, hired by nobles to be important members of their retinue.

Bergjaegers (2 variants): These members of the Mountain Guard are specially trained in stealth, scouting and ranged warfare. Their camouflaged clothes blend in with the rocks and dirt of the Black Fire Pass where they serve as trappers and rangers for the garrison.

Moot Gamekeepers: Ever since the invasion of Gorbad Ironclaw, and the damage it wrought on the Moot, the Elders of the Halflings have encouraged their gamekeepers to spend at least a year serving in the garrison of Black Fire Pass to help defend it. Many of these diminutive soldiers continue to serve with their comrades after their term has expired.

Egg Stealers: The bravest adventurers and fortune seekers in Averland make a living out of traveling into the World's Edge Mountains and seeking the eggs of dangerous and deadly creatures to sell back in Averland. Many of these eggs end up in the Imperial Zoo.

Warriors of Clan Azan-Krunk: Dwarfs get along with Averlanders better than almost any other group of Imperial humans. Due to a combination of ancient trade agreements and general good relations, many dwarfs have moved down into Averland to call it their home. The clan of Azan-Krunk is one particularly large group that live there and have served with the Elector's armies in the past.

Kriegsritter: Mounted scouts and skirmishers armed with crossbows and spears.

Stadtsknechtes: Nobles and retainers wealthy enough to afford the panoply of a knight, but without an order to call their own.

Knights of the Black Bear: Boisterous and proud, the majority of this order reside in Averland, with the Chapter Headquarters located in Averland.

Knights of the Black Lynx: Guardians of Black Fire Pass, many Averlanders see these knights as the best and most elite of the Mountain Guard.

Knights of the Twin Tailed Orb: Once sequestered in the Middle Mountains in the days of the Great Crusade, these knights now reside among the World's Edge Mountains. They are fanatical and frenzied Sigmarites who pursue their enemies without care for their own safety.

Regiments of Renown:
Johann Keeler's Longbowmen
The Lucky 33rd
Griff's Heroes
The Von Kragsburg Guard
The 9th Leitdorf Crossbows
Sardello's Stickers
Von Kleit's Flashpans
Averheim Black Guard
Averheim Matchloques
The Scarlet Blades
The Implacable (Steam Tank)


The Cult of Sigmar (Colours: Scarlet)

Zealots: Men and women who have lost everything they cared about in their lives, they throw themselves upon the enemy in the name of Sigmar. While their minds may not be as broken as those of the flagellants, their faith is just as strong.

Sigmarite Men-at-Arms: Armed with hammers, these foot soldiers march at the behest of the Grand Theogonist.

Warrior Priest Retinue (3 Variants): In times of great need large numbers of the Priesthood and its acolytes may be gathered into retinues that closely follow the Grand Theogonist or his lieutenants into battle, inspiring the army and spearheading the charge.

Hunting Hounds: The Templars of Sigmar have often found it useful to employ the dreaded war dogs in their hunt for cultists, traitors, witches and the vile undead.

Cult of the Red Hand: Fanatical vigilanties who take it upon themselves to seek out mutants and worshippers of Chaos.

Regiments of Renown:
The Brotherhood of Light


The Grand Barony of Hochland: Huntsmen of the Drakwald (Colours: Red and Green)
Despite its interior position within the Empire, the Province of Hochland is anything but safe from the ravages of the world. The dark forests of the Empire, and the crags of the Middle Mountains, hide an array of atrocities that are best left undescribed. The men of Hochland have become adept hunters in these woods, using bow and rifle with equal skill to eliminate their foes. While the armies of Hochland can rely on traditional units of State Troops and heavy knights, the foresters and huntsmen are the true champions of the realm.

Pilgrims: Hochland has few natural resources, so it has made a point of promoting its tourism industry to holy sites within the province. Hochland gets an above average number of pilgrims seeking to visit and protect its many holy sites.

Gutterscum: Constant raids by beastmen, greenskins and the warriors of Chaos have uprooted much of the poorer population of Hochland. Many of these sould have turned to simple banditry to survive. With the promise of the Count's pardon, these wretched sods may turn up to fight the enemies of Hochland, but they will not stay long if the battle goes ill.

Woodsmen: So deeply ingrained in the culture of Hochland are the woods, that when the Count calls a muster, he can expect to field entire blocks of woodsmen, chopping down their hated foes with the same skill they use to fell trees.

Hochland Militias: (Smith Guild, Farmer Cavalry, Landesturm, Bargemen, Aristocratic Thugs)

Hochland Huntsmen: The best woodsmen and, according to them, the best shots in the realm, these veterans of the forest are the bane of the beastmen's existance.

Hakbutschutzen: Among the northern provinces, where firearms are more scarce, militia levies will often come to war equipped with old and barely functional weaponry. Still, the shots they do get off are just as deadly when the enemy closes range.

Jaegerkorps/Long Rifle Regiments: Elite trackers and soldiers in the Count's army who are armed with the dreaded Hochland Long-Rifle. It is fitting that the only province to field regular units of Long-Rifles should be the one who pioneered them.

Hochland Mountain Troops: Patrolling the foothills and passes of the Middle Mountains, these soldiers face horror on a regular basis.

Talabec River Patrol: Lightly armoured marines who patrol the river Talabec from the Hochland side of the border.

Armoured Axemen: Among the elite state troops of Hochland are blocks of armoured and shielded foot soldiers wielding deadly axes to cleave apart their foes. This is perhaps a sign of how much the axe has been ingrained in Hochland culture.

Border Scouts: In order to quickly patrol the dangerous forests and mountains of Hochland's borders, the garrison commanders will often mount foot soldiers on any available steeds. While not very efective cavalry, being poor foot swordsmen on horses, these men make for excellent scouts who know the paths of their forests well.

Knights of the Silver Mountain: Located a short distance from Hergig, the Knights of the Order of the Silver Mountain, or just Knights of the Silver Order, have often ridden to the aid of the Counts and people of Hochland.

Knights of the Iron Sceptre: The knights of the Iron Sceptre are a disciplined order that, despite their conservative views, have been able to work reliably alongside the gunpowder regiments and artillery of modern armies.

2 Secret Units ;)

Regiments of Renown:
The Gentleman's Free Company of Hergig
Drakwald Crimson Defiants
Jurgen Muntz's Outlaws
The Eldebrandt Boys
The Grey and Scarlets
Von Menscher's Blackhelms
Hochland Blackshields
Drakwald Gruncaps
Drakwald Gunderman's Surefires
The Hergig Long Gunners
Old Reliable (Steam Tank)


Middenheim, City of the White Wolf: The Cult of Ulric (Colours: Blue and White)
One of the Imperial cities with an independent charter, Middenheim also controls the fate of the province of Middenland since they conquered it in ages past, though it has become separate at times, such as under Count Leopold von Stroheim. Middenheim is home to the centre of the worship of Ulric. Its armies are a confusing amalgam of past and present. On the one hand, Middenheim bears a vast array of cannon and gunpowder weapons to see off the hordes of the North and Forest, yet it also fields legions of warriors dedicated to Ulric, who unleash a savage fury upon the enemy, striving to come to grips with the foe.

Warriors of Ulric (2 variants): Devotees of the God of War from all walks of life, these men and women will rally to the call of the Ar-Ulric and form into groups of like-minded individuals.

Sons of Ulric: A semi-heretical sub-cult of Ulric made up of those who believe themselves to be descendants of the wolf-god himself.

Wolf-Kin: Half-mad devotees of Ulric, the Wolf-Kin wander the realm in groups seeking the enemies of their god to bring his righteous fury upon them, rather than do silly things like whip themselves. (SFO has made this unit now)

Hunting Hounds: The Cult of Ulric uses fierce hounds in battle.

Teutogen Guard: (SFO unit)

Knights of the White Wolf: (SFO unit)

Order of Glinting Steel: A rival knightly order to the Knights of the White Wolf.

Winter Wolves of Middenheim: A rare but powerful group of knights who ride the famous and deadly White Wolves of the Drakwald.

Children of Ulric: In Middenland lore there are whispers of the story of Ulfric's unions in bygone days that produced the first of the skin-changers.

Middenheim City-Watch (2 variants): These cudgel armed soldiers are a surprisingly dangerous foe, for more lurks in the deep passages beneath the Ulricsberg than just men and simple rats . . .

Ersatzsolder (3 variants - Middenheim Levies): Urban militia armed with swords.

Middenheim Dwarves: Middenheim boasts one of the largest populations of Dwarfs in the Empire.

Men-at-Arms (Knights Panther): The standing aids and battle support for regiments of Knights Panther, armed with greatswords.

Great Eagle of Middenheim: Raised from eggs stolen at great risk from the cliffside nests on the Fauschlag, accessible only via the tunnels of the underway, these are among the rarest creatures in the Graf's menagerie.

Thunderball: One of the few Imperial friendly giants in existence, Thunderball is so named for the work he does helping to load and maintain the gigantic cannon that dominates Middenheim's defences.

Regiments of Renown:
Wolfenplatz Irregulars
Drakwald Defenders
Swords of Ulric
Brotherhood of the Axe
Fellwolf Brotherhood
Weiss Lupus Innmen
Grimmhagen Swordsmen
Krubner's Freemen
Richter's Shields
The Von Strumpet Regiment
The Winterbite Brigade
The Winterbite Detachment
Todbringer's Own
Ironarms
Peltzer's Polearms
The Eternal Knight
Kislevite Griffon Legion
The Guns of Defiance
The Emperor's Wrath (Steam Tank)


The Grand Duchy of Middenland: Wolflands (Colours: Blue and Light Blue)
The people of Middenland are a dangerous and rowdy lot. They live in the Drakwald, possibly the most dangerous forest of the Empire, and they have thrived there. Once the people of Middenland get riled up about a problem, it is hard to get them to calm down. Discussions about a problem have been known to end in almost entire towns arming themselves and marching off, be it to join in a war effort, or protest a policy they don't like. Otherwise though, the soldiery of Middenland is much like any other province, save for its reliance on Ulrican troops at times.

Middenland Rabble: These citizens of Middenland have become riled up enough to arm themselves, quit their homes, and march to war!

Drakwalders: Much of Middenland was once part of the lost province of Drakwald. Some men and women of the deep woods still remember that legacy.

Forest Patrolmen: It is a dangerous life patrolling the woods of Middenland.

Gnomes: In the heart of the Mirror Moors lies the settlement of Glimdwarrow, home of most of the Gnomes living within the Empire. Gnomes are a close relative of the Dwarfs, and are so alike in culture and mannerisms, that most cannot tell them apart, even though they are shorter than Dwarfs.

Drakwald Ghosts: The Mirror Moors hold many strange and dangerous magics in them. One of the more unusual phenomena here is that on occaission, warriors of old Drakwald will rise from their graves and march once more across the lands.

Panther Temple Guard: The Knights Panther employ regiments of heavily armoured Pikemen to guard their chapter house, a habit possibly picked up from campaigning through Tilea and Estalea during the Great Crusade.

Knights Panther (Demigryphs): Amidst the ranks of the Panther's inner circle are knights who ride the fearsome demigryphs and wield a mix of cavalry halberds, called demi-talons, and lances.

Knights Jaguar: A sister order of the Knights Panther

Rauberthal Wardens: The Rauberthal is an important stretch of the Drakwald and Howling Hills that is regularly beset by brigands. The wardens patrol the region from their base at Middenstag Castle.

Hunters of Sigmar: A knightly order founded in response to recent Chaos activity, they patrol the Drakwald.

Lifeguard: Elite bodyguards of nobles and generals.

Regiments of Renown:
Wolfhart's Huntsmen
Kirchner's Drakwald Blades
The Wolf Brothers
Guard of the Golden Cross
Weissburg Lances
Ziegfried's Sharpshooters
Grimminhagen Halberdier Company
Captain Struhr's Lifeguard of Frote


The Grand Barony of Nordland: The Clawed Shore (Colours: Yellow and Blue)
Striding a divide between many worlds, Nordland is one of the most culturally unique places in the Empire. The Nordlanders themselves are composed of the descendants of the Was Jutones, the Norsii and the Teutogens. Even today, men who have Norse blood in the veins are seen as being inferior to the more 'pure-blooded' citizens. Humans are not the only race dwelling here though, for the Asrai realm of Laurelorn lies deep in the forest. Trreaties and contracts with them have influenced the men of nearby settlements, just as Norse raids have done to the coastal regions. Most importantly though, Nordland is the hub of the Imperial navy in the north, and they prefer battle on the high seas to fighting the enemy on land.

Demst Valemen: The men of the Demst Vale have dwelt long in the shadow of the Laurelorn Elves, and have become influenced by their proximity to the elder race. These men are some of the best woodsmen and archers in Nordland.

Nordbloods: A lower class in Nordland, these men show clear signs of being descended from the Norscan raiders and are shunned by most other citizens of Nordland. However, they are big and strong . . .

Wreckers: These Nordlanders make their living on the perilous Sea of Claws, searching amid the churning wrecks of vessels for salvage.

Nordland Marines: Vicious hand-to-hand fighters, Marines know their business when it comes to war.

Norse Refugees: Despite popular opinion, not all Norse worship the Chaos gods. However, times are difficult for those of the old ways, and many of these Norse have been driven from their homes. Some have found a home in Norsca, allowed to settle by the Count, so long as they do not disturb his people.

Hakbutschutzen: Among the northern provinces, where firearms are more scarce, militia levies will often come to war equipped with old and barely functional weaponry. Still, the shots they do get off are just as deadly when the enemy closes range.

Coastal Patrol: These militia regiments of Halberdiers were founded by the legendary folk-hero Harold Dreizacker, when the Count's troops failed to arrive in time to defend against Norscan raiders.

Nordland Pikes: Unusually for a northern province, Nordland uses pike blocks on occasion to supplement its battle line.

Stormguard: Armed with spears and tridents and venturing forth from the isolated abode on the shores of Nordland, these priests of Manaan usually spend their time hunting followers of the outlawed god Stromfels, but may also join the armies of Nordland when needed.

Sons of Manann (2 variants): The most numerous of Manann's templar orders, these knights are most active in the northern provinces of the Empire, with their chapter house in Salkalten. On foot they fight with bucklers and cutlasses, while when mounted, on gleaming white chargers, they bear down on their foes with tridents.

Knights of the North Star: Staunch protectors of Nordland, though little is known of them.

Kithband Warriors: The regular forest warriors of Laurelorn have been known to fight alongside the humans of Nordland in the past.

Ghost Striders: The most elite forest stalkers of Laurelorn.

Laurelorn Riders: The mounted soldiers of Laurelorn.

Knights of the Jade Wineskin: These are an anomaly in the world, elven templars of Liadriel from the forest of Laurelorn. They only ride out of their forest in dire times or to aid righteous causes.

Regiments of Renown:
Flagellants of the Red Redemption
The Seahawks
The Sea Devils
Ragnar's Wolves
Torothal's Tree Templars
Nal Druchiil Serafin Skallier, Servant of Khaela Mensha Khaine
The Indomitable (Steam Tank)


Nuln, Bastion of the South: City of Powder (Colours: Black)
The second most powerful independent city, Nuln is the most independent, yet is still tied to the province of Wissenland, since both share the same Elector at present. In ages past Nuln was even the capital of the Empire, but now it is best known for its cannon foundries. The best arms and armour in the Empire are forged in Nuln, and its armies boast more heavy weaponry than any other.

Ersatzsolder: Urban militia armed with spears.

Axemen: Nuln fields units of state troops armed with axes.

Gate Guard: Soldiers guarding the gates of Nuln are armed with vicious looking glaives.

Clockwork Knights: The engineers who work in Nuln have created a new invention, though its usefulness is still up for debate. These are knights mounted on mechanical steeds that will never balk at pain or the smell of an unknown enemy.

Elite Guard of Nuln: These men are the hand-picked best troops of the city's garrison. they usually patrol the most important districts of the city.

Greatsword Troopers: So wealthy and well-equipped arethe forces of Nuln that they field whole regiments of state troops armed with greatswords.

Pikemen of Nuln: The pikemen of Nuln are famous for their deeds in battles throughout Stirland and Averland. Some have even served abroad as mercenaries, and it is also not uncommon to find mercenaries from Tilea and Estalea among their number.

Valentinas: Members of the gang of Emilio Valentina in Nuln. Like to use crossbows.

Huydermans: A rival gang in Nuln, great swimmers, like to use swords and knives.

Underclassmen: All students of the Imperial Gunnery School are required to join excursions into the field to see how the various weapons of the Empire work in a practical setting.

Sons of the Guns: Orphans left on the doorstep of the Imperial Gunnery School are raised by the school to act as assistants and apprentices, providing valuable support in the field.

Organ Guns: Under the supervision of Countess Emmanuelle, the forges of Nuln have begun to produce new weapons of war, including Organ Guns.

Regiments of Renown:
Grundel's Defenders
Lion's Roar, Long Tom and the Sea Hammer
Wicked Lucille
The Nuln Ironsides
The Blackstorm Battery
The Marshal's Rifles/The Hawkeyes
Erwin's Marksmen
The Magnus (Massive Cannon)
Iron Colossus of Nuln
Blackclad Sewerjacks
The Countess' Swords of Nuln
Sons of the Comet
Uhmar's Men
4th Nuln Halberdiers
Baron Olaf's 17th Foot
Black Reik Guards
Schwarzspears
Blacktower Guard
Black Reik Guns
Gunther's Sootmen
The Zweishots
Greatswordsmen of the Exchequer Guard
The Deliverance (Steam Tank)


The League of Ostermark: The Border Plains (Colours: Burgundy/Purple and White/Yellow)
Ostermark, the East March, guards the north east of the Empire. The province has had problems over the years with the undead of Sylvania, Chaos invaders from the north and Greenskin incursions. Of course, Chaos and the greenskins have to come through Kislev first, and many refugees and immigrants from Kislev have settled on the plains of Ostermark over the centuries. With a heavy Kislevite influence, Ostermark has the best herds of horses in the Empire and many knights and lords pay a hefty price for them. In addition to marching with a higher number of light cavalry than most other provinces, the armies of Ostermark are often accompanied by vampire hunters and slayers who have journeyed out of nearby Karak Kadrin.

Ostermark Farmers: The put-upon farmers of Ostermark, isolated and beset by many foes, are used to picking up their farm tools to defend against invaders.

Landesturm: Rural militia levied in times of need.

Axemen: state troopers with axes, seen in 'The Warhammer' by Dan Abnett

Vampire Hunters: Being so near the troubled border of cursed Sylvania, Ostermark has a large proportion of Vampire Hunters.

Dwarf Slayers: Ostermark has a good relationship with the Slayer Keep, Karak Kadrin, and many slyers journey throughout Ostermark to seek their doom amongst the ruins of its old cities and the dark places in the land.

Hakbutschutzen: Among the northern provinces, where firearms are more scarce, militia levies will often come to war equipped with old and barely functional weaponry. Still, the shots they do get off are just as deadly when the enemy closes range.

Kislevite Refugees: Ostermark will have access to Gospodars, Kossars, Ungol Raiders and Winged Lancers.

Sigmarite Novices, Sisters and Sisters Superior: Near the ruins of Mordheim, the ruined and cursed former capital of Ostermark, lies The Rock. This holy abode is the home of the Sisters of Sigmar, one of a small number of female warrior orders throughout the Empire.

Veldt Riders: The Veldt is the wide open plain of Ostermark where their horses are raised and light horsemen patrol the plains and guard the herds.

Kriegsritter: Mounted scouts and skirmishers armed with crossbows and spears.

The Osterknacht: Bodyguards of the Elector Count of Ostermark.

Knights of the Everlasting Light: Despite a curse levelled on the order long ago, these knights bravely charge into the deadliest of situations.

Regiments of Renown:
Mannstein's Manticores
Death's Heads Halberdiers
Thorgrim's Mercenary Miners
Bechafen Halberdiers
Moormen Blackbolts
Wolfram's Guard
The Rackspire Dead
The Brother's Fleissman
Nordberg's Revenge
Sigmar's Hammer (Steam Tank)


The Grand Principality of Ostland: Bulls of the North (Colours: Black and White)
On the North Western border of the Empire, under the harsh gaze or the Norse and Chaos, Ostland has nearly been destroyed many times, yet it has also in the past exerted control over much of Kislev. The warriors of Ostland place a great deal of emphasis on family bonds and whole units of soldiers will often be relatives. The soldiers of Ostland are rough and uncouth, but sturdy and deadly. They also use a unique mix of custom firearms.

Jaegers (3 Variants): In Ostland, Jaegers are the men without families who roam the deep woods, hunting. Their is a social hierarchy among these hunters based on the weapons they have to hand. Most are armed with simple bows, but each hopes to gain the prestige of one day owning a hunting rifle, or even, their unique variant, the double-barreled hunting rifle.

Ruffians: In the land of Ostland, with all the horrors they face, it is not surprising that many men live in the cups, never truly sober. While in other provinces such men might not be trusted in the Emperor's service, in Ostland these men serve like any other, as likely to laugh as they are to stab you with a broken bottle.

Blood-Kin: Many villages in Ostland are comprised of a single extended family. These relations may be distant, but the ties are still respected and these men will fight hard to keep their kin safe.

Warhounds: The men of Ostland use trained warhounds in combat.

Bull Warriors: The bull is a common symbol in Ostland, and those soldiers who are larger and sturdier are used to break enemy lines, rushing the enemy.

Hakbutschutzen: Among the northern provinces, where firearms are more scarce, militia levies will often come to war equipped with old and barely functional weaponry. Still, the shots they do get off are just as deadly when the enemy closes range.

Ostland Ogres: Ostland has the largest population of settled Ogres in the Empire.

Order of the Winter Throne: An Ulrican knightly order that has gone so far as to include Norsemen in its ranks.

Knights of the Cleansing Flame: Devout followers of Solkan,a god of Law, these knights observe an incredibly strict lifestyle.

Helblaster Wagon: A genius device invented during the invasion of Grom the Paunch by an engineer living in Ostland.

Regiments of Renown:
Markus Kruber's 8th
The Nordfort Guards
Oxhides
Kludburgh Militia
The Sable Guard
Gryphon Guard of Volganof
Volgar's Shadowmen
The Scarlet Curs
Flagellants of the Forest of Shadows
The Bulls of Salkalten
The Star of Victory
Fireloques of Ferlangen
Urblub Rotgut's Mercenary Ogres
Wolfenburg Twice-Bolds
The Stalwart Bulls/The Scarlet Bulls
Ol'Puddings
Spinning Bertha
Von Raukov Household Guard
The Horns of the Bull and Black Beauty
Captain Matthias Corbers Bordermen
The Ostland Black Guard
The Leitdorf (Steam Tank)


The Grand Principality of Reikland: Kin of Sigmar (Colours: White)
The soldiers of Reikland, descendents of Sigmar's own Unberogens, represent some of the most standard of armies within the Empire. They field a solid line of infantry, supported by cannon and ranged units, while knights seek out the flanks and weak spots of the enemy.

Reikland Pikes: Like many of the southern provinces, Reikland often fields units of pikemen to hold the line.

Bogenhafen Swordsmen: The soldiery of Bogenhafen wear the colours purple and white.

Bogenhafen Handgunners: The soldiery of Bogenhafen wear the colours purple and white.

Bogenhafen Dog Soldiers: Mercenary knights

Helmgart's Steel Guard: Elite garrison troops who guard Axe Bite pass.

Unberogens of Hagercrybs: The cairns of Hagercrybs do not rest easy, and the dead have been seen walking there at times. Yet they do not seem to be enemies of the living. Perhaps the spirits of the Unberogen ancestors watch over their descendants still.

Foot Reiksguard (3 Variants): The Knights of the Reiksguard fight on foot more often than almost any other knightly order, trained in the expert use of sword and whield, greatsword or halberd.

Reik Sergeants: When marching to war in great numbers, the Reiksguard are often accompanied by devoted and highly skilled men-at-arms who care for them and provide crossbow support in battle.

Knights of the Setting Sun: A Reikland based minor knightly order.

Knights of the Grey Wolf: An Ulrican order based out of a small chapel in the Grey Lady pass.

Knights of the Vengeful Sun: Founded during the Vampire Wars and now based in Bogenhafen, this relatively small order is mounted entirely on Demirgyphs.

The Knights of the Arrow: A hermetic order living in the Reikwald, they are closely allied with the wizards of the Amber order.

Regiments of Renown:
Helmgart Bowmen
The Sorrowswords
The Hard Bought
Reed's Red Men
The Carroburg Marshers
Reik Patrol Eight Western
The Reiksmarch Brotherhood
Weiss' Pistoliers
The Poleaxed
The Screaming Minstrels
Reikland XIII
Carroburg Greatswords
Carroburg Bordermen
The Reiksguard Reserve
Uter Blomkwist's Mortars
Darius Flugenheim's Cannon
The Pale Blades
The Invincible (Steam Tank)


The Grand County of Stirland: Poverty or Death (Colours: Green and White/Yellow)
Few provinces have the history of struggle that Stirland has had with cursed Sylvania so near. Undead plague the lands and the province has never been able to gain the wealth and prestige of the others. The armies of Stirland are somewhat ramshackle and poorly equipped, though their pikemen are well respected and the Stir River Patrol is well trained. The armies of Stirland will often include Witch Hunters and Warrior Priests.

Stirland Militia: Some of the most poorly equipped soldiers in the Empire, these men have seen the horrors of the grave and will do what they can against your foes.

Stirland Pikes: Like many of the southern provinces, Stirland uses Pikemen, like the city-states of the south. Stir pikes have even served as mercenaries abroad.

Stir River Patrol (3 Variants): The Stir river is one of the few saving graces of the province, carrying its trade and wealth. As such, there is a lot of pressure to keep the river safe from marauding pirates and greenskins.

Kriegsritter: Mounted scouts and skirmishers armed with crossbows and spears.

Hohensknechte: The dreaded Hawks of Haupt-Andersson, these knights ride with the Count into war in full plate armour, their weight crushing foes beneath their hooves.

Order of the Sacred Scythe: A secretive order that makes it their mission to root out and destroy the vampires and necromancers that seek to topple the province of Stirland and the Empire as a whole.

Knights Raven: Part of the larger Fellowship of the Shroud and based out of Stirland, these bow equipped knights of Morr are preparing to launch a crusade to purge the lands of Sylvania.

Black Guard of Morr: While based out of Luccini in Tilea, the Black Guard of Morr can often be found riding with any force that is marching into Sylvania, and many of its members desire to work with the Order of the Raven based in Stirland.

Knights of Sigmar's Blood: Based out of Heldenhame Keep and led by Hans Leitdorf, the Knights of Sigmar's Blood have made several forays into dreaded Sylvania and seek to make sure the horrors of that land are never visited upon Stirland.

Regiments of Renown:
Stirland Free Foresters
Deathjacks
The Stir Watchers
Scarlet Guard Halberdiers
Helhunten's Redeemers
Talabheim VI (Handgunners stationed in Heldenhame)
The Myrmidian Legion
Heldenhame Holdwatch
Johan van Hal and Wilhelm Hasburg
The Brotherhood of Steel
The Unrepentant (Steam Tank)


The Grand County of the Mootland, aka “The Moot”: Short but Sturdy (Colours: Green)
While often disrespected for their short stature, the Halflings of the Moot have proven many times that they are a valuable addition to any imperial army. The army of the Moot is one of the oddest to be seen in the Empire. They field units of spears, archers, scouts and field wardens, but also bring more unusual units to the fray. These include the Hotpot, Goat riders, Great Eagle riders, friendly Treemen, baby dragons and Ogres.

Halfling Spears: Sometimes referred to the halflings as Gatherers, these militia and troops have not proven to be as adept with a bow as most of their kin. As such, they hold the line while their brethren unleash the deadlier weapons of their kind.

Halfling Archers: Poachers, thieves, farmers, these are the bread and butter of the Halfling army.

Halfling Scouts: Gamekeepers and veteran scouts, these Halflings can range ahead of the rest of their force.

Halfling Fieldwardens: These Halflings guard the border with cursed Sylvania. They are often armed with slings.

The Hotpot: Halflings have two great skills in life, their aim, and their cooking. The Hotpot combines these skills as crazed chefs concoct noxious and acidic brews that are then flung at the enemy.

Moot Riders: Being smaller than most, the Halflings ride more unusual mounts into battle. These include goats, sheep and massive rams.

Great Eagle Riders: The Halflings have a largely unexplained kinship with the creatures of the forest. In times of great peril, the forest has been known to provide aid to the Halflings, the Lords of the Air coming forth and allowing Halflings to ride on their backs.

Mootland Ogres: Ogres love food, and they love Halflings. If they can be persuaded to eat what the Halflings cook, instead of the Halflings themselves, they make for very loyal and deadly soldiers.

Treeman: The Halflings have a largely unexplained kinship with the creatures of the forest. In times of great peril, the forest has been known to provide aid to the Halflings, the Treemen befriending the little folk.

Baby Dragon: The exact origin of the baby dragons is unknown. But since Halflings often serve up in Black Fire Pass, it is possible that some poaching in the mountains was done on the side.

Order of the Hearth: Halfling adventurers who have returned home and seek to use their skills to protect others from the evils they witnessed in the wider world.

Regiments of Renown:
Lumpin Croops Fighting ♥♥♥♥♥
The Kathleen (Steam Tank)


The Grand Duchy of Talabecland: Taal's Chosen (Colours: Red and Yellow)
Of all the provinces of the Empire, Talabecland has the greatest tie to its forests. The Priests of Taal are at their most popular and influential in Talabecland, with Ostland being the next so. Armies of Talabecland march with many of the forces common to the Empire, but also include a variety of skilled woodsmen and worshippers of Taal.

Farlic Hillsmen: The Farlic hills are a tough place to live.

Forstjaegers: These woodsmen are expert scouts and trackers and fight with javelins.

Talabecland Marines: Armed with axes, these marine spatrol the much-used waterway of the river Talabec.

Talabec Pikes: In similar fashion to the southern states of the Empire, Talabecland deploys blocks of pikes in its infantry line.

Wytherglade Fey: A small community of long lost wood elves make their home in the depths of the forest.

Effaced Knights: In Talabecland it is common for disgraced knights to ride to war with no insignia, seeking to redeem themselves.

Knights Talabec: A small order with a suspicion and even hatred towards Sigmarites, stemming from border conflicts with Ostland and Ostermark.

Order of the Black Rose: Founded as bodyguards for the Emperor based in Stirland in the time of the three Emperors, the Knights of the Black Rose have changed their allegiance many times.

Knights of the Crystal Lance: This small order of knights was nearly wiped out in a battle with a rogue warlock who had summoned upon a legion of daemons.

Knights of Taal's Fury: Devoted followers of Taal, these knights value the Demigryh above all other mounts as a symbol of Taal's vengeance. They prefer to use halberds from the backs of their mounts and are highly superstitious.

The Longshanks: Although their chapterhouse is technically based in Talabheim, the Longshanks take a vow of wandering that carries them around the wilderness of the Empire, guarding the sacred sites of Taal and Rhya with longbow and knife.

Kin of Taal: One of the largest sects within the cult of Taal, the kin take it upon themselves ot initiate young men into adulthood and to host wild hunts in the woods, during which and in the aftermath, large quantities of alcohol are consumed.

Wardens of Taal: Self-proclaimed guardians of Taal's sacred sites and vengeful enemies of poachers, the Wardens are dangerous wilderness foes.

Horned Hunters: These zealots of Taal give up their material possessions and dwell in the forest, only coming forth in times of need.

Regiments of Renown:
The Gentlemutants of the Barren Hills
Feirsinger's Free Lances
The Ragged Company


Talabheim, Eye of the Forest: Crater-Born (Colours: Red and White)
The crater that is Talabheim is one of the most defensible fortresses in the Empire. Inside these vast walls are whole groves of sacred forests, and on its walls is the largest collection of artillery outside of Nuln. When the forces of Talabheim march to war they will often take a number of this vast artillery battery with them.

The Terriers: The Taalbaston Tunnel Brigade, better known as the Terriers, are expert tunnel fighters, patrolling the vast network of tunnels in the crater wall, hunting down rats and other vile creatures that have found their way into the Rathold.

Drunken Gangs: The militia of Talabheim are often referred to as 'Drunken Gangs'.

Dog Faces: The name most often given to the regular city watch.

Taalbaston Caldera Guard (2 Variants): These soldiers patrol the ramparts of the vast crater, armed with halberds and crossbows.

Ballistae: The well maintained artillery battery of Talabheim includes weapon pieces that may predate the invention of gunpowder in the Empire, or at least its popularity in Talabheim.

Demilancers: Young nobles who wish to one day join a Knightly Order are usually encouraged to first join the pistolkorps for experience, but may also join the ranks of a demilancer unit. The Demilancers fulfill a more medium cavalry role.

Knights of the Stag: A relatively new knightly order, these knights do not like the often used hit-and-run tactics of many Talabeclanders, and march into war in parade drill fashion, earning mocking comments from their countrymen.

Knights of the Verdant Field: An order of Myrmidian templars dedicated to the defence of Talabheim, they are unorthodox for their use of bows, skirmishing tactics and for fighting on foot.

Knights of the Red Shield: Bodyguards of the Elector Count of Talabecland.

Taal's Chosen: An elite band of woodsmen and devotees of Taal that patrol the forests and open spaces within Talabheim.

Regiments of Renown:
Swords of the Sun
The Talabheim XV 'Waldjaegers'
Hammershields of Black Tower
Prophets of the Great Doom
Jaeger Company
The Shields (Bodyguards)
The Blackhats
9th Talabheim Regiment of Swords
The Talabheim XXIV 'Temple Marchers'
The Crater Street Cardsharps/The Steel Maidens/The Sodden
Craterblades
The Cratercrag Brigade
Talabheim Curs
The Sons of Taal
The Talabheim XVI 'Caldera Guard'
The Talabheim XXIII 'East Tower Halberds'
Von Brumderhack's Linebreakers
Von Brumderhack's Blackpowder Brigade
Bronzeballs
Sootsun's Guns
Scarlet Guard Greatswords
The Talabheim XX 'The Redbarrels'
The Heimgate Marshals
The Three Thunders, Taal's Fury, Taal's Wrath, Taal's Vengeance
The Miragliano (Steam Tank)


The Grand County of Wissenland: The Bordermen (Colours: White and Grey)
The armies of Wissenland are second only to Stirland in their lack of funds for good equipment and uniforms, yet they have guarded the many small passes of their realm for ages nonetheless. In times of war, the armies of Wissenland feature a number of unique detachments drawn from their varied lands alongside regular state troops and, preferably, the Nuln artillery train.

Sol Valley Archers: The valley of lost Solland still retains much of its old culture and has often provided units of experienced rangers and archers for the Wissenland army.

Moor Spears: Poor levies from the bleak moors of Wissenland.

Wissen Mounted Archers: No one knows why Wissenland has retained the use of mounted archers, perhaps because firearms are so expensive.

Wissen Pikes: Like many southern provinces, Wissenland fields units of pikemen.

Vault Mountain Clansmen: The Clansmen of the Vault mountains have been employed as mercenaries by Wissenland on many occasions.

River Wardens: Archers in green and black livery that prefer to fight from their river pontoons.

Mountain Trappers: Skilled trackers and survivors of the nearby mountain ranges.

Half-Orcs: The Orcs spread their numbers through insidious spores, so it is something of a mystery as to how the Half-Orcs of Wissenland came to be. The going theory is that they are the result of the ingestion of orc mushrooms by the poor populace in the aftermath of the many Greenskin invasions, such as those by Gorbad Ironclaw and Grom the Paunch. This ingested material by the pregnant women of Wissenland may have produced the mutant children that became the Half-Orc tribes. Most i Wissenland would rather see these tribes hunted to extinction, but they can be recruited as mercenaries.

Kriegsritter: Mounted scouts and skirmishers armed with crossbows and spears.

Cultists of Ahalt: A secret and illegal cult within the Empire, they obviously won't tell you who they worship, just that they can help you in war.

Geschberg Guard: An elite secular order of knights in Wissenland.

Sablebacks: The armoured nobles of Wissenland ride forth.

Knights of the Broken Sword: Founded in the wake of Gorbad Ironclaw's invasion from the nobles of the devastated provinces.

Order of the Blood Dragons: Destroyed in disgrace and scattered to the winds long ago, you could refound this once proud order if you so chose.

Catapults: The towns of Wissenland can often not afford cannons for defence, instead constructing or maintaining more primitive catapults.

Regiments of Renown:
Black Avengers
Earwangle and the Tonayl Tribe
Sterntower Marksmen
The Magnificent (Steam Tank)


Lost and Forgotten Provinces

Drakwald: Lost in Time (Colours: Yellow, from an article in Inferno! Magazine 06)
The homeland of the ancient Thuringians, Drakwald ceased to be a province after it went 300 years without an elector count. After this period, its lands were divided up amongst Middenland and Nordland, the ancient capital, Carroburg, going to Middenland along with the lion's share of the province. Drakwald had a brief resurgence during the days of the Great War Against Chaos under the leadership of Bernhardt the Brave, but the province did not last. In the days when Drakwald still stood, its soldiers favoured the axe as their weapon of war, fielding units of axemen, great axes and halberdiers.

Drakwald Axemen: State troops armed with axe and shield.

Drakwald Forest Legion: Infantry armed with great axes.

Knights of the Drakwald Forest: A lost knightly order that could be refounded under your leadership.


Lichtenberg: In Memory of Sigismund (Colours: Yellow and Grey)
The great Sigismund the Conqueror once conquered the region of the Border Princes back around the year 500. Any Emperor who could reclaim these lands would surely gain prestige among his peers.

A mix of Border Prince units including Stradiots, Light Cannon, Brettoni Knights, Border Rangers, Badlanders, Cenobites, Enforcers and the Cult of Gunndred.


Solland: Land of the Sun (Colours: White and Yellow)
Now absorbed into Wissenland, many of the nobles, and even the peasantry of old Solland still wish to one day see their province restored as an independent entity from Wissenland.

Order of the Shining Sword: Founded by the knight who helped to rescue the Solland Runefang.

Order of the Southern Sword: Once a proud knightly order of nobles from old Solland, destroyed by the invasion of Zahaak the worm.


Sudenland: The Barony that Never Was (Colours: Unknown, likely same as Solland)
Sudenland had only been separated from Wissenland and ruled by the von Mecklenberg family since the time of Magnus the Pious in recognition for their outstanding services in the Great War against Chaos in 2303. Johann von Mecklenberg abdicated the rule of the province in 2505 to his cousin, Grand Baroness Etelka Toppenheimer. For undisclosed reasons, the Grand Baroness surrendered her Electoral status in 2515 and the province was reunited with Wissenland. Rumours have it that Toppenheimer's heir and adopted son of a distant relative, Baron Olaf Sektliebe, was somehow involved with this strange turn of events. Nowadays, many Sollanders who wish to see their province restored refer to the area of old Solland as Sudenland.


Sudenberg: Colonies of the Empire (Colours: Burgundy and White)
One of a handful of colonies the Empire maintains abroad, its a dangerous life far from the safety of the Empire. Other colonies include Neuland, the Draken Moor, the New Coast and the fallen city of Dalmark in Lustria.

Knights of the Gold Lion (2 variants): An order of Knights founded during the Great Crusade into Araby.


Neuland: The Youngest Province (Colours: Orange and White, by fan suggestion)
Established in 2520 by Lord Ravenbrandt, Count Leopold von Stroheim and Magister Thyrus Gormann after the death of Baron von Schreck in Albion. Count Leopold was soon ousted from power by the machinations of Lord Ravenbrandt and Thyrus Gormann returned to Altdorf, leaving Ravenbrandt sole ruler of this new political entity, commanding troops from Nuln, Averland, Reikland and Middenland to name the largest contributors. Although an inhospitable land of marshes and bogs, the promise of wealth from looting the ruins of ancient Albion draws many settlers and soldiers.


Sylvania: The Shadowlands (Colours: Black and Purple/Burgundy)
Not a founding province of the Empire, Sylvania has been lost since Vlad von Carstein declared independence and attempted to seize the throne of the Emperor for himself. Nowadays the lands of old Sylvania are technically held by Stirland, but Stirland makes relatively little effort to enforce its laws on these forsaken lands.

Macemen: Old Sylvanians, before Vlad, fielded units of Macemen.

Drakenhof Guard: The greatsword defenders of Sylvania

Drakenhof Templars: Elite knights.


Westermark: Land of the Brettoni (Colours: Unknown)
Emperor Sigismund the Conqueror once conquered the area around modern Parravon around the year 500, declaring it the 'West March'. A great deal of prestige would go to any Emperor who could capture, and hold, this land.


Westerland & Marienburg: Bought and Sold (Colours: Red, Blue and Yellow)
Having bought its independence from the Empire some years ago under the corrupt Emperor Dieter, Marienburg has only prospered since, though the Westerland has not been as lucky, now known as the Wasteland, though this may be Imperial propaganda. Many Imperials insist that the Westerlands should be reclaimed.

Vestland Throng: Many Norse and their descendants live along the coasts of the Wasteland.

Knights Mariner: Templar Knights who not only guard the docks and temples of Marienburg, but also serve as marines in their navy.

Gargoyles of Barda: A small type of flying demon popularly summoned by Marienburg mages.

Sea Elves: The Asur maintain a small community and delegation within the islands that make up Marienburg's center.

Black Cabs: Marienburg's city-watch

Knights of Purity: A secretive cult of Solkan that seeks to eradicate all mutants and Chaos cultists in Marienburg.


Allies Far Afield:

Kislev:

Esaul: A term used by the Kislevites to denote their best warriors.

Hunters: Among the northern tribes of the Oblast, Sibyrians, Tartars and Kiddishes, are men of exceptional wilderness skills wielding throwing axes with deadly accuracy.

Sibyrian Wolves: The hunters of Kislev's northern borders breed massive wolves who help guard their flocks and fields.

Huns: One of the smaller tribes in the realm of Kislev, the Huns are frenzied and ferocious mounted warriors who eschew armour and seek to come to grips with the enemy.

Cossacks: One of the many northern tribes in Kislev, the Cossacks gave their name to the modern class of Kossars long ago, but still exist as a separate entity, riding with hate filled hearts against the minions of Chaos.

Chekists: Mounted patrolmen and enforcers of the law in Kislev.

Brotherhood of the Bear: An elite knightly order that patrols the realm, armed with bows and dedicated to the worship of Taal.

Templars of Shallya: Founded during the days of the Great War against Chaos by knights fighting followers of Nurgle, most people of the Empire do not accept the existence of this order, since the very notion of Shallyan warriors is contradictory. This order was granted land in the north of Kislev and strives to defend their new home from the forces of Chaos.

War Wagon: A light wagon with small artillery pieces and rifle armed men inside.

Mortars: Kislev may not boast as much artillery as the Empire, but it has learned the lessons of past incursions well.

Regiments of Renown:
Turga Wavebreaker


Estalian Unit:

Order of the Shield: The knightly order that spawned the Knights of the Blazing Sun. Largely based in Magritta.


Tilean Units:

Order of the Gate: A Templar order of Morr based in Luccini.

Knights Encarmine: A group of wealthy knights who are very selective in the battles they will fight in. Best known for their unique technique of fighting with two swords.
Last edited by Tanit; 29 Nov, 2018 @ 12:04pm
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Showing 1-4 of 4 comments
Tanit  [developer] 21 Jun, 2018 @ 1:25am 
A note on Steam Tanks. Anywhere in the lore where you look for a number of Steam Tanks, you will see that 12 were built and the Empire only has 8 still functional. The lore is very consistent on this. . . . However, what the lore is not consistent on is the details of these Steam Tanks. In total, Games Workshop has written details about a whopping 19 named Steam Tanks.

Still Functional:

1: The Conqueror
-Currently stationed in Altdorf, Steam gun and cannon

2: The Implacable (Unfehlbar)
-Open topped design with mortar
-Currently stationed in Averland to guard the Blackfire Pass

3: Old Reliable (Alter Kamerad)
-Originally named 'Ulric's Fist' when it was built
-Appointed to the use of the Count of Hochland
-Steam gun and a 3-barrelled version of the Helblaster Volley Gun

4: Deliverance
-Originally named 'Magnus' when it was built
-Once had a larger main cannon, then had a flame cannon and later a normal cannon
-Part of Nuln's army

5: Sigmar's Hammer
-No missile weapons, reinforced hull for ramming
-Was stationed in Talabheim
-Last seen helping to smash northern tribesmen invading Kislev

6: The Von Zeppel
-Originally named 'Hochland'
-No hull weapons, top turned into a fighting platform for engineers
-Stationed in Altdorf, but last seen fighting Skaven at Carroburg

7: Unrepentant
-Cannon replaced with a circular mount of 24 handguns
-Gifted to Baron von Helsing of Wurtbad, a cousin of the Elector Count of Stirland

8: Emperor's Wrath
-Armed with typical Steam gun and cannon
-Gifted to Boris Todbringer to aid in his war against the Beastmen
-Stated to recently have been refurbished to have the steam gun
-Based on colour pattern, may be the same as the unnamed steam tank that helped Commander Morgan Bernhardt defeat an undead invasion, captained by Engineer Ludwig von Uberdorf.

9: The Lietdorf
-Originally named 'The Heldenhammer' when it was built
-Instead of cannon, has a series of repeater handguns in hull
-Currently stationed at Wolfenburg in Ostland

10: Invincible
-Cannon but no turret, Stationed at Helmgart to guard Axe Bite Pass

11: The Miragliano
-Stationed in Talabheim and managed by Engineer Von Streihof

12: Indomitable
-While functional at game start, was destined to be destroyed by a dragon
-Was stationed in a northern province, possibly Nordland

13: The Magnificent
-Outfitted in the conqueror class
-Last seen heading for Nuln but suffering from engine problems

Partially Functional:

14: Glory of Altdorf
-Outfitted in Conqueror Class
-Stays in Altdorf for parades as is not fully functional

15: Soup Tank Kathleen
-At some point captured and 'repaired' by the Halflings of the Moot

16: Sigismund (Klawmunkast's Pride)
-Lost in the swamps near Marienburg
-Captured by the Skaven and turned into the Rat Tank, aka Klawmunkast's Pride

Fully Destroyed

17: Pride of Nuln
-Destroyed holding the line against Orcs at the Blighted Towers

18: Reiklander
-Blew up ages ago, damaging the Glory of Altdorf

19: Ancient Fury (Old Rustbucket)
-Destroyed collapsing a tower housing a Chaos sorceror


Trying to make the discrepancies work: 7 excess tanks

1: Miragliano could be a new name for Sigmar's Hammer since both have been stationed in Talabheim at some point.

2: The Indomitable was stationed in either Ostland or Nordland and was destroyed in 2515. At a stretch you could say it was the new name of the Lietdorf which for certain was in Ostland at Wolfenburg.

3: Magnificent was on its way to Nuln, so you could stretch the facts and say it is the same tank as the Deliverance.

4: The Invincible was the only tank in the old style with just a hull cannon and no turret up to about 2522. The Emperor's Wrath was a tank 'refitted in the Conqueror style' about this time. That is to say given a hull cannon and turret, with no info on its previous loudout. These could be the same tank. Though it seems odd to move the Invincible from Axe Bite pass finally after 500 years just to give it to Boris Todbringer.

5: The Von Zeppel was used as a testing ground for new weapon loudouts and so was the Unrepentant. Despite being named in different articles about the same time, they could be the same tank if you were trying to enforce the 'only 12 tanks' thing.

6: The Kathleen is a salvaged and barely functioning steam tank, the Pride of Nuln might work for this, even though the engineers at Nuln said its unsalvageable and then halflings got it working . . .

7: Ancient Fury is a randomly new destroyed tank introduced in 8th edition. You could, at a stretch, say the the Glory of Altdorf was finally repaired . . . only to be destroyed bulldozing a mage's tower.

Anyways, thats just if you really care about keeping it to 12 tanks, and assuming the other 12 as the most correct 'originals' since they appeared in a document all together back in 6th edition.
Last edited by Tanit; 12 Sep, 2018 @ 3:28am
Tanit  [developer] 30 Jul, 2018 @ 9:42am 
Knightly Orders of the Empire:

Secular:

The Grand Order of the Reiksguard - Formerly templars of Sigmar

Order of the High Helm - Part of the Reiksguard formed by Karl Franz

The Osterknacht - Bodyguards of the Elector Count of Ostermark

Order of the Black Bear - Based out of Averheim

Knights Panther - Hate mutants and Chaos

Knights Jaguar - Sister order of the Knights Panther

Order of the Broken Sword

Order of the Gold Lion

Knights Encarmine - Tilean, two swords

Knights of the Stag - Based in Talabheim

Knights of the Vengeful Sun - mounted entirely on Demigryphs

Order of the Black Lynx - Guard Black Fire Pass

Knights of the Southern Sword - Founded by surviving nobles of Solland

Knights of the Silver Mountain - Based in Hochland

Coldfire Knights - Oppose Chaos and internal corruptio in the Empire

Knights of the North Star - Based in Nordland

Order of the Shining Sword - Founded by an outcast knight who recovered the Solland Runefang

Geschberg Guard - a knightly order in Wissenland

Sablebacks - Richest nobles in Wissenland

Knights of the Shining Talon - Ride Lustrian Razorbeaks

Clockwork Knights of Nuln

Bogenhafen Dog Soldiers - Mercenary knights

Red Shields - Bodyguards of the Elector Count of Talabecland

The Griffon Legion - Kizlevite noble cavalry sometimes found in Middenheim

Knights Talabec - Relatively unknown order from Talabecland, pro-Ulrican, anti-Sigmarite

Order of Glinting Steel - Rivals of the White Wolves

Knights of the Setting Sun - Based in Altdorf or the Reikland

Coldfire Knights - A sort of secret service created by Emperor Wilhelm

Sigmarite:

Order of the Fiery Heart - Hate Greenskins

Order of the Fist - Sister order of the Fiery Heart

Order of the Hammers of Sigmar

Order of the Knights Griffon - Formerly members of Knights Panther

Hunters of Sigmar - Patrol the Drakwald

Knights of Sigmar's Blood - Based in Talabecland, led by Hans Leitdorf
-----------------Brotherhood of Steel - Most elite knights of Sigmar's Blood

Knights of the Twin-Tailed Orb - Based high in World's Edge Mountains

Order of the Jade Griffon:

Order of the Red Griffon:

Knights of the Divine Sword - Rode from Altdorf to fight Mannfred von Carstein at Hel Fen

Order of the Cleansing Flame - curtail hedge wizards

Cult of Morr:

Black Guard of Morr - Black armour, utterly silent

Order of the Sacred Scythe - Based in Stirland

Order of the Black Rose - Were once bodyguards of Empress Otillia of Talabecland

Knights of the Raven - Based in Stirland

Order of the Gate

Ulrican:

Order of the White Wolf:
-----------------FellWolf Brotherhood - Inner circle of the Knights of the White Wolf

Teutogen Guard:
-----------------Brotherhood of the Axe: - Inner circle of the Teutogen Guard

Order of the Winter Throne - Crazy and include Norse

Winter Wolves of Middenheim - Presumably ride massive White Wolves

Verenan:

Knights of the Scroll - Guards of Scholars and Libraries

Knights of the Sword and Scale - Warriors of Justice

Templars of the Everlasting Light - Cursed, based out of Essen

Cult of Taal:

Taal's Chosen - Based in Talabheim

Knights of Taal's Fury - entire order on Demigryphs

The Longshanks

Templars of Taal - Possibly the same as another order

Cult of Myrmidia:

Knights of the Blazing Sun - Order shrine in Talabheim

Knights of the Verdant Field - Based in Talabheim

Order of the Shield

Knights of Magritta - secretive, want to conquer Araby, some in Nuln

Order of the Righteous Spear - also called Knights of the Starry Shield or Knights of the Merciless Titan

Cult of Manann:

Knights Mariner - Based in Marienburg, fight on ships as marines

Sons of Manann - often use tridents

Stormguard - based in Nordland
Last edited by Tanit; 24 Nov, 2018 @ 10:34am
Tanit  [developer] 11 Sep, 2018 @ 8:49pm 
Sources:

Warhammer Fantasy Battles:
-Ravening Hordes (2nd Edition)
-Warhammer Armies (3rd Edition)
-Warhammer Armies: The Empire (4th Edition)
-Warhammer Armies: The Empire (6th Edition)
-Warhammer Rulebook (7th Edition)
-Warhammer Armies: The Empire (7th Edition)
-Warhammer Rulebook (8th Edition)
-Warhammer Armies: The Empire (8th Edition)

-The Nemesis Crown

-Tamurkhan: The Throne of Chaos

-Sigmar's Blood

-Monstrous Arcanum

-Blood in the Badlands

-Uniforms and Heraldry of the Empire

-Warhammer Annual 2002
-Warhammer Chronicles 2003
-Warhammer Chronicles 2004

-Citadel Journal
---Issues 1, 14, 15, 16, 30, 43

-Inferno! magazine
---Issues 0, 6

-White Dwarf
---Issues 92, 260, 261, 262, 263, 265, 267, 274, 276, 278, 280, 288, 290, 295, 302, 303, 309, 354, 389

Albion Online Archive:
http://web.archive.org/web/20020603084603/http://www.games-workshop.com:80/albion/uk/gazetteer/bolahat.htm

Storm of Chaos: Da Warpath:
https://www.tapatalk.com/groups/orcgoblinwarpath/storm-of-chaos-t26684.html

---Storm of Chaos Army Lists
http://web.archive.org/web/20051128034555/http://uk.games-workshop.com:80/empire/middenland/1/

Steam Tanks on GW Website
http://web.archive.org/web/20051230220014/us.games-workshop.com/games/warhammer/empire/gaming/steamtank/voyages/default.htm

Knightly Orders on GW Website:
http://web.archive.org/web/20090126114733/http://oz.games-workshop.com/games/warhammer/empire/painting/knights/gallery/scythe.htm

Warhammer Skirmish Expansion (6th Edition)
----Skirmish missions
http://web.archive.org/web/20050827225516/http://uk.games-workshop.com:80/warhammerskirmish/

The Empire at War

Blood on the Reik

Liber Chaotica

The End Times
----Nagash
----Glottkin
----Thanquol
----Archaon

Warhammer Fantasy Roleplay:
-1st Edition Core
-Marienburg: Sold Down the River
-The Enemy Within (1st Edition)
---Shadows Over Bogenhafen
---Death on the Reik
---Power Behind the Throne
------Warhammer City: Middenheim
---Something Rotten in Kislev
---Empire in Flames
-The Doomstones Campaign
---Heart of Chaos
-Apocrypha Now

-2nd Edition Core
-Sigmar's Heirs
-Career Compendium
-Paths of the Damned
-----Ashes of Middenheim
-----Spires of Altdorf
-----Forges of Nuln
-Shades of Empire
-Realm of the Ice Queen
-Terror in Talabheim
-Denizens of the Empire
-Tome of Salvation

3rd Edition:
-Heroe's Call
-Black Fire Pass

Warpstone Magazine: Issues 1-5, 15, 20, 23

Man O'War
---Seas of Blood

Mordheim
---Core
---Averland Warband
---Ostland Warband
---Nemesis Expansions
-----Gunnery School of Nuln
-----Hochland Bandits
-----Horned Hunters

Novels:
-Sword of Justice
-Sword of Vengeance
-Runefang
-Lord of Chaos
-Vampire Wars
-Broken Honour
-Reiksguard
-Grimblades
-Iron Company
-Call to Arms
-Luthor Huss
-Wine of Dreams
-The Claws of Chaos
-Riders of the Dead
-Blackhearts

Graphic Novels:
-The Warhammer
-Forge of War
-Crown of Destruction
-Condemned by Fire

Warcry Card Game
Warhammer: Invasion! Card Game (by Fantasy Flight Games)

Shadow of the Horned Rat
Dark Omen
Warhammer Online (only for two points on Wissenland)
Warhammer: Quest

Age of Sigmar on GW's Website (Just for the Gryph Hounds, cause I would love to have one in real life)
Last edited by Tanit; 29 Jul, 2019 @ 7:41pm
Friky 8 Jul, 2022 @ 1:17pm 
interesant
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