Total War: WARHAMMER III

Total War: WARHAMMER III

Expanded Lord Skills
 This topic has been pinned, so it's probably important
Some_One_Else  [developer] 17 Feb, 2023 @ 11:47pm
Skill Descriptions


Beastmen
  • Heralds of Destruction: General (melee attack, leadership, defence) - Let the wails of the dying announce our presence! The weak shall despair their frailty, and the strong gather themselves for our next offering!
  • The Dreaded: General (discourage), Enemy (leadership) - This one has plunged the depths of depravity and come back to visit it upon you
  • Wearer of Spines: General (ward save, chaos diplomacy) - Bits of tattered flesh still hang on this one's adornments
  • Harder and Faster: General (speed, bonus vs large, strider) - The primal lust for battle drives this one to ever greater heights
  • Keen Senses: Army (reinforcement range, ambush defence) - This one can sense a fight at a great distance
  • War Parties: Army (loot), Enemy (leadership) - Bringing Gor together requires fresh flesh to rend
  • Heights of Depravity: Army (leadership, replenishment) - Prisoners taken during the last raid can be used as inducements to lure more Gor to the war herd
  • Constant Conflict: Army (melee attack, weapon strength, defence) - When there are no enemies to be found, the beastmen will make them. Khorne cares not from whence the blood flows
  • Iron Hail: Army (reload, artillery reload, range) - It is good to inflict suffering at a distance, when the victim still thinks it has a chancec
  • Practice Targets: Army (accuracy) - Inspiring fear often depends upon being able to hit one’s target
  • Living Victims: Army (missile damage) - Gors compete to see who can kill their victims the fastest… or the slowest…
  • Fueled By Bloodshed: Army (loot, move range) - The herd exists for, and is sustained by, fresh bloodshed. They will seek it out at the first opportunity
  • Ungor Beatstick: Army (upkeep) - Made from genuine Ungor
  • Extensive Interrogation: Army (line of sight) - It takes a great deal of restraint for a beastman to ask all the important questions before ripping out a victim's tongue
  • Punative Actions: Enemy (move range) - Information gained from the (now ruined) bodies of captives can be used to hunt down their compatriots
  • Efficient Torture: Army (move range) - Why waste time pulverizing spent flesh when there are more victims right over there?
  • Exploit The Weak: Army (armor, upkeep) - By fetching the choicest of salvage, some ungors earn the right to not be trampled by their betters
  • Blasphemous Totems: Faction (mage cap) - The stench of blood and trail of fetishes left behind draw wayward shamans to the war herd
  • New Blood: Faction (champion cap) - Elevation of a particularly brutal Gor (through the massacre of his superiors) inspires the rest of the herd towards ever greater depravities


Southern Realms
  • Better to be feared…: Army (income, control) - Now this is a passage we can all understand!
  • and loved…: Army (recruit cost, control) - The second part was important, apparently
  • Staatspolizei: Army (control, corruption) - Time to shake things up around here…
  • Reliable Teamsters: Army (income, upkeep, move range) - Break up the unions, we're not getting delayed AGAIN because of "eyestrain"
  • Lavoro Garantito: Army (income) - If workers don't appear at work, they may be disappeared entirely...
  • Equal Enforcement: Army (income, corruption) - Suppose we hold the officers to some standards as well
  • Brazen Scouts: Army (line of sight, move range) - They'll only get paid if they find something, and only if they report it first…
  • Venatori: Enemy (move range) - Send forth the hunters, the poachers, and the deviants. See what mischief they can get up to
  • Qualified Condottiero: Army (loot, mercenary cost), Faction (research) - The best ideas come from the best commanders
  • Pension Programs: Army (leadership) - Injury or death whilst on duty entitles one's family to one copper per month
  • Joint Field Exercises: Army (melee attack, reload, defence, speed) - Full-scale maneuvers with live ammunition are benefitial to even the most seasoned of soldiers
  • Camp Followers: Army (replenishment) - A mercenary company needs freelance entertainment
  • Brash Beardlings: Army (artillery range, artillery damage), Faction (research) - These fellows are full of ideas heretical to the Dawi. With some coaxing, they may deign to work with us
  • Shoot and Scoot: Army (artillery speed, missile infantry speed, missile damage, accuracy) - The job is to hit the enemy AND survive the encounter
  • Volumetric Fire: Army (artillery reload, reload) - Why use one bullet when twenty will do?
  • Borrowed techniques: Army (range, artillery damage), Faction (research) - These upstarts aren't any more willing to share secrets than their stubborn kin… but their methods can still be observed
  • Champion of Myrmidia: General (melee attack, leadership, defence, inspired assault) - A true warrior, and one worthy of song
  • Infamous Marksman: General (missile damage, accuracy, range) - No... one... shoots like this guy. Pins their feet like this guy... goes and headshots the brutes to defeat like this guy! If only he wasn't so irritating..
  • Saucy Tongue: General (rattled attacks), Army (human diplomacy) - A jovial poet in court… a sneering knave on the field
  • Legenary Duelist: General (ward save, bonus vs large, speed) - To back the tale of one so great, one must prepare to demonstrate
  • Honorable: Army (order diplomacy, reinforcement range) - The bards would be merciless to one who ignored the call of duty
  • Renown Autodidact: Army (magic pool), Faction (research) - No need to the Imperial College's rote exercises. This one already understands the deeper meaning such lessons were meant to impart
  • Phylactery: General (ward save, miscast) - The masters frown on such artifacts, but doctrine matters not where effectiveness is concerned. You know better than them
  • Subtle Sabotage: Enemy (miscast) - Cheating is such a pejorative term. This one prefers "making sure the other guy loses"
  • Eager Showoff: Army (reinforcement range) - An opportunity to demonstrate superiority? Of course I'll take it!
  • Unpaid Internships: Faction (mage cap) - Trapping the youth with cumbersome service contracts is looked down upon in some places, but is eminently practical
  • Contract Renegotiation: Faction (captain cap) - Spinning off a new entity creates an additional option for kickbacks...
  • Mafia Connection: Faction (duelist cap) - A long-standing need for expedient problem removal can result in some exceptionally benefitial relationships
  • Church Indulgence: Faction (priestess cap) - Some souls are too far gone, but can still be convinced of the possibility for salvation. Such fools no longer see the need for their protectors...


High Elves
  • Lead By Example: General (melee attack, leadership, defence) - The nobility must show, with proper elegance of course, the way forward
  • Aspect of Kurnous: General (bonus vs large, speed), Enemy (lower morale) - It is all about the chase for this one. None shall escape their clutches.
  • Asuryan Might: General (ward save, Order diplomacy) - A proud Asur noble can not show weakness before the enemy
  • Impetuous: General (strider), Army (reinforcement range) - This one ALWAYS agrees to attack
  • Heralds of Glory: Army (armor, agent defence, agent wound) - The trumpets might not seem necessary, but anything less would be uncivilized
  • Asuryan Pride: Army (leadership, replenishment) - The truth of Asur superiority must be taught to the lesser races! Who will join me?
  • Lethal Grace: Army (attack , defense) - It is not enough to be better than others. Every kill must have a certain flair about it
  • Peerless Marksmen: Army (accuracy, range, reload, missile damage) - For a true Asur archer, just hitting a target is not enough. Each archer must pick an eye, and try to get both before the enemy hits the ground.
  • Swift of Foot: Army (vigor, speed) - To hit a full Elven stride, certain adjustments to armor must be made. Otherwise, an undignified clanking and disheveled appearance might result.
  • Efficient Planning: Faction (research), Army (upkeep) - It takes a great deal of coordination to avoid excessive fanfare
  • Reaver Patrols: Army (line of sight, agent defence, agent wound) - Unfurl the banners and strike forth!
  • Punitive Actions: Enemy (move range) - Reaver patrols will harass and slow the enemy so they might be vanquished.
  • Standard But Stately: Army (upkeep) - If the trimmings are elegant enough, surely even the most reserved Asur can be made to make do
  • Local Guides: Army (move range) - If done secretly enough, one can avoid the embarrassment of being seen to ask for directions
  • Royal Inspection: Army (income, trade) - It’s amazing what turns up if you check for yourself
  • Name and Shame: Army (income) - Through subtle insinuations, it can be made clear that improprieties will not necessarily remain secret
  • Champion of Order: General (melee attack, leadership, defence) - The nobility must show, with proper elegance of course, the way forward
  • Arcane Sanctuary: General (ward save, miscast), Enemy (miscast) - Using some magics to safeguard oneself is only sensible
  • Master of the Eight Winds: General (miscast), Enemy (range, miscast) - Only the elves are long-lived enough to achieve true elegance when commanding the winds of magic
  • Royal Bodyguards: Faction (noble cap) - Royalty must not be troubled by the rabble, and so prefer to employ only the finest and noblest of swordsmen to keep the unwashed masses at bay
  • Scholarship Programs: Faction (loremaster cap) - Becoming a patron of the great colleges of Hoeth has many benefits. Such favors can obligate even the most stubborn loremasters to intervene
  • Mage Apprentice: Faction (mage cap) - After several hundred years of menial labor, an apprentice might be permitted an opportunity to prove themselves
  • Maiden of Isha: Faction (handmaiden cap) - Representatives of the Everqueen are not mere courtiers, and can provide elegance and protection in equal measure


Wood Elves
  • Lead By Example: General (melee attack, leadership, defence) - When the safety of the forest is in question, it is the duty of the gladelords to show the path forward
  • Dreaded: Enemy (lower morale) - Few see the dread aspect of the forest and survive
  • Dance of Loec: General (physical resistance, bonus vs large) - As enthralling as it is deadly
  • Blood Oaths: Army (reinforcement range) - A bond, once made, cannot be broken
  • Woodland Rangers: Army (agent defence, agent wound) - The defense of the forest matters above all else
  • Call of the Wild: Army (leadership, replenishment) - All shall answer the call
  • A Force of Nature: Army (attack, weapon strength) - This army is truly a force to be reckoned with
  • Crack Shots: Army (accuracy, missile damage) - Even the least of the Asrai are excellent shots
  • Peerless Marksmen: Army (range, reload) - For the Asrai, just hitting a target is not enough. Each archer must pick an eye, and get both before the enemy hits the ground.
  • Vigor of Youth: Army (speed, vigor) - To be forever young and beautiful is a blessing
  • The Forest Provides: Faction (research), Army (upkeep) - The Asrai and their woodland companions are at one with nature, and thus can live off the land indefinitely
  • Spirit Visage: Army (move range, line of sight) - Whispers in the wood may lead others astray, but the Asrai know better
  • The Power of Nature: Army (move range) - The land remolds itself to guide interlopers to their doom
  • Farseers: Army (agent defence, agent wound, upkeep) - Sometimes she’ll see a fight before it happens. Other times, she just stops pots from tipping over. Both are useful.
  • Wayfinders: Army (move range) - Waystalkers and some of the more benevolent spirits can help guide the army
  • Nature's Bounty: Army (trade, income, growth) - Nature provides everything the Asrai could ever need
  • Malevolent Spirit: General (melee attack, leadership, defence) - Though generally well-meaning, this treeman has seen some things
  • Undying Hatred: General (ward save, bonus vs large) - The grudge this one bears against interlopers is not to be underestimated
  • Petrifying Visage: Enemy (lower morale) - This is a very spooky-looking tree
  • Winds of Change: General (miscast), Enemy (miscast, range) - No one understands the nature of wind more than trees that have stood since time immemorial
  • Champion of Nature: General (melee attack, leadership, defence) - The bond that spellweavers have with the forest is truly unlike that of any other
  • Arcane Sanctuary: General (ward save, miscast), Enemy (miscast) - Through their connection with the forest's spirit, Asrai are able to shield themselves from harm in ways other races can only dream of
  • Master of the Winds: General (miscast), Enemy (miscast, range) - The tree spirits have stood since the dawn of time, and share their knowledge freely with the worthy
  • Impetuous: Army (reinforcement range) - There is no limit to how far this one will go in service to the forest
  • Mage Apprentice: Faction (mage cap) - The last several hundred years of dedication have led to this moment, and she finally has a chance to prove herself
  • Guardians of the Forest: Faction (waystalker cap) - Not many are worthy to learn the ways of the wood, and so those who are difficult to find by their very nature
  • Branch Clippings: Faction (branchwraith cap) - One must not always awaken one of the ancients from their slumber
  • Second In Command: Faction (glade captain cap) - A trusty lieutenant need not be blocked from promotion forever


Bretonnia
  • Fruits of Chivalry: General (melee attack, leadership, defence) - This one represents only thge best that Chivalry has to offer
  • Legendary Chevalier: Enemy (lower morale) - Deeds beyond words! Even sworn enemies cannot help but scrape and bow before your noble visage!
  • Valorous Determination: General (missile resistance, magic resistance, leadership), Army (move range) - A noble quest demands much of a knight, but this one is worthy
  • Heroism: General (speed, vigor, bonus vs large) - In the pursuit of justice and truth, this one will do much
  • Peerage: Army (armor), Faction (human diplomacy, paladin cap) - A grant of land and serfs does much to elevate the status of those who are worthy
  • Coalition of the Faithful: General (melee attack, leadership, defence) - Our cause is just and true! Let all hear of it!
  • Strength & Honor: Army (attack, defence, weapon strength) - We shall defeat the foe through honest steel and with banners flying!
  • Royal Huntsmen: Army (accuracy, range, missile damage) - Poachers are forbidden in the royal woodlands, but these gamesmen have the blessing of the noble lords to practice their craft
  • Tireless Vigilance: Army (speed, vigor, reinforcement range) - Noble knights must always be ready to ride forth, and so their attendents remain awake at all hours
  • The Rights of Nobles: Army (upkeep), Faction (research) - The nobility does as it pleases, as is their right
  • Droit Du Seigneur: Army (growth) - It is good to be the king...
  • Chevauchee: Enemy (move range) - If the enemy refuses to face us on the field of battle, we shall force the issue
  • Provide Rations: Army (speed, move range) - After the nobility has finished with their banquet, some of the food may be added to a thin stew and passed on in a show of magnaminity
  • Tithe: Army (income) - The peasantry should make a show of their dedication
  • For The Greater Good: Army (income) - The populace should provide all they have. For the cause, of course...
  • Indulgences: Army (income, bretonnian diplomacy) - All can be forgiven to those who pay up
  • Aspects of Virtue: General (melee attack, leadership, defence) - All noble ladies of the court are expected be paragons of virtue
  • Virtue of Stoicism: General (missile resistance, magic resistance) - As any true noble lady, she must suffer in silence
  • Virtue of Purity: General (miscast), Enemy (miscast) - Milady's virtuousness is so overwhelming as to be unnerving to those around her
  • Virtue of Empathy: Army (speed, vigor) - There are no limits in the pursuit of justice
  • Damsel in Waiting: Faction (damsel cap) - The Fey Enchantress, in her boundless wisdom, has deemed this one worthy of joining in noble exploits
  • Knightly Orders: Faction (paladin cap) - A show of dedication is often all that is required to oblige a Paladin to join on a noble quest


Empire
  • Lead By Example: General (melee attack, leadership, defence) - Honor demands that a leader demonstrate excellence in all things
  • The Dreaded: Enemy (lower morale) - Rumors have spread that this one is not to be trifled with
  • Swashbuckler: General (physical resistance, order diplomacy) - This man's prowess in the melee is the stuff of legend
  • Heroism: General (speed, bonus vs large) - No matter the foe, this one is always ready for battle
  • Impetuous: General (reinforecement range, strider) - Where glory is to be found, so is this man
  • Officer Corps: General (attack, defence, weapon strength) - Cadets from the Imperial Academy make up the bulk of the officer corps
  • Coalition of the Willing: Army (leadership, replenishment) - A just cause is worth dying for
  • Strength & Honor: Army (attack, defence, weapon strength) - There is nothing Imperial arms cannot solve
  • Hotshots: Army (reload, range) - The army accepts only the best. Discipline can be taught
  • Artillery Officer: Army (artillery range, artillery damage) - Qualified NCOs empowered by a competent leader are a wonder to behold
  • Forward Observers: Army (accuracy, artillery range) - A flag officer can signal the effectiveness of indirect fire
  • Barrage Drill: Army (artillery reload) - Though it might consume some reserve ammunition, practicing the firing sequence has value
  • Drill Sergeant: Army (speed, vigor) - Relentless training keeps the men in shape
  • Exacting Standards: Army (accuracy, missile damage) - Individual assessments for accuracy help weed out under-performers
  • Requisitions Officer: Army (upkeep) - When supplies are needed, it helps to have someone with the authority to demand them
  • Kislevite Kossars: Army (line of sight) - Kislevites are known for their hardiness, and therefore make the perfect scouts
  • Punitive Actions: Enemy (move range) - Some of the more disposable mercenaries can be used to disrupt the enemy's supply lines and block egress points
  • Covered Wagons: Army (upkeep) - Confiscating some of the best tarpaulins from the men is for the greater good
  • Battle Salvage: Army (armor, loot) - Additional "salvage" can be found in nearby villages and manor houses during a rout
  • Camp Followers: Army (growth, replenishment) - Local professionals can help tend to the men, keeping them healthy and active
  • Inquisitor: Army (corruption) - The eradication of corruption is the sanctioned duty of the Cult of Sigmar's witch hunters
  • Thorough Inspection: Army (trade, income, upkeep) - Everything must be taxed. Everything...
  • Creative Interpretation: Army (income) - Your coin purse should pull double duty as well
  • Blind In One Eye: Army (human diplomacy) - The back room is for those with the right connections
  • Renowed Hunter: General (missile resist, missile damage, human diplomacy) - Lustria is just another land to be tamed, no different from any other
  • Champion of Order: General (melee attack, leadership, defence) - This one must seem a paragon to others, as the risks to a fallen mage are great
  • Arcane Sanctuary: General (ward save, miscast), Enemy (miscast) - Using some magics to safeguard oneself is only sensible
  • Master of the Eight Winds: General (miscast), Enemy (miscast, range) - Careful study yields results, comparable to any Asur in spite of what they might claim
  • Mage Apprentice: Faction (mage cap) - Years of abuse are about to finally pay off for this one
  • Practical Partnership: Faction (assassin cap) - The pursuit of heresy sometimes requires the use of a partner, as one cannot be in all places at once
  • Acolyte of Sigmar: Faction (priest cap) - Following one's faith sometimes requires a more practical demonstration of Sigmar's might
  • Second in Command: Faction (captain cap) - A trusty lieutenant need not be blocked from promotion forever


Skaven
  • Almost Visible From The Front: General (melee attack, leadership, defence) - So long as your forces know what they must do, it's probably fine
  • Recognizable Trophies: Enemy (lower morale) - An eye-catchingly mangled face is worth ten missing ones, yes yes?
  • Villainous Valor: Army (reinforcement range, skaven diplomacy) - You came to help! Wait, which side?
  • Backstabby: General (bonus vs large, speed) - No one is safe with this one around
  • Harsh Standards: Army (melee attack, missile damage, defence) - Those who fail to meet demands will be eaten...
  • Know Your Place: Army (upkeep) - Also, anyone who asks too many questions...
  • Work For Food: Army (recruit cost, replenishment) - Food will be provided for fresh recruits, in the form of fresh recruits. Trials begin now!
  • Devour The Weak: Army (melee attack, weapon strength, defence) - More trials! Raise requirements! Yes, yes
  • More Is Always Better: Army (reload, replenishment) - Quantity has a quality all its own
  • Genuine Skyre Engineers: Army (accuracy, artillery reload) - In-warren work only gets us so far. Writeup Eshin contract for immediate abduction; recruit from Skavenblight!
  • Man-Thing Rangefinder: Army (range, accuracy) - No good underground, but make the things dead on first try above
  • Ignore Safety Limits: Army (artillery damage) - They're only a suggestion, right? No, no, you are definitely replaceable
  • Where There's A Whip, There's A Way: Army (speed, vigor) - Lazy rats! Thirteen lashes to any who falls behind! Now scurry-move!
  • Plan-Schemes: Faction (research) - Devious plans require that you be two, no, THREE steps ahead!
  • Bride Triads: Army (move range, line of sight) - Local triads control the choiciest tunnels. Acquire safe passage, then seek-find the things, yes yes
  • Take Over Operations: Army (upkeep) - Assassinate, then become new leader, yes yes
  • Punitive Operations: Enemy (move range) - Put these new Eshin lackies to work. They die-die if the come back empty-handed. Point them at where enemy supply routes lie
  • Racketeering: Army (loot, income) - Use locals thugs as a front, then fleece them too!
  • Unscrupulous Dealings: Army (income, trade) - Bribe and threaten! Get local patsy to outlaw goods, then become sole provider!
  • Entrapment: Army (upkeep, income) - Sabotage local operation, then loan for replacement goods. Steal back, and charge for services rendered! Buahaha!
  • Supply Dumps: Army (ammo, move range) - Food is-is first come-first served at drop zone, now scurry-move!
  • Ruined Visage: Army (skaven diplomacy), Enemy (leadership) - I'll show you what it means to look different! Come closer…
  • Unpredictable Temperment: Enemy (range, miscast) - The winds swirl and buffet those near this one
  • Method To The Madness: General (miscast) - What do you mean that's the general idea?!
  • Opportunistic: General (speed), Army (reinforcement range) - A fight is to be had... um... somewhere else!
  • Eshin Techniques: General (melee attack, leadership, defence) - Clan Eshin utilizes exotic techniques learned in the far east
  • Sneak-Squeak: Enemy (lower morale) - Sometimes it works better when they know you're coming. Let the paranoia consume them
  • Trained In Wudang: General (physical resistance, bonus vs large) - The elite warriors of Cathay dedicate their entire lives to the craft, the Skaven shall do no less
  • Shaolin: General (speed, strider), Army (reinforcement range) - Cathay's training manuals may have made a big deal out of the purity of their technique, but their methods do actually work
  • Visibly Unhinged: Enemy (lower morale) - No one's sure what exactly will happen to them if captured, but it's sure to be terrible
  • For Great Science!: Faction (research), Army (skaven diplomacy, reinforcement range) - An opportunity to test a new invention is upon us!
  • Wait here! I'll get help!: General (speed), Army (reinforcement range) - An opportunity exists, um... elsewhere!
  • Copycat Killer: Faction (assassin cap) - This rat shows a deep understanding of Eshin methods, employ at once!
  • Engineering Apprentice: Faction (engineer cap) - It best-better than most. Give experiment, see what happen?
  • Mage Apprentice: Faction (mage cap) - New arrival from Grey Seer clan? Probably mistake, but question not!
  • Empower Subordinate: Faction (chieftain cap) - They think they strong, let's see see...
  • Packmaster's Assistant: Faction (packmaster cap) - No, beta not best. Become alpha of new pack pack!


Chaos
  • Lead By Example: General (melee attack, leadership, defence) - One's true nature is found on the field of battle. Through fire and flame, the soul is tempered, and made ready.
  • Aspect of Terror: Enemy (lower morale, discourage) - This being is nightmare made flesh. The very air is tainted by their presence, and repels all that are sent against them
  • Too Horrible To Die: General (ward save) - This flesh is transient. One moment, a horid gash. The next, a screaming face swallowed by roiling sinew
  • Dark Desires: General (speed), Army (reinforcement range) - Nothing will stand in the way of the will of the dark gods, and this one is their messenger.
  • Heralds of Destruction: Army (loot), Enemy (leadership) - Let the wails of the dying announce our presence! The weak shall despair their frailty, and the strong gather themselves for our next offering!
  • Burning Hatred: Army (leadership, replenishment) - This army is the real deal, and wayward souls shall find their way to them
  • Brutal Efficiency: Army (melee attack, weapon strength, defence) - Worship the dark gods in both thought and act, but know that they care not for laggards!
  • Hotshots: Army (range, reload, artillery reload) - Further! FASTER!
  • Where There's A Whip, There's A Way: Army (speed, vigor) - They shall move as though their masters were behind them
  • Subjugate The Weak: Faction (research) - Those who serve shall not die before their time
  • Marauder Horsemen: Army (move range, line of sight) - Send forth the tribesmen to find a challenge. Go in the direction of the ones who don't return
  • Marauder Hunters: Enemy (move range) - When the southlanders are found, it is best to cut off their escape with carefully placed traps
  • Exploit The Weak: Army (income, upkeep) - We have no use for those any who can't fight. Rip their throats out, and offer them as an example to any who would oppose us
  • Take It All: Army (income) - They're either with us or against us. Those who failed to join before we arrive had their chance
  • Blessed By Evil: General (miscast), Enemy (miscast) - The winds surge around this one, disrupting others who seek to use them
  • Refuge In Audacity: General (speed), Army (reinforcement range) - The gods simply won't let this one die. Not while they're so very entertaining
  • Champions of Chaos: Faction (hero cap) - Adherents to the dark gods are attracted by power. Such gatherings can be directed to further the goals of the ruinous powers


Kislev
  • Lead By Example: General (melee attack, leadership, defence) - A leader must demonstrate the strength and power of the nobility to his men
  • The Dreaded: Enemy (lower morale) - Rumors have spread that this one is not to be trifled with
  • Strength of The Bear: General (physical resistance, bonus vs large, kislev diplomacy) - A true warrior, in both word and deed
  • Bloodthirsty: General (leadership, reinforcement range) - This one is always itching for a fight
  • Brothers In Arms: Army (armor, melee attack, weapon strength, defence) - The bonds between companions in the fight against Chaos cannot be broken
  • Ordered To Volunteer: Army (replenishment) - If the local warriors cannot be shamed into compliance, they can be made to cooperate
  • Strength of the North: Army (melee attack, weapon strength, defence) - Northerners are a strong and resilient people
  • Experienced Hunters: Army (range, accuracy) - Survival in the northern forests necessitates that the first shot count
  • Foreign Specialists: Army (range, artillery damage) - Kislev remains self-sufficient through the careful acquisition of foreign resources and ideas
  • Forward Observers: Army (artillery range, accuracy) - A flag officer can signal the effectiveness of indirect fire
  • Barrage Drill: Army (artillery reload) - Though it might consume some reserve ammunition, practicing the firing sequence has value
  • Exacting Standards: Army (missile damage, accuracy) - Individual assessments for accuracy help weed out under-performers
  • Auxiliaries: Army (upkeep) - Foreign and secondary troops serve an important role as well
  • Local Guides: Army (move range) - Making local contacts is essential to find the best paths
  • Oprichniks: Army (corruption), Enemy (move range) - Specially-trained cavalry divisions ride forth to dispense justice upon evil-doers
  • Volunteer The Populace: Army (upkeep) - Your food and clothing belong to the state, now hand it over
  • Battle Salvage: Army (loot, armor) - Taking from the fallen may be frowned upon, but it is eminently practical
  • Commissar: Army (corruption) - The eradication of corruption a sacred duty
  • Thorough Inspection: Army (upkeep, trade, income) - Everything must be taxed. Everything...
  • Creative Interpretation: Army (income) - Your coin purse should pull double duty as well
  • Blind In One Eye: Army (human diplomacy) - The back room is for those with the right connections
  • Champion of Order: General (melee attack, leadership, defence) - The Ice Court must show, with proper elegance of course, the way forward
  • Arcane Sanctuary: General (ward save, miscast), Enemy (miscast) - Using some magics to safeguard oneself is only sensible
  • Master of the Eight Winds: General (miscast), Enemy (range, miscast) - Careful study yields results, comparable to any Asur in spite of what they might claim
  • Impetuous: Army (reinforcement range) - This witch is always eager to prove herself
  • Priest of the Ursun: Faction (patriarch cap) - The cult of Urson demands that all make a stand against Chaos. This one is ready
  • Mage Apprentice: Faction (mage cap) - Years of abuse are about to finally pay off for this one


Cathay
  • Lead By Example: General (melee attack, leadership, defence) - The people must be shown the way by their betters, lest they be drawn astray
  • The Dreaded: Enemy (lower morale) - This one is known far and wide for his brutal methods
  • Trained In Wudang: General (physical resistance, order diplomacy, bonus vs large) - Strict training and a lifetime of experience have mold them into the perfect warrior
  • Shaolin: General (speed, strider), Army (reinforcement range, corruption) - Move like water, and fight as one...
  • Imperial Officers: Army (armor, melee attack, weapon strength) - Officers trained in the Imperial Academy can best lead the forces of Cathay to victory
  • Combined Arms: Army (missile damage, melee attack, weapon strength, defence) - The great strategic mind of the Dragon Emperor demands a balance of forces in the Imperial army
  • Strength In Unity: Army (leadership, replenishment) - We shall stand together and persevere! So say we all!
  • Collective Wrath: General (melee attack, weapon strength, defence) - To strike as one against all who would oppose us
  • Perfect Harmony: Army (reload, range, speed, vigor) - All benefit when each works for the sake of the whole. Focus on the task at hand, and trust in each other
  • Masters of Progress: Army (range, missile damage, artillery damage) - The glory of Cathay is not stagnant, and moves inexorably forwards
  • Stadiametric Rangefinding: Army (artillery range, accuracy) - Simplified techniques eliminate the need for bulky or complex tools to judge distances
  • Shock and Awe: Army (artillery reload, artillery damage) - A demonstration of our power is often enough to dissuade our lessers from challenging us
  • Imperial Bureaucracy: Army (upkeep) - The Imperial Court controls all, and individuals can expect only to be given resources according to their abilities and the collective need
  • Know Your Place: Army (income, upkeep) - To Imperial scribes and accountants, your personal wealth is but a number... a number that is higher than it needs to be
  • Enlist Local Peasantry: Enemy (move range) - They shall, with their lives, buy us the time we need to strike a decisive blow
  • Special Economic Zones: Army (income, order diplomacy) - Exceptions to the rules can be deemed acceptable, if they benefit the state and its interests...
  • The Needs of the Few: Army (loot, armor, income) - Fairness has nothing to do with it. The Empire expects!
  • Independent Action: Army (move range, line of sight) - Requesting permission from the bureaucracy to enter an estate belonging to a member of the court takes time, and what they doesn't know won't hurt them...
  • Master of the Eight Winds: General (miscast), Enemy (miscast, range) - Careful study yields effective results comparable to the best that any other might offer
  • Apprenticeship: Faction (alchemist cap) - After several years of dedication and learning, this one is ready
  • Apprenticeship: Faction (astronomer cap) - After several years of dedication and learning, this one is ready


Greenskins
  • Da Biggest: General (melee attack, leadership, defence) - Size = Strength, and Strength is all!
  • Nastiest...: General (ward save, bonus vs large) - By far
  • Most 'orrible...: General (discourage), Enemy (leadership) - Smelling...
  • Git: Army (leadership) - 'nuff said
  • Da Bestest: Army (loot), Enemy (leadership) - Da killiest gits you'll find anywhere
  • Harder Than Hard: Army (melee attack, weapon strength, defence) - Da gits 'll have you runnin
  • Bigga Shootas: Army (missile damage, range) - Just pull it waaaay back
  • Bigga Fing Flingers: Army (artillery range, artillery damage) - Bigger is better
  • Doof Wagon: Army (speed, vigor, leadership) - The sound of drums and horns motivates da boyz for battle
  • Savage Smartz: Faction (research) - Sometimes, gobbos are useful for things beyond getting kicked around
  • Gobbo Auxiliaries: Army (agent defence, agent wound) - Slightly separated from the main force, these Gobbos are able to stay alive long enough to acquire some skills
  • Wolf Rider Scouts: Army (move range, line of sight) - The fastest, most expendable gobbos get sent out to find the enemy. The mob charges in the direction of the ones what don't return
  • Big 'un Enforcers: Asrmy (income) - They might prefer bashing fresh recruits, but sometimes the threat of a bashing works just as well
  • Gobbo Work Teams: Army (income) - Lazy gobbos are wasted gobbos! Gut a few, and the rest will get the idea
  • Something To Prove: General (melee attack, leadership, defence) - I'm special!
  • Unpredictable Temperment: General (miscast), Enemy (miscast) - The winds swirl and buffet those near this one
  • Method To The Madness: General (miscast) - What do you mean that's the general idea?!
  • Wait Here. I'll Get Help!: General (speed) - An opportunity exists, um... elsewhere!
  • The Shaman's Assistant: Faction (mage cap) - I got some new ideas about how things should go about 'ere!
  • Born For War: Faction (black orc cap) - If they're tough enough, even da boyz will fall in line. Find me another just like it!
  • Release Gobbo Mascot: Faction (gobbo cap) - After all that abuse, this one is the stabbiest one in town
  • The Hag's Apprentice: Faction (hag cap) - After stealing their master's most vile concoctions, this one has set up their own hovel


Dwarf
  • Lead By Example: General (melee attack, leadership, defence) - Honor demands that a leader demonstrate excellence in all things
  • The Dreaded: Enemy (lower morale) - All Dawi hold grudges, but this one takes it further than most
  • Warrior Lineage: General (physical resistance, dwarf diplomacy) - Coming from one of the great families ensures high performance expectations and provides useful connections within clans
  • Heroism: General (speed, bonus vs large) - This one lives up to the standards of their ancestors
  • Impetuous: General (strider), Army (reinforcement range) - Dwarven oaths are not to be taken lightly, but this one is especially determined
  • To Right A Wrong: Army (melee attack, weapon strength, defence) - What greater calling can there be to a Dawi?
  • Coalition of the Willing: Army (leadership, replenishment) - There can be no greater cause than the defense (sometimes pre-emptive) of hearth and home
  • Embrace The New: Faction (research) - The beardlings have all sorts of crazy ideas, but perhaps we should hear some of them out
  • Weapon Tinkerers: Army (reload, artillery reload, range), Faction (engineer cap) - Abandoning the standardized kit of their ancestors seems like madness, but the results are undeniable
  • Telescopic Sights: Army (range, accuracy) - Bringing the enemy closer, even if only visually, still feels wrong to the old guard
  • Forward Thinkers: Army (upkeep, ammo), Faction (research) - Perhaps we should learn to anticipate instead of just grumble afterwards (fight breaks out)
  • The Old Ways: Army (melee attack, weapon strength, defence) - Put the longbeards in charge of everything! Their experience and judgment are unquestionable
  • Unrealistic Standards: Army (missile damage, accuracy) - Back in my day...
  • Strength & Honor: Army (melee attack, weapon strength, defence) - We SHALL hold. They will break on us like water upon rock
  • Endless Drills: Army (reload, artillery reload, speed, vigor) - Back in my day, it was uphill BOTH directions
  • Support Staff: Army (upkeep) - There is little honor to be had in the back line, but oaths can be carefully worded to avoid outright refusal
  • Reconnaissance Flights: Army (move range, line of sight) - The longbeards might not like it, but there is no denying the effectiveness of these new flying machines
  • Ranger Teams: Army (move range) - There's something odd about a Dwarf who actually likes sniping surface-dwellers all day, but there is no denying their effectiveness
  • Renowned Partnership: Army (trade) - An announcement of cooperation between two great families or holds is the height of intrigue amongst the Dawi
  • Guide Representatives: Army (income, armor, dwarf diplomacy) - Keeping a member of the most prominent guilds with the army at all times ensures cooperation and the best equipment
  • Oathstone: Army (corruption) - Ensure all official reports are given on the oathstone. No Dawi would dare mislead us under such conditions
  • Competitive Contracts: Army (trade, income, upkeep) - The formation of exclusive contracts turns out to be a terrible idea for commodity goods
  • Science Over Magic: Enemy (miscast, magic pool) - Show the pansy Elves and manlings how the Dawi do it
  • Distinguished Lineage: General (magic resistance, dwarf diplomacy) - This one comes from a long line of rune-crafters. There shall be no excuse for failure
  • Engineering Apprentice: Faction (engineer cap) - Having learned from the best, this one is ready
  • Apprentice Runesmith: Faction (runesmith cap) - Having learned from the best, this one is ready
  • Royal Bodyguards: Faction (thane cap) - Any true leader needs loyal shieldbearers


Vampire Counts
  • Higher Vampire: General (melee attack, leadership, defence) - Yet another way to distinguish oneself from one's peers
  • The Dreaded: Enemy (lower morale) - Oh, the things I'll do to you...
  • Mist Form: General (physical resistance) - True vampires can seemingly dissolve when struck by a mighty blow, but this is all a ruse
  • Preternal Speed: General (speed, strider, bonus vs large) - Vampires are deceptively, impossibly fast
  • Bloodthirsty: Army (reinforcement range) - The smell of battle is still perceptible to this one, even from great distances
  • Legions of Terror: Army (loot), Enemy (leadership) - Come forth, my minions! Tear them to shreds...
  • Ceaseless Bloodshed: Army (leadership, replenishment) - Keep the offering soaked in the lifeblood of the innocent to maintain the connection through dark magic… (scribble, scribble)
  • Perpetual Agony: Army (melee attack, weapon strength, defence) - Knowing that tortured souls are continuously reliving their last moments is enough to drive this army to success
  • Rigor Mortis: Army (speed, vigor) - Cleave and rebind the sinew for best results… (scribble, scribble)
  • Attendents: Faction (research, vampire cap) - What kind of a lord doesn't have subordinates to belittle?
  • Darkling Scouts: Army (move range, line of sight) - Find the enemy, that we might kill them... or just find a better path, this one's terrible
  • Unnatural Fog: Army (move range) - A result of the necromantic energies swirling around this lord, this thick and unnatural fog leads the living astray
  • Vampire Aspirants: Army (income) - Some mortals come willingly, thinking to be turned. Their petty baubles may yet have purpose
  • Daylight Denied: Army (upkeep) - Dark magics work best without pesky daylight
  • Lord of Death: General (melee attack, leadership, defence) - The dead don't talk back (usually), and so this one is unquestionably in charge
  • Replaceable Parts: Army (replenishment) - The parts on these bodies aren't all originally from the same creatures, but a truely innovative necromancer will always find a way
  • Soul Siphon: General (miscast), Enemy (miscast) - Holding such an artifact would be fatal to a normal person, but its usefulness is beyond doubt
  • Howling Gale: Enemy (miscast, range) - The winds gust and swirl around this one, disrupting enemy attempts to attack from afar
  • Bone Armor: General (ward save, armor) - Wearing the bones of the fallen is both practical and on-brand for a necromancer
  • Enhanced Bindings: Faction (wight cap) - Endless ritualized bloodshed has helped to stabilize the summons and provided enough for another
  • Promising Aspirant: Faction (vampire cap) - Through deed and devotion, another proves worthy to join the blood pact
  • Promising Apprentice: Faction (necromancer cap) - Flawless preparation and years of practice. This one is ready
  • Restive Spirits: Faction (banshee cap) - After all the murder and bloodshed, there are a lot more spirits ready to enact their vengeance


Vampire Coast
  • Infamous Dualist: General (melee attack, leadership, defence) - Show them why you're the one in charge...
  • The Dreaded: Enemy (lower morale) - It is easiest if the enemy surrenders even before the pirates board
  • Practically-Minded: General (physical resistance, bonus vs large) - Function over form. None of that flashy Asur nonsense
  • Preternatural Speed: General (speed, strider) - Vampires are deceptively, impossibly fast
  • Bloodthirsty: Army (reinforcement range) - The smell of battle is still perceptible to this one, even from great distances
  • Legions of Doom: Army (loot), Enemy (leadership) - Come forth, my minions! Tear them to shreds...
  • Pressgangs: Army (replenishment) - “Volunteers” can always be found with sufficient “encouragement”
  • Equipment Maintenance: Army (melee attack, weapon strength, defence) - A rusty dagger is a dull dagger
  • Fresh Recruits: Army (speed, vigor) - The newer ones aren’t quite as bloated
  • Dark Dealings: Army (income, upkeep) - To be fair, is there any other kind?
  • Midnight Scouts: Army (move range, line of sight) - Zombies taken aloft by giant bats make excellent scouts. The ones that still have eyes, anyway
  • Unnatural Fog: Enemy (move range) - A result of the necromantic energies swirling around this lord, this thick and unnatural fog leads the living astray
  • Extra Shares: Army (income, trade) - Who are they to deny me?
  • Daylight Denied: Army (upkeep, corruption) - Dark magics work best without pesky daylight
  • Promising Aspirant: Faction (captain cap) - Through deed and devotion, another proves worthy to join the blood pact
  • Practiced Reanimation: Faction (wight cap) - Now that this one has been perfected, the next will surely be easier
  • Haunters of the Dark: Faction (mourngul cap) - Horror begets more horror, as they say


Tomb Kings
  • Unliving Legend: General (melee attack, leadership, defence) - They thought you couldn't possibly have really existed... they were wrong
  • The Dreaded: Enemy (lower morale) - No, they weren't exaggerating. We really did do that to each other. Here, let me show you...
  • Ancient Techniques: General (physical resistance, bonus vs large) - People nowadays have forgotten how things used to be done... time to remind them...
  • Preternatural Speed: General (speed, strider) - Vampires are deceptively, impossibly fast
  • Bound By Fate: Army (reinforcement range) - The bonds of duty shared by all the lords of Nehekhara run deeper than anything else
  • Scourched Legions: Army (loot), Enemy (leadership) - The armies of Nehekhara have marauded across these lands since time immemorial
  • Dynastic Resurgence: Army (leadership, replenishment) - We shall rise again!
  • Ancient Champions: Army (melee attack, weapon strength, defence) - None can compare to the multiple lifetimes of service of Nehekhara's finest
  • Master of Slings and Arrows: Army (missile damage, range) - These specialists have been killing since long before other civilizations even existed
  • Rapid Fire: Army (reload, artillery reload) - Time to teach them the meaning of pain
  • Danse Macabre: Army (speed, vigor) - The legions are eager to serve their old masters
  • Ancient Scribes: Faction (research) - Old Nehekhara ruled this world, but even they needed administrators
  • The Old Routes: Army (move range, trade) - Ancient scrolls describe, in great detail, the paths merchants and traders used back in old Nehekhara
  • Vultures on the Horizon: Army (line of sight) - Even the most diminutive of beasts knows what happens to interlopers… and now we know where they are…
  • Back Taxes: Army (upkeep, trade) - You owe us… well, everything…
  • The Necrotect's Apprentice: Faction (necrotect cap) - Centuries of waiting have led to this opportunity
  • Second Sons: Faction (prince cap) - Who better to protect than one's own royal blood?
  • Liche Acolyte: Faction (priest cap) - Centuries of intimate experience with death have elevated this one


Lizardmen
  • Cold-Blooded Commander: General (melee attack, leadership, defence) - Inscrutable, even at the best of times, this one is not to be trifled with
  • Grim Inevitability: Enemy (lower morale) - The lack of doubt shown in this one's actions can be unnerving
  • Subcutaneous Fibers: General (physical resistance) - The Old Ones demanded toughness and resilience on the part of their chosen
  • Warmed Up: General (speed) - This one is ready to go
  • Part of the Plan: Army (loot), Enemy (leadership) - We are all a part of what is to come!
  • Proselytizer of the Plan: Army (leadership, replenishment) - Most lizardmen can only occassionally grasp some small aspect of what the Old Ones left behind. This one seems to understand much
  • Training in Earnest: Army (melee attack, weapon strength, defence) - The time of the plan's execution is at hand. We must be ready!
  • Volley Fire: Army (reload, artillery reload, range) - Great gains in efficiency and efficacy can be found by operating as a unit
  • Potent Munitions: Army (missile damage) - Better poisons and careful aim will win the day
  • Zeal: Army (speed, vigor) - Their time is so close, they can feel it
  • Great Planner: Faction (research) - This one understands that the great plan follows logic, and through logic, we can find what part of the great plan must be enacted next
  • Know The Way: Army (move range) - This is the way
  • Meticulous Preparations: Army (order diplomacy, upkeep) - There is no limit to what shall be done to follow the Great Plan
  • Three Steps Ahead: Army (reinforcement range, ambush defence) - Follow the plan as it was laid out. You are not to reason why
  • The Land Provides: Army (upkeep) - The old ones made no mistakes, and we were made for this world
  • Arcane Sanctuary: General (ward save, miscast) - The Slaan have long-since perfected ways to using magic to safeguard themselves and others during casting
  • Master of the Eight Winds: General (miscast), Enemy (miscast, range) - The wisdom of the Old Ones is present in this one. The winds are his to command!
  • Champion of Sotek: General (melee attack, leadership, defence) - Every foreigner sacrificed brings Sotek closer to manifesting, and so this one will hunt down every last interloper
  • Warrior Crest: Enemy (lower morale) - The vibrant colors or this one's crest are surely too intimidating for the faint of heart!
  • Blessed Spawn: General (physical resistance, speed) - The spawning of this one was fortold on ancient stone tablets (possibly)
  • Sacred Plaques: Army (lizardman diplomacy) - The possession of sacred artifacts from the Old Ones is a clear sign that this one is following their part of the Great Plan
  • Lumbering Hulk: Army (melee attack, leadership, defence, health) - This one is quite a specimen, even amongst their kind
  • Monsterously Strong: General (bonus vs large), Enemy (leadership) - The way this one tears through foes is, at best, unnerving
  • Thick Hide: General (physical resistance) - Scars from countless battles are proof of this one's toughness
  • Shield Brother: Faction (veteran cap) - The defense of the Great Plan requires capable hands
  • Skink Acolyte: Faction (priest cap) - Following the Great Plan doesn't always require an understanding of it, but this one is exceptional
  • Raised To Command: Faction (chief cap) - Imprints from a renown warrior guarantee the success of the next spawning, though only on a limited scale


Norsca
  • Lead By Example: General (melee attack, leadership, defence) - Strength follows strength
  • Grisly Trophies: General (discourage), Enemy (leadership) - Some have a chip on their shoulder, you have a head
  • Blood Bourne: General (ward save) - This one was born in blood, and baptised in the blood of the innocent
  • Dark Desires: General (speed), Army (reinforcement range) - To southerners, such proclivities would be worrisome. They are only natural to Norscans
  • Heralds of Destruction: Army (loot), Enemy (leadership) - Death is your god, and we are his messengers
  • Ruinous Benediction: Army (leadership, replenishment) - Northmen take heart witnessing horrid mutations take root in those around them, know these to be a sure sign that the Dark Gods are watching
  • Strength of the North: Army (melee attack, weapon strength, defence) - Battle may be business to the Dark Elves, but war is the lifeblood of Norsca
  • Experienced Hunters: Army (range, missile damage) - To survive in the northern wastes takes a great deal of skill and strength of arms, lest the hunter become the hunted
  • Bloodthirsty: Army (speed, vigor) - BLOOD FOR THE BLOOD GOD!!!
  • Subjugate The Weak: Faction (research) - Those who cannot defend themselves deserve what's coming. Be creative about it...
  • Tribal Horsemen: Army (move range, line of sight) - Norscans are experts at finding new victims to sacrifice to the dark gods
  • Marauder Hunters: Enemy (move range) - Though crude by some standards, their effectiveness is undeniable
  • Exploit The Weak: Army (income, upkeep) - All must fight for what is theirs. If they have more than they can defend, loss is inevitable
  • Take It All: Army (income) - Take all that can be carried. Burn the rest!
  • Promising Apprentice: Faction (mage cap) - Years of plotting, and dark rituals have not gone to waste
  • Born In Blood: Faction (werewolf cap) - Not everyone really comes back after coming face-to-face with the horrors of the North
  • Promising Apprentice: Faction (balefiend cap) - Years of plotting, and dark rituals have not gone to waste


Ogres
  • Biggest In The Tribe: General (melee attack, leadership, defence) - Might makes right, and this one is the mightiest
  • Unholy Appetite: Enemy (lower morale) - The ragged flesh is still hanging from his mouth... bleh
  • Lord of Lard: General (ward save) - This one eats blocks of solid fat, stored between his folds
  • Battle Lust: General (speed), Army (reinforcement range) - The smell of fresh meat drives this one to slaughter
  • Meal Prep: Army (loot), Enemy (leadership) - Ogres are always hungry, and aren't always patient enough to make the most of a meal
  • Snack Stations: Army (leadership, replenishment) - Gnoblars assigned to snack duty don't realize they're the snacks
  • Ready To Bash: Army (melee attack, weapon strength) - Make 'em tenderize the meat on the captives before they expire. Expired meat is no good
  • Fresh 'n Squirming: Army (speed, vigor) - Chopped up and cooked live, just how we like it. The grisle just adds to the flavor
  • Do As I Says: Army (upkeep) - Get me more stuff!
  • Meals On Wheels: Army (move range, line of sight) - Well, technically not on the wheels, but they are getting dragged behind as they are eaten by hungy ogres
  • Gnoblar Trappers: Enemy (move range) - Though crude by some standards, their effectiveness is undeniable
  • Exploit The Weak: Army (upkeep, income) - All must fight for what is theirs. If they have more than they can defend, loss is inevitable
  • Relentless Abuse: Army (income) - Is it necessary? No. Is it fun? Yes.
  • The Butcher's Assistant: Faction (butcher cap) - There's a lot of skill what goes into chopping the meaty bits... wait, no there isn't...
  • Amateur Firebreather: Faction (firebelly cap) - If they can survive the ritual, they're in
  • Cadre of Recruits: Faction (hunter cap) - Send them on the trials, maybe one will survive and become a bonafide hunter


Dark Elves
  • Lead By Example: General (melee attack, leadership, defence) - Khaine demands bloodshed, and you will show your armies the path
  • Aspect of Anath: General (bonus vs large, speed), Enemy (lower morale) - The ways of the savage huntress are as terrifying as they are inspirational
  • Druchii Might: General (ward save, Dark Elf diplomacy) - The Druchii need no strength but their own
  • Impetuous: General (strider), Army (reinforcement range) - When there's blood to be had, this one is there
  • Heralds of Destruction: Army (loot), Enemy (leadership) - All who look upon your banners shall know what is to come
  • Burning Hatred: Army (leadership, replenishment) - The Druchii despise the lesser races, and all other races are lesser
  • Brutal Efficiency: Army (attack, weapon strength, defense) - When you kill anyone that gets in the way of you killing anyone else, others start to get what you're about
  • Hotshots: Army (reload, range) - With proper goading, our marksmen can be made to shoot further and faster than before
  • Where There's A Whip, There's A Way: Army (vigor, speed) - You don't want to war today? The Lord of the Lash says "nay, nay, nay!"
  • Deviant Planning: Faction (research) - If it's not twisted, you haven't tried hard enough
  • Dark Riders: Army (line of sight, movment range) - Send forth the dark riders. Seek new victims, and the swiftest path to them
  • Punitive Actions: Enemy (movement range) - Dark riders will harass enemy supply lines and cut down stragglers, slowing down the main force as a result
  • Exploit The Weak: Army (upkeep, income) - Those who can't get their pay from the quartermaster are undeserving of it. Might be able to beat some out of the locals as well...
  • Take It All: Army (income) - Take hostages, and anything they might use to pay up! Entrap them in a cycle of debt, and endless profit for us!
  • Dark One: General (attack, leadership, defence) - A victim in the prime of life, a chalice, and a dagger were all that was required for ascension
  • Arcane Sanctuary: General (ward save, miscast) - If you can't block the negative effects, just channel them into someone else
  • Master of the Eight Winds: General (miscast), Enemy (range, miscast) - To the Druchii, nothing is forbidden, and so they gain knowledge the Asur do not
  • Dark Covenant: Faction (caster cap) - Acolytes gain experience from observing their betters, but advancement requires a greater show of dedication
  • Copycat Killer: Faction (assassin cap) - Some might see plagiarism as an affront, but this one sees it as a compliment
  • Dark Acolyte: Faction (hag cap) - To some, merely making the poisons is not enough. Their time has come
  • Royal Bodyguard: Faction (master cap) - Even tyrants of Naggarond need someone to watch their backs


Generic
  • Ammunition Carts: Army (ammo) - We must be prepared for what is to come
  • Ammunition Skinsacks: Army (ammo) - Bring enough for all of them

Last edited by Some_One_Else; 18 Feb, 2023 @ 12:01am