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Thread: Units you'd like to see/look forward to seeing in the game

  1. #141
    scoicarius's Avatar Ordinarius
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    Default Re: Units/creatures you'd like to see/look forward to seeing in the game

    Terrorgheists


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    In the hidden reaches of Sylvania, titanic bats the size of Dragons soar out from their caves to hunt horses, caravans and pegasi under the sickly skies. It is the ambush tactic of the creatures that gives them their truly terrifying reputation. A Terrorgheist's vision is poor, so the swooping monstrosity ensures that its prey is rendered motionless by emitting a piercing shriek so loud and unexpected it can stun even a Bretonnian warhorse into paralysis. At that precise moment, the Terrorgheist will dive down, gather up rider and mount in its talons, and return to its lair to glut itself on warm blood.

    The lairs of the largest Terrorgheists are strewn with enough corpses to make a Necromancer rub his clammy hands in glee. Few have the nerve to stray inside, though, just in case the Terrorgheist returns from its hunt to find a meal has sought it out, rather than the other way round. Being drained of blood by a Terrorgheist's stinking snout is no one's idea of a good death.

    It is the mortal remains of these troglodytic beasts that the Ghoul Kings of the caverns bind to their service. The binding process comes easily to these reclusive Vampires, for Strigoi Ghoul Kings and Terrorgheists have a lot in common. As Dark Magic swirls around the monstrous cave-creature, a bond of blood is formed between master and beast. Much like any other creature that drinks from a Ghoul King's veins, Terrorgheists have necromantic power running in their blood that can heal even the most severe wounds.

    In death, a Terrorgheist becomes nightmare made real. Guided by its master's will, the mosntrosity creaks through the clouds above the battlefield on blotch-skinned pinions, its rotten flesh and withered organs open to the night air. Clotted hanks of of fur cling in patches to its skeletal neck, and its skull swings from side to side as it tracks its prey on the plains below.

    It is the deathly shriek of an unliving Terrorgheist that is perhaps its most fearsome aspect. As the magics of undeath are worked upon the beast, its cry is transformed from a simple but shockingly loud noise to a barrage of eldritch power. Some say the Terrorgheist's shriek is nothing less than the screams of the damned, channelled directly from the Realm of Chaos. It matters little to the Terrorgheist's prey, for so devastating is its sonic attack that it can cause a man to die of fright in an instant. By venting this unholy noise as it dives down upon its prey, a Terrorgheist can cripple an enemy regiment moments before it slams into the reeling survivors, slaughtering the rest with tooth and claw.
    Bats the size of dragons? Yes please, I'll have a dozen.

    I'm not terribly fond of the miniature and the artwork in this case. I collect Warhammer artworks, and I've found there's a lot of disparity between them. To exemplify, here's three visions of the same creature, the Zombie Dragon:
    Spoiler Alert, click show to read: 






    While the first two are serviceable (if a bit dull), the last one I find extraordinary. It has presence, it emanates power, and it looks absolutely terrifying. That's how I'd like Zombie Dragons to feel like in the game. Hopefully that's how their design of the Terrorgheist will be compared to the source material. I can't wait to see their version of it (especially after seeing how good the Wyverns look).
    Last edited by scoicarius; September 08, 2015 at 10:37 PM.
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  2. #142
    scoicarius's Avatar Ordinarius
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    Default Re: Units/creatures you'd like to see/look forward to seeing in the game

    Chaos Dragons





    And, even better:

    Chaos Sorcerers riding Chaos Dragons
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    Both Chaos Dragons and Sorcerers are spell casters, so double fun!
    Last edited by scoicarius; September 09, 2015 at 07:31 AM.
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  3. #143
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    Default Re: Units/creatures you'd like to see/look forward to seeing in the game

    Quote Originally Posted by scoicarius View Post
    [/spoiler]Both Chaos Dragons and Sorcerers are spell casters, so double fun!
    TOO MUCH DAKKA !!1

  4. #144
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    Default Re: Units/creatures you'd like to see/look forward to seeing in the game

    Elspeth von Draken


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    The ‘Graveyard Rose’ Elspeth von Draken, Magisterix of the Amethyst College and arch-wizard of the Lore of Death. Von Draken is born of a long bloodline touched by the Winds of Magic, a bloodline that has produced both heroes and monsters in its time, and the Dark Lady of Nuln is undoubtedly one of the most powerful Amethyst wizards of the age.

    Appearing as a spectre of death, gowned in robes so black as to be woven from shadow and bearing a keening scythe forged with Dark magic, Magisterix von Draken has long been a hidden defender of the Empire, and her life and acts in its defence are shrouded in both secrecy and suspicion.

    The Eight Colleges of Magic in Altdorf

    The Colleges of Magic in Altdorf are the only places in the Empire of Man where magic can be practiced freely. The common folk of the Old World generally greatly fear and distrust magic, due to its close associations with Chaos, and wizards who travel alone keep a low profile to avoid prejudice from the local population. Imperial wizards are required to carry a license to avoid the attentions of the Witch Hunters. Because of this attitude of the populace, the buildings of the colleges are usually protected by powerful spells of illusion which conceal them from the regular citizens of Altdorf and which can alter the physical space around the Colleges, making maps of the capital city notoriously unreliable.

    Most Imperial wizards are trained from a very young age, recruited from young boys and girls who show a natural aptitude for magic and have avoided the taint of Chaos' corruption. The hierarchy of each College rises from the apprentice wizards, through journeyman wizards, to the magisters and battle wizards, and finally the Wizard Lords who are among the most respected and powerful of all Imperial citizens, on a par with the great Imperial nobility. The overall head of the Colleges of Magic is the Supreme Patriarch, who is chosen every seven years by means of a magical duel between chosen representatives from each of the Colleges. The current Supreme Patriarch is Balthazar Gelt of the Gold Order.

    College of the Bright Order

    Bright energy is like a hot dry wind; it gutters like flame and runs wild over sands and sun baked fields. it is attracted by fire and heat and is whipped into a frenzy vortex as it swirls over the volcanoes of the worlds edge mountains. The College of Magic which studies Aqshy, the Lore of Fire, is the Bright Order of Wizards. Bright Wizards (also known as Pyromancers) go through a series of changes after being exposed to the wind Aqshy. The one first noticed by most people would be the Bright Wizard's hair, which takes on a fiery color of blond or red, and sometimes when the Wizard channels magic his hair will move like a flickering flame. There are also the strange markings that appear on the Pyromancer's arms and face; many mistake these as tattoos, but they did not come from a needle. Other marks include glowing eyes, feverish skin, extreme discomfort in cold or rain, or a faint scent of brimstone constantly surrounding him. Bright Wizards are the most overtly offensive of the eight Colleges, not only because they tend to be aggressive and excitable by nature. Their spells range from concentrated firey blasts, to swords conjured of pure flame, to massive, all-consuming infernos. More than any other Lore, Fire is truly a weapon in the hand of its practitioner. Because of this, the magisters of Aqshy make up many of the foremost battle wizards within the Empire's armies. The art of pyromancy is not a subtle one, and wherever it is employed, great change or great ruination tend to follow, whether intentionally or not.

    Spectacular, fire-topped towers that blaze with magical light form the Bright Wizard College and are a marvel of architecture, its towers rise like pillars of flames high above the townscape of Altdorf, though its fiery brilliance lies concealed behind a barrier of powerful illusion. To those without magical sight, the College's buildings appear as dark and splintered ruins in a wasteland of ashen destruction, but in the heat of summer they sometimes appear as a shimmering mirage, floating above the city like a veil of glittering rubies. At the heart of the Bright College's towers is a gigantic beacon that burns both day and night, and casts an eerie red glow over the entire College and although its towers are not as high as those of the celestial college, they are perhaps more impressive.

    College of the Light Order

    The College of Magic which studies Hysh, or the Lore of Light, is the Light Order of Wizards. White Wizards, also known as Hierophants or clerics, dress in pure white robes and are diligent and contemplative by nature. The magisters of Hysh are respected for being peerless philosophers, and place great value on logical method and the search for the fundamental truths of the world. Light Wizards are generally peaceful, trying to avoid violence whenever possible, possessing a wide range of healing and protection spells. However, against the corruption that spills from the Realm of Chaos, the magic used by the clerics offers the most powerful and devastating spells, calling upon the glowing energy of light to exorcise and banish daemons. Where Hysh is steady and constant, Chaos is random entropy, where Hysh stands for controlled grace and self-understanding, Chaos promotes a total lack of control, confusion and insanity.

    Like many of the magical colleges, the College of Light goes largely unseen, as it exists within a magical space, parallel too, but separate from the mundane world. To those who chance upon its whereabouts, the building appears as a gigantic pyramid whose translucent walls shimmer with power and the light of a thousand candles. It is an awesome sight indeed and one that few of Altdorf's inhabitants would imagine lies within their city. Deep in the lowest vaults of the College, protected by many twisting tunnels, traps, and magical fields, lies the greatest magical treasure vault in the Old World. Created by Teclis after the Great War Against Chaos, it serves as a repository and prison for many of the evil artefacts and luminous beings of power captured during that conflict. It is the sacred duty of the Guardians of the Light, an arcane society to which only the most powerful Wizards of the Order belong, to keep these powerful evils safely locked away from the world.

    College of the Gold Order

    The College of Magic which studies Chamon, the Lore of Metal, is the Gold Order of Wizards. Gold Wizards practice the art of alchemy (and are therefore sometimes called Alchemists), of analytic science, and seek to observe the effect of the unnatural order of magic upon the natural order of the physical world. They believe that through a process of empirical observation and experimentation they can discover the traces of the Aethyr that they believe exists in all physical things, in order to unlock the secrets of transmuting base metals into gold. Due to their considerable understanding of the nature of metal and chemicals, Gold Wizards work closely with the engineers and gunners of the Empire, developing better formulas for black powder and safer alloys for the casting of cannons. Gold Wizards can easily affect metal objects with their spells, weakening them with corrosion or strengthening them with enchantments. Among humans, they are by far the most capable crafters of magical weapons. The nature of Chamon has an affect on the appearance of Gold Wizards, seemingly transforming their skin into gold plate.

    The buildings of the Golden Order are neither rich nor ostentatious, but are more akin to great forges with several furnaces and tall chimneys that belch glowing, multi-colored smoke into the air. This College lies not near the center of the city (much to the relief of the citizens of Altdorf) but upon its edge by the River Reik. The river cools the forges and it is a common sight to see the waters running with fantastical colors in the wake of some mysterious experiment. The Golden College is not hidden from view like some magical colleges, but few dare approach it for fear of the evil vapors and crackling magical energies that surround it.

    College of the Jade Order

    The College of Magic which studies Ghyran, the Lore of Life, is the Jade Order of Wizards. Jade Wizards, (also occasionally mistaken for druids to which their power is related), are powerful healers, who spend most of their time wandering the countryside of the Empire providing their services to rural communities. They construct monolithic stone circles around hidden groves where Ghyran is strongest, using them in their yearly rituals which they perform in order to channel their magic into the soil to provide fertility and abundance. These often lie at the confluence of three streams, for such places are rich in life magic. Jade Wizards wear predominantly green and turquoise colours, and usually carry a sickle.

    Within Altdorf itself, the College takes the form of a plain and unimposing enclosure to the outside world, yet within is a wondrous arbor of beautiful trees whose boughs form the beams and pillars of numerous mighty halls. Glittering pools and streams flow amongst the glades of this hidden world and at its center is a wondrous silver lake where the power of Ghyran collects and whose enchanted waters are said to be able to cure all maladies.

    College of the Celestial Order

    The College of Magic which studies Azyr, the Lore of Heavens, is the Celestial Order of Wizards. Magisters of Azyr are also sometimes known as Astromancers. They spend most of their time gazing at the sky and studying the movements of heavenly bodies. It is said that they can divine the future from the movements of the blue Aethyric clouds of Azyr that drift across the upper reaches of the atmosphere, and the manner in which they distort the stars and planets. Celestial Wizards are expert astrologers, using charts illustrated with arcane symbols to predict with certainty conjunctions of the constellations with planets and the sun and the moon. Their spells give Celestial Wizards the ability to influence destiny and fate, and the power to summon eldritch lightning and to call down comets and meteors from the heavens. The Celestial College uses blue as its colour, and astrologers usually wear robes of deep blue adorned with decorative stars and planets. The symbol of this college is the comet, for no other astral entity carries as much significance when it comes to foretelling future.

    The sixteen glittering towers of the Celestial College are the tallest buildings in Altdorf, overlooking the Temple of Sigmar and rising far above the Emperor's Palace. None but those with magical sight would know of this, for cunning spells of concealment shield the buildings of the Celestial College from the curiosity of passers-by. A shimmering dome of magical glass sits atop each tower, enchanted to allow the Celestial Wizards to focus on specific aspects of the night sky, and from these observatories the Wizards of the Celestial Order plot the movements of the heavens. Information gathered from the towers is fed into a magical astrolabe at the heart of the College that spins on the head of a silver needle and from which the Celestial Wizards read the myriad potential futures.

    College of the Grey Order

    The College of Magic which studies Ulgu, the Lore of Shadows, is the Grey Order of Wizards. Grey Wizards practice the magic of illusion, using spells that manipulate perception and emotion. They also have some control over the weather, and are able to move quickly from place to place. The usual attire of a Grey Wizard is a voluminous grey hooded cloak that they keep drawn around them, concealing themselves from prying eyes. They travel far and wide, gathering knowledge of events from the furthest reaches of the Old World. Some folk whisper that the Grey Wizards operate an arcane spy network with the purpose of infiltrating underground organizations that plot against the Empire, bringing them down before they become powerful enough to cause any real harm. The symbol of the Grey college is the Sword of Judgement, a reminder that seeking knowledge is not enough, for wisdom must be used to correct mistakes and to destroy faults.

    The Grey College itself is a worn and shabby building in Altdorf's poorest and most disreputable district. Even the city watch shun this area, and no honest citizen would ordinarily risk entering such a den of rogues. Though the building appears unremarkable, Grey Wizards come and go by a multitude of secret entrances and a warren of magical tunnels extending beneath the building - where they emerge is a mystery known only to the Order's Wizards.

    College of the Amethyst Order

    The College of Magic which studies Shyish, the Lore of Death, is the Amethyst Order of Wizards. Contrary to what many people believe, Amethyst Wizards are not Necromancers, and have no spells that raise the undead, nor would they want them. The magisters of Shyish embrace the certainty of death and all other endings, while those who practice the black art of necromancy strive to prevent their own ending at all costs and alter the natural order. While Amethyst Wizards are able to see the spirits of the newly dead, and even communicate with them, they wield no power over them. They are often thought of as introspective and uncaring, but although they generally tend to be a quiet lot, they retain a wicked wit and respect for life. Amethyst Wizards invariably have the last word. Their symbol is the scythe, signifying mortality, and reminding the Wizards of this college to seek their rewards in this life rather than the next.

    The College building of the Amethyst Order is dark and sepulchral, shuttered against the light and only dimly illuminated even in the dead of night. Within its silent halls the dust lies thick where it is dragged by the Wind of Shyish from all the ages, bringing with it the stench of eternal decay. Though the citizens of Altdorf are fully aware of this building, none dare approach it for fear of damning their immortal soul forever. Its crooked towers are the abode of bats and carrion birds, and its cellars crawl with all manner of verminous creatures.

    The Amethyst College overlooks the infamous haunted Cemetery of Old Altdorf, where tens of thousands were interred in mass graves after the ravages of the Red Plague. The cemetery itself is associated with all manner of foul rumour, and the Amethyst Order's proximity to it is taken by many as proof of the unholy practices engaged in by the secretive Amethyst Wizards. True evidence of such deeds has yet to come to light, but still the good citizens of Altdorf give both the cemetery and College a wide berth, leaving the Order to their secrets.

    College of the Amber Order

    The College of Magic which studies Ghur, the Lore of Beasts, is the Amber Order of Wizards. Amber Wizards are rarely seen in the towns and cities of the Empire, preferring to live a solitary life in the wilderness where they are better able to develop their affinity with wild beasts. Ghur magic allows them to commune with the spirits of animals, call the beasts of the wild to their side, and enhance their abilities by summoning the speed, strength and senses of animals. It even allows the wizard to shapeshift into the forms of these animals to fight or travel. Amber Wizards are said to have mastered the feral heart that lies under the civilized mask that hides the animal heart in every human. They have an unsentimental vision of the world where only the fittest can survive and where the life-force of the weak feeds the hunger of the strong. Accordingly, they are excellent hunters and trackers, and they tend to dress themselves in rough furs and skins decorated with horns, teeth and claws. Their symbol is the hunting arrow, the means of survival in a world where everybody is hunter and hunted at the same time.

    Of all the Orders of Wizardry, the Amber College is the only one without buildings in Altdorf. Its masters inhabit the caves high in the Amber Hills beyond the city, which take their name from the order. These refuges are not easily found and visitors are not welcomed. Other lairs are said to exist throughout the Empire in the depths of forests and high on mountaintops, but monstrous bears or other powerful wild beasts guard these solitary caves and it is a brave individual who dares disturb an Amber Wizard.
    I want to see all the wonderful details above. Imagine how brilliant it would be if they took their time to design and make all the Colleges visible in the city! Just imgine.

    The Bright Wizard College


    I hope all Colleges are fully fleshed out and interesting, each with their unique special characters, unique structures, unique-looking mages,



    and for some maybe even political ambitions.
    Last edited by scoicarius; September 13, 2015 at 07:04 PM.
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  5. #145
    scoicarius's Avatar Ordinarius
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    Default Re: Units/creatures you'd like to see/look forward to seeing in the game

    Looking at these puts me in the mood to besiege some High Elven cities.
    Spoiler Alert, click show to read: 








    I'm constantly amazed at the quality of design in Warhammer Online.
    Last edited by scoicarius; September 12, 2015 at 02:56 PM.
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  6. #146

    Default Re: Units/creatures you'd like to see/look forward to seeing in the game

    Quote Originally Posted by scoicarius View Post
    Looking at these put me in the mood to besiege some High Elven cities.
    Spoiler Alert, click show to read: 








    I'm constantly amazed at the quality of design in Warhammer Online.
    It was a fun game.

    It honestly made me want to play a Warhammer High Elves army of Chrace with White Lions everywhere their designs for them were so good. But alas, I had no money then hahaha
    Forward, march!

  7. #147
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    Default Re: Units/creatures you'd like to see/look forward to seeing in the game








  8. #148
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    Default Re: Units/creatures you'd like to see/look forward to seeing in the game

    I really wish the Chaos Dwarfs will be playable at some point.
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  9. #149
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    Default Re: Units/creatures you'd like to see/look forward to seeing in the game

    Quote Originally Posted by scoicarius View Post
    I really wish the Chaos Dwarfs will be playable at some point.
    Exactly! I mean, I would not even be mad if they copy pasted the greenskin slaves, but if they gave me these deep, voiced Dwarfs with echoes coming from their Chaos helmets, I would honestly pay like, almost 20 bucks.

  10. #150

    Default Re: Units/creatures you'd like to see/look forward to seeing in the game

    Would you pay a full $20 if they include the Mongolian-hobgoblins with stone dog mounts and rockets?

  11. #151
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    Default Re: Units/creatures you'd like to see/look forward to seeing in the game

    Quote Originally Posted by Baron of Hyrule View Post
    Would you pay a full $20 if they include the Mongolian-hobgoblins with stone dog mounts and rockets?
    I like the Greenskin slaves, but my favourite a the posessed trains, the flaming musket/halberd hybrids, the blunderbusses, tauruses, bull centaurs, and cetera.

  12. #152
    scoicarius's Avatar Ordinarius
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    Default Re: Units/creatures you'd like to see/look forward to seeing in the game

    The units of the Chaos Dwarfs

    Bull Centaur Renders

    Spoiler Alert, click show to read: 


    Bull Centaur Renders are hulking and monstrous creatures who rage with a great hunger for flesh. The first of their kind were survivors of the Time of Chaos. Warped by the tides of horror that engulfed the realms, more than any other they were twisted into the semblance of Hashut, the terrible Father of Darkness.

    Bull Centau Taur'ruk
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    Bull Centaurs serve the Legion of Azrogh as shock troops and temple guardians, and to them was entrusted the protection of the sacred fanes of Hashut, as they more than any other had been twisted into the closest semblance of the Father of Darkness’ image. The largest and most powerful of the Bull Centaurs bear the title ‘Taur’ruk’, hulking and savage creatures but just as keen witted and intelligent as their bipedal brethren.

    Demonsmiths
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    The cruel and malign Legion of Azrogh long ago abandoned the ancient gods they once worshipped, and pledged themselves wholly to Hashut, the Father of Darkness. Now they no longer value the old ways of their noble and honourable kin and instead covet strength and power above all else, seeing other living creatures as chattels to be used and discarded in their brutal forge-citadels.

    Deathshrieker Rocket Launcher
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    The Deathshrieker Rocket is one of the more diabolic examples of the Legion of Azrogh’s mastery of blackpowder weapons. Bound within its munitions are howling, malevolent fire-spirits, which are unleashed as the multiple warheads of the Deathshrieker detonate over the battlefield in an incendiary storm.

    Drazhoath the Ashen
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    Lord of the Black Fortress, Master of the Legion of Azgorh, potent warrior and mighty Sorcerer-Prophet of Hashut, Drazhoath the Ashen led his war host from the fore mounted upon the fell Bale Taurus Cinderbreath.

    Dreadquake Mortar
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    The terrifying Dreadquake Mortar is amongst the largest and most devastating of the siege engines fielded by the Dwai Zharr. Akin to the bombards used by other races, the Dreadquake Mortar uses a vast boiler to generate steam pressure to fire its munitions. The sorcerous energies bound within these immense, volatile shells explode on impact, striking the battlefield like a hammer blow and causing untold devastation.

    Infernal Guard Command
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    Commanded by a Castellan, himself a once-shamed member of the Infernal Guard who has since won glory in battle and earned the right to bear his face to the world again, the Infernal Guard march beneath the cruel iron visage of Hashut, the fell daemon-god of their dark race. The clamour of their iron-shod strides are accompanied by the dolorous pounding of cruel drums.

    Infernal Guard Fireglaives
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    The Fireglaive is a compact repeating handgun that also incorporates a single-edged blade that can be wielded much like a halberd. The Fireglaive is a complicated weapon to manufacture, and a difficult one to master, so their use is largely confined to the elite Infernal Guard and to the Daemonsmiths that fashion them.

    Infernal Guard Ironsworn
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    Clad in Blackshard armour forged not just from iron and fire but also from blood, souls and the very stuff of Chaos, the Infernal Guard march into battle with the pain and suffering of their dark realm forged into their blades and hammers in the form of smouldering runes of torment and death.

    Iron Daemon War Engine
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    The Iron Daemon is a compact, steam-driven armoured traction engine. Its boilers allow it to haul smaller war machines and munitions to the battlefield, and simultaneously operate pressure-fed cannonades. This means that the Iron Daemon is a powerful war machine, a fully mobile artillery piece capable of smashing down fortifications and hacking apart ranks of soldiers with murderous ease.

    K'daii Fireborn
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    The priests of Hashut have long sought to create something more than a mere bound spirit and with the K’daai Fireborn they have succeeded; through their dark arts they have forged a race of powerful warriors, half-daemon and half-raging fire. Drawn from the magma of the deep earth, birthed in the boiling blood sacrifices of Hashut’s altars, and bound and given form within an armoured framework of articulated iron and rune-stamped bronze, the K’daai are devastating shock troops that slumber between battles as cold frameworks of barbed metal. When unleashed upon an enemy force, the fire within them rages into existence and they become mindless, elemental forces of destruction that few mortals can hope to survive.

    Magma Cannon
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    While eminently effective as a stand-alone artillery piece, the Magma Cannon may also be towed by an Iron Daemon, allowing it great manoeuvrability across the battlefield and maximising its short-ranged destructive potential.

    Skullcracker War Engine
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    When laying siege to an enemy, a Daemonsmith will sometimes remove the fell cannonades of an Iron Daemon and replace them with a hissing and grinding arcane-mechanical conglomeration of iron hammers, hacking blades and brutal picks. Designed to smash down walls and tear fortifications asunder, the cruel blades of the so-called Skullcracker are equally adept at pulverising the flesh and bones of any enemy unfortunate to be caught in its implacable path.

    Hellcannon
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    Part Daemon, part war machine, the Hellcannon is a massive construct of iron and brass that growls and shakes with daemonic sentience. In battle these arcane engines heave crackling blasts of raw energy that soar through the air into their targets, transmuting anything they touch into freakish new forms and sending the survivors insane with fear.

    The Hellcannon can potentially destroy entire units in a single hit. That sort of firepower is certainly not to be sniffed at. Uniquely among war machines, it also has the ability to fight in close-combat, a particularly unnerving skill seeing as it has no appreciable limbs with which to do so (it tends to kill its attackers with gouts of sorcerous fire or just simply run them over). This ability can make it an irritatingly tough target for your opponent to kill.
    Last edited by scoicarius; September 12, 2015 at 09:45 PM.
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  13. #153

    Default Re: Units/creatures you'd like to see/look forward to seeing in the game

    Woah! Thanks for sharing all that, Scoicarius. I didn't even know the chaos dwarves had half of all that, truly amazing!

  14. #154
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    Default Re: Units/creatures you'd like to see/look forward to seeing in the game

    Quote Originally Posted by Baron of Hyrule View Post
    Woah! Thanks for sharing all that, Scoicarius. I didn't even know the chaos dwarves had half of all that, truly amazing!
    You're welcome.
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  15. #155

    Default Re: Units/creatures you'd like to see/look forward to seeing in the game

    Wow Scoicarius.

    That's awesome!

    For the longest time I thought Chaos Dwarves were a minor faction in WHFB, aside from a few mentions in the novels... but dang I wanna see them as a full fleshed out unit in this game now ahaha.
    Forward, march!

  16. #156
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    Default Re: Units/creatures you'd like to see/look forward to seeing in the game


  17. #157

    Default Re: Units/creatures you'd like to see/look forward to seeing in the game

    Quote Originally Posted by scoicarius View Post
    Looking at these puts me in the mood to besiege some High Elven cities.
    Spoiler Alert, click show to read: 








    I'm constantly amazed at the quality of design in Warhammer Online.
    I did play WAR for some time, not really a fan of PvP but it was good in this game and mainly focus, not enough raid and dungeons for me though.

    I can't believe they wanted to do Vampires in this game and they cancelled it! At least I have them in TW now!


    Also I second that with Chaos Dwarfs, didn't know they have such an amazing war engines, especially rocket artillery sounds great!
    Last edited by englisharcher89; September 13, 2015 at 10:20 AM.

  18. #158
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    Default Re: Units/creatures you'd like to see/look forward to seeing in the game

    The Cursed Company



    Spoiler Alert, click show to read: 




    The dark legend of Richter Kreugar the Damned and his Cursed Company has been told for countless years across the Empire. A tragic tale of betrayal, greed and revenge, the details and truth behind the stories have long become hazy and unclear as the story has been told and retold for generations.

    The most common tales revolving around Richter Kreugar's tragic curse tell of a young mercenary captain, proud, talented, and ruthless. He hired out his services freely, uncaring whom he fought for as long as the price was right. Centuries ago in the history of the Old World, Richer was said to have allied with a powerful Necromancer, aiding him in his diabolical campaign against the Empire, terrorizing the heavy forested area around Wolfenburg.

    With the leather bound annals of the Historiata Imperiatus, it is said that the Empire army of Wolfenburg was suffering horrendous casualties in a war of attrition that they could not hope to win. However, they struggled on regardless and began to wear down the Necromancer, taking the offensive and pushing him deeper into the forest, denying him the time needed to strengthen his undead forces. Seeing the Necromancer faltering, Richter accepted the bribes of an Empire agent, the calculating young mercenary seeing a chance to make some easy money and be on the winning side. As the titanic battle hung in the balance, Richter played his hand, striking out at the foul Necromancer, who fell beneath his blade. However, with his dying breath the unholy sorcerer gasped a curse that was to be the eternal undoing of the enterprising sell-sword.

    Before his horrified eyes, Richter's skin began to wither and within moments he collapsed to the ground, a lifeless pile of bones and armor. The day was won for the Empire forces, the tale of Richter's betrayal may well have been forgotten, had his death not been accompanied by a tragic twist.

    The very next night, Richter rose from the ground. He stared at the world with his hollow eyes, and all he surveyed appeared in shades of gray. In anguish and despair, Richter saw his own skeletal limbs, and the full horror of the Necromancer's incantation began to dawn on him.

    As a result, Richter stalks the Old World and beyond. Hundreds of years since his death he is still seeking oblivion and peace, yet he is never able to achieve his final rest. Countless times he has been cut down, only to wake the following night to his never-ending, hellish torment. A terrible element of the curse is evoked each time he slays an enemy, for his defeated foes rise immediately to serve him in undeath, slave to his will. He travels the world; living out a tragic parody of his former mercenary career, fighting whatever he finds battle. His anger and despair momentarily lost in the bloodshed, he continues his doomed existence in the desperate hope that one time when his skeletal body is slain, he will finally know the relief of true death.

    Zomblins



    I'd love to see zombie versions of all races in the game!
    Last edited by scoicarius; September 14, 2015 at 12:15 PM.
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  19. #159
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    Default Re: Units/creatures you'd like to see/look forward to seeing in the game

    I like how mushooms grow out of them, probably still alive from when the Goblins ate them.
    As God wills it.

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    Default Re: Units/creatures you'd like to see/look forward to seeing in the game

    Quote Originally Posted by Bobington View Post
    I like how mushooms grow out of them, probably still alive from when the Goblins ate them.
    Yeah, that's a nice touch.
    The Art of Warhammer Fantasy <-- link
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