Evil Overlords
Evil Overlords
Evil Overlords
KILL,MAIM,BURN: PHYSICAL
Weapon Mastery: Youre skill with weapons is considerable, you can pick up a blade, an axe, a club, a crossbow, you know how to use them all without too many difficulties. This trait can stack to a total of 3, each point improves their skill by 50% above a normal being. (Total 150% better than an average being.) Thunderous Strength: Your strength is prodigious, when you stomp or otherwise strike the ground the effect is like a localised quake, everything up to 2x the size of a human is knocked over. Ironskin: Flesh like iron, the durability of the Evil Overlord is boundless, at least so far as Iron is concerned. Hatred Fury: With a bellow from the depths of your Evil Soul you strike down your enemies with terror as you wade into combat. Bezerker Rage: (Stacks to a total of 3, optional) youre prone to sudden rages, minor slaughters (50 people or less) and a great deal of bloodthirstiness. Your ability to deal damage goes through the roof, but your defence ceases to exist. Great Wings: The Evil Overlord has a pair of great draconian/ demonic/ batlike etc wings. Unfeathered and typically black these allow the Evil Overlord the powers of flight. Exoskeleton: The Overlord has an extensive exoskeleton in addition to his endoskeleton. This leaves him/her with sharp bonelike protrusions and a generally more menacing appearance. Bilious Breath: Your breath itself is a weapon, in this case a plague breath, your vomit forth the very essence of disease and plague and few can survive its onslaught. Dragonheart: You breathe fire like the dragons of lore. Few things can withstand a sustained blast. Even a castle wall soon runs like liquid if you sustain such. Dirty Trickster: You dont believe in Queensbury Rules, you believe in sneaking up behind someone and planting a boot laden with razor sharp spikes just where their overly good janglies are dangling! Cannibal: You can gain sustenance from eating just about anything. Including your own kind. Moreover it is believed that you may in fact grow stronger with such consumption. Bile-blood: Your blood is like pure acid. No, literally. Only your own skin has shown much resistance to it. This applies only to your blood, you did discover that your saliva was not acidic. Mutations: Your body is unstable, but controllably so. You can change your shape to something of similar size and mass without too many difficulties, but the more frequently you do it the less control you have, excessive use of this skill could lead to many unwanted mutations. Compelling Scent: Your body exudes and odour where you are and where youve been. Subconsciously others of similar mental attitude and alignment find themselves drawn to you making recruiting far easier. The downside? 1: You stink, 2: Anything that tracks by scent would have no difficulty finding you. Thermal-sight: Your eyes are far and above what others may see. They glow from within with unnatural light and with this sight you can perceive the very heat and cool of things. None can hide from your sight if theyre close enough. Night-sight: Your eyes are like that of a cat or a wolf and you can see as well, or better, at night than you do during the day. (A popular choice.)
Compelling Voice: Your words hold extra weight with those who hear them as they are drawn to your cause. Though this is not a control method, if they are already opposed to you or what you do then you can be as compelling as you like they will not change their minds. Dragon Ogres Body: You have the basic form of a Dragon Ogre. Powerful and dangerous. But youre an Evil Overlord. Youre also sooo much more.. Thermal Manifestation: You are either the epitome of cold or heat. In one case youre constantly aflame and can incinerate much, on the other youre ice cold, your skin like crystal and your touch freezes. Either one makes you weak to the opposite. Hulking Physique: (REQUIRES: Physical 10) You are large, whether youre part monster or something else youre big, powerful, reasonably speedy and you damned well know it! The downside. Youve got the magical ability of a retarded gnome... on a good day. (Maximum Magic: 1) Daemonbreed: Youre of daemonic blood. Born of mortal and immortal. Your find it much easier to summon and control the daemonic. And indeed those abilities that seem daemonic to others seem to be slightly easier for you. You also have manifest horns and other bony protrusions, but not as prominently as the Horny trait. Therianthropy: (REQUIRES: Physical 5) You are able to change your own shape to a limited degree. A therianthrope can change into a creature of similar mass to themselves, you may take Therianthropy up to three times, each time gives you one extra form. Your transformations are subject to approval (and outlined in the description), eg: If you do not have the Wings trait, none of your shape-shifting forms cant have wings either. Burrowing Lord: Youre nature is that of a burrower, a tunneler, some even believe that it is a sign of an ancient connection with the dungeon builders of lore. You have an instinct for underground, and indeed your limbs are slightly stronger and more built for tunnelling, such as a rat or other burrowing mammal. Imprisoning you can be exceptionally difficult. Drider: (Cannot take with Dragon Ogres Body) You have the lower body of a large spider. And all that it entails, you can move along almost any surface, even trap things in large elaborate webs and youre even poisonous to a degree as well as quite strong. But all this comes at a cost of 2 points.
Horny: Your Overlord (or Overmistress) has developed prominent, and functional, horns on their head ranging from tusks to large horns on the head useful to headbutt with. Despite the deliberately ironic name this trait has nothing to do with your Overlords sexual urges.
Fire Magic: You can control fire magics to a degree, ranging from fireballs to walls of fire to whips of burning willpower. Your power is that of flame and you will make it known! Water Magic: Water Magic is commonly mistake as... very un-evil you are not one of them. You find nothing quite so amusing as filling someones lungs with fluid, or freezing them into a solid block. Even if your cleaning minions do bitch about the damp in the library. Earth Magic: Your power ranges over that of the earth. From encasing people in stone to throwing boulders effortlessly to even creating impromptu walls to allow your escape. Air Magic: You control the power of the air. From lightning bolts to small tornadoes. Environmental Magic: (Requires all four Elements) You are able to combine the elements into powerful storm magic. Ranging from full on lightning storms to even small hurricanes. But such power is not without a price. Meddling with magic on that scale, well once created a storm doesnt go away quite so easily. Curse Magic: Your have the ability to work hexes and curses on your enemies, however it is not a simple magic, any use of curse magic must be discussed and approved with the GM. Meteor: (Requires Magic 10) A meteor from the skies is called, obviously this cannot be used while indoors. After all most households dont have convenient meteors to be summoned, in any case, this meteor roars from the heavens to smash the target of the Overlords ire. But it is exhausting to cast and if it misses itll be a week before another meteor will answer a call! Shivering Whisper: This spell speaks unto ones subconscious fears and desires provoking either an attitude of extreme paranoia or trust in the individual. This is only a temporary effect. Something in the Dark: Provoking extreme fear from most people as it taps into their innermost terrors of the unknown things that dwell in the dark. This can range from a reluctance to approach the object of their imagined fear to raw pants-wetting terror and even fleeing as fast as they possibly can. Brutal Obedience: A hammer of psychic violence forces any one individual to obey a single directive, upon the completion of this objective the target expires as the spell destroys their mind. Mental Lash: This spell targets the minds of either an individual or a small group, but is no guaranteed success. If it succeeds it dominates the targets mind/s turning their loyalty to the Evil Overlord who cast it, but it has only a 50% chance of success. It cannot be used more than once a week. Mental Domination: (Requires Magic 10) This spell is like that above, but it can only effect a single individual, however it has a 100% chance of success. Raise Corpse: The Overlord can raise a Zombie, the maximum number of zombies that an Overlord can master at any one time is 200 per point of Magic. Zombies are slow, weak and mindless, but they are tough, resilient and make excellent shields for more valuable creatures.
Raise Skeleton: (REQUIRES: Raise Corpse) The Overlord can reanimate the fleshless corpse that is a skeleton, the maximum number of Skeletons that an Overlord can master at any one time is 100 per point of Magic. While more fragile than Zombies the Skeletons are fast, agile and can actually use the weapons they might once have used in life. Raise Wight: (REQUIRES: Raise Skeleton) The Overlord can raise what is referred to in necromantic circles as a higher skeleton, the maximum number of Wights that an Overlord can master at any one time is 50 per point of magic. These skeletons have magically enhanced bones and often wear armour and wield good quality weapons. Raise Undead Horseman: (REQUIRES: Raise Wight) A wight on the back of a Horse, this obviously causes people to be fearful. Especially when the horse itself is also undead. The maximum number of Undead Horsemen that an Overlord can master at any one time is 20 per point of magic. Raise Vampire: (REQUIRES: Magic 10, Raise Undead Horseman) The Overlord raises a Vampire lieutenant to serve him, an Overlord can only ever be master of one Vampire but a Vampire is difficult to kill on its own, are quite powerful to boot. The downside, they cant go out in sunlight, hate wooden stakes for some reason and actually demand their payment! Oh, and there is this little blood-sucking issue. Plagues of the Eternal: You poison the enemies wells and food storehouses with unnatural diseases that basic magics cannot cure even if they possess knowledge of them. Gateway: You forget a gateway between your location and any one location you have been to before allowing you, and a small force, to travel there at will. Unholy Power: (Requires: Magic 10) You use arcane power and the sacrifice of a hundred followers of good to elevate your powers for two days. During this time you are nigh un-killable and can slay many with each swing of your weapon. However when it wears off you are drawn into a week-long Coma. This is not a spell to be cast or used lightly. Daemonic Incursion: (Requires: Magic 8, Optional: Command 8) You open a gate to the hells themselves and summon a force of daemons to smite your enemies. However, unless you have the optional requirement above you cant guarantee that theyll smite your enemies instead of you. Summon Efreeti Imps: These smaller order daemons are small and not powerfully strong. Theyre capable of limited flight and have very sharp claws and teeth however. For every point in magic you have 40 Efreeti Imps in your service. Summon Incubi/Succubi: (REQUIRES: Summon Efreeti Imps) These daemons are typically summoned as paired mates, each Succubus is mated to a specific Incubus. These powerful seduction daemons are extremely capable of getting intelligence and some Overlords even pad out their harems with Succubi or Incubi. For every point in magic you have 2 pairs in your service. (Most powerfully used as assassins and spies.) Summon Daemonic Infantry: (REQUIRES: Summon Incubi/Succubi) These demons are large and powerful and serve as the infantry of the hells and serve loyally, if not intelligently. For every point in magic you have 20 Daemonic Infantry in your Service. Summon Higher Daemon: (REQUIRES: Magic 8, Summon Daemonic Infantry) These powerful daemons are rarely summoned and almost impossible to control. But if you can summon, and control, such a being they make excellent bodyguards, and even strategists or generals. For every TWO magic points, you get 1 Higher Daemon.
Goblins: Small, extremely numerous and weak. But they can climb any wall, dig a mean hole and have enough numbers to do just about anything. And can even outbreed a good rabbit or two! They have a preference for mountainous environments. Orcs: The larger, slower breeding and tougher cousins of Goblins, though an Orc cannot climb a wall like a goblin theyre generally stronger and tougher than a human. Though they are not as agile. Minions: They come in four breeds, the Browns are halfway between an Orc and a Goblin, the Reds are impish fire-throwers, the Greens are chameleonic predators and blues are natural healers. Lizardmen: Lizardmen prefer wetter environments and are generally on a humanoid level of capabilities, however they are amphibious and this gives an Overlord an edge over others in swamps, lakes, rivers, oceans etc. Trolls: Large, stupid, dumb, few in number. However incredibly tough and strong with incredible regenerative capabilities. It can take a lot of work to get capable trolls but they are worth it in the end. Ghouls: Cannibals that have contracted a disorder that bolsters their strength and agility as well as their general toughness. Extremely frowned upon they however make extremely loyal servants to a more violent evil overlord willing to furnish them with plenty of dead bodies. Cyclops: Sixteen feet tall corded muscle bodies with a single eye. The Cyclops, while a competent fighter however is a far more capable master of the forge. Few Evil Overlords ever regret recruiting Cyclops into their ranks. Moredhel: The Dark Elves of the world, theyre almost identical physically to the Eledhel that serve the Guardians of good from time to time. Superb archers and not half-bad engineers they are a good complement to any Evil Overlord. Theyre also very very very competent torturers. Gnolls: The dog-faced humanoids, they are faster and more agile than many of evils creatures but are generally cowardly in small numbers, they have a strange whooping laugh when they go into battle that unnerves the enemy. Unfortunately they never mastered cavalry preferring instead to try their horse for dinner. Lionataurs: Half lion half human these are cruel and capricious creatures, in almost every way a direct opposite to the Centaurs often seen riding in support of Guardians of Good. But instead of being excellent archers like a Centaur the Lionataurs wear heavy armour and carry massive twohanded Flamberge blades. They especially delight in killing and eating of Centaur flesh. Minotaur: The half-bull half-man of myth, but they were never myth, they are strong, fast and powerful. Few can resist a Minotaurs charge. However they are very rare in comparison to other evil creatures and will commit very few of their number to any cause likely to lead to death. And only aged bulls who had sired three sons already. Ogres: Large muscle-bound masses like Trolls, but while they lack a Trolls regenerative capacity they dont lack numbers or brutality. Skaven: Rat-men, even more numerous than Goblins and just as strong/weak. Their downside. Even more cowardly than Goblins, if they even get the scent that a battle is turning against them they will retreat to their warrens to lick their wounds and plot their revenge. Nightmares: Also called Myrdraal these pale eyeless creatures see a persons spirit before attacking, they can travel between shadows by turning sideways within them. Excellent swordsmen that project an aura of fear.
Trolloc: These hairy beasts are the freaks of nature, forcefully created half-breeds of man and beast. They exhibit many traits of the beast but retain the general form of the man. They also stink. A lot. Driders: These half humanoid half spider creatures are powerful, fast and capable, but rare. They make very powerful allies used properly. Capable of scaling anything but a magically sheer wall and even making webs theyre also poisonous if they choose to bite you. Harpies: These flying creatures make excellent allies though not as strong as most creatures their advantage of flight is considered to be invaluable for information gathering and raiding peasants. And raiding peasants is an important value. Duergar: These primarily subterranean race of dwarves are excellent stonesmiths and soldiers. They have a significant hatred for those Dwarves who serve the Guardians of Good seeing them as too weak to be proud of their strength. Dragon Ogres: The Dragon Ogres are only distantly related to Ogres and not related to Dragons at all despite the name. These large powerful Ogrekind have half the body of a large powerful draconian creature. These are dangerous for their strength and surprising speed. Kobolds: These little lizard-like creatures are much like Goblins and share many similarities, but at the same time theyre also nothing alike. Kobolds are more intelligent and cunning than goblins and more prone to ambushing a target and peppering it with arrows. Also their bite is poisonous. Telepathic Command: The overlord can command his troops telepathically over a significant distance. Drums of War: We cannot get out. The end comes, and then drums, drums in the deep." The drums of war call, they call to war the evil tribes and troops. You can bring your troops to respond to a changing situation faster than almost any other. Master of Strategies: (Requires Command 10) The Overlord is excellent and capable of planning on a massive scale involving many factors. Generally they will only be caught in a fight they dont wish due to their servants incompetence or unforseen events. Master Tactician: (Requires Command 10) Able to command a battle with unprecedented skill, they direct their warriors with flawless precision. Master of Attack: (Requires Command 10) The Overlord is a master of the assault. In a siege s/he is an expert at all strategies to breach a wall or dig beneath its foundations to facilitate its collapse. Few wise men would dare question your ability to break down any fortification!
Furs: You and your forces are armoured in thick furs as capable as any leather armour, and while it is heavier it does provide some extra protection compared to leather due to its thickness. Goblin Iron: Cheap metals mined from the bowels of the world protect you and your servants. It is comparable to the Iron of the good but is lower quality, it makes up for this with increased thickness, while it is more capable of absorbing damage it is heavier than normal Iron armour. It also makes a good weapon. (Requires Furs) Orc Steel: Orc forged steel. This is stronger than human-forged steel and is extremely reliable. Though it weighs considerably more than its human equivalent it is tougher to boot. (Requires Goblin Iron) Meteoric Iron: Better than Orc forged it is lighter than Orc Forged steel and stronger to boot. Though it remains heavier than Damascus Steel and tougher. (Requires Orc Steel) Adamantium: Heavier than Orc Steel, Tougher than Meteoric Iron and considerably rarer. This makes some of the best armour and blades in the world. (Requires Meteoric Iron) Small Lands: You own 80 square km worth of land. Normal Lands: You own 120 square km worth of land. (Requires Small Lands, and you have ONLY 120 square km, these traits are non-cumulative.) Big Lands: You own 160 square km worth of land. (Requires Small Lands and Normal Lands, and you have ONLY 160 square km, these traits are non-cumulative.) Bigger Lands: You own 200 square km worth of land. (Requires Small Lands, Normal Lands, and Big Lands and you have ONLY 200 square km, these traits are non-cumulative.) Great Lands: You own 240 square km worth of land. (Requires Small Lands, Normal Lands, Big Lands, and Bigger Lands, and you have ONLY 240 square km, these traits are non-cumulative.) Mercenaries: Grizzled and expensive mercenaries supplement your regular troops. They are expensive because they are really good at what they do. Which is fight for the highest bidder, so watch out and make sure that is you. Looting Experts: Your people are excellent appraisers... and looters. This makes an excellent combination for when you take a town, though the townsfolk may be inclined to disagree! Pillaging Experts: There is a single reason for burning a town you have begun to pillage, failing to do so can lead to excessive looting and your troops becoming more interested in the loot than the battle. Your Overlord knows the magical moment to start lighting the fires to get the men moving. Red Gold: Your slaves mine gold, but it is a brutal and harsh practise leading to the deaths of thousands of slaves, their blood mingles with the gold and becomes a dull red gold colour. Those who are paid with it are corrupted with the evil essence of the gold to desire more of it without end. Antique Artifacts: You have hoarded items of ancient origin compulsively without end. These storehouses of antique artifacts are without obvious equal. These can range from holy artifacts youve corrupted, defaced or perverted to your taste to the intact, pristine artifacts of evil. Either way these boost your prestige with the wealthy.
Healthy Bribes: You are rather generous with the local lords and people in power, this leads to them more often than not being willing to lend their not inconsiderable support for your objectively questionable cause. However their... generosity... is not unlimited, their support will only last until you ask of them any sort of task or, well anything, likely to result in them being killed or declared traitor etc for it. Generous spirit!: Of course its a lie, of course its bullshit, but the morons dont know that the money youre lavishing on them and spending is less than half what you claim its worth! But they wont realise. You hope. Because if they did youd lose a source of support. Assassins: Your wealth allows you access to hire the uses of assassins in the prosecution of your goals. While expensive the results are quite... evident. Spymaster: Youve secured the services of a master spy in procuring information for your requirements to find targets, resources or anything you could need. Blackmailers: You possess a good deal of dirt on the local corrupt lords, sergeants etc of the law. As such the normal lawmakers and the like are more likely to overlook your smaller transgressions. Monster Tamers: You have access to a limited amount of monsters. But theyre expensive and hard to replace and train. Gold Mine: (REQUIRES: Wealth 6) You have a larger gold mine than most. This costs 2 points if you also have the Red Gold Trait. This gives you a larger income at least. Gem Mine: (REQUIRES: Wealth 8) You have a precious gem mine, while you certainly pull out small quantities of other useful materials, it is the Gems that make you the most money, and friends. (Increase Lair Points by 20%) Crystal Mine: (REQUIRES: Wealth 10) You have access to a rare Crystal Mine. But not just any crystals, but magically resonating crystals. These can make you very wealthy, but used properly can also give you a hidden magical reserve. (Increase Lands Points by 20%) Lavishly Equipped: Your men are equipped with the best they have available, but in the most imposing fashion possible, their equipment not only looks like it costs a lot, it probably did. Of course, its big and bulky, its more imposing than functional. But sometimes your peoples looks are more important than functionality. When on the job they probably wear far more functional looking stuff.
Twisted Form: This poor individual is marked by deformities, whether a hunch backed bell-humper or a club-footed sychophant. These beings are not particularly influential or valuable on their own, but they are considered nigh on invisible if they dont trouble anyone. These beasts can be guaranteed to bring you any rumours that pass their ears. Sneakthief: The shadows are their friends, the wallets of others are their friends too, they only want to be reunited with their friends,... of course whenever they managed to pickpocket or steal something that might be of interest the Evil Overlord is the first to hear about it! Information Broker: These men deal in real information, solid verifiable information. The sort an Overlord might be willing to shell out big bucks for. But for you his services are cheap. Bartender: These men learn just about anything, and for a few gold are more than willing to tell anything theyve heard or learned. Wandering Greedy Trader: These men are always out for a few bucks. And typically they dont care from whom they take it, if the price is talking about some rare objects theyve heard are available. So be it. Master Thief: You have a master thief on the payroll. If you need something snitched this is your guy. Of course the trick is to get him to not snitch it and run off like a little bitch... but hey, your problem, not mine. Thieves Guild Master: The master of the Thieves guilds has contacts within your organisation, if you want something stolen just pay the guild and they will retrieve it for you. Of course they are steep prices. Master Spy: This man is a master at his trade. Get one on the payroll and you can learn almost anything you put it to your mind to know. Spy Guild Master: The master of a spies guild. Pay them to find out almost as much as a Master Spy, though the guild can cover more ground quickly. Servants of the Mighty (Requires Influence 8): You can get your cause put through to a lord of the realm, or similar, through those who serve him faithfully. Also you can find out things only such people are supposed to know. Royal Ears (Requires Influence 10): You have the ear, and voice, of some members of the royal family, or equivalent, of a nation. This can lead to information none other could possibly discover, and even some influence with the ruling parties! Public Executions: You dont much care for laws. But you do have a few. And when theyre broken the one responsible is in turn broken, painfully... and publicly. Weekly Sacrifice: You weekly sacrifice an individual, it doesnt gain you any actual power, however it serves dual purposes, the first is simply to keep the populace in line, however the frequency is eroding their willingness to just accept it. The other is to draw the Guardians out of hiding to try and stop it. Annual Sacrifice: You annually sacrifice an individual, it doesnt gain you any actual power, however it serves dual purposes, the first is simply to keep the populace in line. The other is to draw the Guardians out of hiding to try and stop it.
Bandit Clan: You have a clan of Bandits on the payroll to collect your due taxes or sacrifices, or just plain toys for you to break. Local Lords Favour: These favours are few and far between, but if one is frugal with them they can get a Lord to contribute troops every now and again to a little... event. Recruiters (Requires Influence 8): These men scatter far and wide to spread word of your cause drawing men and minions from all corners of wherever they can reach. Unfortunately not everyone cares to hear what they have to say so they dont all return. Royal Debt (Requires Influence 10): You did a favour for the royalty at some point and so the royal house owes you a favour or ten, this could get you the extra troops you need to pull back from a defeat, or make sure the defeat doesnt happen! Disenchanted Priests: These priests have lost their faith despite the knowledge their gods exist. They work subliminally with the populace eroding belief in the gods and turning their villages from the light to dwell more on your side of the fence. Water Rats: Youve got a few pirates on the payroll to move you and yours across any expanses of water when needed. Dark Loremasters: These men are scarce, and even when on the payroll hard to find. But when they show up you can guarantee their information is worth the expenditure. Tranquil Lands: (Requires: Influence 8) You keep your people under a firm controlled fist to keep their excesses contained so that it appears no different than other lands. Though at the same time your people are quietly discouraging of visitors to your lands for should someone just happen to come upon your place of residence, the games up. Too Dumb to be Evil: (Requires: Influence UNDER 3) You've managed to convince people you're just too stupid to be evil. Sure you don't have a lot of influence, but what influence you do have manages to hide your dark secret! Grovel before Khaelesh: (Requires: Influence 10) You are a skilled overlord, and youve grovelled nicely before Khaelesh once or twice..... or more... before. As such, limited though his good will and favour is, he has directed some of it your way before. In a time of great need you might even grovel sufficiently to get his aid, direct or indirect. Rule 92: Youre a practical sort of fellow, and when cornered by one of the Guardians youre capable of glibly bullshitting your way to convincing most of them that you have in fact seen the light and are going to start changing your evil ways beginning right now, if theyll just give you a few months to make a good start on it. Of course its a lie. And most Guardians will only fall for it three or four times before they clue on.
Fanatical Leadership: (Requires Dedication 8, Spirited Leadership) Your leadership and dedication to your cause give your men supreme confidence in your dark destiny and that of their own people. They fight harder and longer for your cause. Spirited Leadership: Your people view your cause with a prideful heart and will hurl themselves at the enemy with a rich vigour believing that you cannot be stopped. Of course theyre not fanatics, if one were to dispel the illusion so to speak theyd head for the hills like any other! One Vision, One Purpose: Your men are single-mindedly dedicated to your over-arching goals and purpose. While this gives them great benefits in the pursuit of such they are so dedicated to this one purpose that they will resist even your attempts to change it. Implacable Will: Your forces and objectives are clear. And anything in your way is likely to be ground beneath your heels. But at the same time you build support for your cause by those likeminded individuals. Stare of Fate: Your dedication is such that any who question it wither before your gaze, of course not literally, but they will find themselves wanting to get the hell out of dodge quickly. Great Plans: "Make no little plans. They have no magic to stir men's blood. Your plans are grand, epic and the sort that an enemy would quail to behold if they ever realised the scope of your plans. Let them quail, for your men are moved by your plans and will not forsake them easily. Doubtless Loyalty: Your men and minions are loyal far beyond than might be expected of their race or kin, they will follow you unto the ends of the earth and beyond the gates of heaven to pillage the gods treasuries with a smile on their face and a war cry on their lips. Blind Loyalty: (Requires Dedication 10, Doubtless Loyalty) Your men are beyond loyalty of normal ken, these men and minions are blindly loyal and will do anything you order simply because you did so. If you ordered them to remove their own eye and eat it they would ask which one be careful Overlord, for they will take anything you say as gospel and any idle remark as an order. Control of such subjects is harder than it seems. Bloody Brotherhood: Your soldiers and men are bound in blood brotherhoods, offering up blood sacrifices of their own veins to your power to bind them together into stronger more efficient units. Such units are more closely knit and fight as a more coherent unit than most. But slaying many of a blood brotherhood can break their morale, quickly. Zealots: (Requires Dedication 10, Blind Loyalty, Fanatical Leadership) Your people go beyond blind loyalty and Fanaticism, theyre zealots, a word against you will lead to the individual being descended upon by your zealots who will literally tear the person apart with their bare hands. Dark Harvest: Your forces are not fed on evil wishes, theyre fed like anything else is fed, but they are experts at doing so on the march foraging for food, pillaging farms and descending upon the Livestock while the farmer sleeps. But they only do so at night and are ten leagues distant come the dawn.
Visionary: You are a dark visionary, you seemingly have the ability to predict the future (not true, you are just good at judging the flowing politics) but this leads to your men following your orders without the hesitation others might display. Shield of Hate: Enemy spells that might affect your mind, or those of your closest followers, simply cannot work in proximity to you, your hate is proof against their petty magics and those who are in proximity to you share the power of the mental shield it projects. You can't kill the Messiah: You have a knack for escaping death and reappearing when all others considered you to be dead. Whenever they believe you killed you can rebuild in peace for some time before making a most dramatic re-appearance. Scorched Earth: Take no steps back, never compromise, not even in the face of Armageddon. When youre on the march you scorched the enemy lands as you march across the enemy lands to make retreat difficult, if not outright impossible. As such you burn the lands and salt their fields. Nothing can last. Wave of Despair: Before your dedication none can stand as so strong is your belief in your cause word of its impending arrival spreads like a bow-wake of despair in front of your march. Tireless Fellowship: Your men will fight beyond the point of exhaustion believing the end is ever nearer with each step they take. Anti-Divine Right: Your dedication to the destruction of the churches and slaying of their gods knows no equals, except others like you who follow you for the sole purpose of seeing your dark work done.(Gains support with the anti-religious crowds) Anti-Life Coalition: You have a hatred of non-evil beings. And this hatred is infectious. You are compelled to destroy any non-evil life. And this draws evil beings to you, especially those who desire similar things. Dominator: Youre compelled to conquer and dominate all life, perverting that which is good etc. This draws like-minded evil beings to you. Self-Sufficient: Your overlord or overduchess is dedicated to a do it well, do it yourself, attitude. Rarely will they leave seemingly insignificant matters to a minion, and they will never ask a greater power for help even when it would be sensible. As such your people are better at being selfsufficient. Infernal Ambitions: (Requires: Daemonbreed) Your Overlord or Overduchess has ambitions about increasing their influence and power in the infernal realms and leans more towards their daemonic side than, well whatever their other side actually IS. Their control of daemonic subjects is stronger and theyre more capable at summoning daemons if they have that talent. A Simple Man: I will not use any plan in which the final step is horribly complicated, e.g. "Align the 12 Stones of Power on the sacred altar then activate the medallion at the moment of total eclipse." Instead it will be more along the lines of Stick sword in that guy. Wiser than he looks: If I decide to test a lieutenant's loyalty and see if he/she should be made a trusted lieutenant, I will have a crack squad of crossbowmen standing by in case the answer is no. An Heir: (Requires: Dedication 8) You have an heir to your evil overlording ways. This heir is between thirteen and eighteen years of age. They are assumed to have half the physical traits you have except for Weapons Mastery, though all their traits are weaker versions of your own considerably.
Each Land type gives you a number of points for each Category. Lair and Land Improvement points if not spend on Lair or Land cannot be spent on the army. (Each point = about 1000 Gold) Unspent points go into the treasury as a slush fund for future upgrades. A player can move up to 80% of the points from one category to the other. The amounts possible are outlined below. No Lands: Small Lands: Normal Lands: Big Lands: Bigger Lands: Great Lands: 200 Lair Points, 400 Lair Points, 600 Lair Points, 1200 Lair Points, 1600 Lair Points, 2000 Lair Points, 0 Land Improvement Points 400 Land Improvement Points. 800 Land Improvement Points. 1200 Land Improvement Points. 1600 Land Improvement Points. 2000 Land Improvement Points. (Cannot re-assign Points). Can move 320 Points. Can move 640 Points. Can move 960 Points. Can move 1280 Points. Can move 1600 Points.
Some of the Lairs specify a type of geographical location, when this does so Land Improvements are bought from that geographical location. A player may choose a Geographical location if they wish and their Lair type does not include one.
LAIRS
LAIRS: (TYPE) Pick a Style of Lair first! (NOTE: You MAY have more than one Lair! After all, you might want somewhere to retreat to!) Castle Style: Basic Evil Castle: 20 Points: This is basically a keep with a wall. It can barely keep out the draft, wait a second, it doesnt. Evil Castle: 50 Points: This is a decent castle with a Keep and sturdy walls. No Overlord could complain if he found himself in charge of these. Fortress of Evil: 100 Points: A menacing fortress, nearly a citadel but it can only handle a few thousand troops. It is a reliable and popular choice. Citadel of Nightmare: 200 Points: The greatest fortress available to an Overlord. Capable of supporting thousands, even tens of thousands, of troops within its walls. Walls thicker than a dozen hugging Ogres and taller than two Giants on end. One does not bring an army to besiege a citadel. They bring Armies.(Emphasis on the plural.) At the core of the Citadel a Heart of Evil crystal pulses with evil life energising you and your minions. Tower Style: Small Evil Tower: 20 Points: A tower of evil. Albeit a little one. Excellent for Dark Mages on a budget. Evil Tower: 50 Points: This is an average dark tower, and it has all an Evil Overlord could need from a sturdy structure, once it has the... homely touches. Black Tower: 100 Points: The second-best mage tower an Evil Overlord could imagine. It stands taller than most structures and is more reliable than any Towers before it. Its core crackles with energy. Tower of the Overlord: 200 Points: A black tower stretching a league into the sky, none within a hundred miles fail to notice its existence. Or the gleaming black nothingness upon its peak that seems to watch all.
Underground: Burrows Fort: 20 Points: A cave system that makes a nice little fortress for an Overlord without worries about being detected too easily by curious do-gooders. Underground Fort: 50 Points: A castle... underground. It is a stronghold of decent defensibility but its access is hard to find, and more importantly, once found can be stoppered easily. However it is hard to actually attack, and you can always tunnel out elsewhere. Underworld: 100 Points: An inverted castle in a cavern underground. It is impossible to reach easily and only the largest most determined army could tunnel to it. It is loved by its occupants. It is occupied by a crackling crystal beneath it that is the source of your power. (Or at least a repository for it.) Netherworld: 200 Points: An underground super stalactite that has been forged into a massive fortress. Around it your power infests the loose stones and they fly around like a flock of birds in a never ending circle around your under-tower. Location Specific: Mountain Fortress: 100 Points: A Castle in the mountains. Hard to reach, harder to besiege. Swamp Fortress: A fortress in the Swamps. While it is hard to reach such fortresses are always in a state of at least partial disrepair. Most passages to and from said fortress would be either subterranean or well hidden. Desert Fortress: 100 Points: Without doubt this is one of the hardest fortresses to reach. It is built around an oasis providing the fortress with a constant supply of water, and even food in small amounts. With the exception of the walls most of a Desert fortress will be underground. Ice Fortress: 100 Points: A frozen fortress, likely either on the poles or a mountain peak. (Use Mountainous Geographical Location) While hard to attack it is also hard to go and attack. Special Types: Demonic Castle: 75 Points: (Special Requirement: Daemonbreed) This hellish castle is not entirely natural, or real. It is a little slice of hell homey just for your daemonically inclined overlord. Its horrific unnatural nature scares away most unwanted visitors, but your own non-demonic troops stationed there are rarely in good humour or high morale. Demonic Fortress: 150 Points: (Special Requirement: Daemonbreed) This fortress is the larger, deadlier, cousin to the Demonic Castle. It is even capable of a limited ability to defend itself, but it doesnt do well without proper defenders. But like its smaller cousin while it scares away unwanted visitors, and attackers might find it hard to assault the walls your own men really wish they could just leap it and run too. Hell Rift Fort: 300 Points: (Special Requirement: Daemonbreed, Summon Higher Daemon) Your people simply refuse to man this fort. It is well and truly somewhere between the infernal planes and reality, demons are summoned with almost trivial ease and the Fortress IS alive in every sense of the word. While some of your people will reside in it while you are there. They will leave it the moment you do. But it is capable of defending itself will hellfire and living walls. An enemy has to less attempt to attack it so much as banish it.
LAIRS: (QUALITY) Now youve picked your style and Lair type. How quality is it? Quality: Run Down: Free: Your lair is run-down, falling apart, has the defensibility of a paper bag someone poked a hole through before peeing on and there is a large draft to boot. Joy. Adequate: 50 Points: Your Lair has been repaired to an adequate status. The drafts have been plugged and youve furnished your new home in whatever evil stuff you feel is evil enough to represent you. Good: 100 Points: Your Lair is in good condition, has fitting small statues and architectural affectations that you are rather fond of. You may even have fancy pieces to stick the skulls of your enemy to. Excellent: 150 Points: Your Lair is like it is only slightly new. The stone fits better than ever, the draughts are non-existent and it is infested with personal touches. More importantly your standing armys quarters are kept either below or separate from the fortified structure. No troll shit on the floors for you! Pristine: 200 Points: Your Lair isnt like new. It IS new. It has been tailor-made just for you! The only exception is the Portal Gate which your Lair was built over for reasons you cant seem to understand. It is stronger than any other condition fortress.
LAIRS: (UPGRADES) Now youve picked your style and Lair type and quality. What have you kitted it out with. Upgrades: Expanded Barracks: 25 Points: Your fortress can house your minions more comfortably than before. Thus there is less issues of infighting. (Can be taken multiple times.) (One per race is the most recommended arrangement.) Torture Chambers: 25 Points: Well, from your point of view theyre recreational rooms. But for their frequent occupants theyre torture chambers. And, well they are. You can use these to interrogate any prisoners you have, for fun or information. Or even just because you have nothing better to do, nothing like a few screams to relieve boredom. Harem: 25 Points: Evil Overlords, male or female, like to relax when theyre not out doing what it is they do. And nothing quite relieves tension and work related stress like nine or ten fine women (or men) who are willing to do anything, at all, to please your body. Library: 25 Points: Libraries are important to an Evil Overlord of the intellectual persuasion. They like to keep their books of power, or just books full of information, within these enchanted walls designed to protect any documents kept within them from the ravages of time. Dungeon: 25 Points: With specially imported rats from the sewers of Igottatakeadump this lovely utility is for keeping all those weeping villagers in until your torturers can spare the time to see to them. Wells: 50 Points: Your lair has a source of water, it doesnt actually have to be a well but it is the most common. As such you can sustain a prolonged siege longer than without. Can be taken up to 4 times. (Each Well adds 1 month to the time your castle can resist a siege) Meat Stores: 75 Points: Though youre evil the concept of food preservation is important to you as your food stores for resisting a siege arent going to be any pansy grains and fruit trees. You want MEAT to resist attack, not stuff that grows in dirt of all places! (Each Meat Store adds 1 month to the time your castle can resist a siege.) SPECIAL NOTE: If you have a Well AND a Meat Store it goes to 6 months. (Eg: You have 1 Meat Store, and 2 Wells. You can resist for 7 Months before supplies run out. 6 Months for a Meat Store and a Well, plus a month for the excess Well.) Siege Engines: 100 Points: Cannot be built if Fortress is underground. The Fortress is defended by Ballistae and Catapults. Few would casually assault your walls without caution. To do so is literal and figurative suicide without counter-artillery. Moat: (Stakes) 100 Points: Cannot be built if Fortress is underground. A water-filled moat filled with sharp stakes with which to slow down the enemy assault. Moat: (Crocodiles) 150 Points: Cannot be built if Fortress is underground. The second best moat. Nothing says I hate heroes quite like a couple dozen crocodiles in the moat. However they are trained to rest INSIDE the castle by using small underwater tunnels to access the inside. While it might seem like a security hole the whole frequented by Crocodiles part tends to dissuade adventurous swimmers... who just end up inside the Crocodile cage anyway.
Lava Moat: 200 Points: Cannot be built if Fortress is underground. If water slows people down Lava is just a giant fuck you. It also keeps the castle warm in winter. However once a month you must conduct a ritual of power to restore the Lava Moats magical properties. Though as it is not a spell no effort can be made to dispel it. Monster Stables: 100 Points: This houses a single type of monster. If youre considering more than one type of monster, you will require a single Monster Stable for each type of Monster. Treasure Vault: 50 Points: Well you need SOMEWHERE to hold it all, and for an extra 50 points you can get an Armoured Treasure Vault complete with gold swimming pool. (Not, not gold coated. A pool full of gold to swim in. Poor Overlord Luddite thought I was talking about a swimming pool with water in it...) The Armoured Vault is also enchanted against thieves and overly curious things. Like cats, children and guardians with less brains than usual. Reliquary/Catacombs: 100 Points: Your have a closer relation with the dead in these places. And most importantly, for the necromantically inclined, a more accessible source of replacements. This is seen as a sombre place. Right up until jimmy the skeleton needs a new femur. Pentagrammic Chamber: 50 Points: This chamber makes demonic summoning less taxing on the caster, and control a bit easier. However, this is not available to demonic type lairs. Just dont break the lines of the pentagrammic summoning circle. Alchemical Laboratories: 100 Points: These laboratories are used for the purpose of well, alchemical work with poisons, chemicals and other such things. Most Overlords use them as poison factories to provide their people with envenomed weaponry. Unholy Dungeons: 200 Points: These are not cheap, acquired lightly or simply used to keep prisoners. These are used to contain captured Guardians or holy creatures such as Angels. These dungeons are bound with the tightest most powerful binding spells the unholy can have access too. Indeed, lesser Angels such as Cherubim would likely be killed by being locked in one of the cages. Wailing Wall: 150 Points: Cannot be built if Fortress is underground. Prisoners bound in torturous cages hang from the battlements of your Lairs wall constantly screaming in their eternal magically bound torment. People assaulting the walls have to face the psychological sight and sounds and often are too disoriented to fight properly. (Demonic Type Lairs can get this for only 100 Points) Escape Tunnel: 25 Points: No self-respecting Overlord would have a lair without some means of escape. For most their means of escape is simply the Portal Gate. But some Overlords assume that they wont always be able to get to that in time. Or an attacker might look their first. And so they have a normal escape tunnel built in to facilitate their escape. (Note: Has a small chance of being discovered and becoming a vulnerability.) Armoury: 25 Points: (Can be taken multiple times.) You have an extensive armoury so that your people can be equipped in a hurry if required, and at the same time, make sure nobody is running around with [s]scissors[/s] weapons when theyre not supposed to be. Advanced Siege Engines: 100 Points: (Requires; Siege Engines) You dont just have Ballistae and Catapults, those are soooo last week. No, you have Heavy Repeating Ballistae and Trebuchets guarding your walls. Large Smithy: 50 Points: Your castle, like most, has a smithy. However yours has a larger more extensive smithy. This allows your smiths to craft items at a faster rate, from armour and swords to horseshoes, arrowheads etc.
LANDS: (TYPES) Now youve picked your Lair, now how about the lands you inhabit? What type are they, an Overlord may pick 2 Types of Lands that their lands are like. Land Types: Plains: These are typical rolling plains, though they will show signs of your corruption. Depending on the size of the lands it may include small parcels of forest as well. Tundra: Ice Plains. Little farmable land. Little mineable land. Next to no people. Next to no goodguys looking for an Evil Overlord to kill. Forest: Whether a Jungle or a Forest these share identical traits, the only difference is temperatures... and types of trees. Mining will not be a large scale operation here. But it offers more concealment. Swamp: Hard to reach a Swamp Lair is brilliant, if hard to care for. A lair in the swamps may a maximum of excellent quality. The food production is medium to high but mining opportunities are nonexistent. However things tend to be hidden away in spaces hard to get to. Like your lair. Mountainous: Mining opportunities are unparalleled and your lair is hard to reach. However the cold is disliked by your minions and food is not an easy commodity to come by. So are villages to terrify. A mountain fortress is only good if youre willing to travel to get what you want. However conversely you dont get many callers. Desert: Perhaps the weakest of the land types it produces poor mining and poor food production. However it is probably the single hardest type of Lair to attack because the Overlord has it build on/around an oasis. A Lair in the desert will have its assets well protected.
LANDS: (IMPROVEMENTS) Now youve picked your Lair, and the type of Lands you inhabit. Now, spend some points to tell us about the Lands your Overlord is... Lord and Master... of. Land Improvements: Foresters: (Forest, Plains, Swamp) These humans hunt for you and log when required, this Foresters village is no more than a hundred humans subservient to you. They can supply a small force with food. However they require at least two weeks advance warning to prepare supplies for a campaign for you. Cost: 10 Points. Tundra Hunters: (Tundra) These men are the equivalent of foresters, they know the hunt on the Tundra and can keep you up to your ears in clubbed baby seal meat. Cost 10 Points Whalers: (Tundra) These gruff men and sailors live on the edges of the ice hunting the whales for their meat, blubber and other useful materials. Like whale bone. Cost: 20 Points Trappers: (Swamp, Forest) Foresters might hunt small game but these guys hunt in the big leagues... be those boars, bears...or men. Their excellence in devising and utilising traps is unequalled. Cost: 20 Points. Bogs: (Swamp) Your lands, already swampy, are surrounded by thick bogs worse than the majority of the swamplands. There are few paths out and slaves mine the bogs for flammable fuels like coal. Cost: 60 Points Village: (Any) A village of humans exists within your borders, they pay tithes to you in gold and information. The village has a small inn and about 300 humans living in it. But a Village requires a farm to subsist. Cost: 20 Points. Race-Specific Village: (Any) If you have purchased any races this is a village containing one of those races. It is otherwise identical to the human village but its population number changes according to its occupants. Cost: 20 Points Town: (Any) A far larger communion of people. This can have a mix of races living in it though they will tend to segregate themselves to their own kind. A town is far more reliable than a village but requires 2 Farms to support it. The population is usually about a thousand individuals. Cost: 40 Points Oasis Town: (Desert) A far larger communion of people. This can have a mix of races living in it though they will tend to segregate themselves to their own kind. A town is far more reliable than a village but requires 2 Farms to support it. The population is usually about a thousand individuals. Cost: 40 Points. Oasis Farm: (Desert) A farm is usually manned by humans who farm both for your war efforts and for your towns and villages. And if youre wealth enough, a city if you have one. Cost: 20 Points.
Farm: (Any) A farm is usually manned by humans who farm both for your war efforts and for your towns and villages. And if youre wealthy enough, a city if you have one. Cost: 20 Points Advanced Farms: (Plains, Forest, Swamp) These farms are bigger and farmed by skilled Farmers. They can take the load of two other farms easily for little more effort. (Counts as 2 Farms) Cost: 30 Points Poison Farms/Alchemical Farms: (Swamp) These very strange people live in the swamps nearly naked painting themselves in crap from who knows what. But they are proficient poisoners and herbalists. Cost: 50 Points Small Mines: (Any) Mining Small Mines lack the ability to move a lot of ore, and indeed, there will usually only be a community of forty to fifty people working whenever they are up to it. They cant pull a lot of ore, but its better than nothing. Cost: 10 Points Mines: (Plains, Mountainous) Simple mining village, these are designed to mine your metals, gold or what have you. They have about a population of 200, the majority of which work in the mines, the rest manage a small farm to feed them all. Cost: 20 Points Great Mines: (Mountainous) The great mines of a mountain fortress are impressive. They carry out many many times more what a simple mining village can, and are often almost towns in their own right. They require a couple farms to support them but otherwise will easily produce the bulk of your metal requirements. (Counts as six mines) Cost: 40 Points. Logging Camp: (Forest, Swamp) Far more extensive than those Foresters use these are full scale dedicated Logging camps. A population of nearly a full village dedicated to the systematic chopping down of the forest for materials. Cost: 20 Points Sacrificial Site: (Any) : A site, grove, construction where you go and kill people, just because youre evil and can. But as far as the people know it increases your power and stuff. It can be used for holidays, and the like. Cost: 20 Points City: (Plains, Mountainous) A city is a primal place where many thousands to tens of thousands gather. They can provide an excellent source of information from passing traders. But a City is not a cheap endeavour. They can provide people, troops and information. But to feed a city is not a small endeavour. Cities require 10 Farms to support them. Cost: 100 Points. Oasis City: (Desert) A city is a primal place where many thousands to tens of thousands gather. They can provide an excellent source of information from passing traders. But a City is not a cheap endeavour. They can provide people, troops and information. But to feed a city is not a small endeavour. Cities require 10 Farms to support them. Cost: 100 Points.
Walled City: (Plains, Mountainous) A city is a primal place where many thousands to tens of thousands gather. They can provide an excellent source of information from passing traders. But a City is not a cheap endeavour. They can provide people, troops and information. But to feed a city is not a small endeavour. Cities require 10 Farms to support them. A Walled city is far easier to defend as it has, you know, walls. Cost: 150 Points Walled Oasis City: (Desert) A city is a primal place where many thousands to tens of thousands gather. They can provide an excellent source of information from passing traders. But a City is not a cheap endeavour. They can provide people, troops and information. But to feed a city is not a small endeavour. Cities require 10Farms to support them. A Walled city is far easier to defend as it has, you know, walls. Cost: 150 Points. Dirt Roads: (Any) You have extensive dirt roads connecting your improvements making movement easier. So long as it doesnt rain. Cost: 10 Points Cobblebone Road: (Plains, Mountainous, Swamp, Forest, Tundra) Instead of stone your people have used the bones of your enemies to make your paved roads for the fastest form of transport, they first require Dirt Roads. These roads are paved in a way to make them as good as any cobblestone road. (Requires Dirt Roads) Cost: 10 Points Silk Road: (Desert) The Silk Road is a valuable trade route through your territory. It guarantees that you are frequented by traders. But its harder to hide. Cost: 30 Points. Ruins: (Any) The ruins of old structures litter the world. Expeditions can sometimes retrieve a valuable items from them. But the best ruins are all the hardest to find. Though bear in mind, expeditions to harder to reach ruins, such as a swamp ruin are going to be more worthwhile than trying to loot the ruined tower on the plain that all the village children play in. Cost: 100 Points Abandoned Stronghold: (Mountainous) This stronghold stood for who knows long against who knows what. Its great gates remain closed and no signs of life have been seen for a hundred years or more. Who knows what benefits it may offer. Cost: 100 Points. Special Improvements: Coastal/Port: Any city, town, village etc may by the coastal upgrade that allows it to manage a small number of ships in addition to their trade. Any City which is also coastal reduces its farm requirements by 2. Cost: 10% Point increase to base cost.
ARMIES
Humans: Swordsmen: Axemen: Polearm Infantry: Spearmen: Pikemen: Archers: Crossbowmen: Black Knights: Dark Cavalry: Horse Archers: Siege Engineers: Fanatics: Zealots: Goblins Tunnelers: Spearmen: Blades: Archers: Spider Riders: Orcs Infantry: Crossbowmen: Pike Infantry: Warg Riders: 10 Orcs 10 Orcs 10 Orcs 10 Orcs 15 Gold 25 Gold 15 Gold 40 Gold 10 Men 10 Men 10 Men 10 Men 10 Men 10 Men 10 Men 10 Men 10 Men 10 Men 20 Men 50 Men 100 Men 10 Gold 10 Gold 10 Gold 10 Gold 10 Gold 20 Gold 25 Gold 50 Gold 40 Gold 40 Gold 40 Gold 10 Gold 10 Gold
Builds Siege Engines (Requires Fanatical Leadership Trait) (Requires Zealots Trait)
Digging Unit
Poisoned Arrows
Mounted on Wargs
Minions Green: 10 Minions Red: 10 Minions Brown: 10 Minions Blue: 10 Minions Wolf Riders: 10 Minions Salamanders: 10 Minions Spider Riders: 10 Minions Lizardmen Warriors: Tridents: Archers: Trolls Troll: War-Troll: 5 Trolls 5 Trolls
Poisoned Weapons Firebrand Slingers Basic Fighters Swimmers and Healers Browns on Wolves Reds on Firebreathing Lizards Greens on Giant Spiders
40 Gold 60 Gold
20 Ghouls 20 Reavers
30 Gold 60 Gold
Cyclops Warrior: 5 Cyclops Battlesmith: 5 Cyclops Moredhel Warriors: Pike Infantry: Repeater Crossbowmen: Siege Engineers: Gnolls Warriors: Polearm Infantry: Warg Cavalry:
30 Gold 50 Gold
Lionataur Liontataur Blades: 10 Lionataurs 80 Gold Minotaur Minotaur Bezerker: 5 Minotaurs Ogres Ogre Thunderfeet!: 10 Ogres Skaven Skavenslaves: Clanrats: Rat-tail Slingers: Engineers: Tunnelers: 40 Gold
40 Gold
Weakest possible unit. Poisoned Weapons Builds crappy Siege Engines (For cheap) Digging Unit
Nightmares Blademasters: Black Horsemen: Grim Archers: Trolloc Warriors: Spearbeasts: Hunters:
Aura of Fear, Shadow Teleport Aura of Fear, Shadow Teleport Aura of Fear, Shadow Teleport
Driders Drider Warriors: 10 Driders 120 Gold Drider Marksmen: 10 Driders 140 Gold Drider Matriarch: 2 Matriarchs 100 Gold Harpies Harpy Hunters: Harpy Raiders:
Primarily carry a sword and shield. Primarily Archers or Crossbows Very large and strong. Very very powerful.
10 Harpies 20 Harpies
40 Gold 60 Gold
Flying Hunters, excellent scouts. Soldier Harpies. Best used as pack raiders.
Duergar Duergar Warriors: Duergar Crossbowmen: Duergar Siege Engineers: Dragon Ogres: Dragon Ogres: Kobolds Kobold Warriors: Kobold Scouts: Kobold Raiders: SPECIAL
10 Dragon Ogres
80 Gold
Poisoned Weapons Skilled Scouts, Poisoned Weapons Excellent Ambushers, Poisoned Weapons.
Monsters: You may only take Monsters if you have the Monster Tamers trait AND have enough Monster Stables for them. (*VtM = Vulnerable to Magic.) Wyvern: Chimera: Hydra: Cerberus: Manticore: 1 Wyvern 1 Chimera 1 Hydra 5 Cerberus 1 Manticore 400 Gold 400 Gold 1500 Gold 400 Gold 500 Gold Flying, Large, Venomous Large, Venomous, Powerful, Flying Huge, Extremely Powerful, Regenerative, VtM Large, 3 Heads, Excellent Guard Dog, VtM Very Large, Venomous, Powerful, Ranged, VtM
COMMAND MINIONS
The costs to create a Captain are. (This comes out of your Army Value!) Humans: 50 Gold Goblins: 25 Gold Orcs: 75 Gold Minions: 75 Gold and a baby seal to club. Lizardmen: 100 Gold Trolls: 200 Gold Ghouls: 75 Gold Cyclops: 400 Gold Moredhel: 100 Gold Gnolls: 100 Gold Lionataurs: 400 Gold Minotaur: 400 Gold Ogres: 200 Gold and a meal. Skaven: 25 Gold Nightmares: 200 Gold Trolloc: 150 Gold Driders: 500 Gold Harpies: 150 Gold Duergar: 100 Gold Dragon Ogres: 500 Gold Kobold: 30 Gold A Captain is more competent at their job than a Lieutenant, additionally, each hired Captain will get rolled a couple traits by the GM. Eg: Goblin Captain Iaint Gottac Lue. Physical: Chameleon! (HEs a mutant and can do chameleon shit!) Iron Stomach: Poison Schmoison. This guy can take it!