Simultaneously, the Solar exaltations locked away have returned. With the Houses ignoring the threat of the Celestial Exalted to position themselves to take control of the Realm, the number of Solar Exalted in Creation is slowly growing. Thus, the backdrop to the setting sees the newly arisen Solars among various other heroes and villains struggling to survive long enough to make their mark upon the fate of Creation, for good or for ill.
The flat world of Creation is the primary setting of Exalted. Creation has two continents, the Blessed Isle and an unnamed super-continent which covers the northern, eastern and southern edges of Creation, populated by many nations and tribes, with the settled regions along the inner coast of this super-continent being known collectively as the threshold. The Blessed Isle is located in the center of Creation. The Realm rules the Blessed Isle and its proximate archipelago directly, and indirectly rules numerous tributary states known as satrapies along the threshold.
Surrounding Creation is the infinite ocean of pure chaos known as the Wyld. The cosmology of Exalted also includes the Underworld, the celestial city of Yu-Shan, the demon realm of Malfeas, and the machine world of Autochthonia. At the core of the setting, there are several different types of Exalted, any type of which could play the role of protagonist or antagonist of the game.
Celestial Exalted, being the chosen of the Celestial Incarnae, are significantly more powerful than Terrestrial Exalted, and can live for millennia, but their numbers are limited by a fixed number of Exaltations passing from mortal life to mortal life at any given time. Terrestrial Exalted are the chosen of the Elemental Dragons; while less powerful, the Dragon-Blooded inherit Exaltation from their ancestors. The Abyssal, Alchemical, and Infernal Exalted technically fall outside of the two categories, though their power level is comparable to that of Celestial Exalted.
A brief synopsis of each type is given here, organized by relative power and significance within the game. Most types of Exalted have certain collective predispositions toward or against other Exalt types by culture, and may be viewed differently by the various mortals of Creation. Centuries of Terrestrial hegemony and propaganda play a part in this: the Dragon-Blooded and their world-spanning empire are often seen as demigods and heroes, for instance, while the Lunar Exalted are often seen as monstrous and dangerous.
The default protagonists of Exalted and the champions of the chief of the gods, a being known as the Unconquered Sun. Solars are regarded as monstrous demons by much of the mortal world due to centuries of propaganda by the Realm. The nature of Solar charms tends to express itself instead through human excellence taken to superhuman extremes, and as such their raw prowess in most skills easily exceeds any of the others.
Loyal servants of the Deathlords the Abyssal castes are a dark reflection of their Solar counterparts; Dusk soldiers, generals, and martial championsMidnight priests and leadersDaybreak scholars and artisansDay assassins and spiesand Moonshadow bureaucrats and diplomats. In the present of Exaltedthe Neverborn sow their revenge from beyond the grave through their Deathlord servants.
The source materials, primarily the second-edition sourcebook The Manual of Exalted Power: Abyssalspresent the Deathlords as the vengeful ghosts of First Age Solars slaughtered in the Usurpation. They have varied goals, but most strive not to conquer or corrupt Creation, save as a path to the Neverborn's desire: the complete destruction of existence.
The greatest agents of the Deathlords in the world of the living are the Abyssal Exalted, also known as Deathknights: dark reflections of the Solar Exalted.
They field vast undead armies, bolstered by ancient knowledge long since lost to the living but still readily available among the lingering dead, and a powerful form of magic known as necromancy.
Several sourcebooks present the Abyssals and the Deathlords as having a tentative foothold in Creation, representing a grave threat. Presented as the most anarchistic and chaotic of the Exalted. In the sourcebooks, they are often referred to as cunning shapeshifters, skilled fighters, and capable generals. Within the game's history, they were very tightly bound to the First Age Solars.
While many stood and died beside their Solar friends and spouses in the Usurpation, others fled to the edges of Creation and remade themselves to fight a long war against the Dragon-Blooded. Lunars now follow at best a loose tribal hierarchy and often ritually tattoo each other to protect themselves from the warping effects of the Wyld. Second edition materials detailed the Lunar Exalted's subversive influence on Creation's societies and revealed the Thousand Streams River Project, a complicated system of social engineering designed to create self-sufficient human societies that do not require Exalted leadership to function.
Several major societies within the game were declared the results of centuries of subtle, behind-the-scenes guidance, with varying degrees of success. These Celestial Exalted are few, yet are described as major players in the fate of Creation. Sidereals are peerless martial artists and excel at foreseeing and manipulating fate.
They were the viziers, prophets and cunning advisers of the First Age. Toward the end of the First Age, a prophecy came to them that warned that without action, Creation would fall to darkness. Seeking to save the world, the Sidereals looked into the future and saw two options: attempt to reform of their maddening kings, or destroy the Solar Exalted and raise up the Dragon-Blooded in their place. The Sidereals, possibly under the effects of the Great Curse laid upon them by the Neverborn, elected the path that offered a guaranteed future for Creation.
As such, they orchestrated the end of the First Age, known as the Great Usurpation. When a Mekboy feels the inspiration to build a new contraption, or a Blood Axe gets a sudden strategic inkling, or a Deathskull spots an opportunity to stab an enemy in the back, this is the work of Mork. Although no stranger to brutal violence, Mork is a wily deity.
In truth, however, greenskin society is guided by a rugged set of tried and tested traditions. Central to these tenets is the system of tribes and clans. Children Of The Sun - D6* - Screaming In The Night (File) thrive on conflict. The strongest rise to the top while the weak become subservient and benefit from the superior leadership and head-kicking skills of their conquerors.
To an Ork, this state of affairs is perfectly satisfactory; if a greenskin tribe is beaten by another, stronger tribe, the defeated Orks welcome the opportunity to be led into battle by a leader of even greater power.
A tribe is simply all of the greenskins in a given location, regardless of what clan they may belong to, because in the end an Ork is an Ork and they will always put aside their differences if there is an opportunity to attack a common foe.
Each tribe is led by its biggest and most powerful Warboss, whose authority and power holds this loose confederation in check and prevents civil war between the rival elements of the tribe.
Tribes can vary hugely in size, depending on the influence of the war leader at the top of the pile. Each Warboss leads a warband that can comprise all manner of mobs, armoured war-engines, aircraft, artillery and the like, forming a rough and ready army. Many warbands have a hard core of Ork infantry at their heart, but beyond this they vary enormously from one to the next; some may be entirely centred around skwadrons of ramshackle fighter jets, while others may consist solely of lumbering walkers and war effigies.
Like-minded Orks tend to cluster together, leading to warbands crammed with mechanised Speed Freeks or pyromaniac Burna Boyz. Although all Orks belong to a tribe, most also belong to a clan such as the Goffs or Evil Sunz. Tribes are constantly breaking apart and reforming in the crucible of battle, but the clans are constant and enduring.
A large tribe usually contains Orks from many different clans, and as each clan has its own distinct character and identity, its members tend to form warbands together whenever possible. This is not to say that they do not intermingle within a single army, but certainly Orks fight most effectively when not distracted by inter-clan rivalries.
There are six clans in particular that have spread from one side of the galaxy to the other: the Goffs, the Snakebites, the Bad Moons, the Blood Axes, the Deathskulls and the Evil Sunz. FERAL ORKS Though the majority of Orks will never venture far from their tribe, there are those strange few who are driven to explore the remote locales of their world, compelled to do so even in preference to fighting. Such pioneers will seek out the deepest jungles or most arid deserts, where the majority of creatures would struggle to survive at all, and become the founders of new tribes of greenskins.
In time, it is common for these tribes to degenerate into savages, sometimes known as Wildboyz. Should they endure and multiply, some of these groups will come into contact with their parent warband. There they learn about Ork kultur and take their place in the warrior society, exchanging spear and axe for slugga and choppa.
However, should the new tribe emerge on a world where their Ork ancestors have been driven off or slain, the Wildboyz will instead develop into a tribe of Feral Orks. At other times, Ork armies that suffer a sufficiently crushing defeat may be all but eradicated, and their survivors scattered in small pockets to the wildest and most inhospitable parts of a world.
Such hidden greenskin enclaves retain little in the way of technology, and rapidly devolve into Feral Orks through force of circumstance. Greenskins have notoriously short memories, and before long the only record such tribes possess of their more technological origins lies within the oral traditions of the Runtherds. The Orks look with wondering eyes upon the crude glyph paintings of war engines that adorn their cave walls, but only until their attention wanders to catching a tasty squig or punching their mates in the face.
What rusting wrecks remain of their Battlewagons and combat walkers are treated as sacred relics, squatted in as huts or smashed up and used to make clubs and arrowheads.
They are uncivilised, even by the low standards of their Ork brethren, and live by the old ways of hunting and exploring. As the tribe increases in size they breed ever-larger varieties of squig, riding around upon great tusked beasts that vary in size from that of a horse to that of a Baneblade.
Exploring the stomping grounds of their predecessors, the Feral Orks soon learn to scavenge weapons and equipment, and rejoice in the noise and destruction their new tools allow them to cause. Shortly after this discovery the tribe will mobilise for war, whooping and howling as they pour out of the mountains, jungles or deserts, charging into the cities and fortifications of the unsuspecting enemy and starting the whole cycle of warfare afresh.
As the war drags on and the mighty Squiggoths are slain one by one, they will be replaced by crudely constructed Battlewagons covered in beast fetishes that hark back to the squigs that came before. Should the Feral Orks survive the fighting long enough, they will inevitably mature into a fully fledged and technologically capable society akin to a typical Ork tribe, only to spawn wandering Wildboyz of their own.
A Goff likes nothing more than hearing the hammering of guns and that satisfying wet crunch when his choppa finds its way deep into the throat or chest of an enemy. They seize upon any excuse to start a fight, even with each other.
Often all it takes is a grunted insult or a misinterpreted glance in their general direction for the fists to begin flying, the Boyz quickly forgetting the reason for the bust-up and simply enjoying the resulting brawl. With the Goffs preferring to fight their enemies up close and personal, this tendency towards nearconstant scrapping amongst themselves also serves a practical purpose by keeping their hand-to-hand skills honed between battles.
Goff warbands are notorious for the sheer number of infantry they muster in times of war. All it takes is the hint of a good conflict and the Goffs appear in droves, flocking to any Warboss who can promise them the chance of opening some skulls. Because of their preference for close combat, Goffs like to fight on foot, though they will happily hitch a lift on a passing Trukk so they can get stuck into the enemy as soon as possible.
Enemies often interpret these massed infantry assaults as a deliberate tactic by the greenskins to overwhelm set defences. More likely, though, is that each individual Goff is just following the rest of their mob without giving a thought to wider strategy, rightly reasoning that if an Ork is charging across the battlefield then there will be something to attack at the other end. Different Goff mobs may adapt their glyphs with blood-red tusk or horn designs, while chequerboard patterns are much in evidence.
Boss Nob Dregbadd, a hulking fighter of the Goff Clan. The longest-lived and most battle-hardened Goffs are known as Skarboyz, and form their own mobs of veteran killers within a Goff warband.
Meanwhile, Goff Warbosses and Nobz are amongst the most fearsome examples of their kind, and are natural leaders with a talent for keeping unruly mobs of Boyz in line.
Goffs also have a fearsome reputation in the fighting pits, although consider making teef off of these contests only a by-product of the fights themselves.
As any self-respecting Goff will tell his Boyz, fighting for teef is all well and good, but a proper Goff should always be willing to break faces for free. If it goes fast, kills people violently, and is painted a bright and garish red, then an Evil Sunz Ork probably already has three of it, and undoubtedly wants another.
The Orks belonging to the Evil Sunz Clan are irresistibly attracted to every conceivable kind of fast vehicle. Be it low-riding buggies, monstrous Warbikes or supersonic aircraft, Evil Sunz will spend every toof they possess in order to own them. The richest Evil Sunz can even afford to have a Mek kustomise their ride, bolting on more wheels, bigger engines and louder rockets.
Anything that looks like it might make the vehicle go faster is fair game, so it is not unusual to see wings attached to Warbikes, jet engines mounted on the back of Trukks, or even more bizarre means of propulsion such as squig treadmills and massive propellers.
The Evil Sunz never stay in one place for long, always on the lookout for new victims to slaughter. Clan members have a tendency to leave a battle midway through if it looks like the main part of the fighting is over, or abandon a burning city or ruined world if there is nothing left worth killing.
They especially like a good chase, as it gives them a chance to really open up the throttle on their vehicles. Enemy forces who turn tail on the Evil Sunz often learn this to their misfortune, the Orks running them down with frenzied glee — even after being given a sporting head start by the speed-addicted greenskins. Should an Evil Sunz Ork live long enough, he will inevitably acquire his own vehicle, whether he buys it with carefully hoarded teef or takes the simpler route of just nicking it from another clan member.
If he cannot drive into battle then he will ride, and if he cannot ride, at least he can content himself with being close to the throaty, growling engines of his warband, his nostrils filled with a satisfying promethium stink. Evil Sunz who therefore have to fight on foot usually race into battle crammed into Trukks or Battlewagons, or at least run as fast as they can towards the enemy, bellowing a throaty battle roar.
This tactic is devastating against more static armies, who struggle to redress their firing lines or turn to engage the Orks before the greenskins are surging back through their outflanked defensive positions, and then back around and through again until all cohesion is lost.
The totem of the Evil Sunz Clan is a blood-red Ork face grimacing from the heart of a jagged sunburst. Evil Sunz Warbosses will usually have their vehicles painted red from grille to exhaust.
This Ork habit of painting vehicles red has its roots in the ritual covering of mounts with the blood of the foe, a tradition that is still observed with manic relish by some Evil Sunz to this day. The clan glyph of the Evil Sunz is a stylised Ork face on a blazing red sun.
Flames or spikes typically surround these snarling grotesques. This reputation comes from their tendency to use actual battlefield tactics, often to great effect; nothing surprises an enemy commander like Orks who actually think about how, where and when to fight. True, they have made the most contact with the Imperium, occasionally even fighting for the humans as mercenaries, and making extensive use of Imperial war materiel. Then again, every Ork can see the funny side of extorting weapons from human planets only to use them against their former owners.
Heckled and laughed at by most other Orks, the Stormboyz spend hours each day marching about and chanting, saluting each other and generally carrying on in very un-Orky ways. For this reason the clan has a natural affinity for Kommando mobs, and makes extensive use of them in battle.
Unlike other kinds of Orks, Kommandos like to sneak up on their foes, using all the dirty, underhanded tricks they can think of to get the drop on them. The Blood Axe Clan glyph features crossed choppas, usually boasting a stylised skull either in front of or behind them.
Blood Axe mob glyphs vary a great deal. Set upon a field of garish camo patterns, they can incorporate axes, fangs, scars, skulls and back-stabbing blades. Of course, Blood Axe warbands are made up of far more than just these specialist mobs.
Blood Axe Warbosses have a better understanding of grand strategy than their equivalents from the other clans, knowing when to combine a Dakkajet strike with a ground attack, or send a mob of Kommandos on a covert mission. This grasp of diverse tactics means the warbands they lead are likely to comprise a strategically versatile mixture of infantry — either foot-slogging or riding aboard mechanised transports — supported by heavy armour, batteries of field guns, and wings of daring Flyboyz.
That said, there are none more skilled when it comes to looting the battlefield and cobbling together weapons and tanks from the resultant junk. The Deathskulls are plunderers without equal. They are tremendously adept at looting and scavenging on the battlefield, and are also especially talented at scrounging, stealing and borrowing things from their fellow Orks — and in the case of the latter, notoriously bad at giving the items back.
Given their ingenuity and the higher than average density of Meks in their warbands, most Deathskulls would make capable scientists and excellent engineers if their fascination for new things lasted longer than the time it took to acquire them. The Deathskulls see battle as a two-stage process, often hurrying the killing part in an effort to hasten the arrival of the scavenging spree that follows.
After the battle, the Boyz really go to work, feverishly stripping corpses of everything from ammunition to bootlaces. Many Deathskulls will take grisly trophies from their victims in the bargain, such as scalps or skulls.
Only when they return to their encampment with the loot does the inevitable infighting break out, as the Deathskulls trade their ill-gotten gains.
Other Orks drawn to Deathskull camps in search of goods — perhaps looking for a specific bit of loot, or something of their own that was stolen during battle — usually leave with less than they came with, as the Deathskulls have the uncanny ability to knock another Ork around the head while going through his pockets at the same time.
Sell it to ya if you like. One careful owner. Wrecked vehicles are especially popular, the burnt-out hulls of battletanks, armoured transports and aircraft all seen as fair game. Dragged off the battlefield, they can either be broken down for bits or taken to a Mek, who will beat some life back into them. Many foes have been horrified to see one of their own vehicles turned against them in this way, Deathskulls yelling insults from the turrets of their new acquisition as it delivers death to its former owners.
This process can also involve painting the item blue, which Orks believe is a lucky colour, with blue handprints and smears on vehicles common methods of staking a claim.
The Deathskulls even use blue warpaint, daubing themselves from head-to-toe in it the night before a battle. This, in turn, means that most Deathskulls warbands produce an unrivalled amount of dakka on the battlefield, the better to break down the vehicles and wargear of the enemy into more easily lootable pieces.
The Deathskulls glyph takes the form of a horned Ork skull picked out in white and lucky blue. Check designs and Mek spanners are also popular. They feature blue and white skulls, spanners, fangs and the like.
That said, they also know to dive for cover when the yellow-daubed loons open fire, for the sheer amount of dakka that a Bad Moons warband kicks out is amazing to behold. The Orks of the Bad Moons tend to be richer than other greenskins.
In fact, many Warbosses like to keep a mob of Bad Moons around for just this purpose, their toothy gobs a ready supply of extra teef.
It is often not a terrible deal for the Bad Moons either, as any Ork tough enough to beat their teeth out of them is usually one worth following into a fight. The Bad Moons fulfil the role of what passes for a merchant class within Ork society, and if something can be bought or sold, odds are the Bad Moons will have it. Some Runtherds reckon that it must have been the Bad Moons who came up with the whole concept of teef being used to buy things, when the clan figured out how quickly their teeth grow.
Of course, many Runtherds say it is the other way around, and when teef became Ork currency, the Bad Moons made their teeth grow quicker so they would have the most. The subject is seldom dwelt upon for long, however, as knocking out teeth is far more interesting than talking about them. All this wealth means that the Bad Moons have a reputation for ostentatiousness, and their vehicles are festooned with gaudy decorations and gold plating, as is the majority of their wargear.
Bad Moons love gold more than any other metal, and will commonly have a couple of glinting teeth in their avaricious grins. As most Orks consider gold to be practically worthless, being too soft to make good weapons or vehicles with, they are more than happy to trade it away to Bad Moons for the more valuable teef. Their Nobz sport flashy banners and massive kustomised shootas, and are followed by entourages of scurrying grot servants and batteries of powerful Mek artillery. Bad Moons mob glyphs tend towards simple moon and fang designs.
They are normally picked out in garish yellows and golds, to ensure they are nice and visible. The Bad Moons favour golden yellow and black for their wargear, taking a snarling moon on a field of flames as their clan emblem. Their armour and weapons are painted with gaudy patterns in the clan colours, and they have more jewellery and piercings than the greenskins of any other clan. If something looks valuable, a Bad Moons Ork will find a way to wear it, stick it through his body or bolt it onto the side of his vehicle, preferably somewhere that every other Ork can clearly see it.
However, only a fool would underestimate the raw strength of the Ork beneath the ostentation. The shiny bosspole of a Bad Moons Warboss is just as much a tool to smash skulls in as it is a symbol of vast wealth. This has never held Snakebite warbands back, however, for when they unleash their tribal fury upon the enemy, there are few who can long withstand it.
Considered backward by the more technologically minded clans, Snakebites still follow the old ways. Scorning complicated technological gubbinz, they put their faith in things they can trust: a good bit of sharpened bone, a heavy stick or a nice keen-edged choppa. In battle they daub themselves with mud and warpaint, hanging the claws and teeth of beasts they have killed around their necks and wearing poorly cured skins.
As a result of their primitive lifestyle, the Snakebites appear weather-beaten and they are as tough as old boots. They are experts in the field of breeding stock, and their grots and squigs are the most genuinely vicious and dangerous in all of Orkdom. When a warband of Snakebites joins a battle, it brings with it a menagerie of these creatures, their camp a chaos of snarling squigs and running, screaming runts. When other Orks are looking for an aggressive attack squig or an unusually fierce or obedient grot, they come to the Snakebites.
The most fearsome beasts bred by the Snakebites are the mighty Squiggoths: huge, towering creatures capable of knocking over war machines and trampling entire platoons. A well-trained Squiggoth becomes almost completely loyal to its Snakebite master, recognising him by his distinct smell and serving him as both a living battle tank and an enormous beast of burden.
A Snakebite will repeat this process throughout their life, building up an immunity to venoms, and they usually bring poisonous serpents to each new world they invade in case the local wildlife proves disappointingly inoffensive.
As far as a Snakebite is concerned, snakes make the best pets — obviously, the more aggressive the better. Ironically, the more sophisticated weapons that fall into the hands of the Snakebites usually find their way into the hands of their grots, as the runts of the tribe are left to figure out how they work. The Orks, meanwhile, gather into especially large and surly mobs who chant and bellow as they work themselves into a frenzy. When the Snakebites launch an assault, it is with such shocking ferocity that the enemy is buried under an avalanche of battle-crazed Orks, snapping squigs, gun-wielding grots and rusty, ramshackle wagons.
Though they may be rather low-tech, the Snakebites are a deadly foe. Go to find war. Kill wot comes close. The old ways are best. Agrog of the Snakebite Clan. Snakebite mob glyphs usually depict either a snake or its fangs, fringed by tribal dag patterns or leaping flames. They rampage around the galaxy in piratical mercenary warbands, fighting together even as they compete viciously with each other to accrue the most loot.
Ork Freebooterz are notorious pirates and thieves. Many ply the void in smoking, sparking ships with the intent of causing as much mayhem and destruction as possible. They prey upon anyone foolish enough to stray into their hunting grounds, screaming out of the dark on plumes of fire to blast apart their foes. The Freebooterz then haul their booty back to their hidden bases and count their ill-gotten gains.
Instead of trying to find a new tribe to join, or maintaining the traditions of their originating clan, they nominate a leader — invariably the biggest and meanest of them all — to be their Freebooter Warboss, before setting off to maraud around the galaxy and cause as much trouble as they can. While no Ork ever loses his love of a good punch-up, Freebooterz are notorious for being grasping and avaricious to a fault, motivated by the selfish desire to amass as great a personal fortune of teef as they can.
Individualistic rogues, they garb themselves in garish colours and ostentatious trophies, festooning their wargear with precious metals, and displaying the glyph of the Jolly Ork wherever they can on back banners, vehicle hulls and the like. Freebooterz launch lightning raids against vulnerable worlds, bedevil space-lanes like opportunistic vultures, and fight for any Warboss willing to hire their services — at least until the teef run out. Freebooterz Freebooter warbands are typically made up of greenskins who have left — or, more often, been thrown out of — their clans.
Some of these Orks have seen the majority of their tribe annihilated, either in a spectacularly destructive war or due to some apocalyptic disaster. Freebooter warbands can be identified by their use of the Jolly Ork glyph, with each Warboss boasting his own variation of the Ork skull and crossed bones. Freebooter mobs mark themselves out with skull-andbones glyphs of various sorts, often adding teeth marks to show their talent for looting riches. Gitz, for the mercenary life tends to rapidly render an Ork one of two things: rich, or dead.
However, beyond these ultra-competitive show offs, Freebooter warbands are every bit as varied as those of the Ork tribes, and often substantially more hotchpotch. Badmeks and Bad Doks are much in evidence, alongside ragtag mobs of Freebooter Boyz. The core of the script is composed of glyphs that indicate clan, tribe, common greenskin concepts and elements of Ork names.
Orks typically daub these pictorial words onto things they own, things they want to claim, or even just things they want to deface. Or, more often, they get the grots to do it for them. Warband, tribe of, watch out! An Ork Waaagh!
Greenskins beyond counting swarm from one world to the next. Whole civilisations are exterminated and defending armies laid to waste as the Orks advance ever onwards, drawing more and more of their number with every fresh conflict and leaving behind a trail of anarchic destruction.
Orks need battle just as humans need food and drink. Due to their warlike nature, they constantly fight amongst themselves, or launch piratical raids upon nearby enemies. Such conflicts tend to be small-scale or localised. However, when a greenskin population reaches a critical mass, is displaced by a catastrophic event, or is galvanised by a prophetic or particularly powerful leader, a full-scale planetary migration will occur. This is known as a Waaagh!
An Ork Boy visited by dreams of carnage may rise up to lead his tribe, hammering his ambitions of conquest into his subordinates and leading them in attacks against the other tribes of his world. As he fights to retain command of his ever-growing horde against a constant stream of challengers, news of his prowess spreads ever further, and the trickle of reinforcements becomes a green flood.
Gorkanauts and Morkanauts appear in growing numbers, their pilots seeking out the emergent Waaagh! Whole mobs of Mekboyz raise towering scaffolds within which Stompas and even Gargants start to take shape, these mighty effigies igniting some primitive drive within the minds of the Orks who see them, causing the flow of Waaagh!
Even though they are unified by a single leader, there is still much rivalry between the various clans and tribes participating in the Waaagh! Those Meks without the resources to construct Stompas and Gargants will instead create mobs of clanking Killa Kans and Deff Dreads, or Battlewagons from which the Warbosses can lead their armies to war.
When the lure of bloodshed on a grand scale can be resisted no more, the deadly fervour washing through the horde overflows. As the Orks gather for battle, smoke from thousands of oily engines fills the sky. The ground trembles beneath great wheels, tracks and the thunderous strides of towering Gargants. Armies of greenskins stretch across the horizon, raising their banners high, their war cries audible for miles around.
Looming Gorkanauts and Morkanauts, bizarre artillery pieces and force-field generators chug, clank and buzz. Armadas of rusty vehicles raise roiling thunderheads of dust into the atmosphere, while Dakkajets roar overhead. Speed Freeks rev their engines, and the Boyz fire their guns into the air as a carpet of Gretchin spreads out in front of the army.
Gathering the Waaagh! Smoke-belching mobile fortresses and titanic engines of battle are cobbled together out of nothing more than scrap Soon the Waaagh!
By this point, the ruling Warboss, the Ork who started it all, will have been recognised by his subordinates as a Warlord, and is feared and respected accordingly. This stacks with Brave. Conviction to reroll a Critical Failure. The price they pay is an eternal battle If you wanted to take a different Arcane for their own soul.
Arcane Background, a hero with this Knack The Harrowed Edge may only be selected can spend a Benny to negate the effect and at character creation. Your hero is just such a person and can spend Note: Talk it over with your Marshal before a Benny to use the healing power. At the beginning of any combat, Occasionally, these folktales contain a you may spend a Benny to double the. This increased range lasts until the end of the encounter. When less draw him down.
Makin' Heroes and the local Fear Level. Your hero gets a fourth action. It has character. Hand of the Devil or Left if your cowpoke is The faithful beast uses the statistics for of the sinister rather than dexter persuasion. A two Bennies. And Okay, they do die. Usually in messy and yes, anyone else who finds it in the meantime embarrassing ways. But if your grizzled gets its benefits!
He ignores all page 60 for details. It could be near-instant, or it could be Table if he chooses. Once you return as Harrowed, you may trade this Edge for an additional Harrowed Edge.
A well-oiled six-gun in the holster. A reliable horse and a sturdy saddle. As we Failure. Powered items Deadlands you have two options when you explode, the cinch on a saddle snaps like go shopping. You can pay the prices listed in thunder, and so on. These Skinflint characters who cheap out on effects are usually situational, which means horseflesh are in for a whole different brand of trouble. El cheapo horses, in. They grant use common sense here. Notes: A small shield made from hides. Everyday items are easy enough to sell or trade.
Attempting to sell dusters, etc. Characters in the market to sell ill-gotten goods probably want to avoid this outcome. It snaps on any result of 1. The target is Entangled with success, Bound on a raise. All models have been updated, are fairly well-known inand are no longer considered infernal devices see page A Critical Failure when firing a Gatling means it jams, requiring a Repair roll as an action to get working again.
Weight Cost Gatling Pistol. Weight Cost Gatling Gun. Loading a new stick takes one action. Loading a new belt takes two actions. Str Wt Cost Derringer. English Model. Rupertus Pepperbox. Str Wt Cost Colt Army. Colt Buntline Special. Must be ordered direct from the Colt factory in New Jersey.
Colt Dragoon. Colt Navy. Colt Peacemaker. LeMat Revolver. Switching between them is a free action. Str Wt Cost Colt Frontier.
Colt Lightning. Switching between the two is a free action. Carbine and shotgun are cap and ball weapons, Reload 3. Bullard Express. Enfield Musket. Evans Old Model Sporter. Sawed-off Winchester.
Springfield Rifled Musket. See Savage Worlds. Throwing dynamite uses Athletics; setting it uses Repair. Anything more than seven sticks of dynamite is usually set to explode rather than thrown. Nitroglycerine is a colorless, oily, and unstable liquid explosive. Each pint of nitro acts as one stick of dynamite, but automatically explodes if a bottle takes 4 points of damage. Dynamite and nitroglycerine are Heavy Weapons. Fuse burns at a rate of one foot per five combat rounds, or two feet per minute.
Tabletop Pace is 12; it may run. Needs minimum crew of engineer, boilerman, and brakeman to function. Listed crew is for normal function. More crew may be on hand to serve passengers or perform special functions. This takes 2d6 days via train or post if the item is small enough. The price of progress is that infernal the item built or on hand, it might take devices are subject to Malfunctions.
Non-powered devices hotter than raw ore. One-shot devices are wasted with no effect, and cause Fatigue if they were rubbed on, injected, inhaled, or swallowed. One-use items have no effect and are consumed. Most have life-threatening situations.
A Catastrophic been improved since their first introduction, Malfunction makes the hero Berserk per the Edge and immune to Fear and Intimidation! Wound penalties for 10 minutes.
Notes: Grants a free reroll on Persuasion rolls for one hour. Notes: Wearer suffers no Illumination penalties except for Pitch Darkness. Critical Failure recharged by simply leaving it in the open air on the roll indicates a Malfunction see page for four hours. Drinking a potion is an action. If she already has it, her minimum Notes: Powdered ghost rock mixed with card is now an Eight rather than a Five. Roll Repair to take photographs.
The operator controls and steers it with a levered control stick. The mule can walk up to eight hours on flat terrain per pound of ghost rock expended. Size 1, Toughness 11 2. The device comes in a metal cylinder with an extendable base. When deployed, four metal whips spin an inch off the floor for up to 10 minutes, causing 2d6 damage in a Small Blast Template to Normal or larger-Size beings it contacts.
The powered de-moler burns one ounce of ghost rock per minute deployment. The detector functions for one hour per ounce of ghost rock expended. Ballistic Protection in this era is 2 rather than the 4 of more modern equipment, such as that listed in Savage Worlds.
All are made from ghost steel, and subject to Malfunction. Type Armor Min. Its fuel is a single, one pound chunk of ghost rock, keeping the weight down for those scientists who spend more time exercising their minds instead of their bodies. The attack is a Heavy Weapon, may be Evaded, and flammable targets may catch fire. The steam boiler is usually placed on the ground and connected via a foot hose. It can be worn but weighs 30 pounds and includes a ghost steel backpack to absorb the heat.
If the backpack is lost or unavailable, the user must make a Vigor roll every round or take Fatigue! Gatlings must fire their full Rate of Fire.
When the Children Of The Sun - D6* - Screaming In The Night (File). It can go 40 miles per one-pound ghost rock fuel core on land, or 80 miles on rails. Travels miles per one-pound ghost rock fuel core. Travels 50 miles per one-pound ghost rock fuel core. Travels 75 miles per one-pound ghost rock fuel core. It has a ghost rock boiler and two paddlewheels that can rotate independently for maximum maneuverability.
Travels 25 miles per one-pound ghost rock fuel core. Travels 20 miles per one-pound ghost rock fuel core. Can carry lbs of passengers or cargo. Ornithopers require about yards of flat terrain for take-off and landing. They can carry up to pounds for 50 miles per one-pound ghost rock fuel core twice that if lbs or less.
Super-gyros travel 50 miles per one-pound ghost rock fuel core fully loaded, or twice that if empty. Lifts lbs for 60 minutes per one-pound ghost rock fuel core. The year is A failure on the roll means a savage frontier, a shadowy land holding a hero gains a level of Fatigue. Most reputable stagecoach them. Travelers should tread cautiously and lines average about miles a day, keep a six-shooter handy. The coaches hang by leather a posse can expect to travel 30 miles per day.
Failure means is typically a bad idea for anything but the one level of Fatigue that lasts a day. On a shortest distances. Concords, by far the most popular model, fit nine in the passenger. Besides top. Hopping lines between a stage or horse. This accounts for piecemeal passage costs twice as much.
Sometimes most often the water tank. So night trains are rare, and to make sure A train can only go as far as a railhead. Piecemeal and express passage travel to the nearest railhead then hop a stage are mutually exclusive, but each stacks with or ride a horse the rest of the way.
Trains run on schedules or try! Half are express trains. Only a fool or a madman ventures into the Weird West improperly outfitted. But to buy For games without a schedule, roll a d12 any gear, folks need a way to pay for it. Most when the posse looks for a train. If a shop the day.
The United or you need the exact time the train leaves, States issues coins minted from precious roll the d12 again and multiply by 5 to metals in various denominations, as shown determine the minute it leaves. So a roll of 3 in the sidebar oppositewhich can be spent and 2 would have the next train leave at on either side of the Mississippi River.
Even possibly to Yuma. There are a few more types of money floating around the Weird Western economy. A few years back, a dude named Bell invented an electrical speech machine Most Indian tribes prefer barter, but some that lets folks talk to each other over long accept coins or paper at about a quarter distances, with voices and everything. Like its printed value. Tribes of the Coyote most of the other newfangled gadgets Confederation honor US scrip at half its value.
Now Grimme was a settlements of any size. But nothing it down to line sabotage and operator stays the same for long. Using the West. The steam explosion read any letter that arouses their suspicion. Mail robbery is on the rise. For US military ghost rock has revolutionized warfare, organization and ranks, see US Army travel, and technology.
In it might be Ranks page Here we cover The basic rank is private: your ordinary, the properties every sodbuster should ground-pounding grunt. Ninety-five privates be aware of. A typical one- achieves full strength, and a captain leads it.
Cooking over it would lieutenant colonel. A lit core not being US brigades are designated by number used in a device only burns for about three within their division 1st, 2nd, etc. Three or four brigades form a division, The fireboxes of most gizmos that use usually led by a major general. Divisions are ghost rock cores are drafted so a steady flow numbered within their corps 1st, 2nd, etc.
This greatly increases the speed at Three or four divisions make up a corps, which it burns, and it normally gets hot commanded by a lieutenant general. Life in the Weird West Strictly speaking, the sheriff holds all the a full general. But sheriffs often the Potomac. Agents or Rangers. Offense Sentence. Officially, town marshals and their Horse Thieving Hanging deputies only have jurisdiction within town Rustling Hanging limits. Troublemakers know that and high- Murder Hanging tail it for the hills where the marshal has Rape Hanging no official reach.
They sometimes have to reputations, and sometimes take the post operate discreetly, slipping into towns just to justify any killing they might have without alerting their quarry. Inexperienced to do in or around a town.
Most abusive adds up to an unmarked grave in Boot Hill. That is, assuming in times of great need as well. They can hire deputy US Marshals, Such events require evidence and a good authorize posses, cross state and territorial amount of willpower.
Rather than Marshals and Rangers are usually based holding court in a single place, they make a in the largest cities of the state or territory circuit through the towns of a territory. This means a varmint or desperado. Worse, readers of the Tombstone Epitaph, few admit if the judge gets bushwhacked making his they believe the fantastical stories spun by rounds, the accused has to wait even longer that rag on a regular basis.
Certainly, weird. Life in the Weird West for the state to appoint a replacement! As for the more outlandish tales, a apprehend suspects, and defend themselves. Townsfolk harbor all sorts of superstitions. Most folks know that top of fresh graves. These revolvers fire ready to ride, amigo! Two or more hombres can use the regular rules for a classic staredown. Vulnerable condition. Before the start of the first pull the trigger and fire.
Fans of previous versions should note at least one. Fate Chips are called Bennies and Bystanders can Support an ally as usual. Legend Chips are Conviction.
The bloodthirsty participants and any bystanders Marksman Edge is perfectly legal, however. Card of their choice usually the highest. Ignore the bonus damage if he shoots more than once, whether he hits or not. The Grim Reaper loves a good duel and rewards the winner by making it a little less likely his opponent just Soaks the damage and fires back.
For that reason, no one in a duel can Soak Wounds from anyone else in the duel. You gotta stand there and take it. After the third round of the duel, treat the carnage and bloodshed as normal combat.
Bystanders can join in, folks can Soak as they wish, and so on. They care of matters with a dose of frontier justice. Both are dealt This means chasing the suspect down like Hole Cards. Zeke is a Duelist giving him. Setting Rules an animal.
Gabe gets a lowly Two! Gabe decides to Intimidate his rival with a steely If a character is first dropped a few feet gaze, and succeeds with a raise. Failure means his Card for himself. He gets a Nine. He Assuming the victim survives long enough decides to make Gabe Vulnerable.
He minute or suffer a level of Fatigue. Both men reveal in its path. Add a bonus d6 if the interrupt. Gabe fires in self-defense at the still-Vulnerable outlaw It usually takes three successful Evasions and causes two Wounds.
Zeke manages takes a few hours for the unlucky cowpokes to hit and Gabe takes a Wound. The duel is responsible for them.
So we can Looks like our Marshal is finally awake. And have a little powwow. And quit back a-hold of your senses, I calculate. They delve trusty shovel. Seems you and I have ridden into the facts behind all those nasty things this trail before. I guess the more things stay that go bump in the night. And they need people atrocious brew I poured into your gullet. That is, instead of you making good on those Children Of The Sun - D6* - Screaming In The Night (File) things you threatened to do to me.
The to mention my corpse. And my kin. Travel from place to place and help all the intellectual power of a stunted saguaro. All them blackouts you had? Stretches of time simply vanished from your mind? Let me just this means investigating and dealing with set this here scattergun across my knees.
See, that was the very last of my special elixir. So just operate independently in the field. And travel there. Individuals are instead assigned that would be a damn shame. Agents are issued mnemomizers at called the Reckoning. Their agreement was Grade 2. These organizations know each other well. They know creating the new Special Services magic is real and Agency. Allan Pinkerton generally where it himself was retained to run it. No Man's Land the communities they work in. Promotions come from taking the Agency Promotion Edge see page Strong-arm a newspaper into printing 1 a particular version of a story.
Servitors are or werewhat Harrowed Request specific information about a 2 and hucksters are, and that some critters sensitive topic, such as the Reckoning are invulnerable until you find their or the corruption of a federal official. They know much more about the Reckoning and the sinister forces behind it.
Agents are paid each month depending on their grade, wired to most any legitimate bank in the country. But Agents can always ask the The only real requirement is allegiance to the home office for lesser assistance, such as United States of America.
Of course equipment, travel, bribes, or hired help. But generally, if he can get word or delivered to him by courier in code. This palm-sized silver globe opens when the user presses certain panels in the correct The second time he takes this Edge he sequence to prevent others from using it or becomes a Grade 2 Agent.
With success, pockets of ghost rock vapor A player character can take this Edge one ignite in a mesmerizing sequence. Everyone final time at Heroic Rank. A disguise kit see page 27 removes 2 points of penalties.
Major sins rob him of all arcane powers for a week. Some are priests or actual clergy while others are simply chosen for the nobility of their struggle or their soul. He gets a free reroll on Faith rolls. Flock gives your padre five followers who Mortal Adultery, killing other than in self-defense, blasphemy denial serve at his side in whatever capacity you of faith.
They have the stats of Townsfolk see pagethough like any other Allies they may Advance see Savage Worlds. Yes, than once until the blessed is Legendary. At there are divine beings of good in Deadlands, that point he may take it as many times as they just have to work through humanity he likes as well as the Followers Edge, if he rather than clash with evil themselves.
We so chooses. Sometimes are terminated. Detrimen- violence. Averted in earlier editions of Bretonnia: peasants who proved themselves had the chance of being upgraded to nobility. Now they just get a fat hog and some jewels which likely won't last long anyhow.
It's still possible for a Bretonnian peasant to be knighted for acts of great nobility, such as saving a Damsel in Distress. Not that it happens often — just three times so far since the founding of Bretonnia over years ago.
Bretonnian laws of nobility define a noble as anyone whose ancestors on both sides are nobles for the last two generations. Anyone else is a peasant. A peasant may be knighted, but his line will die out immediately since his children will, by definition, be peasants. Easy Logistics : All factions, more or less, but the Warriors of Chaos take the cake. Somehow a frigid, mountainous wasteland crawling with literal demons and a rape-and-pillage-based economy manages to not only raise and feed huge Norscan armies, but equip them with absurd amounts of armor plate and battleaxes the size of a filing cabinet.
Eating the Enemy : One of the options for a giant's grab attack is to simply eat the target. Elective Monarchy : With only a few exceptions, most of the monarchies are elective in some way.
After their first Emperor ascended to godhood, leaving no heir, it was decided that the Empire of Man would elect the their Emperors from then on. While this was nominally to choose the most capable among them to lead, this is not always the case.
Since theChurch of Sigmar which holds a total of three votes always votes for the Reikland elector, Reikland automatically has four votes sometimes five, since the Moot always votes for the son of the previous Emperor. Meanwhile, the Ar-Ulric head of the cult of Ulric always votes for the Middenland one, so the Middenland elector automatically has two; unsurprisingly, the two cults don't usually get along. Bribery and politicking are far from uncommon during an election, and the occasional military enticement isn't unheard of either.
The High Elves elect their Phoenix Kings in a similar fashion, although unlike the Empire they have a series of rules, both spoken and unspoken, regarding the process, and enough hindsight to understand certain lines they never cross killing ones' rivals being the biggest one. There is also a hereditary Everqueen, who is required by law to marry the Phoenix King though once that's done and the next Everqueen has been begotten, they can and will take other consorts.
Bretonnia has a system comparable to the Empire, where the Dukes elect the King also called the Royarch from among themselves, but there is a prerequisite that the King must be a Grail Knight.
In the event that the previous King's son is already a Grail Knight, though, he will almost certainly be chosen. Granted, the final word is with the Fay Enchantress the head of the Bretonnian religionand she is fully within her right to refuse the nominee, in which case another election has to be held. The Dwarfs are this combined with a bit of Asskicking Equals Authority. The Karaz Ankor of the Dwarfs is divided into numerous holds ruled by hereditary kings, who in turn owe allegiance to the High King.
Upon the High King's death, all the noble clans gather in Karaz-a-Karak, where any of the hopefuls compete for the title mostly by performing various great deedsafter which a Council of Elders select the High King.
Elemental Embodiment : Incarnate elementals are living embodiments of one of the winds of magic, and are typically created or summoned by a wizard attuned to that wind. They embody the destructive and ferocious nature of their wind, and are often summoned as engines of war.
Incarnate elementals of Ghur, the Wind of Beasts, also known as Bloody Hidesmen, Horned Men and Faceless Hunters, are towering figures of muscle and sinew with horned or antlered skulls for heads.
They are living embodiments of predatory might and the fury of the wild, and are called upon to defend the wildlands or to hunt down powerful foes. Incarnate elementals of Shyish, the Wind of Death, take the form of enormous serpents with two long necks topped by draconic heads, bound together by a chain and an hourglass said to contain a king's powdered bones.
As living embodiments of entropy and death, any beings in their proximity begin to wither and die. Elemental Powers : The eight winds of magic. Kislev also has ice magic. The white wind, Hysh. The yellow wind, Chamon. The green wind, Ghyran.
The blue Children Of The Sun - D6* - Screaming In The Night (File)Azyr. The grey wind, Ulgu. The purple wind, Shyish. The red wind, Aqshy. The brown wind, Ghur. And lastly, the black wind, Dhar. Elves vs. Dwarves : Not so much in the present day, but the War of Vengeance. And given the Adventure-Friendly Worldthis trope is possible. The Empire : Yeah, the good guys. Based on the Holy Roman Empire ; as a result, it's surprisingly democratic, with nobles known as Elector Counts voting for their emperor, again, a practice swiped from the Holy Roman Empire.
The upper classes are largely corrupt, the church is an extremist military force, though the latter is justified, given the sheer evil of everywhere else. Suprisingly, the actual monarch see below is both decent and competent. They could arguably qualify as more of The Federation.
The Emperor : The Emperor is an elected official though elected by the nobility, and not the populacethe current one a guy named Karl Franz who is also the reigning prince of one of the constituents of the Empire. He's what you could call an Emperor Action. Although it's possible he had the incarnation of his own god killed to preserve his position and maintain order. But then, nobody's perfect. Emotion Eater : Chaos mainly; the lore of Slaanesh focuses on this and messing with leadership.
Enemy Civil War : Many of the evil factions tend to fight among themselves. The Skaven in particular are known for this. The most infamous are the Chaos gods worshipped by the Norsca Heavy Metal Horny Vikingsthe Kislevites worship the bear god Ursun, Sigmar is the god of the Empire's state religion as well as its founder, the Bretonnians worship the Lady of the Lake actually the elven goddess Lileath.
Similarly, the Skaven worship the Horned Rat, but whether he's an aspect of Nurgle or a separate divinity is blurry. Even Evil Has Standards : After the Nehekharan Empire was completely destroyed and transformed into the Land of the Dead by Nagash, the very first Necromancer, the Skaven Council of Thirteen got very uncomfortable at the prospect of being among the first victims of Nagash's upcoming plans for world domination.
They made a unanimous vote in favor of assassinating Nagash which was done by freeing Alcadizaar, the last King of Nehehara, and giving him a blade made out of pure warpstone. During the battle, the Council joined their power into protecting Alcadizaar until he finally defeated Nagash, after which they disposed of the latter's remains in warp fires and set about extracting the warpstone in Cripple Peak for the next years.
This is the only known instance in history where the entire Skaven race have ever completely united against an outside threat, and where the Council of Thirteen have ever aided a non-Skaven.
Just to give you an idea of how terrified the Skaven were of Nagash. Everything's Better with Dinosaurs : The Lizardmen, and what they use as steeds. Everything Trying to Kill You : Lustria. Poisonous plants soul-eating properties optional carnivorous animals lurking around every corner, tiny tree frogs that can kill a Daemon with their poison, and to top it all off, a race of killer dinosaur-men with a ruthless streak a mile wide.
In fact, a Chameleon Skink may very well be lurking right above your head right now Honestly, this is true for everywherenot just Lustria. Take the lands of the Empire, for example. You might get killed by a Beast Man raiding party, torn apart by Orcs, have your village and family destroyed by a Chaos incursion, or you may be killed by wildlife on any given day. That, and your owned damned country might be trying to kill you because they have the slightest feeling that you are a follower of Chaos.
And it is like this anywhere on the globe, even for the "evil" factions. The only reason they haven't all been killed is because they're just so damned good at killing as well, meaning you get stuck in an endless cycle. See Adventure-Friendly World above. Vampirism too, especially the Strigoi bloodline.
Evil vs. Evil : "Bad guy" factions are just as prone to fighting each other as they are to fighting less malevolent people. And don't think they don't fight among themselveseither. Exact Words : In the novel Nagash the Sorcererthe eponymous sorcerer promises his bride, Neferem, that no harm will come to her son, Sukhet, from this moment forward if she drinks an elixir recently made from the now-deceased Sukhet's blood.
A player who had tougher troops or better yet; undead troops, who would be immune could easily find themselves better off than their opponent after using it. Extreme Omnivore : Virtually the only things Ogres don't think make for good eating are Gnoblars — and they'll eat them too, they just don't like it as much as better fare.
Although the ears and nose are quite tasty. Coincidentally, ear and nose size are badges of status among Gnoblars.
One Ogre mentioned in the Ogre Kingdoms army book was killed because it ate a loaded rifle, which went off in its stomach firing directly into its brain.
There was also a whole horse skeleton found in his stomach. Extreme Speculative Stratification : Bretonnia King Arthur meets The Dung Ages is essentially divided into two types of people: nobility and peasants the other social classes of the actual Middle Ages presumably exist offscreen.
The first are feudal overlords with their hands full dealing with orcs, Chaos and their neighbors encroaching, the second are illiterate, inbred Cannon Fodder whose only hope for social advancement is to join their lord's army as a bowman.
The Chaos Warriors hail from the grim northern wastes and beyond that is the Realm of Chaos, near the Warhammer world's north pole with a matching, if seldom-depicted, counterpart at the south pole. This is considered a great honor. The girls? They tend to turn up about ten years later, acting very different but well trained in using this power. The boys?
Oh, they tend to not ever be seen again. The Wood Elves of Athel Loren who may be the power behind the Lady are known to flat-out abduct children. According to a Wood Elves army book, "Boy children taken from the lands around the forest, destined never to grow old, joyfully serve their Elven masters.
Fantasy Counterpart Religion : Lots of it. The Chaos Gods are like a more malevolent version of the Norse pantheon, including an Odin analogue being filled by Khorne promising a Warrior Heaven for his followers that fall in battle. The Lizardmen worship Sotek, a snake-like deity akin to the Aztecs' Quetzacoatl. It's also implied that Warhammer 's version of Islam is practiced by the nation of Araby, though other than being described as a monotheistic faith manifested by its chosen prophets, not much else is known about it.
The equivalent of the Crusades happened when a daemon of Tzeentch tricked an Arabyan sultan into attacking the Empire, but little else is known about it. Elves and Bretonnia stick to bows and arrows, while the Empire and Dwarfs use firearms and cannons.
The Skaven use ratling guns and sniper rifles and flamethrowers and grenades and laser guns and poison gas and Fantasy Pantheon : The Elven and the Empire both have pantheons composed of various gods. These gods tend to be anthropomorphic personifications of various concepts Isha is the Elven goddess of life, Ulric is the Empire's god of winter, battle and wolves, Khaine is the Elven war god, etc.
Then there's the four great Gods of Chaos created from the psyche of mortals: Khorne, god of rage and war; Slaanesh, god of lust and excess; Nurgle, god of disease and despair; and Tzeentch, god of schemes, magic, and ambition. It's worth mentioning that Khorne is sort of like an evil version of Odin, minus the magic. There were a number of lesser Chaos Gods, but they were minor gods and their canonicity is questionable see below. Since Chaos uses the symbol of eight arrows arranged into a star, the devs made a group of lesser Chaos gods to round out the number to eight.
They have existed on and off under dubious canonicity due to unimportance or real world legal complications. There was Hashut, god of Chaos Dwarves; Malal, renegade Chaos god that represents Chaos's inherent instability ; Necoho, god of atheism no, really!
There was also Be'lakor, whose something of a puzzle at this point, but exists and a Daemon Prince who's subordinate to each of the big four; and also the Great Horned Rat, the god of the Skaven. There's also the concept of Chaos Undivided, whose tenants worship the main four Chaos gods as a pantheon or as aspects of a higher deity.
Chaos is usually at its most unstoppable when the gods set aside old rivalries and focus their power and followers on a single goal. The ancestor gods of the Dwarfs are another pantheon and so is the old pantheon of ancient Nehekhara. Ind is mentioned and referred to as the land of a thousand gods so one would expect them to have quite the pantheon.
Bretonnia is said to have the commoners and the occasional noble worship some Empire gods along with the Lady of the Lake, but that might not count. The Orcs have two gods Gork, the god of cunning brutality and Mork, the god of brutal cunning.
Or possibly the other way around. Wars have been started by Orcs arguing which is whichbut that hardly counts as a pantheon a couple of other gods, such as Bork and Khalekk have been mentioned in the older background, but they probably aren't canon anymore. Interestingly, the Ogres, who worship the Great Maw, seem to be the only truly monotheistic race. The Skaven have only one official god as well: the Horned Rat. It was a deity strongly associated with Chaos, though it wasn't part of the "true" pantheon, possibly existing only as a minor Chaos god.
This until Slaanesh disappeared, and the Horned Rat took over the vacancy. Some Skaven worship the other Chaos gods, but this is considered blasphemous and anyone caught doing so is destined for an excruciatingly painful death.
Fantastic Racism : Warhammer has its share of speciesism and prejudice. People from the Empire are horrifically prejudiced about Dwarfs, Halflings and Elves as well as humans not from the Empire, humans from different provinces in the Empire Anything else will pretty much get attacked on sight. On the other hand Dwarfs consider humans to be soft and incompetent and elves to be treacherous and arrogant magic-using bastards.
Elves have racism within the three different factions, each hating each other to various degrees though the worst is between the Dark and High elves in addition to considering any other race to be little more than animals or at best primitive barbarians that can be manipulated and tricked with little remorse.
On the human-to-human side, Imperials and other southern humans fear and despise the Norscans due to them being frothing Chaos-worshipping barbarians intent on slaughter and conquest.
The Norscans, conversely, see all non-Norscans as weaklings and sissies who worship impotent gods barely worth thinking about. Indeed, Sigmar and Myrmidia are not even things to be hated in the unholy north, rather they are just as openly heckled and ridiculed as their worshippers. It's in fact so bad in Norsca that 'southling' is actually a fairly serious insult there. Then there's the Hung, whom even the Norscans consider to be bastards. Even within the Empire there's a lot of prejudice.
Reiklanders are all puffed-up, effete snobs. Nordlanders are all more-or-less half-Norscan, wolf-worshipping savages. Marienburgers are treacherous and greedy, penny-pinching bastards.
Averlanders are Stirlanders are inbred country bumpkins who drown cats for entertainment and drink their ale hot. The Halflings of Mootland, when people actually acknowledge they existtreat them as natural thieves or argue the Mad God Ranald made them as a bizarre joke.
Fate Worse than Death : If they are lucky, Elven souls are typically enslaved by the goddess Ereth Khial, the Pale Queen, and sentenced to eternal torment in Mirai, the black pit, upon death. Many Elven souls, however, are devoured by by the Chaos god of depravity after suffering soul-shredding torments.
The High Elves attempt to avoid this fate by binding their souls to the Waystones that protect their homelands, while the Wood Elves allow their spirits to be claimed by the forest. The Dark Elves by contrast consider "preparing to die" as "planning to fail", their only hope is to never die. Fauns and Satyrs : Beastmen, though the emphasis is much more on the beast than the man, are this in appearance. Fearless Undead : On the tabletop, otherwise the whole army would flee at the sight of itself.
Fertile Feet : A rare evil example; the one character with this trait is a Champion of Tzeentch named Aekold Hellbrass. It's a side effect of a mutation called "Breath of Life", which renders the Champion a walking repository of life energy. Fictional Disability : Teclis is the greatest mage the Elves have ever produced and one of the greatest mages in world history.
He is also a ridiculously Squishy Wizardrequiring healing potions just to stay alive, and having a limp uncurable by magic. By contrast, his brother Tyrion is an unpeered swordmaster. In early editions, Warhammer 40, was set in the far future of Warhammer Fantasybut they now exist in separate realities linked by the Warp, and 40K 's Earth is now our far future. The neighboring Kingdom of Bretonnia is resolutely stuck in the kind of pre-modern chivalric warfare seen in King Arthur tales to the point where ranged weapons like bows and trebuchets are considered fit only for peasant leviesbut the Lady's magic allows their knights to be highly resistant to firearms.
It's been implied the Lady is actually a Wood Elf deliberately hindering Bretonnian technological progress to ensure they remain as unwitting meat shields around their forests. The Bretonnian navy, on the other hand, is the most powerful in the world due to their enthusiastic adoption of cannon the issue of them being unchivalrous weapons is irrelevant to the navy as guns only aren't allowed on Bretonnian soiland the harbor cities and some border towns are trying to take the more pragmatic option of using guns to defend themselves.
Fireballs : The signiture spell of the lore of fire, which means any user of the law can take it without rolling or swap it for one of their rolled spells. Storm of magic takes this Up to Eleven with the spell fireball barrage. Later editions of the game indicate that there is some manner of underwater civilization that controls sea monsters but whether these are related to the fish men of early editions who were often said to live in the submerged caverns beneath Naggaroth is unknown.
The Flame of Life : The Sacred Flame of Ulric is an eternally burning flame in the city of Middenheim, legends saying that so long as it burned, the city and its people would endure.
During Warhammer: The End Timesthe flame is sapped off its power and goes out; things turn really south in Middenheim afterwards. Flamethrower Backfire : A skaven warpfire thrower has a good chance to explode violently on any malfunction. Fleur de Lis : The emblem of Bretonnia, naturally. Eating the heart of a powerful beast, for example, allows them to strengthen their allies, while eating the entrails of a Troll allows them to give a nearby unit a Healing Factor and consuming a victim's brain can project the unfortunate's nightmares into the minds of the Butcher's foes.
Food Chain of Evil : Dread maws, a species of burrowing worm-like monsters, are entirely capable of devouring large and powerful creatures such as dragons or chimeras, which they take down by burrowing directly into their bodies and devouring them from the inside out. Magma dragons favor large, powerful monsters such as chimeras and manticores as prey.
They will go after humanoids as well, but these are rarely large or numerous enough to be worth the effort. Forged by the Gods : The Chaos Gods sometimes grant their mortal or daemonic servants powerful weapons although usually their forging is done by daemons, not the gods themselves.
Vaul, the forge god of Warhammer 's High Elves, forged at least one magic sword. Well, except for Skaven. Their generals will only be on the frontline if the frontline's entirely eroded away and they couldn't escape. Frog Men : the toad-like Slaan. Full-Boar Action : Deployed by the Orcs as heavy cavalry, compared to the light wolf cavalry used by the goblins. Functional Magic : Runs the whole gamut. Green Rocks : Warpstone, as used by the Skaven.
Magitek : Dwarf Runesmithing. Religion Is Magic : most of the races, to some degree or other, but especially the Ogres. Rule Magic : how it all plays out in-game.
Vancian Magic : the Empire; Necromancers. Gadgeteer Genius : The Empire, Dwarfs and Skaven all utilised these, with the first two called engineers, with the skaven ones being called warplock engineers. They allow these armies to have the impressive, powerful and hopefully reliable firepower they can muster Gaiden Game : Mordheim and Warmaster respectively. And Blood Bowlwhich is Warhammer where all the battles are replaced by extraordinarily violent American Football games.
Gallows Humor : Ubiquitous throughout the setting, but especially with regards to the greenskins, and the Skaven at second place. Gambit Roulette : Tzeentch is the schemer of the gods. He exists to do nothing but scheme and change; in fact, victory for him would be the end as there would be nothing left to scheme about. Furthermore, all of his schemes are mutually exclusive, and every minor victory for him is also a one minor defeat.
The Daemons' army book suggests Tzeentch is just messing with everyone, and most of his huge elaborate plots aren't meant to achieve anything but to just be there, the same as Khorne's murders and Nurgle's plagues.
It may well be that Giant Animal Worship : The Great Maw is a gigantic, tooth-lined hole in the ground worshiped by the ogres, who regularly bring it sacrifices of food and in return are granted Gut magic, which has different effects based on what the caster ate. Giant Flyer : Dragons, wyverns, hippogriffs, griffons, manticores, Terrorgheists dragon-sized zombie batsphoenixes and about a third of your Scroll of Binding options in Storm of Magic.
Giant Spider : Orcs and goblins use these as steeds. The trope reaches its awesome apex with the Arachnarok Spider, Children Of The Sun - D6* - Screaming In The Night (File) is the biggest model in the game. Lightning quick and can deliver tremendous blows — almost as efficient as the Bretonnian knights. Not as durable, though, but have better initiative in combat.
Most war machines can also cause outright havoc, especially among enemy monsters, but will crumble if anyone even looks at them in close combat.
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