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Dewicked trope
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* WeaponOfChoice: Firearms, and lots of them.
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* DropTheHammer: The Sisters, in true medieval holy warrior parlance, never use swords or edged weapons except for daggers. They prefer to wield hammers, or alternatively CarryABigStick or EpicFlail.
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* DropTheHammer: The Sisters, in true medieval holy warrior parlance, never use swords or edged weapons except for daggers. They prefer to wield hammers, or alternatively CarryABigStick or EpicFlail. The unique weapon of the Sisters is the Sigmarite Warhammer, a brutal warhammer styled into the shape of Sigmar's twin-tailed comet which also helps reduce the chance of Divine Wrath.
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* WeaponOfChoice: The unique weapon of the Sisters is the Sigmarite Warhammer, a brutal warhammer styled into the shape of Sigmar's twin-tailed comet which also helps reduce the chance of Divine Wrath.
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* WeaponOfChoice: Crossbow pistols, as used by the Witch Hunters and their Captains.
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* WeaponOfChoice: The Skaven have a fair few unique weapons, nearly all of them work well with the Skaven's racial skills:
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* WeaponOfChoice: WeaponSpecialization: The Skaven have a fair few unique weapons, nearly all of them work well with the Skaven's racial skills:
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Simple Staff has been disambiguated
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* SinisterScythe: His SimpleStaff is modelled as one.
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* SinisterScythe: His SimpleStaff staff is modelled as one.
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* NiceHat
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* NiceHat
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* NiceHat
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* TheDreaded: One of two other units who can inflict Terror on their enemies, and the earliest that can be encountered in the game.
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* TheDreaded: One of two other units in the warband (three in the entire game) who can inflict Terror on their enemies, and the earliest that can be encountered in the game.
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%%* BadassLongrobe
%%* BaldOfEvil
* {{Necromancer}}: Necromanctic magic is banned in the Empire, so most Necromancers can be found far from civilization. Vampires see Necromancers as allies of convenience and so shelter them, though some mortal practitioners of the dark magic can grow powerful enough to rival them.
* SinisterScythe: His SimpleStaff is modeled as one.
%%* BaldOfEvil
* {{Necromancer}}: Necromanctic magic is banned in the Empire, so most Necromancers can be found far from civilization. Vampires see Necromancers as allies of convenience and so shelter them, though some mortal practitioners of the dark magic can grow powerful enough to rival them.
* SinisterScythe: His SimpleStaff is modeled as one.
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%%* BaldOfEvil
* BaldOfEvil: Either completely bald or the hair-around-the-crown look.
* {{Necromancer}}: Magic is banned in the Empire at this point is history, Necromanctic magic
* SinisterScythe: His SimpleStaff is
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* BodyHorror
* CannonFodder
* CannonFodder
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* BodyHorror
BodyHorror: Bent over almost to the point of walking on all four, skin unnaturally pale or dark, skin shrunken and various bones stuck through the flesh. So yeah, not doing well in the looks department.
*CannonFodderCannonFodder: Less so than the zombies but still of little consequence to their vampire masters.
*
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* KingMook: It's essentially a giant ghoul.
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* AristocratsAreEvil: While not al vampires in the Warhammer world are found among the nobility the vampires in Mordheim are from the the Von Carstein clan, the self-proclaimed "Aristocracy Of The Night."
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* AristocratsAreEvil: While not al all vampires in the Warhammer world are found among the nobility the vampires in Mordheim are from the the Von Carstein clan, the self-proclaimed "Aristocracy Of The Night."
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* ActionGirl
* BladeOnAStick
* BladeOnAStick
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* ActionGirl
ActionGirl: The Thralls are female, playing on the VampiresHarem idea.
*BladeOnAStickBladeOnAStick: By default they have a halberd.
*
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* KickingAssInAllHerFinery
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* KickingAssInAllHerFineryKickingAssInAllHerFinery: Her default outfit is a rather nice dress and even her armour is rather well fitted.
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* ClassicalMovieVampire: They dress the part until you put armour on them.
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* AristocratsAreEvil: While not al vampires in the Warhammer world are found among the nobility the vampires in Mordheim are from the the Von Carstein clan, the self-proclaimed "Aristocracy Of The Night."
* ClassicalMovieVampire: They dress the part until you put armour on them.
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* VampireVannabe: Most of them are holding out hope that they'll be turned eventually. Not likely, especially amongst the rather vain Von Carsteins, but not completely out of the question.
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* TheRenfield: Dregs are mortal men who offer their servitude to morbid undead fiends. Vampires hold them in the same contempt they do all mortals, but they do see the value in keeping a mortal assistant who can act on their behalf during the day.
to:
* TheRenfield: Dregs are mortal men who offer their servitude to morbid undead fiends. Vampires usually hold them in the same contempt they do all mortals, mortals (although a few become fond of them, as a human might feel toward a loyal pet), but they do see the value in keeping a mortal assistant who can act on their behalf during the day.
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* FearlessUndead: All Undead units except the still-living Necromancer and Dreg have an immunity to Fear, Terror and All-Alone. Zombies are mindless automatons, Ghouls are crazed flesh-eaters, and Vampires and presumably Vampire Thralls can be easily brought back if they're killed (though this is GameplayAndStorySegregation: being able to bring back dead leaders would be ''too'' big an advantage).
to:
* FearlessUndead: All Undead units except the still-living Necromancer and Dreg have an immunity to Fear, Terror and All-Alone. Zombies are mindless automatons, Ghouls are crazed flesh-eaters, and Vampires and presumably Vampire Thralls can be easily brought back if they're killed without the proper methods (though this is GameplayAndStorySegregation: being able to bring back dead leaders would be ''too'' big an advantage).
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* DoomedByCanon: While naturally Chaos as a whole carred on the Cult of the Possesseddid not. They ultimately failed to get enough wyrdstone to empower the Shadowlord (actually Be'lakor, the first Daemon Prince) to complete his plan before the city was destroyed by Magnus the Pious and any Cult members not smart enough to jump ship before then were killed.
to:
* DoomedByCanon: While naturally Chaos as a whole carred on the Cult of the Possesseddid Possessed did not. They ultimately failed to get enough wyrdstone to empower the Shadowlord (actually Be'lakor, the first Daemon Prince) to complete his plan before the city was destroyed by Magnus the Pious and any Cult members not smart enough to jump ship before then were killed.
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* DoomedByCanon: While naturally Chaos as a whole carred on the Cult of the Possesseddid not. They ultimately failed to get enough wyrdstone to empower the Shadowlord (actually Be'lakor, the first Daemon Prince) to complete his plan before the city was destroyed by Magnus the Pious and any Cult members not smart enough to jump ship before then were killed.
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Bald Of Awesome has been disambig'd and is no longer a trope
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%%* BaldOfAwesome
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%%* BaldOfAwesome: So awesome it prevents them from wearing helmets!
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%%* BaldOfAwesome
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* BaldMystic: As with all Warrior Priests.
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* BaldMystic: As with all Warrior Priests.Priests, he is bald and can use support magic.
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* GasMaskMook: Well he's actually a hero in this game, but normally he's a mook and that gas mask he wears makes him immune to breathable poison.
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* GasMaskMook: Well he's actually a hero in this game, but normally he's a mook and that That gas mask he wears makes protects him immune to breathable poison.from his own weapons.
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* MadScientist: Clan Skryre's [[PlanetOfHats Hat]]. They create the Skaven's technological monstrosities and experiment with chemical warfare. They even once planted a wyrdstone-powered nuclear bomb under Altdorf, but it failed to detonate.
* OnlyInItForTheMoney: The only reason why the Skaven of Clan Skryre would help even their "brothers" in Clan Eshin, never mind anyone else.
* PoisonedWeapons
* SquishyWizard: The Globadier is not particularly meant for frontline combat, being more of a supporting/battle control hero.
* OnlyInItForTheMoney: The only reason why the Skaven of Clan Skryre would help even their "brothers" in Clan Eshin, never mind anyone else.
* PoisonedWeapons
* SquishyWizard: The Globadier is not particularly meant for frontline combat, being more of a supporting/battle control hero.
to:
* MadScientist: Clan Skryre's [[PlanetOfHats Hat]]. They create the Skaven's technological monstrosities and experiment with chemical warfare. They even once planted a wyrdstone-powered nuclear bomb under Altdorf, but it failed HiredGuns: He doesn't belong to detonate.
* OnlyInItForTheMoney: The only reason why the Skaven of Clan Skryre would help even their "brothers" inClan Eshin, never mind anyone else.
but instead Clan Skyre, who simply loans out their exotic weapon specialists to paying customers.
*PoisonedWeapons
PoisonedWeapons: Can learn all the poison skills of the greater Skaven faction.
* SquishyWizard: The Globadier is not particularly meant for frontline combat, being more of asupporting/battle supporting/area control hero.
* OnlyInItForTheMoney: The only reason why the Skaven of Clan Skryre would help even their "brothers" in
*
* SquishyWizard: The Globadier is not particularly meant for frontline combat, being more of a
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* BadassInANiceSuit: Dresses like a ClassicalMovieVampire when wearing plain clothing.
* TheDreaded: One of two other units who can inflict Terror on their enemies.
* TheDreaded: One of two other units who can inflict Terror on their enemies.
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* ScaryImpracticalArmour: They've got very stylized plate armor covered in sharp edges, along with a helmet that features sweeping bat wing decorations.
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* ManOfWealthAndTaste: Dresses like a ClassicalMovieVampire when wearing clothing.
* ScaryImpracticalArmour: They've got very stylizedplate heavy armor covered in sharp edges, edged plates, along with a metal HighCollarOfDoom and a helmet that features sweeping bat wing decorations.
* ScaryImpracticalArmour: They've got very stylized
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* SanityHasAdvantages: The Dreg's mental attributes are among the lowest in the game for a hero.
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* TheLeader
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* TheLeaderTheLeader: For the Mercenaries warband.
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* MinmaxersDelight: Captains are ''extremely'' easy to build into dedicated [[StoneWall parry-tanks]], and you're incentivized to do so thanks to their innate passive skill boosting parry chance and making counter-swings after parries even cheaper than usual, to the point of being completely free for a one-handed weapon. For the best results, give your parry-focused captain "Web of Steel" so he can perform these freebie counters multiple times per round.
to:
* MinmaxersDelight: Captains are ''extremely'' easy to build into dedicated [[StoneWall parry-tanks]], and you're incentivized to do so thanks to their innate passive skill boosting parry chance and making counter-swings after parries even cheaper than usual, to the point of being completely free for a one-handed weapon. usual. For the best results, give your parry-focused captain "Web of Steel" so he can perform these freebie one-handed counters multiple times per round.
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* FighterMageThief: Of the Human Heroes, the Youngblood is the Thief, to the Champion (Fighter) and the Warlock (Mage).
* FragileSpeedster: Able to equip the same weapons and armour as the Captain while being much lighter on his feet, but this comes at the cost of inferior strength, toughness and weapon skill scores. Commonly, Youngbloods are equipped with bows, pistols or crossbows as well as lighter one-handed weapons with higher initiative and used as runners and scouts meant more for quick, dirty grabs of wyrdstone and harassing enemy forces than engaging them head-on.
* FragileSpeedster: Able to equip the same weapons and armour as the Captain while being much lighter on his feet, but this comes at the cost of inferior strength, toughness and weapon skill scores. Commonly, Youngbloods are equipped with bows, pistols or crossbows as well as lighter one-handed weapons with higher initiative and used as runners and scouts meant more for quick, dirty grabs of wyrdstone and harassing enemy forces than engaging them head-on.
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* FighterMageThief: Of the Human Mercenary Heroes, the Youngblood is the Thief, to the Champion (Fighter) and the Warlock (Mage).
* FragileSpeedster: Able to equip the same weapons and armour as the Captain while being much lighter on his feet, but this comes at the cost of inferior strength, toughness and weapon skill scores. Commonly, Youngbloods are equipped with bows, pistols orcrossbows crossbows, as well as lighter one-handed weapons with higher initiative initiative, and used as runners and scouts meant more for quick, dirty grabs of wyrdstone and harassing enemy forces rather than engaging them head-on.main combatants.
* FragileSpeedster: Able to equip the same weapons and armour as the Captain while being much lighter on his feet, but this comes at the cost of inferior strength, toughness and weapon skill scores. Commonly, Youngbloods are equipped with bows, pistols or
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* CloseRangeCombatant
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* CloseRangeCombatantCloseRangeCombatant: He's the least proficient hero when it comes to ranged weapons, and his stat maximums and unique trait incentivize getting him stuck into melee instead.
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removed because Bald Woman has been disambiged. also commented out ZCE
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* BaldOfAwesome: Also a BaldWoman.
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* BaldOfAwesome: So awesome it prevents them from wearing helmets!
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* BaldOfAwesome
* CannonFodder
* CannonFodder
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* BaldOfAwesome: As with all Warrior Priests.
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* BaldOfAwesome: BaldMystic: As with all Warrior Priests.
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* BaldOfEvil: Emphasized by wearing a mouth-mask that leaves their cranium exposed.
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* MagicStaff: His starting weapon is a wooden staff crowned by an animal's skull. It's the weakest two-handed weapon in the game, but it slightly lessens the risk of a miscast.
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* SimpleStaff: His starting weapon.
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* SimpleStaff: Starts with a staff, which is a relatively weak weapon but helps their spellcasting chance.
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* SimpleStaff: MagicStaff: Starts with a staff, staff crowned with a Chaos star, which is a relatively weak weapon but helps their with his spellcasting chance.
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* ChaosIsEvil: Well, that's [[ReligionOfEvil Chaos]] for you.
* TheDragon: To the Shadowlord [[spoiler:aka. Belakor]].
* EvilerThanThou: She turned on the Purple Hand to swear allegiance to the Shadowlord, dismissing them as blind children compared to the might of the Shadowlord. [[spoiler:Given the Shadowlord ''is'' a Tzeentchian Daemon Prince...]]
* TheDragon: To the Shadowlord [[spoiler:aka. Belakor]].
* EvilerThanThou: She turned on the Purple Hand to swear allegiance to the Shadowlord, dismissing them as blind children compared to the might of the Shadowlord. [[spoiler:Given the Shadowlord ''is'' a Tzeentchian Daemon Prince...]]
to:
* ChaosIsEvil: Well, that's [[ReligionOfEvil Chaos]] for you.
BlingOfWar: Her wargear is heavily decorated with gold, making her stand out in a crowd of filthy and rag-tag cultists.
* CallForward: She claims to have been a member of the Purple Hand, a powerful and clandestine daemon cult who, many generations after the wyrdstone rushes of Mordheim, are major antagonists in ''TabletopGame/WarhammerFantasyRoleplay''.
* TheDragon: To theShadowlord [[spoiler:aka. Belakor]].
Shadowlord.
* EvilerThanThou: She turned on the Purple Hand to swear allegiance to the Shadowlord, dismissing them as blind children compared to the might ofthe Shadowlord. [[spoiler:Given the Shadowlord ''is'' a Tzeentchian Daemon Prince...]]her new master.
* CallForward: She claims to have been a member of the Purple Hand, a powerful and clandestine daemon cult who, many generations after the wyrdstone rushes of Mordheim, are major antagonists in ''TabletopGame/WarhammerFantasyRoleplay''.
* TheDragon: To the
* EvilerThanThou: She turned on the Purple Hand to swear allegiance to the Shadowlord, dismissing them as blind children compared to the might of
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* HornedHumanoid
to:
* HornedHumanoid{{Expy}}: Merga strongly resembles a gender-swapped version of the tabletop [[https://www.games-workshop.com/resources/catalog/product/920x950/99070201018_ChaosSorcerorLord01.jpg Chaos Sorcerer Lord]] miniature.
* HornedHumanoid: She's got a set of long, smooth horns reaching upwards from her forehead.
* MagicKnight: Merga is not one of your Magisters, she wears heavy armour and is fairly resilient to damage and capable in combat. Tellingly, her animations with that staff are that of a ''great weapon''.
* MagicStaff: It has a glowing blue eye at the top.
* HornedHumanoid: She's got a set of long, smooth horns reaching upwards from her forehead.
* MagicKnight: Merga is not one of your Magisters, she wears heavy armour and is fairly resilient to damage and capable in combat. Tellingly, her animations with that staff are that of a ''great weapon''.
* MagicStaff: It has a glowing blue eye at the top.
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* SimpleStaff: It has a giant eye at the top.
* SquishyWizard: {{Averted}}. Merga is not one of your Magisters, she wears heavy armour and is fairly resilient to damage and capable in combat. Notably, her model and animation are that of a Sister Superior holding a great weapon.
* SquishyWizard: {{Averted}}. Merga is not one of your Magisters, she wears heavy armour and is fairly resilient to damage and capable in combat. Notably, her model and animation are that of a Sister Superior holding a great weapon.
* OurGhoulsAreCreepier: Ghouls and Crypt Horrors (a larger, stronger variant) are the [[CannibalClan degenerate descendants of humans who turned to cannibalism to survive times of hardship]].
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* AncientEgypt: As a former Lahmian vampire, she styles herself in a Nehekharan motif despite clearly being an Old Worlder.
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* AncientEgypt: As a former Lahmian vampire, she styles herself in a Nehekharan motif despite clearly being an Old Worlder.a born Imperial.
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* SinisterScythe: Her staff.
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* SinisterScythe: Her staff.MagicStaff takes this form.
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* TheVamp
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* MalevolentMaskedMen: His face is concealed behind a metal mask, with only GlowingEyesOfDoom visible.
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* EldritchAbomination
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* WasOnceAMan: These creatures were at one point human, but have catastrophically mutated into feral, psychotic monsters, and will ''continue'' to mutate while in your warband's service.
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* StoneWall: Sporting robust HP pools, near-universal ability to equip heavy armour, excellent leadership and a plethora of divine buffing and support spells to boost their combat prowess, the Sisters are very difficult to shift and a real menace in open melee combat. However, their very poor movement range and mobility combined with an absolute lack of shooting makes them easy to outmaneuver and susceptible to being trapped.
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* StoneWall: Sporting robust HP pools, near-universal ability to equip heavy armour, excellent leadership and a plethora of divine buffing and support spells to boost their combat prowess, the Sisters are very difficult to shift and a real menace in open melee combat. However, their very poor movement range and mobility mobility, combined with an absolute lack of native shooting ability, makes them easy to outmaneuver and susceptible to being trapped.
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* {{Cult}}: Duh.
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* ReligionOfEvil: One dedicated to the Shadowlord that dwells in the pit in the center of Mordheim, where the impact hit.
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* ReligionOfEvil: One dedicated to the Shadowlord Shadowlord, an EldritchAbomination that dwells in the pit in the center of Mordheim, where the impact hit.
crater of the Mordheim comet.
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* EvilSorcerer
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* EvilSorcererEvilSorcerer: The servant of evil cosmic gods, and his warband's native spellcaster.
* MalevolentMaskedMen: Can wear two pointed cloth hoods that obscure his features, and his helmet model has a similar pointed hood layered on top of it.
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* SquishyWizard
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* SquishyWizard
SquishyWizard: He fills this role in the Cult roster, rather than being a typical melee powerhouse.
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* ArcherArchetype: The only hero in the Cult roster competant with bows. However, gaining any weapon mutation will avert this trope.
* ArcherArchetype: The only hero in the Cult roster competant with bows. However, gaining any weapon mutation will avert this trope.
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* BodyHorror: He merely looks fairly unhealthy at level 1. It just gets worse from there.
* JackOfAllStats: Though the nature of Chaos mutations means he's probably best off as a melee combatant.
* JackOfAllStats: Though the nature of Chaos mutations means he's probably best off as a melee combatant.
to:
* BodyHorror: He merely looks fairly unhealthy at level 1.Rank 0. It just gets worse from there.
* JackOfAllStats:Though the nature He's got a well-rounded statblock, can wear all kinds of Chaos armor and can use many weapons. It's something of a requirement for him to be so flexible, with how mutations means he's probably best off as a melee combatant.
can twist his battlefield purpose.
* JackOfAllStats:
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* AnAxeToGrind
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*
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* ProudWarriorRaceGuy: Norscans in the ''Warhammer'' world are basically demon-worshiping vikings.
to:
* ProudWarriorRaceGuy: Norscans and Kurgan in the ''Warhammer'' world are basically demon-worshiping vikings.
northmen who venerate their evil gods through battle.
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* AwesomeButImpractical: Suffering many of the same issues as the Marauder, the Possessed is powerful but exceedingly frail and will likely die before managing to kill anything.
* AxCrazy
* BareFistedMonk: Before mutating, the only weapon he can use is the Armband. He fights entirely with punches delivered with brute strength.
* BodyHorror: Possessed can gain mutations.
* TheBrute
* DumbMuscle: He has the lowest maximum intelligence of any Hero in the game, a measly 7. They can actually be graduated up to lead warbands in place of the Magister.
to:
* AwesomeButImpractical: Suffering many of the same issues as the Marauder, the Possessed is powerful but exceedingly
* BareFistedMonk:
* BodyHorror:
* TheBrute
* DumbMuscle: He has the lowest maximum intelligence of any Hero in the game, a measly 7.
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* HumanoidAbomination: A Possessed is a ghastly amalgamation of flesh, metal and daemonic essence fused together.
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* HumanoidAbomination: A Possessed is a ghastly amalgamation of flesh, metal and daemonic essence fused together.
together. Notably, as an avatar of the cult's gods, he technically outranks the Magisters, and can learn Born Leader to replace them as the commander of a warband.
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The Darksoul is a powerful but tricky to use melee henchman. They're durable in heavy armour and fearless so they will hold off multiple opponents round after round, and they deal heavy damage when given great weapons. Used improperly they will be caught in a fight they can't win and can't disengage from.
* AnAxeToGrind
* AxCrazy: Permanently scarred by their experiences, Darksouls live only to kill everything they find.
* BaldOfEvil
* CannonFodder
to:
The Darksoul is a powerful but tricky to use melee henchman. They're durable in heavy armour and fearless so they will hold off multiple opponents round after round, and they deal heavy damage when given great weapons.
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* AnAxeToGrind: Their default weapon is a
* AnAxeToGrind
* AxCrazy:
*
* CannonFodder
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* MalevolentMaskedMen: To make them look like the Chaos daemons they revere.
to:
* FearlessFool: Darksouls are immune to penalties like Fear, Terror and All Alone, but they cannot flee or disengage from combat for any reason. They'll stay there and fight until they or their opponent are dead, even when there's no way they can win.
* MalevolentMaskedMen:To make them look like They wear metal jaws that resemble the Chaos daemons they revere.
revere. Their helmet incorporates a fabric mask on top of it.
* MalevolentMaskedMen:
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* CannonFodder
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* JackOfAllStats[=/=]MasterOfNone
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* MalevolentMaskedMen: They wear crude, stitched-together capriotes to conceal their faces, and their helmet is simply the addition of leather and a metal mouth grille.
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%%* BadassInANiceSuit
%%* ClassicalMovieVampire
%%* ClassicalMovieVampire
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%%* ClassicalMovieVampire
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* ScaryImpracticalArmour
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* ScaryImpracticalArmour
ScaryImpracticalArmour: They've got very stylized plate armor covered in sharp edges, along with a helmet that features sweeping bat wing decorations.
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* BodyHorror: He doesn't look like a particularly healthy chap.
* JackOfAllStats
* JackOfAllStats
to:
* BodyHorror: He doesn't look like a particularly healthy chap.
*chap, sporting a hideous lump on his back that his heavy armor protects with a crude dome.
%%* JackOfAllStats
*
%%* JackOfAllStats
* SanityHasAdvantages: The Dreg's mental attributes are among the lowest in the game for a hero.
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With their slow speed and inability to use two-handed weapons or armour, zombies are frankly pathetic in combat. Unwavering, immune to various status effects and surprisingly durable, they're best used as meatshields at the front of the fight, harrying opponents and absorbing blows. With "Rotten Corpse", zombies are immune to most injuries that would debilitate other warriors, but they're also more likely to "die" from falling in battle. They're also Expendable so they don't impact warband morale if they do.
to:
With their slow speed and inability to use two-handed weapons or armour, zombies are frankly pathetic in combat. Unwavering, immune to various status effects and surprisingly durable, they're best used as meatshields at the front of the fight, harrying opponents and absorbing blows. With "Rotten Corpse", zombies are immune to most injuries that would debilitate other warriors, but they're also more likely to "die" from falling in battle. They're also
----
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* CannonFodder: Even among Henchmen, zombies exemplify this; they're just meant to serve as bubble wrap for the powerful Undead heroes, protecting them from blows while they do the heavy lifting.
to:
* CannonFodder: Even among Henchmen, zombies exemplify this; they're just meant to serve as bubble wrap for the powerful Undead heroes, protecting them from blows while they do the heavy lifting. Their Expendable passive ensures that they won't impact the warband's morale when they inevitably fall in battle.
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* WeHaveReserves: Zombies have the Expendable trait, which means the Undead warband doesn't lose morale if they die... uh, are destroyed in battle.
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* LightningBruiser: Emphasis on the Lightning part. The Crypt Horror is one of the flimsier Impressives but they hit really hard, especially on the charge, encouraging players to build them towards being a charging linebreaker unit.
to:
* LightningBruiser: Emphasis on the Lightning part. The Crypt Horror is one of the flimsier Impressives but they hit really hard, especially on the charge, encouraging players to build them towards being a charging linebreaker unit.
as linebreakers.
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* AnAxeToGrind: Most Mercenary units can be equipped with axes or great axes, with the exception of the Warlock.
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* [[HiredGuns Hired Swords]]
to:
* [[HiredGuns Hired Swords]]HiredGuns: They've been hired by Baron Von Lietdorfer to gather the wyrdstone in return for coin.
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* MinmaxersDelight: Captains are ''extremely'' easy to build into dedicated [[MightyGlacier parry-tanks]], and you're incentivized to do so thanks to their innate passive skill boosting parry chance and making counter-swings after parries even cheaper than usual, to the point of being completely free for a one-handed weapon. For the best results, give your parry-focused captain "Web of Steel" so he can perform these freebie counters multiple times per round.
to:
* MinmaxersDelight: Captains are ''extremely'' easy to build into dedicated [[MightyGlacier [[StoneWall parry-tanks]], and you're incentivized to do so thanks to their innate passive skill boosting parry chance and making counter-swings after parries even cheaper than usual, to the point of being completely free for a one-handed weapon. For the best results, give your parry-focused captain "Web of Steel" so he can perform these freebie counters multiple times per round.
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* FragileSpeedster: Able to equip the same weapons and armour as the Captain, and much lighter on his feet but this comes at the cost of inferior strength, toughness and weapon skill scores. Commonly, Youngbloods are equipped with bows, pistols or crossbows as well as lighter one-handed weapons with higher initiative and used as runners and scouts meant more for quick, dirty grabs of wyrdstone and harassing enemy forces than engaging them head-on.
* NaiveNewcomer
* NaiveNewcomer
to:
* FragileSpeedster: Able to equip the same weapons and armour as the Captain, and Captain while being much lighter on his feet feet, but this comes at the cost of inferior strength, toughness and weapon skill scores. Commonly, Youngbloods are equipped with bows, pistols or crossbows as well as lighter one-handed weapons with higher initiative and used as runners and scouts meant more for quick, dirty grabs of wyrdstone and harassing enemy forces than engaging them head-on.
* NaiveNewcomerhead-on.
* NaiveNewcomer
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* TheLancer: Able to take the "Lad's Got Talent" skill to become a Leader unit, taking the place of the Captain.
to:
* TheLancer: Able to take the "Lad's Got Talent" "Born Leader" skill to become a Leader unit, taking the place of the Captain.
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* ArcherArchetype: Marksman start with longbows, and while weaker than guns, their ability to let loose arrows multiple times a turn arguably makes them the better weapon, especially later on.
%%* BadassBandolier
%%* CannonFodder
* ColdSniper: When giving a long rifle.
%%* HiredGuns
* InTheHood: A common accessory.
* LongRangeFighter: The best ranged henchmen in the entire game, no argument. And when given the "Lad's Got Talent" skill, the best ranged Heroes too.
to:
* ArcherArchetype:
%%* BadassBandolier
%%* CannonFodder
* ColdSniper: When giving a long rifle.
%%* HiredGuns
* InTheHood:
* LongRangeFighter: The best ranged henchmen in the entire
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* BadassNormal: The most normal you can get in the ''Warhammer'' setting. [[TabletopGame/{{Warhammer 40000}} No lasguns or building-sized tanks here]], all he needs to fight inhuman evil hellbent on humanity's extinction is a good blade or hammer and maybe a flintlock pistol or two.
* CannonFodder
* CloseRangeCombatant
* [[HiredGuns Hired Swords]].
* TheGenericGuy: Standard fighters of the Empire who die in droves against monsters and superhuman adversity every day.
* JackOfAllStats
to:
*
* CannonFodder
* CloseRangeCombatant
* [[HiredGuns Hired Swords]].
* TheGenericGuy: Standard fighters
* JackOfAllStats
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* AnAxeToGrind
* TheBigGuy: The biggest guy in fact.
* DropTheHammer: His starting weapon.
* TheJuggernaut: Not much stands in the Ogre's way and lives.
to:
* TheBigGuy: The
* DropTheHammer: His starting
* TheJuggernaut: Not much stands in the Ogre's way and lives.
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* StoneWall: Some of the most impressive strength and toughness scores in the whole game, and coupled with the unique ability among the large Impressives to wear light armour, the most generally resilient. Also, because they can take swords, Ogres can become quite proficient at parrying as well.
to:
* StoneWall: Some of the most impressive strength and toughness scores in the whole game, and coupled with the unique ability among the large larger Impressives to wear light armour, the most generally resilient. Also, because they can take swords, Ogres can become quite proficient at parrying as well.
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* BadassNormal: Verging into CharlesAtlasSuperpower territory. He's able to beat down Daemons and Chaos Ogres despite being a seemingly ordinary man with only a sword. Just being a veteran of Mordheim's wyrdstone runs makes him this.
* DeadpanSnarker: "When the Baron hears about your victory, he'll be as pleased as a halfling in a pie shop."
* LightningBruiser: Luther hits hard, runs fast and defends well. There's only very few foes in Mordheim that give him serious worry.
* OldSoldier
* SeenItAll: ''[[BadassBoast "I've forgotten more things about this city than you'll ever learn."]]''
to:
* BadassNormal:
* DeadpanSnarker:
*
*
* SeenItAll:
-->'''Luther:''' I've forgotten more
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The Captain is a versatile melee hero with decent all-round stats and an emphasis on strong defences, able to take from a long list of weapons and equipment and viable in just about any build or any situation. His special ability, "Swift Reaction" increases Parry chance and reduces the cost of counter-attacks.
to:
The Captain is a versatile melee hero with decent all-round stats and an emphasis on strong defences, able to take from a long list of weapons and equipment and viable in just about any build or any situation. His special unique ability, "Swift Reaction" Reaction", increases Parry parry chance and reduces the cost of counter-attacks.
counter-attacks after a successful parry.
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* BlingOfWar: His heavy armour is lavishly decorated.
* HeroesPreferSwords: The default starting weapon is a sword.
* HeroesPreferSwords: The default starting weapon is a sword.
to:
* BlingOfWar: His {{Downplayed}}, but the Captain's helmet and heavy armour is lavishly decorated.
armor are fairly lavish [[SlidingScaleOfShinyVersusGritty by the standards of the game]], featuring gold details and black paint on its front side, as well as a colorful sash.
* CounterAttack: The Captain's unique passive "Swift Reaction" boosts parry chance by 10% and reduces the offence point cost of counter-attacking after a successful parry by one pip -- This stacks with the usual one-pip discount for parry counters, allowing Captains to counter attack for ''free'' if they're using a one-handed weapon.
* HeroesPreferSwords:The Their default starting weapon loadout is a sword.sword and [[LuckilyMyShieldWillProtectMe shield]].
* CounterAttack: The Captain's unique passive "Swift Reaction" boosts parry chance by 10% and reduces the offence point cost of counter-attacking after a successful parry by one pip -- This stacks with the usual one-pip discount for parry counters, allowing Captains to counter attack for ''free'' if they're using a one-handed weapon.
* HeroesPreferSwords:
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* JackOfAllStats: Though primarily a melee fighter, with decent stats all across the board and a wide selection of equipment, the Captain can be built for almost any situation. However with his Swift Reaction special ability, giving the Captain a halberd, a sword or a shield and some kind of one-handed weapon so he can parry attacks might be the wisest choice.
to:
* JackOfAllStats: Though primarily a melee fighter, with decent stats all across the board and a wide selection of equipment, the Captain can be built for almost any situation. ranged combat or situational support. However with his Swift Reaction special ability, giving the Captain a halberd, a sword or a shield and some kind of one-handed weapon so he can parry attacks might be the wisest choice.choice.
* MinmaxersDelight: Captains are ''extremely'' easy to build into dedicated [[MightyGlacier parry-tanks]], and you're incentivized to do so thanks to their innate passive skill boosting parry chance and making counter-swings after parries even cheaper than usual, to the point of being completely free for a one-handed weapon. For the best results, give your parry-focused captain "Web of Steel" so he can perform these freebie counters multiple times per round.
* MinmaxersDelight: Captains are ''extremely'' easy to build into dedicated [[MightyGlacier parry-tanks]], and you're incentivized to do so thanks to their innate passive skill boosting parry chance and making counter-swings after parries even cheaper than usual, to the point of being completely free for a one-handed weapon. For the best results, give your parry-focused captain "Web of Steel" so he can perform these freebie counters multiple times per round.
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The Wolf Priest is an amazing two-handed physical fighter and support caster who can particularly benefit friendly units in tight combat with the enemy, be they the tough-as-nails Sisters or the relatively squishy Mercenaries and Witch Hunters.
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The Wolf Priest is an amazing a courageous two-handed physical fighter and support caster who can particularly benefit friendly units in tight combat with the enemy, be they the tough-as-nails Sisters or the relatively squishy Mercenaries and Witch Hunters.
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* AnIcePerson: Ulric is the god of wolves and winter, so a couple of the Wolf Priest's spells are themed after the cold, including Winter's Chill, Frost Bite and Ice Storm.
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* AnIcePerson: Ulric is the god of wolves and winter, so a couple of the Wolf Priest's spells are themed after the cold, including Winter's Chill, Frost Bite and Ice Storm.
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* AnAxeToGrind: His starting weapon is, what else, a greataxe.
to:
* AnAxeToGrind: His starting weapon, unique to his class, is the Great Ulrician Axe, a heavy, two-handed weapon is, what else, a greataxe.with bonus critical chance and reduced risk of triggering divine wrath when casting.
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* NervesOfSteel: The Wolf Priest's unique passive "Heart of the Wolf" gives him a +35 bonus to Fear, Terror, All Alone and other leadership checks, making him an excellent counter to horrifying enemies like Vampires and Impressive units, or characters using manipulative skills like Threaten and Intimidate. His spell Wild Pack allows the Wolf Priest to make his allies immune to Fear as well.
* NobleWolf: The Wolf Priest of Ulric is a support caster and exceptionally brave warrior, able to stare down the worst horrors of Mordheim and inspire others to do the same.
* SupernaturalFearInducer: The spell Wild Pack grants the Wolf Priest and nearby allies the ability to cause Fear, as well as becoming immune to Fear themselves.
* NobleWolf: The Wolf Priest of Ulric is a support caster and exceptionally brave warrior, able to stare down the worst horrors of Mordheim and inspire others to do the same.
* SupernaturalFearInducer: The spell Wild Pack grants the Wolf Priest and nearby allies the ability to cause Fear, as well as becoming immune to Fear themselves.
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Badass Mustache and Badass Beard are being merged into Manly Facial Hair. Examples that don't fit or are zero-context are removed. To qualify for Manly Facial Hair, the facial hair must be associated with masculinity in some way. Please read the trope description before readding to make sure the example qualifies.
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* BadassBeard: All Mercenary units can get facial hair.
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* BadassBandolier
* CannonFodder
* CannonFodder
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* HiredGuns
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%%%* BadassMustache
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* BadassBeard
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* DualWielding
* GlassCannon
* GlassCannon
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* BadassInANiceSuit
* ClassicalMovieVampire
* ClassicalMovieVampire
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* BadassLongrobe
* BaldOfEvil
* BaldOfEvil
to:
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Direct link.
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* TheNecromancer: Necromanctic magic is banned in the Empire, so most Necromancers can be found far from civilization. Vampires see Necromancers as allies of convenience and so shelter them, though some mortal practitioners of the dark magic can grow powerful enough to rival them.
to:
* TheNecromancer: {{Necromancer}}: Necromanctic magic is banned in the Empire, so most Necromancers can be found far from civilization. Vampires see Necromancers as allies of convenience and so shelter them, though some mortal practitioners of the dark magic can grow powerful enough to rival them.
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* GasMaskMook: Well he's actually a hero in this game, but normally he's a mook and that gas mask he wears makes him immune to breathable poison.
* CastFromHitPoints: His starting spell Boon of Ruin will inflict damage on himself
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* SquishyWizard: Downplayed, he's not the toughest hero around especially at the start, but he's not particularly frail and he can be built into an armoured tank. Additionally he's agile and has high weapon skill, so he's no pushover in melee.
to:
* SquishyWizard: Downplayed, he's not the toughest hero around especially fragile at the start, start and never gets very tough or strong, but he's not particularly frail and he can be built into an armoured tank. Additionally he's extremely agile and has high weapon skill, so he's no pushover in melee.
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* SquishyWizard
to:
* SquishyWizard
SquishyWizard: Downplayed, he's not the toughest hero around especially at the start, but he's not particularly frail and he can be built into an armoured tank. Additionally he's agile and has high weapon skill, so he's no pushover in melee.
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* DumbassNoMore: There's an unique enchantment for amulets/pendants that prevents Stupidity, since only the Rat Ogre starts with stupidity, it's about the only unit that ever gets this (players just fire units that took brain damage). At the highest level of this enchantment, your Rat Ogre rarely gets stupid and becomes an actual valued member of your warband, as it's finally able to act on its own.
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* AttackAttackAttack: Because of her "Last Stand" attribute, she can't ever retreat or flee from a fight even when that's the smart thing to do.
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* NervesOfSteel: Immune to Fear, Terror and All Alone.
to:
* NervesOfSteel: Immune to Fear, Terror and All Alone.
Alone but not Fear or Terror.
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* AncientEgypt: As a former Lahmian vampire, she styles herself in a Nehekharan motif despite clearly being an Old Worlder.
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* DoesNotLikeShoes: She's a noblewoman but she's always going barefoot which fits her Nehekharan stylings.
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* AwesomeButImpractical: Averted, unlike most of the other Impressives. As the only Impressive unit who isn't a GiantMook, the Maiden of Sigmar can traverse terrain normally like any human-sized unit, loot items and wyrdstone, cast spells, and enter buildings. She's also ImmuneToBullets, which makes her immune to one of the primary ways of dealing with Impressives and plugs a vital hole in the Sisters tactics, allowing her to bullrush archers and tie them up or kill them outright. This makes her more tactically useful than the other Impressives, but she doesn't skimp on her raw power one bit.
to:
* AwesomeButImpractical: Averted, unlike most of the other Impressives. As the only Impressive unit who isn't a GiantMook, the Maiden of Sigmar can traverse terrain normally like any human-sized unit, loot items and wyrdstone, cast spells, and enter buildings. She's also ImmuneToBullets, which makes her immune to one of the primary ways of dealing with Impressives and plugs a vital hole in the Sisters tactics, allowing her to bullrush archers and tie them up or kill them outright. Finally she can wear armor and carry shields, with extremely high weapons skill, allowing her to hit reliably, be hard to hit back, parry consistently and reduce the damage she actually takes if your enemy manages to get through all that. This makes her more tactically useful than the other Impressives, but she doesn't skimp on her raw power one bit.